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SF S06-09 Ridgerock Rescue

A group of Starfinders must track down a ysoki inventor named Ongie on the frozen planet of Vesk-7 who has valuable intelligence about a criminal organization called the Organization, but they must convince her to cooperate before the Organization's assassins find and silence her for good.

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100% found this document useful (1 vote)
361 views29 pages

SF S06-09 Ridgerock Rescue

A group of Starfinders must track down a ysoki inventor named Ongie on the frozen planet of Vesk-7 who has valuable intelligence about a criminal organization called the Organization, but they must convince her to cooperate before the Organization's assassins find and silence her for good.

Uploaded by

robert
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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  • Adventure Background
  • A. Ridgerock
  • B. Icebound Ambush
  • C. Order Pursuit
  • Appendices
  • Appendix 3: Game Aids

YEAR OF

FORTUNE’S
FALL
SCENARIO: #6-09 LEVELS: 1–4

RIDGEROCK
RESCUE
BY CHARLIE BROOKS
RIDGEROCK RESCUE

TABLE OF CONTENTS
Author
Charlie Brooks Adventure � � � � � � � � � � � � � �3
Development Lead
Jessica Catalan Appendix 1: Level 1–2 Encounters � � 17
Additional Development
Thurston Hillman
Appendix 2: Level 3–4 Encounters � 20
Editing Lead Appendix 3: Game Aids � � � � � � 23
Solomon St. John

Editors
Organized Play � � � � � � � � � � 26
Patrick Hurley, Solomon St. John, and Simone D. Sallé

Cover Artist
Fabio DiBernardi
GM RESOURCES
Campaign Home Page: [Link]
Contributing Artists Books: Starfinder Core Rulebook, Starfinder Alien Archive (AA), Starfinder Armory (AR)
Helge C. Balzer, Fabio DiBernardi, and Maps: Starfinder Flip-Mat: Basic Starfield and Starfinder Flip-Mat: Ice World
Sebastian Rodriguez Online Resource: Starfinder Reference Document at [Link]/sfrd
Cartographers
Robert Lazzaretti and Damien Mammoliti

Art Direction
Emily Crowell SCENARIO TAGS
Scenario tags provide additional information about an adventure’s contents. For more information
Graphic Design
on scenario tags see Chapter 1 of the Guide to Organized Play: Starfinder Society.
Danika Wirch

Organized Player Coordinator Faction (acquisitives)


Alex Speidel

Managing Creative Director (Starfinder) Metaplot (Year oF Fortune’s Fall)


Thurston Hillman

Director of Game Development starship


Adam Daigle

Publisher
Erik Mona
SUMMARY
A group of Starfinders track down a ysoki on the run only to find she’s reluctant to be rescued.
They must evade her defenses, chase her across the frozen plains of Vesk-7, and convince her
of their good intentions so she can provide valuable information about a mysterious criminal
syndicate the Starfinders have dubbed the Organization. Meanwhile, the Organization will not
abide Ongie sharing her knowledge and have dispatched some of her old enemies to silence her.

HOW TO PLAY

PLAY TIME: 4–5 HOURS

LEVELS: 1–4

PLAYERS: 3–6

Paizo Inc.
15902 Woodinville-Redmond Rd
NE, Unit B.
Woodinville, WA 98072-4572
[Link]
RIDGEROCK RESCUE
BY CHARLIE BROOKS

ADVENTURE
BACKGROUND WHERE IN THE UNIVERSE?
Always an outspoken proponent of her belief that inventors
should combine innovation with responsibility, the ysoki In Ridgerock Rescue, the PCs travel from Absalom Station to
mechanic Ongie has made several enemies over the years. Of Vesk-7, one of the outer planets of the Ghavaniska system.
all who have harried her, no foe has proven more tenacious or Ongie’s lab is located near the colony of Forget, inhabited
dangerous than the unscrupulous corporate entity known as the largely by those who want to disappear. Most of this
Mongers, who took control of her home colony of Braerton on the adventure takes place in locations on the frozen plains just
world of Kortus IV. Once the Mongers identified Ongie as a thorn outside of Forget.
in their side, she knew no peace until she faked her death and fled
the planet entirely.
Without a body to confirm Ongie’s demise, the Mongers
remained suspicious and kept a lookout for their enemy. Necessity
forced Ongie to stay one step ahead of them, gathering as much
intelligence as possible about the group. After several years in
hiding, she’s unearthed key secrets about the Mongers. Her most
important discovery is that the Mongers are part of a larger criminal
enterprise called the Order of the Dawning Fate—a group currently
known to the Starfinder Society simply as the Organization.
That knowledge, unfortunately, came with a price. Although
the resourceful mechanic managed to stay off the Order’s
radar for some time, they’ve recently tracked her to Vesk-7 and VESK-7
dispatched assassins who know Ongie from Braerton to finally Diameter: ×1; Mass: ×1; Gravity: ×1
eliminate the loose end. Atmosphere: Normal; Day: 39 hours; Year: 72 years
Not all hope is lost for Ongie, though. Having intercepted some Located in the Veskarium, Vesk-7 is an icy world inhabited
transmissions during their investigation into the Organization, by shaggy behemoths called kothamas (Alien Archive 3 64).
the Starfinder Society has learned of Ongie’s whereabouts and The planet shares virtually the same orbit with Vesk-8, with
may be able to save her… if she’ll accept them as allies. Vesk-7 moving in the opposite direction of its sister world.
Twice per year (every 36 years by Pact Standard time), the
GETTING STARTED two planets align, and the moon of Traverse moves its orbit
The PCs receive a message request for a video conference to follow a new planet. During this time, magical portals
from Radaszam “the Dealmaker” (N male vesk operative) of that connect Vesk-7 and Vesk-8 become active, allowing for
the Acquisitives faction. They can take the call wherever they travel between the two worlds. For more information about
desire, although the request indicates that Radaszam would Vesk-7, see page 56 of Starfinder Near Space.
prefer a private location. Read or paraphrase the following to
begin the adventure.
our foes. The Organization—that’s all we know it as—has been
Radaszam “the Dealmaker,” a vesk with emerald scales and working against us for over a year now. We know too little
knowing eyes, flickers into existence on the comm display. The about them and their motivations, which puts us at a sizable
faction leader sits at a desk in his private office, with a view of disadvantage. But we think we may have identified someone
stars through a window behind his chair. who can help change that.
“I apologize for the remote connection,” says Radaszam, “but “On Kortus IV, there’s a colony called Braerton that we’ve
things are moving fast right now for the Society. We need your dealt with in the past. A ysoki inventor named Ongie used to
help for a crucial task.” live there a few years back. Up until recently, everyone thought
Radaszam folds his hands together and leans forward as he she had died. As it turns out, Ongie actually fled Kortus IV and
continues. “As you may know, the Society has had a thorn in has been in hiding for years. The group she crossed that forced
its side lately, and we don’t even know the proper name for her to disappear is likely the Organization itself.”

