TEXT: FOUR FOR THE FIRST
  BY THURSTON HILLMAN
  STARFINDER SOCIETY SCENARIO #2–07, TIER 1–4
  YEAR OF A THOUSAND BITES
  
  Starfinder Society Scenario #2–07: Four for the First is a Starfinder Society Scenario 
  designed for 1st- through 4th-level characters (Tier 1–4; Subtiers 1–2 and 3–4). This scenario 
  is designed for play in the Starfinder Society campaign but can easily be adapted for use 
  with any world. For more information on the Starfinder Society, 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.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  GM ResouRces
  Four for the First makes use of the Starfinder Core Rulebook, Starfinder Alien Archive, Starfinder 
  Alien Archive 2, Starfinder Alien Archive 3, and Starfinder Armory. 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 sfrd.info, and the statistics from the Alien 
  Archive volumes are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Four for the First                             3
  Appendix: Stat Blocks                       22
  Chronicle Sheet                              27
  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. 
  DEVELOPMENT LEAD
  Linda Zayas-Palmer
  AUTHOR
  Thurston Hillman
  EDITING LEAD
  Adrian Ng
  CONTRIBUTING ARTISTS
  Graey Erb, Nicholas Espinoza, Taylor Fischer, 
  Irina Kuzmina, Miroslav Petrov, and Sebastian Rodriguez
  CARTOGRAPHY
  Jason Engle and 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
  PUBLISHER
  Erik Mona
  Faction (Second SeekerS [Luwazi eLSebo])
  repeatabLe
  How To Play
  
  BY THURSTON HILLMAN
  FOUR FOR THE FIRST 
  The Starfinder Society is an organization renowned throughout the 
  Pact Worlds for its many efforts in the fields of archaeology and 
  exploration. Since its inception, its agents, known as Starfinders, 
  have worked together to travel the breadth of the Pact Worlds, 
  Near Space, and Vast. Among other objectives, Starfinders search 
  for the ruins of lost civilizations and clues relating to the galactic 
  phenomena known as the Gap. Above these agents are a group 
  of experienced leaders known as venture-captains, who assign 
  important missions and react to immediate threats against the 
  Society. Above the venture-captains are an elected body of leaders 
  known as the Forum. Members of the Forum, which include some 
  venture-captains, are responsible for voting on major Starfinder 
  Society initiatives and handling the day-to-day management of the 
  Society. However, the Forum’s most important role is in the election 
  of the Society’s nominal leader: the First Seeker.
  Luwazi Elsebo is the Starfinder Society’s current First Seeker, 
  having personally taken on the mantle in the aftermath of the 
  disastrous Scoured Stars incident, where the prior First Seeker, 
  Jadnura, went missing along with most of the Society’s field 
  agents. Luwazi’s monumental efforts helped stabilize the Society 
  long enough for them the mount a rescue mission (see Starfinder 
  Society Scenario #1–99: The Scoured Stars Invasion), eventually 
  bringing Jadnura and many other Starfinders back home. Luwazi 
  then worked with Jadnura to stabilize the Starfinder Society. 
  Eventually, they lead a massive incursion back to the Scoured 
  Stars (see Starfinder Society Scenario #2–00: Fate of the Scoured 
  God) where the Society defeated its foes and First Seeker Jadnura 
  stepped down. Following this event, the Society’s resident collective 
  intelligence network, known as Guidance, officially elevated Luwazi 
  to the role of First Seeker. Luwazi, believing her mission of unifying 
  the Society was complete, announced her intention to step down 
  once a new First Seeker was elected.
  Since Luwazi’s return from the Scoured Stars, the Forum has 
  been assessing various candidates within the Starfinder Society. 
  They have put together a list of agents with goals that match what 
  they believe the Starfinder Society needs to move forward into 
  a less tumultuous time. Though Luwazi has been busy handling 
  a recent multimedia smear campaign against the Society, she’s 
  recently turned her attention back toward the transition of 
  authority, and she wants to test the candidates. To this end, she has 
  A LIVING CAMPAIGN
  Each of the four First Seeker candidates presented in this 
  scenario began as an actual PC in the Starfinder Society 
  organized play campaign. Each of these characters reached 
  the maximum Reputation Tier with the Second Seekers 
  faction and submitted their characters to the organized play 
  team for further vetting. For more information about the First 
  Seeker election that selects which of these four candidates 
  will take on the coveted mantle, see the scenario’s product 
  page on paizo.com/store/starfinder/society/season2.
  called together a group of up-and-coming Starfinders to assist by 
  meeting the candidates, helping them with some tasks related to 
  their areas of expertise, and then deciding which of the candidates 
  would be most suited to the role of First Seeker.
  SUMMARY
  The adventure begins at the Lorespire Complex on Absalom 
  Station, where First Seeker Luwazi Elsebo discusses the upcoming 
  election for a new First Seeker. Luwazi wants the PCs to assess 
  the suitability of each of the frontrunners for the role. To that end, 
  Luwazi dispatches the PCs to meet with the four candidates and 
  perform whatever tasks the candidates need done. The PCs can 
  choose to do these missions in any order they prefer.
  Avor Stelek is a hylki (a red-skinned human from Akiton) who has 
  focused much of his efforts on training new agents and helping the 
  Society continue the growth its enjoyed under Luwazi Elsebo. One 
  aspect of Luwazi’s leadership that Avor hasn’t appreciated is her 
  reliance on various external organizations. Avor needs the PCs to help 
  a junior Starfinder caught up in the clutches of one such alliance. The 
  Starfinder has become trapped in a particularly demanding contract 
  with the undead media mogul Zo!, and Avor wants the PCs to help 
  extricate this agent from the awkward situation.
  
  STARFINDER SOCIETY SCENARIO
  4
  Four for the First takes begins on Absalom Station and 
  quickly takes the PCs to different locations across the 
  galaxy. Additional details about Absalom Station can be 
  found in the Starfinder Core Rulebook and Starfinder Pact 
  Worlds. Both products are available in bookstores and game 
  stores and online at paizo.com.
  WHERE IN THE 
  UNIVERSE?
  Tara Nova is a human who wants to take Luwazi’s alliances even 
  further, especially when it comes to media. Tara believes that the 
  Society’s enemies in the Scoured Stars still haven’t paid enough for 
  what they’ve done to the Society. Tara sends the PCs to a small 
  jinsul outpost in the Vast, where she wants the PCs to eliminate the 
  jinsul threat, all while taking video recordings to use in future media 
  releases. Tara’s intent is to use the footage to further convince the 
  Society’s enemies that their organization is not to be trifled with.
  Ehu Hadif Ko’ra Amares of Clan Tolar is a kasatha who wants 
  to ensure the Society gets back to its roots in exploring the past. 
  He’s been truly intrigued by the Society’s mission to the library 
  world of Athaeum to learn more about the Scoured Stars, in which 
  agents discovered that the Society had been to the world before, 
  despite its absence from the Society’s archives (see Starfinder 
  Society Scenario #1–11: In Pursuit of the Scoured Past). Ehu sends 
  the PCs back to Athaeum to investigate a library that he believes 
  the Society may have accessed during their previous expedition.
  The morlamaw (Starfinder Alien Archive 3 72) known as Calder 
  Soren is a relatively recent addition to the Starfinder Society’s 
  ranks. Drawn to the Society after Starfinders first came to the 
  morlamaw home world of Arniselle (events detailed in Starfinder 
  Society Scenario #1–08: Sanctuary of Drowned Delight), Calder has 
  read extensively about the Society’s great resources prior to the 
  Scoured Stars. Calder Soren dispatches the PCs to reclaim a lost 
  Starfinder lodge in Near Space. A recently returned survey team 
  indicated that the lodge seemed to be active with flickering lights 
  and strange shadows, which piqued Calder’ interest.
  Once the PCs complete each of the four missions, they return 
  to the Lorespire Complex, where they meet with Luwazi Elsebo. 
  Rather than assess the new candidate for herself, Luwazi leaves 
  the choice in the hands of each of the PCs, inquiring as to which 
  of these candidates would be the best to lead the Society into a 
  new era.
  GETTING STARTED
  The adventure begins with the PCs walking through the halls of the 
  Lorespire Complex, having just finished a routine patrol shift of the 
  physical Lorespire. As the PCs walk down the halls, First Seeker 
  Luwazi Elsebo (NG female human envoy) approaches them from 
  a connecting corridor. The First Seeker congratulates the PCs on 
  their recent accomplishments, commending new agents for their 
  recent elevation to the Society’s ranks and citing prior missions 
  for more experienced agents. A PC who succeeds at a DC 20 
  Sense Motive check notes that Luwazi was clearly waiting for the 
  PCs to finish their shift.
  After a few minutes of small talk, Luwazi asks the PCs to 
  join her in one of the Lorespire’s recreation suites for a match 
  of harcoló. Any PCs from Castrovel recognize the sport as an 
  aggressive sport where teams of one to three compete against 
  one another by using specialized hand pads to hurl a crystalline 
  sphere into the opposing team’s portion of the play board. The 
  crystal is typically psychically resonant, allowing players to 
  funnel their latent emotions into the shots they make with their 
  handpads. Non-Castrovelian PCs who succeed at a DC 12 Culture 
  check can also identify the particulars of harcoló.
  Luwazi is somewhat skilled at the sport and wants to pit 
  herself against the PCs. As the briefing progresses, she faces off 
  against any PCs who want to play her in groups of three. 
  Playing Harcoló: Once the PCs decide on teams, Luwazi brings 
  them into a large circular room with glass half-spherical window 
  that overlooks the grounds of the Lorespire Complex campus. She 
  takes up position on the opposite side of a rectangular table with 
  a single line of jagged violet crystals dividing the table into two 
  distinct play areas. If the players would like to roll out the results, 
  use the following rules; if not, assume that the PCs win some 
  rounds but that Luwazi wins more often. Each participating PC 
  rolls a DC 18 check (DC 20 in Subtier 3–4), using their choice of 
  Acrobatics or Athletics. PCs with any amount of psychic aptitude 
  (including limited telepathy) can chose to roll Bluff or Intimidate 
  instead. If at least two of the PCs succeed at the check, the PCs 
  win the round; otherwise, Luwazi does.
  Briefing: The harcoló match is intended to be a unique 
  backdrop to a traditional mission briefing. As Luwazi gets ready 
  with a few prematch stretches, she provides a brief introduction 
  to why she’s brought the PCs together.
  “I want to thank all of you for humoring me with this little game. 
  I don’t get a chance to get as much recreation in as I probably 
  should, what with the Society’s ongoing search for a new First 
  Seeker. Also, I can’t keep just beating up on poor Radaszam.” 
  Luwazi says with a vibrant smile as she finishes her stretches 
  and takes to the table.
  “Speaking of our new First Seeker. The Forum has put 
  together a list of initial candidates. Since you represent our new 
  generation of agents, I was wondering if I could pass some of 
  them by you. I’m sure that each of you has the potential to one 
  day take my position, but until that day comes, we’ve got some 
  immediate candidates to discuss!”
  From this point, Luwazi goes through each of the candidates 
  as detailed in the boxed text below. Rather than read these 
  
