TEXT: BY KENDRA LEIGH SPEEDLING
  THE STUMBLING SOCIETY, PART 2: 
  SANGORO’S GIFTS
  STARFINDER SOCIETY SCENARIO #2–08, TIER 5–8
  YEAR OF A THOUSAND BITES
  
  Starfinder Society Scenario #2–08: The Stumbling Society, Part 2: Sangoro’s Gifts 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 campaign but can easily be 
  adapted for use with any world. For more information on the Starfinder Society organized 
  play 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 Stumbling Society, Part 2: Sangoro’s Gifts makes use of the Starfinder Core Rulebook, 
  Starfinder Alien Archive, and Starfinder Armory. 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 sfrd.info.
  Table of Contents
  Sangoro’s Gifts                               3
  Appendix                                     20
  Chronicle Sheet                              23
  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 LEAD
  Thurston Hillman
  AUTHOR
  Kendra Leigh Speedling
  EDITING LEAD
  Adrian Ng
  EDITORS
  Avi Kool
  CONTRIBUTING ARTISTS
  Sebastian Rodriguez
  CARTOGRAPHY
  Corey Macourek 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
  PUBLISHER
  Erik Mona
  Faction (WayFinders)
  How To Play
  
  BY KENDRA LEIGH SPEEDLING
  THE STUMBLING SOCIETY, 
  PART 2: SANGORO’S 
  GIFTS 
  STABRISIS-14
  Fey Jungle Wildscape
  Diameter: x1; Mass: x1; Gravity: x1/3
  Atmosphere: Normal; Day: 18 hours; Year: 2 years
  A verdant jungle world of abundant vegetation and wildlife, 
  Stabrisis-14 is the fourth planet orbiting an immense red star 
  in Near Space. Though charted by the Starfinder Society, it 
  has been largely unexplored, as the Starfinders are reluctant 
  to interfere with the lives of its primary sapient inhabitants, 
  a race of small moth-like creatures known as kiirintas. 
  For reasons not well understood, Stabrisis-14 experiences 
  frequent influxes of planar energy from the First World that 
  have influenced its landscape and inhabitants, though there 
  are no actual portals currently. Kiirintas tell tales of coming 
  to their current home from a planar breach in the distant 
  past, though the specifics have long since been forgotten.
  WHERE IN THE 
  UNIVERSE?
  After the Starfinder Society learned of a sizeable cache of weapons 
  and equipment stored in a satellite facility of Sangoro’s Bulwark, a 
  fortress once held by the Exo-Guardian faction, the Exo-Guardian’s 
  current leader, Zigvigix, dispatched agents to the facility to reclaim 
  its contents. The Society’s leaders were concerned about such 
  weaponry falling into the wrong hands, and they were keen to prevent 
  a scandal in the midst of a multimedia smear campaign against the 
  Society. Unfortunately, by the time the Starfinders infiltrated the 
  facility, someone else had gotten there first: the mysterious ysoki 
  Datch, who claimed the weaponry for herself (see Starfinder Society 
  #2–06: The Stumbling Society, Part 1: Sangoro’s Lament).
  Datch has seeded several worlds in Near Space with caches of 
  these weapons, selecting worlds inhabited by sapient creatures but 
  without advanced technology. Many of these worlds have already 
  been charted by the Starfinder Society but not largely explored. 
  Datch’s weapon caches have caused a particular stir on Stabrisis-14 
  upon discovery by the native kiirintas, a race of moth-like fey. 
  Primarily nomadic hunter-gatherers venerating a pantheon of 
  nature deities, the various tribes of kiirintas have multiple small 
  settlements across the jungles that they rotate between based 
  on the season and their mood. The kiirintas nearest to where the 
  caches were dropped have divided themselves into two castes: the 
  Builders and the Reflectors. The Builders focus on physical pursuits 
  and are the tribe’s warriors and hunters. The Reflectors focus on 
  mental pursuits and are the tribe’s magic users and strategists. At 
  adulthood, a kiirinta chooses which path they would like to take. 
  The castes are equal in terms of status and either can rise to a 
  position of leadership in the tribe. Although not technologically 
  advanced, kiirintas are clever and adaptable—sometimes too clever 
  for their own good.
  Thanks to Datch’s caches, the kiirinta tribes in the area have 
  become divided. They believe a mysterious war god has sent them 
  the caches as a divine gift, but they differ in their beliefs about what 
  to do with the equipment. The Builders, led by the warrior Nerii, 
  believe the weapons were sent by a benevolent force as a test, 
  and the kiirintas should take some apart and study them so they 
  can create their own. The Reflectors, led by the charismatic mystic 
  Vixis, value the weapons just as highly, but believe the god who 
  sent them must be a harsh one to have such powers of destruction, 
  and that gifts from such a deity should not be tampered with. This 
  has led the tribe to split into two factions, both fighting over the 
  weaponry to prevent the other side from claiming it. Although 
  “Reflector” and “Builder” traditionally signified the kiirinta castes, 
  not all members of one caste have ended up on the same side of 
  the argument, and the terms are used at the moment to signify 
  whether one is an adherent of Vixis (Reflector) or Nerii (Builder).
  Meanwhile, the Starfinders have been investigating Datch’s 
  activities, and Fitch, the leader of the Wayfinders faction, recently 
  made an alarming discovery. A reconnaissance drone sent to 
  Stabrisis-14 caught vid footage of peculiar moth-like creatures—
  kiirintas—opening airdropped crates full of weapons bearing the 
  Starfinder Society’s emblem! Worse, they were fighting each 
  other over the equipment. Fitch now seeks a team of Starfinders 
  to reclaim the weapon caches and stop any more from being 
  delivered—hopefully without causing a bloodbath.
  
  STARFINDER SOCIETY SCENARIO
  4
  Fitch
  SUMMARY
  When caches of the Starfinder Society’s equipment begin showing 
  up on a non-technologically-advanced world thanks to the 
  nefarious ysoki Datch, Fitch 
  asks the PCs to recover the 
  supplies before the incident 
  causes a public relations 
  nightmare. She introduces 
  them to Saivessa, a senior 
  agent, who provides support 
  and guidance during the mission. 
  As the PCs reach their destination, 
  Stabrisis-14, they fight off several 
  drone starships and shut down 
  Datch’s automated launch station 
  orbiting the planet. They then head off 
  to reclaim the latest supply drop, but 
  trouble awaits them on the surface. 
  The planet’s inhabitants, known as 
  kiirintas, have divided into factions 
  and are fighting over the strange new 
  weapons, and the PCs become embroiled in 
  a three-way fight as the rival kiirinta groups 
  each try to claim the supplies.
  After the skirmish, one of the kiirinta 
  factions approaches the PCs and asks for their assistance in 
  defeating the other group. The PCs have the chance to rest and 
  recuperate briefly while discussing the situation with their 
  newfound kiirinta allies. They learn that kiirintas believe the 
  caches are gifts from a deity, and their factions differ in their 
  interpretation of what they should do with these gifts. The PCs 
  can attempt to convince their allies into giving up the weapons, 
  which requires completing some tests devised by the kiirintas. As 
  night falls, the PCs learn that another drone is approaching the 
  planet and hurry to secure the equipment before the other kiirinta 
  faction. As both groups reach the site, a burrowing predator called 
  a tiraka attacks, and the PCs must decide whether to help save the 
  opposing kiirintas or allow them and the tiraka to wear each other 
  down before jumping in. When either group defeats the tiraka, the 
  PCs can negotiate with or defeat the kiirintas, depending on their 
  choice in the combat, to reclaim the weapons.
  GETTING STARTED
  Fitch (CN female ysoki technomancer), the leader of the Wayfinders 
  faction, summons the PCs to a meeting in the Lorespire Complex 
  on Absalom Station. Read or paraphrase the following to get the 
  adventure underway.
  An older ysoki woman, Fitch of the Wayfinders faction, stands 
  behind a table in the center of the room. A frozen holographic 
  image, hovers above the table, depicting strange, moth-like 
  creatures with brightly colored wings in a dense jungle, 
  apparently in the midst of a shoot-out. Each of the creatures 
  grips a gun in their front two claws, and the combatants seem 
  to be divided into two groups. The weaponry the 
  creatures wield is emblazoned with the Starfinder 
  Society emblem.
  “Welcome, fellow Starfinders,” Fitch says. “We’ve 
  got ourselves a serious problem. As some of you 
  may know, a mission was dispatched recently to a 
  compound once held by the Exo-Guardians. They 
  lost control of it during the hubbub of the Scoured 
  Stars incident, but now that things are more 
  stable, First Seeker Elsebo hoped to reclaim 
  the weapons and other equipment held 
  there. Unfortunately, by the time our 
  team got there, it was too late—
  someone beat us to it! Best 
  we can figure judging by the 
  message she left at the site, 
  the culprit’s a ysoki woman 
  calling herself Datch. This 
  isn’t the first time she’s come 
  to the Society’s attention, and 
  we’ve been trying to figure out her 
  game ever since. Our immediate problem, 
  though, is what she’s done with the supplies 
  she stole from that facility.”
  Fitch clicks a button on the table, and the vid-footage springs 
  to life. The sound of gunfire fills the room as the creatures engage 
  in a brief battle. After several creatures fall, both sides retreat, 
  screeching wordlessly at each other. Once the vid finishes, the 
  hologram disappears. “This footage was taken on a planet called 
  Stabrisis-14,” Fitch says. “It’s been charted, but not explored—
  the local inhabitants aren’t very advanced technologically and 
  we didn’t want to interfere in their civilization. But apparently, 
  Datch has been dropping crates of our equipment for them 
  to find. The last thing the Starfinders need in the middle of 
  this smear campaign is for people to think we’re handing out 
  weapons to developing worlds, not to mention the response 
  from our weapon manufacturing partners if they think we can’t 
  keep hold of our arms. I need you to go to Stabrisis-14 and get 
  back our equipment, hopefully before this gets out. And please, 
  try to find a diplomatic way to do so. The only thing that would 
  look worse for the Starfinders than seemingly distributing these 
  weapons would be causing a massacre on a low-tech world.
  “I’ll be sending another agent along with you, a maraquoi 
  named Saivessa. They’ll be following you in a second ship so 
  they can secure the equipment you find; that way, you won’t 
  have to waste time gathering it.” Fitch runs her hands through 
  her fur—judging by the tousles at the top of her head, not for the 
  first time today. “Any questions?”
  Some or all of the PCs may have played Starfinder Society 
  Scenario #2–06: The Stumbling Society, Part 1: Sangoro’s Lament; 
  in this case, Fitch nods to those PCs and indicates this is a 
  
