Starfinder Society Scenario #1-20: Duskmire Accord 9

3.70/5 (based on 9 ratings)

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A Starfinder Society Scenario designed for levels 1-4.

A vault opens inside the mysterious false moon of Salvation's End, and the Starfinder Society sends in a team of agents to investigate. Although it has discerned little about the vault"s interior, the Society has identified a powerful energy signature near the vault's center. Several factions within the vault clash for control of the area. If the PCs are to succeed at their mission, they'll need to choose a side.

Content in Duskmire Accord 9 is a continuation of the Starfinder Society special, Starfinder Society #1-00: Claim to Salvation and Starfinder Society #1-09: Live Exploration Extreme!; however, playing those previous scenarios is not required.

Written by Brian Duckwitz

Scenario Tags: None

Note: This product is part of the Starfinder Society Scenario Subscription.

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3.70/5 (based on 9 ratings)

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Space Diplomacy


A very fun scenario, with really crazy and surprising NPCs, and a lot of cool interaction.
My first scenario where not a single shot was fired (nor blow exchanged) and I had a ball (though I was mainly a fighter, and no diplomat).

Orginal and nice.

Just misses the mark


Based on my experiences running and playing at my local gaming store…

I really wanted to like SFS 1-20. The scenario picks up where SFS 1-09 Live Exploration Extreme!! left off on Salvation’s End, so weird things happening in the scenario should be expected. The scenario just fell short for me in terms of both flavor and mechanical execution. I can say that this is the first scenario I’ve rated as 1 star after reviewing every SFS scenario in chronological order of release, and as of SFS 1-35 was my least favorite to play through. The scenario didn’t do everything wrong, but it just missed it for me. Details below.

The good news

The scenario includes a unicorn with a grenade launcher, which is just a cool thing to say. Cool character aside, the scenario tries (and succeeds) at giving players the option to accomplish the scenario’s main objective without any combat whatsoever. The twists on the various Duskmire races’ normal disposition was also interesting, and further foreshadows immensely powerful magic/tech/something at the heart of Salvation’s End. VC Kunoris Vex was also a nice addition, and somebody I’ll be looking forward to seeing more of in the future.

Where things might’ve gone wrong

This scenario seemed like a giant sandbox to me, and while normally that’s a plus, it seemed like there was nothing pushing the action in the scenario. After the initial interaction with both the yetis and gnolls, there’s nothing for the PCs to do except make a diplomacy check or begin trying to kill them (unprovoked). While I don’t think combat is the best part about starfinder, in combat at least everybody is participating and making multiple rolls (attacks, saving throws, etc.), whereas the yetis and gnolls can be solved by one PC making one social (diplomacy/sense motive/intimidate) roll, with everyone else maybe trying to aid. Other than the unicorn’s swamp, which was mildly more interesting and felt a little bit more like PC actions mattered in influencing the creature in a way that could actually result in combat, the other two major Duskmire races basically boiled down to a skill check or two (even including modifiers from interaction with the other races).

The end result of this scenario set up is that “diplomancers”, as another review put it, have a great time. The downside is they take point for nearly every interaction, with characters focused on combat, tech, etc. largely feeling superfluous for almost the entire scenario. Even though there are pseudo-skill challenges (with the yetis and unicorn), other than the unicorn (which can provoke combat) it doesn’t seem like these skill challenges matter outside of adding a few more modifiers to the all-important social skill check roll. Any time a reasonable outcome of a scenario is to have the party soldier, solarian, and maybe even mechanic, operative, technomancer, or mystic twiddling their thumbs for most of the four-hour time slot, the scenario isn’t working.


This scenario is a fun romp that will take cunning, diplomacy, and tact to accomplish non-violently -- which is totally possible. On the other hand it could take might, intimidation, and battle to see this one through. There’s more than one way to accomplish your mission, and characters on either path will be faced with a variety of decisions and a moral dilemma or two. This scenario takes our preconceptions and tips them on their head, which is always a nice change of pace. I really enjoyed it and loved all the inhabitants of the Vault.


