TEXT: The Commencement
  BY ELEANOR FERRON
  STARFINDER SOCIETY SCENARIO #1-01 TIER 1–2
  YEAR OF SCOURED STARS
  
  Starfinder 
  Society 
  Scenario 
  #1–01: 
  The 
  Commencement is a Starfinder Society Scenario 
  designed for 1st- and 2nd-level characters 
  (Tier 1–2). This scenario is designed for play 
  in the Starfinder Society Roleplaying Guild 
  campaign, but it can easily be adapted for use 
  with any world. For more information on the 
  Roleplaying Guild, how to read the attached 
  Chronicle sheets, and how to find games in 
  your area, check out the campaign’s home page 
  at paizo.com/starfinderSociety.
  HOW TO PLAY
  Author • Eleanor Ferron
  Development Lead • Thurston Hillman
  Interior Artists • Tawny Fritz, Sebastian Rodriguez, and 
  Remko Troost
  Cartographer • Robert Lazzaretti
  Starfinder Creative Director • James L. Sutter
  Starfinder Creative Design Director • Sarah E. Robinson
  Starfinder Design Leads • Robert G. McCreary 
  and Owen K.C. Stephens
  Starfinder Design Team • Logan Bonner, 
  Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, 
  Stephen Radney-MacFarland, and Mark Seifter
  Starfinder Society Developer • Thurston Hillman
  Pathfinder Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Senior Developer • Robert G. McCreary
  Organized Play Lead Developer • John Compton
  Developers • Crystal Frasier, Jason Keeley, Mark Moreland, 
  Joe Pasini, Owen K.C. Stephens, and Linda Zayas-Palmer
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Lyz Liddell, Elisa Mader, Adrian Ng, and  
  Lacy Pellazar
  Lead Designer • Jason Bulmahn
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Organized Play Manager • Tonya Woldridge
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Outreach Coordinator • Dan Tharp
  Director of Licensing • Michael Kenway
  Accountant • Christopher Caldwell
  Data Entry Clerk • B. Scott Keim
  Chief Technical Officer • Vic Wertz
  Director of Technology • Dean Ludwig
  Senior Software Developer • Gary Teter
  Community & Digital Content Director • Chris Lambertz
  Webstore Coordinator • Rick Kunz 
  Customer Service Team • Sharaya Copas, Katina Davis, 
  Sara Marie, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, 
  Mika Hawkins, Heather Payne, Jeff Strand, and  
  Kevin Underwood
  Website Team • Lissa Guillet, Erik Keith, and Eric Miller
  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder or the 
  Pathfinder Roleplaying Game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, proper nouns 
  (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms derived from proper 
  nouns), artworks, characters, dialogue, locations, plots, storylines, trade dress, the historical period called the Gap, 
  the terms kishalee, sivv, and skyfire, and the Drift (the official Open Game Content term for which is “hyperspace”). 
  (Elements that have previously been designated as Open Game Content, or are exclusively derived from previous Open 
  Game Content, or that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this 
  Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any form 
  without written permission.
  Starfinder Society Scenario #1–01: The Commencement © 2017, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo 
  golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder 
  Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, 
  Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Legends, 
  Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying 
  Game, Pathfinder Tales, Starfinder, the Starfinder logo, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder 
  Flip-Mat, Starfinder Pawns, and Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  The Commencement makes use of the Starfinder Core Rulebook. This adventure assumes the GM 
  has access to this sourcebook. All rules referenced in this adventure are available in the free online 
  Starfinder Reference Document at paizo.com/sfrd.
  Table of Contents
  The Commencement.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Handouts.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .20
  Map .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  Repeatable
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more information on 
  scenario tags see Chapter 1 of the Starfinder Society Roleplaying Guild Guide.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  
  3
  SUMMARY
  Guidance, a network of uploaded Starfinder personalities, 
  summons the PCs for their briefing. Following the PCs’ official 
  admittance into the Society, Guidance dispatches them to 
  report to the leaders of different factions within the Society 
  for a set of missions to confirm their membership among the 
  Starfinders. The Acquisitives, hoping to salvage the Starfinder 
  Society’s reputation after an embarrassing public showdown 
  with a group of junkers, ask the PCs to help an agent build 
  a vehicle from junk and win a popular race. The Dataphiles 
  request that the PCs retrieve a set of stolen corporate files 
  from a hacker, who will give them the sensitive information in 
  exchange for their help in faking her death to avoid the fallout 
  from her theft. The Exo-Guardians need the PCs to execute 
  a hostile alien within a warehouse where the faction hopes 
  to establish a new headquarters. The Wayfinders tell the 
  PCs to discover the source of their starship’s electrical short, 
  requiring the PCs to find and befriend a pair of lost children 
  and an alien the Wayfinders unwittingly brought aboard. 
  With all the missions complete, the PCs return to Guidance to 
  finalize their commencement.
  GETTING STARTED
  After the PCs’ graduation ceremony, Guidance, the Starfinder 
  Society’s compiled intelligence of Starfinder personalities, 
  summons the PCs to the Lorespire Complex. Read or paraphrase 
  the following to get the adventure underway.
  T
  he Gap was a sudden loss of history that shook the 
  entire galaxy. It was an event where history disappeared 
  from the minds of everyone throughout the multiverse, 
  and only the gods have an inkling of what happened, but they 
  refuse to speak of it. In that nebulous time of missing history, 
  the world of Golarion disappeared, though the gods indicate the 
  world—wherever it is—is safe. In the aftermath of the Gap came the 
  revelation of faster-than-light travel by means of the Drift. It was 
  during this time that the Starfinder Society formed and became 
  one of the eminent organizations of the Pact Worlds. The machine 
  god Triune’s gift of rapid interstellar travel facilitated a sudden land 
  rush by colonists and corporations alike, and as exploration became 
  an extremely lucrative business, the information that Starfinder 
  agents retrieved secured the Society’s prestige and wealth. 
  This prosperous age recently came to an abrupt end within the 
  star systems known as the Scoured Stars. An armada containing 
  almost 80% of the Society’s agents and assets joined the Society’s 
  First Seeker on a mission to the Scoured Stars, only for all its 
  transmissions to cease. When the remaining Starfinders in the 
  Lorespire Complex attempted to make contact, they discovered a 
  terrifying truth: the Scoured Stars were now cut off from the rest of 
  the multiverse by a barrier of incomprehensible power.
  The events of the Scoured Stars left the Starfinder Society 
  crippled, as most of the Society’s agents and assets resided within 
  the now inaccessible systems. The Society’s prestige crumbled, 
  and many of the Starfinders’ distant holdings fell to alien forces 
  within months of the incident. Only the actions of one outspoken 
  Starfinder, Luwazi Elsebo, held the Society together. Even with 
  the dedication of Luwazi and her allies, the Society suffered 
  further losses as disillusioned agents opted to part ways with the 
  organization. Maintaining the Society’s interests was too much for 
  the few remaining agents to handle, so Luwazi turned to outside 
  assistance from reputable mercenary organizations.
  With the Starfinders on the brink of ruin, Luwazi’s hopes now 
  rest in the hands of a new generation of recruits and ambitious 
  factions. Today is a momentous day for the Society, as it marks 
  the graduation of the first wave of fresh agents from accelerated 
  Starfinder training. These agents represent the first step the 
  Starfinder Society is taking to reposition itself at the forefront of 
  galactic exploration. 
  BY ELEANOR FERRON
  The Commencement takes place aboard Absalom Station, 
  the current home of humanity and other races native to lost 
  Golarion. For more information about Absalom Station, see 
  Starfinder Adventure Path #1: Incident at Absalom Station, 
  available at bookstores and hobby shops everywhere and 
  online at paizo.com.
  Where in the 
  Universe?
  THE COMMENCEMENT
  
  Guidance
  4
  STARFINDER SOCIETY SCENARIO
  As the doors to the Lorespire Complex slide open, a green 
  holographic image of a middle-aged human woman shimmers 
  into view at the center of the room. “Greetings,” it says. “I am 
  Guidance. Please use the cheek swabs in the open receptacle 
  to provide a genetic sample for Starfinder Society identification 
  purposes. If desired, you may place your hand on the glowing 
  panel to receive a subdermal implant further marking you as a 
  member of the Society.”
  PCs accepting the subdermal implant should note this 
  augmentation on their character sheets. At the end of the scenario, 
  each character who accepted an implant keeps it, as noted on the 
  Chronicle sheet. Once each character has provided a sample and 
  chosen whether to receive an implant, Guidance continues:
  “It is our pleasure to officially welcome you into the Starfinder 
  Society. Today is the commencement of your new role as a 
  Starfinder field agent. It is our tradition, at the end of the 
  graduation ceremony, for new graduates to present themselves 
  to the heads of our most prominent factions and complete a 
  task at those leaders’ behest. This allows the leaders of these 
  groups to become familiar with all new Starfinder agents, and 
  it provides a constant supply of agents for handling situations 
  in our holdings on Absalom Station. While these tasks were 
  formerly symbolic, the heavy loss of Starfinder agents in 
  the Scoured Stars necessitates that these missions become 
  something more. Please treat any tasks given with the gravity 
  you would grant any other Starfinder assignment.”
  Guidance provides an overview of the factions (see 
  Handout #1: Starfinder Faction Summary on page 20) 
  and explains that once the PCs complete the faction 
  leader’s desired mission, that leader will signal 
  Guidance to indicate the mission is finished. Once 
  all missions are complete, the PCs can return to the 
  Lorespire Complex to finish their commencement 
  and prepare for future missions.
  At this point, the PCs can finalize their 
  boon slots for the session and purchase any 
  additional equipment prior to starting the 
  missions. They may complete the missions in 
  any order they see fit.
  CULTURE
  Based on the result of a Culture 
  check, the PCs might know about 
  Absalom Station. They know all of the 
  information with a DC less than or 
  equal to the result of their check.
  5+: Absalom Station is the cultural hub 
  of the Pact Worlds. Races from every planet 
  in the system, including those once prominent 
  on lost Golarion, can be found on the station.
  Society Subdermal 
  Graft
  As part of the PCs’ induction into the Starfinder Society, 
  they can accept a permanent augmentation into one of their 
  hands or appendages. This graft is free and the PCs retain 
  it beyond this scenario, as detailed on the Chronicle sheet.
  SOCIETY SUBDERMAL GRAFT 
  SYSTEM
  Hand
  MODEL 
  LEVEL  
  PRICE
  Single 
  1  
  150
  This implant rests underneath the skin of the palm of one 
  hand, or at the end of a tentacle or similar appendage in 
  species that lack hands. The augmentation can be activated 
  or deactivated mentally as a swift action. Activating the 
  implant causes a rendition of the Starfinder Society’s symbol 
  to glow underneath the skin. This augmentation acts as a 
  mark, letting others know you are a member of the Starfinder 
  Society. It also increases the light level within 5 feet by one 
  step while active.
  
