TEXT: THE FIRST TEST
  BY JASON KEELEY
  INTRO #1, LEVELS 1–2
  STARFINDER SOCIETY
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  AUTHOR
  Jason Keeley
  DEVELOPMENT LEAD
  Jenny Jarzabski
  ADDITIONAL DEVELOPMENT
  Linda Zayas-Palmer
  EDITING LEADS
  Addley C. Fannin and Lu Pellazar
  EDITOR
  Addley C. Fannin
  COVER ARTISTS
  Pixoloid Studios (Mark Molnar, David Metzger, 
  Gaspar Gombos, Zsolt ‘Mike’ Szabados, Janos Gardos, 
  Laszlo Hackl, Orsolya Villanyi) and Milos Rocenovic
  CONTRIBUTING ARTISTS
  Tawny Fritz and Milos Rocenovic
  CARTOGRAPHER
  Damien Mammoliti
  ART DIRECTION
  Adam Vick 
  GRAPHIC DESIGN
  Tony Barnett
  ORGANIZED PLAY MANAGING DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  Robert G. McCreary
  DIRECTOR OF GAME DEVELOPMENT
  Adam Daigle
  PUBLISHER
  Erik Mona
  HOW TO PLAY
  PLAY TIME: 4–5 HOURS
  LEVELS: 1–2
  PLAYERS: 3–6
  THE FIRST TEST
  GM ResouRces
  Campaign Home Page: starfindersociety.club
  Books: Starfinder Core Rulebook, Starfinder Alien Archive (AA), and Starfinder Alien Archive 2 
  (AA2)
  Maps: Pathfinder Flip-Mat: Tech Dungeon
  Online Resource: Starfinder Reference Document at paizo.com/sfrd
  Table of Contents
  Adventure  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �3
  Appendix 1: Tables  �  �  �  �  �  �  �  �  �  �  �  �  �  �  � 15
  Appendix 2: Encounters   �  �  �  �  �  �  �  �  �  �  �  � 16
  Appendix 3: Game Aids �  �  �  �  �  �  �  �  �  �  �  �  � 19
  Organized Play   �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  � 21
  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
  As part of their first Starfinder Society mission, the PCs travel to an unknown planet in the Vast 
  to discover the source of a strange transmission. They explore a ruined underground facility, and 
  eventually meet some of the local sapient populace. By making peaceful contact, the PCs can 
  discover even more about the planet’s history.
  Repeatable
  
  RECLAIMING THE TIME-LOST TEAR
  3
  Where in the 
  Universe?
  This adventure introduces Khyyros, a planet crisscrossed 
  with deep crevasses from near-constant seismic activity. 
  It’s located in a small, single-sun system alongside two 
  other planets. The closest world to the sun burns, while 
  the furthest freezes, making Khyyros the only planet in the 
  system able to sustain most life forms.
  KHYYROS
  Scarred World
  Diameter: ×1; Mass: ×1; Gravity: ×1
  Atmosphere: Normal; Day: 23 hours; Year: 1.5 years
  A world of diverse biomes marked by multiple fissures, 
  Khyyros is home to the khyyrent species, a bat-like people 
  whose predominant leisure activity fundamentally altered 
  the planet’s subterranean geology. Khyyros has one moon, 
  called Boskalis after a famed khyyrent astronomer. The 
  surface of Boskalis is covered with dunes of yellow-brown 
  grit. 
  Khyyros was once a prosperous world, with similar technology 
  and amenities to those found in the Pact Worlds. The planet’s only 
  sapient species, the bat-faced and multi-eyed khyyrents, enjoyed 
  spelunking the vast caverns below Khyyros’s surface as their 
  foremost leisure activity. However, over a century ago, seismic 
  activity wracked Khyyros, forming deep crevices across the planet. 
  After some study, khyyrent geologists concluded that their species’ 
  constant delving underground had gradually eroded the tectonic 
  stability. All spelunking missions stopped, and the subterranean 
  waystations used as expedition launching points were simply 
  abandoned. Life on Khyyros went on as the quakes lessened, but 
  recently, a Drift Beacon inadvertently picked up a warning signal 
  from one of these waystations and transmitted to the Pact Worlds. 
  Members of the Starfinder Society intercepted this transmission. 
  The mystery of the signal and its message in a language no one 
  could understand piqued many peoples’ interest, but deciphering it 
  wasn’t deemed a priority.
  As part of a new age of exploration and prosperity ushered in by 
  the Starfinder Society’s new First Seeker, Ehu Hadif, membership 
  in the organization swelled. Instead of testing new recruits in 
  simulations or in small missions around Absalom Station, the 
  computer intelligence Guidance judged that solving the enigma of 
  this signal from the Vast would be a fine way for one group of these 
  neophytes to prove themselves as true Starfinder Society agents.
  GETTING STARTED
  Read or paraphrase the following to get the adventure underway. 
  The PCs have been asked to come to Lorespire Complex on 
  Absalom Station to receive the mission that, if successful, will 
  allow them to graduate to full Starfinder Society agents. The 
  group of players might also include PCs who have played a few 
  Starfinder Society scenarios; while these characters have already 
  graduated, they are still new enough to learn from this mission 
  and to help guide would-be-graduates.
  Today’s the day! 
  The streets and corridors outside of Lorespire Complex 
  on Absalom Station bustle with activity, with many of the 
  passersby being Starfinder Society agents leaving on or 
  returning from missions. It’s a scene that can’t help but inspire 
  excitement and anticipation.
  Signs direct the way to the assigned meeting room, whose 
  far wall is lined with a bank of gently-humming servers in matte 
  black cases. The building’s temperature control system audibly 
  struggles to keep the room only a degree or two warmer than the 
  hallway outside. A holographic image of a featureless humanoid 
  form projects from a lens in the server; after a moment, it comes 
  into focus, resembling an avuncular old human man wearing a 
  tan sweater-vest.
  The hologram smiles gently. “Greetings. I am Guidance, and 
  I will be administering and adjudicating your first mission. 
  Please observe the following image.” The holograms shifts to 
  show a slowly rotating world of various biomes while Guidance 
  continues to speak. “Several weeks ago, the Starfinder Society 
  received an unusual transmission intermingled with our regular 
  communiques. After some examination, we traced it back to this 
  BY JASON KEELEY
  THE FIRST TEST
  
  4
  STARFINDER SOCIETY SCENARIO
  Guidance
  planet in the Vast. The message was garbled and in an unknown 
  language, but our xenolinguists determined it was an advisory 
  warning meant for the world’s inhabitants.
  “We know little else. Your task is to travel to this planet, 
  explore the source of the transmission, and learn all you can.”
  Guidance invites the PCs to ask any questions they might have 
  about the assigned mission. Below are some possible avenues of 
  inquiry.
  Is there anything unusual about this planet? “Our long-range 
  scans of the planet haven’t revealed much, though it appears the 
  surface is marred by several deep crevasses, likely the result of 
  past seismic activity, more than would be expected for a world 
  of this size.”
  Is the planet inhabited? “The transmission indicates that the 
  planet was inhabited or visited by a sapient species at some 
  point. However, we can neither confirm nor deny whether those 
  sapients remain. It will be up to you to determine that fact.”
  And if it is? “Then you should comport yourself in the manner 
  to which you have been trained. Try to make peaceful first 
  contact while respecting their culture, but defend yourself if the 
  need arises.”
  CULTURE (RECALL KNOWLEDGE) 
  OR DIPLOMACY (GATHER 
  INFORMATION)
  A PC who wants to know more about this 
  mysterious transmission can attempt a 
  Culture check to recall hearing a report 
  on the local news or a Diplomacy check to 
  gather information from other members of 
  the Starfinder Society. They learn all of 
  the information whose DC is equal to 
  or less than the result of their check.
  10+: The transmission appeared 
  mysteriously several weeks back, 
  mingled with another, normal 
  message from Society agents 
  in the Vast. It was thought at 
  first to be nothing more than 
  interference until a curious 
  data scientist extracted and 
  repaired it. However, she still 
  couldn’t understand it.
  15+: 
  The 
  transmission 
  wasn’t 
  considered 
  a 
  priority by the Society until 
  recently, when a small team of 
  xenolinguists examined it. From 
  the tone of the individual words, 
  they determined the message to be a warning meant for 
  local broadcast, much like the warning to mind the edge of the 
  platform when trams arrive at Dockside.
  Prerolling the 
  Adventure
  This scenario involves several randomized elements 
  intended to create variety for people playing or GMing it 
  multiple times. To streamline preparation and play, it’s 
  recommended that you roll on the randomized tables or 
  otherwise select which options you would like to use prior 
  to running the scenario, rather than doing so during the 
  adventure. Feel free to consider the makeup of the PCs’ 
  group and make changes accordingly. For example, a group 
  that includes many members with strong religious ties 
  might enjoy meeting khyyrents who are similarly devoted. 
  As this is a repeatable scenario, each running of this scenario 
  should feel unique and let players feel that they are the 
  ideal candidates for this assignment. The randomized tables 
  are located in Appendix 1: Tables beginning on page 15.
  
