TEXT: RASHEEN’S RICHES
  BY MARA LYNN BUTLER
  STARFINDER SOCIETY SCENARIO #1–35, TIER 5–8
  YEAR OF SCOURED STARS
  
  Starfinder Society Scenario #1-35: Rasheen’s 
  Riches 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
  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 #1-35: Rasheen’s Riches © 2019, 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 Flip-Tiles, 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
  Rasheen’s Riches makes use of the Starfinder Core Rulebook, Starfinder Alien Archive, Starfinder 
  Alien Archive 2, and Starfinder Armory. 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 volumes are 
  reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Rasheen’s Riches.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  Handouts.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22
  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)
  Starship
  Author • Mara Lynn Butler
  Development Lead • Thurston Hillman
  Contributing Artists • Leonardo Borazio, William Marton and 
  Sebastian Rodriguez
  Cartographer • Jason Engle and Damien Mammoliti
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda Hamon
  Organized Play Lead Developer • John Compton 
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza,  
  Ron Lundeen, Joe Pasini, Patrick Renie, Michael Sayre,  
  Chris S. 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 • Amirali Attar Olyaee, James Case, Leo Glass,  
  Avi Kool, Lyz Liddell, Adrian Ng, Lacy Pellazar, and  
  Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Marketing Manager • Dan Tharp
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Organized Play Manager • Tonya Woldridge
  Human Resources Generalist • Angi Hodgson
  Accountant • Christopher Caldwell
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Raimi Kong
  Web Production Manager • Chris Lambertz
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Rick Kunz 
  Customer Service Team • Katina Davis, Virginia Jordan, Sara 
  Marie, Samantha Phelan, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, Mika 
  Hawkins, Heather Payne, Jeff Strand, and  
  Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, Whitney 
  Chatterjee, Erik Keith, Josh Thornton, and Andrew White
  
  BY MARA LYNN BUTLER
  RASHEEN’S RICHES
  Where in the 
  Universe?
  Rasheen’s Riches takes place on an unexplored moon in the 
  Vast called Aratrosim. Aratrosim is the largest and most 
  distant satellite of a small gas giant orbiting a young yellow 
  star. The moon orbits Aratros in the Arat system, a series of 
  locations named by the vainglorious Captain Aratrasi of the 
  mining barge who first officially charted the system to the 
  Pact Worlds. The moon of Aratrosim consists of an icy crust 
  over extensive oceans, warmed below the surface by tidal 
  heating, and a rocky core. The differences in temperature 
  and pressure between the frigid surface and the volatile 
  oceans beneath create frequent cryovolcanoes, eruptions of 
  liquid water and other chemicals, which quickly re-freeze 
  in the cold air. Invisible from the surface, a portal to the 
  elemental Plane of Water charges this cryomagma with 
  mystic energies and has enabled the evolution of strange 
  elementally aligned creatures. 
  ARATROSIM
  Icy shell over a dark ocean
  Diameter: ×1/2; Mass: ×1/12; Gravity: ×1/3
  Atmosphere: breathable, thin; Day: synchronous/tidally 
  locked; Year: 10,759 days
  Jelev Rasheen, an explorer and adventurer from the early days of 
  Drift travel, is a name known to many modern travelers. A human 
  of unassuming origins but great ambitions, Jelev made periodic 
  sallies into unexplored systems in the Vast, each time returning 
  with holds full of relics and treasures from distant civilizations. 
  Shortly after the Stardust Plague swept through the Pact 
  Worlds, she left on her final voyage, never to return. Rasheen’s 
  legacy continued however, in the form of self-declared children 
  and adventuring companions who spread the belief that Jelev 
  Rasheen’s last haul was the greatest of all: a cargo fleet laden 
  with unimaginable riches.
  Jelev Rasheen evolved in the popular imagination from a canny 
  explorer and gifted raconteur into a legend across the Vast. The 
  truths of her exploits are almost impossible to ascertain, as few 
  excerpts of her own tales and those of her followers survive, and 
  even those remain clouded by doubt of their veracity. Some claim 
  that Jelev Rasheen never existed, but both the Aspis Consortium 
  and Starfinder Society, among other organizations, have extensive 
  records of civilizations and ruins attesting to her presence, 
  be they first contact with a species with a comprehension of 
  Common or the sigil of the Rasheen family marking the top of an 
  already explored (and suitably pilfered) set of ruins.
  While exactly what happened to Jelev that prevented her 
  return to the Pact Worlds remains her final mystery, countless 
  records and maps purporting to show Jelev’s final resting place 
  have proliferated markets and curio shops alike over the years, 
  each false map leading to dead ends or pre-planned pirate 
  ambushes. Recently, a fragment of a less prominent map made 
  its way into the Lorespire Complex. Arriving before First Seeker 
  Jadnura led the Society into the Scoured Stars, the map fragment 
  had a storied history. A salvager bought a batch of records 
  auctioned off on behalf of a wealthy but reclusive Aballonian 
  businesswoman, and knowing the Society’s reverence for 
  Jelev Rasheen, the salvager sold it to an interested Starfinder. 
  Following this exchange, the map languished in obscurity within 
  the Lorespire Complex as the Society prepared for its disastrous 
  expedition to the Scoured Stars system. 
  With the Society settling down after their recent victory in 
  returning from the Scoured Stars, Radaszam, leader of the 
  Acquisitives faction, began looking through old files in search 
  of promising leads for his agents, and uncovered the purported 
  map. Unlike obvious forgeries, which claimed to pinpoint the 
  location of Jelev’s “golden funeral barge,” this fragment simply 
  showed the location of a beacon. The beacon matched the type 
  of technological device that Jelev usually left upon immediately 
  arriving in a new system. Rasheen would leave subsequent 
  beacons in numerical order as she proceeded in her explorations, 
  creating a sort of “road map” for the transport ships that would 
  follow to collect her findings. After finding corroborating reports 
  that this star system was Jelev’s intended destination, Radaszam 
  is eager to set his agents to what he is convinced is the first stop 
  on her final journey. 
  
  4
  STARFINDER SOCIETY SCENARIO
  However, the Lorespire Complex was not the only repository 
  with a copy of this map. A second copy fell into the hands of 
  the Corpse Fleet shortly after they abandoned the Pact Worlds; 
  upon investigating the little-trafficked system, the Corpse Fleet 
  decided to use the system as an out-of-the-way staging area and 
  refueling stop. A third fragment found its way into a vault of the 
  Golden League, a major Pact Worlds criminal organization. An 
  up-and-coming branch of the criminal syndicate, the Xinya family 
  uncovered the map fragment five years ago and dispatched a 
  starship, the Bliss of Pursuit, to the coordinates. The Xinya starship 
  never returned. Lacking the resources to launch a rescue and 
  unwilling to publicize its loss, the family kept quiet about the map 
  while gathering strength and resources to investigate further. 
  What never came to light, was that the Bliss of Pursuit did locate 
  the isolated system and identified the moon on which Jelev had left 
  her beacon. Before information could be relayed back to the Xinya 
  family, however a Corpse Fleet vessel emerged from a nearby 
  base and ambushed the Bliss of Pursuit. Forced to crash-land, the 
  Xinya crew managed to deactivate Jelev’s beacon, obfuscating its 
  location from other explorers or treasure-seekers. The surviving 
  crew prepared a data package to transmit back to the family’s 
  headquarters with their coordinates and a request for assistance, 
  but unfortunately for them, the Corpse Fleet sent a landing team 
  to eliminate any surviving witnesses. They reanimated a few as 
  guardians for the crash site, unaware of the crew’s discovery of 
  Jelev’s beacon. 
  Radaszam, who is keen to follow in the footsteps of a legend, 
  now tasks the PCs with finding the beacon and picking up Jelev 
  Rasheen’s trail!
  SUMMARY
  The adventure begins with Radaszam briefing the PCs at the 
  Lorespire Complex and tasking them with investigating a set of 
  coordinates from an old map. He believes the coordinates identify 
  the location of a beacon from the legendary explorer, Jelev Rasheen, 
  and point to her last voyage. The Pact Worlds know of Rasheen’s 
  exploits, but many believe most of the tales to be embellished: 
  there is little agreement on where exactly she went, who she met, 
  and what she did—besides return to the Golarion system with 
  fabulous cargos of treasure. Discovering more about the life behind 
  the legend, and where and how it ended, would be a major find for 
  the Starfinder Society, both in terms of reputation and potential 
  new resources. Radaszam sets the agents on Rasheen’s trail. 
  The PCs travel through the Drift to the Arat system, where they 
  find the moon on Radaszam’s map, but not the beacon’s signal. 
  Instead, the PCs’ scanners pick up a crashed starship or anomalous 
  power readings. After landing on the moon’s surface, the PCs 
  navigate across a cryovolcanic field to reach the ship, which proves 
  to be not Jelev’s, but a more modern starship. While exploring the 
  crashed ship, the PCs discover it belonged to a family of the Golden 
  League and was sent to investigate the beacon 5 years ago, but 
  was ambushed soon after arriving. A pair of undead crew members 
  guard the wreckage.
  After overcoming the undead defenders, the PCs should 
  uncover enough information on the ship to locate Jelev’s 
  beacon. While the PCs make their trek to the beacon, a pair of 
  glaciomonitors, semiaquatic predators with a connection to the 
  Elemental Plane of Water, attack. After successfully fending off 
  the elemental attackers, the PCs can reactivate Jelev Rasheen’s 
  beacon and begin transmitting an old data package containing 
  encrypted reports that point to Rasheen’s next destination. Due 
  to the size of these files, the PCs must transmit the codes to their 
  nearby ship. 
  Reactivating the beacon and beginning the data transfer alerts 
  a nearby Corpse Fleet starship to the PCs’ activities. The undead 
  vessel makes its way toward the PCs’ orbiting starship and the 
  PCs must fend off the vessel while maintaining the ongoing data 
  download. Once the PCs defeat the Corpse Fleet vessel, they’re 
  free to enter the Drift and return to Absalom Station with the 
  information. Radaszam thanks the PCs for this momentous 
  discovery and promises to uncover the next step in Rasheen’s 
  journey as quickly as possible. 
  GETTING STARTED
  The adventure begins with the PCs receiving a summons from 
  Radaszam, leader of the Acquisitives faction, to meet him within 
  the First Seeker Ilyastre Memorial Museum on the grounds of 
  the Lorespire Complex. The museum contains cavernous halls 
  with holographic displays and glass cases filled with relics put on 
  public display per the Forum’s votes. As the PCs arrive, a tourist 
  party is in the process of passing through the final stages of their 
  viewing, leaving the PCs alone with Radaszam.
  Read or paraphrase the following briefing from Radaszam to get 
  the adventure underway. 
  Radaszam, the vesk leader of the Acquisitives stands in front 
  of a museum display piece showcasing an ancient polearm of 
  unknown make. He turns to the new arrivals approaching him 
  “Ah great! Have I got a job for you, hotshots. Heard the name 
  Jelev Rasheen?” He turns away from the display, walking and 
  speaking while waving for everyone to follow. “Most of you 
  probably have, even if kids these days don’t read the gazetteers 
  anymore. She was a big shot explorer in the early days of 
  Drift travel, sallied forth to find new worlds and meet new 
  civilizations, all that explorer romantic kind of stuff. She always 
  came back with holds full of riches, but I think for her the real 
  treasure was the stories she got out of it. Until she didn’t come 
  back, that is.”
  Radaszam continues through the museum, still waving to 
  follow him. “No one knows what really happened to her, but 
  everyone she met seems to have had a theory; from her kids, 
  those who call themselves her kids, her adventuring buddies, 
  and the people who read those godsawful pulp stories. Don’t 
  get me wrong, I like a good adventure story as much as the next 
  vesk,” he adds, “but I’ve been on some of those planets and that 
  writer had no idea what he was talking about.”
  