  Radaszam
  5
  THE COMMENCEMENT
  10+: People around the station are increasingly amenable to 
  Starfinders. They respect both the dogged veteran field agents 
  who were not lost in the Scoured Stars disaster and the new 
  recruits, whose presence brings renewed hope. Stating one’s 
  association with the Starfinder Society is likely to garner support 
  from the locals of Absalom Station. 
  15+: A host of starships, known locally as the Armada, orbits 
  Absalom Station. Ships from the Armada are often starships that 
  have taken advantage of the station’s Starstone core—a 
  mystical device that allows for quick travel through 
  the Drift back to Absalom Station. The ships of 
  this fleet are increasingly at risk of bringing 
  back undetected alien life, simply because 
  the policing Stewards lack the numbers to 
  search every orbiting ship.
  GATHER 
  INFORMATION 
  (DIPLOMACY)
  Based on the result of a 
  Diplomacy check to perform 
  the gather information task, 
  the PCs might learn even more 
  about Absalom Station. They 
  learn all of the information with a 
  DC less than or equal to the result of 
  their check.
  5+: Everyone is excited about the upcoming 
  junkrace. Apparently some nobody mouthed 
  off to Ratrod, the reigning junkrace champion. 
  People know that trash talking really gets 
  under Ratrod’s fur and wonder whether there will be more harsh 
  words exchanged before the race.
  10+: The latest prerelease song from sugar-pop sensation 
  Strawberry Machine Cake is about to be released. Unlike 
  previous releases, the band is putting out a limited-edition 
  physical copy prior to the concert when the released single and 
  additional tracks are scheduled to debut and become available 
  in digital form.
  15+: Word on the street is that a dangerous alien predator 
  got loose somewhere in the Downlow district of the station. 
  The creature is now contained in a warehouse, but not after it 
  impaled a security officer with a harpoon-like natural projectile.
  MISSION 1: ACQUISITIVES
  The Acquisitives’ leader, Radaszam “The Dealmaker” (N male 
  vesk operative), manages the deployment of the Acquisitives and 
  his personal mercenary outfit, the Obsidian Spiders. He keeps 
  a public-facing office for this purpose in the Nyori Palisades, a 
  luxurious neighborhood located in Absalom Station’s transparent 
  central dome. 
  Read or paraphrase the following to introduce the PCs to 
  Radaszam’s mission.
  The plain white doors of the office slide open to reveal a stark, 
  dimly lit room. The chamber is bleak and expressionless in 
  its emptiness—no vanities line its smooth black walls, and 
  no signs of use mar its smooth black furniture. The only 
  occupants of the suite are a bug-eyed tadpole wriggling in a 
  glowing blue aquarium and a reptilian vesk seated behind an 
  onyx desk. The vesk gestures to a number of chairs in front 
  of him, his features sharply illuminated by 
  the light of his desk’s green holoscreen. 
  “The new graduates,” he greets, in a 
  low and pleasant voice. “Good day. I am 
  Radaszam, though since you are here, I 
  should hope you already knew.
  “I trust you are aware of our 
  Society’s traditions, so I will cut to 
  the point. I have a minor situation 
  that needs resolution. One of our 
  members, a human named Laboni, had 
  a rather public altercation with a junk 
  scavenger from the Spike. You 
  might be more familiar 
  with the scavenger than 
  I, actually; he is a ysoki 
  who fancifully calls himself 
  Ratrod. I am told he runs a 
  popular 
  racing 
  competition 
  that has, hmm, several hundreds of 
  thousands of viewers on the station’s 
  infosphere. For some reason, Laboni 
  felt the need to tell him that any ‘real’ 
  mechanic could easily beat the garbage 
  that Ratrod and his associates slap together. Now that Ratrod 
  has issued an infosphere-wide demand that she race him and 
  prove it, Laboni doubts she can back that claim up. 
  “Embarrassing, isn’t it? Not really the sort of troublemaker 
  that suits our Society. Perhaps she would be better suited to the 
  bottom of a trash compactor... Well, we cannot afford to throw 
  her out, not after so many Starfinders were lost in the Scoured 
  Stars. Besides, we can’t let people think we are so weak that 
  we can’t control our own members, or that we cannot stand up 
  to a scrapyard junker. No, I would like you to assist Laboni in 
  winning this race. Show our detractors that even the least of 
  our Society is not someone to be trifled with.”
  Radaszam gives the PCs directions to the race’s location in 
  Botscrap and hands them badges marking the PCs as Laboni’s 
  official pit crew. He suggests the PCs do not delay, as they need as 
  much time as they can to help with the race. If the PCs protest their 
  orders, Radaszam quietly reminds them the Starfinders’ reputation 
  is currently precarious, noting that any disciplinary issues can be 
  settled after saving face and adding that the PCs should be more 
  worried about Radaszam’s good opinion than any glory they might 
  find from a mere racing victory.
  
  6
  STARFINDER SOCIETY SCENARIO
  RATROD’S SCRAP BATTLE
  Ratrod’s racing circuit is a hollowed-out section of a mountain of 
  spare parts in Botscrap, the track specifically sanctioned by the 
  ysoki-dominated Salvage Union that controls most of the yards. 
  When the PCs arrive at the competitors’ entrance, a small robot 
  informs them of the basic rules of the race: racers and their pit 
  crews are to build and improve their vehicles from the available 
  scrap around the racetrack. Vehicles built at previous junkraces can 
  return. Racers can fire upon other competitors during the race, but 
  firing into the audience is grounds for immediate disqualification; 
  racer weapons must be nonlethal and may affect only opponents’ 
  vehicles. PCs may ask for further clarification—refer to the rules on 
  page 8 for additional details on how the race functions.
  Laboni (CN female human mechanic) is easy to find in the crowd 
  due to her paisley clothes and bright white lab coat. She is in her 
  late teens and sheepish about the whole debacle—in truth, she was 
  merely aping the opinions of her seniors in the field and got carried 
  away. Laboni is incredibly grateful to the PCs for showing up to 
  support her, as she knows she cannot win the race on her own. She 
  does not want to apologize to Ratrod until she has won and saved 
  face, however. The PCs can force her to apologize immediately with 
  a DC 13 Intimidate check; this does not stop Ratrod’s determination 
  to defeat her, but it does remove a fair amount of bad blood from 
  the proceedings.
  JUNK RACE PREPARATION
  Each PC can take four actions before the race, which they may 
  use to improve Laboni’s vehicle or engage with the other racers 
  (detailed below). After this time, the race begins, although the PCs 
  can still assist Laboni from the sidelines. Further information on 
  how the PCs can spend their actions is detailed below.
  Improve Laboni’s Junkracer: PCs can spend an action to attempt 
  a DC 16 Computers, Engineering, Perception, or Physical Science 
  check to find parts in the scrapyard and install them in Laboni’s 
  racer; at the GM’s discretion, other rolls or abilities may be used to 
  the same effect, so long as the player provides an adequate reason. 
  The GM should remind players struggling with the checks that PCs 
  can use the aid another action to assist each other’s rolls. Weapons 
  installed on the vehicle do not cause damage, but instead impose 
  penalties to the target’s Piloting rolls for 1 round on a successful hit. 
  Every successful check allows the PCs to pick one improvement 
  from the list below to apply to the vehicle’s statistics; these 
  bonuses are cumulative. 
  • The vehicle’s base speed increases by 5 feet.
  • The vehicle gains a +1 Piloting modifier.
  • The vehicle gains a +1 attack modifier.
  • The vehicle gains a +2 bonus to its EAC.
  • The vehicle gains a +2 bonus to its KAC.
  • The PCs install a basic energy weapon on the vehicle (imposes a 
  –4 base Piloting penalty on a hit).
  • The PCs install a basic kinetic weapon on the vehicle (imposes a 
  –4 base Piloting penalty on a hit).
  • The PCs upgrade a weapon to impose an additional –2 penalty to 
  enemy Piloting checks on a successful hit.
  Once the PCs finish upgrading the vehicle, Laboni asks them to 
  give her junkracer a name, though she vetoes anything humiliating 
  or inappropriate. Should the PCs linger too long on this task, the 
  GM should pick a name and move on.
  Investigating the Enemy: PCs can scout out their opponents with 
  a DC 15 Sense Motive check, or examine their opponents’ vehicles 
  with a DC 15 Engineering check. A PC can do this as part of making 
  a prerace improvement skill check—the PC can take breaks during 
  the improvement attempt and casually investigate one of the other 
  racers. Otherwise, it costs a PC one of his prerace actions to converse 
  with or examine all members of the competition. This check does not 
  grant exact knowledge of an opponent’s statistics, but the GM can 
  provide the PCs an idea of a driver’s skill or the associated vehicle’s 
  strengths and weaknesses. On a successful check, the PC can ask 
  one pertinent question about the pilot’s skill or about the vehicle the 
  pilot is driving (or receives similar relevant information, if a player is 
  unsure what he or she should be asking about).
  Sabotage: PCs can attempt to sabotage the other vehicles, but 
  they must dodge the eyes of everyone in the ramshackle stadium 
  by spending a prerace action and attempting at a DC 20 Stealth 
  check. Failing this check raises the DC of future Stealth checks 
  to sabotage vehicles by 2. A PC who succeeds at this check can 
  then attempt a DC 15 Engineering check on one of the opposing 
  vehicles to either reduce the vehicle’s speed by 10 feet or to impose 
  a –4 penalty on one of the vehicle’s modifiers. If the PC is caught 
  cheating in this manner, the offending PC is tossed out of the 
  engine pit. If the PCs are caught cheating again, it is grounds for 
  the immediate disqualification of the entire team.
  Socializing: PCs may also take this time to speak to the other pilots. 
  During their prerace actions, they can forgo making an Engineering 
  or Sense Motive check to examine and socialize with their opponents. 
  The junkers are busy with their own preparations and do not have 
  much time to talk. The GM should try to limit conversation to keep 
  the game moving at a reasonable pace. Below is a listing of all the 
  racers and their statistics, descriptions, and pertinent information for 
  PCs attempting social skill checks with this action type.
  LABONI’S JUNKRACER
  Laboni, to her credit, is a skilled mechanic and has worked hard 
  to pull together a decent racer from the piles of junk in Botscrap. 
  Unfortunately, despite her heroic efforts, Laboni’s machine is not 
  a match for vehicles that have been tested and improved over 
  Scaling the
  Scrap Battle
  To accommodate a group of four PCs, lower the DCs on all 
  skill checks by 2. In addition, groups of four PCs receive 6 
  prerace actions per PC instead of 4.
  
