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Sector Rangers – The Starsea Chronicles (Pathfinder)

Starsea Chronicles compatible with Pathfinder Roleplaying Game

When there’s a problem too large or complicated for local law enforcement to handle, and too small to involve the Navy, the Sector Rangers receive the call to action. Typically answering directly to whatever serves as a Sector Judicial System they are formed and ultimately answer to a Sector’s Governor. Their authority extends over and supersedes that of the local system of Law Enforcement, which often leads to conflict between the two groups. 

Sector Rangers can be found both operating independently or in small groups. Even an individual Ranger though will have a high-tech portable crime lab as part of their standard equipment. This gives them the ability to perform basic crime scene analysis and evidence processing even if the local area is lacking in such resources. It also provides a Ranger the means to doublecheck local results if he has reason to believe there are errors, accidental or otherwise.

Most often the Sector Rangers will be called in when a problem has proven too difficult for local law enforcement to handle, usually on sparsely or newly settled worlds, or when a problem spans multiple systems. Typical matters for the attention of the Sector Rangers are individual criminals who move from system to system, multi-system criminal gangs, kidnappings, and other matters that span beyond the capability or authority of local law enforcement. While a Sector Ranger investigation may uncover pirates and related activity, their focus will usually be on the individuals providing supplies to and buying stolen goods from pirates. While it has happened occasionally, as a rule, the Sector Rangers lack the numbers and firepower to tackle pirates and will request Navy assistance on such occasions.

Single Rangers often travel by commercial transport from assignment to assignment. Only the most high-need or wealthy sectors provide personal transport for individual Rangers as standard. Small groups will often be provided with a small patrol ship for transportation and to operate out of as a field base. (See below for a typical example).

Polyhedral dice, d20 and d10

Bloodhound Law Enforcement Mobile Base

BP: 40 CR: 2Size: Medium   Origin: Alliance
DV: 13 (Hull +10, Dex +1, Armor +2) SR: n/aDR: 30
HP: 200                                       Speed: 4  FTL: 10/ly    BaB Hit: +1
SAV: +2             SDV: 12
Weapons:
1 Dual Light Laser Turret (FT): +2 (S) 6d10x2   -4 (M) 2d10x2  
1 Light Railgun Turret (AT) +1 (S) 1d10
Skills: Pilot +1, Use Computer +2, Repair +2
Equipment: Fast FTL Drive, Average Sublight Engines, Basic Maneuvering Engines, Small Powerplant, Advanced Mainframe, Basic Standard (Alliance) Armor, Improved SIF, Crime Lab
Dex: 12, Int: 14
Crew: 6-10
Carried Craft: n/a
Magazine: n/a

Description: The venerable Bloodhound LEMB is a good example of the sort of vessel a small team of Sector Rangers might have in a less prosperous, developed, or low-crime sector. Not very fancy, it carries a relatively fast FTL drive to respond quickly when it needs to move between systems, but is otherwise relatively slow and clumsy. What it does do well is serve as a mobile base for criminal investigations. Able to land in remote areas with little to no support for spacecraft, it carries a small but comprehensive crime lab with significant computer support, living quarters for a ranger team, storage, an armory, an interrogation room, and cells for holding suspects.

The Bloodhound is not intended for combat, as reflected by its poor stock armament, defenses, and handling characteristics. But it efficiently does what it is designed for and has for centuries with only minor upgrades. 

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Bloodmoon Rising Campaign

The continent of Luncres has always been at war. Different powers control the land and sea across the small continent, with only a few unclaimed lands across perilous mountain passes. Which power is the salvation of humanity, if any, and which are the true threats to their existence?

Empire of Eternal Night

In the east, the Empire of Eternal Night has ruled for thousands of years. The “civilized” parts of the empire are established into cities surrounded by walls made of bone. The feudal society is ruled by local barons, organized into duchies, led by the current Grand Duchess Elzibet von Nochte.

The currency system is very similar to most others in Pathfinder Second Edition, with one notable exception. Instead of silver pieces, they use “Imperial Wings” which are made from bronze with a gold ring around the core.

Outside of the cities live nomadic humanoids that don’t fit well within the rest of civilization. This includes bands of orcs as well as some humans and ratfolk. The Empire doesn’t mind the nomadic nature of these groups, but if they turn to banditry the empire tends to crack down on them swiftly and brutally.

