TEXT: DUSKMIRE ACCORD 9
  BY BRIAN DUCKWITZ
  STARFINDER SOCIETY SCENARIO #1–20, TIER 1–4
  YEAR OF SCOURED STARS
  
  Starfinder Society Scenario #1–20: Duskmire Accord 
  9 is a Starfinder Society Scenario designed for 1st- 
  through 4th-level characters (Tier 1–4; Subtiers 1–2 
  and 3–4). This scenario is designed for play in the 
  Starfinder Society Roleplaying Guild campaign, but 
  can easily be adapted for use with any world. For 
  more information on the Roleplaying Guild, how to 
  read the attached Chronicle sheets, and how to find 
  games in your area, check out the campaign’s home 
  page at StarfinderSociety.club.
  HOW TO PLAY
  Author • Brian Duckwitz
  Development Leads • Eleanor Ferron and 
  Thurston Hillman
  Contributing Artists • Graey Erb, Nicolás Espinoza, and 
  Andrew Hou
  Cartographers • Robert Lazzaretti and Damien Mammoliti
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda 
  Hamon Kunz
  Organized Play Lead Developer • John Compton 
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Michael Sayre, 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
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • James Case, Leo Glass, Lyz Liddell, Adrian Ng, 
  Lacy Pellazar, and Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
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  Sales Associate • Cosmo Eisele
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  Whitney Chatterjee, Erik Keith, and Andrew White
  Paizo Inc.
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  paizo.com
  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 #1–20: Duskmire Accord 9 © 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 Pad, Pathfinder Flip-Mat, 
  Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player 
  Companion, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder 
  Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder 
  Society are trademarks of Paizo Inc.
  GM ResouRces
  Duskmire Accord 9 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 sfrd. info, and the 
  relevant rules from the Alien Archive are reprinted at the back of the adventure for the GM’s 
  convenience.
  Table of Contents
  Duskmire Accord 9 . . . . . . . . . . . . . . . . . . . . . . . . .3
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 26
  Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Appendix.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see Chapter 1 of the Starfinder Society Roleplaying Guild 
  Guide. This adventure has no scenario tags. 
  
  BY BRIAN DUCKWITZ
  DUSKMIRE ACCORD 9
  Where in the 
  Universe?
  Duskmire Accord 9 takes place on Salvation’s End, a moon-
  sized spacecraft filled with innumerable sealed simulation 
  chambers that are run by an unknown intelligence. For 
  more information about Salvation’s End, see Starfinder 
  Society Scenario #1–00: Claim to Salvation and Starfinder 
  Society Scenario #1–09: Live Exploration Extreme!, both of 
  which are available online at paizo. com. 
  During the events of Starfinder Society Scenario #1–09: Live 
  Exploration Extreme!, the Starfinder Society uncovered that 
  the interior of the false moon of Salvation’s End was littered 
  with massive vault complexes containing strange simulated 
  environments. The first simulation the Society stumbled into was 
  a reproduction of the dwarven Quest for Sky from lost Golarion, 
  albeit with several inconsistencies that included rampant goblins 
  and ooze monsters as well as the absence of Torag to grant spells 
  to his worshipers. Since finding that vault’s exit, along with a 
  vast hallway containing entrances to numerous other simulation 
  chambers, the Society has dedicated considerable resources to 
  studying the other vaults.
  Many of the false moon’s vaults are currently inactive or in 
  the process of either being reactivated or sterilized following 
  their last simulations. The Society’s best data experts have failed 
  to penetrate the firewalls and security in place on Salvation’s 
  End, and the Society is nowhere close to uncovering whatever 
  ultimate purpose the massive megacomplex and its associated 
  vaults serve. Left with such an obvious mystery, the Society 
  has established a new lodge atop Salvation’s End (the site of 
  the goblin shanty tower from Starfinder Society Scenario #1–00: 
  Claim to Salvation). The area remains one of the Society’s most 
  important sites beyond the Pact Worlds.
  Several months ago, one of the vaults within Salvation’s End 
  came online, its external monitor displaying simply the words 
  “Duskmire Accord.” Although excited, the new venture-captain 
  at Salvation’s End, Kunoris Vex, decided to keep agents outside 
  until he learned all he could via external monitoring. Scans of 
  the chamber revealed a massive energy source, something so 
  powerful that it disrupts long-range communications into and 
  out of the vault. Because of this, remote surveys have failed, 
  and even magical attempts to scry the interior of the vault have 
  returned inconclusive results. To learn more, Vex has contacted 
  the Lorespire Complex, requesting a team be dispatched.
