TEXT: DATA BREACH
  BY JIM GROVES
  STARFINDER SOCIETY SCENARIO #1–33, TIER 3–6
  YEAR OF SCOURED STARS
  
  Starfinder Society Scenario #1-33: Treading 
  History’s Folly is a Starfinder Society Scenario 
  designed for 3rd- through 6th-level characters 
  (Tier 3–6; Subtiers 3–4 and 5–6). This scenario 
  is designed for play in the Starfinder Society 
  Roleplaying Guild campaign, but can easily 
  be adapted for use with any world. For more 
  information on the Roleplaying Guild, how to 
  read the attached Chronicle sheets, and how to 
  find games in your area, check out the campaign’s 
  home page at StarfinderSociety.club.
  HOW TO PLAY
  Author • Jim Groves
  Development Lead • Thurston Hillman
  Contributing Artists • Michele Giorgi, William Marton
  Cartographers • Jason Engle and Corey Macourek 
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  and Sarah E. Robinson
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  Amanda Hamon
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  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
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  Jason Tondro
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  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder 
  or the Pathfinder Roleplaying Game.
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  Starfinder Society Scenario #1-33: Data Breach © 2019, Paizo Inc. All Rights Reserved. Paizo, 
  Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
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  Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  Data Breach makes use of the Starfinder Core Rulebook, Starfinder Alien Archive, Starfinder 
  Armory (AR), and Starfinder Pact Worlds (PW). This adventure assumes the GM has access 
  to these sourcebooks. All rules referenced in this adventure are available in the free online 
  Starfinder Reference Document at sfrd.info, and the relevant rules from the Alien Archive 
  volumes are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Data Breach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22
  Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see Chapter 1 of the Starfinder Society Roleplaying Guild Guide.
  Faction  (Dataphiles)
  
  BY JIM GROVES
  DATA BREACH
  Where in the 
  Universe?
  This scenario takes place on the outskirts of the city of 
  Cuvacara on the planet Verces. Cuvacara, also known as 
  the Dusk Jewel, is well regarded for its beauty, culture, and 
  cutting-edge technology, specifically computer components 
  and cybernetic augmentations. It is also capital city of the 
  nation of Vimal. The data facility described in the scenario is 
  situated on the border of the South and Southwest Facets, 
  close to industrial district but far away from most inhabited 
  areas. It’s a location that receives some of the least traffic 
  and interest from the public in the city. Additional details 
  about Cuvacara can be found in Starfinder Adventure Path 
  #11: The Penumbra Protocol. General information on Verces 
  is available in Starfinder Pact Worlds. Both products are 
  available at bookstores and hobby shops everywhere and 
  online at paizo.com.
  Shortly after the disaster known as the Scoured Stars incident, 
  the Dataphiles faction and its current leader, Historia-7, uncovered 
  a shadowy cabal of unidentified corporate interests that had 
  manipulated events precipitating the Starfinder Society’s recent 
  struggles. Evidence suggests this conspiracy hamstrung the 
  Starfinder Society both before and after its ill-fated exploration of 
  the Scoured Stars, which has contributed to the Society’s ongoing 
  struggles to survive and rebuild.
  Initially Historia-7 discovered numerous data files deleted 
  from the Society’s databases, which contained traces of deleted 
  information that may have averted the Scoured Stars catastrophe. A 
  comparison to the logs of her predecessor, Historia-6, also indicated 
  several links to corporate interests that were also surreptitiously 
  deleted, which prompted the investigation in Starfinder Society 
  Scenario #1-07: The Solar Sortie. During that excursion, Starfinder 
  agents investigated a corporation headquartered on Brilliance 
  Station that had been deliberately mismanaged to limit its growth. 
  The manufacturer’s private space station was repurposed as a 
  discreet, clandestine meeting place for a mysterious board of 
  directors for some other organization.
  The data cache recovered from Brilliance Station pointed to Hira 
  Lanzio, a security specialist contracted by the same group who’d 
  been meeting on the station. Historia-7 directed another team, 
  innocently invited to a sold-out concert by sugar-pop superstars 
  Strawberry Machine Cake, to confront Mr. Lanzio (events detailed 
  in Starfinder Society Scenario #1-14: Star Sugar Heartlove!!!) 
  Lanzio’s employers tricked him into releasing a magical computer 
  virus aboard a space station that would engineer a massacre while 
  also eliminating Lanzio—the organization’s one loose thread. If not 
  for the intervention of the Starfinder Society’s agents, Lanzio would 
  be permanently silenced and likely overlooked among the deaths 
  of thousands of innocent concertgoers and station residents. The 
  Stewards on Absalom Station have detained Hira Lanzio for his 
  involvement in the narrowly averted massacre.
  Meanwhile, the recently returned former Dataphiles faction 
  leader, Historia-6, with no wish to interfere with his protégé’s 
  leadership of the Dataphiles, made an inroad while interrogating 
  Lanzio. The Society’s mystery enemy has a covert data facility on 
  the outskirts of the Vercite city of Cuvacara. With the knowledge 
  brought to her attention, Historia-7 is once again determined to 
  exposure this conspiracy which threatens the Pact Worlds.
  SUMMARY
  Historia-7 summons the PCs to a traditional straightforward 
  mission briefing, although her personal investment in the 
  situation is evident. This briefing includes details from the 
  adventure background above, and the PCs gain insight on how 
  this investigation fits in with the adventure and broader campaign. 
  Historia encourages the PCs to question Hira Lanzio to obtain 
  additional information. During the interrogation, Lanzio showcases 
  his fear of his former employers more than the Starfinder Society 
  and does not believe he is safe in custody.
  The PCs travel to the outskirts of Cuvacara. Their first objective 
  is to penetrate the facility, which entails a sophisticated electronic 
  locking system. Once inside, they must overcome a variety of traps 
  and construct guardians to get to the bunker’s central data core. 
  When they reach the data core, the PCs contend with a dangerous 
  robotic guardian supported by local environmental threats.
  When the PCs return to Absalom Station, Venture-Captain Naiaj 
  debriefs them, as Historia-7 has opted to take some personal leave. 
  The mysterious enemy continues to remain a veiled threat until 
  
  Something’s Off about 
  Historia-7
  Historia-7 is depicted in prior scenarios as 
  logical, efficient, and even distant. For the 
  purposes of roleplaying the briefing for 
  this scenario, she is currently emotionally 
  affected by this ongoing conspiracy, in 
  relation to both prior events and potential 
  problems to come. She presents a harder 
  edge than usual, although this should 
  be subtle. If there is any doubt on how 
  much to accent this, default to her typical 
  detached mannerisms rather than 
  exaggerate it.
  The full reasons behind 
  Historia-7’s current attitude 
  in this scenario are revealed 
  in the upcoming Starfinder 
  Society Scenario #1–38: The 
  Many Minds of Historia.
  4
  STARFINDER SOCIETY SCENARIO
  Historia-7 
  the advanced decryption can decipher the 
  information. However, the PCs actions don’t 
  go unnoticed, and it’s clear that the mysterious 
  rival organization working against the Society should soon be 
  exposed.
  GETTING STARTED
  This scenario follows up on events depicted in the previous 
  Starfinder Society scenarios Starfinder Society Scenario #1-07: 
  The Solar Sortie and Starfinder Society Scenario #1-14: Star Sugar 
  Heartlove!!! Experiencing these scenarios is not required to play 
  this adventure, but saving and capturing Hira Lanzio aboard 
  Songbird Station in the latter scenario was a secondary objective, 
  and it’s possible that he dies in some iterations of Star Sugar 
  Heartlove!!! Players who participated in that scenario should 
  assume Lanzio survived and was captured for interrogation—with 
  the Society potentially paying the costs of a raise dead spell to 
  ensure his cooperation.
  Read or paraphrase the following to begin the adventure.
  The Archive’s Cortex is unusually subdued. The typical ambient 
  white noise of powerful computers and environmental systems 
  is softer than usual. There is no panoply of holographic screens 
  ringing Historia-7’s desk. The room is still, as is the leader of the 
  Dataphiles. For a handful of heartbeats, her eyes remain fixed 
  at some spot on the wall and unaware of any disturbance. Then 
  her eyes turn to the door and stares for a few seconds before 
  she reorients her swivel chair fully forward. “Come in. Sit,” she 
  directs. “Let’s begin.” She waits until the room is situated.
  “Prior to the incident at the Scoured Stars, my predecessor…” 
  Historia-7 trails off momentarily before resuming her briefing. 
  “My predecessor, Historia-6, and other Society colleagues 
  investigated several corporations as well as the system itself. 
  That research was deleted prior to the system-
  wide event that crippled us. We discovered 
  the discrepancy accidentally when an ally 
  reconstructed 
  Historian-6’s 
  data 
  links, and we compared them to 
  our own logs. Essentially, we 
  were hacked,” she says flatly. 
  “By 
  parties 
  unknown. 
  I’ve 
  been leading a series of ongoing 
  investigations into this threat ever since.
  “The data trail led to private space station 
  owned by a solar-energy corporation, Arch 
  Energy Consortium. The company’s growth 
  was curtailed while their station served as a 
  clandestine meeting place for this group’s 
  board of directors. While their identities 
  remained obscured by a series of 
  complex transactions and shell 
  companies, we did identify a security 
  consultant hired to facilitate some of 
  their operations.” Historia-7 gestures with 
  a finger, and a holographic screen opens in 
  midair to the side of her desk. 
  “Meet Hira Lanzio, if you haven’t yet already,” she gestures 
  toward the screen, which depicts a human corporate executive, 
  clean cut with short dark hair. “We intercepted Lanzio on 
  Songbird Station in the backdrop of a Strawberry Machine 
  Cake concert. Lanzio believed he’d been contracted to release 
  a magical computer virus aboard the station, not realizing that 
  he was the primary target. The virus was intended to attack the 
  station’s reactor. Let me underscore that for you. Whoever this 
  group is,” she stresses as her voice rises, “they were willing to 
  commit mass murder against thousands of innocent sentients, 
  just to get rid of and obfuscate one man who might lead us back 
  to them.”
  Historia-7 pauses and appears to collect herself. “The 
  Stewards have Mr. Lanzio detained here aboard Absalom 
  Station. He has not been cooperative, but we’re not going to 
  give him a choice. Not if… Not if I have anything to say about 
  it. Approximately twelve hours ago, after a productive session 
  with Mr. Lanzio, he let it slip that he’d set up a private data 
  facility for the group on Verces. On the outskirts of the city of 
  Cuvacara. There’s no listed owner, but we’ve identified the site. 
  I need a team to go there immediately, before it gets scrubbed 
  clean. I’ll be candid: I don’t have as much information to give 
  you as I’d like. My own attempts to interrogate Lanzio… they 
  have not been productive. I’ve arranged an opportunity for you 
  to interview him directly. You might get something more useful 
  out of him.”
  
