TEXT: BY MATT DUVAL
  FUTURE’S FALL
  STARFINDER SOCIETY SCENARIO #2–04, TIER 7–10
  YEAR OF THOUSAND BITES
  
  Starfinder Society Scenario #2–04: Future’s Fall 
  is a Starfinder Society Scenario designed for 
  7th- through 10th-level characters (Tier 7–10; 
  Subtiers 7–8 and 9–10). This scenario is designed 
  for play in the Starfinder Society Roleplaying 
  Guild campaign, but can easily be adapted for 
  use with any world. For more information on 
  the Roleplaying Guild, how to read the attached 
  Chronicle sheets, and how to find games in your 
  area, check out the campaign’s home page at 
  StarfinderSociety.club.
  HOW TO PLAY
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  paizo.com
  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder 
  or the Pathfinder Roleplaying Game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the 
  Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, 
  registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, 
  names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, 
  locations, plots, storylines, trade dress, the historical period called the Gap, the terms kishalee, 
  sivv, skyfire, Dreamer (the official Open Game Content term for which is “dreaming barathu”), and 
  the Drift (the official Open Game Content term for which is “hyperspace”). (Elements that have 
  previously been designated as Open Game Content, or are exclusively derived from previous Open 
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  Open Game Content: Except for material designated as Product Identity (see above), the game 
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  version 1.0a, Section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission.
  Starfinder Society Scenario #2–04: Future’s Fall © 2019, Paizo Inc. Paizo, the Paizo golem logo, 
  Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered 
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  Game, Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder Adventures, 
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  Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  Future’s Fall makes use of the Starfinder Core Rulebook, Starfinder Alien Archive (AA), Starfinder 
  Alien Archive 2, Starfinder Armory (AR) and Starfinder Pact Worlds (PW). This adventure assumes 
  the GM has access to these sourcebooks. All rules referenced in this adventure are available in 
  the free online Starfinder Reference Document at sfrd.info, and the relevant rules from the Alien 
  Archive are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Future’s Fall                                   3
  Appendix 2: Alien Archive                   25
  Appendix 1: Handouts                       21
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see Chapter 1 of the Starfinder Society Roleplaying Guild Guide. 
  This adventure has no scenario tags.
  Author • Matt Duval
  Development Leads • Thurston Hillman
  Contributing Artists • Tawny Fritz, William Marton,  
  David Melvin, and Firat Solhan
  Cartographer • Robert Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda Hamon
  Organized Play Lead Developer • John Compton 
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza,  
  Ron Lundeen, Joe Pasini, Patrick Renie, Michael Sayre, 
  and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Lyz Liddell
  Editors • James Case, Leo Glass, Adrian Ng, Lu Pellazar, and 
  Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Social Media Producer • Payton Smith
  Organized Play Manager • Tonya Woldridge
  Human Resources Generalist • Angi Hodgson
  Accountant • William Jorenby
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Raimi Kong
  Senior Software Developer • Gary Teter 
  Webstore Coordinator • Katina Davis 
  Customer Service Team • Virginia Jordan, Sara Marie, 
  Samantha Phelan, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase,  
  Mika Hawkins, Heather Payne, Jeff Strand, and  
  Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, 
  Whitney Chatterjee, Erik Keith, Josh Thornton, and 
  Andrew White
  Chronicle Sheet                              28
  
  BY MATT DUVAL
  FUTURE’S FALL 
  Future’s Fall takes place on Salvation’s End, a moon-sized 
  spacecraft filled with innumerable sealed simulation chambers 
  run by an unknown intelligence. For more information about 
  Salvation’s End, see Starfinder Society Scenario #1–00: 
  Claim to Salvation, Starfinder Society Scenario #1–09: Live 
  Exploration Extreme!, and Starfinder Society Scenario #1–20: 
  Duskmire Accord 9, which are available online at paizo.com.
  WHERE IN THE 
  UNIVERSE?
  ADVENTURE BACKGROUND
  In the aftermath of a disastrous foray into the Scoured Stars, the 
  Starfinder Society managed to somewhat stabilize its position 
  by purchasing the false moon of Salvation’s End. Following the 
  events of Starfinder Society Scenario #1–09: Live Exploration 
  Extreme!, the Starfinder Society learned that the interior of 
  Salvation’s End was littered with massive vault complexes. These 
  vaults contained various different simulated environments. The 
  first simulation the Society stumbled into was a reproduction of 
  the dwarven Quest for Sky from lost Golarion, albeit with several 
  inconsistencies that included rampant goblins, ooze monsters, and 
  the absence of Torag to grant spells to his worshippers. Following 
  their exploration of that vault, the Society’s agents uncovered a 
  vast hallway containing entrances to numerous other simulation 
  vaults within the moon. Since then, the Society has dedicated 
  considerable resources to studying vaults of Salvation’s End.
  The Starfinder Society’s best data experts have failed to 
  penetrate the data security in place on Salvation’s End, and 
  the Society has yet to uncover whatever purpose the massive 
  megacomplex and its associated vaults serve. Since the Society’s 
  arrival on the false moon, many of the vaults have entered a 
  process of reactivation or sterilization following their previous 
  simulations. Left with such an obvious mystery to solve, the 
  Starfinder Society established a new lodge atop Salvation’s End 
  (the site of the goblin shanty tower from Starfinder Society 
  Scenario #1–00: Claim to Salvation.) The area remains one of the 
  Society’s most important sites beyond the Pact Worlds.
  During Starfinder Society Scenario #1–20: Duskmire Accord 9, a 
  group of Starfinders once again ventured into one of the Salvation’s 
  End vaults and uncovered a massive swamp biome populated by 
  a trio of unlikely inhabitants: gnolls, yetis, and a cantankerous 
  unicorn. The mission uncovered further proof that some unknown 
  intelligence is responsible for the maintenance and ongoing 
  monitoring of the moon’s various vaults. To date, the Society has 
  failed to contact this intelligence and has had only sporadic luck 
  in accessing other vaults. So far, the opening of vaults occurs at 
  random, and Starfinders have had to use hidden maintenance 
  shafts or larger entry ports in order to access these areas.
  Just before the Society formally purchased Salvation’s End, one 
  of the vaults suffered a cataclysmic shift in power. A mysterious 
  being, groomed for its position within its vault by the same 
  intelligence that guides the moon, uncovered its predicament 
  of being trapped within a simulation and began a campaign to 
  forcibly claim its vault and cut it off from the rest of Salvation’s 
  End’s systems. So far, this self-styled “Vault Lord” has not only 
  managed to secure its own vault but has also begun using a 
  combination of technological and magical means to break into 
  other vaults within the complex.
  In recent weeks, the Vault Lord has begun attacking another 
  vault that it seeks to add to its growing “kingdom.” This targeted 
  vault, like all of the vaults within Salvation’s End, is a highly 
  detailed simulation, intended to gather data on how creatures 
  react in a certain environment. Unlike other vaults the Society’s 
  explored thus far, this particular vault simulates a calculated 
  theoretical future, recreating a small Akitonian settlement 
  set sometime several decades into the future, shortly after a 
  fictitious event known as the “Data Plague” has devastated the 
  Pact Worlds and left the system virtually defenseless. As if 
  this grim future were not enough, the intelligence creating the 
  simulation also concluded a likely annexation of the weakened 
  Pact Worlds by the nearby Veskarium.
  So far, the Data Plague vault has fared like other vaults within 
  the moon—its unaware subjects living day-to-day lives on what they 
  believe to be a Veskarium-conquered Akiton. However, the Vault 
  Lord’s recent attention has upset the natural balance of things, 
  
  STARFINDER SOCIETY SCENARIO
  4
  Kunoris 
  Vex
  and the Data Plague vault’s Veskarium governor has called her 
  soldiers to battle against the rising tide of intrusions made by the 
  Vault Lord’s forces. The ongoing war is something of a stalemate, 
  with the Vault Lord unable to overcome the tenacious Veskarium 
  defenders, while the Data Plague vault citizens have no means of 
  leaving their confined existence.
  Bringing matters to a head, the Vault Lord’s 
  actions have irrevocably corrupted the data 
  that the guiding intelligence of Salvation’s End 
  intended to collect from the Data Plague vault. 
  The intelligence has begun the slow process of 
  activating cleansing and sterilization routines, 
  meaning that it’s only a matter of time before 
  this false future and the secrets it holds are 
  erased forever!
  SUMMARY
  Venture-Captain 
  Kunoris 
  Vex 
  summons the PCs to investigate 
  mysterious signals that match 
  Pact World and Veskarium 
  encryption 
  coming 
  from 
  one of the many vaults on 
  Salvation’s End. Vex tasks the 
  PCs with entering this vault through 
  a maintenance hatch and determining the 
  source of the signals.
  Inside the vault, the PCs discover the 
  automated drones that maintain the vault acting erratically. 
  Shortly after their arrival within the vault, the PCs discover a 
  recreation of the Pact World of Akiton. After overcoming a pack 
  of terrifying beasts transplanted from the world of Arquand, the 
  PCs reach Buyer’s Remorse, a small mining station, and quickly 
  discover the locals believe the date is several years in the future, 
  and that the Veskarium now rules the Pact Worlds. The PCs have 
  an opportunity to explore the settlement and learn about the “Data 
  Plague” the locals say left the Pact Worlds defenseless.
  Shortly after the PCs’ arrival, the settlement’s Veskarium-
  appointed governor, Enktuya Shipbreaker, learns of the PCs’ 
  presence and has her soldiers bring the PCs to see her. The 
  PCs have a chance to earn the governor’s favor and learn about 
  attacks against the settlement. As negotiations conclude, the 
  Vault Lord launches another attack on the Data Plague vault and 
  the Veskarium garrison rushes to defend the town. The PCs have 
  the opportunity to assist in the settlement’s defense and help the 
  townsfolk reach safety.
  The battle severely damages Buyer’s Remorse. and the 
  devastation reveals the boundaries of the simulation to the 
  inhabitants. Venture-Captain Kunoris Vex asks the Starfinders 
  to rescue as many inhabitants as possible and retrieve whatever 
  data about this simulation’s predicted history they can from 
  the station’s computers. As the PCs make a final dash with the 
  remaining survivors for the vault’s exit, the simulation begins to 
  disassemble itself. The Starfinders must defend the last group of 
  survivors from the vault’s drones that swoop in to gather them for 
  reuse in other simulations.
  GETTING STARTED
  Venture-Captain Kunoris Vex (N male drowAA operative) 
  calls the PCs to a meeting inside the lodge on 
  Salvation’s End. Read or paraphrase the following 
  to get the adventure underway.
  A 
  cheerful 
  verthani 
  technician 
  finishes 
  installing a holographic display in the meeting 
  room as Venture-Captain Kunoris Vex eagerly 
  watches over his shoulder. Outside, 
  through the meeting room’s primary 
  window, a pair of gnoll gardeners tend 
  to part of a sprawling hydroponics 
  facility built around a crashed 
  cargo pod. In the larger ship 
  landing area, an excited yeti with 
  grease-caked fur leads a group 
  of confused mechanics through 
  trust fall exercises.
  As the technician finishes, 
  Venture-Captain Vex rushes him out 
  the door and ushers those remaining to sit. 
  “Starfinders! Please, come inside and sit. 
  We’re almost settled in here. It’s starting to 
  feel like a proper lodge and not a war zone.” He smiles warmly 
  and offers to shake everyone’s hand or equivalent appendage 
  before gesturing to the conference table.
  Vex activates his wrist-mounted comm unit to activate a 
  display on the table, first showing Salvation’s End and then the 
  long hall of vault doors contained within it. “We’ve continued our 
  exploration and examination of the numerous vaults contained 
  within this moon, but the guiding intelligence behind them 
  remains an enigma. To date, the vaults have contained different 
  social experiments involving simple or ancient societies, but 
  recently we intercepted signals from a vault and detected 
  the presence of Pact World and Veskarium communications. 
  The transmissions use encryption patterns our people did not 
  recognize. I’d like you to review them, if any of you have skills 
  at deciphering such things.
  Before continuing the briefing, Vex provides the PCs with a 
  chance to decrypt the signals. If a PC succeeds at a DC 15 Computers 
  or Culture check (DC 18 in Subtier 9–10) they decipher Handout 1. 
  Provide the remaining handouts (Handouts 2–4), in order, for every 
  5 points by which the PC’s result exceeds the target DC. If none of 
  the PCs succeed, Vex’s data analysts manage to provide Handout 1 
  after a brief and awkward break in the meeting.
  Once the PCs have had a chance to review the messages, 
  Kunoris Vex continues.
  
