TEXT: TRUTH KEEPERS
  STARFINDER SOCIETY SCENARIO #2–19, TIER 3–6
  YEAR OF A THOUSAND BITES
  BY JOHN CURTIN AND NATALIE KERTZNER
  
  Starfinder Society Scenario #2–19: Truth Keepers is a Starfinder Society Scenario designed for 
  3rd- through 6th-level characters (Tier 3–6; Subtiers 3–4 and 5–6). This scenario is designed 
  for play in the Starfinder Society campaign, but it can easily be adapted for use with any 
  world. For more information 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.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  GM ResouRces
  Truth Keepers makes use of the Starfinder Core Rulebook, Starfinder Alien Archive (AA), Starfinder 
  Alien Archive 2  (AA2), Starfinder Alien Archive 3 (AA3), Starfinder Character Operations Manual 
  (COM), and Starfinder Pact Worlds (PW), as well as the maps Starfinder Flip Mats Spaceport, 
  Underworld, and Warship. All rules referenced in this adventure are available in the free online 
  Starfinder Reference Document at paizo.com/sfrd.
  Table of Contents
  Truth Keepers                                 3
  Appendix 1: Randomized Tables            21
  Appendix 2: Subtier 3–4 Stat Blocks       23
  Appendix 3: Subtier 5–6 Stat Blocks       25
  Chronicle Sheet                              29
  AUTHOR
  John Curtin and Natalie Kertzner
  DEVELOPMENT LEAD
  Thurston Hillman
  EDITING LEAD
  Leo Glass
  EDITORS
  Judy Bauer, Patrick Hurley, Adrian Ng
  CONTRIBUTING ARTISTS
  William Marton, Beatrice Pelagetti, and Sebastian Rodriguez
  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
  PUBLISHER
  Erik Mona
  How to Play
  scenaRio taGs
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see Chapter 1 of the Starfinder Society Guide.
  Repeatable
  
  BY JOHN CURTIN AND NATALIE KERTZNER 
  TRUTH KEEPERS 
  WHERE IN THE 
  UNIVERSE?
  Truth Keepers begins on Absalom Station, the heart of the 
  Pact Worlds and a massive space station with sprawling 
  districts that span 5 miles at its widest point. The station is 
  home to over two million permanent residents. Following a 
  skirmish on the station and a follow-up mission briefing, the 
  PCs continue to the Veskarium, an eight-planet system in 
  Near Space. There, they reach the settlement of Command 
  Prime on the Veskarium capital world of Vesk Prime. For 
  more information about Absalom Station, see the Starfinder 
  Core Rulebook and Starfinder Pact Worlds. For more 
  information the Veskarium, Vesk Prime and Command 
  Prime, see Starfinder Near Space. All of these books are 
  available at bookstores and gaming stores everywhere and 
  online at paizo.com.
  The Keepers of the Lie began as a group of vesk soldiers who 
  unearthed a mysterious being encased in ice on the distant world 
  of Vesk-8. The being telepathically informed the soldiers that 
  their existence was a lie and that the universe had been created 
  entirely after the Gap. The group has since expanded to become an 
  organized criminal empire that operates throughout the Veskarium. 
  These vesk and their allies now call on people to throw off the 
  bonds of family, religion, and shared past to draw the disaffected 
  into their ranks.
  Lower-ranked members of the Keepers of the Lie, known as 
  Liars, work on the streets of the Veskarium’s many settled worlds. 
  These agents specialize in acts of extortion, slavery and smuggling, 
  as well as their primary missions of destroying the perceived “lie” of 
  the Gap. Any trace of pre-Gap information is targeted for deletion or 
  destruction by the Liars and their overseers. To date, the Keepers of 
  the Lie have kept their destructive missions mostly concentrated 
  within the worlds of the Veskarium, but the appointment of a new 
  Keepers regional leader, known as a councilor, to Absalom Station 
  has led to the formation of a new gang of Liars onboard the Pact 
  Worlds’ political heart.
  The new councilor, an ambitious young ijtikri (Starfinder Alien 
  Archive 3 54) named Uroubituun, wants to make their mark within 
  the Keepers of the Lie by perpetrating a particularly notorious act: 
  stealing a recently retrieved pre-Gap artifact from the Starfinder 
  Society. The Keepers plan to ambush the Starfinder Society shuttle 
  returning the relics to Absalom Station, retrieve the relics, and 
  bring them back to an abandoned research facility on Vesk Prime 
  that the Keepers have repurposed as a safehouse. There, they hope 
  to uncover the method for destroying the artifact once and for all, 
  eliminating another potential source of pre-Gap knowledge that 
  contradicts their fervent assertion of the pre-Gap’s false nature.
  SUMMARY
  The adventure begins differently than most adventures; instead 
  of a briefing with a Society representative, the PCs enjoy some 
  downtime in the Seeker’s Respite, a dockside cantina frequented by 
  off-duty Starfinders. The cantina is full of Starfinders, new and old, 
  and contains various activities for visitors to partake in. Shortly 
  after the PCs arrive at the Seeker’s Respite, a large explosion rocks 
  the bar and is quickly followed by the sounds of rapid gunfire. 
  Venture-Captain Naiaj issues a frantic call for assistance, alerting 
  the PCs to a recently docked shuttle that’s under attack by a 
  group of vesk: members of the Keepers of the Lie trying to steal 
  an artifact that other Starfinders were escorting onto the station. 
  As the PCs arrive at the site of the attack, the Liars have already 
  absconded with the item, but a few remain behind to hold off the 
  inevitable counterattack so their comrades can escape.
  After the PCs defeat the Liars who remain on Absalom Station, 
  Venture-Captain Naiaj arrives and quickly takes stock of the 
  situation. She congratulates the PCs on their efforts in saving 
  their fellow agents and begins with a quick on-site briefing. Naiaj 
  introduces one of the Starfinders from the saved team, whom she 
  wants to work with the PCs. Naiaj also explains that the Society 
  has learned that the attackers are members of the Keepers of the 
  Lie, a fringe cult in the Veskarium that believes history before the 
  Gap is a lie. Their mandate puts them at odds with the Society’s 
  goal of finding and preserving pre-Gap information and relics, but 
  this is the first time the Keepers of the Lie have actively opposed 
  
  STARFINDER SOCIETY SCENARIO
  4
  Seeker
  Seeker’s 
  s 
  Respite
  Respite
  SKILL CHECK DCS
  This scenario uses numerous skill checks for PCs to learn 
  pertinent information, handle social interactions, and 
  overcome other challenges. Instead of all skill check DCs 
  being listed individually, the skill checks are each assigned 
  a difficulty—Easy, Average, or Hard—that determines their 
  DC. You should reward creative solutions, and if the PCs 
  use skills not specifically mentioned, particularly while 
  interacting with other visitors, use the provided skill DCs 
  as a guide.
  SKILL CHECK DCS
  Subtier 
  Easy 
  Average Hard
  3–4 (4 players) 
  14 
  17 
  20
  3–4 (5+ players) 15 
  19 
  21
  5–6 (4 players) 
  16 
  20 
  24
  5–6 (5+ players) 17 
  21 
  25
  the Society. Naiaj goes on to explain the specific artifact that was 
  taken and that the Liars managed to get the items off Absalom 
  Station on a shuttle bound for the heart of the Veskarium: Vesk 
  Prime. Before the adventure, you should select the specific 
  Starfinder NPC and missing relic or randomly select them using 
  tables 1 and 2 in Appendix 1.
  Naiaj enlists the PCs to travel to the capital city of the Veskarium, 
  Command Prime, where the artifact was reportedly bound for. 
  Naiaj also arranges for the PCs to meet with Paxel, the commander 
  of the Division of Disloyal Organizations, who Naiaj believes may 
  have more information on the Keepers’ activities on Vesk Prime.
  Upon arriving on Vesk Prime, the PCs meet with Paxel, who 
  provides them with some potential leads to follow up on to find the 
  missing artifact. As part of the replayable nature of this adventure, 
  the PCs have six small investigations and encounters they can 
  experience; the PCs partake in only three of them to gain information 
  on the councilor leader and their last known whereabouts on Vesk 
  Prime. Using the information gathered during the investigations, 
  the PCs eventually uncover an abandoned military laboratory that 
  the Keepers of the Lie use as a base of operations.
  The PCs assault the Liars’ base, retrieve the relics, and then 
  return to the Lorespire Complex, where Venture-Captain Naiaj 
  thanks them for a job well done. Not only have the PCs retrieved 
  the missing artifact, but they’ve also dealt a blow to the Keepers 
  of the Lie and set back the criminal empire’s plans to advance on 
  Absalom Station—for now. Finally, the PCs get a message of thanks 
  from the NPC belonging to the Division of Disloyal Organizations, 
  who indicates how the PCs’ efforts also helped the division crack 
  down on the Keeper’s operations in Command Prime.
  GETTING STARTED
  The Seeker’s Respite is a frequent first stop for Starfinders 
  returning to Absalom Station from expeditions. Located 
  in the Arms section of Absalom Station, this cantina is 
  known for catering to off-duty Starfinders, especially 
  those seeking to get a bit of distance from the 
  Lorespire Complex. Whether the PCs have just 
  finished a mission or are simply there to 
  mingle with friends and colleagues, they 
  arrive just as the cantina begins to fill 
  up for the evening.
  Dalteno (NG nonbinary witchwyrd 
  envoy) tends the bar. A grizzled 
  witchwyrd of indeterminate age, Dalteno 
  retired from the Starfinder Society over 
  10 years ago after losing an arm during a 
  mission. Known by their trademark white 
  bowler hat, Dalteno uses their four hands 
  (one cybernetic replacement) to 
  dexterously mix drinks all night 
  for thirsty Starfinders.
  The PCs have six potential interactions 
  they can engage in at the beginning of the adventure. Randomly 
  
  TRUTH KEEPERS
  5
  RANDOMIZED 
  ELEMENTS
  Truth Keepers employs several random elements to aid 
  replay, including in encounter composition. Before 
  the scenario begins, use the tables in Appendix 1 to 
  determine the Starfinder NPC who aids in area A, the 
  type of relic the Keepers of the Lie have stolen, and the 
  enemies in areas A, B, and C. Individual encounters 
  include sidebars that provide guidance on which tables 
  to use to generate threats.
  select two of the interactions, pick your favorites, or select ones 
  your players have not done before on previous playthroughs. 
  These events should establish some immediate roleplaying with 
  the group and set a different tone to the adventure start than a 
  typical scenario.
  Ride the Renkroda: A mechanical re-creation of a reptilian 
  hypercarnivore from Castrovel known as a renkroda rests in a 
  corner of the cantina. The renkroda is positioned so that passersby 
  can enjoy watching patrons attempting to ride it. As the PCs 
  approach the contraption, they see Avor Stelek, a hylki man from 
  Akiton, dismounting after a victorious romp. PCs who have played 
  Starfinder Society Scenario #2–07: Four for the First recognize 
  Avor as a former First Seeker candidate. A small placard at the 
  base of the renkroda indicates that it was a gift from the Esowath 
  Conservancy. A PC can give it a spin with an Average Acrobatics, 
  Athletics, or relevant Profession check.
  Join an Initiation Party: A new Starfinder has joined the ranks, 
  having just completed her commencement. The rookie Starfinder 
  Wirath (N female vlakaAA2) is celebrating her acceptance into the 
  Starfinder Society with a few friends, a few drinks, and some hot 
  appetizers. PCs can introduce themselves, if they haven’t met 
  Wirath before, and congratulate the recent addition, who is eager 
  to hear from veteran Starfinders what type of missions they’re 
  interested in.
  Celebrate Retirement: The crotchety, esteemed Starfinder Jibbs 
  (N male ysoki) is retiring after succumbing to injuries obtained in 
  the Scoured Stars. He’s looking for new hobbies to take up during 
  his retirement and is open to suggestions from the PCs about their 
  favorite downtime activities.
  Join a Vidgame Tournament: In a back corner of the bar sit a few 
  old-fashioned vidgame consoles. Prominent human vidstreamer 
  Tara Nova and a few Dataphiles lab techs take turns playing the 
  games. PCs who have played Starfinder Society Scenario #2–07: 
  Four for the First recognize Tara Nova as a former First Seeker 
  candidate. A PC can join this casual competition and try their luck 
  against the other gamers; they pull of a victory if they succeed at a 
  Hard Computers, Piloting, or Profession (vidgamer) check.
  Fire Up the Karaoke Machine: A much-used karaoke machine 
  sits in the corner, and a dashing and colorful strix (Starfinder Pact 
  Worlds) named Psatsin is currently belting out one of the band 
  Abysshead’s newest hits. PCs can convince Psatsin to let them 
  take a turn on the machine with an Easy Diplomacy check. They 
  can then attempt an Average Culture or other relevant Profession 
  check to sing their favorite song and perform it well. 
  Stew 
  over 
  Bungled 
  Missions: 
  Complaining 
  about 
  mismanagement and how missions went wrong is a traditional 
  pastime of disgruntled Starfinders. The PCs spot a dark corner table 
  seated with known grumblers and can tell a tale of woe to attentive 
  ears with a relevant skill check (the type of check is dependent on 
  the nature of the story, at the GM’s discretion).
  Development: After the PCs have completed two or three 
  interactions, they suddenly find their activities interrupted by a 
  commotion. Continue to the encounter in area A.
  A. DOCK BATTLE (CR 5 OR CR 7)
  Read or paraphrase the following to begin this encounter.
  Suddenly the glass window next to the mechanical renkroda 
  explodes inward with a roar, and echoes of shouting and laser 
  fire can be heard coming from outside the cantina.
  If the PCs don’t immediately rush outside to see what is 
  happening, Venture-Captain Naiaj (LN female bleachling gnome 
  envoy) radios all available nearby Starfinders to investigate the 
  situation, chastising those Starfinders reluctant to see what is 
  occurring. Regardless of whether the PCs rush to aid on their own 
  or are ordered to, Naiaj informs the PCs that a group of vesk has 
  attacked a nearby docked Starfinder vessel and is attempting to 
  flee with items stolen from the Society.
  Select a Starfinder NPC from Table 1 in Appendix 1 on page 21. 
  Naiaj tells the PCs to rendezvous with a team member on-site, 
  gives a brief description of their Starfinder ally, and orders the 
  PCs to keep one of the attackers alive for questioning. Dalteno, 
  the witchwyrd bartender, barrels past the PCs to join the fray, 
  slapping one on the back with a joyful “Get in there!”
  Creatures: Right outside of the Seeker’s Respite, three Keeper 
  of the Lie members have pinned down one of the Starfinder 
  escort teams behind some cargo and are closing in to finish the 
  engagement. Dalteno and the other Starfinders from the bar 
  busy themselves with fighting fires or picking off other Keepers, 
  keeping them out of the battle. Use Table 3 on page 21 to select 
  the combatants that the Keepers have left behind to stall the 
  Starfinders. The Starfinder NPC ally assists the PCs during this 
  combat. They don’t have a stat block, but instead contribute to 
  the combat with helpful abilities as noted in Table 1. Full stat 
  blocks for the Keepers appear in Appendix 2 in Subtier 3–4 and 
  Appendix 3 in Subtier 5–6. 
  The Keepers’ general tactic is to delay their opponents for 
  as long as possible. They accomplish this by spreading out and 
  trying to pick off single targets while minimizing the PCs’ ability 
  to gang up on them.
  
