Introduction
Getting the writing starting on this was all about inertia. It was really hard to get it started, but once I was able to get the first couple of paragraphs in, things started to really flow. A friend that read the outline gave some feedback that Astronomical Adventurers felt clunky when saying it, suggested Cosmic Combine which feels much better on the tongue, so you’ll see that change in the adventure from the outline.
Since Thurston Hillman mentioned that for Season 3 of Starfinder Society, we can expect our antagonists to be all placed in the Appendix of the scenario,similar to Pathfinder Society 2nd Edition. I am going to work on arranging my stat blocks in a similar manner at the end of the adventure. In a fully published product, I would imagine that the appendix section would include all of the encounters from all of the quests, but for my purposes I will just put them at the end of the quest.
Meeting the Council (Quest #1 Title)
RakTech Endeavors is a multi-system conglomerate that has been known to offer struggling colonies and town loans. The details of these loans are always locked under nondisclosure agreements, but the end result is nearly always the same: the municipality becomes a RakTech company town, effectively controlled by the representatives of the corporation.
The planet of Thurinag was discovered by a survey vessel roughly 30 years ago. In that survey of the planet, there were signs of rare metals and minerals used in starship computer-chip designs. An enterprising group of colonists, not connected to any large corporation or hegemony were able to stake a claim on the planet and begin mining operations. The Thurinag colony has had explosive growth since its founding almost 30 years ago, but in recent years cost of imported goods have risen and gang activity in the young city has begun to firmly take root. On top of all of that, easy-to-mine sites have recently slowed production as over a dozen of them have uncovered artifacts and ruins from a previous civilization on this planet. Following Galactic norms, the Council has ceased production on those sites.
Unknown to the Colony Council of Thurinag, is that RakTech Endeavors has quietly purchased all of the shipping companies willing to risk a trip out into the wild spaces that Thurinag is in. By doing this, RakTech has been able to incrementally increase import prices to the colony. In the past year or two, RakTech agents have also begun to infiltrate the criminal elements in Thurinang, organizing them and using them as tools for instigating civil unrest and mistrust of their fellow citizens.
One of these agents, Hiran (LE dandasuka rakshasa), presented themselves as an envoy to arguably the most influential gang in Thurinag, the Sanguine Raiders, to help them wrest control from the Council and reap the full profits from the mining done by the colony. The gang leader, Iovita (NE female human operative)quietly met with Hiran, where Hiran killed her during the meeting and assumed her form. To the rest of the Sanguine Raiders, Hiran left after meeting with their leader and Iovita has begun making aggressive moves towards destabilizing the government.
The Sanguine Raiders believe that the Council is ready to capitulate to many of their demands, and believe that a perfect time to make these demands is during a meeting with supposed advisors from the Cosmic Combine asking to explore some recently uncovered ruins and artifacts. Hiran has sent a group of Raiders to disrupt this meeting. Not trusting their foot soldiers, Hiran has also sent one of their RakTech co-workers, Lavani (LE raktavarna rakshasa) to observe and report back the response to the demands.
Summary
Cosmic-Captain Farasa (NG male Lizardfolk) begins his briefing with the PCs in a conference room at the Cosmic Combine’s headquarters. He informs them that the Colony Council on Thurinag has granted them a meeting to begin negotiating Cosmic Combine’s exclusive access to the dozens of archaeological sites recently found on the planet. He impresses upon the PCs the need to impress the Council, and to possibly help them wherever they might need help.
Upon meeting the Council, the PCs have the chance to prove that they have the archaeological and physical skills necessary to properly excavate these ruins. Enterprising PCs may also have a chance to discuss monetizing these finds in a safe manner with tourism to offset the financial impact of reduced mining operations.
Near the end of the meeting, the Sanguine Raiders get past building security, and make demands of the Council. When the Council outright refuses, a firefight begins. As firefight ends, the Council requests that the Cosmic Combine help with the Sanguine Raider situation, as the costs they cause are becoming untenable.
Getting Started
Read or paraphrase the following to get the adventure underway.
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The conference room is warm, likely to help accommodate the lanky Lizardfolk standing at the head of the table. Upon seeing the called upon members, he begins to speak. “Welcome fellow Combiners! After so long of being forced to stay separated, it is good to see old and new faces alike. Allow me to introduce myself to you all, I am Cosmic-Captain Farasa.” As he brings a friendly, toothy smile, Farasa continues “We have a wonderful opportunity presented to us, the colony of Thurinag has recently had to stop mining operations in about a dozen sites this past year due to uncovering either artifacts or ruins of a long lost civilization”. With a couple of button presses on the datapad in front him, a planet appears on the central holographic display. On the largest continent there are a dozen or so bright yellow pin points.
