TEXT: RETURN TO SENDER
  BY NATALIE KERTZNER
  STARFINDER SOCIETY SCENARIO #1–23, TIER 5–8
  YEAR OF SCOURED STARS
  
  Starfinder Society Scenario #1–23: Return to Sender 
  is a Starfinder Society Scenario designed for 5th- 
  through 8th-level characters (Tier 5–8; Subtiers 5–6 
  and 7–8). This scenario is designed for play in the 
  Starfinder Society Roleplaying Guild campaign, but 
  can easily be adapted for use with any world. For 
  more information on the Roleplaying Guild, how to 
  read the attached Chronicle sheets, and how to find 
  games in your area, check out the campaign’s home 
  page at StarfinderSociety.club.
  HOW TO PLAY
  Author • Natalie Kertzner
  Development Lead • Thurston Hillman
  Contributing Artists • Graey Erb and Sebastian Rodriguez
  Cartographer• Robert Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and 
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton 
  Developers • Eleanor Ferron, 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
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  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder 
  or the Pathfinder Roleplaying Game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the 
  Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, 
  registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, 
  names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, 
  locations, plots, storylines, trade dress, the historical period called the Gap, the terms kishalee, 
  sivv, skyfire, Dreamer (the official Open Game Content term for which is “dreaming barathu”), and 
  the Drift (the official Open Game Content term for which is “hyperspace”). (Elements that have 
  previously been designated as Open Game Content, or are exclusively derived from previous Open 
  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 #1–23: Return to Sender © 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
  Return to Sender makes use of the Starfinder Core Rulebook and Starfinder Alien Archive. 
  This adventure assumes the GM has access to these sourcebooks. All rules referenced in 
  this adventure are available in the free online Starfinder Reference Document at sfrd. info, 
  and the relevant rules from the Alien Archive are reprinted at the back of the adventure 
  for the GM’s convenience.
  Table of Contents
  Return to Sender .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .20
  Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  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 (Acquisitives)
  Faction (Dataphiles)
  
  BY NATALIE KERTZNER
  RETURN TO SENDER
  Where in the 
  Universe?
  Return to Sender takes place at the edge of the Scoured 
  Stars, a trinary solar system in the Vast. Eight civilizations 
  once lived in this system but departed into other parts of 
  the Vast sometime before the Gap. More information on 
  the history of the Scoured Stars and some of its former 
  inhabitants can be found in Starfinder Society Scenarios 
  #1–11: In Pursuit of the Scoured Past, #1–13: On the Trail of 
  History, #1–17: Reclaiming the Time-Lost Tear, and #1–99: 
  The Scoured Stars Invasion.
  The Starfinder Society lost nearly 80 percent of its membership in 
  a disastrous mission into the region of space known as the Scoured 
  Stars. This terrible loss occurred over a year ago, when then First 
  Seeker Jadnura brought the Society together for the momentous 
  mission. When the Starfinder Society recently returned to the 
  Scoured Stars—events detailed in Starfinder Society Scenario 
  #1–99: The Scoured Stars Invasion—they recovered hundreds of 
  previously missing agents. An alien species declaring itself as the 
  “jinsuls” interrupted of the ongoing evacuation efforts and forced 
  the Society to once again abandon the Scoured Stars. Only a few 
  months have passed since the incident, and the Society has spent 
  its time interviewing rescued agents and reintegrating those who 
  wish to return.
  During the course of the second incursion into the Scoured Stars, 
  the Starfinder Society managed to salvage the remnants of a single 
  jinsul starship. Radaszam, leader of the Acquisitives faction, has 
  tirelessly worked to repair the jinsul vessel and learn what he can 
  about these mysterious aggressors and their origins. To breach the 
  encrypted computer servers onboard the jinsul starship, Radaszam 
  recruited the services of the Dataphiles faction leader, Historia-7. 
  The Dataphiles leader has found new purpose in throwing herself 
  into the project of learning everything she can about the jinsuls. 
  This mission has distracted Historia-7 from the reappearance of her 
  predecessor, Historia-6, and the former faction leader’s apparent 
  decision to distance himself from current Society affairs.
  Historia-7 and Radaszam have learned very little about the 
  jinsuls and their technology. The captured jinsul starship was 
  hardened against the type of data breaches that Historia-7 has 
  worked toward. In fact, the only reason the Society’s learned 
  what it has about the jinsuls is because the starship’s self-
  destruct mechanism malfunctioned during the course of the 
  recent Scoured Stars battle—the primary reason why Radaszam 
  salvaged the vessel before the Society exited the Scoured 
  Stars. While any useful information on the jinsuls’ motivations, 
  organization, or technology remains obscured to the Society, 
  Historia-7 has uncovered a set of orders that indicate where the 
  vessel was to go in the aftermath of the Scoured Stars battle: a 
  starbase that would be deployed at the outer edge of the Scoured 
  Stars following the jinsuls’ reclamation of the trinary star system.
   With the remainder of the Society’s leadership busy regrouping 
  from the recent Scoured Stars mission, the jinsul appearance 
  and the return of the missing First Seeker, the organization has 
  yet to decide on how to proceed in the face of the jinsul threat. 
  Radaszam recognizes that inaction may be perceived as weakness 
  and invite future jinsul aggression, and Historia-7 agrees. The two 
  have recently come up with a daring plan to strike into the jinsuls’ 
  hold on the Scoured Stars and, in the process, learn about these 
  mysterious alien aggressors.
  ADVENTURE SUMMARY
  Radaszam and Historia-7 bring the PCs to a secret starbase out 
  at the edge of Near Space to receive a clandestine, off-the-books 
  mission briefing. After the Society’s recent encounter with the 
  jinsuls, the two faction leaders have secured a jinsul spaceship 
  that is scheduled to return to an enemy starbase for scheduled 
  maintenance. Radaszam and Historia-7 brief the PCs on their 
  mission: to use the ruse of the returning starship to explore a 
  “restricted access” section of the starbase, gather intelligence 
  about the jinsul threat, and ultimately plant a bomb with a remote 
  detonator inside the reactor of the starbase—all while trying to 
  avoid detection from the jinsuls. 
  To accomplish their missions and reach the reactor, the PCs 
  must deal with jinsul weapons technicians, biochemical threats, 
  and the jinsul base commander who resides in the reactor room. 
  Along the way, the PCs have the opportunity to learn about jinsul 
  stealth technology, uncover a covert jinsul mission to attack 
  
