TEXT: YEAR OF 
  YEAR OF 
  EXPLORATION’S EDGE
  EXPLORATION’S EDGE
  BY SCOTT D. YOUNG
  SCENARIO #3-10 
  LEVELS 5–8
  LIVE ADVENTURE 
  LIVE ADVENTURE 
  EXTREME!
  EXTREME!
  
  LIVE ADVENTURE EXTREME!
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  GM ResouRces
  Campaign Home Page: starfindersociety.club
  Books: Starfinder Core Rulebook, Starfinder Alien Archive (AA), Starfinder Alien Archive 2 (AA2), 
  Starfinder Armory (AR), Starfinder Character Operations Manual (COM), and Starfinder Near 
  Space (NS).
  Maps: Starfinder Flip-Mat: Stadium, Starfinder Flip-Mat: Basic Starfield 
  Online Resource: Starfinder Reference Document at paizo.com/sfrd
  Table of Contents
  Adventure                                         3
  Appendix 1: Level 5–6 Encounters             13
  Appendix 2: Level 7–8 Encounters             28
  Appendix 3: Game Aids                          44
  Organized Play                                   46
  AUTHOR
  Scott D. Young
  DEVELOPMENT LEAD
  Thurston HIllman
  EDITING LEAD
  Leo Glass
  EDITORS
  Judy Bauer and Leo Glass
  COVER ARTISTS
  Michele Giorgi
  CONTRIBUTING ARTISTS
  Rogier van de Beek, Franklin Chan, Nicolas Espinoza, 
  Weston T. Jones, and William Marton
  CARTOGRAPHER
  Damien Mammoliti
  ART DIRECTION AND GRAPHIC DESIGN
  Tony Barnett and Adam Vick
  ORGANIZED PLAY MANAGING DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  Robert G. McCreary
  DIRECTOR OF GAME DEVELOPMENT
  Adam Daigle
  PUBLISHER
  Erik Mona
  HOW TO PLAY
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more information 
  on scenario tags see Chapter 1 of the Guide to Organized Play: Starfinder Society.
  ADVENTURE SUMMARY
  The PCs travel to Trillidiem, one of Bretheda’s metropolis arcologies located at the gas giant’s north polar 
  vortex. During their traveling time, the PCs view a pre-recorded holographic briefing by Venture-Captain 
  Naiaj that explains their mission: to fulfill one of the Starfinder Society’s contractual obligations to media 
  mogul Zo! by participating in a series of live holographic combat broadcasts. 
  After landing, the PCs are briefed by Zo!Media producer Wazasha Kevir and head to the arena, where 
  they must battle another team of warriors and a monstrous creature as part of their first event. They 
  immediately head into space for a starship combat for the cameras, and then return to the Zo!Dome studio 
  for the final match against another team. Due to a scheduling error, a second creature appears in the arena 
  as the final combat ends, providing an encore presentation to end Live Adventure EXTREME! 
  PLAY TIME: 4–5 HOURS
  LEVELS: 5–8
  PLAYERS: 3–6
  RepeaTable
  sTaRship
  
  3
  BY SCOTT D. YOUNG
  LIVE ADVENTURE EXTREME!
  WHERE IN THE 
  UNIVERSE?
  BRETHEDA
  The Cradle
  Diameter: ×11; Mass: ×320; Gravity: ×2-1/2 (at the “surface”)
  Atmosphere: special; Day: 6 days Year: 30 years
  This adventure takes place on the floating arcology of 
  Trillidiem, which orbits the gas giant of Bretheda. Trillidiem 
  is a modular metropolis made of transparent aluminum 
  domes which hovers in the polar vortex at the gas giant’s 
  north pole. For more information on Bretheda and Trillidiem, 
  see the Starfinder Core Rulebook and Starfinder Pact Worlds.
  In the aftermath of the first Scoured Stars incident, few 
  organizations were willing to assist the struggling Starfinder 
  Society. One famous individual offered to support the Starfinders 
  in the Society’s time of need: the undead multimedia mogul, Zo!.
  Since Zo! made his generous donation, the Society has attempted 
  to repay the unliving elebrian in a variety of ways. One of the first 
  major ventures between Zo!’s media empire and the Starfinder 
  Society was a live televised broadcast of the initial exploration of 
  the false moon known as Salvation’s End (see Starfinder Society #1-
  08: Live Exploration Extreme!). Another mission was the Society’s 
  participation in the test show Pact World Warriors (events detailed 
  in Starfinder Society #2-01: Pact World Warriors). Both of these 
  events were hugely popular, and Zo! has been quick to capitalize 
  on his relationship with the Society and the associated fame.
  Most recently, Zo! has approached the Society with a series of 
  new vidcast programs for televising across the Pact Worlds (and 
  syndication in the Veskarium). The latest in this series of programs 
  is a spin-off from the vastly popular Live Exploration Extreme!, a 
  new broadcast entitled Live Adventure Extreme!. This new program 
  showcases the martial prowess of Starfinders in live combat 
  against a variety of foes. Each episode focuses on a different group 
  of Starfinders pitted against a series of foes imported from across 
  the Pact Worlds and beyond!
  With little choice, and contractual obligations to consider, 
  the Society must send a group of agents to partake in the latest 
  episode of Live Adventure Extreme!.
  GETTING STARTED
  The PCs begin their adventure onboard the Lamplighter, a 
  Starfinder Society chartered shuttle traveling to Trillidiem. Read or 
  paraphrase the following to get the adventure underway. 
  Venture-Captain Naiaj, a bleachling gnome, appears on the main 
  viewscreen of the meeting room. She looks up from a datapad 
  just after the connection goes live. “I hope you aren’t feeling 
  antisocial,” she says, “because you won’t get a lot of privacy on 
  this trip.”
  “As you probably know, the Society owes a favor—several 
  favors, really, along with a load of credits—to Zo!Media. 
  Specifically, its CEO, the undead media mogul known as Zo!. In 
  return for his generous funding, Starfinders have appeared on 
  a number of holovid programs produced by Zo!. Recently, I’ve 
  been instructed to make a team available on short notice for 
  some sort of live broadcast occurring at his studio in Trillidiem.” 
  Naiaj taps a button on her datapad, and information flows 
  across the viewscreen.
  “You’ll be at Zo!’s... disposal for the next 24 hours, beginning 
  from the time you arrive at Trillidiem, an arcology city orbiting 
  the gas giant world of Bretheda. The Society has signed holovid 
  releases on your behalf, so please make sure you cast us in a 
  good light with your behavior. Zo! has assured me that you 
  
  STARFINDER SOCIETY SCENARIO
  4
  ZO!
  won’t be doing anything outside of your normal 
  duties: exploring, fighting, negotiating, and so 
  on. I’ve no idea what he’s got cooked up, but 
  previous agents have had everything from live 
  exploration of an active archaeological site, to 
  extreme competitions and team puzzle games. 
  Be ready for anything.”
  A PC can access the ship’s library 
  to gain basic data on Bretheda and 
  Trillidiem, as if they had rolled a 10 
  to successfully recall knowledge or 
  gather information below. In addition, 
  several of the ship’s crew are fans of 
  Live Exploration Extreme!, Pact World 
  Warriors, and other Zo!-produced 
  reality shows involving the Starfinder 
  Society, and can answer questions about 
  Zo! and his media empire (prompting a Diplomacy 
  check to Gather Information as listed below).
  If any of the PCs have played Starfinder Scenario 
  #1-09: Live Exploration Extreme! or Starfinder 
  Scenario #2-01: Pact World Warriors, the crew 
  recognizes them from their appearance on the show 
  and asks to take pictures with them. The crew can 
  also provide some basic answers as follows.
  So, who is Zo!, anyway? “You’ve never heard 
  of Zo! before? He’s the brains behind some of 
  the best holovids in the Pact Worlds! He’s an 
  elebrian, well an undead elebrian from Eox, but 
  he sure knows how to capture what life is like 
  on the edge. He takes real people and puts 
  them into amazing situations, and we get to 
  watch it live!”
  What kind of shows does he do? “My 
  favorite is Pact World Warriors, where 
  teams compete in live combat! You get 
  to know the competitors from show 
  to show.... if they live that long. The 
  Starfinder Society did an episode of that 
  one a while back. The Society also was on 
  Live Exploration Extreme! and Zo! sent camera crews along with a 
  Society team exploring a newly discovered site in real time!
  CULTURE (RECALL KNOWLEDGE) 
  OR DIPLOMACY (GATHER 
  INFORMATION)
  Based on the result of a Culture or Diplomacy check, the PCs 
  may know additional information about Zo!Media’s operations in 
  Trillidiem. A PC learns learn all of the information listed with a DC 
  equal to or less than the result of their check.
  10+: The orbital arcology of Trillidiem orbits Bretheda and is the 
  site of Zo!Media’s newest reality holovid production facility, the 
  Zo!Dome. This immense structure hosts Live Adventure Extreme!, a 
  reality holovid show where teams of competitors battle each other 
  and other creatures in unusual circumstances. Live Adventure 
  Extreme! is midway through its first season and has been getting 
  rave reviews across the Pact Worlds.
  15+: The easily expandable design of Trillidiem coupled with 
  lack of government regulation made Trillidiem the perfect choice 
  for 
  the 
  Zo!Dome, 
  which 
  flirts 
  with the regulations in more 
  tightly 
  governed 
  locations. 
  Trillidiem is governed (loosely) by 
  Confluence, a single entity formed 
  from uncounted barathu public servants. 
  Although Confluence takes a mostly hands-
  off approach to Trillidiem’s affairs, it is often 
  nearby to allow communication with various groups 
  who make Trillidiem their base on Bretheda.
  20+: Zo!Media also owns a subsidiary corporation 
  in Trillidiem called Zo!Imports Incorporated, which 
  gathers dangerous creatures from across Near 
  Space. The corporation has also invested in several 
  notable starship designs, with no ship in the small 
  fleet being the same.
  APPROACHING 
  TRILLIDIEM
  After the PCs have asked their questions and 
  made their preparations, the ship arrives at 
  Bretheda.
  Through the main viewscreen, the gas giant 
  Bretheda glitters like a sapphire against the 
  void. The violet cloud bands and a trio of 
  storms turn from horizontal to vertical as the 
  ship changes course to enter Bretheda’s 
  polar orbit. As the clouds slide past, a 
  faint twinkling object ahead grows in 
  brightness and size.
  An incoming message interrupts 
  the screen. A gaunt elebrian 
  appears, 
  nearly 
  skeletal 
  but 
  MADE FOR SYNDICATION
  Live Adventure Extreme! is a repeatable adventure thanks to 
  several randomly generated encounters. These encounters 
  are presented on pages 13 and 28. Be sure to review the list 
  of potential encounters the PCs can take part in and prepare 
  those encounters for your session. 
  
  LIVE ADVENTURE EXTREME!
  5
  ZO! DOME
  immaculately groomed and dressed. He points his fingers at 
  the screen, posing as if holding two pistols. This can only be 
  the undead media mogul, Zo!, holovid star and head of the vast 
  Zo!Media empire.
  “Starfinders! So glad you could make it, this show is going 
  to be so drift I can’t even believe it! My company is working to 
  turn drift into the next big adjective, you know for marketing. 
  Be sure to use it a lot during the show! As for the production, 
  it’s set to be in our new studio, the Zo!Dome, which is top notch, 
  so you’ll get coverage like never before!” Zo! spreads his hands 
  across the sky, wide-eyed. 
  “I love this partnership with you Starfinders, it’s win-win! 
  You get the credits to fund your...., uh, things that you do, .... 
  and I get some amazing heroes for my shows! You’ll be stars!” 
  Zo! shoots his dual-wielded finger-guns at the screen again, 
  then turns to indicate an undead woman who stands patiently 
  behind him.
  “This is my producer, Wazasha Kevir. She’ll meet you at the.... 
  landing place, thingy, and get you ready for the show. I gotta 
  jet. Just remember, death is temporary, but fame is forever!” Zo! 
  disappears in a burst of static, to be replaced once more by the 
  approaching view of Trillidiem.
  If the PCs try to interrupt or ask questions, the ship’s 
  communications officer says that the message appears to be pre-
  recorded and coming from somewhere on Trillidiem.
  The ship lands at the Trillidiem port and Wazasha 
  Kevir (LE female ghast) meets the PCs, along with 
  a holovid crew of six ghouls with handheld and 
  drone-based cameras, audio booms, and 
  other assorted gear. Wazasha greets 
  each PC individually, referring 
  to her tablet and making 
  notes while the ghoul crew 
  films everything from multiple 
  angles. If any of the PCs have 
  played 
  Starfinder 
  Society 
  Scenario #1-09 Live Exploration 
  Extreme! or Starfinder Society 
  #2-01 Pact World Warriors, 
  Wazasha 
  remembers 
  their 
  names. 
  After 
  introductions 
  have been made, Wazasha 
  hurries the PCs into a vehicle 
  that whisks them to the Zo!Dome. 
  On the ride, Wazasha fills the PCs 
  in on their roles for today’s series of 
  programs.
  “We’re going to try not to waste your time, 
  so we have a pretty tight schedule for the 
  day. First up: you’ll be a team on Live Adventure 
  Extreme! It’s a team combat program that’s fast and 
  furious. You go into the gladiatorial studio, in front of a mostly 
  living audience. You fight it out, and the winning team might 
  get an encore scene. Depends on how the show went and if 
  we’re running heavy or light.” She glances down at her tablet 
  to consult the schedule.
  “After that, the crew has to reset the studio for the next 
  round. While they do that, you’ll head into orbit to shoot some 
  stock space combat footage. It’s mostly so we have it to use in 
  everything from holovid commercials to promotional trailers. 
  We should be done in time to get back to the Zo!Dome for your 
  final round of Live Adventure Extreme! One long day, and you’ll 
  be done for the day!” 
  THE GREEN ROOM
  The vehicle drops Wazasha and the PCs off outside a massive 
  domed building that resembles a large stadium for extreme 
  sports. Wazasha ushers the PCs past the security scanners and 
  armed guards and through a labyrinthine series of corridors to a 
  large comfortable suite furnished with plush chairs, a table full 
  of refreshments, and several holovid screens tuned to various 
  Zo!Media programs. 
  
