TEXT: YEAR OF 
  YEAR OF 
  EXPLORATION’S EDGE
  EXPLORATION’S EDGE
  BY LAU BANNENBERG, 
  DAVE NELSON, SHAY SNOW, AND
  DREW TAYLOR
  SCENARIO #3-19 
  LEVELS 1–4
  RAT’S 
  RAT’S 
  REPENTANCE
  REPENTANCE
  
  RAT’S REPENTANCE
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  GM ResouRces
  Campaign Home Page: starfindersociety.club
  Books: Starfinder Core Rulebook, Starfinder Alien Archive 2 (AA2), Starfinder Armory (AR), 
  Starfinder Near Space (NS), and Starfinder Pact Worlds (PW) 
  Maps: Starfinder Flip-Mat: Dead World, Starfinder Flip-Mat: Stadium, and Starfinder Flip-Mat: 
  Warship
  Online Resource: Starfinder Reference Document at paizo.com/sfrd
  Table of Contents
  Embroi Infiltrators �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �4
  Shadow in the Field �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �9
  Digital Echoes  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  � 13
  Ride to Rindowak  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  � 17
  Adventure Conclusion�  �  �  �  �  �  �  �  �  �  �  �  �  � 20
  Appendix 1: Level 1–2 Encounters�  �  �  �  �  �  � 21
  Appendix 2: Level 3–4 Encounters�  �  �  �  �  �  � 25
  Appendix 3: Game Aids �  �  �  �  �  �  �  �  �  �  �  �  � 29
  Organized Play   �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  � 32
  AUTHORS
  Lau Bannenberg, Dave Nelson, Shay Snow, and Drew Taylor
  DEVELOPMENT LEAD
  Jenny Jarzabski
  EDITING LEADS
  Addley Fannin and Lu Pellazar
  EDITORS
  Janica Carter and Lu Pellazar
  COVER ARTISTS
  Michele Giorgi and Sebastian Rodriguez
  CONTRIBUTING ARTISTS
  Rogier van de Beek, Mark Molnar and Sebastian Rodriguez
  CARTOGRAPHER
  Damien Mammoliti
  ART DIRECTION
  Adam Vick 
  GRAPHIC DESIGN
  Tony Barnett
  ORGANIZED PLAY MANAGING DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  Robert G. McCreary
  DIRECTOR OF GAME DEVELOPMENT
  Adam Daigle
  PUBLISHER
  Erik Mona
  HOW TO PLAY
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more information 
  on scenario tags see Chapter 1 of the Guide to Organized Play: Starfinder Society.
  SUMMARY
  Starfinder Society Scenario #3-19: Rat’s Repentance contains four separate adventures, each of 
  which takes place on a different planet.
  Embroi Infiltrators: The PCs infiltrate a computer bank on Embroi to find a password hidden on 
  a music file.
  Shadow in the Field: The PCs must explore the dangerous shadowy wilderness of Nemenar to 
  recover a lost artifact.
  Digital Echoes: The PCs visit Pabaq’s famed Grand Library to retrieve a passphrase from one of 
  Datch’s own stored memories.
  Ride to Windowak: On Varturan, the PCs must grow a key from live coral, all while racing against 
  the rising tides.
  PLAY TIME: 4–5 HOURS
  LEVELS: 1–4
  PLAYERS: 3–6
  QuesT
  RepeaTable
  Vehicle
  
  3
  BY LAU BANNENBERG, DAVE NELSON, 
  SHAY SNOW, DREW TAYLOR
  RAT’S REPENTANCE
  Datch, a former nemesis of the Starfinder Society, recently tipped 
  the organization off about a plan she previously set in motion to 
  lock AbadarCorp out of its own Golden Vault, temporarily denying 
  it access to its assets and potentially causing economic upheaval 
  across the Pact Worlds. A team of Starfinder agents set off to 
  retrieve four passwords Datch scattered across Near Space—each 
  taking a unique form and hidden on a different world—to prevent 
  her scheme from coming to fruition. 
  RUNNING RAT’S 
  REPENTANCE
  Starfinder Society #3-19: Rat’s Repentance is a group of four 
  distinct quests, each a short adventure designed to take about 
  45 minutes to 1 hour apiece. These quests can be played in any 
  order. Unless your players have all already played a quest from 
  Rat’s Repentance, begin with the Getting Started section on 
  this page. Datch’s missives to the PCs appear on page 31; each 
  one corresponds to one of the four quests. If you’re planning 
  to run a specific quest, give the players that quest’s missive; 
  otherwise, give the PCs all the missives and let them choose the 
  order in which they complete the missions. 
  Once the PCs have completed all four missions, proceed to the 
  adventure conclusion, which appears on page 20.
  For details on how to run these quests for Starfinder Society 
  Organized Play, including how to determine rewards for the 
  adventure’s Chronicle Sheet, see page 32. 
  GETTING STARTED
  The PCs meet with Datch (NE female ysoki) outside her 
  transparent cell in the Adamantine Bastille beneath the 
  Lorespire Complex. 
  Read or paraphrase the following to get the adventure underway.
  “Hello, Starfinders! Lovely to be working together again, don’t 
  you think? And I see some new faces, too. How exciting!” 
  The white ysoki drums her nails on the steel desk in front 
  of her and grins at her visitors. “For those I haven’t met, I’m 
  Datch, one of your Society’s contacts. I hope you got the fruit 
  basket I sent. That was harder to arrange from a holding cell, 
  but I do hope we can put any old grudges aside and complete 
  this mission together. Essentially, a contingency plan I had 
  set up in the past when we weren’t on such good terms 
  might cause trouble for AbadarCorp if we don’t do something 
  about it soon. Specifically, I left some nasty technomagical 
  code in the Golden Vault’s security mainframe that’s going 
  to lock them out entirely in a few weeks. You can override 
  it, of course, but you’ll need four separate passwords I’ve 
  left across the galaxy to do it. I’m prepared to share that 
  information with you as an act of repentance for my past 
  actions.” 
  Possible questions and their answers appear below.
  Who are you? “I’m Datch, the former Archdirector of Security 
  for AbadarCorp. Your Society made things rather difficult for me 
  a while ago. That’s all right, though, because it gave me a chance 
  to pursue other goals, like helping you prevent mass confusion 
  and economic damage in the Pact Worlds!”
  What happens if we don’t cooperate? Datch tilts her head 
  thoughtfully. “Hmmm. Well, I suppose after word of the Golden 
  Vault’s lockdown, everyone with an account there will try to 
  withdraw their credits at once. That could have ramifications 
  for the system’s economy, and cause chaos on Absalom Station. 
  AbadarCorp has deep pockets, and I’m sure they’ll find a way 
  to break my code and remedy the situation, but that will take 
  time and cost a lot of credits. Then, if AbadarCorp figures out 
  the Starfinder Society knew about the problem and didn’t offer 
  assistance, say through an anonymous tip, that may cause strife 
  between your organization and theirs.”
  Why are you cooperating? “Consider it an act of good will in 
  repentance for my regrettable history with your organization.”
  Why should we trust you? “Are you prepared to gamble with 
  the Pact Worlds’ economy? If not, then I’m your best option.”
  What’s our mission? “It’s simple. Retrieve the four passwords, 
  and I’ll stop the lockout from happening. Here’s what you need 
  to know about each of the four locations.” Datch sends the PCs 
  a comm with the missives from page 31.
  What else do we need to know about this mission? “Do I look 
  like a venture-captain?” Datch chuckles. “Living is dangerous. 
  Keep your friends close and your enemies closer, and don’t 
  forget to pack clean socks.”
  
  STARFINDER SOCIETY SCENARIO
  4
  DATCH
  EMBROI INFILTRATORS
  BY DREW TAYLOR
  On a planet secretly ruled by devils, free will is dangerous. Seen 
  as an interesting but harmless cultural practice by offworlders, all 
  citizens of Embroi wear masks denoting their rank in the planet’s 
  restrictive social hierarchy. Guests to Anthellon Station receive a 
  mask when they first arrive to identify them as the equivalent of 
  objects. Whenever a visitor acts beyond the role granted by their 
  mask, infernally appointed guards force them back in line. 
  Natives of Embroi adopt this mindset from childhood, 
  conditioned to fear and obey this world’s true rulers. Still, tourism 
  and research opportunities bring outsiders in droves. Datch chose 
  this planet as the receptacle for one of her backup passwords, 
  believing that few would be able to escape security’s notice long 
  enough to locate it within one of the underwater observatory’s 
  restricted computer banks. To further conceal the data, she 
  uploaded an album by the popular aggrosynth band Abysshead, 
  encrypting the password inside a false fourteenth track. 
  SUMMARY
  Datch sends the PCs to Embroi for their first errand, where they 
  must infiltrate an underwater observatory by posing as tourists 
  or researchers. Once inside the structure, they can search for the 
  password, which is disguised within an Abysshead digital album 
  on a restricted computer. The PCs must outsmart or defeat security 
  to recover the data and get off world before the planet’s infernal 
  rulers notice them breaking rules. 
  GETTING STARTED
  The Starfinder Society charters a shuttle for the PCs. PCs 
  who succeed at a DC 10 Culture or Computers check can recall 
  knowledge about Embroi and realize that the planet’s byzantine 
  legal system requires visitors to register a name and purpose at 
  customs; violators risk tangling with security or being turned away 
  entirely. The PCs can attempt a DC 18 Computers or Disguise check 
  (DC 20 for Levels 3–4) to create false identities.
  A� ANTHELLON STATION 
  MARINE OBSERVATORY
  After 3d6 days, the PCs’ ship docks at a landing bay in the 
  bustling Alladaroi spaceport. PCs complete hours of 
  digital paperwork in a sterile customs office 
  before being given flimsy, identical masks to 
  wear while on the planet. Each PC must state 
  the reason of their visit and register an identity in the system. 
  Officials do not answer PCs’ questions or deviate from scripted  
  formal interactions. If the PCs created false identities, they can 
  present them here; alternatively, the PCs can provide a cover story 
  to explain their visit, with a DC 18 Bluff or Disguise check (DC 20 
  for Levels 3–4). If the PCs succeed at either of these strategies, they 
  avoid drawing undue attention at the spaceport. Otherwise, they are 
  pulled aside for additional questioning before being approved to visit 
  WHERE IN THE 
  UNIVERSE?
  EMBROI
  The Iron Thrall of Hell
  Diameter: ×3/4; Mass: ×9/16; Gravity: ×1
  Atmosphere: normal; Day: 18 hours; Year: 1 year
  
  RAT’S REPENTANCE
  5
  A. ANTHELLON STATION MARINE OBSERVATORY
  A. ANTHELLON STATION MARINE OBSERVATORY
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  WARSHIP
  WARSHIP
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  A1
  A1
  A8
  A8
  A3
  A3
  FORWARD
  FORWARD
  A2
  A2
  A7
  A7
  A6
  A6
  A5
  A5
  A4
  A4
  
