TEXT: Into the Unknown
  STARFINDER SOCIETY QUESTS
  YEAR OF SCOURED STARS
  BY RON LUNDEEN
  
  Starfinder Society Quests: Into the Unknown 
  is a series of short 1-hour quests for 1st-level 
  characters. These adventures can be played in any 
  order. They are designed for play in the Starfinder 
  Society Roleplaying Guild campaign, but can 
  easily be adapted for use with any world. For 
  more information on the Roleplaying Guild, how 
  to read the attached Chronicle sheets, and how to 
  find games in your area, check out the campaign’s 
  home page at paizo.com/starfinderSociety.
  HOW TO PLAY
  Author • Ron Lundeen
  Development Lead • Thurston Hillman
  Interior Artists • Kenneth Camaro, Akim Kaliberda, and 
  Leon Tukker
  Cartographers • Jason Engle and Damien Mammoliti
  Starfinder Creative Director • James L. Sutter
  Starfinder Creative Design Director • Sarah E. Robinson
  Starfinder Design Leads • Robert G. McCreary 
  and Owen K.C. Stephens
  Starfinder Design Team • Logan Bonner, 
  Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, 
  Stephen Radney-MacFarland, and Mark Seifter
  Starfinder Society Developer • Thurston Hillman
  Pathfinder Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Senior Developer • Robert G. McCreary
  Organized Play Lead Developer • John Compton
  Developers • Crystal Frasier, Jason Keeley, 
  Mark Moreland, Joe Pasini, Owen K.C. Stephens, and 
  Linda Zayas-Palmer
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Lyz Liddell, Adrian Ng, and Lacy Pellazar
  Lead Designer • Jason Bulmahn
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Organized Play Coordinator • Tonya Woldridge
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Outreach Coordinator • Dan Tharp
  Director of Licensing • Michael Kenway
  Accountant • Christopher Caldwell
  Data Entry Clerk • B. Scott Keim
  Chief Technical Officer • Vic Wertz
  Director of Technology • Dean Ludwig
  Senior Software Developer • Gary Teter
  Community & Digital Content Director • Chris Lambertz
  Webstore Coordinator • Rick Kunz 
  Customer Service Team • Sharaya Copas, Katina Davis, 
  Sara Marie, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, 
  Mika Hawkins, Heather Payne, Jeff Strand, and 
  Kevin Underwood
  Website Team • Lissa Guillet, Erik Keith, and Eric Miller
  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder or the 
  Pathfinder Roleplaying Game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, proper nouns 
  (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms derived from proper 
  nouns), artworks, characters, dialogue, locations, plots, storylines, trade dress, the historical period called the Gap, 
  the terms kishalee, sivv, and skyfire, and the Drift (the official Open Game Content term for which is “hyperspace”). 
  (Elements that have previously been designated as Open Game Content, or are exclusively derived from previous 
  Open Game Content, or that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this 
  Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any form 
  without written permission.
  Starfinder Society Quests: Into the Unknown © 2017, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem 
  logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder 
  Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder 
  Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder 
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  Roleplaying Game, Pathfinder Tales, Starfinder, the Starfinder logo, Starfinder Adventure Path, Starfinder Combat 
  Pad, Starfinder Flip-Mat, Starfinder Pawns, and Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  This adventure uses the Starfinder Core Rulebook. These rules can be found online for free as part of 
  the Starfinder Rules Document at paizo.com/sfrd.
  Table of Contents
  Into the Unknown . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Station . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
  Adrift .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  Boarding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Salvage.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .20
  Lawblight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Handouts.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 38
  Repeatable
  Starship
  Quest
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more information on 
  scenario tags see Chapter 1 of the Starfinder Society Roleplaying Guild Guide.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  
  3
  aboard the Endless Threnody dispatched their most diplomatic 
  crew member—a ghoul named Exegara Long-Tongue—to take the 
  scout ship to Absalom Station, purchase repair components with 
  the Starfinder treasures, and return to fix the Endless Threnody. 
  By the start of this quest series, Exegara has already pawned 
  many of the treasures in Absalom Station. Unexpectedly for 
  Exegara, the pawn broker who purchased the Starfinder insignias 
  attempted to re-sell them back to the Society. Recognizing the 
  importance of the insignias, the Society’s leadership assembles a 
  team of Starfinders to follow-up with the pawn broker—starting 
  a journey that leads from the bowels of Absalom Station to the 
  depths of space in a climactic battle against the dreaded pirates of 
  the Lawblight!
  RUNNING INTO THE UNKNOWN
  Starfinder Society Quests: Into the Unknown is a series of five 
  quests: short adventures designed to take about 1 hour each. 
  Collectively, the quests tell a cohesive story beginning with 
  the “Station” quest and ending with the “Lawblight” quest. It is 
  recommended that the GM present each of the quests in order, 
  although each quest after the first provides a short sidebar 
  describing to new PCs what has come before. 
  As the PCs play through quests, they gain clues that can assist 
  them in the final quest, as noted on the PCs’ Chronicle sheets. At 
  the beginning of the “Lawblight” quest, check each PC’s Chronicle 
  sheet to determine what clues the PCs have acquired. If at least 
  one PC has a particular clue box checked, all PCs gain its benefit 
  during the “Lawblight” quest.
  CHARACTERS
  Each player must use one of the 1st-level Starfinder Society 
  pregenerated characters, which are available at paizo.com/
  StarfinderSociety/GMResources, or a 1st-level character of the 
  player’s own creation, using the rules set forth in the Starfinder 
  Society Roleplaying Guild Guide.
  RECEIVING CREDIT
  A player who plays through one or more of the quests receives 
  a Chronicle sheet for Into the Unknown, noting which specific 
  quests he played. He can later play the rest of the quests in the 
  T
  he Starfinder Society is an organization renowned for 
  its exploratory efforts throughout the known galaxy. 
  Hundreds of expeditionary teams search uncharted stars 
  to broaden the Society’s knowledge of the wider universe (and the 
  planes of existence beyond). A recent event known as the Scoured 
  Stars incident, however, dealt a tremendous blow to the Starfinder 
  Society. Most of the Society’s assets were lost in the incident, and the 
  organization is only now recovering.
  Months before the events of the Scoured Stars, a team of seasoned 
  Starfinders set off into the far reaches of space known as the Vast in 
  their ship, the Unbounded Wayfarer. In the course of their expedition, 
  after exploring several unknown planets, those Starfinders ran into 
  a pirate ship near the desert world of Ulmarid. The pirates, in a 
  fearsome starship dubbed the Lawblight, ambushed the Unbounded 
  Wayfarer and sent the Starfinder vessel crashing to the surface of the 
  nearby planet. As Ulmarid is surrounded by dense fields of asteroids, 
  the pirates did not risk damaging their ship any further to plunder 
  the crashed prize. 
  Most of the crew of the Unbounded Wayfarer perished in the 
  crash. One injured survivor managed to trigger a distress beacon 
  before succumbing to the poisonous crystalline rains and fearsome 
  beasts of the inhospitable planet. An Eoxian ship of the villainous 
  Corpse Fleet, a freighter called the Endless Threnody, intercepted 
  the distress call. Although the Endless Threnody’s crew didn’t 
  care about helping living survivors, they couldn’t pass up the 
  opportunity for plunder and new undead recruits. The Eoxians—
  sentient undead originally hailing from the Pact World of Eox—
  sent a scout ship through the cloud of asteroids around Ulmarid 
  and landed near the Unbounded Wayfarer. The scout quickly 
  determined that the Starfinder vessel was irrevocably wrecked but 
  took a few valuables from it, including the insignias worn by the 
  dead Starfinders, before returning to the Corpse Fleet vessel.
  The Endless Threnody was not alone above Ulmarid. The 
  Lawblight crept close to the Corpse Fleet freighter, using asteroids 
  for cover. The Lawblight pounced as soon as the Endless Threnody 
  made to depart. The pirate vessel raked the Corpse Fleet ship, 
  but not before the Endless Threnody could escape into the Drift—
  an extradimensional plane used for faster-than-light travel. The 
  Endless Threnody escaped, but was stranded in the Drift as its 
  Drift engine shorted out shortly after the battle. The few survivors 
  BY RON LUNDEEN
  STARFINDER SOCIETY QUESTS:
  INTO THE UNKNOWN
  
  4
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  series, earning greater rewards (see the Variable Rewards boon 
  on the Chronicle sheet at the end of this series). If the player 
  created his own 1st-level character, he applies the Chronicle sheet 
  to that character. If he instead used one of the 1st-level Starfinder 
  Society pregenerated characters, he can apply the Chronicle 
  sheet to a 1st-level Starfinder Society character. If that character 
  gains XP from another Chronicle sheet, he can no longer earn 
  additional rewards for that character for playing the other Into 
  the Unknown quests.
  Into the Unknown can be replayed for credit, but the credit 
  must be applied to a different 1st-level character each time. When 
  a GM runs a quest, she also gets credit applied to a character. 
  However, each time she runs one, she can check off any one of 
  the quest boxes on her Chronicle sheet. In this way, a GM can 
  continue to earn credit toward a character even if she runs the 
  same quest several times for different groups.
  
  5
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  “Station” takes place in the Downlow neighborhood of 
  Absalom Station. For more information about the Downlow 
  region, see the Absalom Station article in Starfinder 
  Adventure Path #1: Incident at Absalom Station, available 
  at bookstores and game stores everywhere, and online at 
  paizo.com.
  Where in the 
  Universe?
  T
  he ghoul Exegara Long-tongue came to Absalom Station 
  with a clear goal: she needed to acquire the parts to 
  repair the Endless Threnody’s Drift engine. However, 
  mere mechanical parts would not suffice. The Endless Threnody’s 
  unique Drift engine is powered as much by magic as by technology, 
  so Exegara also needs rare and morbid ritualistic components, 
  including several clean humanoid skulls.
  Exegara pawned the gear plundered from the downed Starfinder 
  vessel to finance her search, and she also paid for a few mercenaries 
  to act as bodyguards and guides. In addition to selling other less-
  identifiable pieces throughout the Downlow neighborhood of 
  Absalom Station, Exegara sold several Starfinder insignias to a 
  disreputable vesk pawnbroker named Julzakama. From the vesk, 
  Exegara learned about a mortuary called the Vat Garden that 
  seemed likely to contain the skulls she needs.
  Unfortunately, Exegara’s funds are nearly expended, so she is 
  unable to simply purchase the skulls from the Vat Garden (and 
  she is not certain the owners would sell off remains to an Eoxian, 
  at any rate). Instead, Exegara plans to scare off the owners and 
  simply take the skulls, relying upon her mercenaries to deal with 
  interlopers and bystanders.
  Meanwhile, Julzakama offered to sell the Starfinder insignias 
  back to the Starfinder Society at a steep premium. Venture-Captain 
  Arvin agreed to the vesk’s price, but only so long as the vesk 
  provided detailed information about the seller. With the deal made, 
  the Society sends a group of agents to interrogate the vesk pawn 
  broker and find what they can about the acquisition of the missing 
  Starfinders’ insignias.
  SUMMARY
  The PCs receive a hasty briefing from Venture-Captain Arvin, 
  who brings them up to speed on both the history of the missing 
  Starfinders and how the Starfinder Society just discovered a clue 
  that could lead them to the missing group. Following the briefing, 
  the PCs meet with the vesk pawnbroker Julzakama and must 
  question him about Exegara and the ghoul’s current whereabouts.
  After learning that Exegara was bound for the sunken 
  garden-turned-mortuary called the Vat Garden, the PCs discover 
  her searching through the garden under the protection of his 
  STATION
  
