TEXT: YEAR OF 
  YEAR OF 
  EXPLORATION’S EDGE
  EXPLORATION’S EDGE
  BY CHRISTOPHER WASKO
  SCENARIO #3-17 
  LEVELS 1–4
  CLONE BATCH 
  CLONE BATCH 
  CATASTROPHE
  CATASTROPHE
  
  CLONE BATCH CATASTROPHE
  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), Starfinder Armory (AR), 
  Starfinder Character Operations Manual (COM), Starfinder Pact Worlds (PW)
  Maps: Starfinder Flip-Mat: Cantina, Starfinder Flip-Mat: Hospital, and Starfinder Flip-Mat: 
  Undercity
  Online Resource: Starfinder Reference Document at paizo.com/sfrd
  Table of Contents
  Adventure  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �3
  Appendix 1: Level 1–2 Encounters�  �  �  �  �  �  � 16
  Appendix 2: Level 3–4 Encounters�  �  �  �  �  �  � 20
  Appendix 3: Game Aids �  �  �  �  �  �  �  �  �  �  �  �  � 24
  Organized Play   �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  � 27
  AUTHOR
  Christopher Wasko
  DEVELOPMENT LEAD
  Jenny Jarzabski
  EDITING LEAD
  Leo Glass
  EDITORS
  Addley C. Fannin and Ianara Natividad
  COVER ARTISTS
  Michele Giorgi and Beatrice Pelagatti
  CONTRIBUTING ARTISTS
  Nicolas Espinoza, William Marton, and Beatrice Pelagatti
  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. This scenario 
  has no tags.
  SUMMARY
  The PCs explore a newly opened vault within Salvation’s End and discover it inhabited by hundreds 
  of clones of the same human that have repurposed the vault according to specific interests. The 
  PCs’ investigation introduces them to a few clones of other creatures chafing under the cultural 
  pressures of their unique community. This tension boils over as purists from the majority seek to 
  abduct any clones with different ideologies and intend to reprocess these dissidents’ biomass into 
  new clones. The PCs subsequently get pulled into conflict with clone commandos in a bar, along 
  with the clones’ robotic minions. The PCs ultimately investigate a faulty clone production complex, 
  where they confront the clone ringleader behind the takeover.
  PLAY TIME: 4–5 HOURS
  LEVELS: 1–4
  PLAYERS: 3–6
  
  3
  BY CHRISTOPHER WASKO
  CLONE BATCH CATASTROPHE
  WHERE IN THE 
  UNIVERSE?
  This adventure takes place on Salvation’s End, a moon-sized 
  satellite filled with innumerable sealed simulation chambers 
  run by a mysterious intelligence. For more information 
  about Salvation’s End, see Starfinder Society Scenario #1-
  00: Claim to Salvation, Starfinder Society Scenario #1-09: 
  Live Exploration Extreme!, Starfinder Society Scenario #1-
  20: Duskmire Accord 9, Starfinder Society Scenario #2-04: 
  Future’s Fall, and Starfinder Society Scenario #3-06: Rise of 
  the Vault Lord, which are available online at paizo.com.
  Ever since the Starfinder Society first established a presence on the 
  false moon of Salvation’s End, its agents have continued to slowly 
  but surely uncover new information about the megacomplex’s 
  internal machinations. After stumbling upon an erroneous 
  recreation of the legendary Quest for Sky on Lost Golarion 
  (Starfinder Society Scenario #1-09: Live Exploration Extreme!), 
  an artificial swamp biome populated by gnolls, yetis, and one 
  cantankerous unicorn (Starfinder Society Scenario #1-20: Duskmire 
  Accord 9), and a simulation of the Pact Worlds overrun by an 
  emboldened Veskarium (Starfinder Society Scenario #2-04: Future’s 
  Fall), the Society has determined that the vaults of Salvation’s 
  End are simulated environments devised and maintained by an 
  enigmatic guiding intelligence. Understanding this mysterious 
  intelligence has become a priority for Starfinder leadership, 
  resulting in the construction of a new lodge on the false moon’s 
  surface; from here, a dedicated venture-captain could monitor the 
  seemingly random, sporadic openings of new vaults and glimpses 
  of the intelligence’s protocols. 
  Around the time the Starfinders infiltrated their first vault, 
  the guiding intelligence of Salvation’s End initiated Community 
  Test Vault 341. This vault was intended to test the cohabitation 
  behaviors of 72 different sentient species in a single location, 
  providing test subjects in the form of adult clones. The vault’s 
  initiation process, however, experienced a malfunction that set 
  one of its production units into a repeated loop, funneling biomass 
  intended to create hundreds of diverse clones into a single program. 
  Although a handful of clones of varying species and identities 
  emerged early in the process, several hundred clones of a single 
  individual consumed all the remaining biomass. 
  Thus arose Joro the human. In a short time, hundreds of Joro 
  clones reconfigured Vault 341 into their personal paradise, while the 
  other species cloned before the malfunction became overwhelmed 
  by the humans’ numbers. Whether the guiding intelligence 
  remained unaware of the situation or was curious to see how the 
  error would play out, it allowed the Joro community to blossom 
  into a bustling, self-contained civilization while the non-Joro clones 
  eked out an awkward existence on the fringes. Even this modest 
  non-Joro presence has proven too disruptive for a militant Joro sect. 
  A clone known as the “First Joro” has launched a secret campaign 
  to reprocess all of the non-Joro clones into new Joros and finally 
  realize the vault’s true potential as an all-Joro utopia. 
  GETTING STARTED
  The PCs begin their mission at the lodge on the surface of 
  Salvation’s End. Read or paraphrase the following to get the 
  adventure underway.
  A cheer erupts from a tightly packed group of gnolls and yetis 
  huddled around a vidscreen airing a recording of a brutaris 
  match. The abrupt noise settles into a persistent murmur of 
  backseat coaching and boasting before being disrupted once 
  more by the piercing sound of a voice over the loudspeaker: 
  “Break’s over in ten! If you tell me what happened before I get 
  to watch it, I’ll eject you into space.”
  The amplified voice belongs to Venture-Captain Kunoris Vex, 
  who flashes a playful smile as he switches off the loudspeaker 
  microphone. He leaves the workers to their break and leads 
  the way to his personal office, a compact but tidy room with 
  walls covered in annotated paper maps of the false moon’s vault 
  networks. “Welcome! Nice to see a new batch of explorers. It’s 
  been a while since the vaults opened up, and I was starting to 
  worry Ehu might forget about us.” Vex traces a line on one of the 
  maps, starting at a box labeled “lodge” before going through a 
  
  STARFINDER SOCIETY SCENARIO
  4
  KUNORIS VEX
  short tunnel network to a circle of blue ink outside an unmarked 
  vault. “This is where a ceiling hatch unlocked a couple 
  days ago. We haven’t tried getting inside yet, and the 
  signals coming from the outer computer interface 
  were corrupted. Not encrypted like the rest of the 
  signals we’ve intercepted from this place’s guiding 
  intelligence, mind you. Corrupted. I had to restart 
  my computer when I tried to run diagnostics 
  because it kept opening duplicate windows.”
  “We’re no closer to figuring out why this 
  intelligence does what it does. This latest 
  vault opening might be a fluke or by design. 
  Either way, it’s a shot at some new intel. 
  My assistant, Kashtee, can take you 
  to the unlocked hatch. Your job is to 
  explore the vault, take data on its 
  residents, and try to ascertain its 
  purpose. Every vault that our agents 
  have entered so far has been some sort 
  of simulated social experiment, whether 
  historical, speculative, or just plain weird. 
  I have no reason to think this one will be 
  any different. Keep your wits about you, 
  and play nice with whatever’s in there until 
  you can get a read on things. Feel free to 
  hit up the commissary before you leave if you need anything. 
  Any questions for me?”
  Vex assumes the PCs already know the essentials about 
  Salvation’s End but gladly answers any questions they have.
  What is this place? “Wow, you’re so green I almost mistook 
  you for a khizar. But seriously, this is Salvation’s End, a false 
  moon filled with countless vaults that runs inscrutable tests on 
  the vaults’ inhabitants. We Starfinders have exclusive exploration 
  rights to this place, but all we’ve found thus far is that some kind 
  of guiding intelligence directs all the vault experiments. Still no 
  luck making contact with it. Believe me, we’ve tried.”
  What was in the previous vaults? “One had a bunch of 
  dwarves reliving the Quest for Sky on Lost Golarion, albeit 
  with more robots and space goblins than the histories describe. 
  Another was filled with gnolls and yetis jockeying for control of 
  a swamp biome; most of them work here now. One contained 
  a fictional future of the Pact Worlds, but that simulation was 
  attacked by another vault inhabitant that apparently went 
  rogue. A more senior team dealt with those hostiles a couple 
  months back, and Salvation’s End went quiet ever since. Until 
  now, anyway.”
  What should we expect in this vault? “That’s the fun of it—
  there’s no telling what you’ll encounter. Whatever odd situation 
  you walk into, you need to play along until you can gather more 
  information or ascertain any threats. All I know is that the vault 
  dwellers usually don’t know they’re in a simulation, so tread 
  lightly and be ready for anything.” 
  HAVE WE MET 
  BEFORE?
  Once the PCs are ready, Vex’s assistant Kashtee 
  (NG female gnoll) loads them into a hovercraft 
  and whisks them down a tunnel of interlocking 
  metal pipes, wires, and screens. She stops at 
  a dead end where a foot-wide screen flashes 
  and repeatedly runs the same processing code. 
  She reaches up to a ceiling cover fitted with a 
  twist-open handle, and cranks it until it swings 
  open, revealing a narrow vent with 
  a metal ladder set into the side. 
  The PCs can climb the ladder 
  until they reach a six-way 
  intersection with two accessible 
  portals: the one they climbed 
  through and a maintenance 
  corridor with its door stuck open. 
  All other doors are locked and sealed, 
  requiring a DC 25 Engineering check to 
  disable the locks, and lead to dead end 
  passages. The open corridor ends in 
  short stairway that leads up to a hatch 
  emitting muffled music from the other 
  side. Read or paraphrase the following as the PCs enter the vault.
  A three-bulb brass chandelier illuminates the room beyond 
  the hatch, its light amplifying the tint of the yellow checkered 
  wallpaper covering the walls. The room features several pieces 
  of faux wood furniture: bookcases haphazardly packed with 
  comic compilations, board games, and sports almanacs; a 
  desk strewn with sketches of roof shingle designs and an 
  incomplete jigsaw puzzle; a workbench displaying action 
  figures surrounded by painting and craft supplies. The sound 
  of an a cappella choir singing a retro, up-tempo tune emanates 
  from a corridor opposite the entrance.
  Everything about this room aligns with modern Pact Worlds-
  level technological amenities. Shortly after the PCs enter, a 
  human wearing a short-sleeved collared shirt, pastel shorts, and 
  white socks with sandals enters the room from the opposite 
  entryway, sipping a mug of tea. They startle when they spot the 
  PCs, spilling their tea in surprise, but then enthusiastically greet 
  their visitors.
  “Well hey, strangers! I wasn’t expecting company in the 
  basement today. I’m guessing you’re here to sell me something? 
  Since you came in through the cellar door, am I right?” The 
  human cracks a wide smile, then calls over their shoulder. “Hey, 
  roomie! We got visitors in the basement, came up from the 
  hallway past the hatch! They must be a new batch. Bring some 
  more tea, would ya? I’m guessing they’re all thirs-tea!”
  
