TEXT: Yesteryear’s Sorrow
  BY JASON KEELEY
  STARFINDER SOCIETY SCENARIO #1–21, TIER 3–6
  YEAR OF SCOURED STARS
  
  Starfinder Society Scenario #1–21: Yesteryear’s 
  Sorrow is a Starfinder Society Scenario designed for 
  3rd- through 6th-level characters (Tier 3–6; Subtiers 
  3–4 and 5–6). This scenario is designed for play in 
  the Starfinder Society Roleplaying Guild campaign, 
  but can easily be adapted for use with any world. For 
  more information on the Roleplaying Guild, how to 
  read the attached Chronicle sheets, and how to find 
  games in your area, check out the campaign’s home 
  page at StarfinderSociety.club.
  HOW TO PLAY
  Author • Jason Keeley
  Development Lead • Thurston Hillman
  Contributing Artists • Nicolás Espinoza, Tawny Fritz, and 
  Sebastian Rodriguez
  Cartographer • Robert Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda 
  Hamon Kunz
  Organized Play Lead Developer • John Compton 
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Michael Sayre, Chris S. Sims, 
  and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • James Case, Leo Glass, Lyz Liddell, Adrian Ng, 
  Lacy Pellazar, and Jason Tondro
  Art Director • Sonja Morris
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  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder 
  or the Pathfinder Roleplaying Game.
  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 #1–21: Yesteryear’s Sorrow © 2018, Paizo Inc. All Rights Reserved. Paizo, 
  Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
  and the Starfinder logo 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, 
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  Companion, 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.
  GM ResouRces
  Yesteryear’s Sorrow makes use of 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 sfrd.info.
  Table of Contents
  Yesteryear’s Sorrow.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22
  Handouts.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see Chapter 1 of the Starfinder Society Roleplaying Guild 
  Guide.
  Faction (Exo-Guardians)
  
  BY JASON KEELEY
  YESTERYEAR’S SORROW
  Where in the 
  Universe?
  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 (see Adventure 
  Background) devastated the environment and left most 
  of the planet a wasteland. Elytrio has two barren moons, 
  which are referred to as the Companions. Though ghibranis 
  never achieved full spaceflight technology, they were able 
  to construct automated research facilities and both moons; 
  after hundreds of years, only a couple of these stations are 
  barely functional.
  ADVENTURE BACKGROUND
  When the leaders of the militant nation-states of the planet of 
  Elytrio came to their senses after the Gap, they immediately 
  began flinging accusations, blaming one another for their loss 
  of memories. Small skirmishes erupted between a few nation-
  states’ armies, but such conflicts were not all that unusual 
  between these worshipers of an aspect of Damoritosh they 
  called the Great Vanquisher (though they weren’t aware of 
  this fact themselves). The cooler heads of ambassadors and 
  dignitaries might have established peace once again, had not an 
  unhinged commander seized control of the nuclear might of one 
  nation-state’s central military base and started a devastating 
  world war.
  Already a paranoid individual, Colonel Trogoss was affected 
  greatly by the Gap. As head of Egoret Base, he oversaw the majority 
  of the nation-state of Bhyrri’s weapons of mass destruction. He 
  was prepared to go to war at a moment’s notice, and as the weeks 
  stretched on, he became more and more impatient waiting for 
  the green light from Bhyrri’s leaders. A devout follower of the 
  Great Vanquisher, Trogoss came to believe his country’s enemies 
  were laughing at them. One day, he snapped. Trogoss launched 
  the first salvo of nuclear missiles without clearance from his 
  superiors, setting off a chain reaction that would ravage the 
  planet and killing nearly every living thing on the planet. Both 
  the military personnel (including Colonel Trogoss) in the sturdy 
  underground bunker beneath Egoret Base and the metropolis 
  of Arkeost managed to survive the ensuing chaos. The story of 
  Arkeost and its inhabitants is fully detailed in Starfinder Society 
  Scenario #1–03: Yesteryear’s Truth and Starfinder Adventure Path 
  #5: The Thirteenth Gate.
  Feeling victorious, Trogoss continued to lead those under his 
  command, but some of his soldiers regretted their part in the 
  world-shaking events. The commander imprisoned the few who 
  spoke openly about their feelings, stating that such disobedience 
  would tear them apart before they could survive long enough to 
  be able to return to the surface. Any other soldiers with doubts 
  kept them to themselves from then on.
  This atmosphere of fear and mistrust caught the attention of a 
  fear eater, a malicious caterpillar-like fey who cultivates negative 
  emotions in mortals to fertilize the psychic mushrooms that 
  nourish him. This creature—Skorusko—latched on to Trogoss’s 
  fear and stoked it using his magic until the ghibrani colonel 
  succumbed to the terror. Believing that the entire base was out 
  to get him, Trogoss released a cloud of radioactive gas into the 
  corridors, dooming himself and the other survivors to painful 
  deaths. Since that fateful day, Egoret Base and its stockpile 
  of weapons capable of planetary annihilation have remained 
  untouched, and Skorusko has lounged among his fungal bounty 
  that would last for centuries.
  SUMMARY
  Zigvigix, leader of the Exo-Guardians faction, sends the 
  Starfinders to Elytrio (a planet some of them might have already 
  been to), where they meet up with a local guide. The guide takes 
  the PCs to an abandoned military base where the PCs might 
  find some weapons the Exo-Guardians can use as deterrents 
  against any future threats to the Society. The ruins of the facility 
  contain nothing of value, but the PCs discover a hatch leading 
  underground. Before they can clear it of rubble and get inside, 
  they are hit by a sudden squall of nasty weather.
  Once inside the bunker, the PCs discover several stashes of 
  weapons, ammunition, and prototypes that might be of interest 
  to the Exo-Guardians and the Starfinder Society. However, 
  they must first deal with obstacles such as cursed computer 
  
  4
  STARFINDER SOCIETY SCENARIO
  Zigvigix
  terminals, mutated vermin, radioactive leaks, and collapsing 
  infrastructure before the payloads are safe to retrieve. Along the 
  way, the PCs might find hints— in the form of audio recordings 
  from the base’s commander—about what happened within the 
  bunker after the planet’s devastating war. Eventually, they 
  come face-to-face with the architect of the bunker’s downfall: 
  a malicious fey known as a fear 
  eater. By defeating this villain, 
  the PCs can render the bunker 
  safe to explore.
  GETTING STARTED
  The PCs start the adventure in 
  Absalom Station, where the Exo-
  Guardians faction leader, Zigvigix (LG 
  host shirren soldier), asks them to meet 
  at the faction’s warehouse headquarters 
  in the Downlow that many Starfinders have 
  affectionately nicknamed “the Nest.” Ever 
  since it was cleared of hostile alien 
  life-forms by neophyte Starfinders in 
  Starfinder Society Scenario #1−01: The 
  Commencement, the Exo-Guardians 
  have worked tirelessly to turn it into a 
  training gym and engineering workshop. 
  The site buzzes with activity when the PCs 
  arrive. Read or paraphrase the following to 
  begin the scenario.
  Past several holographic combat-simulation chambers and 
  an open sparring area, resides an office made of portable 
  prefabricated walls painted a dark maroon. Inside, the 
  augmented shirren, Zigvigix, sits behind a small desk plays a 
  vidgame involving matching different colored orbs. “Have you 
  tried this game yet?” they ask a few moments later after they 
  fail a level. “It’s called Congruenz, and it is most enjoyable! But 
  that’s not why I called you here, Starfinders.” They switch the 
  holodisplay to show the three-dimensional image of a desolate 
  planet. “As has become evident in the past few months, the 
  Starfinder Society lacks the means to protect itself should we 
  encounter a large threat, such as the threats within the Scoured 
  Stars.” Their antennae twitch. “Of course, we aren’t looking to 
  start any fights, but we want the galaxy to know we are ready 
  to finish them. As such, I believe that this planet, Elytrio, might 
  have the resources to aid us.
  If any of the characters participated in Starfinder Society 
  Scenario #1–03: Yesteryear’s Truth, Zigvigix acknowledges their 
  contribution to that mission and asks if they would like to share 
  their experiences on the planet. Otherwise, a PC can attempt a 
  Culture check or Diplomacy check to gather information to know 
  what other Starfinders discovered on Elytrio. Zigvigix can fill in 
  any details the PCs don’t know.
  CULTURE (RECALL KNOWLEDGE) OR 
  DIPLOMACY (GATHER INFORMATION)
  Based on the result of a Culture check to recall knowledge or 
  Diplomacy check to gather information, a PC might already know 
  about what happened during the Starfinder Society’s first mission 
  to Elytrio. They learn all of the information with a DC 
  less than or equal to the result of their check. 
  10+: Elytrio is a planet in the Vast with two 
  moons. The first time a Pact Worlds ship 
  approached, the ship was nearly destroyed 
  by an automated orbital-defense system. 
  Later, a Starfinder team was sent to explore 
  the planet and investigate a large energy 
  signature that turned out to be an inhabited 
  city named Arkeost. The Starfinders 
  made peaceful contact with those 
  that lived there: the descendants 
  of survivors of a great nuclear war 
  that ravaged the planet.
  15+: Elytrio’s inhabitants are 
  a dimorphic race of beetle-like 
  people known as ghibranis. The husk 
  ghibranis have sturdier frames and climb 
  with ease, while the membrane ghibranis are 
  slenderer and have wings that let them fly. 
  The husk ghibranis eke out an existence in 
  the planet’s wastelands, while the membrane 
  ghibranis live comfortably within a city 
  protected by a force field, with robots providing for needs.
  20+: The Starfinders discovered that in the years after the 
  war, the leaders of Arkeost enacted a plan to create a false deity 
  named Mother Touloo to trick some of the survivors into leaving 
  the city. Without this plan, Arkeost would not have been able 
  to sustain its population for very long. The husk ghibranis are 
  the descendants of those who left the city and still worship 
  Mother Touloo to this day. The current membrane ghibranis had 
  no knowledge of this shameful history, and the two groups aren’t 
  hostile to one another. The Starfinder Society decided not to 
  divulge this information to any of Elytrio’s inhabitants.
  When the PCs have this information, Zigvigix continues with 
  the briefing.
   “Our scans and contact with the surviving inhabitants have 
  uncovered the presence of abandoned underground bunker at a 
  ruined military base that we believe might hold a few stockpiles 
  of unused weapons. We’d like you to head there, explore the 
  facility to clear out any dangers within, and mark any weapons 
  you find with these.” Zigvigix places a small stack of plastic 
  disks on the desk. “Once you believe it is safe, the Society can 
  send a larger vessel to pick up and transport any weapons you 
  find. You will also be meeting a local contact on the ground to 
  provide you with translations, if you need help.”
  
