TEXT: YEAR OF 
  YEAR OF 
  EXPLORATION’S EDGE
  EXPLORATION’S EDGE
  BY KYLE THOMAS ELZY
  SCENARIO #3-12 
  LEVELS 5–8
  THE VAST 
  THE VAST 
  EXPERIMENT: 
  EXPERIMENT: 
  FIRST FLIGHT
  FIRST FLIGHT
  
  THE VAST EXPERIMENT: 
  FIRST FLIGHT
  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 Alien Archive 3 (AA3), 
  Starfinder Armory (AR), Starfinder Pact Worlds (PW), and Starfinder Starship Operations 
  Manual (SOM)
  Maps: Starfinder Flip-Mat: Basic Starfield and Starfinder Flip-Mat: Ghost Ship 
  Online Resource: Starfinder Reference Document at paizo.com/sfrd
  Table of Contents
  Adventure  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �3
  Appendix 1: Level 5–6 Encounters�  �  �  �  �  �  � 17
  Appendix 2: Level 7–8 Encounters�  �  �  �  �  �  � 22
  Appendix 3: Game Aids �  �  �  �  �  �  �  �  �  �  �  �  � 27
  Organized Play   �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  � 30
  AUTHOR
  Kyle Thomas Elzy
  DEVELOPMENT LEAD
  Thurston HIllman
  EDITING LEAD
  Leo Glass
  EDITOR
  Kieran Newton
  COVER ARTISTS
  Franklin Chan and Michele Giorgi
  CONTRIBUTING ARTISTS
  Franklin Chan, Rodrigo Gallo, Doruk Golcu, Mirco 
  Paganessi, and Michael Soong
  CARTOGRAPHER
  Damien Mammoliti
  ART DIRECTION AND GRAPHIC DESIGN
  Tony Barnett and Adam Vick
  ORGANIZED PLAY MANAGING DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  Robert G. McCreary
  DIRECTOR OF GAME DEVELOPMENT
  Adam Daigle
  PUBLISHER
  Erik Mona
  HOW TO PLAY
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more information 
  on scenario tags see Chapter 1 of the Guide to Organized Play: Starfinder Society.
  SUMMARY
  The PCs travel to an orbital shipyard above Aballon to oversee the completion of a state-of-the-art 
  prototype starship. Working closely with the two project leads, a renowned physicist and an 
  enigmatic PR representative, the PCs outfit the new vessel with cutting-edge systems and weapons. 
  They soon head out into the Vast where they perform a series of rigorous performance trials on 
  the ship. After successfully navigating an asteroid field and testing the ship’s long-range sensors, 
  the PCs engage two automated enemy fighters in a mock battle. Having sufficiently tested the 
  prototype, the PCs begin their return journey to the Pact Worlds. On their return flight, they answer 
  a distress call: a diplomatic vessel is under attack from a mysterious transport ship!
  PLAY TIME: 4–5 HOURS
  LEVELS: 5–8
  PLAYERS: 3–6
  sTaRship
  
  3
  BY KYLE THOMAS ELZY
  THE VAST EXPERIMENT: 
  FIRST FLIGHT
  WHERE IN THE 
  UNIVERSE?
  The adventure begins onboard a Resurgent Technologies’ 
  orbital shipyard above Aballon. As the adventure 
  progresses, the PCs travel into the Vast, where they 
  test their prototype starship in the expansive Butaan 
  Asteroid Field and participate in a mock battle above the 
  remote planet Chaulara. More information on Aballon and 
  Resurgent Technologies appears in Starfinder Pact Worlds 
  (page 18), and more information about the Vast appears in 
  the Starfinder Core Rulebook (page 291).
  In recent months, the newly elected First Seeker of the Starfinder 
  Society, a kasatha named Ehu Hadif, took the first steps in fulfilling 
  his promise to realign the organization with its exploratory roots. 
  Ehu seeks to expand exploration into the unknown reaches of 
  the Vast. With the Society’s fleet battle-scarred and slowly 
  becoming outdated for modern use, the First Seeker enlisted the 
  aid of two Starfinder Society factions, the intrepid Wayfinders 
  and the intelligence-gathering Dataphiles, to help cultivate a new 
  generation of starships designed to carry brave Starfinders into 
  the unknown.
  Surprisingly, 
  the 
  Aballon-based 
  corporation 
  Resurgent 
  Technologies offered support for the project, generously offering 
  to develop a state-of-the-art prototype vessel. The corporation 
  also sweetened the deal by offering to pay for the construction 
  and maintenance of the vessel, so long as the Society agreed to 
  conduct rigorous testing on the completed ship. The full reasoning 
  for Resurgent Technology’s intervention remains a mystery, but the 
  Society is happy to work with a dedicated partner for this project.
  Several months ago, however, development hit a snag. Because 
  the prototype’s advanced sensors require precise calibration, 
  Resurgent Technologies decided only the designer of those 
  components, a noted wrikreechee physicist named Tsi Tsorsk, 
  could complete the task. Unfortunately, Dr. Tsorsk’s last known 
  location, the Indigo Deep research station above the gas giant 
  Wehemothal, had stopped sending regular reports.
  A team of Starfinders, accompanied by the Wayfinders’ 
  spirited ysoki leader, Fitch, set out immediately to retrieve the 
  doctor, reestablish communications, and resupply the facility. 
  Upon arrival, however, the mission took a dangerous turn. A 
  monstrous leviathan creature, lured in by the scientists’ research 
  activity, had crippled the station and set dozens of its alien brood 
  loose inside. Luckily, the agents succeeded in rescuing Dr. Tsorsk 
  and her surviving personnel, narrowly escaping the immense 
  creature’s hungry pursuit. The Starfinders quickly returned to the 
  Pact Worlds. (These events occurred in Starfinder Society #3–04: 
  The Vast Experiment: Falling into Deliverance.)
  Drawing from Dr. Tsorsk’s invaluable expertise, Resurgent 
  Technologies has finished its first pass work on a basic build for 
  the Society’s prototype starship. Now it’s time for a Starfinder 
  crew to outfit and test the new vessel!
  GETTING STARTED
  The PCs have just returned to Absalom Station, having completed 
  their last assignment and eager for a little rest and recreation. 
  Chiskisk (N host shirren), an elected member of the Forum, 
  brings the PCs together shortly after their arrival on the station. 
  Chiskisk instructs the Starfinders to report to their office in the 
  Lorespire Complex for a mission briefing.
  Upon arrival, the PCs reach the designated conference 
  room, where Chiskisk awaits them. After exchanging some 
  short pleasantries, the shirren gets down to business. Read or 
  paraphrase the following to get the adventure underway.
  “As you may know,” Chiskisk begins, “First Seeker Hadif has 
  made it an early priority to expand the Starfinders’ exploratory 
  presence in the galaxy, particularly in the Vast, where so much 
  remains undiscovered. For that goal to become reality, however, 
  the Society must modernize. Our fleet is becoming outdated and 
  ill-equipped for the rigors of deep-space exploration. Now, we 
  hope to change all of that!”
  “In collaboration with our manufacturing partner, Resurgent 
  Technologies, we have the opportunity to test a prototype 
  
  STARFINDER SOCIETY SCENARIO
  4
  CHISKISK
  starship that—we hope—will serve as the blueprint for a 
  new fleet of Starfinder vessels.
  “I am sending you to a Resurgent Technologies 
  shipyard orbiting Aballon. There,  
  I need you to help oversee 
  the prototype’s completion, 
  then subject it to a series 
  of rigorous tests. This 
  is an important trial and 
  the 
  Society 
  expects 
  an 
  exemplary performance, so 
  be as thorough as you can. Your 
  contact is Dr. Tsi Tsorsk, the 
  project lead. She’ll work with you 
  to outfit the vessel for testing. She 
  expects your team to arrive within the 
  week, so best not delay.”
  Chiskisk allows for questions, offering 
  any answers as succinctly as possible.
  What kinds of performance tests 
  should we conduct? Chiskisk shrugs. 
  “We’re leaving it up to you. First Seeker 
  Hadif expects an honest, impartial, and 
  comprehensive evaluation. He feels 
  there is no better judge than a team of 
  Starfinders, so consider this a field simulation.”
  What can you tell us 
  about Dr. Tsorsk? If the 
  PCs haven’t met Dr. Tsorsk, 
  Chiskisk describes her as a 
  renowned wrikreechee physicist 
  and leading expert on starship 
  instrumentation. They explain 
  that she joined the project 
  after Starfinders rescued her 
  and other survivors from a 
  research station besieged by 
  a leviathan creature.
  If the PCs rescued Dr. 
  Tsorsk 
  themselves 
  (by 
  having a Chronicle sheet for 
  Starfinder Society #3–04: The 
  Vast Experiment: Falling into 
  Deliverance), Chiskisk offers 
  an update: “After spending 
  some time recovering and grieving the 
  loss of her colleagues, Dr. Tsorsk has 
  become a tireless contributor on this 
  project. In just a few months, she’s taken 
  a leading role.”
  What do we know about Resurgent Technologies? Chiskisk 
  replies, “Resurgent Technologies is a research and development 
  company based on Aballon—quite old and tremendously 
  secretive, but an exemplary partner by every measure. 
  In fact, the company approached us 
  about building the prototype, not the 
  other way around. So far, Resurgent 
  Technologies has absorbed all construction 
  and maintenance costs, as well. 
  It’s an auspicious deal for the 
  Starfinder Society.”
  CULTURE 
  (RECALL 
  KNOWLEDGE) 
  OR DIPLOMACY 
  (GATHER 
  INFORMATION)
  Based on the result of a Culture or 
  Diplomacy check, the PCs may be able 
  to recall or discover more details about 
  the enigmatic Resurgent Technologies. 
  They learn all the information listed for 
  the DCs equal to or less than the result 
  of their check.
  10+: While many have heard about 
  the Aballonian corporation known as 
  Resurgent Technologies, few know what 
  creations it has been specifically been responsible for.
  15+: Based on Aballon, the company primarily employs 
  technological beings, including anacites (for labor) and 
  androids (for operations management). It’s known 
  to occasionally employ outside agencies to assist 
  in its extrasolar operations.
  20+: Resurgent 
  Technologies 
  is 
  believed to predate the Gap, but its latest 
  creations are anything but antiquated. 
  Currently, the company is pushing 
  the boundaries of development, 
  blending magic with new and 
  innovative technologies.
  25+: 
  A 
  subsidiary 
  of 
  Resurgent Technologies was 
  used as a front for a shadowy 
  organization’s meetings to disrupt 
  Starfinder Society activities. After 
  these events went public, Resurgent 
  Technologies disavowed the actions 
  of their subsidiary and approached the 
  Society to develop a new starship as a 
  means of making amends.
  THE SHIPYARD
  After their meeting with Chiskisk, the PCs depart for Aballon 
  onboard a chartered Starfinder Society shuttle. Once they arrive, 
  DR. TSI TSORSK
  
