TEXT: BY MIKE KIMMEL
  THE STUMBLING SOCIETY, PART 1: 
  SANGORO’S LAMENT
  STARFINDER SOCIETY SCENARIO #2–06, TIER 5–8
  YEAR OF A THOUSAND BITES
  
  Starfinder Society Scenario #2–06: The Stumbling Society, Part 1: Sangoro’s Lament is a 
  Starfinder Society Scenario designed for 5th- through 8th-level characters (Tier 5–8; Subtiers 
  5–6 and 7–8). This scenario is designed for play in the Starfinder Society Roleplaying Guild 
  campaign, but can easily be adapted for use with any world. For more information on the 
  Roleplaying Guild, 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
  Sangoro’s Lament makes use of the Starfinder Core Rulebook, Starfinder Alien Archive (AA), Starfinder 
  Alien Archive 2 (AA2), and Starfinder Armory (AR). 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, and the relevant rules from the Alien Archive volumes are 
  reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Sangoro’s Lament .   .   .   .   .   .   .   .   .   .   .   .   .   .  3
  Appendix: Stat Blocks .   .   .   .   .   .   .   .   .   .   .   .19
  Chronicle Sheet  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .25
  Handouts   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .18
  Maps  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .21
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see Chapter 1 of the Starfinder Society Roleplaying Guild Guide. 
  DEVELOPMENT LEADS
  Thurston Hillman and Michael Sayre
  AUTHOR
  Mike Kimmel
  EDITING LEAD
  Adrian Ng
  CONTRIBUTING ARTISTS
  William Marton and Sebastian Rodriguez
  CARTOGRAPHY
  Robert Lazzaretti
  ART DIRECTORS
  Tony Barnett and Adam Vick
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  Robert G. McCreary
  PUBLISHER
  Erik Mona
  Faction (Exo-Guardians)
  How To Play
  
  BY MIKE KIMMEL
  THE STUMBLING SOCIETY, 
  PART 1: SANGORO’S 
  LAMENT 
  Sangoro’s Lament takes place on Mazdrun, a solitary planet 
  orbiting a dim red star in the Vast. The surrounding space 
  is prone to interplanar abnormalities. The precise nature of 
  these events varies wildly from tale to tale.
  MAZDRUN
  Diameter: ×1/6; Mass: ×1/500; Gravity: ×1/12
  Atmosphere: Toxic; Day: 7 days; Year: 200 years
  Mazdrun is a cold, rocky planet. Volcanoes at the poles 
  spew poisonous gas from the planet’s core, and freezing 
  dust storms scour the surface. The only native life-forms 
  are craggolks, massive subterranean reptiles that feed on 
  radioactive ice and reproduce by devouring others of their 
  own kind.
  Despite these dangers and the interplanar anomalies 
  surrounding Mazdrun, ancient beings constructed a massive 
  metal and stone fortress in a crater near the planet’s 
  equator. Somehow, perhaps due to long-lost magic or divine 
  intervention, the crater contains a normal atmosphere and 
  is a sanctuary from the planet’s natural disasters. 
  WHERE IN THE 
  UNIVERSE?
  Sangoro’s Bulwark was among the most fortified Starfinder 
  Society strongholds outside the Pact Worlds. Serving as the 
  headquarters of the Exo-Guardians and bearing the name of its 
  vesk discoverer, the fortress was located on a hidden planet in 
  the Vast surrounded by interplanar anomalies. It was impossible 
  to locate, much less attack—or so the Exo-Guardians assumed.
  The Exo-Guardians sent many agents on the doomed Scoured 
  Stars expedition. Shortly after the Society’s crippling defeat, hostile 
  life-forms wiped out the Bulwark’s few remaining defenders and 
  overwhelmed the fortress. No distress signals or survivors ever 
  reached Absalom Station, and fearing further losses, First Seeker 
  Luwazi Elsebo forbade any follow-up expeditions. She was 
  unaware of the Bulwark’s secret location until the brief return 
  of First Seeker Jadnura, and learned the fortress’s condition only 
  after Society agents recovered information from the starship 
  Struggle’s Scholar during Starfinder Society Scenario #1–04: Cries 
  from the Drift.
  With the Scoured Stars incident behind the Society, First 
  Seeker Luwazi Elsebo has strategized with the Exo-Guardians’ 
  current leader, Zigvigix, to reclaim the lost fortress. However, 
  the recent multimedia smear campaign against the Society has 
  dissuaded the faction leaders from mobilizing any large force 
  lest the Society continue to garner a reputation as a paramilitary 
  organization. Despite the delay, Zigvigix has continued to research 
  the data salvaged from the Struggle’s Scholar. Though most of the 
  data was corrupted, Zigvigix’s ongoing relationship with Celita, 
  the Dataphiles faction leader, and the Exo-Guardians’ recent 
  efforts to aid the Dataphiles, engendered further assistance. They 
  have since worked together to restore much of the data.
  The data paints a bleak portrait of the Bulwark’s state: the main 
  fortress is obscured by a cloak of darkness. While an assault on the 
  fortress would require a sizable contingent, Celita’s data illuminates 
  another opportunity: in the days before the Bulwark’s downfall, 
  the Exo-Guardians moved many of their sensitive weapons to the 
  Arsenal, a satellite site near the Bulwark. This containment facility 
  housed captive creatures for research and training purposes, and 
  the lower levels provided ample space for delicate equipment. 
  Zigvigix petitioned First Seeker Luwazi Elsebo and the Forum 
  to authorize an expedition to secure the equipment. Recognizing 
  the potential media and political fallout if these items were found 
  and used by unscrupulous parties, the Society immediately 
  sanctioned the mission. 
  Unknown to the Society’s leadership, the Arsenal has already 
  been looted! The mysterious ysoki Datch (who introduced herself 
  to some Starfinders during the events of Starfinder Society Scenario 
  #2–01: Pact World Warriors and has appeared off and on since) 
  intercepted the data from the Struggle’s Scholar using spyware 
  she’d installed in the Lorespire Complex’s computer systems. 
  Datch had her agents scramble it, leaving the mangled data to 
  the ministrations of the Dataphiles. While the Society labored to 
  uncorrupt the data, Datch and her team successfully infiltrated the 
  Arsenal and left with a variety of Exo-Guardians weapons. 
  
  STARFINDER SOCIETY SCENARIO
  4
  To impede subsequent intruders, they planted a powerful 
  magic item to infest the facility’s computer network, manipulated 
  the facility’s defenses, and released hostile creatures from the 
  containment cells. 
  SUMMARY
  The PCs meet with Zigvigix, the 
  leader of the Exo-Guardians, 
  who assigns them to retrieve 
  the faction’s sensitive equipment 
  from Sangoro’s Arsenal and learn 
  what they can from the facility. 
  Zigvigix accompanies the PCs to 
  Mazdrun, where the PCs briefly 
  glimpse 
  the 
  shrouded 
  Bulwark 
  before arriving at the Arsenal.
  When the PCs enter the Arsenal, 
  they encounter hostile vermin loosed from 
  the facility’s containment cells. Exploring 
  the Arsenal, they fall victim to a curse 
  infesting the computer network. 
  They discover the Arsenal is 
  abandoned—mostly. 
  They 
  meet 
  a barachius angel who once 
  protected the Arsenal and ensured 
  the proper use of any technology 
  the Exo-Guardians retrieved from other 
  worlds. Whatever attacked the Bulwark 
  also shattered much of the angel’s memories 
  and personality, and the PCs must negotiate 
  with the barachius—or use force—to continue their expedition. 
  They learn of a malfunctioning environment chamber causing the 
  Arsenal’s security doors to remain locked down. After stabilizing 
  the environment chamber, the PCs can access the facility’s more 
  secure locations.
  As they explore, retrieving items and discovering interesting 
  details about the Exo-Guardians, the PCs continue to encounter the 
  network’s curse. In the security control room, they find the magic 
  idol Datch left to infest the network. After overcoming it, they 
  proceed to the facility’s lower level by elevator. On the way down, 
  they view a prerecorded message from Datch, finally learning 
  of her involvement just as they arrive in the containment block. 
  There, they face off against a mutant moonflower and a powerful 
  but malfunctioning containment device. After overcoming these 
  obstacles, the PCs learn the disappointing truth: Datch already 
  emptied the weapons depot!
  GETTING STARTED
  The PCs begin the adventure in the Nest, the renovated warehouse 
  that serves as the Exo-Guardians’ headquarters on Absalom 
  Station. Zigvigix (LG host shirren soldier), the faction’s leader, 
  invites the Starfinders to the Nest for a mission briefing.
  Read or paraphrase the following to get the adventure underway. 
  A heavily augmented host shirren gazes out on as crews put the 
  finishing touches on a fully restored warehouse. Their antennae 
  quiver with pride as Starfinders of all walks of life use the 
  extensive training gym, workshop, and recreational facilities. 
  The shirren, Zigvigix, turns away and telepathically greets their 
  guests. “Welcome! Sorry, I was distracted. These renovations 
  were worth the effort!” The shirren leads the 
  way to a conference room and brings up a 
  holographic star chart. “Check this out! 
  This shows the location of—you guessed 
  it—Sangoro’s Bulwark! 
  “The Bulwark was our headquarters 
  until we lost contact with it shortly after 
  the Scoured Stars incident. First Seeker 
  Luwazi restricted us from investigating, 
  since we had suffered extensive losses. 
  But now we know the Bulwark’s 
  location. Some Starfinder agents 
  recovered data from a ship, the 
  Struggle’s Scholar, that fled the 
  fortress. It’s taken a long time, 
  and extensive help from the 
  Dataphiles, but we’ve finally 
  unscrambled the data!”
  If any PCs have Chronicle sheets for 
  Starfinder Society Scenario #1–04: Cries from 
  the Drift, #1–14: Star Sugar Heartlove!!!, or 
  #1–38: The Many Minds of Historia, Zigvigix 
  thanks them for recovering the data from 
  Struggle’s Scholar (#1–04) or securing the Dataphiles’ assistance 
  (#1–14 and #1–38). Then, read or paraphrase the following.
  “With this new data, we can go back to the Bulwark! Well, not 
  exactly. The main fortress is shrouded in darkness by some 
  unknown force. It sounds neat, but right now it’s annoying! 
  However, the Dataphiles found something fun. Before we lost 
  contact, the Exo-Guardians at the Bulwark moved their most 
  sensitive equipment to the vaults of a nearby satellite facility 
  called the Arsenal. It’s outside the shroud of darkness, so it’s 
  open for business! We can’t mount a massive assault on the 
  Bulwark—the Society can’t afford the negative press, what with 
  the smear campaign going on—but a small mission to take back 
  the Arsenal’s weapons seems wise. We wouldn’t want them 
  falling into the wrong hands.”
  Zigvigix points to a dim red star on the chart. “There’s a 
  planet, Mazdrun, orbiting this star. That’s our destination. I’ll 
  accompany you to Mazdrun. You’ll explore the Arsenal, learn 
  what information you can, and recover the caches from the 
  lower levels. Got it?”
  If the PCs have questions, Zigvigix is happy to answer as best 
  they can.
  Zigvigix
  
