TEXT: To Conquer the Dragon
  BY MATT DUVAL
  STARFINDER SOCIETY SCENARIO #1–19, TIER 5–8
  YEAR OF SCOURED STARS
  
  Starfinder Society Scenario #1–19: To Conquer the 
  Dragon: is a Starfinder Society Scenario designed for 
  5th- through 8th-level characters (Tier 5–8; Subtiers 
  5–6 and 7–8). This scenario is designed for play in 
  the Starfinder Society Roleplaying Guild campaign, 
  but can easily be adapted for use with any world. For 
  more information on the Roleplaying Guild, how to 
  read the attached Chronicle sheets, and how to find 
  games in your area, check out the campaign’s home 
  page at StarfinderSociety.club.
  HOW TO PLAY
  Author • Mikko Kallio
  Development Lead • Thurston Hillman
  Contributing Artists • Graey Erb, Miroslav Petrov, and 
  Sebastian Rodriguez
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  Damien Mammoliti 
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developer • Adam Daigle and Amanda Hamon 
  Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Michael Sayre, Chris Sims, 
  and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
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  Lacy Pellazar, and Jason Tondro
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  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder 
  or the Pathfinder Roleplaying Game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the 
  Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, 
  registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, 
  names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, 
  locations, plots, storylines, trade dress, the historical period called the Gap, the terms kishalee, 
  sivv, skyfire, Dreamer (the official Open Game Content term for which is “dreaming barathu”), and 
  the Drift (the official Open Game Content term for which is “hyperspace”). (Elements that have 
  previously been designated as Open Game Content, or are exclusively derived from previous Open 
  Game Content, or that are in the public domain are not included in this declaration.)
  Open Game Content:  Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo game product are Open Game Content, as defined in the Open Game License 
  version 1.0a, Section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission.
  Starfinder Society Scenario #1–19: To Conquer the Dragon © 2018, Paizo Inc. All Rights Reserved. 
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, 
  Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, 
  Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder 
  Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat Pad, Pathfinder Flip-
  Mat, Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder 
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  Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, and 
  Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  To Conquer the Dragon makes use of the Starfinder Core Rulebook, Starfinder Alien Archive 
  (AA), and Starfinder Pact Worlds (PW). This adventure assumes the GM has access to these 
  sourcebooks. All rules referenced in this adventure are available in the free online Starfinder 
  Reference Document at paizo.com/sfrd, and the relevant rules from the Starfinder Alien 
  Archive volumes are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  To Conquer the Dragon . . . . . . . . . . . . . . . . . . . . . . .3
  Appendix.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .20
  Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Handouts.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 19
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags see Chapter 1 of the Starfinder Society Roleplaying Guild Guide.
  Starship
  
  BY MATT DUVAL
  TO CONQUER THE DRAGON
  Where in the 
  Universe?
  In To Conquer the Dragon the PCs travel to Triaxus, a Pact 
  World in the midst of a centuries-long winter. The PCs visit 
  the new Starfinder lodge in the Skyfire Mandate’s trade 
  port of Cumo and later travel to the Parapet Mountains to 
  the north. For more information about the Triaxus, see the 
  Starfinder Core Rulebook and Starfinder Pact Worlds. Both 
  are available at bookstores and hobby shops everywhere 
  and online at paizo.com. 
  The Frozen Trove is one of the many dragoncorps—a corporation 
  owned and operated by a true dragon—based on the Pact World 
  of Triaxus. Frozen Trove specializes in breakthrough biotech and 
  cybernetic augmentations, producing some of the most notable 
  and varied examples within the Pact Worlds. Something of an 
  open secret, most of Frozen Trove’s breakthroughs are the result of 
  illegal testing operations conducted on clandestine outposts within 
  the Vast. The corporation’s CEO is a notorious but reclusive great 
  wyrm white dragon named Aralydio. In Starfinder Society #1–13: On 
  the Trail of History, the Starfinder Society inadvertently discovered 
  one of Frozen Trove’s Vast-based outposts while searching for an 
  alien species suspected to have clues regarding the Scoured Stars 
  incident, making an enemy out of Frozen Trove in the process.
  While Aralydio remains interested in his various other schemes, 
  he still demands retribution for the interference. The younger 
  white dragon, Norys, manages many of Frozen Trove’s extrasolar 
  enterprises. She took the brunt of the blame for the Starfinder 
  Society’s recent interference in Frozen Trove affairs. This additional 
  pressure made her emotionally volatile and she began experiencing 
  extreme bouts of rage, a trait known to occur when the typically 
  emotionless white dragons are angered. Norys has invested 
  increasing amounts of her time ignoring her other responsibilities 
  and planning a suitable means of retribution.
  While Norys has seethed over the Starfinder Society’s recent 
  interference, the Starfinders have gone on to increase their 
  influence within the Pact Worlds. The recent announcement of a 
  new lodge on the Pact World of Triaxus has earned great interest. 
  The lodge is set to open in Cumo, the city that borders the Triaxian 
  territories of the Drakelands and the Skyfire Mandate. Skillful 
  negotiation by the Society’s representatives and several prominent 
  Triaxian officials has led to the establishment of this lodge, with 
  the intent that a rotating contingent of Starfinders will be on site 
  at all times to partake in missions across the planet. Specifically, 
  Starfinders are to undertake regional missions when agents of the 
  Drakelands or the Skyfire Mandate request Society expertise.
  The brokered agreement has recently been announced to the 
  public, much to the detriment of Norys’s fraying composure and 
  the embarrassment of Frozen Trove. With little regard for the 
  corporate or political ramifications of her actions, Norys vows to 
  see the Society’s new lodge destroyed during its opening ceremony 
  as retribution for the Starfinders’ actions against Frozen Trove.
  SUMMARY
  The scenario begins with a briefing from Venture-Captain Naiaj 
  (LN female bleachling gnome envoy) at a private meeting room 
  within the Lorespire Complex, where the PCs learn about the 
  upcoming opening of a new Starfinder lodge on Triaxus in the 
  trade port of Cumo. Naiaj wants the PCs to act as the Society’s 
  representatives and provide security in case any opposing 
  factions decide to make a move or cause a scene.
  Once the PCs arrive in Cumo, they travel to the new lodge, 
  where they meet its caretaker, Zafeldrin (CG brass dragon), an 
  eager young adult brass dragon. Zafeldrin has prepared briefing 
  materials for the public opening and scattered them in the lodge’s 
  database as a test of the Starfinders’ scholarship and ingenuity. 
  Zafeldrin acts as host the following day during the lodge’s 
  opening ceremony and festivities and asks the PCs to mingle with 
  the crowd to make a good impression on the guests. The PCs have 
  an opportunity to identify the Frozen Trove contractors activating 
  beacons to help triangulate an incoming orbital bombardment from 
  a starship. The PCs can uncover these beacons before the attack 
  begins, mitigating the eventual damage from the bombardment. 
  After the attack, Zafeldrin finds the PCs and informs them the 
  attackers stole critical information from the lodge database 
  before destroying it in the bombardment. He asks the PCs to find 
  the enemy starship that bombarded the settlement, disable the 
  starship, and retrieve any stolen data.
  The PCs travel to the dock where their starship is berthed in 
  
  4
  STARFINDER SOCIETY SCENARIO
  Cumo. While the PCs are aboard their starship, the attacking enemy 
  starship captain, the white dragon Norys (CE white dragon), taunts 
  the PCs for their failure to anticipate or stop her attack. The PCs 
  launch and engage Norys in starship combat near Triaxus where 
  scanning the enemy ship reveals to be a Frozen Trove vessel.
  Once the Starfinders critically damage Norys’s ship, 
  she desperately plots a course that maneuvers the 
  ship for a semi-controlled crash into the Parapet 
  Mountains on Triaxus. The high winds and 
  jagged peaks force the PCs to land and hike to 
  the crash site where they find that the Frozen 
  Trove starship is half-smashed and teetering 
  precariously on a cliff side. Inside, the PCs 
  must navigate the shattered wreck, and 
  overcome dangerous hazards, illegal magic, 
  and any surviving crew to reach the bridge 
  before the starship drops into the chasm. On 
  the bridge, the PCs finally confront an injured and 
  enraged Norys to retrieve the stolen data and proof of 
  Frozen Trove’s involvement. 
  GETTING STARTED
  The PCs begin the adventure 
  meeting with Venture-Captain 
  Naiaj at the Starfinder Society 
  private meeting room within 
  the Lorespire Complex. Read or paraphrase the 
  following to get the adventure underway. 
  A holographic display shows the inky void filled with twinkling 
  stars and the lingering forms of starships outside Absalom 
  Station. The images then zooms in from the outside-station 
  view, transitioning to focus on the Society’s private docks, 
  which are abuzz with activity as technicians, suppliers, and 
  contractors perform repairs and prepare Starfinder vessels for 
  departure. Venture-Captain Naiaj finishes her interactions with 
  the hologram, making concise finger motions to provide orders 
  to the dock workers and docked Society starships.
  As Naiaj finishes with a few last details, she waves a greeting 
  from her side of the meeting table. “The Triaxus team. Excellent. 
  I’ve transmitted a briefing to your comms, but I’ll summarize. 
  The Society has recently finished renovation of an old building 
  to construct a new lodge in Cumo, a trade port on the Pact 
  World of Triaxus. The endeavor took significant negotiation and 
  the opening ceremony will involve some festivities to celebrate 
  the accomplishment. The lodge curator, a personal friend named 
  Zafeldrin, asked for experienced agents to impress several local 
  representatives. I’m told that it should be a quick meet and 
  greet mission. So undoubtedly, either a war’s going to break out 
  or some unexpected disaster is going to happen and I’d like to 
  have some agents I trust on the field when that happens. 
   “You’re going there to help ensure sure this opening goes as 
  smoothly as possible. Help Zafeldrin as the situation permits, 
  but keeping the lodge safe and secure is your top priority. 
  Triaxus has numerous factions that oppose one another and 
  while we’ve made friends with some, others may perceive the 
  Society as a threat. I’ve requisitioned some additional medical 
  supplies for your group should aggressive negotiations 
  prove necessary.”
  The venture-captain gestures out toward two 
  vessels highlighted in the holographic image of 
  the Society docks. “The Society’s also using 
  this opportunity to show off its starships. 
  The Drake’s superior hull and shielding 
  mean you’re more likely to bring it back to 
  me in one piece, but I’ve authorized you to 
  use the Pegasus if you think emphasizing 
  the Society’s exploratory efforts would 
  make a better impression. If any of you have 
  access to other hull types, now would also be 
  an excellent opportunity to show them off.” 
  Naiaj glances at a blinking light on her data pad. 
  “I have to deal with some last minute supply issues. 
  I’ll have to keep this quick. Review your briefing 
  and choose your starship. I expect an 
  assessment of likely mission 
  hazards and justification of 
  your starship choice when 
  I’m done.” 
  Give the players Handout #1, the mission 
  briefing Naiaj provided to the PCs. A PC who succeeds at a DC 
  24 Perception check notices Naiaj paid for the additional medical 
  supplies from her own account when the funding the Society 
  provided for the mission was clearly insufficient. If confronted 
  about this fact, Naiaj doesn’t break eye contact with her datapad, 
  and instead explains that, “it doesn’t make my life easier if 
  experienced agents like you all end up dead.”
  Once the PCs select a starship frame, Naiaj asks them to justify 
  their decision, unless it’s a non-standard frame. If the PCs have 
  additional questions about the mission, Naiaj answers dutifully 
  and follows up with her own questions to make sure they 
  understand their objectives and to point out ways to improve their 
  preparations. Throughout this conversation, Naiaj doesn’t take her 
  eyes off her datapad.
  Is there any reason we should expect trouble? “Expectations 
  are what get agents in trouble. Assume nothing, prepare for the 
  worst, and work together.” 
  How should we keep the lodge secure? “You need to make 
  sure the guests are there legitimately and sweep for any listening 
  devices or intrusions onto the lodge grounds. Even our new local 
  friends may take the opportunity to gain some extra access if they 
  have the chance. Also, obvious as it is, you need to do your best to 
  prevent any overt attack on the lodge or its guests.”
  What do you know about Zafeldrin? “As I mentioned, 
  Zafeldrin is a friend and a good agent. While he doesn’t have any 
  Naiaj
  
