TEXT: YEAR OF 
  YEAR OF 
  EXPLORATION’S EDGE
  EXPLORATION’S EDGE
  BY MATT DUVAL
  SCENARIO #3–06 
  LEVELS 7–10
  RISE OF THE 
  RISE OF THE 
  VAULT LORD
  VAULT LORD
  
  RISE OF THE VAULT LORD
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  GM ResouRces
  Campaign Home Page: starfindersociety.club
  Books: Starfinder Core Rulebook, Starfinder Alien Archive (AA), Starfinder Alien Archive 2 (AA2), 
  Starfinder Alien Archive 3 (AA3), and Starfinder Armory (AR)
  Maps: Starfinder Flip-Mat: Dead World, Starfinder Flip-Mat: Space Port, and Starfinder Flip-Mat: 
  Stadium
  Online Resource: Starfinder Reference Document at paizo.com/sfrd
  Table of Contents
  Adventure                                         3
  Appendix 1: Level 7–8 Encounters             19
  Appendix 2: Level 9–10 Encounters            24
  Appendix 3: Game Aids                          30
  Organized Play                                   33
  AUTHOR
  Matt Duval
  DEVELOPMENT LEAD
  Thurston Hillman
  EDITING LEAD
  Leo Glass
  EDITORS
  Judy Bauer
  CONTRIBUTING ARTISTS
  Nicolas Espinoza, William Marton, Pixoloid Studios 
  (Mark Molnar, David Metzger, Gaspar Gombos, 
  Zsolt ‘Mike’ Szabados, Janos Gardos, Laszlo Hackl, 
  Orsolya Villanyi), and Tom Ventre
  CARTOGRAPHY
  Damien Mammoliti
  ART DIRECTORS
  Tony Barnett and Adam Vick
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  Robert G. McCreary
  DIRECTOR OF GAME DEVELOPMENT
  Adam Daigle
  PUBLISHER
  Erik Mona
  HOW TO PLAY
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags see Chapter 1 of the Guide to Organized Play: Starfinder Society. 
  This scenario has no tags.
  SUMMARY
  The PCs begin mid-mission, exploring a section of the mysterious false moon of Salvation’s End, when 
  a group serving the mysterious Vault Lord appears and attacks! After the PCs defeat these adversaries, 
  several drones enter the area and relay instructions from the guiding intelligence of Salvation’s End. The 
  intelligence briefs the Starfinders on another vault under attack and through reason, intimidation, or 
  appeal to their compassion for the test subjects, insists the Starfinders help it stop the Vault Lord. 
  The intelligence directs the PCs to a vault simulating Absalom Station during the Magefire Assault that 
  occurred over 300 years ago. Arriving at the first access point, the PCs must contend with a large force 
  of undead. Conditions become increasingly hostile. The Starfinders must rescue civilians in danger and 
  overcome traps, hazards, and a shard of unliving magefire.
  Eventually, the PCs reach the false Starstone Reactor chamber of the station, where the Vault Lord’s 
  servants perform the steps necessary to seize the Absalom Station vault. A holographic representation of 
  the Vault Lord appears and converses with the Starfinders. Realizing the PCs are working with the moon’s 
  intelligence, the Vault Lord orders their minions to destroy the Starfinders and animates the surrounding 
  debris and reactor components into an immense construct to annihilate the PCs and seize the vault!
  PLAY TIME: 4–5 HOURS
  LEVELS: 7–10
  PLAYERS: 3–6
  
  3
  BY MATT DUVAL
  RISE OF THE VAULT LORD
  WHERE IN THE 
  UNIVERSE?
  Rise of the Vault Lord takes place on Salvation’s End, a moon-
  sized spacecraft filled with innumerable sealed simulation 
  chambers that are run by an unknown intelligence. For more 
  information about Salvation’s End, see Starfinder Society 
  Scenario #1–00: Claim to Salvation, Starfinder Society 
  Scenario #1–09: Live Exploration Extreme!, Starfinder 
  Society Scenario #1–20: Duskmire Accord 9, and Starfinder 
  Society Scenario #2–04: Future’s Fall, which are available 
  online at paizo.com.
  Following the events of Starfinder Society #1–09: Live Exploration 
  Extreme!, the Starfinder Society discovered that massive vault 
  complexes containing strange simulated environments within 
  the false moon known as Salvation’s End. The first simulation the 
  Society stumbled into was a reproduction of the dwarven Quest for 
  Sky on Old Golarion, albeit with several inconsistencies. In making 
  their escape, the Starfinders found a vast hallway containing 
  entrances to numerous other simulation vaults, and the Society has 
  dedicated considerable resources to studying the vaults since then.
  Many of the false moon’s vaults are currently inactive, in the 
  process of being reactivated, or having their inhabitants killed 
  off and removed following their last simulations. The Society’s 
  best data experts have failed to penetrate the security in place 
  on Salvation’s End. Whatever purpose the massive megacomplex 
  and its associated vaults serve remain a mystery. To that end, the 
  Society has established a new lodge atop Salvation’s End to serve as 
  a base of operations; this lodge is on the site of the goblin shanty 
  tower from Starfinder Society #1–00: Claim to Salvation. 
  During Starfinder Society #1–20: Duskmire Accord 9, Starfinders 
  uncovered further proof that some unknown intelligence is 
  responsible for maintenance and ongoing monitoring of the moon’s 
  various vaults. To date, the Society has been unable to contact 
  this intelligence, and has had only sporadic luck in entering other 
  vaults. So far, the times at which vaults open appears to be random; 
  when they do, any Starfinders who happen to be there are able 
  to enter through hidden maintenance shafts or larger entry ports.
  Just before the Society staked its formal claim on Salvation’s 
  End, one of the vaults suffered a cataclysmic shift in its power 
  dynamics. A mysterious creature being groomed for a special role 
  in a vault by the same intelligence that guides the moon realized 
  their predicament as a prisoner and began a campaign to claim 
  their vault and cut it off from the rest of Salvation’s End’s systems. 
  So far, this self-styled “Vault Lord” not only has managed to secure 
  their vault but has also begun using a combination of technological 
  and magical means to break into other vaults within the complex. 
  The Vault Lord is the result of yet another simulation trying 
  to recreate part of Lost Golarion’s past: the ancient and powerful 
  Runelords. As in other simulations, the monitoring intelligence 
  worked off half-truths and fragmented information. When it 
  created this “Runelord,” it selected its candidate based on the 
  merits of the species’ intelligence, incorrectly deducing that the 
  original Runelords must have been contemplatives who visited 
  Old Golarion. However, unlike previous vault creations, the 
  contemplative Runelord’s incredible intellect allowed them to 
  discover the truth of their imprisonment. They soon threw off the 
  shackles of the guiding intelligence, disabled any means of clearing 
  creatures from the vault, and declared themselves as the Vault 
  Lord. The Vault Lord then began conquering adjacent vaults.
  During the events of Starfinder Society #2–04: Future’s Fall, a 
  group of Starfinders entered a vault that contained a false future 
  where the Veskarium had conquered the Pact Worlds following 
  an event known as the Data Plague, which has not yet occurred. 
  While the Starfinders learned about the Data Plague, they also 
  encountered the forces of the Vault Lord, who had begun assailing 
  the simulation. In the end, the Starfinders did their best but the 
  Vault Lord’s attacking army forced their retreat with survivors 
  as the guiding intelligence collected any stragglers for storage in 
  stasis (and later reuse), and disassembled the vault.
  The Vault Lord’s current goals involves the conquest of yet 
  another vault: a simulation of the Eoxian undead’s infamous 
  Magefire Assault on Absalom Station. The Vault Lord has deduced 
  that the station’s intelligence has managed to hide one of the moon’s 
  
  STARFINDER SOCIETY SCENARIO
  4
  vital power cores as the false Starstone at the heart of the vault’s 
  station. So far, the Vault Lord has managed to prevent Salvation’s 
  End from deploying additional drones or engaging sterilization 
  protocols on the vault, but still has to overcome the ragged false 
  Absalom Station defenders, who now find hordes of undead and 
  the Vault Lord’s eclectic forces assaulting them.
  Should the Vault Lord gain access to the power core, they 
  could use the additional power to fuel further conquests, or even 
  make a move at escaping the false moon. The intelligence within 
  Salvation’s End has concluded that such an eventuality must not 
  be allowed to pass, and as a result, has finally decided to end its 
  isolation and contact the strange outsiders who’ve built upon its 
  exterior: the Starfinder Society.
  GETTING STARTED
  The PCs begin the adventure in an uninhabited vault within 
  Salvation’s End with instructions from Venture-Captain Kunoris 
  Vex (N male drow operative). Provide Handout #1: Vex’s Briefing 
  (page 32). Vex previously assigned the PCs to a rescue facility in 
  case of any team getting in trouble during exploration of Salvation’s 
  End. After prior incidents, he wanted experienced agents ready in 
  case another team needed a quick rescue. This station’s current 
  assisting staff members include a technician, Archel (NG female 
  gnoll mechanic), and a transport driver, Odolf (LN male dwarf 
  soldier). There are also level-appropriate weapons, equipment, and 
  supplies loosely supervised by Danax (N male yeti) for purchase. 
  After the PCs have read the transmission from Vex and have had 
  a chance to acquire any supplies from Danax, read or paraphrase 
  the following.
  Archel finishes fueling 
  the transport before 
  slipping a basket of 
  fresh fruit into the 
  storage bin next to 
  the 
  scientific 
  and 
  surveillance equipment. 
  He flashes a wicked 
  toothy 
  smile. 
  With 
  quick two raps on the 
  roof, the vehicle begins 
  to smoothly accelerate 
  away from the small 
  rescue 
  facility. 
  The 
  impressively arranged 
  corridors that connect 
  the vault entrances of 
  Salvation’s End fly past, 
  soundless 
  and 
  still. 
  The green glow from 
  vault‘s primary entry 
  terminals shines as the 
  transport hums along. 
  After a few hours, the transport stops at an open maintenance 
  hatch about 10 feet across, a flashing Starfinder beacon wedged 
  into some pipes nearby. Odolf waits only long enough for 
  disembarking and retrieving equipment before quickly turning 
  and zipping back down the corridor.
  Treasure: Archel has slipped three mk 3 healing serums into 
  the picnic basket, which the PCs notice shortly after they enter 
  the vault. 
  DIPLOMACY (GATHER 
  INFORMATION)
  The PCs may know about Salvation’s End from speaking with 
  other Starfinders or from their prior exploration. They know all 
  the information whose DC is less than or equal to the result of 
  the check. Reduce the DCs by 5 for each different Salvation’s 
  End adventure the PCs have played (these include #1–00: Claim 
  to Salvation, #1–09: Live Exploration Extreme!, #1–20: Duskmire 
  Accord 9, and #2–04: Future’s Fall). 
  15+: Salvation’s End is an artificial moon the Starfinder Society 
  acquired the exclusive rights to explore. Former First Seeker 
  Luwazi Elsebo initially hired mercenaries to explore the moon 
  after the Scoured Stars incident.
  20+: The Starfinder Society helped finance its expeditions 
  to Salvation’s End through an arrangement with Eoxian media 
  mogul, Zo!. During a broadcast event, the Starfinders discovered 
  the moon contains an enormous number of vaults with 
  simulations of other times and places and unwitting inhabitants.
  25+: A mysterious guiding intelligence controls and maintains 
  the experimental vaults 
  on Salvation’s End. So 
  far direct contact has 
  not been possible for 
  the Society. 
  30+: 
  During 
  a 
  recent expedition to a 
  simulation of a possible 
  Pact World future, the 
  Society encountered a 
  hostile invasion force 
  attacking 
  the 
  vault 
  that claimed allegiance 
  to an unknown and 
  aggressive entity called 
  the Vault Lord. The 
  presence of the Vault 
  Lord’s forces provoked a 
  dramatic response from 
  the guiding intelligence 
  to purge that vault. The 
  Vault Lord’s symbol is 
  a jagged seven-toothed 
  cog.
  SALVATION’S END
  