  STARFINDER SOCIETY SCENARIO
  6
  A. DOCK BATTLE
  A. DOCK BATTLE
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: WARSHIP
  STARFINDER FLIP-MAT: WARSHIP
  S
  K
  K
  K
  PCS START HERE
  PCS START HERE
  
  TRUTH KEEPERS
  7
  Naiaj
  Naiaj
  SUBTIER 3–4 (CR 5)
  KEEPER FANATIC (VARIES)                        CR 2
  HP 21 (page 23)
  KEEPER IMMOLATOR (VARIES)          CR 2
  HP 25 (page 24)
  KEEPER SABOTEURS (VARIES)     CR 2
  HP 23 (page 24)
  SUBTIER 5–6 (CR 7)
  KEEPER CONFLAGRATOR (VARIES)                  CR 4
  HP 50 (page 25)
  KEEPER DEMOLISHER (VARIES)  CR 4
  HP 45 (page 25)
  KEEPER ZEALOT (VARIES)       CR 4
  HP 43 (page 26)
  Development: As the battle ends, Venture-
  Captain Naiaj arrives, casually surveying 
  the site after jogging in from the Lorespire 
  Complex. She quickly moves to check on the status of the 
  Keeper cultists and the selected Starfinder NPC. If one or more 
  of the Keeper cultists remains alive, Naiaj quietly questions any 
  survivors with the assistance of an aide before standing them up 
  and handing them off to other Starfinders to march them back to 
  the Lorespire Complex. If the PCs killed all the Keepers, Naiaj’s aide 
  searches the bodies and then hands her a datapad. After dealing 
  with the Keepers—or their corpses—Naiaj approaches the PCs, the 
  Starfinder NPC in tow, offering congratulations for keeping one of 
  the Keepers alive or condemnation if the PCs killed all of them.
  Rewards: If the PCs fail defeat the attacking Keepers, reduce 
  each PC’s credits earned by the following amounts.
  Subtier 3–4: Reduce each PC’s credits earned by 250.
  Out of Subtier: Reduce each PC’s credits earned by 525.
  Subtier 5–6: Reduce each PC’s credits earned by 800.
  THE CAVALRY ARRIVES
  After Naiaj makes her initial remarks, she continues.
  “Such destruction.” Venture-Captain Naiaj surveys the scene, 
  looking in dismay at the broken glass window that was once the 
  front of the Seeker’s Respite. “We have a lot to do to make this 
  right. Lucky for you, you’re not on clean-up duty.
  “Our attackers were just a distraction. While you were busy 
  fighting, another group was able to make it to a docked starship 
  and escape into the Drift. I believe they took an artifact retrieved 
  by our agents back to their base of operations in the heart of 
  the Veskarium. To make matters worse, these are no ordinary 
  CREATING 
  ENCOUNTER A
  Roll three times on Table 3 to generate 
  three Keeper agents to use in this 
  encounter. 
  To accommodate a group of four 
  PCs, the three Keeper agents have the 
  sickened condition.
  thieves: I believe they are members of the Keepers of 
  the Lie, a fringe cult whose beliefs are so ridiculous I 
  won’t even legitimize them by telling you.”
  Naiaj sighs and turns to the 
  Starfinder by her side. “Thank you 
  for your assistance. You did an 
  excellent job retrieving the item 
  from the contact we gave you, but we 
  couldn’t have known that the Keepers would 
  be waiting in ambush when you returned 
  to Absalom Station. These Starfinders may 
  have some questions for you, but after that conversation, you’re 
  dismissed. I’ll be tasking these agents with retrieving the artifact, 
  even it means going to Vesk Prime.”
  Naiaj turns back from the agent. “I was hoping it wouldn’t 
  come to this, but I’m going to need to call in a favor from an old 
  friend—a former brutaris sparring partner of mine who happens 
  to be the commander of the Division of Disloyal Organizations in 
  the Veskarium. We don’t have time to get any formal approval 
  before I send you on this mission, so hopefully he receives my 
  request for aid in time—you’ll be able to tell by how he greets you. 
  I’ve instructed the dock crew to start preparing a ship to take you 
  directly to Vesk Prime.”
  The PCs might have questions for Naiaj and the assisting 
  Starfinder. You can use the example questions below as a guide 
  and incorporate information about the Starfinder NPC and the 
  artifact from Appendix 1. If the PC don’t ask any questions, Naiaj 
  and the Starfinder NPC supply the relevant mission information.
  Who knew that this item was being brought to the station? 
  [Naiaj] “No one that we know of. This item, while noteworthy in 
  and of itself, is especially valuable because it predates the Gap. The 
  Keepers must be monitoring us, so it’s safe to assume they took 
  this item to start building their reputation on Absalom Station, 
  which they’ve yet to make any major inroads into.”
  What did they take? [Naiaj] Naiaj describes the item selected 
  from Table 2 in Appendix 1 on page 21.
  Who are you? [NPC] The NPC describes themselves as selected 
  from the Table 1 in Appendix 1 on page 21.
  
  STARFINDER SOCIETY SCENARIO
  8
  Who are we meeting on Vesk Prime? [Naiaj] Naiaj pulls out her 
  personal datapad, and with a few taps, produces a digital image: 
  that of a younger, more colorful Naiaj grinning widely in a brutaris 
  player’s uniform, dwarfed by an enormous, green-black vesk with 
  a scar down one side of his face. “This is Paxel. He’s known as ‘The 
  Dragon’ in the Veskarium. When you meet him, you’ll see why. He 
  and I were part of a joint Pact Worlds–Veskarium brutaris exhibition 
  many years ago, back when relations with Vesk Prime were fresher 
  than they are now. Paxel may seem friendly but make no mistake: 
  his allegiance is to the Veskarium, and he’ll do whatever he needs 
  to do to protect it.” She cocks her head to one side with a quiet 
  snort. “He’s quite vain, though he’d never admit it. I heard he’s had 
  several interesting augmentations done as he’s aged.”
  Can we question the captured combatant? [Naiaj] “No need. 
  The nice thing about zealots is that so many of them are happy 
  to proselytize when they should be keeping their mouths shut. 
  This particular numskull seems to be a fresh recruit from Absalom 
  Station trying to prove themself. They didn’t know anything beyond 
  getting to their escape ship and making it to the Veskarium.”
  What is the Division of Disloyal Organizations? [Naiaj] “The 
  D.D.O. investigates any group or cult it deems heretical or 
  threatening to the official vesk position on their cultural superiority. 
  They’re a very ‘ends justify the means’ kind of group, so take any 
  aid Paxel offers you with a grain of salt—I doubt he’d risk these 
  Keepers getting away. Then again, he might value Veskarium 
  relations with the Pact Worlds and the Starfinder Society and want 
  you to keep you alive. It’s a toss-up.”
  Treasure: Naiaj dislikes the idea of sending Starfinders into 
  a situation without proper support. She provides the PCs with 
  a library chip (Culture) (Starfinder Pact Worlds 199) so they can 
  study the Veskarium during their travels, as well as a tetrad 
  certified translator (see the Starfinder Society Guide) in the unlikely 
  event that none of the PCs can speak Vesk.
  Development: Naiaj closes the briefing by informing the PCs 
  that they should make any purchases necessary, and then meet 
  back at the docks as soon as possible. The PCs should finalize 
  their boon slots for the session. While there are no specific boons 
  recommended, you should see if their players have Chronicle 
  sheets for Starfinder Society Quests: Into the Unknown, Starfinder 
  Society Scenario #1–12: The Half-Alive Streets, or Starfinder Society 
  Scenario #1–23: Return to Sender for their characters; these may be 
  relevant later in the scenario.
  Finally, if there are four or fewer PCs, then the Starfinder NPC 
  decides to ask Naiaj if they can join the PCs on their mission. While 
  this NPC doesn’t partake in active combat, they do provide their 
  bonuses to the PCs and can add additional roleplaying opportunities 
  throughout the adventure.
  CULTURE (RECALL 
  KNOWLEDGE) OR DIPLOMACY 
  (GATHER INFORMATION)
  Based on the result of a Culture to recall knowledge or a Diplomacy 
  check to gather information, a PC might know more about the 
  Veskarium. They learn all of the information below whose DC is 
  less than or equal to the result of their check.
  15+: The Veskarium is an autocratic military dictatorship 
  ruled by a council of high-ranking military officers. A military 
  commander called a high despot rules each of the Veskarium’s nine 
  major worlds. Together, they form the Council of Despots, a nine-
  member body that rules the entire Veskarium from the Imperial 
  Palace on Vesk Prime. Vesk dominate the empire and make up 
  the majority of its inhabitants. The Veskarium claims the entirety 
  of the Ghavaniska system: Vesk Prime, the imperial capital and 
  home world of the vesk; seven other planets, which the vesk have 
  renamed and numbered based on their distance from the sun, from 
  Vesk-2 to Vesk-8; and the immense mobile space station known as 
  the Conqueror’s Forge.
  20+: Dozens of planets are under imperial rule, and Veskarium 
  citizens include many sapient species, such as formians, ijtikri, 
  kothamas, pahtras, and skittermanders, among others. Although 
  most vesk consider themselves superior to other species, they 
  nevertheless believe they have an obligation to care for vassals 
  they’ve conquered and incorporated into the Veskarium. The laws 
  of the Veskarium are strict and draconian, but standards of living 
  are high, and most residents of the empire, vesk or not, are content 
  with their lives and support—or at least tolerate—their government.
  CULTURE (RECALL 
  KNOWLEDGE), MYSTICISM 
  (RECALL KNOWLEDGE), OR 
  PROFESSION (HISTORIAN)
  Based on the result of a Culture or Mysticism check to recall 
  knowledge or a Profession (historian) check, a PC might know 
  more about the Keepers of the Lie. They learn all of the information 
  below whose DC is less than or equal to the result of their check
  20+: The Keepers of the Lie is a vast criminal organization based 
  in the Veskarium. It recruits from the bitter and disenfranchised by 
  offering a unique worldview: that the universe was created after 
  the Gap, and all history before then is an elaborate lie. The cult calls 
  for members to cast off the bonds of family, religion, and past, and 
  craft a new truth for themselves through smuggling, extortion, and 
  slavery, all while working to erase any traces of pre-Gap history.
  25+: Shortly after the end of the Gap, a group of vesk soldiers 
  and researchers on the icy wastelands of Vesk-8 uncovered a 
  being encased in the ice. Though it couldn’t move, the entity 
  telepathically informed the vesk they were being lied to, their entire 
  existences simple contrivances, as the universe had been created 
  whole cloth after the Gap. Rumors say that the mysterious being 
  continues to guide the Keepers from within the False Witnesses, 
  the organization’s innermost circle.
  30+: With the cult’s spread beyond the Veskarium, new voices 
  have been added to the council that runs the Keepers. A councilor 
  has recently been selected to represent the cult’s growing influence 
  within Absalom Station, and rumor has it that they’ve been planning 
  a sizable operation in order to impress the cult’s leaders and take 
  their place among more-established branches of the organization.
  