“These are the sites we’re interested in, but the Colony Council of Thurinag would like to meet with some of our regular members before giving us carte blanche access.” Pointing at each of them, he says “You’re all to go there and show them that the Cosmic Combine has the ability to carefully, and safely excavate these sites. Do you have any questions before you depart?”
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Possible questions and their answers appear below.
What are the Council Members like? “Well, I don’t know much about them, but I do have some basic information about each of them, let me send that over to you.” Farasa sends players Handout #1 to their datapads
What are they mining on Thurinag? “They’re mining a number of different metals and minerals used in the construction of starship computers. It has been highly lucrative for the colony, however in recent years there have been reports of infrastructure collapse and wide-spread poverty on the planet as well.”
Why is there so much poverty on Thurinag if the minerals are valuable? “I don’t have all of the details on the why of it myself, but the Colony Council will certainly have some thoughts on the matter.”
If the PCs did not think to ask about the Council Members, Farasa sends them Handout #1 as they’re walking, wishing them best of getting to know this Council.
Culture (Recall Knowledge) or Diplomacy (Gather Information)
Based on the result of a Culture or Diplomacy check, the PCs might know more about Thurinag. They learn all the information whose DC is equal to or less than the result of their check.
10+: Players know that Thurinag has a fairly temperate climate in the region that the colony was built. It was placed there due to its convenient location to a variety of rare minerals and metals, particularly argyrodite which has materials used in building computer chips and components
15+: Thurinag, the colony, was founded by free-colonists and had a successful start, attracting many different kinds of people, growing the colony rapidly in its first 20 years. Around 10 years ago though, prices to import necessary goods not available on the planet began to skyrocket. The colony as a whole has had a massive economic downturn, with some citizens turning to gangs for protection and work.
20+: While many import companies appear as smaller companies, more often than not, they are actually subsidiaries of larger corporate conglomerates. While it is unknown exactly which corporation might be behind the import cost increases, people that follow the markets note that such a sustained effort could only be brought about by a single-minded corporation that wants their hands on the colony, one way or another.
Getting to Thurinag
It will take the PCs 5d6 days to travel to Thurinag via Hyperspace. If you are planning on playing all 5 quests, feel free to allow the PCs to choose which ship they will be taking (the scientific model, the Azata or the combat model, the Wyvern).
Upon reaching Thurinag space, the PCs are given clearance to land, and informed that the Colony Council is ready to meet with them as soon as they land. Upon landing a Colony-marked self-driving vehicle is ready to take them to Colony Headquarters to meet with the council. Driving through the city, the PCs see what was likely vibrant communities even 5 years ago have fallen into disrepair, and the few people they see on the street appear to be living well below galactic poverty standards.
Council Meeting
The Colony Headquarters building is fairly plain, and when escorted inside it appears that the interior is mostly a converted colony ship for administration usage. The PCs are escorted to what once might’ve been the bridge of the sheet, where sitting in a semi-circle they meet the council.
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Sitting in what might have once been the bridge of a colony ship, the Colony Council all stand together as you enter. A kasatha steps forward and says “Welcome to our humble colony Combiners. I am Administrator Soala, we hope to have a chance to get to know you briefly before we start our negotiations in earnest in the coming days.” As Soala steps down, the shirren in an ostentatious suit says, in a sing-song voice “Yess, we sure are! Hopefully you have wonderful ideas on how to really utilize these ruins!”. Some of the other council members nod at this, while the maraquoi at the other end just shakes their end in opposition, speaking up “Lets just hear what they have to say.”
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Now is the time that the PCs have to impress the council. Each player will be allowed to make 2 checks in the following challenge. The council members are seated from left to right in the order presented in Handout #1. Based on the time available for this quest, feel free to elaborate on individual council member’s concerns. The PCs are looking to achieve a DC 18 (Tier 3-4, 21) for each of these checks. Keep track of the party’s total successes
Life Science, Physical Science, Engineering, Profession (archaeology or related): The PCs show that they are capable of studying anything they might come across both synthetic or naturally forming.
Athletics, Acrobatics, Survival, Profession(construction,mining or related): The PCs show that they are capable of surviving in the wilderness and of doing the hard work of properly setting up an archaeological dig site.
Culture, Profession (performer, gambler): The PCs present a myriad of ideas to utilize this as a chance to bring not only tourists, but new colonists as well.
