TEXT: CORPORATE INTERESTS
  BY JOSEPH BLOMQUIST, THURSTON HILLMAN, 
  EMILY PARKS, SAMANTHA PHELAN, AND 
  DIEGO VALDEZ 
  STARFINDER SOCIETY SCENARIO #2–10, TIER 3–6
  YEAR OF A THOUSAND BITES
  
  Corporate Interests is a series of 1-hour quests designed for 3rd- through 6th-level 
  characters (Tier 3–6; Subtiers 3–4 and 5–6). It is designed for play in the Starfinder Society 
  Organized Play campaign, but can easily be adapted for use with any world. For more 
  information on the Starfinder Society campaign, 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
  Corporate Interests makes use of the Starfinder Core Rulebook, Starfinder Alien Archive, and 
  Starfinder Alien Archive 2. 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.
  Table of Contents
  Corporate Interests                           3
  AbadarCorp                                   4
  Frozen Trove                                  7
  Resurgent Technologies                    13
  Sanjaval Spaceflight Systems              17
  Arabani Arms                                21
  Appendix                                     28
  Player Handouts                             26
  Chronicle Sheet                              32
  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
  Thurston Hillman
  ADDITIONAL DEVELOPMENT
  Linda Zayas-Palmer
  AUTHORS
  Joseph Blomquist, Thurston Hillman, Emily Parks,  
  Samantha Phelan, and Diego Valdez
  EDITING LEAD
  Adrian Ng
  CONTRIBUTING ARTISTS
  Beatrice Pelagatti and Bryan Syme
  CARTOGRAPHY
  Damien Mammoliti
  ART DIRECTORS
  Tony Barnett and Adam Vick
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  Robert G. McCreary
  MANAGING DEVELOPER
  Amanda Hamon
  PROGRAM MANAGER
  Glenn Elliott
  PUBLISHER
  Erik Mona
  Quest
  Repeatable
  staRship
  How To Play
  
  BY JOSEPH BLOMQUIST, 
  THURSTON HILLMAN, EMILY PARKS, 
  SAMANTHA PHELAN, AND DIEGO VALDEZ
  CORPORATE INTERESTS 
  Where does the Starfinder Society get its money from? This is a 
  question with many answers, from the Society’s discovery of relics 
  belonging to lost civilizations that they put on display or sell to 
  interested parties, to their discovery of priceless technologies 
  on which they make residuals by sharing. The Society also 
  contracts agents out to various corporate interests for 
  temporary assignment in experimental tests or as 
  advisors in various fields. Through its galactic-
  spanning network of experienced agents, the 
  Starfinder Society has positioned itself as a 
  useful ally to corporations in the Pact Worlds 
  and beyond.
  This quest pack details a series of five unique 
  interactions that the Society has with various 
  corporate entities within the Pact Worlds. Unlike 
  other quest packs, the events of these quests are 
  unrelated, except for their loose connection as missions 
  the Society undertakes to earn additional credits.
  RUNNING 
  CORPORATE 
  INTERESTS
  Starfinder Society Scenario #2–10: 
  Corporate Interests is a group of five quests, 
  each a short adventure designed to take about 
  45 minutes to 1 hour apiece. Venture-Captain 
  Naiaj’s missives to the PCs appear on pages 26–27; each one 
  corresponds to one of five of the quests.
  CHARACTERS
  Each player must use one of the 4th-level Starfinder Society 
  pregenerated characters, which are available at paizo.com/
  StarfinderSociety/GMResources, or a 3rd- through 6th-level 
  character of the player’s own creation using the rules set forth in 
  the Starfinder Society Roleplaying Guild Guide.
  BOON SLOTS
  No boon slots, except for personal boons, are available for 
  Corporate Interests, but you should explain that PCs acquire boons 
  as they play adventures.
  RECEIVING CREDIT
  A player who plays through one or more of the quests 
  receives a Chronicle sheet for Corporate 
  Interests, nothing which specific quests 
  they played. They can later play the 
  rest of the quests in the series, 
  earning greater rewards (see the 
  Variable Rewards boon on the Chronicle sheet 
  at the end of this series). For more information 
  on applying credit to characters by playing 
  pregenerated characters, see the Pregenerated Characters section 
  of the Starfinder Society Roleplaying Guild Guide. The player must 
  decide when to apply the rewards from this Chronicle to their 
  character and can wait to complete all the quests or apply the 
  Chronicle sheet with whatever quests have been completed. Once 
  they apply the Chronicle sheet, the player cannot continue to play 
  the remaining quests with that character.
  Corporate Interests can be replayed for credit, but the credit 
  must be applied to a different character each time. When a GM 
  runs a quest, they also gets credit applied to a character. However, 
  each time they run one, they can check off any one of the quest 
  boxes on their Chronicle sheet. In this way, a GM can continue to 
  earn credit toward a character even if they run the same quest 
  several times for different groups.
  WHERE IN THE 
  UNIVERSE?
  Corporate Interests takes place throughout the 
  Pact Worlds, including such locales as Aballon, 
  Absalom Station, the Diaspora, and distant 
  Apostae. For more information on the Pact 
  Worlds and these worlds, see Starfinder Pact 
  Worlds, available at bookstores and hobby 
  shops everywhere and online at paizo.com.
  Venture-
  Captain 
  Naiaj
  
  STARFINDER SOCIETY SCENARIO
  4
  ABADARCORP
  BY SAM PHELAN
  The organization known as AbadarCorp is headquartered in 
  the Golden Vault on Absalom Station. AbadarCorp is the 
  center of business in the Pact Worlds, as well as much of the 
  broader galaxy. Looking to expand, improve, and standardize 
  trade under Abadar’s name, the corporation often reaches 
  out to commerce leaders to offer their expertise. One of 
  AbadarCorp’s most recent recruits is Tharsa, a trade leader from 
  the Idari—the massive kasathan starship in the Pact Worlds—who 
  philosophizes the role of lucrative weapons trade in a law 
  abiding and peaceful society.
  Tharsa’s ideologies would establish a strong regulated 
  market that improves production and distribution within 
  the weapons industry, consequently disadvantaging 
  black market sellers. AbadarCorp is eager to 
  entice Tharsa with offers of business deals, 
  but fears that Tharsa’s ideologies have 
  already made her a target among dangerous 
  groups. Tharsa concurs, recognizing her 
  platform in the industry could be misused 
  to promote contrary practices that benefit 
  the underground circulation of arms. She is 
  undoubtedly a target of criminal groups. 
  All involved agree that Tharsa must make her way to the Golden 
  Vault immediately and as discreetly as possible. Knowing that its 
  own security detail would be too conspicuous, AbadarCorp has 
  turned to the Starfinder Society to ensure Tharsa’s safe transfer 
  from Absalom Station’s spaceport to the Golden Vault. The Society 
  sends a group of agents to receive Tharsa subtly at the spaceport.
  SUMMARY
  Before sending the Starfinders to Tharsa’s gate at Absalom Station’s 
  spaceport, a recording from Venture-Captain Naiaj provides the 
  PCs with information on Tharsa and the exact arrival time of 
  her starliner. The starliner’s gate at the designated spaceport is 
  unexpectedly busy and contains several suspicious individuals. 
  The Starfinders can take measures to mitigate any threats they 
  can identify in preparation for Tharsa’s arrival.
  Once Tharsa arrives, the Starfinders have but a moment 
  to greet their charge before a group of mercenaries scattered 
  through the crowd descends upon them. The ensuing combat 
  varies depending on the measures taken before the ship’s arrival, 
  and AbadarCorp praises the PCs for their forward thinking if 
  they swiftly subdue the ambush, protect Tharsa, and prevent 
  port-wide panic.
  GETTING STARTED
  The PCs assembled a few hours before Tharsa’s arrival to receive a 
  briefing of the expectations for the mission from Venture-Captain 
  Naiaj. Provide the PCs with Handout #1 and allow them to discuss 
  their mission together. Once the PCs are ready, they can proceed 
  to Gate 83 and await Tharsa’s arrival.
  A. GATE 83 (CR 6 OR CR 8)
  Absalom Station has a several bustling spaceport gates that 
  constantly receive and launch starships. The ease of Drift travel 
  to Absalom means that ports are always active, but the density 
  at gates tends to be highest just prior to boarding. As Gate 
  83 is expecting the arrival of Tharsa’s liner, the area should 
  be minimally populated aside from others also receiving 
  arrivals at the gate. For a gate with no imminent 
  departures, Gate 83 is bustling. 
  When the PCs arrive to the gate, read or 
  paraphrase the following.
  The constant hum of chatter surrounds 
  Gate 83, which is located between two 
  other gates at the end of a long terminal 
  corridor. Passengers sprawl across seats 
  near the gate, perusing nearby kiosks, or 
  leaning idly against the decorative plants 
  surrounding a holo-statue of a starliner. 
  Passengers from other starliners pass 
  back and forth along the walkways. Two 
  gate attendants stand at the computers in 
  front of the gate while employees dressed 
  in dark-blue uniforms with insignia of Absalom 
  Station walk purposefully throughout the port.
  Until Tharsa’s starliner arrives, the PCs have a limited amount 
  of time to secure the area, assess possible threats, and interact 
  with identified targets. The PCs can take time to explore each 
  area and observe the individuals gathered at the seating area, the 
  kiosks, the holo-statue, and in front of the gate. Allow the PCs to 
  observe each location and identify people of interest freely. Once 
  a PC begins to interact with one of the suspicious individuals, the 
  attendants at the gate announce that the liner has just docked, 
  and the passengers will be disembarking shortly. At this point, 
  begin a time limit of a number of rounds equal to 2 times the 
  number of players at the table for the PCs to use their skills to 
  dissuade or sabotage the identified threats. Unless otherwise 
  stated, each skill check requires a PC spend 1 round to perform.
  Seating Area: The rows of seats are back to back, with half 
  facing the gate. The seats are half filled with passengers and 
  mostly in small clustered groups. A few people sit on their own, 
  likely waiting for an arrival from the incoming starliner. 
  A PC who succeeds at a DC 15 Perception check notes a human 
  man wearing some peculiar headgear among the smattering of 
  civilians. The man’s mask covers his eyes, but he appears to be 
  dozing based on how his head droops and snaps up. A successful 
  DC 16 Engineering check reveals that the mask is a low quality 
  vision aid and a gas mask that provides sense through (vision 
  [smoke only]). A PC who succeeds at this check notes that they 
  can disable fraying wiring at the back with some engineering 
  knowledge. The man does not wake if approached with a 
  successful DC 15 Stealth check. A PC who then succeeds at a 
  Tharsa
  
  CORPORATE INTERESTS
  5
  A. GATE 83
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: SPACEPORT
  
