What cool adventure ideas are you brewing up?


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A few more:

A Short and Violent End-The Swarm Conflict was long and horrific but the Pact Worlds survived and, against all odds, endured. Unfortunately, the shadow of that conflict remains: across hundreds of worlds, the weapons used in the Swarm Wars sit broken and forgotten. Now one of those weapons, a fearsome war droid, has awoken to begin murdering as many shireen as it can find...

Killer App- The Order of the Sparrow is a violent, fanatical order of Asmodeus priests who are dedicated bringing down the representative government of the Pact Worlds. To this end, they have placed a horrific new brainwashing program with in the Pact World holonet...unless the team can stop them, that is.

Man's Inhumanity to Inhumanity- ManFirst is a political party, a hate group, and now the proud owners of Holonet Channel Twenty where they spew hateful, anti-Alien propaganda twenty four hours a day. This wouldn't be so bad if ManFirst wasn't actively trying to push every non-human off Absalom station using a tactic known as "Blocking", where human gangs start pushing non-humans out of their neighborhoods. It's not normally something the Starfinders worry about until someone bombs a Dataphile server farm...then it becomes a society problem.

The Best Barbecue in the Universe- Grummy Gruel is the pioneer of Half-Orc cuisine and he's well known for having the best barbecue recipes in the universe. Sadly, Grummy's gone where all good gunfighters go but his famous recipe book lives on and literally everyone, from the Absalom government to the High Stewards want to get their hands on it. The question is...why?


thecursor wrote:
Actually it's a massive sleeping monster that's been covered in a layer of ice and debris after floating around for two millenia so...you know...

Oooh! A spacefaring Kaiju?


The Case of the Space Age Blues - The PCs are ambushed by Goblins and in turn investigate where the creatures came from only to find a warren attached to the station they are on that isnt part of the official layout. It is in fact a limpet ship, designed to stealthily approach and integrate onto another structure and then hide its presence; extremely advanced stuff and well beyond the means of Goblins to create. More reports of Goblin activity at other stations and outposts start cropping up leading the PCs to realize someone is purposefully scattering Goblins across known space and setting them up to be increasingly though to fend off. Technically the BBEGs may not be part of the OGL but i am sure i can fluff them right with enough class levels on a standard Goblin.


John Napier 698 wrote:


Oooh! A spacefaring Kaiju?

Yup!


John Napier 698 wrote:
What type of Dyson Sphere? A solid shell? And while a Dyson sphere would indeed block all visible light, it would still emit infrared as a means of regulating the internal temperature. Furthermore, the closer one gets to the poles, defined as being perpendicular to the sphere's equator, the less centripetal force exists, until you reach an effective zero gravity. Then the sphere's atmosphere begins falling into space.

Actually, no, it would just all accumulate close to the equator, and the rest of the inside of the sphere would be in vacuum (effectively giving you a ringworld for out-in-the-open habitability purposes), except that solar wind would keep hitting it (and then slide down to the near-equatorial region).

John Napier 698 wrote:
There is another type of sphere, however. Take a Ringworld, and build rib-like structures extending to the poles. On each rib, install solar collector arrays. And inside each rib, have zero-G and microgravity factories and storage tanks. Granted, a little bit of visible light escapes, but having energy generators and factories is more important than hiding, as the gravity from a hidden star can still be detected.

Yet another couple of types of Dyson sphere: the original Dyson Swarm (a humongous number of orbiting satellites, originally called Dyson Shell before that term became reserved for the solid variant mentioned above) and its statite variant (uses radiation pressure instead of orbit for suspension). These do not require impossibly strong materials for construction, and are not inherently subject to massive concerted failure modes due to drift (although a malfunction in the orbiting variant would cause a chain reaction of increasing amounts of space debris that would need to be addressed before it got out of control, similar to the increasing space junk problem around Earth today).


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Tom Kalbfus wrote:
Fardragon wrote:

I'm guessing you are familiar with the novels, but not the "Halo" videogames, which is where the "superweapon" idea comes from.

I think the important thing is not to do a ST:TNG and waste an awesome setting on one episode. "Oh yes, it's a Dyson Sphere, very nice, where are we going next week?"

Oh, and the map of Golarion is next to the map of Faerun.