  FOUR FOR THE FIRST
  5
  Luwazi 
  Elsebo
  entries in order, feel free to randomize which candidate Luwazi 
  presents—this is especially important for replay purposes, as each 
  table should have the potential to hear about the candidates in 
  different orders to showcase that there’s no prewritten bias on 
  the candidates.
  Luwazi makes her discussions as natural as possible, and you 
  should try to emulate this with your table’s play style. If your 
  players can handle the discussion while they roll their various 
  checks, then incorporate it that way. If the table would be better 
  served by relaying the information whenever a wins a round, 
  then present the information in that manner. While this event is 
  a competition of sorts, there’s not set number of rounds, so this 
  can go on as long as necessary to get the appropriate overviews 
  from Luwazi.
  CALDER SOREN
  “I never thought that we’d see a morlamaw rise to the heights 
  that Calder Soren has so quickly. It was only two years ago that 
  we authorized our mission to the morlamaw home world, and 
  now morlamaws have joined the Society in droves. Calder Soren 
  wants to reestablish our presence in Near Space and in the Vast. 
  He’s been pushing an initiative to construct a whole new series 
  of lodges out beyond the Pact Worlds! Expansion could help us 
  greatly, as long as his vision doesn’t neglect the work that needs 
  to be done in the lodges that we already have.”
  AVOR STELEK
  “Avor Stelek’s an interesting man, known for being a doctor 
  as much as he is a master of blades and dance. I’ve seen him 
  working with agents like yourselves who have only just begun 
  their careers in our Society. I appreciate his enthusiasm for 
  recruitment and training. However, I’m worried that he isn’t 
  willing to work with other organizations. Avor believes that 
  factions like the Dataphiles and Wayfinders need to take even 
  more of a backseat to the greater needs of the Society. That sort 
  of refocusing on our core mission may be just what we need in 
  the coming days, though.”
  TARA NOVA
  “If ever we needed someone to help our reputation, now is the 
  time. Tara Nova seems to fit that role quite well, and she’s a 
  strong proponent of the Society becoming more of a force in 
  the media circuit. I know she still harbors a lot of resentment 
  for what happened in the Scoured Stars, and she’s made it very 
  clear that if any organization tries to attack us, she’d be willing 
  to use overwhelming force to take them down. But will such 
  aggressive tactics make us more enemies in the long run? That 
  much is quite unclear.”
  EHU HADIF KO’RA AMARES OF 
  CLAN TOLAR
  “Ehu Hadif Ko’ra Amares of Clan Tolar exemplifies diligence. 
  He’s a kasatha who’s done a lot of work on bringing old Society 
  lore back to the forefront. He was personally responsible for 
  arranging an upcoming mission based on the findings of a 
  recovered Starfinder starship called the Unbounded Wayfarer. 
  Ehu’s recent interest lie in the library world of Athaeum and 
  uncovering a mystery Starfinders found on an earlier mission. 
  Focusing our efforts on a single world could be a welcome 
  change of pace that allows us to dive deep into its history—that 
  is, as long as the world interests enough of our agents.””
  
  STARFINDER SOCIETY SCENARIO
  6
  Development: Once Luwazi has enough time to finish presenting 
  each of the four candidates, she calls the match. Whether or not the 
  PCs won, she thanks them once again for giving her opponents 
  (and possible teammates) for the match. Luwazi then goes 
  on to explain how she wants the PCs to visit each of 
  the candidates she’s mentioned and offer to assist the 
  candidates however they can. Once the PCs have a 
  sense of each of the candidates, Luwazi requests that 
  they return to the Lorespire Complex for an informal 
  debriefing on the potential new First Seekers.
  If the PCs press her for more thoughts on the 
  candidates, Luwazi refrains from providing any 
  additional information. She wants the PCs 
  to meet these people for themselves and 
  make the decision on whether the 
  Society would benefit from that 
  candidate’s vision.
  Boon Allocations: Have the 
  PCs finalize their boon slots for 
  the session after completing their 
  briefing with Luwazi. There are no linked 
  boons to this adventure, so the PCs are free 
  to slot whatever boons they’d like. There’s 
  no starship combat in this scenario, so they 
  don’t need to slot starship boons. 
  FREE CHOICE
  The PCs can investigate and meet with each of the candidates 
  in whatever order they prefer. This adventure is divided into 
  four missions, each of which includes a brief encounter with an 
  individual candidate as well as checks the PCs can attempt to learn 
  more about the candidate prior to meeting them.
  The PCs have no difficulty in finding the candidates. Once the 
  PCs select a candidate to meet, proceed to the associated section.
  CANDIDATE: CALDER 
  SOREN
  CULTURE (RECALL 
  KNOWLEDGE) OR DIPLOMACY 
  (GATHER INFORMATION) 
  Based on the result of a Culture or Diplomacy check, the PCs might 
  know more about Calder Soren. They learn all of the information 
  whose DC is equal to or less than the result of their check.
  10+: Calder Soren is a morlamaw from the planet of Arniselle. 
  Morlamaws are large, walrus-like people with vivid skin coloration 
  who joined the Starfinder Society in droves after the Society sent a 
  mission to their home world to reclaim an abandoned lodge.
  15+: Calder Soren has been outspoken about his desire to restore 
  the Society back to its glory days, promising to reopen old lodges 
  and build new ones throughout Near Space and the Vast. He sees 
  the reclaiming of the Arniselle lodge as the first in many steps for 
  the Society to stretch out beyond the Pact Worlds.
  Calder 
  Soren
  20+: So far, Calder Soren has had a tough time getting agents 
  willing to go out into Near Space to an abandoned lodge he’d like 
  to see reclaimed. With the Forum split between ongoing events, it’s 
  been difficult to prioritize a mission to reclaim previously 
  abandoned outposts.
  BRIEFING
  The PCs find Calder Soren in the 
  Lorespire Complex, inside a trio 
  of adjoining meeting rooms that 
  have been temporarily converted into Calder’s 
  election headquarters. Calder Soren takes his bid 
  for First Seeker very seriously, and though he only 
  has a handful of staff assisting him, his quarters are 
  filled with mock-ups of signs and numerous 
  potential campaign slogans.
  When the PCs first enter, they 
  notice a set of guideposts intended 
  to accommodate a line of hundreds 
  of people. The line is empty, but if any 
  of the PCs attempt to bypass the tedious 
  zigzag walk, they immediately earn Calder’s 
  attention, as the morlamaw flies in onboard a 
  circular hoverplatform. Calder scolds the PCs 
  for not taking his line seriously, and demands 
  they go back and walk through the empty procession before he 
  acknowledges them. Morlamaw PCs and other PCs who succeed at 
  a DC 15 Culture check know that morlamaws have a strong lawful 
  bent and that the practice standing in orderly lines, for everything 
  from meals to prayers to entering buildings, is important enough to 
  the morlamaws of Arniselle to be a cultural touchstone. 
  Once the PCs pass through the line, Calder greets them excitedly. 
  He wants to know their purpose in coming, but quickly turns the 
  conversation into a pitch for how the PCs can help him.
  “Well, you see, I’ve heard about this abandoned Starfinder 
  lodge on Kalcijet 5, a habitable world in Near Space. Some 
  prospectors from Ulrikka Clanholdings got in touch with me and 
  said that the lodge’s lights were on, which is strange, since we 
  haven’t sent a team there in decades. If you can go clear out any 
  squatters, I think it would go a long way in showing people how 
  getting us back out into Near Space, and eventually the Vast, is 
  important to keep us relevant. I’ll even arrange the transport, as 
  long as you listen to my latest guitar solo!”
  Calder Soren remains true to his word, producing an electronic 
  guitar from under the press stage he’s set up in the back of his 
  election office. He performs a brutal bass melody before asking 
  the PCs if they have any further questions. Calder Soren does his 
  best to answer, but he knows very little about the lodge, save that 
  it was abandoned when the Society decided to scale back some 
  of its more distant holdings (around the same time the Society 
  abandoned their lodge on Arniselle).
  