  STARFINDER SOCIETY SCENARIO
  6
  the planet as tourists. See Event 1: Trespassers on page 8 for the 
  effects of this heightened scrutiny. 
  A submarine transport leaves the next morning for Anthellon 
  Station. Read or paraphrase the following.
  Traffic bustles ceaselessly, embri commuters whistle to each 
  other, and waves batter the coast. An airlock door cuts off the 
  odor of brine, sliding shut and muting the city’s white noise. 
  Inside the submarine’s iron-tight belly, seating fixtures are built 
  of uncomfortable but economical metal and plastic. Portside 
  windows face the settlement’s skyline, which is lit by lavender 
  morning hues. On the starboard side, the ocean crests beneath a 
  periwinkle sky. 
  Deep beneath the waves, crystalline deposits emit a faint 
  glow, revealing the subaquatic landscape. Spiny shells claw up 
  cliffsides, and feathery plants beckon with undulating fronds. 
  A shark darts past the view port, its exposed belly a streak  
  of white. The shuttle rounds a peak, and an underwater 
  city emerges into view, its clustered buildings connected by 
  transparent tubes.
  Within an hour, the submarine releases its passengers 
  into a dry lobby with frigid air that tastes of salt. Featureless 
  ceramic panels line the floor and ceiling, creating an expanse 
  of white. Many identical passages lead further into the station, 
  too curved and deep to see where they go.
  Twin embri clad in matching masks intercept the visitors.. 
  The masks’ cartoonish googly eyes and painted grins make 
  it impossible to read their true expressions. They speak in 
  falsely cheerful voices: “You are here for the guided tour of 
  this facility. Come with us.”
  These embri begin the guided tour in area A1. The PCs are 
  joined by about a dozen other tourists. Heavily armed security 
  guards stationed at regular intervals throughout most areas in 
  the facility actively prevent tourists from wandering away, and 
  restricted areas are protected by locks and security cameras. 
  A1. RECEPTION 
  The embri tour guides give a scripted description of 
  the facility’s struggles against ocean pollution and 
  highlight some of its wildlife management programs. 
  The conversation is one-sided, ignoring guest 
  comments and responding to questions 
  with clipped answers. After a few minutes, 
  they lead the PCs through the door into a 
  windowless hallway toward area A2. If the 
  PCs stay with the tour, the guides take them 
  through most of the facility, except for areas 
  A3 and A5, which the PCs must investigate on 
  their own.
  A2. ACCESS CORRIDOR
  The guides are silent as they march 
  down this hallway, but it’s devoid of 
  security guards. PCs who succeed 
  at a DC 12 Perception check notice 
  cameras positioned along the ceiling. 
  These cameras alert security to PCs 
  who break away from the tour unless the 
  cameras are disabled. 
  Development: This is the PCs’ first chance 
  to slip away from the guided tour. PCs who 
  succeed at a skill check to evade the guides (see Event 1: 
  Trespassers on page 8) can attempt escape through either the 
  eastern or western door. If PCs don’t take this opportunity, the 
  tour continues to area A4.
  DIRE ABALONE
  
  RAT’S REPENTANCE
  7
  A3. COMPUTER BANKS (CR 1 OR CR 3)
  The door to this room is locked (Computers DC 16 to disable). 
  Once the PCs enter the room, read or paraphrase the following. 
  If security intercepts the PCs in this location, resolve combat first.
  Cords and lavender circuitry line the machines and outlets in this 
  room, casting everything in shades of purple. A thick, transparent 
  shield stands between three massive observation telescopes and 
  computer workstations connected to them by tangles of cables. 
  Screen savers guard their contents.
  The most striking of the screen savers depicts a horned 
  creature against a midnight background. Rosy fins sprout from 
  the end of its tail, and frills climb its spine, ascending to a pair 
  of wings. Two arms end with hundreds of worms for fingers, 
  some longer than others. Its scales shine cobalt-blue, but not as 
  brightly as its glaring, lidless eyes. Bared, needlelike teeth form a 
  smile that splits its snout in half.
  The computer with a demon screen saver contains Datch’s 
  encrypted password. A PC can hack into the system with a 
  successful DC 17 Computers check (DC 20 for Levels 3–4); 
  however, PCs need to succeed at a separate check to bypass the 
  countermeasure detailed below. Once they have access, a PC needs 
  to succeed at a DC 15 Perception check (DC 18 for Levels 3–4) to 
  locate a goat’s skull icon that stands out from the hundreds of tiny, 
  uniform desktop icons arranged in rows. The icon links to a file 
  titled “Abysshead.” Otherwise, PCs spend hours browsing other 
  files and find nothing of interest. 
  A successful DC 12 Culture check allows a PC to recall that 
  Abysshead is a popular aggrosynth band known for heavy bass 
  riffs, complex drum licks, and aggressive lyrics; all Abysshead 
  albums have thirteen tracks. PCs who played Starfinder Society 
  #1-06: A Night in Nightarch and received the Abysshead Download 
  boon gain a +2 to all skill checks to retrieve the hidden password 
  and automatically recall information about Abysshead without 
  making a check. The album on this computer contains a fake 
  fourteenth track titled “vengeance.unreleased.” 
  Trap: When an unauthorized user accesses the trapped 
  computer console, a magical curse script downloads into nearby 
  technological items, which become cursehacked. A creature using 
  a cursehacked item takes a –4 penalty to attack rolls (if it’s a 
  weapon), AC (if it’s a suit of armor), skill checks (if it’s involved in 
  attempting the skill check), and so on. The virus replicates in other 
  technological items if they touch either a cursehacked item, or a 
  creature carrying or wearing one. This curse remains until removed 
  by remove affliction or similar magic, or by a successful Computers 
  DC 35 check that takes 10 minutes for a single item.
  LEVELS 1–2 (CR 1)
  HACKER’S CURSE  
  CR 1
  Type hybrid; Perception DC 21; Disable Computers DC 16 
  (rewrite virus code)
  Trigger touch; Reset 1 minute
  Effect curse (technological items become cursehacked; this is a 
  curse effect); Will DC 12 negates (items of 8th level or above 
  only; lower-level items receive no save); multiple targets (tech 
  items carried by all creatures within 60 feet of the console)
  LEVELS 3–4 (CR 3)
  HACKER’S CURSE  
  CR 3
  Type hybrid; Perception DC 24; Disable Computers DC 19 
  (rewrite virus code)
  Trigger touch; Reset 1 minute
  Effect curse (technological items become cursehacked; this is a 
  curse effect); Will DC 14 negates (items of 8th level or above 
  only; lower-level items receive no save); multiple targets (tech 
  items carried by all creatures within 60 ft. of the console
  Development: By downloading the digital Abysshead album 
  with Datch’s password, the PCs succeed at their mission. 
  A4. LABORATORY
  The embri guides briefly describe the conservation work done 
  in this laboratory with the help of educational holovids. If PCs 
  attempt to exit through the southern doors, they are immediately 
  noticed and politely but firmly redirected. Particularly stealthy 
  PCs might manage to investigate area A5. 
  A5. STORAGE
  The tour doesn’t cover this dimly lit, musty storage area. Stacked 
  boxes and crates contain equipment and rations for the workers 
  within this facility. 
  Treasure: A PC who searches this area finds the following 
  items: 2 mk 1 serums of healing (Starfinder Core Rulebook 225), 
  engineering toolkit (Core Rulebook 221), and a holoshroud 
  (Starfinder Armory 104). 
  A6. RECREATION AREA
  This open room contains a few utilitarian cots and computer 
  stations. The guides explain that their planet’s values of efficient 
  labor are evident here, as workers spend their leisure time 
  enjoying additional training and research related to their position. 
  PCs are invited to access the terminals and “play a game” that 
  consists of educational modules and quizzes about a variety of 
  topics. If a PC finishes a module, they gain a +2 circumstance 
  bonus to their choice of one the following skills: Computers, 
  Engineering, Life Science, or Physical Science. PCs can apply this 
  bonus once the next time they attempt the relevant skill check, 
  regardless of how much time has passed since they completed 
  the module. Completing a module takes 10 minutes, at which 
  point the tour moves on. 
  Treasure: With a successful DC 12 Perception check, a PC 
  notices a discarded security badge on the floor. This badge 
  unlocks the door to Area A3.
  
  STARFINDER SOCIETY SCENARIO
  8
  A7. ACCESS CORRIDOR B
  This short but well-lit hallway provides another chance for PCs 
  to leave the tour behind. Like in area A2, this corridor contains 
  active security cameras that monitor activity and alert security 
  guards to the PCs’ movements, even if the tour guides don’t react.
  A8. RESEARCH AMPHITHEATER
  This room is laden with equipment and is the only area currently 
  occupied by workers. Masked embri scientists bustle about their 
  tasks, ignoring the tourists. After a brief dissertation about this 
  team’s efforts to reverse water pollution using artificially designed 
  microbes, the guides escort the PCs through the southwestern 
  doors back to the entrance. 
  Development: If PCs explore this area on their own without 
  the tour, one of the scientists quietly notifies security. Proceed 
  to the combat detailed in Event 1: Trespassers unless the PCs 
  already defeated the security guards elsewhere in the facility. 
  EVENT 1: TRESPASSERS 
  (CR 4 OR CR 6)
  The PCs’ mission requires all the PCs to escape their hosts. 
  Each PC can attempt one relevant skill check; likely strategies 
  are listed below. The GM can award circumstance bonuses 
  (up to +4) to skill checks based on disguises or convincing 
  roleplay. The PCs can also use aid another to assist each 
  other, potentially using different skills (for example, engaging 
  the guides in conversation with a Charisma-based skill might 
  benefit someone else’s Stealth check). 
  Tour Guides: First, PCs need to ditch the tour. A successful DC 
  14 Bluff, Diplomacy, or Intimidate check (DC 17 for Levels 3–4) is 
  enough to create a diversion or convince the guides that the PCs 
  are authorized to explore the facility alone. Alternatively, a PC 
  who succeeds at a DC 14 Stealth check (DC 17 for Levels 3–4) can 
  sneak away unnoticed during the guides’ presentation. 
  Security Cameras: The facility’s access corridors (areas A2 
  and A7) contain security cameras that must be disabled with 
  a successful DC 16 Computers or Engineering check (DC 19 for 
  Levels 3–4) while the guides are distracted. If PCs do not disable 
  the cameras, security intercepts them as soon as they diverge 
  from the tour. If the PCs failed their initial checks to present false 
  identities or disguises on Embroi, increase these DCs by 4. 
  Security Guards: The PCs most likely encounter security in 
  area A4. Once confronted by security, PCs have a final chance 
  to avoid combat. Any combination of two successful DC 20 Bluff, 
  Diplomacy, or Intimidate checks (DC 23 for Levels 3–4) persuades 
  or cows security into retreat. A successful DC 14 Life Science or 
  Physical Science check (DC 17 for Levels 3–4) to recall knowledge 
  can substitute for one of these checks. 
  Creatures: Security is eternally vigilant on Embroi, and 
  monitors tours using cameras. If PCs alert security, an embri 
  official arrives to capture or kill the trespassers. They’re aided 
  by two trained predators native to the planet (Levels 1–2) or two 
  observer-class security robots (Levels 3–4). If the PCs attracted 
  additional scrutiny at the spaceport, the security team members 
  gain a +1 circumstance bonus to their initiative rolls.
  LEVELS 1–2 (CR 4)
  EMBRI PRIEST  
  CR 1
  Page 21
  DIRE ABALONES (2) 
  CR 1
  Page 21
  LEVELS 3–4 (CR 6)
  EMBRI PRIEST 
  CR 3
  Page 25
  OBSERVER-CLASS SECURITY ROBOTS (2) 
  CR 1
  Page 25
  Development: After the PCs defeat security, they have plenty 
  of time to escape this part of Anthellon Station. PCs experience 
  the distinct feeling of being watched as hidden infernal observers 
  watch in silence. Bystanders target them with unnerving stares, 
  but no challenge comes, and the PCs board the submarine 
  without incident.
  CONCLUSION
  As long as the PCs recover Datch’s file, they are one step closer to 
  completing their task. The customs process to depart the planet 
  is just as strict as arrival. PCs sit through a tense, hours-long 
  waiting period before receiving departure clearance. PCs who 
  succeed at a DC 16 Perception or Sense Motive check during 
  this time realize that the officials recorded their images and 
  provided names in a marked file. Though the true significance 
  of this is nebulous, it’s clear that their visit to Embroi may have 
  future repercussions. Eventually, PCs can return to their ship 
  and review a long-range communication from the Society urging 
  them to continue to the next location and reminding them of the 
  mission’s importance. 
  
