Starfinder Society Scenario #2-19: Truth Keepers

4.60/5 (based on 7 ratings)

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A replayable Starfinder Society Scenario designed for levels 3-6 (subtiers 3-4 & 5-6).

A sudden terrorist attack on Absalom Station throws the PCs right into the middle of a vast conspiracy that sends them right into the heart of the militaristic empire known as the Veskarium. Venturing to the Veskarium capital city of Command Prime, the PCs must contend with an organization that seeks to undermine everything the Starfinders stand for. Take part in the Starfinder Society campaign's first foray into the Near Space domain of the vesk.

Written by: Natalie Kertzner & John Curtin

Scenario tags: Repeatable

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4.60/5 (based on 7 ratings)

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Top tier scenario


This was a great scenario, and really painted a wonderful picture of the setting. The other reviews before me stated it all quite well already, but I'll join in the praise.

Mixes Great & Pedestrian Elements



I played Truth Keepers via play-by-post some months ago. Some of the core gameplay is very similar to that of a lot of other Starfinder Society scenarios in that it has the space equivalent of a dungeon crawl. On the other hand, there’s at least one really fun, perhaps even unique, element to the scenario that I loved. The underlying story is an interesting one. As for the repeatable nature, I would say the first half of the scenario showcases this well, but the second half of the scenario doesn’t. All in all, it’s a really good, but not great, adventure.


My favourite part of Truth Keepers, and what makes it stand out from every other PFS and SFS scenario I’ve played or run, is that it doesn’t start with a briefing. Instead, as I’ve often advocated, it departs from the conventional format and tries something different. The PCs begin in a bar on Absalom Station called Seeker’s Respite. The idea is that this is a favourite spot for Starfinders between missions to socialise with their fellow agents. Adding such a location to the setting makes the idea of the Starfinder Society seem more “real,” and is surely a place that can be utilised in future stories. The scenario provides an interesting bartender for the place (a witchwyrd) and several different brief role-playing/skill check scenes (only a few of which are used in each run) to get the PCs socialising. In a fun addition, two of the scenes involve NPCs who were the “losing” candidates in the election for First Seeker in # 2-07 Four for the First (glad to see they haven’t been forgotten!).

Suddenly, there’s an explosion and the sound of gunfire outside! Rushing out to the street, the PCs see a Starfinder Society cargo escort team under attack from several unknown assailants. Once the PCs intervene to save the day (with the help of one of three randomly-chosen NPC agents), Venture-Captain Naiaj contacts them and explains what’s going on. The attackers were members of a secret society in the Veskarium called the Keepers of the Lie—-a group that believe the “Gap” is a hoax or conspiracy, and that there was never anything before it. The attack the PCs witnessed was just a distraction, as the Keepers have actually succeeded in stealing a (randomly determined) recently acquired, pre-Gap magical artifact from a docked SFS vessel. As the Keepers have already made it into the Drift, Naiaj says she’s sending the PCs to Vesk Prime to track them down before they can figure out how to destroy it (magical artifacts being pretty much indestructible by definition, after all). In an interesting addition, if there are four or fewer PCs in the group, Naiaj assigns the NPC that helped the group in the battle to come with them for the duration of the scenario. It all comes together nicely to make the scenario start out with a bang instead of the conventional “sit through some exposition” opening for scenarios. Free idea to Paizo writers: have a SFS scenario start in media res as the PCs’ ship is crash-landing on an unknown planet; the scenario can skip the mission briefing altogether, since the mission is obvious: survive until rescue!

The journey through the drift is uneventful, apart from a little tidbit referencing the brass dragon Zafeldrin of Triaxus from a memorable past scenario. When the PCs’ starship arrives on Vesk Prime, there are some meaningless skill checks to get through security and then they meet Paxel, the memorable vesk commander of the Veskarium’s Division of Disloyal Organizations. The repeatable nature of the scenario works well here, as Paxel presents the group with a randomised selection of leads (3 out of a group of 6) for tracking down the Keepers of the Lie. Each of these leads involves some role-playing and a few skill checks, and the scenario does an excellent job incorporating and expanding on what we know about Vesk Prime and the organisational structure of the Veskarium. I particularly liked the “skitteracracy” (skittermander bureaucracy) in one of the investigations. Again, there are little bits of previous SFS lore dropped into the scenario, such as one of the NPCs being the pawnbroker Julzakama’s cousin; Truth Keepers was obviously written by someone who paid attention to previous stories! The PCs need to return to Paxel after completing each of the three leads, and at one point they’re ambushed by Keeper of the Lie agents.

