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YEAR OF

REDEMPTION’S RISE
SEASON 5
SCENARIO: 5-04
LEVELS: 9–12

FRAGMENT OF
THE 4TH
BY ISIS WOZNIAKOWSKA
FRAGMENT OF THE 4TH
TABLE OF CONTENTS
AUTHOR
Isis Wozniakowska Adventure � � � � � � � � � � � � � � � � � � � � 3
DEVELOPMENT LEAD Appendix 1: Level 9–10 Encounters � � � � � 20
Jessica Catalan

ADDITIONAL DEVELOPMENT Appendix 2: Level 11–12 Encounters � � � � 23


Linda Zayas-Palmer
Appendix 3: Game Aids � � � � � � � � � � � � 26
EDITING LEAD
Solomon St. John Organized Play � � � � � � � � � � � � � � � � 30
EDITORS
K. Tessa Newton and Solomon St. John GM RESOURCES
Campaign Home Page: starfindersociety.club
COVER ARTIST
Books: Starfinder Core Rulebook, Starfinder Alien Archive (AA), Starfinder Alien Archive 4 (AA4),
Rodrigo Gallo
Starfinder Armory (AR), and Starfinder Galactic Magic (GM)
INTERIOR ARTISTS Maps: Starfinder Flip-Mat: Giant Starship, Starfinder Flip-Tiles: Alien Planet Starter Set, and
Graey Erb, Rodrigo Gallo, Raphael Madureira, and Starfinder Flip-Tiles: Alien Planet Ruins Expansion
Sebastian Rodriguez
Online Resource: Starfinder Reference Document at paizo.com/sfrd
CARTOGRAPHERS
Jason Juta and Damien Mammoliti
SCEnaRiO TaGS
ART DIRECTION AND GRAPHIC DESIGN Scenario tags provide additional information about an adventure’s contents. For more information
Justin Lucas on scenario tags see Chapter 1 of the Guide to Organized Play: Starfinder Society.
DEVELOPMENT MANAGER
Linda Zayas-Palmer FaCTiOn (WayFindERS)
ORGANIZED PLAY COORDINATOR
Alex Speidel nOva
DIRECTOR OF COMMUNITY
Tonya Woldridge STaRShip
DIRECTOR OF GAME DEVELOPMENT
Adam Daigle SUMMaRy
While trawling the Pact Worlds for survivors cast adrift and stranded during the Drift Crisis,
PUBLISHER
the PCs investigate a derelict ship belonging to an ally of the Starfinder Society. After boarding,
Erik Mona
they find evidence that someone had been abducting members of Triune’s clergy. Their mission
to track down and save the abducted Triunites leads them to a Drift beacon under the control of
a murderous being and their followers, all of whom claim to serve a deity intent on merging with
Triune and saving the Drift.

HOW TO PLAY

PLAY TIME: 4–5 HOURS

LEVELS: 9–12

PLAYERS: 3–6

Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
paizo.com
FRAGMENT OF THE 4TH
BY ISIS WOZNIAKOWSKA

ADVENTURE
BACKGROUND
In a single devastating instant, the Drift failed. Most starships Where in the Universe?
in the Drift at the time seemed to vanish, with many becoming
stranded as the Drift’s physics warped and evolved around them.
Other starships were ejected from the Drift, not only dumped
into random places on the Material Plane but also hurled into the
Inner and Outer Planes where Drift technology couldn’t facilitate
their return. Travelers attempting to enter the Drift found it
inaccessible. Communications, usually sped by the Drift, bounced
back to their senders. Many prayed to Triune the All-Code, the
tripartite deity who had granted mortals the knowledge of and
access to the Drift, in search of answers. But Triune gave no reply.
Across the galaxy, other Drift-related phenomena struck
suddenly and seemingly at random. Drift beacons flickered, shut This adventure takes place entirely in Pact Worlds space
down, moved, vanished, or even exploded. Creatures native to the during the Drift Crisis—first on a stranded starship, and
Drift suffered injury, malfunction, and transformation. Portions later on a Drift beacon. For more information on the Pact
of the Drift seemed to flow in reverse: rather than absorbing Worlds, see pages 428–431 of the Starfinder Core Rulebook.
parts of other planes, fractions of the Drift spontaneously seeped For more information on Drift beacons, see pages 150–151 of
into the Material Plane. In some places, this manifested as Starfinder Pact Worlds or page 12 of Starfinder Drift Crisis.
extraplanar detritus; in others, the unstable tech-stuff bonded to For more information on the Drift Crisis, see pages 14–19 of
living creatures. Starfinder Drift Crisis.
This first day of devastation is known as the Drift Crash or,
colloquially, as the Crash. In the weeks that followed, the Drift
gradually began to right itself, resuming some semblance of its To aid them in this heretical endeavor, Fragment has gathered a
past function. Today, Drift travel functions intermittently. Travel growing cult of disillusioned Pact Worlds citizens, each resentful
times are considerably longer, voyages are more hazardous, and and angered with Triune over the hardships and loss they’ve
Drift engines regularly malfunction. The galactic community experienced during the Drift Crisis. These cultists attack Triunite
is fractured. starships and abduct important Triunite clergy they believe may
In the wake of the Drift Crash, a creature awoke drifting in be able to merge Fragment (and thus the 4th) with the Drift and
Pact Worlds space with no knowledge of their past. The creature Triune. To date, they’ve caused dozens of senseless deaths and
was incomplete and bore strange memories—the knowledge that achieved nothing.
there was once a fourth being who attempted to merge with Brigh,
Casandalee, and Epoch to form the All-Code, but was rebuffed. GETTING STARTED
Calling themself Fragment, this being believes this mysterious This adventure takes place during the Drift Crisis, a sudden and
“4th” divinity was required to maintain the Drift’s stability. In devastating event during which the Drift has ceased to function.
denying the 4th, Triune sealed its own fate. Now, Triune is dying, With Drift engines now functioning unreliably, all space travel in
and the Drift with it. After consideration, Fragment decided they this scenario is done via conventional thrusters.
didn’t want Triune to die—they wanted the 4th to merge with the The PCs have spent the past several weeks onboard the
All-Code. Perhaps then, Fragment and the 4th would feel whole. flagship of the Wayfinders faction, the Master of Stars. The PCs
Fragment, who believes themself a divine herald of the 4th, are one of several teams posted on the ship, which is currently
works to reconnect the 4th with Triune. This task would require traveling through Pact Worlds space in search of stranded people
two things: memories of the 4th (which Fragment believes they and starships, keeping an eye out for any planar or material
possess within themself) and a Drift beacon, which would transmit debris that was ejected during the Drift Crisis. During their time
the memories and essence of the 4th to Triune. Unfortunately, on the Master of Stars, the PCs and their fellow Starfinders have
using a Drift beacon was beyond Fragment’s abilities—they would rescued hundreds of survivors, who remain safe onboard the
need powerful Triunites to effect this change. Master of Stars until it returns to Absalom Station. They’ve also

Starfinder Society Scenario 5-04


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Fragment of the 4th

explored dozens of wrecked starships and a few displaced to protect a Drift beacon when we first encountered them. More
planar pockets. The work is dangerous, but in many respects, recently, they helped us track down the Data Scourge’s signal, so
the Starfinders are among those most prepared for the task. The we owe it to them to help in whatever way we can.” PCs who
work is appreciated, worthwhile, and many of the Starfinders played Starfinder Society #4-03: Battle for the Beacon were part of
aboard the vessel consider it something useful they can do to the team that first encountered Accordant-Contemplator-16. PCs
help the citizens of the Pact Worlds during the current chaos. who played Starfinder Society Scenario #4-15: Feuding Faiths were
The adventure begins as the PCs receive a call to meet on the part of the team that met with Accordant-Contemplator-16 at an
bridge from Fitch (CN female ysoki technomancer), leader of interfaith summit and, if they allied with the anacite (as marked
the Wayfinders faction and captain of the Master of Stars. The on their Chronicle Sheets), were responsible for securing their aid
bridge is large, spacious, and brightly lit. Starfinders, science in tracking down the signal.
officers, engineers, and other supplementary crew hurry back If a player asks what the Data Scourge is, inform them
and forth as they perform their duties, operate the scanners, that it was a devastating computer virus that caused broken
and maintain the starship. Fitch stands with her back to the PCs, communications and robotic attacks throughout the Pact
grease-stained and bent over a large machine she’s in the process Worlds; this information is common knowledge for Starfinder
of repairing along with a few engineers. A crowd of ysoki children agents. The Data Scourge was heavily featured in scenarios in
dig through boxes of tools and spare parts, handing select pieces Starfinder Society Year 4: Year of the Data Scourge, beginning
off to Fitch and the engineers. When the PCs approach or speak with Starfinder Society Intro: Year of the Data Scourge.
to Fitch, read or paraphrase the following. What kind of dangers do you expect? “None, hopefully. But
you know how it is out there. Ever since this whole Drift Crisis
“There you are, Starfinders! I hope you’re ready debacle, starships have been lost and wrecked. Several
to head back out there. We’ve found another of our teams have run into all kinds of trouble on other
derelict vessel and—” As the ysoki children rescue missions—scavengers, undead, malfunctioning
lean in to listen, Fitch smirks. “You know the tech, planar threats. Any number of things could have
deal, my dears. Scamper! I need to speak with happened to the Chronicler. Best be prepared for all kinds
the agents privately. Go on.” The ysoki scurry off, of danger. Don’t shoot every little thing that moves,
some dropping tools and spare parts at Fitch’s though—it’s just as likely there are people alive on
feet as they go. that ship who need our assistance.”
“Now, where were we?” Fitch wonders Do you know any more about the ship’s
aloud as she pulls out a cleaning rag to current situation? “I’m afraid the Chronicler is
wipe off her greasy hands. “The vessel! too far away for us to get a decent scan from
Right! I have an important mission our position. All we know is that it’s drifting
for you. Another immobile starship freely in space and seems inoperable. It’s
appeared on our sensors. Scans show your job to figure out the details.”
it’s the Chronicler, a starship belonging Is the Drift Crisis Triune’s fault?
to an ally of the Starfinder Society named “Well, that’s a heavy question! What
Accordant-Contemplator-16. They’re a am I, a precog? Look, I know the
member of Triune’s clergy.” galaxy is hurting and many folks
“Go to the Chronicler, find out if blame Triune and its followers for the Drift
Accordant-Contemplator-16 and the crew are Crisis. Truth is, no one knows what’s going
all right, and do whatever you can to help. on, and anyone telling you otherwise is
Remember: you’re some of our best agents. I selling lies. Finding answers and laying
trust you to make good decisions and prove blame isn’t our mission. We’re out
that the Starfinder Society takes care of its here to help our neighbors get out
friends. Got it?” of a tight spot. Those Triunites are in
need, so you’re going in. Got it?”
Fitch answers any questions the PCs ask. The PCs can purchase gear
Some likely questions and their answers and supplies from the ship’s
are below. quartermaster, if desired. When
Who is Accordant-Contemplator-16? the PCs are ready to proceed,
“Accordant-Contemplator-16 is an they must select a starship of their
anacite priest of Triune that we’ve Fitch choice from the hangar bay (likely the
allied with in the past. They were trying Azata, Drake, or Pegasus) and depart,

