TEXT: YEAR OF 
  YEAR OF 
  EXPLORATION’S EDGE
  EXPLORATION’S EDGE
  BY JOHN COMPTON
  SCENARIO #3–04 
  LEVELS 5–8
  THE VAST 
  THE VAST 
  EXPERIMENT: 
  EXPERIMENT: 
  FALLING INTO 
  FALLING INTO 
  DELIVERANCE
  DELIVERANCE
  
  THE VAST EXPERIMENT: 
  FALLING INTO DELIVERANCE
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  GM ResouRces
  Campaign Home Page: starfindersociety.club
  Books: Starfinder Core Rulebook, Starfinder Alien Archive (AA), Starfinder Armory (AR)
  Maps: Starfinder Flip-Tiles: Space Station Starter Set
  Online Resource: Starfinder Reference Document at paizo.com/sfrd
  Table of Contents
  Adventure                                         3
  Appendix 1: Level 5–6 Encounters             20
  Appendix 2: Level 7–8 Encounters             22
  Appendix 3: Art and Handouts                  24
  Organized Play Tools                            28
  AUTHOR
  John Compton
  DEVELOPMENT LEAD
  Thurston Hillman
  EDITING LEAD
  Leo Glass
  EDITORS
  Lu Pellazar
  CONTRIBUTING ARTISTS
  Doruk Golcu
  CARTOGRAPHY
  Jason Engle
  ART DIRECTORS
  Tony Barnett and Adam Vick
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  Robert G. McCreary
  MANAGING DEVELOPER
  Adam Daigle
  PUBLISHER
  Erik Mona
  HOW TO PLAY
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags see Chapter 1 of the Starfinder Society Guide.
  FacTion (DaTaphiles)
  FacTion (WayFinDeRs)
  SUMMARY
  The PCs travel to a distant gas giant planet to perform a supply run to a nearby science station and 
  return a leading scientist to the Pact Worlds. However, they find the science station heavily damaged by 
  an immense beast. Unable to safely dock, the PCs dive from their starship in a jetpack-assisted descent, 
  dodging hazards along the way. They then explore the station and in the process, clash with the giant 
  beast’s brood, disarm booby traps laid by the surviving scientists, subdue a gaseous ooze creature that’s 
  escaped its confinement, repair key station functions, and rescue the handful of survivors—all while 
  staying quiet to avoid attracting the lurking beast’s attention and continued harassment. To escape, the 
  PCs use their jetpacks and a propelled space platform to return to the starship. However, the great beast 
  is in hot pursuit, and the PCs have to keep it and its brood occupied long enough to make the getaway!
  PLAY TIME: 4–5 HOURS
  LEVELS: 5–8
  PLAYERS: 3–6
  
  3
  BY JOHN COMPTON
  THE VAST EXPERIMENT: 
  FALLING INTO DELIVERANCE
  The ambitious kasatha Ehu Hadif became the Starfinder 
  Society’s newest First Seeker with the goal of furthering the 
  Society’s endeavors in exploration, though he quickly learned 
  that the Society’s fleet was battered from years of conflict and 
  better equipped to fire missiles than blast off to explore the 
  unknown. With several key destinations in mind, Ehu Hadif 
  sought a new starship design suited to long-range travel 
  and withstanding hazardous environments. With the help of 
  several colleagues, he began soliciting major manufacturers to 
  help build the prototype, yet no sooner had he begun reaching 
  out, than he received an offer from Resurgent Technologies, a 
  cutting-edge Aballonian corporation. Not only is the company 
  excited by the challenge and dedicated to peaceful exploration, 
  but its leaders hope to mend bridges with the Society after the 
  damage dealt by one of the corporation’s subsidiaries several 
  years prior. Work has continued apace for several months, 
  yet the demanding designs require specialized expertise: 
  the wrikreechee physicist Dr. Tsi Tsorsk, who is currently 
  stationed in the upper atmosphere of Wehemothal, a distant 
  gas giant planet.
  Communications with that science station, Indigo Deep, have 
  always been unreliable, so when the station didn’t respond to the 
  recall order for Dr. Tsorsk, Resurgent Technologies requested that 
  the Society fetch her directly. The trip’s an opportunity to resupply 
  the station as well as an opportunity to build stronger connections 
  between the two organizations’ staff, plus the Wayfinders faction 
  leader Fitch sees this as an excellent opportunity to tag along and 
  study a strange planet directly after spending several years stuck 
  repairing starships.
  However, Indigo Deep isn’t just incommunicado due to local 
  weather interference; the space station’s probes and studies of 
  Wehemothal’s deeper layers accidentally drew the attention of 
  a powerful leviathan creature unknown to modern science. The 
  beast collided with the station, and upon being shot at by the 
  station’s defenses, it bit off part of the station, laid a host of 
  its brood on board, and then dove back into the inner reaches 
  of Wehemothal’s atmosphere. In the month since, most of 
  the scientists have been killed, and the remainder have sealed 
  themselves in one wing, hoping to repair the communications 
  array and call for help.
  WHERE IN THE 
  UNIVERSE?
  The adventure takes place in the upper atmosphere of 
  Wehemothal, a unique gas giant in the Vast. A variety of 
  scientific and magical factors cause the planet to project 
  energy fields that have intrigued researchers since its 
  discovery in 291 AG. The sole sapient inhabitants are 
  several dozen scientists aboard Indigo Deep, a space station 
  that orbits in the upper atmosphere, and the planet is home 
  to numerous, fairly harmless life-forms like cloud rays.
  Diameter ×10; Mass ×135; Gravity ×1-1/2 (at the “surface”)
  Atmosphere Special
  Day 4 days; Year 53 years
  Special Feature: Wehemothal projects background 
  magical energy that empowers spellcasting. When casting 
  a spell, a creature can spend 1 Resolve Point and attempt 
  a Mysticism check (DC = 15 + twice the spell’s level). If 
  they succeed, the creature can choose one of the following 
  when casting the spell: increase the spell’s duration by 
  50%, increase the damage dealt by 1 point per die, increase 
  the initial save DC by 2, or gains a +2 bonus to the spell’s 
  attack rolls.
  GETTING STARTED
  The PCs begin the adventure on Absalom Station, where they 
  meet with several high-ranking Starfinders in a Lorespire Complex 
  conference room. First Seeker Ehu Hadif (LG male kasatha solarian), 
  a confident kasatha, stands immediately and greets the PCs with a 
  wave as they arrive. Celita (LN female android mechanic), the head 
  of the Dataphiles faction, is engrossed in some digital project using 
  augmented reality glasses and gloves. Standing in one of the chairs 
  and leaning against the table to Ehu Hadif’s other side stands Fitch 
  (CN female ysoki technomancer) who seems to have been speaking 
  to the kasatha cordially. With the PCs’ arrival, she smiles, sits, and 
  
  STARFINDER SOCIETY SCENARIO
  4
  spins the chair a few times while boosting it higher so that she’s 
  sitting at a similar height to the others. Celita multitasks while 
  listening attentively.
  Ehu Hadif compliments one or more of the PCs on one of their 
  recent adventures, ensures that everyone has access to basic 
  refreshments, and then directs the conversation to a new initiative.
  First Seeker Ehu Hadif spreads his hands, as if beginning a 
  traditional kasathan tale. “On my initial day as First Seeker, I 
  began reviewing the Starfinders’ fleet. It is powerful: the stolid 
  Drake, the swift Pegasus, the indomitable Master of Stars.” 
  Fitch beams at the last starship’s mention. “Powerful, yet the 
  Starfinder Society is not about military force, but exploration! 
  While our starships serve this role adequately, we need new 
  generation of spacecraft able to reach any corner of the 
  Vast—and beyond. Celita, Fitch, and I sent out quiet feelers to 
  identify a manufacturing partner to develop a prototype. To 
  our surprise, an exemplary candidate contacted us: Resurgent 
  Technologies, an Aballonian corporation that masterfully 
  blends magic and technology.
  “We’re making excellent progress already, though we’ve hit a 
  snag. The instrumentation is exceptionally delicate and requires 
  novel calibration for our needs. That’s stymied the current crew, 
  and they need the inventor of those components to join the 
  team. Doctor Tsi Tsorsk is a decorated physicist on Resurgent 
  Technologies’ payroll, and she’s currently stationed on a science 
  station within Wehemothal, a gas giant planet in the Vast.
  “There’s a complication, of course: the corporation’s orders 
  for Dr. Tsorsk to join us have gone unanswered. The station’s 
  always experienced communications difficulties, requiring a 
  series of repeater satellites nearby to boost and receive signals, 
  so this isn’t unexpected; even so, Resurgent Technologies wants 
  help getting to the bottom of the blackout. In addition, Dr. Tsorsk 
  needs an escort back to Aballon to contribute to our new joint 
  project, and the station’s due for a supply run. Wehemothal’s 
  a strange planet, too, so this could be an ideal opportunity to 
  study it and any of the science station’s notes the staff’s willing 
  to share.”
  Celita chimes in, “And that’s data I’d be excited to review, 
  which is why I’ll be coming with you.” Fitch nonchalantly flicks 
  a document on her datapad toward Celita, where it displays 
  on the android’s glasses. Celita reads for a moment before 
  tearing off her glasses and glowered at the ysoki, who reclines 
  confidently in her chair.
  Directing a pair of mollifying hands toward Celita, Ehu Hadif 
  interjects. “After more than a year spent repairing the Master of 
  Stars, Fitch accumulated quite a bit of time off, and I’ve already 
  approved her request. Anyway, Celita, I need your expertise 
  here for now. Let’s review this mission: travel with Fitch to 
  Wehemothal, help resolve their communications problems, drop 
  off the station’s supplies, perform some studies of the planet 
  while you’re there, make a good impression with the research 
  team, and bring back Doctor Tsi Tsorsk. Any questions?”
  The assembled leaders help answer what questions they can, 
  after which the First Seeker adjourns the meeting and asks the 
  PCs to set out by the morning. 
  What is Wehemothal? or What data do you want from the 
  station? Celita notes, “Wehemothal has an extraordinarily 
  diverse gas composition that creates powerful magical and 
  cosmic fields—fields that physicists have created on a small scale 
  in labs, but Wehemothal is a huge version of those phenomena. 
  The research is still largely theoretical, but it could be a step 
  toward completely new hybrid technologies. That research 
  team’s only published a few findings, which suggests they’re 
  sitting on far more data that they’re holding back. As for your 
  own safety, the station and your environmental protections 
  should shield you from anything harmful so long as you don’t 
  fall into the core.”
  What do we know of Dr. Tsorsk? Ehu Hadif projects a series of 
  scientific journal articles on the wall. “Dr. Tsi Tsorsk is a prolific 
  wrikreechee physicist who’s published extensively in the fields 
  of astrogation and force field generation. Her education and 
  early career work were both on Aballon, and she’s been leading 
  her own research teams funded by Resurgent Technologies for 
  the past four years. It’s her work that paved the way for the 
  new propulsion system we’re using. Beyond that, I’m told she’s 
  a fan of non-violent sports, kelp snacks, and speculative fiction.”
  What supplies are we delivering? Fitch pulls up a digital 
  list and passes it around. “We’re bringing some food and 
  water, medicinals, laboratory supplies, spare parts for their 
  communications relays, replacement jetpacks for space walks, 
  and the like. They have a shuttle on site, which will ferry the 
  supplies from our holds to their small landing pad.” She provides 
  the PCs Handout #1.
  Do you think the science station’s in distress? Ehu Hadif 
  firmly replies, “In our business, that’s always a possibility. This 
  should be a cordial shuttle run with some science and repair 
  work on the side, yet if there’s serious trouble, I trust you and 
  Fitch will lend what aid you can.”
  After the briefing, the PCs should slot their boons. Because 
  this mission is of special interest to the Dataphiles and 
  Wayfinders factions, slotting the champion boon for either 
  faction is especially appropriate.
  CULTURE (RECALL KNOWLEDGE) 
  OR 
  LIFE 
  SCIENCE 
  (RECALL 
  KNOWLEDGE)
  Based on the result of a Culture or Life Sciences check, the PCs 
  might know more about wrikreechees and their home planet, 
  Akchios. They learn all of the information whose DC is equal to or 
  less than the result of their check.
  10+: Wrikreechees are mollusk-like humanoids that evolved on 
  the planet Akchios. They are relatively new to the galactic stage, 
  with explorers making first contact about 50 years ago. Despite 
  their basic technology, wrikreechees have exceptional scientific 
  aptitude that’s helped them thrive in Pact Worlds society.
  