  5
  RASHEEN’S RICHES
  Radaszam 
  Stopping abruptly, Radaszam motions at a clear case on an 
  ornate pedestal, with the label “JELEV RASHEEN—VOYAGE 17: 
  SANCTUM OF THE HIGH PRIESTESS OF THE KATTAR-ZHIN.” It 
  contains several pieces of engraved platinum. “What with all 
  the conflicting accounts, some coming from Rasheen herself, 
  it’s hard to tell what’s real and what’s artistic embellishment. 
  But there is hard evidence for many of her 
  journeys—we 
  have several reliable accounts from 
  seasoned 
  Starfinders who ran into supposedly 
  uncontacted 
  species 
  with 
  prior 
  exposure to the Common language, and 
  with some digging we’ve been able to 
  connect them with Rasheen’s travels. 
  Not to mention the reports of huge 
  stelae with her family sigil carved 
  on them in the middle of nowhere, 
  or collections like this—” he gestures 
  to the case—“lurking in a retired 
  adventurer’s attic, to be sold off by kids 
  who don’t know their history. Jelev 
  Rasheen’s 
  fingerprints 
  are everywhere in the 
  exploration 
  business, 
  once you start looking. 
  And with things settling 
  down after our last dust-up, I 
  had some time to look through 
  the Society’s metaphorical attic 
  for leads, and what do I find but a 
  map of Jelev Rasheen’s last journey.” 
  Radaszam pauses to make eye contact 
  with everyone present. He then removes a 
  laminated hard copy map from a hidden cabinet in the pedestal; 
  it’s an image recovered from a damaged hard drive, with some 
  areas pixelated beyond interpretation, but it clearly depicts a 
  star system, with navigational information in its legend.
  “Following in her footsteps—or even finding her final resting 
  place—would be a major accomplishment, both on its own 
  and for raising the profile of the Society in the Pact Worlds.” 
  Radaszam unlocks the case, removing an object smaller than 
  his palm that may once have been a pendant. He touches it to 
  his forehead reverently, then replaces it carefully, saying, “Trust 
  me, the experience alone is worth it—it’s a rite of passage for a 
  true explorer. I almost wish I could lead this expedition myself.” 
  Radaszam gestures for each of the PCs to perform the same 
  ritual he’s just completed, placing the small object onto their 
  foreheads. If any of the PCs refuse to do so, Radaszam chides them 
  for not “getting in the spirit of things” but otherwise doesn’t force 
  the issue. It’s likely the PCs have questions following this history 
  lesson briefing and Radaszam does his best to answer what he can. 
  Where did this map come from? “I did some digging, trying to 
  find any other fragments of this map. It was part of a document 
  collection auctioned off for some Aballonian lady who owned a 
  major stake in a mining outfit. Winning bid was some salvager, 
  who had no exploration background and didn’t understand what 
  he had; he sold it to us looking to make a few quick credits. This all 
  happened before the Scoured Stars incident; this prize egg’s been 
  hiding out in our files ever since. I came across it while looking 
  for actionable leads, and I couldn’t believe it. There are so many 
  rumors and grifters...But when I cross-referenced it with confirmed 
  records of Jelev Rasheen’s itinerary for her final journey, 
  they describe a similar system, and there’s been no 
  exploration of that sector since. This could be the 
  real thing. “
  What exactly are we looking for? “If 
  Rasheen did stop in this system, she almost 
  certainly left one of her claim beacons. 
  Back when Drift navigation 
  wasn’t as reliable, explorers 
  sometimes left beacons to 
  broadcast their claims to 
  first right of settlement 
  before returning to their 
  home 
  stations. 
  Jelev 
  Rasheen used hers to mark 
  her path on longer expeditions; 
  she’d leave a beacon-zero at her 
  first stop outside known space, 
  with a quick situation report and her 
  planned heading, then beacon-one at the 
  next stop, and so on. If we can find one of her 
  beacons, we can confirm whether or not it’s 
  actually from her last journey, and get a lead 
  on where her next destination might have 
  been—those beacons will be guideposts to her final resting place, if 
  we can just find the first one.”
  What information can you give us about this system? “Not 
  much; famous explorers don’t pick well-mapped systems. It seems 
  a mining company did a quick fly-by, saw there weren’t any 
  mineral deposits floating around, called it the Arat system after 
  their rather… self-obsessed captain, and then they left. Their initial 
  scans show a young yellow star; this map doesn’t depict any rocky 
  near-solar planets, but there are several gas giants, so we might be 
  looking for a moon, or if any local species have achieved advanced 
  technology, a dome system. At those distances from the sun, sub-
  zero temperatures are almost certain, so pack accordingly.”
  Radaszam ends by telling the PCs to acquire any last-minute 
  supplies and pick a starship (likely the Drake or Pegasus hull).
  Boon Allocation: Following their briefing with Radaszam, the 
  PCs have an opportunity to finalize their boon slots. This scenario 
  is important to Radaszam, and the PCs are encouraged to slot 
  the Acquisitives faction boon. This scenario also has the starship 
  tag, indicating that it involves the PCs engaging in one or more 
  starship-based encounters, so they’re encouraged to slot any 
  special starship boons they may possess.
  
  6
  STARFINDER SOCIETY SCENARIO
  TRAVELLING TO ARAT
  It takes 5d6 days of Drift travel to reach the Arat system and the 
  planetoid depicted on Radaszam’s map fragment. 
  Wreckage: Though the Drift journey is mostly uneventful, 
  after about the halfway point through the journey, once the PCs 
  traverse a rough path of the Drift leading further into the Vast, 
  they come across the wreckage of an alien starship. Another 
  starship, a salvage vessel of unknown origin that identifies 
  itself as the Tinker’s Path is already salvaging what it can from 
  the spread debris. The captain of the odd vessel is a beetle-like 
  insectile fey known as a bulabar (Pathfinder Campaign Setting: 
  The First World, Realm of the Fey 58) named Xizzvee (CN male 
  bulabar) who eagerly defends his rights to salvage the destroyed 
  vessel. As long as the PCs don’t act in an antagonistic manner 
  towards Xizzvee, the fey can be quite the conversationalist. If 
  the PCs indicate they have no interest in the wreckage, then 
  Xizzvee becomes more talkative, and he provides the PCs with 
  a bit of history on his ship. Namely, that a group of First World 
  exiles crew the Tinker’s Path and make a living by salvaging lost 
  or destroyed vessels in the Drift. Xizzvee confirms the vessel his 
  ship is in the process of stripping was a civilian liner that lost a 
  long chase against pursuing vessels.
  Captain Xizzvee provides the PCs with a copy of his scans on the 
  destroyed liner. A PC who succeeds at a DC 25 Piloting check notes 
  the stellar coordinates where the chase began as being close to a 
  mostly uncharted world in the Vast called Icefront. A PC who has 
  a Chronicle sheet for Starfinder Society Scenario #1–13: On the Trail 
  of History gets a +4 bonus to this check, and can note that the Ice 
  front is the Pact World designation for the world of Izalraan, home 
  to a civilization that fled the Scoured Stars known as the izalguuns. 
  Similarly, a PC who succeeds at a DC 25 Engineering check can 
  review the damage reports that Captain Xizzvee put together and 
  recognize the damage as being the result of boring torpedoes. If 
  the PCs have had any previous contact with jinsul starships (such 
  as in Starfinder Society Scenario #1–13: On the Trail of History or 
  Starfinder Society Special #1–99: The Scoured Stars Invasion) then 
  they recognize the weapons as being jinsul in origin.
  Though unimportant to the rest of this adventure, this minor 
  encounter further emphasizes the ongoing story of the Year of the 
  Scoured Stars.
  In-System: The PCs arrive in Arat, orbiting the immense gas 
  giant of Aratros following their brief encounter with the Tinker’s 
  Path and the completion of their journey through the Drift. 
  After arriving in-system, the PCs’ first task should be locating 
  Rasheen’s beacon, scanning and using their starship systems to 
  try to find the beacon. According to the map fragment, Rasheen’s 
  planned first stop was one of the gas giants, Aratros, which was 
  relatively far from the system’s star. 
  SCANNING THE SYSTEM
  A PC acting as science officer can attempt a DC 16 Computers 
  check (DC 18 in Subtier 7—8). A successful check reveals that 
  the location doesn’t contain the beacon’s signal, but instead the 
  wreckage of a starship. This success reveals the location of the 
  crashed starship but fails to identify what exactly awaits at the 
  site. The planetoid with the crash is Aratrosim, a large moon 
  matching the map description. The crashed starship is not Jelev 
  Rasheen’s ship, but the GM should not dissuade the players if 
  they make that assumption; doing so may make the Bliss of 
  Pursuit even more mysterious in the coming encounter. Even 
  if the PCs fail to discern this information, they can still figure 
  out the beacon’s location by spending an hour scanning for 
  anomalous power signals. 
  If the science officers succeeds at her Computers check by 5 
  or more, she also detects a signal from another one of the moons, 
  which immediately vanishes as if it were a sensor glitch—this is 
  the presence of a Corpse Fleet ship that acts as system monitor 
  for their advanced operating base, hidden on Aratrosal, a small, 
  rocky planetoid further from the system’s sun. If the science 
  officer succeeded by 10 or more, she can make a subsequent DC 
  20 Culture check, with success identifying the frequency as one 
  used by the Corpse Fleet. Succeeding on this check also reveals 
  that this star system is supposedly unexplored, and no Corpse 
  Fleet activity has been reported in the closest inhabited sector.
  Should the PCs try to follow up on the Corpse Fleet presence, 
  they don’t find any trace of the vessel, which has moved off to 
  await further orders on how to handle the intrusion.
  ANALYSIS
  With a successful DC 19 Physical Science check (DC 21 in Subtier 
  7—8), a PC can assess Aratrosim as a cold moon with an icy 
  crust over its large oceans. The beacon is located on a rare rocky 
  outcrop that rises above the ice crust. Exceeding this check by 
  4 or more detects its cryovolcanic properties, granting the PCs 
  a +2 insight bonus to Survival checks on-world. Succeeding this 
  check by 8 or more causes the realization that the moon is not 
  cold enough to produce this activity naturally. A subsequent DC 
  21 Mysticism check (DC 23 in Subtier 7—8) raises the possibility 
  of an elemental planar connection. 
  Development: The PCs should locate the crash site and the 
  nearest safe landing area. Due to the planet’s thick cloud cover and 
  volatile surface, the closest site to the Bliss of Pursuit is about 10 
  miles (a 1- to 2-hour hike) away.
  REACHING THE BLISS OF PURSUIT
  In order to reach the crashed ship, the PCs must navigate 
  Aratrosim’s cryovolcanic surface, which presents various 
  environmental hazards. 
  Light from the distant sun and the dark turquoise gas giant 
  Aratros cast the planet in blue-green twilight. It reflects from 
  deep cracks in the icy crust so that in places the moon appears 
  to glow from within. Stars shine in the patches of sky not 
  obscured by blue-gray clouds. Fog wafts in a column from a 
  distant hill. The thin air is eerily quiet, with no wind. 
  