  5
  DATA BREACH
  Historia-7 does her best to answer any questions. Unfortunately 
  she doesn’t have a lot of information for numerous reasons, 
  and her attention is noticeably divided. What Lanzio knows is 
  limited. His former employers compartmentalized information, 
  including their own identities. Otherwise, magic and other 
  techniques would have garnered answers to the big 
  questions already. As a security specialist, he’s also 
  clever and evasive in how he answers questions. 
  Lanzio’s also afraid, thinks he has something to lose, 
  and doesn’t believe himself safe in the Stewards’ 
  custody. Finally, questioning Lanzio directly 
  provides social-focused characters a greater role. 
  Historia-7 does have a few answers so that the 
  briefing won’t seem too unusual, but she isn’t happy 
  with how sparse it is, and it contributes to her mood. 
  Historia-7 also finishes the briefing with one final 
  instruction. “We need something more 
  than another trail of breadcrumbs. Do 
  whatever it takes, understood?”
  Historia-7 also gives them a portable 
  data storage device modified to 
  accept a large amount of data 
  quickly. The details of this device 
  are unimportant, but the files they 
  must retrieve are too large and 
  complex for field analysis.
  What can you give us? “I have 
  a satellite recon photo. The facility must 
  be underground because we’re seeing a small 
  concrete bunker with the equivalent of a blast door. There’s a 
  shuttle pad nearby. It’s constructed on the border of the industrial 
  side of the city. Away from entertainment district. It’s an area of 
  nondescript warehouses and buildings that all look the same. 
  Other than that, the facility is a black box. We can shuttle you to it, 
  however, and have an extraction ready for when you’re finished.”
  Why won’t Lanzio talk to you? “I wish I knew. One would expect 
  he’d try to improve his situation or apply some leverage of his own. 
  We… I assumed he’s acting out of loyalty, but it’s clear that he’s 
  more scared than anything else. I haven’t been able to establish a 
  dialogue, and my predecessor either caught him off guard or got 
  lucky. In fact, ascertaining why he’s not turning on his employers 
  might be a good strategy when you interrogate him.”
  Do you have any other advice? “You’re after data files, so you’re 
  looking for a primary computer or server. One that isn’t networked, 
  probably quite large and under tight security. I’d expect obstacles 
  where skills with computers and technical equipment are helpful. I 
  don’t like to send you in cold, so get what you can from Lanzio. You 
  have time to purchase any extra equipment you think you need, 
  before or after you talk to him, but then I need you to head to 
  Verces immediately after.”  
  Boon Allocation: At this point, have the PCs finalize their boon 
  slots for the session after completing their briefing with Historia-7. 
  This scenario is of high importance to the Dataphiles faction, and 
  PCs should be encouraged to slot this faction as one of their boons. 
  Additionally, any who have the Tip of the Conspiracy boon from Star 
  Sugar Heartlove!!! should be encouraged to slot this boon in their 
  ally slot; doing so means Hira Lanzio recognizes them.
  If none of the PCs are capable hackers or engineers, 
  recommend one of the PCs acquire and slot the Basic 
  Hireling Access boon from the Starfinder Society 
  Roleplaying Guild Guide. The Computers and 
  Engineering skills are key to the PCs’ success, and 
  even a hireling’s basic bonuses are a major boon.
  VISITING HIRA LANZIO (CR 4 
  OR CR 6)
  After the events on Songbird Station, the Stewards have 
  held Hira Lanzio in custody aboard Absalom Station. 
  Lanzio is detained at their headquarters, the 
  Bastion, a relatively short journey 
  from the Lorespire Complex. 
  Thanks to prior arrangements 
  made by Historia-7, the PCs 
  have no trouble getting 
  to see Lanzio, although 
  they must clear several 
  security checkpoints, and 
  Steward guards perform 
  thorough 
  searches—for 
  Lanzio’s protection, as well 
  for the Station’s security. The Stewards 
  do not permit the PCs to carry weapons 
  or armor into the meeting area and may temporarily confiscate 
  other items at your discretion. The guards remind the PCs that this 
  visit is a courtesy extended to the Starfinder Society and that the 
  Stewards will be recording the interview.
  Read or paraphrase the following once the PCs have gone 
  through security.
  The accused terrorist Hira Lanzio waits in a stark, bright-white 
  interview room, at a white table and seated in a white chair. 
  His once-styled, dark wavy hair is now slightly disheveled, 
  and Lanzio is bereft of his signature sunglasses and all other 
  trappings of privilege. The interview room is otherwise 
  featureless except for a one-way mirror connected presumably 
  to an adjacent room.  
  The PCs have the option to use the observation area, if they wish, 
  where some or all of the party may observe the prisoner without 
  being seen or heard. Any PCs who have the Tip of the Conspiracy 
  boon slotted can play a special role in this encounter. This boon 
  signifies they’ve met Hira Lanzio before and captured him. While 
  this fosters some degree of enmity, Lanzio perceives them as the 
  only ones who truly understand the power and reach of his former 
  employers. The boon grants these PCs a +3 circumstance bonus 
  to Bluff, Diplomacy, and Intimidate checks when talking to Lanzio. 
  Captured 
  Lanzio
  
  6
  STARFINDER SOCIETY SCENARIO
  They can also reroll one of the aforementioned skill checks used 
  during this encounter. This reroll can not only be used on a failed 
  roll, but also as a follow-up to a partial success (for example, to shift 
  Lanzio from friendly to helpful).
  Lanzio has an initial attitude of unfriendly and has three levels 
  of information he can provide when he has been made indifferent, 
  friendly, or helpful. The PCs can attempt five checks total to 
  influence him before he becomes completely uncooperative. A PC 
  can shift his attitude one step closer to helpful with a successful 
  DC 18 Bluff, Diplomacy, or Intimidate check (DC 21 in Subtier 5–6), 
  though Bluff requires the PCs provide a suitable deception. Use of 
  nonviolent magic, like charm person, is permissible if the PCs think 
  of it, but if Lanzio succeeds at his Will save (Will +8 in Subtier 3–4, 
  and Will +13 in Subtier 5–6) he becomes irate, and the PCs take a 
  –5 penalty to all subsequent skill checks. 
  There is also one special topic of conversation that may be 
  exploited to gain an additional bonus. Lanzio doesn’t want to 
  talk because he’s afraid his former employers could learn of 
  his revelations and renew their efforts to kill him. He believes 
  that as long as the conversation is recorded, it’s possible for the 
  information to return to his employers. He doubts the Stewards 
  and Starfinder Society can fend off another cyberattack, let alone 
  prevent an assassination attempt. If the PCs ask why he’s so 
  unwilling to talk, or one of them has the Tip of the Conspiracy 
  boon, he says the following. “You think just because your android 
  leader figured out you got hacked, that you’re safe now? Think 
  again. My best chance is they decide it’s not cost effective to 
  bother trying to kill me again. That can happen only if they don’t 
  think I’m helping you.” If the PCs specifically address this concern 
  and succeed at a Bluff or Diplomacy check using the DCs listed 
  above, grant them an additional +2 bonus to all other social skill 
  checks when dealing with Lanzio. This bonus also stacks with the 
  bonus granted by the Tip of the Conspiracy boon. To convince 
  Lanzio that that they can keep him safe, the PCs can request 
  the Stewards stop recording the interview, delete the footage, 
  or convince them to store it only in an off-network location. 
  Alternatively, they could convince Lanzio that they are taking 
  these measures without actually doing so.
  The following details what information Lanzio provides at 
  different attitudes.
  Indifferent (or better): “I came up with the basic specs, but they 
  customized it after I sold them on the proposal, bear that in mind. 
  The facility is forty feet underground and shielded from an EMP 
  pulse. There’s no network connection from the outside. So you 
  can forget hacking from a hotel room or from across the street. 
  You’ll have to physically go to this computer. The vault has an 
  independent power supply and climate system, with limiters 
  hardwired to prevent a software glitch, so I don’t think you can 
  exploit those. That said, I think if you can somehow raise the 
  temperature even a few degrees where the data core is housed, 
  you can put a strain on the processor, which might make it easier 
  to compromise. I hope you’ve got some talent with computers or at 
  least electronics. If not, best of luck.”
  Friendly (or better): “There’s not a lot of traffic through the facility. 
  It’s devoid of personnel most the time except for maintenance or 
  if they need some analysis they don’t want to risk on a networked 
  machine. It’s not really an office as much as it is a vault. So the 
  defenses are automated. I wouldn’t expect an AI, but the security 
  software might be have some pre-programmed contingencies. The 
  more mistakes you make, the more difficult it might become.”
  Helpful: “They’re also involved in magical R&D, so I wouldn’t 
  be surprised if you ran into at least something… out of the 
  ordinary. That might also be an opportunity. I get the impression 
  their magical assets are not as disciplined as their technological 
  holdings, and someone in the Starfinder Society might be able to 
  trace their research or materials. I’m sure your Historia-7 told you 
  to get digital files, but any example of their arcane projects could 
  be valuable to you.”
  Infamy: The Stewards won’t tolerate the PCs roughing Lanzio 
  up. Doing so ends the interview after a few moments, and the PCs 
  who directly participated earn 1 Infamy.
  Treasure: If the PCs improve Hira Lanzio’s attitude to at least 
  friendly, they’re approached by one of the Stewards after their 
  interview. She introduces herself as Xatina Marcos (LG female 
  lashunta envoy). Xatina confesses she and her fellow Stewards 
  have monitored the interview remotely. They’re impressed they 
  got Lanzio to talk (unless they threatened Lanzio with personal 
  violence, in which case do not grant the PCs this award). The Council 
  of Legates recognizes the Society is not only acting on its own 
  agenda but toward the safety of all the Pact Worlds. They offer the 
  team the following resources to support their investigation: two 
  darksight goggles, two mk 1 diffraction cloaks, and mk 2 serums 
  of healing and a credstick with 145 credits. Subtier 5–6 teams also 
  receive one targeting computer upgrade and two purple force field 
  upgrades, and the credstick contains 1,630 credits instead.
  Rewards: If the PCs fail to improve Lanzios attitude to friendly or 
  helpful, reduce each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 243.
  Out of Subtier: Reduce each PC’s credits earned by 462.
  Subtier 5–6: Reduce each PC’s credits earned by 680.
  CUVACARA
  Historia-7 arranges the PCs’ transportation to Verces from Absalom 
  Station aboard a private shuttle used for Dataphiles missions. A 
  PC who succeeds at a DC 12 Culture checks knows that Cuvacara 
  is known as the Dusk Jewel by the locals. Verces is tidally locked, 
  and Cuvacara, like most major cities on the planet, is built in the 
  shadowed band between the light and dark sides of the planet. 
  Twilight bathes it in a perpetual night just a shade past sunset. 
  Most Vercite cities are beautiful, but Cuvacara is particularly 
  striking due to its diversity of architecture, gleaming triangular 
  skyscrapers, iridescent glass towers, brightly lit floating neon 
  displays, and ribbons of multilayered roadways and bullet trains 
  festooned with lights.
  The city’s many districts are referred to as facets, and the PCs 
  are flown to a location between the South and Southwest Facets.
  