  CLONE BATCH CATASTROPHE
  5
  The human introduces themself as Roofer Joro (LG nonbinary 
  human) and immediately launches into questions about the PCs, 
  taking particular interest in non-human PCs. A PC who succeeds 
  at a DC 12 Sense Motive check discerns that Joro is genuinely 
  curious and sees non-humans as novel aliens, no matter how 
  common they are in Pact Worlds space. Joro doesn’t pick up 
  on any Pact Worlds cultural references, clearly having spent 
  their whole life inside this vault, but they’re familiar with most 
  modern technologies. 
  Joro is friendly and enjoys making goofy puns. They speak 
  adoringly of the vault—recognizing it as an artificial structure 
  the same way a Pact Worlds native would recognize their home 
  planet’s climate—and enthusiastically gush about their 
  various interests. They share extensive knowledge 
  of the nutritional foods they prepare and eat, show 
  off recordings of their community choir music 
  (their ensemble is called “Jig is Up”), and provide 
  effusive analysis of whizdisk—a local sport that 
  entails formations of players passing an aerodynamic 
  disk across a stadium field while opposing players 
  slow their advance by pulling off flags attached 
  to their uniforms, signifying a “knock out.” Joro 
  intimately knows the idiosyncrasies of the 
  deceptively complex sport as well as the latest 
  drama surrounding a twisted ankle taking out 
  the star player on their favorite team, the 
  “Thumbs-Up.” 
  During the conversation, Roofer Joro’s 
  roommate enters with a tray of assorted mugs 
  steeping various healthy teas along with 
  some homemade, high-nutrition pretzels 
  fresh out of the oven (the Joros calls them 
  “tasty twisties”). The newcomer is a 
  human who appears identical to Roofer 
  Joro, except wearing a light blue blouse 
  spotted with yellow flowers and sleek, 
  khaki pants. They introduce themself as 
  Baker Joro (LG nonbinary human), clearly recognizing 
  that they’re the same person save for a few differences. 
  Baker Joro backs the “Bunny Ears” whizdisk team (a 
  source of playful rivalry between the two roommates), 
  prefers puzzles and drawing cartoons to singing, and bakes 
  professionally while Roofer Joro builds and repairs roofs. 
  Baker Joro asks all the same questions and uses all the same 
  kinds of jokes to welcome the PCs, creating a palpable sense 
  of déjà vu. 
  If the PCs go upstairs and look out into the rest of the vault, 
  they see an entire suburban neighborhood 
  populated by copies of the same human 
  distinguishable only by surface-level 
  differences in hair and clothing. All the 
  homes, 
  stores, 
  advertisements, 
  and 
  other details share the same aesthetics, 
  tacky fashion, positive attitudes, and corny humor. The entire 
  neighborhood appears like a utopia for this singular personality: 
  food markets and restaurants all feature overtly healthy offerings, 
  sports coverage of whizdisk dominates the media, jigsaw puzzle 
  motifs decorate all the windows and many business signs, and 
  most domestic drones look like cartoony whizdisk team mascots.
  The Joros are forthcoming about the fact that they’re clones. 
  They have only fuzzy memories of their creation, like an adult’s 
  memories of early childhood, but they know they 
  emerged as adults with fully formed tastes 
  and personalities and that they all worked 
  together to build this community to their 
  liking using materials from a network 
  of food, water, metal, and chemical 
  synthesizers 
  located 
  throughout 
  the vault. The Joros encourage 
  the PCs to explore the area and 
  experience the Joro lifestyle. They 
  also mention that the PCs might be 
  interested in speaking to the handful 
  of divergent clones scattered throughout 
  their community. They assume the PCs are a 
  new batch of clones and hope that if they can’t 
  integrate them into the Joro community, they can 
  introduce them to the other clones.
  The vault’s interior covers 1 square mile and 
  mostly consists of residences with a few communal 
  buildings and sports fields, surrounded by 
  simulated greenery. The vault emulates an 
  outdoor atmosphere with normal passage of 
  days, and it largely provides the materials 
  for nutrition, construction, and technological 
  development at various production sites. On the 
  following page are some sites where the PCs 
  can experience the vault’s culture and interact 
  with locals who might have more information 
  for them. They can get directions to any 
  of these locations from a Joro clone or 
  locate them with a quick walk through the 
  neighborhood. Give the players Handout 
  #1: Welcome to the Neighborhood to help 
  them track the locations they’ve visited. 
  Infamy: Any PC who bullies or harms 
  any vault local during the exploration 
  phase of this adventure gains 1 Infamy. 
  Development: The PCs must visit 
  at least four of the major locations 
  in the vault as part of their 
  exploration. They can explore 
  them in any order, but the 
  sports 
  bar 
  BoThumbs 
  Up 
  doesn’t open until they’ve 
  visited the other locations.
  ROOFER JORO
  
