TEXT: In Pursuit of the Scoured Past
  BY COLE KRONEWITTER
  STARFINDER SOCIETY SCENARIO #1-11 TIER 3–6
  YEAR OF SCOURED STARS
  
  Starfinder Society Scenario #1–11: In Pursuit of 
  the Scoured Past is a Starfinder Society Scenario 
  designed for 3rd- through 6th-level characters (Tier 
  3–6; Subtiers 3–4 and 5–6). This scenario is designed 
  for play in the Starfinder Society 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 paizo.com/starfinderSociety.
  HOW TO PLAY
  Author • Cole Kronewitter
  Development Lead • Thurston Hillman
  Contributing Artists • Priscilla Kim, Miroslav Petrov, 
  Sebastian Rodriguez, Crystal Sully, and Leon Tukker
  Cartographers • Jason Engle and Robert Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Crystal Frasier, 
  Jason Keeley, Luis Loza, Ron Lundeen, Joe Pasini, 
  Michael Sayre, Chris Sims, 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 • Christopher Carey
  Editors • James Case, Leo Glass, Lyz Liddell, Adrian Ng, 
  Lacy Pellazar, and Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and 
  Adam Vick
  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
  Marketing Manager • Dan Tharp
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Organized Play Manager • Tonya Woldridge
  Accountant • Christopher Caldwell
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Dean Ludwig
  Web Production Manager • Chris Lambertz
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Rick Kunz 
  Customer Service Team • Sharaya Copas, Katina Davis, 
  Sara Marie, 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, Lissa Guillet, Erik Keith, and 
  Andrew White
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  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, and skyfire, 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 
  Game Content, or that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
  game product are Open Game Content, as defined in the Open Game License 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 #1–11: In Pursuit of the Scoured Past © 2018, Paizo Inc. All Rights Reserved. Paizo, Paizo 
  Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are 
  registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure 
  Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat 
  Pad, Pathfinder Flip-Mat, Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder 
  Player Companion, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, 
  Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  In Pursuit of the Scoured Past makes use of the Starfinder Core Rulebook, Starfinder Alien Archive, 
  and Starfinder Pact Worlds. 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 
  paizo.com/sfrd, and the relevant rules from the Alien Archive volumes are reprinted at the back of the 
  adventure for the GM’s convenience.
  Table of Contents
  In Pursuit of the Scoured Past . . . . . . . . . . . . . . . . . .3
  Appendix.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .20
  Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  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.
  Faction (Second Seekers [Luwazi Elsebo])
  
  3
  COLE KRONEWITTER
  IN PURSUIT OF THE SCOURED PAST
  Where in the 
  Universe?
  In Pursuit of the Scoured Past takes place on Athaeum, 
  a mysterious library world that constantly teleports 
  throughout the galaxy.
  ATHAEUM
  Home of the Curators
  Diameter: ×1/8; Mass: ×1/8
  Gravity: ×1 (artificial); Atmosphere: breathable
  Day: 1 day (artificial); Year: 1 year
  Few have explored Athaeum to any great extent. Those 
  who have report that the planet is covered entirely in 
  stone structures that house seemingly endless libraries 
  and repositories of hidden knowledge. Ancient beyond 
  reckoning, the structures of Athaeum have been updated 
  over the course of centuries. Although the libraries 
  appear quite old, the insides of the libraries are filled with 
  technological wonders.
  The library world of Athaeum is one of the many wonders of 
  the known galaxy. The planet defies cosmological logic, as it 
  constantly disappears and reappears throughout the galaxy 
  by means of unknown magic. A sect of mysterious self-exiled 
  axiomites, who once hailed from the lawful plane of Axis, 
  administers the immense repositories of knowledge that cover 
  the small world. These axiomites, known only as “the Curators,” 
  have pledged themselves to the preservation of knowledge, albeit 
  with one minor caveat: all knowledge stored in the archives of 
  Athaeum must be the last copies in existence. The duty of the 
  Curators is to ensure the validity of that promise, and they go 
  as far as actively seeking out and destroying any copies of their 
  stored data on other worlds.
  Following the events of Starfinder Society Scenario #1–05: The 
  First Mandate, several organizations in the Pact Worlds are still 
  reeling from the announcement that the Society plans to continue 
  investigation into the Scoured Stars, the trinary star system 
  currently cut off from the rest of the galaxy by an immense 
  magical golden field, although nominated First Seeker Luwazi 
  Elsebo has remained quiet on the exact means of how the Society 
  will carry out the investigation. Luwazi enlisted the assistance of 
  a diligent member of the Society’s leading Forum, an elderly ysoki 
  named Royo (LN male ysoki), to help solve this ongoing mystery. 
  Royo provided information on the existence of Athaeum, and 
  he believes it contains at least some hidden knowledge on the 
  Scoured Stars.
  Royo’s devotion to nondigital information led him to discover 
  Athaeum’s existence, but not the exact location of the library 
  world. As Luwazi, Royo, and a host of high-ranking Starfinders 
  worked together to uncover Athaeum’s location, the information 
  spread to several organizations allied with the Starfinder Society. 
  Assistance came from an unexpected group, when Iteration-177, 
  an android representative of the Aspis Consortium, shocked 
  Luwazi when they indicated they already had some association 
  with Athaeum. 
  Thanks to the Society’s previous efforts in working alongside 
  the Aspis Consortium, Iteration-177 has agreed to take a select 
  delegation from the Starfinder Society on a research trip to 
  Athaeum. It is possible that traces of information regarding the 
  Scoured Stars exist somewhere inside Athaeum’s ancient libraries, 
  and it’s up to the selected Starfinders to find out.
  SUMMARY
  The PCs depart Absalom Station after a short briefing where 
  Luwazi Elsebo and Royo bring the PCs up to speed on recent 
  events. With Royo joining them, the PCs then meet up with 
  Iteration-177 and board the Aspis representative’s starship. 
  Iteration-177 requests the PCs and Royo join them for dinner 
  during their trip to Athaeum. 
  At dinner, the PCs have a chance to sample unusual memory-
  based foods under the watchful gaze of Iteration-177. They also 
  meet with a group of Hellknights from the Order of the Pyre, who 
  are also traveling to Athaeum along with Iteration-177. The dinner 
  provides a scene for the PCs to get to know the major NPCs in 
  this adventure, as well as make a long-lasting impression on 
  Iteration-177. Following the dinner, the PCs enjoy a night of sleep 
  before they reach Athaeum. 
  Iteration-177’s various guests arrive on Athaeum by taking a 
  shuttle down to the surface of the world. After a brief encounter 
  
  4
  STARFINDER SOCIETY SCENARIO
  Luwazi 
  Elsebo
  with one of the local axiomite Curators of Athaeum, the PCs travel 
  to the Towers of Recondite Lore, where the Curators keep some 
  of their most unusual knowledge. The PCs explore the towers and 
  deal with several hazards, including guardian machines infected 
  with a virus and an escaped ksarik specimen. 
  Eventually, the PCs find an information-storage 
  device called a mindmaze, which holds the 
  knowledge they seek. When the PCs use 
  this device, they begin to piece together 
  some of the long-forgotten past of 
  the Scoured Stars and, potentially, 
  discover a vital clue in breaching 
  the impenetrable energy field that 
  surrounds the system. Royo agrees 
  to continue studying the device, but 
  before long, the Curators arrive and 
  request the PCs’ assistance with a 
  sudden problem: the Hellknights are 
  setting fire to a section of the library!
  GETTING STARTED
  Read or paraphrase the following to 
  get the adventure under way. 
  “Greetings, 
  Starfinders,” 
  Nominated 
  First 
  Seeker 
  Luwazi Elsebo speaks from 
  behind her cluttered office desk. An 
  elderly ysoki eagerly paces behind the First Seeker, adjusting 
  his glasses every few steps. Luwazi continues, “As I am sure 
  you are aware, I recently announced that the Starfinder Society 
  intends to continue its investigation into the Scoured Stars and 
  the incident that occurred there. I have chosen you to pursue 
  our first lead. Thanks to Royo here, we recently learned that the 
  library world of Athaeum could contain valuable information 
  related to the Scoured Stars—information that could prove key 
  to disabling the shield guarding the system. Royo is our resident 
  expert on Athaeum. I will let him explain the details.”
  Taking his cue, the ysoki steps forward, adjusts his glasses 
  one final time, and continues the briefing, “Athaeum is one 
  of the great wonders of the galaxy. It has no fixed location; 
  rather, it disappears and reappears throughout the universe at 
  seemingly random intervals. It’s not random, of course. You see, 
  the planet actually has a powerful magical engine tha—”
  “Royo,” Luwazi chides the elderly ysoki, shaking him from his 
  tangential explanation.
  Royo nods before continuing, “Ah yes, sorry. Where was I? 
  Oh, yes! A group called the Curators controls and maintains 
  Athaeum, along with the world’s libraries that contain the 
  rarest of knowledge. In fact, all knowledge on the planet is 
  unique because the Curators actively ensure that every piece of 
  information stored on their world is the last copy in existence. 
  They have even gone so far as to destroy knowledge on other 
  planets to ensure that this is the case.” 
  “For long time we were unable to secure access to Athaeum’s 
  libraries,” continues Luwazi, “But recently, Iteration-177, a 
  member of the Aspis Consortium sympathetic to the Starfinder 
  Society, indicated that they have a relationship with the 
  Curators. Through Iteration-177, we have secured 
  passage for a small group to the library world. 
  Your mission is to escort Royo to Athaeum 
  and uncover whatever information you can 
  on the Scoured Stars. Additionally, try to 
  establish a good relationship with the 
  Curators, who could prove to be useful 
  allies in the days to come.” 
  Luwazi explains that the PCs will 
  travel to Athaeum aboard Iteration-
  177’s ship, the Diligent Forerunner, 
  which is set to depart from Absalom 
  Station in just over 12 hours. This gives 
  the PCs most of the day to prepare for the 
  trip, including making any purchases prior to 
  departing, if they desire. 
  Luwazi and Royo are happy to answer 
  any questions the PCs have before 
  they leave.
  Who are the Curators? “The 
  Curators are axiomites, outsiders 
  made from the pure lawful essence of Axis. 
  They often choose to look elven in appearance, but in their 
  true forms, they are clouds of mathematical symbols. These 
  particular axiomites exiled themselves from their home plane so 
  that they could better pursue their mission to preserve unique 
  knowledge. Since then, they’ve maintained the immense archives 
  on Athaeum.” 
  How 
  did 
  Iteration-177 
  secure 
  access 
  to 
  Athaeum? 
  “Iteration-177 was not forthcoming with details about their 
  relationship with the Curators, and we decided not to press the 
  issue. From what I understand, the android has personal business 
  on the planet already and is transporting another group there as 
  well. Iteration-177 was also reticent on who the other group is 
  and that group’s mission on Athaeum.”
  What kind of information are we looking for on Athaeum? “It 
  is difficult to say. All knowledge on Athaeum is unique, and much 
  of it is stored on mediums other than books. All we know is that 
  one of the vaults on the planet is dedicated to the Scoured Stars. 
  What is inside the vault, we cannot say.”
  Have the PCs finalize their boon slots for the session after 
  they complete their briefing with Luwazi. As Luwazi infers, this 
  scenario is of high importance to the Second Seekers faction, 
  so encourage the PCs to slot this faction as one of their boons. 
  Also encourage the PCs to slot the High Society Influence (Royo) 
  social boon from Starfinder Society Scenario #1–05: The First 
  Mandate if they have it.
  
