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We've a thread for character concepts, what about one for campaign ideas?

Mine: An epic idea where spaceships move from solar system to solar system using a Temporal Jump Drive. If time travel is too impossible, one that has an Eldritch Machine that creates gates to other star systems for a limited amount of time. Thank you, Eberron.


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Though the PC's don't know it all the horrible things that could go wrong in the modules have. Golarian is a post apocalyptic nightmare.

However, one powerful wizard created a demiplane "lifeboat" in an attempt to preserve the culture and races of old Golarian. He called it "The Grove." Life in the Grove has been an idyllic peaceful place for 5000 years. The original wizard has long since disappeared with no explanation.

Now the planar barriers are starting to come down. "Things" are leaking into the Grove. It's up to a team of intrepid adventurers to venture into Golarian to find the McGuffin to save their home...and Maybe Golarian itself.

There's a lot of different ways one could go with this. It should be a discovery period followed by a long winding journey while racing against the clock.


i got nothing, lol


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The players are explorers and colonists aboard an ark ship, stranded in a far away star cluster from a dying Earth. They must explore, survive, and colonize to ensure the future of the human race. They luckily have ftl travel, but with it, they have awakened something terrible. A fail safe, created by super advanced aliens, hunts down any civilization that has ftl capabilities, tracking ships by their signature when they jump. In this way, the advanced aliens remain top dog of the galaxy. Now humans have to contend with this weapon while exploring the stars and expanding their empire.

RPG Superstar 2009 Top 32

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With the passing of Carrie Fisher, I am thinking of adapting Starfinder to play in the Star Wars Expanded Universe.

The characters would be members of the Rebel Alliance.
(Still working on a plot.)

Consider
Fringer - Operative* (or Operative/Mechanic multiclass)
Noble - Envoy
Scoundrel - Operative*
Soldier - Soldier
Scout - Operative* (or Operative/Soldier multiclass)
Tech Specialist - Mechanic
Force Adept - Mystic

* - Different Archetypes
(Technomancer would not be used)

Jedi - Still need to figure how to model these classes. I would need more information on the Solarion.


First contact with the Ilee and the rest of the Golarian system, spearheaded by the Aballon civilization. A merger of Aballon mainframe, the Ileean Grandfather Stone, and some third unnamed computer intelligence is perhaps how we get to the ascension of Triune. A band of young musicians from the Ilee are an instant hit systemwide. The AP would be titled "The New Kids On The Block".

But seriously, the Ilee could be the ones originally responsible for introducing the Solarian and Mystic classes to the rest of the solar system, The other Starfinder classes probably arise as a natural consequence of the Golarion industrial revolution (with plenty of help from Ilee and Aballonian technology).


Skulls and Shackles IN SPACE.

Yeah, I'm not very creative.


andygal wrote:

Skulls and Shackles IN SPACE.

Yeah, I'm not very creative.

That would actually take a lot of creativity.


Rumors abound that someone is selling Starstones. This isn't exactly new -- scams claiming to have Starstone fragments or even the original Starstone or reverse-engineered Starstones have been around for as long as scams claiming rewards for assistance in moving large amounts of cash or valuables. What IS new, though, and terrifying, is that now hazy but credible reports have emerged that a few of the people seeking to gain power through such things have started gaining real and frightening powers, while many others have disappeared or been found dead of unknown but horrific causes, made all the more urgent by the fact that investigators of this phenomenon have sometimes shared the same grisly fates . . . .


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Gather the forces of the universe, battle the great old ones, try not to die.


Campaign A)
...The party arrives at a new star-system to find the unthinkable. Aeons laying siege to an entire planet. On making their way down to the planet's surface, they find a race of draconic Half-Celestials who populate the planet; and it becomes clear why the Aeons have come, to eradicate such a large density of "Good Energy" simply for throwing off the balance of that energy in the universe.

Should they decide to save them, it could make the "will of the universe" itself their enemy; are they willing to do what's right even if that's the case? And what will it take to defeat a force that cannot be reasoned with? Will they summon an Evil even greater than a world of Half-Celestials is Good into this universe just to dissuade the Aeon's desire for balance?

...Or will the battle rage until the party is stronger than the gods themselves?

Campaign B)
... Absolom Station starts having its residents report mysterious creatures appearing and disappearing all over the station, their appearance often resulting in abnormal activity in machinery, especially anything with significant magical components.

The party is called into investigate these "ghosts in the machine", and find out where they're coming from and what they want; could there be some connection of these creatures to the drift? And if so, how have they managed to make it to the material plane without a hyper-drive? Do they come from somewhere between the two? What even are they?