  THE VAST EXPERIMENT: FIRST FLIGHT
  5
  the shuttle navigates toward an immense space dock floating in 
  the planet’s orbit. On approach, the PCs catch a brief 
  glimpse of the prototype starship nestled inside 
  Resurgent Technologies’ sprawling shipyard. The 
  vessel’s smooth, reflective hull glimmers under 
  the bright lights of the construction hangar.
  Within the hour, the PCs dock at the shipyard 
  and pass through clearance checks from anacite 
  guardians and android interrogators. Eventually, 
  the PCs reach the project command center.
  MEETING DR. TSORSK
  The 
  project’s 
  command 
  center 
  resembles a starship bridge. Its 
  white, angular walls are packed 
  with computer terminals and display 
  monitors. A central workstation is 
  piled high with schematics, diagnostic 
  readouts, and handwritten notes.
  The bleary-eyed Dr. Tsi Tsorsk (CN 
  female wrikreecheeAA) greets the PCs 
  inside the command center. She’s eager 
  to talk, despite her exhaustion. Behind 
  her stands a male android wearing an 
  impeccably tailored silver-and-black suit. The android introduces 
  himself as Aphon (LN male android operative), a public relations 
  representative and project liaison for Resurgent Technologies.
  The PCs can ask Dr. Tsorsk about the incident at Indigo Deep. 
  Mournfully, Tsorsk expresses regret about the loss of the station 
  and the deaths of so many colleagues, but admits she had little 
  time to grieve.
  “After I recovered, I expected to take some time off—decompress, 
  mourn lost friends, put aside my research for once. But these 
  claws are not meant to be idle, it turns out. I couldn’t sleep, and I 
  spent all my waking hours tied up in some astrometric equation 
  or other. Resurgent Technologies was very eager to bring me 
  into the project. So, here I am.”
  If the PCs attempt to engage Aphon, the humorless android 
  offers well-rehearsed statements on the company’s commitment 
  to the project and to providing the Starfinder Society with the 
  highest-quality products possible. A PC who succeeds at a DC 23 
  Sense Motive check determines that Aphon is processing various 
  algorithms at the same time while conversing. The PC also notes 
  that the android seems to be recording (and possibly streaming) 
  conversation data between Dr. Tsorsk and the PCs in real time.
  THE PROTOTYPE REVEALED
  With initial greetings out of the way, Dr. Tsorsk turns and makes 
  a few keystrokes on the main computer terminal. Heavy steel 
  window shades roll back from the wall, revealing the prototype 
  starship docked in the adjacent bay, just beyond the viewing 
  glass. Up close, the PCs take in the aesthetics of the vessel, 
  with its smooth, reflective surface and aerodynamic 
  teardrop shape. Tiny weld sparks erupt in key sections 
  that appear unfinished: weapon mounts, shield 
  generators, armor plating. Proudly, the wrikreechee 
  physicist gestures to the ship.
  “This, my new friends, is your prototype starship. It’s 
  a Wraith-class destroyer—the first of its kind—and 
  dare I say, one of the most sophisticated vessels 
  in the Pact Worlds today. That might be 
  hyperbole, but you should know 
  that no expense has been spared 
  on this project. We have pushed 
  the technology to its bleeding 
  edge… and this is the result. Let’s 
  take a closer look.”
  Dr. Tsorsk calls up detailed 
  schematics of the starship on 
  the huge display monitors flanking 
  the window view. The display shows a 
  rotating power core unit with text that 
  reads “250-PCU Pulse Orange Core, 
  proprietary interphase thrusters, a fully integrated tetranode 
  CPU, long-range sensors, and more”. A PC who succeeds at a 
  DC 20 Engineering check (DC 23 in Levels 7–8) recognizes the 
  thrusters as being constructed from inubrix, or “ghost iron,” a 
  soft metal alloy capable of phasing through dense physical 
  matter (Starship Operations Manual 23).
  Aphon chimes in.
  “We have prepared several options for your consideration and 
  approval. From here, you have complete autonomy in tailoring 
  the starship as you see fit. We want to ensure the prototype 
  exceeds the Society’s expectations for the forthcoming trials 
  and those beyond.”
  On the monitor displays, Dr. Tsorsk isolates five areas of the 
  ship that the PCs must address, then asks where they would like 
  to begin.
  OUTFIT THE PROTOTYPE 
  STARSHIP
  Resurgent Technologies has already equipped the starship’s base 
  frame with various systems and weapons. In order to complete 
  the prototype, the PCs must select a system for each of the five 
  component areas Dr. Tsorsk identifies. These areas include: (1) 
  Armor, (2) Shields, (3) Forward Arc Heavy Weapon Mount, 
  (4) Turret Light Weapon Mount, and (5) Additional Systems / 
  Expansion Bays. 
  APHON
  
  STARFINDER SOCIETY SCENARIO
  6
  The PCs choose their desired components in any order. No 
  budget calculations are required: any combination of weapons 
  and systems the PCs select will automatically fall within the 
  maximum build points (BP) and power core units (PCU) allotted.
  1. ARMOR
  Once the PCs are ready to select an armor option, Dr. Tsorsk keys 
  in a command on the main computer terminal. Onscreen, several 
  sections of the prototype’s hull illuminate on the schematic 
  display, showing the PCs where armor plating will be installed. 
  Dr. Tsorsk toggles between two armor overlays, explaining the 
  advantages and drawbacks.
  “Let’s take a look at armor options. Of course, standard armor 
  will repel direct-fire attacks, and the thicker the better. If you 
  need a little more maneuverability, however, consider installing 
  ablative armor. The composite steel is lighter and more layered, 
  allowing the ship to absorb damage evenly across the hull. That 
  said, ablative armor will make the prototype more vulnerable to 
  enemy target locks.”
  Refer to Table 1–1 in Appendix 1 (page 17) to review special 
  properties for each armor option. In Levels 7–8, instead refer to 
  Table 2–1 in Appendix 2 (page 22). 
  The PCs select one armor type. Dr. Tsorsk nods, locking in 
  the chosen option. If the PCs choose ablative armor, apply the 
  temporary hull points the armor grants evenly across all four arcs.
  2. SHIELDS
  Once the PCs are ready to select a shielding option, Dr. Tsorsk 
  keys in a command on the main computer terminal. Onscreen, 
  several points on the prototype starship’s hull illuminate, 
  showing the PCs locations for shield generators. Two possible 
  shielding overlays appear.
  “This ship will certainly need protective shields out in the Vast. 
  Let me show you the two best options. Conventional shields 
  excel at absorbing weapon damage, and they regenerate over 
  time once you’re out of combat. But the more damage they 
  absorb, the faster they deplete. Modern deflector shields can 
  deflect incoming fire entirely. Just remember: any amount of 
  damage to the hull reduces the deflector shields’ effectiveness.”
  Refer to Table 1–2 in Appendix 1 (page 17) to review special 
  properties for each shielding option. In Levels 7–8, instead refer 
  to Table 2–2 in Appendix 2 (page 22). 
  The PCs select one shield type. Dr. Tsorsk nods, locking in the 
  chosen option. If the PCs choose conventional shields, the total 
  shield value should be applied evenly across all four arcs.
  RESURGENT 
  PROTOTYPE
  PROTOTYPE STARSHIP: 
  BASE STAT BLOCK
  For a group of 4–6 PCs of 5th or 6th level, the prototype is 
  a Tier 6 starship with a budget of 43 Build Points and 120 
  Power Core Units. Use the base stat block in Appendix 1 
  (page 17). 
  For a group of 4–6 PCs of 7th or 8th level, the prototype 
  is a Tier 8 starship with a budget of 54 Build Points and 
  104 Power Core Units. Use the base stat block in Appendix 
  2 (page 22).
  
  THE VAST EXPERIMENT: FIRST FLIGHT
  7
  3. FORWARD ARC: HEAVY 
  WEAPON MOUNT
  Once the PCs are ready to outfit the prototype with a heavy 
  weapon on the forward arc, Dr. Tsorsk keys in a command on the 
  main computer terminal. Onscreen, the schematic display rotates 
  until the vessel’s forward arc is visible. The weapon mounts 
  illuminate, with one slot—the secondary heavy—ready to be filled. 
  Dr. Tsorsk toggles through the PCs’ weapon options.
  “This ship offers a strong punch on the forward arc already: 
  a heavy laser cannon. That’ll serve well in firefights, but why 
  stop there? A ramming prow would make for an intimidating 
  close-quarters option, should you need it. Alternatively, the 
  counter-missile bank offers a solid defense against incoming 
  ordnance. Be advised, though: it’s limited to six rounds.”
  Refer to Table 1–3 in Appendix 1 (page 17) to review special 
  properties for each heavy weapon option. In Levels 7–8, instead 
  refer to Table 2–3 in Appendix 2 (page 22). 
  The PCs select one weapon option. Dr. Tsorsk nods, locking in 
  their selection.
  4. TURRET: LIGHT WEAPON 
  MOUNT
  Once the PCs are ready to outfit the prototype with a light 
  weapon on the ship’s turret, Dr. Tsorsk keys in a command on 
  the main computer terminal. Onscreen, the schematic display 
  rotates to a dorsal view so the vessel’s turret mount is visible. 
  The weapon slot illuminates, showing the full 360-degree range 
  of motion. Dr. Tsorsk toggles through the turret options.
  “A starship’s turret mount is its most versatile weapon 
  placement. A flak thrower would enhance the prototype’s ability 
  to shoot down tracking projectiles. The light buster cannon, 
  on the other hand, can devastate enemy shields. My personal 
  favorite is the mining laser. Aside from splitting space rocks, the 
  laser’s focused beam can slice through shields and even pierce 
  an attacking ship’s hull: an effective deterrent that might win 
  battles before they even begin.”
  Refer to Table 1–4 in Appendix 1 (page 17) to review special 
  properties for each turret weapon option. In Levels 7–8, instead 
  refer to Table 2–4 in Appendix 2 (page 22). 
  The PCs select one weapon, and Dr. Tsorsk nods, locking in the 
  chosen option.
  5. ADDITIONAL SYSTEMS/
  EXPANSION BAYS
  Once the PCs are ready to fill the prototype’s secondary systems 
  and expansion bays, Dr. Tsorsk keys in a command on the main 
  computer terminal. The schematic display transforms into an 
  exploded view of the ship’s integrated expansion slots. Each one 
  illuminates, giving the PCs a complete picture of the possible 
  configurations. Dr. Tsorsk outlines two loadout options, each one 
  designed for a specific use in the field.
  “I’ve prepared some useful system loadouts for your team to 
  consider, depending on your needs. The Exploration loadout 
  includes science labs, enhanced sensors that double the 
  scanning range, and a consciousness uplink drive. That means 
  anyone with a datajack can interface directly with the ship, 
  making possible all sorts of tricky maneuvers. If you prefer a 
  more high-tech option, the Technology loadout offers enhanced 
  sensors, a workshop for tech builds, and a data net for sharing 
  vital information with other networked Starfinder vessels. 
  Which one should we install?”
  Refer to Table 1–5 in Appendix 1 (page 18) to review special 
  properties for each system loadout. In Levels 7–8, instead refer to 
  Table 2–5 in Appendix 2 (page 23). 
  The PCs select one loadout. Dr. Tsorsk nods, locking in the 
  chosen option.
  NAMING THE PROTOTYPE 
  STARSHIP
  Once the PCs have made their final selections, only one task 
  remains: naming the prototype starship. Dr. Tsorsk invites them 
  to take a few minutes and decide on a name for the vessel: one 
  that honors the legacy of the Starfinder Society, its dedication to 
  discovery and exploration, or the deeds of the PCs themselves.  
  Development: With the name decided and the PCs’ selections 
  in hand, Dr. Tsorsk pledges to begin final installation immediately. 
  She instructs the PCs to return to the launch hangar in 72 hours, 
  prepped and ready to set off.
  LAUNCH
  After a few days, the PCs return to the launch hangar and board 
  the completed prototype starship, its hull now emblazoned with 
  their selected name. They spend several minutes inspecting 
  the vessel inside and out, exploring its glassy white rooms and 
  corridors, and settling into their cabins. Finally, the PCs begin 
  pre-launch diagnostics and system checks as they prepare to set 
  off into the Vast for testing. 
  Just before the PCs take flight, however, Aphon makes 
  his way aboard, alongside Bivi-4 (LN agender anacite), a 
  spindly, mollusk-shaped engineer with a disorienting array of 
  appendages. The limbs appear to serve as both arms and legs, 
  oscillating at random. The android explains his presence with 
  little emotion:
  “I will be accompanying your team as a Resurgent Technologies 
  representative. My primary responsibility is to help evaluate 
  the ship’s performance. However, my superiors would also like 
  for me to observe a Starfinder team in action so we can better 
  understand our Society partners and meet their needs with 
  optimum efficiency. Bivi-4 will join us, as well.”
  