  4
  STARFINDER SOCIETY SCENARIO
  another civilization in the Vast, and learn where the rest of the 
  jinsul fleet is. Once the PCs defeat the jinsul threats and ensure a 
  safe route to the reactor, they call Radaszam and Historia-7, who 
  have remained behind on the ship to ready the bomb. After placing 
  the bomb and fleeing the facility, the adventure closes with 
  Radaszam pulling down his shades and navigating the 
  stolen craft back into the Drift, never looking back as 
  the starbase explodes and the shock wave rattles 
  them just as the ship slips into the Drift.
  GETTING STARTED
  The PCs begin at an undisclosed location in 
  Near Space. They arrived on a shuttle belonging 
  to Radaszam’s mercenary outfit, the Obsidian 
  Spiders, after a few days of travel through the 
  Drift. The facility is an off-the-books black 
  site that Radaszam (N male vesk 
  operative), faction leader of the 
  Acquisitives, maintains for the 
  Obsidian Spiders. The Dataphiles 
  faction leader, Historia-7 (LN 
  female android mechanic), piloted 
  the ship to this remote location. 
  Once the PCs reach the facility, read 
  or paraphrase the following to get started.
  Radaszam, leader of the Acquisitives faction, 
  stands before a large window in this briefing 
  room, observing small ships come and go through a diminutive 
  blue portal in the distance. As he watches, a hunk of ice 
  emerges from the portal and travels directly toward the base. 
  At the table in the center of the room sits Historia-7, staring at a 
  hologram of a purple starship that does not appear to be of Pact 
  Worlds design. Radaszam turns from the view and addresses 
  the new arrivals.
  “Greetings, Starfinders. I trust your journey here was 
  relatively peaceful and that the portal did not give you much 
  trouble when docking.”
  Historia-7 makes a motion with her hand, and the small 
  purple starship disappears and is replaced by a larger hologram 
  depicting a trinary star system. “Let’s get started,” she says, 
  “As you know, over a year ago, a large number of Starfinders 
  were trapped in a trinary star system called the Scoured Stars. 
  However, thanks to diligent work and keen investigation by the 
  Society over the past year, we recently discovered a device that 
  let us take down the barrier and we were able to send in a rescue 
  mission.” She flicks her wrist, and the purple ship reappears, 
  replacing the star system. “However, our rescue mission was 
  interrupted by the arrival of a fleet of alien ships piloted by a 
  race calling themselves the jinsuls. We were not prepared for 
  the overwhelming force of these aggressors. 
  “During the incident, we recovered a jinsul starship, and our 
  technicians have spent the last weeks going over the ship from 
  top to bottom. Last week, we finally made a breakthrough: we 
  discovered that this particular ship is programmed to return 
  to an outer shipyard within the Scoured Stars system for 
  prescheduled maintenance.”
  Radaszam spreads his arms and grins, revealing long 
  rows of white teeth. “This is where the fun begins. 
  If you don’t mind, Historia, this is my favorite 
  part.” He turns to the table, shifting 
  the hologram to an alien starbase 
  with a busy maintenance dock. 
  “This is the station where our 
  jinsul craft is scheduled to dock. 
  We’ll use this opportunity to 
  send a message to the rest of the 
  jinsul fleet: the Starfinders and our allies are 
  not a foe to be taken lightly. Now, Historia-7 
  tells me that since the jinsuls’ technology relies 
  so heavily on automation, we’ll be able to stow 
  away on the returning craft and board 
  the station without detection. Our 
  mission—yes, Historia and I are going 
  with you—is to clear a path to the 
  primary reactor deep within the 
  base and rig it with explosives.” 
  Historia-7 continues, “Starfinders, 
  the bomb we are bringing—the jinsul 
  craft’s original self-destruct unit—requires 
  onsite modifications to correctly interface 
  with the jinsuls’ power reactor. Radaszam and I will remain 
  behind on the spacecraft while you scout a path to the reactor 
  and clear any obstacles. This is an opportunity to investigate 
  jinsul technology firsthand, and whatever you discover could 
  be invaluable on our mission planning regarding the jinsuls. 
  Once you secure safe passage, contact us communicators and 
  we’ll bring the bomb and set the charges. I imagine we’ll need to 
  depart fairly quickly after that to avoid detection. Do you have 
  any questions about your mission?”
  What can we expect to find in the starbase? [Historia-7] 
  “Unfortunately, we’re not sure. Based on preliminary long-range 
  sensors, it looks like it’s a depot for servicing jinsul craft for routine 
  maintenance and preparing them for specialty missions.”
  How did you get this jinsul ship? [Radaszam] “During our 
  escape from the Scoured Stars, I came across this wounded little 
  ship. The jinsul crew aboard the spacecraft resisted all attempts at 
  negotiation on our part and chose death over surrender. They went 
  so far as to try to board our flagship and commandeer it. Can you 
  believe that?! I couldn’t, but it sure meant that we were left with a 
  minimally damaged jinsul craft.”
  What do we know about the jinsul? [Historia-7] “Very little. We 
  first became aware of them when they ambushed a Starfinder 
  vessel that was en route to the star system where we eventually 
  found the device that allowed us access to the Scoured Stars. “
  Historia-7
  
  5
  RETURN TO SENDER
  Why so much secrecy? What is this place? [Radaszam] 
  Radaszam gives a knowing smile. “I find this asteroid—formed 
  from shards of ice that come from the portal outside—to be a 
  valuable base of operations for the Obsidian Spiders. Proximity to 
  the Plane of Water is useful for many things.”
  What if we need your help? [Historia-7] “I’m 
  afraid you’re on your own for this one. It’s going 
  to take me and Radaszam working together to 
  correctly interface the ship’s self-destruct 
  with the station’s mainframe. We’ll keep 
  the lines of communication open so 
  you can hear us, but we’ll keep 
  you on mute unless you 
  specifically 
  call 
  for 
  us. 
  You’re experienced, which 
  means we don’t just trust 
  you with tougher jobs, but 
  also that we trust you to keep 
  on-the-job banter confidential.”
  I feel a little uncomfortable 
  just killing all of these jinsuls. 
  What did they ever do to us? 
  [Radaszam] “They greeted us for the 
  first time with fire and death. They talk and 
  negotiate by murdering our people without 
  mercy. When defeated and offered peace, they 
  “surrendered” by launching a suicidal attack 
  meant to destroy our flagship. They’re fanatics totally dedicated 
  to wiping our society from the galaxy, and they are the closest 
  thing to pure evil that you will encounter outside of the Abyss. If 
  the Devourer of Hope had avatars on this plane, they’d be jinsuls. 
  Will we be able to fly the ship away from the station after 
  we’ve planted the bomb? [Historia-7] “Yes. Once we’re safely 
  docked, we’ll disable the autopilot program that brought us 
  there. Once we’re done, we’ll leave as fast as we can. We’ve been 
  doing some long-distance reconnaissance of the starbase, and I 
  feel confident that we can accurately mimic the flight path of the 
  ships coming in and out of the dock for maintenance.” 
  Historia-7 concludes the briefing by informing the PCs 
  that for security purposes, they’ll keep basic communication 
  channels open during the mission. The PCs can hear Historia-7 
  and Radaszam in case the two are confronted as they prepare 
  the explosive, and the PCs can signal for the two busy leaders’ 
  attention to converse. However, she encourages the PCs to only 
  check in when they accomplish key objectives or are in need.
  Once the PCs finish their briefing, they can slot their boons for 
  this adventure. This scenario doesn’t reference any specific types 
  of boons, so encourage the players to select whatever boons they 
  think would be appropriate based on the briefing. This scenario is 
  important to the Acquisitives and Dataphiles factions; encourage 
  the PCs to slot one of these factions’ champion boons to take 
  advantage of this.
  LIFE SCIENCE (RECALL KNOWLEDGE)
  Based on the results of a Life Science check, the PCs might know 
  more about the jinsuls. They learn all of the information below 
  whose DC is less than or equal to the result 
  of their check.
  15+: Jinsuls are chitinous, six-legged 
  creatures with a set of robust forelimbs. 
  Three rows of pincers line their mouths, 
  each with tiny hooks to grasp their prey.
  20+: Many recovered jinsul bodies 
  have displayed the same basic set of 
  cybernetic augmentations: long sabers 
  implanted in the first set of legs. Reports 
  from Starfinders who battled hand to hand 
  with the jinsuls indicate the creatures 
  use 
  them 
  with 
  incredible 
  precision 
  and 
  can 
  cause 
  severe bleeding.
  25+: With rows of eyes 
  covering the jinsuls’ bodies, 
  they seem to be able to see 
  everywhere at once. Starfinders 
  who battled hand to hand indicated 
  that the only way to tell which way the 
  “front” of the jinsul was because that was 
  the side that was biting them.
  JOURNEY TO THE SCOURED STARS
  Following the briefing, Radaszam and Historia-7 inform the PCs 
  that should they need to make any purchases in advance of the 
  mission, they have the opportunity to do from the small canteen 
  within the base. PCs can purchase items following the normal 
  roleplaying guild rules from the Obsidian Spider marketplace 
  onboard the unnamed station.
  Once they make all desired preparations, the PCs, along with 
  Radaszam and Historia-7, can board the recovered jinsul starship. 
  The journey is less-than-comfortable for all involved; everything 
  aboard the cramped ship was designed to meet the needs of 
  jinsul physiology. The dark-blue interior of the ship is dimly lit 
  with glowing purple lights that run in lines along the corridors, 
  which cut away at strange angles through the mazelike interior 
  of the ship. 
  From the moment Radaszam brings the ship online, the 
  autopilot engages. Without further prompting by the pilot, the 
  ship effortless leaves the docking bay and moves off. With a brief 
  shudder, the ship engages its Drift engine, and the blackness of the 
  world outside is replaced with the aurora of the Drift. After 2 days 
  of travel, the stolen jinsul starship disengages the Drift engine and 
  emerges on the outskirts of the Scoured Stars system. Approaching 
  what briefly appears to be a planetoid, the PCs see that it’s not a 
  stellar object—it’s a bustling spherical starbase hundreds of miles 
  across. Jinsul starships, some the size of the one captured by the 
  Starfinders, and some many times that size, busily move in and 
  Radaszam
  