  Julzakama
  6
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  mercenaries. If the PCs defeat her mercenaries, Exegara surrenders. 
  The PCs then learn from Exegara (or from her datapad, if she fell 
  in combat), the location of the Corpse Fleet ship Endless Threnody, 
  which has the coordinates to the planet where the Corpse Fleet 
  found the missing Starfinder vessel. 
  GETTING STARTED
  The PCs are hastily summoned to the Lorespire Complex 
  by Venture-Captain Arvin (N male damaya 
  lashunta mystic). The no-nonsense venture-
  captain quickly gets to the business at hand. 
  Read or paraphrase the following.
  The tall and confident lashunta man gestures 
  to several functional chairs, inviting you to sit. 
  “Thank you for arriving so quickly. As I mentioned 
  in my comm message, we have an urgent opportunity 
  to recover some critical information.
  “Several months ago, a crew of Starfinders 
  took a ship called the Unbounded Wayfarer 
  into the Vast to explore a series of uncharted 
  planets. They never returned. Earlier today, 
  a vesk pawnbroker in the 
  Downlow 
  neighborhood 
  contacted us, offering to 
  sell us several Starfinder 
  insignias. 
  These 
  insignias 
  belonged to the lost crew of 
  the 
  Unbounded Wayfarer, 
  and that immediately caught the 
  Society’s attention. The pawnbroker—named 
  Julzakama—doesn’t realize the true value of the insignias. We 
  negotiated a purchase price in exchange for the insignias and 
  information about the seller. We hope this seller can lead us to 
  the Unbounded Wayfarer and its crew.
  “We’ve remotely transferred the requested credits to 
  Julzakama. Now, we need you to collect the insignias and all the 
  information you can from the vesk regarding whoever sold him 
  the insignias, and then track down that seller. Learn where to 
  find the Unbounded Wayfarer and its crew. I’m worried that the 
  seller might not be on the station for long, so act quickly. If you 
  have any questions, please make them fast.”
  Below are a few possible questions and Arvin’s answers.
  What do you know about Julzakama? “He runs a pawnshop 
  called Julzakama’s Loans and is an unusually arrogant vesk. I 
  don’t know him, but I get the impression that I wouldn’t like him 
  much if I did.” Venture-Captain Arvin also provides directions to 
  Julzakama’s shop.
  What are these insignias? “The crew of the Unbounded 
  Wayfarer received the insignias long ago for exemplary service 
  to the Society. Although this isn’t common knowledge outside the 
  Starfinder Society, these insignias are no mere trinkets; they can 
  be used to encrypt or decrypt information that the Starfinders 
  wanted to keep hidden.”
  The PCs can attempt a DC 12 Culture check to recall further 
  information about Julzakama. On a success, a PC recalls that 
  Julzakama is a domineering brute and that only the truly 
  desperate deal with him. Further, he responds better to bluster 
  than to honeyed words; the PCs gain a +2 insight bonus to 
  Intimidate checks against Julzakama for the remainder 
  of the adventure. The PCs can also obtain this 
  information with a successful DC 15 Diplomacy check to 
  perform the gather information task.
  BOON SLOTS
  No boon slots are available for Into the Unknown, 
  but the GM should explain that PCs acquire boons 
  as they play adventures, and this is where they 
  would normally be asked to review and select 
  their boons for this adventure, based on 
  their mission briefing.
  JULZAKAMA’S 
  LOANS
  Downlow is a poor and densely-
  populated section of the Spike 
  that extends below Absalom 
  Station. Julzakama’s shop 
  is less than an hour from 
  the 
  Lorespire 
  Complex, 
  the headquarters of the 
  Starfinder Society, and reaching 
  the run-down store is fairly simple. When the 
  PCs arrive, read or paraphrase the following.
  Although some areas of Downlow are clean and trendy, this 
  narrow alley of concrete and metal buildings drips with oil and 
  sparking wires. A wide, red neon electric sign reads “Julzakama’s 
  Loans” on a building sandwiched between a Kuthite sensation 
  house and a derelict building covered with graffiti. The shop’s 
  solid metal door contains a single, small window too grimy to 
  peer through.
  The interior of Julzakama’s Loans is crammed with shelves 
  containing all manner of near-valueless items, from small 
  appliances to VR game consoles and jars of colored powders. The 
  shop has the acrid smell of a reptile house that has not been 
  cleaned in months. A massive vesk in a muscle shirt stands at the 
  rear of the shop, behind a low desk and a series of heavy metal 
  bars anchored into the ceiling.
  Julzakama is carelessly disassembling an old computer when 
  the PCs arrive, but he looks up from his work when they enter 
  his shop. He immediately guesses who the PCs are and why they 
  are there, although he feigns ignorance long enough to get the 
  PCs talking.
  
  7
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  Julzakama is full of swaggering bluster, and he is used to 
  terrorizing patrons who desperately need credits to squeeze out 
  as much profit as possible. He has little respect for any creatures 
  smaller than he is (which is most creatures besides other vesk), 
  calling other races by a diminutive “-ling” at the end of their race’s 
  name (such as “man-ling” for humans, “lash-ling” for lashunta, 
  and “ren-ling” for shirren). Despite his bravado, Julzakama knows 
  better than to get into a physical fight; his protection money 
  to the Lowrigger gang is fully paid, and he does not intend to 
  jeopardize his business by getting into a scrap with clients.
  If the PCs mention the Starfinder insignias, Julzakama gives 
  a wide smile. He slides a metal box through a gap in the bars, 
  thanking the PCs for their business. The box contains seven 
  insignias bearing the compass-like logo of the Starfinder Society. 
  Although Julzakama has already made his deal with Venture-
  Captain Arvin, he is determined to extract a bit more value from 
  the PCs if he can.
  The vesk scratches the scaly skin between his bony beard-
  spikes with a clawed hand and says, “Seems I’m now fully paid 
  for those trinkets there. I remember Arvin said something about 
  wanting information, too, and I can do that. But information 
  costs extra.”
  To obtain information about Exegara, the PCs can either pay 
  Julzakama 10 credits, succeed at a DC 16 Diplomacy check to 
  change his attitude from indifferent to friendly, or succeed at a 
  DC 16 Intimidate check to bully the information from him. Other 
  skills might be relevant, at the GM’s discretion. Although only 
  one PC can attempt a skill check against Julzakama at a time, 
  the other PCs can use the aid another rule (see page 133 of the 
  Starfinder Core Rulebook) to improve the chance of success. As 
  Julzakama respects other vesk, vesk PCs gain a +2 bonus to their 
  skill checks. A single retry on this skill check is possible, but the 
  DC increases by 2 to reflect Julzakama’s bolstered sense that the 
  PCs are desperate to deal.
  Failure: If a PC fails the skill check, Julzakama seems to relent, 
  holding his hands up in the air. “All right, all right; the seller was 
  named Exegara, and she wasn’t from around here. Wore a flight 
  suit, like she had come off a long trip. Once she had her money, 
  she asked about where to purchase clean skeletons. I don’t carry 
  goods like that, so I sent her to the Vat Garden.”
  Success: If a PC succeeds at the skill check, Julzakama is more 
  forthcoming, in addition to the information above, he notes that 
  the seller was undead (“She was definitely an Eoxian. She looked 
  like a man-ling, but didn’t breathe or blink or anything”), and that 
  she mentioned something about hiring some local muscle “just 
  in case.” 
   Development: The journey from Julzakama’s Loans to the Vat 
  Garden takes about 10 minutes. If the PCs want to inform Arvin 
  of their findings, they can do so by using a personal comm unit. 
  Since Exegara is so close to the PCs’ location, Arvin presses the 
  PCs to continue their investigation.
  A. THE VAT GARDEN
  Downlow’s Vat Garden was once a vast pool of bio-active 
  substances that drained away decades ago. The residue in the 
  pool still enhances the growth of biological organisms, and an 
  enterprising ysoki family purchased the empty pool and turned 
  it into a garden, selling fresh plants around Absalom Station. 
  Demand exceeded their supply, so the family took in any sort of 
  biological waste as mulch to grow their riotous tangle of plants. 
  An open secret around Downlow is that the ysoki also act as a 
  mortuary for the very poor: they take dead bodies for free as 
  mulch for their plants. 
  A PC who succeeds at a DC 12 Culture check recalls that the Vat 
  Garden is a ysoki-operated garden; if the result exceeds this DC 
  by 5 or more, the PC is also aware that the ysoki surreptitiously 
  accept corpses to help grow their plants. The PCs can also gather 
  this information with Diplomacy checks using the same DCs. This 
  side business is not technically illegal, and the ysoki cultivate 
  good relations with local law enforcement for protection.  
  Any resident of Absalom Station’s Downlow can point the PCs 
  to the Vat Garden. When the PCs reach the Vat Garden, read or 
  paraphrase the following.
  The station passageways open into an enormous sunken pool 
  filled with a riotous growth of plants. A narrow walkway leading 
  to other parts of Downlow encircles the overgrown vat, and a 
  spire of some kind of machinery stands in its center. For such 
  a busy section of Downlow, the area is surprisingly quiet. Two 
  ladders and a steep staircase pierce the foliage and lead down 
  into the vat.
  The Vat Garden is currently silent because Exegara and her 
  mercenaries ran off the ysoki family several minutes ago. Passers-
  by realize something is afoot at the Vat Garden and are wisely 
  detouring around the area. Although the ysoki returns with the 
  authorities eventually, Exegara plans to be long gone by then.
  The floor of the Vat Garden is 15 feet lower than the walkway 
  surrounding it, and the foliage is so thick that creatures in the vat 
  have total concealment (50% miss chance) from creatures up on 
  the walkway. Within the vat, the orderly rows of plants provide 
  concealment (20% miss chance) to opponents more than 10 feet 
  away; enemies closer than this do not benefit from concealment. 
  The two ladders and steep staircase leading down into the vat 
  are easy to navigate, but the PCs can also climb down the plants 
  themselves with a successful DC 15 Athletics check.
  Creatures: Exegara Long-Tongue and her hired mercenaries 
  are down in the vat among the plants. Exegara is sifting through 
  the plants’ roots, adding skulls to a small pile she has already 
  assembled. Her three hired mercenaries, brutal human thugs 
  named Corvell, Gurge, and Jarkin, keep watch. Exegara is a lanky 
  ghoul dressed in a flight suit and wrapped in a concealing cloak 
  to hide her undead nature. Jarkin, Gurge, and Corvell are muscled 
  thugs with matching sneers. Exegara and her mercenaries attack 
  immediately if they spot intruders entering the vat.
  
  A. The Vat Garden
  1 square = 5 feet
  Pathfinder Map Pack: Starship Chambers
  8
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  
  9
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  SUBTIER 1–2 (CR 3)
  EXEGARA LONG-TONGUE 
  CR 1
  Female ghoul
  NE Medium undead
  Init +4; Senses darkvision 60 ft.; Perception +5
  DEFENSE  
   
   
   
            HP 17
  EAC 11; KAC 12
  Fort +1; Ref +1; Will +6
  Immunities undead immunities
  OFFENSE
  Speed 30 ft.
  Melee bite +4 (1d4+2 P plus paralysis)
  Ranged azimuth laser pistol +6 (1d4+1 F; critical burn 1d4)
  Offensive Abilities paralysis (1d2 rounds, DC 12)
  TACTICS
  During Combat Exegara takes cover behind the plants in the 
  vat, shooting her laser pistol at enemies. If approached 
  in melee, she uses her paralyzing bite to incapacitate 
  opponents, then retreats into cover to fire her pistol again.
  Morale Exegara surrenders if her mercenaries are defeated.
  STATISTICS
  Str +1; Dex +4; Con —; Int +2; Wis +0; Cha –1
  Skills Acrobatics +10, Bluff +5, Mysticism +5, Piloting +10, 
  Sleight of Hand +10
  Languages Common, Eoxian
  Noncombat Abilities unliving
  Gear flight suit stationwear, azimuth laser pistol with battery 
  (20 charges), datapad
  SPECIAL ABILITIES
  Paralysis (Su) Exegara’s bite attack paralyzes her target for 1d2 
  rounds unless the target succeeds at a DC 12 Fortitude save.
  MERCENARIES (3) 
  CR 1/2
  NE Medium humanoid (human)
  Init +6; Perception +4
  DEFENSE  
   