  STARFINDER SOCIETY SCENARIO
  6
  BEG, BORROW, AND STEEL
  Located at the southern edge of the vault’s perimeter, the 
  metalworks is a source of building and crafting materials provided 
  by the vault’s guiding intelligence. A complex set of spigots and 
  apertures jutting from a wall produces fonts of molten metal that 
  several Metalworker Joros use to forge their various supplies. The 
  clones don’t question the machine’s source of ore or how it works, 
  instinctively understanding that the vault provides for them the 
  same way that a generational farmer understands their land. 
  Metalworker Joros are just as chatty and quirky as the other 
  Joros, but they tend to leave the metalworks’ scrapyard to Relton 
  (NG female shobhad). Though the Joros initially welcomed her into 
  their community, her size and physical prowess led them to stop 
  inviting her to compete in whizdisk games. Relton is lonely and 
  has taken to crafting small dioramas of the vault out of scrap metal 
  in between outings with other non-Joros. PCs can open her up to 
  conversation with a successful DC 14 Engineering check to craft 
  an interesting metal sculpture of their own or a DC 14 Athletics 
  check to help organize some of the scattered scrap. A PC who then 
  succeeds at a DC 15 Diplomacy check convinces the soft-spoken 
  shobhad of their kindness, prompting her to invite them to the non-
  Joros’ routine gathering at the whizdisk sports bar BoThumbs Up 
  after working hours. For Levels 3–4, these DCs all increase by 2. 
  Treasure: If the PCs get on Relton’s good side, she gifts them a 
  pair of discarded magnegloves (Starfinder Armory 105) that don’t 
  fit her massive hands. 
  BOARD MEETING
  This wooden building functions as a public library, except that 
  instead of books, the Joros share board games, card games, puzzles, 
  and similar hobbies. The aisles are quiet to allow for concentration, 
  but conversations commonly occur in the central area, where 
  Joros staff play games and discuss strategies. The community is 
  abuzz about the upcoming imperial conquest match between 
  Gamemaster Joro and Assistant Editor Joro that will decide if the 
  latter can dethrone the former and earn the title of Gamemaster. 
  The Joros eagerly invite PCs who express interest in their 
  hobbies into the conversation and offer to demo new games for 
  them. Asking the Joros about non-Joro residents prompts a shift 
  in tone, as the Joros express concern that the others don’t fit in 
  because “they don’t have much in common.” The Joros mention that 
  most of the non-Joros gather after working hours at the BoThumbs 
  Up sports bar.
  Treasure: Any PC who agrees to demo a game can gain the 
  benefit of a basic strategy game (Armory 108). Up to three PCs can 
  also participate in a demo of the imperial conquest strategy game 
  (Armory 108), earning the staff’s respect if they succeed at the 
  game’s DC 20 Intelligence check. 
  IN-CHOIR-ING MINDS
  This small performing arts studio is richly decorated with 
  inspirational music posters, five-line whiteboards, and tiered choir 
  risers encircling an analog upright piano. A handful of community 
  singers gather here for rehearsals, avidly practicing choreography 
  and harmonized parts in a cappella covers of the Joros’ favorite 
  tunes. The ensembles that rehearse here are longtime rivals of the 
  ensembles who rehearse at a nearby studio, the Hi Note. 
  The current ensemble, Joros Choros, intently focuses on their 
  rehearsal and pay the PCs little notice. A PC who succeeds at a DC 15 
  Profession check involving any music- or dance-related performing 
  art can quickly earn the musicians’ attention and respect with 
  some groundbreaking coaching. Doing so prompts the Joros to 
  recommend that the PCs form their own ensemble with the other 
  non-Joros and explains that the non-Joros’ favorite watering hole, 
  BoThumbs Up sports bar, has a performance stage that hasn’t seen 
  use in months. The singers can also direct PCs to the workplaces or 
  preferred hangouts of the four high-profile non-Joros clones (Relton 
  in the Beg, Borrow, and Steel metalworks; Annalise in the Sketch 
  That Kitcsh art studio; Finbar in the Whizdisk Stadium; Kenro in 
  the restaurant Yo Gurt to Try This!).
  SKETCH THAT KITSCH
  This glass-walled building is a community art studio, where Artist 
  Joro leads classes in various media. Caricatures and cartoon 
  animal drawings fill most of the wall space, each one labeled with 
  pun titles. A PC who succeeds at a DC 14 Profession check (DC 16 
  for Levels 3–4) related to a visual art can wow the Joros students 
  with a novel technique or idea, earning praise and a request to 
  teach a class. 
  A remote corner of the studio serves as the workspace of 
  Annalise (N female nuar), a petite nuar who wears a floppy hat 
  between her horns and surrounds herself with a mishmash of 
  works-in-progress. She currently focuses on her artwork, a portfolio 
  of abstract paintings and absurdist sketches that are daring and 
  provocative when compared to the tacky, commercialistic Joro 
  art. If the PCs display their artistic prowess by succeeding at a 
  DC 15 Profession (artist) check or meaningfully engage with the 
  introverted nuar about her art by succeeding at a DC 15 Diplomacy 
  check (DC 17 for both checks for Levels 3–4), Annalise invites them 
  to gather with the other non-Joros at BoThumbs Up later. 
  WHIZDISK STADIUM
  The largest facility in the vault, this giant athletic stadium has 
  courts and fields for all manner of sports, but the architecture 
  centers around the main playing field for the Joros’ most popular 
  sport: whizdisk. Today is an off-day for games, so one of the main 
  teams—the Thumbs-Up—are preparing a backup player to sub in for 
  Jersey 17 Joro, who twisted their ankle two days ago. The team 
  is laser-focused on preparing for their match against the Bunny 
  Ears and ignores the newcomers unless the PCs demonstrate 
  impressive athletic prowess in their drills with a successful DC 18 
  Athletics check (DC 20 for Levels 3–4). Doing so earns some nods 
  of admiration and some wistful commentary about wanting the 
  PCs to join the team; however, the Joros acknowledge that doing so 
  would likely violate whizdisk league regulations since they already 
  know that all-Joros teams are evenly matched. 
  
  CLONE BATCH CATASTROPHE
  7
  The myriad training equipment and the large scope of the 
  stadium make it a common hangout for Finbar (CG nonbinary 
  summerborn rhyphorian, art on page 25), a hyperactive non-Joro 
  infamous in the community for daredevil stunts and acrobatics 
  through neighborhoods. Finbar craves attention and excitement, 
  which the largely quaint Joros community is woefully unequipped 
  to provide them, so they zipline along the camera cables over the 
  whizdisk field, slide down bleacher railings using stray rebar as 
  a mobile platform, and parkour across gym equipment while the 
  Joros athletes use it. PCs can grab the rhyphorian’s attention 
  with a successful DC 15 Acrobatics check to keep pace with them 
  followed by a DC 15 Bluff or Diplomacy check to boost their ego. 
  Alternatively, a PC can substitute the Acrobatics check with a 
  Sleight of Hand check to surreptitiously trip Finbar as they fly 
  by and then knock the headstrong rhyphorian down a peg with 
  the subsequent Bluff check. For Levels 3–4, the DCs for all these 
  checks increase to 17. If the PCs successfully boost (or deflate) their 
  attitude, Finbar invites the PCs to join them with their buddies over 
  at BoThumbs Up once everyone gets off work. 
  YO GURT TO TRY THIS!
  This frozen yogurt, smoothie, and healthy beverage restaurant is a 
  social hub among the Joros. About a dozen Joros gossip about local 
  happenings. These tidbits of information include complaints about 
  the delays in shipments of new board games to Board Meeting 
  after Forklift Joro sprained their wrist at the factory, and the 
  drama spurred by Electrician Joro putting up a garish animatronic 
  Bunny Ears display on their front lawn in a neighborhood of 
  mostly Thumbs-Up fans. The Joros immediately identify the PCs 
  as newcomers and rush them with the same initial curiosity and 
  enthusiasm demonstrated by Roofer Joro but quickly tire of the 
  conversation unless the PCs can furnish rumors about other Joros. 
  Kenro (CN male korasha lashunta) stands out from the rest of 
  the staff. If approached, he offers the advertised free samples using 
  a scripted greeting. He’s bored with his job and frustrated with Joro 
  culture. He doesn’t engage the PCs in conversation unless they 
  speak negatively about the Joros’ hobbies. If so, he invites them to 
  continue venting tonight at BoThumbs Up. 
  A� BOTHUMBS UP (CR 3 
  OR CR 5)
  By the time the PCs have finished going around town, they’ve 
  almost certainly received an invitation to join non-Joro residents at 
  BoThumbs Up in the evening. Even if not, the PCs eventually notice 
  crowds heading toward the building. BoThumbs Up is a tacky 
  whizdisk sports bar that supports one of the local teams. Read or 
  paraphrase the following as the PCs enter the establishment.
  Six ceiling-mounted vidscreens illuminate an otherwise dim bar, 
  each screen flashing between whizdisk highlights, competitive 
  board game analyses, and spots of outdoor exercise groups 
  all being covered by nearly-identical Joro commentators. 
  Posters and signs espousing support for the Thumbs-Up clutter 
  the walls and decorate the diner-style menus placed on the 
  numerous empty tables. A stage conspicuously large enough to 
  support a small community choir overlooks the spacious room, 
  the karaoke prompter screens dark with whizdisk screensavers 
  bouncing slowly around the frames.
  All four of the non-Joros described in the sites above gather in 
  one of the booths. Their collective energy can be summed up by 
  anxiety combined with frustration with the dominant culture of 
  their community. Previously earning the respect or support of a 
  non-Joro affords the PCs a warm welcome, but the group share 
  their concerns regardless of their attitude toward the newcomers. 
  Like Roofer Joro, they assume the PCs come from a new batch of 
  clones and are surprised if apprised of the PCs’ true origins. Anyone 
  in this disgruntled group can explain that they’re all clones wired 
  with self-awareness and a desire to form a community, but the 
  overwhelming presence of Joros quickly drowned out other voices. 
  At first, outsiders lived peacefully on the fringes, but recently, 
  non-Joro clones started disappearing. The only lead they have 
  is that another clone—a draelik named Centek—was taken to the 
  hospital earlier today by a crowd of concerned Joros after suffering 
  numerous traumatic injuries. 
  Creatures: During this conversation, a group of unfamiliar Joros 
  enters the bar and surrounds the booth. These Joros have all the 
  same mannerisms and speech patterns as the other clones, but 
  they wear armor and weapons holstered at their hips. The Joros 
  refer to themselves as “CommanJoros” and state cheerfully that the 
  newcomers and malcontents need to immediately surrender their 
  equipment and be taken to First Joro for evaluation and processing. 
  The CommanJoros don’t hesitate to become violent if PCs resist. 
  If more than half of the CommanJoros fall, the survivors try to 
  escape back to their hideout. The non-Joros flee or take cover once 
  violence breaks out. 
  LEVELS 1–2 (CR 3)
  COMMANJOROS (4) 
  CR 1/2
  Page 16
  LEVELS 3–4 (CR 5)
  COMMANJOROS (4) 
  CR 1
  Page 20
  Development: Any surviving CommanJoros reappear in area C3, 
  ready to continue their battle in service to First Joro. 
  B� OUROJOROS 
  HOSPITAL (CR 3 OR CR 5)
  The PCs’ next lead points them to Centek (CN male draelik), who’s 
  presently recovering from a run-in with CommanJoro abductors at 
  OuroJoros Hospital, the vault’s only major healthcare center. Read 
  or paraphrase the following when the PCs arrive at the hospital. 
  
