TEXT: BY JENNY JARZABSKI
  PACT WORLD WARRIORS
  STARFINDER SOCIETY SCENARIO #2–01, TIER 1–4
  YEAR OF A THOUSAND BITES
  
  Starfinder Society Scenario #2-01: Pact World 
  Warriors is a Starfinder Society Scenario designed 
  for 1st- through 4th-level characters (Tier 1–4; 
  Subtiers 1–2 and 3–4). This scenario is designed 
  for play in the Starfinder Society Roleplaying 
  Guild campaign, but it 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.
  Paizo Inc.
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  paizo.com
  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, organizations, 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 #2–01: Pact World Warriors © 2019, Paizo Inc. Paizo, the Paizo golem 
  logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are 
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  GM ResouRces
  Pact World Warriors makes use of the Starfinder Core Rulebook, Starfinder Alien Archive (AA), 
  Starfinder Alien Archive 2 (AA2), 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
  Pact World Warriors .   .   .   .   .   .   .   .   .   .   .   .   .  3
  Map   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .27
  Chronicle Sheet  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .29
  Appendix .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .22
  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.
  Author • Jenny Jarzabski
  Development Lead • Thurston Hillman
  Contributing Artists • Weston T. Jones, William Marton, and 
  Sebastian Rodriguez
  Cartographers • Robert Lazzaretti and Damien Mammoliti
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda Hamon
  Organized Play Lead Developer • John Compton 
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza,  
  Ron Lundeen, Joe Pasini, Patrick Renie, Michael Sayre, 
  Chris S. Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Lyz Liddell
  Editors • James Case, Leo Glass, Adrian Ng, Lacy Pellazar, 
  and Jason Tondro 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
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  Sales Associate • Cosmo Eisele
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  Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, 
  Whitney Chatterjee, Erik Keith, Josh Thornton, and 
  Andrew White
  Faction (acquisitives)
  
  BY JENNY JARZABSKI
  PACT WORLD 
  WARRIORS 
  A
  fter the Starfinder Society’s recent success in defeating 
  the jinsul threat within the Scoured Stars (see Starfinder 
  Society Scenario #2-00: Fate of the Scoured God), the 
  Society returned to the Pact Worlds to find itself the target of a 
  massive multimedia smear campaign organized by an unknown 
  party. With multiple organizations now wary of the Starfinder’s 
  over-active meddling in the affairs of other worlds, and the potential 
  for the Society to reveal the Pact Worlds to outside threats, popular 
  opinion has quickly turned against the Starfinder Society.
  Seeing the Society’s prestige under attack, the Acquisitives 
  faction leader, Radaszam, has taken matters into his own claws 
  and has begun a counter-campaign, raising awareness about the 
  Starfinder Society and its actions and achievements. Knowing 
  the importance of modern Pact Worlds media to such a task, 
  Radaszam has reached out to one of the Society’s more prominent 
  media allies: the undead media mogul Zo!
  Zo! oversees one of the largest vidcasting operations in the Pact 
  Worlds and has already begun establishing a deeper relationship 
  with the Society through the creation of a broadcast known as 
  “Live Exploration Extreme!” (tentatively scheduled for an upcoming 
  second season). Ever the methodical (and somewhat eccentric) 
  media genius, had assumed the Starfinder Society might want 
  another chance at celebrity and has kept a spot open on one of 
  his prime-time televised Pact Worlds series: Pact World Warriors.
  Known across the Pact Worlds (and beyond) as the foremost 
  display of physically grueling and mentally exhausting trials, 
  Pact World Warriors is a show that pits two teams against each 
  other in various competitions. With specific bouts changing 
  between shows, a team never knows exactly what they’ll be 
  doing until they’re brought into a quick briefing by production 
  staff. Following these short overviews, the teams try to defeat 
  their competition in a race to accrue points.
  While Radaszam has worked to put together a group of suitable 
  Starfinders to compete, the group responsible for the ongoing 
  smear campaign has taken note and contracted another team to 
  ensure the Society fails in its endeavor. More interested in taking 
  down the Starfinders and turning Radaszam’s bid to increase the 
  Society’s renown into yet another social disaster for the Society, 
  the mysterious organization behind the slander makes its first 
  overt action against the Society.
  SUMMARY
  The PCs meet with Radaszam and Zo! in one of Zo!’s underground 
  complexes on the world of Eox for a briefing concerning the 
  recent multimedia campaign against the Starfinder Society. 
  Working together with the undead media mogul, Radaszam has 
  devised a plan to combat the smear campaign—the PCs are to 
  improve public opinion by competing on Zo!’s famous televised 
  series Pact World Warriors.
  Arriving at the studio’s staging area, the PCs have a meet 
  and greet with the rival team, and then Zo!’s staff hustles the 
  teams toward the site of their first trial. The two teams embark 
  on a series of four challenges, competing to earn the most points 
  overseen by the show’s two charismatic hosts.
  For their first challenge, the PCs race through a deadly obstacle 
  course laden with treacherous traps and unique terrain elements. 
  The second challenge, “Combat Cooking Extravaganza,” involves 
  defeating and butchering dangerous creatures, then using their 
  meat to prepare a meal. Following these two challenges, the PCs 
  can enjoy a second break period to rest and recuperate.
  During their second break, a mysterious ysoki named Datch 
  visits the PCs, introducing herself and trying to learn what she 
  can about the PCs. This strange encounter likely leaves the PCs 
  with mixed curiosity and suspicion, though Datch seems to be 
  unrelated to the ongoing events. The PCs have little time to 
  Pact World Warriors takes place on the planet Eox, 
  the barren elebrian home world now overrun by 
  undead. Eox is known for its vidcasts of thrilling 
  and occasionally cruel competitions starring living 
  contestants. Additional details about Eox can be found 
  in the Starfinder Core Rulebook and Starfinder Pact 
  Worlds. Both products are available at bookstores and 
  hobby shops everywhere and online at paizo.com.
  WHERE IN THE 
  UNIVERSE?
  
  STARFINDER SOCIETY SCENARIO
  4
  Radaszam
  process this meeting before launching into their third challenge, a 
  free-for-all killing spree against mindless skeletal undead. Before 
  the final challenge, the rival team attempts to cheat by tampering 
  with the PCs’ equipment. After dealing with the sabotage, the 
  PCs finally face their rivals head-on in a zero-gravity capture-the-
  flag competition.
  Once filming wraps up, the PCs return to Absalom Station as 
  minor celebrities. Radaszam and the PCs arrive at the Lorespire 
  Complex and make two disturbing discoveries: a 
  news broadcast covering the recent destruction of 
  the shuttle containing the Starfinders’ rival team, 
  and a gift of food—presumably from Datch—
  accompanied by an ominous note. 
  GETTING 
  STARTED
  The PCs begin the adventure 
  deep beneath the surface of 
  Eox in one of Zo!’s underground 
  complexes. 
  They’ve 
  just 
  arrived 
  after 
  Radaszam 
  arranged for a starship from 
  his private mercenary outfit, the 
  Obsidian Spiders, to secretly ferry 
  the PCs to Eox. Despite Radaszam’s 
  high levels of secrecy for this mission, a 
  spy within the Obsidian Spiders has already 
  let opposing forces know about the plan to 
  bring Starfinders onto one of Zo!’s prime-time 
  shows.
  Zo!’s complex is a multistory subterranean 
  facility with floors dedicated to film sets, employee amenities, 
  and cavernous boardrooms. The PCs meet with Zo!, Eox’s 
  foremost media mogul, in one such meeting area, furnished with 
  a large round table and multiple wall-mounted flat screens. 
  Read or paraphrase the following to get the adventure underway.
  Zo!, an undead elebrian, rubs his skeletal hands together and 
  turns his rictus grin to Radaszam. “Excellent work, you truly 
  are the Dealmaker. My viewers will love these agents you’ve 
  assembled!” Radaszam nods, briefly showing his teeth, then 
  gestures toward the empty seats across from Zo!.
  “Before we get too carried away, I need a moment to explain 
  the situation.” Radaszam sighs wearily as he takes a seat barely 
  appropriate for his large vesk frame. “We thought our troubles 
  were over after the Scoured Stars business. We were wrong.”
  “Allow me to elaborate!” Zo! excitedly explains, seizing a 
  remote. The screens behind him flicker to life, and the undead 
  mogul spins around in his chair for a better view. Radaszam 
  buries his head in his hands as the video plays.
  The Starfinder Society emblem appears on screen as a 
  deep, confident voice narrates: “The Starfinder Society, a 
  group dedicated to the pursuit of truth and knowledge—or 
  so they say.” The music dramatically flares as the voice-over 
  continues. “What does this fraudulent organization really 
  stand for?”
  The camera pans over a fleet of Starfinder starships engaged 
  in vicious fleet-to-fleet combat with unseen attackers. “Today, the 
  Scoured Stars; tomorrow, your system. Where exactly will these 
  hells-bent-on-conquest soldiers stop?” The 
  scene then changes to that of a shirren, 
  faction leader Zigvigix, dancing in a 
  crowd, their torso and arms crammed into 
  a Strawberry Machine Cake T-shirt. “While 
  Starfinder operatives carry out secret 
  wars across the galaxy, Society leaders 
  embezzle funds to purchase VIP concert 
  tickets. What is their true agenda?”
  The screen transitions to grainy 
  footage 
  of 
  Venture-Captain 
  Arvin 
  emerging from the Lorespire Complex, 
  his hand raised to block the flash 
  of 
  cameras. 
  “Society 
  leadership 
  refuses 
  to 
  elaborate. But the question 
  remains: does this group 
  have any place in the Pact 
  Worlds?” A half-dozen similar 
  ads play as Radaszam shakes his 
  head and Zo! watches intently.
  “As you can see,” Radaszam grumbles, 
  “We’re facing a multimedia smear campaign. 
  The First Seeker is working through legal 
  channels while Celita locates the source of 
  the commercials. But there’s a way you can help.” Radaszam 
  catches Zo!’s eye and nods.
  “You’re going to turn the tides of public opinion in your 
  Society’s favor,” Zo! gushes, “by competing on my show, Pact 
  World Warriors!” 
  “Zo! and I believe that a good showing on a prime-time game 
  show might undermine this attempt at slander.” Radaszam 
  explains. “I handpicked you to compete as a team. If you can 
  impress Pact Worlds viewers enough, that’ll be the distraction 
  we need to get the time to figure this whole situation out.”
  The smear campaign’s various ads contain gossip column–
  worthy attacks against faction leaders and interviews with 
  various wronged parties or “shady contacts” associated with the 
  Society. Feel free to reference NPCs from previous adventures 
  when describing these vids. Radaszam prefers to discuss the 
  solution rather than the ongoing problem and encourages PCs 
  who fixate on the ads to focus on their mission. Some possible 
  questions the PCs might ask Radaszam and Zo! and their answers 
  are provided below.
  What is Pact World Warriors? Zo! beams. “Pact World Warriors 
  is an action-packed game show filmed here in my megastudio. Two 
  