The other group that exists in the badlands between cities are undead. The Empire of Eternal Night has a massive number of undead roving around but they never approach the bone walls of the cities. Merchants and travelers, however, must be constantly on watch for trouble from these unnatural enemies.

Rising Moon Clans

On the western half of the continent are the loose association of the Rising Moon Clans. With each group revering a different animal spirit the power dynamics shift regularly. Villagers are free to move from area to area and revere their original spirit, but each of the major cities has a “primary” animal spirit For example, a member of the tiger clan can move and feel perfectly at home in a village that reveres the rat.

For either the clans’ reverence to animals or other reasons, the Delands, where the Rising Moon Clans thrive, can find many different anthropomorphic groups and awakened animals. These groups tend to avoid the villages unless required but they are fairly common in the area.

Protectorate of the Sacred Flame

The center of the continent is controlled by the religious zealots of the Sacred Flame. Technically not a single religion, but a conglomeration of several gods of fire, the Protectorate themselves have plenty of tension. The differing factions, however, seem to be united in their resistance against the Empire and the Clans

The Protectorate has a few distinct features. Among them is the fact it is the only surface empire to mine silver at all. Both the Empire and the Clans avoid the metal and outlawed its possession and production. The Protectorate also boasts the largest elf population and the largest factory for constructs and automatons.

Northern Wastes

Across the mountains from the Protectorate and the Delands of the Clans lies hostile lands covered in permafrost and constant snow. Covered by immense glaciers and deadly chilling winds very few creatures can survive, especially on the surface. Those that do thrive here are powerful and deadly to any travelers.

Along the coasts and deep in the glaciers a few humanoid villages have formed by those capable of surviving the harsh environment. Consisting of arctic elves, snow orcs, or descendants of frost giants the villages are small and rely on fishing or hunting huge animals to survive.

Submerged Sea Sovereignty

Covering the seas south of the continent of Luncres as well as a few small islands in that area, the Submerged Sea Sovereignty is incredibly territorial and holds a choke hold on trade in the region. Due to the capital existing over two miles beneath the surface, they are difficult to attack or negotiate with. Ships that do not have the support of The Sovereignty rarely survive through the reefs and channels to make it safely to port.

The Sovereignty does have an embassy in the city of Bloodmoon Bay where negotiations for safe travel can be held. Their presence there also allows some of their non-aquatic citizens a safe place to support The Sovereignty and live their private lives.

Subterrain Alliance

Beneath the surface of the continent of Luncres lies the Subterrain Alliance. This collection of subterranean humanoids has banded together for survival, mutual profitability, and to stand as a line of defense to protect the Near Surface from the terrifying creatures of the Deep Dark. They may not be light-embracing humanoids, but they accept almost all others seeking a place to hide from oppression.

The Subterrain Alliance consists of dark elves, duergar, dero, some tieflings, and even deep gnomes. They run each city-state as a democratic republic with representatives forming a council and choosing one Consul to serve as the voice of the city-state in external affairs and administrator of the city. All representatives, including the Consul, serve for five years. All citizens of a city-state are expected to contribute to the city-state by some means, either producing food, serving in the significant military, or paying financial support from businesses.

The city-state beneath Blood Moon Bay is the largest city-state in the region. Known as Under Moon, it facilitates trade between the bay itself and the docks there (controlled by the Sovereignty), and the city above (controlled by the Empire, Clans, and Protectorate). Under Moon also has a sealed entrance to the Deep Dark, protected by a massive bronze door covered in magical runes.

Blood Moon Bay

The city of Blood Moon Bay is located in a unique position. Two rivers, the Blood River from the northeast and the Moon River from the northwest merge as they enter the town, forming the Bloodmoon River, which then falls two hundred feet into the bay below. This deep water bay allows for large ships to be built and trade extensively throughout the world, but it also requires the cooperation of all five powerful groups to facilitate that trade. As such, the Empire, Clans, Protectorate, Sovereignty, and Alliance all work together here for mutual benefit.

They do not trust each other and there are significant disputes between these groups, but the leaders of each faction in the area realize the need for the finances provided by the trade and strive to maintain peace openly. They have agreed to stick to their own districts which are separated by a series of bridges between the Protectorate, Empire, and Clans. The Alliance has two iron gates that goods must pass through, one at the bay level and one at the surface two hundred feet above. The Sovereignty controls the docks where the ships are loaded, unloaded, and built.

More on Blood Moon Bay will be forthcoming as it is the starting point for much adventure in the region and a place for players from across the world to meet.