TEXT: Yesteryear’s Truth
  BY JASON KEELEY
  STARFINDER SOCIETY SCENARIO #1-03 TIER 1–4
  YEAR OF SCOURED STARS
  
  Starfinder Society Scenario #1–03: Yesteryear’s 
  Truth is a Starfinder Society Scenario designed 
  for 1st- through 4th-level characters (Tier 1–4, 
  Subtiers 1–2 and 3–4). This scenario is designed 
  for play in the Starfinder Society Roleplaying 
  Guild campaign, but can easily be adapted for 
  use with any world. For more information on 
  the Roleplaying Guild, how to read the attached 
  Chronicle sheets, and how to find games in your 
  area, check out the campaign’s home page at 
  paizo.com/starfinderSociety.
  HOW TO PLAY
  Author • Jason Keeley
  Development Lead • Thurston Hillman
  Interior Artists • Tawny Fritz, Leon Tukker
  Cartographer • Robert Lazzaretti
  Starfinder Creative Director • James L. Sutter
  Starfinder Creative Design Director • Sarah E. Robinson
  Starfinder Design Leads • Robert G. McCreary 
  and Owen K.C. Stephens
  Starfinder Design Team • Logan Bonner, 
  Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, 
  Stephen Radney-MacFarland, and Mark Seifter
  Starfinder Society Developer • Thurston Hillman
  Pathfinder Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Senior Developer • Robert G. McCreary
  Organized Play Lead Developer • John Compton
  Developers • Crystal Frasier, Jason Keeley, Mark Moreland, 
  Joe Pasini, Owen K.C. Stephens, and Linda Zayas-Palmer
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Lyz Liddell, Adrian Ng, and Lacy Pellazar
  Lead Designer • Jason Bulmahn
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Organized Play Coordinator • Tonya Woldridge
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Outreach Coordinator • Dan Tharp
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  Chief Technical Officer • Vic Wertz
  Director of Technology • Dean Ludwig
  Senior Software Developer • Gary Teter
  Community & Digital Content Director • Chris Lambertz
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  Customer Service Team • Sharaya Copas, Katina Davis,  
  Sara Marie, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, Mika 
  Hawkins, Heather Payne, Jeff Strand, and  
  Kevin Underwood
  Website Team • Lissa Guillet, Erik Keith, and Eric Miller
  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder or the Pathfinder 
  Roleplaying Game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, proper nouns (characters, 
  deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks, 
  characters, dialogue, locations, plots, storylines, trade dress, the historical period called the Gap, the terms kishalee, sivv, 
  and skyfire, and the Drift (the official Open Game Content term for which is “hyperspace”). (Elements that have previously 
  been designated as Open Game Content, or are exclusively derived from previous Open Game Content, or that are in the 
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  Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
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  this work other than the material designated as Open Game Content may be reproduced in any form without written 
  permission.
  Starfinder Society Scenario #1–03: Yesteryear’s Truth © 2017, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo 
  golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder 
  Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, 
  Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Legends, Pathfinder 
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  Tales, Starfinder, the Starfinder logo, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder 
  Pawns, and Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  Yesteryear’s Truth makes use of the Starfinder Core Rulebook. This adventure assumes the GM has 
  access to this sourcebook. All rules referenced in this adventure are available in the free online 
  Starfinder Reference Document at paizo.com/sfrd.
  Table of Contents
  Yesteryear’s Truth . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
  Starship
  Faction (Wayfinders)
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more information on 
  scenario tags see Chapter 1 of the Starfinder Society Roleplaying Guild Guide.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
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  3
  the membranes as keepers of the vast “metal graveyards” of the 
  old city. Meanwhile, the membranes lead a relatively privileged 
  lifestyle. Some of the ancient ghibrani technology persists, but 
  centuries of indolence have left the membranes unaware of the 
  treacherous deeds perpetrated by their ancestors.
  A Starfinder Society starship briefly charted the ghibranis’ home 
  star system, but they were able to obtain only a few samples of 
  orbital satellite data before being driven off by still-active orbital 
  defense drones. The fate of these Starfinders is fully described in 
  Starfinder Society Quest Pack #1: Into the Unknown, in which they 
  were ambushed by space pirates and forced to crash on another 
  uncharted planet in the Vast.
  SUMMARY	
  Venture-Captain Arvin assigns the PCs to investigate a recently 
  charted world. As the PCs arrive at the planet, orbital drones 
  immediately attack. After defeating the drones, the PCs scan the 
  world to discover a large city that has several signs of life and 
  technology. Unfortunately, the scans also reveal an immense 
  dome of force encasing the city and surrounding area that makes 
  a direct landing impossible. Choosing another spot to touch down, 
  the PCs cross a stretch of wasteland and are attacked by a large 
  beast, possibly getting aid from the local husk ghibranis. Despite a 
  J
  ust over 300 years ago on a planet in the Vast, a race 
  of insectile humanoids called ghibranis engaged in a 
  brief but deadly nuclear war between several of its now-
  forgotten nation states. Prior to their cataclysmic conflict, ghibranis 
  paid their respects to an aspect of Damoritosh—a god of war most 
  commonly worshipped by the vesk in modern times. This worship 
  shaped the race into a strong coalition of militarized states, with 
  religious servants of Damoritosh in key advisory positions. The war 
  that destroyed most of the ghibrani race occurred only decades 
  after the Gap, as the addled state of the world’s leaders in the Gap’s 
  aftermath only exacerbating existing tensions.
  A small percentage of ghibranis survived the devastation. A 
  powerful force field spared the metropolis of Arkeost the brunt of 
  the nuclear war, but subsequent radiation carried by shifting wind 
  currents wracked the city. Many died, but a sizable population 
  endured. The ghibrani leaders knew the city didn’t have sufficient 
  resources to support all the survivors, so after much discussion, 
  they purposefully engineered several additional minor disasters 
  to trouble the populace. The leaders then seeded rumors that an 
  angry Damoritosh was responsible for this “divine” punishment 
  and devised the creation of a false deity—Mother Touloo—who 
  promised salvation to those ghibranis who gave up the comforts 
  of civilization. Agents planted within the populace spread this 
  false religion, leading a sizeable contingent of ghibranis into the 
  wastelands. Meanwhile, the leaders of Arkeost and their closest 
  family and friends remained behind. 
  Over the following centuries, very little contact occurred 
  between the ghibranis who chose to live in the wastes and those 
  who stayed in Arkeost, though both remained acutely aware of 
  each other’s presences. The passing years, as well as healthy doses 
  of lingering radiation, caused a physical division to occur between 
  the two factions. The ghibranis in the badlands lost the use of their 
  wings and developed hardier exoskeletons; they became known as 
  “husks.” Those who lived within the surviving city kept their wings, 
  but became thinner and more fragile; they are known to the husks 
  as “membranes.”
  Today, while the membranes have all but forgotten their true 
  past, the husks continue to believe in the fictional Mother Touloo. 
  They remain focused on survival in the harsh desert wastelands 
  surrounding Arkeost, battling against vicious fauna, and view 
  BY JASON KEELEY
  Elytrio, the ghibrani home world, is the fourth planet 
  orbiting an unnamed sun. The planet used to have a thriving 
  ecosystem, with biomes ranging from rain forest to arctic 
  tundra, but a global thermonuclear war devastated the 
  environment and left most of the planet a wasteland. Elytrio 
  has two barren moons, which are referred to collectively 
  as the Companions. Though ghibranis never achieved 
  full spaceflight technology, they constructed automated 
  research facilities on both moons; after hundreds of years, 
  only a couple of these stations remain barely functional.
  Where in the 
  Universe?
  YESTERYEAR’S TRUTH
  
