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STARFINDER SOCIET Y
INTRO #2, LEV ELS 1–2

FOR THE FACTIONS


BY KATE BAKER

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FOR THE FACTIONS
Table of Contents
AUTHOR Adventure��������������������������������������������������������������3
Kate Baker
DEVELOPMENT LEAD
Appendix 1: Encounters ����������������������������������� 19
Jenny Jarzabski Appendix 2: Game Aids ������������������������������������ 22
ADDITIONAL DEVELOPMENT
Linda Zayas-Palmer
Organized Play �������������������������������������������������� 28
EDITING LEADS
Addley C. Fannin and Lu Pellazar
GM Resources
Campaign Home Page: starfindersociety.club
EDITOR
Books: Starfinder Core Rulebook, Starfinder Alien Archive 2 (AA2), Starfinder Armory (AR),
Kieran Newton
Starfinder Character Operations Manual (COM), Starfinder Pact Worlds (PW), and Starfinder
COVER ARTISTS Starship Operations Manual (SOM)
Michele Giorgi and Pixoloid Studios (Mark Molnar, David Maps: Starfinder Flip-Mat: Urban Sprawl, Starfinder Flip-Mat: Ghost Ship, and Starfinder
Metzger, Gaspar Gombos, Zsolt ‘Mike’ Szabados, Janos
Flip-Mat: Basic Starfield
Gardos, Laszlo Hackl, Orsolya Villanyi)
Online Resource: Starfinder Reference Document at paizo.com/sfrd
CONTRIBUTING ARTISTS
Michele Giorgi, Fabio Rodrigues and Allison Theus
Scenario Tags
CARTOGRAPHER Scenario tags provide additional information about an adventure’s contents. For more information
Damien Mammoliti on scenario tags, see Chapter 1 of the Guide to Organized Play: Starfinder Society.
ART DIRECTION
Adam Vick Repeatable Starship
GRAPHIC DESIGN
Tony Barnett SUMMARY
ORGANIZED PLAY MANAGING DEVELOPER
The PCs meet with four faction leaders and perform a task for each of them. Radaszam of the
Linda Zayas-Palmer
Acquisitives asks them to do a vidstream interview in Jatembe Park, where thieves try to take off
20042998 ORGANIZED PLAY MANAGER with the interviewers’ equipment. Celita of the Dataphiles asks them to travel to an asteroid in 4180787

Tonya Woldridge the Diaspora to collect data from an abandoned research facility. Ixthia of the Exo-Guardians asks
them to assist the Stewards with investigating some seized smuggler ships, in which they find
CREATIVE DIRECTOR
dangerous creatures. Fitch of the Wayfinders asks them to collect data on some recently discovered
Robert G. McCreary
planetoids, but they’re ambushed by pirates as they return to Absalom Station.
DIRECTOR OF GAME DEVELOPMENT
Adam Daigle

PUBLISHER
Erik Mona

HOW TO PLAY

PLAY TIME: 4–5 HOURS

LEVELS: 1–2

PLAYERS: 3–6

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7120 185th Ave NE, Ste 120
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RECLAIMING THE TIME-LOST TEAR

FOR THE FACTIONS


BY KATE BAKER

As part of a new age of exploration and prosperity ushered


in by the Starfinder Society’s new First Seeker, Ehu Hadif,
Where in the
membership continues to swell. With so many individuals from
Universe?
diverse backgrounds involved in the organization, multiple
factions have risen to prominence, each with a different
but ultimately cohesive goal. The Acquisitives is a faction This adventure begins on Absalom Station, and the missions
dedicated to amassing clout and wealth, currently managed for the Acquisitives and Exo-Guardians take place here.
by vesk operative Radaszam “The Dealmaker”, leader of the
successful mercenary company the Obsidian Spiders. The ABSALOM STATION
Dataphiles are primarily concerned with gathering intel and The Nexus
often serve as troubleshooters on Society missions; they’re Diameter: 5 miles; Mass: less than ×1/100; Gravity: ×1 (artificial)
overseen by Celita, an android mechanic. The Exo-Guardians, Atmosphere: Normal; Day: 1 day (artificial); Year: 1 year
helmed by a copaxi known as Ixthia the Unbreakable, are Absalom Station orbits the Sun where the missing planet
sworn to protect the Pact Worlds from external threats. of Golarion once was. It’s a major trade center for the Pact
The Wayfinders are the fourth major faction, and with ysoki Worlds, and hosts most of the system’s governing bodies
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technomancer Fitch in charge, they seek adventure and and major corporate headquarters. It’s also the location of
exploration first and foremost. the Starfinder Society’s headquarters, the Lorespire Complex.
Recently, a new generation of recruits has graduated For more information about Absalom Station, see page 440
from Guidance’s rigorous agent training program. Looking to of the Starfinder Core Rulebook and page 38 of Starfinder
impress and forge new connections within the Society, these Pact Worlds.
new agents are tasked with completing a series of four short
missions for the organization’s major faction leaders.
“We have a small tradition for new agents as you decide
GETTING STARTED which of the Society’s factions to join. I know some of you
This adventure begins in the Lorespire Complex, where may have been on a few missions already, but I would ask
Guidance meets with new Starfinders a few days after their your indulgence anyway. Each faction has their own specific
graduation ceremony, seeing a few new agents at a time. goals, all of which further the aims of the Starfinder Society
Some of the PCs may have already completed missions, as is as a whole. Please visit each of the four major faction leaders
common during Starfinder training, but some may be brand and ask them for an assignment. This should give you a feel
new to the Society. for how each faction operates as well as provide some real
Read or paraphrase the following to start the adventure. mission experience. Each mission might take only a few hours
or up to several weeks, so you have plenty of time to complete
As the small group of Starfinders find seats in the meeting these. It is advisable to begin with Radaszam, as I understand
room of the Lorespire Complex, a projection of an androgynous his assignment for you is somewhat time-sensitive.”
android appears. “Welcome, Starfinders, and congratulations
on your recent graduation. I am Guidance, and I work in an Guidance adds more details about each of the factions and
advisory role to the Society. We have onboarded many new their leaders. Provide the players with Handout #1 (page 25),
members recently, and I am aware that this accelerated agent which summarizes this information. The PCs may visit the
training program was no easy feat, but you have all succeeded faction leaders in whatever order they wish, but the GM should
with aplomb. The First Seeker is currently off station on an encourage them to begin with the Acquisitives mission, as it gives
important mission but congratulates you on a job well done. PCs a chance to introduce themselves in greater detail. Each

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STARFINDER SOCIETY SCENARIO

mission takes place on a different day. If players are filling out CULTURE (RECALL KNOWLEDGE) OR
sign-in information prior to gameplay, please allow new players to DIPLOMACY (GATHER INFORMATION)
select a faction at the end of the game, after having a chance to The PCs might know something about the current state of the
interact with the four faction leaders. PCs can purchase additional Starfinder Society and current events around Absalom Station. A
equipment before they begin or between missions. PC learns all the information listed under a DC that is less than or
Possible questions the PCs might have for Guidance and their equal to the result of their check.
answers are provided below. 10+: The Starfinder Society was formerly well-liked on
What about the Second Seekers faction? “As the First Seeker Absalom Station, but deliberate efforts to destroy the Society’s
expects to be away from the Complex for an extended period of public image have taken a toll. The Society is trying to improve
time, you will only need to visit with these other four factions.” its image with the residents of Absalom Station.
What about the Manifold Host (or other minor faction)? “So as 15+: The most popular morning show on the local infosphere
not to tie you up for months on end, you only need to visit these is Station Buzz.
four leaders.” 20+: People around Absalom Station have renewed interest in
Why would a mission take several weeks? “I understand that the discovery of uncharted planets.
some of the faction leaders have assignments that will take you 25+: The Stewards, who serve as law enforcement for the Pact
away from Absalom Station.” Worlds, just took down a giant smuggling operation. It remains to
Who is the First Seeker? “The First Seeker is the elected leader be seen whether they can make charges stick in court.
of the Starfinder Society. They work closely with the forum to 30+: There’s been a bit of a stir in the scientific community
determine the Society’s direction—with occasional guidance from recently: a powerful mining conglomerate called Astral Extractions
me, of course.” has been acquiring quite a few smaller research companies.