STARFINDER SOCIETY SCENARIO #6-09


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RIDGEROCK RESCUE

Radaszam casts a glance over his shoulder and gestures at the calling themselves the Mongers beyond Kortus IV. We think the
stars. “It cost us a great deal, but we’ve tracked Ongie down to Mongers are tied to the Organization—we just don’t know how.
Vesk-7, a frigid world on the edge of the Veskarium’s Ghavaniska Are they just an outer thread or the center of the web?”
system. She’s hiding somewhere in a little colony called Forget. What is the Organization? “That’s what we need you to find
We need you to find Ongie and let her know that the Starfinder out! So far, they’ve evaded our inquiries to the point that we
Society wants to talk with her. We can offer her protection and don’t even know their true name. We know they’re a dangerous
any other reasonable measure needed to secure her cooperation. criminal syndicate with a far reach, deep pockets, and extensive
What she knows could help us turn the tide against the connections. We know they’re obsessed with a useless starmetal
Organization. But you have to act quickly—if we’ve found her, it’s called finitrium. We know they’re engaged in a scheme called
a good bet that the Organization has as well.” Project Dawn, which threatens to destroy a sizable city
and millions of lives. We’ve identified a few of their
To get the PCs to Vesk-7, Radaszam sends authorization codes members and taken some of their leaders off the
to access a Drift-capable starship. The PCs must select a board. But what we know is outweighed by what we
starship of their choice from among those they have don’t. I hope that Ongie can provide us with more
access to, likely an Azata, Drake, or Pegasus. After the information, and in return we can offer her safety.”
PCs select their vessel, they discover that Radaszam What sort of deals can we make with Ongie?
has requisitioned environmental clothing suited “We propose to bring Ongie to Absalom Station
for cold climates for each of them, which have and put her under our protection. She’ll have
been placed in each of their bunks. the full security of the Lorespire Complex to
Following the briefing, the PCs might have keep her safe. Beyond that, you’re free to
questions for Radaszam. Some likely questions negotiate on the Society’s behalf. We can give
and their answers are noted below. her credits, resources, information—you can
Who is Ongie? “She’s a ysoki grease rat, meet any reasonable request she puts forward.
quite gifted with gears and innovations. She We’ve operated without reliable intel about the
fled Braerton after crossing a group called Organization for far too long, and the information
the Mongers—we suspect this group has some Ongie’s gathered is of primary importance. Sweeten
connection to the Organization. Ongie stood the deal however you need to, so long as you
up to the Mongers over the poor treatment of convince her to come of her own free will.”
local miners, which brought the Mongers down
on her head. She faked her death, fled Kortus IV, DIPLOMACY (GATHER
and has been on the run ever since. Ongie’s canny INFORMATION)
enough to have stayed off everyone’s radar for Radaszam is forthcoming with information, but
a few years, and she’s likely to be paranoid, too. glosses over details he deems unimportant. If the
You’ll need to convince her quickly that you’re there to PCs wish to learn more about how the Starfinder
help, or she’ll probably assume you’re assassins sent Society tracked down Ongie, they can attempt a
to silence her.” Diplomacy check to gather information around the
How did you find Ongie? “Fugitive she may be, Lorespire Complex. They learn all the information
Ongie still has family in Braerton. She’s whose DC is equal to or less than the
careful when poking her head up, but result of their check.
she does check in on her father Roget
RADASZAM 15+: The Starfinder Society dispatched
now and then. In fact, it’s Roget that agents to Kortus IV to investigate the
put us on her trail in the first place. Once we knew to look for her, fate of a colony ship, only to find that the colony, known as Braerton,
we picked up on some signals she fed to a surveillance drone and was apparently prosperous and self-sufficient. A mysterious group
tracked her from there.” later identified as the Mongers was secretly in control of Braerton.
Who are the Mongers? “The information we have on them is The Mongers seem to have a complete lockdown on information
sketchy at best. They’re a criminal organization that took over about Braerton and had agents actively hiding the colony from the
Kortus IV shortly after the colony was founded a century ago. Pact Worlds.
How and why, we don’t know. They hold almost complete control 20+: One resident of Braerton is a ysoki farmer named Roget.
over Braerton, to the point that people are afraid to mention Bitter and ill-tempered, he supposedly lost his daughter, Ongie, to
them by name. Someone erased all record of Kortus IV from the a rock bear attack a few years ago. While most in Braerton believe
infosphere and official Pact Worlds records, so we’re still looking Ongie to be dead, Roget subtly indicated to the Starfinders that
into the details. We haven’t found reference to any other group Ongie had escaped Kortus IV.

STARFINDER SOCIETY SCENARIO #6-09


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RIDGEROCK RESCUE

25+: Society surveillance around Kortus IV detected the


occasional passage of unidentified drones. The Society currently DRIFT CRISIS
operates on the theory that Ongie periodically sends spy drones The galaxy-spanning catastrophe known as the Drift Crisis
back home to keep tabs on her father. changed the shape of the known universe and made Drift
travel dangerously unstable. Ridgerock Rescue uses the
PHYSICAL SCIENCE (RECALL depiction of Vesk-7 that existed prior to this event. If you
KNOWLEDGE) prefer to set this scenario after the Drift Crisis, you can
The PCs may attempt a Physical Science check to recall knowledge use the encounters as written with some changes in the
about Vesk-7. If a PC accesses Absalom Station’s infosphere, they environment around the planet. In this case, a maelstrom
can attempt this check untrained. They learn all the information of extraplanar material dubbed the Maw swirls around
whose DC is equal to or less than the result of their check. Vesk-7 and Vesk-8, isolating these planets from the rest of
10+: Vesk-7 is an icy world on the edge of the Veskarium with the Veskarium. High Despot Sarthis Wrathmaker of Vesk-7
an orbit that closely mirrors nearby Vesk-8. Its most prominent is seeking an alliance with High Despot Jularez the Frozen
native inhabitants are kothamas, a sentient species of huge but of Vesk-8 to form an independent state. This slide toward
peaceful meditative magical beasts. isolationism and tyranny leaves the people of Forget more
15+: The planet shares a moon with Vesk-8. Known as Traverse, paranoid and tense. Many kothamas, previously peaceful
the moon changes the planet it orbits whenever the two planets creatures with an aura of tranquility, have become hostile
pass one another, which happens approximately once every 36 due to gazing into the Maw; change “A Moment of Calm” in
Pact Standard years. the chase scene of Event 3 to “Rampaging Kothamas” and
20+: Vesk-7 is home to the colony of Forget, which treats itself require an Acrobatics, Athletics, or Stealth check to avoid a
as an independent body despite technically being under the rule stampede of these angry creatures.
of the Veskarium. As authorities rarely intervene in Forget’s For more information about the effects of the Drift Crisis
affairs, the community serves as a haven for those who wish to on Vesk-7, see page 25 of Starfinder Drift Crisis.
leave their old lives behind and begin anew.
25+: Whenever Vesk-7 and Vesk-8 pass each other in orbit, EVENT 2: A TOWN TO
magical portals between the two worlds flare to life, allowing FORGET
easy travel between the planets without the use of spaceships. After the PCs exit the Drift, they arrive on Vesk-7 within one hour.
These portals are currently inactive. Locating Forget via scans is a simple matter, and the community
has landing pads just outside its limits. After checking in with
EVENT 1: WHISPERS IN the dock authorities, the PCs are free to enter the colony. Any
THE DRIFT vesk entering Forget gets a little bit of extra questioning as
Travel to Vesk-7 takes 3d6 days via the Drift. During this time, the authorities try to determine whether they have ties to the
the PCs receive a mysterious message imploring them to speed Veskarium, but they’re not held up long unless they engage in
their rescue along as quickly as possible. Read or paraphrase particularly antagonistic or hostile action.
the following when the PCs have one day of travel left before Forget is a colony of approximately 12,000 citizens, many
arriving on Vesk-7. of whom keep to themselves. Humans, androids, and pahtraAA2
comprise three-quarters of the population. Although Forget
An alert flashes across a computer terminal, indicating that rests in the warmest region of Vesk-7, it remains frigid, with
someone is attempting to make contact. Preliminary scans frequent blustering snow squalls and icicles hanging off the
show no vessel within range, suggesting that the transmission eaves of every building.
originates from outside the Drift. The message itself, however, After getting their bearings in Forget, the PCs need to search
is nothing more than noise and gibberish. for clues as to where Ongie’s hideout lies. The following options
are some of the ways in which PCs might be able to uncover
A PC who succeeds at a DC 13 Computers check (DC 15 for Ongie’s whereabouts.
levels 3–4) identifies the transmission as encoded. Anyone who
succeeds at this check can decode the message in one hour’s time. DIPLOMACY (GATHER
The short message says simply: “They’ve located her. Hurry.” The INFORMATION)
message is unsigned and gives no indication of its origin point. Very few locals in Forget know Ongie by name, and none who
A PC who exceeds the DC by 5 or more additionally determines know her are willing to answer any questions about her. However,
that the communication doesn’t come from the Starfinder Society, PCs who try to track her based on description rather than name
nor does it originate from Vesk-7. They also discover a digital may have some success. They learn all the information whose DC
signature hidden in the transmission that depicts an apple. is equal to or less than the result of their check.