  7
  THE COMMENCEMENT
  the course of multiple junkraces. She is not a pilot and has no 
  experience with weaponry. If Laboni is going to have a chance, 
  the PCs must help improve her vehicle. Use the simplified vehicle 
  statistics below for Laboni’s base vehicle. Full rules for vehicles 
  start on page 228 of the Starfinder Core Rulebook.
  BASIC JUNKRACER
  Speed 40 ft., full 400 ft.
  EAC 10; KAC 12
  Attack energy weapon (–4 to Piloting)
  Modifiers +2 Piloting, –3 attack 
  Passengers 1
  SPECIAL ABILITIES
  Remote Control Laboni’s junkracer and weaponry can be 
  remotely controlled by the PCs, allowing them to make attack 
  rolls and attempt Piloting checks in her place.
  THE OTHER RACERS
  There are five other pilots in the competition: Lemgem, Nyizin, 
  Orsis, Ratrod, and Velocity. 
  LEMGEM (FEMALE FEYCHILD GNOME TECHNOMANCER) 
  Skills Piloting +4; Ranged Attack Bonus +4; Special Due to her 
  erratic driving, roll a d4 at the start of Lemgem’s turn; on a 
  result of 3 or 4, the vehicle gains a 10-foot bonus to speed 
  (vehicle speed resets at the end of the round).
  Description Lemgem is a blue-haired gnome covered in 
  piercings, tattoos, and augmentations. A short conversation 
  reveals she is obsessed with continual alterations to herself 
  and her racer, to the point where her vehicle modifications 
  skirt the bounds of common sense. 
  Social Convincing Lemgem to dangerously overclock her own 
  machine requires a DC 11 Bluff check, which causes the 
  vehicle’s engine to explode at the race’s start and removes 
  Lemgem from the race entirely. PCs may instead talk her 
  into an alliance with a DC 13 Diplomacy check, whereupon 
  she agrees to help the PCs in the race and warns them about 
  Ratrod’s energy absorption ability. If persuaded into an alliance, 
  Lemgem agrees to take second place and does her best to 
  weaken the position of racers ahead of Laboni’s vehicle.
  NYIZIN (FEMALE RYPHORIAN SOLDIER) 
  Skills Piloting +4; Ranged Attack Bonus +8; Special Nyizin can 
  kick her vehicle into high gear to increase her vehicle’s speed 
  by 20 feet on her next turn, at the cost of setting her racer’s 
  EAC and KAC to 5.
  Description Still bearing the scars of the fight that killed her 
  dragonkin partner, Nyizin is a racer with an obvious death 
  wish. Unstable black-market mods made of dragon bone and 
  elemental energies fill Nyizin’s vehicle. So long as she is alive, 
  she intends to win in honor of her fallen companion. 
  Social Nyizin refuses to ally with the PCs during the race, but 
  if the PCs empathize with her desires with a successful DC 
  17 Culture check, she becomes friendly and explains how to 
  overload a junkracer’s engine. This modification allows the 
  PCs to press their engine during the race and double their 
  speed for one round, but there is a 50% chance the engine 
  could have an internal malfunction on the next round that 
  permanently reduces the vehicle’s base speed by half.
  ORSIS (MALE DAMAYA LASHUNTA MECHANIC) 
  Skills Piloting +6; Ranged Attack Bonus +6; Special Orsis gains a 
  +4 bonus to his vehicle’s EAC and KAC.
  Description Orsis is a stoic, dark-haired lashunta who looks 
  unfairly good in black and gold. 
  Social Orsis uses his detect thoughts (DC 15) ability on any PCs 
  that come near his junkracer. Though this is mostly out of 
  quiet vanity and wanting to know what they think of his rig, he 
  warns off any PCs that are entertaining thoughts of cheating, 
  which increases the Stealth DC of future sabotage efforts 
  by 5. He refuses to ally with the PCs during the race, but he 
  offers them tips if they succeed at a DC 16 Diplomacy check to 
  befriend him. These tips can be used while remotely controlling 
  Laboni’s vehicle, granting a +2 insight bonus to Piloting checks; 
  if none of the PCs have ranks in the Piloting skill, raise this 
  bonus to +5.
  RATROD (MALE YSOKI TECHNOMANCER) 
  Skills Piloting +8; Ranged Attack Bonus +8; Special Once per 
  round, Ratrod may absorb a successful energy attack against 
  him and convert the Piloting penalty imposed by the weapon 
  into an equivalent Piloting bonus.
  Description Ratrod is a ysoki with mottled gray-and-white fur. 
  He has a showman’s personality to match his icon status. 
  People in the Spike consider him something of a hero to the 
  ysoki-dominated Scrap Union. 
  Social The ratfolk has no interest in helping Laboni, but he’s 
  willing to banter with the PCs. Though most of his talk plays 
  to the crowd, PCs who succeed at a DC 11 Sense Motive 
  check recognize he takes offense at the challenge to his 
  legitimacy. PCs can use this knowledge to raise the stakes 
  on the race by further trash-talking with a successful DC 17 
  Intimidate check. On a success the taunting affects Ratrod’s 
  actions during the race; he takes a –2 penalty to all rolls if 
  Laboni is ahead of him, but gains a +1 morale bonus if he is 
  ahead of Laboni.
  VELOCITY (NONBINARY ANDROID ENVOY)
  Skills Piloting +10; Ranged Attack Bonus +7; Special Velocity’s 
  vehicle has a 10-foot penalty to speed, but has an additional 
  basic kinetic weapon is installed.
  Description Velocity is a beautiful android with silver hair and 
  skin. They have self-modified to have both masculine and 
  feminine attributes, and have decorated their clothing, eyelids, 
  and lips with bright, colorful patterns. While the android is 
  a very good pilot, they struggle with engineering and have 
  
  Historia-7
  8
  STARFINDER SOCIETY SCENARIO
  never won a race—they have mostly sought entertainment by 
  shooting at other racers during previous competitions. 
  Social Velocity is itching to drive something faster but does 
  not have the expertise to make it happen; the PCs can 
  persuade the android into an alliance if the PCs improve 
  the android’s junkracer speed with a Mechanics check 
  (using the same rules as for improving Laboni’s junkracer 
  on page 6). If persuaded in this manner, Velocity 
  positions themself to take second place in the 
  race and directs their weapons against anyone 
  in front of Laboni’s junkracer.
  OPPOSING VEHICLES
  Randomly assign or arrange the following vehicle 
  statistics among all pilots except Ratrod (use 
  Handout #2: Scrap Battle Racer and Vehicle 
  Statistics on page 21 to easily mix and match).
  BULKY JUNKRACER
  Speed 50 ft., full 500 ft.
  EAC 10; KAC 14
  Attack kinetic weapon (–4 to 
  Piloting)
  Modifiers +2 Piloting, –3 attack
  Passengers 1
  SLEEK JUNKRACER
  Speed 55 ft., full 550 ft.
  EAC 10; KAC 12
  Modifiers +4 Piloting, –3 attack
  Passengers 1
  SPHERICAL JUNKRACER
  Speed 50 ft., full 500 ft.
  EAC 12; KAC 14
  Attack kinetic weapon (–4 to Piloting)
  Modifiers +2 Piloting, –3 attack
  Passengers 1
  WELL-ARMED JUNKRACER
  Speed 50 ft., full 500 ft.
  EAC 10; KAC 12
  Attack energy weapon (–4 to Piloting), kinetic weapon (–6  
  to Piloting)
  Modifiers +2 Piloting, –3 attack
  Passengers 1
  Ratrod’s vehicle always uses the following stats.
  RATROD’S JUNKRACER
  Speed 55 ft., full 550 ft.
  EAC 12; KAC 14
  Attack energy weapon (–4 to Piloting)
  Modifiers +2 Piloting, –3 attack
  Passengers 1
  THE RACE
  Prior to the start of the race, the vehicles set up at the starting 
  line, and they take off when given the signal. Laboni is technically 
  piloting her vehicle, but since she lacks the necessary racing 
  skills, she needs the PCs’ help to compete. The 
  race uses a modified version of the vehicle 
  chase rules, beginning on page 282 
  of the Starfinder Core Rulebook. 
  Each turn of the race 
  includes two phases: First, 
  all the competitors fire their 
  weapons at their chosen 
  targets. Second, all the pilots 
  attempt Piloting checks to determine 
  their positions in the race. Any number 
  of players can each control a single weapon 
  during the firing phase, whereas only one 
  player can act during the piloting phase. If 
  any PCs have nothing to do, the GM 
  can allow them to take control of 
  any racer with whom they have 
  made an alliance, using that 
  racer’s statistics. Actions during 
  each of the race phases occur 
  simultaneously, so there is no need to 
  determine an order or initiative.
  Phase One: All racers may fire their 
  weapons by rolling a ranged attack roll against their target 
  competitor’s vehicle EAC (for energy weapons) or KAC (for 
  kinetic weapons), with a bonus or penalty equal to the vehicle’s 
  attack modifier. Each weapon can be fired only once per round. 
  Successful weapon attacks impose Piloting penalties (usually  –4, 
  unless the weapon was upgraded using one of the PCs’ prerace 
  actions) that last for the rest of the turn. The other racers attack 
  whomever is most threatening to their lead, but Ratrod always 
  aims at Laboni unless she is three or more spots behind. 
  Phase Two: Once all the weapons have been fired and the 
  relevant Piloting penalties have been applied to each driver, 
  each racer must attempt a DC 16 Piloting check, modified by the 
  vehicle’s Piloting bonus. Success means the vehicle moves at its 
  full speed along the track (for the purposes of this race, assume a 
  junkracer’s full speed is equal to the vehicle’s speed × 10). Failure 
  causes the vehicle to crash into piles of junk on the sidelines, 
  forcing it to move at half speed (the vehicle’s speed × 5) on the 
  circuit; failure by more than 10 points causes the vehicle to get 
  stuck and not move at all for that round.
  The Track: The racing circuit is 3,000 feet long, and whoever 
  crosses the finish line first is the winner. If multiple vehicles cross 
  the finish line on the same round, whoever is farther across is the 
  winner; if multiple vehicles tie for this distance, the race is a tie.
  
