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  THE EDGE OF CADASCON
  BY EMILY PARKS
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  YEAR OF A THOUSAND BITES
  STARFINDER SOCIETY SCENARIO #2–23, TIER 3–6
  
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  Content Note
  While The Edge of Cadascon contains typical Starfinder action and adventure, it also includes themes of 
  contagion and infection. Before you begin, understand that player consent (including that of the Game Master) 
  is vital to a safe and fun play experience for everyone. You should talk with your players before beginning the 
  scenario and modify descriptions or events as appropriate.
  Starfinder Society Scenario #2–23: The Edge of Cadascon is a Starfinder Society Scenario 
  designed for 3rd- through 6th-level characters (Tier 3–6; Subtiers 3–4 and 5–6). It is designed 
  for play in the Starfinder Society Organized Play campaign but can easily be adapted for use 
  with any world. For more information on the Starfinder Society campaign, how to read the 
  attached Chronicle sheets, and how to find games in your area, check out the campaign’s 
  home page at StarfinderSociety.club.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  GM ResouRces
  The Edge of Cadascon makes use of the Starfinder Core Rulebook, Starfinder Alien Archive, 
  Starfinder Alien Archive 2 (AA2), Starfinder Alien Archive 3 (AA3), Starfinder Armory (AR), and 
  Starfinder Pact Worlds (PW). This adventure assumes the GM has access to these sourcebooks. 
  All rules referenced in this adventure are available in the free online Starfinder Reference 
  Document at paizo.com/sfrd.
  Table of Contents
  The Edge of Cadascon                       3
  Handout                                      19
  Chronicle Sheet                              22
  AUTHOR
  Emily Parks
  DEVELOPMENT LEAD
  Thurston Hillman
  EDITING LEAD
  Leo Glass
  EDITORS
  Leo Glass and Lu Pellazar
  CONTRIBUTING ARTISTS
  Graey Erb, William Marton
  CARTOGRAPHY
  Jason Engle and Damien Mammoliti
  ART DIRECTORS
  Tony Barnett and Adam Vick
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  Robert G. McCreary
  MANAGING DEVELOPER
  Amanda Hamon
  PUBLISHER
  Erik Mona
  How to Play
  scenaRio taGs
  Scenario tags provide additional information about an adventure’s contents. This scenario 
  has no tags. For more information on scenario tags see Chapter 1 of the Starfinder Society 
  Roleplaying Guild Guide.
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  Long before the Gap, the sulfurous pools and thorn-roofed keeps 
  of Cadascon, City of Brimstone, were home to the black dragon 
  known as Brior the Unblinking. The city was known to exist prior 
  to the Gap, inhabited by dragonkin servants and ryphorian slaves 
  alike. However, sometime during the Gap, the people of Cadascon 
  disappeared. Today, the ruins of the city stand as a crumbling 
  reminder of events lost to the Gap and how such events can still 
  impact the modern society of the Pact Worlds.
  During the events of Starfinder Society #1-19: To Conquer the 
  Dragon, the Starfinder Society celebrated the opening of a new 
  lodge in the Triaxian settlement of Cumo, a bustling port in the 
  Skyfire Mandate. Though the opening had a major hiccup in the 
  form of an attack from a rival organization, the lodge has since 
  opened and become a staple of the region. The lodge, known as the 
  White Sands Lodge, has since spearheaded several expeditions into 
  the nearby Parapet Mountains and the Obach Forest, generating a 
  lot of local interest in Starfinder activities.
  All the while, the caretaker of the White Sands Lodge, the 
  copper dragon Zafeldrin, has sought to expand operations and 
  perform a major undertaking. Even with the furor of recent events 
  against the Society in the midst of the multimedia smear campaign 
  (see the Season 2 section of the Starfinder Society Guide for more 
  information), the Society’s leading body, the Forum, held a vote and 
  recently appointed Zafeldrin to the vaunted role of venture-captain 
  for the Cumo lodge and the Society’s wider interests on Triaxus.
  In order to uphold the trust the Society has shown in him, 
  Zafeldrin has organized a large expedition into the ruins of 
  Cadascon, out in the nearby Drakelands. The operation’s goal is 
  to send in several different Starfinder teams to chart and catalog 
  their findings within the immense ruins of the Gap-lost city. 
  To the surprise of most other parties, both the representatives 
  of the Skyfire Mandate and the Drakelands agreed to allow the 
  expedition—the true reason being that neither entity has sought to 
  explore the supposedly cursed ruins.
  While the exact events leading to Cadascon’s fall were lost to 
  the Gap, the truth behind the event relates to the dragon Brior’s 
  obsession: the unique magical crystals that her slaves harvested 
  from beneath the nearby Sunset Peaks. These crystals somehow 
  developed sapience during the events of the Gap, leading to their 
  rampant spread throughout the Cadascon area. The gemstones 
  WHERE IN THE 
  UNIVERSE?
  In The Edge of Cadascon, the PCs travel to Triaxus, a Pact 
  World in the midst of a centuries-long winter. The PCs visit 
  the Starfinder lodge in the Skyfire Mandate’s trade port of 
  Cumo and later travel into the Drakelands along the Charnel 
  Run to the Sunset Peaks, where the city of Cadascon lies. 
  For more information about the Triaxus, see the Starfinder 
  Core Rulebook (page 451) and Starfinder Pact Worlds (page 
  98). Both are available at bookstores and hobby shops 
  everywhere and online at paizo.com. 
  began to feed on creatures, leeching the life-force of living creatures 
  after growing within their targets like vicious tumors. These 
  gemstones now animate the skeletons of those they infected.
  Since the Gap, Cadascon has remained a silent tomb. Only the 
  strange crystalline undead inhabit the region now, hidden within 
  the ruins and avoiding the attention of aerial drones and magically 
  obfuscated from other means of detection.
  Zafeldrin is unaware of the true danger of this mission. Expecting 
  the foray to involve primarily scouting and reconnaissance, 
  the dragon plans to send agents who may lack the experience 
  necessary to face the foes that await them in the ruins. 
  SUMMARY
  The PCs receive a briefing, alongside three other groups of 
  Starfinders, from newly appointed Venture-Captain Zafeldrin 
  at the White Sands Lodge on Triaxus. Zafeldrin explains that an 
  ancient city in the Drakelands called Cadascon may be home to 
  the Society’s next big discovery. The Lodge is preparing to dispatch 
  numerous Starfinder teams to travel to Cadascon and each explore 
  a different site that may hold secrets thought lost to time. 
  Zafeldrin invites the Starfinders to enjoy an evening party 
  and get to know one another. Before the party starts, however, 
  Zafeldrin has arranged a few tests of the Starfinders’ abilities 
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  Zafeldrin
  Zafeldrin
  during the party preparations, in the guise 
  of mundane tasks. After the setup has been 
  taken care of, the PCs can meet members of 
  the other teams, and possibly help smooth over 
  some interpersonal conflicts before 
  they can get in the way of the mission.
  The next day, the groups travel via 
  vehicular convoy to the outer edges 
  of Cadascon before splitting up to 
  explore their respective sites. The 
  PCs are assigned a pair of dilapidated 
  watchtowers. During their investigation, 
  they trespass in the territory of a local 
  Triaxian predator, a juvenile ursikka. While 
  investigating the tower, the PCs have the 
  opportunity to discover some details about the 
  city before it fell.
  After dealing with the predator, the PCs 
  receive a distress call from another Starfinder 
  team. Zafeldrin requests the PCs assist the 
  other team, but when they arrive at the 
  team’s site—a small cluster of buildings just 
  outside the city proper—the group is gone. The 
  PCs can follow their trail and discover the site 
  of a battle between the Starfinder team and 
  several skeletal undead. During their search, the PCs also 
  discover one member of the missing team managed to flee and 
  barricade herself in one of the buildings, but as soon as they find 
  her, the undead return and attack.
  After rescuing the Starfinder and dealing with the undead, the 
  survivor tells the PCs that the rest of the team was captured and 
  taken deeper into Cadascon. Zafeldrin asks the PCs to pursue the 
  taken Starfinders. The PCs track the missing Starfinders into a 
  not-so-abandoned mine—in the process encountering a dangerous 
  trap and possibly a hive of explosive slugs—and discover 
  more crystalline undead attempting to “feed” the unconscious 
  Starfinders to a large, dragon-shaped crystal deposit.
  GETTING STARTED
  The PCs begin the adventure meeting with Venture-Captain 
  Zafeldrin (CG brass dragon) at the White Sands Lodge. Read or 
  paraphrase the following to get the adventure underway.
  The inside of the White Sands Lodge’s crystal dome is balmy 
  compared to the frigid Triaxian winter outside. The copper 
  dragon Zafeldrin sits on a platform surrounded by flickering 
  holoscreens. Several other Starfinder agents wait nearby, 
  conversing with one another or fiddling with comm units and 
  datapads. After a moment, the dragon diverts his attention from 
  the screens to the Starfinders gathered before him, offering a 
  toothy, excited grin. “Ah. The last to arrive. Welcome, agents, to 
  the White Sands Lodge!” The tip of Zafeldrin’s tail twitches with 
  barely contained anticipation.
