TEXT: Fugitive on the Red Planet
  BY JIM GROVES
  STARFINDER SOCIETY SCENARIO #1-02 TIER 1–4
  YEAR OF SCOURED STARS
  
  Starfinder Society Scenario #1–02: Fugitive on 
  the Red Planet 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 • Jim Groves
  Development Lead • Thurston Hillman
  Interior Artists • Rogier van de Beek, Tawny Fritz, 
  Leon Tukker, and Tom Ventre
  Cartographer • Sean Macdonald and Damien Mammoliti
  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
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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 
  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 #1–02: Fugitive on the Red Planet © 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
  Fugitive on the Red Planet 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
  Fugitive on the Red Planet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .20
  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. This adventure has 
  no scenario tags.
  Paizo Inc.
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  3
  SUMMARY
  The PCs meet with Venture-Captain Arvin on Absalom Station for 
  their briefing. Arvin brings the PCs up to speed on Talbot’s recent 
  theft and sends them to Akiton in pursuit. The PCs can discover a 
  few clues about Talbot in the Akitonian city of Maro, pointing them 
  to the small mining town of Tasch. Upon arriving at Tasch, the PCs 
  learn about a miracle man who recently saved the town with his 
  transmutation magic. Before the PCs can find and confront Talbot, 
  representatives from AbadarCorp show up in Tasch. The PCs 
  have an opportunity to negotiate with the AbadarCorp delegation 
  before continuing their mission. Shortly after the talks, a group of 
  townsfolk loyal to Talbot ambush the PCs. Overcoming the ambush, 
  the PCs manage to reach the nearby thasteron mine where Talbot 
  is holed up. In a climactic conclusion, the PCs need to stop Talbot 
  before he can escape with ill-gained credits!
  GETTING STARTED
  The PCs start in Absalom Station at the Lorespire Complex, where 
  Venture-Captain Arvin (N male damaya lashunta mystic) summons 
  T
  he Starfinder Society is undergoing a time of change, 
  still reeling from the events of the Scoured Stars 
  incident, a massive venture that ended abruptly and 
  with the disappearance of all those involved. Starfinders who 
  traveled to the Scoured Stars have not been heard from since, 
  and a mysterious force barrier now renders the entire system 
  inaccessible. Only the efforts of the new First Seeker, Luwazi 
  Elsebo, have managed to keep the Starfinder Society together in 
  this tumultuous time—and only barely.
  Of those Society agents who remained after the incident, 
  many found themselves lost and considered abandoning what 
  remained of the once-prestigious organization. Reynald Talbot 
  was one such agent. Talbot initially remained in the Starfinder 
  Society expecting a swift promotion due to his seniority and as 
  a reward for his loyalty. When the promotion never came, Talbot 
  became embittered and left the Society, but not before stealing a 
  mystical artifact of great power from the Society—a philosopher’s 
  stone. Talbot believed he could use the artifact to gain immense 
  wealth and receive his just reward for his years of service to the 
  Starfinder Society.
  Unfortunately for Talbot, the artifact he stole was in fact a 
  charlatan’s stone, a cursed artifact with the power to cause matter 
  to take on different properties for a brief period. Talbot fled to 
  Akiton, the red planet of the Pact Worlds, where he hoped to 
  stymie pursuit from the Starfinder Society. He then withdrew to 
  the small mining town of Tasch to start using the pilfered artifact.
  Up until a few days ago, Talbot believed he possessed an 
  actual philosopher’s stone and started converting thasteron, 
  the now depreciated fuel once used for interplanetary space 
  travel, into a viable substitute for modern Drift engine fuel. 
  Talbot only discovered the true nature of the charlatan’s stone 
  after he had made a significant sale of his miraculous new fuel 
  to AbadarCorp—the wealthiest corporation in the Pact Worlds. 
  Worse, Reynald Talbot employed the miners of Tasch for his 
  physical labor, paying them out of the profits from his deal with 
  AbadarCorp. The impoverished townsfolk now believe their 
  hardship is over, unaware that AbadarCorp just discovered it was 
  swindled! Realizing events are is catching up to him, Talbot plans 
  to take the remaining credits, skip town, and abandon the people 
  of Tasch while the Starfinder Society takes the blame. 
  BY JIM GROVES
  Fugitive on the Red Planet takes place on the red world of 
  Akiton. Part of the Pact Worlds, Akiton is a small world, 
  slowly losing its already thin atmosphere over millions 
  of years, although it still supports sentient life. Vast red 
  deserts cover Akiton, while frozen poles cap the planet. 
  Akiton lacks any centralized government, although several 
  large urban centers dot the world. For more information 
  about Akiton, see the Starfinder Core Rulebook, available 
  at bookstores and hobby shops everywhere and online at 
  paizo.com.
  Most of this adventure’s encounters take place in and 
  around the small mining town of Tasch. The town’s mines 
  are replete with thasteron, but a lack of demand led to 
  rampant poverty in the area. 
  Where in the 
  Universe?
  FUGITIVE ON 
  THE RED PLANET
  
  Venture-
  Captain Arvin
  4
  STARFINDER SOCIETY SCENARIO
  them for a briefing. Read or paraphrase the following to get the 
  adventure underway.
  The doors to the office slide open with a soft pneumatic hiss. 
  Inside is a well-lit and blue-carpeted office. Venture-Captain 
  Arvin, a handsome and determined-looking damaya lashunta, 
  sits behind a desk, his eyes riveted on a glassy display. After a 
  heartbeat, he glances towards the open door and motions 
  everyone to enter.
  “Apologies, please come in. Be seated if you 
  like, although this shouldn’t take long.” Arvin 
  taps a button on a console and murmurs to a 
  digital assistant, “Croyd, put everything on 
  hold for a few minutes. If anyone calls, please 
  explain I’m in mission briefing and I’ll get right 
  back to them.” He then darkens the display to 
  give his full attention.
  “Right. I have an assignment for you. This one 
  is a little a different than others you might have 
  received.” He pauses before he explains, 
  “It’s an internal matter.
  “You’re probably aware that 
  after the Scoured Stars incident 
  many of our colleagues elected 
  to leave the Society. That is 
  unfortunate, but not surprising. 
  We hate to lose good field 
  agents, but no one is conscripted 
  into our ranks. Normally we wish 
  them well and that’s that. In this 
  case, the defector, former field agent 
  Reynald Talbot, stole an artifact from 
  the Lorespire Complex before departing. 
  Theft is where the Society draws the line; I need you to get that 
  artifact back.
  “Unfortunately, Talbot left weeks ago and we only discovered 
  the theft in the last 24 hours. We launched an immediate 
  investigation to determine the identity of the thief and their last 
  known whereabouts. It’s our bad luck that Talbot was smart 
  enough to get off the station and head to Akiton, where there’s 
  no central government or law enforcement to easily call upon. I 
  need you to track him down and recover the artifact. We know 
  Talbot caught a shuttle to the Akitonian city of Maro, so that’s 
  a great place to start. The Society will, of course, cover your 
  travel expenses.”
  The PCs likely have questions about their assignment. 
  Arvin scolds the PCs if they try to leave without asking any 
  further questions, citing that taking on a mission without full 
  understanding is reckless. Arvin takes the time to answer as 
  much as he can, with likely questions and answers listed below.
  What is the artifact? “Good question, but the answer is 
  complicated because it’s actually two questions: what the artifact is 
  and what Talbot thinks it is. We’re operating under the assumption 
  that Talbot thinks he’s stolen an object from old Golarion called a 
  philosopher’s stone. Legend has it that the stone could transmute 
  matter, among other properties. What Talbot actually stole was 
  recently re-cataloged as a charlatan’s stone. It does something 
  similar, except the effect is a potent illusion and only temporary. 
  We think ancient con artists used to make false gold.”
  Why go after the stone? “We need to make a 
  statement. Rumors of the theft are already 
  circulating through the Society, and it’s 
  important to send a message that we’re 
  not going to tolerate that type of betrayal. 
  Also, if we don’t react, we convey that our 
  work is not very important because it’s not 
  worth defending. That said, the charlatan’s 
  stone is not worth dying over, so be careful.”
  What can you tell us about Talbot? “He’s 
  smart, capable, a bit brash, and a reasonable 
  field agent. Talbot is also self-entitled and 
  ambitious. After the Scoured Stars incident, 
  he expected to be promoted to venture-captain, 
  but the Forum felt he needed more time. He got 
  angry. We think this theft is retaliation.”
  What should we do with him? “I want 
  the stone back. Talbot’s not worth the 
  expense of dragging back here, so 
  you can do whatever you think is 
  necessary with him. That said, you 
  don’t have a license to go on a mass 
  killing spree. Don’t make the Society 
  look bad. It might be tough to do on 
  Akiton, but don’t take that as a challenge.”
  Do we need any special gear or 
  resources? “Akiton has a thin atmosphere, and we don’t have the 
  luxury of giving you weeks to get used to it. It would be smart to 
  make sure you some way of coping with it, or some armor. Any 
  armor, even the lighter sets, offsets the difference.”
  At this point, the PCs can finalize their boon slots for the 
  session and purchase any additional equipment prior to departing 
  for Akiton. There are no suggested boons to slot for this scenario, 
  so let the PCs select what they think will be most appropriate 
  based on the mission briefing.
  CULTURE
  Based on the result of a Culture check, the PCs might know about 
  Akiton. They know all of the information whose DC is less than or 
  equal to the result of their check.
  10+: The PCs know basic information about the Pact World of 
  Akiton. It is smaller than the Golarion standard with ×1/3 gravity 
  and a thin atmosphere. This means non-acclimated characters, 
  like the PCs, can jump three times as high and carry three times 
  the normal weight, although they gain no additional movement 
  speed. Likewise, unless they wear any type of armor, the PCs 
  