  7
  RASHEEN’S RICHES
  Aratrosim has the following environmental qualities, which 
  may negatively affect characters. While the environmental 
  protections afforded by most armors will negate some of these 
  penalties, they are provided for the GM’s use in the event that 
  such protections fail. 
  Fog: The moon’s cryovolcanic activity causes frequent rolling 
  fog banks, which can spread without warning and obscure vision.
  Icy Terrain: The majority of the surface consists of ice, and 
  therefore difficult terrain is extremely common. 
  Low Gravity: Gravity on the moon is slightly less than one-
  third of the standard gravity of Absalom Station. Characters can 
  jump three times as high and as far, and can lift three times as 
  much, and all Athletics checks are reduced by 5. 
  Severe Cold: Temperatures on the surface rarely rise above –10°F, 
  and are typically between –20° and –50°F. Unprotected characters 
  must succeed at a Fortitude save each hour (DC 17 in Subtier 5—6, 
  DC 19 in Subtier 7—8, + 1 per previous check) or take 1d6 nonlethal 
  cold damage (In Subtier 7—8, this damage is lethal.) With a DC 15 
  Survival check (DC 17 in Subtier 7—8), a character can gain a +5 
  bonus to this save. Succeeding by 5 or more allows a character to 
  grant this bonus to 3 other characters, and succeeding by 10 or 
  more allows them to grant this bonus to 6 other characters. 
  Thin Atmosphere: Aratrosim’s thin atmosphere contains 
  low levels of oxygen. Creatures attempting to breathe it must 
  succeed at a Fortitude save each hour (DC 18 in Subtier 5—6, 
  DC 20 in Subtier 7—8, + 1 per previous check) or become fatigued. 
  A character that attempts vigorous physical activity, such as 
  running or lifting heavy objects, must make this save every 
  10 minutes. Prolonged exposure to this thin atmosphere can lead 
  to oxygen deprivation. Characters with environmental suits or 
  environmental protection from armor are not required to make 
  this save, so long as their protective gear remains intact. 
  ARATROSIM ENVIRONMENT DANGERS
  While the PCs orbital scans provided the coordinates for the crash 
  site (or strange power readings), the PCs need to print out a map to 
  guide them on the surface. During the trek, the party faces multiple 
  environmental hazards on their journey. Roll 6 times on the table 
  below, to represent an event every 10—20 minutes of travel. 
  The PCs also need to succeed at a DC 18 Survival check (DC 20 
  in Subtier 7—8) to navigate across the cryovolcanic field that 
  separates their landing point from the crash site. If they succeeded 
  at their Physical Science check in orbit by 5 or more, they gain a +2 
  bonus to Survival checks to identify cryovolcanic hazards. Failure 
  delays their journey to the ship by another hour, meaning that they 
  face more hazards (roll 9 times on the table below, rather than 6). 
  Throughout the journey, PCs who succeed at a DC 24 
  Perception check (DC 26 in Subtier 7—8) notice glowing blue 
  lights moving beneath the thick ice. Though this is not apparent 
  through the thick ice, these lights are the bioluminescent hunting 
  signals of the ice monitors stalking them, which will later ambush 
  them in Area B.
  Development: At the end of their journey, the PCs find the 
  largely-intact wreckage of the Bliss of Pursuit.
  TABLE: ARATROSIM ENVIRONMENTAL DANGERS
  D%  
   
  1-20  
    
  Cryovolcano: Every PC and accompanying allies must succeed a DC 16 Reflex save (DC 17 in  Subtier 7—8) or take 4d6 cold damage. Characters 
  that fail by 10 or more must succeed at a DC 18 Strength or Athletics check or be caught in the cryo-flow and frozen to the surface. If this occurs, 
  the character can be freed with the application of heat, such as a flame or plasma weapon. This process takes 2d4 rounds, and inflicts 1 point of 
  fire damage per round to the character. Alternatively, other damage that does not harm the PC can free the trapped PC, but increase the number 
  of rounds by another 1d4.
  21-40 
   
  Equipment Damage: Elementally charged ice particles in Aratrosim’s atmosphere damage exposed equipment.  One randomly determined PC 
  sustains equipment damage, which leaves them exposed to the severe cold. A PC affected by this will suffer from the severe cold until they or 
  another character succeeds at a DC 18 Engineering check to repair their protective gear.
  41-60 
   
   
  Fog Bank: Sudden fog reduces all sight beyond 5 feet, including darkvision, for 2d4 minutes.
  61-80 
   
   
  Black Ice: An area of especially icy terrain forces the characters to succeed at a DC 18 Reflex save (DC 20 in Subtier 7—8) or take 4d6 
  bludgeoning damage from the sudden fall and jagged terrain. 
  81-100 
   
   
  No Event: Nothing hazardous occurs.
   
  
  8
  STARFINDER SOCIETY SCENARIO
  A. BLISS OF PURSUIT
  A5
  A6
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: STARSHIP
  A3
  A4
  A7
  A1
  A2
  
  9
  RASHEEN’S RICHES
  A. BLISS OF PURSUIT
  An immense red and dark gold starship lies motionless and 
  lodged between two sets of jutting ice mounds. The name 
  Bliss of Pursuit is visible in stylized Common above a set of 
  identification numbers. External damage to the hull, including 
  laser burns and missile impacts, demonstrate that the ship took 
  damage in some intense combat, but the fact that the ship is in 
  one piece indicates that the pilot managed to bring the vessel 
  down in a controlled manner. Ice and snow have collected on 
  the starboard side of the ship, leaving it partially buried and 
  inaccessible on that side. The port airlock shows signs of forced 
  entry, but has been re-sealed. 
  A PC who succeeds at a DC 16 Engineering or Culture check 
  recognizes the crashed vessel as an AbadarCorp explorer frame, 
  often used by mid-ranking diplomats, upscale merchants, and 
  other influential people desiring comfort in long-distance travel. 
  A PC with the Ace Pilot character theme can reduce the DC of 
  this check by 5 per their Theme Knowledge ability. A PC who 
  succeeds at this check by 4 or more also recognizes that the type 
  of vessel wasn’t in service when Jelev Rasheen was known to 
  travel, meaning that this vessel came sometime after the explorer 
  visited the system.
  In order to proceed, the PCs should explore the crashed ship 
  and learn more about its crew, the Xinya family. The PCs can 
  also learn about the Xinya’s association with the Golden League. 
  The PCs may also find traces of the Corpse Fleet squadron that 
  boarded the ship after its crash to eliminate witnesses. The 
  boarding party scavenged the bodies of the captain and pilot, 
  who died in the crash, for necrotech grafts; they then killed the 
  crew’s security and science officers, whom they re-animated as 
  undead to secure the ship from any rescue parties that made it 
  past their outpost on Aratrosal. 
  The ship’s exterior is reinforced bulkhead material, meaning 
  the PCs won’t have an easy time accessing the ship’s interior 
  beyond using the airlock at area A1. Within the ship, life support 
  is barely functional, leaving the internal temperature just above 
  freezing (35°F). If any of the PCs suffer from exposure to the 
  cold, a DC 17 Medicine check warns them that warming a small 
  enclosed area would be helpful for treatment; the showers or 
  entertainment rooms attached to the crew quarters (A3 and A6) 
  are both good options. 
  With only emergency lights for illumination, treat all areas as 
  having dim light. Ceilings within the area rise up to 15 feet.
  PCs who succeed at a DC 25 Perception (DC 27 in Subtier 
  7—8) notice slight drafts of colder air, or small flashes of blue 
  light that they may attribute to reflections off the PCs’ gear or 
  flashlights. These spectral effects are due to the presence of a 
  ghost, the ship’s former Science Officer Qinhu, in the engineering 
  compartment, though they should simply serve to unnerve the 
  PCs for the time being.
  A1. Airlock
  The port airlock has been slightly damaged on the outside by 
  elementally charged ice and snow particles, and requires a DC 17 
  Engineering or DC 19 Strength check to open. The PCs can take 
  as much time as they need to force the door open, though the 
  check should reinforce the abandoned state of the ship. Inside, 
  ice and snow have been tracked in; several sets of boot prints are 
  visible on the floor.
  Once the PCs open the door, read or paraphrase the following.
  The ship’s interior hallways bear blast damage on the walls. 
  Scorch marks of small fires long extinguished stain the floors. 
  A thin layer of frost covers every surface. The air is somewhat 
  warmer than outside and curiously dry. Dull red emergency 
  lighting provides the only illumination. 
  A2. cArgo Hold
  The port cargo hold is in disarray; it once contained emergency 
  supplies and repair equipment, which the surviving crew used to 
  patch themselves and their ship up immediately after the crash.
  Treasure: While the Corpse Fleet landing party stripped most 
  things of value from this area, a small hidden cache remains 
  undisturbed under a grouping of tipped over boxes. A PC who 
  succeeds at a DC 22 Perception check (DC 24 in Subtier 7–8) can 
  discover an unopened freight box that contains some pilfered 
  Xinya family supplies. The crate contains several pieces of stone 
  figurines displaying humanoid figures with two thumbs on each 
  hand and an eye in the back of their head. The figures wear 
  baroque gothic armor inlaid with fine brass trim. These foot-tall 
  stone recreations come from a distant region in the Vast; they 
  have 2 bulk and can be traded for 6,000 credits to most art 
  collectors (8,000 in Subtier 7–8). Along with the stone figurines, 
  the PCs can also find a set of clearsight goggles (Starfinder 
  Armory 100) in the partly hidden box.
  Rewards: If the PCs fail to notice the undisturbed crate, reduce 
  each PC’s credits earned by the following amount:
  Subtier 5–6: Reduce each PC’s credits earned by 1,046.
  Out of Subtier: Reduce each PC’s credits earned by 1,213.
  Subtier 7–8: Reduce each PC’s credits earned by 1,379.
  A3. Port crew QuArters
  These crew quarters are currently in a state of complete disorder, 
  with items strewn across the room as though the artificial 
  gravity was disrupted and no one cleaned up afterwards. The 
  rods that supported curtains dividing the bunks from each other 
  have collapsed, leaving lengths of green fabric on the floor. All 
  the chests lie open.
  This room belonged to the ship’s medic and engineer, who 
  ransacked their personal supplies following the crash. The Corpse 
  Fleet officers took anything of value from their items before leaving 
  the ship. A PC who succeeds at a DC 20 Perception check (DC 22 
  