  5
  TO CONQUER THE DRAGON
  interest in promotion, he has enough experience that we wanted 
  him to manage the new lodge until suitable candidates present 
  themself. I think you’ll get along; after all, I don’t frivolously 
  select my friends.”
  Treasure: After answering the PCs’ questions, Naiaj 
  confirms the party’s travel plan and provides them 
  with six mk 2 serums of healing.
  Boons: At this point, the PCs can 
  finalize their boon slots for this 
  session 
  and 
  purchase 
  any 
  additional equipment prior to 
  departing. 
  With 
  access 
  to 
  a starship, the PCs should 
  be encouraged to slot any 
  starship boons they may have. 
  There are no specific boons 
  relevant to this scenario.
  CULTURE (RECALL 
  KNOWLEDGE) OR 
  DIPLOMACY (GATHER 
  INFORMATION)
  Based on the result of a Culture check 
  to recall knowledge or a Diplomacy check 
  to gather information, the PCs might know 
  about Triaxus, the Skyfire Mandate, and the 
  trade port of Cumo. The PCs know all of the 
  following information with a DC less than or 
  equal to the result of their check. 
  10+: Triaxus is known as the Wanderer because of its irregular 
  and eccentric orbit. The planet experiences decades-long 
  summers and winters as it travels from the inner to the outer 
  regions of the Golarion system and back. A full cycle takes 317 
  Pact Standard years.
  15+: Triaxian culture is largely defined by the long conflict 
  between the dragons of the Drakelands and the humanoids of 
  the Allied Territories. Between them is the Skyfire Mandate, 
  home to the famous mercenary company, the Skyfire Legion. The 
  trade port of Cumo sits on a river delta on the southern shore of 
  the Mandate on the Sephorian Sea.
  20+: The conflict between the dragons and the humanoids 
  has cooled since interplanetary travel became possible, but 
  some of the dragon-led dragoncorps still look to expand their 
  territory and sow spies and sleeper agents throughout the Allied 
  Territories and the Skyfire Mandate.
  25+: The Parapet Mountains stretch along the Skyfire Mandate 
  and serve as a natural barrier to the Drakelands. Abandoned 
  Dragon Legion outposts lie within the twisting passes, unclaimed 
  due to rumors of haunts and curses. While the new lodge is likely 
  to dispatch agents to explore these mountains, only the most 
  experienced can survive such a treacherous region.
  30+: The dragoncorp Frozen Trove recently came into conflict 
  with the Starfinder Society and worked behind the scenes to block 
  the construction of the new lodge. Frozen Trove operates under 
  the direction of a white dragon CEO named Aralydio as well as 
  other dragons that occupy leadership roles in the corporation. 
  JOURNEY TO TRIAXUS
  The PCs can travel to Triaxus from Absalom 
  Station in 1d6+2 days. The PCs can reduce 
  this travel time down to 1d6 days if 
  they instead choose to activate the 
  Drift engine of their starship. 
  Regardless of how the PCs choose 
  to travel, they encounter few 
  other ships on their journey 
  with the exception of an 
  Idaran Vanserai class starship 
  (Starfinder 
  Core 
  Rulebook 
  309) identified as the Void 
  Scholar. The ship is seemingly 
  adrift, but quickly responds if 
  contacted via comm units. The 
  ship’s captain, a kasatha named 
  Kahir, indicates that the vessel is 
  currently analyzing data collected from 
  a stellar phenomenon forming in Near space 
  to help coordinate a good place to transition 
  in from the Drift. If further questioned, Kahir 
  indicates the event is a cosmic anomaly, 
  similar in nature to the energies wielded by 
  solarians, but that his superiors on the Idari have refused to let 
  him explain further. If the PCs introduce themselves as associated 
  with the Starfinder Society, then Kahir promises that he’d already 
  intended to forward his information to the Society upon his return 
  in approximately three months.
  Beyond the PCs encounter with the Void Scholar, their journey 
  to Triaxus passes uneventfully and they receive clearance to land 
  at the Cumo starport. The settlement’s position near the equator 
  keeps Cumo relatively temperate. Surface vessels sail up the 
  river delta and out into the Sephorian Sea, while starship traffic 
  regularly launches from the docks. A labyrinthine market twists 
  in knots around the center of town and bustles with eager crowds. 
  Unassuming doorways open to those in the know and conceal 
  businesses offering all manner of illicit goods and services. Skyfire 
  Legionnaires are a frequent sight, gathering for deployment at 
  the docks or bartering at the markets while off duty. Sky bridges 
  and landing perches for dragons and dragonkin are common as 
  the open market ascends terraces to building rooftops five stories 
  above the street.
  The lodge has already paid for the PCs’ docking fees and 
  once the PC’s land their starship, they receive a cryptic message 
  from Zafeldrin: a brass cylinder with two compartments, each 
  filled with metal shards. A Starfinder who succeeds at a DC 24 
  Physical Sciences check (DC 27 in Subtier 7–8) notices the metals 
  are all base elements and their atomic values correspond to a 
  Triaxus
  
  6
  STARFINDER SOCIETY SCENARIO
  nearby latitude and longitude: the location of the lodge. A PC 
  who succeeds at a DC 25 Diplomacy check (DC 28 in Subtier 
  7–8) gathers enough information to quickly learn directions to 
  the lodge. If the PCs fail both of these checks, they arrive late, 
  increasing the DC of all checks in the encounter with Zafeldrin 
  in area A by 2. 
  A. WHITE SANDS LODGE
  The new lodge curls around the top of a 
  notable hill at the edge of Cumo like a 
  skeletal wyrm clutching a diamond. 
  A series of freshly renovated 
  structures form a half circle 
  around a grown crystal dome 
  enclosure. The outer buildings 
  crawl 
  with 
  communications 
  equipment, humming power coils, 
  and 
  steaming 
  computer-cooling 
  systems. The dome holds a biome from another world, 
  a multi-tiered summer oasis in the midst of the chill 
  Triaxian winter. Walkways wind through patios 
  and past fountains to lounging areas for 
  secluded conversation. A large platform 
  sits prominently near the top of the 
  dome, nestled in an array of holographic 
  data displays. 
  The lodge maintenance staff recognizes the PCs and 
  directs them to the dome where Zafeldrin awaits the PCs. 
  Zafeldrin, the young adult brass dragon, sits on his perch near 
  the top of the dome. He flies down and eagerly welcomes the PCs 
  to White Sands Lodge. Zafeldrin has an exuberant, inquisitive 
  manner and takes the opportunity to ask the PCs about 
  themselves. He is clever and capable but plays at being a naïve 
  bookworm to set smaller creatures at ease. His family emigrated 
  from Triaxus to Akiton where he was born. Rather than credits, 
  Zafeldrin hoards data, experiences, and relationships. This desire 
  to learn and meet new people inspired him to join the Starfinder 
  Society. His subsequent success as a diplomat and draconic 
  nature made him an easy fit for the Society’s plans on Triaxus.
  Once the PCs have learned at least some information about 
  Zafeldrin, read or paraphrase the following.
  Looking around the half-finished preparations for the opening 
  gala, Zafeldrin gives a sheepish grin. “There’s still so much to do! 
  I’ve prepared some material on our guests and current events to 
  help you.” The dragon gestures to a pile of data pads. “I’ll keep 
  working on putting this whole event together while you review 
  the data I’ve prepared.” With that he launches into the air and 
  begins flitting about the dome like a hummingbird from project 
  to project.
  The Starfinders can walk to the data pads Zafeldrin left with ease, 
  but Zafeldrin encrypted the files and hid the relevant information 
  in a sea of trivia to test the Starfinders. He sees doing so not as 
  hostile, but as a test to the agents Naiaj has sent him. Unknown 
  to the PCs, this is a common occurrence between Naiaj 
  and the dragon, with the two taking 
  some pleasure in testing each other’s 
  favorites to see if they measure up.
  Cracking the Data: A PC who succeeds 
  at a DC 32 Computers check (DC 
  35 in Subtier 7–8) can break the 
  encryption. If the PCs ask about 
  the encryption or seem stymied, 
  Zafeldrin mentions he’ll help shortly 
  but he also left a few security items 
  lying around on the lower level, 
  including a missing security badge 
  and states the public infosphere 
  password is on the guest welcome 
  banners. A PC who succeeds at a DC 24 
  Survival check (DC 27 in Subtier 7–8) 
  can retrace Zafeldrin’s steps and find a 
  security badge that fell behind a grate. A PC 
  who succeeds at a DC 24 Sleight of Hand 
  check (DC 27 in Subtier 7–8) can “skillfully 
  acquire” Zafeldrin’s access card hanging from 
  his tail. A PC who succeeds at a DC 24 Piloting 
  check (DC 27 in Subtier 7–8) can activate the 
  drones holding the banners and deploy them to 
  read the code. Zafeldrin continues chatting with 
  the PCs while he works and a PC who succeeds at a 
  DC 24 Sense Motive check (DC 27 in Subtier 7–8) notices 
  an odd cadence and identifies the repeated use of certain 
  words as the passcode. Each of the non-Computers 
  checks grants a +4 bonus on the Computers check to break the 
  encryption and also allows a PC who’s already made the attempt 
  to try again.
  If the PCs managed to overcome the security without his direct 
  assistance, Zafeldrin is taken aback, commenting on the PCs’ skills 
  regardless of how they access the data. Once the PCs gain access 
  to the data or give up and ask Zafeldrin for help, give the players 
  Handout #2. Zafeldrin then discusses his plans for the opening 
  gala. Read or paraphrase the following.
  “I’ve been telling everyone in Cumo about all the amazing 
  discoveries the Starfinders have made lately. I think I might 
  have set their expectations a little high, but that’s why I asked 
  for the best and here you are! Representatives from the Skyfire 
  Legion are coming, along with a few notables from town and 
  some dragoncorp reps.” He cycles through holographic displays 
  of different personnel files, some still flashing with proprietary 
  security warnings from their original sources. “I’ve already 
  managed to pull together a lot of interesting data about regional 
  Zafeldrin
  
