TEXT: YEAR OF 
  YEAR OF 
  EXPLORATION’S EDGE
  EXPLORATION’S EDGE
  BY MIKE KIMMEL
  SCENARIO #3-16 
  LEVELS 5–8
  THE VAST 
  THE VAST 
  EXPERIMENT: FAST 
  EXPERIMENT: FAST 
  CHOICES
  CHOICES
  
  THE VAST EXPERIMENT: 
  FAST CHOICES
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  GM ResouRces
  Campaign Home Page: starfindersociety.club
  Books: Starfinder Core Rulebook, Starfinder Alien Archive (AA), and Starfinder Starship 
  Operations Manual (SOM)
  Maps: Starfinder Flip-Mat: Basic Starfield, Starfinder Flip-Mat: Starliner
  Online Resource: Starfinder Reference Document at paizo.com/sfrd
  Table of Contents
  Adventure  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �3
  Appendix 1: Level 5–6 Encounters�  �  �  �  �  �  � 16
  Appendix 2: Level 7–8 Encounters�  �  �  �  �  �  � 19
  Appendix 3: Game Aids �  �  �  �  �  �  �  �  �  �  �  �  � 20
  Organized Play   �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  � 24
  AUTHOR
  Mike Kimmel
  DEVELOPMENT LEAD
  Jenny Jarzabski
  EDITING LEAD
  Leo Glass
  EDITOR
  Ianara Natividad
  COVER ARTISTS
  Michele Giorgi and Mark Molnar
  CONTRIBUTING ARTISTS
  Dion Harris, Mark Molnar, and Sebastian Rodriguez
  CARTOGRAPHER
  Damien Mammoliti
  ART DIRECTION AND GRAPHIC DESIGN
  Tony Barnett and Adam Vick
  ORGANIZED PLAY MANAGING DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  Robert G. McCreary
  DIRECTOR OF GAME DEVELOPMENT
  Adam Daigle
  PUBLISHER
  Erik Mona
  HOW TO PLAY
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more information 
  on scenario tags see Chapter 1 of the Guide to Organized Play: Starfinder Society.
  SUMMARY
  The PCs find themselves in the middle of a feud between two rival starship manufacturers. To 
  acquire the last necessary parts for the Starfinder Society’s new generation of starship, the PCs 
  must work to prevent a disgruntled employee from stealing a prototype starship from a prestigious 
  Pact Worlds starship manufacturer. Corporate espionage proves more dangerous than expected, 
  and after retrieving coordinates from a gala interrupted by eco-terrorists, the PCs must race to the 
  far side of the galaxy to complete their mission.
  PLAY TIME: 4–5 HOURS
  LEVELS: 5–8
  PLAYERS: 3–6
  sTaRship
  
  3
  BY MIKE KIMMEL
  THE VAST EXPERIMENT: 
  FAST CHOICES
  WHERE IN THE 
  UNIVERSE?
  This adventure begins with the PCs on their way to the 
  Prize of Kashak, an austere starliner orbiting Verces. From 
  there, the PCs travel to the Vast, where they conclude the 
  adventure in the orbit of a nameless gas giant. For more 
  information about Verces and the Vast, see the Starfinder 
  Core Rulebook, and for additional details about Verces, see 
  Starfinder Pact Worlds.
  When Ehu Hadif took on his role as First Seeker, he knew that 
  the Society needed to expand its exploratory presence in the Vast 
  and that a new generation of starship was necessary for the task. 
  The First Seeker, along with faction leaders Celita and Fitch, were 
  surprised when a representative of a mysterious Aballon-based 
  corporation, Resurgent Technologies, reached out with an offer to 
  assist the Society in developing a next-generation starship.
  Citing their desire for peaceful exploration, as well as a desire 
  to undo their subsidiary agents’ prior damage to the Society 
  (such as what occurred during Starfinder Society #1–07: The Solar 
  Sortie), Resurgent Technologies also offered to front the cost for 
  construction and maintenance of the new prototype starship as 
  long as the Society commits to rigorous testing of the new model.
  With Fitch’s assistance, a group of Starfinders managed to 
  extricate an important scientist from a damaged orbital station 
  (during Starfinder Society #3–04: The Vast Experiment: Falling 
  into Deliverance). They returned her to the Pact Worlds to finish 
  development on the starship. Resurgent Technologies constructed 
  a basic build for the new starship and asked the Society to send a 
  group of agents to test their new invention.
  Afterward, a group of Starfinders helped decide the first set 
  of choices for the new Society starship. These Starfinders then 
  tested the ship in a trip into the Vast that ended with a mock 
  combat against automated vessels. On their return voyage, 
  the Starfinders intercepted a ship that pirates had ambushed. 
  They defeated the pirate vessel only to discover that it had no 
  crew and had been automated to prey on starships found near 
  a section of the Vast where Drift beacons suddenly deactivated 
  almost two years prior (the events of Starfinder Society #3–12: 
  The Vast Experiment: First Flight). 
  Prior to the events of this adventure, two rival starship 
  manufacturers from the Pact World of Verces entered a battle 
  of industrial espionage. Redshift Revolution is a manufacturer 
  known for its impressive X-series of racing craft, which won 
  several of the famous Absalom Runs—a Pact Worlds race that 
  occurs every three years. Redshift Revolution’s fortunes turned 
  when Terminator entered the market and won all the Absalom 
  Runs over the past decade.
  Recently, a disgruntled Redshift Revolution mechanic began 
  chatting with a mid-level executive at Terminator after the two 
  met at the Trans-Pact Tour. The mechanic has fallen for the rival 
  executive and now plans to abscond with proprietary information 
  about Redshift Revolution’s cutting-edge X-64 spacecraft. Just prior 
  to the start of this adventure, the mechanic’s plans were uncovered 
  by happenstance. In a moment of passion, she stole one of the 
  latest X-64 models and fled into the Drift.
  Now the mechanic waits for a ship from Terminator to retrieve 
  the X-64 and smuggle it back into the Pact Worlds for disassembly 
  and investigation by Terminator’s mechanics.
  GETTING STARTED
  The adventure begins with the PCs aboard a Starfinder Society 
  chartered shuttle traveling to the Prize of Kashak in Verces’s 
  orbit. Venture-Captain Naiaj (LN female bleachling gnome envoy) 
  addresses the PCs from the main viewscreen of the shuttle’s 
  conference room. Read or paraphrase the following to get the 
  adventure underway. 
  Venture-Captain Naiaj, a bleachling gnome, appears on the main 
  viewscreen of the shuttle’s cramped conference room. “I trust 
  your trip has been speedy. With the pleasantries out of the way, 
  we have a briefing to conduct. By now, you’ve almost arrived in 
  Verces’s orbit. Your destination is the Prize of Kashak, a starliner 
  that is hosting the pre-show gala for an upcoming qualifier for the 
  
