TEXT: YEAR OF 
  YEAR OF 
  EXPLORATION’S EDGE
  EXPLORATION’S EDGE
  BY EMILY PARKS
  SCENARIO #3-13 
  LEVELS 1–4
  SILENCE AT 
  SILENCE AT 
  OUTPOST 634
  OUTPOST 634
  
  SILENCE AT OUTPOST 634
  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), and 
  Starfinder Character Operations Manual (COM)
  Maps: Starfinder Flip-Mat: Asteroid and Starfinder Flip-Mat: Sunrise Maiden 
  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�  �  �  �  �  �  � 19
  Appendix 3: Game Aids �  �  �  �  �  �  �  �  �  �  �  �  � 22
  Organized Play   �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  � 24
  AUTHOR
  Emily Parks
  DEVELOPMENT LEAD
  Jenny Jarzabski
  EDITING LEAD
  Leo Glass
  EDITOR
  Kieran Newton
  COVER ARTISTS
  Michele Giorgi and Beatrice Pelagatti
  CONTRIBUTING ARTISTS
  Tawny Fritz, Mark Molnar and Pixoloid Studios, 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 adventure has no scenario tags.
  SUMMARY
  The PCs begin with a mission briefing from Venture-Captain Arvin over brunch, who assigns them to 
  relieve another Starfinder team conducting research on a remote asteroid outpost. Before they leave, 
  former First Seeker Jadnura contacts the PCs to request a report on their observations upon their return. 
  When the PCs arrive at Outpost 634, the outpost’s defense system fires upon them. Once they land, 
  the PCs explore the outpost to investigate what happened to the team they were sent to relieve.
  Inside the outpost, the PCs might trigger a makeshift trap and encounter evidence that a hostile force 
  now occupies the asteroid. While searching for the missing team, they confront a hostile research subject 
  and can choose to befriend or fight the creature. 
  The PCs eventually discover an underground starship hangar. Inside the hangar, the PCs fight their 
  way through jinsul snipers in an attempt to rescue the captured researchers. They must then repair 
  the malfunctioning power core of a docked starship and defeat a jinsul assault team to save their 
  fellow Starfinders! 
  PLAY TIME: 4–5 HOURS
  LEVELS: 1–4
  PLAYERS: 3–6
  
  3
  BY EMILY PARKS
  SILENCE AT OUTPOST 634
  WHERE IN THE 
  UNIVERSE?
  “Silence at Outpost 634” takes place on an asteroid roughly 
  30 miles in diameter in the outer edge of an asteroid belt in 
  the Mentras System. For more information on the Starfinder 
  Society’s history with the Mentras System, see Starfinder 
  Society Scenario #1-31: Treading History’s Folly.
  During his time as a Starfinder field agent, former First Seeker 
  Jadnura traveled to the solar system of Mentras in the Vast. He 
  charted the area along with other Starfinders, eventually finding 
  a magical artifact known as a Tear within the ruins of one of the 
  moons of the gas giant Kukanou, Kukanou-2b. This led to the 
  tragic events of the first Scoured Stars mission and, eventually, the 
  assignment of a Starfinder team to further explore Kukanou-2b. 
  While Kukanou-2b is an important site in the Starfinder 
  Society’s recent history, the rest of the Mentras system has 
  remained mostly unexplored. A follow-up search detected a far-
  flung asteroid field beyond Kukanou-2b containing several notable 
  mineral deposits, as well as debris from ancient starships. Since 
  the Society had the first claimant rights to the now-uninhabited 
  system, First Seeker Luwazi Elsebo established a small lodge on 
  the surface of one of the more stable asteroids and deployed a 
  team of Starfinder archaeologists and researchers to perform a 
  long-term survey of the field. 
  The Starfinder base, recorded as Outpost 634, has operated 
  independently for well over a year now. A small group of Starfinders, 
  alongside representatives from Resurgent Technologies and the 
  Xenowardens, have spent their time at Outpost 634 performing 
  routine scans of the Mentras asteroid field for unique compounds 
  and studying fragments of the ancient starships that litter the area. 
  However, in the past month, a starship belonging to the Jinsul 
  Hierocracy covertly arrived in the Mentras system. The vessel 
  originally came as part of the jinsuls’ ongoing surveillance of other 
  Scoured Stars species—the Hierocracy had not yet discovered that 
  the mentrasi have all perished. When the crew of the vessel realized 
  that the mentrasi were dead and gone and the Starfinder Society 
  had set up an outpost in the system, they quickly sprang into 
  action, landing a squad of jinsul soldiers to overwhelm the facility. 
  The jinsuls took over the base, killing some of its occupants and 
  capturing the rest for later interrogation. However, as the battle 
  raged, the jinsul starship received a recall order to take part in 
  another nearby engagement. The jinsul captain left the squad with 
  orders to secure the Starfinder outpost and prepare for extraction 
  when the vessel returned. Since then, the jinsuls—led by the interim 
  captain Kkevorak—have taken their captives out of the Starfinder 
  outpost and brought them to a hangar deck built into the asteroid, 
  where the outpost’s backup vessel was docked.
  Weeks have passed, and jinsul reinforcements have failed 
  to arrive. Beginning to worry about their situation, the jinsul 
  attackers have started making plans to use the backup starship to 
  escape back to Hierocracy space. Unaware of the developments 
  at the base, a team of Starfinders are on their way to Outpost 634 
  to give the staff a break from their duties.
  GETTING STARTED
  Venture-Captain Arvin (N male damaya lashunta mystic) invites 
  the PCs to brunch at Qafe Qabarat, a quaint Castrovelian fusion 
  eatery on Absalom Station, to discuss their next assignment.
  Read or paraphrase the following to begin the adventure.
  As a server removes empty plates from the table, Venture-Captain 
  Arvin speaks.
  “I do admit this brunch was to assuage my guilt about the 
  assignment I’m giving you today, as you won’t be getting the 
  chance for any such dining for a while.” He takes out a datapad 
  and swipes the screen, sending out a file that contains basic 
  information and images of a star system in the Vast labeled 
  Mentras System.
  “We’ve had some forays into this system in the past, and the 
  Society established a research outpost on one of the asteroids 
  to survey the system more thoroughly. The agents inside the 
  outpost have been working tirelessly for well over a year now, 
  and they deserve a break. But since we can’t leave the outpost 
  