  RAT’S REPENTANCE
  9
  WHERE IN THE 
  UNIVERSE?
  NEMENAR
  The Prismatic Shadow
  Diameter: ×1; Mass: ×1; Gravity: ×1
  Atmosphere: normal; Day: 13 hours; Year: 243 days
  SHADOW IN THE FIELD 
  BY SHAY SNOW
  When she was still at large, Datch spent time on Nemenar 
  overlooking business administration and loan applications for 
  businesses within the tourism industry in Vehenstrenal. She soon 
  discovered that nemenari law enforcement was overwhelmed 
  by petty crime and used this to her advantage, exploiting her 
  status as a high-ranking AbadarCorp official to fluster any law 
  enforcement tracking her communications and movements. 
  She made multiple trips to a ruined prismatic spire, where she 
  stashed valuable items and data backups for safekeeping while 
  on the planet. On a final trip out to the ruin, she crashed her 
  urban cruiser, then abandoned the vehicle along with any items 
  she couldn’t carry back to the city on foot. 
  SUMMARY
  The PCs follow Datch’s lead to Nemenar and search an abandoned 
  facility near a ruined prismatic spire to find the passcode she hid 
  there. After encountering invasive creatures from the Shadow 
  Plane known as whisperwings, the PCs discover a hidden 
  cache disguised within a grave and retrieve the crystal statue 
  containing the data. 
  GETTING STARTED
  In this quest, PCs follow up on the errand detailed in Handout #2 
  on page 31. The PCs begin aboard a luxury tourist ship, waiting to 
  dock and exit to their Society-hired transport. Read or paraphrase 
  the following to get the adventure underway. 
  With the softest of bumps, the ship docks. A pleasant, 
  automated voice speaks overheard, welcoming travelers to 
  Nemenar, and specifically, to Vehenstrenal. The passengers 
  bustle to exit the craft, accompanied by the sounds of several 
  languages being spoken at once. The crowd in this transport 
  is mostly composed of painfully obvious tourists attempting to 
  gather their bags and corral their families out of the vehicle, as 
  well as a few cantankerous people traveling for business.
  Outside, the light from the nearest prismatic spire dances 
  across the buildings. Ceaselessly shifting and turning rainbows 
  illuminate and reflect off each other, giving the impression of a 
  city made of multifaceted dark quartz. Everyone in the crowd 
  pauses to wonder at the breathtaking sight, from the noisy 
  tourists to the rushed businesspeople. 
  At the end of the landing sits a small crowd of vehicles. 
  Among them is comfortable urban cruiser with a sign on its 
  roof that depicts the neatly-drawn symbol of the Starfinder 
  Society. The inside is luxurious, with padded seating, 
  refreshments, and plenty of room to stretch out and enjoy the 
  views of Nemenar gliding past. In the middle of the seating 
  area is a case that contains several pairs of special goggles, 
  allowing visitors to see in the dark when outside of the light of 
  the prismatic spires.
  The urban cruiser is controlled by a virtual intelligence (VI) 
  and has been designed to drive along a predetermined route. 
  PCs who don’t have darkvision or some form of blindsense need 
  to use a pair of the supplied goggles when they exit the cruiser. 
  This is an appropriate time to remind the PCs that the surface 
  of Nemenar is not exposed to the visible light spectrum, and 
  creatures native to the planet have developed multiple ways to 
  work around this.
  A CHORUS OF 
  SILHOUETTES
  The Starfinder Society secured this cruiser for the PCs. It has 
  been programmed to take them as close to Datch’s coordinates as 
  possible without damaging the vehicle. Attempting to change the 
  vehicle’s programming is met with a cheerful warning from the 
  VI and a frowning emoticon appearing on the control screen. A 
  second attempt locks PCs out of the console entirely, unless they 
  succeed at a DC 35 Computers check to hack it.
  The PCs ride for a few hours across the landscape of Nemenar 
  in peace, with the VI occasionally chiming in to describe local hot 
  spots and places of historical importance. Outside the windows of 
  the cruiser, the PCs can see the interplay of the natural ultraviolet 
  light reflecting off the phosphorescent buildings, accompanied by 
  random explosions of color from distant prismatic spires.
  B� THE FALLEN SPIRE
  As the PCs approach the coordinates, the overgrown ruins 
  of a collapsed prismatic spire come into view. This location is 
  noticeably darker than the tourist districts of Vehenstrenal. At 
  the base of the spire are remnants of what appears to be an office 
  building. Read or paraphrase the following. 
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  B. THE FALLEN SPIRE
  B. THE FALLEN SPIRE
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  DEAD WORLD
  DEAD WORLD
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  B1
  B1
  B2
  B2
  B3
  B3
  B5
  B5
  B4
  B4
  
  RAT’S REPENTANCE
  11
  11
  As the cruiser comes to a gentle stop, the doors automatically 
  unlock, allowing occupants to gather their belongings and exit 
  the vehicle. Before the doors shut, the VI cheerfully speaks.
  “Thank you so much for visiting our outskirts today! Please 
  remember to take only memories and leave only wishes! 
  This Luxe Transit will be leaving to return to Vehenstrenal in 
  two hours!”
  At the base of the shattered crystalline tower, crumbling 
  buildings face a cracked street. Their architecture is at odds 
  with the tower, which appears to be far older and is constructed 
  of reflective crystal. More dilapidated office buildings sprawl in 
  the eastern part of the ruins.
  Most of the buildings in this area were gutted long ago to help 
  refurbish and furnish other office buildings and spires, and little 
  remains for the PCs to find. When traveling in the southern part of 
  the ruins, the PCs notice a quiet buzzing noise, similar to the sound 
  of a malfunctioning light fixture. The noise grows louder as the PCs 
  reach the chasm in the road; however, it’s difficult to determine 
  where the sound is coming from.
  B1. CORNER OF MEMORIES AND WISHES
  The remains of a previously abandoned campsite lie outside the 
  ruined structure, with some old Shadowtongue graffiti spray-
  painted on the walls.
  B2. OLD OFFICE
  This office building has fared better than most over time, and still 
  contains intact furniture. To the east is a warped metal desk with 
  a torn plush chair that now serves as a nest for rodents. Bolted to 
  the northern wall is another desk strewn with old paperwork and 
  a datapad with no charge. 
  Treasure: The northern desk’s drawers are locked. PCs who 
  succeed at either a DC 10 Engineering check or a DC 15 Athletics 
  check can open the main drawer, revealing a level 4 signal 
  jammer (Starfinder Core Rulebook 221).
  B3. WHISPERWING HIVE (CR 4 OR CR 6)
  An immense crack splits the road, growing as wide as 
  fifteen feet across in some sections. The surface was 
  broken when the prismatic spire collapsed, leaving the 
  other side of the small block mostly unreachable. 
  The PCs have a few options to cross the cracked road 
  and get to the abandoned research facility. They can 
  succeed at a DC 15 Athletics check to jump across, or, 
  using the pile of debris available, succeed at a DC 15 
  Engineering check to build a sturdy ramp. Once the 
  PCs have fully crossed over and made their way into 
  the facility, the buzzing sound grows in intensity. The source of 
  the sound also becomes clear—an insectile hive jutting from the 
  southwestern wall. 
  Creatures: A small hive of whisperwings made their home 
  in this building after crossing over from the Shadow Plane. The 
  whisperwing hatchlings initially stay close to their hive, but 
  the adult whisperwing is immediately hostile to intruders. The 
  whisperwings’ main defense against predators is their distinctive 
  buzzing, which they continue producing in combat as they attempt 
  to attach to and drain the PCs. 
  WHISPERWING
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  LEVELS 1–2 (CR 4)
  WHISPERWING HATCHLINGS (3) 
  CR 1/2
  Page 22
  WHISPERWING 
  CR 2
  Page 22, art on page 29
  LEVELS 3–4 (CR 6)
  WHISPERWING HATCHLINGS (3) 
  CR 1/2
  Page 26
  WHISPERWINGS(3) 
  CR 2
  Page 26, art on page 29
  Development: The PCs can explore this part of the ruins 
  after defeating the whisperwings. The machinery contained in 
  the facility is useless as a result of prolonged exposure to the 
  elements. The PCs find a patchwork of incomplete documents 
  detailing experiments involving the Shadow Plane and various 
  types of mindless vermin. One such document contains a detailed 
  anatomical breakdown of adult and hatchling whisperwings.
  B4. WRECKAGE (CR 2 OR CR 4)
  The road behind the research facility is marred by dark skid 
  marks left by reckless driving in a land cruiser. The trail ends 
  at a crashed luxury cruiser, which lies crushed under a large 
  pile of collapsed building rubble. The driver’s side window 
  is smashed out, and the identifying plate on the back of the 
  cruiser spells out “D4TCHM3” in Common.
  While Datch was still based in Vehenstrenal, she sometimes 
  used this ruin as a personal storage area. On her final trip, she 
  lost control of her cruiser, resulting in the crash. 
  Traps: The wiring in the virtual panel on the cruiser’s dash 
  is damaged. Interacting with it triggers an electrical trap, 
  setting off sparks that might set fire to the exposed fabric of 
  the seating. 
  LEVELS 1–2 (CR 2)
  FAULTY WIRING 
  CR 2
  Type technological; Perception DC 23; Disable Computers 
  DC 18 (reroute the electric shock and direct it towards 
  another part of the cruiser) or Engineering DC 18 (to 
  connect the wires successfully and prevent the shock 
  entirely)
  Trigger touch; Reset none
  Initial Effect explosion of sparks (4d6 E) Reflex DC 13 half; 
  Secondary Effect small fire in console (1d4 F) Reflex DC 13 
  half
  LEVELS 3–4 (CR 4)
  FAULTY WIRING 
  CR 4
  Type technological; Perception DC 26; Disable Computers DC 
  21 (reroute the electric shock and direct it towards another 
  part of the cruiser) or Engineering DC 21 (to connect the wires 
  successfully and prevent the shock entirely)
  Trigger touch; Reset none
  Initial Effect explosion of sparks (4d10+2 E) Reflex DC 15 half; 
  Secondary Effect small fire in console (2d4 F) Reflex DC 15 
  half
  Development: If the PCs avoid triggering the trap, they can 
  access a snippet of footage from the dash cam. The footage shows 
  Datch driving before a collision, then swearing and rubbing her 
  head as if in pain. She pulls a gym bag from the backseat and 
  grumbles that she’s glad she already “buried the jammer and the 
  crystal,” or else she would have broken them in the accident. 
  B5. GRAVE CONTAINMENT
  Across the street from the wreckage, an alleyway leads to an 
  empty field containing two graves with matching headstones. 
  The headstones are blank except for their bottom left corners, 
  which each bear an engraving of an emaciated rat curled in on 
  itself. Identical shimmering force fields surrounding both stones. 
  Datch hid the crystal figurine containing her password beneath 
  the eastern headstone, assuming respect for the dead would trump 
  curiosity over what could be hidden behind the force field. PCs 
  attempting to reach through the force field are unable to reach 
  into the hollows cut into the headstones. If they activate a signal 
  jammer or succeed at a DC 15 Caster Level or Mysticism check, 
  the force fields evaporate (DC 18 for Levels 3–4), allowing them to 
  unearth the graves’ hidden contents. PCs who succeed at a DC 16 
  Mysticism check to recall knowledge know that the emaciated rat is 
  the symbol of the goddess Lao Shu Po, also known as Grandmother 
  Rat. She is the patron deity of ysoki, as well as assassins, spies, 
  rats, and thieves. PCs who worship the Lao Shu Po automatically 
  succeed at the check to identify the symbol.
  Treasure: The western headstone conceals a bundle of incense, 
  tied with a crumbling ribbon, and smelling faintly of musk and 
  spicy flowers. The crystal figurine with Datch’s password is 
  buried beneath the astern headstone and is carved to resemble a 
  sorrowful ysoki with her hands covering her eyes.
  CONCLUSION
  After retrieving the item, the PCs can make return to their ride. 
  When they reboard the vehicle, the VI happily announces that it 
  will arrive in Vehenstrenal in five minutes and that it hopes they 
  enjoyed their peaceful nature tour. Once back in the city, the PCs 
  can contact the Starfinder Society via long-range comms to report 
  their success and book a shuttle to their next destination.
  