  STARFINDER SOCIETY SCENARIO
  6
  WAZASHA KEVIR
  Wazasha asks each PC to provide a short introduction be used 
  as they enter the Zo!Dome. This should be a short phrase which 
  identifies the PC and provides some idea of what they seek to 
  accomplish during the event. Refer to modern-day wrestling or 
  game show contestant introductions for inspiration. Players can 
  come up with these individually or use a single one for their team.
  Once PCs are ready, Wazasha collects them and brings them to 
  their entrance to the studio, a tunnel-like hallway leading from the 
  Green Room to a massive closed doorway. The PCs are escorted by 
  a team of ghoul camera and sound crew who record their every 
  word and move. 
  A  MATCH ONE
  The Zo!Dome is Zo! Media’s largest and newest indoor 
  studios. Often used for major sporting events or political 
  rallies, recently it has become synonymous with 
  Zo!’s series of live combat shows. The arena floor is 
  surrounded by a dome of transparent aluminum 
  reinforced with a force field to protect the 
  audience from any stray effects. Large 
  holovid screens are projected around the 
  dome, providing close-up or slow-motion 
  views of the action. One screen shows 
  a long news-style desk with the show’s two 
  undead hosts, Lethea and Quell. Use the map on page 8 
  for these encounters.
  The roar of the crowd can be heard beyond the door 
  as Wazasha addresses the PCs.
   “Remember, this is entertainment! Make it look good. 
  Be daring, not boring! Play to the audience. There 
  will be camera and sound crew around—try not to 
  incinerate them, it creates a lot of paperwork. If one of 
  the hosts approaches you, it’s your moment to shine!” 
  Wazasha smiles. “Remember, don’t do any preparations 
  or spellcasting before the bell rings, or you could be 
  disqualified. Now go out and do the show!”
  The massive doors burst open in a shower of smoke 
  and pyrotechnics, nearly drowned out by the roar of 
  the crowd. Surrounding the arena floor, tiers of seats are 
  packed with what must be tens of thousands of sentient 
  beings. The broadcast system carries throughout the 
  immense Zo!Dome.
  “And today’s challengers, sponsored by the Starfinder 
  Society! Please welcome them to another episode of Live 
  Adventure Extreme!”
  Each PC’s introduction line is read out 
  by the announcers, and the ghoul camera 
  crew turns to focus on each in turn, a 
  large blinking red light on the camera 
  indicating that the PC’s face is being 
  broadcast live across Trillidiem, and “as-
  live-as-lightspeed-allows” across the Pact Worlds. They can see 
  their faces on the giant screens around the stadium as well. If a 
  PC doesn’t enter the stadium when their name is called, one of the 
  ghoul crew members gives them a push to get them moving.
  THE FIRST MATCH (CR 7 OR 9)
  In their first match, the PCs face two randomly chosen groups of 
  opponents in rapid succession. These battles take place within 
  one of the stadium’s arenas with a randomly determined hazard 
  in effect. Use the tables for the appropriate level range on page 
  13 or page 28, or select opponents you feel should provide an 
  interesting challenge. If players have played this adventure 
  before, try to avoid encounters that 
  they have already experienced. Each 
  encounter provides an introduction 
  which should be read by Lethea or Quell 
  over the broadcast.
  The first match begins with all 
  contestants on the arena floor. No 
  spellcasting or pre-match preparation is 
  permitted. If a PC begins to act before 
  the bell that signals the start of the match, a ghoul in 
  a black-and-white striped referee’s outfit blows a whistle 
  and aims a yellow spotlight at the offending character. 
  On a PC’s second infraction, they receive a red spotlight, 
  and once the bell rings that PC is targeted by a tractor 
  beam; a PC targeted in this way takes a –4 penalty to 
  their Initiative and is staggered during the first round 
  of combat. 
  Creatures: The creatures for these combats 
  should be randomly generated using the tables on 
  pages 13 and 28.
  Development: Immediately after the PCs defeat 
  their opponents in Match One, they have 3 rounds to 
  prepare before they go into a second combat: the first 
  encore (see below).
  After the last enemy in the encore match falls or 
  surrenders, the crowd goes wild and any harmful hazards 
  cease to function. A ghoul crew rushes in to interview one 
  of the PCs (the one who seemed to do the most damage 
  or was particularly daring), with questions asked via 
  video link by Lethea or Quell. Camera drones hovering 
  nearby accost the other PCs, allowing them to pose for the 
  crowds or boast of their victory. The PCs can also undertake 
  mundane tasks such as healing or reloading, although the 
  crowd response is much less enthusiastic.
  THE FIRST ENCORE 
  (CR 7 OR 9)
  After 5 rounds have elapsed since the 
  end of Match One, thunderous music fills 
  the Zo!Dome. New creatures arrive in the 
  Zo!Dome to confound the PCs. The new 
  
  LIVE ADVENTURE EXTREME!
  7
  ZO! CREW MEMBER
  creatures should arrive as distant as possible from the PCs and 
  can appear from sudden panels in the floor or be dropped from the 
  ceiling as appropriate. The encore encounter begins immediately. 
  Any terrain hazards also resume functioning. The PCs can freely 
  use the gear of any vanquished foes from the prior combat, but 
  they must return it to their defeated opponents (or their agents) at 
  the end of this encounter.
  Creatures: The creatures for these combats should be randomly 
  generated using the tables on pages 13 and 28.
  Development: After the encore ends, more of Zo!’s staff members 
  interview the PCs. Give each PC a chance to describe their exploits 
  or play to the cameras. After the interviews conclude, Wazasha 
  rushes the PCs to a waiting urban cruiser which takes them to the 
  spaceport. During this time, the PCs have enough time to spend 
  Resolve to regain Stamina Points.
  Wazasha quickly arrives after the PCs have had time to rest. 
  She whisks the PCs off in a transport to a launching platform 
  where various starships are ready for launch.
  B  INTERMISSION
  Once Wazasha brings the PCs to the launching platform, the PCs 
  can select their desired starship for the next encounter. The PCs 
  can select the standard Drake or Pegasus class Starfinder starship 
  for this encounter, along with any other specialty starships the 
  PCs might have access to. It is assumed Zo! has either acquired 
  similar vessels or the Society had the starships delivered prior to 
  this adventure.
  Before the PCs launch into Bretheda’s orbit, Wazasha gives 
  some background regarding what’s needed. The PCs starship is to 
  engage with a Zo! Media crewed vessel. The goal of the 
  engagement is to get some reasonable footage 
  for the purposes of commercial 
  resale. Wazasha provides the 
  PCs with some videos that 
  include examples of starships 
  flying by or shooting weapons 
  at other starships with explosions 
  bursting into advertisement text.
  Starship Combat: A random table 
  determines what enemy the PCs face 
  in this encounter; see the tables on page 
  20 or 36 for details. Use the map on page 9 
  for this encounter.
  The enemy starship (or starships if the PCs 
  face a squadron) should begin 3d6+5 hexes 
  away from one another, with each ship at a 
  random facing. Otherwise this combat should 
  operate as a standard starship combat. The enemy 
  ships spend the majority of their actions trying to 
  take down the PCs’ ship with brute force, employing 
  rudimentary tactics—point and shoot. The crew of these 
  starships are all undead Zo!Media employees and they have no 
  concept of style. In fact, they purposefully ignore hails and other 
  threats as they only want to get good footage for their superiors’ 
  commercials (though the PCs can still attempt taunt actions 
  against them).
  Luckily for the PCs, they don’t need to completely defeat the 
  enemy starship or squadron. As long as the PCs take their foe 
  down to half its Hull Points or less (or reduce the squadron size 
  down to 50% or less) then Wazasha calls the combat off, having 
  obtained the necessary footage.
  Development: After the PCs sufficiently damage the enemy 
  starship (or squadron), they’re authorized to disengage and return 
  to Trillidiem. Shortly after landing, Wazasha appears in an urban 
  cruiser, chiding the PCs to get in so they can continue with the final 
  portion of their daily agenda. Wazasha quickly takes the 
  crew and whisks them off to Zo!Dome. There is enough 
  time to spend resolve to regain Stamina Points, but 
  not for more involved actions.
  
  STARFINDER SOCIETY SCENARIO
  8
  A. MATCH ONE
  A. MATCH ONE
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  STADIUM
  STADIUM
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  
  LIVE ADVENTURE EXTREME!
  9
  B. INTERMISSION
  B. INTERMISSION
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  BASIC STARFIELD
  BASIC STARFIELD
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  LIVE PROGRAMMING
  Two of the major encounters area in this 
  adventure can be found in Zo!Dome, which 
  is specifically designed for live broadcasts of 
  combat events. Cameras constantly track the 
  PCs during their encounters, and their 
  successes and failures are shown on 
  giant holovid screens in slow-motion. 
  You should play up the live nature 
  of the show whenever possible by 
  mentioning flying camera drones 
  following the PCs’ every move or 
  the roar of the crowd in response 
  to epic successes or failures. 
  The show is hosted by the 
  duo of Lethea (LE female ghostAA2) 
  and Quell (NE male emotivoreAA2), 
  who first appeared in Starfinder 
  Society Scenario #2-01 Pact World 
  Warriors. 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.
  LETHEA
  QUELL
  C MATCH
  TWO
  The format for the second match 
  is similar to the first, although 
  the stadium’s environmental systems 
  have been reset for the new hazard. 
  Assuming the PCs triumphed during 
  the first match, thunderous applause 
  greets them as they enter the stadium’s combat arena.
  The level of difficulty for Match Two is higher than Match 
  One. Allow the PCs 5 rounds of time between The Second 
  Match and The Second Encore, during which the show’s crew 
  interviews the PCs quickly and any damaging hazards cease 
  to function.
  THE SECOND MATCH (CR 8 
  OR CR 10)
  In their second match, the PCs once again face two 
  randomly chosen groups of opponents in quick 
  succession. These battles take place within one of 
  the stadium’s arenas with a randomly determined 
  hazard in effect. Use the tables for the appropriate 
  level range on page 21 or page 37, or select opponents 
  you feel should provide an interesting challenge. If 
  players have played this adventure before, try 
  to avoid encounters that they have already 
  experienced. Each encounter provides an 
  introduction which should be read by Lethea 
  or Quell over the broadcast system.
  The second match begins with all 
  contestants on the arena floor. As before, 
  no spellcasting or prematch preparation is 
  permitted. If a PC begins to act before the 
  bell that signals the start of the match, a 
  ghoul in a black-and-white striped referee’s 
  outfit blows a whistle and aims a yellow 
  spotlight at the offending character. On a 
  PC’s second infraction, they receive a red 
  spotlight. If this happens, a tractor beam 
  targets that PC just after the bell rings, forcing them 
  to take a –4 penalty to initiative checks become 
  staggered in the first round of combat. 
  Creatures: The creatures for these combats 
  should be randomly generated using the tables on 
  pages 21 and 37.
  Development: Immediately after the PCs defeat 
  their opponents in Match Two, they have 5 rounds 
  to prepare before they go into a second 
  combat: The Second Encore (more 
  information found below).
  THE SECOND 
  ENCORE (CR 8 OR 
  CR 10)
  After 5 rounds have elapsed, the 
  second set of attackers arrives. 
  The new creatures arrive at 
  least 10 feet from the nearest PC 
  and can appear from sudden panels in 
  the floor or be dropped from the ceiling 
  as appropriate. The encore encounter 
  begins immediately. Any terrain hazards 
  also resume functioning. The PCs can freely use the gear of any 
  vanquished foes from the prior combat, but they must return 
  such gear to their defeated opponents (or their foes’ agents) at 
  the end of this encounter.
  Creatures: The creatures for these combats should be randomly 
  generated using the tables on pages 21 and 37.
  
  LIVE ADVENTURE EXTREME!
  11
  11
  C. MATCH TWO
  C. MATCH TWO
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  STADIUM
  STADIUM
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  Development: After the encore ends, the lights in the Zo!Dome 
  gradually dim. Wazasha comes out to greet the PCs and a host of 
  Zo! Media crew come out to begin cleaning the mess of the combat. 
  Wazasha wants little more to do with the PCs and thanks them 
  for their time before heading off and consulting her datapad for 
  her next assignment. Before leaving, she provides the PCs with 
  an automated vehicle that takes them to a shuttle bound back for 
  Absalom Station.
  CONCLUSION
  After completing the second match, the PCs take a shuttle back to 
  Absalom Station. At the Lorespire Complex, Venture-Captain Naiaj 
  receives the PCs’ report with interest, but she’s already watched 
  the footage and knows the results of the competition. From here 
  she asks the PCs if they’d be willing to go on another episode of 
  Live Adventure Extreme! if it were to happen. Beyond that, Naiaj 
  thanks the PCs for their efforts, indicating that the funds secured 
  by the mission are vital to the Society’s ongoing exploration of the 
  wider galaxy.
  REPORTING NOTES
  If the majority of the PCs agree to partake in a future episode of 
  Live Adventure Extreme!, check Box A.
  PRIMARY OBJECTIVES
  The PCs complete their primary objective if they compete in the 
  two stadium matches and the starship combat. Doing so earns 
  each PC 1 Fame and 1 Reputation for their selected faction.
  SECONDARY OBJECTIVES
  If the PCs emerge victorious in all of their fights, they each earn 
  one additional 1 Fame and 1 Reputation for their selected faction.
  