  9
  THE COMMENCEMENT
  OUTCOME
  Winning or tying the race is enough to satisfy Radaszam, but if 
  Laboni wins, the praise goes to her head and she becomes a regular 
  competitor on Ratrod’s show. This twist in events provides the 
  Starfinder Society with valuable contacts in the Salvage Union, 
  leaving Radaszam both exasperated and vaguely amused at 
  the result.
  Treasure: If Laboni wins the race, she apologizes to Ratrod 
  for her previous statements. The ysoki’s pride still hurts, but the 
  gesture compels the Salvage Union to offer Laboni some extra 
  payment in the form of collected gear, on top of the race’s prize 
  money. In turn, Laboni presents the PCs with a set of graphite 
  carbon skin armor and 400 credits from the race’s prize pool.
  Rewards: If the PCs fail to secure a tie or victory for Laboni in 
  the race, reduce each PC’s credits earned by 185 credits. If the PCs 
  managed to secure second place, instead reduce each PC’s credits 
  earned by 90 credits.
  MISSION 2: DATAPHILES 
  Historia-7 (LN female android mechanic) manages the activities 
  of the Dataphiles within the Archives compound of the Lorespire 
  Complex. She took on her name when she became an apprentice 
  to the former head of the Dataphiles, the reclusive Historia-6. 
  Ever since her mentor disappeared in the Scoured Stars incident, 
  she has assumed leadership of the faction. Historia-7 follows her 
  predecessor’s meticulous methods of data analysis, but she has 
  become somewhat obsessed with the idea that other organizations 
  are somehow responsible for withholding data relating to the 
  Scoured Stars. As a result, much of the Dataphiles’ current 
  operations involve the active investigation and infiltration of other 
  institutions, both within and beyond the Pact Worlds. 
  Read or paraphrase the following to begin Historia-7’s mission.
  The Lorespire Complex, home and heart of the Starfinder 
  Society, is a striking campus dedicated to knowledge. Communal 
  labs and historical departments study the Archives’ massive 
  collection of artifacts and texts, gathered by generations 
  of agents from across the galaxy. A quick search of the 
  directory indicates Historia-7 frequents the Archives’ Cortex, a 
  computerized matrix containing digital records of the Starfinder 
  Society’s most prominent discoveries. 
  The android reclines on a raised chair and is plugged into the 
  local infosphere when the doors open. The neural cables detach 
  themselves from her neck as she swivels in her seat to address 
  the new arrivals. “Greetings, Starfinders,” she says calmly. “I am 
  Historia-7. If you are seeking a mission from me, please be aware 
  that my request requires both discretion and speed. Do not accept 
  it if you feel incapable of working within these parameters.
  “I discovered someone recently hacked into Bluerise Tower’s 
  computer systems and stole a large amount of sensitive data 
  from the resident corporations. I wish to be privy to this 
  information. I managed to trace the hacker’s location through 
  many proxies and erased the trail so that station and corporate 
  security should be delayed in their pursuit. This deception will 
  not fool them for long, so you must move quickly to retrieve 
  the data before they can recover it. I will leave you to decide 
  what to do with the hacker afterward, but should it be feasible, 
  I believe that person would be an asset to the Society.”
  PCs who press for details can get more information on 
  Bluerise Tower, a private office structure maintained by multiple 
  corporations and legally protected to the point that even the 
  station’s Stewards have difficulty entering. Why these corporations 
  need such absolute sovereignty over their own affairs is a question 
  of great interest to many people, including Historia-7—the android 
  explains she believes the companies know more than they let 
  on, and that the Society needs to stay informed in its vulnerable 
  state. Should the PCs agree to the mission, Historia-7 gives them 
  the address to a flat in Drifter’s End, a district in the station’s Ring 
  known for providing cheap housing to vagabonds of all sorts.
  DRIFTER’S END
  The coordinates that Historia-7 gives the PCs point to an apartment 
  that resembles a cement cube, with several tomato plants in plastic 
  barrels sitting on an otherwise barren porch. Boxes of nutrient 
  broth, gardening tools, and various cultural knickknacks clutter 
  the floor of the flat, leaving barely any room for visitors to sit down.
  Residents: The plants are being hand-pollinated by a young 
  man named Jubair (N male human). When questioned about any 
  mission-relevant details, he honestly insists he has no idea what 
  the PCs are talking about, and quickly becomes alarmed by the 
  PCs’ line of questioning. Should the PCs persist in interrogating 
  him, the ruckus attracts the attention of his grandmother, Ceren 
  (CN female human operative), a wizened old woman in a blue-and-
  white abaya. Ceren likewise claims she has no idea what the PCs 
  are talking about, but she seems oddly uncertain and invites the 
  PCs inside the house for tea to sort things out. 
  Assuming the PCs take up the old woman’s offer, Ceren asks 
  them to explain why they are at her house. If the PCs reveal their 
  mission, the old woman examines her neural implants and realizes 
  she has the stolen files, though she has no idea how she got them. 
  Jubair is shocked, but Ceren calmly explains her circumstances to 
  the PCs: she had indeed been a hacker in her earlier years—one 
  of the best of the best in her field. However, old age brought on 
  a degenerative brain disease, which forced her into retirement. 
  Augmentations in Ceren’s brain halted the damage and keep her 
  functional, but she still has large lapses in memory and is no longer 
  as capable as she once was. Ceren concludes that she must have 
  slipped into a younger mindset, performed the hack, and forgotten 
  about it. Since she cannot recall the circumstances, she is happy to 
  give the files to the PCs in exchange for their aid. Since she is guilty 
  of stealing from Bluerise Tower, it is only a matter of time before 
  corporate security hunts her down. Ceren has no realistic hope 
  of evading agents in her current state. She proposes that the PCs 
  help fake her death to get her out of the hot water she has landed 
  herself in, and that they place Jubair under Society protection. 
  
  10
  STARFINDER SOCIETY SCENARIO
  Despite the circumstances, she seems quite enthusiastic, even 
  noting that these events remind her of her “younger days.”
  Infamy: Both Jubair and Ceren are noncombatants and have no 
  weapons. While nothing stops the PCs from killing both of them 
  and taking the files, Historia-7 makes no effort to protect murderous 
  PCs from the consequences of their actions. PCs partaking in or 
  condoning this course of action gain 1 Infamy.
  IN MEMORIAM
  To successfully fake Ceren’s death, the PCs need to manipulate data 
  to convince the station systems that Ceren is dead. They also need 
  to provide a new identity for Ceren to take over. Keep track of how 
  many rolls the PCs attempt for each of the following tasks, and 
  how many failed skill checks they have compared to successful 
  ones—while the PCs want to create a realistic cover-up, every 
  failure increases the chances that their story will fall apart under 
  examination.
  During the PCs’ actions, Ceren has Jubair collect their most 
  precious belongings while she goes into temporary hiding. She 
  provides the PCs with a location where they will meet in 6 hours: a 
  bridge she enjoys in Jatembe Park.
  Death Certificate: In order to fool any pursuers, Ceren needs 
  to be declared dead. The PCs can fake her body by obtaining a 
  cadaver and using a DC 18 Disguise or Medicine check to alter the 
  corpse to match Ceren’s records. Shady coroners can provide fresh 
  corpses for this purpose with a bribe of 60 credits, though PCs may 
  come up with their own creative solutions. Alternatively, a DC 16 
  Computers check can hack the medical system and change Ceren’s 
  records to match the corpse. PCs can also use a DC 15 Bluff check 
  to convince the morticians they are grieving relatives and falsely 
  identify an unclaimed body as Ceren’s. 
  Alternatively, PCs can simply bribe a mortician to file a fake 
  death report for 100 credits, though the mortician is willing to sell 
  out the PCs to corporate pursuers (which counts as a failed roll) 
  unless the PCs succeed at a DC 15 Intimidate check to demand the 
  mortician’s silence. A PC who happens to have Profession ranks in 
  a funerary, medical, or security field can file a false report on her 
  own with a successful DC 12 Profession check.
  New Identity: Ceren needs a new identity if she wants to 
  survive her false death. PCs can help set up a solid new alias for 
  Ceren with a successful DC 15 Bluff, Culture, or Disguise check. 
  They can use a successful DC 17 Diplomacy check to provide 
  Ceren with allies and contacts in her new life. A successful DC 14 
  Profession check in any field can pull strings to get Ceren a new 
  job, though she refuses degrading or dangerous employment. 
  PCs with the Computers skill can attempt a DC 18 check to forge 
  Ceren different identification papers. PCs need at least three 
  successful checks to create a solid legal persona for Ceren.
  Development: To determine the PCs’ success at faking Ceren’s 
  death, compare how many successful checks the PCs made against 
  how many checks they failed for both forging a death certificate 
  and creating a new identity. If the PCs have more successful checks 
  than failed checks for that particular element, their deception holds 
  up to scrutiny. Otherwise, the company agents eventually pierce 
  the ruse. The results of this are not immediate, but factor them 
  into the overall success of the mission as described in the Outcome 
  section detailed on page 12.
  A. BRIDGESIDE AMBUSH (CR 2)
  The PCs have only a set amount of time to prepare Ceren’s new 
  identity. Once they complete the necessary steps to secure a death 
  certificate and establish her new identity, or at the end of 6 hours, 
  they must meet with Ceren at the designated meeting place in 
  Jatembe Park. 
  Open to all citizens, Jatembe Park occupies a wide portion of 
  the Eye of Absalom Station. Filled with lush trees and open grass 
  fields, the park offers some natural terrain to the otherwise metal-
  clad station. Ceren’s meeting point is one such forested portion of 
  the park, specifically a spot often ignored by citizens due to the 
  winding path required to reach it.
  Creatures: While Ceren awaits the PCs’ arrival at the bridge, a 
  group of corporate-hired thugs lurks in the nearby trees. One of 
  the hacked corporations managed to plant a worm that traced 
  Ceren’s location just prior to Historia-7’s data scrubbing. While the 
  PCs prepared Ceren’s fake death, the organization hired a team of 
  local gangers to ambush the hacker. By the time the PCs arrive, the 
  thugs have finished confirming Ceren’s identity and are moving to 
  confront her.
  The PCs can interrupt the gangers with a successful DC 21 
  Intimidate check, but otherwise they warn the PCs not to get 
  involved and move to apprehend Ceren. They see Ceren, correctly, 
  as a noncombatant and attack the PCs only if they refuse to vacate 
  the area. The gangers use their pistols, leaving the cover of the 
  nearby forest.
  Ceren stays out of combat, cowering on the bridge until the 
  shooting stops.
  CORPORATE-HIRED GANGERS (3) 
  CR 1/2
  LN Medium humanoid (human)
  Init +4; Perception +4
  DEFENSE 
  HP 13 EACH
  EAC 10; KAC 12
  Fort +2; Ref +4; Will +0
  OFFENSE
  Speed 30 ft.
  Melee tactical baton +3 (1d6 B)
  Scaling In Memoriam
  To accommodate a group of four PCs, lower the DCs on all 
  skill checks by 2, and count a task as successful if the PCs 
  have an equal number of successful and failed rolls.
  