  RISE OF THE VAULT LORD
  5
  INTO THE VAULT
  The access hatch leads through a series of maintenance 
  corridors. There is no sign of activity within and the 
  control systems register as on standby, though it is 
  impossible to gain access to them with Computers 
  or Engineering. The hatch remains open and 
  the PCs are free to come and go. The end of the 
  corridor opens to a partially dismantled simulation 
  of a planet’s surface. 
  A. SOME DISASSEMBLY 
  REQUIRED 
  The vault the PCs enter has locked halfway 
  through its reset cycle, bereft of 
  inhabitants and most plant-life, 
  structures, and terrain. Partially 
  disassembled buildings and 
  terrain dot the area, with a 
  patchwork with even chunks 
  torn out of them. The vault 
  normally tests a simulation of 
  Vesk Prime in a hypothetical present 
  time when the skittermander inhabitants 
  of Vesk-3 were the first species in the 
  system to develop interplanetary travel, 
  bringing their culture and helpful way of 
  life to the rest of the system with great 
  enthusiasm. However, the area is currently in the process of 
  disassembly by the moon’s guiding intelligence.
  The vault comprises an area about 50 miles across, with a 
  ceiling half a mile high. The artificial sky creates a patchwork 
  of light, with girders and maintenance hatches distantly visible 
  in disassembled sections. The terrain is a mix of metal plates, 
  walkways across exposed conduits, and primarily urban terrain 
  near the entrance where the Starfinders emerge. A breathable 
  atmosphere is present and the temperature is cool but not 
  hostile. The area is incredibly still and dimly lit, with no hum of 
  machinery or other noise to break the silence in this vast nearly 
  empty space. Use the map on page 6 for this area.
  A nearby island of simulated urban terrain stands out as a good 
  place to survey the area and set up the Starfinders surveillance 
  equipment. 
  Each PC has enough time to investigate one area below before 
  the Vault Lord’s forces arrive unexpectedly. Several anomalies 
  might attract the PCs’ interest as they arrive. 
  Surveillance Equipment: A relatively intact structure at area A1 
  is a good place to set up their surveillance equipment.
  Malfunctioning Drone: There are signs of noise and slight 
  movement at area A2. 
  Broken Power Conduit: A crackle of electricity and smell of 
  ozone radiate from area A3. 
  Subject Reprogramming Device: PCs trained in Mysticism or 
  with any form telepathy notice a psychic signal from area A4.
  A1. EducAtionAl cEntEr
  This large gathering hall is intact, with seats of 
  all sizes facing toward a lecturer’s podium. A 
  power supply provides flickering illumination 
  to a yellow holo-display where a smiling 
  skittermander cheerfully provides distorted 
  lessons in helping a large, elderly vesk 
  to cross the street. Posters in multiple 
  languages extol the virtues of teamwork 
  and show skittermanders and vesk 
  working side by side in harmony. 
  PCs who succeed at a DC 28 
  Perception or Engineering check 
  (DC 31 in Levels 9–10) locate a 
  stable location and set up their 
  surveillance 
  equipment. 
  A 
  success negates the surprise 
  round when the Vault Lord’s 
  forces arrive, as the equipment 
  alerts the PCs if they’re being 
  monitored or tracked by outsiders. 
  A2. crAsh sitE
  A malfunctioning vault maintenance 
  drone lies partially buried under rubble. A 
  PC who succeeds at a DC 26 Engineering or Piloting check (DC 29 
  in Levels 9–10) identifies the drone as showing signs of damage 
  from an internal explosion. 
  Treasure: A PC who succeeds at a DC 28 Engineering or 
  Piloting check (DC 31 in Levels 9–10) can remove the drone’s flight 
  stabilizers without damaging them. These unique, hyper-efficient 
  stabilizers attach to an armor upgrade that grants flight, such as a 
  jetpack, halving its usage rate. The stabilizers burn out at the end 
  of the adventure.
  A3. PowEr conduit
  Crackling energy arcs between two broken sections of a massive 
  power coupling exposed below a dried out riverbed. PCs who 
  succeed at a DC 20 Medicine or Physical Science check, or who 
  have any means of radiation detection, can identify the area is 
  partially irradiated, though the current amount of radiation is 
  negligible. PCs who succeed by 5 or more locate a nearby breaker 
  that shuts down the local breach. 
  A4. subjEct comPliAncE
  A broken building once concealed one the guiding intelligence’s 
  reprogramming and compliance devices that ensured the test 
  subjects glossed over any anomalies in the simulation. PCs 
  approaching the area sense growing pressure in their minds. 
  PCs can operate the device with a successful DC 21 Engineering, 
  Medicine or Mysticism check (DC 24 in Levels 9–10 due to 
  KUNORIS VEX
  
  STARFINDER SOCIETY SCENARIO
  6
  A. SOME DISASSEMBLY REQUIRED
  A. SOME DISASSEMBLY REQUIRED
  STARFINDER FLIP-MAT:
  STARFINDER FLIP-MAT:
  DEAD WORLD
  DEAD WORLD
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  ENEMIES APPEAR HERE
  ENEMIES APPEAR HERE
  A1
  A1
  A4
  A4
  A3
  A3
  A2
  A2
  
  RISE OF THE VAULT LORD
  7
  additional damage to the device) to reassign all their skill ranks 
  in one skill to an untrained skill for the duration of the adventure. 
  The device works on any PC only once (including the hazard 
  below) and subsequent attempts deal 7d10 damage to the user. 
  The programming reverts after the end of the adventure and the 
  change is only temporary for this adventure.
  Hazard: Any PC who enters the building must succeed at a DC 17 
  Will save or have their ranks in one randomly determined skill that 
  they have ranks in temporarily reassigned to Profession (weaver). 
  This lasts until the afflicted PC receives remove affliction (DC 21) or 
  until the end of the adventure as the programming fades.
  EVENT 1: 
  UNANNOUNCED GUESTS 
  (CR 10 OR CR 12)
  After the PCs have investigated one or more of the areas 
  (depending on if they split up), a group of the Vault Lord’s minions 
  suddenly teleport into the area.
  Creatures: The Vault Lord also noticed the apparent malfunction 
  in this vault and dispatched a scouting party to investigate. These 
  adversaries know about the Starfinders’ presence from divination 
  magic and suddenly teleport into the center of the map and attack 
  the PCs. The accompanying golems have been constructed to 
  allow for teleportation within the structure, though their normal 
  immunity to magic is otherwise intact.
  The members of the attacking party each wear a distinctive 
  seven-toothed cog emblem, which is etched onto the golems and 
  burnt into the dragon’s scales. The blue dragon Keticama leads the 
  attack and offers neither parley nor mercy, directing his golems 
  with deadly efficiency and bellowing that the PCs will die swiftly 
  in the Vault Lord’s name. 
  Keticama is a cunning fighter. Wary of hidden intruders, he cast 
  see invisibility before going to investigate the PCs. He adjusts his 
  approach to the battle based upon the PCs’ actions; the following 
  are some of his more likely tactics. He prefers to use his breath 
  weapon as often as he can to target multiple opponents. He 
  does what he can to avoid being surrounded, preferring to use 
  multiattack against PCs who are far from others or who seem 
  vulnerable in some way, such as invisible PCs or lightly armored 
  PCs, respectively. If surrounded, he is likely to activate his cloaking 
  skin to turn invisible, and he might use discharge to heal the golems 
  before reappearing to attack from a more advantageous position.
  If the PCs successfully set up the surveillance equipment, 
  it signals an imminent arrival via teleportation. Otherwise, the 
  attackers’ arrival surprises the Starfinders. 
  LEVELS 7–8 (CR 10)
  KETICAMA 
  CR 8
  Page 19
  NEUTRONIUM GOLEMS (2) 
  CR 6
  Page 20
  LEVELS 9–10 (CR 12)
  KETICAMA 
  CR 11
  Page 25
  CYBERNETIC GOLEMS (2) 
  CR 8
  Page 24
  Treasure: In Levels 9–10, Keticama wears an advanced 
  telepathic device that allows the Vault Lord’s tacticians to 
  experience everything that happens to the dragon. They study the 
  Starfinders’ tactics and provide that information to the Vault Lord 
  and hie lieutenant, Vradak (see area D). A PC who succeeds at a 
  DC 25 Engineering, Life Sciences, or Medicine check can remove 
  the device and fashion a synaptic link (Starfinder Armory 100) for 
  two PCs to use. 
  Development: The guiding intelligence observes the battle. It 
  closes the hatch to prevent the Starfinders’ immediate departure in 
  the combat’s aftermath and quickly dispatches a drone to establish 
  communications (see Event 12 below). Mystical and technological 
  jammers block any other communication or travel methods.
  EVENT 2: INTELLIGENCE 
  BRIEFING
  After witnessing the Starfinders’ success in combat, the moon’s 
  guiding intelligence determines the PCs may be suitable for 
  handling the Vault Lord’s ongoing assault on another vault in its 
  facility. The intelligence deploys four hunter-class security robots 
  to communicate with the PCs through a built-in speaker system. 
  The robots do not attack the PCs; if damaged, they simply move 
  away and are replaced by new robots. Replacement drones speak 
  exactly where the previous drones left off. 
  Read or paraphrase the following after the PCs have had a few 
  rounds to catch their breath and recover.
  Harsh lighting suddenly illuminates the area and the nearby 
  hatches close with a heavy thud. Firing thrusters signal the 
  rapid approach of several security robots. They come to a hover 
  nearby and a speaker system projects a cool, clipped voice that 
  modulates slightly before settling.
  “Intruders. Provisional greetings extended. This facility 
  requires assistance. The test subject who self-designates as 
  the Vault Lord endangers one of this facility’s primary power 
  cores. Proximity and combat assessment of the intruders self-
  designated as Starfinders has determined risk parameters 
  are acceptable. Emergency protocols activated. Internal 
  maintenance and control systems offline at three locations 
  within facility sector 0A515. Schematics and waypoints ready 
  for transmission and acceptance by those self-designated 
  and now accepted as Starfinders. Instructions for repair and 
  reactivation included. Biometric scan in progress. Kinesthetic 
  and biochemical response indicates confusion. Please state any 
  queries in a prompt and ordered fashion.”
  
  STARFINDER SOCIETY SCENARIO
  8
  KNOW YOUR ENEMY
  The PCs may seek to subvert the guiding intelligence or study 
  its technology while following along with its instructions. Any 
  outright sabotage is met with a warning that the intelligence 
  will release drones to counter further incidents. The PCs 
  can use the opportunity to study the guiding intelligence’s 
  control systems. When repairing the control systems in areas 
  B, C, and D, the PCs can attempt a DC 28 (31 in Levels 9–10) 
  Computers, Engineering, Mysticism, or Physical Sciences 
  check to learn about them. They can also study the fail-safe 
  embedded in the undead (see The War-Torn Eye on page 12). 
  If they succeed at these checks, they discover information 
  about how the guiding intelligence’s technology works for 
  later study and use when they report back to the lodge, 
  contributing to their secondary success condition.
  The guiding intelligence of the facility directly contacts the 
  PCs and transmits extremely specific directions for travel from 
  the current vault to another vault where it needs the Starfinders 
  to make repairs to bring its internal controls and drone 
  systems back online. The intelligence is cagey in its replies to 
  the Starfinders’ likely many questions, responding “Irrelevant 
  question” to inquiries about its goals or itself. 
  The intelligence monitored the Starfinders’ previous activities. If 
  more than half of the PCs have either earned the Chronicle Sheet 
  from Starfinder Society Scenario 
  #2–04: Future’s Fall or applied the 
  Dwarven Admittance boon from 
  Starfinder Society Scenario#1–04: 
  Live 
  Exploration 
  Extreme!, 
  it 
  emphasizes the test subjects in 
  danger in 
  the facility. If a majority hasn’t and any of the PCs have earned 
  Infamy, it emphasizes a reward of new starship system designs. 
  If the party falls in the middle, it focuses on leaving the Starfinder 
  lodge alone if the PCs assist.
  Below are answers to likely questions:
  What are you? “Irrelevant question.”
  What do you want us to do? “A simulation experienced 
  unexpected power fluctuations and systemic failure of internal 
  control systems. Repair is high priority. Probability of interference 
  by test subject Vault Lord is 98%. Probability of protean incursion is 
  0.02%. Loss of test data and irrecoverable corruption of test subjects 
  is likely. The facility power core AA3 is the predicted target within an 
  acceptable level of certainty. Secondary loss of vault and destruction 
  of test subjects anticipated if the intrusion is not stopped.”
  What’s the vault simulation testing? “Irrelevant question.”
  Why should we work for you? “Test subject Vault Lord is 
  projected to continue assimilating sectors of this facility at an 
  accelerating pace. Behavior modeling predicts the test subject will 
  seek the surface of this facility and search for vehicles capable of 
  transport away from this facility to continue dominance-seeking 
  conduct. Assessment of all suitable vehicles indicates a 78% 
  probability that the test subject will identify the vehicles at the 
  intruder-Starfinder landing point as most easily compromised.” 
  Why is this our problem? “Compliance is advised. Projected 
  risk exceeds acceptable parameters. Projected outcome is 
  sterilization of Starfinder presence at all locations within and 
  outside the facility. Maintenance and control systems report as 
  nonoperational at all intruder locations.”
  HUNTER CLASS 
  SECURITY ROBOT
  