  STARFINDER SOCIETY SCENARIO
  4
  VENTURE-CAPTAIN 
  NAIAJ
  Absalom Run. That’s a starship race. I’m sure it’s quite 
  fun. But for you, this trip is all business.
  “As you know, the Society is working on a new 
  era of starship. First Seeker Ehu Hadif aims to 
  expand our presence in the Vast, and we need 
  something better suited to the task. This goal 
  has become critical now that we’ve noticed 
  malfunctioning Drift beacons there.
  “We’ve been approached by Redshift 
  Revolution, a prominent Pact Worlds 
  starship manufacturer, to help with the 
  engines and thrusters for our new ships. As it 
  turns out, they also need our help. I’ve invited one 
  of their representatives to explain.”
  A second viewscreen activates, displaying 
  a bald verthani woman with pure 
  black eyes and muted blue skin. 
  “Greetings. 
  I 
  am 
  Rostessa 
  Yaszan, 
  Vice 
  President 
  of 
  Intercorporate 
  Affairs 
  with 
  Redshift 
  Revolution. 
  I 
  am 
  responsible for solidifying our business 
  partnership. I am also responsible for 
  handling a… minor dispute… that we have 
  with Terminator, a rival corporation. 
  “A disgruntled employee named Elinva Petrilus—a skilled 
  mechanic and pilot—stole a prototype X-64 starship, the 
  successor to our famous X-62, and disappeared into the Vast. 
  We believe she intends to hand the vessel over to Terminator. 
  This would be a catastrophic setback. 
  “We don’t know where their rendezvous will take place, but 
  we know that Petrilus was seen socializing with Dezros Grinn, 
  a mid-level Terminator executive. Dezros will be at the qualifier 
  race gala. We’ve managed to get you invitations, and we’d like 
  you to discreetly download all recent communications from his 
  datapad. This information should lead us to Petrilus and the 
  X-64. As much as we want to let the authorities detain Dezros 
  for questioning, we fear doing so would ruin our only shot at 
  recovering the prototype.”
  Venture-Captain Naiaj nods and says, “We’ve managed to get 
  you contracted as security for the event—as long as you wear the 
  security badges you’ll find in a package on the table there, you 
  can bring your equipment to the gala. The badges also contain 
  an automatic program that will download the data we need—if 
  you’re good with computers, you might be able to boost its 
  efficiency, but all you need to do is get close to Dezros Grinn for a 
  few minutes and let the program do the work.”
  “Thank you, Starfinders. I trust this will be a profitable 
  relationship,” Rostessa Yaszan says before disconnecting. 
  Naiaj continues, “I don’t like corporate espionage, but we 
  desperately need top-notch engines for our starships. Once we 
  have the X-64’s location, we’ll send you to retrieve it. By the way, 
  we haven’t formalized our relationship with Redshift Revolution 
  yet. If Terminator makes a similar offer to work with the 
  Society, I expect you to consider all options. I leave 
  the choice to your professional judgment.”
  If any of the PCs have played Starfinder 
  Scenario #3–04: The Vast Experiment: Falling 
  into Deliverance or Starfinder Scenario # 3–12: 
  The Vast Experiment: First Flight, Naiaj adds 
  the following.
  “You’ve worked hard on this crucial project. 
  I commend you for your consistent efforts to 
  ensure the Society’s next model of starship is the 
  best that it can be.”
  Using the shuttle’s system-wide comm 
  unit, each communication between 
  Absalom Station and Verces takes 
  1d6–1 hours, but Venture-Captain 
  Naiaj can provide basic answers 
  to the PCs’ questions in spite of this 
  delay. PCs spending additional time asking 
  questions doesn’t affect the success of 
  their mission. 
  What else can you tell us about 
  Redshift Revolution and/or Terminator? “They’re both successful 
  and innovative manufacturers based on Verces—either would do 
  an excellent job producing our new ship. They’ve been rivals for 
  decades, but this prototype theft is the most overtly hostile action 
  either company has taken thus far.”
  What do you know about Elinva Petrilus? “She’s a human 
  and a skilled pilot, and I gather that she was put off by Redshift 
  Revolution’s rigid policies. The company hasn’t told us much else 
  about her. Hopefully you get an opportunity to meet her soon and 
  complete your mission.” 
  What do you know about Dezros Grinn? “He’s a meticulous 
  and businesslike verthani who rose quickly in the corporate ranks 
  despite his lack of formal education. I hear he was turned down 
  for a job at several other manufacturers before Terminator saw 
  his potential. He’s probably on the lookout for Redshift Revolution 
  spies right now, but when you work for an organization like 
  Terminator, you need every advantage you can get. Tantalizing 
  starship rumors should hold his attention.”
  What should we know about the gala?/Who else will be at 
  the gala? “These qualifier races are a big deal for people who 
  care about such things. Many of the attendees are high-society 
  racing fans. More important to you are all the representatives from 
  various starship manufacturers who will be there. If you want to 
  keep Dezros Grinn’s attention, you need to be up to speed on the 
  latest starship manufacturing gossip. I’m sending you a file with 
  information on some of the more promising attendees.” Provide the 
  players with Handout #1: Starship Manufacturers of Note.
  You mentioned trouble with the Drift beacons? “I wish I could 
  
  THE VAST EXPERIMENT: FAST CHOICES
  5
  tell you more, but we have little idea of what’s going on. That’s 
  one of the reasons it’s so critical to develop this new starship for 
  the Society.”
  Before she disconnects from the meeting, Naiaj provides the PCs 
  with the information from Handout #1: Starship Manufacturers of 
  Note if she hasn’t done so already and reemphasizes that she trusts 
  them to complete the job.
  CULTURE (RECALL KNOWLEDGE) OR 
  PROFESSION (CORPORATE PROFESSIONAL)
  Based on the result of a Culture or Profession check, the PCs might 
  know more about Redshift Revolution and Terminator. A PC learns 
  all of the information listed with a DC equal to or less than the 
  result of their check.
  10+: Redshift Revolution is a well-established starship 
  manufacturer that predates the Gap. Terminator, on the other hand, 
  is only about 40 years old but has achieved great success in that 
  relatively short time.
  15+: Redshift Revolution dominated the Absalom Runs for 
  many years, but for over a decade, they’ve finished behind 
  Terminator, which has caused a new generation of eager 
  engineers at Redshift Revolution to lead the company in a more 
  innovative direction.
  20+: Terminator’s success largely stems  the cutthroat tactics 
  and business savvy of its founder, Jacen Wither. Her sole focus is 
  to win—and make money—whatever the cost. Her tactics infuriate 
  Redshift Revolution’s old-fashioned corporate board.
  25+: Terminator might soon face a dilemma—Jacen Wither  nears 
  retirement, and rumor has it that several of the company’s major 
  customers have started looking elsewhere. Wither’s offspring are 
  desperate to ensure Terminator’s continued success, but they 
  squabble endlessly over the company’s future. The PCs can share 
  this rumor with Dezros Grinn during the gala (see Getting the Data 
  on page 8); doing so counts toward their goal of four total rumors.
  GALA PREPARATIONS
  Soon after the briefing ends, the PCs’ shuttle arrives at the Prize 
  of Kashak. The starliner is austere in every way, from its simple 
  exterior to its unadorned corridors and efficient, minimal staff. A 
  verthani staff member checks the PCs’ names against a roster and 
  confirms they have their security badges. She invites them to relax 
  in the starliner’s dining lounge, where multiple viewscreens show 
  all the latest starship news. 
  Each PC can choose a single activity to occupy their time while 
  they wait for the gala to begin: socialize in the lounge or watch 
  the lounge’s news feed; each PC must then attempt one DC 18 skill 
  check (DC 21 for Levels 7–8). Play out a brief scene—no more than a 
  minute or so—to describe the results of their efforts.
  PCs who spend time socializing can attempt a Bluff, Diplomacy, 
  or Charisma-based Profession check to navigate the social circles 
  at the gala. PCs who fail this check get stuck in a conversation with 
  a retired ysoki mathematician who has little to say about starships. 
  PCs who succeed hear a rumor that Multifold Industries, an 
  Aballon-based manufacturer specializing in automated starships, 
  backed out from the qualifier race at the last minute. Apparently, 
  their favored ship’s A/VI (artificial and virtual intelligence) refused 
  to participate, claiming it would be unfair to the other competitors 
  to face an “unflinching, unerring opponent.” Some suspect that 
  jealous rivals hacked the A/VI.
  Each PC who focuses on the news feed can attempt an 
  Engineering, Physical Science, or science-oriented Profession (such 
  as electrician or lab technician) check. PCs who succeed at this 
  check can follow a program on the history of Redshift Revolution’s 
  X-series of starships. The segment’s android host energetically 
  shows a diagram of the faulty X-63 and goes on a jargon-laced 
  diatribe about how a rigid adherence to old-fashioned methods 
  doomed the design from the outset. The rest of the segment 
  involves overly technical conjectures on how Redshift Revolution 
  should approach its next ship and speculation as to why they’ve 
  yet to announce the X-64. PCs who fail the check can’t keep up 
  with the android’s complicated explanations.
  Development: A PC who learns the rumor about Multifold 
  Industries can mention that rumor to Dezros Grinn during the gala. 
  It counts toward their goal of four total rumors. 
  Each PC who successfully follows the starship history segment 
  gains insight into the design and function of the X-series; the first 
  time one of these PCs fails a check during Event: Chasing the Racer 
  by 4 or less, their insight turns the failure into a success.
  STARSHIP RUMORS
  This sidebar lists the available starship rumors in one place 
  for the GM’s convenience.
  D 
  D From a high skill check result following the briefing, the 
  PCs can learn rumors of Jacen Wither’s retirement.
  D 
  D Before the gala, PCs can socialize to learn about Multifold 
  Industries’ A/VI troubles.
  D 
  D From Jahnoro Molzar, the PCs can learn that the Opulos 
  Corporation placed an enormous bid on state-of-the-art 
  counter-hacking technology from ATech.
  D 
  D From Sundeba, the PCs can learn that the Norikama 
  Syndicate has acquired a database of rare star charts 
  from the Szandite Collective and seeks to trade that 
  knowledge for racing ship technologies.
  D 
  D From Xecteposh, the PCs can learn that Hivonyx Industries 
  plans to crowdsource a new starship engine design as part 
  of their efforts to develop safer Drift travel capabilities.
  