  STARFINDER SOCIETY SCENARIO
  8
  A PC who succeeds at a DC 20 Sense Motive check notes that 
  Aphon is speaking truthfully. If the PCs inquire about Bivi-4, 
  Aphon explains the anacite is a multipurpose engineer who can 
  assist with any crew responsibilities or technical complications, 
  as the need arises.
  The PCs complete their preparations and finally push off, 
  navigating the prototype out of the orbital shipyard and into 
  open space. Aphon activates the proximity guidance overlay, 
  which appears on the viewscreen. A PC with the Piloting skill 
  must succeed a DC 15 Piloting skill check (DC 18 in Levels 7–8) 
  in order to fly smoothly through the hangar doors without an 
  embarrassing scrape of the hull. If the PC struggles to keep the 
  ship on track, Bivi-4 takes control via an adjacent computer 
  station and complains, loudly.
  Development: With the PCs, their android chaperone, and one 
  cantankerous anacite aboard, the prototype starship is ready to 
  embark on its maiden voyage. The pilot can activate the starship’s 
  engine and enter the Drift, bound for the Vast.
  HELPING HAND
  If there are 6 PCs, then Aphon and Bivi-4 spend their time 
  documenting the PCs’ activities. For smaller groups, the pair can 
  help fill starship roles. For a group of 4-5 PCs of 5th or 6th level, 
  use the following stat values (respectively) when either Aphon or 
  Bivi-4 attempts a skill check as a starship officer. For higher-level 
  PCs, refer to the sidebar on this page. If there are 5 PCs, then 
  Bivi-4 offers their assistance. If there are 4 PCs, then both Aphon 
  and Bivi-4 take up positions on the ship.
  APHON
  Male android operative
  LN Medium humanoid (android)
  STATISTICS
  Skills Computers +13 (6 ranks), Diplomacy +18 (6 ranks), 
  Gunnery +13 (6th level), Perception +13 (6 ranks), Piloting 
  +15 (6 ranks), Stealth +18 (6 ranks)
  BIVI-4
  Agender anacite mechanic
  LN Medium construct (technological)
  STATISTICS
  Skills Computers +11 (5 ranks), Disguise +11 (5 ranks), 
  gunnery +11 (5th level), Engineering +16 (5 ranks), 
  Perception +11 (5 ranks), Piloting +16 (5 ranks)
  INTO THE VAST
  As the PCs get underway and depart the station, Aphon reveals 
  the mission destination: Chaulara, a remote world located deep in 
  the Vast. A PC who succeeds at a DC 15 Physical Science (Recall 
  Knowledge) check discerns that Chaulara is an ice giant orbiting a 
  white dwarf star. A PC who succeeds the check by 5 or more also 
  realizes that the planet’s three rocky moons—Nipreke, Sindurn, 
  and Orahat—remain largely unexplored, save for a Resurgent 
  Technologies research satellite that monitors the system’s status. 
  Their destination is intended to replicate the length of a journey 
  for a standard Starfinder Society exploration mission. 
  Aphon indicates that the travel time (5d6 days) is long and 
  that the PCs should use the time to relax in preparation for 
  the testing.
  Roughly halfway through the journey, the PCs come across 
  another vessel in the Drift. The vessel self-identifies as the Shield 
  Shard, and a science officer who successfully scans the vessel 
  recognizes it as an Inheritorworks Shieldcraft (Starfinder Pact 
  Worlds 159). The vessel’s captain, a smiling lashunta named 
  Harlaena (LG female korasha lashunta), greets the PCs. She 
  explains that her vessel is investigating the disappearance of 
  several Knights of Golarion starships in an area of the Vast where 
  Drift beacons have started to suddenly deactivate. The captain 
  has little time for pleasantries, but wishes the PCs well on their 
  journey and prays for Iomedae to watch over them before ending 
  communications and continuing on. The Shield Shard’s presence 
  is not required in this adventure, though it foreshadows larger 
  events surrounding the continuing deactivation of Drift beacons 
  throughout the Vast.
  BUTAAN ASTEROID 
  FIELD
  Following their brief encounter with the Shield Shard, the PCs 
  finish their trip without further incident. After the PCs arrive in 
  the system, Aphon directs the ship to the nearby Butaan Asteroid 
  Field: an excellent testing ground for evaluating the prototype’s 
  maneuverability, weapons, and sensor-scanning capabilities.
  As the PCs approach the Butaan Asteroid Field, which is a 
  dense ocean of rocky planetoids, they detect rocky debris of 
  varying sizes. Countless floating rocks of every size and shape 
  drift in and out of view—some as small as a shuttlecraft, others 
  as massive as planetary moons. Upon arrival, Aphon recommends 
  several options for testing the prototype starship.
  “We should use the asteroids to test maneuvering capability 
  and weapon targeting. Let’s test the ship’s advanced inubrix 
  thrusters by attempting to phase through some of the smaller 
  debris. While we’re here, we should also conduct scanning 
  operations through the dense asteroid field to determine the 
  strength and accuracy of the ship’s long-range sensors.”
  SCALING APHON AND BIVI-4
  To accommodate a group of 5-6 PCs of 7th or 8th level, 
  increase both Aphon and Bivi-4’s skill modifiers by 3 and 
  their skill ranks by 2.
  