  STARFINDER SOCIETY SCENARIO
  4
  VENTURE-CAPTAIN 
  ARVIN
  unoccupied, we’ll need a skeleton crew to take over while the 
  primary crew is gone. This is your assignment. Travel 
  to Outpost 634 to relieve the crew and then remain 
  there while the crew returns to Absalom Station 
  to relax and spend some time with their families. 
  Given how time in the Drift is nebulous, you’ll 
  be at the outpost for anywhere from five to 
  nine weeks. 
  “I know it’s hardly the most interesting of 
  missions; the most I expect you’ll have to do is 
  make sure the equipment stays maintained. The 
  crew will brief you on the details of what you’ll need 
  to do during your stay once you get there, 
  but I don’t believe it will be anything 
  particularly technical. The outpost is 
  relatively self-sustaining, and your 
  ship is loaded with enough supplies 
  for months. When you return, you 
  can dine at any restaurant on the 
  station, my treat.”
  Arvin takes care of the bill while 
  the PCs discuss their mission, and the 
  venture-captain is happy to answer 
  any of their questions to the best of 
  his ability.
  Are there any dangers near the outpost we should worry 
  about? “Not that I’m aware. The crew sent regular reports to 
  the Lorespire Complex, and none of them contained information 
  about significant dangers. Their reports typically detailed 
  mineral discoveries in the asteroid belt, along with interesting 
  reports of ancient starship fragments adrift in local space. 
  However, it can take weeks for their reports to reach us, so we 
  can’t be notified of changes immediately.” 
  Tell us about the crew we’re relieving. “The team is made 
  up of experts in their respective fields who have contributed 
  much to the Society. Dr. Ordez, a geologist, is formally in charge 
  of the outpost. Dr. Thrai is an archeologist who specializes in 
  spacecraft development. Dr. Renou is a biologist studying any 
  microbial samples or other lifeforms discovered in the system. 
  The researchers are supported by an engineer named Bhennie 
  Melford and a combat specialist named Vos Avino. In addition, 
  there are two representatives from allied organizations currently 
  observing the outpost. Resurgent Technologies sent Mr. Sonder, 
  and Havar Maddu is representing the Xenowardens to guarantee 
  the Society’s presence isn’t causing significant disruptions to the 
  local ecosystem.”
  Should we be worried about the possibility of catastrophic 
  equipment failure? “Certainly not. There are redundancies 
  upon redundancies in place for all deep-space Society outposts 
  to ensure no single instance of equipment failure will result in 
  loss of life support systems. The systems should operate with 
  minimal upkeep for months.” 
  After Arvin departs, former first seeker Jadnura contacts the 
  PCs. Give the players Handout #1: Jadnura’s Message.
  After they receive Jadnura’s message, the PCs 
  can make any preparations they wish before 
  embarking. The Starfinder Society has already 
  prepared a Pegasus starship for the PCs that 
  is loaded with supplies, including 10 space suits 
  and enough R2E meals of various flavors to feed 
  6 creatures of the PCs’ sizes for 3 months.
  CULTURE (RECALL 
  KNOWLEDGE) OR 
  DIPLOMACY (GATHER 
  INFORMATION)
  Based on the result of a Culture or a Diplomacy 
  check, the PCs might know more about 
  the Mentras system and the Society’s 
  previous expeditions there. They learn 
  all of the information of the DCs equal 
  to or less than the result of their check.
  10+: The Mentras system is the home 
  of the mentrasi species. The Starfinder 
  Society found evidence of their presence 
  on Kukanou-2b, a moon orbiting the gas 
  giant Kukanou.
  15+: Long before the Starfinder 
  Society discovered Mentras, a natural disaster destroyed the entire 
  mentrasi civilization. The residents of one mentrasi city attempted 
  to survive by binding their souls to the moon but only succeeded in 
  trapping their spirits, unable to return to life or move on. Members 
  of the Starfinder Society freed their spirits, allowing them to finally 
  find rest.
  20+: Mentrasi refugees fled long ago from the system that later 
  became known to the Society as the Scoured Stars. The god of the 
  Scoured Stars system, Kadrical, sent mentrasi survivors a beacon 
  known as a Tear to summon them back. The mentrasi did not 
  answer the call and instead sealed the Tear away, where former 
  first seeker Jadnura eventually found it.
  25+: Mentrasi were not the only members of the Scoured Stars 
  diaspora. Jinsuls belong to a militaristic theocracy that originated 
  there as well; along with being enemies to the Society, they’ve 
  attempted to track down other species from the Scoured Stars to 
  force them to return.
  A� OUTPOST 634
  After 5d6 days in the Drift, the PCs arrive in the Mentras 
  System near the asteroid housing Outpost 634. What the PCs 
  don’t realize is that after the jinsul force took the research team 
  hostage, they reprogrammed the outpost’s defense system—a 
  surface-to-air laser array built to destroy stray asteroids or 
  other debris—to automatically fire on any unidentified ships 
  that approach. As the PCs’ ship approaches the outpost, read or 
  paraphrase the following.
  
  SILENCE AT OUTPOST 634
  5
  THE RESEARCH TEAM
  Throughout this adventure, the PCs encounter evidence of the 
  jinsul attack that occurred at Outpost 634. At the end of the 
  scenario, the PCs meet and hopefully rescue these individuals. 
  The research team consists of the following members.
  Bhennie Melford (N female brakim mechanic): The team’s 
  engineer. Bhennie used to work for the Azlanti Star Empire’s 
  military before an encounter with the Starfinder Society 
  gave her the chance to flee.
  Sonder (LN male android): A representative of Resurgent 
  Technologies who joined the team in honor of the Society’s 
  current partnership with the organization.
  Dr. Lucial Ordez (LG female half-orc): The team’s geologist 
  and general supervisor.
  Dr. Thrai (NG nonbinary dwarf): The team’s archeologist.
  Havar Maddu (N male human): A representative of the 
  Xenowardens.
  Dr. Sivine Renou (CG female half-elf): The team’s biologist.
  Vos Avino Silel of Clan Umana (LG male kasatha soldier): 
  The team’s combat specialist.
  The viewscreen shows a small building constructed of prefab 
  structures built into the pockmarked surface of a large asteroid 
  on the edge of the belt. The comms light up, and a recorded 
  message plays: “You are approaching Starfinder Society 
  Outpost 634—” that voice cuts off as another interrupts: “Please 
  give us a ping, by Yaraesa, we are so bored.”
  There are sounds of a scuffle, and then the original voice 
  continues. “Please be aware that, according to Pact Worlds law, 
  the Starfinder Society has first exploration rights to the Mentras 
  System, as well as claims to any discoveries of note. Feel free to 
  open a communication line if you have questions or require aid.” 
  After a few moments, the message begins to repeat. Suddenly, the 
  ship’s computers blare a warning as they detect a surface-to-air 
  weapon powering up at the outpost and locking onto the ship. 
  The first recorded voice is Dr. Ordez, and the second is Dr. 
  Renou. Any attempt to contact the outpost receives no reply 
  beyond the constantly replaying message. A successful DC 14 
  Engineering check allows a PC to realize that the type of weapon 
  being readied is powerful but fairly inaccurate, with a limited 
  range of fire that substantially decreases the closer the target 
  is to the ground; the weapon’s primary purpose is to keep space 
  debris from hitting the outpost. 
  After 1 round, the laser array fires. The laser array can fire 
  once per round for ten rounds before it has to recharge. A PC 
  can attempt a DC 18 Piloting check (DC 21 for Levels 3–4) to land 
  the ship while avoiding the laser array’s attacks. If a PC fails this 
  check, all PCs take 1d6 bludgeoning damage (2d6 for Levels 3–4) 
  from the jarring impact. Other PCs can use the aid another action 
  to assist the pilot with Computers, Engineering, Diplomacy, 
  or Intimidate checks to reflect either encouraging the pilot or 
  assisting them by managing the ship’s systems.
  Outpost 634 is a structure built into the asteroid’s natural rock 
  and reinforced with starship grade steel with airlock doors. The 
  inner chambers can only be accessed through the docking bay 
  door (area A1). Unless otherwise stated, all ceilings in the outpost 
  are 15 feet high. Use the map on page 6 for this area.
  A1. DOCKING BAY
  Normally when a ship arrives, someone inside the outpost 
  activates a rover to travel on a track to the ship to collect 
  passengers and supplies. However, there’s currently no one 
  responding within the outpost, so the PCs instead must activate 
  the environmental protections in their armor or put on one of the 
  space suits from their ship to travel from the ship to the docking 
  bay. Once they arrive, read or paraphrase the following.
  A humming, bright blue force field seals in the outpost’s artificial 
  atmosphere while allowing creatures and objects to pass 
  through harmlessly. Inside, the walls are rough, natural rock 
  while the floors are smooth-cut stone. Much of the structure 
  is built directly into the asteroid, with technological additions 
  where necessary. 
  Two rails traversing back and forth from the starship landing 
  site serve as docking stations for transport platforms. One such 
  platform sits powered down at the end of the eastern tracks. 
  The southern wall houses two computer workstations, and a 
  large metal door to the west leads further into the outpost.
  The air inside the force field is breathable but stale. The 
  outpost’s power is still functioning, and this room is brightly lit. 
  When the jinsul force raided the outpost, they took apart the 
  control panel and manually overrode the door to gain entry. They 
  later put the panel back together, though they didn’t completely 
  repair the slight damage the machinery sustained in the rerouting 
  process. If a PC succeeds at a DC 17 Engineering check while 
  interacting with the door or control panel, they notice that it was 
  haphazardly taken apart and put back together. The door requires 
  a successful DC 14 Engineering or Computers check (DC 17 for 
  Levels 3–4) to unlock, or a DC 17 Strength check to force open.
  The computers are password-protected, requiring a successful 
  DC 13 Computers check (DC 16 for Levels 3–4) to hack. If the 
  PCs gain access to the computers, they can move the transport 
  back and forth along the tracks at a speed of 30 feet per round 
  and turn the lights in the room on or off. They can also access 
  automated logs that record all significant passages through 
  the force field, which reveal that no one has left or entered the 
  outpost in over four weeks. This log’s last recorded movement 
  shows a large group of creatures entering, followed by a smaller 
  