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Fragment of the 4th

making their way to the Chronicler. Fitch and the Master of Stars 25+: Rumors indicate the Drift is currently functioning
continue their journey, trusting the PCs to catch up later. intermittently, but that it’s incredibly dangerous; travel times
have increased drastically, Drift engines malfunction and break,
CULTURE (RECALL KNOWLEDGE) the denizens of the Drift are behaving violently, and storms and
OR DIPLOMACY (GATHER other strange anomalies make even the Drift itself hazardous.
INFORMATION) Though a few scant weeks have passed since the Drift initially
Based on the result of a Culture check to recall knowledge or failed, numerous corporations, governments, and scientists have
a Diplomacy check to gather information, the PCs might know turned their attention to either repairing the Drift or finding a
more about the Drift Crisis. They learn all of the information with new method of affordable faster-than-light travel.
a DC equal to or less than the result of their check. 30+: The moment the Drift failed is known as the Drift Crash, or
10+: The Drift Crisis is a galaxy-spanning disaster, wherein the the Crash for short. During the Crash, starships, creatures, planar
Drift suddenly stopped working. Everyone in the Drift at the time matter, and the Drift’s own essence were ejected from the Drift,
was lost—most are presumed to be dead or to have been ejected coming to land in random locations on the Material Plane or the
to a random location in existence. Drift engines have overloaded other planes of existence. The effects of these planar collisions
and ceased functioning. Communications, usually sped by the and seepages are not yet known.
Drift, have likewise failed. Most people know someone dead,
dying, or lost because of the Drift Crisis. A. CHRONICLER
15+: Refugees are making their way to Absalom Station. While The Chronicler is a sleek purple shuttle full of high-end systems and
this influx has yet to strain the station’s resources, it’s certain that cutting-edge technology. The starship is damaged and was clearly
both supplies and space will soon become scarce. Some citizens engaged in a starship battle recently, likely on the losing side. A PC
of Absalom Station petition to close the station to outsiders, that succeeds at a DC 20 Computers check to scan the Chronicler
while others look for ways to expand the Station’s capacity. The with their starship’s computers determines that there are five life
galactic community that the Drift facilitated is in shambles, with signs aboard (or four if the adventure is scaled down for a party of
each system left isolated. While the Pact Worlds will endure, for four PCs), life support and artificial gravity remain operable, and
many colonies, space stations, and systems, this isolation could that the engine and communications array aren’t functioning. If the
be a death sentence. PCs attempt to hail the Chronicler, they receive no response.
20+: No one knows what caused the Drift Crisis, but most Yesterday, cultists who serve “the Fragment” arrived to
citizens of the Pact Worlds blame Triune and its clergy. While kidnap Accordant-Contemplator-16 as part of their plan to use
the Church of Triune is facing harsh words, protests, sanctions, Triunite priests to connect the 4th with the Drift. They disabled
governmental meddling, and widespread demands that they “fix the Chronicler during a starship battle and boarded, continuing
the Drift,” it’s the average Triunite who suffers most. In addition the fight in the Chronicler’s corridors. After the cultists achieved
to the doubt and helplessness many Triunites feel, they’re often victory, they gathered the remaining crew on the bridge,
treated with suspicion, aggression, and violence from their wider offering them salvation in exchange for joining their cause;
communities. With no clear place to vent their anger, many Pact those who refused were killed. Ultimately, they killed all but
Worlds citizens place their blame on the Triunites nearest to Accordant-Contemplator-16, who they brought to a nearby Drift
them. It’s said that Triune no longer answers the prayers of even beacon that Fragment and the cult of the 4th are using as their
its most devoted clergy. base of operations.

Master of Stars

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Fragment of the 4th

A. CHRONICLER

A1
A6

A3 A4 A3 A5

A2

A3 A9 A3

A8

A7 A10 A10

A12 A11
A12

1 SQUARE = 5 FEET STARFINDER FLIP-MAT: GIANT STARSHIP

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Fragment of the 4th

When the PCs board the Chronicler, they do so through the A4. ACOLYTE ROOM
cargo bay airlock. The Chronicler’s interior has normal light, Like area A3, this bedroom has been searched by the cultists. A
and the ceilings are 20 feet high throughout. The cargo bay is shelf above the bed looks untouched; it holds miniature figurines
unoccupied and empty, as the cargo was stolen by the cultists. for a tabletop strategy game and a box with over a dozen different
A PC that succeeds at a DC 22 Perception check (DC 24 for colors of small dice.
levels 11–12) notices signs that a battle occurred in this area: Treasure: Among the plastic miniatures is a titanium
dried blood splatter and electricity and laser burns. Stairs lead hashukayak figurine of wondrous power (Starfinder Galactic
up to area A1 on the main deck. All doors on the Chronicler are Magic 49), which the cultists mistook for a mundane figurine. For
closed and unlocked unless otherwise noted. levels 11–12, this miniature is instead a diamond laser wolf figurine
A few cultists stayed behind to repair the Chronicler, which of wondrous power (Galactic Magic 49).
they intend to add to their growing fleet of stolen vessels.
These cultists expect more of their fellows to rejoin them in a A5. NAINIIMII’S QUARTERS
few days. They’re unaware that a single survivor remains on Like area A3, this bedroom has been searched by the cultists.
the Chronicler, using the ventilation and maintenance systems Tiny trinkets line the shelves, each crafted from mechanical
to stay out of sight since the attack. This survivor, Nainiimii components in the rough shape of animals and other creatures.
(NG female kiirinta AA4) has been spying on the cultists when Gaps on the shelves mark where missing trinkets once sat.
possible and aims to secretly send out a distress signal after A PC that succeeds at a DC 20 Perception check (DC 22 for
the communications array is repaired. levels 11–12) notices the vent cover near the ceiling is loose. A PC
When the PCs board the Chronicler, Nainiimii isn’t that can fly or otherwise can reach the vent 20 feet in the air can
immediately aware of their presence, as she’s eavesdropping remove the vent cover. The vents are compact; a Tiny creature
on an argument between the cultists on the bridge (area A11) can fit inside and a Small creature can squeeze inside. Medium
and tends not to travel too far through the vents while the and larger creatures can’t fit into the ventilation system. Using
cultists are awake and active. these vents, a creature can reach any room on the Chronicler,
Use the map on page 6 for the Chronicler. although moving through them is slow and the vents creak loudly
when touched; anyone who puts their weight on the bottom of the
A1. LOUNGE vents rather than flying through them is likely to draw attention.
Tables and chairs in adjustable sizes line this small kitchen and Since leaving her isolated home world of Stabrisis–14, Nainiimii
dining area. Dishes and plates are scattered around, with a few has been fascinated by the diverse life forms she’s encountered.
still holding half-eaten meals at least a day old. A pot of coffee on She crafted the trinkets here in the images of creatures she’d
the counter is freshly brewed, indicating there may still be people seen that caught her fancy. When the cultists boarded the
occupying the ship despite its abandoned state. The stairs lead Chronicler, Nainiimii entered the ventilation system through the
down to the cargo bay, and the small door that leads to area A6 is vent in this room and has returned a few times to retrieve more
labelled “bathroom” in Common. of her trinkets.
Several of the starship’s crew members were eating here when
the cultists attacked, causing them to abandon their meals and A6. BATHROOM
rush to battle stations. Although the remaining cultists have yet The bathroom consists of a well-maintained row of stalls and a
to clean up, they’ve brewed a fresh pot of coffee. communal shower area. The showers are damp and were used
Treasure: A PC that searches through the cupboards finds two today, indicating there might still be people occupying the ship
mk 3 serums of healing. despite its abandoned state.

A2. MAIN HALL A7. PILOT’S QUARTERS


When the Chronicler was boarded, several crew members tried to Like area A3, this bedroom has been searched by the cultists.
hold off the cultists in this hall. The walls are marred by electrical Treasure: A PC that succeeds at a DC 25 Perception check finds
and laser burns and blood spatter. a hidden compartment in the top dresser drawer that contains an
elite semi-auto pistol and a clarity scope (Starfinder Armory 60)
A3. CREW ROOMS the cultists failed to find.
The rooms belonged to members of the Chronicler’s crew. Each
contains a religious symbol of Triune and various personal A8. CAPTAIN’S QUARTERS (CR 10
effects, including holographic images of family and friends on OR CR 12)
the desks or walls, clothing, and assorted knickknacks. The This room is locked with an electronic keypad. A PC that succeeds
rooms are messy, as they’ve been stripped of valuables by the at a DC 27 Computers check to hack system can bypass the lock,
cultists onboard. while a PC that succeeds at a DC 26 Engineering check to disable

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Fragment of the 4th

device can disable the lock. Alternatively, a PC that succeeds A9. OFFICER’S QUARTERS
at a DC 25 Athletics check can force the door open. These DCs The battle for control of the Chronicler continued in this bedroom,
increase by 3 for levels 11–12. Opening the door triggers the trap, where the chief mate killed one of the boarding cultists before
as noted below. being killed in turn. The interior of the room is destroyed, with
This room belongs to Accordant-Contemplator-16. Currently, only charred and bullet-riddled furniture remaining. While the
it serves as a storage room for the gear and equipment the cultists dragged the chief mate’s body out of this room, stripped
cultists have scavenged from the Chronicler. Before leaving to them of equipment, and dumped their body in area A10 alongside
bring Accordant-Contemplator-16 to the Drift beacon, the cultists the other dead Triunites, they left the body of their companion in
locked the gear inside this room to ensure it would be properly this room, believing it was better for Fragment or their primary
distributed later and those staying behind would not simply claim followers to decide what should be done with a “fallen hero.”
all the gear for themselves. Treasure: The dead cultist is a lashunta wearing advanced
Trap: One of Fragment’s highest-ranking followers placed a lashunta tempweave and wielding an aurora shock pad (Armory
nasty shock trap on the door to further keep the others from 48) and a pilot handcoil (Armory 45). They wear a prominent
claiming the items for themselves. When the door is opened, the religious symbol around their neck, depicting the symbol of the
trap triggers, emitting a blaring alarm and electrocuting anyone 4th. While none of the PCs have ever seen the symbol before,
within 10 feet of the door. The cultists aboard the Chronicler they can attempt a DC 27 Mysticism check to recognize the
haven’t been told of this trap, but they know their superior placed symbol as a religious symbol inspired by that of Triune, except
all the valuables here to keep them safe and suspect the room that this symbol places a strong emphasis on the number four. A
might be dangerous. follower of Triune gains a +4 circumstance bonus to this check.