  THE VAST EXPERIMENT: FALLING INTO DELIVERANCE
  5
  15+: Akchios has an eccentric orbit, and when its oceans freeze 
  over, wrikreechees retreat into underwater caves and shed their 
  shells to conserve energy. During warmer periods, wrikreechees 
  grow sturdy shells that allow them to move freely. Most wrikreechees 
  wear suits to regulate their temperature and take hormones (such as 
  Sywrikinate) that maintain their shells perpetually.
  20+: Wrikreechees struggle to project their voices in air, and 
  they typically wear technology that helps them vocalize. They’re 
  gregarious, instinctively preferring crowds and tight quarters.
  CULTURE (RECALL KNOWLEDGE) OR 
  PROFESSION (LAB TECHNICIAN)
  Based on the result of a Culture or Life Sciences check, the PCs 
  might know more about Resurgent Technologies. They learn all of 
  the information whose DC is equal to or less than the result of 
  their check.
  10+: Positively ancient, Resurgent Technologies is an Aballon-
  based corporation that apparently predates the Gap. It focuses on 
  technologies that blend magic and technology.
  15+: Much as with many Aballonian operations, Resurgent 
  Technologies primarily employs technological beings. These range 
  from the wholly robotic anacites (Starfinder Alien Archive 10) native 
  to the planet and SROs (sentient robotic organisms; Starfinder Pact 
  Worlds 213) to a large population of androids. 
  20+: A being known only as the Last One took over the 
  corporation long ago, having dissolved its ruling council shortly 
  after the Gap. Apparently, something of a benign tyrant, the Last 
  One has quietly kept Resurgent Technologies profitable and at the 
  forefront of techno-magical innovation.
  TO WEHEMOTHAL
  Once the PCs finish any last-minute purchases, they can board 
  a modified Pegasus-class starship that Fitch has outfitted for 
  the trip. Fitch is on the bridge performing pre-flight checks 
  while reflexively minding three of her grandchildren that are 
  accompanying her for the trip. Fitch waves off any concerns 
  about bringing several adolescents along for the ride, not only 
  insisting that this experience would be good for them and that 
  they’ll stay out of the way, but also admitting that she promised 
  them a vacation more than a year ago, and this is her first 
  opportunity to do so after spending so much time working on the 
  Master of Stars. Given the routine nature of this trip, this is an 
  ideal, safe opportunity for them to spend quality time together 
  and learn skills from professionals.
  Even with this starship’s faster Drift engine, the voyage still 
  takes over a week, providing the PCs plenty of time to get to know 
  Fitch’s grandchildren (see sidebar). In addition to this being a great 
  opportunity for levity and roleplay, each PC can also focus their 
  attention on one of the grandchildren; Fitch is happy to chat, but 
  she redirects any PC intent on impressing her toward the younger 
  generation. Play out some short scenes with the adolescents, after 
  which each PC can attempt a DC 15 skill check (DC 18 for Levels 
  7–8) to impress their respective new friends.
  Kiha: Computers, Engineering, Life Science, Physical Science, 
  or any science- or education-oriented Profession skill (e.g. lab 
  technician or professor) checks can impress Kiha.
  Reepu: Disguise, Piloting, Profession (cook), Sleight of Hand, or 
  Stealth checks can impress Reepu.
  Zivv: Acrobatics, Athletics, Bluff, Culture, or any movement- 
  or storytelling-oriented Profession skill (e.g. actor, comedian, 
  dancer, or orator) checks can impress Zivv.
  Development: Each of the grandchildren can provide a minor 
  benefit to the PCs later in the adventure if the PCs manage to 
  impress them. Kiha periodically communicates with the PCs 
  as they’re working on technological challenges, and the first 
  time a PC fails a Computers or Engineering check called for by 
  the adventure by 4 or less, Kiha points out a clever solution 
  that turns the failure into a success. Reepu helps operate the 
  Pegasus’s weapons during the final ascent (page 17), slowing 
  down the Wehemothal beast. Although Zivv doesn’t directly help 
  during the adventure, keeping up with the energetic youngster 
  means that each PC who impressed him is well exercised and 
  ready for action; each such PC can reroll one failed saving throw 
  or Acrobatics, Athletics, Piloting, or Stealth check during the 
  descent encounter (page 7).
  FITCH’S 
  GRANDCHILDREN
  Fitch has dozens of children and grandchildren whom 
  she loves dearly, and three of them accompany her on 
  this mission.
  Kiha (female, 7 years): Kiha is the eldest, equivalent to a 
  teenager by ysoki standards. When with her younger sister 
  and cousin, she adopts an eldest sibling seriousness. When 
  away from them, though, her posturing fades; she tirelessly 
  tinkers with programming and science homework, and she 
  appreciates mentorship from academic professionals.
  Reepu (female, 3 years): Although less physically 
  rambunctious than Zivv, Reepu is a budding diva who loves 
  everything that sparkles, whirs, or explodes. She’s endlessly 
  curious about the starship and tries to goad the PCs into 
  showing her dangerous maneuvers or firing lasers at nearby 
  debris, all while she makes explosion sounds. She also loves 
  playing games like dress-up and hide-and-seek, and because 
  she’s a finicky eater, little earns her adoration more than 
  someone who can prepare food just how she likes it.
  Zivv (male, 4 years): Zivv is a boundless font of energy 
  who delights in bouncing off the walls and pretending to be 
  a starfighter plane for hours on end. One of the few ways to 
  keep him still is clever storytelling, as he’s utterly fixated by 
  stories of adventure, ugly aliens, and childishly rude humor.
  
  STARFINDER SOCIETY SCENARIO
  6
  OVER WEHEMOTHAL
  Fitch calls the PCs to the bridge as she gets ready to take the 
  starship out of the Drift. Wehemothal is a beautiful planet with 
  swirls of orange, cerulean, and purple clouds. Fitch coordinates 
  the PCs’ scanning the planet, pulling the relay satellite’s data, and 
  initiating contact with Deep Indigo. For each task, have a different 
  PC attempt one of the DC 15 skill checks below (DC 18 for Levels 
  7–8); a PC can perform multiple actions or ask Fitch for help, but 
  the delay makes Fitch anxious. These checks are primarily to 
  provide the players more agency in assessing the situation and 
  ownership in devising a solution. If the PCs struggle to ascertain 
  the information for one or more leads, Fitch steps in to assist.
  Scanning the Planet (Mysticism or Physical Science): As 
  advertised, Wehemothal projects numerous powerful energies, 
  including electromagnetic and magical fields. The latter are 
  intangible magical pulses that trigger bursts of static but don’t 
  seem to represent any overt threat, though a spellcaster could 
  draw upon that energy (see the sidebar on page 3). The scanners 
  can sense five different technological probes in the planet’s 
  middle and lower atmosphere, three of which are still online and 
  sending meteorological data. Logs suggest that Indigo Deep has 
  experienced fairly typical weather for the past month, though the 
  lower atmosphere experienced severe turbulence about 20 days 
  ago. Scanning also conveys the special spellcasting option provided 
  by Wehemothal (see sidebar on page 3).
  Securing Satellite Data (Computers, Culture, or Sense Motive): 
  The communications satellite in orbit is in good working order. 
  Using passcodes provided by Resurgent Technologies, the PC 
  can analyze the logs, finding that Indigo Deep attempts to send 
  updates to the home offices about once a week, though thanks 
  to planetary interference, about half of these reach the satellite 
  in a corrupted format. The station’s shuttle periodically travels 
  to the satellite to try rebroadcasting the messages. The satellite 
  successfully received the request for Dr. Tsorsk’s return, though 
  the data logs notes the message failed to reach the station. The 
  last update was 20 days ago, and the last outgoing message was 
  a short, corrupted broadcast 18 days ago. That last message was 
  flagged as a distress call. 
  Contacting the Station (Computers, Engineering, or Perception): 
  The PC receives no verbal response from Indigo Deep, though the 
  station does provide an automated series of diagnostics that the 
  PC can supplement with information from the starship’s scanners. 
  The data shows Indigo Deep has sustained considerable exterior 
  damage, most notably its communications antenna, its landing 
  pad (which is shorn off, with no sign of the station’s shuttle), and 
  several large dents to the hull. Life-support systems are running at 
  minimal capacity, half of the anti-debris lasers are offline, the space 
  platform (a thruster-propelled platform for moving larger loads) is 
  damaged, and the station has 19 discrete life signatures.
  Development: Once the PCs have performed all three diagnostics, 
  Fitch asks them about their conclusions and plans, reserving her 
  own hypothesis—heavy debris collided with the station, disabling 
  various functions, destroying the shuttle, and killing several staff—
  until the PCs have spoken. She doesn’t make the connection that 
  the SRO and anacite employees shouldn’t detect as life signs, 
  suggesting something else is on board, but she lauds any PC who 
  does, urging caution about who those life signs might represent. 
  Ideally, the PCs propose descending to investigate, identifying the 
  jetpacks as a good tool. Fitch chimes in with her own assessment; 
  read or paraphrase the following.
  “Indigo Deep’s in bad shape, no doubt. Even if the landing pad 
  were there, the Pegasus is too large to dock with the station, 
  and just drawing too close could disrupt the station’s orbit. 
  We need a team on the ground—not just to figure out what’s 
  going on and reestablish communications, but also to assist any 
  survivors. I’ll mind the starship and use this time to reconfigure 
  our own sensors to help provide you as much intelligence as I 
  can. As for you, well, you kids ever gone skydiving?”
  Fitch helps outfit the PCs’ armor with jetpacks (Starfinder Core 
  Rulebook page 205), which each require an armor upgrade slot 
  and do not function with powered armor. If a PC lacks suitable 
  armor, Fitch can rummage around and find them basic lashunta 
  tempweave from the ship’s stores. She doesn’t currently have a 
  way to transport especially bulky powered armor to the station, 
  though she’s willing to prioritize rigging a controlled cargo drop to 
  transport powered armor, drones, or similar devices so long as the 
  PCs start the rescue in the meantime. After the PCs have explored 
  at least three named areas, the cargo drop approaches, and they 
  can easily snag the parcel and pull it on board the station.
  Indigo Deep is a roughly half-dome shape with several additional 
  projections and instrumentation. Using the images provided by the 
  starship’s sensors, Fitch points out that there are two main target 
  areas where the PCs should be able to enter: the main airlock near 
  where the landing pad once projected, and an auxiliary airlock 
  about 90 degrees clockwise from there. As best she can speculate, 
  the main airlock should be an easier target to reach while diving, 
  but the area sustained more damage and might require some brute 
  force to open. The auxiliary airlock seems undamaged, though it’s a 
  smaller landing area and might be locked. She leaves the choice up 
  to the PCs as to which target to aim for, though she recommends 
  not splitting the group. It’s necessary to dive, using the jetpacks 
  sparingly so as to preserve their charge for the return ascent.
  Fitch can pull up a basic floor plan of Indigo Deep, supplemented 
  by some of her scans. Provide the PCs Handout #2, a minimally 
  labeled map of the station.
  THE DIVE
  As promised, Fitch brings the starship as close as she can to Indigo 
  Deep, hovering to a stop about a mile above the station. Once there, 
  she provides some last words of encouragement and instructions 
  to stick together (along with her grandchildren’s well-wishes) 
  before ushering the PCs toward a cargo door that she opens from 
  the bridge. Wispy orange and blue gases seep into the cargo bay, 
  and the faint station silhouette below gives the PCs a visual target.
  