  RAT’S REPENTANCE
  13
  13
  DIGITAL ECHOES 
  BY DAVE NELSON
  Datch’s work for AbadarCorp took her all over the galaxy. Years 
  ago, she deposited a memory within a secure digital storage facility 
  on the planet Pabaq in Near Space. This data not only contains 
  a formative memory from her years studying under the master 
  assassin Dispassion, but also features a meaningful phrase that 
  can be used as a passcode to bypass the countdown timer she set 
  to lock AbadarCorp’s Golden Vault.
  SUMMARY
  Datch’s next task takes the PCs to Pabaq, where they investigate 
  a grand library that contains a virtual memory storage facility. The 
  PCs must impress the Grand Librarian and earn her help in locating 
  the correct file path, then relive Datch’s memory of defeating her 
  fellow acolytes in battle to discover her third passcode. 
  GETTING STARTED
  The PCs follow up on the next piece of information given to them 
  by Datch, represented in Handout #3 on page 31. As their shuttle 
  touches down on one of Jhavom’s many launchpads, the PCs can 
  easily spot the Hall of Records, a skyscraper of 180 stories in the 
  exact center of the city. Give the PCs a chance to learn more about 
  the Hall of Records during their tram ride to the building. 
  CULTURE (RECALL KNOWLEDGE) 
  OR DIPLOMACY (GATHER 
  INFORMATION)
  Based on the result of a Culture check to recall knowledge or a 
  Diplomacy check to gather information, the PCs might know more 
  about the Hall of Records. They learn all the information whose DC 
  is equal to or less than the result of their check.
  10+: The osharus of Pabaq are a scholarly species that view 
  religion and science as two halves of the same whole. The Hall of 
  Records is the osharus’ pride and joy: a home for digital copies of all 
  the information osharus have collected over centuries.
  15+: Many osharus worry that their knowledge troves could be 
  exploited, and therefore have made the more dangerous archives 
  accessible only by mentally entering a virtual reality server within 
  the Hall of Records. Permission from the Grand Librarian is required 
  to find and access these records.
  20+: The Grand Librarian is an osharu of advanced age named 
  Rethra. She gained the position more than two decades ago 
  and is known for her various academic papers on the storage of 
  cognitive memory inside computer systems. Tragically, her own 
  memory is on the decline. PCs who learn this information gain a +2 
  circumstance bonus to all skill checks to assist or influence Rethra.
  RESPECTING YOUR 
  ELDERS
  Given the immense size of the labyrinthine Hall of Records, the 
  PCs need guidance to the memory’s exact location. The Hall’s 
  WHERE IN THE 
  UNIVERSE?
  PABAQ
  University Planet
  Diameter: ×1-1/2; Mass: ×2-1/4; Gravity: ×1
  Atmosphere: normal; Day: 30 hours; Year: 675 days
  enormous front desk stretches hundreds of feet long, and 
  translucent panes of glass separate it into orderly queues for 
  visitors. After a surprisingly short wait, the PCs reach the front of 
  their line and are greeted by an upbeat, masculine osharu: “Good 
  day. My name is Siltiche, how may I direct your request?” If asked 
  about how to visit a memory file, Siltiche points them towards 
  Grand Librarian Rethra, who can be found in the Chamber of 
  Memories a few floors up. Read or paraphrase the following when 
  the PCs arrive. 
  The Chamber of Memories occupies a large, circular wing of the 
  building, lined with banks of whirring servers stretching to the 
  hundred-foot-tall ceiling. Stairs of gilded brass scale each row 
  of servers, with catwalks branching along the sides in ten-foot 
  increments. Dozens of osharus in lengthy, colorful robes dot the 
  catwalks, servicing the equipment and replacing nodes. A long 
  row of chairs sized for average humanoids runs along the main 
  space. Helmets are attached to the headrests with heavy cables 
  running behind them and into the floor.
  An elderly osharu with yellowish-orange skin, dry and sallow 
  from age, patrols the chamber at an excruciatingly slow pace. She 
  wears blue and purple robes and leans on a triangular frame as a 
  mobility aid. She catches sight of the newcomers and walks over. 
  “My, my, my,” she says in a reedy voice. “Visitors with 
  weapons. Is the Silent War going so poorly?”
  Grand Librarian Rethra is a longtime student of history. 
  Between her extensive knowledge and her occasional memory 
  loss, she sometimes misplaces herself in historical events she’s 
  lived through or studied, such as believing the Pact Worlds 
  and Veskarium are still at war. When the PCs introduce 
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  GRAND LIBRARIAN 
  RETHRA
  themselves, Rethra interrupts them with a story about the 
  last time Starfinders came to the Hall of Records and remarks 
  about how polite they were. The PCs must navigate these 
  lapses to get Rethra’s help with locating Datch’s memory. 
  Each PC can attempt one of the following skill checks: Bluff 
  (to follow Rethra’s perception of the situation and steer it to 
  Datch), Diplomacy (to gently guide Rethra back to the topic at 
  hand), Life Science or Medicine (to assess Rethra’s condition 
  and provide treatment that makes her more lucid). The DC for 
  these checks is 16 (DC 20 for Levels 3–4). A single success 
  convinces Rethra to assist the party. If the party succeeds at 
  least three of these checks (or two successes for a group of 
  four PCs), they impress Rethra enough for her to remember to 
  disable the hazard in Antivirus Protection. 
  C� LIBRARY VIRTUAL 
  RECORDS
  Rethra leads the PCs to a set of chairs in the research station 
  and fits them with neural helmets. The process is painless and 
  minimally invasive, allowing PCs to travel through the library’s 
  virtual records to access the memory where Datch embedded 
  her passcode. There are enough open chairs for all PCs, and 
  the system is malleable enough to accommodate any species’ 
  physiology. As they are being strapped in, Grand Librarian 
  Rethra calmly explains how the process works.
  “Now, dears, you’re going to feel a bit dizzy at first. Once that 
  passes, you’ll find yourselves in one of the file paths in the 
  library server. Everything should work for you just as it does 
  in the real world. You shouldn’t encounter any trouble, 
  but just in case, think of your equipment and you’ll 
  have it. I’ll help direct you to the memory you 
  need, since this is a big place. Give me a holler when 
  you’re ready to come back. Speak up, now, I don’t hear so 
  well anymore.”
  ANTIVIRUS PROTECTION
  For a moment, a field of white is all that is perceivable. 
  This gives way to bright sunlight, then silhouettes of 
  palm trees with pale trunks and deep blue fronds. Dozens 
  of paths cut through the pixelated jungle, extending out of 
  sight. The sky gradually deepens to black, and green streaks of 
  light cascade across it like slow, weak lightning. A dull rumble 
  builds in the distance, intensifying until the sound becomes 
  identifiable as the roar of an approaching ocean wave. 
  These branching trails represent file paths that each 
  contain unique memory data. If the PCs keep their goal clearly 
  in mind, the correct path blazes in their vision, inviting them 
  to walk it. 
  Hazard: Grand Librarian Rethra forgot to disable the anti-
  intrusion software unless the PCs succeeded at three of 
  their checks to impress her (two for a group of 4 PCs). The 
  security system activates once they arrive, treating them 
  as unauthorized intruders or computer viruses. The osharu 
  engineers who designed the system envisioned a surge of 
  salt water as the deadliest of threats, so this countermeasure 
  manifests as waves of surging ocean water. The PCs have 
  one round to disable the security measure before 
  the wave strikes them.
  
