NO SPOILERS
It all
starts here! The first official
Starfinder Society scenario, “Claim to Salvation” is different than most in
that it takes the form of a so-called “Special.” It’s not one of the big multi-table “interactive
specials” that some players might be familiar with from Pathfinder Society, but
it is unusual for two reasons: first, everyone runs a 4th-level
pre-generated Iconic character; and second, those characters aren’t members of
the Starfinder Society but are actually mercenaries hired by the Society to
undertake a mission that can’t be officially linked back to it. It’s perhaps a tad strange to launch an
organized play program with a scenario that requires players to run 4th-level
characters, but in practice it seemed to work out fine as the Iconic character
sheets explain the abilities really well.
I ran this for a table of four experienced Pathfinder players (using the
four player alterations) and everyone had a good time. The only complaints I heard about the
scenario specifically (as opposed to the system itself) was that it didn’t give
a chance for some classes to shine and that there wasn’t anything in particular
to do during starship travel. From my GM’s
perspective, I thought it had a nice mix of role-playing and combat encounters and
a solid plot that lends itself to some very intriguing possibilities in the
season to come. It also contained a
really well-done sort of “sub-story” adjacent to the main plot. There are some
places where I would have appreciated some more originality in opponents or
more detail (as described below), but on the whole I think Starfinder Society
is off to a good start.
SPOILERS
The premise
of “Claim to Salvation” is that, in the wake of the Scoured Stars incident
(which trapped 80% of the Society behind an impenetrable barrier), the new
First Seeker has to find a major discovery to attract investors and keep the
Society focussed. One such possibility
is a strange moon called Salvation’s End that displays some signs of being artificially
constructed. The Society has obtained
exclusive rights to investigate Salvation’s End, but they’re not sure whether
it’s worth a full-scale expedition.
While they were trying to decide, a rogue group of claim-jumping
treasure-seekers approached Salvation’s End only to find their ship destroyed—the
lone known survivor was picked up in an escape pod and imprisoned. Now, the Society is ready to make a first
approach to Salvation’s End, but they don’t want to make the same mistake the
claim-jumpers did. But the prison where
the lone survivor is held has refused access to the Society (it’s not perfectly
clear why), so outsiders must be used: and this is where the PCs come in. As mercenaries hired by the Society and
provided with a cover story, they’re charged with travelling to the prison, questioning
the surviving claim-jumper, and then continuing on to Salvation’s End to report
back whether it’s worthy of devoted exploration. All in all, it’s a good SF set-up to a story.
The scenario
begins, like most scenarios do, with a mission briefing. The briefer is the head of the Society
itself, First Seeker Luwazi Elsebo. The
scenario includes a nice picture and some solid dialogue for Luwazi, as well as
additional pieces of information to answer likely PC questions. It’s fairly unremarkable but does lead to the
cool moment where Luwazi leads the PCs to a hangar and reveals the brand-new
ship that is their’s for the mission.
Since the scenario includes the possibility of a tour of the ship, it’s
a natural moment for a GM to explain to players how starship combat roles work,
give them the (much appreciated!) handout summaries of the roles, and get them
to decide for themselves who will be filling what role.
The next
section of the scenario is a role-playing encounter. The PCs land on Varos, a volcanic moon of the
gas giant Bretheda, to visit the Sauna, a prison colony. In order to gain access to the imprisoned
claim-jumper inside, they first have to negotiate access with the prison’s
warden. The warden and the guards here
are floating, telepathic, jellyfish-like aliens called barathu. There’s just enough background on the barathu
and the strange, organic prison, for the GM, and it’s good for the players to
see almost right from the bat that they need to bring in entirely different
expectations from Pathfinder! My
favourite part of running this encounter, and perhaps of the scenario
altogether, was role-playing the warden.
He’s described as “fawning” so I played this to the hilt, having him
shamelessly flatter the PCs. The warden
essentially needs to be bribed with some or all of the credits given to the
characters by Luwazi for expenses, and once that’s done, they’re allowed to
enter the prison yard to speak with Livewire, the survivor of the last approach
to Salvation’s End.
Livewire is
a good-hearted ysoki who regrets falling into a life skirting the law with the
crew of the Archer (the ship that crashed).
Before the last mission, she fell in love with a fellow crew member
named Bago, and the two of them planned to leave the ship (and its domineering
captain, Bago’s brother Borgor) behind to start an honest living once the
Salvation’s End mission was done. The
writing here is done quite well, because the GM knows, but the players almost
certainly won’t yet gather, that Bago and Borgor are two different heads of the
same ettin! This story thread comes back
soon. In the meantime, in order to
persuade Livewire to talk about what happened, they have to bribe her with
1,000 credits of “hygiene products.”
This plot-thread is a bit odd and undeveloped, and I had to improvise a
lot (from prison TV-shows) about how she needed something valuable to trade
other prisoners in order to stay safe.
From this
point, the PCs presumably get back on their borrowed ship and jump into the
Drift towards Salvation’s End. The
scenario tells us that 5d6 days pass, but the number of days doesn’t really
matter at all since there’s not really much that can happen on the ship. Anyway, the instant the ship returns to
normal space, it is set upon goblin junkers (primitive one-man space fighters
made out of scrap). This is the first
taste most players will have of starship combat, and it was probably wise to
make sure the enemies were very little threat.