  THE VAST EXPERIMENT: FALLING INTO DELIVERANCE
  7
  The dive is a short encounter composed of sequential challenges, 
  with each challenge requiring one or more skill checks as the PCs 
  stay on target and avoid hazards. Some challenges require a one 
  check, in which case one PC makes the check, which earns a 
  success or failure for everyone in the group; if multiple PCs want 
  to attempt the check, each other PC must decide which of their 
  companions to follow, and their success or failure is tied to that 
  PC’s result. Other challenges require a check for each PC, with each 
  PC’s success or failure impacting their own fate. At the end of the 
  encounter, the number of successes each PC earned determines 
  how much damage they take from the descent. Due to the planet’s 
  thicker atmosphere, the dive lasts about 1 minute.
  A PC who successfully impressed Zivv earlier can reroll one 
  failed Fortitude save or Acrobatics, Athletics, Piloting, or Stealth 
  check during this encounter and use the second result. A PC can 
  also fire up her jetpack and expend 1d6 charges before attempting 
  an Acrobatics check, Athletics check, Piloting check, or saving 
  throw in order to gain a +2 circumstance bonus to their result. A 
  character who can naturally fly or control her descent (such as 
  with the glider racial ability) gains this +2 circumstance bonus 
  without expending any charges.
  Scaling: The DCs listed are for Levels 5–6. Increase the skill 
  check DCs by 3 and the saving throw DCs by 2 for Levels 7–8. For 
  a group of 4 PCs, reduce the DCs of challenges that require a single 
  PC’s skill check by 2.
  IDENTIFY THE PATH (ONE CHECK)
  Although they appear lazy and calm, Wehemothal’s clouds travel 
  at great speeds, forming tumultuous eddies and zones of relative 
  calm. A PC must identify an ideal route and time the descent for 
  the group.
  Check: DC 19 Physical Science, DC 19 Survival, or DC 22 
  Perception
  DODGE DEBRIS (ALL PCS)
  The chilly atmosphere freezes water and many other liquids, 
  creating hail and even larger bergs that the winds whip about at 
  extreme speeds. The PCs need to move quickly to evade a cluster 
  of this debris.
  Check: DC 19 Acrobatics, DC 19 Piloting, DC 16 Reflex
  Special: A PC who has cold resistance gains a circumstance 
  bonus to this check equal to their resistance total divided by 
  5 (rounded down), plus 1 (e.g. +3 for cold resistance 10).
  CURIOUS CLOUD RAYS (ALL PCS)
  Cloud rays, immense ray-like creatures, are a common sight on 
  gas giants, and although they’re rarely aggressive, they startle 
  easily and are large enough to cause substantial damage. The 
  PCs need to adjust their descent to avoid spooking the creatures.
  Check: DC 19 Life Science, DC 19 Stealth
  Special: A PC who can communicate with animals can use 
  Diplomacy, Intimidate, or Survival in place of the above 
  skills.
  RESIST THE G-FORCES (ALL PCS)
  As the PCs reach terminal velocity, the descent strains their bodies, 
  slowing their reactions and blurring their perception. The PCs must 
  resist the strain to stay on target.
  Check: DC 19 Athletics or DC 16 Fortitude
  BYPASS THE LASERS (ONE CHECK)
  Indigo Deep has small laser batteries designed to vaporize small 
  debris before it can impact the station. As the PCs approach, their 
  comm units light up with alerts about impending vaporization—a 
  courtesy message broadcast by the batteries to ensure they don’t 
  fire on sentient creatures. Falling at this speed, though, the PCs 
  only have a few precious seconds to provide a confirmation and 
  override the lasers!
  Check: DC 19 Computers, DC 19 Sleight of Hand
  Special: If the PC fails, the lasers attack each PC with a +13 bonus 
  to hit against EAC, dealing 6d6 fire damage (+15 to hit and 
  dealing 4d12 damage for Levels 7–8).
  STICK THE LANDING (ALL PCS)
  As the PCs approach their target, they need to fire their jetpack 
  thrusters to slow their descent and land safely.
  Check: DC 18 Acrobatics, DC 18 Piloting, DC 14 Reflex
  Special: If the PC aimed for the auxiliary airlock, increase the DCs 
  by 2.
  Development: How safely each PCs arrives depends on how 
  many successes they earned during the descent. For each of the six 
  checks the PC failed, they take 2d6 damage (maximum 12d6) (3d6 
  for Levels 7–8 [maximum 18d6]). If a PC fails 5 or 6 checks, they 
  also miss the airlock and hurtle toward the planet’s core. So long 
  as that PC is still conscious, they can expend 10 charges of their 
  jetpack to return to the airlock. If the PC is unconscious, another 
  PC can expend 1d10+10 charges of their jetpack to swoop down 
  and rescue the falling PC.
  A. INDIGO DEEP, UPPER LEVEL
  Most of the station’s living space and work areas are on two upper 
  levels, with several storage and maintenance areas in the lower 
  reaches; most of the adventure takes place in these upper floors. 
  The station’s walls and doors are standard starship construction, 
  with steel doors (hardness 20, HP 60, break DC 28) and interior 
  bulkhead walls (hardness 30, HP 1,440, Athletics DC 20 to climb) 
  that rise to a height of 10 feet. Except where noted, the lights are 
  off; the outermost rooms have dim light from the windows, and 
  other rooms are dark. The station holds a fairly steady course, with 
  one end of the station consistently facing north for the duration of 
  the adventure; map directions and descriptions reflect this.
  If a PC spends 5 jetpack charges, they can perform a quick 
  survey of the station’s exterior. The PC notices numerous impact 
  dents as if from some object at least 15 feet across, the destroyed 
  landing pad, and numerous places where sensors have snapped 
  off. Overall, though, the station appears intact. With a successful 
  
  STARFINDER SOCIETY SCENARIO
  8
  A. INDIGO DEEP, UPPER LEVEL
  A. INDIGO DEEP, UPPER LEVEL
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  STARFINDER FLIP-TILES:
  STARFINDER FLIP-TILES:
  STARSHIP STARTER
  STARSHIP STARTER
  A5
  A5
  A4
  A4
  A2
  A2
  A3
  A3
  A1
  A1
  A6
  A6
  A10
  A10
  A7
  A7
  A7A
  A7A
  A7B
  A7B
  A8
  A8
  A9
  A9
  A11
  A11
  A12
  A12
  DC 20 Engineering or Perception check, the PC spots several places 
  where something punched foot-wide holes into the station; these 
  are places where the immense beast impaled the station to help 
  its brood climb inside. If the PCs decide to climb in here—requiring 
  a successful DC 21 Acrobatics check for a Medium creature and is 
  impossible for Large creatures—they arrive in area A9. From inside, 
  that PC can then reach and open either airlock without a check.
  A PC wishing to move from one airlock to the other can attempt 
  a DC 24 Athletics check to climb or expend 3 charges from their 
  jetpacks. If the PCs cannot open either airlock through these 
  methods, they can spend 10 minutes levering at the airlock to open 
  it, though the ongoing struggle earns them 1 Awareness Point (see 
  sidebar on page 9). Regardless, the PCs should be able to find their 
  way into the station without wasting much additional time.
  Communication: While on the station, communications with 
  Fitch about the starship are irritatingly staticky at best and at 
  worst cut-out entirely. The faction leader encourages the PCs to 
  check for the communications infrastructure (area B2), as they 
  might be able to repair it and create a stable frequency to talk 
  or send data. This prevents Fitch from being a constant advisor 
  for the PCs, though they can access her often enough to provide 
  recommendations or scanner updates to keep the story moving.
  EvEnt: Brood AttAck (cr 7 or cr 9)
  The great beast’s brood consume pieces of the station between 
  bouts of rest and molting, and as the PCs explore, groups of the 
  brood become curious and explore. They far prefer animate prey 
  to scrap, and a small group of them stalks and attacks the PCs 
  partway through their exploration of the station. This adventure 
  lends itself to quiet suspense, so ideally save this encounter 
  until the PCs have had the opportunity to explore a bit, uncover 
  some of the station’s fate, and become worried. Corpses in 
  various rooms are cause for concern, made worse by intermittent 
  clattering from legs skittering out of sight (or in the walls).
  Creatures: Four of the brood attack. See pages 20 and 22 
  for these creatures’ statistics. The brood have straightforward 
  tactics, rushing in as a pack to grab and dismember prey. This 
  strategy leaves them vulnerable to area effects, and only after 
  sustaining considerable damage from grouping up do they 
  consider scattering to mitigate the harm.
  LEVELS 5–6 (CR 7)
  WEHEMOTHAL BROOD (4) 
  CR 3
  Page 20
  LEVELS 7–8 (CR 9)
  WEHEMOTHAL BROOD (4) 
  CR 5
  Page 22
  
  THE VAST EXPERIMENT: FALLING INTO DELIVERANCE
  9
  A1. MAin Airlock
  The wide landing pad that once jutted from the space station 
  now extends only about ten feet before ending in jagged 
  metal. The airlock is a broad, rectangular port large enough to 
  drive a forklift through.
  As Fitch speculated, the main airlock has sustained 
  considerable damage from whatever devastated this part of the 
  space station. The outer seal has failed, but the door and its 
  control console are intact. Inputting the open command causes 
  the airlock panels to strain and creak, though they’re unable 
  to open unassisted. A PC who succeeds at a DC 24 Athletics 
  or Engineering check levers open the outer airlock; the inner 
  airlock functions normally. Alternatively, a PC succeeding at a 
  DC 20 Strength check can force the door open. The inside of the 
  airlock has an active cycling system that lets the PCs access the 
  station’s interior.
  By studying the landing pad’s remains, a PC who succeeds 
  at a DC 19 Engineering or Physical Science check deduces that 
  the landing pad wasn’t broken off by an impact but was instead 
  shorn off by some imprecise cutting motion.
  A2. AuxiliAry Airlock
  The auxiliary airlock has little more than a shallow platform 
  nearby on Indigo Deep’s side, flanked by several metal loops 
  for connecting safety tethers. A control panel to one side 
  flickers intermittently.
  As Fitch speculated, the auxiliary airlock is locked. However, 
  emergency protocols triggered weeks ago have overridden most 
  of the electronic lock’s usual safeguards. With a successful DC 15 
  Computers check or a successful DC 20 Engineering check, a PC 
  can open the airlock. A PC can instead use a Profession check 
  for a profession that regularly interacts with heavy machinery 
  or safety protocols, such as a dock worker or miner.
  A3. StAging BAy
  This wide area is a mess, with assortment of crates, barrels, 
  and hard-sided personal luggage, all piled together in a 
  disorderly jumble.
  This bay is the main receiving area for cargo before it’s moved 
  to the shuttle or stored elsewhere. The piled cargo represents 
  an assortment of supplies gathered shortly after the beast first 
  impacted Indigo Deep, at which point the staff assembled this 
  gear in the event of an evacuation. They only loaded a portion of 
  it before the beast bit off the landing pad, the impact of which 
  caused the neatly piled containers to scatter.
  Treasure: The cargo consists mostly of typical supplies 
  like food, water, low-capacity batteries, robot maintenance 
  THE BEAST’S 
  AWARENESS
  The gas-giant leviathan beast is hunting a few dozen miles 
  below the Indigo Deep when the Starfinders first arrive, but 
  the starship’s engines attract its attention. Shortly after the 
  PCs enter the space station, the beast begins circling Indigo 
  Deep curiously, and the more movement it perceives, the 
  more curious it becomes. To represent this, the PCs earn 
  Awareness Points when they fulfill certain conditions.
  D  
  D  The PCs explore four or more encounter areas while their 
  comm units remain active.
  D  
  D  The PCs activate the communications array in area B2.
  D 
  D The PCs turn on the lights in a room with an exterior-
  facing window.
  D  
  D  The PCs use explosives to open a path in area A7.
  D  
  D  The PCs use the laser battery to attack the beast.
  Once the PCs earn a number of points, the following 
  events occur.
  1 Point: The creature nudges the station, causing it to 
  lurch. Each PC takes 1d6 bludgeoning damage and falls 
  prone (Reflex DC 13 negates). It’s difficult to tell what 
  caused the impact.
  2 Points: The next time the PCs pass a window, the 
  beast comes into view and uses several of its eyes to 
  stare into that room. Unless the PCs all scramble for cover 
  with a successful DC 10 Stealth check, they earn another 
  Awareness Point.
  3 Points: The creature pushes the station more 
  forcefully. Each PC takes 3d6 damage and falls prone 
  (Reflex DC 15 negates).
  5 Points: The beast takes a bite out of the station, causing 
  some systems to short out. Increase the DCs of Computers 
  and Engineering checks to repair or operate the station’s 
  equipment by 2.
  equipment, and starship fuel. The personal effects are 
  quite sparse, consisting more of tier 1 computers and gear 
  maintenance kits than clothing and toiletries. With a successful 
  DC 15 Culture check, a PC can intuit that most of the personal 
  gear is better suited to technological beings such as SROs and 
  anacites. By inspecting the cargo for 5 minutes and succeeding 
  at a DC 15 Perception check, the PCs find a red star plasma 
  rifle (red star plasma cannon for Levels 7–8) in a heavily padded 
  crate. The weapon is a working prototype to test a new gas-
  ionizing technology, and the gun lacks any serial number or 
  maker’s mark. The PCs also find a standard key card wedge 
  among the crates; this provides access to area A11 but does not 
  allow crucial administrator access to other systems.
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  WEHEMOTHAL 
  BROOD
  A4. tErMinAlS
  Banks of computer terminals fill the walls of this room. The 
  monitors show nothing on their displays, and chairs rest in 
  haphazard arrangements around them.
  This bank of computers serves as a workstation for assorted 
  meteorological, maintenance, and survey tasks; the terminals in 
  both areas are functionally identical, but they use different power 
  sources and countermeasures, allowing the PCs to operate and 
  hack each separately. The computers are powered down and 
  digitally locked, and once powered on, their monitors display a 
  warning that they’re running off backup power with less than 2% 
  battery power remaining. This provides the PCs only 3-1/2 minutes 
  to use the computer—at least until they restore station power in 
  area B2.
  A PC can hack into the system with a successful DC 29 
  Computers check (DC 32 for Levels 7–8) that takes four rounds, 
  though this DC is reduced by 10 if the PCs also have one of 
  the administrator key cards, such as from area A5 or A9. The 
  multiple stations allow up to three PCs to manipulate the system 
  simultaneously, allowing up to two characters to aid the primary 
  hacker. The terminal also has an alarm countermeasure and a 
  lockout countermeasure that trigger when a user fails to hack the 
  computer. The alarm causes a loud claxon to activate throughout 
  area A, simultaneously causing red lights to flash on and off, 
  with the effect continuing for 5 minutes (and earning the PCs 1 
  Awareness Point). The lockout function locks the 
  computer for 30 minutes. If a PC successfully hacks the computer, 
  they gain basic access, providing them a wealth of functions. Each 
  function lists how long it takes to perform, as the PC might only 
  have a brief window to use the terminal.
  Review Basic Functions (1 minute): This provides the PC a 
  directory of the computer’s basic functions (including anything 
  detailed below) and its main files, consisting of 7 years of 
  meteorological data, personnel dossiers, a message inbox, security 
  footage, probes launched, and station status. This doesn’t provide 
  the PC any information other than an overview of the file names 
  and options, summarized in Handout #3.
  Activate Lights (move action): The PC can activate or deactivate 
  the lights in any area.
  Activate Cameras (1 minute): The PC activates the surviving 
  security cameras, allowing them to observe areas A1, A2, A5, A11, 
  and A12, albeit with a –2 penalty to skill checks to perceive or 
  identify features through the cameras.
  Activate Door (move action): The PC can activate any door 
  that’s not locked, broken, or jammed (such as the door to area A11). 
  Due to anti-amputation workplace safety regulations, doors open 
  quickly but close gradually, not fully sealing until the beginning of 
  the next turn.
  Tether Control (1 minute): With a successful DC 15 Computers 
  check, the PC can tether several functions to the PC’s comm unit or 
  another computer, allowing that PC to perform the activate lights 
  and activate door functions using that device. If the PCs have 
  modified the laser batteries or restored life support, the tethered 
  device can also control those functions.
  Skim Data Module (10 minutes): The terminal hosts millions 
  of files, divided into several large data 
  modules. By skimming one data file, 
  a PC gains a general sense of what’s 
  inside. If the PC succeeds at a DC 16 
  Intelligence check, DC 22 Computers 
  check, or DC 22 Perception check 
  (increase the skill DCs to 25 for Levels 7–8), 
  they skim that data module in only 
  1 minute.
  Engineering Initiatives: In addition 
  to its role in scientific observation, 
  Indigo Deep’s staff were developing a 
  new form of personal shielding 
  formed by ionizing specific blends 
  of Wehemothal’s gases into a 
  thin plasma barrier. Five months 
  ago, Dr. Tsi Tsorsk’s team finished 
  a workable prototype and spent 
  the time since refining the design. 
  Lab notes observe that the shield’s 
  electrical charge is overly sensitive, 
  with too much charge causing the gas 
  to scatter explosively. The gas also seems 
  to react to the planet’s various magical 
  
