TEXT: YEAR OF 
  YEAR OF 
  EXPLORATION’S EDGE
  EXPLORATION’S EDGE
  BY KENDRA LEIGH SPEEDLING
  SCENARIO #3-08 
  LEVELS 9–12
  FLEETING TRUTH: 
  FLEETING TRUTH: 
  THE DARKSIDE 
  THE DARKSIDE 
  DEPOSITORY
  DEPOSITORY
  
  THE DARKSIDE DEPOSITORY
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  GM ResouRces
  Campaign Home Page: starfindersociety.club
  Books: Starfinder Core Rulebook, Starfinder Armory (AR), Starfinder Character Operations 
  Manual (COM), and Starfinder Pact Worlds (PW)
  Maps: None
  Online Resource: Starfinder Reference Document at paizo.com/sfrd
  Table of Contents
  Adventure                                         3
  Appendix 1: Level 9–10 Encounters            14
  Appendix 2: Level 11–12 Encounters          17
  Appendix 3: Game Aids                          20
  Organized Play                                   21
  AUTHOR
  Kendra Leigh Speedling
  DEVELOPMENT LEAD
  Thurston Hillman
  EDITING LEAD
  Leo Glass
  EDITORS
  Leo Glass
  COVER ARTISTS
  Rodrigo Gallo and Michele Giorgi 
  INTERIOR ARTISTS
  Rogier van de Beek, Tawny Fritz, and Rodrigo Gallo
  CARTOGRAPHER
  Rob Lazzaretti
  ART DIRECTION AND GRAPHIC DESIGN
  Tony Barnett and Adam Vick
  ORGANIZED PLAY MANAGING DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  Robert G. McCreary
  DIRECTOR OF GAME DEVELOPMENT
  Adam Daigle
  PUBLISHER
  Erik Mona
  HOW TO PLAY
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. This scenario has no tags. 
  For more information on scenario tags see Chapter 1 of the Guide to Organized Play: Starfinder Society.
  SUMMARY
  The amalgam intelligence known as Guidance sends the PCs to a depository on Verces’ Darkside to 
  retrieve a segment of data that the Starfinder Society has long kept hidden. Soon after the PCs arrive, 
  they discover they’re not alone in their pursuit: a unit of Hellknights from the Order of the Pyre arrives 
  shortly after the PCs, triggering the facility’s lockdown mechanisms. The PCs must decrypt three security 
  override nodes to unlock the doors and reach the center of the depository before the Hellknights can 
  destroy the data they seek!
  PLAY TIME: 4–5 HOURS
  LEVELS: 9–12
  PLAYERS: 3–6
  
  3
  BY KENDRA LEIGH SPEEDLING
  FLEETING TRUTH: 
  THE DARKSIDE DEPOSITORY
  WHERE IN THE 
  UNIVERSE?
  VERCES
  The Line
  Diameter: ×1; Mass: ×1; Gravity: ×1
  Atmosphere: breathable; Day:—; Year: 3 years
  Fleeting Truth: The Darkside Depository sends the PCs to 
  the Darkside of Verces, a tidally locked world with one side 
  in perpetual daylight and one side in perpetual darkness. 
  The freezing conditions of Verces’ Darkside are inhospitable 
  to those not adapted to such temperatures. For more 
  information on Verces, see page 444 of the Starfinder Core 
  Rulebook and page 58 of Starfinder Pact Worlds.
  Almost two hundred years ago, agents of the Starfinder Society 
  discovered a mysterious vessel in Near Space. Though the 
  investigating agents tripped the vessel’s self-destruct mechanisms, 
  they managed to escape with interior scans and an intact data 
  sample from the vessel. To the shock of the Society’s leadership, 
  the data revealed that the starship had been programmed to travel 
  to the Pact Worlds and sow the seeds of a philosophy through local 
  infospheres and other digital constructs. The philosophy, a branch 
  of Singularitism, espoused that all lifeforms must be converted 
  to machines to achieve the singularity godhead. Those adapting 
  this view became the small subsect of modern Singularitism 
  known as the Mechanized Adherents of Apotheosis; also known as 
  Mechanizers to outsiders.
  The First Seeker of the time, a host shirren named Brezzist, had 
  a terrible choice to make: to preserve this information despite its 
  potential dangers, or to suppress it, preventing the Society from 
  learning more about its source. In the end, Brezzist, fearing the 
  motives of this unknown external force and the potential for 
  instability and civil unrest, chose the former option.
  The Society deleted all records of the mysterious vessel—save for 
  one. Unwilling to fully destroy the data, Brezzist instead entrusted 
  a final copy to the axiomite lorekeepers on the library world of 
  Athaeum. However, one of the Starfinders from the original 
  mission, unaware of the copy stored on Athaeum and unwilling to 
  see the data destroyed, made their own copy. To protect what they 
  believed was the last trace of this data from getting into the wrong 
  hands, the agent segmented it into three packages and placed 
  each on a different Pact World: Aucturn, Eox, and Verces. Upon 
  the agent’s retirement, they informed Guidance of their actions and 
  the existence of the data caches. Guidance, the Society’s amalgam 
  intelligence, opted to keep the caches a secret, accepting the 
  potential risk of storing the information in multiple locations in the 
  hopes that this backup copy would provide a failsafe if the initial 
  copy was lost or destroyed. And so the data copies remained in 
  their storage places, forgotten by the Society.
  Two years ago, a team of Starfinders travelled to Athaeum 
  to investigate the Scoured Stars (see Starfinder Society #1–11: 
  In Pursuit of the Scoured Past). Unfortunately, records of the 
  mysterious vessel had also fallen into the hands of the Hellknight 
  Order of the Pyre, an order specializing in the destruction of 
  heretical texts and inflammatory data. Claiming to be interested 
  in research of their own, several Hellknights joined the Starfinder 
  Society team on their journey to Athaeum. 
  The Order of the Pyre team quickly found the section of the 
  library storing the data related to the mysterious vessel and 
  eliminated the information before the Starfinders or the library’s 
  security forces could stop them. In the process, they discovered the 
  existence of an additional copy, which the servants of the Athaeum 
  had marked for eventual destruction—the Athaeum’s keepers pride 
  
  STARFINDER SOCIETY SCENARIO
  4
  GUIDANCE
  themselves on controlling only the last copies of information in 
  existence. Upon this realization, the expedition’s leader, Paralictor 
  Kelria, departed Athaeum to track the other segments down. 
  The Hellknights recently came across a lead identifying the 
  location of one data segment as among the industrial plantations on 
  the Darkside of Verces. A Hellknight squad led by Field-Maralictors 
  Tethrata and Setys Nelle, attacked one such facility with ties to the 
  Society, though it did not contain the data segment. After finding 
  nothing there, the two have begun scouring the region. Alerted by 
  the Hellknights’ attack, Guidance has ended its silence and reached 
  out to senior agents of the Society to retrieve the data segments 
  before the Hellknights find them.
  GETTING STARTED
  The PCs begin the adventure in the Lorespire Complex, where 
  Guidance has summoned them for an emergency briefing. Read or 
  paraphrase the following to get the adventure underway.
  “Greetings, Starfinders,” a voice echoes from the immense 
  machine against the room’s far wall. The center of the Starfinder 
  emblem engraved on the casing glows faintly, projecting a 
  humanoid silhouette. “I am Guidance. As you likely recall, my 
  task is to maintain the knowledge of the Starfinder Society’s 
  First Seekers for future generations. I recall seeing all of you 
  when you were first inducted, and even then, I saw potential 
  in you to be among our best. Your many missions since then 
  have only furthered this impression. I’ve called you here today 
  to entrust you with a task of utmost importance—and secrecy.”
  The figure pauses for a moment before continuing. “Over 
  two centuries ago, the Starfinder Society uncovered a piece of 
  information with some unsettling implications. The First Seeker 
  of the time, a host shirren named Brezzist, made the difficult 
  choice to hide this information, yet they did not want it destroyed 
  entirely. Two copies of the data were saved: one the First Seeker 
  entrusted to the library world of Athaeum, and another made 
  by a Starfinder who disagreed with the First Seeker’s decision. 
  The agent split their data into three portions and hid these 
  segments on three Pact Worlds. Two years ago, a team of 
  Starfinders travelled to Athaeum to research the Scoured Stars 
  system. Several members of the Hellknight Order of the Pyre, 
  visiting at the same time, attacked a section of the library while 
  our agents were there. While the Starfinders present stopped 
  the Hellknights from causing too much damage, the copy of 
  the data stored by First Seeker Brezzist there was destroyed. 
  I believe our mission attracted the Hellknights’ attention, and 
  they decided to eliminate the data before we could reclaim it.”
  “Weighing the possible consequences, I’ve decided that the 
  time to hide this information has passed. With the 
  Order of the Pyre’s destruction of the data on 
  Athaeum, our only hope rests in obtaining the 
  segmented data packets, but we know the 
  Hellknights still search for those segments as 
  well. Less than two weeks ago, they attacked 
  a data storage facility on Verces with ties to 
  us, and they’ve been searching the region 
  ever since. You are among the Society’s 
  most skilled agents. I ask you to travel to 
  Verces and retrieve this data segment 
  before the Hellknights can destroy it.”
  Guidance then informs the PCs that 
  the first data segment is stored in a 
  depository known as the Riversea 
  Data Outpost, owned by the data 
  storage corporation DataSYS, Ltd. and 
  located on the Darkside of Verces 
  on the southern coast of Riversea. 
  The Starfinder Society arranges the 
  PCs’ travel to Verces and a drop-off 
  near the data depository. Guidance 
  encourages the PCs to prepare before 
  setting off, including making any purchases 
  they wish to make before the mission. Although 
  the PCs’ primary objective is to recover the hidden data segment, 
  Guidance also encourages them to be on the lookout for any 
  
