TEXT: YEAR OF 
  YEAR OF 
  EXPLORATION’S EDGE
  EXPLORATION’S EDGE
  BY MIKKO KALLIO
  SCENARIO #3-22 
  LEVELS 7–10
  THE VAST 
  THE VAST 
  EXPERIMENT: 
  EXPERIMENT: 
  DANCING AT THE 
  DANCING AT THE 
  EDGE
  EDGE
  
  THE VAST EXPERIMENT: 
  DANCING AT THE EDGE
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  GM ResouRces
  Campaign Home Page: starfindersociety.club
  Books: Starfinder Core Rulebook and Starfinder Armory
  Maps: Starfinder Flip-Tiles: City Starter Set, Starfinder Flip-Mat: Basic Starfield, and Starfinder 
  Flip-Mat: Undercity
  Online Resource: Starfinder Reference Document at paizo.com/sfrd
  Table of Contents
  Adventure  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �3
  Appendix 1: Level 7–8 Encounters�  �  �  �  �  �  � 18
  Appendix 2: Level 9–10 Encounters �  �  �  �  �  � 21
  Appendix 3: Game Aids �  �  �  �  �  �  �  �  �  �  �  �  � 24
  Organized Play   �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  � 28
  AUTHOR
  Mikko Kallio
  DEVELOPMENT LEAD
  Jenny Jarzabski
  ADDITIONAL DEVELOPMENT
  Linda Zayas-Palmer
  EDITING LEADS
  Addley C. Fannin and Lu Pellazar 
  EDITOR
  Janica Carter
  COVER ARTISTS
  Sebastian Rodriguez and Miguel Sastre
  CONTRIBUTING ARTISTS
  William Marton and Miguel Sastre
  CARTOGRAPHERS
  Damien Mammoliti
  ART DIRECTION
  Adam Vick 
  GRAPHIC DESIGN
  Tony Barnett
  ORGANIZED PLAY MANAGING DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  Robert G. McCreary
  DIRECTOR OF GAME DEVELOPMENT
  Adam Daigle
  PUBLISHER
  Erik Mona
  HOW TO PLAY
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more information 
  on scenario tags see Chapter 1 of the Guide to Organized Play: Starfinder Society.
  SUMMARY
  The PCs, along with a fleet of Starfinder ships, travel to a Pact Worlds–sponsored colony in the Vast 
  to investigate why Drift beacons have been shutting down in that remote section of space. They 
  find out all colonists were brutally murdered or kidnapped, and while the PCs gather evidence to 
  piece together what happened to the colonists, they encounter hostile robots and rival agents from 
  the Aspis Consortium. Soon after concluding their investigation, the PCs realize they’ve walked into 
  a trap. They must escape before massive explosions destroy the planet and join the Starfinder fleet’s 
  defense against an unfamiliar enemy.
  PLAY TIME: 4–5 HOURS
  LEVELS: 7–10
  PLAYERS: 3–6
  FacTion (exo-GuaRdians, WayFindeRs)
  sTaRship
  
  3
  BY MIKKO KALLIO
  THE VAST EXPERIMENT: 
  DANCING AT THE EDGE
  WHERE IN THE 
  UNIVERSE?
  This adventure centers itself on the colony planet Siygess-4, 
  where Starfinders investigate why Drift beacons in the Vast 
  have been shutting down in recent years.
  SIYGESS-4
  The New Hope in the Vast
  Diameter: ×3/4; Mass: ×1; Gravity: Normal
  Atmosphere: Normal; Day: 11 hours; Year: 13 years
  Siygess-4 is a planet of lush forests and tall mountains. 
  The planet’s large metallic core and unique magnetic field 
  make thunderstorms a common occurrence, but the planet’s 
  inhabitants have long since erected shield towers that 
  protect their settlements against the storms. The planet’s 
  only major city, New Hope, is technologically advanced, but 
  the majority of the planet remains an untamed wilderness 
  dominated by impossibly tall and sturdy trees that have a 
  metallic sheen to them. The planet’s three moons have only 
  a tenuous atmosphere each, but there are many mining 
  facilities on the moons that ship minerals to Siygess-4 for 
  production of refined goods.
  Over the past two years, Drift beacons in the Vast have been 
  sporadically shutting down. As a result, a section of space has 
  grown increasingly inaccessible. The affected region is remote, 
  and in the Pact Worlds, only organizations like the Starfinder 
  Society have a vested interest in solving the problem. 
  The cause of the disruption is a mysterious force that has been 
  building up its influence within the Vast. To further entrench its 
  claimed section of space, and cut it off from the Pact Worlds and 
  other interstellar powers, it has been using obscure techniques 
  and knowledge to deactivate Drift beacons. This force is now 
  ready for the next step of its plan: to unleash a potent set of 
  digital viruses into the infospheres of the Pact Worlds and 
  civilizations of Near Space. The goal of this “Data Scourge” is to 
  sow discord and confusion in preparation for an eventual strike 
  against the Pact Worlds.
  Though the Starfinder Society has not yet discovered the 
  true nature of the Drift beacon deactivations, it is actively 
  seeking answers. In partnership with the Aballonian corporation 
  Resurgent Technologies, the Society helped design and test a 
  new generation of starship intended to rigorously explore the 
  Vast. These events took place in prior adventures of the Vast 
  Experiment series: Starfinder Society Scenario #3-04: The Vast 
  Experiment: Falling into Deliverance and Starfinder Society 
  Scenario #3-12: The Vast Experiment: First Flight.
  With the development of the starship complete, the Society 
  now waits for the new models to emerge from production. 
  Meanwhile, the leaders of the Exo-Guardians and Wayfinders 
  factions have decided to take several of their current-generation 
  Drake and Pegasus models on a mission to find more clues at 
  the edges of the affected space. The Society’s destination is New 
  Hope, a Pact Worlds–sponsored colony in the Siygess system. 
  What the Society doesn’t know is that an enemy has already 
  visited the world, overrun it with robotic attackers, and killed or 
  captured all the colonists. New Hope is a trap for the Starfinder 
  Society, set to spring when the mounting mysteries around the 
  Drift beacons inevitably attract their attention.
  GETTING STARTED
  The PCs begin onboard the flagship of the Wayfinders faction, 
  the Master of Stars, which is in orbit around Absalom Station. 
  Wayfinders faction leader Fitch informs the PCs that she and the 
  leader of the Exo-Guardians faction, Zigvigix, want to discuss an 
  important upcoming mission in the Vast. Read or paraphrase the 
  following to get the adventure underway.
  In the briefing room, a shirren heavily augmented with 
  cybernetics and a white-furred ysoki are engaged in a heated 
  argument. With their antennae twitching angrily, Zigvigix says, 
  “Fitch, you know that can’t be true!” Fitch, realizing that she 
  and Zigvigix are no longer alone in the room, remarks, “Zig, let’s 
  talk about that later. We have more urgent matters to discuss.”
  
  STARFINDER SOCIETY SCENARIO
  4
  SKILL CHECK DCS
  This adventure uses many skill checks in several encounters. 
  Instead of all skill check DCs being listed individually, the 
  skill checks are each assigned a difficulty—Easy, Average, or 
  Hard—that determines their DC.
  SKILL CHECK DCS
  Levels  
  Easy 
  Average 
  Hard
  7–8 (4 players) 
  16 
  19 
  25
  7–8 (5 players) 
  17 
  20 
  26
  7–8 (6 players) 
  18 
  21 
  27
  9–10 (4 players) 
  19 
  22 
  28
  9–10 (5 players) 
  20 
  23 
  29
  9–10 (6 players) 
  21 
  24 
  30
  Zigvigix, now looking somewhat embarrassed, utters, “Ah, 
  Starfinders! Thank you for joining us—there is an important 
  mission I want to discuss with you. As you probably know, Drift 
  beacons have been shutting down in a remote region of space 
  within the Vast, and it is exceedingly important for the Society 
  to find out why. To this end, we are sending a large expedition, 
  comprising several dozen combat and exploration ships, into the 
  Vast. The Master of Stars will remain behind. Instead, we have 
  two command vessels; I’ll take the battleship Vigilant Calm for 
  a spin and lead whatever battle efforts may prove necessary, 
  while Fitch will captain the Swift Clarity to lead exploration of 
  the area.”
  Fitch nods in agreement and continues, “You’ll be joining the 
  exploration wing under my command. Your mission is to explore 
  Siygess-4, a planet known to have a Pact Worlds–sponsored 
  settlement within the region of space affected by the Drift 
  beacon deactivations. Once you’ve arrived in the system and 
  ascertained there are no immediate threats, you should land in 
  New Hope, the planet’s only major city. You should contact local 
  authorities and find out if there have been any recent incidents 
  that may be related to the deactivations. You should also keep 
  an eye out for anything that seems out of place. Meanwhile, 
  other teams will explore other locations on the planet, and 
  Zigvigix’s forces will investigate the planet’s three moons.”
  Fitch indicates that the PCs should choose which starship 
  frame they want to take, likely the Drake or the Pegasus. New 
  generation models are still in production and aren’t yet available. 
  Fitch reminds them that since their primary mission is exploration, 
  she recommends the Pegasus, but Zigvigix comments about 
  potential dangers in the Vast and recommends the Drake.
  Fitch and Zigvigix do their best to answer any questions the 
  PCs may have.
  What were you arguing about? Zigvigix answers, “Fitch, uh, 
  recently discovered a bootleg recording, which allegedly features 
  Strawberry Machine Cake’s CAPTAIN*CARMINE and Abysshead’s 
  Drix singing a duet! A ballad of all things! Everyone knows it must 
  be a fake.” Fitch merely shrugs.
  Any idea why the Drift beacons are shutting down? Fitch 
  shakes her head. “We don’t know, and the Church of Triune hasn’t 
  been too eager to comment on it, either. Might be some strange 
  phenomenon affecting that region of space, or it might be that 
  someone or something wants to keep outsiders out. It’s our job 
  to find out.”
  What is the region of space like? “It’s in the Vast, so the 
  location is quite secluded,” Fitch says. “Other than the colonists, 
  there are no civilizations in the system that we know of.”
  What sort of trouble can we expect? Zigvigix answers, “The 
  system has been stable for a long time, so there are no known 
  hostile groups in the region of space. But since we don’t know 
  who or what is behind the Drift beacon deactivations, we need to 
  be prepared for anything.”
  What is the colony like? Fitch explains, “The residents are 
  originally from the Pact Worlds. New Hope is a city of 50,000 
  people, and several thousand more live in smaller settlements. 
  They are largely self-sufficient, and we don’t know much about 
  their colony’s current state. The planet’s three moons are lifeless, 
  and as far as we know, there are only small mining settlements 
  there.”
  CULTURE (RECALL KNOWLEDGE)
  Based on the result of a Culture check, the PCs might know more 
  about the planet and colony. They learn all the information for 
  which the DC is equal to or less than the result of their check.
  15+: The colonists of Siygess-4 are mostly humans, lashuntas, 
  and kasathas, but a large number of androids, dwarves, and 
  ysoki also live among them. Originating from the Pact Worlds, 
  the colonists retain their citizenship in their original home worlds.
  20+: The most iconic landmark is a group of tall towers built 
  around the city—they shield the city against frequent and fierce 
  thunderstorms by absorbing the energy and storing it for later use.
  25+: The founders of the colony wanted to create a utopian 
  society far away from the Pact Worlds, based on the ideals of 
  openness, sharing, and common good. They succeeded; the 
  people are happy and crime rate is quite low.
  30+: Their openness also extends to their design and 
  technology—everything is made to be intuitive for those who 
  keep an open mind. Any PC who rolled this result can reroll any 
  one skill check during the course of this adventure and take the 
  better result.
  THE ARRIVAL
  “Let’s go!” Fitch announces on comms, and soon Zigvigix follows 
  suit, exclaiming, “Everyone with me!” One by one, the ships of 
  the Starfinder fleet disappear into the Drift. When the days-
  