I was thinking more of the players starting from the ringworld setting, rather than cruising around in a spaceship and then encountering it. You could have a Pathfinder-ish campaign happening on the surface of this Ringworld, as far as the inhabitants are concerned, the Ringworld is the Prime Material Plane, the stars are a part of the Heavens or what they believe to be the Celestial Sphere, beyond are the Outer Planes, they don't know any better. From their point of view, the World appears to be flat, thus its the Prime Material Plane. There is an Arch above the Sun, there are Shadow Squares. There is no distinct horizon in the flat areas. if you are on the ocean, instead of a sharp horizon on a clear day, the ocean disappears in a blue haze in the distance and becomes indistinguishable from the blue sky above. The Arch, they see in the sky is what supports the Outer Planes, their deities are believed to live on the other side of that arch. Their gods don't tell them any different. The main god responsible for constructing this ringworld is an Earth goddess, she resides in the Elemental Earth Plane, through the Earth Plane she maintains permanent tunnels, that is she prevents them from closing in and filling with rock. By walking through one of these tunnels, one can traverse interstellar distances while coving a much shorter distance through these tunnels. The gravity in these tunnels are not subjective, there is a definite down, the tunnel through he plane of Earth they connect to natural caverns on either end.

A Dyson Sphere is mainly to collect energy from the central star, think of it as a giant fusion reactor. Popular Science has an article about Dyson Spheres, their Dyson Sphere is a swarm of solar collectors in different overlapping orbits to intercept all of the star's energy, those collectors then beam energy to one another, and then beam it to where its needed. A ringworld can also be a part of this, as human habitats would be included and be one of the many places that receives energy from the Dyson Sphere. My idea of a Dyson Sphere + Ringworld is to have a Dyson Sphere the size of the orbit of Mercury. Mercury is taken apart to build the Dyson Sphere at about 2 kilograms per square meter, the next orbit out is Venus, and beam of energy reaches out to Venus to give it an Earth level of sunshine, it is terraformed and a pleasant place to live. The Earth is much as it is today, next out is the ringworld, it spins at an inclined angle to the ecliptic at a radius of 100 million miles, well outside the radius of Earth's orbit so as not to interfere, beyond the Ringworld is Mars, it is fully terraformed has a breathable atmosphere and is illuminated by a beam of light from the Dyson Sphere that is just enough to keep it warm and habitable. the asteroids are a bunch of space colonies that are illuminated by multiple beams of light from the Dyson Sphere. Jupiter is missing, much of its mass was used to make the ringworld. Saturn and its Satellites, plus those of Jupiter, now orbit Saturn, so it has 5 large Moons, all of them are terraformed, there is a solid sphere around Saturn itself and its outer surface is terraformed. Most of the gaseous atmospheres of Uranus and Neptune were removed, what remains are two Earthlike terraformed worlds illuminated by beams of light from the Dyson Sphere, the Dyson makes sure each body gets enough light so that it remains a habitable place for humans to live. that is how I see the future of our Solar System.


UnArcaneElection wrote:

Actually, no, it would just all accumulate close to the equator, and the rest of the inside of the sphere would be in vacuum (effectively giving you a ringworld for out-in-the-open habitability purposes), except that solar wind would keep hitting it (and then slide down to the near-equatorial region).

Huh? ... Oh, I see now. Thanks.

Grand Lodge

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I haven't been this excited about a new rule set since Pathfinder was announced.

I want to do a Fading Suns campaign full of back-stabbing nobles, religious zealots and cutthroat warriors. I'll probably spice it up by having Mecha be a recently rediscovered technology. So MechWarrior vs. Fading Suns. Hopefully we'll get Mecha rules early on. Cooking up my own rules wouldn't be that hard but it would be a time sink and I don't want to spend that time unless I have to.

I love the flavor of Alternity's Star*Drive setting so I'm going to weld that onto the Starfinder chassis and use it as my default campaign. Psionics are a must! I hope it doesn't take too long for Dreamscarred to get them published... In the meantime, I can always reskin the "magic" of Starfinder into "psionics."

I also liked the Dark Matter Alternity setting and would like to do a late 21st century alternate history earth where it was all true. Realistic near-future tech and magic or psionics or biotics or what have you in a world where dimension-hopping reptiods wear our skins and battle cabals of devil worshipers while megacorps try to clone vampires and brew up super soldiers to protect corporate interests and agendas.

I'll probably spend most of my time playing the adventure paths until I get a good idea of what the product lineup is going to be like. If it is going to be yearly releases at best for nice, fat hardbacks then I won't be running any games until I find the time to build my own rules where necessary.