  STARFINDER SOCIETY SCENARIO
  6
  DC 18 Engineering check disables the visor while the mercenary 
  dozes, preventing him from using it in the subsequent combat.
  Information Kiosk: The kiosk contains travel advertisements 
  and informational pamphlets about Absalom Station. 
  There are two humans, one female and one male, standing at 
  the kiosk. One is looking at a guidebook for Bretheda and the other 
  has a pamphlet for shopping locales on Absalom Station. They both 
  speak to one another. The PCs can spend round to listen to the 
  group . The woman looking at the Bretheda guidebook is muttering 
  a low chant under her breath. A successful DC 23 Mysticism check 
  identifies the muttering as a religious blessing. If asked about it, 
  the woman mentions that she is extremely nervous about Drift 
  travel and believes in little superstitions whenever she or her 
  family travels. She is not a mercenary. 
  The man is muttering while reading, but is actually whispering 
  into an earpiece. A PC who succeeds at a DC 20 Perception check 
  notes that the man keeps asking, “What’s the plan?” or “Anyone 
  there? Who am I meeting?” and he mutters that his communicator 
  is not working when approached by others. A PC who succeeds at 
  a DC 22 Bluff check can convince the man that they are one of his 
  fellow mercenaries and can be further convinced that the group 
  is abandoning the mission. Though the man doesn’t leave in time, 
  he is staggered for the first 1d4 rounds of combat as he tries to 
  assess what’s happening.
  Holo-Statue: The pedestal is projecting a blue holographic 
  image of the newest starship models. Decorative plants surround 
  the holo-statue. 
  There are several passengers leaning against the planters 
  around the holo-statue, and one human employee. The employee 
  is tending to the plants around the holo-statue. A PC who 
  succeeds at a DC 18 Life Science check reveals that the man 
  is incorrectly trimming the plants, while a PC who succeeds at 
  a DC 18 Culture check identifies that his uniform is makeshift 
  and inauthentic. If confronted about his plant care or sketchy 
  uniform, the man becomes extremely nervous. A subsequent 
  successful DC 18 Intimidate check scares the man now that the 
  PCs have seen through the disguise, and he moves away from the 
  PCs and then gains the sickened condition for the duration of the 
  subsequent fight.
  Gate Desk: Two port employees stand at the desk in front of a 
  large holographic screen that displays the gate’s schedule. 
  A passenger is attempting to get assistance from the human 
  male gate attendant. The other gate attendant is scribbling 
  notes next to a dossier of flight information in a non-Common 
  language. A PC who spends 1d4 rounds deciphering the writing 
  and succeeds at a DC 20 Culture check reveals that the language 
  is Akitonian, and that the notes are benign specs about shifts 
  and crew on flights, along with her own snide commentary about 
  the annoying parts of her job, which reveals that she is not a 
  mercenary. A human woman standing in front of the desk claims 
  she is just getting a better look at the gate schedule when the 
  gate attendants ask if they can assist her. A PC who succeeds at 
  a DC 18 Sense Motive check reveals that this is a lie and that the 
  woman’s true focus is on the nearby gate doors. At the back of 
  her waist is an obvious small firearm, which can be removed with 
  a successful DC 23 Sleight of Hand check.
  Creatures: Once the time limit is up, passengers disembark the 
  ship, and begin coming through the gate doors. Tharsa moves to 
  meet with the PCs. Just as the two groups are about to meet, the 
  mercenaries set upon them.
  By making a ranged attack into any unoccupied space, any 
  of the hired mercenaries can cause a panic that makes it harder 
  to aim through the chaos of fleeing bystanders for 1 round. If 
  this chaos is triggered, anyone taking the time to ensure their 
  ranged attack doesn’t hit bystanders if they miss takes a –2 
  penalty to their attack roll. The mercenaries and anyone else 
  who does not care if they hit bystanders don’t take this penalty. 
  Whenever anyone who ignores this penalty misses an attack 
  with a ranged weapon, they have a 50% chance of striking 
  a bystander.
  SUBTIER 3–4 (CR 6)
  MERCENARY AGENTS (4) 
  CR 2 
  NE Medium humanoid (human)
  Init +4; Perception +7
  DEFENSE 
  HP 25 EACH
  EAC 13; KAC 15
  Fort +4; Ref +4; Will +1
  OFFENSE
  Speed 30 ft.
  Melee ember flame doshko +7 (1d6+4 F; critical wound)
  Ranged static arc pistol +10 (1d6+1 E; critical arc 2) or
  smoke grenade +10 (explode [20 ft., smoke cloud 1 minute,  
  DC 12])
  TACTICS
  During Combat In the first round, two of the mercenaries 
  move up and throws a smoke grenade to create a wall for 
  the mercenary with the visor to see through. The remaining 
  Make the following adjustments if the PCs are successful on 
  the previous skill checks.
  Seating Area Mercenary: Visor is disabled and does not 
  receive sense through (vision [smoke only]) during the first 
  4 rounds of combat.
  Information Kiosk Mercenary: Staggered for 1d4 rounds.
  Holo-Statue Mercenary: Has the sickened condition.
  Gate Desk Mercenary: Has no pistol.
  MERCENARY 
  ALTERATIONS
  
  CORPORATE INTERESTS
  7
  Make the following adjustments to accommodate a group 
  of four PCs.
  All Subtiers: The dozing mercenary doesn’t wake when 
  Tharsa arrives and takes 2 rounds to rouse and join the 
  combat. These rounds count toward the mercenary’s total 
  rounds of visor usage.
  SCALING ENCOUNTER A
  mercenaries fire into the crowd to create chaos. Afterward, 
  the mercenaries try to pin down the PCs with gunfire, while 
  one mercenary moves to get close to Tharsa.
  Morale The mercenaries are persistent in capturing Tharsa, and 
  surrender only if they are reduced below 5 Hit Points.
  STATISTICS
  Str +2; Dex +4; Con +0; Int +1; Wis +0; Cha +1
  Skills Acrobatics +12, Athletics +7, Disguise +7, Sense Motive +4
  Languages Brethedan, Common, Drow
  Gear freebooter armor I, ember flame doshko with 1 battery 
  (20 charges), static arc pistol with 1 battery (20 charges), 
  smoke grenades (2); one of the mercenaries has a unique 
  visor and rebreather that grants sense through (vision 
  [smoke only]) that is faulty. The helmet breaks after 4 
  rounds of combat, removing the sense through effect. 
  SUBTIER 5–6 (CR 8)
  MERCENARY AGENTS (4)  
  CR 4 
  NE Medium humanoid (human)
  Init +5; Perception +10
  DEFENSE  
   
        
           HP 50 EACH
  EAC 16; KAC 18
  Fort +6; Ref +6; Will +3
  OFFENSE
  Speed 30 ft.
  Melee carbon steel curve blade +9 (1d10+7 S; critical bleed 1d6)
  Ranged thunderstrike sonic pistol +12 (1d8+2 So; critical deafen) or
  smoke grenade +10 (explode [20 ft., smoke cloud 1 minute,  
  DC 13])
  TACTICS
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str +3; Dex +5; Con +0; Int +1; Wis +0; Cha +1
  Skills Acrobatics +15, Athletics +10, Disguise +10, Sense 
  Motive +7
  Languages Brethedan, Common, Drow
  Gear defrex hide, carbon steel curve blade, thunderstrike sonic 
  pistol with 1 battery (20 charges), smoke grenades (2); one 
  of the mercenaries has a unique visor and rebreather that 
  grants sense through (vision [smoke only]) that is faulty. The 
  helmet breaks after 4 rounds of combat and stops granting 
  the sense through ability.
  Infamy: If a PC fires without aiming carefully and strikes a 
  bystander, they gain 1 Infamy.
  Development: AbadarCorp is pleased to have Tharsa safely 
  escorted into the Golden Vault, and they pay the Society for the 
  PCs’ efforts in protecting their VIP. If the PCs were able to resolve 
  the combat in 15 rounds or less, AbadarCorp is confident that the 
  scuffle shouldn’t bring unwanted attention to Tharsa’s arrival at 
  the Golden Vault and sends a personalized congratulatory note to 
  each of the PCs for their individual efforts.
  CONCLUSION
  With any degree of success, the PCs can briskly escort Tharsa 
  out of the port and through Absalom Station, to the Golden 
  Vault. AbadarCorp not only starts making strides in the weapons 
  trade industry, but the Starfinders have reassured them that the 
  Society can be an ongoing ally to their interests. If the Starfinders 
  cannot overcome the abductors, the mercenaries successfully 
  abduct Tharsa. Underground weapons trade could soon be more 
  prevalent than ever.
  FROZEN TROVE
  BY JOSEPH BLOMQUIST
  Indentured into work for Frozen Trove for his entire adult life, 
  Karezen wants nothing more than a respectable position in a 
  research field. Instead, he’s been relegated to data collation in 
  a hidden outpost in the Diaspora. In his solitude, Karezen has 
  created dozens of cybernetic augmentations to complement 
  Frozen Trove Lab’s product line with varying levels of success. 
  Recently, he’s perfected a project called K-BLD, a cybernetic 
  implant allowing a user to control implanted creatures from any 
  computer running K-BLD 6.0 software. He intends to show his 
  K-BLD-augmented Triaxian drakecats to his superiors, if he’s ever 
  given a meeting.
  Karezen’s work is of little interest to the Starfinders, however 
  a rival dragoncorp has hired the Starfinder Society to help gather 
  information on Frozen Trove’s dealings in the vast. Since the 
  Society’s had past altercations with Frozen Trove, the organization 
  is eager to extract further vengeance for prior slights (such as 
  those detailed in Starfinder Society Scenario #1–19: To Conquer 
  the Dragon).
  SUMMARY
  After receiving instructions from Venture-Captain Naiaj, the PC’s 
  travel to Asteroid KV-441F. Naiaj has come to an agreement 
  with an old ally to send representatives to act as his crew in a 
  scheduled delivery to the asteroid outpost. The station’s lone 
  occupant, Karezen, is eager to show off his newest creations to the 
  
  STARFINDER SOCIETY SCENARIO
  8
  newcomers. The PCs must find a way past the asteroid station’s 
  defenses and into Karezen’s workspace to retrieve Frozen Trove’s 
  reports. However, if Karezen realizes the PCs’ true objective, he 
  activates all the tools he has on hand to repel the invaders. 
  GETTING STARTED
  The PCs receive their mission from Venture-Captain Naiaj in the 
  form of a brief message. Provide the players with Handout #2, and 
  allow them time to review the information. Naiaj sends the PCs to 
  an asteroid in the Diaspora onboard Captain Argente’s ship, the 
  Ercinee. Naiaj’s plan is for the PCs to load crates marked for the 
  station on pallet carts and use their coded badges to get through 
  the force field and inside the former mining station. From there, 
  Naiaj expects they’ll have little trouble blending in with the crew.
  CULTURE (RECALL 
  KNOWLEDGE) OR PROFESSION 
  (CORPORATE PROFESSIONAL) 
  Based on the result of a Culture or Profession (corporate 
  professional) check, the PCs might know more about Frozen 
  Trove. They learn all the information whose DC is equal to or less 
  than the result of their check.
  10+: Frozen Trove Labs is a Triaxian megacorporation that 
  develops genetic modifications.
  15+: Working for the company in research and development is 
  considered a prestigious and lucrative scientific career. 
  20+: Frozen Trove has made enemies of several other Triaxian 
  dragoncorps, and corporate espionage has become the norm on 
  Triaxus. Frozen Trove has a few “deep cover” stations in distant 
  parts of the Pact Worlds and elsewhere in the Vast to gather and 
  collate information for Frozen Trove’s use. These outposts act 
  independently, but rely on similar security protocols and usually 
  have automated or small crews running them.
  25+: In these remote outposts, Frozen Trove frequently 
  employs out of favor research or security personnel with extra 
  training to watch for spies or other types of espionage. For a 
  scientist looking for a promotion, these postings are the death 
  knell of potential career growth. Acquiring this information 
  grants the PCs a +2 bonus to Bluff, Diplomacy, Intimidate, and 
  Sense Motive checks made with Karezen.
  B. WHITESCALE OUTPOST
  This adventure takes place on a small asteroid in the Diaspora, 
  nearly anonymous amongst the multitude of neighboring 
  subplanetary bodies. Asteroids in this region often act as mining 
  facilities or remote hideaways for those with something to hide. 
  Whitescale Outpost is a small, seemingly abandoned mining site 
  on the asteroid bearing the designation KV-441F.
  Whitescale would be almost unnoticeable on its tiny asteroid if 
  not for the light bleeding out from a handful of thick translucent 
  windows and the faint shimmer of the force field protecting the 
  only obvious entrance, a loading bay in a cavern entrance too 
  small for the Ercinee to dock directly. 
  The interior of the facility has 12-foot-high ceilings and is well 
  lit. Exterior stone walls are carved from the iron-rich stone of the 
  asteroid itself. Interior walls and doors have hardness 20 and 60 
  HP. Every room has a camera hidden in a ceiling recess. A PC can 
  find an individual camera with a successful DC 12 Perception check 
  and disable it with a successful DC 18 Computers or Engineering 
  check (DC 21 in Subtier 5–6). Most doors are unlocked unless 
  Karezen puts the station on lockdown. When locked, the doors 
  can be opened with a successful DC 15 Computers or Engineering 
  check (DC 19 in Subtier 5–6).
  Traps: Locked doors have silent alarm traps that contact the 
  console in Karezen’s chambers to announce any activity. On doors 
  that are otherwise trapped, the traps are independent. When 
  checking for traps, a successful Perception check could detect 
  both traps—if the result exceeds the Perception DC of the silent 
  alarm, the PCs find both traps. It is possible for the PCs to disarm 
  any defensive traps on a door and not realize they’ve set off the 
  alarm. The traps must otherwise be disabled independently from 
  each other and any locks. There is no auditory or visual event if 
  the PCs trigger the silent alarm, but if they disarm it, they should 
  realize that the door had some sort of alarm.
  SUBTIER 3–4 (CR 2)
  SILENT ALARM TRAP 
  CR 2
  Type technological; Perception DC 24; Disable Computers DC 
  19 (change alarm parameters) or Engineering DC 19 (reroute 
  sensors)
  Trigger touch; Reset 1 minute
  Effect Karezen becomes aware of activity on the door. See area 
  B1 for more details.
  SUBTIER 5–6 (CR 4)
  SILENT ALARM TRAP 
  CR 4
  Type technological; Perception DC 27; Disable Computers DC 
  22 (change alarm parameters) or Engineering DC 22 (reroute 
  sensors)
  Trigger touch; Reset 1 minute
  Effect Karezen becomes aware of activity on the door. See area 
  B1 for more details.
  B1. Loading dock Storage
  The glow of Whitescale’s force field bathes the loading dock in 
  a faint blue light while holding the atmosphere within. A small 
  amount of gravity bleeds off the sparse deck plating, allowing 
  an easy transition of the Ercinee’s cargo into the storage 
  chamber to the east. The double door to the roughly hewn 
  storage chamber stands wide open in anticipation of impending 
  delivery. The well-lit chamber cut directly into the asteroid’s 
  stone surface has an airlock to the south and a long-out-of-use 
  mining chute on the east wall.
  
