TEXT: Sanctuary of Drowned Delight
  BY KATE BAKER
  STARFINDER SOCIETY SCENARIO #1-08 TIER 3–6
  YEAR OF SCOURED STARS
  
  Starfinder Society Scenario #1–08: Sanctuary of 
  Drowned Delight is a Starfinder Society Scenario 
  designed for 3rd- through 6th-level characters (Tier 
  3–6; Subtiers 3–4 and 5–6). 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 paizo.com/starfinderSociety.
  HOW TO PLAY
  Author • Kate Baker
  Development Lead • Thurston Hillman
  Contributing Artists • Leon Tukker and 
  Sebastian Rodriguez
  Cartographer • Robert Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
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  Developers • Eleanor Ferron, Crystal Frasier, Jason Keeley, 
  Luis Loza, Ron Lundeen, Joe Pasini, Chris Sims, and 
  Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
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  Editors • James Case, Leo Glass, Lyz Liddell, Adrian Ng, 
  and Lacy Pellazar
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  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder or the Pathfinder 
  Roleplaying Game.
  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, and skyfire, 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 #1–08: Sanctuary of Drowned Delight © 2018, Paizo Inc. All Rights Reserved. Paizo, Paizo 
  Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are 
  registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure 
  Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat 
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  Player Companion, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, 
  Starfinder Flip-Mat, Starfinder Pawns, and Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  Sanctuary of Drowned Delight makes use of the Starfinder Core Rulebook and Starfinder Alien Archive. 
  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 Starfinder Alien Archive are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Sanctuary of Drowned Delight . . . . . . . . . . . . . . . . . .3
  Player Handouts . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Appendices  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  Faction (Wayfinders)
  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.
  
  3
  The morlamaw group’s leader, Oshessa (NE female morlamaw 
  mystic), privately follows the more commonly known and 
  distasteful aspects of the Midnight Lord, and she secretly 
  poisoned the Manta Corps to stop the Starfinder Society from 
  retaking the lodge. When one member of the Manta Corps, 
  Mantarider Suulhu-Huur (LG female kalo soldier), survived this 
  intense poisoning, Oshessa took it as a sign from her deity that 
  she should indoctrinate Suulhu-Huur into the cult. Most of the 
  other morlamaws think the kalos simply left, leaving them as 
  the lodge’s owners, while in fact Oshessa fed the bodies of the 
  remaining dead kalos to a group of sea serpents through a crack 
  in the lodge’s walls. The aquatic carnivores now routinely patrol 
  the waters around the lodge, hoping to enjoy a second handout.
  Since the Manta Corps failed to report to their pickup ship at 
  the designated time, the Society has decided to mount a second 
  expedition, both to complete the original mission and to discover 
  what happened to the Manta Corps.
  SUMMARY
  Fitch briefs the PCs, explaining the urgent need for clophirium, 
  the abandoned Starfinder Lodge, and the Manta Corps expedition. 
  After a short journey, the PCs arrive on Arniselle and make their 
  O
  nce the crown jewel of the Starfinder Society’s fleet, 
  the Master of Stars avoided the Scoured Stars disaster 
  only because it was removed from active rotation to 
  undergo necessary repairs. Numerous trained Starfinder engineers 
  have worked day and night since then to get the ship restored to 
  its former glory. Recently, the repairs hit a wall: the next steps 
  in repairing the Master of Stars’ Drift engine requires a large 
  amount of clophirium. Pact Worlds mining operations exhausted 
  all known deposits of clophirium decades ago, leaving the mineral 
  in short supply, but the Starfinder Society knows of one potential 
  clophirium source: the planet Arniselle, located in the Vast. 
  The Society once established a forward outpost, also known 
  as a lodge, on Arniselle. The organization abandoned the site a 
  hundred years ago when the then recently appointed First Seeker 
  pushed through motions to consolidate the Society’s resources 
  closer to the Pact Worlds and Near Space. A scout ship recently 
  checked in on the abandoned lodge and found that extreme 
  seismic activity over the last century had caused the structure 
  to slide into Arniselle’s oceans. However, standard construction 
  techniques used for Starfinder lodges were able to withstand 
  such an extreme environmental changes, and the submerged 
  lodge remains intact.
  Fitch, the current leader of the Wayfinders faction, has staunch 
  support for finishing repairs on the Master of Stars. Fitch recently 
  arranged for an expedition to the abandoned Arniselle lodge to 
  determine the current state of the structure, estimate needed 
  repair costs for the facility, and get a sense of how difficult it 
  would be to find deposits of clophirium to mine. She assigned 
  the Manta Corps, a tight-knit team of four kalos (Starfinder Alien 
  Archive 68), as the obvious best choice for this mission.
  The Manta Corps arrived on Arniselle and swiftly located 
  the lost lodge, but they did not find it as empty as expected. 
  Unknown to the Society, a community of morlamaws (see the 
  appendix on page XX for more details) inhabits Arniselle’s deeper 
  oceans. In the years since the Starfinder lodge fell into the sea, 
  the structure was claimed as a home for a band of morlamaws 
  whose home nation had forced them out for worshipping a divine 
  entity known as the Weeping Knight (actually a misinterpretation 
  of Zon-Kuthon). The outcasts claimed ownership of the lodge but 
  invited the Manta Corps to discuss the matter further.
  BY KATE BAKER
  The planet Arniselle, home of the morlamaw people, is 
  the third planet orbiting the star designated CX8742. 
  This planet is extremely cold, with average temperatures 
  below freezing. Oceans cover most of Arniselle, with a few 
  uninhabited, icy land masses clustered on one side of the 
  planet. Extreme seismic activity and a recent rise in the 
  sea level submerged several previous landmasses. The 
  morlamaws are Arniselle’s only intelligent species to have 
  developed any notable technologies (albeit still simple 
  by Pact Worlds standards). Several large underwater 
  morlamaw cities exist in the deepest ocean trenches.
  Where in the 
  Universe?
  SANCTUARY OF 
  DROWNED DELIGHT
  
  Fitch
  4
  STARFINDER SOCIETY SCENARIO
  way to the lodge. They discover the lodge occupied by a previously 
  undiscovered aquatic race—morlamaws. The seemingly peaceful 
  squatters claim that the Manta Corps visited and left weeks ago, 
  granting them ownership of the colony. The morlamaws invite 
  the PCs to stay for a while to catalog the Starfinder equipment 
  they found within the lodge. In truth, the morlamaws’ leader 
  killed three of the Manta Corps and is secretly holding the fourth 
  in intense interrogation. 
  The PCs can explore most of the lodge, 
  where they can find items that 
  belonged to the Manta Corps 
  and religious items with subtle 
  ties to Zon-Kuthon. During 
  their exploration, the PCs must 
  manage several events. First, the 
  morlamaws ask the PCs to attend a 
  sermon where astute PCs might catch 
  some unusual phrasing. In the second 
  event, the morlamaws invite the PCs 
  to dinner, but a group of vicious sea 
  serpents attacks the lodge after the 
  meal, and the morlamaws ask the PCs to 
  help fend off the creatures.
  During 
  the 
  adventure, 
  the 
  morlamaw’s leader Oshessa holds one 
  member of the Manta Corps, Mantarider 
  Suulhu-Huur, captive in a secret cave 
  accessible from her quarters. Depending on 
  when the PCs manage to find Suulhu-Huur, the 
  kalo has suffered increasingly serious injuries 
  from Oshessa’s attempts at indoctrination. 
  Oshessa refuses to surrender Suulhu-Huur and vigorously fights 
  the PCs to maintain the validity of her divine visions. Depending 
  on the PCs’ actions, they might make enough inroads to convince 
  the other morlamaws to help them and secure the Arniselle 
  lodge as an outpost for future Society missions. Regardless, the 
  PCs succeed if they defeat Oshessa and uncover the fate of the 
  Manta Corps, opening the way for the Society to begin mining the 
  necessary clophirium from the planet.
  GETTING STARTED
  The PCs begin gathered in a meeting room in the Lorespire 
  Complex, summoned by the Wayfinders’ leader, Fitch (CN female 
  ysoki technomancer). Read or paraphrase the following.
  The meeting room is well furnished and stocked with various 
  refreshments, but Fitch—the meeting’s initiator—is nowhere 
  to be seen. After several seconds of silence following the last 
  arrival entering the meeting room, a large holoscreen descends 
  from the ceiling of the northern wall. Fitch’s small, albino ysoki 
  face appears in clear resolution. She whispers quietly to the 
  assembled group.
  “I have a very important mission for you. You should be aware 
  that the Master of Stars, the best ship in the Starfinder Society’s 
  fleet, is undergoing extensive renovations. Well, we’ve hit a bit 
  of a roadblock. We need some clophirium to complete the next 
  repair, but supplies have been quite scarce in the Pact Worlds 
  for the last forty years. Luckily, we searched our archives and 
  found a planet in the Vast with substantial reserves: Arniselle.” 
  Fitch’s transmitted image picks up a datapad but accidentally 
  knocks a screwdriver off the desk while doing so. 
  She flinches as the tool clatters to the ground, then 
  continues whispering in an even lower tone. “NO! I’m 
  sorry about that. They’re finally all asleep, you see.
  “Now, back to the mission. We established a lodge 
  on Arniselle about a century ago. It was abandoned 
  when the First Seeker at the time decided to 
  refocus Society resources closer to the Pact Worlds 
  and abandoned several outposts in the Vast. 
  Unfortunately, our scans show that Arniselle has 
  undergone substantial seismic activity during 
  the intervening years, and now the 
  whole lodge is underwater. We 
  assigned a special team to go 
  investigate; they’re all kalos, 
  call themselves the Manta 
  Corps. Maybe you’ve met 
  them. Anyway, a ship dropped 
  them off, but the Manta Corps 
  never reported back for their pickup.”
   Suddenly, a loud shriek erupts from the 
  holoscreen, followed by quick pitter-patter 
  footsteps. Fitch drops the whisper and 
  turns away from the screen. “Hey, you’re all 
  supposed to be asleep for another hour! Back in the beds before 
  I duct tape you in and leave you to find a way out!”
  Fitch turns back to face the screen. “Anyway, the current 
  First Seeker agrees with me about the importance of this 
  mission and has authorized me to mount a second expedition. 
  We must finish repairing the Master of Stars, and to do that 
  we need Arniselle’s clophirium. This could be dangerous, so 
  I’ve selected you, some of our most experienced agents. Go to 
  Arniselle and investigate the submerged lodge. See what it will 
  take to re-establish our presence there. And try to find out what 
  happened to the Manta Corps. Best case scenario, they’re just 
  down there working, but it’s not like them not to report in.
  “I’m sending you information on the planet now. Oh, and 
  remember! There could easily be intelligent life on this world. 
  The lodge wasn’t staffed long enough to really explore the 
  oceans. If you meet any new species, be diplomatic! It’s not only 
  our mission as Wayfinders, but locals might help us with getting 
  that clophirium as quickly as possible. Any questions?”
  The PCs have an opportunity to ask Fitch some questions before 
  getting underway. Following the briefing, the PCs have also the 
  opportunity to buy new equipment before leaving Absalom Station. 
  