  LIVE ADVENTURE EXTREME!
  13
  13
  SCALING DEATH AND 
  DESPAIR
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove Filler from the encounter (including from the 
  read-aloud introduction).
  APPENDIX 1: LEVEL 5–6 
  ENCOUNTERS
  The statistics presented in this appendix include full stat blocks 
  for creatures appearing in this adventure, including any variation 
  described in the text. These encounters are written for a group of 
  5–6 PCs of 7th level. Use the scaling sidebars for each encounter 
  to adjust the encounters for a group of 4 PCs. For groups of 
  different levels, consult the Guide to Organized Play: Starfinder 
  Society for instructions.
  MATCH ONE
  Roll randomly on the each of the following tables or select suitable 
  options for the Zo!Dome Hazard/Terrain, the Main encounter, and 
  the Encore encounter for Match One.
  D10 
  Arena Hazard or Terrain
  1–2 
  Extreme cold and icy terrain (Core Rulebook 400)
  3–4 
  Corrosive atmosphere that deals 2 acid damage at the   
  start of every round (Core Rulebook 395)
  5–6 
  Low gravity (Core Rulebook 400)
  7–8 
  Each round at the end of their turn, each combatant 
  is targeted by a ray of energy spell firing from the 
  nearest arena surface, with a maximum range of 30 
  feet and ranged attack bonus equal to the 5 + the 
  party’s APL, targeting EAC. If the ray hits, it deals 1d6 
  damage of a type determined randomly from acid, cold, 
  electricity, and fire. Creatures flying more than 30 feet 
  above the ground are out of range of this hazard. The 
  arena does not fire energy rays at creatures that are 
  unconscious or dead.
  9–10 
  The arena is covered with motion sensors and tracking 
  lasers to encourage a mobile and active combat. They 
  audibly chide fighters to keep moving. At the end 
  of each combatant’s turn, if the combatant did not 
  move at least half their speed on their turn and is 
  not engaged in melee combat, a laser fires at them, 
  with a ranged attack bonus equal to 3+ the party’s 
  APL, targeting EAC. If the laser hits, it deals 3d6 fire 
  damage. The lasers do not fire at creatures that are 
  unconscious or dead.
  D6  
  Match One Main Event
  1–2  
  Death and Despair 
  3–4  
  The Horns
  5–6  
  Team V
  D6  
  Match One Encore 
  1–2  
  Tashtaris 
  3–4  
  Nihilis
  5–6  
  Pterosaurs
  MATCH ONE: OPPOSING TEAM: 
  “DEATH AND DESPAIR”
  “One of this season’s favorites, the underdogs that have clawed 
  their way back from the grave to survive every battle so far! 
  Sponsored by Blackwind Engineering.... Death and Despair! Led 
  by Yillith and Yetsin Genvurion, twin bone troop elebrians with 
  a flair for fear! This team is rounded out by an ever-changing 
  lineup of undead known only by their team names: Fodder and 
  Filler. Every match is a chance for these two lucky Elebrians to 
  work off the cost of their undead resurrection!”
  YILLITH AND YETSIN GENVURION 
  CR 3 
  Bone trooper technomancers (Alien Archive 2 22)
  LE Medium undead
  Init +3; Senses darkvision 60 ft.; Perception +8
  DEFENSE 
  HP 34 EACH 
  EAC 13; KAC 14
  Fort +2; Ref +5; Will +8
  DR 5/—; Immunities cold, undead immunities
  OFFENSE
  Speed 30 ft.
  Melee tactical dueling sword +5 (1d6+4 S) or 
  claw +5 (1d4+4 S)
  Ranged bravado handcannon +7 (1d8+3 P; critical knockdown 
  [DC 13]) or 
  tactical semi-auto pistol +7 (1d6+3 P)
  Technomancer Spells Known (CL 4th; ranged +6)
  1st (3/day)—magic missile, supercharge weapon 
  0 (at will)—daze (DC 13), energy ray
  TACTICS 
  During Combat Yillith and Yetsin open by each casting 
  supercharge weapon on their handcannons, hoping to take 
  a lightly armored opponent out early. They then revert to 
  spells and attempt to stay out of melee as long as possible, 
  making use of any cover the stadium offers. 
  Morale Yillith and Yetsin yield if they are reduced to less than 
  10 Hit Points and both Fodder and Filler have been defeated.
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  STATISTICS
  Str +1; Dex +3; Con —; Int +4; Wis +1; Cha +0
  Skills Computers +13, Mysticism +8, Piloting +13
  Languages Common, Eoxian
  Other Abilities magic hacks (countertech), spell cache (rank 
  insignia), unliving
  Gear skitterhide IAA, tactical dueling sword, tactical semi-auto 
  pistol with 36 small arm rounds, bravado handcannonAR 
  with 1 shell
  FODDER AND FILLER 
  CR 3 
  Corpsefolk operatives (Alien Archive 2 30)
  NE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +14
  DEFENSE 
  HP 42 EACH 
  EAC 14; KAC 15
  Fort +3; Ref +6; Will +7
  Defensive Abilities evasion; DR 5/magic; Immunities undead 
  immunities
  OFFENSE
  Speed 40 ft.
  Melee survival knife +7 (1d4+4 S)
  Ranged tactical shirren-eye rifle +9 (1d10+3 P) or 
  static arc pistol +9 (1d6+3 E; critical arc 2 [DC 15]) or
  mk 1 stickybomb grenade +9 (explode [10 ft., entangled 2d4 
  rounds, DC 14])
  Offensive Abilities trick attack +1d8
  TACTICS 
  During Combat The corpsefolk fire their rifles as long as 
  opponents stay at range, then drop them and team up to use 
  trick attacks against the most dangerous foe.
  Morale The corpsefolk fight until destroyed.
  STATISTICS
  Str +1; Dex +4; Con —; Int +1; Wis +2; Cha +0
  Skills Acrobatics +9, intimidate +9, Sleight of hand +14, Stealth 
  +14 
  Languages Common
  Other Abilities operative exploit (uncanny mobility), 
  specialization (thief), unliving
  Gear graphite carbon skin, static arc pistol with 2 batteries (20 
  charges each), survival knife, tactical shirren-eye rifle with 
  25 sniper rounds, mk 1 stickybomb grenades (2)
  
  LIVE ADVENTURE EXTREME!
  15
  15
  SCALING THE HORNS
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove Falmyth from the encounter (including from the 
  read-aloud introduction).
  MATCH ONE: “THE HORNS”
  “Returning to the Zo!Dome this season, this nuar team is all 
  horns and no bull. A family affair, older brother Niktos tries 
  to keep his younger siblings Kordin and Falmyth in line. Their 
  maze-core weapons give them unmatched versatility at range or 
  up close. Sponsored by the Hamisfore Theatorium on Absalom 
  Station, here come the Horns!
  NIKTOS, KORDIN, AND FALMYTH (3) 
  CR 4 
  Nuar soldiers (Alien Archive 86)
  N Medium monstrous humanoid
  Init +0; Senses darkvision 60 ft.; Perception +10
  DEFENSE 
  HP 52 EACH
  EAC 16; KAC 18
  Fort +6; Ref +4; Will +5
  OFFENSE
  Speed 35 ft.
  Melee tactical cryopike +12 (1d8+11 C plus critical knockdown) or
  horn +12 (1d6+11 P plus critical knockdown)
  Ranged frostbite-class zero rifle +9 (1d8+4 C; critical staggered 
  [DC 12]) or
  mk 2 frag grenade +9 (explode [15 ft., 2d6 P, DC 12])
  Offensive Abilities gore, fighting style (hit-and-run), knockdown
  TACTICS
  During Combat The nuars concentrate fire on a heavily armored 
  target as they close, and then convert their maze-core rifles 
  into cryopikes and charge, hoping to knock opponents down 
  and finish them while they are prone.
  Morale A member of The Horns yields if reduced to 5 or fewer 
  Hit Points.
  STATISTICS
  Str +5; Dex +0; Con +3; Int +1; Wis +1; Cha +0
  Skills Athletics +15, Acrobatics +10, Intimidate +10 
  Languages Common, Orc
  Other Abilities maze mind
  Gear lashunta ringwear II, maze-coreAA frostbite-class zero 
  rifle and tactical cryopike with 2 high-capacity batteries (40 
  charges each), mk 2 frag grenades (3)
  SPECIAL ABILITIES
  Gore (Ex) A nuar can charge without taking the normal charge 
  penalties to the attack roll or its AC. 
  Knockdown (Ex) When a nuar enforcer scores a critical hit with 
  a melee weapon that has no other critical effects, the attack 
  gains the knockdown critical effect.
  Maze Mind (Ex) Nuars have a naturally strong sense of 
  direction and an instinctive understanding of complex 
  patterns. As a result, they very rarely get lost. A nuar can 
  attempt a special level-based Wisdom check (1d20 + CR or 
  level + Wisdom bonus) instead of using his total bonus in the 
  Piloting skill to navigate or his total bonus in the Survival 
  skill for orienteering.
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  SCALING TEAM V
  Make the following adjustment to accommodate a group 
  of four PCs.
  Remove Kron from the encounter (including from the 
  read-aloud introduction).
  MATCH ONE: TEAM V
  “Returning to the Zo!Dome undefeated this season, the team 
  that puts the V-for-victory in Veskarium: Team V! Led by 
  vesk champion and heavy weapons model Zezynig, Team V is 
  rounded out by twin vesk warriors Kron and Kryn, and their 
  loyal lucky pahtra, Faylynx. Here they are, your Team V!”
  ZEZYNIG 
  CR 4
  Male vesk soldier
  LN Medium humanoid (vesk)
  Init +7; Senses low-light vision; Perception +10
  DEFENSE 
  HP 50 RP 2 
  EAC 16; KAC 18
  Fort +6; Ref +6; Will +3; +2 to saves vs. fear effects
  OFFENSE
  Speed 40 ft.
  Melee chill frosthaft doshko +12 (1d8+11 C, critical enfeeble [DC 
  17]) or
  tactical handaxe (analog) +12 (1d6+11 S) or 
  unarmed strike +12 (1d3+11 S)
  Ranged sting pistol (ant) +10 (1d8+4 A & B) or
  merc NIL grenade launcher (mk 1 riot grenade) +10 (explode 
  [10 ft., staggered, DC 16])
  Offensive Abilities fighting styles (blitz)
  TACTICS
  During Combat Zezynig uses his grenade launcher to soften 
  up opponents while closing on the ground, keeping his jump 
  jets ready for a surprise charge against the most physically 
  imposing foe. He fights with his doshko whenever possible.
  Morale Zezynig fights until defeated.
  STATISTICS
  Str +5; Dex +3; Con +3; Int +0; Wis +0; Cha +1
  Skills Athletics +15, Acrobatics +10, Intimidate +10 
  Feats Opening Volley
  Languages Common, Vesk
  Gear thinplate (jump jets), chill frosthaft doshkoNS, tactical 
  handaxe (2), merc NIL grenade launcher with two mk 1 riot 
  grenadesAR
  KRON AND KRYN 
  CR 3 
  Male and female vesk soldiers
  CN Medium humanoid (vesk)
  Init +5; Senses low-light vision; Perception +8
  DEFENSE 
  HP 40 EACH 
  EAC 16; KAC 18
  Fort +5; Ref +2; Will +5; +2 to saves vs. fear effects
  OFFENSE
  Speed 40 ft.
  Melee static storm doshko +11 (1d8+9 E, critical staggered [DC 
  15]) or
  survival knife +11 (1d4+9 S)
  Ranged ifrit-class blaze rifle +8 (1d10+3 F; critical burn 1d6 [DC 
  12]) or
  mk 1 frag grenade +8 (explode [15 ft., 1d6 P, DC 11])
  Offensive Abilities fighting style (blitz)
  TACTICS 
  During Combat Kron and Kryn advance to melee range, using 
  their blitz fighting style to close the distance as rapidly as 
  possible. They engage separate targets at first, but rush 
  to each other’s aid if one is reduced below 20 Hit Points. 
  If one is dropped, the other immediately charges the PC 
  responsible and fights to the death to avenge their sibling.
  Morale Kron and Kryn yield if the rest of their team is down 
  and they are both still conscious and both reduced to 5 Hit 
  Points or less. If one of the two is dead, the other fights to 
  the death.
  STATISTICS
  Str +4; Dex +1; Con +2; Int +0; Wis +0; Cha +0
  Skills Athletics +13, Acrobatics +8, Intimidate +8 
  Languages Common, Vesk
  Gear golemforged plating II, static storm doshkoNS with 2 
  batteries (20 charges each), ifrit-class blaze rifleAR with 
  2 batteries (20 charges each), survival knife, mk 1 frag 
  grenades (2)
  
  LIVE ADVENTURE EXTREME!
  17
  17
  FAYLYNX 
  CR 3 
  Female pahtraAA2 witchwarperCOM (Alien Archive 2 94; 
  Character Operations Manual 60)
  N Medium humanoid (pahtra)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE 
  HP 32 
  EAC 14; KAC 16
  Fort +2; Ref +5; Will +5; +2 on saves vs. charm and compulsion 
  effects
  Defensive Abilities nimble 
  OFFENSE
  Speed 30 ft.
  Melee tactical baton +4 (1d4+3 B) 
  Ranged static arc pistol +6 (1d6+3 E; critical arc 2 [DC 13]; stun)
  Witchwarper Spells Known (CL 4th; melee +3, ranged +5)
  2nd (3/day)—baleful polymorphAA2 [DC 17], mirror image
  1st (4/day)—grease [DC 16], jolting surge, life bubble, 
  puncture veilCOM
  0 (at will)—daze [DC 15], dancing lights, detect magic, 
  hazardCOM [DC 15], psychokinetic hand, token spell
  TACTICS 
  During Combat Faylynx casts mirror image and supports her 
  teammates with spells. She targets warriors with baleful 
  polymorph, giving them more feline forms “to improve their 
  appearance”. She uses her infinite worlds witchwarper 
  ability to summon environmental effects to keep opponents 
  away from her, and her push grenade paradigm shift for 
  defense or to help her teammates. If forced to use her pistol, 
  she sets it to stun (dealing nonlethal damage).
  Morale Faylynx yields if all of her teammates are down, but 
  otherwise refuses to show weakness in front of the Vesk.
  STATISTICS
  Str +0; Dex +2; Con +0; Int +1; Wis +1; Cha +4
  Skills Acrobatics +10, Bluff +12, Culture +8, Mysticism +8, 
  Profession (dancer) +6
  Languages Common, Pahtra, Vesk
  Other Abilities infinite worlds, paradigm shift (push grenade)
  Gear graphite carbon skin, static arc pistol with 2 batteries (20 
  charges each), tactical baton
  SPECIAL ABILITIES
  Nimble (Ex) An off-kilter pahtra doesn’t gain the flat-footed 
  condition or take the normal penalty to attacks, and she can 
  steady herself as a swift action instead of a move action.
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  SCALING TASHTARI PACK
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove 1 tashtari from the encounter.
  MATCH ONE ENCORE: TASHTARI 
  PACK
  “Surprise! Our victors aren’t done yet. Here’s a few fuzzy 
  animals who just want to cuddle. And burn your face off! The 
  folks on Castrovel call them tashtaris, but we call them laser 
  wolves. Watch and see why!”
  TASHTARIS (4) 
  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 EACH 
  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 [DC 15])
  Offensive Abilities bristle flash
  TACTICS 
  During Combat The tashtaris spread out and attempt to cut 
  one PC off from the rest and attack.
  Morale The tashtaris have been kept in a high-light 
  environment for days, making them unusually aggressive. 
  They fight to the death.
  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.
  
  LIVE ADVENTURE EXTREME!
  19
  19
  SCALING NIHILIS
  Make the following adjustment to accommodate a group of 
  four PCs.
  Both nihilis have the sickened condition.
  MATCH ONE ENCORE: NIHILI
  “Surprise! Our victors aren’t done yet. When you die in space, 
  there’s no one to hear you scream.... so you have to track people 
  if you want to complain about it! These nihilis can take your 
  breath away.... literally!” 
  NIHILIS (2) 
  CR 5
  Starfinder Alien Archive 82
  NE Medium undead
  Init +3; Senses darkvision 60 ft.; Perception +11
  Aura gravity well (5 ft., DC 15)
  DEFENSE 
  HP 72 EACH 
  EAC 17; KAC 19
  Fort +7; Ref +7; Will +6
  Immunities undead immunities
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee slam +14 (1d6+10 B)
  Offensive Abilities decompression gaze (15 ft., DC 15, 1d4+3 B)
  TACTICS 
  During Combat The nihilis use their gaze attacks to weaken 
  foes before ganging up on a faltering target. They capitalize 
  on their gravity aura if the stadium terrain allows for it.
  Morale The nihilis fight until destroyed.
  STATISTICS
  Str +5; Dex +3; Con —; Int +2; Wis +0; Cha +0
  Skills Athletics +16 (+24 when climbing), Stealth +11
  SPECIAL ABILITIES
  Decompression Gaze (Su) The dead stare of a nihili makes 
  those around the undead feel like their own lungs are 
  starting to violently collapse, mimicking the nihili’s demise. 
  A living creature that can see and breathe that begins 
  its turn within 15 feet of a nihili must succeed at a DC 15 
  Fortitude save or take 1d4+3 bludgeoning damage.
  Gravity Well (Su) As a nihili generates a field of gravity that 
  functions in a 5-foot aura around itself (including 5 feet 
  above the nihili), exerting a downward force toward the 
  nihili’s feet. This allows the nihili to function as if constantly 
  under the effect of spider climb. Any creature entering this 
  aura from an area of zero-g must succeed at a DC 15 Reflex 
  saving throw or be knocked prone.
  