STARFINDER SOCIETY SCENARIO #6-09


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RIDGEROCK RESCUE

10+: A local mechanic remembers speaking with someone


looking to acquire some parts to repair a laser grid. The WHAT IF THE PCS DON’T
mechanic remembers her because she impressed him with her FIND ONGIE?
mechanical knowledge. The methods above provide several means for the PCs to
15+: A xenodruid who came to Forget as part of her research track Ongie to Ridgerock. If they decide to investigate north
on Vesk-7 was doing some surveillance on the kothamas on an of the colony, they can find Ongie’s lab. If they wind up
ice plain north of the colony. She saw a small humanoid figure completely stuck at this early point in the adventure, they
dressed in heavy winter gear observing the same group from overhear a server mentioning the ysoki and skittermander
afar, but the figure disappeared before the xenodruid could get customers who entered Kaiju Kitchen (as though they had
any closer. made a DC 20 Diplomacy check to gather information).
20+: A server at a restaurant called Kaiju Kitchen had a ysoki Getting this information without a successful check takes
customer who ordered takeout and didn’t remove her scarf or extra time and allows Ongie to learn that someone is
goggles while waiting. She held a very quiet conversation with searching for her. In this case, the PCs automatically fail the
a skittermander who entered the restaurant with her. After first obstacle in their chase to catch up to Ongie due to her
some thought, the server recalls hearing the word “Ridgerock” added preparation time.
mentioned a few times during the conversation.
have been broken up or moved in such a way as to provide
ENGINEERING (IDENTIFY room for foot travel.
TECHNOLOGY) 20+: The uncovered trail is intermittent and covered with
The hostile environment of Vesk-7 means that somebody living snow drifts in some spots. Following it long enough, though,
outside the protective buildings and heating systems offered in reveals a subtle but direct path to an abandoned facility known
the heart of Forget needs a source of energy and steady supply as Ridgerock.
line. A PC who spends at least two hours investigating Forget
can attempt an Engineering check to identify locations where a LEARNING ABOUT RIDGEROCK
fugitive might be able to safely hide out for an indefinite period. PCs who hear the name Ridgerock during their investigation may
They learn all the information whose DC is equal to or less than want to know more about the facility before they travel there.
the result of their check. Those who wish to learn the history of the facility may attempt
15+: Most of Forget’s buildings are patched into a central grid a Culture check to recall knowledge about it. Alternately, they
consisting of buried power lines that can’t get blown down due may make a Profession check with a profession relevant to
to harsh winds. Anyone seeking to live outside the city long- legal facilities or military compounds, such as warden, lawyer,
term would have to patch themselves into the grid, purchase a or soldier. Checks made using a Profession skill receive a +4
well-made generator, or locate an established structure that was circumstance bonus due to the specific field of knowledge. They
deliberately built to be self-reliant. learn all the information whose DC is equal to or less than the
20+: A pair of abandoned structures near Forget drew power result of their check.
from outside the central grid. A power plant east of the colony 10+: Ridgerock originally served as a prison in the early days
was decommissioned prior to the current grid being established, of Vesk settlement of the planet. As a high-security facility, its
but it was obliterated by a major earthquake a few years ago. To location in a frozen waste served as an escape deterrent, as
the north, the now-defunct Ridgerock Prison had its own set of those who got outside its walls would have to contend with the
backup generators to make sure that an outage in the central grid brutal cold.
didn’t give prisoners a chance to escape. 15+: The rising cost of maintaining the prison eventually made
prohibitive to house prisoners, and Ridgerock was eventually
SURVIVAL (FOLLOW TRACKS) emptied and decommissioned. Following the founding of Forget,
To leave Forget is to risk the frozen wilds that have claimed the Vesk repurposed Ridgerock into a military training facility.
many foolish would-be survivalists. Although searching outside However, as the limited resources made it difficult to maintain
the colony takes time, patient trackers may eventually discover a sizable official presence in the area, the Veskarium closed
some traces that lead them to Ongie’s hideaway. They learn all Ridgerock for a second time.
the information whose DC is equal to or less than the result of 20+: The Veskarium made one further attempt to utilize
their check. Ridgerock for something practical, by transforming the isolated
15+: Snow drifts are high around Forget, which makes site into a military surplus storage facility. The advancement
leaving the town difficult. But someone has subtly cleared a of technology eventually rendered the surplus obsolete, and
small path to travel north of the colony. Major obstructions, much of the equipment once kept in the facility was simply
such as downed trees, fallen foliage, and large ice chunks, abandoned rather than removed.

STARFINDER SOCIETY SCENARIO #6-09


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RIDGEROCK RESCUE

A. RIDGEROCK

A5

A4

A2 A3

A1

1 SQUARE = 5 FEET

A. RIDGEROCK At certain junctions, Ongie has planted projectors that show


What remains of Ridgerock lies approximately a mile and a half holographic walls, making the facility nearly impossible to
north of Forget. During the PCs’ journey to Ridgerock, heavy navigate unless someone knows that not all the walls are real.
sleet and snow begins falling, slowing down the PCs’ progress Physically interacting with a wall to check whether it’s real or
slightly, though not enough to prevent them from reaching the a hologram is a move action. PCs who search a wall without
site within the hour following their departure from the colony. touching it can attempt a DC 15 Perception check (DC 17 for
If the PCs use the clothing provided by Radaszam or activate levels 3–4). On a success, they notice a slight flicker as dust
their armor’s environmental protections, they don’t have to motes pass through the light generated by the projectors.
make Fortitude saves against the cold weather. PCs who aren’t Use the map above for Ridgerock. The holographic walls are
protected in this way are exposed to severe cold (Starfinder depicted in green.
Core Rulebook 400).
Time and the elements have worn Ridgerock down. Several A1. LOCKED ENTRANCE
sections of the compound have collapsed or become structurally
unstable. The area containing Ongie’s lab used to be the rear Most of the squat, gray complex known as Ridgerock has
holding cells and has been reinforced to ensure the building’s surrendered to the frigid elements around it. Snow drifts pile
integrity and its occupants’ safety. high around the building, but one entrance remains mostly
The interior of Ridgerock’s laboratory has emergency lighting clear and unobstructed. The sliding metal door shows signs
that provides dim illumination throughout the complex. The of tarnish but otherwise is in remarkable repair considering
ceiling, walls, and floor are all made of metal, and ceilings are the building’s age. A keypad sits in an indented section of
10 feet high. the wall.

STARFINDER SOCIETY SCENARIO #6-09


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RIDGEROCK RESCUE

Ongie keeps the entrance locked and wipes down the keypad LEVELS 3–4 (CR 3)
every time she uses it. PCs can enter the lab by succeeding at a
DC 14 Computers check to hack the electronic lock on the door SHRAPNEL SLING CR 3
or a DC 15 Engineering check to manually override the circuit Type technological; Perception DC 23; Disable Engineering DC
(DC 16 and DC 17 for levels 3–4). With effort, the PCs can also 19 (disable pressure plate)
force the door open by wedging something into the seal and Trigger location; Reset none
succeeding at a DC 18 Athletics check (DC 20 for levels 3–4). Effect shrapnel volley (4d6 P); Reflex DC 14 half; multiple
The PCs can attempt these checks as often as they wish, but targets (all targets in 15-ft. cone)
failure by 5 or more on any check triggers a silent alarm that
alerts Ongie’s friend Baazo that someone is infiltrating the lab Treasure: 150 UPBs and a clear spindle aeon stone sit atop the
(see area A4). crates in the northern corners of the room.

A2. MUDROOM A4. HELP FROM A FRIEND (CR 3


OR CR 5)
Dim lighting originating from panels in the walls casts the
interior of Ridgerock in a dull yellow glow. Comfortable interior This large room has a second, smaller room nested at its
heating fights off the bitter cold from outside, and small, dirty center, with one-way windows that hide its interior and ceiling-
puddles from melted snow pool on the ground. Around the mounted weapons at each of its walls.
corner, a long, wide hall is lined with hooks and racks, holding
all manner of coats, boots, outdoor gear, and tools. Ongie rarely associates with other creatures, but the
skittermander Baazo is an exception. Baazo noticed Ongie
This area serves as both mudroom and storage space. The almost as soon as she arrived on Vesk-7, seeing a ragged
clothing belongs to Ongie and Baazo, making it sized for Small and despondent individual who desperately needed help.
humanoids, though some of the coats and sweaters have two Ongie, used to surviving on her own and terrified of forming
sleeves and others have six sleeves. The tools are well used but connections that might make her vulnerable to the Mongers,
disorganized. A PC who sifts through the tools identifies them as initially rejected the skittermander’s offer of aid. However,
useful in construction and for electricians and mechanics. Baazo’s persistence and knowledge of the region eventually
Treasure: Amid the tools, the PCs discover a laser drill won her over. Seeking to bring solace to a life that has known
(Starfinder Armory 108), two batteries, and a fire extinguisher. much suffering, Baazo serves as a combination of entertainer
and bodyguard for his “tail-friend.”
A3. STORAGE (CR 1 OR CR 3) Baazo is inside the control center at the room’s center. If the
The storage room contains crates, construction materials, and PCs triggered the silent alarm in area A1 or set off the trap in
sundries. There’s a mound of UPBs and an obviously valuable area A3, Baazo is already aware of their intrusion and assumes
gemstone sitting atop the crates in the north corners of the the PCs have come to harm his friend. If the PCs successfully
room. Ongie deliberately placed these items atop the crates as enter this area without Baazo noticing them, they gain a surprise
bait, hoping that any intruders would attempt to steal them and round when they enter either the control center or the northern
trigger the trap with their approach. corridor where Baazo’s security robots lie in wait.
Trap: Anyone who fails to detect the holographic walls in When Baazo notices the PCs, read or paraphrase the following.
this maze of corridors is destined to cross paths with Ongie’s
first line of defense against intruders: a trap she refers to as her Speakers in the ceiling crackle to life, and a high-pitched voice
shrapnel sling. A character who enters the marked area steps on echoes through the area. “Nasty little sneakies have gone
a pressure plate that fires a spring-loaded ball of shrapnel from hunting for the wrong furry friend! Now Baazo the Defender
an alcove hidden by a holographic wall. will make sure you don’t go no further!”