  STARFINDER SOCIETY SCENARIO
  6
  A. OUTPOST 634
  A. OUTPOST 634
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  ASTEROID
  ASTEROID
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  A14
  A14
  A5
  A5
  A6
  A6
  A7
  A7
  A13
  A13
  A12
  A12
  A11
  A11
  A9
  A9
  A8
  A8
  A10
  A10
  A1
  A1
  A2
  A2
  A3
  A3
  A4
  A4
  
  SILENCE AT OUTPOST 634
  7
  number leaving a few hours later—though the logs don’t track 
  specific numbers.
  PCs who succeed at a DC 16 Perception check (DC 19 for Levels 
  3–4) notice signs of gunfire on the western side of the rover and 
  on the easternmost wall of the room. These were shots that Vos 
  Avino fired on the attacking jinsuls from behind the door before 
  ultimately being overpowered. A PC who succeeds at a DC 16 
  Physical Science check to recall knowledge recognizes from the 
  blast pattern that the blasts came from a sonic weapon. 
  A2. MINERAL SORTING
  The primary objects of note in this circular room are two huge 
  metal trays piled with mineral samples. At each workstation, it 
  appears someone was in the process of cataloging and dividing 
  up the rocks into smaller samples for further study. A tiny 
  conveyor belt travels through this room, vanishing into the wall 
  near an airlock door. More rocks sit on a platform next to the 
  conveyor belt.
  Researchers use this facility to sort mineral samples taken 
  from the surrounding asteroids. From here, the samples either 
  go directly to the research lab (area A7), or down the chute 
  for storage. One station is labeled MA-053-07, and the other is 
  labeled MA-053-08. A PC who succeeds at a DC 16 Perception 
  check (DC 19 for Levels 3–4) notices evidence of gunfire on 
  the western wall of this room. A PC who succeeds at a DC 16 
  Physical Science check to recall knowledge recognizes the marks 
  as from both laser and bullet fire. Both sides took injuries in this 
  exchange, but vermin since cleaned up any organic matter that 
  was spilled. Vos Avino died in this room, but the jinsuls moved his 
  remains and equipment to the officer’s quarters (area A8). 
  A PC who examines the samples and succeeds at a DC 19 
  Physical Science check to recall knowledge recognizes that they 
  contain platinum deposits. A PC who succeeds at a DC 17 Piloting 
  or Culture check notices that some of the metallic pieces are 
  likely starship fragments rather than asteroid rock.
  Going down the chute is difficult. At its smallest point the chute 
  is roughly 1 foot wide and tall. Tiny creatures can travel down the 
  chute without issue, while Small creatures must succeed at a DC 
  22 Acrobatics check (DC 25 for Levels 3–4) to move at half speed 
  through the chute. Failing this check by 5 or more means the PC is 
  stuck. This counts as the PC being pinned and requires that they 
  succeed at a DC 22 Acrobatics check (DC 25 for Levels 3–4) to 
  escape. Medium or larger creatures cannot fit inside the chute. Any 
  creature that successfully navigates the chute arrives in area A14.
  The airlock door was once keyed to a biometric scanner, but 
  the jinsuls overrode that security feature, allowing anyone to 
  operate the door. 
  A3. ENTRY AIRLOCK
  The jinsuls placed a trap here, intending to kill or incapacitate 
  anyone who came looking for the research team. This room 
  contains a sensor that alerts the jinsuls waiting in the hangar 
  below when the trap activates, allowing them to prepare for 
  combat. As with all airlocks, the inner door can only open when 
  the outer door is closed.
  Trap: The jinsuls stripped much of the wiring in the walls, 
  floor, and ceiling inside the airlock chamber. When both doors are 
  closed, the wires are live and deal damage to every creature in 
  the room. The inner airlock door only opens after the outer door 
  is shut. When the outer door is shut and a creature attempts to 
  open the inner door, the trap activates. 
  LEVELS 1–2 (CR 1)
  BARE WIRES 
  CR 1
  Type technological; Notice Perception DC 21; Disable 
  Engineering DC 16 (disrupt electrical current)
  Trigger location; Reset immediate
  Effect burst of electricity (3d6 E); Reflex DC 12 half; multiple 
  targets (all targets in room)
  LEVELS 3–4 (CR 3)
  BARE WIRES 
  CR 3
  Type technological; Notice Perception DC 24; Disable 
  Engineering DC 19 (disrupt electrical current)
  Trigger location; Reset immediate
  Effect burst of electricity (6d6 E); Reflex DC 14 half; multiple 
  targets (all targets in room)
  Development: A PC who succeeds at a DC 19 Engineering 
  check notices a sensor concealed near the stripped wires and 
  can deduce that it’s transmitting a signal to a local receiver, but 
  cannot pinpoint where the signal is being sent.
  A4. LOCKER ROOM
  Lockers line the north and south walls of this room, with 
  benches in between. The lockers hang ajar and their contents 
  are spread haphazardly over the floor. 
  After the jinsuls took the outpost, they systematically went 
  through and looted anything they considered valuable. The 
  toilets and showers are functional. The lockers contain a total of 
  10 space suits, though three are torn beyond repair. One of the 
  showers contains an empty bottle of shampoo with “STOP USING 
  MY SHAMPOO” written on it that belongs to Dr. Thrai. 
  Treasure: The PCs find the contents of a first aid kit scattered 
  across the floor. This consists of three medpatches, a basic medkit, 
  two mk 1 serums of healing, and a chemalyzer (Armory 100).
  A5. HOLDING CELLS
  The two holding cells in this hallway can hermetically seal a worker 
  exposed to contaminants or detain a hostile creature—functions 
  