SM


Space warlord is planning on finding a way to literally kill the AI God and the internet. Introduce a virus into whatever he's connected to, then kill the AI God and bring down a lot of internet communication and various other sci-fi benefits. Then launch an all out assault. PCs have to stop him before the warlord's agents can A) find the location of the Motherboard (placeholder name till I can come up with a better name for it), and B) get their hands on a virus strong enough to do that. If they're too late, they may have to do everything out of the loop from the rest of the universe.

Sczarni

Okay, so I ran a quick search on this message thread and am only a little surprised that no one has mentioned the Cyphergate in Riddleport.

The thing is super big and on the water... anyone remember that show with Richard Dean Anderson? Not Macgyver!

Anyway, I can't decide if it is too be an invasion or perhaps a lost traveler (ship thief?) with baggage.

I can't wait to send my players through untold numbers of linked gates throughout the universe!


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I want to run a campaign in Pathfinder that introduces Starfinder. Goblins from the era of Starfinder attempted to tinker with a drift engine to make it go faster. Instead, the goblins ship was transported through time, where it crashed on Golarion, in the strange land known as Isgar. The seeing the sorry state that their goblin ancestors are in, and hearing tales of goblins past, the newcomers decide to use their advanced technology to empower the goblins, beginning the second goblinblood wars.


I've been tossing around ideas dealing with the Drift a lot. Small things like...

"Ancient immortal wizard living on his own demiplane has his entire home sucked into the drift. Has to teleport onto a passing space ship to get back to the material plane to rebuild."

Or

"An entire civilized planet gets pulled into the Drift. Drift capable star ships suddenly become in high demand to begin evacuation of as much of the populace as possible. Possible good intro adventure."

Otherwise I've been more focused on imagining races rather than adventures.


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The PCs wake up on a ship with little memory of how they got there, or where there is. At first, they're confined to the bridge, but all systems are locked down. Eventually, they realize their ship is giving off a signal. After finding it, they hear a disturbing message-from their own captain.

"Warning. Steer clear of this ship. Containment breached. Protocol broken. Do Not Enter. We've chosen, for the safety of everyone, to fly this ship into a sun. Steer clear."

And similar warnings. They are quick to realize something is loose on the ship. It's coming for them. Oh, and they're not aiming for the sun. They're aimed at Castrovel. And ships are coming to destroy them, yet the incomplete reports state if they burn up in the atmosphere, the creature will survive, but the other ships don't know that. Can they stop what's loose, and regain control of the ship? Will they defend themselves from the oncoming ships? Fly into the sun? So many ways to lose. But can they win.

Or something like that.


TheGoofyGE3K wrote:
The PCs wake up on a ship with little memory of how they got there, or where there is. [...]

I had a similar idea. The PCs wake up on a derelict/drifting ship somewhere in deep space, maybe in stasis chambers. Barely any of the systems work and those that do only function intermittently. All the lifeboats are gone. The only way off the ship is a small freighter in the hangar bay that also needs repairs.

And yes, the PCs are not alone. The larger ship picked something up on its way through the Drift.

It's not particularly original, but it should serve well as an introductionary adventure.


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An upstart corporate executive of a popular cybernetics company has been clandestinely dumping energy blades and chainswords in key markets which, , without quality controls in manufacturing or proper training for customers acquiring these items on discount, will soon lead to increase of demand for cybernetic limbs...


Fabius Maximus wrote:
TheGoofyGE3K wrote:
The PCs wake up on a ship with little memory of how they got there, or where there is. [...]

I had a similar idea. The PCs wake up on a derelict/drifting ship somewhere in deep space, maybe in stasis chambers. Barely any of the systems work and those that do only function intermittently. All the lifeboats are gone. The only way off the ship is a small freighter in the hangar bay that also needs repairs.

And yes, the PCs are not alone. The larger ship picked something up on its way through the Drift.

It's not particularly original, but it should serve well as an introductionary adventure.

is this what would happen if they went into Stasis during the Gap?


Tom Kalbfus wrote:
Fabius Maximus wrote:
TheGoofyGE3K wrote:
The PCs wake up on a ship with little memory of how they got there, or where there is. [...]

I had a similar idea. The PCs wake up on a derelict/drifting ship somewhere in deep space, maybe in stasis chambers. Barely any of the systems work and those that do only function intermittently. All the lifeboats are gone. The only way off the ship is a small freighter in the hangar bay that also needs repairs.