A very interesting scenario, that turns a lot of assumptions up on its head. You'll have a lot more fun if you enter this with an open mind. Murderhobos will not have a good time.

class dependent?


I felt like this adventure is VERY class dependent. Certain classes are going to thrive and shine in this adventure. While other classes are going to have a tough time and won't be able to contribute.

It was only my second time playing a SFS adventure. I choose to do a pre-generated character, just to make it simple. But that choice was super-important, and led to a very mediocre adventure (for me). I wish the GM has given a little more guidance that could of helped my choice by more meaningful.

I selected the Vesk soldier. There wasn't a single combat during the entire adventure. Since a soldiers skills are somewhat limited, I was basically just an observer the entire time. LOTS of skill related tasks. My party did a great job with Skills (Computers, Diplomacy, Sense Motive, etc) and we got through the adventure. The Envoy and Operative classes shined. However, Soldier and Solarion were unable to really do anything meaningful. Combat COULD have occurred, but it would have been very forced, and bordering on EVIL - so it didn't happen.

Certain classes are going to rate this a 5 star adventure, while others may only give it a 1. I tried to balance it, thus the three star rating.

I will not be deterred, and hope to play more adventures. Unfortunately, my character wasn't a relevant participant in the story, and instead was just a sideline observer. So if you are running this adventure, you may want to give the players a heads up, or they could be disappointed.

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So the continuation of 1-00 and 1-09 is 1-20, and is still only 1-4? Correct me if I'm wrong, but won't most people who played 1-00 and 1-09 be well past level 4 by the time it comes out?

Paizo Employee Organized Play Lead Developer

4 people marked this as a favorite.

There are at least two philosophies of featuring a special character or location in scenarios.

1) Continually increase the level range of subsequent adventures so that a specific character can experience each of the adventures sequentially over the course of several seasons.
2) Present adventures in a variety of level ranges without following an ascending level progression.

Model 1 sure is nice for those who want to experience the entire story, and that's most appropriate when there's a very linear story to follow. From a design perspective, it makes it difficult to "backtrack" in levels, even when a lower tier is the better fit for the subject matter; if it isn't constantly increasing in level, some see that as denying individual characters that chance to play every one of those adventures.

Model 2's quite handy when there's not a precise, linear storyline or path through a site. In the case of Salvation's End we're looking at an adventure site that we hope to feature for years to come with new material appealing to a wide level range. That means you'll see some higher level scenarios set there in the future, and after those, we might include another Tier 1–4 because it's the best choice for the subject material, schedule, or both.

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Scenario is yet to come, but in event reporting form there is its option - and there are still no such options for Dead Suns IV and V. How is that?

Paizo Employee Starfinder Society Developer

3 people marked this as a favorite.

Maps Appearing in Starfinder Society Scenario #1–20: Duskmire Accord 9:
-Pathfinder Flip-Mat Classics: Swamp
-Pathfinder Flip-Mat: Hamlet
-1 Custom Half-Page Map

Grand Lodge

Starfinder Charter Superscriber
Fedor Checherov wrote:
Scenario is yet to come, but in event reporting form there is its option - and there are still no such options for Dead Suns IV and V. How is that?

My assumption is that if Dead Suns was SFS legal, players would be able to attain level 9 before GenCon and thereby be unable to play Scoured Stars Invasion...

Just a guess thou.

Grand Lodge

Aren't anyone gonna' address

the Unicorn with a friggin' grenade launcher on its head?!


Sovereign Court

1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path Subscriber
Dandelo wrote:

Aren't anyone gonna' address

** spoiler omitted **


She is awesome!
Grand Lodge

The Masked Ferret wrote:
Dandelo wrote:

Aren't anyone gonna' address

** spoiler omitted **


** spoiler omitted **

Amen! Had a blast with [it]!

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

this is a trippy scenario

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