  5
  SANCTUARY OF DROWNED DELIGHT
  Take this opportunity to distribute Handout #1, which details the 
  rules on underwater combat, so players can review it prior to 
  having their PCs make any necessary purchases. Finally, this is the 
  time for the PCs to finalize their boon slots for this scenario.
  Won’t the lodge be ruined if it’s underwater? “Starfinder lodges 
  are built to withstand almost anything. It might be flooded, but 
  the structure should still be intact. The Society built a lot of lodges 
  during that time, using a standardized design to be cost-effective 
  and resilient. That means every lodge, including the one on 
  Arniselle, has airlock systems, even if the atmosphere is normally 
  breathable. If we’re lucky it could still be dry inside. There’s usually 
  one airlock to enter the building, an airlock to go between levels, 
  and an airlock to get into the records room.”
  Do we need any special gear to go underwater? “You all have 
  armor, don’t you? That will let you breathe underwater just fine. 
  Hopefully, you’re all decent swimmers. You’ll also want to be sure to 
  bring some piercing weapons; those work pretty well underwater.” 
  Is there anything left at the Lodge? “Who knows what kind of 
  shape anything is in if the lodge flooded. The Society pulled out 
  of there quick and left a lot of equipment behind. Staff were on 
  Absalom Station when the orders came through, and they couldn’t 
  even get dispensation to return for personal effects.”
  What are the Manta Corps like? “There are four of them. The 
  leader, Deepspeaker Alluguoth is a spiritual type. He doesn’t 
  say much, but when he does, I’d advise listening. Then there’s 
  Mantarider Ushuul; he’s a lot more talkative and loves to show 
  off his gun. You might have seen Mantarider Suulhu-Huur around 
  the sparring rooms. She’s a fighter and uses some kind of fancy 
  cryopike. Lastly, there’s Wavetreader Vhoosh. She’s even quieter 
  than Alluguoth, but that’s probably a good thing. She can be a little 
  bit unnerving. She always wants to know about how many people 
  you’ve killed. They’re good agents, all of them.”
  How important is the clophirium? Shouldn’t we cut our losses? 
  “While it’s a major strategic asset for the Society, the symbolic 
  impact of the Master of Stars is even greater. Getting this ship back 
  in action is my highest priority right now.”
  CULTURE (RECALL KNOWLEDGE) OR 
  DIPLOMACY (GATHER INFORMATION)
  Based on the result of a Culture check to recall knowledge or 
  a Diplomacy check to gather information, the PCs might know 
  about the Manta Corps. They learn all of the information whose 
  DC is less than or equal to the result of their check.
  10+: The Manta Corps are all kalos. Kalos are an aquatic race 
  from the Brethedan moon of Kalo-Mahoi known for their blue-
  green skin, batlike wings, and glowing, protruding eyes. These 
  four kalos are quite tight-knit and go on assignments together, 
  typically deployed to underwater locations.
  15+: The Manta Corps prefer action-oriented assignments, 
  and have been known to avoid assignments with a lot of detail 
  or paperwork. Because of this, they’ve earned a reputation as 
  underwater commandos but also as a group that doesn’t do well 
  in overly social settings.
  20+: Kalos often redesign weaponry to function much better 
  underwater. A PC who learns this information knows where on 
  Absalom Station to purchase underwater weapons (Starfinder 
  Alien Archive 69.) While such weapons generally cost 10% more 
  than a regular version of the weapon, a PC who succeeded at this 
  check can purchase such weapons at the base weapon’s normal 
  price—many kalo manufacturers on Absalom Station are on good 
  terms with the Manta Corps and want to help however they can.
  ENGINEERING (IDENTIFY TECHNOLOGY) 
  OR PHYSICAL SCIENCE (RECALL 
  KNOWLEDGE)
  Based on the result of an Engineering check or a Physical Science 
  check to recall knowledge, the PCs might know about clophirium. 
  They learn all of the information whose DC is less than or equal 
  to the result of their check.
  15+: Both lightweight and thermally stable, clophirium featured 
  prominently in many early Drift engine designs, but natural 
  sources were limited, and Pact World planets with clophirium 
  deposits quickly exhausted their supplies. Alternate Drift engine 
  designs that do not require the mineral have become more popular 
  in the last 40 years.
  The Manta Corps(es)
  The Manta Corps kalos first appeared in Starfinder Society 
  #1–04: Cries from the Drift. During that scenario, the PCs 
  could engage in casual conversation with the Manta Corps, 
  as both groups were traveling in ships following similar 
  paths through the Drift. The intent of that encounter was to 
  foreshadow the events of this scenario, and it’s likely that 
  any player with a Chronicle sheet from Cries from the Drift 
  will have some knowledge of or relationship with the Manta 
  Corps. This should also increase the impact when the PCs 
  soon find the kalos (mostly) dead.
  While Fitch relays most of the pertinent (and necessary) 
  information about the Manta Corps as one of his answers 
  to PC questions, there is one pertinent piece of information 
  that PCs may retain from their previous encounter with the 
  Manta Corps: Mantarider Ushuul’s machine gun is named 
  “Muncher.” The weapon makes an appearance in area A3. 
  PCs remembering this obscure piece of information should 
  be encouraged to share the information with fellow party 
  members. In fact, even if a specific PC didn’t play Cries from 
  the Drift, but the associated player did, it’s still acceptable 
  for that player to share the information. In this case, rather 
  than decrying such behavior as metagaming, just consider 
  it just another method of information spreading throughout 
  the Starfinder Society!
  
  6
  STARFINDER SOCIETY SCENARIO
  20+: It would be possible to update the Drift engine of the 
  Master of Stars with a more modern design, but the entire 
  engine structure would have to be rebuilt, taking years. Finding 
  additional clophirium supplies is the fastest way to get the Master 
  of Stars up and running again, even if the Society must identify a 
  new mine to do so. The substance is incredibly difficult to find, so 
  any charts or maps identifying existing veins of clophirium would 
  be invaluable to the repair operations.
  THE JOURNEY TO ARNISELLE
  It takes 5d6 days for the PCs’ ship to make the necessary journey 
  through the Drift to reach Arniselle. The Starfinder Society 
  starship, a large personnel freighter called the Peregrination 
  into Night, ferries the PCs. Zhast (CG female shirren) is the ship’s 
  captain and a jovial host to the PCs during their time onboard. She 
  offers daily (and delicious) meals in her private quarters, which she 
  painstakingly prepares herself. 
  Drift Encounter: Sometime early in the journey, the PCs 
  come across an organic arkship lazily floating in the Drift. The 
  biomechanical ship openly broadcasts its affiliation with the 
  Xenowardens (Starfinder Core Rulebook 481), along with free 
  informational download packets on recent ecological events. 
  Hidden among various reports on the plant growth rates of various 
  worlds, the most interesting piece of information in the packet 
  is a report on plans to “cruelly place the last known feathered 
  renkrodas into captivity in small Castrovelian wildlife preserves.” 
  Beyond the information packet, the arkship doesn’t engage 
  in conversation with the PCs and is quick to move on so it can 
  continue its distribution to other traveling starships. 
  A PC who succeeds at a DC 20 Life Science check recognizes 
  that feathered renkrodas are an endangered form of large 
  reptilian hypercarnivores native to Castrovel, larger than the 
  more common whiskered renkroda (Starfinder Adventure 
  Path #2: Temple of the Twelve 58.)
  Arrival: Captain Zhast releases the PCs in a small submersible 
  vessel once the Peregrination into Night achieves orbit over 
  Arniselle. With this unarmed submersible, the PCs can reach 
  the lodge’s coordinates only a short distance away. The orbiting 
  starship is set to retrieve the PCs from their insertion location in 2 
  days, which should give the PCs plenty of time to complete their 
  mission. The submerged Starfinder lodge is simple to find, about a 
  quarter mile under the surface.
  A. ARNISELLE LODGE
  As the PCs approach, the Arniselle lodge appears to be intact. 
  The structure’s northern edge is pushed into a cluster of rocks 
  and boulders, with obvious signs of other past impact. The PCs 
  can perform a closer inspection of the exterior of the lodge. Many 
  subtle signs indicate that someone (or something) currently 
  resides within the facility. Broken parts of the exterior are 
  haphazardly repaired, exterior lights are active, and the front door 
  is decorated with a strange broken chain. A PC who succeeds at 
  a DC 12 Mysticism check realizes that the chain is displayed as a 
  holy symbol, but it doesn’t match any known religion.
  The rooms inside the lodge are 20 feet tall and the interior 
  walls are all made of the same compound as starship interior walls 
  (Starfinder Core Rulebook 408). The exterior walls are made of 
  starship bulkhead compound. All non-airlock doors are steel.
  Flooded Areas: Areas A5, A7, A8, and A9 are flooded and 
  completely submerged in water, but the rest of the lodge is dry.
  Airlocks: The facility has four airlocks that function as airlock 
  doors (Starfinder Core Rulebook 408). A PC inside the airlock can 
  activate it as a standard action. At the beginning of that character’s 
  next turn, the airlock chamber finishes draining or filling with 
  water (depending on direction) and the other side automatically 
  opens. Once activated in this fashion, no other creatures can enter 
  while the airlock is draining or filling. The exterior airlock can 
  comfortably hold 12 Medium creatures, while the interior airlocks 
  can contain only six Medium creatures at a time.
  Morlamaw Cult: The morlamaws currently inhabiting the lodge 
  arrived about 10 years ago. Oshessa, the leader of the group, found 
  a spiked chain buried under the sea floor and started receiving 
  vague visions from Zon-Kuthon. Without fully understanding her 
  visions, Oshessa nevertheless began preaching to those who would 
  listen, focusing on the importance of pain and loss that she saw. 
  Over time, she gradually attracted a small congregation of fellow 
  morlamaws. As she received more visions from the Zon-Kuthon, 
  whom she started calling the Weeping Knight based on the visions 
  she witnessed, Oshessa’s sermons took a darker turn. 
  Eventually, the city Oshessa and her congregation called home 
  exiled the cult after one of the congregants turned up dead with 
  unusual, gristly wounds. A few of Oshessa’s most faithful joined 
  her, and the group eventually found the sunken Starfinder lodge. A 
  few other morlamaws have joined the group over time, after being 
  cast out by the same city for one reason or another. 
  In the years since their exile, the morlamaws not only taught 
  themselves Common from the lodge’s abandoned educational 
  materials, but they also learned about the Starfinders, the Pact 
  Worlds, and the wider galaxy. Oshessa found several religious texts 
  that includes descriptions of Zon-Kuthon, who Oshessa quickly 
  Adventure Structure
  Sanctuary of Drowned Delight is centered around a single 
  focal location: the submerged Starfinder Society lodge. 
  While the entirety of the lodge is fully detailed (area A), 
  there are also several scripted events that can occur during 
  this adventure. These events don’t fit into the typical 
  structure of room descriptions, and are included as separate 
  encounters, starting on page 14. Be sure to read through 
  and familiarize yourself with each of the lodge’s rooms as 
  well as the listed events prior to running this adventure.
  