  6
  STARFINDER SOCIETY SCENARIO
  around through the many maintenance and loading docks that dot 
  the outside of the base. 
  As the starship nears the base, a blinding flash of purple light 
  emerges from a docking bay on one of the base’s upper quadrants 
  and locks on to the jinsul ship. The ship quakes and trembles for 
  a moment as the autopilot disengages and the starbase’s tractor 
  beam slowly brings the starship down toward the docking bay. 
  FACTION LEADER TALK
  Radaszam and Historia-7 elect to keep their communication lines 
  open to the PCs during this adventure. The PCs can hear Historia-7 
  and Radaszam, who can hear the PCs in return. This is partly to 
  keep the PCs on alert should any jinsuls come to inspect the stolen 
  ship while the PCs are exploring the base, but it also allows for 
  the PCs to learn more about the two faction leaders as they work 
  together to modify the explosive charges. 
  Feel free to intersperse rather mundane moments (or exciting 
  ones, for added humor) of exploration with snippets of conversation 
  from Radaszam and Historia-7.
  Vacation: Radaszam and Historia-7 discuss some upcoming time 
  off that Radaszam has and how he’s going to use it. Radaszam tells 
  Historia-7 that he’s going to spend the time doing volunteer work 
  in the Veskarium mentoring juvenile vesk who have lost their way.
  War Games: Radaszam speaks about his last assignment: 
  coordinating allies to run some war games to showcase that the 
  Society is ready to meet any new threat. Historia-7 mentions 
  that he’s well known for running excellent war-game scenarios. 
  Radaszam references that he prefers real combat situations to the 
  vidgames that the Forum has saddled him with running. He then 
  compliments Historia-7’s drive in joining him on this mission.
  The Return of Historia-6: Historia-7 brings up some of Historia-
  6’s teachings as she and Radaszam work on the bomb. Radaszam 
  inquires as to how it’s going since Historia-6 returned. Historia-7 is 
  relieved that her predecessor hasn’t retaken control of the faction, 
  but she’s also surprised that he’s not done so yet. She remains 
  somewhat concerned on what the future holds for the faction as a 
  result of Historia-6’s distance.
  Social Life: Historia-7 continues discussing her issues following 
  her predecessor’s return, but that she’s glad to have found comfort 
  and companionship with Zigvigix, the Exo-Guardians faction leader. 
  Radaszam inquires on how their dates away from the Lorespire 
  Complex have been going. Historia-7 goes into detail about a lovely 
  hike they did through Jatembe Park. When Radaszam reminds 
  Historia-7 that the PCs are on the comms and listening, the 
  Dataphiles faction leader brushes it off by indicating the PCs are 
  experienced and trusted agents who are also adults.
  1 SQUARE = 5 FEET
  A. JINSUL STARBASE: LOWER LEVEL
  A6
  A4
  A3
  A1
  A2
  
  7
  RETURN TO SENDER
  Maintenance Check: This event should occur once the PCs 
  reach the station’s second level. The PCs hear Radaszam react 
  to an approaching jinsul technician. Historia-7 requires precise 
  dedication to this stage of arming the bomb, so Radaszam is forced 
  to handle the approaching jinsul. Whether this scene plays out as 
  comedic or ramping up tension depends on your specific group, 
  but it should fit the ongoing mood of the scenario. Regardless of 
  the scene’s tone, Radaszam manages to incapacitate the jinsul and 
  follows up by requesting the PCs pick up their pace.
  A. JINSUL STARBASE: LOWER LEVEL
  Mechanical arms reach out and grab the starship from the space 
  just outside of the maintenance dock, and the tractor beam 
  disengages. The starship is ferried through a long, rectangular 
  room, past dozens of other identical starships and placed on the 
  ground by doors that seem to lead farther inside. Fully automated 
  robots busily attend to the other starships in the dock, some of 
  which show damage from heavy firefights. 
  As the jinsuls rely heavily on automated processes, the starbase 
  has a loose complement of fewer than 100 jinsuls onboard. Many 
  are simply there to service the many robotic implements that run 
  the starbase and repair the ships that come in for maintenance.
  Other than the reactor room (area B2), whose domed ceiling 
  stretches 50 feet high, all the rooms in the starbase are 10 feet 
  high. Although this is an active facility, jinsuls have darkvision, and 
  all rooms are corridors are dimly lit due to active energy sources 
  rather than any need for the jinsuls to see. All doors within the 
  facility, except for that to the weapons storage room (area A2) 
  are made of ceramic polymer (hardness 10, HP 60, break DC 30, 
  Engineering DC 28 to open). A misplaced key card in area A5 can 
  also bypass this door and access other parts of the complex.
  Into the Station: After landing their salvaged jinsul ship, the PCs 
  can make their way along a corridor until they reach a door with 
  a clear glass pane in the middle. A PC who succeeds at a DC 15 
  Perception check (DC 18 in Subtier 7–8) can see through the pane 
  and spot a jinsul mechanics working on a torpedo in area A1.
  A1. Loading Dock (CR 7 or CR 9)
  Four mechanical bays line the north and south walls of this 
  room. Three of the bays contain long metallic cylinders with 
  exposed access panels. These panels reveal the interiors of 
  the devices partially filled with a luminescent payload. Various 
  mechanical tools lie scattered about the room, and sparking 
  wires hang from the ceiling above each device. A computer 
  terminal displaying various rotating diagrams sits in the 
  northeast corner. Automated doors exit to the east and west.
  This room contains torpedoes that the jinsuls intend to load onto 
  their ships for an upcoming attack on an unsuspecting target. A PC 
  who succeeds at a DC 20 Engineering check recognizes the devices 
  as starship torpedoes, albeit jinsul in origin. Exceeding this DC by 
  4 or more reveals that the payload in each of the weapons isn’t 
  enough to cause problems if the outer casing or exposed panels 
  are damaged. To the PCs, it might first appear that there are only 
  three torpedoes in the bay, but any PC who succeeds at a DC 22 
  Perception check (DC 25 in Subtier 7–8) or who can see invisible 
  objects notes a fourth device in the empty alcove that has a hybrid 
  device installed that imparts a permanent invisibility effect on it.
  Creatures: Two jinsul mechanics work on the nearby torpedoes. 
  If the PCs successfully sneak into the area (a DC 18 Stealth check in 
  Subtier 5–6 or DC 21 in Subtier 7–8), the jinsuls are surprised when 
  the door is opened. 
  SUBTIER 5–6 (CR 7)
  TORPEDO TECHNICIANS (2)  
  CR 5
  Jinsul mechanic
  CE Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft; Perception +13
  DEFENSE  
   
   
                  HP 65 EACH 
  EAC 17; KAC 18
  Fort +6; Ref +8; Will +8
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee industrial welder +13 (2d4+5 E & F) or
  bite +13 (1d6+5 P) or
  leg blades +13 (2d4+5 P; critical bleed 2d4)
  Ranged corona laser pistol +11 (2d4+5 F; critical burn 1d4)
  Offensive Abilities overload (DC 15), target tracking
  TACTICS 
  Before Combat If aware of the PCs, the technicians hide behind 
  the furthest torpedoes and wait to fire a ranged attack with 
  their overcharge ability when the PCs enter the area.
  During Combat The technicians prefer to use melee attacks to 
  incapacitate the intruders. They use their target tracking 
  ability on the closest PC and close to attack with their leg 
  blades. If possible, the two technicians select different 
  targets but try to stay close to one another.
  Morale The technicians fight to the death.
  Scaling Encounter A1
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: One of the technicians mishandled a vial 
  of bioweapon and was infected. That technician gains the 
  sickened condition.
  Subtier 7–8: One of the technicians mishandled a vial of 
  bioweapon and infected both themself and their colleague. 
  Both jinsuls gain the sickened condition.
  
