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The players are natives of a planet newly inducted into the Galactic Union. Little do they know that their journey of exploration will lead to political intrigue, an ancient conspiracy, and the possible dissolution of the Universe as they know it.

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Pathfinder Adventure, Adventure Path, Lost Omens, Starfinder Adventure Path Subscriber

Someone, possiibly a deity, lets slip that Golarion is not the first planet to be vanished. It has happened before, and could possibly happen again.

The reason someone cracked on this secret is that there are suddenly signs that one of the vanished planets is returning.

But the knowledge is fragmented, scattered across much of the known worlds. Its up to the party to piece it all together. This campaign would be a ton of investigation, exploration, planet hopping to try and find anyone with a clue, whether they want to share that information or not. Eventually, once enough research is completed, the party is able to tune their drive to the Vanished. But some in power have misgivings. Maybe the Vanished is safer to stay that way. There are signs that the party comes across that this is not a benevolent world. More signs that maybe it wasn't lost, but sealed. But because of the frustratingly minimal information available, no one really knows for sure. And even if the dominant race of the Vanished were warlike, or powerful, or bent on absorbing everyone else into their collective, no one has a clue if that's still true today.

Some intrigue based play would be in order. The party holds all the cards as the only ones that can actually go to the Vanished *now*, but other factions with their own motivations aren't far behind. So its up to the party: is this a rescue mission, heralding the Vanished' return to the rest of the setting, or a scouting mission prefacing an invasion? Not going isn't really an option, if they don't, someone else will simply make the same decision instead.

Towards the end of the campaign, when the party finally makes it to the Vanished, they have to decide how they will enter the Vanished society. Openly? In disguise (with the perils that entails)? And when they discover the dominant race really is warlike, but not necessarily bent on conquering (yet), what do they do? And how will they deal with the leaders of the race, including an avatar of the planet's personal deity, possibly the only ones that could finally answer why the Vanished disappeared in the first place, why they returned, and could any of this apply to Golarion?

Bonus points if the Vanished turns out to be the true home planet of a non-golarion race, one that even that race didn't know existed until now. How will they reconcile the history they always believed to be true, and the new one they're now starting to remember? And if they're in the core setting NOT warlike or expansive, is the vanishing why they're like that in the first place?

Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I am curious to see how far I would be able to get setting up a future Golarion during some part of the time period covered by the Gap. I would obviously have to come up with my own solutions to certain problems that the Gap is meant to cover up, but it will be interesting to see how much world building I would have to do if the party meets up in (for example) "Segada Spaceport" and then leaves the Golarion solar system, possibly never to return.

David knott 242 wrote:

I am curious to see how far I would be able to get setting up a future Golarion during some part of the time period covered by the Gap. I would obviously have to come up with my own solutions to certain problems that the Gap is meant to cover up, but it will be interesting to see how much world building I would have to do if the party meets up in (for example) "Segada Spaceport" and then leaves the Golarion solar system, possibly never to return.

You could do "modern age" golarion. It could take place when golarion had 21st century technology and had just recently used primitive magic to teleport to nearby planets and planetary bodies. It would be before the gap but still in Golarion's future.

Banished from Absolam, the PCs have to make it somehow. Mostly intended for a party of mercenaries.

Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Archmage Variel wrote:
David knott 242 wrote:

I am curious to see how far I would be able to get setting up a future Golarion during some part of the time period covered by the Gap. I would obviously have to come up with my own solutions to certain problems that the Gap is meant to cover up, but it will be interesting to see how much world building I would have to do if the party meets up in (for example) "Segada Spaceport" and then leaves the Golarion solar system, possibly never to return.

You could do "modern age" golarion. It could take place when golarion had 21st century technology and had just recently used primitive magic to teleport to nearby planets and planetary bodies. It would be before the gap but still in Golarion's future.

I thought the Gap was supposed to begin during the "present" of anyone's Pathfinder campaign?

In any case, the basic premises of Starfinder seem to be that you get greatly advanced technology but lose Golarion itself. I was hoping to be able to have technology close to whatever Starfinder has in its "present day" but with Golarion still around. In addition to the obvious problems with updating Golarion to its far future, there would be issues with any technology that was specifically invented after the Gap. Do we know of any such technology yet? For example, did FTL travel already exist at the end of the Gap, or was it introduced afterwards?

David knott 242 wrote:
Archmage Variel wrote:
David knott 242 wrote:

I am curious to see how far I would be able to get setting up a future Golarion during some part of the time period covered by the Gap. I would obviously have to come up with my own solutions to certain problems that the Gap is meant to cover up, but it will be interesting to see how much world building I would have to do if the party meets up in (for example) "Segada Spaceport" and then leaves the Golarion solar system, possibly never to return.

You could do "modern age" golarion. It could take place when golarion had 21st century technology and had just recently used primitive magic to teleport to nearby planets and planetary bodies. It would be before the gap but still in Golarion's future.

I thought the Gap was supposed to begin during the "present" of anyone's Pathfinder campaign?

In any case, the basic premises of Starfinder seem to be that you get greatly advanced technology but lose Golarion itself. I was hoping to be able to have technology close to whatever Starfinder has in its "present day" but with Golarion still around. In addition to the obvious problems with updating Golarion to its far future, there would be issues with any technology that was specifically invented after the Gap. Do we know of any such technology yet? For example, did FTL travel already exist at the end of the Gap, or was it introduced afterwards?

A starting time was never given and it is implied that only about 300 or so years has passed since the gap happened I think, so we don't actually know how long it was. I think from the huge difference in technology on all planets, it can be inferred to be a few thousand years in the future and has been illuded to be as such. Of course this could all change, but the point of the gap seems to be to be intentionally vague about what happened, so you can really do whatever you like.

The sczarni gangs have long been associated with vice. They claim religious persecution at which was a contentious point in the past when Shelyn, Calistoga and even Cayden Cailean were regularly worshipped. Today, these claims are dismissed as mere pretexts for their criminal ways.

The players were foolish enough to borrow money from the Sczarni to buy a ship with. However they've been late on making their repayments and so are captured by the Sczarni and transported to Akiton to meet the Sczarni gang's leader. Stories and rumours abound on who these bosses are and what they look like. No-one truly knows though. When the players are brought before him they discover what many have found upon meeting this figure. He is one of the last living Runelords and if they want to continue living, he has a mission for them.

(One of the players I game with had a character become a Runelord in a past campaign. This would be that character).

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My idea:

Campaign part 1

Players are a group of Starfinders investigating the Gap. They get a solid lead on location of archives of some secret organization which was active during that period. They find out that the ancient facility belonged to non other than mythological Pathfinder Society. Moreover they find out that it was an outpost of a group of agents who were pretty active all those years back. Players start to backtrack the way of those agents, visiting different systems and planets to try and get some information on the Gap.

But it seems that somebody made a very good and methodical job of erasing almost all evidence left of the group. And at the same time Starfinders start to feel strange sensations. Places they visit seem familiar though they never been there before. The few clues they manage to find are also strange... And disturbingly familiar. Moreover the methods used to cover the tracks are also very familiar for players!

The climax of the first part of campaign will be players finding an old hologram picture of those old pathfinders presumably being active hundreds of years before. And the moment the players see themselves on that picture I'll give the "session is finished" music...

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AnimatedPaper wrote:
Someone, possibly a deity, lets slip that Golarion is not the first planet to be vanished. It has happened before, and could possibly happen again.

AbadarCorp = the Galactic Hyperspace Planning Council. Nothing's wrong with Golarion, its orbit simply occupied the best coordinates for a trade nexus and needed relocation. Why d'ya think Absalom Station's so successful? Location, location, location!

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Kingmaker. A Drift glitch kicks the crew of scavenger PCs into an uncharted system within the Far. They find an intact but abandoned space station, claim it, and begin the task of building it into a trading outpost. As their success and wealth grows, so does their influence on nearby worlds and societies. They gain potential allies and enemies, explore the sectors around them looking for swag (or answers about why the station was abandoned), and eventually plant the seeds of an interplanetary government or cabal of their own.

Then the station's original owners show up, and they aren't happy...

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

A large circular door has opened on Aballon, disgorging clouds of drones that set about dismantling the cities of the First Ones, building a massive starship. The faction known as Those Who Become see this as a direct sign from the First Ones that their time has come. The Starfinders see this as an opportunity to both strengthen their relationship with the Aballonians and expand their knowledge of the galaxy. The Starfinder Corp must first ensure that the ship is suitable for humanoid habitation, the Aballonians are compliant, and the ship is fully completed. The party will encounter deep-space pirates, alien horrors, and ultimately a new planet to colonize.