  PACT WORLD WARRIORS
  5
  ZO!
  teams compete in a series of death-defying challenges. The winning 
  team earns eternal adoration from millions of fans—and a cash prize!” 
  What are the challenges? “That’s a surprise. A Pact World 
  Warrior can think on the fly, roll with the punches, expect the 
  unexpected!” Zo! gesticulates wildly as he speaks. 
  What about the other team? Radaszam snorts dismissively. 
  “Probably a bunch of celebrity wannabes, but don’t underestimate 
  them. I don’t have any intel on your opponents.” He glances 
  pointedly at Zo!, who gives a wide-grinning shrug in return.
  Boon Allocations: Have the PCs finalize their boon slots for the 
  session after completing their briefing with Radaszam and Zo! 
  PCs are encouraged to slot the High Society Influence (Zo!) Social 
  boon (see Starfinder Society Scenario #1–05: The First Mandate) 
  if they have it, along with PCs who may have the Savior of the 
  Scoured Stars Social boon (see Starfinder Society Scenario #2–00: 
  Fate of the Scoured God).
  CULTURE (RECALL 
  KNOWLEDGE) OR DIPLOMACY 
  (GATHER INFORMATION) 
  Based on the result of a Culture or Diplomacy check, the PCs might 
  know more about the program Pact World Warriors. They learn all 
  of the information whose DC is equal to or less than the result of 
  their check.
  10+: Pact World Warriors is known system-wide as the foremost 
  display of physically grueling and mentally exhausting trials, 
  pitting two teams against one another in various competitions. 
  15+: Events on the show frequently change but some recurring 
  themes include obstacle courses, tests of skill, and modified war 
  games. A particularly memorable episode featured a “combat 
  karaoke” challenge in which contestants performed karaoke while 
  battling monstrous aliens.
  20+: The show’s film crews supply crates containing useful gear 
  in every challenge, either in plain sight or hidden on the set. 
  25+: A former host recently leaked plans for future episodes, 
  including a references to “cooking combat” and “capture the flag.”
  STUDIO GIFTS
  Once the PCs understand the situation and their expected role, 
  Radaszam explains that filming is scheduled to begin today, 
  leaving little time for preparations. Zo!’s staff arrives to collect the 
  contestants as soon as the PCs are ready. Before the PCs exit the 
  boardroom to begin filming, Zo! invites any PCs who have slotted the 
  High Society Influence (Zo!) boon (from Starfinder Society Scenario 
  #1–05: The First Mandate) or the Savior of the Scoured Stars boon 
  (from Starfinder Society Scenario #2–00: Fate of the Scoured God) into 
  a nearby prop room. There Zo! explains either that he has a “vested 
  interest” in his friends’ success, or that heroes of the Scoured Stars 
  can earn him more ratings if well equipped. He encourages the PCs 
  to use the selection of quality gear provided by his myriad sponsors.
  Each of these selected PCs can select up to three pieces of 
  gear from the Subtier 1–2 lists below. In Subtier 3–4, a PC can also 
  select from the Subtier 3–4 lists. Weapons and powered equipment 
  come with the item’s listed capacity worth of 
  ammunition or charges. 
  Subtier 1–2 (Armor): Thinplate (heavy armor), 
  vesk brigandine IIAR (light armor).
  Subtier 
  1–2 
  (Weapons): 
  Frost 
  subduerAR (small arm), tactical rotolaserAR    
  (heavy weapon).
  Subtier 1–2 (Miscellaneous): Mk 2 serum  
  of healing
  Subtier 3–4 (Armor): 
  Ash 
  dendron 
  armorAR (heavy armor), lashunta mind mail IAR  
  (light armor).
  Subtier 3–4 (Weapons): Blaze agitatorAR 
  (heavy 
  weapon), 
  corona 
  laser 
  rifle 
  (longarm), monophonic interference 
  bladeAR (advanced melee weapon).
  Subtier 3–4 (Miscellaneous):   
  mk 2 ring of resistance
  QUALITY 
  PROGRAMMING
  The action in Pact World Warriors takes place entirely 
  on the film set of a major televised production. Cameras 
  constantly track the PCs during their encounters, though 
  unlike Live Exploration Extreme! this is not a live broadcast. 
  You should play up the media angle whenever possible by 
  mentioning flying camera drones following the PCs’ moves 
  during their challenges or undead camera crew shuffling 
  into the PCs’ break room. Additionally, a studio audience 
  observes each challenge from a separate floor within 
  the complex.
  Pact World Warriors’ two charismatic hosts, Lethea (LE 
  female ghostAA2) and Quell (NE male emotivoreAA2), oversee 
  the proceedings. Lethea and Quell narrate the action, 
  throwing in snarky quips or playfully sniping at each 
  other whenever possible. You are encouraged to add in 
  commentary from these two to illustrate pivotal moments 
  during the adventure—
  especially whenever a 
  natural 20 or a natural 1 
  is rolled!
  The media aspects of this 
  scenario can be overwhelming 
  to some groups. The scenario leaves 
  these features flexible so you can adjust 
  how often these elements interject into the 
  action and keep the experience fun. 
  
  STARFINDER SOCIETY SCENARIO
  6
  Lethea
  MEET THE CONTESTANTS
  After the briefing, production staff lead the PCs deeper into the 
  megacomplex. Several flights of stairs and a few elevator 
  rides later, they arrive in a large hexagonal room 
  crawling with camera drones. Read or paraphrase 
  the following aloud to set the scene.
  Various mini-sets form a mismatched 
  still life. To the west, a raised circular 
  platform housing a comfortable white 
  couch stands in front of several vidscreens. 
  A long newscaster’s desk occupies the area to 
  the south. Two undead chat animatedly in front of a 
  green screen in an open area to the east.
  A spectral woman turns to a pale, 
  gaunt man with clawed hands. “Are 
  you ready to meet our contestants, 
  Quell?” The woman’s breathy voice 
  echoes through the chamber as a 
  skeleton hoists a microphone in 
  front of her ghostly lips.
  “I died already, Lethea! I can 
  already positively taste their 
  excitement, and hesitation, 
  and fear! Ah, and that piquant 
  touch 
  of 
  nerves. 
  Simply 
  exquisite.” Quell winks at a nearby camera. 
  “Well, here they are!” Lethea announces. “We’ve brought 
  both teams together for an exclusive meet and greet. Be on 
  your best behavior, contestants. Our audience cheers loudest 
  for living challengers, if you catch my drift.”
  Encourage the PCs to interact with the individuals competing 
  against them. The two hosts act as chaperones and keep the social 
  encounter moving. While the PCs can speak with Lethea and Quell, 
  the undead hosts shouldn’t be the focus of this encounter. 
  The other team is eager to meet their competition, but it’s clear 
  that most of them are obsessed with winning at all costs and seem 
  to dislike the PCs. The rival team’s core roster is presented below. 
  RIVAL TEAM ROSTER
  The rival team consists of five NPCs. For the rival team’s statistics, 
  see page 23.
  Mia Moxie (NE female halfling soldier): Mia hates being 
  underestimated because of her size, and proudly wields guns 
  nearly as big as she is. She’s standoffish and rude toward the 
  PCs, taunting them with phrases like “They look greener than 
  the protein shake I had for lunch” and “There’s no way we’ll lose 
  to these scrubs.”
  Rafelo (CN male damaya lashunta envoy): Rafelo is relentlessly 
  charming and a first-class braggart. He knows he’s here for a job 
  but can’t suppress his flirtatious personality, which he directs to 
  the undead show hosts with reckless abandon. 
  Shonvyzam (LE female vesk mechanic): Shonvyzam relies on 
  her intellect and stealth drone to gain an advantage in the 
  competition. She loves tech and eagerly inspects the 
  PCs’ equipment, out of genuine curiosity as much as 
  sizing it up, but pronounces everything “inferior” to 
  her vesk tech. 
  Tillik (CN male pahtraAA2 operative): Tillik is 
  a ghost operative, excelling at dexterous and 
  stealth-related tasks. He enjoys teasing the PCs 
  by sneaking up behind them or snatching and 
  then returning their possessions. 
  Verity-5 (N agender android mystic): Verity-5 
  is excited to appear on the program, and 
  cheerfully introduces themself to the PCs. They 
  are genuinely curious about the PCs. Verity-5 
  assures the PCs that their team will win 
  fair and square—no hard feelings!
  Development: Once the PCs have 
  engaged with and sized up their 
  competition, Lethea announces that 
  it’s time for the first challenge: an 
  obstacle course that “only a true 
  Pact World Warrior could survive.” 
  As the staff hustles the PCs out of 
  the room and toward the set, Quell 
  fires a parting shot: “Smell you later, 
  contestants. Feel free to be scared—fear is 
  my favorite flavor!” The rival team gathers together to offer their 
  own parting jabs before preparing for the contest.
  A. OBSTACLE COURSE
  One of the compound’s lower floors was recently converted 
  into an obstacle course comprised of multiple types of artificial 
  terrain. The course is segmented by 10-foot-deep lava channels 
  to prevent contestants from bypassing obstacles. The hosts 
  watch from an elevated glass enclosure above the course. 
  The rival team competes on an identical course separated by 
  a floor-to-ceiling steel divider. Unless otherwise stated, the 
  ceilings here rise up to 40 feet, and hazards take one full action 
  to disable.
  An elevator transports the PCs to area A1, a metal escape room 
  that leads to marshy terrain containing quicksand (area A2). A 
  trapped rock face (area A3) bars access to the next segment of 
  the course, a grassy area with an electrogrid trap (area A4). Metal 
  platforms rise from the lava pool to the south of the electrogrid 
  (area A5). Moving walkways built into a stone passageway (area 
  A6) lead to a dome (area A7) where the PCs sprint to the finish 
  line. Contestants complete the challenge when they reach the 
  finish line (area A8). 
  Points: Award 20 points for each PC who reaches the finish 
  line within 10 rounds, and 10 points for each PC who reaches the 
  finish line within 15 rounds. The challenge ends if PCs remain on 
  the obstacle course after 15 rounds.
  
  PACT WORLD WARRIORS
  7
  Quell
  A1. EscApE Room
  This windowless, featureless steel chamber appears 
  to contain no doors or hatches, preventing escape. 
  Searing heat radiates from the floor and walls, 
  suggesting a scorching climate or a raging fire 
  outside the building. 
  This building stands 15 feet tall and is 
  constructed entirely of steel (4 inch thickness, 
  hardness 20, HP 120). An elevator drops the PCs 
  through the ceiling, which promptly closes with a 
  pneumatic hiss. Though the room initially appears 
  seamless with no doors or windows, a single 
  concealed steel door to the north leads 
  to area A2. A PC must succeed at a 
  DC 20 Perception check (DC 23 
  in Subtier 3–4) to locate the 
  hidden door. A subsequent 
  DC 16 Engineering check (DC 
  19 in Subtier 3–4) is required 
  to open the door from within 
  the escape room.
  Ten feet up the west 
  wall, a 2-foot-wide opening 
  leads to a ventilation shaft 
  (Perception DC 15 to notice). Medium or Large creatures must 
  squeeze to enter the shaft. Outside the building, a control panel 
  can easily be manipulated to open the hidden door. PCs who 
  remain in the escape room for more than 1 round must attempt a 
  DC 15 Fortitude save or take 1d4 nonlethal fire damage due to the 
  sweltering temperatures.
  It’s possible, if the PCs consist of multiple Large-sized species, 
  that they’ll be forced to squeeze in this area after being deposited. 
  In that event, each PC gains the entangled condition until they find 
  a way out of the room.
  Treasure: A metal crate lodged in the ventilation shaft contains 
  two basic medpatches, a brown nanite hypopenAR , two commando 
  serums, a grappler, a mk 1 ring of resistance (mk 2 ring of resistance 
  in Subtier 3–4), and 100 feet of titanium alloy cable line. In Subtier 
  3–4, the chest also contains magneglovesAR.
  Rewards: If the PCs do not recover the supply crate or if they 
  fail to score at least 30 points by the end of this challenge, reduce 
  each PC’s credits earned by the following amount.
  Subtier 1–2: Reduce each PC’s credits earned by 46.
  Out of Subtier: Reduce each PC’s credits earned by 92.
  Subtier 3–4: Reduce each PC’s credits earned by 138.
  A2. miREs of misERy
  Deep lava channels surround the area. A section of hard-packed 
  dirt rises above the lava, protected on its sides by a visible force 
  field of blue-white energy. The bank slopes downward toward 
  an area completely submerged in muddy water. Four narrow 
  wooden planks float along the bog’s surface, offering a dry 
  route through the morass. 
  A seemingly solid chunk of land leads into a bog 
  submerged in 4 feet of standing water. The bog 
  counts as difficult terrain, and Small or smaller 
  creatures must swim, requiring a successful DC 10 
  Athletics check to move through these squares. The 
  PCs can travel along the floating planks at full speed 
  by succeeding at a DC 15 Acrobatics check to balance, or 
  travel at half speed with by succeeding at a DC 10 Acrobatics 
  check to balance; a PC who fails falls off the floating 
  planks. These planks connect to a patch of solid 
  ground beneath the rock wall (area A3). 
  Hazard: The northernmost 15 
  feet of water conceals a 15-foot-
  square area of quicksand. PCs 
  approaching the quicksand 
  at normal speed can attempt 
  a DC 8 Survival check to 
  identify the hazard. PCs who 
  enter the area (except atop 
  the planks) must succeed at 
  a DC 10 Athletics check each 
  round to tread water in place, 
  or a DC 15 Athletics check to move 5 feet. If a trapped PC fails 
  this check by 5 or more, they sink below the surface and begin to 
  drown. A PC below the surface of the quicksand can swim back to 
  the surface by succeeding at an Athletics check (DC = 15 + 1 per 
  consecutive round of being under the surface). 
  To rescue a victim of quicksand, a PC must use a long weapon, 
  rope, or similar tool that enables them to reach the victim and 
  succeed at a DC 15 Athletics or Strength check to successfully 
  pull the victim, while the victim attempts a DC 10 Athletics 
  or Strength check to hold on to the tool. If both checks are 
  successful, the victim is pulled 5 feet closer to safety. If the 
  victim fails to hold on, they must attempt a DC 15 Athletics check 
  immediately to stay above the surface. 
  A3. WAll of chAmpions (cR 1 oR cR 3)
  A sheer rock face towers above the bog. Jagged outcroppings jut 
  from the wall to provide handholds and footholds for climbing. 
  Atop the cliff is a metal platform that features a hatch that leads 
  to a metal chute.
  This 30-foot-tall vertical plane of stone culminates in a metal 
  slide leading east toward area A4. PCs can climb the wall by 
  succeeding at a DC 15 Athletics check. Once at the top of the wall, 
  PCs enter the slide by stepping onto the automated hatch. Using 
  the slide costs no movement and dumps the PCs onto the grass 
  in area A4. 
  