  STARFINDER SOCIETY SCENARIO
  6
  A. ABSALOM RUNS QUALIFIER GALA
  A. ABSALOM RUNS QUALIFIER GALA
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  STARLINER
  STARLINER
  B = BOLNURAGH
  B = BOLNURAGH
  D=DEZROS GRINN
  D=DEZROS GRINN
  J=JAHNORO MOLZAR
  J=JAHNORO MOLZAR
  S=SUNDEBA
  S=SUNDEBA
  V=VERDANT MOON 
  V=VERDANT MOON 
  CULTIST
  CULTIST
  X=XECTEPOSH
  X=XECTEPOSH
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  S
  D
  J
  X
  B
  B
  V
  V
  
  THE VAST EXPERIMENT: FAST CHOICES
  7
  A� ABSALOM RUNS 
  QUALIFIER GALA
  The luxurious event space appears decorated in stark contrast to 
  the austere corridors of the Prize of Kashak. Numerous screens 
  display pilot and starship statistics while others replay Absalom 
  Runs qualifier races from years past. Dozens of guests mingle at 
  the bar, lounge near swimming pools, and enjoy the dissonant 
  notes of a massive automatic electropiano. The event 
  staff maintain strict protocols for orderly decorum and 
  cleanliness as they issue frequent reminders to avoid 
  certain behaviors like running near the pools, touching 
  the piano, feeding the plants, blocking the screens, 
  spilling drinks, and so on.
  As long as the PCs visibly display their security 
  badges, they can enter with their armor, weapons, 
  and equipment. The guests described in Handout 
  #1: Starship Manufacturers of Note are all in 
  attendance. Several dozen other attendees 
  mill about, socializing and talking business. 
  The majority of the attendees are unarmed, 
  but a handful wear security badges and 
  sidearms. Most attendees are verthani or 
  human, but members of other Pact Worlds 
  races are present.
  A map of the area appears on page 6, labeled with 
  the starting locations of key attendees as well as 
  the locations of the assailants that appear during 
  Event: Verdant Moon Raid (page 8). GMs can use 
  this map to manage PC and NPC positioning. 
  Timing the Verdant Moon Raid: The PCs don’t 
  know it yet, but a group of eco-terrorists who call 
  themselves Verdant Moon plans to interrupt the 
  gala and possibly disrupt their mission. Details 
  about this group and their attack on the gala 
  are described in  Event: Verdant Moon Raid on 
  page 8. If the PCs are too slow to influence the 
  NPCs and download the communication logs from 
  Dezros Grinn, they might be forced to complete 
  their task amidst the chaos of the fight against 
  the Verdant Moon cultists. GMs should track the 
  number of skill checks to influence NPCs that 
  the party attempts during the gala. After they’ve 
  attempted 9 checks against any combination of 
  NPCs—whether they succeeded or failed 
  at these checks—the Verdant Moon 
  cultists attack. If the PCs accomplish 
  their task with fewer than 9 checks, 
  the attack takes place just after 
  they finish downloading the data.
  Learning Starship Rumors: Encourage 
  the players to roleplay their  characters’ interactions with the NPCs. 
  Grant a circumstance bonus of +1 or +2 for notably enthusiastic 
  or creative roleplaying, and play up the NPCs to provide fun and 
  engaging interactions for the party.
  Despite the gala attendees’ presence, the NPCs from Handout 
  #1: Starship Manufacturers of Note are the focus of this encounter. 
  The PCs’ goal is to learn enough rumors from these NPCs (in 
  addition to any they might have already learned) to engage Dezros 
  Grinn in a lengthy conversation. Each NPC is described below, 
  along with information about how to learn rumors from them. 
  Repeated attempts to speak with these NPCs lose their 
  effectiveness: each successive attempt to speak with 
  a specific NPC incurs a –2 penalty. After three failed 
  attempts to speak with a given NPC, that guest no 
  longer has interest in speaking with the PCs.
  A half-dozen attendees crowd around Jahnoro 
  Molzar (LN male human envoy) of ATech, a 
  subsidiary of AbadarCorp. The square-jawed 
  salesman mingles masterfully as he teases 
  the crowd with hints about ATech’s latest 
  anti-hacking technologies. It’s common 
  knowledge that the corporation has 
  made significant advancements in 
  d i g i t a l 
  security, and ATech carefully leaks juicy 
  details to keep contract bids competitive. He drops a 
  not-so-subtle hint that ATech is on the brink of creating 
  a revolutionary new counter-hacking module—but they 
  already have a likely buyer. The PCs can press Molzar 
  for details with a successful DC 18 (DC 21 for Levels 7–8) 
  Diplomacy check to gather information or Computers 
  or Engineering check to identify technology. If they 
  succeed, he reveals that Opulos Corporation, purveyor 
  of luxury starships, is currently the highest bidder, as 
  the corporation desperately wants to prevent further 
  tragic losses due to corporate warfare.
  Sundeba (N female vesk mechanic) of the Norikama 
  Syndicate, a former salvage company seeking respect, 
  hopes to learn some inside secrets about the latest 
  and greatest starship engines and racing frames. She 
  wears a luxury business suit that’s several years out 
  of style and stands alone near the bar. The other 
  gala attendees actively avoid her, fearing that she’s 
  only there to help Norikama Syndicate create more 
  knockoff starships. Sundeba is wary of other 
  vesk, who generally despise the Syndicate, and 
  is pleasantly surprised by anyone—especially a 
  fellow vesk—who treats her with respect. 
  She readily admits that the Syndicate’s 
  success largely stems from its knockoff 
  strategy and that her purpose at the 
  gala is to persuade another company 
  to share secrets that would allow the 
  Syndicate to design a competitive racing 
  DEZROS GRINN
  
  STARFINDER SOCIETY SCENARIO
  8
  ship. With a successful DC 18 (DC 21 for Levels 7–8) Bluff check 
  to lie, Diplomacy check to gather information, or Intimidate check 
  to bully, a PC can learn from Sundeba that the syndicate has 
  something to offer in exchange: an enormous database of rare star 
  charts acquired through trade dealings with Szandite Collective, a 
  mysterious network of beings from a remote corner of Near Space.
  Xecteposh (NG male shirren envoy) of Hivonyx Industries 
  has attended the gala to see if there have been any interesting 
  developments in starship thrusters or alternatives to Drift travel. 
  Hivonyx hopes to develop safer Drift-capable technology, and 
  Xecteposh eagerly shares this goal with anyone who will listen. 
  He’s especially pleased by anyone who agrees with him that Drift 
  travel, in its current form, is exceedingly dangerous. A PC can keep 
  Xecteposh engaged in deeper conversation with a successful DC 
  18 (DC 21 for Levels 7–8) Life Science or Mysticism check to recall 
  knowledge or a DC 22 (DC 25 for Levels 7–8) Diplomacy check to 
  gather information. With a successful check, the PC learns from 
  Xecteposh that Hivonyx Industries plans to crowdsource a new 
  starship engine prototype, an unusual move that few corporations 
  have attempted successfully. 
  Getting the Data: The PCs’ primary goal in this area is to 
  successfully and discreetly download data from their target, 
  the Terminator executive Dezros Grinn (N male verthani 
  envoy). Due to recent events, Dezros is especially paranoid and 
  uncomfortable. He makes every effort to avoid conversation. 
  His goal is to briefly appear at the gala to satisfy his Terminator 
  superiors before going on his way. To successfully engage 
  Dezros in a conversation of sufficient length, the PCs must 
  use interesting starship-related news and gossip. Bringing four 
  interesting rumors to Dezros’ attention, whether by mentioning 
  it to him directly or speaking about it within earshot, is enough to 
  engage him in a conversation of sufficient length—once he starts 
  discussing starship news, it’s difficult to get him to stop. The 
  program hidden in the PCs’ security badges automatically 
  downloads the necessary data and discreetly notifies 
  them when the download finishes.
  If the PCs have fewer than four rumors to share 
  with Dezros, they can attempt to hold his attention 
  with gossip or false rumors with a successful DC 24 
  Bluff, Culture, or Diplomacy check (DC 27 for Levels 7–8) 
  or boost the program’s efficiency with a successful DC 22 
  Computers check (DC 25 for Levels 7–8). The DC of this 
  check increases by 2 for each rumor less than three that 
  the PCs mention to him, and by another 2 for each 
  repeated attempt. 
  Development: If the PCs successfully download 
  the communication logs from Dezros Grinn’s 
  datapad, their security badges discreetly 
  vibrate and ping their comm units to notify 
  them that the task has completed. Once 
  the PCs retrieve the data, or if they 
  haven’t yet retrieved the data after 
  attempting a total of 9 skill checks 
  to gather rumors and acquire data 
  during the gala, the Verdant Moon 
  cultists attack.
  EVENT: VERDANT MOON 
  RAID (CR 8 OR CR 10)
  Suddenly, a shrill voice pierces the hall, 
  “Your starships are a blight on Near Space! 
  You disrupt the natural order of every planet 
  you touch! You tear entire systems apart, all to fuel 
  this reckless entertainment! The Verdant Moon does 
  not tolerate your careless destruction and greed! For 
  BOLNURAGH
  