  Venture-Captain
  Arvin
  4
  STARFINDER SOCIETY SCENARIO
  language barrier, the Starfinders need to make a good impression 
  on these aliens. Regardless, the husk ghibranis lead the PCs to 
  cave shelters where they meet Klarima, a membrane ghibrani from 
  Arkeost. In exchange for their protection on the trip, she allows 
  the PCs into the city.
  The PCs reach Arkeost without further incident, and are 
  taken to a meal with the city’s membrane leaders. Thanks to a 
  bit of magic, the PCs can learn more about the city and its 
  residents, discovering that Arkeost’s central tower is 
  off-limits to the membrane ghibranis. Fortunately, 
  Klarima and the other membranes are happy to 
  let the PCs explore that location, which turns 
  out to be an archive containing the amassed 
  history and knowledge of the ghibrani race. 
  After dealing with automated robot defenders, 
  the Starfinders access the data and learn the 
  membranes’ shameful secret. Do the PCs share this 
  information or leave the past as something better 
  left forgotten?
  GETTING	STARTED
  The PCs start in Absalom Station 
  at the Lorespire Complex, where 
  Venture-Captain Arvin (N male 
  damaya lashunta mystic) has 
  summoned them for a standard 
  briefing. Read or paraphrase the 
  following to begin the scenario.
  Venture-Captain Arvin stands before 
  a hologram of a planet that appears to 
  have been ravaged by some disaster; 
  there is very little water and no obvious 
  greenery. “Greetings, Starfinders,” he says, without turning. 
  “You are looking at Elytrio, a newly charted planet in the Vast. 
  While you might dismiss it as a lifeless rock at first glance, it 
  still has mysteries to plumb. The starship that discovered it 
  was attacked by some kind of orbital defense system when it 
  got too close; the vessel didn’t have the firepower to respond, 
  so the crew made a prudent retreat. But we Starfinders don’t 
  let these sorts of things go.” He pauses before continuing. “I’d 
  like you to take a starship, travel to Elytrio, and discover all 
  you can about it. If you find any inhabitants on the planet, do 
  everything in your power to make peaceful contact with them. 
  If the place is deserted, try to locate information about who 
  might have built those defenses. Once you’ve got something 
  interesting, report back to me here at the Lorespire Complex. 
  Any questions?”  
  Arvin answers any queries the PCs might have.
  What else do we know about this planet? “Not much, I’m 
  afraid. Initial scans were too brief to get too many details. The 
  other Starfinders did report trace amounts of radiation in the 
  atmosphere, so there is a distinct possibility the planet’s current 
  appearance is not entirely natural.”
  What exactly are we looking for? “I would start with any 
  signs of civilization: a city, or even the ruins of one. If the planet 
  is completely deserted, search for some king of interesting flora, 
  fauna, or mineral deposit. Those defenses have to have been put 
  there for a reason.”
  What if we can’t make peaceful contact with the natives? 
  “Defend yourselves, of course, but let’s not start a 
  war here. Return to Absalom Station and we’ll 
  assess our options from there.”
  The venture-captain trusts the Starfinders 
  to make their own decisions when out in the 
  field, and dismisses them to purchase any last-
  minute supplies they might need. He informs them 
  a starship of their choosing, will be programmed 
  with the proper coordinates and awaiting in 
  Docking Bay 27 when they are ready to leave.
  Before they depart, the PCs must choose 
  which starship they take: the Drake or the 
  Pegasus. This is also when the PCs should slot 
  their boons for this scenario.
  WAYFINDERS	GIFT
  A small robotic drone intercepts the PCs 
  as they depart from their briefing. The 
  floating drone projects a holoscreen 
  in front of it. The source of the 
  transmission is Fitch (CN female 
  ysoki technomancer), the leader of the 
  Wayfinders faction. Fitch contacts the PCs 
  from the Master of Stars, the Wayfinders’ 
  flagship that is currently undergoing 
  repairs amidst the Armada outside Absalom Station. Read or 
  paraphrase the following.
  The drone projects a holoscreen with the image of a confused 
  looking ysoki child, whose head is quickly pushed out of the 
  screen by an older ysoki woman. “Fitch from the Wayfinders 
  here. Sorry about Kirkath popping on the screen; kids always 
  like the holoprojectors. Anyways, long and short, I hear you’ve 
  been assigned to explore Elytrio. First contact is important. 
  Need to make a good impression. Wayfinders specialize in this 
  sort of thing, so I wanted to offer some help! The drone has a 
  translation module strapped on its back. It’s not as reliable as 
  some magical solutions you might have, but if you’re in a pinch 
  for communicating, it might help!”
  Treasure: As promised, the back of the drone has a Tetrad 
  certified translator (see Appendix 2 of the Starfinder Society 
  Roleplaying Guild Guide). The PCs can use this device for the 
  remainder of the adventure. It should assist any players without 
  access to the share language spell.
  
  5
  YESTERYEAR’S TRUTH
  JOURNEY	THROUGH	THE	DRIFT
  It takes 5d6 days to make the journey through the Drift to Elytrio. 
  The trip is mostly uneventful, though the PCs pass a ysoki salvage 
  barge named Clutter Collector. The ship’s captain, a ysoki named 
  Winks (CN female ysoki) opens a communication link to talk to 
  the Society starship, more out of boredom than anything else. She 
  thanks the PCs for any conversation they engage in before having 
  to end the link an hour later as her ship moves out of range. After 
  re-entering normal space, the PCs’ vessel is less than a few hours’ 
  travel from their destination.
  As the PCs approach Elytrio, their comms suddenly squawk to 
  life, filled with a crackling robotic voice in an alien language. The 
  tone of the message is strident, and a PC who succeeds a DC 12 
  Culture or Sense Motive check (DC 15 in Subtier 3–4) recognizes it 
  as a warning. Casting comprehend languages catches the warning 
  as it repeats: “Unknown vessel: turn back or be destroyed.” 
  Subsequent recurrences of the message stutter and distort like 
  a corrupted audio file, eventually cutting off with a loud burst 
  of static. Simultaneously, a hemispheric vessel—an orbital drone 
  platform—comes into view from behind one of the planet’s moons. 
  It approaches the PCs’ starship, and while it has no visible weapons, 
  it does emit a ring of red light from the edges of its flat bottom hull.
  Attempting to contact this ship gets the same warning in reply 
  (though again with annoying audio artifacts). A PC succeeding 
  at a DC 14 Computers or Engineering check (DC 18 in Subtier 
  3–4) realizes the platform is part of an automated system and is 
  completely unoccupied. Shortly afterward, apertures open on the 
  platform’s bottom hull as the vessel enters a combat posture.
  The PCs’ starship should start on the edge of the hex grid map 
  and the orbital drone platform should be placed 15 hexes in the 
  opposite direction; Elytrio and its moons are far enough away that 
  their gravity won’t affect the combat.
  Starship Combat: Because it needs no crew, the orbital drone 
  platform houses a small hangar bay that stores its many drones, 
  as well as the machinery necessary to repair and replace them. 
  The platform has remained operational over the past few centuries 
  thanks to its solar panels and its debris recyclers, though it is in 
  less than perfect condition. The platform currently holds 12 drones 
  and long-standing orders to destroy any vessel without clearance.
  SUBTIER	1–2	(CR	2)
  ORBITAL DRONE PLATFORM 
  TIER 1
  Medium starship drone platform
  Speed 6; Maneuverability average (turn 2)
  AC 14; TL 13 
  HP 70; DT —; CT 14 
  Shields basic 40 (forward 10, port 10, starboard 10, aft 10) 
  Attack (Any) drone launch 
  Power Core Pulse Gray (100 PCU); Drift Engine none; Systems 
  basic computer, basic medium-range sensors, mk 2 
  defenses, mk 3 armor; Expansion Bays drone bays 
  Modifiers Computers +2, Piloting +1; Complement automated 
  CREW 
  On-Board Computer Computers +10 (1 rank), Engineering +8 
  (1 rank), Piloting +8 (1 rank)
  SPECIAL ABILITIES
  Automated (Ex) An orbital drone platform has no crew, though 
  it has an on-board computer that can perform most crew 
  actions. The on-board computer can perform engineer, pilot, 
  and science officer actions as if it has a crew of three. When 
  an orbital drone platform takes a critical damage effect, use 
  the table below.
   
  D% 
  System 
  Effect
   
  1–25 
  Sensors 
  Condition applies to all science  
   
   
   
  officer actions.
   
  26–50 
  Drone launcher 
  The platform can only  
   
   
   
   
  launch one drone every two  
   
              
   
  rounds (glitching) or three  
   
   
   
   
  rounds (malfunctioning). It  
   
   
   
   
  cannot launch drones  
   
   
   
   
  if the launcher is wrecked.
    
  51–75 
  Engines 
  Condition applies to all  
   
   
   
  pilot actions.
   76–100 
  Power core 
  Condition applies to all  
   
   
   
   
  engineer actions, except hold   
   
   
   
  it together and patch; a  
   
   
   
   
  malfunctioning or wrecked  
   
   
   
   
  power core affects other crew  
   
   
   
  actions as usual.
  Drone Launch (Ex) During the gunnery phase, an orbital drone 
  platform can launch one orbital drones (see below), which 
  appear in any adjacent hex at the start of the next round. 
  The platform cannot control more than four orbital drones 
  at a time. It ceases launching drones when four are active.
  ORBITAL DRONE 
  TIER —
  Tiny starship drone
  Speed 10; Maneuverability perfect (turn 0)
  AC 16; TL 15 
  HP 20; DT —; CT 4 
  Shields none 
  Attack (Turret) light laser cannon (2d4) 
  Power Core Micron Light (50 PCU); Drift Engine none; Systems 
  basic computer, budget short-range sensors, mk 2 defenses, 
  mk 3 armor; Expansion Bays none
  Modifiers Piloting +2; Complement automated 
  Other Abilities linked
  CREW 
  On-Board Computer gunnery +5, Piloting +10 (1 rank)
  SPECIAL ABILITIES
  Automated (Ex) An orbital drone has no crew, though it has an 
  on-board computer that can perform most crew actions. The 
  on-board computer can perform pilot and gunnery actions 
  