  STARFINDER SOCIETY SCENARIO
  8
  A. OBSTACLE COURSE
  1 SQUARE = 5 FEET
  A4
  A5
  A6
  A7
  H
  H = HAZARD
  A8
  A3
  A1
  A2
  Trap: A pressure plate located at the top of the wall triggers 
  a suspended bucket to dump colorful “slime” on the first PC to 
  travel through the chute. 
  Creatures: The slime deposited by the trap is a gelatinous 
  droplet (gelatinous sphere in Subtier 3–4). This creature follows 
  the PCs down the chute, likely creating additional difficulties in 
  the following encounter area.
  SUBTIER 1–2 (CR 1)
  SLIME BUCKET SURPRISE 
  CR 1 
  Type analog; Perception DC 21; Disable Engineering DC 16 
  (disable lever) or DC 18 (deactivate pressure plate)
  Trigger location; Reset manual
  Effect A bucket dumps a gelatinous droplet onto the area 
  surrounding the pressure plate. 
  GELATINOUS DROPLET 
  CR 1 
  N Medium ooze
  Init –2; Senses blindsight (vibration) 60 ft., sightless; 
  Perception +8
  DEFENSE   
  HP 20
  EAC 11; KAC 13
  Fort +5; Ref +1; Will –1
  Immunities electricity, ooze immunities
  OFFENSE
  Speed 15 ft.
  Melee slam +8 (1d6+3 B plus 1d4 acid)
  Offensive Abilities engulfAA2 (1d6+3 B plus 1d4 acid, DC 10)
  TACTICS
  During Combat The gelatinous droplet attempts to engulf the 
  PC who triggers the trap. If its victim escapes, the ooze 
  pursues its prey down the metal slide and into area A4. 
  Morale The gelatinous droplet fights to the death. 
  STATISTICS
  Str +2; Dex –2; Con +4; Int —; Wis +0; Cha –2 
  Skills Athletics +5
  Other Abilities compression
  SPECIAL ABILITIES
  Acid (Ex) A gelatinous droplet’s acid does not harm metal or stone. 
  Engulf (Ex) A droplet can engulf creatures its own size or smaller. 
  SUBTIER 3–4 (CR 3)
  SLIME BUCKET SURPRISE 
   CR 3 
  Type analog; Perception DC 24; Disable Engineering DC 19 
  (disable lever) or DC 21 (deactivate pressure plate)
  Trigger location; Reset manual
  Effect A bucket dumps a gelatinous sphere onto the area 
  surrounding the pressure plate. 
  
  PACT WORLD WARRIORS
  9
  GELATINOUS SPHERE 
  CR 3 
  N Large ooze
  Init –2; Senses blindsight (vibration) 60 ft., sightless; 
  Perception +5
  DEFENSE   
  HP 40
  EAC 11; KAC 13
  Fort +5; Ref +1; Will –1
  Immunities electricity, ooze immunities
  OFFENSE
  Speed 20 ft.
  Melee slam +11 (1d6+5 B plus 1d6 acid and paralysis)
  Space 10 feet; Reach 5 feet
  Offensive Abilities engulfAA2 (1d6+5 B plus 1d6 acid, DC 12), paralysis
  TACTICS
  During Combat The gelatinous sphere attempts to engulf the 
  PC who triggers the trap. If its victim escapes, the ooze 
  pursues its prey down the metal slide and into area A4. 
  Morale The gelatinous sphere fights to the death. 
  STATISTICS
  Str +2; Dex –2; Con +4; Int —; Wis +0; Cha –2
  Skills Athletics +8
  SPECIAL ABILITIES
  Acid (Ex) A gelatinous sphere’s acid does not harm metal or stone. 
  Engulf (Ex) A gelatinous sphere can engulf creatures of its own 
  size category or smaller. 
  Paralysis (Ex) A gelatinous sphere secretes an anesthetizing 
  slime. A target hit by a sphere’s melee or engulf attack must 
  succeed at a DC 12 Fortitude save or be paralyzed for 1 
  round. A paralyzed foe automatically fails its Reflex save 
  against the gelatinous sphere’s engulf attack.
  A4. TRAnquil mEAdoW (cR 3)
  The metal chute dumps its occupants onto a downy carpet 
  of vivid blue grass. To the south, a series of metallic tiles 
  embedded in the terrain flash yellow, red, blue, and green 
  in erratic patterns, with tiles occasionally stopping to glow 
  entirely. Beyond the blinking grid, the ground ends abruptly in a 
  ledge overlooking a bubbling lake of lava. 
  Trap: The glowing squares are traps that blast anyone crossing 
  the area with different types of energy. When a creature tries to 
  cross, they activate the trap in 1d4 of the squares, each of which 
  blasts the PC with a random energy type. By spending a standard 
  action studying the area and succeeding at a DC 10 Intelligence or 
  Perception check, the PC sees enough of a pattern to trigger one 
  fewer trapped square (to a minimum 0), plus one additional square 
  for every increment of 5 by which they exceed the DC.
  ELECTROGRID 
  CR 3 
  Type hybrid; Perception DC 24; Disable Engineering DC 19 
  (disable tiles)
  Trigger touch; Reset immediate
  Effect Each colored square releases a different type of energy, 
  as detailed below. A creature that triggers the electrogrid 
  can attempt a DC 14 Reflex save to take half damage. In 
  Subtier 3–4, each square deals 2d6 damage instead.
  Yellow: arc of electricity (1d6 E) 
  Red: ball of fire (1d6 F)
  Blue: burst of supercooled liquid (1d6 C)
  Green: jet of acid (1d6 A)
  Treasure: A Starfinder backpack AR discarded below the metal 
  chute contains a high-capacity petrol tank and two screamer 
  grenades I. In Subtier 3–4, it also contains an amber hyperboloid 
  aeon stone AR and storage gooAR.
  Rewards: If the PCs don’t get the gear or if they fail to earn at least 
  30 points in this contest, reduce each PC’s credits earned as follows.
  Subtier 1–2: Reduce each PC’s credits earned by 42.
  Out of Subtier: Reduce each PC’s credits earned by 64.
  Subtier 3–4: Reduce each PC’s credits earned by 86.
  A5. lAvA hop
  The gap between the cliff in area A5 and the rocky terrain in area 
  A6 contains a shallow lava pool. PCs can avoid the lava by jumping 
  to the stone platforms using Athletics checks. For more information 
  on determining each Athletics check’s DC, see page 136 of the 
  Starfinder Core Rulebook. Only one PC can occupy each platform. 
  Hazard: If a PC falls into the lava, they take 3d6 fire damage (5d6 
  in Subtier 3–4) per round until they succeed at a DC 5 Athletics 
  check to pull themselves back onto an unoccupied platform. 
  A6. AccElERATion TRAck (cR 2 oR cR 4)
  Two moving walkways run along the rocky ground toward 
  a plexiglass tunnel to the northeast. The northern walkway 
  churns past at a much faster speed than the longer section of 
  track slightly to the south. 
  PCs can use either of the two tracks to gain an advantage in 
  this section of the obstacle course. The southern track allows 
  a PC to move 15 feet for every 10 feet of movement used. The 
  northern track allows a PC to move up to 10 feet for every 5 
  feet of movement spent. Both conveyor belts funnel into the laser 
  tunnel (area A7). 
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: The ooze has the off-target condition.
  SCALING ENCOUNTER A3
  
  STARFINDER SOCIETY SCENARIO
  10
  Trap: A pressure plate built into the northern track unleashes a 
  force blast that pushes a creature backward. A PC can detect and 
  disable the trap from anywhere in this area.
  SUBTIER 1–2 (CR 2)
  FORCE PUNCH 
  CR 2 
  Description An invisible blast slams into the triggering creature. 
  Type hybrid; Perception DC 23; Disable Engineering DC 18 
  (deactivate pressure plate)
  Trigger location; Reset 1 minute
  Effect force blast +12 (4d6 B plus pushed back 20 feet)
  SUBTIER 3–4 (CR 4)
  FORCE PUNCH 
  CR 4
  Description An invisible blast slams into the triggering creature. 
  Type hybrid; Perception DC 26; Disable Engineering DC 21 
  (deactivate pressure plate)
  Trigger location; Reset 1 minute
  Effect force blast +14 (4d10+2 B plus pushed back 20 feet)
  A6. lAsER TunnEl (cR 1 oR cR 3)
  The automated tracks end at a transparent tunnel that opens 
  into a large, domed room with a floor of polished wood planks, 
  providing an easy sprint to the checkered finish line. 
  This deceptively safe area is enclosed by a domed plexiglass 
  ceiling and walls rising to a height of 20 feet. The smooth wooden 
  floor provides a straight shot to the finishing line, enabling PCs to 
  make a final sprint to the end of the course. 
  Trap: Concealed lasers fire upon whoever enters here, filling 
  the area with a web of searing rays. If a PC moves at half speed 
  through this area and succeeds at a DC 15 Acrobatics check (DC 18 
  in Subtier 3–4), they gain a +4 bonus to AC against these attacks 
  and take only half damage. 
  SUBTIER 1–2 (CR 1)
  LASER BLAST TRAP 
  CR 1
  Starfinder Core Rulebook 412
  Type technological; Perception DC 21; Disable Engineering DC 
  15 (disable motion sensors)
  Trigger location; Reset 1 minute
  Effect laser +11 ranged (3d6+1 F) 
   SUBTIER 3–4 (CR 3)
  LASER REFRACTOR TRAP 
   CR 3
  Description When sensors detect movement in the trapped 
  room, a wall panel opens and a mounted laser refractor 
  opens fire on the triggering creature. 
  Type technological; Perception DC 24; Disable Engineering DC 
  19 (disable motion sensors)
  Trigger location; Reset 1 minute
  Effect 3 lasers +13 ranged (3d6+2 F) 
  A8. finish linE
  Read or paraphrase the following once the first PC arrives at the 
  finish line.
  A dozen hovering camera drones buzz past, capturing the action 
  from as many angles as possible. “Our first contestant crosses 
  the finish line!” Lethea’s technologically magnified voice booms 
  through the air. A sardonic chuckle filters through the speakers 
  as Quell adds, “The living never cease to amaze me. Do you think 
  the others have what it takes, Lethea?” 
  Not missing a beat, Lethea responds, “Stay tuned to Pact 
  World Warriors to find out! We’ll be right back after these 
  messages from our sponsors.”
  Regardless of the programmed commercial break, the PCs’ 
  ordeal may not be over. The obstacle course event ends when 
  either all the PCs cross the finish line or 15 rounds elapse, 
  whichever comes first. If one or more PCs remain on the obstacle 
  course at the end of this time limit, a buzzer sounds and Quell 
  announces the end of the first challenge: “Aaaaand time! You tried 
  your best, and I can taste that delicious disappointment you’re 
  feeling, but don’t worry, contestants! That was only round one.”
  Development: The rival team fared poorly overall in the first 
  challenge. Verity-5 lagged behind trying to help Rafelo out of the 
  quicksand hazard, and only Mia Moxie, Tillik, and Shonvyzam 
  finished the course in the allotted time. Award the enemy team 
  30 points for this challenge (+5 additional points for every PC 
  above 4). 
  When the challenge ends, production staff escorts the PCs back 
  to their break room for a 30-minute rest before the second event.
  B. COMBAT COOKING EXTRAVAGANZA (CR 3 OR CR 5)
  After the break, a suited ghoul hustles the PCs out of their 
  rest area and back to the elevators at the end of the hallway, a 
  skeletal camera crew following in their wake. Zo!’s staff briefs 
  the PCs about the impending challenge as they ride the lift to yet 
  another floor of the underground complex. Read or paraphrase 
  the following to set the scene.
  The lift opens to reveal a pristine jungle. Ferns carpet the ground 
  beneath towering trees. Birds and insects flit through shafts of 
  artificial sunlight. Only the transparent green dome overhead 
  breaks the illusion of leaving Eox behind for a lush, living world. 
  Stone walls artfully constructed to look like ancient ruins 
  frame an odd scene: twin kitchens complete with stainless 
  steel countertops and electric cooking ranges stand amid the 
  wilderness. To the west, a cerulean pool laps gently in the 
  artificial breeze.
  