  5
  IN PURSUIT OF THE SCOURED PAST
  Royo
  Roleplaying Royo
  Royo is a member of the Forum, the elected ruling 
  body of the Starfinder Society. 
  He specializes in scholarly affairs 
  and relishes reading physical 
  documents. He is somewhat torn 
  by his visit to Athaeum. On one 
  hand, the trip represents an incredible 
  chance to view truly unique lore, but 
  on the other, Royo firmly believes that 
  information should be made accessible 
  and finds the philosophy of the Curators 
  highly distasteful. The ysoki tends to 
  remain aloof unless engaged in a topic 
  related to his interests (which are 
  vast), but once Royo gets excited, 
  his enthusiasm quickly builds.
  Royo 
  wears 
  immaculate 
  formalwear 
  about 
  20 
  years 
  out of date and frequently 
  adjusts 
  his 
  glasses 
  when 
  thinking. Nearly everything on 
  Athaeum fascinates Royo, and he 
  constantly moves from object to object while 
  murmuring, “Interesting, interesting…” When pressed into a 
  combat situation, Royo remains distant and doesn’t actively 
  participate because he has few relevant combat skills.
  One of Royo’s aspects that can create some memorable 
  social moments is his distaste of the Dataphiles. He views 
  digital data as being “too mutable” and believes that the 
  controlled dissemination of information often associated 
  with the Dataphiles is distasteful; as such, he frequently 
  makes jabs at the Dataphiles’ beliefs and practices. Feel free 
  to play up this rivalry during the scenario, but remember 
  that Royo is still a professional Starfinder and that he is 
  willing to work with any agent to get the job done. 
  In addition, Royo provides additional assistance 
  throughout the scenario if one or more of the PCs have the 
  High Society Influence (Royo) boon from Starfinder Society 
  Scenario #1–05: The First Mandate. These benefits are 
  described in each encounter when relevant.
  THOUGHT FOR FOOD
  The PCs and Royo meet with Iteration-177 (N agender android) at 
  one of Absalom Station’s many docks. The android welcomes the 
  PCs aboard their spacecraft, a sleek, golden-hued luxury 
  vessel called the Diligent Forerunner. Iteration-177 greets 
  the PCs at the bottom of the ship’s ramp and escorts them 
  to their rooms. Once the PCs and Royo have dropped off 
  any equipment, Iteration-177 requests their presence in 
  the dining hall. 
  Read or paraphrase the following.
  A long dining table, low to the ground, fills the 
  center of the room. Dozens of colorful pillows 
  surround the table, and two roughly 
  human-sized individuals, each wearing 
  black armor, sit cross-legged at the far 
  end of the table. In the center of the table 
  sits a strange technological device made of silver 
  metal and curved glass.
  “Everyone, please have a 
  seat around the table. Our 
  ship will be entering the 
  Drift shortly,” Iteration-177 
  announces in a calm voice. 
  “To keep us amused on our 
  trip, I have made arrangements 
  for a very special dinner. As 
  a connoisseur of unusual sensations and 
  experiences, I recently purchased a device from a deep-space 
  trader. It is a pencibiter, which you see on the table before you. 
  This most unique machine can transmute thoughts and psychic 
  energy into food for consumption. I ask that each of you 
  contribute one thought or memory to our feast for this evening, 
  and in this way, we will get to know one another a little better.”
  Iteration-177 goes on to introduce the two sitting individuals: 
  Paralictor Kelria (LE female vesk soldier) and Maralictor 
  Loomarch (LE male unique devil), of the Hellknight Order of the 
  Pyre. The two Hellknights and their small contingent of soldiers 
  currently stationed in the ship’s quarters also have business 
  on Athaeum. Iteration-177 explains that it’s fate that both 
  organizations had business on the world when they did and 
  that the android is eager to assist however they can. When the 
  PCs enter, Kelria slides back the visor of her helmet, revealing a 
  stern-faced middle-aged vesk with dark-green scales accented 
  by bright orange markings in swirling patterns that resemble 
  fire. Loomarch, who sits next to Kelria, does not raise his 
  visor, but PCs who look at the Hellknight carefully can see 
  flames dancing behind the glass of the helmet, as if flame fills 
  Loomarch’s entire suit.
  Like the Hellknight order of lost Golarion, Hellknights 
  belonging to the Order of the Pyre focus on eliminating 
  heretical texts from the universe. Kelria and Loomarch are 
  traveling to Athaeum to investigate rumors that the Curators 
  have a collection of forbidden texts and to review the defenses 
  of the world to ensure that Athaeum is a suitable storage 
  site. Unbeknownst to Iteration-177, Kelria has secret orders to 
  destroy these texts if the Curators will not let her take them 
  with her off Athaeum.
  
  6
  STARFINDER SOCIETY SCENARIO
  The Dinner: Iteration-177 passes around a fist-sized psychic 
  node from the pencibiter, asking each PC to attach the node to his 
  or her forehead and recall a powerful memory. Once the recipient 
  attaches the node and recalls the memory, the pencibiter emits 
  a flash and creates a colored disk about 1 foot in diameter. Each 
  wafer-like disk has a unique taste determined by the memory 
  implanted into it. Moreover, creatures that eat some of the disc 
  can experience the memory in a distant way, as if they were 
  remembering it as their own memory. Once everyone has 
  contributed, Iteration-177 breaks apart the disks so that 
  everyone can sample each one.
  At this point, go around the table and ask each PC to 
  describe what memory they contribute to the pencibiter 
  and how they think it would taste. PCs can refuse to 
  contribute if they like, but Iteration-177 expresses clear 
  disappointment if they do so. Allow each PC to choose 
  which memories they would like to sample. The memories 
  of the NPCs are described below.
  Kelria: The paralictor’s memory tastes 
  of smoke and ash. In her youth, 
  Kelria was an oddity of a vesk, 
  as she found herself enraptured 
  by the foreign philosophy of 
  Sangpotshi, and she traveled the 
  Pact Worlds attempting to gain 
  further enlightenment. A series 
  of events during her time in the 
  Pact Worlds led her to renounce 
  Sangpotshi and devote herself entirely to 
  the Order of the Pyre.
  PCs who sample Kelria’s memory feel the heat of flames licking 
  up their legs and see Kelria consumed by fire atop a spike of iron 
  within a Hellknight fortress. A feeling of triumph and resignation 
  fills the memory as Kelria emerges from the flames unscathed. 
  If questioned about her memory, Kelria avoids explaining the 
  history behind her burning, thought she clearly indicates that the 
  flames purified her heretical past. The stoic vesk has a fatalistic 
  personality, awaiting the fate she believes was sealed long ago. 
  Loomarch: Loomarch’s memory tastes both savory and sweet, 
  tinged with the thrill of freedom. Years ago, a kasatha Hellknight 
  named Hualsu attempted a complicated ritual to summon a devil, 
  but the kasatha made a crucial mistake, causing the spell to fail. 
  Instead, the called devil (an entity named Loomarch) and Hualsu 
  switched places. Hualsu was transported to Hell, and Loomarch 
  was bound to the Material Plane inside Hualsu’s Hellknight 
  armor. Ironically, Loomarch proved to be an even more fanatical 
  adherent to the Order of the Pyre than Hualsu was. Not wanting 
  to turn down a tool useful to their cause, the leaders of the Order 
  of the Pyre allowed Loomarch to continue serving in Hualsu’s 
  place, which he has done with vigor.
  PCs who sample Loomarch’s memory see the Hellknight Hualsu 
  performing a ritual, only for the spell to fail. The kasatha withers 
  into flame and disappears. At the same time, a demonic fire spirit 
  forms in the air and then flies into the empty Hellknight armor, 
  animating it with life. Thrilled with his existence among the 
  Hellknights, Loomarch is happy to describe his summoning and 
  discuss his hellish past. A PC who succeeds at DC 18 Perception 
  check notes two sets of weld marks on Loomarch’s armor that 
  seal off where a kasatha’s second set of arms would emerge from.
  Royo: The ysoki’s memory has a dry and earthy taste. 
  Instead of a momentous memory, Royo contributed 
  his favorite feeling in the world: the contented 
  thrill of reading ancient books. PCs who eat his 
  memory receive a vision of sitting in a cozy 
  library, surrounded by the smell of old paper 
  and stacks of enormous books. While the 
  taste is slightly off-putting, the memory’s 
  vision and artificial smell are calming.
  Iteration-177: Enigmatic and bemused, 
  Iteration-177 does not contribute any memories 
  to the pencibiter. Instead the android presses the 
  PCs and the Hellknights for details surrounding 
  their memories, appearing to take immense 
  pleasure in living vicariously through 
  them. If the PCs do not question Kelria 
  or Loomarch at all, Iteration-177 
  asks the Hellknights enough 
  questions to get a summary of 
  their unusual pasts. If the PCs 
  question Iteration-177 as to 
  why they do not contribute a 
  memory, the android replies that they enjoy 
  maintaining an aura of mystery around themself. If questioned 
  further, Iteration-177 relishes in the PCs’ frustration but refuses 
  to divulge any additional details about their background.
  Development: Throughout the course of the dinner, 
  Iteration-177 is carefully judging the memories and actions of 
  each PC. Assign each PC one of the following traits, based on 
  the memory they contribute and their general personality. Rather 
  than keep these a secret until the end of the scenario, be sure to 
  discuss with the players that each of their choices conforms to 
  one of the following four traits. Ensure that you and the specific 
  player agree on the choice, but do not reveal the ramifications of 
  what choosing a specific trait are:
  • Choleric (PCs who chose an angry or violent memory)
  • Melancholic (PCs who chose an analytical, wise, or 
  quiet memory)
  • Phlegmatic (PCs who chose a relaxed or peaceful memory)
  • Sanguine (PCs who chose an active, enthusiastic, or 
  social memory)
  If a PC refuses to contribute a memory, Iteration-177 assigns 
  them melancholic trait for their evasiveness.
  Once the PCs reach their respective decisions, each PC 
  receives the Iteration-177’s Attention boon on her Chronicle 
  sheet. Cross out the traits the PC did not select, leaving only one 
  trait associated with this boon.
  Iteration-177
  