  THE STUMBLING SOCIETY, PART 2 
  SANGORO’S GIFTS
  5
  Saivessa
  follow-up to their work there. PCs who have played Starfinder 
  Society #2–01: Pact World Warriors may also recognize Datch’s 
  name. Fitch answers any questions the PCs have about 
  the mission. If none of the PCs ask the last 
  question, she adds this as a final instruction 
  before introducing them to Saivessa. 
  Otherwise, the orbiting Master of 
  Stars quickly interrupts any final 
  pleasantries as word comes that one 
  of Fitch’s children has found her way 
  into a conduit line and the crew need 
  Fitch to return to help coax her out.
  What 
  can 
  you 
  tell 
  us 
  about 
  Stabrisis‑14? “We don’t know too much 
  about the world, only what we’ve gotten 
  through scans and this footage. It’s a jungle 
  planet in Near Space, orbiting a 
  red star. As for the inhabitants, 
  all we know about them is 
  that they haven’t developed 
  advanced 
  technology 
  and seem to be divided 
  into semi-nomadic tribes. 
  We haven’t studied them 
  extensively yet.”
  How will we communicate with the inhabitants? “Good 
  question. It’s hard to say whether they’d speak any language we’d 
  recognize. I’d recommend preparing spells to communicate or 
  bringing along any translation equipment if you’ve got; otherwise, 
  you might have some difficulty.”
  Who is Saivessa? “Saivessa’s been with the Starfinders for... 
  oh, about five years now. They’re a bit eccentric, but very good 
  with machines. They won’t be taking part directly in the action, 
  but they’ll help with clean-up and be available over the comms to 
  provide advice as needed.”
  What if we can’t get the weapons back peacefully? “Well, we 
  don’t want to cause a bloodbath trying to reclaim them. Defend 
  yourselves if attacked, of course, but aim for a diplomatic solution 
  if at all possible. If not... I hate to say it, but you’ll probably have 
  to leave the equipment and head back to Absalom Station if they 
  insist on continuing to fight over it.”
  MEETING SAIVESSA
  Before they depart, Fitch introduces the PCs to their colleague 
  on the mission, Saivessa (CG uisha maraquoiAA mechanic). 
  Saivessa is a senior agent associated with the Wayfinders 
  faction, and they are a cheerful person with a mischievous streak 
  and a keen interest in technology. Though Saivessa values the 
  traditional ways of their people, they believe such traditions are 
  best enhanced with modern advancements. They are extremely 
  enthusiastic about gadgetry and may compliment PCs on their 
  gear if it is particularly impressive. They also have a fondness for 
  puns, though they know many languages and occasionally forget 
  which puns fit in which language, making the results somewhat 
  nonsensical at times. 
  After meeting Saivessa, the PCs can depart, with Saivessa 
  accompanying on a second transport ship. Before they leave, 
  the PCs must choose which starship to take: the Drake 
  or the Pegasus. This is also when they should slot their 
  boons for the scenario. PCs are encouraged to slot 
  the Mobile Translator boon if they have it. If not, 
  Saivessa recommends preparing share languages if 
  any of the PCs are able.
  A SHORT JOURNEY
  It takes 3d6 days to travel to Stabrisis-14. The 
  journey is mostly uneventful, save for a brief 
  encounter with another starship, the Clutter 
  Collector. Captain Winks (CN 
  female ysoki) hails the PCs’ 
  ship, checking in to see if 
  they need any assistance. 
  Winks does this more out 
  of boredom than anything, 
  and she quickly changes to 
  conversing about her ship’s 
  current endeavor: trawling 
  the Drift for matter pulled from other planes. 
  Winks indicates that she’s discovered a potential find several 
  weeks away, and she wishes the PCs well in their journey before 
  breaking out of comms range.
  Meanwhile, Saivessa grows restless and calls up the PCs over 
  the comms to talk every so often. They are happy to answer any 
  further questions about the mission, in addition to any other 
  chatting the PCs might like to do. They gladly talk shop with PCs 
  who have similar interests in mechanics and technology.
  A. WARM WELCOME
  When the PCs emerge from the Drift near Stabrisis-14, they 
  quickly detect two starships circling the area in a set pattern. Upon 
  the PCs’ arrival, the ships turn to face them, clearly targeting their 
  weapons arrays at the PCs’ ship. The PCs have one round to scan 
  the enemy ships before they attack. A PC who succeeds at a DC 
  18 (DC 21 in Subtier 7–8) Computers check notes that these are 
  automated drone fighters and that they have neither Drift engines 
  nor the appropriate mechanisms to make it through a planet’s 
  atmosphere to land. A PC who succeeds at this check also realizes 
  there must be a platform nearby that launched these ships, though 
  none is readily visible. Saivessa’s transport ship is slightly delayed 
  in the Drift and does not emerge until the combat concludes.
  Starship Combat: The PCs’ starship starts near the top edge 
  of the hex grid near the center of the map. Place the two drone 
  fighters 15 hexes farther from the top edge of the grid than 
  the PCs’ ship, with 4 hexes in between them. The drone launch 
  platform is 20 hexes farther from the top edge than the PCs’ ship, 
  concealed by a cloaking device.
  
  STARFINDER SOCIETY SCENARIO
  6
  A. WARM WELCOME
  STARFINDER FLIP-MAT: BASIC STARFIELD
  
  THE STUMBLING SOCIETY, PART 2 
  SANGORO’S GIFTS
  7
  SCALING 
  ENCOUNTER A
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: The integration of Pact Worlds technology 
  with ghibrani schematics caused some malfunctions. Treat 
  the weapons and engines systems of all ships deployed 
  from the platform as glitching.
  If the PCs succeeded at the Computers check to know about 
  the drones and the launching platform, a science officer can take 
  an action during the combat to scan for the stealth fields cloaking 
  the platform (DC 18 in Subtier 5–6 and DC 21 in Subtier 7–8). A 
  successful check reveals the location of the platform, allowing it 
  to be targeted, but reveals no other information. If the PCs did not 
  succeed at that Computers check, they do not realize the launch 
  platform is present until it launches another drone, after which 
  they can scan for its stealth fields as above.
  When the PCs destroy one of the drone fighters, the platform 
  responds by launching another ship on the subsequent round 
  (maximum of two additional ships during the combat). It can only 
  control two ships at a time. If the PCs locate the platform, a science 
  officer can take an action to disable the platform’s launch systems. 
  This requires a target system action (DC 23 in Subtier 5–6 and 
  DC 26 in Subtier 7–8), but instead of the usual effect, a success 
  prevents the platform from launching additional ships.
  SUBTIER 5–6 (CR 5)
  DRONE LAUNCH PLATFORM 
  TIER 3
  Medium starship drone platform
  Speed 4; Maneuverability average (turn 2)
  AC 18; TL 17
  HP 70; DT –; CT 14
  Shields medium 100 (forward 25, port 25, starboard 25, aft 25) 
  Attack (Any) drone launch (special)
  Power Core Pulse Green (150 PCU); Drift Engine none; 
  Systems advanced medium-range sensors, mk 5 armor, mk 
  5 defenses, mk 1 trinode computer, stealth field; Expansion 
  Bays drone bays, cargo hold
  Modifiers +1 to any 3 checks per round, Computers +5; 
  Complement automated
  CREW
  On‑Board Computer Computers +15 (3 ranks), 
  Engineering +11 (3 ranks), Piloting +10 
  (3 ranks)
  Drone Launch 
  Platform
  SPECIAL ABILITIES
  Automated (Ex) The drone launch platform has no crew, 
  although it has an on-board computer that can perform 
  most crew actions. The on-board computer can perform 
  engineer, pilot, and science officer actions as if it has a crew 
  of three.
  Drone Launch (Ex) During the gunnery phase, the drone 
  launch platform can launch one drone fighter (see below), 
  which appears in any adjacent hex at the start of the next 
  round. The platform cannot control more than two drone 
  fighters at a time and only launches a new drone if an active 
  one is destroyed.
     