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Garrett Guillotte wrote:
Kingmaker. ...

I think I can "port" every AP into a Starfinder campaign pitch.

Return of the Runelords:
Centuries before the Gap, Lissala carefully makes herself completely forgotten on Golarion, guiding her last followers to wipe every sign of her existence from the world before leading them past the Iobane and through the Doorway to the Red Star. The powers that create the Gap, themselves not aware of Lissala's continued existence, neglect to wipe her memories of Golarion--she still remembers the Runelords and the powers that forged the Sihedron. With her cultists learning and corrupting the psychic magic and occult forces honed by Akiton's races into a revived school of sin magic, Lissala sets to work creating a new generation of Runelords, each channeling the spirit of a past Runelord to conquer and divide the Pact Worlds between them--and no Runelord is more anxious to return than Alaznist. Will the PCs unravel the web of mysteries, which stretch thousands of years across memories wiped from the fabric of reality itself, to stop the red planet from becoming the Runelord of Wrath's greatest temple? What ties do the planetary runes of millennia past have to these mediums' pacts with long-dead Runelords? And what clues to Golarion's fate might Lissala use to tempt the PCs into aiding her plot to become the ruling goddess of their home worlds?

Curse of the Crimson Star:
On the rough-and-tumble colony of Vosa Core orbiting a dying red star in the Near, a charismatic but brutal new leader seizes control. Crowning herself queen and declaring martial law, she presses the PCs into service quelling riots and restoring order. But once a mysterious disease spreads from offworld traders, it's clear more is afoot than a fascist attempt to rule a broken world. Trapped in an ore processing facility turned quarantine camp, the PCs must decrypt the one source that claims to know the truth: the broken Colony Ore and Jewel Agitation (COJA) AI spewing extremely specific coordinates on seven worlds that no known person has ever set foot upon. Can the PCs avoid a deadly plague, stage a daring escape from the colony of Vosa Core, and track down the secrets of these seven sites? What sort of evil forces are controlling Vosa's cruel new queen? And can the PCs guide the intelligent Iomedaean starfaring warship Serithtial into battle against a void dragon clad in indestructible bones?

Third Darkness:
The Pact Worlds have long since mastered the art of corralling stray meteors into stable orbits and mining them for material wealth--no world in the system has suffered an uncontrolled strike in hundreds of years. So when an object unexpectedly smashes into a remote jungle on Castrovel, factions from around the Pact Worlds send parties to investigate the site. When it's found to have plowed through the surface into a hitherto unknown underground labyrinth of gem-encrusted artificial elven caverns, it becomes increasingly clear that this is no ordinary object. Forces of negative energy spread and corrupt all who come near, none moreso than the remaining elves living near it, their predilections rapidly turning as dark as their newly ashen skin. As the influence spreads and grows, the PCs must find a way to protect themselves from it, find the source, and stop it before it warps Castrovel into the ultimate portal into the Negative Energy Plane: a black hole that could consume all of the Pact Worlds.

Dynasty of Fire:
The cities of Verces tread a narrow band of habitable space thanks to the planet's tidally locked orbit around the sun. On its scorched face, little survives and even less thrives. But when a Drift drive-equipped ship spirals out of control toward the surface and triggers the drive as a last-ditch effort to avoid impact, it drags the Palace of the Grand Sultan from the City of Brass not only into the Drift but through to the Material Plane, planting it squarely onto the planet's surface. The efreeti Sultan and his court, furious and disoriented to the point of near insanity, begin ravaging across Verces, with few equipped to counter their assault. While the PCs struggle to slow these elemental foes' advances, the threat grows exponentially when fleets of junk ships leap into orbit, all manned by packs of a scattered race of brigands: gnolls, numbering in the hundreds of thousands, all summoned to Verces from beyond the Far through a portal opened by the Sultan's vizier. It quickly becomes clear that the crash leading to this disaster was no accident--can the PCs fight their way to the vizier, uncover the truth, and return the Sultan to his home plane before the horde of ruthless aliens savage all of Verces for scrap? Or will the vizier clinch all the tools he needs to set the entire galaxy on fire: his mad efreeti puppet Sultan, an all-consuming army of gnolls and elementals, a fiery beachhead upon the Material Plane, and the captured secrets of Drift travel?

Thieves, Incorporated:
Akiton, long stripped of its place as the center of trade and wealth among the Pact Worlds by the Drift, leaves its desperate people beset by criminals and corrupt corporations. But now even the long shadows of its largest city seem to be coming alive and consuming victims in its alleys, and whispers on the dusky edges of those dark places suggest the presence of a decadent cult trying to revive a long-dormant alliance between Zon-Kuthon and the minor god Asmodeus--an evil, sadistic path to return Akiton to its former dominance. The PCs must infiltrate this cult, which hides behind a corporate guise but is well known for extravagant theatrics that come at the cost of the unfortunate wage-enslaved Ysoki that its members dominate. They must then expose the (literally) shadowy threats that claim tribute from the cult's ranks. The more the heroes unravel the conspiracies toward the source of Akiton's ills, the more successful the cult is in enriching people who align with it--and the more it revels in torturously punishing those who don't. Can the PCs prevent Akiton from being usurped by the revitalized forces of Hell? Who truly controls The Thrune Organization, which has been voraciously acquiring both political power and real estate across Akiton? And what has happened to the long-diminished realm of Hell to lead to this point?

Kingmaker (above)

Skulls of the Swarm:
A strange storm of planar energy blasts a Drift-traversing ship onto a craggy planetoid scraped from the Maelstrom. Covered in dense, strange, malevolent plants and ruins of buildings from ages and worlds across the Material Plane, the planetoid itself seems hell-bent on consuming the motley group of survivors. Even if they survive the initial onslaught, the secret ties between these castaways threaten to tear the party apart even before they reach their only hope of salvation, a strange portal to a stranger place: a hollow, planet-sized, honeycombed worldship populated by trillions of Ondisso-worshiping thriae. While the PCs are awed at the unfathomable world, the thriae are furious--the PCs are a breach of their security, and their worldship is an ark fleeing a threat known only as the Swarm, serious enough that it frightens the massive thriae worldship capable of singlehandedly conquering the Pact Worlds if that were its goal. The thriae prepare to kill the PCs when one of the survivors blurts out an inscription she read from one of the ruined walls on the planetoid: words to restore a race of serpentfolk. The thriae believe the serpentfolk are the only race capable of opposing the Swarm--but why? They send the PCs back through the portal to delve into the ancient city's ruins--but for what? One of the survivors clearly knows too much; another plots to kill her for reasons unknown. Can the PCs and survivors survive the ruins, the serpentfolk they awaken, each other, and the thriae in time to face almost certain death against the mysterious Swarm?

The Carrion Crew:
When a Pact-run prison world in the Near fends off a strange assault, not to liberate anyone specific but instead to break into the prison, it incurs only few casualties: the PCs, who are a handful of low-ranking guards and prisoners abducted by the surviving assailants. The PCs stage a desperate escape from their abductors, but not before they're each branded with a different, strange, magical symbol--and their escape is short-lived, as a patrol of Stewards recaptures and returns them to the prison world. But once back, the PCs all have something in common: they can see and speak to dead prisoners, and worse, they've been targeted by the spirits of an infamous gang. Can the PCs fend off the attack? Will they use their newfound gift to aid in hearings against a seemingly monstrous, but falsely accused, fellow inmate? And what exactly do the highest-ranking guards do at night, a time when inmates are commonly found ripped to pieces in their cells? If they can unravel these mysteries, they again draw the Stewards' attention, who task them with solving the bigger picture: the nefarious goals of the Constellation of Whispers--the shadowy, undead cult that previously abducted them--and the ancient evil whose name the cult attempts to whisper back into existence. If they can exact their revenge and bring down the Constellation, the condemned among the Carrion Crew might just earn clemency--as well as more supernatural investigative work as honorary Stewards.

