TEXT: RASHEEN'S RECEPTION
  STARFINDER SOCIETY SCENARIO #2–22, TIER 5–8
  YEAR OF A THOUSAND BITES
  BY MARA LYNN BUTLER
  
  Starfinder Society #2–22: Rasheen’s Reception is a Starfinder Society Scenario designed for 
  5th- through 8th-level characters (Tier 5–8; Subtiers 5–6 and 7–8). It is designed for play in 
  the Starfinder Society Organized Play campaign but can easily be adapted for use with any 
  world. For more information on the Starfinder Society campaign, how to read the attached 
  Chronicle sheets, and how to find games in your area, check out the campaign’s home page 
  at StarfinderSociety.club.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  GM ResouRces
  Rasheen’s Reception makes use of the Starfinder Core Rulebook, Starfinder Alien Archive (AA), 
  Starfinder Alien Archive 2 (AA2), Starfinder Alien Archive 3 (AA3), and Starfinder Near Space (NS). 
  This adventure assumes the GM has access to these sourcebooks. All rules referenced in this 
  adventure are available in the free online Starfinder Reference Document at paizo.com/sfrd.
  Table of Contents
  Rasheen’s Reception                         3
  Map                                           19
  Chronicle Sheet                              22
  AUTHOR
  Mara Lynn Butler
  DEVELOPMENT LEAD
  Thurston Hillman
  EDITING LEAD
  Leo Glass
  EDITORS
  Judy Bauer and Lu Pellazar
  CONTRIBUTING ARTISTS
  Dion Harris, William Marton, and Beatrice Pelagatti
  CARTOGRAPHY
  Rob Lazzaretti
  ART DIRECTORS
  Tony Barnett and Adam Vick
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  Robert G. McCreary
  MANAGING DEVELOPER
  Amanda Hamon
  PUBLISHER
  Erik Mona
  How to Play
  scenaRio taGs
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags see Chapter 1 of the Starfinder Society Roleplaying Guild Guide.
  Faction (acquisitives)
  Faction (Dataphiles)
  
  BY MARA LYNN BUTLER
  RASHEEN'S RECEPTION
  WHERE IN THE 
  UNIVERSE?
  Rasheen’s Reception takes place on the frozen planet of 
  Kizmatta, a founding world of the Marixah Republic. This 
  small union of planets in Near Space has found itself in an 
  escalating conflict with the neighboring Gideron Authority 
  (further detailed in Starfinder Society #1-37: Siege of 
  Civility). For more information on Kizmatta and the Marixah 
  Republic, see Starfinder Near Space, available in bookstores 
  and game stores and online at paizo.com.
  Shortly after the advent of Drift engines, adventurers and 
  explorers of all kinds filled the galaxy. One in particular, a 
  human named Jelev Rasheen, took off into the Drift sometime 
  prior to the formation of the Absalom Pact, returning every 
  few years with holds full of treasures and relics from distant 
  civilizations. After the epidemic known as the Stardust Plague 
  swept through the Pact Worlds, Jelev stopped returning and was 
  never seen again on her home of Absalom Station. Following her 
  disappearance, dozens of self-declared children or adventuring 
  companions would lay claim to Jelev’s legacy, each proliferating 
  the idea that Jelev’s final cargo haul was the largest, and that 
  she’d actually acquired a fleet of ships laden with treasure as 
  part of her final exploits.
  Even now, most modern explorers and dedicated extrasolar 
  mercenaries recognize the name of Jelev Rasheen as something 
  of an urban legend. The Aspis Consortium and Starfinder Society 
  both recognize Jelev’s legacy, as they still find evidence of her 
  presence at various sites of ruined civilizations, be they species 
  with a comprehension of Common from a previous visit or the 
  sigil of the Rasheen family marking the top of an already pilfered 
  set of ruins. As much as her legacy endures, so does the desire 
  for others to find Jelev’s final resting place: at the heart of the 
  supposed “treasure fleet” in which she perished.
  During the events of Starfinder Society #1-35: Rasheen’s 
  Riches, the Starfinder Society managed to uncover one of 
  Rasheen’s treasure beacons far out in the Vast. After months 
  of analysis, the Starfinder Society pinpointed the beacon’s next 
  set of coordinates, which represented the next segment of the 
  trip Rasheen took on her historic final journey. The result were 
  unexpected, as rather than travelling out further into the Vast, 
  the fleet made its way back to Near Space, where it stopped in 
  a region of space well-known to the modern Pact Worlds: the 
  Marixah Republic.
  The Marixah Republic is a small starfaring nation that controls 
  a handful of worlds in Near Space. It formed during the aftermath 
  of the Gap, created by a hodgepodge of species that travelled 
  out to uncharted star systems in that lost time to stake a claim 
  on uninhabited worlds. Many of these explorers and settlers 
  came from the Golarion system, while others came from other 
  parts of the galaxy. The Marixah Republic (named for its home 
  world) occupies a single star system, though it maintains 
  far fewer colonized planets than the Pact Worlds. It holds a 
  handful of minor colonies in other solar systems, though no 
  major settlements beyond mining and trade sites. The Republic 
  and Pact Worlds remain on generally cordial terms, though 
  the Marixah have repeatedly postured themselves as an equal 
  in trade and diplomatic negotiations with the Pact Worlds. The 
  Republic’s membership comprises dozens of species, including a 
  high number of humans, half-elves and half-orcs who joined the 
  nascent confederation at some point during the Gap. Along with 
  these species, the Republic contains a relatively high number 
  of hobgoblins (Starfinder Alien Archive 2) which maintained an 
  empire of their own in the same section of space prior to the 
  formation of the Republic. 
  Today, the Marixah Republic is engaged in open hostilities with 
  the neighboring Gideron Authority (a power further detailed in 
  Starfinder Near Space and in Starfinder Society #1-37: Siege of 
  Civility). The conflict between the two powers has only increased 
  in scope over the past year, though neither entity has directly 
  assaulted the other. Recently, the Society agreed to a nonaggression 
  pact with the Gideron Authority, to get the parts necessary to 
  complete repairs on their capital starship, the Master of Stars—a 
  vessel that proved its worth during the end of the Scoured Stars 
  conflict from the past year.
  
  STARFINDER SOCIETY SCENARIO
  4
  The cold world of Kizmatta lies beyond the world of Marixah and 
  was settled only after the Republic’s resurgence following the Gap. 
  Jelev Rasheen came to Kizmatta as part of her final journey, having 
  caught wind of a discovery by the Marixah prospector Dhal Salaz 
  in a subterranean complex. When Rasheen arrived, she promised 
  to explore the complex and split her findings with the hobgoblin 
  prospector who’d made the initial discovery. The prospector 
  agreed, and Jelev, along with her trusty team, ventured below 
  the surface. There they discovered riches leftover from the past 
  hobgoblin empire of the region, including a weapons development 
  lab containing plans and prototypes for early technological 
  constructs. True to her word, Rasheen split her findings, keeping 
  the plans and one prototype golem for herself, while Salaz claimed 
  a number of relics related to hobgoblin spirituality. Rasheen also 
  requested that Salaz keep a quarter of her holdings, along with one 
  of her beacons, secure in the underground complex until her return 
  or “until someone from the Pact Worlds asks about it.”
  Rasheen never returned to Kizmatta, though Dhal went on 
  to use his newfound wealth to build a powerful corporation 
  that specialized in terraforming efforts. This corporation proved 
  instrumental in developing weather control devices that settled 
  much of the planet’s otherwise harsh weather. True to their 
  ancestor’s word, Dhal Salaz’s descendants have maintained the 
  honor of safeguarding Rasheen’s stored treasures, awaiting the day 
  when someone would come asking for Rasheen’s treasures.
  SUMMARY
  The adventure begins with Celita of the Dataphiles Starfinder 
  faction and Radaszam of the Acquisitives faction briefing the PCs 
  on the Society’s history in following Rasheen’s final voyage. The 
  beacon found in Starfinder Society #1-35: Rasheen’s Riches points 
  toward to a remote area on Kizmatta, the second most prominent 
  planet in the Marixah Republic. Both faction leaders warn the PCs to 
  proceed with caution and tact, as the Marixah Republic is becoming 
  embroiled in a territorial dispute with the neighboring Gideron 
  Authority. The Society previously agreed to a nonaggression pact 
  with the Gideron Authority to acquire materials for its flagship, the 
  Master of Stars, but the Authority’s behavior towards its neighbors 
  grows increasingly predatory. 
  The head of the prominent Heartfire terraforming corporation, 
  Vekkhad d’Salaz, owns the site where the beacon’s coordinates 
  lead. He is willing to negotiate with the Society for access rights 
  to the area, but he requests that they first observe some social 
  formalities with several prominent Marixah dignitaries to gain 
  approval for the expedition. The Republic prides itself on the 
  diversity of its cultural heritage, and taking relics off-world is a 
  politically sensitive matter—especially as the Gideron Authority 
  uses the presence of hobgoblin ruins to push its claims to Republic 
  territory. Going through the proper channels to acquire a permit, 
  d’Salaz indicates, would do much to gain goodwill from both the 
  government and the general public. 
  After meeting with the dignitaries, the PCs learn that the 
  coordinates lie in the middle of ancient hobgoblin ruins, which 
  they must search to find Rasheen’s next beacon. Within the ruins, 
  they face an archaic prototype neutronium golem abandoned by 
  hobgoblin weapons developers. After finally reaching Rasheen’s 
  treasures, the PCs find the beacon—and Rasheen’s treasure—
  menaced by acid-spewing burrowing creatures. Should they defeat 
  these creatures and save the treasure, the PCs can bring the 
  beacon back to the Lorespire Complex for further analysis and help 
  the Starfinder Society continue following in Rasheen’s footsteps. 
  GETTING STARTED
  The adventure begins as the PCs arrive at a lab within the Lorespire 
  Complex to attend a joint summons from Radaszam, chief of the 
  Acquisitives, and Celita, leader of the Dataphiles. 
  Read or paraphrase the following to get the adventure underway. 
  In the depths of one of the Lorespire Complex’s computer labs, the 
  android Celita sits in front of multiple monitors, analyzing lines of 
  code that scroll by at blinding speed. Radaszam stands behind 
  her, turning to greet the arrivals. “Good, you’re here. Some of you 
  may remember a job from awhile back, tracking down the last 
  voyage of Jelev Rasheen. She was a top-notch explorer from the 
  early days of Drift travel, when there weren’t as many beacons 
  and things weren’t as easy. She regularly went out from Absalom 
  Station for uncharted territory, came back with rich hauls and 
  tall tales! While most of the stories about her got inflated in the 
  telling, she definitely existed. Another team found one of the 
  claim beacons she used to mark her expedition routes on an 
  earlier mission. Celita and her Dataphiles have been cracking the 
  encryption on it since, and we finally have coordinates.”
  Radaszam continues, “Rasheen’s first beacon was on some ice 
  moon in the Vast, but then she backtracked into Near Space. We 
  have no idea why. Maybe she needed to make repairs or just got 
  word of a likely treasure-hunting site. Whatever happened, the 
  beacon we have points to Kizmatta, one of the two main planets 
  of the Marixah Republic. We reached out to the owner of the land 
  around the coordinates. He says that they sit on an archaeological 
  site, but he’s willing to help us get excavation rights if we play 
  some local politics.” 
  Celita interjects, “Unfortunately, due to the beacon’s location, 
  this mission may have some political ramifications. The Marixah 
  Republic has found itself embroiled in a border dispute with the 
  Gideron Authority, a neighboring power mostly run by hobgoblins 
  and their kin. Among other issues, they claim that hobgoblin ruins 
  within Republic space are proof that those systems were ruled 
  by their predecessors. It is highly likely they will object to a third 
  party encroaching on an ancient hobgoblin site. Our contact, 
  Vekkhad d’Salaz, is the Director of the Heartfire terraforming 
  corporation. He sent the following message.
  “As head of the family, as well as Heartfire, I am honored to be 
  called to assist the Starfinder Society. The coordinates you have 
  provided are in the center of an ancient hobgoblin archaeological 
  site. Given the current tensions with the Gideron Authority, the 
  Society would be well advised to go through the proper channels 
  