  8
  STARFINDER SOCIETY SCENARIO
  STATISTICS
  Str +0; Dex +3; Con +2; Int +5; Wis +0; Cha +0 
  Skills Acrobatics +16, Athletics +13, Computers +16, 
  Engineering +16, Life Science +16, Medicine +13, Physical 
  Science +13, Stealth +13
  Languages Jinsul
  Other Abilities artificial intelligence (exocortex), custom rig, 
  mechanic tricks (overcharge, neural shunt), powerful leap, 
  remote hack (DC 15), wireless hack
  Gear freebooter armor II, industrial welderAR with 1 battery 
  (20 charges), corona laser pistol with 1 battery (20 
  charges), comm unit (system-wide)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  SUBTIER 7–8 (CR 9)
  VETERAN TORPEDO TECHNICIANS (2)  
  CR 7
  Jinsul mechanic
  CE Medium monstrous humanoid
  Init +4; Senses Darkvision 60 ft; Perception +16
  DEFENSE  
   
   
                HP 100 EACH 
  EAC 19; KAC 20
  Fort +8; Ref +10; Will +10
  Defensive Abilities unflankable; Resistances cold 5, fire 5
  OFFENSE
  Speed 40 ft.
  Melee industrial welder +16 (2d4+7 E & F) or
  bite +16 (1d6+7 P) or
  leg blades +16 (2d4+7 P; critical bleed 2d4)
  Ranged red star plasma pistol +14 (1d8+7 E&F; critical burn 1d8)
  Offensive Abilities overload (DC 17), target tracking
  TACTICS 
  Use the tactics from Subtier 5–6.
  STATISTICS
  Str +0; Dex +4; Con +2; Int +5; Wis +0; Cha +0 
  Skills Acrobatics +19, Athletics +16, Computers +19, 
  Engineering +19, Life Science +19, Medicine +16, Physical 
  Science +16, Stealth +16
  Languages Jinsul
  Other Abilities artificial intelligence (exocortex), expert rig, 
  mechanic tricks (overcharge, neural shunt), miracle worker 
  (1/day), powerful leap, remote hack (DC 15), wireless hack
  Gear preserver’s mantle IIAR (mk 1 thermal capacitor), industrial 
  welderAR with 1 battery (20 charges), red star plasma pistol 
  with 1 battery (20 charges), comm unit (system-wide)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) See Subtier 5–6.
  Development:  After PCs defeat the technicians, they can 
  study the torpedoes to learn more about the jinsuls’ stealth 
  technology and attempt to access the computer to download a 
  mission briefing. A PC who studies the three visible torpedoes 
  and succeeds at two DC 20 Engineering checks (DC 22 in Subtier 
  7–8) learns how to turn the stealth technology on and off and 
  make the previously invisible but corporeal torpedo visible 
  again—this fulfills one of the secondary success conditions.
  Hacking the computer requires a successful DC 26 Computers 
  check (DC 28 in Subtier 7–8). Accessing the computer via a 
  successful hack grants the PCs access to uncover the combat 
  mission briefing for the ship that the torpedoes are destined to 
  be loaded on. A PC must succeed at a DC 20 Culture or Physical 
  Science check (DC 23 in Subtier 7–8) to decipher the coordinates 
  of the target planet using the star chart provided in the briefing. 
  If a PC succeeds, she learns that the jinsul are planning to attack 
  an uncharted solar system far out in the Vast—this fulfills one of 
  the objectives for the secondary success conditions.
  The door to the east is unlocked and connects to an arterial 
  hallway throughout this section of the station. 
  Treasure: Caches of unused UPBs —1,800 credits worth in total—
  lie scattered beside the torpedoes.
  Rewards: If the PCs fail defeat the jinsul technicians, reduce 
  each PC’s credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 703.
  Out of Subtier: Reduce each PC’s credits earned by 840.
  Subtier 7–8: Reduce each PC’s credits earned by 977.
  A2. Weapons Storage (CR 7 or CR 9)
  The door to area A2 is made of a stronger material than the other 
  doors on this floor. Access to this room requires the PCs to both 
  use a station access card retrieved from the refuse in area A4 and 
  succeed at a DC 20 (DC 22 in Subtier 7–8) Engineering check. 
  The temperature in this sterile-looking room is noticeably 
  cooler than the corridor to the west. A 12-foot long cylindrical 
  object with an open exposure rests along the eastern wall. To 
  the north, a large glass case spans from floor to ceiling, with 
  hundreds of vials lining slots along the interior. A computer 
  terminal sits dormant in the southwest corner.
  The jinsuls use this room to store biochemical warfare weapons, 
  given its close proximity to the loading dock and shuttle bays. 
  Biochemical weapons can easily be loaded onto the jinsul ships 
  and the air vented in case of contamination. A PC who uses detect 
  magic can see a magic aura coming from the faint white lights in 
  the ceiling—this is a clue to the irradiation containment, which the 
  jinsuls intended as a standard device and not a trap for outsiders.  
  A PC making a successful DC 28 Computers check (DC 30 in 
  Subtier 7–8) can access the computer terminal. PCs who access 
  the terminal in this manner can learn that the torpedo in the room 
  has just been loaded with a new type of biochemical weapon and 
  is destined for the loading dock. The associated ship is destined for 
  a system uncharted by the Pact Worlds within the Vast. Learning 
  this counts as fulfilling the same secondary success condition that 
  is discoverable in area A1.
  
  9
  RETURN TO SENDER
  Hazard: A PC can attempt to extract samples of the biochemical 
  weapon from either the torpedo or the refrigerated containment 
  unit. PCs opening the refrigeration risk releasing a vial jinsul had 
  stored precariously—the vial starts falling to the floor and crashes, 
  unless an adjacent PC succeeds at a DC 18 Reflex save (DC 19 
  in Subtier 7–8) to catch the vial mid-fall. Alternatively, two PCs 
  working together can remove a sample from the torpedo, which 
  requires a successful DC 20 Medicine check (DC 23 in Subtier 
  7–8) to avoid mishandling the contagion. Failing either the save 
  or check above exposes that PC to the virus, and failing by 5 or 
  more releases the virus into the air and affects all creatures in the 
  area. Success allows the PC to properly store the virus in one of the 
  vials, which the PC can recover for later study back at the Lorespire 
  Complex; this fulfills one of the secondary success conditions.
  Trap: Safeguards activate if they detect the virus has become 
  airborne, closing and sealing the entrance to the room and exposing 
  the PCs to a magical microwave directed energy weapon—the 
  jinsuls clearly intended to irradiate anyone or anything exposed to 
  these biochemical weapons. This unique radiation effect bypasses 
  any armor protections or magical spells such as life bubble. A PC 
  within 10 feet of the doors can attempt a DC 17 Reflex save to dive 
  to safety in the hallway. Once the safeguards activate, have the PCs 
  roll initiative and begin combat rounds—the disease and radiation 
  act at the top of the order. After the first round, the radiation cooks 
  off the virus in the air, though infected PCs remain infected.
  In order to escape the radiation, PCs need to succeed two 
  separate DC 28 Computers checks (DC 30 in Subtier 7–8), each 
  taking a standard action, to access the computer terminal and find 
  the controls to deactivate the containment systems. Alternatively, 
  the PCs can attempt to breach the sealed door (hardness 10; HP 
  60; break DC 30; Engineering DC 28 to open). If the door is opened, 
  then the irradiation system immediately deactivates. 
  SUBTIER 5–6 (CR 7)
  JINSUL SYNTHESIZED PLAGUE
  Type disease (inhaled); Save DC 17 
  Track physical; Frequency 1/day
  Cure 2 consecutive saves
  MAGICAL IRRADIATION SYSTEM 
  CR 7
  Type hybrid; Perception none; Disable two consecutive DC 28 
  Computers checks 
  Trigger contagion detection; Reset none
  Effect 1 Con damage per round (DC 17 Fort negates) for  
  10 rounds
  SUBTIER 7–8 (CR 9)
  ADVANCED JINSUL SYNTHESIZED PLAGUE
  Type disease (inhaled); Save DC 19 
  Track physical; Frequency 1/day
  Cure 2 consecutive saves
  ADVANCED MAGICAL IRRADIATION SYSTEM 
  CR 9
  Type hybrid; Perception none; Disable two consecutive DC 30 
  Computers checks 
  Trigger contagion detection; Reset none
  Effect 2 Con damage per round (DC 19 Fort negates) for 10 rounds
  Development: Once the threat is neutralized, the PCs can hack 
  the computer to retrieve information, if they haven’t done so 
  already. Unless the PCs managed to secure at least one sealed vial 
  of the synthesized plague prior to the activation of the irradiation 
  system, they miss out on the opportunity to retrieve a sample for 
  the Starfinder Society to analyze.
  Treasure: Dozens of unique compounds rest alongside the 
  dangerous vials of synthesized jinsul plague. A PC who succeeds 
  at a DC 15 Physical Science check notes the relative worth of these 
  chemicals at around 3,750 credits in value (4,500 credits in Subtier 
  7–8). The particularly valuable chemicals weigh 1 bulk.
  Rewards: If the PCs don’t retrieve any of the valuable chemicals, 
  reduce each PC’s credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 625.
  Out of Subtier: Reduce each PC’s credits earned by 687.
  Subtier 7–8: Reduce each PC’s credits earned by 750.
  A3. Navigation Room (CR 6 or CR 8)
  This room contains four walkways that rise twenty feet above 
  the dark floor below. A platform rests to the west, while two 
  computer terminals reside on its the north and south sides. A 
  walkway along the northern wall accesses a single computer 
  terminal. A raised circular platform in the center of the room 
  hosts another semicircular terminal that rises from the floor. 
  The jinsuls use mystical means of navigation to coordinate 
  ship maintenance and fleet placement across the galaxy. This 
  navigation center allows the jinsuls to see starship movement in 
  real time, no matter the distance, though communication remains 
  delayed. When the PCs arrive, the navigation system is offline. The 
  PCs must activate all three computer terminals at the same time to 
  activate the system, for which the jinsuls have set up sequenced 
  commands. A PC who succeeds at a DC 20 Computers check (DC 
  22 in Subtier 7–8) can perform this, but requires at least three 
  assistants to simultaneously succeed at DC 15 Perception checks.
  Scaling Encounter A3
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Reduce the HP of the robots by 10.
  Subtier 7–8: Reduce the HP of the robots by 20.
  