  STARFINDER SOCIETY SCENARIO
  8
  A. BOTHUMBS UP
  A. BOTHUMBS UP
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  CANTINA
  CANTINA
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  
  CLONE BATCH CATASTROPHE
  9
  B. OUROJOROS HOSPITAL
  B. OUROJOROS HOSPITAL
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  HOSPITAL
  HOSPITAL
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  ROBOT
  ROBOT
  ROBOT
  ROBOT
  PCS START HERE
  PCS START HERE
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  Fluorescent overhead lights keep this sterile building brightly 
  illuminated, and cartoonish images of Joros sporting bandages 
  with smiling faces decorate the pale blue walls. Vidscreens 
  suspended from the ceiling corners relay hospital information, 
  while the main screen shows a whizdisk analysis discussion 
  by three Joros wearing pastel blazers. Several patient cells 
  appear empty, while others maintain their privacy via purple 
  holographic curtains. 
  Different permutations of Nurse Joro and Doctor Joro work on 
  staff, and they do their best to fill the hospital with positive vibes 
  by decorating the facility with custom stickers, commissioning 
  frequent visits by whizdisk mascot robots, and referring to 
  maladies by goofy names (concussions are “thinky-thunkys,” 
  finger lacerations are “handy-bandys,” and nausea is “crummy-
  tummy”). About a dozen other Joro patients receive treatment for 
  minor injuries from accidents at home, attended by a comparable 
  number of Joro hospital staff and a small handful of robotic 
  mascots that wander the waiting room. Any Joro staff can direct 
  PCs to Centek’s bed.
  Although sincere in their desire to practice medicine, the 
  Joros are woefully unequipped to treat any non-human patient. 
  Currently, Centek lies unconscious on a painkiller drip too potent 
  for his injuries. A PC who succeeds at a DC 14 Medicine check (DC 
  17 for Levels 3–4) recognizes that the sedative is too strong and can 
  reduce the drip to an appropriate amount, allowing Centek to regain 
  consciousness. Once awake, Centek recounts being ambushed by 
  a gang of armored Joros who hit him with saps; he played at falling 
  unconscious until his attackers tried to pick up his limp body, then 
  lashed out and escaped into a crowd of passersby who took him to 
  the hospital. Each PC who interacts with Centek can attempt a DC 
  16 Diplomacy check (DC 18 for Levels 3–4) to change his attitude 
  from indifferent to friendly.
  Creatures: Two of the whizdisk mascot robots entertaining 
  the patients are controlled by First Joro, who took interest in the 
  PCs after they defeated the CommanJoros. The robots’ remote 
  feeds alert First Joro of the PCs’ arrival shortly after they locate 
  Centek. The robots begin by directly attacking the PCs, using Joro 
  bystanders and hospital walls for cover; if reduced to half their Hit 
  Points, the robots target the lights to harm as many PCs as possible 
  (see Hazard on page 11). For Levels 1–2, the attackers are observer-
  class security robots that resemble flying whizdisks with large 
  googly eyes, toothy grins, and prosthetic hands fixed in a thumbs 
  up position that they use to strike adjacent targets. For Levels 3–4, 
  the attackers are humanoid incapacitator robots resembling giant 
  anthropomorphic cartoon bunnies that put two-finger “bunny ears” 
  on any creature locked in their grasp. 
  If the PCs improved Centek’s attitude to friendly, he activates his 
  wisp ally spell-like ability (CL 2nd) and uses it to harry the robots 
  for 2 rounds. 
  Hazard: The various Joros in the hospital have never witnessed 
  armed conflict and react strangely to combat; some think it’s a 
  whizdisk promotional stunt and try to get closer to take pictures, 
  while others get frightened and retreat from the action. Include 
  four Large-sized groups of Joro bystanders that move up to 20 feet 
  per round on initiative count 0 to follow the action. These groups 
  provide soft cover, constitute difficult terrain unless a creature 
  moving through the Joros’ space succeeds at a DC 18 Acrobatics 
  or Intimidate check, and render any creature attacking from within 
  the Joros’ space off-target for that round. Each group of Joros has 
  AC 9, a +0 modifier for all saves, and 4 Hit Points; any amount of 
  damage causes a Joro to cry in pain while being feebly assisted by 
  the other Joros in their group, which stops the group from moving 
  for 1 round per Hit Point lost. If a group is reduced to 0 Hit Points, 
  most of the Joros in that group scatter and flee the hospital while 
  one falls unconscious, dying the following round unless they 
  receive healing or first aid with a successful Medicine check. 
  The purple holographic curtains provide concealment against 
  creatures on the opposite side. Any purple or white intersection 
  on the map of the hospital floor has a vidscreen or fluorescent 
  light suspended over it from the 20-foot high ceiling. An attack 
  that hits EAC or KAC 12 and deals at least 2 kinetic damage or 
  4 energy damage causes the device to fall, which shatters in 
  the intersection and deals 1d6 Piercing damage to all creatures 
  within 15 feet (Reflex DC 10 negates). If four lights or screens are 
  destroyed, the hospital becomes dark. All doors are locked but 
  can be opened with a successful DC 24 Strength check (hardness 
  8, 30 Hit Points). 
  LEVELS 1–2 (CR 3)
  WHIZDISK MASCOTS (2) 
  CR 1
  Page 17, art on page 25
  LEVELS 3–4 (CR 5)
  WHIZDISK BUNNY MASCOTS (2) 
  CR 3
  Page 21, art on page 25
  Treasure: If the PCs defeat the robots without any Joro casualties, 
  the hospital staff applauds their heroic display and gifts each PC a 
  tier 2 sedative (Starfinder Core Rulebook 232) and a purple nanite 
  hypopen (Armory 106). For Levels 3–4, they also offer the PCs a 
  dermal stapler (Armory 100). 
  Development: If the PCs defeat the robots, they can attempt 
  again to rouse Centek to consciousness if they haven’t done so 
  already. The draelik concludes his story by recalling that his 
  ambush happened in the alley between the choir rehearsal studio 
  and the Weight Don’t Tell Me gym, a pathway to an uninhabited 
  part of the vault that most Joros avoid because of its unfinished 
  appearance. PCs who don’t rouse Centek can learn the same 
  information by succeeding at a DC 14 Computers or Engineering 
  check (DC 17 for Levels 3–4) to examine the defeated robots and 
  pinpoint the source of their controlling signal. 
  Infamy: Any PC who deliberately endangers a Joro bystander or 
  purposefully neglects an injured Joro gains 1 Infamy. 
  