  THE VAST EXPERIMENT: DANCING AT THE EDGE
  5
  ZIGVIGIX
  FITCH
  long journey is finally over, the ship emerges from the Drift. 
  A majestic view lies ahead: a green planet with vast forests, 
  great mountains, and mighty 
  rivers as big 
  as oceans. Clouds floating far 
  above the surface flash angrily 
  with lightning, and a cluster 
  of tiny dots of light cradled by 
  mountains reveals the location of 
  what looks like a city. A blue-tinged sun 
  glows radiant in the distance, bathing 
  the planet and its three rocky moons 
  with its light, and revealing another 
  four planets in the system.
  Because of some anomaly caused by 
  the recent Drift beacon deactivation, the 
  PCs end up emerging first, ahead of the 
  fleet and in orbit of the planet. The ship’s 
  sensors automatically scan the ship’s 
  surroundings, but don’t detect any ships 
  or other objects of note other than the 
  planet and its moons.
  The ship’s scanners also detect a city 
  built into a mountain valley. While the 
  mountainous landscape surrounding the 
  city is ill-suited for landing, the 
  city has a spaceport. If the PCs 
  succeed at an Easy Computers 
  check to scan the planet (applying a 
  bonus from the ship’s sensors), they 
  discover the planet has a normal 
  atmosphere and gravity and is rich 
  in both minerals and biomass.
  As the PCs approach New Hope’s 
  spaceport, the ship’s sensors detect 
  a single ship whose energy signature 
  indicates it has landed recently; it seems 
  all other ships in the city have been 
  inactive for at least several days. If the 
  PCs use their ship’s sensors to scan 
  the landed ship and succeed at an 
  Average Computers, Engineering, 
  or Perception check, they notice 
  its engines and other components 
  correspond to those used in many Pact 
  Worlds starships. If the check’s result 
  meets the Hard DC, they deduce that it 
  is an Aspis Consortium ship. The sensors 
  detect no life forms within the Aspis 
  ship; however, there are a number of life 
  forms elsewhere in the city. As the PCs 
  later discover, these detected life forms are Aspis agents from the 
  landed ship as well as small animals living in the City Park.
  INVESTIGATION
  The PCs can investigate the city one location at a time, 
  starting at the spaceport. Significant locations are listed 
  below. When the PCs enter a location, describe the area, 
  after which the PCs can attempt any checks or perform 
  any actions mentioned in the individual entries. All 
  computers mentioned in the entries are Tier 3. 
  Traveling from a location to an adjacent location 
  takes about 10 minutes, and fully investigating 
  an area takes 60 minutes. Locations are 
  considered adjacent if they share a 
  border on Handout #1: New Hope 
  City Map (see page 26).
  The PCs can take a 10-minute 
  rest at any point during the 
  investigation. Once the PCs have 
  investigated each area within the 
  city, proceed to the Concluding the 
  Investigation encounter.
  SPACEPORT
  The spaceport has two large landing 
  zones with domed buildings for arrivals 
  and departures next to them. Save for 
  the rumble of distant thunder, it’s ominously quiet. 
  There are no living creatures—humanoid or 
  otherwise—anywhere in sight. All signs 
  are written in Pact Worlds languages. 
  Screens on the walls show all flights 
  are canceled, and the dates of the last 
  scheduled flights to the Pact Worlds and 
  other destinations were three weeks ago. 
  A news headline scrolling horizontally at 
  the bottom of the screen says: “All Drift 
  traffic canceled. Please check your 
  Spaceport account for details.” A 
  large map on the wall shows the 
  layout of New Hope. Give the 
  PCs Handout #1: New Hope 
  City Map.
  There are only a few ships 
  in the landing zones. If the PCs 
  observe the remaining ships and 
  succeed at an Average Engineering 
  check, they realize the ships (with the 
  sole exception of the Aspis ship) were 
  undergoing repairs or otherwise weren’t 
  space-worthy at the time. When the 
  invading robots attacked the city, they 
  stole all ships they could and used 
  them to transport people and other assets. The Aspis ship, if 
  approached, protects itself against entry with a force shield.
  
  STARFINDER SOCIETY SCENARIO
  6
  There are computer consoles available for passengers to use. 
  If the PCs study them and succeed at an Easy Computers check, 
  they can easily find out why flights were canceled: the nearest 
  Drift beacons deactivated three weeks ago. A successful Hard 
  Computers check allows the PCs to view logs and cargo manifests, 
  which reveal that there should be a few hundred starships in the 
  Spaceport. Only a handful remain.
  RESIDENTIAL ZONE
  The residential area closest to the Spaceport is known as Miners’ 
  Town. The homes are compact but built from high-quality materials. 
  Architecture and landscaping combine dwarven, human, and other 
  Pact World aesthetics. Shops and dwarven alehouses are also 
  common in the area.
  Green Town sits between Miners’ Town and Sky Town’s high-rise 
  buildings. The houses are spacious and have plots for recreational 
  farming. Shops and schools are also common in the area.
  Apartments in Sky Town, particularly on the upper floors, 
  have the best view of New Hope and the surrounding landscape. 
  Businesspeople, artists, traders, and people in many other 
  professions once favored 
  this area.
  Most 
  of 
  the 
  city’s 
  population used to live 
  in these three areas. Any 
  PC succeeding at an Average 
  Culture check estimates the homes 
  built in the residential zone are enough 
  to comfortably house up to 60,000 residents. 
  There are no colonists to be seen anywhere on 
  the streets or within the residences. As the PCs 
  investigate the area, they notice many things which 
  suggest that whatever caused the colonists’ disappearance was 
  swift and unexpected: there are unfinished meals inside homes, 
  shopping carts full of groceries near vehicles, and discarded 
  items left randomly in the streets. If the PCs study spoilage in 
  the meals or groceries and succeed at an Average Life Science or 
  Survival check, they estimate the disappearance happened two 
  weeks ago. It’s evident the attack was very systematic. All homes 
  look as if they’ve been ransacked, and various personal effects 
  are laid out in plain view. A successful Easy Perception check 
  reveals that seemingly random items are obviously missing: 
  lightly shaded squares on the wall where paintings used to hang, 
  conspicuously empty spaces in bookshelves, and so forth.
  As the PCs navigate the streets, they each can attempt an 
  Easy Perception check. A success indicates they find bullet holes 
  and bloodstains on the walls and pavement. The PCs may then 
  attempt a Hard Perception or Survival check to find thousands of 
  bodies—humans, lashuntas, and other species—unceremoniously 
  discarded in otherwise empty storage facilities. Despite the high 
  body count, it’s obvious the number of victims represents only a 
  fraction of the total population. The bodies have plasma burns 
  and deep lacerations from some vicious bladed weapons, and any 
  PC succeeding at an Average Medicine check can estimate the 
  victims died two weeks ago.
  COMMERCIAL DISTRICT
  Colorful holographic signs indicate this area is full of shopping 
  malls, restaurants, theaters, offices, banks, and other 
  establishments where people spend, earn, or invest money. Here, 
  too, the streets are empty. Items on the shelves of most shops 
  have not been touched, with the notable exception of sensors, 
  weapons, and other high-tech equipment. While studying this 
  area, if the PCs succeed at a Hard Perception or Survival check, 
  they notice the signs of violence that are far more subtle than in 
  other districts, as if the attackers were more careful in this area.
  Development: Just as the PCs finish investigating this area, 
  robots attack them as detailed in area A (page 8).
  GOVERNMENT DISTRICT
  New Hope’s parliament, city guard headquarters, 
  courthouses, tax office, and other colonial institutions 
  are all located in the Government District. The 
  architectural style is reminiscent of what 
  historians know of pre-Gap cultures, 
  blending styles of various Pact 
  Worlds’ peoples.
  This 
  is 
  where 
  the 
  resistance 
  against 
  the robotic attackers 
  was fiercest. The 
  city guard held its ground for a time, but in 
  the end, all were slaughtered. The buildings and 
  pavement in the area where the battle took place have many bullet 
  holes, burn marks from laser and plasma weapons, and damage from 
  WATAROON
  