  THE VAST EXPERIMENT: FALLING INTO DELIVERANCE
  11
  11
  field fluctuations. This data module contains large amounts of 
  valuable proprietary data.
  Meteorological Data: Deep Indigo has studied Wehemothal’s 
  currents and weather closely, with recurring scanner pulses 
  measuring the composition and activity deeper in the planet. 
  Of special note, communications signals seem to react with 
  Wehemothal’s 
  atmosphere, 
  creating 
  harmless 
  and 
  brief 
  microclimates that vary in size depending on the signal’s power. As 
  a result, key experiments require the station to go dark temporarily 
  to avoid contaminating sensor data. Beyond that, this module 
  contains extensive data with potential academic value tied to gas 
  giant weather and formation. 
  Probes: Indigo Deep has launched 33 probes into various layers 
  of the planet over the past seven years to perform sundry tests. 
  The probes measured powerful electromagnetic fields as well as 
  magical abjuration, divination, and evocation fields of fluctuating 
  power levels. Two probes also detected deep, mournful singing—
  in one case lasting hours, and in another case lasting on a few 
  minutes before the station lost contact with the probe. The last 
  probe launched 23 days ago.
  Security Footage: The last month’s security footage shows a 
  mostly robotic cast of researchers going about daily business 
  and monitoring experiments until 20 days ago. Footage shows 
  staff jostled by station impacts, and hours later, additional jostling 
  preceded strange centipede-like creatures about 4 feet in length 
  attacking the staff, followed by desperate gunfire. A group of 
  seven personnel retreated to a wing of the middle level, laying a 
  trap (area A11) before sealing themselves inside. These centipede 
  creatures are unknown to Pact Worlds science, though a PC can 
  try to identify their abilities from the footage with a DC 21 Life 
  Science check (DC 24 for Levels 7–8); see page 20 and 22 for 
  their statistics. With a successful DC 15 Perception check, a PC 
  reviewing the footage notices that the invading creatures often 
  bite at their victims’ comm units before dispatching their prey.
  Station Status: Diagnostics show the station was in excellent 
  working order until 20 days ago, when the station sustained four 
  collisions from an unidentified source—three in quick succession, 
  then another while sending a distress message. The station 
  administrator sealed bulkheads into three of the five lower 
  lowest sectors to contain biological threats, and these threats 
  inflicted minor damage to the station’s internal machinery over 
  the following three days. Atmospheric breaches occurred and were 
  partly contained in the highest and lowest levels. Communications 
  infrastructure (area B2) is damaged but repairable, as is the space 
  elevator (area A6). The administrator shifted the station into low-
  power mode 19 days ago. The station has 27% capacity remaining 
  in its auxiliary batteries—enough to last about six more days of 
  bare-bones life support, or about one day at full functionality. 
  Within several days without power, the station is likely to sustain 
  critical damage from debris impacts, upsetting its orbit and causing 
  it to fall toward the core.
  Upload Data Module (1d6 minutes): A PC can transfer one of 
  the above data modules to another device. However, the files 
  are massive, and only a tier 3 (or higher) computer has sufficient 
  capacity to hold any of the modules (though such a computer can 
  hold any number of them). 
  Modify Laser Battery Functions (1d6 minutes): With a successful 
  DC 21 Computers check (DC 24 for Levels 7–8), a PC can reconfigure 
  the laser batteries normally relegated to debris disintegration to 
  fire manually at the PC’s command (a standard action). The PCs 
  can fire these against the great beast outside, but the lasers are 
  more an annoyance than a real threat. Firing the lasers now only 
  earns the PCs 1 Awareness Point, whereas the lasers provide an 
  advantage during the escape later in this adventure—more if the 
  PCs can also restore full station power in area B2.
  Restore Life Support (1 minute): With a successful DC 15 
  Computers check, the PC can override the station’s power-saving 
  protocols to restore life-support functions. These not only use 
  force fields to patch some of the hull breaches, restore the 
  temperature to a healthy range, and cycle breathable air over the 
  course of 10 minutes, but it also activates the gravity controls 
  that set station gravity to standard levels (rather than the 
  ×1-1/2 strength).
  A5. conSErvAtory
  Phosphorescent blue-green ferns that give off a dim light 
  grow from a long planter in the middle of this laboratory. 
  A deceased creature is curled against the planter, its 
  appearance that of a centipede with large foreclaws. Old, red 
  bloodstains have caked part of the floor, gluing the shredded 
  remains of an estex suit to the panels.
  The planet here serves as a testing ground for various 
  botanical studies shaped by Wehemothal’s magical fields and 
  other variables. 
  This is one of the earlier upper floor locations that the brood 
  attacked, where they cornered Aster Tremain (N male damaya 
  lashunta) and tore him to pieces. In the feeding frenzy, they 
  tore loose one of his arms, which was lost among the ferns. 
  After eating, the brood departed, but one returned to feed on 
  the ferns, which are poisonous when ingested. In distress, the 
  brood curled up and died.
  With a successful DC 15 Life Sciences check, a PC can 
  identify these plants as mnecheli ferns, a species renowned 
  for its quick growth, hardiness, and reactivity to stimuli, 
  making them one of the most common botanical lab specimens 
  in the Pact Worlds. The PC also knows that mnecheli ferns are 
  toxic when eaten by nearly any creatures except those from 
  Thyst, their deadly home world orbiting Bretheda. These ferns 
  glow noticeably brighter than most of their species, but they 
  otherwise seem normal.
  The brood may be the first that the PCs have encountered, 
  and this is an excellent opportunity to study it. Allow the PCs to 
  perform a basic examination and attempt DC 19 Life Science checks 
  (DC 22 for Levels 7–8) to identify their properties as identifying a 
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  creature, though the species is unknown to Pact Worlds science 
  and has no identifiable name; see page 20 and 22 for statistics. 
  With a successful DC 15 Medicine check, a PC can identify that the 
  creature died from poison, likely eating the ferns.
  With a successful DC 15 Perception check, the PCs find both 
  the treasure here (see below) and the lower three-quarters of 
  humanoid’s left arm, messily detached and showing preliminary 
  signs of decay (the failing life support helped preserve it). With a 
  successful DC 15 Culture or Medicine check, a PC can identify this 
  as having belonged to a lashunta. In addition to helping the PCs 
  deduce Aster’s fate, the hand can help bypass the biometric lock 
  in area A11.
  Treasure: With a successful DC 15 Perception check, a PC notices 
  that there’s a key card that’s fallen into one of the floor vents and is 
  very close to slipping irrevocably into the ventilation system. With 
  a successful DC 20 Reflex save or Sleight of Hand check, a PC can 
  recover this administrator key card that belonged to Aster Tremain. 
  If they fail the check, the key card falls out of reach and out of sight 
  and is sucked into the station’s internal systems.
  A6. rEMotE SyStEMS StAtion
  This bank of computers includes several control sticks and a 
  multitude of monitors. 
  This area serves as the main piloting station for the rare instances 
  Indigo Deep has to steer and reposition itself, but more often it’s 
  where operators control external maintenance tasks remotely. The 
  computers here have a modest amount of reserve power remaining, 
  but the various impacts from the giant beast dislodged some of the 
  computer components. With 5 minutes of work and a successful 
  DC 19 Engineering check, a PC can reconnect the necessary pieces 
  and turn on the computers. Alternatively, a few swift kicks (i.e. a 
  successful DC 19 Athletics check) can convince the computer to 
  start up, albeit with staticky screens.
  From this computer, a PC can examine roughly half of the 
  station’s exterior using the surviving cameras, though the main 
  sensor array is offline, blocking view of anything more than a 
  few hundred feet from the station. A PC can also use the various 
  control sticks to control several strong sets of robotic arms 
  installed at various points across the hull. With these, a PC can 
  perform two major tasks: repairing antennae and repairing the 
  space platform. Either task involves either a sound understanding 
  of the mechanisms (using the Engineering skill) or a steady 
  hand to guide the robotic arms while trusting the automated 
  repair programs to weld the right pieces back together (Piloting, 
  Sleight of Hand, or a Reflex save). A PC able to adhere to the 
  station’s underside (such as with magboots) can elect to exit the 
  station and manually wrestle the key elements back into place 
  (Athletics). In either case, an attempt requires 5 minutes and a 
  DC 19 check (DC 22 for Levels 7–8), and failing by 10 or more 
  irrevocably breaks that component (such as causing the space 
  platform to drop off the station into the planet’s atmosphere).
  Repairing the space platform—a broad platform with four 
  thrusters capable of performing controlled ascents and descents to 
  carry cargo several miles at a time—provides the PCs a much easier 
  way to ascend back to their starship. Repairing an antenna enables 
  a much stronger signal for broadcasting data, which can help the 
  PCs repair the communication array in area B2.
  Treasure: There are eight jetpacks stored in the equipment 
  closet here, though only four of them are fully charged. The other 
  four have only 3d6 charges each, which isn’t enough to carry a 
  user back to the starship.
  A7. dAMAgEd rESidEncE
  The door to area A7b is locked, requiring a successful DC 28 
  Engineering check (DC 31 for Levels 7–8) to open, while the other 
  doors remain open. The rooms along this corridor are individual 
  residences, their doors partly chewed through in places. For the 
  most part, the brood created a small hole to confirm that nobody 
  was hiding inside before moving on, especially as most of these 
  spaces belonged to anacite and SRO staff who had relatively few 
  personal possessions to interest the invaders. In their quest for 
  nutritious minerals and live prey, the brood have chewed tight 
  tunnels through several walls. The door to area A7a is torn ajar, 
  and here one of the brood ransacked the room for sustenance 
  before biting its way through part of the ventilation system to 
  reach area A7b. 
  The broods’ tunnel is easy to spot. It’s wide enough that a 
  Tiny creature can move through it while squeezing, whereas a 
  Small creature can only wriggle through by succeeding at a DC 
  25 Acrobatics check. A PC can widen the tunnel by dealing an 
  additional 45 damage to the wall, which has hardness 20, or by 
  succeeding at a DC 27 Strength check, at which point creatures 
  can move through the space as though they were one size category 
  smaller. The explosive charges from area A10 each deal 25 damage 
  to the tunnel, ignoring hardness; this far exceeds their damage as 
  antipersonnel weapons and is a special use for these explosives.
  Area A7b room belonged to Dr. Tsorsk and includes some of 
  her personal effects like heavy clothing, a personal datapad, and 
  several pill bottles. The datapad (successful DC 15 Computers check 
  to hack) contains a variety of simple vid games and leisure books, 
  plus a rather plain personal log detailing various accomplishments, 
  aspirations, and interpersonal interactions. Collectively, it conveys 
  that Dr. Tsi Tsorsk is quite pleased with where she is in leading a 
  team so far from corporate headquarters and performing scientific 
  studies, referencing displeasure at being fast-tracked for (and her 
  turning down) a more senior managerial position earlier in her career. 
  With a successful DC 15 Culture, Life Science, or Medicine check, a 
  PC identifies the pharmaceuticals as artificial hormones commonly 
  taken by wrikreechees to maintain their shells in drier and cooler 
  environments. Wrikreechees traditionally spend cold periods 
  deep underwater in a sessile phase, and without this medicine, a 
  wrikreechee in colder environments slowly reabsorbs their shell, 
  losing considerable motor function. The labels and dosage suggest 
  that Dr. Tsorsk hasn’t consumed a dose in several weeks.
  