  5
  YESTERYEAR’S SORROW
  The shirren explains that the devices are locator disks and 
  function similarly to homing beacons, putting out a faint signal 
  that someone tuned to the right comm channel can easily find. 
  They require no skill to activate, simply the press of a button. Once 
  activated, they have a range of 1 mile and use very little power. A 
  disk’s battery life is measured in months, not hours, so the PCs are 
  in no rush to complete their mission and return to Absalom Station. 
  There are six locator disks.
  The PCs can ask any questions they have for Zigvigix now.
  Who is going to meet us on Elytrio? If any of the Starfinders 
  participated in Starfinder Society Scenario #1−03: Yesteryear’s 
  Truth, Zigvigix says, “An old friend, perhaps.” Otherwise, he says, 
  “One the locals who met our representatives earlier has agreed to 
  accompany you on this mission. She is a bright and eager woman 
  named Klarima, who might be interested in joining the Society one 
  day. Please do keep her safe.”
  What can we expect to find in this bunker? “Information on 
  the ground is very thin, I’m afraid. We’ve failed to penetrate the 
  compound’s exterior to scan it for life. We know the base above it 
  was a military one, so there might be automated defenses inside, 
  but we don’t even know if the area is still receiving power. In short, 
  expect anything!”
  Can we take any weapons we find with us? “As usual, use any 
  resources you might find in the field to help you complete your 
  mission. And hopefully, you find more than a laser pistol or two 
  down there, so don’t break your backs trying to carry an entire 
  armory out of there!” Zigvigix chuckles.
  When the PCs are ready to set out on the mission, Zigvigix 
  gives them Elytrio’s coordinates, as well as the coordinates of the 
  meeting spot on the planet. Before they leave, they can make 
  any last-minute purchases they want on the station and slot their 
  boons. Any boons that help the PCs with exploration and survival 
  would be wise to slot at this time. Since this is an Exo-Guardians 
  mission, any boons related to that faction are also potentially 
  helpful. If any of the players have the Friend of the Ghibrani 
  boon from Starfinder Society Scenario #1−03: Yesteryear’s Truth, 
  encourage them to slot that boon.
  JOURNEY TO ELYTRIO
  The journey to Elytrio through the Drift takes 5d6 days. The 
  trip through the swirling purple clouds until about the halfway 
  point in the journey. At this point, the PCs come across a battered 
  freighter limping through the Drift at suboptimal speeds. The 
  ship identifies itself as the Numinous Canticle and indicates 
  that it holds a group of two dozen refugees who’ve recently 
  fled a moon-based mining and trade hub in the Vast. The base 
  was made up Pact Worlds citizens and the refugee ship seeks 
  to return after the colony was annexed by forces belonging to 
  the Azlanti Star Empire. An engineering-inclined PC can offer to 
  assist the Numinous Canticle with repairs. A PC who succeeds at 
  a DC 18 Engineering check (DC 21 in Subtier 5–6) convinces the 
  vessel to reveal that the Azlanti arrived shortly after a mysterious 
  starship crashed elsewhere on the moon. The citizens offer their 
  only information about the incident, a transmission (written 
  in Azlanti, which none of the refugees understand) that reads: 
  “We’ve secured the King Xeros and are effecting repairs.” The PCs 
  aren’t authorized to explore this situation, but upon completion of 
  the Elytrio mission, Zigvigix promises to raise the issue with the 
  Forum and First Seeker.
  Arrival: A few hours after they exit the Drift, the PCs approach 
  Elytrio and can see, even from orbit, that the world isn’t much 
  more than a massive wasteland, with nary an ocean to be 
  seen. There is a moment of turbulence as their starship enters 
  the atmosphere, but it passes quickly, and they can land at the 
  coordinates provided to them by Zigvigix, which are within sight 
  of the ruined military base.
  Exiting their vessel, the PCs are met by one of two possible 
  contacts: Dystane the husk hunter or Klarima the membrane 
  explorer, depending on the boons slotted by the players. If 
  anyone has slotted the Friend of the Ghibrani boon, determine 
  which subspecies of ghibrani the majority of players befriended; 
  that ghibrani is their contact on Elytrio, granted the benefit noted 
  below. If there is a tie, call for a quick vote among the players: 
  would they rather a husk or a membrane accompany them? If no 
  one has this particular boon, their contact is Klarima. Hereafter, 
  the chosen ghibrani is referred to in this scenario as the Guide. 
  Dystane: The most competent hunter among the husk 
  ghibranis of the settlement known as Shelter, Dystane is a 
  generally serious, no-nonsense person. She respects competence, 
  and if any of the PCs befriended the husks in Yesteryear’s Truth, 
  she sees them as close as family. She can aid the PCs in combat 
  as noted in her Tactics below, and though she doesn’t speak fluent 
  Common, she has learned a few words since the Starfinders first 
  contacted the planet. It is enough for her to give the PCs the gist 
  of things the PCs need her to translate, if they don’t have a way 
  to understand the language.
  DYSTANE 
  CR 2
  Female husk ghibrani soldier (Starfinder Adventure Path #5: The 
  Thirteenth Gate 55)
  N Medium humanoid (ghibrani)
  Init +1; Senses low-light vision; Perception +7
  DEFENSE 
  HP 25
  EAC 13; KAC 16
  Fort +7; Ref +2; Will +3
  Defensive Abilities sturdy
  OFFENSE
  Speed 25 ft., climb 15 ft.
  Melee tactical spear +10 (1d6+6 P)
  Ranged huchket rifle +7 (1d10+2 P; critical wound)
  Offensive Abilities fighting styles (guard)
  TACTICS
  During Combat Dystane provides either covering fire or harrying fire 
  for her allies, whichever would be the most beneficial. She only 
  moves into melee to help rescue a fallen comrade.
  Morale Dystane doesn’t flee unless the PCs do.
  