  STARFINDER SOCIETY SCENARIO
  20
  20
  STARSHIP FOOTAGE
  Roll randomly or select an option to determine what foe the PCs 
  face in the starship combat segment.
  D6 result  
  Starship
  1–2  
    
  Fullbright
  3–4  
    
  Pilgrim
  5–6  
    
  Boneshard Squadron
  FULLBRIGHT 
  TIER 6
  UIE Hiveguard (Core Rulebook 313)
  Large destroyer
  Speed 8; Maneuverability average (turn 2); Drift 1
  AC 19; TL 19
  HP 170; DT —; CT 34
  Shields light 60 (forward 15, port 15, starboard 15, aft 15)
  Attack (Forward) heavy laser net (5d6; 5 hexes), twin laser 
  (5d8; 20 hexes)
  Attack (Port) flak thrower (3d4; 5 hexes)
  Attack (Starboard) flak thrower (3d4; 5 hexes)
  Attack (Turret) light torpedo launcher (2d8; 20 hexes)
  Power Core Arcus Maximum (200 PCU); Drift Engine Signal 
  Basic; Systems basic long-range sensors, crew quarters 
  (common), mk 4 armor, mk 4 defenses, mk 1 trinode 
  computer; Expansion Bays cargo bay, escape pods (3); 
  Modifiers +1 any three checks per round, +2 Computers; 
  Complement 13
  CREW
  Captain Bluff +13 (6 ranks), Computers +15 (6 ranks), Diplomacy 
  +13 (6 ranks), Engineering +13 (6 ranks), gunnery +13 (6th 
  level), Intimidate +13 (6 ranks), Piloting +13 (6 ranks)
  Engineer (1 officer, 3 crew) Engineering +18 (6 ranks)
  Gunners (2 officers, 2 crew each) gunnery +13 (6th level)
  Pilot Piloting +13 (6 ranks)
  Science Officer Computers +15 (6 ranks)
  PILGRIM 
  TIER 6
  Starfinder Society Gorgon
  Large destroyer
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 13; TL 14
  HP 170; DT —; CT 34
  Shields medium 90 (forward 25, port 20, starboard 20, aft 25)
  Attack (Forward) maser (6d10; 20 hexes), twin laser (5d8; 20 
  hexes)
  Attack (Port) high explosive missile launcher (4d8; 20 hexes)
  Attack (Starboard) high explosive missile launcher (4d8; 20 
  hexes)
  Attack (Turret) tactical nuclear missile launcher (5d8; 20 
  hexes)
  Power Core Arcus Maximum (200 PCU); Drift Engine Signal 
  Basic; Systems crew quarters (common), cut-rate sensors, 
  mk 4 armor, mk 5 defenses; Expansion Bays cargo hold (4); 
  Modifiers -2 Computers, +1 Piloting; Complement 4
  CREW
  Captain Bluff +15 (6 ranks), Computers +13 (6 ranks), Diplomacy 
  +13 (6 ranks), Engineering +13 (6 ranks), gunnery +13 (6th 
  level), Intimidate +13 (6 ranks), Piloting +13 (6 ranks)
  Engineer Engineering +16 (6 ranks)
  Gunners (2 officers) gunnery +13 (6th level)
  Pilot Piloting +13 (6 ranks)
  Science Officer Computers +15 (6 ranks)
  BONESHARD SQUADRON (4) 
  TIER 6
  Death’s Curtain Necrofighter (Starfinder Adventure Path #3: 
  Splintered Worlds)
  Tiny fighter
  Speed 12; Maneuverability good (turn 1); Drift —
  AC 17; TL 16
  HP 35; DT —; CT 7
  Shields basic 30 (forward 10, port 7, starboard 7, aft 6)
  Attack (Forward) light particle beam (3d6; 10 hexes), light 
  plasma torpedo launcher (3d8; 20 hexes)
  Power Core Micron Ultra (80 PCU); Drift Engine none; Systems 
  basic short-range sensors, mk 1 duonode computer, mk 4 
  armor, mk 3 defenses; Expansion Bays none; Modifiers +1 
  any two checks per round, +2 Computers; Complement 2
  CREW
  Gunner gunnery +5 (1st level)
  Pilot gunnery +5 (1st level), Piloting +10 (1 rank)
  
  LIVE ADVENTURE EXTREME!
  21
  21
  SCALING “HUMAN” TEAM
  Make the following adjustment to accommodate a group 
  of four PCs.
  Remove one kanabo soldier from the encounter (including 
  from the read-aloud introduction).
  MATCH TWO
  Roll randomly on the following tables or select suitable options for 
  the Main encounter and the Encore encounter for Match Two. Use 
  the table on page 13 to determine the Zo!Dome hazard and terrain, 
  rerolling any duplicates from the first match.
  D6   
  Match Two Main Event
  1–2  
  Human” team
  3–4  
  Shobhads
  5–6  
  Cyborgasaurs
  D6  
  Match Two Encore 
  1–2  
  Crest-eaters
  3–4  
  Glass serpents
  5–6  
  Drift wraiths (garaggakals)
  MATCH TWO: “HUMAN” TEAM
  “Back for more, the Starfinders have been paired against one 
  of the most experienced teams in the competition, the team of 
  Marshall Haruto the Maimer! Unfortunately, Mr. “The Maimer” 
  and his team did not show up today, and so instead we are 
  pleased to present a team of “volunteers” from our live stadium 
  audience! Allow me to present, in their first—and possibly—last 
  appearance in Zo!Dome !: Salsin and Merdre, Salsin’s younger 
  sister Gomeh, and Gomeh’s son, Kim!”
  MARSHALL HARUTO THE MAIMER 
  CR 5 
  Ja noi (Alien Archive 2 88)
  LE Medium outsider (goblinoid, native, oni, shapechanger)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +11
  DEFENSE 
  HP 84 
  EAC 17; KAC 19
  Fort +7; Ref +7; Will +6
  Defensive Abilities regeneration 3 (acid or fire), serene fighter
  OFFENSE
  Speed 30 ft. (25 ft. in armor)
  Melee tactical swoop hammer +15 (1d10+10 B; critical 
  knockdown) 
  Ranged thunderstrike sonic rifle +12 (1d10+5 So; critical deafen 
  [DC 13]) 
  Space 5 ft.; Reach 5 ft. (10 ft. with tactical swoop hammer)
  Spell-Like Abilities (CL 5th)
  1/day—flight (3rd level) 
  3/day—command (DC 12), fear (1st level, DC 12), supercharge 
  weapon
  TACTICS 
  During Combat Marshall Haruto begins the encounter in the 
  shape of a human civilian, hiding behind one of his comrades 
  until he can take the measure of the opponents (technically 
  a violation of the contest rules, but one that Zo! will overlook 
  for the sake of the “surprise reveal”). He casts supercharge 
  weapon and then attack the most physically impressive 
  target, continuing to attack until the creature falls.
  Morale Marshall Haruto fights to the death.
  STATISTICS
  Str +5; Dex +3; Con +2; Int +1; Wis +0; Cha +1
  Skills Acrobatics +16, Intimidate +11, Stealth +11
  Languages Common, Goblin
  Other Abilities change shape (small or medium humanoid)
  Gear lashunta ringwear II, tactical swoop hammer, 
  thunderstrike sonic rifle with 2 high-capacity batteries (40 
  charges each)
  SPECIAL ABILITIES
  Serene Fighter (Ex) A ja noi is an experienced combatant and 
  can remain calm even in the face of great adversity. Once 
  per day, a ja noi can reroll a Will saving throw.
  
  STARFINDER SOCIETY SCENARIO
  22
  22
  ELRECH, BARAK, AND MORDET 
  CR 3 
  Kanabo soldiers (Alien Archive 2 88)
  LE Medium outsider (goblinoid, native)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE 
  HP 40 EACH 
  EAC 15; KAC 18
  Fort +5; Ref +5; Will +4
  Defensive Abilities armor savant
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee carbon steel curve blade +12 (1d10+7 S; critical bleed 1d6) 
  Ranged autotarget rifle +9 (1d6+3 P) or
  mk 1 flash grenade +9 (explode [5 ft., blinded 1d4 rounds, 
  DC 12])
  Offensive Abilities fighting styles (arcane assailant), rune of the 
  eldritch knight
  Spell-Like Abilities (CL 3rd)
  1/day—disguise self, supercharge weapon
  TACTICS 
  During Combat The kanabos begin the encounter disguised 
  as human civilians using disguise self. They pretend to be 
  “innocent victims who shouldn’t be here” and beg the PCs to 
  help them as they approach. Once they close to within 20 feet 
  of the PCs, they hurl flash grenades and dismiss their illusory 
  disguises, revealing their true forms. After this opening salvo, 
  they use supercharge weapon and attack different targets, 
  hoping to clear the field quickly.
  Morale The kanabo expect no quarter from those they deceived 
  and fight to the death.
  STATISTICS
  Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha +0
  Skills Athletics +13, Intimidate +8, Stealth +8
  Languages Common, Goblin
  Gear golemforged plating II, autotarget rifle with 50 longarm 
  rounds, carbon steel curve blade, mk 1 flash grenades (2)
  SPECIAL ABILITIES
  Armor Savant (Ex) Kanabo have an innate mastery of the use 
  of armor. When wearing armor, they gain a +1 racial bonus to 
  AC. When wearing heavy armor, their armor check penalty is 
  1 less severe than normal.
  
  LIVE ADVENTURE EXTREME!
  23
  23
  SCALING SHOBHADS
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove 1 shobhad from the encounter (including from 
  the read-aloud introduction).
  MATCH TWO: SHOBHADS
  “The red deserts of Akiton are harsh, and they have forged a 
  hard people. All the way from Akiton, the Red Planet, we have 
  the giant personalities of Linkis, Marguerre, Tars, and Tarvin. 
  These are shobhad show-offs who are in it to win it!”
  LINKIS, MARGUERRE, TARS, AND TARVIN 
  CR 4 
  Shobhads (Alien Archive 104)
  N Large Monstrous humanoid 
  Init +1; Senses darkvision 60 ft.; Perception +10
  DEFENSE 
  HP 50 EACH 
  EAC 16; KAC 16
  Fort +6; Ref +8; Will +5
  Defensive Abilities ferocity; Resistances cold 5
  OFFENSE
  Speed 40 ft.
  Melee carbon steel curve blade +13 (1d10+9 S; critical bleed 1d6) 
  Ranged squad machine gun +10 (1d10+4 P) 
  Space 10 ft.; Reach 10 ft.
  TACTICS 
  During Combat The shobhad are unsubtle combatants: two of 
  them charge forward to melee range while the other two 
  advance firing their machine guns. They prefer to fight one-
  on-one in melee combat if possible.
  Morale Each shobhad yields if reduced to 8 Hit Points or less.
  STATISTICS
  Str +5; Dex +1; Con +3; Int +0; Wis +0; Cha +1
  Skills Athletics +10, Intimidate +15, Survival +10
  Languages Shobhad
  Gear tactical war harness (functions as defrex hide), carbon 
  steel curve blades (2), squad machine gun with 80 heavy 
  rounds
  
  STARFINDER SOCIETY SCENARIO
  24
  24
  SCALING CYBORGOSAURS
  Make the following adjustment to accommodate a group 
  of four PCs.
  Remove 1 cybernetic deinonychus from the encounter. 
  MATCH TWO: CYBORGOSAURS
  “It wouldn’t be Live Adventure EXTREME! if we didn’t have some 
  dinosaurs. And what’s better than dinosaurs? Dinosaurs with 
  lasers in their heads, of course! Sponsored by Ichihara Holdings, a 
  cyborgasaur smorgasbord awaits our contestants today!”
  CYBERNETIC DEINONYCHUSES (4) 
  CR 4 
  N Medium animal (technological)
  Init +3; Senses low-light vision; Perception +8
  DEFENSE 
  HP 45 EACH 
  EAC 13; KAC 15
  Fort +6; Ref +7; Will +2
  Defensive Abilities integrated weapons (laser eye)
  OFFENSE
  Speed 50 ft. (integrated jump jets)
  Melee talons +12 (1d6+5 S; critical bleed 1d6) or
  bite +12 (1d6+5 P)
  Ranged laser eye +9 (1d10+4 F) 
  Offensive Abilities pounce
  TACTICS 
  During Combat The cybernetic deinonychuses spread out and 
  advance slowly and deliberately, firing their laser eyes. Once 
  within charge range, they pounce and try to take down the 
  largest target.
  Morale The dinosaurs are programmed to fight to the death.
  STATISTICS
  Str +2; Dex +3; Con +1; Int –3; Wis +1; Cha +0
  Skills Acrobatics +9, Stealth +14
  SPECIAL ABILITIES
  Integrated Jump Jets (Ex) A cybernetic deinonychus has 
  integrated jump jets (Core Rulebook 206) that can’t be 
  removed. They recharge after an 8-hour rest period.
  Integrated Weapons (Ex) A cybernetic deinonychus’ laser eye 
  is integrated into its frame and can’t be disarmed. The laser 
  eye has a range increment of 30 feet.
  Pounce (Ex) When a cybernetic deinonychus charges, it can 
  also make a full attack.
  