  10
  STARFINDER SOCIETY SCENARIO
  Creatures: 30 seconds after a non-jinsul enters the area, a 
  safeguard unleashes two robotic sentries from hidden alcoves in 
  the floor: one by the western platform and the other by the center 
  console. These robots resemble lithe mechanical crustaceans, with 
  two forward-facing pincers poised to stab and crush intruders. 
  SUBTIER 5–6 (CR 6)
  JINSUL NAVIGATION DEFENSE ROBOTS  (2) 
  CR 4 
  CN Medium construct (technological)
  Init +3; Senses darkvision 60ft., low-light vision; 
  Perception +15
  DEFENSE  
   
   
   HP 50 EACH
  EAC 16; KAC 18
  Fort +4; Ref +4; Will +1
  Defensive Abilities integrated 
  weapons; Immunities 
  construct immunities
  OFFENSE
  Speed 30 ft., climb 
  20 ft.
  Melee pincer + 13 (1d6+9 P, 
  critical biobot injection)
  Ranged integrated 
  thunderstrike sonic rifle 
  +10 (1d10+4 So; critical 
  deafen)
  Offensive Abilities biobot 
  injection, create darkness
  TACTICS 
  During Combat The robots attempt to 
  incapacitate all PCs and inject them 
  with biobots.
  STATISTICS
  Str +5; Dex +3; Con —; Int —; Wis +1; Cha +0 
  Skills Acrobatics +10, Athletics +10
  Languages Jinsul
  Other Abilities mindless, unliving
  Gear thunderstrike sonic rifle with 2 high-capacity batteries 
  (40 charges each)
  SPECIAL ABILITIES 
  Biobot Injection (Sp) When a jinsul navigation defense robot 
  scores a critical hit against a living creature with its 
  biobot injection attack, the robot successfully implants 
  jinsul nanobots into the target that begin to create a 
  mystical connection to the jinsul base commander in area 
  B2. Following successful injection, creatures have a 20% 
  chance of gaining the confused condition for 1 round if the 
  base commander speaks to them in Jinsul. The nanobots 
  can be removed with a successful DC 25 Medicine check; 
  otherwise they dissolve in the bloodstream after 24 hours.
  Integrated Weapons (Ex) The robot’s weapons are integrated 
  into its frame and can’t be disarmed.
  SUBTIER 7–8 (CR 8)
  JINSUL NAVIGATION DEFENSE ROBOTS (2)  
  CR 6
  CN Medium construct (technological)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +18
  DEFENSE  
   
   
                 HP 90 EACH
  EAC 18; KAC 20
  Fort +6; Ref +6; Will +3
  Defensive Abilities 
  integrated weapons; 
  Immunities construct 
  immunities
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee pincer + 17 (1d6+11 P, critical 
  biobot injection)
  Ranged integrated LFD 
  blindmark rifle +14  
  (2d8+6 So)
  Offensive Abilities biobot 
  injection, create darkness
  TACTICS 
  During Combat The robots attempt to 
  incapacitate all PCs and inject them 
  with biobots.
  STATISTICS
  Str +5; Dex +3; Con —; Int —; 
  Wis +2; Cha +0 
  Skills Acrobatics +13, Athletics +13
  Languages Jinsul
  Other Abilities mindless, unliving
  Gear LFD blindmark rifleAR with 2 high-
  capacity batteries (40 charges each)
  SPECIAL ABILITIES 
  Biobot Injection (Sp) See Subtier 5–6.
  Integrated Weapons (Ex) The robot’s weapons are integrated 
  into its frame and can’t be disarmed.
  Development: Once the PCs neutralize the robots, they can 
  attempt to access the jinsul navigation system. A PC who succeeds 
  at a DC 28 Computers or Piloting check (DC 30 in Subtier 7–8) 
  learns the location of a newly constructed jinsul fleet that’s 
  currently moving through the Drift to a staging area somewhere 
  in the Vast—this fulfills one of the secondary success conditions.
  Treasure: Along with recovering the integrated weapons used 
  by the robots, a PC who succeeds at a DC 20 Engineering check 
  can salvage remains of the jinsuls defenders—additional materials 
  worth 3,000 credits (3,200 credits in Subtier 7–8).
  Rewards: If the PCs fail to defeat the robots and salvage the 
  remains, reduce each PC’s credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 613.
  Out of Subtier: Reduce each PC’s credits earned by 737.
  Subtier 7–8: Reduce each PC’s credits earned by 860.
  Surviving 
  Specimen
  
