TEXT: Ashes of Discovery
  BY JOHN LAFFAN AND CRYSTAL MALARSKY
  STARFINDER SOCIETY SCENARIO #1–12 TIER 1–4
  YEAR OF SCOURED STARS
  
  Starfinder Society Scenario #1–12: Ashes of Discovery 
  is a Starfinder Society Scenario designed for 1st- 
  through 4th-level characters (Tier 1–4; Subtiers 1–2 
  and 3–4). This scenario is designed for play in the 
  Starfinder Society Roleplaying Guild campaign, but 
  can easily be adapted for use with any world. For 
  more information on the Roleplaying Guild, how to 
  read the attached Chronicle sheets, and how to find 
  games in your area, check out the campaign’s home 
  page at StarfinderSociety.club.
  HOW TO PLAY
  Authors • John Laffan and Crystal Malarsky
  Development Lead • Thurston Hillman
  Contributing Artists • Nicolás Espinoza and Tawny Fritz
  Cartographers • Jason Engle, Robert Lazzaretti, and 
  Damien Mammoliti
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and 
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Crystal Frasier, 
  Jason Keeley, Luis Loza, Ron Lundeen, Joe Pasini, 
  Michael Sayre, Chris Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • James Case, Simone Dietzler, Leo Glass, 
  Avi Kool, Lyz Liddell, Adrian Ng, Lacy Pellazar, and  
  Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and  
  Adam Vick
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  Paizo Inc.
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  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder or the Pathfinder 
  Roleplaying Game.
  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, plots, storylines, trade dress, the historical period called the Gap, 
  the terms kishalee, sivv, and skyfire, and the Drift (the official Open Game Content term for which is “hyperspace”). 
  (Elements that have previously been designated as Open Game Content, or are exclusively derived from previous Open 
  Game Content, or that are in the public domain are not included in this declaration.)
  Open Game Content:  Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
  game product are Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of 
  this work other than the material designated as Open Game Content may be reproduced in any form without written 
  permission.
  Starfinder Society Scenario #1–12: Ashes of Discovery © 2018, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the 
  Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered 
  trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, 
  Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat Pad, 
  Pathfinder Flip-Mat, Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder 
  Player Companion, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, 
  Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  Ashes of Discovery makes use of the Starfinder Core Rulebook and Starfinder Alien Archive. 
  This adventure assumes the GM has access to these sourcebooks. All rules referenced in 
  this adventure are available in the free online Starfinder Reference Document at paizo.com/
  sfrd, and the relevant rules from the Alien Archive volumes are reprinted at the back of the 
  adventure for the GM’s convenience.
  Table of Contents
  Ashes of Discovery . . . . . . . . . . . . . . . . . . . . . . . . .3
  Appendix 1: Tables.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 19
  Appendix 2: Summoning Grafts  . . . . . . . . . . . . . . . . 22
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more information on 
  scenario tags, see Chapter 1 of the Starfinder Society Roleplaying Guild Guide.
  Repeatable
  Starship
  
  3
  BY JOHN LAFFAN AND CRYSTAL MALARSKY
  ASHES OF DISCOVERY
  Where in the 
  Universe?
  Ashes of Discovery takes place on a planet in Near Space. 
  An outpost was established here during the colonization 
  rush that followed the advent of Drift travel. Outsiders 
  have paid little heed to the planet, and as a result the world 
  is identified by a basic numbering system: Colony-753. If 
  you’re running this scenario for players who’ve already 
  played it on a different character, feel free to rename the 
  colony to a different randomly determined number.
  Use Table 1 and Table 2 on page 19 to fill in the specific 
  information about the planet. Feel free to add descriptive 
  elements to the planet that are in line with the randomized 
  results. Predetermine the planet before the start of the 
  game so you can familiarize yourself with any special rules 
  in the Starfinder Core Rulebook.
  The Starfinder Society has always engaged in a variety of missions 
  that take field agents beyond the confines of the Pact Worlds. In 
  recent years, the Society’s ability to partake in such missions has 
  dwindled due to reduced assets and numbers. Thanks to the recent 
  achievements of the latest generation of Starfinders, the Society 
  has positioned itself to authorize the next wave of missions to 
  various unexplored worlds, sending Starfinder agents across the 
  galaxy. Each group of Starfinders follows up on reports filed by 
  other field agents, in a self-perpetuating cycle to create a more 
  complete map of the known galaxy.
  For their protection, new Starfinders are often assigned to 
  missions in and around the Society’s headquarters on Absalom 
  Station. Due to recent events and the constantly changing 
  numbers of field agents on Absalom Station, recruits are now being 
  authorized to command newly built starships and explore planetary 
  systems closer to the Pact Worlds. While there are millions of 
  stars in the Vast ripe for exploration, the Society makes a point of 
  routinely exploring the unexplored systems in Near Space.
  In the last week, another one of the Pact Worlds’ major 
  organizations uncovered records about a staging outpost it 
  abandoned centuries ago in Near Space. The organization 
  deemed the outpost as a low-priority endeavor, mostly due to its 
  abandonment and relative lack of impact on the organization’s 
  modern enterprises. The organization has offered the Starfinder 
  Society a contract to explore and secure the site, based on 
  the Starfinders’ excellent track record in recent months. The 
  organization has authorized the Society to take any items or 
  copies of data found at the abandoned staging area in exchange for 
  providing the organization with any data they uncover.
  The outpost has been left relatively untouched in the time since 
  the owning organization abandoned it. Unknown to the organization 
  and the Society, in the past decade, an exile from the local native 
  life-forms found the outpost and converted it into a personal lair. To 
  further complicate matters, a monstrous space-dwelling creature 
  known as a Besmaran whelp has claimed the orbital region of the 
  abandoned colony as its hunting grounds. With multiple threats 
  abound, it’s up to the PCs to reclaim this outpost.
  ADVENTURE SUMMARY
  The PCs receive their assignment from Guidance, an amalgam of 
  uploaded Starfinder consciousnesses and a common first contact 
  for new field agents. The PCs’ assignment is a mission to a world in 
  Near Space with limited information, save that there’s an abandoned 
  outpost that the hiring organization wants investigated. Guidance 
  offers advice on the choice of starship and an overview of the 
  situation, including the potential for encounter native life-forms on 
  the planet. The PCs then choose their starship before taking off 
  into the Drift.
  After a short trip in the Drift, the PCs arrive at the planet. A 
  space monster known as a Besmaran whelp attacks the PCs’ 
  starship almost immediately. The monster has a randomized set 
  of abilities and is hungry to devour the PCs’ starship. After the 
  PCs defeat the whelp, they can land near the site of the outpost. 
  Extreme weather conditions on the planet prevent landing next to 
  the site, but the PCs can touch down close enough to make a short 
  land journey to the abandoned outpost.
  Landing outside of the worst of the weather phenomena, the 
  PCs meet a group of native creatures. These local life-forms are 
  mostly friendly and have a set of randomized traits, making each 
  encounter with this species a unique experience for players. 
  The PCs can engage in a first contact with the locals, which 
  
  4
  STARFINDER SOCIETY SCENARIO
  may be complicated by how these creatures view the death of 
  the Besmaran whelp. The locals are excited about meeting with 
  outsiders but concerned about potentially disturbing the exile in 
  the outpost. They direct the PCs to the outpost while providing 
  serious warnings.
  As the PCs travel to the outpost, they encounter the same 
  hostile environment that forced them to land their starship away 
  from the area. They have a chance to rescue a native trapped in the 
  storm, earning some extra equipment and information on the way. 
  Once the PCs arrive at the outpost, the exile is waiting for them. 
  The exile tries to use the remaining security defenses, and his own 
  magical might, to defeat those he sees as intruding on his home. To 
  reclaim the outpost, the PCs must persevere through these threats 
  and eventually confront the exile in a climactic final combat.
  GETTING STARTED
  The adventure begins on Absalom Station at the Lorespire 
  Complex, where the PCs receive their assignment from Guidance. 
  Read or paraphrase the following.
  A cluster of sleek black computers rests against the 
  far wall of the meeting room. The Starfinder 
  Society emblem at the center of the server 
  cluster shines and begins projecting a 
  stream of holographic light. The light 
  takes the form of humanoid figure 
  bereft of any definition, standing 
  at the end of the meeting table 
  closest to the servers.
  “Greetings, I am Guidance. I 
  have a new assignment for you. 
  Please observe.”
  The 
  projection 
  gestures 
  a 
  flicking hand to its side, and a 
  stream of data detailing an outpost 
  made 
  of 
  interconnected 
  circular 
  chambers scrolls beside it. “One of the 
  Pact Worlds’ most prestigious organizations 
  recently discovered a dataset detailing 
  the location of an outpost abandoned over 
  two hundred years ago. The organization 
  has requested that the Starfinder Society 
  dispatch a team of agents to secure the site, 
  along with any remaining equipment or data. Your team will 
  travel to this outpost and retrieve as much information about 
  it as possible. You should also salvage any relevant equipment, 
  which the Society will take as part of its payment. If you have 
  questions, now is the time to present them.”
  Guidance answers any questions the PCs ask. Below are some 
  examples of those questions along with Guidance’s responses.
  What else do we know about the outpost? “It is a prefabricated 
  modular outpost made by Veylen Enterprises. These outpost 
  models used to be quite common. However, the presence of 
  unfamiliar modifications is very possible.” 
  What organization hired the Society for this mission? Guidance 
  informs them of the specific organization rolled on Table 3 on page 
  19. Give additional information on any group mentioned in the Core 
  Rulebook, if appropriate. 
  AbadarCorp: “AbadarCorp is the largest corporation in the Pact 
  Worlds and has many subsidiaries underneath it. The outpost 
  was one of many sponsored by AbadarCorp during the post-Drift 
  colonization rush.”
  Church of Desna: “The Church of Desna has a history of 
  encouraging travel and exploration in space. The outpost’s location 
  was near a holy site and intended as a waystation for travelers and 
  faithful alike.”
  Hellknights of the Order of the Nail: “The Hellknights of 
  Colony-753
  Prerolling 
  the Scenario
  Site of an Abandoned Outpost
  Diameter ×2/3; Mass ×2/3
  Gravity Variable
  Location Near Space
  Atmosphere Variable
  Day 1 day; Year 1 year
  Special This has variable elements 
  determined by rolling on Table 1 
  and Table 2 on page 19.
  This scenario involves several randomized 
  elements 
  intended 
  to 
  enhance 
  the 
  repeatable nature of the adventure. Some 
  results can be dependent on others or 
  involve some additional planning on your 
  part. It is recommended that you roll on 
  the randomized tables 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 ysoki-heavy group 
  might enjoy natives who are followers of Lau Shu Po. 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 found in Appendix 1: Tables 
  beginning on page 19.
  Colony-753
  