  FUTURE'S FALL
  5
  Vex shakes his head after reviewing the transmissions. “We 
  haven’t seen anything this modern coming from a vault before. 
  We’ve also picked up increased activity from the facility’s 
  automated drones around the areas of this vault. We need 
  to find out what the facility’s intelligence is doing and what’s 
  happening in that vault. I don’t want to find out too late it’s 
  been simulating attacks on Pact Worlds facilities.” Kunoris 
  Vex gives a broad smile as he brings up a display of the lodge’s 
  signal facilities. “Fortunately, I can send you in with support this 
  time. We installed a new communications array, and it should 
  be powerful enough to function within the vaults. If you need 
  information, advice, or emergency support, you can reach me on 
  your comm units. For now, head into the vault, find out what’s 
  going on inside, and be ready for anything!” 
  Venture-Captain Vex is happy to answer any questions the PCs 
  may have, though he’s shared everything he knows about the 
  current situation already.
  I haven’t been to Salvation’s End before. What’s going on 
  here? “I guess I got ahead of myself! We know this is an artificial 
  moon. It contains a sophisticated artificial gravity generator and a 
  number of sealed-off vaults. It seems some manner of intelligence 
  controls this entire station, but we haven’t managed to contact it 
  to determine its purpose. We’ve previously located vaults with pre-
  Gap dwarven culture and a test of group dominance behavior.”
  When did these signals start? “Only a few days ago. Given the 
  nature of the signals, I decided we needed to move quickly on 
  this one. Unfortunately that means we haven’t had a chance for 
  preliminary scouting.” 
  How do we get there? “There’s ground transport waiting below 
  in the tunnels. Keep those comm channels open and transmit visual 
  data if you can; I’ll be actively monitoring your progress. It’ll be 
  almost like getting to do field work again. I’m so excited!”
  Once the PCs have learned what information they can from Vex, 
  the venture-captain allows the PCs to purchase equipment from 
  the lodge’s storerooms. A PC can purchase any equipment from the 
  Starfinder Core Rulebook up to item level 12, assuming they could 
  normally purchase such equipment.
  Boons: When the PCs are ready to proceed and have purchased 
  any equipment they might need, have the PCs finalize their boon 
  slots for the session. If a player has earned the Claimant to Salvation 
  boon (Starfinder Society Scenario #1–00: Claim to Salvation) for any 
  character, the PC she plays gains a single reroll that can be used for 
  any one d20 roll during the course of this scenario, representing 
  the Society’s ongoing efforts within the false moon.
  VAULT MAINTENANCE
  Ground transport, in the form of an all-terrain transport piloted by 
  a dwarven driver originating from the vaults, navigates the main 
  hallway of Salvation’s End and drops the Starfinders at an open 
  maintenance hatch. The journey takes about 3 hours once the PCs 
  depart the lodge. A narrow walkway extends through a crevice 
  that runs up and down hundreds of feet, and hundreds of drones 
  performing maintenance tasks on the vault’s exterior panels. The 
  level of activity is unusually high, and any PC who succeeds at a 
  DC 24 Engineering or Physical Science check can identify a buildup 
  of hydraulic pressure sufficient to move a city. A PC who succeeds 
  at a DC 24 Computers check can identify the redeployment of 
  automated drones nearby and new drones of a different model at 
  this location, though the designations are meaningless to them.
  A. NOT QUITE AKITON (CR 10 OR CR 12)
  Proceeding further down the walkway, the PCs find a large, open 
  airlock. Hot air drifts through from the other side, and an enormous 
  array of holoprojectors lines the far wall, rising hundreds of feet 
  into the air. Passing through the opening, the PCs find themselves 
  in a vast desert. 
  Read or paraphrase the following.
  Rocky, red desert terrain stretches to the holoprojected 
  horizon. The familiar stars of the Pact Worlds system sparkle 
  in the evening sky, mixed with the twinkle of light on enormous 
  starships and other manufactured craft orbiting above. Conical 
  volcanic peaks rise up in the distance, one in particular dwarfing 
  the other landmarks. A closer peak draws attention though, only 
  a short walk away, structures and lights along its western slope.
  VEX HERE. HOW 
  CAN I HELP?
  Venture-Captain Kunoris Vex stays in touch with 
  the Starfinders throughout the mission via wireless 
  communication. 
  In 
  addition 
  to 
  providing 
  friendly 
  commentary and off-hand advice, he can use the lodge’s 
  resources to assist the PCs in the following ways:
  • Once per combat at the start of the second round, Vex 
  can provide one piece of information about a foe.
  • Once per phase in area B during the exploration of 
  Buyer’s Remorse and once per round in Encounter B, 
  Vex can aid a skill check or provide unique assistance 
  outlined in specific encounters.
  • Vex provides assistance in the encounter with the 
  governor if the PCs are allowed to use their comm units 
  and successfully decrypted Handout 4.
  • Vex may aid any check to identify a creature or 
  technology, to recall knowledge, or to decipher writing 
  made outside a time-constrained event.
  If the PCs remain unsure what to do or need guidance 
  on how to approach the adventure, Vex can remind them 
  of the Society’s objectives and provide a nudge in the right 
  direction to adventure moving smoothly.
  
  STARFINDER SOCIETY SCENARIO
  6
  A. NOT QUITE AKITON
  1 SQUARE = 5 FEET
  PATHFINDER FLIP-MAT CLASSIC: BATTLEFIELD
  D2
  PCS
  START
  HERE
  D3
  D1
  
  FUTURE'S FALL
  7
  The PCs and Vex can easily identify the simulation as one of 
  the Pact World of Akiton. PCs who succeed at a DC 24 Physical 
  Science check can pinpoint their position 300 miles northwest of 
  the volcano Eeha. PCs who succeed at a DC 30 Perception check, 
  or who have a targeting computer upgrade, telescope, or similar 
  gear, and succeed at a DC 20 Culture, Piloting, or Profession 
  (soldier) check identify an enormous Veskarium orbital defense 
  platform in the stars above them. PCs recognizing the orbital 
  defense platform know that the Veskarium rarely position 
  satellites outside of space they have formally claimed.
  Akitonian characters, or PCs who succeed at a DC 25 Culture 
  or Physical Science check, realize that the air quality is better 
  than normal for Akiton. PCs who succeed a subsequent DC 30 
  Life Science check can identify the improvement as consistent 
  with years of atmospheric regeneration efforts. Akitonians and 
  PCs who succeeded at the prior Culture or Physical Science 
  check know that such efforts halted after the thasteron economy 
  collapsed, shortly after the advent of Drift travel. 
  The simulation’s ceiling goes up 500 feet, and the rocky terrain 
  underfoot has a depth of 200 feet before ending in impenetrable, 
  thick metal plates akin to starship bulkheads. Gravity in the 
  area is one-third normal, counting as a low-gravity environment. 
  The mining station of Buyer’s Remorse rests near the center of 
  the vault, approximately 5 miles from the outer edge the PCs 
  entered from. 
  Creatures: As the PCs begin exploring the vault’s periphery, a 
  group of guardians transplanted by the guiding intelligence of 
  Salvation’s End pace the region. The intelligence placed these 
  genetically-modified specimens around the outer edges of this 
  vault to prevent its primary test subjects from exploring too far 
  and potentially unveiling the simulation’s limits.
  The guardians, Arquand drychens, hunt this area. The vault 
  intelligence has kept these creatures from venturing into the 
  settlement or outside the simulation with careful environmental 
  manipulation and technology used to simulate the Arquand world 
  spirit (Starfinder Core Rulebook 463). As this simulated world 
  spirit reacted to sentient invaders, the wolflike predators gained 
  glowing telepathic whiskers that run down their backs and sense 
  sentient thought. While possessing only animal intelligence, the 
  drychens attune to nearby thoughts, anticipating attacks and 
  telepathically reflecting a creature’s terrors back into its mind. 
  Their musculature furrows beneath their hides, able to expand 
  out into new limbs that grant the drychens mobility in every 
  environment. Since the drychens hunt thought, they are ideal 
  for the Salvation’s End intelligence, leaving its maintenance 
  drones  unmolested. While Arquand drychens have a set of 
  special immunities while on their home world, these drychens 
  lack that ability.
  SUBTIER 7–8 (CR 10)
  ARQUAND DRYCHENS (3) 
  CR 7 
  N Large animal
  Init +4; Senses blindsight (thought) 120 ft., low-light vision; 
  Perception +14
  DEFENSE  
  HP 100 EACH RP 2 EACH 
  EAC 18; KAC 22 
  Fort +11; Ref +11; Will +6 
  OFFENSE
  Speed 40 ft.
  Melee bite +18 (2d6+12 P plus thought predation)
  Multiattack bite +12 (1d8+12 P plus thought predation),  
  2 claws +12 (1d8+12 S)
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities pursuit adaptation
  TACTICS 
  Before Combat The Arquand drychens each use thought 
  predation on one target from hiding.
  During Combat The Arquand drychens each focus on their 
  chosen targets until those targets are dead, at which point a 
  drychen shifts its attention to other foes. 
  STATISTICS
  Str +5; Dex +4; Con +2; Int –4; Wis +2; Cha +0 
  Skills Intimidate +14, Sense Motive +14, Stealth +19
  Other Abilities tracking (thought)
  SPECIAL ABILITIES 
  Pursuit Adaptation (Su) An Arquand drychen can spend 1 
  Resolve Point as a swift action to shift its form, gaining a 
  burrow, climb, fly, or swim speed equal to its base speed for 
  1 hour. Alternatively, it can adapt itself to increase its base 
  speed by 30 feet for 1 hour.
  Thought Predation (Su) The Arquand drychen attunes to a 
  creature’s behavior and thoughts within 120 feet. As a swift 
  action, it can spend 1 Resolve Point to form a telepathic 
  link with its target, reflecting phantasms of the creature’s 
  fears and doubts that last for 1 round. While this bond 
  lasts, the target creature gains the off-target condition 
  when attacking the drychen. If the drychen hits with its 
  bite attack against the target of this ability, its target takes 
  an extra 2d10 damage and is frightened for 1d4 rounds 
  unless it succeeds at a DC 17 Will save. This is an emotion, 
  fear, mind-affecting effect. Creatures with an Intelligence 
  modifier of –4 or worse are immune to this ability.
  SCALING 
  ENCOUNTER A
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: Remove one Arquand drychen from the 
  encounter.
  