  THE VAST EXPERIMENT: FIRST FLIGHT
  9
  Aphon proposes the PCs partake in the tests listed below, 
  though he stops the diagnostics once the PCs succeed at three 
  tasks, citing that he has all the data he needs. If the PCs fail a test, 
  Aphon records the data and moves onto the next test. These tests 
  may be completed in any order.
  Evasive Maneuvers (Piloting): Despite its large size, the 
  prototype starship is built to be nimble and easy to maneuver 
  in tight navigation and combat situations. The varying sizes and 
  trajectories of the asteroids offer a significant challenge for the 
  ship and its pilot. A Pilot can navigate the ship slowly through a 
  section of the asteroid field, weaving between the drifting rocks. 
  On a successful DC 15 Piloting check (DC 17 in Levels 7–8), the PC 
  deftly avoids the asteroids without a single collision. On a success, 
  Aphon suddenly increases the thruster output, boosting the ship’s 
  speed and necessitating a successful DC 18 Piloting check (DC 20 in 
  Levels 7–8) for the PC to maintain control and thread the prototype 
  between two large asteroids just before they collide. Failing either 
  check causes the starship to take 6d6 damage (10d6 in Levels 7–8) 
  to a random shield facing. If the Pilot succeeds at these checks, 
  Aphon congratulates them on their exceptional display of skill 
  while taking copious notes on the maneuvers.
  Weapon Targeting (Gunnery or Piloting): The prototype is 
  outfitted with several types of weapons, each with its own 
  targeting quirks and challenges. Any gunner can put the ship 
  through a series of combat maneuvers, testing each firing arc in 
  sequence. For each mounted ranged weapon, the same or another 
  PC attempts a DC 17 gunnery check (DC 20 in Levels 7–8) to 
  successfully zero in, lock on target, and fire at the floating space 
  rocks as they tumble and drift through the arc. On a success, 
  the targeting succeeds, and any asteroids a weapon strikes 
  shatter into smaller fragments. If a ramming prow is installed, 
  a PC with the Piloting skill can attempt a DC 16 Piloting check 
  (DC 19 in Levels 7–8) to ram a medium-sized asteroid (equal to a 
  medium-sized starship). On a success, the asteroid splits in half.
  Phasing Through Objects (Piloting or Engineering): Because 
  the prototype’s thrusters are constructed from the unique alloy 
  inubrix, commonly called “ghost iron,” the ship can phase through 
  solid matter (Starship Operations Manual 23). The phase duration 
  is brief, but potentially long enough to avoid a crucial hit from 
  an enemy torpedo or missile. To thoroughly test this ability, the 
  PCs can attempt to phase the prototype through smaller asteroid 
  debris. A PC that succeeds at a DC 20 Piloting or Engineering 
  check (DC 22 in Levels 7–8) activates the phase property and 
  moves toward a target. If the maneuver is successful, the ship 
  passes through the rock unscathed. On a failed check, the ship’s 
  proximity alarms activate and Bivi-4 navigates the ship quickly 
  away, just as it returns to its tangible state.
  Long-range Scanning (Computers or Physical Science): A 
  powerful array of long-range sensors is key to the Society’s 
  exploration of the Vast, especially those that can detect spatial 
  anomalies and potential threats long-before encountering them. 
  Although the dense asteroid field may present a challenge, any 
  PCs with the appropriate skills can test the limits and effectiveness 
  of the prototype’s long-range sensors. (If Surveying Sensors are 
  installed, a PC using the Computers skill doubles their modifier, 
  to a maximum of +8). On a successful DC 20 Computers check 
  (DC 23 in Levels 7–8), the PCs identify a distant test buoy that 
  responds back with a pre-programmed “You found me!” signal. 
  A PC who succeeds at a DC 20 Physical Science check (DC 23 
  in Levels 7–8) identifies a rapid increase of radiation on Elao, a 
  distant moon orbiting the gas giant Irtanza.
  Bio-scanning (Computers or Life Science): The prototype’s 
  robust sensors allow for detailed scanning of biological anomalies 
  at long range. Although the asteroid field interferes with the 
  sensors, a PC who succeeds at a DC 20 Computers or Life Science 
  check (DC 23 in Levels 7–8) can scan the surrounding space for 
  living creatures in proximity to the ship. On a success, the PCs 
  detect a large pod of oma traveling beyond the far end of the 
  asteroid field.
  Development: With several trials completed and the data 
  recorded, Aphon recommends continuing to Chaulara for the 
  prototype starship’s final performance test. As long as the 
  PCs successfully completed at least three of these tests, they 
  complete part of their secondary mission objective.
  A� OVER CHAULARA
  After their tests in and around the Butaan Asteroid Field, the PCs 
  can make their way towards their ultimate destination: into orbit 
  above Chaulara. The icy planet’s extreme axial tilt makes for a 
  volatile atmosphere, driving vast ice storms across its desolate, 
  rocky surface.
  The PCs have little time to study the view. Suddenly, the 
  prototype’s combat sensors begin to wail. A PC operating as 
  science officer notes two inbound fighters in attack formation, 
  bearing down fast. As the PCs spring into action, readying the 
  ship for battle, Aphon speaks:
  “Starfinders, this is the prototype starship’s final performance 
  test. I have just activated two fighters in orbit around Chaulara. 
  Both are automated and programmed to attack this vessel, 
  simulating a real combat scenario. Although their armaments 
  will look and feel real, the damage they inflict will also be 
  simulated. Destroy the fighters in order to complete this test.”
  Starship Combat: The PCs’ starship begins in the center of the 
  map on page 10, with a facing randomly determined by rolling 
  1d6. Both of the automated starships begin 3d6+5 hexes away 
  from the PCs, facing toward their ship. 
  The Resurgent Technologies vessels’ advanced programming 
  allows them to act as Pilot, Engineer, Science Officer, and up to two 
  gunners without penalty. The fighters have simple programming 
  and focus their actions on lining up to the port or starboard of 
  the PCs’ vessel and firing their heavy weapons in an attempt to 
  overwhelm the ship with sheer damage. They redistribute shields 
  when struck, recognizing that they have far too few Hull Points 
  to contend with the PCs’ larger frame.
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  A. OVER CHAULARA
  A. OVER CHAULARA
  B. AMBUSHING THE AMBUSHER
  B. AMBUSHING THE AMBUSHER
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  BASIC STARFIELD
  BASIC STARFIELD
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  
  THE VAST EXPERIMENT: FIRST FLIGHT
  11
  11
  Though it’s not apparent during this combat, the PCs’ vessel 
  takes no actual damage from the attacking vessels. All combat 
  damage is simulated by onboard computers.
  LEVELS 5–6
  RESURGENT APHYRA (2) 
  TIER 3
  Page 19
  LEVELS 7–8
  RESURGENT APHYRA (2) 
  TIER 5
  Page 24
  Development: Once the PCs reduce one of the opposing ships 
  to 0 or fewer Hull Points, that ship deactivates and no longer 
  participates in the combat. Once the PCs defeat both opposing 
  vessels, the battle ends. Aphon congratulates the PCs on their 
  victory and a successful performance trial. He explains that all 
  the necessary combat and flight data has been recorded and 
  recommends a swift return to Aballon.
  Before leaving the system, any of the PCs can attempt a DC 13 
  Engineering check (DC 16 in Levels 7–8) to verify the prototype 
  starship incurred no actual damage from the engagement, and 
  systems return to normal shortly after the test concludes. After 
  confirming all systems are operating normally, the PCs can enter 
  the Drift for their return journey to the Pact Worlds.
  B� AMBUSHING THE 
  AMBUSHER
  As the PCs make their way back to the Pact Worlds, their 
  starship’s sensors pick up a distress call. The signal includes 
  an uncorrupted set of coordinates within the nearby Drift, but 
  the transmission is otherwise garbled. However, a PC 
  who succeeds at a DC 16 Computers check (DC 19 
  in Levels 7–8) can clear up the message. Read or paraphrase 
  the following.
  “To all vessels in range: this is the diplomatic starship Linovae 
  requesting immediate assistance! We are under attack from an 
  unknown vessel in the Drift. Our present location is attached. 
  Transmitting coordinates with this message… please hurry! Our 
  shields are failing!”
  If a PC checks the coordinates, they can identify the position of 
  the ailing vessel as shockingly close—less than an hour of travel 
  away. Aphon immediately suggests the PCs alter course and 
  intervene, going so far as to demand that such a “side mission” 
  could provide invaluable additional data. If the science officer 
  succeeds at a DC 15 Computers or Physical Science check (DC 18 
  in Levels 7–8) using the ship’s long-range sensors, they identify 
  two ships presently located at the coordinates. 
  Upon closer approach, the PCs discover two ships in the area: 
  a Hivonyx Ambassador starship, the Linovae, which appears to be 
  low on power and venting hydrogen, as well as an Idaran Mirage 
  transport vessel displaying light particle beam discharges. 
  The Hivonyx Ambassador broadcasts a distress signal on all 
  communications frequencies in an attempt to garner assistance 
  from any nearby vessels.
  Communications: As the PCs arrive, the Idaran Mirage 
  identifies itself as the Corsair and broadcasts a video feed that 
  shows a dangerous-looking crew of humanoid pirates on the 
  bridge. The Corsair’s crew includes a massive one-armed vesk, 
  a lashunta in piecemeal armor with jagged spikes, and a pair of 
  shirren holding serrated daggers. The vesk addresses the PCs in 
  an accent more akin to vidcast pirate speak than any standard 
  LINOVAE
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  speech pattern. She goes on to explain that she and her crew are 
  “in search of the treasure” and refers to the PCs as scallywags in 
  their way. 
  A PC acting as science officer who succeeds at a DC 25 
  Computers check (DC 28 in Levels 7–8) determines that the 
  broadcast isn’t authentic and the figures are being artificially 
  generated. Similarly, a PC acting as captain who engages in 
  communication can attempt a DC 25 Sense Motive check (DC 
  28 in Levels 7–8); on a success, they notice the crew is absurdly 
  stereotypical and their commentary makes little sense in context.
  After a short conversation, the Corsair ends communications 
  and continues its attack on the Linovae.
  Starship Combat: Use the map on page 10 for this encounter. 
  The PCs’ starship begins at the northern edge, facing south 
  towards the center. The Linovae is in the center of the map, while 
  the attacking Corsair is 3d6+5 hexes away and facing towards its 
  target, which faces away from its pursuer.
  At first sight of the PCs’ prototype starship, the attacking 
  Corsair breaks off from the Linovae, arming its weapons and 
  readying itself for battle once again. Light and swift, the Corsair 
  attempts to circle the prototype, hammering the hull with its 
  forward arc gyrocannon and an imposing turret-mounted weapon 
  that fires bolts of magical energy. If the PCs come within range 
  of the Corsair’s tether weapon, the pirate vessel attempts to 
  latch itself to the ship and siphon power (see powersap, Starship 
  Operations Manual 29).
  The Linovae is effectively crippled and spends the combat only 
  moving. It currently has 0 shields and has been reduced to 30 Hull 
  Points. A PC acting as captain can attempt a DC 22 Diplomacy 
  check (DC 25 in Levels 7–8) to contact the Linovae and request 
  their support, though doing so takes up their action for the round.
  LEVELS 5–6
  CORSAIR 
  TIER 5
  Page 20
  LINOVAE 
  TIER 4
  Page 20, art on page 27
  LEVELS 7–8
  CORSAIR 
  TIER 7
  Page 25
  LINOVAE 
  TIER 4
  Page 25, art on page 27
  Development: The battle continues until the Corsair falls to or 
  below 0 Hull Points. At that moment, the ship ceases its assault 
  and appears to power down, seemingly disabled. The Corsair 
  then sends a garbled communication that is a carbon copy of 
  the introduction message, with the false pirate crew acting as 
  though nothing had happened. The ship continues to rebroadcast 
  its introduction, with no other signs.
  The PCs can assess the damage to their prototype starship, 
  but shortly after they defeat the Corsair, the Linovae immediately 
  contacts them. K’zyk (LG female shirren), the vessel’s captain, 
  appears on the viewscreen. A haze of smoke and emergency light 
  fills the air around her. 
  “My thanks to you for saving our lives! I am K’zyk, captain of 
  this vessel. Truly, I shudder to think what might have befallen us 
  had your crew not intervened. We have suffered some injuries, 
  and the damage to our ship is extensive. If you are willing to 
  wait until our repairs are complete, we would humbly request 
  an escort back to Verces.
  If the PCs inquire about a possible motive for the attack, K’zyk 
  expresses genuine confusion over why any ship would attack a 
  diplomatic vessel in this sector of the Vast. She intimates that 
  the Linovae makes regular diplomatic trips to the Vast along 
  this route, though the sudden deactivation of a Drift Beacon 
  complicated the journey through the area. 
  Following the discussion, Aphon suggests an excursion to the 
  disabled Idaran ship in order to investigate the attack. Captain 
  K’zyk nods in agreement, suggesting that her crew can use the 
  time for repairs, making the Linovae ready for travel once more.
  C� THE CORSAIR
  The PCs can maneuver their starship to dock with the Corsair, 
  with Aphon and Bivi-4 opting to remain on the ship to provide 
  radio support and complete any necessary repairs. A short 
  umbilical line connects the two ships and allows the PCs to enter 
  through the Corsair’s port airlock (area C1).
  The ship lacks atmosphere and gravity, meaning the PCs must 
  rely on their armor’s protections while exploring. The ship has 
  15-foot-high ceilings and dim illumination from emergency lighting.
  C1. PORT AIRLOCK
  The transport ship’s airlock is rectangular, with a narrow 
  vestibule and emergency lights blinking rapidly in each corner. 
  The door is shut tight and its control console appears blinks dully.
  A simple series of commands is sufficent to open the airlock, 
  with no skill check required. The airlock doors open into an 
  atmosphere-starved interior. As the PCs move into the hall, they 
  quickly see a conical kasatha helm, sliced in half and floating in 
  the corner of the hall. The helm provides no further clues.
  C2. ENTRY CORRIDOR
  The airlock gives way to a dark, dusty interior. Several tools and 
  utility cases lie about, as if discarded. Emergency power is on; 
  with hazard lights flickering ominously against the darkness.
  