  THE STUMBLING SOCIETY, PART 1 
  SANGORO’S LAMENT
  5
  What is Mazdrun like? “It’s nasty! But the crater containing 
  the Bulwark is somehow protected from all the nastiness. Such 
  a relief!”
  What do you know about the shroud? “Not much. Whatever 
  made it must be powerful! We should avoid the main fortress 
  for now.”
  What is in the Arsenal? “Great question! It was all classified. 
  We know the facility was used for research as well as storage. 
  Whatever is there, it will be interesting!”
  Have the players finalize their boon slots, and let them know 
  that there’s no specific boons required for this adventure. Remind 
  the players that this is their PCs’ final opportunity to make 
  purchases on Absalom Station.
  CULTURE (RECALL 
  KNOWLEDGE) OR DIPLOMACY 
  (GATHER INFORMATION)
  Based on the result of a Culture or Diplomacy check, the PCs 
  might know more about Sangoro’s Bulwark and Mazdrun. They 
  learn all the information whose DC is equal to or less than the 
  result of their check.
  5+: Sangoro was a vesk Starfinder who discovered the Bulwark 
  and gave it to the Society. Many Starfinders distrusted him, as 
  the Pact Worlds were still in conflict with the Veskarium, but 
  he wound up founding the Exo-Guardians faction and became a 
  distinguished Starfinder.
  10+: Sangoro’s Bulwark is a massive fortress left behind 
  by a forgotten alien race and the only structure on Mazdrun. 
  The Exo-Guardians kept the planet’s location secret due to the 
  weapon stockpiles in the extensive passages and vaults beneath 
  the fortress. 
  15+: After Sangoro’s Bulwark fell, no one knew its location—
  except possibly Guidance, the Society’s amalgam digital 
  consciousness. Guidance ignored all requests to provide the 
  fortress’s location. It has taken the Exo-Guardians and Dataphiles 
  working together for several months to unscramble the data from 
  Struggle’s Scholar and locate the base.
  20+: Rumors tell of interplanar anomalies surrounding 
  Mazdrun, and the planet itself is inhospitable. The crater 
  containing Sangoro’s Bulwark somehow maintains a normal 
  atmosphere and is miraculously protected from the planet’s 
  frozen dust storms and radioactive volcanic fallout.
  25+: Rumors tell of a battalion of angels stationed at the 
  facility to protect it—or possibly to keep it in check.
  JOURNEY TO MAZDRUN
  Zigvigix invites the PCs aboard the Thunderous Transgressor. 
  This rusty starship bristles with scanners and laser weapons. 
  “You never know,” explains Zigvigix if the PCs question the need 
  for the firepower.
  The journey to Mazdrun through the Drift takes 5d6 days. 
  Zigvigix is unusually withdrawn during the trip, preferring to 
  play the vidgame Congruenz and obsessively check the ship’s 
  scanners between levels. They proudly show off their top score 
  in the orb-matching vidgame, but otherwise avoid conversation. 
  A PC who succeeds at a DC 25 Diplomacy check gets the faction 
  leader talking enough to realize that Zigvigix is struggling to 
  remain positive. They are genuinely concerned about the agents’ 
  well-being during the upcoming mission.
  During the latter half of the trip, Zigvigix asks the PCs what 
  they know about Aballon’s Ice Wells, stating that he received 
  a message from Venture-Captain Naiaj inquiring about sending 
  agents on an exploratory mission into the frozen jungles. Zigvigix 
  indicates that the mission is beneath Starfinders of the PCs’ 
  ability, but is happy that Naiaj has finally managed to convince 
  the resident Xenowardens to allow the Society access to the 
  Aballonian natural wonder.
  Arrival: A few hours after exiting the Drift, the Transgressor 
  approaches Mazdrun. The planet is visible only because of the 
  glowing ash clouds at its poles; the distant red sun is too dim to 
  provide illumination. 
  Zigvigix comes out of their funk and excitedly points out 
  the planet’s features, insisting that the pilot slow down for a 
  better look.
  ACROSS THE CRATER FLOOR
  Zigvigix gives the PCs directions to the Arsenal, less than a 
  mile from the landing site, and warns them not to linger on the 
  surface: whatever overtook Sangoro’s Bulwark could still be out 
  there. Zigvigix offers the use of a beat-up all-terrain transport 
  (affectionately named “Bumpy”). Finally, the shirren informs the 
  PCs that the ship’s computers are glitching—perhaps due to the 
  nearby shroud of darkness—and that communication between the 
  ship and the party is impossible.
  As the PCs approach the Arsenal’s entrance, read or paraphrase 
  the following.
  The occasional flash of distant lightning throws the shadowy 
  aura surrounding Sangoro’s Bulwark into stark contrast against 
  the planet’s pale surface. Looming towers of stone and metal 
  are barely visible behind the shroud.
  If the PCs stop to search the area between the ship and the 
  Arsenal, they find nothing useful. There are several temporary 
  structures such as barracks and garages. Most of them have 
  collapsed from disuse, and any other evidence of vehicles, 
  personnel, and equipment is mysteriously gone.
  Following Zigvigix’s directions, the PCs reach a 10-foot-wide 
  ramped tunnel leading beneath the surface. Bumpy is too big to fit. 
  The tunnel levels out after a hundred yards, then continues another 
  half mile to an airlock door.
  A. ARSENAL MAIN LEVEL
  The Arsenal served as a research station and storage facility for 
  the Exo-Guardians’ most interesting (and dangerous) discoveries. 
  When Datch infiltrated the compound, she and the Laoite 
  
  STARFINDER SOCIETY SCENARIO
  6
  A. ARSENAL MAIN LEVEL
  1 SQUARE = 5 FEET
  A1
  A2
  A2
  A7
  A6
  A5
  A3
  A4
  A12
  A13
  A14
  A10
  A11
  A8
  A9
  followers accompanying her ignored much of the upper level, 
  going straight for the security center to access the vaults below. 
  Before departing, they infested the Arsenal’s network with a Laoite 
  relic, set dangerous aliens loose, and rigged the security systems 
  to impede future intruders.
  The Arsenal’s halls and chambers have the following features, 
  except as noted in specific areas. 
  Ceilings: Unless noted, the ceilings are 15 feet high.
  Walls: The Arsenal’s walls are made of starship-grade 
  adamantine alloy and are 10 inches thick (hardness 30, HP 480, 
  break DC 45). Unworked stone extends for miles beyond the 
  outer walls.
  Doors: Most of the Arsenal’s doors are 2-inch-thick steel doors 
  (hardness 20, HP 60, break DC 26) that are not locked. The doors 
  slide swiftly into the ceiling when a creature touches a hand (or 
  appendage) to a panel on either side. They remain open while 
  any Tiny or larger creature stands within 5 feet of the door, then 
  slide shut. 
  Security Doors: Some of the Arsenal’s doors are built much 
  like starship airlocks (hardness 35, HP 160, break DC 40) and 
  are locked. These include the doors to areas A7, A9, and A12. 
  The panels on these doors display the message “Emergency 
  Lockdown” in Common. Due to the infestation in the network, 
  the locks cannot be hacked or disabled. Security doors can be 
  unlocked only from the computer in area A11 and only after 
  neutralizing the malfunctioning environment chamber (see 
  Event: Down the Hatch in area A4). 
  Illumination: Unless noted, the Arsenal is dimly lit by red 
  emergency lights set in the walls and ceilings. 
  Computers: The computer banks throughout the complex 
  range from 4 to 5 feet tall. Most of the electronics in the 
  Arsenal barely function, having sustained heavy damage or 
  corruption by the idol of scrabbling eyes in area A12. When the 
  PCs interact with these devices (as indicated under the Hazard 
  entry in areas A1, A3, A8, A10, and A11) they trigger Event: 
  Being Watched (see below).
  EVENT: BEING WATCHED
  Read or paraphrase the following when the PCs trigger the curse.
  The emergency lights flicker, and there is a sound of static and 
  claws scampering across metal. As the sounds fade, there is a 
  distant whisper, like an unpleasant thought that is trying not to 
  be ignored.
  Hazard: Datch’s associates—followers of Lao Shu Po—left a 
  potent magic item in the security control room that has infested 
  the Arsenal’s network. This infestation manifests as a curse 
  that causes its victims to suffer mounting unease. Each time 
  the PCs trigger this event, if the idol has not been destroyed, 
  every PC in the Arsenal must attempt a saving throw against 
  the curse.
  