  CORPORATE INTERESTS
  9
  B9
  B4
  B2
  B5
  B8
  B7
  B6
  B3
  B1
  B. WHITESCALE OUTPOST
  STARFINDER FLIP-MAT: ASTEROID
  1 SQUARE = 5 FEET
  
  STARFINDER SOCIETY SCENARIO
  10
  While the airlock door is locked, the mining tunnel is unsecured 
  but it has caved-in at some points and requires Medium and 
  larger creatures to squeeze in to get to area B3. The crates are 
  filled with a 3-month supply of foodstuffs and other necessities 
  to keep Whitescale in operation, but nothing of any real value. 
  Karezen welcomes the PCs through use of the station’s open 
  comm channel. He attempts to break the ice by asking questions 
  like how long they’ve crewed Ercinee, whether they prefer milk 
  runs like this to piracy, etc. A PC who succeeds at a DC 18 Bluff 
  or Diplomacy check (DC 21 in Subtier 5–6) can convince Karezen 
  to open the airlock and invite them inside. Karezen’s eager to talk 
  about his projects and especially show off the K-BLD software. 
  He’s sarcastic with a self-deprecating sense of humor, but for 
  someone with only drakecats for company, he’s surprisingly witty 
  and social.
  B2. decontamination chamBer (cr 4 or cr 6)
  This lavatory doubles as a decontamination chamber in order 
  to keep biological hitchhikers from entering the outpost’s 
  environment. If Karezen invites the PCs to enter, he explains 
  that visitors are required to submit to a painless biometric scan 
  Karezen was informed that the Ercinee has a new crew, so 
  he’s hoping to have the chance to show off his new projects 
  to prepare for his upcoming review. He’s been trained to be 
  apprehensive of newcomers and the potential for espionage, 
  but years left alone have made him lax in that role.
  The ryphorian scientist has an initial attitude of 
  indifferent. The PC’s can roll up to five checks to attempt 
  to influence him before he falls back on his training and 
  locks the facility down. A PC can shift his attitude one step 
  closer to helpful with a successful DC 18 Bluff, Diplomacy, 
  or Intimidate check (DC 21 in Subtier 5–6), though Bluff 
  requires more than just the Ercinee badges for deception. 
  Use of spells like charm person can work if the PCs meet 
  Karezen in person, but if he succeeds at his Will save, he 
  realizes the PCs are not in fact new friends and he locks the 
  station down. If the PCs admit they are anything other than 
  the crew of the Ercinee, or try to enter the facility, access 
  computers or locked doors without permission before 
  making him at least friendly, Karezen puts the station on 
  lockdown. Likewise, any act of violence forces Karezen 
  to defend the station. However, if made helpful, Karezen 
  could be convinced to betray his superiors and help the PCs 
  gather the data they were sent for.
  TALKING TO KAREZEN
  and collection swab. This sampling checks the PCs for pathogens 
  while a high-resolution scan does the same for the chamber. If the 
  PCs enter this room without permission or refuse the scanning 
  process, the system engages a decontamination protocol (see 
  below). If the PCs allow the scans, Karezen unlocks the door for 
  them to enter.
  Traps: The room’s lighting shifts to red, and nozzles extend from 
  alcoves along each wall. Each one prepares to fill the chamber with 
  scorching flame to destroy any living organism within.
  SUBTIER 3–4 (CR 4)
  DECONTAMINATION PROTOCOL 
  CR 4
  Type technological; Perception DC 26 (notice nozzle 
  activation); Disable Computers DC 21 (trick scanning 
  program)
  Trigger location; Init +9; Duration 4 rounds; Reset 20 minutes
  Effect flame jet (4d6 F); Reflex DC 15 half; multiple targets (all 
  targets in area B2)
  SUBTIER 5–6 (CR 6)
  DECONTAMINATION PROTOCOL 
  CR 6
  Type technological; Perception DC 29 (notice nozzle 
  activation); Disable Computers DC 24 (trick scanning 
  program)
  Trigger location; Init +11; Duration 4 rounds; Reset 20 minutes
  Effect flame jet (6d6 F); Reflex DC 16 half; multiple targets (all 
  targets in area B2)
  B3. mineS
  These mines haven’t been in use since Frozen Trove took over this 
  facility. The double door between the mine and the station’s living 
  areas is locked. 
  B4. kitchen (cr 2 or cr 4)
  This kitchen area seems to be alive with grime accumulated over 
  years of misuse. A door to the south bears the word “Medical” in 
  Common. The two doors to the east have similarly say “Karezen” 
  and “Recreation” respectively.
  This kitchen is unkempt but functional. Unless the outpost is 
  on lockdown, only the door to Karezen’s quarters is locked.
  Trap: Karezen installed a trap under the threshold to electrify 
  anyone that opens the doors to his quarters when locked.
  SUBTIER 3–4 (CR 2)
  ELECTRIFIED DOOR 
  CR 2
  Type technological; Perception DC 23; Disable Engineering DC 
  18 (reroute power)
  Trigger touch; Reset 1 minute
  
  CORPORATE INTERESTS
  11
  Effect electric arc (4d6 E); Reflex DC 13 half; multiple targets 
  (all targets in a 10-foot-square area in front of the door)
  SUBTIER 5–6 (CR 4)
  ELECTRIFIED DOOR 
  CR 4
  Type technological; Perception DC 26; Disable Engineering DC 
  21 (reroute power)
  Trigger touch; Reset 1 minute
  Effect electric arc (4d10+2 E); Reflex DC 15 half; multiple targets 
  (all targets in a 10-foot-square area in front of the door)
  B5. infirmary 
  Unlike the rest of the outpost, this area is nearly sterile. 
  Karezen has removed most of the medical equipment to use in 
  experiments, leaving only the computer, bio-bed, and recovery 
  rooms. The PCs can use the computer to access the medical 
  database and Karezen’s notes on the K-BLD process without a 
  check—though this is not enough information to appease the 
  Society’s contractor.
  B6. rec room (cr 4 or cr 6)
  This large room has a wall of enormous windows overlooking 
  a vista of rock and ash. Several tables are covered with 
  discarded datapads. A gravball court is the room’s 
  most prominent feature with the gravity 
  plates turned off below the spongy 
  green surface.
  There is a tier 2 computer 
  on-network 
  down 
  the 
  hall that requires two 
  successful 
  DC 
  21 
  Computers 
  checks (DC 24 in 
  Subtier 5–6) to 
  bypass the firewall 
  and allow access to the K-BLD program. 
  Another successful check is required to find the 
  communication data for Naiaj. Three failed Computers 
  checks causes the system to lock the user out and sends an alarm 
  to Karezen’s terminal.
  Creatures: If Karezen is friendly, he greets the PCs in this room 
  and offers them refreshments while he regales them with 
  his recent projects (see area B9 for more information 
  on Karezen). He makes a point to exhibit the 
  drakecat (drakecats in Subtier 5–6), a large feline 
  with draconic features and leathery wings, using 
  holographic battle simulations on the zero-g 
  gravball court to show off their combat capabilities. 
  During lockdown, he commands the drakecat to attack 
  the PCs when they enter this room.
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: Karezen has been working with the 
  drakecats’ breath weapons, so they are unable to use them 
  in combat.
  SCALING ENCOUNTER 
  A6
  Triaxian 
  Drakecat
  Hazard: During lockdown, Karezen locks all doors except area 
  B8 the moment the PCs enter the room. He then shuts off the 
  gravity plating, rendering the entire area zero-g (Starfinder Core 
  Rulebook 402) to give the drakecat an advantage.
  SUBTIER 3–4 (CR 4)
  TRIAXIAN DRAKECAT 
  CR 4
  N Medium animal
  
  STARFINDER SOCIETY SCENARIO
  12
  Init +5; Senses low-light vision; Perception +10
  DEFENSE 
  HP 50 
  EAC 16; KAC 18
  Fort +6; Ref +6; Will +3 
  OFFENSE
  Speed 40 ft., fly 25 ft. (Ex, average) 
  Melee claws +11 (1d6+7 S) 
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities breath weapon (15-ft. cone, 1d6+4 C, Reflex 
  DC 13, usable every 2d4 rounds) 
  TACTICS 
  During Combat The drakecat targets as many enemies as it can 
  with its breath weapon first, then focuses on spellcasters 
  and lightly armored foes.
  Morale The drakecat fights to the death.
  STATISTICS
  Str +3; Dex +5; Con +1; Int –4; Wis +0; Cha –2 
  Skills Acrobatics +15, Athletics +10, Stealth +10 
  SUBTIER 5–6 (CR 6)
  TRIAXIAN DRAKECATS (2) 
  CR 4
  HP 50 each (page 11)
  TACTICS 
  Use the tactics from Subtier 3–4.
  B7. BarrackS
  The barracks are unlocked and are reserved for Frozen Trove staff 
  visiting the facility. Currently the rooms are bereft of anything of 
  note or value.
  B8. drakecat Pen
  This unlocked chamber has been repurposed as a pen for 
  Karezen’s Triaxian drakecats and as a research theater for some 
  of his experiments. There’s nothing of interest in this area.
  B9. karezen’S QuarterS (cr 4 or cr 6)
  Unlike the rest of the station, Karezen’s quarters are immaculate. 
  Doors into the quarters are locked (see area B4), but internal 
  doors do not lock.
  Creatures: Karezen hides here if the PCs try to break in and 
  activates the drakecats to defend him while watching through 
  the outpost’s cameras.
  Hazard: Karezen recognizes the threat of the PCs getting his 
  data, and he activates a self-destruct sequence in his computer 
  on the east side of the computer room in the northern portion of 
  his quarters. Once the computer is set to explode, the PCs have 
  5 rounds to disarm the computer before it self-destructs. PCs 
  seeking to disarm the computer must succeed at two consecutive 
  DC 20 Computers or Engineering checks (DC 22 in Subtier 5–6) 
  as a standard action. If they fail to disarm the computer within 
  the time limit, it explodes, dealing 2d6 piercing damage to all 
  creatures within 10 feet (4d6 piercing damage in Subtier 5–6).
  SUBTIER 3–4 (CR 4)
  KAREZEN 
  CR 4
  Male summerborn ryphorian technomancer (Starfinder Alien 
  Archive 96)
  NE Medium humanoid (ryphorian)
  Init +3; Senses low-light vision; Perception +10
  DEFENSE 
  HP 43 
  EAC 15; KAC 16
  Fort +3; Ref +3; Will +7 
  Resistances fire 5
  OFFENSE
  Speed 30 ft.
  Ranged frostbite-class zero pistol +8 (1d6+4 C; critical stagger) 
  Technomancer Spells Known (CL 4th; melee +6, ranged +8)
  2nd (3/day)—caustic conversion, logic bomb (DC 17)
  1st (6/day)— holographic image (DC 16), jolting surge, magic 
  missile
  0 (at will)— daze (DC 15), detect affliction
  TACTICS 
  Before Combat If the PCs break into his quarters, Karezen 
  activates the computer’s self-destruct in his workspace. If 
  forewarned to the PCs’ arrival, Karezen casts logic bomb on his 
  computer, which triggers if the PCs disable the self-destruct.
  During Combat Karezen casts holographic image on himself 
  on his first turn, then stays back and casts spells at his 
  foes until forced to use his pistol. He casts magic missile in 
  support of his drakecats.
  Morale Karezen is a coward, but fights to the death to defend 
  his drakecat. If reduced to 10 or fewer HP and his drakecat 
  is out of combat, he tries to bargain for his life.
  STATISTICS
  Str +0; Dex +3; Con +0; Int +5; Wis +0; Cha +1
  Skills Computers +15, Engineering +10, Mysticism +10
  Languages Common, Draconic, Triaxian
  Other Abilities magic hacks (selective targeting), spell cache 
  (item type)
  Gear casual stationwear, frostbite-class zero pistol with 1 
  battery (20 charges)
  SUBTIER 5–6 (CR 6)
  KAREZEN 
  CR 6
  Male summerborn ryphorian technomancer (Starfinder Alien 
  Archive 96)
  NE Medium humanoid (ryphorian)
  Init +3; Senses low-light vision; Perception +13
  DEFENSE 
  HP 75
  EAC 17; KAC 18
  Fort +5; Ref +5; Will +9 
  Resistances fire 5
  OFFENSE
  Speed 30 ft.
  