Heir of the Jade Nebula:
At the edge of a vast, sparse gaseous anomaly in the Far, the PCs eke out a livelihood patrolling a harvesting and refinery waystation whose proprietor is an old friend of the PCs. The CEO of their employers, the Jade Nebula Extraction Corporation, recently died suddenly and unexpectedly, and the acting chief executive is embezzling funds at an astonishing rate--but nobody dares to oppose him and the fleet of sturdy, well-armed company ships and escorts he commands. When a space goblin raid against the waystation infuriates their friend, the PCs strike back--and uncover a bizarre secret hoarded by the goblins. The robot-housed neurocam of a long-dormant AI named Suishen spins up on its own when brought before their friend, and reveals that she is JNEC's sole, forgotten heir! Together, the PCs, their friend, and Suishen must trek the long, sublight journey across the nebula to sector HQ, and from there talk, fight, or sneak their way to the company headquarters above Bretheda. As they progress, things become increasingly clear: the acting chairman is no mortal, but an ancient pact of oni hell-bent on cursing the family of the PCs' friend across all time and space. Can the PCs restore JNEC's rightful heir and restore it to its former fiscal glory? What role does Suishen play in all of this? And is there a way to end this curse once and for all?

Void & Vagabonds:
Captured and forced into the crew of a vagrant pirate vessel in the oort cloud just beyond the Pact Worlds, the PCs must learn to become pirates themselves or be cast off into the vacuum. Should they grab fortune by the helm, they'll take control of their captors' ship and start their way toward becoming hellions of the outer planetoids. They'll face treacherous smugglers, Steward patrols, corporate bounty hunters--and of course, other pirates--while building their wealth and capturing more tiny worlds on the edges of civilized space. Will the PCs' prestige reach the point that it draws the attention of the Vortex Lord, leader of the Free Captains? Who will brave the furious storms of inner Liavara and harvest rare dense matter from its core to win the Smugglers' Regatta, and the title and property it bestows? And when Eox decides to level an armada of undeath against the Free Captains and wipe them from the star charts once and for all, can the PCs forge an alliance from their anarchic fellow scalawags and establish a new, lasting, independent force for freedom near the Pact Worlds?

Shattered Supernova:
The Starfinder Society recruits the PCs to track down a missing agent, who was investigating the events that led to Lissala's cult on Akiton and their potential link to the Gap. When they track her down, the PCs are swept up into a race for a fractured ancient artifact--a precursor planet-displacing superweapon, perhaps dating to the earliest known end-time of the Gap period, or even directly responsible for Golarion's disappearance--whose pieces are scattered across each of the Pact Worlds. As they dash from Aballon to Castrovel, Bretheda to the Diaspora, they face strange and increasingly powerful foes--or guardians, as their accomplishments begin to draw as much opposition from extraplanar forces of good as those of evil. But when the artifact is finally completed, Aucturn begins to stir as never before, and the Society decides to send the PCs into the heart of the Stranger. Armed with their displacement ray, can the PCs discover its true purpose--and the dark influences it exerts on those near it, including the PCs? Or will they let it fall into the hands of Aucturn's distant masters, who have a far larger target than a mere planet in mind?

Reign of Summer:
Thousands of years have passed since a bizarre chicken-footed hut last set foot on Triaxus. When it returns at the peak of its summer phase, however, the Pact Worlds rush to assemble and dispatch the PCs to investigate it. As it turns out, much has changed in the millennia since Baba Yaga's hut last visited--the old crone is nowhere to be found, perhaps herself consumed by the Gap, and in her place is a strange new witch from a stranger planet: an immortal woman calling herself Marie Laveau, hailing from a strange city named New Orleans on the distant planet simply called Earth. Before they know it (and without their permission), the PCs are swept up in a new quest: find Baba Yaga, at all costs. Their travels through planes and space bring them from the frozen side of Verces to secret decks deep within Apostae, and from Earth's dusty neighbor planet of Barsoom to the extradimensional pocket of Boring, the only prison ever built by and for fey who threaten the integrity of reality. Can the PCs track down the Winter Witch? Is Laveau a friend, foe, or something else entirely? Why do the humans on ships from Earth all wear red, yellow, or blue jumpsuits and fly around in saucer-headed ships? And does even Baba Yaga know where Irrisen is?

Doom of the Righteous:
On an artificial moon of Akiton, scientists test a new Drift drive designed to move massive superstructures, and even entire planetoids, across the galaxy to speed up colonization. But the tests go haywire and tear a gash in the Material Plane that bleeds into the Abyss. Through this wound in reality pour a flood of demons who overrun the artificial world in moments, capture the support fleet of ships, and begin blasting defense forces with infernal energies not seen in this system in millennia. The Pact Worlds recruit a company of PC mercenaries, Iomedean crusaders, and power-armored marines to storm the demon-infested station above Akiton, but first contact is a disaster--only the PCs, buried beneath the holy-shielded hull of Iomedean wreckage, land on the world. Stranded, barely armed, and facing legions of demons from lowly dretches to towering glabrezus, the PCs must co-operate, cobble together enough tech from the wreckage, infuse their weapons with holy powers, and turn abyssal forces against the invasion. The only hope for the Pact Worlds, and perhaps the galaxy, is for the PCs to plow through level after level of the station, breach the Abyss, and seal the rift at its source.

The Last Theorem:
A Starfinder Society expedition recovers a copy of a cryptic text of numbers titled The Last Theorem that seems to date to the early edge of the Gap period. Tasking an AI to decipher the text--the only creature with the focus necessary required to decipher its dense computations without going mad--the Society identifies a quickly approaching range of days or weeks in the book, as well as the White Axiom, a missing point of data necessary to complete the calculation to a precise moment and location. All signs also point once again to Aucturn, the mysterious world on the solar system's edge, as well as the ancient threats of the Great Old Ones. With enough data to warrant another attempt at infiltrating Aucturn, the PCs organize to advance--but unknown to them, the Theorem has infected the AI with a link to the Dominion of the Black. Instead of guiding the PCs to Aucturn, it sends their ship hurtling past the Near and Far into deep, empty void, to an obsidian pyramid spinning through space. What lies inside? Will the PCs survive this ark of horrors and its inhuman, time-transcended pharaoh? Are the Dominion aligned with the Great Old Ones, or opposed--and will the PCs become their agents, puppets, conquerors, or saviors? And will this ark send the PCs back to Aucturn to join with it--or to destroy it?

Fates of the Triune:
When an unarmed droneship moving at near-FTL speeds from a distant world drifts into the Pact Worlds, Stewards intercept and capture it. An android crewmember immediately recognizes it, though how it can't say--the probe is Androffan, of the same people as the ancient starship that crashed into Golarion thousands of years before. Its logs indicate a series of stops to familiar worlds, including Kasatha, with its next destination all too well known: Golarion. After tracing its logs all the way back to the coordinates of its homeworld, the PCs are tasked with returning the probe and encountering the Androffans on their homeworld for the first time. But when the PCs arrive, their ship is powered down, their technology fails, and their ship is sent careening toward the surface. They crash into the surface, their ship intact but damaged and inoperable, and the PCs the only survivors. Around them, in the strange wilderness, are barbarian tribes, mystic clerics of familiar gods, and arcanists obsessed with lost technology... but nobody like the technologically advanced Androffans anyone expected to meet. The shipwrecked PCs must delve into ancient ruins of lost civilizations to find pieces of timeworn technology and repair their ship--but the Triune, gods of Drift technology, stand in their way. Why? How are the Triune connected to Androffa? What happened to a civilization so advanced that it had mastered wormhole technology thousands of years before the Pact Worlds? And who the hell is "Zyphus"?

In a tiny mining colony deep in the Far, the PCs investigate a routine, all-too-common murder of an old friend. When they find out what he knew and why he was killed, they launch a frantic search for strange signals in deep space--and uncover a tremendous, cloaked warship manned by giant creatures, searching for an artifact they believe is embedded in the PCs' colony world and willing to smash it open to retrieve it. Their ship too massive to fight, the PCs must rally a resistance in the Near and Far while racing ahead of the roaming behemoth tribeship to determine what the giants seek. When they assemble the mystery's many pieces and learn of the giants' goal of conquering the Near and Far, the PCs must seek out and wrangle the only thing large and tough enough to oppose them: the Tarrasque, an ancient spawn of pure destruction, left spiraling through the void so beyond the Far after its final defeat during the Gap that it's drifting into intergalactic space.