  5
  FUGITIVE ON THE RED PLANET
  must succeed at hourly Fortitude saves (as described on page 
  396 of the Starfinder Core Rulebook) or become fatigued. The PCs 
  also know Akiton suffered an economic crash when the revelation 
  of Drift technology rendered the numerous pre-Drift fuels mined 
  on Akiton virtually worthless.
  15+: Akiton is generally lawless, except for whatever laws a local 
  authority might impose. Akiton survives on trade and commerce. 
  Strangers find loyalty hard to come by, especially in the big cities. 
  Newcomers are consequently likely to be observed and watched, 
  especially if an organization believes it can take advantage of the 
  strangers. If Talbot acted or did anything at all out of the ordinary, 
  someone is likely to have noticed. To avoid being found, it is 
  unlikely he stayed in Maro for more than a few days.
  20+: Wealth is hard to come by on Akiton. If Talbot fled to 
  the red planet, he did so for a reason. It’s likely the ex-Starfinder 
  had a plan, and that plan involved gaining a large number of 
  credits. Given Akiton’s unstable economy, such a surge should be 
  identifiable for those who “follow the money.”
  AKITON PLANETSIDE
  Read or paraphrase the following after the PCs leave Absalom 
  Station on their shuttle to Akiton.
  Outside the observation windows floats Akiton, a world the 
  color of blood, rust, and red clay. A thick shell of white caps 
  both poles. The shuttle descends toward the planet, and a 
  barely perceptible shift in gravity occurs as the ship’s artificial 
  gravity begins to lessen and the planet’s natural gravity begins 
  to take hold.
  From suborbital heights, a handful of small towns, large 
  complexes, and industrial sites that spew noxious fumes into 
  the thin atmosphere surround the trench city of Maro. A spidery 
  web of dirt roads scratched into the rust-colored ground by 
  regular traffic connects these sites to the metropolis.
  Maro, the so-called City of Lights itself, comes into view 
  as the ship begins its final descent. The city occupies more 
  of a vertical space than horizontal, built into a six-mile-long 
  section of trench that is half as deep and a half mile wide. 
  Entire neighborhoods and business districts are built into 
  the walls, accessed by patio entrances. Lights, neon signs, 
  and holographic advertising bejewel either side of this urban 
  canyon, while an active spaceport and industrial zones occupy 
  the ground level. As the shuttle lands, it does so beneath the 
  backdrop of an immense mural of brightly glowing neon-green 
  graffiti that reads in Common: “Git Out! Planet’s Broke!”
  The PCs’ goal in Maro is to determine where Talbot hid out 
  after he arrived on Akiton. This information can be obtained using 
  various skill checks. Ask the PCs how they want to proceed in 
  investigating Talbot’s arrival, and use the following skill checks as 
  guidelines on how to proceed. While failure on these checks does 
  not stop the adventure in its tracks, it impacts future encounters, 
  as detailed in the Pitfall sections below.
  CULTURE OR PROFESSION (VARIES)
  The PCs can draw upon certain professional backgrounds or their 
  capacity to sift through information sources, like interplanetary 
  news outlets or trade gossip, to find clues on Talbot’s 
  whereabouts. The most applicable Profession skills include 
  Profession (accountant), Profession (corporate professional), 
  Profession (dockworker), Profession (merchant), Profession 
  (miner), or others at your discretion.
  If a PC succeeds at an applicable DC 16 check (DC 19 in Subtier 
  3–4), he discovers a strange anomaly. AbadarCorp, the largest 
  corporation in the Pact Worlds, recently purchased a large 
  amount of Drift engine fuel from the nearby town of Tasch. While 
  the discovery of Drift engine fuel on Akiton is impressive, the 
  fact that the AbadarCorp fleet that purchased the fuel is 2 days 
  overdue for departure suggests something is likely amiss with 
  the delivery.
  Pitfall: If the PCs failed the check by 5 or less, they learn the 
  same information, but AbadarCorp digital monitors become aware 
  that a third party is interested in their transaction with Talbot and 
  the citizens of Tasch. The effects of triggering this social pitfall 
  are detailed in Event 1, later in the adventure.
  DIPLOMACY (GATHER INFORMATION)
  The PCs can spend 1d4 hours canvasing Maro in search of 
  information about Reynald Talbot. Given the specific information 
  the PCs have, such as Talbot’s time of arrival and the specific 
  shuttle he flew in on, they have a solid starting point from which 
  they can learn considerably more. If a PC succeeds at a DC 16 
  Diplomacy check (DC 19 in Subtier 3–4), he discovers that Talbot 
  departed to small mining town called Tasch a few miles outside 
  of Maro. 
  Pitfall: If the Diplomacy check failed by 5 or more, the gossipy 
  nature of Maro’s citizens works against the PC. The PC still learns 
  the same information, but word spreads to citizens in Tasch that 
  strangers are looking for Talbot. The effects of triggering this 
  social pitfall are detailed in Event 2, later in this adventure.
  If the PCs fail to find any clues that point them towards 
  Tasch, allow them to attempt the checks again on the 
  following day. Should they somehow fail both sets of checks 
  2 days in a row, then Venture-Captain Arvin contacts the 
  PCs by their personal comms. He indicates that the Society 
  has intercepted information about AbadarCorp sending a 
  delegation to the town of Tasch, as described on page 6. In 
  this event, assume the PCs activated the pitfall conditions 
  for both sets of investigation skill checks, representing the 
  time squandered in Maro.
  Maro City 
  Investigations
  