  5
  ASHES OF DISCOVERY
  the Order of the Nail is a militant order that enforces law and 
  regulations on civilized planets. The outpost was intended to be a 
  monitoring station for the other colonies in the area.”
  Knights of Golarion: “The Knights of Golarion is a religious order 
  that protects Pact World races. The outpost was intended to give 
  them a monitoring station to guard the colonies established in 
  the area.”
  Skyfire Legion: “The Skyfire Legion is a group of dragonriders 
  who defend Triaxus and, to some extent, the rest the Pact Worlds 
  as well. The outpost was a colony of ryphorians that served as an 
  early-detection base for deep-space threats to the Pact Worlds.”
  Ulrikka Clanholdings: “Ulrikka Clanholdings is a large dwarven 
  corporation. While not exclusively a mining company, Ulrikka 
  Clanholdings turns their greatest profits from and directs their 
  greatest focus toward their mines. This outpost was a sponsored 
  prospecting site.”
  Veylen Enterprises: “Veylen Enterprises is a sizable corporation 
  that came into prominence during the post-Drift colonization rush. 
  Originally a tool and equipment manufacturer, Veylen Enterprises 
  became famous for making inexpensive modular building designs, 
  which are still used today by many colonists. This outpost was a 
  sample showpiece for prospective colonists to view.”
  Xenowardens: “The Xenowardens are dedicated to preserving 
  the natural environment of planets from colonization by outsiders. 
  The outpost was intended to be a resource to other colonies in the 
  area that needed help reducing the impact they had on local flora 
  and fauna.”
  Why was the outpost abandoned? “The exact reason 
  remains unknown—and part of the reason you’re all 
  needed to investigate the site. Records indicate the 
  outpost confirmed its arrival and establishment 
  with the hiring organization, but since then there 
  have been limited communications. No reports 
  or responses have been received in over two 
  hundred years.”
  What 
  dangers 
  might 
  we 
  encounter? 
  Guidance describes the basic environment 
  such as the biome, gravity, and atmospheric 
  concerns, as determined on Table 1 and Table 
  2 on page 19. Guidance then continues, 
  “Beyond the environment of the planet, it 
  is unknown what threats may exist at 
  the outpost. You should prepare for 
  many possibilities, such as pirates, large 
  predators, hostile native cultures, or 
  supernatural events.”
  Are there any sentient species 
  on the planet? “There is limited data 
  on the planet’s inhabitants, if any. As 
  always, endeavor for a peaceful first 
  contact, and keep the reputation of the 
  Starfinder Society and the Pact Worlds in mind.”
  How do we get there? Whether or not 
  the PCs ask this, Guidance finishes the briefing discussing the 
  starship options available to the PCs.
  “For this assignment, you have been authorized use of a Drake 
  or a Pegasus starship. Both starship frames can complete this 
  assignment. Please consider the following advantages when 
  making your decision: Drake frames have greater firepower, 
  whereas Pegasus starships are equipped with advanced 
  science labs and sensors. As always, to optimize the chances 
  of completing the assignment, it is recommended that 
  each Starfinder team choose a ship that covers any area of 
  weakness. However, the final decision is based on your personal 
  preference. Safe travels.”
  Have the players finalize their boon slots for this scenario. 
  Once the players have agreed on a starship, continue on to the 
  following encounter.
  A. LURKER IN THE VOID
  The PCs’ journey to their destination takes 3d6 days of Drift travel. 
  During this time, the PCs should choose their roles aboard their 
  starship. Shortly after the PCs arrive in system, their ship’s sensors 
  pick up an unusual object coming directly toward them!
  Guidance
  
  6
  STARFINDER SOCIETY SCENARIO
  Map: Starfinder Flip-Mat: Basic Starfield
  A. LURKER IN THE VOID
  
  7
  ASHES OF DISCOVERY
  As the destination planet appears on the starship’s main 
  viewscreen, alarms suddenly blare. A slender form emerges 
  from the distant void, slithering from out of the planet’s shadow. 
  It moves directly toward the starship, as if drawn to it. 
  Prior to the start of starship combat against the incoming 
  creature, a PC acting as the science officer who succeeds at a DC 
  16 Life Science check (DC 19 in Subtier 3–4) can identify the initial 
  scans of the creature coming toward the ship as a spacer legend 
  known as a Besmaran whelp. The name is a catchall title for a 
  wildly diverse group of immense space-dwelling aliens, which 
  scientists are still researching if they are one species or several. 
  For the most part, Besmaran whelps have a long wormlike body, 
  two appendages, and a narrowed tail, and they typically feed on 
  energy—their favorite meal being the power cores of starships. 
  Otherwise, they vary wildly in appearance. Use Tables 4, 5, and 
  6 on pages 19–20 to determine the exact traits of this particular 
  Besmaran whelp; roll once for each section in the table and apply 
  the effects to the stat block below. After determining the abilities 
  of the creature, use the results to provide any further description 
  to the PCs.
  Starship Combat: Sensing a meal, the Besmaran whelp 
  emerges from behind the planet and moves directly toward the 
  ship. The Besmaran whelp begins 3d6+5 hexes away from the 
  PCs’ starship. Both starships begin with their forward arcs facing 
  each other. 
  The Besmaran whelp prefers to move alongside 
  the PCs’ starship, maneuvering into the adjacent 
  port or starboard hex and attacking with its 
  claws. The whelp fights until reduced to 20 or 
  fewer Hull Points, at which point it flees. If the 
  PCs pursue it after this, the whelp fights to 
  the death (which occurs when it’s reduced 
  to 0 or fewer Hull Points).
  SUBTIER 1–2
  BESMARAN WHELP 
  TIER 1
  N Medium starship aberration
  Speed 10; Maneuverability good (+1 Piloting, turn 2)
  AC 13; TL 11
  HP 55; DT —; CT 11
  Attack (Forward) energy drain bite +3 (special)
  Attack (Port) claws +3 (3d4)
  Attack (Starboard) claws +3 (3d4)
  Attack (Aft) tail slap +3 (2d4)
  Skills Engineering +5, Piloting +10
  Power Core Besmaran whelp heart (150 PCU); 
  Drift Engine none; Systems mk 2 armor; 
  Expansion Bays none
  Other Abilities living starship, no breath, 
  randomized traits (per Tables 4, 5, and 6 
  on pages 19–20)
  SPECIAL ABILITIES
  Claws (Ex) A Besmaran whelp can use its clawed appendages 
  to grab and attach to a starship. A Besmaran whelp can 
  make a claw attack against an adjacent ship in its port or 
  starboard firing arc. If the attack deals hull damage, the 
  Besmaran whelp attaches itself to the ship (if performing 
  a flyby attack, the whelp must end its movement in an 
  adjacent hex to benefit from the attached effect). A ship 
  the whelp attaches itself to can still move and takes no 
  other negative effects, but when the ship moves, the whelp 
  moves with it and remains adjacent in the same relative 
  position. A pilot on a ship with an attached Besmaran whelp 
  can shake the whelp off by succeeding at a DC 18 Piloting 
  check before moving. Succeeding at this check negates the 
  attached effect, so the whelp does not move with the ship 
  Besmaran 
  Whelp
  Scaling Encounter A
  Make these changes to accommodate a group of four PCs. 
  Both Subtiers: The whelp is injured from a previous battle. 
  Reduce its speed by 2, and it takes a –1 penalty to all attack rolls. 
  