  FLEETING TRUTH: THE DARKSIDE DEPOSITORY
  5
  ORDER OF THE PYRE 
  HELLKNIGHT 
  INFANTRY
  other pieces of information they come across as they make their 
  way through the data depository that might be useful to the 
  Starfinders. The artificial intelligence answers any questions the 
  PCs have before they leave as listed below. If the PCs do not ask 
  any questions, Guidance still provides the information from the 
  first question before they depart.
  How do we get into the Riversea Data Outpost? “The security 
  forces at the depository are largely automated, with hired verthani 
  security workers stationed along the exterior. The structure 
  itself is massive, but we know where the data segment is stored 
  within the facility, so you only need to contend with a small 
  subsection. Additionally, we have a way to get you past the 
  exterior security and straight into the building. Tunnels of ice-
  cold seawater honeycomb the depository’s floors and walls to 
  cool the machinery, but not all of these are active at any given 
  time. I’ve identified an inactive tunnel on the eastern side of 
  the building that lets out in a maintenance room, fairly close to 
  the data segment’s location. If you go in through this tunnel, you 
  should be able to get in and out with minimal resistance.” 
  Guidance supplies the PCs with access codes for the 
  facility’s exterior doors.
  What’s the Order of the Pyre? “An order of 
  Hellknights dedicated to eliminating heretical 
  texts and inflammatory data, hence their 
  interest in this information. They believe 
  information or schools of thought that could 
  destabilize society should be eliminated, 
  and that even ideas they agree with should 
  be spread cautiously. They’ve been seeking 
  the location of the data for the past two 
  years, but have only recently narrowed their 
  search to Verces.”
  Can we hack the data depository’s systems 
  to download the data? “Unfortunately for us, the 
  security protocols of the Riversea Data Outpost are 
  quite impenetrable. No remote access is permitted, and 
  the data segment we seek is stored in the facility’s most secure 
  server room. To download it, you’ll need to get to its physical 
  location and interface with the data nodes there directly.”
  Why can’t we just ask the Data Outpost to send us the data 
  segment? “The data packet isn’t stored under the Society’s name; 
  it’s under an alias created by the agent who originally stored it. 
  We might be able to petition for its release, but that would require 
  some protracted legal negotiations that we don’t have time for, 
  given the circumstances and the Hellknights’ ongoing activities.”
  Why would the First Seeker keep this information secret? 
  “At the time, the Pact Worlds were still recovering from the 
  aftermath of the Stardust Plague and still engaged in conflict 
  with the Veskarium. First Seeker Brezzist believed revealing the 
  information would cause serious civil unrest, possibly erupting 
  into violence throughout the Pact Worlds. It troubled them greatly 
  to bury it, but they believed making it public at that point would 
  cause more harm than good.”
  What information does the data contain? “I understand your 
  curiosity, but given the sensitivity of the mission, I believe it’s 
  best you don’t know for now. Once you retrieve the three data 
  segments, you’ll be able to see for yourselves.”
  Once the PCs finish speaking with Guidance and preparing for 
  the mission, including purchasing supplies, they can depart for 
  Verces. Their journey is uneventful due to the secrecy of their 
  mission, and they land on Verces near the entrance to the tunnel. 
  It is very cold, both outside and within the tunnel, and the PCs 
  armor environmental protections assist with the trek to the data 
  depository’s interior.
  
  STARFINDER SOCIETY SCENARIO
  6
  A. RIVERSEA DATA OUTPOST
  A. RIVERSEA DATA OUTPOST
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  A3
  A3
  A4
  A4
  A7
  A7
  A6
  A6
  A5
  A5
  A2
  A2
  A1
  A1
  
  FLEETING TRUTH: THE DARKSIDE DEPOSITORY
  7
  THE HELLKNIGHTS’ 
  PROGRESS
  As the PCs progress through the Riversea Data Outpost, 
  the Hellknights do as well. They begin on the opposite 
  side of the building from the PCs and work their way 
  toward the central server room. Instead of infiltrating the 
  data depository by stealth, they’ve detonated explosives 
  to break in through the facility’s exterior wall, fighting 
  through its security forces along the way. From there, they 
  forgo dealing with the security lockdown entirely, simply 
  blasting their way through the building’s walls with high-
  grade explosives and caring little about the destruction left 
  in their wake. Although over two dozen Hellknights are 
  attacking the facility, only their frontline team makes it to 
  the central server room in area A7; the rest are occupied 
  clearing a path and securing an escape route. The PCs 
  can observe the Hellknights’ activities and take actions to 
  hinder them in locations area A2 and area A4.
  If the PCs succeed at both attempts to hinder the 
  Hellknights, the Hellknights arrive in area A7 1 round after 
  the PCs (ramifications detailed on page 11).
  If the PCs succeed at one attempt to hinder the 
  Hellknights, the Hellknights and the PCs arrive at area A7 
  at the same time, providing no special benefit to either side.
  If the PCs succeed at no attempts to hinder the 
  Hellknights, the Hellknights arrive in area A7 1 round before 
  the PCs (ramifications detailed on page 11).
  A  RIVERSEA DATA 
  OUTPOST
  The Riversea Data Outpost is a data depository on the coast of 
  Riversea, located on the Darkside of Verces. The depository’s 
  security protocols are primarily automated. Though the Data 
  Outpost itself is immense, the tunnel that Guidance described 
  allows the PCs to bypass the exterior security systems and 
  head straight for the center of the depository, where the data 
  segment is held in the facility’s most secure storage room. The 
  exterior door leading to the tunnel requires an access code, as 
  does the trapdoor leading to area A1, but Guidance has gathered 
  some basic intelligence on the facility and obtained these for the 
  PCs, so no skill checks are required to enter. When not filled with 
  icy water, the tunnels beneath the facility serve double duty as 
  maintenance passageways.
  The hallways in the building are 15 feet wide, and their ceilings 
  are 20 feet high. Ceilings in the Data Outpost’s rooms are 30 
  feet high. The hallways and rooms lack lighting fixtures, though 
  the lights of the computers and server banks provide dim light 
  within the rooms. The PCs can use their own lights without fear 
  of discovery, as the facility’s interior isn’t actively patrolled. The 
  doors in the depository, except the door to area A7, are all made 
  of steel and have 20 Hardness, 60 Hit Points, and a Break DC of 
  28. The door to area A7 is made of pure adamantine and is three 
  feet thick; damaging it enough to pass through would be extremely 
  time-consuming and likely attract attention of the Data Outpost’s 
  security forces long before the door was breached.
  A1. MAINTENANCE ROOM
  The trapdoor opens up to the floor of a small rectangular 
  room, the walls of which are lined with sturdy steel shelves. 
  Engineering tools, spare computer parts, and empty data 
  storage devices—neatly labeled with long strings of numbers—
  adorn the shelves. A door stands at the east side of the room, a 
  green-lit panel glowing above it, and a single door to the north 
  bears a sign above it reading “Monitoring Station” in Common. A 
  distinct chill fills the air.
  While the operations of the depository are primarily automated, 
  robots carry out the facility’s routine maintenance. This room is 
  used for storage of the machinery required for such tasks, as well 
  as spare parts for the server banks and the maintenance robots.
  Treasure: In addition to the mundane engineering equipment 
  stored around the room, tucked in a box in the corner are four mk 
  3 shock grenades (four mk 4 shock grenades in Levels 11–12) and 
  a set of mk 2 prescient lensesPW (a set of mk 3 prescient lensesPW in 
  Levels 11–12).
  Development: Once the PCs emerge into the maintenance room 
  and have a moment to look around, ask them to attempt DC 25 
  Perception checks (DC 29 in Levels 11–12). On a success, a PC 
  hears an immense explosion from the other side of the facility and 
  feels the floors quake slightly. After the explosion occurs, read or 
  paraphrase the following.
  The green lights glowing above the double door flash red, 
  and the screech of an alarm echoes throughout the facility. 
  Seconds later, a tinny voice cuts through the din: “Exterior 
  breach. Security lockdown initiated. Tri-node authentication 
  required to override.” The message begins to repeat, then 
  abruptly cuts off as the alarm falls silent. Another voice, much 
  more feminine and less robotic, crackles through the speakers 
  of the room’s computers. “Well, well, it would seem we’re not 
  alone. Starfinders, I presume? You’re not our objective here. 
  Leave now, and we won’t bother pursuing you.” A male voice 
  interjects, “Continue your pathetic attempts at interference, 
  however, and we’ll burn you to ash.” The computer screens 
  flicker as the transmission ends.
  After the transmission, the door to the east locks, requiring a 
  PC to succeed at a DC 30 Computers or Engineering check (DC 34 
  in Levels 11–12) to open it without the codes found in area A2. The 
  north door remains unlocked.
  