  7
  DATA BREACH
  A. THE DATA VAULT
  The PCs touch down on a concrete shuttle pad. Although Cuvacara 
  is densely populated, this area rests within one of the most 
  sparsely trafficked areas. The adjoining city blocks and streets are 
  predominantly warehouses, storage facilities, and city utilities.  
  A1. Secure entrAnce (cr 4 or cr 6)
  There isn’t much to the facility site from the vantage of the small 
  shuttle pad built adjacent to it. From the landing pad, a concrete 
  walkway leads west behind a twenty-foot-high chain-link 
  enclosure. The gate to the enclosure is padlocked to dissuade 
  normal transient foot traffic, particularly from the Southwest 
  Facet, Cuvacara’s industrial and lower-income district. East 
  of the landing pad is a heavily fortified bunker entrance 
  constructed of concrete and steel. The bunker is octagonal 
  and thirty feet wide on all sides, with a heavy steel door on the 
  south side. 
  The chain-link enclosure is a trivial defense. There are no 
  penalties to scale the fence except requiring a successful DC 14 
  Athletics check. Alternatively, a PC can open the padlock on the 
  gate with a successful DC 15 Engineering check or a successful DC 
  18 Strength check to break the padlock off. A section of fence has 
  hardness 3 and 10 HP.
  The five fence poles in the rectangular area around the bunker 
  have lights that activate when motion sensors detect movement 
  around the bunker entrance. The posts also contain concealed 
  video recorders that activate and begin to record the PCs’ actions. 
  The presence of lights is obvious once turned on, but the cameras 
  are not. A PC can detect the light and cameras before they step 
  into the area by succeeding at a DC 21 Perception check (DC 24 
  in Subtier 5–6). Prudent and thorough PCs can turn off the lights 
  and the cameras (if detected) as well as delete any recordings 
  with a successful DC 22 Engineering check (DC 24 in Subtier 5–6). 
  Although each pole is wired separately, a single successful check 
  disables all of them.
  The bunker walls are functionally impregnable for the purposes 
  of this scenario, and the door has hardness 20 and 60 HP. The 
  bunker door is secured with a two-step verification that requires 
  a key card and an access code, neither of which the PCs have. The 
  bunker door can be opened with a successful DC 20 Computers 
  or Engineering check (DC 24 in Subtier 5–6). If the PCs fail these 
  checks, they’ll need to find a way to brute force their way into 
  the complex. 
  Traps: There are two independent traps connected to the vault 
  door. If the PCs check for traps, one Perception check might 
  detect both traps. If the result exceeds the Perception DC of the 
  silent alarm, the PCs find both traps. It’s possible for the PCs to 
  locate and disable the electrified vault door trap and not realize 
  they’ve set off the silent alarm. The traps must otherwise be 
  disabled independently from each other and from the lock on the 
  vault door.
  The electrified vault door is straightforward in that it shocks and 
  damages creatures who attempt to unlock the door without the 
  requisite key card and code. The silent alarm causes the security 
  robots in area A2 to become aware of unauthorized intrusion and 
  gives them a significant tactical combat advantage (described in 
  detail in that encounter). The information given to the PCs about 
  the alarm, however, should be nuanced. If the PCs detect it, they 
  know it is “a trap” or “some sort of alarm,” but if they trigger it 
  during a disable attempt, do not tell them what happens. No 
  auditory or visual event occurs, only the false knowledge that 
  “nothing happened at all.” This serves to reward the PCs for finding 
  it while applying the effect and creating dramatic tension.
  SUBTIER 3–4 (CR 4)
  ELECTRIFIED VAULT DOOR 
  CR 2
  Type technological; Perception DC 23; Disable Computers DC 
  18 (pause software function) or Engineering DC 18 (reroute 
  power)
  Trigger touch; Reset 1 minute
  Effect arc of electricity (4d6 E); Reflex DC 13 half; multiple 
  targets (all targets in a 10-ft.-square area in front of the door)
  SILENT ALARM TRAP 
  CR 2
  Type technological; Perception DC 28; Disable Computers 
  DC 20 (pause software function) or Engineering DC 20 
  (bypass circuit)
  Trigger touch; Reset 1 minute
  Effect creatures in area A2 receive a +4 bonus to initiative 
  rolls. During a surprise round, these creatures can combine 
  a guarded step with a move action or standard action.
  SUBTIER 5–6 (CR 6)
  ELECTRIFIED VAULT DOOR 
  CR 4
  Type technological; Perception DC 26; Disable Computers 
  DC 21 (pause software function) or Engineering DC 21 
  (reroute power)
  Trigger touch; Reset 1 minute
  Effect arc of electricity (4d10+2 E); Reflex DC 15 half; multiple 
  targets (all targets in a 10-ft.-square area in front of the door)
  SILENT ALARM TRAP 
  CR 4
  Type technological; Perception DC 31; Disable Computers 
  DC 22 (pause software function) or Engineering DC 22 
  (bypass circuit)
  Trigger touch; Reset 1 minute
  Effect creatures in area A2 receive a +4 bonus to initiative 
  rolls. During a surprise round, these creatures can combine 
  a guarded step with a move action or standard action.
  Development: The silent alarm trap essentially sets up an ambush 
  and very likely a surprise round in A2. The mounted cameras are 
  
  8
  STARFINDER SOCIETY SCENARIO
  [Full-Page Map: Data Bunker (Custom Map)]
  A. THE DATA VAULT
  1 SQUARE = 5 FEET
  A7
  A6
  A4
  A3
  A5
  A2
  A1
  