  8
  STARFINDER SOCIETY SCENARIO
  when the ship moves. Failure causes the pilot’s starship 
  to take 1d4 damage on the arc where the Besmaran whelp 
  is attached, in addition to the whelp still moving with the 
  attached starship when the ship moves. The attached effect 
  continues until the end of the following helm phase.
  Energy Drain Bite (Ex) The “mouth” of a Besmaran whelp 
  drains a ship of power. A Besmaran whelp can make an 
  energy drain bite attack against an adjacent ship in its 
  forward firing arc. If the attack hits, the ship is affected by 
  an EMP effect.
  Living Starship (Ex) A Besmaran whelp is a living creature, 
  but it is so immense, it counts as a starship (and thus 
  engages only in starship combat). Though it has no crew, it 
  can still take engineer, gunner, and pilot actions (one each 
  in the appropriate phases) using the skill bonuses listed 
  above. Modifiers for its size, speed, and maneuverability 
  have already been factored into its statistics. It has 1 rank 
  in Engineering and Piloting and a base attack bonus of 
  +1. Use the following table to determine the effects when 
  a Besmaran whelp takes critical damage. The Besmaran 
  whelp’s brain doesn’t take critical damage conditions.
  d% 
  System 
  Effect
  1–30 
  Weapons array 
  Randomly determine one arc   
   
   
  containing weapons; condition   
   
   
  applies to all gunner actions 
   
   
   
  using weapons in that arc 
  31–60 
    Propulsion 
  Condition applies to all pilot  
   
   
   
  actions
  61–90 
       Heart 
  Condition applies to all engineer  
   
   
  actions, except when patching   
   
   
  or repairing the heart.
  91–100 
       Brain 
  During the next round, each of   
   
   
  the Besmaran whelp’s  
   
   
   
  attempted actions has a 25% 
   
   
   
  chance of failure
  Randomized Traits (Ex) Roll on Tables 4, 5, and 6 on pages 
  19–20 to determine a defensive, offensive, and special 
  ability for this specific breed of Besmaran whelp. The whelp 
  uses the same attack bonus as its other weapons for any 
  new weapons generated by these random elements.
  Tail Slap (Ex) A Besmaran whelp can whip its narrow tail at a 
  ship. A Besmaran whelp can make a tail slap attack against 
  a ship in an adjacent hex in its aft firing arc.
  SUBTIER 3–4
  BESMARAN WHELP  
  TIER 3
  N Medium starship aberration
  Speed 12; Maneuverability good (+3 Piloting, turn 2)
  AC 15; TL 12
  HP 65; DT —; CT 13
  Attack (Forward) energy drain bite +5 (special)
  Attack (Port) claws +5 (4d4)
  Attack (Starboard) claws +5 (4d4)
  Attack (Aft) tail slap +5 (3d4)
  Skills Engineering +8, Piloting +13
  Power Core Besmaran whelp heart (175 PCU); Drift Engine 
  none; Systems mk 3 armor; Expansion Bays none
  Other Abilities living starship, no breath, randomized traits 
  (per Tables 4, 5, and 6 on pages 19–20)
  SPECIAL ABILITIES
  Claws (Ex) A Besmaran whelp can use its clawed appendages 
  to grab and attach to a starship. A Besmaran whelp can 
  make a claw attack against an adjacent ship in its port or 
  starboard firing arc. If the attack deals hull damage, the 
  Besmaran whelp attaches itself to the ship (if performing 
  a flyby attack, the whelp must end its movement in an 
  adjacent hex to benefit from the attached effect). A ship 
  the whelp attaches itself to can still move and takes no 
  other negative effects, but when the ship moves, the whelp 
  moves with it and remains adjacent in the same relative 
  position. A pilot on a ship with an attached Besmaran whelp 
  can shake the whelp off by succeeding at a DC 20 Piloting 
  check before moving. Succeeding at this check negates the 
  attached effect, so the whelp does not move with the ship 
  when the ship moves. Failure causes the pilot’s starship to 
  take 2d4 damage on the arc where the Besmaran whelp 
  is attached, in addition to the whelp still moving with the 
  attached starship when the ship moves. The attached effect 
  continues until the end of the following helm phase.
  Energy Drain Bite (Ex) The “mouth” of a Besmaran whelp 
  drains a ship of power. A Besmaran whelp can make an 
  energy drain bite attack against an adjacent ship in its 
  forward firing arc. If the attack hits, the ship is affected by 
  an EMP effect.
  Living Starship (Ex) A Besmaran whelp is a living creature, but 
  it is so immense, it counts as a starship (and thus engages 
  only in starship combat). Though it has no crew, it can still 
  take engineer, gunner, and pilot actions (one each in the 
  appropriate phases) using the skill bonuses listed above. 
  Modifiers for its size, speed, and maneuverability have 
  Describing the 
  Natives
  The First Contact encounter provides you an opportunity 
  to have fun and further make the adventure your own. 
  Feel free to embellish the description of the natives and 
  add unique touches, such as green fur, muzzled faces, or 
  eyestalks. However, all of these should be superficial and 
  not change stats of the natives in any way other than what 
  is listed on the tables.
  
  9
  ASHES OF DISCOVERY
  already been factored into its statistics. It has 2 ranks in 
  Engineering and Piloting and a base attack bonus of +2. 
  Use the following table to determine the effects when a 
  Besmaran whelp takes critical damage. The Besmaran 
  whelp’s brain doesn’t take critical damage conditions.
  d% 
  System 
  Effect
  1–30 
  Weapons array 
  Randomly determine one arc  
   
   
   
  containing weapons; condition  
   
   
   
  applies to all gunner action using  
   
   
   
  weapons in that arc
  31–60 
  Propulsion 
  Condition applies to all pilot actions
  61–90 
  Heart 
  Condition applies to all engineer  
   
   
   
  actions, except when patching  
   
   
   
  or repairing the heart
  91–100 
  Brain 
  During the next round, each of the   
   
   
  Besmaran whelp’s attempted actions  
   
   
  has a 25% chance of failure
  Randomized Traits (Ex) Roll on Tables 4, 5, and 6 on pages 
  19–20 to determine a defensive, offensive, and special 
  ability for this specific breed of Besmaran whelp. The whelp 
  uses the same attack bonus as its other weapons for any 
  new weapons generated by these random elements.
  Tail Slap (Ex) A Besmaran whelp can whip its narrow tail at a 
  ship. A Besmaran whelp can make a tail slap attack against 
  an adjacent ship in its aft firing arc.
   Development: If the PCs drive off or kill the Besmaran whelp, 
  they are free to continue to the planet. If the PCs’ starship is 
  brought to 0 Hull Points, the whelp feeds on it for several minutes 
  but no longer attacks the hull with its claws. After the creature has 
  finished feeding, it heads away from the planet to rest. Emergency 
  power keeps the PCs alive, and after a few hours they can restore 
  enough power to make it to the planet, though the Besmaran 
  whelp escapes into the void.
  If the PCs drive off or kill the Besmaran whelp, they earn the 
  Star Monster Slayer boon on their Chronicle sheets.
  Rewards: If the Besmaran whelp defeats the PCs, reduce each 
  PC’s credits earned by the following amount, due to repairs.
  Subtier 1–2: Reduce each PC’s credits earned by 175.
  Out of Subtier: Reduce each PC’s credits earned by 287.
  Subtier 3–4: Reduce each PC’s credits earned by 400.
  FIRST CONTACT
  As the PCs approach the planet in their starship, they notice a 
  dangerous storm that interferes with their ship’s sensors. The 
  storm’s erratic movements and intensity make it too dangerous to 
  land inside. The exact nature of the storm is based on the planet’s 
  biome (see Table 3 on page 19 for more information on the storm). 
  To continue with their mission, the PCs must land several miles 
  away and approach the site on foot.
  Meeting the Locals: After landing, the PCs can make their way to 
  the coordinates provided for the abandoned outpost. As they travel 
  toward the outpost, they come across a small village of the planet’s 
  inhabitants. This species is humanoid, with random physical and 
  cultural traits determined using Table 7 and Table 8 on pages 
  20–21. The village is small, with just under 40 basic structures 
  appropriate to the native terrain. The locals’ technological level 
  is below the norm in the Pact Worlds, but they do have some 
  projectile weapons and basic gas-powered vehicles.
  As the PCs pass by the village, two precocious adolescents 
  approach. They, like the other locals, are curious about the arrival 
  of outsiders. The adolescents try to communicate with the PCs, 
  but they know only their own language, so the adolescents try to 
  communicate via hand gestures and other nonverbal clues. A PC 
  who succeeds at a DC 12 Sense Motive check (DC 15 in Subtier 3–4) 
  can determine that the natives are asking questions such as “Who 
  a re you?” and “How did you get here?” and “Do you know what 
  happened to the space creature?” If the PCs have technological 
  or magical ways to help them communicate, they can use those, 
  but if not, the PCs must rely on nonverbal communication. A PC 
  who succeeds at a DC 15 Culture check (DC 18 in Subtier 3–4) 
  while making suitable gestures can convey simple ideas, such 
  as their names and they arrived on a spaceship, though minor 
  misunderstandings might occur if the PCs fail this check. Failing 
  this check by 5 or more causes the locals to distrust the PCs, seeing 
  them as hostile and ushering them to leave.
  Visitors in a New Land: Assuming the PCs successfully 
  communicate who they are, the inhabitants welcome them to the 
  settlement. At this point, other locals want to see the PCs and ask 
  them questions. The local are most curious about the great space 
  battle in the sky and the death of the Besmaran whelp. Use Table 
  9 on page 21 to determine how the natives view the whelp and 
  how they react to the PCs if communication is established and 
  the story relayed. The locals might praise the PCs or be dismayed, 
  but they don’t get violent or aggressive unless the PCs act in a 
  hostile manner. 
  Depending on the cultural trait of the natives, some races or 
  classes may be of interest to the locals. This is listed on Table 8 on 
  page 21. PCs of any race, class, or other description listed under 
  the interaction bonuses gain a +2 bonus to Bluff or Diplomacy 
  checks made to interact with the natives, as well as checks with 
  the alternate skill that the PCs can use to interact with the natives 
  as determined on Table 8 on page 21. This is a chance for those PCs 
  to be an object of obsession to the natives, so if you roll a result 
  that doesn’t fit anyone in the party, consider rerolling or choosing a 
  more appropriate cultural trait.   
  The exile who’s taken up residence in the lost outpost is a taboo 
  subject for the natives, and they won’t talk about the exile or the 
  outpost unless the PCs succeed at a sufficient number of DC 15 
  Bluff or Diplomacy checks (DC 18 in Subtier 3–4); see Development 
  on page 10 for details. In addition, each cultural trait on Table 8 
  on page 21 gives an alternative skill that the PCs could use to 
  impress and befriend the natives. These alternative skills should be 
  invitations to participate, such as a challenge to a race or an offer 
  to join in a song.
  