  A. Arniselle Lodge
  1 square = 5 feet
  N
  A8
  A7
  A6
  A9
  A1
  A2
  A3
  A4
  A5
  7
  SANCTUARY OF DROWNED DELIGHT
  
  8
  STARFINDER SOCIETY SCENARIO
  realized was the true face of her Weeping Knight visions. She 
  kept the true nature of her divine patron a secret, but her sermons 
  continued to focus on pain and loss. Oshessa recognizes that the 
  other morlamaws would generally be horrified by the atrocities 
  involved in properly following their religion. Still, Oshessa has her 
  eye out for new parishioners who might be swayed to the darker 
  aspects of Kuthite worship. She has completely converted Teltham, 
  her second-in-command, and is already working to create her next 
  protégé in the captured kalo, Suulhu-Huur.
  Events: The following section details information on each of 
  the areas within the lodge (A1 through A9.) Along with these 
  descriptions, there are several events that can take place 
  while the PCs explore. The first event (see Event 1 on page 14) 
  takes place as soon as the PCs enter the lodge via the exterior 
  airlock and into area A1. These events are presented later in the 
  adventure, though the description of areas where events occur 
  have an indication of the specific event to reference.
  A1. Temple (CR 6+)
  The first time the PCs enter this area, prior to reading the room 
  description, refer to Event 1 (see page 14).
  A large curtain divides this room, and faint lines on the ground 
  indicates that several walls were likely removed to make this 
  space more open. A five-foot-high stage and eight rows of 
  benches fill the northern half of the room, while the southern 
  half has several large tables. An airlock on the eastern wall acts 
  as a front door, and airlocks on the northern and southern walls 
  lead to other areas. Steel doors lead to the north and south. 
  The morlamaws use this as a meeting space and impromptu 
  temple. They attend daily sermons here, which the PCs can 
  experience as part of Event 2 (detailed on page 15.) 
  The doors to area A3 are covered in yellow tape labeled “Do Not 
  Enter” in Common. If asked about this warning, the morlamaws 
  explain that several robotic protectors shorted in the water and 
  attack anyone who enters. The cultists would appreciate the PCs 
  taking care of the problem.
  Creatures: A half-dozen morlamaws, in colors ranging from blue 
  to green to violet, pray quietly at the benches and work busily at 
  the tables, some cleaning fish and others repairing clothing and 
  equipment. The cultists in this area have no objection to the PCs 
  looking around or asking questions. They express interest in the 
  PCs and ask about what it is like on their home worlds and what 
  it’s like to travel through space. 
  These novices of the “Weeping Knight” have no knowledge of 
  Oshessa’s actions or the fate of the Manta Corps. They answer 
  questions as honestly as they can, and relay that Oshessa and 
  Teltham told them that the kalos left. If the PCs show these 
  morlamaws any of the kalos’ belongings (such as the cryopike 
  or the machine gun in area A4), they assume that the items 
  were inadvertently left behind or are items are left over from the 
  original Starfinders inhabiting the lodge. These novices all trust 
  Oshessa completely, and immediately distrust the PCs if the PCs 
  imply that Oshessa is up to anything suspicious. If asked about 
  Zon-Kuthon, they don’t recognize the name.
  ALL SUBTIERS (CR 6)
  MORLAMAW NOVICE CULTISTS (6)                                CR 1
  LN Large monstrous humanoid (aquatic)
  Init +0; Senses darkvision 60 ft.; Perception +1
  DEFENSE  
   
   
                   HP 16 EACH 
  EAC 10; KAC 11
  Fort +1; Ref +3; Will +6
  Resistances cold 5
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee tusk +5 (1d6+3 P plus skewer)
  Space 10 ft.; Reach 10 ft. 
  Spell-Like Abilities (CL 1st)
  1/day —mind thrust (1st level, DC 14), mystic cure (1st level)
  At will—telepathic message
  TACTICS 
  During Combat The novice cultists primarily use their tusks 
  to try and subdue opponents. They heal allies (especially 
  Oshessa) and unleash their mind thrust spell only when 
  threatened with aggressive or unresponsive foes.
  Morale The cultists plead for their enemies to stop attacking 
  them throughout combat. They surrender if reduced below 
  4 Hit Points. They also surrender if Oshessa is defeated.
  STATISTICS
  Str +2; Dex +0; Con +1; Int +0; Wis +4; Cha +0
  Skills Athletics +10, Mysticism +10, Survival +5
  Languages Common, Morlamaw
  Other Abilities amphibious
  SPECIAL ABILITIES 
  Skewer (Ex) When a morlamaw successfully deals damage 
  with its tusk attack to a creature that is not adjacent to 
  it, the morlamaw can move that creature 5 feet into an 
  adjacent square.
  Infamy: If the PCs attack the morlamaw cultists without 
  provocation or being attacked first, each PC willingly partaking 
  in the attack gains 1 Infamy.
  Development: If the PCs decide to immediately attack the 
  morlamaws—a truly bad idea—things quickly get out of hand. The 
  cultists here fight for as long as they must, but they are eager to 
  stop hostilities if at all possible. If at least one morlamaw manages 
  to escape the combat, they enter one of the airlocks on the 
  northern side of the lodge and alert their leaders. 10 rounds later, 
  Teltham arrives (if he was not already present) and joins in the 
  battle against the PCs. 10 rounds after that, Oshessa arrives with 
  her disciples. Such a combat is likely to overwhelm the PCs, make 
  for a very short adventure, and result in failing Fitch’s instructions 
  to make peaceful relations with any native life-forms.
  
  9
  SANCTUARY OF DROWNED DELIGHT
  A2. equipmenT Room
  Racks of weapons line the walls of this area, though many show 
  signs of damage from spending decades underwater. Several 
  suits of armor hang from the southern wall, while various boxes 
  of tools rest on the ground. There is a single exit door on the 
  western wall.
  Treasure: This room contains weapons and armor from the original 
  lodge. Most of the original Starfinder equipment is damaged, but 
  there are several items still in usable condition, including two tactical 
  pikes, two tactical spears, and an efficient bandolier. In Subtier 3–4, 
  the room also contains an advanced doshko, two sets of d-suit I armor, 
  a set of officer ceremonial plate armor, and four underwater tactical 
  starknives. In Subtier 5–6, the room also contains an advanced pike, 
  three sets of d-suit II armor, a set of commander ceremonial plate 
  armor, and two underwater sintered starknives.
  Rewards: If the PCs fail to investigate this room, reduce each 
  PC’s credits earned as follows.
  Subtier 3–4: Reduce each PC’s credits earned by 295 credits.
  Out of Subtier: Reduce each PC’s credits earned by 693 credits.
  Subtier 5–6: Reduce each PC’s credits earned by 1,092 credits.
  A3. WoRkshop (CR 4 oR CR 6)
  This crowded workshop has benches and a large cabinet lining 
  the walls. The room is filled with disassembled computers, 
  weapons, and gadgets. A door exits to the north, while another 
  door exits to the east.
  A PC who succeeds at a DC 20 Engineering check notices that the 
  bits of technology on the workbenches originate from numerous 
  cultures, though this is typical for a Starfinder lodge. A PC 
  whose result exceeds the DC by 5 also notices that some of the 
  technology is much more recent in design than when the lodge was 
  abandoned. A PC whose result exceeds the DC by 10 finds several 
  broken needles consistent with an injection weapon.
  Creatures: Security robots protect this room, having been 
  reactivated by Oshessa after she previously worked in the 
  chamber. Oshessa used the security robots to hide her work on 
  poisons and customized weapons. Most recently, Oshessa modified 
  an injection glove for her own use, adjusting the glove to work with 
  her unusual anatomy.
  The robots attack anyone entering the chamber. A PC who 
  succeeds at a DC 20 Engineering check knows that the Starfinder 
  Society employs the occasional security robot, and that such 
  constructs are programmed to stand down when confronted by 
  agents with the appropriate identification. Oshessa did not know 
  to override the command not to attack creatures displaying a 
  Starfinder Society implant. Any PCs with such an implant (such as 
  the one received as part of Starfinder Society Scenario #1–01: The 
  Commencement) can display the implant, which causes the robots 
  to stand down from attacking them. 
  SUBTIER 3–4 (CR 4)
  OBSERVER-CLASS SECURITY ROBOTS (3) 
  CR 1
  HP 17 each (Starfinder Alien Archive 94; see page 20)
  SUBTIER 5–6 (CR 6)
  PATROL-CLASS SECURITY ROBOTS (2) 
  CR 4
  HP 52 each (Starfinder Alien Archive 94; see page 20)
  Treasure: A weaponsmithing tool kit lies near a pile of UPBs 
  (600 in Subtier 3–4; 1,500 in Subtier 5–6). A PC can open one of 
  the locked cabinets with a successful DC 20 Engineering check. The 
  cabinet contains Suulhu-Huur’s underwater tactical cryopike and 
  Ushuul’s underwater machine gun. The machine gun has the words 
  “Muncher” written on the barrel in Kalo. Muncher is an underwater 
  squad machine gun in Subtier 3–4 and an underwater light machine 
  gun in Subtier 5–6. The cabinet also contains a serum of enhancement 
  (scientist) and an advanced medkit. In Subtier 3–4, the cabinet also 
  holds 6 mk 2 serums of healing. In Subtier 5–6, the cabinet contains 
  3 mk 3 serums of healing and a filtered rebreather armor upgrade.
  Rewards: If the PCs do not investigate the room and find the 
  contents of the cabinet, reduce each PC’s credits earned as follows.
  Subtier 3–4: Reduce each PC’s credits earned by 302 credits.
  Out of Subtier: Reduce each PC’s credits earned by 503 credits.
  Subtier 5–6: Reduce each PC’s credits earned by 704 credits.
  A4. kiTChen And meAl hAll
  This small rectangular room measures about thirty feet across. 
  It has a single entrance to the north. Cabinets and small 
  counters line most of the walls here, with a cooking table and 
  stove combination resting against the southern wall. A pike lies 
  along one long counter with several fish speared on it.
  This area is a kitchen, a common customization found in most 
  Starfinder outposts. A PC who undertakes a thorough search of 
  the kitchen and succeeds at a DC 20 Life Science check (DC 24 in 
  Subtier 5–6) notices several empty bottles of an ingredient popular 
  among lashuntas but poisonous to aquatic creatures. 
  Creature: A magenta morlamaw moves around quickly, 
  chopping ingredients and adding things to several pots. This 
  Scaling Encounter A3
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Remove one security robot from the 
  encounter.
  