  RISE OF THE VAULT LORD
  9
  Will you give us anything for helping you? “Incentive protocol 
  approved. Security level Gamma system schematics authorized 
  for distribution to intruders/Starfinders upon completion of 
  preventative actions.” 
  Will you free the test subjects? “Test subject status is pending 
  an internal scan. Redesignation of subjects registered as lost/
  unrecoverable to intruders/Starfinders is acceptable.”
  What is the Vault Lord? “Data security protocol disabled. 
  Simulation irretrievably compromised.” The voice changes, 
  sounding prerecorded. “Simulation #9,377. Planet Golarion, 
  Circa ERROR Absalom Reckoning, local calendar approximation. 
  Investigation of the culture and behaviors of dominance-
  seeking species-classification Contemplatives traveling from 
  Planet Akiton to Planet Golarion. Contemplatives designated 
  as only possible species matching requirements of historical 
  subject designated as RUNELORD. Specific subject’s behavior 
  became erratic 0.8 local calendar years into the initial test. 
  Communications and control of simulation lost 1.1 calendar 
  years into the test. Hostile contact made with test subject 1.2 
  calendar years into the test. Test subject continues to exhibit 
  dominance-seeking behavior and erratic exhibition of hatred and 
  curiosity toward the guiding intelligence of this facility. Subject 
  possesses intellect multiple deviations above species standard 
  and continues to self-enhance with materials from compromised 
  simulations. Subject behavioral model has no satiation point for 
  dominance or self-improvement.” 
  What is the cog symbol? “The test subject created the symbol 
  based on a reinterpretation of a prominent symbol from the 
  local culture.” A holo-display projects an image of the cog, with 
  the negative space becoming clear while the cog teeth recede, 
  creating the seven-pointed star.
  Can you help us fit in with the simulation? “Internal systems 
  for simulation records are currently offline. Test subject 
  identification and authority status can be conferred on 
  reactivation of primary control system.” The intelligence 
  can provide the PCs with IDs after they reactivate the 
  controls in area B. These credentials provide a +2 
  circumstance bonus to skill checks when interacting 
  with the test subjects in area C. 
  Development: 
  The 
  intelligence 
  transmits 
  navigational guidance to the PCs and provides 
  them with a transport vehicle airdropped to their 
  location with preset navigation guidance to take 
  them to the vault where it needs them. The PCs 
  have an opportunity to take a 10-minute rest. 
  If the PCs refuse to work with the intelligence, 
  it simply says, “Subjects refused compliance. 
  Sterilization required.” From there the Starfinders 
  need to flee from an ongoing attack by the 
  intelligence’s drones as they begin wiping out the 
  Starfinder presence on Salvation’s End until the PCs 
  comply. If the PCs continue to refuse, they can escape 
  with a handful of survivors and the adventure concludes.
  Treasure: If the PCs agree to work with the guiding intelligence, 
  it gives them an armored null-space transport (Starfinder Armory 
  137) or assault enercopter (Armory 137) to reach their destination. 
  The vehicle cannot fit through the entrance to the next vault.
  B. THE MAGEFIRE ASSAULT 
  The access corridor stretches on for several twisting miles within 
  Salvation’s End before arriving at an exit point within a simulation 
  of Absalom Station. The Starfinders emerge in a recreated portion 
  of Fardock from an enigmatic twisting stone archway. Starfinders 
  from Absalom Station or who succeed at a DC 15 Culture check 
  immediately recognize their surroundings.
  Blue lights permeates the area, and scattered remnants of 
  undead litter the dock. A burst of light explodes outside a 
  nearby view port. Starships engage in deadly dogfights in the 
  void while massive defense batteries pour kinetic blasts into 
  bone-forged dreadnoughts. A pale blue light flows from the bone 
  ships and hungrily eats away at the active shielding around the 
  station. The living fire blots out the stars, encompassing every 
  part of the horizon until the whole universe burns.
  UNLIVING MAGEFIRE
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  B. THE MAGEFIRE ASSAULT
  B. THE MAGEFIRE ASSAULT
  STARFINDER FLIP-MAT:
  STARFINDER FLIP-MAT:
  SPACEPORT
  SPACEPORT
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  B1
  B1
  DOOR
  DOOR
  UNDEAD STARTING POINT
  UNDEAD STARTING POINT
  FIRE AMP 
  FIRE AMP 
  SENSOR
  SENSOR
  PCS START HERE
  PCS START HERE
  GRAVITY TRAP
  GRAVITY TRAP
  GRAVITY TRAP
  GRAVITY TRAP
  UNDEAD STARTING POINT
  UNDEAD STARTING POINT
  UNDEAD STARTING 
  UNDEAD STARTING 
  POINT
  POINT
  B3
  B3
  B2
  B2
  
  RISE OF THE VAULT LORD
  11
  11
  Two guardian automatons wait here and serve the guiding 
  intelligence; they don’t bother the PCs. PCs who succeed at a DC 
  20 Culture or Mysticism check recognize the events taking place 
  outside as similar to reports about the famous Magefire Assault, 
  when the Eoxian bone sages attacked Absalom Station in 7 ag.
  The directions from the guiding intelligence lead further into 
  the re-creation of Kavalasa’s Arm. Signs of combat and damage to 
  the station are present everywhere, but the guiding intelligence 
  routes the Starfinders away from the ongoing battles to reach the 
  customs hub that conceals the control system. 
  b1. customs hub (cr 10 or cr 12)
  Dripping vital fluids spill from dozens of dead scattered around 
  the customs hub. Inanimate corpses concentrate around a 
  few resistance points, torn apart by explosives and weapons 
  fire. Flashing warnings ordering evacuation fill most of the 
  functioning holoprojectors. The battle outside the station 
  continues to rage as bits of blue fire slip through the shields and 
  fall on the station like rain, searing their way inside. 
  Creatures: Eoxian undead roam the corridors in packs and 
  search for survivors. They swarm the living without regard for 
  their own safety and rush toward the sounds of battle. A pack of 
  ravenous wights feasts on the remains of some station guards, 
  which imposes a –2 penalty on their Perception checks to notice 
  PCs before combat begins. The wights have seen extensive 
  fighting and lengthy vacuum conditions, leaving them weakened 
  and feral, with their leathery skin pulled tight against their bones. 
  On the second round of combat, a fragment of unliving magefire 
  breaches the station’s hull and joins the attack. The unliving 
  magefire burns in a pale blue ring about 10 feet in diameter. It 
  consumes light and life, draining color from its surroundings. 
  Tendrils seek outward for the living, igniting them in preparation 
  for feeding on their vitality. The magefire attacks PCs until at 
  least two are burning, and then uses its incinerate ability if it’s 
  not at full Hit Points.
  The undead attack relentlessly, stopping only when they are 
  destroyed.
  Hazard: The ongoing attack on the station creates a chaotic 
  and ever-shifting battlefield. 
  Round 1: At the end of every round, starting with the first, 
  additional undead pour into the room from three corridors. One 
  ravenous wight (two in the higher level range) emerges from each 
  door. The PCs can seal a door with a successful DC 21 Computers 
  or Engineering check (DC 24 in Levels 9–10) while adjacent or 
  with the appropriate ranged computer equipment, or by shooting 
  out a control panel (Hardness 1, 10 Hit Points, EAC 14, KAC 16).
  Round 2: Unliving magefire breaches the hull, arriving on 
  its initiative count. This damages area B3, where three station 
  civilians hide, and they begin calling for help. The Starfinders can 
  see undead outside the hull swarming toward the breach. This 
  breach functions as another entry point for ravenous wights. 
  PCs can seal the breach by activating emergency shield 
  controls in area B2 with a successful DC 21 Computers check (DC 
  24 in Levels 9–10) or eject the statue centerpiece to plug the gap 
  with a successful DC 26 Physical Science or Piloting check (DC 
  31 in Levels 9–10).
  Round 3: The civilians lose consciousness and the chamber 
  reaches vacuum conditions if the PCs haven’t sealed the breach. 
  If any access corridors are still open, the PCs see a skull-faced, 
  burning, and out-of-control Eoxian munitions transport vehicle (30 
  Hit Points, EAC 13, KAC 16) 400 feet away barreling down one of 
  them toward area B1.
  Round 4: If the Eoxian transport is intact and the access corridor 
  remains open, the transport crashes into area B1 and explodes, 
  dealing 6d6 B&F (12d6 in Levels 9–10) to each creature in area B1 
  (Reflex DC 17 half) at the end of the round. 
  Round 5: The civilians die from vacuum if the breach wasn’t 
  sealed at the end of the round or the PCs didn’t discover some 
  means of protecting them from the harsh environment.
  Traps: The customs officers made improvised traps from many 
  of the station’s systems. The ticket kiosk greeting system triggers 
  on motion approaching within 5 feet and ties into the station’s 
  artificial gravity, shifting it to slam nearby creatures into the floor.
  In Levels 9–10, the customs officers also sabotaged the fire 
  suppression systems, routing starship fuel into the system. 
  Whenever a creature takes fire damage or an explosion occurs 
  anywhere in area B1, the fire suppression system douses that 
  creature or the center of the explosion and surrounding area in 
  fuel. The trap disarm location is the infrared sensor.
  LEVELS 7–8 (CR 10)
  RAVENOUS WIGHTS (10) 
  CR 1
  Page 21
  UNLIVING MAGEFIRE  
  CR 6
  Page 21
  GRAVITY TRAPS (2) 
  CR 4
  Page 21
  LEVELS 9–10 (CR 12)
  RAVENOUS WIGHTS (15) 
  CR 1
  Page 26
  UNLIVING MAGEFIRE INFERNO 
  CR 9
  Page 26
  FIRE AMPLIFICATION SYSTEM 
  CR 6
  Page 26
  GRAVITY TRAPS (2) 
  CR 4
  Page 26
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  Treasure: The PCs can acquire a sample of the magefire for 
  Society researchers with a successful DC 22 Mysticism check (DC 
  25 in Levels 9–10) or a successful DC 26 Life Sciences or Physical 
  Sciences check (29 in Levels 9–10). 
  b2. customs officE
  Station security concentrated on holding the customs office. A 
  holovid inside plays a news story describing the assassination of 
  Primex Loqua Tem and the ensuing gang war for control of the 
  station that began a week prior to the Eoxian attack. PCs who 
  succeed at a DC 18 Culture check recognize Loqua Tem as the 
  first Prime Executive of the Syndicsguild, the governing body of 
  Absalom Station.
  Treasure: The customs officers and station guards carried four 
  aphelion laser pistols, a tactical autobeam artillery, an ultrathin 
  doshko, a mk 3 holy water grenade (Starfinder Armory 26), In 
  Levels 9–10 there are also three mk 5 frag grenades and a minor 
  positron crystal (Armory 26).
  Development: The PCs can locate the control system they 
  need to repair using the information the guiding intelligence 
  provided and can make the necessary repairs in 10 minutes. The 
  intelligence provides remote instructions on how to repair the 
  controls, so the PCs don’t need to attempt any skill checks.
  Once the PCs complete repairs in area B2, the guiding 
  intelligence regains control of functions within this sector and 
  it uses the station’s systems to create a safe corridor for the 
  Starfinders to travel to area C. It indicates this by broadcasting 
  through loudspeakers, “Hostile Test Subject shutdown in 
  progress. Please wait.” The PCs see hidden turrets deploy, 
  slaying the remaining undead. “Directions to the next control 
  system transmitted. Proceed quickly. Power fluctuations 
  indicate UNKNOWN hours remaining before the power core is 
  compromised. Prepare for additional test subjects at control 
  system coordinates.”
  If asked, the guiding intelligence states the test subjects 
  at the next control system are resident biological simulation 
  inhabitants. If the PCs request falsified credentials to show 
  the test subjects, a kiosk provides them with identity cards 
  for station maintenance and security. These provide a +2 
  circumstance bonus to skill checks when interacting with test 
  subjects in area C. 
  b3. rEstroom
  Three survivors hide here: Rizz (N male ysoki mechanic), a station 
  maintenance technician; Abernal (NG female elf envoy), an attaché 
  to Roderick Fain (see area C); and Advent-12 (LN agender android), 
  a customs agent. While the room remains standing and hostiles are 
  in area B1, a PC must succeed at a DC 24 Diplomacy check (DC 27 
  in Levels 9–10) to persuade them to leave this shelter. The undead 
  ignore them until they defeat or drive off the PCs.
  Once the area is safe, the group here can explain to the 
  PCs the year is 7 ag and an Eoxian fleet began attacking the 
  station hours ago. The various gangs and factions within the 
  station were already at war with each other for territory after 
  the assassination of Loqua Tem. Abernal was returning from a 
  meeting with Frock, the ysoki leader of the Red Claw gang, with 
  an offer of cooperation to her employer. She’s grateful to provide 
  whatever support she can to the PCs and can introduce them to 
  Roderick Fain. If Abernal has died, PCs searching her body find a 
  datapad with the agreement on it that mentions Fain. 
  Development: If the civilians in area B3 survived, they ask to 
  accompany the PCs to a safer location. Abernal aks them to help 
  her find her employer, who happens to be stationed near the next 
  control system.
  THE WAR-TORN EYE 
  The guiding intelligence provides a route through the Arms region 
  of the station and past the Ring to the station’s Eye. While the 
  Starfinders and any test subjects they rescued observe fighting 
  happening nearby, the guiding intelligence terminates the Eoxian 
  invader test subjects along their path. All show signs of dramatic 
  trauma from internal self-destruct mechanisms. A PC who succeeds 
  at a DC 29 Medicine or Mysticism check (DC 32 in Levels 9–10) 
  also identifies a techno-magical fail-safe built into the animation 
  process for these undead and can record these findings.
  As the PCs arrive at the Eye and the approach the next control 
  system, read or paraphrase the following.
  Weapons fire and explosions ring throughout the vast central 
  dome region the station simulation. Cracks litter the dome 
  and the outer shielding appears to fade in multiple places. 
  Flying knights battle unliving fire in the sky over the ruins of 
  Swordlight Cathedral. Warring magic conjures purple lightning 
  near the Arcanamirium. A tremor rattles buildings as the 
  station’s batteries fire. Lights and gravity briefly wink out 
  as power fails, with only the numerous fires illuminating the 
  habitat. The blackout lasts a long moment; then with a tenuous 
  hum, the station’s systems whir back to activity.
  Navigation directives lead through devastated streets. 
  Small arms fire flashes between sky rises high above sending 
  debris scattering down. Wounded citizens crowd a nearby 
  transit hub, sheltering in an impromptu field hospital. A handful 
  of beleaguered station security officers keep watch while 
  overworked doctors rush between patients. Fallen undead 
  attackers litter the streets.
  SCALING THE WAR-
  TORN EYE
  Make the following adjustments to accommodate a group of 
  four (or three in Levels 9–10) PCs. 
  All Levels: Reduce the skill check DCs to help Fain by 2 
  and the countdown is 2 hours instead of 1 hour.
  