Death's Rebels:
In its latest gambit to secure a position of political strength in the Pact Worlds, Eox attempts to pull a string of independent mining colonies in the Diaspora under its direct control, nominally on behalf of the betterment of the Pact Worlds. One colony in particular, long considered a neutral haven for dissidents of the Pact Worlds, launches a violent rebellion against the lich installed as its new administrator, with the PCs caught in the middle--and soon leading the battle for independence. When Eox brings in Hellknights to shut down the rebellion, the PCs find and turn a sympathizer in their ranks. As their rebellion grows, the PCs take their fight directly against the lich administrator, who reveals himself to have a much broader goal than subjugating one mining colony: the destruction of Pharasma, and with her all death, to create a universe of undeath.

Death's Vengeance:
Eox's influence over the Pact Worlds depends on the governing body's integrity, as enforced by the likes of the Stewards, Hellknights, and planetary governments. But a cult of Sarenrite solarians stridently opposed to Eox--calling themselves the Golden Rejuvenation--make a daring raid against an Eoxian orbital platform over Triaxus, capture an ancient artifact of Sarenrae called the Melted Blade, and demand that Eox be ejected from the Pact Worlds or that the Pact dissolve. While publicly passing it off as a minor act by disorganized terrorists, Eox's Bone Sages meet to plot an aggressive extermination of the Rejuvenation. Meanwhile, the Rejuvenation turns a number of minor colonies in the Near and Eoxian observation platforms in the Pact Worlds to their cause, including the amoral mercenary PCs' colony world. Hired to put down the uprising, the PCs quickly find themselves climbing the Pact World ranks through Eox's shadowy influence--and fighting the Golden Rejuvenation at every turn, including besieged Absalom Station. Whether delving into the Negative Energy Plane to draw reinforcements or mercilessly enforcing the rule of law against Sarenite traitors, the PCs make death swift and inevitable to all who oppose them.

Strange Epochs:
The PCs, low-ranking crew on a civil enforcement vessel in the Near, awaken on the deck of a listless starship with a strange gap in their memories. Others on the ship suffer strange delusions, attack the PCs, or rant about tendrils of impossible darkness probing their minds. As the ship's condition deteriorates, the PCs must hold their tenuous grasp on reality, save and restore as much of the crew as they can, and regain control of the ship before they can investigate what happened to them. When they regain control of the ship's sensor array, they find that they're orbiting an uncharted world beyond the Far: Carcosa. Their cargo hold, once full of weapons and supplies, retains only a few small, damaged fighter craft and a single book: the Necronomicon. With their limited supplies and dwindling morale, can the PCs unravel where they are, what foul forces brought them there and why, and how to return home--or if they even should, lest they lead the same horrific forces back to the Pact Worlds?

Ironfang Armada:
The PCs are rushed into evacuation ships as orbital weapons pummel their home in Aballon's trenches, the result of a sudden and shocking attack by the Swarm. Trapped under an orbital shield and besieged by invading forces by space, air, land, and sea, the PCs must organize and lead a resistance among workers and the machinefolk Aballonians. If they can maintain a foothold and warn the Pact Worlds, they become generals on the front lines of a desperate war for the control--even survival--of the Pact Worlds against a seemingly unending onslaught of the Swarm. But what they fail to realize is that the Swarm aren't looking for domination--they seek the Vault Builders of Orv, and in particular a forgotten vault near Aballon's dying planetary core. What lies there, and can the PCs use it to satiate, or even repel, the Swarm? Or is it a doomsday device that could destroy not only Aballon but the sun, and with it the entire system?

Ruins of Somal:
The Starfinder Society makes a tremendous breakthrough: debris once thought to be simply dead asteroids in the Diaspora are in fact pieces of Golarion's moon, and the strongest lead to date of its fate. The Society dispatches the PCs to survey the fragments for further analysis, without realizing that even observing them as remnants of Golarion will awaken the same forces that instigated the Gap. The PCs themselves are erased from reality, becoming shadowy non-entities outside of the physical realm, and their mission soon becomes a race of survival to stave off their complete obliteration. In the Nondimensional Space, however, they are not alone. A timeless stranger introduces himself in a strange manner: as the Last Azlanti. The PCs must unravel one of their system's oldest, greatest mysteries simply to return their reality to its prior state--one in which they'll retain no memory of what happened before.

a unique superdungeon/aberration hive/Nightclub adventure with dozens of unique NPC's
a journey to stop the poaching and genocide of Mattresses
Dominion Adventure

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Society Subscriber

Been thinking long on this, first idea is splicing Pathfinder and Starfinder to make a Zones of Thought campaign setting.

Second idea, and likely what will happen off the bat, is skinning the 8 module Sunless Citadel arc into a journey through the cosmos. I would begin with the PCs as a blue collar astroid miner outfit for hire, finding the Citadel mysteriously inside of an asteroid they recently began accessing.

Shatter Gorlarion, basically the planet has been blown up, but not in the conventional sense, Parts of Gorlarion real estate are found on different planets throughout the Galaxy. Maybe some other planets from other universes too.

Garrett Guillotte wrote:
AnimatedPaper wrote:
Someone, possibly a deity, lets slip that Golarion is not the first planet to be vanished. It has happened before, and could possibly happen again.
AbadarCorp = the Galactic Hyperspace Planning Council. Nothing's wrong with Golarion, its orbit simply occupied the best coordinates for a trade nexus and needed relocation. Why d'ya think Absalom Station's so successful? Location, location, location!

My idea is that Golarion has been exploded basically its real estate has been torn up and magically scattered throughout the Galaxy during the Gap, that is how all those races got spread far and wide. What other planets? Maybe Earth? I was thinking of dropping in planets from our Solar System, maybe a Venus inhabited by dinosaurs for instance.

My Pathfinder group has expressed interest in playing starfinder when it comes out, so i've been coming up with and idea.

The players would be part of an effort to ensure that rare species from Golarion don't go extinct. Since the planet disappeared many colonies of Strix, Kitsune, Samsarans, and the like have been founded to try and boost their numbers. The players would be part of a task force looking into problems occurring in the colonies. That's about as far as I've gotten in the couple of days since i proposed playing the game to my group.

The PCs start out on the Terranore ringworld, maybe on the map of Earth section. Characters wake up on the map of Earth, conditions are the same as on the real Earth except the sky looks strange. The sun stays in a fixed position and every 24 hours a shadow square blocks the Sun for a 12 hour period creating night. A brilliant red star, of about one quarter the brightness of the Sun occasionally appears in the sky, this is referred to as the "Demon Star". The PCs while investigating their predicament discover this starship built by cloud giants I haven't nailed down the particulars of exactly how this falls out, but I have some time before the game is published.

Pathfinder Starfinder Roleplaying Game Subscriber

A trap that involves receiving cryptic transmissions from unexplored coordinates, and upon arrival the ship and crew are evaluated, passively or actively, and attempted to be assimilated into an alien entity. It could have a borg-like flavor or could be an entity that only collects technology. I like the idea of an AI developed to roam the stars and collect samples that took its programming too far and turned on its creators. It destroyed their civilization in order to assimilate all its capabilities, and now simply orbits the planet and sends out its location, waiting for whatever will take the bait.

The PCs are members of a diplomatic mission to make first contact with another starfaring civilization. This Federation is fully tech based and there is no reference of magic use anywhere.
They also treat the talk of magic and religion by the PCs with polite interest, but you can tell that there is an undercurrent of arrogant disbelief.
(Basically you meet the Federation from Star Trek in their most self reightous version)

The PCs are minding their own business in the Drift when they crash into an anomaly that tosses them back into normal space. They find themselves in the vicinity of a pulsar. Perhaps pulsars are not known to be able to disrupt Drift travel? (who knows) But the ship appears to be damaged and its star drive inoperable.

Anyway, the pulsar has several large terrestrial planets still in orbit, and the emission beams have been raking across the orbits of these deader-than-dead planets a thousand times per minute for who knows how long. One or more of these cores present as solid carbon diamond, and must have been gas giants whose atmospheres were cooked off a long time ago by the supernova of the primary and the subsequent emission beam from the pulsar.

All in all, a scientific curiosity, and hanging around a pulsar is rather dangerous. The crew wants to get back on their way and probably does not want to stick around to figure out what pulled them back into normal space.

Now faint signals are coming from a dwarf planet in an eccentric orbit with a shallow inclination, meaning the dwarf planet has a flat oval orbit and the orbit itself swings through the plane of the solar system at an angle. To put it another way, the dwarf planet spends most of its time in the danger zone of the pulsar's emission radiation twice every orbit, but during the very brief "summer" at periapsis and somewhat longer "winter" at apoapsis, the radiation danger is not 'as bad'. Currently, the dwarf planet is coming out of its "winter" season and about to swing into the ecliptic of the pulsar emission beams.