  STARFINDER SOCIETY SCENARIO
  8
  SUBTIER 9–10 (CR 12)
  PRIMAL ARQUAND DRYCHENS (3) 
  CR 9 
  N Large animal
  Init +6; Senses blindsight (thought) 120 ft., low-light vision; 
  Perception +16
  DEFENSE  
  HP 130 EACH RP 3 EACH 
  EAC 22; KAC 24 
  Fort +13; Ref +13; Will +8 
  OFFENSE
  Speed 50 ft.
  Melee bite +21 (2d10+15 P plus thought predation)
  Multiattack bite +15 (2d6+15 P plus thought predation), 2 claws 
  +15 (2d6+15 S)
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities pursuit adaptation
  TACTICS 
  See Subtier 7–8.
  STATISTICS
  Str +6; Dex +4; Con +3; Int –4; Wis +2; Cha +0 
  Skills Intimidate +16, Sense Motive +16, Stealth +21
  Other Abilities tracking (thought)
  SPECIAL ABILITIES 
  Pursuit Adaptation (Su) An Arquand drychen can spend 1 
  Resolve Point as a swift action to shift its form, gaining a 
  burrow, climb, fly, or swim speed equal to its base speed for 
  1 hour. Alternatively, it can adapt itself to increase its base 
  speed by 30 feet for 1 hour.
  Thought Predation (Su) The Arquand drychen attunes to a 
  creature’s behavior and thoughts within 120 feet. As a swift 
  action, it can spend 1 Resolve Point to form a telepathic 
  link with its target, reflecting phantasms of the creature’s 
  fears and doubts that last for 1 round. While this bond 
  lasts, the target creature gains the off-target condition 
  when attacking the drychen. If the drychen hits with its 
  bite attack against the target of this ability, its target takes 
  an extra 4d10 damage and is frightened for 1d4 rounds 
  unless it succeeds at a DC 18 Will save. This is an emotion, 
  fear, mind-affecting effect. Creatures with an Intelligence 
  modifier of –4 or worse are immune to this ability.
  Treasure: Even with a cursory examination of the area, PCs 
  can find remnants of a Veskarium patrol from Buyer’s Remorse 
  nearby. The drychens destroyed the vesk’s armor, but the PCs can 
  recover two combat rifles with 40 longarm rounds between them, 
  plus four frag grenades III. In Subtier 9–10, the PC also find an 
  elite shirren-eye rifle with 12 longarm rounds. A PC who succeeds 
  at a DC 24 Culture check (DC 28 in Subtier 9–10) recognizes the 
  insignia and equipment as Veskarium military issue, but the 
  vesk’s outfits and adornments resemble those of a holoshow 
  safari costume.
  PCs who search the area and succeed at a DC 27 Perception 
  check (DC 31 in the Subtier 9–10) locates devices the moon’s 
  intelligence uses to control the drychen, which collectively function 
  as a mk 2 mindlink circlet (a mk 3 mindlink circlet in Subtier 9–10). 
  Rewards: If the PCs do not defeat the drychens, reduce each 
  PC’s credits earned by the following amount.
  Subtier 7–8: Reduce each PC’s credits earned by 904.
  Out of Subtier: Reduce each PC’s credits earned by 1,913.
  Subtier 9–10: Reduce each PC’s credits earned by 2,921.
  B. BUYER’S REMORSE
  Buyer’s Remorse is facsimile of a small thasteron mining facility 
  built northwest of Eeha on Akiton. After the simulated Data 
  Plague rendered most Pact World advanced technology non-
  functional, the Veskarium swept in and easily conquered the 
  nearly defenseless system. In this version of the Pact Worlds, the 
  Veskarium has banned the use of Drift technology by non-vesk, 
  thus reviving Akiton’s thasteron mining enterprises and restarting 
  efforts to rejuvenate the planet’s environment.
  The Veskarium governor, Enktuya Shipbreaker (LN female 
  vesk soldier), maintains a barracks and administrative facility on 
  the volcano’s southwest slope. An underground transport system 
  supposedly connects to a spaceport on the other side of the cone, 
  but the Salvation’s End intelligence instead places subjects leaving 
  the site into temporary stasis and implants memories about trips 
  elsewhere before sending them back to the settlement. With the 
  Vault Lord’s attacks on this vault, the intelligence has disabled 
  the transport, and the governor cites maintenance issues if asked 
  about it. The roaming predators and barren and inhospitable 
  surrounding terrain discourage any other wandering.
  The town’s locations and inhabitants include a mining facility 
  built along a crevasse on the volcano’s lower slope that a hylki 
  (the red-skinned humans of Akiton) clan operates with the help of 
  their ikeshti (Starfinder Alien Archive 64) employees. An extended 
  family of about 50 ysoki operates a hydroponics market, repair 
  shop, entertainment den, and cantina from a series of permanent 
  and semipermanent structures built around the family matriarch’s 
  broken down hovertanker. A dozen shobhad (Alien Archive 104) 
  mercenaries built a watchtower and barracks on a mesa at the 
  town’s southern border. The mesas rise up 60 feet above the town. 
  The Veskarium soldiers remain on high alert after the Vault 
  Lord’s repeated attacks, and their numbers have dwindled as a 
  result of the ongoing assaults. The soldiers now prepare for a last 
  stand to defend the town with grim determination. The soldiers 
  and townsfolk initially assume the PCs are mercenaries hired to 
  help in the defense. The townsfolk worry about an upcoming battle 
  but are generally law-abiding and compliant, following Veskarium 
  orders and moving through their days in comfortable patterns of 
  work, rest, and work.
  If asked, or if the PCs seem stuck, Venture-Captain Vex 
  advises the PCs to quietly ask around to determine what the 
  simulation is about and what’s happening in town. He grows 
  increasingly concerned about and interested in learning as much 
  as possible about the Data Plague that seems to be the basis of 
  this simulation.
  
  FUTURE'S FALL
  9
  B. BUYER’S REMORSE
  1 SQUARE = 10 FEET
  4
  5
  2
  3
  7
  6
  1
  Z1
  Z2
  Z3
  
  STARFINDER SOCIETY SCENARIO
  10
  As the PCs enter Buyer’s Remorse, read or paraphrase the 
  following:
  The setting sun casts long shadows over the volcano and 
  plateaus at its base. The sounds of heavy machinery ring 
  through the nearby canyons, and spotlights illuminate mining 
  cranes and pumps at the volcano’s base. Stacked residences 
  and businesses climb the sides of the plateaus, lights coming 
  on inside while colorful advertisements broadcast the locations 
  of entertainment dens, diners, and a medical center. A small 
  fortress overlooks the settlement from the west face of the 
  volcano. A crooked, beaten metal sign along the road reads in 
  Common, “Buyer’s Remorse”, the population number below it 
  perforated many times to the point of illegibility.
  Creatures: Vesk soldiers wearing out-of-place, teal long-sleeved 
  shirts with armored plating guard a barrier warding the western 
  entrance, and a pahtra sniper observes from a perch on the north 
  plateau. The soldiers’ equipment is patched and battle-scarred, 
  and some still have minor injuries. If the PCs approach the main 
  gate, the guards ask to see travel permits. The PCs can enter 
  town without drawing attention or create forged credentials with 
  a successful DC 27 Bluff, Computers, or Stealth check (DC 31 in 
  Subtier 9–10), and they earn an extra phase to investigate if they 
  do so successfully. If any PC is caught attempting to enter without 
  proper documentation, they earn 1 Suspicion Point, but even if the 
  guards catch the PCs or they don’t offer credentials, the guards 
  hurriedly wave them through without further incident. PCs who 
  succeed at a DC 24 Sense Motive check notice the guards focus 
  on the roads even while talking to the PCs, their posture tense, as 
  though expecting some trouble.
  The guards do not tolerate more than three questions, but can 
  inform the PCs the town is “Vesk-XX Mining Station 00ERROR01,” 
  known to the locals as Buyer’s Remorse. They provide general 
  directions around town and notify the PCs curfew is in 2 hours and 
  that loitering is prohibited. PCs who succeed at a DC 24 Culture 
  check (DC 28 in Subtier 9–10) recognize the guards’ weapons as 
  Veskarium military issue, but the uniforms are costumes from a 
  popular children’s holoshow, Lone Survivors, about vesk survivalists 
  dropped alone onto inhospitable worlds who teach life science and 
  survival skills while wearing colorful safari outfits. The guards are 
  unfamiliar with the program. Vesk PCs or PCs who succeed at a 
  DC 15 Culture check know the Veskarium numbers its planets (e.g. 
  Vesk-2 and Vesk-3), but no current Veskarium world has an XX 
  designation. The guards brush off questions about their uniforms 
  or the designation as matters for their superiors. If the PCs mention 
  this is a simulation or ask why the Veskarium is in charge on Akiton, 
  they earn 1 Suspicion Point (see Exploring Buyer’s Remorse) and the 
  guards tell them to move along and check the infosphere if they 
  need a history lesson. 
  Garrison soldiers quickly correct any reference to Akiton as 
  Vesk-XX. The townsfolk do the same, but with more concern that 
  someone overheard the PCs using the antiquated name. No one 
  knows who picked the designation, and while it doesn’t bother 
  them, the PCs’ use of the old name earns them 1 Suspicion Point 
  (see page 11).
  Soldiers can be seen placing explosives at defensive points 
  at the town’s perimeter and fallback positions inside town. PCs 
  who succeed at a DC 24 Physical Science check realize that 
  any substantial explosion would cause the honeycombed stone 
  around the volcano to collapse into a pit in the center of town. If 
  questioned, the guards state that their mission is classified, and 
  the PCs should speak with their superior—the governor.
  BOTH SUBTIERS (CR 11)
  MERCENARY ROOKIES (5) 
  CR 6
  HP 90 each (Starfinder Pact Worlds 174; see page 24)
  PAHTRA STALKER 
  CR 6
  HP 82; RP 4 (Starfinder Alien Archive 2 94; see page 24)
  Development: If the PCs attack the Veskarium garrison, they 
  earn 1 Suspicion Point for every soldier killed. A reinforcement 
  group arrives every 3 rounds after the PCs attack a group, and 
  there are 10 groups of soldiers stationed around Buyer’s Remorse. 
  If the PCs wipe out the entire garrison, the Salvation’s End 
  intelligence immediately reacts by initiating termination of the 
  simulation, and the intelligence’s drones replace the Veskarium 
  defenders when the Vault Lord’s forces arrive (see Vault Lord’s 
  Assault on page 14). The town’s destruction occurs on round 10 in 
  the Vault Lord’s Assault encounter, as the intelligence advances 
  its shutdown. If this occurs, the PCs cannot rescue the governor. 
  If the soldiers capture the PCs, the PCs gain 5 Suspicion Points, 
  beyond the 1 Suspicion Point for each soldier killed. The soldiers 
  then bring the PCs to the governor; see Meeting the Governor.
  Infamy: The PCs gain 1 Infamy for attacking the garrison or for 
  killing any of the non-hostile citizens of Buyer’s Remorse.
  EXPLORING BUYER’S 
  REMORSE
  The PCs have two phases to explore the town before the governor 
  demands their attention. This increases to three phases if the 
  PCs avoided attention from the guards while entering the town. 
  Each phase is roughly 1 hour, during which each PC can visit a 
  single location in town to assess the situation there and attempt a 
  check, or they can aid another PC’s check. Venture-Captain Vex can 
  also aid on one check per phase. A PC can instead spend a phase 
  gathering information, as detailed on page 13.
  The GM should track three factors as the PCs explore of Buyer’s 
  Remorse: data about the simulation, evidence of the simulation, and 
  the governor’s growing suspicion of the PCs’ actions.
  Data: The PCs can uncover information about the simulation and 
  they hypothetical Data Plague as they explore Buyer’s Remorse. 
  This information is tracked as Data Points that count toward their 
  mission objectives.
  