  Dystane
  6
  STARFINDER SOCIETY SCENARIO
  STATISTICS
  Str +4; Dex +1; Con +2; Int +0; Wis +0; Cha +0
  Skills Athletics +12 (+20 to climb), Diplomacy +7, Intimidate +7, 
  Sense Motive +7, Survival +12
  Languages Common (basic words only), Ghibran
  Other Abilities armor training
  Gear basic irdishell, huchket rifle (Starfinder Society Scenario 
  #1−03: Yesteryear’s Truth 13) with 12 rounds, tactical spear
  SPECIAL ABILITIES
  Sturdy (Ex) Dystane receives a +2 racial bonus to KAC against 
  attempts to bull rush or reposition her.
  Klarima: A young, energetic membrane ghibrani, Klarima is 
  very excited to be working with the Society again, especially if 
  she has already met any of the group. She is a quick study and 
  has picked up Common as a language since the previous scenario. 
  Early on, she apologizes that she will be mostly useless in a fight, 
  but she is more than willing to lend her limited spellcasting ability 
  to the PCs when needed. She is well read, and while she acts as 
  the Guide during this adventure, each PC gains a +1 circumstance 
  bonus to all skill checks.
  KLARIMA 
  CR 2
  Female membrane ghibrani mystic (Starfinder Adventure Path #5: 
  The Thirteenth Gate 55)
  N Medium humanoid (ghibrani)
  Init +2; Senses low-light vision; Perception +7
  DEFENSE 
  HP 21
  EAC 12; KAC 13
  Fort +1; Ref +1; Will +8
  OFFENSE
  Speed 30 ft., fly 20 ft. (Ex, average)
  Melee tactical knife +4 (1d4+2 S)
  Ranged membrane holdout pistol +6 (1d6+2 F; critical burn 1d6)
  Offensive Abilities distracting buzz (DC 13)
  Mystic Spell-Like Abilities (CL 2nd)
  At will—mindlink 
  Mystic Spells Known (CL 2nd)
  1st (3/day)—identify, share language
  0 (at will)—stabilize, token spell
  Connection Akashic
  TACTICS
  During Combat Klarima doesn’t participate much in combat. She 
  remains out of a fight as much as possible but quickly moves to 
  cast stabilize on any dying allies. If forced, she uses her membrane 
  holdout pistol against enemies who threaten her or nearby allies.
  Morale Klarima doesn’t flee unless the PCs do.
  STATISTICS
  Str +0; Dex +2; Con +2; Int +0; Wis +4; Cha +1
  Skills Acrobatics +7 (+15 to fly), Culture +12, Diplomacy +12, 
  Mysticism +12
  Languages Common, Ghibran
  Gear freebooter armor I, membrane holdout pistol (Starfinder 
  Society Scenario #1−03: Yesteryear’s Truth 15) with 1 battery 
  (20 charges), tactical knife
  SPECIAL ABILITIES
  Distracting Buzz (Ex) As a standard action, Klarima can 
  vibrate her wings fast enough to produce an almost 
  imperceptible hum. All creatures within 15 feet of her that 
  hear this buzz must succeed at a DC 13 Will saving throw 
  or gain the off-target condition for 1 round. This is a mind-
  affecting, sense-dependent ability. Klarima can’t use her 
  wings to fly in the same round in which she uses this ability.
  EGORET BASE TOPSIDE
  The Guide takes the PCs into the ruins of Egoret Base, less than a 
  mile from the landing site. As they travel, the clouds above darken 
  ominously, which provides a brief respite from the merciless sun. 
  As the PCs approach this area, read or paraphrase the following.
  Past the barest remnants of a stone wall with a missing gate, 
  several bombed-out shells of buildings ring a central open space 
  paved with crumbling tarmac. Heaps of rusted metal that might 
  have once been vehicles dot the area, and the occasional gust 
  of wind stirs up clouds of grit.
  
  7
  YESTERYEAR’S SORROW
  A quick search of the area reveals that anything of interest 
  in the base’s aboveground buildings has either been scavenged 
  by husk tribes or rotted away into nothingness. However, buried 
  beneath a large pile of debris in the largest hangar, there is a 
  large metal hatch that leads to the base’s underground bunker. A 
  PC can find this hatch by succeeding at a DC 19 Perception check 
  (DC 22 in Subtier 5−6). Before the PCs can clear the rubble from 
  the hatch and open it, the wind suddenly kicks up, bringing with 
  it a storm of soarnettles.
  SOARNETTLE SQUALL
  Soarnettles—weeds with razor-sharp thorns that are carried on 
  the winds—are one of the few types of flora to thrive in Elytrio’s 
  postwar ecosystem. The Guide warns the PCs that this unusual 
  storm is called a “soarnettle squall,” and usually any creatures 
  caught out in them are sliced to pieces. The Guide urges the PCs 
  to find shelter, but unfortunately their vessel is too far away. 
  Uncovering and opening the hatch is the safest course of action. If 
  the PCs failed to find the entrance, then it takes the Guide 1 round 
  to discover the hatch and alert the PCs to its presence.
  It takes 8 rounds of work to move enough rubble off the hatch 
  to be able to open it. A PC who succeeds at a DC 14 Strength 
  check (DC 17 in Subtier 5−6) can perform 2 rounds’ worth of work 
  in 1 round. Once uncovered, the hatch must be unlocked with a 
  successful DC 20 Engineering check (DC 25 in Subtier 5−6); each 
  attempt to unlock the hatch takes 1 round. Alternatively, the lock 
  can be broken with a successful DC 18 Strength check or by dealing 
  enough damage to it. In Subtier 3−4, the lock has 8 Hit Points and 
  a hardness of 8. In Subtier 5−6, the lock has 10 Hit Points and a 
  hardness of 10. Finally, the hatch’s opening mechanism is jammed, 
  requiring a successful DC 15 Engineering check to fix (DC 20 in 
  Subtier 5−6) or a sustained force to loosen it with a successful DC 
  17 Strength check; each attempt to fix or force open the mechanism 
  takes 1d4 rounds. Restoring a total of 3 Hit Points to the mechanism 
  also repairs it. Once the hatch is open, the PCs and the Guide can 
  pile into the underground bunker and escape the soarnettle squall.
  Hazard: Each round, the soarnettle squall deals 2d6 slashing 
  damage to every PC as well as the Guide (3d6 slashing damage in 
  Subtier 5−6). A creature that succeeds at a DC 14 Reflex save (DC 
  15 in Subtier 5−6) takes half damage. A PC who succeeds at a DC 
  22 Perception check (DC 25 in Subtier 5−6) can find a bit of shelter 
  in the surrounding ruins. A PC who takes shelter in this cover gains 
  a +2 circumstance bonus to Reflex saves; a PC in this cover can’t 
  participate in uncovering or opening the hatch. As an action that 
  takes 1 round, a PC who succeeds at a DC 19 Survival check (DC 22 
  in Subtier 5−6) can erect a temporary shelter for one creature that 
  also provides a +2 circumstance bonus to Reflex saves; this shelter 
  can protect a PC attempting to uncover or open the hatch.
  DESCENT INTO THE BUNKER
  Inside the hatch, a 10-foot ladder descends to a catwalk that 
  spirals down a central shaft past several doors. It is initially dark 
  in the bunker, but as soon as a creature steps onto the catwalk, 
  long-dormant motion detectors come to life and activate several 
  banks of emergency lighting throughout the base. The bulbs have a 
  greenish tinge, casting dim light except where noted. The lights are 
  powered by the hybrid nuclear reactor found in area C. 
  The radioactive gas has long since dissipated, leaving most of 
  the levels safe to explore except where noted. The walls, doors, 
  floors, and ceilings are made from a tempered steel alloy (hardness 
  20, Hit Points 90 per 10-foot-by-10-foot section, break DC 30). The 
  air is a bit cooler than on the surface, and the entire area smells 
  faintly musty.
  Near the bottom of the ladder, there is a small set of rooms that 
  were used as a security post. They contain a few metal-and-plastic 
  desks and several filing cabinets whose contents have turned to 
  dust. The computers and monitors for the various security cameras 
  in the bunker were all smashed during the panic caused by the 
  colonel’s final cruel act.
  A. LEVEL ONE (CR 4 OR CR 7)
  As they descend the walkway, the PCs come to a sturdy, closed 
  door about 60 feet from the security post. It is marked “Vehicle 
  Klarima
  
