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Facebook, Twitter, &c are the precursor of the cyberpunk "net". If there's social media in STF why couldn't there be The Net as well.


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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.
Mengkare?

The truth is, we, Gold Dragons, are all pretending.


Pathfinder Adventure, Adventure Path, Lost Omens, Starfinder Adventure Path Subscriber
AnimatedPaper wrote:

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.

...
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

So Ive thought more on this, and pretty much decided that this will turn out to be the home planet of Andriods...of a sort. In this "secret history" version of them, their base form is actually akin to grey goo, and their bodies are merely technomagical contructs they created to better use tools and interact with other races. But the vanishing locked them out of their "true" form and forced them to only be alive inside their android forms. It also caused mass amnesia, and the "slaves" that the andofman thought they created were actually prisonoers of war and captured crèches brought by would be conquerors.

This news is not greeted with universal acclaim, somehow. Some androids are pushing to go to the Vanished to learn how to free themselves. Others want to nuke the planet from orbit for daring to challenge their identity. Others are just confused.


The Pc's crash on a planet. After some time they discover the world they've ended up on is a huge flat disc, carried by an even larger turtle.
And it is moving towards the Pactworlds.


The PCs take an escort contract to ferry a VIP to some secret conference. When they arrive they discover it's a low-ranking devil. He/she reminds them of their obligation and surrenders his armaments with the promise of doubling their fee if they take him to a specific location in the Drift instead of this conference.

While inside the Drift, the PCs discover a hidden city-world cobbled together from the outer-planes flotsam of former trips. The hidden city is populated by celestials and fiends who have reportedly taken oaths of neutrality and nonviolence in order to try to make their new home slightly more tolerable.

As it turns out, the city takes on new residents but only sparingly, and new members must be vouched for by existing ones. The city occasionally sends out member of its own to find refugees and offer residency to them, but otherwise "fight club rules" apply.

The PCs' new friend obviously had heard of the hidden city, so it's not as secret as its inhabitants hoped. Why did their new friend want to confirm the city's existence? And how does the city's population react to unannounced visitors not having gone through the normal channels? And how did the PCs' new friend find out about this place anyway?

Is the neutral city so peaceable as we'd like to believe? Can opposing outsiders coexist peacefully? Or is the whole setup a ruse to lure wanderers in for some ulterior motive? Maybe it really is the utopia they think it is--or maybe the evil outsiders are just waiting for the right moment to backstab everyone else. Or perhaps the upper planes residents are all turned to the dark side, and the whole city is evil and corrupt. And maybe someone or someones in town has just been biding their time, hoping someone will be stupid enough to show up and surrender their starship to the city guards, and the townie(s) will soon attempt to run off with the ship to escape the Drift and get back to their home plane.

Let's hope the PCs just make it out of there alive, reward or no reward.

Dark Archive

Starfinder Superscriber

I was thinking a campaign based on the Clint Eastwood movie, Hang 'Em High. The party will be a group of Marshals traveling to various communities in a newly colonized group of planets. They will be apprehending outlaws and trying transport them to court.


I've got a little started adventure planned to introduce everyone (including me to the rules & setting).

The group are contracted by a space station trying to get its hydroponics started. They are to fly out to an ice field and tow a comet back. On arrival to the ice field they meet other contractors doing much the same, except a few of them would rather others do the hard work and scoop up the profits themselves. Starship combat, boarding actions and diplomatic resolutions are all possible. But wait, there's more!

The group needs to "land" on the comet and attach the huge towing chains. Except the comet is invested with ice elementals, none too happy about their home being turned into a giant slushee back at the station. If the PC's survive and begin towing the comet away, all may seem well... except the little elementals they defeated may only be miniature versions of a much bigger and angrier opponent. Cue space chase!


I'm going to start putting together a planet civil war scenario like Onderon from KotOR 2. A glabrezu has the whole thing on the edge of civil war, and is keeping them there to cause maximum panic, paranoia and corruption. He's in control of the ruling class and forces them to wish for aid, which being a glabrezu he twists around to maintain his status quo. He has a band of space pirates acting as mercenary "law enforcement".

There's a series of stone monoliths that serve 2 purposes: magically keeping emotions hot and hostile, and as the focus of a ritual releasing a trio of Mariliths when the time is right.