  CLONE BATCH CATASTROPHE
  11
  11
  C� CLONE PRODUCTION 
  COMPLEX
  Whether the PCs get their information from Centek or the robots, 
  the trail leads to an out-of-the-way juncture on the border of the 
  vault beyond the holographic border. Here, the Joros’ community 
  aesthetic fades, revealing a complex network of metal pipes, 
  circuitry, and scaffolding akin to the rest of Salvation’s End. 
  Use the map on page 12 for this area. Unless otherwise noted, all 
  ceilings are 12 feet high, all doors are automated sliding steel doors 
  that open when a Small or larger creature stands in front of it for 
  1 round (unless locked by the computer in area C4, in which case a 
  PC can hack the door open with a successful DC 20 Computers or 
  Engineering check), and all rooms are fully lit unless the lights are 
  turned off via the computer in area C4. 
  Hazard: First Joro can observe and interact with this entire 
  facility from their hiding place in area C4. Each purple light on the 
  map represents a ceiling-mounted security camera (AC 5, all saves 
  +1, hardness 6, 6 Hit Points; Computers or Engineering DC 12 to 
  disable). Each room equipped with a camera is also fitted with an 
  intercom speaker and an injection apparatus. First Joro monitors 
  the facility while using the injection apparatuses and their stealth 
  drone to harass the PCs before confronting the intruders directly 
  (see area C4 for more details). 
  C1. BIOMASS PROCESSOR (CR 3 OR CR 5)
  Gallons of reddish fluid swirl within a giant vat dotted with 
  small dials and computer screens. A large tube protrudes from 
  the vat and extends into a collecting chamber beneath a steel 
  grate to the west. A second vat filled with a light green gas 
  stands between two starship-grade sealed containers, the thick 
  glass barriers rimmed with black-and-yellow striped motifs to 
  indicate caution. Tubes from each vat enter each of the two 
  secured chambers, where they combine into a dark green semi-
  gaseous gel. A vacuum tube pulls the gel into a vent at the back 
  of each chamber.
  The machines in this room shape new clones by mixing malleable 
  biomass distilled from deceased organisms deposited into the 
  western device and then piping in neural programming gas from 
  area C2 to the finished biomass. The small monitors on the western 
  tank display gene sequences, target vital signs, and monitor the 
  proportions of organic compounds contained inside the vat, 
  while the eastern vat’s monitors rapidly filter through artificially-
  generated neural codes for memories, skills, temperaments, and 
  other cognitive imprints contained within the stored gas. A PC who 
  succeeds at a DC 15 Computers or Life Science check determines 
  that the target organic compound proportions in the western vat 
  are all identical and indicative of an adult human, while the neural 
  codes in the eastern tank are all nearly identical. 
  Creatures: A conglomerate of faulty Joro-coded biomass resides 
  in this room, instinctively guarding the machine that granted it some 
  semblance of autonomy. This blob of dark green biomass adopts an 
  approximate humanoid shape. It resembles melted wax sculptures 
  of Joros smashed together and lacks any distinctive identity. It 
  relentlessly attacks any non-Joros that enter, concentrating on any 
  creatures already afflicted with Joro morphogens (area C2). For 
  Levels 3–4, two such creatures guard the room. 
  LEVELS 1–2 (CR 3)
  UNFINISHED JORO 
  CR 3
  Page 18
  LEVELS 3–4 (CR 5)
  UNFINISHED JOROS (2) 
  CR 3
  Page 22
  Treasure: The malleable biomass contains regenerative cellular 
  properties that can heal wounds. If a PC succeeds at a Life Science 
  or Medicine check as a standard action to inject the proper 
  proportions of biomass into a creature, that creature immediately 
  recovers 5 Hit Points and can spend a Resolve Point to recover 
  Stamina Points without needing to take a 10-minute rest. The DC 
  for this check is 15 on a human subject, or 25 on a non-human 
  subject. Failure by 5 or more exposes the subject to the Joro 
  morphogen (see area C2). Each unfinished Joro contains enough 
  biomass for two doses.
  C2. NEURAL PROGRAMMING CENTER (CR 3 
  OR CR 5)
  A massive, complex device comprised of interconnected tubes 
  filled with blue-green gas and numerous small computer 
  monitors running rapidly with changing lines of code occupies 
  the eastern wall of this room. Two pipes funnel the gas into 
  hemispherical turbine filters with pipes connecting to the 
  ceiling. Two large containers of a different gas flank the western 
  doors, along with a large multi-monitor computer interface set 
  into the northern corner. Glass windows set into pairs of sliding 
  doors to the north and south reveal separate chambers with 
  cylindrical pods and drainage grates in the floors. 
  This room synthesizes the consciousness of the vault’s clones, 
  a process that integrates mixtures of vaporized neurotransmitters 
  with fantastically complex computer code made accessible to 
  bioengineered neurons via rare ssarlithine gas. The small monitors 
  on the eastern processing device relay the lines of code being linked 
  into the gaseous compound at that juncture, but the interface in 
  the northwest corner displays all the codes being programmed 
  into the clones. A PC who succeeds at a DC 18 Computers check 
  to access the system recognizes an error. The automated artificial 
  personality development displayed on the interface programmed 
  its “End > Start New” concluding sequence into an “End > Copy 
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  C. CLONE PRODUCTION COMPLEX
  C. CLONE PRODUCTION COMPLEX
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  UNDERCITY
  UNDERCITY
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  C1
  C1
  C2A
  C2A
  C2
  C2
  C2A
  C2A
  C3
  C3
  C4
  C4
  PCS START HERE
  PCS START HERE
  
  CLONE BATCH CATASTROPHE
  13
  13
  > Paste > Repeat” concluding sequence, creating hundreds of 
  duplicate clone personalities that in turn initiate duplicate biological 
  structure protocols. This interface doesn’t appear to have a point of 
  connection for hacking the system, and its language resembles the 
  code found on interfaces throughout all the Salvation’s End vaults. 
  The two separate cells to the north and south (area C2a) contain 
  the cloning pods that combine the biomass and the generated 
  personality into a finished clone. Both are currently empty. 
  Trap: The northwest interface and the eastern processing 
  device are rigged with injection apparatuses loaded with some 
  of the machine’s synthetic consciousness and traces of malleable 
  biomass, a cocktail First Joro calls “Joro morphogen.” This genetic 
  poison causes victims to increasingly look and act like Joro. 
  Touching either device triggers the injection protocol. First Joro 
  replicated this design in all the major rooms of the facility and 
  hardwired them to their computer in area C4, but these two are 
  the only independently-automated apparatuses with their own 
  attack bonuses. They trigger without any influence from First Joro, 
  although First Joro can still remotely commandeer the devices.
  LEVELS 1–2 (CR 3)
  JORO MORPHOGEN TRAPS (2)  
  CR 1
  Type technological; Perception DC 21; Disable Engineering DC 
  16 (jam injection mechanism)
  Trigger touch; Reset manual (Engineering DC 16)
  Effect dart +11 ranged (3d6 P plus Joro morphogen; critical 
  injection DC +2)
  JORO MORPHOGEN 
  Type poison (injury); Save Fortitude DC 12
  Track Charisma (special); Frequency 1/round for 4 rounds
  Effect progression track is Healthy—Weakened—Impaired—
  Pliable (end state)
  Special Hit Point damage inflicted by Joro morphogen is 
  nonlethal damage. If progression on the Joro morphogen 
  track causes a Charisma-based spellcaster to lose their 
  ability to cast 1st-level spells, they gain proficiency with all 
  disk-shaped weapons and shields and uses their unaltered 
  Charisma modifier instead of her Strength modifier for 
  attack rolls with such items until they regain their ability to 
  cast 1st-level spells. Joros are immune to this poison.
  LEVELS 3–4 (CR 5)
  JOROS MORPHOGEN TRAPS (2)  
  CR 3
  Type technological; Perception DC 24; Disable Engineering DC 
  19 (jam injection mechanism)
  Trigger touch; Reset manual (Engineering DC 19)
  Effect dart +13 ranged (6d6 P plus Joro morphogen; critical 
  injection DC +2)
  JORO MORPHOGEN 
  As Levels 1–2, except Save Fortitude DC 14
  C3. PLANNING ROOMS
  Analog maps of the vault hang from the walls in this network of 
  rooms, several sites marked with photographs of the premises 
  pinned over the blueprints. Certain areas on the maps are 
  circled in red with small frowny faces drawn underneath them. 
  Disassembled weapons and other gear lie scattered across the 
  various workbenches. 
  The CommanJoros used these rooms to plan their ambushes, 
  build their equipment, and socialize. The markings on the maps 
  indicate regular hangouts of non-Joros and possible avenues for 
  clandestine attacks.
  Treasure: A keycard that unlocks the doors to area C4 lies on one 
  table’s surface. An adjacent workbench holds the Joros’ ongoing 
  efforts to turn whizdisks into weapons and armor: two sopranino 
  singing disks (Armory 51), a basic tactical shield (Starfinder 
  Character Operations Manual 126), and two mk 2 frag grenades 
  (Starfinder Core Rulebook 172). For Levels 3–4, the assembled 
  gear include the following: two returning sopranino singing disks 
  (Armory 51), a field tactical shield (Character Operations Manual 
  125), and a spell gem of hurl forcedisk. 
  C4. CENTRAL COMMAND (CR 4 OR CR 6)
  This octagonal room displays neatly organized posters that 
  show detailed technical breakdowns of cloning technology and 
  procedures. A single computer interface stands in the corner, its 
  wide screen peppered with square security camera feeds and 
  minimized tabs of machine command sequences. 
  First Joro masterminds their vision for the vault from this room. 
  The doors are locked (break DC 28), but a PC can open them 
  either by hacking the outside card reader with a successful DC 20 
  Computers or Engineering check or by using the keycard found in 
  area C3. 
  Computer: The computer in this room is a tier 3 computer with 
  several modules connected to operating the facility. Accessing 
  it without First Joro’s password requires a successful DC 25 
  Computers check to hack the system. The computer has control 
  modules for the lights, security cameras, door locks, and intercoms 
  in each room and hallway as well as the clone production system, 
  the traps in area C2, and a newly constructed system of injection 
  apparatuses First Joro installed throughout the facility. As a 
  standard action, a creature trained in Computers can use this 
  module to attempt a ranged attack with this injection apparatus 
  against any creature in a room or hallway that has a security 
  camera, using their ranged attack bonus. This attack has a 30-foot 
  range increment, and any purple security camera can serve as the 
  attack’s point of origin. A successful attack affects the target as 
  per the Joro morphogen trap detailed in area C2. Once fired, the 
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  apparatus in that room or hallway can’t fire again until it’s manually 
  reset with a successful Engineering check. These apparatuses can 
  be spotted and disarmed just like the automated traps in area C2, 
  although any creature attempting such a check must be able to 
  reach the 12-foot-high ceiling where the apparatus is mounted. First 
  Joro’s control over this pervasive hazard increases this encounter’s 
  CR by 1. The computer also contains a large secure data module 
  with all of First Joro’s understanding and development of the 
  clone production system, including undeciphered code ostensibly 
  obtained from Salvation’s End’s guiding intelligence. 
  Creatures: First Joro remotely observes and harasses the PCs 
  from this room, locking them inside the facility and taunting them 
  with hokey Joro humor while vowing to convert all the PCs’ biomass 
  into new Joros to bolster their utopia (specifically to balance the 
  whizdisk teams, rectify the board game shipping delays during 
  Forklift Joro’s medical leave, and to add a few more tenors to the 
  Joros Choros community choir). First Joro uses their stealth drone—
  Joro Junior—to discretely rearm the injection apparatuses as PCs 
  navigate the facility, commanding the drone from the safety of 
  this room. If the PCs unlock the doors or disarm enough cameras 
  or apparatuses to render the computer useless for harming them, 
  First Joros emerges and attacks.
  Development: If PCs defeat First Joro, they can gather enough 
  data from the computer and First Joro’s datapad to confirm the 
  nature and scope of a plot to repurpose the nonhuman clones’ 
  biomass. They also find evidence that First Joro succeeded in 
  “remaking” several individuals already, meaning that some of the 
  Joros they met probably were originally other types of clones. 
  LEVELS 1–2 (CR 4)
  FIRST JORO  
  CR 3
  Page 19, art on page 24
  JORO JUNIOR  
  CR –
  Page 19
  LEVELS 3–4 (CR 6)
  FIRST JORO 
  CR 5
  Page 23, art on page 24
  JORO JUNIOR  
  CR –
  Page 23
  CONCLUSION
  As the PCs emerge from the clone production complex, they find a 
  large crowd of concerned Joros assembled alongside the non-Joros 
  who fled the sports bar during the CommanJoros attack. The PCs 
  can choose whether to reveal the existence of First Joro and their 
  machinations to the vault’s inhabitants. This choice has no effect 
  on the mission’s success but might have unforeseen repercussions 
  in the future. If the PCs tell the truth and present evidence of First 
  Joro’s scheme, the clones are mortified, sparking an existential 
  crisis in a handful of Joro clones as they question whether they’re 
  really Joros at all or were originally non-Joros repurposed into 
  Joros. Alternatively, the PCs can weave a compelling alternate 
  story of their encounters with a successful DC 18 Bluff check, 
  which has different effects on the population depending on the 
  invented details. 
  Regardless of the story the PCs share, the Joros agree that the 
  clone production complex is a site too powerful for any one Joro 
  to possess. This statement prompts a massive flicker of the lights 
  from the holographic environment, and a robotic voice echoes 
  FIRST JORO
  