And yes, the PCs are not alone. The larger ship picked something up on its way through the Drift.

It's not particularly original, but it should serve well as an introductionary adventure.

is this what would happen if they went into Stasis during the Gap?

That could very well may be.

Dark Archive

Going to break out sone old star frontiers material and see about adapting it.


Gigantium, a corporation that caters to giants, has been shopping around the Diaspora for a suitable location to build a "pleasure dome" that would be suitable for beings of their...dimensions. One such planetoid has been found that would work just great, but the problem is it's already occupied by other people who don't want to give up their homes--not for any price. So Gigantium has been paying some folks to "encourage" the existing owners to accept the corporation's lavish offers.

Part 1: PCs are stuck having to help defend the planetoid from a raiding party of these legbreakers.

Part 2: The PCs are asked to investigate and discover whatever financial or political ties these ruffians have to their clients.

Part 3: Go to the mercenaries' home base and wreck it.

Part 4: A contingent of Gigantium's own private army pay a visit to the planetoid and scuffle with the PCs.

Part 5: The PCs track down one of Gigantium's branch offices to do some corporate espionage and maybe discover some skeletons in their close.

Part 6: The PCs travel to the headquarters of Gigantium, fight some rent-a-cops (but they're all giants, so the PCs will be outmatched in size unless they have mecha to fight in). If the PCs get past them, they can then present their ultimatum: leave our friends alone or you'll get more heat from other corporations than you can handle. Gigantium calls off the intimidation campaign but promises the PCs will have a bad day some time in the near future because of all this...

Grand Lodge

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Pathfinder Starfinder Roleplaying Game Subscriber

With apologies to the Wachowskis:

Egorian - 4717 AR:

Public executions are nothing unusual in Cheliax, but this one was different. The Hellknights finally captured and unmasked the anti-establishment vigilante known as The Sleepwalker. As they threw him to the block, his gag, almost miraculously, fell off. In the front row, you heard his last words clearly. Something about an "mind-farm on Aballon" and as the axe fell, "Wake up!".

Rumor is the Order of the Rack is discreetly rounding up and dissapearing anyone who could have heard him clearly. Can you stay ahead of the Hellknights and their seemingly superhuman combat abilities long enough to find out what The Sleepwalker meant.

Would use the Pathfinder ruleset inside the mind-farm, with the ability to hack it represented by either a house ruleset or low-tier mythic abilities, and the Starfinder ruleset in the real world.


Doctor Who did that one yesterday!

Grand Lodge

First mission will probably be about getting ahold of a ship for the party. I had an idea,

You live on an old, dirty, dingy, generally unpleasant asteroid mining complex. The complex is refereed to colloquially as Stone as only the wealthy corporate people have been granted outside communication privileges. However, there are legends about a ship, hidden somewhere within Stone. Some say it's been here since the gap, some say it's an abandoned military project from another system. Recently you've heard something more concrete. Not a location, not even a hint at a location, but a rumor that maybe someone knows something they're not telling. Specifically the old lady who maintains the machines out on the Ice formation the hab's get their O2 from. You & your friends might be able to get to her, you're not supposed to leave without clearance but if you're to have any hope of getting out of Stone you have to find a way to talk to the Lady by the Lake.

yeah it's a shameless Excalibur reference, big whoop, wanna fite about it


Mine is probably less interesting than a lot of these, but I'm gonna try converting Skulls and Shackles over to Starfinder and run a Space Pirates adventure.


Shinigami02 wrote:
Mine is probably less interesting than a lot of these, but I'm gonna try converting Skulls and Shackles over to Starfinder and run a Space Pirates adventure.

So who will play space captain Jax Parrow?


I really just hope the conversion rules from Pathfinder to Starfinder are good, because I just know that the first chance I get, I'm putting a bunch of low-level PCs on a ship and throwing a Hive Warrior at them. I want to see how long it'll take before someone realizes we're literally just doing Alien.


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alexgndl wrote:
I really just hope the conversion rules from Pathfinder to Starfinder are good, because I just know that the first chance I get, I'm putting a bunch of low-level PCs on a ship and throwing a Hive Warrior at them. I want to see how long it'll take before someone realizes we're literally just doing Alien.