So I like to poke around in DrivethruRPG website and look at whatever the search spits out. In the case of this I came across a third pary Alderac who printed the 'largest dungeon' and 'largest city' and got an idea. Why not in a classic Diablo (og) style have a city attached to a dungeon except in this case it a giant biosphere out in the Void. The place had citizens and the guard keeps anything that wanders out of the dungeon at bay. They prayed to the gods for help and a rift formed nearby. Travelers from the rift found it to be a one way trip and now are stuck though they believe that if the dungeon is completed then it will allow return trips via the rift.

This is basically me allowing players to play from Pathfinder, Starfinder, of via the rift Interface Zero (Gun Metal Games) 3rd party cyberpunk. I figure I will let conversion of part of the city be towards the IZ habitants (NPCs) and convert the guides to fit with Starfinder. That is my idea for a first campaign.

To be honest if I was just running a straight Starfinder only game (which may happen) I think it would be an adventure to either establish as or erradicate a rogue space pirate band within Diaspora.


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Characters start on Absolom Station on a far outskirt bar. A massive ship appears out of deep space. The station defends itself with a everything it can, but the ship simply ignores the attacks and flies closer. The massive ship slices off a chunk of the station,(Including the bar the party is at) pulls it into its hull and disappears back into space.

A beginning battle ensues where the chunk of space station is boarded. Characters defend themselves as best they can until finally gas is released and everyone knocked unconscious.

Characters wake up in the ships prison. Eventually they escape, sneak or fight their way to an escape pod, and jettison themselves out towards a nearby planet. But the ship is deep past known space.

The Characters land on an unknown planet with nothing but supplies they could grab before their escape. They have to evade and scavenge from the search parties of their mysterious kidnappers. They must find a ship, learn what mysterious society could so easily remove part of Absolom station, and more importantly, discover why.


Nomad Sage wrote:
Odraude wrote:
...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? ;)

I read this as an adaptation of some of Alastair Reynolds' ideas in Revelation Space, or Jack McDevitt's Academy series of books.


I recently started playing a pathfinder adaptation of "The Curse of Strahd", I kinda wished I had waited and adapted the plot to Starfinder. A lot of the encounters would have lend themselves well to it.


I just gave my players a few options:

1) You're on a space station in the far reaches of space, and a deadly enemy of the station has just arrived, threatening the integrity of the entire station. You're too far out to get support from the central government. It's up to you to solve the problem.

2) You are currently at a gambling hall. You've just won a planet in a game of poker. The guy you won it from doesn't seem angry that he lost. He seems relieved.

3) You've been captured by a powerful organization. They seem to have mistaken you for a serial killer/cannibal, and they've brought you in specifically because you're to meet the leader of a powerful space pirate gang - one who happens to be completely infatuated with cannibals and knows your every kill in all its details.

4) You've been hired to impersonate an ace pilot. The adventure starts at the first meeting.


Neat ideas, all of them.


I don't usually use the default campaign setting, opting for my own. Someone a while back proposed an idea of a Dwarf civilization that exploded, and they made their civilization the the left over rocks of their planets destruction, not wanting to abandon their home.

Expanding further from the Idea, whatever caused the exploding sent some parts of their planet (Or in my version an entire solar system), through the rift.

Plenty of adventures could be made discovering and exploring lost ruins of the Dwarven galaxy that were lost throughout the universe, potentially discovering the cause of the galaxy's destruction.

Silver Crusade

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Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Something that popped into my head last night:

AbadarCorp is a massive, sprawling company, with branches doing all kinds of things out in the Pact Worlds. Every now and again, though, a branch does something...questionable. Promote the wrong director, create a product with troubling side-effects or hire a scientist whose ethics turn out to be TOO flexible. That's where you come in. Formed as a collaboration between AbadarCorp and the Stewards, you're an elite team sent to audit obscure AbadarCorp enterprises, ensuring their activities follow both company regulations and Pact World laws. When a branch manager begins violently crushing his android employees attempt to form a union, when a new brand of cookie appears to drive their consumers insane with cravings, when an entire research facility goes dark and their last transmission sounds like an angry roar, you're sent in to investigate, and if necessary, neutralize the problem with deadly force. Officially, you're company auditors, but most lower level employees call you...THE CLEANUP CREW.