  STARFINDER SOCIETY SCENARIO
  8
  the research team hoped they would never need. The cells contain 
  dirty bedding and show signs of recent use. When the jinsuls took 
  the outpost, they initially crammed the research team into these 
  small cells, only removing prisoners to interrogate them. 
  Development: A PC who succeeds at a DC 17 Survival check 
  (DC 20 for Levels 3–4) notices signs that several individuals 
  recently occupied these cells.
  A6. CLINIC
  This clinic contains two computers, an exam table, and a counter. 
  Various medical supplies are scattered all over the floor. Jinsuls 
  ransacked this room but had little use for most of the supplies. 
  This room served as Dr. Renou’s lab as well as a clinic for mild 
  injuries or illnesses anyone on the team suffered. The computer 
  requires Dr. Renou’s credentials to access but can be hacked with 
  a successful DC 16 Computers check (DC 19 for Levels 3–4). If 
  PCs access the computer, the screen background changes to 
  a photograph of a male drow and older female human smiling 
  together in a garden—an image of Dr. Renou’s parents. 
  A refrigerator stores a few microbe samples discovered on 
  one of the charted asteroids. Though they’re labeled, PCs must 
  succeed at a DC 16 Life Science or Profession (lab tech) check to 
  understand their significance.
  Treasure: A cabinet contains a needler pistol, a standard syringe 
  stick (Starfinder Character Operations Manual 122), and 3 doses 
  of tier 1 sedatives. For Levels 3–4, the needler pistol is instead an 
  advanced needler pistol (Character Operations Manual 123).
  Development: Unfortunately, the hard drive containing Dr. 
  Renou’s research was corrupted by jinsul tampering, so only a 
  few log entries are readable. If the PCs hack into the computer, 
  give the players Handout #2: Dr. Renou’s Log.
  A7. RESEARCH LAB
  Surveying the wreckage inside this room, it’s possible to 
  ascertain that it once functioned as a laboratory. Shattered 
  computer monitors and bent pieces of equipment lie scattered 
  on the rocky floor. An upended tray of rock samples clutters a 
  workstation at the center of the room. Smashed planters leak 
  potting soil mingled with pieces of rotten green fruit onto the 
  floor. More of this odd fruit hangs ripe from a woody shrub in 
  the intact planter to the east.
  As with the previous areas, the jinsuls tossed this room in 
  search of valuable intelligence and supplies. However, they 
  quickly lost interest in what they found here. The desk against 
  the western wall belonged to Dr. Ordez, the next desk to the right 
  belonged to Dr. Thrai, and the rightmost desk belonged to Havar 
  Maddu. Each desk has a single computer terminal; a successful 
  DC 17 Engineering check (DC 20 for Levels 3–4) is required to 
  repair each before a PC can operate it. Once repaired, Havar and 
  Dr. Thrai’s computers each require a DC 16 Computers check 
  (DC 19 for Levels 3–4) to access. Dr. Ordez’s computer does not 
  require a check to access because it was reset to factory settings, 
  destroying all data it contained. When Dr. Ordez realized the 
  outpost was under attack, she suspected (incorrectly) that 
  the jinsuls were after the Mentras system’s natural resources 
  and hoped denying the jinsuls her survey data would at least 
  temporarily slow them. However, before the jinsuls reached the 
  lab, Dr. Ordez did have time to hide a single hard-copy backup of 
  her data in a secret compartment in her desk, noticeable with a 
  successful DC 18 Perception check (DC 21 for Levels 3–4).
  Dr. Thrai didn’t have time to wipe their computer of their 
  meticulous catalog of each starship fragment the research team 
  discovered. Perusing their notes and succeeding at a DC 15 Culture 
  or Piloting check (DC 18 for Levels 3–4) allows a PC to glean some 
  interesting facts from the catalog. The fragments Thrai examined 
  came from several different ships, all of them constructed before 
  the Gap. Additionally, one fragment Thrai cataloged is similar to 
  pre-Gap Vercite spacecraft.
  Havar’s computer contains copies of periodic reports he made 
  to the Xenowardens confirming the Starfinder Society didn’t harm 
  the system’s natural ecosystem. The computer also contains the 
  entire run of Infinite Stars, a classic Vercite soap opera.
  The PCs can also collect and examine Dr. Ordez’s mineral 
  samples. They must first succeed at a DC 14 Engineering check 
  to repair the lab equipment, then a DC 19 Physical Science check 
  (DC 22 for Levels 3–4) to identify the samples. Success allows a 
  PC to notice the presence of trace amounts of horacalcum, a rare 
  starmetal that, in large quantities, is capable of warping space-time.
  With a successful DC 13 Life Science check, a PC can identify 
  the fruit growing in the planter as sicklefruit, a shrub native to 
  Triaxus that grows during the planet’s summer. An automatic 
  watering system keeps the plants alive.
  Development: Making a copy of Dr. Thrai’s research by accessing 
  their computer provides enough information to satisfy Jadnura. 
  A8. OFFICER’S QUARTERS
  The beds in this room are stripped of bedding, exposing bare, 
  shredded mattresses. The blankets and stuffing are piled into a 
  corner into a haphazard nest befouled by an unknown creature. 
  This was once Dr. Ordez’s room. After taking over the ship, the 
  jinsul leader Kkevorak used this room as his quarters while 
  his subordinates slept in the crew quarters. A successful DC 
  14 Perception check (DC 17 for Levels 3–4) allows a PC to find 
  Dr. Ordez’s personal datapad partially buried under the pile of 
  bedding. Accessing it requires a successful DC 15 Computers 
  check (DC 18 for Levels 3–4) and reveals a series of email 
  correspondences. If PCs successfully access Dr. Ordez’s datapad, 
  give them Handout #3: Message to Rezj.
  A successful DC 22 Life Science check (DC 25 for Levels 3–4) 
  allows a PC to identify fragments within the nest as jinsul chitin. 
  Kkevorak used Dr. Ordez’s bathroom as a larder. The stall now 
  contains a collection of gnawed bones that were once Vos Avino.
  