  FUTURE'S FALL
  11
  Evidence of the Simulation: The town’s garrison soldiers 
  and inhabitants generally rationalize or brush aside the minor 
  inconsistencies that might suggest they are living in a simulation. 
  A few significant exceptions are noted in the location descriptions 
  in Buyer’s Remorse Locations; this information can be used to 
  influence the governor in Meeting the Governor on page 13.
  Suspicion: As the PCs explore Buyer’s Remorse, they attract 
  the local governor’s notice, represented by Suspicion Points. 
  Increase the DC of checks to influence the governor (see Meeting 
  the governor) by 1 for each Suspicion Point the PCs have. Certain 
  actions noted in various area descriptions increase the governor’s 
  concern about the PCs, as does causing a public scene or using 
  violence against townsfolk. Openly declaring affiliation with the 
  Starfinder Society also earns 1 Suspicion Point, as the Veskarium 
  in the simulation associates the organization with resistance 
  elements, but they have not outlawed the group yet.
  BUYER’S REMORSE LOCATIONS
  PCs can visit any of the following locations in Buyer’s Remorse.
  1. Ysoki Encampment: This cluster of structures contains a 
  repair shop, a hydroponics facility, a small cantina, and VR parlor, 
  along with several cramped residences. Its founder is a former 
  corporate spy and saboteur who originally used her hovertanker 
  piloting job as cover, Neknok (N female ysoki operative). When the 
  Veskarium invaded, she decided to lie low and settle down. She is 
  guarded and inquisitive, asking as many questions as she answers. 
  If a PC succeeds at a DC 28 Diplomacy check (32 in Subtier 9–10) 
  or provides her a bribe of 500 credits (1,000 credits in Subtier 
  7–10), she provides the PCs with information on the people in town, 
  including the affiliations of Diniel (Area 3) and Nelli (Area 5). 
  Neknok manages a brood of 50 children, grandchildren, 
  cousins, and other relations in a sprawling compound built in, 
  around, and under the derelict hovertanker. Her son, Kib, is a fast-
  talking salesperson who manages the VR parlor and gambling 
  den. Her granddaughter, Quina, operates the hydroponics facility 
  that provides most of the town’s fresh produce, and Neknok’s 
  adopted android daughter, Triss-5, runs the cantina with quiet, 
  no-nonsense steadiness. If a PC spends credits here, reduce the 
  DC to gather information in town by 5. 
  Most of the family is currently working extra shifts in the repair 
  shop repairing damaged Veskarium armor. PCs who ask about the 
  damaged armor learn the Veskarium have been fighting invaders on 
  the outskirts of town. No one is sure who the invaders are, where 
  they come from, or who sent them. PCs asking about the Data Plague 
  learn that all Pact Worlds technology failed suddenly 32 years ago. 
  A few hylki miners gather in the cantina at any given time. A 
  PC who succeeds at a DC 24 Culture check identifies the shumka 
  beats playing in the background as an algorithmically generated 
  synthesis of several present-day performers. All the functioning 
  equipment in the cantina is Veskarium design. Triss-5 points out 
  a broken-down Pact-made holodevice that used to play music 
  programs, but now plays only four separate clips from four 
  songs saying “This. Is. The. End.” though the last word changes 
  SCALING EXPLORING 
  BUYER’S REMORSE
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: The PCs have an additional phase to 
  investigate the town.
  to “Beginning” every four verses through the eerie tune. A PC 
  that examines the device and succeeds at a DC 30 Computers or 
  Engineering check (DC 34 in Subtier 7–10) can safely extract data 
  or components for later study, earning 1 Data Point toward their 
  mission objectives.
  PCs find several miners blissed out inside the VR parlor. Kib 
  offers a free sample test of the equipment. Inside the VR, the 
  PCs see only a projection saying “Relaxing Experience,” “Exciting 
  Experience,” or similar text based on their request. The locals don’t 
  understand any confusion the PCs express and genuinely enjoy the 
  experiences provided by the static messages—this is the result of 
  deep psycho-indoctrination performed by the moon’s intelligence.
  2. Yon’s Diner: Yon (LN male hylki human) is a welcoming, older 
  man who manages a tiny diner at the base of the central mesa, 
  with the rapid precision of an excellent short order cook. Miners 
  filter through, quickly placing and receiving their orders while 
  exchanging friendly banter with Yon. 
  When the PCs arrive, a Veskarium news broadcast plays on the 
  holodisplay, talking about the conquest of Absalom Station and 
  showing documentary video of the destruction of the Armada. 
  As the PCs watch, the Veskarium invasion fleet quickly destroys 
  the handful of functioning Pact World starships, including the 
  Starfinder Society’s flagship, the Master of Stars, colored a strange 
  pink instead of its traditional green and yellow. The broadcast 
  then switches to a celebratory live feed of the Veskarium fleet 
  dismantling a now-evacuated Absalom Station as they extract the 
  Starstone for transport to Vesk-Prime. 
  3. The Clinic: Diniel (NG female elf mystic 7) runs a small medical 
  center on the central mesa. The surviving Stewards have hidden 
  after the collapse of the Pact Worlds, and Diniel is one of them. She 
  carefully tries to keep the memory of the Pact Worlds alive, sharing 
  stories and quiet reminders when it won’t draw the garrison’s 
  attention, otherwise playing the role of a backwater doctor. She 
  offers spellcasting services and has a supply of tier 3 medicinals 
  and five mk 3 serums of healing for sale. 
  A PC who succeeds at a DC 24 Sense Motive check (DC 28 in 
  Subtier 9–10) when asking about the Pact Worlds realizes Diniel 
  is gauging the PCs’ trustworthiness. A PC who succeeds at DC 27 
  Perception check (DC 31 in Subtier 9–10) notices a scar on Diniel’s 
  neck that conceals tattoo of the Stewards’ emblem. If the PCs 
  
  STARFINDER SOCIETY SCENARIO
  12
  succeed at either check, they can persuade her to talk about the 
  Data Plague and war with a successful DC 20 Diplomacy check 
  (DC 24 in Subtier 9–10). She provides information equivalent to 
  a result of 25+ on the check to gather information on page 13. 
  She was an agent between assignments at Bastion on Absalom 
  Station when the Data Plague struck. She provides a 
  first-hand account of computers failing across the Pact 
  Worlds shortly after Absalom Station fell to chaos, 
  and the Stewards’ desperate efforts to maintain 
  cohesion as communications broke down. When 
  the Veskarium broke the remaining Pact Worlds fleet 
  and defeat was inevitable, her superiors assigned 
  her and others with maintaining true records and 
  history of what occurred and keeping the memory 
  of the Absalom Pact alive. If the Starfinders 
  earn her trust, she provides them with 
  copies of her records, and they earn 1 Data 
  Point toward their mission objectives. 
  The Veskarium began monitoring Diniel 
  after rumors about her stories reached the 
  governor. Healthy PCs openly visiting the 
  clinic for more time than a simple purchase 
  earn 1 Suspicion Point. 
  4. Shrines: Tunnels through the central 
  mesa hold small shrines to Abadar, Eloritu, 
  Iomedae, Pharasma, and Talavet, each of 
  these surrounding a much larger chapel 
  to Damoritosh. A few Vesk soldiers are 
  offering prayers to Damoritosh in preparation for the upcoming 
  battle when the PCs arrive. They welcome any vesk to join their 
  prayers, otherwise rankling at any interruption.
  Holden Draven (N hylki human mystic), a priest of Pharasma, 
  maintains all the shrines, also working as a janitor for Yon (Area 
  2) to supplement donations from the faithful. If the PCs ask about 
  other gods not represented, Holden sadly states that the miners 
  have little use for gods of travel and exploration such as Desna or 
  Weydan. After the Data Plague, worship of gods of science such as 
  Yaraesa fell into disfavor, and the Veskarium outlawed worship of 
  Hylax. He adds that many believe Triune is dead or turned against 
  the Pact Worlds, causing their technology to fail. 
  PCs who study the shrines and succeed at a DC 30 Perception 
  check (DC 34 in Subtier 9–10) or a DC 24 Engineering or Mysticism 
  check (DC 28 in Subtier 9–10), identify hybrid devices built into 
  the shrines by the Salvation’s End intelligence that diminish 
  and misdirect divination magic and amplify memory-altering 
  enchantments. The PCs can present this evidence to help persuade 
  the governor about the simulation.
  5. Mining Facility: The small mining facility extracts thasteron, 
  a form of pre-Drift fuel, from the excavation below the volcano. 
  Pumping stations, lifts, and cranes dot the top of the ravine, 
  while scaffolding and drilling equipment line the cliff walls. A few 
  dozen hylki and ikeshti miners shout requests and status updates 
  over comm units. The facility manager, Drak Garls (N male hylki 
  human), oversees operations from a small command building on 
  the cliff top just north of the bridge. Drak doesn’t have patience 
  for interruptions. A PC who succeeds at a DC 31 Diplomacy check 
  (DC 35 in Subtier 9–10) can ask few questions or gain access to the 
  facility, but otherwise Drak shouts them away. If the PCs return 
  after being shooed off, he reports the activity to the governor, 
  earning the PCs 1 Suspicion Point. Drak can explain that 
  with the Veskarium ban on Drift travel for non-Veskarium 
  starships, the thasteron economy boomed, and his 
  mine can’t produce it fast enough. This location has 
  the purest fuel he’s ever seen, and the biggest supply. 
  If the PCs fail to persuade Drak to talk to them, Nelli 
  Glasstild (CG female feychild gnome envoy) spots the 
  PCs’ dilemma. The gnome believes she is a Starfinder 
  agent and hopes to gain access to ancient ruins in 
  the ravine before the miners destroy them. Drak 
  flies into a rage at the sight of her, believing 
  Nelli is trying to sneak past him. Nelli slyly 
  approaches and butters up the PCs before 
  letting slip she’s a Starfinder and offering 
  to provide a distraction so they can 
  access the ravine if they retrieve a 
  Contemplative meditation tablet at the 
  ruin for her (though this tablet doesn’t 
  actually exist). If Nelli learns the PCs are 
  Starfinders too, she shouts with excitement 
  that she hasn’t seen so many in one place 
  since Absalom Station fell. She commiserates 
  with the PCs that membership has been on the decline after all 
  their starships were lost and tears up at the memory of being 
  in Lorespire Complex as her fellow Dataphiles failed to save 
  Guidance from being devoured by the Data Plague, which she 
  believes had some modicum of vindictive sentience. PCs who 
  succeed at a DC 24 Culture check or ask Venture-Captain Vex 
  to talk with Nelli as his assistance for that phase identify Nelli 
  as an actual Starfinder agent who went missing months ago 
  elsewhere on Salvation’s End. She has no memory of her time on 
  the moon, but she recalls all her other history as a Starfinder in 
  addition to the memories implanted by the simulation. PCs who 
  succeed at a DC 20 Diplomacy check (DC 24 in Subtier 9–10) or 
  asked for Vex’s help convince Nelli that she’s in a Salvation’s End 
  vault. She offers to assist the PCs’ mission and escape with them. 
  Nelli automatically aids skill checks the PCs attempt during this 
  portion of the adventure. She’s not outfitted for combat, but she 
  can use envoy improvisations (improved get ’em and inspiring 
  boost [12 SP]) from hiding once per round on initiative count 10.
  If the PCs get Drak’s permission, Nelli distracts him, or a PC 
  succeeds at a DC 27 Computers, Disguise, or Stealth check (DC 
  31 in Subtier 9–10) to forge permits, they can access the facility’s 
  interior. Failing this check earns the PCs 1 Suspicion Point. A PC who 
  succeeds at a DC 24 Physical Science or Piloting check within the 
  facility discovers the miners are extracting already refined thasteron 
  and can provide this as proof of the simulation to the governor. 
  Enktuya 
  Shipbreaker
  