  THE VAST EXPERIMENT: FAST CHOICES
  9
  your transgressions, you have been chosen as examples! Come 
  peacefully or be slain here and now!”
  Screams drown out the electropiano’s pounding chorus as gala 
  attendees begin to flee in every direction. 
  Still Need the Data: During this event, the PCs can finish 
  downloading data from Dezros Grinn’s datapad if they haven’t 
  done so. Dezros is no fighter and tries to hide under a table during 
  the raid, frantically sending messages through his comm unit; the 
  map on page 6 displays his precise location. Dezros actively using 
  his devices disrupts the PCs’ security badges from automatically 
  downloading the data. Each round that a PC remains within 10 
  feet of Dezros for their entire turn, the PC can attempt a DC 20 
  Computers check (DC 23 for Levels 7–8) to download the data, a 
  DC 22 Bluff or Intimidate check (DC 25 for Levels 7–8) to stop his 
  frantic messaging, or a DC 22 Sleight of Hand or Stealth check 
  (DC 24 for Levels 7–8) to interfere with his comm unit directly. A 
  PC who succeeds at one of these checks downloads the data, but 
  subsequent attempts using the same skill incur a –2 penalty.
  Creatures: The terrorists attacking the gala belong to a violent 
  group who call themselves Verdant Moon. This group uses any 
  means necessary to disrupt starship manufacturers throughout 
  Near Space with the aim of protecting fragile ecosystems and 
  natural resources. The Verdant Moon cultists intend to take 
  hostages from the Prize of Kashak and generate media focus on 
  how starship manufacturers hurt the environments of natural 
  worlds. They expect the gala’s attendees to surrender or flee, giving 
  them a relatively easy escape path to their shuttle. 
  To create a distraction while they take captives, the Verdant Moon 
  cultists drench two dormant bolnuraghs (or a single bolnuragh; see 
  the encounter scaling sidebar on page 16 for Levels 5–6 or page 18 
  for Levels 7–8) with water from the gala’s swimming pools. In their 
  dormant state, bolnuraghs resemble bulbous, armor-plated eggs 
  about the size of a human fist. The narrow seams in their plated 
  shells reveal a luminous moss within. When they absorb water—
  which normally occurs only during their native planet’s annual 
  rainy season—bolnuraghs rapidly expand into glowing, 10-foot-tall 
  armor-plated hulks who can quickly drag themselves around with 
  the vines protruding from their underbellies.
  The Verdant Moon cultists seem surprised to encounter 
  resistance. They cast command and hold person to create easy 
  targets for the bolnuraghs, favoring mind thrust and their pistols to 
  attack foes who manage to stay farther away. If one cultist remains 
  with less than one quarter of their maximum Hit Points and no 
  allies, the cultist surrenders.
  The bolnuraghs lash out in self-defense, firing their projectile 
  plating at nearby foes as they close in with whatever creature 
  seems biggest and loudest. When close enough, they attempt to 
  trample and drain the liquid from their foe, pummeling it until it 
  stops moving. The cultists have injected themselves with organic 
  compounds from the bolnuraghs’ home world, preventing the 
  bolnuraghs from perceiving the cultists as a threat. The bolnuraghs 
  are far from home and instinctively fight to the death. 
  Many attendees crowd the room’s exits (not shown on the map); 
  others cower behind furniture and other obstacles. The GM doesn’t 
  need to indicate their exact positions, and they don’t interfere with 
  the PCs’ movement The GM should discourage PCs from especially 
  reckless or destructive tactics, such as area attacks. As a move 
  action, a PC can attempt a DC 17 (DC 20 for Levels 7–8) Perception 
  check to carefully note the positions of all NPCs. With a successful 
  check, for the rest of their turn, that PC can use an area attack (such 
  as a grenade or spell) without endangering any attendees.
  LEVELS 5–6 (CR 8)
  VERDANT MOON CULTISTS (2) 
  CR 4
  Page 16
  BOLNURAGHS(2) 
  CR 4
  Page 16
  LEVELS 7–8 (CR 10)
  VERDANT MOON CULTISTS (2) 
  CR 6
  Page 18
  BOLNURAGHS (2) 
  CR 6
  Page 18
  Infamy: PCs who recklessly use area of effect attacks during the 
  fight injure innocent bystanders and gain 1 Infamy.
  Development: The panic dies down and the gala attendees come 
  out from hiding once the PCs neutralize the Verdant Moon threat. 
  They shower the PCs with gratitude and praise them as heroes. 
  If, during the fight, a PC used any destructive area attacks 
  without first succeeding at a Perception check, or otherwise 
  deployed reckless tactics that endangered the gala attendees, 
  the attendees are still grateful, but their responses are more 
  reserved, and the Prize’s staff resent the destruction.
  The remainder of the gala is postponed, and the guests depart. 
  If the PCs retrieved the data, their security badges transfer the 
  information directly to Rostessa Yaszan. She goes straight to work 
  analyzing it, and within the hour, she contacts the PCs. Proceed to 
  Journey to the Vast (below).
  If the PCs failed to retrieve the data from Dezros Grinn, Rostessa 
  Yaszan reaches out to inform them that she has contracted another 
  party to retrieve the data—the PCs should stand by to fetch the 
  X-64 once Redshift Revolution locates it. She seems to have lost 
  some of her confidence in the PCs, and Venture-Captain Naiaj sends 
  them a terse message reminding them that “succeeding at missions 
  is important.” They must wait a few days on their cramped shuttle 
  before proceeding to Journey to the Vast (below).
  JOURNEY TO THE VAST
  Rostessa Yaszan contacts the PCs and asks them to travel to the 
  location where Elinva Petrilus with the prototype X-64 starship is 
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  located: a nameless gas giant in the Vast. Rostessa wants them 
  to disable the vessel and return it to Absalom Station. 
  She explains that the prototype likely won’t withstand 
  extended or strenuous use, so the Starfinders should be 
  able to catch it even in their slower starships.
  The PCs can select the standard Drake or Pegasus class 
  Starfinder starship for their mission, along with any other 
  specialty starships the PCs might have access to. If asked, 
  Venture-Captain Naiaj advises them that a faster ship 
  might help catch the X-64, but because they’re heading 
  into unfamiliar territory, they might also consider a 
  ship that’s more heavily armed.
  Treasure: In consideration of the Drift beacons 
  that have been malfunctioning, Venture-Captain 
  Naiaj includes a ring of sustenance for each PC 
  in their supplies to keep them alive if they 
  somehow get stranded in the Vast.
  Travel Interlude: Naiaj congratulates 
  the PCs on going above and beyond during 
  the raid on the Prize of Kashak. Following 
  their heroic actions, they’ve earned a 
  special slot on an upcoming entertainment 
  series called “Astounding Heroes of the 
  Pact Worlds!” They’ve each been invited 
  to record a brief statement of their ideals 
  and accomplishments as members of the Starfinder Society. Naiaj 
  encourages the PCs to participate—they have a long journey ahead 
  of them, and recording these brief segments at least gives them 
  something to do. Plus, she explains, it could help counter the 
  negative media attention the Society has received in the past. 
  The PCs can pass on the opportunity if they wish, but if they 
  accept, allow each player a minute or two to review their PCs’ 
  accomplishments and philosophy. If at least half of the PCs 
  participate, the positive feedback the PCs receive inspires their 
  whole group. Once during the remainder of the adventure, a 
  single PC can reroll one failed skill check or attack roll.
  After 5d6 days, the PCs arrive at the nameless gas giant in the 
  Vast. Proceed to Event: Chasing the Racer (below).
  EVENT: CHASING THE 
  RACER (CR 7 OR CR 9)
  An immense gas giant, swirling with vibrant purple and orange 
  clouds, dominates the forward viewscreen. The ships’ sensors 
  begin scanning the area, but a tiny ship is already visible, and 
  coming in fast. Suddenly, it veers off and reverses course. The 
  screen displays an incoming video transmission from the racer’s 
  pilot, a human woman grinning with excitement. “Whoa! You’re 
  definitely not with Terminator. Let me guess, Rostessa Yaszan 
  sent you? I’ve had enough of her. Which is fine, because she’s 
  never going to see me again. Tell her Elinva says goodbye and 
  good riddance!” The transmission cuts off, and the racer speeds 
  off toward the gas giant.
  Elinva Petrilus is a former Redshift Revolution 
  mechanic who felt the company wasn’t 
  delivering on its promise to distance itself 
  from its stuffy, traditional corporate culture. 
  Plus, she was tired of losing the Absalom 
  Runs. She originally planned to find a job 
  with a more exciting employer, but when 
  she met Dezros Grinn at the Trans-Pact 
  Tour, everything changed. She fell in love 
  with the savvy verthani, who encouraged 
  her creativity and always listened to her wild 
  ideas. She planned to abscond with proprietary 
  information on the X-64, but her plans were 
  uncovered by happenstance. In a moment of 
  passion, she stole the X-64 prototype and fled into 
  the Drift. While Dezros’ initial motive was to learn 
  trade secrets from Elinva, he has grown fond of 
  her, and the two have plans to vacation 
  in the River of Returning Joys on Verces 
  once they’ve successfully delivered the 
  X-64 prototype to Terminator.
  Elinva currently pilots the X-64, zipping 
  around the gas giant’s clouds while she 
  waits for her Terminator contact, Captain 
  Isheksh. She initially assumed the ship 
  arriving through the Drift was the Eager Meditant, a Terminator 
  Slingshot model starship outfitted with a concealed hangar bay. 
  When she realized it was a different ship, she could think of only 
  one reason anyone else might travel to this remote corner of the 
  galaxy: to get in her way. Elinva plans to avoid the PCs’ starship 
  until Captain Isheksh arrives with the Eager Meditant, but she 
  knows that her racer is ill-equipped for battle.
  THE CHASE
  The pursuit and disabling the X-64 is played out using the 
  narrative starship chase system introduced in the Starfinder 
  Starship Operations Manual (pages 44–47). A summary of how 
  chases work is included below, and relevant information for PCs 
  (such as starship roles and chase actions) is included in Handout 
  #2: Starship Chase Summary and Handout #3: Chase Actions, 
  which the GM should distribute to the players. 
  Chase Rules: The starship chase takes place over a series of 
  6 rounds. Each round, each PC selects a starship role. A PC can 
  select the captain or pilot role only if that role would otherwise be 
  vacant (or if the PC currently in that role can’t take actions). Once 
  the PCs choose their roles, the GM presents an obstacle. During 
  each round of the chase, the PCs select a chase action and decide 
  characters will attempt the associated skill checks associated with 
  the obstacle and the chase action (in that order). No chase action 
  can be taken two rounds in a row, and a given character can’t both 
  attempt an obstacle check and take a chase action in the same 
  round. The GM tracks the PCs’ successes, failures, and the hits 
  their starship takes as a result of their checks. After 6 rounds, the 
  ELINVA PETRILUS
  