Medicine, Culture, Survival, Profession (ecologist, zoologist, etc..): The PCs present plans that show the Cosmic Combine has systems to ensure that their dig sites have minimal ecological impact while still yielding productive results.
As the PCs wrap up their presentation, a confrontation is heard outside, an explosion blows the entrance doors open, with a number of people stepping through.
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With an explosion rocking the council chamber and the smoke clearing, a number of gang members with red teardrops tattooed under their eyes step through the wreckage of the entrance way. The one in the middle yells out “Enough is enough! The Sanguine Raiders demand that you pay us 40% of the city’s profits, and the council forfeits five of their seats on the council! At this demand, Khata draws his sidearm and yells out “For Thurinag we will not!” as he begins firing at the gang member.
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The other members of the council also take cover and begin firing at the gang members. Their effectiveness depends on how successful the PCs were in their meeting. Effectively showing how supportive the members are of the Cosmic Combine.
[[SIDEBAR: 4 player adjustment (Both Subtiers): Reduce the number of successes needed by 2.
5 player adjustment (Both Subtiers): Reduce the number of successes needed by 1.]]
6 Successes: The council will provide Harrying Fire to 1 enemy per round, as determined by the PCs at the beginning of each round.
8 Successes: The council also provides Covering Fire to the first PC attacked each round.
Creatures: Lavani will activate if the central gang member is threatened in melee. If that gang member is killed with ranged attacks, Lavani will instead activate when a PC is adjacent to where the gang member fell, whether during the firefight or at the end. It will not be taken by the PCs. The three gang members are looking to subdue the council members with their pulsecasters, but will target the more dangerous PCs first, unafraid to use lethal damage with their batons. [[Sidebar: If you are running all 5 quests in one sitting, you can consider letting the PCs pick up the ‘datapad’ and it will reveal itself, likely during Quest #3 to help delay the PCs.]]
Subtier 1-2
Lavani CR2
Appendix 1
Ryphorian Technician(3) CR 1
Appendix 1
Subtier 3-4
Lavani CR2
Appendix 2
Ryphorian Advanced Technician(3) CR 3
Appendix 2
Development: After the PCs have dealt with the gang members, the Council is pleased to see that the Cosmic Combine does not shirk from a fight, and helped defend the Council. Administrator Soala explains to the PCs that the gangs have become increasingly bold, and that they may have off-world backing. The colony’s finances are on the brink of collapse, and should any attacks like that succeed, it is likely the colony will be forced to take out what could arguably be called a predatory loan from any number of corporations, effectively turning Thurinag into a company town. The Administrator asks the PCs if they would be willing to investigate the Sanguine Raiders and determine if they have any off-world connections.
Reward: For defeating the gang members, Khata presents the PCs a mk 1 ring of resistance, hoping it protects them the way it protected him during his first few years on the planet.
Quest Conclusion
With the gang members defeated, the PCs can report back to Combine-Captain Farasa to explain the current situation on Thurinag. Farasa initially seems concerned that the PCs might have sparked a local conflict, but after a moment’s thought, sees this as a perfect opportunity to help their future partners in uncovering the relics of this planet. He informs the PCs to rest up, and hopefully by the morning there are some leads for them to begin following!
Handouts:
Handout #1
Subaesh (maraquoi): The head of logistics for the colony. Reports say that they have been trying hard to figure out how to work around the absurd prices, but have yet to find a long term solution. They have expressed concerns over the long-term ecological impacts of increased searches for relics & ruins.
Esiva (female human): She is the head of the largest tech company that is colony-owned. Her company utilizes the raw material on the planet. She is the business leader on the council.
Khata (male patra): The only one on the current council that is an original colonist, he was a scout years ago. Now he serves as the colony’s Chief Protector. His primary concern is that this research will bring unprepared scientists to a still mostly untamed wilderness.
Soala (female kasatha): The Colony’s current Adminstrator (a democratly elected position that has a 6-year 1-term limit), she is the one that thought to invite the Cosmic Combine to Thurinag. She is worried about something, but is not clear as to what specifically.
Koba (male human): The mining union’s representative to the council. He sees little reasons as to why the mining should’ve stopped, and just sees this stoppage as yet another reason the colony is floundering.
Zicroru (host shirren): They are the Head of Gaming & Entertainment on Thurinag. While tourism has never been a primary industry for the colony, they may want to leverage these ruins and artifacts to help change that if they prove interesting enough. Rumor has it that they have numerous obvious, and not so obvious biotech augmentations.