  Stealth Field (Ex) The 
  drone launch platform is 
  shielded by a stealth field 
  and cannot be detected 
  by sensors in passive 
  mode or seen 
  with 
  the 
  naked 
  eye. Only a science officer 
  taking an action to scan 
  specifically for stealth fields (see 
  above) can pinpoint the platform’s 
  location.
  DRONE FIGHTERS (2) 
  TIER 3
  Tiny starship drone
  Speed 10; Maneuverability good 
  (turn 1)
  AC 19; TL 19
  HP 35; DT –; CT 7
  Shields light 80 (forward 20, port 20, 
  starboard 20, aft 20)
  Attack (Forward) gyrolaser (1d8; 5 hexes), 
  light torpedo launcher (2d8; 20 hexes)
  Attack (Turret) light particle beam (3d6; 
  10 hexes)
  
  STARFINDER SOCIETY SCENARIO
  8
  Power Core Micron Ultra (80 PCU); Drift Engine none; Systems 
  advanced medium-range sensors, mk 4 armor, mk 4 
  defenses, mk 2 duonode computer; Expansion Bays none
  Modifiers Piloting +1; Complement automated
  Other Abilities linked
  CREW
  On‑Board Computer gunnery +8 (3rd level), Piloting +13 (3 
  ranks)
  SPECIAL ABILITIES
  Automated (Ex) A drone fighter has no crew, although it has an 
  on-board computer that can perform most crew actions. The 
  on-board computer can perform pilot and gunnery actions 
  as if it has a crew of two. When a drone fighter takes a 
  critical damage effect, it instead loses 2 hull points.
  Linked (Ex) A drone fighter is linked wirelessly to the 
  platform that deployed it. A drone fighter can benefit from 
  information gained and bonuses granted by science officer 
  actions performed by that launch platform.
  SUBTIER 7–8 (CR 7)
  ADVANCED DRONE LAUNCH PLATFORM 
  TIER 5
  Medium starship drone platform
  Speed 4; Maneuverability average (turn 2)
  AC 19; TL 18
  HP 85; DT –; CT 17
  Shields medium 160 (forward 40, port 40, starboard 40, aft 
  40) 
  Attack (Any) drone launch
  Power Core Pulse Blue (200 PCU); Drift Engine none; Systems 
  advanced medium-range sensors, mk 6 armor, mk 6 
  defenses, mk 2 trinode computer, stealth field; Expansion 
  Bays drone bays, cargo hold
  Modifiers +2 any 3 checks per round, Computers +7; 
  Complement automated
  CREW
  On‑Board Computer Computers +18 (5 ranks), Engineering +14 
  (5 ranks), Piloting +13 (5 ranks)
  SPECIAL ABILITIES
  Automated (Ex) See Subtier 5–6.
  Drone Launch (Ex) See Subtier 5–6.
  Stealth Field (Ex) See Subtier 5–6.
  ADVANCED DRONE FIGHTERS (2) 
  TIER 5
  Tiny starship drone
  Speed 10; Maneuverability good (turn 1)
  AC 20; TL 20
  HP 40; DT –; CT 8
  Shields medium 120 (forward 24, port 24, starboard 24, aft 
  24)
  Attack (Forward) heavy laser cannon (4d8; 10 hexes), light 
  torpedo launcher (2d8; 20 hexes)
  Attack (Turret) particle beam (8d6; 20 hexes)
  Power Core Micron Ultra (80 PCU); Drift Engine none; Systems 
  advanced medium-range sensors, mk 5 armor, mk 6 
  defenses, mk 3 duonode computer; Expansion Bays none
  Modifiers Piloting +1; Complement automated
  Other Abilities linked
  CREW
  On‑Board Computer gunnery +10 (5th level), Piloting +15 (5 
  ranks)
  SPECIAL ABILITIES
  Automated (Ex) See Subtier 5–6.
  Linked (Ex) See Subtier 5–6.
  Development: Once the PCs defeat the drones, Saivessa’s 
  ship emerges from the Drift. If the PCs have not yet disabled 
  the launch platform, the science officer can do so now. After the 
  station is disabled, scans reveal caches of Starfinder equipment 
  aboard. Over the comms, Saivessa says they can secure these 
  items and examine the platform’s launch data to find the location 
  of the most recent drop so the PCs can head to the planet.
  PCs who have played Starfinder Society #1–03: Yesteryear’s 
  Truth may attempt a DC 22 Engineering check (DC 25 in 
  Subtier 7–8) after the combat concludes. On a success, they 
  realize that these drones are similar to the automated drones 
  in that scenario, though they seem to have been upgraded 
  with Pact Worlds technology. This foreshadows that Datch 
  has somehow gathered intelligence previously acquired by the 
  Starfinder Society.
  Rewards: If the PCs fail to disable the platform, reduce each PC’s 
  credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 1,050 credits.
  Out of Subtier: Reduce each PC’s credits earned by 1,250 credits.
  Subtier 7–8: Reduce each PC’s credits earned by 1,450 credits.
  B. STABRISIS-14
  Scanning Stabrisis-14 reveals that the world has a breathable 
  atmosphere and light gravity. From the platform, Saivessa notifies 
  the PCs of the latest drop location and says there’s space to land 
  nearby, about half a mile away. Once the PCs land, they find that 
  Stabrisis-14 is a lush, verdant world with a tropical climate. A 
  PC who succeeds at a DC 18 Mysticism check (DC 21 in Subtier 
  7–8) notes that the terrain on the planet seems to have minor fey 
  influences, including its wildlife. The PCs can navigate to the drop 
  site without difficulty with a brief trek through the jungle. 
  The crate rests in the intersection of the three paths in the 
  area, in the middle of the map. As the PCs open the crate, a small 
  device on the latch triggers, and a hologram of a white-furred ysoki 
  woman appears above it. She grins in the direction the crate was 
  opened; read or paraphrase the following.
  “Hello there, Starfinders! I see you’ve found my little present. 
  I must say, I’m ever so grateful to the Society for providing me 
  with all these fun weapons to bestow upon those poor species 
  that haven’t developed modern technology yet. Perhaps I’ll 
  
  THE STUMBLING SOCIETY, PART 2 
  SANGORO’S GIFTS
  9
  B. STABRISIS-14
  STARFINDER FLIP-MAT: JUNGLE WORLD
  1 SQUARE = 5 FEET
  
  STARFINDER SOCIETY SCENARIO
  10
  have to make that more widely known... It would be a pity if the 
  Starfinders didn’t get some recognition for their role in all this!
  “I hope I get to meet such clever folks one day! Perhaps we can 
  share some food and laugh about all the fun we’ve been having.”
  With that, the device self-destructs in a small burst of flame. A 
  variety of weapons, armor, and other technological gadgets rest 
  inside the crate. As the PCs begin to catalog their findings, two 
  groups approach the site from opposite directions: both kiirinta 
  factions, who have arrived to claim the latest cache. Over the 
  comms, Saivessa urges the PCs to deal with the locals nonlethally 
  if possible but do what they must to defend themselves. 
  Creatures: Each group contains three kiirintas. It should be 
  immediately apparent to the PCs that these two groups oppose one 
  another, as they are wearing different colored clothing and daubed 
  paint across their furry foreheads, and they take long-range 
  shots at one another. The group coming from the north (the 
  Builders) are in green, and the group coming from the south (the 
  Reflectors) are in purple. The groups immediately attack both each 
  other and the PCs. A PC who succeeds at a DC 18 Sense Motive 
  check (DC 21 in Subtier 7–8) notices that the groups seem to be 
  communicating telepathically, though judging by their reactions, 
  the communications are far from friendly. 
  If the PCs attempt to talk to the kiirintas from either faction 
  (and have a non-magical way of communicating, as it is unlikely 
  they can cast share languages in these circumstances), they 
  are met only with brief telepathic responses saying that these 
  crates are gifts from their god and demanding that the PCs 
  leave lest they suffer the god’s wrath. Due to the planar links 
  between the First World and Stabrisis-14, the kiirinta language 
  bears some resemblance to Gnome, and PCs who speak Gnome 
  and succeed at a DC 18 Culture check (DC 21 in Subtier 7–8) can 
  piece together the language enough to communicate. Kiirintas 
  also know First Speech, if any of the PCs know that language. 
  The kiirintas may ask the PCs what they are, but both sides 
  are more interested in claiming the goods than conversing at 
  this time.
  During the battle, if the PCs ally with one faction over the 
  other (either intentionally or because they happen to target more 
  members of one faction), the kiirintas of this faction cease targeting 
  them and focus their fire on the other faction.
  SUBTIER 5–6 (CR 8)
  KIIRINTA REFLECTORS (3)  
  CR 3 
  CN Small fey
  Init +2; Senses low-light vision; Perception +8
  DEFENSE  
   
