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All trademarks are property of their respective owners in the US and other countries. VAT included in all prices where applicable. View mobile website. This scenario is location based, which is to say that they are given a single location to explore, and can do so in any fashion and order they desire. In addition to room-based encounters and there are also event-based encounters, which are a lot of fun. In addition to getting to explore a great location on a new planet, players will get to meet and interact with a new alien race.
This is a great adventure for players who love to role-play social encounters. It also features investigation elements which are wonderfully subtle. This scenario reintroduced us to Fitch and the Master of Stars , which is the same ship visited in The Commencement. I give this scenario five out of five stars. It also has ties to The First Mandate, and features Zo! It is the first likely of multiple scenarios that will delve into the fake-moon, Salvation. The catch? In the aftermath of the Scoured Stars incident, The Starfinders had to rely on mercenaries, investors and powerful organizations in order to keep operational.
One such investor was Zo! He provided the Starfinders with a vast amount of funding, on the condition that if any important discoveries were made on those sites the Starfinders would cease investigation immediately, until Zo! It does an awesome job of playing up this quirky experience, including pulling characters aside to ask prying questions, and having the studio audience vote on how some situations should play out.
This adventure is populated with a ton of entertaining characters. From the crew, to Zo! I cannot wait for the investigation into Salvation to continue in another scenario, and I strongly hope that Zo! This scenario is one of my very favourites. The first eleven Starfinder Society scenarios, specials and quests for your perusal. But when it comes down to it, which ones were my very, very, favourites? Which ones blew my mind? What about you? Have experiences playing or GMing these adventures that you want to share?
Do so! Author of d20 Diaries. View all posts by d20diaries. You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account. You are commenting using your Facebook account. Notify me of new comments via email. Notify me of new posts via email. So I turned to the Starfinder Society. Thanks for checking out d20 Diaries! Like this: Like Loading Author: d20diaries Author of d20 Diaries.
Leave a Reply Cancel reply Enter your comment here Paizo operations will be closed November in celebration of Thanksgiving. We will reopen November Starfinder Society is a worldwide science fantasy campaign that puts you in the role of an agent of the Starfinder Society.
The Society is a group of explorers who travel out into the galaxy in search of lost knowledge and technologies, bringing what they learn back with them to share with the people of the Pact Worlds. As a series of digital attacks ravages infospheres and technology across the system, robotic attackers seek out Society agents and strongholds. The Starfinder Society launches missions to stop the attacks while assisting in defense of the Pact Worlds. Scenarios are adventures which immerse you as a hero in ongoing Starfinder Society storylines.
As this may be the first Starfinder starship combat for many players, the GM should clearly explain each of the phases and actions to the PCs. The undead crew of the Endless Threnody are stranded but not defenseless; they plan to destroy the Loreseeker, murder its crew, and plunder the ship for parts. Although their shields, Drift engine, and rear weapons are incapacitated and therefore not included in the statistics on page 14 , they have fully repaired their other systems.
They fight tenaciously until their ship is crippled reduced to 0 HP. The PCs should realize early in this fight that the Endless Threnody lacks the ability to make attacks in its rear arc; by keeping their more maneuverable ship behind the Endless Threnody, they can minimize return fire from the Eoxian vessel. The Corpse Fleet ship still contains valuable information to the Starfinder Society.
Following their victory, the PCs should already begin preparing to board the drifting wreck. Like many Eoxian vessels, the Endless Threnody is constructed of metal and supernaturally dense bone, with jagged protrusions that crackle with necromantic energy.
The interior of the ship is more like a lattice of bone and steel than typical bulkheads. Although most of the crew of the Endless Threnody were destroyed in the battle, a few crew members still exist as near-mindless skeletons. They quickly mobilize to repel boarders.
Because of the dangerous necromantic energy sparking off the Corpse Fleet ship, the only good place to board the disabled ship is its rear cargo loading area. While traversing the interior of the Endless Threnody to the bridge, the PCs encounter the remaining undead crew, now only consisting of nearly mindless skeletons. The undead attack the PCs, drawing strength from the nearby necromantic reactors— unless the PCs already shut them down.