  5
  THE FIRST TEST
  20+: The xenolinguists have yet to fully decipher the language, 
  but they have discovered other information encoded into the 
  message. This data suggests that however the warning was 
  broadcast, it was accompanied by a non-auditory component, 
  perhaps a form of sign language or the blinking of lights.
  25+: Some have suggested that the warning preceded an 
  unknown catastrophe, perhaps a massive series of earthquakes 
  that left the planet without sapient life. Others don’t believe the 
  evidence at hand supports such theories.
  WE APOLOGIZE FOR THE DELAY
  When Guidance believes that the PCs are ready to embark on 
  their mission, the AI points them in the direction of a space 
  dock in the Arms district of Absalom Station, where a starship is 
  waiting to take them to the Vast. Guidance reminds the PCs that 
  the vessel is Starfinder Society property and asks them to return 
  it in good condition.
  It’s a short trip to the space dock, taking a little more than 
  30 minutes to wind through the station’s outer corridors. When 
  the PCs arrive, though, they find the starship—a Kevolari Venture 
  named the Wanderstar—is still undergoing repairs. The harried 
  head mechanic Cakes (NG female ysoki mechanic) greets the 
  PCs and apologizes for the delay, explaining how a blown power 
  converter on the first ship they were working on today left one 
  of her mechanics injured, and they’ve been struggling to catch 
  up ever since.
  If the PCs ask if they can help, Cakes looks relieved and gives 
  them the list of tasks below, saying that any help at all will speed 
  up the process and will be greatly appreciated. If the PCs don’t 
  offer right away, Cakes gently suggests that her team could use 
  a few extra hands. If the PCs still don’t want to aid Cakes, they 
  receive the same message from Guidance as if they had failed a 
  majority of the skill checks (though the AI’s tone is a bit sterner 
  in this case).
  Each PC can perform only one of the tasks below by succeeding 
  at a DC 15 check skill check using one of the listed skills. 
  Alternatively, if a player seems more interested in roleplaying 
  the interaction, you should allow them to succeed by doing so 
  without a skill check.
  Align Arcane Power Converters (Mysticism): The Wanderstar’s 
  hybrid engine uses both magical and technological components. 
  Cakes explains how the arcane power converters attached to 
  the engine need to be re-aligned. With a few minutes’ work 
  of retracing runes and chanting certain rites, a PC can get the 
  converters working smoothly.
  Fetch UPBs (Athletics or Culture): Cakes explains that she 
  needs some extra UPBs to finish repairing a section of the hull. 
  Normally, she would have them delivered, but the supplier is 
  experiencing a glut of orders and won’t be able to drop them off 
  for hours. Cakes tells the PC where to pick up the UPBs and gives 
  them the purchase order. That PC can rely on some shortcuts 
  they know to get to the supplier quickly or simply run there and 
  back again.
  Handle Angry Pilot (Bluff or Intimidate): Cakes tells the PCs 
  that Thaulm Kindo (N male human), another ship owner, has the 
  dock scheduled and has been pinging her comm unit non-stop to 
  berate her for taking so long. Thaulm isn’t interested in listening 
  to reason, but the PCs can fool or frighten him into giving Cakes 
  the time she needs to finish repairs on the Wanderstar. 
  Install Computer Updates (Computers): The ship’s computer 
  system requires an update, which none of the mechanics have 
  been able to get to yet. A PC versed with technology can speed 
  up the download and installation process.
  Negotiate Launch Window (Diplomacy): Since the repairs are 
  taking longer than expected, Cakes needs one of the PCs to speak 
  with Absalom Station flight control to ensure that the Wanderstar 
  can take off when as soon as it is ready without interfering with 
  other launches. This requires a few minutes of pleasant chat with 
  one of the flight control operators, and perhaps the promise of a 
  future favor.
  Repair Landing Gear (Engineering): Cakes isn’t comfortable 
  with allowing a PC to handle the more sensitive repairs, but she 
  does note that diagnostics show the Wanderstar’s landing gear 
  requires some maintenance. She lends the volunteering PC a few 
  tools to do the job.
  If at least half of the PCs succeed at their tasks, the 
  Wanderstar’s repairs are completed without much further delay 
  and the PCs can leave Absalom Station. Otherwise, they must 
  wait for a few more hours, during which time the PCs receive a 
  message from Guidance on their comm units asking about why 
  they haven’t left yet. The PCs can explain their predicament, 
  and though Guidance claims to understand, the PCs get the 
  impression that the AI is a little disappointed they couldn’t solve 
  the problem in a timely manner.
  Treasure: Even if the PCs aren’t completely successful in their 
  tasks, Cakes shows them her gratitude for at least attempting 
  to help out by giving them an infrared sensors armor upgrade 
  (Starfinder Core Rulebook 206) before they leave.
  THROUGH THE DRIFT
  When the Wanderstar is ready, the PCs can launch from Absalom 
  Station, input the destination given to them by Guidance, and slip 
  into the Drift for a long journey to the Vast. The trip normally 
  takes 5d6 days, but the Wanderstar has a slightly advanced Drift 
  engine, allowing it to make the trip in half the time rolled. The PCs 
  can pass the time as they see fit, and you can spice up the journey 
  with one of the following randomly rolled Drift events (from Table 
  1 on page 15).
  Asteroid Mystery: The PCs spot an asteroid, no larger than 
  their ship, floating past. Strangely, the surface of this hunk of 
  rock appears smooth and shiny. Scans indicate that it’s covered 
  in a thin layer of glass that doesn’t have a single blemish on it. 
  A PC who succeeds at a DC 16 Physical Science check surmises 
  that glass was formed naturally, likely because the asteroid was 
  coated with a fine grit, like sand, and then subjected to intense 
  heat. There is nothing else unusual about the asteroid.
  