  10
  STARFINDER SOCIETY SCENARIO
  Creatures: If necessary, use the statistics for the lost native 
  in area B2 (see page 12) to represent any natives in the village, 
  should the PCs initiate combat. 
  Infamy: If the PCs initiate combat with the locals, it is 
  considered an evil action. The inhabitants of the village do not 
  wish to engage in combat and never try to do so without first 
  being attacked. Any PC who attacks a native gains 1 Infamy.
  Development: The number of successes the PCs get on Bluff, 
  Diplomacy or the randomly determined alternative skill checks 
  determines how forthcoming the natives are. If a PC fails a check 
  by 5 or more, then that PC cannot attempt any more checks using 
  the same skill.
  1 Success—The locals allow the PCs to stay in the village, but 
  they avoid discussing the outpost and the exile.
  2 Successes—The local warn the PCs about the “haunted” 
  outpost, which shoots fire at those that approach. There should 
  be enough clues, even in mistranslations, that clever PCs realize 
  the outpost is simply more technologically advanced than the 
  village. The locals plead with the PCs to not go near the site. 
  3 Successes—The locals warn the PCs about the exile and 
  the forbidden magic the exile uses. These descriptions can 
  give clues to that the exile has magical powers, and likely a 
  mystical connection. The rationale on Table 9 on page 21 informs 
  the local opinion of the exile and why the exile was originally 
  banished from the village. The villagers plead with the PCs not 
  to antagonize the exile, but they still provide information on the 
  location of the outpost.
  4+ Successes—The locals give the exact details of the outpost’s 
  location along with all the previous information. They warn the 
  PCs of the dangers, but no one protests them going to the site. 
  They also inform the PCs about the member of their settlement 
  who went off in search of the exile, who can now be found in area 
  B2. If the PCs have this information, they gain a +4 bonus to skill 
  checks when interacting with the local in area B2. If the optional 
  encounter is skipped, instead, the PCs don’t need to make a skill 
  check to find the local’s belongings in area B2.
   If the PCs fail to impress the natives and don’t achieve at least 
  three successes, the natives avoid the subject of the outpost, so 
  the PCs must search for it on their own. While the PCs know the 
  general direction, the extra searching causes them to be caught 
  in the storm for 2 additional hours before reaching the gorge in 
  area B.
  B. THE STORM
  After the PCs depart the village, they eventually encounter the 
  edge of the storm that forced them to land away from the outpost. 
  It takes 3 hours of travel from the village to reach the outpost. 
  PCs attempting to wait out the storm find that it is stationary—
  clearly some kind of ongoing phenomena that cannot be waited 
  out. The closer the PCs get to the outpost, the stronger the effects 
  of the storm become. 
  Hazard: For each hour after the first the PCs travel in the storm, 
  they must succeed at a DC 10 Fortitude save (DC 12 in Subtier 
  3–4) or suffer the effects of the storm. The storm has strong winds 
  (Starfinder Core Rulebook 400). The other specifics of the storm 
  are given on Table 3 on page 19; failing at a Fortitude save results 
  in the PC taking 1d4 damage (1d6 in Subtier 3–4) of the type listed 
  on Table 3 on page 19. Some storms are more natural while others 
  are magical in nature; be sure to alter your descriptions to make the 
  storm fit the specific traits of the world the PCs are on.
  Following their 3-hour trek, the PCs reach a notable gorge that 
  leads to the outpost.
  B1. The Crossing
  Dilapidated circular buildings dot the landscape. A tumultuous 
  storm rages all around, strong and fierce, without any sign of 
  slowing down. A crumbling stone bridge crosses a broad gorge, 
  offering a pathway directly into the heart of the turmoil. 
  The PCs arrive at the remains of a circular structure, with 
  a partly broken stone bridge that crosses a deep gorge. The 
  constant battering of the storm devastated the buildings, 
  reducing them to little more than ruins. The bridge is severely 
  damaged and is in danger of collapsing. To cross the bridge, PCs 
  must succeed at a DC 10 Acrobatics check (DC 12 in Subtier 3–4) 
  to maintain balance. Falling prone results in falling from the 
  bridge into the chasm 20 feet below (30 feet in Subtier 3–4). The 
  walls of the chasm are rough and pitted from the storm, making 
  climbing out uncomplicated and requiring a PC to succeed at a 
  DC 12 Athletics check (DC 15 in Subtier 3–4). Industrious PCs 
  with the appropriate equipment (such as cable lines or grapplers) 
  can attempt a DC 10 Engineering check (DC 12 in Subtier 3–4) to 
  temporarily stabilize the bridge, granting a +2 bonus to checks 
  made to cross it. The outpost is to the southwest, and once the 
  PCs leave the map via that corner, they enter the eye of the storm 
  and can see their goal.
  Hazard: The tempest is at its strongest here, near the eye of the 
  storm. Every round, creatures in the area must succeed at a DC 10 
  Fortitude save (DC 12 in Subtier 3–4) or take 1 point of damage (1d3 
  in Subtier 3–4) of the type listed on Table 3 on page 19. Moving 
  cautiously at half speed grants a +2 bonus to saves made to resist 
  the storm. Creatures in the circular building areas receive a +5 
  bonus to the Fortitude save due to the shelter the blasted walls 
  provide. The red-reef structures on the map should be substituted 
  with appropriate plant life and count as difficult terrain.
  Optional Encounter
  The encounter in area B2 is an optional encounter. If 
  the players have less than 120 minutes left to finish the 
  scenario, assume the lost native left abandoned their quest 
  and left their equipment behind.
  
  11
  ASHES OF DISCOVERY
  1 square = 5 feet
  Pathfinder Flip-Mat: Sunken City
  B. THE STORM
  B1
  N
  B2
  
  12
  STARFINDER SOCIETY SCENARIO
  This hazard lasts for 5 rounds, after which the storm dies 
  down enough for the PCs to continue traveling without round-by-
  round effects (though the hazard listed in the area B description 
  remains in effect.)
  B2. JusT in Time
  A body lies still inside the remains of this decaying structure. 
  Rubble pins the body’s feet to the ground. A hoarse sob resounds 
  from the figure as the storm launches a piece of stone into its 
  side. It twitches before going still once more, the rise and fall of 
  its torso growing shallow with each breath.
  Creatures: An explorer from the village lies trapped within the 
  ruins of the southwestern structure. They are badly injured by 
  the storm, and their leg is caught under a collapsed piece of the 
  building. Trapped here for 3 days, the explorer has run out of food 
  and water. Safely freeing the native from the debris requires a PC 
  to succeed at a DC 13 Engineering or Medicine check (DC 15 in 
  Subtier 3–4). Failure by 5 or more causes the native to take 1d4 
  damage and remain stuck.
  LOST NATIVE 
  CR 1/2
  CG Medium humanoid
  Init +3; Perception +4
  DEFENSE  
   
                   HP 12 (CURRENTLY 4) 
  EAC 10; KAC 11 
  Fort +0; Ref +3; Will +3 
  OFFENSE
  Speed 30 ft.
  Melee survival knife +3 (1d4+1 S)
  Ranged bow +4 (1d6 P) 
  STATISTICS
  Str +1; Dex +3; Con +0; Int +1; Wis +0; Cha +0 
  Skills Acrobatics +9, Diplomacy +4, Perception +4, Stealth +9, 
  Survival +9 
  Languages natives’ language
  Other Abilities randomized traits (per Table 7 and Table 8 on 
  pages 20–21)
  SPECIAL ABILITIES 
  Randomized Traits (Ex) See Table 7 and Table 8 on pages 20–21 
  for information on generating unique traits for this NPC.
  Development: The lost native was exploring the area, hoping to 
  learn more about the exile. The storm overcame the explorer, and 
  they now wish to go home and not tempt fate any further. If freed 
  and healed, the explorer attempts to return home by themself. 
  If not healed, the lost native asks for one more favor: an escort 
  through the worst of the storm, back to the northeast corner of 
  the map. 
  Treasure: Grateful for any help, the explorer gives the PCs a 
  trailblazer fusion seal (4th) and mk 1 ring of resistance. Along with 
  these items, the native also provides a stash of gems worth 750 
  credits (1,600 credits in Subtier 3–4). If you skip this encounter, 
  a PC who succeeds at a DC 13 Perception check (DC 15 in Subtier 
  3–4) discovers a satchel with this equipment in the same location.
  Rewards: If the PCs fail to rescue the lost native or never find 
  the equipment, reduce each PC’s credits earned as followings.
  Subtier 1–2: Reduce each PC’s credits earned by 156.
  Out of Subtier: Reduce each PC’s credits earned by 227.
  Subtier 3–4: Reduce each PC’s credits earned by 298.
  C. THE ABANDONED OUTPOST
  The exile lairs in the abandoned outpost that once belonged to the 
  hiring organization from the start of the adventure. The ceilings 
  of the circular structures are 20 feet high, while the connecting 
  corridors’ ceilings are 15 feet high. The rooms and corridors are 
  prefabricated structures built using a sturdy plastic material.
  Each room and corridor has a security camera in the center of 
  the ceiling and is wired with an intercom system, which connect 
  to the security center (area C4) and the command center (area C7). 
  Although the outpost was abandoned centuries ago, the security 
  system still mostly works—the exile rudimentarily maintains these 
  systems. Throughout the PCs’ exploration inside the outpost, if the 
  exile notices them, they use the intercom to taunt and berate the 
  PCs. Unlike the villagers, the exile learned some Common from the 
  outpost’s computer. As a result, they can verbally communicate 
  with the PCs. Feel free to improvise this dialogue at your discretion, 
  especially based on the traits of the native species.
  C1. enTranCe ChamBer (Cr 1 or Cr 3)
  Debris litters the floor of this otherwise empty chamber. The 
  floor paneling has been ripped up in several areas, revealing the 
  same ground as the exterior. The door to the west sits halfway 
  open, leading outside. The doors to the north and south remain 
  securely closed.
  Furnishing the 
  Outpost
  You are encouraged to embellish the appearance of 
  each chamber inside the outpost to represent the hiring 
  organization randomly determined for the adventure. For 
  example, if the Church of Desna is the organization, there 
  might be symbols of butterflies present in scattered pieces 
  of art. Conversely, an outpost originally inhabited by Veylen 
  Enterprises might have ruined advertisements, while 
  corporate logos might mark ruined garments left behind 
  in an AbadarCorp compound. Similarly, consider adding 
  elements unique to the exile. Incorporating these small 
  touches helps make every playthrough feel different for 
  repeat players.
  