  7
  TO CONQUER THE DRAGON
  powers, possible mission sites, and contacts we can pursue. I 
  just need to make a good impression with these power brokers 
  so they give us a shot. Once they see agents like you in action, 
  they’ll be clamoring for our help!”
  Zafeldrin happily chats with the PCs about anything they want 
  to discuss and answers their questions. He sits like a cat with his 
  long scaly neck swiveling his head to address each speaker.
  What about security? “Everyone needs an invitation to get in, 
  and the door scanners check for weapons. I really need you to 
  make a good impression with the guests, so I’d prefer you focus 
  on that.”
  Who should we talk to? “Aralyx commands a local Skyfire 
  Legion battalion, but more importantly she’s in charge of securing 
  abandoned Skyfire Legion sites in the Parapet Mountains. 
  Starfinders are just the specialists she needs—even if she doesn’t 
  know it yet.”
  What should we wear? “Wear your mission gear! The guests 
  want to meet field agents, so the more rugged and adventurous 
  you look, the better! Of course, you’ll all be allowed to keep your 
  weapons on hand too! Just no discharging into a crowd of people. 
  Oh, and no throwing grenades.”
  Where did you get that data? Zafeldrin visibly preens with 
  pride. “I read this great article on the haptic vibration distinctions 
  when someone enters a password on a holodisplay and I’ve been 
  practicing since I got here. It really works!”
  Following any questions, Zafeldrin provides the PCs with rooms 
  and a tour of the lodge, including the dome, kitchen, dining hall, 
  communications center, guest quarters, an empty museum space 
  he hopes to fill, and a room housing a computer mainframe.
  Development: The PCs have a day to prepare for the gala, 
  which is set to occur the following evening. Each PC can attempt a 
  Perception or Sense Motive check as listed below to represent time 
  spent examining the lodge before the gala begins. 
  Treasure: If the PCs discovered the information in Handout #2 
  on their own, Zafeldrin compliments their ingenuity and provides 
  six serums of enhancement (diplomat) and a mk 2 thermal capacitor 
  armor upgrade. In Subtier 7–8, Zafeldrin provides a second mk 2 
  thermal capacitor armor upgrade. 
  Rewards: If the PCs are unable to gain access to Zafeldrin’s data 
  themselves, reduce each PC’s credits earned as follows.
  Subtier 5–6: Reduce each PC’s credits earned by 652.
  Out of Subtier: Reduce each PC’s credits earned by 954.
  Subtier 7–8: Reduce each PC’s credits earned by 1,256.
  PERCEPTION (NOTICE) OR SENSE MOTIVE 
  (DISCERN SECRET MESSAGE)
  Now that the PCs are onsite, they can learn more than they could 
  following their briefing. Based on the result of a Perception check 
  to notice or a Sense Motive check to discern a secret message, the 
  PCs might learn more about what’s going on around the lodge. The 
  PCs know all of the following information with a DC less than or 
  equal to the result of their check.
  20+: The information trade in Cumo closely monitors the lodge, 
  and agents from multiple factions, including the city government, 
  surreptitiously spy on the Starfinders. 
  25+: The government agents have been seen handing off 
  information to a city councilor named Tefarian Mel, who questions 
  each agent closely about the objectives of the Starfinder Society. 
  30+: The PC spots a lodge maintenance employee transmitting 
  information about security measures and facility maps to precise 
  coordinates in orbit. The employee only knows that she was paid 
  very well. Attempts to follow-up on the location reveal that it’s 
  just empty space but could have been occupied by a starship 
  passing by.
  The guests begin to arrive for the gala around midday. Banners 
  welcoming them hang suspended from flying drones around 
  the dome while holographic displays run continuous loops 
  of video showcasing the Starfinder Society’s recent public 
  accomplishments and discoveries. 
  The gala event is held in a section of the lodge’s crystal dome. 
  Internal scanners monitor the rest of the lodge during the event 
  and Zafeldrin insists the PCs focus their attention on the area 
  where the guests are.
  The PCs are responsible for providing security during the 
  event and for entertaining the guests. PCs can contribute to the 
  success of the event in the ways listed below. Each PC can make 
  two checks during this encounter, attempting their own check 
  or using one of their checks to aid another PC. These checks 
  must be made to influence guests (see Guests below) or to detect 
  infiltrators (see Infiltration below.) The constant distraction of 
  guests asking the PCs about their experiences prevents them 
  from taking 10 or 20 on these checks. Successfully mingling with 
  the guests and locating beacons contributes to the adventure’s 
  secondary success condition.
  Guests: A few dozen guests attend the event at any given time. 
  They are local officials, dragoncorp agents, or members of the 
  notable guests’ retinues. Most are friendly and excited to meet 
  the Starfinders while a few exhibit caution or suspicion about 
  another participant in regional politics. The majority of the guests 
  Mapping the Gala
  While the opening gala uses Starfinder Flip-Mat: Urban 
  Sprawl, this product is not required to play the scenario. 
  Regardless of which map you use, this map should be 
  placed prior to the encounter in area A. Players will likely 
  view this as a precursor to combat and prepare for a more 
  tactical encounter, setting them up to be very surprised by 
  the approaching orbital bombardment! 
  