  7
  IN PURSUIT OF THE SCOURED PAST
  Kelria
  Regardless of the individual memory selections or conversation 
  topics, Iteration-177 thanks the attendees for humoring their 
  unique dinner request. The PCs and Royo can return to their 
  quarters to enjoy a night’s rest before the Diligent Forerunner 
  reaches Athaeum.
  Treasure: If at least half the PCs contribute a memory during 
  dinner, Iteration-177 thanks them for providing entertainment 
  during their journey. To show appreciation, the android 
  gives the PCs exotic lotions, oils, and spices from their 
  personal collection. In total, the rare collector items 
  are worth 1,000 credits (3,400 credits in Subtier 
  5–6). Two mk 2 serums of healing (two mk 3 
  serums of healing in Subtier 5–6) 
  and a mk 2 ring of resistance 
  are nestled in along with 
  these offerings. 
  Rewards: If the PCs 
  do not receive Iteration-
  177’s gifts, reduce each 
  PC’s credits earned by the 
  following amount.
  Subtier 3–4: Reduce each 
  PC’s credits earned by 251.
  Out of Subtier: Reduce each 
  PC’s credits earned by 441.
  Subtier 5–6: Reduce each 
  PC’s credits earned by 632.
  TOUCHING DOWN ON 
  ATHAEUM
  Following a brief stop, the Diligent Forerunner drops out of the 
  Drift. Through the windows of the spacecraft, the PCs can see an 
  empty expanse of space, into which a planet suddenly appears, 
  crackling with arcs of ivory energy. Iteration-177 addresses the 
  ship’s occupants over the speaker system and ushers the PCs, 
  Royo, and the Hellknights into a spacious shuttle, which departs 
  for the planet immediately. Most of the surface of Athaeum is 
  spotted with vine-covered stone domes and towers, creating 
  the impression that the ship is landing in some ancient and long 
  forgotten city. Many of the city’s buildings incorporate massive 
  gears and timekeeping devices, each slowly winding with 
  inscrutable purpose. 
  Read or paraphrase the following as the PCs’ starship touches 
  down on Athaeum.
  A nearby cracked stone pavilion is visible from outside the 
  shuttle windows, nestled between towering skyscrapers. 
  A stone door slides open in one of the nearby vine-covered 
  towers, and three clouds of glowing, crystalline dust emerge. 
  These clouds float and form into a series of formulae and 
  mathematical symbols in midair before suddenly coalescing 
  into the image of three elven humanoids that patiently wait for 
  the shuttle to land. 
  These are the Curators of Athaeum—creatures called axiomites 
  who are comprised of pure mathematical law. The first Curator 
  approaches the Starfinders and leads them away from the 
  shuttle. The second axiomite greets Iteration-177, and the third 
  meets with the Hellknights. The Curator greeting the Starfinder 
  contingent, named Albryan (LN male axiomite), politely conveys 
  the following information while he walks with the PCs 
  and leads them inside.
  “Greetings, 
  esteemed 
  guests 
  from 
  the 
  Starfinder Society. I am Albryan, and I am 
  tasked with guiding you to the Towers of 
  Recondite Lore, where the information you 
  requested resides. Before 
  I do so, I would like to 
  remind of the rules of 
  research on Athaeum. 
  All 
  the 
  information 
  stored on Athaeum 
  is 
  unique. 
  Visitors 
  are welcome to read 
  from our manuscripts, 
  but 
  copying 
  or 
  recording 
  them 
  in 
  any way is forbidden. 
  Should you choose 
  to 
  reproduce 
  any 
  acquired 
  knowledge 
  after leaving Athaeum, know that you do 
  so at your own risk. We Curators will actively punish such 
  transgressions. Know that there is no corner of the cosmos safe 
  from us. 
  “Additionally, violence against the Curators or other visitors 
  is strictly prohibited. Finally, visitors to the libraries will be 
  charged a substantial research fee. Fortuitously for you, during 
  our recent shift to this corner of the universe, Athaeum passed 
  through a dangerous energy field that has greatly damaged our 
  systems. We are correcting the problems, but our resources are 
  spread thin. We have flagged two issues in the specific tower 
  you are traveling to. If you can deal with these problems, we are 
  prepared to greatly reduce our usual fee.”
  Royo pipes in, excited at the possibility of lowering the overall 
  cost of the endeavor; the Society is already putting a significant 
  amount of resources into satisfying the demands of the Curators, 
  and while Luwazi Elsebo has authorized the expense, the PCs 
  would do well to lower the cost.
  The PCs can interject at this point, but once they inquire 
  about the two issues the axiomite Albryan mentions, read or 
  paraphrase the following.
  “First, our lore warden constructs in the Tower of the Oma have 
  been infected by malicious data and are malfunctioning. Long 
  
  8
  STARFINDER SOCIETY SCENARIO
  ago, a group of doomsday cultist hackers created a prophetic 
  virus, believing that once enough machines were infected, a 
  new age would dawn throughout the universe. We eventually 
  isolated the virus and brought it here for safekeeping. The recent 
  damage to our systems, however, allowed part of the code to 
  transmit to nearby devices, which happened to be a group of 
  passing security machines. The machines are now roaming the 
  halls of the tower, infected with delusions of grandeur. If you 
  destroy these machines and recover a copy of the virus, we can 
  return it to storage safely.
  “Second, a special ksarik specimen named Vindurth has 
  escaped from its cage in the tower. We captured an ancestor of 
  Vindurth some years ago on the planet Castrovel because the 
  hide of the beast was covered with indecipherable runes. Since 
  then we have bred several generations from the beast, of which 
  Vindurth is the most recent. Each has produced a new series 
  of runes for us to record. Although relatively tame, Vindurth 
  become dangerous if allowed to wander free. If possible, find 
  a way to bring the ksarik back to its cage.”
  As Albryan speaks, he escorts the 
  PCs to the far side of the plaza, 
  where a stone shuttle attached 
  to magically powered stone rails 
  awaits. He explains that the 
  shuttle will transport the PCs to 
  the Towers of Recondite Lore. Once 
  there, the PCs should seek out the 
  Tower of the Oma; the top floor 
  of this tower holds Athaeum’s 
  information vault on the 
  Scoured 
  Stars. 
  Normally 
  Albryan would accompany 
  the PCs on their visit, but due 
  to the crisis with Athaeum’s 
  systems, his presence is 
  required elsewhere.
  Development: As the PCs 
  move to enter the shuttle, they 
  notice that Iteration-177 and the 
  Hellknight group each board shuttles of their 
  own on the other side of the plaza. Iteration-177 
  seems to be on cordial terms with their Curator emissary. Kelria 
  is gesturing angrily and berating her emissary while flanked by a 
  contingent of her soldiers led by Loomarch. If the PCs attempt to 
  move to interject in Kelria’s feud, Albryan instead imposes himself 
  between the PCs and their intended target. The Curator then 
  cordially guides the PCs back onto their shuttle, pointing out that 
  while not all visitors agree with the methods and rules of Athaeum, 
  the PCs should not concern themselves with other visitors.
  TOWERS OF RECONDITE LORE
  The shuttle whisks the PCs across the surface of Athaeum for 
  roughly 15 minutes before stopping at the feet of the Towers of 
  Recondite Lore. There are nearly two dozen towers in all, each 
  named after a different magical beast and filled with individual 
  vaults of unusual lore. Hundreds of bridges connect the towers at 
  varying heights, meaning the PCs can move from tower to tower 
  without ever touching the ground, if they wish.
  Magic enhancements keep the stone from deteriorating, though 
  pernicious vines and other flora creep up the sides of the towers. 
  Glowing runes cap each tower’s entryway to the individual towers 
  of the area, with each rune representing the creature associated 
  Other Curiosities
  The Curators keep their most rare and unusual forms of 
  knowledge in the Towers of Recondite Lore. As the PCs walk 
  through the towers, they have the chance to see some of the 
  other curiosities filling the towers. Use any of the following 
  rooms to add flavorful descriptions to the PCs’ 
  exploration. These curiosities should 
  not significantly distract from the 
  mission; most of these items are 
  sealed away behind thick glass or 
  protective force shields.
  • A large room with an enormous 
  gold dragon chained to the 
  floor and kept in a chemically 
  induced slumber.
  • A room filled with rows  
  of obelisks carved from solid 
  ice. Strange indecipherable 
  formulae shift and float inside 
  each obelisk. 
  • A room filled with thousands 
  of vibrant birds. They fly and 
  create aerial formations that 
  spell out words and runes in a 
  variety of languages. 
  • A room filled with cacophonous 
  noise 
  created 
  by 
  hundreds 
  of 
  instruments played all at once by 
  miniature robots. 
  • A room filled with ancient books, each bound with a 
  cover made from a different type of skin.
  • A room with a dozen scrimshaw drawings, each carved 
  into the 6-foot-long tooth of some gigantic beast.
  • A room that holds six alien ghosts bound within warding 
  circles that glow faintly.
  • A room filled with hundreds of pots, each containing a 
  different incense. 
  Albryan
  