   
  HP 39 EACH
  EAC 13; KAC 14
  Fort +2; Ref +2; Will +6
  Defensive Abilities fluttercloud
  OFFENSE
  Speed 30 ft., fly 20 ft. (Ex, average)
  Melee claw +5 (1d4+3 S)
  Ranged explorer handcoil +6 (1d6+3 E; critical arc 1d6)
  Offensive Abilities reverberating shriek (DC 14)
  TACTICS
  During Combat Enjoying their new weapons, the reflectors 
  attack with their guns first. If an opponent proves especially 
  tough, they use their reverberating shriek. They target the 
  PCs and the Builders equally in combat.
  Morale If two Reflectors are slain or incapacitated, the 
  remaining one flees.
  STATISTICS
  Str +0; Dex +2; Con +1; Int +4; Wis -1; Cha +1
  Skills Mysticism +13, Stealth +8, Survival +13
  Languages First Speech, Kiirinta; limited telepathy 30 ft.
  Gear freebooter armor I, explorer handcoilAR with 2 batteries 
  (20 charges each)
  SPECIAL ABILITIES
  Fluttercloud (Ex) Once per combat, as a move action, a kiirinta 
  within 15 feet of the ground can flutter its wings to stir 
  up debris and a cloud of glistening sparkles around itself, 
  granting it concealment (20% miss chance) for 1d4 rounds.
  Reverberating Shriek (Ex) Once per combat, as a standard 
  action, a kiirinta can emit a shriek of sonic energy at an 
  adjacent target, causing painful vibrations throughout its 
  body. This gives the target the staggered condition for 1d4 
  rounds. The target can attempt a DC 14 Fortitude save to 
  negate the staggered effect.
  KIIRINTA BUILDERS (3)  
  CR 3 
  CN Small fey
  Init +4; Senses low-light vision; Perception +8
  DEFENSE  
  HP 48 EACH
  EAC 14; KAC 16
  Fort +5; Ref +3; Will +4
  Defensive Abilities fluttercloud
  OFFENSE
  Speed 30 ft., fly 20 ft. (Ex, average) 
  SCALING 
  ENCOUNTER B
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: The kiirinta scouting parties are still 
  getting used to their new weaponry and have some 
  difficulty maneuvering and wielding them. Treat all kiirintas 
  in the encounter as having 10 less movement speed and are 
  off-target.
  
  THE STUMBLING SOCIETY, PART 2 
  SANGORO’S GIFTS
  11
  Melee claw +8 (1d4+4 S)
  Ranged tactical rail gun +10 (1d8+3 P)
  Offensive Abilities reverberating shriek (DC 14)
  TACTICS
  During Combat Enjoying their new weapons, the Builders 
  attack with these first. If an opponent proves especially 
  tough, they use their reverberating shriek. They target the 
  PCs and the Reflectors equally in combat.
  Morale If two Builders are slain or incapacitated, the remaining 
  one flees.
  STATISTICS
  Str +2; Dex +4; Con +1; Int +0; Wis -1; Cha +1
  Skills Acrobatics +13, Athletics +13, Survival +8
  Languages First Speech, Kiirinta; limited telepathy 30 ft.
  Gear freebooter armor I, tactical rail gunAR with 24 longarm 
  rounds
  SPECIAL ABILITIES
  Fluttercloud (Ex) See kiirinta reflector.
  Reverberating Shriek (Ex) See kiirinta reflector.
  SUBTIER 7–8 (CR 10)
  KIIRINTA REFLECTORS (3)  
  CR 5 
  Kiirinta mystic
  CN Small fey
  Init +3; Senses low-light vision; Perception +11
  DEFENSE  
  HP 72 EACH RP 4 EACH
  EAC 16; KAC 17
  Fort +4; Ref +4; Will +8
  Defensive Abilities fluttercloud
  OFFENSE
  Speed 30 ft., fly 20 ft. (Ex, average)
  Melee claw +8 (1d4+5 S)
  Ranged frostbite-class zero pistol +9 (1d6+5 C; critical 
  staggered)
  Offensive Abilities grasping vines (DC 15), reverberating 
  shriek (DC 15)
  Mystic Spell‑Like Abilities (CL 5th)
  At will—mindlink
  Mystic Spells Known (CL 5th)
  2nd (3/day)—fog cloud, mind thrust (DC 17)
  1st (6/day)—fear (DC 16), life bubble, share language
  0 (at will)—detect magic, stabilize
  TACTICS
  During Combat See Subtier 5–6.
  Morale See Subtier 5–6.
  STATISTICS
  Str +0; Dex +3; Con +2; Int +5; Wis -1; Cha +1
  Skills Mysticism +16, Stealth +11, Survival +16
  Languages First Speech, Kiirinta; limited telepathy 30 ft.
  Other Abilities speak with animals
  Gear basic lashunta tempweave, frostbite-class zero pistol 
  with 2 batteries (20 charges each)
  SPECIAL ABILITIES
  Fluttercloud (Ex) See Subtier 5–6.
  Reverberating Shriek (Ex) Once per combat, as a standard 
  action, a kiirinta can emit a shriek of sonic energy at an 
  adjacent target, causing painful vibrations throughout its 
  body. This gives the target the staggered condition for 1d4 
  rounds. The target can attempt a DC 15 Fortitude save to 
  negate the staggered effect.
  KIIRINTA BUILDERS (3)  
  CR 5 
  Kiirinta soldier
  CN Small fey
  Init +9; Senses low-light vision; Perception +11
  DEFENSE  
   
   
  HP 84 EACH
  EAC 17; KAC 20
  Fort +7; Ref +5; Will +6
  Defensive Abilities fluttercloud
  OFFENSE
  Speed 40 ft., fly 20 ft. (Ex, average)
  Melee claw +11 (1d6+8 S)
  Ranged rocket rifle +13 (1d12+5 B)
  Offensive Abilities charge attack, fighting styles 
  (blitz), reverberating shriek (DC 15)
  TACTICS
  During Combat See Subtier 5–6.
  Morale See Subtier 5–6.
  Kiirinta
  