  FOUR FOR THE FIRST
  7
  Development: Calder Soren arranges the PCs to travel onboard 
  the Society freighter Peregrination into Night, from which the 
  PCs can dispatch a small shuttle down to Kalcijet 5’s surface. The 
  ship travels through the Drift both ways, but the travel is entirely 
  uneventful, though the PC may enjoy the cooking of the ship’s 
  exuberant captain, Captain Zhast (CG female shirren).
  A. HAUNTED LODGE (CR 4 OR CR 6)
  The Kalcijet 5 lodge stands atop a steep hill that overlooks a 
  forest of rosy-leafed trees. Flickering lights within suggest that 
  the building is not abandoned. The complex contains a primary 
  entrance that leads into an internal set of substructures, each 
  reinforced with steel walls. The ceilings in this space are 20 feet 
  high. The PCs arrive at the position indicated on the map.
  Most of the rooms within the lodge complex are sleeping 
  quarters. Exceptions include the following marked areas.
  A1 (Medical Supplies): This room contains several empty 
  medicinal vials and pilfered medkits.
  A2 (Equipment Stores): This room was once well stocked with 
  provisions of all sorts, but the gremlins inhabiting the lodge have 
  broken what remains beyond repair. Only piles of twisted metal, 
  shredded fabric, and broken glass remain.
  A3 (Announcement Board): A digital sign punctuates this open 
  space in the lodge’s center. It displays bright neon messages in 
  Common indicating “No Active Starfinder Assignments.”
  A4 (Mess Hall): This room was once a communal mess hall for 
  Starfinders, but it is currently empty. 
  Creatures: The lodge is now home to an infestation of malicious 
  fey known as hobkins. These gremlins have delighted in tormenting 
  the occasional prospector and explorer visiting Kalcijet 5. They 
  arrived on a prior prospecting vessel and found the abandoned 
  lodge to be the perfect location to practice their malicious form 
  of trickery.
  When the PCs arrive, the hobkins are scattered throughout 
  the lodge. They remain hidden with Stealth checks and do their 
  best to distract PCs who catch sight of them with their spell-like 
  abilities. The hobkins make ample use of ghost sound to lure the 
  PCs into different areas, using ruses like pretending to be trapped 
  prospectors crying out for help. They then use holographic image to 
  create corpses in the rooms, taking additional macabre amusement 
  in having the illusory corpses take on the appearance of other 
  PCs. In Subtier 3–4, the malefactor gremlin adds its own spell-like 
  abilities to the mix, though it prefers to reserve its most powerful 
  abilities for combat.
  Once the hobkins tire of tormenting the PCs, or if the PCs 
  discover the hobkins, then the gremlins come together to try to 
  overwhelm the PCs.
  SUBTIER 1–2 (CR 4)
  HOBKINS GREMLINS (6) 
  CR 1/2
  HP 11 each (Starfinder Alien Archive 3 44, page 22)
  TACTICS 
  Before Combat The hobkins use Stealth to maneuver around 
  the area and torment the PCs with their spell-like abilities. 
  During Combat The hobkins swarm individual targets, with at 
  least three of them ganging up on one of the PCs in melee. 
  Other gremlins cast psychokinetic hand to close doors and 
  try to hamper additional PCs from joining the fight. The 
  hobkins employ their collateral damage ability in hopes of 
  getting PCs to harm one another.
  Morale A hobkins flees if reduced to 3 or fewer Hit Points. 
  Once four or more hobkins fall or flee, the remaining 
  gremlins attempt to flee. 
  SUBTIER 3–4 (CR 6)
  HOBKINS GREMLINS (6) 
  CR 1/2
  HP 11 each (Starfinder Alien Archive 3 44, page 22)
  TACTICS 
  As Subtier 1–2.
  HOBKINS GREMLIN MALEFACTOR  
  CR 4
  HP 43 (Starfinder Alien Archive 3 44, page 22)
  TACTICS 
  Before Combat The malefactor prepares for combat by casting 
  reflective armor. It uses its perfect coordination ability to 
  increase the DC on the hobkins’ spells until combat begins.
  During Combat The malefactor begins combat by casting fear 
  against the PCs. It then uses its perfect coordination ability 
  to increase the attack bonus on its hobkins by 2 if not 
  directly threatened. Once the PCs slay two or more hobkins, 
  the malefactor switches to casting hurl forcedisk against 
  clustered PCs, before resorting to using mind thrust when it 
  runs low on spells.
  Morale The malefactor refuses to retreat from its new home 
  and fights until defeated.
  Treasure: If the PCs spend time checking through the lodge for 
  at least an hour, they can attempt a DC 15 Perception check (DC 
  SCALING 
  ENCOUNTER A
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 1–2: Remove two hobkins. If three hobkins fall, 
  the last one attempts to flee. 
  Subtier 3–4: Remove two hobkins. If three hobkins 
  fall or flee, the last one attempts to flee. Additionally, the 
  malefactor cannot cast hurl forcedisk. 
  
  STARFINDER SOCIETY SCENARIO
  8
  A. HAUNTED LODGE
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: SPACE STATION
  A1
  PCS START 
  HERE
  A2
  A3
  A4
  
  FOUR FOR THE FIRST
  9
  Hobkins 
  Gremlin
  17 in Subtier 3–4). Any PC who succeeds at this check discovers 
  three mk 2 serums of healing. In Subtier 3–4, a successful check 
  also reveals a staff of mystic healing strapped under a shelf in the 
  medical storage room.
  Development: Once the PCs defeat the gremlins, they have 
  successfully reclaimed the lodge. They can spend time taking 20 
  on skill checks to find any treasure they missed during their initial 
  investigation, finding all the treasure listed for this encounter. 
  When they’ve finished clearing the area, the PCs can return to 
  the landed shuttle and head back to the Lorespire Complex to meet 
  with Calder Soren. The morlamaw eagerly awaits the PCs’ return, 
  and after having them stand in line once more, Calder affirms 
  his intention to send a more permanent team to Kalcijet 5 to 
  permanently reoccupy the lodge and use it for further exploration 
  missions in the region.
  Rewards: If the PCs fail to remove the gremlin threat from the 
  lodge, reduce each PC’s credits earned by the following amount. 
  Subtier 1–2: Reduce each PC’s credits earned by 180 credits.
  Out of Subtier: Reduce each PC’s credits earned by 272 credits.
  Subtier 3–4: Reduce each PC’s credits earned by 365 credits.
  CANDIDATE: AVOR STELEK
  CULTURE (RECALL KNOWLEDGE) 
  OR DIPLOMACY (GATHER 
  INFORMATION) 
  Based on the result of a Culture or Diplomacy check, the PCs might 
  know more about Avor Stelek. They learn all of the information 
  whose DC is equal to or less than the result of their check.
  10+: Avor Stelek is a hylki, one of the red-skinned Akitonian 
  humans, who has gained much notoriety through his daring 
  actions during missions for the Society. He’s known to have gained 
  numerous victories against the jinsuls during the events of the 
  Scoured Stars incident.
  15+: Avor came to prominence not only because of his combat 
  skills, but because of his knowledge in the medical field. As a 
  renowned doctor, Avor has instructed several agents at the 
  Lorespire Complex in emergency medical treatments. He focuses 
  his efforts on training new agents, seeking to keep the Society’s 
  latest generation protected from the various threats they may 
  encounter.
  20+: Some senior Starfinders view Avor as a bit of an eccentric 
  agent. Many question whether Avor is as capable of a “Swordsman. 
  Scientist. Healer. Dancer.” as he often proclaims. Avor disregards 
  such criticisms and instead focuses his numerous talents on 
  educating agents and working to help novice Starfinders get out 
  of dangerous situations.
  BRIEFING
  The PCs can find Avor Stelek on the Ring district of Absalom 
  Station, far from the Lorespire Complex and somewhat close to the 
  Little Akiton. Avor waits at a small bistro called All That and the Sun 
  that uses various holographic projectors to turn the surrounding 
  terrain into a re-creation of Akiton’s vast deserts. As the PCs find 
  Avor, he’s in the middle of reading a datapad, and when he sees 
  fellow Starfinders approaching he looks up and asks if any of the 
  PCs have experience with legal documents. Avor knows who the 
  PCs are, even if they don’t know him.
  A PC with ranks in Profession (actor, corporate professional, 
  general contractor, lawyer, or video personality) can identify the 
  legalese document as a contract for a video personality. A PC who 
  succeeds at a DC 15 check in the associated skill (DC 17 in Subtier 
  3–4) recognizes that the contract is a terribly one-sided affair that 
  grants the Zo! Media corporation rights to monitor the life of a 
  Starfinder agent and recast choice events in perpetuity.
  Whether or not the PCs decipher the document, read or 
  paraphrase the following.
  