  11
  RETURN TO SENDER
  A4. Animal Experiment Lab
  This room is locked and has a handwritten sign in Jinsul taped to 
  the door. A PC who can read Jinsul or who succeeds at a DC 20 
  Culture check can deduce that the sign is indicating some sort of 
  danger or threat. 
  When the PCs open the door, read or paraphrase the following.
  Flickering lights line the ceiling of this small, cramped room. 
  Dark and dirty gated alcoves line the walls, and the fetid smell 
  of rot fills the air.  
  To perfect their biochemical weapons, the jinsuls experimented 
  on various animals with physiology akin to Pact Worlds species. 
  PCs investigating the cages on the left and right find deceased 
  animals in each. If the PCs investigated area A2, succeeding at a 
  DC 20 Medicine Check reveals that all these creatures died from 
  the jinsuls’ synthesized plague. One animal somehow survived the 
  deadly virus and inhabits the cage farthest from the door.
  Creatures: A small creature with big eyes, a round body, and 
  multiple protruding tentacles sits in the last cage. Mentally and 
  physically scarred by the biological testing, the creature wiggles 
  its tentacles in an aggressive posture at any approaching creature. 
  PCs can try to calm the strange creature by succeeding at a DC 18 
  Survival check (DC 20 in Subtier 7–8). Succeeding at this check 
  allows the PCs to approach the creature, while a subsequent 
  success with an additional check results in the creature happily 
  wiggling toward the PC and applying a sloppy lick on their face.
  Development: It’s important to read the mood of your table: 
  if the players enjoy the spectacle of a little alien critter breaking 
  up their mission in the heart of an otherwise terrifying alien 
  starbase, then have the creature follow the PCs around for the 
  rest of the scenario. The PCs can have a fun time trying to keep 
  it out of trouble. Feel free to play up the puppylike antics of the 
  creature: sniffing boots, climbing the PCs, swinging from their 
  guns on its tentacles, and similar antics. However, if the PCs seem 
  disinterested, the creature can wriggle out of the room and back 
  toward the hangar bay, to reappear later in the scenario. Feel free 
  to encourage interactions with the creature during the remainder 
  of the scenario, allowing the creature to apply conditions to 
  enemies during combat with its antics.
  Infamy: A stat block is not included for this creature: PCs of this 
  tier can easily destroy the creature with a single attack. If a PC kills 
  this tormented creature, that PC gains 1 Infamy. 
  A5. Cleaning Pit (CR 6 or CR 7)
  The rank smell of mildew and an earthy decay fill the hot, humid 
  air of this confined space. A five-foot wide catwalk comes off 
  the eastern door, spanning the width of the room and resting 
  five feet above black, opaque liquid that glows with green and 
  purple hues in the soft light. To the west, a funnel descends 
  from the ceiling and periodically grinds before releasing viscous 
  material into the water, landing with a slight splash. 
  Jinsuls use a unique mechanism for recycling biological waste 
  on their starbases: a plant-like ooze that consumes food scraps, 
  deceased experimental animals, biological waste from the jinsuls, 
  and whatever else gets thrown into the pit. A PC who succeeds at 
  a DC 20 Life Science check (DC 23 in Subtier 7–8) can identify the 
  ooze’s basic properties and that this type of ooze isn’t animate, 
  but it does have a defensive response when it’s harmed or when 
  interacted with by living creatures.
  Trap: When a PC touches the ooze (such as attempting to 
  collect a sample), the ooze releases a noxious cloud of gas. PCs 
  within the area must attempt a Fortitude save to avoid infection 
  as detailed below.
  SUBTIER 5–6 (CR 6)
  JINSUL OOZE GAS TRAP 
  CR 6
  Type analog; Perception DC 30 (notice reaction on approach 
  to touch); Disable Life Science DC 25 (introduce a 
  stabilizing element)
  Trigger touch; Reset 1 minute
  Effect debilitating gas (–4 penalty to Dexterity and Strength-
  based ability checks, skill checks, and Reflex saving 
  throws for 1d4 hours); Fortitude DC 18 negates; multiple 
  targets (all targets within area A5 and 10 feet surrounding 
  the doorway).
  SUBTIER 7–8 (CR 7)
  JINSUL OOZE GAS TRAP 
  CR 7
  Type analog; Perception DC 35 (notice reaction on approach 
  to touch); Disable Life Science DC 30 (introduce a 
  stabilizing element)
  Trigger touch; Reset 1 minute
  Effect debilitating gas (–4 penalty to Dexterity and Strength-
  based ability checks, skill checks, and Reflex saving 
  throws for 1d4 hours); Fortitude DC 20 negates; multiple 
  targets (all targets within area A5 and 10 feet surrounding 
  the doorway).
  Treasure: A hook knife (Starfinder Armory 8) and set of elite 
  defiance series armor rest over the decomposing skeleton of a 
  previous invader within the pool. In Subtier 7–8, the armor is a 
  specialist defiance series and the weapon is an elite semi-auto 
  pistol. There’s also a credstick with 3,000 credits attached to the 
  side of the armor.
  A jinsul key card rests just under the corpse, visible once the 
  skeleton is removed from the sludge. The key card can access 
  several areas within the complex, as noted in those areas. 
  Rewards: If the PCs fail to recover the lost equipment in the 
  pool, reduce each PC’s credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 710.
  Out of Subtier: Reduce each PC’s credits earned by 898.
  Subtier 7–8: Reduce each PC’s credits earned by 1,086.
  
  12
  STARFINDER SOCIETY SCENARIO
  A6. Elevator
  Dim violet light bathes this small elongated octagonal chamber. 
  A single door to the south allows access to the room, flanked by 
  a single computer terminal built into the wall.
  This elevator allows access from this floor of the station to 
  the upper levels where the reactor core resides. The PCs require 
  the access key card from area A5 or must use the computer 
  terminals in area A3 to unlock the security constraints on this 
  lift. Alternatively, a PC can attempt a DC 28 Computers or 
  Engineering check (DC 31 in Subtier 7–8) to try to override the 
  elevator from the terminal within. Succeeding either check allows 
  the PCs to take the lift to area B.
  B. JINSUL STARBASE: UPPER LEVEL
  The elevator in area A6 connects to the northern end of this section 
  of the jinsul starbase. This area is only a fraction of a floor of the 
  station, and the elevator emerges into a back-access section to the 
  station’s primary reactor core. Upon reaching the floor, Historia-7 
  contacts the PCs and alerts them that the reactor is close by and 
  that the PCs need only to secure the route to it and not to explore 
  beyond. Otherwise, this floor of the station is similar to area A.
  B1. Repair Room
  The acrid smell of hot metal fills the air of this U-shaped 
  workshop. Thick power cables line the ceiling, funneling visibly 
  bright energy from out an outlet in the eastern section of the 
  room. A table rests in the center of each leg of the room and each 
  of the two tables hold fifteen-foot-long metallic parts that show 
  signs of damage. Dozens of small robotic arms mounted above 
  the tables, on tracks affixed to the ceiling, make various repairs 
  to the machinery below. An embedded computer terminal 
  covered in fine dust and metal filings rests on the southern wall.
  A PC inspecting the pieces of metal on the tables easily 
  understands that these pieces are simply single parts of a larger 
  robot. Investigating the damage to the robot parts, which requires a 
  successful DC 20 Engineering check (DC 22 in Subtier 7–8), reveals 
  evidence of shearing damage—like the pieces had been tested for 
  strength under pressure. Accessing the computer requires both the 
  use of the key card from area A5 as well as a successful DC 20 
  Computers check (DC 22 in Subtier 7–8); increase the DC by 10 if 
  the PCs lack the key card. On the computer, the PCs find references 
  to a large fleet of robots as well as schematics for a new weapon 
  that is being retrofitted onto older models of an aquatic robot.
  1 SQUARE = 5 FEET
  B. JINSUL STARBASE: UPPER LEVEL
  B1
  B2
  
  13
  RETURN TO SENDER
  Development: If the PCs uncover the work on an aquatic robot, 
  then they can warn the Society that the jinsuls are preparing 
  for some kind of aquatic mission or assault into an aquatic 
  environment—this fulfills one of the objectives for the secondary 
  success conditions.
  Treasure: Along with the equipment on the tables are several 
  modified pieces that could serve as augmentations. There’s enough 
  components to put together three wide-spectrum ocular implants, 
  two mk 2 dermal plating, a cardiac accelerator and 1,200 credits 
  worth of miscellaneous parts that take up 2 bulk. In Subtier 
  7–8, instead of the miscellaneous parts, there’s two accelerated 
  datajacks and one standard speed suspension upgrade.
  Rewards: If the PCs fail to recover augmentations and 
  equipment in this room, reduce each PC’s credits earned by the 
  following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 634.
  Out of Subtier: Reduce each PC’s credits earned by 749.
  Subtier 7–8: Reduce each PC’s credits earned by 865.
  B2. Reactor Room (CR 9 or CR 11)
  The doors slide open with a hiss as a rush of air flows out of 
  this pressurized room. A ten-foot walkway lines the southern 
  portion of the room. The eastern wall contains an open door 
  with a visible computer terminal beside it. Fifteen feet above 
  the entrance southern level, catwalks outline the northern 
  part of the room. In the center lies a hexagonal catwalk 
  surrounding four reactor spires that stretch fifty feet up to 
  the ceiling above. The air crackles as large sparks of energy 
  roil on the reactor spires.
  The floor drops 50 feet below the entrance walkway where 
  the PCs enter the room, making the height of the room from top 
  to bottom 100 feet. PCs without the ability to fly who fall can 
  climb back out using the ladders on the eastern and western 
  sides of the entry-level platform. A PC who succeeds at a DC 20 
  Engineering check notes that powerful shielding protects the 
  reactor spire from all but the most extreme damage, meaning the 
  PCs don’t need to worry about damaging it with their weapon.
  Creatures: The base commander, who also acts as the station’s 
  high priest, resides high up in the middle of the platform on 
  the northern wall. Several crazed station zealots surround the 
  proselytizing commander. When the PCs enter the room, they 
  interrupt what was clearly a rousing sermon in Jinsul; the station 
  zealots are practically foaming at the mouth in rapture. All jinsuls 
  eyes, dozens of them, turn to the PCs, and the station priest begins 
  chittering furiously, waving their legs around. From down the hall, 
  the PCs can hear furious chittering and the scrabbling of many feet 
  as more jinsul reinforcements approach from the eastern doorway! 
  Hazard: Another station zealot (two in Subtier 7–8) appears every 
  1d4 rounds through the corridor. Closing the door and activating 
  its containment seal requires two successful DC 22 Computers or 
  Engineering checks while operating the computer terminal; the 
  jinsul base commander might further complicate this with their 
  logic bomb, as indicated in the Tactics entry below. Alternatively, 
  a PC can force the doors closed with two DC 24 Athletics checks 
  (DC 27 in Subtier 7–8) as standard actions. If the PCs are struggling, 
  other solutions might keep the jinsuls at bay long enough to plant 
  the explosive.
  SUBTIER 5–6 (CR 9)
  JINSUL STATION ZEALOTS (3) 
  CR 4 
  CE Medium monstrous humanoid
  Init +1; Senses darkvision 60 ft.; Perception +10
  DEFENSE  
   