LEVELS 9–10 (CR 10)

FAIR SHARE TRAP


Type technological; Perception DC 35; Disable Computers
DC 30 (bypass the sensor) or Engineering DC 30 (disable
the trigger)
Trigger touch; Reset none
Effect electric burst (10d12 electricity damage) plus blaring
alarm for 30 seconds; Reflex DC 19 half; multiple targets (all
targets within 10-ft. radius)

LEVELS 11–12 (CR 12)

FAIR SHARE TRAP


Type technological; Perception DC 38; Disable Computers
DC 33 (bypass the sensor) or Engineering DC 33 (disable
the trigger)
Trigger touch; Reset none
Effect electric burst (12d12+5 electricity damage) plus blaring
alarm for 30 seconds; Reflex DC 21 half; multiple targets
(all targets within 10-ft. radius)

Development: If the trap triggers, it draws the attention of


the cultists in area A11; one Fragment defender opens the door
4th Symbol
to the hall on the following round, triggering the battle from
that location.
Treasure: The stolen gear in this room includes four mk
3 shock grenades, a staff of mystic healing topped with the
religious symbol of Triune, an impact scattergun, regimental
dress II (Starfinder Armory 71) with a mk 1 magic resistor installed
(Armory 84), a mk 4 grenade scrambler (Armory 106), and an elite
deckhand drone (Armory 101) that is currently powered down.

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Fragment of the 4th

A10. MASS GRAVE Development: If the PCs question any of the cultists, the
Each of these bedrooms have been filled with the corpses of the crew cultists refuse to reveal important information about Fragment
of the Chronicler. The bodies have been stripped of their valuables or the whereabouts of Accordant-Contemplator-16. Instead, they
and equipment but still wear their uniforms, each marked with the continuously hail insults on Triune for its failings, and claim
religious symbol of Triune, their name, and the starship’s name. Many Fragment will save Triune by reuniting it with its missing piece.
have their hands bound, making it obvious they were executed. A A PC that searches the cultists finds a datapad that contains a
PC that succeeds at a DC 20 Medicine check determines the bound set of coordinates marked as a Drift beacon. Tracking information
corpses were killed by a fatal cut with a slashing weapon, while the from the datapad shows they’ve travelled to and from these
remainder died from electrical shock and laser blasts sustained during coordinates repeatedly in the last few weeks. Their messaging
battle. Several of these people are depicted in the holographic images application contains numerous conversations between them and
seen in other rooms in the ship, confirming that these are members of their fellows, all lamenting losses they’ve suffered during the
the crew. Accordant-Contemplator-16 is not among the dead. Crash, blaming Triune for the Drift Crisis, and cheering the rise of
Fragment, a being they believe can complete Triune by merging it
A11. BRIDGE (CR 12 OR CR 14) with the 4th, thus saving Triune’s life and repairing the Drift. There
is no evidence in the conversation logs that indicates any basis
The bridge is a bloodied mess of computers, chairs, and viewscreens to the beliefs of these cultists. The most recent message received
that flicker in disrepair. The piloting station looks completely
inoperable, and the main viewscreen flashes warning messages
denoting the Chronicler’s numerous wrecked starship systems.

The closed doors to area A12 are labeled “storage” in Common.


Creatures: The remaining cultists aboard the Chronicler are on
the bridge, arguing over a ship roster they discovered that lists
one crew member on staff unaccounted for among the corpses—a
kiirinta. When the PCs enter, these cultists attack the PCs, shouting
an ultimatum: surrender and serve the 4th or die. Each wears a
prominent religious symbol of the 4th, as detailed in area A9.
The converted Triunites prefer to stay back, casting support
spells on their Fragment defender allies when not threatened and
using their damaging spells to help destroy the PCs from afar. The
Fragment defenders fight in melee and protect their spellcaster
allies when possible. The group fights as a cohesive unit and
targets worshippers of Triune first, having resolved to destroy all
those who refuse to see Triune’s failings. They fight to the death.

LEVELS 9–10 (CR 12)

CONVERTED TRIUNITES (2) CR 8


Page 20, art on page 26

FRAGMENT DEFENDERS (2) CR 8


Page 20

LEVELS 11–12 (CR 14)

CONVERTED TRIUNITES (2) CR 10


Page 23, art on page 26

FRAGMENT DEFENDERS (2) CR 10


Page 23
Converted Triunite

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Fragment of the 4th

indicates the sender has “used the priest to access the first Nainiimii’s antennae droop and she releases a shrill keening.
terminal; reconfiguration underway; power absorption to begin After a few moments, she refocuses. “But you’re here now! The
thereafter.” The PCs can use the coordinates from this datapad great, civil-war-preventing heroes—the Starfinders! Please, you
to reach the Drift beacon where Accordant-Contemplator-16 must save Accordant-Contemplator-16 from the clutches of those
was taken. horrible people! I’m sure there must be some way to track them
Finally, a PC that succeeds at a DC 27 Computers check (DC 30 down using the things these ones have! I’ll help however I can.”
for levels 11–12) on the datapad discovers a passcode in a hidden
file. While this passcode’s purpose is unclear to the PCs, it is What else can you tell us about these people? “They attacked
useful during Event 1. us out of nowhere, flying in a Triunite vessel. I think they seized
Nainiimii: After the battle, Nainiimii pushes open a that starship the same way they did the Chronicler and used
maintenance vent and flutters down to meet the PCs and thank it to sneak up on us! They took Accordant-Contemplator-16
them for the timely rescue. Read or paraphrase the following. to see someone called “Fragment.” It sounded like that’s their
leader. Fragment wants to use Accordant-Contemplator-16 to
“Starfinders! Oh, thank goodness. I’m in desperate need of real harness a Drift beacon and use it to upload something into the
heroes! Thank you for saving me from these horrible murderers. Drift. From what I overheard of their conversations, kidnapping
I’ve been hiding in the vents since they arrived. My name is Accordant-Contemplator-16 was the purpose of their attack on the
Nainiimii, and I’m an acolyte for the church of Triune serving Chronicler.”
under Accordant-Contemplator-16. I was doing maintenance What did this group want from you and the other acolytes?
work on the engines when we were attacked. I tried to keep the “From us? Not much. They weren’t making any sense. They said
Chronicler running but...” Triune was never meant to be a trinity, but a quaternary; that
Nainiimii looks down, her face suddenly mournful. “The fight Triune had snubbed some fourth divinity and ascended without
was over quick, and then we were boarded. I was too scared to them. That’s who they worship: the supposed fourth. It’s all
come out of hiding, but I could hear the battle. These people, nonsense, of course. Isn’t it? It must be! I’ve never heard of any
they claimed we were worshipping an “incomplete god” and said fourth aspect of Triune. Anyway, they’re trying to
Triune was to blame for the Drift Crisis. They tried to get my “complete” Triune by forcing it to merge with the
friends to join them in worshipping something called the 4th, 4th. I think they hope it will stop the Drift Crisis
but my friends refused. They took Accordant-Contemplator-16 or something. They tried to get some of my fellow
and killed everyone else.” acolytes to give up faith in Triune and join their cult,
but my friends refused. I guess the intruders didn’t like
that. They executed all of the acolytes on the spot. All
except Accordant-Contemplator-16, anyway.” Nainiimii
sighs heavily. “Look, I don’t know who this “4th” is, or if
they even exist at all, but I do know the people who came
here need to be stopped. They killed my friends—people
who weren’t even doing anything wrong—and they’re trying
to hurt Triune. That’s just… horrible!”
How did you avoid being caught? “I’ve been hiding in the
maintenance and ventilation systems since they boarded us. It
connects most of the ship. I used them to gather supplies from
the lounge and my old room when the intruders were being noisy
in the bridge or the storage rooms. I’m small and I’m quiet; they
never caught me. But I don’t think I would’ve lasted much longer
without you. When you arrived, they were arguing about the
ship roster. They found my name on it and realized I wasn’t dead.
Thank you.”
What civil war? Why do you think we’re heroes? What are you
talking about? “Oh, how exciting! I get to tell a Starfinder a tale
about their own kind! See, I’m a kiirinta! A few years ago, advanced
technology that my people had never seen before fell from the
sky! It was a big box of weapons marked with the symbol of the
Nainiimii Starfinder Society—which we naturally believed was the religious
symbol of some unknown god. My people argued over what god