  8
  STARFINDER SOCIETY SCENARIO
  Scaling Encounter B2
  Make the following changes to accommodate a group of 
  four PCs. 
  Both Subtiers: The nighthoppers suffer the side effects of 
  ingesting so much ammunition, so they’re staggered in the 
  second round of combat and every other round thereafter.
  Repair and Armory” in Ghibran (the ghibrani language), which 
  the Guide can translate, if need be. The door is heavy and opens 
  with a squeal of rusty hinges. There are several workshops on the 
  other side, filled only with useless debris. A PC who succeeds at a 
  DC 19 Perception check (DC 22 in Subtier 5−6) notices a strange 
  sight: a small patch of multicolored mushrooms growing in one 
  dark corner. In bright hues of blue, red, and green, these fungi 
  have short, stumpy stems topped by elongated ovals that seem 
  to glow from within when approached. They are slightly greasy 
  to the touch and smell like nutmeg and old gym socks. Even a 
  character trained in Life Science doesn’t recognize these plants, 
  but a creature who succeeds at a DC 22 Mysticism check (DC 25 
  in Subtier 5−6) recognizes them as unnatural, possibly the result 
  of lingering magic or spores from a supernatural creature. Eating 
  a mushroom causes a brief feeling of uneasiness, followed by the 
  faint aftertaste of iron that lingers for several hours.
  Trap: A circular vault door stands at the end of a short hallway 
  past the offices. It looks quite sturdy, but a computer console 
  stands nearby, its screen occasionally flickering and glitching. 
  This is one of many hybrid computer systems in the base, and 
  it controls the door to the vehicle armory. In Subtier 3−4, this 
  is a tier 2 computer, requiring a successful DC 21 Computers or 
  Mysticism check to hack. In Subtier 5−6, this is a tier 3 computer, 
  requiring a successful DC 25 Computers or Mysticism check to 
  hack. However, over the centuries, this console has developed 
  a magical virus that leaps from the console when a creature 
  touches it, attempting to infect nearby technological weapons. 
  A cursehacked weapon takes a –2 penalty to attack rolls. This 
  curse remains until it is removed with remove affliction or similar 
  magic. A minor cursehack can also be removed from a single item 
  with a successful DC 30 Computers or Mysticism check; a major 
  cursehack can be removed from a single item with a successful 
  DC 35 Computers or Mysticism check. Each of these checks takes 
  10 minutes to attempt.
  SUBTIER 3−4 (CR 4)
  MINOR WEAPON VIRUS TRAP 
  CR 4
  Type hybrid; Perception DC 26; Disable Computers DC 21 
  (rewrite virus code) or Mysticism DC 21 (disrupt curse)
  Trigger touch; Reset 1 minute
  Effect curse (one nonanalog weapon per target is infected 
  with a minor cursehack; this is a curse effect); Will DC 15 
  negates (weapons of 4th level or above only; lower-level 
  items receive no save); multiple targets (nonanalog weapons 
  carried by all creatures within 30 feet of console)
  SUBTIER 5−6 (CR 7)
  MAJOR WEAPON VIRUS TRAP 
  CR 7
  Type hybrid; Perception DC 30; Disable Computers DC 25 
  (rewrite virus code) or Mysticism DC 25 (disrupt curse)
  Trigger touch; Reset 1 minute
  Effect curse (one nonanalog weapon per target is infected 
  with a major cursehack; this is a curse effect); Will DC 17 
  negates (weapons of 7th level or above only; lower-level 
  items receive no save); multiple targets (nonanalog weapons 
  carried by all creatures within 30 feet of console)
  Development: A large vault behind the door contains a stockpile 
  of weapons that can be mounted on vehicles and starships. This 
  is clearly a cache of weapons that would be usable by the Exo-
  Guardians. The PCs can place one of the locator disks on the vault 
  door or inside the vault, whichever they prefer.
  In addition, the computer controlling the door’s lock holds the 
  first of Colonel Trogoss’s audio recordings (see Handout #1).
  Treasure: Among the vehicular and starship weapons is a squad 
  machine gun that was scheduled to be fitted onto a hovertank 
  along with a static arc rifle within the vehicle. In Subtier 5−6, the 
  machine gun is a seeking squad machine gun, and instead of the 
  static arc rifle, the PCs can find a thunderstrike streetsweeper 
  and a suit of advanced iridishell inside the tank. None of the 
  weapons are loaded or have any available ammunition.
  Rewards: If the PCs fail to search the area and find the 
  salvageable equipment, reduce each PC’s credits earned by the 
  following amount.
  The Colonel’s 
  Recordings
  Colonel Trogoss kept extensive audio diaries during his time 
  as commander of Egoret Base, even after the war. Most 
  have become corrupted over time and, due to Skorusko’s 
  tampering with the computers during moments of 
  boredom, are now scattered throughout the bunker. What 
  recordings remain show the colonel’s descent into suspicion 
  and fear, as well as his eventual remorse. These recordings 
  might help give the PCs an idea of what occurred within 
  the bunker centuries ago and are presented on pages 18–19. 
  The Guide can help translate these recordings when the 
  PCs find them if necessary.
  
  9
  YESTERYEAR’S SORROW
  B.  LEVEL TWO
  1 SQUARE = 5 FEET
  Trogoss’s reign over the bunker, he declared the armory off limits, 
  except for during dire emergencies. Because the only emergency 
  that threatened this base came from within, the use of these 
  weapons wouldn’t have mattered, and the door here remains 
  locked electronically with a keycard reader. A PC can disable 
  this lock by succeeding at a DC 22 Engineering check (DC 25 in 
  Subtier 5−6). Alternatively, a PC can also damage the wire-mesh 
  window (hardness 4, HP 8, break DC 18) and climb through it to 
  reach the other side.
  Accessible with a successful DC 18 Computers check (DC 21 
  in Subtier 5−6), the computer console in the eastern half of the 
  room contains an inventory of the base’s multitude of weaponry. 
  In addition, a recorded message contains one of the colonel’s 
  personal diaries (see Handout #2).
  A closed but unlocked vault door on the eastern wall opens with 
  a loud squeal of rusting hinges.
  B2. Ammo VAult (CR 4 oR CR 7)
  This large room is piled high with metal crates, many of which 
  are upended, their lids nowhere to be seen. A few of these boxes 
  contain masses of stringy, organic filaments and pulsating egg 
  sacs, each the size of a fist. 
  Subtier 3–4: Reduce each PC’s credits earned by 104.
  Out of Subtier: Reduce each PC’s credits earned by 243.
  Subtier 5–6: Reduce each PC’s credits earned by 383.
  B. LEVEL TWO (CR 4 OR CR 7)
  There is another door 40 feet down the walkway from the 
  previous level. It is marked “Armory” in Ghibran, and behind it 
  lies the largest cache of weapons in the bunker. The walkway 
  continues beyond this area to lower areas.
  This level is oddly devoid of the mushrooms the PCs saw 
  earlier, as it was essentially empty when Colonel Trogoss 
  unleashed the cloud of poisonous gas, and so Skorusko couldn’t 
  harvest any fear from this area.
  B1. Requisitions
  This simple area is divided in half by a wall featuring a window 
  of mesh wire and a solid door. In the eastern half of the 
  room are several desks with a computer consoles and three 
  accompanying chairs.
  The base’s inhabitants would come to this area to request 
  use of weapons and ammunition before the war. During Colonel 
  B1
  B3
  B2
  
  10
  STARFINDER SOCIETY SCENARIO
  This first vault-like room is where the ghibrani soldiers stored the 
  majority of their ammunition. However, it has all been consumed 
  by the mutated vermin that recently crept in here through cracks 
  in the base’s ventilation system (see Creatures below).
  Creatures: In the time before the great war, nighthoppers were 
  tiny nocturnal locustlike vermin that could eat just about anything 
  and were a plague to ghibrani builders and farmers alike. Over the 
  centuries, the nuclear fallout mutated them to be about the size of 
  dogs and made them truly omnivorous, able to take on aspects of 
  the materials they consumed. Several months ago, a pair of these 
  mutated nighthoppers slipped into the armory through the vents 
  and ate up every piece of ammunition found here in preparation for 
  laying their hundreds of eggs. They have made nests in the empty 
  crates for their brood by spewing out organic fiber that is almost 
  as hard as steel. 
  These insects have long legs and even longer antennae. Thanks 
  to the jacketed bullets the creatures consumed, their exoskeletons 
  have a gray, metal cast to them and their stomachs explode upon 
  their deaths. In Subtier 5−6, the PCs face two tougher nighthoppers 
  known as nighthopper royals.
  SUBTIER 3−4 (CR 4)
  MUTATED NIGHTHOPPERS (2) 
  CR 2
  N Small vermin
  Init +4; Senses darkvision 60 ft.; Perception +7
  DEFENSE 
  HP 28 EACH
  EAC 13; KAC 15
  Fort +6; Ref +4; Will +1
  DR 1/—
  OFFENSE
  Speed 30 ft.
  Melee bite +10 (1d6+4 P)
  Offensive Abilities death throes, leaping attack
  TACTICS
  During Combat The nighthoppers use their leaping attack 
  ability to quickly enter the fray and proceed to bite the 
  nearest enemy.
  Morale Protecting their brood, the mutated nighthoppers fight 
  until slain.
  STATISTICS
  Str +2; Dex +4; Con +1; Int —; Wis +0; Cha +0
  Skills Acrobatics +12, Athletics +12, Survival +7
  Other Abilities mindless
  SPECIAL ABILITIES
  Death Throes (Ex) When a mutated nighthopper is reduced 
  to 0 Hit Points, it explodes as its internal gases ignite. 
  All creatures adjacent to the nighthopper take 1d4+2 fire 
  damage (Reflex DC 13 half).
  Leaping Attack (Ex) As a full action, a mutated nighthopper 
  can move up to twice its speed and make a single bite 
  attack against an adjacent 
  target. The nighthopper 
  can move through 
  opponents’ spaces, and this 
  movement doesn’t provoke attacks 
  of opportunity.
  SUBTIER 5−6 (CR 7)
  MUTATED NIGHTHOPPER ROYALS (2) 
  CR 5
  N Small vermin
  Init +5; Senses darkvision 60 ft.; Perception +11
  DEFENSE  
  HP 72 EACH
  EAC 17; KAC 19
  Fort +9; Ref +7; Will +4
  DR 2/—
  OFFENSE
  Speed 30 ft.
  Melee bite +14 (1d6+8 P)
  Offensive Abilities death throes, leaping attack
  Mutated 
  Nighthopper
  