  THE VAST EXPERIMENT: FAST CHOICES
  11
  11
  starship chase ends in success or failure depending on the number 
  of successful chase actions the PCs take. In this adventure, failing 
  the chase or taking too many hits doesn’t mean the PCs have failed 
  their mission; see the Development section   below for information 
  about how the results impact the PCs.
  Obstacles: The obstacles are listed below in the order the PCs 
  encounter them, with the roles that can attempt checks listed in 
  parentheses. The descriptions include quoted remarks from Elinva 
  Petrilus, who taunts the PCs through the ship’s voice channel. GMs 
  are encouraged to play up the banter if the PCs choose to respond. 
  Succeeding at skill checks to overcome obstacles doesn’t count 
  toward the PCs’ total number of successes when determining the 
  success or failure of the starship chase. Only successful checks 
  with their Chase Actions count for this purpose.
  Difficulty and Scaling: Each obstacle check uses either an 
  Average DC or Hard DC for its skill check DCs. The chase actions 
  all use the Average DC. For Levels 5–6, the Average DC is 20 and 
  the Hard DC is 24. For Levels 7–8, the Average DC is 23 and the 
  Hard DC is 28.
  For a party of four PCs, reduce all skill check DCs by 2.
  Ending the Chase: The chase ends after the 6 rounds are 
  complete. The PCs can’t entirely “fail” the chase in the sense of 
  losing track of the X-64, but too many failed checks can result in 
  significant damage to their starship, which might influence the 
  upcoming fight against the novaspawn. If the PCs’ starship takes 6 
  hits, the chase continues (unlike during a normal chase as described 
  in the Starship Operations Manual), but their recklessness impacts 
  their secondary objectives.
  Overtax the Engines (Chief Mate, Engineer)
  “You know, you really should’ve brought a racing ship if you wanted 
  to keep up. That piece of junk looks slower than a rock hopper, and 
  I’m not even at full speed!” Elinva steers the X-64 toward the gas 
  giant, rapidly accelerating to keep her distance.
  Difficulty: Average DC
  Failure: The crew’s next chase action takes a –2 penalty.
  Chain Reaction (Pilot, Science Officer)
  The X-64 slows down and the gap between the ships closes. “Uh-oh, 
  engine trouble over here. Just a moment.” Suddenly, the racer skims 
  perilously close to the gas giant’s atmosphere, swerving away as 
  the thruster’s flames ignite a purple cloud. A massive explosion 
  sets off a storm of fire and roiling gases. “Ha, gotcha! I thought that 
  might happen. You should probably just go back where you came 
  from, it’s dangerous out here!”
  Difficulty: Hard DC
  Failure: Take 1 hit.
  Sudden Course Correction (Captain, Chief Mate, Pilot)
  “I mean, honestly, this is too easy!” Despite Elinva’s cockiness, the 
  sounds of several system failure warnings come across the voice 
  channel. “Ignore those, everything is perfectly fine!” The X-64 
  reverses direction and roars past the Starfinders’ ship. 
  Difficulty: Average DC
  Failure: The crew’s next Piloting or Engineering check (whichever 
  comes first) takes a –2 penalty.
  Obstacle Detected (Engineer, Gunner, Magic Officer)
  The ship’s sensors declare, “Obstacle detected!” as a large piece of 
  debris suddenly emerges from the clouds ahead. The X-64 barely 
  manages to blast the debris out of the way, and tiny bits skim off 
  the ship’s shields. “Whoa, what was that?! Sorry about the mess. 
  Better watch out!” 
  Difficulty: Hard DC
  Failure: Take 1 hit.
  Special: In addition to the standard obstacle check and chase 
  action, a PC in the Science Officer role can attempt a DC 17 (DC 20 for 
  Levels 7–8) Computers check to scan the debris. With a successful 
  check, the PC determines that the debris is made of organic silicon 
  and steel. Any PC can then attempt a DC 27 Life Science check to 
  identify the debris as part of the cast-off “hull” of a novaspawn.
  Disabling Shot (Captain, Gunner, Pilot)
  The warning messages coming across the channel from the X-64 
  intensify. The scanners reveal its engines have nearly gone out—a 
  bit of carefully placed damage should disable it. “Hey now, wait a 
  second—you wouldn’t dare!”
  Difficulty: Average DC
  Failure: The Pilot or Science Officer check against the final 
  obstacle takes a –2 penalty.
  Scan the Atmosphere (Magic Officer, Science Officer)
  The X-64 takes a sudden dive into the clouds and vanishes from 
  sight. The sensors lose track of it. “If you want me, you’ll have to 
  come and get me! You sure that giant trash heap is going to hold 
  together in here? You might not want to be around when my new 
  friends arrive.”
  Difficulty: Average DC
  Failure: Take 1 hit.
  Development: To maintain the excitement of the chase and 
  its dramatic conclusion, GMs should proceed directly to the 
  boxed text at the beginning of Encounter B: Novaspawn Attack 
  on page 12 before determining the precise results of the chase, 
  as described below. The PCs’ starship might lose SP, HP, or even 
  have wrecked systems (determined randomly). These outcomes 
  are intentionally more forgiving than those presented in the 
  Starship Operations Manual but can still lead to a difficult fight 
  against the novaspawn.
  TABLE: CHASE OUTCOME
  SUCCESSES SP LOST 
  HP LOST
  WRECKED SYSTEMS
  5 or more
  0%
  0
  0
  4
  10%
  10%
  1
  3
  20%
  20%
  2
  2 or fewer
  30%
  40%
  2
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  B� NOVASPAWN 
  ATTACK (CR 8 OR 
  CR 10)
  After vanishing for a few minutes into the clouds, 
  the X-64 drifts into view at the edge of the gas giant’s 
  atmosphere. Sensors reveal that its engines and power core 
  have given out due to strain from the chase. Just as 
  the Starfinders’ ship approaches the disabled 
  vessel, a massive beast emerges from the 
  atmosphere. Crystalline protrusions and 
  gigantic tentacles ring the creature’s 
  glowing maw, which closes on the 
  helpless X-64. Electrical arcs coalesce 
  on the creature’s crystals as it turns its 
  attention toward the larger starship. The 
  sensors chime: “Obstacle detected.”
  This battle takes place just outside the 
  atmosphere of the nameless gas giant. 
  The PCs’ starship and novaspawn begin 
  3d6+5 hexes away from each other, at a 
  random facing.
  Creatures: A novaspawn rests between 
  interstellar journeys in the pleasant clouds of the gas giant. The 
  explosions of the starship chase irritated the novaspawn, even 
  causing extensive damage to the creature for Levels 5–6. The 
  novaspawn decided to put a stop to this disturbance so it can have 
  a few more centuries of peace before continuing its travels.
  Elinva Petrilus still lives, and the X-64 is mostly intact. During 
  the first round of combat, she sends a garbled transmission to the 
  PCs’ starship, apologizing for her rudeness and begging them to 
  rescue her. “I think—if you hurt it—maybe it will leave me alone! It’s 
  my only shot! Help!” If the PCs damage the novaspawn, she lets 
  them know that the tactic seems to be working—the novaspawn’s 
  gullet widens as it sustains injuries.
  The novaspawn’s primary tactic is to use its tentacles to restrain 
  its foe then blast it with its particle beam. It relies on its heavy 
  laser cannons to shoot foes who manage to avoid the tentacles. 
  The ageless novaspawn has a strong instinct for self preservation, 
  and if the PCs reduce its Hit Points to 50% or less of its maximum, 
  it spits out the X-64 and flees into the clouds.
  LEVELS 5–6 (CR 8)
  DAMAGED NOVASPAWN 
  TIER 8
  Page 17
  LEVELS 7–8 (CR 10)
  NOVASPAWN 
  TIER 10
  Page 19
  Development: If the novaspawn disables the PCs’ 
  starship, it readies its particle beam to obliterate 
  the nuisance once and for all, but it powers down 
  its weapons and flees into the clouds when it 
  senses another vessel arriving through the Drift. 
  Unfortunately, it takes the X-64 with it, devouring 
  both the racer and its pilot. 
  Whether or not the PCs defeated the novaspawn, 
  shortly after it flees, a starship emerges from 
  Drift travel and hails the PCs. It’s Captain 
  Isheksh of the Eager Meditant, here to 
  retrieve the X-64. 
  If the PCs won the starship combat, 
  the X-64 remains intact. Proceed to 
  Event: The Final Offer (below).
  If the PCs lost the starship combat, 
  resulting in the loss of the X-64, the 
  crew of the Eager Meditant patches up 
  the PCs’ ship enough for them to make the 
  journey home. However, the Starfinders 
  have failed their mission. Neither Redshift 
  Revolution nor Terminator is interested 
  in aiding the Society with building new 
  starship engines.
  EVENT: THE FINAL 
  OFFER
  A heavy cargo freighter emerges from the Drift. Decals of fanged 
  predators, skulls, and flames adorn the ship’s hull, though it has 
  no readily discernible weapon systems. A shirren appears on 
  the viewscreen. “This is Captain Isheksh of the Eager Meditant, 
  representing Terminator. I thought we might have company at 
  our little rendezvous, though I was not expecting… whatever 
  giant creature it is that our sensors are warning us about. It 
  seems you have the situation under control, so let us cut to the 
  chase. Are you ready to hear out my employer’s offer?”
  Terminator’s top executives sent Captain Isheksh (N male 
  shirren) to retrieve the X-64, and the shirren is under orders to use 
  whatever means he deems necessary to get it safely and secretly 
  back to Terminator’s mechanics for disassembly and study. He 
  was prepared to use the Meditant’s gravity well generator to slow 
  intruders long enough to snatch the X-64 and run. However, he 
  isn’t prepared to take aggressive action against the Starfinder 
  Society and takes the opportunity to negotiate instead.
  If the PCs refuse to listen to Captain Isheksh, the shirren 
  pleads with them once more, promising that his offer is worth 
  their consideration. A second refusal is enough to send the 
  captain begrudgingly on his way.
  If the PCs agree to hear Terminator’s offer, Captain Isheksh 
  lays it out for them. Terminator wants the X-64. If the PCs allow 
  Terminator to take it into their possession, then Terminator agrees 
  CAPTAIN ISHEKSH
  