   
                   HP 13 EACH
  EAC 10; KAC 12
  Fort +4; Ref +2; Will +0
  OFFENSE
  Speed 30 ft.
  Melee assault hammer +6 (1d6+3 B)
  Ranged azimuth laser pistol (1d4 F; critical burn 1d4)
  TACTICS
  During Combat The mercenaries move toward foes to engage 
  in melee, splitting up to attack different targets if possible.
  Morale When two mercenaries are defeated, the last 
  mercenary attempts to flee.
  STATISTICS
  Str +3; Dex +2; Con +1; Int +0; Wis +0; Cha –1
  Skills Athletics +9, Intimidate +4, Sense Motive +4, Survival +4
  Feat Blind-Fight
  Languages Common
  Gear assault hammer, azimuth laser pistol with battery (20 
  charges), credstick with 250 credits
  Rewards: The ysoki proprietors of the Vat Garden return shortly 
  after the fight. They are thankful that the PCs dealt with the 
  thieves and provide six plant bulbs as a reward. When chewed, 
  each bulb acts as a dose of tier-1 antitoxin. The PCs can also sell 
  their foes’ gear for 10% of its value, as usual.
  CONCLUSION
  If Exegara surrendered, she answers any questions the PCs have. 
  She explains that she was only recently recruited into the Corpse 
  Fleet and knows little of their activities. She traveled aboard a 
  vessel called the Endless Threnody that picked up the distress 
  call of a Starfinder vessel. The Corpse Fleet ship traveled to the 
  Starfinder vessel’s crash site on a desert planet and acquired 
  several treasures, including the Starfinder insignias. Before the 
  Endless Threnody could get into the Drift, it was surprised and 
  crippled by a pirate ship identified as the Lawblight. The Endless 
  Threnody now floats in the Drift, unable to leave, and Exegara 
  was dispatched to acquire repair materials. Exegara’s datapad 
  shows the Endless Threnody’s current location. Although Exegara 
  does not know the coordinates of the crashed Starfinder vessel 
  (or even the name of the world it was on), she knows those 
  coordinates are in the files of the Endless Threnody’s navigational 
  computer. If the PCs learn about the pirate attack, the GM should 
  mark the clue Lawblight Assault on the PCs’ Chronicle sheets.
  If the PCs destroyed Exegara in the fight, they can instead 
  retrieve the Endless Threnody’s location from her datapad, and 
  learn about the Lawblight’s involvement with a successful DC 15 
  Computers check; this also rewards the Lawblight Assault listed 
  on the PCs’ Chronicle sheets. The datapad also notes that the 
  Endless Threnody is damaged and stuck in the Drift.
  In any case, Arvin is pleased with the PCs for following up on 
  this lead so quickly. He asks them to follow this mystery further 
  by finding the Endless Threnody. He also encourages them to 
  keep the Starfinder insignias for now, and explains their basic 
  function—they might need the insignias in the future.
  Make the following adjustments to accommodate a group 
  of four PCs.
  All Subtiers: Remove one of the mercenaries from the 
  encounter.
  Scaling Encounter A
  
  10
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  ADRIFT
  O
  nce the ghoul Exegara Long-Tongue departed the 
  crippled Endless Threnody, the rest of the crew had 
  little to do but await her return—but the undead can 
  wait as long as necessary. The Endless Threnody limped a bit 
  further in the Drift to avoid the potential pursuit of the Lawblight, 
  but its crew are not willing to travel so far that Exegara cannot 
  find them when she returns with repair materials. While they 
  wait, the crew watches carefully for the return of the Lawblight 
  or other starships they can cripple and then salvage for parts. 
  The undead see the arrival of the PCs’ starship as an opportunity 
  to attack.
  SUMMARY
  Venture-Captain Arvin provides the PCs with one of the Starfinder 
  Society’s fastest, lightest ships—the Loreseeker. The ship is a 
  Pegasus-class starship, part of the Society’s fleet of standardized 
  starship hulls. Arvin then recommends that the PCs quickly reach 
  the site of the Endless Threnody in the Drift, and recover the 
  coordinates of the downed Starfinder vessel. Arvin warns the PCs 
  that the Endless Threnody is affiliated with the Corpse Fleet, a 
  renegade branch of undead from the world of Eox, and is likely to 
  be hostile. As predicted, the Endless Threnody is ready to pounce 
  on any ship that approaches, quickly embroiling the PCs in a 
  starship battle in the Drift.
  GETTING STARTED
  The PCs meet with Venture-Captain Arvin in one of the Arms of 
  Absalom Station to receive their ship and their orders. Read or 
  paraphrase the following.
  Venture-Captain Arvin stands next to the entry ramp of a 
  sleek-looking starship. He waves his hands over the side of the 
  starship affectionately. “This is the Loreseeker, a Pegasus-class 
  ship that’s one of the fastest and lightest in the Society’s fleet.
  “We know that a lost Starfinder vessel, the Unbounded 
  Wayfarer, was discovered by undead creatures from a starship 
  called the Endless Threnody. We’ve pulled some strings with our 
  more reputable Eoxian contacts to get more information, but 
  “Adrift” takes place in the Drift, a separate plane of existence 
  from the Material Plane. New to the grand cosmology of 
  the universe, the Drift is only accessible using technology—
  specifically, by employing Drift engines. The Drift is an 
  endless expanse of color without substance, where the laws 
  of physics remain mutable. Luckily, most starships remain 
  relatively unaffected by the Drift, thus allowing interstellar 
  travel to thrive in a galaxy that only recently discovered it.
  Where in the 
  Universe?
  
  Loreseeker
  11
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  they’ve disavowed knowledge of the Endless Threnody entirely; 
  this likely confirms our suspicions that the Endless Threnody is 
  connected with the Corpse Fleet, a group of Eoxian separatists 
  who refuse to work alongside the living. 
  “We have the location of the Endless Threnody in the Drift, 
  courtesy of that ghoul you tracked down. Its Drift engine 
  is incapacitated, so it’s unable to escape the Drift. Take the 
  Loreseeker into the Drift, cripple the Eoxian ship—as a Corpse 
  Fleet vessel, they won’t be open to negotiations—and recover 
  the location of the lost Starfinder vessel.” 
  Below are questions the PCs might have, and Arvin’s answers.
  What is the condition of the Endless Threnody? “We only 
  know that its Drift engine is damaged, so it’s unable to leave 
  the Drift. The fact that its agent was prevented from acquiring 
  replacement parts means its Drift engine is probably still offline. 
  But you should assume that its armaments and other systems 
  are operational. As a freighter, it’s unlikely to be bristling with 
  weapons, but be careful.”
  Can we use the ship the ghoul came in? “That ship is too 
  small; it only fits a single pilot and, like most Eoxian ships, it 
  isn’t sealed to contain atmosphere. It’s unsuitable for living 
  creatures to use.”
  Should we negotiate with the Endless Threnody? “The Corpse 
  Fleet consists of violent separatists who view living creatures as 
  chattel and prey. I would prepare for a fight, not a negotiation. If 
  they’re willing to talk, be prepared for treachery.”
  The PCs can also attempt a DC 12 Culture check to recall further 
  information about the Corpse Fleet. On a success, a PC confirms 
  the information in the last question above, and recalls that Corpse 
  Fleet vessels are frequently airless vessels festooned with bone 
  spikes and powered by magic as well as technology. 
  BATTLE STATIONS
  When the PCs board the Loreseeker, you should ask the PCs to 
  each assume a role aboard the vessel. The Loreseeker can have 
  one captain, one pilot, and any number of engineers, gunners, 
  and science officers. To help the PCs decide, the GM should 
  explain the following:
  • The pilot should have a good Piloting bonus.
  • Gunners should have a good base attack bonus (at least 
  equal to her level) or the Piloting skill.
  • Engineers should have a good Engineering 
  bonus.
  • Science officers should have a good 
  Computers bonus.
  • The captain should have a good Bluff, 
  Diplomacy, or Intimidate bonus, as 
  well as any of the skills 
  identified above. 
  A group of four PCs can leave the engineer or science officer 
  role vacant if they agree to have more gunners. Although the PCs 
  have several days of travel through the Drift in which they can 
  swap positions, the PCs should get in the habit of assigning roles 
  whenever they board a starship.
  The statistics for the Loreseeker are below; a copy of these 
  statistics and an overview of starship combat appears on Handout 
  #7 on page 34. Present this handout to the PCs along with the 
  handouts summarizing each role aboard a starship (see Handouts 
  #1–5 on pages 29–32).
  SUBTIER 1–2
  LORESEEKER 
  TIER 2
  Starfinder Society Pegasus (Starfinder Society Roleplaying 
  Guild Guide)
  Medium explorer
  Speed 10; Maneuverability good (turn 1); Drift 1
  AC 13; TL 13
  HP 55; DT —; CT 11
  Shields Basic 40; forward 10, port 10, starboard 10, aft 10
  If your PCs have not played the “Station” quest that 
  precedes this one, let them know they are investigating the 
  fate of a lost Starfinder vessel and found clues leading them 
  to a Corpse Fleet ship stranded in the Drift. 
  Jumping In
  
  12
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  Attack (Forward) light laser cannon (2d4)
  Attack (Port) light laser cannon (2d4)
  Attack (Starboard) light laser cannon (2d4)
  Attack (Turret) coilgun (4d4)
  Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; 
  Systems basic medium-range sensors, crew quarters 
  (good), mk 1 duonode computer, mk 2 armor, mk 2 
  defenses; Expansion Bays cargo hold, escape pods, science 
  lab, tech workshop
  Modifiers +2 Computers, +1 Piloting; Complement 4–7
  TRAVELING IN THE DRIFT
  Once the Loreseeker departs Absalom Station, the PCs travel into 
  the Drift. The Drift is an immense, empty plane of swirling colors. 
  Travel within the Drift to the site of the Endless Threnody takes 
  5d6 days. The GM should have the PCs roll to determine their 
  travel time in the Drift. Although the PCs can engage in whatever 
  activities they would like during this travel time, the GM should 
  gloss over this quickly to get to the action.
  B. DRIFT BATTLE
  When the PCs arrive at the coordinates provided by Exegara, the 
  Endless Threnody is not present. In fact, the Corpse Fleet ship 
  managed to limp along a little bit in the Drift, and is about 3 hours’ 
  travel from the spot Exegara left it. This means the PCs must scan 
  the area to find the Corpse Fleet ship. Unfortunately for them, the 
  Endless Threnody’s sensors are operational, and the Corpse Fleet 
  ship is also on the lookout for nearby vessels it can attack and 
  plunder for spare parts.
  Contact: The science officer of the Loreseeker should attempt a 
  Computers check, applying the +2 modifier from the Loreseeker’s 
  sensors. This check is opposed by the Computers check of the 
  Endless Threnody. The result of this check affects the starting 
  positions of the ships, as detailed in the Starship Combat section. 
  Regardless of which ship got a higher result, the Loreseeker detects 
  the incoming Corpse Fleet ship. 
  When the PCs spot the Endless Threnody, read or paraphrase 
  the following:
  The Eoxian freighter is a massive vessel made of bone and 
  steel. The front of the ship is a single enormous red lens, 
  appearing as a sullen, bloody eye. The ship bristles with bone 
  protrusions, as though it were some horned, skeletal beast. 
  Some of the bones are charred and broken, indicating past 
  battle damage. Laser cannons protrude from the front and 
  sides of the freighter; but its rear weapon mounts are a twisted 
  wreck. Gaps between the bones show the ship’s interior, but 
  this is not from battle damage—this ship was never intended to 
  accommodate living creatures. 
  If the PCs attempt to hail the Endless Threnody, its captain 
  responds with an imperious “So good of you to deliver the skulls 
  we need for our repairs,” before ending communications.
  Clue: If the result of the PC’s initial Computers check to scan the 
  Endless Threnody was at least as high as the Endless Threnody’s 
  result, the PC science officer also identifies some significant 
  damage sustained by the Endless Threnody in its fight against the 
  pirates; the GM should mark the clue Lawblight Barrage on the 
  PCs’ Chronicle sheets.
  Starship Combat: The GM begins the rounds and phases of a 
  starship combat, as described starting on page 317 of the Starfinder 
  Core Rulebook. As this may be the first Starfinder starship combat 
  for many players, the GM should clearly explain each of the phases 
  and actions to the PCs.
  The ships start 3d6+5 hexes apart from each other. If the 
  Loreseeker’s science officer’s initial Computers check was higher 
  than the Endless Threnody’s check, he can choose the initial facing 
  of each ship. If the Endless Threnody’s result was higher, the GM 
  points the Endless Threnody toward the rear arc of the Loreseeker. 
  If the checks are the same, the GM points the Endless Threnody 
  toward the Loreseeker, and the Loreseeker’s science officer can 
  choose the Loreseeker’s initial facing.
  The undead crew of the Endless Threnody are stranded but not 
  defenseless; they plan to destroy the Loreseeker, murder its crew, 
  and plunder the ship for parts. Although their shields, Drift engine, 
  and rear weapons are incapacitated (and therefore not included 
  in the statistics on page 14), they have fully repaired their other 
  systems. They fight tenaciously until their ship is crippled (reduced 
  to 0 HP).
  If you are using the 1st-level Starfinder Society pregenerated 
  characters, they are best suited for the following roles.
  Altronus: This kasatha solarian can operate as a mediocre 
  captain but has few other starship-relevant skills beyond 
  being a backup gunner.
  Iseph: This android operative is the best pilot, but would 
  also make a good science officer or engineer.
  Keskodai: This shirren mystic does not particularly excel 
  at any role on a starship, but would make a decent captain 
  or science officer.
  Navasi: This human envoy can serve well in any role 
  on the ship well but is best suited as the captain, pilot, or 
  science officer.
  Obozaya: This vesk soldier is a reasonable gunner but 
  would also make for a fine—if domineering—captain via use 
  of the Intimidate skill.
  Quig: This ratfolk mechanic makes an excellent engineer 
  or science officer.
  Raia: This lashunta technomancer makes a good engineer, 
  science officer, or pilot.
  Iconic Roles
  