  CLONE BATCH CATASTROPHE
  15
  15
  throughout the vault: “Community vault test 341 completed. 
  Sterilization and reset protocols commencing in 24 hours.” This 
  announcement prompts a shutdown of the vault’s baseline 
  material production, preventing the community from any further 
  development. 
  The vault’s residents all worriedly look to the PCs for guidance, 
  affording the latter an opportunity to return to Venture-Captain 
  Kunoris Vex for further instruction. Kunoris expresses a strange 
  mixture of bemusement and confusion upon hearing about the 
  PCs’ expedition and promises to help evacuate all the clones 
  before the vault performs its reset. He congratulates the PCs on 
  learning whatever they could and comments that clearly there’s 
  something wrong with the guiding intelligence if it’s performing 
  tests of this nature. 
  Any PCs afflicted by the Joro morphogen find themselves drawn 
  to jigsaw puzzles, board games, and choral music even after they 
  physically recover.
  REPORTING NOTES
  If the PCs reveal the truth about First Joro, check box A. If they 
  instead tell vault residents a comforting lie, check box B. 
  PRIMARY OBJECTIVES
  The PCs complete their primary objective if they defeat First Joro 
  and end the attacks on the other clones. Doing so earns each PC 1 
  Fame and 1 Reputation for their selected faction.
  SECONDARY OBJECTIVES
  If the PCs complete at least three of the following five tasks, they 
  complete their secondary objective and earn 1 additional Fame 
  and 1 Reputation with their current faction: visit all named vault 
  locations, make a positive impression on at least one of the non-Joro 
  clones prior to the meeting at BoThumbs Up, refrain from killing 
  any Joro bystanders in the hospital, treat Centek in the hospital, or 
  make a cheesy pun or joke that earns them the respect of a Joro.
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  SCALING FINDERS KEEPERS
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove one CommanJoro from the encounter.  
  APPENDIX 1: LEVEL 1–2 
  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 1st 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 1–2)
  COMMANJOROS (4) 
  CR 1/2 
  Nonbinary human operatives
  LN Medium humanoid (human)
  Init +4; Perception +10
  DEFENSE  
   
   
   
            HP 12
  EAC 10; KAC 11
  Fort +2; Ref +3; Will +3
  OFFENSE
  Speed 30 ft.
  Melee light sap +2 (1d4+2 B nonlethal)
  Ranged pulsecaster pistol +4 (1d4 E nonlethal)
  Offensive Abilities awful humor, trick attack +1d4
  STATISTICS
  Str +2; Dex +3; Con +0; Int +1; Wis +0; Cha +0
  Skills Acrobatics +5, Athletics +5, Culture +10, Diplomacy +5, 
  Sense Motive +10
  Languages Common
  Other Abilities specialization (detective)
  Gear flight suit stationwear, light sapAR, pulsecaster pistol with 
  1 standard battery (20 charges)
  SPECIAL ABILITIES
  Awful Humor (Ex) When making a trick attack, a CommanJoro 
  can attempt a Culture check instead of a Stealth check. Any 
  creature trained in Bluff or Diplomacy can attempt either 
  skill as a reaction; if the creature's result surpasses the 
  CommanJoro’s Culture check result, the creature delivers a 
  verbal riposte that negates the maneuver and renders the 
  CommanJoro off-target until their next turn. The associated 
  attack is resolved as normal.  
  
  CLONE BATCH CATASTROPHE
  17
  17
  SCALING ENCOUNTER B
  Make the following adjustments to accommodate a group 
  of four PCs.
  The mascot robots aren’t built for combat and gain the 
  flat-footed and off-target conditions. 
  ENCOUNTER B (LEVELS 1–2)
  WHIZDISK MASCOTS (2) 
  CR 1
  Observer-Class Security Robots (Starfinder Alien Archive 94)
  N Small construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE  
   
   
   
            HP 17
  EAC 14; KAC 15
  Fort +1; Ref +1; Will –1
  Defensive Abilities exigency, integrated weapons; Immunities 
  construct immunities
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 30 ft., fly 30 ft. (Ex, average)
  Melee slam +6 (1d6+3 B)
  Ranged integrated pulsecaster pistol +9 (1d4+1 E nonlethal), 
  or stickybomb grenade I +9 (explode [10 ft., entangled 2d4 
  rounds, DC 10])
  STATISTICS
  Str +2; Dex +4; Con —; Int +1; Wis +0; Cha +0
  Skills Acrobatics +10, Athletics +5, Computers +5
  Languages Common
  Other Abilities unliving
  Gear pulsecaster pistol with 2 batteries (20 charges each), 
  stickybomb grenades I (2)
  SPECIAL ABILITIES
  Exigency (Ex) An observer-class security robot can expend a 
  large store of energy to temporarily increase its processing 
  power and attempt to avoid an attack. Once per day, it can 
  reroll a failed Reflex saving throw with a +10 circumstance 
  bonus.
  Integrated Weapons (Ex) A security robot’s weapons are 
  integrated into its frame and can’t be disarmed. 
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  SCALING ENCOUNTER C1
  Make the following adjustments to accommodate a group 
  of four PCs.
  The unfinished Joro is structurally unstable, reducing its 
  Hit Points by 15 and imposing a –1 penalty on its ability DCs, 
  EAC, KAC, attack rolls, damage rolls, skill checks, and saving 
  throws.
  ENCOUNTER C1 (LEVELS 1–2)
  UNFINISHED JORO 
  CR 3
  N Medium ooze 
  Init +1; Senses blindsight (scent) 60 ft., sightless; Perception +8
  DEFENSE  
    
   
   
           HP 44
  EAC 14; KAC 16
  Fort +7; Ref +3; Will +0
  Immunities ooze immunities
  OFFENSE
  Speed 20 ft.
  Melee slam +11 (1d6+5 B plus biomass assemblage)
  Offensive Abilities biomass assemblage, morphogen synthesis
  STATISTICS
  Str +2; Dex +1; Con +4; Int —; Wis +0; Cha +0
  Skills Athletics +8
  Other Abilities mindless
  SPECIAL ABILITIES
  Biomass Assemblage (Ex) An unfinished Joro can absorb some 
  of its target’s biomass to approach a more complete form. 
  Any creature struck by an unfinished Joro’s slam must 
  succeed at a DC 12 Fortitude save or be sickened for 1d6 
  rounds (plus 3 rounds on a critical hit). As long as the target 
  is sickened, the unfinished Joro takes on the appearance of 
  an amalgam of Joro and the target. While in this form, the 
  unfinished Joros loses its blindsense, mindless, and sightless 
  abilities and gains the target’s size, reach, Strength modifier 
  to damage (if higher than its own), and move speeds as well 
  as an Intelligence modifier equal to that of the creature 
  struck minus 2. The unfinished Joro can also speak and 
  understand Common and gains all of the target’s skills, using 
  the target’s total skill bonus with a –5 penalty. This ability 
  otherwise functions as change shape. An unfinished Joro 
  can only emulate one creature at a time. 
  Morphogen Synthesis (Ex) If a creature struck by an 
  unfinished Joro is afflicted with a Joro morphogen, the 
  unfinished Joro gains 5 temporary Hit Points each time that 
  target fails its Fortitude save against the ooze’s biomass 
  assemblage ability. Striking such an afflicted creature also 
  modifies the biomass assemblage to grant the unfinished 
  Joro the ability to conjure hardened, disk-shaped projectiles 
  from its body, allowing it to make ranged slam attacks with 
  a 30-foot range increment. These ranged attacks do not 
  trigger the biomass assemblage ability. 
  