  THE VAST EXPERIMENT: FAST CHOICES
  13
  13
  B. NOVASPAWN ATTACK
  B. NOVASPAWN ATTACK
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  BASIC STARFIELD
  BASIC STARFIELD
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  to provide the Society with its state-of-the-art engine schematics 
  for their new vessel. Captain Isheksh goes on to say that Redshift 
  Revolution might seem like a decent choice, but the Society could 
  end up disappointed in their lack of true innovation. On the other 
  hand, if Terminator’s research team can dissect the X-64, the 
  company would cement its place as the unparalleled leader in 
  starship engine designs. The final offer from Terminator is genuine. 
  As Venture-Captain Naiaj expressed during their briefing, the PCs 
  can accept the offer or turn it down at their discretion. 
  The PCs have one additional decision to make. Whether they 
  return the X-64 to Redshift Revolution or give it to Terminator, 
  they can choose who should take custody of Elinva Petrilus, if 
  she lives. She begs to go aboard the Eager Meditant, knowing 
  that a return to Redshift Revolution will likely to result in her 
  prosecution and imprisonment.
  If the PCs can’t reach a consensus, the GM should encourage 
  the players to hold a vote with ties leaning in Redshift Revolution’s 
  favor. The GM should make sure the decision leaves time for the 
  adventure’s conclusion and wrap-up.
  Development: If the PCs choose to side with Terminator, Captain 
  Isheksh praises their decision and informs them that his employers 
  should be in touch soon. The Eager Meditant takes the X-64 into its 
  concealed hangar bay and departs.
  If the PCs reject Terminator’s offer and stick with Redshift 
  Revolution, the Eager Meditant cuts off communications for a full 
  minute. Then, Captain Isheksh hails the PCs’ ship to express his 
  disappointment and orders his crew to return home. Terminator 
  has no intention of starting a fight with the Starfinder Society.
  CONCLUSION
  Once the PCs have decided to return the X-64 to Redshift 
  Revolution or hand it over to Terminator, they can return to 
  Absalom Station to deliver their report to Venture-Captain Naiaj 
  in person at the Lorespire Complex. 
  The Venture-Captain meets the PCs in a spacious 
  meeting room. She’s pleased that 
  they retrieved the X-64, thanking 
  the PCs for their efforts. If they 
  decided to return the X-64 to Redshift 
  Revolution, she agrees that sticking 
  with the original offer is likely the more 
  responsible thing to do. If, on the other hand, 
  they chose Terminator, Naiaj congratulates 
  them for securing an unexpected alliance. 
  Either way, she expresses approval for their 
  decision so long as the Starfinder Society 
  secures a manufacturer for their 
  new starship engines. The Venture 
  Captain also explains that with the 
  engine issue sorted, the Society should 
  soon be ready to test the final variant of 
  their new starship in a live mission.
  If they decided to release Elinva Petrilus 
  to Terminator, the PCs hear no more from 
  her for the time being. If they returned her to 
  Redshift Revolution, they receive word that an 
  anonymous benefactor paid a large sum to settle 
  her case out of court, but she’s unlikely to ever find 
  future work with a starship manufacturer.
  REPORTING NOTES
  If the PCs choose to return 
  the X-64 to its original manufacturer and 
  establish a partnership with Redshift Revolution, 
  check Box A. If they instead choose to accept Terminator’s 
  offer and hand the X-64 over to Captain Isheksh, check Box B. If 
  the PCs return Elinva Petrilus to Redshift Revolution, check Box C. 
  If they let her go free with Terminator, check Box D.
  NOVASPAWN
  
  THE VAST EXPERIMENT: FAST CHOICES
  15
  15
  PRIMARY OBJECTIVES
  If the PCs successfully recover the X-64 prototype and make a 
  deal with Redshift Revolution or Terminator, they succeed at their 
  primary objective and each gain 1 Fame and 1 Reputation for their 
  selected faction.
  SECONDARY OBJECTIVES
  The PCs excel at their mission if they complete at least three of the 
  five following tasks: retrieve the data from Dezros Grinn at the gala 
  before the Verdant Moon raid takes place; neutralize the Verdant 
  Moon cultists without endangering any attendees with reckless 
  tactics; earn five or more successes during the starship chase; 
  sustain fewer than six hits to their starship during the chase; or 
  reduce the novaspawn to 50% of its maximum Hit Points before 
  their own ship’s maximum Hit Points is reduced to 50%. Doing so 
  earns each PC 1 Fame and 1 Reputation for their selected faction.
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  SCALING EVENT: VERDANT 
  MOON RAID
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove one bolnuragh from the encounter. 
  APPENDIX 1: LEVEL 5–6 
  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 5th 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.
  EVENT: VERDANT MOON RAID 
  (LEVELS 5–6)
  VERDANT MOON CULTISTS (2) 
  CR 4
  Human mystic
  CE Medium humanoid (human)
  Init +0; Perception +10
  DEFENSE  
   
   
                    HP 43 RP 3
  EAC 15; KAC 16
  Fort +3; Ref +3; Will +7
  OFFENSE
  Speed 30 ft.
  Melee survival knife + 6 (1d4+4 S)
  Ranged thunderstrike sonic pistol +8 (1d8+4 So; critical deafen 
  [DC 15])
  Offensive Abilities grasping vines (4 rounds, DC 15)
  Spell-Like Abilities (CL 4th)
  At will—mindlink
  Mystic Spells Known (CL 4th)
  2nd (3/day)—fog cloud, hold person (DC 17)
  1st (6/day)—command (DC 16), life bubble, mind thrust (DC 16)
  0 (at will)—fatigue, token spell
  Connection xenodruid
  STATISTICS
  Str +0; Dex +0; Con +3; Int +0; Wis +5; Cha +1
  Skills Life Science +10, Mysticism +15, Survival +10
  Languages Common, Vercite
  Other Abilities speak with animals
  Gear casual stationwear, survival knife, thunderstrike sonic 
  pistol with standard battery (20 charges)
  BOLNURAGHS(2) 
  CR 4
  N Large plant
  Init +1; Senses blindsense (vibration) 30 ft., low-light vision; 
  Perception +10
  DEFENSE  
   
   
                    HP 50 RP 3
  EAC 16; KAC 18
  Fort +8; Ref +6; Will +3
  Immunities plant immunities
  OFFENSE
  Speed 30 ft.
  Melee slam +12 (1d6+9 B)
  Ranged projectile plating +9 (1d6+4 B and S)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities parasitic re-hydration (DC 13), trample 
  (1d6+9 B plus parasitic re-hydration, DC 13)
  STATISTICS
  Str +5; Dex +1; Con +3; Int –3; Wis +0; Cha –1
  Skills Athletics +10, Stealth +10, Survival +15
  SPECIAL ABILITIES
  Parasitic Re-hydration (Ex) When a creature fails its saving 
  throw to avoid a bolnuragh’s trample, the bolnuragh can 
  spend 1 Resolve Point as a reaction. If it does, it uses 
  microscopic orifices on the vines of its underbelly to rapidly 
  drain liquid from the creature’s body—these powerful 
  orifices can even suck the liquid molecules through tough 
  skin and armor. The creature must succeed at a DC 13 
  Fortitude save or take 1 Constitution damage. Additionally, 
  if the creature fails its saving throw, the bolnuragh gains 
  regeneration 5 (fire) for 4 rounds. Creatures lacking liquid 
  in their bodies (such as most unliving creatures and 
  elementals) are immune to this attack.
  Projectile Plating (Ex) A bolnuragh can shoot a piece of its 
  plating as a ranged attack. The projectile has a range of 
  100 feet and deals bludgeoning and slashing damage. Each 
  bolnuragh has a maximum of 16 plates it can shoot in this 
  way and regrows 1d4 plates per day.
  