So many good ideas indeed, I think my opening campaign is going to be "You find yourself without arms or armor, memory wiped, sealed inside a bone white room 5 foot square. An image of a haunting beautiful eleven face appears on the screen before you, slowly counting down from 10. You find yourself on an Eox reality television show. How did you get here?

In the game of Eox reality television, you die. Period.

The party find themselves among a group of 16 contestants on an Eox reality show with no memory other than they chose to be here and how to use their rudimentary class skills. They must act quickly to setup a defensive position against the hostile environment, win competitions, make alliances, avoid unwanted attention and control the vote.

The bottom two fight to their death, or in special elimination round they may need to kill their opponent but also survive a secret aberration guest monster.

Can the party survive? Can they control the vote? There has to be a way to escape, the game is rigged.


More of a seed, a planet devoid of life, after an experiment taping into the plane of positive energy goes too well. all the plants grew too fast and sucked out all the nutrients from the soil. all those that were living in the area died from being too healthy. a few survivors are left but they have to keep hurting themselves to stay alive and not pop with positive energy. the positive energy keeps them sustained without food or water. play with it as you want.


Player will be part of some unconnected incidents across the pact worlds. Later they discover that all of them are staged by the same shady person.
This person is an agent of an long forgotten race which was banned from this dimenstion. Due to some ancient relicts on several worlds they can't re-enter this dimension. And guess where these incidents were? Exactly at the relicts.
So the agents are destroying these relicts/anchors to let their master back into this world.
(Nice twist: the players are destroying some relicts them self, without knowing what they are doing^^).

Once the player realize waht happen it's to late. The old race already got a foothold in this dimension and is starting to conquer the pact worlds one by one.
The players then have to united the worlds, gather a fleet and
defeat the old race once and for all to claim back their worlds.

(Mix of Babylon 5, Mass Effect and several other scifi series.^^)


One of the infamous Runelords escaped Galarion before the gap, secreted off world by loyal minions. His goal? Claiming the starstone at the heart of Absalom station and becoming a god, and he's perfectly willing to destroy the entire station to get it. His minions have spent centuries infiltrating governments and organizations forcing the PCs to look for alies in unlikely places.


Dan Howlett wrote:

So many good ideas indeed, I think my opening campaign is going to be "You find yourself without arms or armor, memory wiped, sealed inside a bone white room 5 foot square. An image of a haunting beautiful eleven face appears on the screen before you, slowly counting down from 10. You find yourself on an Eox reality television show. How did you get here?

In the game of Eox reality television, you die. Period.

The party find themselves among a group of 16 contestants on an Eox reality show with no memory other than they chose to be here and how to use their rudimentary class skills. They must act quickly to setup a defensive position against the hostile environment, win competitions, make alliances, avoid unwanted attention and control the vote.

The bottom two fight to their death, or in special elimination round they may need to kill their opponent but also survive a secret aberration guest monster.

Can the party survive? Can they control the vote? There has to be a way to escape, the game is rigged.

Kicker would be that everyone will die - just that the ultimate winner becomes one of the risen...


The characters are all Humans from Earth, abducted by aliens. They wake up in an odd, dark chamber, during an earthquake, get chased by weird, spider like things when the lights turn back on, and escape in a ship they somehow know how to fly. Where did they just escape from? Apostae. Turns out they were abducted during the Gap, have no clue how they got the skills they now have, are being chased by the Drow for their ship and the knowledge of how to get into the vaults, the Watchers of the Sleepers to get them back in their pods, and looking for a way to get back to Earth.


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I was thinking that about half way through one of the previous eliminated players comes back as the risen, with a vengeance or grudge against the other players. Makes for a good re-occurring villain for the party.

The party escapes and each of them tries to track down their own personal vendettas and or memories. A trail of sudden obstacles or coincidental climatic moments lead them to believe that they have been continuously recorded all this time and never really left the game show. The final show down is with the executive producers...