However, there may be greater dangers facing them than the mischief of a few mysterious Outsiders.


Matthew Shelton wrote:

First contact with the Ilee and the rest of the Golarian system, spearheaded by the Aballon civilization. A merger of Aballon mainframe, the Ileean Grandfather Stone, and some third unnamed computer intelligence is perhaps how we get to the ascension of Triune. A band of young musicians from the Ilee are an instant hit systemwide. The AP would be titled "The New Kids On The Block".

But seriously, the Ilee could be the ones originally responsible for introducing the Solarian and Mystic classes to the rest of the solar system, The other Starfinder classes probably arise as a natural consequence of the Golarion industrial revolution (with plenty of help from Ilee and Aballonian technology).

And the Drift may be a consequence of Grandfather Stone and the World Heart of Apostae having felt some sort of remorse or pity over their people after ascension--they have had centuries to 'meditate' on issues such as interstellar travel, but speculation and thought experiments can only take you so far. After the merger with the Aballon AI, Triune feels an equal pang of pity for its robotic children trapped on a world that will eventually be consumed after Mother Sun evolves into a red giant. Therefore Triune set to work on discovering a means of rapid mass transport not only to other planets, but to other stars, as a permanent solution to escape the dangers of dying suns and supernovas. No other civilization should have to endure thousands of years trapped inside a stagnant world ship, where the Ilee had almost lost everything before First Contact. Now the Aballonians would be able to migrate to other worlds in close orbit like Aballon, to bask in unlimited starshine.

This theory about endless amounts of research, combined with the powers gained by ascension, could be how the Triune AI discovered driftspace and made it accessible to the material plane.


Luna Protege wrote:

Campaign A)

...The party arrives at a new star-system to find the unthinkable. Aeons laying siege to an entire planet. On making their way down to the planet's surface, they find a race of draconic Half-Celestials who populate the planet; and it becomes clear why the Aeons have come, to eradicate such a large density of "Good Energy" simply for throwing off the balance of that energy in the universe.

Should they decide to save them, it could make the "will of the universe" itself their enemy; are they willing to do what's right even if that's the case? And what will it take to defeat a force that cannot be reasoned with? Will they summon an Evil even greater than a world of Half-Celestials is Good into this universe just to dissuade the Aeon's desire for balance?

...Or will the battle rage until the party is stronger than the gods themselves?
{. . .}

I would welcome the enmity of the will of the universe if I could level up to become stronger than all the other deities . . . .

Too bad we haven't seen Aeons fleshed out -- last time I checked, Strange Aeons doesn't actually have any Aeons in it.


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Lord Fyre wrote:

With the passing of Carrie Fisher, I am thinking of adapting Starfinder to play in the Star Wars Expanded Universe.

The characters would be members of the Rebel Alliance.
(Still working on a plot.)

Consider
Fringer - Operative* (or Operative/Mechanic multiclass)
Noble - Envoy
Scoundrel - Operative*
Soldier - Soldier
Scout - Operative* (or Operative/Soldier multiclass)
Tech Specialist - Mechanic
Force Adept - Mystic

* - Different Archetypes
(Technomancer would not be used)

Jedi - Still need to figure how to model these classes. I would need more information on the Solarion.

I was thinking something similar, except I've had ideas with other classes (all 3pp):

The Renegade hybrid class from Four Horsemen Present for the Han Solo scoundrel type. (Have you SEEN the cover image?)

The Noble class from the Freeport Companion for the Noble.

As for the Jedi, I was thinking of using the Jedi class found on the forums (consular, guardian, and sentinel).

As for the others... I have no clue.

RPG Superstar 2009 Top 32

Warhawk7 wrote:
Lord Fyre wrote:

With the passing of Carrie Fisher, I am thinking of adapting Starfinder to play in the Star Wars Expanded Universe.

The characters would be members of the Rebel Alliance.
(Still working on a plot.)

Consider
Fringer - Operative* (or Operative/Mechanic multiclass)
Noble - Envoy
Scoundrel - Operative*
Soldier - Soldier
Scout - Operative* (or Operative/Soldier multiclass)
Tech Specialist - Mechanic
Force Adept - Mystic

* - Different Archetypes
(Technomancer would not be used)

Jedi - Still need to figure how to model these classes. I would need more information on the Solarion.

I was thinking something similar, except I've had ideas with other classes (all 3pp):

The Renegade hybrid class from Four Horsemen Present for the Han Solo scoundrel type. (Have you SEEN the cover image?)

The Noble class from the Freeport Companion for the Noble.

As for the Jedi, I was thinking of using the Jedi class found on the forums (consular, guardian, and sentinel).

As for the others... I have no clue.