  THE VAST EXPERIMENT: FALLING INTO DELIVERANCE
  13
  13
  A8. coMMiSSAry
  This break room has several circular tables and a variety of 
  seating for Small, Medium, Large, humanoid, and arthropodan 
  shapes. Integrated shelves and pantries built to store months 
  of supplies are relatively bare, ransacked both by desperate 
  scientists scavenging supplies and by brood sniffing out meals. 
  Treasure: All that remains here are a mk 2 culinary 
  synthesizerAR, two overlooked R2E meals, and 37 UPBs.
  A9. HAllwAy wrEckAgE
  Scattered technological debris covers much of the floor here, 
  though the surrounding structure doesn’t show signs of 
  major damage.
  The debris here isn’t from the space station, but is the sparse 
  remains of four anacite and SRO staff who made their final 
  stand here. A PC can identify the debris’ likely source with 
  a successful DC 12 Engineering check or a successful DC 20 
  Perception check. With another successful DC 15 Perception 
  check, a PC can find spatters of dried blue blood about the 
  hallway, in addition to various bullet holes in the walls and floor.
  Treasure: Among the remains, the PCs find one clip of heavy 
  weapon rounds, one longarm clip with four explosive rounds 
  remaining, and three loose silver-pellet scattergun shells. 
  The weapons for this ammunition are nowhere to be found. 
  In addition, a PC who succeeds at a DC 20 Perception check 
  identifies an administrator key card for the anacite, Plo, among 
  the debris.
  A10. ProBE lAB
  This cramped engineering bay includes four small rooms 
  with broad glass windows and external robotic arms setup 
  to manipulate a large, roughly spherical probe at the area’s 
  center point. The probe appears to be only partly built.
  Resourceful staff looted the probe for parts when Indigo Deep 
  came under attack. The device sits atop a floor port, designed to 
  load and fire the probe deep into the planet.
  Computers here primarily serve to control the robotic arms to 
  service and build probes, though the computers do log that the 
  most recent probe launch was 23 days ago.
  Treasure: The fourth room (to the southwest) has no windows 
  and is a heavily reinforced storage area. In addition to an 
  engineering specialty tool kit (grants a +2 bonus to repair space 
  station components on Indigo Deep) and a fully charged purple 
  force field armor upgrade (black force field for Levels 7–8), this 
  room also has five armored crates built to contain explosive 
  charges; under normal circumstances, the probe would launch 
  and detonate these deep inside the planet as part of various 
  studies. All but one of the crates is ransacked and empty, 
  leaving only one crate with three surviving explosive charges. 
  These function as mk 1 screamer grenades (one of them is 
  instead a mk 2 screamer grenade for Levels 7–8), though they 
  can inflict considerable structural damage in tight spaces. These 
  grenades can help the PC navigate the tunnel in area A7.
  A11. trAPPEd HAllwAy (cr 6 or cr 8)
  A solid containment door seals off the hallway leading to the 
  station’s southeastern region. The surviving staff sealed these 
  doors and overrode the station’s access protocols to keep them 
  shut, hoping to contain the invading brood. The gambit worked 
  for a while—the door shows superficial damage from claws—
  though the brood eventually tunneled elsewhere (as in area A7). 
  The door still has a biometric reader and simple control terminal.
  The steel door (hardness 20, HP 60, break DC 28) does 
  not respond to standard station commands to open. However, 
  there are several ways to open it. First, the PCs can attempt 
  to override the emergency protocol currently keeping the door 
  locked by hacking the door control with a successful DC 19 
  Computers check (DC 22 for Levels 7–8). Second, the PCs can 
  electronically disengage the locking mechanism with a DC 19 
  Engineering check (DC 22 for Levels 7–8). Finally, a PC who 
  combines a swipe of an administrator key card (area A5 or 
  A9) with placing the palm of Aster Tremain (area A5) to the 
  biometric reader can override the lock. with a successful DC 18 
  Disguise check and disguise kit, a PC can spoof the scientist’s 
  handprint, though increase this DC by 4 for a non-lashunta and 
  by 6 for a non-humanoid.
  The PCs can also avoid the door altogether by exploring the 
  residential tunnel in area A7.
  Trap: To kill some of the brood, Dr. Tsorsk and her companions 
  reconfigured some of the area’s electronics and ventilation 
  systems, linking them to the security camera here. When the 
  camera senses a Small or larger creature moving through the 
  marked area, a jury-rigged device generates and hurls plasma 
  toward the center of the room through small vents hidden in 
  the ceiling. In addition to the disable options below, a PC can 
  prevent the trap from activating by destroying both of the 
  multidirectional security cameras in the area (hardness 5, HP 
  10), one each on the ceiling in the northwest and southeast 
  corners (the two ends of the dotted line presented on the map 
  of this encounter). PCs who managed to review the security 
  camera footage in area A4 gain a +10 circumstance bonus to 
  Perception checks to spot this trap, as they have some inclining 
  of its presence.
  LEVELS 5–6 (CR 6)
  PLASMA SPRAY TRAP 
  CR 6
  Type technological; Perception DC 29; Disable Engineering DC 
  24 (disable plasma catalyst on ceiling)
  Trigger location; Reset 1d4 minutes
  Effect spray of plasma (4d10+2 E&F; all creatures in area) 
  Reflex DC 15 half
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  LEVELS 7–8 (CR 8)
  PLASMA SPRAY TRAP 
  CR 8
  Type technological; Perception DC 32; Disable Engineering DC 
  27 (disable plasma catalyst on ceiling)
  Trigger location; Reset 1d4 minutes
  Effect spray of plasma (6d12 E&F; all creatures in area); Reflex 
  DC 16 half
  A12. uPPEr ElEvAtor
  Situated near several storage closets and individual residences, 
  this elevator leads to the station’s lower level (area B1). 
  If the PCs arrive here before the leviathan outside nudges the 
  station, the elevator is in good working order, though its control 
  panel chimes a politely insistent message that personnel should 
  limit elevator use while the station is conserving power. If they use 
  it after the jolt, the elevator is jammed, its shaft having buckled 
  inward enough to keep the elevator from moving properly. 
  A PC can repair the damage done to the elevator enough 
  to operate it with 10 minutes of work and a successful DC 20 
  Engineering check. Alternatively, the PCs can climb up or down 
  the shaft through access ports in the elevator’s floor and ceiling (a 
  DC 15 Athletics check, made easier with cable or rope). The floors 
  are 20 feet apart and any PC who fails their attempt to climb takes 
  falling damage, though they may decide to utilize a jetpack charge 
  to avoid this effect.
  B. INDIGO DEEP, LOWER LEVEL
  This is the lower personnel level, reserved for industrial 
  laboratories, offices, and storage. The station has several additional 
  levels below this, but those are primarily station infrastructure, in 
  addition to having been largely sealed off by emergency protocols 
  to trap some of the marauding brood.
  B1. lowEr ElEvAtor
  This elevator opens out into a plain metal-lined hallway. A 
  large waste-disposal chute lies to the north, clearly designed 
  for moving heavier scrap and other materials to the lower 
  levels of the station for reclamation, sanitization, and eventual 
  expulsion into the planet’s atmosphere. The PCs can operate 
  the trash chute as they like, and the 60-foot drop ultimately 
  ejects occupants out the bottom of the station—a reasonable 
  way to escape and fly toward the space platform the PCs 
  might have repaired in area A6.
  B2. StAtion corE
  Workbenches and small terminals surround a massive 
  technological device that extends floor-to-ceiling in this 
  large room like a huge, tapering column. The device sparks 
  intermittently, illuminating the room for a split second. Two 
  centipede-like creatures lie dead, one shot repeatedly and the 
  other crushed in half by the foot of a tall powered armor suit. 
  This device regulates the station’s core functions, especially 
  communications, sensors, and power. From here, the PCs can both 
  restore basic communication functions as well as override the 
  station’s low-power protocol. The computer has a very matter-of-
  fact artificial personality named Erudition that primarily serves as 
  a diagnostic aid and analyst for operators. When interacting with 
  users, Erudition uses terminal monitors to project the image of 
  an animated anthropomorphic platypus with somewhat comical 
  features and endearingly exaggerated eyes.
  Communications: The external communications array has 
  suffered significant damage, which the PCs can partially repair 
  from the remote systems station in area A6. However, the 
  impacts also damaged delicate instrumentation here, and the 
  magitech machinery requires considerable repair and recalibration. 
  This process requires 10 minutes of work and a successful 
  DC 20 Engineering, Mysticism, or Physical Science check, for 
  which Erudition’s instructions provide a +2 circumstance bonus 
  and allow a PC to attempt the check untrained. There are enough 
  spare parts to attempt this check up to three times, with failed 
  checks ruining the arcane fuses and other elements of those parts.
  Once the communications systems are restored, the PCs can 
  freely upload station data (such as that from the terminals in area 
  A4) to their starship. Activating the communications array in this 
  way earns the PCs 1 Awareness Point, as the powerful broadcast 
  intrigues the beast.
  Power: Using a computer terminal and administrator key card, 
  a PC can override the low-power emergency protocol, restoring 
  power to all of the station’s currently operating systems. Without 
  such a key card, the PC must hack into the system (requiring a 
  successful DC 29 Computers check) to restore full power to the 
  facility. Alternatively, a PC can convince Erudition to revert to 
  full-power mode, though the artificial personality doesn’t believe 
  there’s adequate cause for this. Convincing it otherwise requires a 
  good argument and a successful DC 24 Diplomacy check (DC 27 for 
  Levels 7–8), a clever deception and a successful DC 24 Bluff check 
  (DC 27 for Levels 7–8), or someone disguised as a station employee 
  with a successful DC 27 Disguise check (DC 30 for Levels 7–8).
  With power restored, the PCs can use the terminals in area A4 
  without battery limitations, operate the communications array 
  here, use the laser battery at full power, and operate the ventilation 
  system in area B4 at full power.
  Treasure: The powered armor is a hover suit, a miniaturized 
  version of the more powerful flight frame armor better suited 
  to maneuvering and performing heavy repairs to the station’s 
  exterior. Utsop (NG male android) sought out the suit when the 
  brood attacked, ultimately perishing after defeating several. 
  His body is slumped over inside the armor, and the hover suit 
  is still operational, with 79 charges remaining and no armor 
  upgrades installed.
  HOVER SUIT
  Item Level 9; Price 13,300
  EAC Bonus +12; KAC Bonus +17
  