  CLONE BATCH CATASTROPHE
  19
  19
  SCALING ENCOUNTER C4
  Make the following adjustments to accommodate a group 
  of four PCs.
  First Joro cannot use their command Joros or overload 
  abilities.
  ENCOUNTER C4 (LEVELS 1–2)
  FIRST JORO 
  CR 3
  Nonbinary human mechanic
  LE Medium humanoid (human)
  Init +4; Perception +8
  DEFENSE  
   
   
   
           HP 35
  EAC 14; KAC 15
  Fort +4; Ref +6; Will +4
  OFFENSE
  Speed 30 ft.
  Melee returning sopranino singing disk +9 (1d4+5 So; critical 
  confuseAR)
  Ranged returning sopranino singing disk +9 (1d4+5 So; critical 
  confuseAR), or stickybomb grenade I +7 (explode [10 ft., 
  entangled 2d4 rounds, DC 14])
  Offensive Abilities command Joros, overload (DC 14)
  STATISTICS
  Str +2; Dex +1; Con +0; Int +4; Wis +0; Cha +0
  Skills Computers +13, Diplomacy +8, Engineering +13, Life 
  Science +13, Stealth +8
  Languages Common
  Other Abilities artificial intelligence (Joro Junior drone), custom 
  rig (upgrade), mechanic trick (distracting hack)
  Gear graphite carbon skin (custom rig), returning sopranino 
  singing diskAR, stickybomb grenades I (2), datapad 
  SPECIAL ABILITIES
  Command Joros (Ex) First Joro is a master at manipulating 
  Joros-minded individuals. First Joro can use command as a 
  spell-like ability (DC 14) at will against any creature afflicted 
  by Joro morphogen poison. Creatures at the pliable state are 
  affected by greater command instead.
  JORO JUNIOR 
  CR  — 
  N Small construct (technological)
  Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE  
   
    
   
            HP 17
  EAC 11; KAC 12
  Fort –1; Ref –1; Will +2
  Immunities construct immunities
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee slam +5 (1d4+3 B)
  Ranged flash compliance ray +7 (1d6+1 F nonlethal; critical 
  blindAR)
  STATISTICS
  Str +2; Dex +4; Con –; Int –2; Wis +0; Cha –2
  Skills Athletics +5, Engineering +10, Stealth +10
  Languages Common
  Other Abilities mods (reactive camouflage, tool arm 
  [engineering kit]), reduced actions, unliving
  Gear flash compliance rayAR with 2 standard batteries (20 
  charges each) 
  
  STARFINDER SOCIETY SCENARIO
  20
  20
  SCALING ENCOUNTER A
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove one CommanJoros.
  APPENDIX 2: LEVEL 3–4 
  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 3rd 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 3–4)
  COMMANJOROS (4)                                                                 CR 1 
  Nonbinary human operatives
  LN Medium humanoid (human)
  Init +5; Perception +11
  DEFENSE  
   
   
   
           HP 17
  EAC 10; KAC 11
  Fort +3; Ref +4; Will +4
  OFFENSE
  Speed 30 ft.
  Melee light sap +4 (1d4+23 B nonlethal)
  Ranged pulsecaster pistol +6 (1d4+1 E nonlethal), or 
  Offensive Abilities awful humor, trick attack +1d4
  STATISTICS
  Str +2; Dex +4; Con +0; Int +1; Wis +0; Cha +0
  Skills Acrobatics +6, Athletics +6, Culture +11, Diplomacy +6, 
  Sense Motive +11
  Languages Common
  Other Abilities specialization (detective)
  Gear flight suit stationwear, light sapAR, pulsecaster pistol with 
  1 standard battery (20 charges)
  SPECIAL ABILITIES
  Awful Humor (Ex) When making a trick attack, a CommanJoro 
  can attempt a Culture check instead of a Stealth check. Any 
  creature trained in Bluff or Diplomacy can attempt either 
  skill as a reaction; if the creature's result surpasses the 
  CommanJoro’s Culture check result, the creature delivers a 
  verbal riposte that negates the maneuver and renders the 
  CommanJoro off-target until their next turn. The associated 
  attack is resolved as normal.  
  
  CLONE BATCH CATASTROPHE
  21
  21
  SCALING ENCOUNTER B
  Make the following adjustments to accommodate a group 
  of four PCs.
  The mascot robots aren’t built for combat, and gain the 
  flat-footed and off-target conditions. 
  ENCOUNTER B (LEVELS 3–4)
  WHIZDISK BUNNY MASCOTS(2) 
  CR 3
  Incapacitator robots (Starfinder Adventure Path #25: The 
  Chimera Mystery 61)
  N Medium construct (technological)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE  
   
   
   
           HP 40
  EAC 14; KAC 16
  Fort +3; Ref +3; Will +0
  Defensive Abilities integrated weapons, unflankable; 
  Immunities construct immunities
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee slam +12 (1d6+7 B nonlethal plus grab)
  Ranged integrated voltaic anchor pistol +10 (1d6+3 E nonlethal; 
  critical bindAR), or stickybomb grenade I +10 (explode [10 ft., 
  entangled 2d4 rounds, DC 12])
  Offensive Abilities exploit advantage
  STATISTICS
  Str +4; Dex +2; Con —; Int +1; Wis +0; Cha +0
  Skills Acrobatics +8, Athletics +13, Intimidate +8
  Languages Common
  Other Abilities unliving
  Gear voltaic anchor pistolAR with 2 high-capacity batteries (40 
  charges each), stickybomb grenades I (2)
  SPECIAL ABILITIES
  Exploit Advantage (Ex) When an incapacitator robot hits an 
  entangled creature, it deals that target extra nonlethal 
  damage equal to its CR (3 extra damage for most 
  incapacitator robots). 
  
  STARFINDER SOCIETY SCENARIO
  22
  22
  SCALING ENCOUNTER C1
  Make the following adjustments to accommodate a group 
  of four PCs.
  Each unfinished Joro is structurally unstable, reducing 
  its Hit Points by 15 and imposing a –1 penalty on its ability 
  DCs, EAC, KAC, attack rolls, damage rolls, skill checks, and 
  saving throws.
  ENCOUNTER C1 (LEVELS 3–4)
  UNFINISHED JOROS (2) 
  CR 3
  N Medium ooze 
  Init +1; Senses blindsight (scent) 60 ft., sightless; Perception +8
  DEFENSE  
   
   
   
           HP 44
  EAC 14; KAC 16
  Fort +7; Ref +3; Will +0
  Immunities ooze immunities
  OFFENSE
  Speed 20 ft.
  Melee slam +11 (1d6+5 B plus biomass assemblage)
  Offensive Abilities biomass assemblage, morphogen synthesis
  STATISTICS
  Str +2; Dex +1; Con +4; Int —; Wis +0; Cha +0
  Skills Athletics +8
  Other Abilities mindless
  SPECIAL ABILITIES
  Biomass Assemblage (Ex) An unfinished Joro can absorb some 
  of its target’s biomass to approach a more complete form. 
  Any creature struck by an unfinished Joro’s slam must 
  succeed at a DC 12 Fortitude save or be sickened for 1d6 
  rounds (plus 3 rounds on a critical hit). As long as the target 
  is sickened, the unfinished Joro takes on the appearance of 
  an amalgam of Joro and the target. While in this form, the 
  unfinished Joros loses its blindsense, mindless, and sightless 
  abilities and gains the target’s size, reach, Strength modifier 
  to damage (if higher than its own), and move speeds, as 
  well as an Intelligence modifier equal to that of the creature 
  struck minus 2. The unfinished Joro can also speak and 
  understand Common, and gains all of the target’s skills, 
  using the target’s total skill bonus with a –5 penalty. This 
  ability otherwise functions as change shape. An unfinished 
  Joro can only emulate one creature at a time. 
  Morphogen Synthesis (Ex) If a creature struck by an 
  unfinished Joros is afflicted with a Joros morphigen, the 
  unfinished Joros gains 5 temporary Hit Points each time that 
  target fails its Fortitude save against the ooze’s biomass 
  assemblage ability. Striking such an afflicted creature also 
  modifies the biomass assemblage to grant the unfinished 
  Joro the ability to conjure hardened, disk-shaped projectiles 
  from its body, allowing it to make ranged slam attacks with 
  a 30-foot range increment. These ranged attacks don’t 
  activate the biomass assemblage ability. 
  