Alas, I cannot plan for using 3rd party material as we don't know enough about the difference between Starfinder and Pathfinder.


Lord Fyre wrote:

With the passing of Carrie Fisher, I am thinking of adapting Starfinder to play in the Star Wars Expanded Universe.

The characters would be members of the Rebel Alliance.
(Still working on a plot.)

Are we sure that Paizo doesn't already have Star Wars covered with the first AP? Snippets of conversation about it once all put together start to sound a lot like Star Wars.

Comparing Absalom Station to the Cantina Scene and setting the start of the first AP there, comparing Eox and its inhabitants to the Death Star and the Empire?

Just a thought.

RPG Superstar 2009 Top 32

Luna Protege wrote:
Lord Fyre wrote:

With the passing of Carrie Fisher, I am thinking of adapting Starfinder to play in the Star Wars Expanded Universe.

The characters would be members of the Rebel Alliance.
(Still working on a plot.)

Are we sure that Paizo doesn't already have Star Wars covered with the first AP? Snippets of conversation about it once all put together start to sound a lot like Star Wars.

Comparing Absalom Station to the Cantina Scene and setting the start of the first AP there, comparing Eox and its inhabitants to the Death Star and the Empire?

Just a thought.

You may be on to something.

In any event, there is still reskinning the Starfinder Mechanics to fit the Star Wars Universe. (B.T.W., I am not a fan of Fantasy Flight Games version of Star Wars - specifically I don't like their dice mechanic.)


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I doubt they're going to have you blow up Eox in the first AP . . . .

RPG Superstar 2009 Top 32

UnArcaneElection wrote:
I doubt they're going to have you blow up Eox in the first AP . . .

Nor would I want to do exactly the story of Star Wars: A New Hope. :)


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Lord Fyre wrote:
UnArcaneElection wrote:
I doubt they're going to have you blow up Eox in the first AP . . .
Nor would I want to do exactly the story of Star Wars: A New Hope. :)

Who would want to? There are many campaign models you can do for Space Opera. These are the Voyages; Selling the Moon, Wholesale; Space Privateers, for just three.


EltonJ wrote:
Lord Fyre wrote:
UnArcaneElection wrote:
I doubt they're going to have you blow up Eox in the first AP . . .
Nor would I want to do exactly the story of Star Wars: A New Hope. :)
Who would want to? There are many campaign models you can do for Space Opera. These are the Voyages; Selling the Moon, Wholesale; Space Privateers, for just three.

... Or to put it another way:

*Sunglasses Flash* "Space Opera... Is Freedom!"

That mere thought makes me wish for Magical Girls in Space, I've seen a few anime get close, but never farther than the moon, and never for more than a single episode per season; though I have seen one where a Magical Girl suplexed a space-shuttle.

On a much more on topic note: Maybe I could set the start of a campaign inside an asteroid and debris field, littered with settlements that are comprised only of multiple tavern sized space stations used as scavenging and mining centres, and much of the early campaign be zero G combat amongst the rubble. At that point their first objective is clearly "build yourself a ship, and figure out where you want to go from there", while in the meantime, many of the encounters would be samplings of the major powers of each planet, so its easier for them to choose where to go once they're done there.

Alternatively... If I was especially cruel, I'd instead make them re-enact Gurren Lagann; making them start on a planet... Underground... And have them work their way to the surface, and then to reasonable transportation, and so on before they can finally reach space... The part of the Anti-Spirals would be played by Aeons, because as near as I can tell that's pretty much an Aeon's job, "stop/slow evolution" by what can be construed from their insane attempts at "balance" which seems creatively sterile.


Players awaken upon a near dead starship with no memory of who they are. Dead bodies of the rest of the crew everywhere. Now they struggle to get the ship running again in time for the one who did this to return.


jay mcalpin wrote:
Players awaken upon a near dead starship with no memory of who they are. Dead bodies of the rest of the crew everywhere. Now they struggle to get the ship running again in time for the one who did this to return.

A variation to that would be that there are no dead bodies, each of the members has a unique set of skills required for their survival, and there's a large locked bulkhead door in the cargo hold that no one knows how to open.

Hrm, I may need to actually watch Dark Matter more than the first few episodes..


jay mcalpin wrote:
Players awaken upon a near dead starship with no memory of who they are. Dead bodies of the rest of the crew everywhere. Now they struggle to get the ship running again in time for the one who did this to return.

Another alternative version of this is that prominent clues have been left that point to the PCs being guilty, and the rescue team is on the way. The PCs have to find out what really happened before they are framed permanently.