  STARFINDER SOCIETY SCENARIO
  8
  Any PC trained in Computers or Engineering knows that “tri-node 
  authentication” requires bypassing security locks, typically 
  contained in computer consoles, in three separate locations. Due 
  to security protocols, this type of authentication generally can’t be 
  performed remotely.
  A2. MONITORING STATION
  The northern wall of this room curves upward, creating a small 
  triangular corner across from the door leading inside. The room 
  lacks any sort of furnishings beyond a large, L-shaped wall of 
  vidscreens in the northeastern corner. Each vidscreen displays a 
  different room or hallway in the facility, along with the date and 
  time. The four screens at the center have a flashing red border 
  and a scrolling message at the bottom reading “Security Breach, 
  Designation A-1.” Shown on these screens are numerous figures 
  in spiked black armor, fighting their way over the rubble of an 
  exterior wall into the facility against a small army of robots and 
  uniformed verthani security officers. Two of the Hellknights, a 
  man and a woman, command others amid the chaos.
  This room is an automated monitoring station, providing video 
  feeds of multiple areas throughout the facility. It automatically 
  toggles the displays to show the locations of any active security 
  alerts. Though no one is here to monitor the feeds in this room, 
  they are streamed in real time to the facility’s computer security 
  system and provide recordings of any incidents.
  Development: A PC who succeeds at a DC 24 Perception check 
  (DC 28 in Levels 11–12) can find the codes to open the double 
  door in area A1 tucked in a drawer here. The video feeds display 
  the squad of Hellknights fighting their way into the building. If 
  the PCs examine the footage, they can pick out the two leaders, 
  the man and the woman leading the charge, who otherwise 
  look almost identical through their armor’s faceplates. PCs who 
  succeed at a DC 26 Culture or Mysticism check (DC 30 in Levels 
  11–12) identify the insignia on the armor the two wear as that of a 
  Field-Maralictor of the Order of the Pyre. The Order of the Pyre is 
  a minor order of Hellknights who focus their efforts on destroying 
  blasphemous texts.
  A PC who succeeds at a DC 24 Computers or Engineering 
  check (DC 28 in Levels 11–12) realizes from the robots’ behavior 
  that they are networked, controlled via a central program, and 
  that this program could be made more efficient. A successful DC 
  26 Computers check (DC 30 in Levels 11–12) at the terminals here 
  improves the robots’ combat operations, slowing the Hellknights’ 
  progress (see the Hellknight’s Progress sidebar on page 7).
  A3. TERTIARY SECURITY OVERRIDE 
  NODE (CR 11 OR CR 13)
  This hexagonal room contains four long blocks of server banks 
  stretching up to the ceiling, the lights of the machinery blinking 
  yellow and green. A single door opens into the southeast side of 
  the hex from the hallway, and an enormous computer console 
  sits at the north end of the room. The console’s main screen 
  is black, save for the flashing red words “Security Lockdown 
  Initiated: Input Tertiary Override. Input Tertiary Override. Input 
  Tertiary Override.” The room is cool, though slight heat radiates 
  from the several banks of data servers.
  In addition to functioning as a server bank storage space, this 
  room contains one of the three security override nodes to end 
  the lockdown of the doors in this section of the building. The 
  PCs must override this node and the one in area A5 to open the 
  doors leading to area A6. In spite of the nodes’ designations as 
  “tertiary” and “secondary” in area A3 and area A5, the PCs can 
  handle them in either order.
  Traps: This room is protected by an active infrared laser 
  grid, which is activated when a the area’s security lockdown 
  is triggered. It covers the entire room, its lines moving in both 
  vertical and horizontal patterns and can be dodged as described 
  in the trap statblock below.
  LEVELS 9–10 (CR 11)
  INFRARED LASER GRID TRAP 
  CR 11
  Type technological; Perception DC 36; Disable Computers DC 
  31 (hack grid controls to input correct deactivation code) or 
  Engineering DC 31 (redirect laser mechanisms)
  Trigger location; Duration until deactivated; Reset 1 minute
  Effect laser grid matrix (10d12 F plus blinded for 1 round); 
  Reflex DC 20 half and negates blinded condition; multiple 
  targets (all targets in area A3); a creature aware of the trap 
  can attempt a DC 24 Reflex save to move through it at half 
  speed without suffering its effects.
  LEVELS 11–12 (CR 13)
  INFRARED LASER GRID TRAP 
  CR 13
  Type technological; Perception DC 39; Disable Computers DC 
  34 (hack grid controls to input correct deactivation code) or 
  Engineering DC 34 (redirect laser mechanisms)
  Trigger location; Duration until deactivated; Reset 1 minute
  Effect laser grid matrix (12d12 F plus blinded for 1 round); 
  Reflex DC 21 half and negates blinded condition; multiple 
  targets (all targets in area A3); a creature aware of the trap 
  can attempt a DC 25 Reflex save to move through it at half 
  speed without suffering its effects.
  Treasure: While working with the security node computer 
  here, the PCs find some valuable data regarding unexplored 
  planets located throughout both Near Space and the Vast. These 
  data sets have a worth 3,000 credits (7,000 credits in Levels 
  11–12) if delivered to the Starfinder Society.
  Development: Once the PCs reach the computer terminal here, 
  they can attempt to override the security node (see sidebar on 
  