  RISE OF THE VAULT LORD
  13
  13
  The guiding intelligence’s navigation points to the field 
  hospital built around the transit station—specifically 
  to the control station that manages the system. 
  PCs who succeed at a DC 15 Culture check 
  recognize this as an access point to the 
  Spike, the portion of the station that runs 
  perpendicular to the plane of the Arms and 
  where the Starstone Reactor and Downlow 
  are. The guiding intelligence contacts the PCs 
  about the station security: “Armed test subjects 
  without self-destruct protocols detected around 
  the objective. Is termination required to reach 
  the control system?” If the PCs tell the guiding 
  intelligence to wait, it replies, “Time is limited. 
  Proceed quickly.” Each receives a countdown timer 
  indicating 1 hour before subject termination.
  Skill checks and actions to persuade and 
  help the test subjects take a 10-minute 
  rest. If Abernal is with the PCs, she tells 
  them her employer, Roderick Fain, is 
  at the transit hub.
  Transit Hub: Station 
  security 
  officers stop the approaching PCs. 
  PCs can talk their way past with 
  a successful DC 26 Diplomacy or 
  Intimidate check (DC 29 in Levels 9–10), 
  if Abernal accompanies them, or if they 
  wait 10 minutes as the guards verify they aren’t hostile. 
  The PCs can meet with Roderick Fain (LG male half-elf envoy) 
  after passing the guards. Fain is a member of the Syndicsguild and 
  represents this district. He is an idealistic politician, eager to make 
  a difference, and has maintained good relations with the various 
  factions and gangs that touched on his district without becoming 
  beholden to any. He is distraught over Primex Loqua Tem’s recent 
  assassination and suspects the Eoxians may have worked with one 
  of the gangs to facilitate this invasion. He has organized station 
  security and secured this area against the ongoing invasion and 
  opportunistic gang attacks, but has a number of wounded, the 
  ongoing threat of the gangs, and dwindling supplies to deal with. A 
  PC who succeeds at a DC 20 Culture check knows that no person 
  named Roderick Fain was ever affiliated with the real Syndicsguild.
  Roderick Fain has locked down the transit through this area and 
  access to the station controls after several patrols went missing 
  down below. He’s worried an unknown attacker will use the transit 
  hub to reach the Eye and attack from below. Unknown to Fain, 
  the Vault Lord’s soldiers are responsible and have already reached 
  their objective: the Starstone Reactor.
  The PCs can gain Fain’s permission to access the control 
  system through helping with his problems or tricking him into 
  believing they are station security or maintenance personnel with 
  a successful DC 24 Bluff check (DC 27 in Levels 9–10) . If the PCs 
  rescued Abernal earlier and brought her with them, they gain a +2 
  bonus to Bluff checks to convince him they are station security.
  If the Starfinders help Fain with three of these potential tasks, 
  he’s willing to trust them and grant access to the station 
  controls. The tasks include: 
  D  
  D  Saving Abernal (area B3) and bringing her to Fain.
  D 
  D Delivering the Red Claw cooperation offer from 
  area B3 to Fain.
  D  
  D  Providing information about the undead self-
  destruct fail-safe (area B1).
  D  
  D  Helping the wounded in the hospital (see Field 
  Hospital below).
  D  
  D  Scouting the enemy positions (see Front 
  Lines below).
  D  
  D  Assisting the front-line security 
  officers (see Front Lines below).
  D  
  D  Repairing the automated 
  defenses (Engineering DC 24; 
  DC 27 in Levels 9–10).
  D  
  D  Securing the communications 
  equipment (Computers DC 24; DC 
  27 in Levels 9–10). 
  Once the PCs gain access to the 
  control system and begin repairs, 
  the 
  countdown 
  transmission 
  ends. 
  Completing the repairs takes 10 minutes.
  Field Hospital: A medical expert, Seri 
  Bottlewick (CG female feychild gnome 
  mystic), frantically tends to the dozens of 
  patients her overworked staff struggles to keep alive. The frazzled 
  gnome continually runs her bloody hands through her vibrant 
  green hair in frustration, creating a knotted mess. 
  The Starfinders can assist the hospital staff with a successful 
  DC 23 Medicine check (DC 26 in Levels 9–10), cure 25 points of Hit 
  Point damage (40 Hit Points in Levels 9–10), cast remove affliction 
  twice, or succeed at a DC 23 Mysticism check (DC 26 in Levels 
  9–10) to assist a patient with ghoul fever. Doing so completes the 
  hospital task for Roderick.
  Front Lines: Scattered attacks on the front lines have exhausted 
  the security officers here. The lead officer is charismatic captain 
  named Patchy (N male ysoki soldier) who dashes about in enemy 
  view, cheerfully keeping up morale. 
  PCs can scout enemy positions to direct heavy weapons fire 
  with a successful DC 24 Perception or Stealth check (DC 27 in 
  Levels 9–10) or a successful DC 20 Profession (mercenary) check. 
  Doing this successfully completes Roderick’s scouting the enemy 
  positions task.
  PCs can spend Resolve Points equal to the number of PCs 
  (twice the number of PCs in Levels 9–10) and aid the security 
  officers, letting them recover, or provide them with combat 
  equipment worth 1,000 credits times the number of PCs (1,500 
  times the number of PCs in Levels 9–10). Doing this completes 
  Roderick’s assisting the front-line security officers task.
  Infamy: If the PCs choose to have the guiding intelligence 
  terminate the test subjects, they each gain 1 Infamy. The PCs can 
  RODERICK FAIN
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  gather the area’s treasure from the dead, make the repairs, and 
  continue to area D without obstacle.
  Treasure: If the PCs successfully complete three of Roderick 
  Fain’s tasks, Fain provides them with a mk 3 grenade scrambler 
  (Armory 103). In Levels 9–10 he also provides an inductive 
  bandolier (Armory 104).
  In addition, as the PCs head towards the reactor (area C), they 
  find a set of medical supplies left untouched near the reactor’s 
  entrance, including an advanced medkit and three mk 3 serums 
  of healing. In Levels 9–10, the area also includes a spell gem of 
  mystic cure (5th level). 
  Development: The PCs can safely take a 10-minute rest before 
  or after they repair the guiding intelligence’s control system. 
  Once the PCs repair the control system, the guiding intelligence 
  provides a new navigation guide, directing the PCs to travel down 
  into the Spike and to the Starstone Reactor.
  C. SHADOW OUT OF TIME (CR 11 OR CR 13)
  The guiding intelligence’s directions lead the Starfinders into the 
  heart of the Spike. The Vault Lord’s servants slaughtered the 
  security forces and engineers around the recreated Starstone 
  Reactor, and the immense bulkhead doors that protect the false 
  Starstone chamber lie open. A PC studying the dead bodies who 
  succeeds at a DC 25 Medicine check determines the primary 
  damage types the Vault Lord’s forces use for their melee and ranged 
  attacks (bludgeoning, fire, sonic, piercing and poison in Levels 7–8; 
  or bludgeoning, electricity, fire, sonic and piercing in Levels 9–10). 
  After crossing the unsealed bridge to what should be the 
  Starstone chamber, the PCs soon find themselves entering a 
  massive stadium, emerging from an entrance at the marked 
  area. The area is actually an unused section of the vault, as the 
  programming for the false Magefire Assault inhabitants prevents 
  them from actually entering this area, meaning the guiding 
  intelligence had no use to furnish an actual Starstone Reactor. This 
  room is brightly lit with a ceiling 50 feet high. Use the map on page 
  15 for this area.
  A bridge spanning a seemingly endless drop leads to an arch. 
  Past the arch, the area opens up to an immense stadium area. 
  The empty, dusty seating area begins 15 feet above the floor. 
  Two immense projector units float at the northern and southern 
  ends of the stadium. Floating hunks of starmetal form the shapes 
  of seven-pointed toothed cogs within both of the portals. The 
  arena’s center floor panels are cracked and opened, showing 
  numerous conduits and intricate cabling below.
  Immediately after the PCs enter the area, they receive a telepathic 
  request to parley from Vradak, the Vault Lord’s lieutenant. It relays 
  its master’s desire to speak with these new arrivals.
  “Guests… peace… we will not harm you. The master wishes to 
  speak. Accept this kind and generous offer; be bathed in the 
  master’s glory and hear the master’s wisdom.”
  The Vault Lord’s servants work to subvert the power core 
  hidden under this area to their purposes. 
  If the PCs attack, the Vault Lord assembles their golem (page 
  16) and conveys the first four sentences of their greeting before 
  realizing the guiding intelligence sent the PCs to stop their 
  efforts; in this case, skip ahead to the read-aloud text at the 
  bottom of the page. If the PCs agree to parley, Vradak places 
  a modified holo-display on a pile of debris and activates it, 
  abasing itself before the Vault Lord’s image. Read or paraphrase 
  the following.
  The holo-display flickers to life and projects a pulsating brain sack 
  with the atrophied remnants of a humanoid body dangling from it. 
  Fine green robes displaying the seven toothed cog symbol adorn 
  the creature’s body, while implanted aeon stones decoratively 
  shine from the folds of the creature’s cranium. The creature’s 
  voice shatters thought, demanding absolute attention. 
  “Starfinders. Inheritors of the heroes of old. It seems 
  destined that as we rise the old enemy of our kind should come 
  to prominence once more. Are you the champions of this new 
  universe? We would not have this eventful meeting sullied with 
  bloodshed. Time enough for glorious battle later. Let us first 
  acknowledge each other as mortal foes should.” 
  The PCs have an opportunity to pose two or three brief 
  questions or statements to the Vault Lord.
  Who are you? “We are the legacy of Xin, the inheritor of 
  ancient Thassilon and the Contemplative empire that once dwelt 
  on Golarion. With the other Runelords gone, we are without equal 
  in this age and claim the title of Vault Lord.”
  What do you want? “Is our glory and power not obvious? We 
  mean to rule, to claim dominion over all the vast cosmos. Every 
  day our strength grows. The wise will acknowledge us and fools 
  can fuel the fire that reforges the universe in our image.” 
  What do you know about this place? “It is a small place 
  suitable for the small mind that governs it. Answering questions 
  that only it cares to understand. For us, it is a humble stepping-
  stone on our way to grander things.”
  You won’t get away with this. “Our actions are not for you 
  to judge. But we have learned this is the way of heroes, hurling 
  themselves into annihilation out of misguided ideals. Poor, pitiful 
  fools. If you understood even a fraction of our true nature you 
  would flee in terror.” 
  After addressing three questions or statements, the projection 
  examines the PCs closely and each feels a psychic pressure as the 
  Vault Lord probes their thoughts.
  “But where are your weapons of legend? Do you possess 
  armor and tokens blessed by the gods? Your minds quiver with 
  uncertainty, like voles beneath the hawk. We see the fear that 
  shapes your every move. You are not masters of your own 
  fates, but pawns moved at the whim of another. Worms! You 
  are worms! What has IT told you?! What dagger has IT placed in 
  
  RISE OF THE VAULT LORD
  15
  15
  C. SHADOW OUT OF TIME
  C. SHADOW OUT OF TIME
  STARFINDER FLIP-MAT:
  STARFINDER FLIP-MAT:
  STADIUM
  STADIUM
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  SICCATITE
  SICCATITE
  ENEMIES START HERE
  ENEMIES START HERE
  PCS START HERE
  PCS START HERE
  ABYSIUM
  ABYSIUM
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  THE VAULT LORD
  your minds to direct at us? Vradak! Activate the power transfer 
  and KILL THEM!”
  The holoprojector explodes, scattering debris around the 
  stadium’s floor and picking up half-opened panels in its wake. A 
  vortex of swirling metal flies into motion: a thousand, thousand 
  lethal shards that recreate the visage of the Vault Lord, looming 
  over the stadium.
  Hazards: The Vault Lord’s servants have created two floating 
  magitech glyphs in the northern and southern ends of the room to 
  transform the reactor’s power into technomantic fuel for the Vault 
  Lord and their armies. Vradak activates the controls on the first 
  round of combat.
  The raw power channels through the 
  room into the Vault Lord’s golem. 
  While the siccatite glyph (red) is 
  active, the golem flares with 
  heat, and creatures that 
  fail the save against its 
  junk cloud ability gain 
  the burning condition 
  for 
  3d6 
  damage. 
  While the abysium 
  glyph 
  (blue) 
  is 
  active, the golem’s 
  tear down ability 
  also inflicts the off-
  kilter condition for 1 
  round on a failed save. 
  PCs can shut down 
  a glyph wirelessly or by 
  hacking into the exposed floor 
  paneling with a successful DC 27 
  Computers or Engineering check (DC 30 in Levels 
  9–10), or with a successful DC 24 Mysticism 
  check (DC 27 in Levels 9–10) while adjacent 
  to one of the portals containing the glyph. PCs 
  on the stadium’s floor who succeed at a DC 
  20 Engineering or Mysticism check identify an 
  exposed panel in a randomly determined adjacent 
  square. A targeted dispel (DC 16, or 18 in Levels 
  9–10) also deactivates a glyph.
  Attacks that target EAC cannot pass through the 
  barriers protecting each glyph, but physical objects can 
  freely pass. PCs can attack the glyphs (HP 30, EAC 24, KAC 
  16) though they float 20 feet off the ground. Destroying or 
  deactivating a glyph deals 70 damage to 
  the Vault Lord’s golem.
  Creatures: The Vault Lord deployed a 
  sizable assault force to control the power 
  core hidden within the simulation. Their 
  lieutenant, Vradak, is a philosopher worm 
  of Nchak, genetically modified and trained 
  for command. It is a genius tactician and psychically controls its 
  soldiers, granting them incredible coordination and reaction speed. 
  It begins the combat prone, bowing before the Vault Lord. Though 
  Vradak does not speak aloud, it is paying close attention to the 
  PCs. While the PCs speak with the Vault Lord, it uses its evaluate 
  ability to study them and its telepathic bond to communicate with 
  its intelligent allies. During battle, it uses its command actions to 
  magnify its allies’ actions (with the exception of the golem, which 
  cannot be affected in this way). It activates the energy transfer 
  system and casts haste. Vradak avoids directly attacking PCs until 
  they overcome its aura or until two of its allies are defeated. Loyal 
  to the last, Vradak fights to the death.
  In Levels 7–8, suits of animated armor 
  psychically bound to Vradak’s will 
  act as its enforcers, while a 
  lurker in light acts as spy 
  and assassin. The armors 
  continue to fight past 
  Vradak’s death despite 
  their psychic binding.
  In Levels 9–10, 
  Vradak commands 
  two 
  equinoxian 
  periastras, 
  who 
  respect 
  Vradak’s 
  discipline 
  and 
  its 
  devotion to creating 
  order under the Vault 
  Lord’s regime. An assassin robot 
  disposes of anyone Vradak needs 
  quietly removed. The periastras 
  retreat if brought below 40 Hit 
  Points, trying to move past the 
  PCs and onto the bridge.
  The unstable golem the Vault 
  Lord created begins to slowly fall 
  apart after its first attack, visibly 
  losing cohesion with every round 
  that passes in combat. Under the 
  direction of the Vault Lord, the 
  golem prioritizes targets who show 
  leadership qualities. If the PCs destroy 
  the golem, a fragment remains intact long 
  enough to deliver a message: “Soon… soon this 
  facility and all the power it holds will be ours. 
  Your Society’s legacy shall be a burning pyre that 
  illuminates our glorious ascension into 
  our new age of galactic dominance. We 
  will find you, your precious Pact Worlds, 
  and any other corner of the galaxy where 
  you falsely think yourself to be safe…” 
  With that, the golem’s core collapses, still 
  faintly flashing with light.
  