  STARFINDER SOCIETY SCENARIO
  12
  STATISTICS
  Str +3; Dex +5; Con +2; Int +0; Wis -1; Cha +1
  Skills Acrobatics +16, Athletics +16, Survival +11
  Feats Nimble Moves
  Languages First Speech, Kiirinta; limited telepathy 30 ft.
  Gear basic lashunta tempweave, rocket rifleAR with 10 mini-
  rockets
  SPECIAL ABILITIES
  Fluttercloud (Ex) See Subtier 5–6.
  Reverberating Shriek (Ex) See kiirinta builder.
  Development: After all the kiirintas have been defeated or 
  driven off, the PCs have the chance to rest briefly. If they allied 
  with a faction during the battle, that group retreats into the jungle 
  to report to their leader and discuss their next move. If all of the 
  kiirintas were slain, scouts observing from the jungle hurry back to 
  their encampments to report. 
  While the PCs rest, an emissary from one of the kiirinta factions 
  arrives to speak with them. If the PCs targeted one faction over 
  the other during the combat, the faction they did not target is the 
  one that attempts to ally with them. If the PCs did not primarily 
  target one faction, the faction that suffered the least number 
  of deaths or incapacitations at the PCs’ hands is the one that 
  attempts to ally with them. If this was relatively even, the faction 
  that attempts to ally with them is selected by the GM. Regardless 
  of faction, the emissary introduces herself as Taivi and inquires 
  who the PCs are and where they came from. She knows share 
  languages, so if the PCs have no way of communication (such 
  as Gnome, a mobile translator, or their own spells), she attempts 
  to signal that her intentions are not hostile and cast it on a PC. 
  As the kiirintas’ voices can potentially be harmful, they generally 
  view it as rude to speak out loud, though if the PCs do so, Taivi 
  does so as well. Whether telepathic or out loud, kiirinta voices 
  are somewhat high-pitched and chirpy, and their excitable nature 
  gives them a penchant for talking rapidly.
  No matter which faction approaches the PCs, Taivi greets 
  them cheerfully and asks if they would be willing to join her 
  faction in crushing “the heretics.” Though friendly, Taivi defers 
  most questions about the current situation to her leader (Vixis or 
  Nerii, depending on the faction), whom she praises effusively. If 
  the PCs ask, she provides basic information about the kiirintas’ 
  society and the planet, though this is somewhat scattered and 
  interrupted with many questions about the PCs’ origins. Over the 
  comms, Saivessa encourages the PCs to go along with this offer, 
  at least for now, so they can find out more about the situation 
  and try to reclaim the weapons this faction has taken. If the PCs 
  agree, Taivi leads them back to a small encampment not far from 
  the drop site.
  Rewards: If the PCs do not reclaim the weapon cache here, 
  reduce each PC’s credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 925 credits.
  Out of Subtier: Reduce each PC’s credits earned by 1,065 credits.
  Subtier 7–8: Reduce each PC’s credits earned by 1,205 credits.
  KIIRINTA HOSPITALITY
  If they agree to meet with the leader of their allied faction, then 
  Taivi leads the PCs to a small encampment, consisting of intricate 
  huts made out of knotted vines and leaves (to the north if the PCs 
  allied with Builders and the south if they allied with the Reflectors). 
  As the PCs walk through the encampment, many of the kiirintas 
  gather around to stare, as they have never seen creatures like the 
  PCs before. The emissary leads the PCs to meet with the leader of 
  the faction (Vixis for the Reflectors or Nerii for the Builders) in the 
  central square of the camp. If the PCs openly display the insignia 
  of the Starfinder Society (or display it during the course of their 
  discussions), the kiirintas believe that they too are followers of the 
  war god, perhaps even its divine servants! PCs who can understand 
  the kiirintas overhear some of the creatures excitedly chattering 
  about this possibility.
  If the PCs end up with the Builders, Taivi takes them to meet 
  Nerii. One of the strongest warriors of the tribe, Nerii is an inquisitive 
  kiirinta soldier with an impulsive streak. She believes the god sent 
  these caches in order to provide the kiirintas the chance to advance 
  their own fortunes, and that failing to study this equipment and 
  learn from it would be an insult to the god. Nerii is something of 
  a hothead but does not wish to be rude to these new visitors, and 
  she apologizes for any hostilities that ensued previously.
  If the PCs ended up with the Reflectors, Taivi takes them to meet 
  Vixis. A charming and somewhat flirtatious (even with strange 
  aliens) mystic, Vixis is one of the tribe’s most powerful casters. He 
  believes the god who sent the caches is not a benevolent one given 
  the destruction these weapons cause, and although he does not 
  wish to spurn these gifts, he is wary of tampering with them. He 
  is concerned the god will take an attempt to “improve” its divine 
  gifts as an insult and rain retribution down on kiirintas. Vixis has 
  a somewhat scatterbrained manner but a keen intellect, and he is 
  very curious about these peculiar visitors.
  Both leaders describe the current situation, as well as their 
  people and the planet if asked, thought it may not initially occur to 
  them that the PCs wouldn’t know such things. The leader tells the 
  PCs that after receiving these gifts, they have come to venerate the 
  nameless war deity that sent them—there is some debate amongst 
  the kiirintas whether the deity is actually nameless or whether 
  they simply haven’t learned it yet, and a spirited discussion with 
  questionable logic on both sides may ensue if the topic is raised. 
  The leader then reveals the “holy symbol” of that deity as the 
  Starfinder Society’s insignia. The symbol was found emblazoned 
  on the crates, and the kiirintas have since crafted “holy symbols” 
  of their own out of wood, and many of them carry or wear these. If 
  any of the PCs display this symbol, the leader acknowledges them 
  as fellow members of the faith (possibly prompting the discussion 
  of whether the PCs are divine emissaries if the PCs did not display 
  this symbol previously). The leader also asks the PCs who they are 
  and where they come from, and the PCs’ responses may color the 
  strategy they use to convince the kiirintas to give up the weapons.
  Though the factions are at odds, neither is expressly evil; they’ve 
  simply gotten swept up by the power of their new weaponry and 
  
  THE STUMBLING SOCIETY, PART 2 
  SANGORO’S GIFTS
  13
  have lost some perspective—kiirintas tend toward impetuousness 
  and don’t always think their actions through. Although each leader 
  seeks to portray their own side as correct, this bias should be 
  plainly evident to the PCs, as should the fact that kiirintas existed 
  in relative peace until recently. Both factions have taken heavy 
  losses during the conflict, and the PCs’ allied faction begs them to 
  aid in defeating their foes, describing them as “heretics” who bring 
  ruin to their people.
  SUBTIER 5–6
  NERII 
  CR 5 
  Female kiirinta soldier
  CN Small fey
  Use kiirinta builder statistics from Subtier 7–8, with the 
  following changes:
  OFFENSE
  Melee neutriad flail +11 (1d6+8 B; critical pushAR 5 ft.)
  TACTICS
  During Combat Nerii attacks with her neutriad flail, attempting 
  to disarm physically strong opponents first. She uses her 
  reverberating shriek on foes who prove difficult to hit.
  Morale If her companions in encounter C have all been slain, 
  Nerii fights to the death; otherwise, she surrenders if 
  reduced to 20 Hit Points or less.
  STATISTICS
  Gear basic lashunta tempweave, neutriad flail (see page 14)
  VIXIS 
  CR 5 
  Male kiirinta mystic
  CN Small fey
  Use kiirinta reflector statistics from Subtier 7–8, with the 
  following changes:
  OFFENSE
  Ranged neutriad pistol +9 (1d6+5 B; critical pulseAR 1d6)
  TACTICS
  During Combat Vixis attacks with his pistol, enjoying his new 
  toy. He reserves his spells for tough opponents and uses his 
  grasping vines ability to hamper enemies’ movement.
  Morale If his companions in encounter C have all been slain, 
  Vixis fights to the death; otherwise, he surrenders if 
  reduced to 20 Hit Points or less.
  STATISTICS
  Gear basic lashunta tempweave, neutriad pistol (see page 14)
  SUBTIER 7–8
  NERII 
  CR 7
  Female kiirinta soldier
  CN Small fey
  Init +9; Senses low-light vision; Perception +14
  DEFENSE  
  HP 126 
  EAC 19; KAC 22
  Fort +9; Ref +7; Will +8
  Defensive Abilities fluttercloud
  OFFENSE
  Speed 40 ft., fly 20 ft. (Ex, average)
  Melee opportunisticAR neutriad flail +15 (1d6+11 B; critical 
  pushAR 5 ft.)
  Ranged tactical seeker rifle +17 (2d8+7) 
  Offensive Abilities charge attack, fighting styles (blitz), 
  reverberating shriek (DC 15)
  TACTICS
  During Combat See Subtier 5–6.
  Morale See Subtier 5–6.
  STATISTICS
  Str +4; Dex +5; Con +2; Int +5; Wis -1; Cha +1
  Skills Acrobatics +19, Athletics +19, Survival +14
  Feats Nimble Moves
  Languages First Speech, Kiirinta; limited telepathy 30 ft.
  Gear D-suit II, opportunisticAR neutriad flail (see page 14), 
  tactical seeker rifle with 20 longarm rounds
  SPECIAL ABILITIES
  Fluttercloud (Ex) See Subtier 5–6.
  Reverberating Shriek (Ex) See Subtier 5–6.
  VIXIS 
  CR 7
  Male kiirinta mystic
  CN Small fey
  Init +4; Senses low-light vision; Perception +14
  DEFENSE  
  HP 108 RP 4 
  EAC 18; KAC 19 
  Fort +6; Ref +6; Will +10 
  Defensive Abilities fluttercloud
  OFFENSE
  Speed 30 ft., fly 20 ft. (Ex, average)
  Melee claw +11 (1d4+7 S)
  Ranged blasting neutriad pistol +12 (1d6+7 B; critical pulseAR 
  1d6) 
  Offensive Abilities grasping vines (DC 17), reverberating shriek 
  (DC 17)
  Mystic Spell‑Like Abilities (CL 7th) 
  At will—mindlink
  Mystic Spells Known (CL 7th)
  3rd (3/day)—entropic grasp (DC 20), slow (DC 20)
  2nd (6/day)—fog cloud, hurl forcedisk, mind thrust (DC 19), 
  mystic cure
  1st (at will)—life bubble, share language
  TACTICS
  During Combat See Subtier 5–6.
  Morale See Subtier 5–6.
  STATISTICS
  Str +0; Dex +4; Con +2; Int +5; Wis -1; Cha +1
  Skills Mysticism +19, Stealth +14, Survival +19
  Languages First Speech, Kiirinta; limited telepathy 30 ft.
  Other Abilities animal adaptation, speak with animals
  