  PACT WORLD WARRIORS
  11
  B. COMBAT COOKING EXTRAVAGANZA
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: JUNGLE WORLD
  
  STARFINDER SOCIETY SCENARIO
  12
  “Welcome to the Combat Cooking Extravaganza!” Quell calls 
  from his perch atop a floating metal disc. The disc zooms toward 
  the kitchens as he speaks. “First, our contestants order their live 
  ingredients. This isn’t as simple as ordering takeout at home, folks,” 
  Quell smirks as canned laughter plays through the speakers. 
  “I’m afraid not,” Lethea calls from an identical disc nearby. 
  “These chefs are working with fresh, wild-caught ingredients. 
  Contestants, I’m sending a recipe to your comm units. Collect 
  your ingredients, then head to the kitchen to craft us a dish 
  worthy of a Pact World Warrior!”
  “But be warned,” Quell says. “This kitchen might be packing 
  more heat than you can handle.” 
  The set consists of a 50-foot-high domed chamber that acts 
  as a greenhouse for the imported flora and fauna brought in 
  specifically for filming this episode of Pact World Warriors. 
  This challenge has two phases: combat and cooking. PCs 
  “order” their ingredients during the combat phase by defeating 
  and butchering each of the tagged creatures (see below). After 
  the PCs defeat each of the creatures, they then proceed to 
  the cooking phase, where the PCs butcher the slain creatures 
  and at a nearby field kitchen where they must prepare a meal 
  incorporating their ingredients. 
  Lethea and Quell occupy motorized hovering discs above the 
  action. Rival team members rush past the PCs in a mad scramble 
  to collect their own ingredients, but the two teams do not directly 
  interact until the cooking phase.
  Creatures: A host of dangerous creatures mill about the jungle. 
  Each creature has a colored tag stapled to an ear or appendage. 
  An uzorg, a herd animal that resembles an amphibious zebra 
  marked with a green tag grazes near the pool to the southeast (a 
  dromaeosaurid in Subtier 3–4). A verimu, a three-limbed predatory 
  flightless bird, with a red tag prowls the plateau to the north (a 
  tashtari in Subtier 3–4), and an akata with a blue tag waits in its 
  cocoon near the tree to the west (a necropede in Subtier 3–4).
  The PCs can attack these creatures in any order they prefer. 
  The various targets here do not work together, nor do they join in 
  combat with one another. A creature becomes aggressive when 
  attacked, but the PCs can choose to focus on one target at a time 
  as necessary. However, every round, there’s a 20% chance that 
  the opposing team’s actions manage to startle one of currently 
  non-aggressive the creatures in the area, causing that creature to 
  join in attacking the PCs.
  Finally, once the PCs defeat a creature, you should count the 
  number of combat rounds that pass until the final creature in the area 
  has been defeated. The more rounds a body remains unbutchered, 
  the harder the ensuing skill checks are in the cooking phase.
  SUBTIER 1–2 (CR VARIES)
  AKATA 
  CR 1
  Starfinder Alien Archive 2 8; see page 22
  HP 18
  TACTICS 
  Before Combat As soon as the akata senses the PCs, it begins 
  clawing its way out of its cocoon. It climbs up the tree to 
  wait for its prey and attempts to ambush PCs from above.
  During Combat The akata attacks with its fetid bite, savagely 
  attacking the closely target.
  Morale The akata fights to the death.
  UZORG 
  CR 1/2
  Medium herd animal (Starfinder Alien Archive 2 74 ; see page 22)
  HP 13
  TACTICS 
  During Combat The docile uzorg ignores the PCs until it feels 
  threatened. The uzorg then rushes into combat and uses its 
  hooves to fend off its attackers.
  Morale The uzorg attempts to flee once it’s reduced to 4 or 
  fewer Hit Points, though it cannot leave the confines of 
  the map.
  VERIMU 
  CR 1
  Medium predator (Starfinder Alien Archive 2 102; see page 22)
  HP 20
  TACTICS 
  During Combat The verimu attempts to take PCs by surprise 
  using Stealth, then attacks viciously with its talons. 
  Morale The verimu fights to the death.
  SUBTIER 3–4 (CR VARIES)
  DROMAEOSAURID 
  CR 3
  Starfinder Alien Archive 2 38; see page 22
  HP 45 
  TACTICS 
  During Combat The dromaeosaurid pounces on the nearest 
  attacker, then attacks with its bite and claws. 
  Morale The dromaeosaurid fights to the death.
  NECROPEDE 
  CR 3
  Starfinder Alien Archive 2 132; see page 22
  HP 40 
  TACTICS 
  During Combat The necropede attacks with its powerful 
  acidic bite. 
  Morale The necropede fights to the death. 
  TASHTARI 
  CR 3
  Starfinder Alien Archive 2 124; see page 22
  HP 40 
  TACTICS 
  During Combat The tashtari uses its bristle flash ability to 
  dazzle enemies before unleashing its ranged muzzle beam 
  attack. The tashtari bites at PCs who close into melee range. 
  Morale The tashtari fights to the death.
  
  PACT WORLD WARRIORS
  13
  Treasure: A metal crate partially submerged in the pool 
  contains an adamantine alloy survival knife, an autotarget rifle 
  with 25 rounds (tactical seeker rifle in Subtier 3–4), a brooch 
  of shielding, a brown force field armor upgrade, and four mk 1 
  serums of healing (four mk 2 serums of healing in Subtier 3–4). 
  Rewards: If the PCs do not recover the supply crate or if they fail 
  to earn at least 40 points in this contest, reduce each PC’s credits 
  earned by the following amount.
  Subtier 1–2: Reduce each PC’s credits earned by 104 credits.
  Out of Subtier: Reduce each PC’s credits earned by 160 credits.
  Subtier 3–4: Reduce each PC’s credits earned by 216 credits.
  COOKING PHASE
  Immediately after defeating the assembled creatures, the 
  contestants enter the cooking phase of the competition. Twin 
  outdoor kitchens complete with cooking ranges, chef’s tools, and 
  fully stocked pantries are set up in the area to the southeast of 
  a large tree. The two teams attempt this phase of the challenge 
  adjacent to one another.
  Lethea transfers a recipe to the PCs’ comm units that lists 
  ingredients in a specific order. Roll 1d3 to determine the order 
  of the red, green, and blue ingredients (each corresponding to 
  the tags on the slain creatures). A PC who succeeds at a DC 
  10 Survival check realizes that the harvested meat need to be 
  properly butchered prior to adding it to the skillet.
  To succeed in the cooking portion of the challenge, the PCs 
  must first succeed at a DC 16 Survival check (DC 18 in Subtier 
  3–4) to butcher each creature. The DC for this check increases by 
  1 for every 3 rounds between the creature’s death and the end of 
  the combat phase. Alternatively, a PC can instead attempt a Life 
  Science or Medicine check to guide their butchering, though the 
  DC increases by 3 (in addition to any DC increases based on the 
  time the meat waited in the combat phase). If the PCs succeed at a 
  check, they harvest two prime cuts of meat from the carcass. The 
  PCs harvest an additional piece of meat for each increment of 5 by 
  which they surpass the check’s DC. If the PCs fail this check, they 
  harvest only a single piece of meat.
  Once the PCs properly butcher all of their meat, they can 
  proceed to cooking. Cooking each of the pieces of meat takes place 
  over a short phase, during which each of the PCs can perform 
  a single action. The options include cooking or sabotaging the 
  other team. 
  Prepare Meal (Dexterity, Survival, Profession [artist, cook, 
  herbalist]): These skill checks represent cutting and preparing 
  ingredients. The PCs must attempt a DC 18 Dexterity check or 
  one of the listed skill checks with a successful DC 18 (DC 21 in 
  Subtier 3–4) to help prepare the meal. Failing a check results 
  in an inedible or disconcertingly mediocre dish. If multiple PCs 
  partake in this action, then use the highest result to determine 
  the success of the meal preparation.
  You don’t need to roll cooking checks for the enemy team. See 
  the Development section on page 14 to determine the rival team’s 
  final score for this challenge.
  Disable Cooking Range (Engineering): A PC who succeeds at a 
  DC 22 Engineering check (DC 26 in Subtier 3–4) can disable the 
  other team’s cooking range and force them to find another heat 
  source, magical or otherwise, or prepare food without applying 
  heat. A PC with the ability to wirelessly hack gains a +4 bonus 
  to this check. If a PC succeeds at this check, they sabotage the 
  enemy team (see Development on page 14).
  Knife Toss: A PC can make a ranged attack roll to throw a kitchen 
  utensil at an opposing team member. If the attack succeeds, a 
  random target on the opposing team begins the encounter in area 
  D with 1d4 damage. In addition, if a PC succeeds at this attack, 
  they sabotage the enemy team (see Development on page 14).
  Swap Ingredients: A PC who succeeds at a DC 18 Sleight of 
  Hand check (DC 21 in Subtier 3–4 on page 14) can swap one of the 
  other team’s ingredients for something unappealing such as R2E 
  protein rations. If a PC succeeds at this check, they sabotage the 
  enemy team (see Development on page 14).
  ENEMY TACTICS
  The enemy team attempts to sabotage the PCs at several points 
  during the event, attempting each tactic at least once. Otherwise, 
  the team focuses on their own cooking projects.
  Disabled Cooking Range: Shonvyzam knocks out the power to 
  the PCs’ cooking range near the beginning of a cooking phase. 
  Unless a PC succeeds at a DC 20 Engineering check (DC 23 in 
  Subtier 3–4) to perform field repairs during that phase, reduce the 
  PCs’ total points earned by 5.
  Knife Toss: Mia Moxie hurls a sharp kitchen implement at one 
  of the PCs, attempting a ranged attack with a +8 bonus (+11 in 
  Subtier 3–4). If she hits, she deals 1d4+2 piercing damage, and 
  the distraction at a crucial moment disrupts the PCs’ dish and 
  reduces their total points earned by 5.
  Swap Ingredients: Tillik sidles near the PCs’ station and tries 
  to swap one of their ingredients for R2E rations. Any of the PCs 
  preparing the meal can attempt a DC 23 Perception check (DC 
  26 in Subtier 3–4) to catch him in the act and scare him away, 
  otherwise his substitution sabotages that dish and reduces the 
  PCs’ points earned by 5.
  TASTE TEST
  Read or paraphrase the following once the PCs complete the 
  cooking phase.
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: The creatures are dazzled by the nearby 
  cameras and lights.
  SCALING ENCOUNTER B
  