  TRUTH KEEPERS
  9
  JOURNEY TO THE 
  VESKARIUM
  Naiaj charters a sleek shuttle named the Dapper Coatl to bring the 
  PCs to the Veskarium. The PCs have time to buy anything they 
  need in advance of departure. Their pilot, a stoic kasatha named 
  Halovah, answers any questions briefly and politely, but otherwise 
  keeps to himself for the duration of the journey. It takes 3d6 days 
  to reach Vesk Prime.
  During the journey, no other vessels contact the ship, though 
  the PCs receive word via Starfinder Society comm frequencies that 
  the brass dragon Zafeldrin of Triaxus has recently been promoted 
  to venture-captain by the overwhelming majority of the Starfinder 
  Society Forum, and that the dragon is planning on a major mission 
  on Triaxus soon.
  IN COMMAND PRIME
  When the Dapper Coatl exits the Drift above Vesk Prime, 
  the viewscreens display a view of the planet below, alive 
  with deep-blue oceans, verdant green forests, and the rusty 
  bronze of sprawling deserts. As the ship descends through a 
  partially cloudy sky, the magnitude of the city below becomes 
  apparent. Elongated avenues intersecting at precise angles cut 
  through the city, passing by colossal monuments and expansive 
  amphitheaters and parks, all leading inward to the center. At 
  the very heart of the city is the imposing pyramid of Command 
  Prime, a domineering structure that the city took its name from.
  The shuttle pilot relays the requisite codes necessary to clear the 
  shuttle for landing at the private landing dock that is used only for 
  official Command Prime business. As the PCs disembark, a small 
  contingent of Veskarium security officers greets them. The leader 
  of the unit briskly walks forward, hand on his pistol, and demands 
  to know the PCs’ business in Command Prime. PCs who succeed at 
  an Average Culture check identify that his insignias designate him 
  as a sub-major within the Veskarium military, with decorations for 
  service during the Silent War with the Pact Worlds. PCs can lie to 
  him, talk him down or brush him off with a successful Hard Bluff, 
  Diplomacy, or Intimidate check; if the PCs reference the Department 
  of Disloyal Organizations or Paxel, grant them a +5 circumstance 
  bonus to this check. Regardless of the result of the check, the sub-
  major calls ahead and receives clearance from higher up to send the 
  PCs through; he orders his security officers to form rank and escort 
  the PCs from the dock to the base of the pyramid.
  As the PCs enter Command Prime, the vesk officers escort 
  them through twisting halls that seem to double back, with 
  switchbacks and corridors that seem to lead to nowhere. PCs 
  trained in Profession (mercenary) or Profession (solider) recognize 
  that the whole fortress has been designed to withstand a siege, 
  with chokepoints to intercept attackers and repel invaders. As the 
  hallways lead farther inside the structure, the temperature rises to 
  an almost uncomfortable level for most warm-blooded creatures. 
  If asked, their escorts explain that this deep within Command 
  Prime, and with no sunlight to warm themselves, they keep the 
  temperature warm to prevent lethargy and laziness. Finally, the 
  PCs arrive at a short side corridor that leads towards a single door. 
  As they approach, the temperature drops precipitously. With slight 
  hesitation and winces on their faces, the PCs’ escorts knock on the 
  door. A booming voice from the other side bids entry.
  The door opens on a sprawling office whose hominess belies 
  the frigid temperature. A purple-furred creature with six arms, 
  a skittermander, rushes out, adeptly balancing a serving tray. 
  Inside, a desk of rich mahogany sits upon a large bearskin rug, 
  and a well-used reading chair sits beside the sole window that 
  allows in feeble light. A vesk with a uniformly dark-green hide 
  towers behind the desk. On one side of his face, the skin on his 
  prominent jawbone is partly missing, revealing a tangle of bone, 
  muscles, and ligaments fitted with mechanical augmentations.
  “Friends, welcome.” The vesk smiles. “Your Venture-Captain 
  Naiaj informed me of your imminent arrival here on Command 
  Prime. I am so tickled that our first official communique from 
  the Starfinders came from her, and not from that showboat, 
  Radaszam.” Sneering, he shuffles a few papers on his desk. “We 
  know all about these Keepers in the Veskarium. Their beliefs are 
  an affront to the vesk way of life. They are dishonorable and 
  bring shame to us as their exploits have now reached beyond 
  our system. I have a few potential leads for you, hopefully you 
  can take care of this nuisance. I have more important things to 
  worry about now than some trinket the Starfinders lost, so I 
  can’t offer you aide or an escort at this time. Check in with me 
  once you have completed an investigation into these scraps of 
  information I have for you.”
  Below are some questions the PCs might have for Paxel (LN 
  male vesk vanguardCOM) during their initial discussions. If they 
  didn’t succeed at the checks to learn about the Keepers of the Lie 
  while on Absalom Station, Paxel supplies the relevant information.
  What are the leads you have for us? “I have a skittermander 
  contact at our bureaucratic headquarters that might have 
  information for you. There is also a freelance merchant named 
  Kandurasko in the market you might want to chat with. I’d 
  recommend you speak with a few of my colleagues, one from 
  another military division and the other from the office that deals 
  with non-vesk. Like you, we’ve had some trinkets taken from the 
  Museum of Conquest. The curator there may have insight. Finally, 
  I have a potential operative you may speak with, though I am 
  unsure what they will tell you, if anything. Of these, you should 
  only need to complete a few before we can uncover where the 
  Keepers are hiding.”
  What happened to your face? “Oh, this? Didn’t clear a starship 
  landing pad quickly enough. My old bones don’t carry me as fast 
  as they once did.”
  Anything we should know about navigating around Command 
  Prime? “I have informed the authorities of your arrival, so they 
  should not pose any further impediment to your investigation.”
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  What is the Veskarium doing to fight the Keepers of the Lie? “I 
  have told you all need to know about our investigation into that 
  wretched cult. Divulging any more information would violate our 
  internal classification system.”
  Development: After hearing the leads that Paxel provides, the 
  PCs can select three to complete. Paxel requests that the PCs 
  return to him after the first and second mission in order to receive 
  their more detailed briefings in person, “as the infosphere has ears.” 
  He then goes on to provide the PCs with the briefing for the first 
  investigation they select as detailed in its corresponding section.
  TRACKING THE KEEPERS
  No matter which three investigations the PCs pursue, at the 
  conclusion of each mission, they receive one of the following three 
  pieces of information, in the order presented below. You should 
  deliver the information in a way that fits a given investigation. 
  For example, if the PCs select the Skittermander Bureaucracy 
  investigation, the skittermanders might provide surveillance 
  footage of the councilor leaving the ship at the spaceport (Item 
  #1), provide an account of an overheard conversation by the 
  skittermander quartermaster at the docks (Item #2), or provide a 
  shipping manifest with delivery destination (Item #3).
  Item #1: The PCs get a physical description of the Keeper 
  councilor Uroubituun, which should match the theme described in 
  Table 4 in Appendix 1. There might be eyewitness testimony, video 
  surveillance footage, or similar.
  Item #2: The PCs learn that the Keepers have been looking for 
  information on how to destroy the stolen relic. This information 
  could be gleaned from comms exchanges, an overheard 
  conversation, and the like.
  Item #3: The PCs learn the location of the lair, a decommissioned 
  military research center a few miles outside of Command Prime. 
  This information might have come from a record of sale, personal 
  dealings at the site with the Keepers, or someone tracking the 
  Keepers there.
  INVESTIGATION 1: 
  SKITTERMANDER 
  BUREAUCRACY
  Read or paraphrase the following introduction from Paxel.
  As if remembering something, Paxel stands and walks over to 
  the window. Picking up a cup of steaming tea, he inhales deeply, 
  savoring the rich smells of the hot beverage. “Spicy foods and 
  fragrant tea are some of the few things I can enjoy these days. 
  Every afternoon, that purple menace brings me a cup.” Taking a 
  small sip, he sighs and replaces the cup on the tray. “Speaking 
  of skittermanders, you should probably check with them. I have 
  to admit, they are exceptionally good with paperwork, which 
  makes my job both easier and harder, especially when it comes 
  to tracking down the Hidden Hand. Anyway, we run a tight ship 
  here at Command Prime. No one can import anything without 
  the seeming of proper clearance. These Keepers might have 
  attempted to legitimize your trinket by getting official transport 
  papers from Import and Export Control. Their office is located in 
  one the dozen or so buildings that surround the main spaceport; 
  I’d go check with them.”
  If the PCs ask for more information about the Hidden Hand, 
  Paxel curls a fist in frustration and angrily sweeps the mug of tea 
  off the tray and onto the floor before taking a moment to calm 
  himself. “Skittermander malcontents. They say they want to help, 
  but THEY. ARE. NOT. HELPING.”
  The PCs can follow Paxel’s directions to the offices of Import 
  and Export Control for Command Prime. The building looks entirely 
  nondescript from the outside, with only a small sign indicating 
  the building’s purpose. Inside, the PCs are greeted by an office 
  packed with skittermanders in a wide array of hues and shades, 
  all bustling about and chattering to each other in a constant hum 
  of purposeful activity. A night-blue skittermander behind the main 
  desk welcomes the PCs with a broad, toothy smile. When the PCs 
  approach, they see a small name tag pinned neatly on her crisp 
  uniform: Tonkona—General Assistance.
  “Greetings, visitors!” the skittermander behind the desk chirps. 
  “My name is Tonkona and it will be my pleasure to assist you 
  today. Can I ask what purpose brings you to Import and Export 
  Control today?”
  The conversation with Tonkona (LN female skittermander 
  envoy) is roundabout and should grate on most PCs. The 
  skittermander continues to listen intently to the PCs needs and 
  ideas, happily says that it would be her pleasure to aid with 
  that request, but then regretfully informs them that she won’t 
  be able to help without various specific forms or authorizations; 
  feel free to play up the particular absurdity of the bureaucratic 
  requirements that Tonkona requires to answer the PCs’ requests, 
  like requiring a preauthorization background check before filling 
  out a Request for Authorization form before getting approval 
  for access to the required form. PCs can attempt to work with 
  Tonkona with a successful Average Diplomacy or Profession 
  (bureaucrat, lawyer, or similar profession) check, forge the 
  requested paperwork with a successful Hard Computers check, 
  or bamboozle the skittermander with a successful Hard Bluff 
  check. Any PC who attempts to use Intimidate is curtly told by 
  the skittermander that if they continue to threaten her or anyone 
  at the Import and Export Control office, that her supervisor will 
  have no choice but to alert the local authorities.
  Development: Successfully working through the skitteracracy 
  grants one free piece of information on the ijtikri councilor, as if the 
  PCs had passed a Life Science check to identify the ijtikri. The PCs 
  also learn one piece of information, as detailed in the Tracking the 
  Keepers section above.
  Rewards: If the PCs don’t find information from Tonkona, reduce 
  each PC’s credits earned by the following amounts. Don’t reduce 
  credits earned unless the PC pursued Investigation 1.
  