  “Now that everyone is assembled, let’s get right to it. Have 
  you ever heard of Cadascon?” The dragon waves a claw and 
  the aerial image of a partially buried, ruined city built 
  into the side of a mountain appears on a holoscreen. 
  “Cadascon is a city in the Drakelands that dates 
  back ages before the Gap. As far as we 
  can tell, there are few existing records 
  of who resided there, or why they 
  don’t reside there anymore. When the 
  Society finally managed to acquire the 
  necessary permits and permissions to 
  investigate the area, I put out a call for 
  the sharpest minds we have. This initial 
  foray won’t be going into the city proper. I identified 
  four locations through aerial surveillance. I know 
  this doesn’t sound like the most exciting of 
  missions, but I’d be prepared for the worst 
  regardless. If you determine the area is safe 
  enough, we can begin establishing a base of 
  operations nearby and prepare to bring in 
  scientists and archeologists to examine the 
  site more thoroughly.
  “It’s my hope that a new archeological 
  discovery will get the Pact Worlds thinking 
  about the good things the Society has had 
  a hand in. But still, I know things have been stressful for many 
  of our agents, which is why I’ve decided to throw a little soiree 
  for you all before we depart tomorrow. In fact, I was hoping you 
  could assist me in finishing the preparations for dinner while I 
  finish checking the equipment for the mission. 
  “Lastly, I hope you’ll all use this joint mission as an 
  opportunity to get to know your fellow agents. The Society’s 
  strength comes from the bonds between us and our ability to 
  work together to accomplish things we never could alone. While 
  investigating the city, I expect you to look out for one another. 
  Now, does anyone have any questions?
  Zafeldrin does his best to answer any questions the PCs have.
  What are we looking for? “This expedition is mainly for 
  reconnaissance. You will be looking for evidence of what happened 
  to the people of this city long ago, as well as signs of any potential 
  dangers we’ll need to keep an eye out for in the future. The Society 
  will use your reports to decide how to proceed with this discovery, 
  so be diligent.”
  What dangers should we expect? “Aside from seismic activity 
  or mundane Triaxian predators, it pains me to admit that I don’t 
  know. Most of the city appears to be underground, and the drones 
  we’ve sent to scout the area lose their connection to us if they 
  venture too close. The interference doesn’t appear to be intentional 
  tampering. I believe it might be perpetuated by certain elements 
  in the ground.”
  Why split up? “Excellent question. While it would be safest to 
  work as a single unit and survey each area one at a time, the area 
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  is prone to unpredictable tectonic activity, and I believe the safest 
  method in this situation will be to split up to reduce the risk of 
  being in a dangerous location during an earthquake or avalanche.”
  You’re a dragon, why aren’t you helping? “Precisely because I’m 
  a dragon. I am not the most nimble of creatures, and I don’t want 
  to risk damaging any fragile artifacts. Plus, I want to make sure I’m 
  at a location where I can communicate with all teams at all times.”
  Boons: At this point, the PCs should finalize their boon slots 
  for the session. If any PCs have the Chronicle sheet for Starfinder 
  Society #1-19: To Conquer the Dragon, Zafeldrin is pleased to see 
  them and offers his thanks once more for their assistance in 
  retrieving his stolen data.
  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 about 
  Triaxus, the Drakelands, and the city of Cadascon. The PCs know 
  all of the following information with a DC less than or equal to the 
  result of their check.
  15+: Triaxian culture is largely defined by the long conflict 
  between the dragons of the Drakelands and the humanoids of the 
  Allied Territories. Between them is the Skyfire Mandate, home to 
  the famous mercenary company, the Skyfire Legion. The trade port 
  of Cumo sits on a river delta on the southern shore of the Mandate 
  on the Sephorian Sea. 
  20+: True dragons first appeared on Triaxus ages before the Gap 
  in the center of the continent now known as the Drakelands, many 
  immediately setting about to enslave all “lesser creatures.” Long 
  ago, the Drakelands was divided into a chaotic mess of independent 
  city states and nations constantly warring with one another for 
  dominance. Nowadays, the wars occur not on battlefields, but 
  in closed door meetings and with corporate espionage between 
  dragoncorps in bids for economic dominance.
  25+: Cadascon, also known as also known as the City of Brimstone, 
  is an ancient city that had its heyday long before the Gap. It was 
  ruled by a tyrannical dragon named Brior the Unblinking, who 
  forced ryphorian slaves to work crystal mines that were zealously 
  guarded from outsiders. Due to the hazardous terrain surrounding 
  the city, it has lain empty and mostly undisturbed for centuries, 
  save for scavengers and reckless, would-be treasure hunters.
  30+: Some legends claim that the crystals Brior the Unblinking 
  hoarded had some kind of devastating magical power, and 
  that before the Gap, she planned to use them to dominate the 
  surrounding dragon-ruled nations, and perhaps even the Skyfire 
  Mandate and the humanoid nations beyond it.
  THE OTHER TEAMS
  There are about a dozen Starfinders besides the PCs preparing to 
  travel to Cadascon. Notable Starfinders on the other teams include 
  the following.
  Naveret Zyn (CG female summerborn ryphorian envoy) is 
  assigned to Team B. She was born on Castrovel and is miserable 
  in the frigid Triaxian winter. She has a squoxAA2 companion named 
  Swift. She’s excited to meet the PCs and shakes their hands 
  enthusiastically, saying she’s heard tales of their exploits and it’s 
  an honor to meet such storied agents. Feel free to have Naveret 
  reference any scenario a PC possesses a chronicle sheet for.
  Cailis Osoran (LN female boraiPW mechanic) is assigned to Team 
  B. She is a half-elf who died while trapped in the Scoured Stars 
  system and was partially revived due to desperate experiments 
  with scavenged technology conducted by the rest of her team. Her 
  team ultimately perished before rescuers arrived, and Cailis has 
  become sullen and withdrawn as a result, though she still cares 
  deeply about her companions in the Society. 
  Iko (LN male izalguunAA3 biohacker) is assigned to Team B. 
  He is a native of Icefront whose curiosity was sparked by the 
  Starfinders Society’s visit to his planet. He’s a recent recruit to the 
  Society who has risen quickly through the ranks thanks to his 
  medical expertise. Iko is quite curious about the myriad life-forms 
  that populate the universe. This is one of his first missions since 
  completing his training.
  Talet Ar Yun (LG male kasatha operative) is assigned to Team C. 
  He’s a quiet and introspective kasatha who grew up with nomadic 
  parents who traveled the Pact Worlds for work. He believes 
  that true elegance in combat lies with swords and other bladed 
  weapons. He’s often interested in learning about the fighting styles 
  his fellow Starfinders utilize. 
  Ritska (N female ysoki soldier) is a tawny, wiry-furred ysoki 
  assigned to Team C. She specializes in scouting and sniping from 
  long distances, a skill she honed from guarding her family’s 
  scavenging business on Akiton. Her abilities enabled her to make 
  the money necessary to move her family to a much nicer home on 
  Absalom Station. She’s quite proud of her skills and tends to come 
  off as boisterous.
  Kran (NG male nuar mystic) is a brown-furred nuar assigned to 
  Team D. He’s a former professor of Xenoanthropology at Qabarat 
  University, as well as an ardent worshipper of Yaraesa. He went 
  on a “ride-along” during a Society mission several years ago, 
  and immediately afterward quit his tenure-track job because he 
  believed the Society offered him better opportunities for research. 
  He is very excited for the opportunity to explore a pre-Gap city and 
  study ancient Triaxian dialects.
  FINAL PREPARATIONS
  Zafeldrin has turned the final preparations for the Starfinders’ 
  dinner party into a test of the teams’ investigative and problem-
  solving skills. The PCs are free to assist with one or both of the 
  following tasks, individually or as a group. Without PC assistance, 
  the other teams don’t succeed quickly enough to give Zafeldrin 
  time to find extra supplies for the expedition.
  Fetching the Ingredients: Naveret, Cailis, and Iko—along with 
  any PCs that wish to join them—volunteer to go to Cumo to pick up 
  the ingredients for dinner. When they arrive, they realize directions 
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  Zafeldrin sent to their comm units made no sense as written; they 
  are in fact a carefully worded puzzle relating to Cumo’s buildings 
  and distinct landmarks that must be solved to find the pick-up 
  location. Navaret quickly gets frustrated with the puzzle and 
  wants to ask someone more familiar with Cumo for help, but 
  Cailis and Iko are set on solving it by themselves. Solving the 
  puzzle requires a DC 19 Culture check (DC 22 in Subtier 5–6) to 
  recall knowledge and identify the proper landmarks, or a DC 20 
  Diplomacy check (DC 23 in Subtier 5–6) to gather information, 
  convincing a resident to grant assistance. Each PC can attempt 
  one skill check. If the PCs solve the puzzle, Iko and Cailis are 
  impressed by their show of cleverness. If the PCs sided with 
  Navaret and asked a resident of Cumo for help, Navaret is pleased 
  that they took—in her mind—the most straightforward solution. 
  The NPCs’ attitude changes here can affect how the NPCs behave 
  toward the PCs during the party.