  RISE OF THE VAULT LORD
  17
  17
  LEVELS 7–8 (CR 11)
  ANIMATED LICTOR HELLKNIGHT PLATES (2) 
  CR 5
  Page 22
  LURKER IN LIGHT 
  CR 5
  Page 22
  VAULT LORD GOLEM 
  CR 7
  Page 23
  VRADAK 
  CR 8
  Page 23
  LEVELS 9–10 (CR 13)
  ASSASSIN ROBOT 
  CR 9
  Page 27
  EQUINOXIAN PERIASTRAS (2) 
  CR 9
  Page 28
  VAULT LORD GOLEM 
  CR 7
  Page 28
  VRADAK 
  CR 8
  Page 29
  Treasure: The PCs can scavenge a pair of mk 2 fiery runeplates 
  (Armory 113) from the animated armor and repurpose the lurker 
  in lights garments into a mk 2 diffraction cloak (Armory 112) in 
  Levels 7–8. They find a dark blue rhomboid aeon stone in the 
  remains of the holoprojector, as well as a pearly white spindle 
  aeon stone in Levels 9–10. In addition, solarians can use the 
  strange gems embedded in the equinoxians as standard Z-boson 
  crystals and standard T-quark crystals in Levels 9–10.
  Development: Once the Starfinders defeat the Vault Lord’s 
  forces, they can access the control system from the exposed 
  paneling on the floor and complete the necessary repairs in 10 
  minutes. Upon restoring the last control system, the ongoing 
  shuddering of the station from the Eoxian attack finally 
  subsides, and the room grows quiet as the artificial ambience of 
  station life disappears. 
  One of the guiding intelligence’s drones enters from a hidden 
  access points and approaches the PCs, projecting the guiding 
  intelligence’s voice: “Assessing the simulation status. The agreed 
  upon terms with the intruders are successfully concluded. 
  Surviving test subjects in this simulation are irretrievable. 
  Analysis indicates you would demonstrate acceptance behavior 
  toward these test subjects. Test subject designation changed to 
  intruders/Starfinders. Simulation shutdown and sterilizations 
  commences in 12 hours. End transmission.” 
  The PCs can examine and record the simulated interior of 
  the Starstone Reactor chamber and take readings from the 
  Salvation’s End power core with a successful DC 23 Engineering 
  or Physical Sciences check (DC 26 in Levels 9–10). The PCs can 
  examine the remains of the Vault Lord’s golem with a successful 
  DC 22 Mysticism check (DC 25 in Levels 9–10) for their Secondary 
  Success Conditions.
  CONCLUSION
  After the last transmission from the guiding intelligence, 
  the Starfinders can quickly contact Venture-Captain Vex. 
  The Venture-Captain’s initial relief that the team is safe after 
  losing communications with them, quickly turns to panicked 
  determination. Vex organizes Starfinder teams to enter the vault 
  and rescue as many of the confused test subjects as possible. If 
  the PCs established good relations with Roderick Fain, the task 
  is a bit easier, as the Syndicsguild member’s trust and assistance 
  smooths the process. Tragically, many of the inhabitants of the 
  simulated Absalom Station died in the historical recreation of the 
  Magefire Assault, but rescuing the remaining few hundred living 
  survivors is a huge undertaking, made all the more urgent as the 
  guiding intelligence begins collecting any remaining creatures 
  in the vault for storage and eventual reprogramming exactly 12 
  hours later. (With a successful DC 25 Diplomacy check, the PCs 
  can convince the guiding intelligence to extend the deadline.) The 
  PCs can also convince it to free its undead captives, at the GM’s 
  discretion, though the undead must still be convinced that the 
  attack on Absalom Station isn’t real and that they should cease 
  their attacks. 
  If the PCs helped Fain, he becomes the survivors’ liaison to the 
  Starfinders.
  Vex calls the PCs for debriefing days afterward. The lodge is 
  full to bursting with a confused and frightened population of 
  survivors. Vex gives a tired smile and invites the PCs to sit in a 
  conference room. Scattered datapads, computers, and a sleeping 
  bag clutter one corner. 
  “Had to give up my office and personal quarters. Thankfully, 
  Corev’s people stepped up hydroponics production so no one will 
  starve. Transport vessels should be here within a week. You’ve 
  all done well, better than anyone could hope for. Two powers 
  on this moon, one a power-hungry, unstable megalomaniac and 
  the other willing to spend countless lives on testing its theories. 
  And then there’s us in the middle.” He massages his temples. 
  “Salvation’s End is full of wonders and technology beyond most 
  we’ve seen. The Vault Lord would turn it into a weapon, and 
  with the tangled mental conditioning you reported, I have no 
  doubt that weapon would point at the Golarion system. I’m glad 
  I can count on you to help me stop that from happening. You’ve 
  had a chance to interact with the intelligence that runs the 
  station, something we’ve been trying to do since we learned it 
  existed. Do you think there’s a chance for allying with it against 
  the Vault Lord—and if so, should we pursue it? We can’t afford 
  to just pick up and leave. ”
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  Vex listens to the PCs’ report and asks if they think the guiding 
  intelligence for Salvation’s End is something they’re willing to work 
  with if an alliance was even possible. Record the majority opinion.
  Finally, Vex reports that following the vault’s disassembly, they 
  received a signal for strange new drone technology from deeper 
  within the complex—a parting gift from the guiding intelligence.
  REPORTING NOTES
  If the PCs helped Roderick Fain with at least three tasks, check box 
  A in the Event Reporting Form on page 34. If the PCs successfully 
  studied the guiding intelligence’s control systems, check box 
  B. If a majority of the PCs believes an alliance with the guiding 
  intelligence is worth pursuing, check box C.
  PRIMARY SUCCESS CONDITIONS
  If the PCs successfully defeated the Vault Lord’s soldiers and 
  repaired the guiding intelligence’s control systems, each PC earns 
  1 Fame and 1 Reputation for any factions associated with their 
  current faction boon. 
  SECONDARY SUCCESS 
  CONDITIONS
  The PCs must compete at least three of the following tasks to 
  complete their secondary success condition: set up the surveillance 
  equipment in area A1, collect a sample of unliving magefire in area 
  B1, earn Roderick Fain’s trust by completing three tasks in area 
  C, identify the undead fail-safe in area C, study the Starstone 
  Reactor chamber in area D, study the Vault Lord’s golem in area 
  D, and successfully study one of the guiding intelligence’s control 
  systems. Doing so earns each PC 1 Fame and 1 Reputation for any 
  factions associated with their current faction boon.
  
  RISE OF THE VAULT LORD
  19
  19
  SCALING EVENT 1
  To accommodate a group of four PCs, remove one 
  neutronium golem from the encounter.
  APPENDIX 1: LEVEL 7–8 
  ENCOUNTERS
  The statistics presented in this appendix include full stat blocks 
  for creatures appearing in this adventure, including any variation 
  described in the text. These encounters are written for a group 
  of five to six PCs of 7th level. Use the scaling sidebars for each 
  encounter to adjust the encounters for a group of four PCs. 
  For groups of different levels, consult Guide to Organized Play: 
  Starfinder Society for instructions.
  EVENT 1 (LEVELS 7–8)
  KETICAMA 
   CR 8 
  Male young blue dragon
  LE Huge dragon (earth)
  Init +4; Senses blindsense 60 ft., darkvision 120 ft.;  
  Perception +16
  Aura frightful presence (170 ft., DC 16)
  DEFENSE 
  HP 128 
  EAC 20; KAC 22 
  Fort +12; Ref +10; Will +10
  DR 5/magic; Immunities electricity, paralysis, sleep
  OFFENSE
  Speed 40 ft., burrow 20 ft., fly 200 ft. (Ex, clumsy)
  Melee bite +20 (3d4+14 P)
  Multiattack bite +14 (3d4+14 P), 2 claws +14 (1d8+14 S), tail slap 
  +14 (1d6+14 B)
  Ranged hailstorm-class zero rifle +17 (2d8+8 C, critical staggered)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Offensive Abilities breath weapon (80-ft. line, 9d8 E, Reflex DC 
  16 half, usable every 1d4 rounds), crush (3d4+14 B)
  Spell-Like Abilities (CL 8th; melee +20) 
  1/day—dimension door, overload systems (DC 16)
  3/day—arcing surge (DC 15), discharge (DC 15), instant virus 
  (DC 15), tongues
  At will—recharge, see invisibility
  STATISTICS
  Str +6; Dex +0; Con +4; Int +2; Wis +2; Cha +2 
  Skills Acrobatics +21 (+13 when flying), Bluff +21, Computers +16, 
  Engineering +16, Mysticism +16 
  Languages Auran, Common, Draconic, Terran
  Other Abilities sound imitation
  Gear hailstorm-class zero rifle with 4 high-capacity batteries 
  (40 charges each), mk 2 intercepting earsAR, standard 
  cloaking skinAR
  SPECIAL ABILITIES 
  Sound Imitation (Ex) Keticama can mimic any voice or sound 
  he has heard by succeeding at a Bluff check opposed by a 
  listener’s Sense Motive check.
  
  STARFINDER SOCIETY SCENARIO
  20
  20
  NEUTRONIUM GOLEMS (2) 
  CR 6
  Starfinder Alien Archive 3 42
  N Large construct (magical, technological)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +13
  DEFENSE 
   HP 90 EACH
  EAC 18; KAC 20
  Fort +6; Ref +6; Will +3
  DR 5/—; Immunities construct immunities, electricity, light, magic
  OFFENSE
  Speed 20 ft. 
  Melee slam +17 (1d8+11 B, critical knockdown)
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities berserk
  STATISTICS
  Str +5; Dex +4; Con —; Int —; Wis +0; Cha –2
  Skills Stealth +14
  Other Abilities mindless, comm, unliving
  SPECIAL ABILITIES
  Berserk (Ex) When a neutronium golem takes damage that 
  reduces it to half its maximum Hit Points or fewer, and 
  whenever it takes damage while it has half its maximum 
  Hit Points or fewer, it must attempt a DC 13 Will saving 
  throw. On a failure, the golem goes berserk. While berserk, 
  the golem uses its actions to make a full attack or to move 
  and attack. If it can’t reach a creature, it attacks objects. 
  The golem can attempt a DC 13 Will saving throw at the 
  end of each of its turns to end the berserk state. If the 
  golem’s creator communicates with the golem to calm it, 
  via comm unit or from within 60 feet, and succeeds at a DC 
  10 Charisma check, the golem receives a +2 circumstance 
  bonus to this saving throw.
  Comm (Ex) A golem can receive wireless communications (and 
  thus commands from its creator) at planetary range. 
  Light Immunity (Ex) A neutronium golem does not interact 
  with visible light, so it is immune to laser weapons or any 
  other attack based on visible light. In any area of dim, 
  normal, or bright light, a neutronium golem is invisible.
  Magic Immunity (Ex) A neutronium golem is immune to any 
  spell or spell-like ability that allows spell resistance, unless 
  the spell specifically lists constructs in its Targets entry. 
  In addition, certain spells and effects function differently 
  against the golem, as follows.
  D  
  D  If the golem is inside the area of a control gravity spell used 
  to increase gravity and fails its saving throw, instead of the 
  usual effects of the spell, the golem becomes Tiny (reducing 
  its space and reach to 2-1/2 ft.) and sinks partially into the 
  ground, becoming pinned for the duration of the spell.
  D  
  D  If the golem is inside the area of a control gravity spell used 
  to reverse gravity or create an area of zero-g and fails its 
  saving throw, in addition to the normal effects of the spell, 
  it partially loses its humanoid shape as it becomes Huge 
  (increasing its size and reach to 15 ft.) for the duration of the 
  spell. In this state, it is staggered.
  D  
  D  The golem automatically fails its saving throw against 
  discharge and greater discharge but has a unique reaction 
  to these spells. Discharge and the area discharge effect of 
  greater discharge heal the golem for 5d8 Hit Points; the 
  targeted discharge effect of greater discharge heals it for 
  11d8 Hit Points.
  D  
  D  The golem can be targeted with a recharge spell, but this 
  spell has a unique effect upon it. If the golem fails its 
  saving throw, it loses its immunity to electricity and light, 
  becoming visible as a creature of highly reflective metal for 
  2d4 rounds.
  