Warhawk7 wrote:
jay mcalpin wrote:
Players awaken upon a near dead starship with no memory of who they are. Dead bodies of the rest of the crew everywhere. Now they struggle to get the ship running again in time for the one who did this to return.

A variation to that would be that there are no dead bodies, each of the members has a unique set of skills required for their survival, and there's a large locked bulkhead door in the cargo hold that no one knows how to open.

Hrm, I may need to actually watch Dark Matter more than the first few episodes..

You won't regret it :)


Matthew Shelton wrote:
Warhawk7 wrote:
jay mcalpin wrote:
Players awaken upon a near dead starship with no memory of who they are. Dead bodies of the rest of the crew everywhere. Now they struggle to get the ship running again in time for the one who did this to return.

A variation to that would be that there are no dead bodies, each of the members has a unique set of skills required for their survival, and there's a large locked bulkhead door in the cargo hold that no one knows how to open.

Hrm, I may need to actually watch Dark Matter more than the first few episodes..

You won't regret it :)

Oh I really like both of those.

Dark Archive

'Just another bug hunt.'

The party lands on a colony world to trade some X for Y, only to find the place mysteriously deserted, with evidence of a fight.

Turns out some sort of variant Xill (native outsiders, not plane shifters) live here, and the colonists are being rounded up and used to host the next generation. There's still hope to save many of them, via mundane surgery or magical cures, before the eggs within them hatch and a fresh crop of Xill burst forth, but the party has to face some tough resistance from the old Xill 'sleepers' who were awoken by the colonists (who delved too greedily, and too deep, into places they should not have, as the saying goes), as well as some panic-stricken colonists who might be as much trouble as the Xill, in their own special way.

Followup missions might discover vaults of sleeping 'neo-Xill' on other worlds, leading to the question of who put them on these worlds, as sort of organic WMDs to (eventually) eat up explorers or colonists?

Obviously it's the Hunters, who seeded these worlds with critters they like to hunt, after stripping them of their annoying plane shifting abilities.


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I'm going to play around with an Eberron setting.

Set 100 to 300 years after the Last War (and somewhere between those 100 to 300 years, Cyre is reclaimed), the people of Eberron explores their solar system and the Galaxy. Set in the Gemini Quadrant (I think, or maybe the other side of the Galaxy) the people of Eberron explore five regions of space.

The starships of House Lyrandar have three different eldritch machines. One creates atmosphere around the ship. Another one can cast create food and water and feast. The last is the Temporal Jump Drive.

The Cyrans, the Brelanders, the Karrnathi, the Aundarians, and the Inspired have settled colonies around the Gemini Sector (or maybe the other side of the Galaxy). The twelve houses are in space as well, still acting in their mercantile capacities. On Eberron, House Cannith is still prominent, but in space it is House Lyrandar that is prominent. House Lyandar sells space ships.

Foiling the colonies in the Gemini sector are rat folk. The player characters play "sell the moon, wholesale." But they have to deal with rat folk ships sometimes, pirates sometimes, and Retros.

Bases include: Pleasure planets, Agricultural planets, mining bases, manufacturing bases, pirate bases, and many others. Ships available to PCs are light fighters, heavy fighters, light freighters, and heavy freighters. Cruise ships and dreadnaughts are not available for PCs to fly.


RIFTS setting, but in a playable system.


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A spaceship floats out of control and sends an SOS-code.
As the heroes aproach and board the dead, floating ship, they find no sign of humanoid life. Just a weird fungus and near tropical temperatures in the ship.
Where is the crew and what is the secret of the fungus?

What actually happened:
the air filters broke. From the moisture of breathing and dead skin cells, originated a fungus (many years into the deepspace Mission). Witch grew and came alive after absorbing enough radiaition from strange metal samples (brought from the deepspace Mission).
The Crew was absorbed into the fungus, that became a hive mind of everyone it absorbed.
Now it is hungry and lurred the heroes into its trap, to absorb them too.

Mission end? Kill it with fire and take the strange radiating metal, without mutating.


I've been running these planets since distant worlds came out.

The thing is you have to be carefull about focus, space ships are facinating but being in a space ship is boring, uprooting your whole campain to move from world to world is like suddenly changing the setting all together! it can tax players who like to put down roots. Absalom station makes for a good hub and that can make a lot of difference but be wary.

That being said I have ideas, if Aballon is still a robot infested techno planet then i would lke to see their computer city of Epoch finally start it's scheme, perhaps it would wish to make a body to match it's mind.

Castrovel is great and i'd like to see what happens to the elf sanctum in a scifi settting, Qabarat would make for a pretty great ruin if not an ongoing concern. i can imagine searching through what was one the greatist city to find hints about the cataclisim that drove the elfs from their home world so long ago. a romanesque bath house is such a cool setting for an archaeological delve! The planet has a problem with huge Formian hive cities so i bet that is something i can use as an antagonist.