LEVELS 1–2 (CR 1) Creatures: Baazo begins the encounter hostile to any intruders.
As soon as he detects the PCs, he sends multiple security robots
SHRAPNEL SLING CR 1 that are waiting on standby after the PCs. The robots lurk behind
Type technological; Perception DC 20; Disable Engineering DC the holographic wall leading to the north corridor and move
16 (disable pressure plate) through the hologram to engage the nearest PC.
Trigger location; Reset none From the command center, Baazo can trigger ceiling-mounted
Effect shrapnel volley (2d6 P); Reflex DC 12 half; multiple weaponry that Ongie customized for him: his “burnydooms,” which
targets (all targets in 15-ft. cone) shoot multicolored fire at targets. Baazo can use his standard

STARFINDER SOCIETY SCENARIO #6-09


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RIDGEROCK RESCUE

action to target any one individual in the range indicated around Baazo starts to lead the PCs to area A4, but has a sudden
the control center. While his robots remain active combatants, realization along the way.
Baazo stays within the control center, the doors locked from the
inside (DC 15 Engineering check to unlock, or DC 17 for levels “Oh!” shouts the skittermander, a look of understanding
3–4). A laser drill, such as the one from area A2, is powerful suddenly dawning on his face. “I know you’re not here to do the
enough to cut through the lock. hurting, but my tail-friend doesn’t! We’d better hurry, or there’s
Baazo talks through the intercom during combat, taunting the going to be a big boom and burn!”
PCs while pledging his loyalty to Ongie, ensuring that those who
wish to hurt his “tail-friend” will go no further. See If the PCs fight and defeat all Baazo’s robots,
the sidebar on page 10 for more examples the skittermander leaves the command center,
of Baazo’s chatter. From the control center, then runs to the holographic wall leading to
Baazo can hear anything the PCs say unless A5 and shouts, “Run, tail-friend! Time for the
they speak in low tones among themselves. boomy-burn!” before holding his ground and
As a standard action, a PC can attempt a DC battling to the bitter end. A PC who takes no
15 Diplomacy check; success changes Baazo’s hostile action against Baazo at this point and
attitude by assuring the skittermander that tries to talk instead automatically succeeds
they are there as protectors, not pursuers. at a Diplomacy check to improve the
If the PCs mention that the Mongers have skittermander’s attitude.
traced Ongie to Vesk-7, they gain a +2 Treasure: Baazo keeps a basic medkit,
circumstance bonus to this check. Baazo is a tool kit, and two mk 1 serums of healing
incredibly friendly and impressionable. There (four serums for levels 3–4) in a storage cabinet
is no limit to how many times the PCs in the control center. If the PCs make
can improve Baazo’s attitude during BAAZO Baazo helpful, Baazo gives the PCs the
this encounter. serums before they leave in pursuit of
If the PCs make Baazo unfriendly Ongie (see area A5).
instead of hostile, he holds off on using his burnydooms. If they
make Baazo indifferent or better, the skittermander stops the A5. ONGIE’S LAB
robots from attacking and emerges to question the PCs directly. As the PCs approach Ongie’s lab, Ongie enacts an explosive escape
For further details, see Development below. The PCs can also plan. When a PC passes through the holographic wall leading to
achieve this result if they all refrain from taking hostile actions area A5, read or paraphrase the following.
for one round. In this case, Baazo stops the robots from attacking
and asks the PCs “What’s your game?” over the intercom, The corridor ends in a sturdy steel door that has been polished
allowing them to negotiate peacefully with the skittermander. to a reflective gleam. The door suddenly buckles and bends as
a rumble followed by a loud explosion sounds on the other side.
LEVELS 1–2 (CR 3) A flash of heat surges through the corridor, and a thick acrid
smoke flows from the newly created bends in a door that once
BAAZO CR 2 stood flush to its frame. Unceremoniously, the steel door falls
Page 17, art on page 23 forward, revealing a burned and ravaged room inside.

SPOTTER-CLASS SECURITY ROBOTS (2) CR 1/3 Ongie never intended to make Ridgerock a permanent home.
Page 17 The plan was always to delay intruders for as long as possible
so she could gather up some essentials and make her escape.
LEVELS 3–4 (CR 5) After Ongie fled through her secret escape tunnel, she set off
a remote detonator intended to destroy her work so nobody
BAAZO CR 2 could trace her.
Page 20, art on page 23 While Baazo occasionally helped out in the lab, not even he
knew all of Ongie’s secrets. As a result, Baazo knows that there
OBSERVER-CLASS SECURITY ROBOTS (3) CR 1 is a secret exit but doesn’t know exactly where it is. Even if
Page 20 Baazo isn’t there to tell the PCs about Ongie’s escape plan, the
fact that the explosion was obviously preplanned and did not
Development: As long as the PCs speak truthfully, Baazo leave a body implies the existence of a secret door through
accepts that they are potential friends to Ongie. At that point, which the ysoki escaped.

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Each PC who searches for a secret exit or other clues should


attempt a DC 14 Perception check (DC 16 for levels 3–4). BAAZO’S CHITTER-CHATTER
If Baazo is available to help them search, his recollection of Hyperactive and with a slight obsession for things that
what the lab looked like pre-explosion grants the PCs a +2 burn and boom, Baazo nonetheless retains the desire to
circumstance bonus to their checks. For each successful check, help that most skittermanders possess. In this case, he
the PCs uncover one of the following clues listed below. If any helps by ensuring that intruders never make it to Ongie.
of these Perception checks exceed the DC by 4 or higher, the Baazo makes his motives abundantly clear during combat.
PCs also find the entrance to Ongie’s secret tunnel, which can Some possible dialogue that Baazo might shout through the
be accessed via trap door. intercom during battle is below.
• Most of the notes on Ongie’s bulletin board have been “Looksee! A group of assassins from the Order! They
burned away, but the singed papers that remain indicate probably think they have a rat in a trap, but they haven’t
a connection between the Mongers of Kortus IV and seen the sort of fun Baazo can have!”
something that Ongie calls “the Order.” Ongie’s notes seem “Tail-friend is quick and tail-friend is spry. But if you try to
to use the two terms interchangeably, with the newest come near her, Baazo will make you fry!”
notations using “the Order” exclusively. “Think you’re finally going to hurt my precious Ongie, do
• A desk drawer holds some printouts of recent news from you? I’ve got surprises in store for you!”
Braerton. Ongie fears that something terrible is about to “Best run away today! There’s no bounty for you to
happen there and has even sketched out numerous rescue collect, only a taste of Baazo’s burnydooms!”
plans to free her father Roget from the grasp on the Order. “Silly Order, it took you long enough to track us here!
Ongie’s notations in the margins make it clear that she Once tail-friend escapes, you’ll never find her again!”
knows each plan is doomed to failure.
• A cracked datapad filled with mostly corrupt data can be disadvantage during the chase in Event 3; increase the DCs of
restored enough by someone trained in Computers to unlock all primary skill checks in Event 3 by 2 (by 1 for groups of 4 or
dossiers that Ongie had kept on three enemies from Braerton, less).
which Ongie refers to as “Order stooges” who have recently
left Kortus IV. Ongie’s notes seem quite concerned with EVENT 3: DESPERATE
the actions of the trio, which includes the vesk Redozoko, ESCAPE
the human Jana Rin, and the kasatha Zatteh. Redozoko is The trap door in Ongie’s lab leads to a shaft that descends 20
a vesk with mechanical skills that rival Ongie’s own. Jana feet beneath Ridgerock. From there, a narrow tunnel leads half
Rin once served as sheriff in Braerton and is known a mile out into the frozen plains north of Forget. Fortunately
as an excellent shot with for the PCs, the tunnel does not branch, meaning there’s only
her twin pistols. Zatteh, one place that Ongie can go. During the last hundred feet, the
the strongest personality tunnel gradually slopes upward before reaching its exit point
of the group, is an adept at a cavern entrance.
technomancer who favors The PCs emerge from the escape tunnel into blustering snow
electricity attacks. flurries. In the distance, on the edge of their weather-obscured
• The PCs discover the trap vision, they spot a small humanoid figure bundled in warm
door and secret tunnel that winter clothing. This is Ongie, making a frantic dash for her
Ongie used to escape. starship, which she intends to pilot off-world. To catch up to
Ongie, the PCs must engage in a chase sequence. Ongie is
Development: After the aware that someone is pursuing her and does her best to
PCs discover Ongie’s escape shake them off.
tunnel, they have an For each obstacle encountered on the frozen plains,
opportunity to catch the party chooses one PC to attempt a primary skill
up to Ongie. If Baazo ONGIE check with a DC of 18 (DC 20 for levels 3–4). For groups
accompanied the PCs of 4 or fewer PCs, these DCs are reduced by 2. The rest
into area A5, he remains behind at Ridgerock with any remaining of the PCs can aid another using any of the listed skill checks.
security robots. He considers it his duty to erase all traces that
Ongie ever inhabited Ridgerock and plans to ambush any Order OBSTACLE 1: SNOWBOUND
assailants who follow the same trail the PCs themselves uncovered. Ongie makes a sudden cut behind some rocks and then tries
If the PCs failed to discover the escape tunnel, they stumble to lose the PCs in a maze of tall snow drifts. Spotting Ongie
upon it incidentally a few minutes later, putting them at a requires a Perception or Survival check. On a success, the PCs