Starfinder Society Scenario 5-04


10
Fragment of the 4th

had sent us such a destructive gift, and whether we should use two nested spheres that rotate independently of one another; the
the sky technology. Words spoken in anger gave rise to violence. inner sphere is covered in colorful crystals, like the interior of a
My people were divided and on the brink of civil war. Then, you geode, while the exterior sphere is broken into pieces that move
came to us: the Starfinder Society. You prevented civil war, saved and orbit around the inner sphere in a complex pattern, each a
my people, and showed us who was to blame for dropping your landmass covered in verdant jungle. The Drift beacon emanates
weapons upon our world. What’s more, your leaders ensured we powerful magical energy.
were guided carefully into the galactic community, and that our The PCs have little time to investigate further, as the Drift
world remained protected. That’s why I know I can trust you; beacon’s automated defenses activate, immediately triggering
you’re heroes! Thank you for saving me. Twice.” PCs who played blaring alarms and flashing lights on the PCs’ starship, which
Starfinder Society Scenario #2-08: Sangoro’s Gifts were part of the should serve to draw the PCs to their stations. The PCs must
group of heroes that Nainiimii references here; if any PCs reveal navigate past the Drift beacon’s defenses to reach the Drift beacon.
their connection to those events, Nainiimii chirps with surprise and The encounter is divided into five challenges, each of which
excitement and asks for their autographs. requires the PCs to attempt various types of skill checks as
How did you end up with the church of Triune? “Technology listed in the corresponding section. PCs can substitute relevant
is very new to my people. Most kiirintas are hunter-gatherers Profession skill checks for the listed checks. The listed DCs are
and have little experience with advanced technology. So, when for levels 9–10; increase all the listed DCs by 2 for levels 11–12. If
technological weapons fell into our hands, I was fascinated Nainiimii is present, she was in the middle of running an “invasive
and wanted to learn more about them. I started asking a lot of diagnostics test” to see how she can optimize the PCs’ starship
questions, and it turns out I found many of the answers I was systems. This further increases the listed DCs by 1 for all levels.
looking for in Triune and its followers.” Before attempting these skill checks, the PCs must decide how
to divide their efforts between the various checks noted in each
A12. STORAGE challenge. If the PCs as a group meet the conditions listed in the
These storage rooms hold sundry supplies, such as food, drink, Success section of a challenge, they overcome that challenge without
emergency rations, bedding, linens, furniture, tools, and spare incident. Otherwise, they experience the Failure effect listed. For
parts. Among these supplies are religious paraphernalia, including groups of four PCs, reduce the number of checks required to receive
Triunite robes, iconography, figurines, ceremonial tools, and other the success condition; at least one PC must succeed at the specific
supplies that are significant to the Church of Triune. If the PCs skill check the challenge requires, but only one other PC needs to
bring these items back to the Master of Stars, Fitch sees the succeed at the other attempted skill check. Regardless of successes
objects returned to the church. and failures, the PCs progress to the next challenge. Successes
represent how safely the PCs navigate their way past an obstacle. If
LEAVING THE CHRONICLER the PCs fail too many challenges, they’re forced to land far off course.
When the PCs have finished exploring the Chronicler, rescued
Nainiimii, and discovered the coordinates to the Drift beacon, they
can return to their ship and leave the Chronicler behind. At this
point, they have a choice to make: they can drop Nainiimii off at
the Master of Stars, a detour that costs the PCs one additional
day of travel, or they can bring Nainiimii with them to rescue
Accordant-Contemplator-16, which could put Nainiimii in danger. If
the PCs drop Nainiimii off at the Master of Stars, she remains safe
but won’t be able to assist them with the Drift beacon technology. If
the PCs bring Nainiimii with them, she’s nervous about the dangers
they are flying into. She spends most of her time fiddling with her
hand-crafted figurines, but she can help the PCs with the Drift
beacon technology. Nainiimii’s presence makes Event 1 slightly
more difficult but makes the encounter in area B slightly easier.

EVENT 1: APPROACHING THE


DRIFT BEACON
Travelling to the coordinates noted in the cultists’ datapad takes 1
day using standard thrusters, or 2 days if the PCs backtracked to
drop off Nainiimii on the Master of Stars. The Drift beacon looks Geodic Drift Beacon
like a small planetoid a few miles in diameter. It’s composed of

Starfinder Society Scenario 5-04


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Fragment of the 4th

Passcode: Immediately before the first challenge, the PCs are Success: The PCs succeed as group if at least one Computers
prompted to enter a passcode to approach the Drift beacon. If the check is successful and at least two other PCs succeeded at their
PCs enter the passcode from the cultist’s datapad, they bypass attempted skill checks.
Challenge 1 completely. Unfortunately, each challenge requires Failure: If the PCs fail, the hull gets pummeled by debris,
its own unique passcode, and the PCs only possess the one. The causing damage to the ship’s sensors and scanners. The PCs take
PCs are prompted to enter a second passcode, which they don’t a –2 penalty to all Computers checks for the rest of this event.
possess. At this point, the Drift beacon’s automated defenses
trigger; begin with Challenge 2. Challenge 4: Atmospheric Interference
The starship enters the Drift beacon’s atmospheric field. This
Challenge 1: Mystical Repulsion Field sudden and unexpected atmospheric pressure knocks out
A magical repulsion field attempts to repel the starship, causing the starship’s shields, causing the starship to flare up in the
intense turbulence and knocking the starship off course. atmosphere.
Checks: At least one PC must attempt a DC 28 Piloting Checks: At least one PC must attempt a DC 28 Engineering
check to keep their ship from spiraling out of control, while check to divert power to the shields and protect the starship from
the other PCs each must attempt a DC 25 Computers check the atmospheric heat, while the other PCs each must attempt
to detect the weakest area of the repulsion field, a DC 26 a DC 25 Computers check to calculate the safest trajectory to
Mysticism check to briefly interrupt the repulsion field, or a descend, a DC 27 Physical Science check to analyze the molecular
DC 26 Physical Science check to calculate the strength and composition of the atmosphere and how best to withstand it, or a
direction of the turbulence. DC 26 Survival check to predict what areas of the biosphere have
Success: The PCs succeed as group if at least one Piloting the calmest weather patterns to fly through.
check is successful and at least two other PCs succeeded at their Success: The PCs succeed as group if at least one Engineering
attempted skill checks. check is successful and at least two other PCs succeeded at their
Failure: If the PCs fail, the engine overloads while overcoming attempted skill checks.
the repulsion field. The PCs take a –2 penalty to all Piloting checks Failure: If the PCs fail, the shields fail and the damage burns
for the rest of this event. through to damage the ship’s sensors. The PCs take a –2 penalty
to all Life Science and Survival checks to locate a safe landing site
Challenge 2: Automated Defenses during the final challenge.
The Drift beacon’s automated defenses launch massive crystalline
projectiles at the PCs’ starship. Challenge 5: Electronic Interference
Checks: At least one PC must attempt a DC 28 Piloting check The starship is engulfed in a magic electrical storm that interferes
to maneuver out of the way of the incoming projectiles, while the with its navigational systems. The PCs must work quickly to
other PCs each must attempt a DC 26 gunnery check to shatter avoid crash landing on the surface.
some of the projectiles into tiny pieces, a DC 26 Perception check Checks: At least one PC must attempt a DC 28 Piloting check
to point out incoming projectiles to the pilot, or a DC 25 Sleight of to land safely, while the other PCs must each attempt a DC 25
Hand check to course-correct on the fly. Athletics check to brace the landing gears, a DC 28 Life Science
Success: The PCs succeed as group if at least one Piloting check to identify locations where the local flora can cushion the
check is successful and at least two other PCs succeeded at their starship’s descent, or a DC 26 Survival check to locate a safe spot
attempted skill checks. for an emergency landing.
Failure: If the PCs fail, several projectiles collide with the ship, Success: The PCs succeed as group if at least one Piloting
causing damage to the starship’s weapons. The PCs take a –2 check is successful and at least two other PCs succeeded at their
penalty to all gunnery checks for the rest of this event. attempted skill checks.
Failure: If the PCs fail, the starship crashes on the surface of
Challenge 3: Debris Field the Drift beacon, dealing 6d6 bludgeoning damage to each PC
A debris field composed of other devices destroyed by the (DC 22 Reflex half).
automated defenses blocks the way to the Drift beacon.
Checks: At least one PC must attempt a DC 28 Computers Development: Regardless of successes or failures, the PCs
check to rapidly rebalance the shields to best protect the land on the Drift beacon and can continue their mission to
starship from debris, while the other PCs each must attempt recover Accordant-Contemplator-16 by advancing on the cultists’
a DC 26 gunnery check to blast the debris away, a DC 25 location (see area B for more information). The number of failures,
Perception check to identify the least-dense areas of the debris however, determines the state of their starship when they arrive.
field, or a DC 26 Piloting check to plot a safe course through 2 or fewer failures: The starship lands successfully with no
the debris field. lasting harm. The PCs can pilot and land their starship near their

