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After a long voyage through the Drift, the bulk of the Starfinder fleet has arrived at the outer reaches of the Scoured Stars system. Several immense carriers form the core of the fleet and contain docked transport ships, fighter craft, and scout vessels. Each of the stored ships contains armor, weapons, provisions, and other equipment. There is an almost palpable feeling of tension and excitement as hundreds of Starfinders aboard the central carriers prepare themselves for the mission. Ahead, a shimmering veil of golden energy conceals the three stars known to be within.
Venture-Captain Naiaj, a no-nonsense bleachling gnome, approaches with a datapad in hand. “Do you have all your gear? Are you ready? Good. Now let’s help our fleet get ready for the final journey into the Scoured Stars. But first, tell me your names and what special training you have so we can assign an appropriate task for you to assist with.”
Now is a good time for introductions and any last minute purchases. Also take this moment to slot your Boons. It is recommended to slot the First Skirmish Boon from Starfinder Society: On the Trail of History if you have it.

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The mystic saludates kindly to the Venture Captain.
- Hello Captain Naiaj. My name is Keskochu Ordox, and I may feel and channel the mistical energies that surrond us. It is an honor be here to serve.

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<<Krzysztofli, reporting for duty.>> Another shirren wearing a lab coat over slim-fitting armor nods. <<Infiltration, identification, and mobile tactical strikes are my specialties - or at least the relevant ones unless the Society has a sudden need for research assistants.>> His telepathic voice carries the idea of a smile with it, though his face remains motionless.

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"Whatev'r gear I might still need, I'm sure I can obtain, so no need t' worry, Naiaj," replies a black-furred ysoki. "The names Kibbel, Rizzit Kibbel. But, most folks jus' call me 'Mincey' onna'count dat I'm rather handy wit' a knife."

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Damai woman knocks on door of briefing room and cautiously peeks in. "Hello, is this right place? Am I late from anything? Names Chrissy and wilderness survival is my specialty, also can drive vehicles and starships."

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"I am George 09-23."
The mechanical man runs a system diagnostic to verify that his optic system is functioning correctly but alas he is truly the only android in the group.
After the barest of pauses he continues.
"My interests are in the technical fields and the sciences of course. I am also learning to harness arcane magic."
I am slotting my boons for the mission:
Faction: Dataphiles Champion, Starship: Enhanced Targeting, Social: Expert Blackmail, Slotless: Marked Field Agent, Ally Boon: (Duskmire Allegiance-Yetis).

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Venture-Captain Naiaj, Venture-Captain Arvin, and the faction leaders Fitch, Historia-7, Radaszam “The Dealmaker”, and Zigvigix can be seen gathering groups around the ship, assigning tasks to help with the preparations.
You may each visit with each of the leaders if you wish. You can split up or focus on one or two with aid another checks. Don’t roll just yet. This is just to give an idea what skill checks will be helpful.
Decide in an area to start and who will roll as primary roller(s) and who will assist.

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<<Perhaps I can be of most assistance to Arvin?>> Keyzysztofli suggests. <<I will be the first to admit I don’t have much in the way of words, but you can figure out how folks really feel if you listen, and that’s half the challenge, right?>>
Zigvigix would be his second choice.

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"I'm curious of the enemy we're facing here, so first I'd check with Fitch what's going on and then, if time allows, do equipment check." Chrissy shrugs

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George 09-23 feels fairly comfortable on board. He is sure that his technical skills will be put to good use.
"Perhaps I can help out Historia-7 but I can be flexible if you need me somewhere else."

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Given we have less than 24 hours before scenario start, I am going to go ahead and post the Preparations activities that people have expressed an interest in. These Preparations provide minor benefits during the scenario, to it behooves you to complete them if you can.
Historia-7, leader of the Dataphiles, shows you the carrier ship’s science station on the bridge. “Thank you for your assistance. Once we jump into the Scoured Stars, we will need to scan the system to locate any survivors from the previous expedition. Please check connections and run tests on the ship’s computers to ensure the sensors, comms, and other critical systems are running without glitches.”
Historia-7 (Diagnostics on the Bridge)- Computers, Engineering, Perception or Profession (Electrician)
Venture-Captain Arvin briefs you in the access corridor just outside the bridge. “Many Starfinders, especially newer recruits, fear what might await us in the Scoured Stars. Talk to your colleagues and see if you can lift their spirits. You have my permission to be creative— pep talks, jokes, or playing some music through the comm system are each valid options.”
Venture-Captain Arvin (Morale Boost just outside of the Bridge)- Bluff, Diplomacy, Profession- relevant skill, Sense Motive
Her nose and whiskers twitching, Fitch, leader of the Wayfinders, reads something on a large screen in the science lab while her children operate other consoles and devices. “Hey, can you help me with something? What we have here is a database built from references to creatures in travelers’ logs and fragments of communication signals that were sent from the Scoured Stars before the force field appeared. Sift through the info and take notes on what kind of threats we might face.”
Fitch then pats one of her nearby children on the shoulder. “See this red guy here, Kirkath? Your notes should be: This is a balor demon, if you see one… RUN!”
Fitch (Threat Analysis in the Science Lab)- Engineering, Life Science, Mysticism