  A.	Orbital	Battle
  1 square = 5 feet
  Starfinder Flip-Mat: Basic Starfield
  6
  STARFINDER SOCIETY SCENARIO
  
  7
  YESTERYEAR’S TRUTH
  as if it has a crew of two. When an orbital drone takes a 
  critical damage effect, it instead loses 2 hull points. 
  Linked (Ex) An orbital drone is linked wirelessly to the 
  platform that deployed it. An orbital drone can benefit from 
  information gained and bonuses granted by science officer 
  actions performed by that orbital platform.
  SUBTIER	3–4	(CR	4)
  ADVANCED ORBITAL DRONE PLATFORM 
  TIER 2
  Medium starship drone platform
  Speed 8; Maneuverability average (turn 2)
  AC 16; TL 16 
  HP 70; DT —; CT 14 
  Shields light 80 (forward 20, port 20, starboard 20, aft 20) 
  Attack (Any) drone launch 
  Power Core Pulse Gray (100 PCU); Drift Engine none; Systems 
  advanced medium-range sensors, basic computer, mk 4 
  armor, mk 4 defenses; Expansion Bays drone bays 
  Modifiers Computers +4; Complement automated 
  CREW 
  On-Board Computer Computers +13 (2 ranks), Engineering +9 
  (2 ranks), Piloting +8 (2 ranks)
  SPECIAL ABILITIES
  Automated (Ex) See Subtier 1–2.
  Drone Launch (Ex) See Subtier 1–2.
  ADVANCED ORBITAL DRONE 
  TIER —
  Tiny starship drone
  Speed 12; Maneuverability perfect (turn 0)
  AC 18; TL 17 
  HP 25; DT —; CT 5 
  Shields basic 10 (forward 3, port 2, starboard 2, aft 3)
  Attack (Turret) linked light laser cannons (4d4) 
  Power Core Micron Light (50 PCU); Drift Engine none; Systems 
  basic computer, budget short-range sensors, mk 5 armor, mk 
  5 defenses; Expansion Bays none
  Modifiers Piloting +1; Complement automated 
  Other Abilities linked
  CREW 
  On-Board Computer gunnery +6, Piloting +10 (1 rank)
  SPECIAL ABILITIES
  Automated (Ex) See Subtier 1–2.
  Linked (Ex) See Subtier 1–2.
  Development: If the PCs destroy the orbital platform, the 
  drones immediately cease attacking and deactivate. Due to a 
  programming glitch the platform developed over the centuries, if 
  the PCs’ starship is brought to 0 Hull Points by the drones, it no 
  longer sees the PCs as a threat. The platform recalls any remaining 
  drones and returns to the far side of the moon. Whether the PCs 
  defeat the platform or not, they are free to continue to explore 
  Elytrio, though their starship may be heavily damaged.
  Treasure: If the PCs take the time to salvage the destroyed 
  orbital platform and succeed at a DC 16 Engineering check (DC 
  20 in Subtier 3−4), they retrieve part of its tracking system. 
  While old, it contains some unique algorithms that current 
  starship designers might find interesting. They gain the 
  Automated Defenses boon on their Chronicle Sheet. Regardless, 
  the destroyed platform has a salvage value of 900 credits 
  (1,350 credits in Subtier 3–4).
  Rewards: If the PCs fail to defeat the orbital platform, reduce the 
  PCs’ credits earned by the amount listed below.
  Subtier 1–2: Reduce each PC’s credits earned by 183.
  Out of Subtier: Reduce each PC’s credits earned by 292.
  Subtier 3–4: Reduce each PC’s credits earned by 400.
  ELYTRIO
  The majority of Elytrio is a post-apocalyptic wasteland. Scans 
  reveal that the planet has a breathable atmosphere, standard 
  gravity, and higher than normal (though still harmless) levels of 
  radiation. While most of Elytrio shows little sign of life, the ship’s 
  computer picks up a large energy output from what appears to be 
  a fully functional city in the southern hemisphere. These readings 
  indicate the city has a level of technology that is comparable to 
  that of the Pact Worlds (albeit slightly outdated), and that the 
  city contains life forms of some kind. It seems like the best place 
  to fulfill the mission Arvin has sent them on. 
  However, as the PCs enter Elytrio’s atmosphere, the computer 
  warns them that the city and a half-mile radius around it is 
  encased in a powerful force field. The starship can’t land in or 
  next to the city, but there is a safe landing zone fairly close to the 
  edge of the force field. The PCs can set down their vessel there 
  with no problem—but that doesn’t mean they can just stroll safely 
  into the city!
  A few hundred feet from the vessel, as the PCs trudge toward 
  the nearest edge of the force field, they are ambushed by a 
  hungry creature hiding in the sand. Each PC who succeeds at 
  a DC 18 Perception check (DC 21 in Subtier 3–4) can act in the 
  surprise round. The PCs should place themselves anywhere 
  within the area marked on the map with a dotted line before you 
  place the sand brute (see below) in the indicated squares.
  Creature: Ghibranis weren’t the only life forms on Elytrio 
  affected by nuclear radiation over the centuries. Once just 
  Scaling Encounter A
  Make the following changes to accommodate a group of 
  four PCs. 
  Both Subtiers: The platform can only deploy one drone 
  per round. Reduce the number Shield Points the platform 
  has in each arc by 5.
  
  B.	Desert	Bluffs
  1 square = 5 feet
  Starfinder Flip-Mat: Basic Terrain
  8
  STARFINDER SOCIETY SCENARIO
  
  9
  YESTERYEAR’S TRUTH
  lizards only a foot long, the creatures now known as sand brutes 
  grew to their current enlarged size and gained an increased 
  appetite in the process. Sand brutes look like muscular lions 
  with their beige-colored manes, but the rest of their body is 
  covered with dark brown scales that partially reflect certain 
  types of energy. They have stubby faces, big, fanged mouths, 
  and segmented tails. 
  Sand brutes hunt alone using ambush tactics, though when 
  desperate for food, they attack even when outnumbered. 
  Husk ghibranis are aware of their ferociousness and try to 
  drive the beasts off their own hunting grounds with crude, 
  scarecrow-like markers and alchemically created scents, but 
  the sand brutes aren’t fooled for more than a few months at a 
  time. Though sand brute meat is too tough to eat and contains 
  almost no nutritional value, young husk ghibranis sometimes 
  attempt to track one down as a ritual of strength; ghibranis 
  successful in this endeavor often wear their kills’ manes 
  as trophies. 
  SUBTIER	1	–2	(CR	3)
  SAND BRUTE 
  CR 3
  NE Large animal
  Init +1; Senses low-light vision; Perception +8
  DEFENSE  
   
   
   
         HP 40 
  EAC 14; KAC 16
  Fort +7; Ref +7; Will +2
  Defensive Abilities reflective hide
  OFFENSE
  Speed 30 ft.
  Melee bite +11 (1d6+7 P)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities imposing roar
  STATISTICS
  Str +4; Dex +1; Con +2; Int –4; Wis +0; Cha +0
  Skills Athletics +13, Intimidate +8, Stealth +8
  TACTICS
  During Combat The sand brute begins combat with its 
  imposing roar and then closes to engage the strongest-
  looking PC. It makes full attacks with its bite attack when 
  possible, unless it has difficulty hitting with the –4 penalty.
  Morale Out of hunger and desperation, the sand brute fights to 
  the death.
  SPECIAL ABILITIES
  Imposing Roar (Ex) As a move action, a sand brute can emit 
  a ferocious roar. Each creature within 60 feet of the sand 
  brute must succeed at a DC 12 Will saving throw or be 
  shaken for 1d4 rounds. A creature who succeeds at its 
  saving throw is immune to the same sand brute’s imposing 
  roar for 24 hours. This is a mind-affecting, sense-dependent, 
  fear effect.
  Reflective Hide (Ex) A sand brute’s hide can reflect lasers. The 
  creature takes only half damage dealt by weapons in the 
  laser group, and when struck by an attack from a weapon 
  in the laser group as a reaction it can make a ranged attack 
  with a +9 bonus against the EAC of an enemy within 15 feet. 
  If it hits, the sand brute deals an amount of fire damage to 
  that target equal to the damage it took. This ranged attack 
  doesn’t provoke an attack of opportunity.
  SUBTIER	3–4	(CR	5)
  SAND BRUTE ALPHA 
  CR 5
  NE Large animal
  Init +0; Senses low-light vision; Perception +11
  DEFENSE  
   
   
   
          HP 70
  EAC 17; KAC 19
  Fort +9; Ref +9; Will +4
  Defensive Abilities reflective hide
  OFFENSE
  Speed 30 ft.
  Melee bite +14 (1d6+10 P)
  Offensive Abilities imposing roar
  STATISTICS
  Str +5; Dex +2; Con +3; Int –4; Wis +0; Cha +0
  Skills Athletics +16, Intimidate +11, Stealth +11
  TACTICS
  Use the tactics from Subtier 1–2. 
  SPECIAL ABILITIES
  Imposing Roar (Ex) As a move action, a sand brute alpha can 
  emit a ferocious roar. Each creature within 60 feet of the 
  sand brute alpha must succeed at a DC 13 Will saving throw 
  or be shaken for 1d4 rounds. A creature who succeeds at 
  its saving throw is immune to the same sand brute alpha’s 
  imposing roar for 24 hours. This is a mind-affecting, sense-
  dependent fear, effect.
  Reflective Hide (Ex) A sand brute alpha’s hide can reflect 
  lasers. The creature takes only half damage dealt by 
  weapons in the laser group, and when struck by an attack 
  from a weapon in the laser group, as a reaction it can 
  make a ranged attack with a +12 bonus against the EAC 
  of an enemy within 15 feet. If it hits, the sand brute alpha 
  deals an amount of fire damage to that target equal to the 
  damage it took. This ranged attack doesn’t provoke an 
  attack of opportunity.
  Scaling Encounter B
  Make the following changes to accommodate a group of 
  four PCs. 
  Both Subtiers: The sand brute hasn’t eaten in a few days, 
  so it has the sickened condition for the entire combat.
  