Starfinder Society Scenario 5-04


12
Fragment of the 4th

destination, leaving them a short, 20-minute walk. The ritual PCs that scan the Drift beacon for energy readings find the
(see area C) has not yet begun when the PCs arrive. entire Drift beacon emanates overwhelming magical energy.
3 or more failures: The starship is heavily damaged and can’t However, some of this energy is different than the rest and is
be used again safely until the PCs spend several days repairing fluctuating dangerously. These anomalies are locations where
it. The PCs must walk to their destination. Each PC must Fragment’s followers have hijacked control of the Drift beacon’s
succeed at a DC 21 Fortitude save (DC 23 for levels 11–12) or be components. The nearer of these anomalies is area B, and the
fatigued by the hours of overland travel. If the PCs possess a farther is area C.
vehicle or other means of comfortable travel, they automatically Although the PCs may not know what Fragment and the
succeed at this saving throw. Furthermore, the ritual (see area cultists are up to, they should determine that if the people who
C) is already underway when the PCs arrive (this result is not kidnapped Accordant-Contemplator-16 made it to this Drift
affected by any means of fast travel the PCs possess). beacon, they are the most likely the humanoid life forms and the
cause of the anomalies. If the PCs’ starship remains operable, the
GEODIC DRIFT BEACON PCs can pilot it across the Drift beacon, landing a 20-minute walk
Many Drift beacons were manufactured by Triunites working from the anomalies. If the PCs’ starship is damaged, they must
in Alluvion, Triune’s realm within the Drift, or by Triune itself. walk from their initial landing zone, as noted in Development on
However, just as many are unique locations of unknown origin page 12. In either case, proceed to area B.
that are at least partly magical in nature rather than purely As the PCs travel, play up this strange magical jungle
technological. The geodic Drift beacon is a complex hybrid ecosystem with odd sights and sounds, such as birds flying in
beacon spontaneously created by an unknown power. Its inner a complex pattern, monkeys whose shrieks sounds suspiciously
crystal core is a massive magical battery that causes the land like a string of 0s and 1s, flowers with tiny computer code written
masses that orbit it to move in complex patterns. These moving on their petals, a sudden change in direction of the landmass the
land masses act as the components of a technological object, PCs are walking across, and gaps in the earth that reveal the
while the growth of the life forms on the Drift beacon act as Drift beacon’s crystal core for a moment before others pieces of
the beacon’s code. Together‚ they produce a fully functioning land move into position and form a path forward.
Drift beacon, run on magic, motion, and life itself. Fragment
and their followers have disrupted this cycle in their efforts B. CRYSTAL TERMINAL (CR
to upload Fragment into the Drift. If Fragment’s modifications 10 OR CR 12)
aren’t corrected, this Drift beacon will eventually, and As the PCs approach the site of the first anomaly, signs of the
catastrophically, malfunction. Drift beacon’s degradation become apparent in the ecosystem.
The Drift beacon has standard gravity, standard atmosphere, Animals are uncoordinated and crash into each other or other
and normal light. In areas where the crystal core is visible, the objects, insects freeze mid-flight or fly in reverse, animals look
light level is bright instead. The air smells of flowers, moss, concerned at the sound of their own calls, plants are partially
and damp earth, and the sounds of chirping, screeching, and crystallized or withered, and the environmental soundscape
buzzing fauna are audible everywhere. A PC that succeeds at is discordant and jarring. It should be clear that something is
a DC 22 Computers check, Culture check, Life Science check, wrong in this region.
Profession (composer, musician, singer) check, or another Fragment’s previous attempt to upload themself to the
relevant Profession check notices that the sounds of the Drift was an explosive failure. The crystal terminal they used
animals and the rustling of the leaves all sound unnaturally in their ritual exploded, shattering into three shards which
harmonious, like a song performed by the collective life forms landed throughout this clearing, as noted on the map on page
on the Drift beacon, and certainly not a natural occurrence. A 14 and under Hazards. The Triunite priest that Fragment used
PC that surpasses this DC by 5 or more additionally realizes as a conduit to connect with the Drift beacon (a shirren named
the life forms on the Drift beacon are likely all an important Kzorik) was killed, as were three of Fragment’s cultists. With
piece of the Drift beacon’s function, like code within the Drift this terminal destroyed, Fragment relocated the site of their
beacon’s operating system. next ritual, which uses Accordant-Contemplator-16 as a conduit,
Once the PCs have landed, regardless of how intact their to another nearby core access hub (area C). The ruined crystal
starship is, they can use its computers to scan the Drift beacon. terminal and its three shards are dangerous; they pulse with light
PCs that scan the Drift beacon for life forms discover the and harmful energy, as noted under Hazards. After witnessing
beacon is lush with life, containing thousands of flora and fauna Fragment’s failure and noting that the crystal shattered not into
and a fully formed jungle ecology. However, very few creatures four pieces, but three, two of Fragments followers have begun
on the Drift beacon are the size of a person. The humanoid life to doubt Fragment’s claims and the existence of the 4th. These
forms are clumped in a specific region—this is base of operations wavering cultists are further detailed under Creatures. Use the
of Fragment and their followers (area C). map on page 14 for this encounter.

Starfinder Society Scenario 5-04


13
Fragment of the 4th

B. CRYSTAL TERMINAL
C

C T C

PCS START HERE

T = TERMINAL
C = CRYSTAL SHARD
1 SQUARE = 5 FEET STARFINDER FLIP-TILES: ALIEN PLANET RUINS EXPANSION

Starfinder Society Scenario 5-04


14
Fragment of the 4th

When the PCs enter this area, read or paraphrase the following. regardless of how many crystals they remain near. A PC that fails
their saving throw against one of these effects additionally drops
The base of a shattered crystal pillar pulses with light and emits any crystal shards they’re carrying.
a discordant thrum in the center of this jungle ruin. The pillar’s On the first round, circuitry inside the crystals glows bright
three fragments, each 4 to 5 feet in size, are scattered at the white; incomprehensible code floods the minds of all creatures in
ruins’ fringes, pulsing in time with the base. One shard rests on the area, dealing 5d6 damage (DC 20 Will save for half damage).
an overgrown stone path, another has sunk to the bottom of a For levels 11–12, this deals 7d6 damage (DC 22 Will save for half
10-foot-deep pool, and the final shard is tangled in the boughs damage). Mindless creatures are immune to this damage.
of a tree. On the second round, the crystals emit a discordant thrum,
dealing 5d6 sonic damage to all creatures in the area (DC 20
Although the stone path is overgrown, it doesn’t hinder Reflex half). For levels 11–12, this deals 7d6 sonic damage (DC
movement. All areas off the stone path are difficult terrain. The 22 Reflex half).
trees in this area are 30 feet tall (DC 17 Athletics check to climb). On the third round, circuitry inside the crystals goes dark;
A PC that succeeds at a DC 22 Computers check or a DC gravity shifts around the shard in an effort to reconnect it with
20 Mysticism check to recall knowledge (DC 24 and DC 22, the crystal terminal, crushing all creatures in the area. This deals
respectively, for levels 11–12) recognize the crystal pillar as an 5d6 bludgeoning damage (DC 18 Fortitude half). On a failed save,
access terminal to the Drift beacon, which has been recently creatures are additionally knocked prone. For levels 11–12, this
destroyed and is incredibly volatile. If not repaired, it will cause deals 7d6 bludgeoning damage (DC 20 Fortitude half).
permanent damage to the Drift beacon. On a failure, the PC still When all three crystal shards are successfully reattached to
determines that pulsing crystal is important and should probably the crystal terminal, these harmful effects cease immediately.
be fixed. Creatures: On the north side of the shattered crystal terminal
To prevent further degradation to the Drift beacon, the PCs are two cultists of the 4th, Oderil (N male android mystic) and
can reassemble the shattered crystal terminal. When a shard is Tri-Vector (NE agender android mystic), both of whom once
touched to the base and successfully reattached (see Hazards), worshipped Triune and both of whom lost a loved one in the Drift
it fuses with the base. When fully reassembled, the crystal Crash. When Oderil and Tri-Vector called out to Triune for guidance
terminal is 10 feet wide and 10 feet tall and glows with a pleasant and comfort, they were met with silence. Their superiors in the
yellow light. Note that repairing this terminal isn’t mandatory, church had no answers for them. Feeling that Triune abandoned
but it does affect the PCs’ secondary success conditions and the them, the androids left the All-Code’s service. Weeks ago, when
mission’s reporting conditions. Fragment’s followers attacked their starship to capture the
Hazards: To fix the crystal terminal, each of the three crystal Triunite priest Kzorik, Oderil and Tri-Vector were among the first
shards must be touched to the crystal terminal and reattached. of their crew to willingly convert to the worship of the 4th. But
A PC can reattach a crystal shard to the terminal by succeeding after witnessing the death of Kzorik and the destruction of this
at a DC 28 Mysticism check (DC 31 for levels 11–12) to realign crystal terminal, Oderil and Tri-Vector are disillusioned. They no
the magical forces in the terminal, a DC 29 Engineering check longer believe Fragment serves the 4th and have their doubts
(DC 32 for levels 11–12) to manually fuse the crystal, or a DC 30 the 4th exists at all. News of the slaughter aboard the Chronicler
Computers check (DC 33 for levels 11–12) to rewrite the broken and the abduction of Accordant-Contemplator-16 has left this duo
code between the pieces. Each attempt is a standard action, and feeling like they have no way out from under Fragment’s sway.
each shard must be reattached individually. If Nainiimii is with They’re currently here to talk in private away from the other
the PCs, she gives the PCs instructions on how to handle the cultists, but told their fellows they were here to “keep watch”
crystal shards from afar. Her guidance reduces the DC of all skill on the area. As the duo were present at the ritual that destroyed
checks to reattach a crystal shard to the crystal terminal by 2. this Drift beacon, they are immune to the hazards caused by the
A crystal shard is 4 to 5 feet in size but is relatively light, crystal shards.
weighing only 3 Bulk. Picking up a shard is a move action, and When the PCs enter the clearing, Oderil and Tri-Vector speak
dropping a shard is a free action. Lifting or carrying a shard to them from the far side, asking their purpose. They consider
requires two hands. GMs should encourage their players to come the presence of the Starfinder Society as their chance to escape
up with creative solutions to move the crystals rapidly. this Drift beacon and Fragment’s cultists. Thus, as long as the
Each round on initiative count 0, the crystal terminal and each PCs don’t attempt to hurt them, Oderil and Tri-Vector are willing
of the three crystal shards releases one of three harmful effects to share information with the PCs, hoping this will guide the PCs
in a 10-foot-radius burst. These effects occur in a specified order; into confrontation with Fragment. The duo can share information
after the third effect, the cycle restarts, proceeding in order again about Fragment, the 4th, the Drift Crisis, the crystal terminal
from the first. These effects all count as a single source, and each and what happened to destroy it, and Fragment’s goals. They
PC can only be harmed by the crystal’s effect once each round, additionally can give the PCs directions to the site of Fragment’s

Starfinder Society Scenario 5-04


15
Fragment of the 4th

next ritual—which they expect will fail and result in the death 4th, entrusted with Their memories and given Their gifts.
of Accordant-Contemplator-16. If the PCs express a desire to Do you see, now, your powerlessness? Do you regret, now,
confront Fragment or rescue Accordant-Contemplator-16, Oderil your presence here? I hold the memories of a god, jilted by
and Tri-Vector encourage them to do so. However, they refuse to Brigh, Casandalee, and Epoch as they merged into Triune. The
physically assist the PCs in any way. After they’ve shared their All-Code thought it would be enough; that it didn’t need the
information with the PCs, Oderil and Tri-Vector leave, fleeing the 4th. It was wrong. The Drift is broken. Triune is dying. The 4th
area and the Drift beacon entirely, using the cult’s resources. is salvation. I am a Fragment of the 4th! The 4th lives within
If the PCs harm Oderil or Tri-Vector, they attack, using the me! The 4th must be merged with Triune!” Fragment tilts their
presence of the crystals to their advantage. They both surrender head. “You desire the priest. Their essence is required for the
if either of them is reduced to half of their Hit Points or fewer, upload. They will not survive. Join me, and you may have their
providing the PCs any information noted above in exchange for corpse, when the upload ritual is complete. Interfere, and you
their freedom. will join them in death.”