  THE VAST EXPERIMENT: FIRST FLIGHT
  13
  13
  C. THE CORSAIR
  C. THE CORSAIR
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  GHOST SHIP
  GHOST SHIP
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  C8
  C8
  C7
  C7
  C6
  C6
  C2
  C2
  C5
  C5
  C3
  C3
  C4
  C4
  C1
  C1
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  Instead of a hostile band of space pirates, the boarding party 
  finds an eerily empty vessel. A PC who succeeds at a DC 15 
  Perception check notices faint blood splatter on the entry floor 
  and along the walls.
  Treasure: PCs who search the utility cases discover 32 rounds 
  of unspent heavy ammunition and the components to make a 
  tactical reaction cannon (though assembling the weapon would 
  take roughly an hour of work).
  C3. PORT CARGO HOLD
  The port-side cargo hold is sealed, having been exposed to the 
  vacuum of space during the battle. A gash in the hull has sucked 
  out nearly every container once stored there.
  Due to the hold’s exposure to space, the door is sealed tight—
  one of the vessel’s standard safety measures. The PCs can attempt 
  a DC 18 Strength check to pry the door open. Inside, they find 
  only a single storage container still floating inside. A quick search 
  reveals clothing and personal care items: nothing of use. It’s clear 
  that this area hasn’t seen use in some time, though the PCs can 
  uncover an assortment of clothing from over a dozen species.
  C4. STARBOARD CARGO HOLD 
  (CR 6 OR CR 8)
  The starboard cargo hold is intact, though the containers here 
  float in jumbled heaps. Several stacked and broken containers 
  are stored within, clearly damaged as a result of the ship’s 
  erratic combat maneuvers.
  The starboard-side cargo hold appears well-stocked, although 
  a successful DC 14 Perception check (DC 17 in Levels 7–8) 
  indicates the freight has been aboard for quite some time. Canned 
  supplies and home goods lie scattered about; the labels reveal the 
  foodstuffs are nearly two years expired. 
  Trap: One small sealed metal briefcase can be found tucked 
  between two storage crates, originally intended for the 
  mysterious ship’s original destination. If a PC attempts to pull it 
  free, the handle ignites with a bright, searing flash capable of 
  burning through suits and armor. The trap resets after 1 minute 
  from an internal battery that powers it. 
  Treasure: A PC who searches the area can discover a set of 
  advanced lashunta tempweave armor hidden in one of the cargo 
  crates. In levels 7–8, this is instead a set of pinion Skyfire armor.
  If the PCs manage to open the trapped briefcase, they discover 
  3,500 credits stored inside.
  LEVELS 5–6 (CR 6)
  HEATED HANDLE TRAP 
  CR 6
  Type technological; Perception DC 29; Disable Engineering 
  DC 24 (disable heating mechanism)
  Trigger touch; Reset 1 minute
  Effect burn flesh (6d12 F); Reflex DC 16 half
  LEVELS 7–8 (CR 8)
  HEATED HANDLE TRAP 
  CR 8
  Type technological; Perception DC 32; Disable Engineering 
  DC 27 (disable heating mechanism)
  Trigger touch; Reset 1 minute
  Effect burn flesh (8d12 F); Reflex DC 18 half
  C5. ENGINE ROOM
  The engine room is awash in the orange-yellow glow of the Drift 
  core’s low-power mode. Access terminals line the walls. A few 
  splashes of blood are visible on the consoles, and a smeared trail 
  of blood winds around the huge cylindrical engine toward an 
  unseen corner of the room.
  The computer terminals are operational, but access is locked. 
  Onscreen, a message display reads: “Reboot RequiRed.” The PCs 
  can initiate a reboot without needing a check. This restores gravity 
  and atmosphere within the ship, as well as the non-emergency 
  lighting. This must be done before the PCs can access the bridge 
  in area C8.
  If the PCs investigate the trail of blood on the floor, they 
  discover the body of a kasatha crew member slumped near the 
  rear engine terminal. Upon inspection, the body is desiccated: 
  clearly the kasatha has been dead a long time. A PC who succeeds 
  at a DC 20 Medicine check (DC 23 in Levels 7–8) notes the kasatha 
  was killed by a combination of plasma bolts and bladed weapons.
  C6. SLEEPING QUARTERS
  This area, clearly designed for crew members to sleep in, lies in 
  complete disarray. Each of the room’s six beds are covered in 
  dusty blankets. Storage units at the room’s center lie open, with 
  piles of rumpled clothing scattered everywhere, floating around 
  the room. The central writing desk is bare, save for a drinking 
  cup still magnetically fixed to the table’s surface.
  The ship’s sleeping quarters offer little information on what 
  may have transpired inside the derelict vessel. A PC who succeeds 
  at a DC 15 Perception check uncovers a tattered uniform with 
  markings from QuikJett Deliveries. A PC who succeeds at a DC 
  22 Culture check (DC 25 in Levels 7–8) remembers QuikJett as a 
  minor delivery corporation that ran missions into the Vast. The 
  PC also recalls that, roughly two years ago, QuikJett reported 
  the disappearance of three of the ships in its fleet after several 
  Drift beacons suddenly stopped transmitting. The cause of 
  the Drift beacons’ deactivation was never uncovered, though 
  representatives from the Church of Triune have indicated they 
  are investigating.
  
  THE VAST EXPERIMENT: FIRST FLIGHT
  15
  15
  C7. SEATING AREA
  The ship’s cramped commercial seating areas are visibly empty. 
  Aside from the rows of stiff chairs, only a small refrigeration 
  unit floats in the room. The sleeping bunks behind this area are 
  similarly empty.
  Treasure: If the PCs investigate the refrigerator unit, they 
  discover 12 bottles of Nalpure, a rare hydration beverage popular 
  among traders, smugglers, and mercenaries. If imbibed, the PCs 
  take a –1 penalty to all Perception checks they make for the 
  following hour.
  C8. BRIDGE (CR 8 OR CR 10)
  The twin doors leading to the ship’s bridge remain sealed. A 
  spray of dried blood can be seen clearly on the starboard door.
  The bridge doors only open once the PCs activate the reboot 
  sequence in area C5. The ship’s bridge is inactive, though standard 
  lighting has been restored. As the PCs enter the bridge, they hear 
  muffled sounds emanating from deeper within: the slow shuffling 
  of feet, a labored moan. The door’s entry controls are smashed, 
  eliminating the possibility for a hacked override.
  Creatures: The crew of the Corsair remains at their stations, 
  though they’ve long since perished. Having died inside the 
  Drift when robotic attackers overran their vessel, the crew has 
  endured as driftdead (Starfinder Alien Archive 3 26). The captain 
  and several other unfortunates have merged together to form 
  a horrific driftdead amalgam, which stalks forward as soon 
  as the PCs enter the area. The remaining 
  individual driftdead crew move to 
  attack in quick succession. Each 
  undead prefers to attack a different 
  target during the ensuing combat.
  LEVELS 5–6 (CR 8)
    DRIFTDEAD (4) 
  CR 2
  Page 21
  DRIFTDEAD AMALGAM 
  CR 6
  Page 21, art on page 28
  LEVELS 7–8 (CR 10)
  ENRAGED DRIFTDEAD (4) CR 4
  Page 26
  DRIFTDEAD AMALGAM 
  CR 8
  Page 26, art on page 28
  Development: After dispatching 
  the Driftdead, the PCs are free to 
  investigate the bridge. Rummaging about the damaged cabin, 
  they quickly locate the primary computer access. 
  Treasure: Searching the bridge and vanquished driftdead, the 
  PCs can discover a pathing telescope (Armory 115) by the pilot’s 
  seat. In Levels 7–8, the captain’s chair has an interference shrieking 
  knife (Armory 11) strapped under one of the armrests, and one of 
  the driftdead wears a set of mk 2 travel treads (Armory 117).
  BRIDGE DATA (CR 6 OR CR 8)
  The data terminal on the bridge is accessible but trapped. 
  It’s possible the PCs may try to access the terminal during 
  DRIFTDEAD  
  AMALGAM
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  combat, but the panel is inaccessible while the undead remain 
  active on the bridge. The ship’s internal scanners still recognize 
  the crew, even in their undead state, and won’t make the panel 
  accessible until the PCs successfully eradicate the remaining 
  undead threat from the ship.
  Trap: Any PC that touches the bridge’s computer terminal 
  activates a trap, releasing a powerful jolt of electricity that 
  courses through the PC’s body. Once the jolt is expended, the trap 
  becomes inert.
  LEVELS 5–6 (CR 6)
  JOLTING CONSOLE TRAP 
  CR 6
  Type technological; Perception DC 29; Disable Engineering DC 
  24 (disable shock plates)
  Trigger touch; Reset none
  Effect arc of electricity (6d12 E); Reflex DC 16 half
  LEVELS 7–8 (CR 8)
  JOLTING CONSOLE TRAP 
  CR 8
  Type technological; Perception DC 32; Disable Engineering DC 
  27 (disable shock plates)
  Trigger touch; Reset none
  Effect arc of electricity (8d12 E); Reflex DC 18 half
  Computer Access: A PC who succeeds at a DC 20 Computers 
  check (DC 23 in Levels 7–8) gains root access to the computer 
  system, bypassing its basic encryption. Upon success, the PC 
  retrieves several interesting pieces of data, including ship logs, 
  legal cargo manifests, navigational data, and biographies of the 
  original kasatha crew. 
  The ship’s logs confirm the identity of the vessel—a commercial 
  transport called the Jiri Nunkor—and its owner, QuikJett’s CEO, 
  Jett. The vessel previously ran passengers and goods back and 
  forth between the Pact Worlds and several new colonies in the 
  Vast. A PC who succeeds at a DC 20 Culture check knows that 
  Jett reported the disappearance of the Jiri Nunkor almost two 
  years ago. Additionally, the most recent logs and navigational 
  data indicate the ship had traveled to a region of space currently 
  affected by sudden Drift beacon failures. The ship’s final waypoint 
  transmission is dated from one year and 220 days ago.
  Along with all of this, the PCs can attempt a subsequent DC 25 
  Computers or Engineering check (DC 28 in Levels 7–8) to identify 
  the remains of the rogue artificial intelligence embedded in the 
  computer’s operating code and hardware. The PCs learn that 
  the AI had been installed on the ship and programmed to attack 
  other vessels in the Vast. Once the PCs disabled the ship, the 
  AI executed its self-destruct protocol. The AI code is irreparably 
  corrupted, and no additional information on its actions can 
  be discovered.
  Development: After recovering the data from the ship, the 
  PCs can gather their findings and leave the Idaran vessel. Aphon 
  recommends leaving a buoy so QuikJett can retrieve the missing 
  vessel once the PCs report back to the Lorespire Complex. After 
  such a buoy is launched, the PCs can hail Captain K’zyk to confirm 
  the Linovae is sufficiently repaired and ready for travel. The two 
  ships can then make their way back to the Pact Worlds without 
  further incident.
  CONCLUSION
  Following their return to the Pact Worlds, the PCs can escort the 
  Linovae safely to Verces, then continue onward to Aballon. After 
  docking at Resurgent Technologies’ shipyard, Aphon and the PCs 
  report the results of the tests to Dr. Tsi Tsorsk, who is incensed 
  about the damage (no matter how minor) but nevertheless 
  thrilled by the prototype’s performance. 
  Before the PCs depart the station, Chiskisk arrives and greets 
  them. The shirren requests a quick debriefing, during which 
  they thank the PCs for their decision to rescue the Linovae, 
  despite piloting an unproven prototype vessel. Due to the 
  ship’s impressive performance data, Chiskisk reveals that the 
  prototype starship will—after a few modifications—move into full 
  production. And not a moment too soon, it seems: the shirren 
  expresses grave concern about recent Drift beacon failures in the 
  Vast and the mysterious activity surrounding these increasingly 
  frequent blackouts.
  PRIMARY OBJECTIVES
  If the PCs successfully dispatch the automated fighters above 
  Chaulara and then rescue the Linovae, they fulfill their primary 
  objective. Doing so earns each PC 1 Fame and 1 Reputation for 
  their selected faction.
  SECONDARY OBJECTIVES
  If the PCs complete three or more performance tests at the 
  Butaan Asteroid Field and defeat the driftdead onboard the 
  Corsair, they complete their secondary objective. Doing so 
  earns each PC 1 additional Fame and 1 Reputation for their 
  selected faction.
  