  10
  STARFINDER SOCIETY SCENARIO
  in Subtier 7–8) notes the presence of heavy boot marks in the frost 
  here. A subsequent successful DC 20 Survival check (DC 22 in 
  Subtier 7–8) reveals that the boot pattern was a tactical search of 
  the room, as though sweeping the ship for threats.
  A4. centrAl QuArters
  This center compartment is quite neat, with the exception of 
  a few papers displaced from the desk. An antique star map 
  is framed above the entertainment screen, and a small stone 
  statue of an upright rat with an incense burner is affixed to one 
  desk. Curtains hide the contents of two bunks with tasteful 
  hangings in red and gold, and the remaining bunks appear to 
  have been converted to couches with the addition of many small 
  cushions matching the curtains. Several decorative scrolls hang 
  from the walls above these seats. A single bloody humanoid 
  handprint mars the inside of the door. 
  The center compartment housed the ship’s captain and her 
  husband, the pilot. The crash killed both of them and the survivors 
  knew that all the immediately useful equipment was in the hold, so 
  this area was left undisturbed except for a brief walk-through from 
  the Corpse Fleet troopers. 
  A PC who succeeds at a DC 23 Perception check or a DC 25 
  Piloting check (DC 27 and 29 respectively in Subtier 7—8) can 
  recognize that the framed map on the wall is a stylized version of 
  Radaszam’s map. It shows the gas giant Aratros as well as orbiting 
  Aratrosim both filigreed with angelic cherubs and golden light.
  A5. sHiP’s Bridge (cr 6 or cr 8)
  As in the hallways, blast marks scorch the walls and ceiling here. 
  The starboard duty stations are badly damaged and appear to 
  have been electrically overloaded. Blood stains spatter the 
  seats at those posts, but no bodies are present, though bloody 
  streaks in the floor indicate they may have been moved. The 
  monitor at the pilot’s station appears to have exploded, leaving 
  the seat riddled with debris and covered with blood and even 
  some frozen pieces of bone. Additional shrapnel appears to 
  have reached the captain’s station. The port duty stations 
  remain intact except for one cracked monitor. 
  This is the Bliss of Pursuit’s now ruined bridge. The area suffered 
  catastrophic damage as part of the ship’s long-past battle with the 
  Corpse Fleet and subsequent crash onto the moon.
  Computers: The PCs can repower the remaining operations 
  computers here with a successful DC 18 Engineering check (DC 20 
  in Subtier 7—8). A subsequent successful DC 16 Computers check 
  (DC 18 in Subtier 7—8) grants basic access to the crew logs. The 
  bridge’s computers, unlike those in the engineering compartment 
  (area A7) can be easily accessed with no preventative firewalls in 
  place—the computers here contain only navigational data and no 
  sensitive Xinya family assets. 
  A PC who gains access to the computer terminals in this area 
  can attempt a second DC 22 Computers check (DC 24 in Subtier 
  7–8) where upon a success they will discover a flight plan similar 
  to the PCs’, that left from Absalom Station roughly five years ago. 
  Other records include scan data and video of their entry into the 
  star system, ending with an abrupt attack, and a subsequent series 
  of voice logs by the ship’s Security Officer (see below). A PC who 
  succeeds at a final difficult DC 23 Computers check (DC 25 in 
  Subtier 7—8) can clarify the Bliss of Pursuit’s old sensor scans and 
  identify the vessel that downed the ship as a Corpse Fleet vessel 
  (see area C). If the PCs learn this information, they gain a +2 insight 
  bonus to gunnery checks against the Corpse Fleet vessel ship in 
  the area C encounter.
  If the PCs access the voice logs, provide them with Handout #1: 
  Ship Bridge Voice Logs (see page 22).
  Treasure: A ferocity blazon (Starfinder Armory 113) lies partly 
  wedged in the captain station’s shrapnel-ridden seat. The insignia 
  is stylized in the form of a blooming lotus flower spitting out 
  flames. A credstick containing 1,200 credits has been secured to 
  the blazon’s back with a small note reading “reserve funds”.
  Trap: During his undead isolation onboard the ship, Hinji (see 
  below) used his engineering knowledge to sabotage various 
  systems on the bridge. He’s rigged the system to identify any 
  living creatures, thus excluding himself and Qinhu. Once a living 
  creature steps onto the bridge, a 6-round countdown begins, as the 
  passive scan continues. Once the timer completes, the bridge’s fire 
  suppression systems activate, though instead of foam they now 
  shower the entire area in a spray of cryoclastic liquid harvested 
  from the nearby terrain. Hinji uses the trap to his advantage, 
  positioning himself outside of the bridge to avoid being affected.
  Creatures: Hinji, the Bliss of Pursuit’s former security officer, 
  lurks in the hallway between the bridge (area A5) and his quarters 
  (area A6). When the Corpse Fleet boarded the vessel, they overtook 
  Hinji but kept him alive while they slew the remainder of the crew. 
  Once they’d finished with their sweep, the Corpse Fleet troopers 
  trapped Hinji within the hallway he now lurks in, setting a timer 
  to open the doors a few days after he would naturally expire. The 
  Corpse Fleet recognized this emotional trauma, along with some 
  mystical rites they performed, would ensure Hinji would rise as a 
  foul undead known as a marooned one.
  The undead Hinji waits until the PCs begin operating the 
  bridge’s remaining terminals before attacking. If the party hasn’t 
  yet explored the engine compartment and found Qinhu’s ghost (see 
  area A7), then the ghost joins Hinji in his attack after 1d4+1 rounds.
  SUBTIER 5–6 (CR 6)
  HINJI XINYA JIAO 
  CR 4
  Male marooned one (Starfinder Alien Archive 76)
  NE Medium undead
  Init +6; Senses blindsight (life) 60 ft.; Perception +11
  DEFENSE  
   
   
                    HP 45 RP 3
  EAC 16; KAC 17
  
  Scaling Encounter A5
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: Hinji takes a –1 penalty to all attack and 
  damage rolls. In addition, reduce the save DCs on the trap 
  in this area by 2.
  11
  RASHEEN’S RICHES
  Fort +5; Ref +3; Will +7 
  Defensive Abilities evasion; Immunities undead immunities 
  OFFENSE
  Speed 40 ft.
  Melee tactical switchblade +10 (1d4+7 S)
  Ranged thunderstrike sonic pistol +8 (1d8+4 So)
  Offensive Abilities trick attack +1d8, debilitating trick 
  TACTICS
  Before Combat Hinji uses Stealth to remain hidden near the 
  bridge and observes the PCs for several rounds before 
  engaging He tries to assess the PCs abilities prior to 
  attacking. Otherwise he attacks once the PCs trigger the 
  trap on the bridge.
  During Combat Hinji uses his debilitating trick on the most 
  heavily armored or obviously melee-oriented PC and then 
  uses his Quick Draw feat to switch between ranged and 
  melee attacks as necessary. Hinji prefers moving through 
  the ship, drawing PCs towards Qinhu and evening the 
  numerical odds. He moves away from the PCs while making 
  ranged trick attacks. (See page 13 for Qinhu)
  Morale Obsessed with the security of his ship, Hinji fights to 
  the death.
  STATISTICS
  Str +3; Dex +5; Con +0; Int +1; Wis +0; Cha +0
  Feats Quick Draw
  Skills Acrobatics +11, Computers +16, Engineering +16,  
  Stealth +16
  Languages Common
  Other Abilities unliving, operative exploits (holographic clone), 
  specialization (ghost)
  Gear basic lashunta tempweave, thunderstrike sonic pistol, 
  tactical switchbladeAR, mk 1 diffraction cloakAR
  SPECIAL ABILITIES 
  Sabotage Life Support (Ex) A marooned one gains a +5 bonus 
  to Engineering checks to disable any device that provides 
  life support.
  Strangle (Su) When a marooned one succeeds at a 
  grapple combat maneuver, the target must attempt a 
  DC 15 Fortitude save. If the target fails, it takes 1d4+7 
  bludgeoning damage and 1d4 Constitution damage; if 
  it succeeds, it takes half the bludgeoning damage and 
  negates the Constitution damage.
  JURY-RIGGED FIRE SUPPRESSION 
  CR 4
  Type technological; Perception DC 28 (notice non-frozen over 
  suppression system); Disable Engineering DC 21 (manually 
  disable nozzles)
  Trigger location (area A5); Reset manual
  Initial Effect wash of cryoclastic liquid (4d10 C); Reflex DC 15 
  half; multiple targets (all targets in area A5); Secondary 
  Effect frozen armor (staggered for 2d4 rounds); Fortitude 
  DC 14 negates; only affects targets who failed their save on 
  the initial effect.
  SUBTIER 7–8 (CR 8)
  HINJI XINYA JIAO 
  CR 6
  Male marooned one (Starfinder Alien Archive 76)
  NE Medium undead
  Init +6; Senses blindsight (life) 60 ft.; Perception +14
  DEFENSE  
   