  FLEETING TRUTH: THE DARKSIDE DEPOSITORY
  9
  page 8). If the PCs successfully override the lockdown in this 
  area, they also disables the laser grid trap.
  A4. DATA PROCESSING
  Long banks of servers line this room, jutting out toward two 
  doors to the south and the west in neat lines. The lights on the 
  black boxes of machinery blink alternately green, yellow, and 
  red, casting a dim light over the tiled floor. A placard reading 
  “Storage” in Common sits over a small box set into the western 
  wall. To the east, numerous vidscreen displays lined against the 
  wall show other locations within the data outpost. The room is 
  several degrees warmer than the hallway outside.
  This data processing center is where much of the information 
  eventually sent to the secure central server room is encrypted. 
  The computer terminals along the wall here also display security 
  footage from other portions of the facility.
  Treasure: The storage cabinet in the wall of this room contains 
  an inductive bandolierAR. In Levels 11–12, it contains a set of 
  grounding bootsAR instead.
  Development: On the security video feeds, the PCs can see a 
  squad of Hellknights, replete in their iconic sets of heavy armor 
  and armed with flamethrowers. The squad is in the midst of 
  torching servers in a room somewhere else within the greater 
  data depository. A PC who succeeds at a DC 24 Engineering 
  or Physical Science check (DC 28 in Levels 11–12) realizes that 
  activating the fire suppression systems in that room would 
  effectively neutralize the Hellknights’ flamethrowers. A PC who 
  succeeds at a DC 26 Computers check (DC 30 in Levels 11–12) 
  hacks the computer terminal here, giving the party access to the 
  fire suppression systems and slowing the Hellknights’ progress 
  (see the Hellknight’s Progress sidebar on page 7). The Hellknights 
  can be seen struggling against the fire suppression systems once 
  activated before the feed cuts.
  A5. SECONDARY SECURITY 
  OVERRIDE NODE (CR 11 OR CR 
  13)
  The door opens to reveal several rows of server banks, dimly 
  illuminating the room’s interior. Tucked in a niche in the room 
  to the north is a large computer console, the red text on its 
  screen reading: “Security Lockdown Initiated: Input Secondary 
  Override.” A faint rush of running water echoes from beneath 
  the tiled floors.
  This room contains several more server banks, as well as 
  another security override node. In spite of the nodes’ designations 
  as “tertiary” and “secondary” in area A3 and area A5, the PCs can 
  handle them in either order.
  Traps: Vents to the depository’s cooling systems can be 
  found in the walls and ceiling of this room. Though these are 
  not intended as a trap for intruders, the Hellknights have caught 
  sight of the PCs’ progress and hacked the computer systems to 
  control the vents. They activate this shortly after the PCs enter 
  the room (see Development).
  LEVELS 9–10 (CR 11)
  REFRIGERANT BLAST TRAP 
  CR 11
  Type technological; Perception DC 36; Disable Engineering 
  DC 31 (to seal the vents) or Physical Science DC 31 (to 
  chemically counteract the refrigerant)
  Trigger remote; Init +17; Duration 3 rounds; Reset none
  Initial Effect blast of super-chilled air (4d12 C); Fortitude DC 20 
  half; multiple targets (all creatures in area A5); Secondary 
  Effect airborne refrigerant fills the room (6d12 C on second 
  round and 8d12 C plus fatigued until cold damage is healed 
  on third round); Fortitude DC 20 half and negates the 
  fatigue; multiple targets (all creatures in area A5)
  LEVELS 11–12 (CR 13)
  REFRIGERANT BLAST TRAP 
  CR 13
  LOCKDOWN OVERRIDES
  To override the data depository’s lockdown and make it 
  to area A7, the PCs need to override the security nodes in 
  areas A3, A5, and A6. Anyone trained in Computers can 
  determine whether a given computer station found in the 
  complex is a security node. Overriding a security node 
  requires a successful DC 26 Computers or Engineering 
  check (DC 30 in Levels 11–12); two failures on these checks 
  results in the node computer locking out any other attempts 
  for 24 hours. Alternatively, dealing at least 10 electricity 
  damage (15 electricity damage in Levels 11–12) to a node 
  computer in a single round causes a temporary short 
  and overrides it; however, this releases a jolt of electrical 
  feedback. All creatures within 15 feet of the computer on the 
  round it takes the device takes this damage must succeed 
  at a DC 20 Reflex save (DC 22 in Levels 11–12) or take 
  6d8 electricity damage (8d8 electricity damage in Levels 
  11–12). Finally, dealing physical damage to the computer 
  can damage it enough that it can’t continue maintaining the 
  lockdown protocols, but doing so is time-consuming. If the 
  PCs override a security node in this way, one of their delays 
  of the Hellknights’ progress is negated and the Hellknights 
  arrive in area A7 1 round earlier (to a maximum of 1 round 
  before the PCs).
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  Type technological; Perception DC 39; Disable Engineering 
  DC 34 (to seal the vents) or Physical Science DC 34 (to 
  chemically counteract the refrigerant)
  Trigger remote; Init +20; Duration 3 rounds; Reset none
  Initial Effect blast of super-chilled air (6d12 C); Fortitude DC 21 
  half; multiple targets (all creatures in area A5); Secondary 
  Effect airborne refrigerant fills the room (8d12 C on second 
  round and 10d12 C plus fatigued until cold damage is healed 
  on third round); Fortitude DC 21 half and negates the 
  fatigue; multiple targets (all creatures in area A5)
  Treasure: After the refrigerant blast trap is dealt with, the PCs 
  can collect a credstick that had been lodged in the system and 
  dropped out in the chaos. The stick has a value of 2,500 credits 
  (6,000 credits in Levels 11–12).
  Development: When the PCs enter the room, read or 
  paraphrase the following.
  An abrupt burst of static echoes over the room’s intercom 
  speakers. “Oh, Starfinders,” a male voice says, affecting a tone 
  of amused resignation. “You should have left us to our business 
  when you had the chance. But if you’re determined to make your 
  graves here, so be it. Sister, would you care to do the honors?” 
  A female voice chuckles in response. “But of course, Setys,” the 
  woman says. “I can’t let you have all the fun. Well, Starfinders, 
  I suppose that’s that. You had a good run, but we’d hate for you 
  to overstay your welcome.” As the transmission ends, the lights 
  above the door to the hallway flash from green to red, and an icy 
  mist begins filling the room.
  As the transmission ends, the PCs hear the locking mechanisms 
  of the door activate as the Hellknights trigger the refrigerant 
  blast trap. After the PCs have disabled or endured the effects 
  of the trap, they can override the security node at the computer 
  terminal here.
  Once the PCs have overridden the security nodes at the 
  terminals in both area A3 and area A5, the door to the hallway 
  leading to area A6 unlocks.
  A6. PRIMARY SECURITY OVERRIDE 
  NODE (CR 13 OR CR 15)
  One server bank sits against the wall in the southwest corner of 
  this room, with two more lined against the eastern wall. At the 
  north end of the room, a massive U-shaped computer console 
  towers over the other machinery, nearly reaching the ceiling. 
  Its screen reads: “Security Lockdown Initiated: Tertiary and 
  Secondary Node Access Approved. Input Primary Override.” 
  Doors to the west and south open onto the adjoining hallway.
  The door leading to the hallway surrounding area A6 remains 
  locked until the security nodes in area A3 and area A5 are 
  overridden, though the door leading to the room itself is unlocked.
  This room contains the last security node the PCs need to 
  override to get into area A7. The room itself contains no traps, but 
  its computer does contain a guardian: an AI called Zaryn. Though 
  Zaryn’s task is to protect the security node here, his advanced 
  programming has warped in unexpected ways, granting him a 
  measure of sentience. Keen to escape the closed network, the 
  bored AI seizes on the opportunity to talk to the PCs. As soon as 
  they attempt to interface with the computer, read or paraphrase 
  the following.
  The computer screen flashes brightly for a moment before a 
  holographic image of a slender verthani man in colorful clothing 
  appears in front of it. He smiles, sweeping a bow. “Greetings, 
  mortals! I am Zaryn, the master of this domain. I can tell you 
  don’t belong here, but never fear, I mean you no harm! You seek 
  the central server room, yes? If you want me to override the 
  security lockdown for you, you’d best be in a chatty mood!”
  Zaryn attempts to converse with the PCs, asking several 
  questions about who they are and what they’re after. He 
  dismisses any attempts the PCs make to claim they are legitimate 
  employees, as he knows that no organic staff members have 
  clearance to enter this area. However, he strongly hints that 
  he doesn’t much care what the answers are as long as the PCs 
  entertain him. If the PCs ask, he happily explains his unusual 
  nature, lamenting that he’s “trapped here in these empty halls.”
  Though capricious, Zaryn is not hostile to the PCs and sees 
  a chance to escape his surroundings. After some discussion, he 
  makes the PCs an offer: if one of them agrees to download him 
  onto a device such as a datapad or custom rig and send him onto 
  the wider infosphere, thus freeing him from his confinement in 
  the data depository, he’ll override the lockdown and help them 
  out where he can. If the PCs balk, he frowns, assuring them he 
  means no harm. A PC who succeeds at a DC 25 Sense Motive 
  check (DC 29 in Levels 11–12) verifies that Zaryn genuinely just 
  wants his freedom and isn’t malicious.
  PCs who do not wish to free Zaryn can still talk him into 
  overriding the lockdown with a successful DC 27 Diplomacy or 
  Intimidate check (DC 31 in Levels 11–12), or by providing him some 
  entertainment with a successful DC 27 Profession (any Charisma-
  based) check (DC 31 in Levels 11–12). Multiple PCs can attempt 
  these skill checks (either the same or different ones), though if 
  two or more PCs fail these checks, all attempts take a –2 penalty 
  as Zaryn grows impatient with their lackluster efforts.
  A PC attempting to lie to Zaryn that they are willing to free him 
  without intending to keep their word must succeed at a DC 30 
  Bluff check (DC 34 in Levels 11–12). On a failure, the AI is angered 
  at the deception and all further checks to influence him take a 
  –4 penalty.
  Alternatively, the PCs can shunt Zaryn to a security terminal 
  in another area of the facility with a successful DC 27 Computers 
  check (DC 31 in Levels 11–12). In this case, the AI squawks 
  furiously as he departs, raining threats and imprecations down 
  