  A. Bridgeside Ambush
  1 square = 5 feet
  Pathfinder Flip-Mat Classics: River Crossing
  N
  11
  THE COMMENCEMENT
  
  Zigvigix
  12
  STARFINDER SOCIETY SCENARIO
  Ranged pulsecaster pistol +6 
  (1d4 E nonlethal)
  TACTICS
  During Combat The gangers 
  advance into combat, firing 
  their corporation-provided 
  pistols to deal nonlethal 
  damage to the PCs. If the 
  gangers are cornered, they switch 
  to their tactical batons.
  Morale A ganger retreats from combat, 
  abandoning her allies, if reduced 
  to fewer than 4 Hit Points.
  STATISTICS
  Str +2; Dex +3; Con +1; Int –1; 
  Wis +0; Cha –1
  Skills Acrobatics +5, Bluff +5, 
  Intimidate +9, Stealth +5
  Languages Common
  Gear flight suit stationwear, pulsecaster 
  pistol with battery (20 charges), tactical 
  baton, credstick (100 credits)
  Development: Once the PCs defeat or drive off the gangers, they 
  are free to collect Ceren. The hacker seems unperturbed by the 
  gangers’ appearance, confident that the PCs’ work at falsifying her 
  death should throw off future investigations into her whereabouts. 
  From here, the PCs can provide Ceren with the information 
  pertaining to her new identity, at which point the wizened hacker 
  departs to find Jubair and go into hiding.
  OUTCOME
  Historia-7 contacts the PCs remotely shortly after the PCs defeat 
  the gangers and provide Ceren with the information about her new 
  life. If the PCs succeeded at one of the two parts of faking Ceren’s 
  death, then Historia-7 thanks them for their help and makes a 
  brief quip about having to fix only “some of their work”—a true 
  compliment from the Dataphiles leader. If the party succeeded at 
  both aspects of the deception, Historia-7 relays that Ceren feels 
  comfortable enough in her new identity to risk a return to public 
  life. So long as the PCs have not threatened or harmed Ceren, her 
  grandson, or her tomato plants, the aged hacker claims this is the 
  most alive she has felt in ages and offers to assist the Dataphiles 
  if they ever require her skills. If the PCs failed both aspects of 
  the deception, then Historia-7 nonchalantly thanks the PCs for 
  handling the gangers and states that she personally handled 
  forging Ceren’s death. No matter the outcome of the deception, the 
  PCs get the files to satisfy Historia-7’s request.
  Treasure: A rudimentary courier robot greets the PCs sometime 
  between the completion of this mission and the start of the next. It 
  presents the PCs with a gift box containing a standard 
  datajack and 200 credits. A simple electronic 
  message from Historia-7 indicates that the 
  datajack is a token of thanks from the 
  Dataphiles. If the PCs succeeded at one 
  or more aspects of Ceren’s deception, 
  the box also contains a frostbite-class 
  zero rifle. The rifle is an old—albeit out-of-
  place—acquisition of Ceren’s that Jubair 
  found while cleaning out the family 
  house. Historia-7 entrusts both items 
  to the PCs for the remainder of 
  the scenario.
  Rewards: If the PCs fail to 
  save Ceren from the hired 
  gangers, reduce each PC’s 
  credits earned by 185 credits.
  MISSION 3:  
  EXO-GUARDIANS 
  The Exo-Guardians do not currently have 
  a headquarters on Absalom Station, but their 
  leader, Zigvigix (LG host shirren soldier), 
  resides in the poor but trendy neighborhood 
  of Downlow. A long-standing member of 
  the Exo-Guardians, Zigvigix suffered severe 
  injuries prior to the Society’s expedition to the Scoured Stars, 
  which prevented them from taking part. Zigvigix became 
  overwhelmed with survivor’s guilt for not being present for the 
  ill-fated expedition. Eventually, they took up leadership of the 
  remaining Exo-Guardians on the advice of First Seeker Luwazi 
  Elsebo, turning their survivor’s guilt into something constructive. 
  Read or paraphrase the following to begin Zigvigix’s mission.
  Garbage litters the ground around the district’s largest art 
  park—a cement lot filled with undulating metal sculptures 
  and covered in graffiti of grotesquely adorable creatures. The 
  sounds of music and chatter drift over from the nearby clubs, 
  chronically interrupted by the roar of the local gangsters’ 
  engines. A heavily augmented host shirren is sitting on one of 
  the park benches, eating a simple meal of cold grub-noodles and 
  rice candy. Their antennae perk up at the tremor of approaching 
  footsteps. “Welcome, new Starfinders! And congratulations!” 
  the shirren’s voice telepathically projects. “My speech-name is 
  Zigvigix, but feel free to call me Ziggy, if that would be easier 
  for you. Have some rice candy to celebrate your graduation! 
  Today is your big day!
  Scaling Bridgeside 
  Ambush
  To accommodate a group of four PCs, reduce the total 
  number of gangers by one.
  
  13
  THE COMMENCEMENT
  “When you are ready, I have two assignments I could 
  use assistance with. The first is to help me secure a new 
  headquarters on Absalom Station. I’ve been in talks with our 
  station’s protectors, the Stewards, and they were kind enough 
  to give us ownership of a warehouse here in Downlow for 
  that purpose! The current owners no longer want it because a 
  vicious alien took it over and kills anyone who goes inside. Once 
  the alien is gone and the warehouse cargo has been returned 
  to its owners, we can start installing desks and computers, so 
  please go in and incinerate the creature!
  “My second assignment...” Zigvigix twitches their tooth 
  barbs for a moment and then holds out a credstick. “Please buy 
  the brand-new Strawberry Machine Cake album, Star Sugar 
  Heartlove!!!, which is out today, and give it to Historia-7 when 
  you see her. She is the head of the Dataphiles, so you should 
  meet her today! I wish to do it myself, but I... I have trouble 
  standing for long periods of time. Thank you very much!”
  Zigvigix’s primary concern is getting a new base set up for 
  the Exo-Guardians. They convey that the old Exo-Guardian base 
  was located on a world in the Vast, but the bastion fell to an 
  alien threat shortly after the Scoured Stars incident. The new 
  Exo-Guardians leader is not keen on discussing this point for too 
  long, enthusiastically trying to change the subject to answering 
  questions directly related to their missions.
  Warehouse Follow-Up: If the PCs ask for further details on the 
  hostile alien, Zigvigix explains that they believe the creature is 
  a feather stalker, a predator far more unpleasant than its name 
  implies. As far as the Stewards have been able to piece together, 
  a two-bit crime lord illegally imported the creature, and the beast 
  promptly ate him. Zigvigix can provide holorecordings of the 
  incident taken off the station’s security cameras—PCs who watch 
  them can attempt a Life Science check, using the skill’s identify 
  creature task to discover the abilities of the feather stalker.
  Strawberry Machine Cake Follow-Up: If asked about the new 
  Strawberry Machine Cake album, Zigvigix says that Historia-7 
  has seemed down after losing her mentor in the Scoured Stars. 
  They hope the sugar-pop music can cheer up the android; 
  Zigvigix adds that the band’s music always makes them feel 
  better. They go on to gush about favorite songs, expressing 
  regret they cannot hear the newest releases, as the shirren finds 
  it incredibly difficult to stand in the long lines. If a PC succeeds 
  at a DC 17 Sense Motive check—or an astute player voices the 
  observation without a roll—the PCs may note that Zigvigix is 
  not buying a copy for themself. The shirren’s response makes 
  it clear that despite their obvious desire, they downplay their 
  opinion when it might benefit themself and seem uncomfortable 
  spending money on their own personal wants—an oddity for the 
  highly individual shirrens.
  STRAWBERRY MACHINE CAKE
  Getting the album that Zigvigix requested requires standing in a 
  raucous line for 6 hours. So long as the PCs do so, they get the 
  album, but they must succeed at a DC 12 Fortitude save to avoid 
  becoming fatigued, followed by a DC 11 Reflex save to avoid taking 
  1d4 bludgeoning damage from the exuberant crowd on the way 
  out. The PCs can each buy an extra copy of Star Sugar Heartlove!!! 
  for themselves, but they must pay 50 credits for each additional 
  album. Similarly, the PCs can pool credits together to purchase an 
  additional copy for Zigvigix. If the PCs later give Historia-7 (see 
  page 9) the music album, she gives them a long, unreadable stare 
  before calmly stating she will enter it into the archives.
  Treasure: If a PC buys an album for Zigvigix as well as for 
  Historia-7, the shirren squeals in delight and offers a single charge 
  cloak as a reward.
  B. NOT-QUITE-ABANDONED WAREHOUSE
  Until the PCs enter the Downlow warehouse, they are free to 
  purchase additional equipment that they might need for their 
  assignment. Once the PCs declare they are ready, station security 
  allows them through the force barrier set up around the perimeter 
  of the warehouse.
  The doors to the warehouse were forced open and no longer 
  lock. The warehouse ceiling is 30 feet high, and a catwalk runs 
  15 feet above the floor. The crates and vehicle are approximately 
  5 feet tall, while the cylindrical containers and the crate-filled 
  scaffolding are 10 feet tall. Climbing the crates and scaffolding 
  requires a successful DC 10 Athletics check. A pit in the warehouse 
  floor is 10 feet deep. The scattered junk on the floor creates an area 
  of difficult terrain. The lights on the catwalk are not bright enough 
  to illuminate the area, leaving the warehouse in dim light.
  Each PC can spend a full-round action and a DC 12 Perception 
  check to look through the crates in the warehouse for minor useful 
  items. They can only make a number of successful checks equal 
  to the number of PCs in the party. For each successful check, roll 
  randomly on the table below to determine the discovery:
  WAREHOUSE DISCOVERY
   d4 
  Result
   
  1 
  Battery
   
  2 
  Flare
   
  3 
  Flashlight
   
  4 
  Medpatch
  Creature: The feather stalker lives up to its name; it is a large 
  black-and-white creature (specifically, a crinoid) made up of long 
  feathery appendages and little else. It has an animal mindset and 
  ignores any attempts to communicate. It does not attack unless 
  a PC separates from the group, or until it is spotted or spots a 
  PC within 20 feet. A PC who succeeds at a DC 16 Perception 
  check locates the creature’s hiding place when he moves within 
  30 feet of it or if a flare illuminates it; a PC within 20 feet of the 
  creature automatically sees it. The creature’s position on the map 
  is random; the GM should roll on the table on page 14 to set the 
  feather stalker’s starting position.
  