Appendix 1: Subtier 1-2 Encounters
The statistics presented in this appendix include stat blocks for creatures and hazards appearing in this scenario. These encounters are written for five to six PCs in subtier 1-2.
Encounter A: Gang Interruption (Subiter 1-2)
[[SIDEBAR: 4 Player Adjustment (Both Subtiers): The gang members are sickened from exposure to toxins in the mines that their hideout is located at.]]
Lavani CR2
Raktavarna Rakshasa
LE Tiny Outsider (native, Rakshasa, shapechanger)
Init +2 Sense darkvision (60ft.); Perception +5
DEFENSE HP 21
EAC 12; KAC 13
Fort +1; Ref +3; Will +5
Defensive Abilities DR 5/good or piercing; SR 17
OFFENSE
Speed 20ft., climb 20ft.,swim 20ft.
Melee Bite +7 (1d4+3 plus Raktavarna poison)
Spell-like Abilities (CL 2nd) DC 14
1/week – contact other plane (Evil Outsiders Only)
1/day – charm person (DC 15), detect thoughts (DC 13), mental silence
At Will – daze (DC 14), charming veneer
Constant – Detect Magic, Comprehend Languages
STATISTICS
Str: +1 Dex: +2 Con: +0 Int: +1 Wis: +1 Cha: +4
Skills Stealth +12, Disguise +12, Bluff + 5
Languages: Aklo, Common, Infernal; comprehend languages
Other Abilities: change shape (tiny object, with weight of L), master’s eyes
Gear: None
SPECIAL ABILITIES
Change Shape (Su): As a full-round action, a Raktavarna can take the shape of a handheld object, most often an ornamental light, a one-handed weapon, or a piece of treasure. If the Rakshasa remains stationary in such a form, it can attempt Stealth checks even while being observed. It can remain motionless in object form indefinitely, but reverts to its true form as soon as it takes any action.
Master’s Eyes (Su): A Raktavarna can designate a single creature as its master as a standard action. As a full-round action, a Raktavarna’s master can observe the world as if looking through the Raktavarna’s eyes. The master must concentrate to maintain this link each round. The master’s visual senses are suppressed for this time, and he uses the Raktavarna’s darkvision, and regular eyesight to observe the world. This ability has no limit on range, and functions even across planar boundaries. If the Raktavarna is slain while its master is using this ability, the master is stunned for 1d4 rounds (no save).
Raktavarna Poison:
Type poison (injury); Save Fortitude DC 13
Track Wisdom; Frequency 1/round for 6 rounds plus modify memory; cure 1 save. Each time a victim fails a save, a modify memory effect causes the victim to forget the previous minute’s interactions with the Raktavarna, as long as the Raktavarna is no longer visible or is in object form.
Ryphorian Technician(3) CR 1
Winterborn ryphorian mechanic
NE Medium humanoid (ryphorian)
Init +5; Senses low-light vision; Perception +10
DEFENSE HP 16
EAC 12; KAC 13
Fort +3; Ref +3; Will +2
Resistances cold 5
OFFENSE
Speed 30 ft.
Melee survival knife +4 (1d4+1 S)
Ranged pulsecaster pistol +6 (1d4+1 E nonlethal)
Offensive Abilities target tracking
STATISTICS
STR +0; DEX +1; CON +2; INT +4; WIS +0; CHA -1
Skills Computers +10, Engineering +10, Physical Science +5, Piloting +10, Survival +5
Languages Common, Triaxian
Other Abilities artificial intelligence (exocortex), custom rig (armor upgrade)
Gear second skin, pulsecaster pistol with 2 batteries (20 charges each), survival knife
Appendix 2: Subtier 3-4 Encounters
The statistics presented in this appendix include stat blocks for creatures and hazards appearing in this scenario. These encounters are written for five to six PCs in subtier 3-4.
Encounter A: Gang Interruption (Subiter 3-4)
[[SIDEBAR: 4 Player Adjustment (Both Subtiers): The gang members are sickened from exposure to toxins in the mines that their hideout is located at.]]
Lavani CR2
Raktavarna Rakshasa
LE Tiny Outsider (native, Rakshasa, shapechanger)
Init +2 Sense darkvision (60ft.); Perception +5
DEFENSE HP 21
EAC 12; KAC 13
Fort +1; Ref +3; Will +5
Defensive Abilities DR 5/good or piercing; SR 17
OFFENSE
Speed 20ft., climb 20ft.,swim 20ft.