  THE STUMBLING SOCIETY, PART 1 
  SANGORO’S LAMENT
  7
  CURSE OF THE SKITTISH
  Type curse; Save Will DC 17 (DC 18 in Subtier 7–8)
  Effect Each time the victim fails a saving throw against the 
  curse, they progress one step on the skittish affliction track.
  Cure When the idol of scrabbling eyes is destroyed, each victim 
  moves three steps back on the skittish affliction track. If 
  they move to healthy, the curse is removed. Otherwise, they 
  must use remove affliction.
  SKITTISH AFFLICTION TRACK
  Healthy—Distracted—Uneasy—Agitated—Distressed—Paranoid
  Distracted
  The victim takes a –2 penalty to trained skill checks.
  Uneasy
  The victim takes a –2 penalty to initiative and 
  Perception checks.
  Agitated
  The victim takes an additional –2 penalty to the 
  affected checks.
  Distressed
  The victim automatically rolls a 1 on initiative and Perception 
  checks.
  Paranoid
  The victim counts as having no ranks in all of their skills.
  A1. Lobby (CR 8 oR CR 10)
  This lobby has a wide reception desk embedded with cracked, 
  dusty vidscreens. Several maggot husks, each over a foot long, 
  cover the scratched floor.
  Sentries stationed here would question everyone who entered 
  or exited the facility, log their information, and direct them 
  through the security checkpoints. 
  Creatures: Datch’s crew retrieved a latent apari hive from 
  primary containment (area B) and left it here—along with some 
  unfortunate food specimens—to grow and hatch. This apari is a 
  variation that can host extra constituents outside its hive body. 
  Any additional constituents it spawns reduce its Hit Points as 
  normal. In Subtier 7–8, a second apari has bonded with the first 
  to survive in this strange environment.
  Hazard: If the PCs access the computers, they trigger Event: 
  Being Watched (see page 7).
  SUBTIER 5–6 (CR 8)
  APARI 
  CR 7
  HP 105, RP 4 (Starfinder Alien Archive 14, see page 19)
  TACTICS
  Before Combat The apari crouches behind the computer banks 
  in the southeast corner. 
  During Combat Every round, the apari makes a spike attack 
  (or a claw attack if an opponent is within reach) and spawns 
  another constituent until it lacks sufficient Hit Points or 
  SCALING 
  ENCOUNTER A1
  Make the following adjustments to accommodate a group 
  of four PCs.
  All Subtiers: Remove the initial apari constituents.
  Resolve Points.
  Morale The apari fights to the death.
  APARI CONSTITUENTS (3) 
  CR 2
  HP 20 each (Starfinder Alien Archive 14, see page 19)
  TACTICS
  Before Combat The constituents, split as evenly as possible, 
  hover near the ceiling on either side of the entry door.
  During Combat The constituents gang up on the smallest 
  enemies.
  Morale The constituents fight to the death.
  SUBTIER 7–8 (CR 10)
  APARIS (2) 
  CR 7
  HP 105 each, RP 4 each (Starfinder Alien Archive 14, see page 19)
  TACTICS
  Before Combat The second apari waits in ambush 5 feet away 
  from the entry door. Use the tactics from Subtier 5–6.
  APARI CONSTITUENTS (6) 
  CR 2
  HP 20 each (Starfinder Alien Archive 14, see page 19)
  TACTICS
  Use the tactics from Subtier 5–6.
  Development: The only file accessible from these computers 
  is a memo from the security team: “PRIORITY NOTICE. Barachius 
  squadron escalating access requests. Those pixel wings must 
  think they run the place. Monitor and report all activity to 
  security.”
  Treasure: A cabinet under the computer terminals contains 
  a sentinel staff, one pair of darksight gogglesAR, and a tactical 
  cluster launcherAR loaded with four stickybomb grenades II, two 
  flash grenades II, and two riot grenades IIIAR.
  In Subtier 7–8, the cabinet also contains a static shock 
  truncheon.
  Rewards: If the PCs do not discover the equipment in this area, 
  reduce each PC’s credits earned as follows.
  Subtier 5–6: Reduce each PC’s credits earned by 354. 
  Out of Subtier: Reduce each PC’s credits earned by 430.
  Subtier 7–8: Reduce each PC’s credits earned by 506.
  
  STARFINDER SOCIETY SCENARIO
  8
  A2. SeCuRity CheCkpointS
  Inactive cameras and scanners cover the walls and ceiling in 
  this long room. A single control console sits near a vidscreen 
  next to each of the room’s doors.
  Guards stationed in these rooms used the scanners to ensure 
  that nobody brought anything into (or out of) the facility 
  without proper authorization. The circuitry in the 
  electronics is corrupted, making them worthless.
  A3. ARChiveS
  Computer terminals line most of the walls of this dusty 
  room. Their vidscreens rapidly switch between blank, 
  static, and error codes.
  This room served as an area to store and 
  retrieve digital records. The 
  cabinets beneath the computer 
  consoles once housed row upon 
  row of data drives, but 
  Datch’s crew ripped them 
  out. Now they contain only 
  frayed wires.
  Hazard: If the PCs access 
  the computers, they trigger 
  Event: Being Watched (see 
  page 7).
  Development: The archives contain a tiny fraction of their 
  former data. The most interesting discovery is a partial file 
  containing various mission briefings. Distribute Handout #1.
  A4. enviRonment ChAmbeR ContRoL Room (CR 7 oR CR 9)
  A massive metal hatch dominates the northwest corner of this 
  room. Multiple computer terminals—all of them dormant or 
  malfunctioning—crowd the rest of the room.
  From this room, the Arsenal’s staff monitored the environmental 
  containment chambers below (see Event: Down the Hatch). The 
  computers in this room are heavily damaged and inoperable.
  Creatures: Negator-XIII was one of several barachius angels 
  stationed at the Arsenal. The squadron served a dual role: to ensure 
  the Exo-Guardians’ activities did not stray toward potential evil, 
  and to protect the Arsenal from infiltration by evil forces. When 
  the Bulwark came under attack, something suppressed the angels’ 
  powers. They could no longer teleport, detect evil, or innately 
  understand technological objects and creatures. This caused some 
  of the angels to begin destroying the Arsenal’s precious technology; 
  the others fought back against their kin, each side believing they 
  served the cause of good. The forces that attacked the Bulwark 
  eliminated much of the fractured squadron.
  Negator-XIII—an agender individual who uses “it” or “they” 
  pronouns and presents as female—no longer remembers which 
  side it was on. However, it knows that the weapons in the lower 
  levels, though not innately evil, could do evil in the wrong hands. 
  It is obsessed with securing these weapons and knows it needs to 
  secure the environmental containment chambers to access 
  the rest of the facility. Negator-XIII has attempted 
  to enter the hatch hundreds of times, but each 
  time, its self-preservation protocols force 
  it to leave the lethal environment. In its 
  obsession, the barachius has not left this 
  room in over 2 years. It does not know 
  Datch already emptied the Depot.
  In Subtier 7–8, a second barachius named 
  Evaluator-IV huddles in the northeast corner of 
  the room. Its memories are even more damaged 
  than Negator-XIII’s and it does not participate in the 
  negotiations. It comes to Negator-XIII’s aid if a 
  fight breaks out.
  When the PCs encounter 
  Negator-XIII, it raises its rifle and 
  demands to know their purpose 
  in a clipped, rapid-fire voice. 
  Negotiating 
  with 
  Negator-
  XIII is no simple matter; 
  the barachius quickly 
  shifts 
  between 
  rage, 
  desperation, and panic. The 
  PCs must talk Negator-XIII through each of 
  these phases to calm the barachius down enough to negotiate. In 
  each phase, one PC can make the primary check and a single other 
  PC can use aid another; Negator-XIII grows confused and angry if 
  too many people talk at once. A successful check causes Negator-
  XIII to enter the next phase. After the first failed check in a phase, 
  a different PC can try again, but they take a –4 penalty. A second 
  failure in a given phase causes Negator-XIII to attack, thinking the 
  PCs intend to use the Arsenal’s weapons for evil. The PCs should 
  roleplay this interaction rather than simply rolling dice. Consider 
  granting a +2 bonus on a check for impressive roleplaying. 
  The DC of each check is 25 in Subtier 5–6, or 28 in Subtier 7–8.
  Rage: Negator-XIII shouts warnings, threats, and insults. The PCs 
  can use Bluff or Diplomacy to communicate their peaceful intentions, 
  or Sense Motive to discern the source of Negator-XIII’s rage.
  Desperation: Negator-XIII begins pleading for help, describing 
  the countless attempts it has made to reach the key card and the 
  grave dangers that wait on the other side of the hatch. The PCs 
  can use Intimidate or a military-related Profession skill to take 
  charge, or Survival to impress the barachius with their ability to 
  endure dangerous conditions.
  Panic: Negator-XIII seems to calm down, then suddenly its eyes 
  go wide and it begins to panic. It looks around the room as if seeing 
  horrible creatures in every corner and fires its rifle into the wall. 
  It begins ranting in computer code. The PCs can use Computers, 
  Negator-XIII
  