  13
  ASHES OF DISCOVERY
  [[Map: Lost Outpost (Custom Map)]]
  C. THE ABANDONED OUTPOST
  C2
  C8
  C8
  C7
  C5
  C6
  1 SQUARE = 5 FEET
  C4
  C3
  C1
  C9
  
  14
  STARFINDER SOCIETY SCENARIO
  There are three heavy blast doors inside this chamber: a broken 
  door to west leading outside, a locked door to north (leading to area 
  C2) and a door to the south (leading to area C3). A PC who succeeds 
  at a DC 15 Engineering check (DC 18 in Subtier 3–4) can override 
  the security panels and unlock the door. A PC who succeeds at a 
  DC 12 Perception check (DC 15 in Subtier 3–4) notices a camera at 
  top of ceiling. 
  Trap: The entrance chamber is equipped with standard security 
  in the form of a laser hidden in the eastern wall. This trap activates 
  1d4+1 rounds after the PCs enter the room and begin exploring. The 
  activation also alerts the exile to the PCs’ presence in the outpost.
  SUBTIER 1–2 (CR 1)
  VEYLEN LASER SECURITY TRAP  
  CR 1
  Type technological; Perception DC 21; Disable Engineering DC 
  15 (disable motion sensors)
  Trigger location; Reset 1 minute
  Effect laser +11 ranged (3d6 F)
  SUBTIER 3–4 (CR 3)
  DELUXE VEYLEN LASER SECURITY TRAP  
  CR 3
  Type technological; Perception DC 24; Disable Engineering DC 
  19 (disable motion sensors)
  Trigger location; Reset 1 minute
  Effect laser +13 ranged (6d6 F)
  Development: Claxons go off immediately after the laser trap 
  activates, alerting the exile of the PCs’ arrival. The exile uses the 
  security cameras to monitor the PCs’ progress and directs the 
  security (see area C2) to intercept them—they remotely unlock the 
  doors to area C2 to accomplish this. 
  If the PCs manage to successfully disable the trap and avoid 
  triggering the claxons, they still have to contend with the security 
  cameras in the chamber. For every minute the PCs spend in this 
  room, the exile (in area C7) attempts a DC 15 Perception check to 
  notice the PCs on the security cameras.
  When the exile notices the PCs, read or paraphrase the following; 
  feel free to adjust the text based on any of the randomized elements 
  in the adventure.
  Static crackles as an intercom pops to life. A voice reverberates 
  from the walls. “So, it seems I have some unwelcome guests 
  intruding upon my solitude. Leave now, or you will regret ever 
  venturing farther. This is my first and final warning, trespassers.”
  C2. mess hall (Cr 1 or Cr 3)
  An L-shaped plastic table and accompanying chairs are 
  haphazardly shoved in the northwest area of this circular 
  space. Doors exit to the south and east of this otherwise empty 
  chamber.
  This mess hall is mostly abandoned and rarely used, with 
  randomly placed tables and chairs pushed against walls or 
  carelessly overturned. 
  Creatures: A patrol of outpost security entities can be found in 
  this chamber. These entities are randomly created using a method 
  based on the summoning rules found on page 146 of the Starfinder 
  Alien Archive. These entities use the base elemental statistics (Alien 
  Archive 46) and are further modified using summoning grafts 
  based on the results of rolling on Table 3 on page 19.
  Once the exile realizes there are intruders, they direct this 
  security force to intercept the PCs wherever they are in the 
  outpost. If the exile remains unaware of the PCs, the patrol is 
  instead found in this chamber, responding immediately to any 
  intrusion by attacking.
  SUBTIER 1–2 (CR 1)
  OUTPOST SECURITY (2) 
  CR 1/3
  N Tiny outsider 
  Init +1; Senses darkvision 60 ft.; Perception +3
  DEFENSE  
   
   
                     HP 6 EACH 
  EAC 11; KAC 12 
  Fort +3; Ref +1; Will +0 
  Immunities elemental immunities
  OFFENSE
  Speed 20 ft.
  Melee slam +5 (1d6+3 B) 
  TACTICS 
  During Combat The exile ordered the security entities to attack 
  intruders on sight without giving a warning. They target 
  opponents with noticeably powerful weaponry (such as 
  heavy weapons or longarms) first. If multiple opponents 
  seem equally dangerous, they divide their attacks between 
  such opponents. 
  Morale The outpost security entities fight to the death.
  STATISTICS
  Str +3; Dex +1; Con +0; Int –3; Wis +0; Cha +0 
  Skills Acrobatics +3, Athletics +3
  SPECIAL ABILITIES 
  Summoning Graft (Ex) Add a summoning graft to the above 
  template per the rules for summoning on page 146 of the 
  Scaling Encounter C2
  Make the following changes to accommodate a group of 
  four PCs. 
  Both Subtiers: The security entities are in a state of 
  disrepair and take a –2 penalty to attack rolls, damage rolls, 
  saving throws, and skill checks.
  
  15
  ASHES OF DISCOVERY
  Alien Archive. The appropriate summoning graft is listed on 
  Table 3 on page 19 and is linked to the hiring organization. 
  This security represents the summoned or programmed 
  security the organization would have employed.
  SUBTIER 3–4 (CR 3)
  OUTPOST SECURITY (2) 
  CR 1
  N Small outsider 
  Init +2; Senses darkvision 60 ft.; Perception +5
  DEFENSE  
   
   
                  HP 20 EACH 
  EAC 12; KAC 13 
  Fort +5; Ref +3; Will +1 
  Immunities elemental immunities
  OFFENSE
  Speed 20 ft.
  Melee slam +9 (1d6+5 B) 
  TACTICS 
  Use the tactics from Subtier 1–2.
  STATISTICS
  Str +4; Dex +2; Con +1; Int –3; Wis +0; Cha +0 
  Skills Acrobatics +5, Athletics +5
  SPECIAL ABILITIES 
  Summoning Graft (Ex) Add a summoning graft to the above 
  template per the rules for summoning on page 146 of the 
  Alien Archive. The appropriate summoning graft is listed on 
  Table 3 on page 19 and is linked to the hiring organization. 
  This security represents the summoned or programmed 
  security the organization would have employed.
  Development: If the PCs defeat the outpost security, the exile 
  hesitates to send reserve units in area C7 to further counter them. 
  The exile continues to berate the PCs but also tries intimidating 
  them into leaving, with phrases such as “That was just a small 
  fraction of my forces” or “You can’t fathom the power of this 
  technology bolstered by my magic!” You can use this opportunity 
  to have the exile indicate its motivation and relationship with the 
  Besmaran whelp.
  If the PCs fail, the security brings them to the exile, who deals 
  with them as detailed in the Development section of area C7 on 
  page 17.
  C3. hydroponiCs
  Rows of greenery line the southern and northern spaces of this 
  fifty-foot-wide circular chamber. Curved plastic walls lead up to 
  a transparent ceiling, partially obscured by chunks of random 
  debris atop it but still clear enough to admit sunlight. Doors exit 
  the area to the north and east.
  The exile uses this area to maintain an ongoing supply of food. 
  The fruits and vegetables grown here provided nourishment for the 
  former colonists, and the exile has taken to consuming them on a 
  regular basis. You are encouraged to provide unique descriptions 
  for the plants found in this chamber based on the randomly 
  determined hiring organization. 
  Both doors that lead out of this chamber are closed but unlocked.
  Special: If the PCs triggered the trap in area C1 and immediately 
  entered this room, it’s likely the exile orders the security in area C2 
  into this area to pursue.
  C4. seCuriTy CenTer 
  Panels of electronics wrap around this thirty-foot-wide circular 
  room. The steady hum of energized computers gently drones, 
  while lights rhythmically flash on and off. Monitor screens 
  display live images of various rooms throughout the outpost. 
  Door exit to the west and north.
  This is the security center for the outpost. Displays feed the 
  video from the outpost’s cameras into this room. The controls 
  are an older form of hybrid technology and magical defenses; the 
  hybridization was intended to allow easier access to the chamber 
  for colonists that were proficient in one or the other. 
  The terminals in this chamber have the command authorization 
  to program the magical or technological security forces in area C2. 
  A PC who spends 5 minutes at one of the terminals and succeeds at 
  a DC 15 Computers or Mysticism check (DC 18 in Subtier 3–4) can 
  deactivate the outpost security in area C2, preventing them from 
  reinforcing the exile. The PCs cannot control the security in area C7 
  from these terminals, so they can’t make those entities stand down 
  before the PCs confront the exile.
  Development: The PCs might get their first glimpse of the exile 
  here on one of the video screens and can use the cameras to see 
  the video feed of the other rooms. The exile destroys the camera 
  in area C7 if they realize the PCs can see the video feed from that 
  room. The PCs can gain control of the cameras in areas C3, C4, 
  C5, C6, and C8 by succeeding at a DC 12 Computers or Mysticism 
  check (DC 14 in Subtier 3–4), allowing them to turn those cameras 
  on or off. The controls for the other cameras are damaged. An 
  outpost-wide intercom can also be used in this room. 
  C5. mediCal CenTer 
  A medical bed stands in the center of this room. A plastic 
  shelving unit that curves around the southern wall of the 
  circular chamber contains an assortment of vials and random 
  tools. The only exit is a door to the southwest.
  This room served as the medical center for the colonists. Although 
  it is in some disrepair, it is still functional and can be used as an 
  immovable medical lab. 
  The exile has used most of the supplies over the years, but some 
  valuable medical equipment remains.
  Treasure: The shelving unit in this chamber contains four mk 
  1 serums of healing, two basic medkits, and four medpatches; 
  