MISSION 1: ACQUISITIVES
To meet with Radaszam, the PCs must travel to the Nyori Palisades,
an upscale neighborhood in Absalom Station’s central
dome. A well-dressed pair of vesks with
intimidating presence but no visible weapons
check the PCs’ credentials and wave them into
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the building. Radaszam “The Dealmaker” (N


male vesk operative) runs the Acquisitives’
faction and his private mercenary company,
the Obsidian Spiders, from this luxurious
location. Read or paraphrase the following.

Radaszam sits behind a sleek black


desk in a black office, giving the
unnerving impression that he’s
sitting in the middle of a void. The
only visual breaks in the sea of
darkness are a pair of aquariums
built into the walls. One holds
a green amphibian, currently
bathing itself in artificial light,
and the other holds a white
salamander, who promptly
hides beneath a large rock
when the door opens.
“Starfinders, I am pleased
to see you. Our ranks have
grown substantially of late, and I
am quite satisfied with the quality
Guidance of our new agents, yourselves included. My assignment
for you shouldn’t take up too much of your time. The Society is
still suffering some public relations…well, let’s say ‘challenges,’

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after a vicious smear campaign. A popular vidstream, Station A. THE INTERVIEW (CR 1)
Buzz, contacted me to set up an interview with some of our The vidstream interviewers ask to meet early the next morning
agents. I think that you’ll represent us well—you are all highly in Jatembe Park, a lush public greenspace just beneath Absalom
skilled and have impressive backgrounds, after all. During your Station’s massive central dome known as the Eye. The hosts
interview, I’d like you to introduce yourselves and talk about explain that they will first broadcast the interview live, then edit
why you recently joined the Society. Improving our relationship and release it for download later. The livestreaming audience
with the media is the best way to get our public image can ask questions through a chat function on the stream. Two
under control. I’ll send you their contact technicians set up the cameras, check lighting, and fit each
information to arrange the time and place PC with a microphone as the hosts make friendly small talk.
for the interview. Do let me know once A producer is also present to watch the show, prompt specific
you’ve got it arranged; I’ll be sure to tune questions, keep an eye on viewer comments, and stop the
in. It’s going to be broadcast live.” broadcast if something happens, like an unauthorized person
entering the set and becoming disruptive.
The PCs might have questions about The two hosts of the show are Veefa (NG female ysoki)
their mission. and Valtara (LG female human). Veefa, who is a large
What is this show? “Station Buzz is ysoki with brown fur, is excitable and asks interviewees
a popular morning vidstream. It has questions constantly. Valtara has a perpetual grin
hundreds of thousands of viewers and adds interesting facts to the conversation.
on Absalom Station, though it’s a After some pre-show chatting with the PCs,
bit obscure elsewhere. The hosts they start up the vidstream.
talk about current events on the
Station, review restaurants, “Hey, Station Buzzers! It’s me, Veefa,
explore neighborhoods, that here with Valtara, to join you for coffee,
kind of thing. They are currently breakfast, and the latest Station Buzz!
doing a series of interviews We are here in Jatembe Park to meet
with representatives of different with members of the Starfinder
organizations around the Station, and Society! Valtara, did you ever think
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they want to include us.” about joining?”


What was the smear campaign you “Well, Veefa, after many members
mentioned? “Gah, I hate to even talk of the Starfinder Society got trapped
about it. A while back, a ysoki named in the Scoured Stars system several
Datch went on a mission to destroy our years ago, I think we all heard about
reputation and make us out to be a corrupt their recruiting drive! The Society went
group of warmongers. Don’t worry, we got the on a rescue mission to get those agents
better of her.” back, and they’ve been responsible for
What do they want to interview us about? lots of exciting projects around the Station,
“It sounds like this will be a fairly light the Pact Worlds, and the galaxy,” the
interview. I expect that they’ll ask about human declares, beaming at the camera.
why you joined the Society and what kinds “That’s right, Valtara!” Veefa exclaims.
of missions you’ve been on. They might ask “And we have several new agents with the
you to demonstrate interesting skills.” Starfinder Society here to tell us about
Is there anything you want us to why they joined up.”
emphasize about the Society? “Please just
be yourselves but, well, make us look good. Talk The hosts ask the PCs about why they joined the
about how we help people and uncover ancient Society, and what missions they’ve completed so far.
knowledge, that kind of thing.” They also ask the PCs if they can demonstrate any
Is there anything you don’t want us to say? cool skills for their viewers. Each PC can attempt two
“I’m assigning you to this interview because I skill checks. They can use whatever skill they like,
trust your judgment. Don’t say anything as long as they use that skill to answer
that won’t play well with the viewers. If the questions or demonstrate their
you talk about your fighting skills, make it
Radaszam prowess. Some examples are answering
clear that we avoid being aggressors and questions while making the Society look
only fight with those who aim to harm.” good with Diplomacy, inflating their own

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STARFINDER SOCIETY SCENARIO

A. THE INTERVIEW
N

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INTERVIEW

1 SQUARE = 5 FEET STARFINDER FLIP-MAT: URBAN SPRAWL

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FOR THE FACTIONS

exploits with Bluff, exhibiting physical skills with Acrobatics or Development: The vidstreamers are grateful to get their
Athletics, or showing off a Profession. The DC of these checks equipment back and give a special thank you shout out to the PCs
is 13, though if an individual PC attempts the same skill twice, in their edited version of the interview. Radaszam, who watched
the DC increases to 15, as the audience might get bored with the livestream, sets up a video call with the PCs afterward.
seeing the same approach. Different PCs can attempt the same If the PCs did well on the livestream, he leads off with,
skill as another PC without penalty. A PC who wants to use “Excellent work, Starfinders. You’ve made the Society look good
a particularly relevant class ability or spell can achieve one to hundreds of thousands of viewers across the Station. We’ve
success automatically, but must attempt a skill check to get a had a large uptick in inquiries about joining the Society.”
second success. If the PCs underperformed, he instead says,
If the total number of successes is greater than the “Well, I was hoping that you would connect a
number of PCs, then the livestream is an overwhelming little better with the viewers, but I know you
success. There are many enthusiastic comments did your best. Perhaps we should add media
from viewers. If the total number of successes is training to our curriculum.”
less than or equal to the number of PCs, then Either way, if the PCs were able to recover
the reception from the live audience the equipment, he ends with, “The hosts and
is lackluster, with several negative crew were quite grateful that you were able
comments. After the interview, the hosts to save their equipment, and they’ve
ask the PCs to wait around while they issued an invitation to have you back
review the footage with the producer, as on the show in a few months to talk
they might need the PCs to re-record about your latest adventures.”
small portions if the sound failed. Treasure: Radaszam is grateful
Creatures: A group of thieves hangs to the PCs for doing the interview,
out near the interview, watching and waiting and he sends them a video camera
for the right moment to try to make off with some scanner (Starfinder Armory 107)
expensive equipment. As the PCs wait after the and a shotgun microphone scanner
interview, any PC who succeeds at a DC (Armory 107) to practice for their next
15 Perception check notices the thieves interview. He also includes a set of clearweave 1
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getting ready to make their move. If the armor (Armory 69) to look more fashionable on-screen.
PCs spot the thieves, they can attempt Station Buzz pays the Starfinders an honorarium
to resolve the issue nonviolently of 50 credits each for appearing on the show.
with a DC 14 Intimidate check to scare In thanks for the PCs stopping the theft of the
them off, a DC 16 Diplomacy check to expensive AV equipment, the show staff gift
reason with them, or a DC 18 Bluff check to the PCs merchandise branded with the show’s logo.
lie about backup coming or the theft being In addition to t-shirts, notepads, and sunglasses, this
on camera. Each PC can attempt one of these collection includes a limited-edition set of figurines of
checks. If that approach fails, the thieves take various Absalom Station celebrities worth 300 credits.
off running, each with an armful of equipment,
drawing weapons as they flee. If the PCs fail the MISSION 2: DATAPHILES
initial Perception check, then the thieves take To meet with Celita (LN female android mechanic), the leader
off with the equipment immediately, and the PCs of the Dataphiles faction, the PCs must travel to the Archives
should roll for initiative to stop them. compound within the Lorespire complex. Celita previously
The thieves focus primarily on getting away with used a different name, honoring her Dataphiles predecessor
stolen goods rather than dealing damage. They fire with and former mentor Historia–6, but changed her name back
their semi-auto pistols or use cestus battleglove attacks to Celita after some disturbing experiences involving
if forced into melee, but they always try to keep moving Historias of the past. Read or paraphrase the following
away from the PCs. They drop the stolen goods and run if when the PCs are ready.
reduced below 5 HP.
Use the map on page 6 for this encounter. Celita is in her office in the Archives’
Cortex, intently studying a holographic
LEVELS 1–2 (CR 1) display of a tactical board game. She
Valtara moves a piece, and a moment later,
PARK THIEVES (3) CR 1/2 another piece moves on its own in
Page 19 response. She looks up when she