  11
  YESTERYEAR’S SORROW
  TACTICS
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str +3; Dex +5; Con +2; Int —; Wis +0; Cha +0
  Skills Acrobatics +16, Athletics +16, Survival +11
  Other Abilities mindless
  SPECIAL ABILITIES
  Death Throes (Ex) When a mutated nighthopper is reduced 
  to 0 Hit Points, it explodes as its internal gases ignite. 
  All creatures adjacent to the nighthopper take 1d6+5 fire 
  damage (Reflex DC 15 half).
  Leaping Attack (Ex) See Subtier 3–4.
  Treasure: In Subtier 3−4, a PC who succeeds at a DC 20 Life 
  Science check can gather 8 eggs from the crates that function as 4 
  frag grenades II and 4 screamer grenades I. In Subtier 5−6, the DC 
  of this check is 23 and the eggs function as 4 incendiary grenades 
  II and 4 flash grenades II. The PCs can also find several indigestible 
  sets of ammunition that cannot be used in weapons, but are as the 
  equivalent of 1,000 UPBs (3,000 UPBs in Subtier 5–6).
  Rewards: If the PCs fail to discover the eggs and digested ammo, 
  reduce each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 262.
  Out of Subtier: Reduce each PC’s credits earned by 461.
  Subtier 5–6: Reduce each PC’s credits earned by 659.
  B3. WeApon VAult
  This chamber holds rows of weapon racks, each lined with 
  sundry deadly armaments. However, it appears that time has 
  taken its toll, as most are covered in spots of rust and decay.
  While almost all of the weapons here—ranging from small arms 
  to longarms and from heavy weapons to special weapons—are in 
  some state of disrepair, a PC who succeeds at a DC 12 Engineering 
  check or Intelligence check can tell that they are salvageable. The 
  PCs likely don’t have the time and tools to fix all the weapons 
  here and now, but the Starfinder Society has ample resources to 
  do so. The PCs can place a locator disk in this room.
  Treasure: A PC who succeeds at a DC 20 Perception check 
  (DC 23 in Subtier 5−6) discovers some working weapons: a 
  thunderstrike sonic pistol, a red star plasma rifle and several 
  notable weapon publications (written in Ghibran) worth 500 
  credits. In Subtier 5−6, the weapons are instead a corona laser 
  pistol and a dual crossbolter, and the publications are worth 2,000 
  credits. However, none of the weapons currently have ammo, but 
  a PC can modify the energy weapons to accept modern batteries 
  by succeeding at a DC 15 Engineering check (DC 18 in Subtier 5−6).
  Rewards: If the PCs fail to discover the working weapons, 
  reduce each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 199.
  Out of Subtier: Reduce each PC’s credits earned by 370.
  Subtier 5–6: Reduce each PC’s credits earned by 542.
  C. LEVEL SIX
  Past several levels devoid of anything interesting except for the 
  occasional patch of fungi, about halfway down the shaft, the PCs 
  discover a large passage blocked off with a heavy steel door. The 
  door is marked “Main Reactor” in Ghibran. It is flanked by two 
  touch panels, and the door opens when the touch panels are 
  touched simultaneously by two living creatures. A wide control 
  room is found on the other side, filled with blinking computer 
  terminals that show various readouts. A few patches of the 
  strange mushrooms the PCs saw earlier are scattered throughout 
  the control room.
  A PC who can read Ghibran or who succeeds at a DC 18 
  Engineering check can determine these terminals display levels of 
  residual power in the bunker, thanks to a hybrid nuclear reactor 
  that is still barely functional; the Guide can help understand this 
  information. Browsing through the logs of the reactor shows 
  that a massive amount of poisonous, radioactive gases were 
  vented throughout the complex several hundred years ago. A 
  PC who succeeds at a DC 15 Life Science, Medicine, or Physical 
  Science check knows that such an event would be fatal for just 
  about every living thing down here. Current readouts show that 
  the level of radioactivity in the atmosphere has diminished to 
  nonlethal levels. In addition, the PCs can easily discover another 
  of Colonel Trogoss’s audio recordings (see Handout #3).
  One terminal with flashing red characters warns that one 
  reactor coil has cracked and is leaking magical radiation. The 
  affected section has been sealed off and is in no danger of causing 
  a full reactor meltdown, but camera feeds of that area show that 
  it appears to be some kind of experimental weapons lab to create 
  armaments that harness this radioactivity. This lab is only a few 
  corridors away from the control room. With a few keystrokes, a 
  PC can reopen this section and also shut down the reactor coil 
  spewing the radiation, but there still will be lingering effects for 
  centuries more. The PCs could simply mark the outside of this 
  chamber and have the Exo-Guardians deal with radiation, but to 
  completely fulfill their obligations, they should take a couple of 
  the weapon prototypes from the dangerous area.
  There are three viable prototypes within the lab. Finding each 
  prototype requires a PC to spend 1d4 minutes searching and to 
  succeed DC 20 Perception check (DC 23 in Subtier 5−6) or DC 17 
  Engineering or Physical Science check (DC 20 in Subtier 5−6). A 
  PC discovers an additional prototype for every 5 by which her 
  result exceeds the DC; this takes no additional time. The first 
  prototype weighs 1 bulk, the second weighs 2 bulk, and the third 
  is an unwieldy mess of heavy metal chunks, long transparent 
  aluminum tubes, and tangles of wires that weighs 6 bulk. It takes 
  1 minute for a PC with a 30-foot speed to enter and exit the lab. 
  Add an additional minute to this time for every 10 feet less than 
  30 a PC’s speed is. For every 10 feet more than 30 a PC’s speed 
  is, that PC gains a +2 circumstance bonus to the Fortitude save to 
  resist the effects of the radiation (see Hazard below).
  Hazard: The magical radiation lingering in the air here is unlike 
  normal radiation. For every minute a PC spends in the radiation, 
  
  12
  STARFINDER SOCIETY SCENARIO
  she must attempt a DC 14 Fortitude save (DC 16 in Subtier 5−6). If 
  she fails at least one save, she is sickened for the next 24 hours. 
  If she fails at least two saves, she is also fatigued. If she fails four 
  or more saves, her fatigue becomes exhaustion: this exhausted 
  condition requires 8 hours of complete rest to remove, instead 
  of the normal 1 hour. A PC who first spends at least 20 minutes 
  searching the rest of the level and succeeds at a DC 20 Perception 
  check (DC 23 in Subtier 5−6) finds three lead-lined vests (1 bulk 
  each) that each grant a +2 circumstance bonus to the Fortitude 
  saves to avoid the effects of the radiation; these vests offer no 
  other protection.
  Development: Once the PCs have recovered the prototypes, 
  they can place a locator disk near them so the Exo-Guardians can 
  easily find them later.
  Treasure: In the same room that the PCs discover the lead-
  lined vests, they also find two spell ampoules of lesser remove 
  condition and several personal keepsake pieces of ghibrani art 
  worth 1,750 credits total. In Subtier 5−6, there are instead two 
  spell ampoules of remove condition and 4,500 credits’ worth of 
  scattered art pieces.
  Rewards: If the PCs fail to search the area for treasure, reduce 
  each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 302.
  Out of Subtier: Reduce each PC’s credits earned by 538.
  Subtier 5–6: Reduce each PC’s credits earned by 773.
  D. LEVEL TEN (CR 4 OR CR 7)
  Between level six and the reactor, there are several more levels of 
  empty offices and workshops. Approximately 160 feet down the 
  walkway from the reactor, there is a hallway marked “Barracks” 
  in Ghibran, and several quarters line the corridor. Each chamber 
  looks like it was a living area for two soldiers, and the rooms 
  are in complete disarray, with bedsheets strewn about, furniture 
  broken into splinters, and personal possessions shattered and 
  burned. This level contains the highest concentration of strange 
  mushrooms the PCs have yet to see. In one room, the floor is 
  carpeted with this fungi, while in another, the walls are adorned 
  with what appears to be only mushroom stems. A PC who 
  examines these stems and succeeds at a DC 16 Life Science check 
  notes that it is unlikely the caps simply fell off the stems and that 
  someone or something might have harvested or eaten the caps.
  Several computers can be found in a side room that appears 
  to have been for communal use by the soldiers. Most of these 
  computers are damaged, but one still functions. In addition to 
  being able to access downloaded fragments of an old infosphere 
  that hint at bits of prewar ghibrani culture (battle-dance 
  competitions seem to have been particularly popular), the PCs 
  can find one of the colonel’s audio recordings (see Handout #4).
  A side hallway marked “Training” in Ghibran branches off 
  from the main corridor a few hundred feet from the door. 
  Unfortunately, the ceiling collapsed centuries ago, blocking off an 
  area that is likely to contain another stash of weapons. Examining 
  the rubble reveals that it might be possible to squeeze through 
  it to reach the remainder of the hallway. A PC who succeeds at a 
  DC 21 Acrobatics check (DC 24 in Subtier 5−6) can do just that. A 
  PC who fails this check by 10 or more gets stuck about halfway 
  through and takes 2d6 nonlethal bludgeoning damage. This PC 
  can free himself with a successful DC 18 Acrobatics check (DC 
  21 in Subtier 5−6), though each time he fails this check, he takes 
  another 2d6 nonlethal bludgeoning damage. A PC can shift part 
  of the rubble by succeeding at a DC 14 Strength check (DC 16 
  in Subtier 5−6) to grant one PC a +2 circumstance bonus to an 
  Acrobatics check to squeeze through or free himself. 
  Past the blockage, the PCs find a room marked “Target Range” 
  in Ghibran, which contains a small stockpile of ammunition. 
  However, the ceiling of this room isn’t sound.
  Trap: A few moments after a creature enters this room, large 
  chunks of the ceiling rain down. Even if the PCs find and “disable” 
  this trap, they hear a nearby room’s ceiling collapse instead. 
  Either way, this causes the first blockage they encountered in 
  the side hallway to shift in such a way that a large hole opens up, 
  allowing anyone to pass through. 
  SUBTIER 3−4 (CR 4)
  COLLAPSING CEILING TRAP 
  CR 4
  Type analog; Perception DC 26; Disable Engineering DC 21 
  (shore up the ceiling with makeshift beams) 
  Trigger location; Reset none
  Effect falling rubble (6d6 B); Reflex DC 15 half; multiple targets 
  (all targets in target range)
  SUBTIER 5−6 (CR 7)
  COLLAPSING CEILING TRAP 
  CR 7
  Type analog; Perception DC 30; Disable Engineering DC 25 
  (shore up the ceiling with makeshift beams)
  Trigger location; Reset none
  Effect falling rubble (6d12 B); Reflex DC 17 half; multiple 
  targets (all targets in target range)
  Development: The PCs can place a locator disk near this stash 
  of ammunition. 
  Treasure: If need be, the PCs can replenish their small arm 
  rounds, longarm and sniper rounds, and heavy weapon rounds 
  here. Among the boxes of ammunition, they also find a cold 
  iron tactical dueling sword, a red star plasma doshko with an 
  accompanying battery, and 1,000 UPBs of other material. In 
  Subtier 5−6, they also find a tactical cryopike, the doshko is a 
  blaze flame doshko, and there is a total of 3,000 UPBs of material 
  in the chamber.
  Rewards: If the PCs fail to retrieve the equipment within this 
  chamber, reduce each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 260.
  Out of Subtier: Reduce each PC’s credits earned by 486.
  Subtier 5–6: Reduce each PC’s credits earned by 713.
  