  9
  IN PURSUIT OF THE SCOURED PAST
  with the individual tower. A creature inspecting any of these runes 
  for more than 1 round can perceive the meaning of that rune and 
  know the name of the associated tower.
  A. TOWER OF THE OMA
  The Tower of the Oma lies near the center of the Towers of Recondite 
  Lore. This soaring 40-story-tall structure is made of black, glassy 
  stone lined with beautifully carved frescoes. Eight bridges lead to 
  the tower, each at different heights, and four looming archways 
  allow visitors to enter the tower.
  The PCs can easily take the stairs straight to the top of the 
  Tower of the Oma, if they desire, which is where the information 
  they seek is stored. As such, they can tackle the three encounters 
  within the tower in any order they please. Royo insists the PCs 
  assist the Curators by fulfilling Albryan’s two requests. Make sure 
  the PCs complete all three encounters in the Tower of the Oma 
  before proceeding to the Tower of the Ellicoth (area B). 
  Key features of the tower are noted below.
  Atienus Ivy: A strange, creeping ivy fills the first floor and 
  crawls 100 feet up the sides of the tower. This dark-red ivy feels 
  fleshy to the touch. A PC who succeeds at a DC 18 Life Science 
  check can identify the plant as Atienus, a protein-rich plant native 
  to Castrovel that locals use to feed livestock. The first floor of the 
  tower is a small greenhouse where the Curators cultivate Atienus 
  to feed to various specimens, and the vines are Vindurth’s favorite 
  food. The Curators have allowed the vines to grow unimpeded, and 
  the plants have spread up the walls of the tower.
  Acid Trail: Acidic droplets left behind by the slavering Vindurth 
  are scattered throughout the Tower of the Oma. PCs who succeed 
  at a DC 20 Survival check (DC 23 in Subtier 5–6) can follow the trail 
  of these droplets to the eighteenth floor of the tower, where the 
  ksarik currently prowls. 
  Strange Sights: The Tower of the Oma is too large to fully detail. 
  For information on other strange sights the PCs might encounter, 
  see the Other Curiosities sidebar on page 8.
  A1. The Delusion Virus (Cr 6 or Cr 8) 
  The first encounter the PCs are likely to face is with the 
  malfunctioning lore warden constructs that are currently 
  patrolling the tower’s twelfth floor. The PCs can enter this floor 
  from whichever stairwell they choose. Read or paraphrase the 
  following when they do.
  Pallid green light fills this area. Ten large glass containers, each 
  filled with translucent green slime, are arranged in a half square 
  in the middle of the room. Scrolls of parchment float lazily inside 
  the slime of each container. 
  This room holds the Scrolls of Cizoh, 10 strips of parchment 
  found floating in a sea of slime on a distant moon. 
  Hazard: The scrolls hold terrible secrets not meant for mortal 
  minds to bear. PCs who attempt to read a scroll must attempt a 
  DC 15 Will save (DC 17 in Subtier 5–6) or be afflicted by these 
  terrible truths. If the PC succeeds at the save, the unwholesome 
  knowledge fortifies her mind, granting her a +2 bonus to 
  Intelligence checks for the remainder of the adventure. If the 
  PC fails the save, she instead takes 1d3 Wisdom damage from 
  the mind-wrenching, indescribable knowledge contained on the 
  scrolls. The scrolls can affect a PC only once.
  Creatures: Two technological constructs, referred to as lore 
  wardens, wait in the center of this room (four lore wardens in 
  Subtier 5–6.) These robots resemble robed humans constructed 
  of brass and silver with visible clockwork mechanisms inside 
  them. One of their arms ends in a vicious blade, while the other 
  is an intricate clockwork re-creation of a hand. The lore wardens 
  are servants of the Curators, tasked with system maintenance 
  and artifact preservation. A virus has infected the lore wardens in 
  this room, causing them to spout statements of their superiority 
  and overwhelming mental intellect compared to inferior beings.
  If Royo is still accompanying the PCs, then the elderly ysoki takes 
  a more active role in combat than usual. He points out weaknesses 
  in the lore wardens, granting his allies a +1 morale bonus to attack 
  and damage rolls against the constructs. He also grants a +2 bonus 
  on Engineering checks to identify the constructs. If a PC slotted 
  the High Society Influence (Royo) boon, both of the bonuses Royo 
  grants increase by 1.
  SUBTIER 3–4 (CR 6)
  LORE WARDENS (2)  
  CR 4
  N Medium construct (technological)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
  Aura grandiose proclamations (120 ft., DC 15)
  DEFENSE  
   
   
                  HP 43 EACH
  EAC 15; KAC 16
  Fort +1; Ref +1; Will +5
  Defensive Abilities integrated weapons; Immunities construct 
  immunities
  OFFENSE
  Speed 30 ft. 
  Melee bladed slam +7 (1d4+5 S)
  Ranged integrated tactical arc emitter +9 (1d4+4 E) 
  Spell-Like Abilities (CL 4th; melee +7, ranged +9)
  3/day—hurl forcedisk, inject nanobots (DC 17)
  6/day—comprehend languages, jolting surge, magic missile
  At will—energy ray, mending 
  TACTICS
  During Combat The wardens use hurl forcedisk and magic 
  missile at range. They switch to using jolting surge or inject 
  nanobots against creatures who close on them. The nascent 
  vanity of the constructs makes them particularly prone to 
  attacking creatures who succeeded at the saving throw 
  against the lore warden’s grandiose proclamations aura.
  Morale The lore wardens believe they are superior to all other 
  life-forms in the universe, so they fight to the death to 
  attempt to prove it.
  
  10
  STARFINDER SOCIETY SCENARIO
  STATISTICS
  Str +1; Dex +3; Con —; Int +5; Wis +0; Cha +0
  Skills Computers +15, Mysticism +10, Profession (librarian) +15
  Languages Common 
  Other Abilities unliving
  Gear tactical arc emitter with 1 battery (20 charges)
  SPECIAL ABILITIES
  Grandiose Proclamations (Su) The lore warden shouts an 
  unnerving constant stream of delusional grandeur. Each 
  creature within 120 feet of the lore warden that can hear 
  it must succeed at a DC 15 Will saving throw at the start of 
  their turn or become off-target for one round. This is a mind-
  affecting, sense-dependent effect.
  Integrated Weapons (Ex) A lore warden’s weapons are 
  integrated into its frame and can’t be disarmed. 
  SUBTIER 5–6 (CR 8)
  LORE WARDENS (4) 
  CR 4
  hp 43 each (see page 9) 
  TACTICS
  Use the tactics from Subtier 3–4.
  Development: After the lore wardens are destroyed, the PCs 
  can attempt to extract the virus from their memory-storage 
  systems. A PC can remove the memory-storage system of a 
  destroyed lore warden but must quickly download the data 
  before the device’s internal generator shuts down. A PC who 
  succeeds at a DC 18 Computers check (DC 21 in Subtier 5–6) can 
  transfer a copy of the virus onto another technological device 
  (such as a computer, comm unit, or non-analog weapon). This 
  disables the item until the virus is removed. Alternatively, a PC 
  who succeeds at a DC 18 Engineering check (DC 21 in Subtier 
  5–6) can remove the memory-storage system of a lore warden 
  entirely and attach it to a battery that has at least four charges 
  remaining; the Curators can later extract a copy of the virus from 
  the memory system. Finally, a PC can attempt to carefully remove 
  the memory-storage system and the lore warden’s attached 
  power supply by succeeding at a DC 18 Sleight of Hand check 
  (DC 21 in Subtier 5–6) to keep the two devices connected and 
  withdraw them from the interior of the construct.
  Treasure: Much of the circuitry inside each lore warden 
  construct is crafted from precious metals, which can be sold 
  for 900 credits. In addition, the bladed arm of one destroyed 
  lore warden can be salvaged, acting as a sintered longsword. 
  In Subtier 5–6, the metals harvested from the lore wardens are 
  more rare, worth 2,400 credits in total, and the PCs can salvage a 
  second sintered longsword.
  Rewards: If the PCs do not defeat the lore wardens, reduce 
  each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 290 credits.
  Out of Subtier: Reduce each PC’s credits earned by 486 credits.
  Subtier 5–6: Reduce each PC’s credits earned by 681 credits. 
  A2. The slAVering BeAsT (Cr 4 or Cr 6)
  The acid trails scattered throughout the Tower of the Oma lead to 
  the eighteenth floor, where Vindurth the ksarik prowls. Read or 
  paraphrase the following when the PCs reach this floor.
  On the eighteenth floor, glowing runes line the walls of the 
  winding corridors, filling the hallways with orange light.
  The eighteenth floor of the tower is a winding maze of 
  corridors, though the majority of the encounter takes place in a 
  vault that Vindurth meandered into. Alcoves, each about a square 
  foot in size, cover the walls of this side vault; these alcoves are 
  empty, as the Curators have yet to fill this vault. 
  It is likely that the PCs hear Vindurth before they see it. The 
  ksarik roams the halls of this floor intermittently growling and 
  humming lilting melodies. The PCs can follow these sounds into 
  this area, arriving along the southern entry hall. 
  Hazard: The runes on the walls between the side vault’s 
  alcoves describe a powerful spell recovered from the notes of a 
  mad spellcaster who lived in an asteroid cave in the Vast. Fully 
  deciphering the spell would require days or even months of work, 
  but a PC who succeeds at a DC 21 Mysticism check can determine 
  that the runes are part of a powerful divination spell. The runes 
  have caused the walls to become extremely volatile. A creature 
  that briefly brushes a wall takes 1 fire damage. A creature that 
  comes into full contact with a wall (by being bull rushed into it, for 
  example) takes 2d6 fire damage (4d6 fire damage in Subtier 5–6).
  Creatures: Tamed by years of captivity, Vindurth is friendlier 
  than a typical ksarik. Its initial attitude is indifferent, but PCs can 
  attempt a DC 21 Survival check (DC 24 in Subtier 5–6) to improve 
  its attitude by one step. If their check’s result exceeds the DC by 
  5 or more, the PCs can spend 10 more minutes with Vindurth and 
  improve its attitude by two steps. If they fail the check by 5 or 
  more, Vindurth’s attitude instead worsens by one category. PCs 
  who offer Vindurth some Atienus vine (the ksarik’s favorite food) 
  receive a +4 bonus to these checks. Similarly, if the PCs think of 
  other clever ways to placate the beast, consider giving them a +2 
  bonus to their checks.
  Scaling Encounter A1
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 3–4: Seized by the virus, the lore wardens are 
  staggered for the first round of combat. They also take a –2 
  penalty to all attack rolls, and the virus reduces the DC of 
  their spell-like abilities by 2.
  Subtier 5–6: Remove one lore warden.
  