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realizes she’s no longer alone in the office. “Naiaj, the new Have you asked any Sanson-56 employees what happened?
Starfinders are here. We can continue our game later.” She “I have made inquiries, but all the former staff I’ve attempted
waves her hand, and the holographic board disappears. “Hello, to speak with have refused to answer questions. This has only
new Starfinders. I am pleased to welcome you to the Society. piqued my interest in this data further.”
I have a mission for you that requires technical aptitude and
travel to the Diaspora. Are you prepared for such a mission?” B. THE ASTEROID
RESEARCH STATION
After a brief pause for the PCs to respond, she continues. The PCs board a Pegasus-class starship preprogrammed to
fly to the Diaspora. No Piloting checks are necessary to
“I have reserved a Pegasus-class starship for you. reach the destination. The journey takes 1d6 days. If
Please go to the asteroid at the coordinates in the the PCs scan the asteroid with the Pegasus’s sensors
Diaspora I have programmed in for your flight plan. The once they arrive, they notice that the asteroid facility
asteroid was previously a site for the is abandoned, with no living creatures present.
research firm Sanson-56 Surveys, The asteroid contains a carved-out niche where
a small, android-owned company Sanson-56 built a research station. The company
that performed geological and also used starships as mobile research stations,
environmental surveys on asteroids but it was convenient to have a small base
in the Diaspora. They published their here in the Diaspora. Shortly after Astral
results regularly until the company Extraction acquired Sanson-56, they
was purchased by Astral Extractions shut down this facility abruptly,
about six months ago. First, they requiring all employees to quickly
stopped publishing, and now they’ve pack their belongings, leave all
been shut down entirely. I would like their research behind, and sign a
to know why, and I believe the answer non-disclosure agreement.
is on that asteroid. Please make a copy The facility is not designed to support
of the data on their servers. I’m sending atmosphere outside of one small area designed for
you with a hard drive that should have visitors, as only androids worked at this facility and didn’t
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sufficient memory for this purpose.” need to breathe. PCs who need to breathe must wear
their armor or, if necessary, a spacesuit available in
If the PCs indicate that they lack their ship. The facility has heating systems to keep
technical skills, Celita gives a half- the temperature at a habitable level. The gravity
smile and adds, “Perhaps you will find is low, and the PCs can easily launch themselves
another solution to our problem, toward the ceiling by jumping or pushing off
then.” The PCs might have questions an object or surface. Open areas such as the
for Celita about their mission. research points (areas B5 and B6) and the mess
Are we allowed to be there? “Not area (B3) have a ceiling that is 30 feet high,
strictly, no. The facility is abandoned but still while areas with walls like the living quarters
technically the property of Astral Extractions. I (B2) and server room (B9) have a wall that is 10
would advise discretion on your mission.” feet high. The area is dark when the PCs enter,
Are you asking us to trespass/break the but switches in area B1 activate the lights for the
law? Celita blinks as though confused by whole facility. While the facility is locked, the PCs
the question. “Sometimes to obtain the data can easily land their ship nearby on the surface of
we need, we must employ creative and, yes, the asteroid.
quasilegal methods. If you object to this, Read or paraphrase the following.
I’m sure Guidance can find you some other
mission to complete. In that case, working The research station, located in a hollow carved deep within
closely with my faction may not be the best the asteroid, shows no signs of activity or life. A large metal
fit for you.” gate blocks access to the facility, spanning the entire
What is Astral Extractions? “Astral opening into the asteroid.
Extractions is a large mining company
based out of Absalom Station. Their The gate is locked, but a PC can open
administration is known to have
Park Thief it with a successful DC 12 Engineering
connections to organized crime.” check. Alternatively, a PC can nudge the

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N
B. THE ASTEROID RESEARCH STATION
PCS START
HERE

B1

B4

B5
B2

B3
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B8

B6

T
B7
B9

T = CRYO-FLUID TRAP
1 SQUARE = 5 FEET STARFINDER FLIP-MAT: URBAN SPRAWL

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to the ground because of the low gravity. The mound in the


Where in the center includes food-preparation appliances and a refrigerator. If
Universe? a PC opens the refrigerator, they find a puddle of sticky blue fluid
that is growing mold.

The Dataphiles mission takes place in the Diaspora, on the B4. Vandalized Quarters
asteroid designated as KD-6734. These living quarters are largely in the same state as those in area
B2. However, one of the living quarters in this area
KD-6734, THE DIASPORA was vandalized by its inhabitant before leaving.
The Lost Ones There are angry comments about Astral
Diameter: 1.5 miles; Mass: less than ×1/100; Gravity: less Projections carved into the walls and floor,
than ×1/100 paint splashed everywhere, and some of the
Atmosphere: none; Day: 12 hours; Year: 5 years same blue fluid found in the refrigerator in B3.
The Diaspora is a large asteroid belt formed long ago
when the planets Damiar and Iovo were destroyed. B5. Research Point
The asteroids are valuable mining terrain, and This asteroid was not only a home base for the
the vast number of asteroids makes it easy company, but also a research station itself. A
for pirates to find places to hide. Sarcesians, PC who succeeds at a DC 15 Engineering
winged humanoids able to fly through the or Physical Science check can tell that
void, are native to the Diaspora. the team was performing geological
surveys on the asteroid, analyzing age
and mineral composition.
gate open with the nose of their starship
with a successful DC 12 Piloting check. B6. Research Point
This is another research station. A PC
B1. Entrance who succeeds at a DC 15 Engineering
The entrance to the research station includes or Life Science check can review the
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several small hover vehicles that could be leftover equipment and workstations
used to travel around the asteroid, though to determine that the team here
they don’t have the ability to travel into performed biological experiments
space. Each has an inventory sticker labeled examining how different microbes
“Sanson-56” that has been sloppily covered by survived on the asteroid’s surface. A
another sticker reading “Astral Extractions.” PC who surpasses this DC by 5 can
also tell that the experiments were
B2. Living Quarters abandoned quite suddenly.
These living quarters are cleared of all personal
belongings. The staff had time to properly B7. Pressurized Living Quarters
move out and pack up all their things, though An airlocked antechamber leads into
they were required to leave all company several living quarters and a medical bay.
equipment behind. The living quarters These rooms can be filled with breathable
have modifications for the low-gravity air and kept at normal atmosphere to
environment, such as straps and loops on accommodate visitors to the facility.
the beds to secure sleepers. These rooms were most recently
occupied by executives from Astral
B3. Mess Area Extractions who managed the shutdown
The mess area is mostly cleaned out, though there are of the facility. A copy of a move-out checklist sits on
still several posters on the walls marked with the Astral one of the beds, listing all employees and their assigned
Extractions logo. These posters detail the procedure rooms. The employee who lived in the vandalized room
for moving out of the facility, reiterating in area B4 was an android biologist
several times, on pain of criminal named Vinderelle. This person could be
prosecution, that no company-owned
Celita a useful contact for Celita as she dives
equipment or data is to be removed from further into the circumstances of the
the facility. Tables and chairs are fastened Sanson-56 closure.