  Setting Up: Talet, Ritska, and Kran start setting up for dinner 
  in the garden. Zafeldrin requests the team check the flying 
  drones that are meant to provide music and lighting for the party. 
  Unbeknownst to them, the dragon infected three of the drones 
  with a simple virus that causes them to fly erratically and ignore 
  commands. Now he wants to see how the team handles the issue. 
  Talet manages to catch a drone and he and Kran are working on 
  debugging it while trying to convince an annoyed Ritska not to 
  simply shoot the drones down. First, the drones must be caught 
  with a DC 20 Acrobatics or Athletics check (DC 23 in Subtier 5–6), 
  then they must be restored with a DC 18 Computers to repair 
  a system or Engineering check (DC 21 in Subtier 5–6) to repair 
  an item. Each PC has time to attempt two skill checks before 
  Ritska loses patience and destroys the drones. If the PCs repair 2 
  drones in this time, they successfully complete the task. PCs that 
  succeed at the Acrobatics or Athletics check impress Talet and 
  Ritska, while PCs that succeed at a Computers or Engineering 
  check impress Kran. The NPCs’ attitude changes here can affect 
  how the NPCs behave toward the PCs during the party.
  Development: At any point, the PCs can request assistance 
  from Zafeldrin for these tasks. Asking Zafeldrin for assistance 
  automatically completes the task. However, doing so distracts 
  him from his work on the final preparations. Should the PCs and 
  the other teams finish the tasks without Zafeldrin’s help, he has 
  the spare time to find them some extra supplies.
  Treasure: If the PCs help complete at least one errand without 
  Zafeldrin’s assistance, he offers them a purple nanite hypopen, a 
  manual sight weapon accessory, and a credstick with 900 credits. 
  In Subtier 5–6, he instead gives them a black nanite hypopen 
  and a laser sight weapon accessory, and the credstick has 2,700 
  credits. If both errands are completed without Zafeldrin’s help, he 
  also gives them a longstrider module. In Subtier 5–6, he also gives 
  them mk. 1 thermal capacitors if they complete both errands.
  Rewards: If the PCs fail to finish one of the errands, cross the 
  longstrider module and the thermal capacitors listed above off 
  the PCs’ Chronicle sheets and reduce each PC’s credits earned by 
  the following amount. If the PCs fail both errands, cross off all the 
  treasure listed above and reduce each of the PCs credits earned 
  by the amount in parentheses.
  Subtier 3–4: Reduce each PC’s credits earned by 36 (210).
  Out of Subtier: Reduce each PC’s credits earned by 66 (408).
  Subtier 5–6: Reduce each PC’s credits earned by 96 (607).
  DINNER PARTY
  The PCs have a few hours to relax before the evening dinner 
  party officially begins. If your players are interested, feel free 
  to encourage creative roleplaying and use of skills during this 
  event, even if certain skills are not explicitly called out. Read or 
  paraphrase the following when the party starts.
  Starfinders of all kinds mill around the gardens, laughing 
  and chatting. Hover drones flit about the space, cycling 
  through countless musical genres and displaying “WELCOME, 
  STARFINDERS” on their screens. Tempting smells drift from a 
  buffet in the center of the space.
  “Please, take this time to relax and enjoy yourselves, as 
  well as to mingle with your fellow agents. Connections to one 
  another are one of the most valuable treasures we can possess,” 
  Zafeldrin says from where he reclines upon a raised platform.
  The partygoers are split into three distinct groups. Zafeldrin sits 
  slightly separate from the other groups, observing the Starfinders 
  with interest. He’s cordial if approached, but before too long 
  suggests the PCs make sure to build connections and relationships 
  with their fellow field agents as well. The PCs have the chance to 
  make an impression on Starfinders in the following locations.
  Buffet Table: Cailis and Ritska stand next to the buffet table. 
  Ritska asks nonstop questions about Cailis’ borai physiology, 
  irritating her. PCs can intervene in the conversation by explaining 
  to Ritska her questions might be offensive with a DC 21 Diplomacy 
  check (DC 24 in Subtier 5–6), changing the subject by engaging her 
  in conversation about her meticulously cared for arms and armor 
  with a DC 17 Profession (soldier) or Profession (mercenary) (DC 
  20 in Subtier 5–6) to recall knowledge, or telling her to back off 
  with a DC 23 Intimidate check (DC 26 in Subtier 5–6). If the PC’s 
  impressed Ritska during the party preparations, they receive a +2 
  circumstance bonus to any check made to influence her here. If the 
  PCs seem uninterested in intervening, the conversation eventually 
  gets loud enough that Zafeldrin is alerted to it, and he requests the 
  PCs try to mediate for their fellow Starfinders. 
  Garden: Talet and Iko are walking in the garden while Iko eagerly 
  listens to Talet’s advice on being a Starfinder. If the PCs approach, 
  Iko explains that he’s new to the Society, and would appreciate any 
  wisdom or advice the PCs have to share about the creatures that 
  populate the universe. A PC can recall knowledge about a creature 
  they’ve encountered in their Starfinder careers with a successful 
  DC 23 Engineering or Mysticism check (DC 26 in Subtier 5–6), or 
  a DC 20 Life Science check (DC 23 in Subtier 5–6), since Iko has 
  a specific interest in organic life-forms. If the PCs impressed Iko 
  during the party preparations by solving Zafeldrin’s riddle, they get 
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  a +2 circumstance bonus to any checks made to influence him here. 
  If the PCs seem uninterested in talking to Iko and Talet, Zafeldrin 
  eventually suggests to them that since Iko is a new recruit, they 
  should welcome him to the Society and share their insights.
  Dining Tables: Naveret and Kran both volunteered to pick the 
  music playing from the hover drones, and the music alternates 
  sharply between Naveret’s Verthani electronica and Kran’s classical 
  elven pieces. They’re engaged in a good-natured debate about 
  music when the PCs approach. Swift, Naveret’s squox, greets any 
  PCs that approach curiously, and any PC who succeeds at a DC 
  18 Survival check (DC 21 in Subtier 5–6) to handle an animal can 
  earn the creature’s friendship, which will come into play later in the 
  scenario. Naveret and Kran invite the PCs to join their discussion 
  on the musical traditions of different species. A PC can hold their 
  own in conversation with a successful DC 20 Culture check (DC 
  23 in Subtier 5–6), a successful DC 22 Diplomacy check (DC 25 
  in Subtier 5–6), or any successful DC 17 Profession check related 
  to music (DC 20 in Subtier 5–6). If the PCs seem uninterested in 
  talking to Naveret and Kran, Zafeldrin eventually suggests to them 
  that they go see if they can convince the agents to settle on one 
  musical genre for the evening. If the PCs impressed Naveret or 
  Kran during the party preparations, they get a +2 circumstance 
  bonus to any checks made to influence them. The bonuses are 
  cumulative if the PCs impressed both agents.
  Development: If the PCs successfully make an impression on 
  Cailis, Iko, and Naveret during the party, Kran is impressed with 
  their ability to engage their fellow Starfinders. Kran lets the PCs 
  borrow his personal notes detailing the varying historical dialects 
  of Triaxian for the duration of the mission. The notes grant a +5 
  circumstance bonus to Culture checks to decipher writing while 
  reading ancient Triaxian and allows such checks to be made 
  untrained. If any of the PCs befriended Swift, Naveret’s squox, it 
  will come in handy later in the scenario.
  Treasure: If the PCs defused the situation between Cailis and 
  Ritska, Cailis gives the PCs a weapon she found on a mission 
  recently but has no use for: a thunderstrike sonic pistol in Subtier 
  3–4, and a soprano singing disk in Subtier 5–6. If the PCs Impressed 
  Iko with their knowledge of the different creatures in the universe, 
  Iko shares some of his serums with them. In Subtier 3–4, Iko gives 
  the PCs a first aid kit containing three mk 2 serums of healing. In 
  Subtier 5–6, the first aid kit also contains a bloodbrother serum 
  and a subdermal extractor. If the PCs impressed Naveret, she 
  offers them her spare Starfinder backpack, which also contains 
  an advanced sword cane. In Subtier 5–6, it instead contains an 
  ultrathin sword cane. 
  Rewards: If the PCs fail to impress their fellow agents, cross 
  the treasure associated with that agent listed above off the PCs’ 
  Chronicle sheets and reduce each PC’s credits earned by the 
  following amount depending on the number of agents the PCs 
  failed to impress.
  Subtier 3–4: Reduce each PC’s credits earned by 35 credits (1 
  agent), 70 credits (2 agents), or 107 credits (3 agents)
  Out of Subtier: Reduce each PC’s credits earned by 64 credits 
  (1 agent), 129 credits (2 agents), or 194 credits (3 agents)
  Subtier 5–6: Reduce each PC’s credits earned by 94 credits (1 
  agent), 188 credits (2 agents), or 282 credits (3 agents)
  TO CADASCON
  The Starfinders leave the White Sands Lodge at dawn the next 
  day. The trip to Cadascon takes most of the morning and some 
  of the afternoon with all-terrain vehicles. As the PCs arrive at the 
  outskirts of the city, read or paraphrase the following.