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[“Please check connections and run tests on the ship’s computers to ensure the sensors, comms, and other critical systems are running without glitches.”
'Sure t'ing, 'istoria! Let me see what I can do in d'ere!" Mincey pokes and probes a few wires.
Engineering: 1d20 + 12 ⇒ (20) + 12 = 32"Glitch free!" declares the ysoki.
Venture-Captain Arvin briefs you in the access corridor just outside the bridge. "You have my permission to be creative— pep talks, jokes, or playing some music through the comm system are each valid options.”
"Don't worry 'bout dis mission, recruits. It'll be a cakewalk!" Mincey assures the nervous Starfinders.
Bluff: 1d20 + 8 ⇒ (11) + 8 = 19Her nose and whiskers twitching, Fitch, leader of the Wayfinders, reads something on a large screen in the science lab while her children operate other consoles and devices. “Hey, can you help me with something? What we have here is a database built from references to creatures in travelers’ logs and fragments of communication signals that were sent from the Scoured Stars before the force field appeared. Sift through the info and take notes on what kind of threats we might face.”
"I'd be happy t' help, Fitch-ey!" says Mincey as she produces a tool kit from a cheek pouch and gets to work.
Engineering: 1d20 + 12 ⇒ (19) + 12 = 31I propose we head to Ziggy, then Radaszam, and then Naiaj.

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Results
Historia-7
Thankful for the assistance, Historia-7 shares a priority code that allows you to divert CPU power from a carrier to their starship, granting them a bonn such that when you fail a Computers check during Starship combat, you may activate the reward to reroll the check with a +4 bonus.
Alternatively, you can use this code on a ground mission, allowing that character to count as being trained in Computers for one check.
When you use either of the rewards above, you can roll twice on the Computers check, take the better result, and add a +4 bonus to it.
Arvin
The overall morale improves, and you can rely on your allies to help you when the going gets rough. Once during the adventure, the group can gain the benefit of aid another (+2 bonus) to all skill checks and attack rolls for 1 round.
Fitch
When the group fights something they’ve identified with a skill check using the recall knowledge use of that skill and the party activates this reward, each PC gains a +4 bonus to their initiative check for activating this reward.
But we have entered the time for the actual event. The House GM is a little behind or we would have already started. I expect the announcement to start any time now, but if you want to try the other preparation tasks they must be done before the start announcement.

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Mincey tries to help.
Acrobatics for Ziggy: 1d20 + 13 ⇒ (13) + 13 = 26
Engineering for Radaszam: 1d20 + 12 ⇒ (4) + 12 = 16
Engineering for Naiaj: 1d20 + 12 ⇒ (20) + 12 = 32

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Ziggy (Maxed)
Pleased with your efficiency, Zigvigix has some special ordnance loaded in your starship. Once during the adventure, select any one successful
starship weapon attack to count as a critical hit if it hits, even if the die result isn’t a natural 20.
Radaszam (Can be improved)
Radaszam thanks you for your help. Once during the adventure, each of you can requisition a weapon with an item level up to the your level for the duration of one mission. The group must use this ability prior to starting a new encounter, and this ability cannot be used during Part 4. The weapon comes with a fully charged battery or full magazine.
Naiaj (Maxed)
Thankful for the help, the chief engineer installs a special boost switch in your ship. You can force the crew of an enemy ship to take a –2 penalty to all
Engineering and Piloting checks made during the round. The use of this ability must be declared at the start of the starship combat round.

GM Numbat |

An apology from your House GM to all players for the delay in starting this game.
Screens large and small throughout the fleet ping with an incoming message. First Seeker Luwazi Elsebo speaks:
“Starfinders, we stand at the precipice of momentous history, and I want to thank you all for making it possible for us to be here today. The Starfinder Society has spent the last year recovering from the Scoured Stars incident, our greatest defeat in recent history. We are finally ready to return to the Scoured Stars, find out what happened to our missing colleagues and friends, and rescue any survivors we can find. Report to your stations and lend your assistance to our fleet by performing the final preparatory tasks. More instructions will come shortly.”
Table GMs, begin introductions and preparations

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Sense Motive vs Arvin's Task: 1d20 + 12 ⇒ (2) + 12 = 14
Perception vs Radaszam's Task: 1d20 + 11 ⇒ (8) + 11 = 19
Krzysztofli is a bit too distracted by the mental and audible chatter of so many slightly-stressed people at work to be nearly as effective as Mincey.