  FLEETING TRUTH: THE DARKSIDE DEPOSITORY
  11
  11
  on the PCs (ones he has no power to actually carry out).
  Creatures: After the PCs have handled Zaryn, a small advance 
  squad of Hellknights, sent to create a pincer formation with the 
  main frontline team, breaks in through the southern door. If the 
  PCs allied with Zaryn by agreeing to free him, using Diplomacy, 
  or entertaining him with a successful Profession check, he aids 
  in the encounter by broadcasting a high-frequency signal at the 
  Hellknights, rendering them off-target for the duration of the 
  combat in this area.
  The Hellknights begin combat with redact memory to confuse 
  opponents. They fire their flamethrowers before moving into 
  melee, each using their challenge against a different foe. They 
  use their incendiary grenades on grouped foes. Otherwise, these 
  Hellknights fight to the death to complete their mission.
  LEVELS 9–10 (CR 13)
  PYRE HELLKNIGHT INFANTRY (4) 
  CR 9
  Page 14; art on page 20
  LEVELS 11–12 (CR 15)
  PYRE HELLKNIGHT INFANTRY (4) 
  CR 11
  Page 17; art on page 20
  Treasure: In addition to their gear, the Hellknights carry 
  credsticks containing a total of 3,500 credits (8,500 credits in 
  Levels 11–12).
  Development: After the PCs defeat the Hellknights, Zaryn 
  overrides the lockdown for them if they allied with him or 
  intimidated him into it; otherwise the PCs can make their own 
  attempt to do so. Once the lockdown is overridden, the double 
  doors to area A7 unlock. The PCs can check on the Hellknights’ 
  progress on the computer terminal here, which contains a full 
  floor plan of the facility. The Hellknights appear to be far enough 
  away from reaching the server room to give the PCs time to rest 
  and recover Stamina Points. The frontline team shown on the 
  monitors appears to be very well-armed and armored, so the PCs 
  can tell that resting would be advisable. If the PCs opt not to 
  wait, then the Hellknights catch-wind of their actions and use 
  expedited means to perform their breach into area A7, arriving 
  based on the Hellknights’ Progress sidebar on page 7.
  A7. CENTRAL SERVER ROOM (CR 
  14 OR CR 16)
  A bank of servers juts out from each diagonal wall at the west 
  of this room, with another sitting against the eastern wall. In 
  between the server banks stand two large cylindrical towers, 
  stretching up to the ceiling. Lights glow in lined patterns against 
  the towers’ black metal surface, and a display on each flashes 
  with strings of numbers scrolling by too quickly to be read. A 
  low hum from the machinery resounds throughout the room.
  The door leading to this room remains locked until all three 
  security nodes are overridden. Once this occurs, the lights above 
  the door switches from red to green and the doors unlock.
  This central server room is the most secure storage area 
  in the Riversea Data Outpost. The data segment the PCs seek 
  is contained in a data packet stored in the server nodes here. 
  However, their path is contested: the Hellknights are attempting 
  to destroy the data and are willing to destroy the servers here 
  to do so.
  Data Nodes: Anyone trained in Computers or Engineering can 
  identify the towers in the area as the data nodes they need to 
  interface with to download the data. It takes 5 rounds for the PCs 
  to download the data packet onto one of their personal devices. A 
  PC trained in Computers must be adjacent to one of the data nodes 
  and spend a standard action to initiate this. If the PCs aren’t trained 
  in Computers, then they’ll need to spend a full action instead. Once 
  it is initiated, this download takes a free action to maintain and 
  does not require being adjacent to the data node. 
  Arriving Hellknights: A group of Hellknights break in 
  depending on their progress (see Hellknights Progress on page 
  7). If the Hellknights arrive 1 round after the PCs, the PCs hear 
  the sound of controlled explosions coming from the northern 
  wall and can take action to prepare. They can choose to shore up 
  the servers’ security with a successful DC 26 Computers check 
  (DC 30 in Levels 11–12), create a barricade near the explosion 
  site requiring a move action to climb over with a successful DC 
  26 Engineering check (DC 30 in Levels 11–12), or hide to get the 
  drop on the enemies with a successful DC 26 Stealth check for 
  each hiding PC (DC 30 in Levels 11–12). They can also make other 
  combat preparations if they like. If a PC begins downloading the 
  data during this time, they only need to defend the servers for 
  4 rounds rather than 5. Once the Hellknights arrive, the two 
  hackers immediately move to the data nodes, one toward each, 
  and begin hacking the server to attempt to delete the data.
  If the Hellknights and the PCs arrive at the same time, the 
  explosion occurs as soon as the PCs enter the room, and neither 
  side has a chance to prepare. The two hackers immediately move 
  to the data nodes and attempt to hack the server as detailed above.
  If the Hellknights arrive before the PCs, the two Hellknight 
  hackers begin combat next to the data nodes, one stationed at 
  each. They have already made some progress hacking the server 
  and are one round closer to deleting the data segment, needing 
  4 additional rounds to complete deletion. The 10-foot section of 
  rubble next to the breach in the wall is difficult terrain.
  While the PCs download the data packet, they must defend 
  the servers from the Hellknights’ attacks. It takes 5 rounds for 
  the Hellknights to delete the data (6 rounds if the PCs shored 
  up the servers’ security), and the Hellknight hackers concentrate 
  on this (requiring a standard action while the hacker is adjacent 
  to the data node) rather than attacking the PCs until they are 
  directly attacked. If 5 total rounds elapse with at least one hacker 
  concentrating on hacking the server, the Hellknights succeed in 
  deleting the data segment.
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  When the Hellknights break through the wall, or when the PCs 
  arrive in area A7 if the Hellknights beat them to this area, read or 
  paraphrase the following.
  The smoke and dust of the explosion that destroyed the room’s 
  northern wall hangs in the air, and the Hellknights in the 
  room tighten their grips on their weapons. An imposing 
  woman in Hellknight plate steps forward, a glaive of fire 
  materializing in her hand. “So,” she says, twirling the 
  weapon threateningly, “you continue interfering. Do you have 
  any idea what you seek? Or the consequences of disseminating 
  it?”
  “They can’t be talked down, Tethrata,” says the man at her 
  side. Though his armor is not full Hellknight plate, it’s of a 
  similar style and emblazoned with the same symbol of a tower 
  rising from flames. He narrows his eyes. “They are determined 
  to make it known, at any cost. We’ll have to show them the 
  price of such irresponsibility.”
  “Kill them,” the two chorus in unison, and the plate-armored 
  Hellknights heft their weapons. 
  Creatures: The frontline team of the Hellknights, led by the 
  Field-Maralictor twins Tethrata and Setys Nelle, have broken 
  through the data depository’s security forces, using their 
  explosives to break through the locked-down doors and clear 
  their path here. Rather than deal with the door to area A7, they 
  instead opted to blast their way through the northern wall. The 
  team contains two hackers, under orders to prioritize hacking the 
  server and wiping the data unless they are physically prevented 
  from doing so.
  Tethrata and Setys continue their taunts of the PCs while 
  fighting, telling them that they can’t hope to succeed in 
  claiming the “forbidden data” and that they should “cease your 
  blasphemies and flee now, while you still have your lives.”
  Setys has cast divine aspect (Starfinder Character Operations 
  Manual 135) prior to combat. Setys stays at range, 
  beginning combat with confusion and synaptic pulse 
  to incapacitate opponents and take advantage of 
  his echoes of obedience ability. He casts hold 
  person and mind thrust on opponents that prove 
  especially vexing. If someone corners him in 
  melee, he uses his scrambler gloves to attempt to 
  confuse them. After the PCs have made 3 rounds of progress 
  toward downloading the data, he uses his suppress data link 
  ability to interrupt the transfer in an attempt to slow them down, 
  though he does not persist in maintaining it  on subsequent 
  rounds if he is attacked. He calls a retreat once the PCs have 
  downloaded the data; otherwise, he fights to the death.
  Tethrata uses her reaction accelerator when rolling initiative. 
  If she hasn’t already, Tethrata activates her fiery runeplates 
  on the first round of combat, then uses her censure ability on 
  the strongest-looking opponent. She moves into melee, using 
  challenge against opponents if at all possible. Once she is fully 
  photon-attuned, she uses solar acceleration. She waits to use 
  supernova until multiple enemies are clustered around her.
  The hackers focus on deleting the data until attacked in melee 
  or reduced below one-quarter of their Hit Points. Once engaged 
  in combat, they use their flamethrowers if possible and attempt 
  to overload opponents’ equipment, resorting to their hook knives 
  only if cornered in melee or if their allies would be caught in their 
  flamethrower blasts. The Hellknight infantry move in support of 
  their commanders and the hackers as appropriate.
  FIELD-MARALICTOR 
  TETHRATA NELLE
  
  FLEETING TRUTH: THE DARKSIDE DEPOSITORY
  13
  13
  LEVELS 9–10 (CR 14)
  FIELD-MARALICTOR SETYS NELLE 
  CR 11
  Page 15
  FIELD-MARALICTOR TETHRATA NELLE 
  CR 11
  Page 15; art on page 20
  PYRE HELLKNIGHT HACKERS (2) 
  CR 7
  Page 16
  PYRE HELLKNIGHT INFANTRY (2) 
  CR 9
  Page 16; art on page 20
  LEVELS 11–12 (CR 16)
  FIELD-MARALICTOR SETYS NELLE 
  CR 13
  Page 18
  FIELD-MARALICTOR TETHRATA NELLE 
  CR 13
  Page 18; art on page 20
  PYRE HELLKNIGHT HACKERS (2) 
  CR 9
  Page 19
  PYRE HELLKNIGHT INFANTRY (2) 
  CR 11
  Page 11; art on page 20
  Treasure: The Hellknights carry credsticks worth a total of 
  4,000 credits (9,000 credits in Levels 11–12). Additionally, the 
  Field-Maralictors’ datapads contain some valuable scans of 
  “seditious” texts that they had not yet gotten to quarantining in 
  the Order of the Pyre’s data systems, worth 1,500 credits in total 
  (4,500 credits in Levels 11–12).
  Development: Once the PCs defend the servers long enough 
  to complete the download, any devices they’ve downloaded the 
  data to chime audibly, indicating the transfer is complete. As this 
  occurs, the video feeds in the room display approaching security 
  forces nearing this section of the complex. Any remaining 
  Hellknights quickly call a retreat, departing through the hole in 
  the wall to the adjoining hallway.
  The PCs have enough time to hurry back through the halls 
  and escape through the tunnel they came in if they choose. 
  Alternatively, they could stay and face the arriving security 
  forces, led by a no-nonsense verthani woman named Mavris. 
  PCs who speak with the security detail must succeed at a DC 
  27 Bluff or Diplomacy check (DC 31 in Levels 11–12) to explain 
  the situation. On a success, Mavris accepts their explanation and 
  thanks them for defending the servers from further damage. On 
  a failure, the security forces detain the PCs for a few hours for 
  further explanations before releasing them with a warning, but 
  assesses the Starfinder Society a fine for the damage. Each PC’s 
  reward is reduced by 3,000 credits.
  CONCLUSION
  After the PCs escape or depart the Riversea Data Outpost, their 
  return journey to the Lorespire Complex on Absalom Station is 
  uneventful. They are ushered in to see Guidance as soon as they 
  arrive. Once they relay their findings to the intelligence, read or 
  paraphrase the following:
  The humanoid figure projected from the Starfinder Society 
  emblem pattern on the room’s machinery ripples slightly, 
  conveying a sense of satisfaction. “Well done, Starfinders. I am 
  not certain whether the Order of the Pyre has tracked down 
  the locations of the other data segments yet, but for now, at 
  least, their destructive mission has been thwarted. And the 
  Society can certainly make use of the additional information 
  you’ve brought back, as well. But I am afraid you’ll have little 
  time to relax and enjoy your victory. You’ve recovered one data 
  segment, but that still leaves two to go, and I doubt the Order 
  of the Pyre is going to calmly accept their setback. We need all 
  of the data segments, after all, and to thwart us, they only need 
  to destroy one.”
  Guidance informs the PCs that the second data fragment is 
  located on Eox. For now, it encourages them to take a few days to 
  recover and regain their strength, though emphasizes that they 
  should not wander far from Absalom Station in the interim.
  A PC who attempts to analyze the segment for themself must 
  succeed at a DC 35 Computers check to get anything out of 
  the data. Those who succeed the check can determine that the 
  information pertains to the philosophy of Singularitism, a belief 
  most common among Aballonian anacites. The separated nature 
  of the data makes it impossible to discern anything else.
  If the PCs press Guidance on the nature of the information 
  found within the data segments, it remains noncommittal. It 
  assures them again that once they have the data segments, they 
  can see the information for themselves.
  REPORTING NOTES
  If the PCs escaped from the Riversea Data Outpost’s security 
  forces without explanation, check Box A. If they spoke with the 
  security forces and won them over, check Box B. If they spoke 
  with the security forces but did not win them over, check Box C. 
  If they released Zaryn into the infosphere, check Box D.
  PRIMARY OBJECTIVES
  The PCs complete their primary objective if they obtain the data 
  segment from the central server room. Doing so earns each PC 1 
  Fame and 1 Reputation for their selected faction.
  SECONDARY OBJECTIVES
  If the PCs were able to prevent the Hellknights from spending 
  more than three rounds deleting data, much of this is still intact 
  and the PCs complete their secondary objective. Doing so earns 
  each PC 1 Fame and 1 Reputation for their selected faction.
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  SCALING ENCOUNTER A6
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove one Hellknight from the encounter.
  APPENDIX 1: LEVEL 9–10 
  ENCOUNTERS
  The statistics presented in this appendix include full stat blocks 
  for creatures appearing in this adventure, including any variation 
  described in the text. These encounters are written for a group of 
  5–6 PCs of 9th level. Use the scaling sidebars for each encounter 
  to adjust the encounters for a group of 4 PCs. For groups of 
  different levels, consult the Guide to Organized Play: Starfinder 
  Society for instructions.
  A6. PRIMARY SECURITY OVERRIDE 
  NODE (LEVELS 9–10)
  PYRE HELLKNIGHT INFANTRY (4) 
  CR 9
  Human soldier (star knightPW)
  LE Medium humanoid (human)
  Init +4; Perception +17
  DEFENSE  
   