  6
  STARFINDER SOCIETY SCENARIO
  Close Call: Without warning, an enormous wormlike creature 
  emerges from a green-and-pink cloud of Drift energy in front of 
  the PCs’ ship. Clearly able to swallow the Wanderstar with ease, 
  it ignores the vessel and wriggles its segmented body through the 
  void on its way to some unknown destination. Thin filaments near 
  the end of its body brush up against the ship, causing a scraping 
  noise to reverberate through the hull. A PC who succeeds at a 
  DC 20 Life Science check suspects that the creature might not 
  be native to the Drift, and that it overlooked the Wanderstar in 
  response to some more important stimulus.
  Fire Sea: As the Wanderstar passes by, the characters notice 
  a free-floating mass of fire burning impossibly in the Drift. As 
  the anomaly has no clear edges, the ship’s computers advise 
  against getting any closer. However, a PC who succeeds at a DC 
  18 Perception check can spot what appear to be slender finned 
  creatures—also made out of fire—leaping from the “surface” of the 
  mass like dolphins.
  Glimpse of Paradise: The Wanderstar passes within sight of 
  a bubble of transparent energy, which in turn contains a rolling 
  field of green grass seemingly ripped from a planet’s surface. In the 
  middle of the field stands a pergola (a shaded walkway) constructed 
  of white marble with golden veins running through it. The ship’s 
  sensors indicate the bubble is filled with a breathable atmosphere, 
  so if they wish, the PCs can land on the field and step outside. The 
  air is fresh and smells of honeysuckle. The pergola is untouched by 
  age, but the bubble is otherwise empty. A PC who succeeds at a DC 
  20 Mysticism check realizes the field was likely pulled from one of 
  the good-aligned Outer Planes, most likely Elysium.
  Heap of Trouble: An alarm brings the PCs to the bridge, where 
  the ship’s computers warn them of a change of course to avoid a 
  massive collection of metal debris in the distance. Sensors indicate 
  the pile of junk exhibits a strong magnetic pull and should be 
  avoided at all costs. If the PCs try to steer the ship for a closer look, 
  the Wanderstar begins shaking dangerously; a PC can pull the 
  ship away with a successful DC 18 Piloting check. On a failure, the 
  vessel’s autopilot system takes over and puts them back on track.
  Roaming Survey: The Wanderstar is hailed by approaching 
  vessel identifying itself as the All-Code Emissary. The crew, all 
  devout followers of Triune, patrol random areas of the Drift to 
  ensure travelers’ safety. The android priest-captain asks the PCs 
  several questions about their mission and solemnly notes their 
  answers in a datapad. The PCs are free to tell the truth or not. They 
  can assess that the captain is forthright and has no ill intentions 
  with a successful DC 17 Sense Motive check. After the brief 
  interrogation, the All-Code Emissary goes on its way.
  THE UNKNOWN PLANET
  Eventually, the Wanderstar reaches its destination: the system 
  that holds Khyyros and its two neighboring planets. The PCs must 
  fly for a few additional hours to reach orbit around the planet that 
  is the source of the mysterious signal. Scans of the world show that 
  it has an atmosphere breathable for most life forms (including Pact 
  Worlds species) and shows signs of life (both plant and animal). 
  The computer can’t determine if the life forms are sapient or not, 
  and there appear to be no telltale signs of known civilization 
  (urban centers, roads, pollution, and the like); the khyyrents who 
  inhabit the world have mostly learned to mitigate those problems 
  or how to mask them (see page 12 for more information about the 
  khyyrents the PCs encounter).
  In addition, scans show that cut planet’s surface to be marred 
  by large crevasses across every landmass. These fissures appear 
  relatively new, geologically speaking, no more than a century old. A 
  PC who succeeds at a DC 18 Physical Science check while studying 
  the data can tell they were likely created by several large seismic 
  events, as the planet’s tectonic plates shifted unexpectedly.
  Before the PCs can land, though, they need to determine 
  the source of the transmission. A PC who succeeds at a DC 16 
  Computers check can correlate the data from a recording provided 
  by Guidance and energy signatures from the planet below to find 
  the source. It is in one of the following areas from Table 2 on page 
  15; this biome will also determine a feature of the beasts they 
  come across in area A9. In each case, after the PCs land, they can 
  further track the source of the signal to a cave entrance leading 
  underground less than a mile from where they touch down. A 
  tunnel eventually leads to area A.
  Arctic: The PCs land on a flat stretch of ice and must make 
  their way through blustery winds kicking up fine clouds of snow. 
  Though it’s very cold, the PCs’ environmental protections on their 
  armor keep them safe until they reach the cave entrance. The 
  underground tunnel protects them from most of the biting chill.
  Desert: The PCs find a place to land adjacent to a small oasis, 
  complete with a pair of palm-like trees with dark blue fronds. 
  Their armor keeps them cool in the desert heat and, after 
  crossing a couple of dunes, the PCs spot the cave entrance rising 
  from the sands. The temperature drops to a manageable level 
  within the tunnel.
  Forest: After a few flybys, the PCs spot a clearing in the 
  woods large enough to land the Wanderstar. The trees here are 
  thick-trunked and have skinny red leaves. Dozens of small birds 
  chirp in the branches overhead. Pushing through the dense 
  undergrowth, the PCs find the cave entrance in the side of a hill. 
  Marsh: Touching down on what first appears to be a patch of 
  dry land, the Wanderstar then sinks a few inches into the bog. 
  This is more of an inconvenience than a danger, but the PCs must 
  wade through swampy water to reach the cave entrance, located 
  on a rise at the edge of the marsh. The tunnel is damp and smells 
  of rotting mushrooms.
  Mountain: A low peak close to the source provides a flat 
  surface to land the Wanderstar, but the PCs need to descend the 
  mountainside to reach the cave entrance. While there are no formal 
  paths, the PCs can slowly pick their way down a steep but not 
  precipitous slope without the need for skill checks. 
  Plains: After landing in a field of tall wheat-like grass, the PCs 
  can track the source of the signal through the plains. They see a 
  herd of local fauna in the distance, kicking up a cloud of dust as 
  they march across a dry section of the terrain. Eventually, the PCs 
  
  7
  THE FIRST TEST
  reach the edge of one of the planet’s many crevasses and can 
  descend into it to discover the cave entrance.
  A. ABANDONED WAYSTATION
  This waystation was a small starting point 
  for many Khyyrosian spelunking adventures. 
  Once a state-of-the-art establishment, it has 
  fallen into disrepair since being abandoned decades 
  ago. Several seismic events 
  helped 
  to 
  hasten 
  its 
  deterioration. However, it 
  still holds a few dangers 
  that 
  include 
  undead 
  skeletons, irritable fauna, 
  and unstable equipment. 
  The PCs need to explore 
  every chamber of the underground 
  structure to find enough clues about its purpose to 
  satisfy Guidance (see The Clues below).
  The cavernous areas of the map have a 
  ceiling height of 20 feet and the interior 
  rooms have a ceiling height of 12 feet, 
  except where noted. The interior walls 
  are 3-inch-thick steel (hardness 20, 90 
  Hit Points per 10-foot-by-10-foot section, 
  break DC 30). Apart from the glow from the heating unit in area 
  A2, all rooms are in total darkness.
  THE CLUES
  The PCs can find the following five clues throughout area A in 
  random rooms, as determined by Table 3 on page 15. A PC who 
  succeeds at a DC 20 Perception check while searching a room 
  finds that room’s clue (if it has one), usually under rubble or a 
  piece of furniture. Feel free to substitute relevant Profession skill 
  checks for those listed in determining the important aspects of 
  each clue.
  Busted Drone: This Tiny robot is shaped like an oblong capsule 
  and sports a single hover-capable engine, a small speaker, and 
  four lights in a square-shaped pattern at one end. Its metal casing 
  is dented and tarnished, likely from falling rocks or other blunt 
  debris. The drone has no power, and its battery port is damaged, 
  requiring several hours to repair. However, it is clear evidence of 
  Pact Worlds-level technology.
  The drone was used by khyyrents attempting beginner spelunks. 
  It floated alongside a climber, offering advice and encouragement 
  through its speaker and blinking lights. It also monitored a delver’s 
  health and transmitted their position to the nearest waystation 
  in case of accidents. A PC studying the drone who succeeds at 
  a DC 17 Computers or Engineering check can tell the drone was 
  programmed with a rudimentary virtual intelligence, that its lights 
  could turn on and off independently of one another, and that those 
  lights were connected to the speaker (meaning that sounds coming 
  from the speaker could be accompanied by flashing lights).
  Climbing Glove: The PCs discover a single black glove made 
  from a leather-like fabric. This climbing glove was left behind 
  by one of the last khyyrent spelunkers to use the 
  waystation. The fingers of the glove are long and 
  thin, marking them quite different from human, 
  lashunta, or vesk hands. The stitching is durable 
  and there is a metal ring at the glove’s opening on the 
  wrist side. A PC who succeeds at a DC 16 Perception 
  check notices that the glove has cushioning on both 
  sides of the fingers. A PC who then succeeds at 
  a DC 16 Life Science check can surmise that 
  this would be useful for a species whose 
  fingers were able to bend in both 
  directions.
  Cracked Datapad: What at 
  first appears to be a small plastic 
  cube unfolds into a flat piece of technology 
  with a cracked glassy screen. A PC who 
  succeeds at a DC 14 Engineering check 
  identifies it as a datapad, though its 
  battery is long dead. This is also evidence 
  of Pact Worlds-level technology.
  A PC can hook their comm unit to the 
  datapad to charge it and download the 
  one intact file on it with a successful DC 
  16 Computers check. The file is a 3D rendered map of the cave 
  system below the waystation with several points of interest 
  marked with flashing symbols. The PCs can see an image of the 
  circular waystation they are currently exploring at the top of the 
  map. A PC who succeeds at a DC 15 Culture check recognizes that 
  the flashing symbols aren’t warnings, but are simply informational, 
  and recognizes the image as a kind of map for tourists.
  Dingy Souvenir: The PCs find a dirty toy figurine made 
  from plastic and cloth stuffed with foamlike material. The toy 
  resembles a four-eyed bat-headed humanoid wearing a rounded 
  helmet with a lamp and a pair of coveralls with alien writing 
  across the front. The figure holds a plastic climbing axe, and a 
  PC who succeeds at a DC 14 Perception check notices that it is 
  gripping that tool with long, thin, double-jointed fingers.
  This item depicts a khyyrent spelunker and bears the 
  waystation’s name, as it’s the waystation’s mascot. The PCs might 
  surmise the toy resembles the planet’s inhabitants or is a mascot 
  character, but there is no clear indication of either conclusion 
  until the PCs meet the khyyrents. A PC who succeeds at a DC 16 
  Culture check can speculate that the figure is a souvenir, possibly 
  from the structure they are exploring.
  Faded Brochure: This laminated trifold brochure features 
  bright, colorful text and photographs of humanoid figures in 
  climbing gear dangling from ropes or exploring large caves. 
  Unfortunately, due to the item’s age, it is difficult to discern 
  exactly what the humanoids look like. However, the PCs can still 
  learn a few things from the text, which is written in Karakhyyr, 
  the planet’s main language.
  Dingy 
  Souvenir
  