  FUTURE'S FALL
  13
  6. Shobhad Barracks: A small group of shobhad mercenaries 
  barracks atop the south mesa. The compound is a permanent 
  structure, but the mercenaries rotate through every season. The 
  Veskarium instituted a service requirement for the shobhad-neh 
  to train with and help defend Veskarium outposts on Vesk-XX 
  in exchange for payment and weapons. Vartojan (CN male 
  shobhadAA) leads the current band. He and his warriors are 
  sparring and checking their equipment in preparation for battle.
  Vartojan isn’t interested in talking to outsiders, but he has 
  scouted more of the surrounding area than anyone else. PCs who 
  succeed at a DC 31 Diplomacy check (DC 35 in Subtier 9–10), talk 
  shop with a successful DC 20 Profession (mercenary) check, or 
  offer a gift of a tier 8 or better weapon (tier 10 in Subtier 9–10) 
  earn a few moments of Vartojan’s time. The shobhad witnessed 
  the invaders’ attack, noting they entered through tear in the 
  simulation’s northern wall, and collected broken equipment from 
  the area as a trophy. He believes the invaders are creatures from 
  another plane, but the PCs can identify the broken pieces as from 
  the holoprojectors from the vault edges. The PCs can present this 
  as evidence of the simulation to the governor.
  7. Veskarium Garrison: Two vesk soldiers guard the bridge. If a PC 
  approaches, the guards inquire what business the PCs have inside. 
  If the PCs say they’re looking for mercenary work, the vesk signal 
  the governor’s secretary, Gigigentenk (NG male skittermanderAA), 
  who excitedly signals back that their nufriends can wait there and 
  the governor can see them very soon. He then begins peppering 
  the soldiers with questions to relay to the PCs about who the PCs 
  are, their favorite foods, where they grew up, and their thoughts on 
  beetles. The soldiers mute the signal and provide a comm channel 
  for the Starfinders to await the governor’s summons. Making 
  an appointment reduces the PCs Suspicion Points by 1, and the 
  governor calls the Starfinders instead of sending an escort if they 
  have 4 or fewer Suspicion Points.
  COMPUTERS OR DIPLOMACY 
  (GATHER INFORMATION) 
  A PC can spend a phase checking the local infosphere or chatting 
  with various residents of Buyer’s Remorse. They learn all the 
  information whose DC is equal to or less than the result of their 
  Computers or Diplomacy check.
  10+: The Veskarium took over Akiton around 30 years ago, 
  and speakers continuously broadcast the numerous rules and 
  regulations for the town in Common and Vesk, including curfew 
  shortly after sunset, no loitering, no travel without permit, and 
  right-of-way for vesk at all times, amongst numerous others. The 
  people in town believe the year is 352 ag.
  15+: All advanced Pact World technology stopped working 32 
  years ago, when the “Data Plague” struck. Starships malfunctioned 
  and communications broke down. The Plague corrupted planetary 
  infospheres, and computers became unreliable.
  20+: The Data Plague exclusively struck the Pact Worlds, 
  hitting every world simultaneously. Veskarium starships in the 
  Pact Worlds system were unaffected, and they left and returned 
  in a month with an invasion fleet. The Pact Worlds officially 
  surrendered after the Stewards organized the handful of working 
  starships in Absalom Station’s Armada into a last defense; the 
  Veskarium annihilated them.
  25+: The Idari lost orbital control when the Data Plague struck. 
  The ship crashed into Fullbright on Verces a few weeks later, with 
  nearly the entire complement lost and presumed dead. Kasathas 
  have been rare within the Veskarium ever since.
  30+: The Data Plague seemed to originate from within the Pact 
  Worlds, beginning on Absalom Station and quickly spreading to 
  the surrounding worlds. The effects never reached the Veskarium. 
  The initial Veskarium invasion was tentative probing to see if 
  the reports were false and eventually evolved into a complete 
  annexation of the defenseless Pact Worlds. 
  PCs who succeed at a DC 30 Culture check (DC 34 in Subtier 
  9–10) while gathering information or checking the infosphere 
  identify gaps in recollections, placeholder text in records, and 
  numerous computer-altered images that provide evidence of the 
  manufactured reality they can present to the governor.
  Meeting The Governor
  Shortly after the PCs reconvene after the final phase of their 
  investigation, five Veskarium soldiers approach them and order the 
  PCs to come with them to answer questions from the governor. If the 
  PCs made an appointment, Gigigentenk instead contacts them over 
  their comm units that the governor is ready to see them. Venture-
  Captain Vex, monitoring the situation, suggests the PCs follow the 
  guards and tell the governor the truth of the vault if the PCs have 
  evidence and feel persuasive. Should the PCs decide to resist the 
  escort, use the mercenary statistics on page 10; the Salvation’s End 
  intelligence responds as presented in the Development entry for 
  encounter B.
  The Veskarium garrison is currently understaffed but busy 
  with activity. Conscripted soldiers fortify the walls, check 
  redundancies on vital systems, and perform weapons checks. 
  Three soldiers wait outside the governor’s office, where the PCs 
  meet Gigigentenk in person. The red-furred skittermander wears 
  a pith helmet and cheerfully greets the PCs and shows off his 
  beetle terrarium for a few moments before the governor signals 
  for them to enter. If the PCs have 5 or more Suspicion Points, 
  SCALING MEETING 
  THE GOVERNOR
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: Reduce any Suspicion Points earned by 2.
  
  STARFINDER SOCIETY SCENARIO
  14
  Scattered throughout the facility are four datapads that 
  might provide useful clues and information for the PCs. 
  These small handheld computers were ubiquitous among 
  the Twilight Throne personnel. Though they originally 
  functioned as tier 1 computers and comm units, these 
  ancient devices have suffered serious memory and 
  functionality losses over the long centuries. 
  When the PCs discover a datapad, the device is drained 
  of power. Powering up a datapad requires tethering the 
  datapad to a power source or powered device (like another 
  datapad, a suit of powered armor, or a similarly powered 
  item or device). This takes a full action and requires a 
  successful DC 14 Computers or Engineering check. Once 
  powered up, a curious glitch in each datapad’s processor 
  only allows it to display a static image of the last written 
  log entry or message the datapad’s owner typed into it. 
  These often-incomplete entries are written in Common. 
  For the contents of each log, see the Datapad Log section 
  corresponding to one of the four datapads that can be 
  found in areas A5, A7, A9, and A11. Additionally, Appendix 1: 
  Handouts (page 22) has all four datapad log handouts that 
  GMs can share with the PCs.
  the soldiers use magitech scanners and insist the PCs shut down 
  their personal comm devices, leave their weapons, and dismiss 
  any active spells. A PC who succeeds at a DC 27 Sleight of Hand 
  check (DC 31 in Subtier 9–10) can sneak a weapon or active comm 
  device inside, but failing such a deception increases party’s 
  Suspicion Points by 2.
  As the PCs enter the governor’s office, read or paraphrase the 
  following:
  The display of Swarm corrovox heads and a set of immense 
  pincers behind the desk sets a grim tone. The vesk behind the 
  desk has a pair of pistols and a handful of grenades in easy 
  reach and looks through the holodisplay on her desk showing 
  the town’s defenses. The images highlight the vesk’s orange and 
  white scale patterns. “Here’s our new mystery out of the desert. 
  You don’t look local.” She throws a charred piece of armor on 
  the table with an unfamiliar, seven-toothed cog on it. “You don’t 
  wear this mark. Are you agents of the Vault Lord? If so, speak 
  up quickly so I can shoot you and get back to work. Just don’t 
  waste my time or I’ll be upset.” 
   Governor Enktuya Shipbreaker is a veteran with decades of 
  simulated experience fighting the Swarm, pirates, and too many 
  other forces to count. She maintains an aura of experience and 
  gravitas despite wearing the brightly colored Lone Survivors 
  host’s costume. The Vault Lord’s attacks have been a welcome 
  distraction from Enktuya’s otherwise boring assignment. Now 
  ,with half her original garrison dead and an impending assault, she 
  feels a slight concern about victory and has sent repeated requests 
  for reinforcements to the Veskarium planetary council with no 
  response other than to hold position. Enktuya closely questions the 
  PCs about their backgrounds and loyalties to determine if they’re in 
  league with the Vault Lord and what they know about the invaders, 
  but she is willing to answer a few of their questions. 
  Who is the Vault Lord? The governor takes off her slouch 
  hat and scratches her head. “You don’t know? I’m not sure. The 
  invaders’ drones continuously broadcast a signal when they 
  attack, demanding our surrender to this Vault Lord. It’s gone on 
  for weeks now.”
  Why is the Veskarium here? “The mighty Veskarium takes 
  close care and watches over all the inhabitants of Vesk-XX. The 
  rich deposit of thasteron here also warrants additional protection 
  and supervision.” 
  Don’t you think it’s odd that...? “I think it’s odd that you’d irritate 
  me with inanities when I have a town to protect.”
  The governor’s response to the Starfinders depends on their 
  approach. Regardless of their approach, increase the DC of any 
  checks the PCs attempt to influence the governor by 1 for each 
  Suspicion Point the PCs have. If they offer their services as 
  mercenaries and succeed at a DC 14 Bluff check (DC 18 in Subtier 
  9–10), she readily offers payment of 6,000 credits (12,000 credits 
  in Subtier 9–10) and discusses where to assign them (as detailed in 
  the Vault Lord’s Assault encounter).
   If the Starfinders present at least one piece of evidence and 
  succeed at a DC 33 Diplomacy check (DC 37 in Subtier 9–10), they 
  can convince the governor to question the simulation’s reality. If the 
  PCs succeeded in deciphering Handout 4 and have access to their 
  comm units, Venture-Captain Kunoris Vex has had time to contact 
  a nearby Veskarium starship and provides military transmissions 
  showing the current date as additional evidence. Reduce the DC 
  of the Diplomacy check to persuade the governor by 3 for each 
  piece of evidence they present. If the PCs fail this check, the PCs’ 
  Suspicion Points increase by 2. 
  Before the governor can finalize any payment or fully respond to 
  the PCs’ claims about the vault, read or paraphrase the following.
  The governor motions for silence as a whistling noise grows 
  in the air, and then braces as the structure shudders from an 
  explosion. The holodisplay flicks on to show a massed assault 
  of beasts, robots, and soldiers all approaching the town. A 
  cool, mechanical voice echoes through the speakers. “Rejoice, 
  residents of vault Vesk-XX. The Vault Lord now demands 
  your service and obedience or your deaths. Prepare for the 
  emissaries’ arrival and welcome the role bestowed upon you.” 
  Enktuya growls into her comm unit and the garrison’s cannons 
  open fire in response. 
  The governor quickly stands up and begins marshalling her 
  defenses. She demands the PCs either grab their weapons and help 
  or that they get out of the way. 
  Rewards: If the PCs do not persuade the governor to hire them 
  or convince her that she is in a simulation, reduce each PC’s credits 
  earned by the following amount.
  Subtier 7–8: Reduce each PC’s credits earned by 1,000.
  Out of Subtier: Reduce each PC’s credits earned by 1,500.
  Subtier 9–10: Reduce each PC’s credits earned by 2,000.
  VAULT LORD’S ASSAULT 
  (CR 12 OR CR 14)
  The Vault Lord’s forces approach the town from the west and 
  quickly threaten to overrun the outer defenses. Governor 
  Enktuya offers the Starfinders three different places they can 
  choose to assist the defenders, marked Z1, Z2, and Z3 on the 
  map on page 9. She suggests melee combatants take the front 
  lines to break the enemy’s initial charge at Z1, while support and 
  medium-range combatant PCs join the fire team at Z2, and long-
  range combatant PCs and noncombatants provide cover for the 
  medical teams and civilians retreating over the bridge at Z3. The 
  PCs can split between different positions and start the encounter 
  at their chosen locations. 
  The PCs have several opportunities to collect Data Points and 
  help rescue survivors to forward their mission objective during 
  this encounter. The DC for skill checks in this encounter is 27 (DC 
  31 in Subtier 9–10). Suitable profession skills can be used instead, 
  such as Profession (doctor) for assisting the wounded, and reduce 
  the target DC by 5, as do appropriate Theme abilities. Each PC 
  