  LIVE ADVENTURE EXTREME!
  25
  25
  SCALING CREST-EATERS
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove 1 crest-eater from the encounter. 
  MATCH TWO ENCORE: CREST-
  EATERS
  “And now we move on to some more exotic opponents! Imported 
  just for this contest, these creatures are not content just to tear 
  the flesh from your bones, they want to eat the bones, too! Now 
  entering the Zo!Dome, this pack of Kasathan crest-eaters is 
  hoping the Starfinder team shows a little backbone.... so they 
  can eat it!”
  CREST-EATERS (4) 
  CR 4 
  Starfinder Alien Archive 30
  N Large magical beast
  Init +1; Senses bone tracker, darkvision 60 ft., low-light vision; 
  Perception +10
  DEFENSE 
  HP 54 EACH 
  EAC 16; KAC 19
  Fort +8; Ref +8; Will +3
  OFFENSE
  Speed 60 ft.
  Melee bite +13 (1d6+7 P plus 1 con) 
  Ranged venom spit +10 (1 con) 
  Offensive Abilities bone eater
  TACTICS 
  During Combat The crest-eaters each select a target and stalk 
  it, using any cover available to get close to its target. Each 
  crest-eater spits venom, and then charges in to bite its 
  chosen prey to death.
  Morale The crest-eaters have been kept underfed and are quite 
  hungry, but they flee from combat if reduced to 5 Hit Points 
  or less.
  STATISTICS
  Str +3; Dex +1; Con +3; Int –2; Wis +1; Cha +1
  Skills Stealth +15, Survival +10
  Languages Kasatha (can’t speak any languages)
  SPECIAL ABILITIES
  Bone Eater (Su) A crest-eater’s bite delivers a magical 
  venom that dissolves certain minerals in its victim’s body, 
  liquefying that creature’s bones. Each bite attack that deals 
  damage also deals 1 Constitution damage. A target can 
  negate this damage with a successful DC 13 Fortitude save.
  Bone Tracker (Ex) A crest-eater’s sense of smell is keenly 
  attuned to the minerals it needs to survive. It can sniff out 
  natural deposits of calcium, and it gains blindsense (scent) 
  against creatures that have taken Constitution damage from 
  its attacks in the past hour.
  Venom Spit (Su) As a standard action, a crest-eater can make 
  a ranged attack against the KAC of a single target within 
  30 feet, spitting its bone-liquefying venom. If struck, the 
  target must succeed at a DC 13 Fortitude save or take 1 
  Constitution damage.
  
  STARFINDER SOCIETY SCENARIO
  26
  26
  SCALING GLASS SERPENTS
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove 1 glass serpent from the encounter. 
  MATCH TWO ENCORE: GLASS 
  SERPENTS
  “And now we move on to some more exotic opponents! You 
  might not see them, but entering the Zo!Dome are some pretty 
  big glass serpents, native to Eox. At nearly 60 feet long, with 
  dozens of eyes and a mouth surrounded by feeding tentacles, 
  you might be glad you can’t see them! But don’t worry, their 
  transparent bodies always become visible once they start 
  swallowing contestants whole!”
  GLASS SERPENTS (3) 
  CR 5 
  Starfinder Alien Archive 2 64
  N Gargantuan magical beast
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +16
  DEFENSE 
  HP 77 EACH 
  EAC 16; KAC 20
  Fort +9; Ref +9; Will +4
  Defensive Abilities ravenous invisibility; Immunities radiation
  OFFENSE
  Speed 60 ft., climb 30 ft., swim 30 ft.
  Melee tentacle +15 (1d6+11 S plus swallow whole) 
  Multiattack 3 tentacles +9 (1d4+11 S plus swallow whole)
  Space 20 ft.; Reach 30 ft. 
  Offensive Abilities swallow whole (1d6+5 A, EAC 16, KAC 16, 19 
  HP)
  TACTICS 
  During Combat The glass serpents remain invisible as long 
  as possible. They each attack a different target. Once they 
  swallow one opponent, they randomly select another target 
  to stalk and eat, oblivious of the fact that they are no longer 
  invisible. If two serpents select the same target, they attack 
  each other for 1 round, with the serpent who takes the most 
  damage retreating and looking for another victim.
  Morale The glass serpents fight until defeated
  STATISTICS
  Str +5; Dex +3; Con +1; Int –4; Wis +2; Cha –2
  Skills Athletics +13 (+21 to climb or swim), Stealth +13, Survival +13
  Other Abilities no breath
  SPECIAL ABILITIES
  Ravenous Invisibility (Ex) A glass serpent can become invisible 
  as part of any other action. Each time it successfully damages 
  a creature while invisible, it must attempt a DC 14 Will save. 
  If it fails, this ability is suspended and the glass serpent 
  becomes visible for 1 round (though it can turn invisible 
  again at the start of its next turn). A glass serpent that has 
  swallowed a creature cannot turn invisible using this ability 
  until 1 week after it swallowed the creature, when its meal 
  has been completely digested. (If the swallowed creature 
  escapes or is otherwise removed, the glass serpent can use 
  this ability again immediately.) An invisible glass serpent can 
  resume being visible as part of any other action. 
  
  LIVE ADVENTURE EXTREME!
  27
  27
  SCALING GARAGGAKALS
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove 1 garaggakal from the encounter. 
  MATCH TWO ENCORE: 
  GARAGGAKALS
  “And now we move on to some more exotic opponents! Traveling 
  through the Drift is convenient, but it’s a strange place. You never 
  know what sort of creature might be following your starship as it 
  flits from world to world. Well, now you do: Drift wraiths! These 
  fleshy flyers look like a cross between a gargoyle and a lamprey, 
  with more than a little “Ew!” thrown into the mix.”
  GARAGGAKALS (3) 
  CR 5 
  Starfinder Alien Archive 2 54
  CE Medium outsider (extraplanar)
  Init +5; Senses blindsight (emotion) 60 ft., darkvision 60 ft., 
  sense through (emotion) 60 ft.; Perception +11
  DEFENSE 
  HP 75 EACH ; RP 4 EACH
  EAC 17; KAC 19
  Fort +7; Ref +7; Will +6
  Immunities radiation
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft., fly 60 ft. (Su, perfect)
  Melee bite +12 (2d6+9 P) 
  Offensive Abilities leech life (DC 13)
  TACTICS 
  During Combat The drift wraiths pair up to attack targets with 
  their leech life ability, resorting to their bite if engaged in 
  melee.
  Morale The drift wraiths fight to the death.
  STATISTICS
  Str +2; Dex +5; Con +3; Int +1; Wis +2; Cha –2
  Skills Acrobatics +16 (+24 to fly), Athletics +11, Stealth +16, 
  Survival +11
  Languages Garaggakal (can’t speak any language); telepathy 
  100 ft.
  Other Abilities no breath, phase through
  SPECIAL ABILITIES
  Leech Life (Su) As a standard action, a garaggakal can spend 
  1 Resolve Point to leech the life from one target within 30 
  feet. This deals 3d6 damage (Fortitude DC 13 half), and the 
  garaggakal gains temporary Hit Points equal to the amount of 
  damage dealt.
  Phase Through (Su) A garaggakal can momentarily shift out of 
  phase with reality. As a full action, a garaggakal can spend 1 
  Resolve Point to phase through up to 15 feet of solid matter. 
  If it attempts to phase through something that is more than 
  15 feet thick, the attempt fails, but the action and Resolve 
  Points are still expended. A garaggakal cannot phase through 
  force effects, such as force fields. (Note that the entire arena 
  is shielded with a force field for this encounter, preventing the 
  garaggakal from leaving the stadium to attack the audience 
  or escape.)
  
  STARFINDER SOCIETY SCENARIO
  28
  28
  SCALING DEATH AND 
  DESPAIR
  Make the following adjustment to accommodate a group 
  of four PCs.
  Remove Filler from the encounter (including from the 
  read-aloud introduction).
  APPENDIX 2: LEVEL 7–8 
  ENCOUNTERS
  The statistics presented in this appendix include full stat blocks 
  for creatures appearing in this adventure, including any variation 
  described in the text. These encounters are designed for a 
  group of 5–6 PCs of 7th level. Use the scaling sidebars for each 
  encounter to adjust the encounters for a group of 4 PCs. For 
  groups of different levels, consult the Guide to Organized Play: 
  Starfinder Society for instructions.
  MATCH ONE
  Roll randomly on the each of the following tables or select suitable 
  options for the Zo!Dome Hazard/Terrain, the Main encounter, and 
  the Encore encounter for Match One.
  D10 
  Arena Hazard or Terrain
  1–2 
  Extreme cold and icy terrain (Core Rulebook 400)
  3–4 
  Corrosive atmosphere that deals 4 acid damage at the  
   
  start of every round (Core Rulebook 395)
  5–6 
  Low gravity (Core Rulebook 400)
  7–8 
  Each round at the end of their turn, each combatant 
  is targeted by a ray of energy spell firing from the 
  nearest arena surface, with a maximum range of 30 
  feet and ranged attack bonus equal to the 5 + the 
  party’s APL, targeting EAC. If the ray hits, it deals 2d6 
  damage of a type determined randomly from acid, cold, 
  electricity, and fire. Creatures flying more than 30 feet 
  above the ground are out of range of this hazard. The 
  arena does not fire energy rays at creatures that are 
  unconscious or dead.
  9–10 
  The arena is covered with motion sensors and tracking 
  lasers to encourage a mobile and active combat. They 
  audibly chide fighters to keep moving. At the end 
  of each combatant’s turn, if the combatant did not 
  move at least half their speed on their turn and is 
  not engaged in melee combat, a laser fires at them, 
  with a ranged attack bonus equal to 3+ the party’s 
  APL, targeting EAC. If the laser hits, it deals 6d6 fire 
  damage. The lasers do not fire at creatures that are 
  unconscious or dead.
  D6  
  Match One Main Event
  1–2  
  Death and Despair
  3–4  
  The Horns
  5–6  
  Team V
  D6  
  Match One Encore 
  1–2  
  Hellfire
  3–4  
  Troll Trio
  5–6  
  Drift Wraiths (Garaggakals)
  MATCH ONE: OPPOSING TEAM: 
  “DEATH AND DESPAIR”
  “One of this season’s favorites, the underdogs that have clawed 
  their way back from the grave to survive every battle so far! 
  Sponsored by Blackwind Engineering.... Death and Despair! Led 
  by Yillith and Yetsin Genvurion, twin bone troop elebrians with 
  a flair for fear! This team is rounded out by an ever-changing 
  lineup of undead known only by their team names: Fodder and 
  Filler. Every match is a chance for these two lucky Elebrians to 
  work off the cost of their undead resurrection!”
  YILLITH AND YETSIN GENVURION 
  CR 5 
  Bone trooper technomancers (Alien Archive 2 22)
  LE Medium undead
  Init +4; Senses low-light vision, darkvision 60 ft.; Perception 
  +14
  DEFENSE 
  HP 60 EACH 
  EAC 18; KAC 19
  Fort +4; Ref +4; Will +10
  DR 5/—; Immunities cold, undead immunities
  OFFENSE
  Speed 30 ft.
  Melee tactical dueling sword +8 (1d6+5 S) or 
  claw +8 (1d4+5 S)
  Ranged bravado handcannon +10 (1d8+5 P; critical knockdown) or 
  frostbite-class zero pistol +10 (1d6+5 C; critical staggered 
  [DC 15])
  Technomancer Spells Known (CL 6th; ranged +9)
  2nd (3/day)—caustic conversion, darkvision, flight, holographic 
  image (DC 17)
  1st (4/day)—keen senses, magic missile, overheat (DC 16), 
  supercharge weapon 
  0 (at will)—daze (DC 15), energy ray
  TACTICS 
  During Combat Yillith and Yetsin open by each casting 
  supercharge weapon on their handcannons, hoping to take a 
  lightly armored opponent out early. They then revert to spells 
  and attempt to stay out of melee as long as possible, making 
  use of any cover the stadium offers. 
  
  LIVE ADVENTURE EXTREME!
  29
  29
  Morale Yillith and Yetsin yield if they are reduced to less than 10 
  Hit Points and both Fodder and Filler are down.
  STATISTICS
  Str +1; Dex +4; Con —; Int +5; Wis +2; Cha +0
  Skills Computers +15, Mysticism +12, Piloting +13
  Languages Common, Eoxian
  Other Abilities magic hacks (countertech, glitch stepCOM), spell 
  cache (rank insignia), cache capacitor (keen senses), unliving
  Gear enlisted grave mantleAR, tactical dueling sword, frostbite-
  class zero pistol with 2 batteries (20 charges each), bravado 
  handcannonAR with 1 shell
  FODDER AND FILLER 
  CR 5 
  Corpsefolk operatives (Alien Archive 2 30)
  NE Medium undead
  Init +7; Senses darkvision 60 ft.; Perception +17
  DEFENSE 
  HP 65 EACH 
  EAC 19; KAC 20
  Fort +4; Ref +8; Will +4; + 2 to saves vs. poison and disease
  Defensive Abilities evasion; DR 5/magic; Immunities undead 
  immunities
  OFFENSE
  Speed 40 ft.
  Melee tactical switchblade +10 (1d4+7 S)
  Ranged advanced diasporan rifle +12 (2d8+5 F) or 
  thunderstrike sonic pistol +12 (1d8+5 S; critical deafen [DC 
  15]) or
  mk 1 stickybomb grenade +12 (explode; entangled 2d4 rounds 
  [DC 15]; 10 ft.)
  Offensive Abilities debilitating trick, trick attack +3d8
  TACTICS 
  During Combat The corpsefolk fire their rifles as long as 
  opponents stay at range, then drop them and team up to use 
  trick attacks against the most dangerous foe.
  Morale The corpsefolk fight until destroyed.
  STATISTICS
  Str +2; Dex +5; Con —; Int +1; Wis +3; Cha +0
  Skills Acrobatics +12, intimidate +10, Sleight of Hand +16, Stealth 
  +16 
  Languages Common
  Other Abilities operative exploit (uncanny mobility), 
  specialization (thief), unliving
  Gear D-Suit I, thunderstrike sonic pistol with 2 batteries (40 
  charges each), tactical switchbladeAR, advanced diasporan 
  rifleAA with 2 batteries (20 charges each), mk 1 stickybomb 
  grenade
  
  STARFINDER SOCIETY SCENARIO
  30
  30
  SCALING THE HORNS
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove Falmyth from the encounter (including from the 
  read-aloud introduction).
  MATCH ONE: “THE HORNS”
  “Returning to the Zo!Dome this season, this nuar team is all 
  horns and no bull. A family affair, older brother Niktos tries 
  to keep his younger siblings Kordin and Falmyth in line. Their 
  maze-core weapons give them unmatched versatility at range or 
  up close. Sponsored by the Hamisfore Theatorium on Absalom 
  Station, here come the Horns!
  NIKTOS, KORDIN, AND FALMYTH 
  CR 6 
  Nuar soldiers (Alien Archive 86)
  N Medium monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +10
  DEFENSE 
  HP 90 EACH
  EAC 19; KAC 21
  Fort +8; Ref +8; Will +5
  OFFENSE
  Speed 45 ft. (40 ft. in armor)
  Melee tactical meteor glaive +16 (1d12+15 C plus critical 
  wound) or
  horn +16 (1d6+15 P plus critical knockdown)
  Ranged liquidator disintegrator rifle +13 (1d20+6 A; critical 
  corrode 1d6) or
  mk 2 frag grenade +13 (explode [15 ft., 2d6 P, DC 14])
  Offensive Abilities gore, fighting styles (blitz), knockdown
  TACTICS
  During Combat The nuars concentrate fire on a heavily 
  armored target as they close, and then convert their 
  maze-core rifles into cryopikes and charge, hoping to knock 
  opponents down and finish them while they are prone.
  Morale A member of The Horns yields if reduced to 5 or fewer 
  Hit Points.
  STATISTICS
  Str +6; Dex +2; Con +4; Int +1; Wis +1; Cha +0
  Skills Athletics +18, Acrobatics +14, Intimidate +12 
  Languages Common, Orc
  Other Abilities maze mind
  Gear vesk overplate I, maze-core liquidator disintegrator rifleAR 
  and tactical meteor glaiveAR with 2 high-capacity batteries 
  (40 charges each), mk 2 frag grenades (3)
  SPECIAL ABILITIES
  Gore (Ex) Members of The Horns can charge without taking 
  the normal charge penalties to the attack roll or its AC, and 
  can charge over difficult terrain. 
  Knockdown (Ex) When a nuar enforcer scores a critical hit 
  with a melee weapon that has no other critical effects, the 
  attack gains the knockdown critical effect.
  Maze Mind (Ex) Nuars have a naturally strong sense of 
  direction and an instinctive understanding of complex 
  patterns. As a result, they very rarely get lost. A nuar can 
  attempt a special level-based Wisdom check (1d20 + CR or 
  level + Wisdom bonus) instead of using his total bonus in the 
  Piloting skill to navigate or his total bonus in the Survival 
  skill for orienteering.
  