Where in the Universe? The ship is designed for undead and is entirely inhospitable to living creatures. Luckily for the PCs, basic armor and space suits provide enough protection for a short boarding sequence. Once the PCs reach the bridge, they can attempt to hack into the Corpse Fleet computers to download the information about the lost Starfinder starship.
Their communications station crackles to life, and a hologram of Venture-Captain Arvin appears to instruct the PCs. The Endless Threnody drifts just outside the forward viewport. The enormous Corpse Fleet starship bristles with bone spurs, and a baleful red lens at its fore resembles a swollen and 15 paizo.
The Endless Threnody is incapacitated, but not pulverized. Dock at the cargo bay at the rear of the ship and make your way forward to the bridge.
Eoxian ships do not have life support and are often exposed to space. Any questions? PCs that lack armor should use one of the six space suits Starfinder Core Rulebook stored aboard the Loreseeker. What might we expect on the Endless Threnody? I would expect that any surviving—or should I say, remaining—crew members might try to make a last stand, and they might have rigged some traps. Be ready for anything. If you can shut it down from inside the ship, that might be wise.
On a success, a PC recalls that such vessels are often powered by magic as well as technology. If this result exceeds the DC by 4 or more, the PC also recalls that many Eoxian ships rely on necromantic energies that radiate a minor aura of cold damage in addition to powering the ship.
The damage is superfluous to the quest pack, but serves to teach the PCs of the danger of carelessly approaching a wrecked vessel without skillful piloting. Once the PCs dock with the ship, they can depart the Loreseeker into the vacuum of the Endless Threnody. The Endless Threnody has normal gravity but has no light apart from what the PCs bring with them.
There are no doors in the interior of the ship. Access Terminal: The cargo bay contains a small computer that is predominantly used to store manifests and access basic ship systems. Although the PCs cannot access the main computer on the bridge from here, they can attempt to minimize the necromantic energy flowing through the ship. Only one of the listed skills can be utilized, and the check can only be attempted once. Although a successful PC should not be immediately aware of the specific effects elsewhere in the ship, she is aware that the necromantic aura now is less powerful.
Haunted Corridors CR 3 The branching corridors inside the Endless Threnody are not made of solid bulkheads of metal and plastic, but of a lattice of enchanted bone and steel. A metal grating on the floor provides stable footing, but the walls have gaps large enough to fit a fist. The passages split and recombine in a manner eerily reminiscent of being inside a giant rib cage.
Necromantic generators behind the walls in this area leak chilling radiation energies. There are four generators: the exterior hulls house one generator each, and an additional generator is housed within each interior wall. Thus, all squares adjacent to a wall in this area are suffused with chilling negative energy. The central hallway contains a computer panel that allows an adjacent character to permanently shut down the two interior generators with a successful DC 12 Computers check.
The PCs may have randomly shut down some of the generators already from the computer in area C1. Bridge Hazard: A creature that ends its turn adjacent to a wall containing an active necromantic generator takes 1 point of cold damage from the life-leeching energy; members of the Endless Threnody crew here instead gain fast healing 1 when adjacent to these walls, recovering 1 HP at the start of each turn until either the creature is destroyed or the generator is disabled.
Creatures: The remaining undead crew members—reduced to near-mindless skeletons—lurk within the halls here, but they swiftly move to attack intruders. The undead crew move at full speed towards the PCs, splitting up into two groups to try and flank. The undead crew pursue opponents that flee this area, but they do not pursue opponents that flee the Endless Threnody. If possible, they remain in the area of necromantic energy emanating from the walls to benefit from fast healing.
Morale The undead crew fight until they are destroyed. The bridge of the Endless Threnody is located behind the enormous crimson eye at the front of the ship, bathed in a blood-red glow. The crew stations are fabricated from bone and steel, apparently grown from the floor and walls of this room.
Battle damage is evident throughout the bridge, but it is now empty and utterly silent—truly a ghost ship. No creatures remain here now, and the only impediment that the PCs face in recovering the coordinates of the crashed Starfinder vessel is the computer security.
As the bridge computer relies upon magic as well as technology, a PC can attempt a Mysticism check in place of a Computers check. Failure by 5 or more releases a burst of necromantic energy throughout the Endless Threnody, dealing 1d6 cold damage to all creatures aboard the ship.