  Scaling Encounter A2
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: The deterrent-class security robots have not 
  received their routine maintenance. Reduce their Hit Points 
  by 7, and the robots take a –2 penalty to their melee and 
  ranged attacks.
  Subtier 5–6: One of the robots malfunctioned and 
  attacked a system administrator a few months ago. It was 
  destroyed and removed, and a replacement has not been 
  installed. Remove one robot from the encounter.
  9
  DATA BREACH
  not listed as traps, for there is no immediate consequence to 
  ignoring them since they don’t “report” intrusion (and consequently 
  they can’t be traced back to anywhere either). The mysterious 
  organization does collect and study any existing videos after 
  the scenario’s conclusion, however, and the cameras factor into 
  scenario reporting. Failing this check has no consequences beyond 
  alerting the organization to the PCs’ meddling, which could have 
  consequences in future scenarios.
  A2. FAcility lobby (cr 5 or cr 7)
  This area has a 15-foot-high ceiling and has normal lighting left on 
  from the staircase to the west and throughout the room. 
  A corridor connects a forty-foot staircase to the west to a large 
  and empty but well-lit chamber. The air is climate controlled, 
  with tolerable temperature and humidity, if not actually fresh. 
  Clean vinyl tiles cover the floor with a neutral checked pattern 
  commonly seen in buildings across the Pact Worlds. Power 
  outlets and data jacks routinely jut from the walls, suggesting 
  the area could repurposed or left empty for future expansion. 
  Two doors exit to the north and east.
  This room is set aside by the mysterious organization as a 
  potential planning area for agents, but right now it is unused and 
  lacks any furniture. The power outlets provide electrical current, 
  but the data jacks aren’t connected to anything. A PC who 
  succeeds at a DC 15 Engineering check can note that the jacks are 
  infrastructure that exists just in case the facility’s owners wish to 
  install network connectivity in the future.
  Both the north and east doors are unlocked. The door to the 
  east opens into a short corridor and two side rooms, both of 
  which are unlocked. The southern room contains a sink, mirror, 
  toilet, and shower. The northern room is a small break room with 
  a counter, cabinet, and small table. These areas are unremarkable 
  and merely exist to serve agents who are required to spend some 
  time in the facility.
  Two secret doors exist in the corners of the room. A PC who 
  succeeds at a DC 21 Perception check (DC 24 in Subtier 5–6) 
  discovers the hidden switches that open these otherwise hidden 
  passages. These doors are not locked, but if they are opened the 
  combat encounter (see Creatures below) immediately occurs. It’s 
  more likely the creatures behind the doors open them before the 
  PCs find them. A section of lighter tiles indicates a trigger zone 
  for the below encounter, though the PCs cannot detect any other 
  purpose to these tiles. When any PC moves into one of the lined 
  squares, the security robots also become aware of their presence 
  and the combat encounter begins. 
  Creatures: Four security robots are stationed in the rooms 
  behind the secret doors. They attack any creatures that enter this 
  area if not confronted with a specific spoken pass phrase. Prior 
  to the start of the scenario, they are in sleep mode but activate 
  if the silent alarm trap in area A1 is tripped. They also become 
  active if any of the secret doors are opened or if any PC steps into 
  a cross-lined square indicated on the map (the eastern side of this 
  area including the square in front of the north door). When either 
  of these latter two events occur, all the secret doors slide open in 
  unison to reveal the robots, and initiative should begin. 
  If the PCs set off the silent alarm trap, then the secret doors 
  open. The PCs should be in the room but they need not have 
  stepped in any specific square. After the doors open, the robots 
  receive either a move action or a standard action with a guarded 
  step as part of a surprise round. This is better than a normal 
  surprise round because it is the effect and consequence of a 
  trap. The creatures also receive a +4 circumstance bonus to their 
  initiative rolls.
  SUBTIER 3–4 (CR 5)
  DETERRENT-CLASS SECURITY ROBOTS (4) 
  CR 1
  N Small construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE  
   
   
                   HP 17 EACH
  EAC 14; KAC 15
  Fort +1; Ref +1; Will –1
  Defensive Abilities integrated weapons; Immunities 
  construct immunities
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 30 ft., fly 30 ft. (Ex, average)
  Melee slam +6 (1d6+3 B)
  Ranged integrated azimuth laser pistol +9 (1d4+1 F, critical 
  burn 1d4) or 
  stickybomb grenade I +9 (explode [10 ft., entangled 2d4 rounds, 
  DC 10])
  Offensive Abilities riot suppression protocol
  TACTICS
  Before Combat If the robots act in the surprise round thanks to 
  the silent alarm, they take a guarded step into line of sight 
  and make a ranged attack.
  
  10
  STARFINDER SOCIETY SCENARIO
  During Combat Ideally the robot should surround the PCs 
  rather than fight them in the corridor. They use basic 
  teamwork by disarming enemies who do significant damage 
  or throwing stickybomb grenades at opponents who are 
  clustered together.
  STATISTICS
  Str +2; Dex +4; Con —; Int +1; Wis +0; Cha +0
  Skills Acrobatics +10, Athletics +5, Computers +5
  Languages Common
  Other Abilities unliving
  Gear azimuth laser pistol with 2 batteries (20 charges each), 
  stickybomb grenades I (2)
  SPECIAL ABILITIES
  Integrated Weapons (Ex) A security robot’s weapons are 
  integrated into its frame and can’t be disarmed.
  Riot Suppression Protocol (Ex) A deterrent-class security 
  robot can expend a large store of energy to generate a 
  localized magnetic burst to disarm an opponent. Since it 
  typically has one appendage free, it then snatches the 
  item in midair. Once per day, it can make a disarm combat 
  maneuver against a target within 20 feet with a +8 
  circumstance bonus.
  SUBTIER 5–6 (CR 7)
  DETERRENT-CLASS SECURITY ROBOTS MK 2 (4) CR 3
  N Small construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE  
   
   
                  HP 37 EACH
  EAC 17; KAC 18
  Fort +3; Ref +3; Will +0
  Defensive Abilities exigency, integrated weapons; Immunities 
  construct immunities
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 30 ft., fly 30 ft. (Ex, average)
  Melee slam +9 (1d6+5 B)
  Ranged integrated static arc pistol +12 (1d6+3 E, critical arc 2) or 
  stickybomb grenade I +12 (explode [10 ft., entangled 2d4 
  rounds, DC 12])
  Offensive Abilities riot suppression protocol
  TACTICS
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str +2; Dex +4; Con —; Int +1; Wis +0; Cha +0
  Skills Acrobatics +13, Athletics +8, Computers +8
  Languages Common
  Other Abilities unliving
  Gear static arc pistol with 2 batteries (20 charges each), 
  stickybomb grenades I (2)
  SPECIAL ABILITIES
  Exigency (Ex) An advanced deterrent-class security robot 
  can expend a large store of energy to temporarily increase 
  its processing power and attempt to avoid harm. Once per 
  day, it can reroll a failed Reflex saving throw with a +10 
  circumstance bonus.
  Integrated Weapons (Ex) A security robot’s weapons are 
  integrated into its frame and can’t be disarmed.
  Riot Suppression Protocol (Ex) A deterrent -class security 
  robot can generate a localized magnetic burst to disarm 
  an opponent. Since it typically has one appendage free, it 
  then snatches the item in midair. Once per day, it can make 
  a disarm combat maneuver against a target within 20 feet 
  with a +8 circumstance bonus.
  Treasure: If the PCs defeat the robots and check the northern 
  break room, they discover a weapons crate concealed under the 
  counter. A handwritten note attached reads, “This ‘fell off’ of 
  transport belonging to new good friends. Their budget is bloated 
  anyway. Never miss it. These things are crazy. Bleeding edge. 
  Should make a nice bonus.” The weapons crate contains: a set of 
  tactical tetrad ringsAR, an algid freeze rayAR, and a pair of static 
  polarity gauntletsAR. In Subtier 5–6, in addition to those weapons, 
  a lower shelf contains the following: a vector graviton pistolAR, 
  two mk 1 thermal capacitor armor upgrades, a minor electron 
  crystalAR, and a minor z-boson crystalAR. In both subtiers, also 
  tucked in the crate is a credstick marked “What I owe you” that 
  contains 600 credits.
  A PC who investigates the crate and succeeds at a DC 25 
  Perception check (DC 27 in Subtier 5–6) also notes the presence 
  of a minor mark on the bottom of the crate, engraved with a 
  precise knife. While the symbol is difficult to identify visually, a 
  tactile review gives the impression of a coiled rodent. A PC who 
  succeeds at a DC 15 Mysticism check notes some similarities 
  between this symbol and the symbol of Lao Shu Po, the ysoki 
  goddess of  assassins, rats, spies, and thieves. Ultimately 
  inconsequential to this adventure, this difficult-to-uncover clue 
  hints at a connection between the mysterious organization and 
  Lao Shu Po.
  Rewards: If the PCs fail to defeat the deterrent-class security 
  robots and do not find the weapons crate, reduce each PC’s credits 
  earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 259.
  Out of Subtier: Reduce each PC’s credits earned by 475.
  Subtier 5–6: Reduce each PC’s credits earned by 690.
  A3. SySAdS oFFice (cr 5 or cr 7)
  The door to this office is closed and locked, and normally requires 
  a key card to open. A PC who succeeds at a DC 21 Computers or 
  Engineering check (DC 24 in Subtier 5–6) can open the door. The 
  door has hardness 8 and 30 Hit Points and can be forced open with 
  a successful DC 20 Strength check. If the PCs take 20 on a skill 
  check or otherwise break or force the door open, grant the data 
  guardians inside the room a +5 circumstance bonus to their Stealth 
  checks and +2 circumstance bonus to their initiative rolls, as they 
  prepare for intruders to enter the room. 
  