LEVELS 9–10 (CR 10) Hazards: If the PCs arrived late, the ritual has already
been underway for a time. On round 2 and every 1d4 rounds
CONVERTED TRIUNITES (2) CR 8 thereafter, the stone releases a burst of harmful energy in a
Page 21, art on page 26 30-foot-radius burst, dealing 5d6 electricity damage to each
creature in the area (DC 20 Reflex half). For levels 11–12, this
LEVELS 11–12 (CR 12) deals 7d6 electricity damage (DC 22 Reflex half). Fragment,
Accordant-Contemplator-16, and the cultists are immune to this
CONVERTED TRIUNITES (2) CR 10 damage thanks to their participation in the ritual.
Page 24, art on page 26 Creatures: Fragment prioritizes attacking worshippers of
Triune over all other foes, followed by spellcasters. The Fragment
Development: The PCs have time to take a 10-minute rest to defenders fight the PCs in melee, targeting those who hurt
regain Stamina Points, if desired. When they’re ready, proceed to Fragment the most first. Fragment and their cultists fight to the
area C, which is a further 10-minute walk. death, certain in their conviction that the 4th will protect them.

C. RITUAL SITE (CR 14 OR


CR 16)
A towering gray stone covered in glowing blue lines and surrounded
by spiraling yellow code hovers in the center of this large jungle
clearing. This stone is the core access hub that Fragment is
attempting to utilize to upload themselves (and therefore the 4th)
into the Drift. The stone is cracked in several places and leaking
blue energy. An anacite AA—Accordant-Contemplator-16—lays prone
before the stone, struggling against unseen bindings that keep them
pressed to the earth. Fragment towers over the crystal, absorbing
a stream of the stone’s code into its cracked, wedge-shaped
head, while four cultists surround the stone, engaged in a ritual
alongside Fragment, which utilizes Accordant-Contemplator-16 as
a conduit. If the ritual isn’t stopped, Accordant-Contemplator-16
and the access hub will both be destroyed. Use the map on page
17 for this encounter.
When the PCs enter the area, Fragment regards them and
speaks, using telepathy to communicate. Fragment’s telepathic
voice is jarring and reverberates uncomfortably in the PCs’
minds. Read or paraphrase the following. If the PCs interrupt
Fragment’s tirade, Fragment continues their rant during the
ensuing battle.

“Ahh, there you are. Meddlers; interlopers; beholden to the Fragment


flawed gifts of an incomplete god. I am a Fragment of the

Starfinder Society Scenario 5-04


16
Fragment of the 4th

C. RITUAL SITE

PCS START HERE

S = STONE
1 SQUARE = 5 FEET STARFINDER FLIP-TILES: ALIEN PLANET STARTER SET

Starfinder Society Scenario 5-04


17
Fragment of the 4th

LEVELS 9–10 (CR 14) During the journey back to the PCs’ starship, Accordant-
Contemplator-16 fills the PCs in on any information they haven’t
FRAGMENT OF THE 4TH CR 12 yet learned, including Fragment’s background. They also admit
Page 22, art on page 27 that while they don’t believe it to be true, they’re deeply
troubled by Fragment’s claims that Triune is dying and about
FRAGMENT DEFENDERS (4) CR 8 this mysterious fourth divinity. They are especially concerned by
Page 22 the fact that Fragment gathered such a zealous following who
were willing to attack and kill dozens of people in the name of
LEVELS 11–12 (CR 16) “completing” Triune. They admit that their experience has given
them much to think about.
FRAGMENT OF THE 4TH CR 14 Adjust Accordant-Contemplator-16’s response to the PCs
Page 25, art on page 27 slightly based on their previous meetings, as follows. PCs who
played Starfinder Society Scenario #4-03: Battle for the Beacon
FRAGMENT DEFENDERS (4) CR 10 had a choice on whether to side with Accordant-Contemplator-16,
Page 25 to side with the mercenary Cleo Striker, or to broker peace
between them; the results of this choice are recorded on the
Development: When Fragment and their followers are defeated, adventure’s Chronicle Sheet. If the majority of the PCs who
the ritual ends and the force pinning Accordant-Contemplator-16 played the adventure sided with them or brokered peace,
to the ground relents. Within minutes, the stone settles; its Accordant-Contemplator thanks them for being steadfast allies;
cracks heal, the energy emanating from it stops, and the wisps if the majority of the PCs instead sided with Cleo, they tell the
of golden code that Fragment was siphoning into themselves PCs that the events here today are a prime example of why Drift
reverts to spiraling around the stone. Accordant-Contemplator-16 beacons must be protected and not left in the hands of unsavory
is exhausted, but not wounded. Fragment spent a good deal characters. Nonetheless, they thank the PCs for putting a stop to
of time trying to convince Accordant-Contemplator-16 to the ritual; it’s clear that the Drift Crisis has weighed heavily upon
convert to the worship of the 4th—which they didn’t—giving them, and they don’t have much energy to spend in discussing
Accordant-Contemplator-16 insight into the beliefs and goals of a contentious point with their rescuers. If any PCs played
Fragment and their followers. Starfinder Society Scenario #4-15: Feuding Faiths, Accordant-
Contemplator-16 bemoans the seeming surge in heretical
religious factions causing trouble, a reference to the Iomedaean
splinter faction that disguised as worshippers of Zon-Kuthon
in an attempt to violently disrupt an interfaith summit during
that adventure. PCs who played that adventure may also have
secured an alliance with Accordant-Contemplator-16; if any did,
their presence visibly calms the rattled anacite.
If the PCs failed to stop Fragment, the ritual continues
for 10 minutes, whereupon the stone explodes, killing
Accordant-Contemplator-16 and the cultists but leaving Fragment
unharmed.

CONCLUSION
The PCs can bring Accordant-Contemplator-16 back to the Master
of Stars and report to Fitch. Fitch expresses her sadness over
the loss of so many innocent lives but is relieved to see that the
PCs saved Accordant-Contemplator-16 and Nainiimii. She admits
concern over the possible implications of Fragment’s claims and
what that could mean for the church of Triune going forward.
Fitch hands Accordant-Contemplator-16 and Nainiimii off
to another Starfinder, who escorts the Triunites away to get
situated on the starship alongside the rest of the survivors. When
Accordant- they’re gone, Fitch congratulates the PCs on a job well done and
reminds them to rest up so they’re prepared for whatever wreck
Contemplator-16
needs their skills next.

Starfinder Society Scenario 5-04


18
Fragment of the 4th

REPORTING NOTES
If the disloyal cultists from area B lived, check box A. If the PCs
repaired the crystal terminal, check box B.

PRIMARY OBJECTIVES
The PCs complete their primary objective and earn 1 Reputation
with their selected faction if they save Accordant-Contemplator-16
and defeat Fragment.

SECONDARY OBJECTIVES
The PCs complete their secondary objective and earn 1 additional
Reputation with their selected faction if they succeed at two or
more of the following: complete Event 1 with no lasting damage
done to their starship, learn information from the disloyal cultists
in area B, or repair the broken crystal terminal in area B.

FACTION NOTES
Fitch takes particular interest in this mission.
Wayfinders: If the PCs bring both Accordant-Contemplator-16
and Nainiimii back to the Master of Stars, each PC earns 1
additional Reputation with the Wayfinders faction.

Starfinder Society Scenario 5-04


19
Fragment of the 4th

APPENDIX 1: LEVEL 9–10 SCALING ENCOUNTER A11


ENCOUNTERS Make the following adjustments to accommodate a group
The statistics presented in this appendix include full stat blocks of four PCs.
for creatures appearing in this adventure, including any variation Remove one converted Triunite from the encounter.
described in the text. These encounters are written for a group of Additionally, give the Fragment defenders the sickened
5–6 PCs of 9th level. Use the scaling sidebars for each encounter condition.
to adjust the encounters for a group of 4 PCs. For groups of
different levels, consult the Guide to Organized Play: Starfinder
Society for instructions. FRAGMENT DEFENDERS (2) CR 8
Kasatha soldier
ENCOUNTER A11 (LEVELS 9–10) N Medium humanoid (kasatha)
Init +8; Perception +16
CONVERTED TRIUNITES (2) CR 8 DEFENSE HP 125 EACH
Android mystic EAC 20; KAC 23
NE Medium humanoid (android) Fort +10; Ref +8; Will +9
Init +4; Senses darkvision 60 ft., low-light vision; Perception +16 OFFENSE
DEFENSE HP 105 EACH, RP 4 EACH Speed 40 ft. (35 ft. with armor), fly 30 ft. (jetpack, average)
EAC 19; KAC 20 Melee wrack devastation blade +19 (2d8+17 S)
Fort +7; Ref +7; Will +11; +2 vs. disease, mind-affecting effects, Ranged aphelion laser rifle +16 (3d6+8 F; critical burn 1d6) or
poison, and sleep mk 3 frag grenade +16 (explode [15 ft., 4d6 P, DC 16])
Immunities vacuum Offensive Abilities charge attack, fighting styles (blitz), gear
OFFENSE boosts (armored advantage, melee striker)
Speed 30 ft., fly 20 ft. (Su, average; in space only) STATISTICS
Melee aurora shock pad +13 (2d4+8 E; critical staggered [DC 18]) Str +6; Dex +4; Con +2; Int +0; Wis +1; Cha +0
Ranged fighter handcoil +15 (1d10+8 E; critical arc 1d10) Skills Acrobatics +21, Athletics +21, Computers +16, Culture +16,
Mystic Spell-Like Abilities (CL 8th) Engineering +16
At will—mindlink Feats Bodyguard
Mystic Spells Known (CL 8th; melee +13, ranged +15) Languages Common, Kasatha
3rd (3/day)—irradiate (DC 20), lesser resistant armor Other Abilities desert stride, four-armed
2nd (6/day)—darkvision, hold person (DC 19), mind thrust Gear lashunta ringwear III (jetpack with 2 high-capacity
(DC 19), shield other batteries [40 charges each]), wrack devastation blade,
1st (at will)—magic missile, mystic cure aphelion laser rifle with 2 high-capacity batteries (40
Connection star shaman charges each), mk 3 frag grenades (2), personal comm unit
STATISTICS
Str +0; Dex +4; Con +0; Int +1; Wis +6; Cha +2
Skills Computers +16, Mysticism +21, Piloting +21
Languages Common
Other Abilities constructed, flat-affect, stargazer, starlight
form (8 minutes, DC 18), upgrade slot (black force field),
walk the void
Gear advanced lashunta tempweave, aurora shock pad AR with
2 batteries (20 charges each), fighter handcoil AR with 2
batteries (20 charges each), datapad AR, personal comm unit