  TRUTH KEEPERS
  11
  11
  Subtier 3–4: Reduce each PC’s credits earned by 120.
  Out of Subtier: Reduce each PC’s credits earned by 230.
  Subtier 5–6: Reduce each PC’s credits earned by 340.
  INVESTIGATION 2: MARKET 
  CHASE
  Read or paraphrase the following introduction from Paxel.
  Standing up from his desk, Paxel walks over to the wall next to 
  the door, where a large map of the city of Command Prime is 
  framed. Looking up, he scans the map. He extends on claw and 
  points to an intersection on the map in the middle of Command 
  Prime’s largest open-air market. “Here,” he says, tapping his 
  claw against the glass for emphasis. “If you go this main square, 
  you can find a contact of mine. He specializes in getting things 
  on and off Command Prime when you don’t want to deal with 
  getting the proper permits from the skittermanders. If any 
  illicit shipment arrived on the planet, legally or otherwise, 
  Kandurasko will know.” Paxel gives a cold laugh. “I mean, it’s 
  what I pay him for, so he better know!”
  Paxel gives the PCs directions to the central market in 
  Command Prime. Vendors selling foods, trinkets, pillaged goods 
  from conquered words, wild-eyed animals, and several other 
  shops fill the market. Ever watchful for people looking for him, 
  Kandurasko (NG male vesk operative) spots the PCs approaching, 
  and as he doesn’t know their identity or intentions, he immediately 
  flees. Kandurasko sprints off through the marketplace and 
  causing mayhem as he goes. What follows is a brief cinematic 
  chase; the PCs should ultimately catch and corner Kandurasko, 
  regardless of their results on the obstacles.
  The PCs encounter each obstacle in the order listed in below. 
  For each obstacle, each PCs must attempt an associated skill 
  check to keep up with Kandurasko. Keep track of their successes 
  and failures to determine how impressive their pursuit is to the 
  smuggler. Describe the obstacle, and then give the PCs options 
  for how to overcome it. The difficulty of the skill check is listed in 
  parentheses after the obstacle, followed by the most likely skill 
  checks; allow the PCs to use creative methods to overcome these 
  obstacles. Once a PC rolls their check, encourage the player to 
  thematically describe how their character deals with the obstacle.
  Meat Stand (Average; Acrobatics or Athletics): Kandurasko 
  crashes through and collapses a meat stand food stall.
  Curio Shop (Easy; Perception or Survival): Kandurasko ducks 
  into a crowded curio shop.
  Battle Reenactment (Average; Athletics or Intimidate): The 
  PCs spot Kandurasko running through a theatrical re-creation.
  Final Approach (Easy; Stealth): Kandurasko slows down.
  When he inevitably spots the PCs closing in, Kandurasko 
  panics and runs down an alley, only to find the way blocked. 
  Being no fool, the smuggler quickly surrenders and offers to 
  speak with his pursuers. If the PCs gained more successes 
  than they had failures, Kandurasko is so panicked by the PCs 
  that he immediately throws them his weapon to show his good 
  intentions; see the Rewards section below for more details.
  Kandurasko is no fool and chooses to cooperate with the PCs 
  immediately upon hearing their case, trusting that his distant 
  knowledge of the Keepers isn’t going to be enough to trace 
  any blame back to him. If any of the PCs have Chronicle sheets 
  for Starfinder Society Quests: Into the Unknown or Starfinder 
  Society Scenario #1–11: The Half-Alive Streets, or other scenarios 
  where the vesk Julzakama appears, they recognize Kandurasko 
  has a familial resemblance to Julzakama, the Absalom Station 
  pawnbroker. Asking Kandurasko about his relation to Julzakama 
  elicits a ferocious grin. “My cousin. Came nearly from the same 
  egg, we did. All settled in the Pact Worlds, I suppose. Thinks he’s 
  too good for us here in the Veskarium!”
  Treasure: If the PCs gained more successes than they did 
  failures in pursuit of the smuggler, he fearfully throws down 
  his weapon when they corner him. In Subtier 3–4, this gun is 
  a wyrmling dragon rifle (Armory 17), while in Subtier 5–6, the 
  weapon is instead a salamander-class blaze rifle (Armory 37). 
  If the PCs accrue more failures than they do successes, or the 
  number of failures and successes is equal, Kandurasko doesn’t 
  feel as threatened by them and doesn’t hand over the weapon, 
  but he still talks to the PCs. 
  Development: Once caught, Kandurasko quickly provides 
  a piece of information, as detailed in the Tracking the Keepers 
  section on page 10.
  Rewards: If the PCs don’t receive the weapon from Kandurasko, 
  reduce each PC’s credits earned by the following amounts. Don’t 
  reduce credits earned unless the PC pursued Investigation 2.
  Subtier 3–4: Reduce each PC’s credits earned by 120.
  Out of Subtier: Reduce each PC’s credits earned by 230.
  Subtier 5–6: Reduce each PC’s credits earned by 340.
  INVESTIGATION 3: 
  IMPERIAL PALACE 
  GARDENS
  Read or paraphrase the following introduction from Paxel.
  Lifting a hand, Paxel absentmindedly picks at the bare spot 
  on his neck devoid of scales. “There is someone else within 
  Command Prime that might be able to help you; Fuzukiyo 
  Hivecrusher.” He muses for a few moments. “Though, I rarely 
  find her in the actual building.” Paxel glances at a clock mounted 
  on the wall; it appears to be made from the carapace of a great 
  beast. “Ahh, yes—this time of day, you will find her the gardens 
  surrounding the Imperial Palace. Directive 9 offers all of its 
  directors premium office space here in Command Prime, but 
  Fuzukiyo prefers to do her thinking surrounded by all her plants. 
  Go, I will let her know that you are coming. Oh, and please, do 
  not mistake her sensibility when it comes to plants to anything 
  resembling nicety; she has the most severe case of what I call 
  ‘cunning bloodlust’ that I have ever seen.”
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  CULTURE (RECALL 
  KNOWLEDGE) OR DIPLOMACY 
  (GATHER INFORMATION)
  Based on the result of a Culture check to recall knowledge or a 
  Diplomacy check to recall information, a PC might know more about 
  some of Paxel’s references. They learn all of the information below 
  whose DC is less than or equal to the result of their check.
  20+: A small imperial household maintains the Imperial Palace; 
  though with no Emperor, no one with political power lives in the 
  palace full-time. High despots stay in the Imperial Palace while on 
  official visits to Vesk Prime.
  25+: Directive 9 is the Veskarium’s military intelligence branch. 
  The empire doesn’t have a civilian spy agency, so Directive 9 
  is responsible for all information gathering, electronic warfare, 
  espionage, and clandestine military operations, both within the 
  Veskarium and outside its borders. Its agents are involved in 
  intelligence activities at all levels, whether strategic, tactical, or 
  operational. While Directive 9 sometimes cooperates with outside 
  intelligence organizations like the Pact Worlds’ Stewards, it carries 
  out most of its operations on its own, with the specific details known 
  only to the highest levels of the military’s high command.
  THE GARDENS
  Across a long field adjacent to Command Prime lies the Imperial 
  Palace. The field, called the Parade Ground, is empty at the 
  moment, though in times of festivity, it hosts demonstrations of the 
  Veskarium’s might. Crossing the Parade Ground, the PCs enter the 
  expansive and ornate gardens that surround the Imperial Palace. 
  Walking down immaculate gravel paths, the PCs pass calm reflecting 
  pools, bubbling fountains with distressingly violent-looking statues 
  commemorating Veskarium conquest, and rows upon rows of 
  symmetrical raised plant boxes filled with lovingly tended plants 
  from throughout the Veskarium system.
  Passing an ornate stone bench carved in the shape of a 
  stridermander (Alien Archive 3 104) that died a horrible death, the PCs 
  come upon a lone vesk who is currently tending to a delicate green 
  sapling with a 3-inch, bean-shaped bud on top, open lengthwise to 
  the air with long, thin spines surround the opening. This is Fuzukiyo 
  Hivecrusher (LE female vesk soldier), one of the senior members of 
  Directive 9. She glances up as the PCs approach.
  “Welcome, friends from the Pact Worlds. Though I have never been 
  to your system, I hear a lot about it. Life is brutal these days, is it 
  not? I see from some of your faces that you, too, have seen fighting 
  and death. I find that it only makes us stronger. Take this little plant 
  here,” the vesk gestures at the small sapling before her. “It is like 
  the Veskarium. To grow larger and stronger, others must perish.” 
  Taking a small container from her pocket, she opens it to reveal a 
  wriggling mouse. Carefully extracting the rodent with her claws, 
  she quickly pops into the open maw of the plant. The jaws of the 
  plant snap shut—the mouse is no more. She smiles. “Even mice can 
  be loyal to the Veskarium.” Putting the container away, she takes 
  out an ornate cane and uses it to walk over to a nearby bench. With 
  a sigh of relief, she sits down. “Now, Paxel said you are looking for 
  someone. Tell me.”
  Fuzukiyo listens in rapt attention to the PCs as they explain 
  their mission. PCs who succeed at an Average Sense Motive check 
  can read into her noncommittal answers. Alternatively, PCs who 
  succeed at a Hard Bluff check can try to trick her into divulging 
  more information than she means to. PCs who succeed this Bluff 
  check can attempt an Average Perception check; succeeding 
  at this check lets them know that Fuzukiyo saw through their 
  deception but appreciated the effort so much that she gave them 
  the information anyway. At any time, PCs can attempt an Easy Life 
  Science or Profession (botanist) check, with success identifying the 
  carnivorous plant as a draining snapper from Vesk-3; succeeding 
  at this check reduces all checks to influence Fuzukiyo by one 
  step, reducing Hard checks to Average checks, and Average checks 
  to Easy checks.
  Treasure: If the PCs successfully gain the information from 
  Fuzukiyo, she’s impressed by their cunning. She provides them a 
  pair of magnegloves (Armory 105) in Subtier 3–4 or a spy drone in 
  Subtier 5–6.
  Development: If the PCs impress Fuzukiyo with at least two 
  successful skill checks, she provides the next piece of information, 
  as detailed in the Tracking the Keepers section on page 10.
  Rewards: If the PCs don’t impress Fuzukiyo, reduce each PC’s 
  credits earned by the following amounts. Don’t reduce credits 
  earned unless the PC pursued Investigation 3.
  Subtier 3–4: Reduce each PC’s credits earned by 120.
  Out of Subtier: Reduce each PC’s credits earned by 230.
  Subtier 5–6: Reduce each PC’s credits earned by 340.
  INVESTIGATION 4: DIVISION 
  OF CRIMINAL EXTIRPATION
  Read or paraphrase the following introduction from Paxel.
  Paxel shuffles through some papers on his desk, his large claws 
  delicately placing each one in a neat stack in front of him. After 
  setting down a paper that bears the large header “The Division of 
  Criminal Extirpation” in Common and other languages, he pauses. 
  He reads it quickly before looking back up. “I received a brief this 
  morning from the Hammers’ legal assistant, an android named 
  Alistair-8. Normally I don’t care for those mechanical sorts, but 
  Alistair-8 is good with dealing with all the legal rules and subrules 
  all the non-vesk species need to follow. His message was a little 
  vague, but I think he’s worth talking to, at least in this particular 
  case. I’ll let him know to expect a visit.”
  CULTURE (RECALL 
  KNOWLEDGE) OR DIPLOMACY 
  (GATHER INFORMATION)
  Based on the result of a Culture check to recall knowledge or a 
  Diplomacy check to gather information, a PC might know more 
  