  B. Drift Battle
  Starfinder Flip-Mat: Basic Starfield
  13
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  
  14
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  The PCs should realize early in this fight that the Endless 
  Threnody lacks the ability to make attacks in its rear arc; by keeping 
  their more maneuverable ship behind the Endless Threnody, they 
  can minimize return fire from the Eoxian vessel.
  ENDLESS THRENODY 
  TIER 2
  Large heavy freighter
  Speed 6; Maneuverability average (turn 2); Drift —
  AC 11; TL 11
  HP 100; DT —; CT 20
  Attack (Forward) heavy laser cannon (4d8)
  Attack (Port) light laser cannon (2d4)
  Attack (Starboard) light laser cannon (2d4)
  Power Core Arcus Ultra (150 PCU); Drift Engine Signal Basic  
  (currently inoperable); Systems basic computer, budget 
  short-range sensors, crew quarters (common); Expansion 
  Bays cargo holds (6), passenger seating (2)
  Modifiers +1 Piloting; Complement 10 (currently 6)
  CREW
  Captain Bluff +7 (2 ranks), Computers +7 (2 ranks), Engineering 
  +7 (2 ranks), gunnery +6, Intimidate +7 (2 ranks), Piloting +8 
  (2 ranks)
  Engineer Engineering +11 (2 ranks)
  Gunners (2) gunnery +7
  Pilot Piloting +8 (2 ranks)
  Science Officer Computers +7 (2 ranks)
  CONCLUSION
  Once the PCs are victorious against the Endless Threnody, the 
  Corpse Fleet ship lists to one side and its power core overloads, 
  covering the ship with coruscations of negative energy. As the 
  PCs survey their own ship’s damage, they can congratulate 
  themselves on dispatching a wounded—though active—threat to 
  living creatures everywhere.
  The Corpse Fleet ship still contains valuable information to the 
  Starfinder Society. Following their victory, the PCs should already 
  begin preparing to board the drifting wreck.
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: Reduce the Endless Threnody’s Hull Points to 
  75 and its Critical Threshold to 15.
  Scaling Encounter B
  
  15
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  T
  he crippled hull of the Corpse Fleet starship, Endless 
  Threnody, lists in the open space of the Drift. Like many 
  Eoxian vessels, the Endless Threnody is constructed of 
  metal and supernaturally dense bone, with jagged protrusions that 
  crackle with necromantic energy. The interior of the ship is more 
  like a lattice of bone and steel than typical bulkheads. Although 
  most of the crew of the Endless Threnody were destroyed in the 
  battle, a few crew members still exist as near-mindless skeletons. 
  They quickly mobilize to repel boarders. 
  SUMMARY
  The PCs receive a communication from Venture-Captain Arvin 
  encouraging them to board the disabled Endless Threnody and 
  download the coordinates of the missing Starfinder vessel from 
  the ship’s main computer. Because of the dangerous necromantic 
  energy sparking off the Corpse Fleet ship, the only good place to 
  board the disabled ship is its rear cargo loading area. Although the 
  PCs cannot access the main computer from the Endless Threnody’s 
  cargo section, they can use local computer terminals to shut 
  down several of the dangerous necromantic reactors that remain 
  operational on the ship.
  While traversing the interior of the Endless Threnody to the 
  bridge, the PCs encounter the remaining undead crew, now only 
  consisting of nearly mindless skeletons. The undead attack the 
  PCs, drawing strength from the nearby necromantic reactors—
  unless the PCs already shut them down. 
  Once the PCs reach the bridge, they can attempt to hack into the 
  Corpse Fleet computers to download the information about the lost 
  Starfinder starship. 
  GETTING STARTED
  The PCs begin in their ship, a Pegasus-class starship called the 
  Loreseeker, near the larger Corpse Fleet vessel called the Endless 
  Threnody. Their communications station crackles to life, and a 
  hologram of Venture-Captain Arvin appears to instruct the PCs. 
  Read or paraphrase the following.
  The Endless Threnody drifts just outside the forward viewport. 
  The enormous Corpse Fleet starship bristles with bone spurs, 
  and a baleful red lens at its fore resembles a swollen and 
  BOARDING
  “Boarding” takes place in the Drift, aboard the crippled hull 
  of the Corpse Fleet starship, Endless Threnody. The ship is 
  designed for undead and is entirely inhospitable to living 
  creatures. Luckily for the PCs, basic armor and space suits 
  provide enough protection for a short boarding sequence.
  Where in the 
  Universe?
  
  16
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  bloody eye. Crackles of dark energy leap across the bone spurs, 
  discharging from the ruined ship’s necromantic power source.
  With a burst of static and a flash, a blue-hued hologram 
  of Venture-Captain Arvin appears at the Loreseeker’s 
  communications station. “Excellent work. The Endless Threnody 
  is incapacitated, but not pulverized. I need you to board that 
  vessel, access the main computers at the bridge, and recover 
  the coordinates of the missing Starfinder vessel’s crash site.
  “That energy signature looks dangerous, and those 
  discharges can damage your hull. Dock at the cargo bay at the 
  rear of the ship and make your way forward to the bridge. Wear 
  space suits if your armor can’t protect you from vacuum—there 
  are a few suits in a storage locker aboard your ship. Eoxian 
  ships do not have life support and are often exposed to space. 
  Any questions?” 
  This is an appropriate time to remind the PCs that all armors 
  provide basic protection against vacuum, as described on page 
  198 of the Starfinder Core Rulebook. PCs that lack armor should 
  use one of the six space suits (Starfinder Core Rulebook 231) 
  stored aboard the Loreseeker. 
  Arvin’s signal is relayed via a nearby Drift beacon, so the PCs 
  can talk with the venture-captain in real time. Below are a few 
  possible questions the PCs might have, and Arvin’s answers.
  What might we expect on the Endless Threnody? “That’s hard 
  to say; information about Corpse Fleet ships is sparse, as they 
  modify their ships beyond standard Eoxian designs. I would 
  expect that any surviving—or should I say, remaining—crew 
  members might try to make a last stand, and they might have 
  rigged some traps. Be ready for anything.”
  What is that necromantic energy? “I don’t think it’s an 
  intended weapon or defense system, but some leakage from the 
  ship’s engines. Nevertheless, it’s dangerous to living creatures. If 
  you can shut it down from inside the ship, that might be wise.”
  The PCs can also attempt a DC 14 Engineering or Mysticism 
  check to recall further information about Eoxian vessels. On a 
  success, a PC recalls that such vessels are often powered by 
  magic as well as technology. If this result exceeds the DC by 
  4 or more, the PC also recalls that many Eoxian ships rely on 
  necromantic energies that radiate a minor aura of cold damage in 
  addition to powering the ship.
  C. THE ENDLESS THRENODY
  Maneuvering the Loreseeker to align with the Endless Threnody’s 
  rear cargo bay is tricky, requiring the ship’s pilot to succeed at 
  a DC 17 Piloting check; failing this check by 5 or more deals the 
  Loreseeker a minor amount of hull damage from the bone spikes 
  and necromantic energy. The damage is superfluous to the quest 
  pack, but serves to teach the PCs of the danger of carelessly 
  approaching a wrecked vessel without skillful piloting.
  Once the PCs dock with the ship, they can depart the Loreseeker 
  into the vacuum of the Endless Threnody. The Endless Threnody 
  has normal gravity but has no light apart from what the PCs bring 
  with them. There are no doors in the interior of the ship.
  C1. Cargo Bay
  The cargo bay is mostly empty, as the crew already used their 
  few supplies to patch up their ship after the pirates’ attack. Three 
  wide openings lead to the ship’s central passages (area C2).
  Access Terminal: The cargo bay contains a small computer that 
  is predominantly used to store manifests and access basic ship 
  systems. Although the PCs cannot access the main computer 
  on the bridge from here, they can attempt to minimize the 
  necromantic energy flowing through the ship. A PC wishing to 
  do so can attempt a DC 12 Computers, Engineering or Mysticism 
  check. On a success, the PC deactivates two of the four 
  necromantic generators in area C2 at random and reduces the 
  cold damage dealt on a failed check in area C3 by 1 (to a minimum 
  of 1 damage); for every 5 by which the PC’s result exceeds the 
  DC, one additional random necromantic area is deactivated, and 
  the cold damage in area C3 is reduced by an additional 1. Only 
  one of the listed skills can be utilized, and the check can only 
  be attempted once. Although a successful PC should not be 
  immediately aware of the specific effects elsewhere in the ship, 
  she is aware that the necromantic aura now is less powerful.
  C2. Haunted Corridors (Cr 3)
  The branching corridors inside the Endless Threnody are not 
  made of solid bulkheads of metal and plastic, but of a lattice of 
  enchanted bone and steel. A metal grating on the floor provides 
  stable footing, but the walls have gaps large enough to fit a fist. 
  The passages split and recombine in a manner eerily reminiscent 
  of being inside a giant rib cage. 
  Necromantic generators behind the walls in this area leak 
  chilling radiation energies. There are four generators: the exterior 
  hulls house one generator each, and an additional generator is 
  housed within each interior wall. Thus, all squares adjacent to a 
  wall in this area are suffused with chilling negative energy. The 
  central hallway contains a computer panel that allows an adjacent 
  character to permanently shut down the two interior generators 
  with a successful DC 12 Computers check. (The PCs may have 
  randomly shut down some of the generators already from the 
  computer in area C1). 
  If your PCs have not played the “Adrift” quest that precedes 
  this one, they come across a destroyed Corpse Fleet vessel 
  while traveling in the Drift. They believe that the ship’s 
  main computers contain vital information about missing 
  Starfinders and must board the ship to learn more. 
  Jumping In
  