  8
  STARFINDER SOCIETY SCENARIO
  A. ABANDONED WAYSTATION
  A. ABANDONED WAYSTATION
  A3
  A3
  A2
  A2
  A1
  A1
  A5
  A5
  A9
  A9
  A7
  A7
  A4
  A4
  A6
  A6
  A8
  A8
  1 1 SQUARE 
  SQUARE = 5 FEET
  = 5 FEET
  N
  PATHFINDER FLIP-MAT: TECH DUNGEON
  PATHFINDER FLIP-MAT: TECH DUNGEON
  
  9
  THE FIRST TEST
  First, many words contain symbols that look vastly different 
  from the other letters in them. Each of these symbols is made up 
  of four tightly grouped dots and dashes in a square formation; 
  each one has either a dot or a dash at each formation’s corner, 
  ranging from all four dots to all four dashes. A PC who succeeds 
  at a DC 18 Culture check to decipher writing can determine that 
  these are not quite punctuation but are possibly representations 
  of non-auditory components of the planet’s native language, 
  similar to accent marks. Second, with an additional successful DC 
  19 Culture check to decipher writing, a PC can discover a word 
  that they believe from the context is the native population’s name 
  for the planet: “Khyyros.” The phrase in question translates as, 
  “Khyyros’s Best Spelunking!”
  A1. WAystAtion EntrAncE
  The cavern opens up at the bottom of a set of natural stone steps 
  to reveal a metal structure situated within the stone. Gaping 
  holes from age or catastrophe pierce the walls to the south and 
  east, revealing constructed chambers within. The rubble covers, 
  and broken stalactites hang from the ceiling.
  Before the waystation was abandoned, visitors could reach 
  this depth via an elevator, which the local khyyrent government 
  purposefully collapsed after it was shut down. However, frequent 
  tremors opened a path leading here through a cave opening at 
  the surface. The opening in the wall leading into A2 was once the 
  waystation’s front entrance.
  A2. common room (cr 2)
  The cavern has collapsed partially into this wide room, greatly 
  reducing its size. Rotting furniture strewn about looks like 
  it might have once been comfortable. A slightly glowing 
  technological cylinder stands in the center of the chamber, 
  clearly once the room’s focal point. Doorways lead south and 
  northeast, though the latter is partially blocked by stone.
  This room served as a place for coming and going spelunkers 
  to relax, perhaps to enjoy refreshments while recovering from 
  their latest adventure. Visitors mingled with one another around 
  the central heating unit or relaxed on the cozy furniture. Though 
  it’s a bit of a squeeze, the PCs can fit through the northeastern 
  half-collapsed doorway.
  This room is in dim light until the trap is triggered (see below), 
  after which it is as dark as the rest of the waystation.
  Trap: A PC who succeeds at a DC 14 Engineering check 
  recognizes the cylinder as a heating unit, which is surprisingly 
  operational after being neglected and damaged in subsequent 
  quakes. A creature standing adjacent to the unit feels the warmth 
  it gives off. The fact that its power source is still charged might 
  prompt PCs to take a closer look, triggering the trap. Otherwise, 
  the trap triggers if two or more creatures are adjacent to it, as 
  its sensors recognize bodies that need to be warmed, which 
  overloads the already straining battery. 
  LEVELS 1–2 (CR 2)
  EXPLODING BATTERY TRAP 
  CR 2
  Type technological; Perception DC 23; Disable Engineering DC 
  18 (defuse overload)
  Trigger proximity (thermal, 5 feet); Reset none
  Effect explosion (3d6 F); Reflex DC 13 half; multiple targets (all 
  targets within 10 feet of heating unit)
  A3. shAdoWy nichE
  A patch of pale mushrooms grows in the corner of this alcove.
  When the waystation was functional, this was the start of the 
  path down into the main caves below. Seismic activity collapsed 
  that tunnel long ago. Due to collected moisture, some edible 
  mushrooms grow in this niche.
  A4. EmployEE lockEr room
  A row of ruined lockers line the eastern wall of this cramped 
  room. A door leads southwest. The northwestern wall bears 
  what may have been another door now completely demolished.
  The waystation’s employees entered and left the facility 
  through this room, changing into and out of their uniforms. They 
  kept their personal belongings in the lockers.
  Treasure: Most of the locker doors hang from their hinges or 
  are missing, except for one, which is locked. A PC who succeeds 
  at a DC 18 Engineering check can open that locker to find a mk 1 
  ring of resistance inside.
  A5. BusinEss cEntEr
  A massive amount of rubble spilled into this chamber through 
  the northeast wall and ceiling, in the process knocking aside 
  several moldering computer desks and piles of broken electronic 
  equipment. Doorways lead north, west, and southeast.
  This room was set up with several computers for visitors 
  to use to check electronic messages or browse infosphere 
  sites, using the waystation’s land-based telecommunication 
  lines. The amount of rock above made it difficult for devices 
  to receive wireless signals, so these amenities were provided 
  free of charge.
  A6. EquipmEnt storAgE
  Cracked shelves line the room, with several more lying broken 
  on the floor. Multiple piles of other debris have been pushed into 
  