  B. Not-Quite-abandoned Warehouse
  1 square = 5 feet
  14
  STARFINDER SOCIETY SCENARIO
  FEATHER STALKER STARTING POSITION
   d4 
  Location
   
  1 
  A (buried in its nest)
   
  2 
  B (inside the pit)
   
  3 
  C (on top of the crate-filled scaffolding)
   
  4 
  D (on the catwalk near the vehicle)
  FEATHER STALKER 
   CR 3
  N Large aberration
  Init +3; Senses darkvision 60 ft.; Perception +4
  DEFENSE  
  HP 35
  EAC 15; KAC 14
  Fort +5; Ref +5; Will +3
  OFFENSE
  Speed 30 ft.; climb 30 ft.
  Melee feather appendage +8 (1d6+3 B)
  Ranged feather harpoon +10 (1d6+2 P)
  Space 10 ft.; Reach 5 ft.
  TACTICS
  During Combat The creature makes full attacks each round, or 
  fires at a distance if no one is within easy striking range. 
  Morale The feather stalker fights to the death so long as the PCs 
  remain in the warehouse. If the PCs retreat outside of the 
  warehouse, the feather stalker does not follow.
  STATISTICS
  Str +2; Dex +4; Con +0; Int –4; Wis +1; Cha –1
  Skills Acrobatics +13, Intimidate +8, Stealth +8
  SPECIAL ABILITIES
  Adapted Defense (Ex) The GM should roll 1d4, consult the 
  table below, and give the feather stalker the associated 
  energy resistance:
   d4 
  Energy Resistance
   
  1 
  Cold 2
   
  2 
  Electricity 2
  Scaling the 
  Warehouse
  To accommodate a group of four PCs, reduce the feather 
  stalker’s Hit Points to 30 as a result of its failed escape 
  attempt. In addition, the feather stalker takes a –2 penalty 
  to all attack rolls.
  
  Fitch
  15
  THE COMMENCEMENT
   
  3 
  Fire 2
   
  4 
  Sonic 2
  Adapted Offense (Ex) The GM should roll 1d4, consult the 
  table below, and give the feather stalker the associated 
  offensive ability:
   d4 
  Offensive Ability
   
  1 
  The feather stalker has a  
   
   
  reach of 10 ft.
   
  2 
  The feather stalker can  
   
   
  release two feather   
   
   
  harpoons as a full attack  
   
   
  action, and takes only  
   
   
  a –3 penalty to the attack  
   
   
  rolls instead of the normal –4  
   
   
  penalty for a full attack.
   
  3 
  The feather stalker can cast  
   
   
  reflecting armor twice per day,  
   
   
  and casts it on itself as soon as  
   
   
  it becomes aware of the PCs.
   
  4 
  A creature struck by the feather  
   
   
  stalker’s feather appendage  
   
   
  attacks must succeed at a DC 11  
   
   
  Fortitude save or become sickened  
   
   
  for 1d4+1 rounds.
  Feather Harpoon (Ex) A feather stalker can 
  release a piercing feather at a single foe as 
  a ranged attack targeting KAC with a range increment of 40 
  feet. It can release only one feather per round, unless it has the 
  extra attack advantage from its adapted offense ability.
  Treasure: Although the PCs may offer to hand over any items 
  they might have scavenged from the crates, station security tells 
  them to keep anything they claimed in the warehouse.
  Development: Once the PCs defeat the feather stalker, a 
  contingent of station security moves into the warehouse to start 
  removing cargo and freeing up the space for the Exo-Guardians. 
  As this occurs, Zigvigix emerges from behind the cordon line to 
  congratulate the PCs on a successful extermination.
  OUTCOME
  So long as the PCs remove the feather stalker from the 
  warehouse, Zigvigix is satisfied, though they prefer minimal 
  collateral damage to the structure. If the PCs made sure to give 
  the music album to Historia-7, the shirren praises the PCs and 
  commends them for their strong team spirit.
  Treasure: Zigvigix presents the PCs with a set of basic iridishell 
  armor, a pair of incendiary grenades I, and 400 credits. They 
  apologize for the lack of credits they can offer but excitedly warn 
  the PCs, “Have fun with the grenades, but don’t blow yourselves 
  up—I like you!”
  Rewards: If the PCs fail to defeat the monster, reduce each 
  PC’s credits earned by 192 credits.
  MISSION 4: WAYFINDERS 
  The Wayfinders’ transitory nature precludes them from 
  having a single stationary headquarters on Absalom Station. 
  Instead, the Wayfinders operate out of the Master of Stars, an 
  enormous starship that is part of the Armada orbiting 
  Absalom Station. The Master of Stars is currently 
  undergoing extensive repairs, obsessively overseen 
  by the Wayfinders’ leader Fitch (CN female ysoki 
  technomancer). A Society shuttle takes the PCs out 
  to the orbiting ship. 
  Read or paraphrase the following to begin the 
  Wayfinders’ mission.
  The station’s Armada can be seen from the 
  shuttle’s view screen as it takes 
  off, gleaming figures standing out 
  against the emptiness of space. 
  The Master of Stars immediately 
  stands out from the rest, as 
  layers and layers of scaffolding 
  obscure its hull. Tiny lights flicker 
  among the metal beams as distant 
  figures weld plates and heat shields to the 
  ship’s exterior. The shuttle smoothly glides 
  closer until it reaches the starship’s docking 
  bay, slipping through the magic field that 
  keeps the hold pressurized with breathable atmosphere. As 
  the shuttle doors open, a small drone flies in and pops up a 
  holoscreen, displaying a harried-looking ratfolk.
  “Finally, fresh meat!” the ysoki exclaims over the screen, 
  sounding pleased. “Name’s Fitch—pleasantries over, time to 
  get to work. I had some trouble earlier with the lights flickering 
  on the ship, and now both the lights and computers have 
  suddenly gone out on E-Deck. No idea what’s causing it, but 
  you work this job long enough and—” Fitch’s attention flicks 
  to something offscreen, and she shouts “Kirkath! The welding 
  torch is not a toy! You wanna go in the toddler’s pen with 
  the other kids?” She snorts dismissively before continuing, 
  “Sorry, some of these little ones would cut off their own heads 
  if I let them. Anyway, it could be some lunkhead screwed up 
  the wiring, but that’s a pretty big system failure for a simple 
  electrical short. I’d prefer to send in some people with combat 
  training to scout it out, just in case someone or something is 
  sabotaging the ship. If it’s nothing, great, get the power back 
  on if you can. If there’s something suspicious, use your comm 
  units to report in to me. I’ll give you the access codes, so—
  Selicha! If you touch that panel I will staple you to the hull!”
  The screen on the drone cuts out, then flashes to display 
  the ship’s schematics and the passwords for the computers 
  on E-Deck.
  