  STARFINDER SOCIETY SCENARIO
  14
  Gear estex suit III, blasting neutriad pistol (see above)
  SPECIAL ABILITIES
  Fluttercloud (Ex) See Subtier 5–6.
  Reverberating Shriek (Ex) See Subtier 5–6.
  Influence: The PCs can respond to the leader’s inquiries in several 
  ways. They can choose to use Diplomacy to explain the true source of 
  the weapons and ask that the kiirintas return them, or use Intimidate 
  to frighten the kiirintas about the violence these weapons have 
  wrought. Canny PCs can even use Bluff to convince the kiirintas that 
  they are actually divine emissaries, and the god wishes them to hand 
  over the weapons and return to their old ways, as the kiirintas are 
  clearly not ready yet. The PCs do not need to roll their check at this 
  time, but their responses affect their strategy.
  However the PCs answer, the leader decides to test whether 
  they are telling the truth with a series of ritual challenges, in which 
  all the PCs are asked to participate. The kiirintas have a sense 
  of humor and treat failures with amusement more than disdain; 
  failure therefore doesn’t have a negative effect beyond not adding 
  to the PCs’ successes.
  Upon the leader’s announcement, the kiirintas gather in the 
  central square and set up a makeshift stage. During this time, the 
  kiirinta spectators may choose favorites amongst the PCs, and 
  the atmosphere turns to that of an exciting tournament. As the 
  tests proceed, the kiirintas begin placing bets on the PCs’ chances 
  and engage in animated debates over their favored PC’s abilities 
  and performance.
  A TOAST!
  Both factions begin the challenges with a ritual toast, pouring 
  each PC a glass of akiist, a kiirinta liqueur that tastes of cherries 
  NEUTRIAD FLAIL
  NEUTRIAD PISTOL
  A neutriad flail is a 5th-level advanced melee weapon that 
  deals 1d8 bludgeoning damage and has the pushAR critical 
  hit effect. It has the disarm, forceAR, and powered (capacity 
  20, usage 1) special properties and 1 bulk, and it costs 
  3,200 credits.
  A neutriad pistol is a 5th-level small-arm ranged weapon 
  that deals 1d6 bludgeoning damage and has the pulseAR 
  (1d6) critical hit effect. It has a range of 60 feet and a 
  capacity of 20 charges (1 usage). It has the forceAR special 
  property and light bulk, and it costs 3,200 credits.
  and mint. Though delicious, the liqueur is extremely strong. PCs 
  consuming the akiist must succeed at a DC 15 Fortitude save (DC 17 
  in Subtier 7–8) or be sickened for the next event. The kiirintas are 
  impressed at PCs who succeed the Fortitude save; note the number 
  of PC successes.
  FACTION CHALLENGE
  The middle challenge differs for each faction. If the PCs are with 
  the Builders, then the Builders want to test the PCs’ physical 
  mettle in an obstacle course. Each PC must succeed at a DC 22 (DC 
  25 in Subtier 7–8) Athletics or Acrobatics check to make it to the 
  end of the obstacle course in time. Succeeding the check by 5 or 
  more counts as two successes, as this level of skill is appreciated 
  by the martially inclined Builders. The kiirintas eagerly pepper 
  commentary into the action, cheering when a PC succeeds.
  If the PCs sided with the Reflectors, Vixis engages the PCs in a 
  lively philosophical debate regarding the nature of faith in society 
  and whether one should accept the gifts the gods have given as 
  is, or attempt to improve them. Each PC must attempt a DC 22 
  (DC 25 in Subtier 7–8) Culture or Mysticism check to discuss the 
  points they raise. Succeeding at the check by 5 or more counts 
  as two successes, as this level of insight is appreciated by the 
  scholarly inclined Reflectors. The kiirinta spectators occasionally 
  shout out points of their own or cheer when a participant makes an 
  especially good argument.
  Note the number of PC successes for either encounter.
  DEATH MATCH, DEATH MATCH!
  Once the PCs have completed the first two challenges, a hush 
  falls over the kiirintas. The leader confers briefly with some of the 
  others. A PC who succeeds at a DC 22 Sense Motive check (DC 
  25 in Subtier 7–8) notes that the kiirintas seem to be improvising 
  these challenges as they go. After this consultation, the leader 
  steps forward to announce the final competition: the PCs must 
  face off against them in “death match.” This gets a cheer from the 
  kiirinta audience, sparking a wild chant of “Death match, death 
  match!” as the kiirintas flap their wings in excitement.
  Likely contrary to the PCs’ expectations, “death match” is 
  actually the kiirinta’s favorite card game, which is apparent once 
  they start setting up a table and dealing out cards. Each PC who 
  succeeds at a DC 22 Bluff or Sense Motive check (DC 25 in Subtier 
  7–8) during the game scores higher than the kiirinta faction leader. 
  The rules of death match are somewhat chaotic and easily adapted. 
  A PC who succeeded at the earlier Sense Motive check to recognize 
  the improvised nature of the challenges can make up their own rule 
  for the game to benefit them, gaining a +4 bonus on this check. 
  Note the number of PC successes.
  MOMENT OF TRUTH
  After the challenges, the PCs can make their final case for why the 
  kiirintas should give up their weapons. Depending on the strategy 
  they chose earlier, up to two PCs can attempt a DC 22 (DC 25 in 
  Subtier 7–8) Bluff, Diplomacy, or Intimidate check. For every 4 
  
  THE STUMBLING SOCIETY, PART 2 
  SANGORO’S GIFTS
  15
  successes they got during the challenges, they gain a +1 insight 
  bonus on this check (to a maximum of +5).
  Infamy: PCs who attack their kiirinta allies to take the weapons 
  by force gain 1 Infamy.
  Development: If the PCs succeed in convincing the allied faction 
  to give up their weapons, the kiirintas ask them to defeat the other 
  faction or get those weapons back so they won’t be overrun. If the 
  PCs fail to convince the allied faction, Saivessa advises them over 
  the comms not to take the weapons by force, as the Starfinders 
  don’t want a massacre, though they seem disappointed at the 
  failure. Either way, the PCs are invited to stay the night with their 
  kiirinta allies. They have the opportunity to take a brief rest before 
  the next encounter.
  Treasure: If the PCs reclaimed the allied faction’s caches, each 
  PC can claim one set of the following armors (their choice) from 
  the caches:
  Subtier 5–6: Freebooter armor II (light armor), vesk overplate I 
  (heavy armor), ysoki refractor suit (light armor).
  Subtier 7–8: Advanced lashunta tempweave (light armor), 
  kasatha microcord III (light armor), night plate IAR (heavy armor).
  Rewards: If the PCs do not convince their allies to relinquish their 
  weapons, reduce each PC’s credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 1,100 credits.
  Out of Subtier: Reduce each PC’s credits earned by 1,350 credits.
  Subtier 7–8: Reduce each PC’s credits earned by 1,600 credits.
  C. THE LAST AIRDROP
  As the sun sets, the PCs get an emergency comm message from 
  Saivessa. The maraquoi has investigated the data held at Datch’s 
  platform, and they’ve discovered that one final crate launched 
  before the PCs disabled the station. It circled the planet and is 
  quickly approaching the PCs’ position, illuminating the site with 
  flares to alert the locals. Saivessa quickly informs the PCs that the 
  other kiirinta faction appears to be headed that way, so the PCs 
  should hurry to beat them to the drop site. 
  If the PCs succeed at a DC 24 Survival check (DC 27 in Subtier 
  7–8) to track the flares, they arrive at the site one round before the 
  kiirintas and can secure the crate and make any other preparations 
  they’d like. During this time, they may each claim one weapon from 
  the crate (listed under Treasure below) to use if they wish. If the 
  PCs fail this check, the kiirintas arrive first and have a round to 
  prepare themselves. The brightness of the flares combined with 
  the setting sun provides normal light in the entire area. The cache 
  is at the center of the paths’ intersection.
  Creatures: As the PCs arrive, a burrowing local predator known 
  as a tiraka emerges from its nest nearby, stirred up by the activity 
  at the site. It bursts out of the ground next to the opposing kiirinta 
  faction and begins attacking them, though it does not yet turn its 
  attention to the PCs. The PCs must decide whether to help the 
  kiirintas to try to win them over or let the tiraka wear them down 
  before jumping in. If they seem unsure, Saivessa advises them over 
  the comms that this might be the perfect opportunity to try for a 
  diplomatic approach by helping, though they do not interfere if the 
  SCALING KIIRINTA 
  HOSPITALITY
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: For every 3 successes the PCs got during 
  the challenges, they gain a +1 insight bonus on this final 
  check (to a maximum of +5). 
  PCs choose otherwise. However, they urge the PCs not to attack 
  the kiirintas until attacked themselves.
  If the PCs join the fight, the kiirintas focus their attacks on the 
  tiraka, giving the PCs the benefits of either harrying fire or covering 
  fire (PCs’ choice) each round, and the tiraka focuses its attacks on 
  the PCs. After the fight, the leader is open to a diplomatic solution.
  If the PCs choose not to aid the kiirintas, the tiraka kills one 
  kiirinta follower and takes 10 points of damage per round of the 
  PCs’ inaction. If they do not join the fight until all kiirinta followers 
  are killed (5 rounds), the enraged leader focuses their attacks on 
  the PCs, blaming them for bringing down the wrath of the god, 
  and the PCs must fight the tiraka as well as the leader. If the PCs 
  join the fight after allowing some (but not all) of the kiirintas to be 
  killed, they take a –1 penalty per kiirinta killed on skill checks to 
  convince the opposing leader to give up the weapons.
  The leader of the opposing faction (either Nerii or Vixis) has led 
  several of their followers here to claim the crate. Though the leader 
  is accompanied by five other kiirintas (either Builder Adherents or 
  Reflector Adherents), they do not directly combat the PCs and are 
  not included in stat blocks below.
  The tiraka is a lizard-like, eight-legged animal with sharp teeth 
  and a frill around its neck. The drop site is near its nest, and the 
  agitated tiraka ferociously defends its territory.
  SUBTIER 5–6 (CR 7 OR CR 8)
  TIRAKA CR 7 
  N Huge animal
  Init +2; Senses blindsense (vibration) 60 ft.; Perception +14
  DEFENSE  
  HP 105
  EAC 19; KAC 21
  Fort +9; Ref +7; Will +6
  Immunities acid
  OFFENSE
  Speed 40 ft., burrow 80 ft.
  Melee bite +16 (2d6+12 P)
  Ranged acidic spray +13 (2d6+7 A; critical corrode 2d4)
  Space 15 ft.; Reach 15 ft.
  Offensive Abilities tramplequake (2d6+12 P)
  