  6
  STARFINDER SOCIETY SCENARIO
  HEADING TO TASCH
  Once the PCs determine that Talbot travelled to Tasch, they can 
  head to the nearby mining town. Getting transportation to Tasch is 
  not difficult. The PCs can rent a personal vehicle or catch a ride to 
  the small former mining town—the Starfinder Society pays for their 
  travel expenses, so don’t worry about charging the PCs for travel.
  A TOWN CALLED TASCH
  An elongated dune buggy transports the PCs from Maro into the 
  red dunes of Akiton’s surface. The journey only takes 2 hours, with 
  the buggy stopping just outside the city limits before continuing to 
  other peripheral towns. Read or paraphrase the following once the 
  PCs arrive at the town of Tasch.
  A long dusty road, lined with single-story dwellings, runs 
  through the town of Tasch. Some powered vehicles rest chained 
  to their owner’s homes. A small general store stands near the 
  center of town, illuminated by flickering white lights. Another 
  building, full of locals, hosts a signpost that reads “Digger’s 
  Dive”—clearly the town bar. Although the sun beats down on this 
  desert town, its citizens meander around the bar in good cheer. 
  Most are ysoki and humans, with the occasional lumbering four-
  armed shobhad mingling among them.
  The PCs’ first course of business is finding where Reynald 
  Talbot is. The inhabitants walking the streets are too busy for 
  idle chatter, but they suggest the PCs take some time to stop 
  by Digger’s Dive if they are just passing through the town. 
  Mentioning Talbot provokes a cheer from any of the townsfolk—if 
  possible, have the citizens interrupt the PCs before the PCs start 
  to slander Talbot’s name.
  A. DIGGER’S DIVE
  Digger’s Dive is a single-story structure built using imported 
  wood. There are no windows, but there are small rectangular 
  openings in the exterior walls at ceiling height to allow for 
  ventilation. The front entrance is a swinging waist-high wooden 
  half-door. The ceiling is 15 feet high and strung with dim electric 
  lights which provide dim light. Although not depicted on the map, 
  the bar is fitted with a power generator and water condenser 
  against its exterior southern wall.
  A1. Common Room
  Faint electric lights dangle from the ceiling, while the open sky 
  is visible from cracks between the planks that serve as a roof. 
  The floor is solid wood. The interior walls and ceiling supports 
  are mud brick, the latter being carved in a rare attempt at 
  ornamentation. The tavern is divided in two halves by an energy 
  field with an opening on the northern end. The bar lining the 
  southern wall is open to either side, with a wall of half-empty 
  bottles behind it. The tables are wooden and makeshift, but 
  solid. The east end has square wooden platform about a foot 
  above the floor. Two sets of double doors are built into the 
  northern and southern walls on the west end, both ajar. A single 
  closed door provides an exit behind the west end of the bar.
  Several miners and their families occupy the bar. A sharp-
  tongued ysoki named Podswald (CN female ysoki) slings drinks 
  behind the bar, though her mixing—at best—consists of combining 
  only two liquids and nothing more. The PCs can purchase 
  beverages for 1 credit per drink. Any attempt to purchase a drink 
  is met by a local citizen offering to pick up the tab, taking an 
  opportunity to thank Reynald Talbot for the extra credits.
  A successful DC 14 Perception check notes the out-of-place 
  presence of a shirren and two vesk bodyguards in the corner of 
  the bar. PCs engaging with this group can proceed to Event 1 
  (see page 7). Otherwise, the PCs likely want to chat with some 
  of the townsfolk to learn more about Reynald Talbot and his 
  current whereabouts.
  Speaking to Citizens: People in the bar readily talk about 
  Reynald Talbot, the town’s savior, and his miraculous means to 
  transmute thasteron into a more marketable fuel. The miners 
  started excavating thasteron again for Talbot to transmute, which 
  has already resulted in a lucrative sale. The sale benefited not only 
  Talbot, but the entire town. Most of Tasch’s citizens belonged to 
  jobless families thanks to the thasteron bust, but now have some 
  hope for the future. Consequently, many of Tasch’s citizens are 
  out celebrating and are easily approachable. Although it should 
  be somewhat obvious, the miners are unaware that anything 
  could be wrong with Talbot’s “transmutation process,” and such 
  news is unwelcome.
  The citizens of Tasch eagerly engage with newcomers, 
  provided the conversations are friendly and don’t disparage 
  Reynald Talbot. A PC who succeeds at a DC 14 Sense Motive 
  check notes that Talbot is held in high regard in Tasch—the skill 
  check is not strictly required, provided the PCs don’t start any 
  conversation by expressing hostile intent towards Talbot, but 
  can be attempted to prevent a social incident if a PC decides to 
  disparage the renegade Starfinder.
  Learning Talbot’s current location, in the nearby thasteron 
  mine, is not difficult. The PCs only have to ask a member of the 
  community, while not giving the impression that they intend any 
  ill will towards Talbot. If the PCs bumble this step, such as by 
  disclosing the fraud behind Talbot’s transmutations or otherwise 
  disparaging him, a successful DC 14 Bluff, Diplomacy, or Intimidate 
  check can also get the information out of the townsfolk. It is 
  also possible to find tracks to the mine with a successful DC 14 
  Survival check, since foot traffic and vehicles have gone back and 
  forth from there in recent days.
  Development: After the PCs discover Talbot’s location, but 
  before they depart the bar, one of the vesk from the corner table 
  approaches the PCs. The hulking vesk requests the PCs join his 
  employer, Mr. Philt, at the corner table. If the PCs agree, then 
  proceed to Event 1, detailed on page 7. If the PCs decline, the vesk 
  pats his weapon and Philt mentally “insists” the PCs join them. If 
  
  Philt
  A. Digger’s Dive
  1 square = 5 feet
  A1
  A2
  A3
  7
  FUGITIVE ON THE RED PLANET
  the PCs continue to disagree, then continue to Event 
  1, but skip the negotiations and proceed to combat.
  A2. RestRooms
  South of a pair of swinging double doors is a 
  short hallway with a door on either side. Both 
  doors lead to unisex restrooms.
  A3. stoRAge And owneR’s offiCe
  Behind a door to the south is a storage room 
  that contains spare boxes, tables, chairs and 
  crates of alcohol. A smaller interior room 
  behind a locked door (DC 20 Engineering to 
  disable the analog lock) contains a table, one chair, 
  and a small safe. 
  An exterior door to the east exits the 
  building and is kept locked (DC 25 
  Engineering to disable the analog lock). 
  Podswald has the key and uses it to exit 
  as soon as combat erupts within her bar.
  Infamy: The contents of the safe (1,200 
  credits) are not an intended part of the PCs 
  potential rewards from this scenario. The PCs 
  can break into the safe to take these credits, 
  receiving a minor wealth award for doing so, as detailed on the 
  Chronicle sheet. PCs agreeing to break into the safe and take the 
  credits gain 1 Infamy and the Digger’s Dive Burglary boon.
  EVENT 1: ABADARCORP REPRESENTATIVES (CR 3 
  OR CR 5)
  Representatives from AbadarCorp arrived in town not long 
  before the PCs. The delegation consists of a shirren envoy, 
  Philt (LN male shirren envoy), and two vesk soldiers 
  that act as his bodyguards. All three wear dark 
  armor trimmed in silver. Assuming the PCs agreed 
  to meet Philt, the shirren and remaining vesk guard 
  are found at the long table at the southwest corner of 
  the conjoined common room of Digger’s Dive. This is 
  a social encounter that can be resolved through 
  peaceful negotiation, though combat is 
  certainly a possibility, depending on how 
  the PCs proceed. 
  Pitfall: If the PCs triggered the 
  AbadarCorp pitfall as part of their 
  investigation in Maro, Philt is aware 
  the PCs are a third party with an 
  interest with Reynald Talbot. He does not 
  necessarily know the PCs are Starfinder 
  