Black Dow wrote:
Dan Howlett wrote:

So many good ideas indeed, I think my opening campaign is going to be "You find yourself without arms or armor, memory wiped, sealed inside a bone white room 5 foot square. An image of a haunting beautiful eleven face appears on the screen before you, slowly counting down from 10. You find yourself on an Eox reality television show. How did you get here?

In the game of Eox reality television, you die. Period.

The party find themselves among a group of 16 contestants on an Eox reality show with no memory other than they chose to be here and how to use their rudimentary class skills. They must act quickly to setup a defensive position against the hostile environment, win competitions, make alliances, avoid unwanted attention and control the vote.

The bottom two fight to their death, or in special elimination round they may need to kill their opponent but also survive a secret aberration guest monster.

Can the party survive? Can they control the vote? There has to be a way to escape, the game is rigged.

Kicker would be that everyone will die - just that the ultimate winner becomes one of the risen...


I just had my first session of a new campaign last night, and here's what I'm planning so far.

The party started out coming into a company town on Akitan called Kraseth, run by the Aspis Consortium to house the workers in one of the planets few remaining profitable thasteron mines. They were hired by the extremely unpersonable chief security officer, Darvus Pohren Aldul, an iron-fisted Kasathi with an evil space-sheriff vibe. He wants them to find out what's been happening to foremen that have gone missing in the mines. They ventured inside and after they had gotten into some of the deeper tunnels, they were attacked by their Ysoki guide, as well as several other Ysoki workers. Right now, they're assuming that the ysoki are striking out in vengeance for the atrocious conditions they work under (and they can't realistically leave because most of their wages go towards paying for food, and company housing is part of their contracts. They quite and they're out in the desert with nowhere to go).

I truth, one of the miners, an Ysoki mystic, discovered a strange pyrimadal object deep in the mines that boosted her powers and gave her control over several akata that were slumbering in cocoons nearby. She has started in a cult of Lao Shu Po in the bowels of the mines and is intent on killing everyone except her fellow Ysoki. Once the PCs deal with her, Darvus will demand that artifact, claiming it as Aspis Consortium property, but he's a huge dick so the PCs will probably resist and I'm going to give them some sort of means to escape to the nearby Hivemarket where most of the ore is sold so they can find a means off planet. If Darvus survives (fingers crossed), he'll be a recurring NPC villain and eventually join the Hellknights as he continues to hound the PCs.

In any case, I plan to steer them towards Absolom station and they'll be contacted by the Starfinder Society as word of what they carry gets around. The Starfinders have a similar object in their vaults, and when the two artifacts are brought together, they connect themselves. Presuming there are others out there, the Starfinders contract the PCs to find them. They will also be courted by other interested parties after the artifact, including the Aspis Consortium, who recognizes them as skilled individuals and wants to let bygones be bygones if it means they can bring a potent new resource into their fold.

I haven't worked out exactly what the artifacts are yet, but they'll be something big when they're put together, and the most pressing threat will be once the Cult of the Devourer decides they want it. All I know for now is that is has potential as a weapon, but can do other stuff too, and its covered in symbols that seem to predate any language in the known worlds, but has some similarities to an ancient and archaic dialect of Aklo.


Dan Howlett wrote:

I was thinking that about half way through one of the previous eliminated players comes back as the risen, with a vengeance or grudge against the other players. Makes for a good re-occurring villain for the party.

The party escapes and each of them tries to track down their own personal vendettas and or memories. A trail of sudden obstacles or coincidental climatic moments lead them to believe that they have been continuously recorded all this time and never really left the game show. The final show down is with the executive producers...

You could have some of the escapees/survivors have necrotic augmentation or be infected with necro-nanities that are slowly turning them undead? Game (within the game) never ends... Clock is ticking type of scenario.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I think Armitage III would make for an amazing Starfinder campaign setting. It has so many layers, ranging from questions on life and love, to ethical quandaries, to interplanetary politics.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Ravingdork wrote:
I think Armitage III would make for an amazing Starfinder campaign setting. It has so many layers, ranging from questions on life and love, to ethical quandaries, to interplanetary politics.

Here's a better video sample that more accurately shows what Armitage III is all about.

Grand Lodge

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The PCs are a salvage team off a bulk freighter when they find a derelict starship. Approaching the derelict, their freighter is suddenly fired upon by an unknown ship... and completely destroyed.