   
                    HP 80 RP 4
  EAC 18; KAC 19
  Fort +8; Ref +5; Will +9 (+2 vs. spells and spell-like abilities)
  Defensive Abilities evasion; Immunities undead immunities 
  OFFENSE
  Speed 30 ft.
  Melee ultrathin switchblade +14 (2d4+9 S) 
  Ranged resonant dirge pistol +12 (1d8+6 So, critical sicken) 
  Offensive Abilities trick attack, debilitating trick
  TACTICS
  Use the tactics from Subtier 5–6.
  STATISTICS
  Str +3; Dex +5; Con +0; Int +2; Wis +0; Cha +0
  Feats Quick Draw
  Skills Acrobatics +14, Computers +19, Engineering +19, Stealth +19
  Languages Common
  Other Abilities unliving, operative exploits (cloaking field, 
  holographic clone), specialization (ghost)
  Gear kasatha microcord II, resonant dirge pistolAR, ultrathin 
  switchbladeAR, mk 1 diffraction cloakAR
  SPECIAL ABILITIES 
  Sabotage Life Support (Ex) A marooned one gains a +5 bonus 
  to Engineering checks to disable any device that provides 
  life support.
  Strangle (Su) When a marooned one succeeds at a 
  grapple combat maneuver, the target must attempt a 
  DC 16 Fortitude save. If the target fails, it takes 1d6+9 
  bludgeoning damage and 1d4 Constitution damage; if 
  it succeeds, it takes half the bludgeoning damage and 
  negates the Constitution damage.
  JURY-RIGGED FIRE SUPPRESSION 
  CR 6
  Type technological; Perception DC 31 (notice non-frozen over 
  suppression system); Disable Engineering DC 24 (manually 
  disable nozzles)
  
  12
  STARFINDER SOCIETY SCENARIO
  Trigger location (area A5); Reset manual
  Initial Effect wash of cryoclastic liquid (6d12 C); Reflex DC 16 
  half; multiple targets (all targets in area A5); Secondary 
  Effect frozen armor (staggered for 2d4 rounds); Fortitude 
  DC 15 negates; only affects targets who failed their save on 
  the initial effect.
  Development: With a successful DC 23 Mysticism check (DC 25 
  in Subtier 7—8), a PC can identify that Hinji’s reanimation has 
  brought him back as a marooned one, but that the events might 
  have been intentionally set-up. Such undead usually arise when 
  a sentient being has been abandoned on a derelict ship or lifeless 
  asteroid and left to die slowly in isolation, but Hinji had his crew 
  with him and was working towards a viable rescue plan until his 
  sudden death. If the PCs succeed at this check by 5 or more, or also 
  identified the attacking ships as those of the Corpse Fleet in area 
  A5, they realize that the killers of the Bliss of Pursuit crew probably 
  reanimated the crew for some purpose—likely to act as sentinels.
  Meanwhile, the voice logs can provide hints about the context 
  of the crash: shortly after the Bliss of Pursuit entered the 
  system, an unknown vessel forced it to crash-land after a short 
  starship combat. In the brief time the Bliss of Pursuit’s crew had 
  to scan the system, they were able to pick up the signal from 
  Jelev’s beacon and fix its approximate coordinates on Aratrosim’s 
  surface. After the crash, the survivors seemed to have engaged 
  in some sort of signaling attempt in another area of the ship (see 
  area A7) due to the extensive damage to the bridge. The person 
  making the post-crash entries was the ship’s security officer. 
  The last two log entries indicate that their damaged scanners 
  detected another ship landing nearby, and the ship’s security 
  officer ordered defensive preparations.
  Rewards: If the PCs fail to defeat Hinji and investigate the 
  bridge, reduce each PC’s credits earned by the following amount:
  Subtier 5–6: Reduce each PC’s credits earned by 413.
  Out of Subtier: Reduce each PC’s credits earned by 514.
  Subtier 7–8: Reduce each PC’s credits earned by 615.
  A6. stArBoArd crew QuArters
  Hanging blue curtains cover two of the bunks in this section of 
  crew quarters. The remaining bunk has been converted into a 
  couch. A shelf opposite the bunks contains several meticulously 
  organized, old-fashioned physical books. An archaic set of 
  swords rests above the couch. Everything appears neat and 
  orderly, though dried blood covers the shower’s floor. 
  Hinji and Qinhu shared this room; the former has kept it tidy 
  since his death and reanimation. A PC that checks behind the 
  curtains and succeeds at a DC 21 Perception check finds Hinji’s 
  personal datapad, which requires a successful DC 20 Computers 
  check (DC 22 in Subtier 7—8) to access. Readily available files 
  include several counterintelligence manuals and a number of 
  books on gardening. A second successful DC 23 Computers check 
  (DC 25 in Subtier 7—8) reveals a secure data module behind a 
  firewall, requiring a final successful DC 23 Computers check 
  (DC 25 in Subtier 7—8) to access. Failing any of these Computers 
  checks more than twice initiates a wipe of the secure data 
  module, which then requires 8 hours of work and a successful 
  DC 30 Computers check to recover. 
  The data behind the firewall contains surveillance footage of 
  an unknown location at Absalom Station, accompanied by cryptic 
  notes about a rival security officer’s movements, and a series of 
  messages between Hinji and Qinhu as they attempt to arrange 
  meetings between Hinji’s training and Qinhu’s required duties as 
  the house’s technomancer. It appears that the young scion Hinji 
  was carrying on an affair with the hacker; a PC who succeeds at 
  a DC 19 Culture check is aware that members of high-ranking 
  merchant families, legal or not, are expected to cement alliances 
  with other families via marriage, not become romantically 
  entangled with retainers, which would account for the secrecy.
  A7. engineering comPArtment (cr 6 or cr 8)
  Spare parts lie scattered across every available surface and 
  parts of the floor. What appears to be a transmitter dish has 
  been partially disassembled on one of the desks here along 
  with a blinking computer terminal. Wrinkled printouts with 
  frantic notes written in the margins cover another, with cups of 
  long-frozen tea holding a set of blueprints flat. There are several 
  dents in wall at human shoulder height, as though someone 
  punched the wall in frustration.
  After tending their injuries and attending to the most pressing 
  repairs, the Bliss of Pursuit’s crash survivors retreated here 
  to use the compartment’s intact computers to seek help. The 
  crew managed to cobble together a data transmission that 
  they could send through the Drift and inform the Xinya family 
  of their findings, but they were unable to broadcast from the 
  damaged ship. Qinhu worked at breakneck speed to code a 
  program to boost Rasheen’s beacon’s signaling capabilities and 
  use it as a transmitter, and Hinji dispatched the other two crew 
  on foot to deactivate Jelev’s original signal, to hide it from other 
  treasure-seekers, and transmit their own data package. 
  The technomancer, Qinhu hastily scrawled a paper copy of the 
  technical specifications of Rasheen’s beacon, which rests on the 
  desk. A crude surface map also shows the route to the beacon from 
  the crash site and lies beside the technical specification.
  Computers: While the day-to-day operations were conducted 
  on the bridge, the crew’s post-crash activities took place here, and 
  the captain kept important family records behind a firewall on her 
  personal computer in this area. Accessing these systems requires 
  a PC succeed at a DC 21 Computers check (DC 23 in Subtier 7—8). 
  Success grants access to Qinhu’s voice logs after the crash (provide 
  Handout #2: Engineering Voice Logs on page 22), and some of the 
  captain’s documents. These logs confirm that the Xinya family owns 
  the Bliss of Pursuit. A subsequently successful DC 23 Culture check 
  
  Scaling Encounter A7
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: Reduce Qinhu’s corrupting touch damage 
  by 1d6 and the ghost also takes a –2 penalty on all attack 
  rolls. In addition, the radiation leak in this room is somewhat 
  contained, reducing the DC of the radiation sickness by 2.
  13
  RASHEEN’S RICHES
  (DC 25 in Subtier 7—8) lets the PCs identify that the Xinya family 
  has connections with the Golden League, a corporate syndicate 
  of several family lineages from old Golarion widely believed to be 
  involved in illicit activities. 
  Hazard: Low level radiation (medium level in Subtier 7–8; 
  see Starfinder Core Rulebook 403–404) leaks from the nearby 
  engineering components in this area. The PCs armor should 
  protect them from the effects of this radiation, though the seal 
  breaker trap placed on the doors here may temporarily disable 
  those resistances.
  Trap: The marooned one, Hinji, worked alongside Qinhu’s ghost 
  to set-up a series of magical runes along the doors into this room. 
  Creatures entering the room risk setting off the magical runes, 
  which take advantage of the marooned one’s skills at disabling life 
  support systems by temporarily disabling anti-radiation systems 
  on the PCs armor. If the PCs break the seal on one door, then the 
  latent magic gives out on the other door as well.
  Creatures: If the PCs have not yet encountered Hinji on the 
  bridge, drawing Qinhu to his aid, then Qinhu’s ghost lurks here. 
  Qinhu manifests in this chamber as a shadowy figure at the end 
  of the room opposite wherever the PCs enter. The shape takes 
  on more detail as it turns and demands to know why the PCs 
  are “interrupting important plans” before initiating combat. Hinji 
  arrives to support the ghost after 1d4+1 rounds of combat if not 
  already destroyed. 
  SUBTIER 5–6 (CR 6)
  QINHU XINYA MIANG 
  CR 4
  Male ghost (Starfinder Alien Archive 2 58)
  NE Medium undead (incorporeal)
  Init +3; Senses darkvision 60 ft.; Perception +13
  DEFENSE  
   
             HP 43 RP 3
  EAC 15; KAC 16
  Fort +3; Ref +3; Will +7
  Defensive Abilities incorporeal; Immunities undead 
  immunities
  OFFENSE
  Speed 30 ft., fly 60 ft. (Su, average)
  Melee corrupting touch +6 (4d6, DC 14) 
  Offensive Abilities harmful spells, frightful moan
  Technomancer Spells Known (CL 4th)
  2nd (3/day)—caustic conversion, microbot assault
  1st (6/day)—holographic image (DC 16), jolting surge, 
  magic missile
  0 (at will)—dancing lights, psychokinetic hand
  TACTICS
  During Combat Qinhu uses his frightful moan ability to soften 
  up enemies, then prioritizes any opponent using spells. 
  Otherwise, he supports Hinji and targets opponents that pose 
  the greatest threat to him with his corrupting touch.
  Morale Aware that he will rejuvenate in time, Qinhu is reckless 
  in combat and fights until destroyed. 
  Qinhu Xinya 
  Miang 
  