  8
  STARFINDER SOCIETY SCENARIO
  A. THE OPENING GALA
  STARFINDER FLIP-MAT: URBAN SPRAWL
  1 SQUARE = 5 FEET
  
  9
  TO CONQUER THE DRAGON
  are civilians, made up of mostly ryphorians, dragonkin, and a few 
  gnomes from the Immortal Suzerainty of Ning. A contingent of 
  Skyfire Legionnaires are also present, visibly wearing armor and 
  light weapons. 
  Notable guests include the following.
  Aralyx (LG female dragonkin soldier) is a Skyfire Legion 
  commander. She expresses interest in the Society’s archaeological 
  capabilities, particularly in dealing with curses and haunts. PCs 
  who succeed at a DC 22 Mysticism check (DC 25 in Subtier 7–8), or 
  a DC 18 Profession (archaeologist) check impress her.
  Jaxter (N male feychild gnome envoy) sees the Society as a 
  potential business partner for Skyward Imports, his employer. 
  He’s interested in acquiring relics and goods from outside the 
  system. PCs who succeed at a DC 22 Culture check (DC 25 in 
  Subtier 7–8) or a DC 18 Profession (merchant) check impress him.
  Tefarian Mel (LE male winterborn ryphorian operative) is a 
  member of Cumo’s city council and suspects the new lodge is a 
  front for a dragoncorp looking to take over Cumo. He closely 
  questions the PCs about their motives. A PC who succeeds at a DC 
  22 Diplomacy check (DC 25 in Subtier 7–8)  or a DC 18 Profession 
  (politician) check allays Tefarian’s suspicion.
  The PCs can learn what skills impress each guest with a 
  successful DC 24 Sense Motive check. This check does not use 
  one of a PC’s two checks during the encounter, but a PC can only 
  attempt the check once against each guest.
  Infiltration: In addition to the invited guests, five Frozen Trove 
  agents have infiltrated the gala using stolen invitations while a 
  remote team initiates a computer hack on the lodge’s mainframe. 
  The PCs can help uncover these agents and their devices by making 
  the following checks.
  Patrol the Grounds: A PC patrolling the grounds who succeeds 
  at a DC 24 Survival check (DC 27 in Subtier 7–8) tracks an agent 
  planting a device in the bushes. A PC who succeeds at a DC 24 
  Piloting check (DC 27 in Subtier 7–8) identifies an overweight drone 
  with a device attached. A PC who succeeds at a DC 26 Perception 
  check (DC 29 in Subtier 7–8) spots a device hidden under a bench.
  Monitor Guests: A PC who monitors the guests and succeeds at 
  a DC 24 Sense Motive check (DC 27 in Subtier 7–8) spots a nervous 
  agent looking for a place to hide her device. A PC who succeeds at 
  a DC 26 Computers check (DC 29 in Subtier 7–8) identifies an agent 
  with an invitation with a forged guest image.
  Check the Buildings: A PC can check the buildings with a 
  successful DC 24 Athletics check (DC 27 in Subtier 7–8) to find 
  a device tucked into an eave. A PC who succeeds at a DC 24 
  Engineering check (DC 27 in Subtier 7–8) finds a device wired 
  into the lighting system. A PC succeeding at a DC 24 Mysticism 
  check (DC 27 in Subtier 7–8) identifies hastily drawn runes to 
  camouflage a device.
  Nav Beacons: The agents on site deploy navigation beacons 
  to aid Norys’s upcoming orbital bombardment. A PC who finds a 
  device and succeeds at a DC 20 Engineering check identifies it as 
  a pinpoint transmitter—this skill check does not count towards the 
  number of checks the PCs make during this part of the adventure. 
  If the PCs discover and question an agent and then succeed at a DC 
  20 Diplomacy or Intimidate check, the agent reveals an unknown 
  person sent them the false invitation and device and paid them to 
  place the device at the lodge during the gala—these checks also 
  do not count towards the limit of checks the PCs can make. The 
  agents do not know what the devices do. PCs can spot the agents 
  or devices with the checks listed above. If the PCs notify Zafeldrin 
  about a device, he urges them to search for more while he occupies 
  the guests.
  Hazard: Norys, aboard her starship in low-orbit, begins her 
  bombardment of the lodge after the PCs each attempt two skill 
  checks (three if there are only four PCs) as listed above. Zafeldrin 
  detects the remote access into the Starfinder Society server and 
  the presence of any remaining beacons right before the attack. The 
  brass dragon assembles the PCs right before the attack begins. 
  Read or paraphrase the following:
  Zafeldrin hurriedly jabs at a pad displaying an unauthorized 
  data transfer from the lodge computers. He fumes quietly. 
  “Hackers got in to the computer system a few minutes ago. 
  They’re transmitting my data to a starship in orbit. It’s backed 
  up locally but they’ve got copies of nearly everything.”
  He glances in surprise when the pad indicates an incoming 
  communication. The weathered visage of an old white dragon 
  appears, a twitch in one eye belying her detached demeanor. 
  Zafeldrin breaks the silent regard. “You seem upset. Just explain 
  yourself and I’m sure we can talk this out?” 
  The white wyrm presses a button on her display, and slowly 
  whispers, “Hush now. I want to savor this.” 
  The dome grows brighter as a new star blooms in the sky 
  above and a roar builds in the air.
  The transmission cuts out when the bombardment hits. For 
  each undiscovered beacon when this event occurs, the PCs take 10 
  damage, half of which is fire damage and the other half of which is 
  piercing damage (15 damage in Subtier 7–8). The attacks come in 
  the form of high intensity laser bursts that shatter the dome and 
  begin striking the nearby area. Normally a starship should not be 
  able to achieve such an accurate strike, but the beacons allow the 
  orbital attacks some degree of precision.
  Scaling Encounter A
  Make the following adjustments to accommodate a group 
  of four PCs. 
  All Subtiers: Norys planned the operation in haste. 
  Reduce the number of agents and beacons from five to four. 
  In addition, each PC can make one additional skill check 
  during this encounter.
  
  10
  STARFINDER SOCIETY SCENARIO
  ENEMY CRAFT
  FREIGHTER
  STARFINDER FLIP-MAT: BASIC STARFIELD
  
  11
  TO CONQUER THE DRAGON
  Development: The condition of the lodge and health of the 
  guests after the attack depend on the Starfinders’ success 
  deactivating the beacons. If two or more beacons remained 
  active, the attack killed several guests and damaged the lodge. 
  If all beacons were active, the attack destroys the lodge and kills 
  most of the guests. While Zafeldrin takes wounds proportional 
  to the damage from the attack, he survives no matter how many 
  devices the PCs found. 
  Regardless of the result, Zafeldrin is distraught when he 
  realizes the attack destroyed the lodge mainframe, wiping out 
  his data backups. He urges the PCs to locate the starship that 
  received the data transmission and recover the information. “Not 
  only is it a terrible loss, but an enemy could learn the identities 
  and locations of Starfinder agents and outposts using what’s in 
  there, using that to target more of our colleagues.”
  If the Starfinders disabled all the beacons, it impresses all the 
  guests, even if the PCs did not previously impress them. If all 
  beacons were active, the deaths and catastrophe badly damage 
  the Society’s image; the PCs lose any successes they had in 
  impressing the guests who survived the attack.
  Treasure: If the PCs impressed Aralyx, the Skyfire Legion 
  delivers a suit of pinion Skyfire armor to the Starfinder’s ship. If 
  the PCs impressed Jaxter, he provides them with a mk 2 ring of 
  resistance shaped like a pair of folded wings. If the PCs impress 
  Tefarian, he arranges for the dock crews to hasten service on 
  the Starfinders’ starship, granting them a +5 bonus to their first 
  Piloting check in the upcoming starship combat.
  Rewards: The PCs receive bonus credits depending on the 
  damage to the lodge. If two or more beacons were active, reduce 
  each PC’s credits earned by the following amount. If all beacons 
  were active and the attack destroyed the lodge, reduce each PC’s 
  credits earned by the amount in parentheses instead.
  Subtier 5–6: Reduce each PC’s credits earned by 125 (500) .
  Out of Subtier: Reduce each PC’s credits earned by 187 (750) .
  Subtier 7–8: Reduce each PC’s credits earned by 250 (1,000) .
  B. ABOVE TRIAXUS (CR 4 OR CR 6)
  The Starfinders can travel from the lodge to the docks and prepare 
  their starship for launch after the attack. Zafeldrin has notified 
  the dock crews, who work quickly. If the PCs impressed Tefarian, 
  they see that workers have been pulled from other starships to 
  expedite their launch.
  When the PCs enter their starship, they see an incoming 
  transmission from Norys, the captain of the attacking vessel. 
  Read or paraphrase the following. 
  The white dragon’s visage appears once more. She clutches at 
  her display, choking in disbelief. “Still alive? No. No!” She quivers 
  with rage, the display cracking under her grip, before calming 
  herself and regaining her placid composure. “It doesn’t matter,” 
  she declares. “Now I know your hiding places, your secrets. 
  Come face me and die or stay there and live, while I hunt down 
  your comrades!” 
  The PCs can question or taunt Norys as they travel toward 
  her starship and during the battle. Her manner depends on how 
  successful her bombardment was and how the battle is going. 
  The more that events do not go her way, the more her mask of 
  icy control slips and she descends into rage. At this point, ask if 
  any of the players have credit for Starfinder Society #1–13: On the 
  Trail of History on their character. If they do, Norys calls out those 
  specific PCs as being personally responsible for the bombardment 
  and threatens, “This is only the beginning of your pain.”
  Who are you? “Your sins come back to haunt you. But Norys 
  will suffice.”
  Why are you doing this? “You stole from me… hurt me… ruined 
  my career. Did you think you could do whatever you like and take 
  whatever you want without consequence?”
  Can we talk about this? “Have I not made my intentions clear? 
  I’m going to destroy your ship and take your life… Talk? I want to 
  hear you scream.”
  Starship Combat: Norys waits in low orbit in her starship, 
  Diamond Glow. The ship has a large bridge nestled under the 
  forward weapon system, with blisters of shield projectors and 
  weapon mounts circling the round hull. The plating glitters with a 
  white chitinous sheen. A PC who succeeds at a DC 24 Engineering 
  check (DC 27 in Subtier 7–8) identifies it as a custom variant on 
  the United Interfaith Engineering Hiveguard starship frame (see 
  Core Rulebook 313).
  Norys scrambled her transponder codes to hide her starship’s 
  identity. PCs that succeed at scanning Diamond Glow can choose to 
  decipher the transponder instead of learning other information and 
  realize the starship bears a Frozen Trove registration.
  Norys uses the taunt action and then uses either demand to 
  improve her crew’s performance or uses her action during the 
  gunnery phase to activate a missile freighter (see page 12) using her 
  gunnery when the PCs are in range. The pilot uses the evade stunt 
  whenever possible. The engineer focuses on patching systems and 
  diverting power to shields. The gunners use the shoot crew action, 
  terrified of missing. The science officer rebalances the shields when 
  necessary but otherwise uses the target system action to target 
  the weapons array of the PCs’ starship.
  Norys’s composure is tenuous and a PC who succeeds at a taunt 
  action sends her into a rage, doubling the normal penalty as she 
  screams at her crew.
  Scaling Encounter B
  Make the following adjustments to accommodate a group 
  of four PCs. 
  All Subtiers: Norys overcharged her weapons array for the 
  orbital bombardment and the weapon system is glitching. 
  Also, remove two armed freighters from the encounter.
  