  11
  IN PURSUIT OF THE SCOURED PAST
  Vindurth reacts to the PCs based upon its attitude.
  Helpful—Vindurth playfully hops around and follows the PCs 
  back to its cage. It obeys simple visual commands and avoids 
  licking PCs if they object. 
  Friendly—Vindurth attempts to play with the PCs for a bit but 
  quickly loses interest. If offered food, Vindurth greedily devours 
  it and vigorously licks the PC who offered it, dealing 1d6 acid 
  damage. The ksarik is willing to follow the PCs back to its cage, 
  provided they offer it food at least three times. 
  Indifferent—After sniffing the PCs for a few moments, 
  Vindurth wanders off. 
  Unfriendly—Vindurth backs away from the PCs whenever they 
  come close, letting out a burbling hiss each time. If they attempt 
  to touch it, the ksarik lashes out with a single tentacle attack.
  Hostile—Vindurth flies into a rage and attacks.
  If one or more PCs slotted the High Society Influence (Royo) 
  boon, and assuming Royo is still accompanying the PCs, then 
  the elderly ysoki produces some Atienus vines to feed Vindurth. 
  Royo performs this if none of the other PCs come up with the 
  idea on their own. Otherwise, Royo’s added interest in seeing the 
  PCs succeed allows the ysoki to step in and assist in mediation, 
  allowing any PC with the boon slotted to reroll any one skill 
  check made to influence Vindurth.
  SUBTIER 3–4 (CR 4)
  VINDURTH 
  CR 4
  Ksarik (Starfinder Alien Archive 70, see page 20)
  hp 52 
  TACTICS
  During Combat Vindurth alternates between attacking with 
  its tentacles and thorn darts. It attempts to bull rush 
  particularly small or weak-looking foes into the explosive 
  runes on the walls. 
  Morale If reduced to 10 Hit Points or fewer, Vindurth quits 
  fighting, backs away from the PCs, and begins submissively 
  cowering to avoid further conflict.
  STATISTICS
  Languages Common (can’t speak any language)
  SUBTIER 5–6 (CR 6)
  VINDURTH 
  CR 6
  Unique ksarik
  N Large plant
  Init +2; Senses blindsense (scent) 30 ft., low-light vision; 
  Perception +13
   A1. THE DELUSION VIRUS
  1 square = 5 feet
  
  12
  STARFINDER SOCIETY SCENARIO
  DEFENSE  
   
   
                    HP 90 RP 3
  EAC 18; KAC 20
  Fort +10; Ref +8; Will +5
  Defensive Abilities fast healing 2; Immunities plant immunities
  OFFENSE
  Speed 40 ft.; climb 40 ft. 
  Melee tentacle +16 (1d8+11 B plus ingested adaptation)
  Ranged acid spit +13 (1d10+6 A) or
  thorn dart +13 (2d6+6 P plus carrion spores)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities ingested adaptation
  TACTICS
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str +5; Dex +2; Con +3; Int –3; Wis +1; Cha –1
  Skills Acrobatics +13, Athletics +18 (+26 when climbing), 
  Survival +13
  Languages Common (can’t speak any language)
  SPECIAL ABILITIES
  Acid Spit (Ex) As a standard action once every 1d4 rounds, a 
  ksarik can spit a glob of acid at a target within 60 feet. 
  Ingested Adaptation (Su) Whenever a ksarik deals damage to 
  a living creature with its tentacles, it siphons off a portion of 
  the target’s genetic code and psychic resonance, temporarily 
  reshaping its own physiology and psychology to match its 
  victim’s. This grants the ksarik one of the following abilities 
  (provided the target has it) for 1 minute: blindsense (up to 
  60 feet), blindsight (up to 60 feet), darkvision (up to 60 feet), 
  damage reduction (up to 5/—), resistance to one type of energy 
  damage (up to 20 points), burrow (up to 40 feet), fly (up to 40 
  feet, with maximum average maneuverability), swim (up 
  to 40 feet), or water breathing. Alternatively, the 
  ksarik can gain the ability to understand 
  (but not speak) up to three languages 
  that the target knows, gain the target’s 
  weapon proficiencies (its tentacles can 
  operate two-handed weapons in this 
  state), or change the damage dealt by its 
  acid spit ability to any one energy type 
  dealt by one of the target’s supernatural 
  attacks. A ksarik can maintain only one 
  adaptation at a time, and gaining a new 
  adaptation ends the previous one. A ksarik can 
  spend 1 Resolve Point to extend the duration 
  of an ongoing benefit by 8 hours. It can also spend 
  1 Resolve Point to gain a second adaptation and 
  sustain them both simultaneously. 
  Thorn Dart (Ex) A ksarik can fire one of its thorns 
  as a ranged attack. The dart has a range of 100 feet, deals 
  piercing damage, and exposes the target to carrion spores.
  Development: If the PCs injure Vindurth enough to cause it to 
  cower, the ksarik becomes submissive. Vindurth obeys any further 
  orders, and the PCs can herd the ksarik back into its cage with 
  relative ease. 
  Treasure: If the PCs return Vindurth to its cage without killing 
  the ksarik, Albryan personally rewards them with 1,000 credits 
  Vindurth
  Scaling Encounter A2
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 3–4: Reduce Vindurth’s Hit Points by 10. 
  Vindurth takes a –2 penalty to attack rolls, damage rolls, 
  and saving throws.
  Subtier 5–6: Reduce Vindurth’s Hit Points by 20. 
  Vindurth takes a –2 penalty to attack rolls, damage rolls, 
  and saving throws.
  
  13
  IN PURSUIT OF THE SCOURED PAST
  (3,400 credits in Subtier 5–6). Similarly, the axiomite later provides 
  the Society with some of the adaptive serum known to come 
  from ksarik excretions; the adaptive serums that show up on the 
  Chronicle sheet represent this additional treasure.
  Rewards: If the PCs do not return Vindurth to its cage or if they kill 
  the beast, reduce each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 190 credits.
  Out of Subtier: Reduce each PC’s credits earned by 403 credits.
  Subtier 5–6: Reduce each PC’s credits earned by 617 credits. 
  A3. The MinD MAze
  The top floor of the tower is a single open chamber. A lone 
  pedestal rests in the center of this space, with a small cube 
  floating atop it. Complicated ridges cover the surface of the 
  cube, forming a maze that somehow moves in on itself. The 
  object glows with a faint blue aura.
  The top floor of the Tower of the Oma contains the information 
  that the Starfinders seek. Excited to be so near the discovery, Royo 
  scurries over to the pedestal to examine the cube and lets out a 
  gasp. The cube, he explains, is a mindmaze. Made by the chitakin, 
  a now-extinct race from a distant corner of the galaxy, the nearly 
  indestructible mindmazes are the last remainder of that civilization. 
  The chitakin used these devices to store valuable information. 
  Royo can recall only the most basic details of how mindmazes 
  work but remembers that they send people into a trance and can 
  be quite dangerous. A PC who succeeds at a DC 21 Mysticism or 
  Physical science check can remember more about the underlying 
  mechanisms of the device. In this case, briefly summarize the 
  maze mechanics detailed below in Navigating the Maze, and 
  allow the PCs to plan accordingly. 
   Navigating the Maze: Creatures that touch the mindmaze fall 
  into a trance. In their minds, these creatures find themselves 
  suddenly standing atop the surface of the mindmaze. Any 
  creatures that touch the cube appear at the same location in 
  the maze, allowing the PCs to traverse it together. Go around 
  the table and have each PC inside the maze attempt a DC 10 
  Intelligence check. With each success, the PCs make progress 
  toward the center of the maze. With each failure, the mindmaze 
  draws on the psychic energy of the PCs, fogging their minds; this 
  deals 1 Wisdom damage to each PC and causes the surface of the 
  cube to shift, further complicating the maze and increasing the 
  DC of all subsequent checks by 1. The PCs must continue taking 
  turns rolling checks until they succeed six times, reaching the 
  center of the maze. Once inside, PCs can escape the maze only 
  A2. THE SLAVERING BEAST
  1 square = 5 feet
   Pathfinder Map Pack: Secret Rooms
  N
  