  RASHEEN’S RECEPTION
  5
  to acquire permission to excavate. If the Society is willing to 
  send representatives capable of conducting negotiations and 
  excavating quickly, I will do what I can to put you in contact with 
  the appropriate people on Kizmatta. Next week Heartfire will be 
  hosting a reception, which several officials in the relevant offices 
  will be attending. Your representatives would be most welcome 
  to open negotiations there.” 
  If the PCs have questions, Radaszam and Celita answer to the 
  best of their ability. 
  What do we know about Vekkhad d’Salaz? (Radaszam) “He’s the 
  director of Heartfire, the terraforming company that made Kizmatta 
  habitable for Marixah colonization. The process took decades—they 
  had to invent most of the weather-control technology themselves. 
  But as big as the operation’s gotten, it’s still family owned, and 
  by all reports most of the family helps out with the business. We 
  reached out to him when we learned that the coordinates were on 
  land controlled by the company. Turns out it’s his family’s personal 
  property. He’s willing to negotiate for exploration rights, but he 
  wants to clear it with local authorities first. The Marixah Republic 
  is very proud of its cultural heritage, and letting outsiders just walk 
  in and carry it off probably wouldn’t go over well. So he’s hosting a 
  party for some bureaucrats who can push the right papers—it’s up 
  to you to impress them so he can get permission to open up the 
  area without getting into hot water himself.”
  Can you tell us anything about the dignitaries? (Celita) 
  “According to the guest list sent by the Director, the reception 
  includes a civil engineer from the Department of Public Works. 
  This person will likely have the most influence over the permit 
  process, so you are well advised to focus your efforts there. 
  Another would be the university representative, Professor Mason. 
  Her connections to Heartfire are well-known: she has assisted 
  Director d’Salaz in recruiting students for the corporation, as well 
  as performing contract work for them prior to her appointment 
  to the University. Her inclusion may be an attempt by d’Salaz to 
  influence the negotiations in your favor. There is also someone 
  from the government’s Protocol Office in attendance—this office 
  is a subsidiary of the Marixah Republic’s diplomatic service. Why 
  they should be in attendance we are not certain, except possibly to 
  observe. Director d’Salaz himself will host.”
  What’s are relations like between the Gideron Authority and the 
  Marixah Republic? (Radaszam) “Tensions are rising over border 
  and territorial disputes. The Gideron Authority accuses the Marixah 
  Republic of piracy, while the Republic claims that Authority ships 
  in turn violate their space and harass their shipping. The Authority 
  insists on building up its fleet and armed forces, which does not 
  bode well for the Marixah Republic if the conflict escalates—the 
  Republic is a cultural power rather than a military one.”
  What is the Society’s official stance on the conflict? Are 
  we authorized to negotiate? (Celita) “The Society previously 
  negotiated a nonaggression pact with the Gideron Authority to 
  acquire essential components for the Master of Stars in preparation 
  for our return mission to the Scoured Stars. This leaves us in an 
  awkward position in negotiating with the Marixah Republic, as 
  some of its contingent worlds are advocating for Pact Worlds 
  intervention in the dispute. Avoid committing the Society to any 
  agreements, let alone the Pact Worlds—we have no governmental 
  authority to do so. However, the Stewards are likely to take the 
  Society’s reports into account when making such a decision if the 
  situation worsens. Keep your eyes open and assess the Republic’s 
  stance. Any information you can gather on their military readiness, 
  willingness to negotiate for peace, or support for intervention 
  would be useful.”
  The PCs should finalize their boon slots for the session. This 
  mission is important to the Acquisitives and Dataphiles faction; PCs 
  should be encouraged to slot the Acquisitives or Dataphiles faction 
  boon. They do not need to slot Starship boons for this scenario.
  CULTURE (RECALL KNOWLEDGE)
  The PCs can make Culture checks for background information 
  about the Marixah Republic and the Gideron Authority. PCs with 
  the Chronicle sheets from either Starfinder Society #1–24: Siege of 
  Enlightenment or Starfinder Society #1-37: Siege of Civility gain a +4 
  bonus on this check. 
  15+: Both the Marixah Republic and the Gideron Authority are 
  single-system civilizations in Near Space populated by colonists 
  from lost Golarion. The similarities end there. The Marixah 
  Republic’s population is extremely diverse, including humans, 
  half-elves, and half-orcs, among many others. It is a democracy 
  that deems itself a peer of the Pact Worlds, despite its small size 
  and limited military reach. By contrast, the Gideron Authority is 
  a rising military power ruled by hobgoblins and related species 
  and eager to expand. 
  20+: A recent coup in the Authority overthrew its elected 
  council and replaced it with an authoritarian regime. It is pressing 
  territorial claims against the Marixah Republic, a more pluralistic 
  society with an elected—and divided—government. There does not 
  appear to be a unified response to the Authority’s aggression. Even 
  if it could decide on a course of action, the Republic would probably 
  be at a disadvantage—it was barely able to muster a limited number 
  of starships to support the Veskarium and the Pact Worlds against 
  the Swarm in 291 AG. 
  25+: The Marxiah Republic allegedly partakes in privateering 
  from Gideron Republic ships. Additionally, a Marixah hobgoblin 
  spy was recently caught infiltrating a key Authority military 
  installation. There are also some indicators that the Republic, stung 
  by criticism of their contributions against the Swarm, has been 
  building up its own fleet to advance its claims to diplomatic parity 
  with the Pact Worlds. 
  30+: The Gideron Authority uses the presence of hobgoblin ruins 
  on planets in Republic territory as justification for its territorial 
  claims, citing them as proof of a past hobgoblin empire, which they 
  seek to restore. The planet Sansorgis in the neighboring Acalata 
  system is a particular bone of contention between the two powers, 
  though the Authority recently bombarded several sites of interest 
  as a sign of dominance in the system.
  