  The Duskmire Accord vault is a re-creation of a lost swampland 
  known as the Duskmire from a forgotten planet. To satiate 
  whatever inscrutable task the vaults serve, the controlling 
  intelligence of Salvation’s End has populated the vault with three 
  disparate groups removed from their natural environment: gnolls, 
  yetis, and a unicorn. The ninth iteration of this seemingly random 
  collection of species has just begun. The current three groups have 
  no concrete knowledge of their pasts, except they each know that 
  they’ve been taken from their homeland and forced to adapt in this 
  strange and unfamiliar environment.
  One side effect of the memory alteration and displacement of 
  these groups is that their typical alignments and behaviors have 
  drifted away from those commonly associated with their species. 
  The gnolls have built up a strong communal and agrarian lifestyle 
  within the hilly northernmost region of the cavern after having 
  been driven out of the southeast by the yetis. Removed from their 
  native arctic environment, the yetis swelter in the swamp’s heat 
  and spend their days inhaling a mildly hallucinogenic smoke from 
  perpetual underground fires. Finally, the unicorn who dwells in the 
  south has become an aggressive defender of her territory, treating 
  it as she would a forest and performing grisly acts to keep others 
  out of its area—effectively becoming a sort of horrific bogeyman to 
  the gnolls and yetis. 
  The memory adjustments for each species ensures that they 
  all believe that their only means of escape lies in the central 
  temple (a sensor node used to record the events within the vault), 
  which cannot be disturbed until two of the three powers within 
  the Duskmire are removed. All three groups within the Duskmire 
  simulation maintain tense relations with one another, but have so 
  far avoided setting off a larger conflict.
  SUMMARY
  The PCs begin the adventure with a briefing from Kunoris Vex, 
  the recently appointed venture-captain for Salvation’s End. He 
  
  4
  STARFINDER SOCIETY SCENARIO
  explains some of the recent history of Salvation’s End, namely that 
  the structure is full of an unknown number of simulation vaults. 
  One of these vaults has just activated and allowed external access, 
  but an unknown power source within the vault makes remote 
  scanning impossible. The PCs are tasked with investigating the 
  vault, designated the “Duskmire Accord.”
  The PCs enter the vault to find the simulation is that of 
  a dimly lit swamp. They encounter a preprogrammed 
  welcome message that doesn’t seem to be aimed at 
  them and are given a map. From there, they can 
  choose the direction of their exploration, although 
  they can easily hear a loud celebration of the 
  yetis from the southwest. At some point while 
  the PCs are exploring, a robotic drone approaches 
  the PCs and informs them that the experiment 
  being run in Duskmire has been altered due to the 
  PC’s presence. The exit to the vault is sealed by 
  a powerful force field until one of the 
  three groups within the simulation 
  removes the other two powers.
  When the PCs approach the 
  sounds of the celebration, they 
  encounter the yetis and their 
  leader, and are asked to join 
  their tribe by participating in 
  a series of initiation rites, which 
  consist 
  of 
  relatively 
  harmless 
  hazing that the yetis find hilarious. The 
  PCs also learn about the gnolls to the north 
  and the murderous “swamp ghost” to the 
  south. The PCs can follow the directions provided by the yetis or 
  clues they’ve located on their own to track down the gnolls or the 
  “swamp ghost.” When the PCs find the gnolls, they discover that 
  despite their reputation as desert-dwelling slavers, these gnolls are 
  peaceful farmers who were driven from their original territory by 
  the yetis and kept out of the south of the cave by the “swamp 
  ghost.” The PCs can also explore the “swamp ghost” territory and 
  discover the fearsome creature is actually a unicorn, who has left 
  grisly markers as a warning to trespassers. The PCs are stalked 
  by the unicorn as they explore; depending on how respectfully 
  they treat the land, the unicorn becomes either a vicious foe or a 
  hesitant but powerful ally.
  The PCs then either back one of the three factions in the vault or, 
  with exceptional difficulty, broker a treaty that avoids bloodshed 
  but still provides the PCs access to the central temple where 
  the sensor node is housed. Within the temple, the controlling 
  intelligence runs another test, this time on the PCs, before the PCs 
  can retrieve the information they need. 
  GETTING STARTED
  The PCs begin in a meeting with Venture-Captain Kunoris Vex 
  (N male drow operative) inside the recently completed lodge on 
  Salvation’s End. Promoted after the Scoured Stars incident, Kunoris 
  is a skilled, charming, and intelligent leader. He has proven himself 
  a capable agent for the Society in the past and has long nursed a 
  curiosity for all things related to the Gap and Golarion. As a drow, 
  he’s had to deal with frequent distrust from fellow Starfinders and 
  their allies, but he typically deflects such suspicions with a smile 
  and a witty remark. Although it might be too far to call him 
  kind, he does place the welfare of Starfinders under his 
  command above all other concerns. 