  STARFINDER SOCIETY SCENARIO
  14
  WHO IS DATCH?
  Datch is secretly involved in the ongoing smear campaign 
  against the Starfinder Society. It’s possible the PCs (or 
  players) know of Datch’s involvement in these schemes 
  from other scenarios, but Datch’s early appearance in 
  this scenario is intended to be a PC’s first introduction 
  to her. Datch is cunning and gives no indication of her 
  motives to the PCs. While the PCs might be suspicious 
  of her, they have no way of proving that she presents 
  a threat. Datch plays an important part in Starfinder 
  Society’s second season, so her inclusion here is intended 
  to foreshadow that.
  If the PCs attempt to restrain or incapacitate Datch, 
  she teleports away using hidden technological equipment 
  built into her armored business suit, admonishing the PCs 
  for their rude behavior, taking a brief moment to shout out 
  “RUDE!” before doing so. 
  The perpetually grinning hosts direct their hovering discs to 
  land near the field kitchen in a coordinated motion. The two 
  approach a table set with the contestants’ various meals and 
  take a seat. Quell inhales deeply and speaks into his microphone. 
  “Mmmmm, I smell— Who am I kidding, I can’t smell anything.” 
  “Of course you can’t,” Lethea quips. “You’re dead.” Quell turns 
  to her in mock surprise. 
  “You can’t even hold a fork!” He counters, miming grasping 
  for his utensils. “How do you plan to judge this challenge?”
  “This wasn’t in the script,” Lethea giggles and considers the 
  steaming plates of food before her. “We’ll have to do our best. 
  It’s not every day we get to sample cuisine cooked by the living.” 
  She turns to the contestants. “Why don’t you describe these 
  delectable dishes?”
  The hosts can’t accurately judge the dishes’ taste, so they 
  select a winner for the “taste test” portion of the encounter 
  based on how appealing each dish sounds. Each team nominates 
  a representative to describe their creations. Rafelo presents 
  Verity-5’s uzorg and verimu sausage with akata caviar (braised 
  dromaeosaurid ribs with tashtari and necropede tempura in 
  Subtier 3–4). Lethea dramatically mimes “tasting” a dish while 
  Quell grimaces as he enthusiastically compliments each meal 
  through a mouthful of food that’s inedible to him.
  The PCs’ representative can then attempt a DC 20 Bluff, 
  Diplomacy, Intimidate, or Profession (cook) check to present 
  their dishes. Consider giving the PC a +2 bonus to the check for 
  exceptional descriptions and imagery. If the PC succeeds, the 
  undead choose the PCs’ meal as the winner.
  Points: Contestants earn 10 points for each creature defeated 
  and 10 points for each successful check made to prepare a meal 
  during the cooking phase. The team that wins the final taste test 
  earns an additional 20 points.
  Development: The opposing team earns the full 30 points for 
  the combat phase and 30 points during the cooking phase (+5 
  additional points for every PC above 4). Subtract 5 points from 
  this score for each of the PCs’ successful sabotage actions. 
  MYSTERIOUS MEETING
  Production staff leads the PCs back to their break room for a 
  30-minute rest after they complete the second challenge. Once 
  the PCs enter the room, however, they realize they’re not alone. 
  Read or paraphrase the following to set the scene.
  A table near the back of the break room is laden with an 
  exquisite buffet of food. Mountains of dumplings, a pot full of 
  steaming soup, and a wicker basket piled high with fresh fruit 
  cover the table’s surface. A brown ceramic tea kettle rests on a 
  red cloth, surrounded by enough cream-colored cups to share 
  a drink.
  A stark white ysoki dressed in a well-cut grey business suit 
  hops up from a chair in greeting. She waves an apology as she 
  chews the last bite of the apple she’s been snacking on. She sets 
  the core carefully at the edge of the table and speaks. “Oh hi! It’s 
  so nice to finally meet all of you,” she says with a cheerful smile. 
  “My name is Datch, and I’ve been watching your performance. 
  Do you have a moment to chat?”
  The PCs notice a triangular pin on Datch’s lapel. PCs who 
  succeed at a DC 10 Culture check recognize the pin is typically 
  worn by members of AbadarCorp.
  Datch is a mysterious figure who’s scheduled to make 
  numerous appearances throughout this year of Starfinder Society 
  adventures. This scene represents a pleasant encounter where 
  the PCs can meet and engage with Datch in a peaceful situation. 
  She tries to engage the PCs in polite small talk and questions 
  them about their exploits during filming. Datch admits she’s part 
  of the studio audience and has a “vested interest” in this episode 
  of the show. If the PCs question her presence or her affiliation, 
  Datch shrugs off their requests, indicating that she’s just a fan 
  who wanted to meet the latest celebrities in person. Some of 
  the questions the PCs might ask Datch and her responses are 
  provided below.
  Who do you work for? “Oh, I’m only a humble businesswoman. 
  My position is nothing special, though I’m lucky to work for such 
  a wonderful employer.” (If the PCs press for further details of 
  Datch’s employment, she winks and taps the pin on her lapel, but 
  never verbally confirms her affiliation with AbadarCorp)
  Why are you here? “I’m a huge fan of Zo!’s productions. I 
  simply had to come see it live, especially when I heard that 
  the Starfinder Society was going to participate. It’s even more 
  exciting in person, even from the studio audience! Everyone at 
  work is going to be so jealous!”
  
  PACT WORLD WARRIORS
  15
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 1–2: Remove 1 skeletal undead from each wave. 
  Subtier 3–4: Remove 2 skeletal undead from each wave. 
  Datch
  What do you want from us? “You really impressed me with 
  how you handled those challenges. I just wanted to meet you, 
  face-to-face, and offer a gift.” Datch grins and motions toward 
  the food she’s provided. “Really, that’s all this is about! Not 
  everything has to be so nefarious, you know? But then again, 
  you’re Starfinders, so you probably have to deal with a lot of bad 
  people!”
  Development: After their brief encounter, Datch offers the 
  remaining refreshments to the PCs, since they’ve earned it 
  with all their hard work. She wishes them luck and leaves with 
  pronounced swagger toward the door. Before leaving down the 
  attached corridor, Datch effortlessly tosses her remaining apple 
  core into a nearby waste disposal unit without ever looking back, 
  telling the PCs a final “Be seeing you” before fully departing.
  Attempts to chase after or trail the ysoki end with Datch 
  seemingly disappearing from the Eoxian compound. Inquiries 
  into Datch’s presence to any of Zo!’s film crews receive confused 
  reactions, and it becomes apparent that no person named Datch 
  is logged in the facility’s well-maintained manifest.
  Following this eerie break from the show, the film crew returns 
  after 30 minutes to collect the PCs for the next broadcast.
  Infamy: PCs who try to attack, restrain, or otherwise act with 
  undue hostility towards their unarmed visitor gain 1 Infamy.
  C. KILL COUNT (CR 3 OR CR 5)
  For the PCs’ next challenge, the film crew brings them up to 
  Eox’s surface. The crew provides any PCs lacking armor or 
  environmental protections with a space suit, if required. The crew 
  go on to explain that the PCs must now battle against hordes of 
  mindless undead. Read the following text to set the scene.
  Far above the safety of the underground complex, a barren 
  cratered landscape surrounds a clear protective dome. The 
  dome slowly retracts as a horde of undead approaches at a 
  shambling gait. “For their third challenge, our contestants face 
  off against an undead army!” Lethea’s voice bellows. “Don’t 
  worry folks, they’re mindless, so it’s okay. Well, okay enough 
  for PRIME TIME!” Quell then adds in. “Contestants, don’t be shy; 
  there’s plenty more corpses than these ones!”
  Suddenly, a burning object crashes into the dust right outside 
  the dome, creating a fresh dent in the planet’s pockmarked 
  surface. “Time to kill, kill, kill!” Quell trills. Lethea then adds one 
  final line. “I think you mean REkill!”
  Countless undead surround the PCs’ position as the dome 
  around them lowers. Two floating metal platforms launch from the 
  rocky ground nearby, supporting Lethea and Quell, who continue 
  their monitoring from them. A new wave of undead attacks as 
  soon as the previous wave is dispatched. The timer goes off after 
  5 rounds, at which point a protective shield surrounds the PCs 
  and ends the combat.
  Points: PCs earn 10 points for each skeletal undead they 
  destroy (5 points each in Subtier 3–4).
  Creatures: Once the dome lowers, hordes of undead trudge 
  toward the PCs’ position. These skeletal undead don’t carry any 
  additional weapons beyond their claws and only move to close 
  into melee.
  SCALING ENCOUNTER C
  
  STARFINDER SOCIETY SCENARIO
  16
  C. KILL COUNT
  STARFINDER FLIP-MAT: ASTEROID
  1 SQUARE = 5 FEET
  UNDEAD
  PCS
  L
  L = LOOT
  
  PACT WORLD WARRIORS
  17
  SUBTIER 1–2 (CR 3)
  SKELETAL UNDEAD (4) 
  CR 1/2
  Starfinder Alien Archive 114; see page 23
  HP 13 each 
  TACTICS 
  During Combat The skeletal undead mindlessly attack the PCs. 
  Morale The skeletal undead fight until destroyed.
  SPECIAL ABILITIES
  Prime-Time Surprise (Ex) Every time one of the skeletal 
  undead is destroyed, roll 1d6. 
  1: The skeleton’s bones are filled with plastic explosives that 
  detonate in a 15-foot radius (3d6 F; DC 12 Reflex half).
  2–5: Nothing special happens.
  6: The skeleton erupts in fireworks and earns the PCs twice 
  as many points.
  SUBTIER 3–4 (CR 5)
  SKELETAL UNDEAD (8) 
  CR 1/2
  Starfinder Alien Archive 114; see page 23
  HP 13 each 
  TACTICS 
  During Combat The skeletal undead mindlessly attack the PCs. 
  Morale The skeletal undead fight until destroyed.
  SPECIAL ABILITIES
  Prime-Time Surprise (Ex) See Subtier 1–2.
  Treasure: The falling meteorite is a metal supply crate containing 
  the following: two frag grenades II, two incendiary grenades II, two 
  manual sightsAR, a merc NIL grenade launcher, and a squad machine 
  gun (tactical reaction cannon in Subtier 3–4). In Subtier 3–4, the 
  chest also contains a laser sightAR and a mk 1 plasma beadsAR.
  Development: The hosts tally and announce both teams’ scores. 
  The enemy team earns 30 points in this challenge (+5 additional 
  points for every PC above 4). On their way back to the break room, 
  the PCs encounter their rival team. As they pass the PCs, Rafelo 
  whispers something to Tillik. The pahtra nods and smirks at the 
  PCs in response.
  Rewards: If the PCs don’t search the supply crate or don’t earn 
  at least 30 points in this contest, reduce each PC’s credits earned 
  by the following amount. 
  Subtier 1–2: Reduce each PC’s credits earned by 108.
  Out of Subtier: Reduce each PC’s credits earned by 213.
  Subtier 3–4: Reduce each PC’s credits earned by 318.
  SABOTAGE!
  During the final break, Tillik and Shonvyzam infiltrate the PCs’ 
  rest area and attach a magnetic beacon to the flag provided for 
  the final challenge. The device matches the magnetic signature 
  of a piece of equipment carried by Shonvyzam, who can use it 
  to literally snatch the PCs’ flag out of their hands. Each PC can 
  attempt one of the following skill checks to identify and counter 
  the sabotage; each check, regardless of the skill used, is DC 20 
  (DC 23 in Subtier 3–4). 
  Perception: The PCs observe Shonvyzam’s stealth drone leaving 
  their break room.
  Sense Motive: The PCs understand the secret message Rafelo 
  whispered to Tillik as an order to enter the PCs’ break room and 
  sabotage their flag.
  If the PCs identify the sabotage, they can disable the beacon 
  with a successful DC 18 Computers or Engineering check (DC 21 in 
  Subtier 3–4). If the PCs notify production staff about the attempted 
  sabotage, Zo! arrives in the break room to investigate. He nods 
  eagerly as he listens, exclaiming, “Drama! Intrigue! We couldn’t 
  have scripted this, it’s perfect!” Zo! obviously has no intentions of 
  penalizing the enemy team or removing the beacon, and he orders 
  a nearby camera operator to make sure they get this footage.
  D. CAPTURE THE FLAG (CR 5 OR CR 7)
  After a lengthy elevator ride, contestants travel through a 
  folding aluminum tunnel to an airlock door and emerge onto a 
  destroyer-class starship of standard Pact Worlds design, impossibly 
  housed within a floor of Zo!’s studio megacomplex. 
  “Our final challenge simulates boarding action on a craft 
  traveling through hostile space!” Quell’s voice reverberates 
  through the cargo hold. “With weapons set to stun, our intrepid 
  teams fight for control of the ship.” 
  Lethea takes over the explanation: “A team earns 30 points 
  for capturing the enemy flag, 40 points for capturing the 
  unclaimed flag and 10 points for taking out an enemy. When the 
  doors open, the battle begins. Good luck, warriors!” 
  The final challenge takes place on a realistic set modeled after a 
  starship. This time, the hosts observe the action alongside the studio 
  audience through live camera feeds and commentate directly into 
  the PCs’ comm units. The PCs begin in the rectangular cargo hold 
  to the east, while the opposing team begins in an identical chamber 
  to the west. The PCs have 3 rounds to prepare and position their 
  flag within their base before all the ship’s doors open and the 
  challenge begins. Contestants are required to equip loaned copies 
  of their weapons with merciful weapon fusions pre-installed for the 
  duration of the challenge or face disqualification. 
  This event takes place in a zero-g environment. PCs without 
  specialized equipment must use objects or other creatures to 
  control their movement here. See page 402 of the Starfinder Core 
  Rulebook for more information about zero-gravity environments.
  The Flags: This competition involves three heavy flags. Each 
  team begins in possession of one flag, which must be displayed 
  prominently and cannot be stored in a bag, extradimensional 
  space, or any other compartment. Each flag is 3 bulk, due to the 
  use of dense metals in its construction. The PCs can place their flag 
  in a square, or one of them can hold onto the object.
  A third unclaimed flag rests near the center of the ship (as 
  indicated on the map).
  