Starfinder Society Scenario 5-04


20
Fragment of the 4th

ENCOUNTER B (LEVELS 9–10) SCALING ENCOUNTER B


Make the following adjustments to accommodate a group
CONVERTED TRIUNITES (2) CR 8 of four PCs.
Android mystic Give the converted Triunites the sickened condition.
NE Medium humanoid (android)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +16
DEFENSE HP 105 EACH, RP 4 EACH
EAC 19; KAC 20
Fort +7; Ref +7; Will +11; +2 vs. disease, mind-affecting effects,
poison, and sleep
Immunities vacuum
OFFENSE
Speed 30 ft., fly 20 ft. (Su, average; in space only)
Melee aurora shock pad +13 (2d4+8 E; critical staggered [DC 18])
Ranged fighter handcoil +15 (1d10+8 E; critical arc 1d10)
Mystic Spell-Like Abilities (CL 8th)
At will—mindlink
Mystic Spells Known (CL 8th; melee +13, ranged +15)
3rd (3/day)—irradiate (DC 20), lesser resistant armor
2nd (6/day)—darkvision, hold person (DC 19), mind thrust
(DC 19), shield other
1st (at will)—magic missile, mystic cure
Connection star shaman
STATISTICS
Str +0; Dex +4; Con +0; Int +1; Wis +6; Cha +2
Skills Computers +16, Mysticism +21, Piloting +21
Languages Common
Other Abilities constructed, flat-affect, stargazer, starlight
form (8 minutes, DC 18), upgrade slot (black force field),
walk the void
Gear advanced lashunta tempweave, aurora shock pad AR with
2 batteries (20 charges each), fighter handcoil AR with 2
batteries (20 charges each), datapad AR, personal comm unit

Starfinder Society Scenario 5-04


21
Fragment of the 4th

ENCOUNTER C (LEVELS 9–10) SCALING ENCOUNTER C


Make the following adjustments to accommodate a group
FRAGMENT OF THE 4TH CR 12 of four PCs.
Variant tetrakam (Starfinder Drift Crisis 164) Remove three Fragment defenders from the encounter.
NE Huge outsider (extraplanar)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +22
Aura alluring presence (30 ft., DC 19) FRAGMENT DEFENDERS (4) CR 8
DEFENSE HP 200, RP 5 Kasatha soldier
EAC 26; KAC 28 N Medium humanoid (kasatha)
Fort +14; Ref +14; Will +13 Init +8; Perception +16
OFFENSE DEFENSE HP 125 EACH
Speed 60 ft. EAC 20; KAC 23
Melee slam +26 (6d4+20 B) Fort +10; Ref +8; Will +9
Ranged launch debris +23 (4d8+12 B) OFFENSE
Reach 15 ft.; Space 15 ft. Speed 40 ft. (35 ft. with armor), fly 30 ft. (jetpack, average)
Offensive Abilities unbearable longing (DC 19) Melee wrack devastation blade +19 (2d8+17 S)
STATISTICS Ranged aphelion laser rifle +16 (3d6+8 F; critical burn 1d6) or
Str +8; Dex +5; Con +4; Int +0; Wis +1; Cha +3 mk 3 frag grenade +16 (explode [15 ft., 4d6 P, DC 16])
Skills Acrobatics +22, Athletics +22, Mysticism +27 Offensive Abilities charge attack, fighting styles (blitz), gear
Languages Celestial; Common; telepathy 30 ft. boosts (armored advantage, melee striker)
SPECIAL ABILITIES STATISTICS
Alluring Presence (Su) Each tetrakam possesses a strange, Str +6; Dex +4; Con +2; Int +0; Wis +1; Cha +0
unique beauty, and its presence fascinates its foes. A Skills Acrobatics +21, Athletics +21, Computers +16, Culture +16,
creature that begins its turn in the aura takes 7d6 damage if Engineering +16
it doesn’t end its turn closer to the tetrakam, adjacent to it, Feats Bodyguard
or in the closest available space to it (Will DC 19 negates). A Languages Common, Kasatha
creature that succeeds at its saving throw becomes immune Other Abilities desert stride, four-armed
to the alluring presence for 1d4 rounds, and a creature Gear lashunta ringwear III (jetpack with 2 high-capacity
that successfully saves twice in a day becomes immune to batteries [40 charges each]), wrack devastation blade,
the aura for 24 hours. A tetrakam can suppress or resume aphelion laser rifle with 2 high-capacity batteries (40
this aura on its turn without spending an action. This is an charges each), mk 3 frag grenades (2), personal comm unit
emotion, mind-affecting, and sense-dependent effect.
Launch Debris (Su) As an attack, Fragment can launch
conjured debris at a target with a range of 60 feet. If
Fragment spends 1 Resolve Point while using this ability,
this attack gains the line weapon special property.
Unbearable Longing (Su) A tetrakam can project debilitating
loneliness into the minds of nearby creatures, affecting
one creature if used as a move action, two as a standard
action, or three as a full action. This deals 7d6 damage and
makes the target shaken for 1 round. Creatures that succeed
at a DC 19 Will save against unbearable longing take half
damage and are not shaken. Any creature adjacent to the
tetrakam gains a +2 circumstance bonus to this save, or +4
if either creature is grappling the other. This is an emotion
and mind-affecting effect.

Starfinder Society Scenario 5-04


22
Fragment of the 4th

APPENDIX 2: LEVEL 11–12 SCALING ENCOUNTER A11


ENCOUNTERS Make the following adjustments to accommodate a group
The statistics presented in this appendix include full stat blocks of four PCs.
for creatures appearing in this adventure, including any variation Remove one converted Triunite from the encounter.
described in the text. These encounters are written for a group of Additionally, give the Fragment defenders the sickened
5–6 PCs of 11th level. Use the scaling sidebars for each encounter condition.
to adjust the encounters for a group of 4 PCs. For groups of
different levels, consult the Guide to Organized Play: Starfinder
Society for instructions. FRAGMENT DEFENDERS (2) CR 10
Kasatha soldier
ENCOUNTER A11 (LEVELS 11–12) N Medium humanoid (kasatha)
Init +9; Perception +19
CONVERTED TRIUNITES (2) CR 10 DEFENSE HP 165 EACH, RP 5 EACH
Android mystic EAC 23; KAC 26
NE Medium humanoid (android) Fort +12; Ref +10; Will +11
Init +5; Senses darkvision 60 ft., low-light vision; Perception +19 OFFENSE
DEFENSE HP 140 EACH, RP 5 EACH Speed 40 ft. (30 ft. with armor), fly 30 ft. (jetpack, average)
EAC 22; KAC 23 Melee ultrathin curve blade +22 (3d10+22 S; critical bleed 2d6)
Fort +9; Ref +9; Will +13; +2 vs. disease, mind-affecting effects, Ranged tactical autobeam rifle +19 (5d4+10 F; critical burn 2d4) or
poison, and sleep mk 4 frag grenade +19 (explode [15 ft., 6d6 P, DC 17])
Immunities vacuum Offensive Abilities charge attack, fighting styles (blitz,
OFFENSE bombard), gear boosts (armored advantage, melee striker),
Speed 30 ft., fly 20 ft. (Su, average; in space only), starflight grenade expert (60 ft.), keep fighting (3d6+10)
Melee crew spark knife +16 (2d6+10 E & S; critical arc 2d6) STATISTICS
Ranged pilot handcoil +18 (2d8+10 E; critical arc 2d8) Str +8; Dex +5; Con +3; Int +0; Wis +2; Cha +0
Mystic Spell-Like Abilities (CL 10th) Skills Acrobatics +24, Athletics +24, Computers +19, Culture +19,
At will—mindlink Engineering +19
Mystic Spells Known (CL 10th; melee +16, ranged +18) Feats Bodyguard
4th (3/day)—mystical aegis GM, remove radioactivity Languages Common, Kasatha
3rd (6/day)—grim insight GM (DC 21), irradiate (DC 21), lesser Other Abilities desert stride, four-armed
resistant armor, mystic cure Gear specialist defiance series (jetpack with 2 high-capacity
2nd (at will)—darkvision, mind thrust (DC 20) batteries [40 charges each]), ultrathin curve blade, tactical
Connection star shaman autobeam rifle with 2 high-capacity batteries (40 charges
STATISTICS each), mk 4 frag grenades (4), personal comm unit
Str +0; Dex +5; Con +2; Int +2; Wis +8; Cha +3
Skills Computers +19, Mysticism +24, Piloting +24
Languages Common
Other Abilities constructed, flat-affect, stargazer, starlight
form (10 minutes, DC 19), upgrade slot (white force field),
walk the void
Gear clearweave II AR, crew spark knife AR with 2 batteries (20
charges each), pilot handcoil AR with 2 batteries (20 charges
each), datapad AR, personal comm unit

Starfinder Society Scenario 5-04


23
Fragment of the 4th

ENCOUNTER B (LEVELS 11–12) SCALING ENCOUNTER B


Make the following adjustments to accommodate a group
CONVERTED TRIUNITES (2) CR 10 of four PCs.
Android mystic Give the converted Triunites the sickened condition.
NE Medium humanoid (android)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +19
DEFENSE HP 140 EACH, RP 5 EACH
EAC 22; KAC 23
Fort +9; Ref +9; Will +13; +2 vs. disease, mind-affecting effects,
poison, and sleep
Immunities vacuum
OFFENSE
Speed 30 ft., fly 20 ft. (Su, average; in space only), starflight
Melee crew spark knife +16 (2d6+10 E & S; critical arc 2d6)
Ranged pilot handcoil +18 (2d8+10 E; critical arc 2d8)
Mystic Spell-Like Abilities (CL 10th)
At will—mindlink
Mystic Spells Known (CL 10th; melee +16, ranged +18)
4th (3/day)—mystical aegis GM, remove radioactivity
3rd (6/day)—grim insight GM (DC 21), irradiate (DC 21), lesser
resistant armor, mystic cure
2nd (at will)—darkvision, mind thrust (DC 20)
Connection star shaman
STATISTICS
Str +0; Dex +5; Con +2; Int +2; Wis +8; Cha +3
Skills Computers +19, Mysticism +24, Piloting +24
Languages Common
Other Abilities constructed, flat-affect, stargazer, starlight
form (10 minutes, DC 19), upgrade slot (white force field),
walk the void
Gear clearweave II AR, crew spark knife AR with 2 batteries (20
charges each), pilot handcoil AR with 2 batteries (20 charges
each), datapad AR, personal comm unit