Replace Jonesy (the cat) with a pet goblin. Let the chaos ensue.


alexgndl wrote:
I really just hope the conversion rules from Pathfinder to Starfinder are good, because I just know that the first chance I get, I'm putting a bunch of low-level PCs on a ship and throwing a Hive Warrior at them. I want to see how long it'll take before someone realizes we're literally just doing Alien.

Hey, I wonder if the Hive creatures are of the same Swarm that the Shirren rebelled from?


UnArcaneElection wrote:
alexgndl wrote:
I really just hope the conversion rules from Pathfinder to Starfinder are good, because I just know that the first chance I get, I'm putting a bunch of low-level PCs on a ship and throwing a Hive Warrior at them. I want to see how long it'll take before someone realizes we're literally just doing Alien.

Hey, I wonder if the Hive creatures are of the same Swarm that the Shirren rebelled from?

Maybe? They're both (or in the Shirren's case, they were formerly) planet-consuming forces, but the Hive look nothing like the Shirren, and there's no mention in the Shirren stuff so far that even hints to acid blood. Plus, the aberration type and the knowledge of Aklo hints to the Hive being something more sinister-I don't know if it's necessarily correct, but those two things together always scream "Dark Tapestry/Lovecraftian weirdness" to me.

The Exchange

A game I am running right now I have a woman named Kinja who founded an order of Paladins of Lymnieris. Her first recruit was a woman named Nessa whose father (whom she'd never actually met) was an anti-paladin of Calistria. Nessa then decided to go after her father and kill him, as she had always known that her mother didn't consent. Well, somehow he managed to turn the tables on her, and now she's an anti-paladin of Calistria herself. Kinja showed up to try to rescue Nessa, and ended up having to make a choice between killing Nessa, or letting her and her father go, for the time being. She chose the latter. However, she did kill Nessa's two half-brothers and half-sister in the fight, and so she was arrested for murder. In Galt. She was then executed with the final blade, Razor Jenni. A fate she accepted willingly.

The players come in seven months later to find, after a sudden 'vision' of Kinja's execution, that there is a half-succubus known as The Bloody Rose terrorizing the town and Nessa is the noble hero fighting this menace.

But, what is the truth behind it all? Why did Kinja willingly accept the eternal torment of a final blade? Is The Bloody Rose really a villain? Did Nessa regain her paladinhood on her own?


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A haunted space station, being run by an AI - who may be dealing with a virus and thus be ... unreliable.


Renraku Arcology IN SPAAAAACE!!1


Archmage Variel wrote:
alexgndl wrote:
I really just hope the conversion rules from Pathfinder to Starfinder are good, because I just know that the first chance I get, I'm putting a bunch of low-level PCs on a ship and throwing a Hive Warrior at them. I want to see how long it'll take before someone realizes we're literally just doing Alien.
Replace Jonesy (the cat) with a pet goblin. Let the chaos ensue.

Yes, Dobby will help slay the creature! Only just don't give him ay armor or defensive item to wear , to keep him alive or to help you fight or get past obstacles or it counts as freeing him...


I did have an idea, though I'm torn on a few concepts. The gist of it is there's a rumor that if youre in the drift at a certain time and place, you can fund a Bermuda triangle sort of place. Going in means you don't come out. Most assume these people die, but in reality they're dropped out of the drift at speed into a glass bubble surrounding a space station. What's weird is that there seen to be 4 planets outside, orbiting the sphere. The space station has petals that lead there, but using the soft top get out is impossible, and upon arriving at the planets, each is wiser than the last, leading up to what this thing is, and why it exists


Doc_Outlands wrote:

A haunted space station, being run by an AI - who may be dealing with a virus and thus be ... unreliable.

I hope your players will have a pleasent day on Citadel Station.


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Fabius Maximus wrote:
Doc_Outlands wrote:

A haunted space station, being run by an AI - who may be dealing with a virus and thus be ... unreliable.

I hope your players will have a pleasent day on Citadel Station.

I don't doubt the Shirren PC will take offense at being called "Insect"...


IonutRO wrote:
Renraku Arcology IN SPAAAAACE!!1

Actually, that was really oversimplified of me.

To elaborate, I want to set a story on Mars, in a massive city-colony. The colony's gone dark and the PCs are sent in to investigate, only to find it seemingly abandoned.

As the investigation unfolds, they uncover a plot involving secret societies, paranormal forces, and a thief wanted across the known cosmos.