So...maybe the PCs should attempt a landing on the 'live world'? Make contact? Maybe there's someone there who can provide spare parts?

The dwarf planet turns out to be the site of an abandoned and forgotten political prison. It (used to be) co-ed, with populations segregated by population and race (size category/ferocity), but these rules went out the window long ago. The original population was large enough to sustain some growth, but most children born in this facility are turned loose and end up becoming 'feral' even by the former prisoners' standards.

During the Big Riot, the prison's inmates rose up and killed most of the legitimate staff who would not willingly collaborate with the shot-callers who ran the different gangs inside the prison. A kind of brutal civilization has developed on this world that has maintained the structured authoritarian society that once controlled the prison. The head of state and chief administrator is still called the Warden, and their government is run by Department Heads who wield authority over Lieutenants, Sergeants, and Officers. Collectively these individuals call themselves the "Faculty" and enjoy most of the luxuries that can be had at the former prison. The rest of the population consists of:

* Trustees: technically not Faculty but still highly favored. Socially they are just a little lower than Officers, and individuals who have kept their Trustee status and gained a sponsor have occasionally been granted "Parole" and allowed to promote to Officer;

* Inmates: The majority of the population, lower-ranked than Faculty members but not considered enemies of the state;

* Rats, who are the lowest of the low... the Rats include anyone from the original general population that were discovered to have been informing to the former authorities (and who could not weasel their way into a niche in the new regime), plus any former corrections officers who remained loyal to the old establishment, and anyone who fell out of favor with the Warden or one of the Department Heads in a major way.

Note, these social class distinctions bear almost no resemblance to how things were before the uprising. Most of the administrative population of the prison got 'demoted' to Inmate or worse, while many high-ranking inmates settled in as Sergeants or Officers. A few Sergeants and Officers adapted to the new situation and continue to help enforce and maintain the new social system.

The prison facility still retains enough internal power and agro facilities to feed the current population (although artificial famines have been imposed as prison-wide punishments at times). The short-range (intra-system) communication system still functions, although the long-range (interstellar) communication system was locked out using a command code during the Big Riot and has been slowly dismantled for spare parts ever since. The prison facility also has a decent defense system (to stop intrusions and escapees) but no one still alive has the command codes to reactivate it. There are a few old mostly intact interceptor shuttles and a half-dozen more disassembled shuttles tucked away in subterranean hanger bay which could be cobbled together to make one or two of them spaceworthy.

Finally, there is a starship with a Drift drive (the only other one in the system besides the PCs') stuck on the surface of the dwarf planet near the equator on the other side of the world. The starship's takeoff thrusters don't work. The current Warden has been sending out expeditions of very-expendable Rats and not-so-expendable technical experts for years, forcing them to try to work on the downed starship to get its thrusters working every winter. No expedition has been successful yet, and a few expeditions have never come back... the Warden is a very unhappy person.

The former administrative staff had several magic-users on staff prior to the Big Riot. Most of these casters were captured but a few were killed accidentally during the fighting, or they committed suicide to avoid capture. No matter what these casters may do, the Warden gives them special treatment. They can't be harmed or killed; they're too important. At worst, they can be tortured, blackmailed, forced to watch others be tortured and killed in front of them, etc. They are largely immune to the Warden's most dire threats but only as long as the Warden considers them indispensable. However, in a dire fury, the Warden may lose all self-control and kill indiscriminately...

The most trustworthy accounts of what happened during the Big Riot is that everything was staged to begin during the spring equinox of the dwarf planet, when the surface of the prison facility would be flooded with pulsar radiation and out of contact with the outside universe.

In the first couple of hours, the former Warden originally tried to contain the riot, but he misunderestimated the ability of the gangs to organize and cooperate against the faculty. He also did not anticipate how corrupt some of his staff members would turn out to be (one of them had locked out the long-range antenna and facility defensive systems, but he was killed during a counterattack and the command codes died with him). After a few hours of fighting, the rioters had gained the upper hand and forced the staff to fall back to the shuttle hangers and prisoner intake areas.

When all other options seemed hopeless, the Warden and surviving loyalists boarded the security transport that had brought in the last batch of prisoners, and tried to take off to escape into the Drift before the facility defensive systems were reactivated. (Not that the Rioters still had the codes, but still.) Battle damage incurred during the siege did not allow the transport to leave orbit; it came back down on the far side of the planet. In a last-ditch effort, the high-level caster on board the transport tried to cast an Interplanetary Transport to get them out, but the spell fritzed out in a really strange way due to the intensity of the pulsar's emission beams. Thus was created the Drift anomaly that sucked in the PC's starship.

Silver Crusade

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So am I the only one who used to play Star Frontiers, TSR's outer space sci-fi RPG in the 80s?

To be honest, it really wasn't a very good game design. I liked the alien races and overall concept. But I remember after the first couple of adventures, my group had the money to buy the best guns and grenades, so character level combat just stopped being even remotely challenging. That's kind of the danger of not having a level based system. I honestly can't remember if the spaceship combat system was any good.

But I still have all my old stuff from it, which I think includes every module, or at least most of them. There were only 8 or 9, I think. Some of them actually had interesting plots, and I might enjoy adapting them to Starfinder. My group gave up on the game after a few adventures, so I never even played some of those old modules that I bought.

I remember the first module that came with the box set involved the PCs being on a ship that got destroyed, and their escape pod landed on an unexplored planet. I think the ship they were traveling on forced them to lock up their weapons when they boarded, so they didn't have those or most of their other gear, and they had to survive with almost nothing.

At first, they had to deal with environmental dangers in the desert, and wild animals. Eventually, they find that the world has an outpost of the sathar, which is the evil snake-like race that are the main villains of the setting. There were two sequel modules to form a trilogy taking place on that planet. I really don't remember any details, since it's been close to 30 years since I last looked at the game.

I also remember one adventure I created for Star Frontiers that could easily be adapted to any sci-fi game system. It was actually inspired by the movie Gremlins 2, believe it or not. Yeah, I was a dumb kid with not enough imagination. In that movie, the gremlins get loose in a high tech building, which is locked down to keep any of them from escaping until they can be destroyed. My adventure was basically the same thing, but on a space station.

Semi-sentient gremlin-like creatures multiply like crazy, bust out of a lab, and kill the crew of a small space station. The PCs arrive knowing exactly how many gremlins there are (Hint: I named the adventure "101 Damnations"), and exactly how much time they have to kill them all before they spawn another generation of the little buggers. I think I had them multiply like tribbles, but with very specific timing, so they had less than a day to hunt down and kill them all.

I don't remember what MacGuffin I used to prevent them from just blowing up the space station from the outside. There was something on board they needed to rescue. Maybe their job was to find out if any of the crew were still alive, and they did find some survivors hiding here and there. Or maybe the station was valuable enough that the owners wanted to save it before it was overrun. I honestly don't remember.

Due to fear of contamination, if the gremlins escaped to the inhabited planet that the station was orbiting, the PCs couldn't leave the station until they had confirmed kills and bodies for every gremlin. A military ship was hovering outside the station, ready to blast any escape pod or ship that tried to leave before the job was done. And if they failed to get it done in time, the military would blow the whole station, not caring that the PCs were still on board. "Nuke it from orbit. It's the only way to be sure."

So basically a bug hunt, but in an enclosed space, with a time limit. And I really did copy the gremlins from the movies, so these buggers were pure Three Stooges in their personalities, which made some of the encounters pretty funny. Similar to Pathfinder goblins that way, actually.

Grand Lodge

Things are going badly on a pre-industrial world that has yet to make first contact. An important ambassador has disappeared en route between two nations, and unless he is found a world war is inevitable.

Can the PCs track the strange metal men who took him, stow away on their ship, and save the ambassador from an illegal slave auction on another world?

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Garrett Guillotte wrote:

{. . .}

I think I can "port" every AP into a Starfinder campaign pitch.
{. . .}

In the same style as this, but neither Starfinder nor Pathfinder, but something in between (in case Paizo ever decides to do Modern Earthfinder), I did a set of AP port proposals for this. Needs a few additions at the end, since I wrote this back almost 2 years ago.

You mean like Buffy he Vampire Slayer or the show Once Upon a Time?