  SILENCE AT OUTPOST 634
  9
  Treasure: Kkevorak discarded Vos Avino’s gear here, having no 
  use for it. The deceased soldier’s personal equipment includes a 
  tremor boomer rifle (Starfinder Armory 49), a red star nova lance 
  (Armory 42), and a suit of officer ceremonial plate. For Levels 3–4, 
  the longarm is instead a staccato pulse rifle (Armory 51), and the 
  armor is instead a suit of commander ceremonial plate. 
  A9. MAIN OFFICE
  Dr. Ordez used this office for administrative tasks required by her 
  position as team leader. The jinsuls emptied her desk and knocked 
  the computer onto the floor while ransacking the outpost. 
  Luckily, the computer survived the fall and is still functional, 
  though it requires a successful DC 16 Computers check (DC 19 for 
  Levels 3–4) to hack. The computer holds records of the outpost’s 
  day-to-day operations, as well as past reports Dr. Ordez sent to 
  Absalom Station. There is an unfinished draft of a report Dr. Ordez 
  was working on when the jinsuls attacked, shown in Handout #4: 
  Dr. Ordez’s Report.
  A10. COMMUNICATIONS
  Workstations and blinking monitors cover the walls in this room, 
  indicating that the equipment is still functional. The jinsuls left 
  the communications equipment in this room alone in case they 
  needed to use it to contact their fleet. They tried to operate the 
  equipment several times during their occupation of the outpost 
  and never received a response. Reviewing the comms logs and 
  succeeding at a DC 18 Piloting or Computers check (DC 21 for 
  Levels 3–4) allows a PC to determine that someone recently used 
  this array to attempt several calls to a ship with identification 
  data that doesn’t match any common Pact Worlds database.
  These computers also track the locations of several drones the 
  research team deployed to gather preliminary data further into 
  the asteroid belt. PCs can easily extract and copy this data onto 
  one of their own computers for Jadnura.
  Development: A secure module in the computer database 
  contains blueprints for the outpost, including those for the backup 
  starship hangar. A PC must succeed at a DC 18 Computers check 
  (DC 21 for Levels 3–4) to locate this file. Finding the blueprints 
  allows PCs to locate the door to the hangar automatically when 
  they investigate the tunnels in area A14.
  A11. REC ROOM
  This spacious room contains tables and benches running along 
  the eastern wall. A ball court divided by a net occupies the 
  majority of the room, though the court is clearly no longer used 
  for its intended purpose. A nest of old bedding is strewn over 
  the painted floor. Planters in an alcove to the south contain 
  more shrubs bearing the familiar green fruit. 
  The research team opted to keep their animal research subject, 
  Millie, in the rec room (Millie is now in area A13). They did what 
  they could to make her a comfortable place to sleep. A PC who 
  examines the bedding and succeeds at a DC 16 Survival or Life 
  Science check (DC 19 for Levels 3–4) finds some of Millie’s shed 
  spines and notices gouges in the floor that suggest a massive 
  creature with claws frequently traversed it. A PC who succeeds 
  at a DC 18 Perception check (DC 21 for Levels 3–4) notices that 
  the western door bows outward as if a powerful force attempted 
  to push it open from the other side.
  The computer in this room isn’t password-protected and only 
  has music and vidgames on it.
  The southernmost door in the alcove leads to a functional 
  bathroom, and the westernmost door leads to a storeroom that’s 
  already been tossed and looted of anything valuable.
  A12. CREW QUARTERS
  This narrow hallway has doors on either side that lead to small 
  but functional living quarters, each equipped with a bunk and a 
  storage locker. In all rooms but the northeastern one the beds 
  have been shredded to make nests of bedding on the floor.
  Most of the jinsul raiding party used these rooms as living 
  quarters initially, though after the jinsuls identified Dr. Ordez as 
  the closest analog to the team’s commanding officer, they locked 
  her in one of the rooms to keep her separated from the rest of the 
  team. The door to the northeastern room has been modified to 
  lock from the outside. 
  A PC who succeeds at a DC 17 Perception check (DC 20 for 
  Levels 3–4) while searching the room in which Dr. Ordez was 
  confined finds the word “JINSULS” etched into the bed frame 
  under the mattress. Searching the other rooms reveals Sonder’s 
  datapad; a PC can access its contents with a successful DC 14 
  Computers check. The datapad contains several drafts of a 
  romance novel in progress and a series of emails between Sonder 
  and his superiors at Resurgent Technologies discussing whether 
  the team’s study of the starship fragments revealed anything of 
  interest to their R&D department.
  Treasure: Havar Maddu’s room still contains a pair of 
  xenowarden’s boots (Starfinder Character Operations Manual 22) 
  and a cover seed (Starfinder Armory 112).
  A13. STORAGE
  This room is foul with the stench of excrement. Hidden among 
  the smashed crates littering the floor are the cracked-open, 
  chitinous exoskeletons of multiple human-sized creatures. A 
  hulking, spined mammal rises from the floor to menace intruders 
  with a rumbling growl.
  When the jinsuls attacked, Millie tried to protect Dr. Renou 
  and the research team. She killed several members of the raiding 
  party before the jinsuls managed to lock her in the storage room. 
  They avoided the room ever since, waiting for the beast to starve 
  before looting any supplies within. A PC who succeeds at a DC 17 
  Life Science check (DC 20 for Levels 3–4) identifies the chitinous 
  remains as remnants of jinsuls.
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  Creatures: Millie is desperately hungry. She devoured the 
  corpses of the jinsuls she killed and ransacked the supply crates 
  for food during her long confinement, but now her food sources 
  are depleted. When the PCs open the door, Millie waits one round 
  to see if the PCs are there to feed her. If they make no attempt to 
  do so, she attacks out of hunger. 
  A PC who succeeds at a DC 16 Survival or Life Science 
  check (DC 19 for Levels 3–4) deduces from Millie’s demeanor 
  and protruding ribs that she’s hungry rather than hostile. A PC 
  who offers Millie food before she attacks can keep her from 
  attacking for an additional round, but she needs at least 1 Bulk 
  of food to be satiated entirely. If PCs offer her sicklefruit or lead 
  her to one of the planters, she ravenously devours the fruit and 
  leaves the PCs alone so long as they attempt no hostile action 
  toward her.
  Millie is weak from starvation and suffering from several 
  untreated wounds. She’s unwilling to help the PCs in combat or 
  leave the storage room except to search for more 
  sicklefruit. If a PC can speak with animals, 
  they find that Millie is too delirious with hunger to provide useful 
  information. Once fed, she shares that she remembers pointy 
  creatures with an unfamiliar scent who attacked her friends 
  and locked her up. She misses her friends and hopes the PCs 
  find them.
  Treasure: Some of the dead jinsuls’ gear is salvageable. This 
  includes a set of basic lashunta tempweave, two leg blades that 
  function as hook swords (Starfinder Armory 52), and a vector 
  graviton pistol (Armory 52). The remaining supply crates in 
  the room contain 200 feet of titanium alloy cable line and 
  two grapplers.
  LEVELS 1–2 (CR 3)
  MILLIE 
  CR 3
  Page 16, art on page 22
  LEVELS 3–4 (CR 5)
  MILLIE 
  CR 5
  Page 19, art on page 22
  A14. TUNNELS
  Beyond a chamber that houses 
  additional 
  workstations 
  for 
  mineral 
  sorting, 
  a 
  narrow 
  corridor 
  breaks 
  off 
  into 
  twisting tunnels that go deeper into 
  the asteroid.
  The northern part of this area acts as a shared workspace 
  for Dr. Ordez and Dr. Thrai. The tunnel ceilings are lower here 
  than in the rest of the structure, averaging about 8 feet. There 
  are no lights in the area. These tunnels were drilled by the 
  research team as they investigated the subterranean structure 
  of the asteroid. In the process, the Starfinders burrowed into a 
  hollow cavern, which they modified into a functional starship 
  hangar. Since then, the team put further excavation on hold 
  and instead branched out to explore other celestial bodies in 
  the Mentras system.
  Since the hangar was naturally easy to conceal, engineer 
  Bhennie Melford opted to conceal the door that led to it, 
  though she hoped such secrecy would never be necessary. 
  Finding the door is difficult unless a PC discovered the 
  blueprints in area A10, requiring a successful DC 25 
  Perception check (DC 28 for Levels 3–4) 
  to find. 
  Development: 
  The 
  path 
  is 
  shrouded in darkness and curves 
  steadily downward for a few 
  hundred feet before ending abruptly 
  with a metal door that opens into the 
  MILLIE
  
  SILENCE AT OUTPOST 634
  11
  11
  hangar (area B). If the PCs complete their search of the base and 
  do not find this path, after an additional hour, the facility shakes 
  and the magnified sounds of a starship engine rumble below. PCs 
  can follow the sounds to find area B without needing to attempt 
  skill checks; however, this delay has consequences for Bhennie 
  Medford (see area C4). 
  B� UNDERGROUND 
  HANGAR
  This hangar contains a dilapidated starship of a classic Pact 
  Worlds model in the final stages of repair. While most of the 
  area was cleared in preparation for the ship’s departure, a few 
  supply crates occupy the edges of the space. The ceiling arcs 
  into darkness above, and a massive, curved metal door stands 
  shut on the far side of the hangar.
  The PCs enter this area from the north. The hangar ceiling 
  rises to a height of 50 feet, and the crates provide cover to PCs 
  hiding behind them. Climbing the side of the starship requires a 
  successful DC 20 Athletics check, and the starship’s wing is 20 
  feet in the air. Use the map on page 12 for this area.
  Creatures: If PCs activated the trap in area A3 and did not take 
  care to move stealthily through the outpost, Kkevorak is aware 
  of the PCs’ presence and has stationed snipers on the wing of 
  the ship to take care of them. Jinsul snipers lie prone on the wing 
  (giving them a +4 bonus to AC against ranged attacks) when the 
  PCs enter and attack as soon as they have clear shots. If the PCs 
  climb up to the wing, the snipers attempt to climb or jump higher 
  to keep their distance from the PCs. The snipers switch to their 
  small arms and attempt trick attacks if the PCs approach within 
  60 feet of their position and don’t attempt to hide behind cover.
  LEVELS 1–2 (CR 3)
  JINSUL SNIPERS (2) 
  CR 1
  Page 17
  LEVELS 3–4 (CR 5)
  JINSUL SNIPERS (4)  
  CR 1
  Page 20
  Development: If at least half the snipers are killed, the 
  remaining jinsuls flee into the ship to join Kkevorak. Once the 
  snipers are dealt with, the PCs can scale the ship to reach the 
  airlock, which is 30 feet from the hangar floor.
  C� SECOND HOME
  Second Home is an aged Sanjaval Spaceflight Systems 
  Vagabond-class starship that the Society purchased before 
  Pegasus- and Drake-class starships became the organizational 
  standard. Since most of the outpost’s systems run smoothly 
  without maintenance, Bhennie made modifying the old ship 
  her hobby and spent most of her time in the hangar. The jinsuls 
  recently attempted to force the surviving members of the research 
  team to finish the necessary repairs on the ship, but since the team 
  rightfully suspects that the jinsuls plan to execute or abduct them 
  to jinsul space after repairing the ship, they sabotaged repairs in 
  subtle ways, hoping that their relief team would arrive in time to 
  save them. Use the map on page 13 for this area.
  C1. CARGO HOLD
  The cargo holds are loaded with crates of emergency foodstuffs 
  and other supplies, along with the loot the jinsuls pillaged from 
  the outpost.
  C2. CANTEEN
  A counter with a built-in mk 2 culinary synthesizer (Starfinder 
  Armory 129) occupies this room. 
  C3. DINING HALL
  This room is filthy but otherwise unremarkable.
  C4. ENGINEERING
  A wave of hot air rushes forward as the doors slide open. Inside, 
  alarm lights flash in warning, but the room is eerily silent. Part 
  of the shielding around the ship’s power core has been pried off, 
  and a brakim slumps motionless on the floor.
  The entire room is currently bathed in medium radiation from 
  the power core. PCs wearing armor have a +4 bonus to saves 
  against radiation. A successful DC 17 Engineering check (DC 20 
  for Levels 3–4) to repair item is required to graft the shielding 
  back onto the power core housing and stop the flood of radiation.
  Creatures: Considering the possibility of slavery for her and 
  her team a fate worse than death, Bhennie began the process 
  of turning the ship’s power core into a bomb. However, Bhennie 
  passed out from radiation sickness before she could finish her 
  work. If the PCs found the hangar before the jinsuls started the 
  engines, they can administer first aid to Bhennie with a successful 
  DC 15 Medicine check. If the PCs use the Medicine skill to treat 
  deadly wounds and restore Bhennie’s hit points, she wakes up 
  and is relieved to see her rescuers, tearfully apologizing for what 
  she tried to do.
  If the PCs only found the hangar after they heard the rumbling 
  of the engines, Bhennie is already dead.
  C5. CREW QUARTERS
  These utilitarian crew quarters provide just enough room for two 
  bunk beds and four small storage lockers each. The jinsuls slept 
  in the southern crew quarters and confined most of the captured 
  Starfinders to the northern quarters. The northern rooms are 
  locked and barricaded from outside and require a DC 14 Athletics 
  or Engineering check (DC 17 for Levels 3–4) to open. Sonder 
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  B. UNDERGROUND HANGAR
  B. UNDERGROUND HANGAR
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  SUNRISE MAIDEN
  SUNRISE MAIDEN
  