  STARFINDER SOCIETY SCENARIO
  6
  TRAVELING TO KIZMATTA
  D’Salaz offers the PCs a business-class compartment on the 
  Marixah Republic’s state transport, which typically ferries 
  diplomats, mid-level corporate personnel, and cultural figures 
  such as artists and architects between the Pact Worlds and the 
  Republic. The transport takes 3d6 days to reach Kizmatta. 
  During this trip, the PCs can attempt to socialize with other 
  dignitaries onboard the shuttle, and PCs who succeed at a DC 18 
  Diplomacy check (DC 21 in Subtier 7–8) hear some rumors about a 
  strange discovery on the fringe world of Vesk-8. The rumors report 
  that a high-ranking Veskarium official uncovered some mysterious 
  site of interest and has been looking to contact archaeological 
  entities interested in assisting with exploring the site. (This piece 
  of information foreshadows future events in Starfinder Society #3-
  03: Frozen Ambitions: The Shimmerstone Gateway.)
  Arrival: After the PCs land, a guide from Kizmatta’s Protocol 
  Office, a half-elf who introduces themself as Tioran, escorts 
  them. The half-elf brings the PCs to a well-appointed hotel near 
  Heartfire’s corporate headquarters. Tioran wears a phoenix half-
  mask and dark red business clothing. They then offer to guide 
  the PCs to some of Kizmatta’s local attractions, including the 
  University and the Settlement Hall (a museum dedicated to 
  Kizmatta’s colonization). 
  If asked about the mask, Tioran explains that they observe 
  certain older elven customs, including going masked at times, but 
  to better perform their duties as a representative to outsiders, 
  they wear a half-mask to ease communication barriers. Observant 
  PCs—those who succeed at a DC 25 Perception check—notice that 
  the mask may also exhibit some magical elements. If the PCs 
  decline the offer of a guide, Tioran nods graciously and offers a 
  map and their contact information “just in case” and expresses 
  their wish that the party enjoy their time on Kizmatta. 
  UNIVERSITY
  Tioran encourages the party to visit the school’s performing 
  arts academy, which is holding a dress rehearsal of a dance 
  piece today. The drive there is forced to detour around a student 
  protest. While small—consisting only of a few dozen students—
  the protest makes considerable noise, waving signs and chanting 
  anti-war slogans. A small drum circle performs nearby, while a 
  handful of bystanders look on but do not interfere; there do not 
  appear to be any police on hand. With a successful DC 20 Culture 
  check, a PC can decipher the signs to learn that the protestors 
  are objecting to military draft that has just been proposed in 
  the Marixah Republic legislature. If the PCs ask Tioran, they 
  explain that the proposal has been forwarded by a minority party 
  in the upper house of the legislature, but would have to pass 
  through several committees and be approved by the lower house 
  before it could be enacted—a process that could take years. The 
  functionary seems unphased by the protest, mentioning that last 
  week the rally was against the weather-control technology that 
  made the planet habitable in the first place. Such displays, Tioran 
  says, are the price of democracy and an open society. 
  SETTLEMENT HALL
  This museum includes exhibits on the earliest settlers of Kizmatta, 
  from the time before Heartfire ameliorated the frigid climate. 
  The displays show that in those early days, most colonists lived 
  underground, close to geothermal heat sources, and only a few 
  brave souls ventured aboveground. One new exhibit features 
  artifacts from the ancient hobgoblin empire that spanned 
  several nearby systems. The displays present the intriguing but 
  controversial theory that the ancient hobgoblin empire may have 
  left the area voluntarily: most sites show no signs of violence or 
  a population in distress, and few contain items used for daily life, 
  as though the people packed up their necessities before leaving. 
  In an interactive exhibit featuring cold-weather clothing, 
  gear, and survival strategies, the PCs encounter a small group 
  of uniformed military cadets. The sergeant supervising them 
  explains that they are conducting research for a cold-weather field 
  exercise and asks the PCs not to interrupt them, but she is willing 
  to answer a few questions from the off-worlders herself. She says 
  that enlistment rates are up in the face of Gideron Authority 
  provocations, which she thinks is for the best as she doubts the 
  proposal for a draft is likely to pass in the legislature. She adds 
  that its failure may be a good thing, as the small standing military 
  has its hands full training the new crop of volunteers and would 
  have difficulty coping with a mass influx of raw recruits. A career 
  infantry specialist herself, she hopes that the Authority will not 
  risk a ground assault and confine itself to starship combat, but 
  she nods to her cadets and says, “Better to have ’em and not need 
  ’em than need ’em and not have ’em.”
  DIPLOMACY (GATHER INFORMATION)
  If the PCs take Tioran up on the offer of a guide, they can make a 
  Diplomacy check to persuade the protocol officer to provide more 
  information about the tensions between the Marixah Republic 
  and the Gideron Authority. Use the DCs and results from the 
  Culture section on page 5 if the PCs did not learn all the relevant 
  information. With a second successful Diplomacy check, Tioran 
  discloses the following additional information. 
  10+: Tioran explains the history of Dhal Salaz, Vekkhad 
  d’Salaz’s ancestor, and an early immigrant to Kizmatta. This 
  successful ore prospector (and rumored former treasure hunter) 
  used his rich finds to establish the Heartfire corporation. 
  Upon inheriting the company after their father’s death, his 
  children partnered with Marixah’s homeworld government to 
  help terraform Kizmatta and mitigate its harsh weather. Their 
  success enabled a wave of immigration to Kizmatta and more 
  representation of non-homeworld interests in the Convocation 
  Hall on Marixah. Tioran speaks favorably of this increased 
  representation and obviously takes pride in the Marixah 
  Republic’s inclusive society and government. 
  15+: While the Marixah Republic rigorously defends its 
  status as a sovereign entity, it called on the Starfinder Society 
  for assistance in excavating another ancient hobgoblin site. The 
  Gideron Authority recently advanced on a Marixah Republic 
  
  RASHEEN’S RECEPTION
  7
  outpost on the border world Sansorgis, and the Republic 
  negotiated the Society’s excavation rights in exchange for their 
  assistance in evacuating the outpost. On one level, Tioran points 
  out ruefully, this actually made the diplomatic situation worse: 
  the Gideron Authority regards the ancient hobgoblin empire as its 
  predecessor. The Authority now claims that such ruins are proof 
  that the empire controlled a much wider section of space, and they 
  are using the ruins’ presence as justification for claiming even 
  more territory—some of which is now within Republic borders. 
  Permitting outsiders to excavate another site might spark further 
  accusations of the theft of the Authority’s cultural heritage. 
  20+: Regarding the Authority’s accusations of piracy by 
  Marixah ships, Tioran points out that the Authority may have 
  difficulty realizing that not all Marixah starships are affiliated 
  with the government—in fact, most aren’t; they are privately 
  owned vessels engaged in everything from trade and transport 
  to exploration and leisure travel. Any privately owned vessels 
  that engaged in piracy would be breaking Marixah law only if 
  they did so in Marixah-controlled space. The Republic does not 
  believe it has authority beyond this space. Even under those 
  circumstances, officially reporting the matter to the Republic’s 
  space forces would have prompted an investigation and sanctions 
  for the perpetrators. The Gideron Authority has made no official 
  or diplomatic attempts to resolve the issue. Tioran, and most of 
  the public, believe that the Authority is exaggerating the extent 
  of the problem to justify its belligerent behavior. 
  25+: In response to questions about a rumored military buildup, 
  Tioran states that they personally would prefer a nonviolent 
  resolution to this matter but, like many citizens, fears that may 
  not be possible. Certain factions of the government are taking 
  necessary precautions in the event of increased aggression. They 
  add that the support of the Pact Worlds would not go amiss in 
  the event of an official declaration of hostilities from the Gideron 
  Authority. After all, they note, such an expansionist thrust 
  would likely not stop with the Marixah Republic—other systems, 
  including those under Pact protection, might be next. It would 
  be in the Stewards’ interest to dissuade such adventurism. A 
  PC who matches or exceeds this result realizes that Tioran is 
  extremely well-informed for a low-level functionary. A successful 
  DC 25 Sense Motive check (DC 27 at Subtier 7–8) means the PC 
  can identify them as a possible intelligence officer assigned to 
  observe the visiting Starfinders. 
  A DIPLOMATIC RECEPTION
  Following their tour around Kizmatta, Tioran escorts the PCs 
  to Heartfire’s corporate office in town. Read or paraphrase the 
  following to get the encounter started.
  Heartfire’s well-appointed corporate office hosts the event. The 
  decor is subtle but elegant, with a dark green and pale red color 
  scheme and art objects from various cultures and time periods 
  on display in clear protective cases. A spotlight illuminates a 
  small stage in one corner; the opposite corner has a small 
  bar offering various drinks, bottled scents, and other mild 
  intoxicants. Between the bar and the stage there are clusters of 
  tables, each large enough to seat four to six people. 
  On one side of the room, long tables display trays of snacks, 
  each clearly labeled with ingredients for those with dietary 
  restrictions. Small sample plates demonstrate possible pairings 
  of vegetable skewers, miniature quiches, and rarer delicacies. 
  Two waitstaff wearing black circulate through the crowd, 
  offering drinks and collecting discarded plates. Vekkhad d’Salaz 
  speaks quietly with Tioran, who is now dressed far more 
  colorfully than they were for the trip around the city. 
  The following is a social-influence encounter, during which the 
  PCs meet and mingle with various important NPCs. The guests 
  described below can all be found in the same socializing space, and 
  the PCs can interact with them as they see fit. The social encounter 
  below is played out over the course of 6 social rounds—these 
  rounds are longer and more abstract than typical combat rounds. 
  Social Influencing: The PCs’ goal is to make a good impression 
  on as many of the guests as possible. The PCs can impress an 
  NPC by succeeding at skill checks as described in the Influence 
  entry of the NPC’s stat block. The PCs must succeed at four skill 
  checks against an NPC to earn influence over that NPC. If there 
  are four PCs, reduce the number of required successes for each 
  NPC by one. Unless otherwise noted, the DC of each check is 22 
  in Subtier 5–6 or DC 24 in Subtier 7–8. 
  Repeated tactics lose their effectiveness. Each attempt to 
  use a skill that has already been used to attempt to influence an 
  NPC (successfully or not) incurs a cumulative –1 penalty against 
  that NPC (to a maximum of –3). Repeated failures run the risk 
  of offending the guest; after three consecutive failed checks to 
  influence a given NPC using the same skill, that guest is no longer 
  interested in speaking with the PCs and cannot be impressed. 
  Each PC can attempt one check to influence a single guest 
  during each social round. A PC can use her action for a social 
  round to attempt a skill check to aid another PC in place of 
  attempting a skill check to influence the NPC directly. If a PC 
  is not sure what kind of check to attempt, she can make light 
  conversation in lieu of attempting a check for that round, learning 
  something about the NPC’s background, interests, or personality 
  to gain a hint of appropriate skill checks to attempt to influence 
  that individual. PCs partaking in such “small talk” can attempt 
  a DC 10 Sense Motive check to learn an appropriate skill to 
  influence the NPC with. For every 5 points the PC exceeds the 
  Sense Motive DC by, she learns one additional skill that can be 
  used to influence the NPC.
  Encourage the players to roleplay their interactions. Grant 
  a circumstance bonus of +1 or +2 for particularly enthusiastic 
  or creative tactics, and play up the NPCs to provide fun and 
  engaging interactions for the party. Successfully influencing the 
  guests provides the PCs with benefits later in the scenario; see 
  the Diplomatic Assistance sidebar on page 10 for details on the 
  specific type of aid each NPC provides. 
  