  Scaling Encounter A3
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: The mysterious group that owns the facility 
  has not perfected the process of emulating the ancient lore 
  guardians. Reduce the guardians’ Hit Points by 10, lower 
  their damage resistance to DR 2/adamantine, and apply a –1 
  penalty to their melee and ranged attacks.
  Subtier 5–6: The mysterious group that owns the facility 
  has not perfected the process of emulating the ancient lore 
  guardians. Reduce the guardians’ Hit Points by 10, lower 
  their damage resistance to DR 2/adamantine, and apply a –2 
  penalty to their melee and ranged attacks.
  11
  DATA BREACH
  This irregularly shaped room is decorated in the style of a 
  professional business suite. The lights are set to a comfortable 
  brightness. The floor is covered in plush carpeting and clean. 
  A raised floor riser runs along the north side and breaks the 
  monotony of the space. A variety of metal sculptures and a 
  few humanoid-sized statues adorn the walls. A sofa sits to the 
  northeast and looks comfortable but seldom used. A computer 
  workstation with a swivel chair and glass desktop parallels the 
  east wall, and two doors exit to the east and west.
  The ceiling is 10 feet high here, and the lights are on when 
  the PCs enter. The light switches are located by either door. This 
  facility isn’t set up for long-term occupation by living creatures, 
  but this office exists for when one of the organization’s agents has 
  to check the data core, obtain reports, and perform maintenance 
  on the security robots and traps. When this occurs, the agent 
  typically works a 12-hour day and takes a shuttle back to the city. 
  Afterward this facility remains unoccupied again for a several 
  months. Even though this room is not occupied as living quarters, 
  it is a comfortable work office with nonspecific decor.
  Computer: The system administrator’s desktop computer is 
  the most useful piece of equipment in the room. While it does not 
  contain the information the PCs need to locate for their primary 
  mission, it does contain important information that furthers their 
  goals. The device is a tier 2 computer with no unsecured access. 
  A PC who succeeds at a DC 20 Computers check can access the 
  terminal. Succeeding this check by 20 or more provides root access, 
  which negates every other required skill check on this system.
  Depending on the subtier, the computer has one or more 
  integrated countermeasures. In Subtier 3–4, the countermeasure 
  is a lockout feature. Three failed Computers checks to access the 
  terminal results in a 24-hour lockout. A PC can physically bypass 
  the lockout by succeeding at a DC 21 Engineering check, which 
  unlocks it again. If that check fails, the computer is ruined and 
  nothing more can be gained from it. In Subtier 5–6, the computer 
  also has a fake shell (Starfinder Core Rulebook 217). If the PC’s 
  Computers check exceeds the DC to access the terminal by 5 or 
  more, they automatically notice the fake shell and bypass it. The 
  basic functions (described below) are still the same but provide 
  no real benefit. The data modules appear to contain information 
  that could be useful to the Society, but are worthless. If the PCs 
  suspect a fake shell, they can intentionally check for a fake shell 
  every minute, but remember the lockout countermeasure.
  The real basic functions of the computer include a suite of 
  features that are trivial to this scenario (basic spreadsheet and 
  word processing software), with one exception: a thermostat 
  function labeled “Data Core Chamber.” The facility’s HVAC has 
  hardwired limiters, which the PCs won’t have time to remove, but 
  they can raise the temperature around the core to put a strain on 
  its hardware. This provides a future +2 circumstance bonus to 
  Computers checks when the PCs do enter area A7. Any PC trained 
  in Computers or Engineering recognizes this potential exploit, and 
  PCs may remember that Hira Lanzio alluded to this deficiency.
  Finally the computer has three firewalls, each of which obfuscate 
  something important, and each requires a PC to succeed at a DC 
  23 Computers check to hack. Failing a firewall check immediately 
  deletes the contents hidden by the firewall.
  The first firewall reveals that the data core’s chamber has four 
  traps, their location in the room, and the location of their local 
  keypad controls (which negates the Perception check required to 
  find them; see area A7 for more details). There is also a scanned 
  copy of the original building plan prepared by Hira Lanzio. It shows 
  area A6 was intended to be the original data core chamber, but per 
  a series of notes “the board of directors found the space insufficient 
  for the desired level of security.”
  The second firewall protects data files that describe how the data 
  guardians were adapted from ancient lore guardians. The magical 
  crafting process can be another means to identify the organization. 
  Plus, how the data guardians mystically identify its agents is 
  a potentially vital clue. This is one way to satisfy the scenario’s 
  secondary success condition.
  The third firewall conceals a small data file with the disarm code 
  for the traps in area A7. Note that while it contains the code, it 
  doesn’t actually describe the traps, their location, or what to do 
  with the code. For a complete understanding, the PCs must get 
  past the first and third firewalls.
  BOTH SUBTIERS
  SYSTEM ADMINISTRATOR COMPUTER
  Type tier 2; Unsecured Access none; Secured Access 
  Computers DC 20; Root Access Computers DC 40 
  Countermeasures lockout (3 failed attempts, 24 hours, bypass 
  Engineering DC 21); fake shell (discovery Computers DC 24)
  Basic Functions environmental control of area A7
  Firewall 1 bypass DC 23 Computers; notes on original floor 
  plan and area A6, and the trap locations in area A7 and 
  where the disarm keypads are set on each trap.
  
  Resolve Rest Options
  Finding a spot for the PCs to recover Stamina Points is not 
  difficult. The hard part is getting the players to realize it. 
  The facility is relatively small, and most of its defenses 
  are automated. Its guardians react, rather than roam—
  specifically, they react to the PCs who are chipping away 
  at the complex’s layers, so the PCs can rest before heading 
  farther into the complex. If necessary, point this pattern out 
  to the players. An excellent opportunity is after the data 
  guardians are defeated and the PCs are hacking the system 
  administrator’s computer. The required Computers checks 
  can take a few minutes, especially if the PCs encounter the 
  fake shell. There’s a comfortable chair and a sofa right there, 
  and a restroom and a break room right down the hall! 
  12
  STARFINDER SOCIETY SCENARIO
  Firewall 2 bypass DC 23 Computers; data guardian information 
  (secondary goal)
  Firewall 3 bypass DC 23 Computers; trap deactivation code for 
  area A7
  Creatures: The data guardians don’t react when the PCs enter, 
  but rather remain still as statues. Avoid permitting the PCs to 
  make monster identification checks unless they first succeed at a 
  Perception check opposed by the data guardians’ Stealth check. 
  The guardians typically conceal their returning basic handaxes 
  behind their backs and against the wall or in the folds of their metal 
  statue-like bodies. They take no action until a PC attacks them or 
  touches the computer. 
  These creatures are variants of the lore guardians from Starfinder 
  Adventure Path #2: Temple of the Twelve. These guardians represent 
  the mysterious organization’s successful cultural appropriation and 
  adopting it to “corporate culture” while weaponizing it.
  SUBTIER 3–4 (CR 5)
  DATA GUARDIANS (2) 
  CR 3
  N Medium construct (magical)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE  
   
   
                  HP 40 EACH
  EAC 14; KAC 16
  Fort +3; Ref +3; Will +1
  DR 4/adamantine; Immunities construct immunities; SR 14 (see 
  metal construction)
  OFFENSE
  Speed 30 ft.
  Melee slam +12 (1d6+7 B) or 
  returning basic handaxe +12 (1d4+7 S)
  Ranged returning basic handaxe +9 (1d4+7 S)
  Offensive Abilities eldritch attacks, summon guardian ally
  TACTICS
  Before Combat The data guardians are on guard as statues. 
  They either take 10 to hide in plain sight or can attempt a 
  Stealth check (your choice). They do not respond to any 
  action until a PC touches the computer or attacks them, 
  whereupon they attack.
  During Combat Out of instinct, the guardians use their 
  summon guardian ally ability to teleport each other into 
  favorable combat positions. They do not delay their turns 
  or ready actions to be teleported and then attack, although 
  this might occur incidentally as a normal function of the 
  initiative order.
  Morale The guardians fight to the death, but do not pursue the 
  PCs outside of the office.
  STATISTICS 
  Str +4; Dex +2; Con —; Int —; Wis +0; Cha –5
  Skills Stealth +13
  Languages Common (can’t speak any language)
  Other Abilities corporate culture, mindless, statuary, unliving
  Gear basic handaxe with returning fusion seal (6th)
  SPECIAL ABILITIES
  Corporate Culture (Ex) Data guardians automatically 
  recognize employees of the corporation responsible for 
  their construction.
  Eldritch Attacks (Su) A data guardian’s slam attack and attacks 
  it makes with analog weapons are treated as magic for 
  the purpose of overcoming DR and damaging incorporeal 
  creatures.
  Metal Construction (Ex) The data guardian’s spell resistance 
  does not apply against spells that deal electricity damage.
  Statuary (Ex) A data guardian can hold itself so still that it 
  appears to be a statue. A data guardian that uses statuary 
  can take 10 on its Stealth check and hide in plain sight as a 
  piece of metal artwork. A data guardian can maintain this 
  position for as long as it wishes.
  Summon Guardian Ally (Su) Once per day after making a melee 
  attack with a slam or analog weapon, a data guardian can 
  activate a special teleportation effect as a swift action. 
  This teleports another data guardian within line of sight 
  (maximum 100 feet) to a square adjacent to the construct’s 
  last target. This square does not need to be adjacent to the 
  original construct, so it can teleport the ally into a flanking 
  position. The teleported data guardian does not resist this 
  ability, and the effect bypasses its spell resistance. The 
  teleported construct retains whatever its initiative position 
  (or is added to it at the time of the effect). Note, as mindless 
  creatures, data guardians do not typically employ tactics 
  such as delaying their turn or readying an action.
  SUBTIER 5–6 (CR 7)
  DATA GUARDIANS (4) 
  CR 3
  HP 40 each (see Subtier 3–4)
  
