NO SPOILERS
Yes, the title of this scenario is The Beginning of the End, and yes it's the next to last scenario for next to last season of the first edition of Starfinder Society. But I'm sure everything will be fine! I got to play this via play-by-post with my embri Mystic of Pharasma, Speaker for the Dead. I had a fun time. There's not a lot of amazing story, NPC, or encounter creativity on display, but it's a solid meat-and-potatoes adventure that should leave players satisfied. There's also some good artwork and the return of an old enemy that everyone loves to hate, which is a plus in my book.SPOILERS!
I haven't played any of the other Season Six ("Year of Fortune's Fall") scenarios, so reading the Adventure Background to this scenario was a bit overwhelming. I'll try to boil it down: there once was a party of Starfinders that turned bad. Led by a powerful seer named Zaheni, they schemed to get access to a rare starmetal named finitrium which would give her even more powerful precognitive powers. The Starfinder Society eventually learned what was going on and launched an operation to stop the group, which had taken the moniker The Order of Dawning Fate. Previous scenarios have had the SFS taking down some members of the group, but now the Order has a not-so-secret scheme called Project Dawn, which involves using a doomsday device to cause earthquakes in a particular metropolis to scare away the residents so the Order can get full access to the rare finitrium deposit that lays underneath it. (the exact sort of thing a James Bond villain would do!) The Starfinder Society has narrowed the possibilities of where the doomsday device is hidden to one of about a dozen planets across the galaxy and is preparing to send teams to each of them.
The PCs come into the picture with a briefing by Celita in the Lorespire Complex. They're being sent to check out one of the possibilities, a city called Izdris on the planet Relthune in the Vast. I'm not familiar with either the city or the planet, though the scenario gives some backstory indicating it hosts extensive pre-Gap ruins that have been well-preserved, making it quite the tourist destination. One intriguing thing that Celita mentions is that she received an encrypted message from an unknown sender a few days ago stating that Izdris was the Order's target. The message was "signed" with an apple emoji, which a veteran player will suspect means the message is from Datch, the villain of Season Two, who was apparently freed from prison by the Order in a previous scenario. However, whether Datch has turned against the Order or this is all bait for a big trap remains to be scene.
The weeks-long journey to Relthune proceeds without incident. When the PCs' ship lands on Izdris, they see the population is in panic: a series of escalating earthquakes have hit the city, and misinformation is making the situation even worse. The GM is instructed to choose three "vignettes" from a list to get the PCs involved in trying to address the panic. These vignettes are simple one-line problems where the players get a choice of two different skill checks to try to solve them--a lot like an obstacle Chase card in Pathfinder. I think it worked well, though I could imagine some groups not realising these little vignettes aren't major plot threads to follow.
The PCs will trace the source of the encrypted message to a building owned by a news network called RelWIN. Unbeknownst to the Izdrian populace, RelWIN was bought out by the Order and is being used to spread misinformation to aggravate the panic and get people to evacuate. The PCs burst into a studio so see Datch handcuffed to a computer console, and three Order agents maintaining security. The Order agents open fire on the PCs, of course, but Datch tries to help the PCs by using technology in the studio. The battle is forgettable, but there's an excellent role-playing opportunity with Datch, especially if PCs (unlike Speaker for the Dead) had encountered her in previous scenarios. Datch explains that she was held prisoner by the Order and forced to participate in their misinformation scheme (she is an expert at it, after all). She tells the PCs that the doomsday device isn't far away under an old university building, but that time is of the essence as the strikes are going to continue intensifying. She offers the PCs a deal: she'll stick around after they leave to prepare a full synopsis of the Order's activities and membership for Celita, if they agree to let her go afterwards. It's a good, interesting decision for the PCs, with multiple plausible views, exactly the sort of thing I like to see in RPGs. Our group agreed to the deal.
The PCs are expected to take a news enercopter on the building's roof to get to the university building, and they'll find themselves chased by another news enercopter piloted by Order agents. We get a proper Chase with customised zones and tricks. Our group's enercopter took a *lot* of damage, but we managed to get enough speed to simply escape the pursuit. There were some fun obstacles in the Chase, such as avoiding cranes from construction zones, oncoming air traffic, etc. It was notable that each enercopter was outfitted with a corona artillery laser, leading my GM to quip "It really tells you what the media situation is like on this planet if their news copters come armed with laser cannons!"
Two encounters await the PCs when they get to the university building. The first is against some Order robots; robots be robots, and the encounter will be pretty forgettable even though the artwork is interesting. The second one is the big climax, as the PCs take on Kebzec, a drow mechanic (and a founding member of the Order) with some cool unique augmentations. He's accompanied by a pair of goons, one of whom I memorably caught with a critical hit using my soul surge spell for 12d8 damage! After the battle, there are some additional (possibly painful) complications to shut down the doomsday device and stop the earthquakes.
Although the overall plot is a bit cheesy (with the idea of trying to force the evacuation of an entire metropolis to "secretly" mine a rare metal underneath by using an earthquake-generating device), the scenario had some good, straightforward action and some quality role-playing with Datch. I do wonder though, if it wouldn't have better to have had a more dramatic or foreboding ending to really set the stakes high for the last scenario of the season.