  STARFINDER SOCIETY SCENARIO
  10
  The red-skinned Akitonian man smiles as he takes back the 
  datapad. “It seems one of our fellow agents has got themselves 
  in over their head. The android Pave-5 gained some notoriety for 
  being one of the first Starfinders to enter the moon of Salvation’s 
  End, which led them to meeting some media contacts working 
  for the infamous undead mogul Zo! Pave-5 agreed to a 
  long-term contract with those agents, and now they’re 
  stuck having every moment of their existence filmed by 
  undead camera crews. A Starfinder can’t work in those 
  conditions, so the Society’s leadership has effectively 
  considered Pave-5 to be out of commission until this 
  situation gets resolved.
   Avor Stelek stands up gracefully, 
  placing his ceramic cup on the 
  table. “I for one can’t stand to see 
  a fellow agent so abused. I’m 
  going to ask your help in trying 
  to get Pave-5 out of this mess.”
  The PC may expect Avor to provide 
  details on Pave-5’s location, but instead, 
  the man quickly pays his tab at the shop 
  and states that he’ll be joining the PCs. Avor 
  expresses that no leader deserves their 
  position if they “remain behind desks all day.”
  A PC who succeeds at a DC 20 Perception check can detect 
  the presence of a small tentacular alien creature moving around 
  the base of Avor’s chair—if questioned on this, Avor says it was a 
  “friend he liberated from a jinsul outpost.”
  Development: Avor leads the PCs to a section of the station 
  between the Freemarkets and Little Akiton, where Pave-5 is 
  waiting. On the roughly half-hour trip, PCs who studied the 
  contract and succeeded on a check to identify it, can realize that 
  the one-sided document is particularly damning for Pave-5. There 
  aren’t many solid loopholes to be used in rescuing Pave-5, but 
  they may be able to negotiate an exit-contract with a Zo! Media 
  representative.
  B. UNCEASING STUDIO (CR 4 OR CR 6)
  Pave-5 sits in a transitory section of Absalom Station that contains 
  several small shops and a series of installed green areas. These 
  green areas contain short benches and small ponds for passersby 
  to sit and enjoy some tranquility. Since all Pave-5 can do now is 
  wait, they sit in this area to collect their thoughts. Two ghouls, 
  three mindless zombies, and a single ghast producer stand to the 
  west with camera equipment at the ready.
  The ceiling in this section of the station rises 40 feet and the 
  entire area is illuminated by station lighting.
  Sad Android: Pave-5 (LN agender android) sits on a bench 
  in the central pond area starring at the still water. When the 
  PCs arrive, Pave-5 has a starting attitude of indifferent, which 
  can be adjusted by a PC who succeeds at a DC 15 Diplomacy 
  check (DC 18 in Subtier 3–4). If the PCs make Pave-5 friendly, 
  then the android goes on to explain their predicament and how 
  they despise that their entire life is now on camera. If the PCs 
  make Pave-5 helpful, then the android attempts to pass the PCs 
  a secret message about Wazasha’s growing boredom with 
  her assignment (see below). A PC who succeeds at a 
  DC 14 Sense Motive check can discern the hidden 
  message in Pave-5’s words and realize the android 
  doesn’t want to directly state that they think 
  Wazasha wants to leave—doing so on live air could 
  jeopardize any negotiations.
  Media Representative: Zo! Media has assigned one 
  of its most prominent producers to monitor Pave-5: 
  the professional Wazasha Kevir (LE female 
  ghast). Since joining an expedition into the 
  false moon of Salvation’s End, Wazasha 
  has sat on the sidelines, forced to wait 
  for the next Society joint venture 
  with Zo!’s media empire. She’s 
  come to resent her time watching over 
  the despondent Pave-5 and believes that 
  her talents could be put to much better use. 
  However, before she can leave this assignment, 
  Wazasha knows she needs some seriously 
  exciting content to bring back.
  Wazasha and her film crew have followed 
  Pave-5 to this area for the past two weeks, and she’s come to 
  believe the android is intentionally performing “boring meditative 
  routines” to shake her crew. To counteract this, Wazasha 
  purchased some dangerous creatures she intended on releasing 
  in the area against Pave-5 (see Creatures below). Wazasha has 
  believes that if she were to release her creatures, it would be 
  too dangerous and she’d risk killing the android and effectively 
  ending the media watch without any useful gains.
  The PCs can speak with Wazasha about the entire situation. 
  The ghast associate producer has a dry wit and largely 
  professional demeanor. Ghasts are a more powerful variant of 
  ghouls, something that Wazasha rarely touts, but does mention 
  if any PCs are curious about her. Occasionally, Wazasha’s 2-foot-
  long tongue hungrily slips out of her mouth or interferes with 
  her speech, and she irritably recoils it back into her mouth to 
  avoid embarrassment.
  Wazasha remains firm in her belief that Pave-5 signed a 
  contract, but the PCs can convince her to speak more openly if 
  they succeed at a DC 15 Bluff or Diplomacy check. Alternatively, 
  a PC can attempt an Intimidate check, though the DC for this 
  check is only 10, as Wazasha enjoys any bravado the PCs attempt 
  to use against her. If open to speaking, Wazasha relays that she 
  wants this situation to end, but that she needs viable footage to 
  keep Zo! happy. She goes on to tell the PCs about the creatures 
  she purchased, and that if the PCs agree to “step in and save 
  Pave-5” then she’ll use the footage from the fight to appease Zo! 
  and nullify the contract. Avor agrees to the plan if the PCs do, but 
  he offers to get Pave-5 to safety once the fighting starts.
  Avor 
  Stelek
  
  FOUR FOR THE FIRST
  11
  B. UNCEASING STUDIO
  CREATURES 
  HERE
  CAMERA CREW
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: SPACE STATION
  
  STARFINDER SOCIETY SCENARIO
  12
  Wazasha 
  Kevir
  If the PCs fail a skill check to convince Wazasha to speak more 
  openly, the ghast is annoyed at their attempted interference. She 
  unleashes the creatures and then tells the PCs that if they care 
  about Pave-5 so much, they should prove it by putting their own 
  lives on the line. Avor rushes into escort Pave-5 behind the PCs. 
  The fight then begins as if the PCs had succeeded at the check, 
  albeit with less time for the PCs to prepare and position themselves 
  for battle.
  Alternatively, if the PCs succeed at a DC 24 Profession (actor, 
  corporate professional, general contractor, lawyer, or video 
  personality) check, they can find a unique clause that allows Pave-
  5 to escape their contract, citing that Zo! Media agreed to provide 
  the android with a unique Vercite appetizer, fried alabaster eels, 
  upon request. Pave-5 enjoyed the eels immensely in their first few 
  months of media stardom but has since come to hate the dish. As a 
  result, the undead crew have neglected to have the dish available, 
  creating a small loophole for the PCs to exploit to free Pave-5.
  The PCs may be tempted to simply grab Pave-5 and flee—
  however, doing so does not solve the overall problem. Zo! Media 
  continues to follow Pave wherever they go.
  Creatures: Wazasha keeps the creatures in a locked storage unit 
  that she purchased nearby, as marked on the map. She unlocks 
  the unit remotely, opening the door and unleashing the creatures. 
  SUBTIER 1–2 (CR 4)
  ELECTROVORES (2) 
  CR 2
  HP 23 each, RP 3 each (Starfinder Alien Archive 44, page 22)
  TACTICS 
  During Combat The electrovores emerge and move within the 
  PCs, trying to use their electrical discharge. Otherwise, 
  the electrovores fight using their tail attacks against the 
  nearest foes.
  Morale The electrovores fight until they’re slain.
  SUBTIER 3–4 (CR 6)
  JUVENILE NYSSHOLORAS (2) 
  CR 4
  HP 50 each (Starfinder Alien Archive 2 86, see page 23)
  TACTICS 
  During Combat The nyssholoras emerge in a stomping tirade, 
  unleashing their sonic breath weapons against grouped 
  PCs. They continue using their breath weapons when able, 
  but otherwise pursue PCs by using their bite attacks. They 
  punish melee foes by making multiattacks.
  Morale The nyssholoras are far from home and fight until slain.
  Treasure: If the PCs manage to save Pave-5 from their continued 
  servitude, the android offers some of their possessions in return 
  for the assistance. The offering consists of an efficient bandolier in 
  Subtier 1–2 or a mk 1 null-space chamber in Subtier 3–4.
  Development: Whether the PCs defeat the released creatures 
  or find a loophole in Pave-5’s contract, the ultimate result should 
  be that they manage to save the android from ongoing corporate 
  media pressure. If the PCs fought Wazasha’s creatures, her reaction 
  depends upon how their conversation went prior to the battle. 
  Wazasha either thanks the PCs for being good sports and battling 
  the creatures to get her the footage she needed, or begrudgingly 
  admits that they proved their dedication and tells them they can 
  take Pave-5 back now. In the event that the PCs broke Pave-5 out 
  of the contract directly, Wazasha sarcastically praises them for 
  calling out such a miniscule contract loophole. Regardless of the 
  situation, she’s happy to be free of Pave-5.
  Avor Stelek emerges with Pave-5 following any battle and 
  thanks the PCs for their efforts in helping to save a fellow 
  Starfinder. Avor offers to tend to any injuries that the PCs 
  sustained in the battle, using the treat deadly wounds task 
  of Medicine. His bonus on Medicine checks is +14. He has an 
  
  FOUR FOR THE FIRST
  13
  SCALING 
  ENCOUNTER B
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 1–2: The electrovores begin combat with only 1 
  Resolve Point. 
  Subtier 3–4: Both nyssholoras have the sickened 
  condition and begin combat with only 40 Hit Points. 
  advanced medkit, so the DC of his Medicine check is 20. He goes 
  on to explain how Pave-5 is now free to return to the Lorespire 
  Complex and join the duty roster, which the android quickly 
  departs to do. Avor ends his time with the PCs by indicating that 
  he knows that he can do a lot of good for the Society, and whether 
  or not he becomes First Seeker, he intends to keep helping newer 
  agents and especially those who’ve found themselves abused by 
  the Society’s supposed allies.
  Rewards: If the PCs fail to free Pave-5 from their contract, 
  reduce each PC’s credits earned by the following amount. 
  Subtier 1–2: Reduce each PC’s credits earned by 180 credits.
  Out of Subtier: Reduce each PC’s credits earned by 272 credits.
  Subtier 3–4: Reduce each PC’s credits earned by 365 credits.
  CANDIDATE: TARA NOVA
  CULTURE (RECALL KNOWLEDGE) 
  OR DIPLOMACY (GATHER 
  INFORMATION) 
  Based on the result of a Culture or Diplomacy check, the PCs might 
  know more about Tara Nova. They learn all of the information 
  whose DC is equal to or less than the result of their check.
  10+: Taralea Jamson, known by her artist name of Tara Nova, is 
  a human born in the Diaspora who joined the Society and Second 
  Seekers under Luwazi Elsebo to return to the Scoured Stars where 
  her brother went missing.
  15+: A vidcaster with a sizable fan base, Tara Nova has used her 
  media platform to help improve the Society’s galactic image. She 
  took several videos of her exploits in both return missions to the 
  Scoured Stars, showcasing her skills in combat and her ability to 
  motivate nearby Starfinders.
  20+: Despite her brother returning from the Scoured Stars, 
  Tara Nova maintains a strong enmity toward those who would 
  threaten the Starfinder Society. She’s focused her current efforts 
  on retribution against the jinsuls, whom she views as responsible 
  for several injustices against the Society. Tara’s also combating the 
  ongoing media smear campaign against the Society.
  BRIEFING
  The PCs find Tara Nova near the Lorespire Complex in a recreation 
  hub called The Forever Times. Tara has permanently acquired one 
  of the complex’s vidcasting stations, and the PCs can enter the 
  small rectangular room with minimal hassle from staff. Tara Nova 
  sits atop a stack of pillows, speaking into a nearby drone about 
  the Society’s recent successes in the Scoured Stars and how the 
  growing anti-Society media campaign is entirely engineered by 
  those scared that the Society can succeed when so many other 
  organizations seem to be stagnating.
  When Tara Nova spots the PCs, she quickly ends her broadcast, 
  taking a short moment before cutting the feed to remind her 
  viewers to “pledge to her channel for more truth about the 
  Starfinder Society.” Once Tara has made her closing statement and 
  shut off the feed, read or paraphrase the following.
  The human woman on the pile of pillows stands up to the sounds 
  of hydraulics in her armor moving. “Hey there! You must be the 
  agents that Luwazi was going to send in to check on me. Yes, I 
  know all about that. I’ve heard that she’s been sending agents 
  to check in on all the potential First Seeker candidates; after all, 
  I’m tuned in on all the big social media platforms. It wasn’t hard 
  to guess that she’d send Starfinders of your growing stardom 
  to come check on me. My name’s Taralea Jamson, but everyone, 
  and I mean everyone, calls me Tara Nova.”
  Tara waves her hand over a table in the room’s center that 
  quickly flashes with wire-frame light displaying the outline of 
  a starship. “This here is the wreck of the Implacable Reason, a 
  Starfinder vessel that was chasing after a jinsul ship causing 
  some problems out in the Vast. Our ship took out the jinsul 
  vessel but crashed on the surface of a nearby moon soon after. 
  Sounds like the surviving jinsuls managed to get a landing party 
  down before their ship exploded and they’ve since seized the 
  Implacable Reason’s wreck, using it as an impromptu base.
  “Given that the jinsuls are the scum of the galaxy, we can’t let 
  this stand. I’d like you to head down to that wreck and clear out 
  any of those damned leg-blade-for-days stragglers left inside. 
  I’m even going to send you with two of my media drones so we 
  can record your little cleanup mission and show the Pact Worlds 
  that we’re not a group you wanna mess with!”
  The PCs can ask Tara Nova any questions they have about the 
  mission, but their goals are straightforward: travel to the Starfinder 
  starship wreck and clear out any remaining jinsuls. As promised, 
  Tara directs two flying drones to join the PCs. These drones, named 
  Bitty and Itty, don’t get involved in combat, but they float around 
  the PCs for the remainder of this mission, recording their efforts so 
  Tara Nova can get the footage she needs to put on the infosphere.
  Development: Tara Nova arranges transport on a Society 
  freighter called the Promise of the Future to the site of the crashed 
  vessel: a large moon in orbit of the planet Izal 4. The freighter 
  makes the roughly 14-day journey through the Drift toward the 
  moon. The PCs take a smaller shuttle down to the moon’s surface, 
  landing about 10 minutes away from the Implacable Reason.
  