  CORPORATE INTERESTS
  13
  Ranged red star plasma pistol +12 (1d8+6 E; critical burn 1d8)
  Technomancer Spells Known (CL 6th; melee +10; ranged +12)
  2nd (3/day)— caustic conversion, logic bomb (DC 18)
  1st (6/day)— holographic image (DC 17), jolting surge, magic 
  missile
  0 (at will)— daze (DC 16), detect affliction
  TACTICS 
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str +0; Dex +3; Con +0; Int +5; Wis +0; Cha +2
  Skills Computers +18, Engineering +13, Mysticism +13
  Languages Common, Draconic, Triaxian
  Other Abilities magic hacks (harmful spells, selective 
  targeting), spell cache (item type)
  Gear elite stationwear, red star plasma pistol with 1 battery 
  (20 charges)
  Development: If the PCs prevent Karezen’s computer from 
  exploding, they discover the terminal has been left online, so no 
  check is needed to obtain the data they require. If the computer 
  exploded, they’ll need to access a different terminal. There is 
  another computer in the desk in the office on the east side that 
  operates the same as the computer in area B6.
  CONCLUSION
  With Karezen’s data, the PCs are free to return to the Ercinee and 
  report back to Naiaj. If they convinced Karezen to lend his talents 
  to the Starfinders or left him without knowledge of their mission, 
  she is impressed with their solutions. Otherwise, Naiaj is pleased if 
  they obtain the data, and she requests a copy for Celita to research 
  independently of the Society’s mysterious employer.
  RESURGENT TECHNOLOGIES
  BY EMILY PARKS
  Resurgent Technologies, an Aballon-based corporation, has 
  recently tested a weapon prototype that incorporated summoning 
  extraplanar creatures. Unfortunately, during the test, one of the 
  prototypes imploded, created a rift in space that sucked in a lab 
  tech and the head researcher’s arm before closing. The nature 
  of the tech’s death attracted the attention of a venedaemon—a 
  fiend that represents death by magic—which entered the Material 
  Plane while the rift was open, a fact that went initially unnoticed 
  by the researchers. 
  When brutalized bodies began turning up in a nearby 
  Resurgent Technologies employee-housing neighborhood, the 
  head researcher suspected the events were related and reported 
  her suspicions. Rather than take direct responsibility for the 
  fiend, Resurgent Technologies thought it better to hire an outside 
  team and so called on the Starfinder Society.
  SUMMARY
  The PCs investigate various leads to track down a murderous 
  daemon. But before they reach its lair, they must contend with 
  hazards leaking from the nearby research facility.
  GETTING STARTED
  The PCs receive instructions from Venture-Captain Naiaj in the 
  form of Handout #3. Once the PCs have had time to review the 
  document, they take a shuttle to Aballon and the megaplex 
  settlement of Endeavor. There, a guide directs them to a 
  Resurgent Technologies research campus. The guide then escorts 
  the PCs to a spacious office. 
  Read or paraphrase the following to get the adventure underway.
  A woman with ash-colored skin and hair that resembles a plume 
  of blue fire sits behind a desk while a drone hovers around her left 
  side taking measurements for a prosthetic arm. She looks up and 
  offers a strained smile. “Being such an eclectic group, I suspect 
  you must be the Starfinders. I’m Eshazi Seza, a researcher for 
  Resurgent Technologies, and I’m ashamed to say you’re here to 
  clean up my mess. As I’m sure you know, we pride ourselves on 
  creating the best hybrid technologies in the Pact Worlds, but 
  a little over a week ago, a test went horribly wrong and briefly 
  opened a rift in the planar fabric, which pulled in everything 
  nearby before closing.” She gestures wryly to her missing limb. 
  “However, at the time, we didn’t realize the rift also allowed 
  something else to cross to the Material Plane. Only days after 
  the accident, bodies started turning up in one of the company 
  housing districts nearby, and we suspect the incidents are 
  related. We contacted the Society in the hopes that this can be 
  taken care of discretely, as the higher-ups naturally worry about 
  our image should news of something like this come to light. I have 
  a few suggestions as to where you can start investigating, but if 
  you have questions before we get into that, feel free to ask.”
  Possible questions the PCs may have and associated answers 
  include the following.
  What was the nature of this test? “Mostly classified, 
  unfortunately. I’m contractually obligated not to discuss my 
  research, though I don’t believe the specifics will have any 
  bearing on dealing with this problem. What I will say is that it’s 
  possible something was unleashed from... somewhere far away.”
  How many victims have there been? “It’s been ten days since 
  the lab accident. Since then, six bodies have turned up with similar 
  injuries. Reports state the cause of death appears to be energy 
  damage, perhaps from a weapon. The body of the most recent 
  victim is still in the morgue, if you wish to inspect it yourselves.”
  Are there any witnesses? “It’s been difficult to tell who’s 
  actually seen something and who’s just making a scene. You 
  could try talking to Ex-Maintenance-22, an anacite who runs a 
  food stall in Mystic Hearth and may have seen something. You 
  could also try the Mystic Hearth online message boards and see 
  if anyone’s discussing these events. I’m not a member, so you’d 
  have to procure an invitation from someone or see if you can find 
  a back door to the infosphere site.”
  
  STARFINDER SOCIETY SCENARIO
  14
  What are you? “A doctor.” If pressed, Eshazi can explain she’s 
  an ifrit, a planar scion with heritage from the Plane of Fire.
  CULTURE (RECALL 
  KNOWLEDGE) OR DIPLOMACY 
  (GATHER INFORMATION)
  Based on the result of a Culture or Diplomacy check, the PCs might 
  know more about Aballon, its inhabitants, Resurgent Technologies, 
  or the megaplex Endeavour. They learn all the information whose 
  DC is equal to or less than the result of their check.
  15+: Aballon is the closest Pact World to the sun, making its 
  natural environment unsuitable for most organic creatures. 
  Anacites, intelligent, self-improving machines said to have been 
  left behind by the mysterious First Ones, are the most common 
  species on the planet, though many other constructs also reside 
  there. Aballon is a center of industry and manufacturing, which are 
  centered in the megaplexes—country-sized cities run with machine 
  efficiency. These megaplexes are some of the only locations on 
  Aballon’s surface that have an artificial atmosphere that allows 
  organic creatures to survive
  20+: Endeavour is one of Aballon’s megaplexes. It gets its power 
  from the Sun Basin, a massive solar array. Endeavour is a place 
  where magic and technology meet in spectacular ways, such as 
  the collection of interplanar and interplanetary portals maintained 
  and operated by the Resurgent Technologies corporation. As such, 
  it’s an interplanar travel hub, meaning visitors may rub shoulders 
  with any kind of outsider alongside the more common settled races 
  of Aballon.
  25+: Resurgent Technologies is a Pact World–wide corporation 
  based in Endeavour. The company has operated since before the 
  Gap, specializing in magical and technological hybridization. Today 
  it remains at the forefront of such innovation. The corporation’s 
  mysterious director is known only by the name, “the Last One,” and 
  is frequently at odds with anacite leadership.
  ROUTES OF INVESTIGATION
  Eshazi can suggest the following leads if the PCs are unsure of 
  how to proceed.
  The Body: The most recent victim was a male android named 
  Version-12 whose body was found in an alley the day before the 
  PCs’ arrival. If they wish to examine the body, the PCs are led to 
  a spartan, chrome-colored, frigid room where the body lies on a 
  table covered with a cloth. Upon inspection, it’s clear the body 
  suffered severe energy damage of some kind. A PC who succeeds 
  at a DC 16 Physical Science check (DC 18 in Subtier 5–6) identifies 
  some of the damage as electrical burns and the rest as acidic 
  erosion. A successful DC 18 Medicine check (DC 20 in Subtier 
  5–6) identifies evidence of blunt-force trauma and constriction, 
  as well as signs the body was dragged across a rough surface. 
  Finally, a successful DC 21 Mysticism check (DC 23 in Subtier 
  5–6) allows a PC to identify the energy damage as the result of 
  magic, rather than technological weapons. 
  The Infosphere: To gain access to the local message boards, 
  the PCs can attempt to persuade a resident on the street to 
  send them an invite with a successful DC 23 Diplomacy check 
  (DC 25 in Subtier 5–6), a successful DC 19 Intimidate check (DC 
  21 in Subtier 5–6), or a successful DC 21 Bluff check (DC 23 
  in Subtier 5–6). Most residents are indoors given the ongoing 
  current events, but there is a damaya lashunta jogger that the 
  PCs could flag down and talk to. Alternatively, they can hack 
  into the message boards with a successful DC 21 Computers 
  check (DC 23 in Subtier 5–6). Once they have access, they find 
  several threads discussing working for Resurgent Technologies 
  and living in Mystic Hearth, discussions of workplace safety 
  and benefits, and finally a thread where residents compare their 
  creature sightings. Several users state that they saw a cloaked 
  shape roughly the size of a human that floated instead of walked 
  roughly around the time of the murders. One person claims to 
  have seen the creature vanish into thin air. A PC who succeeds 
  at a DC 19 Mysticism check (DC 21 in Subtier 5–6) can confirm 
  the creature can likely fly, turn invisible through magical means, 
  and is some form of outsider.
  The Street: Ex-Maintenance-22 is at their usual corner 
  maintaining their food stand. A few years ago, the anacite opted 
  to experiment with their own interests and start a business 
  catering to the organic residents of Endeavour. Unfortunately, Ex-
  Maintenance-22 still struggles to find recipes that are agreeable 
  to organic digestive systems. They have information about the 
  murders but requests that the PCs perform a service in exchange. 
  If at least one PC tries their new creation—a noodle dish with 
  murky broth that smells reminiscent of an electrical fire—they’ll 
  happily share what they know. However, any PC that eats the 
  food must succeed at a DC 14 Fortitude save (DC 16 in Subtier 
  5–6) or be sickened for the next hour. After the anacite is satisfied 
  by the tasting, they inform the PCs they heard a sound like metal 
  scraping on metal, then a dragging noise. They investigated and 
  discovered Version-12’s body near a service maintenance tunnel. 
  When they initially arrived on the scene, they also noticed the 
  door to an out-of-service maintenance tunnel slam shut, though 
  they didn’t see any other creatures in the area. If more than half 
  the PCs try the dish, Ex-Maintenance-22 is exceptionally pleased 
  and also informs them that  the tunnels aren’t used anymore 
  because dangerous fumes and other runoff from Resurgent 
  Technologies’ activities occasionally leak into the space.
  If the PCs fail to get Ex-Maintenance-22’s assistance, they can 
  attempt a DC 19 Survival check (DC 21 in Subtier 5–6) to examine 
  the area where the body was found to notice a blood trail that 
  leads to the maintenance tunnel door. After the PCs find the tunnel 
  entrance, they can unlock it with a DC 17 Engineering check (DC 
  20 in Subtier 5–6) or force it open with a DC 16 Strength check.
  If the PCs still fail to learn the information, eventually they 
  receive a panicked message from Eshazi that indicates a new 
  body has been found by a service maintenance tunnel and 
  while the body has already been brought back for investigation, 
  Eshazi wants the PCs to investigate the nearby tunnels to find 
  the culprit.
  