10

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Treasure: The medical bay contains a cabinet with 4 mk 1 about to publish new findings on several asteroids when Astral
serums of healing, 2 brown nanite hypopens (Starfinder Armory Extractions bought the company. The data indicates that one of
106), and an advanced medkit. If the PCs find the consumables these asteroids was a prime candidate for mining and filled with
but choose to leave them to avoid leaving evidence they were valuable minerals, but was also home to microbial life. Pact World
here, they should still receive full treasure for this encounter. protocol, enforced by the Stewards, requires a full environmental
study on any microbial life present before an asteroid can be
B8. Trapped Entrance (CR 2) mined to determine if the life is native to the asteroid or a result
There is a closed chamber in the southwest corner of the research of contamination from an outside source. If native, the asteroid
facility with coolant pipes all around it, indicating electronics in is protected and can’t be mined so that the novel lifeforms can
the room. The scientists left some perfunctory protections when potentially develop. Astral Extractions suppressed the data
they abandoned the site. With pirates common in the Diaspora, about the asteroid, likely to set up a mining operation without
the company had these measures in place to protect the scientists consideration of the microbes present.
and their data while the facility was in use. Development: The journey back to Absalom Station takes
Trap: The entrance to the server room is trapped (marked “T” another 1d6 days. Celita is happy to have the data and is
on the map). A surge of freezing fluid from a cooling pipe douses particularly impressed if the PCs copied it without removing the
a 40-foot line in the hallway as soon as someone tries to open servers. She praises them by saying, “Well done, Starfinders. You
the door. PCs who actively search for hazards or who have the have performed admirably, and I look forward to working with
Trap Spotter operative exploit or another similar ability receive a you on future assignments.”
chance to spot the check with Perception before it goes off. If the PCs had to resort to physically removing the servers from
the room, she gently scolds them. “You have succeeded in your
LEVELS 1–2 (CR 2) assignment by bring the data home. However, if the company
returns to the firm, they will know that someone has stolen this
CRYO-FLUID TRAP CR 2 data. When possible, it is better to leave no trace.”
Type technological; Perception DC 23; Disable Engineering DC 18 If the PCs were unable to analyze the data themselves, she
Trigger touch (door); Reset none gives them a brief description of its contents and significance.
Effect A surge of freezing cold fluid douses everyone in the Additionally, if the PCs report to her about the identity of the
hallway outside as soon as someone tries to open the door to the disgruntled employee Vinderelle, she’s pleased to have another
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server room (4d6 C); Reflex DC 13 half lead for her investigation.
Treasure: To thank the PCs for their hard work, Celita offers
B9. Server Room them a jump jets armor upgrade.
The door to the server room is locked in addition to being trapped.
The PCs can open it with a DC 14 Engineering check to disable the MISSION 3: EXO-GUARDIANS
lock or a DC 16 Athletics check to break the door down. Read or The Exo-Guardians maintain a presence on Absalom Station
paraphrase the following when the PCs enter the server room. in a remodeled warehouse in the poor but trendy Downlow
neighborhood. They have an additional headquarters on Sangoro’s
This austere room contains computers, supplies, and large Bulwark. Ixthia (LG agender copaxi vanguard) is currently setting
banks of servers lined up along the walls. The hum of electronics up their office after taking over as head of the Exo-Guardians
seems loud compared to the silence of the rest of the facility. faction. Members of the Exo-Guardians are hard at work in the
converted warehouse space. Anyone the PCs ask points them to
To copy the data from the computers onto Celita’s hard drive, the Ixthia’s new office. Read or paraphrase the following.
PCs must attempt DC 18 Computers or Engineering checks. They
need three successes to get all the necessary information. If a PC The office is filled with armor and weaponry of all kinds. A tall
fails by more than 10, the servers lock up. If this happens (or if no copaxi speaks into an intercom unit. “Yes, the nameplate on the
one is trained in Computers or Engineering), the PCs can haul out door looks lovely, but I’m afraid I need it changed. It’s ‘Ixthia’
the servers with a successful DC 15 Athletics check. The PCs can now. Yes, with an ‘Ix’ at the front. No, no, you did great work,
retry this Athletics check, but a PC who fails the check by more than I just need it to be updated. I know you were working off old
10 damages a server. While this approach does get the information information. Next week? That will be fine, thank you.”
back to Celita, it leaves concrete evidence of the infiltration, while They quickly greet everyone. “I apologize for keeping you
copying the data successfully doesn’t leave a trace. waiting; I had been on hold for almost an hour. Hello and
If the PCs successfully copy the data, they can examine it welcome, new Starfinders. I am so pleased that you have all
themselves on the journey back home. A PC who succeeds at joined the Society. I myself am new to this role, so I suppose
a DC 15 Life Science, Physical Science, or Profession (scientist) we’ll figure out our new jobs together. I do have an assignment
check can make sense of the files’ contents. Sanson-56 was for you that just came up, so your timing is excellent.

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We’re trying to build up our relationship with the Stewards The PCs may have questions for Ixthia about this assignment.
after the last couple of years. It would be helpful to be on Who are the Stewards? “Oh, I should have explained.
their good side, and they’ve just asked for a favor. They need The Stewards are peacekeepers for the Pact Worlds and the
some help investigating ships seized from smugglers. They’d enforcers of the terms of the Absalom Pact, which outlines the
like to contract extra personnel to go through and inventory alliance terms of the Pact Worlds. Since they often act as law
the stolen goods on board, as they need to build their case in enforcement, this seizure falls under their purview.”
a hurry.” Do you have any more details? “I’m afraid not. That’s all that
the Stewards told me. For security reasons, I think they didn’t
want to reveal too many details until we confirmed we could
send people.”
What were they smuggling? “I don’t have the details, but
the Stewards deal with everything from drug trafficking, to
counterfeit goods, to stolen weapons. Part of your job will be to
take inventory of any illicit items on board the ships.”

C. THE SMUGGLERS’ SHIP


Ixthia hires a shuttle to take the PCs into orbit and reach the
Armada. There, the PCs meet with Steward Officers Famdok
Athret (LG male half-orc) and Tramiola Lojten (LN female human).

Famdok addresses the contractors with a professional


nod. “Hello, Starfinders. Thank you for your assistance.
As your commander probably informed you, the Stewards
recently seized over two dozen ships from a major organized
crime operation. Pact World policy dictates that we only
have a limited time to search the ships before they have to
be returned, so we need to inventory their contents quickly.
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For that, we need extra personnel. Board the ship assigned to


you and search for anything that seems strange or illegal. If
you find any evidence about their operation, that would also
be helpful to our case.”

The Steward officers loan the PCs an inventory datapad to


record any goods on the ship. The PCs might have questions for
Famdok and Tramiola about this assignment, who take turns
providing the following answers.
What kind of goods might we find? “We’ve found all kinds
of things on the other ships: forged artwork, animal hides from
endangered creatures, and even precious metals. Just keep your
eyes open and document whatever you find.”
What should we do with whatever we find? “Leave it there,
but take lots of pictures and record everything on this datapad.”
Where are the smugglers right now? “They’re currently in our
custody, but only for a few more days. By the time they’re out, we
need to have our evidence to prepare for court.”
The Stewards assign the PCs a small vessel to search—the
Evening’s Solace—and drop them off at its berth. The PCs have a
datapad and camera to record their findings and a comm unit to
contact Famdok and Tramiola once they inventory all the illicit
goods on board the vessel.
Ixthia the The Evening’s Solace was seized and abruptly evacuated. The
Unbreakable lights are on throughout the entire ship, and life support systems
are fully functional, so the ship is filled with breathable air.