  12
  STARFINDER SOCIETY SCENARIO
  Norys anticipated the Starfinders might manage to survive and 
  enact a counterattack on her starship. She’s armed three automated 
  light freighters with arc missile systems. In addition, there are five 
  unarmed civilian freighters nearby. Four freighters start at the 
  bottom of the map, moving two hexes up from the planet each 
  round. The other four start at the top, moving two hexes toward 
  the planet each round. Randomly determine which freighters are 
  armed with missiles. Any starship can shoot at a freighter (HP 40, 
  AC 10, TL 10, and no shield). Each armed freighter has one forward 
  heavy torpedo launcher (5d8 with limited fire 3) that uses the 
  Norys’s gunnery score with a –2 penalty. As noted, Norys must 
  spend an action to activate these hidden missile batteries.
  When the PCs approach, they detect additional transmissions 
  coming from the enemy starship. If the science officer succeeds 
  at a scan action on the signal, she recognizes that the specific 
  freighters under Norys’s remote control still have civilians onboard. 
  A science officer that succeeds at a DC 26 Computers check (DC 
  29 in Subtier 7–8) can seize control of one of the armed freighters 
  and fire one missile (using her gunnery check) during the gunnery 
  phase or permanently disable the freighter from firing again during 
  the starship combat. Norys can still fire a missile even if the PC 
  science officer fires a missile from a commandeered freighter, 
  assuming that freighter has not expended all its ammunition.
  SUBTIER 5–6 (CR 4)
  DIAMOND GLOW 
  TIER 4
  Large destroyer 
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 19; TL 18
  HP 170; DT —; CT 34
  Shields light 40 (forward 10, port 10, starboard 10, aft 10)
  Attack (Forward) coilgun (4d4), coilgun (4d4)
  Attack (Port) light laser cannon (2d4)
  Attack (Starboard) light laser cannon (2d4)
  Attack (Turret) flak thrower (3d4)
  Power Core Arcus Ultra (150 PCU); Drift Engine Signal Basic; 
  Systems basic computer, budget short-range sensors, crew 
  quarters (common), mk 4 armor, mk 3 defenses; Expansion 
  Bays cargo holds (3), smuggler’s compartment (DC 35)
  Modifiers +1 Piloting; Complement 17
  CREW
  Captain Bluff +17 (8 ranks), Computers +2 (0 ranks), Diplomacy 
  +17 (8 ranks), Engineering +2 (0 ranks), gunnery +17, 
  Intimidate +22 (8 ranks), Piloting +17 (8 ranks) 
  Engineer (1 officer, 3 crew) Engineering +10 (4 ranks)
  Gunners (2 officers, 2 crew each) gunnery +12 (6 ranks)
  Pilot Piloting +15 (4 ranks)
  Science Officer Computers +13 (3 ranks)
  SUBTIER 7–8 (CR 6)
  DIAMOND GLOW 
  TIER 6
  Large destroyer 
  Speed 8; Maneuverability average (turn 2); Drift 1
  AC 21; TL 21
  HP 170; DT –; CT 34
  Shields light 60 (forward 15, port 15, starboard 15, aft 15)
  Attack (Forward) twin laser (5d8), twin laser (5d8)
  Attack (Port) light laser cannon (2d4)
  Attack (Starboard) light laser cannon (2d4)
  Attack (Turret) heavy laser net (5d6)
  Power Core Arcus Maximum (200 PCU); Drift Engine Signal 
  Basic; Systems basic medium-range sensors, crew quarters 
  (common), mk 1 trinode, mk 4 armor, mk 4 defenses; Expansion 
  Bays cargo holds (3), smuggler’s compartment (DC 35)
  Modifiers +1 any three checks per round, +2 Computers; 
  Complement 17
  CREW
  Captain Bluff +19 (10 ranks), Computers +3 (0 ranks), 
  Diplomacy +19 (10 ranks), Engineering +3 (0 ranks), gunnery 
  +20, Intimidate +25 (10 ranks), Piloting +19 (10 ranks) 
  Engineer (1 officer, 3 crew) Engineering +21 (8 ranks)
  Gunners (2 officers, 2 crew each) gunnery +13 (6 ranks)
  Pilot Piloting +17 (6 ranks)
  Science Officer Computers +23 (8 ranks)
  Development: If the PCs wreck two of the Diamond Glow’s 
  systems, disable the starship, or reduce it to 20 or fewer Hull 
  Points, Norys manages one last burst out of the engines and sends 
  the starship plummeting down toward Triaxus and the Parapet 
  Mountains where it crashes. The PCs can detect the starship’s 
  On the Edge
  The PCs have a limited amount of time after landing 
  before the Diamond Glow’s damaged power core explodes. 
  A PC acting as Science Officer who succeeds at a DC 
  20 Computers check prior to landing recognizes how 
  precarious the crashed starship is. Alternatively, a PC on 
  the ground who makes a successful DC 20 Engineering or 
  Survival check notes the precarious damage to the ship and 
  the likely consequences.  
  If the PCs delay for 4 or more hours before investigating 
  the starship, begin a 30-minute countdown that includes 
  increasingly dramatic, but non-damaging explosions and 
  fires that ravage the starship, making it very clear how 
  much time the PCs have left before the starship falls into 
  the chasm. When 1 minute remains, make the need for the 
  PCs to leave the starship immediately very clear. If any PCs 
  remain in the starship when it falls, they die, unless they 
  have immunity to explosions, fire, and falling. 
  
  13
  TO CONQUER THE DRAGON
  transponder signal and use it to locate the crash site. Zafeldrin is 
  quick to contact the PCs and insist they head down to the crash 
  site in order to retrieve the stolen data from the crashed Frozen 
  Trove vessel. If the PCs inquire about having local Triaxian security 
  handle the mission, Zafeldrin reminds the PCs that those same 
  agents could sell the data or use it against the Society.
  In the unfortunate event that the PCs fail to defeat the Diamond 
  Glow, Norys turns her ships against the disabled PCs, preparing 
  to pummel the PCs into stardust. Before this can happen, a trio of 
  Skyfire Legion ships make their way onto the scene and launch a 
  salvo of coordinated fire against the Diamond Glow that forces the 
  Frozen Trove starship down into the Parapet Mountains, allowing 
  the PCs to continue the adventure as expected. However, failing 
  in such a monumental way has consequences as detailed in the 
  Secondary Success Conditions section at the end of the adventure.
  Treasure: The Skyfire Legion placed a bounty on the Diamond 
  Glow after the orbital bombardment that put Cumo and their 
  legionnaires at risk. They transmit 5,000 credits to the Society 
  (7,500 credits in Subtier 7–8) at the end of the adventure. 
  Rewards: If the PCs do not defeat the Diamond Glow and force it 
  to crash, reduce each PC’s credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 833.
  Out of Subtier: Reduce each PC’s credits earned by 1,041.
  Subtier 7–8: Reduce each PC’s credits earned by 1,250.
  C. PARAPET MOUNTAINS CRASH SITE
  The Parapet Mountains form a natural boundary between the 
  Drakelands and the Skyfire Mandate. This treacherous region, 
  with its mountain passes and unforgiving weather, makes land 
  travel difficult and low altitude flight virtually impossible. The 
  PCs best option is to land their starship at the closest safe landing 
  site about a mile south of the Diamond Glow’s crash site. 
  The PCs travel for an hour overland to the downed starship. 
  The landscape is barren and forbidding and snow begins to fall as 
  a storm descends on the area. The storm drops the temperature 
  in the immediate area to severe cold (see Core Rulebook 398–400 
  for information about storms and cold dangers).
  Once the PCs reach the crashed starship, the temperatures 
  inside are tolerable, mostly due to failing life support systems and 
  sporadic fires. Internal lighting still functions. The ceilings inside 
  the starship are 15 feet high, and the hallways are constructed 
  of normal hull materials and wide enough to accommodate a 
  draconic captain. Power for internal systems is failing, and the 
  remaining automatic doors that lead between rooms take two 
  rounds to lurch open once a creature comes within five feet.
  The starship’s internal surveillance system still functions. A 
  PC who succeeds at a DC 22 Perception check (DC 25 in Subtier 
  7–8) sees the cameras. If a PC succeeds at a subsequent DC 24 
  C. CRASHED STARSHIP
  1 SQUARE = 5 FEET
  C1
  C3
  C4
  C5
  C7
  C2
  C6
  C8
  
  14
  STARFINDER SOCIETY SCENARIO
  Computers check while in direct contact with a camera, he can tap 
  into the system and view areas C1 through C6. 
  C1. Cargo Bay (Cr 7 or Cr 9)
  The starship lies demolished and broken on the mountainside, 
  barely visible through the torrential snow and driving wind. Fire 
  ravages the aft section and thrusters, with occasional fireworks 
  munitions explode. Rips crisscross the midsection, but the ship 
  rests on a stable shelf along the trail. The forward sections and 
  bridge dangle over the precipice, a few determined pieces of the 
  hull stubbornly holding on.
  The trail leads to a gouge in the starship’s rear cargo bay. 
  Chain link fences section off the storage areas. To the north, 
  a massive stone monolith rises from the wreckage of the hull. 
  A fire rages within the eastern corridor. Ruined supplies lie 
  everywhere, with cracked fuel canisters, spilled crates, and 
  tipped shelves obstructing the floor. The remains of a shirren 
  crew member lie crumpled in the corridor.
  Locks secure the gates for the fences around the cargo sections, 
  but a PC who succeeds at a DC 24 Engineering check (DC 27 in 
  Subtier 7–8) or a DC 20 Strength check can open one. PCs who 
  speak drow or succeed at a DC 24 Culture check recognize the 
  mark of house Zeizerer on several broken crates in the south bay. 
  The dead shirren, Nelcik, was one of the starship’s gunners. 
  A PC who succeeds at a DC 21 Medicine check identifies the 
  shirren’s injuries are from multiple grenades strapped to his body. 
  Nelcik blew himself up in a panic when the eoxian diamonds 
  attacked his mind (see Trap below).
  The Diamond Glow crashed into an ancient Dragon Legion path 
  marker that nearly cut the starship in half, but now anchors it to 
  the cliff. A PC who examines the monolith and succeeds at a DC 
  24 Mysticism or Profession (archaeology) check (DC 27 in Subtier 
  7–8) identifies it as a ruin of the Dragon Legion, precursors to the 
  modern Skyfire Legion.
  Hazard: The pool of leaking fuel makes the floor slippery as 
  per the grease spell. Any fire damage striking the affected area 
  causes the fuel to explode, dealing 8d6 fire damage in a 20-ft.-
  radius burst (12d6 damage in Subtier 7–8). A successful DC 16 
  Reflex save (DC 18 in Subtier 7–8) halves the damage. 
  Trap: in pursuit of her revenge, Norys purchased a number 
  of illegal resources from contacts on Apostae, including soul-
  trapping eoxian diamonds. She planned to use them to torment 
  and interrogate Starfinder agents, but the crash broke their 
  container and damaged them. The unstable gems attack the spirits 
  of nearby creatures, confusing them, but the damage causes them 
  to explode two rounds later (3d6 F, 20-ft.-radius burst). 
  SUBTIER 5–6 (CR 6)
  EOXIAN DIAMONDS
  Type magical; Perception DC 27; Disable Mysticism DC 23 (to 
  suppress the effects of detect thoughts)
  Trigger proximity (as above) followed by detect thoughts (no 
  save); Reset none
  Effect confusion (15-ft.-radius burst centered on the nearest 
  sapient creature lasting 1d4 rounds) and explosion (3d6F, 
  20-ft.-radius burst centered on the diamond); Will DC 16 
  save negates.
  SUBTIER 7–8 (CR 8)
  EOXIAN DIAMONDS
  Type magical; Perception DC 30; Disable Mysticism DC 26 (to 
  suppress the effects of detect thoughts)
  Trigger proximity (as above) followed by detect thoughts (no 
  save); Reset none
  Effect confusion (15-ft.-radius burst centered on the nearest 
  sapient creature lasting 1d4 rounds) and explosion (3d6F, 
  20-ft.-radius burst centered on the diamond); Will DC 18 
  save negates.
  Treasure: Nelcik wears vesk overplate II and has an adamantine 
  microserrated longsword. One crate holds an experimental 
  AbadarCorp computer chip worth 1,800 credits. 
  Rewards: If the PCs do not overcome the trap, reduce each PC’s 
  credits earned by 714.
  C2. Storage 
  The starship’s crew used these lockers to store their personal 
  supplies and equipment. The crash and subsequent fires partially 
  collapsed these shelves, resulting in the destruction of most of the 
  lockers’ contents. 
  Treasure: A PC who succeeds at a DC 24 Perception check to 
  search the room finds 2 medpatches and a canister of sprayflesh.
  C3. Lavatory 
  Six bathroom stalls line the north wall and the remnants of the 
  smashed communal shower spew water along the east wall.
  C4. MeSS HaLL 
  The humanoid members of Norys’s crew took their meals here. 
  Rubble and wreckage occupy the east half of the room.
  Scaling Encounter C1
  Make the following adjustments to accommodate a group 
  of four PCs. 
  All Subtiers: The spilled fuel mixed with fire suppressant 
  and is no longer explosive. In addition, reduce the DCs of the 
  trap and hazard by 2.
  