  THE VAST EXPERIMENT: FALLING INTO DELIVERANCE
  15
  15
  B. INDIGO DEEP, LOWER LEVEL
  B. INDIGO DEEP, LOWER LEVEL
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  STARFINDER FLIP-TILES:
  STARFINDER FLIP-TILES:
  STARSHIP STARTER
  STARSHIP STARTER
  B4
  B4
  B3
  B3
  B1
  B1
  B2
  B2
  Max Dex Bonus +3; Armor Check Penalty –4; Speed 30 feet, fly 30 
  feet (average)
  Strength 18 (+4); Damage 1d10 B; Size Large (5-foot reach)
  Capacity 100; Usage 1/minute
  Weapon Slots 2; Upgrade Slots 2; Bulk 28
  B3. ExtErior HAll
  This hallway traces around the station’s eastern side, with 
  several small ports and a broad observation window, the latter 
  which is dirtied by a spray of blood from an centipede-like 
  carcass that’s slumped beneath it. 
  The brood perished in an ill-advised attack on the ion ghost in 
  area B4, which saw the brood bludgeoned and hurled here before 
  the doors closed once more.
  With a successful DC 15 Medicine check or DC 25 Perception 
  check, a PC can ascertain that the brood died from blunt force 
  trauma in three events: one strike to the head, damage to the dorsal 
  shell from impact with this wall, and most curiously, constriction 
  distributed evenly across its body. The analysis also reveals a 
  residue over much of the body; with a successful DC 19 Engineering, 
  Mysticism, or Physical Science check (DC 22 for Levels 7–8), a PC 
  identifies this as an atomized catalyst designed to assist in magitech 
  reactions, especially those caused by electrical sparks.
  The hallway continues to the north, leading to a series of 
  offices and small labs that contain nothing of particular note, 
  beyond several more dead anacites, SROs, and androids.
  B4. gAS lAB (cr 8 or cr 10)
  For Indigo Deep, Wehemothal’s atmosphere is one of its most 
  promising resources, composed of dozens of different types of  
  gases, both common and unfamiliar. This gas lab features several 
  smaller laboratories as well as a main workspace that houses 
  a massive apparatus capable of extraordinary experiments in 
  chromatography, ionization, magical analysis, and more. Four 
  secondary vats can independently store, mix, and pressurize 
  different gases, with the fifth, central vat designed to conduct 
  dangerous experiments using a variety of magitech tools. 
  Four terminal workstations occupy the spaces between the 
  secondary vats. 
  The door to the rearmost lab is locked, and there are only 
  a few small, high windows leading inside. The foremost lab is 
  unlocked and contains several chemistry workstations and 
  terminals. The middle lab is a remote control center with a broad 
  window, designed for operating the main apparatus from behind 
  additional cover. However, the control center’s door is severely 
  dented, and neither latches closed nor forms an effective seal 
  when held closed, and it now hangs open. The controls within 
  provide the same functions as those described on page 16.
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  Apparatus: The apparatus has a host of controls, allowing 
  operators to vent the contents, take exterior gas samples, and 
  a variety of experimental 
  functions. More importantly, 
  the controls allow an operator 
  to activate fan-powered vents, 
  trigger 
  electrical 
  shocks, 
  and 
  generate 
  small 
  force 
  fields 
  designed to plug leaks. Each 
  function’s effect depends on 
  whether the PCs restored 
  power to the station in area B2.
  A PC within reach of 
  any 
  of 
  the 
  apparatus’s 
  workstations 
  can 
  access 
  and review the device’s 
  functions by attempting a 
  DC 15 Computers check: on 
  a success, this process takes 
  a full action; by exceeding 
  the check by 5 or more, the 
  process takes a standard action; and by 
  exceeding the check by 10 or more, the 
  process takes only a move action. Once a 
  PC has access to the apparatus’s functions, 
  they can activate one of the functions as a standard action. If a 
  PC tethered station controls to their comm unit in area A4, their 
  device allows them to control the apparatus while within 20 feet 
  of it, rather than having to be within reach of a workstation.
  Force Field: The apparatus creates a weak force field around 
  a designated target within 30 feet. The target becomes 
  staggered and flat-footed for 1 round before breaking free (Reflex 
  DC 16 negates). While affected, the target gains DR 3/—. After 
  activating a force field, the apparatus cannot do so again for 2d4 
  rounds. If power has been restored, increase the DC to 19, and 
  the apparatus can activate a force field once every 1d4 rounds.
  Shocks: The apparatus can release a powerful shock that affects 
  all creatures adjacent to any one of the secondary vats, dealing 
  3d6 electricity damage (Reflex DC 16 for half). If power has been 
  restored, increase the DC to 19 and increase the damage to 6d6.
  Vents: The apparatus opens numerous vents in the laboratory, 
  drawing out gases from inside the room. This creates an area of 
  strong winds inside the main lab, which continues for 3 rounds. 
  If power has been restored, the PC can instead create an area of 
  severe winds.
  Creatures: While properly monitored and maintained, the lab 
  apparatus pressurized, energized, and contained strange mixes of 
  thaumaturgic gases. Once Indigo Deep came under attack and its 
  power failed, the ongoing gas experiments spun out of control. The 
  result was an increasingly autonomous ooze that coalesced from 
  the gases, seeped out, and began attacking anything that moved—
  not only some of the brood, but also the scientists who ultimately 
  sheltered in area B4 (see Development). The ooze, which the 
  surviving scientists have dubbed an ion ghost, resembles a floating 
  amoeba, its interior comprising cool-hued gases and ephemeral 
  organelles all contained within a congealed skin.
  The ooze has taken up residence in the control center. 
  One round after detecting movement in the lab, 
  it pours out to attack. The ooze prefers to stay 
  near the lab but is willing to pursue prey 
  short distances into other areas or flee 
  obviously hazardous effects. It fights 
  until destroyed, at which point its 
  organelles briefly align to form the 
  sacred constellation of Ibra before 
  dispersing into harmless mist. 
  Whether this dying manifestation 
  indicates the ooze’s genesis 
  resulted from Ibra’s influence, 
  that Wehemothal itself has some 
  greater connection to the deity, or 
  points to some other mystery entirely 
  is beyond the scope of this adventure.
  LEVELS 5–6 (CR 9)
  ION OOZE 
  CR 9
  Page 21
  LEVELS 7–8 (CR 11)
  ION OOZE 
  CR 11
  Page 23
  Development: Sheltering in the area are Indigo Deep’s 
  three survivors: BY7 (LN agender anaciteAA), an arachnid-like 
  assistant chemist who worked in the gas lab; Era-Orbit (LN 
  agender anaciteAA), a quadrupedal technician who helped build 
  and outfit deep-planet probes; and Dr. Tsi Tsorsk (CN female 
  wrikreecheeAA), the station’s head researcher. All three aided 
  in Indigo Deep’s defense when the brood first attacked before 
  it became clear that they were fighting a losing battle. After 
  trying to send distress calls, they grabbed what supplies they 
  could and holed up here, eventually having to hide from even 
  the gaseous ooze outside. The anacites require only a moment 
  to wake up from their low-power mode before excitedly 
  questioning their apparent saviors. Both of the robotic beings 
  are Medium constructs with 35 HP, a +3 bonus to all saving 
  throws, EAC 14, KAC 15, and a 40-foot speed. If provided a basic 
  melee weapon or small arm, they can make attacks with a +6 
  bonus to hit and +0 Strength modifier.
  Dr. Tsorsk is in worse shape. The station’s dying life support 
  dropped the ambient temperature, and without access to her 
  supplemental hormones (area A8), her body has partly broken 
  down its shell, leaving her physically and mentally sluggish. 
  For her statistics, use the wrikreechee entry (Alien Archive 
  DR. TSI TSORSK
  
  THE VAST EXPERIMENT: FALLING INTO DELIVERANCE
  17
  17
  page 124) without any envoy special abilities. Her distressed 
  state functions like a physical disease with a DC 14 Fortitude 
  save whose final stage is bedridden, and she is at the weakened 
  stage, giving her the fatigued and sickened conditions. Several 
  days of rest and resumed hormone supplements can remove the 
  condition without additional checks, though a PC can remove it 
  sooner with effects like remove condition.
  All three survivors are eager to be rescued and willing to 
  follow the PCs’ general instructions, though Dr. Tsorsk is insistent 
  on hearing what’s befallen the station and how long they’ve 
  been trapped. She quietly bemoans the loss of life, and upon 
  ascertaining that the station seems beyond salvation, she mourns 
  the destruction of her beloved station where she could pursue 
  her research without pesky oversight. If it seems her grousing 
  offends her rescuers, she lowers her mourning to a barely audible 
  buzzing, punctuated by flimsy arm motions. For all her negativity, 
  she helps where she can by giving directions, explaining the 
  functions of technology, and providing passwords to bypass 
  computer countermeasures. She also points out the treasure in 
  this lab if the PCs haven’t already find it.
  Treasure: The workbenches in area B4 support a variety 
  of incomplete prototypes, ranging from new fuel cell designs 
  to innovative accelerants for industrial explosives. The only 
  functional gear here is a set of mk 1 force soles (Starfinder Armory 
  92), which is instead a set of mk 2 force soles for Levels 7–8. Some 
  of the more complete prototypes show promise, and Resurgent 
  Technologies later compensates the PCs for recovering these 
  devices for future development.
  ESCAPE! (CR 8 OR CR 10)
  Once the PCs find Dr. Tsorsk and the anacite survivors, they’re 
  on an informal timer. The combination of restoring power to 
  the damaged station, investigating the exterior, broadcasting 
  data, killing brood, and other activity increasingly draws the 
  immense beast’s attention, and it circles, nudges, and even 
  nibbles at the station with growing frequency. The PCs have 
  ample opportunity to finish exploring, extracting data, and 
  performing minor repairs, yet it should be clear that they should 
  wrap up their business fairly soon.
  Even knowing that Indigo Deep is a lost cause, Fitch is 
  unwilling to bring the starship within more than several 
  hundred feet of the station—not only to avoid collision, but 
  especially to avoid getting too close to the leviathan, which 
  is large enough to snag and destroy the Pegasus-class vessel. 
  Instead, she encourages the PCs to slip away from the station 
  unnoticed, launching from the station to exploit an approaching 
  updraft and rendezvous with the starship. If the PCs repaired 
  the space platform in area A6, it makes an excellent vehicle 
  for transporting the PCs, their allies, and any treasures. If the 
  PCs don’t have access to the platform, they can still flee using 
  jetpacks, including the spares found in area A6. If the PCs don’t 
  think of any of these options, Dr. Tsorsk or the anacites floats 
  the idea to the PCs.
  OVERVIEW
  Whichever direction the PCs coordinate to travel to rejoin the 
  orbiting vessel—directing it downward and diving toward it, 
  jetting horizontally, or ascending—this encounter plays out in 
  a similar way: the PCs flee the station and the beast, all while 
  creating distractions to buy time, fending off the beast’s brood, 
  and keeping their rescued NPCs safe. At the end of each round, 
  the immense beast pursues, simultaneously taking some action 
  to threaten the PCs. During their turns, the PCs can act, typically 
  fleeing (if operating jetpacks), fighting off brood creatures, or 
  coordinating distractions.
  DISTANCE AND MOVEMENT
  The exact distance the PCs need to travel is somewhat flexible, 
  representing about 10 rounds of travel—roughly 1,500 feet. Thanks 
  to the broad updraft, the PCs are automatically flying upward at a 
  speed of about 150 feet per round. By using flight abilities, a PC can 
  move further relative to this ongoing upward movement. However, 
  unless a creature ends their turn having either spent at least one 
  move action to fly and succeeded at a DC 15 Acrobatics check to 
  fly or is standing atop the space platform, they gain the off-kilter 
  condition until the end of their next turn.
  Map: Because this encounter involves flying through a gas 
  giant’s clouds, a blank flip-mat is sufficient to track the PCs’ relative 
  positions. If the PCs are using the space platform, use tile 27A from 
  Starfinder Flip-Tiles: Space Station. The circular elements are the 
  tops of the vehicle’s boosters, and the rest of the platform is flat 
  with low rails along the exterior.
  DISTRACTIONS
  On their turn, a PC can attempt a distraction as a standard 
  action. Each distraction involves a specific attack roll or 
  skill check, and if successful, the distraction causes the 
  beast to veer off course and skip its next action. The effects 
  of multiple successful distractions in a round do not have a 
  cumulative effect, and each distraction can only successfully 
  affect the beast once. The ACs and DCs listed for distractions 
  are for Levels 5–6; for Levels 7–8, increase the ACs by 2 and the 
  DCs by 3. Increase these ACs and DCs by an amount equal to 
  half the PCs’ Awareness Point total (page 9) rounded down for 
  this encounter.
  The PCs should have some indication on what actions they can 
  make, and Dr. Tsorsk or the anacites can provide some helpful hints 
  if the PCs don’t come up with options on their own.
  Comm Unit: The beast is easily distracted by powerful 
  communications signals, and a PC can drop a personal comm unit or 
  similar device to draw the creature’s attention. However, to create 
  a sufficiently powerful signal, the PC must override the device’s 
  operating specs or make the device seem especially tempting, 
  requiring a successful DC 19 Bluff, Computers, or Engineering 
  check. If successful, the beast veers off course for a few seconds, 
  lashing out a tendril-like tongue hundreds of feet long to snatch 
  and swallow the device.
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  Heroics: In a display of deadly heroism, a PC who is at 
  least 30 feet from the nearest ally can try to draw attention 
  from their companions. Doing so requires a successful DC 19 
  Acrobatics, Bluff, Intimidate, or Survival check. If successful, 
  the beast veers slightly off course to pursue the PC, using its 
  next turn to perform a tongue attack against them rather than 
  performing its scripted action.
  Ship Lasers: Fitch’s attention is on piloting the starship in 
  dangerous and delicate conditions, so it’s difficult for her to 
  aim her ship’s lasers. She needs a PC to act as a spotter, helping 
  feed her coordinates so that her shots are more likely to hit. 
  This requires a successful DC 22 Perception or Survival check, 
  or a successful ranged attack roll against AC 23. If successful, a 
  powerful laser blast scorches the beast’s skin, causing it to roar 
  and recoil for a moment before renewing pursuit. The starship’s 
  weapons can only fire once per round, not matter how much the 
  PCs help aim.
  If a PC impressed Reepu during the voyage to Wehemothal, 
  the young ysoki wanders onto the starship’s bridge during this 
  encounter while the PCs are asking for help. Fitch’s hectic tone 
  shifts mid-request. “I’ve got my hands busy up here steering this 
  thing, so you’re gonna have to—oh hey there, Reepu. How about 
  you be a sweetie and help your gran-gran out and hit that button 
  labeled ‘orbital strike’ a few times, hmm? That’s a dear.” This 
  lowers the AC and DC for guiding the starship’s laser attacks by 
  4, accompanied by Reepu audible over the starship’s comm unit 
  making high-pitched fireworks sounds.
  Station Lasers: If the PCs reconfigured the station’s laser 
  battery in area A6, they can command those to fire on the beast. 
  Targeting these properly requires either a DC 19 Computers check 
  or a ranged attack roll against AC 20; if the PCs did not restore 
  full station power in area B2, increase the AC and DC by 4. If 
  successful, the lasers score the beast’s side, after which it uses 
  its tail to lash at Indigo Deep, demolishing the lasers and cracking 
  the station’s hull. The station lasers can only fire once per round, 
  no matter how many PCs try to use them.
  Stealth (Round 1 only): If the PCs move out stealthily, the 
  beast does not notice them or sniff out their jetpack contrails, 
  functioning as a distraction. To succeed, each of the PCs must 
  succeed at a DC 14 Stealth check. The NPCs do not need to 
  attempt this check and automatically succeed.
  LEVIATHAN TACTICS
  The beast acts at the end of each round, following a loose script. 
  Whenever successfully affected by a distraction, the beast does 
  not act that round and resumes the script the following round. If 
  the beast’s action would have little effect (such as roaring when 
  there aren’t surviving brood attacking the PCs), skip it and that 
  swap this round’s action with the following round’s action. In 
  general, aim to launch at least three sets of brood, attack at least 
  once with a tongue, and roar at least once to vary the actions.
  Round 1: The beast notices movement and circles the station, 
  spending its turn maneuvering to pursue the PCs.
  Round 2: The beast flings a set of its brood, which arrive during 
  round 3.
  Round 3: The beast roars.
  Round 4: The beast flings a set of its brood, which arrive during 
  round 5.
  Round 5: The beast flings a set of its brood, which arrive during 
  round 6.
  Round 6: The beast roars.
  Round 7: The beast makes a tongue attack.
  Round 8: The beast flings a set of its brood, which arrive on 
  round 9.
  Round 9: The beast makes a tongue attack.
  Round 10: So long as the beast or a brood is not grappling 
  the PCs or their allies, the group successfully escapes onto the 
  Pegasus. Otherwise, continue the encounter until the party 
  is no longer restrained or is willing to accept the loss of any 
  grappled targets.
  LEVIATHAN ACTIONS
  The Wehemothal beast functions less as a creature than as a 
  hazard—it is the equivalent of a powerful starship-scale creature 
  that’s beyond the PCs’ or even their starship’s ability to kill. 
  During this encounter, the beast is typically about 200–300 feet 
  behind the PCs, only rarely approaching within striking range.
  Brood: The beast uses several of its tentacles to extract and 
  hurl an assortment of its brood toward the PCs; this consists of 
  three Wehemothal brood the first time it happens and two brood 
  each subsequent time; if the party consists of only four PCs, the 
  first, third, and fourth set of brood includes two creatures, but 
  the second set includes only one creature. The brood deploy 
  their tethers, using a combination of being hurled, the updraft, 
  and electrical charge to move toward the PCs. On the following 
  round, roll initiative for these brood. Until it is their turn, they are 
  60 feet from the PCs, and on their turn they fly upward as much 
  as 100 additional feet as a move action and attack. Because of 
  the swift winds, the brood maneuver precariously. If they become 
  off-kilter while flying or are knocked off of a stable surface into 
  the air, they must succeed at a DC 16 Reflex save (DC 18 for Levels 
  7–8) or tumble dramatically off-course, effectively being removed 
  from the encounter. A brood that loses the ability to fly must also 
  attempt this save, which it does with a –4 penalty.
  Roar: The beast roars at such a tremendous volume that it 
  numbs the PCs’ bodies and briefly transforms some of the nearby 
  gases into plasma. Living creatures other than the Wehemothal 
  brood become sickened for 1d3 rounds unless they succeed at a 
  DC 16 Fortitude save (DC 18 for Levels 7–8). Wehemothal brood 
  instead gain the effects of their blood frenzy for 1d3 rounds.
  Tongue: At the beginning of the round in which the beast 
  makes a tongue attack, it opens its maw and begins to unfurl 
  one of its whip-like tongues, providing the PCs an opportunity to 
  react, such as by protecting vulnerable targets. When the beast 
  acts, it lashes the tongue toward the party. This is an attack with 
  the grab universal creature rule targeting KAC made with a +19 
  