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FRONT
C. THE SMUGGLERS’ SHIP

C6

C8
C5

C4 C3 C7

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PCS START C9
HERE
C2

C10

C1

AKATAS
START HERE

1 SQUARE = 5 FEET STARFINDER FLIP-MAT: GHOST SHIP

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The cargo bays are also filled with air, so the airlocks from the C3. Crew Quarters
main ship into the cargo bays function simply as doors. The crew quarters contain personal effects like bedding, furniture,
decorations, and clothing. The ships were seized quite suddenly,
C1. Primary Cargo Bay and the crew didn’t have a chance to recover their belongings.
This loading dock is filled with an assortment of crates. Most Someone left a datapad out on the table, and it shows a paused
contain mundane goods as a front for the smuggling operation. scene from an Akitonian animated series about superpowered
If the PCs spend at least 20 minutes going through these crates, ysokis who solve crimes.
they find one filled with credsticks. A PC who succeeds at a DC
12 Engineering or relevant Profession check can tell that the C4. Meeting Room
credsticks are fraudulent. They appear to work, but no actual This room contains seating for over a dozen people. There are
credits can be transferred from them. hand-drawn electronic diagrams on the walls. A PC who succeeds
at a DC 15 Engineering check can determine that these are plans
C2. Crew Recreation Area to improve the counterfeit credstick design.
This area contains comfortable seating and leisure activities as a
place for crew to relax on long missions. As the crew left abruptly, C5. Crew Quarters
there are board games set up on the tables mid-play, and four These living quarters were abandoned suddenly. Dirty laundry
glasses of alcoholic drinks rimmed with salt sit on a long table by has been piled up on one of the beds, and there are no items of
the eastern edge. The contents of these glasses can be used as interest here.
salt water to damage the akatas in area C10.
A PC who succeeds at a DC 18 Perception check spots a secret C6. Bridge
smuggler’s compartment in this room, which contains a manifest The bridge of the ship doesn’t contain any cargo. However, if
of customers buying the goods from this shipment. While the the PCs access the navigation computer and succeed at a DC 14
names are in code, the list helps the Stewards in making their case. Piloting or Computers check, they can recover the last several
routes that the ship took. This information could help the
Stewards find the smugglers’ suppliers.

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C7. Meeting Room 4180799

This room contains seating for over a dozen people,


all arranged facing a large screen. The title screen of
an action movie plays a scene repeatedly, showing a
halfling man quickly climbing up the side of a building
while firing a pistol.

C8. Crew Quarters


These living quarters were abandoned suddenly. There
are a series of notes posted on the wall, documenting
a heated argument about a cleaning rotation.

C9. Bathroom
This small bathroom is much cleaner than the others on board
the ship, as if it doesn’t get used. A PC who succeeds at a DC 15
Perception check finds a stash of the drug twinkle in the tank of
the toilet (Armory 132).

C10. Secondary Cargo Bay (CR 3)


This loading dock is filled with pieces of plastic from the
remains of large shipping crates, as well as strange
shards of metal. There’s a glass panel on the wall
just inside the door labeled “Break glass in case
of emergency” with two pistols visible inside.
Akata One is a needler pistol already loaded with a
dose of tier 1 sedative, and the other is a static
arc pistol. Breaking the glass panel requires a

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standard action, and either pistol can be grabbed as part of the MISSION 4: WAYFINDERS
same action. Fitch (CN female ysoki technomancer) technically has an office
Creatures: The smuggled goods on this vessel include a couple in the Lorespire Complex, but all Starfinders know that she can
of akatas being smuggled for a customer who wants to use them usually be found aboard the Master of Stars, the Society’s finest
to farm noqual, a highly illegal and dangerous practice. The starship, which orbits Absalom Station in the Armada when not
akatas hibernated for most of the voyage, but the fuss of the on missions. The PCs can take a Starfinder Society shuttle out to
seizure woke them up. They have since destroyed their cages and the Master of Stars to meet with Fitch. In a friendly comm, she
attack the first creature that enters the room. instructs them to come packed for several weeks in the Vast. Read
Use the map on page 13 for this encounter. or paraphrase the following.

LEVELS 1–2 (CR 3) When the shuttle docks on the Master of Stars, staff stationed
to the ship quickly crowd around to receive their packages and
AKATAS (2) CR 1 other mail from home. Fitch’s office is just across the hallway,
Page 20 clearly labeled. Inside, Fitch carefully paints a small model of
the Master of Stars. “Oh, hey, it’s the newest recruits! Thanks
Development: A PC who succeeds at DC 14 Life Science or for coming out here to the Armada! I love it here on the Master
DC 12 Profession (smuggler) check recalls that akatas are illegal of Stars. I get itchy feet back on the station. I was just painting
in the Pact Worlds but are sometimes smuggled in to farm the my model to be consistent with the latest updates on the ship’s
starmetal noqual, which occurs naturally in the cocoons akatas exterior, but that can wait for later.” Fitch moves the model to a
build to hibernate. A PC who examines the metal shards in the cabinet containing dozens of model starships: every model ever
room identifies them as noqual. Once the akatas are defeated, owned by the Starfinder Society as well as other styles from all
the PCs can inventory the rest of the illicit goods on board over the galaxy. Her office walls are covered with blueprints of
the ship. various starship models and many photos of young ysoki.
After the PCs complete their inventory, they can contact the “Anyway, I have excellent news! We’ve identified four new
Stewards to be picked up. When they learn about the akatas, planetoids in the Vast that are part of a solar system we’ve
Famdok and Tramiola apologize profusely to the PCs for putting never been to! That is, no one in the Pact Worlds has been there.
them in danger. They’re grateful for the assistance in recording Or at least, no one in the Pact Worlds has written about it. The
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the contents of the starship. The akatas in particular are highly star is named Estokine, and I’d like you to head out there and
illegal to smuggle into the Pact Worlds and will form part of take some scans of each planetoid. Don’t land your ship on any
a strong case against the smugglers. The Stewards are also of the planets, since we want to analyze all the data and images
happy if the PCs found the customer manifest from the secret before we decide whether to send a ground team. I’m assigning
compartment in the recreation area (C2) or the route history from a Pegasus to you for the mission; you’ll need its upgraded
the bridge (C6). sensors. I’m also sending along one of my other Wayfinder
If any PCs were bitten by the akatas, the Stewards agents who does a lot of this kind of work, in case you need
immediately treat them with anti-parasitic medicines to ensure any help.”
they don’t succumb to void death. Such PCs might feel a little
queasy from the treatment, but they don’t need to attempt any Fitch assigns Sashkri (N female kasatha mechanic) to
further Fortitude saves. Ixthia is thrilled with the Stewards’ accompany the PCs. Sashkri is trying to get a teaching post at the
report about the PCs’ assistance. “Excellent work, Starfinders. I Starfinder Society, so she’s happy to help train the PCs to do this
know that was more excitement than any of us expected, but work rather than do it herself. However, if no PCs are trained in
you handled yourselves well and impressed the Stewards in the Computers, she runs the scans; she has a +6 bonus to Computers.
process. Starfinder agents need to be ready for anything, and you The PCs might have questions for Fitch about this assignment.
certainly proved that you are!” What kind of scans are we running? “We’ll check the chemical
Infamy: If any PC decides to keep any of the smuggled cargo, composition of the planet and its atmosphere, image the surface,
such as a fraudulent credstick, rather than reporting it all to the look for signs of life, that kind of thing.”
Stewards, that PC receives an additional 250 credits on their How long will this take? “It could be anywhere from a couple
Chronicle Sheet, but also receives 1 Infamy. One or more PCs of weeks to about a month. Don’t worry; I’ve got your ship loaded
doing this doesn’t affect the rewards or Infamy of the PCs who up with food and movies!”
choose not to do it.
Treasure: The Stewards pay the PCs 150 credits each for their PLANETOID SCANS
services. Ixthia also gives the PCs a couple of tokens of their The PCs are assigned a Tier 2 Pegasus to fly out to the Vast for
gratitude, a hook sword (Armory 52), and a basic tactical shield this mission, which takes 3d6 days. For each planetoid, the PCs
(Character Operations Manual 125) from their arms collection. must first succeed at a DC 12 Computers check to take scans.

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body. It may have originally been an asteroid that got knocked


Where in the into orbit around this sun.