  RAT’S REPENTANCE
  15
  15
  LEVELS 1–2 (CR 1)
  ANTIVIRUS WAVE 
  CR 1
  Type mechanical; Perception automatic; Disable DC 16 
  Computers (authorize PCs’ presence so the system allows 
  them to pass)
  Trigger location; Reset none
  Effect 3d6 bludgeoning damage (Reflex DC 12 half).
  LEVELS 3–4 (CR 3)
  ANTIVIRUS WAVE 
  CR 3
  Type mechanical; Perception automatic; Disable DC 19 
  Computers (authorize PCs’ presence so the system allows 
  them to pass)
  Trigger location; Reset none
  Effect 6d6 bludgeoning damage (Reflex DC 14 half).
  Development: After the wave passes, there is a pause before 
  Grand Librarian Rethra’s voice floats through the space, the 
  streaks in the sky pulsing in time with her words. “Oh, I’m sorry 
  about that, dears. I had forgotten completely about the security 
  system. It should be deactivated now…I think. Off you go!” The 
  multiple paths fade away until there is only one route through the 
  pixelated trees, leading to Datch’s memory. 
  C1. DATCH’S MISERY (CR 4 OR CR 6)
  The trip along the synthetic jungle path is eerily quiet, with only 
  the soft buzz of electricity to accompany the sound of the PCs’ 
  footsteps. After what feels like hours of walking, the surrounding 
  landscape dissolves, giving way to a new locale (use the map on 
  page 16).
  The virtual jungle melts away, leaving behind the view of a 
  starship’s cold steel deck. The sound of indistinct whispers 
  comes from the vacant stands. With a flicker, the form of a male 
  ysoki dressed in sleek combat armor suddenly appears.
  “Prepare, my students,” he says in a chilling monotone. “For 
  your final graduation exam. By this point, there is nothing left to 
  teach you. You are either capable of making use of Grandmother 
  Rat’s lessons, or you are not. Witness. Adapt. Survive. Or do not.”
  Shadows pass over the ysoki. When the shadows dissipate, 
  he is gone. Three other forms slide into the light, each a gaunt 
  ysoki wearing a featureless mask and brandishing a pistol.
  Creatures: The memory Datch buried here involves her 
  training under Dispassion, specifically when she was forced to 
  fight her fellow disciples to the death in order to graduate. Datch 
  has a particular attachment to this memory, as she sabotaged 
  her opponents’ equipment beforehand, granting her victory 
  without violence. The memories of the other acolytes appear as 
  real as anything else in this virtual reality and attack as soon 
  as they materialize. If a PC is reduced to 0 Hit Points, instead 
  of dying, they are jolted back to the chair in the Library. They 
  can reenter the virtual archive by spending 1 Resolve Point, but 
  the experience is disorienting, and they are unable to relocate 
  Datch’s memory. 
  At the start of each round during the combat, whispers from 
  the stands grow louder and utter the phrase “The fangless cannot 
  bite.” This is phrase the passcode that the PCs were sent to find, 
  and reveals that Datch passed this test through sabotage rather 
  than combat prowess.
  LEVELS 1–2 (CR 4)
  ACOLYTE MEMORIES (3) 
  CR 1
  Page 23
  LEVELS 3–4 (CR 6)
  ACOLYTE MEMORIES (3) 
  CR 3
  Page 27
  Development: Once the acolytes have been defeated, the ysoki 
  in armor reappears from the shadows. “An inventive solution,” he 
  says with the smallest hint of amusement. “You pass, Datch. With 
  my blessing comes a new name befitting your talents. For you...” 
  He pauses before finishing his thought. “Feint. Take this name and 
  your lessons forward. Do not bother returning, as you shall not 
  find me here again. But perhaps, if you keep your skills sharp, I 
  will someday find you.”
  The memory dissolves, giving way to the bleached white paths 
  of the virtual library world once more. With the passcode phrase 
  in mind, the PCs can now call for Grand Librarian Rethra to return 
  them to the Hall of Records.
  CONCLUSION
  The sensation of falling forward snaps the PCs back into their 
  physical bodies. Any injuries sustained virtually do not affect 
  their physical bodies. As Grand Librarian Rethra detaches them 
  from the neural helmets, read or paraphrase the following.
  “Welcome back, dearies. Did you find the…wait, what was it you 
  were looking for again? Clyment’s first meeting with the vesk, 
  wasn’t it? Nasty bit of history, that is.” She yanks a thick energy 
  cord out from the server and rolls it up with practiced ease. 
  “Now then, visitor hours are nearly done, so it’s time to be on 
  your way.” She makes a slurping sound that sounds a bit like 
  concerned tutting. “I’ll see you out.”
  Grand Librarian Rethra leads the PCs to the entrance of the 
  Hall of Records, dismissing them with a kind pat on the shoulder. 
  If the PCs made a good impression with Rethra, she asks for their 
  mailing addresses on Absalom Station so she can send them all 
  home-knit sweaters. Despite her best intentions, she forgets the 
  entire encounter minutes after the PCs leave.
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  C1. DATCH’S MISERY
  C1. DATCH’S MISERY
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  STADIUM
  STADIUM
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  PCS START HERE
  PCS START HERE
  
  RAT’S REPENTANCE
  17
  17
  RIDE TO RINDOWAK
  BY LAU BANNENBERG
  Decades ago, one of Datch’s early assignments for AbadarCorp 
  involved her administering an underwater mine on the oceanic 
  planet Varturan. During that time, she allocated research grants 
  to several young marine biologists, gaining local clout and earning 
  favors owed. One of the biologists, a brenneri named Kyefi 
  Mekkisan, discovered an interesting property of the coral found in 
  the Rindowak region. When fed hypernutrients, the coral grew into 
  consistent shapes—coral from the same pool always grew into the 
  exact same shape, but every pool produced something different. 
  Datch realized the potential to use this property to generate 
  complex cryptographic keys. 
  SUMMARY
  Armed with coordinates to a specific tide pool provided by Datch, 
  the PCs travel to Varturan to meet with her contact Dr. Kyefi 
  Mekkisan, who briefs the PCs about how to get what they need 
  from Datch’s “wet safe.” The PCs take a borrowed vehicle to the 
  tide pools to retrieve the key, encountering local predators in the 
  process. With their task completed, they must race against the 
  incoming tide to safely escape the area. 
  GETTING STARTED
  Give PCs Handout #4 on page 31. Read or paraphrase the following 
  to get the adventure underway. 
  As the ship exits the Drift, the planet Varturan comes into view. 
  Its surface is mostly unmarred by industrialization, but orbiting 
  the planet are two large moons with sizable bases built on them. 
  The ship descends to the city of Gruddonar. Gruddonar’s 
  buildings are suspended above the sea on massive stilts and 
  connected by an intricate network of rope bridges. Though over 
  200 feet separate the buildings from the ocean, a damp crust of 
  plants and minerals covers all but the upper reaches of the stilts.
  Gruddonar’s construction is a response to Varturan’s powerful 
  tides, which cause the height of the sea to rise and fall by hundreds 
  of feet every 6 hours. As the PCs walk through the city, they hear 
  snippets of music emerging from many of the buildings. They have 
  no trouble finding Dr. Mekkisan’s office. 
  Dr. Kyefi Mekkisan’s faculty office is full of books, aquariums, 
  specimens and datapads, all neatly organized. He ushers some 
  students out the door in preparation for visitors, wishing them 
  well on their exams.
  Dr. Mekkisan is a young brenneri, wearing comfortable yet 
  waterproofed tweed and slacks. He greets his guests warmly. 
  “Ah, you must be the Starfinders! Perfect timing. Call me Kyefi; I 
  don’t stand on formality. Have a seat, and a drink.” He motions to 
  seats around a table stacked with research materials, a colorful 
  tea set, and a framed picture of his significant other.
  Dr. Kyefi Mekkisan (NG male brenneri) is excited to meet with 
  Starfinders who regularly get to see alien ecosystems and exotic 
  animals. He doesn’t keep up with Pact World news, so he doesn’t 
  have a clue about Datch’s crimes. After serving tea and biscuits, he 
  lays out the PCs’ mission: first, fly their ship to a raised landing pad. 
  From there, they can board exploration buggies to travel across the 
  Rindowak nature preserve to the tide pool at Datch’s coordinates, 
  where they need to obtain a coral key. 
  He explains how to feed hypernutrients to the local corals to 
  cause them to rapidly grow stalks in a complex pattern and create 
  a key. The patterns for a given pool are always the same, but 
  unique compared to any other coral colony in nearby pools and can 
  therefore be used as cryptographic keys. He gives several packets 
  of hypernutrients to the PCs. 
  Kyefi is excited about the PCs’ trip. He performed his graduate 
  work in the area and thinks the PCs are in for an awesome safari 
  mission; in his words, the “intertidal zone is a real evolutionary 
  pressure cooker.” He warns them to be careful because many pools 
  are home to territorial beasts. Kyefi reviews satellite imagery of 
  Datch’s pool and announces that it’s currently safe.
  While Kyefi wants to talk with the Starfinders at length, he 
  knows that they need to catch their tidal window, since the 
  procedure can be performed only at low tide when the current is 
  slow. Before they depart, he warns the PCs to get back to their ship 
  before high tide, when the water level rises by about 200 feet. If 
  invited along, Kyefi regrets that he needs to stay behind to teach 
  his classes but promises to check his comms on breaks. 
  RIDE ACROSS RINDOWAK
  The PCs take one or two exploration buggies across the rugged 
  landscape. This is a good time to establish who’s in which buggy 
  WHERE IN THE 
  UNIVERSE?
  VARTURAN
  Bustling Waterways of Peace
  Diameter: ×1; Mass: ×1; Gravity: ×1
  Atmosphere: normal; Day: 1 day; Year: 1-1/4 years
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  DR. KYEFI MEKKISAN
  and who’s driving so that later on, when the PCs have to escape a 
  dangerous storm, they can get right into the action.
  The Rindowak landscape is mostly uneven rock, with 
  occasional salt and mud flats. Massive tide pools with vibrantly 
  colored coral dot the landscape. A variety of marine life dots 
  the landscape. Although there are many large and dangerous 
  animals, the buggies easily outpace them. Take a moment to 
  describe the lively landscape to set up the contrast when the 
  PCs come to Datch’s pool.
  D� THE ANEMONE OF 
  MY ENEMY (CR 4 OR 
  CR 6)
  At the coordinates given by Datch, the 
  landscape looks starkly different. There aren’t 
  any animals to be seen on the ground; just a 
  few lonely razorgulls flying overhead. Banks 
  of desiccated barnacles slope downward to a 
  pit where stony husks of dead coral are visible, 
  devoid of any living polyps. Shallow puddles are 
  filled with foul-smelling algae, and only a few 
  deeper pools show any signs of life. The area 
  is eerily quiet.
  The area Datch used to create her original 
  key consists of a large basin containing tide 
  pools of varying depths. When the PCs get 
  close, the terrain becomes so steep that 
  their buggies can’t carry them any further. 
  It takes about 10 minutes to climb down 
  to the lower level on foot (use the map on 
  page 19). 
  The terrain’s ridges are not high 
  enough to hinder movement. The 
  deaden pools cannot grow a key for the 
  PCs, but the shallow, greenish water 
  reacts to the nutrients.
  Creatures: 
  Several 
  ghelarns 
  hibernate here, as indicated on the 
  map. They are indistinguishable from 
  rocks and dead coral until they wake 
  up and start moving. Ghelarns are an 
  alien arthropod species normally native 
  to desert planets and resemble hermit 
  anemones. They evolved to hibernate when 
  food is scarce, then wake and ambush 
  when new prey passes by. When they 
  invaded this area, they encountered a 
  glut of prey, and the population rapidly 
  grew out of control. 
  The first ghelarn that the PCs come 
  within 10 feet of wakes up and attacks 
  them during a surprise round. Any other ghelarns wake up at 
  the end of the first round of regular combat. After the first 
  ghelarn attacks, the PCs can automatically spot the other 
  waking ghelarns. 
  LEVELS 1–2 (CR 4)
  TIDE POOL GHELARNS (2) 
  CR 2
  Page 24
  LEVELS 3–4 (CR 6)
  TIDE POOL GHELARNS (4) 
  CR 2
  Page 28
  Treasure: The shell of one of the ghelarns is 
  suitable for modifying into hardened resin armor 
  (Starfinder Pact Worlds 196) or fossilwrap I armor 
  for Levels 3–4 (Starfinder Alien Archive 2 68). 
  Development: PCs who successfully identify 
  the organisms with Life Science (during or after 
  combat) learn enough to report to Kyefi about 
  the invasive species. A PC who succeeds 
  at a DC 15 Physical Science check 
  detects traces of signal-blocking 
  basalt in the shells, which they’ve 
  determined is off-world in origin.
  Fortunately, the smallest green 
  pools were impossible for the 
  ghelarns to enter. The PCs can climb 
  into them and perform Kyefi’s procedure. 
  This requires a successful DC 16 Life Science, 
  Sleight of Hand, or relevant Profession check (DC 19 
  for Levels 3–4). PCs can attempt individual checks 
  or aid another. Each success results in one sample. 
  If none of the checks are successful, the PCs can 
  still harvest a single sample, but it takes them 
  longer, and this advances the tide by 1 zone in Event 
  2: Dire Tidings.
  EVENT 2: DIRE 
  TIDINGS
  After the PCs finish harvesting at least one coral 
  key, their comm units buzz as they receive a 
  voice call.
  Kyefi’s voice suddenly breaks the 
  silence. “Err, folks... you should really 
  be getting on your way. There’s some 
  foul weather up in the west, and 
  the tide is coming in faster than the 
  original forecast showed. I suggest 
  you leave. Right now!”
  