  LIVE ADVENTURE EXTREME!
  31
  31
  SCALING TEAM V
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove Kron from the encounter (including from the 
  read-aloud introduction).
  MATCH ONE: TEAM V
  “Returning to the Zo!Dome undefeated this season, the team 
  that puts the V-for-victory in Veskarium: Team V! Led by 
  vesk champion and heavy weapons model Zezynig, Team V is 
  rounded out by twin vesk warriors Kron and Kryn, and their 
  loyal lucky pahtra, Faylynx. Here they are, your Team V!”
  ZEZYNIG 
  CR 6
  Male vesk soldier
  LN Medium humanoid (vesk)
  Init +7; Senses low-light vision; Perception +14
  DEFENSE 
  HP 90
  EAC 24; KAC 26
  Fort +8; Ref +8; Will +5; +2 to saves vs. fear effects
  OFFENSE
  Speed 40 ft.
  Melee subzero frosthaft doshko +16 (2d10+15 C, critical 
  enfeeble) or
  tactical handaxe (analog) +16 (1d6+15 S) or 
  unarmed strike +16 (1d3+15 S)
  Ranged corona laser pistol +13 (2d4+6 F, critical burn 1d4) or
  tactical cluster launcher (mk 1 riot grenade) +13 (explode [10 
  ft., staggered, DC 16] or cluster [15 ft., staggered, DC 16])
  Offensive Abilities fighting styles (blitz)
  TACTICS
  During Combat Zezynig uses his grenade launcher to soften 
  up opponents while closing on the ground, keeping his jump 
  jets ready for a surprise charge against the most physically 
  imposing foe. He fights with his doshko whenever possible.
  Morale Zezynig fights until defeated.
  STATISTICS
  Str +6; Dex +4; Con +3; Int +0; Wis +0; Cha +1
  Skills Athletics +19, Acrobatics +14, Intimidate +14 
  Feats Opening Volley
  Languages Common, Vesk
  Gear vesk overplate I (jump jets), subzero frosthaft doshkoNS, 
  tactical handaxe (2), tactical cluster launcherAR with eight mk 
  2 riot grenades
  KRON AND KRYN 
  CR 5 
  Male and female vesk soldiers
  CN Medium humanoid (vesk)
  Init +5; Senses low-light vision; Perception +11
  DEFENSE 
  HP 70 EACH 
  EAC 17; KAC 19
  Fort +7; Ref +7; Will +4; +2 to saves vs. fear effects
  OFFENSE
  Speed 40 ft.
  Melee chill frosthaft doshko +14 (1d8+12 C, critical enfeeble [DC 
  14]) or
  survival knife +14 (1d4+12 S)
  Ranged rocket rifle +11 (1d12+5 B) or
  mk 2 frag grenade +11 (explode [15 ft., 2d6 P, DC 14])
  Offensive Abilities fighting style (blitz)
  TACTICS 
  During Combat Kron and Kryn advance to melee range, using 
  their blitz fighting style to close the distance as rapidly as 
  possible. They engage separate targets at first, but rush to 
  each other’s aid if one is reduced below 30 Hit Points. If one 
  is dropped, the other immediately charges the PC responsible 
  and fights to the death to avenge their sibling.
  Morale Kron and Kryn yield if the rest of their team is down 
  and they are both still conscious and both reduced to 10 Hit 
  Points or less. If one of the two is dead, the other fights to the 
  death.
  STATISTICS
  Str +5; Dex +2; Con +3; Int +0; Wis +0; Cha +0
  Skills Athletics +16, Acrobatics +11, Intimidate +11 
  Languages Common, Vesk
  Gear lashunta ringwear II, chill frosthaft doshkoNS with 2 
  batteries (20 charges each), rocket rifleAR with 10 mini-
  rockets, survival knife, mk 2 frag grenade (2)
  
  STARFINDER SOCIETY SCENARIO
  32
  32
  FAYLYNX 
  CR 5
  Female pahtraAA2 witchwarperCOM (Alien Archive 2 94; Character 
  Operations Manual 60)
  N Medium humanoid (pahtra)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +11
  DEFENSE 
  HP 60 
  EAC 17; KAC 19
  Fort +4; Ref +8; Will +4; +2 on saves vs. charm and compulsion 
  effects
  Defensive Abilities nimble 
  OFFENSE
  Speed 30 ft.
  Melee tactical baton +8 (1d4+5 B) 
  Ranged static arc pistol +10 (1d6+5 E; critical arc 2 [DC 13]; stun)
  Witchwarper Spells Known (CL 6th; melee +8, ranged +10)
  2nd (4/day)—baleful polymorphAA2 (DC 18), fear (DC 18), mirror 
  image, see invisibility
  1st (5/day)—grease, jolting surge, life bubble, puncture veil
  0 (at will)—daze, dancing lights, detect magic, hazard, 
  psychokinetic hand, token spell
  TACTICS 
  During Combat Faylynx casts mirror image and supports her 
  teammates with spells. She targets warriors with baleful 
  polymorph, giving them more feline forms “to improve their 
  appearance”. She uses her infinite worlds witchwarper ability 
  to summon environmental effects to keep opponents away 
  from her, and her push grenade paradigm shift for defense or 
  to help her teammates. If forced to use her pistol, she sets it 
  to stun (dealing nonlethal damage).
  Morale Faylynx yields if all of her teammates are down, but 
  otherwise refuses to show weakness in front of the Vesk.
  STATISTICS
  Str +0; Dex +3; Con +0; Int +1; Wis +2; Cha +5
  Skills Acrobatics +16, Bluff +16, Culture +11, Mysticism +11, 
  Profession (dancer) +11
  Languages Common, Pahtra, Vesk
  Other Abilities infinite worlds, paradigm shift (inhibit, push 
  grenade)
  Gear graphite carbon skin, static arc pistol with 2 batteries (20 
  charges each), tactical baton
  SPECIAL ABILITIES
  Nimble (Ex) An off-kilter pahtra doesn’t gain the flat-footed 
  condition or take the normal penalty to attacks, and she can 
  steady herself as a swift action instead of a move action.
  
  LIVE ADVENTURE EXTREME!
  33
  33
  SCALING HELLFIRE
  Make the following adjustment to accommodate a group of 
  four PCs.
  The devils are impeded due to their pact with Zo! Media. 
  They have the sickened condition.
  MATCH ONE ENCORE: HELLFIRE
  “Zo! spares no expense, and he has made arrangements with a 
  certain personage to obtain the services of a pair of warmonger 
  devils for today’s bout against the Starfinder team! “
  WARMONGER DEVILS (2) 
  CR 7 
  Starfinder Alien Archive 2 36
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +3; Senses darkvision 60 ft., see in darkness; Perception +19
  DEFENSE 
  HP 105 EACH
  EAC 19; KAC 21
  Fort +11; Ref +9; Will +6
  Defensive Abilities construct form; DR 5/good; Immunities fire, 
  poison; Resistances acid 10, cold 10; SR 12
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee sintered trident +17 (2d8+12 P) or 
  claw +17 (1d6+12 S)
  Ranged corona laser rifle +15 (2d6+7 F; critical burn 1d6) or 
  nyfiber net +15 (entangle)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 7th)
  1/day—summon allies (1 levaloch 35%)
  At will—teleport (self plus 5 bulk of gear only)
  TACTICS 
  During Combat The devils advance in formation, remaining 
  adjacent to prevent being flanked and to make use of their 
  phalanx ability. If given the chance, one will use their summon 
  allies ability while the other keeps firing. They target the 
  largest group of enemies first, entangling heavily armored 
  foes and hammering them with merciless blows.
  Morale The devils fight to the death.
  STATISTICS
  Str +5; Dex +3; Con +4; Int +2; Wis +3; Cha +2
  Skills Acrobatics +14, Athletics +14 (+22 to climb), Engineering 
  +14, Intimidate +14, Mysticism +14, Stealth +14
  Languages Celestial, Draconic, Infernal; telepathy 100 ft.
  Other Abilities hellstrider, phalanx
  Gear sintered tridentAA2 with integrated corona laser rifle with 2 
  high-capacity batteries (40 charges each), nyfiber net
  SPECIAL ABILITIES
  Construct Form (Ex) Despite being true devils, levalochs 
  have a number of immunities common to constructs. They 
  are immune to ability damage, ability drain, death effects, 
  disease, energy drain, exhaustion, fatigue, necromancy 
  effects, negative levels, nonlethal damage, paralysis, sleep, 
  and stunning.
  Hellstrider (Su) Difficult terrain doesn’t hamper a levaloch’s 
  movement.
  Merciless Blow (Su) If a levaloch hits an entangled foe with an 
  attack, the target takes 2d6 additional damage of the same 
  type.
  Phalanx (Ex) Devils gain a +1 morale bonus to attack rolls and 
  AC while adjacent to a levaloch.
  
  STARFINDER SOCIETY SCENARIO
  34
  34
  SCALING TROLL TRIO
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove 1 quantum troll from the encounter.
  MATCH ONE ENCORE: TROLL TRIO
  “You might recognize some of these folks from the fan forums 
  on the infosphere: they’re trolls! Quantum trolls, to be precise, 
  and you have to feel a little bad for them: experimented on 
  by aliens, ripped out of time itself, and then left to fend for 
  themselves. Don’t blink, or you might miss the damage they do!”
  QUANTUM TROLLS (3) 
  CR 6 
  Starfinder Adventure Path #26: Flight of the Sleepers 60
  CE Large humanoid (giant)
  Init +2; Senses blindsense (scent) 60 ft., darkvision 60 ft., low-
  light vision, radiation sense 60 ft.; Perception +13
  DEFENSE 
  HP 80 EACH
  EAC 17; KAC 19
  Fort +10; Ref +8; Will +5
  Defensive Abilities fast healing 5, spawn polyp, versatile 
  regeneration 5 (see text); Immunities radiation
  OFFENSE
  Melee bite +14 (1d8+11 P; critical wound [DC 14]) or claw +14 
  (1d6+11 S; critical wound [DC 14])
  Space 10 ft.; Reach 10 ft. (see spooky action)
  Offensive Abilities spooky action, two-headed maul
  TACTICS 
  During Combat Enraged at their captivity, the trolls move to 
  attack the nearest enemies. They fight individually and don’t 
  support each other.
  Morale The trolls fight to the death.
  STATISTICS
  Str +5; Dex +2; Con +5; Int –2; Wis –1; Cha –2
  Skills Athletics +18, Intimidate +13
  Languages Common
  Other Abilities tracking (scent)
  SPECIAL ABILITIES
  Fast Healing (Ex) A quantum troll exposed to radiation—whether 
  from an attack, a hazard, or other effect—benefits from 
  its fast healing while exposed or for 1 round after a brief 
  exposure, such as an attack.
  Spawn Polyp (Ex) If a quantum troll takes a critical hit while its 
  regeneration is functional, a troll polyp (page 61) tears free of 
  the damaged area and lands in an open space adjacent to the 
  troll. This polyp starts with Hit Points equal to the damage 
  the critical hit dealt.
  Spooky Action (Su) A quantum troll exists in several possible 
  quantum states at once. It threatens squares within 30 feet of 
  it. In addition, as a move action, it can teleport up to 30 feet 
  to an unoccupied space it can see, or as part of a full action, 
  it can teleport 15 feet. The troll must teleport at least once 
  per round if it can. A creature able to see the invisible, or with 
  blindsight or true seeing, can make an attack of opportunity 
  against the troll when it leaves its space as it teleports if the 
  troll is within reach in its staring space or its arrival space.
  Two-Headed Maul (Ex) If a quantum troll hits the same target 
  with two claw attacks or with one claw attack and one bite 
  attack during the same turn, it can attempt another bite 
  attack against that target with a –4 penalty to the attack roll.
  Versatile Regeneration (Ex) A quantum troll’s regeneration 
  stops functioning for 1 round only if the quantum troll takes 
  simultaneous damage from more than one energy damage 
  type during the same turn or takes damage of three or more 
  energy types in a given round. If one foe readies an action 
  to attack the quantum troll when another foe does, the two 
  attacks are treated as occurring on the same turn for this 
  ability’s purposes.
  
  LIVE ADVENTURE EXTREME!
  35
  35
  SCALING DRIFT WRAITHS
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove 1 garaggakal from the encounter.
  MATCH ONE ENCORE: DRIFT 
  WRAITHS
  “And now we move on to some more interesting opponents! 
  Traveling through the Drift is convenient, but it’s a strange 
  place. You never know what sort of creature might be following 
  your starship as it flits from world to world. Well, now you do: 
  Drift wraiths! These fleshy flyers look like a cross between a 
  gargoyle and a lamprey, with more than a little “Ew!” thrown 
  into the mix.”
  GARAGGAKALS (4) 
  CR 5 
  Starfinder Alien Archive 2 54
  CE Medium outsider (extraplanar)
  Init +5; Senses blindsight (emotion) 60 ft., darkvision 60 ft., 
  sense through (emotion) 60 ft.; Perception +11
  DEFENSE 
  HP 75 EACH ; RP 4 EACH
  EAC 17; KAC 19
  Fort +7; Ref +7; Will +6
  Immunities radiation
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft., fly 60 ft. (Su, perfect)
  Melee bite +12 (2d6+9 P) 
  Offensive Abilities leech life (DC 13)
  TACTICS 
  During Combat The drift wraiths pair up to attack targets with 
  leech life, switching to bite attacks if engaged in melee.
  Morale The drift wraiths fight to the death.
  STATISTICS
  Str +2; Dex +5; Con +3; Int +1; Wis +2; Cha –2
  Skills Acrobatics +16 (+24 to fly), Athletics +11, Stealth +16, 
  Survival +11
  Languages Garaggakal (can’t speak any language); telepathy 
  100 ft.
  Other Abilities no breath, phase through
  SPECIAL ABILITIES
  Leech Life (Su) As a standard action, a garaggakal can spend 
  1 Resolve Point to leech the life from one target within 30 
  feet. This deals 3d6 damage (Fortitude DC 13 half), and the 
  garaggakal gains temporary Hit Points equal to the amount 
  of damage dealt.
  Phase Through (Su) A garaggakal can momentarily shift out of 
  phase with reality. As a full action, a garaggakal can spend 1 
  Resolve Point to phase through up to 15 feet of solid matter. 
  If it attempts to phase through something that is more than 
  15 feet thick, the attempt fails, but the action and Resolve 
  Points are still expended. A garaggakal cannot phase 
  through force effects, such as force fields. (Note that the 
  entire arena is shielded with a force field for this encounter, 
  preventing the garaggakal from leaving the stadium to 
  attack the audience or escape.)
  