  8
  STARFINDER SOCIETY SCENARIO
  Society field agents, unless the PCs actively discussed their 
  affiliation during the investigation. Philt is concerned that the 
  PCs’ agenda could interfere with the objective of AbadarCorp. 
  This colors his reactions, increasing the DC of all skill checks 
  against Philt by 2.
  Negotiations: Philt casually introduces himself as a 
  representative from AbadarCorp. If the players are not yet 
  familiar with the corporation, a PC who succeeds at a DC 7 
  Culture check recalls that AbadarCorp is the largest corporate 
  entity in the Pact Worlds. Otherwise, Philt fills in the details—see 
  page 473 of the Starfinder Core Rulebook for more information 
  on AbadarCorp. 
  The corporate representative goes on to explain how he and his 
  agents overheard the PCs talking about Talbot, and that AbadarCorp 
  wants to know the PCs’ interest in Talbot. The charlatan’s stone 
  means little to Philt and AbadarCorp; the corporation is far more 
  interested in punishing Reynald Talbot for swindling them. Luckily 
  for the PCs, both AbadarCorp and the Starfinder Society have 
  mutually achievable goals: AbadarCorp wants Talbot, and the 
  Starfinder Society wants the charlatan’s stone.
  Philt is open to explaining his interest in Talbot. The Starfinder 
  Society deserter approached corporate buyers in Maro with a 
  new, alternative fuel for Drift engines. The fuel was purchased 
  for analysis, and if it checked out, would have been evaluated as 
  a new commodity on the galactic markets. To the chagrin of the 
  buyers, the fuel reverted to common thasteron not long after the 
  AbadarCorp ships made to depart Akiton’s orbit. Philt explains 
  that the fuel was purchased on good faith and AbadarCorp 
  does not tolerate outright fraud. If the PCs succeed at a DC 17 
  Diplomacy check (DC 20 in Subtier 3–4), they can persuade Philt 
  to wait in Tasch and let the PCs handle the matter on his behalf. 
  They gain a +4 circumstance bonus to this check if they think to 
  offer up Talbot to AbadarCorp.
  If the PCs fail to persuade Philt, he insists they do not interfere 
  with his capture of Talbot. Disagreement on that point causes 
  the shirren to explain the PCs have left him no choice but to 
  discourage them through force—the encounter transitions to 
  combat, as the delegation stands up. You may also give the PCs 
  one last chance to salvage negotiations by either coming clean 
  about the Society’s interest in the charlatan’s stone, which grants 
  another chance to attempt a DC 17 Diplomacy check (DC 20 in 
  Subtier 3–4), or by tricking Philt with a Bluff check opposed by 
  Philt’s Sense Motive. If the PCs fail this final check, combat is 
  inevitable, with Philt adding his intention to take the charlatan’s 
  stone for study.
  Creatures: Philt and his vesk bodyguards rise to the challenge of 
  combat, whether Philt decides to engage first, or the PCs initiate 
  hostilities. All of the bar patrons, including Podswald the bartender, 
  retreat from Digger’s Dive as soon as they hear weapons discharge.
  SUBTIER 1–2 (CR 3)
  PHILT  
  CR 1 
  Male shirren envoy
  N Medium humanoid (shirren)
  Init +2; Senses blindsense (vibration) 30 ft.; Perception +5
  DEFENSE 
  HP 17 RP 3
  EAC 11; KAC 12 
  Fort +1; Ref +3; Will +4 
  OFFENSE
  Speed 30 ft.
  Melee survival knife +6 (1d4+2 S)
  Ranged azimuth laser pistol +8 (1d4+1 F; crit burn 1d4)
  Offensive Abilities communalism (1/day), envoy improvisation 
  (clever feint)
  TACTICS
  Before Combat If the PCs instigate the fight, Philt uses the 
  Fast Talk feat against an enemy after combat is announced 
  but before initiative is rolled.
  During Combat Philt uses his limited telepathy to coordinate 
  with his guards without announcing their plans aloud. 
  Against a difficult opponent, he uses clever feint to make 
  them flat-footed against himself and his guards. Ideally, he 
  remains close to at least one guard to use his communalism 
  racial ability.
  Morale If reduced to 5 Hit Points or less, Philt surrenders.
  STATISTICS
  Str +1; Dex +2; Con +0; Int +1; Wis +0; Cha +4 
  Feats Fast Talk
  Skills Acrobatics +5, Bluff +10, Diplomacy +10,  
  Sense Motive +10
  Languages Common, Shirren, Vesk; limited telepathy 30 ft.
  Gear second skin, azimuth laser pistol with 1 battery (20 
  charges), survival knife, credstick (400 credits)
  VESK BODYGUARDS (2)  
  CR 1/2
  N Medium humanoid (vesk)
  Init +1; Senses low-light vision; Perception +4
  DEFENSE 
  HP 13 EACH
  EAC 11; KAC 13 
  Fort +2; Ref +0; Will +2; +2 vs. fear
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 1–2: Reduce the HP of the vesk bodyguards to 9, 
  and each of them has the sickened condition from spending 
  too much time drinking.
  Subtier 3–4: Reduce the HP of the vesk bodyguards to 18, 
  and each of them has the sickened condition from spending 
  too much time drinking.
  Scaling Event 1
  
  9
  FUGITIVE ON THE RED PLANET
  OFFENSE
  Speed 30 ft.
  Melee longsword +9 (1d8+3 S) or 
  +9 unarmed strike (1d3+3 B)
  Ranged stickybomb grenade I +4 (explode [10 ft., entangled 
  2d4 rounds, DC 11])
  Offensive Abilities natural weapons
  TACTICS
  During Combat The bodyguards prefer straightforward 
  combat over complex tactics, but do throw a stickybomb 
  grenade at heavily armored or slow opponents to keep them 
  temporarily out of the fight.
  Morale The guards fight to the death, but surrender if Philt 
  commands them to stand down.
  STATISTICS
  Str +3; Dex +1; Con +2; Int -1; Wis +1; Cha +0 
  Skills Athletics +4, Intimidate +9
  Languages Common, Shirren, Vesk
  Other Abilities armor savant
  Gear golemforged plating I, longsword, stickybomb  
  grenades I (2) 
  SUBTIER 3–4 (CR 5)
  PHILT  
  CR 3 
  Male shirren envoy
  N Medium humanoid (shirren)
  Init +2; Senses blindsense (vibration) 30 ft.; Perception +8
  DEFENSE 
  HP 35 RP 3
  EAC 14; KAC 15 
  Fort +2; Ref +4; Will +6 
  OFFENSE
  Speed 30 ft.
  Melee tactical dueling sword +7 (1d6+2 S)
  Ranged static arc pistol +11 (1d6+1 E plus stun; critical arc 2)
  Offensive Abilities communalism (1/day), envoy improvisation 
  (clever feint, get ‘em)
  TACTICS
  Before Combat If the PCs instigate the fight, Philt uses the 
  Fast Talk feat against an enemy after combat is announced 
  but before initiative is rolled.
  During Combat Philt uses his limited telepathy to coordinate 
  with his guards without announcing his plans aloud. Against 
  a difficult opponent, he uses clever feint or get ‘em to assist 
  his guards. Ideally, he remains close to at least one guard to 
  use his communalism racial ability.
  Morale If reduced to 10 Hit Points or less, Philt surrenders.
  STATISTICS
  Str +1; Dex +2; Con +0; Int +1; Wis +0; Cha +4 
  Feats Fast Talk
  Skills Acrobatics +8, Bluff +13, Diplomacy +13,  
  Sense Motive +13
  Languages Common, Shirren, Vesk; limited telepathy 30 ft.
  Gear graphite carbon skin, static arc pistol with 1 battery (20 
  charges), tactical dueling sword, credstick (600 credits)
  VESK BODYGUARDS (2)  
  CR 1
  Vesk soldiers
  N Medium humanoid (vesk)
  Init +5; Senses low-light vision; Perception +4
  DEFENSE 
  HP 24
  EAC 12; KAC 14 
  Fort +3; Ref +1; Will +3; +2 vs. fear
  OFFENSE
  Speed 40 ft.
  Melee longsword +11 (1d8+4 S) or 
  unarmed strike +11 (1d3+4 B)
  Ranged azimuth laser rifle +6 (1d8 F; critical burn 1d6) or 
  stickybomb grenade +6 (explode [10 ft., entangled 2d4 rounds, 
  DC 11])
  Offensive Abilities natural weapons, soldier fighting  
  style (blitz)
  TACTICS
  Use the tactics from Subtier 1–2.
  STATISTICS
  Str +4; Dex +1; Con +2; Int -1; Wis +1; Cha +0 
  Skills Athletics +5, Intimidate +10
  Languages Common, Shirren, Vesk
  Other Abilities armor savant
  Gear golemforged plating I, azimuth laser rifle with 1 battery 
  (20 charges), longsword, stickybomb grenades I (2) 
  Development: If the PCs successfully negotiate with Philt, 
  the shirren is happy to let them capture Talbot and deliver the 
  ex-Starfinder to AbadarCorp’s custody. He would prefer Talbot 
  alive but does not require it. If both parties come to an accord, 
  Philt wishes the PCs good luck and waits in Tasch for them to 
  return. In the event of this peaceful outcome, Event 2 (detailed 
  on page 10) takes place in Digger’s Dive immediately following 
  this encounter.
  If the two groups fight, but Philt has a chance to surrender, 
  he calls off any surviving bodyguards. Philt humbly swears not 
  to intervene and asks the PCs to tender Talbot to him if their 
  own business allows it. This makes it the PCs’ choice whether 
  they want to be helpful, although a positive relationship with 
  AbadarCorp has a potential benefit for the people of Tasch (as 
  detailed in the Conclusion). 
  If combat occurred during this event, the PCs can spend 10 
  minutes after this encounter to rest and spend Resolve to recover 
  Stamina Points before continuing.
  Rewards: If the PCs fail to negotiate a deal with Philt and fail to 
  defeat the AbadarCorp representatives in the subsequent combat, 
  reduce each PC’s credits earned by the amount listed below.
  Subtier 1–2: Reduce each PC’s credits earned by 172.
  Out of Subtier: Reduce each PC’s credits earned by 275.
  Subtier 3–4: Reduce each PC’s credits earned by 378.
  