  STARFINDER SOCIETY SCENARIO
  8
  Camily 
  Camily 
  Mason
  Mason
  CAMILY MASON 
  Female Human
  DESCRIPTION
  Background As a representative of Marixah’s 
  most prestigious university, Camily has regular 
  contact with d’Salaz, as she was a contractor 
  with Heartfire before taking her university post, 
  and the company frequently recruits from the 
  school. She and Kanaxa have been friends since 
  their undergraduate days, but their respective 
  adult careers have caused tensions between the 
  two. Camily feels that Kanaxa continues 
  to charge headfirst into situations as 
  though she’s still a student, rather than a 
  government official with the ability to 
  delegate and allocate resources. 
  The two have recently had 
  a more dramatic falling-out: 
  Kanaxa was seriously injured 
  when she ignored Camily’s 
  warnings that hazardous 
  materials had contaminated 
  an archaeological site Kanaxa 
  was working on.
  Appearance Camily is young for an 
  academic of her rank, but otherwise 
  unassuming in appearance, with medium 
  height and build for a human. She wears her brown hair in a 
  loose bun and dressed somewhat informally for the reception 
  in slacks and a long sweater with a loose cowl. She seems 
  somewhat bored with the affair, and tends to revert to 
  reading from her tablet unless directly addressed. 
  Personality Quiet and introverted, Camily comes out of her 
  shell around fellow knowledge-seekers. She can be pulled 
  away from her tablet by questions about her work, the 
  University, or Heartfire (or offers of food—she worked 
  through lunch). Questions about the current political situation 
  rouse her ire, however. She claims that the military coup that 
  overthrew the former Gideron government and installed the 
  current military dictatorship was illegitimate, and that the 
  subsequent encroachment on Republic space represents a 
  threat to all free societies. “If the Marixah Republic does not 
  stand up to them,” she asks, “who will?” 
  Influence Camily’s primary specialty is computers and 
  three-dimensional modeling, especially models of change 
  over time. Vekkhad d’Salaz recruited her to help fine-tune 
  weather-control technology, but she soon branched out into 
  geology as well, estimating the effects of increased rainfall 
  and snowmelt on the landscape. She can be impressed 
  with either a successful Computers check or a successful 
  Physical Science check. She is also fascinated by tales of 
  strange planets with alien features, and their attendant 
  challenges to terraforming and colonization. She is also a 
  qualified low-altitude pilot, and frequently flies her own 
  survey planes for imagery data. She doesn’t have time to 
  work on space-flight qualification, though, and can be 
  impressed with a successful Piloting check if any 
  of the PCs share stories of daring space-flights 
  or exploration missions.
  KANAXA D’KHAAN 
  Female Half-Orc
  DESCRIPTION 
  Background A civil engineer with the Marixah 
  Public Works Department, Kanaxa’s official 
  responsibilities include reviewing permits 
  for new construction and ensuring 
  that new developments preserve 
  the character and appearance 
  of the city. She also surveys 
  sites for archaeological or 
  historical remains; if any items 
  of relevance are found, she 
  eagerly excavates—even when 
  she should probably delegate 
  the fieldwork to subordinates. 
  She recently had a falling-out with 
  her old college friend, Camily, over a 
  recent rescue archaeology expedition, 
  in which Kanaxa managed to preserve 
  a valuable site but was badly wounded after disregarding 
  safety protocol. While she readily admits that she should 
  have been more careful, she is somewhat put out by Camily’s 
  recent mother-hen behavior—especially since Camily insists 
  on piloting her own survey flights, which Kanaxa considers 
  somewhat hypocritical. 
  Appearance Tall and muscular even for a half-orc, Kanaxa has 
  recent acid burns on the left side of her face, and a cast and 
  sling on her left arm. She frequently tries to make expansive 
  gestures with it anyway. She wears a sleeveless caftan to 
  show off both her impressive physique and her most recent 
  “battle scars.”
  Personality Of all the delegates, Kanaxa is most well-disposed 
  to the PCs’ stated mission. She believes the site has promise 
  and that Rasheen’s beacons and final journey have real value, 
  and that the Pact Worlds’ broader academic community 
  could shed light on the ancient hobgoblin civilization’s 
  mysterious disappearance. Kanaxa is easily distracted, 
  however, frequently wandering off on tangents related to 
  her cryptozoological theories, her latest expedition, and the 
  difficulty of managing small plates with a cast on. If asked 
  about the current political situation, however, Kanaxa grows 
  pensive. She points out that the recent military buildup has 
  pulled resources from construction and infrastructure repairs 
  on Kizmatta. She thinks it better to cede the contested zone 
  to the Authority than try to defend it with nominal outposts 
  