  15
  TO CONQUER THE DRAGON
  Treasure: If a PC searches the room and succeeds at a DC 24 
  Perception check, he notices the feet of a dead human sticking 
  out of the rubble. Spending 1 minute clearing the remains reveals 
  the crushed body and an intact aphelion laser pistol with 1 high-
  capacity battery (40 charges). 
  C5. tHe Power Core (Cr 7 or Cr 9)
  The starship’s power core chamber stretches the height of the 
  vessel, with corrugated walkways connected to rung ladders 
  stretching up and down the core’s housing. Cracks crisscross 
  the reaction chamber and brief flashes of plasma discharge sear 
  the air. 
  The Diamond Glow’s power core is nearing catastrophic failure 
  (see the On the Edge sidebar). While the PCs do not have the 
  means to stop it, a PC who succeeds at a DC 24 Engineering check 
  (DC 27 in Subtier 7–8) can activate the manual cooling system at 
  the bottom of the chamber to stop the plasma discharges (see 
  Hazard below) and reactivate the navigational shielding, sheltering 
  the starship from the storm outside.
  Creatures: Several of Norys’s crew survived the crash and 
  frantically work to stabilize the power core here. She was not 
  able to bring Frozen Trove agents because of the illicit nature of 
  the operation and instead relied on mercenaries. They are rattled 
  and nervous after the starship battle and subsequent crash and 
  immediately open fire on the PCs. If a PC succeeds at a DC 27 
  Diplomacy or Intimidate check (DC 30 in Subtier 7–8), she can 
  calm or scare the mercenaries long enough to talk. If she offers the 
  mercenaries escape via a ride out of the mountains, that PC can 
  secure a cease-fire. Otherwise, the mercenaries attack and plan to 
  steal the PCs’ starship after winning the battle. 
  Hazard: The core periodically vents bursts of plasma into the 
  room. At initiative count 10 each round, randomly select one 
  quadrant of the chamber. All creatures in that quadrant take 3d6 
  fire damage (6d6 damage in Subtier 7–8). A DC 16 Reflex save 
  halves the damage.
   SUBTIER 5–6 (CR 7)
  MERCENARY ROOKIE 
  CR 6
  HP 90 (Starfinder Pact Worlds 174; see page 20)
  SECURITY SPECIALIST 
  CR 3
  HP 32 (Starfinder Pact Worlds 177; see page 20)
  SUBTIER 7–8 (CR 9)
  MERCENARY ROOKIE 
  CR 6
  HP 90 (Starfinder Pact Worlds 174; see page 20)
  MERCENARY TECHNOMANCER 
  CR 8
  HP 105, RP 4 (Starfinder Pact Worlds 175; see page 20)
  Development: If the PCs negotiate with the mercenaries, they 
  learn that Norys was on the bridge when the Diamond Glow 
  crashed, and that the dragon kept anything important on her own 
  computers. The mercenaries talk nervously about her sudden fits 
  of terrible rage. One mercenary mentions having heard Norys 
  mutter something about revenge for the Icefront Research 
  Station. Otherwise, the mercenaries know nothing else besides 
  that Norys paid them well.
  Treasure: In addition to these mercenaries’ gear, there is a comet 
  hammer from a mercenary who did not survive the crash.
  C6. gunnery Station 
  The power coil snapped and ignited the ammunition, causing the 
  chamber to burst into roaring flames. The weapon is inoperable. 
  The charred corpses of the Diamond Glow’s gunners still sit at the 
  firing controls. 
  A PC that succeeds at a DC 23 Physical Science check recognizes 
  the signs of a contained fire and the hazard it represents.
  Hazard: If a PC opens the door to this room, anyone standing 
  within 10 feet of the door takes 4d6 fire damage (6d6 in the higher 
  subtier) as the back draft blasts over them. A PC that succeeds at a 
  DC 18 Reflex save halves the damage.
  C7. aCCeSS Corridor 
  The access corridor to the bridge abruptly cuts off over the 
  precipice and a drop to the ground 300 feet below. A few strips 
  of the hull still cling to the bridge, which hangs 50 feet down. An 
  overturned, but functioning hoverloader sits tucked near the door 
  (Speed 15 ft., EAC 13, KAC 16, HP 90, Hardness 8). The hoverloader 
  can carry a pilot and 5 passengers.
  Optional Encounter
  Optional Encounter
  If fewer than 90 minutes remain to conclude the scenario, 
  a sudden discharge from the power core has already killed 
  the crew members here.
  Make the following adjustments to accommodate a group 
  of four PCs. 
  All Subtiers: Norys’s crew have the shaken condition after 
  the crash. In addition, when determining what quadrant the 
  plasma venting occurs in, roll twice and select the area that 
  affects the most crew members.
  
  16
  STARFINDER SOCIETY SCENARIO
  A PC can climb down the strips of the hull with a successful DC 
  24 Athletics check. A PC who succeeds at a DC 27 Piloting check 
  (DC 30 in Subtier 7–8) can guide the hoverloader down through the 
  wind to reach the bridge. A PC can unspool computer cable from 
  the damaged hull to use as rope. If the PCs repaired the power core 
  in area C5, reduce the DC of the Athletics and Piloting checks by 5 
  as the navigational shielding blocks some of the wind.
  If a PC falls, she travels 30 feet down. If a PC succeeds at a DC 
  16 Reflex save, she catches herself on a ledge. Otherwise, the PC 
  falls another 30 feet and can attempt a Reflex save to catch herself 
  every 30 feet she falls until they succeed or hit the ground. In 
  Subtier 7–8, a character falls in 50-foot increments and the Reflex 
  DC to catch a ledge and stop falling is 18.
  The PCs can cut the remaining pieces of hull and drop the 
  bridge into the chasm (AC 8, Hardness 15, HP 30, Break DC 28). 
  Anyone inside the bridge when the starship falls takes 20d6 falling 
  damage upon collision. If not already retrieved, the impact destroys 
  Zafeldrin’s data and the starship’s transponder.
  C8. tHe Bridge (Cr 8 or Cr 10)
  The starship’s bridge hangs precariously off the cliff, tilted 
  ninety degrees. A cracked forward window sits in the middle of 
  the floor. Snow and wind pour through a tear in the west side 
  of the hull, piling up into a heavy snowdrift. A huge captain’s 
  station sits on the south wall, flanked by operating posts for 
  smaller creatures.
  The access corridor entrance drops into the bridge, with the 
  window 50 feet below. The consoles and stations on the south 
  wall create easy handholds that allow a PC who succeeds at a 
  DC 15 Athletics check to climb down. The DC for this Climb check 
  increases to 25 on the other, smooth walls. The broken access 
  corridor entrance in the ceiling is 20 feet wide and tall. The cold 
  and snow have covered the room’s contents in a thin coating of ice.
  A secret cargo compartment sits halfway down the north wall. 
  A PC who succeeds at a DC 30 Perception check (DC 33 in Subtier 
  7–8) spots the access panel.
  Creatures: The white dragon Norys cannot recall being more 
  vexed in the past 500 years. Setback after setback has chipped 
  away at her normal emotionless demeanor: first, she suffered the 
  embarrassment of losing an outpost to the Starfinders, followed 
  by the Society’s brazen endeavor to establish a lodge on Triaxus. 
  Now, her starship has been reduced to ruins. While Norys could 
  have flown away in the time it took for the PCs to reach the bridge, 
  her mind has crystallized around the belief that if she can only kill 
  these Starfinders, she can put her life back in order.
  Despite substantial injuries in the crash and a consuming need 
  for vengeance, Norys still has centuries of cunning and expects 
  the Starfinders to come for the stolen data. She lurks in the hidden 
  cargo bay, monitoring the starship through the surveillance 
  system. She has setup two lures. First, she used a spell gem to cast 
  holographic image at 3rd level to create the illusion of her injured, 
  barely conscious form lying on the floor of the chamber. PCs that 
  investigate and succeed at a DC 18 Will save recognize the illusion. 
  Second, she placed a small drone in the snowdrift and programmed 
  it to wiggle slightly, giving the impression of something large under 
  the snow. PCs who succeed at a DC 22 Perception check spot the 
  moving snow (DC 25 in Subtier 7–8). A PC that exceeds this DC by 
  10 or more realizes the movement doesn’t match that of a dragon.
  Hazard: Snow and wind coming through the hole in the hull 
  whip around the room, reducing visibility and making ranged 
  attacks difficult (see Core Rulebook 398–400). 
  SUBTIER 5–6 (CR 8)
  NORYS 
  CR 8
  Female old white dragon operative (Starfinder Alien Archive 39) 
  CE Huge dragon (cold)
  Init +9; Senses blindsense 60 ft., darkvision 120 ft., sense 
  through (vision [snow only]); Perception +22
  DEFENSE 
  HP 138
  EAC 20; KAC 21 
  Fort +7; Ref +10; Will +11
  Defensive Abilities evasion, operative exploits (cloaking 
  field), uncanny agility; Immunities cold, paralysis, sleep; 
  Resistances cold 5, fire 5
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 40 ft., burrow 30 ft., fly 200 ft. (Ex, clumsy), swim 60 ft.
  Melee bite +17 (1d12+12 P) 
  Scaling Encounter C8
  Battle in 3D
  Make the following adjustments to accommodate a group 
  of four PCs. 
  All Subtiers: The storm outside the crashed starship 
  has calmed. Remove the hazard, reduce the DC of the Will 
  save to detect the illusion by 2, and reduce the DC of the 
  Perception check to notice the drone by 4.
  The encounter in area C8 takes place primarily inside 
  the bridge, but Norys’s flight and icewalking allow her to 
  move around the room easily or take the fight outside. As 
  a result, it may be helpful to have the exterior of the bridge 
  mapped separately to distinguish the ship’s interior from 
  the surrounding environment.
  