  THE VAST EXPERIMENT: DANCING AT THE EDGE
  7
  explosions. The ground is still spattered with dried blood and littered 
  with broken glass and other debris. It’s easy to follow the blood trails 
  and find the bodies of the city guard dumped in a nearby building.
  Within the buildings, storage devices as well as the few 
  physical official documents have been laid out. If the PCs succeed 
  at a Hard Computers check to hack any of the computers, they 
  find video footage that depicts bipedal robots entering the office, 
  downloading data, and optically scanning documents.
  INDUSTRIAL AREA
  This area, conveniently close to both the Spaceport and 
  Commercial District, houses facilities focused on refining raw 
  materials, producing goods, handling waste, 
  and generating power. Industrial odors, such 
  as those of oil and chemicals, hang in the air. 
  One of the main landmarks in this area is a tall 
  communications tower.
  The facilities have been abandoned since the attack two weeks 
  ago, but when the PCs enter, they notice automated production 
  and other operations continue as though nothing happened. 
  The communications tower is equipped with an array of 
  sensors, receivers, and transmitters. If the PCs enter 
  the tower, they find it empty of personnel, but all 
  computers are still functional. If a PC succeeds at 
  a Hard Computers check to hack a computer (or 
  Hard Perception check to find a keycard that grants 
  access to the computers), they can access footage showing 
  robots performing optical and deep-dive digital scans on several 
  locations within the city.
  CITY PARK
  This large green area has pleasantly fragrant gardens, 
  streams and ponds, picnic tables, and wooded areas. 
  Duck-billed mammalian creatures with beady eyes 
  live in the trees, chirping and singing to each other. 
  Occasionally, one glides across the path to a new perch. A 
  sign warns against feeding the wildlife.
  Any PC succeeding at an Easy Culture check knows the 
  locals call the animals wataroons and feed them despite the 
  warnings. A successful Average Life Science check reveals they 
  are native to the planet’s forests and highly resistant to electricity, 
  gliding great distances during thunderstorms. City wataroons are 
  quite tame—any PC succeeding at an Easy Survival check 
  can tame a wataroon, which then follows the PC around.
  If the PCs succeed at an Average Survival check, 
  they find some signs of struggle and strange, robotic 
  footprints.
  SPORTS STADIUM
  This open-air arena was intended for spectator sports and large 
  concerts. One of the goals is tipped over, while the other one is 
  still standing. A ball sits in the middle of the field, but there are 
  no players or spectators. Bloodstains on the grass suggest some 
  form of violence occurred here recently. A large screen on one 
  side of the arena still flashes “What a goal!” in huge letters.
  The PCs can manipulate the screen with a successful Average 
  Computers or Engineering check to play back earlier footage. 
  The same happens if the PCs kick the ball into the goal. In 
  either case, the screen shows a dropship deploying a few dozen 
  heavily armed robots right in the middle of the ongoing game, 
  then shoving people around to herd them into smaller groups. 
  SIGILED SENTINEL
  
  STARFINDER SOCIETY SCENARIO
  8
  A few kasatha and human athletes attempted to tackle some of 
  the attacking robots but were promptly killed with blades and 
  energy weapons. The others went willingly after witnessing the 
  attackers’ firepower. The footage confirms that most colonists 
  were indeed captured rather than killed.
  A� TROUBLE IN 
  BUSINESS TOWN (CR 11 
  OR CR 13)
  Suddenly, the sound of marching 
  metal feet rises above the rumble 
  of distant thunder. A group of 
  robots rounds a street corner, 
  running 
  in 
  formation, 
  with their arm-cannons 
  glowing and buzzing with 
  raw energy, and sharp 
  swords gleaming under the 
  neon lights of the street. 
  As they march closer, they 
  begin a chant: “Eliminate 
  survivors. 
  You 
  will 
  be 
  removed! You will be removed!” 
  They repeat the words over and 
  over, taking the rhythm from their  
  double-time march.
  Creatures: The robot patrol attacks the 
  PCs, following their orders to exterminate 
  any survivors of the initial attack. Strange 
  runes glow on the robots’ bodies, and some 
  of their components look newer than their 
  old, industrial chassis. Two of the robots 
  have the stalker specialization, and the 
  other two have the shooter specialization. 
  Stalker models close into melee as 
  quickly as possible, using their runes 
  to turn invisible after attacking. Shooter 
  models keep their distance, positioning 
  themselves so they can catch as many PCs 
  in their attack’s area as possible. They fight 
  without fear until destroyed. 
  LEVELS 7–8 (CR 11)
  SIGILED SENTINELS (4)            CR 7
  Page 18, art on page 24
  LEVELS 9–10 (CR 13)
  SIGILED SENTINELS (4)             CR 9
  Page 21, art on page 24
  Development: Any PC who studies a defeated robot and 
  succeeds at an Average Engineering check notices the robot’s 
  chassis uses crude, older technology, but some of its more critical 
  components have been retrofitted with newer parts. Any PC who 
  succeeds at an Average Mysticism check can confirm that the 
  magical runes weren’t part of the robots’ original design. Just 
  as the PCs prepare to continue their investigation, Aspis agents 
  arrive on scene, as detailed in the Aspis Arrival encounter below.
  ASPIS ARRIVAL
  A woman steps from the shadows, slowly holstering her pistols, 
  then showing that both hands are empty. In a stern but calm 
  voice, she introduces herself. “I am Captain Alis Sandel of the 
  Aspis Consortium. Looks like we’re late to the party. Please 
  put your weapons away, as I believe we’re here for the 
  same reason. This is my crew.” She beckons to her 
  companions to also reveal themselves. The others 
  wave and nod their greetings. One is an android 
  who walks with a slight limp and another is a 
  vesk who clutches her bandaged side. An 
  uninjured half-orc hoists a flamethrower 
  over one shoulder, his eyes darting around 
  warily. Alis continues, “Yeah, we also had a 
  run-in with robots. Anyway, let’s exchange 
  information, shall we?”
  The group of Aspis agents are the crew from 
  the ship PCs saw in the spaceport earlier. The 
  group consists of Captain Alis Sandel (LN female 
  human soldier), Thusk (N male half-orc mechanic) 
  who wears glasses and carries a flamethrower, 
  Echo (CN nonbinary android technomancer), an 
  androgynous android who carries a journal and 
  avoids eye contact, and Mirass (NE female 
  vesk solarian), who eyes the PCs with 
  suspicion unless at least one of them is 
  a vesk. They came to investigate the 
  site in a similar manner to the PCs, 
  but they also have a secret mission: 
  destroying sensitive documents in 
  the Government District. The PCs 
  can ask the agents questions, which 
  Alis answers as follows. The Aspis agents 
  ask the same sorts of questions to the 
  PCs, as they’re equally interested in 
  why the Starfinders are exploring the 
  abandoned colony.
  What are you doing here? 
  “We’re 
  here 
  to 
  investigate 
  why Drift beacons have been 
  deactivating in the Vast. The 
  Aspis Consortium values having 
  CAPTAIN ALIS SANDEL
  