Liberty's Edge

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I will running Starfinder at Carnage Con in Killington, Vermont in November. When I run games at that convention, I do multiple connected but episodic session. In the past I have focused on D&D hexploration, but here I will try something more mission oriented.

Following is the con book blurb:

“The Dropship Murphies”

It is a big galaxy out there, full of weird science, alien magic, ancient ruins and very hungry native life forms. Despite all that, people from the Pact Worlds push out into the Vast, colonizing and capitalizing. Sometimes, they get in deep trouble. That’s where you come in: the Dropship Murphies are the toughest, hardest bunch of mercenaries in the Vast, specializing in pulling naive pilgrims, greedy suits and lost explorers out of the fire -- for a price.

“Dropship Murphies” is an ongoing adventure for the Starfinder space fantasy role-playing game by Paizo, Inc. Sessions are connected but episodic, so players are free to join for as many or few as they want. Accept a client, plan the drop and then try and keep Muphy’s Law at bay long enough to get paid. Pre-generated characters will be provided. Keep an eye on www.ianeller.com for previews and other updates.

Grand Lodge

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I'm thinking I may be able to pull off a campaign involving a bunch of broke bounty hunters in the Cowboy Bebop universe. I'd reskin the magic to be psionic or psychic powers, or the result of highly advanced, experimental tech.

I can't wait for this game.

SM


Pathfinder Starfinder Roleplaying Game Subscriber
Reynard wrote:

I will running Starfinder at Carnage Con in Killington, Vermont in November. When I run games at that convention, I do multiple connected but episodic session. In the past I have focused on D&D hexploration, but here I will try something more mission oriented.

Following is the con book blurb:

“The Dropship Murphies”

It is a big galaxy out there, full of weird science, alien magic, ancient ruins and very hungry native life forms. Despite all that, people from the Pact Worlds push out into the Vast, colonizing and capitalizing. Sometimes, they get in deep trouble. That’s where you come in: the Dropship Murphies are the toughest, hardest bunch of mercenaries in the Vast, specializing in pulling naive pilgrims, greedy suits and lost explorers out of the fire -- for a price.

“Dropship Murphies” is an ongoing adventure for the Starfinder space fantasy role-playing game by Paizo, Inc. Sessions are connected but episodic, so players are free to join for as many or few as they want. Accept a client, plan the drop and then try and keep Muphy’s Law at bay long enough to get paid. Pre-generated characters will be provided. Keep an eye on www.ianeller.com for previews and other updates.

Hmm. I will have to keep this in mind when crafting my schedule for Carnage this year...


PCs are deputized by a colonial marshal for an expedition to reestablish contact with a frontier colony that hasn't been heard from for ten years. When they arrive in system, they find a gas giant with seven moons (Alpha through Eta) large enough to be self-rounded. It must be a beautiful night with so many...

The colony occupies the second moon (Beta) which is the only one with a breathable atmosphere. Beta has a day/night cycle of 12 standard hours. The moon's orbit takes it behind the gas giant once every 60 standard days (120 rotations). If they hail the colony they will get no reply, only a repeating signal on low power (barely enough to be picked up in-system) asking for someone to send for a colonial marshal before coming down to the surface.

Arriving at the planet, they find the main settlement and provisional capital abandoned and partially stripped of building materials. They will also locate five to seven outlying cobbled-together suburban settlements (which resemble shantytowns or refugee camps than anything else). Two of these will be empty and show signs of widespread property damage and lots of bodies. The colonists are mix of all races including a large number of Shirren who had been the largest minority.

Four of the surviving suburbs will shoot at the PCs and attempt to drive them off. The one town that doesn't will show some hostility but allow the visitors to approach. They will relate a story of infiltration into the colony of a dangerous creature who has been stalking and killing colonists at night. No one has actually seen the creature, but only its results at sunrise and occasionally whenever there is a solar eclipse which lasts several minutes? hours? days?

All the communities are suspicious of each other and accuse one another of harboring (if not conspiring with) the serial killer that's been taking one victim after another for the last three standard months. Different stories think it was one of the Shirren, others say it was a Vesk, most eyewitnesses just don't know because the creature looked so weird.

The real culprit, however, is a host-Shirran wolf-lycanthrope (an undocumented immigrant who stowed away on the last supply ship that visited). Their condition is provoked by a special mineral found on the Delta, Epsilon, and Zeta moons (though not on Beta itself or the other two moons). So whenever it's nighttime or when the gas giant eclipses the sun, enough of the "bad moonlight" reaches the colony and triggers another lycanthropic episode. The alien biology of the Shirren is somehow not entirely suppressed by the werewolfism, so during a lycanthropic episode the creature looks like a furry sort of giant ant, which is impossible because there is no native life on Gamma.