  Maarbadvae
  10
  STARFINDER SOCIETY SCENARIO
  EVENT 2: TALBOT’S 
  PROTECTORS (CR 3 OR CR 5)
  Once the PCs know Talbot is hiding 
  at the nearby thasteron mine and 
  have negotiated (or fought) with 
  AbadarCorp’s delegation, they can set 
  out. This event occurs in one of two 
  locations. If the PCs managed to avoid 
  combat with the AbadarCorp delegation, 
  then it takes place in Digger’s Dive 
  immediately after the meeting with Philt. 
  If the PCs fought Philt and his bodyguards, 
  then this event occurs in the wilderness 
  between Tasch and the mines. Details 
  about how the encounter plays out in 
  each location are provided below.
  Option 
  1: 
  Digger’s 
  Dive 
  Ambush 
  (Area A): The ambush occurs as the PCs 
  are inside Digger’s Dive, immediately 
  after a successful negotiation with the 
  AbadarCorp representative Philt and his bodyguards. Maarbadvae 
  announces her presence from outside the bar. Read or paraphrase 
  the following.
  A deep booming female voice echoes from outside the front of 
  the bar. “Intruders! We know you’ve come to Tasch in search of 
  our savior. I give you this one chance. Lay down your weapons 
  and leave our town. You will not disrupt the salvation of Akiton, 
  not when Reynald Talbot has come so close to saving our world! 
  You have one minute to decide.”
  The PCs have 1 minute to prepare and decide what action to take. 
  During this time, the customers flee through the entrance, while 
  the bartender rushes out the back door. Philt and his bodyguards 
  take this opportunity to duck out alongside the other citizens, but 
  the shirren representative takes a moment to wish the PCs ‘the 
  best of luck’ and remind them he expects Talbot delivered soon.
  Regardless of whether the PCs chose to surrender or not, the 
  ambushing trio moves in to attack. They do not want a surrender, 
  believing the risk to Talbot is too great. Maarbadvae barges in 
  through the front entrance along with one of the ysoki. The second 
  ysoki ambusher sneaks in through the back door opened by the 
  bartender, potentially catching any PCs thinking of sneaking away. 
  Option 2: Wasteland Ambush (Area B): This alternate ambush 
  occurs if the PCs ended up fighting the AbadarCorp delegation in 
  Digger’s Dive. It uses a separate map (see page 13) and gives the 
  PCs some time to rest after the encounter in the bar.
  Read or paraphrase the following.
  A rough road marked by regular vehicle tracks 
  meanders across the reddish desert landscape. 
  Wavering lines of heat haze emanate from the 
  rocky ground. A two-tiered rocky 
  outcropping rises to the northwest.
  The outcroppings are two small 
  plateaus staggered on top of 
  each other. The lower one is 
  5 feet above the rest of the 
  map, while the next plateau 
  is 5 feet higher than the one 
  below it. The elevations 
  are marked “+5” and “+10” 
  accordingly. Areas marked 
  “+0” are ground level. A 
  successful DC 15 Athletics 
  check is required for a 
  creature to climb up to either level. 
  Alternatively, a PC can jump up to a higher 
  level with a successful DC 20 Athletics 
  check with a 10-foot running start, but 
  because of Akiton’s weaker gravity, a 
  character can jump to either elevation in 
  a single leap on a success.
  Maarbadvae and the ambushers wait atop the higher plateau. 
  The group uses Stealth to remain hidden, and then launches 
  an ambush once the PCs pass under the plateau. They have no 
  intention of letting the PCs reach the thasteron mine.
  Pitfall: Failing the Diplomacy check to gather information in 
  Maro or otherwise failing all the checks to track down Talbot 
  further complicates either ambush. Word reached Talbot that 
  someone in Maro was asking about him and his allies here are 
  on high alert. Talbot assumes either AbadarCorp or the Starfinder 
  Society is on his trail. Accordingly, the ambushing trio gains a 
  +1 morale bonus to attack rolls for the duration of the combat. 
  Similarly, the DC of Maarbadvae’s spells increases by 1 as her 
  utter devotion to Talbot further empowers her spellcasting.
  Creatures: Three local citizens of Tasch took it upon themselves 
  to look out for those who would cause trouble for their so-called 
  savior. The group contains two ysoki who cling to Talbot’s 
  abilities, thinking the wealth from the thasteron transmutation 
  is the only way their expansive family can survive another 
  generation. A shobhad shaman named Maarbadvae sees Talbot 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Reduce Maarbadvae’s Resolve Points 
  to 0, preventing her from using her share pain ability. 
  In addition, the two ysoki ambushers take a –2 
  penalty to attack rolls.
  Scaling Event 2
  
  11
  FUGITIVE ON THE RED PLANET
  as Akiton’s savior and devotes herself to his protection. She is 
  utterly fanatical in serving Talbot and sees no other hope for 
  Akiton’s future beyond the revitalization of the mining industry.
  An uneasy Reynald Talbot confided in this group of sycophants 
  that there might be offworlders who arrive to take his secret of 
  transmuting thasteron. The trio either caught wind of the PC’s 
  appearance at Digger’s Dive or set up a camp in the wastes 
  between Tasch and the thasteron mine to ambush the strangers 
  before they can get to Talbot.
  The exact actions of the trio are detailed based on the location 
  in which they ambush the PCs, as detailed on page 10.
  SUBTIER 1–2 (CR 3)
  MAARBADVAE  
  CR 1 
  Female shobhad mystic
  N Large humanoid (shobhad)
  Init +2; Senses darkvision 60 ft.; Perception +5
  DEFENSE 
  HP 16 RP 3
  EAC 12; KAC 13 
  Fort +1; Ref +3; Will +4
  Defensive Abilities ferocity, share pain (DC 12); Resistances 
  cold 5
  OFFENSE
  Speed 40 ft.
  Melee battle staff +4 (1d4+2 B; critical knockdown)
  Ranged hunting rifle +6 (1d8+1 P)
  Space 10 ft.; Reach 10 ft. 
  Mystic Spells Known (CL 1st; ranged +6)
  1st (2/day)—lesser confusion (DC 14), mind thrust I (DC 14)
  0 (at will)—daze (DC 13), fatigue (DC 13), telekinetic projectile, 
  telepathic message
  Connection mindbreaker
  TACTICS
  During Combat Maarbadvae’s primary attack is mind thrust, 
  followed by her rifle as a backup. She avoids melee for 
  as long as possible, knowing it is not her strength. She 
  coordinates with her allies with her mk 1 mindlink circlet.
  Morale Fierce and aggressive, Maarbadvae fights to the 
  death. If she is rendered unconscious or helpless without 
  getting killed, she calms down and surrenders when she 
  stirs to consciousness.
  STATISTICS
  Str +1; Dex +2; Con +2; Int +0; Wis +4; Cha +1 
  Skills Mysticism +10, Sense Motive +10, Stealth +5
  Languages Akitonian, Common, Shobhad
  Other Abilities four-armed
  Gear second skin, battle staff, hunting rifle with 6 rounds,  
  mk 1 mindlink circlet, spell gem of remove condition, assorted 
  shobhad bangles and charms (worth 300 credits) 
  SPECIAL ABILITIES
  Ferocity (Ex) When Maarbadvae is brought to 0 Hit Points, she 
  can fight on for 1 more round. She can act normally until the 
  end of her next turn; if she has 0 HP at that point, she dies. 
  If she would lose further Hit Points before this, she ceases 
  to be able to act and dies.
  Four-Armed (Ex) A shobhad has four arms. One hand is 
  considered its primary hand; all others are considered off 
  hands. It can use any of its hands for other purposes that 
  require free hands.
  Share Pain (Su) Whenever a foe deals damage to Maarbadvae, 
  she can spend 1 Resolve Point as a reaction to shift some 
  of the pain back onto that foe. Unless the foe succeeds at a 
  DC 12 Will save, she reduces the damage she takes from the 
  attack by 1, and the foe takes an equal amount of damage. 
  This is a mind-affecting pain effect.
  YSOKI AMBUSHERS (2)  
  CR 1/2
  N Small humanoid (ysoki)
  Init +3; Senses darkvision; Perception +4
  DEFENSE 
  HP 13 EACH
  EAC 1; KAC 12 
  Fort +2; Ref +4; Will +0
  OFFENSE
  Speed 30 ft.
  Melee club +8 (1d4+3 B)
  Ranged azimuth laser pistol +9 (1d4+1 F; critical burn 1d4)
  TACTICS
  During Combat The ambushers try to exploit cover to make 
  as many ranged attacks against the PCs as possible before 
  engaging in melee.
  Morale The ambushers flee if reduced to 5 Hit Points.
  STATISTICS
  Str +2; Dex +3; Con +0; Int +1; Wis +1; Cha +0 
  Skills Athletics +4, Stealth +9, Survival +4
  Languages Akitonian, Common, Ysoki
  Other Abilities cheek pouches, moxie
  Gear second skin, azimuth laser pistol with 1 battery (20 
  charges), club
  SUBTIER 3–4 (CR 5)
  MAARBADVAE  
  CR 3 
  Female shobhad mystic
  N Large humanoid (shobhad)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE  
  HP 32 RP 3
  EAC 15; KAC 16 
  Fort +2; Ref +4; Will +6 
  Defensive Abilities ferocity, share pain (DC 14);  
  Resistances cold 5
  OFFENSE
  Speed 40 ft.
  Melee battle staff +5 (1d4+4 B; critical knockdown)
  Ranged tactical acid dart rifle +9 (1d8+3 A & P; critical 
  corrode 1d4)
  