  C. The Endless Threnody
  1 square = 5 feet
  Pathfinder Map Pack: Starship Corridors
  17
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  
  Skeletal Crew
  18
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  Hazard: A creature that ends its turn adjacent to a wall 
  containing an active necromantic generator takes 1 point of cold 
  damage from the life-leeching energy; members of the Endless 
  Threnody crew here instead gain fast healing 1 when adjacent 
  to these walls, recovering 1 HP at the start of each turn until 
  either the creature is destroyed or the generator is disabled.
  Creatures: The remaining undead crew members—reduced 
  to near-mindless skeletons—lurk within the halls here, but 
  they swiftly move to attack intruders. 
  The undead crew move at full speed 
  towards the PCs, splitting up into two 
  groups to try and flank.
  The undead crew pursue opponents 
  that flee this area, but they do not pursue 
  opponents that flee the Endless Threnody.
  SUBTIER 1–2 (CR 3)
  SKELETAL CREW (6) 
   CR 1/2
  NE Medium undead
  Init +7; Senses darkvision 60 ft.; 
  Perception +3
  DEFENSE 
               HP 6 EACH
  EAC 10; KAC 12
  Fort +1; Ref +1; Will +2
  Defensive Abilities fast healing 
  1 (supernaturally cold 
  environments only); Immunities 
  cold, undead immunities
  OFFENSE
  Speed 30 ft.
  Melee claw +4 (1d6+1 S)
  TACTICS
  During Combat The crew move through the 
  halls of the ship and attempt to flank 
  opponents. If possible, they remain in the 
  area of necromantic energy emanating 
  from the walls to benefit from fast 
  healing. As they attack, they moan 
  about taking the PCs’ skulls.
  Morale The undead crew fight until 
  they are destroyed.
  STATISTICS
  Str +1; Dex +3; Con —; Int –2; Wis +0; Cha –1
  Skills Athletics +3, Intimidate +7, Stealth +3
  Languages Common, Eoxian
  Noncombat Abilities unliving
  SPECIAL ABILITIES
  Fast Healing (Su) The crew recover 1 Hit Point at the end of 
  each round they spend in the area of cold emanated by 
  the ship’s walls.
  C3. Bridge
  When the PCs pass through the corridors, they arrive at the 
  Endless Threnody’s bridge. Read or paraphrase the following.
  The bridge of the Endless Threnody is located behind the 
  enormous crimson eye at the front of the ship, bathed in a 
  blood-red glow. The crew stations are fabricated from bone 
  and steel, apparently grown from the floor and walls of this 
  room. Battle damage is evident throughout the bridge, but it 
  is now empty and utterly silent—truly a ghost ship. 
  No creatures remain here now, and the only impediment 
  that the PCs face in recovering the coordinates of the crashed 
  Starfinder vessel is the computer security. The bridge computer 
  is a secured tier-1 computer system, so retrieving the 
  information requires two successful Computers 
  checks: one to access the system and another to 
  bypass the system’s security. As the 
  bridge computer relies upon magic 
  as well as technology, a PC can 
  attempt a Mysticism check in 
  place of a Computers check.
  Access the System (Computers DC 
  14 or Mysticism DC 16): A PC who 
  succeeds at this check bypasses 
  the system’s security. Failure 
  by 5 or more releases a 
  burst of necromantic energy 
  throughout 
  the 
  Endless 
  Threnody, dealing 1d6 cold 
  damage to all creatures 
  aboard the ship. This 
  check can be retried, 
  but each failure by 
  5 or more results 
  in 
  another 
  blast 
  of 
  necromantic 
  energy, 
  dealing 
  more cold damage. 
  This cold damage is 
  reduced (to a minimum of 
  1 point) if the PCs minimized 
  the necromantic energy in area C1.
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: Remove two of the Endless Threnody’s crew 
  from the encounter.
  Scaling Encounter C2
  
  19
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  Bypass System Security (Computers DC 15 or Mysticism 
  DC 17): By succeeding at the second check, the PCs access 
  the bridge’s computer records. Most importantly, this includes 
  information about the Lawblight, the Besmaran pirate 
  ship that initially crippled the Endless Threnody. If the PCs 
  recover this information, mark the clue Lawblight Data on 
  the PCs’ Chronicle sheets. If the PCs fail this check, digital 
  countermeasures wipe the records of the bridge computer; 
  the PCs can recover the coordinates of the downed Starfinder 
  vessel on a planet called Ulmarid in the Vast, but they gain no 
  additional information.
  CONCLUSION
  When the PCs return to the Loreseeker with the coordinates, 
  they find the hologram of Venture-Captain Arvin already active 
  and awaiting their report. Arvin is grateful for the news and 
  eager to get started on the next step of their quest. He asks 
  the PCs to leave the Endless Threnody and return to Absalom 
  Station while he researches the planet Ulmarid and how best 
  to approach it.
  As an additional reward, Arvin provides a password to open 
  a concealed compartment within the Loreseeker that contains 
  delicacies that are suitable to most palates, such as sticks of 
  candied meats. “I know this mission isn’t yet complete,” he 
  explains, “but you’ve earned the right to celebrate a bit on 
  your return trip. I asked the quartermaster to include a few 
  delicacies so you can enjoy being alive—after an encounter 
  with necromancy.”
  
  20
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  U
  lmarid is an isolated planet in the Vast uninhabited 
  by intelligent creatures. The planet’s two large 
  moons collided ages ago, resulting in a field of 
  tumbling debris high in orbit that prevents easy access to the 
  planet’s surface. Even if explorers pass through this erratic field 
  of asteroids, the planet seems to have little to offer: Ulmarid 
  is mostly a desert world, with poisonous crystalline rains and 
  screaming winds.
  Despite its inhospitable nature, Ulmarid harbors ancient ruins 
  in the form of perfectly square tunnels that honeycomb the 
  planet’s mantle. The Starfinders of the Unbounded Wayfarer came 
  to Ulmarid as the last of the several planets they had hoped to 
  explore. Before the team could enact further scans, a pirate ship 
  dedicated to the goddess Besmara lurking in the planet’s asteroid 
  field ambushed them. In the resulting starship combat, the 
  Unbounded Wayfarer crashed onto the planet below. A 
  single survivor managed to trigger a distress beacon, 
  but soon after succumbed to the planet’s dangerous 
  weather and native beasts.
  More recently, an Eoxian scout from the Endless 
  Threnody found the ship and managed to abscond 
  with a few valuables, although the true treasure 
  aboard the Unbounded Wayfarer is information 
  about the crew’s previous planetary discoveries. This 
  information is safely locked away, requiring activation by 
  the Starfinders’ insignias. 
  SALVAGE
  “Salvage” takes place on the planet Ulmarid in the Vast. 
  Ulmarid is a desert planet wracked with fierce storms that 
  scour the surface. Several square tunnels pierce the earth 
  under much of the planet’s crust; although plainly artificial, 
  there is no evidence as to who made these tunnels or why. 
  A startling variety of vicious, unintelligent monsters inhabit 
  the planet’s surface as well as these subterranean tunnels. 
  The planet’s two enormous moons collided 
  long ago, filling the planet’s upper 
  atmosphere with a dangerous 
  cloud of tumbling asteroids that 
  makes approaching the planet 
  with large ships difficult.
  Ulmarid
  Diameter: ×2/3
  Mass: ×4/9
  Gravity: ×1
  Atmosphere: Normal
  Day: 2 days; Year 14 years
  Where in the 
  Universe?
  
  21
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  SUMMARY
  The PCs arrive in orbit above the planet Ulmarid, just above the field 
  of tumbling asteroids. They must navigate the asteroids and land 
  on the surface near the wreckage of the crashed Starfinder vessel 
  Unbounded Wayfarer. Once the PCs have landed, the weather 
  takes a sharp turn for the worse, and the PCs must contend with 
  an unusual alien storm. Reaching the wrecked vessel, they find it is 
  now the hunting grounds of a ferocious burrowing creature called 
  a skreebara. After dispatching this foe, the PCs can recover the 
  information from the Unbounded Wayfarer and leave Ulmarid. 
  GETTING STARTED
  The PCs arrive at Ulmarid in a larger Drake-class vessel called the 
  Odyssey. Venture-Captain Arvin recommended the Odyssey rather 
  than the Loreseeker, as its heavier shields can better withstand 
  asteroid impacts while reaching Ulmarid’s surface. The PCs should 
  select their stations aboard the Odyssey (as they did on page 11), 
  though the PCs need not take the same roles as before.
  Prior to the start of the adventure, the PCs play a pre-recorded 
  message from Venture-Captain Arvin—a necessity due to the lack 
  of Drift beacons to facilitate long-range communication in the Vast. 
  Read or paraphrase the following.
  Venture-Captain Arvin’s pre-recorded hologram stands on 
  the bridge of the Odyssey, his hands clasped behind his back. 
  “Hopefully your journey was uneventful. Based on your 
  previous mission, we’ve obtained information about the planet 
  of Ulmarid. The desert world has breathable atmosphere but is 
  devoid of intelligent civilization. A cloud of asteroids—leftovers 
  from a collision of the planet’s moons long ago—surrounds 
  the planet, so you must carefully navigate the Odyssey to the 
  surface to find the crashed Unbounded Wayfarer. 
  “Be sure to bring the Starfinder insignias with you; they will 
  be critical in recovering the information the Starfinders left 
  behind. If you can recover any of the lost Starfinders—alive or 
  dead—please do so as well. Good luck.”
  The pre-recorded message has no additional pertinent 
  information to provide, but the PCs might be interested in learning 
  about Ulmarid before they descend. A PC acting as the Odyssey’s 
  science officer can attempt a DC 15 Computers check to get more 
  information about the planet. On a success, the PC learns that 
  Ulmarid’s atmosphere experiences sudden and ferocious storms of 
  poisonous crystals.
  NAVIGATING THE ASTEROIDS
  The Odyssey’s pilot must succeed at a DC 15 Piloting check to 
  traverse the asteroid field around Ulmarid. The pilot is not alone in 
  this endeavor, however; the captain can attempt a DC 10 Piloting 
  check or a DC 17 Diplomacy or Intimidate check to add a +2 bonus 
  to the pilot’s check. Additionally, science officers can each attempt 
  a DC 15 Computers check to add an additional +2 bonus to the 
  pilot’s check (each science officer, if more than one, can attempt 
  this check once). If the pilot’s check fails, the Odyssey takes 3d4 
  damage to a random facing. The Odyssey’s shields absorb the blow 
  and regenerate the damage; however, this check foreshadows the 
  more perilous asteroid navigation in the next quest.
  THE SUDDEN STORM
  The PCs can track the distress beacon emanating from the 
  Unbounded Wayfarer, but the ship is not easy to reach. It crashed 
  amid dunes too soft to safely bear the Odyssey’s weight, and the 
  safest place to set down is about a half-hour’s walk away. Read or 
  paraphrase the following when the PCs disembark.
  The surface of Ulmarid is a wind-scoured desert with jagged 
  protrusions of rock thrusting up through the sand. The air has a 
  harsh tang, like burning metal.
  Although the sky looks clear when the PCs land, the smell in the 
  air indicates that a sudden storm of poisonous crystals, congealed 
  from the air, is impending. A PC who succeeds at a DC 15 Survival 
  check identifies this threat before it strikes, and gains a +4 bonus 
  to her saving throws during the storm. If the PC’s Survival check 
  result exceeds 15, she can provide this bonus to an additional 
  character for every 2 by which her result exceeded the DC. A 
  PC succeeding at this check also notes that the pending storm is 
  poisonous; the GM might remind the PCs who played the “Station” 
  quest of the antitoxin plant bulbs provided by the ysoki. (Assume 
  PCs who played that quest have retained all these bulbs; one PC 
  who played “Station” should have enough bulbs to provide one to 
  each PC in the party.)
  Hazard: About 15 minutes after the PCs begin their trek to the 
  crash site, a rainstorm of poisonous crystals coalesces out of the 
  clear air and pounds down on the region for 3 rounds. Seeking 
  cover—such as returning to the Odyssey—does not help, as the 
  storm overtakes the PCs before they can successfully retreat. 
  During each of the 3 rounds, the PCs must succeed at a DC 12 
  Reflex save or take 1d6 slashing damage from the densest clusters 
  of crystals. In addition, the poisonous crystals sap muscle strength; 
  any creature damaged by the sandstorm must succeed at an 
  additional DC 12 Fortitude save or gain the encumbered condition 
  (regardless of the weight she is carrying) for 1 hour. This debilitation 
  is a poison effect, so PCs chewing the plant bulbs provided in the 
  “Station” quest gain a +4 bonus to these Fortitude saves.
  If your players have not played the “Boarding” quest 
  that precedes this one, they noticed the distress beacon 
  emanating from the Unbounded Wayfarer and resolve to 
  investigate it. 
  Jumping In
  