Not quite and adventure, but we are developing a stand-alone setting that concentrates more on tech than magic, with humans having escaped their home galaxy in a small fleet of ships, stolen from their oppressors. They are still struggling to "fit in" some 300 years later, as Known Space has finally found a way to explore the rest of the local galaxy. Loads of opportunity for frontier adventure, exploration, political intrigue, cultural clashes, and the like. I'm pushing at some ideas for an AP that explore the setting's assumptions, like a play-along Player's Guide.


Some plot hook ideas I've been thinking about:

* Crew is hired by a corporation to travel to a distant planet as an envoy to negotiate with the native population for mining/harvesting/etc. rights. Native population is not welcoming and not willing to negotiate. Crew is “innoculated for diseases” prior to being sent out to the planet, and unbeknownst to them, they have been infected with a virus that does not affect them, but is deadly to the native population of the planet (one way or another, that planet will belong to the corporation!). There may be a cure, but will the corporation let them obtain/deliver it? Will the native population welcome the cure, or attack them for spreading the disease in the first place?

* Crew receives a distress call from near the Vast. If they investigate, they come upon a ship that appears to be fully functional, and life-signs show humans on board. Upon contact, the crew of the ship they have found are somewhat emotionless, yet thank the crew for their assistance. If they allow the other crew to board, they find out that the people they have taken onboard are hosts for an alien life form. Any hostility they visit upon the host bodies is met with major aggression, and if killed, the aliens spawn and fight like hell to survive and destroy the crew.

* A luxury cruise ship is reported to have been hijacked by religious extremists. Corporation that owns the ship wants the ship back, crew/passengers are secondary. Extremists are trying to fly the ship into the sun and destroy it.

* A new planet is discovered with two major population hubs on opposite sides of the planet. They primitive populations know nothing of one another, and if introduced, a war breaks out between them.

* Due to drift technology, a piece of heaven is ripped out and becomes a space-tourism destination spot. Unfortunately, heaven wants it back. Crew must decide who to fight for, if anyone.

* Goblins have been filching all of the components to the air processing system in Absolom Station. They’re building something big (and dangerous). Find out what it is, and stop them.

* A rare, ancient artifact is discovered on a distant planet, but the recovery team went missing after discovery. Necrovites have killed the team and hijacked the artifact for purposes unknown. Find out what happened to the team, and retrieve the artifact.

* Crew is hired by a corporation to field test new weaponry. Crew is sent to a “hostile” planet with ongoing warfare to test the new weapons and wipe out the remainder of the native population. Native population wants nothing to do with the invaders, and are merely defending their home planet.


The players are agents of the Azlanti Star Empire seeking to right wrongs by seizing the Starstone through gratuitous application of violence.
Possibly even a "let's try to resurrect Aroden" arc.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

1: You're all a bunch of Rimrunner types, captain and crew of a smallish civilian freighter, part of a class of ships often called "Tramp Freighters". You just barely make ends meet running cargo and passengers between colonies in frontier-space; a couple of you might've suggested taking riskier jobs, but in the end nobody felt the kind of money offered for such work was worth it. However, while relaxing in the port's tavern on just another frontier world, the captain was approached by a suit offering a very tidy sum, enough to pay off all the crew's debts, fix the ship up, and still live comfortably for at least a couple months. And all they have to do is deliver a mysterious package to a certain location out in the boonies of a barely-colonized planet. Little does the crew of the tramp freighter realize that taking this job will change their lives forever...

2: Life on a space-station isn't easy. Living space is cramped, real food is expensive, and most work you can find is usually hard or legally grey, or both. You and your buddies weren't expecting all this trouble when you were hired to offload some cargo from a trading vessel. However, when a bunch of thugs from the Pirate Guild suddenly showed up and started shooting, you all got caught up in an adventure none of you ever asked for. Something about a holomap pointing to an incredible treasure. Oh well, at least the payoff promises to be good, if you can survive long enough to collect...