  Ghibrani Husk
  10
  STARFINDER SOCIETY SCENARIO
  Development: The PCs encounter the husk ghibranis 
  immediately after their combat with the sand brute. Alternatively, 
  if the PCs start stumbling against the sand brute, refer to the Help 
  from the Ghibranis sidebar for information on having the husk 
  ghibranis step in to assist the PCs.
  GHIBRANI	HUNTING	PARTY
  During the PCs’ fight with the sand brute, several husk ghibrani 
  watch the conflict warily from the edge of the bluffs. The PCs’ 
  defeat of the sand brute impresses the ghibranis, while PCs who 
  stumble in the fight draw their curiosity and aid. The ghibranis 
  have never seen people like the PCs before and don’t know what 
  to expect. The hunters are clearly armed, though with strange 
  arquebus-style weapons that incorporate slightly dated energy 
  weapon magazines, but they are not pointing the weapons at the 
  PCs. A successful DC 12 Sense Motive check (DC 15 in Subtier 
  3–4), lets a PC can realize that the ghibrani’s intentions are not 
  immediately hostile.
  If the PCs do not make the first overtures of contact, 
  hopefully by holstering their weapons and showing their empty 
  hands, the leader of the hunting party, Dystane (N female husk 
  ghibrani soldier), shouts a greeting in Ghibran (the ghibrani 
  native language). A PC who succeeds at a DC 18 Culture (DC 
  22 in Subtier 3–4) recognizes the language as similar to the one 
  transmitted by the orbital drone platform, though simpler and 
  more guttural. Dystane holds up one of her hands and lowers her 
  head to show the flat of her twin mandibles. She straps her rifle 
  to her back and begins to slowly approach the PCs, continuing 
  to try her greeting. However, she doesn’t get closer than 20 feet 
  to any one PC.
  Non-Verbal Communication: The PCs can attempt some non-
  verbal communication with Dystane to prove their intentions 
  aren’t harmful, but not until they have lowered or holstered their 
  weapons. A PC who succeeds at a DC 15 Diplomacy check (DC 
  18 in Subtier 3–4) while making suitable gestures puts the other 
  ghibranis more at ease and Dystane steps another 5 feet closer. 
  From here, the PCs can try to introduce themselves (probably 
  by pointing to themselves and saying their names slowly and 
  clearly). If so, Dystane does the same. The PCs could try other 
  friendly invitations as they see fit (or even try to ask about the 
  city), and as long as they don’t make loud sounds or violent 
  motions, they can attempt another DC 15 Diplomacy check (DC 
  18 in Subtier 3–4). If they succeed, all the ghibranis move in just 
  a bit closer, while Dystane moves to with 10 feet of the party. 
  These movements should appear more curious than threatening 
  (which a PC can tell with a successful DC 12 Sense Motive 
  check). If the PCs have succeeded at one or more of these 
  Diplomacy checks, Dystane gives a couple of friendly 
  nods and gestures for the PCs to follow her to the husk 
  caves. If they fail both, Dystane and her ghibranis back away 
  slowly and return to their caves, but they don’t prevent the PCs 
  from following.
  Using Magic: It is possible that one or more of the PCs has 
  access to the share language spell, which would make this first 
  contact encounter much simpler. However, note that this spell 
  works on only one target and requires the caster to touch the 
  target. A PC still has to successfully make at least one of the 
  Diplomacy checks described above in order to show that the PC 
  spellcaster means no harm to Dystane with his touch. In this 
  Help from the 
  Ghibranis
  If more than half of the PCs are knocked unconscious by the 
  sand brute and it doesn’t look like the rest of the Starfinders 
  are faring much better, the husk ghibrani hunting party 
  can appear to save the day. At a climactic moment, a spear 
  suddenly embeds itself in the sand brute’s hide, killing it 
  (or driving it off, if hadn’t been wounded before this). That’s 
  when the PCs spot the ghibranis, as detailed in the Ghibrani 
  Hunting Party section.
  
  11
  YESTERYEAR’S TRUTH
  case, Dystane doesn’t attempt the Will saving throw against the 
  spell. Otherwise, if the spellcasting PC attempts to rush Dystane 
  or some kind of trickery, he needs to succeed at a melee attack 
  against EAC 13 (EAC 16 in Subtier 3–4) to touch Dystane, and 
  Dystane attempts a Will save against the spell (she has a total 
  Will save bonus of +3 in Subtier 1–2 and +4 in Subtier 3 –4). Even 
  if the spell is successful, Dystane won’t be too pleased with the 
  PCs, and a PC needs to succeed at a DC 18 Diplomacy check (DC 
  21 in Subtier 3–4) to calm her down.
  Infamy: If for any reason, the PCs initiate combat with the 
  husk ghibranis, it is considered an evil action. The husks have no 
  desire to fight, and never initiate combat in this scenario. Any PC 
  partaking in such an attack on the husks gains 1 Infamy.
  Development: There are several ways this initial contact can 
  play out. If, for any reason, the PCs end up initiating combat with 
  the ghibranis, the husks don’t try to fight and retreat as best they 
  can. It should be incredibly difficult for the PCs to track the husk 
  ghibranis to their hidden home. The remainder of the adventure 
  can still be salvaged, as the PCs should encounter Klarima (see 
  Meeting Klarima on page 12) as she returns to Arkeost.
  As long as combat doesn’t erupt between the two parties, 
  proceed to the Husk Enclave below.
  HUSK	ENCLAVE
  A tribe of husk ghibranis lives within a network of caves adjacent 
  to the bluffs (only a 30-minute trek on foot from the sand brute 
  encounter), though in the opposite direction of the city. A married 
  couple known as Brother Koseemo and Sister Alomir (N male and 
  female husk ghibrani envoys) leads the colony. These ghibranis 
  consider themselves the chosen children of the fictional deity, 
  Mother Touloo. Read or paraphrase the following as the PCs 
  approach the enclave.
  Dozens of beetle-like aliens crawl in and out of the many caves 
  that dot the face of this otherwise drab cliff. Most of them are 
  dressed in simple leather frocks, while the few with crude 
  weapons are covered with sturdier armor. A small garden filled 
  with sickly plants is visible off to one side, next to what looks 
  like the opening to a well. A handful of children sits in front of 
  a pair of older aliens, who are both wearing brightly colored 
  necklaces. They appear to be either telling the young ones a 
  story or teaching them a lesson.
  As Dystane and her hunters approach, the enclave lets out a 
  friendly cheer, which dies off as the other ghibranis notice the PCs. 
  Dystane quickly strides up to Alomir and Koseemo and begins an 
  animated conversation involving various clacking mandibles. If 
  Dystane led the PCs here, the two settlement leaders’ mandibles 
  clatter and they gesture for the PCs to come close. If the PCs 
  weren’t invited, the two leaders look a bit sterner and approach the 
  PCs, motioning for the children to go inside.
  This is a chance for the PCs to make a better second impression 
  or further their good relations with these ghibranis. If the PCs 
  aren’t yet on the ghibranis’ good side, a PC who succeeds at a DC 
  15 Culture or Life Science check (DC 18 in Subtier 3–4) realizes, 
  from the general environment and the condition of their garden, 
  that food and water are most likely precious resources on this 
  planet. An offering of any kind of food or drink (even field rations) 
  is immediately met with head bobbing and an invitation to enter 
  the cave; proceed to The Welcoming below. Otherwise, a player 
  who explains her plan for changing the ghibranis’ attitude toward 
  them (for instance, making a show of leaving anything remotely 
  resembling a weapon on the ground away from the cave or 
  presenting a trophy from the sand brute corpse) can attempt a 
  DC 18 Diplomacy check (DC 21 in Subtier 3–4). If she succeeds, 
  the PCs are invited inside. If she fails, the PCs are politely but 
  firmly given the cold shoulder; they still meet Klarima (see page 
  12) and continue the scenario, though that scene now occurs out 
  on the bluffs.
  If the PCs shared their language with Dystane by using magic 
  (and did not anger her in the process), she serves as a translator. She 
  welcomes the PCs to her home, introduces Alomir and Koseemo, 
  and offers them the blessings of Mother Touloo (any PC trained in 
  Mysticism doesn’t recognize that name). Dystane also explains that 
  before they can talk in depth, their tribe must perform a special rite 
  known as the Welcoming to officially receive her returning hunting 
  party; they would be overjoyed if the PCs would join in.
  If the PCs want to cast share language on either Alomir or 
  Koseemo (or both), they can do so without incident if they already 
  cast it on Dystane. If not, they need to succeed at a Diplomacy check 
  or melee attack as described above. Either of the leaders repeats 
  what Dystane had to say, though with a bit more enthusiasm.
  THE	WELCOMING
  The interior of the husk’s cave is spacious, with plenty of natural 
  handholds leading up to other tunnels into the cliff. A large 
  bonfire burns in the center of a cleared-out space, providing 
  light but making the cave quite stuffy. As the PCs step inside, it 
  seems as though the entire tribe is converging here. The PCs can 
  see that many of the ghibranis are carrying drums and assorted 
  instruments made from stone. A few moments later, they begin 
  playing a stately tune and the remaining ghibranis face each other 
  in a couple of straight lines. The husks proceed to start a formalized 
  processional dance.
  The PCs don’t have to join in the dance, though this is clearly 
  disappointing to the husk ghibranis, and prevents them from 
  making a good enough impression with the husks to fulfill the 
  scenario’s secondary success conditions. To have the best chance of 
  gaining the husk ghibranis’ favor, all of the PCs should participate 
  in the ceremony.
  The PCs can sit back and watch for a moment, and a PC who 
  succeeds at a DC 15 Culture check or DC 20 Perception check 
  (DC 17 and DC 22, respectively, in Subtier 3–4) recognizes the 
  general steps of the dance, granting each PC who participates a 
  +2 circumstance bonus on the dance check. Each PC is approached 
  by one of the husk ghibranis, who performs a clearly welcoming 
  