  10
  STARFINDER SOCIETY SCENARIO
  morlamaw is named Zavlig and he is in here preparing food for 
  dinner. He does not recognize the empty bottles but says that 
  food preparation duties are shared, and even Oshessa takes her 
  turn making meals. If the PCs ask if Oshessa ever prepared a 
  meal for the kalos, Zavlig thinks that she did. Zavlig responds to 
  general questions just as the cultists in A1 do.
  BOTH SUBTIERS (CR 1)
  ZAVLIG                                                                                           CR 1
  Male morlamaw novice cultist (see page 8)
  HP 16
  A5. BARRACks
  An airlock at the top of the staircase separates the flooded lower 
  floor of the building from the upper floor. Beyond the airlock is 
  a large facility lined with beds and chests. This space provides 
  living space for potentially several dozen creatures.
  This area has no map, as it uses the same footprint as the 
  lodge’s upper level, except without any interior walls. Most of 
  the cultists sleep in this area, though some of the higher-ranking 
  members (Hinevera, Teltham, and Zavlig) have their own areas 
  sectioned off by curtains, and Oshessa maintains her own private 
  quarters (area A9). A PC who succeeds at a DC 20 Perception 
  check (DC 22 in Subtier 5–6) spots a Starfinder insignia on the 
  ground by one of the curtained-off beds (Teltham’s bed). A PC 
  who succeeds at a DC 20 Culture or Engineering check (DC 22 in 
  Subtier 5–6) recognizes the insignia to be of too modern a style 
  to be left over from the original lodge.
  Creatures: At any time, there are half a dozen morlamaws 
  sleeping in this area. They rotate with the novice cultists from area 
  A1, and provide the same information if questioned.
  MORLAMAW NOVICE CULTISTS (6)                                CR 1
  Morlamaw novice cultist (see page 8)
  HP 16 each
  A6. liBRARy And museum
  A large portrait in the northeast corner displays an intense-
  looking ysoki in an official uniform, while a painting on the wall 
  nearby depicts the image of a broken chain. A bookshelf on the 
  eastern wall contains several antique books, while a second 
  shelf displays various pieces of broken chain. A stack of boxes 
  has been tucked into the corner between the door to the south 
  and the airlock to the west. 
  Many of the original books and displays have been boxed up 
  and the morlamaw’s own minor relics laid out. There are many 
  religious treatises still on the shelves here, and a PC who succeeds 
  at a DC 15 Culture or Mysticism check notices that they date 
  back to shortly after the end of Gap. The boxes include datapads 
  with applications for learning Common and the history of the 
  Starfinder Society and Pact Worlds from roughly 100 years ago.
  The museum is largely a display of holy symbols, all broken 
  chains like the one seen on the front door. A PC who succeeds at 
  a DC 20 Perception check (DC 22 in Subtier 5–6) while studying 
  the wall painting notices that a much stranger symbol has been 
  painted over: still a chain, but this one coming out of the eyes of 
  a skull. A DC 15 Mysticism check reveals this as a holy symbol of 
  Zon-Kuthon, the god of darkness, envy, loss, and pain.
  Any PC who succeeds at a DC 20 Culture check recognizes the 
  ysoki displayed on the painting as former First Seeker Lezosk. 
  The portrait dates to a period almost 150 years ago, known as the 
  Time of Uncertainty among Starfinders. First Seeker Lezosk took 
  command of the Society during the later end of this troubled time 
  and was responsible for various reforms. Lezosk’s last known act 
  was to construct the Perplexity, a mysterious proving ground 
  that exists to this day on the grounds of the Lorespire Complex. 
  Lezosk disappeared shortly after. Portraits of this First Seeker 
  are exceedingly rare, and likely of extreme value to the record 
  keepers of the Lorespire Complex.
  Creature: A morlamaw named Irtrine, guards the airlock entrance 
  to the reliquary. She readily explains that the sect’s holiest relics 
  are kept safe in that room, and no one may enter without Oshessa’s 
  explicit permission. Irtrine does not leave her post willingly. She 
  responds to general questions just as the cultists in A1 do.
  BOTH SUBTIERS (CR 1)
  IRTRINE                                                                                        CR 1
  Female morlamaw novice cultist (see page 8)
  HP 16
  Treasure: The portrait of First Seeker Lezosk is quite valuable 
  to collectors, worth 1,000 credits in Subtier 3–4 or 2,500 credits 
  in Subtier 5–6. The books are boxed up with a few credsticks, 
  which the morlamaws have no way to use. These credsticks are 
  collectively worth 1,000 credits, or 3,200 credits in Subtier 5–6.
  Rewards: If the PCs do not investigate this room, reduce each 
  PC’s credits earned as follows.
  Subtier 3–4: Reduce each PC’s credits earned by 333 credits.
  Out of Subtier: Reduce each PC’s credits earned by 642 credits.
  Subtier 5–6: Reduce each PC’s credits earned by 950 credits.
  A7. ReliquARy
  An airtight semicylinder of glass protects various decrepit tomes, 
  a handheld computer, and a blood-encrusted, rusty spiked chain 
  from the water that fills this chamber. An airlock exits to the east, 
  while a steel door goes on to the west. A noticeable crack, almost 
  the size of a human child, mars the northern wall here.
  The semicylindrical case contains the cult’s most precious 
  
  11
  SANCTUARY OF DROWNED DELIGHT
  relics: several holy texts of Zon-Kuthon alongside some of the 
  records of the original Starfinder Society lodge, as well as the 
  spiked chain that gave Oshessa her initial vision. This weapon is 
  too old and delicate to still function and cannot be used in combat 
  without immediately breaking. The records contain a detailed 
  geological study of the natural resources in the surrounding area, 
  including a map with several areas indicated as having large 
  concentrations of clophirium. If retrieved, this information would 
  speed up the mining effort by months, since it would eliminate 
  the need to survey for the optimal locations. 
  Creatures: If the PCs gain entry to this room prior to Event 4 
  (see page 16), their movement attracts the attention of several sea 
  serpents. The serpents and their attack are described in Event 4.
  Treasure: The antique holy text in this room is also valuable to 
  collectors, worth 500 credits in Subtier 3–4 and 1,000 credits in 
  Subtier 5–6. The spiked chain appears to be quite old and consistent 
  with Kuthite ritual weapons. It is worth 1,200 credits in Subtier 3–4 
  and 2,500 credits in Subtier 5–6.
  Rewards: If the PCs fail to investigate this room, or the holy relics 
  are destroyed in the sea serpent attack (see Event 4), reduce each 
  PC’s credits earned as follows.
  Subtier 3–4: Reduce each PC’s credits earned by 250 credits.
  Out of Subtier: Reduce each PC’s credits earned by 277 credits.
  Subtier 5–6: Reduce each PC’s credits earned by 304 credits.
  A8. oshessA’s quARTeRs (CR 6 oR CR 8)
  This flooded bedroom has an airlock on the southern wall and 
  a door on the eastern wall leading out. A pile of soft materials 
  in the northeast corner serves as a bed. Several metal lockbox 
  chests line the room. The southern wall is covered with an image 
  of a humanoid skull with chains coming out of the eye sockets.
  The airlock to Oshessa’s quarters is secured with a good lock. A 
  PC must succeed at a DC 30 Engineering check (DC 35 in Subtier 
  5–6) to disable this lock. Any attempt to bypass the lock that fails 
  by more than 5 sets off an alarm easily heard through the entire 
  lodge. If the PCs trigger this alarm, Oshessa doesn’t kick them 
  out, but she does insist that the group must be accompanied by 
  an escort, most likely Hinevera. If this happens, Hinevera insists 
  the PCs must attend both the sermon (Event 2) and the dinner 
  (Event 3). 
  A PC who succeeds at a DC 15 Mysticism check recognizes the 
  image on the wall as a symbol of Zon-Kuthon. A PC who searches 
  the room and succeeds at a DC 20 Perception check (DC 24 in 
  Subtier 5–6) discovers a hidden door in the northwest corner. The 
  secret door is also locked and alarmed in the same way as the 
  airlock into area A8; however, this alarm can’t be heard outside 
  of this room due to its extensive sound-proofing, which a PC can 
  realize with a successful DC 15 Engineering check. The intention 
  of the alarm is to alert Oshessa if someone attempts to escape 
  from area A9, but it also alerts anyone in the secret room. The 
  secret door is not structurally sound, and a PC can break it down 
  with a successful DC 16 Strength check, which also sets off 
  the alarm.
  Creature: The cult leader, Oshessa, is often found in this room, 
  alongside her two most loyal followers. Unlike other morlamaws 
  in the facility, these disciples have accepted Oshessa’s new 
  truths about the Weeping Knight and are close to becoming 
  full worshipers of Zon-Kuthon. As a result, these followers 
  are far more fanatical in their devotion to Oshessa than the 
  other  morlamaws.
  SUBTIER 3–4 (CR 6)
  MORLAMAW NOVICE CULTISTS (2) 
  CR 1
  Morlamaw novice cultist (see page 8)
  HP 16 each
  OSHESSA 
  CR 5
  Female morlamaw mystic
  NE Large monstrous humanoid (aquatic)
  Init +0; Senses darkvision 60 ft.; Perception +2
  DEFENSE  
   
   
                    HP 60 RP 4
  EAC 16; KAC 17
  Fort +6; Ref +6; Will +8
  Defensive Abilities share pain (DC 15)
  Resistances cold 10
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Oshessa’s Modified 
  Injection Glove
  Scaling Encounter A8
  Oshessa combined three injection gloves into a single device 
  that not only fits her morlamaw anatomy, but also holds 3 
  doses of poison instead of 1 so that she can attack with 
  poison three times before refilling. It otherwise performs 
  as a standard injection glove. Because it is specifically 
  designed for morlamaw flippers, non-morlamaws cannot 
  use the modified injection glove.
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Remove one novice cultist from the 
  encounter. In addition, reduce the DC of Oshessa’s spells by 
  2 and reduce her Resolve Points by 2.
  
  Oshessa
  12
  STARFINDER SOCIETY SCENARIO
  Melee modified injection glove +11 (1d4+8 P plus poison) or
  tusk +11 (1d6+8 P plus skewer)
  Offensive Abilities backlash
  Space 10 ft.; Reach 10 ft. 
  Mystic Spell-Like Abilities (CL 5th)
  At will—mindlink
  Mystic Spells Known (CL 5th)
  2nd (3/day)—fear (DC 17), inflict pain (DC 17)
  1st (6/day)—command (DC 16), mystic cure, reflecting armor
  0 (at will)—stabilize, telepathic message
  Connection mindbreaker
  TACTICS 
  Before Combat Oshessa prepares for combat by casting 
  reflecting armor and filling her injection glove with poison.
  During Combat Oshessa delights in causing pain and so 
  spreads out her attacks to make as many opponents suffer 
  as possible while using her Resolve Points to activate her 
  share pain ability. She knows her room doesn’t have a lot of 
  room for Large creatures to maneuver, so she tries to get 
  into area A9 or through the airlock to rally her cultists. She 
  prefers to affect her enemies with her spells from a distance 
  but attacks with her modified injection glove if forced 
  into melee.
  Morale Oshessa is devoted to serving Zon-Kuthon. She does 
  not surrender and fights to the death.
  STATISTICS
  Str +3; Dex +0; Con +2; Int +0; Wis +5; Cha +0
  Skills Athletics +11, Bluff +11, Engineering +14, Life Science +16, 
  Mysticism +16
  Languages Common, Morlamaw
  Other Abilities amphibious
  Gear modified injection glove, blue whinnis poison (3 doses)
  SPECIAL ABILITIES 
  Skewer (Ex) When a morlamaw successfully deals damage 
  with its tusk attack to a creature that is not adjacent to 
  it, the morlamaw can move that creature 5 feet into an 
  adjacent square.
  SUBTIER 5–6 (CR 8)
  OSHESSA 
  CR 7
  Female morlamaw mystic
  NE Large monstrous humanoid (aquatic)
  Init +0; Senses darkvision 60 ft.; Perception +2
  DEFENSE  
   
   
                    HP 90 RP 4
  EAC 18; KAC 19
  Fort +8; Ref +8; Will +10
  Defensive Abilities share pain (DC 17)
  Resistances cold 10
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee modified injection glove +14 (1d4+11 P plus poison) or
  tusk +14 (1d6+11 P plus skewer)
  Offensive Abilities backlash, sow doubt (3 rounds, DC 
  17)
  Space 10 ft.; Reach 10 ft. 
  Mystic Spell-Like Abilities (CL 7th)
  At will—mindlink
  Mystic Spells Known (CL 7th)
  3rd (3/day)—bestow curse (DC 20), psychokinetic strangulation 
  (DC 20)
  2nd (6/day)—fear (DC 19), hold person (DC 19), inflict pain (DC 19)
  1st (at will)—mystic cure, reflecting armor
  Connection mindbreaker
  TACTICS 
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str +4; Dex +0; Con +2; Int +0; Wis +5; 
  Cha +0
  Skills Athletics +14, Bluff +14, 
  Engineering +14, Life Science +19, 
  Mysticism +19
  Languages Common, Morlamaw
  Other Abilities amphibious
  Gear modified injection glove, 
  blue whinnis poison (6 doses)
  