This check can be retried, but each failure by 5 or more results in another blast of necromantic energy, dealing more cold damage. This cold damage is reduced to a minimum of Skeletal Crew 1 point if the PCs minimized the necromantic energy in area C1.
Most importantly, this includes information about the Lawblight, the Besmaran pirate ship that initially crippled the Endless Threnody. If the PCs fail this check, digital countermeasures wipe the records of the bridge computer; the PCs can recover the coordinates of the downed Starfinder vessel on a planet called Ulmarid in the Vast, but they gain no additional information. Arvin is grateful for the news and eager to get started on the next step of their quest.
He asks the PCs to leave the Endless Threnody and return to Absalom Station while he researches the planet Ulmarid and how best to approach it. As an additional reward, Arvin provides a password to open a concealed compartment within the Loreseeker that contains delicacies that are suitable to most palates, such as sticks of candied meats.
I asked the quartermaster to include a few delicacies so you can enjoy being alive—after an encounter with necromancy. Ulmarid is a desert planet wracked with fierce storms that scour the surface. Even if explorers pass through this erratic field of asteroids, the planet seems to have little to offer: Ulmarid is mostly a desert world, with poisonous crystalline rains and screaming winds.
The Starfinders of the Unbounded Wayfarer came to Ulmarid as the last of the several planets they had hoped to explore. In the resulting starship combat, the Unbounded Wayfarer crashed onto the planet below. They must navigate the asteroids and land on the surface near the wreckage of the crashed Starfinder vessel Unbounded Wayfarer.
Once the PCs have landed, the weather takes a sharp turn for the worse, and the PCs must contend with an unusual alien storm. Reaching the wrecked vessel, they find it is now the hunting grounds of a ferocious burrowing creature called a skreebara.
After dispatching this foe, the PCs can recover the information from the Unbounded Wayfarer and leave Ulmarid. The PCs should select their stations aboard the Odyssey as they did on page 11 , though the PCs need not take the same roles as before.
Prior to the start of the adventure, the PCs play a pre-recorded message from Venture-Captain Arvin—a necessity due to the lack of Drift beacons to facilitate long-range communication in the Vast.
The desert world has breathable atmosphere but is devoid of intelligent civilization. If you can recover any of the lost Starfinders—alive or dead—please do so as well. Good luck. Read or paraphrase the following when the PCs disembark. The surface of Ulmarid is a wind-scoured desert with jagged protrusions of rock thrusting up through the sand.
The air has a harsh tang, like burning metal. Hazard: About 15 minutes after the PCs begin their trek to the crash site, a rainstorm of poisonous crystals coalesces out of the clear air and pounds down on the region for 3 rounds. Seeking cover—such as returning to the Odyssey—does not help, as the storm overtakes the PCs before they can successfully retreat.
During each of the 3 rounds, the PCs must succeed at a DC 12 Reflex save or take 1d6 slashing damage from the densest clusters of crystals. In addition, the poisonous crystals sap muscle strength; any creature damaged by the sandstorm must succeed at an additional DC 12 Fortitude save or gain the encumbered condition regardless of the weight she is carrying for 1 hour.
Subtier 1—2: The skreebara is winded from a day of fruitless hunting and a fight with a larger predator. It has a —4 penalty to attack rolls and its sonic screech deals only 3d4 sonic damage.
The harsh metallic smell in the air abates, as there is no similar storm pending in the near future. The Predator CR 3 When the PCs approach within 60 feet of the wreck, they enter the hunting grounds of a giant burrowing insect called a skreebara—a creature with many similarities to the ankheg of the Pact Worlds, but sporting a sonic shout instead of acidic spittle.
This heavy weapon is still operational, but it has only 10 charges remaining and it is too damaged to be reloaded. The weapon pivots sufficiently to use against the skreebara here, but it cannot be easily moved because it is affixed to a heavy section of fractured hull and partially covered in sand which is why the Corpse Fleet explorer missed it.
Creature: The skreebara is a foot-long burrowing beast with six powerful legs. Its carapace is made of thick reflective crystal and it bears enormous mandibles that thrum with sonic energy. The creature attacks by bursting from the ground amid the PCs.
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