  THE STUMBLING SOCIETY, PART 1 
  SANGORO’S LAMENT
  9
  Engineering, Medicine, or Mysticism to attempt to understand the 
  angel’s affliction well enough to calm it down. Alternatively, they 
  can attempt Bluff, Diplomacy, or Intimidate, but the DC is 4 higher 
  than for the other skills.
  If the PCs succeed at a check in each of these phases, proceed to 
  the Development section below. If not, Negator-XIII attacks.
  SUBTIER 5–6 (CR 7)
  NEGATOR-XIII 
  CR 7
  Agender barachius (Starfinder Alien Archive 12, see page 19)
  HP 95
  TACTICS
  Before Combat Negator-XIII takes cover behind the computer 
  console in the east section of the room.
  During Combat Negator-XIII casts arcing surge, then microbot 
  assault, if it can catch at least three foes in the spells’ areas. 
  It uses its rifle to harass foes, then casts inject nanobots on 
  the first foe to enter melee and switches to its longsword.
  Morale Negator-XIII surrenders if reduced to 20 Hit Points 
  or fewer.
  SUBTIER 7–8 (CR 9)
  NEGATOR-XIII AND EVALUATOR-IV 
  CR 7
  Agender barachiuses (Starfinder Alien Archive 12, see page 19)
  HP 95 each
  TACTICS
  Use the tactics from Subtier 5–6. Evaluator-IV moves to 
  protect Negator-XIII from being flanked, surrendering only 
  when Negator-XIII surrenders.
  Development: If the PCs successfully negotiate with Negator-
  XIII, or it surrenders, it answers their questions as best it can. 
  Some possible questions, and the angel’s answers, are below.
  Why are you here? “I think I served as a guard—to protect this 
  place. Or to protect others from it. You must access the Depot. The 
  things it contains might be used for evil. That must not happen. “
  What happened here? 
  “My 
  memories 
  malfunctioned. 
  Scrambled. Broken. I cannot recall. Something attacked. I do not 
  know what. We lost our holy vision. We turned on one another. 
  Many died.”
  What is stored in the Depot? “Mystical relics, unknown 
  technology, dangerous creatures. The Exo-Guardians even 
  captured a prexian mutantspawn—a radiation demon—for study. 
  We were negotiating for its destruction. But the facility came 
  under attack. It might still be down there.”
  How can we proceed? “The instability in the environment 
  chamber caused the facility to enter lockdown. There are 
  explosive spores and gases. The environment generators are 
  malfunctioning, causing chain reactions. My protocols prohibit 
  me from entering—given enough fire, even angels can be killed. It 
  is maddening. You must help.”
  Will you come with us? “Please stand by for analysis. Analysis 
  complete. My analysis indicates the greatest likelihood of success 
  lies with your capable party proceeding alone. My holy vision is 
  damaged. I cannot tell good from evil, friend from foe. I may turn on 
  you in the heat of battle. You must proceed alone. However, I can 
  provide copies of my equipment.”
  Treasure: If the PCs kill Negator-XIII, its equipment dissolves 
  along with its body. If they successfully negotiate with Negator-
  XIII, or it surrenders, it magically creates one copy each of its 
  barachius helm, holy sintered longsword, and holy corona laser rifle 
  and gives them to the PCs. Evaluator-IV is too weak to perform the 
  same favor.
  Rewards: If the PCs kill Negator-XIII, reduce each PC’s credits 
  earned by 311 in all Subtiers.
  EVENT: DOWN THE HATCH 
  (CR 7 OR CR 9)
  The short ladder leads to a chamber below, with hallways 
  leading in multiple directions. A brown cloud chokes the area, 
  and dozens of fist-sized mold spores drift through the cloud, 
  blocking easy passage.
  The hatch from area A4 leads to a series of corridors and 
  environment chambers, some sealed, some open. The area 
  is dark. A brown cloud obscures sight (as fog cloud). These 
  containment cells once held creatures and objects that the Exo-
  Guardians deemed relatively safe. The environment generators 
  could adjust the chambers to support organisms with unique 
  biological needs.
  Hazard: When the Arsenal fell, the environment chambers 
  failed. They caused a reaction resulting in the evolution of a volatile 
  mold. The environment controls in area A4 no longer function, and 
  the only way to neutralize the mold (thus disabling the facility’s 
  emergency lockdown) is a manual reset. The PCs can locate and 
  activate the manual reset controls by disabling the explosive 
  environment trap (below). 
  On the fourth round of the trap’s actions, an electronic voice 
  declares, “Warning: Environmental adjustment error. Chemical 
  SCALING 
  ENCOUNTER A4
  Make the following adjustments to accommodate a group 
  of four PCs.
  All Subtiers: Negator-XIII is shaken (as is Evaluator-IV in 
  Subtier 7–8), and the DCs of checks to negotiate with the 
  barachius are reduced by 2.
  
  STARFINDER SOCIETY SCENARIO
  10
  reaction imminent.” After this warning, the hatch locks, trapping 
  the PCs. On the fifth round, if the PCs have not disabled the trap, 
  an explosion occurs, destroying the mold and the equipment stored 
  here (see Treasure on page 10).
  SUBTIER 5–6 (CR 7)
  EXPLOSIVE ENVIRONMENT TRAP 
  CR 7
  Type technological; Perception DC 30; Disable 12 successful 
  checks required in total; any combination of Acrobatics, 
  Athletics, or Stealth DC 25 (navigate spores). Engineering 
  DC 25 (discern path to controls). Life Science or Survival DC 
  25 (understand spores’ behavior)
  Trigger location; Init +12; Duration 5 rounds; Reset 1 minute
  Initial Effect explosive spores each round (4d6 F & S); Reflex 
  DC 17 avoids; multiple targets (all targets in room)
  Secondary Effect explosive chain reaction on fifth round 
  (4d10+2 F & S); Reflex DC 17 half; never miss; multiple 
  targets (all targets in room)
  SUBTIER 7–8 (CR 9)
  EXPLOSIVE ENVIRONMENT TRAP 
  CR 9
  Type technological; Perception DC 33; Disable 12 successful 
  checks required in total; any combination of Acrobatics, 
  Athletics, or Stealth DC 28 (navigate spores); Engineering 
  DC 28 (discern path to controls); Life Science or Survival DC 
  28 (understand spores’ behavior)
  Trigger location; Init +15; Duration 5 rounds; Reset 1 minute
  Initial Effect explosive spores each round (4d10+2 F & S); 
  Reflex DC 18 avoids; multiple targets (all targets in room)
  Secondary Effect explosive chain reaction on fifth round (6d12 
  F & S); Reflex DC 18 half; never miss; multiple targets (all 
  targets in room)
  Development: Whether or not the PCs successfully disable the 
  trap, a chain reaction occurs and the environmental reset activates, 
  destroying the mold and disabling the facility’s emergency 
  lockdown. This allows the PCs to use the computer in area A11 to 
  open the doors to areas A7, A9, and A12.
  SCALING EVENT: 
  DOWN THE HATCH
  Make the following adjustments to accommodate a group 
  of four PCs.
  All Subtiers: Reduce the trap’s DCs by 2, and reduce the 
  number of successful checks required to 8.
  Treasure: If the explosive chain reaction occurs, all the equipment 
  in this area is destroyed. Otherwise, with a quick search of the area, 
  the PCs discover two mk 2 adaptive serumsAA, two bloodbrother 
  serumsAA, a restoring rodAR, and a suit of kyokor plating IIAA.
  In Subtier 7–8, the armor is kyokor plating IIIAA, and the PCs also 
  find a leechingAR yellow star plasma doshko.
  Rewards: If the explosive chain reaction occurs, reduce each 
  PC’s credits earned as follows.
  Subtier 5–6: Reduce each PC’s credits earned by 259. 
  Out of Subtier: Reduce each PC’s credits earned by 522.
  Subtier 7–8: Reduce each PC’s credits earned by 785.
  A5. meSS hALL
  Tables and chairs form a makeshift barricade dividing the room. A 
  food and drink dispensing station occupies the northeast corner.
  This mess hall allowed staff to take breaks without leaving 
  the facility. The floor shows signs of the furniture being dragged 
  carelessly into its current position, but there are no signs of fighting.
  A6. StAff LoCkeRS
  Eight vertical storage lockers line the walls of this room. Decals 
  and crude graffiti cover most of them. A memo taped to one 
  of the lockers reads, “This place better be spotless before next 
  inspection. Commander’s orders. FINAL NOTICE. Otherwise, 
  ONLY flavorless tubes for one month.”
  A few of the staff stored personal belongings and equipment 
  here. Most of the lockers are empty, though one locker is still 
  secure and contains its former owner’s equipment. 
  Treasure: One locker remains locked (hardness 10, HP 10, 
  Engineering DC 18 to disable). It contains two advanced semi-auto 
  pistols, two tactical knives, a D-suit II with a purple force field 
  upgrade, and an efficient bandolier.
  In Subtier 7–8, the D-suit II instead has a black force field 
  upgrade, and the PCs also find an incapacitator. 
  Rewards: If the PCs do not recover this equipment, reduce each 
  PC’s credits earned as follows.
  Subtier 5–6: Reduce each PC’s credits earned by 607. 
  Out of Subtier: Reduce each PC’s credits earned by 775.
  Subtier 7–8: Reduce each PC’s credits earned by 943. 
  A7. ARmoRy
  Three large workbenches line the walls of this storage room. 
  Weapons in various states of disassembly and modification line 
  the workbenches. Most, but not all of them, look inoperable.
  The door into this room is a security door (see page 6) that can be 
  opened only from area A11. This room stored weapons and served as 
  a secure location for the Exo-Guardians to modify their armaments.
  