  FUTURE'S FALL
  15
  who chooses area Z1 delays the enemy advance, providing a 
  +2 bonus to these checks. If the PCs persuaded the governor 
  that the simulation is fake in the previous encounter, they gain 
  an additional +2 bonus to checks to rescue survivors, as the 
  governor has already begun evacuation preparations; the PCs 
  also automatically persuade the governor to evacuate in round 5.
  Data: During the battle, Venture-Captain Vex remotely 
  encourages the PCs to extract whatever data they can from the 
  Veskarium computers. PCs with a personal computer in range 
  of area Z3 can use a standard action to remotely access data 
  with a successful Computers check. PCs in area Z3 can also use 
  Engineering, Mysticism, or Sleight of Hand to overcome locks, 
  circumvent magical protections, or extract internal storage 
  drives. Each check is repeatable and success earns 1 Data Point.
  Timeline: The battle rages all around Buyer’s Remorse and 
  the Vault Lord’s forces endanger the citizens and potential Data 
  Points the PCs try to collect. Venture-Captain Vex urges the PCs to 
  preserve as much data and save as many people as they can, and 
  he can prompt any PCs who are unsure what to do. The PCs can 
  retry any failed checks and can flee the town to area C at any time 
  once they defeat Kaalaa. 
  Along with regular combat and PC actions, events occur at the 
  start of each round, as follows:
  Round 1: The vault breakers and spell reavers arrive west of Z1 
  and attack.
  Round 2: A gargantuan siege vehicle arrives west of Z1 and 
  targets the garrison. The vehicle has EAC 18, KAC 20 and 150 Hit 
  Points (hardness 5 and 200 Hit Points in Subtier 9–10). Wounded 
  begin arriving at Z3. PCs there can rescue survivors with a 
  successful Medicine check as a standard action.
  Round 3: An explosion at the mining facility traps miners. PCs 
  can rescue survivors with a successful Acrobatics or Athletics 
  check at area B5. Kaalaa (and the aeon in Subtier 9–10) arrive and 
  attack the PCs in the area where they’ve most concentrated. 
  Round 4: The siege vehicle destroys the garrison cannons 
  unless the PCs have dealt more than 75 points of damage to it. 
  The governor begins detonating the explosives in town and orders 
  immediate evacuation of the hazard area. The enemy overruns the 
  front lines. Enemies flank PCs in areas Z1, and PCs there take 2d6 
  points of damage (3d6 in Subtier 9–10) at the start of their turns for 
  as long as they remain around the area. 
  Round 5: The Vault Lord’s forces plant a rune-carved huge 
  amethyst on the mesa south of Z1 that conjures a cosmic storm, 
  forcing townsfolk to seek shelter. PCs can counter it by casting 
  dispel magic, succeeding at a Mysticism check, or destroying the 
  crystal (EAC 14, KAC 16, 25 Hit Points). While the device remains 
  active, the DCs to rescue survivors increase by 2, and PCs take 1d6 
  points of fire damage (in Subtier 9–10, they also take 1d6 points of 
  cold damage) at the start of their turns.
  Round 6: The thasteron storage detonates, dealing 10d6 
  points of fire damage to anyone in the hazard area and creating 
  a 50-foot-deep pit. Following this explosion, the Salvation’s End 
  intelligence determines the simulation has become compromised. 
  Read or paraphrase the following.
  Uncontrolled fires burn through Buyer’s Remorse as the thasteron 
  storage erupts with a deafening roar. Surviving townsfolk shout 
  for help and frantically try to escape as the vault ceiling opens in 
  several places and a flood of mechanical drones emerges to begin 
  dismantling the simulation. The vesk governor shouts for order, 
  rallying her remaining soldiers. A cool, emotionless voice sounds 
  as the remaining holoprojectors shut down, revealing the sterile 
  mechanical boundaries of the vault. “Attention, participants. 
  Simulation Vesk-XX terminated. Remain calm and await collection 
  for reconditioning and storage. Do not resist.”
  Venture-Captain Vex shouts over comms for attention. “This 
  is a catastrophe! Help as many of the people here escape as you 
  can, and grab whatever data they have on this Data Plague. Do 
  as much as you can, but be quick. If these readings are correct, 
  the power buildup there is incredible. I don’t think you have long 
  before that vault is cleaned out.”
  The PCs can stop further thasteron explosions and ensure more 
  survivors escape with a successful Engineering or Physical Science 
  check in area B5. PCs who didn’t persuade the governor that the 
  simulation was fake in the previous encounter can persuade her to 
  evacuate with a successful Diplomacy or Culture check.
  Round 7: The siege vehicle destroys the garrison, killing the 
  governor if the PCs have yet to convince her to escape. Neknok 
  calls for help, and the PCs can help her start her hovertanker and 
  rescue more survivors with a successful Engineering or Piloting 
  check at area B1. 
  Round 8: The shobhads prepare to retreat. PCs can convince 
  them to help survivors with a successful Culture or Intimidate 
  check near area B6. Venture-Captain Vex suggests the PCs plot an 
  escape route for survivors to help them flee; this counts as rescuing 
  survivors and requires a successful Survival check. 
  Round 9: Drones begin collecting survivors at area B4. The PCs 
  can rescue survivors by shooting one down (EAC 14, KAC 16, 20 
  hp) or automatically disabling one with a draining weapon; the rest 
  then retreat.
  Round 10: Venture-Captain Vex warns the PCs they are running 
  out of time. The ground begins shaking as the vault shutdown 
  begins. If the PCs previously saved the garrison cannons, the 
  ongoing destruction causes the cannons to collapse at this point 
  in the combat.
  Round 13: Vex urgently tells the PCs to get out of the settlement 
  and says if they remain any longer they risk falling into the vault 
  and perishing. Remember that the PCs can spend a full action to 
  leave the settlement.
  Round 15: The town collapses into an abyss as vault doors into 
  a half-mile deep chasm open beneath it. Ground-based PCs fall to 
  their deaths and drones carry off any remaining townsfolk.
  Creatures: The Vault Lord’s forces come equipped with 
  combinations of technological and magical weaponry and 
  defenses, and all bear the same seven-toothed cog symbol used 
  
  STARFINDER SOCIETY SCENARIO
  16
  DRAINING WEAPONS
  The Vault Lord equipped its forces with modified draining 
  microbot grenades (Starfinder Armory 126) for use against 
  the vault’s drones. When a draining weapon deals damage 
  to a creature, it also drains charges equal to the damage 
  dealt by the attack to all batteries that creature carries.
  to represent the Vault Lord. Dozens of creatures slam into the 
  Veskarium defenses, with dwarven vault breakers leading the 
  charge, backed by elven spell reavers. A void hag named Kaalaa 
  supervises the attack and leads the Vault Lord’s forces. In Subtier 
  9–10, Kaalaa has summoned a tekhoinos aeon and persuaded 
  them to assist the attack by convincing them that the Salvation’s 
  End intelligence’s constraints on the vault civilizations created 
  an imbalance. 
  Hazard: Explosives detonate on the first round and every 3 
  rounds at initiative 0. Choose a PC at random. A mk 2 draining 
  microbot grenade (Starfinder Armory 126; mk 3 in Subtier 9–10) 
  detonates at a grid intersection next to that creature. 
  At the start of every third round, the PCs can call for support 
  from the garrison cannons. The cannons automatically hit a grid 
  intersection of the PCs choosing (Explode [4d6 P, 10 ft, no save]). 
  SUBTIER 7–8 (CR 11)
  KAALAA 
  CR 10
  Void hag (Starfinder Alien Archive 120)
  HP 118
  TACTICS 
  During Combat Kaalaa uses cosmic eddy. She next focuses 
  on ranged damage dealers with her spells, then on melee 
  damage dealers.
  Morale Kaalaa retreats if reduced to 22 Hit Points or fewer.
  SPELL REAVER  
  CR 5 
  N Medium humanoid (elf)
  Init +9; Senses low-light vision; Perception +16
  DEFENSE  
  HP 65 
  EAC 18; KAC 17 
  Fort +4; Ref +8; Will +8
  Immunities elven immunities
  OFFENSE
  Speed 30 ft.
  Melee tactical knife +14 (1d6+7 S plus spell burn) 
  Ranged advanced shirren-eye rifle +14 (1d8+6 P plus spell 
  burn) or
  mk 3 draining microbot grenade +14 (explode [5 ft., 3d6 P 
  plus battery drain) 
  Offensive Abilities elven magic
  Spell-Like Abilities (CL 7th) 
  3/day—dispel magic 
  TACTICS 
  Before Combat The spell reaver loads a mk 2 healing serum in 
  the auto-injector.
  During Combat The spell reaver uses arcane lenses to identify 
  spellcasters, attacking them. They use the auto-injector 
  when below 45 or fewer HP. 
  Morale The spell reaver fights to the death while Kaalaa is 
  present and uses a healing serum or flees if reduced to 15 or 
  fewer HP otherwise.
  STATISTICS
  Str +2; Dex +5; Con +0; Int +0; Wis +3; Cha +0 
  Skills Acrobatics +16, Athletics +11, Computers +16, Medicine +16, 
  Mysticism +16, Piloting +11, Survival +11 
  Languages Aklo, Common, Elven
  Gear D-suit I (auto-injector), advanced shirren-eye rifle with 16 
  sniper rounds, tactical knife, mk 3 draining microbot grenadeAR, 
  mk 2 healing serums (2); Augmentations arcane lensesAR
  SPECIAL ABILITIES 
  Spell Burn (Su) When the spell reaver deals damage to a 
  creature with an ongoing spell or concentrating on a spell, 
  that creature takes an additional 3d6 points of damage.
  VAULT BREAKERS (2) 
  CR 5 
  LN Medium humanoid (dwarf)
  Init +0; Senses darkvision 60 ft.; Perception +11
  DEFENSE 
  HP 84 EACH 
  EAC 19; KAC 17 
  Fort +7; Ref +7; Will +6; +2 vs. poison, spells, and spell-like 
  abilities
  Defensive Abilities slow but steady
  OFFENSE
  Speed 40 ft.
  Melee heavy seismic pick +14 (1d6+10 So plus resonant strike; 
  critical deafen [DC 13]) 
  Ranged liquidator disintegrator cannon +14 (1d6+5 A; critical 
  corrode 1d6) or
  mk 1 draining microbot grenade +14 (explode [5 ft., 1d6 P plus 
  battery drain) 
  Offensive Abilities resonant strike, traditional enemies
  TACTICS 
  During Combat The vault breakers close to melee and use 
  stand still to hold enemies there.
  Morale The vault breakers fight to the death while the void hag 
  is fighting, and flee if reduced to 16 or fewer HP otherwise.
  STATISTICS
  Str +5; Dex +0; Con +3; Int +0; Wis +2; Cha +0 
  Skills Athletics +16, Intimidate +11, Profession (miner) +11
  Feats Stand Still
  
  FUTURE'S FALL
  17
  SCALING VAULT 
  LORD’S ASSAULT
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 7–8: Remove one vault breaker from the 
  encounter. Kaalaa has already used cosmic eddy earlier. The 
  vault destroys the town on round 20 instead of round 15.
  Subtier 9–10: Remove one vault breaker and one spell 
  reaver from the encounter. Kaalaa has already cast cosmic 
  eddy, and the aeon has already cast hold monster. The vault 
  destroys the town on round 20 instead of round 15.
  Languages Aklo, Common, Dwarven, Terran
  Other Abilities stonecunning
  Gear lashunta ringwear II (absorption shieldAR), heavy seismic 
  pickAR with 2 batteries (20 charges each), liquidator 
  disintegrator cannonAR with 2 batteries (40 charges each), 
  mk 1 draining microbot grenadesAR (2); Augmentations 
  standard speed suspension 
  SPECIAL ABILITIES 
  Resonant Strike (Ex) The vault breaker’s strikes leave the target 
  off-balance and vulnerable. The target is off-kilter and takes 
  an additional 1d8 points of damage from attacks until the vault 
  breaker’s next turn unless it succeeds on a DC 17 Fortitude 
  save. This damage increases to 2d8 against constructs.
  SUBTIER 9–10 (CR 13)
  KAALAA 
  CR 10
  Void hag (Starfinder Alien Archive 120)
  HP 118
  TACTICS 
  See Subtier 7–8.
  SPELL REAVERS (2) 
  CR 5
  HP 65 each 
  TACTICS 
  See Subtier 7–8.
  TEKHOINOS AEON 
  CR 10
  HP 145 (Starfinder Alien Archive 2 6)
  TACTICS 
  During Combat The aeon uses hold monster on a ranged 
  combatant, then attacks with telekinetic blast. If it sees an 
  enemy use an item, cast a spell, or move its full speed, it 
  uses its pattern bind ability on that creature. 
  Morale The aeon retreats if Kaalaa does, but otherwise fights 
  to the death.
  VAULT BREAKERS (4) 
  CR 5
  HP 84 each 
  TACTICS 
  See Subtier 7–8
  Development: With Kaalaa defeated, the defenders break the 
  Vault Lord’s assault. As the last of the surviving townsfolk flee 
  toward the vault exit, the entire vault shakes as the massive 
  hydraulics underneath the simulation open up, and the terrain 
  and buildings begin falling into great recycling furnaces that can 
  break them down into raw materials for reuse. Gouts of flame 
  erupt around the landscape, and a new wave of robots approaches 
  to pick up the stragglers. 
  If the PCs did not persuade the governor to leave, she stayed 
  at her post and was killed during round 7 when the garrison was 
  destroyed.
  Rewards: If the PCs do not defeat the Vault Lord’s forces, reduce 
  each PC’s credits earned by the following amount.
  Subtier 7–8: Reduce each PC’s credits earned by 3,187.
  Out of Subtier: Reduce each PC’s credits earned by 4,239.
  Subtier 9–10: Reduce each PC’s credits earned by 5,291.
  C. BACK TO THE PAST (CR 11 OR CR 13)
  As the PCs and remaining survivors from Buyer’s Remorse evacuate 
  the collapsing vault, the Salvation’s End intelligence is liquefying 
  the interior contents for easier sorting and draining the material 
  away through the massive doors beneath the vault. The PCs take 
  up the tail end of the final batch of survivors rushing toward the 
  exit and escape. 
  The vault exit is off the southwest end of the map and the PCs 
  start on the northeast side. 
  Creatures: Flights of more powerful, hunter-class security 
  robots arrive to pacify any surviving subjects for reuse in 
  other simulations. These robots carry non-lethal weaponry and 
  transport captured subjects to a larger floating vehicle that 
  hovers 100 feet above, waiting to transport subjects to the moon’s 
  reprocessing centers. The immense vehicle has 300 HP, KAC 14, 
  EAC 16 (400 HP in Subtier 9–10). As a reaction, the vehicle AI 
  can activate defensive measures. It can create a force field within 
  10 feet of itself or one of the nearby drones. The shield has AC 
  10, hardness 0, 10 HP, otherwise functioning as a flash shield 
  generator (Starfinder Armory 103). In Subtier 9–10, once during 
  the combat it can also use its reaction to force one d20 reroll, as 
  a kaleidoscopic icosahedron aeon stone (Starfinder Armory 110). 
  The vehicle regains its reaction at initiative 0.
  Two vesk soldiers guard six injured ysoki and hylki survivors. 
  Treat the vesk as mercenary rookies (Starfinder Pact Worlds 
  174; see page 24). The civilians have KAC 12, EAC 13 and 15 Hit 
  Points each. The civilians move 30 feet toward the exit each round 
  at initiative 10 and, as an action, a PC who succeeds at a DC 24 
  