  12
  STARFINDER SOCIETY SCENARIO
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities backlash (3 damage)
  Mystic Spell-Like Abilities (CL 3rd)
  At will—mindlink
  Mystic Spells Known (CL 3rd; ranged +9)
  1st (3/day)—lesser confusion (DC 16), mind thrust I (DC 16), 
  reflecting armor
  0 (at will)—daze (DC 15), fatigue (DC 15), telekinetic projectile, 
  telepathic message
  Connection mindbreaker
  TACTICS
  Use the tactics from Subtier 1–2.
  STATISTICS
  Str +1; Dex +2; Con +2; Int +0; Wis +4; Cha +1 
  Skills Mysticism +13, Sense Motive +13, Stealth +8
  Languages Akitonian, Common, Shobhad
  Other Abilities four-armed
  Gear graphite carbon skin, battle staff, tactical acid dart rifle 
  with 10 darts, mk 1 mindlink circlet, spell gem of dispel magic, 
  spell gem of remove condition, assorted shobhad bangles and 
  charms (worth 450 credits)
  SPECIAL ABILITIES
  Ferocity (Ex) When Maarbadvae is brought to 0 Hit Points, she 
  can fight on for 1 more round. She can act normally until the 
  end of her next turn; if she has 0 HP at that point, she dies. 
  If she would lose further Hit Points before this, she ceases 
  to be able to act and dies.
  Four-Armed (Ex) A shobhad has four arms. One hand is 
  considered its primary hand; all others are considered off 
  hands. It can use any of its hands for other purposes that 
  require free hands.
  Share Pain (Su) Whenever a foe deals damage to Maarbadvae, 
  she can spend 1 Resolve Point as a reaction to shift some 
  of the pain back onto that foe. Unless the foe succeeds at a 
  DC 14 Will save, she reduces the damage she takes from the 
  attack by 1, and the foe takes an equal amount of damage. 
  This is a mind-affecting pain effect.
  YSOKI AMBUSHERS (2)  
  CR 1
  Ysoki operative
  N Small humanoid (ysoki)
  Init +5; Senses darkvision 60 ft.; Perception +6
  DEFENSE 
  HP 17 EACH
  EAC 11; KAC 12 
  Fort +4; Ref +4; Will +1
  OFFENSE
  Speed 30 ft.
  Melee survival knife +8 (1d4+3 S)
  Ranged azimuth laser pistol +10 (1d4+1 F; critical burn 1d4)
  Offensive Abilities trick attack +1d4 
  TACTICS
  Use the tactics from Subtier 1 –2.
  STATISTICS
  Str +2; Dex +4; Con +0; Int +1; Wis +1; Cha +0 
  Skills Athletics +6, Culture +11, Stealth +11, Survival +11
  Languages Akitonian, Common, Ysoki
  Other Abilities cheek pouches, moxie, specialization (explorer)
  Gear second skin, azimuth laser pistol with 1 battery (20 
  charges), survival knife
  Development: Once the PCs defeat the ambushers, they are 
  clear to continue to the thasteron mine where Talbot hides. 
  There are no particular consequences if the ambushers get killed. 
  Maarbadvae and her allies were acting as outlaws, and the people 
  of Tasch acknowledge that.
  Philt and the AbadarCorp delegation return to Digger’s Dive 
  once the commotion dies down. The PCs can find the AbadarCorp 
  delegation here if they intend to hand Talbot over at the 
  conclusion of the scenario.
  Rewards: If the PCs fail to defeat the ambushers, reduce each 
  PC’s credits earned by the amount listed below.
  Subtier 1–2: Reduce each PC’s credits earned by 188.
  Out of Subtier: Reduce each PC’s credits earned by 286.
  Subtier 3–4: Reduce each PC’s credits earned by 383.
  C. THASTERON MINE
  Tasch’s thasteron mine is built into a red rock hillside. The mine’s 
  interior is structurally sound and most passages are uniform. It 
  was excavated by powered mining equipment that has since been 
  repossessed or sold. Side supports regularly brace the passages. 
  The ceiling height is 10 feet unless otherwise noted. A string of 
  overhead lights provides dim light throughout the mine. A metal 
  track runs throughout the mine, meant for automated mine carts. 
  These tracks can be safely walked over.
  C1. mine entRAnCe
  A sloping ramp descends to the west, made of hard-packed red 
  dirt that shows signs of heavy vehicle traffic. The ramp opens 
  into a large square chamber with rough walls. A metal track 
  runs along the ground from a passage in the west wall and 
  then turns north, ascending a five-foot ramp and then running 
  along the north wall until the track terminates. A pair of metal 
  lockers stand in the southeast corner, and a heap of ore is piled 
  to the southwest.
  The tracks here are for automated mine carts. Mine carts enter 
  this chamber and roll along the ramp. Once stopped, the carts are 
  then uncoupled to tip over and pour their cargo into the bed of a 
  vehicle that would back up to the tracks. A PC who succeeds at a 
  DC 12 Engineering check identifies the purpose of this room, while 
  a PC with a successful DC 12 Survival check can tell that the tracks 
  are relatively recent, matching the timeline of when Talbot arrived 
  on Akiton. A PC who succeeds at a DC 15 Physical Science check 
  identifies the ore to the southwest as unrefined thasteron.
  Treasure: The metal lockers are securely locked but can be 
  
  B. Wasteland Ambush
  +0
  +0
  +5
  +10
  Starfinder Flip-Mat: Basic Terrain
  1 square = 5 feet
  N
  13
  FUGITIVE ON THE RED PLANET
  
  C. Thasteron Mine
  R
  : Reynald Talbot
  M
  : Miner
  M1
  M2
  M3
  R
  1 square = 5 feet
  C4
  C5
  C2
  C1
  C3
  C3
  T
  N
  14
  STARFINDER SOCIETY SCENARIO
  opened with a successful DC 14 Engineering check or a DC 15 
  Strength check. In Subtier 1–2, the lockers contain a basic medkit 
  and an engineering specialty tool kit. In Subtier 3–4, the lockers 
  contain an advanced medkit and an engineering specialty tool kit. 
  In both subtiers, a tattered mining suit contains an old credstick 
  with 300 remaining credits.
  Rewards: If the PCs fail to open the lockers here, reduce each 
  PC’s credits earned by the amount listed below.
  Subtier 1–2: Reduce each PC’s credits earned by 127.
  Out of Subtier: Reduce each PC’s credits earned by 210.
  Subtier 3–4: Reduce each PC’s credits earned by 293.
  C2. RepAiR BAy
  A passageway from the west leads into this rectangular chamber 
  with rough-hewn walls. A metal mine-cart track runs parallel to 
  the passage and enters the room before ending abruptly. A mine 
  cart in an obvious state of disrepair lies adjacent to the tracks. 
  Tools cover a table against the east wall, while a pair of metal 
  lockers stands in the southwest corner. 
  The lockers contain mining uniforms and binders of material-
  safety data sheets for explosives. The referenced explosives were 
  removed when the mine shut down, and the equipment was sold 
  off. The mining car is currently inoperable and cannot be repaired.
  C3. mine pAssAges
  These passageways go deeper into the mine, but are not relevant 
  to the scenario. You can discourage the PCs from going off course 
  by describing thick, trackless dust and failing lights that imply no 
  one has been down these passages in over a year. If the PCs insist 
  on exploring this area, the paths go on for roughly a quarter of a 
  mile before ending at an inactive elevator shaft.
  C4. inteRseCtion (CR 1 oR CR 3)
  This is an intersection of several passageways with a square ceiling 
  support. The passage to the south is unfinished construction.
  Trap: Talbot had one of his miner friends install a security 
  system over the past week. The rogue Starfinder had the trap 
  strategically placed along the west side of the ceiling support. 
  Creatures moving through the mines do not trigger the motion 
  detectors until they walk past the ceiling support in a westerly 
  direction, whereupon a pivoting, mounted laser rifle emerges 
  from a sliding panel to fire at the first creature it detects.
  SUBTIER 1–2 (CR 1)
  LASER BLAST TRAP 
  CR 1 
  