Universe?
D. OUTER SPACE AMBUSH
A band of pirates are hiding out in the ancient ruins of Planetoid 3;
The Wayfinders mission takes place in the Vast, around the their scouts pick up the PCs’ presence during their scans. Scared
yellow star Estokine. that the PCs are law enforcement, the three pirate scout ships start
following the PCs after they scan Planetoid 3. They attack while
ESTOKINE the PCs scan the next planet. If Planetoid 3 is the last one that the
Diameter: ×100; Mass: ×325,000; Gravity: ×35 PCs scan, the pirates attack just before the PCs can reenter
Atmosphere: none; Day: —; Year: — the Drift. They begin 5d6 hexes away from the PCs’ ship,
Estokine is a yellow star in the Vast, a collective name for approaching the PC ship’s rear arc. If the PCs don’t have
the largely unexplored parts of the galaxy furthest from anyone to fill a particular starship role, Sashkri helps
Absalom Station via Drift travel. As Estokine is similar to out by taking the empty station; she has a +4 bonus to
the Pact Worlds’ Sun, the recent discovery gunnery and a +6 bonus to Computers, Engineering,
of planets orbiting it offers exciting and Piloting. All three ships have a crude symbol of
possibilities. Besmara, the pirate goddess, painted on the exterior:
the iconic skull and crossbones. The ships are UIE
Petaltails, United Interfaith Engineering’s most popular
Once the data is collected, a PC who succeeds at single-passenger starships. Though the ships are
the listed check for a planetoid can draw some far better known for their affordability than
interesting conclusions about it. Planetoid 1 is their combat prowess, the pirates confidently
nearest to the star Estokine, and Planetoid 4 use them to search for easy targets.
is the furthest away. The scans take about The three scout ships try to maneuver
an hour to run, and it takes 3d6 hours to to different arcs to hit the PCs’ ship from
travel from one planet to another. If the multiple directions. Each ship has only a
PCs or Sashkri fail the check to scan, they single crew member, so each round, they
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can retry it, but the hourlong process starts either take the Gunnery role and use a
over with each new attempt. The PCs can scan Glide minor action to move the ship or
the planets in whatever order they wish. take the Pilot action and use a Snap Shot
Planetoid 1 (DC 14 Physical Science): This planetoid minor action to fire a weapon. Each ship
is small, hot, and covered by constant, violent, caustic attempts to retreat back to Planetoid 3
storms. There are some valuable mineral deposits once reduced below 10 Hit Points.
beneath the crust, but the planetoid has an Handout #2 (page 26) and Handout
extremely toxic atmosphere. #3 (page 27) describe two additional
Planetoid 2 (DC 15 Life Science): This roles for starship combat beyond the
planetoid is temperate, with overall properties ones from the Core Rulebook: the
in the habitable zone, including gravity and chief mate and the magic officer
atmosphere. The scans show that there are life (Character Operations Manual
forms on this planet, though there don’t appear 146–148). Add these roles
to be signs of sapient life. if they better suit the
Planetoid 3 (DC 16 Culture): This planetoid PCs’ skills.
has properties in the habitable zone, including Use the map on page 17
gravity and atmosphere. There are remnants for this encounter.
of constructed structures on this planet,
but no current signs of life, indicating that LEVELS 1–2
these are most likely ancient ruins of an
extinct civilization. UIE PETALTAILS (3)TIER 1/3
Planetoid 4 (DC 14 Physical Science): Page 21
This planetoid is furthest from the sun
and very cold. There are interesting crater Wayfinder Development: Once the
patterns on the surface indicating that Agent PCs are finished with this
it once collided with another planetary mission, it takes only 1d6

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D. OUTER SPACE AMBUSH

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STARFINDER FLIP-MAT: BASIC STARFIELD

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Society’s publications on this research. She assures them that


they will all receive co-author credit.
Minor Actions The pirates take off from the Estokine System as their hiding
spot is blown, and even if the PCs alert anyone else in the Vast
to investigate, they find only the mess the pirates left behind.
Minor crew actions are computer-aided actions that allow Treasure: To reward them for completing the unexpectedly
a starship limited functionality if it doesn’t have the dangerous mission, Fitch offers the PCs some grenades from
necessary crew to fill all the roles. You can take one minor her personal stash: two mk 1 flash grenades and two mk 1 frag
crew action per round regardless of your current role, but grenades. She also provides each PC with a 100 credit stipend to
only if no other action was performed this round for the compensate for their time spent away from home.
role associated with that minor crew action. The two pirates
ambushing the PCs are each the only crew member on their CONCLUSION
vessels, so they must use a minor action in order to both Guidance meets with the PCs again after they’ve completed all
pilot the starship and fire a weapon. their tasks. This time, Guidance appears as a male ysoki.

GLIDE (HELM PHASE, MINOR) “You have all performed admirably on a variety of tasks.
You move the starship at half its normal speed. The All of these talents will serve you well as Starfinders. I am
starship can make turns during this movement, but the honored to officially welcome you into our Society as full
starship’s distance between turns increases by 2. You agents. Congratulations. I’d also like to invite you to choose
can add your ranks in the Piloting skill to the starship’s a faction to work closely with, if you haven’t already. While
AC and TL for this round. You can only take this it isn’t a requirement of membership in the Society, many
action if no other pilot actions have been agents choose to build up their reputation
taken during the helm phase (including glide). by going on missions like those you
completed today.
SNAP SHOT (GUNNERY PHASE, MINOR)
You can fire one of your starship’s weapons with a Guidance offers each PC a Starfinder-branded
–2 penalty to the gunnery check. You can take industrial backpack and congratulates them for
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this action only if no other gunner actions their commencement. Each PC can upgrade this
have been taken during the gunnery phase to a Starfinder backpack (Armory 116) for
(including snap shot). a special discounted price listed on this
adventure’s Chronicle Sheet.

days to return to Absalom Station, PRIMARY OBJECTIVES


thanks to the Starstone, an immensely The PCs complete their main mission
powerful artifact that powers the if they attempt the assignments for all
station and acts as a beacon four faction leaders. Doing so earns each
for starships. Fitch is thrilled PC 1 Reputation with their selected faction.
with any data they gathered,
particularly the report of ancient SECONDARY OBJECTIVES
ruins on Planetoid 3, which would The PCs complete their secondary
make an excellent site for a Starfinder objective if they complete at least three
Society archaeological expedition. She of the following: do an impressive job
apologizes for inadvertently sending on the Station Buzz interview, save the
the PCs into danger, but she’s proud of vidstreamers’ equipment, copy the data
them for handling the situation well. from the Sanson-56 servers, analyze that
While it’s up to the scientific data from the servers themselves, find
community to choose the official the flight plan or the customer list of the
names of these planets, Fitch invites smugglers, and successfully analyze at
the PCs to come up with informal least three of the Estokine planetoids.
names for the planets that can Doing so earns each PC 1 additional
be referenced in the Starfinder Fitch Reputation with their selected faction.

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APPENDIX 1: ENCOUNTERS
The statistics presented in this appendix include full stat blocks
for creatures appearing in this adventure, including any variation Scaling Encounter A1
described in the text. These encounters are written for a group of
5–6 PCs of 1st level. Use the scaling sidebars for each encounter
to adjust the encounters for a group of four PCs. For groups of Make the following adjustments to accommodate a group
different levels, consult the Guide to Organized Play: Starfinder of four PCs.
Society for instructions. Remove one park thief from the encounter.