Then there's space which is amazing, from comets to nebula you have a huge range of exotic settings and situations. Void Pirates, astoroid mining vessels, even fishermen if there's space going creatures. Open space lets you break a lot of rules.


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The players have lived within a gigantic mazelike megastructure their entire lives, a machine labyrinth filled with biomechanical horrors. Recently, however, they've been plagued with visions of blue sky and natural soil, visions that drive them to explore and hopefully find a way out of the megastructure (or a variety of other hooks). A megadungeon campaign inspired by the manga BLAME!, Axiom Verge, Giger artwork, and other similar stuff. It will probably need modification of the base Starfinder rules to make it work, but the D&D style has always worked pretty well for dungeon crawling, so a megadungeon in space seems a natural fit for Starfinder.


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The plot to the Doom video games would work perfectly as a Starfinder adventure.


Boarding actions on space stations and starships has some similarities to urban warfare, but with the kind of intensity seen in trench warfare in WW1. You fight from corridor to corridor and look for any way you can decimate the enemy from range before you have to rush in and fight hand-to-hand, and then it gets really dirty...

With closed pressurized environments and hostile vacuum beyond, it wouldn't be difficult to imagine some folks deciding to deploy chemical weapons in advance. Suits with self-contained atmosphere could perhaps be a sure defense, assuming they are impermeable to the chemical weapon (I refer you to the accidental death of Karen Wetterhahn due to dimethylmercury despite the use of latex gloves which was proven inadequate for handling the substance after later testing).

Given that ventilating your pressurized environment with firearms is a tactic of last resort, nonlethal (or lethal but non-destructive) alternative weapons would be preferable if your goal is to neutralize the hostile occupants of a station or starship while minimizing damage to the structure itself or avoiding damage to fragile or sensitive equipment. Anything from so-called 'stink bombs' to irritants that cause temporary blindness or nausea, incapacitant gases such as hallucinogens and tranquilizers and insanity gas, as well as more sinister toxins such as blister agents, nettle agents, and nerve agents. Or the slow and silent killers: prions, radionuclides, heavy metals, hydrofluoric acid...

Of course it is possible for some aberrant life forms to be immune to (or at least resistant to) some of these chemicals. One of these substances may even be endemic to an industrial process common to their civilization or a natural component of their atmosphere or biology. When susceptible races come into contact, they get sick, or people start dying of "Space Dementia" that only happens when these aliens are around. Soon they figure out the chemical origin, and then accuse the aberrant species of trying to poison them personally, or ruin them commercially.


Great ideas everyone! Lets keep them coming.


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Go big or go home.

The rogue planet called [Insert Impressive Name Here] has been floating in the Dark Tapestry for untold epochs. (A rogue planet is a celestial body that orbits no star)

This rogue planet is found to one living creature that considers itself a deity. To feed the rogue planet smashes into other celestial bodies, breaking them apart, making it easy for digestion.

Said rogue planet targets the Golarion system. Can add drama by making it a servant of Rovagug searching for its former master. Due to The Gap no one knows where to his former master is located now.

Heroes must search for a way to stopping this rogue planet god from devouring and destroying the planets of Golarion in a rage once it realizes Rovagug is gone.

One possible path? The heroes must find ancient weapons that were once used to throw down Rovagug by the gods that were actual spaceships used by mortals to aid their deities in the fight. The heroes must find one of these 'swordships' to pierce the rogue planet god's heart and slay the soul inside.

Liberty's Edge

It has not escaped my notice that you can relatively easily map Shepard's squadmates from Mass Effect 1 onto six of the seven announced base classes, with Shepard herself as a envoy multiclass with one of the other six...


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Alright, I'll give it shot. EDIT: Added a couple more.

1.) A group of fanatical crusaders figures out a way to isolate and choose which outer plane to strip territory from when they enter the Drift, and call for a FTL war against the forces of evil. It quickly becomes apparent that whatever devices they've cobbled together work, but the long-term consequences are entirely unknown. Will this new crusade actually eradicate the outer planes aligned with evil? Does shunting Hell into the Drift destroy Hell or just relocate it? Who and/or what will be able to capitalize on this sudden fractured rearranging of the multiverse?

For those who want to smash religious organizations with morally ambiguous goals against the multiverse and see what shakes out. I wonder what Rovagug's been up to? Hmmm.

2.) The party comes to on a strange hodgepodge of a ship as it enters a solar system. They quickly discover that they've been in stasis for centuries and have no memory of why they got there, or why they were even traveling in the first place. There's plenty of supplies, a plethora of garbled messages, and one giant mystery.