  14
  STARFINDER SOCIETY SCENARIO
  STATISTICS
  Str +0; Dex +3; Con +0; Int +5; Wis +0; Cha +1
  Skills Computers +10, Mysticism +10, Stealth +15
  Languages Common
  Other Abilities rejuvenation, spell cache, unliving
  SPECIAL ABILITIES 
  Corrupting Touch (Su) As a standard action, the ghost can 
  make a single melee attack against EAC. On a successful 
  hit, this attack deals the listed damage. This damage has no 
  type—it manifests in the form of aches from supernatural 
  aging. Creatures immune to magical aging are immune to 
  this damage, but otherwise the damage bypasses all forms 
  of damage reduction. A successful Fortitude save halves the 
  damage dealt.
  Frightful Moan (Su) The ghost can emit a frightful moan as a 
  standard action. All living creatures within a 30-foot radius 
  of the ghost must succeed at a Will save (DC 15) or become 
  frightened for 2d4 rounds. This is a hearing-dependent, 
  mind-affecting fear effect. A creature that successfully 
  saves against frightful moan cannot be affected by the 
  same ghost’s moan for 24 hours.
  SEAL BREAKER 
  CR 4
  Type magical; Perception DC 25 (notice magical runes on 
  walls); Disable Mysticism DC 20 (ruin runes without 
  triggering)
  Trigger location (doors entering A7); Reset automatic
  Effect glitch on armor disabling radiation protection for 1d4 
  rounds; Fortitude DC 16 negates; single target (creatures 
  passing through doors into area A7)
  SUBTIER 7–8 (CR 8)
  QINHU XINYA MIANG 
  CR 6
  Male ghost (Starfinder Alien Archive 2 58)
  NE Medium undead (incorporeal)
  Init +3; Senses darkvision 60 ft.; Perception +18
  DEFENSE  
   
   
                    HP 75 RP 4
  EAC 17; KAC 18
  Fort +5; Ref +5; Will +9
  Defensive Abilities incorporeal; Immunities undead immunities 
  OFFENSE
  Speed 30 ft., fly 60 ft. (Su, average)
  Melee corrupting touch +10 (6d6, DC 16) 
  Offensive Abilities harmful spells, debug spell, frightful moan, 
  draining touch
  Technomancer Spells Known (CL 6th)
  2nd (3/day)—caustic conversion, microbot assault
  1st (6/day)—holographic image (DC 17), jolting surge,  
  magic missile
  0 (at will)—dancing lights, psychokinetic hand
  TACTICS
  See Subtier 5–6.
  STATISTICS
  Str +0; Dex +3; Con +0; Int +5; Wis +0; Cha +2
  Skills Computers +13, Mysticism +13, Stealth +18
  Languages Common
  Other Abilities rejuvenation, spell cache, unliving
  SPECIAL ABILITIES 
  Corrupting Touch (Su) As a standard action, the ghost can make 
  a single melee attack against EAC. On a hit, this attack deals 
  the listed damage. This damage has no type—it manifests in 
  the form of aches from supernatural aging. Creatures immune 
  to magical aging are immune to this damage, but otherwise 
  the damage bypasses all forms of damage reduction. A 
  successful Fortitude save halves the damage dealt.
  Draining Touch (Su) As a standard action, the ghost can make a 
  single melee attack against EAC. On a hit, this attack drains 
  1d4 points from any one ability score of its choice, and it 
  recovers 6 Hit Points. Once a target has been affected by 
  this attack, it cannot be affected again for 24 hours.
  Frightful Moan (Su) The ghost can emit a frightful moan as a 
  standard action. All living creatures within a 30-foot radius 
  of the ghost must succeed at a Will save (DC 16) or become 
  frightened for 2d4 rounds. This is a hearing-dependent, 
  mind-affecting fear effect. A creature that successfully 
  saves against frightful moan cannot be affected by the 
  same ghost’s moan for 24 hours.
  SEAL BREAKER 
  CR 6
  Type magical; Perception DC 27 (notice magical runes on walls); 
  Disable Mysticism DC 22 (ruin runes without triggering)
  Trigger location (doors entering A7); Reset automatic
  Effect glitch on armor disabling radiation protection for 1d4 
  rounds; Fortitude DC 17 negates; single target (creatures 
  passing through doors into area A7)
  Development: After defeating the ghost (and likely Hinji as a 
  follow-up), the PCs can survey the remainder of the engineering 
  room. The written notes on the desk can provide the location of 
  Jelev Rasheen’s beacon, which is only a small hike away from 
  the crashed Bliss of Pursuit. Now that the PCs have the beacon’s 
  location, they can set out to recover it. 
  Treasure: Qinhu’s mortal equipment lies along the western 
  wall; the Corpse Fleet landing party left it here to ensure their 
  reanimation rites had a greater chance of success. The equipment 
  contains the following in Subtier 5–6: lashunta mind mail I 
  (Starfinder Armory 69), an advanced semi-auto pistol with 12 
  rounds and a set of mk 2 fiery runeplates (Starfinder Armory 113). 
  In Subtier 7–8, the weapons and armor are replaced by a regimental 
  dress II (Starfinder Armory 69) and an elite semi-auto pistol with 
  12 rounds. The contents also include Qinhu’s personal credstick, 
  which contains 2,500 credits.
  Rewards: If the PCs fail to defeat Qinhu and investigate the 
  ship’s engineering section, reduce each PC’s credits earned by the 
  following amount:
  
  15
  RASHEEN’S RICHES
  B. THE SILENT BEACON
  1 SQUARE = 5 FEET
  B = BEACON
  PATHFINDER FLIP-MAT: HILL COUNTRY
  N
  B
  
  16
  STARFINDER SOCIETY SCENARIO
  Subtier 5–6: Reduce each PC’s credits earned by 812.
  Out of Subtier: Reduce each PC’s credits earned by 1,037.
  Subtier 7–8: Reduce each PC’s credits earned by 1,263.
  B. THE SILENT BEACON (CR 7 OR CR 9)
  Jelev Rasheen wisely placed her beacon in a rare spot on a jut 
  of rock that rose from the moon’s ice core, so that cryovolcanic 
  activity wouldn’t displace the beacon. Fortunately for the PCs, 
  the Bliss of Pursuit’s pilot had the beacon’s signal fixed before 
  the Corpse Fleet attacked and was able to bring the ship down 
  nearby, crash-landing on solid ice rather than breaking through 
  the ice shell and becoming lost in the ocean. The beacon is about 
  a 20-minute hike from the ship and doesn’t require any further 
  checks for environment incidents.
  Read or paraphrase the following as the PCs arrive.
  A sheening path of rock and ice winds around a sudden growth 
  that juts from the icy ground surrounding the area. Patches of 
  dark ice gleam in the light of the gas giant overhead. At the 
  peak of the winding path, a golden pillar glimmers at the edge of 
  a slowly drifting fog bank. Near the base of the pillar, an access 
  panel is visible; below it, two dark forms lie motionless under a 
  thin layer of snow. 
  Each of the squares here count as being ice and must be treated 
  as difficult terrain, along with increasing the DC of all Acrobatics 
  checks by 5. Along with this, a pervasive fog encompasses the area 
  obscuring all sight beyond 5 feet, including darkvision. In addition, 
  creatures 5 feet away have concealment, while the targets of laser 
  weapons count as having both cover and concealment from the 
  fog. At the start of every round there’s a 20% chance that the fog 
  abates in the area for that round.
  The beacon rests at the top of a rise about 20 feet above the 
  entry path, with a sharp drop on one side. Creatures can scale 
  the walls to get up without using the path, but must succeed at a 
  DC 25 Athletics check in order to successfully climb the jagged ice 
  sides. Accessing the beacon requires some time and is covered in 
  the development section. 
  The two bodies belong to the crewmembers sent from the Bliss 
  of Pursuit to recode the beacon. The two never completed their 
  full modifications, stopping just as they disabled the beacon’s 
  transmitter in preparation to send their own distress signal. A PC 
  who has fought the glaciomonitors, and succeeds a DC 20 Medicine 
  check on the bodies, can identify that the two crew members were 
  slain by a glaciomonitors’s freezing breath.
  Creatures: As the PCs make their way to the beacon site, they 
  should each attempt a Perception check. PCs who achieve a 25 
  or higher (27 or higher in Subtier 7–8) on this check can spot the 
  electric-blue bioluminescence of the glaciomonitors stalking them. 
  These creatures, whose evolution has been influenced by the 
  moon’s connection to the Plane of Water, use their bioluminescence 
  to communicate in short and long flashes resembling flashlight 
  signals. Possessing the animal cunning of apex pack predators, the 
  glaciomonitors carefully maintain their distance. Using caution and 
  their fog shroud ability, the glaciomonitors hide.
  The glaciomonitors attack from out of the fog. Any PC who 
  succeeds at a DC 23 Perception check (DC 25 in Subtier 7–8) is able 
  to act in the surprise round. 
  SUBTIER 5–6 (CR 7)
  GLACIOMONITORS (2) 
  CR 5
  N Large outsider (aquatic, cold, native, water)
  Init +5; Senses darkvision 60 ft.; Perception +10
  DEFENSE  
   
   
                  HP 70 EACH
  EAC 17; KAC 19
  Fort +7; Ref +6; Will +4
  Defensive Abilities fog phase; Immunities cold 
  Weaknesses vulnerable to fire 
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee claws +13 (1d6+8 S) 
  Ranged frost breath +10 (1d6+5 C & P; critical staggered  
  [DC 13]) 
  Space 10 ft.; Reach 10 ft.
  TACTICS
  Before Combat The glaciomonitors stalk their prey under the 
  cover of fog. They attempt to lure a PC away with their 
  bioluminescent lights before striking.
  During Combat The glaciomonitors prefer to soften up their 
  targets with their frost breath before closing in for melee, 
  moving in together against a single target if given the 
  opportunity.
  Morale If one glaciomonitor is reduced to 10 Hit Points or 
  less, it flees. Its packmate covers its escape with its breath 
  weapon until it is out of range before breaking off and 
  joining it in escaping.  If one glaciomonitor is slain, the other 
  fights until death.
  STATISTICS
  Str +3; Dex +5; Con +2; Int -3; Wis +1; Cha +0
  Skills Athletics +10, Stealth +20, Survival +10
  Languages none
  Other Abilities amphibious, arctic adaptation, water breathing
  SPECIAL ABILITIES 
  Arctic Adaptation (Su) A glaciomonitor ignores all vision 
  penalties from precipitation and fog, and they take no 
  movement penalties from icy ground. 
  Fog Phase (Su) For a number of rounds per day equal to its 
  CR, a glaciomonitor can partially dissolve into water vapor, 
  gaining DR 5/magic. These rounds need not be consecutive. 
  Additionally, once per day as a reaction, when it would 
  be struck by a critical hit or the extra damage from a 
  trick attack, a glaciomonitor can render itself completely 
  incorporeal, negating the effect. 
  Frost Breath (Su) A glaciomonitor’s breath weapon has a range 
  increment of 30 feet. 
  