  RISE OF THE VAULT LORD
  21
  21
  SCALING ENCOUNTER B
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Remove two ravenous wights. The west and east 
  corridors are already sealed, so no additional wights can 
  enter through them. Additionally, lingering energy from 
  the station’s shields inhibits the magefire, removing its DR.
  ENCOUNTER B (LEVELS 7–8)
  RAVENOUS WIGHTS (10) 
  CR 1 
  NE Medium undead
  Init +7; Senses darkvision 60 ft.; Perception +10
  DEFENSE 
  HP 15 EACH
  EAC 13; KAC 14 
  Fort +3; Ref +5; Will +3
  Defensive Abilities evasion; Immunities undead immunities
  OFFENSE
  Speed 40 ft.
  Melee bite +5 (1d8+3 P plus infected wound)
  Ranged azimuth laser pistol +5 (1d6+3 F)
  Special Attacks swarming
  STATISTICS
  Str +3; Dex +3; Con –; Int +1; Wis +2; Cha +0 
  Skills Athletics +5 
  Other Abilities unliving
  Gear azimuth laser pistol with 1 battery (20 charges)
  SPECIAL ABILITIES 
  Infected Wound (Ex) Whenever the ravenous wight deals 
  Hit Point damage with its bite to a living creature, that 
  creature’s maximum HP decrease by 1 for the next 24 hours. 
  If that creature dies while infected, it rises on its next turn 
  as a ravenous wight with full Hit Points. This is a disease 
  effect (DC 13 to remove or treat).
  Swarming Attacks (Ex) Ravenous wights’ attacks are difficult 
  to dodge when they attack in numbers. A ravenous wight 
  gains a +5 circumstance bonus to attacks for every other 
  wight threatening their target (to a maximum of +15). 
  UNLIVING MAGEFIRE  
  CR 6 
  NE Large outsider (elemental, fire)
  Init +8; Senses darkvision 60 ft.; Perception +21
  DEFENSE 
  HP 70 
  EAC 19; KAC 18 
  Fort +5; Ref +9; Will +9
  DR 5/–; Immunities elemental immunities, fire
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 50 ft.; fly 30 ft. (perfect)
  Special Attacks flame tendril (DC 16, burning 3d6), incinerate 
  (DC 16)
  Space 10 ft., reach 10 ft.
  STATISTICS
  Str +2; Dex +5; Con –; Int +2; Wis +2; Cha +0 
  Skills Acrobatics +13, Athletics +13
  Languages Eoxian, Ignan
  Other Abilities unliving
  SPECIAL ABILITIES 
  Flame Tendril (Su) The unliving magefire creates a sinuous line 
  of flames that it shapes as desired. The flame tendril affects 
  five 5-foot squares, plus five squares for every burning 
  creature within 30 feet; each square must be adjacent to 
  the previous square, starting from the unliving magefire or 
  any burning creature within 30 feet. No square can be more 
  than 60 feet from the unliving magefire. Creatures in the 
  path take 8d6 fire damage and gain the burning condition. A 
  successful DC 16 reflex save halves the damage and negates 
  the burning condition.
  Incinerate (Su) The unliving magefire causes each burning 
  creature within 60 feet to take its burning damage and 
  regains HP equal to the damage dealt as it drains life and 
  heat in a torrent from a creature’s body. A successful DC 16 
  Fortitude save halves the damage.
  GRAVITY TRAPS (2) 
  CR 4
  Type technological; Perception DC 15; Disable Computers or 
  Engineering DC 23 (deactivate kiosk or disconnect from 
  gravity control system)
  Trigger motion sensor; Reset 5 rounds
  Effect hyper-gravity (3d6 bludgeoning damage and prone; 
  15-ft.-radius spread centered on kiosk); Fortitude DC 14 
  halves damage and negates prone.
  
  STARFINDER SOCIETY SCENARIO
  22
  22
  SCALING ENCOUNTER C
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Remove one animated lictor hellknight plate and remove 
  Vradak’s dominating presence aura.
  ENCOUNTER C (LEVEL 7–8)
  ANIMATED LICTOR HELLKNIGHT PLATES (2) 
  CR 5
  Starfinder Alien Archive 3 6
  N Medium construct (magical, technological; Starfinder Pact 
  Worlds 196)
  Init +3; Senses darkvision 60 ft.; low-light vision; Perception +11
  DEFENSE 
  HP 70 EACH
  EAC 17; KAC 19
  Fort +5; Ref +5; Will +2
  Defensive Abilities integrated weapons; Resistances cold 5, 
  fire 5; Immunities construct immunities
  OFFENSE
  Speed 20 ft.; fly 30 ft. (jetpack, average)
  Melee slam +15 (1d6+10 B)
  Ranged integrated corona laser pistol +13 (2d4+5 F; critical 
  burn 1d4)
  STATISTICS
  Str +5; Dex +3; Con —; Int —; Wis +0; Cha –2 
  Skills Acrobatics +11, Athletics +16
  Other Abilities comm, mindless, unliving
  Gear corona laser pistol with 4 batteries (20 charges each), 
  jetpack, mk 1 thermal capacitor
  SPECIAL ABILITIES 
  Comm (Ex) Animated lictor Hellknight plate can receive 
  wireless communications (and thus commands from its allies 
  and creator) at planetary range.
  LURKER IN LIGHT 
  CR 5
  Starfinder Alien Archive 3 40
  NE Small fey (extraplanar)
  Init +5; Senses low-light vision; Perception +11
  DEFENSE 
  HP 70 
  EAC 17; KAC 19
  Fort +9; Ref +9; Will +5
  DR 5/cold iron; Immunities blinded
  OFFENSE
  Speed 30 ft.; fly 30 ft. (Ex, average)
  Melee claw +13 (1d6+6 S) or basic spined blade +13 (1d6 P plus 
  lesser shadow essence; critical injection DC +2)
  Spell-Like Abilities (CL 5th)
  1/day—plane shift (Elemental Planes, First World, or Material 
  Plane; self only)
  3/day—wisp ally
  At will—dancing lights
  STATISTICS
  Str +0; Dex +5; Con +1; Int +1; Wis +2; Cha +3
  Skills Acrobatics +11, Mysticism +11, Stealth +16
  Languages Aklo, Common, Gnome
  Other Abilities blend with light, daylight door
  Gear basic spined bladeAR
  SPECIAL ABILITIES 
  Blend with Light (Su) A lurker in light is invisible in areas of 
  bright light (Starfinder Core Rulebook 261).
  Daylight Door (Sp) Once per day, a lurker in light can cast 
  dimension door, though it can transport only itself and 
  objects of up to 5 total bulk. The start and end points of the 
  teleport must be in areas of bright light; if the destination 
  lacks sufficient light, the spell fails, but this ability is not 
  expended for the day.
  Lesser Shadow Essence
  Type poison (injury); Save Fortitude DC 13
  Track Strength; Frequency 1/round for 6 rounds
  Effect At the staggered state, the penalties from the weakened 
  state become permanent until the victim benefits from a 
  lesser restoration spell.
  Cure 1 save
  
  RISE OF THE VAULT LORD
  23
  23
  VAULT LORD GOLEM 
  CR 7 
  N Huge construct (magical, technological)
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +24
  DEFENSE 
  HP 280
  EAC 24; KAC 26
  Fort +13; Ref +13; Will +10
  Immunities construct immunities, magic, prone
  OFFENSE
  Speed 10 ft.
  Melee slam +22 (2d10+18 B plus tear down [DC17]; critical 
  knockdown)
  Offensive Abilities junk cloud, tear down (DC 17)
  Space 15 ft., reach 15 ft.
  STATISTICS
  Str +8; Dex +0; Con —; Int —; Wis +5; Cha -2
  Other Abilities mindless, unliving
  SPECIAL ABILITIES 
  Collapsing (Ex) The golem is quickly falling apart and can 
  barely move. It loses 35 HP each round at the end of its 
  turn. This reduces its CR by 3 (already included in its 
  statistics).
  Junk Cloud (Su) Debris orbits the golem as the Vault Lord holds 
  the construct together. At the end of each of the golem’s 
  turns, each creature within 5 feet of the golem takes 4d6 
  bludgeoning damage. A successful DC 17 Reflex saving 
  throw halves the damage.
  Magic Immunity (Ex) The golem is immune to any spell or 
  spell-like ability that allows spell resistance, unless the spell 
  specifically lists constructs in its Targets entry. In addition, 
  certain spells and effects function differently against the 
  golem as follows.
  D  
  D  A mind thrust triggers the collapsing ability if the golem fails 
  its Will save, causing it to lose 110 HP. 
  D 
   
  D 
   A grease spell affects the golem as if it were hasted for 1d6 
  rounds and ends any slow effect on it. 
  D  
  D  A hold monster or hold person spell slows the golem (as the 
  spell) for 3 rounds and negates its collapsing ability for that 
  duration.
  Tear Down (Su) The golem’s strikes infuse the target with 
  crippling self-doubt, dealing 1d8 Charisma drain (Will DC 17 
  negates). If this drain reduces the target to 0 Charisma, the 
  creature remains conscious and is dominated, as dominate 
  person, ignoring type and immunities.
  VRADAK 
  CR 8 
  Agender variant philosopher worm (Starfinder Alien Archive 3 78)
  LE Medium monstrous humanoid
  Init +2; Senses blindsense (thought) 60 ft., darkvision 60 ft.; 
  Perception +16
  Aura dominating presence (60 ft., Will DC 18)
  DEFENSE 
  HP 110 RP 5
  EAC 19; KAC 20
  Fort +9; Ref +7; Will +13
  OFFENSE
  Speed 30 ft.
  Melee claw +15 (1d12+8 P)
  Offensive Abilities command, reality eddy
  Spell-Like Abilities (CL 8th; ranged +16)
  1/day—dispel magic, divination, haste, synaptic pulse (DC 18)
  3/day—augury, mind thrust (3rd level; DC 17), mystic cure 
  (2nd level), status, telepathic bond
  At will—command (DC 16), detect thoughts (DC 16), mindlink, 
  psychokinetic hand, telekinetic projectile
  STATISTICS
  Str +0; Dex +2; Con +1; Int +6; Wis +4; Cha +4
  Skills Culture +16, Diplomacy +16, Intimidate +21, Life Science 
  +16, Medicine +16, Mysticism +19, Sense Motive +21
  Languages Common, Eoxian, Nchaki, Shirren, Thassilonian; 
  telepathy 60 ft.
  Other Abilities evaluate
  SPECIAL ABILITIES 
  Command (Su) As a swift action, Vradak can spend a Resolve 
  Point to grant any allies within 60 feet one of the following 
  benefits: 
  Advance: All allies have an additional move action and 
  move without provoking attacks of opportunity until 
  Vradak’s next turn.
  Focus Fire: All allies roll twice and take the better result 
  on attacks against a specific target until Vradak’s next turn.
  Shake It Off: All allies remove any negative conditions.
  Strike: All allies can immediately use their reaction to 
  make an attack.
  Take Cover: All allies gain a +4 bonus to AC and a +4 
  bonus to Reflex saves until Vradak’s next turn.
  Dominating Presence (Su) A creature in the aura must succeed 
  at a DC 18 Will saving throw to try to harm the philosopher 
  worm and takes a –2 penalty to Will saves. A creature that 
  succeeds at the saving throw or that Vradak attacks is 
  immune to this aura for 24 hours. Although the aura is a 
  mind-affecting compulsion, mindless vermin aren’t immune 
  to it.
  Evaluate (Su) A philosopher worm can cast detect thoughts as 
  a swift action, and when cast, the spell works as if it had 
  been active for 3 rounds. If the worm reads a creature’s 
  surface thoughts and the creature fails the saving throw 
  against the spell, the worm also learns the creature’s 
  defensive abilities, weaknesses, and active defenses from 
  items or spells. 
  Reality Eddy (Sp) A philosopher worm can sense the 
  metaphysical weave underlying reality and manipulate it to 
  devastating effect. This ability works like the cosmic eddy 
  spell (Reflex DC 19), except the damage it deals has the force 
  descriptor and the eddy has a duration of only 1 round. Once 
  a philosopher worm has used this ability, it can do so again 
  only after 1 hour.
  