  STARFINDER SOCIETY SCENARIO
  14
  Tara Nova
  C. PEST CONTROL (CR 4 OR CR 6)
  The Implacable Reason was mostly torn up in its fiery 
  crash onto the lunar surface; however, its port side 
  survived with minimal damage. A group of jinsuls 
  descended in landing craft and quickly swarmed 
  the wounded Starfinder survivors, killing them in 
  a merciless fashion before claiming the wreckage 
  as a small outpost. They’ve held on to the site while 
  attempting to signal for assistance. The outer 
  walls of the ship are starship bulkheads, 
  while the interior walls are made out of 
  starship interior compound. The ceilings 
  in the area are 20 feet high.
  The PCs begin along the eastern 
  edge of the map, having moved 
  through the wreckage of starship to 
  reach this mostly intact section. The first 
  door is sealed shut, requiring the PCs to 
  succeed at a DC 15 Engineering check or a 
  DC 12 Strength check to force it open. The 
  remaining doors in the area open as soon as 
  a living creature comes within 5 feet of them. 
  The north and west doors leading out of the 
  entry hall are closed, but the PCs can open 
  them by using a computer console in the northwest corner of the 
  room. Similar door-opening consoles are on the opposite sides of 
  each of these doors. In Subtier 1–2, consoles are straightforward to 
  use, and opening either door does not require a Computers check. 
  In Subtier 3–4, the console in the entryway is locked and rigged 
  with a logic bomb spell that deals electricity damage. The PCs must 
  succeed at a DC 17 Computers check to unlock the console so that 
  they can open either door from this side; if they fail, the logic bomb 
  triggers (DC 17 Fortitude half). The explosive sound of the spell 
  draws the attention of the jinsuls in the compound, who soon come 
  looking for the PCs. 
  Trap: The jinsuls managed to fashion a crude trap that they 
  placed in the entrance hall. This trap triggers when a creature 
  walks through the hall, activating and striking all creatures in the 
  marked area with blasts of stored plasma from loosened panels 
  along the wall. Though the jinsuls crafted this to try to take down 
  trespassers, they also use it as an early warning system, as the 
  explosion alerts them to the presence of intruders.
  Creatures: Only a few jinsuls remain within the compound. In 
  Subtier 1–2, the jinsul contingent consists of a group of wounded 
  soldiers leftover after the jinsuls overwhelmed the facility. In 
  Subtier 3–4, a base commander leads a group of jinsul soldiers. 
  In both cases, the jinsuls are scattered around the western area 
  adjacent to the exterior gun ports.
  SUBTIER 1–2 (CR 4)
  PLASMA BLAST PANELS 
  CR 2
  Type technological; Perception DC 23; Disable Engineering DC 
  18 (patch walls), Computers DC 20 (disable power to panels 
  from door terminal)
  Trigger location (infrared sensor); Reset manual
  Effect arc of plasma (4d6 E & F); Reflex DC 13 half (all 
  targets in marked area)
  WOUNDED JINSUL WARRIORS (4) 
  CR 1
  Starfinder Alien Archive 3 60, page 23
  HP 20 each (currently 15 each)
  TACTICS 
  Before Combat If the PCs trigger the 
  trap at the entrance, then the jinsuls 
  spread out, with two moving to the 
  north of the central hall, while the 
  remaining jinsuls move to the south.
  During Combat The jinsuls use pack 
  tactics to overwhelm their foes. 
  They target a single foe with their arc 
  emitters at range before rushing into 
  melee combat where they use their leg 
  blades. The jinsuls speak their language 
  openly to coordinate, not believing any PCs 
  would understand them.
  Morale The jinsuls fight to the death as they 
  have nowhere to retreat and don’t believe in surrender.
  SUBTIER 3–4 (CR 6)
  PLASMA BLAST PANELS 
  CR 4
  Type technological; Perception DC 26; Disable Engineering DC 
  21 (patch walls), Computers DC 23 (disable power to panels 
  from door terminal)
  Trigger location (infrared sensor); Reset manual
  Effect arc of plasma (4d10+2 E & F); Reflex DC 15 half (all 
  targets in marked area)
  JINSUL WARRIORS (3) 
  CR 1
  Starfinder Alien Archive 3 60; page 23
  HP 20 each 
  TACTICS 
  As Subtier 1–2.
  JINSUL BASE COMMANDER 
  CR 5
  Starfinder Alien Archive 3 60; page 23
  HP 60
  TACTICS 
  Before Combat The base commander has already cast logic 
  bomb on a console at the end of the entry hall. Once alerted 
  to the PCs’ presence, the base commander casts spider climb.
  During Combat The base commander climb up to the ceiling 
  and casts magic missile at enemies. If it uses up its spells, 
  then the commander switches to using its pistol at foes.
  Morale The base commander fights until slain.
  
  FOUR FOR THE FIRST
  15
  C. PEST CONTROL
  STARFINDER FLIP-MAT: WARSHIP
  JINSULS
  TRAP
  PCS START HERE
  1 SQUARE = 5 FEET
  
  STARFINDER SOCIETY SCENARIO
  16
  SCALING 
  ENCOUNTER C
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 1–2: The jinsuls are sickened from their wounds. 
  Subtier 3–4: Remove one jinsul warrior from the 
  encounter. The jinsul base commander begins the encounter 
  with only 50 Hit Points.
  Jinsul 
  Warrior
  Development: The PCs complete their mission when they 
  defeat the jinsuls within the remains of the starship. Once the 
  PCs remove the jinsul menace, they can return to Absalom Station 
  without further incident. During the course of the battle, Tara 
  Nova’s media drones capture footage of everything that occurs. 
  The drones store the data for when the PCs return to Absalom 
  Station, at which point they immediately depart and make their 
  way to Tara Nova’s vidcasting area in The Forever Times, speeding 
  ahead of the PCs’ arrival.
  When the PCs arrive and meet with Tara Nova, she’s already in 
  the process of reviewing and editing the footage retrieved from the 
  starship wreck. Tara plays up all of the PCs’ notable achievements 
  from the previous encounter, going so far as to replay key 
  moments like critical hits or when PCs made exceptional actions. 
  If the PCs had any notable failures during the battle, Tara makes 
  it clear that she can clean up those issues in “postproduction” and 
  shifts the conversation to more positive notes. Tara is particularly 
  impressed by the PCs’ actions and commends them for removing a 
  jinsul threat, going so far as to vow that no outside power should 
  oppose the Society and pledge to make sure that forces like the 
  jinsuls can’t rebuild to harm the Society in the future.
  Rewards: If the PCs fail to clear the jinsuls from the starship, 
  reduce each PC’s credits earned by the following amount. 
  Subtier 1–2: Reduce each PC’s credits earned by 180 credits.
  Out of Subtier: Reduce each PC’s credits earned by 272 credits.
  Subtier 3–4: Reduce each PC’s credits earned by 365 credits.
  CANDIDATE: EHU HADIF
  CULTURE (RECALL KNOWLEDGE) 
  OR DIPLOMACY (GATHER 
  INFORMATION) 
  Based on the result of a Culture or Diplomacy check, the PCs might 
  know more about Ehu Hadif Ko’ra Amares of Clan Tolar. They learn 
  all of the information whose DC is equal to or less than the result 
  of their check.
  10+: Ehu Hadif Ko’ra Amares of Clan Tolar, generally known 
  as Ehu, is a male kasatha from the Idari worldship. He’s known 
  for being an active solarian who worships Talavet, the kasathan 
  goddess of storytelling, community, and tradition.
  15+: Ehu has been one of Luwazi Elsebo’s strongest 
  supporters, working alongside the current First Seeker 
  to help bring home the agents who went missing in 
  the Scoured Stars. He also takes some inspiration 
  from past First Seeker Jadnura, and strides into 
  combat with powered armor and his solar 
  powers to protect allies from danger.
  20+: Despite how suited he is to combat, 
  Ehu focuses primarily on history and the 
  accumulation of knowledge. After the 
  Society’s recent victory in the Scoured 
  Stars, Ehu wants to see the Society return 
  to surveying planets and researching the 
  galaxy’s many mysteries, but he doesn’t 
  yet have a specific goal that he believes 
  can unify the Society for a single 
  purpose. He’s been spending his time 
  