  STARFINDER SOCIETY SCENARIO
  16
  C. THE LAST AIRDROP
  PATHFINDER FLIP-MAT CLASSICS: JUNGLE
  1 SQUARE = 5 FEET
  
  THE STUMBLING SOCIETY, PART 2 
  SANGORO’S GIFTS
  17
  Weapon 
  Cache
  TACTICS
  During Combat A tiraka stays mobile, bursting out of the ground 
  to trample enemies before burrowing down again. It uses its 
  acidic spray against enemies that prove particularly hardy.
  Morale Fiercely territorial, a tiraka fights to the death to 
  defend its nest.
  STATISTICS
  Str +5; Dex +2; Con +4; Int –4; Wis +1; Cha –2
  Skills Athletics +14
  SPECIAL ABILITIES
  Acidic Spray (Ex) As a standard action, a tiraka can make a 
  ranged attack against a target’s EAC to deal 2d6+7 acid 
  damage. A target that suffers the corrode effect from a 
  critical hit is sickened as long as this condition persists. The 
  acidic spray has a range increment of 20 feet.
  Tramplequake (Ex) A burrowing tiraka can burst out of the 
  ground beneath an enemy to attack. This functions as 
  trample; targets can attempt a DC 15 Reflex save to take 
  half damage. If a target fails its Reflex save or does not 
  attempt one, it is knocked prone. Targets are considered 
  flat-footed to this attack unless they have blindsense 
  (vibration) or blindsight.
  VIXIS OR NERII 
  CR 7
  CN kiirinta mystic or soldier
  hp 72 or 84 (see page 13)
  TACTICS
  See the full stat block’s tactics section.
  SUBTIER 7–8 (CR 9 OR CR 10)
  TIRAKA 
  CR 7
  hp 105 (see Subtier 5–6)
  TACTICS
  See the full stat block’s tactics section.
  TIRAKA HATCHLINGS (2)                                             CR 5 
  N Large animal
  Init +2; Senses blindsense (vibration) 60 ft.; Perception +14
  DEFENSE  
  HP 70 EACH
  EAC 17; KAC 19
  Fort +7; Ref +4; Will +4
  Immunities acid
  OFFENSE
  Speed 30 ft., burrow 60 ft.
  Melee bite +13 (1d6+9 P)
  Ranged acidic spray +10 (1d6+5 A)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities tramplequake (1d6+9 P)
  TACTICS
  During Combat Tiraka hatchlings follow their mother’s lead, 
  defending her from attack.
  Morale The tiraka hatchlings fights to the death unless their 
  SCALING 
  ENCOUNTER C
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: The tiraka is hungry from not having eaten 
  in a while and is treated as sickened.
  Subtier 7–8: Remove one tiraka hatchling from the 
  encounter.
  mother is slain, in which case they flee underground and do 
  not return.
  STATISTICS
  Str +4; Dex +2; Con +2; Int –4; Wis +1; Cha –2
  Skills Athletics +10
  SPECIAL ABILITIES
  Acidic Spray (Ex) As a standard action, a tiraka hatchling can 
  make a ranged attack against a target’s EAC to deal 2d6+7 
  acid damage. Unlike a full-grown tiraka, a hatchling’s acid 
  
  STARFINDER SOCIETY SCENARIO
  18
  does not corrode on a critical hit. An acidic spray has a 
  range increment of 20 feet.
  Tramplequake (Ex) A burrowing tiraka hatchling can burst out 
  of the ground beneath an enemy to attack. This functions 
  as trample; targets can attempt a DC 13 Reflex save to take 
  half damage. If a target fails its Reflex save or does not 
  attempt one, it is knocked prone. Targets are considered 
  flat-footed to this attack unless they have blindsense 
  (vibration) or blindsight.
  VIXIS OR NERII 
  CR 7
  CN kiirinta mystic or soldier
  hp 108 or 126 (see page 13)
  TACTICS
  See the full stat block’s tactics section.
  Development: The method by which the PCs can reclaim 
  the crate depends on their actions during the combat. If they 
  aided the kiirintas right away, the leader thanks them for their 
  assistance and is willing to talk to the PCs. In this case, regardless 
  of the PCs’ strategy, no check is necessary, thanks to the leader’s 
  gratitude. If the PCs joined the combat after the deaths of one 
  or more kiirintas, they can attempt a DC 22 Bluff, Diplomacy, 
  or Intimidate check (DC 25 in Subtier 7–8) with a –1 penalty per 
  kiirinta death, although PCs openly displaying the Starfinder 
  Society symbol get a +2 insight bonus on this check. If the PCs 
  succeed in convincing the opposing faction to disarm, the leader 
  also vows to mend things with their rival kiirintas, as there are no 
  more weapons to fight over.
  If the PCs had to fight the opposing kiirinta leader, the faction 
  disbands and offers no resistance to the PCs claiming the caches; 
  their camp is easily located and contains all the equipment from 
  the drops. However, there are still bad feelings between them and 
  their rivals as they view themselves as having been defeated rather 
  than achieving peace, which leads to future instability in the area.
  Either way, once the PCs secure the remaining weapon crates, 
  Saivessa lands to pick up the remainder of the equipment. They 
  advise the PCs to depart soon to avoid further embroiling 
  the Starfinders in the kiirintas’ civilization (though they react 
  with some amusement if the PCs convinced the kiirintas they 
  were divine emissaries). If the PCs were able to find a peaceful 
  solution to the conflict with both sides, they praise the PCs’ 
  diplomatic acumen.
  Infamy: PCs who attack the opposing kiirintas before being 
  attacked by them gain 1 Infamy.
  Treasure: Each PC can claim one of the following weapons 
  (their choice) from the caches:
  Subtier 5–6: corona laser rifle (longarm), neutriad flail 
  (advanced melee), neutriad pistol (small arm).
  Subtier 7–8: 15-notch plasma forkAR (longarm), blasting 
  neutriad pistol (small arm), opportunistic neutriad flail (longarm).
  Rewards: If the PCs do not reclaim the opposing kiirinta faction’s 
  caches, reduce each PC’s credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 1,100 credits.
  Out of Subtier: Reduce each PC’s credits earned by 1,350 credits.
  Subtier 7–8: Reduce each PC’s credits earned by 1,600 credits.
  CONCLUSION
  Having reclaimed the weapon caches, the PCs can return to 
  the Lorespire Complex on Absalom Station. Before they set off, 
  Saivessa sends a mission report to the Society. The Lorespire 
  sends a response partway through the journey, and Saivessa tells 
  the PCs that First Seeker Luwazi Elsebo would like to debrief 
  them directly when they return.
  During the meeting, the First Seeker congratulates the PCs 
  on reclaiming the weapon caches and preventing a disaster, 
  both for the kiirintas on Stabrisis-14 as well as the Starfinder 
  Society’s public relations. If the PCs found a diplomatic solution 
  to reclaiming the caches and made peace between the two 
  factions, she is particularly appreciative. If the PCs left some of 
  the caches on Stabrisis-14 (for example, if they failed to convince 
  their allied faction to surrender them), she is a bit less effusive, 
  but acknowledges that she understands it was a difficult situation 
  and thanks them for reclaiming what they could and not causing 
  a massacre. She is very interested in the kiirintas and asks for the 
  PCs’ impressions of their culture. If the PCs convinced the kiirintas 
  they were emissaries of their “war god” and Elsebo is made aware 
  of this, either from the PCs or Saivessa’s report (the meticulous 
  maraquoi includes this detail unless the PCs ask them not to), she 
  compliments their ingenuity, though wryly comments she hopes 
  this doesn’t backfire on the Starfinder Society at a later date.
  Elsebo concludes by telling the PCs that the Society will 
  continue to monitor the situation on Stabrisis-14, particularly 
  if some caches were left behind. If the PCs ask about Datch, 
  she tells them the Society has not yet managed to learn any 
  more of Datch, beyond her affiliation with AbadarCorp, but the 
  information they uncovered on Stabrisis-14 should be helpful.
  REPORTING NOTES
  If the PCs allied with the Reflectors, check box A. If they allied 
  with the Builders, check box B. If they obtained a diplomatic 
  resolution with both groups of kiirintas, check box C. If they left 
  at least one weapon cache on Stabrisis-14, check box D.
  PRIMARY SUCCESS 
  CONDITIONS
  The PCs succeed at their main mission if they successfully 
  reclaim all the caches from the Stabrisis-14 orbital facility and the 
  two airdropped containers (encounters B and C). Doing so earns 
  each PC 1 Fame and 1 Reputation for any factions associated with 
  their current faction boon. PCs who succeed at this also gain the 
  Kiirinta Admittance and Kiirinta Linguist boons on their Chronicle 
  sheets. Note that the Kiirinta Admittance boon can only be used 
  if the player has previously earned a boon from Starfinder Society 
  Scenario #2–06: The Stumbling Society, Part 1: Sangoro’s Lament. 
  Give each player that earned these boons a copy of the appendix.
  