  THE VAST EXPERIMENT: DANCING AT THE EDGE
  9
  A. TROUBLE IN BUSINESS TOWN
  A. TROUBLE IN BUSINESS TOWN
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  STARFINDER FLIP-TILES: CITY STARTER SET
  STARFINDER FLIP-TILES: CITY STARTER SET
  PCS START HERE
  PCS START HERE
  ROBOTS
  ROBOTS
  contacts in regions like this, and the deactivations are hurting 
  our business. You’re here for the same reason, I presume?” Any 
  PC succeeding at a Hard Sense Motive check gets the feeling Alis 
  isn’t telling them everything. If asked about it, she insists she has 
  no hidden agenda but does not elaborate further.
  Have you found any evidence why the Drift beacons are 
  shutting down? “Not as such, but obviously, when an entire 
  colony of people goes missing a few days after a deactivation, it 
  stands to reason there is a connection.”
  What do you know about the attackers? “Robots similar to 
  those we encountered here attacked the city. The attackers must 
  have had a fleet of ships and thousands of these robots to carry 
  out such a large-scale attack. The attack seems to have been 
  sudden, swift, and systematic.” The Aspis agents didn’t discover 
  the robots had performed deep scans of the colonists’ homes, and 
  Alis is thankful if the PCs reveal this information.
  Development: After the conversation, the Aspis agents are 
  quick to continue their search. The PCs can continue exploring 
  any remaining locations in New Hope. If the PCs are suspicious 
  about the Aspis agents, they can trail them as detailed in Trailing 
  the Aspis Agents.
  TRAILING THE ASPIS 
  AGENTS
  The Aspis agents have nearly concluded their investigation. They 
  have one task left to complete before returning to their ship: 
  finding a set of documents that other Aspis agents left behind 
  during a previous attempt to intimidate the local community into 
  entering a trade deal. 
  One or more PCs might decide to trail the agents. The agents 
  endeavor to cover their trail, making this task more difficult. If 
  the PCs take more than 5 minutes before they start following the 
  agents, they need to succeed at an Average Survival check to find 
  the agents again. After 10 minutes, the DC is Hard, and after 15 
  minutes, the agents are already too far to be found again.
  Each PC who follows the agents must first succeed at an 
  Average Stealth check to stay unnoticed. If any PC fails this 
  check, Captain Alis Sandel shouts, “I know you’re there. Please, 
  we don’t have time for games like this. We must be on our way, 
  and so should you.” If the Apsis agents catch a PC trailing them, 
  they wait until they are certain that the PCs have left before 
  continuing their mission. The PCs have one last chance to trail 
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  them, but the DC increases to Hard; if Alis catches the PCs again, 
  she and her agents wait to complete this mission until after the 
  PCs’ ship has left the planet.
  If successful, the PCs follow the agents to the Government 
  District. Once there, at least one PC must succeed at an Average 
  Survival check or Hard Perception check to successfully track the 
  agents as they navigate the maze-like streets and corridors of the 
  district. If no PC succeeds at this check, the PCs cannot find the 
  agents again.
  Finally, the PCs following the agents must enter a 
  courthouse to discover what the agents are doing. Each 
  PC must attempt either an Average Stealth check (to 
  sneak closer to the agents) or Hard Perception (to 
  observe the agents’ actions from a distance). If 
  none of the PCs attempt a Stealth check and 
  none of them succeed at the Perception 
  check, either, the PCs observe the 
  agents having a short discussion, 
  then using a flamethrower to 
  burn some documents. If at 
  least one PC succeeded at 
  their skill check and no PCs 
  failed their Stealth check, 
  they witness the following 
  scene.
  Captain Alis Sandel shakes her head and 
  says, “The fools thought they could bully 
  these people into trading with them.” 
  Disgusted, she sighs and continues, “They 
  should have sent someone more competent to take 
  care of this matter. This is not what Aspis stands 
  for! Thusk, torch the damned documents!” 
  Thusk nods in agreement and incinerates the 
  documents with his flamethrower.
  If any of the PCs fail their Stealth check, or 
  if the PCs confront the Aspis agents instead of 
  rolling the last skill check, Alis responds that 
  it’s the Consortium’s internal business and the 
  Society should not interfere. If attacked or 
  threatened with violence, the wounded agents 
  hand over the documents (if they’re still 
  intact), but the PCs gain Infamy as detailed 
  below, and the Aspis agents won’t help the 
  PCs during the Desperate Defense encounter.
  Development: Regardless of the 
  outcome, the Aspis agents head back to 
  their ship and leave.
  Infamy: If PCs use violence or threats 
  of violence against the Aspis agents, 
  the PCs gain 1 Infamy for their hostile 
  actions against a friendly organization.
  CONCLUDING THE 
  INVESTIGATION
  Shortly after the PCs finish investigating the last location, they 
  start receiving signals from other ships in the Starfinder fleet. 
  Fitch reaches out to the PCs on comms.
  “We have just arrived, but I can see you’ve already landed in 
  New Hope. Are you all right? What’s your status? What have 
  discovered so far?”
  After the PCs report their progress, Fitch informs them 
  of the fleet’s status.
  “Thank you for the report. What you just told 
  me is concerning, but we must continue our 
  mission despite the colonists’ disappearance. 
  Zigvigix’s fleet is currently spreading out 
  to try to uncover anything unusual within 
  the system, but something urgent has just 
  come to my attention: ships from my fleet 
  detected a strange power reading from 
  several points on the planet and nearby 
  moons. One of these sites is very 
  close to your location. It appears 
  to be an underground facility 
  just east of the city’s industrial 
  area. 
  Please, 
  i n v e s t i g a t e 
  the site as soon 
  as 
  you 
  can. 
  I’ll 
  dispatch other teams to 
  investigate similar sites on the 
  planet, while Zigvigix takes their fleet to the 
  moons to investigate.”
  The new location (area B) is situated about 
  10 minutes east of the city’s industrial area, 
  which the PCs investigated earlier.
  B� ABANDONED 
  MINE (CR 11 OR 
  CR 13)
  When the PCs arrive at the site, they find an 
  entrance to the underground facility, which 
  turns out to be an abandoned mining site. A 
  plaque at the entrance, dated 50 years 
  (Pact Standard Time) ago, states that 
  mining operations have been moved 
  to the three lifeless moons, so as to 
  keep the planet “green and clean.” 
  Signs of recent activity contradict 
  the message. Barred doors and other 
  THUSK
  