  THE STUMBLING SOCIETY, PART 1 
  SANGORO’S LAMENT
  11
  Treasure: Most of the weapons here are the results of failed 
  modifications and are worthless, but a few functioning items 
  remain: In Subtier 5–6, there is a squad machine gun and a triple 
  focus rifle. The squad machine gun has a grenadier bracketAR 
  mounted with a modified squad NIL grenade launcher that is 
  loaded with two frag grenades III and two incendiary grenades III.
  In Subtier 7–8, the equipment is the same, except the machine 
  gun is a light machine gun, the frag grenades are frag grenades IV, 
  and the grenade launcher also has two shock grenades III. 
  Rewards: If the PCs do not recover this equipment, reduce each 
  PC’s credits earned as follows.
  Subtier 5–6: Reduce each PC’s credits earned by 484. 
  Out of Subtier: Reduce each PC’s credits earned by 681.
  Subtier 7–8: Reduce each PC’s credits earned by 878. 
  A8. LAb
  Long, cluttered workbenches take up most of this room. Every 
  surface is covered in objects, including beakers, scales, vials, 
  safety equipment, test tubes, funnels, ring stands, pipettes, 
  burners, and more. Much of the room’s contents are melted or 
  covered in scorch marks.
  The Arsenal’s scientists used this lab for small experiments after 
  thouroughly studying their subjects in the safety of the containment 
  blocks. A PC who succeeds at a DC 25 Engineering or Physical 
  Science check discerns what took place here: a fire broke out. The 
  safety systems contained the fire, but the laboratory was destroyed. 
  A personal datapad, barely functional, sits under a pile of 
  charred papers.
  Hazard: The datapad is networked with the facility, and if the 
  PCs access it, they trigger Event: Being Watched (see page 7).
  Development: The datapad plays an audio message: “This 
  is Doctor Fenstrix. The date is… Oh, who cares. I find myself 
  holding my tongue around the commander more and more these 
  days. Her decisions seem rash, even stupid. We are not playing 
  with toys! We are researching unfathomable alien technology! 
  We can’t just turn things on and see what happens. We are the 
  defenders of the Pact Worlds, not the activators of things that 
  might help but probably go boom. If this keeps up, I’m moving 
  back to Akiton.”
  A9. LAb StoRAge
  Storage compartments line the west and north walls of this room. 
  The heavy security door seems to have protected the room’s 
  contents from whatever destroyed the adjacent laboratory.
  The door into this room is a security door (see page 6). It can be 
  opened only from area A11.
  Development: A PC who succeeds at a DC 22 Life Science check 
  recognizes the moonflower lightgraft (see Treasure below) as a 
  biotech augmentation derived from moonflower tissue. They recall 
  that moonflowers are massive plant creatures that use telepathy 
  and reproduce by eating other creatures. Many xenobotanists 
  study moonflower reproduction for its cloning applications.
  Treasure: In Subtier 5–6, the storage containers hold an 
  advanced medkit, four mk 2 serums of healing, a minor apocalypse 
  crystal
  AA2, a mk 1 adaptive defense module
  AA2, a cybernetic arm 
  (single), and a moonflower lightgraft
  AA2.
  In Subtier 7–8, there is also one mk 3 serum of healing and one 
  lesser photino crystalAA2.
  Rewards: If the PCs do not recover the equipment here, reduce 
  each PC’s credits earned as follows.
  Subtier 5–6: Reduce each PC’s credits earned by 894. 
  Out of Subtier: Reduce each PC’s credits earned by 1,052.
  Subtier 7–8: Reduce each PC’s credits earned by 1,210. 
  A10. ConfeRenCe Room
  This room contains a single table and four chairs. A holo-
  projector sits at the center of the table. The projector is glitching, 
  creating random shapes above the table.
  The Arsenal’s senior staff used this room for meetings.
  Hazard: If the PCs access the holo-projector, they trigger Event: 
  Being Watched (see page 7).
  Development: The projector creates a hologram of four pulsing 
  spheres. A voiceover in a curious female voice declares, “the 
  neutriad spheres remain an enigma, but their known properties 
  cannot be ignored. I recommend we put them to use. Configure 
  them to generate additional force fields in primary containment. 
  Monitor them closely. It is possible—”
  The recording abruptly cuts off.
  A11. CommAndeR’S offiCe
  In contrast to the stark metal walls of the rest of the facility, 
  this room contains wood paneling, decorative light fixtures, and 
  large wooden cabinets. A computer console in the southwest 
  corner is housed in a vintage casing, but with a modern 
  vidscreen and controls.
  This was the office of Commander Ilivariss (NG female elf 
  soldier/technomancer), the Arsenal’s senior officer and a former 
  friend of Sangoro herself. Commander Ilivariss vanished along with 
  the remaining Exo-Guardians stationed here following the Scoured 
  Stars incident.
  Development: The computer console displays one of 
  two messages depending on the condition of the facility’s 
  environment chambers (see Event: Down the Hatch on page 9). If 
  the explosive environment hazard remains in the area, the screen 
  reads, “WARNING: Unstable hazard in environment chambers. 
  Emergency lockdown. Security doors enabled.” The PCs cannot 
  unlock the security doors until dealing with the hazard. If 
  the PCs have dealt with the hazard, the computer instead 
  
  STARFINDER SOCIETY SCENARIO
  12
  reads: “Environment chambers stabilized. Release emergency 
  lockdown? Select Yes/No.” If the PCs select “Yes,” they unlock the 
  security doors leading to areas A7, A9, and A12. Selecting “No” 
  does not prevent them from later selecting “Yes.”
  After making their selection, the PCs can access a draft of a 
  message on the commander’s computer. Distribute Handout #2.
  Treasure: A bombardingAR fusion seal is on the commander’s 
  desk. The commander’s power armor storage unit appears to be 
  made of wood but is in fact a custom adamantine alloy (hardness 
  30, HP 60, break DC 28, Engineering DC 28 to disable). It contains 
  a battle harness with a deflective reinforcement upgrade and a 
  corona artillery laser (an aphelion artillery laser instead in Subtier 
  7–8). It also contains a mk 2 diffraction cloakAR.
  Rewards: If the PCs do not recover the equipment here, reduce 
  each PC’s credits earned as follows.
  Subtier 5–6: Reduce each PC’s credits earned by 533. 
  Out of Subtier: Reduce each PC’s credits earned by 613.
  Subtier 7–8: Reduce each PC’s credits earned by 694. 
  A12. SeCuRity CenteR (CR 7 oR CR 9)
  Dead vidscreens and unblinking computer panels fill this room. 
  Something squeals and scratches incessantly from beneath the 
  computers on the north wall.
  The south door into this room is a security door (see page 6). It 
  can only be opened from area A11. A PC who succeeds at a DC 28 
  Engineering or Perception check on either side of this door notices 
  that it has been tampered with—someone manually hacked it, then 
  reset it to its lockdown state. This was the work of Datch and her 
  followers prior to infesting the network. 
  The Arsenal’s security monitored the facility’s lower levels here.
  Hazard: The idol of scrabbling eyes left behind by Datch’s 
  Laoite followers waits inside a compartment beneath the 
  computer consoles on the north wall. If the PCs open the 
  compartment, they discover the small stone idol in a nest of 
  frayed wires and gnawed computer chips. A PC who succeeds 
  at a DC 18 Culture or Mysticism check recognizes that the idol is 
  shaped like a symbol of Lao Shu Po, goddess of assassins, rats, 
  spies, and thieves.
  Opening the compartment likely triggers the trap (which is 
  based on visual proximity). The eerie noises cease. Static fills the 
  SCALING 
  ENCOUNTER A12
  Make the following adjustments to accommodate a group 
  of four PCs.
  All Subtiers: Reduce the trap’s DCs by 2.
  room’s vidscreens, and a swarm of spectral rats spews from the 
  screens to attack the PCs.
  SUBTIER 5–6 (CR 7)
  DIGITAL SWARM TRAP 
  CR 7
  Type hybrid; Perception DC 30; Disable Computers, 
  Engineering, or Mysticism DC 22 (repel swarm for 1 round) 
  or DC 28 (sever network connection)
  Trigger proximity (visual, 10 ft.); Init +12; Duration 10 rounds; 
  Reset 1 minute
  Effect gnawing rats (3d6 E & P); never miss; multiple targets 
  (all targets within 30-ft. radius of computers)
  The idol has EAC 18, KAC 22, Fort +10, Ref +7, hardness 15, and 
  107 Hit Points. Destroying the idol defeats the trap.
  SUBTIER 7–8 (CR 9)
  DIGITAL SWARM TRAP 
  CR 9
  Type hybrid; Perception DC 33; Disable Computers, 
  Engineering, or Mysticism DC 25 (repel swarm for 1 round) 
  or DC 31 (sever network connection)
  Trigger proximity (visual, 10 ft.); Init +15; Duration 10 rounds; 
  Reset 1 minute
  Effect gnawing rats (6d6 E & P); never miss; multiple targets 
  (all targets within 30-ft. radius of computers)
  The idol has EAC 21, KAC 25, Fort +12, Ref +9, hardness 15, 
  and 144 Hit Points. Destroying the idol defeats the trap.
  Development: Severing the connection or destroying the idol 
  causes it to crumble into synthetic dust. PCs suffering from the 
  curse of the skittish move three stages back on the skittishness 
  affliction track. Additionally, the idol’s grip on the network fades, 
  unlocking the grav-elevator in area A14.
  Treasure: The PCs find a recessed wall compartment labeled 
  “Emergencies Only.” It contains a guardedAR salamander-class 
  flamethrower and three mk 2 rings of resistance.
  Rewards: If the PCs do not recover the equipment here, reduce 
  each PC’s credits earned by 391 in all subtiers.
  A13. deContAminAtion fACiLity
  Vents, pipes, and showerheads line the walls of this room.
  The Arsenal’s staff used the facilities in this room (which no longer 
  function) to cleanse contaminants after visiting the lower levels.
  A14. eLevAtoR
  A massive, octagonal grav-elevator platform occupies the center 
  of this large room. Four banks of computers are accessible from 
  the platform. To the east, a twenty-foot-wide airlock door stands 
  partially open. An empty vehicle hangar is visible on the other side. 
  