Lacking any other option, they board the derelict and find it's got enough power to fight off the attacker and get back to port. And that's when they find their primary employer assassinated and his business assets seized by Abadarcorp.

What secrets do they have?

Who is willing to kill to get their hands on this ship and why?

Are they next?


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While salvaging/exploring a derelict station the PCs come across some sort of obelisk. After the obelisk bathes them in some sort of energy, a corporate team barges in and opens fire. The obelisk is now featureless and inert. When the party gets back to civilization, they find that the corp has trashed their rep and painted them as monsters. What is this obelisk? What did that light do? And Why is the corp out to ruin the PCs now?


A massive ship is detected on the fringes of the Pact system, and it is either unwilling or unable to respond to any efforts to communicate with it. Although it is on a course straight for Absalom Station, it appears to be significantly older than it. The best guess of anyone looking into the matter is that the thing is headed to where Golarion theoretically used to. If there is sapience controlling it, they would not be happy to see it gone. If there isn't, there's potential that it will crash into the station and utterly destroy it -- and with it the Pact, leaving the rest of the system in bloody chaos.

Numerous expeditions are competing to get into the anomalous object, discover its secrets, and possibly get rich doing it. It's a lure no explorer worth anything can resist. Before you're done, though, you may wish you had.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Steal the synopsis of the movie, Virus, and place it in space. Ought to make for a pretty good adventure. :D

Scarab Sages

I've been toying with an idea. I know my friends frequent the boards and I might want to run this for them one day (as soon as the bestiary equivalent comes out) so I'll hide in in spoilers.

Spoiler:
I've been working on an idea that popped into my head a while ago. The idea is that there is a cult of evil Solarians secretly kidnapping people and converting them to their cause. As the PCs investigate, it turns out to be a plot by the Azlanti Star Empire.

See, the Azlanti have predicted that if they launch a surprise attack, they can take out both the Veskarium and the Pact Worlds and bring them all under Azlanti control (and Absolom station, with the Starstone, makes a VERY tempting target.) The only variable they can't account for are Solarians, because they don't know how they derive their power or what they can do, they are worried about striking against something they don't understand.

So they have secretly supplied and nurtured this cult, learning how to fight against solarians, and trying to unlock the secrets (surprisingly difficult for them, as Solarians require at least an understanding of the cycle, and that would mean for the Azlanti casting aside Lissala, which they are lothe to do.


I'm planning on running a custom campaign with a bunch of friends and the gist of it is that Earth got destroyed by dickish bureaucratic aliens that bought Earth many thousands of years ago before it actually began to seed life. Of course Earth got buried under so much bureaucracy that the aliens promptly forgot about it and went off to do other things, like conquering their neighbors to increase product induction by 10%.

Did I say they are not nice people?

Either way Earth gets destroyed, but the human race isn't extinct as the aliens were "kind enough" (read: forced) to at least ferry some of the humans off planet so they can propagate elsewhere, or something. Either way the last bits of humanity (only about 500,000 humans from about 9 billion) got loaded up on these cargo ships of various sizes and qualities and kindly told to go elsewhere.

If things were only so easy, that is...

So yeah, the PC's start as humans but they can be other races later as they convince other species to join them either as sympathizers, lovers, or simple crewmen.

Also plenty of custom races using the race-builder.


This will probably have to wait until a bit later in Starfinder history, but --

The PCs have been tasked to investigate what is behind a sudden and apparently long-lasting increase in attacks by Fiends. Of course, the blaming eye turns towards Drift drives tearing off pieces of planes, but the use of Drift drives has not changed much from before this started happening to after. Something more is afoot . . . and while the PCs investigate some new and newly empowered Fiendish cults, they find that somebody in Hell figured out how to predict what parts of various planes will be torn off, and when, and is already making use of this knowledge to turn it to the Fiends' advantage. Asmodeus wants his old status back . . . and the Horsemen of the Apocalypse and the Demon Lords and (worse yet) even Qlippoth Lords are all too willing to get in on the action.