  STARFINDER SOCIETY SCENARIO
  36
  36
  STARSHIP FOOTAGE
  Roll randomly or select an option to determine what foe the PCs 
  face in the starship combat segment.
  D6  
  Starship
  1–2  
  VS1174
  3–4  
  Pilgrim 
  5–6  
  Boneshard Squadron
  VS1174 
  TIER 8
  Norikama Dropship (Core Rulebook 315)
  Medium transport
  Speed 12; Maneuverability average (turn 2); Drift 2
  AC 24; TL 23
  HP 100; DT —; CT 20
  Shields light 80 (forward 20, port 20, starboard 20, aft 20)
  Attack (Forward) coilgun (4d4; 20 hexes), persistent particle 
  beam (10d6; 20 hexes)
  Attack (Aft) coilgun (4d4; 20 hexes)
  Attack (Turret) light plasma cannon (2d12; 5 hexes), light 
  plasma cannon (2d12; 5 hexes)
  Power Core Pulse Orange (250 PCU); Drift Engine Signal 
  Booster; Systems basic long-range sensors, crew quarters 
  (common), mk 6 armor, mk 6 defenses, mk 3 duonode 
  computer; Expansion Bays guest quarters (5, common); 
  Modifiers +3 any two checks per round, +2 Computers, -1 
  Piloting; Complement 5
  CREW
  Captain Engineering +16 (8 ranks), gunnery +16 (8th level), 
  Intimidate +16 (8 ranks), Piloting +15 (8 ranks)
  Engineer Engineering +16 (8 ranks)
  Gunner gunnery +16 (8th level)
  Pilot Piloting +20 (8 ranks)
  Science Officer Computers +18 (8 ranks)
  PILGRIM 
  TIER 8
  Starfinder Society Gorgon
  Large destroyer
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 15; TL 14
  HP 200; DT —; CT 40
  Shields medium 160 (forward 40, port 40, starboard 40, aft 40)
  Attack (Forward) graser (7d10; 5 hexes), particle beam (8d8; 
  20 hexes)
  Attack (Port) tactical nuclear missile launcher (5d8; 20 hexes)
  Attack (Starboard) tactical nuclear missile launcher (5d8; 20 
  hexes)
  Attack (Turret) tactical nuclear missile launcher (5d8; 20 hexes)
  Power Core Pulse Orange (250 PCU); Drift Engine Signal 
  Basic; Systems crew quarters (common), cut-rate sensors, 
  mk 6 armor, mk 6 defenses; Expansion Bays cargo hold (4); 
  Modifiers -2 Computers, +1 Piloting; Complement 4
  CREW
  Captain Bluff +18 (8 ranks), Computers +16 (8 ranks), 
  Diplomacy +16 (8 ranks), Engineering +16 (8 ranks), gunnery 
  +16 (8th level), Intimidate +16 (8 ranks), Piloting +16 (8 ranks)
  Engineer Engineering +16 (8 ranks)
  Gunners (2 officers) gunnery +13 (8th level)
  Pilot Piloting +16 (8 ranks)
  Science Officer Computers +18 (8 ranks)
  BONESHARD SQUADRON (2) 
  TIER 4
  Pale Butcher Scout (Starfinder Adventure Path #3: Splintered 
  Worlds)
  Medium Explorer
  Speed 6; Maneuverability good (turn 1); Drift 2
  AC 18; TL 17
  HP 65; DT —; CT 13
  Shields basic 90 (forward 25, port 20, starboard 20, aft 25)
  Attack (Forward) heavy laser cannon (4d8; 10 hexes)
  Attack (Port) coilgun (4d4; 20 hexes)
  Attack (Starboard) coilgun (4d4; 20 hexes)
  Attack (Turret) high explosive missile launcher (4d8; 20 hexes)
  Power Core Arcus Heavy (130 PCU); Drift Engine Signal 
  Booster; Systems basic computer, basic long-range sensors, 
  crew quarters (common), mk 3 defenses, mk 4 armor; 
  Expansion Bays cargo holds (2), general science lab sealed 
  environment chamber; Modifiers +2 Computers, +1 Piloting; 
  Complement 6 (minimum 1, maximum 6)
  CREW
  Captain Bluff +10 (4 ranks), Computers +12 (4 ranks), gunnery 
  +10 (4th level), Intimidate +10 (4 ranks), Piloting +11 (4 ranks)
  Engineer Engineering +15 (4 ranks)
  Gunners (2) gunnery +10 (4th level)
  Pilot Piloting +11 (4 ranks)
  Science Officer Computers +12 (4 ranks)
  
  LIVE ADVENTURE EXTREME!
  37
  37
  SCALING HUMAN TEAM
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove one kanabo soldier from the encounter (including 
  from the read-aloud introduction).
  MATCH TWO
  Roll randomly on the following tables or select suitable options for 
  the Main encounter and the Encore encounter for Match 2. Use 
  the table on page 28 to determine the stadium hazard/terrain, re-
  rolling any duplicates from the first match.
  D6   
  First Encounter
  1–2  
  Human” team 
  3–4  
  Shobhad team 
  5–6  
  Robot Dinosaurs
  D6   
  Second Encounter 
  1–2  
  Giant Crest-Eaters
  3–4  
  Crystalline Serpents 
  5–6  
  Robot Hydras
  MATCH TWO: “HUMAN” TEAM
  “Back for more, the Starfinders have been paired against one of 
  the most experienced teams in the competition, the hobgoblin 
  team of Marshall Haruto the Maimer! Unfortunately, Mr. “The 
  Maimer” and his team did not show up today, and so instead 
  we are pleased to present a team of “volunteers” from our 
  live stadium audience! Allow me to present, in their first (and 
  possibly last) appearance in the Zo!Dome: Salsin and Merdre, 
  Salsin’s younger sister Gomeh, and Gomeh’s son, Kim!”
  MARSHALL HARUTO THE MAIMER 
  CR 7 
  Variant ja noi oni (Alien Archive 2 88)
  LE Medium outsider (goblinoid, native, oni, shapechanger)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception 
  +14
  DEFENSE 
  HP 105 
  EAC 17; KAC 19
  Fort +9; Ref +9; Will +8
  Defensive Abilities regeneration 3 (acid or fire), serene fighter
  OFFENSE
  Speed 30 ft. (25 ft. in armor)
  Melee paramagnetic storm hammer +17 (3d6+15 B & E; critical 
  knockdown) 
  Ranged thunderstrike sonic rifle +14 (1d10+9 So; critical deafen 
  [DC 15]) 
  Spell-Like Abilities (CL 7th)
  1/day—flight (3rd level) 
  3/day—command (DC 15), fear (1st level, DC 15), supercharge 
  weapon
  TACTICS 
  During Combat Marshall Haruto begins the encounter in 
  the shape of a human civilian, hiding behind one of his 
  comrades until he can take the measure of the opponents 
  (technically a violation of the contest rules, but one that Zo! 
  will overlook for the sake of the “surprise reveal”). He casts 
  supercharge weapon and then attack the most physically 
  impressive target, continuing to attack until the creature 
  falls.
  Morale Marshall Haruto fights to the death.
  STATISTICS
  Str +5; Dex +4; Con +2; Int +1; Wis +0; Cha +1
  Skills Acrobatics +19, Intimidate +14, Stealth +14
  Languages Common, Goblin
  Other Abilities change shape (small or medium humanoid)
  Gear lashunta ringwear II, paramagnetic storm hammerAR with 
  2 batteries (20 charges each), thunderstrike sonic rifle with 
  2 high-capacity batteries (40 charges each)
  SPECIAL ABILITIES
  Serene Fighter (Ex) A ja noi is an experienced combatant and 
  can remain calm even in the face of great adversity. Once 
  per day, a ja noi can reroll a Will saving throw.
  
  STARFINDER SOCIETY SCENARIO
  38
  38
  ELRECH, BARAK, AND MORDET 
  CR 5 
  Kanabo soldiers (Alien Archive 2 88)
  LE Medium outsider (goblinoid, native)
  Init +3; Senses darkvision 60 ft.; Perception +8
  DEFENSE 
  HP 70 EACH 
  EAC 18; KAC 20
  Fort +7; Ref +7; Will +5
  Defensive Abilities armor savant
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee carbon steel curve blade +14 (1d10+10 S; critical bleed 1d6) 
  Ranged autotarget rifle +11 (1d6+5 P) or
  mk 1 flash grenade +11 (explode [5 ft., blinded 1d4 rounds, 
  DC 13])
  Offensive Abilities fighting styles (arcane assailant)
  Spell-Like Abilities (CL 5th)
  1/day—disguise self, supercharge weapon
  TACTICS 
  During Combat The kanabos begin the encounter disguised 
  as human civilians using disguise self. They pretend to be 
  “innocent victims who shouldn’t be here”, and beg the PCs 
  to help them as they approach. Once they close to within 20 
  feet of the PCs, they hurl flash grenades and dismiss their 
  illusory disguises, revealing their true form. Once combat is 
  joined, they use supercharge weapon and attack different 
  targets, hoping to clear the field quickly.
  Morale The kanabo expect no quarter from those they 
  deceived, and fight to the death.
  STATISTICS
  Str +5; Dex +3; Con +1; Int +0; Wis +0; Cha +0
  Skills Athletics +16, Intimidate +8, Stealth +8
  Languages Common, Goblin
  Other Abilities rune of the eldritch knight
  Gear golemforged plating II, autotarget rifle with 50 longarm 
  rounds, carbon steel curve blade, mk 1 flash grenades (2)
  SPECIAL ABILITIES
  Armor Savant (Ex) Kanabo have an innate mastery of the 
  use of armor. When wearing armor, they gain a +1 racial 
  bonus to AC. When wearing heavy armor, their armor check 
  penalty is 1 less severe than normal.
  
  LIVE ADVENTURE EXTREME!
  39
  39
  SCALING SHOBHADS
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove 1 shobhad from the encounter (including from 
  the read-aloud introduction).
  MATCH TWO: SHOBHADS
  “The red deserts of Akiton are harsh, and they have forged a 
  hard people. All the way from Akiton, the Red Planet, we have 
  the giant personalities of Linkis, Marguerre, Tars, and Tarvin. 
  These are shobhad show-offs who are in it to win it!”
  LINKIS, MARGUERRE, TARS, AND TARVIN 
  CR 6 
  Shobhads (Alien Archive 104)
  N Large monstrous humanoid 
  Init +1; Senses darkvision 60 ft.; Perception +12
  DEFENSE 
  HP 90 EACH 
  EAC 18; KAC 18
  Fort +8; Ref +10; Will +7
  Defensive Abilities ferocity; Resistances cold 5
  OFFENSE
  Speed 40 ft.
  Melee carbon steel curve blade +13 (1d10+11 S; critical bleed 1d6) 
  Ranged squad machine gun +10 (1d10+6 P) 
  Space 10 ft.; Reach 10 ft.
  TACTICS 
  During Combat The shobhad are unsubtle combatants: two of 
  them charge forward to melee range while the other two 
  advance firing their machine guns. They prefer to fight one-
  on-one in melee combat if possible.
  Morale Each shobhad yields if reduced to 20 Hit Points or less.
  STATISTICS
  Str +5; Dex +1; Con +3; Int +0; Wis +0; Cha +1
  Skills Athletics +13, Intimidate +18, Survival +13
  Languages Shobhad
  Gear tactical war harness (functions as defrex hide), carbon 
  steel curve blades (2), squad machine gun with 80 heavy 
  rounds
  
  STARFINDER SOCIETY SCENARIO
  40
  40
  SCALING ROBOT 
  DINOSAURS
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove 1 cybernetic tyrannosaurid from the encounter. 
  MATCH TWO: ROBOT DINOSAURS
  “It wouldn’t be Live Adventure Extreme! if we didn’t have some 
  dinosaurs. And what’s better than dinosaurs? Dinosaurs with 
  lasers in their heads, of course! Sponsored by Ichihara Holdings, 
  a cyborgasaur smorgasbord awaits our contestants today!”
  CYBERNETIC TYRANNOSAURIDS (4) 
  CR 6 
  N Large animal (technological)
  Init +3; Senses low-light vision; Perception +16
  DEFENSE 
  HP 100 EACH 
  EAC 17; KAC 19
  Fort +9; Ref +6; Will +4
  Defensive Abilities integrated weapons (laser eye)
  OFFENSE
  Speed 40 ft. (integrated jump jets)
  Melee bite +16 (2d6+13 S plus swallow whole; critical bleed 1d8) 
  Ranged laser eye +12 (2d6+6 F; critical burn 1d6) 
  Space 15 ft.; Reach 15 ft.
  Offensive Abilities swallow whole (2d6+13 B, EAC 17, KAC 19, 
  24 HP)
  TACTICS 
  During Combat The cybernetic tyrannosaurids spread out and 
  advance slowly and deliberately, firing the light excavation 
  lasers built into their left eye socket. Once within charge 
  range, they lumber forward and try to 
  Morale The dinosaurs are programmed to fight to the death.
  STATISTICS
  Str +5; Dex +2; Con +3; Int –3; Wis +1; Cha +0
  Skills Acrobatics +13, Stealth +18
  SPECIAL ABILITIES
  Integrated Jump Jets (Ex) A cybernetic tyrannosaurid has 
  integrated jump jets (Core Rulebook 206) that can’t be 
  removed. They recharge after an 8-hour rest period.
  Integrated Weapons (Ex) A cybernetic tyrannosaurid laser 
  eyes are integrated into its frame and can’t be disarmed. The 
  laser eye has a range increment of 30 feet.
  