  THE STUMBLING SOCIETY, PART 1 
  SANGORO’S LAMENT
  13
  This grav-elevator has no walls or doors and is embedded in 
  the floor. The elevator uses a similar technology to grav-trains 
  but requires no rails: it simply hovers up or down the shaft 
  (past a series of automatic airlocks), similarly embedding itself 
  in the floor of whichever level its passengers select, with the 
  airlocks sealing the shaft above. The only way to go from this 
  area is down.
  If the idol of scrabbling eyes is intact, the computer controls 
  are nonfunctional, their vidscreens filled with static. If the idol 
  is destroyed, the screens read: “SELECT DESTINATION. L1—Main 
  Level. L2—Primary Containment. Notice: L3—Depot on lockdown.”
  The hangar bay to the east is mysteriously empty, much like 
  the surface structures above. Farther east, wide driveways—big 
  enough for ground and flight vehicles—lead 1 mile away to the 
  hangar’s surface entrance, concealed in the crater wall. This area 
  is beyond the scope of the scenario: if players dawdle, gently 
  remind them that their objective lies within the Arsenal.
  Development: Once the PCs have destroyed the idol of 
  scrabbling eyes in area A12, they can use the grav-elevator to 
  access area B. 
  B. PRIMARY CONTAINMENT (CR 9 OR CR 11)
  As the grav-elevator descends, airlocks whoosh open to allow 
  it to pass, then shut behind it. After a few minutes, one of the 
  dormant screens flickers to life, showing a grainy image of a 
  stark-white ysoki in a well-cut gray business suit. She waves 
  and says, “Hey, Starfinders! I assume you’re Starfinders. Who 
  else would make it this far? I’m Datch. Maybe we’ve met? Ha! 
  This is pre-recorded, so I have no idea. Anyway, not sure I can 
  put this nicely. My team beat you to it. Don’t worry, we left a 
  bite for you. There are some excellent specimens down there!” 
  The ysoki munches on an apple, making a scene of enjoying 
  her snack. A warning light near the screen begins flashing, 
  and an electronic voice says, “Warning: Xenobiological threats 
  detected. Containment breach. Warning…” 
  The ysoki gulps down her apple and says, “I hope you enjoy 
  this research opportunity. Be seeing you!” The ysoki walks off 
  camera, then back on a few seconds later. “If you survive, that 
  is. On the off-chance things get out of hand, we’ve rigged the 
  containment protocols to help, and activated the base’s self-
  destruct sequence.” She glances briefly off camera, “Hey, did we 
  remember to activate the self-destruct sequence?” She shrugs 
  and winks, “I’ll get back to you.” 
  The screen shuts off, and an airlock above slams shut. The 
  grav-elevator descends to the center of a vast chamber with 
  four large containment cells, all of them open. Bulging vines 
  twist along the walls and floor, connecting large, pulsating 
  masses of misshapen bones, sinew, rot, and tumors. Three-foot-
  diameter spheres stand on raised platforms, one at each corner 
  of the elevator. They begin to glow.
  “…Warning. Emergency lift shutoff. Initiating threat 
  neutralization protocol.”
  PCs who have played Starfinder Society Scenario #2–01: 
  Pact World Warriors recognize Datch, the ysoki who met them 
  between competitions and left a food arrangement in their suite.
  This area once contained creatures the Exo-Guardians deemed 
  dangerous but worthy of study. The elevator controls remain 
  locked until the creatures and hazards in this area are neutralized.
  Creatures: The mutated moonflower that lurks here came 
  into being after Datch’s crew opened the containment cells: 
  the moonflower and a prexian mutantspawn were among the 
  creatures released. The titanic moonflower ate the mutantspawn, 
  slowly crushing it to death, but the radiation and Abyssal 
  energies the moonflower endured caused it to degenerate and 
  mutate. It knows nothing but pain, hunger, and nightmares.  
  When injured, it spawns prexian pods—semitransparent, bulbous, 
  ooze-filled sacs—to defend it.
  Hazards: Much of the room is covered in prexian tumors, as 
  shown on the map. These areas are difficult terrain (ignored by the 
  moonflower and its pods). 
  Additionally, four neutriad spheres—relics that the Exo-
  Guardians recovered from a dying planet—threaten everything 
  in the area. Their original purpose was to generate powerful 
  force fields, but their properties have been reversed: they begin 
  emitting disintegrating blasts when the elevator arrives. If the 
  PCs do not disable them, the spheres eventually implode with 
  catastrophic results.
  SUBTIER 5–6 (CR 9)
  PREXIAN MOONFLOWER 
  CR 8
  CE Huge plant
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +16
  DEFENSE 
  HP 128
  EAC 20; KAC 22
  Fort +12; Ref +7; Will +10
  DR 10/good or slashing; Immunities plant immunities, 
  radiation; Resistances cold 10
  Weaknesses vulnerable to fire 
  OFFENSE
  Speed 20 ft.
  Melee bite +19 (2d6+14 S plus irradiation) or
  tentacle +19 (1d8+14 B)
  Multiattack bite +13 (2d6+14 S plus irradiation), 2 tentacles +13 
  (1d8+14 B)
  Space 15 ft.; Reach 15 ft. (30 ft. with tentacles, originating 
  from any space with prexian tumors)
  Offensive Abilities light pulse
  TACTICS
  During Combat The moonflower alternates between its light 
  pulse and multiattack, attempting to blind and irradiate as 
  many foes as possible. It never ends its movement outside 
  of the prexian tumors and avoids the neutriad spheres’ area 
  of effect when it can.
  Morale The moonflower fights to the death.
  
  STARFINDER SOCIETY SCENARIO
  14
  1 SQUARE = 5 FEET
  B. PRIMARY 
  CONTAINMENT
  ZONE A
  ZONE D
  ZONE B
  ZONE C
  T
  T
  T
  T
  STATISTICS
  Str +6; Dex +0; Con +4; Int –3; Wis +2; Cha +0
  Skills Stealth +16 (+21 in dense vegetation)
  Languages telepathy (1 mile, other moonflowers only)
  Other Abilities prexian pods
  SPECIAL ABILITIES
  Irradiation (Su) A creature bitten by the moonflower must 
  succeed at a DC 16 Fortitude save or be exposed to a sudden 
  pulse of supernatural radiation. This functions as medium 
  radiation that affects only the moonflower’s target.
  Light Pulse (Su) As a standard action, the moonflower can emit 
  a pulse of bright light from its body. Creatures within 50 
  feet of and able to see the moonflower must succeed at a DC 
  16 Fortitude save or be blinded for 1d4 rounds.
  Prexian Pods (Ex) When the moonflower’s Hit Points are first 
  reduced to 96 or below, it spawns a prexian pod in Zone C 
  as a reaction. The pod acts on the moonflower’s initiative. 
  While any prexian pods survive, the moonflower merges 
  with the mass of vines and tumors (requiring no action). 
  It gains total concealment, but it can attack only with its 
  tentacles (not light pulse or bite attacks). When there are 
  no surviving pods, the moonflower emerges (requiring no 
  action) at the start of its next turn.
  The moonflower can use this ability again to spawn a 
  pod in Zone B when its Hit Points are first reduced to 64 or 
  below, and one final time to spawn a pod in Zone D when 
  reduced to 32 Hit Points or below.
  PREXIAN POD 
  CR —
  CE Medium plant
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE 
  HP 22
  EAC 12; KAC 14
  Fort +6; Ref +1; Will +4
  Immunities plant immunities, radiation
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 10 ft.
  Offensive Abilities bile stream (50-ft. line, 5d6 A, Reflex DC 13 half)
  TACTICS
  During Combat The pod uses its bile stream against as many 
  enemies as possible.
  Morale The pod fights until destroyed.
  STATISTICS
  Str +4; Dex +0; Con +2; Int –3; Wis +1; Cha +0
  NEUTRIAD SPHERES TRAP 
  CR 5
  Type hybrid; Perception DC 27; Disable Computers, 
  Engineering, or Mysticism DC 19 (control 1 sphere for 1 
  round) or DC 25 (permanently disable 1 sphere)
  
  THE STUMBLING SOCIETY, PART 1 
  SANGORO’S LAMENT
  15
  Datch
  SCALING 
  ENCOUNTER B1
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: The moonflower doesn’t spawn its first pod 
  until reduced to 64 Hit Points or below, and it spawns pods 
  only twice overall. Reduce the trap’s DCs by 2.
  Subtier 7–8: The moonflower doesn’t spawn its first pods 
  until reduced to 84 Hit Points or below, and it spawns pods 
  only twice overall. Reduce the trap’s DCs by 2.
  Trigger location; Init +10; Duration 10 rounds; Reset none
  Effect one atomizing blast per sphere (1d12+1); Fortitude DC 
  15 half; multiple targets (all targets within 10-ft. radius 
  of blasting spheres); instead of an atomizing blast, each 
  controlled sphere fires an atomizing beam +15 ranged vs. 
  EAC (1d12+1); one target within 30 ft. of sphere; target 
  chosen by controlling PC
  The PCs must be adjacent to the elevator’s computer terminals 
  to make checks to disable or control the spheres. The 
  spheres emit blasts for 9 rounds, or until all the spheres 
  have been disabled or destroyed. The spheres damage only 
  creatures (not objects); their damage is untyped. Creatures 
  reduced to 0 Hit Points by the spheres’ attacks must 
  succeed at a DC 15 Fortitude save or be immediately slain 
  and reduced to a pile of fine ash. Each sphere has EAC 16, 
  KAC 20, Fort +8, Ref +5, hardness 10, and 17 Hit Points. 
  If a PC controls a sphere, that sphere emits a controlled 
  beam instead of a blast on the trap’s next action. On the 
  10th round, the remaining spheres (neither disabled nor 
  destroyed) implode, dealing 2d12+2 damage per remaining 
  sphere to all creatures in the room.
  SUBTIER 7–8 (CR 11)
  PREXIAN MOONFLOWER 
  CR 10
  CE Huge plant
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +19
  DEFENSE 
  HP 168
  EAC 23; KAC 25
  Fort +14; Ref +9; Will +12
  DR 10/good or slashing; Immunities plant immunities, 
  radiation; Resistances cold 10
  Weaknesses vulnerable to fire 
  OFFENSE
  Speed 20 ft.
  Melee bite +22 (2d8+18 S plus irradiation) or
  tentacle +22 (1d10+18 B)
  Multiattack bite +16 (2d8+18 S plus irradiation), 2 tentacles +16 
  (1d10+18 B)
  Space 15 ft.; Reach 15 ft. (30 ft. with tentacles, originating 
  from any space with prexian tumors)
  Offensive Abilities light pulse
  TACTICS
  Before Combat The moonflower waits in Zone A. 
  During Combat The moonflower alternates between its light 
  pulse and multiattack, attempting to blind and irradiate as 
  many foes as possible. It never ends its movement outside 
  of the prexian tumors and avoids the neutriad spheres’ area 
  of effect when it can.
  Morale The moonflower fights to the death.
  STATISTICS
  Str +8; Dex +0; Con +5; Int –3; Wis +3; Cha +0
  Skills Stealth +19 (+24 in dense vegetation)
  