  17
  TO CONQUER THE DRAGON
  Multiattack bite +11 (1d12+12 P), 2 claws +11 (1d8+12 S), tail slap 
  +11 (1d4+12 B) 
  Space 15 ft.; Reach 10 ft. (15 ft. with bite) 
  Offensive Abilities breath weapon (cone 65 ft., 9d6 C, Reflex 
  DC 18 for half, usable every 1d4 rounds), debilitating trick, 
  dragon operative, operative exploits (staggering shot DC 18), 
  triple attack
  TACTICS 
  During Combat If spotted by the PCs, Norys attacks 
  immediately. If the PCs move inside the bridge and do 
  not detect Norys, she can attack from behind, activating 
  her haste circuit. She uses her breath weapon whenever 
  possible and uses hit and run trick attacks in conjunction 
  with her cloaking field, focusing on the weakest-looking PCs 
  first. She hides and uses a healing serum when reduced to 
  45 hp or less.
  Morale Norys switches to using multiattacks when she runs 
  out of healing serum and is reduced to 45 hp or less, fighting 
  to the death.
  STATISTICS
  Str +4; Dex +6; Con +2; Int +2; Wis +2; Cha +2 
  Skills Acrobatics +22 (+14 when flying), Bluff +17, Diplomacy 
  +17, Intimidate +22, Piloting +17, Sense Motive +22, Stealth 
  +22 (+4 when making a trick attack) 
  Languages Common, Draconic, Drow, Gnome, Triaxian, Vesk
  Other Abilities icewalking, specialization (ghost)
  Gear advanced lashunta tempweave (haste circuit, mk 1 
  thermal capacitor), mk 2 serum of healing (3), data pad 
  SPECIAL ABILITIES 
  Dragon Operative (Ex) Norys has learned to use her innate 
  draconic attacks with precision and dexterity. She can use 
  her trick attack with her natural weapons. She does not add 
  her trick attack damage to her attacks, but her target is still 
  flat-footed and she can use her debilitating tricks.
  Icewalking (Ex) A white dragon can move across icy surfaces 
  without penalty and doesn’t need to attempt Acrobatics 
  checks to run or charge on ice. In addition, a white dragon 
  can climb icy surfaces as if under the effect of spider climb.
  SUBTIER 7–8 (CR 10)
  NORYS 
  CR 10
  Female old white dragon operative (Starfinder Alien Archive 39) 
  CE Huge dragon (cold)
  Init +11; Senses blindsense 60 ft., darkvision 120 ft., sense 
  through (vision [snow only]); Perception +25
  Aura frightful presence (160 ft., DC 19)
  DEFENSE 
  HP 180
  EAC 23; KAC 24 
  Fort +9; Ref +12; Will +13
  Defensive Abilities evasion, operative exploits (cloaking field, 
  improved uncanny mobility), uncanny agility; DR 5/magic; 
  Immunities cold, paralysis, sleep; Resistances cold 5, fire 5
  Weaknesses vulnerable to fire
  Norys
  
  18
  STARFINDER SOCIETY SCENARIO
  OFFENSE
  Speed 50 ft., burrow 30 ft., fly 200 ft. (Ex, clumsy), swim 60 ft.
  Melee bite +20 (2d8+15 P) 
  Multiattack bite +14 (2d8+15 P), 2 claws +14 (1d10+15 S), tail 
  slap +14 (1d8+15 B) 
  Space 15 ft.; Reach 10 ft. (15 ft. with bite) 
  Offensive Abilities breath weapon (cone 75 ft., 11d6 C, Reflex 
  DC 19 for half, usable every 1d4 rounds), debilitating trick, 
  dragon operative, operative exploits (stunning shot DC 19), 
  triple attack
  TACTICS 
  During Combat If spotted by the PCs, Norys attacks 
  immediately. If the PCs move inside the bridge and do 
  not detect Norys, she can attack from behind, activating 
  her haste circuit. She uses her breath weapon whenever 
  possible and uses hit and run trick attacks in conjunction 
  with her cloaking field, focusing on the weakest-looking PCs 
  first. She hides and uses a healing serum when reduced to 
  60 hp or less.
  Morale Norys switches to using multiattacks when she runs 
  out of healing serum and is reduced to 60 hp or less, fighting 
  to the death.
  STATISTICS
  Str +5; Dex +8; Con +3; Int +3; Wis +3; Cha +3 
  Skills Acrobatics +25 (+17 when flying), Bluff +19, Diplomacy 
  +19, Intimidate +25, Piloting +19, Sense Motive +25, Stealth 
  +25 (+4 when making a trick attack) 
  Languages Common, Draconic, Drow, Gnome, Triaxian, Vesk
  Other Abilities icewalking, specialization (ghost)
  Gear freebooter armor III (haste circuit, mk 1 thermal 
  capacitor), mk 3 serum of healing (3), data pad 
  SPECIAL ABILITIES 
  Dragon Operative (Ex) Norys has learned to use her innate 
  draconic attacks with precision and dexterity. She can use 
  her trick attack with her natural weapons. She does not add 
  her trick attack damage to her attacks, but her target is still 
  flat-footed and she can use her debilitating tricks.
  Icewalking (Ex) A white dragon can move across icy surfaces 
  without penalty and doesn’t need to attempt Acrobatics 
  checks to run or charge on ice. In addition, a white dragon 
  can climb icy surfaces as if under the effect of spider climb.
  Development: After defeating Norys, the PCs can retrieve the 
  stolen Starfinder data using Norys’s data pad. The PCs can locate 
  the Diamond Glow’s transponder and extract it with a successful 
  DC 22 Engineering check. The unscrambled signal helps prove the 
  Frozen Trove’s involvement.
  Treasure: Norys’s data pad holds her access codes for the stolen 
  data, as well as account information worth 6,000 credits.
  Rewards: If the PCs do not defeat Norys, reduce each PC’s 
  credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 1,377.
  Out of Subtier: Reduce each PC’s credits earned by 1,486.
  Subtier 7–8: Reduce each PC’s credits earned by 1,593.
  CONCLUSION
  Once the PCs return Zafeldrin’s stolen data, the dragon thanks the 
  PCs profusely, brushing aside any damage to the lodge. Evidence 
  of the Frozen Trove’s involvement in the attack causes him to 
  excitedly ponder which factions that oppose the dragoncorp may 
  now see the Starfinder Society as an ally. Naiaj is less sanguine 
  about the situation. When the PCs report to her, she begins 
  calculating which Starfinder outposts the Frozen Trove could 
  strike next, while insisting on remedial training for each PC for 
  any Starfinder equipment and facilities damaged during the 
  mission. While stern, she only shows true disappointment if any 
  Starfinders died during the mission, reassigning the survivors off 
  fieldwork temporarily. She anonymously contributes 10% of the 
  credits needed to raise any dead PCs at the end of the scenario—
  note this on the Chronicle sheet as appropriate.
  If the Starfinders disabled all the beacons, minimizing the 
  orbital bombardment, they gain the Dragonkin Bond boon on their 
  Chronicle sheets.
  REPORTING NOTES
  If the orbital bombardment destroyed White Sands Lodge, check 
  box A. If the Starfinders impressed Tefarian Mel, check box B. If the 
  PCs impressed Aralyx, check box C. If the PCs impressed Jaxter, 
  check box D. 
  PRIMARY SUCCESS CONDITIONS
  If the PCs defeated Norys and recover Zafeldrin’s data, they 
  succeed at their mission and each earn 1 Fame and 1 Reputation for 
  any factions associated with their currently slotted Faction boon.
  SECONDARY SUCCESS CONDITIONS
  If the PCs accomplish at least four of the following tasks, they each 
  earn 1 additional Fame and 1 Reputation for any factions associated 
  with their current faction boon: discover at least one beacon in 
  area A, discover all beacons in area A (cumulative with the first 
  goal), identify the Dragon Legion monolith, identify the Diamond 
  Glow transponder signal, recover the Diamond Glow transponder, 
  or impress one or more guests.
  If the PCs fail to defeat the Diamond Glow during the starship 
  combat, the PCs do not receive the additional Reputation from 
  the secondary success condition, though they can still earn the 
  additional Fame.
  