Melee Bite +7 (1d4+3 plus Raktavarna poison)
Spell-like Abilities (CL 2nd) DC 14
1/week – contact other plane (Evil Outsiders Only)
1/day – charm person (DC 15), detect thoughts (DC 13), mental silence
At Will – daze (DC 14), charming veneer
Constant – Detect Magic, Comprehend Languages
STATISTICS
Str: +1 Dex: +2 Con: +0 Int: +1 Wis: +1 Cha: +4
Skills Stealth +12, Disguise +12, Bluff + 5
Languages: Aklo, Common, Infernal; comprehend languages
Other Abilities: change shape (tiny object, with weight of L), master’s eyes
Gear: None
SPECIAL ABILITIES
Change Shape (Su): As a full-round action, a Raktavarna can take the shape of a handheld object, most often an ornamental light, a one-handed weapon, or a piece of treasure. If the Rakshasa remains stationary in such a form, it can attempt Stealth checks even while being observed. It can remain motionless in object form indefinitely, but reverts to its true form as soon as it takes any action.
Master’s Eyes (Su): A Raktavarna can designate a single creature as its master as a standard action. As a full-round action, a Raktavarna’s master can observe the world as if looking through the Raktavarna’s eyes. The master must concentrate to maintain this link each round. The master’s visual senses are suppressed for this time, and he uses the Raktavarna’s darkvision, and regular eyesight to observe the world. This ability has no limit on range, and functions even across planar boundaries. If the Raktavarna is slain while its master is using this ability, the master is stunned for 1d4 rounds (no save).
Raktavarna Poison:
Type poison (injury); Save Fortitude DC 13
Track Wisdom; Frequency 1/round for 6 rounds plus modify memory; cure 1 save. Each time a victim fails a save, a modify memory effect causes the victim to forget the previous minute’s interactions with the Raktavarna, as long as the Raktavarna is no longer visible or is in object form.
Ryphorian Advanced Technician(3) CR 3
Winterborn ryphorian mechanic
NE Medium humanoid (ryphorian)
Init +5; Senses low-light vision; Perception +10
DEFENSE HP 16
EAC 14; KAC 15
Fort +4; Ref +4; Will +3
Resistances cold 5
OFFENSE
Speed 30 ft.
Melee survival knife +7 (1d4+3 S)
Ranged pulsecaster pistol +9 (1d4+3 E nonlethal)
Offensive Abilities target tracking
STATISTICS
STR +0; DEX +1; CON +2; INT +4; WIS +0; CHA -1
Skills Computers +13, Engineering +13, Physical Science +8, Piloting +13, Survival +8
Languages Common, Triaxian
Other Abilities artificial intelligence (exocortex), custom rig (armor upgrade)
Gear second skin, pulsecaster pistol with 2 batteries (20 charges each), survival knife
My Conclusion
One of the things I realized I’m going to need to do is create my Starships for the players to use for Quest #4. I believe that the Starfinder Society Drake, Pegasus and Gorgon models could be considered IP. At the very minimum, I will need to rename them and use the statistics of those ships. I’ve never actually built starships before, so right before Quest #4, I may create a Starship or two. With the Starship Operations Manual coming out in a few months though, the timing might be better for me to wait on that particular article and use the resources I have in the stats that Starfinder Society has for their ships for the time being.
Another thing you may have noticed is the lack of a map. I don’t believe I’m allowed to directly use Paizo published Flip-Mats, but I’m working on some cartography myself that I may share in the future for this series of quests. Right now, I plan to keep any tactical encounters clear enough that creating a map on the fly should be within the realm of reason.
Use your outline. You spent a lot of time creating it, no need to keep re-creating the wheel as you’re writing the actual adventure. I found myself, a few times getting into the thick of writing and trying to wrestle how I would find a solution to a particular thing (like handling the skill challenge), only after spending 10-15 minutes working it out to look over at my outline and realize I had already figured out a workable solution weeks ago!
With the change to encounters being in an appendix, I almost hope that Starfinder moves to the challenge point system once PFS2 has had a chance to finish working out the kinks that presented itself in the 1st season. I honestly believe that the Challenge Point system can present a more flexible experience once the scaling has been adjusted correctly. I’m not sure how they count stat blocks toward a scenario’s word count, but if I don’t include them I just about hit my target with 2585 words according to Google Doc. I hope you all join me in another two weeks when I start laying down the outline for Quest #2!
Banner Art Credit: Mykola Holyutyak/Shutterfly