  STARFINDER SOCIETY SCENARIO
  16
  Languages telepathy (1 mile, other moonflowers only)
  Other Abilities prexian pods
  SPECIAL ABILITIES
  Irradiation (Su) A creature bitten by the moonflower must 
  succeed at a DC 17 Fortitude save or be exposed to a 
  sudden pulse of supernatural radiation. This functions as 
  medium radiation that affects only the moonflower’s target.
  Light Pulse (Su) As a standard action, the moonflower can emit 
  a pulse of bright light from its body. Creatures within 50 
  feet of and able to see the moonflower must succeed at a 
  DC 17 Fortitude save or be blinded for 1d4 rounds.
  Prexian Pods (Ex) When the moonflower’s Hit Points are first 
  reduced to 126 or below, it spawns a prexian pod in Zone C 
  as a reaction. The pod acts on the moonflower’s initiative. 
  While any prexian pods survive, the moonflower merges 
  with the mass of vines and tumors (requiring no action). 
  It gains total concealment, but it can attack only with its 
  tentacles (not light pulse or bite attacks). When 
  there are 
  no surviving pods, the moonflower emerges (requiring no 
  action) at the start of its next turn.
  The moonflower can use this ability again to spawn pods 
  in Zones C and B when its Hit Points are first reduced to 84 
  or below, and one final time to spawn pods in Zones C and D 
  when reduced to 42 Hit Points or below.
  PREXIAN POD 
  CR —
  HP 22 (see page 14)
  NEUTRIAD SPHERES TRAP 
  CR 7
  Type hybrid; Perception DC 30; Disable Computers, 
  Engineering, or Mysticism DC 22 (control 1 sphere for 1 
  round) or DC 28 (permanently disable 1 sphere)
  Trigger location; Init +12; Duration 10 rounds; Reset none
  Effect one atomizing blast per sphere (2d10); Fortitude DC 17 
  half; multiple targets (all targets within 10-ft. radius of blasting 
  spheres); instead of an atomizing blast, each controlled sphere 
  fires an atomizing beam +19 ranged vs. EAC (2d10); one target 
  within 30 ft. of sphere; target chosen by controlling PC
  The PCs must be adjacent to the elevator’s computer 
  terminals to make checks to disable or control the spheres. 
  The spheres emit blasts for 9 rounds, or until all the spheres 
  have been disabled or destroyed. The spheres only damage 
  creatures (not objects); their damage is untyped. Creatures 
  reduced to 0 Hit Points by the spheres’ attacks must 
  succeed at a DC 17 Fortitude save or be immediately slain 
  and reduced to a pile of fine ash. Each sphere has EAC 18, 
  KAC 22, Fort +10, Ref +7, hardness 10, and 26 Hit Points. 
  If a PC controls a sphere, that sphere emits a controlled 
  beam instead of a blast on the trap’s next action. On the 
  10th round, the remaining spheres (neither disabled nor 
  destroyed) implode, dealing 4d10 damage per remaining 
  sphere to all creatures in the room.
  Development: If the moonflower and its pods are 
  destroyed, the neutriad spheres automatically shut 
  off and the electronic voice declares, “Xenobiological 
  threats eliminated. Elevator enabled. Decontamination 
  recommended at your earliest convenience.” The PCs can 
  access the Depot and then return to the surface.
  Treasure: Each sphere (or its fragments) is worth 600 
  credits, but imploded spheres leave no trace.
  Rewards: For each imploded sphere, reduce each 
  PC’s credits earned by 100.
  THE DEPOT
  The lift descends several hundred yards 
  to a massive storage facility illuminated 
  by flickering emergency lights. The weapon racks, storage 
  containers, forklifts, and heavy vault doors make this level’s 
  purpose abundantly clear—but the vaults are empty.
  Prexian 
  Moonflower
  
  THE STUMBLING SOCIETY, PART 1 
  SANGORO’S LAMENT
  17
  Datch’s crew removed the Exo-Guardians’ caches from this 
  area. A single data pad with a blinking red light sits in the middle 
  of one of the empty vaults. If a PC accesses the datapad, it 
  automatically plays a video of Datch.
  “Hello again! I guess you survived. Good for you, making it all 
  the way down after I set all your critters loose and turned your 
  nasty defenses against you. Speaking of nasty, you sure had 
  a lot of firepower down here. Wow! For an organization that’s 
  supposedly about exploration, I’m shocked. Shocked I say! But 
  don’t worry. I know some folks who could sure use this stuff. And, 
  to make things even, please accept this payment. See you soon!”
  The datapad automatically deletes the video and ejects a 
  credstick. 
  Treasure: The credstick contains 6 credits. 
  Development: There’s nothing but empty containers and 
  storage alcoves in this area. The PCs’ mission is over, and there’s 
  nothing further to be gained from Sangoro’s Arsenal. 
  Rewards: If the PCs ignore the datapad, reduce each PC’s credits 
  earned by 1 in all subtiers.
  CONCLUSION
  When the PCs return to the Thunderous Transgressor, Zigvigix is 
  ecstatic. Their pleasure quickly fades as the PCs give their report 
  during the journey home. Zigvigix thinks for several hours, then 
  calls the PCs to a meeting. They explain that, although Datch has 
  the weapons, there is little the Starfinder Society can do to act 
  against her. Any evidence to implicate her, especially collected 
  out in the Vast, would be difficult to argue in a legal setting. 
  Furthermore, the Society would never admit that a massive  
   
   
   
   
   
  stockpile of weapons fell into an outside power’s hands. Zigvigix 
  is determined to come up with a plan to thwart Datch and recover 
  the weapons.
  PRIMARY SUCCESS 
  CONDITIONS
  The PCs succeed at their primary success condition if they 
  overcome the threats in area B and hear Datch’s final message, 
  thus learning the fate of the Exo-Guardians’ lost weapons. Doing 
  so earns each PC 1 Fame and 1 Reputation for any factions 
  associated with their current faction boon and the Drat That Rat! 
  boon on their Chronicle sheet.
  SECONDARY SUCCESS 
  CONDITIONS
  The PCs succeed at their secondary success condition if they 
  prevent at least one neutriad sphere from imploding and recover 
  data in four or more of following areas: A1 (security memo), A3 
  (mission log), A8 (audio log), A10 (hologram recording), and A11 
  (Commander’s letter). (See the Development section in each area.) 
  Doing so earns each PC 1 Fame and 1 Reputation for any factions 
  associated with their current faction boon.
  FACTION NOTES
  If the PCs succeed at their primary mission, Zigvigix is impressed 
  with their tenacity in a dangerous environment. Each PC earns 1 
  additional Reputation with the Exo-Guardians faction, in addition 
  to any other Reputation earned from completing this scenario. 
  Each PC with the Exo-Guardians faction currently slotted as one 
  of their boon slots also earns the Bulwark Buster boon on their 
  Chronicle sheet.
  
  STARFINDER SOCIETY SCENARIO
  18
  HANDOUT #1: MISSION BRIEFINGS
  HANDOUT #2: COMMANDER'S MESSAGE
  Mission SB-XTR6-45: Scan of sixth moon of “Planet XTR” complete. 
  Subject has decimated 17% of moon’s surface. 
  Mission SB-XTR6-46: Surface expedition conducted. Environment 
  remains stable. Subject’s aggression remains undiminished by science 
  team’s efforts. Communication unsuccessful. Minimal casualties.
  Mission SB-XTR6-47: Second contact. Subject foiled our sensors and 
  ambushed us, inflicting heavy casualties. 
  Mission SB-XTR6-48: No report. Ship returned with no crew aboard. 100% 
  casualties. Ship’s cargo hold contained relics of XTR6’s lost civilization. 
  Further study required. Missions to XTR6 canceled until further notice.
  ATTN: Cpt. Remahd
  You didn’t want it, but I recommended you for promotion. You’ll make 
  a fine starship captain. Your service following the disaster at Attriada 
  showed what you’re made of. When we met there, you were just a recruit, 
  but you already had what it takes. 
  The neutriad spheres we found at Attriada are much more than we 
  hoped for. I know what you sacrificed there, and I will always be—
  