  12
  STARFINDER SOCIETY SCENARIO
  gesture. To join in the dance without embarrassment, each PC must 
  succeed at a DC 12 Profession (any appropriate profession, such as 
  dancer) or DC 14 Acrobatics check (DC 14 and DC 16, respectively, 
  in Subtier 3–4). A PC who exceeds the DC by 10 or more counts as 
  having two successes. 
  Development: If the PCs succeed at making a good impression, 
  by collecting a number of successes equal to half the number of 
  PCs (round down), the ghibranis rejoice and warmly embrace the 
  PCs as unofficial members of the tribe. Otherwise, the ghibrani 
  remain wary of the PCs, treating them as strangers. 
  Shortly after the welcoming ceremony, another ghibrani steps 
  into the firelight. She is thinner than the others and dressed in 
  shimmering fabrics, though it is clear she has a few bandaged 
  wounds. Most strikingly, she sports a pair of membranous wings, 
  unlike any of the other ghibranis! 
  MEETING	KLARIMA
  The newcomer is Klarima (LN female membrane ghibrani 
  mystic), a citizen of the city of Arkeost and itinerant wanderer. 
  The husk ghibranis treat her with respect, though not reverence, 
  as she enters, and allow her to walk right up to the PCs. She 
  looks over the PCs for a moment and then gestures to her throat 
  and mouth. Her hand lights up with energy, and she uses it to 
  point to one of the PCs’ throat and mouth. A PC who succeeds at 
  a DC 15 Mysticism check notes that she just cast share language 
  and needs to touch someone for the spell to take effect. If the 
  PCs cast their own share language on one of the husk ghibrani, 
  that ghibrani explains that Klarima’s magic does them no harm. 
  Otherwise, a PC who succeeds at a DC 12 Sense Motive check 
  realizes that Klarima’s intentions are benign.
  If the PCs allow it, Klarima casts share language on three of the 
  PCs, granting them the Ghibran language. She then introduces 
  herself, as well as her husk hosts (if they haven’t already been 
  introduced). She says, “You are unlike any other people I have 
  ever met. Possibly the same is true of you for me. We have much 
  we can teach one another.” She agrees to answer their questions 
  as best she can, but also queries the PCs about who they are, 
  where they are from, and what they want. The PCs are free to 
  tell her whatever they want. Questions they are likely to ask and 
  Klarima’s answers are presented below.
  What happened to this planet? “Oh my, what a strange 
  question! Surely, everyone knows of the great war between 
  the nation-states. The invisible fire they rained down upon one 
  another killed most living things across the globe. It was only 
  thanks to the foresight of our ancestors that any of us survived 
  to see today.” This kind of question raises Klarima’s suspicions 
  that the PCs might be from another world (if they haven’t already 
  told her).
   What do you know about the city with the force field around 
  it? “That is Arkeost, a shining beacon of civilization! One of the 
  few left on this world, I’ve been told. It is also my home. I can take 
  you there if you agree to escort me across the wastes.” Klarima 
  repeats this offer at the end of the conversation.
  Why are you different from the others? “Many generations 
  ago, after the war, a faction of my people received protection from 
  a divine power named Mother Touloo. They struck out into the 
  wastelands at their deity’s behest. In doing so, they eventually 
  lost the use of their wings. These ‘husks,’ as we call them, are 
  those you see before you.” She gestures around the cavern. 
  “Those of us who retained the power of flight are known as 
  ‘membranes’ by these people. We live within the city of Arkeost.”
  Why are you here/How were you wounded? “Those in my city 
  rarely leave it; our ancestors made sure we would be provided 
  with everything we would need. However, I have been afflicted 
  with a case of wanderlust. A near terminal case, it would seem, 
  as my explorations outside the city found me stumbling into a 
  tangle of soarnettles. They scratched me quite a bit and thanks to 
  the pain, I lost my way. Luckily for me, I crossed paths with these 
  kind husks, who bandaged my wounds and gave me a place to 
  spend the night.”
  What are soarnettles? “Just a dangerous piece of local flora—
  razor-sharp weeds that can catch the winds. They aren’t hard too 
  avoid, unless of course, you’ve got your head in the clouds.” She 
  smiles at her own foolishness.
  If any of Alomir, Dystane, or Koseemo can speak with the 
  PCs (via magic), they participate in the conversation, affirming 
  what Klarima says. It should be clear to the PCs that the two 
  subspecies of ghibrani don’t seem to have any animosity toward 
  one another.
  When the PCs are done asking their questions, Klarima offers 
  them a deal. She needs to return to her home, and is willing to 
  show the PCs how to get through the force field in exchange for 
  their protection on the short journey. She can also introduce them 
  to the leaders of the city, if the PCs so desire.
  Treasure: Before the PCs leave with the enclave, if they have 
  made a good impression on the husk ghibranis, Alomir and 
  Koseemo present them a ritual weapon as a gift. The weapon 
  Impressing the Husks
  To satisfy the secondary success condition of the scenario, 
  the PCs need to make a strong positive impression on the 
  husk ghibranis. Unless the PCs attack the husk hunting 
  party, they can follow the husks back to their enclave 
  without any problems. At least one PC needs to offer food 
  or water or succeed a Diplomacy check to create enough 
  trust for the party to be allowed into the enclave cavern. 
  Once inside, the PCs must succeed at an Acrobatics or 
  appropriate Profession check to participate in the husk 
  welcoming ceremony. As long as the PCs succeed at a 
  number of checks equal to half the number of PCs (rounding 
  down), then they successfully impress the husks.
  
  Ghibrani 
  Membrane
  13
  YESTERYEAR’S TRUTH
  is a huchket, a rifle used by husk hunters (see sidebar for full 
  information). Regardless of the PCs’ success, the husks offer 
  three vials of a dark liquid that tastes like black licorice, which 
  function as mk 1 serums of healing. In Subtier 3–4, the husks only 
  offer two vials, but they act as mk 2 serums of healing.
  Rewards: If the PCs fail to make a good impression on the 
  husk ghibranis, reduce the PCs’ credits earned by the amount 
  listed below.
  Subtier 1–2: Reduce each PC’s credits earned by 207.
  Out of Subtier: Reduce each PC’s credits earned by 310.
  Subtier 3–4: Reduce each PC’s credits earned by 413.
  INTO	ARKEOST
  Klarima leads the PCs through the badlands toward the shining 
  metropolis in the distance. The journey takes only a few hours, 
  allowing any share language spells to remain in effect. Elytrio’s 
  sun is beginning to set as they approach the edge of a visible 
  force field half a mile outside of the city. Klarima retrieves a 
  clunky and ancient-looking datapad from her pack and presses 
  a few buttons on it. There is a brief pause when nothing 
  happens and, a little frustrated, she touches the same sequence 
  of buttons on the device. This time, a circular portion of the 
  force field opens like a door. Klarima steps through and gestures 
  for the PCs to follow. When all the PCs have passed through, 
  Klarima presses another button on her datapad and the force 
  field closes again.
  By the time the PCs reach Arkeost, its lights have come on. Read 
  or paraphrase the following. 
  This strange metropolis sparkles like a jewel in the gloom of 
  dusk. In stark contrast to the desolation surrounding it, the 
  city is a bustling center of activity, with dozens of winged 
  insectoid aliens going about their business, flitting from one 
  high doorway to another. The streets below seem almost like 
  an afterthought, used only occasionally by small automated 
  machines. Several overgrown flower beds and shaggy trees 
  fill the spaces between the roads and hug the sides of the tall 
  buildings. Though the structures still look sturdy, obvious 
  patches of rust and other disrepair indicate that they haven’t 
  been very well taken care of.
  Most of the ghibrani citizens stop what they are doing and 
  stare at the PCs as they walk with Klarima. In short order, a 
  contingent of ghibranis wearing formal armor and carrying 
  weapons that look like taclashes flutters down to confront the 
  group. A PC who succeeds at a DC 12 Profession (bounty hunter, 
  mercenary) or a DC 16 Sense Motive check (DC 14 and DC 18, 
  respectively in Subtier 3 −4) notices that these guards don’t 
  seem very comfortable with their armaments—a subtle hint that 
  the membranes live in a place far beyond their understanding. 
  Luckily, Klarima steps forward to defuse any potential conflict, 
  explaining to the guards that the PCs are her guests.
  After a few moments spent conferring with the guards, 
  Ghibrani Huchket Rifle
  The huchket is a generational weapon of the husk 
  ghibranis. It includes some technological elements from 
  the ghibrani’s past, but is otherwise appears like an 
  archaic projectile longarm.
  HUCHKET RIFLE
  A huchket rifle is a 3rd-level, projectile longarm ranged 
  weapon that deals 1d10 piercing damage and has the wound 
  critical hit effect. It has a range of 80 feet and holds 6 rounds. 
  It has the analog special property and 1 bulk, and it costs 
  1,400 credits.
  