  STARFINDER SOCIETY SCENARIO
  18
  D. CAPTURE THE FLAG
  STARFINDER FLIP-MAT: GHOST SHIP
  1 SQUARE = 5 FEET
  F
  F = FLAG
  
  PACT WORLD WARRIORS
  19
  SCALING ENCOUNTER D
  Make the following adjustments to accommodate a group 
  of four PCs. 
  All Subtiers: Rafelo was injured during the Kill Count 
  challenge and cheers his team on from the studio audience 
  room. Remove him from the encounter.
  Enemy Tactics: Rafelo, Shonvyzam, and Verity-5 travel in a 
  group towards the center of the map, acting as the first line of 
  defense against the PCs and attempting to grab the unclaimed 
  flag. Shonvyzam’s drone patrols outside her team’s base, using 
  its camera mod to transmit visual input to her custom rig. If her 
  drone alerts her to intruders, Shonvyzam abandons her group and 
  retreats toward the PCs’ base. Tillik keeps his distance from his 
  teammates and attempts to capture the PCs’ flag while they’re 
  distracted. He avoids direct confrontation with the PCs, preferring 
  to snipe from a stealthy position or pick off vulnerable PCs with 
  his wire garotte. Mia guards the flag alone in her base, refusing to 
  group up with her teammates.
  If the PCs failed to stop the sabotage in the earlier encounter, 
  Shonvyzam can spend a move action while within 10 feet of a PC 
  carrying the flag to cause the flag to fly into her grasp.
  Timing: The event takes place over the course of 20 rounds, 
  after which the event ends and points are tallied. Thus, although 
  eliminating all of the enemies makes it far easier to retrieve flags, 
  the PCs must still find and recover the flags in order to earn points.
  Infamy: PCs who ignore the mandatory nonlethal damage rule 
  gain 1 Infamy and are removed from the challenge. However, 
  participants who use damaging spells with no obvious effect (e.g. 
  Verity-5’s mind thrust) can avoid this repercussion.
  Points: A team earns 30 points for capturing the enemy flag and 
  returning it to their base (the corresponding starting zone), where 
  it must remain for at least 2 rounds. A team earns 40 points for 
  capturing the unclaimed flag in a similar manner to capturing the 
  enemy flag. Finally, each team gains 10 points for incapacitating an 
  enemy team member.
  Treasure: A locked crate (hardness 10, HP 10, Engineering DC 
  18 to disable) in the PCs’ base contains the following: an anchoring 
  weapon fusion (6th) attached to a tactical semi-auto pistol, bonding 
  epoxy, ember flame doshko, a jump jets armor upgrade (a jetpack 
  armor upgrade in Subtier 3–4), two mk 1 serums of healing, and a 
  thunderstrike sonic pistol. The weapons all have merciful weapon 
  fusions and deal nonlethal damage. 
  SUBTIER 1–2 (CR 5)
  RAFELO  
  CR 1
  HP 17 (see page 23)
  TACTICS
  Before Combat Rafelo secures the flag behind cover to the 
  south of the stacked cargo containers.
  During Combat Rafelo uses his improvisations to aid his allies. 
  He provides covering fire, casts daze, and fires his laser pistol.
  Morale Rafelo surrenders if all his teammates are defeated.
  MIA MOXIE  
  CR 1
  HP 20 (see page 23)
  TACTICS
  Before Combat Mia takes cover near her team’s flag and waits 
  for PCs to approach.
  During Combat As soon as the PCs enter range, she hurls a 
  stickybomb grenade and unloads her light reaction cannon 
  on the entangled PCs. Mia uses her grenades and gun to 
  keep the PCs at bay from behind the barricade, and she calls 
  for backup when she’s reduced to 10 or fewer HP.
  Morale Mia fights until defeated. 
  SHONVYZAM  
  CR 1
  HP 17 (see page 23)
  TACTICS
  During Combat Shonvyzam prefers ranged attacks but 
  eagerly fights anyone who enters melee range using her 
  cestus battleglove. She orders her drone to support her 
  during the engagement.
  Morale Shonvyzam fights until defeated.
  SHONVYZAM’S STEALTH DRONE  
  CR —
  HP 6 (see page 24)
  TILLIK  
  CR 1
  HP 17 (see page 24)
  TACTICS
  During Combat Tillik stealthily approaches the PCs’ base. He 
  attempts to distract the PCs by attacking with his wire 
  garotte if he catches a PC off guard or sniping from a 
  tactical position.
  Morale Tillik prefers hit-and-run attacks, fleeing whenever his 
  position is compromised or he takes substantial damage.
  VERITY-5  
  CR 1
  HP 16 (see page 24)
  TACTICS
  During Combat Verity-5 uses their jump jets to move around 
  the battlefield as they keep tabs on allies’ status using their 
  telepathic abilities. They prefer to use healing channel (and 
  lifelink, in Subtier 3–4) to help their friends but use their 
  offensive spells against PCs if necessary. If Verity-5 is 
  within range of a PC carrying a flag, they cast command to 
  order that PC to drop the flag. 
  Morale Verity-5 fights until defeated.
  
  STARFINDER SOCIETY SCENARIO
  20
  SUBTIER 3–4 (CR 7)
  RAFELO  
  CR 3
  HP 35 (see page 24)
  TACTICS
  See Subtier 1–2.
  MIA MOXIE  
  CR 3
  HP 40 (see page 25)
  TACTICS
  See Subtier 1–2.
  SHONVYZAM  
  CR 3
  HP 35 (see page 25)
  TACTICS
  See Subtier 1–2.
  SHONVYZAM’S STEALTH DRONE  
  CR —
  HP 17 (see page 25)
  TILLIK  
  CR 3
  HP 35 (see page 25)
  TACTICS
  See Subtier 1–2.
  VERITY-5  
  CR 3
  HP 32 (see page 25)
  TACTICS
  See Subtier 1–2.
  Development: Regardless of the outcome of this match, the film 
  crew gathers the two groups—hefting any unconscious combatants 
  and reviving them off-site—and brings them back to the stage 
  where they first met their rivals and the show hosts.
  Rewards: If the PCs fail to secure more points than the rival 
  team, reduce each PC’s credits earned by the following amount. 
  Subtier 1–2: Reduce each PC’s credits earned by 290.
  Out of Subtier: Reduce each PC’s credits earned by 421.
  Subtier 3–4: Reduce each PC’s credits earned by 552.
  If the PCs do not search the supply crate or don’t receive at least 
  50 points in this contest, reduce each PC’s credits earned by the 
  following amount. 
  Subtier 1–2: Reduce each PC’s credits earned by 106.
  Out of Subtier: Reduce each PC’s credits earned by 124.
  Subtier 3–4: Reduce each PC’s credits earned by 142.
  AND THE WINNER IS...
  Both Lethea and Quell congratulate the teams for a job well done, 
  adding in some final quips based on any notable moments from the 
  show’s events. After this short congratulations, Zo! appears from 
  behind the stage to take the reins of the show and announce the 
  winning team for the event.
  Read or paraphrase the following.
  A wash of sparkling confetti and the sound of upbeat brass 
  instruments heralds the arrival of Zo! onto the stage. The 
  undead mogul effortlessly swings a microphone in one hand, 
  while casually pointing and smiling at members of the live studio 
  audience. As the music calms, Zo! turns to provide both teams 
  with a shot from his finger guns before addressing the audience. 
  “Trials and tribulations! Drama and intrigue! Dangerous obstacles 
  and murderous animals rendered into appetizers! Really folks, 
  we have it all, don’t we!?”
  Zo! revels in the crowd’s adulation for a few seconds before a 
  blinking red-screen causes the assembled masses to stop, save 
  for a few lagging zombies who continue. “Now, if it were up to 
  me, I’d call each of these teams a winner! But this is prime-time 
  vidcasting, so there simply has to be a winner! If there wasn’t, 
  well, all of you might kill me—for a second time, that is!
  “So, for this episode of Pact World Warriors, the winning 
  team is...”
  Assuming the PCs scored the most points during the event, Zo! 
  declares the Starfinder Society’s team as the undisputed victors of 
  the event. A second rain of confetti follows, this time accompanied 
  with lightly falling balloons covered in comical cartoon visages 
  of Zo!’s face. The hosts go on to take over the ending broadcast, 
  congratulating each PC and offering up some final verbal jabs 
  before encouraging the PCs to return for future shows. The crew 
  then escorts the PCs back toward a shuttle bound for Absalom 
  Station, where a jubilant Radaszam awaits.
  Prior to the PCs’ departure, the rival team makes one final 
  showing, vowing that the PCs haven’t seen the last of them. Mia 
  Moxie promises the PCs that she’ll be “visiting sometime real soon” 
  and that this time, it won’t be a game show, but instead a full-on 
  fight-night spectacle.
  In the unlikely event the rival team scored more points than 
  the PCs, a similar scene plays out with the rival team lauded as 
  victors. The film crew unceremoniously escorts the PCs back to 
  their shuttle, where a suitably unimpressed Radaszam waits for 
  them.
  Development: Radaszam’s reaction on the shuttle journey 
  depends entirely on the PCs’ performance. If the PCs were 
  successful, Radaszam offers refreshments and listens to the PCs 
  retell tales from their journey. If the PCs failed to win the show, 
  then Radaszam spends much of his time sending out messages 
  to other media organizations within the Pact Worlds in hopes of 
  arranging a new contract to help improve the Society’s reputation. 
  The journey to Absalom Station only takes 3 days, at which point 
  Radaszam escorts the PCs to the Lorespire Complex for a more 
  thorough debriefing with First Seeker Luwazi Elsebo.
  CONCLUSION
  Within the Lorespire Complex, Radaszam leaves the PCs in a 
  waiting room while he goes to confer with First Seeker Luwazi 
  Elsebo prior to the debriefing. As the PCs wait, they notice a 
  well-stocked and eerily familiar food assortment waiting on the 
  
  PACT WORLD WARRIORS
  21
  currently abandoned reception desk. If any of the PCs decide to 
  investigate the basket, they also note that one of the vidscreens 
  behind the reception desk is active and displaying a live news 
  feed. A ryphorian news anchor explains that the Stewards are 
  investigating an incident involving a shuttle explosion over Eox 
  that claimed the lives of several Pact Worlds citizens and the rival 
  team on Pact World Warriors. While the investigation has yet to 
  conclude, there’s some leaked evidence that may point to the 
  Starfinder Society’s involvement. 
  At that moment, a shirren arrives with a second basket for the 
  food arrangement, as well as an accompanying letter. One of the 
  apples in the second basket has a single bite taken out of it, and 
  the unsigned card that accompanies the basket reads: “I don’t like 
  people who fail me, but I’m really starting to like all of you.”
  The shirren courier has no information on who arranged the 
  basket, only that it was commissioned through funds associated 
  with AbadarCorp. Further investigation into the delivery yields 
  no results.
  PRIMARY SUCCESS 
  CONDITIONS
  The PCs succeed at their primary success condition if they win 
  Pact World Warriors by having the most points at the end of the 
  adventure. Doing so earns each PC 1 Fame and 1 Reputation for 
  any factions associated with their current faction boon. In addition, 
  each PC receives the Acquainted with Datch boon on their Chronicle 
  sheets. PCs also receive the Live Air Celebrity boon, though the 
  GM should cross out any benefits associated with contests the PCs 
  failed to win.
  SECONDARY SUCCESS 
  CONDITIONS
  The PCs succeed at their secondary success condition if they 
  complete two of the following goals: have a lead of 40 or more 
  points above the opposing team’s score at the end of the event, 
  opened three or more of the loot crates found in the contests, or 
  uncovered and stopped the sabotage attempt against them before 
  the final contest. Doing so earns each PC 1 Fame and 1 Reputation 
  for any factions associated with their current faction boon.
  FACTION NOTES
  If the PCs succeed at their primary mission, they not only impress 
  Radaszam but also earn some temporary fame across the Pact 
  Worlds and beyond. Each PC earns 1 additional Reputation with 
  the Acquisitives faction, in addition to any other Reputation earned 
  from completing this scenario.
  