  16
  STARFINDER SOCIETY SCENARIO
  Any PC with a comm unit can use it to continue speaking 
  with Fitch. Unless the PCs have something to report to Fitch, the 
  Wayfinders’ leader is too busy to give anything more than brief 
  responses. The PCs can use the working lifts and maintenance 
  tunnels to reach E-Deck. The doors on E-Deck are closed and do not 
  automatically open without power, but since the magnetic seals on 
  the doors are also disabled due to the power loss, the PCs can force 
  their way through with no roll required.
  C. E-DECK
  The Master of Stars is the largest starship in the Society’s arsenal. 
  Even before the events of the Scoured Stars, it was the pride of 
  the fleet. Years of neglect required an extensive retrofit during 
  the events of the Scoured Stars incident, inadvertently saving 
  the flagship. The repairs are still ongoing, hampered by the lack 
  of any senior Starfinders familiar with the ship’s myriad and 
  esoteric systems. 
  E-Deck is a heavily underused section of the Master of Stars, 
  consisting of various primary access corridors and adjoining 
  chambers. Most side rooms are crew quarters or communal living 
  spaces—far less important locations due to the recent shortage in 
  personnel. The Wayfinders recently started using some of these 
  chambers to store nonthreatening alien objects.
  Rerouting the Power: The E-Deck is in total darkness when the 
  PCs arrive, making the first order of business to restore power to 
  the lights and the cameras prior to entering the area. A PC who 
  succeeds at a DC 15 Computers or Engineering check can reroute 
  power into the local systems; if none of the PCs have the proper 
  skills to accomplish this, they can attempt a DC 14 Diplomacy 
  check to convince Fitch to send down a mechanic. This quick jury-
  rigging only provides limited power to the PCs’ section of E-Deck, 
  but it is enough to restore moderate computer functionality.
  Most of the starship’s cameras remain off, but the PCs can check 
  them to reveal that there are two human children hiding in an 
  empty storage room (area C1). The PCs can reach the storage room 
  from the area marked on the map. PCs failing to restore the power 
  need to wander the deck for an hour, using personal light sources, 
  to find the children in area C1.
  C1. Empty StoragE
  Scattered barrels and boxes line the lowered floor of this 
  storage chamber. A thick bulkhead to the port side leads farther 
  onto the deck, while a similar bulkhead to the aft connects to an 
  arterial hallway that runs the length of the deck.
  This storage room is in a somewhat haphazard state—as if a 
  small, terrified alien had rushed through it. All the boxes and 
  barrels in the chamber are empty. The PCs should be aware of 
  the presence of two human children if they successfully activated 
  the deck’s camera system. If the PCs failed to accomplish this, 
  the children should eventually catch the PCs’ attention with the 
  sounds of their increasing panic.
  Creatures: The two hiding children are Kieu Lan and Kieu Si, 
  the daughter and son of one of the ship engineers, Kieu Kein 
  (LN male human mechanic). With Kieu Kein’s wife missing in the 
  Scoured Stars incident, he brings his children onto the ship during 
  work hours and leaves them in a specially designated children’s 
  area. Kieu Lan and Kieu Si were the first people to stumble across 
  a newly awoken alien that had escaped from one of the storage 
  chambers. Since both children are under eight years old and lack 
  a firm understanding of interstellar politics, they handled the 
  situation poorly; the alien was small and non-humanoid, and it 
  did not respond to any standard language, leading the children 
  to assume it was animalistic. They decided to keep the alien as 
  a pet and hid it in the adjacent room. The alien began meddling 
  with exposed ship cabling and other internal ship components, 
  causing the power outage. 
  Kieu Lan and Kieu Si wound up trapped when the lights went 
  out. They lacked the strength to force open the closed doors, 
  so they were stuck in the lightless storage room. The children 
  were unable to communicate with anyone on the ship as they 
  had removed their communicators before sneaking onto E-Deck 
  to bring the alien food. The two children are now near hysterics, 
  alternating between relief at having been found and panic that 
  they are going to be in trouble.
  If the PCs previously restored limited functionality to E-Deck, 
  the children attempt to protect their “friend” by using the newly 
  powered computers to set up a crude trap in the adjacent 
  chamber. A PC can identify that something is amiss with a DC 12 
  Sense Motive check. A successful DC 15 Diplomacy or Intimidate 
  check makes the children reveal the presence of the trap.
  Trap: Kieu Lan and Kieu Si reset the sensitivity on the ship’s 
  fire extinguishers to go off at the slightest sign of heat, including 
  the body heat of the PCs. The extinguishers activate as soon 
  as a PC attempts to use the western doorway. Should the PCs 
  unwittingly walk through the fire suppression system, it hoses 
  them down with gallons upon gallons of fire retardant foam. This 
  does not cause any damage, but the foam is slow to dissipate and 
  seeps into eyes, soft tissue, and mechanical joints. 
  FIRE EXTINGUISHER TRAP  
  CR 1/2
  Type technological; Perception DC 17; Disable Engineering 15 
  (disable thermal sensors)
  Trigger location; Reset 1 minute
  Effect –2 penalty to ranged attacks and skill checks for 1 hour; 
  Reflex DC 11 avoids; multiple targets (all targets in a 10-ft.-by-
  15-ft. area)
  Development: Any attempt to be patient and comforting calms 
  the children enough for them to talk, though they attempt to deny 
  any knowledge of the alien they discovered. In their state, they are 
  terrible liars, unable to keep their story straight between the two 
  of them. The PCs can get them to admit what they know with a 
  successful DC 13 Diplomacy check, with a +2 circumstance bonus if 
  the PCs either display their subdermal Starfinder Society implants 
  
  C. E-Deck
  1 square = 5 feet
  Pathfinder Map Pack: Starship Chambers
  C1
  C2
  C2
  N
  17
  THE COMMENCEMENT
  or report to Fitch so she can call Kieu Kein and have the children’s 
  father coax the information out of them. The PCs can also threaten 
  the children to gain the information without the need for a check.
  If the PCs update Fitch on the situation, she asks them to 
  make first contact with the escaped alien before circumstances 
  get further out of hand.
  C2. NEw LifE
  This area consists of two adjoining chambers. Four large 
  containment capsules fill the fore room, three of which hold 
  stasis-locked objects, including a tablet, a strange curved 
  sword, and an odd spiral of bioluminescent coral. A crack leaks 
  fluid from the fourth capsule, which displays a foot-wide breach 
  near the bottom. The aft room contains several desks, each 
  hosting a deactivated computer terminal.
  The fore chamber is where the children found the alien, which 
  had just escaped from the broken stasis capsule. There are three 
  elements to the encounter: appearance and locomotion of the alien, 
  a set of motives for the creature, and an associated environmental 
  hazard. Generate each of these aspects (detailed below) to 
  determine exactly how this encounter should run.
  Creature: The alien creature discovered by the children is 
  a random creature that you should generate as part of this 
  encounter. The creature itself is unnamed and harmless. There 
  are no combat statistics provided, as the PCs can easily kill the 
  creature with minimal effort, though killing the creature should 
  not be the goal of this encounter.
  Scaling Area C2
  To accommodate a group of four PCs, lower the successes 
  needed to track and win over the alien to 2.
  
  18
  STARFINDER SOCIETY SCENARIO
  Appearance and Locomotion: PCs can attempt to track the 
  creature using a DC 18 Survival check, or using a specific pair of 
  other skills as detailed further below. Examining the room gives the 
  PCs an idea of how the creature moves around—the GM should roll 
  on the table below to determine the alien’s appearance and abilities.
  CREATURE APPEARANCE AND LOCOMOTION
   d4 
  Result
   
  1 
  The creature is centipede-like and climbed in and  
   
   
   
  out of the vents, leaving tracks on the walls and vent   
   
   
  covers half open. The PCs can use a successful DC  
   
   
   
  15 Athletics check to crawl into a nearby vent to give   
   
   
  chase, or make a successful DC 17 Computers check to  
   
   
  close all available vent exits and funnel the creature   
   
   
   back into the chamber.
   
  2 
  The creature resembles a tailless horseshoe crab. It  
   
   
   
  also flies, and it has unscrewed one of the ceiling light  
   
   
  fixtures and slipped through the socket. The PCs can   
   
   
  use a successful DC 17 Life Science or Piloting check to  
   
   
  calculate likely routes it took. The PCs eventually find   
   
   
  it hidden in the ceiling of the southern chamber,  
   
   
   
  behind an exposed panel of ship internals.
   
  3 
  Most of the creature is an oversized mouth. It chewed  
   
   
  through the walls. The alien is rather easy to track, but  
   
   
  PCs following the holes must make a successful DC   
   
   
  17 Acrobatics check to avoid hitting sharp edges and   
   
   
  getting stuck. The PCs can also use a successful DC   
   
   
  15 Engineering check to guess which wall section the   
   
   
  alien must have chewed through to cause the power   
   
   
  outage to occur.
   
  4 
  The creature is a shapeshifter that disguises itself as   
   
   
  mundane objects. It is extremely bad at hiding, since   
   
   
  it lacks cultural context to know what item goes  
   
   
   
  where. PCs can spot the creature with a successful  
   
   
   
  DC 16 Culture or Perception check to notice anomalies  
   
   
  such as a garbage bin on top of a desk or an aluminum  
   
   
  can in the knife drawer.
  The PCs must succeed at two checks to chase or track down the 
  alien. Success leads the PCs to the alien and to a system broken by 
  the alien blindly meddling with controls it did not understand.
  Motives: The alien’s reaction to its situation and the PCs 
  approaching is random, and it affects how the PCs might deal with 
  it. It does not know any standard language, so the PCs need to 
  pantomime or cast share language. The GM should roll on the table 
  below to determine the alien’s current mindset.
  ALIEN MOTIVES
   d4 
  Result
   
  1 
  The alien is curious, which is why it has been randomly  
   
   
  pressing buttons. The PCs can use a successful DC 16   
   
   
  Culture, Life Science, or Mysticism check to  
   
   
   
  communicate bits of their culture to the alien.
   
  2 
  The alien is cautious and wary of the PCs. The PCs  
   
   
   
  can attempt a DC 16 Diplomacy or Sense Motive check,  
   
   
  or use the handle animal task of the Survival skill to   
   
   
  convey good intentions.
   
  3 
  The alien woke up after a long period of stasis and is   
   
   
  starving, feeding on the ship’s power systems. The PCs  
   
   
  can use a successful DC 16 Engineering, Life Science,   
   
   
  or Medicine check to feed it. Alternatively, the PCs can  
   
   
  sacrifice a battery’s worth of electricity to lure it back   
   
   
  to sleep.
   
  4 
  The alien awoke in a foreign environment and is  
   
   
   
  now panicking. The PCs can use a successful DC 16  
   
   
   
  Acrobatics, Athletics, or Diplomacy check to catch the  
   
   
  creature and calm it down.
  PCs must succeed at three skill checks (in any combination) 
  before the alien is willing to follow them off the ship. The PCs can 
  easily kill the defenseless alien instead, though informing Fitch 
  of their actions causes the ysoki to launch into a blistering, epic 
  tirade against the PCs for botching the entire mission.
  Hazard: Because of the unintended damage caused by 
  the alien, this section of the starship quickly develops an 
  environmental hazard. The PCs must either fix it to proceed or 
  endure the hardship it places on them. Spells such as life bubble 
  or specialized equipment mitigate the hazards entirely. The GM 
  should roll on the table below to determine how the alien has 
  affected the area.
  ENVIRONMENTAL HAZARD
   d4 
  Result
   
  1 
  The alien fiddled with the thermostat, making the  
   
   
   
  environment extremely hot. Steam rapidly fills the  
   
   
   
  area. Treat the entire area as though it were under the  
   
   
  effects of a non-magical fog cloud.
   
  2 
  The alien fiddled with the thermostat, making  
   
   
   
  the environment extremely cold. While not damaging,  
   
   
  the temperature has caused ice to form along the  
   
   
   
  floors. Moving more than 10 feet per round in the area  
   
   
  requires a successful DC 12 Acrobatics check, or the   
   
   
  creature falls prone.
   
  3 
  The alien accidentally increased the area’s gravity to   
   
   
  unpleasant levels. The PCs act as if they had an  
   
   
   
  additional –4 armor check penalty, even if they are  
   
   
   
  not wearing armor. The PCs can use a successful DC   
   
   
  16 Computers check to reset the gravity, or   
   
   
   
  make a ranged attack roll against AC 17 to destroy the  
   
   
  artificial gravity module and plunge E-Deck into 
   
   
   
  zero gravity.
   