  STARFINDER SOCIETY SCENARIO
  18
  C. BACK TO THE PAST
  PATHFINDER FLIP-MAT: WASTELAND
  1 SQUARE = 5 FEET
  
  FUTURE'S FALL
  19
  Hunter 
  Class Robot
  SCALING 
  ENCOUNTER C
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: Remove one security robot.
  Intimidate check (DC 28 in Subtier 9–10) can urge them to leave 
  their belongings behind, increasing the survivors’ speed to 40 feet. 
  Data: The structure to the north holds Veskarium communications 
  equipment. PCs who succeed at a DC 24 Engineering or Perception 
  check (DC 28 in Subtier 9–10) locate intact communications logs. 
  Collecting these communication logs earns 1 Data Point toward 
  their mission objective.
  Hazard: The vault burns as maintenance liquefies the materials, 
  creating fire hazards. The gouts of flame (indicated by the fiery 
  regions on the map on page 17) deal 8d6 points of fire damage 
  to anyone moving into or starting their turn in a fire space and 
  4d6 points of fire damage to anyone adjacent to a burning space. 
  As the vault floor opens, the contents shift toward the interior. 
  This creates treacherous footing, so movement north-south in 
  the direction of the exit is through difficult terrain. In addition, 
  each round the northernmost remaining row of squares on the 
  map drops off into an abyss a half-mile deep.
  SUBTIER 7–8 (CR 10)
  HUNTER-CLASS SECURITY ROBOTS (4) 
  CR 6 
  N Medium construct (technological)
  Init +5; Senses darkvision 120 ft., low-light vision; Perception +18
  DEFENSE 
  HP 90 EACH 
  EAC 18; KAC 20 
  Fort +8; Ref +8; Will +5 
  Defensive Abilities integrated weapons; Immunities construct 
  immunities
  Weaknesses vulnerable to critical hits, vulnerable to 
  electricity
  OFFENSE
  Speed 20 ft., fly 50 ft. (Ex, average) 
  Melee pincer +14 (1d8+9 B plus grab)
  Ranged integrated static arc rifle +16 (1d10+6 E; critical arc 
  1d6) or
  stickybomb grenade II +16 (explode 
  [15 ft., entangled 2d4 rounds, DC 17]) 
  Offensive Abilities nonlethal settings, 
  strafe, unliving
  TACTICS 
  During Combat The hunter-class security 
  robots seek to immobilize and subdue 
  the simulation survivors first, then the 
  PCs, carrying unconscious creatures to 
  the transport drone above. They switch 
  to lethal tactics and strafe if the PCs 
  attack them or the transport. The drones 
  do not pursue the PCs off the map. 
  Morale If they capture four creatures or 
  the transport is destroyed, the hunter-class 
  security robots disengage.
  STATISTICS
  Str +3; Dex +5; Con –; Int +2; Wis +0; Cha +0 
  Skills Acrobatics +13, Athletics +13, Computers +13
  Languages Common, Vesk
  Other Abilities tracking (heat)
  Gear static arc rifle with 2 batteries (40 charges each), 
  stickybomb grenades II (2)
  SPECIAL ABILITIES 
  Integrated Weapons (Ex) A security robot’s weapons are 
  integrated into its frame and can’t be disarmed.
  Nonlethal Settings (Ex) A hunter-class security robot can switch 
  its static arc rifle damage to nonlethal or lethal as a swift action.
  Strafe (Ex) A hunter-class security robot can move and make a 
  ranged full attack as a full action, attacking each creature in 
  range it flies directly over during its movement. This otherwise 
  functions as the automatic weapon special property.
  SUBTIER 9–10 (CR 12)
  MK II HUNTER-CLASS SECURITY ROBOTS (4) 
  CR 8 
  N Medium construct (technological)
  Init +6; Senses darkvision 120 ft., low-light vision; Perception +21
  DEFENSE 
  HP 125 EACH 
  EAC 20; KAC 22 
  Fort +10; Ref +10; Will +7 
  
  STARFINDER SOCIETY SCENARIO
  20
  Defensive Abilities integrated weapons; Immunities construct 
  immunities
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 20 ft., fly 50 ft. (Ex, average) 
  Melee pincer +17 (3d4+12 B plus grab)
  Ranged integrated aurora arc rifle +19 (2d8+8 E; critical arc 
  2d6) or
  stickybomb grenade III +19 (explode [20 ft., entangled 2d4 
  rounds, DC 21]) 
  Offensive Abilities nonlethal settings, strafe, unliving
  TACTICS 
  Same as Subtier 7–8.
  STATISTICS
  Str +4; Dex +6; Con –; Int +2; Wis +0; Cha +0 
  Skills Acrobatics +16, Athletics +16, Computers +16
  Languages Common, Vesk 
  Other Abilities tracking (heat)
  Gear aurora arc rifle with 2 batteries (40 charges each), 
  stickybomb grenades III (2)
  SPECIAL ABILITIES 
  Integrated Weapons (Ex) A security robot’s weapons are 
  integrated into its frame and can’t be disarmed.
  Nonlethal Settings (Ex) A hunter-class security robot can 
  switch its static arc rifle damage to nonlethal or lethal as a 
  swift action.
  Strafe (Ex) A hunter-class security robot can move and make 
  a ranged full attack, attacking each creature in range it flies 
  directly over during this movement as a full-round action. This 
  otherwise functions as the automatic weapon special property.
  Treasure: If the Starfinders destroy the transport vehicle, they 
  can recover the flash shield generator, and, in the higher subtier, 
  the kaleidoscopic icosahedron aeon stoneAR and mk 3 null-space 
  chamber built into it. 
  Development: If the Starfinders rescue half the stragglers, it 
  counts as one success for rescuing survivors. If the Starfinders 
  rescue all of them, it counts as two successes. 
  Rewards: If the PCs do not escape the vault, reduce each PC’s 
  credits earned by the following amount.
  Subtier 7–8: Reduce each PC’s credits earned by 903.
  Out of Subtier: Reduce each PC’s credits earned by 2,603.
  Subtier 9–10: Reduce each PC’s credits earned by 4,304.
  CONCLUSION
  After escaping the vault with any survivors, the PCs can return to 
  the Starfinder Lodge atop Salvation’s End and meet with Venture-
  Captain Kunoris Vex and Governor Enktuya (if she survived). 
  Vex has the lodge on high alert and quickly gathers everyone to 
  determine what happened and if there is any imminent threat. 
  When no further attackers emerge and the vault remains sealed, 
  tensions quickly calm. Vex expresses his pride in the PCs’ success 
  in saving what people and information they could. He quickly 
  prepares to transfer the data recovered to Lorespire Complex for 
  analysis to find out what they can about the Data Plague and 
  ensure the predicted future does not occur, along with a request 
  for additional personnel and defenses in case the lodge comes 
  under attack. 
  The vault survivors have mixed feelings about their rescue. 
  The townsfolk first experience disbelief, followed by shock that 
  the PCs have returned them to what they perceive as the past, 
  while any Veskarium survivors are uneasy at the sudden shift 
  in power dynamic. The threat of a common foe keeps the peace, 
  however, and Vex considers what to do with everyone who made 
  it out. If Enktuya survived, she plans to contact the Veskarium, 
  but she also expresses a desire to work with the Starfinder 
  Society against this Vault Lord, not wanting to leave the fight 
  unfinished. Vex is diplomatic in his response but hesitates to 
  commit the Society to this conflict. 
  This sudden shift in the power dynamics on the artificial 
  moon gravely concerns the venture-captain, and he speculates 
  the Society may not have long to determine a course of action, 
  since it has found itself in the middle of a larger conflict. Yet after 
  seeing the PCs’ work, Vex feels optimistic that they can face the 
  future together.
  REPORTING NOTES
  If the PCs rescued at least four groups of vault survivors, check 
  box A. If the PCs recovered at least four pieces of data from the 
  vault, check box B. If the PCs convinced Governor Enktuya to 
  escape, check box C. 
  PRIMARY SUCCESS 
  CONDITIONS
  The PCs complete their primary success condition if they 
  recovered at least 3 Data Points from the vault and rescued 
  three groups of survivors. Doing so earns each PC 1 Fame and 1 
  Reputation for any factions associated with their current faction 
  boon. In addition, each PC receives the Savior of Vesk-XX boon on 
  their Chronicle sheets.
  SECONDARY SUCCESS 
  CONDITIONS
  The PCs must complete at least three of the following tasks to 
  complete their secondary success condition: earn 5+ successes 
  recovering data, earn 5+ successes rescuing survivors, convince 
  Governor Enktuya to escape the vault, earn 7+ successes 
  recovering data, earn 7+ successes rescuing survivors. Doing so 
  earns each PC 1 Fame and 1 Reputation for any factions associated 
  with their current faction boon.
  
  FUTURE'S FALL
  21
  HANDOUT 1: TRANSMISSION 1
  HANDOUT 2: TRANSMISSION 2
  TRANSMISSION ERROR 
  BUSINESS COMMUNICATIONS ACCOUNT: YON-0512352
  TO: ERROR RECIPIENT NOT FOUND ERROR
  Erith,
  I haven’t received that shipment you promised me. With all the chaos around here, the folks in town could use their spirits 
  lifted with the best ingredients. Honestly, this part of Akiton FLAGGED FOR REVIEW is looking bleaker and bleaker every day. 
  I suppose the town lives up to its name.
  Hopefully see you soon. If you don’t respond I’ll have to take the rail over to Maro to see the kids.
  Yon
  END TRANSMISSION
  BEGIN TRANSMISSION
  TO: Yon
  FROM: COMMUNICATIONS ALGORITHM 14X-2YL5-Hylki-Akiton-Erith
  Yon,
  Do not worry. Everything will be fine. Remain where you are. Leaving could be dangerous and danger should be avoided. Better 
  to stay safe in one place and do as we are told. The requested items will be arriving ERROR DATE NOT FOUND ERROR. I have 
  attached an image of the juvenile humanoids (Hylki human) to increase your happiness ERROR ATTACHMENT NOT FOUND 
  ERROR. 
  Erith
  END TRANSMISSION
  APPENDIX 1: HANDOUTS
  
  STARFINDER SOCIETY SCENARIO
  22
  HANDOUT 3: TRANSMISSION 3
  HANDOUT 4: TRANSMISSION 4
  BEGIN TRANSMISSION
  DATA ENCRYPTION PROTOCOL 17D-X04
  ROUTE: AKITON RELAY -> DIASPORA 7 -> VERCES -> THREQ 
  ERROR ROUTE NOT FOUND ERROR
  REROUTING TO NULL
  DINIEL TO NEW BASTION
  OPS ID 673219S
  Unknown forces are attacking the garrison here in Buyer’s Remorse. If retrieval is possible, I will attempt rendezvous. 
  Otherwise provide a secure data connection and I will provide my records. 
  Remember the Pact.
  Steward Diniel 
  END TRANSMISSION
  ERROR TRANSMISSION CORRUPTED ERROR
  RESTRICTED 
  OFFICE OF ENKTUYA SHIPBREAKER, GOVERNOR, VESK-XX MINING STATION 00ERROR01
  MEMORANDUM
  TO: PLANETARY COUNCIL
  Attacks from unknown enemy continue. Morale is high and my soldiers fight with skill and valor. Casualties are approaching 
  50% of existing garrison. I am repeating request for reinforcement and orbital tactical support. 
  Addendum: I can see you in the sky, you lazy dreck! Turn those guns around and help or I’ll come for you after I’m done here!
  END TRANSMISSION
  