  10
  STARFINDER SOCIETY SCENARIO
  the corners. Gaps in the wall lead west and south. A door exits 
  to the east.
  The waystation stored rental climbing equipment here—ropes 
  and cables, hooks and pitons, harnesses and helmets, lamps and 
  beacons, and even jumpsuits branded with the waystation mascot. 
  In addition, at least one shelf was dedicated to holding retail 
  souvenirs, such as holographic postcards and virtual snow globes. 
  All of this merchandise was rented and sold in area A7.
  Treasure: Though most of the equipment is ruined, a PC who 
  succeeds at a DC 18 Perception check while sifting through the 
  rubble finds a grappler in workable condition, along with 60 
  feet of adamantine alloy cable line.
  A7. customEr countEr
  A circular counter, approximately three feet tall, occupies the 
  center of this similarly round chamber. A gap allows access to 
  the space behind the counter, and empty rusted racks are spaced 
  around the counter surface. Two defunct 
  datapads are mounted to the counter. 
  Doors exit in all directions, and part of the 
  southern wall is missing due to a massive 
  crevice in the floor leading into darkness.
  This central area of the waystation functioned as 
  a space for visitors to check in, book climbing times 
  for the tunnels below, and even rent spelunking 
  equipment and purchase souvenirs. A khyyrent 
  employee or two staffed the counter at nearly all 
  hours, though the waystation closed overnight 
  if all scheduled spelunkers had returned 
  from their journeys. This was usually the 
  case, as overnight spelunking trips were 
   
   
  rare in this region. 
  A8. infirmAry (cr 3)
  The back wall of this chamber is completely gone, revealing a 
  large cavern of rough stone. Clusters of sickly fungus grow in 
  the cracks and corners of the cave, near patches of loose rubble. 
  Metal cabinets hang on the eastern constructed walls, though 
  some of their doors are gone, revealing the shelves within. Bits 
  of ceramic frames poke out from piles of other debris. A door 
  exits to the northeast and a hole in the wall leads northwest.
  This chamber was the waystation’s infirmary, tending to 
  any wounds sustained by the visitors during their spelunking 
  adventures. Injuries were usually minor, requiring only simple 
  splints, slings, and pain killers, but the facility had the equipment 
  and expertise to tend to more serious cases. The cabinets on the 
  eastern wall held medicine and other supplies, all of which have 
  either been ransacked or left to rot. The ceramic frames were 
  once part of the infirmary’s beds. A PC who succeeds at a DC 
  16 Perception check or a DC 14 Medicine check can discern the 
  purpose of the room and the nature of the various debris.
  The rear wall of the infirmary collapsed several years ago 
  during the planet’s many quakes. The revealed cavern on the 
  other side holds no secrets. A PC who succeeds at a DC 12 Life 
  Science check can tell there isn’t anything unusual about the 
  fungus growing here, though it certainly isn’t edible; if the result 
  of this check exceeds the DC by 5 or more, the PC realizes the 
  mushrooms must have sprouted from organic tissue at some 
  point but now have little to sustain them as they slowly die.
  Creatures: While the PCs explore the infirmary, the loose 
  rubble in the cavern area trembles and shifts as four skeletal 
  khyyrents pull themselves up to the surface and lunge toward 
  Skeletal 
  Khyyrent
  
  11
  THE FIRST TEST
  the living. These khyyrents were killed by falling stones as they 
  searched the ruined waystation several months earlier, ignoring 
  the warning message and paying a steep price. The skeletons 
  rattle their bones as they attack. As mindless creatures, the 
  skeletal khyyrents shuffle toward the nearest living creatures 
  and attack. If a skeleton strikes a PC with its claw, it attempts to 
  grab that PC with its backward-bending finger joints. The skeletal 
  khyyrents fight until destroyed.
  During the fight, the PCs can clearly see that each skeleton has 
  four eye sockets in its skull, each containing a glowing pinpoint 
  of necromantic energy. A PC who succeeds at a DC 16 Perception 
  check while being struck by a skeletal khyyrent’s claw, or while 
  taking time after the battle to examine the undead remains, can 
  tell that several of a skeleton’s finger bones are quite long and 
  that all of them can bend in both directions.
  LEVELS 1–2 (CR 3)
  SKELETAL KHYYRENTS (4) 
  CR 1/2
  Page 16, art on page 10
  A9. Adu lAir (cr 3)
  This floor of this room has entirely collapsed, leaving only a deep, 
  dark fissure. The crack continues into a larger cavern area to the 
  east. Tiny bits of bone and clumps of fur lie scattered across the 
  ground. A set of natural stairs leads down to the south, where 
  the sounds of dripping water can be heard. The air has a pungent, 
  musty smell.
  The chamber just south of the customer counter was the 
  waystation’s canteen, serviced by a couple of culinary synthesizers 
  able to produce everything from protein-heavy foods for the most 
  serious spelunkers to sweet alcoholic drinks for the more casual 
  visitors. Both machines were swallowed by the fissure in the floor 
  after a particularly devastating tremor, along with a few tables and 
  chairs. That quake also took down the rear wall and opened a large 
  cavern like sinkhole.
  The crack is 100 feet deep, and its rough walls can be climbed 
  with a successful DC 15 Athletics check. Nothing but twisted 
  metal and plastic remain at the narrow bottom of the pit.
  To the south, a lower offshoot of the cavern features a pool 
  of water that drips in from above and slowly drains away into 
  smaller chambers below. A tight tunnel just above the pool, a 
  little more than a foot in diameter, eventually leads upward and 
  to the surface. 
  Creatures: This cavern is the current lair to a mated pair of 
  predators called adus. An adu is a tan-colored furry quadruped 
  with an elongated torso, nearly 6 feet long. Its triangle-shaped 
  head is smaller than most predators of its size, though its eyes are 
  much larger. An adu can squeeze through narrow passageways, 
  and the ones that live here use the tunnel in the southern part of 
  the cavern to get to and from the surface, where they hunt. Adus 
  prefer to lair underground and are especially territorial. These 
  adus attack the PCs as soon as they notice them. The adus gang 
  up on a single PC, either the one that wounded one of them first 
  or the closest one. They use rudimentary pack tactics and try 
  to flank their foe, if possible. Each adu attempts to flee through 
  the small tunnel above the pool when it is reduced to 4 or fewer 
  Hit Points.
  In addition to a specific biome adaptation that affects their stat 
  block (see Table 2 on page 15), the adus have a slightly different 
  look depending on the randomly chosen biome.
  Arctic: Arctic adus’ fur is thick. Their coloration is light gray 
  with white highlights instead of tan. Arctic adus have small 
  horny nubs adjacent to their ears. The art on this page depicts 
  an arctic adu.
  Adu
  
  12
  STARFINDER SOCIETY SCENARIO
  Desert: Desert adus have nictitating membranes over their 
  eyes to protect them from sand. In addition, the pads of their feet 
  are bright red.
  Forest: Forest adus have particularly sharp teeth and partially 
  prehensile tails that aid them in climbing.
  Marsh: Marsh adus have almost no fur, webbed toes, and gills 
  on their necks. They also have forked tongues. 
  Mountain: Mountain adus have dark black fur and membranes 
  that stretch from their front paws to their back legs. These 
  membranes allow them to glide short distances instead of falling.
  Plains: Plains adus have an additional pair of legs and a raised 
  dorsal ridge along their spine.
  LEVELS 1–2 (CR 3)
  ADUS (2) 
  CR 1
  Page 17, art on page 11
  MEETING THE KHYYRENTS
  Once the PCs have explored the ruins of the waystation to 
  their satisfaction and are preparing to return to their starship, 
  they encounter some of the local sapient life forms. A PC who 
  succeeds at a DC 20 Perception check hears the clatter of stones 
  from the direction of the steps leading back to the surface. The 
  PCs can attempt to hide to surprise the newcomers or make their 
  presence known with a shout, or head directly to the source of 
  the noise in area A1. If no PC hears the approach of the khyyrent 
  patrol, they are surprised when they run into a handful of aliens 
  on the way out (likely in area A1 or A2).
  Read or paraphrase the following.
  A group of half a dozen creatures approaches cautiously. Each 
  is humanoid with facial features that resemble a bat’s, though 
  with four eyes and a ruff of pale featherlike fur around 
  their neck. They carry no sources of light into the 
  cavern, and only two of them are wielding obvious 
  weapons, but have yet to take an aggressive 
  stance. They stop a safe distance away, 
  seemingly unsure of what to do next.
  In addition to this physical description, 
  the type of clothing the khyyrents are 
  wearing depends on their randomly 
  determined attitude toward the 
  waystations (see Table 4 on 
  page 15). Each attitude also 
  allows the PCs to use an 
  additional skill to gain the 
  cooperation of the khyyrents 
  (see Universal Communication on 
  page 13).
  Academic Curiosity: The khyyrents are members of an 
  organization that bears some similarity to the Starfinder 
  Society. They, too, have recently discovered the entrance to the 
  abandoned waystation and are exploring it to learn more about 
  their own history. The khyyrents are dressed in simple but sturdy 
  outfits, mostly khaki in color. Some have archaeological tools on 
  their belts, such as tiny shovels and brushes, magnifying glasses, 
  and waterproof notebooks. The leader of the group wears a pair 
  of four-lens spectacles. The PCs can use Culture to help improve 
  the khyyrents’ attitudes.
  Blustery Bravado: The khyyrents are members of a hunting 
  party that have tracked the adus to this cave and are looking to 
  Khyyrent
  