  13
  DATA BREACH
  TACTICS
  Use the tactics from Subtier 3–4.
  Treasure: Several pieces of wall art are actually quite valuable 
  and are worth 700 credits (2,000 credits in Subtier 5–6). If the 
  PCs successfully bypass at least two firewalls, they discover one of 
  them contains an account containing 1,460 credits (4,100 credits in 
  Subtier 5–6), which they can transfer to a credstick.
  Faction Notes: The Dataphiles faction would be interested in the 
  data guardians for multiple reasons. First, by how lore guardians 
  whose existence seems to be a matter of circumstance, were 
  artificially recreated as data guardians. Second, the creatures 
  inexplicably appear to recognize members of the organization by 
  unknown means. If that ability were reverse-engineered, it could 
  assist in combatting the conspiracy. Acquiring the information 
  concealed behind the computer’s second firewall satisfies the 
  scenario’s secondary success condition. If the hacking attempt 
  fails, the PCs can instead carry one of the slain data guardians back 
  to the shuttle. This enables the Society to study one.
  Rewards: If the PCs do not defeat the data guardians and loot 
  the artwork, reduce each PC’s credits earned by the following.
  Subtier 3–4: Reduce each PC’s credits earned by 157.
  Out of Subtier: Reduce each PC’s credits earned by 286.
  Subtier 5–6: Reduce each PC’s credits earned by 415.
  If the PCs fail to crack at least two of the system administrator’s 
  firewalls, reduce each PC’s credits earned by the following.
  Subtier 3–4: Reduce each PC’s credits earned by 243.
  Out of Subtier: Reduce each PC’s credits earned by 462.
  Subtier 5–6: Reduce each PC’s credits earned by 680.
  A4. Service AcceSS
  The corridor is concealed behind two secret doors on either end. A 
  PC can discover either door by succeeding at a DC 25 Perception 
  check. The area is dark, but there are light switches at either end. 
  The walls are covered in metal with occasional small access panels 
  bolted into place. A soft thrum pervades the area from the facility’s 
  power plant behind the wall. If the PCs consider tampering with 
  the equipment, remind them that the computer they need to hack 
  does require power that they won’t be able to provide. Otherwise 
  this corridor allows area A3 to be circumvented.
  A5. incinerAtion tunnel (cr 4 or cr 6)
  This 10-foot-wide hallway connects area A3 to area A6, though PCs 
  can bypass it by using area A4. The ceiling is 10 feet high, giving the 
  hall the appearance of a perfectly crafted prefabricated hallway. 
  Calm gray and blue steel panels line the outer walls, and they’re 
  so clean that they gently reflect images of creatures passing by. 
  Trap: In the event of a contamination or the need for a quick 
  disposal, the organization had this tunnel turned into a secret 
  incinerator. Hidden nozzles protrude from the walls here at 10-foot 
  intervals from joins in the ceiling and floor. Once an unauthorized 
  creature passes more than 40 feet from either entry door, the 
  incinerator activates.
  On the first round of activation, the incinerator closes and locks 
  the doors leading to area A3 and A6. Opening these doors requires 
  a PC to spend a full action and succeed at a DC 20 Engineering 
  check. On the second round, each of the hidden nozzles begins 
  emitting a constant stream of flame. This lasts for the next 6 
  rounds, during each of which, the flames increase in intensity and 
  damage. Once the final round passes, the system stops and the 
  doors unlock.
  SUBTIER 3–4 (CR 4)
  INCINERATION TUNNEL 
  CR 4
  Type technological; Perception DC 26 (note nozzles); Disable 
  Engineering DC 21 (plug the nozzles)
  Trigger location; Init +9; Duration 6 rounds; Reset 10 minutes
  Initial Effect flame jet (2d6 F); Reflex DC 15 half; multiple 
  targets (all targets in area A5); Continuing Effect increase 
  the damage of the flame jets by 1d6 F for every subsequent 
  round, to a maximum of 7d6 damage on the sixth round.
  SUBTIER 5–6 (CR 6)
  IMPROVED INCINERATION TUNNEL 
  CR 6
  Type technological; Perception DC 29 (note nozzles); Disable 
  Engineering DC 24 (plug the nozzles)
  Trigger location; Init +11; Duration 6 rounds; Reset 10 minutes
  Initial Effect flame jet (2d8 F); Reflex DC 16 half; multiple 
  targets (all targets in area A5); Continuing Effect increase 
  the damage of the flame jets by 1d8 F for every subsequent 
  round, to a maximum of 7d8 damage on the sixth round.
  A6. SecondAry deployment chAmber
  This irregularly shaped room appears to lack a clearly defined 
  purpose A large stone plinth occupies the center, while 
  disconnected power cables are strewn on the floor to the west. 
  A massive pair of white painted steel doors occupy the west 
  wall, closed and mounted on a track that feeds into the north 
  and south walls. 
  This was the original destination for the data core when the facility 
  was built, but the board of directors opined that they wanted a 
  larger and more aggressive security system.
  A7. dAtA core (cr 6 or cr 8)
  The entrance to this area is behind two 20-foot-wide metal blast 
  doors. The automated doors split down the middle so each half 
  slides into a slot in the north or south wall. The lock mechanism 
  requires a key card to gain access, but that card is nowhere in the 
  facility. The PCs can hot-wire the lock open by succeeding at a DC 
  21 Computers or Engineering check (DC 24 in Subtier 5–6). Once 
  open, the doors remain open on their own, but do take note of the 
  core defender’s environmental control special ability. Alternatively 
  
  Scaling Encounter A7
  Make the following adjustments to accommodate a group of 
  four PCs.
  Subtier 3–4: Reduce the core guardian’s Hit Points by 10, 
  and it takes a –2 penalty to its melee and ranged attacks. 
  Subtier 5–6: Reduce the core guardian’s Hit Points by 25, 
  and it takes a –2 penalty to its melee and ranged
  14
  STARFINDER SOCIETY SCENARIO
  the lock mechanism temporarily shorts out when one door is 
  reduced to 30 Hit Points or fewer. The blast doors have hardness 
  20 and 60 Hit Points. Damaging, but not destroying, isn’t enough 
  to prevent the lock mechanism from engaging again later, as 
  described in the Creature section on page XX. 
  The room inside is 20 feet tall and has normal light.
  A ten-foot-wide alcove lies past the metal doors and beyond 
  that is an immense, roughly octagonal room approximately a 
  hundred feet wide. The chamber is lit throughout from regularly 
  spaced lighting panels set in the ceiling. The room is spotless 
  and strangely empty. The walls and ceilings are starkly white, 
  while the floor is a mix of metal and cobalt blue. At the center of 
  the room is a huge column of computer equipment that runs to 
  the ceiling and rests on a twenty-foot-wide black square base. A 
  soft, pervading hum drones in the background. 
  This room houses the PCs’ primary objective: the data core. 
  The facility’s owners don’t permit a permanent workstation in 
  this room. Typically system administrators and analysts enter the 
  room, upload and download data, or set the core to perform some 
  analysis. Specific information and query results are then transferred 
  via digital storage, taken to a different area, and reviewed there. In 
  other words, this computer houses data and creates reports, but 
  agents of this covert organization are not permitted to stay in this 
  chamber while they perform their duties.
  The lighting control for the room are located just inside the 
  room on the southern side of the entrance alcove. It functions 
  normally, unless the core defender turns off the lights, in which 
  case a PC is required to succeed at an Engineering check (see the 
  environmental control special ability in the appropriate stat block).
  The data core is a tier 2 computer. Its unusually large size is 
  due to a phenomenal amount of digital storage space, enough 
  to store entire stock exchanges and multiple corporate interests 
  on an interplanetary scale. The computer has no remote access, 
  even in this room, so a creature must occupy an adjacent square 
  to access it. The user interface is a holographic keyboard and 
  screens that respond to gestures and voice commands. The 
  facility’s owners bring digital storage media devices into the room 
  to upload or download data out of the core, and the core has ports 
  and slots to accommodate that function. It has no unsecured 
  access, which means the PCs can do nothing with it until they 
  hack it. This includes even knowledge of its basic functions, let 
  alone use of them. 
  It takes 2 rounds to hack the data core. This requires a PC to 
  succeed at a DC 21 Computers check (DC 24 in Subtier 5–6). The 
  data core has a lockout countermeasure, so three failed Computers 
  checks causes it to shut completely down, even to authorized users. 
  If that happens, the PCs can still achieve their primary objective 
  by physically removing physical storage devices by succeeding 
  at two Engineering checks with the same DC as required to hack 
  it. This requires tools and possibly an action to get them ready; a 
  consideration if the PCs have to hurry or are in combat.
  Once they hack the data core, the PCs learn that the data core’s 
  basic functions pertain to bookkeeping, economic computation, and 
  cost-and-trend analysis on a massive scale. It lacks any modules 
  that govern the EMP rods, the core-defender security robot, the 
  room doors, or anything else in the facility. Also noteworthy, there 
  is no access to the actual data those basic functions manipulate. 
  The data, the PC’s primary goal, is locked behind a powerful firewall. 
  The firewall can be bypassed by a PC who succeeds at a DC 23 
  Computers check (DC 26 Computers in Subtier 5–6). Once they 
  do so, it takes only a move action to put Historia-7’s data-storage 
  device in one of the ports and 1 round to finish the download.
  The data core has one final defense system, and the PCs do not 
  have to bypass it at all—they need only to not activate it. If the 
  core takes damage in combat, it can trigger a data self-destruct 
  sequence. This defense activates if the core takes damage from 
  area of effect attacks, such as grenades or fireballs, or if the PCs 
  attack it directly. Other ranged attacks that miss a target within 
  10 feet of the data core have a 10% chance to hit the core. The 
  data core has hardness 10 and 20 Hit Points. If the data core 
  takes 5 damage or less, it emits a shower of sparks in several 
  adjacent squares and a loud neutral voice speaking Common 
  rings throughout the room over the din of combat. “Warning! 
  Physical structure compromised! Further instability could result 
  in autodeletion!” If the core takes more than 5 points of damage, 
  the warning is different or revised to the following: “Warning! 
  Area compromised. Autodeletion sequence in 30 seconds!” 
  At that point, the PCs have 6 full rounds to finish hacking the 
  computer or remove its physical storage device (described above). 
  The computer announces a revised countdown every round, 
  which adds further tension to the encounter. If the countdown 
  reaches zero or the data core loses all of its Hit Points, the data is 
  destroyed and the PCs fail the primary objective.
  Creature: The data core’s primary protector is a core 
  defender–class security robot. Similar in respects to a patrol-class 
  security robot, these automatons were designed to protect a 
  single area and are often wired to control features of the room by 
  remote control. Thanks to visual sensors mounted in all directions 
  and multiple appendages, the core defender has no front and 
  changes direction without turning. When the PCs first open the 
  door, it stands on the west side of the data core and remains 
  unseen until either it or the PCs change position.
  