  13
  YESTERYEAR’S SORROW
  E. LEVEL THIRTEEN
  Eventually, the PCs reach the bottom of the shaft, 120 feet down 
  the walkway from the barracks. Patches of strange mushrooms 
  grow on this landing, and the sturdy, rectangular door here is 
  marked “Command Center and Officer’s Quarters” in Ghibran. 
  By this point, Skorusko can sense the PCs and begins to toy with 
  them as noted in the room’s descriptions under the “Phantasms” 
  lines listed in the following encounters. All phantasms are mind-
  affecting effects unless otherwise stated. The fey hopes to stoke 
  fear within them so that he can later feast on it. Thanks to his 
  decades of living in the underground base and the extent of his 
  triumph over the ghibrani colonel’s mind, Skorusko has a small 
  amount of psychic control over the area and can effect small 
  changes in the electronics and temperature control, as well as 
  telekinetically move certain objects. 
  Though the door here is unlocked, it is difficult to open. When 
  the PCs do shove it open, the lights in the room beyond begin to 
  flicker ominously.
  e1. entRyWAy
  This chamber features a few rows of plastic chairs bolted to the 
  walls, flanking the steel door leading south. A desk festooned 
  with colorful mushrooms stands between that exit and the 
  door opposite. A chair behind the desk lies toppled over. A third 
  door leads east, with a keycard reader adjacent. A couple of 
  photographs, their black-and-white images oddly blurry, hang 
  above the seats, among them a circle of faded paint.
  Soldiers wishing to speak with the colonel would make an 
  appointment with his attaché here and then wait until he was 
  ready to see them. A clock used to hang on the wall, but Skorusko 
  tore it down long ago, not wishing to be reminded of the passage 
  of time. He also destroyed the aide’s computer, but more out of 
  boredom than anything else. The desk is empty.
  The door to the east is secured with a key-card reader, the office 
  beyond accessible only by authorized personnel. A PC can disable 
  the keycard reader with a successful DC 22 Engineering check (DC 
  25 in Subtier 5−6). Alternatively, the PCs can break down the door 
  (hardness 8, HP 30, break DC 24).
  Phantasms: The lights here continue to flicker for a few moments 
  as the PCs enter, and then go out completely. Five seconds later, 
  they come back on and are steady. The chair is now upright and 
  the photographs are now all crooked. Skorusko then uses ghost 
  sound to cause a loud thump to come from behind the eastern door. 
  A PC who succeeds at a DC 15 Will saving throw (DC 17 in Subtier 
  5−6) to disbelieve the noise notices that it sounds odd and faraway, 
  almost like a recording.
  E.  LEVEL THIRTEEN
  1 SQUARE = 5 FEET
  E5
  E4
  E1
  E3
  E2
  
  14
  STARFINDER SOCIETY SCENARIO
  e2. opeRAtions offiCe
  Several desks, each with a computer terminal, are arranged 
  here in rows. A row of filing cabinets stands in one corner, 
  bright mushrooms poking out of a half-opened drawer. Doors 
  lead north and west.
  Four soldiers relegated to desk duty once worked in this office, 
  managing the base’s finances and inventory, as well as coordinating 
  messages of troop movements between the colonel and the 
  commanding officers of other bases in the city-state of Bhyrri. 
  Printouts of these missives were stored in the filing cabinets but 
  have long since turned to dust. 
  Each computer can be accessed with a successful DC 21 
  Computers check (DC 25 in Subtier 5−6) and has essentially 
  the same information on it: thousands and thousands of files 
  containing the mundane information about running the base. If the 
  PCs haven’t yet discovered all the stashes on the previous levels, 
  you can use the data here to point them toward those stashes. In 
  addition, the PCs can discover much of the information presented in 
  the Adventure Background—except for the fact that Skorusko the 
  fear eater was behind the colonel’s descent into terror, of course—
  as well as one of the colonel’s audio recordings (see Handout #5).
  Phantasms: When a PC approaches one of the computers, all of 
  them snap on at once, displaying distorted images of ghibrani faces 
  writhing in pain and terror. Just as quickly, they shut down. The 
  PCs can then access the computers as normal (see above).
  e3. mushRoom fARm
  Nearly every inch of flat surface here is covered with colored 
  mushrooms, from the floor to the oval table that occupies 
  much of the room. Doors on the east and west ends of the 
  room exit south.
  Once a war room, this area now serves as a pantry of sorts, 
  holding most of Skorusko’s mushrooms. Not needing to eat every 
  day, he comes here to feast only when the flavor of the previous 
  meal begins to wane. Holographic projectors once adorned the 
  walls, displaying situation reports and reconnaissance images, but 
  the fungi have destroyed the electronics.
  Phantasms: Skorusko uses ghost sound once again, making 
  the sound of faint sobbing echo from a dark corner of the room. 
  He hopes to get at least a few PCs to disturb his mushrooms (see 
  Hazard below), but any character who succeeds at a DC 15 Will 
  saving throw (DC 17 in Subtier 5−6) realizes the sound is illusory.
  Hazard: The fear mushrooms have grown here for centuries, 
  and in the marked area on the map where they are the most 
  concentrated, they exude a psychic echo of the emotion that 
  created them. Any character entering the marked area must 
  succeed at a DC 15 Will saving throw (DC 17 in Subtier 5−6) or 
  become shaken for the next hour. If a character is already shaken, 
  she doesn’t become frightened.
  e4. Colonel’s quARteRs (CR 5 oR 8)
  Strips of fabric in shades of dark green, steel gray, and white 
  hang from the ceiling, affixed with some unknown substance. 
  A comfortable-looking bed is up against one wall, adjacent to a 
  large wardrobe whose doors hang open. A writing desk with a 
  personal computer terminal on it stands in the southeast corner. 
  The air here smells faintly of cinnamon and freshly dug soil.
  Formerly Colonel Trogoss’s personal quarters within the 
  bunker, it has been Skorusko’s lair for centuries. He has shredded 
  the colonel’s uniforms and bedsheets to hang from the ceiling, 
  creating an environment reminiscent of an area of jungle thick 
  with hanging vines; the strips aren’t wide enough to block line of 
  sight or provide concealment.
  A PC who succeeds at a DC 18 Perception check (DC 21 in Subtier 
  5−6) finds the colonel’s key card at the bottom of the wardrobe. 
  This key card grants access to any door locked with a keycard 
  reader (the door in area B1 and the door between area E1 and E2).
  Creature: Skorusko is a fear eater, a cruel fey creature that 
  inspires terror in its victims to fertilize the strange mushrooms 
  that make up the entirety of its diet. Drawn to this planet by the 
  negative emotions that led to the war that nearly wiped out the 
  ghibranis, Skorusko made Colonel Trogoss his personal project, 
  stoking the ghibrani’s paranoia with his magic. After the incident 
  that killed off the base’s inhabitants, Skorusko has been alone to 
  tend to and gorge himself on the resulting fungi. While he has 
  plenty of food to last at least another century, he is excited to add a 
  little spice to his rations by terrorizing new creatures.
  Skorusko is lounging on the bed when the PCs enter, his pale, 
  grotesque form glowing faintly from within thanks to a recent 
  snack. He waves a clawed hand for the PCs to step farther in the 
  room and speaks.
  “Darlings! So good of you to pay me a visit in my humble abode! 
  But we have yet to be formally introduced. I am Skorusko, master 
  of dread and despair, horticulturist extraordinaire, and all-around 
  gourmand. And who might you delectable morsels be?”
  Scaling Encounter E4
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: Skorusko’s centuries alone and his never-
  changing diet have weakened him. Reduce the DCs of his 
  spells and abilities (including the DC of the anxiety spores 
  disease) by 2.
  