  THE STUMBLING SOCIETY, PART 2 
  SANGORO’S GIFTS
  19
  SECONDARY SUCCESS 
  CONDITIONS
  If the PCs find a diplomatic solution and reclaim the weapon caches 
  from both factions peacefully (regardless of the skill used to do so), 
  they succeed at their secondary success condition and each earn 1 
  additional Fame and 1 Reputation for any factions associated with 
  their current faction boon.
  FACTION NOTES
  Wayfinders Faction: If the PCs completed the secondary 
  success condition by peacefully convincing both factions to give 
  up their equipment, Fitch is impressed and praises their skill to the 
  other Wayfinders. Each PC earns 1 additional Reputation with the 
  Wayfinders faction, in addition to any other Reputation earned as a 
  result of completing this scenario.
  
  STARFINDER SOCIETY SCENARIO
  20
  APPENDIX 1: PLAYING A 
  KIIRINTA
  Each player who earned the Kiirinta Admittance boon should also 
  receive a copy of this appendix.
  PHYSICAL DESCRIPTION
  Kiirintas are small fey who resemble moths. They have brightly 
  colored wings and six legs. Their front two legs have three grasping, 
  finger-like appendages for manipulating objects. A kiirinta’s back 
  legs have several jagged claws, and they can rear up on their two 
  hind legs to reach what is considered their full height. They have a 
  pair of feathery antennae above their insectile black eyes.
  HOME WORLD
  The kiirintas inhabit an innocuous world in Near Space called 
  Stabrisis-14. A verdant jungle world of abundant vegetation and 
  wildlife, Stabrisis-14 is the fourth planet orbiting an immense red 
  star in Near Space. For reasons not well understood, Stabrisis-14 
  experiences frequent influxes of planar energy from the First 
  World that have influenced its landscape and inhabitants, though 
  there are currently no active portals. Kiirintas tell tales of coming to 
  their home planet from a planar breach in the distant past, though 
  the specifics have long since been forgotten.
  SOCIETY AND ALIGNMENT
  Kiirintas are primarily nomadic hunter-gatherers who venerate a 
  pantheon of nature deities. The various tribes have multiple small 
  settlements across the jungles that they rotate between based 
  on the season and their moods. They tend toward chaotic and/or 
  neutral alignments, though they might change this outlook based 
  on what they’re exposed to in travelling beyond their home world.
  RELATIONS
  Kiirintas tend to work well with any species, though they’ve had 
  little contact with outsiders. They generally employ the same style 
  of social mannerisms with others that they use with their own 
  kind: extravagant bravado. Kiirintas often create false narratives 
  as a means of making themselves seem more impressive, but they 
  do so out of a joy of storytelling rather than any sense of malice.
  ADVENTURERS
  Kiirintas have just begun to see the galaxy beyond their home 
  world, and they hunger to experience as many new encounters as 
  they can. Most view their companions as true friends, and despite 
  their technologically limited history, they do their best to learn 
  as much as they can and bring all the skills at their disposal to 
  whatever group they join.
  NAMES
  Kiirintas prefer to adopt names that employ harder consonants 
  or make use of “ii” style sounds. Their names often incorporate 
  sharper sounds that can be screeched in stressful situations.
  RACIAL TRAITS
  Ability Adjustments: +2 Dex, +2 Int, –2 Wis
  Hit Points: 4
  Size and Type: Kiirintas are Small fey.
  Fluttercloud: As a move action, a kiirinta within 15 feet of 
  the ground can flutter their wings to stir up debris and a 
  cloud of glistening sparkles around themself, granting them 
  concealment (20% miss chance) for 1d4 rounds. A kiirinta 
  can’t use this ability again until they have taken a 10-minute 
  rest to recover Stamina Points.
  Kiirinta Movement: Kiirintas have a land speed of 20 feet 
  and an extraordinary fly speed of 20 feet with average 
  maneuverability.
  Limited Telepathy: Kiirintas have limited telepathy with a 
  range of 30 feet.
  Low‑Light Vision: Kiirintas have low-light vision.
  Reverberating Shriek: As a standard action, a kiirinta can 
  emit a shriek of sonic energy at an adjacent target, causing 
  painful vibrations throughout the target’s body. This scream 
  imparts the staggered condition for 1d4 rounds. The target 
  can attempt a Fortitude save (DC = 10 + half the kiirinta’s 
  character level + the target’s Constitution modifier) to negate 
  the staggered effect. Whether successful or not, a creature 
  can’t be affected by the same kiirinta’s reverberating shriek 
  for 24 hours. A kiirinta can use this ability once per day 
  plus one additional time per day for every 5 character levels 
  they have.
  
  THE STUMBLING SOCIETY, PART 2 
  SANGORO’S GIFTS
  21
  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
  22
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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.
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  Starfinder Society Scenario #2–08: The Stumbling Society, Part 2: Sangoro’s Gifts © 
  2019, Paizo Inc.; Author: Kendra Leigh Speedling
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  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 #
  5–8
  7–8
  —
  4,175
  5,015
  5,855
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #2–08: The Stumbling 
  Society, Part 2: Sangoro’s 
  Gift
  Kiirinta Admittance (Personal Boon; Limited Use): 
  As part of the Starfinder Society effort to retrieve 
  their stolen arms from of Stabrisis-14, an ally of 
  your group inadvertently allowed a member of 
  the world’s population onboard their ship. This 
  mothlike fey, known as a kiirinta, emerged on 
  Absalom Station and quickly learned all they could 
  about their new home. You can use this boon only 
  if your character has a Reputation Tier of 3 with 
  one or more factions and at least one of your other 
  characters has the “Drat That Rat!” boon from 
  The Stumbling Society Part 1, representing your 
  completion of this two-part series of adventures.
  You can play a kiirinta character, beginning 
  at 1st level as normal. Other than access to this 
  additional race, all character creation rules are the 
  same as those outlined in the Starfinder Society 
  Guide. A copy of this Chronicle sheet must be the 
  first Chronicle sheet for the given character. Along 
  with this Chronicle sheet, your GM should provide 
  you a copy of the “Playing a Kiirinta” appendix, 
  which is considered a legal document for the 
  purposes of playing this race.
  Kiirinta Linguist (Slotless Boon): So long as 
  you have this boon, all of your Starfinder Society 
  characters have access to the Kiirinta language 
  and can select it at any time they would learn a 
  new language.
  All Subtiers
  Reputation
  Subtier 7–8
  basic lashunta tempweave (1,950; item level 4)
  corona laser rifle (4,650; item level 6) 
  freebooter armor II (4,720; item level 6)
  frostbite-class zero rifle (3,060; item level 5)
  neutriad flail (3,200; item level 5; see above)
  neutriad pistol (3,200; item level 5; see above)
  rocket rifle (3,010; item level 5; Starfinder Armory 20)
  vesk overplate I (3,910; item level 6)
  ysoki refractor suit (4,120; item level 6)
  15-notch plasma fork (8,850; item level 8; Starfinder 
  Armory 20)
  advanced lashunta tempweave (8,500; item level 8)
  D-Suit II (6,900; item level 7)
  estex suit III (5,500; item level 7)
  kasatha microcord III (9,000; item level 8)
  night plate (9,400; item level 8; Starfinder Armory 69)
  tactical seeker rifle (6,030; item level 7)
  NEUTRIAD FLAIL
  NEUTRIAD PISTOL
  A neutriad flail is a 5th level advanced melee weapon that 
  deals 1d8 bludgeoning damage and has the pushAR critical 
  hit effect. It has the disarm, forceAR, and powered (capacity 
  20, usage 1) special properties and 1 bulk, and it costs 
  3,200 credits.
  A neutriad pistol is a 5th level small-arm ranged weapon 
  that deals 1d6 bludgeoning damage and has the pulseAR 
  (1d6) critical hit effect. It has a range of 60 feet and a 
  capacity of 20 charges (1 usage). It has the forceAR special 
  property and light bulk, and it costs 3,200 credits.
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 2/SF S02-08 - The Stumbling Society Part 2 - Sangoros Gifts.pdf