  CORPORATE INTERESTS
  15
  THE TUNNELS
  The tunnel smells of stale air mixed with something acrid. 
  The walls and low ceiling are shot through with rusted pipes 
  littered with corrosive holes. Small patches of a plant with pale 
  blue glowing fronds dot the way, growing straight from the 
  exposures in the metal.
  The plants are a result of magical energy suffusing the area from 
  Resurgent Technologies experiments. They’re harmless, though 
  PCs must succeed at a DC 15 Life Science check to recognize this 
  fact (DC 17 in Subtier 5–6). The tunnels are very confusing and 
  require three successful DC 18 Survival checks (DC 20 in Subtier 
  5–6) before three failures to quickly navigate to the murderer’s lair. 
  Otherwise, the PCs have to frequently double back and retrace 
  their steps in the confusing tunnel matrix, leaving them exposed 
  to dangerous vapors that have been leaking from the labs, forcing 
  them to succeed a DC 15 Fortitude save (DC 16 in Subtier 5–6) or be 
  sickened for the duration of their time in the tunnels.
  Hazard: 
  Immense 
  machinery 
  operated 
  by 
  Resurgent 
  Technologies occasionally vents superheated air through the 
  tunnels. After the PCs have accrued at least two successes or two 
  failures on their Survival checks, a rush of steam flies through the 
  vents, dealing 6d6 fire damage (4d12 in Subtier 5–6) to each of 
  the PCs in the tunnel. Characters may attempt a successful DC 
  15 Reflex save (DC 16 in Subtier 5–6) for half damage. One round 
  before the air sweeps through the area, the PCs can notice a 
  subtle hissing sound and deduce the danger with a successful DC 
  24 Perception check (DC 26 in Subtier 5–6) or a DC 19 Physical 
  Science check (DC 21 in Subtier 5–6). Any PC who succeeds at 
  one of these two checks gains a +2 bonus to the Reflex save to 
  halve the damage.
  C. THE DAEMON’S LAIR (CR 5 OR CR 7)
  The cramped tunnels suddenly open into a what looks to have 
  been a shuttle station at some point long ago before it was 
  buried by newer construction. The remains of eviscerated rats 
  and other pests lay scattered about the floor, staining it a dark 
  and rusty crimson. 
  A raspy voice resonates from within your mind, saying, 
  “Finally. It’s been too long since I’ve snuffed out the life of a 
  living, breathing creature. These machines just aren’t the same.”
  The ceiling in this area is 15 feet high. The PCs enter at the north 
  side of the map.
  Creatures: The cause of the murders is a venedaemon 
  accidentally summoned from the depths of Abaddon, and the 
  creature meanders in this area. Venedaemons are daemonic 
  outsiders typically formed from evil souls killed by magic. This 
  outsider has found itself trapped on the Material Plane and has 
  taken to killing nearby creatures, though it’s become bored with 
  terminating robotic life-forms. By the time the PCs arrive, the 
  venedaemon is acting erratically (even for its kind) and it lashes 
  out at newcomers in hopes of sating its bloodlust.
  SUBTIER 3–4 (CR 5)
  FERAL VENEDAEMON 
  CR 5
  NE Medium outsider (daemon, evil, extraplanar)
  Init +3; Senses darkvision 60 ft.; Perception +11
  DEFENSE 
  HP 60
  EAC 16; KAC 17
  Fort +4; Ref +6; Will +8
  Resistances cold, fire, and electricity 5; Immunities acid, death 
  effects, disease, poison
  OFFENSE
  Speed 30 ft., fly 30 ft. (Su, average)
  Melee tentacles +11 (1d6+7 B)
  Spell-Like Abilities (CL 5th; ranged +9)
  1/day—caustic conversion, invisibility
  3/day—jolting surge, magic missile, supercharge weapon
  At will—daze (DC 15), ghost sound
  TACTICS
  Before Combat Unless the PCs took measures to be stealthy in 
  their approach, the venedaemon notices their presence and 
  casts invisibility immediately before they arrive.
  During Combat The venedaemon casts supercharge weapon on 
  its tentacles and ambushes the frailest-looking opponent. It 
  favors ranged spells but uses jolting surge when in melee.
  Morale Full of bloodlust, the venedaemon fights to the death.
  STATISTICS
  Str +2; Dex +3; Con +2; Int +5; Wis +2; Cha +2
  Skills Acrobatics +11, Mysticism +16, Stealth +16
  Languages Abyssal, Common, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Death-Fueled Magic (Su) Whenever a venedaemon reduces a 
  creature to 0 Hit Points with a spell or spell-like ability, the 
  next damaging spell it casts before the end of its next turn 
  deals 1 additional damage per damage die.
  SUBTIER 5–6 (CR 7)
  VICIOUS VENEDAEMON 
  CR 7
  NE Medium outsider (daemon, evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +14
  DEFENSE 
  HP 90
  EAC 18; KAC 19
  Fort +6; Ref +8; Will +10
  Resistances fire, cold, electricity 5; Immunities acid, death 
  effects, disease, poison
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee tentacles +14 (1d12+9 B)
  Spell-Like Abilities (CL 7th; ranged +12)
  1/day—arcing surge (DC 20), explosive blast (DC 20)
  
  STARFINDER SOCIETY SCENARIO
  16
  C. THE DAEMON’S LAIR
  STARFINDER FLIP-MAT: SPACEPORT
  PCS START HERE
  VENEDAEMON
  1 SQUARE = 5 FEET
  
  CORPORATE INTERESTS
  17
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: The venedaemon has suffered the negative 
  effects of dwelling in these tunnels. It’s currently sickened 
  and has 43 Hit Points.
  Subtier 5–6: The venedaemon is sickened and currently 
  has 75 Hit Points.
  SCALING ENCOUNTER C
  Venedaemon
  3/day—caustic conversion, daze monster (DC 19), invisibility, 
  mirror image
  At will—jolting surge, supercharge weapon
  TACTICS
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str +2; Dex +4; Con +2; Int +5; Wis +2; Cha +2
  Skills Acrobatics +14, Mysticism +19, Stealth +19
  Languages Abyssal, Common, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Death-Fueled Magic (Su) Whenever a venedaemon reduces a 
  creature to 0 Hit Points with a spell or spell-like ability, the 
  next damaging spell it casts before the end of its next turn 
  deals 1 additional damage per damage die.
  Development: With the daemon slain, Eshazi thanks the PCs 
  for dealing with the creature before any more employees lost 
  their lives. If during the adventure the PCs somehow publicly 
  revealed Resurgent Technologies is responsible for the incident 
  and associated murders, Eshazi quips she’s glad she’s not in the PR 
  department as she authorizes the Society’s pay.
  CONCLUSION
  When the PCs report back to Venture-Captain Naiaj, she irritably 
  snaps that Resurgent Technologies should have disclosed the 
  danger of the mission in their initial request, so her agents 
  knew what they were getting into. Before being drawn back to 
  her myriad communication devices, she commends the PCs for 
  defeating such a dangerous foe.
  SANJAVAL SPACEFLIGHT SYSTEMS
  BY DIEGO VALDEZ
  The Starfinder Society is often able to procure equipment, 
  services, and information for its members from the accounts and 
  relationships the organization has with many of the corporations 
  throughout the Pact Worlds. One such corporation is Sanjaval 
  Spaceflight Systems. Sanjaval is the starship design and 
  manufacturing company responsible for the original design of 
  many ubiquitous Society starships, like the Pegasus and the Drake.
  Prior to the Scoured Stars incident, the Starfinder Society 
  maintained accounts with several starship manufacturing 
  companies. The incident left the Society perilously low on 
  resources, including ships and funds to procure replacement ships. 
  Sanjaval, sensing an opportunity for what they believed was an 
  investment that would pay out well in the future, offered an 
  exceptionally good deal to the Society on replacement 
  ships. It was an offer other companies were unable or 
  unwilling to match, and that the Society could not pass 
  up. This has allowed Sanjaval to position itself as the 
  Society’s premier partner for starships and starship equipment.
  Experimental craft testing is inherently dangerous, and as 
  such, good test pilots are expensive. Sanjaval works with the 
  
  STARFINDER SOCIETY SCENARIO
  18
  Society to reduce the overall costs of their ships by allowing the 
  Society to shoulder that risk and provide their own test crews. 
  The Starfinder Society has been invited to provide a test crew for 
  one of Sanjaval’s newest experimental ships. This offer represents 
  not only a substantial discount on the ship should the Society 
  decide to commission one or more, but also a great opportunity 
  to strengthen the business relationship with Sanjaval.
  SUMMARY
  Venture-Captain Naiaj sends the PCs to the Lucent Shipyards, in 
  the Sun’s Burning Archipelago, to participate in a test flight of 
  Sanjaval’s newest starship. The PCs are expected to strengthen the 
  Society’s relationship with Sanjaval and provide the Society with a 
  recommendation on the purchase of a new starship frame. When 
  the PCs arrive, a Sanjaval representative assigned to the Society’s 
  account greets them and explains what the test flight entails. The 
  PCs receive a tour of the test ship and an explanation of its systems. 
  Once they are comfortable with their vessel, the test commences.
  The test flight begins according to plan, but part way into the 
  mock combat, the drone the PCs are flying against switches to 
  live rounds and begins attacking in earnest. The PCs must work 
  together to switch their ship’s systems to live fire, and disable the 
  drone. Once the drone is no longer a threat the PCs can investigate 
  what went wrong, possibly discovering sabotage!
  GETTING STARTED
  The PCs receive instructions from Venture-Captain Naiaj in the 
  form of Handout #4. Once the PCs have had time to review 
  the document, they travel to the station. A vibrantly colored 
  dragonkin dressed in a smart, business casual suit greets the PCs 
  when they arrive.
  Read or paraphrase the following.
  “Hello, Starfinders! Welcome to 
  the Burning Archipelago! My 
  name is Akrodo. I manage your 
  organization’s account here at 
  Sanjaval. We’re all 
  very excited about the ship you’ll be flying today! Our analysis 
  of the combat data the Society sent us has been interesting, and 
  we think you will be quite pleased with what we have designed. 
  Now, if you’ll follow me, please.”
  THE TOUR
  Akrodo leads the PCs through the station and happily answers 
  any of the questions the PCs may have regarding the history 
  and relationship between the Starfinder Society and Sanjaval 
  Spaceflight Systems as well as the ship itself. The dragonkin gives 
  the PCs a short briefing on the ship’s capabilities as they walk. 
  Use this interaction to allow the players to familiarize themselves 
  with the Remorhaz’s stat block (page 28). The Remorhaz is a 
  short walk away in a large hangar bay with numerous other ships 
  in various states of assembly.
  Read or paraphrase the following.
  “Our analysis of many of the Starfinder Society’s armed conflicts 
  suggested a very clear pattern: most starships try to get behind 
  the enemy as most are more lightly armed in the aft. We have 
  designed the Remorhaz to appear to share armament design and 
  layout with most other vessels, but most of the forward facing 
  equipment are dummies. Not all mind you, there are some live 
  weapons fore. However, the ship’s heaviest armament is in the 
  rear. So you WANT the enemy to try to get behind you!”
  Akrodo then leads the PCs on a tour of the ship’s interior, from 
  engineering to crew quarters and finally to the bridge.
  When they enter engineering, read or paraphrase the following.
  “This is main engineering. Access to the engines and the power 
  core is here. From these consoles you will be able to divert 
  power between systems and affect any necessary repairs. 
  This specification manual covers all of the power needs and 
  regulations. I understand that Society engineers have a 
  propensity for overclocking power to various systems. Please 
  keep in mind that doing so voids the warranty.”
  Remorhaz 
  Starship
  