ENCOUNTER A1

PARK THIEVES (3) CR 1/2


Male and female human gang toughs (Pact Worlds 178)
CN Medium humanoid (human)
Init +2; Perception +4
DEFENSE  HP 13 EACH
EAC 10; KAC 12
Fort +4; Ref +2; Will +0
OFFENSE
Speed 30 ft.
Melee survival knife +5 (1d4+3 P) or
cestus battleglove +5 (1d4+3 B)
Ranged tactical semi-automatic pistol +4 (1d6 P)
STATISTICS
Str +3; Dex +2; Con +1; Int +0; Wis +0; Cha –1
Skills Athletics +9, Culture +4, Intimidate +4, Stealth +4
Feats Deadly Aim, Quick Draw
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Languages Common
Gear flight suit stationwear, cestus battleglove, survival knife,
tactical semi-auto pistol with 27 small arm rounds

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ENCOUNTER C1

AKATAS (2) CR 1 Scaling Encounter C1


N Medium aberration
Init +6; Senses blindsense (life) 10 ft., blindsense (scent) 60 ft.,
darkvision 120 ft.; Perception +5 Make the following adjustments to accommodate a group
DEFENSEHP 18 EACH of four PCs.
EAC 12; KAC 13 The akatas ate some bad food on the starship and are
Fort +3; Ref +3; Will +3 sickened during this encounter.
Immunities cold, disease, poison, starvation; Resistances fire 5
Weaknesses susceptible to salt water
OFFENSE
Speed 40 ft., climb 20 ft.
Melee bite +8 (1d6+2 P plus void bite)
STATISTICS
Str +1; Dex +2; Con +4; Int –4; Wis +1; Cha +0
Skills Acrobatics +5, Athletics +5 (+13 to climb), Stealth +10
Other Abilities deaf, hibernation, no breath
SPECIAL ABILITIES
Deaf (Ex) Akatas can’t attempt Perception checks to listen and
are immune to effects that rely on hearing to function.
Hibernation (Ex) Akatas can enter a state of hibernation for
an indefinite period of time when food is scarce. After 3 or
more days without eating, an akata can secrete a fibrous
material that hardens into a dense cocoon of the starmetal
called noqual. The cocoon has hardness 30 and 30 Hit
Points and is immune to bludgeoning and fire damage.
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As long as the cocoon is intact, the akata within remains


unharmed. The akata remains in a state of hibernation until
it’s exposed to extreme heat or senses a living creature
with its blindsense, at which point it claws itself free of
its cocoon in 1d4 minutes, leaving the fragments of its
cocoon behind.
Susceptible to Salt Water (Ex) A splash of salt water deals 1d6
damage to an akata, and full immersion in salt water deals
4d6 damage per round.
Void Bite (Ex) Akatas hold hundreds of microscopic larval
young within their mouths, and they spread their parasitic
offspring to hosts through their bite. Only humanoids make
suitable hosts for akata young—all other creature types are
immune to this parasitic infection. This affliction is known as
void death.

VOID DEATH
Type disease (injury); Save Fortitude DC 10
Track physical; Frequency 1/day
Effect No latent/carrier state; an infected creature that dies
rises as a void zombie 2d4 hours later.
Cure 2 consecutive saves

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FOR THE FACTIONS

ENCOUNTER D1

UIE PETALTAILS (3) TIER 1/3 Scaling Encounter D1


Tiny racer
Speed 6; Maneuverability perfect (turn 0); Drift 1
AC 14; TL 14 Make the following adjustments to accommodate a group
HP 20; DT —; CT 4 of four PCs.
Shields basic 10 (forward 3, port 2, starboard 2, aft 3) Remove one UIE Petaltail from the encounter.
Attack (Forward) light laser cannon (2d4; 5 hexes)
Attack (Aft) light laser cannon (2d4; 5 hexes)
Power Core Micron Light (50 PCU); Drift Engine Signal Basic;
Systems basic mid-range sensors, crew quarters (good),
mk 1 armor, mk 1 defenses, mk 1 mononode computer;
Expansion Bays none
Modifiers +1 to any 1 check per round, +2 Computers (sensors
only), +3 Piloting; Complement 1 (minimum 1, maximum 1)
CREW
Pilot Computers +4 (1 rank), gunnery +3 (1st level), Piloting +12
(1 rank)

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STARFINDER SOCIETY SCENARIO

APPENDIX 2: GAME AIDS

VALTARA PARK THIEF


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WAYFINDER AGENT IXTHIA THE UNBREAKABLE

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FOR THE FACTIONS

APPENDIX 2: GAME AIDS

AKATA GUIDANCE
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RADASZAM CELITA

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FITCH
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FOR THE FACTIONS

Handout #1: Starfinder Faction Summary

THE ACQUISITIVES
Leader Radaszam “The Dealmaker”; Location Nyori Palisades
Motto: Fame, glory, and money. We want it all.
The Acquisitives originally aided the Society by hiring mercenaries to fill the role of missing Starfinders after the events of the
Scoured Stars. Many of those mercenaries have remained with the Society, finding the work both exciting and financially lucrative.
The faction’s current leader, Radaszam, is concerned with maintaining the organization’s public-facing reputation, especially in the
wake of the Society’s recent public relations disasters.

THE DATAPHILES
Leader Celita; Location Lorespire Complex
Motto: Knowledge is power.
The Dataphiles cherish information above all else, seeing themselves as the guardians of any knowledge obtained by the Starfinder
Society. Their current leader, Celita, promotes a belief in superiority through the acquisition and controlled dispersal of information.
While cataloguing and data searching are necessities in this faction, the Dataphiles are also known to employ less technologically
savvy combat experts to procure information.

THE EXO-GUARDIANS
Leader Ixthia the Unbreakable; Location Downlow Warehouse
Motto: The sword that seeks the darkness.
The Exo-Guardians are made up of Pact Worlds citizens who are concerned for the safety of their home, and who act to ensure that
safety. They believe that the best defense is a strong offense, and they work to build up a stockpile of magic and technology to
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deter external threats. The faction’s current leader, Ixthia, wants to establish a more active role in seeking out threats to the solar
system and the Society.

THE WAYFINDERS
Leader Fitch; Location The Armada (Master of Stars)
Motto: First into the unknown.
The Wayfinders are Starfinders who adhere to the Society’s primary mission of exploration. The most transitory of the Society’s
membership, the Wayfinders are dedicated to exploring the Vast and maintain few direct ties to the Pact Worlds. Wayfinders
specialize in both exploration and first-contact scenarios, thriving on the thrill of the unknown and the monumental task of meeting
new species. Their current leader, Fitch, looks for well-rounded agents capable of maintaining technology, making a good first
impression when meeting new species, and fighting when necessary.

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STARFINDER SOCIETY SCENARIO

Handout #2: Starship Role: Chief Mate

As a chief mate, you can take any of the following actions during the appropriate phase. You must decide at the start of each round
which phase you will act in, usually by deciding which other role you’re supporting that round. Unless otherwise noted, each action
can be performed only once per round, no matter how many chief mates are on a starship.

HARD TURN (HELM PHASE, PUSH)


You manually adjust additional thrusters and bypass safety systems, shouting for your fellow crew members to brace themselves
for a stomach-turning tactical maneuver. This bit of risky co-piloting might overtax the starship’s turn radius, but it can also help
the pilot get significantly more maneuverability out of the vessel when the crew finds itself in a lurch. Attempt an Acrobatics or
Athletics check (DC = 10 + 1-1/2 × your starship’s tier). If you succeed, the pilot can make one turn during the round as though the
maneuverability of the starship were improved by one step. This has no effect on a ship with perfect maneuverability. If you fail
your check by 10 or more, you overheat and temporarily degrade the effectiveness of the starship’s maneuvering thrusters, causing
the ship’s maneuverability to worsen by one step for the rest of this round.

MAINTENANCE PANEL ACCESS (ENGINEERING PHASE)


You start ripping open access panels, turning secured valves, and manually bypassing safety systems to help the engineer get more
out of their systems when they take the divert or overpower action. Attempt an Acrobatics or Athletics check (DC = 10 + 1-1/2 ×
your starship’s tier). If you succeed and the engineer also succeeds at their check to divert, they can provide the normal benefit from
divert to two different systems instead of only one. If the engineer instead succeeds at their check for the overpower action, they
can choose four different systems to divert power to instead of three. In either case, no system can benefit twice from the same
action. If you fail your check by 10 or more, you overtax the ship’s systems without adding any useful capacity, and all engineer
actions performed this turn take a –2 penalty.
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MANUAL REALIGNMENT (HELM PHASE)


Manually realigning the ship’s sensors to better focus on an opposing starship can help the science officer get better results when
using the ship’s sensors to glean information about the other vessel. Attempt an Acrobatics or Athletics check (DC = 10 + 1-1/2 ×
your starship’s tier). If you succeed and the science officer also succeeds at their check to perform the scan action, they receive one
additional piece of information, as though their result were 5 higher. If you fail the check by 10 or more, you knock the sensors out
of alignment altogether, and no check to scan can be attempted this round as the system recalibrates.