  TRUTH KEEPERS
  13
  13
  about the Division of Criminal Extirpation. They learn all of the 
  information below whose DC is less than or equal to the result of 
  their check.
  20+: The Division of Criminal Extirpation (more commonly 
  known as the Hammers) is the Veskarium’s peacekeeping and law 
  enforcement agency. Minor offenses committed by non-vesk citizens 
  are generally left to local law enforcement agencies to handle, but 
  the division targets vesk criminals with strict enforcement and 
  harsh punishments for even petty infractions. In the eyes of the 
  Hammers, the actions of individual vesk are most representative of 
  the Veskarium’s overall attitudes and goals, and any deviation from 
  the Veskarium’s authoritarian culture must be “hammered down” 
  immediately to prevent dissent or unrest in the empire.
  THE OFFICE
  Getting to Alistair-8’s office is a bit of a hike. The assistant works 
  in a small support building set far away from the central pyramid 
  of Command Prime.
  The normally good-natured Alistair-8 (LG male android 
  mechanic) has had trouble adjusting to the cultural norms of vesk 
  society. To correct this deficiency, Alistair-8 recently purchased 
  and installed a supplemental AI entity named Claude, whose sole 
  purpose is to help him gain a bit of the mental toughness required 
  to function effectively in the Veskarium’s capital. However, the 
  AI has gone a bit rogue, and instead of helping Alistair-8 turn 
  that meanness outward, Claude has spent every moment since 
  installation berating Alistair-8 on supposed softness and shoddy 
  work, as well as keeping Alistair-8’s personal files under encryption 
  to force the android to “do something effective for once.”
  Claude is all too eager to pick apart the PCs as well for perceived 
  faults and will gleefully verbally lambaste the PCs should they try 
  to intercede on Alistair’s behalf. PCs can attempt to correct Claude’s 
  faulty coding with a successful Average Computers or Engineering 
  check, or they can attempt to negotiate with or bully Claude into 
  behaving with a successful Hard Diplomacy or Intimidate check.
  Treasure: If the PCs help Alistair-8, the android  opens a desk 
  and reveals two mk 2 shock grenades, which he gives to the PCs 
  (two screamer grenades II in Subtier 5–6). If questioned on why 
  he has these grenades, the android meekly says “to keep Claude 
  in line...”
  Development: If the PCs successfully help Alistair-8, he provides 
  them with non-vesk informant accounts, providing information per 
  the Tracking the Keepers section on page 10.
  Rewards: If the PCs don’t help Alistair-8, reduce each PC’s 
  credits earned by the following amounts. Don’t reduce credits 
  earned unless the PC pursued Investigation 4.
  Subtier 3–4: Reduce each PC’s credits earned by 120.
  Out of Subtier: Reduce each PC’s credits earned by 230.
  Subtier 5–6: Reduce each PC’s credits earned by 340.
  INVESTIGATION 5: 
  CENOTAPH OF THE FALLEN
  Read or paraphrase the following introduction from Paxel.
  “Hmm.” Paxel muses as he taps a claw on his desk. “I’m not sure 
  if I should be even passing this on to you, but I suppose finding 
  this traitorous cult is worth it.” Using a nearby pad of paper, he 
  quickly scribbles a note down. Carefully extending one claw, he 
  makes a small incision on the base of his scaly palm. Folding the 
  paper, he looks up. “I’ve received a message from a pahtra who I 
  believe has integrated themself with the Keepers. I haven’t been 
  able to verify whether they will have actionable information, but 
  it’s worth investigating. They’ve asked to meet at the Cenotaph of 
  the Fallen. Bring this note with you—it will verify your legitimacy 
  to this traitor. They’ll be wearing a dark-blue cloak.”
  The note contains only one sentence: The Dragon sent us.
  CULTURE (RECALL KNOWLEDGE) 
  OR DIPLOMACY (GATHER 
  INFORMATION)
  Based on the result of a Culture check to recall knowledge or a 
  Diplomacy check to gather information, a PC might know more 
  about the Cenotaph of the Fallen. They learn all of the information 
  below whose DC is less than or equal to the result of their check.
  20+: A towering obelisk of pure adamantine surrounded by a 
  paved plaza in the center of Command Prime, the Cenotaph of the 
  Fallen is a memorial honoring all of the warriors who have died in 
  battle during the Veskarium’s many wars and conquests. An honor 
  guard of decorated vesk soldiers guard the monument 28 hours 
  a day. Considered a sacred site by the church of Damoritosh, the 
  cenotaph houses a shrine to the Conqueror in its base. Priests of 
  Damoritosh maintain the site and host regular religious services in 
  the shrine.
  ARRIVING AT THE CENOTAPH
  The Cenotaph of the Fallen is centrally located in Command Prime 
  and is easy to get to. When the PCs arrive at the obelisk, read or 
  paraphrase the following to get started.
  The paved stones of the central plaza surrounding the obelisk are 
  mirror clean, save for the odd film of cleaning agent on several 
  of the outlying rocks. The faint outlines of scrubbed graffiti are 
  barely noticeable in the sharp daylight. The shrine at the base of 
  the cenotaph hosts several figures kneeling in silent prayer.
  There are several hooded and cloaked figures at the base of the 
  cenotaph, but only one is wearing a dark-blue cloak. When the 
  figure sees the PCs approaching, he rapidly gestures for the PCs 
  to kneel beside them, mimicking the prayers under the watchful 
  eyes of the priests of Damoritosh. Sitting next to the dark cloaked 
  figure allows the PCs to see his face: large sky-blue eyes framed by 
  tan fur. PCs who succeed at an Easy Life Science check recognizes 
  him as a pahtra, a competitive and agile feline species from the 
  Veskarium. He introduces himself as Qona (NG male pahtraAA2 
  mystic) and explains that he’s been a member of the Keepers of 
  the Lie for only 6 months, but that he already sees the errors in 
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  his ways and wants to redeem himself and regain his Veskarium 
  honor by bringing down the cult. However, he was not expecting 
  the PCs, and he is unsure whether he can trust them.
  PCs can attempt to negotiate with Qona or bully Qona into 
  giving them information with a successful Average Diplomacy or 
  Intimidate check. They can also try to read between the lines to 
  get more information without Qona’s knowledge with a successful 
  Hard Sense Motive check.
  Treasure: If the PCs convince Qona to provide them with the 
  necessary information, the pahtra also passes along a mk 2 serum 
  of healing (three serums in Subtier 5–6) as a token of further 
  goodwill and proof of his intentions.
  Development: If the PCs successfully meet up with the Keeper 
  defector, he tells them the location of the trap in area C4. He also 
  provides them a piece of information as detailed in the Tracking 
  the Keepers section on page 10.
  Rewards: If the PCs don’t convince Qona to provide them with 
  information, reduce each PC’s credits earned by the following 
  amounts. Don’t reduce credits earned unless the PC pursued 
  Investigation 5.
  Subtier 3–4: Reduce each PC’s credits earned by 120.
  Out of Subtier: Reduce each PC’s credits earned by 230.
  Subtier 5–6: Reduce each PC’s credits earned by 340.
  INVESTIGATION 6: THE 
  MUSEUM OF CONQUEST
  Read or paraphrase the following introduction from Paxel.
  Paxel gestures to the large painting behind desk. Featuring 
  an ornate gilded frame, the canvas displays a triumphant vesk 
  in full battle armor standing on a pile of insectile heads. The 
  victor holds a fiery doshko overhead in victory. “Do you like my 
  painting? It is on loan to me from the Museum of Conquest. It 
  reminds me that we beat the Swarm before and that we can 
  beat it again, should the need arise.” Paxel grunts in smug 
  determination. “I recommend you speak with the curator 
  who suggested this painting for my office. According to an 
  interdepartmental memo from a few days ago, it seems that 
  some Gap-related trinkets have also gone missing from the 
  museum. Their disappearance may be related to those Keeper 
  intrusions you also experienced.”
  Paxel directs the PCs to the Museum of Conquest, a bombastic 
  and imposing building in Command Prime that’s filled with 
  exhibits that celebrate Veskarium victories throughout Near 
  Space and educate visitors about the triumphs of vesk conquest. 
  When the PCs arrive at the museum, a robotic guide notified by 
  Paxel awaits them and guides the PCs to the curator. The curator, 
  a knobby old vesk with dull scales, greets them with dismay.
  Read or paraphrase the following.
  “Oh my, oh my. Hello, I am Dr. Zekuza. I have just received 
  word that you want to know more about the curios that were 
  recently stolen from the museum. I’m hoping you can help me 
  with finding them. Please, come with me and I’ll show you.” The 
  old vesk walks down avenue-like corridors, passing several 
  exhibits in the museum’s main building. “I wish I could give you a 
  proper tour, but there’s just no time. I’m especially enamored of 
  our new expanded exhibit on the Iron Doshko, the magnificent 
  five-bladed doshko supposedly wielded by Eshovok, the first 
  imperial Emperor of the Veskarium.” The curator reaches the 
  back of the museum and exits onto a small terrace. Pathways 
  lead from the terrace to smaller satellite museums. “I do love 
  these smaller museums. They house our more localized exhibits 
  and antiquities from other worlds. Oh, except that one, that 
  one’s not open yet.” Dr. Zekuza gestures to a distant structure, 
  where a banner reading ‘PACT WORLDS—CONSTRUCTION 
  POSTPONED’ covers the previously engraved name of the 
  building. “Ahh! We’ve arrived at security! They can tell you 
  what happened.”
  Dr. Zekuza (N male vesk) ushers the PCs into a small outbuilding 
  that houses the museum’s security department. Inside the main 
  security office, only one guard is on duty, sitting at a desk with a 
  computer terminal. The guard, Jaihaana (LN female vesk soldier) 
  is sullen that she was not selected to do daytime patrols. She 
  is killing time watching a show on his handheld entertainment 
  device. The show features an energetic space goblin who gives 
  dubious medical advice in a loud, screeching voice. The cautious 
  guard is unmoved by Dr. Zekuza’s pleas to show the PCs the 
  security footage of the theft and recalcitrant to the curator’s 
  requests to print out a list of the stolen items. 
  PCs can attempt to persuade the guard with a successful 
  Average Diplomacy check. Alternatively, if the PCs succeed at a 
  Hard Bluff check to distract the guard, they can then attempt 
  an Easy Computers check, with success allowing them to hack 
  the computer and retrieve the information they need. PCs who 
  succeed at an Easy Culture check identify the show as Dr. 
  Meffid; mentioning the show by name to the guard provides a 
  +5 circumstance bonus to all further checks the PCs attempt to 
  influence the guard.
  Treasure: If the PCs mention Dr. Meffid by name, the guard 
  gives them a piece of armor rejected by the museum for being 
  donated instead of earned through righteous combat: vesk 
  brigandine II (Armory 69) in Subtier 3–4 or Preserver’s mantle II 
  (Armory 69) in Subtier 5–6.
  Development: The information hacked from the computer or 
  given to the PCs by the guard is one piece of information, as 
  detailed in the Tracking the Keepers section on page 10.
  Rewards: If the PCs don’t gain information from this 
  investigation, reduce each PC’s credits earned by the following 
  amounts. Don’t reduce credits earned unless the PC pursued 
  Investigation 6.
  Subtier 3–4: Reduce each PC’s credits earned by 120.
  Out of Subtier: Reduce each PC’s credits earned by 230.
  Subtier 5–6: Reduce each PC’s credits earned by 340.
  
  TRUTH KEEPERS
  15
  15
  B. OUTSIDE COMMAND PRIME (CR 5 OR CR 7)
  Uroubituun has become rightfully suspicious that the PCs are 
  close to tracking him and his allied Keepers down, so he has 
  sent three of his agents to keep an eye out for any suspicious 
  offworlders. As the PCs return to visit with Paxel and report their 
  final findings, four Keepers ambush the PCs.
  Creatures: Four Keepers of the Lie agents loiter outside one 
  of Command Prime’s access points, intending on ambushing the 
  PCs as they report back to Paxel. PCs who succeed at a Hard 
  Perception check notice the Keepers’ malevolent interest in 
  the them and can act in the surprise round before the Keepers 
  emerge to attack.
  SUBTIER 3–4 (CR 6)
  KEEPER FANATIC (VARIES )  
  CR 2
  HP 21 (page 23)
  KEEPER IMMOLATOR (VARIES)  
  CR 2
  HP 25 (page 24)
  KEEPER SABOTEUR (VARIES) 
  CR 2
  HP 23 (page 24)
  SUBTIER 5–6 (CR 8)
  KEEPER CONFLAGRATOR (VARIES)  
  CR 4
  HP 50 (page 25)
  KEEPER DEMOLISHER (VARIES)  
  CR 4
  HP 45 (page 25)
  KEEPER ZEALOT (VARIES)  
  CR 4
  HP 43 (page 26)
  Development: Paxel arrives with a group of Veskarium 
  soldiers shortly after the PCs defeat the Keepers; otherwise, 
  they arrive just in time to provide live-saving aid if the Keepers 
  have overpowered the PCs. After the PCs relay the information 
  learned from their third investigation, Paxel provides the missing 
  pieces and sheds light on his suspected location of the lair of 
  the Keepers of the Lie: an abandoned research facility that was 
  sealed after an industrial accident several months ago.
  Rewards: If the PCs impress Paxel by defeating the Keepers 
  within 5 rounds, he offers them a token of his appreciation after 
  the battle: two mk 1 serums of healing and a frag grenade II in 
  Subtier 3–4, or two mk 2 serums of healing and two frag grenades 
  II in Subtier 5–6.
  Rewards: If the PCs fail to defeat the Keepers, reduce each PC’s 
  credits earned by the following amounts.
  Subtier 3–4: Reduce each PC’s credits earned by 400.
  Out of Subtier: Reduce each PC’s credits earned by 708.
  Subtier 5–6: Reduce each PC’s credits earned by 1,015.
  C. IN THE LAIR OF THE KEEPERS
  Paxel drives the PCs a few miles outside of Command Prime to 
  an abandoned military research station. Paxel explains that while 
  the original purpose of the research facility is classified by the 
  Veskarium’s military, he was still able to pull up floor plans for the 
  facility and has located a potential method of ingress: a sewer tunnel 
  that should bring the PCs right into the center of the facility. While 
  the PCs enter the facility, Paxel intends on drawing the Keepers’ 
  attention away from the central facility by attacking the facility from 
  the outside and attempting to take prisoners. Since the PCs provided 
  enough intelligence to facilitate the operation, Paxel is willing to 
  give the PCs a chance to retrieve the stolen relic while he leads an 
  offensive against the main Keeper force.
  It takes about 15 minutes to navigate the culvert to a maintenance 
  hatch that leads into area C1 within the facility; the journey through 
  the sewers is uneventful. Unless otherwise noted, all ceilings in the 
  facility are 10 feet tall, and emergency lights throughout the facility 
  provide dim lighting.
  C1. Biohazard Containment
  The maintenance hatch opens to reveal a stark room covered in tiles 
  that may have once been white but now bear horrible discoloration 
  from chemical spills. Peeling safety posters cover the walls, with 
  instruction illustrations on operating the large machines to the 
  north and south. The distant sounds of gunfire and explosions 
  indicate that Paxel’s “distraction” is underway. A single door exits 
  the chamber to the west.
  The Veskarium researchers used this area to dispose of potentially 
  hazardous biological remains from their experiments. The machine to 
  the north scans and separates out hazardous waste, which it sends 
  through the laser incinerator to the south, from uncontaminated 
  trash, which it sends it to the garbage chute in area C2. The machine 
  is inoperable, having been dismantled for parts by the Keepers. PCs 
  who can read Vesk see that the posters contain explicit instructions 
  to operate the biohazard scanner and the laser incinerator “to 
  prevent the escape of research subjects.” PCs who succeed at an 
  Easy Perception check also notice that the garbage sorter is hiding a 
  passageway to the north; Medium and smaller PCs can squeeze past 
  the machine and follow the conveyor belt to area C2.
  CREATING 
  ENCOUNTER B
  Roll four times on Table 3 to generate four Keeper agents to 
  use in this encounter. 
  To accommodate a group of four PCs, reduce the number 
  of Keeper agents present by one.
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  B. OUTSIDE COMMAND PRIME
  B. OUTSIDE COMMAND PRIME
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: SPACEPORT
  STARFINDER FLIP-MAT: SPACEPORT
  K
  K
  K
  PCS START HERE
  PCS START HERE
  