The four-person party I was GMing for had to decide which role to leave
empty, and that was the Science Officer.
Because they couldn’t really scan to find out weapon arcs or shield
weaknesses, the combat was a pretty straightforward affair, but I did
appreciate the inclusion of a goblin-operated tractor beam that could
immobilize the PCs’ vessel.
Assuming the
PCs survive the battle (and they better!), they detect a strong, strange signal
coming from a huge spire of scrapped ships.
Landing nearby, they make their way into the hangar of a large transport
ship to see several space goblins attempting to cut their way into the interior
of the Archer, the crashed vessel operated by the claim-jumpers. The PCs are slightly outnumbered by the space
goblins, but even with the presence of two “space goblin bullies” that are
tougher than normal, I can’t see them posing any sort of threat: their laser
pistols only do 1d4 or 1d6 damage and, remember, we’re talking about 4th
level PCs here. The encounter map is
well-done though, with fun terrain features like catwalks above and starship
scrap all over.
After the
battle, there’s a lot for the PCs to do.
They can figure out how to gain entry themselves to the Archer, and
discover inside audio logs that provide some further backstory on how it
crashed and what was going on with the crew.
They can repair a mainframe computer and hack into nearby terminals to
gain access to things like lights, doors, and (potentially the most fun)
gravity. It’s a good chance for any PC
skilled in Computers or Engineering to shine (though there’s a very nasty trap
here that will likely zap the PCs for far more damage than the goblins could
inflict!). Last, there is a sealed door
leading to what turns out to be an elevator that the PCs will need to take in
order to get closer to the source of the mysterious signal they detected from
orbit. If they paid really close
attention to an earlier clue, they’ll figure out how to operate the elevator—otherwise,
they’ll suffer a minor trap and may have to resort to trial-and-error in the
form of Wisdom checks.
The elevator
whisks the PCs to the final encounter of the scenario: a battle against BorgorBago. Borgor, the mean, malevolent head, has used
charm monster on Bago, the gentle, kind head, but there’s some clever ways
provided in the scenario to allow Bago to make another Will save to try to
break free, in which case he’ll fight with Borgor for control of their shared
body. BorgorBago is a much more
dangerous threat than the goblins, as he can both cast a spell and make an
attack every round (being an ettin), and some of his spells are “save-or-suck”
like hold person. (The PCs in my group
managed to take him down without any casualties, but the solarion almost
dropped.) This was a clever encounter,
as the PCs could have made use of their control over the computers to harass
and disorient BorgorBago, and the role-playing opportunities between the two
heads was great. He wasn’t just a
standard, forgettable monster.
Finally, in
an adjacent room, the PCs discover a mysterious hatch leading to a deep,
artificial substructure of Salvation’s End.
The scenario ends once they get the hatch open, which I understand from
a season-long perspective but it plays out a bit abruptly within the scenario
as most PCs are natural adventurers and want to see what the hatch leads
to. But, in any event, it sets up things
nicely for the future. In addition, if
the PCs capture BorgorBago alive, they can commit to returning him to Absalom
Station to face justice, in which case Bago will achieve his dream of having
his consciousness downloaded into an android body (!), Borgor (now in full
control of the ettin body) will be incarcerated, and Livewire will be released
so she and Bago can be reunited. If you
have a hardcore “just give us the XP and loot!” group of players, they might
not care, but I thought it was well-done and very sweet. Perhaps we’ll encounter those crazy kids in
love again in a future scenario?
I can report
a few quibbles. Literally seconds after
Luwazi tells the PCs how they can’t let *anyone* know they’re working with the
Starfinder Society, she presents them with a new ship that contains “a stylized
symbol of the Starfinder Society along its hull.” Much is made of how the Warden warns the PCs
they can’t bring any weapons or contraband into the prison (and, indeed, the
plot partially depends on them not having anything to give to Livewire), but
there isn’t any information, not even Perception modifiers, for what sorts of
searches or scans the guards do if the PCs (being cautious types and worried
about getting shanked) decide to smuggle something in (Ysoki check pouches are
natural temptations here). The “space
goblin bullies” have “souped-up junklasers” that, on a natural 1, create a warp
in the fabric of reality that summons another space goblin to their side—a whimsical,
if not downright silly, effect that undermines the tone I hope these scenarios
develop. Last, the DCs for a couple of
checks don’t match up with what’s provided to do the same thing in the Core
Rulebook. Really though, these are
fairly minor points (more in the nature of nitpicks), that don’t substantially
take away from the quality of the scenario.
In closing,
I thought this was a strong, solid scenario.
I don’t think it hits the height of storytelling that Starfinder can
reach, but it’s pretty much guaranteed to provide an enjoyable first session
for new players as it gives them a little taste of everything: role-playing
with strange aliens, battles against goblins armed with laser guns, starship
battles, mysterious planets, computer hacking, etc. With some of these conventions established, I’m
looking forward to seeing how they can be sculpted into even more exciting
directions in the future.
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