  CORPORATE INTERESTS
  19
  On the bridge, Akrodo moves around as he discusses each of 
  the consoles. As the dragonkin approaches each console, read or 
  paraphrase the following.
  “This is the science station. From this computer bank your 
  science officer has full access to the ship’s computer and sensor 
  suite. Running scans; detecting, studying, and navigating 
  hazards; and analyzing other ships and creatures can all be 
  done from here. Shield adjustments are also done here.
  “This is the gunnery station. This console controls all of the 
  ship’s weaponry. All weapons can be controlled from this single 
  console, or dispersed out among any combination of these 
  consoles. So one person can control them if necessary, but 
  there remains easy access for multiple gunners.
  “Here is the ship’s helm. The ship’s computer system can aid 
  in several tasks when needed, and as such we have designed the 
  helm to allow for some computer assistance but also to allow a 
  pilot to spread their wings, as it were. Your combat data suggests 
  that Society pilots enjoy a more… aggressive piloting stance.
  “And this is the big chair! It’s positioned centrally so the 
  captain has quick and unimpeded line of sight and access to 
  all the other stations. Intercom, tactical readouts, everything 
  a captain needs to make the split second decisions they’ll be 
  making is all right here in the arm rests.“
  The PCs now have an opportunity to ask any questions they 
  may have about the ship, their roles on the ship, or starship 
  combat. Provide the PCs with the statistics for the Remorhaz 
  and allow the players to familiarize themselves with the ship and 
  decide on roles for a starship combat test. Once the PCs are ready 
  to continue, Akrodo can begin the test flight.
  D. INTERRUPTED TEST FLIGHT 
  Akrodo keeps an open comms channel to the PCs as they launch 
  and begin the test combat. They encourage the PCs to discuss 
  their thoughts, concerns, and feedback as the mock combat 
  unfolds. The dragonkin explains that both ships use simulated 
  weaponry for the exercise. Akrodo explains that the concept 
  for this ship is to pretend to run, and catch an enemy off-guard 
  with the aft weaponry when they try to pursue. But that the PCs 
  should execute the combat in the way that feels best to them and 
  Sanjaval can use that data to refine the ship.
  Starship Combat: The trial begins with the PCs’ starship set 
  up 3d6+5 hexes away from the training drone. Both ships begin 
  facing a random direction. 
  Initially the combat should go smoothly; the first round of the 
  combat is entirely simulated. The two ships begin the combat 
  using non-live weapons, so the first round doesn’t deal any 
  damage to either starship. During this round, Akrodo banters 
  with the PCs, asking them questions about the combat and the 
  feel and handling of the ship. 
  On the second combat round, the drone switches to live 
  fire weaponry and attacks. Since this was a mock combat 
  the Remorhaz’s shields are down, so a hit deals Hull Point 
  damage. The PCs and Akrodo don’t realize the drone is using 
  live weapons until the first time the Remorhaz is hit by a drone 
  shot. It serves to alert the PCs to the live fire, as well as to 
  create some tension.
  When the Remorhaz takes a live hit, read or paraphrase 
  the following.
  The ship shakes violently from a real weapons impact! The 
  lights flicker and the comms channel with Akrodo bursts 
  with static. As the static clears Akrodo’s frantic voice comes 
  through, “That was live ammunition! It shouldn’t even have live 
  ammunition aboard! It’s not responding to my commands! You 
  can switch to live ammunition by…” Another impact shakes the 
  ship, and the comms flood with static once more.
  An engineer who succeeds at a DC 10 Engineering check can 
  brings the weapons online as their action. A science officer who 
  succeeds a DC 10 Computers check brings the shields online from 
  a temporarily dormant state. Until the PCs bring the weapons 
  back online, they cannot damage the drone. Luckily, the drone is 
  programmed to treat the simulated fire as live fire for purposes of 
  its actions, so it always takes evasive maneuvers as a Pilot action 
  whether the PCs’ weapons are functioning or not.
  The drone has been programmed to pursue the Remorhaz and 
  try to attack from behind. It follows its programming until it is 
  defeated in combat.
  SUBTIER 3–4
  MALFUNCTIONING DRONE 
  TIER 3
  Small shuttle
  Speed 10; Maneuverability perfect (+2 Piloting, turn 0)
  AC 14; TL 14
  HP 35; DT —; CT 7
  Shields light 80 (forward 20, port 20, starboard 20, aft 20)
  Attack (Forward) light plasma cannon (2d12; 5 hexes)
  Attack (Turret) tactical nuclear missile launcher (5d8; 10 hexes)
  Power Core Pulse Green (150 PCU); Drift Engine none; Systems 
  advanced long-range sensors, mk 4 armor, mk 4 defenses, 
  mk 1 duonode computer; Expansion Bays none
  Modifiers +1 to any two checks per round; Piloting +1; 
  Complement automated
  CREW
  On-Board Computer gunnery +8 (3rd level), Piloting +13  
  (3 ranks)
  SPECIAL ABILITIES
  Automated (Ex) A drone fighter has no crew, although it has 
  an on-board computer that can perform most crew actions. 
  The on-board computer can perform pilot and gunnery 
  actions as if it has a crew of two. When a drone fighter 
  would take a critical damage effect, it instead loses 2 
  Hull Points.
  
  STARFINDER SOCIETY SCENARIO
  20
  D. INTERRUPTED TEST FLIGHT
  STARFINDER FLIP-MAT: BASIC STARFIELD
  
  CORPORATE INTERESTS
  21
  SUBTIER 5–6
  MALFUNCTIONING DRONE 
  TIER 5
  Small shuttle
  Speed 10; Maneuverability perfect (+2 Piloting, turn 0)
  AC 15; TL 14
  HP 40; DT —; CT 8
  Shields medium 120 (forward 30, port 30, starboard 30, aft 30)
  Attack (Forward) light plasma cannon (2d12; 5 hexes), high 
  explosive missile launcher (4d8; 20 hexes)
  Attack (Turret) tactical nuclear missile launcher (5d8; 10 hexes)
  Power Core Pulse Green (150 PCU); Drift Engine none; Systems 
  advanced long-range sensors, mk 5 armor, mk 5 defenses, 
  mk 1 duonode computer; Expansion Bays none
  Modifiers +1 to any two checks per round; Piloting +1; 
  Complement automated
  CREW
  On-Board Computer gunnery +10 (5th level), Piloting +15  
  (5 ranks)
  SPECIAL ABILITIES
  Automated (Ex) A drone fighter has no crew, although it has an 
  on-board computer that can perform most crew actions. The 
  on-board computer can perform pilot and gunnery actions 
  as if it has a crew of two. When a drone fighter would take a 
  critical damage effect, it instead loses 2 Hull Points.
  Development: When the drone is brought to 0 Hull Points, it 
  ceases attacking and powers down. When the drone powers down, 
  read or paraphrase the following.
  The comms crackle back to life, “Is everyone all right? It looks 
  like the drone is powerless. Don’t destroy it please. If you have 
  injured crew please return to the hangar, I’ll have medical 
  personnel waiting for you. If everyone is well, please examine 
  the drone to see if you can determine what happened.”
  The pilot can maneuver the Remorhaz close enough that the 
  drone can be properly inspected. A PC succeeding at a DC 15 
  Engineering check determines that the drone didn’t glitch, but has 
  been sabotaged. A subsequent successful DC 20 Computers check 
  reveals the access codes of the person who sabotaged the drone, 
  pointing to a member of the Frozen Trove dragoncorp.
  CONCLUSION
  Akrodo apologizes profusely when the PCs are back aboard the 
  station. Test flights can be dangerous, but something like this 
  should not have happened. If the PCs were able to discover the 
  access codes of the person that tampered with the drone, Akrodo 
  recognizes them as belonging to a disgruntled ex-employee with 
  ties to the Frozen Trove dragoncorp. That employee’s access 
  codes should have been invalidated when they were removed 
  from Sanjaval though, which suggests they must have a contact 
  or contacts within Sanjaval. The dragonkin assures the PCs that 
  Sanjaval is going to fully investigate and resolve the matter. Akrodo 
  walks the PCs back to the hangar they arrived in and shakes each 
  PC’s hand before they go.
  Read or paraphrase the following.
  “Thank you for all of your work today. We hope that when you 
  make your report to your superiors that it will focus on the 
  ship and its capabilities rather than on today’s mishap. Please 
  pass along that should the Society choose to commission the 
  Remorhaz, in addition to the discount for providing test crew 
  we will be extending an additional hazard discount due to the 
  circumstances of today’s test flight. Please accept our apologies. 
  We hope to hear from you soon.”
  Venture-Captain Naiaj is delighted with the PCs report in at 
  the Lorespire Complex. Not only did the PC comport themselves 
  well and make a good impression on an important partner, they 
  gained the Society better standing in the business relationship 
  with Sanjaval.
  ARABANI ARMS
  BY THURSTON HILLMAN
  The drow household of Arabani maintains a corporate wing known 
  as Arabani Arms Limited. This drow weapons manufacturer is 
  known throughout the Pact Worlds, as well as other interstellar 
  societies, including the militaristic Gideron Authority in Near 
  Space. Arabani Arms’ most notorious innovation is an exclusive 
  ranged-weapon line called the Karkaken—high-impact weapons 
  modified to cause maximum pain. This unique line of weaponry, 
  as well as countless other threatening advances, come from the 
  Karkaken Testing Grounds on the Pact World of Apostae.
  In recent months, Arabani Arms has reached out to the Starfinder 
  Society in hopes of procuring the use of tried field agents for use 
  in testing new Arabani innovations. Due to an ongoing multimedia 
  smear campaign against the Society that has made securing funds 
  difficult, Starfinder leadership has agreed to hire out a group of 
  agents to assist in the drow corporation’s upcoming round of tests.
  SUMMARY
  Venture-Captain Naiaj provides the PCs with a digital briefing 
  that they can review on the trip to Apostae. Upon arrival on the 
  drow-occupied world, the PCs venture to the Karkaken Testing 
  Grounds where they meet with an official dignitary from Arabani 
  Arms: the half-orc Crax Geshki. Geshki provides the PCs with a bit 
  more background on their tests, as well as an overview of the three 
  specific areas that Arabani Arms wants the Starfinders to review. 
  The first encounter is a simple range-fire test using several 
  experimental weapons provided by Arabani Arms. The PCs test 
  each weapon, providing feedback after live-fire exercises in a 
  range. The next test involves reviewing some recently developed 
  force field technology that the PCs can wear against automated 
  turrets or bring with them into the final test. The final test involves 
  