  As the hours pass, snow covered lowlands eventually give 
  way to craggy foothills and finally to the shadow of the 
  Sunset Peaks themselves. As the convoy approaches a fork in 
  the Charnel Run river, Zafeldrin calls for a stop after double-
  checking several devices.
  “This looks like the optimal spot to set up a base camp, and 
  not just because I worry the trucks won’t be able to make it 
  much further up this mountain,” Zafeldrin says. “The remains 
  of the city should just be a bit further on. Teams, I’m sending 
  you the coordinates I’d like you to investigate. I’ll be playing 
  the part of mission control and monitoring your position from 
  here. Remember to check in periodically.”
  Just as Zafeldrin references them, the appropriate, coordinates 
  pop up on the PCs’ comm units, directing the party to a site 
  roughly half a mile away. The PCs must wade through a foot of 
  snow while keeping an eye out for unsteady ground. The PCs spot 
  the occasional animal darting between the snowbanks, but nothing 
  dangerous crosses their path. Away from the dull roar of vehicle 
  engines and the hum of conversation with numerous Starfinder 
  groups, the quiet of these snowy fields is all the more pronounced. 
  A. INVESTIGATING THE TOWERS
  As the PCs crest a final rocky outcropping, their destination comes 
  into view. Read or paraphrase the following.
  A crumbling stone tower stands precariously on each side of 
  a narrow pass. What appears to be a damaged and outdated 
  communications satellite still sits on top of one of the towers. 
  The bases of the towers are covered in a thick layer of snow. 
  These towers once served as guard posts and check points for 
  goods and travelers entering the city. They primarily oversaw 
  crystal shipments from the nearby mines. The towers were 
  abandoned when Cadascon’s forces pulled back into the city 
  after a slave revolt in the mines that resulted in several slaves 
  and overseers contracting the crystalline infection. Called by the 
  crystals to spread the infection, those who contracted the disease 
  attacked the city. While many citizens believed they were safe 
  behind Cadascon’s walls, the truth is that countless shipments of 
  crystals had already been brought into the city, and it was only a 
  matter of time before the infection started to spread from within 
  as well.
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  A. INVESTIGATING THE TOWERS
  A. INVESTIGATING THE TOWERS
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: ICE WORLD
  STARFINDER FLIP-MAT: ICE WORLD
  TOWER
  TOWER
  TOWER
  TOWER
  U = URSIKKA HATCHLING
  U = URSIKKA HATCHLING
  U2
  U2
  U2
  U2
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  Both towers hold secrets of the past, but the south tower is 
  home to an aggressive beast as well. The north tower has partially 
  collapsed, leaving part of the floor covered with rubble. A PC who 
  succeeds at a DC 17 Perception check (DC 20 in Subtier 5–6) to 
  notice can sift through the rubble to find some pre-Gap equipment 
  broken beyond repair. The equipment itself is unremarkable in 
  design save for one thing: the battery slots are dusted with a 
  strange residue. A PC who succeeds at a DC 21 Physical Science 
  check (DC 24 in Subtier 5–6) to recall knowledge can identify 
  the residue as coming from some kind of mineral that was used 
  to power the equipment. One of the earlier uses for the Brior’s 
  mysterious crystals was as a potent power source. The crystals 
  were capable of siphoning the life energy from creatures, which 
  could then be redistributed to weapons and other technology. 
  However, Brior did not predict this power eventually growing out 
  of her control.
  The PCs also notice a metal plaque bolted into the tower wall, 
  covered by a layer of frost that obscures its purpose. Clearing 
  away the frost is a simple matter, and doing so reveals the 
  fearsome image of a great dragon printed into the metal, with 
  words in an archaic dialect of Triaxian underneath. A successful 
  DC 17 Mysticism check (DC 20 in Subtier 5–6) identify a creature 
  allows a PC to recognize the dragon as a black dragon. The 
  writing underneath the image reads: “Brior the Unblinking sees 
  all. Disobedience is death.” The phrase can be translated with a 
  successful DC 25 Culture check (DC 28 in Subtier 5–6) to decipher 
  writing. Speaking Triaxian grants a +5 circumstance bonus to the 
  check, as does utilizing Kran’s book (these bonuses stack). Any 
  PC who examines the communications array in the north tower 
  can attempt a DC 19 Engineering check (DC 22 in Subtier 5–6) 
  to hook up the array to one of their powered objects and boot it 
  up. This allows the PCs to access the last message sent from this 
  device. If the PCs successfully reboot the array and succeed on a 
  DC 25 Culture check to understand the archaic Triaxian (DC 28 in 
  Subtier 5–6; bonuses from speaking Triaxian or using Kran’s book 
  apply), read or paraphrase the following.
  The array suddenly flares to life with a violent blast of hissing 
  static. A gravelly voice is audible through the interference. 
  “Once more, this is... calling for assistance from Cadascon. I 
  have been injured... barricaded myself in the guard tower. The 
  rebels are relentless... feel no fear or pain. My wound… I fear 
  soon I won’t be able to move... my last message. I will set it to 
  loop and hope... receives it.”
  After that, the message simply repeats. The message was left 
  by a dragonkin soldier shortly before the checkpoint was overrun 
  by ryphorian slaves infected by the crystals. 
  If the PCs take the time to scrape away the layers of snow 
  at the base of either tower, they find tiny crystal deposits that 
  appear to be growing up the sides.
  Creatures: When the PCs enter the southern tower, they 
  disturb a hatchling ursikka—an insectile predator that thrives 
  during Triaxian winters—that has been nesting in the tower. 
  Irritable from being disturbed, the creature bursts through the 
  snow and attacks the PC closest to it. A PC who succeeds at a DC 
  21 Perception check (DC 24 in Subtier 5–6) notices the ursikka 
  hiding beneath the snow before it attacks. In Subtier 5–6, there 
  are instead two hatchlings. The second is outside the tower 
  returning from a hunt, but joins its sibling when combat starts.
  SUBTIER 3–4 (CR 5)
  URSIKKA HATCHLING 
  CR 5
  N Large magical beast 
  Init +2; Senses blindsense (vibration), darkvision 60 ft., low-
  light vision; Perception +11 
  DEFENSE  
  HP 65
  EAC 17; KAC 19 
  Fort +9; Ref +9; Will +4 
  Resistances cold 10
  OFFENSE 
  Speed 40 ft. burrow 20 ft.
  Melee bite +15 (1d6+10 P plus freezing saliva) 
  Space 10 ft.; Reach 10 ft. 
  TACTICS
  During Combat The ursikka hatchling attacks the PC who 
  seems like the easiest meal.
  Morale Famished and desperate to protect its territory, the 
  ursikka hatchling fights to the death.
  STATISTICS
  Str +5; Dex +2; Con +3; Int –4; Wis +1; Cha –2 
  Skills Athletics +16, Stealth +11
  SPECIAL ABILITIES
  Freezing Saliva (Ex) An ursikka hatchling’s saliva is both 
  maddeningly sticky and preternaturally cold. Any creature 
  that takes damage from an ursikka hatchling’s bite must 
  succeed at a DC 13 Reflex save or become entangled for 1d4 
  rounds. While entangled, creatures take 1d6 cold damage 
  per round. Any fire damage the entangled creature takes 
  ends the entangled effect immediately.
  Spit (Ex) Once every 1d4 rounds, an ursikka hatchling can 
  spit a 30-foot line of its saliva. Creatures in the area take 
  SCALING 
  ENCOUNTER A
  To accommodate a group of four PCs, make the following 
  adjustments.
  Both Subtiers: The ursikka hatchlings have the sickened 
  condition from hunger. 
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  5d6 cold damage and become entangled for 1 round. A 
  successful DC 13 Reflex save halves the damage and 
  negates the entangled condition.
  SUBTIER 5–6 (CR 7)
  URSIKKA HATCHLINGS (2) 
  CR 5
  See Subtier 3–4 (page 9)
  Development: Defeating the ursikka hatchling allows the PCs 
  to freely investigate the rest of the area. In the south tower, the 
  PCs find a logbook still mostly intact in a battered metal desk 
  shoved against one of the walls. The logbook details shipments 
  from the mines outside the city. The records are in archaic 
  Triaxian; translating them requires a successful DC 25 Culture 
  check to decipher writing (DC 28 in Subtier 5–6). Speaking 
  Triaxian grants a +5 circumstance bonus to this check, as does 
  using Kran’s book. The records indicate regular shipments came 
  into the city from the mines weekly until abruptly ceasing, along 
  with all communication from the mines. The final entry states 
  that all military personnel were to remain on high alert until 
  further notice.
  Treasure: An equipment locker in the south tower still has 
  several pieces of usable gear in it. In Subtier 3–4, it contains 
  a d-suit I. In Subtier 5–6, the d-suit I is instead a d-suit II. 
  Additionally, the PCs can find a chess-like board game in the 
  battered desk alongside the logbook with pieces shaped like 
  dragons and ryphorians. The game is worth 720 credits in Subtier 
  3–4, and 2,520 credits in Subtier 5–6.
  Rewards: If the PCs fail to defeat the ursikka hatchling (or both 
  hatchlings in Subtier 5–6), cross the treasure listed above off the 
  PCs’ Chronicle sheets and reduce each PC’s credits earned by the 
  following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 219.