  FOUR FOR THE FIRST
  17
  Ehu Hadif
  researching past Society missions in order to find a new cause 
  that could take the Society into a new generation of action 
  and exploration.
  BRIEFING
  The PCs meet with Ehu Hadif Ko’ra Amares of Clan Tolar 
  in one of the Lorespire Complex’s many meeting rooms. 
  Unlike the other candidates, Ehu prefers the traditional 
  meeting arrangements used by venture-captains. The 
  kasatha waits prior to the PCs’ arrival, sitting 
  at the opposite end of a rectangular table, 
  motioning for the PCs to sit. Ehu provides 
  the PCs with a more formal briefing than 
  the other candidates. Read or paraphrase 
  the following.
  Folding one pair of arms while the 
  other rests on the edge of the table, 
  Ehu Hadif looks over the assembled 
  agents before giving a solemn nod.
  “Good. I trusted First Seeker Elsebo 
  to send me the best of our latest group of 
  agents and she has provided. My name is 
  Ehu Hadif Ko’ra Amares of Clan Tolar, and 
  the Society needs your help. With our recent victory in the 
  Scoured Stars, it has become apparent that our Society lacks a 
  solid direction to take us into the future. Though First Seeker 
  Elsebo has held us together through our trials, we need more 
  than a desire to survive if we are to give something back to the 
  universe that has given us the chance to exist.”
  Ehu unfolds his upper arms and waves a hand over the desk, 
  which promptly displays a blue wire-frame image of a slowly 
  spinning planetoid.
  “This is Athaeum, home of the Curators. You may have heard of 
  it, before but worry not if you haven’t. Athaeum is a library world 
  known to teleport throughout the cosmos. The residing Curators 
  control the planet and its associated libraries, which contain the 
  rarest knowledge in the galaxy. I say the rarest, because the 
  Curators ensure that the information stored in their world is the 
  last copy in existence, going so far as to seek out knowledge on 
  other planets for destruction.
  “I need you to go to Athaeum to investigate some tomes that 
  pertain to a previous Starfinder mission to the planet, long before 
  the Scoured Stars incident. This mission was never recorded in 
  our records, so it is a blind spot in our history. The Curators have 
  graciously allowed us to send a team—all of you—to Athaeum to 
  review the texts that were previously investigated. By learning 
  about this past mission, we might find guidance on where our 
  future should take us.”
  Ehu eagerly takes any questions the PCs have, doing his best to 
  answer. He knows that the Society had sent a team to Athaeum in 
  the past, prior to their more recent mission (see Starfinder Society 
  Scenario #1–11: In Pursuit of the Scoured Past), and that the agents 
  dispatched read several tomes that the Curators have earmarked 
  for this mission. The Curators haven’t relayed information over 
  standard communication channels, so the PCs need to travel to 
  the planet and investigate the information within the tomes.
  Development: Ehu arranges for a shuttle to bring the PCs 
  to Athaeum onboard a Starfinder vessel called the Ceaseless 
  Escapade, piloted by an exuberant dwarf named Karlato 
  who waits for the PCs in orbit above the mysterious world. 
  Thanks to the planet’s unique means of teleportation, 
  it takes only 1d6 days in the Drift for the PCs to 
  reach Athaeum.
  D. TOUGH READ (CR 4 OR CR 6)
  When the PCs arrive on Athaeum, the 
  Curator Albryan escorts the PCs to 
  the Tower of the Inspired, one of 
  Athaeum’s 
  many 
  library 
  towers. 
  Albryan is an axiomite, a type of 
  lawful outsider that often takes the 
  shape of an idealized metallic version 
  of a different species. Albryan looks like a 
  steel-skinned damaya lashunta wearing robes 
  made of glowing mathematical equations. The 
  Curator directs the PCs into a specific section of the tower and 
  provides them with the coordinates for a set of tomes that the 
  Society had previously researched. 
  Magical illumination covers the room, and the ceiling rises up 
  25 feet in height.
  Research: The PCs can pull the texts Albryan indicates from the 
  shelves in the southeastern corner of the library section without 
  incident. The series of four textbooks are written in Common, but 
  they appear to be entirely incoherent and assembled from a variety 
  of Pact Worlds documents from over the past two centuries. The 
  text is a complete garble of everything from news reports, to food 
  recipes, to anthropological studies of alien life-forms. A PC who 
  succeeds at a DC 16 Culture or Mysticism check (DC 18 in Subtier 
  3–4) recognizes that the text has been magically scrambled to 
  mask its original intent, but that they could find more clues with 
  deeper research.
  Whether or not they succeed the check to identify the 
  scrambling, the PCs can spend the next hour recording the 
  documents and trying to decipher the text. Each PC can attempt a 
  DC 14 Culture, Mysticism, or Sense Motive check (DC 16 in Subtier 
  3–4) to glean some pieces of insight from the text. Each piece of 
  insight provides some hints as detailed in the Development section 
  on page 20. Immediately after the PCs finish this initial research, 
  they trigger a magical event in the chamber.
  Hazard: As the PCs wind down on their research, their presence 
  triggers a hidden ward in one of the other books stored in the Tower 
  of the Inspired. This manifests with wisps of golden light that take 
  on equational formulas that dance on the air. A PC who succeeds at 
  a DC 16 Perception check (DC 18 in Subtier 3–4) notes the faint light 
  
  STARFINDER SOCIETY SCENARIO
  18
  D. TOUGH READ
  PATHFINDER FLIP-MAT: ARCANE LIBRARY
  G3
  G2
  G1
  G4
  A2
  A1
  RESEARCH AREA
  A = ANIMATED TOME
  G = GISHVIT
  1 SQUARE = 5 FEET
  
  FOUR FOR THE FIRST
  19
  strands permeating the air. A PC who spots them can attempt a DC 
  16 Mysticism check (DC 18 in Subtier 3–4) to tell that the equations 
  are part of a magical ward, but they’ve somehow been corrupted, and 
  that opening one’s mouth in the coming rounds could be hazardous.
  A round after this, the equations fully manifest, taking over the 
  entire room. From that point, anytime a PC attempts to speak using 
  non-telepathic means, their attempt to communicate automatically 
  fails. That PC must also succeed at a DC 13 Will save (DC 15 in 
  Subtier 3–4) or have the equations enter their body (bypassing 
  regular armor protections). PCs who don’t speak must succeed 
  only at a DC 8 Will save (DC 10 in Subtier 3–4). If a PC fails their 
  save, then the next time that PC acts, they must spend a move 
  action regurgitating the magical script, which manifests as a magic 
  missile that targets that PC’s nearest ally and deals 1d4+1 force 
  damage (two missiles in Subtier 3–4). This does not affect the 
  gishvits and animated tomes (see below).
  The storm lasts until the PCs defeat the enemies in the area, as 
  detailed in Development on page 20.
  Creatures: Along with the equation storm that erupts, a host of 
  sentient outsiders emerges from several of the bookshelves, along 
  two oversized tomes in Subtier 3–4. Known as gishvits, the smaller 
  outsiders originate from Axis, where the residents view them as 
  little more than vermin. These gishvits replace books in Athaeum 
  and sleep within the chamber, but the equation storm wakes them 
  and sets them into a frenzy. In Subtier 3–4, the storm also animates 
  a pair of magical tomes that float around the chamber unleashing 
  magical spells. The interiors of all these books contain only the 
  PCs’ conversations since they entered the area.
  SUBTIER 1–2 (CR 4)
  GISHVITS (4) 
  CR 1/2
  LN Tiny outsider (extraplanar, 
  lawful)
  Init +3; Senses darkvision 
  60 ft.; Perception +9
  DEFENSE 
  HP 12 EACH
  EAC 11; KAC 12
  Fort +1; Ref +3; Will +4
  Weaknesses vulnerable to erase
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee bite +5 (1d4+1 P) or 
  ribbon +5 (special)
  Space 1-1/2 ft.; Reach 0 ft. (10 ft. with ribbon)
  Offensive Abilities overwhelm, ribbon
  TACTICS
  During Combat The gishvits move out 
  and try to stagger PCs with use 
  of their ribbon attacks, hoping 
  to force speaking PCs to 
  regurgitate the magical 
  script in the room.
  SCALING 
  ENCOUNTER D
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 1–2: Remove one gishvit and reduce the DC of the 
  equation storm by 2.
  Subtier 3–4: Remove two gishvits, and the equation 
  storm’s magic missile effect creates only one missile.
  Gishvit
  Morale The gishvits fight until destroyed.
  STATISTICS
  Str +1; Dex +3; Con +0; Int +1; Wis +1; Cha +2
  Skills Life Science +9, Mysticism +9, Physical Science +9, 
  Stealth +9
  Languages truespeech (can’t speak)
  Other Abilities transcription
  SPECIAL ABILITIES
  Overwhelm (Su) A gishvit can transfer the information within 
  its pages to a single target through its grasping ribbon. 
  When a gishvit successfully hits a foe with its ribbon, it can 
  force this information directly into the grabbed creature’s 
  mind, overwhelming it with an onslaught of facts and 
  recorded information. The grappled creature must succeed 
  at a DC 12 Will save or be staggered for 1d4 rounds.
  