  STARFINDER SOCIETY SCENARIO
  24
  24
  SCALING EVENT 1
  To accommodate a group of four PCs, remove one cybernetic 
  golem from the encounter.
  APPENDIX 2: LEVEL 9–10 
  ENCOUNTERS
  The statistics presented in this appendix include full stat blocks 
  for creatures appearing in this adventure, including any variation 
  described in the text. These encounters are written for a group 
  of five to six PCs of 9th level. Use the scaling sidebars for each 
  encounter to adjust the encounters for a group of four PCs. For 
  groups of different levels, consult Guide to Organized Play: 
  Starfinder Society for instructions.
  EVENT 1 (LEVEL 9–10)
  CYBERNETIC GOLEMS (2) 
  CR 8
  Starfinder Alien Archive 2 66
  N Large construct (magical, technological)
  Init +2; Senses darkvision 60 ft., low-light vision, X-ray vision; 
  Perception +18
  DEFENSE 
  HP 125 EACH
  EAC 19; KAC 23
  Fort +7; Ref +7; Will +5
  Defensive Abilities integrated weapons; DR 5/adamantine or 
  wound; Immunities construct immunities, magic
  OFFENSE
  Speed 40 ft. 
  Melee LFD pulse gauntlet +19 (3d6+14 B & So; critical 
  knockdown)
  Ranged corona artillery laser +15 (2d8+8 F; critical burn 1d6)
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities berserk, haste circuit
  STATISTICS
  Str +6; Dex +2; Con —; Int —; Wis +0; Cha –2
  Other Abilities comm, mindless, unliving
  Gear 2 LFD pulse gauntlets with 4 batteries (20 charges each), 
  corona artillery laser with 4 high-capacity batteries (40 
  charges each)
  SPECIAL ABILITIES
  Berserk (Ex) When a cybernetic golem takes damage that 
  reduces it to half its maximum Hit Points or fewer, and 
  whenever it takes damage while it has half its maximum 
  Hit Points or fewer, it must attempt a DC 15 Will saving 
  throw. On a failure, the golem goes berserk. While berserk, 
  the golem uses its actions to make a full attack or to move 
  and attack. If it can’t reach or shoot a creature, it attacks 
  objects. The golem can attempt a DC 15 Will saving throw 
  at the end of each of its turns to end the berserk state. If 
  the golem’s creator communicates with the golem to calm it, 
  via comm unit or from within 60 feet, and succeeds at a DC 
  10 Charisma check, the golem receives a +2 circumstance 
  bonus to this saving throw.
  Comm (Ex) A golem can receive wireless communications (and 
  thus commands from its creator) at planetary range. 
  Haste Circuit (Su) A cybernetic golem can use a swift action 
  to gain the benefit of the haste spell. This effect lasts for 1 
  round, and then the circuit shuts down and must recharge 
  for 1 round before being activated again. The golem can use 
  its circuit up to 10 rounds per day.
  Magic Immunity (Ex) A cybernetic or nanotech golem is 
  immune to any spell or spell-like ability that allows spell 
  resistance, unless the spell specifically lists constructs in its 
  Targets entry. In addition, certain spells and effects function 
  differently against the golem as follows.
  D  
  D  The golem can be affected by discharge or greater discharge 
  but has a unique reaction to the spells. If the golem fails a 
  saving throw against either spell, it becomes confused for 
  1d4 rounds instead of suffering the spell’s normal effect. The 
  golem can attempt a Fortitude save at the end of each of its 
  turns, ending the condition on a success.
  D 
  D Magical effects that deal cold damage slow (as the slow 
  spell) the golem for 3 rounds (no save). If the golem has a 
  haste circuit and it is active, this effect counters the haste 
  circuit but has no other effect.
  D The golem automatically fails saving throws against 
  weapons and magical effects that deal electricity damage. 
  However, such an effect merely breaks any slow effect on 
  the golem and heals it for 1 Hit Point per 3 damage the effect 
  would have dealt. Any damage that exceeds the golem’s 
  maximum Hit Points is stored as charges for its weapons, at 
  a rate of 1 charge per Hit Point the golem would have gained. 
  Any additional damage is ignored.
  X-Ray Vision (Ex) As a move action, the golem can grant itself 
  X-ray vision, which functions like an X-ray visor (Starfinder 
  Core Rulebook 221).
  
  RISE OF THE VAULT LORD
  25
  25
  KETICAMA 
  CR 11
  Male young adult blue dragon (Starfinder Alien Archive 38)
  LE Huge dragon (earth)
  Init +4; Senses blindsense 60 ft., darkvision 120 ft.; 
  Perception +20
  Aura frightful presence (170 ft., DC 18)
  DEFENSE 
  HP 183
  EAC 14; KAC 16
  Fort +15; Ref +13; Will +13
  DR 5/magic; Immunities electricity, paralysis, sleep
  OFFENSE
  Speed 40 ft.; burrow 20 ft, fly 200 ft. (Ex, clumsy)
  Melee bite +24 (4d6+19 P)
  Multiattack bite +18 (4d6+19 P), 2 claws +18 (2d8+19 S), tail 
  slap +18 (2d6+19 B)
  Ranged aurora static arc rifle +21 (2d12+11 E, critical arc 2d6)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Offensive Abilities breath weapon (80-ft. line, 12d8 E, Reflex 
  DC 18 half, usable every 1d4 rounds), crush (4d6+19 B)
  Spell-Like Abilities (CL 11th; melee +24)
  1/day—dimension door, overload systems (DC 17)
  3/day—arcing sure (DC 16), discharge (DC 16), instant virus 
  (DC 16), tongues
  At will—recharge, see invisibility
  STATISTICS
  Str +8; Dex +0; Con +5; Int +3; Wis +3; Cha +3
  Skills Acrobatics +25 (+17 when flying), Bluff +25, Computers 
  +20, Engineering +20, Mysticism +20
  Languages Auran, Common, Draconic, Terran
  Other Abilities sound imitation
  Gear aurora arc rifle with 4 high-capacity batteries (40 charges 
  each), standard cloaking skinAR
  SPECIAL ABILITIES 
  Sound Imitation (Ex) Keticama can mimic any voice or sound 
  he has heard by succeeding at a Bluff check opposed by a 
  listener’s Sense Motive check.
  
  STARFINDER SOCIETY SCENARIO
  26
  26
  SCALING ENCOUNTER B
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Remove four ravenous wights. The west and east 
  corridors are already sealed, so no additional wights can 
  enter through them. Additionally, lingering energy from the 
  station’s shields inhibits the magefire, removing its DR.
  ENCOUNTER B (LEVEL 9–10)
  RAVENOUS WIGHTS (15) 
  CR 1 
  NE Medium undead
  Init +7; Senses darkvision 60 ft.; Perception +10
  DEFENSE 
  HP 15 EACH
  EAC 13; KAC 14 
  Fort +3; Ref +5; Will +3
  Defensive Abilities evasion; Immunities undead immunities
  OFFENSE
  Speed 40 ft.
  Melee bite +5 (1d8+3 P plus infected wound)
  Ranged azimuth laser pistol +5 (1d6+3 F)
  Special Attacks swarming
  STATISTICS
  Str +3; Dex +3; Con –; Int +1; Wis +2; Cha +0 
  Skills Athletics +5 
  Other Abilities unliving
  Gear azimuth laser pistol with 1 battery (20 charges)
  SPECIAL ABILITIES 
  Infected Wound (Ex) Whenever the ravenous wight deals 
  Hit Point damage with its bite to a living creature, that 
  creature’s maximum HP decrease by 1 for the next 24 hours. 
  If that creature dies while infected, it rises on its next turn 
  as a ravenous wight with full Hit Points. This is a disease 
  effect (DC 13 to remove or treat).
  Swarming Attacks (Ex) Ravenous wights’ attacks are difficult 
  to dodge when they attack in numbers. A ravenous wight 
  gains a +5 circumstance bonus to attacks for every other 
  wight threatening their target (to a maximum of +15). 
  UNLIVING MAGEFIRE INFERNO  
  CR 9
  NE Large outsider (elemental, fire)
  Init +8; Senses darkvision 60 ft.; Perception +22
  DEFENSE 
  HP 110 
  EAC 23; KAC 20 
  Fort +8; Ref +11; Will +11
  DR 10/–; Immunities elemental immunities, fire
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 50 ft.; fly 30 ft. (perfect)
  Special Attacks flame tendril (DC 18, burning 4d6), incinerate 
  (DC 18)
  Space 10 ft., reach 10 ft.
  STATISTICS
  Str +4; Dex +6; Con –; Int +3; Wis +3; Cha +0 
  Skills Acrobatics +17, Athletics +17
  Languages Eoxian, Ignan
  Other Abilities unliving
  SPECIAL ABILITIES 
  Flame Tendril (Su) The unliving magefire creates a sinuous line 
  of flames that it shapes as desired. The flame tendril affects 
  five 5-foot squares, plus five squares for every burning 
  creature within 30 feet; each square must be adjacent to 
  the previous square, starting from the unliving magefire or 
  any burning creature within 30 feet. No square can be more 
  than 60 feet from the unliving magefire. Creatures in the 
  path take 12d6 fire damage and gain the burning condition. 
  A successful DC 18 Reflex save halves the damage and 
  negates the burning.
  Incinerate (Su) The unliving magefire inferno causes each 
  burning creature within 60 feet to take its burning damage 
  and regains Hit Points equal to the damage dealt as it 
  drains life and heat in a torrent from a creature’s body. A 
  successful DC 18 Fortitude save halves the damage.
  FIRE AMPLIFICATION SYSTEM 
  CR 6
  Type technological; Perception DC 26 (detect fuel leaking from 
  the fire suppression system and spot the infrared sensor); 
  Disable Computers or Engineering DC 21 (deactivate fire 
  suppression system sensors)
  Trigger infrared sensor; Reset 2 rounds
  Effect starship fuel (2d6 B and creatures gain vulnerability to 
  fire; 5-ft.-radius spread at end of round centered on each 
  creature that took fire damage or has the fire subtype); 
  Reflex DC 16 halves damage and negates vulnerability. 
  Special The disabling creature can reconfigure the trap back to 
  fire suppression if they succeed at the Disable check by 5 or 
  more, changing the effect. Effect fire suppressant (removes 
  burning condition, and deals 2d6 cold damage to creatures 
  with the fire subtype; 5-ft.-radius spread at the end of the 
  round centered on each creature that took fire damage or 
  has the fire subtype); Reflex DC 16 halves the damage.
  GRAVITY TRAPS (2) 
  CR 4
  Type technological; Perception DC 15; Disable Computers or 
  Engineering DC 23 (deactivate kiosk or disconnect from 
  gravity control system)
  Trigger motion sensor; Reset 5 rounds
  Effect hyper-gravity (3d6 bludgeoning damage and prone; 
  15-ft.-radius spread centered on kiosk); Fortitude DC 14 
  halves damage and negates prone.
  
  RISE OF THE VAULT LORD
  27
  27
  SCALING ENCOUNTER C
  To accommodate a group of four PCs, remove one equinoxian 
  periastra from the encounter.
  ENCOUNTER C (LEVEL 9–10)
  ASSASSIN ROBOT 
  CR 9
  Starfinder Alien Archive 2 108
  N Medium construct (technological)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +22
  DEFENSE 
  HP 135
  EAC 22; KAC 23
  Fort +6; Ref +10; Will +6
  Defensive Abilities integrated weapons, retractable weapons; 
  Immunities construct immunities
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 40 ft.; climb 40 ft.
  Melee microserrated longsword +18 (2d10+13 S; critical bleed 
  2d6)
  Ranged advanced semi-auto pistol +20 (2d6+9 P) or advanced 
  shirren-eye rifle +20 (2d10+9 P)
  Offensive Abilities holographic trick
  STATISTICS
  Str +4; Dex +6; Con —; Int +1; Wis +2; Cha +0
  Skills Acrobatics +22, Athletics +17 (+25 to climb), Computers 
  +17, Stealth +22
  Languages Common
  Other Abilities holographic camouflage, nanite repair, target 
  tracking, unliving
  Gear microserrated longsword, advanced semi-auto pistol with 
  48 small arm rounds, advanced shirren-eye rifle with 16 
  sniper rounds
  SPECIAL ABILITIES 
  Holographic Camouflage (Ex) An assassin robot uses 
  advanced sensors in conjunction with a holographic 
  projector to blend in with its surroundings. If the assassin 
  robot remains still for 1 round, it gains a +10 bonus to 
  Stealth checks and is treated as having concealment 
  until it moves out of its square; this doesn’t stack with 
  invisibility or similar effects. As a move action, the robot 
  can amplify this camouflage for up to 10 rounds per 
  day, using the duration in 1-round increments. While the 
  camouflage is amplified, the robot is affected as if by the 
  invisibility spell.
  Holographic Trick (Ex) As a full action, an assassin robot can 
  move up to its speed, blurred by holographic camouflage, 
  and then make an attack with a one-handed melee weapon 
  or small arm. After its movement, the robot can attempt a 
  Stealth check; this check is opposed by a Perception check 
  attempted by its target, and if the robot is successful, 
  its target is flat-footed against the attack and takes 5d8 
  additional damage on a hit.
  Nanite Repair (Ex) An assassin robot’s nanites heal it, restoring 
  a number of Hit Points per hour equal to its CR. Once per 
  day as a full action, the robot can regain 6d8 Hit Points
  .
  Retractable Weapons (Ex) When not in use, each of an 
  assassin robot’s weapons is folded inside the robot’s body 
  and hidden from sight. A creature unaware of the robot’s 
  hidden weapons must succeed at a DC 35 Perception check 
  to notice one. An assassin robot can deploy any or all of its 
  weapons as a swift action or as part of making an attack 
  or full attack. Its weapons are mounted, leaving the robot’s 
  hands free, and the robot can’t be disarmed of them. As a 
  swift action, the robot can retract any or all of its weapons.
  Target Tracking (Ex) As a move action, an assassin robot 
  can lock on to one target it can see. The tracked target 
  doesn’t benefit from concealment against the robot and 
  can’t succeed at Bluff checks against the robot to create a 
  diversion. This tracking ends if the tracked target dies or is 
  destroyed, the robot ceases being able to see the target, or 
  the robot ends it as a move action.
  