  THE VAST EXPERIMENT: DANCING AT THE EDGE
  11
  11
  SIGILED DEFENDER
  physical barriers blocking entrance to the mine are destroyed, 
  allowing easy access.
  Inside the facility, the ceiling is 30 feet high. About 15 feet 
  above the ground, there is a walkway, as indicated on the map. 
  The walkways have railings that count as a low obstacle. The belt 
  conveyor system also counts as a low obstacle. Climbing onto 
  it requires PCs to succeed at an Easy Athletics check as part of 
  movement, or a move action to do so without a skill check. All 
  areas are dimly lit.
  Creatures: As the PCs head deeper 
  into the facility, robotic defenders 
  intercept them. The robots are of a 
  similar make to those the PCs encountered 
  in the Commercial District, though one of them 
  is a larger and more advanced model. This 
  robot contains a downloaded copy of a 
  personality that taunts the PCs with 
  its knowledge of the Society’s past 
  stumbles as the PCs battle against it, 
  as detailed in the Taunting Defender 
  sidebar.
  Two sigiled sentinels accompany 
  this defender. One of these has 
  the shooter specialization, while 
  the other has the stalker 
  specialization. 
  The 
  shooter is positioned 
  on 
  the 
  walkway 
  above, 
  while 
  the stalker is 
  near 
  the 
  s i g i l e d 
  defender. 
  If the PCs are 
  grouped 
  together, the defender fires 
  its gun in automatic mode 
  heedless of the ammunition cost. 
  While the weapon auto-reloads, the 
  defender throws a grenade or uses 
  trample, whichever could cause more 
  carnage. If the defender is subject to 
  debilitating effects or needs a fly 
  speed, it orders its minions to use 
  the interface ability. 
  LEVELS 7–8  
  (CR 11)
  SIGILED DEFENDER CR 9
  Page 19, art on page 25
  TAUNTING DEFENDER
  Each round, the defender’s modulated voice mocks the 
  PCs and reminds them of the Starfinder Society’s greatest 
  failures. The following are some examples you can use. If 
  you are familiar with any failures from the PCs’ past, feel 
  free to use those instead.
  D 
  D  “Look at what we’ve got here! Starfinders? 
  Incompetent fools!”
  D 
  D “How did Jadnura ever manage to lose a whole 
  fleet in the Scoured Stars? What an embarrassment!”
  D 
  D  “And how is Datch doing? How did it feel 
  like to get fooled by a rat?”
  D “I promise there’s an even 
  bigger surprise in store for 
  you! That is, if you live long 
  enough to see the finale!”
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  B. ABANDONED MINE
  B. ABANDONED MINE
  STARFINDER FLIP-MAT: UNDERCITY
  STARFINDER FLIP-MAT: UNDERCITY
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  
  THE VAST EXPERIMENT: DANCING AT THE EDGE
  13
  13
  SIGILED SENTINELS (2) 
  CR 7
  Page 19, art on page 24
  LEVELS 9–10 (CR 13)
  ADVANCED SIGILED DEFENDER  
  CR 11
  Page 22, art on page 25
  ADVANCED SIGILED SENTINELS (2) 
  CR 9
  Page 22, art on page 24
  Development: After defeating the robots, the PCs can 
  investigate the mining site, as detailed in the Terrible Discovery 
  encounter below. 
  THE TERRIBLE 
  DISCOVERY
  Steep stairs descend into the dark depths of the underground 
  facility, where many storage rooms with rusting shelves lie 
  abandoned. Deeper still, the air gets heavier, and the steel 
  walls give way to corridors excavated into rough, mineral-
  rich rock. A monotonous din echoes through this area, where 
  several ancient robotic machines with appendages suitable 
  for drilling and mining are digging a cylindrical hole that is 
  already dozens of feet deep. Placed near the edge of the hole 
  are a few dozen plastic barrels with a complex set of wires 
  attached to them.
  The mining robots are immense, harmless machines that the 
  PCs can switch off easily or disable with attacks. A PC who 
  succeeds at an Easy Perception check notices that recently, the 
  mining robots have been digging a deep hole without recovering 
  valuable minerals or ores. If the PCs succeed at an Easy 
  Engineering check, they notice that the containers near the hole 
  have high-yield explosives in them, which are wired to detonate 
  when triggered by a single switch. However, the last stages of 
  constructing the explosive, including installing the switch, have 
  not been completed. If the PCs also succeed at an Easy Physical 
  Science check, they realize that the amount of explosives 
  combined with the depth of the holes could totally annihilate 
  the city and everything within hundreds of miles, possibly even 
  causing planetary-scale damage.
  Soon after the PCs have investigated the site, Zigvigix sends a 
  comm to all Starfinder teams.
  The shirren’s relieved voice speaks through the static. “Zigvigix 
  here, my teams have just finished investigating the power 
  readings on the three moons. Across several locations near 
  the mining colonies, we found a huge quantity of high-yield 
  explosives. Imagine what would have happened if we had 
  been too late! I think any one of those detonations would have 
  destroyed a sizable chunk of a moon!” 
  Fitch answers without missing a beat, “I hear you, Zigvigix. 
  Several of my teams made similar discoveries. We were lucky this 
  time.” She pauses briefly, then continues, “Zigvigix, can you see 
  what I see? Our scanners just picked up more power readings.” 
  Zigvigix replies, sounding alarmed. “I can see them; one is 
  near my position... Ah! This looks bad. If we don’t make it out of 
  here, remember us, remember—” The message abruptly cuts off 
  in a screech of static. 
  “Zigvigix? Zig?” Fitch calls out into the dead air, but there is 
  no answer. Her voice trembling, she orders, “Teams, get out of 
  there now! I repeat, get back to your ships and get out of there!”
  When the PCs make it back to the surface, they see a fireball 
  in the sky where one of the moons used to be—where Zigvigix 
  presumably was when the explosion occurred. Shortly after, the 
  PCs feel the ground shaking as explosives detonate somewhere on 
  the planet, just a few thousand miles away from the PCs’ location. 
  The PCs must run for their lives, as detailed in the Escape from 
  New Hope encounter.
  ESCAPE FROM NEW 
  HOPE
  Bright flashes pierce the sky, emanating from somewhere 
  beyond the horizon. Moments later, slight tremors can be felt, 
  but the seismic waves get stronger and stronger with each 
  explosion. Panicked messages start coming in on comms from 
  teams across the planet to create a frenzied chorus screaming, 
  “Evacuate, evacuate!”
  The PCs are initially protected from the widespread 
  destruction since they stopped the deployment of the explosives 
  at their site by defeating the robots. However, the planet begins 
  to fracture as a result of the damage from explosions at other 
  sites. The PCs need to escape immediately by returning to their 
  starship and entering orbit as the planet breaks apart.
  The encounter is divided into steps, each of which requires 
  the PCs to attempt various types of skill checks as described 
  in the checks section of each step. At the GM’s discretion, PCs 
  can substitute relevant Profession skill checks for the listed 
  checks, or use particularly well-suited spells and abilities 
  instead of skills.
  Before rolling, the PCs must decide how they will divide their 
  efforts between the various checks noted in each step. If the 
  PCs as a group meet the conditions listed in the Success section 
  of a step, they gain a success. Regardless of successes and 
  failures, the PCs progress to the next step. Successes represent 
  how quickly the PCs reach their ship, and how much distance 
  they manage to put between their ship and the planet before 
  it shatters. The total number of successes determines whether 
  the PCs’ ship takes damage and how surprised the enemies are 
  when the PCs arrive to defend the Swift Clarity, as detailed in 
  the Development section on page 15.
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  STEP 1: URBAN MAZE
  The PCs must navigate the city’s industrial zone to reach the 
  spaceport. Buildings and trees shake violently, and dust 
  begins to obscure visibility. The PCs must rely both on their 
  survival instincts and their knowledge of city planning to 
  find an optimal route to their ship.
  Checks: Each PC must attempt either an Average Culture 
  check or an Average Survival check to find an optimal route.
  Success: The PCs succeed as a group if no more than two PCs 
  fail their skill checks.
  STEP 2: TREMBLING EARTH
  While the PCs make a run for the ship through the spaceport, 
  seismic waves make the ground wobble as though it 
  were liquid, and sinkholes begin to appear. The PCs must 
  scramble across the treacherous, constantly shifting terrain 
  to reach their ship.
  Checks: Each PC must attempt an Average Acrobatics or 
  Athletics check. Before attempting the check, PCs may 
  activate abilities that grant them a climb or fly speed. 
  Having a climb speed grants a +5 circumstance bonus to a 
  PC’s Athletics check, while having a fly speed grants a +5 
  circumstance bonus to a PC’s Acrobatics check. During this 
  step, the PCs can help one another navigate the treacherous 
  terrain. Any one PC can pair with one other, both attempting 
  the same type of skill check, but one PC must attempt 
  their check at the Hard DC instead of the Average one. If 
  this Hard check succeeds, the check DC for the other PC is 
  reduced to 10. If it fails, the other PC’s DC remains Average.
  Success: The PCs succeed as a group if no more than two PCs 
  fail their skill checks.
  STEP 3: THE FALL OF NEW HOPE
  As the PCs reach their ship, they receive signals confirming 
  that explosions have wracked the moons where Zigvigix’s 
  forces were and find that they cannot contact any ships 
  from Zigvigix’s fleet. While the PCs’ ship begins its ascent, 
  the PCs see chunks of the surrounding mountains crashing 
  onto the city, and the shield towers that once protected the 
  city against thunderstorms fall as arcs of electricity leap 
  dangerously between them.
  Checks: One PC must attempt an Average Piloting check to 
  dodge debris, while the other PCs each must attempt either 
  a Hard Perception check to spot incoming objects or an 
  Average Engineering check to assess weak points of the 
  surrounding structures, estimating how they are likely to 
  break and fall.
  Success: The PCs succeed as a group if the Piloting check is 
  successful and at least two of the other skill checks succeed.
  STEP 4: MAX POWER!
  Having escaped the city just before it collapses into an 
  enormous sinkhole, the PCs notice that the fractures in 
  the planet deepen, sending chunks of the planet flying into 
  space along with asteroids from the destroyed moons. The 
  PCs must defend their ship against incoming objects while 
  steering it away from the planet at top speed.
  Checks: At least one PC must attempt a Hard Engineering check 
  to get more power to the engines, while other PCs must make 
  attacks with starship weapons against incoming objects, 
  which have an AC equal to an Average DC. Weapons in all 
  quadrants can be used.
  Success: The PCs succeed as a group if at least one Engineering 
  check succeeds and at least two attacks with starship 
  weapons hit their targets.
  STEP 5: STRANDED
  The PCs’ ship receives a distress call from a Starfinder ship 
  whose engines were severely damaged by an asteroid, and 
  now the ship is stuck in orbit. Meanwhile, Fitch sends the 
  PCs a message about an unknown fleet emerging from the 
  Drift and attacking the Starfinder fleet, asking that the 
  PCs come defend the command ship, the Swift Clarity, as 
  quickly as possible. The PCs must decide whether to dock 
  with the ship and quickly rescue the Starfinders or hurry 
  to help Fitch.
  Special: The PCs may opt to skip this step; in which case, 
  they automatically gain a success. If the PCs skip this step, 
  they witness debris from the fracturing planet pummeling 
  the Starfinder ship, completely destroying it.
  Checks: One PC can attempt a Hard Diplomacy check to 
  help the stranded Starfinders cooperate more efficiently. 
  Another PC can attempt an Average Piloting check to 
  deftly maneuver their ship to a position suitable for 
  docking. The other PCs each can attempt an Average 
  Athletics check to help injured Starfinders evacuate.
  Success: The PCs manage to rescue the Starfinders if both 
  the Diplomacy check and Piloting check are successful. 
  However, for the purpose of gaining a success toward the 
  overall goal of the encounter, the PCs also must succeed 
  at two or more Athletics checks (one if there are 5 or 
  fewer PCs).
  OPTIONAL ENCOUNTER
  The Escape from New Hope encounter is optional. If fewer 
  than 60 minutes remain of the assigned time slot, you may 
  skip this encounter. If you do so, no adjustments apply to 
  the Desperate Defense encounter.
  