  Out of Subtier: Reduce each PC’s credits earned by 402. 
  Subtier 5–6: Reduce each PC’s credits earned by 585.
  B. A CALL FOR HELP 
  After the PCs defeat the ursikka hatchling (or hatchlings in Subtier 
  5–6), *investigate the tower, and take a short rest (if necessary), 
  one of the PCs’ comm units lights up. They receive the following 
  message from Naveret.
  Gunfire and other sounds of combat can be heard in the 
  background of the transmission. Naveret’s voice comes through 
  the static intermittently. “Team B… hostiles at our location. 
  They... crystals jutting out all over the place... Iko’s down. We 
  need—” Naveret’s words are cut off by the sounds of a large 
  impact and pained grunt. The comm unit falls silent.
  After a moment, Zafeldrin speaks. “Team A, you’re the closest 
  to Team B’s location. Please prove aid to them immediately. I’ll 
  work from here to bring their comm units back up to try and 
  locate them. I’m sending you their last known coordinates.”
  Team B received an assignment to investigate a checkpoint just 
  outside of the city proper, where mining shipments would come in 
  and supplies and new equipment would go out. The investigation 
  went routinely until Team B’s presence roused a group of dormant 
  crystalline undead—the infected remains of ryphorian slaves. 
  Driven to expand their numbers, the skeletons attacked the 
  Starfinder agents with the intent to capture them and bring them 
  to a nearby mine where they can be exposed to a crystal strain 
  that quickly grows and takes over the host’s body completely. The 
  undead subdued Iko and Naveret before Cailis fled, hoping to find 
  help and return for her teammates. 
  The coordinates given by Zafeldrin lead the PCs to a small group 
  of dilapidated buildings. When they arrive, the PCs can locate Team 
  B’s trail quickly with a successful DC 19 Survival check (DC 22 in 
  Subtier 5–6) to follow tracks. If the PCs succeed at this check, they 
  have an easier time following Team B’s trail later in the scenario 
  (see Pursuing Team B on page 13).
  Regardless of if they fail the Survival check, the PCs eventually 
  find the site Team B’s battle took place. It’s obvious without a check 
  that several creatures fought in this location, but the PCs can 
  make checks to discover more information about the assailants. 
  Since there is a fine layer of ash and snow in this area, a PC who 
  succeeds at a DC 21 Survival check (DC 24 in Subtier 5–6) identifies 
  the footprints of Iko—based on his size—and Cailis and Navaret—
  based on their boots. The same check also reveals that there were 
  multiple, humanoid assailants that were barefoot. There are also 
  two imprints in the snow that indicate two combatants fell. One was 
  clearly Iko, but it’s impossible to identify the other, aside from that 
  it was a Medium creature. A PC who succeeds at a DC 19 Mysticism 
  check (DC 22 in Subtier 5–6) realizes that the assailants’ footprints 
  lack the imprint of any flesh, and that they were likely left by an 
  undead creature primarily made of bone. With a successful DC 
  21 Perception check (DC 24 in Subtier 5–6) or a DC 19 Physical 
  Science check (DC 22 in Subtier 5–6), a PC finds charred bone and 
  crystal fragments littering the battlefield. Finally, a DC 18 Survival 
  check (DC 21 in Subtier 5–6) to follow tracks allows a PC to notice 
  two trails leading away from the scene. It appears that some of the 
  assailants dragged Iko and the other Starfinder away, while other 
  assailants chased the remaining Starfinder in a different direction.
  If the PCs seem uninterested in following the fleeing Starfinder, 
  they eventually pick up the signal from an emergency beacon at 
  her location. The fleeing Starfinder’s trail eventually leads into one 
  of the buildings, though now the door is barred. The assailants’ 
  footprints circle the building, but then depart. The door can be 
  pried open with a DC 15 Strength check (DC 18 in Subtier 5–6) 
  or carefully unbarred with a DC 21 Engineering check (DC 24 in 
  Subtier 5–6) to disable device. Alternatively, if the PCs announce 
  their presence, Cailis lets them in, though they can hear even from 
  the other side of the door that her effort is obviously labored. Once 
  the door is open, read or paraphrase the following.
  Battered and bloody, Cailis leans on her rifle to stand on 
  the other side of the door. A large shard of crystal has been 
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  B. A CALL FOR HELP
  B. A CALL FOR HELP
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: DEAD WORLD
  STARFINDER FLIP-MAT: DEAD WORLD
  C
  C = CAILIS
  C = CAILIS
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  SCALING 
  ENCOUNTER B
  To accommodate a group of four PCs, make the following 
  adjustments.
  Subtier 3–4: The ryphorian crystal skeletons sustained 
  some damage in their fight with Team B. They start the 
  combat with 15 Hit Points.
  Subtier 5–6: Remove one ryphorian crystal skeleton from 
  the encounter.
  embedded in her thigh. The shard grows slightly larger, and 
  Cailis winces in pain. 
  “You’re a bit late,” Cailis says deadpan. “No. Sorry. That was 
  supposed to be a joke to lighten the mood, but it wasn’t funny. 
  I’ll just give you the rundown. We were scouting the area when 
  we were attacked by these skeletal... things. But they weren’t 
  just skeletons. They had crystals growing out of them. You’ve 
  seen the crystals around, right? And lasers just bounced right 
  off them. Anyway, after they knocked out Iko and Naveret, I 
  realized they were trying to take us alive, so I ran, hoping to 
  lose them and double back to get help. But then,” she gestures 
  to her leg, “one of them shot a crystal at me and it stuck in my 
  leg and started spreading. Now I can barely walk, so I holed 
  myself up in here and hoped someone got our transmission.” 
  Creatures: Multiple ryphorian crystal skeletons pursued 
  Cailis from the site of the original battle. These creatures are the 
  remains of slaves who once worked Cadascon’s crystal mines. 
  After Cailis barricaded herself in one of the buildings, the undead 
  creatures waited outside of Cailis’s shelter for help to arrive, and 
  now plan to capture both her and the PCs in order to infect 
  them with the same crystal growths that animate the undead 
  creatures. They arrive from the roads on the north and west 
  edges of the map as soon as Cailis finishes relaying information, 
  before the PCs have time to explore the area further.
  SUBTIER 3–4 (CR 4)
  RYPHORIAN CRYSTAL SKELETONS (2) 
  CR 2
  NE Medium undead 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +8 
  DEFENSE 
  HP 20
  EAC 13; KAC 15
  Fort +4; Ref +4; Will +41
  Immunities undead immunities
  Weaknesses vulnerable to sonic
  OFFENSE 
  Speed 30 ft. 
  Melee crystalline claws +10 (1d6+6 P) 
  Ranged crystal shard +7 (1d6+2 P plus implant crystal)
  TACTICS
  During Combat The skeletons attempt to flank individual 
  enemies to take them down one by one, switching to 
  nonlethal attacks if a PC seems close to 0 Hit Points.
  Morale The skeletons fight to the death.
  STATISTICS
  Str +4; Dex +2; Con —; Int +0; Wis +1; Cha +0 
  Skills Athletics +12, Stealth +7
  Other Abilities unliving
  SPECIAL ABILITIES
  Crystalline Bones (Ex) The skeletons themselves seem to 
  have been transformed into crystal. They’re immune to 
  laser weaponry. Whenever they’re struck with a laser 
  attack, there’s a 50% chance the attack is reflected back 
  to the attacker. If the original attack roll is enough to hit 
  the attacker, that character takes damage from the attack 
  instead.
  Implant Crystal (Ex) A creature hit by the crystalline shard 
  must succeed at a DC 11 Fortitude save or become fatigued 
  as the crystals begin to siphon their life energies in order 
  to grow. The crystal can be removed with a successful 
  DC 14 Medicine check. Each failed attempt to remove the 
  crystal deals 1d4 damage to the creature. The fatigued 
  condition cannot be removed as long as the crystal 
  remains in the creature. 
  SUBTIER 5–6 (CR 6)
  RYPHORIAN CRYSTAL SKELETONS (4) 
  CR 2
  See Subtier 3–4.
  Development: After combat, the PCs have the chance to 
  question Cailis further if they wish. Everything she has told 
  them is true, and what she’s already said is the extent of her 
  knowledge. She doesn’t know where the skeletons took the 
  other members of her team, and suggests the PCs follow the 
  trail they found leading off the original battle site, if they 
  mention finding it. Cailis insists upon barricading the door once 
  more and remaining where she is while the PCs proceed alone 
  to find Iko and Naveret. She is exhausted from the combination 
  of the crystal sapping her energy and the ordeal she has just 
  experienced, and she doesn’t want to slow the PCs down. 
  Additionally, a PC who succeeds at a DC 20 Perception check 
  (DC 23 in Subtier 5–6) to search notices that there is a secret 
  compartment roughly fashioned into the inside of the UPB 
  crate. Inside is a folded note written in archaic Triaxian, which 
  requires a DC 25 Culture check to decipher (DC 28 in Subtier 
  5–6). As with the logbook from area A, speaking Triaxian grants 
  a +5 circumstance bonus to this check, as does having Kran’s 
  book (these bonuses stack). If the PCs translate the letter, give 
  them Handout 1: Hidden Letter (page 19).