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Survival vs. Radaszam's task: 1d20 + 11 ⇒ (8) + 11 = 19
Chrissy inspects equipment in Cargo bay and from there heads to meet with Arvin. "Listen up, rookies. These critters are essentially just large spiders and I don't except them to coordinate their tactics that much so take out strongest enemy first and they will flee."
Bluff vs. Arvin's task: 1d20 + 9 ⇒ (11) + 9 = 20

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Well, we have more time than I thought. I was under the impression we should have been doing preparations before the formal start time, so I apologize for rushing the group.
Radazham (improved, but one level of success remains)
In addition to the reward above, you can also requisition a single consumable item with an item level equal to your level. These consumables cannot have permanent effects, and characters who do not use them during the course of the scenario must return them at the end of the adventure.
Arvin's task (Maxed)
In place of the reward above, once during the adventure, when the party uses an Aid Token, you get two benefits instead of one, but cannot choose the same effect twice.
The other VC tasks are all maxed out.

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Kesko goes to the cargo bay and helps to VC Radazham to distribute equipment.
- Let me help you ...
Perception: 1d20 + 11 ⇒ (19) + 11 = 30

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George 09-23 turns around and apparently all the work has been done. The android shrugs knowing that he will be able to contribute more in the future.
Multi-table events are often chaotic at the best of times and one can never be sure about how much time one has to complete a task before being magically whisked away. :)

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Kesko maxes out the preparations for Radazham, and I added slides with the rewards to make them easy to find and use. I expect the scenario to start in about 21 hours.

GM Numbat |

A reminder that you can complete the preparations before moving on.
Suddenly, every screen aboard the Starfinder fleet switches to show nominated First Seeker Luwazi Elsebo standing next to a golden obelisk about two feet in height. Behind her, a large observatory window showcases the Godshield, a shimmering force field surrounding the Scoured Stars system. Luwazi Elsebo slowly lifts her eyes from the artifact and addresses the Society.
“Starfinders, this is the Tear, an ancient artifact some of our most skilled agents recovered during a recent mission. The Tear is our key back to the Scoured Stars—our key to liberating those who were lost a year ago. We are ready, so let’s not waste any more time.”
Luwazi Elsebo speaks a few words in an alien language and the artifact starts humming softly. She then traces her finger along the artifact’s surface, and a set of glowing runes appear around the obelisk. The golden field surrounding the Scoured Stars starts twisting upon itself, and massive gashes appear as the force field starts tearing itself apart. As the final shreds of the shimmering field evaporate, Elsebo speaks: “It is time. Good luck, Starfinders. Fleet—activate Drift engines! Go!”
One by one, the ships of the fleet pierce the veil between the Material Plane and others, splashing through space like it was water, and then vanish into the swirling depths of the Drift.
***
Whisked away through the Drift, the Starfinder Society fleet spreads across the three solar systems that form the Scoured Stars. The ships begin scanning the planets, asteroids, and other objects orbiting the three distinct stars. The fleet’s long-range sensors soon start picking up communication signals, energy signatures, and signs of life. After a quick analysis, the Society has identified a few locations where information on the lost Starfinders is most likely to be found. After nearly a year of waiting, the search for survivors can begin.
Table GMs, Part 1 has begun

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Here we go. The mission list is now slide 2. I intend to run this via the "Rule of 2" which means if two players express support for a course of action, a mission selection for example, that's the way the party will go.

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George 09-23 is intrigued about the large and primitive creatures that they might encounter on Agillae-2. He must catalogue them all!
One vote for Planet of the Dinosaurs

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Krzysztofli nods in agreement. <<Large life-forms indicate a stable ecosystem that could support our stranded colleagues.>>
And a second vote for dinosaurs!

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Fitch nods a quick greeting as she approaches on the floor of landing bay deck. “We’re getting emergency transmissions on a Starfinder frequency from Agillae-2, a habitable planet nearby. Your mission is to investigate the signal and bring back anything that might help us find survivors. The source of the signal appears to be right in the middle of a large swath of treacherous wetland that’s covered in thick vegetation, so finding a suitable spot to land on may be a challenge. Also, our bio scans indicate an incredible amount of biodiversity, so be careful out there!”
As Fitch predicts, there are few spots where you can land the starship without getting branches and vines in the engines. Thankfully, a few enormous rock monoliths jut out from the steamy swamp and jungle terrain. The largest of them is only 2 miles from the destination. No Piloting check. Just another mile closer to the destination is a smaller rock. Requires a Piloting check.

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Chrissy clearly shudders at the thought of being close to dinosaurs "Large hostile animals was amongst most important reasons why I wanted to get away from my home planet Daimalko. But I can handle my fear on a short trip so lets get this done quick."
Piloting: 1d20 + 12 ⇒ (4) + 12 = 16

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Keskochu nods.
- Dinosaurs! Have our ship some sensors for this life forms?