  13
  SANCTUARY OF DROWNED DELIGHT
  SPECIAL ABILITIES 
  Skewer (Ex) When a morlamaw successfully deals damage with 
  its tusk attack against a creature who is not adjacent, it can 
  move that creature 5 feet into an adjacent square.
  OSHESSA’S DISCIPLES (2) 
  CR 3
  NE Large monstrous humanoid (aquatic)
  Init +0; Senses darkvision 60 ft.; Perception +1
  DEFENSE  
   
   
                  HP 32 EACH 
  EAC 13; KAC 14
  Fort +2; Ref +4; Will +8
  Resistances cold 5
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee tusk +8 (1d6+3 P plus skewer)
  Space 10 ft.; Reach 10 ft. 
  Spell-Like Abilities (CL 3rd)
  1/day—mystic cure (2nd level), mind thrust (2nd level, DC 16)
  At will—telepathic message
  TACTICS 
  During Combat The disciples open by using their mind thrust 
  spell-like ability against the most heavily armed opponent, 
  preferring those with large melee weapons. They then move 
  into combat and viciously attack using their tusks, trying to 
  cover Oshessa.
  Morale The disciples are fervently devoted to Oshessa and 
  fight to the death.
  STATISTICS
  Str +2; Dex +0; Con +1; Int +0; Wis +4; Cha +0
  Skills Athletics +13, Mysticism +13, Survival +8
  Languages Common, Morlamaw
  Other Abilities amphibious
  SPECIAL ABILITIES 
  Skewer (Ex) When a morlamaw successfully deals damage 
  with its tusk attack against a creature who is not adjacent, 
  it can move that creature 5 feet into an adjacent square. 
  Treasure: A small cabinet contains two tier 1 antitoxins and 
  one tier 2 sedative. In Subtier 5–6, the area contains two tier 2 
  antitoxins and one tier 3 sedative.
  Rewards: If the PCs do not investigate this room or if they fail 
  to defeat Oshessa during the adventure, reduce each PC’s credits 
  earned as follows.
  Subtier 3–4: Reduce each PC’s credits earned by 110 credits.
  Out of Subtier: Reduce each PC’s credits earned by 304 credits.
  Subtier 5–6: Reduce each PC’s credits earned by 498 credits.
  A9. oshessA’s seCReT Room (CR 4 oR CR 6)
  The currents push debris throughout this rocky cave. Several 
  carved-stone skull-and-chain symbols hang from the walls, and 
  a large table with several knives bolted to it stands at the center 
  of the chamber. The thick metal bolts prevent the cutting utensils 
  from floating away in the heavy motion of the water. Two cage 
  cells are set along the eastern wall. A glass case with plastic 
  gloves set into the side contains various books and datapads.
  The water current in this cavern, drawn through minor holes in 
  the rock, increases the DC of Athletics checks to swim by 5. The case 
  holds books on anatomy, biology, and poison taken from the library. 
  Creatures: Throughout much of the adventure, Oshessa’s favored 
  follower, Teltham, can be found in this cavern. Teltham watches 
  over the imprisoned kalo Suulhu-Huur, the sole surviving member 
  of the Manta Corps. Oshessa has spent several weeks attempting to 
  indoctrinate the kalo into worship of Zon-Kuthon. The PCs’ arrival 
  at the lodge has accelerated her timeline, and Oshessa pursues 
  more gruesome ministrations as time goes on, leaving Teltham on 
  guard duty whenever she leaves to rest or deliver her sermons. 
  Teltham is a coward, and if the PCs confront him alone at any point, 
  a successful DC 20 Intimidate check is sufficient to get the truth 
  about Oshessa’s “ministrations” on the kalo out of him before fear 
  of Oshessa overcomes him and he attacks the PCs.
  Suulhu-Huur’s exact state varies based on the current event.
  SUBTIER 3–4 (CR 4)
  SUULHU-HUUR 
  CR 2
  Female kalo sharkhunter (Starfinder Alien Archive 68; see page 20)
  HP 22 (currently 4)
  Gear none
  Special: Depending on the current event taking place, Suulhu-
  Huur’s condition is increasingly worse. Refer to the current 
  event for more information.
  TELTHAM 
  CR 4
  Male morlamaw
  LN Large monstrous humanoid (aquatic)
  Init +4; Senses darkvision 60 ft.; Perception +1
  DEFENSE  
   
   
   
          HP 60
  EAC 16; KAC 18
  Fort +6; Ref +8; Will +5
  Resistances cold 10
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Scaling Encounter A9
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Teltham has already cast force blast today. 
  He is also quite nervous about the PCs and takes a –2 
  penalty to attack and damage rolls.
  
  14
  STARFINDER SOCIETY SCENARIO
  Melee tusk +13 (1d6+9 P plus skewer) or
  underwater fangblade +13 (1d12+9 S; critical bleed 1d8) 
  Space 10 ft.; Reach 10 ft. 
  Spell-Like Abilities (CL 4th)
  1/day—force blast (DC 13)
  3/day—mind thrust (1st level, DC 12), reflecting armor
  At will— telepathic message
  TACTICS 
  Before Combat If alerted to an imminent attack, such as by 
  the alarmed door into Oshessa’s secret room, Teltham casts 
  reflecting armor.
  During Combat Teltham focuses his attacks on opponents 
  he sees as weak. He begins combat by using his force 
  blast spell-like ability to damage as many foes as he can. 
  Teltham then closes to melee, using his weapon to make 
  full attacks. He casts mystic cure on himself if reduced 
  below half his Hit Points.
  Morale Teltham surrenders if Oshessa is killed or defeated. 
  STATISTICS
  Str +5; Dex +0; Con +3; Int +0; Wis +1; Cha +0
  Skills Athletics +15, Medicine +10, Mysticism +10
  Languages Common, Morlamaw
  Other Abilities amphibious
  Gear underwater fangblade
  SPECIAL ABILITIES 
  Skewer (Ex) When a morlamaw successfully deals damage 
  with its tusk attack to a creature that is not adjacent to 
  it, the morlamaw can move that creature 5 feet into an 
  adjacent square.
  SUBTIER 5–6 (CR 6)
  SUULHU-HUUR 
  CR 2
  Female kalo sharkhunter (Starfinder Alien Archive 68; see page 20)
  HP 22 (currently 4)
  Gear none
  Special: Depending on the current event taking place, Suulhu-
  Huur’s condition is increasingly worse. Refer to the current 
  event for more information.
  TELTHAM 
  CR 6
  Male morlamaw
  LN Large monstrous humanoid (aquatic)
  Init +4; Senses darkvision 60 ft.; Perception +1
  DEFENSE  
   
   
   
         HP 100
  EAC 18; KAC 20
  Fort +8; Ref +10; Will +7
  Resistances cold 10
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee tusk +17 (1d6+11 P plus skewer) or
  underwater microserrated longsword +13 (2d10+7 S; critical 
  bleed 2d6)
  Space 10 ft.; Reach 10 ft. 
  Spell-Like Abilities (CL 4th)
  1/day—force blast (DC 14)
  3/day—mind thrust (1st level, DC 13), reflecting armor
  At will—telepathic message
  TACTICS 
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str +5; Dex +0; Con +3; Int +0; Wis +2; Cha +0
  Skills Athletics +18, Medicine +13, Mysticism +13
  Languages Common, Morlamaw
  Other Abilities amphibious
  Gear underwater microserrated longsword
  SPECIAL ABILITIES 
  Skewer (Ex) When a morlamaw successfully deals damage 
  with its tusk attack to a creature that is not adjacent to 
  it, the morlamaw can move that creature 5 feet into an 
  adjacent square.
  Development: Once the PCs save Suulhu-Huur, the kalo admits 
  that she’s in no condition, mentally or physically, to assist in their 
  mission. She requests to be returned to the ship in orbit so she 
  can get back to Absalom Station to process what’s happened to 
  her and her former squad. Suulhu-Huur can bring the PCs up to 
  speed on what’s happened at the lodge, specifically the manner 
  in whish Oshessa poisoned them, and how the morlamaw cult 
  leader worships Zon-Kuthon and fed the other Manta Corps 
  members to sea serpents—all facts Oshessa gloated to Suulhu-
  Huur about during their sessions together.
  Each PC involved in saving Suulhu-Huur from death also 
  receives the Suulhu-Huur Debt boon on her Chronicle sheet.
  Treasure: The biology books and datapads contain additional 
  information about Arniselle’s native life-forms and are worth 500 
  credits as a result, or 1,000 credits in Subtier 5–6.
  Rewards: If the PCs do not investigate this room or fail to 
  defeat Teltham and free Suulhu-Huur, reduce each PC’s credits 
  earned as follows.
  Subtier 3–4: Reduce each PC’s credits earned by 183 credits.
  Out of Subtier: Reduce each PC’s credits earned by 286 credits.
  Subtier 5–6: Reduce each PC’s credits earned by 388 credits.
  EVENT 1: UNEXPECTED ARRIVAL
  Several morlamaws stand ready as soon as the PCs enter 
  the lodge via the exterior airlock and into area A1. Read or 
  paraphrase the following. The airlock door spins open, and two 
  creatures await on the other side. One creature is a vibrant 
  teal and the other a similarly bright indigo. Both are large 
  creatures with an imposing presence, each with a stout body 
  that ends in a single wide flipper. They have articulated side 
  flippers with a surprising level of fine motion, brightly colored 
  whiskers, gills, and four long tusks, two on each side. The tusks 
  are lightly carved with decorative patterns. They both wear 
  