  THE VAST EXPERIMENT: FALLING INTO DELIVERANCE
  19
  19
  bonus (+22 for Levels 7–8). The attack targets one of the NPCs 
  at random, or the space platform; however, the attack ignores 
  any targets currently benefiting from cover or soft cover. If it 
  hits, the tongue deals 2d6+15 bludgeoning damage (2d10+17 for 
  Levels 7–8).
  If it grabs or pins a creature, the tongue reels in the target 
  30 feet closer at the end of each round. The tongue has EAC 17, 
  KAC 19, and 50 HP for Levels 5–6. For Level 7–8 these increase 
  to EAC 19, KAC 21, and 75 HP. Once the target escapes the 
  grapple or the tongue is reduced to 0 Hit Points, the beast lets 
  go. Otherwise the tongue automatically attempts to maintain 
  the grapple each turn without limiting the beast’s other actions.
  If the tongue attacks the space platform, it hits automatically, 
  causing the platform to buck wildly as it slows down. Each 
  creature on the platform is knocked prone (Reflex DC 15 
  negates) on impact, and the tongue shakes the platform on the 
  beast’s turn on the second and third round, repeating the prone 
  effect. At the beginning of the fourth round of grabbing the 
  space platform, the beast opens its mouth wider and prepares 
  to swallow the space platform, consuming it at the end of the 
  round. Reducing the tongue to 0 HP releases the beast’s grip 
  and lets the space platform resume its ascent.
  Development: Once the PCs reach the ship, Fitch fires a laser 
  salvo to discourage the huge beast further and quickly pilots 
  the starship out of Wehemothal’s atmosphere. Vexed, the beast 
  withdraws deeper into the planet, leaving the damaged space 
  station to its brood. Without a sustainable means to maintain 
  its orbit, Indigo Deep gradually descends over the next several 
  weeks, its hull crumpling under the weight of the planet’s 
  substantial atmosphere.
  CONCLUSION
  The voyage back to Absalom Station, and then on to Aballon, is 
  relatively peaceful. So long as the PCs all returned alive, Fitch’s 
  grandchildren eagerly greet them and beg for stories of what 
  they encountered below, though Kivv is far more restrained yet 
  no less curious. Once the starship’s at a safe distance, Fitch does 
  what she can to welcome the few survivors and ensure the PCs 
  are in good health.
  Dr. Tsorsk recuperates within a few days of being provided her 
  essential hormones, all the while regretting the loss of Indigo Deep. 
  As best she can ascertain, the great beast learned of the station 
  from the launched probes, ascending to investigate and attack 
  by following the station’s communications signals. She’s willing 
  to start work on the Starfinder Society’s new joint venture with 
  Resurgent Technologies, but only after debriefing and explaining 
  to her mechanical superiors why it’s important that she have time 
  off to mourn. Resurgent Technologies grants the request after 
  some deliberation, using the opportunity to also allow the PCs to 
  keep any of the hardware they recovered from Indigo Deep but 
  requesting any data they might have recovered. Celita and Fitch 
  send much of this information to the corporation, through Celita no 
  doubt has hidden away copies for her own analysis.
  PRIMARY SUCCESS CONDITIONS
  If the PCs successfully rescue Dr. Tsi Tsorsk, they fulfill their 
  primary objective. Doing so earns each PC 1 Fame and 1 Reputation 
  for their selected faction.
  SECONDARY SUCCESS CONDITIONS
  If the PCs successfully rescue Dr. Tsorsk as well as both of the 
  surviving anacites, they fulfill their secondary objective, earning 1 
  additional Fame and 1 Reputation for their selected faction.
  FACTION NOTES
  Two different factions have something to gain from this adventure.
  Dataphiles: The data modules stored on Indigo Deep’s 
  computers (area A4) are of special interest to this faction, though 
  they require a powerful computer or a strong communications 
  connection to transfer the data. If the PCs secure the engineering, 
  meteorological, and probes data, each PC earns 1 additional 
  Reputation with the Dataphiles faction.
  Wayfinders: This faction’s needs are multifold. At least half of 
  the PCs should impress Fitch’s grandchildren on the voyage to 
  Wehemothal, the PCs should successfully study at least two of 
  the three leads while in orbit above the planet (page 6), and PCs 
  should explore at least 14 of the 16 encounter areas on Indigo 
  Deep. If they succeed at all three conditions, then each PC earns 1 
  additional Reputation with the Wayfinders faction.
  
  STARFINDER SOCIETY SCENARIO
  20
  20
  SCALING EVENT: BROOD 
  ATTACK
  To accommodate a group of four PCs, remove one brood 
  from the encounter.
  APPENDIX 1: LEVEL 5–6 
  ENCOUNTERS
  These encounters are written for a group of 5–6 PCs of 5th level. Use 
  the scaling sidebars for each encounter to adjust the encounters 
  for a group of 4 PCs. For groups of different levels, consult the 
  Organized Play Guide: Starfinder Society for instructions.
  EVENT: BROOD ATTACK (LEVELS 
  5–6)
  WEHEMOTHAL BROODS (4) 
  CR 3
  N Small aberration
  Init +2; Senses blindsense (scent) 30 ft., darkvision 60 ft.; 
  Perception +8
  DEFENSE 
  HP 45
  EAC 14; KAC 15
  Fort +5; Ref +5; Will +4
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee claw +11 (1d6+6 S; critical bleed 1d6)
  tentacle +11 (1d6+6 B plus grab) or
  Ranged resin +9 (1d4+3 E plus entangled)
  Offensive Abilities blood frenzy
  STATISTICS
  Str +3; Dex +2; Con +3; Int –3; Wis +1; Cha +0
  Skills Acrobatics +13 (+5 to fly), Athletics +8, Stealth +8
  Other Abilities compression
  SPECIAL ABILITIES 
  Blood Frenzy (Ex) A Wehemothal brood gains a +1 morale 
  bonus to attack rolls and a +2 morale bonus to damage rolls 
  against any creature that has been damaged by another 
  Wehemothal brood since the end of its last turn. The morale 
  bonuses double against any creature bleeding as a result of a 
  Wehemothal brood’s attack.
  Resin Spit (Ex) A Wehemothal brood can spit a sticky lozenge of 
  electrically charged resin as a ranged attack targeting EAC. 
  The attack has a range increment of 20 feet. A creature hit by 
  the attack becomes entangled for 1d4 rounds (DC 14 Reflex 
  negates the entangled effect).
  Tether (Ex) As a swift action, a Wehemothal brood can deploy 
  a long fan of rigid threads. The brood can control the fan’s 
  electrical charge using attractive forces and wind to gain a 
  fly speed of 30 feet with clumsy maneuverability. A creature 
  can sunder these threads (5 HP) with electrical or slashing 
  damage, targeting the brood’s EAC + 4 or KAC + 4 rather than 
  its KAC + 8. If destroyed, the brood loses the ability to fly and 
  cannot create another set of tethers for 1d4 hours.
  
  THE VAST EXPERIMENT: FALLING INTO DELIVERANCE
  21
  21
  SCALING ENCOUNTER B4
  To accommodate a group of four PCs, reduce the ooze’s Hit 
  Points by 30, reduce its AC by 2, reduce its slam attack 
  bonus by 4, and reduce the damage of its breath attack 
  to 6d6.
  B4. GAS LAB (LEVELS 5–6)
  ION GHOST 
  CR 9
  N Large ooze
  Init +3; Senses blindsight (vibration), sightless; Perception +17
  DEFENSE 
  HP 165
  EAC 20; KAC 22
  Fort +13; Ref +9; Will +6
  Defensive Abilities ooze immunities, shock splice; Weaknesses 
  vulnerable to wind
  OFFENSE
  Speed fly 30 ft. (Ex, average)
  Melee slam +21 (2d10+13 B)
  Offensive Abilities breath weapon (30-ft. cone, 10d6 E, DC 16, 
  usable every 1d6 rounds)
  STATISTICS
  Str +4; Dex +3; Con +6; Int —; Wis +1; Cha +0
  Skills Acrobatics +17, Athletics +17
  Other Abilities compression, mindless
  SPECIAL ABILITIES 
  Shock Splice (Ex) When an ion ghost takes electricity damage, 
  it can scatter into thousands of tiny, ionized droplets. While 
  in this form, the ion ghost gains the swarm subtype, a swarm 
  attack (1d10+13 B), swarm defenses (Alien Archive 157), and 
  swarm immunities, though it loses its slam attack and cannot 
  use its breath weapon. The swarm form lasts for 1d3+1 rounds, 
  with the effect ending at the beginning of the ion ghost’s turn.
  If a Medium or smaller creature is in the ion ghost’s spaces 
  when the ooze reforms, that creature must attempt a DC 16 
  Reflex save or be pinned inside the ooze (if successful, they 
  move to the nearest available space without provoking 
  attacks of opportunity). The pinned creature moves with the 
  ooze, which does not provoke attacks of opportunity for the 
  creature. At the beginning of each round that it’s pinned in this 
  way, the creature takes 1d10+13 bludgeoning damage. They 
  remains pinned until they escape, the ooze dies, or the ion 
  ghost becomes a swarm. The ion ghost can pin one Medium 
  creature or two Small creatures in this way at a time; any 
  additional creatures it would pin instead move out of its space 
  as though they had succeeded at the Reflex saving throw.
  Vulnerable to Wind (Ex) The ion ghost’s body is held together 
  by weak bonds, and winds can disperse and damage its form. 
  Each round it’s exposed to strong or stronger winds, it takes 
  damage: 2d8 damage for strong winds, and an additional 2d8 
  points of damage for each wind force category beyond strong 
  (Core Rulebook 399). An ion ghost with the swarm subtype 
  take double damage and is entangled for 1 round (DC 25 
  Fortitude negates the bonus damage and entangled effect). 
  When an ion ghost takes damage in this way, its attacks and 
  abilities deal 1 less damage per die until the beginning of its 
  next turn.
  
  STARFINDER SOCIETY SCENARIO
  22
  22
  SCALING EVENT: BROOD 
  ATTACK
  To accommodate a group of four PCs, remove one brood 
  from the encounter.
  APPENDIX 2: LEVEL 7–8 
  ENCOUNTERS
  These encounters are written for a group of 5–6 PCs of 7th level. Use 
  the scaling sidebars for each encounter to adjust the encounters 
  for a group of 4 PCs. For groups of different levels, consult the 
  Organized Play Guide: Starfinder Society for instructions.
  EVENT: 
  BROOD 
  ATTACK(LEVELS 
  7–8)
  WEHEMOTHAL BROODS (4) 
  CR 5
  N Small aberration
  Init +3; Senses blindsense (scent) 30 ft., darkvision 60 ft.; 
  Perception +11
  DEFENSE 
  HP 75
  EAC 17; KAC 18
  Fort +7; Ref +7; Will +6
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee claw +14 (1d6+9 S; critical bleed 1d6)
  tentacle +14 (1d6+9 B plus grab) or
  Ranged resin +11 (1d4+5 E plus entangled)
  Offensive Abilities blood frenzy
  STATISTICS
  Str +4; Dex +3; Con +4; Int –3; Wis +2; Cha +0
  Skills Acrobatics +16 (+8 to fly), Athletics +11, Stealth +11
  Other Abilities compression
  SPECIAL ABILITIES 
  Blood Frenzy (Ex) A Wehemothal brood gains a +1 morale 
  bonus to attack rolls and a +2 morale bonus to damage rolls 
  against any creature that has been damaged by another 
  Wehemothal brood since the end of its last turn. The morale 
  bonuses double against any creature bleeding as a result of a 
  Wehemothal brood’s attack.
  Resin Spit (Ex) A Wehemothal brood can spit a sticky lozenge of 
  electrically charged resin as a ranged attack targeting EAC. 
  The attack has a range increment of 20 feet. A creature hit by 
  the attack becomes entangled for 1d4 rounds (DC 16 Reflex 
  negates the entangled effect).
  Tether (Ex) As a swift action, a Wehemothal brood can deploy 
  a long fan of rigid threads. The brood can control the fan’s 
  electrical charge using attractive forces and wind to gain a 
  fly speed of 30 feet with clumsy maneuverability. A creature 
  can sunder these threads (8 HP) with electrical or slashing 
  damage, targeting the brood’s EAC + 4 or KAC + 4 rather than 
  its KAC + 8. If destroyed, the brood loses the ability to fly and 
  cannot create another set of tethers for 1d4 hours.
  