   
                  HP 50 EACH 
  EAC 16; KAC 18 
  Fort +6; Ref +8; Will +5
  Defensive Abilities unflankable, unshakable belief
  OFFENSE
  Speed 40 ft.
  Melee bite +13 (1d6+9 P) or
  leg blades +13 (1d6+9 P; critical 1d6 bleed)
  Ranged caliginous shadow pistol +10 (1d4+4 C; critical blind)
  TACTICS
  During Combat The zealots prefer to lash out with their leg 
  blades against does, and only use their pistols if they cannot 
  move into melee range. They make full attack actions 
  whenever able, preferring to unleash multiple attacks rather 
  than single strikes.
  Morale completely devoted to their priest, the station zealots 
  fight to the death. 
  STATISTICS
  Str +5; Dex +1; Con +3; Int +0; Wis +0; Cha +0
  Skills Acrobatics +10, Athletics +15, Bluff + 15, Mysticism +10
  Languages Jinsul
  Other Abilities powerful leap
  Gear basic lashunta tempweave, caliginous shadow pistolAR 
  with 1 high-capacity battery (40 charges)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  Scaling Encounter B2
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Remove one station zealot from the 
  encounter, and decrease the frequency of another zealot 
  entering from every 1d4 rounds to 2d3.
  Subtier 7–8: Remove one station zealot from the 
  encounter, and only one zealot arrives
  
  14
  STARFINDER SOCIETY SCENARIO
  Unshakable Belief (Ex) Whenever a jinsul station zealot is the 
  target of a trick attack, the jinsul can roll a Bluff or Sense 
  Motive check in response. If the jinsul’s result equals or 
  exceeds that of the trick attack skill roll, the trick attack is 
  unsuccessful. If the jinsul’s check exceeds the trick attack 
  check by 5 or more, the creature performing the trick 
  attack gains the off-target condition until the end of their 
  next turn.
  JINSUL BASE COMMANDER 
  CR 7 
  Jinsul technomancer
  CE Medium monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +14
  DEFENSE  
   
   
                    HP 90 RP 4
  EAC 18; KAC 19 
  Fort +6; Ref +8; Will +12
  Defensive Abilities unflankable, unshakable belief
  OFFENSE
  Speed 40 ft.
  Melee bite +12 (1d12+7 P) or
  leg blades +12 (2d6+7 S; critical bleed 2d6)
  Ranged sable shadow pistol +14 (1d10+7 C; critical blind) 
  Technomancer Spells Known (CL 7th; ranged +14)
  3rd (3/day)—explosive blast (DC 20), irradiate (DC 20)
  2nd (6/day)—microbot assault, mirror image (DC 19), security 
  seal, spider climb (DC 19)
  1st (at will)—comprehend languages (DC 18), magic missile
  TACTICS 
  Before Combat If the base commander is aware of the PCs’ 
  approach, such as via the biobots from area A3, and then 
  they cast mirror image and spider climb beforehand. 
  During Combat The base commander casts explosive blast to 
  begin the encounter, and then they directs their zealots to 
  close with the PCs. They spend their next action moving 
  toward the eastern door and casting logic bomb from their spell 
  amp on the computer terminal the PCs must use to reseal the 
  door. They then remain away from combat alternating between 
  using the most opportune spells and firing their pistol.
  Morale The jinsul base commander fights to the death in 
  defense of their station. They die screaming invectives at 
  the PCs, promising the Society and the Pact Worlds a slow 
  death at the hands of the Jinsul Hierocracy.
  STATISTICS
  Str +0; Dex +4; Con +0; Int +5; Wis +2; Cha +0
  Skills Computers +19, Diplomacy +19, Intimidate + 19, Life 
  Science +19, Mysticism +19, Sense Motive +14
  Languages Jinsul
  Other Abilities cache capacitor 1 (unseen servant), magic 
  hacks (charging jolt, selective targeting), powerful leap, 
  spell cache (headpiece)
  Gear estex suit III (purple force field [5 HP]), sable shadow pistol 
  with 2 high-capacity batteries (40 charges each), spell gem of 
  logic bomb, elegant jinsul attire (worth 1,500 credits)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to 
  jump as if it had a running start.
  Unshakable Belief (Ex) Whenever the jinsul base 
  commander is the target of a trick attack, the jinsul 
  can attempt a Bluff or Sense Motive check in 
  response. If the jinsul’s result equals or exceeds 
  that of the trick attack skill roll, the trick attack 
  is unsuccessful. If the jinsul’s check exceeds the 
  trick attack check by 5 or more, the creature 
  performing the trick attack gains the off-target 
  condition until the end of their next turn.
  SUBTIER 7–8 (CR 11)
  JINSUL STATION ZEALOTS (5) CR 4
  HP 60 each (see page 13)
  TACTICS 
  Use the tactics from Subtier 5–6.
  Jinsul Base 
  Commander
  
  15
  RETURN TO SENDER
  JINSUL BASE COMMANDER 
  CR 9
  Jinsul technomancer
  CE Medium monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +17
  DEFENSE  
   