  Hinevera
  15
  SANCTUARY OF DROWNED DELIGHT
  white robes that flutter with the movement of the ocean, and 
  the indigo creature speaks in slightly accented but otherwise 
  perfect Common.
  “Hello, and welcome! I am Hinevera, and this is Teltham of 
  the morlamaw people. Welcome to our home. You must be more 
  Starfinders, I presume? The last group left rather quickly, so we 
  assumed another group would arrive soon. Greetings!”
  These morlamaws are extremely interested in the 
  PCs, as outsiders and as alien life-forms, but they 
  are not astonished by the PCs’ presence. The 
  cultists have read about the Starfinders from 
  the materials left behind in the lodge. Their 
  information is about 100 years out of date, 
  so they have no knowledge of kasathas, 
  they think that vesk are enemies, and 
  they don’t know anything about 
  the Swarm. 
  The morlamaw Hinevera 
  (NG 
  female 
  morlamaw) 
  is 
  friendly 
  and 
  open, 
  answering any of the PCs’ 
  questions. 
  Teltham (NE 
  male morlamaw, see area 
  A9) is quiet, responding in 
  single-word answers only 
  when directly addressed. 
  Hinevera genuinely doesn’t know about 
  Oshessa’s activities or what happened to the 
  Manta Corps. Teltham does know, but tries to let Hinevera do all 
  the talking. 
  Shortly after the PCs enter, one of the morlamaws fetches 
  Oshessa, a dark blue morlamaw, who arrives from the airlock 
  leading to area A8. Oshessa greets the PCs and introduces herself 
  as the sect’s leader. She asks some questions about the PCs and 
  where they came from, and she takes particular interest in their 
  alien anatomy, randomly asking casual questions about limbs 
  and where their organs are. She excuses herself to her quarters 
  to prepare that evening’s sermon (Event 2), but reiterates that 
  the PCs are welcome to look for Starfinder Society equipment 
  and claim what they wish. She stays in her quarters in area A8 
  throughout the PCs’ initial investigation until it’s time for the 
  sermon. Oshessa’s quarters are sound-proofed, and she can’t hear 
  anything going on in the rest of the building.
  The following are responses to possible questions the PCs might 
  ask, and Hinevera does her best to answer.
  Who are you, and what are you doing here in the Starfinder 
  lodge? “Our species is morlamaw, and we live in trench cities all 
  over this planet. Our particular group was cast out of our homeland 
  because we discovered a new faith, but we were lucky enough 
  to stumble upon this structure to shelter us from local predators. 
  We’ve spent the last 10 years repairing this place and making it 
  suitable for us to live in. It’s now both our home and temple.”
  Can you tell us about your faith? “We worship the Weeping 
  Knight, and we know through him that we can only find meaning 
  through enduring many trials. Losing our old home was painful, 
  but that was but one early trial and now we can worship freely.”
  How do you know how to speak Common? “We learned it all from 
  the educational materials kept here in your former lodge. It must be 
  so exciting to travel among the stars, as you do! I don’t think any 
  morlamaws have ever left this world.”
  Will you move out now that we want the lodge 
  back? “The Starfinders abandoned this 
  structure a very long time ago, before it 
  even fell into the sea, which is technically 
  morlamaw territory. We’ve taken care of it 
  and repaired it and made it our home. We 
  would have nowhere else to go.” 
  A PC who succeeds at a DC 14 
  Profession (lawyer) check knows that 
  any Pact Worlds arbitration would 
  consider the morlamaws the legal 
  owners of the property.
  What’s the status of the lodge? 
  Is it flooded and is everything 
  still working? “The 
  whole 
  structure was flooded when 
  we found it. The computers 
  and other equipment in there 
  don’t function underwater, so 
  we managed to restore breathable air to a lot 
  of the rooms. There are airlocks, like the one 
  you just came in from, between some rooms. Still, we try to keep 
  some areas filled with water—it’s just more comfortable for us.”
  What happened to the last group of Starfinders? “They were 
  quite funny, weren’t they? With their… wings? Is that what 
  they’re called? The other Starfinders visited for a little while, and 
  we offered to let them inventory and take back all the Starfinder-
  marked property. We certainly have no need of your weapons 
  and armor; it’s hard for us to use them!” Hinevera waves one of 
  her flippers to demonstrate. “They left quickly though; I don’t 
  think they were keen on inventorying.”
  Development: The PCs have plenty of time to explore all the 
  accessible parts of the lodge, which currently includes areas A1 
  to A6. Oshessa, or Hinevera if Oshessa has already returned to 
  her quarters, requests the PCs refrain from entering area A7 or 
  area A8. The relics contained in these rooms are not meant for 
  outsiders, and the PCs must attend Oshessa’s sermon before 
  they’re ready to be in the presence of the sect’s relics.
  Event 2 occurs right about the time the PCs finish their 
  investigation of areas A1 through A6 to their satisfaction. If the 
  PCs need a short rest after the encounter in A3, they can easily fit 
  that in with their investigations.
  EVENT 2: OSHESSA’S SERMON
  Hinevera collects the PCs to come to the sermon in area A1 after 
  
  16
  STARFINDER SOCIETY SCENARIO
  the PCs have had sufficient time to explore the accessible areas 
  of the lodge. Oshessa soon arrives in the makeshift temple, and 
  her demeanor when she greets the PCs is somewhat brusque. 
  Conversely, her persona in front of the crowd is magnetic. 
  Oshessa takes the western stage and begins to speak—
  in Common, for the benefit of the sect’s new guests—on the 
  importance of loss to have meaning in one’s life, and “how, without 
  pain, we would never appreciate the joyous things in life.” A PC 
  who succeeds at a DC 20 Sense Motive check (DC 22 in Subtier 
  5–6) notices that there seems to be particular meaning to the 
  phrase “joyous things.” A PC who detects or is told the emphasis 
  on that term, has seen the chain on the outside of the lodge, and 
  also succeeds at a DC 20 Mysticism check recalls that “Joyful 
  Things” are the name of certain particularly devoted servants of 
  Zon-Kuthon, and this could easily be a slight variation. 
  Oshessa makes large, expressive gestures with her flippers, 
  and a PC who succeeds at a DC 20 Perception check (DC 24 in 
  Subtier 5–6) notices deep scars on Oshessa’s skin as she moves 
  around. After the sermon is over, Oshessa quickly returns to her 
  quarters. She avoids talking to the PCs and redirects them to 
  other cultists if they attempt to talk to her. She states that she 
  needs to prepare the relics for the PCs’ arrival, and that they’ll 
  need to wait only a short while longer.
  If the PCs attempt to disrupt the sermon, perhaps by revealing 
  their findings that the cult worships Zon-Kuthon or exclaiming 
  that Oshessa killed the Manta Corps, Oshessa first tries to smooth 
  over the disruption and then insists that the PCs leave at once. If 
  pressed, Oshessa and her disciples attempt to force the PCs out. 
  Teltham is noticeably absent during the sermon; he is instead 
  in area A9 with Suulhu-Huur. He cannot hear the sermon or any 
  disruptions from area A9 due to the sound-proofing.
  Sneaking Away: If the PCs do not attend the sermon or sneak 
  away, Oshessa’s quarters in area A8 are locked and alarmed 
  as usual. The stage is next to the direct entrance to Oshessa’s 
  quarters, and therefore sneaking in during the sermon requires 
  unusual tactics. 
  Suulhu-Huur Condition: At this stage in the adventure, the 
  Manta Corps survivor is only mildly injured, represented as 
  weakened on the Constitution poison track (Starfinder Core 
  Rulebook 415).
  Development: If the PCs force their way into area A9 during 
  the sermon, they may skip Event 3 entirely and proceed to Event 
  4 as Irtrine sounds the alarm. If PCs enter area A9 but don’t 
  immediately confront Oshessa, she instead confronts the PCs at 
  the end of her sermon (see area A8 for details on Oshessa). In this 
  event, Event 3 might still take place after this confrontation, and 
  the remaining morlamaws use the dinner to discuss their future 
  now that the dark truth of the Weeping Knight is revealed—but 
  Event 4 interrupts the dinner in any case.
  EVENT 3: DINNER
  After the sermon, Hinevera invites the PCs to dinner. Teltham 
  arrives and provides a blessing, which includes the words 
  “Servants of Midnight.” A PCs who succeeds at a DC 20 Mysticism 
  check recognizes the phrase as referring to priests of Zon-
  Kuthon. Oshessa doesn’t attend the dinner, and Hinevera explains 
  that Oshessa usually needs time to rest after a sermon. The food 
  served is not necessarily to the tastes of non-aquatic PCs, but it is 
  perfectly safe. At the end of the meal, Teltham departs and enters 
  Oshessa’s quarters. 
  Sneaking Away: If the PCs attempt to get away from the meal 
  or simply don’t attend, Oshessa’s quarters (area A8) are locked 
  and alarmed as usual. Oshessa is currently in A9 with Suulhu-
  Huur and her two assistant morlamaws (as detailed in area A8). 
  Oshessa immediately attacks the PCs if they enter A9 at this 
  time. If the PCs defeat Oshessa, Teltham attacks them as soon 
  as it becomes evident that the cult leader has been defeated. 
  Regardless of what happens during the dinner, Event 4 occurs 
  immediately afterward.
  Suulhu-Huur Condition: At this stage in the adventure, the kalo 
  is moderately injured, represented as impaired on the Constitution 
  poison track (Starfinder Core Rulebook 415).
  Development: Just as the dinner is wrapping up, another 
  morlamaw, Irtrine (detailed in area A6), sounds an alarm from the 
  reliquary (see Event 4).
  EVENT 4: ATTACK ON THE RELIQUARY (CR 5 OR CR 7)
  This event occurs immediately after Event 3. A group of sea serpents 
  break into the lodge via the crack in the wall in area A7. Oshessa 
  previously fed the snakes through the crack in area A7—specifically 
  with the bodies of the dead Manta Corps—and now they’re seeking 
  another convenient meal. By forcing their way into the compound, 
  the serpents threaten to damage both the morlamaw holy relics 
  and the Starfinder Society’s records in the chamber. 
  Creatures: Two smaller serpents easily slipped in through the 
  crack and into area A7, but a larger serpent is stuck in the crack 
  and thrashes about wildly. In Subtier 5–6, the Large trench serpent 
  has expanded the size of the crack with its bulk, but is still stuck. 
  Once the PCs arrive in the area, the larger serpent thrashes 
  wildly if no targets are within its reach. Each round it spends 
  thrashing, it strikes the glass, adding more cracks along its 
  surface. After the third round of thrashing, the glass breaks and 
  water begins flooding the case. Within 2 rounds, the contents of 
  the semicylindrical case are destroyed unless the PCs come up 
  with an inventive solution to save them. 
  If any of the intruding snakes bites a PC, that character has a 
  chance to attempt a DC 20 Perception check to notice a fragment 
  of distinctive armor caught in the creature’s teeth. A PC who 
  subsequently succeeds at DC 15 Culture check recognizes the 
  fragment as being kalo in nature—remains of the Manta Corps.
  SUBTIER 3–4 (CR 5)
  ARNISELLE SEA SERPENT 
  CR 3
  N Medium animal (aquatic)
  Init +4; Senses darkvision 60 ft.; Perception +8
  
  17
  SANCTUARY OF DROWNED DELIGHT
  DEFENSE  
   
   
   
           HP 35
  EAC 15; KAC 18
  Fort +7; Ref +7; Will +2
  OFFENSE
  Speed swim 50 ft.
  Melee bite +11 (1d6+7 P plus 2 Dex [DC 12]) 
  Space 5 ft.; Reach 10 ft.
  TACTICS 
  During Combat The sea serpent is caught in the crack in the 
  wall. If there is an opponent within reach, it attacks. If not, 
  it thrashes wildly trying to escape, which cracks the glass 
  relic case. After 3 rounds of thrashing, the trench serpent 
  escapes and can move freely in the area.
  Morale The sea serpent is stuck and cannot retreat from the 
  lodge, even if it wriggles back out through the crack. It 
  fights to the death.
  STATISTICS
  Str +4; Dex +2; Con +1; Int –4; Wis +0; Cha +0
  Skills Athletics +13, Stealth +8
  SPECIAL ABILITIES 
  Venom (Ex) A sea serpent’s bite slows down its victim, making 
  it easier to catch and kill. Each bite attack that deals damage 
  also deals 2 Dexterity damage. A target can negate the 
  Dexterity damage with a successful DC 12 Fortitude save.
  ARNISELLE DART VIPER (2) 
  CR 1
  N Small animal (aquatic)
  Init +2; Senses low-light vision; Perception +7
  DEFENSE  
   
   
   