  15
  DATA BREACH
  This specific defender is programmed with a fairly nuanced set of 
  protocols. Its highest priority is to prevent the data core from being 
  compromised by unauthorized personnel. The less obvious priority 
  is that destruction of the data is preferable to its theft, hence the 
  defender remains close to the core. There it can attack would-be 
  hackers and deter other threats that target it (and inadvertently 
  the core itself) with area of effect attacks like grenades. 
  The defender is programmed to try to mitigate multiple threats 
  if possible. For example, to hack the core, a creature must be 
  adjacent to it, but if other intruders attempt to pick it off with 
  ranged attacks from area and thus avoid the EMP rods, it shuts 
  the door and picks off the isolated data thief. If it can spare a 
  move action, the defender turns off the lights plunging the room 
  in darkness, and hopefully temporarily blinding the PCs or forcing 
  them to waste actions activating a light source.
  Additionally, the robot’s circuitry is hardened against magnetism 
  and electricity and the EMP rods neither target it, nor is it affected 
  by their area attacks. It also lacks the usual vulnerability to 
  electricity prevalent in most security robots.
  Finally, the core defender cannot attack the data core itself in 
  an attempt to start the self-deletion sequence, as its programming 
  forbids it. Only the PCs can trigger the sequence with a careless or 
  intentional attack.
  Traps: There are four EMP rods situated around the four corners 
  of the room that work in concert with the core defender. These 
  rods are like hazards in that they are difficult to avoid and 
  cannot be disabled without first activating them. Once any 
  creature, other than the core defender, steps past the 10-
  foot alcove in front of the eastern door, all four traps become 
  armed. Panels in the floor slide open simultaneously in the 
  locations designated on the map, and the devices rise up 
  and become visible. Typically this event triggers the start of 
  initiative, as the core defender has no reason to act until the PCs 
  get closer or the traps become active. The 4-foot-tall EMP 
  rods are gleaming, metallic implements that 
  resemble chess pawns.
  The rods have an immediate reset and thus 
  can act every round until disabled or destroyed. 
  They cannot delay or ready an action, so if 
  they have no target in range on their turn, they 
  simply do nothing that round. The rods target all 
  creatures within a 30-foot cone from any corner of 
  the designated square they occupy. If multiple targets 
  are available but spread too far out to be hit by one cone, 
  the cone’s starting point and direction is your choice. Note, 
  a pre-prepared 30-foot cone template may be a useful tool to 
  quickly determine targets and speed up combat adjudication.
  The EMP rods fire an arc of magnetically charged electrical 
  energy at every target in a 30-foot cone. This discharge deals 
  electricity damage, as noted below, but it also interferes with 
  technological objects. Unless the PC succeeds at a Fortitude 
  save for a carried object, then the residual energy it imparts a –2 
  penalty to all attack and skill checks performed with the device for 
  2 rounds. In Subtier 5–6, the effect renders the object completely 
  inoperable for 1 round. It does not consume any of the charges 
  from the object’s batteries in either case.
  A PC can disarm an EMP rod with a successful Engineering 
  check (DC varies by subtier). Alternatively a PC can spend a move 
  action and attempt a Perception check to search for a bypass 
  switch (a hidden keypad on the rod). Once a PC locates the keypad, 
  they can attempt a Computers check as a standard action to 
  deactivate the rod. Note, PCs who learn about the EMP rods from 
  hacking the sysad’s computer in area A3 don’t have to search for 
  the keypad and can enter the deactivation code as a move action.
  Finally, the PCs can simply destroy the EMP rods. Hitting them 
  with melee or ranged attacks automatically succeed. If reduced to 
  0 Hit Points, that rod explodes, dealing electricity damage to all 
  creatures in a 20-foot radius burst (Reflex for half damage). The 
  applicable Reflex save DC and damage varies by subtier and is 
  noted in the stat blocks.
  Core Defender 
  Robot
  
  16
  STARFINDER SOCIETY SCENARIO
  SUBTIER 3–4 (CR 6)
  CORE DEFENDER–CLASS SECURITY ROBOT CR 3
  N Large construct (technological)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE  
   
   
   
           HP 40
  EAC 14; KAC +16
  Fort +3; Ref +3; Will +0
  Defensive Abilities integrated weapons, nanite repair, 
  unflankable; Immunities construct immunities
  Weakness vulnerable to critical hits
  OFFENSE
  Speed 40 ft.
  Melee claw +12 (1d6+7 S)
  Ranged integrated tactical arc emitter +9 (1d6+3 E)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities magnetic binding
  TACTICS
  Before Combat The core defender stands behind the data core.
  During Combat The defender prioritizes attacking creatures that 
  interact with the data core and typically remains close to the 
  core, which might complicate some attacks like grenades. 
  If the PCs separate (e.g. some PCs enter and attempt to 
  hack the core while others remain outside to make ranged 
  attacks away from the EMP rods), the defender uses its 
  environmental control ability to shut the blast doors and 
  divide the group, picking off those trapped inside. If it has 
  a move action to spare, it might turn off the lights for a 
  temporary advantage or to force the PCs to provide their own 
  light. If all the PCs retreat, it pursues them as far as area A2.
  Morale The security robot fights until destroyed.
  STATISTICS
  Str +4; Dex +2; Con —; Int +1; Wis +0; Cha +0
  Skills Acrobatics +13, Computers +8, Intimidate +8
  Languages Common
  Other Abilities environmental control, unliving
  Gear tactical arc emitter with 2 batteries (20 charges each)
  SPECIAL ABILITIES
  Environmental Control (Ex) As a move action, the core 
  defender–class security robot can remotely perform the 
  following from anywhere within area A7: turn off the lights 
  and disable the lighting touch pad (DC 16 Engineering to 
  turn the lights back on), or close and lock the automatic 
  blast doors (DC 21 Engineering to reopen them).
  Integrated Weapons (Ex) A security robot’s weapons are 
  integrated into its frame and can’t be disarmed.
  Magnetic Binding (Ex) Once every 1d4 rounds as a standard 
  action, a core defender–class security robot can project 
  an intense magnetic field at up to four creatures within 
  40 feet (no two of which can be more than 30 feet apart). 
  Targeted creatures made of metal or who carry significant 
  technological items such as weapons or armor are 
  staggered for 1d4 rounds (Reflex DC 12 avoids). Note, most 
  technological items contain a significant amount of metal, 
  even if the base material is carbon, plastic, or crystal.
  Nanite Repair (Ex) A core defender–class security robot’s nanites 
  heal it, restoring a number of Hit Points per hour equal to its 
  CR. Once per day as a full action, a core defender–class security 
  robot can restore 3d8 Hit Points to itself or any touched 
  construct with the technological subtype.
  EMP RODS (4) 
  CR 5
  Type technological; Perception DC 21; Disable Engineering DC 
  16 (requires 2 rounds)
  Trigger location; Init +6; Reset immediate; Bypass keypad 
  (Perception DC 16 to locate [move action], Computers DC 16 
  to hack [standard action]); Hardness 10; Hit Points 19 each
  Initial Effect electromagnetic arc +13 (1d6+1 E); multiple targets 
  (all targets in a 30-ft. cone originating from any corner); 
  Secondary Effect electromagnetic pulse imparts –2 penalty 
  to attacks or checks made with a random technological 
  object currently held by the target for 2 rounds; Fort DC 
  14 avoids; multiple targets (all targets in a 30-ft. cone 
  originating from any corner)
  Destruction explosion (3d6+1 E); Reflex DC 12 half; multiple 
  targets (all targets in a 20-ft. burst)
  DATA CORE COMPUTER
  Type tier 2; Unsecured Access none; Secured Access 
  Computers DC 21, 2 rounds; Root Access Computers DC 41, 
  2 rounds
  Countermeasures lockout (3 failed attempts, 24 hours, bypass 
  Engineering DC 21); self-destruct (activates on 5 damage, 
  6 rounds)
  Hardness 10; Hit Points 20
  Basic Functions accounting, computation, data analysis
  Firewall bypass DC 23 Computers; economic data and 
  primary goal
  SUBTIER 5–6 (CR 8)
  CORE DEFENDER–CLASS SECURITY ROBOT CR 6
  N Large construct (technological)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
  DEFENSE  
   
   
   
         HP 105
  EAC 18; KAC 20
  Fort +6; Ref +6; Will +3
  Defensive Abilities integrated weapons, nanite repair, 
  unflankable; Immunities construct immunities
  Weakness vulnerable to critical hits
  OFFENSE
  Speed 40 ft.
  Melee claw +17 (1d8+11 S)
  Ranged integrated static arc rifle +14 (1d12+6 E; critical arc 1d6)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities magnetic binding
  