  19
  TO CONQUER THE DRAGON
  HANDOUT #1: MISSION BRIEFING
  Society Mission: 318-1LE-19
  Destination: Triaxus, the trade port of Cumo in the Skyfire Mandate. Expected travel time is roughly 6 days. Triaxus is currently 
  in the winter season of a long seasonal cycle. Expect surface conditions to be frigid with high winds and low visibility due to snow.
  Mission Parameters: Agents are to rendezvous with the local lodge administrator, Zafeldrin, and provide public relations support 
  and lodge security for the opening ceremonies of the newly founded lodge. The safety and security of lodge assets, Starfinder 
  agents, and visitors are paramount. Assist Zafeldrin for the duration of the event as long as it doesn’t compromise security. 
  Liabilities: Cumo is a known black market trade port that deals in every manner of illicit goods and services with the notable 
  exception of slaves. The Skyfire Mandate is a historical hot zone for past planetary conflicts and still serves as a buffer between the 
  Drakelands dragoncorps and the ryphorian Allied Territories. Avoid conflict with the Skyfire Legion mercenaries for practical and 
  political reasons, as they are the primary military and police force in the Mandate. Dragoncorps wield considerable influence and 
  their leadership structure allows for quick, unilateral action. The Society’s entry into the area may disrupt local power structures, 
  but avoid unnecessary conflict or entanglements. Tactically, expect potential adversaries to be adapted to aerial combat and low-
  temperature environments.
  Compensation: The Society established an incident repair fund for the lodge. Venture-Captain Naiaj will distribute unused 
  credits post-mission. 
  HANDOUT #2: MISSION BRIEFING
  COMMANDER ARALYX 
  Affiliation: Skyfire Legion commander. 
  Race: dragonkin Description: female, fine silver scales, intricate scale etchings
  Notes: Responsible for the Parapet Mountain ruins and seems interested in reclaiming Dragon Legion history.
  JAXTER BRIGHTBEAM: 
  Affiliation: Skyward Imports, Immortal Suzerainty of Ning
  Race: gnome. Description: male, feychild, bright green hair styled in an onion bun
  Notes: Seemed particularly interested when I mentioned some items brought back from out-of-system missions.
  TEFARIAN MEL
  Affiliation: Cumo City Council
  Race: ryphorian Description: male, grey-white fur, carries a paper notebook
  Notes: He’s been asking questions about the Society, spying on lodge staff when they’re in the city. I suspect he’s behind 
  three of the five communication taps I’ve discovered.
  SEROZANYXIA INVITATIONS
  Notes: The delegation reports that they received transmission of six invitations, but cannot attend. I should these leave 
  invitations active and send a gift. Serozanyxia may be the best ally available in the Drakelands.
  RECENT DRAGONCORPS ACTIVITY
  Notes: Met with ambassador from Dretchnyliax. While the meeting offers an interesting opportunity for access to 
  cybernetics, I spent 6 hours removing malware from the computer systems after his visit. 
  Frozen Trove has shown particular interest in attending. Signal bounced from an automated freighter in low orbit. 
  Couldn’t confirm authenticity. Request denied. 
  Kelvezdreax of FlareTech offered sale of maps to a gateway to the Elemental Plane of Fire in the Caldera Basin. High risk, 
  low chance of success. Suitable for any agents who are bored and have a death wish.
  
  20
  STARFINDER SOCIETY SCENARIO
  APPENDIX: STAT BLOCKS
  MERCENARY ROOKIE 
  CR 6
  Starfinder Pact Worlds 174 
  Vesk soldier
  LN Medium humanoid (vesk)
  Init +7; Senses low-light vision; Perception +13
  DEFENSE 
  HP 90
  EAC 19; KAC 21
  Fort +8; Ref +6; Will +7; +2 vs. fear
  OFFENSE
  Speed 40 ft. (35 ft. in armor), fly 30 ft. (jetpack, average)
  Melee red star plasma doshko +16 (1d10+13 E & F; critical 
  severe wound [DC 14]) or
  unarmed strike +16 (1d3+16 B)
  Ranged static arc rifle +13 (1d12+6 E; critical arc 1d6) or
  cryo grenade I +13 (explode [10 ft., 1d8 C plus staggered, 
  DC 14]) or
  flash grenade II +13 (explode [10 ft., blinded 1d4 rounds,  
  DC 14)]
  Offensive Abilities charge attack, fighting styles (blitz), 
  natural weapons
  STATISTICS
  Str +5; Dex +3; Con +2; Int –1; Wis +0; Cha +1
  Skills Athletics +18, Intimidate +13, Stealth +13
  Feats Step Up, Step Up and Strike
  Languages Common, Vesk
  Other Abilities armor savant
  Gear vesk overplate I (jetpack), red star plasma doshko with 1 battery 
  (20 charges), static arc rifle with 1 high-capacity battery (40 charges)
  MERCENARY TECHNOMANCER 
  CR 9
  Starfinder Pact Worlds 175 
  Ysoki technomancer
  N Small humanoid (ysoki)
  Init +4; Senses darkvision 60 ft.; Perception +16
  DEFENSE 
  HP 105 RP 4
  EAC 19; KAC 20
  Fort +7; Ref +7; Will +11
  OFFENSE
  Speed 30 ft. 
  Ranged advanced semi-auto pistol +15 (2d6+8 P)
  Offensive Abilities cache capacitor 1 (unseen servant), magic 
  hacks (magic negation, selective targeting), spell cache
  Technomancer Spells Known (CL 8th; melee +13, ranged +15)
  3rd (3/day)—arcing surge (DC 20), entropic grasp (DC 20)
  2nd (6/day)—caustic conversion (DC 19), inject nanobots (DC 19), 
  invisibility, microbot assault
  1st (at will)—holographic image (DC 18), magic missile
  STATISTICS
  Str +0; Dex +4; Con +2; Int +6; Wis +2; Cha +0
  Skills Bluff +21, Computers +21, Engineering +21, Mysticism 
  +16, Stealth +21, Survival +16
  Languages Common, Ysoki, up to 6 others
  Other Abilities cheek pouches, moxie 
  Gear advanced lashunta tempweave, advanced semi-auto 
  pistol with 24 small arm rounds, tactical knife
  SECURITY SPECIALIST 
  CR 3
  Starfinder Pact Worlds 177
  Android technomancer
  N Medium humanoid (android)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE 
  HP 32
  EAC 13; KAC 14
  Fort +2; Ref +2; Will +6; +2 vs. disease, mind-affecting effects, 
  poison, and sleep
  OFFENSE
  Speed 30 ft., fly 30 ft. (jump jets, average)
  Melee tactical baton +5 (1d4+4 B)
  Ranged static arc pistol +7 (1d6+3 E; critical arc 2)
  Technomancer Spells Known (CL 3rd; ranged +7)
  1st (3/day)—magic missile, supercharge weapon
  0 (at will)—daze (DC 15), energy ray
  STATISTICS
  Str +1; Dex +2; Con +0; Int +4; Wis +1; Cha –1
  Skills Computers +13, Intimidate +8, Mysticism +8, Sense 
  Motive +13
  Feats Amplified Glitch
  Languages Castrovelian, Common, Kasatha, Shirren, Vesk, Ysoki
  Other Abilities constructed, flat affect, magic hacks 
  (empowered weapon), spell cache (badge), upgrade slot 
  (jump jets)
  Gear casual stationwear, static arc pistol with 2 batteries (20 
  charges each), manacles, personal comm unit, tool  
  kit (hacking)
  
  21
  TO CONQUER THE DRAGON
  
  22
  STARFINDER SOCIETY SCENARIO
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  of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
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  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
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  an indication as to compatibility, except as expressly licensed in another, independent 
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  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
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  8. Identification: If you distribute Open Game Content You must clearly indicate 
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  9. Updating the License: Wizards or its designated Agents may publish updated 
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  Content using the name of any Contributor unless You have written permission from 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
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  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable. 
  COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Starfinder 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 #1–19: To Conquer the Dragon© 2018, Paizo Inc.; Author: 
  Matt Duval.
  Event
  GM #
  GM Character #
  GM Fame Earned
  GM Name
  Date
  B
  A
  D
  C
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Starfinder Society Scenario #1–19: 
  To Conquer the Dragon
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  
  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
   
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  7
  Character Chronicle #
  5–6
  7–8
  —
  4,076
  4,945
  5,813
  —
  Out of 
  Subtier
  Starfinder Society Scenario  
  #1–19: To Conquer  
  the Dragon
  Dragonkin Bond (Social Boon): Your actions have impressed the people of Triaxus, especially the world’s native 
  dragonkin. You can slot this boon anytime you begin an adventure with another PC with the dragonkin (Starfinder Alien 
  Archive 40) race. The dragonkin PC can select you as its bonded partner for the duration of the session. If the dragonkin 
  already has a bonded partner from another ability, or there are multiple potential targets for its bonded partner ability, that 
  character can choose which target to make their bonded target.
  All Subtiers
  Reputation
  Subtier 3–4
  adamantine microserrated longsword (14,600; item 
  level 9; limit 1)
  advanced lashunta tempweave (8,500; item level 8)
  haste circuit (9,250; item level 8)
  jetpack armor upgrade (3,100; item level 5)
  mk 2 ring of resistance (4,200; item level 6)
  pinion Skyfire armor (14,200; item level 9)
  red star plasma doshko (4,650; item level 6)
  serum of enhancement (diplomat; 475; item level 5; 
  limit 2)
  static arc rifle (4,200; item level 6)
  vesk overplate II (10,250; item level 8)
  aphelion laser pistol (14,820; item level 9)
  comet hammer (16,900; item level 10)
  freebooter armor III (16,900; item level 10)
  mk 2 thermal capacitor armor upgrade (36,250; item 
  level 12)
  mk 3 serum of healing (1,950; item level 9; limit 3)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 1/SF S01-19 - To Conquer the Dragon.pdf