  STARFINDER SOCIETY SCENARIO
  22
  the PCs squaring off against a group of newly developed combat 
  robots, which Arabani Arms wants the Starfinders to battle in 
  order to analyze and develop new combat data to improve their 
  designs.
  GETTING STARTED
  The PCs receive instructions from Venture-Captain 
  Naiaj in the form of Handout #5 and board a 
  shuttle bound for distant Apostae. Allow the 
  PCs to read the handout and discuss their 
  upcoming mission. Following this, the PCs arrive 
  at Apostae and land near the Karkaken Testing 
  Grounds.
  Read or paraphrase the following.
  The shuttle descends over the drab gray rock 
  of Apostae, diving between two impressive 
  starships smeared with spatters of red paint 
  resembling bloody handprints. Veering 
  from the impressive settlement of 
  Nightarch, the shuttle makes its way 
  to a section of the rocky surface 
  covered in standalone structures, many of 
  which glisten with active power tools in the 
  midst of assembling massive starship components or producing 
  long-lines of smaller personal scale equipment. 
  With a sudden lurch, the shuttle touches down on an open 
  platform, and the pilot ushers to exit out the back hatch.
  As the PCs exist the shuttle, a smiling half-orc in construction-
  worker attire stands at the platform to greet them. Crax Geshki 
  (LN male half-orc) is Arabani Arms’ representative in this set of 
  tests, and he takes his job very seriously. The large-tusked half-
  orc always seems to smile and not fret over any issues that come 
  up—a trait he picked up from years of working hard labor on the 
  drow-occupied world.
  Crax introduces himself and asks the PCs to accompany him 
  to the nearby testing area. As the group moves through the 
  factories and other testing sites of the Karkaken Testing Grounds, 
  Crax provides some background on the upcoming tests. Read or 
  paraphrase the following.
  “All right, this should all be simple enough. You fine folks are 
  going to be handling some experimental weaponry in a short 
  live-fire demonstration—I’ll need your feedback on the guns 
  afterward. Next, we have some new personal force fields that 
  the R&D division have been dying to test, so you’ll get to inspect 
  those and take some shots while wearing them. Finally, and 
  probably where you’ll all shine the most, is a live combat against 
  some new robots that we’ve developed and plan to sell to some 
  mercenary outfits. We just need your combat experience to 
  review these gadgets and gizmos before we can slap the old 
  Arabani logo on them and put ‘em out in the market!”
  The PCs may have questions for Crax, and he does his 
  best to answer them. Crax answers any questions about the 
  trials based on the information he’s listed as providing in the 
  following encounters. Soon after the first few questions, the 
  PCs arrive at the testing site: a long rectangular range to 
  test weapons.
  WEAPON TEST
  Arabani Arms maintains hundreds of weapon ranges at the 
  Karkaken Testing Grounds, and the PCs and Crax arrive 
  at one designated for their use. Two 
  copies of four different 
  weapons and several extra 
  ammo clips and batteries are 
  arrayed on a table beside the 
  shooting point for the range, 
  each noted with a holographic 
  display. Crax ushers the PCs over to the 
  weapons and provides basic overviews on 
  each piece of equipment, though doesn’t 
  know about any of the malfunctions as listed 
  in the weapon descriptions. Instead, the PCs 
  can attempt a DC 22 Engineering check (DC 
  24 in Subtier 5–6) to uncover the malfunction 
  for an inspected weapon.
  Babau’s Kiss (Small Arm): This is a 4th-level projectile small 
  arm that deals 2d4 piercing damage and has the bleed 1d4 critical 
  hit effect. It has a range increment of 20 feet and holds 4 small 
  arm rounds. It has the analog special property and is light bulk. 
  Malfunction: If the wielder fires the weapon and rolls a natural 
  1, the weapon instead backfires and automatically scores a 
  critical hit on the wielder.
  Matron’s Wail (Longarm): This is a 4th-level cryo longarm that 
  deals 2d6 cold damage and has the deafen critical hit effect. It 
  has a range increment of 30 feet, uses a battery, has a usage of 
  2, and is 1 bulk. 
  Malfunction: When fired, this weapon deals 1 cold damage to 
  the wielder. For every round the weapon is fired consecutively, 
  increase the cold damage by 1 to a maximum of 5. If the damage 
  reaches 5, then the wielder must succeed a DC 15 Fortitude save 
  (DC 17 in Subtier 5–6) or take 1d4 Dexterity damage from the 
  numbing effect of the chill.
  Apostae’s Ire (Heavy Weapon): This is a 4th-level laser heavy 
  weapon that deals 1d12 fire damage and has the burn 1d6 critical 
  hit effect. It has a range increment of 50 feet, uses a high-
  capacity battery (40 charges), has a usage of 4, and is 2 bulk. 
  Malfunction: When fired, this weapon’s shot arcs to all creatures 
  within 10 feet of the original target for one-quarter damage 
  from the initial shot. For every additional target hit, the weapon 
  consumes an additional 2 charges from its battery. When firing 
  this weapon in the range, there is a 30% chance that a successful 
  hit strikes an additional 1d4 target dummies from this arcing effect.
  Swarm Zapper (Sniper Weapon): This is a 4th-level, shock 
  Crax 
  Geshki
  
  CORPORATE INTERESTS
  23
  sniper weapon that deals 2d6 electricity damage. It has a range 
  increment of 120 feet, the sniper (500 ft.) and penetrating 
  qualities, uses a battery (20 charges), has a usage of 10, and is 
  1 bulk. 
  Malfunction: When the last shot is fired, there’s a 20% chance 
  the battery ejects and immediately explodes, dealing 4d8 
  electricity damage to the wielder (6d8 in Subtier 5–6).
  LIVE-FIRE EXERCISE
  Once the PCs have had a chance to inspect the weapons, Crax 
  requests they participate in a live-fire exercise. To appease his 
  superiors, Crax needs the PCs to fire each weapon no less than 
  five times. In many cases there’s the potential for repeated fire 
  to cause a malfunction.
  Target Fire: The firing range uses robotic arms to move its 
  targets. Targets appear in 10-foot increments, from 10 feet 
  away to 100 feet away, with another set of targets 300 feet 
  away. Crax informs the PCs that the range of the weapons, from 
  shortest to longest, is babau’s kiss, matron’s wail, Apostae’s ire, 
  and swarm zapper, with swarm zapper having a sniper feature. 
  Each target has a base EAC and KAC of 19 (21 in Subtier 5–6). He 
  asks them to try out targets at different distances to get a sense 
  of each weapon’s ideal range.
  Development: As long as the PCs successfully fire all of the 
  weapons five times, regardless of whether they actually hit 
  any targets, their testing is considered a success. Crax takes 
  any feedback on the weapons, including noted deficiencies and 
  information learned about the weapon malfunctions, from either 
  successful Engineering checks or firsthand experience. Once this 
  is done, the half-orc representative escorts the PCs to a small 
  adjoining meeting room for the next test.
  FORCE FIELD TEST
  The meeting room that adjoins the range includes a couch where 
  the PCs can rest, as well as a table littered with wrist-badge 
  devices. Crax introduces the bands as a new personal force field 
  device that he would like the PCs to test out. Crax says the PCs 
  can forgo the test against the turret, as long as at least two of 
  the PCs wear and activate the force fields in the live fire test 
  that he has planned next. Otherwise, Crax indicates Arabani Arms 
  requires that each of the PCs test the force fields and return to 
  the range, where an automated turret will shoot at them to test 
  the defensive capabilities of the field.
  A PC can inspect the devices to learn their basic properties, 
  however, they must succeed at a DC 23 Engineering check (DC 
  25 in Subtier 5–6) to determine its malfunction.
  Arabani Personal Force Field: This item functions as a force 
  field armor upgrade (Starfinder Core Rulebook 206) that can be 
  activated or deactivated with a standard action and does not 
  occupy an armor upgrade slot. This field uses a battery and has 
  a usage of 1 charge per round. It provides 20 temporary Hit 
  Points and fast healing 2.
  Malfunction: Anytime the force field absorbs damage, the 
  wearer and creatures within 10 feet must succeed a DC 16 
  Fortitude save (DC 17 in Subtier 5–6) or be blinded for 1d3 
  rounds. If the creature succeeds at the Fortitude save, it is instead 
  dazzled for 1 round. If an attack completely discharges the field’s 
  temporary Hit Points, then the blinded condition increases to 1 
  hour on a failed save.
  TURRET TEST
  If the PCs opt not to use the untested force fields in the 
  following combat encounter, then they must each wear the 
  device and take a shot from an automated turret to test the 
  shield’s absorptive properties. This test comes in the form of a 
  single turret attack against the PC—who sits down range in the 
  range of the prior chamber—that automatically hits its target. 
  The shot deals 5d6 piercing damage, which immediately applies 
  against the shield’s temporary Hit Points. This triggers the need 
  for a save described in the malfunction above, and depending 
  on damage might impart a longer-lasting blinded condition. 
  Each PC must take one of these shots before Crax can conclude 
  this test. 
  Development: Once the PCs either conclude this test or agree 
  to wear the shields in the subsequent combat encounter, Crax 
  begins ushering them outside to a live-fire arena. If any of the PCs 
  were blinded for 1 hour, Crax apologizes,but indicates the PC still 
  need to participate in the following encounter and that they can’t 
  wait for the effect to dissipate—Arabani Arms Limited works on 
  strict timetables. However, he does begrudgingly give the PCs 10 
  minutes to regain Stamina Points if they ask.
  E. ARABANI ROBOT TEST (CR 6 OR CR 8)
  Crax shows the PCs to an airlock that leads into a crater on the 
  exterior of Apostae that Arabani Arms uses to test its combat 
  robots. Arabani Arms has set-up several gravity generators to 
  ensure the gravity in the area is standard levels, but otherwise 
  cleared the area of anything that could be used for cover in 
  combat. Crax informs the PCs that the Arabani Arms test robots 
  will activate as soon as they enter the testing area. For accurate 
  combat data, the robots use live-fire weapons, though they’re 
  programmed only to knock their target unconscious and not 
  attack fallen combatants.
  Creatures: A pair of Arabani Arms test robots wait in the 
  south-eastern corner of the crater zone, springing to activation 
  as the PCs arrive from the opposite corner. The robots have basic 
  programming to attack and overwhelm their opponents.
  SUBTIER 3–4 (CR 6)
  TYRANT-CLASS SUPREMACY ROBOTS (2) 
   CR 4
  N Large construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE 
  HP 50 EACH
  EAC 17; KAC 19
  Fort +4; Ref +4; Will +1
  
  STARFINDER SOCIETY SCENARIO
  24
  E. ARABANI ROBOT TEST
  STARFINDER FLIP-MAT: ASTEROID
  1 SQUARE = 5 FEET
  PCS START HERE
  ROBOTS START HERE
  
  CORPORATE INTERESTS
  25
  Defensive Abilities integrated weapons, repulsor field; 
  Immunities construct immunities
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 20 ft.
  Melee slam +10 (1d6+8 B)
  Ranged corona artillery laser +13 (2d8+4 F; critical burn 1d6)
  TACTICS
  During Combat The robot commences combat by their 
  weapons at range against the closest PC. If any PCs use 
  the Arabani force fields in this encounter, the robots have 
  been instructed focus on those targets at range to see the 
  effectiveness of the force fields. Otherwise, the robots split 
  up in combat and try to suppress their opponents with hails 
  of fire.
  Morale The robots use lethal attacks and fight until destroyed.
  STATISTICS
  Str +4; Dex +4; Con —; Int +1; Wis +0; Cha +0
  Skills Acrobatics +10, Computers +10, Intimidate +15
  Languages Common
  Other Abilities unliving
  Gear integrated corona artillery laser
  SPECIAL ABILITIES
  Integrated Weapons (Ex) A supremacy robot’s weapons are 
  integrated into its frame and can’t be disarmed. The laser on 
  these robots is powered by the robot’s core components and 
  thus doesn’t require ammo while the robot is active.
  Repulsor Field (Ex) The tyrant-class supremacy robot can, as a 
  move action, activate a repulsor field that pushes creatures 
  away. The field targets creatures within 10 feet with a bull 
  rush combat maneuver with a +15 bonus to hit. Using this 
  ability does not provoke attacks of opportunity. 
  SUBTIER 5–6 (CR 8)
  TYRANT-CLASS SUPREMACY ROBOTS (4) 
   CR 4
  HP 50 each (page 23)
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: The robots haven’t had their tracking 
  properly calibrated and take a –2 penalty to attack rolls. The 
  robots also reduce the bonus to their repulsor field’s bull 
  rush by 2.
  Subtier 5–6: Remove one robot from the encounter.
  SCALING ENCOUNTER E
  TACTICS
  Use the tactics from Subtier 3–4.
  Development: Once the PCs defeat the robots, or find 
  themselves defeated by the robots, the test is over. Crax comes 
  out to congratulate the PCs on their test and quickly escorts 
  them back to their shuttle. During the trip back to the shuttle, 
  Crax continues to pester the PCs for any last thoughts on the 
  tests they’ve performed and where Arabani Arms may improve 
  their designs for future tests and eventual production.
  CONCLUSION
  A shuttle takes the PCs immediately back to the Lorespire 
  Complex, where they have a chance to meet Venture-Captain 
  Naiaj and discuss their recent tests. Naiaj apologizes for any 
  particularly impeding malfunctions that the PCs endured, but 
  is grateful that she had such staunch agents taking the lead on 
  this assignment. Naiaj hopes that in the future, the Society can 
  arrange better trade agreements with Arabani Arms and perhaps 
  get the improved (and fixed) versions of all these Arabani tech 
  items in the hands of Starfinders.
  