  17
  DATA BREACH
  TACTICS
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str +5; Dex +3; Con —; Int +2; Wis +0; Cha +0
  Skills Acrobatics +18, Computers +13, Intimidate +13
  Languages Common
  Other Abilities environmental control, unliving
  Gear static arc rifle with 2 high-capacity batteries (40 
  charges each)
  SPECIAL ABILITIES
  Environmental Control (Ex) As a move action, the core 
  defender–class security robot can remotely perform the 
  following from anywhere within area A7: turn off the lights 
  and suppress the lighting touch pad (DC 21 Engineering to 
  turn the lights back on), or close and lock the automatic 
  blast doors (DC 24 Engineering to reopen them). 
  Integrated Weapons (Ex) A security robot’s weapons are 
  integrated into its frame and can’t be disarmed.
  Magnetic Binding (Ex) Once every 1d4 rounds as a standard 
  action, a core defender–class security robot can project 
  an intense magnetic field at up to four creatures within 
  40 feet (no two of which can be more than 30 feet apart). 
  Targeted creatures made of metal or who carry significant 
  technological items such as weapons or armor are 
  staggered for 1d4 rounds (Reflex DC 14 avoids). Note, most 
  technological items contain a significant amount of metal, 
  even if the base material is carbon, plastic, or crystal.
  Nanite Repair (Ex) A core defender–class security robot’s 
  nanites heal it, restoring a number of Hit Points per hour 
  equal to its CR. Once per day as a full action, a patrol-class 
  security robot can restore 4d8 Hit Points to itself or any 
  touched construct with the technological subtype.
  EMP RODS (4) 
  CR 6
  Type technological; Perception DC 23; Disable Engineering DC 
  18 (requires 2 rounds)
  Trigger location; Init +7; Reset immediate; Bypass hidden 
  keypad (Perception DC 18 to locate [move action], 
  Computers DC 18 to hack [standard action]); Hardness 10; 
  Hit Points 25 each
  Initial Effect electromagnetic arc +15 (2d6+2 E); multiple 
  targets (all targets in a 30-ft. cone originating from any 
  corner); Secondary Effect electromagnetic pulse suppresses 
  one technological object (your choice) carried by the target 
  for 1 round; Fort DC 15 avoids; multiple targets (all targets in 
  a 30-ft. cone originating from any corner)
  Destruction explosion (4d6+2 E); Reflex DC 13 half; multiple 
  targets (all targets in a 20-ft. burst)
  DATA CORE COMPUTER
  Type tier 2; Unsecured Access none; Secured Access 
  Computers DC 24, 2 rounds; Root Access Computers DC 44, 
  2 rounds
  Countermeasures security module 3, lockout (3 failed 
  attempts, 24 hours, bypass Engineering DC 24); 
  self-destruct (activates on 5 damage, 6 rounds)
  Hardness 10; Hit Points 20
  Basic Functions accounting, computation, data analysis
  Firewall bypass DC 26 Computers; economic data and 
  primary goal
  Development: As long as the PCs manage to retrieve the data, 
  they complete their primary objective and can leave the site. 
  If the PCs fail in their mission to retrieve the data, then they’ll 
  still have to depart as there’s nothing else of value inside the 
  complex. The shuttle outside the premises waits for them and 
  quickly heads off into Cuvacara’s skyline and back to Absalom 
  Station. If the PCs retrieved the data, they can attempt a DC 20 
  Computers check to recognize that the data is complex and may 
  require months of proper analysis before anything of importance 
  can be gleaned from it.
  Rewards: If the PCs fail to defeat the core guardian or fail to 
  retrieve the data and escape the robot, reduce each PC’s credits 
  earned by the following amount.
   Subtier 3–4: Reduce each PC’s credits earned by 558.
  Out of Subtier: Reduce each PC’s credits earned by 1,089.
  Subtier 5–6: Reduce each PC’s credits earned by 1,620.
  CONCLUSION
  When the PCs return to Absalom Station, Historia-7 is not there 
  to greet them. Instead, the Archives’ Cortex remains sealed, 
  though two members of the Dataphiles faction, an affable pair 
  of technicians, Xarafo (LN female shirren) and Kaizel (LG male 
  human) wait outside. The two cheerfully ask if the party managed 
  to obtain any data from the site. If questioned where Historia-7 is, 
  Kaizel rubs the back of his neck awkwardly while Xarafo shrugs 
  and speaks. “We’re not sure, but she asked us to meet you. She 
  figured you’d be tired after the mission and the flight, and she 
  wants that data analyzed immediately.” If the PCs are suspicious, 
  assure them truthfully that Xarafo and Kaizel are known 
  Dataphiles agents who work within the Lorespire Complex; they 
  aren’t strangers, and the PCs have seen them before in passing. If 
  the PCs insist on seeing Historia-7 or otherwise resist tendering 
  the data, the technicians don’t argue or press the matter. In that 
  instance, Venture-Captain Naiaj (LN female bleachling gnome 
  envoy) comes to collect the data instead.
  The data on the data guardians or the remnants of a specimen 
  intrigues Kaizel and Xarafo, as well as Naiaj if she’s brought 
  in. If the PCs don’t know what a lore guardian is, someone 
  volunteers the information and observes how interesting it is 
  that was artificially created and conditioned—especially how the 
  constructs seemed programmed to recognize other members of 
  the conspiracy without having any kind of discernable “list.” The 
  two Dataphiles joke about a “employee resource department from 
  Hell” but otherwise seem excited to begin digging into the variant 
  lore guardians.
  
  18
  STARFINDER SOCIETY SCENARIO
  Eventually Naiaj comes to meet the PCs (for a second time, if 
  necessary). If one of the heroes were killed, but the primary goal 
  was achieved, she offers her condolences politely and assures the 
  survivors their companions did not perish in vain. If no one died, 
  she offers perfunctory congratulations and tells them the data 
  they recovered is being analyzed, and that Society leadership is in 
  discussion about what they’ve uncovered. 
  If the topic of Historia-7 comes up, Naiaj seems reluctant to 
  explain but quickly relents. Read or paraphrase the following.
  The bleachling gnome takes a slow breath before she replies. 
  “She… she’s taking some personal time. I realize this is not how 
  we do things. I’ve only just been assigned oversight of your 
  mission and I’m still coming up to speed. I certainly appreciate 
  your efforts.” There is another pause and then Naiaj continues. 
  “In your place, I would want to know what you went to all the 
  trouble for. We’re going through the data and are trying to 
  ascertain who these people are and we’re not there yet. We do, 
  however, know some of their recent activities, thanks to you. 
  They’ve got financial data on almost every corporation within the 
  Pact Worlds. We think they’ve been manipulating the markets, 
  especially with regards to pharmaceuticals. Price fixing, if you 
  follow. It’s disturbing because they appear to be trying to fix the 
  price of medicine, system wide. I’ve got an uneasy feeling about 
  this, but thanks to you… we have forewarning.”
  Naiaj does her best to answer further questions as she can, but 
  she doesn’t know much more. She says she’ll keep the PCs apprised 
  as the Society learns more.
  REPORTING NOTES
  If the PCs prevented the Stewards from recording their interview 
  with Hira Lanzio, check box A on the reporting sheet. If the PCs 
  found and disabled the video recorders at the entrance to the data 
  bunker, check box B. If the PCs returned to the Lorespire complex 
  with data on the variant lore guardians, check box C.
  PRIMARY SUCCESS CONDITIONS
  The PCs complete their main mission if they hack the data core 
  computer and retrieve information about the conspiracy or manage 
  to secure a physical copy of the data before it’s deleted. Doing so 
  earns each PC 1 Fame and 1 Reputation for any factions associated 
  with their current faction boon. In addition, each PC gains the 
  Pharmaceutical Forewarning boon on their Chronicle sheet. If 
  the party failed to notice or disable the hidden video cameras in 
  area A1 but did complete the primary goal, grant each PC the The 
  Conspiracy Knows You boon on their Chronicle sheet.
  SECONDARY SUCCESS CONDITIONS
  The PCs satisfy the secondary objective if they return with 
  information about the data guardians. They can achieve this by 
  hacking the second firewall of the system administrator’s computer 
  or just physically taking a slain data guardian back with them at 
  the conclusion of the mission. Completing this earns each PC 1 
  additional Fame and 1 Reputation for any factions associated with 
  their current faction boon.
  FACTION NOTES
  If the PCs satisfy the primary goal, they impress Historia-7 and 
  the Dataphiles. Any group, especially a cadre of unidentified 
  corporate interests that covertly engages in pharmaceutical 
  price-fixing could foreshadow some form of biological terrorism 
  for profit—a definite galactic threat. Each PC earns 1 additional 
  Reputation with the Dataphiles, in addition to any other 
  Reputation earned from this scenario.
  
  19
  DATA BREACH
  
  20
  STARFINDER SOCIETY SCENARIO
  
  21
  DATA BREACH
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  11. Use of Contributor Credits: You may not market or advertise the Open Game 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
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  affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document ©2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Starfinder Core Rulebook ©2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik 
  Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Scenario #1–33 :Data Breach 2019, Paizo Inc.; Author: Jim Groves.
  Event
  GM #
  GM Character #
  GM Fame Earned
  GM Name
  Date
  B
  A
  D
  C
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Starfinder Society Scenario #1–33: 
  Data Breach
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  
  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  Items Found During This Scenario
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
   
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  7
  Character Chronicle #
  3–4
  5–6
  —
  1,460
  2,773
  4,085
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #1–33: Data Breach
  The Conspiracy Knows You (Unidentified Boon): Somehow, during your mission into the data bunker near the edge of 
  Cuvacara, an outside agency detected you. They know your face. They know what you’ve done. Future scenarios calling 
  for this boon will specify what boon slot it must be slotted in.
  Pharmaceutical Forewarning (Social Boon): By discovering the threat of pharmaceutical price-fixing within the Pact 
  Worlds by the mysterious organization opposed to the Society, you have gained insight into countering its spread. When 
  you slot this boon, you can purchase up to four medicinals of any tier, reducing the cost of these items by 20%. However, 
  you do not receive these items until the end of the adventure that you’ve slotted this boon for. You do not have access to 
  the credits spent on these purchases during the scenario, and if you die during the course of the adventure, you cannot 
  regain these spent credits to purchase any services to restore your character (though you still receive the medicinals if 
  your character is brought back to life).
  All Subtiers
  Reputation
  Subtier 5–6
  algid freeze ray (6,300; item level 7; Starfinder 
  Armory 16)
  darksight goggles (2,100; item level 4; Armory 112)
  mk 1 diffraction cloak (3,200; item level 5; Armory 112)
  mk 2 serum of healing (425; item level 5; limit 4)
  returning fusion seal (6th) (1,144; item level 6)
  static polarity gauntlets (2,350; item level 4; Armory 12)
  tactical tetrad rings (6,900; item level 7; Armory 16)
  minor electron crystal (3,850; item level 6; Starfinder 
  Armory 26)
  minor z-boson crystal (7,000; item level 7; Armory 26)
  mk 1 thermal capacitor armor upgrade (3,600; item 
  level 5)
  purple force field armor upgrade (4,550; item level 6)
  static arc rifle (4,200; item level 6)
  vector graviton pistol (3,050; item level 5; Armory 16)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 1/SF S01-33 - Data Breach.pdf