  Reynald 
  Talbot
  15
  FUGITIVE ON THE RED PLANET
  Type technological; Perception DC 21; Disable Engineering DC 
  15 (disable motion sensors) 
  Trigger location; Reset 1 minute 
  Effect laser +11 ranged (3d6+1 F)
  SUBTIER 3–4 (CR 3)
  ADVANCED LASER BLAST TRAP 
   CR 3 
  Type technological; Perception DC 24; Disable 
  Engineering DC 19 (disable motion 
  sensors) 
  Trigger location; Reset 1 minute 
  Effect laser +13 ranged (6d6 F)
  Development: At this point the PCs 
  are roughly 50 feet away from Talbot and 
  his allies in area C5. The PCs can take a 
  10-minute rest to regain Stamina Points, but 
  doing so gives Talbot time to set up in 
  the mine cart. Similarly, Talbot hears 
  the PCs’ arrival if they triggered the 
  trap.
  C5. tAlBot’s Hideout (CR 4 
  oR CR 6)
  A passage heads west and then turns 
  north into a T-shaped room. The ceiling is 
  higher than other chambers, cut to fifteen 
  feet in height. Permanent light fixtures set in 
  the ceiling provide brighter light. The mine-
  cart tracks that have run throughout this mine hug the south 
  wall, turn north, and run along the west wall before coming to a 
  dead end at the north end of the room. A single mine car stands 
  on the tracks. Across from the cart is a small office fashioned 
  from two out-of-place plastic walls set into the stonework. An 
  open door provides access to the room within a room. 
  The ceiling height in this room is 5 feet higher than other parts 
  of the mine. Permanent light fixtures on the ceiling provide normal 
  light. A light dimmer switch is located on the wall. 
  Mine Cart: The mine cart is fully functional and has a set of 
  controls on the top rim. The cart can be activated as a move 
  action. Once active, the cart moves 30 feet per round, moving 
  along the tracks to the entrance of the mine. A PC can board or 
  disembark from the cart while it is in motion with a successful DC 
  15 Acrobatics or Athletics check. Failure by less than 5 means the 
  PC fails to board the cart, while failing by 5 or more means the 
  would-be boarder falls prone next to the cart. Up to three Medium 
  creatures can stand in the cart together. The cart occupies a 
  space 5 feet wide and 10 feet long. A creature inside the mine 
  cart receives partial cover from attacks originating outside of 
  the cart. A creature in the way of a moving mine cart takes 4d4 
  bludgeoning damage (DC 12 Reflex save negates) and 
  is pushed aside by the moving cart.
  Creatures: Reynald Talbot and three of his closest 
  allies among the miners reside in this area. Talbot 
  just finished dispersing much of his ill-gotten 
  credits to various banking institutes, and now 
  plans his escape from Akiton. He sees 
  the PCs’ arrival as a warning that his 
  time in Tasch is over. To ensure his 
  escape, Talbot wastes no time 
  in sending his allies to their 
  deaths. 
  Talbot and the miners are 
  on guard if the PCs made 
  excessive noise with the 
  laser blaster trap in area C4. 
  If thus alerted, Talbot is crouched 
  down in the mine cart. He activates the mine 
  cart and fires his ranged weapons at the PCs 
  as he attempts to ride it to the mine entrance. His miner allies 
  attempt to interfere and slow the PCs down in any pursuit. If 
  Talbot is not expecting the PCs, he is in the office with the door 
  wide open. His allies are arrayed around the immediate area; they 
  assume the worst and attack the PCs when they see them.
  SUBTIER 1–2 (CR 4)
  MINERS (3)  
  CR 1/2
  N Medium humanoid (human)
  Init +5; Perception +4
  DEFENSE 
  HP 13
  EAC 10; KAC 12 
  Fort +4; Ref +2; Will +0
  OFFENSE
  Speed 30 ft.
  Melee club +8 (1d6+2 B)
  Ranged tactical semi-auto pistol (1d6 P)
  TACTICS
  Before Combat If forewarned, the miners have weapons drawn 
  and position themselves to challenge intruders.
  During Combat The miner’s tactics are straightforward, but if 
  Make the following adjustments to accommodate a group 
  of four PCs. As a rule of thumb, these adjustments should 
  decrease the encounter CR by 1.
  Subtier 1–2: Reduce the number of miners by one.
  Subtier 3–4: Reduce the number of miners by one.
  Scaling Encounter C5
  
  16
  STARFINDER SOCIETY SCENARIO
  they can interfere with the PCs’ attempt to capture or kill 
  Talbot, they make it a priority.
  Morale The miners surrender if Talbot is captured or killed, but 
  otherwise fight until killed or rendered helpless.
  STATISTICS
  Str +2; Dex +1; Con +2; Int +0; Wis +1; Cha +0 
  Skills Athletics +4, Engineering +4, Survival +9
  Languages Akitonian, Common, Ysoki
  Gear second skin, tactical semi-auto pistol with 6 rounds, club
  REYNALD TALBOT  
  CR 2 
  Male human operative
  N Medium humanoid (human)
  Init +5; Perception +8
  Defensive Abilities evasion
  DEFENSE  
  HP 23
  EAC 14; KAC 13
  Fort +1; Ref +5; Will +4
  OFFENSE
  Speed 30 ft.
  Melee survival knife +8 (1d4+3 S)
  Ranged static arc pistol +10 (1d6+2 E; critical arc 2)
  Offensive Abilities trick attack +1d4
  TACTICS
  Before Combat If forewarned, Talbot activates his holographic 
  clone ability and crouches down in the mine cart to surprise 
  the PCs.
  During Combat If he can get into the cart and activate it, 
  Talbot attempts to ride the cart to the front entrance, 
  exploiting the partial cover and attacking pursuers at 
  range. He makes trick attacks from the safety of the 
  moving cart. Talbot tries to quickly incapacitate the PCs 
  who look physically weak.
  Morale If he can incapacitate at least one PC by the time 
  he reaches the entrance, Talbot stays to fight alongside 
  his allies. Otherwise he flees to the entrance of the mine. 
  If cornered, he fights to the death, unless rendered 
  unconscious or helpless, whereupon he surrenders.
  STATISTICS
  Str +1; Dex +4; Con +2; Int +0; Wis +1; Cha +1 
  Skills Acrobatics +13, Athletics +13, Bluff +8, Culture 13, 
  Piloting +8, Stealth +8
  Languages Akitonian, Common, Ysoki
  Other Abilities operative exploit (holographic clone [2 min.]), 
  specialization (daredevil)
  Gear freebooter armor I, static arc pistol with 1 battery (20 
  charges), survival knife, charlatan’s stone, mk 1 ring of 
  resistance, 6 credsticks (100 credits each) 
  SPECIAL ABILITIES
  Cart Rider (Ex) Talbot is well practiced in riding the mine carts. 
  He can hop in and out of one as a move action without 
  requiring a skill check. He can also use the cart’s movement 
  as part of a trick attack. When moving in the cart, he 
  receives a +2 bonus to his Acrobatics or Athletics check to 
  make a trick attack.
  SUBTIER 3–4 (CR 6)
  MINERS (3)  
  CR 1
  N Medium humanoid (human)
  Init +5; Perception +5
  DEFENSE 
  HP 20
  EAC 11; KAC 13 
  Fort +5; Ref +3; Will +1
  OFFENSE
  Speed 30 ft.
  Melee club +8 (1d6+5 B)
  Ranged tactical semi-auto pistol (1d6+1 P)
  TACTICS
  Use the tactics from Subtier 1–2.
  STATISTICS
  Str +4; Dex +1; Con +2; Int +0; Wis +1; Cha +0 
  Skills Athletics +5, Engineering +5, Survival +10
  Languages Akitonian, Common, Ysoki
  Gear second skin, tactical semi-auto pistol with 6 rounds, club
  REYNALD TALBOT  
  CR 4 
  Male human operative
  N Medium humanoid (human)
  Init +6; Perception +11
  Defensive Abilities evasion
  DEFENSE  
  HP 45
  EAC 17; KAC 16 
  Fort +3; Ref +7; Will +6 
  OFFENSE
  Speed 40 ft.
  Melee tactical dueling sword +9 (1d6+5 S)
  Ranged thunderstrike sonic pistol +15 (1d8+4 So; critical deafen)
  Offensive Abilities debilitating trick, trick attack +2d8, 
  uncanny mobility
  TACTICS
  Use the tactics from Subtier 1–2.
  STATISTICS
  Str +1; Dex +5; Con +3; Int +0; Wis +1; Cha +1 
  Skills Acrobatics +16, Athletics +16, Bluff +11, Culture +16, 
  Piloting +11, Stealth +11
  Languages Akitonian, Common, Ysoki
  Other Abilities operative exploit (holographic clone [4 min.]), 
  specialization (daredevil)
  Gear basic lashunta tempweave, thunderstrike sonic pistol 
  with 1 battery (20 charges), tactical dueling sword, 
  charlatan’s stone, mk 1 ring of resistance, 6 credsticks (100 
  credits each)
  SPECIAL ABILITIES
  Cart Rider (Ex) See Subtier 1–2.
  