  RASHEEN’S RECEPTION
  9
  Kanaxa 
  Kanaxa 
  d’Khaan
  Khaan
  staffed with skeleton crews. If the Authority 
  continues its belligerence after its initial 
  demands are met, “Well, we’ll fall off that 
  bridge when we come to it.” 
  Influence Despite her devil-may-care 
  demeanor, Kanaxa is a serious architect 
  and can be impressed with a successful 
  Engineering check. Her work often 
  involves locating and assessing old 
  water-supply systems and power 
  lines, and any story about system 
  interactions going comically awry 
  is sure to get a laugh from her. 
  She is also very knowledgeable 
  about various species’ life-support 
  requirements, and she is always 
  interested in how interspecies 
  spaces like Absalom Station juggle 
  them: a successful Life Science 
  check would be well received. 
  Several of her pet theories involve 
  cryptozoology, and she is eager to 
  swap strange creature tales. Kanaxa 
  also enjoys caving and rock climbing 
  and can be persuaded to trade scar 
  stories with a successful Athletics check. 
  TIORAN 
  Half-Elf
  DESCRIPTION 
  Background The functionary from the Protocol Office 
  introduces themself as a Cultural Ambassador, a relatively 
  high-ranking official. They apologize for misleading the party 
  and explain that the Starfinder Society’s nonaggression pact 
  with the Gideron Authority has disturbed certain elements of 
  the Marixah Republic’s foreign policy establishment. Tioran 
  wanted to observe the party first-hand rather than judge the 
  Society based on a single policy decision. The now-revealed 
  ambassador does not disclose that they are also a ranking 
  member of the Republic’s fledgling intelligence service. 
  Appearance Quite short and lightly built, Tioran wears a more 
  elaborate phoenix half-mask than they did when they first 
  met the PCs. They have also come in more formal dress, 
  wearing an impeccably draped gown of dark gold fabric with 
  elaborate red embroidery at the hem, sleeves, and high collar. 
  Personality Polite and poised, the ambassador nevertheless 
  makes every effort to seem approachable, making 
  suggestions about which foods to try, reminiscing about 
  musical ensembles Heartfire has booked for such receptions 
  in the past, and asking about the PCs’ perceptions of 
  Kizmatta so far. If asked about the current political situation, 
  they express concerns about House Zeizerer’s weapon 
  imports to the Gideron Authority and asks what agencies 
  regulate Pact Worlds trade. They believe that the Gideron 
  Authority may yet be dissuaded from their adventurism if 
  multiple systems, especially powerful ones like the Pact 
  Worlds, would demonstrate their disapproval with 
  economic sanctions or other diplomatic measures. 
  Influence As a neo-traditionalist, Tioran is a serious 
  student of elven history and culture and shows 
  intense interest in any stories about Castrovel, 
  Apostae, or other planets settled by elves. A 
  successful Culture check can be made to influence 
  them. Tioran also enjoy the performing arts 
  and tends to gravitate toward the stage. 
  They encourage any character with a 
  Perform skill to demonstrate the art 
  of their people there, with a success 
  influencing them. As a professional 
  diplomat, Tioran remains polite and 
  finds something complimentary to say 
  no matter how badly a performance 
  goes: Tioran does not incur the 
  cumulative penalty to subsequent 
  checks from the Perform skill. As an 
  ambassador themself, Tioran understands 
  that the PCs are in a difficult position; the 
  Starfinder Society is effectively a non-
  government organization and can’t make any promises 
  about the Pact Worlds’ policy decisions. They respect any 
  PC that tactfully works their way around the issue, even if 
  they equivocate, with a successful Diplomacy check. If a 
  PC identified Tioran as a possible intelligence agent with a 
  successful Sense Motive check, Tioran may be impressed 
  depending on how the PC brings the matter up. If the PCs 
  are too confrontational, Tioran’s attitude toward them cools 
  noticeably, and they deflect by observing that all beings 
  engaged in foreign policy for their governments are expected 
  to maintain a certain level of awareness regarding possible 
  threats. If a PC successfully uses the Bluff skill to pass a 
  coded message, or just politely alludes to their extensive 
  knowledge and excellent acting, Tioran responds more 
  positively. They say that, in the current situation, many 
  Republic citizens are picking up new skills in preparation for 
  future conflict, and they would welcome assistance from 
  interested parties. 
  VEKKHAD D’SALAZ
  Male hobgoblin (Starfinder Alien Archive 2 76)
  DESCRIPTION
  Background While he now works as the director of Heartfire, 
  he once led terraforming engineers in the field, until he was 
  injured in an avalanche while placing a weather-control 
  apparatus on a mountainside. He brushes off compliments, 
  saying others suffered far worse in the efforts to ameliorate 
  Kizmatta’s climate. After his injuries ended his fieldwork, 
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  Tioran
  Tioran
  Vekkhad d’Salaz moved to Heartfire’s research and 
  development division, where he allocated resources toward 
  augmenting existing weather-control technology with magic
  Unbeknownst to the PCs, his ancestor assisted Jelev 
  Rasheen in clearing the hobgoblin complex and 
  swore to protect her beacon and remaining 
  treasures until her return—or until someone from 
  the Pact Worlds came searching for it. D’Salaz 
  is using the reception not only to blunt 
  potential criticism from handing over 
  an archaeological site to the Starfinder 
  Society, but to determine if the Society is 
  a worthy successor of Jelev Rasheen.
  Appearance Now elderly, Vekkhad d’Salaz 
  dresses well but simply in old-fashioned 
  layered robes, loose trousers, and sturdy 
  boots. Tall and lean, he walks with a 
  slight limp and uses an elaborately 
  cane made of elaborately 
  carved bone.
  Personality The director 
  initially appears reserved 
  and somewhat formal, 
  but to those who observe 
  courtesy and ask intelligent 
  questions, he thaws enough to share 
  stories about the terraforming efforts. 
  If a PC succeeds a skill check to 
  influence him by 5 or more, he talks 
  about the difficult position of hobgoblin 
  communities in Marixah, given tensions with Gideron 
  Authority. Some feel pressured to join the rapidly expanding 
  military to show their patriotism, especially the intelligence 
  service, where they are placed in increasingly dangerous 
  missions to gather information in Authority territory. 
  Vekkhad personally resents the Gideron Authority’s claims 
  to hobgoblin cultural heritage outside its territory: he, 
  and some other hobgoblins, fear that the Authority’s next 
  step will be to claim sovereignty over Republic citizens of 
  hobgoblin descent. He shows visible anger at the thought 
  and adds that younger hobgoblins are enlisting in the 
  Republic’s small military at increasing rates to demonstrate 
  their loyalty. 
  Influence D’Salaz respects discipline, hard work, and 
  dedication over showy gestures and adventurism. While 
  he says Heartfire is not seeking to expand, he does indicate 
  that “I feel my last responsibility is to ensure there are a 
  few challenges left for the next generation.” He is interested 
  in how businesses and professionals operate in the Pact 
  Worlds. A PC can impress d’Salaz with a successful 
  Profession check by telling of their experiences in earning 
  a mundane living. If they can relate their story to his 
  experiences in moving from the field to management, or 
  to the terraforming field, they gain a +2 bonus to their 
  check. While not a spellcaster himself, Vekkhad expanded 
  Heartfire’s magical research-and-development division 
  DIPLOMATIC 
  ASSISTANCE
  If the PCs successfully influenced the NPCs at 
  the reception, they can earn several benefits.
  Camily: The professor provides the PCs 
  with several digital 3D models of similar 
  ruins from the ancient hobgoblin empire, 
  so that they have a better idea of what to 
  expect below ground—and a better chance 
  of noticing any changes Rasheen 
  might have made. The PCs gain a 
  +2 bonus to Perception checks 
  throughout the complex. Camily 
  also provides the PCs with a 
  set of estex suit III armor for 
  their journey (a D-suit III in 
  Subtier 7–8).
  Kanaxa: The civil engineer sends 
  the party two seismic surveys of the area, 
  one from approximately fifty years ago, 
  and another from five years ago. Her notes 
  point out that at least two tunnels have 
  appeared in the interim between surveys, 
  and she speculates that understudied creatures called 
  frenata have burrowed in. Her contacts in the cryptozoology 
  community believe the creatures have some sort of corrosive 
  venom to help them burrow through Kizmatta’s hard rock. 
  These reports give the PCs a +2 dodge bonus to Reflex 
  save against the frenatas’ corrosive spit when the party 
  encounters them in area A3. Kanaxa also provides the PCs 
  with a pair of cryo grenades II (a pair of screamer grenades 
  II in Subtier 7–8).
  Tioran: Tioran sends the PCs declassified records of pre-
  Gap hobgoblin technology and robotics, which give the PC 
  a +1 bonus to damage rolls against the neutronium golem 
  they encounter in area A2. Though not useful during this 
  adventure, Tioran provides the PCs with the materials to 
  fabricate a mk 2 dermal plating augmentation (a mk 3 
  version in Subtier 7–8).
  Vekkhad D’Salaz: The director’s fieldwork days are well 
  behind him, though he can still be influenced to assist the 
  Starfinder Society further. If successfully influenced, Vekkhad 
  also provides the PCs with a mk 1 null-space chamber (a mk 
  2 in Subtier 7–8).
  
  RASHEEN’S RECEPTION
  11
  11
  Vekkhad 
  Vekkhad 
  d’Salaz
  Salaz
  during his term as chair, and he is well versed in the 
  practical applications of magic to industry. He mentions 
  with some pride that his technomancer granddaughter 
  has recently joined his old R&D division: a character 
  who succeeds at a Mysticism check can learn 
  more and further influence Vekkhad. In his 
  spare time, Vekkhad also enjoys 
  art and art history, and a PC can 
  entertain him with a successful 
  Culture check. 
  RASHEEN’S MESSAGE 
  REVEALED
  Once the PCs have completed the four social 
  influencing rounds, d’Salaz brings the PCs 
  into his private study. 
  Influence Results: If the players failed to 
  influence any NPCs, d’Salaz is extremely 
  formal and somewhat curt in the 
  following discussion. He explains that 
  he is honor-bound to inform the PCs, 
  as representatives of the Pact Worlds, 
  about Rasheen’s cache (see Explanation 
  below). As he owns the land, he can grant 
  them permission to excavate without a permit. 
  However, doing so is likely to result in some 
  public relations backlash for him and Heartfire. 
  He offers no other information or support beyond informing them 
  that transportation to and from the site will be provided. 
  If the PCs impressed two or more of the attendees, Vekkhad 
  compliments the PCs on their social maneuvering and provides 
  them with the following additional information.
  Explanation: Vekkhad goes on to confide that long ago his 
  ancestor struck a deal with Jelev Rasheen. When the legendary 
  adventurer made landfall on Kizmatta, looking for material to 
  make some minor repairs, she heard about the ancient hobgoblin 
  ruins peppering the frigid world and immediately grew interested. 
  Rasheen and her crew linked up with Dhal Salaz, one of the few 
  local prospectors with significant aboveground experience and 
  excavated the site that now contains her beacon. She split the 
  treasure with Salaz, but not wanting to weigh down her ship so 
  early in the expedition, Rasheen tasked her business partner 
  with guarding her treasure until she returned or “until someone 
  from the Pact Worlds asks about it.”
  As a member of a hobgoblin family who was brought up to 
  follow agreements to the letter, Vekkhad d’Salaz regards the 
  Society’s message to him requesting the coordinates to Rasheen’s 
  beacon as “someone from the Pact Worlds asking about it,” 
  and he is pleased to be the one to fulfil his ancestor’s oath. He 
  proceeds to play a video message of Jelev Rasheen for the PCs. 
  While the visual display is somewhat blurry from multiple format 
  migrations over the decades, the audio is mostly clear. 
  Read or paraphrase the following.
  A middle-aged human woman with short curly hair and deep 
  laugh lines speaks to the camera. Her low, warm resonates with 
  amusement. 
  “Let the record reflect that I am leaving 
  half my acquisitions from Kizmatta in the 
  care of Dhal Salaz, a local prospector and 
  my partner for this mission. We worked out a 
  similar arrangement to the one I made on Xanathis: 
  Salaz will hold in trust the high-mass items from this 
  expedition until my return, or until someone from the 
  Pact Worlds comes looking for it, whichever happens first.” 
  She speaks lightly, as though it makes little difference 
  to her. “Now, none of you give this nice young man 
  any trouble about his half of the haul—we made a 
  deal and he held up his end of it, which is why 
  I’m trusting him with my beacon. The stuff he 
  picked will look better in his office than my 
  bridge, anyway,” she laughs, then straightens, 
  growing somewhat more businesslike. 
  “The schematics from this haul are more useful 
  than the goods themselves, as it happens. 
  The thing was a bit slow, but I know some 
  engineers that can work on that. For any 
  of you wondering why we’re off the course 
  I charted out back on Absalom Station, we 
  had some supply issues. Now that we have 
  enough raw material for basic fabrication—
  thanks to Dhal, again, he’s a great kid—we’re going to get back on 
  course for the original target. Been looking forward to this trip 
  for a long time.” She grins secretively. 
  “Where we’re going, we won’t need the supplies for much 
  longer, anyway.”
  Once the PCs hear the missive, d’Salaz offers the PCs transport 
  to the ruin site. Depending on if they succeeded at their checks to 
  influence Vekkhad, the PCs’ transportation consists of a cold trip 
  on the back of a truck or a comfortable journey in the back of an 
  all-terrain-transport.
  ABOVE THE RUINS (CR 5 
  OR CR 7)
  After only an hour of driving, the PCs’ transportation reaches the 
  ruins. A PC who succeeds at a DC 25 Culture check identifies the 
  area as a memorial of some sort. Exceeding the DC of this check 
  by 5 or more raises the possibility that the ruins below may be 
  either a tomb or the site of some important battle whose history 
  was lost to the Gap, since it does not appear in any known records 
  (including local infosphere data).
  The surface site of these ruins consist of the crumbled remains 
  of two sets of concentric walls built with dark basalt. Embedded 
  in the ground between these walls sit tablet-sized stones with 
  barely visible inscriptions. At the center stands what was 
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  A. KIZMATTA HOBGOBLIN RUINS
  A. KIZMATTA HOBGOBLIN RUINS
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  TRAP FALL AREA
  TRAP FALL AREA
  A1
  A1
  A2
  A2
  A3
  A3
  FRENATA
  FRENATA
  TUNNEL
  TUNNEL
  once a meeting hall or assembly building. Its ceiling has long 
  since caved in; all that remains are the weathered stubs of 
  walls. The floor shows traces of ceramic tile that may once 
  have formed a mosaic. 
  The description of this area reveals the surface of the ruins, 
  though the mapped area shows the ruins underneath. When the 
  PCs arrive, they must first either detect and disable or trigger the 
  collapsing floor trap (see below). The mapped ruins are 30 feet 
  below the ground level.
  Trap: Rasheen built a false entrance to the complex as insurance 
  in case her Kizmatta contact broke his word. She rigged the floor 
  of the hall to collapse when any potential excavators reached the 
  northernmost end of the floor, using technology she scavenged 
  from the ruins and her ship’s repair materials. In addition to the 
  collapsing floor, she rigged a system to release a hallucinogenic 
  gas and broadcast an infrasonic message warning that the 
  interlopers have violated their agreement and they should leave. 
  Together these create a mind-affecting fear effect, with the goal 
  of scaring off any interlopers. The floor collapse mechanism has a 
  lower DC than the gas release and the recording, which are much 
  better hidden; Rasheen didn’t intend these effects to be fatal, just 
  to dissuade Dhal Salaz and his followers from going back on their 
  word, or nosy explorers from raiding her cache.
  Canny PCs who notice the collapsing floor trap can successfully 
  bypass it, safely opening the trap door hatch and then using rope 
  or other means to descend. It’s possible for the PCs to fail to notice 
  the secondary effect of the trap, which still triggers if the PCs move 
  through the trap door and into the lower level without disabling 
  it. The trapdoor is on the ceiling of the mapped area, marked with 
  dotted lines.
  SUBTIER 5–6 (CR 5)
  COLLAPSING FLOOR TRAP 
  CR 5
  Type analog; Perception DC 27 (DC 32 for hallucinogenic gas); 
  Disable (floor trap) Engineering DC 22 
  Disable (hallucinogenic gas) Engineering DC 27 (disable 
  dispenser) or Life Science DC 27 (render gas inert)
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling damage plus 1d6 bludgeoning 
  damage from falling rubble); Reflex DC 14 half; multiple 
  targets (all targets in a 20-ft.-square area)
  Secondary Effect Hallucinogenic gas (affected targets 
  confused for 1 round); Will DC 14 negates; multiple targets 
  (all targets in a 20-ft.-square area)
  SUBTIER 7–8 (CR 7)
  COLLAPSING FLOOR TRAP 
   CR 7
  Type analog; Perception DC 29 (DC 34 for hallucinogenic gas); 
  Disable (floor trap) Engineering DC 24 
  