  CLONE BATCH CATASTROPHE
  23
  23
  SCALING ENCOUNTER C4
  Make the following adjustments to accommodate a group 
  of four PCs.
  First Joro cannot use their command Joros or energy 
  shield abilities.
  ENCOUNTER C4 (LEVELS 3–4)
  FIRST JORO 
  CR 5
  Nonbinary human mechanic
  LE Medium humanoid (human)
  Init +4; Perception +11
  DEFENSE  
   
   
   
           HP 65
  EAC 17; KAC 18
  Fort +6; Ref +8; Will +6
  OFFENSE
  Speed 30 ft.
  Melee returning sopranino singing disk +12 (1d4+7 So; critical 
  confuse AR)
  Ranged returning sopranino singing disk +12 (1d4+7 So; critical 
  confuse AR), or stickybomb grenade II +10 (explode [15 ft., 
  entangled 2d4 rounds, DC 15])
  Offensive Abilities command Joros, overload (DC 15)
  STATISTICS
  Str +2; Dex +3; Con +0; Int +5; Wis +0; Cha +0
  Skills Computers +16, Diplomacy +11, Engineering +16, Life 
  Science +16, Stealth +11
  Languages Common
  Other Abilities artificial intelligence (Joro Junior drone), custom 
  rig (upgrade), distracting hack, energy shield (10 HP, 5 
  minutes), remote hack (DC 15)
  Gear estex suit II (custom rig), returning sopranino singing 
  disk AR, stickybomb grenades II (2), datapad AR 
  SPECIAL ABILITIES
  Command Joros (Ex) First Joro is a master at manipulating 
  Joros-minded individuals. First Joro can use command as a 
  spell-like ability (DC 15) at will against any creature afflicted 
  by Joro morphogen poison. Creatures at the pliable state are 
  affected with greater command instead. 
  JORO JUNIOR 
  CR —
  N Small construct (technological)
  Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE  
   
    
   
           HP 35
  EAC 14; KAC 15
  Fort +0; Ref +0; Will +4
  Immunities construct immunities
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee slam +8 (1d4+5 B)
  Ranged flash compliance ray +10 (1d6+3 F nonlethal; critical 
  blind AR), or sheet lightning pistol +10 (1d6+3 E nonlethal)
  STATISTICS
  Str +2; Dex +4; Con —; Int –2; Wis +0; Cha –2
  Skills Athletics +8, Engineering +13, Stealth +13
  Languages Common
  Other Abilities mods (reactive camouflage, tool arm 
  [engineering kit]), reduced actions, unliving
  Gear flash compliance ray AR with 2 standard batteries (20 
  charges each), sheet lightning pistol AR with 1 high-capacity 
  battery (40 charges)
  
  STARFINDER SOCIETY SCENARIO
  24
  24
  APPENDIX 3: GAME AIDS
  KUNORIS VEX
  ROOFER JORO
  WHIZDISK MASCOT
   FIRST JORO
  
  CLONE BATCH CATASTROPHE
  25
  25
  APPENDIX 3: GAME AIDS
  WHIZDISK BUNNY 
  MASCOT
  FINBAR
  
  STARFINDER SOCIETY SCENARIO
  26
  26
  HANDOUT #1: WELCOME TO THE NEIGHBORHOOD
  Vault 341 consists of about one square mile of suburban-style neighborhood surrounded by a holographic perimeter disguised as 
  greenery. The following are major locations the PCs can explore inside the vault. 
  Board Meeting: This communal building located at the center of the neighborhood operates as a library and play space for 
  various analog games.   
  BoThumbs Up: A small whizdisk-themed sports bar a few blocks away from the metalworks. This popular local hangout doesn’t 
  open for business until early evening. 
  In-Choir-Ing Minds: This small musical performance studio is located in the eastern part of the vault. 
  OuroJoros Hospital: A hospital equipped for minor emergencies located to the north, near the Whizdisk Stadium. 
  Beg, Borrow, and Steel Metalworks: Located along the vault’s southern perimeter, this scrapyard and outdoor workspace 
  surrounds a set of spigots and valves that pump out molten metals used for construction and manufacturing. 
  Sketch That Kitsch: A glass-walled art gallery to the west displays and sells artwork created by vault residents.
  Whizdisk Stadium: This massive stadium complex houses sports fields and serves as a bustling daytime hangout for whizdisk 
  players. 
  Yo Gurt to Try This: This health-focused smoothie bar located on a residential street to the west currently offers free samples. 
  
  CLONE BATCH CATASTROPHE
  27
  27
  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 defeat the CommanJoros.
  B: The PCs keep these rewards if they defeat the whizdisk 
  mascots.
  C1: The PCs keep these rewards if they defeat the unfinished 
  Joro. 
  C3: The PCs keep these rewards if they find the items stored in 
  this room. 
  C4: The PCs keep these rewards if they defeat First Joro. 
  ENCOUNTER
  LEVEL 1–2 REWARD
  OUT OF LEVEL REWARD
  LEVEL 3–4 REWARD
  A
  180 credits
  273 credits
  365 credits
  B
  180 credits
  273 credits
  365 credits
  C1
  45 credits
  68 credits
  91 credits
  C3
  90 credits
  136 credits
  183 credits
  C4
  225 credits
  340 credits
  456 credits
  ORGANIZED PLAY
  REWARDS TABLE
  
  STARFINDER SOCIETY SCENARIO
  28
  28
  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
  
  CLONE BATCH CATASTROPHE
  29
  29
  OPEN GAME LICENSE Version 1.0a
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  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 
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  Starfinder Society Scenario #3–17: Clone Batch Catastrophe© 2021, Paizo Inc.; Author: 
  Christopher Wasko.
  This product is compliant with the Open Game License (OGL) and is suitable for use 
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  Creative Directors • James Jacobs and Robert G. McCreary
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  Graphic Designer • Tony Barnett
  Director of Brand Strategy • Mark Moreland
  Paizo CEO • Lisa Stevens
  President • Jeffrey Alvarez
  Chief Creative Officer • Erik Mona
  Chief Financial Officer • David Reuland
  Chief Technical Officer • Vic Wertz
  Director of Project Management • Glenn Elliott
  Project Coordinator • Lee Rucker
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Director of Licensing • John Feil
  Public Relations Manager • Aaron Shanks
  Customer Service & Community Manager • Sara Marie
  Organized Play Manager • Tonya Woldridge
  Organized Play Associate • Alex Speidel
  Accountant • William Jorenby
  Accounting & AP Specialist • Eric Powell
  Finance Operations Specialist • B. Scott Keim 
  Human Resources Generalist • Devinne Caples
  Director of Technology • Raimi Kong
  Web Content Manager • Maryssa Lagervall
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Katina Davis
  Customer Service Team • Raychael Allor, Rian Davenport, Heather 
  Fantasia, Keith Greer, Logan Harper, Samantha Phelan, and 
  Diego Valdez
  Logistics Coordinator • Kevin Underwood
  Warehouse Manager • Jeff Strand
  Warehouse Team • Alexander Crain, Mika Hawkins, James Mafi, 
  and Heather Payne
  Website Team • Brian Bauman, Robert Brandenburg, Whitney Chatterjee, 
  Erik Keith, Levi Steadman, Josh Thornton, and Andrew White
  
  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 #
  1–2
  3–4
  —
  720
  1,090
  1,460
  —
  Out of 
  Level
  Scenario #3-17: 
  Clone Batch Catastrophe
  You entered a vault within Salvation’s End and found a community of clones, mostly of the same human named Joro. Upon 
  exploring the society and interacting with some of its frustrated non-Joro denizens, you uncovered a sinister plot to abduct 
  any divergent individuals and reprocess their biomass into new Joros. After fending off multiple attacks, you discovered 
  First Joro’s hideout inside the clone production complex and shut down their machinations. You chose to ▫reveal the truth 
  or ▫tell a comforting lie to the vault’s residents. The vault reset following your discovery, leaving the Society with a lodge 
  full of puzzle-loving, disk-throwing, pun-spewing, choir-singing refugees. Along the way, ▫you were infected with Joro 
  clone biomass and now find yourself oddly attracted to these specific pastimes in ways you never were before (or perhaps 
  you ▫avoided this fate).
  Reputation
  All Levels
  Levels 3–4
  carbon skin, graphite (1,220; item level 3; Starfinder 
  Core Rulebook 197)
  compliance ray, flash (1,400; item level 3; Starfinder 
  Armory 40)
  frag grenade, mk 2 (310; item level 4; Starfinder Core 
  Rulebook 172)
  magnegloves (1,950; item level 4; Starfinder Armory 
  105)
  nanite hypopen, purple (450; item level 5; Starfinder 
  Armory 106)
  regenerative blood, mk 1 (3,250; item level 5; 
  Starfinder Armory 86)
  sedative, tier 2 (450; item level 5; Starfinder Core 
  Rulebook 232)
  strategy game, imperial conquest (2,850; item level 5; 
  Starfinder Armory 108)
  estex suit II (2,700; item level 5; Starfinder Core 
  Rulebook 197)
  lightning pistol, sheet (3,000; item level 5; Starfinder 
  Armory 45)
  spell gem of hurl forcedisk (450; item level 5; Starfinder 
  Core Rulebook 222)
  stickybomb grenade II (300; item level 4; Starfinder 
  Core Rulebook 178)
  tactical shield, field (2,500; item level 5; Starfinder 
  Character Operations Manual 125)
  voltaic anchor pistol (2,100; item level 4; Starfinder 
  Armory 44)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 3/SF S03-17 Clone Batch Catastrophe.pdf