  14
  STARFINDER SOCIETY SCENARIO
  Klarima turns to the PCs and says, “Good news! You are going 
  to be allowed to speak to the Most Elevated!” If questioned, 
  she explains that the Most Elevated are the city’s council of 
  rulers, the wisest and most learned membrane ghibranis who 
  work in harmony to ensure the safety and comfort of the city’s 
  residents. She readily admits, if pressed, that the Most Elevated, 
  and in fact most membrane ghibranis, have little to do with the 
  husk ghibranis the PCs met outside of the city.
  A	MOST	ELEVATED	DINNER
  With their newly acquired honor guard, Klarima leads the PCs 
  to the tallest, fanciest building in the center of the city. The 
  guards flit their wings and fly toward an opening in the structure 
  40 feet off the ground. Klarima appears to be about to do the 
  same, when she suddenly realizes that the PCs probably don’t 
  have the ability to fly. Using her datapad, she summons forth a 
  table-sized hovering drone for each PC (unless that PC suddenly 
  demonstrates the ability to fly, though either magic, technology, 
  or a racial ability). These drones are clearly meant to only haul 
  cargo and have no real safety measures for carrying living 
  creatures. As one PC steps onto her means of conveyance, its 
  hoverjets momentarily give out and it nearly crashes to the 
  ground, but it powers back on just in time. In the end, though, 
  the robots slowly but surely raise up the PCs to the height of the 
  entranceway, where they can step inside.
  The guards continue to usher the PCs, leading them to a 
  large central chamber with vaulted ceilings. A large table 
  occupies one end of the room, behind which sit five membrane 
  ghibranis dressed in elaborate robes. They stand, bow to the 
  PCs, and beckon them to approach. Klarima introduces the Most 
  Elevated council and says that if the PCs wish, they can bestow 
  the blessings of their language to those who don’t have it yet. 
  Likewise, one of the council members can cast share language on 
  any remaining PC who isn’t under that effect, so that everyone 
  might participate in the conversation. Everyone is offered a chair.
  Catching Up: The Most Elevated are as eager to learn about the 
  PCs as the PCs are to learn about them. They give any information 
  the PCs neglected to ask of Klarima (see Meeting Klarima on page 
  12), as well as many of the facts contained in the Adventure 
  Background, though even the Most Elevated do not know that 
  Mother Touloo is only a fabrication; they are as convinced she 
  is real as are the husk ghibrani, though they do not worship her 
  themselves. If the topic of religion arises, the council explains 
  that their ancestors used to venerate a great god of battle and 
  conquest, but they do not see the need for religion during these 
  current times, as the city provides for their every need; a PC who 
  succeeds at a DC 10 Mysticism check can guess this old deity 
  is likely a form of Damoritosh. For every question the PCs ask, 
  the council asks a question of their own, ranging from “Do all of 
  your species look like you?” (they assume that the PCs are all 
  one species of alien, regardless of the exact party composition) to 
  “How did you travel to this place?” (they are nonplussed to learn 
  the PCs are not from their world).
  Meal Time: Before the PCs can ask too many questions about 
  the city, a gentle tone rings throughout the room. Klarima visibly 
  perks up. “Dinner!” she explains. “It feels like ages since I’ve had 
  a proper meal.” The guards, who had been standing at attention 
  near the door to this room, pull chairs up to the table and a 
  handful of hovering drones enter from previously hidden hatches 
  in the walls. The drones place ceramic plates and utensils in front 
  of each person; the utensil each person receives is a flat piece of 
  metal with a slight indent at one end—almost like a spoon. Each 
  person is then given a serving of a thick, light tan liquid in which 
  floats irregular chunks of protein. The food has a smoky, cheesy 
  odor. As the ghibranis begin scooping up their meals, Klarima 
  explains this is a traditional dinner of “kahlgee,” a word that 
  doesn’t really translate into Common.
  The PCs can eat the kahlgee if they want, though it looks 
  very unappetizing. If none of the PCs partake of the meal, the 
  Most Elevated look a bit offended and Klarima appears a little 
  disappointed in them. Klarima even goes so far as to suggest the 
  PCs try the food, mentioning that it is a gift from the membranes 
  and how “one should always accept a gift.” A PC who consumes 
  the food must succeed at a DC 12 Fortitude saving throw (DC 15 
  in Subtier 3–4) to avoid immediately spitting it back up as the 
  taste and texture of the kahlgee is revolting to most life forms. 
  A PC can pretend to eat the dinner with a successful DC 16 Bluff 
  check (DC 20 in Subtier 3–4), either pushing it around on the 
  plate long enough to look she has eaten it or by surreptitiously 
  spitting a hunk of protein into a napkin.
  Power Outage: Half way through the meal (when at least two 
  PCs have attempted a saving throw or skill check), the power 
  suddenly goes out. This gives one of the remaining PCs the 
  opportunity to attempt the Bluff check mentioned above (with a 
  +4 circumstance bonus to the check); the first player who jumps 
  at this opportunity should be allowed to attempt the check. 
  The lights snap back on a moment later (catching the PC in his 
  sneaky act if he fails the check), removing the chance for the 
  bonus for any other PC. The ghibranis don’t seem too worried 
  about the power fluctuation, noting that “the Mainframe acts 
  up occasionally, but it always self-corrects after a few seconds.”
  If at least half the PCs (rounding down) succeed at saving 
  throws to keep down the food or Bluff checks to trick the 
  ghibranis, the council continues to chat happily, and they give 
  a gift to the PCs when dinner concludes (see Treasure below). 
  Otherwise, the council curtly answers a few more questions and 
  then calls an end to the meeting. In such the latter case, Klarima 
  escorts them to some guest quarters where they can rest for 
  the night and sadly says that they should probably leave come 
  morning, unless they have other pressing matters they want to 
  deal with.
  Mainframe: After the brief power outage, the PCs should be 
  curious about its cause and might ask some questions about the 
  “Mainframe” the council mentioned. The Most Elevated explain 
  that the Mainframe is the heart of the city, constructed by their 
  ancestors to provide continuous power and to house the many 
  