  22
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  After 3 rounds, the storm of poisonous crystals ends as quickly 
  as it began. The harsh metallic smell in the air abates, as there is 
  no similar storm pending in the near future.
  D. THE CRASH SITE
  Once the storm passes, the PCs can continue their journey to the 
  crashed vessel.
  d1. tHe Predator (Cr 3)
  When the PCs approach within 60 feet of the wreck, they 
  enter the hunting grounds of a giant burrowing insect called a 
  skreebara—a creature with many similarities to the ankheg of the 
  Pact Worlds, but sporting a sonic shout instead of acidic spittle. 
  Although the skreebara attacks before the PCs can reach the 
  wreckage, a piece of the wreck half-buried in the sand contains 
  the Unbounded Wayfarer’s antipersonnel weapon, a tactical 
  X-gen gun. This heavy weapon is still operational, but it has only 
  10 charges remaining and it is too damaged to be reloaded. The 
  weapon pivots sufficiently to use against the skreebara here, but 
  it cannot be easily moved because it is affixed to a heavy section 
  of fractured hull and partially covered in sand (which is why the 
  Corpse Fleet explorer missed it). 
  Creature: The skreebara is a 14-foot-long burrowing beast with 
  six powerful legs. Its carapace is made of thick reflective crystal 
  and it bears enormous mandibles that thrum with sonic energy. 
  The creature attacks by bursting from the ground amid the PCs.
  SUBTIER 1–2 (CR 3)
  SKREEBARA 
  CR 3
  N Large magical beast 
  Init +0; Senses darkvision 60 ft., low-light vision, sense 
  through (vibration); Perception +8
  DEFENSE  
  HP 40
  EAC 16; KAC 14
  Fort +7; Ref +7; Will +2
  OFFENSE
  Speed 30 ft.; burrow 20 ft.
  Melee bite +12 (1d6+3 S plus 1d3 So)
  Space 10 ft.; Reach 10 ft.
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: The skreebara is winded from a day of 
  fruitless hunting and a fight with a larger predator. Reduce 
  the skreebara’s hit points to 30. It has a –4 penalty to attack 
  rolls and its sonic screech deals only 3d4 sonic damage.
  Scaling Encounter D1
  Offensive Abilities sonic screech (DC 12)
  TACTICS
  Before Combat The skreebara burrows up amid the PCs, as 
  close to as many opponents as possible.
  During Combat The skreebara attacks the nearest opponent in 
  melee each round. If reduced below 20 Hit Points, it uses its 
  sonic screech to hit as many opponents as possible.
  Morale Vicious and territorial, the skreebara fights to  
  the death.
  STATISTICS
  Str +4; Dex +0; Con +2; Int –4; Wis +1; Cha –1
  Skills Athletics +13, Intimidate +8, Stealth +8
  SPECIAL ABILITIES
  Sonic Screech (Ex) As a standard action, a skreebara can 
  unleash a 30-foot line of sonic energy. Creatures in the line 
  each take 4d4 sonic damage (Reflex DC 12 half). Once a 
  skreebara uses this attack, it must wait 6 hours before using 
  it again, and during this time period, its bite attack does not 
  inflict any additional sonic damage. As a result, a skreebara 
  does not use this ability unless it is desperate or frustrated.
  Treasure: The tough, overlapping crystals that make up the 
  skreebara’s carapace are valuable. With a successful DC 12 Life 
  Science check, the PCs can harvest crystals worth 800 credits 
  from the creature. If the PC fails this check, the creature’s carapace 
  is damaged, and the PCs only recover half of this amount.
  The tactical X-gen gun affixed to the section of shattered hull 
  can be removed with about 10 minutes of work. Although the 
  weapon is too damaged to be functional (apart from firing its 
  remaining shots), it can be sold as scrap for 212 credits.
  d2. tHe WreCkage
  Once the PCs reach the wreckage of the Unbounded Wayfarer, 
  they can plainly see that the vessel is far beyond repair. Although 
  one of the Starfinders survived long enough to activate the 
  distress beacon, there are no survivors—seven desiccated corpses 
  remain in the wreckage, while the remaining crew members were 
  pulled out by the skreebara and devoured.
  Clue: PCs examining the wreckage can attempt a DC 15 
  Perception or Piloting check. On a success, the PC recognizes 
  characteristic impact marks of heavy metallic slugs, such as 
  those used in coilguns or railguns on starships. The damage on 
  the ship’s hull indicates that it tried to dodge the strafing fire 
  but darted the wrong way. If the PCs gain this clue, the PCs 
  understand firsthand how the Lawblight orients its attacks with 
  its coilguns; the GM should mark the clue Lawblight Evasion on 
  the PCs’ Chronicle sheets.
  Computer: Nothing else of value remains in the wreck; 
  anything obviously worth salvaging was taken by the Corpse 
  Fleet explorer that plundered it earlier. Although the Unbounded 
  Wayfarer’s computers are beyond repair, they retain sufficient 
  power to interact with the Starfinder insignias the PCs brought 
  with them. The computer interface ports contain an indentation 
  
  D. The Crash Site
  Starfinder Flip-Mat: Basic Terrain
  +0
  +0
  D1
  +0
  +5
  +10
  N
  D2
  23
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  
  24
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  the same shape as the Starfinder insignias. (The Corpse Fleet 
  explorer overlooked this connection.) When one of the insignias 
  is slotted into the indentation, the computer flares to life just 
  enough to display a datafile of worlds previously explored by 
  crew of the Unbounded Wayfarer. They include:
  • A wasteland planet called Elytrio that displayed signs of 
  scattered technology.
  • A sentient asteroid called Lamentia teeming with morlock 
  “children” in the Vast.
  • A massive space station called End of Bright Things stuck 
  between the orbits of two blue dwarf stars.
  • A stormy, oceanic world called Wealdriad, with upthrust 
  columns of basalt piercing the storm-tossed ocean’s surface.
  The final location’s coordinates are too damaged to display, 
  but the computer has enough power to open a slot containing a 
  salvaged item from the lost location (see Rewards). The PCs can 
  easily download this data into any personal data device, or send 
  a wireless transmission of the files to the Odyssey for storage.
  Treasure: The stored item appears from a hidden 
  compartment on the side of the ship. It contains the 
  Starfinder’s one takeaway from the mystery system at the end 
  of the expedition list. The stored item is an iridescent spindle 
  aeon stone, though there aren’t any further details regarding 
  the item’s history.
  Rewards: The PCs might feel compelled to recover the bodies 
  of the Starfinders; although doing so isn’t critical to the PCs’ 
  mission, the Starfinders’ families on Absalom Station appreciate 
  the gesture. Regardless, the PCs receive 850 credits from 
  the Starfinder Society for reaching the wreck of the Unbound 
  Wayfarer and returning with the information stored within the 
  ship’s computer.
  CONCLUSION
  Once the PCs have recovered the data module from the 
  Unbounded Wayfarer, they can safely retrace their steps to 
  the Odyssey and leave Ulmarid’s surface. Sadly, while the PCs 
  accomplished their primary mission, there is still one final 
  threat to overcome.
  
  25
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  P
  irates are a scourge anywhere they roam, but the 
  starship known as the Lawblight has been surprisingly 
  active in the region of the Vast containing the world 
  of Ulmarid. First, the pirates downed the Unbounded Wayfarer, 
  then they crippled the Endless Threnody. After battling the Corpse 
  Fleet vessel, the Lawblight retreated into the cover of the asteroids 
  around Ulmarid to enact repairs. Now, the crew of the Lawblight 
  resurfaces to find the Starfinder Society starship, Odyssey, making 
  its way into orbit from the Ulmarid’s surface. 
  As the quest begins, the Lawblight creeps ever closer to its 
  next victim.
  SUMMARY
  The PCs navigate the Odyssey into orbit from the surface of 
  Ulmarid, where they realize that the asteroids around the planet 
  are particularly agitated. This is an effect of the Lawblight moving 
  slowly through the asteroid field—the pirate ship plans to ambush 
  the Odyssey, although the PCs do not know it. The PC’s pilot must 
  navigate through the asteroids to take the Odyssey to a safe 
  distance. Just as the Odyssey clears the asteroids, the Lawblight 
  lunges forth from the asteroid field to attack. The PCs must fight 
  back or become the next casualties of the Besmaran pirates. 
  GETTING STARTED
  The statistics for the Odyssey are on page 26; a copy of these 
  statistics plus an overview of starship combat appears on Handout 
  #8 on page 35. Present this handout to the PCs along with the 
  handouts summarizing each role aboard a starship (see Handouts 
  #1–5 on pages 29–32). Read or paraphrase the following.
  A warning klaxon blares, and the ship lurches. The asteroid 
  field around the world of Ulmarid is more agitated than on the 
  descent down to the surface. Although it’s not clear what has 
  caused the anomalous activity, what’s certain is that you must 
  reach safer altitude before a more serious collision occurs.
  As in the “Salvage” quest, the Odyssey’s pilot must succeed at a 
  Piloting check to navigate back through the asteroid field around 
  Ulmarid, but due to the agitation, the DC of this check is 20. As 
  before, the captain can attempt a DC 10 Piloting check or a DC 17 
  Diplomacy or Intimidate check to add a +2 bonus to the pilot’s check. 
  LAWBLIGHT
  “Lawblight” takes place in space above the planet 
  Ulmarid. Asteroids fill the immediate space surrounding 
  the desert world, making any sort of starship navigation 
  exceptionally hazardous.
  Where in the 
  Universe?
  
  Odyssey
  26
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  Additionally, science officers can each attempt a DC 15 Computers 
  check to add an additional +2 bonus to the pilot’s check. If the pilot 
  fails this check, the Odyssey takes 3d4 damage to a random facing, 
  which reduces its defenses in the upcoming combat.
  SUBTIER 1–2
  ODYSSEY 
  TIER 4
  Starfinder Society Drake (Starfinder Society Roleplaying 
  Guild Guide)
  Medium transport
  Speed 8; Maneuverability average (turn 2); Drift 1
  AC 14; TL 14
  HP 85; DT —; CT 17
  Shields light 70; forward 20, port 15, starboard 15, aft 20
  Attack (Forward) coilgun (4d4), heavy laser cannon (4d8)
  Attack (Aft) coilgun (4d4)
  Attack (Turret) coilgun (4d4), high explosive missile 
  launcher (4d8)
  Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; 
  Systems budget medium-range sensors, crew quarters 
  (good), mk 1 trinode computer, mk 4 armor, mk 4 
  defenses; Expansion Bays cargo hold, 
  escape pods;  
  Complement 4–7
  E. THE LAWBLIGHT
  Just as  the  PCs pilot the 
  Odyssey out of the
  asteroid field, the Lawblight pounces. The setup for this starship 
  combat differs from that in the “Adrift” quest, because the PCs are 
  being ambushed rather than trying to locate an enemy. 
  When the PCs emerge from the asteroids, they spot the 
  Lawblight. Read or paraphrase the following:
  A large vessel of rusted metal slips from behind an enormous 
  asteroid, its weapons already firing. The front of the ship 
  resembles a stylized skull with crossed bones beneath—a clear 
  indication of space pirates!
  A PC succeeding at a DC 12 Culture check recognizes that 
  Besmara is the goddess of piracy, space monsters, and strife. 
  PCs succeeding the check recognize that Besmaran space 
  pirates are a growing threat throughout galactic shipping lanes, 
  and that such pirates throw themselves into combat with a 
  boisterous zeal—it is rare to talk one’s way out of combat with 
  an approaching Besmaran pirate ship.
  Clues: The PCs might have some advantages in the upcoming 
  fight, based on clues they have previously acquired about the 
  Lawblight’s methods of attack and defense.
  If any PC has Lawblight Assault marked on his Chronicle 
  sheet, the PCs quickly evade and can reposition the Odyssey up 
  to 4 hexes in any direction, with any facing they choose.
  If any PC has Lawblight Barrage marked on his Chronicle 
  sheet, the first time one of the Lawblight’s heavy torpedoes 
  would hit the Odyssey, it misses instead.
  If any PC has Lawblight Data marked on his Chronicle sheet, 
  give the PCs the Lawblight’s basic information, defenses, and 
  weapons, as listed in the first three bullet points of the Scan 
  action; the PCs start the battle with this information.
  If any PC has Lawblight Evasion marked on his Chronicle 
  sheet, the Lawblight must roll twice for each gunnery check it 
  makes with its coilguns and take the worse result.
  Hazard: This combat occurs around clusters of asteroids. These 
  asteroids are sufficiently slow-moving that, for the duration of 
  the starship combat, they are effectively stationary on the map. 
  Clusters of asteroids block a starship’s line of fire, so the ships 
  can maneuver around the asteroids for cover from enemy fire. A 
  starship that crosses into a hex containing an asteroid takes 4d6 
  damage to a random facing (maximum once per turn), but can 
  continue moving as normal.
  Starship Combat: Place the Lawblight next to a large asteroid 
  on the map, pointed toward the Odyssey. The Odyssey begins 
  3d6+5 hexes away from the Lawblight, facing away from it. The 
  crew of the Lawblight consist of hardened pirates who neither 
  offer nor ask for quarter. Their eagerness in combat 
  is their weakness, as they sometimes forego an 
  easy shot with their smaller guns to set up 
  an intimidating attack with their coilguns 
  and torpedo launcher at the same time. 
  The pirates fight tenaciously until their 
  ship is destroyed.
  If your PCs have not played the “Salvage” quest that precedes 
  this one, they have recovered some vital information from 
  the planet Ulmarid and are planning to return home when 
  pirates attack them. Be aware of the higher difficulty of this 
  quest if the PCs have not had a chance to collect the clues 
  from the preceding quests.
  Jumping In
  