  TRUTH KEEPERS
  17
  17
  The door to area C4 is locked and requires a successful Hard 
  Engineering check to bypass.
  C2. GarBaGe Chute (Cr 4 or Cr 6)
  The air in this room stinks of old trash and rotted garbage. A 
  large unpowered console to the east stands in front of a large 
  hatch in the ground. A door exits the room to the east, and a 
  conveyer belt emerges from a passageway leading south.
  Armed guards once stood watch over and operated the 
  disposal here to make sure none of the research subjects could 
  slip out through the trash compactor. The control console for the 
  trash chute is nonoperational.
  Trap: The latch on the garbage chute has rusted away; PCs 
  who step onto the indicated area plunge through the garbage 
  chute to the (thankfully disabled) compactor below. Maintenance 
  hatches below bring them back into the sewer, from which they 
  can easily find their way back to area C1.
  SUBTIER 3–4 (CR 4)
  GARBAGE CHUTE TRAP 
  CR 4
  Type analog; Perception DC 26; Disable Athletics DC 20 (open 
  trap door) or Engineering DC 22 (jam trap door shut)
  Trigger location; Reset manual
  Effect 70-ft.-deep pit (7d6 falling damage); Reflex DC 15 avoids
  SUBTIER 5–6 (CR 6)
  GARBAGE CHUTE TRAP 
  CR 6
  Type analog; Perception DC 29; Disable Athletics DC 23 (open 
  trap door) or Engineering DC 25 (jam trap door shut)
  Trigger location; Reset manual
  Effect 100-ft.-deep pit (10d6 falling damage); Reflex DC 16 
  avoids
  C3. SpeCimen Containment (Cr 6 or Cr 8)
  This room is dark except for the glow of the console in the 
  southeast corner of the room. What can be seen of the room is 
  covered in a thin layer of translucent slime.
  This room used to be a security office but has been repurposed 
  by the Keepers to house two surviving specimens from this 
  facility’s mysterious experiments. Uroubituun had his subordinate 
  Liars place the creatures in storage tanks in this chamber, to be 
  used in case anyone attacked the facility. Paxel’s sudden assault 
  has taken the Keepers by surprise, and Uroubituun has yet to 
  dispatch his agents here to wake the creatures in stasis.
  Creatures: When the Keepers took over the facility, they found 
  two of the research specimens still contained in storage in the 
  tanks to the east and west of area C5. The grotesque creatures 
  resemble a hybrid of octopus and shark, as large as a human. 
  Uroubituun found them to be perfect subjects for his experiments 
  and altered them in dramatic ways; apply the changes listed on 
  Table 5 to the stat blocks below.
  Players with Chronicle sheets for Starfinder Society Scenario 
  #1–23: Return to Sender recognize the creature as a mature 
  version of the strange creature discovered within the jinsul 
  starbase. The creatures react poorly to non-Keeper arrivals . They 
  spend their first round of combat breaking out of their storage 
  tanks before attacking.
  SUBTIER 3–4 (CR 6)
  ENIGMATIC SPECIMENS (2) 
  CR 4
  N Medium (creature type varies; see Table 5 on page 22)
  Init +3; Senses darkvision 60 ft.; Perception +10
  DEFENSE  
   
   
                  HP 50 EACH
  EAC 16; KAC 18
  Fort +8; Ref +6; Will +3
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee tentacle +12 (1d6+9 B plus grab) or bite +12 (1d6+9 P)
  Multiattack bite +6 (1d6+9 P), 2 tentacles +6 (1d6+9 B plus 
  grab)
  Ranged digestive spray +9 (1d4+4 A)
  STATISTICS
  Str +5; Dex +3; Con +0; Int –2; Wis +1; Cha +0
  Skills Athletics +15, Stealth +10, Survival +10
  SPECIAL ABILITIES
  Digestive Spray (Ex) The specimen sprays digestive fluids onto 
  its target from range. This attack has a range increment of 
  20 feet.
  SUBTIER 5–6 (CR 8)
  ADVANCED SPECIMENS (2) 
  CR 6
  N Medium (creature type varies; see Table 5 on page 22)
  Init +3; Senses darkvision 60 ft.; Perception +13
  DEFENSE  
   
   
                 HP 90 EACH
  EAC 18; KAC 20
  Fort +10; Ref +8; Will +5
  CREATING 
  ENCOUNTER C3
  Use Table 5 to determine variable parts of the encountered 
  specimens, based upon the theme selected from Table 4.
  To accommodate a group of four PCs, both specimens 
  have the sickened condition.
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  C. IN THE LAIR OF THE KEEPERS
  C. IN THE LAIR OF THE KEEPERS
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: UNDERWORLD
  STARFINDER FLIP-MAT: UNDERWORLD
  S = SPECIMEN
  S = SPECIMEN
  K = KEEPER
  K = KEEPER
  U = UROUBITUUN
  U = UROUBITUUN
  K
  K
  K
  U
  S
  S
  PCS START HERE
  PCS START HERE
  PIT TRAP
  PIT TRAP
  VARIABLE TRAP
  VARIABLE TRAP
  C4
  C4
  C3
  C3
  C5
  C5
  C6
  C6
  C1
  C1
  C2
  C2
  
  TRUTH KEEPERS
  19
  19
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee tentacle +16 (1d8+11 B plus grab)  
  or bite +16 (1d8+11 P)
  Multiattack bite +10 (1d8+11 P), 2 tentacles +10 (1d8+11 B plus 
  grab)
  Ranged digestive spray +13 (1d10+6 A)
  STATISTICS
  Str +5; Dex +3; Con +0; Int –2; Wis +2; Cha +0
  Skills Athletics +18, Stealth +13, Survival +13
  SPECIAL ABILITIES
  Digestive Spray (Ex) The specimen sprays digestive fluids onto 
  its target from range. This attack has a range increment of 
  20 feet.
  Development: Once the PCs defeat the specimens in the room, 
  they can investigate and access the computer in the area with a 
  successful Average Computers check. Records from Uroubituun 
  describe the discovery of the specimens in the complex and (if 
  applicable) the processes he undertook to augment the specimen 
  (or the summoning process from an alternate reality, if using 
  the summoner theme). The PCs can access heavily encrypted 
  files with an additional successful Hard Computers check. These 
  encrypted files record the numerous experiments conducted by the 
  Veskarium military to summon and analyze these specimens from 
  another unspecified dimension over the course of 3 years in the 
  middle of the Silent War.
  If the PCs don’t defeat these creatures prior to reaching area 
  C5, then Uroubituun sends a signal from his armor to release the 
  specimens so they can join in the final combat.
  C4. interSeCtion (Cr 3 or Cr 5)
  The hallways branching from this intersection lead to the Keepers 
  councilor and the remaining Keepers in the compound not currently 
  engaged with Paxel’s attack.
  Trap: Councilor Uroubituun spent some time setting up a trap 
  in this central intersection to weaken any potential intruders. The 
  Keepers know to take the other corridor to avoid accidentally 
  triggering this trap. Any creatures moving over the trap risk setting 
  off motion detectors that activate a blast.
  SUBTIER 3–4 (CR 3)
  INTERSECTION BLAST TRAP 
  CR 3
  Type see Table 6; Perception 24; Disable see Table 6, DC 19
  Trigger location; Reset none
  Effect 15-foot cone (6d6; see Table 6 for energy type); Reflex 
  DC 14 half
  SUBTIER 5–6 (CR 5)
  INTERSECTION BLAST TRAP 
  CR 5
  Type see Table 6; Perception 27; Disable see Table 6, DC 22
  Trigger location; Reset none
  Effect 15-foot cone (4d12+4; see Table 6 for energy type); 
  Reflex DC 15 half
  Development: The noise of the trap’s blast is enough to alert 
  all the Keepers in the building and attract the attention of the 
  specimens in area C3.
  C5. Stone Cold (Cr 7 or Cr 9)
  Large tanks and monitors fill much of this spacious room. The 
  tanks bubble and hiss with reagents and chemicals, while 
  the displays show the signs of a brewing battle outside the 
  compound. A pair of double doors exits the room to the north, 
  and two transparent polycarbonate doors sit in the eastern and 
  western walls.
  The original Veskarium researchers who inhabited this complex 
  used this room for monitoring their specimens. The Keepers now 
  use it as a sort of command center; monitors show security feeds 
  of outside, where Paxel gleefully throws grenades into packs of 
  Keepers. Through the containment door to the east, the silhouette 
  of a specimen similar to that in area C3 can be seen floating in a 
  glass tank, hooked up to multiple diodes and monitoring devices.
  Creatures: Uroubituun and their allies are in here guarding 
  the artifact. If the PCs have not yet battled the specimens in 
  area C3, then the ijtikri tries to stall for time, sending a remote 
  signal to open the vats in the specimen chamber and summon the 
  specimens to him. Uroubituun chides the PCs for their misplaced 
  belief in history and the Starfinder Society, swearing that the past 
  is nothing but a lie and that the Keepers have uncovered a greater 
  truth. He continues this rant for as long as able to buy time for 
  the specimens to arrive. If the specimens have been defeated, 
  Uroubituun eventually stops proselytizing as he realizes what’s 
  happened, then orders the other Keepers to attack.
  SUBTIER 3–4 (CR 7)
  KEEPER FANATIC (VARIES) 
   
  CR 2
  HP 21 (page 23)
  KEEPER IMMOLATOR (VARIES)  
  CR 2
  HP 25 (page 24)
  CREATING 
  ENCOUNTER C4
  Use Table 6 to determine variable parts of the trap, based 
  upon the theme selected from Table 4.
  
  STARFINDER SOCIETY SCENARIO
  20
  20
  uroubituun
  uroubituun
  CREATING 
  ENCOUNTER C5
  Roll three times on Table 3 to generate three Map Keeper 
  agents to partake in this encounter, and roll once on Table 
  4 to determine the stat block to use for Uroubituun.
  To accommodate a group of four PCs, reduce 
  the number of Keeper agents present by one.
  KEEPER SABOTEUR (VARIES)     CR 2
  HP 23 (page 24)
  UROUBITUUN                                             CR 4
  HP varies (pages 23–24)
  SUBTIER 5–6 (CR 9)
  KEEPER CONFLAGRATOR (VARIES)CR 4
  HP 50 (page 25)
  KEEPER DEMOLISHER (VARIES)     CR 4
  HP 45 (page 25)
  KEEPER ZEALOT (VARIES)  
  CR 4
  HP 43 (page 26)
  UROUBITUUN 
  CR 6
  HP varies (pages 25–26)
  Development: Once the PCs defeat Uroubituun and the 
  remaining Keeper agents, they’re free to explore any other areas of 
  the complex. The adjacent area C6 contains the missing Starfinder 
  artifact, which the PCs can easily recover before returning to the 
  exterior of the structure.
  Rewards: If the PCs fail to defeat the councilor and retrieve the 
  missing artifact, reduce each PC’s credits earned by the following 
  amounts.
  Subtier 3–4: Reduce each PC’s credits earned by 450.
  Out of Subtier: Reduce each PC’s credits earned by 850.
  Subtier 5–6: Reduce each PC’s credits earned by 1,250.
  C6. artifaCt Containment
  After removing the specimen from the containment tank here, 
  Uroubituun has repurposed the tank for storing the stolen artifact 
  until he’s figured out how to destroy it. It sits in the containment  
  tank, unmarred by the Keeper’s attempts to destroy it. Dr. Zekuza’s 
  missing curios are nowhere to be found.
  CONCLUSION
  Once the PCs have the artifact in hand, they 
  can exit the research facility as Paxel’s troops 
  finish up with the main bulk of the Keepers 
  forces. If the PCs go out through the 
  main entrance, they find dozens of dead 
  Keepers and a very excited Paxel. He 
  asks if the PCs had as much fun as he 
  did and chuckles at anyone expressing 
  anything less than full excitement as 
  having too many “Pact foibles.” The return 
  ride back to Command Prime is swift and 
  uneventful, and Paxel happily sends the 
  PCs on their way back to the Pact Worlds.
  Upon the PCs’ arrival back on Absalom 
  Station, Venture-Captain Naiaj immediately 
  calls for a full debriefing and listens 
  intently to the PCs account of their 
  Veskarium adventure. She thanks the PCs 
  for not causing any intergalactic incidents, 
  and she comments that while the 
  semiclandestine mission didn’t necessarily 
  improve Veskarium–Pact Worlds relations, she feels that 
  everyone involved understands each other a little better now. 
  Naiaj takes the artifact from the PCs for further study and 
  promises that if there proves to be any actionable information 
  from the relic, the results should appear in a future issue of 
  the Starfinder Chronicles.
  PRIMARY SUCCESS 
  CONDITIONS
  If the PCs succeed in retrieving the artifact from the Keepers 
  of the Lie, they succeed in their primary success condition. 
  Accomplishing this earns each PC 1 Fame and Reputation for 
  any faction associated with their currently slotted faction boon. 
  In addition, each player earns the Into the Veskarium boon on 
  their Chronicle sheet.
  SECONDARY SUCCESS 
  CONDITIONS 
  The PCs succeed at their secondary success condition if 
  they accomplish both of the following: keeping one or more 
  Keepers alive in area A, and succeeding at two or more of their 
  investigatory missions. Accomplishing this earns each PC 1 Fame 
  and Reputation for any faction associated with their currently 
  slotted faction boon. 
  