  16
  STARFINDER SOCIETY SCENARIO
  in Subtier 3–4, the shelving unit instead contains two doses of 
  sprayflesh and an advanced medkit. A locked cabinet near the 
  bottom shelf contains an advanced medkit, a spell gem of remove 
  condition, and a spell gem of lesser restoration; in Subtier 3–4, 
  the locked cabinet contains two spell gems of remove affliction, a 
  spell gem of remove condition and a spell gem of lesser restoration. 
  A PC can open this locked cabinet by succeeding at a DC 16 
  Engineering check (DC 19 in Subtier 3–4).
  Rewards: If the PCs fail to uncover the medical equipment in this 
  room, reduce each PC’s credits by the following amount.
  Subtier 1–2: Reduce each PC’s credits earned by 70.
  Out of Subtier: Reduce each PC’s credits earned by 96.
  Subtier 3–4: Reduce each PC’s credits earned by 121.
  C6. BarraCks 
  This was the sleeping quarters of the former colonists. Now 
  rarely used by the exile, the room is mostly empty except for 
  some bunk-bed units and remnants of personal items from the 
  original residents. 
  C7. Command CenTer (Cr 3 or Cr 5)
  This immense circular room is bare, except for several computer 
  screens and databanks that line the inner walls. Chairs jut out 
  from some of these computerized desks, while doors exit to the 
  northeast, southeast, and southwest.
  This spacious area served as the command and control center 
  for the outpost. Several of the computers have short circuited 
  or broken down due to random events, but about half of the 
  terminals are still functioning. The exile has mastered the use 
  of the surviving systems and is able to perform most control 
  functions for the facility from this chamber.
  Creatures: The exile from the local settlement waits in this 
  chamber. They watch the monitors and brood over thoughts of 
  revenge against the trespassing PCs for their recent intrusion. 
  When the exile sees a PC approach the door to this room, they 
  prepare for an all-out assault, ordering the security forces to 
  mobilize and assist in combat. The exile projects many of its 
  complaints onto the PCs and criticizes the Starfinders for the 
  many imagined slights against them. The exile has equipped 
  themself with armor and weapons they found in area C8. 
  SUBTIER 1–2 (CR 3)
  THE EXILE 
  CR 1
  NE Medium humanoid
  Init +2; Perception +5
  DEFENSE  
   
   
                     HP 16 RP 4 
  EAC 10; KAC 11 
  Fort +1; Ref +3; Will +4
  OFFENSE
  Speed 30 ft., 
  Melee survival knife +3 (1d4 S)
  Ranged azimuth laser pistol +4 (1d4+1 F; critical burn 1d4) 
  Offensive Abilities inexplicable commands
  Mystic Spells Known (CL 1st; ranged +4) 
  1st (3/day)—command (DC 14), mind thrust (1st level, DC 14)
  0 (at will)—daze (DC 13), telekinetic projectile 
  Connection overlord
  TACTICS 
  Before Combat The exile takes cover and prepares to fire on 
  any PC who enters the area.
  During Combat The exile assumes that any foes who favor 
  melee combat or are especially well-armored must be weak-
  willed, so the exile targets such creatures with mind thrust —
  particularly those who are attacking the security units. The 
  exile casts command on those closing into melee range, 
  ordering them to flee. Once their 1st-level spells are used 
  up, the exile casts daze on opponents who get too close 
  and telekinetic projectile to attack from range. The exile is 
  hesitant to use the laser pistol because it runs out of power.
  Morale The exile is enraged at the PCs for invading their 
  home and probably ruining their other plans regarding the 
  Besmaran whelp. They fight to the death.
  STATISTICS
  Str +0; Dex +2; Con +0; Int +1; Wis +4; Cha +0 
  Skills Diplomacy +5, Intimidate +10, Mysticism +10 
  Languages Common, natives’ language, one more learned 
  from the outpost if appropriate (for example, Infernal in a 
  Hellknight outpost) 
  Other Abilities mindlink, randomized traits (per Table 7 and 
  Table 8 on page 21)
  Gear graphite carbonskin, azimuth laser pistol with 1 battery 
  (14 charges), survival knife, credstick (800 credits)
  SPECIAL ABILITIES 
  Randomized Traits (Ex) See Table 7 and Table 8 on pages 20–21 
  for information on generating unique traits for this NPC.
  OUTPOST SECURITY (2) 
  CR 1/3
  hp 6 each (see page 14)
  TACTICS
  During Combat The security entities target opponents as 
  directed by the exile. They typically focus fire on a foe that 
  is the closest or most threatening to the exile.
  Morale The outpost security fights until destroyed.
  Scaling Encounter C7
  Make the following changes to accommodate a group of 
  four PCs. 
  Both Subtiers: Remove one of the outpost security from 
  the encounter. 
  
  17
  ASHES OF DISCOVERY
  SUBTIER 3–4 (CR 5)
  THE EXILE 
  CR 3
  NE Medium humanoid
  Init +2; Perception +8
  DEFENSE  
   
   
                    HP 32 RP 4 
  EAC 13; KAC 14 
  Fort +2; Ref +4; Will +6 
  OFFENSE
  Speed 30 ft. 
  Melee tactical dueling sword +6 (1d6 S)
  Ranged thunderstrike sonic rifle +7 (1d10+3 So; critical deafen) 
  Offensive Abilities forced amity, inexplicable commands
  Mystic Spells Known (CL 3rd; ranged +7)
  2nd (1/day)—force blast (DC 17), hold person (DC 17)
  1st (3/day)—command (DC 16), mind thrust (1st level, DC 16)
  0 (at will)—daze (DC 15), telekinetic projectile 
  Connection overlord
  TACTICS 
  Before Combat The exile prepares for combat by readying an 
  action to shoot when the PCs enter the area.
  During Combat The exile casts force blast against a close group 
  of PCs, preferring to catch multiple targets in the cone. They 
  also cast hold person to disable melee foes, while using mind 
  thrust against especially well-armored targets attacking the 
  security units. The exile casts command on those closing 
  into melee with them, ordering them to flee.
  Morale The exile is enraged at the PCs for invading their 
  home and probably ruining their other plans regarding the 
  Besmaran whelp. They fight to the death.
  STATISTICS
  Str +0; Dex +2; Con +0; Int +1; Wis +4; Cha +0 
  Skills Diplomacy +8, Intimidate +13, Mysticism +13 
  Languages Common, natives’ language, one more learned 
  from the outpost if appropriate (for example, Infernal in a 
  Hellknight outpost)
  Other Abilities mindlink, randomized traits (per Table 7 and 
  Table 8 on pages 20–21)
  Gear estex suit II, thunderstrike sonic rifle with 1 high-capacity 
  battery (36 charges), tactical dueling sword, credstick 
  (1,400 credits)
  SPECIAL ABILITIES 
  Randomized Traits (Ex) See Table 7 and Table 8 on pages 20–21 
  for information on generating unique traits for this NPC.
  OUTPOST SECURITY (2) 
  CR 1
  hp 20 each (see page 14)
  TACTICS
  Use the tactics from Subtier 1–2.
  Development: If the PCs defeat the exile, then there are no 
  more active threats against them within the outpost. The PCs can 
  explore any missed sections of the compound at their leisure. They 
  can access the command-center computer and retrieve information 
  on what happened to the outpost and several interesting finds that 
  the colonists discovered about nearby systems (see Conclusion on 
  page 18 for details). These systems are far more accessible than the 
  other systems in the complex and do not require any skill checks to 
  access—part of the reason the exile used them to such efficacy. The 
  PCs can also deactivate or control any remaining security using the 
  command terminals in this chamber. 
  If the exile manages to defeat the PCs, pragmatism gets the 
  better of them and they decide to ransom the PCs back to the 
  hiring organization. The PCs aren’t slain, but their mission is a 
  failure as the exile offers up the secrets of the compound to the 
  hiring organization in the Society’s stead. 
  Rewards: If the PCs fail to defeat the exile, reduce each PC’s 
  credits by the following amount.
  Subtier 1–2: Reduce each PC’s credits earned by 161.
  Out of Subtier: Reduce each PC’s credits earned by 252.
  Subtier 3–4: Reduce each PC’s credits earned by 343.
  C8. armory 
  Supply lockers line the walls of this thirty-foot-wide circular 
  room. Varied pieces of equipment are visible within some of 
  the open lockers, while others are piled on the floor in front 
  of hastily cleared units. Doors exit this chamber to the west 
  and southwest.
  This room served as the supply room and arsenal for the former 
  colonists. Though mostly ransacked by the exile, it still contains 
  some useful items. 
  Treasure: The lockers here contain four incendiary grenades 
  I and a set of squad defiance series armor. In Subtier 3–4, they 
  instead contain four shock grenades II and a set of lashunta 
  ringwear II. A PC who succeeds at a DC 16 Perception check (DC 
  19 in Subtier 3–4) notices a hidden compartment behind one of 
  the lockers that contains a squad machine gun and two screamer 
  grenades I; in Subtier 3–4, the compartment instead contains a 
  static shock caster and two incendiary grenades II.
  Rewards: If the PCs fail to uncover the items in this room, reduce 
  each PC’s credits earned by the following amount.
  Subtier 1–2: Reduce each PC’s credits earned by 104.
  Out of Subtier: Reduce each PC’s credits earned by 154.
  Subtier 3–4: Reduce each PC’s credits earned by 204.
  C9. offiCer QuarTers 
  This tight room contains little beyond an imposing plastic desk 
  and an nearby chair. A single exit door leads to the northeast.
  This room was once the private quarters for the outpost’s 
  commanding officer; the exile claimed the room as their personal 
  lair. Inside, the PCs discover items the exile has stolen or hoarded 
  over the years.
  