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  Ryphorian 
  Ryphorian 
  crystalline 
  crystalline 
  undead
  undead
  Treasure: The building Cailis barricaded herself within was once 
  supply storage facility. There’s still one crate of usable UPBs worth 
  3,160 credits, a pair of darksight goggles, two rolls of ion tape, and 
  two vials of basic universal solvent. In Subtier 5–6, the UPBs are 
  worth 6,600 credits and there’s also 20 feet of smart cable.
  Rewards: If the PCs fail defeat the ryphorian crystal skeletons, 
  cross the treasure listed above off the PCs’ Chronicle sheets and 
  reduce each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 432.
  Out of Subtier: Reduce each PC’s credits earned by 863.
  Subtier 5–6: Reduce each PC’s credits earned by 1,294.
  PURSUING TEAM B
  After the PCs have defeated the ryphorian skeletons and had a 
  moment to talk to Cailis, Zafeldrin manages to briefly patch into 
  one of the PCs’ comm units and requests a status update. After 
  the PCs have given their report, read or paraphrase the following.
  The comm unit crackles as Zafeldrin’s voice flickers in and out. 
  “Taking this information into account,” he says, “I hereby halt 
  any investigation. Your primary goal now is to retrieve those 
  agents and return to the base camp as quickly as possible so we 
  can regroup and decide how to proceed. I’ve received troubling 
  reports from the other teams as well. We’ll have to—” The comm 
  unit cuts out once more, leaving only static.
  Any attempt to reestablish communication with Zafeldrin is 
  unsuccessful. The PCs must now attempt a series of skill checks 
  to stay on the Starfinders’ trail as they path through the ruins. If 
  the PCs succeeded at the initial Survival check to pick up the trail 
  in area B, they receive a +2 circumstance bonus to skill checks 
  to track the team members—clues are easier to spot, and the 
  weather is less disruptive. For each of the three challenges below 
  that the PCs handle successfully, they earn more time to save 
  their Starfinder allies in area C2. The PCs successfully handle a 
  challenge if half or more of the PCs succeed at a skill check to 
  overcome it.
  Obscured Path: A flurry of snow and ash blows through the 
  area. Each PC can attempt either a DC 19 Perception check to 
  keep track of the trail through the flurry, or a DC 19 Acrobatics 
  check (both checks are DC 23 in Subtier 5–6) to avoid getting the 
  mixture in their eyes or on their helmet visors.
  Navigate the City: The ruined city retains numerous signs of 
  its former glory. Each PC can attempt a DC 18 Culture 
  or Engineering check (DC 21 in Subtier 5–6) to intuit the 
  city plan and navigate advantageously to gain on the 
  undead creatures.
  Predict the Undead Creatures’ Intentions: Lastly, the 
  trail seems to double back and move in strange ways. The 
  PCs can attempt either a DC 19 Sense Motive check (DC 
  23 in Subtier 5–6) to predict the undead’s intentions, 
  or a DC 19 Survival check (DC 23 in Subtier 5–6) to 
  follow the tracks and find the correct direction. 
  C. THE CRYSTAL MINE
  After the final phase of the pursuit, the PCs arrive at their 
  destination. Read or paraphrase the following.
  An abandoned depot surrounds the mouth of a cave. Pre-Gap 
  mining equipment lays scattered about in disarray. Strange 
  crystal deposits have formed around the mouth of the cave 
  and crept out to cover the ground and abandoned equipment 
  indiscriminately. The crystals shine from within with an eerie, 
  pale blue light. 
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  1 SQUARE = 5 FEET
  PATHFINDER FLIP-MAT: TWISTED CAVERNS
  C2
  C2
  PCS 
  PCS 
  START
  START
  HERE
  HERE
  C3
  C3
  C1
  C1
  C. THE CRYSTAL MINE
  C. THE CRYSTAL MINE
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  This mine is where one of the initial crystal outbreaks took 
  place. Ryphorian slaves who had extended contact with the 
  crystals got infected and staged a revolt; the ensuing combat 
  spread the infection to the dragonkin overseers as well. Today, a 
  large crystal mound in the deeper parts of the mine serves as a 
  power conduit for the undead in this location. The concentration 
  of magical energy in the mound also speeds up the effects of 
  infection compared to exposure to the weaker crystals that 
  populate the rest of the mine. Exposure to the conduit mound can 
  cause the crystal infection to spread to incurable levels in mere 
  minutes—and that’s exactly what the crystalline undead intend 
  for the captured Starfinders unless the PCs get to them first.
  Hazard: The crystals have spread from the deepest parts 
  of the mine and now cover much of the floor and walls. Brief 
  physical contact with the crystal deposits, such as brushing past 
  them, aren’t enough to trigger any kind of reaction, but a PC 
  who interacts with the crystals for more than one round must 
  attempt a DC 10 Reflex save (DC 13 in Subtier 5–6) or take 1 point 
  of Piercing damage as the crystal tries to burrow into their flesh 
  and spread. A PC who takes damage from the crystals in this 
  way must also attempt a DC 13 Fortitude save or become fatigued 
  as the crystals begin to siphon their life energies in order to 
  grow. The fatigued condition can’t be ended as long the crystals 
  are lodged in the PC, but the crystals can be removed with a 
  successful DC 21 Medicine check (DC 24 in Subtier 5–6) to treat 
  drugs or poison. If the crystals remain in a PC and are allowed 
  to grow, the PC eventually transforms into an undead creature 
  like those that inhabit Cadascon, but an infected PC who survives 
  the scenario and returns to Zafeldrin’s base camp automatically 
  receives the necessary medical care to remove the crystals before 
  the transformation can take place.
  C1. Trapped equipmenT LoCker
  A portable equipment locker sits inside the mine—a place where 
  miners could replenish batteries or exchange damaged equipment 
  without leaving the mine and taking time away from their work. 
  Mining equipment available to Cadascon’s ryphorian slaves was 
  strictly tracked and monitored. Each day, the slaves would have 
  their equipment checked out of a locker by an overseer who 
  possessed the proper badge. Anyone who attempted to open 
  an equipment locker without the proper identification wouldn’t 
  just find it locked—Brior liked to make sure that disobedience 
  was immediately—and very publicly—punished. A character who 
  attempts to open the locker without a badge triggers a grisly trap 
  that lets loose a gout of acid from nozzles hidden in the locker door.
  SUBTIER 3–4 (CR 3)
  ACID SPEWERS 
  CR 3 
  Type technological; Perception DC 24; Disable Engineering DC 
  19 (seal nozzle)
  Trigger touch; Reset 1 minute
  Effect 20 ft. cone of acid (4d6 A); Reflex DC 14 half
  SUBTIER 5–6 (CR 5)
  ACID SPEWERS 
  CR 5
  Type technological; Perception DC 27; Disable Engineering DC 
  22 (seal nozzle)
  Trigger touch; Reset 1 minute
  Effect 20 ft. cone of acid (4d10+2 A); Reflex DC 15 half
  Development: Once the PCs pass the trapped locker, whether or 
  not they dealt with it, they’ll need to attempt a new DC 22 Survival 
  check (DC 25 in Subtier 5–6) to follow tracks and find the captured 
  Starfinders’ trail again. The trail is harder to pick back up since the 
  PCs are now pursuing their foes over hard, rocky ground. If the 
  PCs succeeded at the initial Survival check to pick up the trail in 
  area B, they receive a +2 circumstance bonus to this skill check. 
  Additionally, if any of the PCs succeeded at earning the trust of 
  Naveret’s squox companion Swift, the creature emerges from 
  where it hid in a small natural alcove in the cave wall and leads the 
  PCs in the direction of its mistress, allowing them to automatically 
  succeed at this check.
  Treasure: After the PCs deal with the trap, they can retrieve 
  the equipment from the locker. Inside is a mining jack I, a heavy 
  seismic pick, three mk 2 frag grenades, and a scoring dross gun. 
  In Subtier 5–6, the mining jack I is instead a set of golemforged 
  plating II. Additionally, the PCs discover that there are several 
  precious gemstones hidden in the lining of the suit of armor. In 
  Subtier 3–4, these gems are worth 1,380 credits. In Subtier 5–6, 
  they’re instead worth 4,200 credits.
  Rewards: If the PCs fail to get into the equipment locker, cross 
  the treasure listed above off the PCs’ Chronicle sheets and reduce 
  each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 412.
  Out of Subtier: Reduce each PC’s credits earned by 670.
  Subtier 5–6: Reduce each PC’s credits earned by 928.
  C2. TunneL Crossroads
  Creatures: Several diathas burrowed in the mine recently and 
  formed a small—but steadily expanding—hive. The crystal undead 
  left them alone after an infected diatha exploded. Attracted by the 
  PCs’ activity, diathas burrow through the floor to attack, desperate 
  to protect their larvae in the tunnels below.
  Hazard: The ground is unstable from the diatha burrows beneath 
  it. Whenever a diatha or a damaging grenade explodes in this area, 
  the ground partially collapses. The area of the explosion becomes 
  difficult terrain, and any PCs in the area of effect must attempt a 
  DC 13 Reflex save or fall and land prone.
