Starfinder Homebrew AP Ideas


Homebrew


I'm looking for some feedback on these Homebrew adventures I'm cooking up. I sort of like using the "AP" format but I want to run my own stuff so I sort of imagine what my stories will be like as APs.

These are roughly some of the stuff I'd like to tackle with my homebrew group. Let me know if you've got any advice and ideas that might work in the setting.

Blood and Chrome

Roar of the Wasteland- While attending a Hykli fighting tournament on Akiton, the party find themselves defending the city of Arl from an attack by the Dust Devils, a violent tribe of bikers and mutants who serve a mysterious leader known as the King in the Dust.

The Lost Tribe- After being deputized by the Stewards, the party travels by train to the trench city of Maro where the tribal records of the Shobhad and the Hykli may hold secrets about the King in the Dust.

The Crimson Sea- With a possible location for the King in the Dust’s hideout, the party set off into the unforgiving desert known as the Crimson Sea where Ikeshi tribes rule with an iron fist.

Black Smoke- Upon arriving at the Halls of Reason in Old Ashok, the party discovers a rogue tribe of Shobhad and the Dust Devils are determined to destroy the last refuge of the Contemplatives.

Bleached Bones- With the help of the Contemplatives, the party learns the dark secrets of the native races of Akiton and also the ultimate goal of the King in the Dust: the total destruction of all sentient beings on Akiton.

King in the Dust- The murderous King in the Dust has gathered his forces and prepares to destroy the people of Akiton once and for all. Can the party stop him in time?

Lost Guns

A Bullet for Absalom- While working as security officers for the Holonet awards in orbit around Bretheda, the party discovers an ancient weapon headed straight for Absalom Station.

Dead Worlds- The party rushes towards a distant planet that once fought a centuries old war against the Pact Worlds. But before they can reach their destination, they have to battle a horde of cultists loyal to the Dominion of the Black

The Long Fuse- Arriving on the dead world of Yanik the party discovers that the Vesk colonists who went to war with the Pact Worlds are dead and only their automated defense systems remain.

Vault of Eternity

Nest of Vipers- At a convention for corporate mercenaries, the party is hired by the Abadar Corporation to find a lost Star Vault containing ancient technology.

The Great Library- With their competitors from the Aspis Consortium hot on their trail, The party attempts to find the last known location of the Vault of Eternity by visiting the Archives of a monastery dedicated to the god Ibra.

House of the Pure Ones- After weeks of searching and a final confrontation with Aspis Consortium soldiers, the party discovers that the Vault of Eternity is real...and that it was never abandoned. Heretical priests of Abadar have been living in the Vault for centuries and the Vault of Eternity is not just a treasure warehouse but a full fledged city that the Church of Abadar will want destroyed. Now the party has a difficult decision to make...

The Last Voyage of the Blue Star

Boarding Party- The party has been hired by the Stewards and the Colonial Management Authority to board and salvage the Blue Star, a super colossal ship that was once home to two hundred thousand colonists before it disappeared over a century ago. Now the ship has dropped out of the Drift and is floating in near space…

Rampage on Deck 37- After boarding the Blue Star, the party discovers evidence that the ship is not entirely unoccupied and that someone may be controlling the defense systems. As the vessel’s security robots try to stop them, the party must battle their way out.

All Quiet- While spending a century in the Drift, the Blue Star has picked up a few extra passengers. Garaggakals and other Drift creatures have made their way on board and now they’ve over run the ship’s shopping center and leisure decks. To get to the main bridge, the party has no choice but to sneak through a strange eco-system of alien life forms.

The Endless Waltz- Parts of the Blue Star are lifeless but not unoccupied. On Deck 20, the undead remains and ghostly manifestations of the ship’s first class passengers are reliving their last night of life at a never ending dinner party. Can the party discover the secret of what happened to the Blue Star?

Ahead Full- After finally arriving on the command deck, the party makes a horrifying discovery: the ship’s occupants and crew are dead but roughly a hundred of their grandchildren have survived. Raised on a ship trapped in the Drift, the “Crew” of the Blue Star are lead by an undead original crew member who has become an emotivore and she doesn’t like visitors...

The Last Command- With the help of the “crew” and the “captain” of the Blue Star, the party are finally able to arrive at the bridge in preparation for the final confrontation with Heavy Blue, the insane AI that killed most of the original crew

Eye of Evil

The Black Pharaoh- On a distant world orbiting a burned out star, two rival factions are attacking a Pact Worlds scientific installation: Axomites who serve the Plane of Order and Proteans from the Realm of Chaos. But there is a greater evil just lying beneath the surface of the conflict.

Eldritch Whispers- The servants of the Black Goat stand revealed! The Mi-Go are punching holes in the fabric of reality in an attempt to grant the Outer Gods more power. As interdimensional horrors spill out across the cosmos, the party must journey into the home dimension of Nylarhothep.

Creeping Evils- In the Dreamlands, the party crosses paths with an Aeon who may help them seal up the damage caused by the Mi-Go. But each passing moment they are exposed to pure chaos, their very bodies are being warped and twisted.

The Starstone Wars

The Wrath of the Shining Ones- A huge armada of mysterious warriors attacks the Veskarium and the Pact Worlds Military answers the call to support their allies. But the invasion is a distraction as the Army of the Shining Ones detonates a drift bomb that leaves the Pact Worlds and the Veskarium navies trapped inside the Drift. With nothing to stop them, the Shining Ones invade and conquer the Pact Worlds and lay siege to Absalom Station.

Escape from Absalom!- As refugees flee the station in terror, the party discovers that the Shining Ones and their leader, the Shining Lord, are only interested in the Starstone and have already begun dismantling the station itself for spare parts. With the help of the other residents of Absalom Station, the party forms a resistance movement to combat the invaders, while also researching the origins of this mysterious army.

The Shining World- While the Resistance fights the Shining Ones on Absalom Station, the party undertakes a perilous journey to the homeworld of the Shining Ones. They discover a technological paradise of perfect human beings who seem obsessed with acquiring wealth and power. But as they dig deeper into the secrets of the Shining World, the party discovers some horrifying news: The Shining Lord is none other than Karzoug, the Runelord of Greed!

The Gathering Storm- With the Shining Ones in control of Absalom Station and Karzoug preparing to undertake the Starstone Test, the party must unite the remaining factions of the Pact Worlds: Knights of Golarion, the Xenowardens, the Hellknights, The Abadar Corporation, The Free Captains, and the Starfinders. Each of these groups must unit in a last ditch effort to save their home system or face destruction.

The Battle of Absalom Station Part 1- With a ragtag armada preparing to fight the Shining Ones, the party travels to Verces where a decommissioned Stewards capital ship sits unused. With the help of a crack squad of engineers, the party must make the ship ready to fly into battle.

The Battle of Absalom Station Part 2- After using the hull of a legendary ship to fight their way through the Shining Armada, the party and their allies arrive at the Starstone just in time for the final confrontation.

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