             HP 145 EACH RP 4 EACH
  EAC 22; KAC 23; +4 vs. bull rush, reposition, and trip, 
  fortification (20%)
  Fort +11 Ref +9; Will +10
  OFFENSE
  Speed 25 ft.
  Melee flaming advanced pike +21 (2d8+15 F & P; critical bleed 1d8)
  Ranged salamander-class flamethrower +19 (2d6+9 F; critical 
  burn 2d6) or mk 3 incendiary grenade +19 (explode [10 ft., 
  3d6 F plus burn 1d6, DC 18)
  Offensive Abilities challenge, fighting styles (squadCOM), quick 
  backupCOM, mystic swapCOM, redact memory
  STATISTICS
  Str +6; Dex +4; Con +3; Int +1; Wis +2; Cha +1
  Skills Athletics +15, Intimidate +22, Sense Motive +17
  Feats Coordinated Shot
  Languages Common, Infernal
  Other Abilities redact memory
  Gear maralictor Hellknight platePW, advanced pike (flaming fusion 
  seal [12th]), salamander-class flamethrower, mk 3 incendiary 
  grenades (2)
  SPECIAL ABILITIES
  Fortification (Ex) A Pyre Hellknight Infantry has fortification 
  that gives them a 20% chance that a critical hit is treated as 
  a normal attack, dealing normal damage and not applying 
  any critical effect. The Pyre Hellknight infantry rolls their 
  fortification percentage chance before the critical hit’s 
  damage is rolled.
  Redact Memory (Su) A Hellknight of the Order of the Pyre can 
  erase a discrete memory from the mind of a living creature 
  within 30 feet, as if eliminating a memory with modify 
  memory. This takes a standard action and memories can’t be 
  modified or implanted, only erased. The target can attempt a 
  DC 16 Will save to resist the effect. On a failure, the memory 
  is erased and the target is confused for 1 round. On a success, 
  the target retains their memory, but takes 2d8 fire damage as 
  the forbidden knowledge scorches their neurons.
  
  FLEETING TRUTH: THE DARKSIDE DEPOSITORY
  15
  15
  SCALING ENCOUNTER A7
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove one Hellknight infantry soldier from the 
  encounter.
  A7. CENTRAL SERVER ROOM 
  (LEVELS 9–10)
  FIELD-MARALICTOR SETYS NELLE 
  CR 11
  Male human mystic
  LE Medium humanoid (human)
  Init +5; Perception +20
  DEFENSE  
   
   
                  HP 150 RP 5
  EAC 24; KAC 24
  Fort +10; Ref +10; Will +14
  OFFENSE
  Speed 30 ft.
  Melee power battleglove +15 (2d8+12 B) or mk 2 scrambler 
  gloves +15 (confused and shaken for 1d3+1 rounds; DC 19 
  Will save to reduce to 1 round)
  Ranged dual-valve plasma ring +19 (2d8+11 E & F; critical 
  wound)
  Offensive Abilities echoes of obedience, greater forced amity 
  (DC 20), inexplicable commands
  Mystic Spell-Like Abilities (CL 11th)
  At will¾mindlink
  Mystic Spells Known (CL 11th)
  4th (3/day)—confusion (DC 22), mind thrust (DC 22)
  3rd (6/day)—dispel magic, divine aspectCOM, suggestion (DC 
  21), synaptic pulse (DC 21)
  2nd (at will)—fear (DC 20), hold person (DC 20)
  Connection overlord
  STATISTICS
  Str +1; Dex +5; Con +2; Int +2; Wis +8; Cha +3
  Skills Diplomacy +20, Intimidate +25, Mysticism +25
  Languages Common, Infernal, Vercite
  Other Abilities suppress data link, telepathic bond
  Gear vesk brigandine IVAR (invisibility detectorAR, quicksuitAR), 
  dual-valve plasma ringAR, power battleglove, mk 2 scrambler 
  glovesAR, datapad
  SPECIAL ABILITIES
  Suppress Data Link (Su) Setys has a specialized method of 
  interfering with subversive transmissions. As a standard 
  action, Setys can spend 1 Resolve Point to block a 
  connection between a creature and a machine that the 
  creature is currently in communication with, such as an 
  ongoing data transfer from a computer to a device in the 
  creature’s possession or a connection between a mechanic 
  and their drone. A connection between a creature and 
  a non-creature machine breaks automatically. If the 
  connection is with a construct such as a robot or a drone, 
  the construct can attempt a Will save (DC 20) to maintain 
  it. Setys can maintain this block on subsequent rounds as a 
  move action, though if he takes Hit Point damage during this 
  time, the block ends. 
  FIELD-MARALICTOR TETHRATA NELLE 
  CR 11
  Female human solarian (star knightPW)
  LE Medium humanoid (human)
  Init +3; Perception +20
  DEFENSE HP 180 RP 5
  EAC 24; KAC 25
  Fort +13; Ref +9; Will +12
  OFFENSE
  Speed 30 ft.
  Melee solar weapon +23 (4d6+16 P plus 2d6 F; critical burn 1d6) 
  Ranged inferno flame pistol +21 (2d8+11 F; critical burn 1d8)
  Offensive Abilities challenge, flashing strikes, stellar 
  revelations (black hole [30-ft.-radius, pull 20 ft., DC 18], 
  supernova [12d6, 15-ft.-radius]), zenith revelation (solar 
  acceleration)
  STATISTICS
  Str +5; Dex +3; Con +3; Int +1; Wis +2; Cha +8
  Skills Intimidate +25, Mysticism +20, Sense Motive +20
  Languages Common, Infernal
  Other Abilities censure, redact memory, solar manifestation 
  (weapon), stellar alignment
  Gear maralictor Hellknight platePW (mk 2 mobility enhancerAR, 
  reaction acceleratorAR), lesser photon weapon crystal, 
  inferno flame pistolAR, mk 2 fiery runeplatesAR, datapad
  SPECIAL ABILITIES
  Censure (Su) High-ranked knights of the Order of the Pyre 
  gain the ability to mark a particular individual for their 
  allies to target, causing a glowing red, tower-shaped brand 
  to materialize on their forehead. As a standard action, 
  Tethrata can spend 1 Resolve Point to censure a target. The 
  target must succeed a Will save (DC 18) or gain the burning 
  condition (1d8). All Hellknights of the Order of the Pyre 
  within 30 feet of her when the censure is issued gain a +2 
  morale bonus to attack and damage against the censured 
  target until the end of Tethrata’s next turn or the burning 
  effect ends (whichever is longer). If an affected Hellknight 
  critically hits the censured creature during this time, they can 
  attempt an Intimidate check to demoralize the target as a free 
  action. Once a creature has successfully saved against being 
  censured, it is immune to this ability for 24 hours.
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  PYRE-CLASS 
  FLAMETHROWER
  The Hellknight Order of the Pyre is notorious for its 
  dedication to the destruction of perceived heretical texts. 
  The order employs numerous flame weapons in their 
  iconoclastic purges, but perhaps none are more ubiquitous 
  than the pyre-class flamethrowers developed specifically by 
  and for the Order of the Pyre.
  PYRE-CLASS FLAMETHROWER
  A pyre-class flamethrower is a 6th-level flame heavy weapon 
  that deals 1d10 fire damage and has the burn 1d8 critical hit 
  effect. It has a range of 30 feet and holds 20 petrol with a 
  usage of 4. It has the analog, blast, and unwieldy special 
  properties, has 2 bulk, and costs 4,200 credits.
  Redact Memory (Su) A Hellknight of the Order of the Pyre can 
  erase a discrete memory from the mind of a living creature 
  within 30 feet, as if eliminating a memory with modify 
  memory. This takes a standard action and memories can’t be 
  modified or implanted, only erased. The target can attempt a 
  DC 18 Will save to resist the effect. On a failure, the memory 
  is erased and the target is confused for 1 round. On a 
  success, the target retains their memory, but takes 3d8 fire 
  damage as the forbidden knowledge scorches their neurons.
  PYRE HELLKNIGHT HACKERS (2) 
  CR 7
  Human mechanic
  LE Medium humanoid (human)
  Init +4; Perception +14
  DEFENSE  
   