For those who want to play out the consequences of the Gap with a group of people who fled Golarion as the disaster hit and have never heard of such things as the Pact or Absalom Station. Scale the size and population of the ship up or down to skew the genre more towards survival or intrigue.

3.) The party comes into possession of a wayfinder. It's clear from its battered state and tarnished surfaces that despite it's magical nature it's ancient, maybe even originally from Golarion. Experimenting with it reveals that the dial still works, pointing always to a single location in three-dimensional space and that it's enchanted to always point towards home. Could this actually be the secret to finding lost Golarion?

For those who want to play out solving one of the core mysteries of the setting. Inspired in part by the film "Titan A.E."

4.) There's been a series of broadcasts across Pact worlds recently of a ghostly silhouette performing an enchanting song. No one knows who the performer is, or where the broadcast originates. At first it was a pleasant surprise to see the performances overtake normal media outlets, both private and public, but as time has gone on people have been wondering just who this person is and law enforcement are growing more concerned how someone is able to hack into communication systems of all kinds with impunity. Rumor has it as well that the songs are magically compelling people to act out their contents, at first a few isolated reports, now growing in number with each performance. As one of the Stewards' Special Task Forces for investigating cyberspace crimes it is up to the PC's to ferret out the truth of the matter before the siren call brings ruin to the Pact.

For those who want to play out a story of good cops in race against time. Note that this campaign seed has an optional Lovecraft Intensity dial, depending on how much eldritch horror you want to work into it.

5.) Verces, 0447 Pact Standard Time. Samekh is dead, brilliant inventor and first Android to ever become CEO of a megacorp, not that their tenure lasted longer than a day. Possible suspects range from an internal dispute within the corp, a rival corp, humanocentric extremists, and many others. There's a case to crack as to who killed Samekh and the resulting reward, but also the whereabouts of their missing research, said to be capable of revolutionizing the manufacturing industry. In a city that's always in shadow it's time to see just how dark it can get.

For those who want to play out a cyberpunk mystery, as Stewards, a group of freelance investigators, or whatever else works.


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Starfinder: Dragonstar


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Campaign idea: star flumphs

As it turns out, flumphs as we knew them were a devolved subrace of something else, and had certain racial powers not even they were aware of, because their ancestors made themselves forget they could do those things.

In fact, these beings had the power of interplanetary teleportation. As far as any flumph could tell, their kind had learned about these lost abilities before The Gap. Events during the Recovery period after The Unlearning convinced the elder flumphs that their kind were dying out; all their race had been spreading out farther and further apart so that no flumph might see another of their kind for years. The young ones were failing to fulfill the flumph civilization's first directive, to warn against trifling with the Dark Tapestry and its evils.

The older flumphs went out and rounded up as many of their kind as they could over many centuries and brought them to one star system where they could live peaceably without wanderlust, and replenish their race for a time. Unfortunately they had decided to settle on the Sister Worlds Damian and Iovo. When the cataclysm from Eox occurred, many of the survivors fled to other worlds in the solar system to continue to Replenishment, but the younger ones were not shown how to star travel (out of fear that the Eoxians would capture and enslave them). So the youth never developed those abilities on their own.

In time, this regression was able to be reversed. Certain younger flumphs have stumbled upon their natural teleportation power on their own, and have taught others. A star flumph can Interplanetary Teleport once per day as a spell-like ability. With practice or training [read as: racial feats], certain star flumphs can improve on this ability, bringing more than the prescribed limit of passengers and cargo, even to the extent of teleporting an entire starship and its contents! A single star flumph might be strong enough to carry a small frigate; a team of two or more could theoretically teleport an entire capital ship across space and its contents, if they all have the requisite racial teamwork feat.

These elite star flumphs have created a lucrative niche market for themselves, not so much for self-enrichment or filthy lucre, as being able to spread the message of the flumphs to all corners of the galaxy to beware of the denizens of the Dark Tapestry. If the crew of such ships were the riders of horses, then the ships are the saddles and the flumphs are the horses. That is a crude analogy, for flumphs are neither hardly psychologically breakable or weak-willed, and only willingly serve benevolent allies.

A star flumph forced into service by an evil being or crew is rare indeed, but it has happened. The flumphs are no strangers to being threatened with blackmail or extortion, but the threat must be very grave indeed if a star flumph has given in to a crew's demands for its surrender into servitude.

Perhaps a worthy band of PCs could be found to free such a noble creature from its chains without getting their hands too dirty? For this flumph, mass murder even committed in order to free itself would be more than it could bear; it might publicly commit suicide out of shame and dishonor.