  STARFINDER SOCIETY SCENARIO
  26
  HANDOUT #1: ABADARCORP
  HANDOUT #2: FROZEN TROVE
  HANDOUT #3: RESURGENT TECHNOLOGIES
  HANDOUT #4: SANJAVAL SPACEFLIGHT SYSTEMS
  “AbadarCorp has placed its faith in the Society to ensure that a potential ally safely reaches the Golden Vault. The target, Tharsa 
  (image file attached), promotes weapons-trade philosophies that conflict directly with the interests of criminal weapons dealers. 
  Tharsa is unquestionably a target of black-market merchants who may attempt to intercept her before she reaches AbadarCorp.
  “In order to avoid unwanted attention, Tharsa is arriving on a commercial starliner. While this keeps his arrival time a mystery 
  to others, it leaves her vulnerable from the moment she steps out the gate. You’ll retrieve Tharsa at her gate as she arrives at 
  Absalom Station and escort her to the Golden Vault. Keep a low profile while doing so, and do not draw any attention to Tharsa’s 
  arrival. Try to address threats before they become a problem. If you must protect Tharsa, avoid an extended engagement. 
  Remember that the gate is a public space, and anyone present could be there to intercept Tharsa. AbadarCorp is relying on your 
  foresight and discretion, Starfinders—do not fail them.”
  —Venture-Captain Naiaj
  “I’ve selected you for a secretive mission. A rival dragoncorp, who wishes to remain nameless, has enlisted the Society to 
  gather data acquired by Frozen Trove Labs in one of their hidden communication outposts. Through contact with an old ally of 
  mine, Captain Argente, we’ve discovered a small outpost in the Diaspora that Frozen Trove calls Whitescale. Your mission is to 
  act as part of Argente’s crew and deliver supplies to the outpost. While there, download the data acquired by the long-range 
  communication network; the data is going to be located with the station’s sole occupant. We expect there to be significant 
  security measures in place to keep Frozen Trove’s adversaries out, so be prepared for anything.”
  —Venture-Captain Naiaj
  “Resurgent Technologies has requested our services at one of their R&D departments on Aballon. They’ve been vague about what 
  the job entails; the most I’ve been able to tell is that there’s been some, as they’ve put it, ‘unexpected results’ from one of their 
  experiments that needs to be discreetly cleaned up. As I’m sure you know, reputation is vital for any organization. Be sure to 
  keep ours in mind during your mission. Best of luck, Starfinders. And be careful.”
  —Venture-Captain Naiaj
  “Sanjaval Spaceflight Systems is one of our oldest and most important corporate associates. They provide us with a number of 
  services ranging from starship construction to analysis of the combat data The financial arrangements we have with them are 
  considerable. Part of our deal with Sanjaval is providing personnel to test experimental equipment. They have designed a new 
  starship model, and I would like for you to put it through its paces. I’d like to hear your thoughts on its performance before we 
  decide whether to put in an order.
  “Again, this is one of our more important business partners. We want them to continue to work with us. Make a good 
  impression.”
  —Venture-Captain Naiaj
  
  CORPORATE INTERESTS
  27
  HANDOUT #5: ARABANI ARMS
  “Your assignment should be less stressful than most. You’ll be traveling to the Pact World of Apostae to meet with a 
  representative of Arabani Arms Limited at their Karkaken Testing Grounds. This representative is going to provide an overview 
  for some tests that Arabani Arms would like our field agents to perform on their most recent technological developments. In 
  essence, you’ll have a chance to test out some new technology and provide feedback on it. Not only does the Society make 
  some credits off this arrangement, but it also positions our agents to provide feedback on weapons they may well be using 
  in the future.
  —Venture-Captain Naiaj
  
  STARFINDER SOCIETY SCENARIO
  28
  APPENDIX: SANJAVAL 
  TEST SHIPS
  SUBTIER 3–4
  REMORHAZ 
  TIER 4
  Medium transport
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 14; TL 14
  HP 85; DT —; CT 17
  Shields light 60 (forward 15, port 15, starboard 15, aft 15) 
  Attack (Forward) light laser cannon (2d4; 5 hexes)
  Attack (Aft) heavy plasma torpedo launcher (5d10; 20 hexes), 
  light plasma cannon (2d12; 5 hexes)
  Attack (Turret) light laser cannon (2d4; 5 hexes), light plasma 
  torpedo launcher (3d8; 20 hexes)
  Power Core Pulse Blue (200 PCU); Drift Engine signal basic; 
  Systems basic short-range sensors, crew quarters (good) 
  mk 4 armor, mk 4 defenses, mk 1 tetranode computer; 
  Expansion Bays cargo hold, escape pods, passenger seating, 
  guest quarters
  Modifiers +1 any 3 checks per round, Piloting +1; Complement 
  1–7
  SPECIAL ABILITIES
  Reversed Mount (Ex) Unlike a standard transport base frame, 
  the Remorhaz has been engineered to move its forward 
  heavy weapon mount to its aft.
  SUBTIER 5–6
  REMORHAZ 
  TIER 6
  Medium transport
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 14; TL 14
  HP 85; DT —; CT 17
  Shields medium 100 (forward 25, port 25, starboard 25, aft 25) 
  Attack (Forward) light plasma cannon (2d12; 5 hexes)
  Attack (Aft) heavy plasma torpedo launcher (5d10; 20 hexes), 
  light plasma cannon (2d12; 5 hexes)
  Attack (Turret) light particle beam (3d6; 10 hexes), light plasma 
  torpedo launcher (3d8; 20 hexes)
  Power Core Pulse Orange (250 PCU); Drift Engine signal basic; 
  Systems basic medium-range sensors, crew quarters (good) 
  mk 4 armor, mk 4 defenses, mk 2 tetranode computer; 
  Expansion Bays cargo hold, escape pods, passenger seating, 
  guest quarters
  Modifiers +2 any 3 checks per round, Piloting +1; Complement 
  1–7
  SPECIAL ABILITIES
  Reversed Mount (Ex) Unlike a standard transport base frame, 
  the Remorhaz has been engineered to move its forward 
  heavy weapon mount to its aft.
  
  CORPORATE INTERESTS
  29
  JOIN OUR COMMUNITY
  Are you looking for more adventures? Check out Starfinder Society 
  Organized Play! In the organized play campaign, your character 
  exists in a common setting shared by thousands of other gamers. 
  You can take your character to any public Starfinder Society event 
  anywhere in the world. Starfinder Society Organized Play includes 
  adventures for the Starfinder Roleplaying Game. Over time, 
  campaigning in an organized play environment offers a uniquely 
  immersive experience, as your diverse companions add depth to 
  the campaign world. It’s also a great way to get in touch with other 
  local gamers, meet new people, and play regularly without all the 
  prep work and scheduling of a traditional campaign.
  STARFINDER ROLEPLAYING 
  GAME
  The Starfinder Society Organized Play Campaign is a worldwide 
  science fantasy roleplaying campaign that puts you in the role of 
  an agent of the Starfinder Society, a galaxy-spanning league of 
  explorers and adventurers dedicated to discovering this history 
  and treasures of a vast galaxy. A Starfinder’s adventures explore 
  the seedy dives and political intrigues of Absalom Station between 
  thrilling starship dogfights and exploration of the most interesting 
  places in the galaxy.
  While the Game Master and your companions might change 
  every time you play, your character advances and gains rewards 
  as normal.
  For more on the Starfinder Society Organized Play campaign, 
  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.
  PATHFINDER ROLEPLAYING 
  GAME
  The Pathfinder Society Organized Play Campaign is a worldwide 
  fantasy roleplaying campaign that puts you in the role of an 
  agent of the Pathfinder Society, a legendary league of explorers, 
  archaeologists, and adventurers dedicated to discovering and 
  chronicling the greatest wonders of an ancient world beset 
  by magic and evil. A Pathfinder’s adventures explore the dark 
  alleys and political intrigues of the city of Absalom between 
  far-flung travels to the most interesting locales in the world 
  of Golarion.
  For more on the Pathfinder Society Organized Play campaign 
  and how to find games in your area, check out the campaign’s home 
  page at PathfinderSociety.club.
  
  STARFINDER SOCIETY SCENARIO
  30
  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
  
  CORPORATE INTERESTS
  31
  OPEN GAME LICENSE Version 1.0a
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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 #2–10: Corporate Interests © 2019, Paizo Inc.; Authors: 
  Joseph Blomquist, Thurston Hillman, Emily Parks, Samantha Phelan, and Diego Valdez.
  PAIZO INC.
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  This product is compliant with the Open Game License (OGL) and is suitable for use with 
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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 #
  3–4
  5–6
  —
  Special
  Special
  Special
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #2–10: Corporate Interests
  Variable Rewards: The credits, XP, Fame, and Reputation you earn on this Chronicle sheet are based on your level and how 
  many of the quests you complete. Until you play an adventure other than Starfinder Society Scenario #2–10: Corporate 
  Interests, you can continue to play the other quests and earn greater rewards—even over multiple sessions. Circle the 
  number of the quests you have completed, and check off the quests completed using the boxes below. Before beginning 
  a different adventure, calculate your rewards for this Chronicle sheet based on the table below. You can assign the 
  Reputation to any faction that you have a Champion boon for.
  Quests  Credits (3–4) 
  (OOS*) (5–6) 
  XP 
  Fame & Reputation 
  Other
  1 
  300 
  500 
  820 
  0 
  1
  2 
  600 
  1,000 
  1,640 
  0 
  1 
  Purchasing Power
  3 
  900 
  1,500 
  2,460 
  0 
  1  
  4 
  1,200 
  2,000 
  3,280 
  1 
  2 
  Improved Purchasing Power
  5 
  1,500 
  2,500 
  4,100 
  1 
  2 
  One-Time Stipend
  *Out of Subtier
  Quests Played
  ▫  
  AbadarCorp
  ▫  
  Frozen Trove
  ▫  
  Resurgent Technologies
  ▫  
  Sanjaval Spaceflight Systems
  ▫ 
  Arabani Arms
  One-Time Stipend (Slotless Boon; Limited-Use): You helped the Society make a large sum of credits with various 
  corporations, and the Society shared the received payments. You must immediately use this boon when you earn it. You 
  gain a number of credits depending on the subtier that you earned credit for this scenario with. Record these on your 
  character sheet, and cross this boon off this Chronicle sheet. 
  The value of extra credits earned is as follows:
  Subtier 3–4: 310 credits.
  Subtier 5–6: 830 credits.
  Purchasing Power (Social Boon; Limited-Use): You can slot this boon during an adventure to gain a 15% discount when 
  purchasing any grenades listed in the Starfinder Core Rulebook or any mark of serum of healing. At the end of an adventure 
  or prior to the start of an adventure, you can—without needing to slot this boon—check one of the following boxes. When 
  you check a box, you can immediately purchase a grenade from the Starfinder Core Rulebook with an item level of 8 or 
  less, or any mark of serum of healing, at 50% of the item’s value.
  ▫▫▫▫▫
  If you earn the Improved Purchasing Power boon, you gain an additional set of check boxes to use on this boon.
  ▫▫▫▫▫
  Reputation
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 2/SF S02-10 - Corporate Interests.pdf