  18
  STARFINDER SOCIETY SCENARIO
  Treasure: The nature of the exile’s pilfered belongings changes 
  based on the outpost. Feel free to embellish the type of treasure 
  based on this, such as using rare gems for Ulrikka Clanholdings or 
  old relics for the Knights of Golarion. The value of the items is 400 
  credits (800 credits in Subtier 3–4).
  Rewards: If the PCs fail to explore this room, reduce each PC’s 
  credits earned by the following amount.
  Subtier 1–2: Reduce each PC’s credits earned by 67.
  Out of Subtier: Reduce each PC’s credits earned by 100.
  Subtier 3–4: Reduce each PC’s credits earned by 252.
  CONCLUSION
  Once the PCs manage to clear the exile out of the outpost and 
  secure the site, they can access the command-center computers 
  and retrieve all relevant information requested by the hiring 
  organization. You can use the results of Table 9 on page 21 to help 
  determine the reason for the abandonment of the colony. If the 
  natives viewed the Besmaran whelp as a rampaging demon, it was 
  the cause of the colonists fleeing and eventual demise—the whelp 
  attacked the colony’s shipments and destroyed the last fleeing 
  vessel. If the natives viewed the whelp as a reincarnation of an 
  elder, then a rogue strain of the Stardust Plague swept through the 
  colony, wiping it out in days. If the natives protect the whelp’s eggs, 
  then the colonists were wiped out by internal strife, with leaders 
  believing they had been infiltrated by sinister shape-shifting 
  threats. If the whelp was thought of as a prophecy, then some 
  other extrasolar force attacked the colony, but there is no concrete 
  information on what this force was.
  If the PCs return to the village, they find the inhabitants pleased 
  with their return and victory over the exile. They ask the PCs 
  many questions about if the “haunts” will return and if it is safe 
  to venture to the outpost now. They throw a small celebration in 
  the PCs’ honor and promise to look favorably upon Starfinders in 
  the future. 
  Guidance debriefs the PCs when they arrive on Absalom Station. 
  Read or paraphrase the following.
  “Welcome back, Starfinders. The contracting organization is 
  eager to review the data you have recovered. I’ve prepared 
  a list of subsequent missions that might appeal to you, once 
  you’re properly debriefed. There are a multitude of other lost 
  outposts in Near Space, and with your experience, we hope 
  you will take these assignments into consideration. Now, what 
  have you to report?”
  PRIMARY SUCCESS CONDITIONS
  If the PCs defeat the exile and recover the data the Society was 
  contracted to collect, they succeed at their mission and earn 1 Fame 
  and Reputation for their currently slotted faction boon. The PCs 
  receive the Contractor’s Respect boon on their Chronicle sheets.
  SECONDARY SUCCESS CONDITIONS
  If the PCs succeed at three or more Bluff, Diplomacy or alternative 
  skill checks to befriend the natives, they each earn 1 additional 
  Fame and Reputation for their currently slotted faction boon.
  
  19
  ASHES OF DISCOVERY
  APPENDIX 1: TABLES
  TABLE 1: PLANET GRAVITY
  d4 
  Gravity
  1 
  Low gravity (×1/3)
  2 
  Standard (×1)
  3 
  High gravity (×2) 
  4 
  Standard (×1) 
  TABLE 2: PLANET ATMOSPHERE
  d6 
  Atmosphere
  1 
  Thick
  2 
  Standard
  3 
  Thin
  4 
  Toxic1
  5 
  Disruptive to technology2
  6 
  Standard
  1 
  Type poison (inhaled); Save Fortitude DC 10; Track Strength; Frequency 1/day (creatures are considered exposed only once 
  per day); Cure 1 save. The natives are immune to any negative effects of their environment.
  2 
  After 1 hour in this environment, any item that can be targeted by technological effects must roll 1d6 ea ch time it is used. On a 
  result of 1, the item does not function that round. Analog items are immune to this effect. (The outpost equipment has been adapted to the 
  environment and is not subject to this effect.)
  TABLE 3: HIRING ORGANIZATION 
  d8 
  Organization 
  Linked Biome 
  Security Summoning Graft*  
  Storm Damage Type
  1 
  AbadarCorp 
  Urban ruins 
  Robot 
  Erratic energy fields (E)
  2 
  Church of Desna 
  Meteor shower 
  Azata 
  Falling stars (P)
  3 
  Hellknights of the Order of the Pike 
  Hellscape rifts  
  Devil 
  Hellfire (F) 
  4 
  Knights of Golarion 
  Temperate grassland 
  Archon 
   Lightning (E)
  5 
  Skyfire Legion 
  Tundra 
  Air elemental 
  Snow and ice (C)
  6 
  Ulrikka Clanholdings 
  Mountainous 
  Earth elemental 
  Bludgeoning rocks (B)
  7 
  Veylen Enterprises 
  Rocky desert 
  Inevitable 
  Toxic (A)
  8 
  Xenowardens 
  Thick forest 
  First World beast 
  Razor leaves (S)
  * 
  Apply these summoning grafts to the outpost security, following the rules on page 146 of the Alien Archive. See Appendix 2 on 
  page 22 for descriptions of these summoning grafts. 
  TABLE 4: BESMARAN WHELP OFFENSIVE TRAITS
  d4 
  Offense 
  1   
  Breath Weapon: The whelp gains a forward arc weapon. Range short; Damage 3d4; point (+8).
  2 
   
  Tracking Quills: The whelp gains a turret weapon: Range short; Damage 3d6; limited fire 5.
  3 
   
  Pulsing Bite: The whelp’s bite deals 2d4 damage in addition to the EMP effect.
  4 
   
  Radioactive Beam: The whelp gains a forward arc weapon. Range medium; Damage 4d4; line.
  
  20
  STARFINDER SOCIETY SCENARIO
  TABLE 5: BESMARAN WHELP DEFENSIVE TRAITS
  d4 
  Defense 
  1 
  Armored: The whelp gains +1 AC.
  2 
  Bioshields: The whelp gains shields 40 (forward 10, port 10, starboard 10, aft 10).
  3 
  Tracking Symbiotic Decoys: The whelp gains +2 TL.   
  4 
  Crystalline: The whelp takes half damage from any weapon with the word “laser” in its name.
  TABLE 6: BESMARAN WHELP SPECIAL TRAITS
  d6 
  Special
  1 
  Roll again on Table 4.
  2 
  Abnormally Fast: The whelp adds +2 speed.
  3 
  Death Throes: Upon death, the whelp acts as if it had activated a self-destruct system and deals 4d4 damage to any adjacent  
   
  starships.
  4 
  Cybernetics: The whelp has advanced computers and sensors that allow it to take science officer actions, as well as the  
   
  normal actions from living starship. It counts as having a +5 bonus to Computers checks (+8 in Subtier 3–4).
  5 
  Drift Hop: The whelp can teleport to any hex within 3 hexes instead of taking a gunnery action.
  6 
  Roll again on Table 5.
  TABLE 7: NATIVE PHYSICAL TRAITS
  d8 
  Physical Traits
  1 
  The natives have 4 legs and gain +10 land speed.
  2 
  The natives have compact or few bones. They can squeeze as if they were Small, and they have a 20% chance to treat a  
   
  critical hit against them as a regular hit. Roll this chance before the critical damage is rolled.
  3 
  The natives are simian creatures and have a prehensile tail. They can hold three hands’ worth of weapons and equipment.  
   
  This does not increase the number of attacks they can make in combat. 
  4 
  The natives have rocklike skin. They gain a +2 bonus to KAC.
  5 
  The natives are bioluminescent and can absorb energy. They gain resistance 3 to electricity and fire.
  6 
  The natives are draconic creatures. They are immune to paralysis and sleep. They gain a breath weapon (15-ft. cone, 2d4 E,  
   
  Reflex DC 12 half) 1/day; replace the damage type with the same damage type of the storm (see Table 3).
  7 
  The natives have visible tentacles. Add +1 to melee attack rolls and damage rolls. Change melee damage type to bludgeoning,  
   
  and add the grab special ability.
  8 
  The natives have a connection with trolls. They gain regeneration 2 that is suppressed by fire.
  