  E. The Lawblight
  Starfinder Flip-Mat: Basic Starfield
  : Asteroid Clusters
  27
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  
  Lawblight
  28
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  LAWBLIGHT 
  TIER 2
  Medium transport
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 13; TL 13
  HP 70; DT —; CT 14
  Shields basic 30 (forward 15, port 5, starboard 5, aft 5)
  Attack (Forward) coilgun (4d4), heavy torpedo  
  launcher (5d8)
  Attack (Aft) gyrolaser (1d8)
  Attack (Turret) coilgun (4d4)
  Power Core Arcus Heavy (130 PCU);  
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: The crew of the Lawblight is recklessly 
  drunk; its crew takes a –4 penalty to all checks during 
  starship combat.
  Scaling Encounter E
  Drift Engine Signal Basic; Systems basic computer, budget 
  long-range sensors, crew quarters (common), mk 1 armor, 
  mk 1 defenses; Expansion Bays cargo holds (5)
  Modifiers +1 Piloting; Complement 6
  CREW
  Captain Bluff +8 (2 ranks), Computers +8 (2 ranks), Diplomacy 
  +8 (2 ranks), Engineering +8 (2 ranks), gunnery +8, 
  Intimidate +8 (2 ranks), Piloting +9 (3 ranks)
  Engineer Engineering +8 (2 ranks)
  Gunners (2) gunnery +8
  Pilot Piloting +9 (2 ranks)
  Science Officer Computers +8 (2 ranks)
  CONCLUSION
  With the Lawblight defeated, the PCs are free to return to 
  Absalom Station with the information retrieved from the 
  wreckage of the Unbounded Wayfarer. Venture-Captain Arvin 
  greets the PCs with a warm smile as they disembark. “You 
  can undergo the tedium of a complete debrief later. First, I’ve 
  arranged for you all to enjoy a few days’ downtime in Kemanis, 
  at the high-end clubs, theaters, and VR parlors. You’ve earned 
  it. But,” he warns, with a sly twinkle in his eye, “after that, it’ll 
  be time to put you back to work.”
  
  29
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  Handout #1: Captain
  STARSHIP ROLE: CAPTAIN
  As a captain, you can take any of the following actions during any phase of combat.
  Demand (Any Phase)
  You can make a demand of a crew member to try to improve his performance. You grant a +4 bonus to one specific check by 
  succeeding at an Intimidate check (DC = 15 + 2 × your starship’s tier). You must use this action before the associated check is rolled, 
  and you can grant this bonus to an individual character only once per combat. Demand might result in negative consequences if 
  used on NPCs, and you can’t make demands of yourself.
  Encourage (Any Phase)
  You can encourage another member of the crew to give her a bonus to her action. This works like aid another (see page 133 of the 
  Starfinder Core Rulebook), granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the 
  same skill. Alternatively, you can grant this same bonus by succeeding at a Diplomacy check (DC = 15 + your starship’s tier). You 
  can’t encourage yourself.
  Taunt (Any Phase, Push)
  You can use the communications system to broadcast a taunting message to the enemy vessel. You select an enemy vessel and a 
  phase of combat (engineering, helm, or gunnery), and then attempt a Bluff or Intimidate check (DC = 15 + 2 × the enemy starship’s 
  tier). If you are successful, each enemy character acting during the selected phase takes a –2 penalty to all checks for 1d4 rounds; 
  the penalty increases to –4 if the enemy’s check is made as part of a push action. Once used against an enemy starship, regardless 
  of the outcome, taunt can’t be used against that starship again during the same combat.
  
  30
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  Handout #2: Engineer
  Handout #3: Gunner
  STARSHIP ROLE: ENGINEER
  As an engineer, you can take any of the following actions during the engineering phase. Unless otherwise noted, each action can be 
  performed only once per round, no matter how many engineers are on a starship.
  Divert (Engineering Phase)
  You can divert auxiliary power into one of your starship’s systems, giving it a boost. This requires a successful Engineering check 
  (DC = 10 + 2 × your starship’s tier), and the results depend on where you decide to send this extra power. If you send it to the 
  engines, your starship’s speed increases by 2 this round. If you send it to the science equipment, all science officers receive a +2 
  bonus to their crew actions this round. If you send it to the starship’s weapons, treat each damage die that rolls a 1 this round as 
  having rolled a 2 instead. If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the 
  starship’s power core (see page 296 of the Starfinder Core Rulebook), up to the shields’ maximum value. Evenly distribute the 
  restored Shield Points to all four quadrants (putting any excess Shield Points in the forward quadrant).
  Hold It Together (Engineering Phase)
  You can hold one system together by constantly modifying and patching it. If you succeed at an Engineering check (DC = 15 + 2 
  × your starship’s tier), you can select one system; that system is treated as if its critical damage condition were two steps less 
  severe for the rest of the round (wrecked becomes glitching, and a malfunctioning or glitching system functions as if it had taken 
  no critical damage). This check isn’t modified by penalties from critical damage to the power core.
  Patch (Engineering Phase)
  You can patch a system to reduce the effects of a critical damage condition. The number of actions and the DC of the Engineering 
  check required to patch a system depend on how badly the system is damaged, as indicated on the table on page 324 of the 
  Starfinder Core Rulebook. Multiple engineers can pool their actions in a single round to effect repairs more quickly, but each engineer 
  must succeed at her Engineering check to contribute her action to the patch. The number of actions required can be reduced by 1 
  (to a minimum of 1 action) by increasing the DC by 5. If you succeed at this check, the severity of the critical damage is unchanged, 
  but it is treated as one step less severe for the remainder of the combat, until 1 hour has passed, or until the system takes critical 
  damage again (which removes the patch and applies the new severity). This action can be taken more than once per round (but only 
  once per round per engineer), and this check is not modified by any critical damage to the core.
  CRITICAL DAMAGE
  CONDITION 
   
  ACTIONS TO PATCH  DC
  Glitching 
   
  1 
   
  10 + 2 × your starship’s tier
  Malfunctioning 
   
  2 
   
  15 + 2 × your starship’s tier
  Wrecked 
   
  3 
   
  20 + 2 × your starship’s tier
  STARSHIP ROLE: GUNNER
  As a gunner, you can take any of the actions below during the gunnery phase. Though each of a starship’s weapons can be fired only 
  once per round, multiple gunners can take actions to fire different weapons in a single round. Actions that allow you to fire starship 
  weapons use the rules for attacking on page 320 of the Starfinder Core Rulebook.
  Fire at Will (Gunnery Phase, Push)
  You can fire any two starship weapons, regardless of their arc. Each attack is made at a –4 penalty.
  Shoot (Gunnery Phase)
  You can fire one of your starship’s weapons. If you use a turret weapon, you can target a ship in any arc.
  
  31
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  Handout #4: Pilot
  STARSHIP ROLE: PILOT
  As a pilot, you can take the following actions during the helm phase.
  Fly (Helm Phase)
  You move your starship up to its speed and can make any turns allowed by its maneuverability. This doesn’t require a skill check.
  Maneuver (Helm Phase)
  You move your starship up to its speed. You can also attempt a Piloting check (DC = 15 + 2 × your starship’s tier) to reduce your 
  starship’s distance between turns by 1 (to a minimum of 0).
  Stunt (Helm Phase, Push)
  You can attempt any one of the stunts described below. The DCs of the Piloting checks required and the results of success and 
  failure are described in each stunt’s description. 
  Back Off: The starship moves up to half its speed in the direction of the aft edge without changing facing. It can’t take any turns 
  during this movement. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 2 × your starship’s tier). On a failed 
  check, your starship moves backward only 1 hex. If you fail this check by 5 or more, your starship does not move at all and takes a 
  –4 penalty to its AC and TL until the start of the next round.
  Barrel Roll: The starship moves up to half its speed and flips along its central axis. For the next gunnery phase, the starship’s 
  port shields and weapons function as if they were in the starboard firing arc and vice versa. The starship reverts to normal at the 
  beginning of the next round. To perform this stunt, your starship must be Large or smaller and you must succeed at a Piloting check 
  (DC = 10 + 2 × your starship’s tier). On a failed check, the starship moves half its speed but doesn’t roll. If you fail by 5 or more, your 
  starship moves half its speed, doesn’t roll, and takes a –4 penalty to its AC and TL until the start of the next round.
  Evade: The ship moves up to its speed and can turn as normal, but it gains a +2 circumstance bonus to its AC and TL until the 
  start of the next round. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 2 × your starship’s tier). If you fail, 
  the starship moves as normal. If you fail the check by 5 or more, the starship moves as normal, but it also takes a –2 penalty to its 
  AC and TL until the start of the next round.
  Flip and Burn: The ship moves forward up to half its speed (without turning) and rotates 180 degrees to face the aft edge at the 
  end of the movement. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 2 × your ship’s tier). If you fail this 
  check, your starship moves forward half its speed but doesn’t rotate.
  Flyby: The ship moves as normal, but it can move through 1 hex occupied by an enemy starship without provoking a free 
  attack (as described in Moving through Other Starships on page 319 of the Starfinder Core Rulebook). During the following 
  gunnery phase, you can select one arc of your starship’s weapons to fire at the enemy vessel as if the vessel were in close range 
  (treat the range as 1 hex), against any quadrant of the enemy starship. To perform this stunt, you must succeed at a Piloting 
  check (DC = 20 + 2 × the tier of the enemy starship). If you fail this check, your starship still moves as described above, but you 
  follow the normal rules for attacking (based on your starship’s final position and distance), and the movement provokes a free 
  attack from that starship as normal.
  Slide: The starship moves up to its speed in the direction of either the forward-port or forward-starboard edge without changing 
  its facing. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 2 × your ship’s tier). If you fail this check, the ship 
  moves forward up to half its speed and can’t make any turns.
  Turn in Place: The ship does not move but instead can turn to face any direction. If the ship has a maneuverability of clumsy, it 
  takes a –4 penalty to its AC and TL until the start of the next round. If it has a maneuverability of poor, it instead takes a –2 penalty 
  to its AC and TL until the start of the next round. Ships with a maneuverability of average or better do not take a penalty. This stunt 
  doesn’t require a skill check.
  