  Scaling Encounter B
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: Remove the glaciomonitors’ fog phase 
  ability and one glaciomonitor has the sickened condition as 
  it suffers from malnutrition.
  17
  RASHEEN’S RICHES
  SUBTIER 7–8 (CR 9)
  GLACIOMONITORS (2) 
  CR 7
  N Large outsider (aquatic, cold, native, water)
  Init +5; Senses darkvision 60 ft.; Perception +14
  DEFENSE  
   
   
               HP 105 EACH 
  EAC 19; KAC 21
  Fort +9; Ref +11; Will +6
  Defensive Abilities fog phase; Immunities cold 
  Weaknesses vulnerable to fire 
  OFFENSE
  Speed 30 ft., swim 20 ft.
  Melee claws +18 (2d6+11 S) 
  Ranged frost breath +15 (2d6+7 C & P; critical staggered [DC 15]) 
  Space 10 ft.; Reach 10 ft.
  TACTICS
  See Subtier 5–6.
  STATISTICS
  Str +4; Dex +5; Con +2; Int -3; Wis +1; Cha +0
  Skills Athletics +14, Stealth +24,  
  Survival +14
  Languages none
  Other Abilities amphibious, arctic 
  adaptation, water breathing
  SPECIAL ABILITIES 
  Arctic Adaptation (Su) A glaciomonitor 
  ignores all vision penalties from 
  precipitation and fog, and they take no 
  movement penalties from icy ground. 
  Fog Phase (Su) For a number of rounds per 
  day equal to its CR, a glaciomonitor 
  can partially dissolve into water 
  vapor, gaining DR 5/magic. 
  These rounds need not be 
  consecutive. Additionally, 
  once per day as a reaction, 
  when it would be 
  struck by a critical 
  hit or the extra 
  damage from a trick 
  attack, a glaciomonitor 
  can render itself 
  completely incorporeal, 
  negating the effect. 
  Frost Breath (Su) A 
  glaciomonitor’s breath weapon 
  has a range increment of 30 feet. 
  Development: 
  With 
  the 
  glaciomonitors defeated, the 
  PCs can reach the beacon 
  and confirm its validity 
  without requiring any sort of check—a cursory scan 
  with a personal comm unit reveals that the device is authentic. 
  Further examination of the beacon reveals a highly encrypted 
  data package containing the coordinates of Rasheen’s next 
  intended destination. Due to the information’s age and level of 
  encryption, the PCs won’t have the opportunity to decode 
  it on-site. They must transmit the information to a suitable 
  storage site in order to return it to the Lorespire Complex 
  for further analysis. The only option to receive the 
  information is the PCs starship.
  The PCs can activate the beacon without any checks, 
  and can direct the stored information to transmit to 
  Glaciomonitor 
  
  18
  STARFINDER SOCIETY SCENARIO
  their waiting ship, however the process will take the better part 
  of a day to complete. A PC who does this can attempt a DC 24 
  Engineering check (DC 26 in Subtier 7–8) to note that someone 
  had modified the beacon to send out a minor data packet through 
  the Drift once the beacon had been activated. Removing this 
  modification is incredibly difficult and requires a subsequent 
  successful DC 30 Engineering check (DC 32 in Subtier 7–8). Failing 
  this check activates the beacon, which begins the data transfer and 
  sends the mysterious signal into the Drift. 
  To maximize the efficiency of the data transfer to their ship, the 
  PCs must return to their starship and enter near orbit of the planet. 
  The route back to the ship from this location is far less treacherous 
  than the previous route taken by the PCs, so there are no further 
  environmental events that occur.
  Treasure: The corpses of the two Bliss of Pursuit crewmembers 
  have some surviving equipment on their person. The bodies 
  contain a mk 2 dermal plating augmentation that requires a 
  successful DC 18 Medicine check to remove, and 20 ft. of smart 
  cable (Starfinder Armory 107). In Subtier 7–8 the augmentation is a 
  recoil stabilizer (Starfinder Armory 89) and the other body clutches 
  onto an autocartographer (Starfinder Armory 98). The bodies both 
  have credsticks with a combined value of 4,500 credits (6,000 
  credits in Subtier 7–8).
  Rewards: If the PCs fail to defeat the glaciomonitors and secure 
  the beacon, reduce each PC’s credits earned as follows.
  Subtier 5–6: Reduce each PC’s credits earned by 999.
  Out of Subtier: Reduce each PC’s credits earned by 1,250.
  Subtier 7–8: Reduce each PC’s credits earned by 1,501.
  C. HOLDING PATTERN
  By the time the PCs return to their ship, the Corpse Fleet outpost 
  has already followed-up on the PCs’ arrival and detected the 
  beacon’s reactivation. A single ship sent to investigate approaches 
  the moon in order to engage the trespassing vessel.
  As the PCs initiate their download, they receive an alert 
  from their scanners detecting the incoming starship. If the PCs 
  successfully analyzed the images from area A5, they recognize the 
  ship as the same model that attacked the Bliss of Pursuit and likely 
  lead to that ship crashing on the moon’s surface. The continuing 
  download prevents the PCs from leaving the system, as entering 
  the Drift would cut off the connection and risk data corruption. This 
  means that the PCs have to stand and fight the incoming attacker.
  Starship Combat: The PCs starship begins in the center of the 
  map, while the Corpse Fleet vessel begins 3d6+5 hexes away. Both 
  ships have a random facing at the onset of the combat. Immediately 
  before combat, the Corpse Fleet vessel, the Congregation of 
  Perpetual Agonies, hails the PCs starship. The Corpse Fleet captain, 
  a skeletal elebrian bone trooper named Inzevra (LE female bone 
  trooper mystic), identifies herself and the name of her ship before 
  asking the PCs their purpose within the system. Inzevra plays coy 
  with the PCs, attempting to learn as much about the PCs’ mission 
  as she can before launching her inevitable attack. She uses Bluff 
  (see Captain in the appropriate ship statblock below) to try to keep 
  her motives concealed, but Inzevra’s foremost concern is learning 
  why the PC came to the area. If the PCs call out the Corpse Fleet’s 
  involvement in the Bliss of Pursuit’s landing and the ensuing attack 
  on the crash site, then Inzevra drops all pretenses and asks bluntly 
  if the PCs slew her undead sentinels. If the PCs respond to this, 
  Inzevra closes communications by promising that she’ll recover 
  one or more of the PCs’ bodies to seed new undead on the world.
  The Congregation of Perpetual Agonies focuses its efforts on 
  taking down the PCs quickly. Inzevra motivates her crew through 
  encouragement, saving demands for when the ship suffers its first 
  in-combat critical roll. The pilot prioritizes making evade stunts, but 
  uses other stunts to counter any unexpected actions performed 
  by the PCs. Engineers prioritize patching, but otherwise uses the 
  divert action to send power to weapons. Gunners take the fire at will 
  action unless they fail to hit the PCs’ starship for two consecutive 
  rounds, at which point they switch to regular shoot actions. Finally, 
  the science officers use shield balancing to compensate for damage 
  as a priority, but otherwise target the PCs’ life support with the 
  target systems action.
  The Corpse Fleet vessel retreats from the area once reduced to 
  20 Hull Points or less (60 Hull Points or less in Subtier 7–8). It 
  attempts to retreat from the map (beyond the range of the PCs 
  ability to maintain the download) and goes for several minutes 
  before stopping and entering the Drift. Once the Corpse Fleet ship 
  retreats, the PCs don’t have to worry about any additional ships 
  attacking them.
  SUBTIER 5–6
  CONGREGATION OF PERPETUAL AGONIES 
  TIER 4 
  Blackwind Sepulcher (Starfinder Core Rulebook 307)
  Medium transport
  Speed 8; Maneuverability average (turn 2); Drift 2 
  AC 20; TL 20
  HP 85; DT —; CT 17 
  Shields medium 60 (forward 15, port 15, starboard 15, aft 15) 
  Attack (Forward) heavy emp cannon (special), light laser 
  cannon (2d4)
  Attack (Aft) gyrolaser (1d8) 
  Attack (Turret) light torpedo launcher (2d8), light torpedo 
  launcher (2d8)
  Power Core Pulse White (140 PCU); Drift Engine Signal 
  Booster; Systems basic computer, basic long-range sensors, 
  crew quarters (common), mk 5 armor, mk 6 defenses; 
  Expansion Bays cargo holds (5) 
  Modifiers +2 Computers; Complement 6
  CREW
  Captain Bluff +11 (5 ranks), Diplomacy +11 (5 ranks) gunnery +11, 
  Intimidate +11 (5 ranks), Piloting +11 (5 ranks)
  Engineer Engineering +16 (5 ranks) 
  Gunners (2) gunnery +11
  Pilot Piloting +11 (5 ranks) 
  Science Officer Computers +13 (5 ranks)
  
  19
  RASHEEN’S RICHES
  C. HOLDING PATTERN
  STARFINDER FLIP-MAT: BASIC STARFIELD
  
  20
  STARFINDER SOCIETY SCENARIO
  SUBTIER 7–8
  CONGREGATION OF PERPETUAL AGONIES 
  TIER 7
  Crypt Warden (Starfinder Adventure Path #3: Splintered 
  Worlds 50)
  Large destroyer 
  Speed 6; Maneuverability average (turn 2); Drift 1 
  AC 21; TL 19 
  HP 170; DT —; CT 34 
  Shields medium 100 (forward 30, port 25, starboard 25, aft 20) 
  Attack (Forward) heavy laser net (5d6), plasma cannon (5d12) 
  Attack (Port) gyrolaser (1d8) 
  Attack (Starboard) gyrolaser (1d8) 
  Attack (Turret) light EMP cannon (special) 
  Power Core Arcus Maximum (200 PCU); 
  Drift Engine Signal Basic; Systems basic computer, basic 
  medium-range sensors, crew quarters (common), mk 4 
  defenses, mk 5 armor; Expansion Bays cargo hold, escape 
  pods, life science lab, medical bay (modified) 
  Modifiers +2 Computers; Complement 20 (minimum 6, 
  maximum 20) 
  CREW
  Captain Bluff +19 (7 ranks), Computers +21 (7 ranks), 
  gunnery +19, Intimidate +19 (7 ranks), Piloting +19 (7 ranks) 
  Engineer (1 officer, 6 crew) Engineering +14 (7 ranks) 
  Gunner (1 officer, 3 crew) gunnery +14 
  Pilot (1 officer, 2 crew) Piloting +14 (7 ranks) 
  Science Officer (1 officer, 4 crew) Computers +16 (7 ranks)
  Development: Once the PCs defeat the Congregation of 
  Perpetual Agonies. They will have a moment to rest before the 
  beacon finishes its upload. No additional Corpse Fleet ships accost 
  the PCs, and if the PCs decide to purse any leads on the Corpse 
  Fleet, they find no signs of the undead remaining within the 
  system. Within only a few short hours, the uplink finishes and the 
  PCs can depart back to Absalom Station without further incident.
  Rewards: If the PCs fail to defeat or drive off the Congregation 
  of Perpetual Agonies, reduce each PC’s credits earned by the 
  following amount:
  Subtier 5–6: Reduce each PC’s credits earned by 999.
  Out of Subtier: Reduce each PC’s credits earned by 1,083.
  Subtier 7–8: Reduce each PC’s credits earned by 1,333.
  CONCLUSION
  Upon returning to Absalom Station, the PCs can meet Radaszam in 
  the Lorespire Complex for a full debrief. The vesk faction leader is 
  exhilarated to have his theory proven correct, and to be on the trail 
  of the legendary Jelev Rasheen. Radaszam eagerly indicates that he 
  plans on presenting the data package to Historia-7 of the Dataphiles 
  upon her return from taking some “personal time.” Radaszam leans 
  in conspiratorially, informing the PCs that he’s quite worried about 
  Historia-7, and hopes to someday learn and be of assistance to 
  whatever she’s currently dealing with or investigating. 
  If the PCs hadn’t already figured out the association, Radaszam 
  can perform a check on local records against the Bliss of Pursuit, 
  identifying it as a vessel belonging to the Xinya family. The 
  Acquisitives leader knows the Xinya family for their association 
  with the Golden League, and he becomes pensive if the PCs report 
  that the beacon sent a separate signal when they reactivated it. 
  Radaszam believes that the Golden League may have information 
  about the next set of coordinates and a possible race may have just 
  begun between the two organizations.
  Finally, Radaszam listens to any reports about the Corpse Fleet 
  and the presence of the Congregation of Perpetual Agonies. If the 
  PCs destroyed the Corpse Fleet vessel, then Radaszam thanks 
  the PCs for their tireless service. If the vessel escaped, Radaszam 
  Congregation 
  of Perpetual 
  Agonies
  