  14
  STARFINDER SOCIETY SCENARIO
  by reaching its center or by falling unconscious from Wisdom 
  damage. Although PCs inside the mindmaze cannot voluntarily 
  leave the trance, PCs outside the cube can shake them awake.
   PCs who do not touch the cube can observe that illusory 
  duplicates of their companions appear on its surface after touching 
  the mindmaze. They can follow the progress of entranced PCs 
  across the cube and can even provide aid by whispering directions. 
  This functions as aid another, allowing PCs on the outside to 
  attempt Intelligence checks to assist a primary navigator. 
  If one or more PCs slotted the High Society Influence (Royo) 
  boon, then Royo actively coaches his allies as they navigate the 
  maze. He points ideal paths in the mindmaze, granting PCs with 
  the boon slotted a +2 insight bonus to their Intelligence checks to 
  discover the center.
  Center of the Maze: When the PCs reach the center of the maze, 
  read or paraphrase the following.
  A trinary star system—a place you instinctively know to be 
  the Scoured Stars—floats in the center of the maze. Many of 
  the planets around the three stars grow green, representing 
  an abundance of life. Suddenly a dark presence, felt more than 
  seen, descends on the room and hungrily encircles the stars. 
  One of the worlds pulsates with a golden aura that continues to 
  grow. Eventually, this vast golden shield covers all the worlds of 
  the region. The clawing darkness recedes. 
  Time passes, generations come and go in the blink of an eye. 
  Gradually, the golden shield lowers. Soon after, eight groups 
  of ships, their shapes too intangible to make out, depart into 
  the cosmos beyond. Each fleet travels through the void on a 
  different path. The home of these eight fleets soon goes dark, 
  and over the coming generations the last vestiges of life in the 
  Scoured Stars disappears.
  Sometime later, eight small objects hurtle out from the 
  lifeless planet that summoned the shield. Each object, a relic 
  of immense magical power, follows the course of one of the 
  previously departed groups. The objects disappear along their 
  trajectories, and the vision abruptly ends as the worlds of the 
  Scoured Stars fade to black.
  Royo recognizes that the relics sent out at the end of the 
  experience are reminiscent of the object found by the Society’s 
  previous First Seeker, Jadnura. That object kindled the former 
  First Seeker’s desire to enter the Scoured Stars, and it ultimately 
  led to the incident that crippled the Society. Excited, Royo explains 
  that with additional research using the star charts available on 
  Athaeum, he may be able to track the path of the relics, which 
  could be a key to returning to the Scoured Stars.
  Development: If the PCs struggle to reach the center of the 
  maze, Royo rouses them from their trance and enters the maze. 
  In this case, Royo remains unavailable for the remainder of the 
  adventure; after much wandering, he reaches the center of the 
  maze, and he relates what he’s discovered to the PCs as part of 
  the conclusion.
  PCs who uncover the hidden truths within the mindmaze 
  receive the Journey to the Scoured Stars: Segment 2 boon on their 
  Chronicle sheets. 
  Treasure: A dozen precious green gemstones line the walls in 
  the center of the mindmaze. The gems gently glide off the walls 
  as the vision ends. The PCs find these same gems in their hands 
  after they wake from their trance. In total, the gems are worth 
  1,600 credits (4,500 credits in Subtier 5–6). In Subtier 5–6, two 
  additional gems appear: a spell gem of hologram memory and a 
  spell gem of synaptic pulse.
  Rewards: If the PCs do not reach the center of the maze, reduce 
  each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 250.
  Out of Subtier: Reduce each PC’s credits earned by 482.
  Subtier 5–6: Reduce each PC’s credits earned by 713. 
  THE FLAMES OF HERESY
  After the PCs have completed all three encounters in the Tower of 
  the Oma, read or paraphrase the following.
  Suddenly a small flying clockwork drone, roughly a foot wide, 
  whizzes into view and rapidly approaches. A holographic 
  projection of Albryan the Curator emerges from the top of the 
  drone and begins to speak.
  “Starfinders, I am glad that I have reached you. The Order of 
  the Pyre Hellknights who accompanied you to Athaeum have 
  destroyed the lore wardens in a nearby tower and are burning 
  one of our most ancient book collections! We have more wardens 
  on the way, but they will arrive too late to save our books. Please, 
  hurry to the Tower of the Ellicoth and stop the Hellknights from 
  causing further harm! If you do so, the Curators will waive your 
  research fee entirely and offer whatever assistance we can!”
  Royo, if present and not engaged in the mindmaze, explains that 
  avoiding the exorbitant research fee is too great an opportunity 
  to pass up. He proposes that he head back to the main libraries 
  of Athaeum to further research the location of the mysterious 
  Scoured Star objects while the PCs travel to the Tower of the 
  Ellicoth to confront the Hellknights. 
  B. THE TOWER OF THE ELLICOTH
  The Tower of the Ellicoth is roughly 10 minutes away from the 
  Tower of the Oma via the connecting bridge, which allows the PCs 
  some time to prepare on their way to confront the Hellknights and 
  to take a rest to recover Stamina Points if they need it.
  A series of bridges connects each of the Towers of Recondite 
  Lore, allowing the PCs to reach the Tower of the Ellicoth without 
  climbing or descending too many stairs. The PCs arrive at the 
  tower by crossing the bridge in the northwest corner of the map. 
  Areas B2 and B3 feature complicated and interactive terrain, so be 
  sure to read both sections carefully before beginning combat. 
  B1. ouTer hAllwAy
  A narrow hallway circles the entire tower. In the northeast, 
  
  15
  IN PURSUIT OF THE SCOURED PAST
  southeast, and southwest corners of the tower, steep stairs 
  descend 10 feet to area B3. In the northwest corner, a stone double 
  door leads into area B2. The circular stairs in the corners of the 
  tower lead up and down to other floors. 
  B2. Tower ConTrol rooM (Cr 4 or Cr 6)
  The smell of petrol and smoke fills the air here. Cracks and blast 
  marks pit the floor, all of which surround a gaping hole in the 
  wall. A stone control console covered with metal dials rests in 
  the center of the room. The floor-to-ceiling glass windows to the 
  southwest overlook a library filled with shelves, flames, and 
  billowing smoke.
  This is the control room for this floor of the tower, where the 
  Curators can monitor temperature and moisture conditions. 
  The central console also has control over the fire-suppression 
  systems in the tower, including the cryo-nozzles in the library. 
  The control room overlooks the library in area B3. Metal columns 
  located in the library support the floor of the control room. During 
  their recent attack, the Hellknights blew a minor hole in the 
  northeast wall of the room. A Small creature that succeeds a DC 
  21 Acrobatics check can squeeze through this hole and descend a 
  pile of rubble into area B3. 
  Control Console: The console’s stone buttons control hundreds 
  of variables in the library below, ensuring that all items stored 
  there are perfectly preserved. The Hellknights deactivated and 
  destroyed the automatic fire-suppression systems in area B3, but 
  a PC who spends a full action and succeeds at a DC 21 Computers 
  or Mysticism check (DC 24 in Subtier 5–6) can reactivate and 
  assume manual control of the three cryo-nozzles located there. 
  Once the cryo-nozzles are reactivated, a PC standing at the control 
  console can spend a full action to aim one cryo-nozzle and fire a 
  line (40 feet long, 5 feet wide) of freezing foam. This freezing 
  foam automatically extinguishes any flames it encounters and 
  deals 3d6 cold damage to all creatures in the line of effect (Reflex 
  DC 16 for half).
  Hazard: The Hellknights threw several grenades during their 
  combat with the lore wardens. The resulting explosions blew a 
  hole in the wall and greatly weakened the supports under the 
  control room. It is obvious with a cursory glance that the floor 
  of the room is damaged and unstable, but a PC who succeeds 
  at a DC 15 Engineering check can determine that one more 
  explosion (caused by a grenade or similar device) will cause 
  the floor to collapse. In this event, all creatures in the control 
  room fall 10 feet into area B3 below and take 2d6 bludgeoning 
  damage from flying rubble (Reflex DC 16 half). This destroys the 
  control console in the room and permanently deactivates the 
  cryo-nozzles in area B3.
  Creatures: Loomarch sent two Hellknights (three in Subtier 
  5–6) to this room to disable the fire-suppression system. Having 
  accomplished this task, the Hellknights are preparing to head back 
  to area B3 to join in the book burning. These Hellknights have orders 
  to attack anyone who interferes with their mission. Like Loomarch, 
  the Hellknights have no knowledge of what they’ve been tasked 
  with burning, only that Kelria’s orders must be followed and this 
  section of the library must be expunged.
  SUBTIER 3–4 (CR 4)
  PYRE HELLKNIGHT FANATICS (2) 
  CR 3
  Human soldier
  LE Medium humanoid (human)
  Init +8; Perception +8
  DEFENSE  
   
   
                  HP 40 EACH
  EAC 14; KAC 16
  Fort +5: Ref +3; Will +4
  OFFENSE
  Speed 40 ft.
  Melee tactical pike +8 (1d8+4 P)
  Ranged ifrit-class flamethrower +11 (1d6 F; critical burn 1d6) or
  incendiary grenade I +11 (explode [5 ft., 1d6 F, 1d4 burn, DC 12])
  Space 5 ft.; Reach 5 ft. (10 ft. with tactical pike)
  Offensive Abilities gear boosts (brutal blast)
  TACTICS
  Before Combat One Hellknight sustained serious injuries 
  during the previous combat with the lore wardens stationed 
  here; his Hit Points are reduced to 10, and he has the 
  sickened condition.
  During Combat If the PCs are clustered together, the 
  Hellknights overlap their flamethrower blasts to 
  concentrate damage on as many enemies as possible. 
  They coordinate in combat by speaking Infernal. Knowing 
  the floor is unstable, they throw grenades at foes outside 
  the room, hoping to ignite ranged attackers. They switch 
  to their melee weapons only if their flamethrowers are 
  somehow disabled.
  Morale The fanatics fight to the death. 
  STATISTICS
  Str +1; Dex +4; Con +2; Int +0; Wis +0; Cha +0
  Skills Intimidate +13, Piloting + 8, Sense Motive +8, Survival +8
  Languages Common, Infernal
  Gear armiger hellknight platePW, ifrit-class flamethrower with 
  1 standard petrol tank (20 petrol), tactical pike, incendiary 
  grenade I (2)
  SUBTIER 5–6 (CR 6)
  PYRE HELLKNIGHT FANATICS (3) 
  CR 3
  HP 40 each (see above) 
  TACTICS
  Before Combat All three Hellknights are uninjured.
  During Combat If the PCs are clustered together, the 
  Hellknights overlap their flamethrower blasts to concentrate 
  damage on as many enemies as possible. They coordinate in 
  combat by speaking Infernal. Knowing the floor is unstable, 
  