          HP 20
  EAC 11; KAC 13
  Fort +5; Ref +5; Will +1
  OFFENSE
  Speed swim 50 ft.
  Melee bite +8 (1d6+5 P plus 1 Dex [DC 10])  
  TACTICS 
  During Combat The dart vipers cluster around the nearest 
  opponent, having enough cunning to flank their target.
  Morale The dark vipers attempt to retreat out of the lodge if 
  reduced to 5 or fewer Hit Points and the larger serpent is 
  slain.
  STATISTICS
  Str +4; Dex +2; Con +1; Int –4; Wis +0; Cha +0
  Skills Athletics +12, Stealth +7
  SPECIAL ABILITIES 
  Venom (Ex) A dart viper’s bite slows down its victim, making it 
  easier to catch and kill. Each bite attack that deals damage 
  also deals 1 Dexterity damage. A target can negate the 
  Dexterity damage with a successful DC 10 Fortitude save.
  SUBTIER 5–6 (CR 7)
  ARNISELLE SEA SERPENT (2) 
  CR 3
  HP 35 each (see Subtier 3–4)
  TACTICS 
  During Combat The sea serpents move around the room, taking 
  separate paths to cover the most space with their reach.
  Morale The sea serpents attempt to retreat out of the lodge 
  if reduced to 5 or fewer Hit Points and the larger serpent 
  is slain.
  ARNISELLE TRENCH SERPENT 
  CR 5
  N Large animal (aquatic)
  Init +4; Senses darkvision 60 ft.; Perception +10
  DEFENSE  
   
   
   
           HP 65
  EAC 18; KAC 19
  Fort +9; Ref +9; Will +4
  OFFENSE
  Speed swim 50 ft.
  Melee bite +14 (2d6+10 P plus 2 Dex [DC 13])  
  Space 10 ft.; Reach 10 ft.
  TACTICS 
  During Combat The trench serpent is caught in the crack in the 
  wall. If there is an opponent within reach, it attacks. If not, 
  it thrashes wildly trying to escape, which cracks the glass 
  relic case. After 3 rounds of thrashing, the trench serpent 
  escapes and can move freely in the area.
  Morale The serpent is stuck and cannot retreat from the lodge, 
  even if it wriggles back out of the crack. It fights to the death.
  STATISTICS
  Str +5; Dex +2; Con +1; Int –4; Wis +0; Cha +0
  Skills Athletics +15, Stealth +10
  SPECIAL ABILITIES 
  Venom (Ex) A trench serpent’s bite slows down its victim, 
  making it easier to catch and kill. Each bite attack that deals 
  damage also deals 2 Dexterity damage. A target can negate 
  the Dexterity damage with a successful DC 13 Fortitude save.
  Suulhu-Huur Condition: During this event, Suulhu-Huur is 
  seriously injured, represented as debilitated on the Constitution 
  poison track (Starfinder Core Rulebook 416).
  Development: Oshessa arrives just after the battle ends, 
  having secluded herself for her latest round of “tending” to 
  Suulhu-Huur in area A9. She thanks the PCs for their assistance 
  and encourages them to go relax after the hard fight, though she 
  actually wants to clear the room so she can drain venom from the 
  defeated serpents. This process takes long enough that the PCs 
  have enough time for a rest. If the PCs saved the relics, Irtrine 
  is extremely grateful, and she privately admits to them that 
  Oshessa killed most of the Manta Corps, something she knows 
  because she helped move the bodies to this area for disposal.
  When Oshessa leaves her quarters, she forgets to lock her door 
  in the excitement. This gives the PCs an easier opportunity to enter 
  area A8 and area A9 where Teltham resides. Oshessa soon follows 
  to confront the PCs once they have dealt with Teltham, bringing 
  the devoted cultists listed with her in the description of area A8.
  If the PCs decide not to help fight the serpents, Oshessa 
  
  18
  STARFINDER SOCIETY SCENARIO
  and Teltham go to aid in the battle. The morlamaws defeat the 
  attacking creatures, but Irtrine is killed in the battle and the relics 
  and records are destroyed.
  EVENT 5: INVITATION TO OSHESSA’S QUARTERS
  If the PCs have not yet entered area A8 or A9 of their own initiative, 
  Oshessa takes the opportunity to invite them in. She waits until 
  she’s had time to harvest the poison from the sea serpents that 
  attacked in Event 4 and then requests that the PCs join her in her 
  personal quarters. She plans to see if she can convert the PCs to 
  worshipping the Weeping Knight, whom she reveals as being Zon-
  Kuthon. Should the PCs refuse, Oshessa plans on poisoning them, 
  just as she did with the Manta Corps.
  Once Oshessa makes her offer, Teltham comes out of area A9. 
  He doesn’t realize the PCs are in the chamber, and barges in stating 
  that “the Starfinder is almost dead!” This action reveals both the 
  secret room and that Oshessa is holding a prisoner in the adjoining 
  room. Oshessa immediately attacks the PCs (if they haven’t already 
  attacked her), recognizing that she can’t risk them getting away 
  and revealing her secret to the rest of the sect. Teltham fights 
  alongside Oshessa, and both morlamaws fight to the death.
  Suulhu-Huur Condition: At this point, Suulhu-Huur is incapacitated 
  and dying, represented as unconscious on the Constitution poison 
  track (Starfinder Core Rulebook 416). If no one reaches her with 
  medical aid (such as a stabilize spell, a medkit, or any form of healing) 
  within 1 minute of Teltham’s entrance, then Suulhu-Huur dies.
  Development: This event marks the likely finale for this adventure. 
  The PCs must contend with Oshessa by the end of this event, at which 
  point the truth of the cult should be apparent. The ramifications for 
  what happens once the PCs defeat Oshessa and save (or find the 
  body of) Suulhu-Huur are described in the conclusion.
  CONCLUSION
  If the PCs successfully incapacitated or killed Oshessa and 
  Teltham, the rest of the morlamaws profess genuine ignorance 
  about their religion’s true practices and are horrified to learn 
  about Zon-Kuthon. Hinevera, Irtrine, and Zavlig mull over 
  what the group should do now without their leader. The PCs 
  have an opportunity here to convince the morlamaws to assist 
  the Starfinder Society and help mine the clophirium deposits 
  they seek. This requires a DC 20 Diplomacy check (DC 24 in 
  Subtier 5–6), but the PCs receive a +6 bonus if they defeated 
  the sea serpents and an additional +4 bonus if they saved the 
  relics. If Suulhu-Huur is alive, she also assists on this check, 
  granting another +4 bonus. The PCs take a –1 penalty for any 
  non-combatant morlamaws they attacked during the adventure. 
  If the PCs succeed at this check, then they earn the Morlamaw 
  Admittance boon on their Chronicle sheets.
  Even if the PCs do not convince the surviving morlamaws to 
  join the Society, the cult decides to abandon the lodge for a new 
  home, making it Society property once again.
  REPORTING NOTES
  If the PCs convince the morlamaws to join the Starfinder Society, 
  check box A on the reporting sheet. If Suulhu-Huur survives the 
  adventure, check box B.
  PRIMARY SUCCESS CONDITION
  If the PCs manage to retake control of the Arniselle lodge by 
  defeating Oshessa and either getting the rest of the cult to leave 
  or convincing them to join the Society, they succeed at their 
  mission and each earn 1 Fame and 1 Reputation for any factions 
  associated with their currently slotted Faction boon.
  SECONDARY SUCCESS CONDITION
  If the PCs save Suulhu-Huur, they each earn 1 additional Fame 
  and 1 Reputation for any factions associated with their currently 
  slotted faction boon.
  FACTION NOTES
  The PCs can impress the Wayfinders in two ways. If the PCs 
  convince the morlamaws to join the Society, the Wayfinders 
  are very impressed, as this advances the Wayfinders’ general 
  mission to build relationships with newly encountered species.  
  Alternatively, if the PCs save the documentation in area A7, they 
  substantially speed up the mission to deliver clophirium back 
  to Absalom Station, advancing the specific Wayfinders’ mission 
  to repair the Master of Stars. If the group achieves either task 
  or both of them, each PC earns 1 additional Reputation with the 
  Wayfinders faction, in addition to any other Reputation earned as 
  a result of completing this scenario.
  Scaling Event 4
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: Remove one Arniselle dart viper from the 
  encounter.
  Subtier 5–6: Remove one Arniselle sea serpent from the 
  encounter.
  
  19
  SANCTUARY OF DROWNED DELIGHT
  Player Handout #1: Underwater Combat 
  Land-based creatures usually have considerable difficulty when fighting in water, as it affects attack rolls, damage, and movement. 
  The following adjustments apply whenever a character is swimming, walking in chest-deep water, or walking along the bottom of a 
  body of water. For more information, see page 405 of the Starfinder Core Rulebook.
  ATTACKS FROM LAND
  Characters swimming or floating in water that is at least chest deep and characters who are fully immersed have cover against 
  attacks made from the surface.
  ATTACKS UNDERWATER
  Most attacks made underwater take a –2 penalty and deal half damage. Attacks that deal fire damage do only one-quarter damage. 
  Attacks that deal electricity damage take a –4 penalty rather than a –2 penalty. Melee attacks that deal piercing damage deal full 
  damage. Thrown weapons are ineffective underwater, even when launched from land.
  SPELLCASTING UNDERWATER
  A creature that is attempting Constitution checks to hold its breath can’t concentrate enough to cast spells. Some spells might work 
  differently underwater, subject to the GM’s discretion.
  
  20
  STARFINDER SOCIETY SCENARIO
  APPENDIX #1: STAT BLOCKS
  KALO SHARKHUNTER 
  CR 2
  Starfinder Alien Archive 68
  Kalo soldier
  NG Medium monstrous humanoid (aquatic)
  Init +4; Senses blindsight (sound) 60 ft., low-light vision; 
  Perception +7
  DEFENSE  
   
   
   
           HP 22
  EAC 16; KAC 17
  Fort +1; Ref +3; Will +5
  Resistances cold 10
  OFFENSE
  Speed 20 ft., swim 50 ft.
  Melee underwater tactical starknife +8 (1d4+3 P)
  Ranged underwater autotarget riddle +10 (1d6+2 P) or 
  frag grenade I +10 (explode [15 ft., 1d6 P, DC 11])
  Offensive Abilities fighting styles (hit-and-run), three-
  dimensional tactics
  STATISTICS
  Str +1; Dex +4; Con –1; Int +0; Wis +2; Cha +0
  Feats Opening Volley
  Skills Athletics +12 (+20 to swim), Profession (poet) +7, Stealth 
  +12 (+16 in water)
  Languages Common, Kalo
  Gear freebooter armor I, frag grenades I (2), underwater 
  autotarget rifle with 50 longarm rounds, underwater tactical 
  starknife
  SPECIAL ABILITIES 
  Three-Dimensional Tactics (Ex) Kalo sharkhunters are trained 
  to fight in three dimensions. Whenever a kalo sharkhunter 
  is fighting underwater, in zero-g, while flying, or in other 
  situations where she isn’t restricted to a single plane of 
  movement, she gains a +1 bonus to attack rolls in any round in 
  which she has moved, even if it’s just a guarded step.
  OBSERVER-CLASS SECURITY ROBOT 
  CR 1
  Starfinder Alien Archive 94
  N Small construct (technological)
  Init +4; Senses darkvsion 60 ft., low-light vision; Perception +5
  DEFENSE  
   
   
   