  Scaling Encounter C1
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 5–6: Reduce the number of gunners on the 
  Corpse Fleet ship by 1 and reduce the maximum shields by 
  20 (removing 5 from each side).
  Subtier 7–8: Reduce the maximum shields on the Corpse 
  Fleet ship by 40 (removing 10 from each side), also reduce 
  the HP by 50 and the ship starts with a random critical roll 
  already made on it. In addition reduce the gunnery bonus on 
  the Corpse Fleet ship by 2. 
  21
  RASHEEN’S RICHES
  still congratulates the PCs on surviving, but mulls over the enemy 
  vessel and if its captain will forget the slight. Either way, the 
  Starfinder Society informs the Stewards about the Corpse Fleet 
  presence in the Arat system. Several weeks later, a Stewards patrol 
  returns to Absalom Station reporting signs of a hastily abandoned 
  base with some Eoxian architectural elements, but otherwise 
  found the system clear of Corpse Fleet activity. 
  REPORTING NOTES
  If the PCs failed to stop Xinya family message from transmitting 
  from the beacon in area B, check box A. If the PCs destroyed the 
  Congregation of Perpetual Agonies before it could escape, check 
  box B on the reporting sheet. 
  PRIMARY SUCCESS CONDITIONS
  If the PCs successfully download the data package from Rasheen’s 
  beacon and present it to Radaszam, they succeed in their mission. 
  Doing so earns each PC 1 Fame and 1 Reputation for any factions 
  associated with their current faction boon. PCs who complete 
  this scenario also gain the Explorer’s Perseverance boon on their 
  Chronicle Sheet.
  SECONDARY SUCCESS CONDITIONS
  The PCs succeed at their secondary success condition if they 
  accomplish at least two of the following objectives: identify the 
  Corpse Fleet as the Bliss of Pursuit’s attackers prior to engaging 
  in the starship combat in area C, identify the Bliss of Pursuit as 
  belonging to a family of the Golden League prior to the mission’s 
  conclusion, prevent the beacon from sending a message to the 
  Xinya family, or destroy the Congregation of Perpetual Agonies 
  before the ship can escape. Fulfilling their secondary success 
  condition earns each PC 1 additional Fame and 1 Reputation for any 
  factions associated with their current faction boon.
  FACTION NOTES
  If the PCs satisfy the primary goal, they impress Radaszam and 
  earn more prominence among the Acquisitives faction. Each PC 
  earns 1 additional reputation with the Acquisitives, in addition to 
  any other reputation earned from this scenario. PCs who complete 
  this scenario with an Acquisitives faction boon slotted also gain the 
  Rasheen’s Footsteps boon on their Chronicle Sheet.
  
  22
  STARFINDER SOCIETY SCENARIO
  “Day Zero, 21:43. Can you still call it a good landing if only half the crew can walk away from it? At least I’m only down a leg…Lien 
  splinted it, but the painkillers are taking their time kicking in…can’t happen soon enough. The Drift engine is completely shot…if Chuan 
  can’t get the comms up and running by the time I wake up…we’ll be in real trouble.”
  “Day One, 22:23. Off the painkillers long enough to put together a data package to transmit while Chuan tries to repair the comm 
  array. Hinji won’t let up about the damn beacon and the damn lights—he took Lien and went out to make sure it was what we were 
  looking for, saw some light bouncing off the ice, and now thinks we’re being stalked like this is one of his training exercises. He’s setting 
  watches like the problem’s outside the ship, for hell’s sake…I can’t tell if he’s trying to keep the others focused or if he genuinely doesn’t 
  realize we’ll die here without a rescue.”
  “Day Two, 10:17. I could kiss Hinji—the beacon’s the answer! Our array’s beyond repair, but the beacon’s a giant transmitter, even if 
  it’s out of date. He was able to download enough of the source code for me to analyze…If I can hack together a program to boost its 
  signal output and punch through to the Drift, we can use it to transmit the package home and get help.”
  “Day Three, 17:52. It’s done—all I want is more pills and sleep. Hinji’s going to get a good evaluation out of this; he got Lien to stop 
  crying long enough to cold-proof the EVA suits so she and Chuan can upload the program—I’d rather do it myself, but I can barely make 
  it to the bridge on this leg. At least we have enough supplies for at least a month or so. There’s plenty of ice to convert, and if those 
  lights are some life form, maybe Hinji can do some hunting…
  *plinking noise in background*…wait, what? Oh. Oh hell, no, not again!”
  *gunfire in background, heavy panting in the foreground, then audio cuts off abruptly*
  HANDOUT #1: SHIP BRIDGE VOICE LOGS
  HANDOUT #2: ENGINEERING VOICE LOGS
  “Day Zero, 20:21. Casualty report—extensive. Captain Jiang and the flight officer are both dead. Science officer and medical officer 
  both wounded, Qinhu badly, but all capable of working. Thrusters damaged, Drift engine nonfunctional. No idea who hit us; could 
  someone else have a copy of the map? This was no accident—caught them on scan just before they opened fire. Good thing we 
  got a fix on that beacon first. Will make a full damage assessment and see if we can’t make some repairs and get off this ice ball.”
  “Day Two, 11:27. Qinhu and Chuan at work in the engine compartment; engines and comms are fried, but I checked on that beacon 
  and it’s in full working order. Qinhu thinks he can write a program to use it to broadcast a distress signal. Lien and I are taking 
  turns on watch at the scanners—I don’t like the look of those blue lights outside. Qinhu says it’s just optical illusions from the ice, 
  but they’re too regular to be any kind of atmospheric phenomenon. Lien’s been falling to pieces ever since we got back in. Thought 
  a medic would be able to handle shock better”
  “Day Three, 18:04. Qinhu’s done with the programming; sent Lien and Chuan to upload it to the beacon and send an SOS about 
  an hour ago. Wanted to go with them—those lights outside are still bothering me—but good thing I didn’t, we just got a ping on the 
  scanners. Looks like another starship is about to land, a small one. Setting up defensive protocols; Qinhu’s still in rough shape but 
  he’s got all his spells and he’s as angry as I am. If it’s the same scum that shot us down, let’s see how well they like an ambush.”
  
  23
  RASHEEN’S RICHES
  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 #1–35 :Rasheen’s Riches © 2019, Paizo Inc.; Author: Mara 
  Lynn Butler.
  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 #1–35: 
  Rasheen’s Riches
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  
  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  Items Found During This Scenario
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
   
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  7
  Character Chronicle #
  5-6
  7-8
  —
  4,103
  5,097
  6,091
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #1–35: Rasheen’s Riches
  ▫ Rasheen’s Footsteps (Social Boon; Acquisitives Tier 2): Before using this boon, you must have a Reputation Tier of 2 
  of higher with the Acquisitives faction and spend an additional 2 Fame to check the box that precedes this boon; once 
  you do so, this boon is active and can be slotted as a Social boon.
  Once per adventure when this boon is slotted, you can gain a +4 bonus on the first Diplomacy, Bluff or Intimidate 
  check you make when interacting with a previously undiscovered creature or new species not already known to the Pact 
  Worlds. You can also choose, once per adventure, to gain a +4 bonus on the first Acrobatics, Athletics, or Perception check 
  you make while exploring an area on a previously unexplored world. You must choose to apply these bonuses before 
  attempting the skill checks.
  ▫ ▫ ▫ Explorer’s Perseverance (Slotless Boon; Limited Use): By discovering Jelev Rasheen’s beacon, you’ve 
  uncovered the first step taken in this legendary explorer’s final voyage. The event has kindled an exploratory spirit 
  within you, allowing you to earn some modicum of victory even from failure. Once per adventure, any time during that 
  adventure when you would miss out on the rewards in a scenario, you may check a box off this boon. Instead of losing 
  the full value of rewards listed for that encounter, instead you lose only 50% of that value. Note, this only affects the 
  credit value of an encounter; you still miss out on any Chronicle sheet rewards associated with the encounter, such as 
  item access. Once all check boxes are marked off this boon, you cannot use it any further.
  All Subtiers
  Reputation
  Subtier 7-8
  advanced semi-auto pistol (5,500; item level 7)
  clearsight goggles (2,750; item level 5; 
  Starfinder Armory 100)
  ferocity blazon (4,000; item level 6; 
  Starfinder Armory 113)
  lashunta mind mail I (4,250; item level 6; 
  Starfinder Armory 69)
  mk 1 diffraction cloak (3,200; item level 5; 
  Starfinder Armory 112)
  mk 2 dermal plating (6,950; item level 7)
  mk 2 fiery runeplates (14,000; item level 9; 
  Starfinder Armory 113)
  autocartographer (13,500; item level 9; 
  Starfinder Armory 98)
  elite semi-auto pistol (18,200; item level 10)
  recoil stabilizer (8,550; item level 8; Starfinder Armory 89)
  regimental dress II (18,600; item level 10; 
  Starfinder Armory 69)
  ultrathin switchblade (9,100; item level 8; 
  Starfinder Armory 8)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 1/SF S01-35 - Rasheens Riches.pdf