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Unfortunately for the group, Chrissy can't quite get the ship properly aligned and strikes the rock they had intended to land on.
Everyone takes: 3d4 ⇒ (3, 4, 1) = 8 damage from the impact, and the rock takes enough damage that it is no longer suitable to land on. You must land on the farther rock now.
You must face a series of obstacles on your way to the site:
First, The Long Walk: You trek through a hot and humid jungle. The thick vegetation and uneven terrain take a toll on even the most robust hiker’s endurance. One of you can attempt an Average Survival check to lead the party through the jungle. If that party member fails the check, each party member must succeed at an Easy Fortitude save or be fatigued until the next time they spend a Resolve Point during a 10-minute rest to recover Stamina Points.
NOTE: You can take a 10 minute rest between obstacles if you wish.

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George 09-23 looks over at Christy as soon as he peels himself off the floor. His expression is completely deadpan.
"Are you sure you are licensed to pilot this ship?"
The dice roller hates me as well but this such an android thing to say. :)

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You must face a series of obstacles on your way to the site:
First, The Long Walk: You trek through a hot and humid jungle. The thick vegetation and uneven terrain take a toll on even the most robust hiker’s endurance. One of you can attempt an Average Survival check to lead the party through the jungle.
Mincey gives the humid air a sniff. Getting down on all fours, she urges the others to follow her through the thick brush.
Survival: 1d20 + 10 ⇒ (15) + 10 = 25
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Mincey easily finds the right paths and the shortest route toward your destination
Steep Cliffs: The party must cross a deep ravine. Each of you must succeed at an Easy Acrobatics or Athletics check or take damage. If one of you succeeds at the check, she can use cable line or similar equipment to assist other party members, granting them a +4 circumstance bonus to the check. A flying party member automatically bypasses this obstacle.

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Mincey gives the ravine a glance, before leaping across.
Acrobatics: 1d20 + 13 ⇒ (18) + 13 = 31
Once on the other side, she checks her cheek pouches. "Coulda sworn I put some cable in 'ere." After a few seconds of searching, she gives a look to the others across the ravine and shrugs.
No cable here.

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Acrobatics: 1d20 + 13 ⇒ (3) + 13 = 16
Krzysztofli has the cable, but not Mincey's grace.

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Mincey soars effortlessly over the Ravine.
Krzysztofli stumbles several times, but still makes it across the Ravine safely

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George 09-23 checks out his jump jets to see if he can use them to cross the ravine.
@GM Computerpro82 - Can my character use his jump jets to cross safely?

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George 09-23, yes you can.
Chrissy uses the cable from Krzysztofli to make is safely across.

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The android looks on as the others easily navigate the ravine through their own physical prowess. George turns to a technological solution and
makes use of his jump jets to cross the ravine safely.

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- Hmm ... I`ll try to do my best
Keskochu cast an spell (PSYCHOKINETIC HAND) for moving some stuff (cable or plants) and help them.
acrobatics: 1d20 + 1 ⇒ (14) + 1 = 15

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Keskochu manages to stumble across the Ravine
Parasites: Many kinds of flying and crawling creatures attack you on your way to the destination. All of you can attempt Hard Medicine or Survival checks to avoid these alien parasites. If no one succeeds at the check, each of you must succeed at an Average Fortitude save or be sickened until the end of the current mission.

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Survival: 1d20 + 8 ⇒ (7) + 8 = 15
<<I think I would prefer to study these creatures in the abstract rather than in person…>>

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George nods in agreement with Krzysztofli's assessment.
"I agree but they still are quite intriguing."
The android attempts to find a medical solution to their problem.
Medicine: 1d20 + 7 ⇒ (3) + 7 = 10

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Survival: 1d20 + 10 ⇒ (17) + 10 = 27
Mincey keeps close to terrain to avoid the flying parasites and to shake off the crawling ones. She shares her strategies with the others.

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Mincey find a combination of a field ration Cola and starship fuel that keeps the bugs away from everyone.
Fetid Water: You must cross a large area of murky green water. Although fairly shallow, the water represents a tiring obstacle to cross.
If someone succeeds at a Hard Engineering or Survival check, the party can build a raft.
Otherwise, each of you must succeed at an Average Athletics check to swim or be fatigued (or exhausted, if they are already fatigued) until the next
time you take a 10-minute rest and spend a Resolve Point to recover Stamina Points.
A flying PC automatically bypasses this obstacle. Jump Jets for the win, again.

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<<Hmm. Fluid dynamics isn’t my speciality, but I believe something large and mostly-flat would work best…>>
Engineering: 1d20 + 8 ⇒ (15) + 8 = 23

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"Wouldn't want to swin in that water, you never know what lurks in there."
Survival: 1d20 + 11 ⇒ (19) + 11 = 30