  15
  YESTERYEAR’S TRUTH
  drones that cater to their whims. Unfortunately, they can’t say 
  much more about the Mainframe, as it is taboo for ghibranis to 
  enter the area of the city where it is housed. They don’t seem 
  very concerned by the implications, and have rarely questioned 
  the tradition.
  If the PCs ask if there is anything they can do to aid the 
  people of Arkeost, the council thanks them for their generosity, 
  but lightly comment on nothing being wrong. This statement 
  is punctuated by dinner chime ringing once again, followed 
  by drones placing clean plates on top of the dirty ones and 
  inaccurately squirting kahlgee across the table. The ghibranis 
  smile awkwardly and attempt to act as if nothing is amiss, 
  although no one eats a second time. A minute later, the drones 
  sweep in again to clean up the mess.
  Development: At this point, the PCs are probably insistent 
  about helping the ghibranis (or at least planning to sneak away 
  after everyone has gone to sleep to investigate the problem). 
  The Most Elevated are happy to point out where the Mainframe 
  resides and, after a moment of discussion among themselves, 
  note that nothing in the tradition mentions anything about non-
  ghibranis entering the area, so the PCs won’t be stopped if they 
  wish to go there. Klarima, the guards, or other ghibranis in the 
  city can also point the PCs in the direction of the Mainframe if 
  the PCs don’t want to ask the Most Elevated. If the PCs don’t 
  have this idea, then Klarima approaches them afterwards, 
  suggesting the idea of exploring the Mainframe—she’s always 
  been interested in the possibility, but she is an adherent of 
  tradition and refuses to go herself.
  As the meeting wraps up, Klarima informs the PCs that while 
  they were eating, she requested some drones convert a few 
  ground-level warehouses into sleep quarters for the PCs. She 
  offers to lead them there so they can rest for the night.
  Treasure: If the PCs impressed the Most Elevated by engaging 
  in polite conversation and eating the kahlgee, the membrane 
  leaders present the party with a dark blue metal crown embossed 
  with silver thread that acts as a mk 1 mindlink circuit. In Subtier 
  3–4, the membranes instead give the group an amulet of 
  camouflage shaped like a scarab beetle. Along with this, Klarima 
  offers the PCs her membrane holdout pistol (see sidebar) to help 
  with the PCs’ expedition into the Mainframe. 
  Rewards: If the PCs fail to impress the Most Elevated council 
  by eating the kahlgee, reduce the PCs’ credits earned by the 
  amount listed below.
  Subtier 1–2: Reduce each PC’s credits earned by 180.
  Out of Subtier: Reduce each PC’s credits earned by 237.
  Subtier 3–4: Reduce each PC’s credits earned by 294.
  C. GHIBRANI MAINFRAME
  The building housing the Mainframe is near the outskirts of 
  Arkeost, on the opposite side of the city that the PCs entered. The 
  PCs see an increased concentration of drones and other hovering 
  robots in this neighborhood, though none seem to pay any 
  attention to them. A large doorway leads into the structure and a 
  ramp descends a bit into open garage-like space where thousands 
  of drones are stored. Many are powered down and others are 
  being repaired by other drones, leaving the PCs to walk through 
  patches of dead silence followed by stretches of frantic activity 
  as they descended on curving ramps farther and farther below. 
  As the PCs continue, they spot the several signs in Ghibrani that 
  read “Taboo Area,” “Keep Out,” and other warnings with similarly 
  grave images to accentuate the point. Eventually, the PCs reach a 
  hallway that branches off from the garages.
  C1. Clean room (Cr 1 or Cr 3)
  The hallway opens into a rectangular room of white plastic, a 
  stark contrast to the smoky, grease-stained garages that led 
  up to this place. Fans whir quietly overhead. Track lighting 
  along the floor illuminates much of the chamber. Several white 
  coveralls hang on the wall behind a bench to the north. A door 
  leads to the east. 
  The coveralls are designed for ghibrani anatomy, though they 
  can be stretched onto any humanoid body. Wearing a coverall 
  grants a +1 circumstance bonus to the Reflex saving throw if the 
  trap on the door activates (see below).
  Impressing the 
  Membranes
  Membrane Holdout 
  Pistol
  To satisfy the secondary success condition of the scenario, 
  the PCs need to stomach the traditional meal of the 
  membranes—kahlgee. As long as half (rounding down) 
  the PCs succeed a Fortitude save to keep the food down 
  or succeed at a Bluff check to dispose of the meal, they 
  successfully impress the membranes.
  The original name of these pistols is forgotten, as 
  the membrane ghibranis use them only in the direst 
  circumstances. Under casual inspection, this pistol appears 
  to be a sturdy laser weapon.
  MEMBRANE HOLDOUT PISTOL
  A membrane holdout pistol is a 3rd-level, laser small-arm 
  ranged weapon that deals 1d6 fire damage and has the burn 
  1d6 critical hit effect. It has a range of 80 feet and holds 20 
  charges. It has L bulk and costs 1,250 credits.
  
  C1
  C2
  C3
  16
  STARFINDER SOCIETY SCENARIO
  Trap: The door is locked (hardness 8, HP 30, break DC 24, 
  Engineering DC 15 in Subtier 1 −2 and DC 18 in Subtier 3 −4 to 
  disable) and unless the PCs find and disable the trap on the door, 
  they receive a nasty shock when they try to open it.
  SUBTIER	1	–2	(CR	1)
  TRAPPED DOOR                                                                         CR 1 
  Type technological; Perception DC 21; Disable Engineering DC 
  16 (disable shock emitter) 
  Trigger touch; Reset 1 minute; Bypass wireless key card reader 
  (Computers DC 16 to hack) 
  Effect arc of electricity (3d6 E); Reflex DC 12 half; multiple 
  targets (all targets within 10 ft. of door)
  SUBTIER	3	–4	(CR	3)
  TRAPPED DOOR                                                                        CR 3 
  Type technological; Perception DC 24; Disable Engineering DC 
  19 (disable shock emitter) 
  Trigger touch; Reset 1 minute; Bypass wireless key card reader 
  (Computers DC 19 to hack) 
  Effect arc of electricity (6d6 E); Reflex DC 14 half; multiple 
  targets (all targets within 10 ft. of door)
  C2. Power StationS (Cr 3 or Cr 5)
  Four pillars, each covered in glowing circuitry, break up the 
  floor of this chamber. Though slightly out of date by modern 
  Pact Worlds standards, the four power generators in between 
  the pillars nevertheless hum with energy. The room is 
  illuminated from below, and doors lead east and west. 
  The generators are about waist high and can provide cover 
  to creatures standing behind them. The console on the northern 
  generator flashes red, displaying a malfunction in one of its 
  coils. A PC who spends 20 minutes and succeeds at a DC 18 
  Engineering check can repair the damaged coil, ending Arkeost’s 
  current power fluctuations.
  Creatures: Entering this room activates several security robots, 
  which emerge from closets in the northeast and northwest 
  corners of the room. They first demand the PCs leave, uttering a 
  mechanical demand in Ghibran. The robots start shooting on the 
  following round. These robots are shaped a bit like ghibranis; a PC 
  who succeeds at a DC 16 Life Sciences or DC 20 Perception check 
  (DC 20 and 24, respectively, in Subtier 3 −4) recognizes their forms 
  are a combination of husk and membrane physiology—thick shells 
  but with winglike appendages. This likely makes more sense to 
  C.	Ghibrani	Mainframe
  1 square = 5 feet
  
  17
  YESTERYEAR’S TRUTH
  the PCs when they access the computer in area C3.
  SUBTIER	1	–2	(CR	3)
  GHIBRANI GUARDBOTS (2)                                                 CR 1
  N Medium construct (technological)
  Init +8; Senses darkvision 60 ft., low-light vision;  
  Perception +5
  DEFENSE  
   
   
                  HP 20 EACH
  EAC 14; KAC 15
  Fort +1; Ref +1; Will  –1
  Immunities construct immunities
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee slam +6 (1d6+3 B)
  Ranged eye laser +9 (1d4+1 F; critical burn 1)
  Offensive Abilities strafing fire
  STATISTICS
  Str +2; Dex +4; Con —; Int +1; Wis +0; Cha +0
  Skills Acrobatics +10, Computers +5
  Other Abilities unliving
  TACTICS
  During Combat The guardbots use the generators for cover, 
  using their strafing fire ability when two or more PCs 
  are adjacent to one another. If the PCs are also using the 
  generators for cover and causing the guardbots to miss 
  consistently, they move to engage the PCs in melee combat.
  Morale The guardbots fight until they are destroyed.
  SPECIAL ABILITIES
  Eye Laser (Ex) A ghibrani guardbot can fire laser beams from 
  its eyes. This ranged attack has an increment of 30 feet and 
  can’t be disarmed.
  Strafing Fire (Ex) As a standard action, a ghibrani guardbot 
  can make a single ranged attack against AC 15 to apply the 
  effects of harrying fire to two adjacent enemies. This action 
  does not provoke an attack of opportunity.
  SUBTIER	3–4	(CR	5)
  ADVANCED GHIBRANI GUARDBOTS (2)                        CR 3 
  N Medium construct (technological)
  Init +8; Senses darkvision 60 ft., low-light vision;  
  Perception +8
  DEFENSE  
   