  THE VAST EXPERIMENT: FIRST FLIGHT
  17
  17
  APPENDIX 1: LEVEL 5–6 ENCOUNTERS
  These encounters are written for a group of 5–6 PCs of 5th level. Use the scaling sidebars for each encounter to adjust the encounters for a 
  group of 4 PCs. For groups of different levels, consult the Guide to Organized Play: Starfinder Society for instructions.
  OUTFIT THE PROTOTYPE STARSHIP (LEVELS 5–6)
  The following statblock represents the vessel as it initially appears. Consider recording the PC’s choices on a starship sheet; a blank starship 
  sheet is provided on page 29 for convenience. Sections in red marked “TBD” are based upon the PCs’ choices.
  RESURGENT WRAITH PROTOTYPE 
  TIER 6
  Large destroyer
  Speed 6 (inubrix thrustersSOM); Maneuverability average (turn 2); Drift 1
  AC TBD; TL TBD
  HP 170; DT —; CT 34
  Shields TBD (forward 0, port 0, starboard 0, aft 0)
  Attack (Forward) heavy laser cannon (4d8), TBD
  Attack (Port) light laser cannon (2d4)
  Attack (Starboard) light laser cannon (2d4)
  Attack (Aft) flak thrower (3d4, point +8)
  Attack (Turret) TBD
  Power Core Pulse Orange (250 PCU); Drift Engine Signal Basic; Systems basic long-range sensors, crew quarters (good), TBD armor, 
  mk 1 tetranode computer, TBD; Expansion Bays TBD
  Modifiers +1 to any four checks per round; Complement 20 (minimum 6)
  TABLE 1–1: ARMOR
  Type 
    
   
   
   
  Special Properties  
   
   
  BP
  Light ablative armorSOM  
   
   
  –1 TL; 64 temporary HP 
   
   
  10
  Light Shields 50 
   
   
   
  +2 bonus to AC 
   
   
   
  8
  TABLE 1–2: SHIELDS
  Type 
    
   
   
   
  Special Properties  
   
   
  BP 
  PCU
  Light deflector shield 5SOM  
   
   
  5/– DV; +1 AC/+2 TL  
   
   
  10 
  10
  Light Shields 50 
   
   
   
  50 total SP; 2/min. regeneration 
   
  8 
  20
  TABLE 1–3: HEAVY WEAPON MOUNT (FORWARD ARC)
  Type 
    
   
   
   
  Special Properties  
   
   
  BP 
  PCU
  Counter-missile bankSOM 
   
   
  8d6; limited fire 6, point (+12)  
   
  11 
  10
  Imposing ramming prowSOM 
   
   
  4d4; intimidating, ramming 
   
   
  10 
  1
  TABLE 1–4: LIGHT WEAPON MOUNT (TURRET)
  Type 
    
   
   
   
  Special Properties  
   
   
  BP 
  PCU
  Light buster cannonSOM 
   
   
  3d8; buster 
   
   
   
  5 
  10
  Light EMP cannon 
   
   
   
  Special; EMP 
   
   
   
  8 
  10
  Mining laserPW  
   
   
   
  2d6; burrowing 
   
   
   
  9 
  10
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  TABLE 1–5: ADDITIONAL SYSTEMS/EXPANSION BAYS
  Type 
    
   
   
   
  Systems/Expansion Bays 
   
   
  BP 
  PCU
  Exploration 
   
   
   
  Consciousness Uplink DriveSOM,   
   
  9 
  7
   
   
    
   
   
   
  Science Lab, Sealed Environment Chamber,
   
   
    
   
   
   
  Surveying SensorsSOM
  Technology 
   
   
   
  Data NetSOM, Surveying SensorsSOM,  
   
  9 
  12
   
   
    
   
   
   
  Tech Workshop 
   
  
  THE VAST EXPERIMENT: FIRST FLIGHT
  19
  19
  A. OVER CHAULARA (LEVELS 5–6)
  RESURGENT APHYRA (2) 
  TIER 3
  Tiny fighter
  Speed 12; Maneuverability perfect (turn 1); Drift 1
  AC 19; TL 20
  HP 35; DT —; CT 7
  Shields Light 60 (forward 15, port 15, starboard 15, aft 15)
  Attack (Forward) high explosive missile launcher (4d8; 20 
  hexes), railgun (8d4; 20 hexes)
  Attack (Aft) flak thrower (3d4; 5 hexes)
  Power Core Pulse Black (120 PCU); Drift Engine Signal Basic; 
  Systems basic short-range sensors, mk 4 armor, mk 5 
  defenses, mk 2 mononode computer
  Modifiers +2 to any one check per round; Complement 0 
  (automated)
  CREW
  Automated Computers +7 (3 ranks), Engineering +7 (3 ranks), 
  gunnery +13 (3rd level), Piloting +13 (3 ranks)
  
  STARFINDER SOCIETY SCENARIO
  20
  20
  B. AMBUSHING THE AMBUSHER 
  (LEVELS 5–6)
  CORSAIR 
  TIER 5
  Idaran Mirage
  Medium transport
  Speed 8; Maneuverability average (turn 2); Drift 1
  AC 18; TL 16
  HP 65; DT —; CT 13
  Shields Medium 90 (forward 25, port 20, starboard 20, aft 25)
  Attack (Forward) gyrocannonSOM (3d10; 5 hexes), light ship 
  tetherSOM (2d6; 1 hex)
  Attack (Aft) light particle beam (3d6; 10 hexes)
  Attack (Turret) shadow bolt projectorSOM (1d10; 20 hexes), light 
  plasma torpedo launcher (3d8; 20 hexes)
  Power Core Arcus Ultra (150 PCU); Drift Engine Signal 
  Basic; Systems basic short-range sensors, crew quarters 
  (common), mk 3 armor, mk 1 defenses, mk 1 duonode 
  computer, powersapSOM; Expansion Bays cargo hold (2), 
  guest quarters (good) (2)
  Modifiers +1 to any two checks per round, +1 Piloting; 
  Complement 0 (amalgamated intelligence)
  CREW
  Captain Computers +12 (5 ranks), Diplomacy +17 (5 ranks), 
  Engineering +12 (5 ranks), gunnery +12 (5th level), 
  Piloting +12 (5 ranks)
  Engineer Engineering +17 (5 ranks)
  Gunners (2) gunnery +12 (5th level)
  Pilot Piloting +12 (5 ranks)
  Science Officer Computers +12 (5 ranks)
  Special The “crew” of the Corsair are all part of an 
  amalgamated intelligence that is intended to operate akin to 
  a standard crew in starship combat.
  LINOVAE 
  TIER 4
  Hivonyx Ambassador (Starship Operations Manual 90)
  Medium explorer
  Speed 8; Maneuverability good (turn 1); Drift 1
  AC 19; TL 19
  HP 65; DT —; CT 13
  Shields Medium 90 (forward 25, port 20, starboard 20, aft 25)
  Attack (Forward) light laser cannon (2d4; 5 hexes)
  Attack (Port) gyrolaser (1d8; 5 hexes)
  Attack (Starboard) gyrolaser (1d8; 5 hexes)
  Attack (Turret) laser net (2d6; 5 hexes)
  Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; 
  Systems advanced short-range sensors, crew quarters
  (good), mk 1 trinode computer, mk 5 armor, mk 6 defenses; 
  Expansion Bays cargo hold, escape pods, guest quarters
  (good), sealed environment chamber
  Modifiers +1 to any 3 checks per round, +4 Computers (sensors 
  only) +1 Piloting; Complement 6 (minimum 1, maximum 6)
  CREW
  Captain Computers +10 (4 ranks), Diplomacy +15 (4 ranks), 
  Engineering +10 (4 ranks), gunnery +9 (4th level), 
  Piloting +11 (4 ranks)
  Engineer Engineering +15 (4 ranks)
  Gunners (2) gunnery +9 (4th level)
  Pilot Piloting +11 (4 ranks)
  Science Officer Computers +10 (4 ranks)
  
  THE VAST EXPERIMENT: FIRST FLIGHT
  21
  21
  SCALING ENCOUNTER C8
  To accommodate a group of four PCs, remove two driftdead 
  from the encounter and make the following changes to the 
  driftdead amalgam’s statistics: reduce its HP to 95, its EAC 
  to 17 and KAC to 19, its claw attack bonus to +14, and the 
  damage of its Drift rip attack to 1d8.
  C8. BRIDGE (LEVELS 5–6)
  DRIFTDEAD (4) 
  CR 2
  Starfinder Alien Archive 3 26
  NE Medium undead (extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +7
  Aura confusion (30 ft., Will DC 11)
  DEFENSE 
  HP 22 EACH
  EAC 13; KAC 15
  Fort +4; Ref +4; Will +3
  Defensive Abilities spatial incorporeality; Immunities undead 
  immunities
  OFFENSE
  Speed 30 ft., fly 60 ft. (Su, average)
  Melee claw +10 (1d6+6 S)
  Ranged Drift rip +7 (1d4+2)
  STATISTICS
  Str +2; Dex +4; Con —; Int –4; Wis +1; Cha +0
  Skills Acrobatics +7, Stealth +12
  Languages Common
  Other Abilities unliving
  SPECIAL ABILITIES
  Confusion (Su) Any creature that comes within 30 feet of a 
  driftdead must succeed at a DC 11 Will save or be confused 
  for 2 rounds. Once a creature has attempted this save, 
  whether successful or not, it can’t be affected again by the 
  same driftdead’s aura for 24 hours.
  Drift Rip (Su) Just as the Drift tears away chunks of planar 
  material, a driftdead can pull apart the molecular bonds 
  of matter, ripping apart nearby creatures. This is a ranged 
  attack against EAC that has a range of 30 feet.
  Spatial Incorporeality (Ex) Within the Drift, a driftdead 
  has a physical body, but if removed from that plane, its 
  physical body phases out of normal reality. On the Material 
  Plane or otherwise outside the Drift, a driftdead gains the 
  incorporeal special ability (Starfinder Core Rulebook 264). 
  If returned to the Drift, a driftdead immediately loses the 
  incorporeal special ability as its physical body is restored.
  DRIFTDEAD AMALGAM 
  CR 6
  Variant driftdead amalgam (Starfinder Alien Archive 3 26)
  NE Medium undead (extraplanar)
  Init +5; Senses blindsight (life) 60 ft., darkvision 60 ft.; 
  Perception +13
  Aura confusion (30 ft., Will DC 14)
  DEFENSE 
  HP 110
  EAC 19; KAC 21
  Fort +8; Ref +8; Will +7
  Defensive Abilities spatial incorporeality; Immunities undead 
  immunities
  OFFENSE
  Speed 30 ft., fly 60 ft. (Su, average)
  Melee claw +16 (1d4+12 S plus 1d4 Wisdom drain)
  Multiattack 3 claws +10 (1d4+12 S plus 1d4 Wisdom drain)
  Ranged Drift rip +13 (1d10+6)
  STATISTICS
  Str +3; Dex +5; Con —; Int –4; Wis +2; Cha +0
  Skills Acrobatics +13, Stealth +18
  Languages Common, Kasatha
  Other Abilities unliving
  SPECIAL ABILITIES
  Confusion (Su) As driftdead, but DC 14 and 4 rounds.
  Drift Rip (Su) As driftdead.
  Spatial Incorporeality (Ex) As driftdead.
  