  13
  THE FIRST TEST
  kill the beasts for trophies. Many of the group carry projectile 
  ammunition weapons, such as pistols and rifles. The scent of 
  alcohol wafts off most of the khyyrents as they jostle and prod 
  one another in good-natured camaraderie. Their clothes are 
  styled as subterranean camouflage—a pattern of grays, blacks, 
  and whites. The PCs can use Intimidate to make themselves 
  better understood.
  Cautious Protection: The khyyrents are part of a local 
  government agency that protects anyone who wanders into 
  these caves. They wear similar plain jumpsuits, each with the 
  insignia of their department—a climbing axe inside a triangle—
  over the breast pocket. A few of them carry portable seismic 
  activity readers, which look like metal wands attached by cords 
  to handheld boxes. The PCs can use Physical Science to help the 
  khyyrents understand their mission.
  Desperate Survival: The khyyrents are a scavenging crew who 
  plan on raiding the abandoned waystation for supplies, as the 
  planet’s many quakes caused their civilization to collapse. They 
  are dressed mostly in dirty rags and carry battered equipment. 
  The PCs can use Survival to help improve the khyyrents’ attitudes.
  Excited Nostalgia: The khyyrents are involved in a cultural 
  movement to reopen the spelunking waystations for all citizens. 
  They wear casual designer clothing that doesn’t look quite 
  appropriate for the subterranean environment. Many of them 
  seem excited and engage in taking pictures of each other with 
  small digital cameras. The PCs can use Athletics to connect with 
  the khyyrents over the sport of climbing.
  Religious Fervor: The khyyrents are devotees of a religion 
  that believes the abandoned waystations are holy sites. On the 
  way to pay homage to the ancestors who lie buried in the caves 
  below, they wear clerical vestments and carry objects of religious 
  importance, such as censers and small icons. The PCs can use 
  Mysticism to interact with the khyyrents.
  UNIVERSAL COMMUNICATION
  Though the khyyrents are curious about the PCs and the reason 
  for their presence on the planet, the khyyrents can’t communicate 
  directly at first, as they speak only Karakhyyr. This language isn’t 
  just auditory. How the speaker blinks their four eyes plays a key 
  component in distinguishing words from one another. The PCs 
  need to overcome this communication obstacle if they want to 
  deal peacefully with the khyyrents. However, if at any point a PC 
  performs a hostile action, such as aiming a weapon at a khyyrent, 
  all chances for diplomacy are off; in this case, continue with 
  encounter B.
  The leader asks the PCs who they are and what they’re doing 
  here. To the PCs, this sounds like a string of nonsense syllables, 
  but a PC who succeeds at a DC 12 Sense Motive check can tell that 
  the leader is asking them questions. Whether the PCs respond 
  in one of their own languages or stand in silence, the khyyrent 
  leader asks the same questions again, only slower and louder.
  During the following interactions with the khyyrents, a PC who 
  succeeds at a DC 15 Perception check notices that when the leader 
  speaks, they also blink one or more of their eyes in a seemingly 
  deliberate fashion. A PC who then succeeds at a DC 15 Culture or 
  Life Science check realizes that the blinking is part of the creature’s 
  speech patterns. If the PCs can keep the khyyrents talking for a 
  few minutes, an observant PC can deduce with a successful DC 15 
  Culture or Sense Motive check that the leader blinks one or both 
  of his left eyes for long periods when his tone is gentler. If the 
  PC attempting to communicate with the khyyrents does the same 
  thing, they gain a +2 circumstance bonus to their checks.
  Nonverbal Communication: The PCs can attempt some 
  nonverbal communication with the khyyrent leader to prove 
  their intentions aren’t harmful, but not if they have any weapons 
  obviously equipped (sheathed or otherwise stored weapons are 
  fine). A PC who succeeds at a DC 15 Diplomacy check in a soothing 
  tone of voice while holding their hands out to show they aren’t 
  armed puts many of the khyyrents at ease. From here, the PCs can 
  try to introduce themselves (probably by pointing to themselves 
  and saying their names slowly and clearly). As long as the PCs 
  refrain from violence or other aggressive actions, one of them 
  can attempt another DC 15 Diplomacy check. On a success, the 
  khyyrents step a little closer out of curiosity. A PC can attempt a 
  third DC 15 Diplomacy check to gain the khyyrent leader’s full trust, 
  which allows the PCs to receive one final clue (see Development). 
  Instead of Diplomacy for these checks, a PC can also use the skill 
  related to the group’s attitude (see Table 4 on page 15).
  Using Magic: PCs can use share language or other spells to 
  open communication. However, note that this spell works on 
  only one target and requires the caster to touch the target. A 
  PC still must succeed at least one of the Diplomacy checks 
  described above to show the khyyrents that the PC spellcaster 
  means no harm with their touch. If they succeed, the khyyrent 
  leader doesn’t attempt the Will saving throw against the spell. 
  Otherwise, if the spellcasting PC attempts to touch a khyyrent 
  without their consent or perform some kind of trickery, they 
  need to succeed at a melee attack against EAC 13 to touch that 
  khyyrent, and the target attempts a Will save against the spell 
  with a total Will save bonus of +3. Even if the spell is successful, 
  the khyyrent leader is none too pleased with the violation, and a 
  PC needs to immediately succeed at a DC 18 Diplomacy check to 
  calm them down and avoid combat.
  Development: If the PCs fail two skill checks while attempting 
  to communicate with the khyyrents, the group gets irritated and 
  guards attack as described in Encounter B on page 14. However, if 
  there is less than an hour left in the session, the khyyrents simply 
  depart in frustration instead of attacking.
  On the other hand, if the PCs’ attempts at diplomacy are 
  successful, the khyyrent leader understands that the PCs want 
  to know more about their culture. The leader beckons for the PCs 
  to follow them to area A7, where they step behind the counter 
  and open a previously undetectable compartment in the floor. The 
  khyyrent leader produces a humming technological device. After 
  flipping a couple of switches, the device begins broadcasting 
  aloud—this is the same message that accidentally piggybacked 
  