  SILENCE AT OUTPOST 634
  13
  13
  C. SECOND HOME
  C. SECOND HOME
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  SUNRISE MAIDEN
  SUNRISE MAIDEN
  C12
  C12
  C11
  C11
  C11
  C11
  C10
  C10
  C5
  C5
  C5
  C5
  C6
  C6
  C6
  C6
  C5
  C5
  C1
  C1
  C2
  C2
  C3
  C3
  C4
  C4
  C1
  C1
  C5
  C5
  C8
  C8
  C7
  C7
  C9
  C9
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  and Havar huddle in the northeastern room, and Dr. Renou and 
  Dr. Thrai are confined to the west. All prisoners are severely 
  weakened from their ordeal and cannot fight.
  If released, the prisoners are grateful and warn the PCs that 
  the jinsul commanding officer took Dr. Ordez somewhere. They 
  recount the unexpected jinsul attack, Vos Avino’s heroic death, 
  and Bhennie’s attempts to sabotage the ship the jinsuls forced her 
  to repair. Dr. Renou asks about Millie’s whereabouts, hoping that 
  her research subject is still alive. She’s distraught if the PCs killed 
  Millie but understands if they did so in self-defense. 
  C6. BATHROOMS
  The bathrooms are each equipped with hygiene kits and 
  basic medkits.
  C7. ESCAPE PODS
  The escape pods are functional but can’t be deployed inside the 
  hangar. Each escape pod is supplied with a basic medkit, a basic 
  emergency raft, and 10 R2E meals.
  C8. COMPUTER LAB
  If PCs examine the computer banks here and succeed at a DC 15 
  Piloting check, they conclude that the jinsuls are in the process of 
  plotting a course to an uncharted quadrant of space somewhere 
  in the Vast. 
  C9. AIRLOCK
  The airlock is functional and leads back to the hangar outside.
  C10. STORAGE
  Three space suits hang from the wall of this storage room.
  Treasure: One of the suits hanging on the wall is a graphite 
  carbon skin with jump jets installed. For Levels 3–4, the armor is 
  instead a d-suit I.
  C11. GUNNERY STATIONS
  The gunnery stations are currently unattended. The doors to 
  the bridge in this room are locked, as Kkevorak hopes to force 
  the PCs to funnel through the main door to better facilitate an 
  ambush. The doors require a successful DC 17 Engineering or 
  Computers check to unlock (DC 20 for Levels 3–4).
  C12. BRIDGE
  The viewscreen that takes up most of the wall in this room 
  is currently dark as computers run automated diagnostics. 
  Near the northern wall, a heavily armored jinsul stands with 
  a battered female half-orc propped in front of him as a living 
  shield. He hurls an object towards the door without wasting 
  time to exchange verbal barbs.
  Kkevorak spends most of this time on the bridge, keeping a 
  communications channel open and hoping to receive word from 
  his commanding officer. He keeps Dr. Ordez with him to insure 
  cooperation from the other hostages.
  Creatures: Knowing the PCs are approaching, Kkevorak 
  prepares to throw his web grenade as soon as the door opens, 
  followed by an incendiary grenade. After throwing grenades, he 
  fires his hydra cannon. He has Dr. Ordez, who is frozen with 
  fear, propped in front of him as a shield. If a PC attempts to 
  attack with a melee weapon, Kkevorak uses his reaction to 
  shove Dr. Ordez at them, requiring the PC to succeed at 
  a DC 12 Reflex save or gain the off-kilter condition for 1 
  round. After being shoved, Dr. Ordez flees the bridge.
  For Levels 3–4, Kkevorak thinks nothing of catching his 
  subordinates in the blast radius of his weapons if he can 
  also hit at least as many PCs. His subordinates know this 
  and try to fight at range if possible.
  LEVELS 1–2 
  (CR 3)
  KKEVORAK  
  CR 3
  Page 18, art on page 22
  LEVELS 3–4 (CR 5)
  JINSUL WARRIORS (2)  
  CR 1
  Page 21
  KKEVORAK
  
  SILENCE AT OUTPOST 634
  15
  15
  KKEVORAK  
  CR 3
  Page 21, art on page 22
  Development: After defeating Kkevorak, the PCs can 
  freely assist the research team as they recover from their 
  ordeal. Using the outpost’s plentiful resources, the PCs 
  and the research team can get the starships in working 
  order and depart. Dr. Ordez warns the PCs that 
  Kkevorak told her more jinsul ships were on the 
  way to extract his squad; she believes the 
  best course of action is to temporarily 
  abandon the outpost until the threat 
  can be properly ascertained.
  CONCLUSION
  After the PCs return to Absalom 
  Station and make their report, 
  they 
  receive 
  their 
  promised 
  complimentary meal from Venture-Captain 
  Arvin. Jadnura thanks the PCs for any 
  information they share with him about 
  the outpost team’s research concerning 
  the starship fragments.
  A few weeks later, the PCs receive a 
  follow-up message from Arvin. Read or 
  paraphrase the following.
  “I hope this finds you well. Thank you again for your efforts to 
  save your fellow Starfinders. I know it wasn’t the mission you 
  originally signed on for, but your heroism never goes unnoticed.
  “I’m writing to update you concerning the events at 
  Outpost 634. The Society sent three starships to reclaim the 
  outpost after your return, but their efforts were unnecessary 
  in the end. All subsequent investigations indicated that the 
  jinsuls never returned. Upon examining the communication 
  equipment the jinsuls used to contact their fleet, we discovered 
  they were attempting to call a vessel located in a 
  system in the Vast where the Drift Beacons 
  have suddenly deactivated. Concerning 
  reports from nearby outposts indicate 
  that this ‘dark space’ is expanding, and 
  the Society is currently preparing for 
  an expedition to investigate the extent 
  of this phenomenon. 
  “Regards,
  Arvin”
  REPORTING 
  NOTES
  If Millie survives the adventure, 
  check Box A. If the PCs instead kill 
  Millie, check Box B.
  PRIMARY SUCCESS 
  CONDITIONS
  The PCs achieve their primary goal if 
  they defeat Kkevorak and discover the 
  fate of the captured research team. 
  Doing so earns each PC 1 Fame and 1 
  Reputation for their selected faction.
  SECONDARY SUCCESS CONDITIONS
  The PCs achieve their secondary goal if they complete at least 
  3 of the following objectives: find Dr. Ordez’s hard drive, obtain 
  Dr. Thrai’s starship research, complete the encounter with Millie 
  without killing her, repair Second Home’s damaged power core 
  shielding, and successfully administer first aid to Bhennie. 
  Doing so earns each PC 1 Fame and 1 Reputation for their 
  selected faction.
  DR. LUCIAL ORDEZ
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  SCALING ENCOUNTER A
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Millie has the sickened condition from hunger, and 
  the PCs gain a +2 circumstance bonus on skill checks to 
  interpret her demeanor.
  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 four PCs. For groups of 
  different levels, consult the Guide to Organized Play: Starfinder 
  Society for instructions.
  ENCOUNTER A (LEVEL 1–2)
  MILLIE  
  CR 3
  N Large animal
  Init +1; Senses low-light vision; Perception +8
  DEFENSE 
  HP 40
  EAC 14; KAC 16
  Fort +7; Ref +7; Will +2
  OFFENSE
  Speed 40 ft.
  Melee claws +11 (1d6+7 S)
  Ranged quill +8 (1d6+3 P plus painful quills)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities quill flurry
  STATISTICS
  Str +4; Dex +1; Con +2; Int –4; Wis +1; Cha –2
  Skills Athletics +8, Survival +8
  SPECIAL ABILITIES
  Quill Flurry (Ex) As a standard action, Millie can whip her tail 
  to shoot a flurry of sharp quills in a 15-foot cone, dealing 
  4d8 piercing damage (Reflex DC 12 half). Once Millie uses 
  this ability, she can’t use it or her ranged quill attack for 
  1d4 rounds.
  Painful Quills (Ex) When Millie deals damage with her quill 
  ranged attack or quill flurry ability, quills lodge painfully 
  and distractingly into the target’s flesh, forcing the target 
  to succeed at a DC 12 Fortitude save each round to avoid 
  gaining the off-target condition for that round. The target 
  must continue to save until they take a full action to remove 
  the quills or benefit from an effect that restores Hit Points.
  