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spot the tip of Ongie’s tail poking out from behind a snow drift B. ICEBOUND AMBUSH
and begin to close the distance. On a failure, they don’t spot (CR 4 OR 6)
Ongie until she has a considerable lead on them. One way or another, the chase ends on a snowy expanse near
some foothills. Use the map on page 12 for this encounter.
OBSTACLE 2: A MOMENT OF The patches of ice are difficult terrain. Read or paraphrase the
CALM following when the Order ambushes Ongie.
Ongie rushes toward an observatory of kothamas. While she
keeps her distance from the ponderous beasts, she runs near A trio of figures, weapons raised, approaches from the
enough that her pursuers risk entering their calming aura northern hills. A tall vesk with rust-colored scales and a
and losing their willingness to continue the chase at high slender human with a pair of pistols flank a kasatha who
speed. Avoiding the aura of calm coming from the kothamas flexes the fingers on each of her four arms in anticipation.
requires a Culture or Mysticism check to recognize what “All that running, and you don’t even realize there’s nowhere
Ongie is attempting or a Stealth check to slip past left for you to go,” the kasatha says
the kothamas without attracting their attention. tauntingly to Ongie. “We know all
about your little starship, Ongie.
OBSTACLE 3: FROZEN I hate to spoil a good surprise, but
FALL Redozoko here blew it to pieces.” The
Having scouted out her potential escape vesk grins as the kasatha continues.
routes well ahead of time, Ongie knows “You have nowhere to go, and no way to fake your
about a frozen fen with several pools of death this time, Ongie. But don’t worry—old man Roget
water covered in thin ice. She knows the will be joining you soon.”
path around the pools, keeping her from falling Ongie recoils in surprise, clearly shocked by the
through the ice and being slowed by water arrival of these new foes. Despite her fear, she stands
that runs up to 2 feet deep. Succeeding at a tall and keeps her voice steady as she replies, her
Life Science or Survival check allows the PCs to twitching tail the only outward sign of her panic. “Leave
recognize the terrain and remain aware of the my father out of this, Zatteh. He’s nothing to you.”
danger of thin ice, thus avoiding it. Alternatively, In response, the kasatha laughs. “Oh, but Ongie, he’s
a successful Perception or Sense Motive check everything to you.”
allows the PCs to note the way in which Ongie
alters the path of her run, copying her movements Creatures: Ongie, Redozoko, Jana Rin, and Zatteh
and avoiding the pitfalls. begin the combat as marked on the map. The PCs
begin within 10 feet of Ongie. If they had an
OBSTACLE 4: ICE FLOES opportunity to speak with Ongie before the
In a last, desperate attempt to rid herself of her pursuers, assassins arrived, they can take one move action
Ongie crosses an inlet of the Ice Sea. She jumps from to position themselves as they wish before
ice floe to ice floe to reach the other side. Pursuing her combat begins. If they failed to bypass at
across the inlet requires an Acrobatics check to balance least two obstacles in the chase, Jana Rin has
on a narrow ice ledge or an Athletics already shot Ongie and reduced her
check to match Ongie’s leaps across to half her Hit Points, and the PCs
the ice floes. ZATTEH instead begin the battle on the south
edge of the map.
Development: If the PCs successfully overcome three of the Ongie begins combat by moving away from the assassins
chase obstacles, they catch up to Ongie and have a chance to and either dropping prone to shield herself from gunfire or
speak with her before assassins from the Order arrive, giving positioning herself adjacent to a PC. When she believes she’s
the PCs an advantage in the ensuing combat (see area B). If in a safe position, Ongie fires her pistol at the nearest assassin,
they overcome only two of the challenges, they arrive at the siding with the PCs since they appear to be the enemies of her
same time as the assassins and gain no advantage but suffer enemies. Ongie’s stats are included on Handout #1: Ongie. She
no penalties. can be directed by the GM or a PC, as desired by your players.
If they fail to successfully overcome at least two challenges, Recognizing the PCs as the biggest potential threat, the
Ongie gets far enough ahead of them that the assassins catch assassins seek to eliminate Ongie’s defenders first. However,
her first. In this case, Ongie is already wounded when the PCs if an assassin does not have anyone adjacent and has not been
arrive in area B. wounded by a PC this round, they target Ongie.

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B. ICEBOUND AMBUSH
STARFINDER FLIP-MAT: ICE WORLD

O = ONGIE
J = JANA RIN
R = REDOZOKO
Z = ZATTEH
1 SQUARE = 5 FEET

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Unlike most creatures, if Ongie is reduced to 0 Hit Points,


she uses her Resolve Points to stabilize as if she were a PC. The TAUNTS FROM THE ORDER
assassins do not target an unconscious Ongie, even if she is Each of the assassins sent by the Order knows Ongie
stable—they figure that if they dispatch the PCs, they have the personally and resents the fact that she’s eluded them for
ysoki at their mercy. so long. At the same time, they know how to hit her where
it hurts and openly mock her about her doomed plans to get
LEVELS 1–2 (CR 4) off Vesk-7 and save her father Roget. Feel free to use the
sample dialogue below and add additional taunts from the
JANA RIN CR 1 assassins as combat progresses.
Page 18, art on page 24 Jana Rin: “I’ve been keeping a close eye on your father,
little rat. The only freedom he’ll see is in death.”
REDOZOKO CR 1 Redozoko: “Nice ship you had—too bad it’s scrap. Ours
Page 18, art on page 24 made short work of it.”
Zatteh: “All out of options and nowhere left to run. I think
ZATTEH CR 1 we’ll keep your corpse for a while. Roget should get to see
Page 18, art on page 23 it before he dies.”

LEVELS 3–4 (CR 6) Starship Combat: The Order ship begins near the top portion
of the map, facing the PCs, who approach from 3d6+5 hexes
JANA RIN CR 3 away. Ongie can fill the role of engineer or science officer if
Page 21, art on page 24 the PCs have need of one during combat. For levels 1–2, the
enemy starship focuses on using its laser cannon and uses the
REDOZOKO CR 3 target system science officer action to target the PCs’ engines,
Page 21, art on page 24 further enhancing its gunnery checks with its computer bonus.
For levels 3–4, the ship takes the same tactic, but tries to use
ZATTEH CR 3 its missile launcher to crack shields and focuses its laser on
Page 21, art on page 23 attempting to take out engines with the target system action.
Use the map on page 14 for this encounter.
Development: After the PCs have dispatched the assassins,
Ongie speaks with the PCs and soon surrenders herself to their LEVELS 1–2
care—for now. Even if Ongie doesn’t trust the PCs, their ship
represents the only method of egress she has left. RINGWORKS DISPATCH CR 1/3
Page 19
C. ORDER PURSUIT
Getting back to Forget means trekking through approximately LEVELS 3–4
two miles of difficult terrain, but fortunately the cold is the
only thing hostile about the return trip. Ongie remains tight- KEVOLARI VENTURE CR 1
lipped during this time, refusing to divulge any secrets of what Page 22
she calls “the Order” before she’s safely on her way off-planet.
Zatteh and her cronies arrived on Vesk-7 on an Order shuttle, Development: If the PCs defeat the Order starship, Ongie
which dropped off multiple teams of assassins in Forget and the offers the PCs her cooperation.
surrounding region, and later destroyed Ongie’s starship. This
shuttle is currently in orbit around Vesk-7. The Order is well “I, ah, seem to have been hasty in my assessment of your abilities.
aware that the Starfinder Society is attempting to interfere, and Please, let us get out of here and I can give you the information
is ready to ambush them if they attempt to leave the planet. you want while we make our way to Absalom Station. I only
Thus, once the PCs are in orbit, this vessel attacks. have one request in return: my father Roget is a hostage of the
Ongie panics immediately when the PCs’ starship sensors Order on Kortus IV. Promise me that the Starfinder Society will
detect pursuers. help me rescue him, and I’ll tell you everything I know.”

“No, no, no!” Ongie exclaims. “I should’ve known they’d be The PCs are well within their rights to promise this action
waiting for us! The Order always knows! I hope you’re ready on behalf of the Society, per Radaszam’s instructions at the
for a fight!” beginning of this adventure. If for some reason they refuse to