  RAT’S REPENTANCE
  19
  19
  D. THE ANEMONE OF MY ENEMY
  D. THE ANEMONE OF MY ENEMY
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  DEAD WORLD
  DEAD WORLD
  G = GHELARN 
  G = GHELARN 
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  G1
  G1
  LIVE CORAL
  LIVE CORAL
  G4
  G4
  G2
  G2
  G3
  G3
  PCS START HERE
  PCS START HERE
  
  STARFINDER SOCIETY SCENARIO
  20
  20
  The PCs need to exit the basin to reach their vehicles by 
  succeeding at a DC 12 Athletics check to climb (DC 15 for Levels 
  3–4). PCs with a fly or climb speed automatically succeed. If at least 
  half the PCs succeed, they can help the rest ascend fast enough. 
  Otherwise, the tide moves up 1 zone when the chase begins.
  Vehicle Chase: This event uses a modified form of a vehicle 
  chase (Starfinder Core Rulebook 282–286). Depending upon what 
  the PCs chose when they left Gruddonar, they might be in a single 
  vehicle or in two separate vehicles. Unlike a standard chase, the 
  PCs don’t escape when they’re 2 zones ahead of the opposition 
  but are safe when they reach the last zone (which represents 
  their ship). Instead of being chased by enemies, they must outrun 
  the tide. The PCs start in Zone 7. The tide starts in Zone 1 if the 
  PCs succeeded at their initial checks to grow a key and climb out 
  of the basin, in Zone 2 if they succeeded at one of these checks, 
  or in Zone 3 if they failed both checks.
  During the Pilot Actions Phase, PC drivers choose pilot 
  actions as normal, but only the Evade, Keep Pace, and Speed 
  Up actions are relevant in this phase. Because they’re ahead of 
  the tide, the drivers receive a +2 circumstance bonus to their 
  Piloting checks. The level of the PCs’ vehicle is 2 (4 for Levels 
  3–4). The tide doesn’t take pilot actions. 
  In the Chase Progress Phase, the PCs advance 1 zone as 
  normal (assuming they succeed during the Pilot Actions Phase); 
  after that the tide moves ahead 3 zones. 
  If the tide reaches the same zone as a vehicle, the vehicle is 
  destroyed. The PCs’ armor allows them to survive with bruises 
  and scratches, and within a few hours rescue crews dispatched 
  by Kyefi pick them up. However, any coral keys in that vehicle 
  are shattered.
  In the Combat Phase, instead of fighting enemy vehicles, 
  passenger PCs can take actions to help speed up their vehicle. They 
  can use any skill as long as they come up with an idea that could be 
  useful, such as using Computers for satellite navigation, Diplomacy 
  to encourage the driver, or Athletics to provide counterweight to the 
  vehicle during sharp turns. Encourage the players to be creative!
  Each chase round, each passenger PC can attempt one such 
  check. When a PC succeeds with a particular skill, that PC cannot 
  use it again for the rest of the chase, but other PCs can attempt 
  that skill. The DC for all these skill checks is 12 (15 for Levels 3–4). 
  If a PC succeeds this DC by 5 or more, it counts as 2 successes. 
  PCs can assist other vehicles by donating the success of a skill 
  check they’re about to attempt. At the GM’s discretion, expending 
  a resource such as a relevant spell gem can also count as an 
  automatic success. 
  Keep track of the number of passenger successes per vehicle 
  during the chase. Each time the number of successes in a vehicle 
  reaches the number of passenger PCs, the vehicle moves 1 zone 
  ahead. For example, a vehicle with four PCs has one pilot and three 
  pAssengers, so it needs only three successes to move up 1 zone. 
  CHASE ZONES
  #
  ZONE
  EFFECTS
  1–6
  Tidal Pools
  No effects
  7
  Tidal Ridge
  No effects; PCs start here
  8
  Obsidian Swamps
  Active Hazard: any Pilot Action 
  in this zone other than Evade 
  deals 1d10 slashing damage to 
  the vehicle
  9–10
  Mud Flats
  Altered Movement: +4 bonus to 
  Speed Up
  11
  Barnacle Thicket
  Hazard: –2 penalty to all 
  Piloting checks
  12
  Parade Crab Tracks +2 bonus to all Piloting checks
  13
  Lava Tubes
  Active Hazard: any Pilot Action 
  in this zone other than Evade 
  deals 1d10 fire damage to the 
  vehicle
  14
  Salt Flats
  Altered Movement: +4 bonus to 
  Speed Up
  15
  Basalt Stairway
  Hazard: –2 penalty to all 
  Piloting checks
  16
  Landing Pad
  No effects
  CONCLUSION
  When the PCs reach their ship, they hear Kyefi’s classroom break 
  into cheers over their comms channel. The PCs succeed at this 
  mission as long as they recover at least one key. PCs who failed 
  to escape the tide are safely rescued and returned to their ship 
  hours later, but they fail the mission.
  If the PCs share information about the ghelarns with Kyefi, 
  he puts wheels in motion to contain the invasive species. He 
  appreciates the PCs’ vigilance and rewards them with several 
  library chips that he thinks they may find interesting.
  ADVENTURE CONCLUSION
  After the PCs complete their final mission, they receive a comm 
  from a blocked number. In a cryptic message, a modulated voice 
  requests they stall for an additional week before turning Datch’s 
  passcodes over to AbadarCorp. If asked to identify themself, the 
  caller responds only with “no name,” but explains that they’re an 
  anticorp activist looking to take the megacorp down a peg. They 
  assure the PCs that this delay will make the corp sweat without 
  hurting Pact World residents. PCs can choose whether or not 
  to delay completing their mission. This choice affects how the 
  GM reports the adventure’s results, but it has no effect on the 
  missions’ rewards or success.
  REPORTING NOTES
  If the PCs agree to follow the unidentified caller’s instructions, 
  check box A. If they decline, check box B.
  
  RAT’S REPENTANCE
  21
  21
  SCALING EVENT 1
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Remove one dire abalone from the encounter. 
  APPENDIX 1: LEVEL 1–2 
  ENCOUNTERS
  The statistics presented in this appendix include full stat blocks 
  for creatures appearing in this adventure, including any variation 
  described in the text. These encounters are written for a group of 
  5–6 PCs of 1st level. Use the scaling sidebars for each encounter 
  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.
  EVENT 1: TRESPASSERS (LEVELS 1–2)
  EMBRI PRIEST 
  CR 1
  LE medium aberration (Alien Archive 2 48)
  Init +0; Senses darkvision 60 ft.; Perception +5
  DEFENSE 
  HP 16 RP 5
  EAC 10; KAC 11
  Fort +1; Ref +1; Will +6
  Immunities charm
  Other Defensive Abilities masked emotions
  OFFENSE
  Speed 30 ft.
  Melee battle staff +2 (1d4 B)
  Ranged azimuth laser pistol +4 (1d4 F; critical burn 1d6)
  Mystic Spells Known (CL 1st)
  1st (3/day)—charm person (DC 15), mind thrust (DC 15), 
  reflecting armor (DC 15)
  0 (at will)—daze (DC 14), detect magic, fatigue (DC 14), 
  mindlink, telekinetic projectile
  Connection mindbreaker
  STATISTICS
  Str +0; Dex +0; Con +3; Int +0; Wis +4; Cha –1
  Skills Culture +5, Mysticism +5, Profession (security guard) +10, 
  Sense Motive +10
  Languages Common, Embri
  Gear second skin, battle staff, hivemaskAA2, azimuth laser pistol 
  (1 standard battery with 20 charges)
  SPECIAL ABILITIES
  Healing Touch (Su) Once per day, they can spend 10 minutes to 
  magically heal an ally up to 5 Hit Points.
  Masked Emotions (Ex) An embri loses its immunity to charm 
  effects and saving throws against enchantment spells 
  and effects when it isn’t wearing a mask over its face. In 
  addition, while unmasked, it must roll twice for a Sense 
  Motive check it attempts and take the lower result.
  Share Pain (Su) Whenever a foe deals damage to the embri 
  priest, they can spend 1 Resolve Point as a reaction to shift 
  some of the pain back onto that foe. Unless the foe succeeds 
  at a Will save (DC 12), they reduce the damage they take 
  from the attack by 1, and the foe takes an equal amount of 
  damage. This is a mind-affecting pain effect.
  DIRE ABALONES (2) 
  CR 1
  N Small animal (devil, aquatic)
  Init +2; Senses low-light vision, see in darkness; blindsense 
  (smell) 30 ft.; Perception +5
  DEFENSE  
  HP 20 EACH
  EAC 11; KAC 13
  Fort +5; Ref +5; Will +1
  Immunities fire, poison; Resistances acid 2, cold 2
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee bite +8 (1d6+2 P; critical bleed 1d4)
  Spell-like Abilities (CL 1st)
  1/day—summon allies (1 dire abalone 35%)
  STATISTICS
  Str +1; Dex +2; Con +0; Int –4; Wis +1; Cha –2
  Skills Acrobatics +10, Athletics +5, Stealth +5
  Other Abilities amphibious, water breathing
  
  STARFINDER SOCIETY SCENARIO
  22
  22
  SCALING ENCOUNTER B3
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove two whisperwing hatchlings from the encounter.
  ENCOUNTER B3 (LEVELS 1–2)
  WHISPERWING HATCHLINGS (3)  
  CR 1/2 
  N Small vermin 
  Init +2; Senses darkvision 60 ft; Perception +4 
  DEFENSE  
  HP 13 EACH 
  EAC 10; KAC 12 
  Fort +6; Ref +2; Will +0 
  OFFENSE 
  Speed fly 30 ft. 
  Melee bite +6 (1d6+3 P plus 1d4 Dexterity drain [DC 9])
  STATISTICS 
  Str +3; Dex +2; Con +1; Int –; Wis +0; Cha +0 
  Skills Acrobatics +9; Stealth +4; Survival +4
  Other Abilities mindless
  WHISPERWING  
  CR 2 
  N Medium vermin 
  Init +2; Senses darkvision 60 ft; Perception +7 
  DEFENSE  
  HP 25
  EAC 13; KAC 15 
  Fort +8; Ref +4; Will +1 
  OFFENSE 
  Speed fly 30 ft. 
  Melee bite +10 (1d6+6 P) 
  STATISTICS 
  Str +4; Dex +2; Con +1; Int –; Wis +0; Cha +0 
  Skills Acrobatics +12, Intimidation +7, Stealth +7
  Other Abilities mindless
  SPECIAL ABILITIES
  Shadow Scream (Ex) As a swift action, whisperwings produce 
  a loud buzzing noise that disorients other creatures and can 
  cause lasting internal damage. Any creature within 10 feet, 
  other than whisperwings or whisperwing hatchlings, takes 
  1d6+2 sonic damage and must succeed at a DC 11 Fortitude 
  saving throw or be sickened for 1d4 rounds. Affected 
  creatures are immune to this ability for 24 hours.
  