  THE STUMBLING SOCIETY, PART 1 
  SANGORO’S LAMENT
  19
  APPENDIX: STAT BLOCKS
  APARI 
  CR 7
  N Large vermin
  Init +2; Senses darkvision 60 ft.; Perception +14
  DEFENSE 
  HP 105; RP 4
  EAC 19; KAC 21
  Fort +11; Ref +6; Will +9
  Defensive Abilities mutable; Immunities critical hits
  OFFENSE
  Speed 30 ft.
  Melee claw +17 (2d6+11 S)
  Ranged spike +14 (2d8+7 P)
  Offensive Abilities spawn constituents
  STATISTICS
  Str +4; Dex +2; Con +5; Int —; Wis +0; Cha +0
  Skills Athletics +19, Intimidate +14, Survival +14
  Other Abilities mindless
  SPECIAL ABILITIES
  Mutable (Ex) Virtually every part of an apari’s internal 
  physiology can be effectively repaired or replaced at a 
  moment’s notice as constituents rush to fill the needed role. 
  An apari is immune to critical hits, and when an apari would 
  take ability damage or drain to a particular ability score, 
  it can instead distribute that ability damage or drain as it 
  wishes across all of its ability scores (though it must take at 
  least 1 point in the targeted ability score).
  Spawn Constituents (Ex) Most aparis retain a force of 
  combat-ready constituents waiting on call to defend the 
  hive—or in dire circumstances, to sacrifice themselves to 
  give the apari a better chance of escape. As a move action, 
  an apari can spend 1 Resolve Point and lose 20 Hit Points 
  to spawn a constituent in an empty adjacent square. An 
  apari can use this ability only if it has 40 or more Hit 
  Points.
  Spike (Ex) An apari’s ranged attack has a range increment of 
  30 feet.
  APARI CONSTITUENT 
  CR 2
  N Tiny vermin
  Init +4; Senses darkvision 60 ft.; Perception +7
  DEFENSE 
  HP 20
  EAC 13; KAC 15
  Fort +6; Ref +4; Will +1
  Weaknesses hive dependency
  OFFENSE
  Speed fly 30 ft. (Ex, perfect)
  Melee claw +10 (1d6+4 S)
  Offensive Abilities fungible
  STATISTICS
  Str +2; Dex +4; Con +1; Int —; Wis +0; Cha +0
  Skills Acrobatics +12 (+20 flying), Intimidate +7, Survival +7
  Other Abilities mindless, reincorporate
  SPECIAL ABILITIES
  Fungible (Ex) An apari constituent can change its physiology 
  to take advantage of its opponent’s weaknesses. As a move 
  action, it can alter the type of kinetic damage it deals with 
  its claw attack (bludgeoning, piercing, or slashing).
  Hive Dependency (Ex) An apari constituent can’t voluntarily 
  travel more than 200 feet from the apari that spawned 
  it. If taken beyond that range against its will, it gains the 
  sickened condition and becomes single-minded in its focus 
  on returning to its apari. An apari constituent can survive 
  for only 1 hour after the apari that spawned it dies (unless it 
  finds another apari).
  Reincorporate (Ex) As a standard action, an apari constituent 
  adjacent to an apari can become part of the hive once again. 
  The constituent’s current Hit Points are added to the apari’s, 
  and the constituent is removed from play.
  BARACHIUS ANGEL 
  CR 7
  NG Large outsider (angel, extraplanar, good)
  Init +4; Senses darkvision 60 ft., detect alignment, low-light 
  vision; Perception +14
  Aura protective aura (20 ft.)
  DEFENSE 
  HP 95
  EAC 21; KAC 22
  Fort +8; Ref +6; Will +10; +4 vs. poison
  Immunities acid, cold, petrification; Resistances electricity 10, 
  fire 10; SR 18
  OFFENSE
  Speed 50 ft., fly 100 ft. (Su, average)
  Melee holy sintered longsword +16 (2d8+12 S)
  Ranged holy corona laser rifle +14 (2d6+7 F; critical burn 1d6)
  Offensive Abilities firewall
  Spell-Like Abilities (CL 7th; melee +16)
  1/day—arcing surge (DC 18), interplanetary teleport (self only)
  3/day—inject nanobots (DC 17), microbot assault
  STATISTICS
  Str +5; Dex +4; Con +4; Int +1; Wis +2; Cha +2
  Skills Computers +19, Culture +19, Engineering +19, Mysticism 
  +14, Sense Motive +14
  Languages Celestial, Draconic, Infernal; truespeech
  Other Abilities upgrade
  Gear holy corona laser rifle with 2 high-capacity batteries (40 
  charges each), holy sintered longsword
  SPECIAL ABILITIES
  Firewall (Su) A barachius can summon a wall of digitally 
  empowered divine fury within 30 feet as a standard action. 
  This wall takes the shape of a line 10 feet high and 20 feet long; 
  though it doesn’t need to emanate from the angel, the angel 
  must be able to see every square the wall passes through. The 
  wall lasts until the beginning of the angel’s next turn. An evil 
  creature caught within or that enters one of the wall’s squares 
  takes 2d6 damage (Will DC 17 half). An evil creature with the 
  technological subtype takes twice this amount of damage.
  
  STARFINDER SOCIETY SCENARIO
  20
  Protective Aura (Su) Any creature within 20 feet of a 
  barachius (including the angel itself) gains a +2 divine bonus 
  to its AC against attacks made by evil creatures and a +4 
  divine bonus to saving throws against effects created by 
  evil creatures.
  Upgrade (Su) As a standard action, a barachius can touch 
  a willing ally who is wielding a technological weapon or 
  wearing technological armor. That creature receives a +1 
  divine bonus to attack rolls or to its AC (target’s choice). This 
  bonus last for 3 rounds and cannot be dispelled.
  
  THE STUMBLING SOCIETY, PART 1 
  SANGORO’S LAMENT
  21
  
  STARFINDER SOCIETY SCENARIO
  22
  
  THE STUMBLING SOCIETY, PART 1 
  SANGORO’S LAMENT
  23
  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:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  
  STARFINDER SOCIETY SCENARIO
  24
  OPEN GAME LICENSE Version 1.0a
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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 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 #2–06: The Stumbling Society, Part 1: Sangoro’s Lament © 
  2019, Paizo Inc.; Author: Mike Kimmel.
  PAIZO INC.
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda Hamon
  Organized Play Lead Developer • Linda Zayas-Palmer
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, Ron Lundeen, 
  Patrick Renie, Michael Sayre, Chris S. Sims, Owen K.C. Stephens, 
  and Jason Tondro
  Starfinder Lead Designer • Joe Pasini
  Starfinder Senior Developer • John Compton
  Starfinder Society Developer • Thurston Hillman
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Lyz Liddell
  Editors • James Case, Leo Glass, Avi Kool, Adrian Ng, and Lu Pellazar 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Paizo CEO • Lisa Stevens
  Chief Creative Officer • Erik Mona
  Chief Financial Officer • John Parrish
  Chief Operations Officer • Jeffrey Alvarez
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Customer Service & Community Manager • Sara Marie
  Operations Manager • Will Chase
  Organized Play Manager • Tonya Woldridge
  Human Resources Generalist • Angi Hodgson
  Accountant • William Jorenby
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Raimi Kong
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Katina Davis
  Customer Service Team • Joan Hong, Virginia Jordan, Samantha 
  Phelan, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, 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 #2–06: The Stumbling Society, Part 1: Sangoro’s Lament © 2019, 
  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 Cards, Pathfinder Combat Pad, Pathfinder Flip-Mat, 
  Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Pawns, Pathfinder Roleplaying Game, 
  Pathfinder Tales, Pathfinder World Guide, Starfinder Adventure Path, Starfinder Combat 
  Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder 
  Society are trademarks of Paizo Inc.
  
  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
  7
  Character Chronicle #
  5–6
  7–8
  —
  3,934
  4,876
  5,819
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #2–06: The Stumbling 
  Society, Part 1: Sangoro’s 
  Lament
  Bulwark Buster (Exo-Guardians Reputation Tier 2, Personal): One day, the Starfinder Society and the Exo-Guardians will 
  reclaim Sangoro’s Bulwark, and when they do, you’ll be prepared to take the vanguard. This boon grants you a +2 bonus to 
  all skill checks made within Sangoro’s Bulwark and could have other special uses in adventures that return to the Bulwark. 
  You can slot this boon only if you have a Reputation Tier of 2 or higher with the Exo-Guardians faction.
  Drat That Rat! (Slotless): While you survived the many traps and obstacles laid throughout the former Exo-Guardian 
  arsenal, the cunning ysoki Datch and her associates beat you to the prize. Datch is smart, but you’ve got the resources of 
  the entire Starfinder Society behind you. That should be enough to turn things around, right? This boon will have a special 
  benefit if you have it when you complete Starfinder Society Scenario #2–07: The Stumbling Society, Part 2: Sangoro’s Gifts.
  All Subtiers
  Reputation
  Subtier 7–8
  diffraction cloak, mk II (12,500; item level 9; Starfinder 
  Armory 112)
  holy corona laser rifle (5,690; item level 6)
  holy sintered longsword (9,980; item level 7)
  kyokor plating II (4,820; item level 6; Starfinder Alien 
  Archive 73)
  minor apocalypse crystal (9,500; item level 8; Alien 
  Archive 2 81)
  moonflower lightgraft (8,500; item level 8; Alien 
  Archive 2 85)
  restoring rod (6,750; item level 7; Armory 115)
  sentinel staff (6,320; item level 7)
  single cybernetic arm (24,750; item level 11)
  aphelion artillery laser (14, 300; item level 9)
  kyokor plating III (17,100; item level 10; Alien Archive 73)
  leeching yellow star plasma doshko (19,300; item level 
  8; Alien Archive 2 55)
  lesser photino crystal (17,000; item level 10; Alien 
  Archive 2 117)
  static shock truncheon (9,150; item level 8)
  triple focus rifle (6,460; item level 7; Armory 40)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 2/SF S02-06 - The Stumbling Society Part 1 - Sangoros Lament.pdf