A team is dispatched to explore a recently recorded world. Between making 1st contact & exploring the ruins of a dead civilization, long-buried secrets of the past are ripe for discovery. Level 1-4.
Description:
A Starfinder Society Scenario designed for levels 1–4.
A distant war-ravaged planet shows signs of active technology, after a previous Starfinder expedition made a cursory orbital scan. Following up on this old lead, the Society dispatches a team of Starfinder to investigate the far-off world. Between making first contact and exploring the ruins of a dead civilization, long-buried secrets of the past are ripe for discovery.
Content in “Yesteryear’s Truth” also contributes to the ongoing goals of the Wayfinders faction.
Written by Jason Keeley.
Starfinder Society: Quest Pack #1:Into the Unknown
Summary:
The Starfinder Society needs a team to investigate a distress beacon. Explore the future of science fantasy with five quests featuring urban brawls, frontier gunfights, starship combat, and more!
Description:
**Guarenteed seating and an opportunity to complete all quests on the day we launch Starfinder! 1st level characters provided.** A series of six Starfinder Quests designed for 1st-level characters. When a mysterious visitor comes to Absalom Station selling items belonging to a lost Starfinder, the Starfinder Society takes note. The PCs are dispatched to discover out how the recent arrival found these items, leading them on a series of quests beyond the Pact Worlds and into the stars. “Into the Unknown” includes five, 1-hour adventures that take the PCs from exploring Absalom Station, to partaking in starship combat, to exploring an alien world. The fifth adventure in the series provides a stunning conclusion that takes the PC’s previous accomplishments into account for a climactic final showdown against an enemy starship. Written by Ron Lundeen.
Starfinder Society: Quest Pack #1:Into the Unknown
Summary:
The Starfinder Society needs a team to investigate a distress beacon. Explore the future of science fantasy with five quests featuring urban brawls, frontier gunfights, starship combat, and more!
Description:
**Guarenteed seating and an opportunity to complete all quests on the day we launch Starfinder! 1st level characters provided.** A series of six Starfinder Quests designed for 1st-level characters. When a mysterious visitor comes to Absalom Station selling items belonging to a lost Starfinder, the Starfinder Society takes note. The PCs are dispatched to discover out how the recent arrival found these items, leading them on a series of quests beyond the Pact Worlds and into the stars. “Into the Unknown” includes five, 1-hour adventures that take the PCs from exploring Absalom Station, to partaking in starship combat, to exploring an alien world. The fifth adventure in the series provides a stunning conclusion that takes the PC’s previous accomplishments into account for a climactic final showdown against an enemy starship. Written by Ron Lundeen.
After Saving the Galaxy from war you rested on your laurels. You should have known better Space Opera Comedy. Role playing stressed.
Description:
The Demon Corps stopped a Galactic war last year. They negotiated a peace between two warring factions. After sitting on their laurels all year it seemed like things would finally start going their way. They should have known better. Comedy Space Opera, Role Playing Stressed.
4 thieves climb up to a big gem set in the forehead of a giant temple statue. If they fumble their attempt, guards will rain down on them.
Description:
Sent by your clan to steal a valuable jewel, right under the noses of the temple guards of Yara Aranis, The Reaching Moon, your band hopes to be in and out before you are detected. On this pre-dawn, Black Moon morning they are at their most vulnerable, but if a fight breaks out as you escape, you are well prepared to smash your way through the compound gates. The full rules for the game will be taught at the table.
4 thieves climb up to a big gem set in the forehead of a giant temple statue. If they fumble their attempt, guards will rain down on them.
Description:
Sent by your clan to steal a valuable jewel, right under the noses of the temple guards of Yara Aranis, The Reaching Moon, your band hopes to be in and out before you are detected. On this pre-dawn, Black Moon morning they are at their most vulnerable, but if a fight breaks out as you escape, you are well prepared to smash your way through the compound gates. The full rules for the game will be taught at the table.
4 thieves climb up to a big gem set in the forehead of a giant temple statue. If they fumble their attempt, guards will rain down on them.
Description:
Sent by your clan to steal a valuable jewel, right under the noses of the temple guards of Yara Aranis, The Reaching Moon, your band hopes to be in and out before you are detected. On this pre-dawn, Black Moon morning they are at their most vulnerable, but if a fight breaks out as you escape, you are well prepared to smash your way through the compound gates. The full rules for the game will be taught at the table.
4 thieves climb up to a big gem set in the forehead of a giant temple statue. If they fumble their attempt, guards will rain down on them.
Description:
Sent by your clan to steal a valuable jewel, right under the noses of the temple guards of Yara Aranis, The Reaching Moon, your band hopes to be in and out before you are detected. On this pre-dawn, Black Moon morning they are at their most vulnerable, but if a fight breaks out as you escape, you are well prepared to smash your way through the compound gates. The full rules for the game will be taught at the table.
4 thieves climb up to a big gem set in the forehead of a giant temple statue. If they fumble their attempt, guards will rain down on them.
Description:
Sent by your clan to steal a valuable jewel, right under the noses of the temple guards of Yara Aranis, The Reaching Moon, your band hopes to be in and out before you are detected. On this pre-dawn, Black Moon morning they are at their most vulnerable, but if a fight breaks out as you escape, you are well prepared to smash your way through the compound gates. The full rules for the game will be taught at the table.
4 thieves climb up to a big gem set in the forehead of a giant temple statue. If they fumble their attempt, guards will rain down on them.
Description:
Sent by your clan to steal a valuable jewel, right under the noses of the temple guards of Yara Aranis, The Reaching Moon, your band hopes to be in and out before you are detected. On this pre-dawn, Black Moon morning they are at their most vulnerable, but if a fight breaks out as you escape, you are well prepared to smash your way through the compound gates. The full rules for the game will be taught at the table.