  TRUTH KEEPERS
  21
  21
  APPENDIX 1: RANDOMIZED TABLES
  ALLY AND ARTIFACT
  Use Tables 1 and 2 to determine the Starfinder NPC who assists the PCs in area A and the to identify the artifact the Keepers stole.
  TABLE 1: NPC STARFINDER
  d3 Name 
  Description 
  Combat Ability 
  Personality
  1 
  Dale 
  CN male halfling soldier 
  1/turn harrying or covering fire 
  Handsome and cocky, always acts with flair
  2 
  Narbal 
  NG bantridPW solarian 
  moves to flank with an ally 
  Overwhelmed and anxious but eager to prove themself.
  3 
  Pickle 
  CG female ysoki envoy 
  1/turn inspiring boost 
  Happy-go-lucky, loves friends and food.
  TABLE 2: ARTIFACT
  d4 Name 
  Description
  1 
  Dwarven chroniclestone 
  Intact traditionally carved stone tablet chronicling the pre-Gap history of a dwarven colony on an 
  unknown planet. Divinations show traces of Torag’s divine protection.
  2 
  Choir of Tales 
  Kasathan mechanical music box that tells stories of deceased ancestors. No apparent source of input 
  or storage, yet the stories have never repeated in recorded history.
  3 
  Apostae cylinder 
  Metallic cylinder inscribed with an unknown markings that resists translation through technology or 
  magic; found deep within Apostae.
  4 
  Impervious datapad 
  Datapad made of unidentified polymer, thus far unbreakable, with hundreds of files. Only unencrypted 
  item is a detailed digital wireframe of an unknown mountainous island with a single large coastal city. 
  KEEPERS OF THE LIE
  Before the scenario begins, use Table 3 to select or randomly determine the agents that the PCs will fight in area A, area B, and area C4. 
  Roll three agents for area A, four agents for area B, and three agents for area C. Use Table 4 to select a theme for Uroubituun, an opponent 
  who the PCs confront in area C5. Uroubituun’s theme influences several other encounters. Use Table 5 and Table 6 to make adjustments 
  to the specimen in area C3 and the trap in area C4 based on the theme chosen from Table 4.
  TABLE 3: KEEPER AGENTS
  d3 Tier 3–4 
  Tier 5–6
  1 
  Keeper immolator 
  Keeper conflagrator
  2 
  Keeper saboteur 
  Keeper demolisher
  3 
  Keeper fanatic 
  Keeper zealot
  TABLE 4: UROUBITUUN THEME AND STAT BLOCK
  d4 Theme 
  Tier 3–4 
  Tier 5–6
  1 
  Biologist 
  Keeper fleshstitcher 
  Keeper vivisectionist
  2 
  Necromancer 
  Keeper necromancer 
  Keeper dread necromancer
  3 
  Roboticist 
  Keeper augmenter 
  Keeper fervent augmenter
  4 
  Summoner 
  Keeper fatebender  
  Keeper fateshaper
  
  STARFINDER SOCIETY SCENARIO
  22
  22
  dale
  dale
  pickle
  pickle
  narbal
  narbal
  TABLE 5: AREA C3 SPECIMENS
  Uroubituun Theme Description 
  Creature Type 
  Stat Block Adjustments
  Necromancer 
  Zombified 
  Undead 
  mindless, undead immunities, unliving; set Constitution 
   
  modifier to –.
  Roboticist 
  Cyborg 
  Aberration (extraplanar, technological) 
  vulnerable to electricity; change ranged attack to
   
  integrated laser and change damage type to fire.
  Summoner 
  Summoned 
  Aberration (extraplanar) 
  low-light vision
  Biologist 
  Winged 
  Aberration (extraplanar) 
  fly 30 ft. (Ex, average)
  TABLE 6: AREA C4 TRAP
  Uroubituun Theme 
  Description 
  Trap Type 
  Disable Skill 
  Damage Type
  Necromancer 
  Unholy skullspout Hybrid 
  Mysticism or Engineering 
  Cold
  Roboticist 
  Computer shock 
  Technological 
  Computers or Engineering 
  Electricity
  Summoner 
  Blast of fire 
  Magical 
  Mysticism 
  Fire
  Biologist 
  Spray bladder 
  Analog 
  Engineering or Life Science 
  Acid
  
  TRUTH KEEPERS
  23
  23
  APPENDIX 2: SUBTIER 3–4 
  STAT BLOCKS
  KEEPER AUGMENTER 
  CR 4
  Ijtikri technomancer (Starfinder Alien Archive 3 54)
  CE Medium aberration
  Init +3; Senses darkvision 60 ft.; Perception +10
  DEFENSE  
  HP 43 RP 4
  EAC 15; KAC 16
  Fort +3; Ref +4; Will +7
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee tactical switchblade +6 (1d4+4 S)
  Ranged caliginous shadow pistol +8 (1d4+4 C; critical blind  
  [DC 15])
  Mystic Spells Known (CL 4th; melee +6, ranged +8)
  2nd (3/day)—daze monster (DC 17), invisibility (DC 17)
  1st (6/day)—detect tech, jolting surge, supercharge weapon
  0 (at will)—daze (DC 15), energy ray
  STATISTICS
  Str +0; Dex +3; Con +0; Int +5; Wis +1; Cha +0 
  Skills Bluff +10, Computers +15, Engineering +15, Intimidate +15, 
  Mysticism +15
  Languages Common, Iji, Vesk
  Other Abilities magic hacks (robot influence), spell cache 
  (necklace)
  Gear enlisted grave mantleAR, tactical switchbladeAR, caliginous 
  shadow pistolAR with 1 battery (40 charges)
  KEEPER FANATIC 
  CR 2
  Vesk technomancer
  CE Medium humanoid (vesk)
  Init +2; Senses low-light vision; Perception +7
  DEFENSE  
  HP 21 RP 3
  EAC 12; KAC 13 
  Fort +1; Ref +1; Will +5; +2 vs. fear
  OFFENSE
  Speed 30 ft.
  Melee tactical spear +4 (1d6+2 P) or
  unarmed strike +4 (1d3+2 S)
  Ranged flame pistol +6 (1d4+2 F; critical burn 1d4)
  Technomancer Spells Known (CL 2nd; melee +4, ranged +6)
  1st (3/day)— jolting surge, overheat (DC 15)
  0 (at will)— daze (DC 14), energy ray
  STATISTICS
  Str +0; Dex +2; Con +0; Int +4; Wis +1; Cha +0 
  Skills Acrobatics +12, Athletics +12, Computers +12, Intimidate +7, 
  Mysticism +12
  Languages Common, Vesk
  Other Abilities armor savant, magic hacks (selective targeting), 
  spell cache (hacking kit)
  Gear vesk brigandine I, tactical spear, flame pistol with 1 petrol 
  tank (20 charges), tool kit (hacking kit)
  KEEPER FATEBENDER 
  CR 4 
  Ijtikri witchwarper (Starfinder Alien Archive 3 54; Starfinder 
  Character Operations Manual 60)
  CE Medium aberration
  Init +3; Senses darkvision 60 ft.; Perception +10
  DEFENSE 
  HP 43 RP 4 
  EAC 15; KAC 16
  Fort +3; Ref +7; Will +3
  Defensive Abilities thwart ability
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee tactical switchblade +6 (1d4+4 S)
  Ranged caliginous shadow pistol +8 (1d4+4 C; critical blind 
  [DC 15]) or
  web grenade I +6 (explode [10 ft.], mire 1d4 rounds)
  Mystic Spells Known (CL 4th; melee +6, ranged +8)
  2nd (3/day)—force blast (DC 17), mirror image
  1st (6/day)—fear (DC 16), jolting surge, overheat (DC 16)
  0 (at will)—daze (DC 15), hazardCOM (DC 15)
  STATISTICS
  Str +0; Dex +3; Con +0; Int +1; Wis +0; Cha +5 
  Skills Bluff +15, Intimidate +15, Life Science +15, Mysticism +15, 
  Stealth +10
  Languages Common, Iji, Vesk
  Other Abilities infinite worlds (140 ft,.4 rounds)
  Gear enlisted grave mantleAR, tactical switchbladeAR, caliginous 
  shadow pistolAR with 1 battery (40 charges), web grenades I AR (2)
  KEEPER FLESHSTITCHER 
  CR 4 
  Ijtikri biohacker (Starfinder Alien Archive 3 54; Starfinder 
  Character Operations Manual 40)
  CE Medium aberration
  Init +3; Senses darkvision 60 ft.; Perception +10
  DEFENSE  
  HP 45
  EAC 16; KAC 17
  Fort +5; Ref +4; Will +6
  Defensive Abilities strange anatomy (reduce critical hit damage 
  by 5)
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee tactical switchblade +9 (1d4+4 S)
  Ranged tactical nightarch needler +11 (1d6+6 P; critical 
  injection DC +2) or
  web grenade I +11 (explode [10 ft.], mire 1d4 rounds)
  Offensive Abilities biohacks, custom microlab
  STATISTICS
  Str +0; Dex +3; Con +0; Int +1; Wis +5; Cha +0 
  Skills Bluff +10, Intimidate +15, Life Science +15, Medicine +15, 
  Survival +10
  Languages Common, Iji, Vesk
  Other Abilities biohacks (maximum 6), custom microlab, field 
  of study (genetics)
  Gear enlisted grave mantleAR, tactical switchbladeAR, tactical 
  
  STARFINDER SOCIETY SCENARIO
  24
  24
  nightarch needlerPW with 20 darts, web grenades IAR (2), 
  insanity mist (2)
  KEEPER IMMOLATOR 
   CR 2
  Vesk solarian
  CE Medium humanoid (vesk)
  Init +2; Senses low-light vision; Perception +7
  DEFENSE  
  HP 25 RP 3
  EAC 14; KAC 16 
  Fort +4; Ref +2; Will +3 ; +2 vs. fear
  OFFENSE
  Speed 30 ft.
  Melee red star plasma lash +10 (1d4+6 E & F; critical 
  knockdown) or
  unarmed strike +10 (1d3+6 S) 
  Ranged flame pistol +7 (1d4+2 F; critical burn 1d4)
  Space 5 ft.; Reach 5 ft. (10 ft. with red star plasma lash)
  Offensive Abilities stellar revelations (black hole [20-ft. radius, 
  pull 10 ft., DC 11], stellar rush [2d6 F, DC 11], supernova [10-
  ft. radius, 3d6 F, DC 11])
  STATISTICS
  Str +4; Dex +2; Con +0; Int +0; Wis +0; Cha +1
  Skills Acrobatics +12, Athletics +7, Intimidate +7, Mysticism +7
  Languages Common, Vesk
  Other Abilities armor savant, solar manifestation (solar armor), 
  stellar alignment
  Gear vesk brigandine IAR, red star plasma lashAR with 1 battery 
  (20 charges), flame pistol with 1 petrol tank (20 charges) 
  KEEPER NECROMANCER 
  CR 4
  Ijtikri mystic (Starfinder Alien Archive 3 54)
  CE Medium aberration
  Init +0; Senses darkvision 60 ft.; Perception +10
  DEFENSE  
  HP 43 RP 4
  EAC 15; KAC 16
  Fort +3; Ref +3; Will +7
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee tactical switchblade +6 (1d4+4 S)
  Ranged caliginous shadow pistol +8 (1d4+4 C; critical blind 
  [DC 15])
  Offensive Abilities forced amity (DC 15), inexplicable commands
  Mystic Spell-Like Abilities (CL 4th)
  At will—mindlink
  Mystic Spells Known (CL 4th; ranged +8)
  2nd (3/day)— command undead (DC 17), hold person (DC 17)
  1st (6/day)—command (DC 16), fear (DC 16), reflecting armor 
  (DC 16)
  0 (at will)—daze (DC 15), telekinetic projectile
  Connection overlord
  STATISTICS
  Str +0; Dex +0; Con +3; Int +0; Wis +5; Cha +1 
  Skills Bluff +10, Diplomacy +15, Intimidate +15, Life Science +15, 
  Medicine +15, Mysticism +15
  Languages Common, Iji, Vesk
  Gear enlisted grave mantleAR, tactical switchbladeAR, caliginous 
  shadow pistolAR with 1 battery (40 charges)
  KEEPER SABOTEUR 
  CR 2
  Vesk operative
  CE Medium humanoid (vesk)
  Init +4; Senses low-light vision; Perception +8
  DEFENSE  
  HP 23
  EAC 13; KAC 14
  Fort +1; Ref +4; Will +5; +2 vs. fear
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee light sap +6 (1d4+2 B) or
  unarmed strike +6 (1d3+2 S)
  Ranged flame pistol +8 (1d4+2 F; critical burn 1d4) or
  series-21 plasma guide +8 (1d8+2 E & F)
  Offensive Abilities trick attack +1d4
  STATISTICS
  Str +0; Dex +4; Con +0; Int +2; Wis +1; Cha +0
  Skills Acrobatics +8, Athletics +8, Computers +13, Engineering 
  +13, Piloting +13, Sleight of Hand +13, Stealth +13
  Feats Improved Feint
  Languages Common, Vesk
  Other Abilities armor savant, operative exploits (uncanny 
  mobility), specialization (hacker)
  Gear vesk brigandine I, light sapAR, flame pistol with 1 petrol 
  tank (20 charges), series-21 plasma guideAR with 2 batteries 
  (20 charges), tool kit (engineering kit), tool kit (hacking kit)
  