  15
  YESTERYEAR’S SORROW
  Skorusko is willing to speak with the PCs a bit here, hoping 
  that his convivial nature puts them off guard for when he 
  eventually drives them to screaming terror. He is happy to brag 
  about his role in the downfall of Colonel Trogoss and the base. 
  He is also very frank about what he intends to do to the PCs 
  if they ask, though he withholds that information until toward 
  the end of the conversation if they don’t. Eventually, either the 
  PCs decide to attack the fear eater or he initiates combat 
  after his stomach makes a loud growling sound, 
  declaring that it is time for dessert. 
  SUBTIER 3−4 (CR 5)
  SKORUSKO 
  CR 5
  Male fear eater
  NE Medium fey
  Init +5; Senses darkvision 60 ft., 
  low-light vision;  
  Perception +11
  DEFENSE  
  HP 60
  EAC 16; KAC 17
  Fort +6; Ref +6; Will +8
  DR 5/cold iron; Immunities 
  disease, fear
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee claw +9 (1d4+6 S 
  plus anxiety spores)
  Offensive Abilities dread burst, fungal snare
  Spell-Like Abilities (CL 5th)
  1/day—fear (2nd level, DC 17), hold person (DC 17)
  3/day—charm person (DC 16), mind thrust (1st level, DC 16), 
  wisp ally
  At will—ghost sound (DC 15), telepathic message
  TACTICS
  During Combat Skorusko attempts to separate the PCs using 
  fear, hold person, and his fungal snare ability. He then uses 
  mind thrust on the strongest-looking PC or, if forced into 
  melee combat, uses his claw to seed a PC with anxiety 
  spores and quickly causes the spores to burst from the 
  victim’s body.
  Morale Unwilling to surrender his mushroom garden, Skorusko 
  fights to the death.
  STATISTICS
  Str +1; Dex +5; Con +2; Int +0; Wis +0; Cha +3
  Skills Athletics +11 (+19 to climb), Intimidate +16, Sense Motive 
  +11, Stealth +16
  Languages Aklo, Common, Ghibran
  SPECIAL ABILITIES
  Anxiety Spores (Ex) Any creature struck by Skorusko’s claw 
  must succeed at a DC 15 Fortitude saving throw or be 
  infected with anxiety spores, which cause nervousness and 
  muscle spasms (see below).
  Dread Burst (Su) As a standard action, Skorusko can cause 
  mushrooms to erupt from any creature within 30 feet that 
  is infected with his anxiety spores. The affected creature 
  takes 1d6+5 piercing damage and a –1 penalty to Charisma 
  checks and Charisma-based skill checks and DCs for 1 hour; 
  a successful DC 15 Will saving throw negates the penalties 
  but not the damage. If the affected creature is shaken, 
  frightened, or panicked, any creature within 10 feet 
  also takes the penalty (Will DC 15 negates). 
  These penalties are cumulative. This is a mind-
  affecting, fear effect.
  Fungal Snare (Ex) Once every 1d4 
  rounds as a standard action, 
  Skorusko can spew a fungal mass 
  at a grid intersection up to 30 
  feet away, which explodes and 
  coats all creatures within a 
  10-foot-radius burst with 
  sticky filaments. Creatures 
  other than Skorusko are 
  entangled (Reflex DC 15 
  negates). As a move action, 
  a creature entangled by the 
  filaments can break free 
  by succeeding at a DC 15 
  Strength check.
  ANXIETY SPORES
  Type disease (injury); Save Fortitude DC 15
  Track mental; Onset 1 round; Frequency 1/minute
  Effect With every failed save, the victim gains a cumulative –1 
  penalty to saving throws against emotion effects that lasts 
  until the disease is cured. Cure 2 consecutive saves
  SUBTIER 5−6 (CR 8)
  SKORUSKO 
  CR 8
  Male fear eater
  NE Medium fey
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +16
  DEFENSE 
  HP 105
  EAC 19; KAC 20
  Fort +9; Ref +9; Will +11
  DR 5/cold iron; Immunities disease, fear
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee claw +14 (1d12+10 S plus anxiety spores)
  Offensive Abilities dread burst, fungal snare
  Spell-Like Abilities (CL 8th)
  1/day—charm monster (DC 20), fear (3rd level, DC 20)
  3/day—daze monster (DC 19), hold person (DC 19), inflict pain (DC 
  19), mind thrust (2nd level, DC 19)
  At will—command (DC 18), ghost sound (DC 17), wisp ally
  Skorusko
  
  16
  STARFINDER SOCIETY SCENARIO
  TACTICS
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str +2; Dex +6; Con +2; Int +0; Wis +0; Cha +4
  Skills Athletics +16 (+24 to climb), Intimidate +21, Sense 
  Motive +16, Stealth +21
  Languages Aklo, Common, Ghibran
  SPECIAL ABILITIES
  Anxiety Spores (Ex) Any creature struck by Skorusko’s claw 
  must succeed at a DC 18 Fortitude saving throw or be 
  infected with anxiety spores, which cause nervousness and 
  muscle spasms (see below).
  Dread Burst (Su) As a standard action, Skorusko can cause 
  mushroom to erupt from any creature within 30 feet that 
  is infected with his anxiety spores. The affected creature 
  takes 2d6+8 piercing damage and a -1 penalty to Charisma 
  checks and Charisma-based skill checks and DCs for 1 hour; 
  a successful DC 18 Will saving throw negates the penalties 
  but not the damage. If the affected creature is shaken, 
  frightened, or panicked, any creature within 10 feet also 
  takes the penalty (Will DC 18 negates). These penalties 
  stack with each other. This is a mind-affecting fear effect.
  Fungal Snare (Ex) Once every 1d4 rounds as a standard 
  action, Skorusko can spew a fungal mass at a grid 
  intersection up to 30 feet away, which explodes and coats 
  all creatures within a 10-foot-radius burst with sticky 
  filaments. Creatures other than Skorusko are entangled 
  (Reflex DC 18 negates). As a move action, a creature 
  entangled by the filaments can break free by succeeding at 
  a DC 18 Strength check.
  ANXIETY SPORES
  Type disease (injury); Save Fortitude DC 18
  Track mental; Onset 1 round; Frequency 1/minute
  Effect With every failed Fortitude save, the victim gains a 
  cumulative –1 penalty to saving throws against emotion 
  effects that lasts until the disease is cured.
  Cure 2 consecutive saves
  Development: By defeating the fear eater and retrieving 
  Colonel Trogoss’s key card, the PCs should have unrestricted 
  access to the rest of the base. They can finish their mission at 
  their leisure, though any of the traps or hazards in the previous 
  locations remain in place and must be overcome if the PCs 
  skipped any previous encounters.
  Treasure: Skorusko keeps a stash of personal wealth underneath 
  the bed. This stash is valuable gems worth a total of 1,500 credits 
  (4,500 credits in Subtier 5–6). Among the stash is a mk 1 ability 
  crystal and a set of elaborate elite stationwear armor. In Subtier 
  5–6, the bed instead hides a mk 2 ability crystal and a stunning 
  military outfit that acts as a gold AbadarCorp travel suit.
  Rewards: If the PCs fail to defeat Skorusko, reduce each PC’s 
  credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 342.
  Out of Subtier: Reduce each PC’s credits earned by 701
  Subtier 5–6: Reduce each PC’s credits earned by 1,060.
  e5. lAVAtoRy
  The bathroom seems like it was once very stylish, while 
  maintaining a great deal of practicality. However, time has 
  reduced the fixtures to rust, and lines of mold run up and down 
  the tiles.
  This was the colonel’s private lavatory, complete with toilet, 
  sink, and shower. In his final days, Colonel Trogoss commandeered 
  a great deal of explosives from the base’s armory, contemplating 
  the idea of destroying the bunker from within and denying his 
  fictional enemies the satisfaction of getting ahold of the weapons 
  and equipment here. When Skorusko learned of this, he steered 
  the ghibrani toward a more painful and terrifying solution: 
  releasing the cloud of radioactive gas that killed everyone. 
  Skorusko moved these explosives to the lavatory and promptly 
  forgot about them, not having bodily functions of his own and 
  understanding those of others little. They are piled in the center 
  of this room, and the PCs can leave a locator disk here to lead the 
  Exo-Guardians to their collection.
  CONCLUSION
  When the PCs have explored the bunker under Egoret Base to their 
  satisfaction, they can easily make their way back to the surface 
  and board their ship. Before they leave, their Guide wishes them 
  luck in their future endeavors and voices the hope that whatever 
  threat the Starfinders need the weapons to face, it doesn’t result in 
  a catastrophe similar to the one that claimed her home world. The 
  Guide is quite capable of returning to their respective home, but 
  appreciates if the PCs offer to provide transport.
  Back on Absalom Station, Zigvigix debriefs the PCs, leaning in 
  to hear every detail of the tale. If the PCs marked at least three 
  weapon stashes with the locator discs, the shirren breathes a sigh 
  of relief and states, once again, that these weapons will be used 
  only in self-defense. Zigvigix also notes that they will personally 
  take any information related to the history of the ghibranis to the 
  Dataphiles, specifically their leader, Historia-7, for storage in the 
  Society’s archives.
  If the PCs bring up their encounter with the Numinous Canticle 
  and the mention of Azlanti aggression against a Pact Worlds 
  site, then Zigvigix reports that such incidents are alarmingly 
  increasing as of late. While it is beyond the scope of this 
  adventure, PCs interested in finding out more about the Azlanti 
  attacks on Pact Worlds colonies should be encouraged to play 
  Starfinder Adventure Path #7: The Reach of Empire and to keep an 
  eye on future Starfinder Society missions.
  Each of the PCs gains the Ghibran Linguist and Knowledge of 
  a Forgotten Military boons on their Chronicle sheets. If the PCs 
  successfully set up all five of the weapon stashes with locator 
  