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C. ORDER PURSUIT
STARFINDER FLIP-MAT: BASIC STARFIELD

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provide this assurance, Ongie stays silent and treats the PCs as the future—only a fraction of a moment when it’s in its raw
captors rather than allies. Barring mind-affecting magic to force form, and multiple possible futures, but if you can refine it,
the ysoki to open up, she does not provide any information until the visions become clearer, more accurate, maybe even easier
the starship reaches Absalom Station, at which point Radaszam to direct or control—this is all theoretical, see? As near as I
gives his promise to help. can tell, the Order has figured out how to refine the finitrium
they’ve been mining on Kortus IV, and they use it to power
EVENT 4: DEBRIEFING Zhaneni’s machine. I think she’s able to see months into the
ONGIE future—maybe further—if she has a steady supply of finitrium.”
Assuming the PCs meet Ongie’s demands, they can finally get Did the Order take over Kortus IV because of finitrium?
some answers regarding the mysterious Organization that the “Yes. The Order first discovered finitrium on Deepwater Prime.
Starfinder Society has been investigating. Ongie knows the I’m not sure where, but I do know that the supply was slow
following information, and answers questions the PCs ask to and unreliable. Once they figured out how to use the finitrium,
the best of her ability. the race was on. They took over my home quick as could be
What is the Order? “The people that the folks in my and made the whole colony dependent on them—folks work in
hometown know as the Mongers, and what you Starfinders the mines and folks obey, or they die. But Braerton’s finitrium
seem to call the Organization, are actually a group of cutthroat supply is played out. Their usefulness is at an end, if you get
criminals called the Order of Dawning Fate. You can search all my meaning. I’m certain the Order will try to get rid of the
you want for that name, but you won’t find much information evidence—the mine, the miners, even the colony itself. If we
about them. As far as I can tell, most of the people who work don’t help the people of Braerton, they won’t survive the
for them don’t even know that name. They think they’re Order’s purge.”
working for crime bosses, government agencies, corporations, Are there any other finitrium deposits out there? “Braerton
charitable foundations—whatever cover suits the Order’s was never going to keep its mines in production forever, so
current needs. These dupes are the rank-and-file minions of the Zhaneni’s been looking for a new source of finitrium for
Order. The others—the ones who know what they’re a part of decades. From what information I’ve gathered, she’s found a
and who they work for—they’re the true agents of the Order of new source out in the Vast. I don’t know where, but I’m sure
Dawning Fate. They’re fanatical. Zealous. Almost like it’s a cult that whatever poor planet has the Order’s attention is about
or a religion or something.” to get the same treatment that Kortus IV did. Maybe worse.”
Who leads the Order? “It took me a long time to puzzle
things through, but I’m certain that the one calling the shots CONCLUSION
in the Order of Dawning Fate is someone named Zhaneni. She’s If the PCs stopped the Order of Dawning Fate from killing
a witchwyrd—one of those tall, four-armed folks with innate Ongie, they can return to Absalom Station and meet Radaszam
magical ability. What’s more, Zhaneni is a precog, so she can in the Lorespire Complex. If the PCs have not promised that
see her enemies’ movements before they happen. That’s why the Starfinders will save Roget, Radaszam makes the promise
I’ve had to keep moving from planet to planet, that’s why to her and debriefs her, although he expresses annoyance that
I can’t figure out a proper way to rescue my dad, and I bet the PCs wasted time by not using their authority to gain Ongie’s
that’s why they’re always one step ahead of you lot. When your trust. If Ongie died and the PCs brought her body back to the
enemy can see the future, the deck is stacked against you, you Lorespire Complex, Radaszam calls in a team of magical medics
know?“ Ongie shakes her head and sighs. “Zhaneni’s followers to attempt to resurrect her.
are fanatical. I don’t know what they see in her, but it certainly Ongie’s information represents a huge step forward in the
gives her an edge to have a whole legion of folks who will fight Starfinder Society’s attempts to understand the Organization,
and die at her command.” but Radaszam cautions that the victory may not last long.
What is the Order trying to accomplish? “If someone can
see into the future, they’ve already won quite a battle, haven’t “If Ongie’s information is correct, and I have no reason to
they? Zhaneni has some sort of machine that the Order calls believe it isn’t, we’ll have only a limited time to get ahead of
Project Dawn. It enhances her psychic powers beyond what the Order of Dawning Fate. We finally know who they are and
normal precogs can manage. Her visions are far more detailed what they’re after, but they apparently have a machine that
and accurate than should be possible. I’ve sketched out some predicts the future, and they’re close to supercharging it with
theories about how Project Dawn works, but I can’t really make a whole new supply of finitrium. We’ll keep Ongie protected,
heads or tails of it because I don’t have what they use to run and I’ll have her tell her story to the Dataphiles and the First
the machine: a starmetal called finitrium.” Seeker so we can get cracking on some predictions of our
What is finitrium? “Finitrium is one of those rare elements own and figure out Zhaneni’s next move. Stay ready and stay
that we call starmetals. If you touch it, it can let you see into sharp—the Society will undoubtedly need you again soon.”

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PRIMARY OBJECTIVES
The PCs complete their primary objective if they deliver Ongie
(or her corpse) to the Lorespire Complex. Doing so earns each
PC 1 Reputation for their selected faction.

SECONDARY OBJECTIVES
If Ongie survived the Order’s assassination attempt, each PC
earns 1 additional Reputation for their selected faction.

FACTION NOTES
This adventure offers PCs an opportunity to impress Radaszam
with their problem-solving and diplomatic abilities.
Acquisitives: This mission furthers the goals of the
Acquisitives faction. If Ongie shares her information with
the PCs (without Radaszam’s interference), each PC earns 1
additional Reputation with the Acquisitives faction.

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APPENDIX 1: LEVEL 1–2


ENCOUNTERS SCALING ENCOUNTER A4
The statistics presented in this appendix include full stat blocks Make the following adjustments to accommodate a group
for creatures appearing in this adventure, including any variations of 4 PCs.
described in the text. These encounters are written for a group of Baazo is sick with worry about Ongie. Give Baazo the
5–6 PCs of 1st level. Use the scaling sidebars for each encounter sickened condition.
to adjust the encounters for a group of 4 PCs. For groups of
different levels, consult the Guide to Organized Play: Starfinder SPOTTER-CLASS SECURITY ROBOTS (2) CR 1/3
Society for instructions. Variant observer-class security robot (Alien Archive 94)
N Small construct (technological)
ENCOUNTER A4 (LEVELS 1–2) Init +4; Senses darkvision 60 ft., low-light vision; Perception +3
DEFENSE HP 6 EACH
BAAZO CR 2 EAC 10; KAC 12
Male skittermander envoy (Starfinder Alien Archive 106) Fort –1; Ref –1; Will –2
CG Small humanoid (skittermander) Defensive Abilities exigency, integrated weapons; Immunities
Init +2; Senses low-light vision; Perception +7 construct immunities
DEFENSE HP 23 Weaknesses vulnerable to critical hits, vulnerable to electricity
EAC 14; KAC 15 OFFENSE
Fort +1; Ref +3; Will +5 Speed 30 ft., fly 30 ft. (Ex, average)
OFFENSE Melee slam +1 (1d6+1 B)
Speed 30 ft. Ranged integrated pulsecaster pistol +4 (1d4 E nonlethal) or
Melee ember flame doshko +6 (1d8+3 F; critical wound) stickybomb grenade I +4 (explode [10 ft., entangled 2d4
Ranged static arc pistol +7 (1d6+2 E; critical arc 2) rounds, DC 8])
Offensive Abilities burnydooms, hyper STATISTICS
STATISTICS Str +1; Dex +3; Con —; Int +0; Wis +0; Cha +0
Str +1; Dex +2; Con +0; Int +0; Wis +1; Cha +4 Skills Acrobatics +7, Athletics +3, Computers +3
Skills Acrobatics +7, Bluff +12, Diplomacy +12, Sense Motive +12, Languages Common
Stealth +7 Other Abilities unliving
Languages Common, Vesk Gear pulsecaster pistol with 2 batteries (20 charges each),
Other Abilities envoy improvisations (get ’em, inspiring boost stickybomb grenades I (2)
[8 SP]) SPECIAL ABILITIES
Gear freebooter armor I, ember flame doshko, static arc pistol Exigency (Ex) A spotter-class security robot can expend a large
with 3 batteries (20 charges each) store of energy to temporarily increase its processing power
SPECIAL ABILITIES and attempt to avoid an attack. Once per day, it can reroll a
Burnydooms (Ex) As a standard action while Baazo is in the failed Reflex saving throw with a +10 circumstance bonus.
control center, he can fire his “burnydooms,” dealing 1d6 fire Integrated Weapons (Ex) A security robot’s weapons are
damage in a 15 foot line (DC 13 Reflex save for half damage) integrated into its frame and can’t be disarmed.
from one of the four flamethrowers on the control center’s
exterior, as indicated on the map.
Hyper (Ex) Once per day, Baazo can take an extra move action.

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ENCOUNTER B (LEVELS 1–2)