  32
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  Handout #5: Science Officer
  STARSHIP ROLE: SCIENCE OFFICER
  As a science officer, you can take any of the following actions during the helm phase.
  Balance (Helm Phase)
  You can balance the shields, redirecting power from one quadrant to protect another. With a successful Computers check (DC = 
  15 + 2 × your starship’s tier), you can shift Shield Points (SP) from the shields in one quadrant to the shields in another quadrant, 
  including to depleted shields (after balancing, every quadrant must have at least 10% of the total current SP). Alternatively, you 
  can add up the SP from all the remaining shields and evenly distribute them to all four quadrants, putting any excess SP in the 
  forward quadrant.
  Scan (Helm Phase)
  You can scan a starship with your sensors to learn information about it. This action requires your starship to have sensors (see page 
  300 of the Starfinder Core Rulebook). You must attempt a Computers check, applying any modifiers from the starship’s sensors. 
  You can attempt this check untrained. The DC for this check is equal to 10 + the tier of the starship being scanned + its bonus 
  from defensive countermeasures (see page 298 of the Starfinder Core Rulebook). If you succeed at this check, you learn the first 
  unknown piece of information on the following list. For every 5 by which you exceed the check, you learn another unknown piece 
  of information. Subsequent checks reveal new pieces of information, continuing down this list.
  1. Basic Information: Living crew complement and ship classification, size, speed, and maneuverability.
  2. Defenses: AC, TL, total and current Hull Points, total and current Shield Points in each quadrant, and core PCU value.
  3. Weapon: Information about one weapon, including its firing arc and the damage it deals, starting with the weapon that uses 
  the most PCU. Repeat this entry until all the starship’s weapons are revealed.
  4. Load: Information about how the starship’s expansion bays are allocated and any cargo the starship might be carrying.
  5. Other: Any remaining ship statistics.
  Target System (Helm Phase, Push)
  You can use your starship’s sensors to target a specific system on an enemy starship. This action requires your starship to have 
  sensors. You must attempt a Computers check, applying any modifiers from the starship’s sensors. The DC is equal to 15 + the tier 
  of the enemy starship + its bonus from defensive countermeasures (see page 298 of the Starfinder Core Rulebook). If you succeed, 
  choose one system (core, engines, life support, sensors, or weapons). The next attack made by your starship that hits the enemy 
  ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any 
  further critical damage resulting from the attack, determine which system is affected randomly as normal. Your starship’s sensors 
  can target only one system on a specific enemy starship at a time, though this action can be used to concurrently target systems 
  on multiple starships. 
  
  B
  A
  C
  A
  B
  A
  B
  A
  B
  A
  B
  A
  B
  BACK OFF
  FLIP AND 
  BURN
  Half speed
  and 180º turn 
  at the end
  Up to speed
  BARREL ROLL
  EVADE
  Normal 
  move
  +2 AC
  +2 TL
  FLYBY
  SLIDE
  Normal move 
  through enemy’s hex
  STARBOARD
  ARC
  PORT
  ARC
  FORWARD
  ARC
  AFT 
  ARC
  STUNTS 
  FIRING ARCS
  Shaded hexes are in both arcs 
  (attacker’s choice)
  Half
  speed
  Half
  speed
  A: Starting Position  B: End Position  C: Enemy Starship
  33
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  Handout #6: Starship Stunts
  
  34
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  Handout #7: Loreseeker 
  STARSHIP COMBAT ROUNDS
  Each round of starship combat is divided up into the three following phases, resolved in order. Each character onboard a starship 
  typically acts in only one of these phases, depending on her role on the starship. The captain can act in any phase. Full rules for starship 
  combat begin on page 317 of the Starfinder Core Rulebook.
  1. Engineering: The engineers can repair the starship’s systems or give one or more systems a boost. These actions occur 
  simultaneously, so they can be resolved in any order.
  2. Helm: Each starship’s pilot attempts a Piloting check. The pilot with the lowest result acts first to move his starship and perform 
  stunts, followed by the next lowest, and so on, until all starships have moved. Also during this phase, each of the science officers act at 
  the same point in the phase as her starship’s pilot, but they can decide between them who acts first.
  3. Gunnery: The gunners can fire their starships’ weapons. Although starships fire in the same order decided upon in the helm phase, 
  the effects of damage are not taken into account until the end of the phase, meaning that all starships can fire, even if they take enough 
  damage to be disabled or destroyed during this phase.
  LORESEEKER 
    
   
   
   
   
                    TIER 2
  Starfinder Society Pegasus (Starfinder Society Roleplaying Guild Guide)
  Medium explorer
  Speed 10; Maneuverability good (turn 1); Drift 1
  AC 13; TL 13
  HP 55; DT —; CT 11
  Shields Basic 40; forward 10, port 10, starboard 10, aft 10
  Attack (Forward) light laser cannon (2d4)
  Attack (Port) light laser cannon (2d4)
  Attack (Starboard) light laser cannon (2d4)
  Attack (Turret) coilgun (4d4)
  Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; Systems basic medium-range sensors, crew quarters (good), mk 1 
  duonode computer, mk 2 armor, mk 2 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
  Modifiers +2 Computers, +1 Piloting; Complement 4–7
  
  35
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  Handout #8: Odyssey
  STARSHIP COMBAT ROUNDS
  Each round of starship combat is divided up into the three following phases, resolved in order. Each character onboard a starship 
  typically acts in only one of these phases, depending on her role on the starship. The captain can act in any phase. Full rules for starship 
  combat begin on page 317 of the Starfinder Core Rulebook.
  1. Engineering: The engineers can repair the starship’s systems or give one or more systems a boost. These actions occur 
  simultaneously, so they can be resolved in any order.
  2. Helm: Each starship’s pilot attempts a Piloting check. The pilot with the lowest result acts first to move his starship and perform 
  stunts, followed by the next lowest, and so on, until all starships have moved. Also during this phase, each of the science officers act at 
  the same point in the phase as her starship’s pilot, but they can decide between them who acts first.
  3. Gunnery: The gunners can fire their starships’ weapons. Although starships fire in the same order decided upon in the helm phase, 
  the effects of damage are not taken into account until the end of the phase, meaning that all starships can fire, even if they take enough 
  damage to be disabled or destroyed during this phase.
  ODYSSEY 
    
   
   
   
   
                    TIER 4
  Starfinder Society Drake (Starfinder Society Roleplaying Guild Guide)
  Medium transport
  Speed 8; Maneuverability average (turn 2); Drift 1
  AC 14; TL 14
  HP 85; DT —; CT 17
  Shields light 70; forward 20, port 15, starboard 15, aft 20
  Attack (Forward) coilgun (4d4), heavy laser cannon (4d8)
  Attack (Aft) coilgun (4d4)
  Attack (Turret) coilgun (4d4), high explosive missile launcher (4d8)
  Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; Systems budget medium-range sensors, crew quarters (good), 
  mk 1 trinode computer, mk 4 armor, mk 4 defenses; Expansion Bays cargo hold, escape pods; Complement 4–7
  
  36
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  JOIN OUR COMMUNITY
  Are you looking for more adventures? Check out Starfinder 
  Society Organized Play! In the organized play campaign, your 
  character exists in a common setting shared by thousands 
  of other gamers. You can take your character to any public 
  Starfinder Society event anywhere in the world. Starfinder 
  Society Organized Play includes adventures for the Starfinder 
  Roleplaying Game. Over time, campaigning in an organized 
  play environment offers a uniquely immersive experience, as 
  your diverse companions add depth to the campaign world. It’s 
  also a great way to get in touch with other local gamers, meet 
  new people, and play regularly without all the prep work and 
  scheduling of a traditional campaign.
  STARFINDER ROLEPLAYING GAME
  The Starfinder Society Roleplaying Guild is a worldwide science 
  fantasy roleplaying campaign that puts you in the role of an agent 
  of the Starfinder Society, a galaxy-spanning league of adventurers 
  and explorers dedicated to discovering the history and treasures 
  of a vast galaxy. A Starfinder’s adventures explore the seedy 
  dives and political intrigues of Absalom Station between thrilling 
  starship dogfights and exploration of the most interesting and 
  exotic locales in the galaxy.
  While the Game Master and your companions might change 
  every time you play, your character advances and gains rewards 
  as normal.
  For more on the Starfinder Society Organized Play campaign, 
  how to read the attached Chronicle sheets, and how to find games 
  in your area, check out the campaign’s home page at paizo.com/
  starfinderSociety.
  PATHFINDER ROLEPLAYING GAME
  The Pathfinder Society Roleplaying Guild is a worldwide fantasy 
  roleplaying campaign that puts you in the role of an agent of the 
  Pathfinder Society, a legendary league of explorers, archaeologists, 
  and adventurers dedicated to discovering and chronicling the 
  greatest wonders of an ancient world beset by magic and evil. 
  A Pathfinder’s adventures explore the dark alleys and political 
  intrigues of the city of Absalom between far-flung travels to the 
  most interesting and exotic locales in the world of the Pathfinder 
  Roleplaying Game.
  For more on the Pathfinder Society Organized Play campaign 
  and how to find games in your area, check out the campaign’s home 
  page at paizo.com/pathfinderSociety.
  
  37
  STARFINDER SOCIETY QUESTS: INTO THE UNKNOWN
  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.
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  procedures, processes and routines to the extent such content does not embody 
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  “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 
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  4. Grant and Consideration: In consideration for agreeing to use this License, the 
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  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 
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  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 Society Quests: Into the Unknown © 2017, Paizo Inc.; Author: 
  Ron Lundeen.
  Character #
  Character Name
  Fame
  Fame
  Fame
  Fame
  Fame
  Fame
  Fame
  Faction Boons
  Faction Boons
  Faction Boons
  Faction Boons
  Faction Boons
  Faction Boons
  Faction Boons
  Character #
  Character Name
  Character #
  Character Name
  Character #
  Character Name
  Character #
  Character Name
  Character #
  Character Name
  Character #
  Character Name
  Event
  GM #
  GM Character #
  GM Fame Earned
  GM Name
  Date
  B
  A
  D
  C
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (                     )
  Faction _______________
  Exo-Guardians
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (                     )
  Faction _______________
  Exo-Guardians
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (                     )
  Faction _______________
  Exo-Guardians
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (                     )
  Faction _______________
  Exo-Guardians
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (                     )
  Faction _______________
  Exo-Guardians
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (                     )
  Faction _______________
  Exo-Guardians
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (                     )
  Faction _______________
  Exo-Guardians
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (                     )
  Faction _______________
  Exo-Guardians
  Starfinder Society Quests: 
  Into the Unknown
  
  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  7
  Character Chronicle #
  1
  —
  —
  Special
  —
  —
  —
  —
  Starfinder Society Quests:
  Into the Unknown
  Variable Rewards: The credits, XP, Fame, and Reputation you earn on this Chronicle sheet are based on your level and 
  how many of the quests you complete. Until you play an adventure other than Into the Unknown, you can continue to 
  play the other quests and earn greater rewards—even over multiple sessions. Circle the number of the quests you have 
  completed and check off the clues discovered using the boxes below. Before beginning a different adventure, calculate 
  your rewards for this Chronicle sheet based on the table below. You can assign the Reputation to any faction that you 
  possess a Champion boon for.
  Quests 
  Credits 
  XP 
  Fame & Reputation 
   
  Other
  1 
  140 
  1 
  1
  2 
  280 
  1 
  1
  3 
  420 
  1 
  1 
   
   
  Starfinder Insignia 
  4 
  560 
  1 
  2
  5 
  720 
  1 
  2 
   
   
  Hero of the Stars
  Clues
   ☐	
  Lawblight Assault
   ☐	
  Lawblight Barrage
   ☐	
  Lawblight Data
   ☐	
  Lawblight Evasion
  Hero of the Stars (Starship Boon; Limited Use): You defeated the dreaded Besmaran pirate ship, Lawblight, showcasing 
  your determination during an intense starship combat. This boon activates anytime your starship is reduced to 0 or fewer 
  Hull Points. Your starship immediately regains a number of Hull Points equal to its tier × 5. A starship can never regain 
  more than 30 Hull Points in this manner. A starship can never have more than one of these boons attached to it. When this 
  boon activates, cross it off your Chronicle sheet.
  Starfinder Insignia (Slotless Boon): Venture-Captain Arvin presented you with a commemorative insignia in gratitude 
  for your services to the Starfinder Society. Although it appears to be an ordinary medal showing the symbol of the 
  Starfinder Society, this insignia can store as much information as a common tier-1 datapad. Unless told about this secret, a 
  non-Starfinder must succeed at a DC 20 Perception or Sense Motive check to realize the insignia is a storage device. This 
  insignia is worth 0 credits and cannot be sold.
  Subtier
  Reputation
  assault hammer (95; item level 1)
  azimuth laser pistol (350; item level 1)
  flight suit stationwear (95; item level 1)
  iridescent spindle aeon stone (740; item level 2)
  tactical X-gen gun (4,240; item level 6)
  tier-1 antitoxin (150; item level 1)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 1/Starfinder Quest - Into the Unknown.pdf