  STARFINDER SOCIETY SCENARIO
  22
  APPENDIX: STAT BLOCKS
  AKATA 
  CR 1
  Starfinder Alien Archive 2 8
  N Medium aberration
  Init +6; Senses blindsight (life) 10 ft., blindsense (scent) 60 ft., 
  darkvision 120 ft.; Perception +5
  DEFENSE  
  HP 18
  EAC 12; KAC 13
  Fort +3; Ref +3; Will +3
  Immunities cold, disease, poison, starvation; Resistances fire 5
  Weaknesses susceptible to salt water
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee bite +8 (1d6+2 P plus void bite)
  STATISTICS
  Str +1; Dex +2; Con +4; Int –4; Wis +1; Cha +0
  Skills Acrobatics +5, Athletics +5 (+13 to climb), Stealth +10
  Other Abilities deaf, hibernation, no breath
  SPECIAL ABILITIES 
  Deaf (Ex) Akatas cannot attempt Perception checks to listen 
  and are immune to effects that rely on hearing to function.
  Hibernation (Ex) Akatas can enter a state of hibernation for 
  an indefinite period of time when food is scarce. After 
  3 or more days without eating, an akata can secrete a 
  fibrous material that hardens into a dense cocoon of the 
  starmetal called noqual. The cocoon has hardness 30 and 
  30 Hit Points, and it is immune to bludgeoning and fire 
  damage. As long as the cocoon remains intact, the akata 
  within remains unharmed. The akata remains in a state of 
  hibernation until it is exposed to extreme heat or senses 
  a living creature with its blindsense, at which point it 
  claws itself free of its cocoon in 1d4 minutes, leaving the 
  fragments of its cocoon behind.
  Susceptible to Salt Water (Ex) A splash of salt water deals 1d6 
  damage to an akata, and full immersion in salt water deals 
  4d6 damage per round.
  Void Bite (Ex) Akatas hold hundreds of microscopic larval 
  young within their mouths, and they spread their parasitic 
  offspring to hosts through their bite. Only humanoids make 
  suitable hosts for akata young—all other creature types are 
  immune to this parasitic infection. This affliction is known as 
  void death.
  VOID DEATH
  Type disease (injury); Save Fortitude DC 10
  Track physical; Frequency 1/day
  Effect no latent/carrier state; and infected creature that dies 
  rises as a void zombie 2d4 hours later.
  Cure 2 consecutive saves.
  DROMAEOSAURID 
  CR 3
  Starfinder Alien Archive 2 38
  N Medium animal
  Init +3; Senses low-light vision; Perception +8
  DEFENSE  
  HP 45
  EAC 13; KAC 15
  Fort +6; Ref +7; Will +2
  OFFENSE
  Speed 50 ft.
  Melee talons +11 (1d6+5 S; critical bleed 1d6) or  
  bite +11 (1d6+5 P)
  Offensive Abilities pounce
  STATISTICS
  Str +2; Dex +3; Con +1; Int –4; Wis +1; Cha +0
  Skills Acrobatics +8, Stealth +13
  SPECIAL ABILITIES 
  Pounce (Ex) When a dromaeosaurid charges, it can also make 
  a full attack.
  MEDIUM HERD ANIMAL 
  CR 1/2
  Starfinder Alien Archive 2 74
  N Medium animal
  Init +2; Senses low-light vision; Perception +4
  DEFENSE  
  HP 13
  EAC 10; KAC 12
  Fort +3; Ref +4; Will +1
  OFFENSE
  Speed 40 ft.
  Melee natural weapon +4 (1d6+1 B)
  STATISTICS
  Str +1; Dex +2; Con +1; Int –4; Wis +1; Cha –2
  Skills Athletics +4
  MEDIUM PREDATOR ANIMAL 
  CR 1
  Starfinder Alien Archive 2 102
  N Medium animal
  Init +2; Senses low-light vision; Perception +5
  DEFENSE  
  HP 20
  EAC 11; KAC 13
  Fort +3; Ref +3; Will +1
  OFFENSE
  Speed 40 ft.
  Melee natural weapon +7 (1d6+2 P or S)
  STATISTICS
  Str +1; Dex +2; Con +2; Int –4; Wis +1; Cha –2
  Skills Acrobatics +5, Athletics +5, Stealth +5
  NECROPEDE 
  CR 3
  Starfinder Alien Archive 2 132
  N Large vermin
  Init +3; Senses darkvision 60 ft.; Perception +8
  DEFENSE  
  HP 40
  EAC 14; KAC 16
  Fort +7; Ref +5; Will +2
  Defensive Abilities void adaptation; Immunities acid
  
  PACT WORLD WARRIORS
  23
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +11 (2d4+1 A & P; critical corrode 1d4)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str +1; Dex +3; Con +5; Int —; Wis +0; Cha –3
  Other Abilities mindless
  SKELETAL UNDEAD 
  CR 1/2
  Starfinder Alien Archive 114
  NE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +4
  DEFENSE 
  HP 13
  EAC 10; KAC 12
  Fort +2; Ref +2; Will +2
  DR 5/magic; Immunities cold, undead immunities
  OFFENSE
  Speed 30 ft.
  Melee survival knife +6 (1d4+3 S) or claw +6 (1d6+3)
  Ranged hunting rifle +3 (1d8 P)
  STATISTICS
  Str +3; Dex +2; Con —; Int —; Wis +1; Cha +1
  Skills Athletics +9
  Other Abilities mindless, unliving
  Gear hunting rifle with 20 longarm rounds, survival knife
  TASHTARI 
  CR 3
  Starfinder Alien Archive 2 124
  N Medium magical beast
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE 
  HP 40
  EAC 14; KAC 16
  Fort +7; Ref +7; Will +2
  Resistances fire 5
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +9 (1d6+5 P)
  Ranged muzzle beam +12 (1d4+3 F; critical burn 1d4)
  Offensive Abilities bristle flash
  STATISTICS
  Str +2; Dex +4; Con +1; Int +0; Wis +1; Cha –1
  Skills Acrobatics +8, Athletics +8 (+16 to climb), Stealth +13
  SPECIAL ABILITIES 
  Bristle Flash (Ex) Once per day as a standard action, a tashtari 
  can cause its filaments to glow with intense light. Each 
  creature within 60 feet must succeed at a DC 12 Fortitude 
  save or be dazzled for 1d4 rounds. This ability has no effect 
  on sightless creatures. Tashtaris and tashtari alphas are 
  immune to the effects of this ability.
  Muzzle Beam (Ex) As an attack, a tashtari can unleash 
  a focused ray of light from its mouth that can burn a 
  target like the beam of a laser pistol. This ray has a range 
  increment of 80 feet.
  APPENDIX 2: ENEMY TEAM 
  (SUBTIER 1–2)
  RAFELO 
  CR 1 
  Male damaya lashunta envoy 
  CN Medium humanoid (lashunta) 
  Init +6; Perception +5
  DEFENSE   
  HP 17 RP 4
  EAC 11; KAC 12
  Fort +1; Ref +3; Will +4 
  OFFENSE
  Speed 30 ft.
  Melee tactical baton +4 (1d4+1 B nonlethal)
  Ranged azimuth laser pistol +6 (1d4+1 F; critical burn 1d4)
  Lashunta Spell-Like Abilities (CL 1st)
  1/day—detect thoughts (DC 13)
  At will—daze (DC 13), psychokinetic hand
  STATISTICS
  Str +0; Dex +2; Con +1; Int +2; Wis +0; Cha +4 
  Skills Bluff +10, Culture +5, Diplomacy +10, Sense Motive +10
  Languages Common, Castrovelian, Vesk; limited telepathy  
  30 ft.
  Other Abilities envoy improvisations (get ’em)
  Gear second skin, azimuth laser pistol with 2 batteries (20 
  charges each), tactical baton
  MIA MOXIE 
  CR 1
  Female halfling soldier
  NE Small humanoid (halfling)
  Init +4; Perception +5
  DEFENSE   
  HP 20
  EAC 11; KAC 13 
  Fort +6; Ref +4; Will +2; +2 vs. fear effects
  OFFENSE
  Speed 20 ft.
  Melee assault hammer +5 (1d6+4 B)
  Ranged light reaction cannon +8 (1d10+1 P) or
  stickybomb grenade I +8 (explode [35 ft., entangled 2d4 
  rounds, 10 ft., DC 10]) or 
  shock grenade I +8 (explode [35 ft., 1d8 E, 15 ft., DC 10])
  Offensive Abilities grenade expert (15 ft.)
  STATISTICS
  Str +3; Dex +4; Con +2; Int +0; Wis +1; Cha +2 
  Skills Athletics +10, Stealth +7
  Languages Common, Halfling
  Gear reinforced EVA suit IAR, assault hammer, light reaction 
  cannon with 20 rounds, stickybomb grenade I, shock 
  grenade I (2) 
  SHONVYZAM 
  CR 1
  Female vesk mechanic
  LE Medium humanoid (vesk)
  Init +2; Senses low-light vision; Perception +5
  