  SILENCE AT OUTPOST 634
  17
  17
  SCALING ENCOUNTER B
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Reduce the jinsul snipers’ Hit Points to 10 and give them 
  a –2 penalty to their attack rolls.
  ENCOUNTER B (LEVEL 1–2)
  JINSUL SNIPERS (2) 
  CR 1
  CE Medium monstrous humanoid
  Init +5; Senses darkvision 60 ft.; Perception +11
  DEFENSE 
  HP 17 EACH
  EAC 11; KAC 12
  Fort +1; Ref +6; Will +6
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +5 (1d4+2 P)
  Ranged tactical diasporan rifle with manual sights +7 (1d8+1 F)
  or tactical semi-auto pistol +7 (1d6+1 P)
  Offensive Abilities trick attack +1d4
  STATISTICS
  Str +1; Dex +4; Con +0; Int +2; Wis +0; Cha –2
  Skills Acrobatics +11, Athletics +11, Stealth +11
  Languages Jinsul
  Other Abilities operative specialization (ghost), powerful leap
  Gear freebooter armor I, tactical diasporan rifle AA with manual 
  sights and 2 batteries (20 charges each), tactical semi-auto 
  pistol with 18 rounds
  SPECIAL ABILITIES
  Powerful Leap (Ex) When attempting an Athletics check 
  to jump, a jinsul is always considered to have taken a 
  running start.
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  SCALING ENCOUNTER C
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Remove Kkevorak’s grenades.
  ENCOUNTER C (LEVELS 1–2)
  KKEVORAK 
  CR 3
  Male jinsul soldier
  CE Medium monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +8
  DEFENSE 
  HP 40
  EAC 15; KAC 18
  Fort +5; Ref +5; Will +6
  Defensive Abilities unflankable
  OFFENSE
  Speed 30 ft.
  Melee leg blade +9 (1d6+5 S; critical bleed 1d6)
  Ranged python-series hydra cannon +12 (1d6+3 E&F)
  or mk 1 incendiary grenade +12 (explode [5 ft., 1d6 F, burning 
  1d4, DC 12])
  or mk 1 web grenade +12 (explode [10 ft., mire 1d4 rounds, 
  DC 12])
  Offensive Abilities brutal blast, fighting style (bombard), 
  grenade expert
  STATISTICS
  Str +2; Dex +4; Con +1; Int +0; Wis +1; Cha –1
  Skills Acrobatics +8, Athletics +13
  Languages Jinsul
  Other Abilities powerful leap
  Gear squad defiance series armor, python-series hydra 
  cannon AR with 4 batteries (20 charges each), 2 mk 1 
  incendiary grenades, mk 1 web grenade AR
  SPECIAL ABILITIES
  Brutal Blast (Ex) Kkevorak gains a +2 insight bonus to damage 
  rolls with weapons that have the blast special property 
  (such as a scattergun). This extra damage applies only to 
  creatures within 10 feet of him; creatures farther away take 
  the normal amount of damage.
  Grenade Expert (Ex) Grenades thrown by Kkevorak have a 
  range increment of 30 feet instead of 20. 
  Powerful Leap (Ex) When attempting an Athletics check 
  to jump, Kkevorak is always considered to have taken a 
  running start.
  
  SILENCE AT OUTPOST 634
  19
  19
  SCALING ENCOUNTER A
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Millie has the sickened condition from hunger, and 
  the PCs gain a +2 circumstance bonus on skill checks to 
  interpret her demeanor.
  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 four PCs. For groups of 
  different levels, consult the Guide to Organized Play: Starfinder 
  Society for instructions.
  ENCOUNTER A (LEVEL 3–4)
  MILLIE 
  CR 5
  N Large animal
  Init +2; Senses low-light vision; Perception +16
  DEFENSE 
  HP 70
  EAC 17; KAC 19
  Fort +9; Ref +9; Will +4
  OFFENSE
  Speed 40 ft.
  Melee claws +14 (1d6+10 S)
  Ranged spine +11 (1d8+5 P plus painful spines)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities spine flurry
  STATISTICS
  Str +5; Dex +2; Con +3; Int –4; Wis +1; Cha –2
  Skills Athletics +11, Survival +11
  SPECIAL ABILITIES
  Spine Flurry (Ex) As a standard action, Millie can whip her 
  tail to shoot a flurry of needles in a 15-ft. cone, dealing 
  6d8 piercing damage (Reflex DC 13 half). Once Millie uses 
  this ability, she can’t use it or her ranged spine attack for 
  1d4 rounds.
  Painful Spines (Ex) If Millie deals Hit Point damage with her 
  spine ranged attack or spine flurry ability, spines lodge 
  painfully and distractingly into the target’s flesh, forcing 
  the target to succeed at a DC 13 Fortitude save each round 
  to avoid gaining the off-target condition for that round. The 
  target must continue to save until they take a full action to 
  remove the spines or benefit from an effect that restores 
  Hit Points.
  
  STARFINDER SOCIETY SCENARIO
  20
  20
  SCALING ENCOUNTER B
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Remove 1 jinsul sniper. 
  ENCOUNTER B (LEVEL 3–4)
  JINSUL SNIPERS (4) 
  CR 1
  CE Medium monstrous humanoid
  Init +5; Senses darkvision 60 ft.; Perception +11
  DEFENSE 
  HP 17 EACH
  EAC 11; KAC 12
  Fort +1; Ref +6; Will +6
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +5 (1d4+2 P)
  Ranged tactical diasporan rifle with manual sights +7 (1d8+1 F)
  or tactical semi-auto pistol +7 (1d6+1 P)
  Offensive Abilities trick attack +1d4
  STATISTICS
  Str +1; Dex +4; Con +0; Int +2; Wis +0; Cha –2
  Skills Acrobatics +11, Athletics +11, Stealth +11
  Languages Jinsul
  Other Abilities operative specialization (ghost), powerful leap
  Gear freebooter armor I, tactical diasporan rifle AA with manual 
  sights and 2 batteries (20 charges each), tactical semi-auto 
  pistol with 18 rounds
  SPECIAL ABILITIES
  Powerful Leap (Ex) When attempting an Athletics check 
  to jump, a jinsul is always considered to have taken a 
  running start.
  
