Starfinder Society Scenario #2-04: Future's Fall

4.00/5 (based on 3 ratings)

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A Starfinder Society Scenario designed for levels 7-10.

A mysterious signal from within the false moon of Salvation's End requires further investigation from a Starfinder team. Inside a newly opened vault, the PCs uncover a gateway into a potential future—a future where the Pact Worlds has fallen into disarray. Meanwhile, an ongoing invasion from an outside force threatens the stability of the entire vault. Only by learning about this theoretical future before the vault falls to ruin can the Starfinder Society hope to alter a future catastrophe.

Written by Matt Duval

Scenario Tags: None

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

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4.00/5 (based on 3 ratings)

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A great experience you do not want to miss


preliminary review (will be expanded at a later point):

I have run a played this one, and you are likely going to have a nice time on both sides of the screen. Though it is a pretty complicated scenario.

Unfortunately the information inside is not super well presented for the GM, and the scaling is a bit rough in some places.

The setting and ideas presented are welcome, but some of the mechanical implementations are not as solid as the GM needs, this really is one of those scenarios, that takes a worksheet and plenty of notes to run smoothly.

If you are scheduling this one, plan at least 5 hours, more if your players are known tho enjoy somewhat longer RP parts of the scenario.

Great premise, poor secondary success condition.


This should be a scenario that is more fun than it is. It starts off strong, with a return to Salvation’s end and an investigation of another testing chamber. It’s fun infiltrating the area, trying to play along while still trying to figure out what’s going on, and find out what the big issues is. It's a fun to try to slowly piece together what the 'puzzle' is that has led to this particular simulation.

The second half is also fun, but becomes supremely problematic. All the sudden everything comes crashing down around your ears and it’s a mad dash to save people, gather as much data as possible, and get out. This also makes the secondary success condition problematic.

Mild Spoilers:
Unfortunately, there is an invisible counter between how much data you need to gather and how many people you need to save. And there is absolutely NO indication of how much of each you need. When we played through this, being generally good-aligned characters, our party saved a bunch of people, and got data when we could. Apparently, that was the wrong choice because we only got half credit for the scenario, as we saved way more people than we needed, but didn’t get enough data. With no indication of how much of each you need, it seems difficult to psychically intuit the right amount of people saved to data collected to get full credit for this scenario.



This was really, really good. It's possible that it was also due to the player's characters (vesk/solarian, ysoki/operative, human/envoy-ex steward, kasatha/solarian and shirren/mystic (Hylax)), but all players enjoyed the game incredibly.
Heavy roleplay session, strong tension between players, lots of fun... we played six hours in a row, and even so I had to shorten the last encounter because of the upcoming time. Another great mission at Salvation’s End and one of the best SFS sessions ever.
Thanks Matt, great job!

Pathfinder Starfinder Adventure Path Subscriber

Wait, what?? Vaults with "time travel"?!? Oh man, this is going to be good.

Dark Archive

Pathfinder Adventure Path Subscriber

Surely my police box mini will see use during the scenario.

Paizo Employee Starfinder Society Developer

2 people marked this as a favorite.


Maps in #2-04:
-Pathfinder Flip-Mat: Wasteland
-Pathfinder Flip-Mat Classics: Battlefield
-Custom Full-Page Map

Sovereign Court

Pathfinder Starfinder Adventure Path Subscriber

Thanks Thursty!

1 person marked this as a favorite.

My future self had better have a mohawk, a badass eyepatch, and ripped abbs that's all I'm saying.

I mean, no one else will be able to see the ripped abbs under all the fur, but I'll KNOW they're there!

I played this last night and I really liked it.

But, here is another season 2 scenario that can't fit in a 4 hour time slot. What is going on with Season 2 scenarios? Now 2 of 4 can't be played in 4 hours. (2-01 is the other one I'm referring too).


Salvation's End stuff is awesome, and this is one of my favorites.


Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Played through this this week.

It's a good scenario, with a fun hook, some interesting exploration, and a big ole' battle.

It's a tad long though, and took the group I was playing with online 5 hours to get through.


I had a great time playing this scenario! But my goodness did it run long. I was playing with a roleplay-heavy group, which I understand can make scenarios run longer in Society play. That shouldn't mean that the scenario takes us *7 hours to finish.*

With the amount of combat included in this scenario (each one was a long one, two of which had special rules), combined with a huge amount of social encounter stuff to uncover information, this scenario felt more like an AP volume at times.

It was all good content. But certainly not one scenario's worth of content. I feel like this one should've been broken into two scenarios, a la The Stumbling Society.

Kudos to the author for writing a mountain of varied and interesting content; I enjoyed all of it, as did the rest of the table. But when the expectation for society play is anywhere from 4-6 hours, with 6 being unusually long, this scenario felt humongous.

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