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FOR THE FACTIONS

Handout #3: Starship Role: Magic Officer

As a magic officer, you can take any of the following actions during the engineering phase. Unless otherwise noted, each action can
be performed only once per round, no matter how many magic officers are on a starship.

ELDRITCH SHOT (ENGINEERING PHASE, PUSH)


You augment a starship weapon with a burst of your personal magic in much the same way that weapon fusions augment
personal-scale weapons. Such an effort is considerable, and the magic lasts for only a single attack before it fizzles and the starship
weapon returns to its normal functionality. Choose one weapon on your starship to augment and attempt a Mysticism check
(DC = 10 + 1-1/2 × your starship’s tier). If you succeed, the gunner treats the range of that weapon as 5 hexes longer than normal.
This doesn’t work for weapons with the point special property.

PRECOGNITION (ENGINEERING PHASE)


You use your supernatural senses and a spark of divination magic to see opponents’ motion before it happens, giving you just a
split second to shout a warning to your ship’s pilot. Attempt a Mysticism check (DC = 10 + 1-1/2 × your starship’s tier). On a success,
you grant the pilot a +2 circumstance bonus to their Piloting check at the beginning of the helm phase to determine piloting order.

SCRYING (ENGINEERING PHASE)


You employ a substantial form of divination, such as dealing from a digital harrow deck, reading the future by interpreting the
splatter of leaking engine coolant, or visually scanning the readouts of your starship’s myriad screens to pull deeper and predictive
meaning from the lights and sounds around you. This functions as the scan science officer action, but you attempt a Mysticism
check instead of a Computers check. For information about the effects of a successful scan action, see page 325 of the Starfinder
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Core Rulebook.

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STARFINDER SOCIETY SCENARIO

ORGANIZED PLAY
REWARDS TABLE

ENCOUNTER LEVEL 1–2 REWARD


A 158 credits
B 167 credits
C 218 credits
D 177 credits

REWARD CONDITIONS
The PCs earn the rewards for each area if they meet the conditions
listed below.
A: The PCs keep these rewards if they recover the stolen
equipment or prevent the thieves from stealing it in the first place.
B: The PCs keep these rewards if they if they recover the data
from the facility’s servers.
C: The PCs keep these rewards if they defeat the akatas and
fully search the ship.
D: The PCs keep these rewards if they defeat the pirates.

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FOR THE FACTIONS

Event Reporting Form


Date Event Code:

Location

GM Org Play #: -7 GM Name: GM Faction:


Adventure #: Adventure Name:
Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D Reputation
Earned:
Bonus Faction Goal Achieved: □ Yes □ No □ N/A Scenario-based Infamy earned? □ Yes □ No □ N/A

Faction:
□ Acquisitives □ Dataphiles
Character Name: □ Dead
□ Exo-Guardians □ Wayfinders
□ Second Seekers ( )
Org Play #: -7 Level □
□ Infamy

Faction:
□ Acquisitives □ Dataphiles
Character Name: □ Dead
□ Exo-Guardians □ Wayfinders
□ Second Seekers ( )
Org Play #: -7 Level □
□ Infamy

Faction:
□ Acquisitives □ Dataphiles
Character Name: □ Dead
□ Exo-Guardians □ Wayfinders
□ Second Seekers ( )
Org Play #: -7 Level □
□ Infamy

Faction:
□ Acquisitives □ Dataphiles
Character Name: □ Dead
□ Exo-Guardians □ Wayfinders
□ Second Seekers ( )
Org Play #: -7 Level □
□ Infamy
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Faction:
□ Acquisitives □ Dataphiles
Character Name: □ Dead
□ Exo-Guardians □ Wayfinders
□ Second Seekers ( )
Org Play #: -7 Level □
□ Infamy

Faction:
□ Acquisitives □ Dataphiles
Character Name: □ Dead
□ Exo-Guardians □ Wayfinders
□ Second Seekers ( )
Org Play #: -7 Level □
□ Infamy

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STARFINDER SOCIETY SCENARIO

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
PAIZO INC.
Creative Director • James Jacobs
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
Director of Game Design • Jason Bulmahn
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who
have contributed Open Game Content; (b) “Derivative Material” means copyrighted
Director of Visual Design • Sarah E. Robinson
material including derivative works and translations (including into other computer
Director of Game Development • Adam Daigle
languages), potation, modification, correction, addition, extension, upgrade, improvement, Organized Play Managing Developer • Linda Zayas-Palmer
compilation, abridgment or other form in which an existing work may be recast, Developers • Eleanor Ferron, Jason Keeley, Luis Loza, Ron Lundeen,
transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, Patrick Renie, and Jason Tondro
broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” Starfinder Lead Designer • Joe Pasini
means the game mechanic and includes the methods, procedures, processes and routines Starfinder Senior Developer • John Compton
to the extent such content does not embody the Product Identity and is an enhancement Pathfinder Society Developer • Thurston Hillman
over the prior art and any additional content clearly identified as Open Game Content Starfinder Society Developer • Jenny Jarzabski
by the Contributor, and means any work covered by this License, including translations Organized Play Developer • Mike Kimmel
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Director of Technology • Rai Ko
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Content You are copying, modifying or distributing, and You must add the title, the
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12. Inability to Comply: If it is impossible for You to comply with any of the terms of trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well
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System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan
Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Starfinder Society Intro #2: For the Factions © 2021, Paizo Inc. All Rights Reserved. Paizo,
the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the
Dave Arneson. Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder
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Starfinder Society Scenario Intro #2: For the Factions © 2021, Paizo Inc.; Author:
Kate Baker.

30

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Intro #2: Character Chronicle #
For the Factions

LEVELS Normal Max Credits

­- 1–2 720

Character Name Organized Play # Character # Faction


LEVELS Normal

MAX CREDITS
Out of
Adventure Summary —
Level

As part of your introduction to the Starfinder Society, the AI Guidance directed you to complete four missions, one for LEVELS Normal
each of the major faction leaders. Radaszam, the leader of the Acquisitives, had you interview with a popular Absalom
Station vidstream. Celita of the Dataphiles sent you to an asteroid in the Diaspora to gather intelligence from an abandoned — —
research facility. Ixthia of the Exo-Guardians asked you to cooperate with the Stewards to inventory a smugglers’ ship,
LEVELS Normal
where you discovered an illegal shipment of dangerous akatas. Finally, Fitch of the Wayfinders loaned you a starship to
scan four new planetoids in a previously unexplored system in the Vast. — —

Boons Starting XP

EXPERIENCE
Congratulations on completing the adventure! You’ve earned Starfinder Society Achievement Points, a currency that
+
can be redeemed on our website at paizo.com for special character boons. To redeem your Achievement Points, go to
paizo.com/organizedPlay/myAccount and click on the Boons tab. Note that you must have created a paizo.com account XP Gained (GM ONLY)
and registered a character before you can begin making Achievement Point transactions.

Final XP Total

Levels 1–2
Starting Credits
advanced medkit (2,700; item level 5)
brown nanite hypopen (160; item level 2; Starfinder Armory 106)
clearweave I (150; item level 3; Armory 69)
+
mk 1 flash grenade (120; item level 2)
hook sword (1,420; item level 3; Armory 52) Credits Garnered (GM ONLY)
jump jets (1,000; item level 2)
shotgun microphone scanner (625; item level 2; Armory 107)
CREDITS

Starfinder backpack (500 [discounted price]; item level 2; Armory 116) +


static arc pistol (750; item level 2)
Day Job (GM ONLY)

Credits Spent

Reputation
=
Faction Reputation Faction Reputation

Faction Reputation Infamy Total

For GM Only

EVENT EVENT CODE DATE GM Organized Play #

Chronicle Code: WOZ1

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