  14
  STARFINDER SOCIETY SCENARIO
  onto the Starfinder communique! The khyyrent leader doesn’t let 
  the PCs take the device, but the PCs can record the transmission 
  (which is much clearer than the version they heard earlier) for 
  future analysis. The PCs can then return to their starship, having 
  satisfied their mission objectives.
  B. FAILED DIPLOMACY (CR 4)
  This combat occurs if PCs fail to establish diplomatic relations with 
  the khyyrents wherever their meeting occurs (likely in A1 or A2).
  Creatures: Two armed guards step forward to face the off-
  worlders. The khyyrent guards level their rifles at the PCs and try 
  to stay out of melee combat. If any cover exists, they get behind 
  it. A khyyrent guard flees if reduced to fewer than 6 Hit Points. If 
  that isn’t possible, they throw down their weapons and surrender, 
  hoping for mercy.
  LEVELS 1–2 (CR 4)
  KHYYRENT GUARDS (2) 
  CR 2
  Page 18, art on page 12
  Development: The other khyyrents flee the waystation and 
  return to their homes. They are much more familiar with the 
  surface terrain than the PCs and can quickly outpace them if the 
  PCs attempt to follow. 
  CONCLUSION
  With their mission concluded, the PCs set a return course for 
  Absalom Station. The journey takes 1d6 days, and nothing of 
  consequence happens while they are in the Drift. The Wanderstar 
  is given clearance to dock at the station’s Arms, where Society 
  agents wait to ensure unreasonable damage hasn’t occurred to 
  the vessel and to download information from its scanners. The 
  PCs receive a request to head directly to the Lorespire Complex 
  for a debriefing with Guidance.
  They’re met by the same holographic image, which asks them 
  to recount everything they saw and did while on the unknown 
  planet. Guidance quietly compares the PCs’ reports to data 
  from the Wanderstar’s sensors to see if they accurately report 
  everything that occurred during the mission; the ship scanners 
  don’t know exactly what happened on the surface or within the 
  subterranean waystation, but they did register the PCs’ physical 
  state when reboarding. In this way, Guidance can gauge whether 
  the PCs managed to negotiate with the khyyrents or resorted to 
  violence. 
  During the debriefing, Guidance patiently asks leading 
  questions to ensure the PCs tell the whole story but doesn’t 
  otherwise interrupt or offer judgement until everyone has spoken. 
  The AI encourages each PC to detail any of their actions they 
  believe were particularly successful (such as a soldier scoring a 
  devastating blow on an enemy or an envoy turning the tide of a 
  social encounter). Guidance expresses disappointment if a failed 
  first contact with the khyyrents led to a fight, noting that “it isn’t 
  within the Society’s general principles, but sometimes conflict is 
  unavoidable.” If the PCs lie to Guidance, the AI gently rebukes 
  them: “accurate reporting of your mission, even when it doesn’t 
  go as planned, is important. Please remember that in the future.”
  PRIMARY OBJECTIVES
  If the PCs collected at least three pieces of information from the 
  waystation, Guidance declares the final exam to be a success. The 
  AI offers each PC a Society subdermal graft as evidence that they 
  have proved their worth. Guidance also invites the PCs to a festive 
  graduation ceremony to be held later in the evening, where the 
  PCs can mingle with other new agents as well as a handful of 
  venture-captains. Each PC earns 1 Reputation for their chosen 
  faction. Starfinder Society Intro #2: For the Factions introduces 
  the factions in greater detail and is an ideal next adventure for 
  players new to Starfinder Society. If running these adventures 
  for a consistent group, consider allowing players to choose which 
  faction they wish to apply First Test’s Reputation after playing 
  For the Factions. Otherwise, give new players a brief overview of 
  the factions as time permits; for players who are indecisive, the 
  Wayfinders faction is a natural choice for this adventure.
  If the group fails to bring back at least three pieces of 
  information, Guidance offers constructive criticism and invites 
  the PCs to train more before attempting their next field trial.
  SECONDARY OBJECTIVES
  If the PCs avoided combat with the khyyrents, they complete 
  their secondary objective and earn 1 additional Reputation for 
  their chosen faction.
  Society Subdermal 
  Graft
  As part of the PCs’ induction into the Starfinder Society, 
  they can accept a permanent augmentation into one of their 
  hands or appendages. This graft is free, and the PCs retain it 
  beyond this scenario. 
  SOCIETY SUBDERMAL GRAFT (SYSTEM HAND)
  MODEL 
  LEVEL 
  PRICE
  SINGLE  
  1 
  150
  This implant rests underneath the skin of the palm of one 
  hand, or at the end of a tentacle or similar appendage in 
  species that lack hands. The augmentation can be activated 
  or deactivated mentally as a swift action. Activating the 
  implant causes a rendition of the Starfinder Society’s symbol 
  to glow underneath the skin. This augmentation acts as a 
  mark, letting others know you are a member of the Starfinder 
  Society. It also increases the light level within 5 feet by one 
  step while active. 
  
  15
  THE FIRST TEST
  D6
  EVENT
  1
  Asteroid Mystery
  2
  Close Call
  3
  Fire Sea
  4
  Glimpse of Paradise
  5
  Heap of Trouble
  6
  Roaming Survey
  D6
  ATTITUDE
  ASSOCIATED SKILL
  1
  Academic Curiosity
  Culture
  2
  Blustery Bravado
  Intimidation
  3
  Cautious Protection
  Physical Science
  4
  Desperate Survival
  Survival
  5
  Excited Nostalgia
  Athletics
  6
  Religious Fervor
  Mysticism
  D6
  BIOME
  ADU BIOME ADAPTATION
  1
  Arctic
  The adus gain resistance 5 to cold and a weakness to fire. In addition, their thick fur imparts a +2 bonus to both EAC and KAC.
  2
  Desert
  The adus gain resistance 5 to fire and a weakness to cold. In addition, they gain the evasion ability.
  3
  Forest
  The adus gain a climb speed of 20 feet. In addition, their teeth have been sharpened by gnawing bark and deal 1d4 bleed damage 
  on a critical hit.
  4
  Marsh
  The adus gain the amphibious and water breathing special abilities. In addition, their bites impart a trace of venom; a PC who is bit 
  by an adu must succeed at a DC 10 Fortitude save or be sickened for 1 round.
  5
  Mountain
  The adus gain a gliding ability that allows them to slow their falls from short heights; falls of 20 feet or less deal an adu no falling 
  damage. In addition, they gain the Spring Attack feat.
  6
  Plains
  The adus increase their speed by 10 feet. In addition, they can pounce, which allows them to move up to half their speed before 
  making a full attack.
  D6
  BUSTED DRONE
  CLIMBING GLOVE
  CRACKED DATAPAD
  DINGY SOUVENIR
  FADED BROCHURE
  1
  A6
  A4
  A5
  A9
  A3
  2
  A8
  A6
  A1
  A2
  A7
  3
  A3
  A5
  A9
  A1
  A6
  4
  A2
  A3
  A7
  A6
  A8
  5
  A7
  A9
  A2
  A3
  A4
  6
  A5
  A1
  A8
  A4
  A9
  TABLE 1: DRIFT EVENTS
  TABLE 4: KHYYRENT ATTITUDES
  TABLE 2: KHYYROS BIOMES
  TABLE 3: CLUE LOCATIONS
  APPENDIX 1: TABLES
  
  16
  STARFINDER SOCIETY SCENARIO
  Scaling Encounter A8
  Make the following adjustments to accommodate a group 
  of four PCs.
  The skeletal khyyrents are staggered for the first round 
  as they pull themselves up out of the rubble.
  APPENDIX 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 A8
  SKELETAL KHYYRENTS (4) 
  CR 1/2
  Variant skeletal undead (Starfinder Alien Archive 114) 
  NE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +4
  DEFENSE  
   
                                       HP 13 EACH
  EAC 10; KAC 12
  Fort +2; Ref +2; Will +2
  DR 2/magic; Immunities cold, undead immunities
  OFFENSE
  Speed 30 ft.
  Melee claw +6 (1d6+3 S plus grab)
  STATISTICS
  Str +3; Dex +2; Con —; Int —; Wis +1; Cha +1
  Skills Athletics +9
  Other Abilities mindless, unliving
  
  17
  THE FIRST TEST
  Scaling Encounter A9
  Make the following adjustments to accommodate a group 
  of four PCs.
  The adus have recently eaten a meal that is disagreeing 
  with them. They are sickened for the entirety of the 
  encounter.
  ENCOUNTER A9
  ADUS (2) 
  CR 1
  Variant medium predator (Starfinder Alien Archive 2 102) 
  N Medium animal
  Init +2; Senses darkvision 60 ft.; Perception +5
  DEFENSE  
   
                                      HP 20 EACH
  EAC 11; KAC 13
  Fort +3; Ref +3; Will +1
  OFFENSE
  Speed 40 ft.
  Melee bite +7 (1d6+3 P)
  STATISTICS
  Str +2; Dex +2; Con +2; Int –4; Wis +1; Cha –2
  Skills Acrobatics +5, Athletics +4, Stealth +5
  Other Abilities biome adaptation, compression
  SPECIAL ABILITIES
  Biome Adaptation (Ex) An adu has a specific resistance or 
  ability, depending on the biome in which the waystation is 
  found (see Table 2 on Page 15).
  