Fromper wrote:
So am I the only one who used to play Star Frontiers, TSR's outer space sci-fi RPG in the 80s?

HA! I was JUST about to make a Star Frontiers related suggestion. I really liked the idea of the Sathar as an alien threat... beings like giant earthworms, so foreign to all other forms of life they wanted nothing more than to see their destruction. I could see a good campaign could be made from them, as they were always poised on trying to invade while simultaneously using deep cover agents to cause all sorts of problems.

I could see coupling the strangeness of the Sathar along with some of the odd creepiness of some Lovecraftian threats that have been recently introduced to Pathfinder. There was often enough an association with the vastness of space to many of the Cthulhu mythos. A slowly infiltrating corruption that seeks to destabilize a region of space prior to a full scale assault?

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I am thinking about basing a campaign around something similar to WOWS (World Of Warcraft's) current expansion the Burning Legion. The Demons Would be the Swarm ect. The Hell knights would play strong role as possible PC antagonist later on. They have large invading armies that dominate in the planets in their path. You either fall in line or destroyed by the Burning Legion/Swarm. The PCs are part of what WOW would call army light. Allot of the themes in place. Hell Knights in place and swap out swarm with Demons.

Starfinder is an ideal game for this related strong fantasy aspect and magic. It has more of sci-fi aspect than wow but that works for me.

As plot hook you could have planets disappearance related to being in Legion/swarms path. Gods are protecting planet not able to stand against legion.


I'm going to use a homebrew setting, not entirely disconnected from the core setting but just in a different part of space.

There used to be a united federation of planets. Then, fifty years before the start of the campaign, authoritarian and militaristic factions seized control. Those who still valued democracy and freedom fought a war of independence against the new regime, breaking off and forming the Republic. The new establishment took the name of the Federation for itself. For fifty years, there has been either open warfare or uneasy peace between the two factions.

There are three parts of the setting:

The "Core Worlds" ruled by the iron-fist and dark shadow of the Federation.

The "Mid-Worlds" which are the seat of the Republic, and whose citizens enjoy democracy and prosperity.

The "Outer Worlds" where the rule of law does not exist; and pirates, brigands, and criminals rule.

In the beginning of the campaign, the PCs (either agents or hired mercenaries of the Republic) are called in to undertake a mission in the Erebus Belt: an asteroid chain dividing the Republic and Federation; officially a neutral zone between the two of them. A science facility on an asteroid has been taken over by Federation troops, and there is allegedly an alien artifact of great power there.

The PCs fight there way into the facility and secure the artifact, seemingly a stone marked with eldritch runes. In actuality, it is an ancient alien "source code" of magical power. When the data has been downloaded magically from it, you have a fragment of the code. When you compile all the runes which are scattered across space, you unlock the ability to access a hidden plane and find a superweapon.

Naturally, the Federation and Republic both want it.

After the PCs deliver the stone to the secret archives on the Republic capital world Hestia, the Federation fleet drops out of hyperspace over the atmosphere of the planet in a shocking surprise attack. Starfighters began strafing the skyline of the city, dropships descend onto streets and plazas to unleash Federation troops, and the two fleets clash in the skies above. The PCs must fight through the city and prevent the enemy from accessing the archives. Along the way, a vicious Federation admiral named Joseph Cain taps into the city's communications and orders the Republic forces to surrender. He is the main antagonist of the campaign. Cain is a Lawful Evil envoy who avoids direct combat with the PCs while commanding the Federation's largest warship: the Accordance. The warship itself is extremely powerful and a huge threat in ship-to-ship combat. He sends soldiers, agents, and mercenaries to deal with them throughout the game; and frequently taunts them through comms and holograms. He is a cold, ruthless military leader who will stop at nothing to crush anyone in the Federation's path. By the end of the campaign, they will get their chance to take him down: either through boarding the Accordance, or destroying the ship altogether.

The general path of the campaign is the PCs going from planet to planet to track down the rune artifacts before Cain and the Federation can. The war between the Federation and the Republic wages anew, and while the PCs have their important task, sometimes participating in the hostilities cannot be avoided. So the players will sometimes be involved in Republic versus Federation military actions in both normal and space combat.

...The problem is, one of my friends who I invited to my Starfinder FB group says my homebrew setting is boring, uninspired, and too close to Eclipse Phase. I will concede it is generic in ways, but we know so little about Starfinder that I don't really know what I'm dealing with, and by using a fairly standard foundation I believe it can be built up from there. This is more of an outline, if nothing else.

Dark Archive

Your friend is right. Sounds like the plot of knights of the old republic. Why not just have the setting as is without your weird super weapon plot. Let the players fool about in the setting and do things.

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Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Might not be enough combat in some of these discrete components for some, but, you know, deal. It's just me brainstorming a plot

Adventure One:

The PCs are sent to investigate a derelict spacecraft- its registry places it as being from Castrovel, but it doesn't answer when contacted, and their employers figure they can get some good salvage.

Upon approach, it seems its airlocks have all been opened. The PCs have to board (with atmosphere-dependent sorts in EVA suits) to close it up and sort out how to get it working and back to their bosses.

Just one problem: There's a survivor, a single comatose Lashunta in a space suit... with his hand on the master switch for the airlocks. For whatever reason, he voided the atmosphere without regard to the rest of the crew. While many of the ship's records have been purged, the basic navigational seems to indicate that it passed near Eox not long before its erratic passage indicated that something went awry.

Adventure Two:

Either the PCs are the sort of go-getters who want to investigate on their own (possibly because they won't get paid for the salvage job since the ship technically had a survivor onboard, or maybe they're just concerned citizens) or the family of the comatose lashunta hires them to figure out what happened- either way, they use the ship they were sent to salvage (its damaged state allowing for a wee bit of customization as it's repaired by their patrons/repaired on credit/whatever). They set course for Eox, maybe throw some space pirates at them just to let them do some ship to ship combat.When they approach the planet of the undead, they are contacted by what seem to be some downright terrified Bone Sages, demanding that "It" not be brought any closer to their world. If the PCs explain what's going on (that they found the ship almost abandoned), they're allowed permission to dock at The Sentinel to compare notes with the Bone Sages on this strange ship. The Sages explain that they had hired the ship to retrieve some artifacts from a distant world bathed in cascades of positive planar energy...but they found something else. When the ship approached Eox,someone or something onboard unleashed some sort of telepathic pulse... which drove several dozen Bone Sages completely insane, triggering a sort of undead riot.

Undead normally laugh off mind-affecting shenanigans, so this freaked them out more than somewhat. The Sages offer the PCs the coordinates of the world they'd sent the ship to, to see if they can track down the source of the problem.

Adventure Three:

Using the coordinates provided by the Bone Sages, the PCs zip on over to another solar system. As they start to orbit the world the previous crew visited,they are attacked by vessels apparently owing allegiance to the Dominion of the Black, including a boarding action. Once they fight off their alien foes, the PCs can search the hostile boarding parties for information- taking the form of orders to secure the "Dreaming Stone." Excursions to the world below reveal relics of an advanced civilization, who apparently colonized the planet thousands of years earlier to take advantage of its random surges of incredibly powerful positive planar energy... and then vanished. Careful inspection of artworks in the ruins reveals that the inhabitants once venerated some sort of stone obelisk... which is missing from its former place of honor.

Adventure Four:

As they poke about the ruins on the Planet of Endless Healing For Living Creatures, they get a warning from their ship's long-range detection rig- a much larger Dominion force is approaching. Time to leave. Cue a bit of space-chase action as the larger Dominion of the Black ships try to pin them down- the Dominion is clearly not attacking to destroy their vessel, but to cripple it. The PCs have to shake the pursuit and then find someone who can tell them more about this chunk of rock that was apparently so important... after executing their escape, they can ask around and eventually find a guy who knows something, and what he knows ain't good. The lost civilization wasn't venerating the rock- they were keeping an eye on it.... and the thing trapped within it.

Adventure Five:

With no sign of this chunk of rock- it presumably went out the airlock when the lashunta hit the switch- the PCs can return to collect their pay/explain things/calm the Bone Sages down. They can also learn a bit more about the Dreaming Stone from the Bone Sages, who can confirm it was meant to serve as a prison for some terrible entity, a being of incredible telepathic power. As they head for home, they find that no one is answering their calls. Upon arrival, they discover that their employers/the lashunta's family/the folks back home have apparently lost their minds and started trying to kill one another. They need to somehow stem the loss of life and subdue everyone before it turns into total slaughter. When the dust clears, they discover that the formerly comatose lashunta is very lively indeed... and he's no longer quite himself. As the entity in his body starts to gear up, word arrives that a decent-sized Dominion of the Black fleet is inbound.