SCALING ENCOUNTER B
JANA RIN CR 1 Make the following adjustments to accommodate a group
LN Medium humanoid (human) soldier of 4 PCs.
Init +4; Perception +5 The assassins have been waiting a long time in the frigid
DEFENSE HP 20 cold, and are tired and irritable. Reduce their Hit Points by 5
EAC 11, KAC 13 and give all three the fatigued condition.
Fort +3, Ref +1, Will +3
OFFENSE ZATTEH CR 1
Speed 30 ft. NE Medium humanoid (kasatha) technomancer
Melee tactical baton +5 (1d4+3 B) Init +0; Perception +5
Ranged azimuth laser pistol +8 (1d4+1 F) DEFENSE HP 16
tactical semi-auto pistol +8 (1d6+1 P) EAC 10, KAC 11
Offensive Abilities fighting styles (sharpshoot), sniper’s aim Fort +1, Ref +3, Will +4
STATISTICS OFFENSE
Str +2, Dex +4, Con +1, Int +0, Wis –1, Cha +1 Speed 30 ft.
Skills Acrobatics +10, Athletics +5, Intimidate +10 Melee survival knife +2 (1d4+1 S)
Feats Multi-Weapon Fighting Ranged pulsecaster pistol +4 (1d4+1 E)
Languages Common Technomancer Spells Known (CL 1st; melee +2, ranged +4)
Gear estex suit I, azimuth laster pistol with 2 batteries (20 1st (3/day)—jolting surge, supercharge weapon
charges each), tactical baton, tactical semi-auto pistol with 0 (at will)—energy ray, token spell
18 small arms rounds STATISTICS
Str +0, Dex +0, Con +1, Int +4, Wis +1, Cha +2
REDOZOKO CR 1 Skills Acrobatics +10, Athletics +10, Bluff +10, Computers +10,
LE Medium humanoid (vesk) mechanic Culture +5, Diplomacy +5, Mysticism +5
Init +1; Senses low-light vision; Perception +5 Languages Common, Kasatha, Vesk
DEFENSE HP 17 Other Abilities desert stride, four-armed, spell cache (mask)
EAC 12, KAC 13 Gear estex suit I, pulsecaster pistol with 2 batteries (20
Fort +3, Ref +3, Will +4; +2 vs. fear charges each), survival knife
OFFENSE
Speed 30 ft.
Melee tactical spear +6 (1d6+3 B)
Ranged azimuth laser pistol +4 (1d4+1 F)
Offensive Abilities artificial intelligence (exocortex), target
tracking
STATISTICS
Str +2, Dex +1, Con +0, Int +4, Wis +1, Cha +0
Skills Acrobatics +5, Athletics +5, Computers +10, Engineering
+10, Medicine +5, Physical Science +10, Stealth +5
Feats Kip Up
Languages Common, Dwarven, Shirren, Vesk, Ysoki
Other Abilities custom rig (chest plate)
Gear estex suit I, azimuth laser pistol with 2 batteries (20
charges each), tactical spear

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RIDGEROCK RESCUE

ENCOUNTER C (LEVEL 1–2)


SCALING ENCOUNTER C
RINGWORKS DISPATCH CR 1/3 Make the following adjustments to accommodate a group
Variant ringworks wanderer of 4 PCs.
Small shuttle The Ringworks Dispatch had an unfortunate encounter
Speed 10; Maneuverability perfect (turn 0); Drift — with some thieves in Forget who stripped them of a few
AC 15; TL 13 parts without the Order pilots noticing. Reduce its AC and TL
HP 35; DT —; CT 7 by 1, and reduce all gunnery and skill checks by 1.
Shields basic 10 (forward 3, port 2, starboard 2, aft 3)
Attack (Forward) light laser cannon (2d4)
Power Core Micron Ultra (80 PCU); Drift Engine Signal Basic;
Systems mk 1 mononode computer, advanced medium-range
sensors, mk 2 armor, mk 2 defenses; Expansion Bays cargo
holds (2), passenger seating; Modifiers +1 to any one check
per round, +2 Piloting; Complement 4
CREW
Engineer Engineering +5 (1 rank)
Gunner gunnery +3
Pilot Piloting +13 (1 rank)
Science Officer Computers +5 (1 rank)

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RIDGEROCK RESCUE

APPENDIX 2: LEVEL
3–4 ENCOUNTERS SCALING ENCOUNTER A4
The statistics presented in this appendix include full stat blocks Make the following adjustments to accommodate a group
for creatures appearing in this adventure, including any variations of 4 PCs.
described in the text. These encounters are written for a group of Remove one security robot form the encounter.
5–6 PCs of 3rd level. Use the scaling sidebars for each encounter
to adjust the encounters for a group of 4 PCs. For groups of OBSERVER-CLASS SECURITY ROBOTS (3) CR 1
different levels, consult the Guide to Organized Play: Starfinder Starfinder Alien Archive 94
Society for instructions. N Small construct (technological)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
ENCOUNTER A4 (LEVEL 3–4) DEFENSE HP 17 EACH
EAC 14; KAC 15
BAAZO CR 2 Fort +1; Ref +1; Will –1
Male skittermander envoy (Starfinder Alien Archive 106) Defensive Abilities exigency, integrated weapons; Immunities
CG Small humanoid (skittermander) construct immunities
Init +2; Senses low-light vision; Perception +7 Weaknesses vulnerable to critical hits, vulnerable to electricity
DEFENSE HP 23 OFFENSE
EAC 14; KAC 15 Speed 30 ft., fly 30 ft. (Ex, average)
Fort +1; Ref +3; Will +5 Melee slam +6 (1d6+3 B)
OFFENSE Ranged integrated pulsecaster pistol +9 (1d4+1 E nonlethal) or
Speed 30 ft. stickybomb grenade I +9 (explode [10 ft., entangled 2d4
Melee ember flame doshko +6 (1d8+3 F; critical wound) rounds, DC 10])
Ranged static arc pistol +7 (1d6+2 E; critical arc 2) STATISTICS
Offensive Abilities burnydooms, hyper Str +2; Dex +4; Con —; Int +1; Wis +0; Cha +0
STATISTICS Skills Acrobatics +10, Athletics +5, Computers +5
Str +1; Dex +2; Con +0; Int +0; Wis +1; Cha +4 Languages Common
Skills Acrobatics +7, Bluff +12, Diplomacy +12, Sense Motive +12, Other Abilities unliving
Stealth +7 Gear pulsecaster pistol with 2 batteries (20 charges each),
Languages Common, Vesk stickybomb grenades I (2)
Other Abilities envoy improvisations (get ’em, inspiring boost SPECIAL ABILITIES
[8 SP]) Exigency (Ex) An observer-class security robot can expend a
Gear freebooter armor I, ember flame doshko, static arc pistol large store of energy to temporarily increase its processing
with 3 batteries (20 charges each) power and attempt to avoid an attack. Once per day, it can
SPECIAL ABILITIES reroll a failed Reflex saving throw with a +10 circumstance
Burnydooms (Ex) As a standard action while Baazo is in the bonus.
control center, he can fire his “burnydooms,” dealing 1d6 fire Integrated Weapons (Ex) A security robot’s weapons are
damage in a 15 foot line (DC 13 Reflex save for half damage) integrated into its frame and can’t be disarmed.
from one of the four flamethrowers on the control center’s
exterior, as indicated on the map.
Hyper (Ex) Once per day, Baazo can take an extra move action.

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ENCOUNTER B (LEVEL 3–4)


SCALING ENCOUNTER B
JANA RIN CR 3 Make the following adjustments to accommodate a group
LN Medium humanoid (human) of 4 PCs.
Init +4; Perception +8 The assassins have been waiting a long time in the frigid
DEFENSE HP 40 cold, and are tired and irritable. Reduce their Hit Points by 5
EAC 14, KAC 16 and give all three the fatigued condition.
Fort +5, Ref +3, Will +4
OFFENSE ZATTEH CR 3
Speed 30 ft. NE Medium humanoid (kasatha) technomancer
Melee tactical baton +8 (1d4+5 P) Init +0; Perception +8
Ranged azimuth laser pistol +11 (1d4+3 F) DEFENSE HP 32
tactical semi-auto pistol +12 (1d6+3 P) EAC 13, KAC 14
Offensive Abilities fighting styles (sharpshoot), gear boost Fort +2, Ref +4, Will +6; +2 vs. spells and magical effects
(bullet barrage), sniper’s aim OFFENSE
STATISTICS Speed 30 ft.
Str +2, Dex +4, Con +1, Int +0, Wis –1, Cha +1 Melee survival knife +5 (1d4+3 S)
Skills Acrobatics +13, Athletics +8, Intimidate +13 Ranged pulsecaster pistol +7 (1d4+3 E)
Feats Deadly Aim, Multi-Weapon Fighting Technomancer Spells Known (CL 3rd; melee +5, ranged +7)
Languages Common 1st (3/day)—jolting surge, supercharge weapon
Gear second skin, azimuth laster pistol with 2 batteries (20 0 (at will)—energy ray, token spell
charges each), tactical baton, tactical semi-auto pistol with STATISTICS
18 small arms rounds Str +0, Dex +0, Con +1, Int +4, Wis +1, Cha +2
Skills Acrobatics +13, Athletics +13, Bluff +13, Computers +13,
REDOZOKO CR 3 Culture +8, Diplomacy +8, Mysticism +8
LE Medium humanoid (vesk) Languages Common, Kasatha, Vesk
Init +3; Senses low-light vision; Perception +8 Other Abilities desert stride, four-armed, magic hacks (spell
DEFENSE HP 35 countermeasures), spell cache (mask)
EAC 15, KAC 16 Gear graphite carbon skin, pulsecaster pistol with 2 batteries
Fort +4, Ref +6, Will +6; +2 vs. fear (20 charges each), survival knife
OFFENSE
Speed 30 ft.
Melee tactical spear +9 (1d6+5 B)
Ranged azimuth laser pistol +7 (1d4+3 F)
Offensive Abilities artificial intelligence (exocortex), overload
(DC 14), target tracking
STATISTICS
Str +2, Dex +1, Con +0, Int +4, Wis +1, Cha +0
Skills Acrobatics +8, Athletics +8, Computers +13, Engineering
+13, Medicine +8, Physical Science +13, Stealth +8
Languages Common, Dwarven, Shirren, Vesk, Ysoki
Other Abilities custom rig (chest plate), mechanic trick
(overclocking)
Gear freebooter armor I, azimuth laser pistol with 2 batteries
(20 charges each), tactical spear