Although the first part of the scenario is really innovative, the second half is pretty pedestrian. The leads point to an “abandoned military research station” that the Keepers of the Lie are holed up in. This is the Starfinder equivalent of a dungeon crawl (just trudging through a complex instead of a cave network). There’s nothing particularly wrong with it, but it’s fairly forgettable (and the randomised elements here are just the different mix of Keeper agents that are encountered). As an aside, I wish the awkward treasure drops could be avoided--they’re really not necessary and always appear forced. Once the PCs reach the final room and fight off some more Keeper agents, they’ll find the purely Macguffin artifact and can head home.

I wish the second half of Truth Keepers could have been as strong as the first half. I do appreciate the attention to setting detail and past SFS adventures. I’m not confident it succeeds entirely as a repeatable scenario. Overall, the scenario mixes some really clever elements with some uninspired choices, but I’d say it’s still worth playing.


An impressive, roleplay heavy repeatable, which will also keep it fresh. Even if you get into the same encounter, playing it with a different character will defenitely change how you experience and roleplay it.

The final encounter is probably not that evergreen, but its still a nice challenge so it should be OK?

Well this was fun one :D


This scenario has 1) unusual intro 2) seeker candidate cameos 3) backstory for sharktopus 4) hilarious things 5) education! 6) genuine horrific things about Veskarium

You pretty much want to replay this to learn as much as about veskarium as possible :D

Good Bones but undercooked mechanics


tl;dr I was impressed by the general situation and plot/story beats but disappointed in its structure and mechanics.

These replayable adventures can be a bit of a mixed bag. Some of them allow for pretty wide GM freedom like 1-12 Ashes of Discovery while others are replayable for basically no reason like 2-03 Withering World. My only regret is I have only been able to run this via VTT because this scenario encourages roleplay at every turn that would have been more natural in person.

This one is replayable by means of interchangeable portions of the middle section of the adventure with some interchangeable mechanics in an end of adventure mini-dungeon crawl.

The situation begins with the party hanging out at a bar after a different adventure and is one of the few adventures to not begin with a venture-captain briefing and this was a very refreshing change of pace that should be employed a little more often. It allowed the players to roleplay and get into character before they begin getting bombarded with plot details and it made a big difference in terms of player engagement.

I won't spoil the plot wholesale but there is an incident and then the players have to respond to it because theyre the team in the field already. They then head to the Veskarium and have to go 3 rounds with the Vesk bureaucracy in what was a surprisingly fun and charming turn of events. Its pretty rare for a Society adventure to do such a good job of portraying an established location this well and I only wish the glimpses had been a little more fleshed out and I suspect if this had been a standard scenario it actually would have been. Still these mini-vignettes pack a ton of character and I was sad they went so fast.

Dungeon Spoilers:
Unfortunately the Dungeon itself is pretty uninspired. And as written can unfairly punish players whose only sin is exploring the dungeon in the wrong order. If they do so that final fight can be pretty brutal. Also in general, it would be nice if materials were described - at the very least for the doors, walls and floors. There are a number of abilities that key off of being able to manipulate different materials and to not describe them at all forced me as GM to make a number of arbitrary calls.

I was delighted that they brought back the Surviving Companion creatures from Return to Sender but it was pretty random and I didn't get a good sense for why they would be here and was disappointed when it turned out to JUST be random fanservice.

Overall, this doesn't quite reach the Mount Rushmore of setting examination and study alongside Protectorate Petition and Yesteryear's Sorrow but it had the potential to get there and still gets pretty darn close.

Overall, it would have been better if it hadn't been given the replayable treatment but it should still be pretty rewarding to revisit and try the other bureuacratic tasks.

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Announced for March!


Awesome! Can't wait to visit the Veskarium.

3 people marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Y'know, having read this now, and from what's been hinted at for season 3, I have my fingers crossed for...

Callback Spoiler!:
...the Starfinder Society getting caught in a fight between the Keepers of the Lie and Paralictor Kelria's Order of the Pyre Hellknights.

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