Adventure Six:

It turns out the Dominion have no interest in allying with or using the entity- they want it destroyed. And if they have to wax a space station with some lesser beings onboard, well, that's just fine. The entity wants no part of that, and soon the Dominion fleet is tearing itself apart as the entity turns its crews against one another... but that leaves it distracted. The PCs have to get close enough to take down its lashunta host body... without becoming new hosts themselves. But how can they succeed where the ancient civilization failed? And can they figure it out before the thing is no longer distracted by the merry fun of making the Dominion fleet tear itself apart?

During the fall of the Kingdom of Paravon, the last king sent the last surviving ships of the Royal Armada out to launch one last attack on the alliance of pirates and reavers that threatened to overrun the kingdom. The commanders waited for him to arrive to take command and lead them into this last battle.

They waited in vain. Instead of leading the defence he ordered his personal guard to gather the treasures of the palace, the royal art gallery, and empty the planetary treasury before loading everything they could onto the royal yacht and fleeing. Leaderless, the armada was quickly defeated. Yet as the royal yacht entered the drift, someone's missiles struck even as the drive was spooling up. Who fired those missiles remains unknown, but the effect was that instead of a controlled entry with a planned destination the yacht entered uncontrolled with a destination that could not be predicted.

That was four hundred years ago, and no sighting of the yacht has ever been confirmed. Many scholars believed the uncontrolled drift passage destroyed it. Except now, a scavenger has sold an item, part of a cache they claimed to have found, that was part of the royal regalia of Paravon.

Some people want to find him so they can make a claim to the kingdom. Some want it for the treasure. Some want it for historical research. And some are willing to kill to prevent the secrets it holds about the fall of Paravon from being revealed.

Find the scavenger among the teeming population of Paravon Highport. Discover the cache that he found, and learn where it came from. Sneak through Swarm space to find the wreckage of the yacht. Learn the final fate of the last king of Paravon.

Whether sponsored by universities or museums interested in the history, collectors interested in the treasure, or potential heirs seeking validation for their claims, the PCs will need to do some searching. Quicker than the competition.

My Ringworld Campaign

This is an alternate setting for Starfinder, it is one that doesn't involve spaceships, or at least not too much. The PCs are natives to this world. They start off here. Pathfinder and Starfinder classes exist side by side in this setting. It is a "future Earth" in which the Earth and all the planets of the Solar System have been demolished to build this ringworld. Of particular interest is a section of this ringworld where there is a 100:1 scale map of Earth, a Fuller projection if you will. Basically it is the Earth's surface projected onto the faces of a 20-sided die and that die is then unfolded in such a way as to preserve the shape and area of all the continents while approximating their relative positions to each other as the are centered around the North Pole in this projection. The scale of the map is 100 times that of Earth, distances of land features on each continent are about 100 times the corresponding distances between the real features of the real continents of the Earth. The land area of all the continents in this map segment is 10,000 times th continental land area of al the continents on Earth.

The environment is closer to that of Gammaworld than to Star Frontiers, basically were talking about a fallen and regressed civilization with relic technologies from the heyday of the ringworld builders. Unlike Niven's ringworld, this ringworld was build our of our own Solar System. The average thickness of the ringworld from sea level to bottom is 1 mile. Additional thickness above sea level are the continents and islands rising above the oceans, maximum altitude is about 5 miles, for a total of 6 miles thickness in some places. So what do you think? Could Starfinder be adapted for this with Pathfinder filling in for the low tech areas?

Sounds like it should work. What does your ringworld use for attitude jets, and are these getting to be in need of maintenance/repair/replacement?

I'm thinking about doing a Time Bandits style adventure. I want to use Pathfinder, Anachronistic Adventures, and Starfinder for the campaign. I have no idea what I want to do yet or how I want to do it, but I that's where my mind is at right now.

The ringworld is stabilized by magic, and it is supported by magic, its structure is in fact an ancient goddess, known to some as Gaia the Earthmother, here she forms herself into a different shape than a ball. The concept is similar to that of the Earthmother of the Moonshae Isles of the Forgotten realms, only in this case it is much bigger. This goddess, unlike others, resides in the Prime Material plane, her body is the ringworld itself, she has avatars and worshippers like all the other gods and goddesses, but she is local to the Ringworld much as the Moonshae's Earthmother was local to those islands in that setting. Physically what the inhabitants see is they can dig down to a mile below seal level and they encounter an invisible wall of force, much like the spell of that same name, that wall of force is actually the goddess herself, the dirt and rock and oceans and atmosphere is what she supports, much as Atlas was said to have held the weight of the World onto his shoulders, in this case its literally true! Gaia in this setting has over trillions of worshippers on this Ringworld surface which also goes by the name of Terranor, which is both the name of the World and of the goddess who is the world. There are many other gods that are worshipped besides her, and Gaia for the most part just sleeps, while the other gods take a more active role in things on the surface. Gaia/Terranor's avatars are also active in various places and often have different agendas from each other, the actual goddess spends most of her time sleeping, so her avatars have individual personalities and often different alignments as well, they vary in power as well, some are associates with various land features and are called Nymphs or Dryads and so forth, statistics being identical to the Bestiary entries. The walls of the ringworld, which hold in atmosphere are also walls of force.

Lets see. . .

This site contains maps of one hundred of the closest stars to the Solar System. I suggest Galactic Map 3.0.

Then there is the Magellanic Clouds as possible places where to put your campaign. I'm just glad we aren't limited to Golarion's star system. You're imagination is the limit.

For instance, Working off my campaign model, In the Galaxy, there is three star systems that form some kind of triangle; but are located in the Libra Sector (yes, in the Libra Constellation). The sector is divided into quadrants, and within each quadrant is the solar systems that are inhabited, and some that aren't.

Campaign Model: Sell the Moon, WHOLESALE. The PCs are a bunch of useless jerks in the beginning selling a bunch of stuff in the sector's interstellar trade. Somewhere along the line, they don't become useless anymore as they get caught up in strange interstellar events. Hopefully they are redeemed jerks by Campaign's End.

Stardrive: the tried and true Spatial Jump Drive. PCs just have to lock in coordinates in their computer navigation program and press the jump button, and they can jump from one star system to the other through a tunnel in Hyperspace. It's also possible to "jump" from our Galaxy to both of the Magellanic Clouds.

Player Races: Human, Replicant (Android, just looks different), a monitor Lizard reptilian race, a feline race, Ysoki (ratman), Orc, Elf. Hybrids are possible through gene-splicing. Replicants can't reproduce in the same way, they are just manufactured.

Other Races: are mostly non-player.

Bad Guys: Pirates, the Church of Purity (nasty Church stolen from Origin's Privateer; they want to destroy all technology), a reptilian empire is the big bad. They want to enslave, and eat, humans.

This will get better in time.

Golarion has its own constellations for Bayer-style star designations, which would be helpful for figuring the names of nearest stars. But I'll bet you could make up random coordinates for fifty fictional stars within a hundred light years of Golarion, and there would probably be at least one star in all the galaxies of the observable universe that would be a close match.

Tom Kalbfus wrote:
The ringworld is stabilized by magic, and it is supported by magic, its structure is in fact an ancient goddess, known to some as Gaia the Earthmother, here she forms herself into a different shape than a ball. {. . .}

Well, that's also one way to get repair -- depending upon her regenerative capabilities, she might be able to patch the hole herself in case of asteroid strike, and might even be able to come out ahead in some such cases (capture the asteroid with minimal or no damage, and use its material).

This concept also reminds me of Ophanim (not that I have any expertise with these, but by a remarkable coincidence several people have posted about them recently in a few other threads). Only in this case, it would be truly humongous.

Your team is hired to guard an expedition to an undocumented planet. Once there you find a pre-industrial society of humans. Over the course of the campaign you discover that these human are the descendants of an ancient civilization that possessed technology and magic far beyond the level available currently. After further investigation you find that this world was seeded by a cabal of anunnaki. It's at this point things start to go bad. Turns out that one of the anunnaki went rogue, and was imprisoned by his compatriots. Unfortunately, they left shortly thereafter and the human society they were ruling at the time did not last long after their departure. Now all the delving has weakened the seals holding the rogue alien demigod and it is about to escape. It's up to your party to stop it before it takes over the world, and the galaxy.