  RASHEEN’S RECEPTION
  13
  13
  Disable (hallucinogenic gas) Engineering DC 29 (disable 
  dispenser) or Life Science DC 29 (render gas inert)
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling damage plus 3d6 
  bludgeoning damage from falling rubble); Reflex DC 16 half; 
  multiple targets (all targets in a 20-ft.-square area)
  Secondary Effect Hallucinogenic gas (affected targets 
  confused for 1d3+1 rounds); Will DC 16 negates; multiple 
  targets (all targets in a 20-ft.-square area)
  A. KIZMATTA HOBGOBLIN RUINS
  Once the PCs descend through the trapdoor, read or paraphrase 
  the following.
  All surfaces of the underground hall were once paved with 
  ceramic tiles, which in some areas has collapsed, revealing 
  hard-packed dirt. Rubble blocks one end of the hall, and rocky 
  debris covers the floor of the other. This debris thins out further 
  from the collapsed ceiling. Dark red emergency lighting marks a 
  turn at the end of the hall. 
  Within the complex, archaic red emergency lighting illuminates 
  the complex in most areas; some lights have failed, leaving gaps 
  in the coverage. Treat the entire area as having dim lighting. A 
  PC who succeeds at a DC 25 Engineering check assesses that 
  the ruins belowground were once a defensive outpost. The ruins 
  above were built after the base was decommissioned. Extremely 
  thick walls in some places increase the possibility that the former 
  occupants conducted weapons training or testing in the complex. 
  Heavy blast doors section off the halls, but do not appear to have 
  been opened or closed in centuries. 
  A1. CollApsed entrywAy
  Beneath the collapsing floor lies the complex Rasheen cleared 
  with her hobgoblin allies. The hallway leading east is completely 
  blocked by rubble, either by Rasheen or some natural event before 
  or since her visit; this cannot be cleared without heavy equipment 
  and many more personnel. The hallway leading west is cluttered 
  with debris, creating difficult terrain. 
  A2. Armory (Cr 7 or Cr 9)
  Empty weapons racks stand on either side of the heavy blast 
  doors. Opposite the doors appears to have been a test range, 
  with heavy shatterproof transparent material separating it from 
  the rest of the room. No debris or stray items mar the bare floor, 
  and the surface of the shelves and worktables hold nothing but 
  dust. Several of the emergency lights have failed, leaving parts 
  of the armory in near-total darkness.
  Each of the red emergency lights (marked on the map on page 
  12) sheds light in a 20-foot radius. The lights have Hardness 2 
  and 8 Hit Points. 
  SCALING 
  ENCOUNTER A1
  Make the following adjustments to accommodate a group 
  of four PCs. 
  All Subtiers: PCs who fail their Reflex save against the 
  floor collapse take only falling damage, not the bludgeoning 
  damage. 
  Creature: A neutronium golem resides near at the eastern 
  end of this area. Jelev Rasheen managed to clear this area of 
  the complex without reactivating this golem, but the recent 
  activity of the frenata in area A3 tripped its sensors and put it in 
  defensive mode. The golem moves to attack any creature coming 
  within 20 feet of it, and then proceeds to chase them through 
  the compound. Because of its light immunity ability, the golem is 
  invisible when illuminated by the emergency lights; the PCs may 
  wish to destroy these lights so they can rely on darkvision and 
  other light-independent senses.
  The presence of the neutronium golem hints that the drow of 
  Apostae may have deeper links with hobgoblin colonies than is 
  generally known. The drow claim to have invented neutronium 
  golems within the past few years, but the presence of this golem 
  suggests that they drew on much older technology. Neutronium 
  golems are uncommon in the Pact Worlds, requiring a successful 
  DC 28 Engineering check (DC 30 at Subtier 7—8) to identify.
  SUBTIER 5–6 (CR 7)
  ADVANCED NEUTRONIUM GOLEM 
   CR 7
  Variant Neutronium Golem (Starfinder Alien Archive 3 42)
  N Large construct (magical, technological)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +14 
  DEFENSE 
  HP 105
  EAC 19; KAC 21
  Fort +7; Ref +7; Will +4
  DR 5/—; Immunities construct immunities, electricity, light, magic
  OFFENSE
  Speed 20 ft. 
  Melee slam +18 (2d6+12 B, critical knockdown)
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities berserk
  STATISTICS
  Str +5; Dex +4; Con —; Int —; Wis +0; Cha -2
  Skills Stealth +14
  Other Abilities mindless, comm, unliving
  TACTICS
  Before Combat The golem activates when any person enters 
  within 20 feet of it. 
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  Neutronium 
  Neutronium 
  Golem
  Golem
  SCALING 
  ENCOUNTER A2
  Make the following adjustments to accommodate a group 
  of four PCs. 
  All Subtiers: The golem is rusty and sluggish from 
  inactivity and takes a –2 penalty on attack rolls. It also goes 
  berserk when it reaches one-fourth of its Hit Points, rather 
  than half. 
  During Combat The golem targets the opponent closest to it 
  and moves to attack with its slam attacks. It relentlessly 
  pursues foes throughout the entire area.
  Morale The golem is a mindless construct, originally developed 
  as a defensive guardian. It fights until destroyed.
  SPECIAL ABILITIES
  Berserk (Ex) When a neutronium golem takes damage that 
  reduces it to half its maximum Hit Points or fewer, and 
  whenever it takes damage while it has half its maximum 
  Hit Points or fewer, it must attempt a DC 14 Will saving 
  throw. On a failure, the golem goes berserk. While berserk, 
  the golem uses its actions to make a full attack or to move 
  and attack. If it can’t reach a creature, it attacks objects. 
  The golem can attempt a DC 14 Will saving throw at the 
  end of each of its turns to end the berserk state. If the 
  golem’s creator communicates with the golem to calm it, 
  via comm unit or from within 60 feet, and succeeds at a DC 
  10 Charisma check, the golem receives a +2 circumstance 
  bonus to this saving throw.
  Comm (Ex) A golem can receive wireless communications (and 
  thus commands from its creator) at planetary range. 
  Light Immunity (Ex) A neutronium golem does not interact 
  with visible light, so it is immune to laser weapons or any 
  other attack based on visible light. In any area of dim, 
  normal, or bright light, a neutronium golem is invisible.
  Magic Immunity (Ex) A neutronium golem is immune to any 
  spell or spell-like ability that allows spell resistance, 
  unless the spell specifically lists constructs in its 
  Targets entry. In addition, certain spells and 
  effects function differently against the golem, 
  as follows.
  D 
  D  If the golem is inside the area of a control 
  gravity spell used to increase gravity 
  and fails its saving throw, instead 
  of the usual effects of the 
  spell, the golem becomes Tiny 
  (reducing its space and reach to 
  2-1/2 ft.) and sinks partially into the 
  ground, becoming pinned for the 
  duration of the spell.
  D 
  D  If the golem is inside the area of a control gravity spell 
  used to reverse gravity or create an area of zero-g and 
  fails its saving throw, in addition to the normal effects 
  of the spell, it partially loses its humanoid shape as it 
  becomes Huge (increasing its size and reach to 15 ft.) 
  for the duration of the spell. In this state, the golem is 
  staggered.
  D The golem automatically fails its saving throw against 
  discharge and greater discharge but has a unique reaction 
  to these spells. Discharge and the area discharge effect 
  of greater discharge restore 5d8 Hit Points to the 
  golem; the targeted discharge effect of greater 
  discharge restores 11d8 Hit Points to it.
  