  THE VAST EXPERIMENT: FAST CHOICES
  17
  17
  SCALING ENCOUNTER B
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Reduce the novaspawn’s Hit Points by 30, reduce its AC 
  and TL by 2, reduce its attack bonuses by 2, reduce the 
  damage of its particle beam to 5d6, and reduce the damage 
  of its heavy laser cannons to 3d6.
  B. NOVASPAWN ATTACK (LEVELS 5–6)
  DAMAGED NOVASPAWN 
  TIER 6
  N Huge starship aberration
  Speed 6; Maneuverability poor (turn 3); Drift —
  AC 20; TL 18
  HP 150; DT 5; CT 30
  Shields light 60 (forward 15, port 15, starboard 15, aft 15)
  Attack (Forward) tentacles +10 (3d4 plus immobilize, 2 round 
  limit), damaged particle beam +10 (6d6, 20 hexes)
  Attack (Port) heavy laser cannon +10 (4d6, 10 hexes)
  Attack (Starboard) heavy laser cannon +10 (4d6, 10 hexes)
  Attack (Aft) heavy laser cannon +10 (4d6, 10 hexes)
  Skills Engineering +14, Piloting +18
  Power Core novaspawn heart (250 PCU); Drift Engine none; 
  Systems mk 6 armor, mk 5 defenses; Expansion Bays none
  Other Abilities damaged, living starship, no breath
  SPECIAL ABILITIES
  Damaged (Ex) This novaspawn has sustained damage to its 
  hull and systems. It’s weaker and less dangerous than 
  a typical novaspawn—these adjustments are accounted 
  for in the creature’s statistics. Additionally, the damaged 
  novaspawn can only use its damaged tentacles for 2 rounds 
  before being forced to release its target.
  Living Starship (Ex) While a novaspawn is a living creature, 
  it’s so immense that it functions as a starship (and thus 
  engages in only starship combat). Though it has no crew, 
  it can still take engineer, gunner, and pilot actions (one of 
  each in the appropriate phases) using the skill bonuses listed 
  above. Modifiers for its size, speed, and maneuverability 
  have already been factored into its statistics. Assume 
  this damaged novaspawn has 6 ranks in the Engineering 
  and Piloting skills and a base attack bonus of +6. Use the 
  following table to determine the effects when a novaspawn 
  takes critical damage. The novaspawn’s brain doesn’t take 
  critical damage conditions.
  D%
  SYSTEM 
  EFFECT
  1–30
  Weapons 
  array 
  Randomly determine one arc 
  containing weapons; condition 
  applies to all gunner actions 
  using weapons in that arc 
  31–60
  Propulsion 
  Condition applies to all pilot 
  actions 
  61–90
  Heart
  Condition applies to all engineer 
  actions, except when patching or 
  repairing the heart
  91–100 Brain
  During the next round, each of the 
  novaspawn's attempted actions 
  have a 25% chance of failure.
  Tentacles (Ex) The gigantic tentacles dangling from a 
  novaspawn’s forward arc are powerful enough to grab 
  a starship and hold it in place, making it easier for the 
  novaspawn to blast the vessel with its particle beam. A 
  novaspawn can make a tentacles attack only against a 
  Large or smaller starship that’s in its forward firing arc and 
  in a hex adjacent to the novaspawn. If the attack deals Hull 
  Point damage to the target, that vessel can’t move unless its 
  pilot succeeds at a DC 24 Piloting check as an action during 
  the helm phase. A starship that is immobilized in this way 
  takes a –2 penalty to its AC and Target Lock.
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  SCALING EVENT: VERDANT 
  MOON RAID
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove one bolnuragh from the encounter. 
  APPENDIX 2: 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.
  EVENT: VERDANT MOON RAID (LEVELS 7–8)
  VERDANT MOON CULTISTS (2) 
  CR 6
  Human mystic
  CE Medium humanoid (human)
  Init +0; Perception +13
  DEFENSE  
   
   
                     HP 75 RP 4
  EAC 17; KAC 18
  Fort +5; Ref +5; Will +9
  OFFENSE
  Speed 30 ft.
  Melee tactical knife +10 (2d4+6 S)
  Ranged corona laser pistol +12 (2d4+6 F, critical burn 1d4)
  Offensive Abilities grasping vines (6 rounds, DC 16)
  Spell-Like Abilities (CL 6th)
  At will—mindlink
  Mystic Spells Known (CL 6th)
  2nd (3/day)—fog cloud, hold person (DC 18)
  1st (6/day)—command (DC 17), life bubble, mind thrust (DC 17)
  0 (at will)—fatigue, token spell
  Connection xenodruid
  STATISTICS
  Str +0; Dex +0; Con +3; Int +0; Wis +5; Cha +2
  Skills Life Science +13, Mysticism +18, Survival +13
  Languages Common, Vercite
  Other Abilities animal adaptation (6 minutes), speak with 
  animals
  Gear elite stationwear, corona laser pistol with standard 
  battery (20 charges), tactical knife
  BOLNURAGHS (2) 
  CR 6
  N Large plant
  Init +2; Senses blindsense (vibration) 30 ft., low-light vision; 
  Perception +13
  DEFENSE  
   
   
                    HP 90 RP 4
  EAC 18; KAC 20
  Fort +10; Ref +8; Will +5
  Immunities plant immunities
  OFFENSE
  Speed 30 ft.
  Melee slam +16 (1d8+11 B)
  Ranged projectile plating +13 (2d6+6 B and S)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities parasitic re-hydration (DC 14), trample 
  (1d8+11 B plus parasitic re-hydration, DC 14)
  STATISTICS
  Str +5; Dex +2; Con +3; Int –3; Wis +0; Cha –1
  Skills Athletics +13, Stealth +13, Survival +18
  SPECIAL ABILITIES
  Parasitic Re-hydration (Ex) When a creature fails its saving 
  throw to avoid a bolnuragh’s trample, the bolnuragh can 
  spend 1 Resolve Point as a reaction. If it does, it uses 
  microscopic orifices on the vines of its underbelly to rapidly 
  drain liquid from the creature’s body—these powerful 
  orifices can even suck the liquid molecules through tough 
  skin and armor. The creature must succeed at a DC 14 
  Fortitude save or take 1 Constitution damage. Additionally, 
  if the creature fails its saving throw, the bolnuragh gains 
  regeneration 5 (fire) for 6 rounds. Creatures lacking liquid 
  in their bodies (such as most unliving creatures and 
  elementals) are immune to this attack.
  Projectile Plating (Ex) A bolnuragh can shoot a piece of its 
  plating as a ranged attack. The projectile has a range of 
  100 feet and deals bludgeoning and slashing damage. Each 
  bolnuragh has a maximum of 16 plates it can shoot in this 
  way and regrows 1d4 plates per day.
  
  THE VAST EXPERIMENT: FAST CHOICES
  19
  19
  SCALING ENCOUNTER B
  Make the following adjustments to accommodate a group 
  of four PCs.
  Reduce the novaspawn’s Hit Points by 40, reduce its AC 
  and TL by 2, reduce its attack bonuses by 2, reduce the 
  damage of its particle beam to 6d6, and reduce the damage 
  of its heavy laser cannons to 4d6.
  B. NOVASPAWN ATTACK (LEVELS 7–8)
  NOVASPAWN 
  TIER 8
  N Huge starship aberration
  Speed 6; Maneuverability poor (turn 3); Drift —
  AC 22; TL 20
  HP 200; DT 5; CT 40
  Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
  Attack (Forward) tentacles +12 (4d4 plus immobilize), particle 
  beam +12 (8d6, 20 hexes)
  Attack (Port) heavy laser cannon +12 (4d8, 10 hexes)
  Attack (Starboard) heavy laser cannon +12 (4d8, 10 hexes)
  Attack (Aft) heavy laser cannon +12 (4d8, 10 hexes)
  Skills Engineering +16, Piloting +20
  Power Core novaspawn heart (250 PCU); Drift Engine none; 
  Systems mk 6 armor, mk 5 defenses; Expansion Bays none
  Other Abilities living starship, no breath
  SPECIAL ABILITIES
  Living Starship (Ex) While a novaspawn is a living creature, 
  it is so immense that it functions as a starship (and thus 
  engages in only starship combat). Though it has no crew, it 
  can still take engineer, gunner, and pilot actions (one of each, 
  in the appropriate phases) using the skill bonuses listed 
  above. Modifiers for its size, speed, and maneuverability 
  have already been factored into its statistics. Assume it has 
  8 ranks in the Engineering and Piloting skills and a base 
  attack bonus of +8. Use the following table to determine 
  the effects when a novaspawn takes critical damage. The 
  novaspawn’s brain doesn’t take critical damage conditions.
  D%
  SYSTEM 
  EFFECT
  1–30
  Weapons 
  array 
  Randomly determine one arc 
  containing weapons; condition 
  applies to all gunner actions 
  using weapons in that arc 
  31–60
  Propulsion 
  Condition applies to all pilot 
  actions 
  61–90
  Heart
  Condition applies to all engineer 
  actions, except when patching or 
  repairing the heart
  91–100 Brain
  During the next round, each of the 
  novaspawn's attempted actions 
  have a 25% chance of failure.
  Tentacles (Ex) The gigantic tentacles dangling from a 
  novaspawn’s forward arc are powerful enough to grab 
  a starship and hold it in place, making it easier for the 
  novaspawn to blast the vessel with its particle beam. A 
  novaspawn can make a tentacles attack only against a 
  Large or smaller starship that is in its forward firing arc and 
  in a hex adjacent to the novaspawn. If the attack deals Hull 
  Point damage to the target, that vessel can’t move unless its 
  pilot succeeds at a DC 27 Piloting check as an action during 
  the helm phase. A starship that is immobilized in this way 
  takes a –2 penalty to its AC and Target Lock.
  