3: "Explore the unexplored, see new sights, witness phenonema you only ever dreamed of, expand the Pact's knowledge of space! Join the Discovery Corps now!" So said the faded poster on the window of the dingy old recruitment office. You might've had some misgivings about recruiting, but you probably didn't have much choice. The Discovery Corps had a high fatality rate, and everybody knew that, which is why most people you'll meet who can claim to be from it tend not to talk about their pasts before joining. Whatever your reason for joining was, that life is long gone. Now, you're an explorer, discovering new planets, charting space routes, meeting new (and probably hostile) alien species, and always wondering what's around the next bend, and what big, nasty weapon it'll have to try and kill you with this time. At least it's an exciting life! Still, that latest mission your crew went on still has you a bit shaken. Close encounters with ancient artifacts always do, especially when it's not immediately obvious what they actually did, like a laser of some sort shooting off into deep space and some weird alien voice jibbering at you from nowhere while a holographic starmap suddenly pops up...


You are tasked by the Starfinder Society to investigate a new lead that has come up on the reason for the Gap. According to a half-crazed detective, the real reason for the Gap is that the sector manager for a certain clothing retail chain hadn't been meeting sales quotas and was about to be fired, but stumbled across an extremely powerful and dangerous alien artifact capable of wiping minds, computer records, and even solid archaeological information in a large volume of space, and decided to use this to reset history to get another chance to turn things around. Unfortunately, the sector manager thought the range was specified in light-seconds, whereas the device controls actually used range specified in multiples of parallax of one arc second. Oops.


Reposting my current idea...

I'm thinking about doing some sort of space Anabasis – the players represent the crew of a ship in a small fleet sent in an offensive expedition to a foreign system... only to suddenly receive information that their patrons/empire suddenly collapses and now they have to make their way out.

Here's a breakdown of what I'm planning so far:

  • Campaign starts in a large hub of Empire A, who is waging a war against Empire B.
  • PCs are the crew of a scout sheep tasked to join a fleet.
  • Their mission: there's an uncharted sector (Sector X henceforth) near Empire B's system. Empire A has bargained with a secretive enclave (The Enclave henceforth) that operates in Sector X to make a warp point operational in that system. The idea is to bring the fleet into Empire B's system unnoticed, to stage a surprise attack.
  • The PCs meet some other crews and their captains. Perhaps I can introduce some memorable characters here.
  • Mission goes underway. Fleet warps into the Sector X point.
  • They meet representatives from The Enclave. They are distrustful and unwelcoming. They want them out of Sector X as soon as possible. The deal they have with Empire A is just to make the warp point operational to ENTER the Sector. Enclave uploads maps of the sector to the fleet and tells them to march into Empire B's system before they outlive their welcome.
  • The fleet advances through Sector X. PCs do some reconnoitering, some minor encounters, with the heft of the fleet behind them in case things go south.
  • While traveling, there's a magnetic pulse that hits the whole fleet. All ships start having some issues with their systems, comms and navigation systems are fried, defensive systems borked.
  • In search for materials for repairs, PCs and some other ships maneuver away from the fleet towards a nearby planet.
    [*}They find what to fix their ship with, but suddenly start receiving comms: the fleet discovered that the issues with their equipment was due to a virus installed by the Enclave on their ships. Enclave fleet is approaching them quickly!
  • Enclave communicates with all ships: sadly, Empire A has collapsed, after a violent revolt in their home system lead to their leadership being overthrown... but the new leaders are not too keen on paying up the HEFTY amount they had promised The Enclave to do this maneuver. So The Enclave will collect their payment from the scraps of this fleet after they destroy it. Surrender or die.
  • PCs and some other ships run away from the battle.
  • PCs and other ships are now a small group... PCs still scout ahead and drive the plot, other ships behind them are a resource for them to maintain – they need to keep their morale to have them still provide support for them. The other ships could be attacked or infected by weird space creatures.


No true adventure yet (and wanted to start with the Starfinder Adventure Path anyway). But I have created a fantasy planet from a 12 inch globe (shameless plug) which I will use as a Starfinder setting. Still working out the name of the planet and the lettering of the globe.

Couple of pics:

Globe project 1

Globe project 2


12 inch globe? How about Cantaloupe?


Cantaloupes are just as easy to paint, but do not last nearly as long as a paper-based globe.


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I've toyed with the idea of the PCs being the cast of a reality show about bounty hunters. As the campaign progresses the network gets tired of them as the protagonists and involuntarily recasts them as the quarry. Bigger campaign goal to figure out the why of their change of role.

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