  RASHEEN’S RECEPTION
  15
  15
  D 
  D The golem can be targeted with a recharge spell, but this 
  spell has a unique effect upon it. If the golem fails its 
  saving throw, it loses its immunity to electricity and light, 
  becoming visible as a creature of highly reflective metal 
  for 2d4 rounds.
  SUBTIER 7–8 (CR 9)
  MASTERWORK NEUTRONIUM GOLEM 
  CR 9
  Variant Neutronium Golem (Starfinder Alien Archive 3 42)
  N Large construct (magical, technological)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +17 
  DEFENSE 
  HP 145
  EAC 22; KAC 24
  Fort +9; Ref +9; Will +6
  DR 5/—; Immunities construct immunities, electricity, light, 
  magic
  OFFENSE
  Speed 20 ft. 
  Melee slam +22 (2d10+15 B, critical knockdown)
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities berserk
  STATISTICS
  Str +6; Dex +4; Con —; Int —; Wis +0; Cha -2
  Skills Stealth +17
  Other Abilities mindless, comm, unliving
  TACTICS
  See Subtier 5–6.
  SPECIAL ABILITIES
  Berserk (Ex) When a neutronium golem takes damage that 
  reduces it to half its maximum Hit Points or fewer, and 
  whenever it takes damage while it has half its maximum 
  Hit Points or fewer, it must attempt a DC 14 Will saving 
  throw. On a failure, the golem goes berserk. While berserk, 
  the golem uses its actions to make a full attack or to move 
  and attack. If it can’t reach a creature, it attacks objects. 
  The golem can attempt a DC 14 Will saving throw at the 
  end of each of its turns to end the berserk state. If the 
  golem’s creator communicates with the golem to calm it, 
  via comm unit or from within 60 feet, and succeeds at a DC 
  10 Charisma check, the golem receives a +2 circumstance 
  bonus to this saving throw.
  Comm (Ex) A golem can receive wireless communications (and 
  thus commands from its creator) at planetary range. 
  Light Immunity (Ex) A neutronium golem does not interact 
  with visible light, so it is immune to laser weapons or any 
  other attack based on visible light. In any area of dim, 
  normal, or bright light, a neutronium golem is invisible.
  Magic Immunity (Ex) A neutronium golem is immune to any 
  spell or spell-like ability that allows spell resistance, unless 
  the spell specifically lists constructs in its Targets entry. In 
  addition, certain spells and effects function differently against 
  the golem, as follows.
  D If the golem is inside the area of a control gravity spell 
  used to increase gravity and fails its saving throw, 
  instead of the usual effects of the spell, the golem 
  becomes Tiny (reducing its space and reach to 2-1/2 ft.) 
  and sinks partially into the ground, becoming pinned for 
  the duration of the spell.
  D If the golem is inside the area of a control gravity spell 
  used to reverse gravity or create an area of zero-g and 
  fails its saving throw, in addition to the normal effects 
  of the spell, it partially loses its humanoid shape as it 
  becomes Huge (increasing its size and reach to 15 ft.) for 
  the duration of the spell. In this state, it is staggered.
  D The golem automatically fails its saving throw against 
  discharge and greater discharge but has a unique 
  reaction to these spells. Discharge and the area 
  discharge effect of greater discharge restores 5d8 Hit 
  Points to the golem; the targeted discharge effect of 
  greater discharge restores 11d8 Hit Points to it.
  D The golem can be targeted with a recharge spell, but 
  this spell has a unique effect upon it. If the golem fails 
  its saving throw, it loses its immunity to electricity and 
  light, becoming visible as a creature of highly reflective 
  metal for 2d4 rounds.
  Development: Aside from the empty weapons racks and 
  the cleared table, shelves, and storage containers, this room is 
  completely empty. A successful DC 28 Perception check, or a DC 
  20 Wisdom check, raises the possibility that the complex was 
  deliberately cleared, either by the original hobgoblin occupants 
  or Jelev Rasheen and her allies.
  Rewards: If the PCs fail to defeat the neutronium golem, 
  reduce each PC’s credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 1,226.
  Out of Subtier: Reduce each PC’s credits earned by 1,488.
  Subtier 7–8: Reduce each PC’s credits earned by 1,751.
  A3. storAge room (Cr 8 or Cr 10)
  Shelves line the walls, some with surviving labels indicating 
  they held staple grains, dehydrated fruits and vegetables, and 
  other dry goods. This otherwise empty room contains five 
  gray plastic cube-shaped crates, each about eight feet tall and 
  wide. One crate is damaged at the lower corner.
  This area was originally a series of storage rooms, cleared 
  of the food supplies they once held when the complex was 
  abandoned. Rasheen used them for their original purpose, 
  storing some of her treasures in heavy collapsible plastic 
  containers. Here they rested undisturbed since her departure, 
  until recently: a family of native creatures called frenata 
  burrowed into the complex in search of a safe nest site for their 
  young. The entry tunnel is hidden between the two furthest 
  crates from the entrance.
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  Frenata
  Frenata
  Creatures: The frenatas secrete a slow-acting acid, which they 
  use for burrowing through dense rock, but it can also corrode 
  metal—including the PCs’ equipment. Their burrowing into the 
  ruins has damaged some of the containers Rasheen stored her 
  cache in, and they’ve raided one that contained organic material 
  to use as a nest site for their young. It looks like they’ve done 
  more damage to Rasheen’s cache than they actually have—all the 
  other crates are intact. This encounter consists of several frenatas 
  emerging from their tunnel to defend their home.
  In addition to dealing with the creatures, the PCs should be 
  careful of their aim. Rasheen’s storage containers were designed 
  to weather the elements, not weapons fire. They have AC 10 with 
  hardness 13 and 15 Hit Points. If a crate takes damage, the plastic 
  is destroyed, revealing some of the contents described below. 
  SUBTIER 5–6 (CR 8)
  FRENATAS (4) 
  CR 4
  N Medium animal
  Init +5; Senses darkvision 60 ft., blindsense (vibration) 60 ft 
  Perception +12 
  DEFENSE 
  HP 45 EACH
  EAC 17; KAC 18
  Fort +5; Ref +5; Will +7
  Resistances acid 10
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft., burrow 20 ft. 
  Melee claws +8 (1d6+4 S)
  Ranged corrosive spit +10 (1d6+4 A; critical corrode 1d4)
  Offensive Abilities disrupt terrain
  STATISTICS
  Str +0; Dex +5; Con +3; Int –3; Wis +2; Cha +0
  Skills Acrobatics +10, Athletics +15, Engineering +2, Stealth 
  +10, Survival +15
  Languages none
  Other Abilities compression
  TACTICS
  Before Combat With their vibration-based blindsense, the 
  frenata may already be aware of the PCs, especially if they 
  encountered and fought the neutronium golem in area A2. 
  If an intruder enters the storeroom and approaches the 
  crates, two of the frenata emerge and engage in a threat 
  display, growling and hissing before using its disrupt terrain 
  ability in an attempt to intimidate the interlopers. The 
  remaining frenata emerge on the following round.
  During Combat While of only basic intelligence, frenata work 
  together to build—or destroy—nests and tunnels. They 
  attempt to avoid melee, preferring to attack from range 
  with their corrosive spit. When possible, they use their 
  disrupt terrain ability to impair movement between the 
  crates and keep some distance between themselves and 
  the invaders. They use pack tactics to try to takedown 
  single foes.
  SCALING 
  ENCOUNTER A3
  Make the following adjustments to accommodate a group 
  of four PCs. 
  All Subtiers: Reduce the number of frenatas in this 
  encounter by one.
  