  17
  FUGITIVE ON THE RED PLANET
  Development: Talbot does not see surrender as a viable option. 
  If the PCs attempt to negotiate with Talbot, he feigns interest 
  only long enough to get some sort of combat advantage. If 
  the PCs overpower Talbot and his cronies, they might demand 
  the charlatan’s stone in exchange for letting Talbot escape, or 
  least for a fair head start over AbadarCorp. Talbot accepts the 
  offer, retreating into obscurity in the aftermath. This and other 
  potential outcomes are further detailed in Conclusion below.
  Treasure: Talbot’s office contains scattered living items, like 
  extra clothes and some nutrient food packs. One of Talbot’s 
  ongoing passion projects, a recently completed but uninstalled 
  armor upgrade, lies on the desk in the office. In Subtier 1–2 this is 
  a brown force field armor upgrade. In Subtier 3–4 this is a purple 
  force field armor upgrade.
  Rewards: If the PCs fail to defeat Talbot and retrieve the 
  charlatan’s stone, reduce each PC’s credits earned by the amount 
  listed below.
  Subtier 1–2: Reduce each PC’s credits earned by 232.
  Out of Subtier: Reduce each PC’s credits earned by 320.
  Subtier 3–4: Reduce each PC’s credits earned by 407.
  CONCLUSION
  If the PCs departed on reasonably good terms with Philt and 
  managed to capture Talbot, they have an opportunity to do 
  some good for the citizens of Tasch. Philt says that the drive 
  and loyalty the townsfolk demonstrate—however misguided—
  inspires him. AbadarCorp has long considered the construction 
  of a shipping hub outside of Maro. Such a facility would keep 
  cargo destined for transport throughout the Pact Worlds away 
  from Maro’s local gangs and criminal organizations. Philt believes 
  that Tasch could serve to staff this shipping hub and provide 
  infrastructure for guards, pilots, and corporate employees. 
  Such construction would also mean gainful employment for all 
  the townspeople.
  If the PCs return Reynald Talbot to the custody of AbadarCorp, 
  they secure Tasch’s future. Cross out the AbadarCorp Annoyance 
  line on the AbadarCorp Acquaintance boon. Similarly, PCs helping 
  to establish Tasch as a future AbadarCorp shipping hub receive 
  the True Savior of Tasch boon on their Chronicle sheets.
  If the PCs failed to negotiate, or even killed Philt and his 
  associates, AbadarCorp eventually uncovers the full details of 
  what happened. In this case, cross out the AbadarCorp Respect 
  line on the AbadarCorp Acquaintance boon. The PCs should 
  expect that AbadarCorp will remember the slight and might take 
  actions against them in future scenarios.
  If the PCs return to Absalom Station without the charlatan’s 
  stone, Venture-Captain Arvin is unhappy, but he does not lose his 
  temper. Instead he accepts the report, and with a sigh offers that 
  everyone, himself included, needs to try harder if the Starfinder 
  Society is going to survive.
  If the mission is a success, Arvin offers to pay for a round of 
  drinks at a bar popular with many field agents. As the PCs depart, 
  Arvin tends to the charlatan’s stone, securing it in the Lorespire 
  Complex. Before he departs, Arvin informs the PCs to get some 
  rest after their night of enjoyment; he is confident he will have 
  another assignment for them soon.
  REPORTING NOTES
  If the PCs killed Reynald Talbot, check box A. If Talbot escaped 
  and did not end up in AbadarCorp custody, check box B. If the 
  PCs handed Talbot over to Philt and convinced AbadarCorp to 
  establish a shipping outpost in Tasch, check box C.
  PRIMARY SUCCESS CONDITION
  If the PCs retrieve the charlatan’s stone from Talbot, even if they 
  had to kill him in the process, they succeed at their mission and 
  each earn 1 Fame and 1 Reputation for any factions associated 
  with their current faction boon.
  SECONDARY SUCCESS CONDITION
  If the PCs tender Talbot over to Philt in an amicable fashion and 
  the AbadarCorp representative considers employing the town of 
  Tasch as a shipping hub, the PCs each earn 1 additional Fame 
  and 1 Reputation for any factions associated with their current 
  faction boon.
  
  18
  STARFINDER SOCIETY SCENARIO
  
  19
  FUGITIVE ON THE RED PLANET
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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 #1–02: Fugitive on the Red Planet © 2017, Paizo Inc.; 
  Author: Jim Groves.
  Event
  GM #
  GM Character #
  GM Fame Earned
  GM Name
  Date
  B
  A
  D
  C
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Starfinder Society Scenario #8-04: 
  Wardens of Sulfur Gulch
  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
  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
  —
  719
  1,091
  1,461
  —
  Out of
  Subtier
  Starfinder Society Scenario #1-02: 
  Fugitive on the Red Planet
  AbadarCorp Acquaintance (Social Boon): During your hunt for a renegade Starfinder on Akiton, you interacted with a 
  representative of AbadarCorp. Depending on this interaction, you may have earned the ire or respect of the Pact World 
  corporation. Both outcomes for this boon could have positive repercussions in future scenarios, which you will be told of 
  prior to slotting your boons. Your GM will cross out the affiliation you failed to earn.
  ▫ AbadarCorp Annoyance
  ▫ AbadarCorp Respect
  Digger’s Dive Burglary (Slotless Boon; Limited Use): You took part in burglarizing the safe at Tasch’s local bar, Digger’s 
  Dive. As a result, you gained Infamy, but also earned yourself some extra credits. You gain a one-time bonus 200 credits 
  for your thieving actions. If you earned the True Savior of Tasch boon, cross it off your Chronicle sheet—the people of Tasch 
  don’t want to work with another criminal.
  ▫ ▫ ▫ ▫ ▫ True Savior of Tasch (Slotless Boon; Limited Use): You helped ensure a measure of prosperity for the 
  Akitonian town of Tasch by enticing AbadarCorp to set up a shipping outpost in the town. You can forgo making a day job 
  roll to instead devote time to assist with the growth of Tasch. Any time you opt to do so, check a box on this boon and 
  make a note on the Chronicle sheet associated with that scenario, indicating you partook in this endeavor. Once all five 
  boxes on this boon are marked, you receive 500 UPBs as recompense from the people of Tasch for helping to develop 
  their now-thriving town. These UPBs cannot be converted to credits and must be used to craft some form of equipment.
  All Subtiers
  Reputation
  Subtier 3–4
  azimuth laser pistol (350; item level 1)
  basic medkit (100; item level 1)
  battle staff (80; item level 1)
  brown force field armor upgrade (1,600; item level 3)
  engineering specialty tool kit (445; item level 2)
  freebooter armor I (750; item level 2)
  golemforged plating I (250; item level 1)
  hunting rifle (240; item level 1)
  longsword (375; item level 1)
  mk 1 ring of resistance (735; item level 2)
  second skin (250; item level 1)
  spell gem of remove condition (450; item level 5; limit 1)
  static arc pistol (750; item level: 2)
  stickybomb grenade I (170; item level 1; limit 4)
  survival knife (95; item level 1)
  tactical semi-auto pistol (260; item level 1)
  advanced medkit (2,700; item level 5)
  azimuth laser rifle (425; item level 1)
  basic lashunta tempweave (1,950; item level 4)
  graphite carbon skin (1,220; item level 3)
  purple force field armor upgrade (4,550; item level 6)
  spell gem of dispel magic (1,400; item level 8;  
  limit 1)
  tactical acid dart rifle (485; item level 2)
  tactical dueling sword (475; item level 2)
  thunderstrike sonic pistol (2,300; item level 4)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 1/SF S01-02 - Fugitive on the Red Planet.pdf