  16
  STARFINDER SOCIETY SCENARIO
  they throw grenades at foes outside the room, hoping to 
  ignite ranged attackers. They switch to their melee weapons 
  only if their flamethrowers are somehow disabled.
  Morale The fanatics fight to the death. 
  Development: If the PCs defeat the Hellknights in two rounds 
  or less, the combat in this room goes unnoticed by the Hellknights 
  below, who are preoccupied with burning the library. If any 
  explosions cause the floor to collapse, the Hellknights below 
  are immediately alerted to danger and take defensive positions 
  behind cover.
  Treasure: The Hellknights are carrying a total of 600 credits 
  (3,000 credits in Subtier 5–6) across two credsticks.
  Rewards: If the PCs do not defeat the Hellknights, reduce 
  each PC’s credits earned by the following amount. If you skip this 
  encounter for lack of time, ignore these reductions.
  Subtier 3–4: Reduce each PC’s credits earned by 199 credits.
  Out of Subtier: Reduce each PC’s credits earned by 424 credits.
  Subtier 5–6: Reduce each PC’s credits earned by 649 credits. 
  B3. The Burning liBrAry (Cr 7 or Cr 9)
  Fire and smoke fill this immense room. A long and mazelike 
  trench is carved into the floor of the room, brimming with gray 
  mist. Shelves line the walls of the trench, filled with rows of 
  ancient parchments and tomes. The trench forms into a rough 
  circle in the room’s center, creating a small island with three 
  bookshelves standing atop it. The twenty-foot-high ceiling 
  of the room mounts large spray nozzles, each attached to a 
  canister of blue foam. 
  The Curators keep many ancient and forbidden texts in this 
  room. Key features of the room are outlined below. 
  The Trench: The trench contains the most delicate books. 
  A magical gray mist that greatly diminishes decay and aids in 
  preservation fills the trench (hardier tomes are kept above the 
  mist on the bookshelves on the island in the middle of the room). 
  Five sets of stairs lead down into the trench, which is 5 feet deep. 
  Although not thick enough to provide concealment, the mist in the 
  trench has a strange languid quality to it, causing the fire there to 
  move with hypnotic grace. Blood spilled in the trench tends to float 
  and pool in the mist, while dead bodies drift and spin lazily instead 
  of falling to the ground. 
  Fire Hazards: Piles of burning books other texts are scattered 
  throughout the room, creating fire hazards that are marked 
  on the map. PCs who move through a fire hazard take 1d6 fire 
  damage and must succeed at a DC 15 Reflex saving throw or gain 
  the burning condition. 
  Cryo-Nozzles: The ceiling mounts three turrets, each of which is 
  20 feet above the floor and has an attached fuel canister of blue 
  foam. When functioning properly, they spray freezing foam to 
  put out fires. Loomarch and his Hellknights recently deactivated 
  the cryo-nozzles using the console in area B2. While deactivated, 
  the cryo-nozzles are inert, although the foam canisters attached 
  to them are still volatile. Clever PCs can shoot a canister (EAC 15, 
  KAC 19, hp 4). If destroyed, the canister detonates, dealing 1d6 
  cold damage (Reflex DC 15 half) to all creatures within 30 feet and 
  extinguishing all flames in the area. 
  It is possible to reactivate and manually control the cryo-nozzles 
  using the control console in area B2.
  Creatures: Although the Hellknights claimed to come Athaeum 
  for research, their true mission was to destroy a set of heretical 
  texts kept in this tower. Once Kelria located the tomes, she 
  boarded a hidden shuttle off Athaeum, leaving Loomarch and his 
  fanatics behind to destroy the library. In Subtier 3–4, two Pyre 
  Hellknight fanatics accompany Loomarch. In Subtier 5–6, three 
  Pyre Hellknight fanatics and two summoned hellhounds with back-
  mounted machine guns accompany Loomarch. 
  The Hellknights have already burned most of the books in the 
  room, and if left uninterrupted for another 10 rounds after the 
  PCs arrive, they finish burning the rest. Currently Loomarch is 
  pulling books off the shelves on the island and feeding them into 
  his burning maw, while the fanatics have fanned out into the 
  trench and are burning books there. The hellhounds in Subtier 
  5–6 stay near Loomarch on the island, pulling books off the 
  shelves and ripping them apart with their jaws. Throughout the 
  fight, Loomarch and the Hellknights attempt to convince the PCs 
  that they should not impede the burning, claiming, “If you knew 
  the truths this place kept in existence, you would be helping us!” 
  Conversely, the Hellknights have no actual knowledge of the 
  texts they’re in the process of burning, only that their superiors 
  have marked them for destruction.
  SUBTIER 3–4 (CR 7)
  Scaling Encounter B2
  Optional Encounter
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 3–4: Remove the injured Hellknight.
  Subtier 5–6: Remove one Hellknight. 
  The Tower Control Room is an optional encounter. If less 
  than 60 minutes remain to finish the scenario, the PCs find 
  no Hellknights here; Loomarch previously deactivated the 
  control panel before returning to the library below. 
  
  17
  IN PURSUIT OF THE SCOURED PAST
  LOOMARCH DEVILBOUND 
  CR 5 
  Male unique devil
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +3; Senses darkvision 60 ft., see in darkness; Perception +11
  DEFENSE  
   
   
   
           HP 70
  EAC 17; KAC 19
  Fort +7; Ref +7; Will +6
  Immunities fire, poison; Resistances acid 10, cold 10
  OFFENSE
  Speed 30 ft.
  Melee armored claw +12 (1d6+10 S plus grab)
  Ranged pyre-class flamethrower +15 (1d10+4 F; critical burn 
  1d8) or
  incendiary grenade II +15 (explode [10 ft., 2d6 F, 1d6 burn, 
  DC 13])
  Offensive Abilities incinerate
  Spell-Like Abilities (CL 5th)
  1/day—summon allies (1d2 hellhounds 35%)
  TACTICS
  Before Combat Loomarch failed to use his summon allies ability. 
  During Combat Loomarch takes cover behind the 
  bookshelves or dives into the trench, depending on where 
  enemy fire is coming from. If uninterrupted, he continues 
  burning books while using grenades to harass distant 
  enemies. If the PCs close for melee, Loomarch uses his 
  armored claw or flamethrower depending on what makes 
  most tactical sense. Against lone foes, he prefers to 
  use his armored claw, following up such attacks with a 
  grapple and then an attempt to incinerate a target’s limb. 
  If multiple PCs visibly gather in the control room at B2, or 
  if the PCs use the cryo-nozzles to any major effect against 
  the burning, Loomarch hurls a grenade at the control room 
  to collapse the floor. 
  Morale Loomarch fights to the death.
  STATISTICS
  Str +5; Dex +3; Con +2; Int +0; Wis +1; Cha +2
  Skills Intimidate +16, Mysticism +11, Piloting +11
  Languages Common, Infernal; telepathy 100 ft.
  Gear pyre-class flamethrower with 1 standard petrol tank (20 
  petrol), incendiary grenade II (2)
  SPECIAL ABILITIES
  Incinerate (Ex) As a standard action on Loomarch’s next 
  turn after he grapples or pins a target, if the target has 
  not escaped the grapple or pin, Loomarch can pull one of 
  the target’s limbs into his furnace mouth. This deals 5d6 
  fire damage to the target, who must then succeed at a DC 
  B. TOWER OF THE ELLICOTH
  1 square = 5 feet
  B1
  B2
  B3
  H     =  HELLKNIGHT
  L      =  LOOMARCH
  D    =  HELLHOUND
  H1
  H4
  D1
  D2
  H5
  H3
  H2
  H6
  L
  
  18
  STARFINDER SOCIETY SCENARIO
  13 Fortitude save. If the target fails this save, Loomarch’s 
  flames incinerate the limb, along with any items carried or 
  worn by the limb. Targets with an incinerated arm lose a 
  hand, while targets with an incinerated leg lose a foot (–10 
  land speed). Targets that are immune to fire damage ignore 
  this effect. 
  PYRE HELLKNIGHT FANATICS (2) 
  CR 3
  HP 40 each (see page 15) 
  TACTICS
  During Combat If the PCs stay at range, the fanatics remain 
  in the trench to gain improved cover while standing. If 
  uninterrupted, they continue burning books while using 
  grenades to harass distant enemies. If the PCs close 
  for melee, the fanatics gather near the center of the 
  trenches and attempt to hit PCs with overlapping blasts of 
  flamethrower fire.
  Morale The fanatics all fight to the death. 
  SUBTIER 5–6 (CR 9)
  HELLHOUNDS (2) 
  CR 4
  LE Medium outsider (evil, extraplanar, fire, lawful)
  Init +5; Senses darkvision 60 ft., scent; Perception +10
  DEFENSE  
   
   
                  HP 50 EACH
  EAC 16; KAC 18
  Fort +6; Ref +6; Will +3
  Immunities fire 
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 40 ft.
  Melee bite +9 (1d6+7 P plus 1d6 F) 
  Ranged integrated squad machine gun +12 (1d10 P)
  Offensive Abilities breath weapon (30-ft. cone, 5d6 F, Reflex 
  DC 13 half, once every 1d4 rounds) 
  TACTICS
  During Combat If the PCs stay at range, the hellhounds make 
  attacks with their shoulder-mounted machine guns or 
  provide covering fire while the Hellknights burn books. At 
  close range, the hellhounds bite and breathe fire.
  Morale The hellhounds fight to the death. 
  STATISTICS
  Str +3; Dex +5; Con +1; Int –2; Wis +0; Cha –2
  Skills Acrobatics +10, Stealth +15, Survival +10
  Languages Infernal (can’t speak any language)
  Gear squad machine gun with 40 heavy rounds
  SPECIAL ABILITIES
  Integrated Weapons (Ex) A hellhound’s weapons are integrated 
  into its frame and can’t be disarmed. 
  LOOMARCH DEVILBOUND 
  CR 5
  hp 70 (see page 17)
  TACTICS
  Use the tactics from Subtier 3–4.
  PYRE HELLKNIGHT FANATICS (3) 
  CR 3
  hp 40 each (see page 15) 
  TACTICS
  Use the tactics from Subtier 3–4.
  Development: If the PCs manage to stop Loomarch and his 
  Hellknights from destroying all the books in the tower, then 
  they’re successful in the eyes of the Curators. If curious PCs 
  want to read the texts, they find that Loomarch destroyed many 
  relevant texts in the initial purges. The surviving texts appear 
  to be old planetary surveys, and a PC who reads these texts 
  and succeeds at a DC 16 Physical Science check recognizes 
  that the surveys describe star systems close to the Veskarium. 
  The surviving notes provide nothing else of import or any clues as 
  to why the Order of the Pyre wanted them destroyed.
  If the PCs capture one or more Hellknights, the soldiers are 
  unwilling to speak openly about their motives. Should a PC make 
  an exceptional effort to interrogate a captive, the Hellknight can 
  convey only that Kelria found something especially troubling 
  Pyre-Class 
  Flamethrower
  Scaling Encounter B3
  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. In Loomarch’s case, the 
  flamethrower is incorporated into his armor and emerges 
  from his palm.
  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.
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 3–4: Remove one Pyre Hellknight fanatic.
  Subtier 5–6: Remove one hellhound.
  