  STARFINDER SOCIETY SCENARIO
  20
  Ribbon (Su) A gishvit’s ribbon attack is a melee attack that 
  targets EAC and has 10-foot reach.
  Transcription (Su) A gishvit finds pleasure in being a repository 
  of information. It can immediately transcribe information 
  dictated to it and material it overhears. Alternately, a gishvit 
  can spend an hour with a willing subject, wherein it collects 
  memories and experiences from the subject This transcription 
  process is not dangerous to either the gishvit or the target.
  Information recorded and stored in this manner appears as 
  filled pages within the gishvit’s booklike body, and it remains 
  there for up to 24 hours after the gishvit is slain (unless 
  the gishvit was killed by an erase spell; see below). Another 
  creature can research the pages of a willing or deceased gishvit. 
  The text inside a gishvit is comprehensible to any creature that 
  can read and knows at least one written language. Researching 
  the information within a gishvit for 1 hour grants the reader 
  a +4 insight bonus to a Life Science, Mysticism or Physical 
  Science check in the next 24 hours, and the reader can attempt 
  such checks even if not trained in that skill.
  Vulnerability to Erase (Su) An erase spell deals 3d4 damage to 
  a gishvit and has a 50% chance of removing all written text 
  within its pages (no save). A gishvit reduced to 0 Hit Points 
  or below in this manner is slain, becoming a blank book.
  SUBTIER 3–4 (CR 6)
  ANIMATED TOMES (2) 
  CR 2
  LN Small construct (magical)
  Init +3; Senses darkvision 60 ft.; Perception +9
  DEFENSE 
  HP 20 EACH
  EAC 13; KAC 14
  Fort +1; Ref +3; Will +5
  OFFENSE
  Speed 5 ft., fly 30 ft. (Su, average)
  Melee slam +7 (1d4+3 B)
  Spell-Like Abilities (CL 2nd; melee +16)
  3/day—fear (1st level, DC 15), mind thrust (1st level, DC 15)
  At will—daze (DC 14), fatigue (DC 14)
  TACTICS
  During Combat The tomes float around the chamber casting 
  mind thrust, each at different targets. Once they run out of 
  that spell, they fly in and attack with their bites. The tomes 
  use fear to disable PCs they view as particularly susceptible 
  to the equational storm hazard.
  Morale The animated tomes fight until destroyed.
  STATISTICS
  Str +1; Dex +3; Con +0; Int –4; Wis +1; Cha +4
  Skills Stealth +12
  GISHVITS (4) 
  CR 1/2
  HP 12 each (page 19)
  TACTICS 
  As Subtier 1–2.
  Treasure: For their efforts in weathering the equational storm 
  and defeating the aberrant tomes, Albryan rewards the PCs with a 
  spare item from Athaeum’s many vaults. In Subtier 1–2, he provides 
  the PCs with an amulet of camouflage. In Subtier 3–4, he also 
  provides a ring of sustenance.
  Development: Once the PCs defeat the threats in the area, 
  the equation storm ceases. Albryan enters shortly after and 
  apologies for what he describes as “invading parasites” (the 
  gishvits). He allows the PCs to spend more time in the area as 
  recompense, allowing each of the PCs one additional chance to 
  roll one of the skill checks to research the documents. Albryan 
  and the other Curators refuse to allow any of the documents to 
  leave the library, and demand the PCs depart as soon as their 
  allotted time is over.
  If the PCs succeeded at a number of skill checks equal to half 
  number of PCs (rounded down) when researching the documents, 
  then they gain enough insight from the documentation to tell that 
  the Starfinder Society agents previous had been following up on all 
  information related to a string of Pact World–sponsored colonies 
  out in the Vast that went missing, but were never acknowledged by 
  the Pact (the reason they only appeared in Athaeum).
  Whether or not the PCs learned the secret of the texts, they must 
  depart Athaeum and make the journey back to the Pact Worlds. 
  Upon their return, Ehu meets with the PCs and commends them 
  for braving the unexpected dangers of the library. The kasatha 
  states that while the danger was unexpected, “a Starfinder must 
  always be prepared for danger in the most peaceful corners of 
  the galaxy.” If the PCs learned about the missing Pact Worlds 
  colonies, then Ehu indicates that the information is startling and 
  that he plans to petition the Forum to investigate the apparent 
  Pact Worlds cover-up. He again thanks the PCs and immediately 
  departs to collate the retrieved data and put together his case.
  Rewards: If the PCs did not defeat the books or learn about the 
  missing Pact World–sponsored colonies, reduce each PC’s credits 
  earned by the following amount. 
  Subtier 1–2: Reduce each PC’s credits earned by 180 credits.
  Out of Subtier: Reduce each PC’s credits earned by 272 credits.
  Subtier 3–4: Reduce each PC’s credits earned by 365 credits.
  CONCLUSION
  Once the PCs complete the missions for each of the candidates, 
  they can return to the Lorespire Complex and meet with First 
  Seeker Luwazi Elsebo. The current First Seeker doesn’t wait within 
  the Lorespire. Instead, she sits on a bench near the center of the 
  campus. When she spots them, Luwazi waves the PCs over and 
  eagerly asks their opinions on the various candidates. The First 
  Seeker is clear not to show any favoritism to the candidates, but 
  instead prompts the PCs to share their thoughts.
  Once the PCs provide their summaries to Elsebo, read of 
  paraphrase the following.
  First Seeker Luwazi Elsebo stands from the bench she’d been 
  sitting on. She gives one deep nod, looking over all the nearby 
  
  FOUR FOR THE FIRST
  21
  assembled agents. “I must sincerely thank you for taking 
  the time to meet each of these candidates. Your reports on 
  this matter is important to me, but more importantly, these 
  impressions can help shape the Society. Know that in the coming 
  months, the Forum will convene to decide the Society’s future. 
  Though the Forum represents our broader leadership, the 
  decision truly comes from the agents that make up our Society, 
  like yourselves. I have no doubt that in the coming days, you’ll 
  each have an opportunity to give your final decision on which 
  of these candidates should take my position as the Society’s 
  guiding leader and that those decisions will shape our future.
  “For now, think on these candidates and prepare to make an 
  informed decision.”
  With this statement from Luwazi, the adventure ends. Direct 
  players to the scenario’s product page for information on the 
  election (see the sidebar A Living Campaign on page 3). For the 
  first few months after this scenarios’ release, players will be able 
  to vote for the new First Seeker; thereafter, the product page will 
  contain a report of the results of the election.
  PRIMARY SUCCESS 
  CONDITIONS
  The PCs succeed at their primary success condition if they 
  complete two or more of the candidate missions. Doing so earns  
  each PC 1 Fame and 1 Reputation for any factions associated with 
  their current faction boon. PCs who complete this mission objective 
  also gain the For the Future First boon on their Chronicle sheets.
  SECONDARY SUCCESS 
  CONDITIONS
  The PCs succeed at their secondary success condition if they 
  complete all four of the candidate missions. Doing so earns each 
  PC 1 Fame and 1 Reputation for any factions associated with their 
  current faction boon.
  FACTION NOTES
  If the PCs succeed at their primary mission, they impress current 
  First Seeker Luwazi Elsebo. Each PC earns 1 additional Reputation 
  with the Second Seekers (Luwazi Elsebo) faction, in addition to any 
  other Reputation earned from completing this scenario.
  
  STARFINDER SOCIETY SCENARIO
  22
  APPENDIX: STAT BLOCKS
  ELECTROVORE 
  CR 2
  Starfinder Alien Archive 44
  N Small magical beast
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +12
  DEFENSE  
  HP 23, RP 3
  EAC 14; KAC 14
  Fort +3; Ref +7; Will +1
  Immunities electricity
  OFFENSE
  Speed 30 ft., fly 30 ft. (Ex, average)
  Melee tail slap +9 (1d4+3 B; critical siphon)
  Offensive Abilities electrical discharge (1d6+2 E plus 
  staggered, Reflex DC 13 half)
  STATISTICS
  Str +1; Dex +4; Con +1; Int –4; Wis +2; Cha –1
  Skills Acrobatics +7, Athletics +7, Stealth +12, Survival +12
  SPECIAL ABILITIES
  Electrical Discharge (Ex) As a standard action, an electrovore 
  can spend 1 Resolve Point to discharge some of its stored 
  electrical energy as a powerful attack. All creatures within 
  10 feet of the electrovore take 1d6+2 electricity damage 
  and are staggered for 1 round. A target can attempt a DC 
  13 Reflex save to take half this damage and negate the 
  staggered effect.
  Siphon (Ex) Whenever an electrovore scores a critical hit 
  against a living creature, a construct with the technological 
  subtype, or a technological piece of gear, it siphons off a 
  portion of the target’s electrical energy. This restores 1 
  Resolve Point (up to its maximum of 3).
  HOBKINS GREMLIN 
  CR 1/2
  Starfinder Alien Archive 3 44
  NE Small fey
  Init +3; Senses low-light vision; Perception +4
  DEFENSE 
  HP 11
  EAC 9; KAC 10
  Fort +2; Ref +2; Will +3
  Defensive Abilities out of phase; DR 5/cold iron
  OFFENSE
  Speed 30 ft.
  Melee bite +1 (1d4–1 P) or 
  claw +1 (1d4–1 S)
  Spell-Like Abilities (CL 1st) 
  3/day—holographic image (1st level, DC 14) 
  At will—ghost sound (DC 13), psychokinetic hand (DC 13)
  STATISTICS
  Str –1; Dex +3; Con +0; Int +1; Wis +1; Cha +2
  Skills Acrobatics +4, Intimidate +9, Stealth +9
  Languages Aklo, Common
  Other Abilities collateral damage, minor levitation
  SPECIAL ABILITIES
  Collateral Damage (Su) Whenever an attack fails to damage 
  a hobkins, whether due to a low attack roll, a miss chance, 
  or a failure to penetrate DR, the hobkins can redirect the 
  attack to any target in range of the original attack (if any), 
  including objects. The attack can’t be redirected against 
  the original attacker, though it can be redirected against 
  the original attacker’s gear (but not the weapon used to 
  make the original attack). The attacker rolls a new attack 
  and damage roll against the new target, and the attack is 
  considered to have the penetrating weapon special quality.
  Minor Levitation (Su) A hobkins floats about 1 inch about the 
  ground, allowing it to ignore difficult terrain. As a move 
  action, a hobkins can levitate up to 20 feet straight up, but 
  at the end of the movement, unless it has found something 
  to cling to, it returns to 1 inch above the nearest flat surface 
  below it.
  Out of Phase (Su) Hobkins exist slightly out of phase with 
  the Material Plane, causing all ranged attacks against 
  them to suffer a 50% miss chance. This ability functions as 
  displacement.
  HOBKINS GREMLIN MALEFACTOR 
  CR 4
  Starfinder Alien Archive 3 44
  NE Small fey
  Init +5; Senses darkvision 60 ft.; Perception +10
  DEFENSE 
  HP 43
  EAC 15; KAC 16
  Fort +5; Ref +5; Will +1
  Defensive Abilities out of phase; DR 5/cold iron
  OFFENSE
  Speed 30 ft.
  Melee bite +7 (1d4+3 P) or
  claw +7 (1d4+3 S)
  Spell-Like Abilities (CL 4th, ranged +7) 
  1/day—hologram memory (2nd level, DC 17), hurl forcedisk (DC 17) 
  3/day—fear (1st level, DC 16), mind thrust (1st level, DC 16), 
  reflecting armor (DC 16) 
  At will—ghost sound (DC 15), psychokinetic hand (DC 15)
  STATISTICS
  Str –1; Dex +5; Con +0; Int +1; Wis +3; Cha +1
  Skills Computer +10, Engineering +10, Intimidate +15, Stealth +15
  Languages Aklo, Common; limited telepathy 60 ft.
  Other Abilities collateral damage, minor levitation, perfect 
  coordination
  SPECIAL ABILITIES
  Collateral Damage (Su) Whenever an attack fails to damage 
  a hobkins, whether due to a low attack roll, a miss chance, 
  or a failure to penetrate DR, the hobkins can redirect the 
  attack to any target in range of the original attack (if any), 
  including objects. The attack can’t be redirected against 
  the original attacker, though it can be redirected against 
  the original attacker’s gear (but not the weapon used to 
  make the original attack). The attacker rolls a new attack 
  