  STARFINDER SOCIETY SCENARIO
  20
  20
  APPENDIX 3: GAME AIDS
  BOLNURAGH
  CAPTAIN ISHEKSH
  ELINVA PETRILUS
  DEZROS GRINN
  
  THE VAST EXPERIMENT: FAST CHOICES
  21
  21
  APPENDIX 3: GAME AIDS
  NOVASPAWN
  NAIAJ
  
  STARFINDER SOCIETY SCENARIO
  22
  22
  HANDOUT #1: STARSHIP MANUFACTURERS OF NOTE
  HANDOUT #2 STARSHIP CHASE SUMMARY
  JAHNORO MOLZAR
  RACE human; DESCRIPTION male, middle-aged, dark hair, excessively friendly
  AFFILIATION ATech
  NOTES We have heard that ATech has some special new security tech that has already been snatched up by another 
  corporation, but nobody knows what it is or who bought it.
  SUNDEBA
  RACE vesk; DESCRIPTION female, vibrant red and yellow scales, business attire
  AFFILIATION Norikama Syndicate
  NOTES The Norikama Syndicate has a reputation for creating cheap starship knockoffs, and they are trying to become serious 
  competitors in the racing scene.
  XECTEPOSH
  RACE shirren; DESCRIPTION male shirren with conservative Hylaxian garb
  AFFILIATION Hivonyx Industries
  NOTES Hivonyx Industries recently set up new InfoSphere sites all over the Pact Worlds. Why?
  Each round of a starship chase proceeds as described below.
  PCS CHOOSE ROLES
  Each PC selects a single starship role for this round (see Starship Chase Roles and Skills below). A PC can select the captain or 
  pilot role only if that role would otherwise be vacant. They can only attempt checks related to their role.
  GM SETS OBSTACLE
  The GM presents an obstacle, and one of the PCs attempts a check to overcome it. If the PC fails the check, the consequences 
  are noted.
  PCS PICK A CHASE ACTION
  The PCs decide on a single chase action (below), and one PC attempts the skill check associated with that action. Any relevant 
  failure or success is noted and takes effect.
  CHASE CONTINUES
  If more obstacles remain, the chase continues with the GM setting a new obstacle.
  
  THE VAST EXPERIMENT: FAST CHOICES
  23
  23
  HANDOUT #3: CHASE ACTIONS
  COVERING FIRE (GUNNER)
  Peppering an enemy ship with bullets or laser fire can force its pilot to take suboptimal evasive maneuvers, giving the firing 
  ship a chance to catch up or bug out.
  Success: The crew gains 1 success.
  CREATE OBSTACLE (CHIEF MATE, ENGINEER, MAGIC OFFICER, SCIENCE OFFICER)
  Whether by jettisoning junk, igniting a pocket of volatile gas, or summoning a cloud of technomagical nanites, a crew can put a 
  dangerous hazard in the path of their opponent.
  Success: The crew gains 1 success.
  ENVIRONMENTAL COVER (PILOT)
  A daring pilot might choose to fly much too close to a hazardous environment, such as the twisting clouds of a gas giant, to 
  gain an advantage.
  Success: The crew gains 1 success.
  Failure by 5 or More: The starship takes 1 hit.
  EVALUATE WEAKNESS (CAPTAIN, SCIENCE OFFICER)
  Even in the heat of a tense chase, a canny crew can use intuition or equipment to zero in on a target’s vulnerabilities, giving 
  them a leg up on their next move.
  Success: The crew’s next chase action gains a +2 bonus, and if it would result in 1 success, it results in 2 successes instead. 
  This action can’t be used again during this chase.
  NEGOTIATE OBSTRUCTION (GUNNER, SCIENCE OFFICER)
  Unexpected obstructions can be a bane or a blessing. A crew might blast their way through an explosive gas cloud at the last 
  minute or weave their way past chunks of odd space debris.
  Success: The crew gains 1 success.
  Failure by 5 or More: The starship takes 1 hit.
  OUTMANEUVER (PILOT)
  A good pilot has a bevy of tricks up their sleeve, from a nosedive to a hard turn to a trusty barrel roll. Of course, getting too 
  fancy runs the risk of pushing a ship beyond its breaking point.
  Success: If the crew’s next chase action would result in 1 success, it results in 2 successes instead.
  Failure by 5 or More: The starship takes 1 hit.
  OUTSPEED (CHIEF MATE, ENGINEER, MAGIC OFFICER)
  A motivated crew can give the engines all they’ve got, either by pouring in extra fuel or magically boosting them.
  Success: The crew gains 1 success.
  Failure by 5 or More: This action can’t be selected again during this chase.
  TABLE: STARSHIP CHASE ROLES AND SKILLS
  STARSHIP ROLE
  SKILLS
  Captain
  Bluff, Diplomacy, Intimidate
  Chief Mate 
  Acrobatics, Athletics
  Engineer
  Engineering
  Gunner
  Piloting
  Magic Officer
  Mysticism
  Pilot
  Piloting
  Science Officer
  Computers
  *A gunner can substitute their base attack bonus for their ranks in Piloting when attempting a Piloting check.
  
  STARFINDER SOCIETY SCENARIO
  24
  24
  REWARD CONDITIONS
  The PCs earn the rewards for each area if they meet the conditions 
  listed below.
  A: The PCs keep these rewards if they download the data either 
  before or during the Verdant Moon raid.
  Event: Verdant Moon Raid: The PCs keep these rewards if they 
  repel the Verdant Moon raid.
  Event: Chasing the Racer: The PCs keep these rewards if they 
  attain five or more successes during the chase without sustaining 
  six hits to their starship.
  B: The PCs keep these rewards if they defeat the novaspawn. 
  Event: The Final Offer: The PCs keep these rewards if they 
  make a deal with Redshift Revolution or Terminator, completing 
  their mission.
  ENCOUNTER
  LEVEL 5–6 REWARD
  OUT OF LEVEL REWARD
  LEVEL 7–8 REWARD
  A. Absalom Runs Qualifier Gala
  817 credits
  992 credits
  1,167 credits
  Event: Verdant Moon Raid
  817 credits
  992 credits
  1,167 credits
  Event: Chasing the Racer
  817 credits
  992 credits
  1,167 credits
  B. Novaspawn Attack 
  817 credits
  992 credits
  1,167 credits
  Event: The Final Offer
  817 credits
  992 credits
  1,167 credits
  ORGANIZED PLAY
  REWARDS TABLE
  
  THE VAST EXPERIMENT: FAST CHOICES
  25
  25
  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
  26
  26
  OPEN GAME LICENSE Version 1.0a
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  Scenario #3-16: 
  The Vast Experiment: 
  Fast Choices
  The Society sent you to resolve a dispute between two prominent starship manufacturers. Your mission was to attend a 
  social gala, the pre-show for an upcoming qualifier event for the Absalom Run. There, you used starship-related gossip 
  to get close to your target: Dezros Grinn, a mid-level executive from Terminator. Dezros possessed information that lead 
  you to Elinva Petrilus, who stole a prototype X-64 racing ship from Redshift Revolution. The gala was interrupted by 
  Verdant Moon cultists, violent eco-terrorists looking to bring media attention to the destructive practices of starship 
  manufacturers. With the whereabouts of the X-64 in hand, you traveled to the Vast and engaged in a fast-paced chase. You 
  had to fend off a massive novaspawn to retrieve the helpless X-64 and its pilot. Finally, representatives from Terminator 
  arrived with a final offer. You chose whether the Society should partner with ▫ Redshift Revolution or ▫ Terminator. You 
  also decided whether to return Elinva Petrilus to ▫ Redshift Revolution or ▫ let her escape with Terminator.
  Reputation
  All Levels
  Levels 7–8
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 3/SF S03-16 The Vast Experiment - Fast Choices.pdf