  THE VAST EXPERIMENT: DANCING AT THE EDGE
  15
  15
  STEP 6: SLINGSHOT
  The PCs must use the failing planet’s gravity to propel the ship 
  on an optimal trajectory toward the Swift Clarity. However, 
  the planet’s gravitational forces are shifting unpredictably, 
  making it difficult to calculate how to best perform the 
  maneuver.
  Checks: One PC must attempt a Hard Piloting check to steer 
  the ship while the other PCs must divide their efforts 
  between attempting Hard Computers checks and Hard 
  Physical Science checks.
  Success: The PCs succeed as a group if they gain a success 
  in at least two skill check types (Computers, Piloting, or 
  Physical Science).
  Development: Regardless of the PCs’ successes and failures, 
  they eventually escape from the fracturing planet and reach the 
  Swift Clarity as detailed in the Desperate Defense encounter. The 
  number of successes determines which adjustments apply at the 
  beginning of that encounter.
  2 or Fewer Successes: Asteroids created by the planet’s 
  explosions hit the PCs’ ship. At the start of combat, reduce the 
  Shield Points of one randomly selected quadrant by one-half.
  3–4 Successes: The PCs narrowly escape the devastation. No 
  adjustments apply in the Desperate Defense encounter.
  5–6 Successes: The momentum gained propels the PCs’ ship 
  close to the Swift Clarity, completely surprising the enemies. In the 
  first round of starship combat, only the PCs get to act. All ships act 
  normally from the second round onward.
  C� DESPERATE DEFENSE 
  (CR 11 OR CR 13)
  The dissipating gravitational forces of Siygess-4 toss the 
  escaping starship toward the Swift Clarity. Three ships of 
  unknown design fire relentlessly upon the command ship, 
  tearing smoldering holes in its hull. More and more enemy ships 
  emerge from the Drift, forcing the remaining Starfinder ships on 
  the defensive, unable to aid Fitch.
  Fitch sends a bleak message through the ship’s comms. “I 
  won’t lie, things are looking pretty grim here. The Swift Clarity’s 
  engines are disabled, most of our weapons are busted, and uh, 
  I don’t think she can take too many more direct hits. Attack the 
  enemies with all you’ve got and see if you can lure them in our 
  aft arc—we still have some functional weapons there.”
  A robotic fleet of unknown origin and objective exits the Drift 
  and immediately attacks what remains of the Starfinder fleet. 
  Multiple attackers harry each of the Starfinder ships, and only the 
  PCs’ ship is available to come to Fitch’s aid.
  Allies: The following allies assist the PCs.
  Aspis Aid: Captain Alis Sandel hails the PCs’ ship at the 
  beginning of the third combat round: “Captain Alis Sandel here. 
  Looks like you could use some help. Which enemy is giving you 
  most trouble?” Whichever enemy the PCs choose, the Aspis 
  ship makes a quick attack and disengages again, automatically 
  dealing damage during the gunnery phase with laser cannons to 
  whichever quadrant is facing “up” on the map. For Levels 7–8, the 
  attack deals 20 damage, and for Levels 9–10, it deals 25 damage. 
  The Aspis ship is not tracked on the map during this encounter—
  its attacks are instead represented by cinematic effects. The 
  Aspis ship makes a second attack on the sixth round unless there 
  is only one enemy left.
  Swift Clarity: While most of the Swift Clarity’s weapons are 
  disabled, some weapons in its aft arc are still functional. The 
  command ship fires an array of weapons during the gunnery 
  phase, automatically dealing damage to the closest enemy ship. 
  For Levels 7–8, the attack deals 30 damage, and for Levels 9–10, 
  it deals 35 damage.
  Starship Combat: The PCs must defeat the three enemy ships 
  before the enemies destroy the Swift Clarity. On each round, one 
  of the enemy ships moves into (or stays in) the Swift Clarity’s 
  starboard arc and fires its weapons at the command ship. Rather 
  than rolling for attack and damage, keep track of how many times 
  one of the enemy ships performs this attack. If the enemy ships 
  manage to make a total of six such attacks, the command ship is 
  destroyed. Fitch and some of her crew manage to survive in escape 
  pods, but the battle is lost.
  The two other ships always focus their attacks on the PCs, 
  though they may alternate from round to round which of them is 
  attacking the command ship. If any one of the three enemy ships is 
  destroyed, neither of the remaining two attack the command ship, 
  focusing only on fighting the PCs’ ship.
  The command ship isn’t an active combatant in this encounter; 
  instead, it provides assistance as detailed in the Allies section. 
  An enemy moving through the same hex as the command ship 
  provokes a free attack, taking the amount of damage mentioned 
  in the Allies section.
  Each enemy ship performs a pilot action and a gunnery action 
  each round. An enemy ship typically uses the evade action during 
  the helm phase. During the gunnery phase, it usually fires a single 
  shot with two of its weapons. The enemy ships generally try to 
  avoid ending their movement in the command ship’s aft arc, but 
  they might do so if it gives them an opportunity to fire at the PCs’ 
  ship. If the PCs try to communicate with the enemy ships, they 
  only get the familiar “You will be removed, you will be removed” 
  chant as a response.
  LEVELS 7–8 (CR 11)
  WYVERN MK I ASSAULT SHIPS (3) 
  TIER 8
  Page 20
  LEVELS 9–10 (CR 13)
  WYVERN MK II ASSAULT SHIPS (3) 
  TIER 10
  Page 23
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  C. DESPERATE DEFENSE
  C. DESPERATE DEFENSE
  STARFINDER FLIP-MAT: BASIC STARFIELD
  STARFINDER FLIP-MAT: BASIC STARFIELD
  
  THE VAST EXPERIMENT: DANCING AT THE EDGE
  17
  17
  Development: If the PCs succeed at destroying the three 
  enemy ships, they can rescue Fitch, who transfers her command 
  to the PCs’ vessel. If the PCs’ ship is rendered inoperative or if 
  the Swift Clarity is destroyed, a few Starfinder ships (and the 
  lone Aspis ship) come to their aid, buying enough time for 
  Fitch and the PCs to escape. Because of the PCs’ failure, the 
  remaining Starfinder ships sustain heavy losses. Proceed to the 
  conclusion of this adventure.
  CONCLUSION
  Knowing that the mysterious attackers have overwhelming 
  numbers, Fitch orders an immediate withdrawal into the Drift so that 
  the surviving fleet can regroup at Absalom Station. If the Aspis ship 
  assisted the PCs, Captain Alis Sandel bids the PCs farewell before her 
  ship also disappears into the Drift. If the PCs rescued the stranded 
  Starfinder crew, they thank the PCs for saving their lives.
  Four days later, the PCs arrive at Absalom Station with the 
  other survivors from the fleet. As soon as the PCs have recovered 
  from their adventure, First Seeker Ehu Hadif summons them for a 
  debriefing at the Lorespire Complex.
  The kasatha speaks in a somber tone. “Starfinders, thanks to 
  your efforts, we are closer to unraveling the mystery of the 
  deactivated Drift beacons, though this knowledge didn’t come 
  without a cost. We lost many of our fellow Starfinders, and 
  I’m sorry to inform you that Zigvigix is among those who have 
  not returned. The last scans of the battle from the escaping 
  ships indicates that Zigvigix’s ship was most likely destroyed 
  when one of the moons exploded. We don’t know yet who’s 
  responsible for the egregious attacks on the colonists and 
  our fleet, but scans taken during the combat revealed that, 
  strangely enough, their technology has many similarities to 
  Starfinder Society innovations.
  “Fitch reported that your investigation revealed that most of 
  the colonists had been abducted, and lately, many of the missing 
  settlers have been spotted at several locations across the Pact 
  Worlds and Near Space. They passed all security checks, 
  though an inordinate number of them seemed to have forgotten 
  passwords to their accounts and needed to use their security 
  questions to reset them. This, I’m sure, means the in-depth 
  scans the strange robots performed on the colonists’ homes 
  were meant to obtain information for this precise purpose. 
  The colonists’ arrival locations are all experiencing strange 
  technological malfunctions and irregularities. I’m sure this is no 
  coincidence, and I fear it is only a taste of what is to come.”
  REPORTING NOTES
  If the PCs tamed any wataroons and rescued them in their ship, 
  check box A. If the PCs discovered the Aspis agents were looking 
  for incriminating documents, check box B. If the PCs rescued the 
  stranded Starfinders while escaping from the planet, check box C.
  PRIMARY OBJECTIVES
  The PCs complete their primary objective if they concluded their 
  investigation of New Hope. Doing so earns each PC 1 Fame and 1 
  Reputation for their selected faction.
  SECONDARY OBJECTIVES
  If the PCs complete at least two of the following four tasks, they 
  complete their secondary objective, and they earn 1 additional 
  Fame and 1 Reputation for their current faction: defeat the robotic 
  forces at the mining site, discover the Aspis agents’ secret mission 
  of destroying documents, rescue the stranded Starfinders, or 
  defeat the starships attacking the Swift Clarity.
  FACTION NOTES
  Two factions have something to gain from this adventure.
  Exo-Guardians: If the PCs either destroy all the sigiled robots 
  and wyvern ships in this adventure, or discover the Aspis agents’ 
  secret mission, each PC earns 1 additional Reputation with the Exo-
  Guardians faction.
  Wayfinders: The Wayfinders take interest in the PCs’ efforts to 
  uncover the fate of the colonists. If the PCs succeed on at least four 
  of the listed skill checks in the investigation section, then each PC 
  earns 1 additional Reputation with the Wayfinders faction.
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  SCALING ENCOUNTER A
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove one stalker model sigiled sentinel from the 
  encounter. 
  APPENDIX 1: LEVEL 7–8 
  ENCOUNTERS 
  The statistics presented in this appendix include full stat blocks 
  for creatures appearing in this adventure, including any variation 
  described in the text. These encounters are written for a group of 
  5–6 PCs of 7th level. Use the scaling sidebars for each encounter 
  to adjust the encounters for a group of 4 PCs. For groups of 
  different levels, consult the Guide to Organized Play: Starfinder 
  Society for instructions.
  ENCOUNTER A (LEVELS 7–8)
  SIGILED SENTINELS (4) 
  CR 7
  N Medium construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +14
  DEFENSE  
   
   
                HP 105 EACH
  EAC 19; KAC 21
  Fort +7; Ref +7; Will +7
  Defensive Abilities integrated weapons, shock-mounted; 
  Immunities construct immunities
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee slam +18 (2d6+12 B)
  Offensive Abilities specialization
  STATISTICS
  Str +5; Dex +4; Con —; Int +2; Wis +0; Cha +0
  Skills Acrobatics +19, Engineering +14, Intimidate +14
  Languages Common
  Other Abilities unliving
  Gear high-capacity battery (40 charges), integrated red star 
  plasma cannon or
  integrated microserrated longsword
  SPECIAL ABILITIES
  Interface (Su) As a standard action, a sigiled sentinel can 
  touch an adjacent construct with the technological subtype, 
  restoring 2d8+7 Hit Points to the target, up to its maximum 
  Hit Points. The sigiled sentinel takes the same amount of 
  damage. Alternatively, the sigiled sentinel can spend one 
  use of its specialization rune ability (invisibility or flight) to 
  affect the target with it.
  Shock-Mounted (Ex) A sigiled sentinel treats any fall as though 
  it were 20 feet shorter.
  Specialization (Ex/Su) The sigiled sentinels use two different 
  models, which share the same basic design but have 
  different weapons and other abilities.
  Shooter This model gains the following attack: Ranged 
  integrated red star plasma cannon +18 (2d10+3 E & F; 
  critical burn 1d8). Three times per day as a swift action, it 
  can activate its runes to gain a fly speed equal to its land 
  speed until the end of its next round.
  Stalker This model gains the following attack: Melee 
  integrated microserrated longsword +18 (2d10+8 S; critical 
  bleed 2d6). Three times per day as a swift action, it can 
  activate its runes to turn invisible (as invisibility) until the 
  end of its next round.
  