  SILENCE AT OUTPOST 634
  21
  21
  SCALING ENCOUNTER C
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Remove 1 jinsul warrior.
  ENCOUNTER C (LEVEL 3–4)
  JINSUL WARRIORS (2) 
  CR 1
  CE Medium monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +10
  DEFENSE 
  HP 20 EACH
  EAC 11; KAC 13
  Fort +3; Ref +5; Will +3; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +6 (1d4+3 P) 
  or leg blade +6 (1d6+3 S; critical bleed 1d6)
  Ranged tactical arc emitter +9 (1d4+1 E)
  STATISTICS
  Str +2; Dex +4; Con +1; Int +0; Wis +0; Cha –1
  Skills Athletics +10, Piloting +5, Survival +5
  Languages Jinsul
  Other Abilities powerful leap
  Gear freebooter armor I, tactical arc emitter with 2 batteries 
  (20 charges each)
  SPECIAL ABILITIES
  Powerful Leap (Ex) When attempting an Athletics check 
  to jump, a jinsul is always considered to have taken a 
  running start.
  KKEVORAK  
  CR 3
  Male jinsul soldier
  CE Medium monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +8
  DEFENSE 
  HP 40
  EAC 15; KAC 18
  Fort +5; Ref +5; Will +6
  Defensive Abilities unflankable
  OFFENSE
  Speed 30 ft.
  Melee leg blade +9 (1d6+5 S; critical bleed 1d6)
  Ranged python-series hydra cannon +12 (1d6+3 E&F)
  or mk 1 incendiary grenade +12 (explode [5 ft., 1d6 F, 1d4 
  burn, DC 12)
  or mk 1 web grenade +12 (explode [10 ft., mire 1d4 rounds, 
  DC 12])
  Offensive Abilities brutal blast, fighting style (bombard), 
  grenade expert
  STATISTICS
  Str +2; Dex +4; Con +1; Int +0; Wis +1; Cha –1
  Skills Acrobatics +8. Athletics +13
  Languages Jinsul
  Other Abilities powerful leap
  Gear squad defiance series armor, python-series hydra 
  cannon AR with 4 batteries (20 charges each), 2 mk 1 
  incendiary grenades, mk 1 web grenade AR
  SPECIAL ABILITIES
  Brutal Blast (Ex) Kkevorak gains a +2 insight bonus to damage 
  rolls with weapons that have the blast special property 
  (such as a scattergun). This extra damage applies only to 
  creatures within 10 feet of him; creatures farther away take 
  the normal amount of damage.
  Grenade Expert (Ex) Grenades thrown by Kkevorak have a 
  range increment of 30 feet instead of 20 feet. 
  Powerful Leap (Ex) When attempting an Athletics check 
  to jump, Kkevorak is always considered to have taken a 
  running start.
  
  STARFINDER SOCIETY SCENARIO
  22
  22
  APPENDIX 3: GAME AIDS
  VENTURE-CAPTAIN 
  ARVIN
  MILLIE
  DR. LUCIAL ORDEZ
  KKEVORAK
  
  SILENCE AT OUTPOST 634
  23
  23
  Greetings,
  I was informed of your assignment to Outpost 634. You may be aware that the Mentras system was where I originally discovered the 
  Tear—the artifact that ultimately led to the Scoured Stars Incident. As such, I’ve kept a close eye on the system ever since. Reports 
  from Outpost 634 cited some unusual starship fragments discovered in the nearby asteroid belt. During your stay at the outpost, learn 
  whatever you can about the starship fragments. I would appreciate a copy of any data you discover upon your return.
  Good luck, Starfinders.
  —Jadnura
  Log Entry 17-M: 
  Millie is fascinating. She’s extremely intelligent and gentle. She allowed me to take a few DNA samples in exchange for some of Havar’s 
  sicklefruit. She loves those fruits, which is good because that gives the rest of us an excuse not to eat them. The food we’re giving 
  her seems to have no negative effects on her system, though biologically she bears few similarities to Pact Worlds fauna and likely 
  originates somewhere much further away. If we can identify where her species may have originated, it will give us a better idea of 
  where these starship fragments came from.
  Hey!
  Don’t worry. We haven’t all killed each other yet—though someone might have to hold me back from wringing Bhennie’s neck soon. 
  She’s brilliant, she really is, but this time she took the backup starship apart for some completely unnecessary “upgrades.” Not that I’m 
  complaining about upgrades, but with the state the engines are in, it will probably take her weeks to get the ship operable again, so 
  if there’s an emergency we’ll be stuck here.
  I know I’m a worrywart. You don’t need to say it. Bhennie will have everything put back together in a few days and then I can stop 
  pulling my hair out.
  Love,
  Lucial
  I hope this reaches you before you send the relief team. We recently discovered one of the most intact starship fragments to date, 
  and inside it was a creature held in stasis. The specimen demands further study back on Absalom Station; I’d like to bring it with us 
  when we return for station leave. I’m requesting you prepare the relief ship to transport a large, omnivorous animal of unknown origin.
  HANDOUT #1: JADNURA’S MESSAGE
  HANDOUT #2: DR. RENOU’S LOG
  HANDOUT #3: MESSAGE TO REZJ
  HANDOUT #4: DR. ORDEZ’S REPORT
  
  STARFINDER SOCIETY SCENARIO
  24
  24
  REWARD CONDITIONS
  The PCs earn the rewards for each area if they meet the conditions 
  listed below.
  Area A: The PCs earn these rewards if they successfully land 
  their ship without taking damage from the laser array.
  Area A13: The PCs earn these rewards if they successfully 
  complete the encounter with Millie, whether by slaying or 
  feeding her.
  Area B: The PCs earn these rewards if they successfully 
  complete the encounter with the jinsul snipers.
  Area C4: The PCs earn these rewards if they successfully 
  repair the power core shielding and provide first aid to Bhennie.
  Area C12: The PCs earn these rewards if they successfully 
  complete the encounter with Kkevorak.
  Encounter 
  Level 1–2 Reward   
  Out of Level Reward  
  Level 3–4 Reward
  Area A 
    
  72 
   
   
  109 
   
   
  146
  Area A13   
  216 
   
   
  327 
   
   
  438
  Area B 
    
  144 
   
   
  218 
   
   
  292
  Area C4   
  72 
   
   
  109 
   
   
  146
  Area C12   
  216 
   
   
  327 
   
   
  438
  ORGANIZED PLAY
  REWARDS TABLE
  
  SILENCE AT OUTPOST 634
  25
  25
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  -7
  -7
  -7
  -7
  -7
  -7
  -7
  
  STARFINDER SOCIETY SCENARIO
  26
  26
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Starfinder Core Rulebook ©2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik 
  Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Scenario #3–13: Silence at Outpost 634 © 2020, Paizo Inc.; Author: 
  Emily Parks.
  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, 
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  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 
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  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 
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  Starfinder Society Scenario #3–13: Silence at Outpost 634 © 2020, Paizo Inc. All Rights 
  Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, 
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  Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks of 
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  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
  +
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  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
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  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
  —
  684
  1,036
  1,387
  —
  Out of 
  Level
  Scenario #3-13: 
  Silence at Outpost 634
  On a routine mission to relieve a Starfinder research team stationed at an outpost in the Mentras system, you found 
  the outpost mysteriously abandoned. You searched the facility for the missing team, uncovering evidence of violence 
  as well as records detailing their study of mysterious pre-Gap starship fragments. You finally discovered the team’s fate 
  and defeated the jinsul squad who held them captive after taking over the outpost. After saving your fellow Starfinders, 
  you returned to Absalom Station to learn that Drift beacons in the Vast are mysteriously deactivating.
  Reputation
  All Levels
  Levels 3–4
  basic lashunta tempweave (1,950; item level 4; 
  Starfinder Core Rulebook 202)
  officer ceremonial plate (2,275; item level 4; Core 
  Rulebook 199)
  vector graviton pistol (3,050; item level 5; Starfinder 
  Armory 52)
  commander ceremonial plate (7,350; item level 7; Core 
  Rulebook 199)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 3/SF S03-13 Silence at Outpost 634.pdf