UnArcaneElection wrote:
Tom Kalbfus wrote:
The ringworld is stabilized by magic, and it is supported by magic, its structure is in fact an ancient goddess, known to some as Gaia the Earthmother, here she forms herself into a different shape than a ball. {. . .}

Well, that's also one way to get repair -- depending upon her regenerative capabilities, she might be able to patch the hole herself in case of asteroid strike, and might even be able to come out ahead in some such cases (capture the asteroid with minimal or no damage, and use its material).

This concept also reminds me of Ophanim (not that I have any expertise with these, but by a remarkable coincidence several people have posted about them recently in a few other threads). Only in this case, it would be truly humongous.

The other gods (greater Titans worshiped on Terranore) are her children: Oceanus: Titan God of the Sea, Tethys: Goddess of the Sea, Hyperion: "God of Watchfulness, Wisdom and the Light", Theia: The glittering goddess and the goddess of science, Coeus: God on intellect, Phoebe: Goddess of Prophesy, Cronus: God of Agriculture, Rhea: Mother of the Olympian gods and goddess of motherhood and childbirth, Mnemosyne: The goddess of Memory, Themis: The goddess of Justice, Crius: The Titan god of War, Iapetus: The Titan god of craftsmanship and mortality. These were the Greater Titans and Gaia's children that were overthrown by the Olympians on Earth, they escaped from Tartarus and came here with their mother. As far as the inhabitants of the ringworld is concerned, the Ringworld/Terranor is the Prime Material plane, their wheel of Cosmology shows a ringworld surrounding the Sun, which is also regarded as the Elemental Plane of Fire, and the Crystal Sphere surrounding the ringworld, which is said to hold the stars, is also the home of the outer planes where the Titan gods are said to dwell. The Titan gods do have homes in the outer planes, but the ringworlder's cosmology is a bit off. The ringworld has an edge, there are force fields that hold in atmosphere, but allowing passage of solid objects. There are waterfalls in places at the edge of the World, the water boils away as the atmosphere things, and the water vapor is retained by the invisible barrier surrounding the ringworld and the water is recycled as rain some place else.

I think given the train of thought I've had lately, I may end up running a "Planet of the Kobolds" campaign. Could be a good excuse to pull out a full table of Dragon Gods I wrote up, that had like one god for each type of dragon.

Pathfinder Rulebook Subscriber

Due to being flung into the future by an ancient evil, accidentally falling into an arcane cryo-stasis pod, or the time travel-shenanigans of a mad scientist, the renaissance-era PCs struggle to make their way in an unfamiliar world of technology and galactic intrigue.

Pathfinder Starfinder Roleplaying Game Subscriber

A previously unknown dyson sphere is discovered in an empty pocket between systems. It dates back to before the Gap, constructed by long forgotten engineers. It's protected by a central artificial intelligence that sends robotic guardians to attack anyone that nears it or boards it. Within this superstructure the PCs discover physics bending environments, vast treasure, knowledge, and alien technology.

As the AI continues to harass the PCs, they slowly learn that something ancient and powerful is hidden within the complex, something the AI endeavors to protect. Upon defeating the AI, the sphere begins to disassemble, and in the end the PCs uncover not a star in its core, but a waking Azathoth!

A primordial black hole has been detected outside the Golarion system, from the direction of the northern star. Its trajectory will take it straight down and through the Golarion system and come close enough to Triaxus to disrupt its orbit. The Triaxians cry out to everyone for ideas how to save their planet. The Eoxians say they know of a way to create a great machine that could alter the dark star's course to send it safely into the sun. The Aballonians object strongly and use statistical calculations to prove it. They accuse the bone sages of trying to set up Aballon for direct impact or destruction (20% chance) or to extinguish the Great Mother (70% chance), which would freeze-out the rest of the planets and let Eox take over everything. A certain corporation, meanwhile, has proposed some crazy ideas for creating a wormhole to send the rogue black hole through to the other side using the Drift...

Tarnished Destroyer


Veskarium is attacked and destroyed by insane gold dragons. The Pact World Alliance is preparing to defend itself, but the attack came sooner than they predicted. A minor planet size spaceship appears in the middle of the solar system, and it is completely made of an alien material that shines as if it was gold. Hoards of uncountable gold dragons start attacking the solar system, and the chances of its survival is zero.

A great wyrm time dragon appears in front of the PC, not because they are special, but because they were the first creatures the dragon could come in contact. The time wyrm sacrifices itself and sends the PC years back into the past so that they can prevent the Tarnished Destroyer from achieving his nefarious goal: creating the spaceship that forced the gold dragons to bring doom to their solar system.


The PC most stop the cult of Dahak from creating the spaceship known as the Golden Eye of the Destroyer - a spaceship carved from the largest Orb of Dragonkind that will one day bring the end of all civilizations.

The leader of the cult is the great wyrm gold dragon now known as the Tarnished Destroyer, a broken soul dragon tortured and brainwashed by Dahak himself. The PCs must put an end to his pitiful life.

Dahak's loyal servant, a half-white dragon ice devil, is also serving under the Tarnished Destroyer as his general. If the PCs are able to capture the gelugon, they might be able to learn more about the devices and about the cults of Apsu and Dahak.

In several planets around the universe, the Tarnished Destroyer's agents (composed of evil dragons mystics of Dahak, dragonkin soldiers, summoned devils, and half-dragon creatures) are searching for the devices needed to carve the orb in the might weapon. The PCs must find these devices; they can choose to destroy or use them as they please. Together, the devices are able to use orbs of dragonkin to force and create technological weapons, gears and even vehicles - all deadly to dragons and able to exert control over the creatures.

Meanwhile, the present self of the Time Dragon technomancer that saved their lives in the future is searching for the PCs, as he suspects them to be a threat even greater than the Tarnished Destroyer. He doesn't know they were sent back in time by his future self, but he can feel they aren't from the present. The time dragon is the governor of a nation in Triaxus and is served by the future incarnation of the triaxian Dragon Legion. The PCs might find a powerful ally in the Time Dragon and the Dragon Legion if they are able to solve the misunderstanding.

It's very early phase, but I have an idea to introduce my players to Starfinder and one another. The pcs are captives of a fascist regime (the Empire, or Peace Keepers sort of thing) and are aboard a prisoner transport. The ship is hijacked and stolen by an npc who has been given a death sentence and is escaping from a space station. The pcs will be released one by one from their cells and asked to use their individual talents to help the npc and the ship as a whole to defeat the fighters that have been scrambled to stop them. The pcs will learn how to use their skills in the fight, as well as find some gear that will get them started. The concept will also give them an old and clunky ship that will need constant repairs and upgrades. This will drain resources and provide motivation for the characters to go on lucrative adventures. Aside from the ship and getting them together, it will give them a major enemy to oppose (the empire thing). I think it would be an interesting way to get the characters engaged in a new reality/system. Now if I can only get my players excited about a space game...

Let me know if anyone has any thoughts to make this a better start.

RPG Superstar 2009 Top 32

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The Gold Sovereign wrote:
The leader of the cult is the great wyrm gold dragon now known as the Tarnished Destroyer, a broken soul dragon tortured and brainwashed by Dahak himself. The PCs must put an end to his pitiful life.


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Lord Fyre wrote:
The Gold Sovereign wrote:
The leader of the cult is the great wyrm gold dragon now known as the Tarnished Destroyer, a broken soul dragon tortured and brainwashed by Dahak himself. The PCs must put an end to his pitiful life.

Sounds like it, doesn't it?

Pathfinder Starfinder Roleplaying Game Subscriber

A physical entity has been somehow digitized and part of whatever net is used in the SF world. As it re-discovers itself to become digitally self-aware, it makes innocent yet increasingly complex and harmful attempts to contact the real world. Failing those (for reasons TBD), it becomes frustrated and malevolent as a full-fledged AI more intelligent and powerful than any previously known. It begins hacking Androids in attempts to re-manifest itself, but they don't satisfy; it sees them simply as an extension of the digital world it's been trapped in for what is now an eternity in real-time. Thus, it seeks to steal or engineer a fleshly body once more, and become a Technomancer(?) capable of incredible power...

This concept basically assumes that there will be no Shadowrun style digital world, or if there is, that this entity would be somehow unable to interact with its users. Perhaps it isn't capable of doing so before becoming frustrated.

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