  17
  YESTERYEAR’S SORROW
  disks, then they each earn the Weapons of a Lost Civilization 
  boon on their Chronicle sheet. If they managed to set up only 
  three or four locator disks, they earn the Weapons of a Lost 
  Civilization boon on their Chronicle sheet, but mark off half the 
  available check boxes.
  Cursehacked Weapons: The cursehacked condition (see Trap 
  on page 8) gradually degrades the affected weapon, reducing it 
  to inoperable scrap within a matter of weeks. Upon returning to 
  Absalom Station or other major population center, a PC can make 
  further attempts to remove the curse using remove affliction or 
  skill checks. A PC can instead pay 20% of the weapon’s price in 
  credits to hire a specialist to remove the condition. If the PC does 
  not remove the condition before concluding the scenario, the 
  weapon is destroyed. A PC can offload a cursehacked weapon 
  by selling it, but doing so ultimately harms the PC’s reputation 
  unless they can plausibly deny having knowingly sold damaged 
  goods when an irate buyer returns. If the PC succeeds at a DC 18 
  Bluff check, they suffer no repercussions. If they fail, they gain 1 
  Infamy as word spreads that the PC cannot be trusted.
  PRIMARY SUCCESS CONDITION 
  If the PCs kill Skorusko, essentially making the bunker under 
  Egoret Base safe to explore further, they succeed at their mission 
  and each earn 1 Fame and 1 Reputation for any factions associated 
  with their current faction boon.
  SECONDARY SUCCESS CONDITIONS 
  If the PCs mark at least four of the five weapon stashes with the 
  locator discs, they each earn 1 additional Fame and 1 Reputation 
  for any factions associated with their current faction boon. 
  FACTION NOTES
  If the PCs completed the secondary success conditions, they 
  impress the Exo-Guardians faction. Each PC earns 1 additional 
  Reputation with the Exo-Guardians faction, in addition to any 
  other Reputation earned as a result of completing this scenario.
  
  18
  STARFINDER SOCIETY SCENARIO
  HANDOUT #1
  The researchers say they can’t prove it, but I know what happened: the devious villains of Omathu erased our memories somehow! 
  I don’t know how—perhaps they pumped some kind of chemical into the atmosphere or fired some sort of mind-altering sonic attack 
  from their moon base. Yes, they claim to have been affected as well! Ha! Typical Omathan subterfuge! They are probably laughing 
  at us through their carapaces!
  Well, the great nation-state of Bhyrri will have the last laugh! The Great Vanquisher has entrusted the might of Egoret Base to 
  my hands. And I will not disappoint him. Our enemies will die in nuclear fire, and our finest will rise from the ashes to be the world’s 
  final power!
  HANDOUT #2
  It has been done. A few of my soldiers balked when I gave the order to launch the missiles, but they have been incarcerated until 
  we can have a proper court martial. We must continue to have the rule of law down here while the world above burns. Otherwise, 
  we are no better than the nighthoppers in the fields.
  I was sure those cowardly Omathu would have surrendered right away, but perhaps they thought we were so addled by their 
  perfidy that we would forget our treaties and that Bhyrri would fall alone. Their retributive strikes came swiftly. The foul Kolleo 
  followed suit against us. Our allies then fired their own strikes… and it escalated from there. If only Omathu had acquiesced, this 
  destruction could have been avoided
  HANDOUT #3
  Morale is low, and yet some soldier amused himself by leaving a strange mushroom by my bedside as I slept. A strange prank.
  [a later entry]
  Another mushroom! I am certain I locked the door to my chambers! What is this supposed to mean?
  [a later entry]
  Certainly, these mushrooms are meant to make me feel guilty about the attacks on Omathu. On the world. If I must, I will discipline 
  every soldier in this base until I find and punish the culprit.
  [a later entry]
  I swear that I saw Privates Ela and Hobar—the two I locked up for their disobedience during those first strikes—freely roaming 
  the halls today. I ran after them, but upon turning a corner, they had disappeared. They claim that they never left their cells, but 
  they must have some way of sneaking around the base. A secure facility such as this should not have secret passages, so perhaps 
  another soldier is letting them out? The one leaving mushrooms in my rooms? But how are they moving around so fast?
  HANDOUTS (AUDIO LOGS)
  
  19
  YESTERYEAR’S SORROW
  HANDOUT #4
  They think I don’t know. They think I don’t hear their whispers to one another. They think I have no idea of their plots and 
  plans. They think I’ll be so confused and preoccupied by these patches of mushrooms I see everywhere that I won’t notice their 
  mutinous schemes. 
  But there must be a mastermind behind this treason. Perhaps an Omathan spy, planted here on the base from the very 
  beginning! Of course! It is all starting to make sense! If this mole believes I will stop at just Ela and Hobar’s execution, then they 
  have sorely underestimated me!
  HANDOUT #5
  In my fear and mistrust, I have doomed us all.
  Strange how now that the air is clouded with poisonous gas that I can finally think clearly. There was no spy, no mole. Just a 
  platoon of soldiers worried about what their unbalanced commander would do next. It would only be natural for them to try to 
  relieve me of duty.
  But I was seeing enemies everywhere. Though what I did was unforgivable, I’m sorry. I pray to the Great Vanquisher that other 
  ghibrani survived the war because otherwise, I have doomed my race to extinction.
  
  20
  STARFINDER SOCIETY SCENARIO
  
  21
  YESTERYEAR’S SORROW
  OPEN GAME LICENSE Version 1.0a
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  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 © 22017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik 
  Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Scenario #1–21: Yesteryear’s Sorrow © 2018, 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
  Starfinder Society Scenario #1–21: 
  Yesteryear’s Sorrow
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  
  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  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 #
  3–4
  5–6
  —
  1,469
  2,799
  4,130
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #1–21: Yesteryear’s Sorrow
  Ghibran Linguist (Slotless Boon): So long as you have this boon, all of your Starfinder Society Roleplaying Guild characters have 
  access to the Ghibran language and can select it anytime they would learn a new language.
  Knowledge of a Forgotten Military (Social Boon): The weapons of Egoret Base are now available for use by the 
  Starfinder Society thanks to your actions. You can slot this boon at the beginning of a scenario to represent further 
  Starfinder exploration of the ghibrani base, as well as a deeper understanding of the destructive ghibrani weaponry. At the 
  end of an adventure where you slot this boon, you can purchase any weapon with the radioactive weapon special property 
  (Starfinder Armory 30) or a weapon with the irradiate critical hit effect (Starfinder Armory 31) at a 20% discount.
  Weapons of a Lost Civilization (Starship Boon): When you slot this boon, select one light weapon onboard your starship 
  and replace that weapon with a tactical nuclear missile launcher (Starfinder Core Rulebook 302). Alternatively, select one 
  heavy weapon onboard your starship and replace that weapon with a heavy nuclear missile launcher (Starfinder Core 
  Rulebook 303). This new weapon must go in the same arc as the replaced weapon, and only one weapon can be replaced 
  on a starship by a boon with this name. The modifications are somewhat jury-rigged, and as a result, all gunnery checks 
  using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the 
  corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship 
  weapon (though you can still benefit from the first part of this boon).
  Tactical Nuclear Missile Launcher:
  Heavy Nuclear Missile Launcher:
  All Subtiers
  Reputation
  Subtier 5–6
  cold iron tactical dueling sword (925; item level 2)
  elite stationwear (4,100; item level 6)
  frag grenade II (700; item level 4; limit 4)
  mk 1 ability crystal (1,400; item level 3; limit 1)
  red star plasma doshko (4,650; item level 6)
  red star plasma pistol (7,200; item level 7)
  screamer grenade I (725; item level 4; limit 4)
  spell ampoule of lesser remove condition (300; item 
  level 3; limit 2)
  squad machine gun (2,060; item level 4)
  static arc rifle (4,200; item level 6)
  thunderstrike sonic pistol (2,300; item level 4)
  advanced iridishell (13,100; item level 9)
  blaze flame doshko (8,500; item level 8)
  corona laser pistol (4,270; item level 6)
  dual crossbolter (8,250; item level 8)
  flash grenade II (1,350; item level 6; limit 4)
  gold AbadarCorp travel suit (12,100; item level 9)
  incendiary grenade II (1,040; item level 6; limit 4)
  mk 2 ability crystal (6,500; item level 7; limit 1)
  seeking squad machine gun (2,740; item level 4; limit 1)
  spell ampoule of remove condition (600; item level 6; 
  limit 2)
  tactical cryopike (3,360; item level 5)
  thunderstrike streetsweeper (7,150; item level 7)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 1/SF S01-21 - Yesteryears Sorrow.pdf