  19
  IN PURSUIT OF THE SCOURED PAST
  here, departed with it, and ordered the rest destroyed to protect 
  the multiverse against the dangerous secrets here. The axiomites 
  take any captives into custody for further questioning.
  Should the PCs fail to stop the Hellknights, a squad of lore 
  wardens arrives to forcibly put down Loomarch and any surviving 
  Hellknights and summoned hellhounds. In this circumstance, the 
  Curators provide medical treatment to any severely injured PCs, 
  noting that they appreciate the PCs’ attempt to stop the Order 
  of the Pyre.
  If the PCs defeated the Hellknights and saving the lore stored 
  in the Tower of the Ellicoth, they receive the Athaeum Insight 
  boon on their Chronicle sheets. 
  Treasure: In addition to their equipment, the Hellknights 
  carry credsticks and hard currency that total 1,000 credits 
  in value (2,500 credits in Subtier 5–6). In Subtier 5–6, 
  the PCs can also salvage Loomarch’s armor, which the 
  Starfinder Society can 
  later repurpose into a 
  maralictor Hellknight 
  plate (Starfinder Pact 
  Worlds 
  196)—this 
  is represented by the 
  availability of this item 
  on the Chronicle sheet.
  Rewards: 
  If 
  the 
  PCs do not defeat the 
  Hellknights, 
  reduce 
  each PC’s credits 
  earned 
  by 
  the 
  following amount.
  Subtier 
  3–4: 
  Reduce each PC’s credits 
  earned by 321.
  Out of Subtier: Reduce each PC’s credits earned 
  by 557.
  Subtier 5–6: Reduce each PC’s credits earned 
  by 794. 
  CONCLUSION
  Several minutes after the battle, Albryan brings 
  Royo to meet with the PCs. While researching 
  more information in the Tower of the Oma, 
  Royo discovered that one of the dispatched 
  relics would have entered the system where 
  First Seeker Jadnura first discovered it. Royo 
  believes he’s traced the another object that 
  hurtled into a distant star system in the Vast. 
  He apologizes that any other objects of a similar 
  design appear to be untraceable based on the 
  available records. Still, this is a major find 
  for the Society and a huge leap for 
  uncovering the mystery of the 
  Scoured Stars. Royo posits 
  that finding another of these objects could help the Society enter 
  the currently inaccessible system.
  Albryan thanks the PCs for their assistance in defeating the 
  Order of the Pyre a. As a token of appreciation, he waives the 
  entire fee for the research mission and provides Royo with a 
  sealed tome containing instructions on how to visit the Athaeum 
  in the future. Similarly, the Curators recognize the Society’s likely 
  need to reproduce this information to rescue their lost agents, 
  and grants the Society a measure of immunity in replicating the 
  key data they need in order to complete their ongoing mission.
  As a final, somewhat cryptic statement, Albryan confides that 
  Athaeum hasn’t seen Starfinders in many years and that the 
  Curators hope to continue working with the 
  Society now that they’ve decided to return 
  from their long silence. If the PCs 
  question Albryan about previous 
  Starfinder Society visits, the 
  axiomite declines to answer, 
  indicating 
  that 
  sharing 
  such 
  information would require payment 
  well beyond the Society’s current 
  means.
  PRIMARY SUCCESS 
  CONDITIONS
  The PCs complete their primary 
  mission if they successfully navigate 
  the mindmaze (or Royo does so 
  on their behalf) and defeat 
  the Hellknights. Doing so 
  earns each PC 1 Fame and 1 
  Reputation for any factions 
  associated with their currently 
  slotted Faction boon.
  SECONDARY SUCCESS 
  CONDITIONS
  If the PCs successfully complete two of the 
  following, then they earn 1 additional Fame 
  and 1 Reputation for any factions associated 
  with their currently slotted Faction boon: 
  reclaim the virus from the lore wardens, 
  return Vindurth to its cage alive, or save 
  at least some books in the burning library. 
  APPENDIX: KSARIK 
  STAT BLOCK
  KSARIK 
  CR 4
  N Large plant
  Init +1; Senses blindsense (scent) 30 
  ft., low-light vision; Perception +10
  Loomarch
  
  20
  STARFINDER SOCIETY SCENARIO
  DEFENSE  
   
   
                    HP 52 RP 3
  EAC 16; KAC 18
  Fort +8; Ref +6; Will +3
  Defensive Abilities fast healing 2; Immunities plant immunities
  OFFENSE
  Speed 40 ft.; climb 40 ft. 
  Melee tentacle +12 (1d6+9 B plus ingested adaptation)
  Ranged acid spit +9 (1d4+4 A) or
  thorn dart +9 (1d6+4 P plus carrion spores)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities ingested adaptation
  STATISTICS
  Str +5; Dex +1; Con +3; Int –3; Wis +1; Cha –1
  Skills Acrobatics +10, Athletics +15 (+23 when climbing), 
  Survival +10
  SPECIAL ABILITIES
  Acid Spit (Ex) As a standard action once every 1d4 rounds, a 
  ksarik can spit a glob of acid at a target within 60 feet. 
  Ingested Adaptation (Su) Whenever a ksarik deals damage to a 
  living creature with its tentacles, it siphons off a portion of 
  the target’s genetic code and psychic resonance, temporarily 
  reshaping its own physiology and psychology to match its 
  victim’s. This grants the ksarik one of the following abilities 
  (provided the target has it) for 1 minute: blindsense (up to 
  60 feet), blindsight (up to 60 feet), darkvision (up to 60 
  feet), damage reduction (up to 5/—), resistance to one type 
  of energy damage (up to 20 points), burrow (up to 40 feet), 
  fly (up to 40 feet, with maximum average maneuverability), 
  swim (up to 40 feet), or water breathing. Alternatively, the 
  ksarik can gain the ability to understand (but not speak) up 
  to three languages that the target knows, gain the target’s 
  weapon proficiencies (its tentacles can operate two-handed 
  weapons in this state), or change the damage dealt by its 
  acid spit ability to any one energy type dealt by one of the 
  target’s supernatural attacks. A ksarik can maintain only 
  one adaptation at a time, and gaining a new adaptation ends 
  the previous one. A ksarik can spend 1 Resolve Point to 
  extend the duration of an ongoing benefit by 8 hours. It can 
  also spend 1 Resolve Point to gain a second adaptation and 
  sustain them both simultaneously. 
  Thorn Dart (Ex) A ksarik can fire one of its thorns as a ranged 
  attack. The dart has a range of 100 feet, deals piercing 
  damage, and exposes the target to carrion spores.
  CARRION SPORES
  Type disease (injury); Save Fortitude DC 13
  Track physical; Frequency 1/day
  Effect When an infected creature reaches the comatose state, 
  1d10+10 Diminutive ksarik seedlings burrow out of its flesh and 
  wriggle away. This ends the disease and deals 1 piercing damage 
  for each ksarik seedling.
  Cure 2 consecutive saves
  
  21
  IN PURSUIT OF THE SCOURED PAST
  
  22
  STARFINDER SOCIETY SCENARIO
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b) “Derivative Material” means 
  copyrighted material including derivative works and translations (including into other 
  computer languages), potation, modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game 
  Content” means the game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product Identity and 
  is an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts, creatures, characters, 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products contributed to the Open Game 
  License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you Use. 
  No terms may be added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that 
  Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version 
  of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik 
  Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Scenario #1–11: In Pursuit of the Scoured Past © 2018, Paizo Inc.; 
  Author: Cole Kronewitter.
  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 #1–11:  
  In Pursuit of the Scoured Past
  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
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  7
  Character Chronicle #
  3–4
  5–6
  —
  1,501
  2,793
  4,086
  —
  Out of
  Subtier
  Starfinder Society Scenario 
  #1–11: In Pursuit of the 
  Scoured Past
  Athaeum Insight (Social Boon): By spending some time on the library world Athaeum, you’ve gained a small sliver of 
  magical insight to carry with you on your journeys. When you slot this boon, you always count as being trained in the 
  Culture skill, even if you do not pave a skill rank in it. This does not grant any bonuses to Culture skill checks but does 
  allow you to attempt those skill checks untrained while the boon is slotted. In addition, once per session, you can reroll the 
  result of any skill check to recall knowledge.
  Iteration-177’s Attention (Ally Boon): During your journey to Athaeum, you attended a unique dinner hosted by the android 
  known as Iteration-177. They came to a decision about your personality based on a memory you provided (or refused to 
  provide). How this decision will play out in the future is not yet clear, but you have nevertheless made an impression on 
  the mysterious android. You will be told if this boon is important to a future scenario prior to slotting your boons. Your GM 
  will cross out all results save that which you earned from the dinner.
  • 
  Choleric (PCs who chose an angry or violent memory)
  • 
  Melancholic (PCs who chose an analytical, wise, or quiet memory)
  • 
  Phlegmatic (PCs who chose a relaxed or peaceful memory)
  • 
  Sanguine (PCs who chose an active, enthusiastic, or social memory)
  Journey to the Scoured Stars: Segment 2 (Unidentified Boon): You uncovered hidden truths about the history of the 
  Scoured Stars by journeying to the library world of Athaeum. This boon represents your character’s involvement in this 
  critical step toward solving the Scoured Stars mystery. Other boons representing future steps toward unraveling the 
  mystery of the Scoured Stars will appear in future scenarios, and collecting these boons will result in a unique bonus, to 
  be detailed on a future Chronicle sheet.
  All Subtiers
  Reputation
  Subtier 5–6
  armiger Hellknight plate (980; item level 2; Starfinder 
  Pact Worlds 196)
  incendiary grenade I (375; item level 2; limit 6)
  mk 1 adaptive serum (350; item level 4; Starfinder Alien 
  Archive 71; limit 4)
  mk 2 ring of resistance (4,200; item level 6)
  mk 2 serum of healing (425; item level 5; limit 2)
  pyre-class flamethrower (4,200; item level 6)
  sintered longsword (8,420; item level 7)
  maralictor Hellknight plate (14,500; item level 9; 
  Starfinder Pact Worlds 196)
  mk 2 adaptive serum (1,500; item level 8; Starfinder 
  Alien Archive 71; limit 2)
  mk 3 serum of healing (1,950; item level 9; limit 2)
  spell gem of hologram memory (1,400; item level 8; 
  limit 1)
  spell gem of synaptic pulse (1,400; item level 8; limit 1)
  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.
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 1/SF S01-11 - In Pursuit of the Scoured Past.pdf