  STARFINDER SOCIETY SCENARIO
  24
  DEFENSE   
  HP 17 
  EAC 12; KAC 13
  Fort +3; Ref +3; Will +2; +2 vs. fear effects
  OFFENSE
  Speed 30 ft.
  Melee cestus battleglove +4 (1d4+3 B) or 
  unarmed strike +4 (1d3+3 S)
  Ranged bruiser decoupler +6 (1d4+1 A; critical demoralizeAR)
  STATISTICS
  Str +2; Dex +2; Con +1; Int +4; Wis +1; Cha +0
  Skills Athletics +5, Computers +10, Engineering +10, Physical 
  Science +10
  Feats Barricade
  Languages Common, Vesk
  Other Abilities artificial intelligence (stealth drone), custom rig
  Gear second skin, bruiser decouplerAR with 2 batteries (20 
  charges each), cestus battleglove, engineering toolkit
  SHONVYZAM’S STEALTH DRONE 
  CR —
  N Small construct (technological)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +3
  DEFENSE   
  HP 6
  EAC 10; KAC 12 
  Fort –1; Ref –1; Will –2
  Defensive Abilities reactive camouflage; Immunities construct 
  immunities, unliving 
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee slam +1 (1d6+1 B)
  Ranged integrated arc emitter +4 (1d4 E; critical arc)
  STATISTICS
  Str +1; Dex +3; Con —; Int +1; Wis +0; Cha +0 
  Skills Acrobatics +3, Stealth +7 (+10 when standing still)
  Languages Common, Vesk (can’t speak any language)
  Gear integrated arc emitter 
  TILLIK 
  CR 1
  Male pahtra operative (Starfinder Alien Archive 2 94)
  CN Medium humanoid (pahtra)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +6
  DEFENSE   
  HP 17 
  EAC 11; KAC 12
  Fort +1; Ref +4; Will +4; +2 vs. charm and compulsion effects
  OFFENSE
  Speed 40 ft.
  Melee wire garotte +4 (1d2 S+3)
  Ranged subzero hail pistol +6 (1d4+1 C & P; critical bleed 1d4) or 
  precision coil rifle +6 (1d6+1 P)
  Offensive Abilities trick attack +1d4
  STATISTICS
  Str +2; Dex +4; Con +0; Int +2; Wis +1; Cha +1 
  Skills Acrobatics +13, Sleight of Hand +13, Stealth +13 (+4 to 
  trick attack), Profession (dancer) +8
  Feats Mobility 
  Languages Common, Vesk
  Gear estex suit I, subzero hail pistolAR with 2 standard 
  batteries (20 charges each), precision coil rifleAR with 25 
  cartridges, wire garotteAR, magbootsPW
  VERITY-5 
  CR 1 
  Agender android mystic
  N Medium humanoid (android)
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE   
  HP 16 RP 4
  EAC 10; KAC 11 
  Fort +1; Ref +1; Will +6; +2 vs. disease, mind-affecting effects, 
  poison, sleep
  Defensive Abilities constructed, flat affect, upgrade slot 
  (jump jets)
  OFFENSE
  Speed 30 ft., fly 30 ft. (jump jets, average)
  Melee tactical baton +2 (1d4+1 B nonlethal)
  Ranged pulsecaster pistol +4 (1d4+1 E)
  Mystic Spells Known (CL 1st; ranged +4) 
  1st (3/day)—command (DC 13), mind thrust (DC 13)
  0 (at will)—telekinetic projectile, telepathic message 
  Connection healer
  STATISTICS
  Str –1; Dex +0; Con +2; Int +1; Wis +4; Cha +1 
  Skills Mysticism +10, Medicine +10
  Languages Common
  Other Abilities healing channel (2d8)
  Gear flight suit stationwear, pulsecaster pistol with 2 batteries 
  (20 charges each), tactical baton
  APPENDIX 3: ENEMY TEAM 
  (SUBTIER 3–4)
  RAFELO 
  CR 3 
  Male damaya lashunta envoy 
  CN Medium humanoid (lashunta) 
  Init +6; Perception +8
  DEFENSE   
  HP 35 RP 5
  EAC 14; KAC 15
  Fort +2; Ref +4; Will +6
  OFFENSE
  Speed 30 ft.
  Melee light sap +7 (1d4+3 B nonlethal)
  Ranged flash compliance ray +9 (1d6+3 F; critical blindAR) 
  Lashunta Spell-Like Abilities (CL 3rd)
  1/day—detect thoughts (DC 15)
  At will—daze (DC 15), psychokinetic hand
  STATISTICS
  Str +0; Dex +2; Con +1; Int +2; Wis +0; Cha +4 
  Skills Bluff +13, Culture +8, Diplomacy +13, Sense Motive +13
  Languages Common, Castrovelian, Vesk; limited telepathy 30 ft.
  
  PACT WORLD WARRIORS
  25
  Other Abilities envoy improvisations (clever feint, get ’em)
  Gear graphite carbon skin, flash compliance rayAR with 2 
  standard batteries (20 charges each), light sapAR
  MIA MOXIE 
  CR 3
  Female halfling soldier
  NE Small humanoid (halfling)
  Init +4; Perception +8
  DEFENSE   
  HP 40
  EAC 14; KAC 16
  Fort +8; Ref +6; Will +3; +2 vs. fear effects
  OFFENSE
  Speed 20 ft.
  Melee hook sword +8 (1d8+6 S plus trip; critical bleed 1d4)
  Ranged tactical rail cannon +11 (1d10+3 P; critical bleed 1d4) or
  stickybomb grenade II +11 (explode [35 ft., entangled 2d4 
  rounds, 15 ft., DC 12]) or 
  shock grenade II +11 (explode [35 ft., 1d12 E, 15 ft., DC 12])
  STATISTICS
  Str +3; Dex +4; Con +2; Int +0; Wis +1; Cha +2 
  Skills Athletics +13, Stealth +10
  Languages Common, Halfling
  Gear reinforced EVA suit IIAR, hook swordAR, tactical rail cannonAR 
  with 25 cartridges, stickybomb grenade II, shock grenade II (2) 
  SHONVYZAM 
  CR 3
  Female vesk mechanic
  LE Medium humanoid (vesk)
  Init +2; Senses low-light vision; Perception +8
  DEFENSE   
  HP 35 
  EAC 15; KAC 16
  Fort +4; Ref +4; Will +4; +2 vs. fear effects
  OFFENSE
  Speed 30 ft.
  Melee warclub +7 (1d10+5 B) or
   unarmed strike +7 (1d3+5 S)
  Ranged pusher decoupler +9 (1d6+3 A; critical demoralizeAR)
  Offensive Abilities overload (DC 13)
  STATISTICS
  Str +2; Dex +2; Con +1; Int +4; Wis +1; Cha +0
  Skills Athletics +8, Computers +13, Engineering +13, Physical 
  Science +13
  Feats Barricade
  Languages Common, Vesk
  Other Abilities artificial intelligence (stealth drone), custom rig
  Gear clearweave IAR, pusher decouplerAR with 2 standard 
  batteries (20 charges each), warclubAR, engineering 
  specialty toolkit
  SHONVYZAM’S STEALTH DRONE 
  CR —
  N Small construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision;  
  Perception +5
  DEFENSE   
  HP 17
  EAC 10; KAC 12 
  Fort +1; Ref +1; Will –1 
  Defensive Abilities reactive camouflage; Immunities construct 
  immunities, unliving 
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee slam +5 (1d6+3 B)
  Ranged integrated arc emitter +8 (1d4+1 E; critical arc)
  STATISTICS
  Str +2; Dex +4; Con —; Int +1; Wis +0; Cha +0 
  Skills Acrobatics +5, Stealth +10 (+10 when standing still)
  Languages Common, Vesk (can’t speak any language)
  Gear integrated arc emitter 
  TILLIK 
  CR 3
  Male pahtra operative (Starfinder Alien Archive 2 94)
  CN Medium humanoid (pahtra)
  Init +5; Senses darkvision 60 ft., low-light vision;  
  Perception +9
  DEFENSE   
  HP 35 RP 5
  EAC 14; KAC 15
  Fort +2; Ref +5; Will +6; +2 vs. charm and compulsion effects
  Defensive Abilities evasion
  OFFENSE
  Speed 50 ft.
  Melee wire garotte +7 (1d2 S+5)
  Ranged grave-class bone pistol +9 (1d4+3 C) or 
  stalker assassin rifle +9 (1d10+3 P)
  Offensive Abilities trick attack +1d8
  STATISTICS
  Str +2; Dex +4; Con +0; Int +2; Wis +1; Cha +1 
  Skills Acrobatics +16, Sleight of Hand +16, Stealth +16 (+4 to 
  trick attack), Profession (dancer) +11
  Feats Mobility 
  Languages Common, Vesk
  Other Abilities operative exploits (holographic clone [3 
  minutes])
  Gear clearweave IAR, grave-class bone pistolAR with 2 standard 
  batteries (20 charges each), stalker assassin rifleAR with 25 
  cartridges, wire garotteAR, magbootsPW
  VERITY-5 
  CR 3 
  Agender android mystic
  N Medium humanoid (android)
  Init +0; Senses darkvision 60 ft., low-light vision;  
  Perception +8
  DEFENSE   
  HP 32 RP 5 
  EAC 13; KAC 14
  Fort +2; Ref +2; Will +8; +2 vs. disease, mind-affecting effects, 
  poison, sleep
  Defensive Abilities constructed, flat affect, upgrade slot  
  (jump jets)
  
  STARFINDER SOCIETY SCENARIO
  26
  OFFENSE
  Speed 30 ft., fly 30 ft. (jump jets, average)
  Melee light sap +5 (1d4+3 B nonlethal)
  Ranged static arc pistol +7 (1d6+3 E; critical arc 2)
  Mystic Spells Known (CL 3rd; ranged +7) 
  1st (3/day)—command (DC 15), mind thrust (DC 15)
  0 (at will)—telekinetic projectile, telepathic message
  Connection healer
  STATISTICS
  Str –1; Dex +0; Con +2; Int +1; Wis +4; Cha +1 
  Skills Mysticism +13, Medicine +13
  Languages Common
  Other Abilities healing channel (4d8), lifelink (3 HP)
  Gear casual stationwear, static arc pistol with 2 standard 
  batteries (20 charges each), light sapAR
  
  PACT WORLD WARRIORS
  27
  
  STARFINDER SOCIETY SCENARIO
  28
  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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  this License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document ©2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Starfinder Core Rulebook ©2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik 
  Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Scenario #2-01 :Pact World Warriors © 2019, Paizo Inc.; Author: 
  Jenny Jarzabski.
  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 #2-01: 
  Pact World Warriors
  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 #
  1–2
  3–4
  —
  696
  1,074
  1,452
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #2-01: Pact World Warriors
  Acquainted with Datch (Ally Boon): During a break between contests, you met a particularly friendly ysoki named Datch. 
  Regardless of your actions, Datch seemed to take a shine to you and your companions and was possibly responsible for 
  sending an ominous message at the end of your stint on Pact World Warriors. How this influence will play out in the future 
  is not yet clear. You will be told if this boon is important to a future scenario prior to slotting your boons.
  Live Air Celebrity (Social Boon): By participating in various contests on Pact World Warriors, you’ve proven your 
  adaptability. Each of the contests you succeeded at during this event has imparted a slight edge you can call upon in 
  future adventures. Your GM will cross out any of the abilities from the following list for which you did not score higher 
  than the rival team.
  Obstacle Override: Once per adventure, you can reroll a single failed Acrobatics or Athletics check.
  Cooking Master: You gain a +2 bonus to Profession (cook) checks when attempting a Day Job check with this skill. 
  You gain a +3 bonus to any Profession (cook) checks in an adventure when those checks are specifically called out in the 
  adventure’s text.
  Kill Streak: You’ve got a knack for killing weaker foes in successive order. Once per adventure when time you slay an 
  enemy whose CR is equal to or less than your level – 2, you gain a +1 bonus to attack rolls and weapon damage rolls against 
  other enemies until the end of your next turn.
  Hold the Flag: Once per adventure, you gain a +2 bonus to your KAC when targeted by a combat maneuver or similar 
  effect that would cause you to lose hold of an item that you do not wish to relinquish. Alternatively, you can gain a +2 
  bonus to a saving throw to resist an effect that would cause you to lose hold of an item or drop an item you do not wish to 
  relinquish (such as a command spell). You can decide to add this bonus after the dice have been rolled.
  All Subtiers
  Reputation
  Subtier 3–4
  anchoring weapon fusion (6th) (1,144; item level 6)
  brooch of shielding (1,000; item level 2; Starfinder 
  Armory 110)
  brown force field armor upgrade (1,600; item level 3)
  ember flame doshko (750; item level 2)
  jump jets armor upgrade (1,000; item level 2)
  manual sight (1,000; item level 2; Starfinder Armory 61)
  mk 1 ring of resistance (735; item level 2)
  squad machine gun (2,060; item level 4)
  Starfinder backpack (750; item level 2; Starfinder 
  Armory 116)
  thunderstrike sonic pistol (2,300; item level 4)
  amber hyperboloid aeon stone (2,200; item level 4; 
  Starfinder Armory 110)
  jetpack armor upgrade (3,100; item level 5)
  laser sight (3,000; item level 5; Starfinder Armory 61)
  magnegloves (1,950; item level 4; Starfinder Armory 105)
  mk 1 plasma beads (4,200; item level 6; Starfinder 
  Armory 115)
  mk 2 ring of resistance (4,200; item level 6)
  storage goo (500; item level 5; Starfinder Armory 116)
  tactical reaction cannon (6,100; item level 7)
  tactical seeker rifle (6,030; item level 7)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 2/SF S02-01 - Pact World Warriors.pdf