  SUBTIER 3–4 (CR 4)
  DIATHA (6) 
  CR 1/2
  N Small vermin 
  Init +2; Senses darkvision 60 ft.; Perception +4 
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  OPTIONAL 
  ENCOUNTER
  Encounter C2 is optional. If fewer than 75 minutes remain, 
  the PCs don’t encounter the diatha in this area. 
  DEFENSE  
  HP 13 
  EAC 10; KAC 12 
  Fort +4; Ref +2; Will +0 
  Immunities disease, poison 
  OFFENSE 
  Speed 30 ft., burrow 10 ft. 
  Melee bite +6 (1d4+1 S; critical burn 1) 
  Offensive Abilities detonate, explosive charge 
  TACTICS
  During Combat A diatha attacks the closest PC to the location 
  where it emerges from the ground. It continues to attack 
  the closest PC until it has been reduced to 4 or fewer Hit 
  Points, at which point it uses its explosive charge ability.
  Morale Because they’re protecting their hive, the diathas 
  fight to the death.
  STATISTICS 
  Str +1; Dex +2; Con +3; Int —; Wis +0; Cha –3 
  Skills Athletics +9 
  Other Abilities compression, mindless 
  SPECIAL ABILITIES 
  Detonate (Ex) While the diatha has 4 or fewer Hit Points, 
  its energy-dense flesh becomes unstable. If, while in this 
  state, the diatha takes acid, electricity, fire, piercing, 
  slashing, or sonic damage, or uses its explosive charge 
  ability, it dies, exploding in a 10-foot radius burst, dealing 
  1d6 fire damage (Reflex DC 9 half). 
  Explosive Charge (Ex) While the diatha has 4 or fewer Hit 
  Points, as a full action, the creature can move up to double 
  its speed and make a bite attack. The detonate ability then 
  triggers.
  SUBTIER 5–6 (CR 6)
  DIATHA (4) 
  CR 1/2
  See Subtier 3–4 (page 15).
  DIATHA ELDER 
  CR 5
  N Small vermin 
  Init +3; Senses darkvision 60 ft.; Perception +11 
  DEFENSE 
  HP 70 
  EAC 17; KAC 19 
  Fort +9; Ref +7; Will +4 
  Immunities disease, poison 
  OFFENSE 
  Speed 30 ft., burrow 10 ft., fly 30 ft. (Ex, average) 
  Melee bite +14 (1d6+7 S; critical burn 1d4) 
  Offensive Abilities detonate, explosive charge 
  TACTICS
  During Combat Same as diatha, except that it uses its 
  explosive charge ability when it is reduced to 20 or fewer 
  Hit Points.
  Morale Same as diatha
  STATISTICS 
  Str +2; Dex +3; Con +5; Int —; Wis +0; Cha –2 
  Skills Acrobatics +11, Athletics +16 
  Other Abilities buoyant, compression, mindless 
  SPECIAL ABILITIES 
  Buoyant (Ex) A diatha elder can hover as a swift action 
  or part of a full action without needing to attempt an 
  Acrobatics check. It can avoid falling damage as if it had 
  perfect maneuverability. 
  Detonate (Ex) When the diatha elder has 20 or fewer Hit 
  Points, its energy-dense flesh becomes unstable. If, 
  while in this state, the diatha takes acid, electricity, fire, 
  piercing, slashing, or sonic damage, or uses its explosive 
  charge ability, it dies and then explodes. Creatures within 
  a 10-foot-radius-burst of the diatha elder take 2d6 fire 
  damage and gain the burning condition (1d4 F; Reflex DC 
  13 half).
  Explosive Charge (Ex) See above, but the diatha elder can use 
  this ability while at 20 or fewer Hit Points.
  C3. The sLumbering dragon
  As the PCs enter this area, read or paraphrase the following.
  The tunnel curves and opens up into a high-ceilinged, circular 
  cavern. The floor of the cave spirals steadily downward, and at 
  the lowest point sits a large crystal mound shaped, from some 
  directions, like an enraged dragon clawing itself out of the earth. 
  Placed atop the mound are Iko and Naveret, both unconscious, 
  their bodies beginning to be enveloped by the mound.
  The deposit in the center of this cavern is the oldest crystal 
  growth in the mine. Over time as ryphorian slaves suffered and 
  died at Brior’s command, the crystals slowly leeched not only the 
  slaves’ life force from the proximity, but also their desperation 
  and resentment. Strong emotions built up in the crystals until 
  they formed a rudimentary sapience. This sapience was built on 
  the desire to see the city of Cadascon fall, and so the crystals 
  called to the slaves with the intent to use them as hosts to 
  make that goal a reality. However, even after Cadascon fell, 
  the crystals continued to devour the life energy and emotions 
  from living creatures, and the crystalline rhizome that has lain 
  dormant beneath the city for centuries now seeks to spread to 
  new settlements and assimilate their citizens as well.
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  Navaret 
  Navaret 
  Zyn
  Zyn
  SCALING 
  ENCOUNTER C2
  To accommodate a group of four PCs, 
  make the following adjustments.
  Subtier 
  3–4: 
  two
  Remove
  diathas from the encounter.
  Subtier 5–6: 
  two
  Remove
  begins
  elder
  The
  diathas.
  combat with 55 Hit Points, 
  having sustained burns from 
  the explosion of several infected 
  diathas.
  Creatures: One or more dragonkin crystal skeletons 
  stands guard as Iko and Naveret are being offered to 
  the crystal. Unless the PCs enter the room 
  stealthily, the dragonkin immediately attack 
  with the intent to subdue them and offer them 
  to the crystal as well.
  Hazard: The PCs only have a limited number 
  of rounds to remove Iko and Navaret from 
  the crystal mound before they die. Starting 
  the round the PCs enter the room, they 
  have 4 rounds to free the captured 
  Starfinders. For each of the three 
  obstacles 
  the 
  PCs 
  successfully 
  bypassed while they were tracking 
  the Starfinders in Pursuing Team 
  B (page 13), they have one more 
  round to free them. They also gain 1 
  round if they succeeded at tracking 
  the Starfinders in area C1. They lose 1 
  round for each short rest they took since 
  they encountered the ryphorian skeletons 
  in area B. PCs can work to free Iko and 
  Naveret multiple ways. A PC can attempt 
  a DC 21 Athletics check (DC 24 in Subtier 
  5–6) to pull them free, or a DC 21 Mysticism 
  check (DC 24 in Subtier 5–6) to manipulate the magical energies 
  within the crystals to reverse the growth. Damaging the crystal 
  mound enough (AC 4, Hardness 10, 50 Hit Points; attacks with 
  Sonic weapons deal double damage, immune to laser weapons) 
  counts as a success, as does pouring a vial of universal solvent 
  over one of the Starfinders. Freeing a Starfinder from the mound 
  requires three successes each (or two each if there are four PCs 
  [see Scaling Encounter C3]). 
  SUBTIER 3–4 (CR 5)
  DRAGONKIN CRYSTAL SKELETON 
  CR 5
  NE Large undead 
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +11 
  DEFENSE  
  HP 60 
  EAC 17; KAC 19 
  Fort +7; Ref +7; Will +6 
  Immunities undead immunities
  Weaknesses vulnerable to sonic
  OFFENSE 
  Speed 40 ft. 
  Melee crystalline bite +14 (1d6+10 P) 
  Ranged crystal shard +11 (1d8+5 P)
  Space 10 ft.; Reach 10 ft. 
  TACTICS
  During Combat The dragonkin skeletons attempt to flank 
  enemies to take them down one by one, switching to 
  nonlethal damage if their target seems close to falling. 
  If a PC attempts to remove Navaret 
  or Iko from the crystal, the skeletons 
  immediately move to attack that PC.
  Morale The dragonkin skeletons fight to 
  the death.
  STATISTICS
  Str +5; Dex +3; Con —; Int +0; Wis +2; Cha +0 
  Skills Acrobatics +11, Athletics +16
  Other Abilities unliving
  Languages Draconic, Triaxian
  SPECIAL ABILITIES
  Crystalline Bones (Ex) The skeletons themselves seem to have 
  been transformed into crystal. They’re immune to laser 
  weaponry. Whenever they’re hit with a laser attack, there’s 
  a 50% chance the attack is reflected back to the attacker. 
  If the original attack roll is enough to hit the attacker, that 
  character takes damage from the attack instead.
  Implant Crystal (Ex) A creature hit by the crystalline shard 
  must succeed at a DC 13 Fortitude save or become 
  fatigued as the crystals begin to siphon their life energies 
  in order to grow. The crystal can be removed with a 
  successful DC 22 Medicine check. Each failed attempt to 
  remove the crystal deals 1d6 damage to the creature. The 
  fatigued condition can’t be removed as long as the crystal 
  remains in the creature. 
  SUBTIER 5–6 (CR 7)
  DRAGONKIN CRYSTAL SKELETON (2) 
  CR 5
  See Subtier 3–4.
  Development: When the enemies are defeated, the animating 
  crystals grow dull and begin crumbling to dust. At that moment, 
  the crystal mound pulses brightly before returning to normal. 