   
                  HP 120 RP 4
  EAC 21; KAC 22 
  Fort +8; Ref +10; Will +14
  Defensive Abilities unflankable, unshakable belief
  OFFENSE
  Speed 40 ft.
  Melee bite +16 (2d6+9 P) or
  leg blades +16 (2d8+9 S; critical bleed 2d6)
  Ranged sable shadow pistol +18 (1d10+9 C; critical blind) 
  Technomancer Spells Known (CL 9th; ranged +18)
  3rd (3/day)—explosive blast (DC 20), irradiate (DC 20)
  2nd (6/day)—microbot assault, mirror image (DC 19), security 
  seal, spider climb (DC 19)
  1st (at will)—comprehend languages (DC 18), magic missile
  TACTICS 
  Use the tactics from Subtier 5–6.
  STATISTICS
  Str +0; Dex +4; Con +0; Int +6; Wis +3; Cha +0
  Skills Bluff +22, Computers +22, Diplomacy +22, Intimidate +22, 
  Mysticism +22, Sense Motive +17
  Languages Jinsul
  Other Abilities cache capacitor 1 (unseen servant), magic hacks 
  (charging jolt, flash teleport), powerful leap, spell cache 
  (headpiece)
  Gear white carbon carbon skin (haste circuit, purple force field 
  [HP]), sable shadow pistol with 2 high-capacity batteries (40 
  charges each), spell gem of arcing surge, spell gem of logic 
  bomb, elegant jinsul attire (worth 1,500 credits)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  Unshakable Belief (Ex) Whenever the jinsul base commander 
  is the target of a trick attack, the jinsul can roll a Bluff or 
  Sense Motive check in response. If the jinsul’s result equals 
  or exceeds that of the trick attack skill roll, the trick attack 
  is unsuccessful. If the jinsul’s check exceeds the trick attack 
  check by 5 or more, the creature performing the trick attack 
  gains the off-target condition until the end of their next turn.
  Development: With the base commander defeated, the 
  biolock containment doors sealed, and the path to the reactor 
  secured, the PCs are free to contact Radaszam and Historia-7 
  to inform them it’s time to bring the explosives.  However, 
  there is no time to waste—the PCs can hear the mad chittering 
  of infuriated jinsuls as they pound on the other side of the 
  containment doors, frantically searching for a way in. Luckily 
  for the PCs, with the base commander dead and the doors 
  sealed from the reactor room side, there’s no concern about 
  additional reinforcements making their way inside. Historia-7 
  ensures the lockout on the door controls continues to cycle, 
  preventing other jinsuls onboard the station from taking control 
  before the PCs finish their evacuation.
  Rewards: If the PCs fail to defeat the commander and secure the 
  reactor, reduce each PC’s credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 740.
  Out of Subtier: Reduce each PC’s credits earned by 1,011.
  Subtier 7–8: Reduce each PC’s credits earned by 1,281.
  CONCLUSION
  Within a few minutes of the PCs alerting Historia-7 and Radaszam 
  that the path to the inner reactor is safe and secure, the faction 
  leaders come jogging up the corridor, each holding one handle of a 
  large, circular metallic object. Historia-7 and Radaszam secure the 
  device to the base of the reactor, Radaszam muttering under his 
  breath about how he’s “getting too old for this kind of work.”
  If the tiny creature from A4 has been with the PCs the entire time, 
  it immediately takes a shine to Radaszam and quickly climbs up his 
  leg and back to perch on his shoulder. Radaszam, known among 
  Starfinders as an animal lover, allows the creature to accompany 
  them out of the base, even reaching up to lay a securing hand upon 
  it as the hurry down the corridors. If the PCs let the creature go 
  its own way, it reappears as the PCs and faction leaders begin to 
  board the stolen jinsul starship for their return voyage. Radaszam 
  instantly kneels down upon seeing the creature, pulling some half-
  squashed rations from a back pocket and tentatively offering them 
  to the whimpering creature. In either case, the creatures curls up 
  into a little ball in Radaszam’s lap as he sits down at the piloting 
  console of the jinsul ship.
  As the jinsul starship pulls away from the starbase, dozens of 
  small drones deploy from docking bays all over the giant base, 
  frantically chasing after PCs and their escaping ship. Historia-7 
  turns, gives the base one final look, and presses the button on 
  a small transponder she held in her hand. After a moment there 
  is a blinding flash of light and the starbase disintegrates into an 
  explosive purple disk. Not looking back, Radaszam engages the 
  Drift engine, and the stolen ship slips into the Drift just as the first 
  shock wave is about to engulf them. He only turns to the PCs once 
  the ship enters the Drift, his toothy grin wider than they’ve ever 
  seen it before. “Starfinders,” he laughs, “that… is how it is done.”
  From here, the PCs return to Radaszam’s base for a quick 
  debriefing. The two faction leaders thank the PCs for their 
  assistance and remark on how the Society’s Forum may not have 
  directly approved the mission, but the outcome was a victory 
  the Society sorely needed. Historia-7 intends on analyzing all the 
  data that the PCs retrieved during their mission, while Radaszam 
  comments on preparing the Society for future encounters with the 
  jinsuls. For now, the PCs get a chance to relax before their next—
  hopefully less strenuous and intense—mission.
  Each of the PCs gains the Jinsul Linguist boon on their Chronicle 
  sheets. If the PCs saved the alien specimen from area A4 and it 
  survived to the end of the adventure, each of the PCs also earns the 
  Surviving Companion boon on their Chronicle sheets.
  
  16
  STARFINDER SOCIETY SCENARIO
  REPORTING NOTES
  If the PCs saved the specimen from area A4 and the creature made 
  it off the station, check box A.
  PRIMARY SUCCESS CONDITIONS
  If the PCs defeat the station commander and blow up the jinsul 
  starbase, they succeed at their mission and each earn 1 Fame 
  and 1 Reputation for any factions associated with their current 
  faction boon.
  SECONDARY SUCCESS CONDITIONS 
  If the PCs find three of the following pieces of information, they 
  each earn 1 additional Fame and 1 Reputation for any factions 
  associated with their current faction boon: learn about the jinsul 
  stealth technology (area A1), learn where the jinsuls plan on 
  striking next (area A1 or A2), take a sample of the bioweapon 
  that the jinsuls intend to use in their attack (area A2), record the 
  location of the newly constructed jinsul warfleet (area A3), or learn 
  about the aquatic robot testing (area B1).
  FACTION NOTES 
  If the PCs manage to rescue the alien specimen from area A4 and 
  bring it to Radaszam at the end of the scenario, they impress the 
  Acquisitives faction leader. Each PC earns 1 additional Reputation 
  with the Acquisitives faction, in addition to any other Reputation 
  earned as a result of completing this scenario. 
  If the PCs manage to complete learn four or more of the 
  secondary success conditions, they impress Historia-7 and the 
  Dataphiles. Each PC earns 1 additional Reputation with the 
  Dataphiles faction, in addition to any other Reputation earned as a 
  result of completing this scenario.
  
  17
  RETURN TO SENDER
  
  18
  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.
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  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 
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  otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means 
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  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 
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  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 
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  of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
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  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
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  an indication as to compatibility, except as expressly licensed in another, independent 
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  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
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  9. Updating the License: Wizards or its designated Agents may publish updated 
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  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 
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  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. 
  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 #1–23: Return to Sender © 2018, Paizo Inc.; Author: 
  Natalie Kertzner.
  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 #1–23 
  Return to Sender
  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 #
  5–6
  7–8
  —
  4,025
  4,922
  5,819
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #1–23: Return to Sender
  Jinsul Linguist (Slotless Boon): By having access to a Jinsul Hierocracy facility, you recovered enough data to give the 
  Society a solid grasp of the Jinsul language. So long as you have this boon, all of your Starfinder Society Roleplaying Guild 
  characters have access to the Jinsul language and can select it anytime they would learn a new language.
  Surviving Companion (Slotless Boon; Vanity): You managed to save a previously unknown alien creature from 
  its captivity within a jinsul weapons-research facility. Since its salvation, the alien has taken a shine to you and often 
  accompanies you on missions as a sort of mascot. Oddly, this alien seems capable of rapid self-cloning, and even if a single 
  specimen made it off the station, the creature has replicated itself enough times so everyone on the mission has their own 
  version of the creature. While the creature provides no special benefits, save where it is called out in a specific scenario, 
  it’s a loyal and affectionate pet that’s willing to follow you on your adventures.
  All Subtiers
  Reputation
  Subtier 7–8
  basic lashunta tempweave (1,950; item level 4)
  caliginous shadow pistol (2,100; item level 4; Starfinder 
  Armory 13)
  cardiac accelerator (3,850; item level 6)
  corona laser pistol (4,270; item level 6)
  elite defiance series armor (6,300; item level 7)
  estex suit III (5,550; item level 7)
  freebooter armor II (4,720; item level 6)
  hook knife (6,300; item level 7; Armory 8)
  industrial welder (3,100; item level 5; Armory 10)
  mk 2 dermal plating (6,950; item level 7)
  purple force field armor upgrade (4,550; item level 6)
  sable shadow pistol (6,750; item level 7; Armory 13)
  spell gem of logic bomb (450; item level 5; limit 1)
  thunderstrike sonic rifle (3,400; item level 5)
  wide-spectrum ocular implant (2,825; item level 5)
  accelerated datajack (8,525; item level 8)
  elite semi-auto pistol (18,200; item level 10)
  haste circuit armor upgrade (9,250; item level 8)
  LFD blindmark rifle (9,800; item level 8; Armory 21)
  mk 1 thermal capacitor armor upgrade (3,600; item 
  level 5)
  preserver’s mantle II (6,400; item level 7; Armory 69)
  red star plasma pistol (7,200; item level 7)
  specialist defiance series armor (16,950; item level 10)
  spell gem of arcing surge (1,400; item level 8; limit 1)
  standard speed suspension (8,800; item level 8)
  white carbon carbon skin (19,650; item level 10)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 1/SF S01-23 - Return to Sender.pdf