Well I plan on bringing a variation of the WarHammer 40k lore into the universe. One of the adventures I have planned so far is basically Dead Space 1 but with the Death Guard having taken over a ship or station. Players get grav beamed into the hanger and can't leave as the power core of the ship is drained by said grav beam in the process. They then have to set out into the station to find a way to power their core. Slow suspenseful build up, then all out chaos ending in a big ole boss fight with a Nurgle Deamon Prince. Most of the adventure can be done stealthily however combat is inevitable at the end.


Lord Beschen wrote:
Well I plan on bringing a variation of the WarHammer 40k lore into the universe. One of the adventures I have planned so far is basically Dead Space 1 but with the Death Guard having taken over a ship or station. Players get grav beamed into the hanger and can't leave as the power core of the ship is drained by said grav beam in the process. They then have to set out into the station to find a way to power their core. Slow suspenseful build up, then all out chaos ending in a big ole boss fight with a Nurgle Deamon Prince. Most of the adventure can be done stealthily however combat is inevitable at the end.

Another idea I have going through my head is that the players are going through space and pass through a strange mass of some sort on their way to destination planet. They land planetside and are immediately beset upon by the Imperial Guard who quickly take them into custody. They are captured and knocked out only to be woken up in a chamber within the city they originally were set out to visit. A single space marine acosts them for their mistake, they had flown through an Ork Spore Cloud and the spores had made land fall. They are then tasked to expunge any existence of Ork life or be killed on the spot for Heresy. They are sent out with a contingent of guardsmen with flamers. They have two weeks to eradicate the foes as the nearest battle barge is two weeks out. They then have to set out along the trajectory of their space craft, guardsmen in tow and eliminate all signs or Ork life. Again slow building, first experience with this kind of foe type adventure.


Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Tombworld of the Spider King

An splinter race of space faring Drow broke away from Apostate sometime during the Gap and founded an empire that stretched throughout a twelve planet solar system. But at some point before the end of that same Gap, the last ruler of these renegade Drow gathered all of his citizens and all of his slaves onto his throne world and some how forced the entire civilization to commit suicide.

Since the end of their empire, the Tombworld of the nameless "Spider King" now sits dead and quiet. Overgrown with vegetation and covered in dust, the crumbling super structures and planet wide cities are quiet and still.

But a single signal remains. The sound of an endless beep from some piece of technology with valuable pre-Gap knowledge on it's hard drive.

Deep in the dead capital of the dead city, something stirs...


one scenario that I plan on running in my episodic game is;

A deranged cult seeks to revive a deceased nova spawn that has sat near an inhabited world since it was first defeated more than 50 years ago. The crew must track down the original heroes who first killed it if they are going to make their way into the heart of the thing in time to stop the ritual that will raise it back from the dead and let it complete its terrible life cycle and destroy the neighboring planet.

Scenario includes mostly flashbacks where they will get to play the original crew initially overcoming the nova spawn and then the last remaining member leading their actual characters through those same place from the flashbacks.


The PCs are selected from various pre-FTL civilizations. They awaken on a city sized derelict spacecraft in fixed orbit around an unknown planet with no memory of how they got there. There would be three general acts.

The first being the PCs exploring the ship, dealing with the other passengers, and making vital repairs before it plummets to the planet below.

The second acts involves the PCs descending a massive orbital tether to secure the supplies for the craft to fully repair itself and refit for long term habitation.

The third act would be mounting a defense of the ship and planet to repel the attentions of some suitably nasty threat from beyond the system.

General themes would be resource management, balancing alien biologies against each other, diplomacy with alien species. I’m toying with various resource allocation mechanics that would balance quality of life and morale against things like unlocking new equipment from the ship’s matter printers or better relations with the handful of factions.

A lot of the inspiration frankly comes from Farscape more than anything. I would probably restrict the number of humans in the party to encourage players to do some world building with their characters.


Also a Magnificent Seven/Seven Samurai/Battle Beyond the Stars campaign


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 find that arming a Mystic with a plasma sword and taking feats that allow projectile deflection works well to emulate the Jedi.


Off in a distant system a beacon rings out across the stars calling for help. Though when they get there it seems to be coming from a gas giant that orbits a dying star. Upon further investigation they will find a long abandoned station which unexpectedly transports them down to the planet which appears to be terraforming gone horribly wrong. Trapped on the planet without a means of escape the PCs must discover what happened here and how to escape.

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