Starfinder Society Scenario 5-04


24
Fragment of the 4th

ENCOUNTER C (LEVELS 11–12) SCALING ENCOUNTER C


Make the following adjustments to accommodate a group
FRAGMENT OF THE 4TH CR 14 of four PCs.
Variant tetrakam (Starfinder Drift Crisis 164) Remove three Fragment defenders from the encounter.
NE Huge outsider (extraplanar)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +25
Aura alluring presence (30 ft., DC 20) FRAGMENT DEFENDERS (4) CR 10
DEFENSE HP 250, RP 5 Kasatha soldier
EAC 28; KAC 30 N Medium humanoid (kasatha)
Fort +16; Ref +16; Will +14 Init +9; Perception +19
OFFENSE DEFENSE HP 165 EACH, RP 5 EACH
Speed 60 ft. EAC 23; KAC 26
Melee slam +28 (8d6+22 B) Fort +12; Ref +10; Will +11
Ranged launch debris +25 (5d10+14 B) OFFENSE
Reach 15 ft.; Space 15 ft. Speed 40 ft. (30 ft. with armor), fly 30 ft. (jetpack, average)
Offensive Abilities unbearable longing (DC 20) Melee ultrathin curve blade +22 (3d10+22 S; critical bleed 2d6)
STATISTICS Ranged tactical autobeam rifle +19 (5d4+10 F; critical burn 2d4) or
Str +8; Dex +6; Con +4; Int +0; Wis +1; Cha +3 mk 4 frag grenade +19 (explode [15 ft., 6d6 P, DC 17])
Skills Acrobatics +25, Athletics +25, Mysticism +30 Offensive Abilities charge attack, fighting styles (blitz,
Languages Celestial; Common; telepathy 30 ft. bombard), gear boosts (armored advantage, melee striker),
SPECIAL ABILITIES grenade expert (60 ft.), keep fighting (3d6+10)
Alluring Presence (Su) Each tetrakam possesses a strange, STATISTICS
unique beauty, and its presence fascinates its foes. A Str +8; Dex +5; Con +3; Int +0; Wis +2; Cha +0
creature that begins its turn in the aura takes 8d6 damage if Skills Acrobatics +24, Athletics +24, Computers +19, Culture +19,
it doesn’t end its turn closer to the tetrakam, adjacent to it, Engineering +19
or in the closest available space to it (Will DC 20 negates). A Feats Bodyguard
creature that succeeds at its saving throw becomes immune Languages Common, Kasatha
to the alluring presence for 1d4 rounds, and a creature Other Abilities desert stride, four-armed
that successfully saves twice in a day becomes immune to Gear specialist defiance series (jetpack with 2 high-capacity
the aura for 24 hours. A tetrakam can suppress or resume batteries [40 charges each]), ultrathin curve blade, tactical
this aura on its turn without spending an action. This is an autobeam rifle with 2 high-capacity batteries (40 charges
emotion, mind-affecting, and sense-dependent effect. each), mk 4 frag grenades (4), personal comm unit
Launch Debris (Su) As an attack, Fragment can launch
conjured debris at a target with a range of 60 feet. If
Fragment spends 1 Resolve Point while using this ability,
this attack gains the line weapon special property.
Unbearable Longing (Su) A tetrakam can project debilitating
loneliness into the minds of nearby creatures, affecting
one creature if used as a move action, two as a standard
action, or three as a full action. This deals 8d6 damage and
makes the target shaken for 1 round. Creatures that succeed
at a DC 20 Will save against unbearable longing take half
damage and are not shaken. Any creature adjacent to the
tetrakam gains a +2 circumstance bonus to this save, or +4
if either creature is grappling the other. This is an emotion
and mind-affecting effect.

Starfinder Society Scenario 5-04


25
Fragment of the 4th

APPENDIX 3: GAME AIDS

Master of Stars Fitch

4th Symbol Converted Triunite

Starfinder Society Scenario 5-04


26
Fragment of the 4th

APPENDIX 3: GAME AIDS

Nainiimii Geodic Drift Beacon

Fragment Accordant-Contemplator-16

Starfinder Society Scenario 5-04


27
Fragment of the 4th

B. CRYSTAL TERMINAL

10A

STARFINDER FLIP-TILES:
ALIEN PLANET RUINS EXPANSION

19A 02A 20A

STARFINDER FLIP-TILES: STARFINDER FLIP-TILES: STARFINDER FLIP-TILES:


ALIEN PLANET RUINS EXPANSION ALIEN PLANET RUINS EXPANSION ALIEN PLANET RUINS EXPANSION

18A 01A 23A 04A 17A

STARFINDER FLIP-TILES: STARFINDER FLIP-TILES: STARFINDER FLIP-TILES: STARFINDER FLIP-TILES: STARFINDER FLIP-TILES:
ALIEN PLANET RUINS EXPANSION ALIEN PLANET RUINS EXPANSION ALIEN PLANET RUINS EXPANSION ALIEN PLANET RUINS EXPANSION ALIEN PLANET RUINS EXPANSION

21A 13A 05A

STARFINDER FLIP-TILES: STARFINDER FLIP-TILES: STARFINDER FLIP-TILES:


ALIEN PLANET RUINS EXPANSION ALIEN PLANET RUINS EXPANSION ALIEN PLANET RUINS EXPANSION

07A 08A

STARFINDER FLIP-TILES: STARFINDER FLIP-TILES:


ALIEN PLANET RUINS EXPANSION ALIEN PLANET RUINS EXPANSION

Starfinder Society Scenario 5-04


28
Fragment of the 4th

C. RITUAL SITE

40A 17A 22A

STARFINDER FLIP-TILES: STARFINDER FLIP-TILES: STARFINDER FLIP-TILES:


ALIEN PLANET STARTER SET ALIEN PLANET STARTER SET ALIEN PLANET STARTER SET

28A 20A 25A

STARFINDER FLIP-TILES: STARFINDER FLIP-TILES: STARFINDER FLIP-TILES:


ALIEN PLANET STARTER SET ALIEN PLANET STARTER SET ALIEN PLANET STARTER SET

19A 18A 37A

STARFINDER FLIP-TILES: STARFINDER FLIP-TILES: STARFINDER FLIP-TILES:


ALIEN PLANET STARTER SET ALIEN PLANET STARTER SET ALIEN PLANET STARTER SET

16A 24A 15A

STARFINDER FLIP-TILES: STARFINDER FLIP-TILES: STARFINDER FLIP-TILES:


ALIEN PLANET STARTER SET ALIEN PLANET STARTER SET ALIEN PLANET STARTER SET

03A

STARFINDER FLIP-TILES:
ALIEN PLANET STARTER SET

Starfinder Society Scenario 5-04


29
Fragment of the 4th

ORGANIZED PLAY
REWARDS TABLE

ENCOUNTER LEVEL 9–10 REWARD OUT OF LEVEL REWARD LEVEL 11–12 REWARD
A8 2,900 credits 4,450 credits 6,000 credits
A11 2,900 credits 4,450 credits 6,000 credits
Event 1 2,900 credits 4,450 credits 6,000 credits
B 2,900 credits 4,450 credits 6,000 credits
C 2,900 credits 4,450 credits 6,000 credits

REWARD CONDITIONS
The PCs earn the rewards for each area if they meet the conditions listed below.
A8: The PCs keep these rewards if they gained access to area A8.
A11: The PCs keep these rewards if they defeated the cultists in area A11.
Event 1: The PCs keep these rewards if they landed on the Drift beacon without causing lasting damage to their starship.
B: The PCs keep these rewards if they repaired the crystal terminal.
C: The PCs keep these rewards if they defeated Fragment and rescued Accordant-Contemplator-16.

Starfinder Society Scenario 5-04


30
redemption’s rise

Event Reporting Form


Date Event Code:

Location

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

Adventure Name:

Reputation
Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D Earned:

Bonus Faction Goal Achieved: □ Acquisitives □ Advocates □ Cognates □ Dataphiles □ Exo-Guardians □ Manifold Host □ Second Seekers □ Wayfinders

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

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

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

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

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

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

Starfinder Society Scenario 5-04


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Fragment of the 4th

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Starfinder Society Scenario 5-04


32
Scenario #5-04: Character Chronicle #
Fragment of the 4th

LEVELS Normal Max Credits

­- 9–10 14,500
Character Name Organized Play # Character # Faction LEVELS Normal

MAX CREDITS
Adventure Summary Out of
22,250
Level
During the Drift Crisis, you were dispatched by Fitch to investigate a stranded starship owned by Accordant-
LEVELS Normal
Contemplator-16, a priest of Triune and ally of the Starfinder Society. After exploring the starship and rescuing a kiirinta
named Nainiimii, you learned Accordant-Contemplator-16 was abducted by cultists serving a mysterious divinity known
11–12 30,000
only as “the 4th.” Your quest to save Accordant-Contemplator led you to a Drift beacon, which you □ repaired or □ failed
to repair, and pitted you against a living Fragment of the 4th and their followers. LEVELS Normal

— —

Boons Starting XP

EXPERIENCE
Congratulations on completing the adventure! You’ve earned Starfinder Society Achievement Points, a currency that can
+
be redeemed on our website at paizo.com for special character boons. To redeem your Achievement Points, on our website
at paizo.com/organizedplay/myaccount and click on the Boons tab. Note that you must have created a paizo.com account XP Gained (GM ONLY)
and registered a character before you can begin making Achievement Point transactions.

Final XP Total

Items Notes
Starting Credits
clarity scope (37,500; item level 12; Starfinder Armory 60)
crew spark knife (18,200; item level 10; Armory 48)
diamond laser wolf figurine of wondrous power +
(65,500; item level 14; Starfinder Galactic Magic 49)
elite domestic drone (18,000; item level 10; Armory 101) Credits Garnered (GM ONLY)
impact scattergun (30,400; item level 12)
mk 1 magic resistor (23,500; item level 11; Armory 84)
CREDITS

mk 4 grenade scrambler (35,000; item level 12; +


Armory 106) Day Job (GM ONLY)
pilot handcoil (24,000; item level 11; Armory 45)
regimental dress II (18,600; item level 10; Armory 71)
tactical autobeam rifle (26,900; item level 11) –
titanium hashukayak figurine of wondrous power
(25,000; item level 11; Galactic Magic 49) Credits Spent

Reputation/Infamy
=

Total

FOR GM ONLY
For GM Only

EVENT EVENT CODE DATE GM Organized Play #

Chronicle Code: HLRI


For more information about the Starfinder Society Organized Play program, including how to use this Chronicle Sheet, visit starfindersociety.club

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