  18
  STARFINDER SOCIETY SCENARIO
  Scaling Encounter B
  Make the following adjustments to accommodate a group 
  of four PCs.
  The skeletal khyyrents are staggered for the first round 
  as they pull themselves up out of the rubble.
  ENCOUNTER B
  KHYYRENT GUARDS (2) 
  CR 2
  N Medium humanoid (khyyrent)
  Init +8; Senses darkvision 60 ft.; Perception +12
  DEFENSE  
   
   
                  HP 25 EACH
  EAC 13; KAC 15; +4 vs. attempts to disarm
  Fort +4; Ref +6; Will +1
  OFFENSE
  Speed 30 ft.
  Melee survival knife +7 (1d4+3 S)
  Ranged autotarget rifle +10 (1d6+2 P)
  STATISTICS
  Str +1; Dex +4; Con +1; Int +0; Wis +2; Cha +0
  Skills Athletics +7 (+12 to climb), Intimidate +7, Survival +7
  Feats Mobility
  Languages Karakhyyr
  Gear freebooter armor I, autotarget rifle with 16 longarm 
  rounds, survival knife
  
  19
  THE FIRST TEST
  GUIDANCE
  KHYYRENT
  ADU
  SKELETAL KHYYRENT
  APPENDIX 3: GAME AIDS
  
  20
  STARFINDER SOCIETY SCENARIO
  DINGY SOUVENIR
  
  REWARD CONDITIONS
  The PCs earn the rewards for each area if they meet the conditions 
  listed below.
  A8: The PCs keep these rewards if they defeat the skeletal 
  khyyrents in the infirmary.
  A9: The PCs keep these rewards if they defeat the adus.
  B: The PCs keep these rewards if they negotiate with or defeat 
  the khyyrent explorers. 
  ENCOUNTER
  LEVEL 1–2 REWARD
  A8
  220 credits
  A9
  260 credits
  B
  240 credits
  ORGANIZED PLAY
  REWARDS TABLE
  21
  THE FIRST TEST
  
  22
  STARFINDER SOCIETY SCENARIO
  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
  Reputation 
  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
  
  23
  THE FIRST TEST
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b) “Derivative Material” means copyrighted 
  material including derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” 
  means the game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, including translations 
  and derivative works under copyright law, but specifically excludes Product Identity. 
  (e) “Product Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material 
  as Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that 
  Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version 
  of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from the 
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Starfinder Core Rulebook ©2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik 
  Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Intro #1: The First Test © 2021, Paizo Inc.; Author: Jason Keeley.
  This product is compliant with the Open Game License (OGL) and is suitable for use 
  with Starfinder.
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All 
  trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well 
  as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks, 
  characters, dialogue, locations, organizations, plots, storylines, trade dress, the historical 
  period called the Gap, the terms kishalee, sivv, skyfire, Dreamer (the official Open Game 
  Content term for which is “dreaming barathu”), and the Drift (the official Open Game Content 
  term for which is “hyperspace”). (Elements that have previously been designated as Open 
  Game Content, or are exclusively derived from previous Open Game Content, or that are in 
  the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo game product are Open Game Content, as defined in the Open Game 
  License version 1.0a, Section 1(d). No portion of this work other than the material designated 
  as Open Game Content may be reproduced in any form without written permission.
  Starfinder Society Intro #1: The First Test © 2021, Paizo Inc. All Rights Reserved. Paizo, the 
  Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the 
  Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder 
  Accessories, Pathfinder Adventure, Pathfinder Adventure Card Game, Pathfinder 
  Adventure Card Society, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder Combat 
  Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Lost Omens, 
  Pathfinder Pawns, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure 
  Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Flip-Tiles, Starfinder Pawns, 
  Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
  PAIZO INC.
  Creative Director • James Jacobs
  Director of Game Design • Jason Bulmahn
  Director of Visual Design • Sarah E. Robinson
  Director of Game Development • Adam Daigle
  Organized Play Managing Developer • Linda Zayas-Palmer
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, Ron Lundeen, 
  Patrick Renie, and Jason Tondro
  Starfinder Lead Designer • Joe Pasini
  Starfinder Senior Developer • John Compton
  Pathfinder Society Developer • Thurston Hillman
  Starfinder Society Developer • Jenny Jarzabski
  Organized Play Developer • Mike Kimmel
  Design Manager • Mark Seifter
  Pathfinder Lead Designer • Logan Bonner
  Designers • James Case and Michael Sayre
  Managing Editor • Leo Glass
  Senior Editors • Avi Kool and Lu Pellazar
  Editors • Addley C. Fannin, Patrick Hurley, Ianara Natividad, and Kieran 
  Newton
  Managing Art Director • Sonja Morris
  Art Directors • Kent Hamilton, Kyle Hunter, and Adam Vick 
  Senior Graphic Designer • Emily Crowell
  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 Manager • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Director of Licensing • John Feil 
  Marketing Coordinator • Leah Beckleman
  Public Relations Manager • Aaron Shanks
  Organized Play Manager • Tonya Woldridge
  Organized Play Associate • Alex Speidel 
  Accountant • William Jorenby 
  Accounting & AP Specialist • Eric Powell
  Finance Operations Specialist • B. Scott Keim 
  Director of Technology • Rai Ko
  Front End Engineering Lead • Andrew White
  Senior Software Developer • Gary Teter
  Software Architect • Brian Bauman
  Software Developer • Robert Brandenburg
  Software Test Engineers • Erik Keith and Levi Steadman
  System Administrators II • Whitney Chatterjee and Josh Thornton
  Web Content Manager • Maryssa Lagervall
  Webstore Coordinator • Katina Davis
  Customer Service & Community Manager • Sara Marie
  Customer Service Lead • Diego Valdez
  Customer Service Team • Raychael Allor, Heather Fantasia, Keith Greer, 
  and Logan Harper
  Warehouse Manager • Jeff Strand
  Logistics Coordinator • Kevin Underwood
  Warehouse Distribution Lead • Heather Payne
  Warehouse Team • Alexander Crain, Mika Hawkins, James Mafi, and Loren 
  Walton
  
  Normal
  LEVELS
  EVENT
  EVENT CODE
  DATE
   GM Organized Play #
  For GM Only
  Normal Max Credits
  LEVELS
  Normal
  LEVELS
  Normal
  LEVELS
  Adventure Summary
  Boons
  Starting XP
  EXPERIENCE
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  =
  =
  –
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
  Character Name
   -
  Organized Play #
  Character #
  Faction
  Character Chronicle #
  —
  —
  Reputation
  1–2
  —
  720
  —
  —
  Out of 
  Level
  Intro #1: 
  The First Test
  You visit an uncharted planet to investigate the source of a strange transmission, eventually exploring an abandoned 
  underground facility. After discovering several clues left behind by the structure’s previous inhabitants, you met members 
  of the local sapient species. Whether or not you treated diplomatically with the new sapient species, you returned with 
  examples of their culture that require further study. ☐ You proved to Guidance that you’re ready to become a fully fledged 
  Starfinder, or ☐ Guidance urged you to continue your training before attempting your first test as a Starfinder again.
  Congratulations on completing the adventure! You’ve earned Starfinder Society Achievement Points, a currency that can 
  be redeemed on our website at paizo.com for special character boons, such as Society Subdermal Graft! To redeem your 
  Achievement Points, go to paizo.com/organizedPlay/myAccount and click on the Boons tab. Note that you must have 
  created a paizo.com account and registered a character before you can begin making Achievement Point transactions.
  This adventure qualifies you for a unique Achievement Point boon: Society Subdermal Graft.
  Levels 1–2
  mk 1 ring of resistance (735 credits; item level 2)
  grappler (700 credits; item level 2)
  Chronicle Code: V3W9
  
SOURCE: textdata/thevault/Starfinder/Starfinder Society Adventures/Starfinder Society Intro 1 The First Test.pdf