  THE VAST EXPERIMENT: FALLING INTO DELIVERANCE
  23
  23
  SCALING ENCOUNTER B4
  To accommodate a group of four PCs, reduce the ooze’s Hit 
  Points by 40, reduce its AC by 2, reduce its slam attack 
  bonus by 4, and reduce the damage of its breath attack 
  to 8d6.
  B4. GAS LAB (LEVELS 7–8)
  ION GHOST 
  CR 11
  N Large ooze
  Init +3; Senses blindsight (vibration), sightless; Perception +20
  DEFENSE 
  HP 210
  EAC 22; KAC 24
  Fort +12; Ref +8; Will +5
  Defensive Abilities ooze immunities
  OFFENSE
  Speed fly 30 ft. (Ex, average)
  Melee slam +23 (4d6+16 B)
  Offensive Abilities breath weapon (30-ft. cone, 12d6 E, DC 18, 
  usable every 1d6 rounds)
  STATISTICS
  Str +5; Dex +3; Con +8; Int —; Wis +1; Cha +0
  Skills Acrobatics +20, Athletics +20
  Other Abilities compression, mindless
  SPECIAL ABILITIES 
  Shock Splice (Ex) When an ion ghost takes electricity damage, 
  it can scatter into thousands of tiny, ionized droplets. While 
  in this form, the ion ghost gains the swarm subtype, a swarm 
  attack (2d6+16 B), swarm defenses (Alien Archive 157), and 
  swarm immunities, though it loses its slam attack and cannot 
  use its breath weapon. The swarm form lasts for 1d3+1 rounds, 
  with the effect ending at the beginning of the ion ghost’s turn.
  If a Medium or smaller creature is in the ion ghost’s spaces 
  when the ooze reforms, that creature must attempt a DC 16 
  Reflex save or be pinned inside the ooze (if successful, they 
  move to the nearest available space without provoking 
  attacks of opportunity). The pinned creature moves with the 
  ooze, which does not provoke attacks of opportunity for the 
  creature. At the beginning of each round that it’s pinned in this 
  way, the creature takes 2d6+16 bludgeoning damage. They 
  remains pinned until they escape, the ooze dies, or the ion 
  ghost becomes a swarm. The ion ghost can pin one Medium 
  creature or two Small creatures in this way at a time; any 
  additional creatures it would pin instead move out of its space 
  as though they had succeeded at the Reflex saving throw.
  Vulnerable to Wind (Ex) The ion ghost’s body is held together 
  by weak bonds, and winds can disperse and damage its form. 
  Each round it’s exposed to strong or stronger winds, it takes 
  damage: 2d8 damage for strong winds, and an additional 2d8 
  points of damage for each wind force category beyond strong 
  (Core Rulebook 399). An ion ghost with the swarm subtype 
  take double damage and is entangled for 1 round (DC 25 
  Fortitude negates the bonus damage and entangled effect). 
  When an ion ghost takes damage in this way, its attacks and 
  abilities deal 1 less damage per die until the beginning of its 
  next turn.
  
  STARFINDER SOCIETY SCENARIO
  24
  24
  APPENDIX 3: ART AND HANDOUTS
  WEHEMOTHAL 
  BROOD
  DR. TSI TSORSK
  
  THE VAST EXPERIMENT: FALLING INTO DELIVERANCE
  25
  25
  HANDOUT #1: MANIFEST AND DOCKING
  Thank you for your assistance in restocking Indigo Deep! In accordance with station procedures, observe the following standards:
   
   
  D  
   
   
  D  Due to sudden atmospheric gusts and the station’s orbital thruster operational parameters, starships unable to dock safely 
  on the station’s platform—any in excess of 50 feet in length—are not to approach within 5,000 feet of the station. Violating this 
  space may destabilize the station’s orbit and disrupt sensitive ongoing experiments.
   
   
  D  
   
   
  D  During your visit, remain with your appointed host or within the residential or warehouse areas.
  INVENTORY
   
   
  D  
   
   
  D  Ready-to-eat meals, Pact-standard protein (100)
   
   
  D  
   
   
  D  Water (1,150 gallons)
   
   
  D  
   
   
  D  Pickled onions, Maro-style (3 jars)
   
   
  D  
   
   
  D  Assorted medicinals (analgesics, antibiotics, pain-relief, therapeutic hormone, etc.—7 pounds)
   
   
  D  
   
   
  D  Reinforced laboratory glassware (38 pieces)
   
   
  D  
   
   
  D  Replacement hardware (computer parts, thaumaturgic capacitors, sensors, etc.—455 pounds)
   
   
  D  
   
   
  D  Jetpacks, standard weight (10)
   
   
  D  
   
   
  D  Xenon gas (110 pounds)
   
   
  D  
   
   
  D  Adamantine alloy probe plating (723 pounds)
  
  STARFINDER SOCIETY SCENARIO
  26
  26
  16B
  16B
  23B
  23B
  13B
  13B
  26B
  26B
  25B
  25B
  38A
  38A
  35A
  35A
  29B
  29B
  17A
  17A
  19A
  19A
  18A
  18A
  11B
  11B
  14A
  14A
  6A
  6A
  7A
  7A
  15B
  15B
  28A
  28A
  10A
  10A
  26A
  26A
  7B
  7B
  31A
  31A
  37B
  37B
  21B
  21B
  39B
  39B
  12A
  12A
  27B
  27B
  33B
  33B
  20B
  20B
  4B
  4B
  42B
  42B
  36B
  36B
  22B
  22B
  37B
  37B
  16A
  16A
  25A
  25A
  HANDOUT #2: INDIGO DEEP FLOOR PLAN
  
  THE VAST EXPERIMENT: FALLING INTO DELIVERANCE
  27
  27
  HANDOUT #3: TERMINAL FUNCTIONS
  This terminal provides access to most of Indigo Deep’s data and processing. The following are summarized functions accessible 
  from this computer. Some tasks may require at least several minutes to complete.
  Activate Lights: Turn on the lights in any area.
  Activate Cameras: View monitored areas in real time.
  Activate Door: Open or close any door not manually locked by an operator with higher security credentials.
  Tether Control: Transfer control of light, door, and camera functions to any approved device. 
  Laser Battery Status: Review the debris disintegration laser array, program new routines, and operate manually.
  Life Support: Review and reconfigure life support functions, including gravity, temperature, and atmosphere controls.
  Review Data: Access any unrestricted and standard-restriction files. Warning—many files are of exceptional size.
   
  D   
   
  D   Engineering Initiatives
   
  D  
   
  D  Meteorological Data
   
  D  
   
  D  Probe Log
   
  D  
   
  D  Security Footage
   
  D  
   
  D  Station Diagnostics
  Upload Data: Begin data compression and export to an approved device.
  
  STARFINDER SOCIETY SCENARIO
  28
  28
  Over Wehemothal: The PCs keep these rewards if they earned 4 
  or more successes during this skill challenge.
  Event: Brood Attack: The PCs keep these rewards if they 
  successfully defeat the brood attackers.
  A4: The PCs keep these rewards if they successfully use the 
  terminals in at least one useful manner.
  A11: The PCs keep these rewards if they overcome or trigger the 
  trap in area A11.
  B2: The PCs keep these rewards if they successfully restore at 
  least one function from the station’s core.
  B4: The PCs keep these rewards if they successfully defeat the 
  ion ooze.
  Escape: The PCs keep these rewards if they successfully reach 
  their starship with Dr. Tsorsk still alive.
  Encounter 
  Level 5–6 Reward  
  Out of Level Reward 
  Level 7–8 Reward
  Over Wehemothal 
  817 credits 
   
  992 credits 
   
  1,167 credits
  Event: Brood Attack 817 credits 
   
  992 credits 
   
  1,167 credits
  A4. Terminals 
  272 credits 
   
  330 credits 
   
  389 credits
  A11. Trapped Hall 
  272 credits 
   
  331 credits 
   
  389 credits
  B2. Station Core 
  273 credits 
   
  331 credits 
   
  389 credits
  B4. Gas Lab 
  817 credits 
   
  992 credits 
   
  1,167 credits
  Escape!   
  817 credits 
   
  992 credits 
   
  1,167 credits
  ORGANIZED 
  PLAY TOOLS
  REWARDS TABLE
  
  THE VAST EXPERIMENT: FALLING INTO DELIVERANCE
  29
  29
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  -7
  -7
  -7
  -7
  -7
  -7
  -7
  
  STARFINDER SOCIETY SCENARIO
  30
  30
  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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  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Starfinder Core Rulebook ©2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik 
  Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Scenario #3–04: The Vast Experiment: Falling Into Deliverance 
  © 2020, Paizo Inc.; Author: John Compton
  This product is compliant with the Open Game License (OGL) and is suitable for use 
  with Starfinder.
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All 
  trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as 
  well as all adjectives, names, titles, and descriptive terms derived from proper nouns), 
  artworks, characters, dialogue, locations, plots, storylines, trade dress, the historical 
  period called the Gap, the terms kishalee, sivv, skyfire, Dreamer (the official Open Game 
  Content term for which is “dreaming barathu”), and the Drift (the official Open Game 
  Content term for which is “hyperspace”). (Elements that have previously been designated 
  as Open Game Content, or are exclusively derived from previous Open Game Content, or 
  that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo game product are Open Game Content, as defined in the Open Game 
  License version 1.0a, Section 1(d). No portion of this work other than the material designated 
  as Open Game Content may be reproduced in any form without written permission.
  Starfinder Society Scenario #3–04 The Vast Experiment: Falling into Deliverance © 2020, 
  Paizo Inc. All Rights Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder 
  logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered trademarks 
  of Paizo Inc.; the Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure 
  Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder 
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  Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, 
  Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder 
  Society are trademarks of Paizo Inc.
  PAIZO INC.
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  Starfinder Lead Designer • Joe Pasini
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  Starfinder Society Developer • Thurston Hillman
  Pathfinder Society Developer • Michael Sayre
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  Pathfinder Lead Designer • Logan Bonner
  Designer • Lyz Liddell
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  Normal
  LEVELS
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  LEVELS
  Normal
  LEVELS
  Normal
  LEVELS
  Adventure Summary
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
    
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  Character Chronicle #
  5–6
  7–8
  —
  4,085
  4,960
  5,835
  —
  Out of 
  Level
  Scenario #3–04: 
  The Vast Experiment: 
  Falling into Deliverance
  The Society dispatched you and a group of agents to retrieve an important scientist from a station orbiting a gas giant in the 
  Vast. Wayfinders faction leader Fitch, along with several of her grandchildren, accompanied you to the strange gas giant 
  known as Wehemothal for your mission. When you arrived, you discovered the station, Indigo Deep, was unresponsive 
  and you and your companions had to dive through the atmosphere to inspect the site. After intense investigation of 
  the situation, you learned that some sort of immense gas giant leviathan attacked the station. You managed to find the 
  scientist you’d been dispatched to save, Doctor Tsi Tsorsk, and formulated a successful plan to escape the doomed station 
  before it collapsed into Wehemothal. You successfully managed to return Tsorsk to Aballon so she could begin working on 
  a new generation of Starfinder Society mainline starship.
  Reputation
  Levels 5–6
  Levels 7–8
  hover suit (13,300; item level 9; see below)
  purple force field armor upgrade (4,550; item level 6)
  red star plasma rifle (4,600; item level 6)
  HOVER SUIT
  Item Level 9; Price 13,300
  EAC Bonus +12; KAC Bonus +17
  Max Dex Bonus +3; Armor Check Penalty –4; Speed 30 feet, 
  fly 30 feet (average)
  Strength 18 (+4); Damage 1d10 B; Size Large (5-foot reach)
  Capacity 100; Usage 1/minute
  Weapon Slots 2; Upgrade Slots 2; Bulk 28
  black force field armor upgrade (10,500; item level 8)
  mk 2 force soles (10,700; item level 8; Starfinder Armory 
  92)
  mk 2 screamer grenade (2,720; item level 8)
  red star plasma cannon (8,650; item level 8)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 3/SF S03-04 - The Vast Experiment Falling Into Deliverance.pdf