  FOUR FOR THE FIRST
  23
  and damage roll against the new target, and the attack is 
  considered to have the penetrating weapon special quality.
  Minor Levitation (Su) A hobkins floats about 1 inch about the 
  ground, allowing it to ignore difficult terrain. As a move 
  action, a hobkins can levitate up to 20 feet straight up, but 
  at the end of the movement, unless it has found something 
  to cling to, it returns to 1 inch above the nearest flat surface 
  below it.
  Out of Phase (Su) Hobkins exist slightly out of phase with 
  the Material Plane, causing all ranged attacks against 
  them to suffer a 50% miss chance. This ability functions as 
  displacement.
  Perfect Coordination (Su) A hobkins malefactor can use 
  its psychic ability to orchestrate precise mayhem and 
  destruction with other hobkins. As a full action, the 
  malefactor can telepathically instruct up to 15 hobkins that 
  are within 60 feet; each of the chosen gremlins gains a +2 
  circumstance bonus to its next skill check or attack roll, or 
  the DC of the next spell it casts increases by 2.
  JINSUL BASE COMMANDER 
  CR 5
  Starfinder Alien Archive 3 60
  Jinsul technomancer
  CE Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft.; Perception +16
  DEFENSE  
  HP 60
  EAC 16; KAC 17
  Fort +4; Ref +6; Will +10; +4 vs. fear
  Defensive Abilities unflankable, unshakable belief
  OFFENSE
  Speed 40 ft.
  Melee bite +6 (1d4+5 P) or 
  leg blade +6 (1d6+5 S; critical bleed 1d8)
  Ranged frostbite-class zero pistol +11 (1d6+5 C; critical 
  staggered [DC 15])
  Technomancer Spells Known (CL 5th, melee +9, ranged +11) 
  2nd (3/day)—logic bomb (DC 17), spider climb 
  1st (6/day)—comprehend languages (DC 16), jolting surge, magic 
  missile 
  At will—energy ray, psychokinetic hand (DC 15)
  STATISTICS
  Str +0; Dex +3; Con +0; Int +5; Wis +2; Cha +0
  Skills Athletics +16, Computers +16, Intimidate +11, Mysticism +11
  Languages Jinsul
  Other Abilities magic hacks (empowered weapon), powerful 
  leap, spell cache (siccatite pincer)
  Gear estex suit II, frostbite-class zero pistol with 2 batteries 
  (20 charges each)
  SPECIAL ABILITIES
  Powerful Leap (Ex) When attempting an Athletics checks to jump, 
  a jinsul is always considered to have taken a running start.
  Unshakable Belief (Ex) Whenever a jinsul base commander is 
  the target of a trick attack, it can attempt a Bluff or Sense 
  Motive check in response. If the jinsul base commander’s 
  result equals or exceeds that of the trick attack skill check, 
  the trick attack is unsuccessful. If the jinsul’s check exceeds 
  the trick attack check by 5 or more, the creature performing 
  the trick attack gains the off-target condition until the end of 
  their next turn.
  JINSUL WARRIOR 
  CR 1
  Starfinder Alien Archive 3 60
  CE Medium monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +10
  DEFENSE 
  HP 20
  EAC 11; KAC 13
  Fort +3; Ref +5; Will +3; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +6 (1d4+3 P) or 
  leg blade +6 (1d6+3 S; critical bleed 1d6)
  Ranged tactical arc emitter +9 (1d4+1)
  STATISTICS
  Str +2; Dex +4; Con +1; Int +0; Wis +0; Cha –1
  Skills Athletics +10, Piloting +5, Survival +5
  Languages Jinsul
  Other Abilities powerful leap
  Gear freebooter armor I, tactical arc emitter with 2 batteries (20 
  charges each)
  SPECIAL ABILITIES
  Powerful Leap (Ex) When attempting an Athletics checks to jump, 
  a jinsul is always considered to have taken a running start.
  JUVENILE NYSSHOLORA 
  CR 4
  Starfinder Alien Archive 2 86
  N Large magical beast
  Init +0; Senses darkvision 60 ft., low-light vision, telepathy 
  sense 60 ft.; Perception +10
  DEFENSE 
  HP 50
  EAC 16; KAC 18
  Fort +8; Ref +3; Will +6;
  Resistances electricity 5, sonic 5
  OFFENSE
  Speed 30 ft.
  Melee bite +13 (1d6+9 P) or 
  phasic claws +13 (1d4+9 So) or 
  tail scourge +13 (1d4+9 E)
  Multiattack bite +7 (2d6+9 P), phasic claws (1d4+9 So), tail 
  scourge +7 (1d4+9 E)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities breath weapon (15-ft. cone, 4d6 So [see 
  text], Reflex DC 13 half, usable every 1d6 rounds)
  STATISTICS
  Str +5; Dex +0; Con +3; Int –4; Wis +1; Cha –2
  Skills Athletics +15
  
  STARFINDER SOCIETY SCENARIO
  24
  SPECIAL ABILITIES
  Breath Weapon (Su) A creature that fails its saving throw 
  against the breath weapon is also staggered for 1 round. 
  This breath weapon ignores an object’s hardness.
  Phasic Claws (Su) A nyssholora’s claws ignore half an object’s 
  hardness.
  Telepathy Sense (Su) A nyssholora can sense any creature 
  within 60 feet of it that has telepathy, limited telepathy, 
  or a similar ability, such as that from a mystic’s telepathic 
  bond. This sense works through walls or other obstacles, 
  functioning like blindsense (vibration) and sense through 
  (vibration).
  
  FOUR FOR THE FIRST
  25
  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:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  
  STARFINDER SOCIETY SCENARIO
  26
  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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  to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, including translations 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Starfinder 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 #2–07: Four for the First © 2019, Paizo Inc.; Author: 
  Thurston Hillman.
  PAIZO INC.
  Creative Directors • James Jacobs, Robert G. McCreary, and 
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  Starfinder Society Scenario #2–07: Four for the First © 2019, Paizo Inc. All Rights Reserved. 
  Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
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  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  Items Found During This Scenario
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
   
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  7
  Character Chronicle #
  1–2
  3–4
  —
  720
  1,090
  1,460
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #2–07: Four for the First
  For the Future First (Slotless Boon; Limited-Use): When you earn this boon it has no immediate benefits. At the start of 
  Starfinder Society Year 3, when the new Second Seekers faction becomes available, you can immediately activate this 
  boon to earn 4 Reputation with the newly selected First Seeker (Avor Stelek, Calder Soren, Ehu Hadif, or Tara Nova).
  Society Solidarity (Social Boon): By helping Luwazi Elsebo to review the potential candidates for her successor, you 
  also had the opportunity to assist many different Society agents. When you slot this boon, you call upon your personal 
  prestige, letting other forces know that you’re putting yourself in danger. When this boon is slotted, you reduce the Fame 
  cost of having your body recovered by 2 and reduce the Fame cost of raise dead on you by 4. In addition, you gain a +2 
  circumstance bonus to all skill checks made to influence members of the Starfinder Society while you have this boon 
  slotted.
  All Subtiers
  Reputation
  Subtier 3–4
  amulet of camouflage (1,400; item level 3)
  efficient bandolier (2,000; item level 4)
  mk 2 serum of healing (425, item level 5; limit 3)
  tactical arc emitter (750; item level 2)
  estex suit II (2,700; item level 5)
  frostbite-class zero pistol (3,060; item level 5)
  mk 1 null-space chamber (3,050; item level 5)
  ring of sustenance (2,925, item level 5)
  staff of mystic healing (3,700; item level 5)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 2/SF S02-07 - Four for the First.pdf