   
                 HP 40 EACH
  EAC 14; KAC 16
  Fort +4; Ref +4; Will +1
  Immunities construct immunities
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee slam +9 (1d6+5 B)
  Ranged eye laser +12 (1d4+4 F; critical burn 1d4)
  STATISTICS
  Str +2; Dex +4; Con —; Int +1; Wis +0; Cha +0
  Skills Acrobatics +15, Computers +8
  Other Abilities unliving
  TACTICS
  Use the tactics from Subtier 1–2.
  SPECIAL ABILITIES
  Eye Laser (Ex) An advanced ghibrani guardbot can fire laser 
  beams from its eyes. This ranged attack has an increment of 
  30 feet and can’t be disarmed.
  Strafing Fire (Ex) As a standard action, a ghibrani guardbot 
  can make a single ranged attack against AC 15 to apply the 
  effects of harrying fire to two adjacent enemies. This action 
  does not provoke an attack of opportunity.
  Treasure: One of the storage slots that held one of the ghibrani 
  guardbots contains a set of equipment left over from the ancient 
  living ghibrani soldiers who operated out of this area. The set 
  includes an ember flame doshko, two shock grenades II, and a set 
  of casual stationwear armor. In Subtier 3–4, the weapons are a red 
  star plasma doshko and two flash grenades II.
  Rewards: If the PCs don’t overcome the ghibrani guardbots, 
  reduce the PCs’ credits earned by the amount listed below.
  Subtier 1–2: Reduce each PC’s credits earned by 171.
  Out of Subtier: Reduce each PC’s credits earned by 272.
  Subtier 3–4: Reduce each PC’s credits earned by 373.
  C3. aCCeSS terminal
  The temperature of this narrow room is a few degrees warmer 
  than the previous chambers. Racks of computers line the walls, 
  with tiny lights blinking and hard drives audibly whirring. A 
  single terminal stands opposite the only door to the west, an 
  input prompt flashing serenely.
  As most of the PCs should still be under the effects of share 
  language, the language barrier shouldn’t be a problem when they 
  want to access the computer. However, the interface is unfamiliar. 
  A PC who succeeds at a DC 13 Computers check (DC 15 in Subtier 
  3 –4) can log into the terminal. The PCs have three attempts to 
  succeed at this check before they are locked out. If no PC is 
  Scaling Encounter C2
  Make the following changes to accommodate a group of 
  four PCs. 
  Both Subtiers: The guardbots are in a state of disrepair 
  and take a –2 penalty to their attack rolls every other round. 
  In Subtier 3–4, increase this penalty to –3.
  
  18
  STARFINDER SOCIETY SCENARIO
  trained in Computers, the PCs can attempt DC 10 Intelligence 
  checks instead.
  When the PCs gain access to the computer, they learn all the 
  information presented in the Adventure Background on page 3. This 
  includes several confessional vidclips recorded by the ghibranis 
  who originally orchestrated the creation of Mother Touloo, photos 
  of the planet as it was before the attack, and information on the 
  orbital defense system. The PCs can download all this information 
  onto their personal datapads or other digital storage devices. Even 
  if the PCs were locked out of the terminal, they can download the 
  encrypted data for future investigation by trained data-sniffers 
  from the Lorespire Complex.
  CONCLUSION
  Once they have learned the specifics of recent ghibrani history, the 
  PCs must decide what they are going do with that knowledge. Do 
  they tell the ghibranis of the fabricated history or allow them to 
  live as they have for generations? The immediate implications of 
  this choice are detailed below.
  Tell No One Elytrio: The PCs can easily get back to their starship 
  and return to Absalom Station without letting anyone know what 
  they know; Klarima opens a hole in the force field without asking 
  any questions. Hopefully, the PCs maintained good relations with 
  both factions of ghibranis, for which Venture-Captain Arvin applauds 
  their efforts. He commiserates with them about the difficulty of the 
  decision they faced regarding the ghibrani history they learned, but 
  offers neither praise nor condemnation on that front. The Starfinder 
  Society must decide what to do with this information!
  The PCs receive this result if they failed to access the terminal 
  in area C3.
  Tell Only the Membranes: The PCs are granted another audience 
  with the Most Elevated (even if they didn’t maintain good relations 
  with them) if they ask. The council is thankful if the PCs repaired 
  the generator, and they are surprised to learn the actions of their 
  ancestors. However, as they are quite comfortable, they see no 
  reason to change the way they currently live and posit that the 
  husks probably feel the same way. They vow to uphold the tradition 
  of keeping the Mainframe area taboo. When Klarima escorts the 
  PCs back to the force field to open an exit for them, she seems a bit 
  distracted. “You have given me much to think about, new friends,” 
  are her last words to them.
  Back on Absalom Station, Venture-Captain Arvin appreciates 
  that the PCs chose to do something with the information they 
  discovered, but he doesn’t assure them that they made the right or 
  wrong decision. The Starfinder Society will keep an eye on Elytrio 
  for any future developments!
  Tell Only the Husks: Klarima is sad to see the PCs go, but shows 
  them an exit. She expresses a hope that they will meet again 
  someday. Returning to the husk enclave, Alomir and Koseemo are 
  understandably upset to hear that their religion is fictional. While 
  the husks are not upset with the bearers of this bad news, they 
  ask to be left alone to process the information. Dystane is the most 
  visibly angry at the disclosure, and she and her hunters begin 
  taking stock of their weapons.
  Back on Absalom Station, Venture-Captain Arvin’s reaction is much 
  the same as in the Tell Only the Membranes conclusion, though his 
  note to the Society to watch over Elytrio has a bit more urgency to it.
  Tell Everyone: The outcomes are similar to the two previous 
  ones, but depending on which faction knows that the other faction 
  also knows, the membranes might be prepared for the husks when 
  the inevitable revolt comes!
  REPORTING	NOTES
  If the PCs tell none of the ghibranis about what they discovered, 
  check box A. If the PCs tell only the membranes, check box B. If 
  the PCs tell only the husks, check box C. If the PCs tell everyone, 
  check box D.
  PRIMARY	SUCCESS	CONDITION
  If the PCs return the historical records of Arkeost to the Lorespire 
  Complex, even if they didn’t successfully log into the mainframe 
  themselves, they succeed at their mission and each earn 1 Fame 
  and 1 Reputation for any factions associated with their current 
  faction boon, regardless of what they did with that information.
  SECONDARY	SUCCESS	CONDITIONS
  If the PCs establish good relations with both the husk and 
  membrane ghibranis (as detailed in Husk Enclave and A Most 
  Elevated Dinner), they each earn 1 additional Fame and 1 Reputation 
  for any factions associated with their current faction boon. What 
  the PCs do with the secrets they discover in the mainframe does 
  not affect this success condition.
  FACTION	NOTES
  If the PCs completed the secondary success conditions, they 
  impress the Wayfinders faction. Each PC earns 1 additional 
  Reputation with the Wayfinders faction, in addition to any other 
  Reputation earned as a result of completing this scenario.
  
  19
  YESTERYEAR’S TRUTH
  
  20
  STARFINDER SOCIETY SCENARIO
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Starfinder Society Scenario #01–03: Yesteryear’s Truth © 2017, Paizo Inc.; Author: 
  Jason Keeley.
  Event
  GM #
  GM Character #
  GM Fame Earned
  GM Name
  Date
  B
  A
  D
  C
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Starfinder Society Scenario #1-03: 
  Yesteryear’s Truth
  
  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  7
  Character Chronicle #
  1–2
  3–4
  —
  741
  1,111
  1,480
  —
  Out of
  Subtier
  Starfinder Society Scenario #1-03: 
  Yesteryear’s Truth
  Automated Defenses (Starship Boon): You defeated one of the orbital defense platforms orbiting the planet Elytrio. The 
  platform contained several unique, albeit technologically outdated, innovations in starship design. The most promising 
  adaptation of the technology is its ability to deter oncoming missiles using miniature automated drones. When you slot 
  this starship boon, once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at 
  your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery 
  check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or 
  encounter. A starship can only be improved by a single copy of this boon.
  Friend of the Ghibrani (Social Boon): During your time on Elytrio, you had the opportunity to interact with the two 
  subspecies of the resident ghibrani race: the husks and the membranes. Depending on your interactions, you befriended 
  one or more of these subspecies. This boon might have repercussions in future scenarios, which you will be told of prior 
  to slotting your boons. Your GM will cross out the entry for any subspecies you failed to befriend during this scenario.
   
   
   
  Husk Ghibranis 
   
  Membrane Ghibranis
  Ghibran Linguist (Slotless Boon): So long as you possess this boon, all of your Starfinder Society Roleplaying Guild 
  characters have access to the Ghibran language and can select it any time they would learn a new language.
  All Subtiers
  Reputation
  Subtier 3–4
  casual stationwear (1,300; item level 3)
  ember flame doshko (750; item level 2)
  huchket rifle (1,400; item level 3)
  membrane holdout pistol (1,250; item level 3)
  mk 1 mindlink circuit (1,600; item level 2)
  mk 1 serum of healing (50; item level 1)
  shock grenade II (650; item level 4; limit 2)
  amulet of camouflage (1,400; item level 3)
  flash grenade II (1,350; item level 6; limit 2)
  mk 2 serum of healing (425; item level 5; limit 2)
  red star plasma doshko (4,650; item level 6)
  HUCHKET RIFLE
  A huchket rifle is a 3rd-level, projectile longarm ranged 
  weapon that deals 1d10 piercing damage and has 
  the wound critical hit effect. It has a range of 80 
  feet and holds 6 rounds. It has the analog special 
  property and 1 bulk, and it costs 1,400 credits.
  MEMBRANE HOLDOUT PISTOL
  A membrane holdout pistol is a 3rd-level, laser small-
  arm ranged weapon that deals 1d6 fire damage 
  and has the burn 1d6 critical hit effect. It has a 
  range of 80 feet and holds 20 charges. It has L 
  bulk and costs 1,250 credits.
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 1/SF S01-03 - Yesteryear’s Truth.pdf