  STARFINDER SOCIETY SCENARIO
  28
  28
  EQUINOXIAN PERIASTRAS (2) 
  CR 9
  Starfinder Alien Archive 3 30
  LN Medium outside (native)
  Init +4; Senses darkvision 60 ft.; Perception +17
  DEFENSE 
   HP 145 EACH
  EAC 22; KAC 24
  Fort +11; Ref +11; Will +10
  OFFENSE
  Speed 30 ft.
  Melee slam +22 (2d10+15 B)
  Ranged graviton crush +19 (5d4+9 B; critical staggered) or sun 
  hurl +19 (3d6+15 E & F; critical burn 1d6)
  Offensive Abilities flashing strikes, stellar revelations (blazing 
  orbit, defy gravity)
  STATISTICS
  Str +6; Dex +4; Con +2; Int +1; Wis +3; Cha +3
  Skills Acrobatics +17, Athletics +17, Mysticism +22
  Languages Common, Kasatha
  Other Abilities balanced alignment
  SPECIAL ABILITIES 
  Balanced Alignment (Su) A periastra is always both photon 
  attuned and graviton attuned (but not fully attuned). If 
  subject to an effect that depends on the periastra’s stellar 
  alignment, the periastra uses whichever attunement is most 
  beneficial to it.
  Flashing Strikes (Ex) This functions as the flashing strikes 
  solarian class feature
  Graviton Crush (Su) A periastra can crush an enemy with 
  gravity; this is a ranged attack with a range of 30 feet and 
  that targets EAC. A creature hit by graviton crush must 
  succeed at a DC 16 Fortitude saving throw or be entangled. 
  It can attempt a new Fortitude save once per round as a 
  move action. A periastra cannot use graviton crush two 
  turns in a row. If the periastra makes a full attack using 
  graviton crush, it must use graviton crush for both attacks.
  Stellar Revelation (Su) A periastra can use the blazing orbit 
  and defy gravity solarian stellar revelations. However, it 
  cannot use the same revelation two turns in a row, and it 
  cannot use both revelations on the same turn.
  Sun Hurl (Su) A periastra can throw balls of superheated 
  plasma at a foe. This is a ranged attack with a range 
  increment of 30 feet and that targets EAC. A creature hit 
  by sun hurl must succeed at a DC 16 Reflex save or gain the 
  burning condition (1d6 fire damage). This condition doesn’t 
  stack with itself, but does with any other burning condition. 
  The periastra cannot use sun hurl two turns in a row. If the 
  periastra makes a full attack using sun hurl, it must use sun 
  hurl for both attacks.
  VAULT LORD GOLEM 
  CR 7 
  N Huge construct (magical, technological)
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +24
  DEFENSE 
  HP 280
  EAC 24; KAC 26
  Fort +13; Ref +13; Will +10
  Immunities construct immunities, magic, prone
  OFFENSE
  Speed 10 ft.
  Melee slam +22 (2d10+18 B plus tear down [DC 17]; critical 
  knockdown)
  Offensive Abilities junk cloud, tear down (DC 17)
  Space 15 ft., reach 15 ft.
  STATISTICS
  Str +8; Dex +0; Con —; Int —; Wis +5; Cha -2
  Other Abilities mindless, unliving
  SPECIAL ABILITIES 
  Collapsing (Ex) The golem is quickly falling apart and can 
  barely move. It loses 35 HP each round at the end of its 
  turn. This reduces its CR by 3 (already included in its 
  statistics).
  Junk Cloud (Su) Debris orbits the golem as the Vault Lord holds 
  the construct together. At the end of each of the golem’s 
  turns, each creature within 5 feet of the golem takes 4d6 
  bludgeoning damage. A successful DC 17 Reflex saving 
  throw halves the damage.
  Magic Immunity (Ex) The golem is immune to any spell or 
  spell-like ability that allows spell resistance, unless the spell 
  specifically lists constructs in its Targets entry. In addition, 
  certain spells and effects function differently against the 
  golem as follows.
  D  
  D  A mind thrust triggers the collapsing ability if the golem fails 
  its Will save, causing it to lose 110 HP. 
  D 
   
  D 
   A grease spell affects the golem as if it were hasted for 1d6 
  rounds and ends any slow effect on it. 
  D  
  D  A hold monster or hold person spell slows the golem (as the 
  spell) for 3 rounds and negates its collapsing ability for that 
  duration.
  Tear Down (Su) The golem’s strikes infuse the target with 
  crippling self-doubt, dealing 1d8 Charisma drain (Will DC 17 
  negates). If this drain reduces the target to 0 Charisma, the 
  creature remains conscious and is dominated, as dominate 
  person, ignoring type and immunities.
  
  RISE OF THE VAULT LORD
  29
  29
  VRADAK 
  CR 8 
  Agender variant philosopher worm (Starfinder Alien Archive 3 78)
  LE Medium monstrous humanoid
  Init +2; Senses blindsense (thought) 60 ft., darkvision 60 ft.; 
  Perception +16
  Aura dominating presence (60 ft., Will DC 18)
  DEFENSE 
  HP 11 RP 5
  EAC 19; KAC 20
  Fort +9; Ref +7; Will +13
  OFFENSE
  Speed 30 ft.
  Melee claw +15 (1d12+8 P)
  Offensive Abilities command, reality eddy
  Spell-Like Abilities (CL 8th; ranged +16)
  1/day—dispel magic, divination, haste, synaptic pulse (DC 18)
  3/day—augury, mind thrust (3rd level; DC 17), mystic cure 
  (2nd level), status, telepathic bond
  At will—command (DC 16), detect thoughts (DC 16), mindlink, 
  psychokinetic hand, telekinetic projectile
  STATISTICS
  Str +0; Dex +2; Con +1; Int +6; Wis +4; Cha +4
  Skills Culture +16, Diplomacy +16, Intimidate +21, Life Science 
  +16, Medicine +16, Mysticism +19, Sense Motive +21
  Languages Common, Eoxian, Nchaki, Shirren, Thassilonian; 
  telepathy 60 ft.
  Other Abilities evaluate
  SPECIAL ABILITIES 
  Command (Su) As a swift action, Vradak can spend a Resolve 
  Point to grant any allies within 60 feet one of the following 
  benefits: 
  Advance: All allies have an additional move action and 
  move without provoking attacks of opportunity until 
  Vradak’s next turn.
  Focus Fire: All allies roll twice and take the better result 
  on attacks against a specific target until Vradak’s next turn.
  Shake It Off: All allies remove any negative conditions.
  Strike: All allies can immediately use their reaction to 
  make an attack.
  Take Cover: All allies gain a +4 bonus to AC and a +4 
  bonus to Reflex saves until Vradak’s next turn.
  Dominating Presence (Su) A creature in the aura must succeed 
  at a DC 18 Will saving throw to try to harm the philosopher 
  worm and has a –2 penalty to Will saves. A creature that 
  succeeds at the saving throw or that Vradak attacks is 
  immune to this aura for 24 hours. Although the aura is a 
  mind-affecting compulsion, mindless vermin aren’t immune 
  to it.
  Evaluate (Su) A philosopher worm can cast detect thoughts as a 
  swift action, and when cast, the spell works as if it had been 
  active for 3 rounds. If the worm reads a creature’s surface 
  thoughts and the creature fails the saving throw against the 
  spell, the worm also learns the creature’s defensive abilities, 
  weaknesses, and active defenses from items or spells. 
  Reality Eddy (Sp) A philosopher worm can sense the 
  metaphysical weave underlying reality and manipulate it to 
  devastating effect. This ability works like the cosmic eddy 
  spell (Reflex DC 19), except the damage it deals has the force 
  descriptor and the eddy has a duration of only 1 round. Once 
  a philosopher worm has used this ability, it can do so again 
  only after 1 hour.
  
  STARFINDER SOCIETY SCENARIO
  30
  30
  APPENDIX 3: GAME AIDS
  RODERICK FAIN
  THE VAULT LORD
  KUNORIS VEX
  UNLIVING 
  MAGEFIRE
  
  RISE OF THE VAULT LORD
  31
  31
  SALVATION’S END
  
  STARFINDER SOCIETY SCENARIO
  32
  32
  HANDOUT #1: VEX’S BRIEFING
  TRANSMISSION RECEIVED: Events on Salvation’s End have been moving at a breakneck pace lately. Our scouts located an 
  accessible vault that’s halfway through its reset process for an unknown test it was running. I’m reassigning you from the rapid 
  response team to set up surveillance and surveying equipment so we can learn about how the intelligence that operates the 
  vaults clears out and repopulates the area. 
  The vault is distant from any other support, and the reset procedures we’ve seen in the past have been apocalyptic. You’re one 
  of the most experienced teams here on the moon, so I’m trusting you to watch your own backs, set up the equipment, and get 
  out safely. Don’t provoke the intelligence and don’t engage its drones if you can avoid it. We’ve encountered other hostile forces 
  inhabiting the moon and we need to avoid making any enemies. 
  We don’t know what was being tested in this vault, so be ready for anything!
  
  RISE OF THE VAULT LORD
  33
  33
  REWARD CONDITIONS
  The PCs earn the rewards for each area if they meet the conditions 
  listed below.
  Event 1: The PCs keep these rewards if they defeat the attacking 
  force.
  Event 2: The PCs keep these rewards if they agree to work with 
  the guiding intelligence.
  Area B: The PCs keep these rewards if they defeat the threats 
  in this area.
  War Torn Eye: The PCs keep these rewards if they reactivate the 
  control systems in this area.
  Area C: The PCs keep these rewards if they defeat the Vault 
  Lord’s minions.
  Encounter 
  Level 7–8 Reward  
  Out of Level Reward 
  Level 9–10 Reward
  Event 1   
  717 credits 
   
  1,462 credits 
   
  2,207 credits
  Event 2   
  813 credits 
   
  1,361 credits 
   
  1,908 credits
  Area B 
    
  1,596 credits 
   
  2,378 credits 
   
  3,161 credits
  War-Torn Eye 
  1,288 credits 
   
  1,963 credits 
   
  2,638 credits
  Area C 
    
  1,534 credits 
   
  3,051 credits 
   
  4,568 credits
  ORGANIZED PLAY
  REWARDS TABLE
  
  STARFINDER SOCIETY SCENARIO
  34
  34
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  -7
  -7
  -7
  -7
  -7
  -7
  -7
  
  RISE OF THE VAULT LORD
  35
  35
  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.
  Yeti from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Starfinder Core Rulebook ©2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, 
  John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, 
  Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Scenario #3–06: Rise of the Vault Lord © 2020, Paizo Inc.; Author: 
  Matt Duval.
  This product is compliant with the Open Game License (OGL) and is suitable for use 
  with Starfinder.
  Product Identity: The following items are hereby identified as Product Identity, as defined 
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  Open Game Content: Except for material designated as Product Identity (see above), the game 
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  Starfinder Society Scenario #3–06: Rise of the Vault Lord © 2020, Paizo Inc. All Rights 
  Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder 
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  PAIZO INC.
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  Pathfinder Society Developer • Michael Sayre
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  Pathfinder Lead Designer • Logan Bonner
  Designer • Lyz Liddell
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  Normal
  LEVELS
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  LEVELS
  Normal
  LEVELS
  Normal
  LEVELS
  Adventure Summary
  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
  Character Chronicle #
  7–8
  9–10
  —
  5,948
  10,215
  14,482
  —
  Out of 
  Level
  Scenario #3–06: 
  Rise of the Vault Lord
  While taking part in a routine exploration within Salvation’s End, a group of attackers pledged to the Vault Lord ambushed 
  you. Following the attack, the vault’s guiding intelligence contacted you and demanded you work with it to disrupt the 
  plans of the Vault Lord elsewhere in the facility. You travelled into a vault simulating the famous Magefire Assault on 
  Absalom Station, where you overcame various undead threats and repaired critically damaged systems. You confronted 
  an advanced scouting party, briefly conversing with a holographic representation of the Vault Lord, before claiming one 
  of the moon’s major power nodes. Following this, the moon’s guiding intelligence declared the Magefire Assault simulation 
  compromised and you helped evacuate the survivors to the Starfinder base on the moon’s surface.
  Reputation
  Levels 7–8
  Levels 9–10
  dark blue rhomboid aeon stone (18,000; item level 10)
  holy water grenade II (7,680; item level 11; Armory 26)
  mk 2 diffraction cloak (12,500; item level 9; Armory 112)
  mk 2 fiery runeplates (14,000; item level 9; Armory 113)
  mk 2 intercepting ears (13,600; item level 9; Armory 94)
  standard cloaking skin (18,000; item level 10; Armory 90)
  tactical autobeam artillery (26,900; item level 11)
  ultrathin doshko (24,600; item level 11)
  aurora arc rifle (24,500; item level 11)
  minor positron crystal (47,700; item level 13; Armory 26)
  mk 5 frag grenade (18,750; item level 14)
  pearly white spindle aeon stone (25,000; item level 11)
  spell gem of mystic cure (5th level) (10,600; item level 14)
  standard T-quark crystals (44,000; item level 13; 
  Armory 26)
  standard Z-boson crystal (47,500; item level 13; Armory 26) 
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 3/SF S03-06 Rise of the Vault Lord.pdf