  TRUTH KEEPERS
  25
  25
  APPENDIX 3: SUBTIER 5–6 
  STAT BLOCKS
  KEEPER CONFLAGRATOR 
  CR 4
  Vesk solarian
  CE Medium humanoid (vesk)
  Init +3; Senses low-light vision; Perception +10
  DEFENSE 
  HP 50 RP 4
  EAC 17; KAC 19 
  Fort +6; Ref +4; Will +5; +2 vs. fear
  OFFENSE
  Speed 30 ft.
  Melee immolation flame spinner +12 (1d8+9 F; critical burn 1d6) or 
  unarmed strike +12 (1d3+9 S) 
  Ranged single-valve plasma ring +9 (1d4+4 E & F; critical wound)
  Offensive Abilities stellar revelations (black hole [20-ft. radius, 
  pull 10 ft., DC 13], dark matter [DR 1/—], stellar rush [2d6 F, DC 
  13], supernova [10-ft. radius, 5d6 F, DC 13])
  STATISTICS
  Str +5; Dex +3; Con +0; Int +0; Wis +0; Cha +1 
  Skills Acrobatics +15, Athletics +10, Intimidate +10, Mysticism +10
  Languages Common, Vesk
  Other Abilities armor savant, solar manifestation (solar armor), 
  stellar alignment
  Gear basic lashunta tempweave, immolation flame spinnerAR 
  with 1 petrol tank (20 charges), single-valve plasma ringAR 
  with 1 battery (20 charges)
  KEEPER DEMOLISHER 
  CR 4
  Vesk operative
  CE Medium humanoid (vesk)
  Init +6; Senses low-light vision; Perception +11
  DEFENSE 
  HP 45 RP 4
  EAC 16; KAC 17
  Fort +3; Ref +6; Will +7; +2 vs. fear
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee tactical switchblade +8 (1d4+4 S) or
  unarmed strike +8 (1d3+4 S) 
  Ranged microwave scorchgun +8 (1d6+4 F) or
  terrestrial gamma rifle +10 (1d10+4 F; critical irradiate)
  Offensive Abilities debilitating trick, trick attack +1d8
  STATISTICS
  Str +0; Dex +5; Con +0; Int +3; Wis +1; Cha +0
  Skills Acrobatics +11, Athletics +11, Computers +16, Engineering 
  +16, Piloting +16, Sleight of Hand +16, Stealth +16
  Languages Common, Vesk
  Other Abilities armor savant, operative exploits (holographic 
  clone, uncanny mobility), specialization (hacker)
  Gear basic lashunta tempweave, tactical switchbladeAR, 
  microwave scorchgunAR with 1 battery (20 charges), 
  terrestrial gamma rifleAR with 1 battery (40 charges), tool kit 
  (engineering kit), tool kit (hacking kit)
  KEEPER DREAD NECROMANCER 
  CR 6
  Ijtikri mystic (Starfinder Alien Archive 3 54)
  CE Medium aberration
  Init +0; Senses darkvision; Perception +13
  DEFENSE 
  HP 75 RP 4
  EAC 17; KAC 18 
  Fort +5; Ref +5; Will +9
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee tactical maul +10 (1d8+6 B; critical knockdown) 
  Ranged crypt-class bone pistol +12 (1d6+6 C)
  Offensive Abilities echoes of obedience, forced amity (DC 16), 
  inexplicable commands
  Mystic Spell-Like Abilities (CL 6th)
  At will—mindlink
  Mystic Spells Known (CL 6th; ranged +12)
  2nd (3/day)— command undead (DC 18), hold person (DC 18)
  1st (6/day)—command (DC 17), fear (DC 17), reflecting armor 
  (DC 17)
  0 (at will)—daze (DC 16), telekinetic projectile
  Connection overlord
  STATISTICS
  Str +0; Dex +0; Con +3; Int +0; Wis +5; Cha +2
  Skills Bluff +13, Diplomacy +18, Intimidate +18, Life Science +18, 
  Medicine +18, Mysticism +18
  Languages Common, Iji, Vesk
  Gear elite stationwear, tactical maulAR, crypt-class bone pistolAR 
  with 1 battery (20 charges)
  KEEPER FATESHAPER 
  CR 6 
  Ijtikri witchwarper (Starfinder Alien Archive 3 54; Starfinder 
  Character Operations Manual 60)
  CE Medium aberration
  Init +3; Senses darkvision 60 ft.; Perception +13
  DEFENSE  
  HP 75 RP 4 
  EAC 17; KAC 18
  Fort +5; Ref +7; Will +7
  Defensive Abilities thwart ability
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee tactical maul +10 (1d8+6 B; critical knockdown) 
  Ranged crypt-class bone pistol +12 (1d6+6 C) or
  riot grenade II +13 (explode [10 ft., staggered])
  Witchwarper Spells Known (CL 6th; melee +10, ranged +12)
  2nd (3/day)—force blast (DC 18), mirror image
  1st (6/day)—fear (DC 17), jolting surge, overheat (DC 17)
  0 (at will)—daze (DC 16), hazardCOM (DC 16)
  STATISTICS
  Str +0; Dex +3; Con +0; Int +2; Wis +0; Cha +5 
  Skills Bluff +18, Intimidate +18, Life Science +18, Mysticism +18, 
  Stealth +13
  
  STARFINDER SOCIETY SCENARIO
  26
  26
  Languages Common, Iji, Vesk
  Other Abilities infinite worlds (160 ft,.6 rounds)
  Gear elite stationwear, tactical maulAR, crypt-class bone pistolAR 
  with 1 battery (20 charges), riot grenades IIAR (2)
  KEEPER FERVENT AUGMENTER 
  CR 6
  Ijtikri technomancer (Starfinder Alien Archive 3 54)
  CE Medium aberration
  Init +3; Senses darkvision 60 ft.; Perception +13
  DEFENSE  
  HP 75 RP 4
  EAC 17; KAC 18 
  Fort +5; Ref +5; Will +9
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee tactical maul +10 (1d8+6 B; critical knockdown) 
  Ranged crypt-class bone pistol +12 (1d6+6 C) or
  flash grenade II +10 (explode [10 ft., blinded 1d4 rounds])
  Technomancer Spells Known (CL 6th; melee +10, ranged +12)
  2nd (3/day)—daze monster (DC 18), invisibility (DC 18)
  1st (6/day)—detect tech, jolting surge, supercharge weapon
  0 (at will)—daze (DC 16), energy ray
  STATISTICS
  Str +0; Dex +3; Con +0; Int +5; Wis +2; Cha +0
  Skills Bluff +13, Computers +18, Engineering +18, Intimidate +18, 
  Mysticism +18
  Languages Common, Iji, Vesk
  Other Abilities cache capacitor 1 (unseen servant), magic hacks 
  (robot influence, spell grenade), spell cache (necklace)
  Gear elite stationwear, tactical maulAR, crypt-class bone pistolAR 
  with 1 battery (20 charges), flash grenades II (2)
  KEEPER VIVISECTIONIST 
  CR 6 
  Ijtikri biohacker (Starfinder Alien Archive 3 54; Starfinder 
  Character Operations Manual 40)
  CE Medium aberration
  Init +3; Senses darkvision 60 ft.; Perception +13
  DEFENSE 
  HP 80
  EAC 18; KAC 19
  Fort +7; Ref +9; Will +7
  Defensive Abilities gene therapy (10 minutes), strange anatomy 
  (reduce critical hit damage by 10)
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee tactical maul +13 (1d8+6 B; critical knockdown)
  Ranged zoologist injection pistol +15 (1d8+8 P; critical injection 
  DC +2) or
  riot grenade II +13 (explode [10 ft., staggered])
  Offensive Abilities biohacks (maximum 6), custom microlab, field 
  of study (genetics)
  STATISTICS
  Str +0; Dex +3; Con +0; Int +2; Wis +5; Cha +0 
  Skills Bluff +13, Intimidate +18, Life Science +18, Medicine +18, 
  Survival +13
  Languages Common, Iji, Vesk
  Gear elite stationwear, tactical maulAR, zoologist injector pistolAR 
  with 20 darts, riot grenades IIAR (2), insanity mist (2)
  KEEPER ZEALOT 
  CR 4
  Vesk technomancer
  CE Medium humanoid (vesk)
  Init +3; Senses low-light vision; Perception +10
  DEFENSE  
  HP 43 RP 4
  EAC 15; KAC 16
  Fort +3; Ref +3; Will +7; +2 vs. fear
  OFFENSE
  Speed 30 ft.
  Melee tactical handaxe +6 (1d6+4 S) or
  unarmed strike +6 (1d3+4 S) 
  Ranged single-valve plasma ring +8 (1d4+4 E & F; critical wound)
  Technomancer Spells Known (CL 4; melee +6, ranged +8) 
  2nd (3/day)—caustic conversion, daze monster (DC 17)
  1st (6/day)—jolting surge, magic missile, overheat (DC 16)
  0 (at will)— daze (DC 15), energy ray
  STATISTICS
  Str +0; Dex +3; Con +0; Int +5; Wis +1; Cha +0 
  Skills Acrobatics +15, Athletics +15, Computers +15, Intimidate +10, 
  Mysticism +15
  Languages Common, Vesk
  Other Abilities armor savant, magic hacks (selective targeting), 
  spell cache (tool kit)
  Gear basic lashunta tempweave, tactical handaxeAR, single-valve 
  plasma ringAR with 1 battery (20 charges), tool kit (hacking kit)
  
  TRUTH KEEPERS
  27
  27
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  
  STARFINDER SOCIETY SCENARIO
  28
  28
  OPEN GAME LICENSE Version 1.0a
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  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  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 #2–19: Truth Keepers © 2020, Paizo Inc.; Authors: 
  John Curtin and Natalie Kertzner.
  PAIZO INC.
  Creative Directors • James Jacobs and Robert G. McCreary
  Director of Game Design • Jason Bulmahn
  Director of Game Design • Sarah E. Robinson
  Managing Developers • Adam Daigle and Amanda Hamon
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  Patrick Renie, Michael Sayre, and Jason Tondro
  Starfinder Lead Designer • Joe Pasini
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  Starfinder Society Developer • Thurston Hillman
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  Pathfinder Lead Designer • Logan Bonner
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  This product is compliant with the Open Game License (OGL) and is suitable for use 
  with Starfinder.
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All 
  trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as 
  well as all adjectives, names, titles, and descriptive terms derived from proper nouns), 
  artworks, characters, dialogue, locations, plots, storylines, trade dress, the historical 
  period called the Gap, the terms kishalee, sivv, skyfire, Dreamer (the official Open Game 
  Content term for which is “dreaming barathu”), and the Drift (the official Open Game 
  Content term for which is “hyperspace”). (Elements that have previously been designated 
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  Open Game Content: Except for material designated as Product Identity (see above), the game 
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  Starfinder Society Scenario #2–19: Truth Keepers © 2020, Paizo Inc. All Rights Reserved. 
  Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, 
  Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder 
  P logo, Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure 
  Card Society, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, 
  Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, 
  Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, Pathfinder 
  Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder 
  Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
  
  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
  Character Chronicle #
  3–4
  5–6
  —
  1,460
  2,773
  4,085
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #2–19: Truth Keepers
  ▫▫▫ Into the Veskarium (Social Boon; Limited-Use): Your efforts in combating the Keepers of the Lie impressed several 
  members of the Veskarium. When you slot this boon, you gain a +2 circumstance bonus to all skill checks made to interact 
  with members of the Veskarium. In addition, once per session, you can check one of the boxes on this boon to reroll any 
  single d20 roll while operating on any Veskarium-occupied world.
  Reputation
  All Subtiers
  Subtier 5–6
  caliginous shadow pistol (2,100; item level 4; Starfinder 
  Armory 13)
  enlisted grave mantle (2,100; item level 4; Armory 69)
  insanity mist (4,000; item level 4; limit 2)
  red star plasma lash (1,550; item level 3; Armory 10)
  tactical nightarch needler (1,650; item level 3; Starfinder 
  Pact Worlds 192)
  tactical switchblade (1,300; item level 3; Armory 8)
  thunderstrike sonic pistol (2,300; item level 4)
  web grenade I (490; item level 3; Armory 26; limit 2)
  elite stationwear (4,100; item level 6)
  crypt-class bone pistol (4,350; item level 6; Starfinder 
  Armory 13)
  flash grenade II (1,350; item level 6; limit 2)
  tactical maul (2,750; item level 5; Armory 9)
  zoologist injector pistol (2,890; item level 5; Armory 15)
  riot grenade II (810; item level 5; Armory 26; limit 2)
  immolation flame spinner (2,860; item level 5; Armory 12)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 2/SF S02-19 - Truth Keepers.pdf