  STARFINDER SOCIETY SCENARIO
  22
  22
  APPENDIX 2: LEVEL 7–8 ENCOUNTERS
  These encounters are written for a group of 5–6 PCs of 7th level. Use the scaling sidebars for each encounter to adjust the encounters for 
  a group of 4 PCs. For groups of different levels, consult the Guide to Organized Play: Starfinder Society for instructions.
  OUTFIT THE PROTOTYPE STARSHIP (LEVELS 7–8)
  The following statblock represents the vessel as it initially appears. Consider recording the PC’s choices on a starship sheet; a blank 
  starship sheet is provided on page 29 for convenience. Sections in red marked “TBD” are based upon the PCs’ choices.
  RESURGENT WRAITH PROTOTYPE 
  TIER 8
  Large destroyer
  Speed 8 (inubrix thrustersSOM); Maneuverability average (turn 2); Drift 1
  AC TBD; TL TBD
  HP 190; DT –; CT 38
  Shields TBD (forward 0, port 0, starboard 0, aft 0)
  Attack (Forward) heavy laser cannon (4d8), TBD
  Attack (Port) light plasma cannon (2d12)
  Attack (Starboard) light plasma cannon (2d12)
  Attack (Aft) rail launcher (2d8)
  Attack (Turret) TBD
  Power Core Pulse Orange (250 PCU); Drift Engine Signal Basic; Systems basic long-range sensors, crew quarters (good), TBD armor, 
  mk 2 defenses, mk 2 trinode computer, mk 1 anti-hacking systems, TBD; Expansion Bays TBD
  Modifiers +2 to any three checks per round; Complement 20 (minimum 6)
  TABLE 2–1: ARMOR
  Type 
    
   
   
   
  Special Properties  
   
   
  BP
  Light ablative armorSOM  
   
   
  –1 TL; 76 temporary HP 
   
   
  12
  Mk 3 armor 
   
   
   
  +3 bonus to AC 
   
   
   
  12
  TABLE 2–2: SHIELDS
  Type 
    
   
   
   
  Special Properties  
   
   
  BP 
  PCU
  Light deflector shield 5SOM  
   
   
  8/– DV; +1 AC/+2 TL  
   
   
  10 
  25
  Light Shields 70 
   
   
   
  70 total SP; 2/min. regeneration 
   
  15 
  15
  TABLE 2–3: HEAVY WEAPON MOUNT (FORWARD ARC)
  Type 
    
   
   
   
  Special Properties  
   
   
  BP 
  PCU
  Counter-missile bankSOM 
   
   
  8d6; limited fire 6, point (+12)  
   
  11 
  10
  Imposing ramming prowSOM 
   
   
  4d4; intimidating, ramming 
   
   
  10 
  1
  TABLE 2–4: LIGHT WEAPON MOUNT (TURRET)
  Type 
    
   
   
   
  Special Properties  
   
   
  BP 
  PCU
  Light buster cannonSOM 
   
   
  3d8; buster 
   
   
   
  5 
  10
  Light EMP cannon 
   
   
   
  Special; EMP 
   
   
   
  8 
  10
  Mining laserPW  
   
   
   
  2d6; burrowing 
   
   
   
  9 
  10
  
  THE VAST EXPERIMENT: FIRST FLIGHT
  23
  23
  TABLE 2–5: ADDITIONAL SYSTEMS/EXPANSION BAYS
  Type 
    
   
   
  Systems/Expansion Bays 
   
   
   
  BP 
  PCU
  Exploration 
   
   
  Consciousness Uplink DriveSOM,   
   
   
  9 
  7
   
  Science Lab, Sealed Environment Chamber,
   
  Surveying SensorsSOM
  Technology 
   
   
  Data NetSOM, Surveying SensorsSOM,  
   
   
  9 
  12
   
  Tech Workshop 
   
  
  STARFINDER SOCIETY SCENARIO
  24
  24
  A. OVER CHAULARA (LEVELS 7–8)
  RESURGENT APHYRA (2) 
  TIER 5
  Tiny fighter
  Speed 12; Maneuverability perfect (turn 1); Drift 1
  AC 23; TL 23
  HP 40; DT —; CT 8
  Shields Light 100 (forward 25, port 25, starboard 25, aft 25)
  Attack (Forward) heavy plasma missile launcher (4d10; 20 
  hexes), persistent particle beam (10d6; 20 hexes)
  Attack (Aft) flak thrower (3d4; 5 hexes)
  Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; 
  Systems basic short-range sensors, mk 6 armor, mk 7 
  defenses, mk 2 mononode computer
  Modifiers +2 to any one check per round; Complement 0 
  (automated)
  CREW
  Automated Computers +11 (5 ranks), Engineering +11 (5 ranks), 
  gunnery +16 (5th level), Piloting +16 (5 ranks)
  
  THE VAST EXPERIMENT: FIRST FLIGHT
  25
  25
  B. AMBUSHING THE AMBUSHER 
  (LEVELS 7–8)
  CORSAIR 
  TIER 7
  Idaran Mirage
  Medium transport
  Speed 8; Maneuverability average (turn 2); Drift 1
  AC 21; TL 18
  HP 85; DT —; CT 17
  Shields Medium 90 (forward 25, port 20, starboard 20, aft 25)
  Attack (Forward) gyrocannonSOM (3d10; 5 hexes), light ship 
  tetherSOM (2d6; 1 hex), light emp cannon (special; 5 hexes)
  Attack (Port) light buster cannonSOM (3d8; 5 hexes)
  Attack (Starboard) light buster cannonSOM (3d8; 5 hexes)
  Attack (Aft) light particle beam (3d6; 10 hexes)
  Attack (Turret) shadow bolt projectorSOM (1d10; 20 hexes), light 
  plasma torpedo launcher (3d8; 20 hexes)
  Power Core Arcus Maximum (200 PCU); Drift Engine Signal 
  Basic; Systems basic short-range sensors, crew quarters 
  (common), mk 4 armor, mk 1 defenses, mk 2 tetranode 
  computer, powersapSOM; Expansion Bays cargo hold (2), 
  guest quarters (good) (2) 
  Modifiers +2 to any four checks per round, +2 Computers, +1 
  Piloting; Complement 0 (amalgamated intelligence)
  CREW
  Captain Computers +14 (7 ranks), Diplomacy +18 (7 ranks), 
  Engineering +14 (7 ranks), gunnery +14 (7th level), 
  Piloting +14 (7 ranks)
  Engineer Engineering +18 (7 ranks)
  Gunners (2) gunnery +14 (7th level)
  Pilot Piloting +14 (7 ranks)
  Science Officer Computers +14 (7 ranks)
  Special The “crew” of Corsair are all part of an amalgamated 
  intelligence that is intended to operate akin to a standard 
  crew in starship combat.
  LINOVAE 
  TIER 4
  Hivonyx Ambassador (Starship Operations Manual 90)
  Medium explorer
  Speed 8; Maneuverability good (turn 1); Drift 1
  AC 19; TL 19
  HP 65; DT —; CT 13
  Shields Medium 90 (forward 25, port 20, starboard 20, aft 25)
  Attack (Forward) light laser cannon (2d4; 5 hexes)
  Attack (Port) gyrolaser (1d8; 5 hexes)
  Attack (Starboard) gyrolaser (1d8; 5 hexes)
  Attack (Turret) laser net (2d6; 5 hexes)
  Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; 
  Systems advanced short-range sensors, crew quarters
  (good), mk 1 trinode computer, mk 5 armor, mk 6 defenses; 
  Expansion Bays cargo hold, escape pods, guest quarters
  (good), sealed environment chamber
  Modifiers +1 to any 3 checks per round, +4 Computers (sensors 
  only) +1 Piloting; Complement 6 (minimum 1, maximum 6)
  CREW
  Captain Computers +10 (4 ranks), Diplomacy +15 (4 ranks), 
  Engineering +10 (4 ranks), gunnery +9 (4th level), 
  Piloting +11 (4 ranks)
  Engineer Engineering +15 (4 ranks)
  Gunners (2) gunnery +9 (4th level)
  Pilot Piloting +11 (4 ranks)
  Science Officer Computers +10 (4 ranks)
  
  STARFINDER SOCIETY SCENARIO
  26
  26
  SCALING ENCOUNTER C8
  To accommodate a group of four PCs, remove two enraged 
  driftdead from the encounter and make the following 
  changes to the driftdead amalgam’s statistics: reduce its HP 
  to 120, its EAC to 20 and KAC to 22, its claw attack bonus to 
  +17, and the damage of its Drift rip attack to 2d6.
  C8. BRIDGE (LEVELS 7–8)
  ENRAGED DRIFTDEAD (4) 
  CR 4
  Variant driftdead (Starfinder Alien Archive 3 26)
  NE Medium undead (extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +11
  Aura confusion (30 ft., Will DC 13)
  DEFENSE 
  HP 50 EACH
  EAC 16; KAC 18
  Fort +6; Ref +6; Will +5
  Defensive Abilities spatial incorporeality; Immunities undead 
  immunities
  OFFENSE
  Speed 30 ft., fly 60 ft. (Su, average)
  Melee claw +12 (1d6+8 S)
  Ranged Drift rip +9 (1d6+4)
  STATISTICS
  Str +3; Dex +5; Con —; Int –4; Wis +1; Cha +0
  Skills Acrobatics +11, Stealth +16
  Languages Common
  Other Abilities unliving
  SPECIAL ABILITIES
  Confusion (Su) Any creature that comes within 30 feet of a 
  driftdead must succeed at a DC 13 Will save or be confused 
  for 2 rounds. Once a creature has attempted this save, 
  whether successful or not, it can’t be affected again by the 
  same driftdead’s aura for 24 hours.
  Drift Rip (Su) Just as the Drift tears away chunks of planar 
  material, a driftdead can pull apart the molecular bonds 
  of matter, ripping apart nearby creatures. This is a ranged 
  attack against EAC that has a range of 30 feet.
  Spatial Incorporeality (Ex) Within the Drift, a driftdead 
  has a physical body, but if removed from that plane, its 
  physical body phases out of normal reality. On the Material 
  Plane or otherwise outside the Drift, a driftdead gains the 
  incorporeal special ability (Starfinder Core Rulebook 264). 
  If returned to the Drift, a driftdead immediately loses the 
  incorporeal special ability as its physical body is restored.
  DRIFTDEAD AMALGAM 
  CR 8
  Variant driftdead amalgam (Starfinder Alien Archive 3 26)
  NE Medium undead (extraplanar)
  Init +6; Senses blindsight (life) 60 ft., darkvision 60 ft.; 
  Perception +16
  Aura confusion (30 ft., Will DC 16)
  DEFENSE 
  HP 135
  EAC 21; KAC 23
  Fort +10; Ref +10; Will +9
  Defensive Abilities spatial incorporeality; Immunities undead 
  immunities
  OFFENSE
  Speed 30 ft., fly 60 ft. (Su, average)
  Melee claw +19 (1d10+14 S plus 2d4 Wisdom drain)
  Multiattack 3 claws +10 (1d10+14 S plus 2d4 Wisdom drain)
  Ranged Drift rip +16 (2d8+6)
  STATISTICS
  Str +4; Dex +6; Con —; Int –4; Wis +2; Cha +0
  Skills Acrobatics +16, Stealth +21
  Languages Common, Kasatha
  Other Abilities unliving
  SPECIAL ABILITIES
  Confusion (Su) As enraged driftdead, but DC 16 and 4 rounds.
  Drift Rip (Su) As enraged driftdead.
  Spatial Incorporeality (Ex) As enraged driftdead.
  