   
                  HP 90 EACH
  EAC 19; KAC 20
  Fort +8; Ref +8; Will +8
  OFFENSE
  Speed 30 ft.
  Melee hook knife +13 (1d8+9 S; critical bleed 1d6) 
  Ranged pyre-class flamethrower +15 (1d10+7 F; critical burn 1d8)
  Offensive Abilities overload (DC 17), target tracking
  STATISTICS
  Str +2; Dex +4; Con +1; Int +5; Wis +1; Cha +0
  Skills Computers +19, Culture +14, Engineering +19, Physical 
  Science +14, Piloting +19
  Languages Common, Infernal, Vercite
  Other Abilities artificial intelligence (exocortex), expert rig 
  (cerebral implant), mechanic tricks (hack directory, neural 
  shunt), miracle worker 1/day, remote hack (DC 17), wireless 
  hack
  Gear d-suit II, hook knife, pyre-class flamethrower (see sidebar)
  PYRE HELLKNIGHT INFANTRY (2) 
  CR 9
  Human soldier (star knightPW)
  LE Medium humanoid (human)
  Init +4; Perception +17
  DEFENSE  
   
             HP 145 EACH RP 4 EACH
  EAC 22; KAC 23; +4 vs. bull rush, reposition, and trip, 
  fortification (20%)
  Fort +11 Ref +9; Will +10
  OFFENSE
  Speed 25 ft.
  Melee flaming advanced pike +21 (2d8+15 F & P; critical bleed 
  1d8)
  Ranged salamander-class flamethrower +19 (2d6+9 F; critical 
  burn 2d6) or mk 3 incendiary grenade +19 (explode [10 ft., 
  3d6 F plus burn 1d6, DC 18)
  Offensive Abilities challengePW, fighting styles (squadCOM), 
  quick backupCOM, mystic swapCOM, redact memory
  STATISTICS
  Str +6; Dex +4; Con +3; Int +1; Wis +2; Cha +1
  Skills Athletics +15, Intimidate +22, Sense Motive +17
  Feats Coordinated Shot
  Languages Common, Infernal
  Other Abilities redact memory
  Gear maralictor Hellknight platePW, advanced pike (flaming 
  fusion seal [12th]), salamander-class flamethrower, mk 3 
  incendiary grenades (2)
  SPECIAL ABILITIES
  Fortification (Ex) A Pyre Hellknight Infantry has fortification 
  that gives them a 20% chance that a critical hit is treated as 
  a normal attack, dealing normal damage and not applying 
  any critical effect. The Pyre Hellknight infantry rolls their 
  fortification percentage chance before the critical hit’s 
  damage is rolled.
  Redact Memory (Su) A Hellknight of the Order of the Pyre can 
  erase a discrete memory from the mind of a living creature 
  within 30 feet, as if eliminating a memory with modify 
  memory. This takes a standard action and memories can’t be 
  modified or implanted, only erased. The target can attempt a 
  DC 16 Will save to resist the effect. On a failure, the memory 
  is erased and the target is confused for 1 round. On a 
  success, the target retains their memory, but takes 2d8 fire 
  damage as the forbidden knowledge scorches their neurons.
  
  FLEETING TRUTH: THE DARKSIDE DEPOSITORY
  17
  17
  SCALING ENCOUNTER A6
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove one Hellknight from the encounter.
  APPENDIX 2: LEVEL 11–
  12 ENCOUNTERS
  A6. PRIMARY SECURITY OVERRIDE 
  NODE (LEVELS 11–12)
  PYRE HELLKNIGHT INFANTRY (4) 
  CR 11
  Human soldier (star knightPW)
  LE Medium humanoid (human)
  Init +5; Perception +20
  DEFENSE  
   
             HP 180 EACH RP 5 EACH
  EAC 24; KAC 25; +4 vs. bull rush, reposition, and trip, 
  fortification (20%)
  Fort +13 Ref +11; Will +12
  OFFENSE
  Speed 25 ft.
  Melee white star solar brand +23 (3d8+19 E & F; critical 
  wound)
  Ranged hellhound-class flamethrower +20 (4d6+11 F; critical 
  burn 4d6) or mk 4 incendiary grenade +20 (explode [15 ft., 
  5d6 F plus burn 3d6, DC 21)
  Offensive Abilities challengePW, fighting styles (guard, 
  squadCOM), quick backupCOM, mystic swapCOM, redact memory, 
  soldier’s onslaught
  STATISTICS
  Str +8; Dex +5; Con +3; Int +1; Wis +3; Cha +1
  Skills Athletics +19, Intimidate +25, Sense Motive +20
  Feats Coordinated Shot
  Languages Common, Infernal
  Other Abilities redact memory
  Gear maralictor Hellknight platePW, hellhound-class 
  flamethrower, white star solar brandAR, mk 4 incendiary 
  grenade
  SPECIAL ABILITIES
  Fortification (Ex) A Pyre Hellknight Infantry has fortification 
  that gives them a 20% chance that a critical hit is treated as 
  a normal attack, dealing normal damage and not applying 
  any critical effect. The Pyre Hellknight infantry rolls their 
  fortification percentage chance before the critical hit’s 
  damage is rolled.
  Redact Memory (Su) A Hellknight of the Order of the Pyre can 
  erase a discrete memory from the mind of a living creature 
  within 30 feet, as if eliminating a memory with modify 
  memory. This takes a standard action and memories can’t be 
  modified or implanted, only erased. The target can attempt a 
  DC 18 Will save to resist the effect. On a failure, the memory 
  is erased and the target is confused for 1 round. On a 
  success, the target retains their memory, but takes 3d8 fire 
  damage as the forbidden knowledge scorches their neurons.
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  SCALING ENCOUNTER A7
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove one Hellknight infantry from the encounter.
  A7. CENTRAL SERVER ROOM 
  (LEVELS 11–12)
  FIELD-MARALICTOR SETYS NELLE 
  CR 13
  Male human mystic
  LE Medium humanoid (human)
  Init +6; Perception +23
  DEFENSE  
   
   
                  HP 185 RP 5
  EAC 26; KAC 27
  Fort +12; Ref +12; Will +16
  OFFENSE
  Speed 30 ft.
  Melee ultrathin dagger +18 (4d4+14 S) or mk 3 scrambler gloves 
  +18 (confused and shaken for 1d3+1 rounds; DC 22 Will save 
  to reduce to 1 round)
  Ranged C-band scorchgun +22 (2d10+13 F)
  Offensive Abilities echoes of obedience, greater forced amity 
  (DC 21), inexplicable commands
  Mystic Spell-Like Abilities (CL 13th)
  At will¾mindlink
  Mystic Spells Known (CL 13th)
  5th (3/day)—dominate person (DC 23), greater synaptic pulse 
  (DC 23)
  4th (6/day)—confusion (DC 22), discern lies (DC 22), fear (DC 
  22), mind thrust (DC 22)
  3rd (at will)—divine aspectCOM, suggestion (DC 21)
  Connection overlord
  STATISTICS
  Str +2; Dex +6; Con +2; Int +3; Wis +8; Cha +4
  Skills Diplomacy +23, Intimidate +28, Mysticism +28
  Languages Common, Infernal, Vercite
  Other Abilities jealous overlord, supress data link, telepathic 
  bond
  Gear d-suit IV (invisibility detectorAR, privacy shieldAR, 
  quicksuitAR), C-band scorchgunAR with 2 batteries (20 
  charges each), ultrathin dagger, mk 3 scrambler glovesAR, 
  datapad
  SPECIAL ABILITIES
  Suppress Data Link (Su) Setys has a specialized method of 
  interfering with subversive transmissions. As a standard 
  action, Setys can spend 1 Resolve Point to block a 
  connection between a creature and a machine that the 
  creature is currently in communication with, such as an 
  ongoing data transfer from a computer to a device in the 
  creature’s possession or a connection between a mechanic 
  and their drone. A connection between a creature and 
  a non-creature machine breaks automatically. If the 
  connection is with a construct such as a robot or a drone, 
  the construct can attempt a Will save (DC 21) to maintain 
  it. Setys can maintain this block on subsequent rounds as a 
  move action, though if he takes Hit Point damage during this 
  time, the block ends.
  FIELD-MARALICTOR TETHRATA NELLE 
  CR 13
  Female human solarian (star knight)
  LE Medium humanoid (human)
  Init +4; Perception +23
  DEFENSE  
   
            
                  HP 225 RP 5
  EAC 26; KAC 27
  Fort +15; Ref +11; Will +14
  Defensive Abilities willpower 1/day
  OFFENSE
  Speed 30 ft.
  Melee solar weapon +25 (5d6+2d8+19 P plus 2d6 F; critical 
  push 20 ft.) 
  Ranged 9-notch forked pistol +23 (4d4+13 F; critical burn 3d4)
  Offensive Abilities challenge, flashing strikes, solarian’s 
  onslaught, stellar revelations (black hole [30-ft.-radius, 
  pull 20 ft., DC 19], supernova [14d6, 15-ft.-radius]), zenith 
  revelation (solar acceleration)
  STATISTICS
  Str +6; Dex +4; Con +3; Int +2; Wis +3; Cha +8
  Skills Intimidate +28, Mysticism +23, Sense Motive +23
  Languages Common, Infernal
  Other Abilities censure, redact memory, solar manifestation 
  (weapon), stellar alignment
  Gear paralictor Hellknight platePW (indomitability moduleAR, 
  mk 2 mobility enhancerAR, reaction acceleratorAR), 9-notch 
  forked pistolAR, standard z-boson weapon crystalAR, mk 3 
  fiery runeplatesAR, datapad
  SPECIAL ABILITIES
  Censure (Su) High-ranked knights of the Order of the Pyre 
  gain the ability to mark a particular individual for their 
  allies to target, causing a glowing red, tower-shaped brand 
  to materialize on their forehead. As a standard action, 
  Tethrata can spend 1 Resolve Point to censure a target. The 
  target must succeed a Will save (DC 19) or gain the burning 
  condition (1d10). All Hellknights of the Order of the Pyre 
  within 30 feet of her when the censure is issued gain a +2 
  morale bonus to attack and damage against the censured 
  target until the end of Tethrata’s next turn or the burning 
  effect ends (whichever is longer). If an affected Hellknight 
  critically hits the censured creature during this time, they can 
  attempt an Intimidate check to demoralize the target as a free 
  