  THE VAST EXPERIMENT: DANCING AT THE EDGE
  19
  19
  SCALING ENCOUNTER B
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove the shooter model sigiled sentinel from the 
  encounter. 
  ENCOUNTER B (LEVELS 7–8)
  SIGILED DEFENDER 
  CR 9
  NE Large construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +17
  DEFENSE  
   
   
   
         HP 145
  EAC 22; KAC 24
  Fort +10; Ref +10; Will +7
  Defensive Abilities integrated weapons; Immunities construct 
  immunities
  OFFENSE
  Speed 40 ft.
  Melee slam +19 (2d10+15 B)
  Ranged integrated advanced x-gen gun +22 (2d12+9 P)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities grenades, trample (2d10+15 B, DC 16)
  STATISTICS
  Str +6; Dex +4; Con —; Int +3; Wis +0; Cha +0
  Skills Athletics +22, Bluff +17, Computers +17
  Languages Common, Kasatha, Lashunta, Shirren, Vesk
  Other Abilities unliving
  Gear advanced x-gen gun with 500 heavy rounds
  SPECIAL ABILITIES
  Auto-Reload (Ex) If the magazine of the sigiled defender’s 
  weapon is empty at the end of its round, the weapon starts 
  reloading itself automatically without requiring an action. The 
  reloading finishes at the end of Defender Prime’s next turn.
  Dimensional Step (Su) Three times per day as a move action, 
  the sigiled defender can use its runes to teleport to any 
  unoccupied space it can see within 40 feet. This is a 
  conjuration effect.
  Grenades (Su) Three times per day as a standard action, 
  Defender Prime can create any grenade from the Starfinder 
  Core Rulebook with a level equal to or lower than its CR, 
  and throw it with an attack bonus equal to its integrated 
  weapon’s ranged attack bonus.
  SIGILED SENTINELS (2) 
  CR 7
  N Medium construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +14
  DEFENSE  
   
   
                HP 105 EACH
  EAC 19; KAC 21
  Fort +7; Ref +7; Will +7
  Defensive Abilities integrated weapons, shock-mounted; 
  Immunities construct immunities
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee slam +18 (2d6+12 B)
  Offensive Abilities specialization
  STATISTICS
  Str +5; Dex +4; Con —; Int +2; Wis +0; Cha +0
  Skills Acrobatics +19, Engineering +14, Intimidate +14
  Languages Common
  Other Abilities unliving
  Gear high-capacity battery (40 charges), integrated red star 
  plasma cannon or
  integrated microserrated longsword
  SPECIAL ABILITIES
  Interface (Su) As a standard action, a sigiled sentinel can 
  touch an adjacent construct with the technological subtype, 
  restoring 2d8+7 Hit Points to the target, up to its maximum 
  Hit Points. The sigiled sentinel takes the same amount of 
  damage. Alternatively, the sigiled sentinel can spend one 
  use of its specialization rune ability (invisibility or flight) to 
  affect the target with it.
  Shock-Mounted (Ex) A sigiled sentinel treats any fall as though 
  it were 20 feet shorter.
  Specialization (Ex/Su) The sigiled sentinels use two different 
  models, which share the same basic design but have 
  different weapons and other abilities.
  Shooter This model gains the following attack: Ranged 
  integrated red star plasma cannon +18 (2d10+3 E & F; 
  critical burn 1d8). Three times per day as a swift action, it 
  can activate its runes to gain a fly speed equal to its land 
  speed until the end of its next round.
  Stalker This model gains the following attack: Melee 
  integrated microserrated longsword +18 (2d10+8 S; critical 
  bleed 2d6). Three times per day as a swift action, it can 
  activate its runes to turn invisible (as invisibility) until the 
  end of its next round.
  
  STARFINDER SOCIETY SCENARIO
  20
  20
  SCALING ENCOUNTER C
  Make the following adjustments to accommodate a group 
  of four PCs.
  Each Wyvern’s on-board computer can fire only one 
  weapon on a given round. Reduce each Wyvern’s Shield 
  Points by 20 (or 5 in each quadrant).
  ENCOUNTER C (LEVELS 7–8)
  WYVERN MK I ASSAULT SHIPS (3) 
  TIER 8
  Medium transport
  Speed 10; Maneuverability average (turn 2); Drift 2
  AC 23; TL 24
  HP 100; DT –; CT 20
  Shields medium 100 (forward 30, port 25, starboard 25, aft 20)
  Attack (Forward) particle beam (8d6; 20 hexes), coilgun (4d4; 
  20 hexes)
  Attack (Aft) light plasma torpedo launcher (3d8; 20 hexes)
  Attack (Turret) linked light plasma cannons (4d12; 5 hexes)
  Power Core Pulse Blue (200 PCU); Drift Engine Signal Booster; 
  Systems basic long-range sensors, mk 5 armor, mk 7 
  defenses, mk 3 duonode computer; Expansion Bays cargo 
  hold, guest quarters (5, common)
  Modifiers +3 any two checks per round, +2 Computers; 
  Complement automated
  CREW
  On‐Board Computer Engineering +15 (8 ranks), gunnery +15 
  (8th level), Piloting +15 (8 ranks)
  SPECIAL ABILITIES
  Automated (Ex) A wyvern has no crew, although it has an 
  on-board computer that can perform most crew actions. The 
  on-board computer can perform engineer, gunner, pilot, and 
  gunner actions as if it had a crew of three.
  
  THE VAST EXPERIMENT: DANCING AT THE EDGE
  21
  21
  SCALING ENCOUNTER A
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove one stalker model advanced sigiled sentinel from 
  the encounter. 
  APPENDIX 2: LEVEL 9–10 
  ENCOUNTERS 
  The statistics presented in this appendix include full stat blocks 
  for creatures appearing in this adventure, including any variation 
  described in the text. These encounters are written for a group of 
  5–6 PCs of 9th level. Use the scaling sidebars for each encounter 
  to adjust the encounters for a group of 4 PCs. For groups of 
  different levels, consult the Guide to Organized Play: Starfinder 
  Society for instructions.
  ENCOUNTER A (LEVELS 9–10)
  SIGILED SENTINELS (4) 
  CR 9
  N Medium construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +17
  DEFENSE  
   
   
                HP 145 EACH
  EAC 22; KAC 24
  Fort +9; Ref +9; Will +9
  Defensive Abilities integrated weapons, shock-mounted; 
  Immunities construct immunities
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee slam +22 (2d10+15 B)
  Offensive Abilities specialization
  STATISTICS
  Str +6; Dex +4; Con —; Int +3; Wis +0; Cha +0
  Skills Acrobatics +22, Engineering +17, Intimidate +17
  Languages Common
  Other Abilities unliving
  Gear high-capacity battery (40 charges), integrated white star 
  plasma caster or
  integrated ultrathin curve blade
  SPECIAL ABILITIES
  Interface (Su) As a standard action, an advanced sigiled 
  sentinel can touch an adjacent construct with the 
  technological subtype, restoring 3d8+9 Hit Points to the 
  target, up to its maximum Hit Points. The advanced sigiled 
  sentinel takes the same amount of damage. Alternatively, 
  the advanced sigiled sentinel can spend one use of its 
  specialization rune ability (invisibility or flight) to affect the 
  target with it.
  Shock-Mounted (Ex) An advanced sigiled sentinel treats any 
  fall as though it were 20 feet shorter.
  Specialization (Ex/Su) The advanced sigiled sentinels use two 
  different models, which share the same basic design but 
  have different weapons and other abilities.
  Shooter This model gains the following attack: Ranged 
  integrated white star plasma caster +22 (3d10+3 E & F; 
  critical burn 1d10). Three times per day as a swift action, it 
  can activate its runes to gain a fly speed equal to its land 
  speed until the end of its next round.
  Stalker This model gains the following attack: Melee 
  integrated ultrathin curve blade +22 (3d10+10 S; critical 
  bleed 2d6). Three times per day as a swift action, it can 
  activate its runes to turn invisible (as invisibility) until the 
  end of its next round.
  