  THE VAST EXPERIMENT: FIRST FLIGHT
  27
  27
  APPENDIX 3: GAME AIDS
  DR. TSI TSORSK
  APHON
  LINOVAE
  RESURGENT 
  PROTOTYPE
  
  STARFINDER SOCIETY SCENARIO
  28
  28
  APPENDIX 3: GAME AIDS
  CHISKISK
  DRIFTDEAD 
  AMALGAM
  
  THE VAST EXPERIMENT: FIRST FLIGHT
  29
  29
  FO
  RW
  AR
  D S
  HIE
  LD
  S
  AF
  T S
  HIE
  LDS
  FORWARD
  ARC
  AFT
  ARC
  STARBOARD
  ARC
  PORT
  ARC
  STA
  RBO
  AR
  D S
  HIE
  LD
  S
  PO
  RT 
  SH
  IEL
  DS
  MAKE AND MODEL
  SIZE
  FRAME
  AC
  TL
  WEAPONS  
  (PORT)
  WEAPONS 
  (FORWARD)
  WEAPONS  
  (AFT)
  WEAPONS 
  (STARBOARD)
  WEAPONS 
  (TURRET)
  MANEUVERABILITY
  DRIFT RATING
  SPEED
  DAMAGE
  THRESHOLD
  TOTAL
  HULL
  POINTS
  CRITICAL
  THRESHOLD
  CURRENT
  POWER CORE
  DRIFT ENGINE
  CREW
  NOTES
  CRITICAL DAMAGE
  STARSHIP NAME
  WEAPONS ARRAY (31–60)
  GLITCHING
  MALFUNCTIONING
  WRECKED
  TOTAL
  TOTAL
  PILOT 
  RANKS
  SIZE
  MOD
  MISC
  MOD
  =10+ 
  =10+ 
  +
  + 
  +
  + 
  + 
  + 
  SHIELD TOTAL
  MODIFIERS
  LIFE SUPPORT (1–10)
  GLITCHING
  MALFUNCTIONING
  WRECKED
  SENSORS (11–30)
  GLITCHING
  MALFUNCTIONING
  WRECKED
  ENGINES (61–80)
  GLITCHING
  MALFUNCTIONING
  WRECKED
  POWER CORE (81–00)
  GLITCHING
  MALFUNCTIONING
  WRECKED
  FORWARD
  (1)
  AFT
  (3)
  STARBOARD
  (2)
  PORT
  (4)
  FORWARD
  (1)
  AFT
  (3)
  STARBOARD
  (2)
  PORT
  (4)
  FORWARD
  (1)
  AFT
  (3)
  STARBOARD
  (2)
  PORT
  (4)
  TIER
  SYSTEMS
  EXPANSION BAYS
  CARGO/PASSENGERS
  CAPTAIN  
  ENGINEERS
  GUNNERS
  PILOT 
  SCIENCE OFFICERS
  COUNTER-
  MEASURES
  PILOT 
  RANKS
  ARMOR
  BONUS
  SIZE
  MOD
  MISC
  MOD
  STARSHIP SHEET
  PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE. © 2020 PAIZO INC.
  
  STARFINDER SOCIETY SCENARIO
  30
  30
  REWARD CONDITIONS
  The PCs earn the rewards for each area if they meet the conditions 
  listed below.
  Outfit the Prototype Starship: The PCs keep these rewards if 
  they successfully complete and outfit the prototype starship.
  Butaan Asteroid Field: The PCs keep these rewards if they 
  successfully complete at least two performance tests of the 
  prototype starship in the asteroid field.
  A. Over Chaulara: The PCs keep these rewards if they 
  successfully defeat the enemy drone fighters.
  B. Ambushing the Ambusher: The PCs keep these rewards if 
  they answer the distress call and successfully defend the Linovae 
  from destruction.
  C4: The PCs keep these rewards if they overcome or trigger 
  the trap in area C4.
  C8: The PCs keep these rewards if they defeat the driftdead 
  in area C8.
  Encounter 
   
   
  Level 5–6 Reward  
  Out of Level Reward 
  Level 7–8 Reward
  Outfit the Prototype Starship   
  483 credits 
   
  514 credits 
   
  545 credits
  Butaan Asteroid Field  
   
  483 credits 
   
  514 credits 
   
  545 credits
  A. Over Chaulara 
   
   
  876 credits 
   
  1,099 credits 
   
  1,322 credits
  B. Ambushing the Ambusher 
   
  876 credits 
   
  1,099 credits 
   
  1,322 credits
  C4. Starboard Cargo Hold 
   
  382 credits 
   
  463 credits 
   
  544 credits
  C8. Bridge  
   
   
  990 credits 
   
  1,273 credits 
   
  1,556 credits
  ORGANIZED PLAY
  REWARDS TABLE
  
  THE VAST EXPERIMENT: FIRST FLIGHT
  31
  31
  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
  32
  32
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b) “Derivative Material” means copyrighted 
  material including derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” 
  means the game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, including translations 
  and derivative works under copyright law, but specifically excludes Product Identity. 
  (e) “Product Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material 
  as Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that 
  Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version 
  of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from the 
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Starfinder Core Rulebook ©2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik 
  Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Scenario #3–12: The Vast Experiment: First Flight © 2020, Paizo Inc.; 
  Author: Kyle Thomas Elzy.
  This product is compliant with the Open Game License (OGL) and is suitable for use 
  with Starfinder.
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All 
  trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well 
  as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks, 
  characters, dialogue, locations, plots, storylines, trade dress, the historical period called the 
  Gap, the terms kishalee, sivv, skyfire, Dreamer (the official Open Game Content term for 
  which is “dreaming barathu”), and the Drift (the official Open Game Content term for which 
  is “hyperspace”). (Elements that have previously been designated as Open Game Content, or 
  are exclusively derived from previous Open Game Content, or that are in the public domain 
  are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo game product are Open Game Content, as defined in the Open Game 
  License version 1.0a, Section 1(d). No portion of this work other than the material designated 
  as Open Game Content may be reproduced in any form without written permission.
  Starfinder Society Scenario #3–12: The Vast Experiment: First Flight © 2020, Paizo Inc. All 
  Rights Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder 
  Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; the 
  Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure, Pathfinder Adventure Card 
  Game, Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder Battles, 
  Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, 
  Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, Pathfinder Tales, 
  Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Flip-Tiles, 
  Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks of 
  Paizo Inc.
  PAIZO INC.
  Creative Directors • James Jacobs and Robert G. McCreary
  Director of Game Design • Jason Bulmahn
  Director of Visual Design • Sarah E. Robinson
  Director of Game Development • Adam Daigle
  Organized Play Managing Developer • Linda Zayas-Palmer
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, Ron Lundeen, 
  Patrick Renie, and Jason Tondro
  Starfinder Lead Designer • Joe Pasini
  Starfinder Senior Developer • John Compton
  Starfinder Organized Play Developer • Thurston Hillman
  Pathfinder Organized Play Developer • James Case
  Organized Play Developer • Jenny Jarzabski
  Design Manager • Mark Seifter
  Pathfinder Lead Designer • Logan Bonner
  Designer • Michael Sayre
  Managing Editor • Leo Glass
  Editors • Patrick Hurley, Avi Kool, Ianara Natividad, Kieran Newton, and 
  Lu Pellazar
  Managing Art Director • Sonja Morris
  Art Directors • Kent Hamilton and Adam Vick 
  Senior Graphic Designer • Emily Crowell
  Graphic Designer • Tony Barnett
  Director of Brand Strategy • Mark Moreland
  Paizo CEO • Lisa Stevens
  President • Jeffrey Alvarez
  Chief Creative Officer • Erik Mona
  Chief Financial Officer • David Reuland
  Chief Technical Officer • Vic Wertz
  Director of Project Management • Glenn Elliott
  Project Coordinator • Lee Rucker
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Director of Licensing • John Feil
  Public Relations Manager • Aaron Shanks
  Social Media Producer • Payton Smith
  Customer Service & Community Manager • Sara Marie
  Organized Play Manager • Tonya Woldridge
  Organized Play Associate • Alex Speidel
  Accountant • William Jorenby
  Accounting & AP Specialist • Eric Powell
  Finance Operations Specialist • B. Scott Keim 
  Human Resources Generalist • Devinne Caples
  Director of Technology • Raimi Kong
  Web Content Manager • Maryssa Lagervall
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Katina Davis
  Customer Service Team • Rian Davenport, Keith Greer, Logan Harper, Joan 
  Hong, Samantha Phelan, Calliope Taylor, and Diego Valdez
  Logistics Coordinator • Kevin Underwood
  Warehouse Team • Mika Hawkins and Heather Payne
  Website Team • Brian Bauman, Robert Brandenburg, Whitney Chatterjee, 
  Erik Keith, Levi Steadman, Josh Thornton, and Andrew White
  
  Normal
  LEVELS
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  LEVELS
  Normal
  LEVELS
  Normal
  LEVELS
  Adventure Summary
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
    
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  Character Chronicle #
  5–6
  7–8
  —
  4,090
  4,962
  5,834
  —
  Out of 
  Level
  Scenario #3-12: 
  The Vast Experiment: 
  First Flight
  Under orders from Chiskisk, you and a team of Starfinders reported to an orbital shipyard above Aballon. There, you 
  oversaw the completion of a state-of-the-art prototype under Dr. Tsi Tsorsk, outfitting it with cutting-edge systems and 
  weapons. You set out into the Vast to test the prototype, completing rigorous trials inside the Butaan Asteroid Field and 
  a mock combat scenario above the remote planet of Chaulara. 
  During the return journey, you answered a distress call and rescued a Hyvonix ambassador ship from a hostile Idaran 
  transport vessel. After disabling and boarding the enemy ship, you encountered several driftdead—undead remnants of 
  the original crew—and discovered evidence of a rogue AI in the ship’s computer. After escorting the shirren diplomats 
  back to the Pact Worlds, you presented the prototype’s performance data to Chiskisk, who thanked you for your efforts 
  and promised the vessel would move into full production.
  Reputation
  All Levels
  Levels 7–8
  advanced lashunta tempweave (8,500; item level 8)
  pathing telescope (7,000; item level 7; Armory 115)
  tactical reaction cannon (6,100; item level 7)
  interference shrieking knife (13,700; item level 9; 
  Armory 11)
  mk 2 travel treads (12,000; item level 9; Armory 117)
  pinion Skyfire armor (14,200; item level 9)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 3/SF S03-12 The Vast Experiment - First Flight.pdf