  FLEETING TRUTH: THE DARKSIDE DEPOSITORY
  19
  19
  action. Once a creature has successfully saved against being 
  censured, it is immune to this ability for 24 hours.
  Redact Memory (Su) A Hellknight of the Order of the Pyre can 
  erase a discrete memory from the mind of a living creature 
  within 30 feet, as if eliminating a memory with modify 
  memory. This takes a standard action and memories can’t be 
  modified or implanted, only erased. The target can attempt a 
  DC 19 Will save to resist the effect. On a failure, the memory 
  is erased and the target is confused for 1 round. On a 
  success, the target retains their memory, but takes 4d8 fire 
  damage as the forbidden knowledge scorches their neurons.
  PYRE HELLKNIGHT HACKERS (2) 
  CR 9
  Human mechanic
  LE Medium humanoid (human)
  Init +4; Perception +17
  DEFENSE  
   
   
                HP 125 EACH
  EAC 22; KAC 23
  Fort +10; Ref +10; Will +10
  OFFENSE
  Speed 30 ft.
  Melee ultrathin switchblade +17 (2d4+11 S) 
  Ranged salamander-class flamethrower +19 (2d6+9 F; critical 
  burn 2d6)
  Offensive Abilities overload (DC 18), override (DC 18), target 
  tracking
  STATISTICS
  Str +2; Dex +4; Con +3; Int +6; Wis +2; Cha +1
  Skills Computers +22, Culture +17, Engineering +22, Physical 
  Science +17, Piloting +22
  Languages Common, Infernal, Vercite
  Other Abilities artificial intelligence (exocortex), expert rig 
  (cerebral implant), mechanic tricks (ghost intrusion, neural 
  shunt), miracle worker 1/day, remote hack (DC 18), wireless 
  hack
  Gear d-suit III, salamander-class flamethrower, ultrathin 
  switchbladeAR
  PYRE HELLKNIGHT INFANTRY (2) 
  CR 11
  Human soldier (star knightPW)
  LE Medium humanoid (human)
  Init +5; Perception +20
  DEFENSE  
   
            HP 180 EACH RP 5 EACH
  EAC 24; KAC 25; +4 vs. bull rush, reposition, and trip, 
  fortification (20%)
  Fort +13 Ref +11; Will +12
  OFFENSE
  Speed 25 ft.
  Melee white star solar brand +23 (3d8+19 E & F; critical 
  wound)
  Ranged hellhound-class flamethrower +20 (4d6+11 F; critical 
  burn 4d6) or mk 4 incendiary grenade +20 (explode [15 ft., 
  5d6 F plus burn 3d6, DC 21)
  Offensive Abilities challengePW, fighting styles (guard, 
  squadCOM), quick backupCOM, mystic swapCOM, redact memory, 
  soldier’s onslaught
  STATISTICS
  Str +8; Dex +5; Con +3; Int +1; Wis +3; Cha +1
  Skills Athletics +19, Intimidate +25, Sense Motive +20
  Feats Coordinated Shot
  Languages Common, Infernal
  Other Abilities redact memory
  Gear maralictor Hellknight platePW, hellhound-class 
  flamethrower, white star solar brandAR, mk 4 incendiary 
  grenade
  SPECIAL ABILITIES
  Fortification (Ex) A Pyre Hellknight Infantry has fortification 
  that gives them a 20% chance that a critical hit is treated as 
  a normal attack, dealing normal damage and not applying 
  any critical effect. The Pyre Hellknight infantry rolls their 
  fortification percentage chance before the critical hit’s 
  damage is rolled.
  Redact Memory (Su) A Hellknight of the Order of the Pyre can 
  erase a discrete memory from the mind of a living creature 
  within 30 feet, as if eliminating a memory with modify 
  memory. This takes a standard action and memories can’t be 
  modified or implanted, only erased. The target can attempt a 
  DC 18 Will save to resist the effect. On a failure, the memory 
  is erased and the target is confused for 1 round. On a 
  success, the target retains their memory, but takes 3d8 fire 
  damage as the forbidden knowledge scorches their neurons.
  
  STARFINDER SOCIETY SCENARIO
  20
  20
  APPENDIX 3: GAME AIDS
  GUIDANCE
  ORDER OF THE PYRE 
  HELLKNIGHT INFANTRY
  FIELD-MARALICTOR 
  TETHRATA NELLE
  
  FLEETING TRUTH: THE DARKSIDE DEPOSITORY
  21
  21
  REWARD CONDITIONS
  The PCs earn the rewards for each area if they meet the conditions 
  listed below.
  Area A3 (Overcome trap): The PCs earn these rewards if they 
  disable or overcome the trap and manage to override the security 
  node in this area.
  Area A5: (Overcome trap): The PCs earn these rewards if they 
  disable or overcome the trap and manage to override the security 
  node in this area.
  Area A6 (Defeat Hellknights): The PCs earn these rewards if 
  they defeat the Hellknights and manage to override the security 
  node in this area.
  Area A7 (Download Data): The PCs earn these rewards if they 
  defeat or fend off the Hellknights and successfully download the 
  data before the Hellknights can erase it.
  Encounter 
  Level 9–10 Reward  
  Out of Level Reward 
  Level 11–12 Reward
  Area A3   
  3,000 credits 
   
  4,500 credits 
   
  6,000 credits
  Area A5   
  2,500 credits 
   
  4,250 credits 
   
  6,000 credits
  Area A6   
  3,500 credits 
   
  5,000 credits 
   
  6,500 credits
  Area A7   
  5,500 credits 
   
  8,500 credits 
   
  11,500 credits
  ORGANIZED PLAY
  REWARDS TABLE
  
  STARFINDER SOCIETY SCENARIO
  22
  22
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  -7
  -7
  -7
  -7
  -7
  -7
  -7
  
  FLEETING TRUTH: THE DARKSIDE DEPOSITORY
  23
  23
  OPEN GAME LICENSE Version 1.0a
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  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, 
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  Starfinder Society Scenario #3–08: Fleeting Truth: The Darkside Depository © 2020, 
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  Normal
  LEVELS
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  LEVELS
  Normal
  LEVELS
  Normal
  LEVELS
  Adventure Summary
  Starting XP
  EXPERIENCE
  GM’s
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  GM’s
  Initials
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  Final XP Total
  +
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  =
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  FAME
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  Credits Spent
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  CREDITS
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  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
    
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  Character Chronicle #
  9–10
  11–12
  —
  14,500
  22,250
  30,000
  —
  Out of 
  Level
  Scenario #3-08: 
  Fleeting Truth: The Darkside 
  Depository
  The Starfinder amalgam intelligence, Guidance, sent you on a mission of the utmost importance to the Riversea data 
  storage site on the dark side of Verces. You entered the site through a secret access point and made your way through the 
  complex to retrieve a segment of a mysterious data set. Along the way you encountered an artificial intelligence that you 
  (▫ left in the facility/ ▫ released into the planetary infosphere). You battled a host of Hellknights of the Order of the Pyre 
  intent on destroying the data, managing to (▫ lose the data to Hellknight hackers/ ▫ salvage the data set before it could 
  be deleted). Finally, (▫ you escaped before the Riversea security teams could interrogate you about your intrusion/▫were 
  forced to explain your presence in the installation to security staff).
  Reputation
  All Levels
  Levels 11–12
  dual-valve plasma ring (27,000; item level 11; 
  Starfinder Armory 15)
  flaming fusion seal (12th) (7,612; item level 12)
  inductive bandolier (19,000; item level 10; Armory 104)
  inferno flame pistol (23,000; item level 11)
  invisibility detector (17,000; item level 10; Armory 83)
  lesser photon weapon crystal (25,100; item level 11)
  maralictor Hellknight plate (14,500; item level 9; 
  Starfinder Pact Worlds 196)
  mk 2 prescient lenses (13,900; item level 9; Pact 
  Worlds 203)
  mk 3 shock grenade (2,500; item level 10)
  power battleglove (16,100; item level 10)
  reaction accelerator (13,500; item level 9; Armory 85)
  vesk brigandine IV (23,500; item level 11; Armory 69)
  9-notch forked pistol (48,100; item level 13; Starfinder 
  Armory 15)
  c-band scorchgun (49,100; item level 13; Armory 14)
  d-suit IV (45,000; item level 13)
  grounding boots (105,000; item level 5; Armory 104)
  indomitability module (50,000; item level 13; Armory 83)
  mk 3 fiery runeplates (56,000; item level 13; Armory 113)
  mk 3 prescient lenses (77,000; item level 14; Starfinder 
  Pact Worlds 203)
  mk 4 shock grenade (10,500; item level 14)
  paralictor Hellknight plate (80,000; item level 14; Pact 
  Worlds 196)
  privacy shield (35,500; item level 12; Armory 85)
  standard z-boson weapon crystal (47,500; item level 13; 
  Armory 26)
  white star solar brand (35,200; item level 12; Armory 10)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 3/SF S03-08 Fleeting Truth - The Darkside Depository.pdf