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Skwiziks wrote:

Alright, I'll give it shot. EDIT: Added a couple more.

1.) {. . .}
2.) {. . .}
3.) {. . .}
4.) {. . .}
5.) {. . .}

I want to see them all!


UnArcaneElection wrote:
Skwiziks wrote:

Alright, I'll give it shot. EDIT: Added a couple more.

1.) {. . .}
2.) {. . .}
3.) {. . .}
4.) {. . .}
5.) {. . .}

I want to see them all!

Yep, those were good Campaign pitches.


EltonJ wrote:
UnArcaneElection wrote:
Skwiziks wrote:

Alright, I'll give it shot. EDIT: Added a couple more.

1.) {. . .}
2.) {. . .}
3.) {. . .}
4.) {. . .}
5.) {. . .}

I want to see them all!

Yep, those were good Campaign pitches.

Thanks! Though only a couple of those would be unique to the Starfinder setting. 2, 4, and 5 are easily adaptable to other games. =)


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PK the Dragon wrote:
The players have lived within a gigantic mazelike megastructure their entire lives, a machine labyrinth filled with biomechanical horrors. Recently, however, they've been plagued with visions of blue sky and natural soil, visions that drive them to explore and hopefully find a way out of the megastructure (or a variety of other hooks). A megadungeon campaign inspired by the manga BLAME!, Axiom Verge, Giger artwork, and other similar stuff. It will probably need modification of the base Starfinder rules to make it work, but the D&D style has always worked pretty well for dungeon crawling, so a megadungeon in space seems a natural fit for Starfinder.

There is the hollow world of Apostae which is similar to this. If the you wanted to do a hollow-world campaign without having to tread over and screw up all of Apostae's unique secrets and features, you might hypothesize that hollow-worlds are actually pretty common. Three examples of how this might occur:

(a) 'Goldilocks' planets just aren't that common in the Galaxy, so many races decide to build hollow worlds to increase living space. Some undiscovered technologies may exist which make this much more practical than going out to look for new habitable worlds or terraforming existing ones to make them more livable.

(b) Naturally-habitable planets and terraforming may be viable options, but creating hollow worlds is another natural consequence of climbing the Kardashev scale of civilization development. Unlike natural planets, hollow worlds don't lose their atmosphere to stellar winds or the wind-down of planetary dynamos, their biospheres are better protected from gamma ray bursts and supernovae, and hollow worlds are more defensible against siege actions and orbital bombardment. Hollow worlds can be pressured on the inside and (if massive enough) hold an external atmosphere as well, effectively doubling its usable pressurized surface area. If the exterior atmosphere is composed of greenhouse gasses this will create a blanket of thermal insulation and a friction buffer against meteorite impacts and mass-drivers.

(c) There was once an ancient species or empire who built a lot of hollow worlds and then disappeared or died, leaving a bunch of them lying around. Over millions or billions of years, other races have discovered many of these artifact-worlds, done some interior decorating to taste, and moved in. There might be a telltale signature radiation or spectral profile that can be used to pick out the artificial worlds from the ordinary planetoids. Such information would be of extraordinary value and would be a closely-guarded secret as a barrier to entry for new competitors.


We are playing long term campaign over several years so i will set a Big Story Plot which will be more and more discovered in later campaign.

Big plot idea so far: something like the "Infinity Stones" (from Marvel)

Campaign Start: getting player together on a normal spaceship which is sabotage, player have to land on a desert planet, are chased by unkown starngers, involved in first fight (to learn the system), finding a deserted spaceship, having first spaceship fight (lay down their roles in spaceship as a team in roleplay)

After that players are like explorers, vist&finding new star systems, involved in several regional sup plots (maybe a system like firefly verse or later something in smaller version like Star Wars with a imperator and rebels), with emergency landing on difficult environment planet where they must try hard to survive.

More ideas will come with start of the Starfinder System.


Odraude wrote:
The players are explorers and colonists aboard an ark ship, stranded in a far away star cluster from a dying Earth. They must explore, survive, and colonize to ensure the future of the human race. They luckily have ftl travel, but with it, they have awakened something terrible. A fail safe, created by super advanced aliens, hunts down any civilization that has ftl capabilities, tracking ships by their signature when they jump. In this way, the advanced aliens remain top dog of the galaxy. Now humans have to contend with this weapon while exploring the stars and expanding their empire.

So... basically ME: Andromeda? ;)


This is a small adventure in the campaign I'm planning.

Taking a biotech/hyperfuture angle... There's a mass of "grey goo" floating in its own isolated region. The goo is actually billions-if-not-trillions of microscopic bio-mechanical robots - basically nanobots - that feed on carbon. Anything flying in here without special precautions is basically going to be completely destroyed, so it's widely avoided.