  21
  ASHES OF DISCOVERY
  TABLE 8: NATIVE CULTURAL TRAITS
  d8 Cultural Trait 
  Racial Trait 
  Alternative Skill 
  Interaction Bonuses
  1 
  The natives are awed by technology.  
  Distracting hack  
  Engineering 
  Androids and mechanics
   
   
  (per the mechanic trick) 
  2 
  The natives are led by solarian leaders. 
  +1 bonus to all saves 
  Mysticism 
  Solarians 
  3 
  The natives are reverent of 
  Trick attack +1d4 
  Stealth 
  Ysoki and operatives
   
  Lao Shu Po, the Grandmother Rat. 
  (per the operative ability)
  4 
  The natives are obsessed with racing 
  +1 bonus to EAC and KAC 
  Piloting 
  Ace pilots
   
  old, wheeled, gas-powered vehicles.
  5 
  The natives are fighting a plague.  
  — 
  Medicine 
  Mystics and anyone
   
  While they are not contagious, 
   
   
  who can heal
   
  the exile has a mutant strain that is.*
  6 
  The natives were conquered by the 
  +1 bonus to attack rolls and 
  Martial prowess  
  Vesk and soldiers
   
  Veskarium in the past.The Veskarium 
  damage rolls with melee weapons. 
  (1d20 + BAB + 
   
  has forgotten about them for now,  
   
  Strength modifier)
   
  but the natives still revere their 
   
  old masters.
  7 
  The natives are music aficionados. 
  +4 bonus to Perception checks. 
  Profession (musician) Anyone who has unique
   
   
   
    
  digital music
  8 
  The natives have encountered and. 
  Once per round, a native can roll 
  Culture 
  Shirrens
   
  are hiding from the Swarm. They  
  twice and take the better result
   
  are eager to hear of any stories a 
  on a save against a mind-affecting
   
  about opposing the Swarm 
  effect.
  * 
  Exile Strain—Type disease (inhaled); Save Fortitude DC 13; Track physical; Frequency 1/day; Cure 2 consecutive saves.
  TABLE 9: NATIVES’ VIEW OF THE BESMARAN WHELP
  d4 
  Natives’ View 
  Exile’s View
  1 
  The natives viewed the whelp as a rampaging demon;  
  The exile remained devout to the whelp and is enraged
   
  the natives view the PCs as heroic warriors. 
  at their god’s destruction. 
  2 
  The natives viewed the whelp as an enlightened reincarnation 
  The exile was studying the whelp in the hopes of becoming
   
  of an elder. The natives are dismayed at the whelp’s destruction,  
  one. Now, they can no longer learn from the whelp,
   
  but they understand that even powerful beings need to move  
  and the PCs must suffer for that loss. 
   
  along the cycle of reincarnation to become one with the universe. 
  3 
  The natives were tasked with protecting the Besmaran whelp’s  
  The exile hopes to steal the eggs and create an interstellar
   
  eggs. They now insist that the PCs have inherited that  
  armada to conquer others. The PCs are their only obstacle.
   
  responsibility because they killed the mother and that the PCs 
   
  must start fulfilling that responsibility by defeating the exile, 
   
  who wants to steal the eggs. 
  4 
  The whelp was part of a prophecy that foretold hero-gods would  
  The exile is sure they are the subject of the prophecy.
   
  one day overcome the creature and teach the natives how to  
  The exile hates the PCs for stealing that destiny.
   
  reach the stars.
  
  22
  STARFINDER SOCIETY SCENARIO
  APPENDIX 2: SUMMONING GRAFTS
  Apply the following summoning grafts to the outpost security 
  based on the result of rolling on Table 3 on page 19.
  AIR ELEMENTAL
  Traits: Air subtype, supernatural fly speed of 100 ft. (perfect).
  Abilities: Air mastery (Starfinder Alien Archive 47), whirlwind 
  (Alien Archive 158).
  Languages: Auran.
  ARCHON
  Type: Outsider (archon, extraplanar, good, lawful).
  Alignment: Change to LG.
  Traits: Low-light vision; supernatural fly speed of 30 ft. (perfect); 
  +4 to saving throws against poison; immunity to electricity and 
  petrification.
  Skills: Add Diplomacy and Intimidate.
  Languages: Common and Celestial.
  Attack: Add a ranged attack with a range increment of 60 ft.
  CR 1/3: Add Ranged light ray +2 (1d4 F).
  CR 1: Add Ranged light ray +6 (1d4+1 F).
  AZATA
  Type: Outsider (azata, chaotic, extraplanar, good).
  Alignment: Change to CG.
  Traits: Low-light vision; land speed increases to 30 ft.; immunity 
  to electricity and petrification; resistance equal to creature’s CR to 
  cold and fire.
  Skills: Add Culture.
  Languages: Common and Celestial.
  Attack: Add a ranged attack with a range increment of 120 ft. 
  that acts as a natural weapon.
  CR 1/3: Change melee attack bonus to +2, and add Ranged 
  celestial bow +5 (1d4 P).
  CR 1: Change melee attack bonus to +6, and add Ranged celestial 
  bow +9 (1d6+1 P).
  DEVIL
  Type: Outsider (devil, evil, extraplanar, lawful).
  Alignment: Change to LE.
  Traits: See in darkness; land speed increases to 30 ft..; immunity 
  to fire and poison; resistance equal to creature’s CR to acid and cold.
  Skills: Add Bluff and Mysticism.
  Languages: Common and Infernal.
  Attack: Change melee attack to claw (slashing damage).
  EARTH ELEMENTAL
  Traits: Earth subtype, blindsense (vibration) 60 ft., burrow 
  speed of 20 ft.
  Abilities: Earth glide, earth mastery (Alien Archive 47).
  Languages: Terran.
  FIRST WORLD BEAST
  Type: Magical beast (extraplanar).
  Traits: Low-light vision; blindsense (scent) 30 ft.; land speed 
  increases to 30 ft.; climb speed of 30 ft.
  Skills: Add Perception, Stealth, and Survival.
  Languages: Common and Gnome.
  Attack: Change melee attack to bite (piercing damage) with the 
  grab special ability.
  INEVITABLE
  Type: Outsider (extraplanar, inevitable, lawful).
  Alignment: Change to LN.
  Traits: Constructed (per the android racial trait); regeneration 1 
  suppressed by chaotic attacks.
  Skills: Add Engineering and Perception.
  Languages: Common.
  Attack: Add a ranged attack with a range increment of 50 ft. 
  that acts as a natural weapon.
  CR 1/3: Add Ranged arc gun +2 (1d4 E).
  CR 1: Add Ranged arc gun +6 (1d4+1 E).
  ROBOT
  Type: Construct (extraplanar, technological).
  Traits: Low-light vision; land speed increases to 30 ft.; construct 
  immunities; unliving; vulnerable to electricity.
  Skills: Add Computers.
  Languages: Common.
  Attack: Add a ranged attack with a range increment of 40 ft. 
  that acts as a natural weapon.
  CR 1/3: Change melee attack bonus to +2, and add Ranged sonic 
  gun +5 (1d4 So).
  CR 1: Change melee attack bonus to +6, and add Ranged sonic 
  gun +9 (1d4+1 So).
  
  23
  ASHES OF DISCOVERY
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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 Society Scenario #1–12: Ashes of Discovery © 2018, Paizo Inc.; Authors: 
  John Laffan and Crystal Malarsky.
  Event
  GM #
  GM Character #
  GM Fame Earned
  GM Name
  Date
  B
  A
  D
  C
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Starfinder Society Scenario #1–12:  
  Ashes of Discovery
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  
  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  7
  Character Chronicle #
  1–2
  3–4
  —
  733
  1,116
  1,499
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #1–12: Ashes of Discovery
  ▫ ▫ ▫ Contractor’s Respect (Social Boon; Limited Use): By successfully completing a mission to investigate an 
  abandoned outpost in Near Space, you also earned the esteem of a prominent organization within the Pact Worlds. You 
  can call upon the resources of this organization by slotting this boon. The organization loans you a set of armor or a 
  nonconsumable weapon (but fully loaded with conventional ammunition) for the duration of the adventure. The loaned 
  equipment must have an item level equal to or less than your character level + 1, up to a maximum item level of 8. The 
  item must be returned to the organization at the end of the adventure. Whenever you slot this boon, you must check 
  one of the boxes. 
  This boon might have additional uses based on the organization you have influenced. How this influence will play out 
  in the future is not yet clear. You will be told if this boon is important to a future scenario prior to slotting your boons. 
  When all the boxes are checked, you can no longer earn loaned equipment while slotting this boon, as your preferred 
  standing with this organization is expended.
  For tracking purposes, your GM should mark the name of your hiring organization here: __________________________ 
  Star Monster Slayer (Starship Boon): You defeated a spacefaring monster known as a Besmaran whelp. Since this 
  battle, you’ve mastered the art of battling against living starship-sized enemies when operating a starship of your own. 
  While this boon is slotted, you gain a +2 bonus to all skill checks made in a starship combat against an enemy living 
  starship. Any of your fellow crewmates who don’t have this boon slotted instead gain a +1 bonus to their skill checks 
  against enemy living starships—the direct result of your guidance during the battle.
  All Subtiers
  Reputation
  Subtier 3–4
  advanced medkit (2,700; item level 5; limit 2)
  azimuth laser pistol (425; item level 1)
  basic medkit (100; item level 1; limit 2)
  graphite carbonskin (1,220; item level 3)
  incendiary grenade I (375; item level 2; limit 4)
  medpatch (50; item level 1; limit 4)
  mk 1 ring of resistance (735; item level 2)
  mk 1 serum of healing (50; item level 1; limit 4)
  screamer grenade I (725; item level 4; limit 2)
  spell gem of lesser restoration (450; item level 5;  
  limit 1)
  spell gem of remove condition (450; item level 5;  
  limit 1)
  squad defiance series armor (1,220; item level 3)
  squad machine gun (2,060; item level 4)
  survival knife (95; item level 1)
  trailblazer fusion seal (4th) (1,114; item level 4)
  estex suit II (2,700; item level 5)
  incendiary grenade II (1,040; item level 6; limit 2)
  lashunta ringwear II (2,970; item level 5)
  shock grenade II (650; item level 4; limit 4)
  spell gem of remove affliction (1,400; item level 8;  
  limit 1)
  sprayflesh (440; item level 5; limit 2)
  static shock caster (4,620; item level 6)
  tactical dueling sword (475; item level 2)
  thunderstrike sonic rifle (3,400; item level 5)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 1/SF S01-12 - Ashes of Discovery.pdf