             HP 17
  EAC 14; KAC 15
  Fort +1; Ref +1; Will –1
  Defensive Abilities exigency, integrated weapons; Immunities 
  construct immunities
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 30 ft., fly 30 ft. (Ex, average)
  Melee slam +6 (1d6+3 B) 
  Ranged integrated pulsecaster pistol +9 (1d4+1 E nonlethal) or 
  stickybomb grenade I +9 (explode [10 ft., entangled 2d4 rounds, 
  DC 10])
  STATISTICS
  Str +2; Dex +4; Con —; Int +1; Wis +0; Cha +0
  Skills Acrobatics +10, Athletics +5, Computers +5
  Languages Common
  Other Abilities unliving
  Gear pulsecaster pistol with 2 batteries (20 charges each), 
  stickybomb grenades I (2)
  SPECIAL ABILITIES 
  Exigency (Ex) An observer-class security robot can expend a large 
  store of energy to temporarily increase its processing power 
  and attempt to avoid an attack. Once per day, it can reroll a 
  failed Reflex saving throw with a +10 circumstance bonus.
  Integrated weapons (Ex) A security robot’s weapons are 
  integrated into its frame and can’t be disarmed.
  PATROL-CLASS SECURITY ROBOT 
  CR 4
  Starfinder Alien Archive 94
  N Medium construct (technological)
  Init +5; Senses darkvsion 60 ft., low-light vision; Perception +10
  DEFENSE  
   
   
   
           HP 52
  EAC 16; KAC 18
  Fort +4; Ref +4; Will +1
  Defensive Abilities integrated weapons, nanite repair; 
  Immunities construct immunities
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee slam +10 (1d6+7 B) 
  Ranged integrated tactical arc emitter +13 (1d4+4 E)
  Offensive Abilities jolting arc
  STATISTICS
  Str +3; Dex +5; Con —; Int +1; Wis +0; Cha +0
  Skills Acrobatics +10, Computers +10, Intimidate +15
  Languages Common
  Other Abilities unliving
  Gear tactical arc emitter with 2 batteries (20 charges each)
  SPECIAL ABILITIES 
  Exigency (Ex) An observer-class security robot can expend a large 
  store of energy to temporarily increase its processing power 
  and attempt to avoid an attack. Once per day, it can reroll a 
  failed Reflex saving throw with a +10 circumstance bonus.
  Integrated weapons (Ex) A security robot’s weapons are 
  integrated into its frame and can’t be disarmed.
  Jolting Arc (Ex) Once every 1d4 rounds as a standard action, 
  a patrol-class security robot can shoot an arc of electricity 
  at up to four creatures within 40 feet (no two of which can 
  be more than 30 feet apart). This arc deals 1d8 electricity 
  damage to each target (Reflex DC 13 half).
  Nanite Repair (Ex) A patrol-class security robot’s nanites heal 
  it, restoring a number of Hit Points per hour equal to its CR 
  (4 Hit Points per hour for most security robots). Once per 
  day as a full action, a patrol-class security robot can restore 
  3d8 Hit Points to itself or any touched creature with the 
  technological subtype.
  
  Morlamaw
  Racial Traits
  Ability Adjustments: +2 Con, +2 Cha, –2 Wis
  Hit Points: 4
  Size and Type: Morlamaws are Large monstrous 
  humanoids with the aquatic subtype They have a 
  space and reach of 10 feet. 
  Amphibious: Morlamaws are able to breathe 
  both water and air normally.
  Cold 
  Resistance: 
  Morlamaws 
  are 
  accustomed to swimming in icy water and 
  have cold resistance 5.
  Darkvision: Morlamaws have darkvision 
  with a range of 60 feet.
  Morlamaw Movement: Morlamaws 
  have a land speed of 20 feet and a 
  swim speed of 40 feet.
  Natural Weapons: Morlamaws are 
  always considered armed. They 
  can deal 1d3 lethal piercing 
  damage with unarmed strikes, 
  and those attacks don’t count 
  as archaic. Morlamaws gain 
  a unique weapon specialization with their 
  natural weapons at 3rd level, allowing them 
  to add 1-1/2 × their character level to their 
  damage rolls for their natural weapons (instead of just adding 
  their character level, as usual).
  APPENDIX #2: PLAYING A MORLAMAW
  PHYSICAL DESCRIPTION
  Morlamaws are aquatic monstrous humanoids that resemble 
  walruses with exceptionally bright coloring that borders on 
  obnoxious. They have a single large body flipper that allows them 
  to swim with ease, but they shuffle about when traveling on land. 
  Morlamaws also have two side flippers that allow for an 
  impressive array of fine movements, which enable them 
  to use equipment. Their bright—often described as 
  psychedelic—skin tones are often random and not 
  strictly the result of genetics, and all morlamaws 
  possess colored whiskers of varying length. 
  Multicolored morlamaws are considered a 
  good omen for their family. Every morlamaw 
  also sports four long tusks, two on each 
  side of the face. These tusks are often 
  carved with symbols or statements 
  of personal import to the 
  specific morlamaw, and those 
  without markings are thought 
  to have not yet found their 
  calling in life.
  HOME WORLD
  Morlamaws are indigenous 
  to the planet Arniselle and have yet to travel 
  beyond their aquatic homeworld. Arniselle is a 
  cold world of mostly water, with a handful of 
  ice-encrusted micro continents. Most morlamaws grew up in one of 
  Arniselle’s various trench cities—vast cities of coral and stone carved 
  into the sides of deep ocean trenches. Some colonies exist closer to 
  the few planetary landmasses, with such morlamaws emerging from 
  the depths to hunt Arniselle’s few varieties of surface fauna.
  SOCIETY AND ALIGNMENT
  Traditional morlamaw society is orderly, and there is little 
  deviation from day-to-day tasks. Lines of morlamaws are the most 
  common sight within the trench cities, with almost every facet of 
  city life being defined by a line of varying length. There are lines 
  for receiving meals, lines for entering and exiting a workplace, and 
  even lines for prayer. Those morlamaws with a less rigid inclination 
  tend to move away from the trench cities, becoming hunters 
  among one of the settlements closer to the surface world.
  RELATIONS
  Morlamaws have never left Arniselle, but they enjoy learning 
  about new places and new ideas. It’s for this reason that the 
  morlamaws are amphibious; the first morlamaw explorers refused 
  to be confined to the waters, and made repeated attempts to tame 
  the small surface of their world. With no other major forms of 
  intelligent life on Arniselle, each morlamaw is left to decide his or 
  her opinions on other species.
  ADVENTURERS
  Morlamaws are often skilled hunters or spellcasters. Both roles 
  are important to morlamaw survival on Arniselle and serve 
  well for those who leave their homeworld. As explorers, the 
  handful of morlamaws leaving Arniselle are keen to try out new 
  vocations, finding the concepts of engineering and technomancy 
  to be an exciting new frontier unexplored by their people. 
  Specializing in aquatic environments, morlamaws travelling with 
  other non-morlamaw adventurers soon realize the limitations 
  of their ground based speed. Most such morlamaws look for 
  augmentations or items to assist in overcoming their naturally 
  ponderous land speed.
  NAMES
  Morlamaws speak a unique language based less on sound and 
  more on facial expression and flipper movement. Because of 
  this nonverbal and idiomatic form of communication, morlamaw 
  names don’t directly translate to other languages. This allows a 
  morlamaw to choose any desired name for herself when speaking 
  in other languages.
  
  22
  STARFINDER SOCIETY SCENARIO
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b) “Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d) “Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content does not 
  embody the Product Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product Identity. (e) 
  “Product Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts, creatures, characters, stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions 
  of characters, spells, enchantments, personalities, teams, personas, likenesses and 
  special abilities; places, locations, environments, creatures, equipment, magical 
  or supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity 
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  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs 
  that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” 
  means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content that 
  you Use. No terms may be added to or subtracted from this License except as 
  described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
  this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of any 
  Open Game Content You are copying, modifying or distributing, and You must add 
  the title, the copyright date, and the copyright holder’s name to the COPYRIGHT 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content 
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  9. Updating the License: Wizards or its designated Agents may publish updated 
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  copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission 
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  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any Open 
  Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason 
  Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen 
  Radney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with 
  Alexander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa 
  Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Price, F. Wesley 
  Schneider, Amber E. Scott, and Josh Vogt. 
  Starfinder Society Scenario #1–08: Sanctuary of Drowned Delight © 2018, Paizo 
  Inc.; Author: Kate Baker.
  Event
  GM #
  GM Character #
  GM Fame Earned
  GM Name
  Date
  B
  A
  D
  C
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Starfinder Society Scenario #1-08: 
  Sanctuary of Drowned Delight
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  
  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  This Chronicle sheet grants access to the following:
  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 #
  3–4
  5–6
  —
  1,473
  2,844
  4,215
  —
  Out of
  Subtier
  Starfinder Society Scenario 
  #1-08: Sanctuary of 
  Drowned Delight
  Morlamaw Admittance (Personal Boon; Limited Use): During your mission to the world of Arniselle, you encountered a 
  group of local lifeforms called morlamaws and convinced them to assist the Starfinder Society. Some of those morlamaws 
  look to you as inspiration and intend on leaving their homeworld and eventually joining the Society. You can use this boon 
  only if your character has a Reputation Tier of 3 with the Wayfinders faction or a Reputation Tier of 4 with other factions. 
  You can play a morlamaw 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 Roleplaying Guild 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 Morlamaw” appendix, which is considered a legal document for the purpose 
  of playing this race.
  Morlamaw Linguist (Slotless Boon): So long as you have this boon, all of your Starfinder Society Roleplaying Guild 
  characters have access to the Morlamaw language and can select it at any time they would learn a new language.
  Suulhu-Huur’s Debt (Ally Boon): During your mission to the abandoned Arniselle lodge, you saved the life of the kalo 
  Suulhu-Huur. Now the sole survivor of the once infamous Manta Corps group, she recognizes that she has a debt to you 
  and vows to one day repay it. How this influence will play out in the future is not yet clear. You will be told if this boon 
  is important to a future scenario prior to slotting your boons.
  All Subtiers
  Reputation
  Subtier 5–6
  advanced doshko (5,300; item level 7)
  advanced medkit (2,700; item level 5)
  d-suit I (2,980; item level 5)
  efficient bandolier (2,000; item level 4)
  mk 2 serum of healing (425; item level 5; limit 6)
  officer ceremonial plate (2,275; item level 4)
  serum of enhancement (scientist) (475; item level 5; limit 1)
  tier 2 sedative (3,000; item level 5; limit 1)
  underwater fangblade (5,973; item level 7; Starfinder Alien 
  Archive 69)
  underwater squad machine gun (2,266; item level 4; 
  Starfinder Alien Archive 69)
  underwater tactical cryopike (3,696; item level 5; 
  Starfinder Alien Archive 69)
  underwater tactical starknife (121; item level 1; Starfinder 
  Alien Archive 69)
  advanced pike (12,200; item level 9)
  blue whinnis poison (1,400; item level 8; limit 3)
  commander ceremonial plate (7,350; item level 7)
  d-suit II (6,900; item level 7)
  filtered rebreather armor upgrade (4,600; item level 6)
  mk 3 serum of healing (1950; item level 9; limit 3)
  tier 2 antitoxin (3,000; item level 5; limit 2)
  tier 3 sedative (15,000; item level 10; limit 1)
  underwater light machine gun (9,460; item level 8; 
  Starfinder Alien Archive 69)
  underwater microserrated longsword (13,310; item level 9; 
  Starfinder Alien Archive 69)
  underwater sintered starknife (10,791; item level 8; 
  Starfinder Alien Archive 69)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 1/SF S01-08 - Sanctuary of Drowned Delight.pdf