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RIDGEROCK RESCUE

ENCOUNTER C (LEVELS 3–4)


SCALING ENCOUNTER C
KEVOLARI VENTURE CR 1 Make the following adjustments to accommodate a group
Medium explorer of 4 PCs.
Speed 6; Maneuverability good (turn 1); Drift 1 The Kevolari Venture had an unfortunate encounter with
AC 14; TL 12 some thieves in Forget who stripped them of a few parts
HP 55; DT —; CT 11 without the Order pilots noticing. Reduce the ship’s AC and
Shields basic 20 (forward 5, port 5, starboard 5, aft 5) TL by 1, and reduce all gunnery and skill checks by 1.
Attack (Forward) light laser cannon (2d4)
Attack (Turret) high explosive missile launcher (4d8)
Power Core Pulse Gray (100 PCU); Drift Engine Signal Basic;
Systems basic computer, budget mid-range sensors, crew
quarters (common), mk 3 armor, mk 1 defenses; Expansion
Bays cargo holds (2), passenger seating, physical science
lab; Modifiers +2 Piloting; Complement 6
CREW
Captain Bluff +5 (1 rank), Computers +5 (1 rank), Diplomacy
+5 (1 rank), gunnery +5, Intimidate +5 (1 rank), Piloting +7
(1 rank)
Engineer Engineering +5 (1 rank)
Gunners (2) gunnery +5
Pilot Piloting +12 (1 rank)
Science Officer Computers +10 (1 rank)

STARFINDER SOCIETY SCENARIO #6-09


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RIDGEROCK RESCUE

APPENDIX 3: GAME AIDS

RADASZAM BAAZO

ONGIE ZATTEH

STARFINDER SOCIETY SCENARIO #6-09


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RIDGEROCK RESCUE

APPENDIX 3: GAME AIDS

JANA RIN REDOZOKO

STARFINDER SOCIETY SCENARIO #6-09


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RIDGEROCK RESCUE

HANDOUT #1: ONGIE


ONGIE
CG Small humanoid (ysoki)
Init +2; Senses darkvision 60 ft.; Perception +5
DEFENSE HP 17 RP 3
EAC 11, KAC 12
Fort +3, Ref +3, Will +2
OFFENSE
Speed 30 ft.
Melee cestus battleglove +4 (1d4+1 B)
Ranged subzero hail pistol +6 (1d4+1 C & P, critical bleed 1d4)
Offensive Abilities artificial intelligence (exocortex), target tracking
STATISTICS
Str +0, Dex +2, Con +0, Int +4, Wis +1, Cha +0
Skills Acrobatics +5, Athletics +5, Computers +10, Engineering +10, Physical Science +5, Stealth +10, Survival +5
Feats Dive for Cover
Languages Common, Vesk, Ysoki
Other Abilities cheek pouches, custom rig (wrist computer), moxie
Gear second skin, cestus battleglove, subzero hail pistol AR with 1 battery (20 charges)

STARFINDER SOCIETY SCENARIO #6-09


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RIDGEROCK RESCUE

ORGANIZED PLAY
REWARDS TABLE
ENCOUNTER LEVEL 1–2 REWARD OUT OF LEVEL REWARD LEVEL 3–4 REWARD
A4 180 credits 270 credits 365 credits
A5 180 credits 270 credits 365 credits
B 180 credits 275 credits 365 credits
C 180 credits 275 credits 365 credits

The PCs earn the rewards for each area if they meet the conditions listed below.
A4: The PCs keep these rewards if they befriended, defeated, or bypassed Baazo and his robots.
A5: The PCs keep these rewards if they found at least two clues from the destroyed lab.
B: The PCs keep these rewards if they defeated the Order assassins.
C: The PCs keep these rewards if they defeated the Order starship.

STARFINDER SOCIETY SCENARIO #6-09


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RIDGEROCK RESCUE

Event Reporting Form


Date Event Code:

Location

GM Org Play #: -7 GM Name: GM Faction:

Adventure Name:

Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D Reputation
Earned:
Bonus Faction Goal Achieved: □ Acquisitives □ Advocates □ Cognates □ Dataphiles □ Exo-Guardians □ Manifold Host □ Wayfinders
□ Second Seekers

Faction:
□ Acquisitives □ Exo-Guardians □ Dead?
Character Name:
□ Advocates □ Manifold Host □ Infamy
□ Cognates □ Second Seekers
Org Play #: -7 Level
□ Dataphiles □ Wayfinders □ Replay Used

Faction:
□ Acquisitives □ Exo-Guardians □ Dead?
Character Name:
□ Advocates □ Manifold Host □ Infamy
□ Cognates □ Second Seekers
Org Play #: -7 Level
□ Dataphiles □ Wayfinders □ Replay Used

Faction:
□ Acquisitives □ Exo-Guardians □ Dead?
Character Name:
□ Advocates □ Manifold Host □ Infamy
□ Cognates □ Second Seekers
Org Play #: -7 Level
□ Dataphiles □ Wayfinders □ Replay Used

Faction:
□ Acquisitives □ Exo-Guardians □ Dead?
Character Name:
□ Advocates □ Manifold Host □ Infamy
□ Cognates □ Second Seekers
Org Play #: -7 Level
□ Dataphiles □ Wayfinders □ Replay Used

Faction:
□ Acquisitives □ Exo-Guardians □ Dead?
Character Name:
□ Advocates □ Manifold Host □ Infamy
□ Cognates □ Second Seekers
Org Play #: -7 Level
□ Dataphiles □ Wayfinders □ Replay Used

Faction:
□ Acquisitives □ Exo-Guardians □ Dead?
Character Name:
□ Advocates □ Manifold Host □ Infamy
□ Cognates □ Second Seekers
Org Play #: -7 Level
□ Dataphiles □ Wayfinders □ Replay Used

STARFINDER SOCIETY SCENARIO #6-09


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RIDGEROCK RESCUE

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STARFINDER SOCIETY SCENARIO #6-09


28
Scenario #6-09: Character Chronicle #
Ridgerock Rescue

LEVELS Normal Max Credits

- 1–2 720
Character Name Organized Play # Character # Faction LEVELS Normal

MAX CREDITS
Adventure Summary Out of
1090
Level
You traveled to Vesk-7 to find and contact Ongie, a ysoki on the run from a group you suspected is the Organization.
LEVELS
Unfortunately, Ongie and her friend Baazo believed you were there to harm her. You □ befriended, □ evaded, or Normal

□ defeated Baazo. When you caught up to Ongie, she was under attack by assassins. You □ saved or □ failed to save
3–4 1460
Ongie, and departed Vesk-7 despite an Organization starship barring your escape. Thanks to Ongie, you’ve finally put a
name to your foes: the fanatical Order of Dawning Fate. LEVELS Normal

— —

Boons
Congratulations on completing the adventure! You’ve earned Starfinder Society Achievement Points, a currency that can be
redeemed on our website at [Link] for special character boons. To redeem your Achievement Points, visit our website
at [Link]/organizedplay/myaccount and click on the Boons tab. Note that you must have created a [Link] account Starting XP
and registered a character before you can begin making Achievement Point transactions.

EXPERIENCE
+
Items XP Gained (GM ONLY)

Final XP Total

Starting Credits

Credits Gained (GM ONLY)


CREDITS

Day Job (GM ONLY)

Credits Spent

Reputation/Infamy
=

Total

FOR GM ONLY
For GM Only

EVENT EVENT CODE DATE GM Organized Play #

Chronicle Code: RXT8


For more information about the Starfinder Society Organized Play program, including how to use this Chronicle Sheet, visit [Link]

YEAR OF
SCENARIO: #6-09	
LEVELS: 1–4
SCENARIO: #6-09	
LEVELS: 1–4
RIDGEROCK 
RESCUE
BY CHARLIE BROOKS
FORTUNE’S 
FALL
Paizo Inc.
15902 Woodinville-Redmond Rd 
NE, Unit B.
Woodinville, WA 98072-4572
paizo.com
Author 
Charlie Brooks
Development
ADVENTURE 
BACKGROUND
Always an outspoken proponent of her belief that inventors 
should combine innovation with responsibili
RADASZAM
Radaszam casts a glance over his shoulder and gestures at the 
stars. “It cost us a great deal, but we’ve tracked On
25+: Society surveillance around Kortus IV detected the 
occasional passage of unidentified drones. The Society currently 
op
10+: A local mechanic remembers speaking with someone 
looking to acquire some parts to repair a laser grid. The 
mechanic re
A. RIDGEROCK
What remains of Ridgerock lies approximately a mile and a half 
north of Forget. During the PCs’ journey to Ridg
Ongie keeps the entrance locked and wipes down the keypad 
every time she uses it. PCs can enter the lab by succeeding at a
action to target any one individual in the range indicated around 
the control center. While his robots remain active combata
Each PC who searches for a secret exit or other clues should 
attempt a DC 14 Perception check (DC 16 for levels 3–4). 
If Ba

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