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  SCALING 
  ENCOUNTER C3
  To accommodate a group of four PCs, make the following 
  adjustments.
  Both Subtiers: The dragonkin crystal skeleton sustained 
  some damage in their fight with Team B. They start the 
  combat with 50 Hit Points. Additionally, the PCs only 
  need two successes to free each captured Starfinder (see 
  Hazard section).
  If any PCs remain in physical contact with the crystal at that 
  moment, they feel a rush of anger enter their minds before 
  dissipating. If Iko and Naveret were rescued, they awaken on 
  their own after a short rest, or can be awakened with any magical 
  healing. With the danger gone momentarily, the PCs can any 
  locations they previously missed. If either Iko or Naveret died 
  from the crystal infection, the PCs can see places on their bodies 
  where crystalline tumors start growing through the skin until 
  they pierce through it. The dead Starfinders do not immediately 
  animate, though, and their bodies can be safely brought back to 
  the base camp.
  Treasure: There’s a basic dragonglaive discarded on the floor 
  of the cavern from a battle fought long ago. In Subtier 5–6, it’s 
  instead a thunderhead dragonglaive. 
  Rewards: If the PCs fail defeat the dragonkin crystal skeleton, 
  cross the treasure listed above off the PCs’ Chronicle sheets and 
  reduce each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 66.
  Out of Subtier: Reduce each PC’s credits earned by 227. 
  Subtier 5–6: Reduce each PC’s credits earned by 388.
  CONCLUSION
  The PCs and the members of Team B are the last group of agents 
  to return from their missions. The other Starfinders wait at the 
  base camp with Zafeldrin, looking grim and haggard. Venture-
  Captain Zafeldrin is relieved to see the PCs alive and well when 
  they return from the outskirts of Cadascon. He immediately 
  arranges for a medic to examine the members of Team B, 
  assuming they live. If one or both of the captured Starfinders 
  perished during the scenario, Zafeldrin is grieved by the loss of 
  life under his command, but nonetheless assures the PCs they did 
  all they could to rescue their fellow agents, and that any failures 
  on this mission fall squarely onto his shoulders for putting agents 
  at such risk.
  After making sure all of his injured agents are cared for, 
  Zafeldrin requests a detailed report about everything they 
  found during the mission. He listens somberly, and thanks them 
  when they’re done. He tells the PCs that the other teams had 
  run-ins with the strange, crystalline undead as well, though 
  there were luckily no casualties on the other teams. Zafeldrin is 
  greatly worried about the power of these mysterious, infectious 
  crystals and the risk they pose to Triaxus, and perhaps even to 
  the entirety of the Pact Worlds.
  When the expedition returns to the White Sands Lodge, 
  he sends out a report to both the Lorespire Complex and the 
  authorities in the Drakelands and Skyfire Mandate. He also 
  immediately starts planning for the Society’s return to Cadascon, 
  requesting that the Society’s leadership prioritize efforts in the 
  city. He informs all of the agents who participated in the mission 
  that thanks to the information they obtained, the next expedition 
  to Cadascon will be much better prepared. If Iko or Naveret died 
  during the scenario, Zafeldrin states that their sacrifice in the 
  line of duty will allow those that come after to put an end to 
  this threat. Zafeldrin tells the PCs he will contact them when the 
  preparations for a return mission have been made.
  REPORTING NOTES
  If Naveret died during the scenario, check Box A. If Iko died 
  during the scenario, check Box B.
  PRIMARY SUCCESS 
  CONDITIONS
  If the PCs either rescuet Navaret and Iko or recover their bodies, 
  they succeed at their primary success condition and each earn 
  1 Fame and 1 Reputation for any factions associated with their 
  current faction boon.
  SECONDARY SUCCESS 
  CONDITIONS
  If the PCs successfully complete at least 2 of the following 
  objectives, they each earn 1 Fame and 1 Reputation for any 
  factions associated with their current faction boons.
  D	
  D	 Rescue both Iko and Naveret.
  D		
  D		 Successfully finish the party preparations without Zafeldrin’s 
  assistance.
  D		
  D		 Impress Iko, Navaret, and Cailis during the dinner party.
  D		
  D		 Overcome all three obstacles in the Pursing Team B section.
  D		
  D		 Find and translate at least two of the logbook, audio 
  recording, and plaque in area A, and the letter in area B.
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  HANDOUT 1: HIDDEN LETTER
  Shirke offered to smuggle this letter to you in exchange for a day’s rations. I know 
  how to escape and after I do it, I’m going to come for you. I’ve found some gems the 
  foremen don’t know about and have been hiding them away in my suit until I’m ready to 
  leave. But that’s not the most important thing I have to tell you. The crystals we’ve 
  been commanded to mine, they’ve started talking to me. Please don’t think I’m crazy. It’s 
  true. They don’t want to be used, just like we don’t. They’re going to help me escape. 
  They can help all of us escape.”
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  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
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  21
  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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  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, 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 #2–23: The Edge of Cadascon © 2020, Paizo Inc.; Author: 
  Mara Lynn Butler.
  PAIZO INC.
  Creative Directors • James Jacobs and Robert G. McCreary
  Director of Game Design • Jason Bulmahn
  Director of Visual Design • Sarah E. Robinson
  Managing Developers • Adam Daigle and Amanda Hamon
  Organized Play Lead Developer • Linda Zayas-Palmer
  Developers • James Case, Eleanor Ferron, Jason Keeley, Luis Loza, Ron Lundeen, 
  Patrick Renie, Michael Sayre, and Jason Tondro
  Starfinder Lead Designer • Joe Pasini
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  Chief Operations Officer • Jeffrey Alvarez
  Chief Technical Officer • Vic Wertz
  Director of Project Management • Glenn Elliott
  Project Coordinator • Michael Nzazi
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Director of Licensing • John Feil
  Public Relations Manager • Aaron Shanks
  Social Media Producer • Payton Smith
  Customer Service & Community Manager • Sara Marie
  Operations Manager • Will Chase
  Organized Play Manager • Tonya Woldridge
  Organized Play Associate • Alex Speidel
  Accountant • William Jorenby
  Accounting & AP Specialist • Eric Powell
  Finance Operations Specialist • B. Scott Keim 
  Human Resources Generalist • Devinne Caples
  Director of Technology • Raimi Kong
  Web Content Manager • Maryssa Lagervall
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Katina Davis
  Customer Service Team • Joan Hong, Virginia Jordan, Samantha Phelan, Calliope Taylor, 
  and Diego Valdez
  Warehouse Team • Mika Hawkins, Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, Whitney Chatterjee, Erik Keith, 
  Josh Thornton, and Andrew White
  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, 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 #2–23: The Edge of Cadascon © 2020, 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 Card Game, Pathfinder 
  Adventure Card Society, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder 
  Battles, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder 
  Legends, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, 
  Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, 
  Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks 
  of Paizo Inc.
  18352512
  18352512
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  THE EDGE OF CADASCON
  
  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  Items Found During This Scenario
  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 #
  3–4
  5–6
  —
  1,446
  2,765
  4,084
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #2–23: The Edge of Cadascon
  Furry Friend: You saved fellow Starfinders Iko and Naveret from a grim fate. In thanks, Naveret introduced you the owner 
  of the animal shelter from whom she adopted her squox companion, Swift, and offered to cover all training costs. You can 
  take the squox companion feat (Starfinder Alien Archive 2 119) as if it appeared on the Additional Resources page to adopt 
  a trained squox of your own.
  Reputation
  All Subtiers
  Subtier 5–6
  advanced sword cane (2,100; item level 4; Starfinder 
  Pact Worlds 194)
  basic dragonglaive (2,000; item level 4; Starfinder 
  Alien Archive 41)
  basic universal solvent (500; item level 5; Starfinder 
  Armory 125)
  d-suit I (2,980; item level 5)
  darksight goggles (2,100; item level 4; Armory 112)
  heavy seismic pick (2,790; item level 5; Armory 50)
  ion tape (275; item level 3; Armory 105)
  longstrider module (2,200; item level 4; Armory 84)
  manual sight (1,000; item level 2; S Armory 61)
  mk 2 serum of healing (425; item level 5)
  purple nanite hypopen (450; item level 5; Armory 106)
  scoring dross gun (3,330; item level 5; Armory 36)
  Starfinder backpack (750; item level 3; Armory 116)
  thunderstrike sonic pistol (2,300; item level 4)
  black nanite hypopen (650; item level 6; Starfinder 
  Armory 106)
  bloodbrother serum (500; item level 5; Starfinder Alien 
  Archive 41)
  d-suit II (6,900; item level 7)
  laser sight (3,000; item level 5; Armory 61)
  mk 1 thermal capacitor (3,600; item level 5)
  smart cable (4,000; item level 6; Armory 107)
  soprano singing disk (3,900; item level 6; Armory 51)
  subdermal extractor (3,850; item level 6; Armory 108)
  thunderhead dragonglaive (4,000; item level 8; Alien 
  Archive 41)
  ultrathin sword cane (7,000; item level 7; Starfinder 
  Pact Worlds 194)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 2/SF S02-23 - The Edge of Cardascon.pdf