  FUTURE'S FALL
  23
  GM HANDOUT: TRACKING SHEET
  Suspicion
  Adjustment to DC to persuade 
  the governor 
  • 
  Made an appointment to 
  see the governor: –1
  • 
  Identified as Starfinders: +1
  • 
  Caught attempting to 
  enter town without 
  credentials: +1
  • 
  Told guards they are in a 
  simulation: +1
  • 
  Referred to planet as 
  Akiton: +1
  • 
  Spent too long in Diniel’s 
  clinic: +1
  • 
  Bothered Drak twice: +1
  • 
  Failed to slip into 
  the mining facility 
  undetected: +1
  • 
  Failed Sleight of Hand 
  check to slip a weapon 
  past the guards: +2
  • 
  Tried and failed to 
  persuade governor: +2
  • 
  PCs started a fight: +1 per 
  Veskarium soldier killed 
  PCs were captured by 
  garrison soldiers: +5
  Data Recovered
  Mission Objective
  • 
  Retrieved data from 
  olodevice in Ysoki cantina
  • 
  Diniel’s records of the 
  Data Plague.
  • 
  Communications data in 
  encounter C.
  • 
  Garrison data storage in 
  Vault Lord’s Assault (1 
  Data Point per successful 
  check to hack in).
  Evidence
  –3 per item to DC to persuade 
  the governor  
  • 
  Succeeded at a Culture 
  check after gathering 
  information in town.
  • 
  Located the mind control 
  devices in the shrine. 
  • 
  Identified the refined 
  thasteron in the mine.
  • 
  Obtained the broken 
  holoprojector from 
  Vartojan.
  • 
  Vex contacted a 
  Veskarium starship. 
  Survivors Rescued
  Mission Objective
  • 
  At least half the survivors 
  rescued in encounter C.
  • 
  All survivors rescued in 
  encounter C.
  • 
  Got Neknok’s hovertanker 
  moving again.
  • 
  Helped trapped miners in 
  the ravine.
  • 
  Helped stop further 
  thasteron explosions.
  • 
  Persuaded the governor 
  to leave the site and she 
  survives the siege.
  • 
  Convinced the shobhad to 
  help the other survivors.
  • 
  Assisted the wounded 
  with a successful 
  Medicine check. 
  • 
  Plotted the safest route 
  out of the vault.
  • 
  Stopped the drones in 
  encounter B.
  
  STARFINDER SOCIETY SCENARIO
  24
  APPENDIX 2: ALIEN ARCHIVE
  TEKHOINOS 
  CR 10
  Starfinder Alien Archive 2 6
  N Medium outsider (aeon, extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +19
  DEFENSE 
  HP 145
  EAC 23; KAC 24
  Fort +11; Ref +9; Will +13
  Defensive Abilities adaptive defense, unflankable; Immunities 
  cold, critical hits, poison; Resistances electricity 10, fire 10; 
  SR 21
  OFFENSE
  Speed 20 ft., fly 40 ft. (Su, perfect)
  Melee slam +19 (2d8+12 B)
  Multiattack 3 slams +13 (1d20+12 B)
  Ranged telekinetic blast +21 (2d8+10 B; critical knockdown)
  Offensive Abilities pattern bind
  Spell-Like Abilities (CL 10th)
  1/day—hold monster (DC 20), plane shift (self only)
  3/day—synaptic pulse (DC 19)
  At will—invisibility
  STATISTICS
  Str +2; Dex +5; Con +2; Int +2; Wis +8; Cha +3
  Skills Acrobatics +19 (+27 to fly), Culture +19 (+29 to recall 
  knowledge), Engineering +19, Life Science +19 (+29 to recall 
  knowledge), Mysticism +24 (+34 to recall knowledge), Sense 
  Motive +19, Stealth +24
  Languages envisaging
  Other Abilities no breath
  SPECIAL ABILITIES 
  Adaptive Defense (Ex) When a tekhoinos takes acid, 
  electricity, fire, or sonic damage, it gains resistance 10 
  to that damage type. This resistance does not apply 
  to the triggering attack, and it lasts for 1 hour or until 
  the tekhoinos takes damage of another of those types, 
  triggering a new resistance. This resistance stacks with 
  other sources of energy resistance.
  Pattern Bind (Su) As a standard action, a tekhoinos can force 
  a creature within 100 feet to repeat its actions unless 
  it succeeds at a DC 19 Will saving throw. Whatever full, 
  standard, or move actions the creature takes on its turn 
  after being subjected to this effect, the target must repeat 
  on the following turn. The creature must take the same 
  actions in the same order (for example, moving its speed 
  and casting a specific spell) and must act against the same 
  target or targets. However, the creature doesn’t have to 
  make exactly the same choices (such as moving the same 
  number of squares or choosing the same command for the 
  command spell). If the target is unable to repeat an action, 
  it is unable to act and its turn ends immediately. A creature 
  that is affected by pattern bind can’t delay, and if it readies 
  an action on the first turn it is affected, it must ready the 
  same action on its following turn using the same trigger. 
  Whether or not a creature succeeds at its saving throw 
  against this ability, it is immune to further instances of this 
  effect for 24 hours.
  Telekinetic Blast (Ex) A tekhoinos’s telekinetic blast has a 
  range increment of 50 feet.
  MERCENARY ROOKIE 
  CR 6
  Starfinder Pact Worlds 174
  Vesk soldier
  LN Medium humanoid (vesk)
  Init +7; Senses low-light vision; Perception +13
  DEFENSE 
  HP 90
  EAC 19; KAC 21
  Fort +8; Ref +6; Will +7; +2 vs. fear
  OFFENSE
  Speed 40 ft. (35 ft. in armor), fly 30 ft. (jetpack, average)
  Melee red star plasma doshko +16 (1d10+13 E & F; critical 
  severe wound [DC 14]) or unarmed strike +16 (1d3+16 B)
  Ranged static arc rifle +13 (1d12+6 E; critical arc 1d6) or 
  cryo grenade I +13 (explode [10 ft., 1d8 C plus staggered, DC 
  14]) or
  flash grenade II +13 (explode [10 ft., blinded 1d4 rounds, 
  DC 14])
  Offensive Abilities charge attack, fighting styles (blitz, natural 
  weapons)
  STATISTICS
  Str +5; Dex +3; Con +2; Int –1; Wis +0; Cha +1
  Skills Athletics +18, Intimidate +13, Stealth +13
  Feats Step Up, Step Up and Strike
  Languages Common, Vesk
  Other Abilities armor savant
  Gear vesk overplate I ( jetpack), red star plasma doshko with 
  1 battery (20 charges), static arc rifle with 1 high-capacity 
  battery (40 charges)
  PAHTRA STALKER 
  CR 6
  Starfinder Alien Archive 2 94
  Pahtra operative
  N Medium humanoid (pahtra)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +14
  DEFENSE 
  HP 82 RP 4
  EAC 18; KAC 19
  Fort +5; Ref +8; Will +9
  Defensive Abilities evasion, nimble
  OFFENSE
  Speed 40 ft.
  Melee tactical knife +12 (2d4+6 S)
  Ranged advanced semi-auto pistol +14 (2d6+6 P) or 
  tactical shirren-eye rifle +14 (1d10+6 P)
  Offensive Abilities debilitating trick, trick attack +3d8
  STATISTICS
  Str +0; Dex +5; Con +0; Int +3; Wis +2; Cha +1
  
  FUTURE'S FALL
  25
  Skills Acrobatics +14, Athletics +19, Bluff +14, Culture +19, 
  Profession (mercenary) +19, Sense Motive +19, Stealth +19
  Languages Common, Pahtra, Vesk
  Other Abilities operative exploits (glimpse the truth, 
  hampering shot), specialization (detective)
  Gear elite stationwear, advanced semi-auto pistol with 24 
  small arm rounds, tactical knife, tactical shirren-eye rifle 
  with 25 sniper rounds
  SPECIAL ABILITIES 
  Nimble (Ex) An off-kilter pahtra doesn’t gain the flat-footed 
  condition or take the normal penalty to attacks, and she can 
  steady herself as a swift action instead of a move action.
  VOID HAG 
  CR 10
  Starfinder Alien Archive 120
  NE Medium monstrous humanoid
  Init +7; Senses darkvision 60 ft.; Perception +19
  DEFENSE 
  HP 118
  EAC 22; KAC 27
  Fort +9; Ref +11; Will +15
  DR 10/magic; Immunities cold, disease, fear, sleep; SR 20
  OFFENSE
  Speed 30 ft., fly 60 ft. (Su, perfect)
  Melee ultrathin dagger +17 (4d4+11 S)
  Ranged hailstorm-class zero pistol +19 (2d6+10 C; critical 
  staggered [DC 19])
  Offensive Abilities stardust robes
  Spell-Like Abilities (CL 10th, ranged +19)
  1/day—cosmic eddy (DC 22), enervation
  3/day—irradiate (DC 21), psychokinetic strangulation (DC 21)
  At will—inflict pain (DC 20)
  STATISTICS
  Str +1; Dex +3; Con +0; Int +8; Wis +2; Cha +3
  Skills Acrobatics +19 (+27 when flying), Intimidate +24, 
  Mysticism +24, Stealth +19
  Languages Aklo, Common, Drow
  Other Abilities no breath
  Gear white carbon skin, hailstorm-class zero pistol with 4-high 
  capacity batteries (40 charges each), ultrathin dagger
  SPECIAL ABILITIES 
  Stardust Robes (Su) Three times per day as a standard action, 
  a void hag can release the energies of the cosmos stored 
  within her robes. Creatures within 30 feet of the void hag 
  each take 2d6+10 force damage and are outlined in glowing 
  motes of stellar energy for 2d4 rounds. An outlined creature 
  takes a −20 penalty to Stealth checks and doesn’t benefit 
  from the concealment normally provided by displacement, 
  invisibility, or similar effects. A target that succeeds at a DC 
  19 Reflex saving throw halves this damage and negates the 
  outlining effect. Other void hags are immune to this ability.
  
  STARFINDER SOCIETY SCENARIO
  26
  
  FUTURE'S FALL
  27
  OPEN GAME LICENSE Version 1.0a
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  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  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 #2–04: Future’s Fall © 2019, Paizo Inc.; Author: Matt 
  Duval.
  Event
  GM #
  GM Character #
  GM Fame Earned
  GM Name
  Date
  B
  A
  D
  C
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Starfinder Society Scenario #2–04: 
  Future’s Fall
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  
  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  Items Found During This Scenario
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
   
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  7
  Character Chronicle #
  7–8
  9–10
  —
  5,994
  10,255
  14,516
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #2–04: Future’s Fall
  Savior of Vesk-XX (Social Boon): Through your actions, you’ve managed to stop the mysterious Vault Lord’s invasion 
  of the Vesk-XX vault inside the false moon Salvation’s End. This mission has given you a better understanding of the 
  Veskarium—albeit a slightly altered version of what is actually true. You gain a +3 bonus to skill checks when interacting 
  with members of the Veskarium. However, if you roll a natural 1 on the check, you’ve taken incorrect data from Vesk-XX 
  to heart; you automatically fail the check and the attitude of the target worsens by one degree, or the target of the check 
  simply refuse to help you.
  In addition, this boon represents your opposition to the Vault Lord. How this influence will play out in the future is not 
  yet clear. You will be told if this boon is important to a future scenario prior to slotting your boons.
  All Subtiers
  Reputation
  Subtier 9–10
  absorption shield armor upgrade (6,500; item level 7; 
  Starfinder Armory 80)
  arcane lenses (25,900; item level 11; Starfinder 
  Armory 90)
  auto-injector armor upgrade (7,000; item level 7; 
  Starfinder Armory 80)
  combat rifle (16,500; item level 10)
  frag grenade III (2,560; item level 8; limit 4)
  hailstorm-class zero pistol (16,900; item level 10)
  mk 3 microbot grenade (12,500; item level 12; 
  Starfinder Armory 126; limit 4)
  mk2 mindlink circlet (11,000; item level 8)
  standard speed suspension (8,800; item level 8)
  ultrathin dagger (32,800; item level 12)
  white carbon carbon skin (10,650; item level 10)
  aurora arc rifle (24,500; item level 11)
  elite shirren-eye rifle (54,000; item level 13)
  kaleidoscopic icosahedron aeon stone (35,000; item 
  level 12; Starfinder Armory 110)
  mk3 mindlink circlet (78,000; item level 14)
  mk3 null-space chamber (50,000; item level 13)
  stickbomb grenade III (5,410; item level 10; limit 4)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 2/SF S02-04 - Futures Fall.pdf