  LIVE ADVENTURE EXTREME!
  41
  41
  SCALING GIANT CREST-
  EATERS
  Make the following adjustment to accommodate a group of 
  four PCs.
  Remove 1 giant crest-eater from the encounter. 
  MATCH TWO ENCORE: GIANT 
  CREST-EATERS
  “And now we move on to some more exotic opponents! Imported 
  just for this contest, these creatures are not content just to tear 
  the flesh from your bones, they want to eat the bones, too! Now 
  entering the Zo!Dome, this pack of Kasathan crest-eaters is 
  hoping the Starfinder team shows a little backbone.... so they 
  can eat it!”
  GIANT CREST-EATERS (4) 
  CR 6 
  Variant crest-eaters (Starfinder Alien Archive 30)
  N Huge magical beast
  Init +1; Senses bone tracker, darkvision 60 ft., low-light vision; 
  Perception +14
  DEFENSE 
  HP 95 EACH 
  EAC 18; KAC 20
  Fort +9; Ref +9; Will +6
  OFFENSE
  Speed 60 ft.
  Melee bite +17 (1d10+11 P plus 1 con) 
  Ranged venom spit +14 (1 con) 
  Offensive Abilities bone eater
  TACTICS 
  During Combat The giant crest-eaters each select a target and 
  stalk it, using any cover available to get close to its target. 
  Each crest-eater spits venom, and then charges in to bite its 
  chosen prey to death.
  Morale The giant crest-eaters have been kept underfed and are 
  quite hungry, but they flee from combat if reduced to 5 Hit 
  Points or less.
  STATISTICS
  Str +5; Dex +1; Con +5; Int –2; Wis +1; Cha +1
  Skills Stealth +18, Survival +13
  Languages Kasatha (can’t speak any languages)
  SPECIAL ABILITIES
  Bone Eater (Su) A giant crest-eater’s bite delivers a magical 
  venom that dissolves certain minerals in its victim’s body, 
  liquefying that creature’s bones. Each bite attack that deals 
  damage also deals 1 Constitution damage. A target can 
  negate this damage with a successful DC 14 Fortitude save.
  Bone Tracker (Ex) A giant crest-eater’s sense of smell is keenly 
  attuned to the minerals it needs to survive. It can sniff out 
  natural deposits of calcium, and it gains blindsense (scent) 
  against creatures that have taken Constitution damage from 
  its attacks in the past hour.
  Venom Spit (Su) As a standard action, a giant crest-eater can 
  make a ranged attack against the KAC of a single target 
  within 30 feet, spitting its bone-liquefying venom. If struck, 
  the target must succeed at a DC 14 Fortitude save or take 1 
  Constitution damage.
  
  STARFINDER SOCIETY SCENARIO
  42
  42
  SCALING CRYSTALLINE 
  SERPENTS
  Make the following adjustment to accommodate a group of 
  four PCs.
  The crystalline serpents have the sickened condition.
  MATCH TWO ENCORE: 
  CRYSTALLINE SERPENTS
  “And now we move on to some more exotic opponents! You 
  might not see them, but entering the Zo!Dome are some pretty 
  big glass serpents, native to Eox. At nearly 60 feet long, with 
  dozens of eyes and a mouth surrounded by feeding tentacles, 
  you might be glad you can’t see them! But don’t worry, their 
  transparent bodies always become visible once they start 
  swallowing contestants whole!”
  CRYSTALLINE SERPENTS (2) 
  CR 7 
  Variant glass serpents (Starfinder Alien Archive 2 64)
  N Gargantuan magical beast
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +18
  DEFENSE 
  HP 115 EACH 
  EAC 19; KAC 21
  Fort +11; Ref +11; Will +6
  Defensive Abilities ravenous invisibility; Immunities radiation
  OFFENSE
  Speed 60 ft., climb 30 ft., swim 30 ft.
  Melee tentacle +17 (1d6+13 S plus swallow whole) 
  Multiattack 3 tentacles +11 (1d4+13 S plus swallow whole)
  Space 20 ft.; Reach 30 ft. 
  Offensive Abilities swallow whole (1d6+7 A, EAC 19, KAC 19, 
  25 HP)
  TACTICS 
  During Combat The crystalline serpents remain invisible as 
  much as possible. They each attack a different target. Once 
  they swallow an opponent, they randomly select another 
  target to stalk and eat, oblivious of the fact that they are no 
  longer invisible. If the two serpents select the same target, 
  they attack each other for 1 round, with the serpent who 
  takes the most damage retreating and looking for another 
  victim.
  Morale The crystalline serpents have no choice but to feed as 
  long as they are alive.
  STATISTICS
  Str +5; Dex +3; Con +1; Int –4; Wis +2; Cha –2
  Skills Athletics +13 (+21 to climb or swim), Stealth +13, Survival 
  +13
  Other Abilities no breath
  SPECIAL ABILITIES
  Ravenous Invisibility (Ex) A crystalline serpent can 
  become invisible as part of any other action. Each time it 
  successfully damages a creature while invisible, it must 
  attempt a DC 14 Will save. If it fails, this ability is suspended 
  and the glass serpent becomes visible for 1 round (though 
  it can turn invisible again at the start of its next turn). A 
  glass serpent that has swallowed a creature cannot turn 
  invisible using this ability until 1 week after it swallowed the 
  creature, when its meal has been completely digested. (If 
  the swallowed creature escapes or is otherwise removed, 
  the glass serpent can use this ability again immediately.) An 
  invisible glass serpent can resume being visible as part of 
  any other action. 
  
  LIVE ADVENTURE EXTREME!
  43
  43
  SCALING ROBOT HYDRAS
  Make the following adjustment to accommodate a group of 
  four PCs.
  The prototype robot hydras malfunction as they emerge. 
  Both have the sickened condition.
  MATCH TWO ENCORE: ROBOT 
  HYDRAS
  “For our finale, we present the exclusive Zo!Dome premiere. The 
  mythical beast of legend.... now given synthetic life! It’s big, it’s 
  bad, it has five heads.... the robot hydra! And what’s better than 
  one robot hydra? Two robot hydras!”
  ROBOT HYDRAS (2) 
  CR 7 
  N Huge construct (technological)
  Init +2; Senses darkvision 60 ft.; Perception +11
  DEFENSE 
  HP 105 EACH
  EAC 19; KAC 21
  Fort +9; Ref +6; Will +9
  Defensive Abilities integrated weapons; Immunities construct 
  immunities; Weaknesses vulnerable to electricity
  OFFENSE
  Speed 20 ft., swim 20 ft.
  Melee bite +15 (2d6+13 P plus grab) 
  Multiattack 5 bites +9 (2d6+13 P plus grab)
  Ranged algid coolant sprayer +14 (1d6+7 C; critical staggered; 
  30-ft. cone) or
  viper-series hydra cannon +14 (2d6+7 E & F, 20-ft. cone)
  TACTICS 
  During Combat The robot hydras use their integrated “breath 
  weapon” ranged attacks and pounce multiattacks to destroy 
  their opponents.
  Morale The robot hydras fight until destroyed.
  STATISTICS
  Str +6; Dex +2; Con +3; Int –2; Wis +0; Cha –2
  Skills Athletics +16, Survival +11
  Other Abilities nanite repair, unliving 
  Gear integrated algid coolant sprayerAR with 1 high-capacity 
  battery (40 charges), integrated viper-series hydra cannonAR 
  with 1 high-capacity battery (40 charges)
  SPECIAL ABILITIES
  Nanite Repair (Ex) A robot hydra’s nanites heal it, restoring a 
  number of Hit Points per hour equal to its CR. Once per day 
  as a full action, the robot can regain 6d8 Hit Points.
  Pounce (Ex) When a robot hydra charges, it can also make a 
  full attack. It can use either its Multiattack or both of its 
  ranged attacks for its full attack.
  
  STARFINDER SOCIETY SCENARIO
  44
  44
  APPENDIX 3: GAME AIDS
  ZO!
  ZO! DOME
  ZO! CREW MEMBER
  WAZASHA KEVIR
  
  LIVE ADVENTURE EXTREME!
  45
  45
  APPENDIX 3: GAME AIDS
  LETHEA
  QUELL
  
  STARFINDER SOCIETY SCENARIO
  46
  46
  REWARD CONDITIONS
  The PCs earn the rewards for each area if they meet the conditions 
  listed below.
  Match One (Defeated Foes): The PCs earn these rewards if they 
  defeat their foes during this match.
  Match One Encore (Defeated Foes): The PCs earn these rewards 
  if they defeat their foes during this match.
  Intermission (Win Starship Combat): The PCs earn these 
  rewards if they defeat the enemy starships during this match.
  Match Two (Defeated Foes): The PCs earn these rewards if they 
  defeat their foes during this match.
  Match Two Encore (Defeated Foes): The PCs earn these rewards 
  if they defeat their foes during this match.
  Encounter 
  Level 5–6 Reward  
  Out of Level Reward 
  Level 7–8 Reward
  Match One 
  817 credits 
   
  992 credits 
   
  1,167 credits
  Match One Encore 
  817 credits 
   
  992 credits 
   
  1,167 credits
  Intermission 
  817 credits 
   
  992 credits 
   
  1,167 credits
  Match Two 
  817 credits 
   
  992 credits 
   
  1,167 credits
  Match Two Encore 
  817 credits 
   
  992 credits 
   
  1,167 credits
  ORGANIZED PLAY
  REWARDS TABLE
  
  LIVE ADVENTURE EXTREME!
  47
  47
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  -7
  -7
  -7
  -7
  -7
  -7
  -7
  
  STARFINDER SOCIETY SCENARIO
  48
  48
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b) “Derivative Material” means copyrighted 
  material including derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” 
  means the game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, including translations 
  and derivative works under copyright law, but specifically excludes Product Identity. 
  (e) “Product Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material 
  as Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that 
  Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version 
  of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from the 
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Starfinder Core Rulebook ©2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik 
  Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Scenario #3–10: Live Adventure Extreme! © 2020, Paizo Inc.; Author: 
  Scott D. Young.
  This product is compliant with the Open Game License (OGL) and is suitable for use 
  with Starfinder.
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All 
  trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as 
  well as all adjectives, names, titles, and descriptive terms derived from proper nouns), 
  artworks, characters, dialogue, locations, plots, storylines, trade dress, the historical 
  period called the Gap, the terms kishalee, sivv, skyfire, Dreamer (the official Open Game 
  Content term for which is “dreaming barathu”), and the Drift (the official Open Game 
  Content term for which is “hyperspace”). (Elements that have previously been designated 
  as Open Game Content, or are exclusively derived from previous Open Game Content, or 
  that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo game product are Open Game Content, as defined in the Open Game 
  License version 1.0a, Section 1(d). No portion of this work other than the material designated 
  as Open Game Content may be reproduced in any form without written permission.
  Starfinder Society Scenario #3–10:Live Adventure Extreme! © 2020, Paizo Inc. All Rights 
  Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder 
  Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; the 
  Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure, Pathfinder Adventure 
  Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder 
  Battles, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder 
  Legends, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, 
  Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, 
  Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks 
  of Paizo Inc.
  PAIZO INC.
  Creative Directors • James Jacobs and Robert G. McCreary
  Director of Game Design • Jason Bulmahn
  Director of Visual Design • Sarah E. Robinson
  Director of Game Development • Adam Daigle
  Organized Play Managing Developer • Linda Zayas-Palmer
  Developers • Eleanor Ferron, Jason Keeley, Luis  Loza, Ron Lundeen, Patrick Renie, and 
  Jason Tondro
  Starfinder Lead Designer • Joe Pasini
  Starfinder Senior Developer • John Compton
  Starfinder Organized Play Developer • Thurston Hillman
  Pathfinder Organized Play Developer • James Case
  Organized Play Developer • Jenny Jarzabski
  Design Manager • Mark Seifter
  Pathfinder Lead Designer • Logan Bonner
  Designer • Michael Sayre
  Managing Editor • Judy Bauer
  Senior Editor • Leo Glass
  Editors • Patrick Hurley, Avi Kool, Ianara Natividad, Kieran Newton, and Lu Pellazar
  Managing Art Director • Sonja Morris
  Art Directors • Kent Hamilton and Adam Vick 
  Senior Graphic Designer • Emily Crowell
  Graphic Designer • Tony Barnett
  Director of Brand Strategy • Mark Moreland
  Paizo CEO • Lisa Stevens
  President • Jeffrey Alvarez
  Chief Creative Officer • Erik Mona
  Chief Financial Officer • David Reuland
  Chief Technical Officer • Vic Wertz
  Director of Project Management • Glenn Elliott
  Project Coordinator • Lee Rucker
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Director of Licensing • John Feil
  Public Relations Manager • Aaron Shanks
  Social Media Producer • Payton Smith
  Customer Service & Community Manager • Sara Marie
  Operations Manager • Will Chase
  Organized Play Manager • Tonya Woldridge
  Organized Play Associate • Alex Speidel
  Accountant • William Jorenby
  Accounting & AP Specialist • Eric Powell
  Finance Operations Specialist • B. Scott Keim 
  Human Resources Generalist • Devinne Caples
  Director of Technology • Raimi Kong
  Web Content Manager • Maryssa Lagervall
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Katina Davis
  Customer Service Team • Rian Davenport, Keith Greer, Logan Harper, Joan Hong, 
  Samantha Phelan, Calliope Taylor, and Diego Valdez
  Warehouse Team • Mika Hawkins, Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, Whitney  Chatterjee, Erik Keith, 
  Levi Steadman, Josh Thornton, and Andrew White
  
  Normal
  LEVELS
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  LEVELS
  Normal
  LEVELS
  Normal
  LEVELS
  Adventure Summary
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
    
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  Character Chronicle #
  5–6
  7–8
  —
  4,085
  4,960
  5,835
  —
  Out of 
  Level
  Scenario #3-10: 
  Live Adventure Extreme!
  You were selected by the Society to take part in a series of competitive combats at the Zo!Dome on the Brethedan 
  archology of Trillidiem. There you combated against a set of dangerous foes, only to be sent on a starship to capture 
  footage of a space battle against another starship for later use as footage for Zo! Media commercials. Following your 
  starship battle, you and your allies returned to the Zo!Dome for a final set of bouts, where you emerged victorious. After 
  this impressive day of work, you returned to Absalom Station and the Lorespire Complex where you gave a final report. 
  During that report you (▫ expressed interest in returning to Live Adventure Extreme! / ▫ did not want to return for future 
  episodes of Live Adventure Extreme!).
  Reputation
  All Levels
  Levels 7–8
  advanced diasporan rifle (3,750; item level 5; Alien Archive 99)
  aurora storm doshko (6,700; item level 7; Near Space 148)
  chill frosthaft doshko (2,100; item level 4; Near Space 148)
  liquidator disintegrator rifle (4,740; item level 6; Armory 17)
  paramagnetic storm hammer (5,520; item level 7; Armory 12)
  tactical meteor glaive (4,390; item level 6; Armory 12)
  vesk overplate I (3,910; item level 6) 
  advanced meteor glaive (18,200; item level 10; Armory 12)
  asp-series hydra cannon (41,000; item level 12; Armory 22)
  ferromagnetic storm hammer (22,900; item level 11; Armory 12)
  skitterhide II (12,500; item level 9; Alien Archive 2 23)
  subzero frosthaft doshko (12,800; item level 9; Near Space 148)
  vesk overplate II (10,250; item level 8) 
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 3/SF S03-10 LIVE ADVENTURE EXTREME!.pdf