  STARFINDER SOCIETY SCENARIO
  22
  22
  SCALING ENCOUNTER B
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove the shooter model advanced sigiled sentinel 
  from the encounter. 
  ENCOUNTER B (LEVELS 9–10)
  ADVANCED SIGILED DEFENDER 
  CR 11
  NE Large construct (technological)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +20
  DEFENSE  
   
   
   
         HP 216
  EAC 24; KAC 26
  Fort +13; Ref +13; Will +10
  Defensive Abilities integrated weapons; Immunities construct 
  immunities
  OFFENSE
  Speed 40 ft.
  Melee slam +21 (4d6+19 B)
  Ranged integrated medium machine gun +24 (3d10+11 P)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities grenades, trample (4d6+19 B, DC 18)
  STATISTICS
  Str +8; Dex +5; Con —; Int +3; Wis +0; Cha +0
  Skills Athletics +25, Bluff +20, Computers +20
  Languages Common, Kasatha, Lashunta, Shirren, Vesk
  Other Abilities unliving
  Gear medium machine gun with 360 heavy rounds
  SPECIAL ABILITIES
  Auto-Reload (Ex) If the magazine of the advanced sigiled 
  defender’s weapon is empty at the end of its round, the 
  weapon starts reloading itself automatically without 
  requiring an action. The reloading finishes at the end of 
  Defender Prime’s next turn.
  Dimensional Step (Su) Three times per day as a move action, 
  the advanced sigiled defender can use its runes to teleport 
  to any unoccupied space it can see within 40 feet. This is a 
  conjuration effect.
  Grenades (Su) Three times per day as a standard action, the 
  advanced sigiled defender can create any grenade from 
  the Starfinder Core Rulebook with a level equal to or lower 
  than its CR, and throw it with an attack bonus equal to its 
  integrated weapon’s ranged attack bonus.
  ADVANCED SIGILED SENTINELS (2) 
  CR 9
  N Medium construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +17
  DEFENSE   
   
   
                HP 145 EACH
  EAC 22; KAC 24
  Fort +9; Ref +9; Will +9
  Defensive Abilities integrated weapons, shock-mounted; 
  Immunities construct immunities
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee slam +22 (2d10+15 B)
  Offensive Abilities specialization
  STATISTICS
  Str +6; Dex +4; Con —; Int +3; Wis +0; Cha +0
  Skills Acrobatics +22, Engineering +17, Intimidate +17
  Languages Common
  Other Abilities unliving
  Gear high-capacity battery (40 charges), integrated white star 
  plasma caster or
  integrated ultrathin curve blade
  SPECIAL ABILITIES
  Interface (Su) As a standard action, a sigiled sentinel can 
  touch an adjacent construct with the technological subtype, 
  restoring 3d8+9 Hit Points to the target, up to its maximum 
  Hit Points. The sigiled sentinel takes the same amount of 
  damage. Alternatively, the sigiled sentinel can spend one 
  use of its specialization rune ability (invisibility or flight) to 
  affect the target with it.
  Shock-Mounted (Ex) A sigiled sentinel treats any fall as though 
  it were 20 feet shorter.
  Specialization (Ex/Su) The sigiled sentinels use two different 
  models, which share the same basic design but have 
  different weapons and other abilities.
  Shooter This model gains the following attack: Ranged 
  integrated white star plasma caster +22 (3d10+3 E & F; 
  critical burn 1d10). Three times per day as a swift action, it 
  can activate its runes to gain a fly speed equal to its land 
  speed until the end of its next round.
  Stalker This model gains the following attack: Melee 
  integrated ultrathin curve blade +22 (3d10+10 S; critical 
  bleed 2d6). Three times per day as a swift action, it can 
  activate its runes to turn invisible (as invisibility) until the 
  end of its next round.
  
  THE VAST EXPERIMENT: DANCING AT THE EDGE
  23
  23
  SCALING ENCOUNTER C
  Make the following adjustments to accommodate a group 
  of four PCs.
  Each Wyvern’s on-board computer can fire only one 
  weapon on a given round. Reduce each Wyvern’s Shield 
  Points by 20 (or 5 in each quadrant).
  ENCOUNTER C (LEVELS 9–10)
  WYVERN MK II ASSAULT SHIPS (3) 
  TIER 10
  Medium transport
  Speed 10; Maneuverability average (turn 2); Drift 2
  AC 26; TL 26
  HP 100; DT –; CT 20
  Shields medium 160 (forward 50, port 40, starboard 40, aft 30)
  Attack (Forward) persistent particle beam (10d6; 20 hexes), 
  coilgun (4d4; 20 hexes)
  Attack (Aft) tactical nuclear missile launcher (5d8; 20 hexes)
  Attack (Turret) linked light plasma cannons (4d12; 5 hexes)
  Power Core Pulse Orange (250 PCU); Drift Engine Signal 
  Booster; Systems advanced long-range sensors, mk 6 armor, 
  mk 7 defenses, mk 5 duonode computer; Expansion Bays 
  cargo hold, guest quarters (5, common)
  Modifiers +5 any two checks per round, +4 Computers; 
  Complement automated
  CREW
  On‐Board Computer Engineering +17 (10 ranks), gunnery +17 
  (10th level), Piloting +17 (10 ranks)
  SPECIAL ABILITIES
  Automated (Ex) A wyvern has no crew, although it has an 
  on-board computer that can perform most crew actions. The 
  on-board computer can perform engineer, gunner, pilot, and 
  gunner actions as if it had a crew of three.
  
  STARFINDER SOCIETY SCENARIO
  24
  24
  APPENDIX 3: GAME AIDS
  FITCH
  ZIGVIGIX
  SIGILED SENTINEL
  WATAROON
  
  THE VAST EXPERIMENT: DANCING AT THE EDGE
  25
  25
  THUSK
  APPENDIX 3: GAME AIDS
  CAPTAIN ALIS 
  SANDEL
  SIGILED DEFENDER
  
  STARFINDER SOCIETY SCENARIO
  26
  26
  HANDOUT #1: NEW HOPE CITY MAP
  Commercial
  District
  Space
  port
  City
  Park
  Industrial
  Zone
  Government
  District
  Residential
  Zone
  Sports
  Stadium
  Miners'
  Town
  Sky
  Town
  Green
  Town
  New Hope City Map
  
  THE VAST EXPERIMENT: DANCING AT THE EDGE
  27
  27
  11B
  11B
  08A
  08A
  28A
  28A
  38B
  38B
  07A
  07A
  06A
  06A
  14A
  14A
  20A
  20A
  16A
  16A
  21A
  21A
  09A
  09A
  31A
  31A
  
  STARFINDER SOCIETY SCENARIO
  28
  28
  REWARD CONDITIONS
  The PCs earn the rewards for each area if they meet the conditions 
  listed below.
  Area A: The PCs earn these rewards if they defeat the sigiled 
  robots in area A.
  Area B: The PCs earn these rewards if they defeat the sigiled 
  robots in area B.
  Area C: The PCs earn these rewards if they defeat the three 
  ships attacking the Swift Clarity.
  ENCOUNTER
  LEVEL 7–8 REWARD
  OUT OF LEVEL REWARD
  LEVEL 9–10 REWARD
  A
  1,945 credits
  3,374 credits
  4,803 credits
  B
  1,945 credits
  3,374 credits
  4,803 credits
  C
  1,945 credits
  3,374 credits
  4,803 credits
  ORGANIZED PLAY
  REWARDS TABLE
  
  THE VAST EXPERIMENT: DANCING AT THE EDGE
  29
  29
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  -7
  -7
  -7
  -7
  -7
  -7
  -7
  
  STARFINDER SOCIETY SCENARIO
  30
  30
  OPEN GAME LICENSE Version 1.0a
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  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 #3-22: The Vast Experiment: Dancing at the Edge © 2021, 
  Paizo Inc.; Author: Mikko Kallio.
  This product is compliant with the Open Game License (OGL) and is suitable for use 
  with Starfinder.
  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, organizations, plots, storylines, trade dress, the historical 
  period called the Gap, the terms kishalee, sivv, skyfire, Dreamer (the official Open Game 
  Content term for which is “dreaming barathu”), and the Drift (the official Open Game Content 
  term for which is “hyperspace”). (Elements that have previously been designated as Open 
  Game Content, or are exclusively derived from previous Open Game Content, or that are in 
  the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo game product are Open Game Content, as defined in the Open Game 
  License version 1.0a, Section 1(d). No portion of this work other than the material designated 
  as Open Game Content may be reproduced in any form without written permission.
  Starfinder Society Scenario #3–22: The Vast Experiment: Dancing at the Edge © 2021, 
  Paizo Inc. All Rights Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder 
  logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered trademarks of 
  Paizo Inc.; the Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure, Pathfinder 
  Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure Path, 
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  Pathfinder Legends, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying 
  Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder 
  Flip-Mat, Starfinder Flip-Tiles, Starfinder Pawns, Starfinder Roleplaying Game, and 
  Starfinder Society are trademarks of Paizo Inc.
  PAIZO INC.
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  Loren Walton
  
  Normal
  LEVELS
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  LEVELS
  Normal
  LEVELS
  Normal
  LEVELS
  Adventure Summary
  Starting XP
  EXPERIENCE
  GM’s
  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
  Character Chronicle #
  7–8
  9–10
  —
  5,835
  10,122
  14,409
  —
  Out of 
  Level
  Scenario #3-22: 
  The Vast Experiment: 
  Dancing at the Edge
  The PCs accompanied a fleet of Starfinder ships to a Pact World–sponsored colony in the Vast as part of an investigation 
  concerning deactivated Drift beacons in that sector of space. While gathering evidence about what caused the colonists’ 
  mass disappearance, they encountered hostile robots and rival agents from the Aspis Consortium. ☐ The PCs discovered 
  the Aspis agents’ hidden objective to destroy incriminating documents after trailing them. 
  Soon after discovering the colonists were abducted or murdered, the PCs realized they’ve walked into a trap. They 
  escaped moments before massive explosions destroyed the planet, either ☐ rescuing a trapped Starfinder crew in the 
  process or ☐ leaving allies behind in a rush to defend the fleet’s command ship. The PCs joined the Starfinder fleet’s 
  defense against an unfamiliar enemy before escaping back to Pact Worlds space. On Absalom Station, PCs learned that 
  Zigvigix and their crew, along with many other Starfinders, were among the casualties sustained in the battle and are 
  presumed dead. Meanwhile, a series of digital disturbances ramping up across Near Space signal something ominous to 
  come.
  Reputation
  All Levels
  Levels 9–10
  advanced x-gen gun (13,100; item level 9; Starfinder 
  Core Rulebook 177)
  ultrathin curve blade (18,100; item level 10; Core 
  Rulebook 172)
  medium machine gun (23,100; item level 11; Core 
  Rulebook 177)
  white star plasma caster (49,100; item level 13; Core 
  Rulebook 185)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 3/SF S03-22 The Vast Experiments - Dancing at the Edge.pdf