  RASHEEN’S RECEPTION
  17
  17
  Morale Frenata are very family oriented. If one of is reduced to 
  one-third of its Hit Points or less, it retreats to its nest in the 
  tunnels. There it collects its young and flees via the burrow 
  they dug to enter the complex. The remaining frenatas stay 
  to cover the retreat, but flee If reduced to one-third of their 
  Hit Points.
  SPECIAL ABILITIES 
  Corrosive Spit (Ex) Corrosive spit is a ranged attack with 
  a range increment of 30 feet that targets EAC. Each 
  successful hit has a 20% chance to inflict the broken 
  condition on its target’s weapon or armor, in addition to 
  dealing the listed damage. A successful DC 16 Reflex save 
  negates this effect. Armor with the broken condition is 
  unaffected by further uses of this ability.
  Disrupt Terrain (Ex) Once every 1d4 rounds as a standard 
  action, a frenata can use its corrosive spit to partially 
  dissolve any organic surface directly in front of it. This 
  ability creates difficult terrain in a 15-foot cone. 
  SUBTIER 7–8 (CR 10)
  MATURE FRENATAS (4) 
  CR 6
  N Medium animal
  Init +5; Senses darkvision 60 ft., blindsense (vibration) 60 ft 
  Perception +12 
  DEFENSE 
  HP 80 EACH
  EAC 19; KAC 20
  Fort +7; Ref +7; Will +9
  Resistances acid 10
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft., burrow 20 ft. 
  Melee claws +12 (1d6+6 S)
  Ranged corrosive spit +14 (1d6+6 A; critical corrode 1d6) 
  Offensive Abilities disrupt terrain
  STATISTICS
  Str +0; Dex +5; Con +3; Int –3; Wis +2; Cha +0
  Skills Acrobatics +13, Athletics +18, Engineering +5, Stealth +13, 
  Survival +18
  Languages none
  Other Abilities compression
  TACTICS
  See Subtier 5–6.
  SPECIAL ABILITIES 
  Corrosive Spit (Ex) Corrosive spit is a ranged attack with 
  a range increment of 30 feet that targets EAC. Each 
  successful hit has a 20% chance to inflict the broken 
  condition on its target’s weapon or armor, in addition to 
  dealing the listed damage. A successful DC 17 Reflex save 
  negates this effect. Armor with the broken condition is 
  unaffected by further uses of this ability.
  Disrupt Terrain (Ex) Once every 1d4 rounds as a standard 
  action, a frenata can use its corrosive spit to partially 
  dissolve any organic surface directly in front of it. This 
  ability creates difficult terrain in a 15-foot cone. 
  Treasure: The crate that the frenata appropriated contained 
  mostly fabrics: ceremonial robes, carpets, and tapestries. Most 
  sustained damage from the creatures’ use of them for nesting 
  material. The remaining four crates contain large, heavy items—
  things Rasheen probably wouldn’t have wanted taking up 
  precious cargo space. Most are sculptures and statuary clearly 
  of hobgoblin origin. One crate contains two elaborately carved 
  stone thrones, inlaid with bone and rare wood, and a dizzying 
  assortment of ceremonial pre-Gap polearms, also consistent with 
  hobgoblin culture. 
  The final crate contains a more mysterious artifact: a ten-
  foot-tall disk of non-native black stone, engraved with strange 
  symbols. Some appear to be astrological, while others seem to be 
  mathematical formulas, possibly for the calculation of eclipses and 
  planetary transits. A PC who succeeds at a DC 23 Culture check 
  determines they are not of hobgoblin origin, but they date to the 
  early post-Gap period. A successful DC 28 Mysticism check (DC 
  30 in Subtier 7—8), however, reveals that some of these symbols 
  are archaic versions of those used in Eloritu’s worship. The relic 
  may have come from some other system, looted by the ancient 
  hobgoblin empire. A PC who succeeds at a DC 25 Profession 
  (soldier or mercenary) check (DC 27 in Subtier 7—8), or one who 
  identified the neutronium golem in area A2, recalls that the modern 
  neutronium golems created by House Zeizerer were rumored to be 
  derived from writings of the deity Eloritu, god of secrets, magic, 
  and history.
  Perhaps most important of the treasure in this area is the next 
  of Jelev Rasheen’s treasure beacons. The device lies inside one of 
  the unopened crates and it contains heavily encrypted information 
  pointing to the leg of Rasheen’s famous final journey into the Vast.
  Development: With the cache retrieved, the PCs can exit the 
  facility and arrange for the goods to be transported back to the 
  Lorespire Complex. The frenata tunnels lead further under the 
  complex, though they prove unusable for most other creatures. 
  The extent of where these tunnels lead is not explored further in 
  this adventure. 
  Rewards: If the PCs fail to drive off the frenatas, reduce each 
  PC’s credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 1,226.
  Out of Subtier: Reduce each PC’s credits earned by 1,488.
  Subtier 7–8: Reduce each PC’s credits earned by 1,751.
  CONCLUSION
  Vekkhad D’Salaz is glad to fulfill his ancestor’s oath to Rasheen, 
  and if the PCs successfully influence him, he’s convinced that the 
  Starfinder Society is worthy of keeping the riches and telling the tale 
  of her final journey to the rest of the galaxy. If the PCs impressed 
  Tioran or identified them as an intelligence agent, the cultural 
  ambassador sends a hand-written card asking them to stay in touch, 
  and to pass along their contact information to any representatives 
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  in the Pact Worlds interested in keeping an eye on the Republic-
  Authority dispute. Tioran provides two means of contact, one official 
  and one covert—a coded offer to act as a messenger between the 
  Pact Worlds and the Marixah Republic if necessary. D’Salaz provides 
  transportation back to Absalom Station via the same Marixah 
  Republic transport they used to enter the system. 
  Radaszam and Celita debrief the PCs upon their return. Both 
  want the PCs’ assessment whether the Starfinder Society should 
  involve itself more in the escalating conflict between the Marixah 
  Republic and the Gideron Authority. Radaszam is especially pleased 
  to receive the second beacon, promising to contact the PCs when 
  the next set of coordinates have been decrypted from it.
  Rewards: The Society provides the Starfinders with a payment 
  for taking part in the negotiations and exploring Rasheen’s 
  hidden trove. The payment amounts to the total on the Chronicle 
  sheet, which is 4,085 credits in Subtier 5–6 or 5,835 credits in 
  Subtier 7–8.
  If the PCs successfully influence three attendees, then their 
  rewards remain unaffected. Otherwise, reduce each PC’s credits 
  earned by the below amount for each representative they fail to 
  influence (to a maximum of applying this penalty four times if the 
  PCs fail to influence any attendees).
  Subtier 5–6: Reduce each PC’s credits earned by 408.
  Out of Subtier: Reduce each PC’s credits earned by 496.
  Subtier 7–8: Reduce each PC’s credits earned by 583.
  REPORTING NOTES
  If the PCs recommend that the Society and the Pact Worlds become 
  involved in the Gideron/Marixah conflict to Radaszam and Celita, 
  check box A. If they recommend continued neutrality, check box B. 
  PRIMARY SUCCESS 
  CONDITIONS
  The PCs complete their main mission if they return to Radaszam 
  and Celita with Rasheen’s second beacon. Doing so earns each PC 
  1 Fame and 1 Reputation for any factions associated with their 
  currently slotted Faction boon. In addition, each player earns the 
  Rasheen’s Legacy boon on their Chronicle sheet.
  SECONDARY SUCCESS 
  CONDITIONS
  If the PCs make a favorable impression on three or more of the 
  dignitaries, they earn 1 additional Fame and 1 Reputation for any 
  factions associated with their currently slotted Faction boon.
  FACTION NOTES
  This mission is of great importance to Radaszam of the Acquisitives 
  and Celita of the Dataphiles. The PCs impress both faction leaders 
  if they manage to complete their primary mission. Each PC earns 
  1 additional Reputation with the Acquisitives and Dataphiles 
  factions, in addition to any other Reputation earned as a result of 
  completing this scenario.
  
  RASHEEN’S RECEPTION
  19
  19
  
  STARFINDER SOCIETY SCENARIO
  20
  20
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  -7
  -7
  -7
  -7
  -7
  -7
  -7
  
  RASHEEN’S RECEPTION
  21
  21
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  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, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark 
  Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, 
  John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, 
  Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Scenario #2–22: Rasheen’s Reception © 2020, Paizo Inc.; Author: 
  Mara Lynn Butler.
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  artworks, characters, dialogue, locations, plots, storylines, trade dress, the historical 
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  Starfinder Society Scenario #2–22: Rasheen’s Reception © 2020, Paizo Inc. All Rights 
  Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder 
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  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  Items Found During This Scenario
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
    
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  Character Chronicle #
  5–6
  7–8
  —
  4,085
  4,960
  5,835
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #2–22: Rasheen’s Reception
  ▫ Rasheen’s Legacy (Social Boon; Acquisitives Tier 3): Before using this boon, you must have a Reputation Tier of 3 or 
  higher with the Acquisitives faction and spend an additional 4 Fame to check the box that precedes this boon; once you do 
  so, this boon is active and can be slotted as a Social boon. If you already purchased the Rasheen’s Footsteps boon, reduce 
  the Fame cost to 2.
  Once per adventure, when this boon is slotted, you can gain a +4 bonus on the first Diplomacy, Bluff or Intimidate check 
  you attempt when interacting with a species from beyond the Pact Worlds, including Near Space inhabitants or previously 
  undiscovered creature or new species not already known to the Pact Worlds. You can instead choose, once per adventure, 
  to gain a +4 bonus on the first Acrobatics, Athletics, or Perception check you attempt while exploring an area that has not 
  been explored for at least the past century. You must choose to apply these bonuses before attempting the skill checks.
  Reputation
  All Subtiers
  Subtier 7–8
  cryo grenade I (5,000; item level 6; limit 2)
  estex suit III (5,500; item level 7)
  mk 1 null-space chamber (3,050; item level 5)
  mk 2 dermal plating (6,950; item level 7)
  D-suit III (13,300; item level 9)
  mk 2 null-space chamber (12,250; item level 9)
  mk 3 dermal plating (17,975; item level 9)
  screamer grenade II (2,720; item level 8; limit 2)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 2/SF S02-22 - Rasheens Reception.pdf