  RAT’S REPENTANCE
  23
  23
  SCALING ENCOUNTER C1
  ENCOUNTER C1 (LEVELS 1–2)
  ACOLYTE MEMORIES (3) 
  CR 1
  Ysoki mystic 
  NE Small humanoid (ysoki)
  Init +4; Senses darkvision 60 ft; Perception +6
  DEFENSE  
  HP 17 EACH
  EAC 11; KAC 12
  Fort +1; Ref +4; Will +4 
  OFFENSE
  Speed 30 ft.
  Melee tactical baton +4 (1d4+2 B, analog, operative, thrown 
  [20 ft.])
  Ranged tactical semi-auto pistol +6 (1d6+1 P)
  Offensive Abilities trick attack 1d4
  Spell-like Abilities (CL 1st)
  1st (3/day)—command (DC 12)
  STATISTICS
  Str +1; Dex +4; Con +1; Int +1; Wis +2; Cha +1
  Skills Bluff +11, Engineering +11, Mysticism +6, Stealth +11, 
  Survival +6
  Languages Common, Ysoki
  Other Abilities cheek pouches, moxie
  Gear estex suit I, tactical semi-auto pistol with 18 rounds, 
  tactical baton
  Make the following adjustments to accommodate a group 
  of four PCs.
  Each acolyte memory suffers from the off-target 
  condition during combat.
  
  STARFINDER SOCIETY SCENARIO
  24
  24
  SCALING ENCOUNTER 
  ENCOUNTER D
  Make the following adjustments to accommodate a group 
  of four PCs.
  The ghelarns have the sickened condition.
  ENCOUNTER D (LEVELS 1–2)
  TIDE POOL GHELARNS (2) 
  CR 2
  N Large aberration (aquatic)
  Init +1; Senses blindsense (vibration) 10 ft., darkvision 60 ft.; 
  Perception +7
  DEFENSE 
  HP 25 EACH
  EAC 13; KAC 15
  Fort +4; Ref +4; Will +1
  OFFENSE
  Speed 20 ft., swim 20 ft.
  Melee tendril +10 (1d4+6 A)
  Space 10 ft.; Reach 10 ft.
  Special Attacks entrapping sludge
  STATISTICS
  Str +4; Dex +1; Con +2; Int –4; Wis +0; Cha +0
  Skills Acrobatics +7, Athletics +12, Stealth +12, Survival +7
  Other abilities amphibious, hibernate
  SPECIAL ABILITIES
  Entrapping Sludge (Ex) An awakened ghelarn continually 
  secretes a sticky sludge in a 10-foot area around it to entrap 
  prey. Creatures that end their turn standing in the sludge 
  must succeed at a DC 11 Reflex save or become entangled. A 
  creature that was already entangled and fails another save 
  becomes stuck to the ground. Creatures can attempt a new 
  save to end the effect as a move action.
  Hibernate (Ex) Ghelarns can retract their tendrils and enter 
  hibernation. In hibernation, the ghelarn doesn’t need to eat or 
  drink and is almost indistinguishable from a rock. The ghelarn 
  wakes immediately if it senses prey with its blindsense.
  
  RAT’S REPENTANCE
  25
  25
  SCALING EVENT 1
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Remove one robot from the encounter. 
  APPENDIX 2: LEVEL 3–4 
  ENCOUNTERS
  The statistics presented in this appendix include full stat blocks 
  for creatures appearing in this adventure, including any variation 
  described in the text. These encounters are written for a group of 
  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 
  different levels, consult the Guide to Organized Play: Starfinder 
  Society for instructions.
  EVENT 1: TRESPASSERS (LEVELS 3–4)
  EMBRI PRIEST 
  CR 3
  LE medium aberration
  Init +0; Senses darkvision 60 ft.; Perception +8
  DEFENSE 
  HP 32 RP 6
  EAC 14; KAC 15
  Fort +2; Ref +2; Will +8
  Immunities charm
  Other Defensive Abilities masked emotions
  OFFENSE
  Speed 30 ft.
  Melee battle staff +5 (1d4+3 B)
  Ranged azimuth laser pistol +7 (1d4+3 F; critical burn 1d4)
  Mystic Spells Known (CL 3rd)
  1st (4/day)—charm person (DC 16), mind thrust (DC 16), 
  reflecting armor (DC 16)
  0 (at will)—daze (DC 15), detect magic, fatigue (DC 15), 
  mindlink, telekinetic projectile
  Connection mindbreaker
  STATISTICS
  Str +0; Dex +0; Con +3; Int +0; Wis +4; Cha –1
  Skills Culture +8, Mysticism +8, Profession (security guard) 
  +13, Sense Motive +13
  Languages Common, Embri
  Gear graphite carbon skin, battle staff, hivemaskAA2, azimuth 
  laser pistol (1 standard battery with 20 charges)
  SPECIAL ABILITIES
  Backlash (Su) Whenever a foe succeeds at a Will save against 
  one of the embri priest’s spells and completely negates the 
  effect, that foe takes 3 nonlethal damage. This is a mind-
  affecting pain effect.
  Healing Touch (Su) Once per day, they can spend 10 minutes to 
  magically heal an ally up to 15 Hit Points.
  Masked Emotions (Ex) An embri loses its immunity to charm 
  effects and saving throws against enchantment spells 
  and effects when it isn’t wearing a mask over its face. In 
  addition, while unmasked, it must roll twice for a Sense 
  Motive check it attempts and take the lower result.
  Share Pain (Su) Whenever a foe deals damage to the embri 
  priest, they can spend 1 Resolve Point as a reaction to shift 
  some of the pain back onto that foe. Unless the foe succeeds 
  at a Will save (DC 15), they reduce the damage they take 
  from the attack by 3, and the foe takes an equal amount of 
  damage. This is a mind-affecting pain effect.
  OBSERVER CLASS SECURITY ROBOTS (2) 
  CR 1
  N Small construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE 
  HP 17 EACH
  EAC 14; KAC 15
  Fort +1; Ref +1; Will –1
  Defensive Abilities exigency, integrated weapons; Immunities 
  construct immunities
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee slam +6 (1d6+3 B)
  Ranged pulsecaster pistol +9 (1d4+1 E), or
  stickybomb grenade I +9 (explode [entangled 2d4 rounds; 
  10 ft.])
  STATISTICS
  Str +2; Dex +4; Con —; Int +1; Wis +0; Cha +0
  Skills Acrobatics +10, Athletics +5, Computers +5
  Languages Common
  Other Abilities unliving
  Gear pulsecaster pistol with 2 batteries, stickybomb 
  grenades I (2)
  SPECIAL ABILITIES
  Exigency (Ex) An observer security robot can expend a large 
  store of energy to temporarily increase its processing power 
  and attempt to avoid an attack. Once per day, it can reroll a 
  failed Reflex saving throw with a +10 circumstance bonus.
  
  STARFINDER SOCIETY SCENARIO
  26
  26
  SCALING ENCOUNTER B3
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove one whisperwing and one whisperwing hatchling 
  from the encounter.
  ENCOUNTER B3 (LEVELS 3–4)
  WHISPERWING HATCHLINGS (3) 
  CR 1/2 
  N Small vermin 
  Init +2; Senses darkvision 60 ft; Perception +4 
  DEFENSE 
  HP 13 EACH 
  EAC 10; KAC 12 
  Fort +6; Ref +2; Will +0 
  OFFENSE 
  Speed fly 30 ft. 
  Melee bite +6 (1d6+3 P plus 1d4 Dexterity drain [DC 9])
  STATISTICS 
  Str +3; Dex +2; Con +1; Int –; Wis +0; Cha +0 
  Skills Acrobatics +9; Stealth +4; Survival +4
  Other Abilities mindless
  WHISPERWINGS (3)  
  CR 2 
  N Medium vermin 
  Init +2; Senses darkvision 60 ft; Perception +7 
  DEFENSE 
  HP 25 EACH
  EAC 13; KAC 15 
  Fort +8; Ref +4; Will +1 
  OFFENSE 
  Speed fly 30 ft. 
  Melee bite +10 (1d6+6 P) 
  STATISTICS 
  Str +4; Dex +2; Con +1; Int –; Wis +0; Cha +0 
  Skills Acrobatics +12, Intimidation +7, Stealth +7
  Other Abilities mindless
  SPECIAL ABILITIES
  Shadow Scream (Ex) As a swift action, whisperwings produce 
  a loud buzzing noise that disorients other creatures and can 
  cause lasting internal damage. Any creature within 10 feet, 
  other than whisperwings or whisperwing hatchlings, takes 
  1d6+2 sonic damage and must succeed at a DC 11 Fortitude 
  saving throw or be sickened for 1d4 rounds. Affected 
  creatures are immune to this ability for 24 hours.
  
  RAT’S REPENTANCE
  27
  27
  SCALING ENCOUNTER C1
  Make the following adjustments to accommodate a group 
  of four PCs.
  Each acolyte memory suffers from the off-target 
  condition during combat.
  ENCOUNTER C1 (LEVEL 3–4)
  ACOLYTE MEMORIES (3) 
  CR 3
  Ysoki mystic 
  NE Small humanoid (ysoki)
  Init +4; Senses darkvision 60 ft; Perception +9
  DEFENSE 
  HP 35 EACH
  EAC 14; KAC 15
  Fort +2; Ref +5; Will +6 
  Defensive Abilities evasion, holographic clone
  OFFENSE
  Speed 40 ft.
  Melee tactical baton +7 (1d4+4 B, analog, operative, thrown 
  (20 ft.)
  Ranged semiauto pistol +9 (1d6+3 P)
  Offensive Abilities trick attack 1d8
  Spell-like Abilities (CL 1st)
  1st (3/day)—command (DC 12)
  STATISTICS
  Str +1; Dex +4; Con +1; Int +1; Wis +2; Cha +1
  Skills Bluff +14, Engineering +14, Mysticism +9, Stealth +14, 
  Survival +9
  Languages Common, Ysoki
  Other Abilities cheek pouches, moxie
  Gear estex suit, I, semiauto pistol with 18 rounds, tactical 
  baton
  SPECIAL ABILITIES 
  Holographic Clone (Ex) Once per day as a standard action, an 
  acolyte memory can create 1d4 images of itself that last for 
  1 minute per operative level. This ability otherwise functions 
  as mirror image. 
  