Inside you could hide different sorts of creatures (think creatures based off different sorts of elements, or maybe just elemental, incorporeal, or other magical creatures) that are able to live just fine and see the grey cloud as their home to a greater or lesser degree.

Giving the sheer danger of the cloud, the players are hired/cajoled into flying into the cloud and releasing some sort of weapon that either kills the cloud, transports it elsewhere, or changes their programming/dietary needs to feed off of something else. Flying inside it would require heavy modification to the players ship(s) to protect them, and specialized space suits for the players if they need to go out and explore the grey cloud on foot (they will).

Potential dangers include encountering tribes living within the cloud that are aggressive, out of nature or that know the players are there to destroy their home, facing completely alien forces, running out of oxygen, or suffering even the smallest tear in their space suit which could expose them to an almost immediate death.

I'm also looking into creating a cult to a sun god that has its base of operations *inside* the sun, but I don't know much of what I'm going to do with that. I do like the idea of space gods, tho.


Heres an idea: 2 magacorps one based around gene splicing alchemy an other a artificer based cyber limbs and implants fight for the control of the Market. recreational and medical uses for their res respected fields of researchs.

The fight is so heated that thry pull all the stops to have customers go one side or the other as mixing of the twoisnt really profitable to both sides. From vold warranties to foused creak downs on shops that over both.

But despit this, it hasnt stopped the locals yet "neons" an Counter Culture formed out of the availability of bio and tech body mods camed after the strange colors that there skin turn to when mixing body mods.

The game stars out with one of the really popular neons leaders and daughter to a major Noble house (closes thing to one) is found violently murdered in a gotter the forties and the locals turn there gaze to on the two corporations.

You the party are offered work by all 3 fashions to find the killer and maybe pin it to one of the others to further their cause

What you guys think?


artguy wrote:

Heres an idea: 2 magacorps one based around gene splicing alchemy an other a artificer based cyber limbs and implants fight for the control of the Market. recreational and medical uses for their res respected fields of researchs.

The fight is so heated that thry pull all the stops to have customers go one side or the other as mixing of the twoisnt really profitable to both sides. From vold warranties to foused creak downs on shops that over both.

But despit this, it hasnt stopped the locals yet "neons" an Counter Culture formed out of the availability of bio and tech body mods camed after the strange colors that there skin turn to when mixing body mods.

The game stars out with one of the really popular neons leaders and daughter to a major Noble house (closes thing to one) is found violently murdered in a gotter the forties and the locals turn there gaze to on the two corporations.

You the party are offered work by all 3 fashions to find the killer and maybe pin it to one of the others to further their cause

What you guys think?

Great. Although there is no judgement here for anyone's campaigns. However, that doesn't stop other gamemasters from giving a critique either.


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We currently know very little about the setting of Starfinder, but I've already begun to brainstorm what my first campaign will be like. I will either create my own setting or expand the official setting of the game (the galaxy is a big place after all).
Basically, the main antagonists of my campaign will be a militarized, imperialistic dictatorship called the Federation of Central Systems. Their inspirations include the Galactic Empire from Star Wars, the United Citizens Federation from Starship Troopers, and the Alliance from Firefly. The FCS is willing to use any method, be it magical or technological, to expand their empire and subjugate free planets. Their color scheme is grey and red.

The players are either rebels opposed to the FCS or are unaffiliated adventurers drawn into conflict against them. The players discover an alien superweapon hidden in another plane of existence and a star-chart containing the coordinates of several "keys" scattered across the cosmos required to access this plane. Of course, the Federation wants this artifact for themselves in order to achieve total galactic domination.

The BBEG is a Federation officer, Admiral Joseph Cain, who helms a massive battleship called the Accordance. The Accordance is too powerful to confront directly, so the players must avoid confrontation or use guerrilla tactics to destroy and disable other ships in Cain's fleet. Admiral Cain has legions of Federation soldiers at his command, along with hackers, spellcasters, robots and hired bounty hunters. He is a ruthless military leader who will stop at nothing to thwart the players, and at several occasions he either hails their ship or contacts them directly to deliver threats or demand their surrender. He might even attack or capture the PC's allies or friends to provoke them into confronting his troops or fleet. If the PCs play their cards right, they may be able to eliminate Cain once and for all; destroying the Accordance, boarding the ship to target him directly, or empowering his rivals within the Federation to supplant him are all possible methods. But he must be stopped before he is able to reach the hidden plane and seize the artifact, or the PCs may not be facing an admiral...but a god!

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