  4 
  The alien dropped several pieces of shielding, which   
   
   
  flooded the area with minor radiation. A PC who enters  
  
  19
  THE COMMENCEMENT
   
   
  the area must succeed at a DC 13 Fortitude save or  
   
   
   
  become fatigued. The PCs’ armor mitigates   
   
   
   
  any further damaging effects. PCs can attempt a DC 14  
   
   
  Life Science or Physical Science check to raise shields   
   
   
  against the negligible radiation.
  Succeeding at one of the above checks overcomes the 
  environmental hazard.
  Development: The encounter concludes when the PCs manage 
  to calm the creature or in the unfortunate event that the PCs 
  terminate the alien. Regardless of the outcome, the PCs need to 
  travel to the bridge of the Master of Stars for a formal debrief 
  by Fitch.
  OUTCOME
  With the alien gone, engineers can move back into E-Deck and fix 
  the damage done. Fitch turns the alien over to an assembled team 
  of experts in hopes of learning more of the alien’s language and 
  culture—so long as the alien survives, the ratfolk is satisfied and 
  pats the PCs on the back for a job well done.
  Treasure: Kieu Kein rewards the PCs who rescued his children 
  with a mk 1 ring of resistance. Similarly, if the PCs did not kill the 
  alien life form, Fitch gives the PCs a credstick with 400 credits on 
  it. The Wayfinders’ leader thanks the PCs for their diligence, but is 
  quick to get back to work on repairing the ship.
  Rewards: If the PCs fail to defeat the monster, reduce each PC’s 
  credits earned by 191 credits.
  CONCLUSION
  Once all four faction leaders report to Guidance, the Society 
  intelligence summons the PCs back to the Lorespire Complex. The 
  intelligence once again presents itself in a holographic form—this 
  time taking on the appearance of a wizened male korasha lashunta—
  to congratulate the PCs on their successful missions. It goes on to 
  state that in the aftermath of the Scoured Stars incident, the Society 
  needs skilled agents more than ever, and that it sees potential in the 
  PCs as they start their new careers as Starfinder field agents.
  So long as the PCs have completed the primary success condition, 
  each PC receives the Faction’s Friend boon on his Chronicle sheet. 
  If a PC accepted Guidance’s subdermal implant, he also receives 
  the Marked Field Agent boon on his Chronicle sheet. Finally, if a PC 
  purchased a copy of Strawberry Machine Cake’s newest album, he 
  also receives the Star Sugar Heartlove!!! boon on his Chronicle sheet.
  PRIMARY SUCCESS CONDITIONS
  The PCs complete their main mission if they satisfy the requests 
  of at least three of the four faction heads. Doing so earns each 
  PC 1 Fame and 1 Reputation for any factions associated with their 
  current faction boon.
  SECONDARY SUCCESS CONDITIONS
  If the PCs satisfy the requests of all four of the faction heads or 
  convince Ceren to aid the Starfinders, they earn 1 additional Fame 
  and 1 Reputation for any factions associated with their current 
  faction boon.
  
  20
  STARFINDER SOCIETY SCENARIO
  Handout #1: Starfinder Faction Summary
  THE ACQUISITIVES 
  Leader Radaszam “The Dealmaker”; Location Nyori Palisades
  The Acquisitives represent the result of Luwazi Elsebo’s efforts to hold the Society together by hiring mercenaries to fill the role 
  of missing Starfinders. Many mercenaries realized that the Society was a far more lucrative venture—both monetarily and in terms 
  of popularity—than their old line of work. The faction’s current leader, Radaszam, is concerned with maintaining the organization’s 
  public-facing reputation, as well as the reputation and fame of those Starfinders directly serving the Acquisitives’ interests.
  THE DATAPHILES 
  Leader Historia-7; Location Lorespire Complex
  The Dataphiles cherish information above all else, seeing themselves as the guardians of any knowledge obtained by the Starfinder 
  Society. Their leader, Historia-7, 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 known to employ less technologically savvy 
  combat experts to procure information.
  THE EXO-GUARDIANS 
  Leader Zigvigix; Location None (Downlow)
  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 deter 
  external threats. Most of the faction’s operatives were lost in the Scoured Stars. The Exo-Guardians utilize lower-grade installations 
  within the Pact Worlds, having lost their headquarters and many of their operations in the aftermath of the disaster.
  THE WAYFINDERS 
  Leader Fitch; Location The Armada (Master of Stars)
  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. 
  
  21
  THE COMMENCEMENT
  Handout #2: Scrap Battle Racer and Vehicle Statistics
  RATROD (MALE YSOKI 
  TECHNOMANCER) 
  Skills Piloting +8; Ranged Attack Bonus +8
  Special Once per round, Ratrod can absorb a successful 
  energy attack against him and convert the Piloting penalty 
  imposed by the weapon into an equivalent Piloting bonus.
  NYIZIN (FEMALE RYPHORIAN 
  SOLDIER) 
  Skills Piloting +4; Ranged Attack Bonus +8
  Special Nyizin can kick her vehicle into high gear to 
  increase her vehicle’s speed by 20 feet on her next turn, at 
  the cost of setting her racer’s EAC and KAC to 5.
  VELOCITY (NONBINARY ANDROID 
  ENVOY)
  Skills Piloting +10; Ranged Attack Bonus +7
  Special Velocity’s vehicle has a 10-foot penalty to speed, 
  but has an additional basic kinetic weapon installed.
  LABONI’S BASIC JUNKRACER
  Speed 40 ft., full 400 ft.
  EAC 10; KAC 12
  Attack energy weapon (–4 to Piloting)
  Modifiers +2 Piloting, –3 attack
  Passengers 1
  SPECIAL ABILITIES
  Remote Control Laboni’s junkracer and weaponry can 
  be remotely controlled by the PCs, allowing them to 
  attempt Piloting checks and attack rolls in her place.
  RATROD’S JUNKRACER
  Speed 55 ft., full 550 ft.
  EAC 12; KAC 14
  Attack energy weapon (–4 to Piloting)
  Modifiers +2 Piloting, –3 attack
  Passengers 1
  BULKY JUNKRACER
  Speed 50 ft., full 500 ft.
  EAC 10; KAC 14
  Attack kinetic weapon (–4 to Piloting)
  Modifiers +2 Piloting, –3 attack
  Passengers 1
  SLEEK JUNKRACER
  Speed 55 ft., full 550 ft.
  EAC 10; KAC 12
  Modifiers +4 Piloting, –3 attack
  Passengers 1
  WELL-ARMED JUNKRACER
  Speed 50 ft., full 500 ft.
  EAC 10; KAC 12
  Attack energy weapon (–4 to Piloting), 
  kinetic weapon (–6 to Piloting)
  Modifiers +2 Piloting, –3 attack
  Passengers 1
  SPHERICAL JUNKRACER
  Speed 50 ft., full 500 ft.
  EAC 12; KAC 14
  Attack kinetic weapon (–4 to Piloting)
  Modifiers +2 Piloting, –3 attack
  Passengers 1
  ORSIS (MALE DAMAYA LASHUNTA 
  MECHANIC) 
  Skills Piloting +6; Ranged Attack Bonus +6; Special Orsis 
  gains a +4 bonus to his vehicle’s EAC and KAC.
  LEMGEM (FEMALE FEYCHILD 
  GNOME TECHNOMANCER) 
  Skills Piloting +4; Ranged Attack Bonus +4
  Special Due to her erratic driving, roll a d4 at the start of 
  Lemgem’s turn; on a result of 3 or 4 the vehicle gains a 10-
  foot bonus to speed (vehicle speed resets at end of round).
  
  22
  STARFINDER SOCIETY SCENARIO
  
  23
  THE COMMENCEMENT
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  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 Dave Arneson.
  Starfinder Society Scenario #1–01: The Commencement © 2017, Paizo Inc.; 
  Author: Eleanor Ferron.
  Event
  GM #
  GM Character #
  GM Fame Earned
  GM Name
  Date
  B
  A
  D
  C
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Starfinder Society Scenario #1-01: 
  The Commencement
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  
  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  7
  Character Chronicle #
  1–2
  —
  —
  753
  —
  —
  —
  —
  Starfinder Society Scenario #1-01: 
  The Commencement
  Reputation
  ▫ ▫ ▫ Faction’s Friend (Social Boon; Limited Use): By assisting various factions of the Starfinder Society, you have proven 
  yourself as a dependable asset. By slotting this boon, if you would fail to earn Fame at the end of an adventure by failing to 
  fulfill a success condition, you can check one of the boxes on this boon. Doing so reminds your current championed faction 
  of your past exploits, and you still earn 1 Reputation (but no Fame) with that faction as if you had successfully fulfilled the 
  condition. You can use this boon only if you would also gain at least 1 XP for completing the adventure.
  Marked Field Agent (Slotless Boon): Having met the amalgam of intelligences known as Guidance, you have 
  successfully completed your induction into the Starfinder Society. The Society offered you a subdermal implant as part of 
  your commencement. You receive this augmentation for free. If you declined to receive the augmentation, cross this boon 
  off your Chronicle sheet.
  Star Sugar Heartlove!!! (Slotless Boon; Limited Use): During your commencement missions, you had the chance to pick 
  up your own copy of the latest album from sugar-pop sensation Strawberry Machine Cake. This album is already a Pact 
  Worlds hit and has quadrupled in price. You can resell the album for 200 credits prior to the start of your next adventure. 
  If you sell the album, cross this boon off your Chronicle sheet. Alternatively, you can decide to keep the album, which 
  might somehow prove useful in the future.
  All subtiers
  Reputation
  basic iridishell (755; item level 2)
  charge cloak (200; item level 1)
  flight suit stationwear (95; item level 1)
  frostbite-class zero rifle (2,330; item level 4)
  graphite carbon skin (1,220; item level 3)
  incendiary grenade I (375; item level 2)
  mk 1 ring of resistance (735; item level 2)
  SOCIETY SUBDERMAL GRAFT 
  SYSTEM
  Hand
  MODEL 
  LEVEL  
  PRICE
  Single 
  1  
  150
  This implant rests underneath the skin of the palm of one hand, or 
  at the end of a tentacle or similar appendage in species that lack 
  hands. The augmentation can be activated or deactivated mentally 
  as a swift action. Activating the implant causes a rendition of 
  the Starfinder Society’s symbol to glow underneath the skin. 
  This augmentation acts as a mark, letting others know you are a 
  member of the Starfinder Society. It also increases the light level 
  within 5 feet by one step while active.
  pulsecaster pistol (250; item level 1)
  standard datajack (625; item level 2)
  
SOURCE: textdata/thevault/Starfinder/Starfinder Society Adventures/Starfinder Society Scenario 1-01 The Commencement.pdf