  STARFINDER SOCIETY SCENARIO
  28
  28
  SCALING ENCOUNTER D
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove one ghelarn from the encounter.  
  ENCOUNTER D (LEVELS 3–4)
  TIDE POOL GHELARNS (4) 
  CR 2
  N Large aberration (aquatic)
  Init +1; Senses blindsense (vibration) 10 ft., darkvision 60 ft.; 
  Perception +7
  DEFENSE 
  HP 25 EACH
  EAC 13; KAC 15
  Fort +4; Ref +4; Will +1
  OFFENSE
  Speed 20 ft., swim 20 ft.
  Melee tendril +10 (1d4+6 A)
  Space 10 ft.; Reach 10 ft.
  Special Attacks entrapping sludge
  STATISTICS
  Str +4; Dex +1; Con +2; Int –4; Wis +0; Cha +0
  Skills Acrobatics +7, Athletics +12, Stealth +12, Survival +7
  Other Abilities amphibious, hibernate
  SPECIAL ABILITIES
  Entrapping Sludge (Ex) An awakened ghelarn continually 
  secretes a sticky sludge in a 10-foot area around it to entrap 
  prey. Creatures that end their turn standing in the sludge 
  must succeed at a DC 11 Reflex save or become entangled. A 
  creature that was already entangled and fails another save 
  becomes stuck to the ground. Creatures can attempt a new 
  save to end the effect as a move action.
  Hibernate (Ex) Ghelarns can retract their tendrils and enter 
  hibernation. In hibernation, the ghelarn doesn’t need to 
  eat or drink and is almost indistinguishable from a rock. 
  The ghelarn wakes immediately if it senses prey with its 
  blindsense.
  
  RAT’S REPENTANCE
  29
  29
  APPENDIX 3: GAME AIDS
  DATCH
  WHISPERWING
  GRAND LIBRARIAN 
  RETHRA
  DR. KYEFI 
  MEKKISAN
  
  STARFINDER SOCIETY SCENARIO
  30
  30
  APPENDIX 3: GAME AIDS
   DIRE ABALONE
  
  RAT’S REPENTANCE
  31
  31
  HANDOUT #1: EMBROI INFILTRATORS
  HANDOUT #2: SHADOW IN THE FIELD
  HANDOUT #3: DIGITAL ECHOES
  HANDOUT #4: RIDE TO RINDOWAK
  “Hi Starfinders,
  I really do want to help you and AbadarCorp with this little lockout problem. Since I’m stuck in this cage, you’ll need to visit Embroi 
  and retrieve an encrypted password from a file from within Anthellon Station’s submarine computer banks. The file is saved on a 
  computer with a demonic screensaver. I’m confident you can find it!
  –Datch”
  “Hi Starfinders,
  Things sure would be difficult in the Pact Worlds if AbadarCorp ended up locked out of their vaults, don’t you think? I wonder what 
  that would do to the economy? Luckily, you can stop that from happening! You just need to fetch another password for me. This 
  one’s located on Nemenar and engraved on a crystal figurine. I left it in some ruins at these coordinates. Good luck!
  –Datch”
  “Hi Starfinders,
  Back when I was still scheming to topple your organization, I had a lot on my mind. There’s a lovely place on Pabaq called the Hall 
  of Records where you can literally leave your worries behind. I transferred one of my memories into their servers for safe storage, 
  and the third password is contained within that memory. You’ll know it when you hear it. 
  –Datch”
  “Hi Starfinders,
  I’m sure you’re eager to stop certain financial disaster from occurring, and I want to see you succeed. You can find the last item you 
  need in my wet safe on the oceanic planet Varturan, at these exact coordinates. Get in touch with my friend Dr. Kyefi Mekkisan 
  before you go—he acted as my liaison for business concerns on Varturan and can help you with anything you need. Be safe!
  –Datch”
  
  STARFINDER SOCIETY SCENARIO
  32
  32
  CHARACTERS
  Each player must use one of the 1st- level Starfinder Society 
  pregenerated characters, which are available at paizo.com/sfrd, 
  or a 1st- through 4th- level character of the player’s own creation 
  using the rules set forth in the Guide to Organized Play: Starfinder 
  Society. For more information on applying credit to characters by 
  playing pregenerated characters, see the “Pregenerated Characters” 
  section of the Guide to Organized Play: Starfinder Society. 
  CHRONICLE SHEET
  Players who complete one or more of the quests in Rat’s Repentance 
  receive a Chronicle Sheet for this adventure, noting which specific 
  quests they played. The credits, XP, Fame, and Reputation you 
  earn on this Chronicle Sheet are based on the PCs’ level and how 
  many quests they complete. Until the character participates in 
  an adventure other than Starfinder Society Scenario #3-19: Rat’s 
  Repentance, they can continue to play the other quests and earn 
  greater rewards—even over multiple sessions. Each additional quest 
  beyond the first increases the PC’s total reward. The credits rewards 
  are listed above. In addition, PCs gain 1 XP, 1 Fame and 1 Reputation 
  once they have completed 2 quests. This increases to 2 Fame and 2 
  Reputation when they complete all 4 quests.
  For players who have not completed all four quests, simply check 
  the boxes on the Chronicle Sheet corresponding to the adventure 
  they have completed, unless they express the intention to play this 
  character in another adventure before completing the quest series.
  When a GM runs a quest, she also gets credit applied to a 
  character. However, each time she runs one, she can check off any 
  one of the quest boxes on her Chronicle Sheet. In this way, a GM can 
  continue to earn credit towards a character even if she runs the same 
  quest several times for different groups. 
  QUESTS COMPLETED
  LEVEL 1–2 REWARD
  OUT OF LEVEL REWARD
  LEVEL 3–4 REWARD
  1
  180 credits
  273 credits
  365 credits
  2
  365 credits
  545 credits
  730 credits
  3
  540 credits
  818 credits
  1,095 credits
  4
  720 credits
  1,090 credits
  1,460 credits
  ORGANIZED PLAY
  REWARDS TABLE
  
  RAT’S REPENTANCE
  33
  33
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  -7
  -7
  -7
  -7
  -7
  -7
  -7
  
  STARFINDER SOCIETY SCENARIO
  34
  34
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
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  affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Starfinder Core Rulebook ©2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik 
  Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Scenario #3-19: Rat’s Repentance © 2021, Paizo Inc.; Authors: Lau 
  Bannenberg, Dave Nelson, Shay Snow, and Drew Taylor.
  This product is compliant with the Open Game License (OGL) and is suitable for use 
  with Starfinder.
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All 
  trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well 
  as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks, 
  characters, dialogue, locations, organizations, plots, storylines, trade dress, the historical 
  period called the Gap, the terms kishalee, sivv, skyfire, Dreamer (the official Open Game 
  Content term for which is “dreaming barathu”), and the Drift (the official Open Game Content 
  term for which is “hyperspace”). (Elements that have previously been designated as Open 
  Game Content, or are exclusively derived from previous Open Game Content, or that are in 
  the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo game product are Open Game Content, as defined in the Open Game 
  License version 1.0a, Section 1(d). No portion of this work other than the material designated 
  as Open Game Content may be reproduced in any form without written permission.
  Starfinder Society Scenario #3-19: Rat’s Repentance © 2021, Paizo Inc. All Rights 
  Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, 
  Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder 
  P logo, Pathfinder Accessories, Pathfinder Adventure, Pathfinder Adventure Card Game, 
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  Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder 
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  trademarks of Paizo Inc.
  PAIZO INC.
  Creative Directors • James Jacobs and Robert G. McCreary
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  Patrick Renie, and Jason Tondro
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  Pathfinder Lead Designer • Logan Bonner
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  Normal
  LEVELS
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  LEVELS
  Normal
  LEVELS
  Normal
  LEVELS
  Adventure Summary
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
    
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  Character Chronicle #
  1–2
  3–4
  —
  Special
  Special
  Special
  —
  Out of 
  Level
  Scenario #3-19: 
  Rat’s Repentance
  Tasked with shutting down an automated countermeasure created by Datch to lock AbadarCorp out of its own Vault, you 
  traveled to Near Space to retrieve four unique passcodes. 
  ▫ You infiltrated submarine computer banks on Embroi to recover a digital password encrypted into a music file. 
  ▫ On Nemenar, you explored a ruined prismatic spire and contended with shadowy predators to recover a crystal 
  figurine.
  ▫ You visited Pabaq’s Grand Library and retrieved a passphrase from one of Datch’s own memories in a virtual archive. 
  ▫ On Varturan, you grew a living coral key in one of the local tide pools and rushed to escape the oncoming tide. 
  ▫ After retrieving the four items, you agreed to help a mysterious anticorporate activist by delaying your handoff of 
  the passwords to AbadarCorp.
  Quests Played
  ▫ 
  Embroi Infiltrators
  ▫ 
  Shadow in the Field
  ▫ 
  Digital Echoes
  ▫ 
  Ride to Rindowak
  Variable Rewards: The credits, XP, Fame, and Reputation you earn on this Chronicle Sheet are based on your level and 
  how many of the quests you complete. Until you play an adventure other than Starfinder Society Scenario #3-19: Rat’s 
  Repentance, you can continue to play the other quests and earn greater rewards, even over multiple sessions. Check off 
  the quests completed using the boxes above. Before beginning a different adventure, circle the number of quests you have 
  completed and calculate your rewards for this Chronicle Sheet based on the table below.
  Reputation
  All Levels
  Levels 3–4
  basic gravity shield (2,100; item level 4; Starfinder Near 
  Space 151)
  estex suit II (2,700; item level 5; Starfinder Core 
  Rulebook 199)
  hivemask (1,400; item level 3; Starfinder Alien Archive 
  2 49)
  holoshroud (1,300; item level 3; Starfinder Armory 104)
  nightvision scope (2,350; item level 4; Armory 60)
  fossilwrap I (3,100; item level 5; Alien Archive 2 23)
  tier 4 software imp (6,000; item level 7; Armory 124)
  QUESTS CREDITS (1–2)
  OUT OF LEVEL
  CREDITS (3–4)
  XP
  FAME & REPUTATION
  1
  180
  273
  365
  0
  0
  2
  365
  545
  730
  1
  1
  3
  540
  818
  1,095
  1
  1
  4
  720
  1,090
  1,460
  1
  2
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 3/SF S03-19 Rats Repentance.pdf