  Read or paraphrase the following to get the 
  adventure underway. 
  The hallway outside the meeting room is 
  dimly lit and crowded with crates. A well-
  dressed drow waits in front of the door, 
  greeting the new arrivals. “Starfinders! I’m 
  so glad you’ve arrived. I am Venture-
  Captain Kunoris Vex,” he says, 
  approaching. The drow offers an 
  outstretched hand, but is forced 
  to jump back quickly as a 
  pair of rapidly chattering 
  ysoki dash in front of him, 
  waving their arms excitedly 
  and pointing at readings on 
  their holographic displays as 
  they run down the hall. Vex 
  smiles. “As you can see, there’s 
  a lot going on here, and I want you to get 
  right down to work.”
  Vex gestures to a nearby doorway, 
  leading into a conference room with insta-plastic tables and 
  chairs arranged haphazardly about. The holographic display 
  unit’s core sits atop the table, ready for a technician to install it. 
  “Sorry for the mess. I’m sure you understand we’re right in the 
  middle of setting everything up.” The drow politely pulls out the 
  chairs for others to sit. Once everyone is seated, he pulls out a 
  pocket computer and projects an image onto a nearby wall. The 
  readout shows a series of images of a long, massive hallway 
  lined with gigantic doors spaced far apart.
  “As you can see, this moon contains a large number of 
  vaults. We recently gained access to one of them,” Vex begins. 
  “The monitor outside of this vault doorway currently displays 
  the words ‘Duskmire Accord.’ We’ve found no records in our 
  research here or from the databases on Absalom Station about 
  the term ‘Duskmire,’ but we assume it is the name of a place. 
  Our scans from the hallway reveal a powerful energy source 
  somewhere within the vault, although its construction or 
  some manner of shielding prevents any meaningful readings. 
  It appears that if we want to learn anything more, we need to 
  send in a team.” He cocks his head, raises an eyebrow, and looks 
  meaningfully toward the group.
  The drow turns off the projector and smiles broadly as he 
  leans forward. “I’d like you to go into this vault and see what 
   Venture-
  Captain 
  Kunoris Vex
  
  5
  DUSKMIRE ACCORD 9
  you can find. Identify the source of these energy readings, 
  and learn anything else you can about the interior of the vault. 
  There may be inhabitants, but we don’t know whether they’re 
  likely to be peaceful. As always, be ready for anything!”
  After the briefing, Vex is happy to answer any questions the 
  PCs have, although his knowledge regarding Salvation’s End is 
  still very limited.
  What do we know about Salvation’s End? “It’s hard for me to 
  answer that, given that everything we learn about this place seems 
  to raise more questions. We know this is an artificial moon that 
  contains a sophisticated artificial gravity generator and a number 
  of sealed-off vaults. It seems as though there is some manner of 
  intelligence controlling this entire station, but we haven’t managed 
  to contact it to determine its purpose.”
  What do we know about the interior of the vault and the power 
  source within it? “Frustratingly little. As I mentioned, there is 
  either shielding built into the device or an unknown type of active 
  disruption that stymies our efforts. I’d like you to investigate both, 
  and take readings from the power source if you can.”
  How long has this vault been active? “Several months, at this 
  point. I was hoping extended scans and scrying might eventually 
  pierce the disruption, but to little avail.”
  Are the vaults occupied? “At least some of them are. The first 
  vault we opened was occupied by a group of dwarves who believed 
  they were deep underground on Golarion, of all places, and that 
  they were undergoing some kind of task for the vanished god 
  Torag. They seemed to have had their memories altered somehow. 
  Whether that was a fluke or a pattern remains to be seen.”
  How do we get started? “I’ll have a vehicle deliver you to the 
  access tunnel. Since no one else has gone in yet, I really don’t 
  have much more advice for you than to travel down and see 
  where it leads. It’s sure to be an intriguing experience, and I have 
  to say I’m rather jealous. ‘Don’t get promoted,’ is what my friends 
  always said. Now I see why!” 
  Once the PCs have gained what information they can from Vex, 
  the venture-captain allows the PCs to purchase equipment from 
  the lodge’s storerooms. A PC can purchase any equipment from the 
  Starfinder Core Rulebook up to item level 6, assuming she could 
  normally purchase such equipment.
  When the PCs are ready to proceed and have purchased any 
  equipment they might need, have the PCs finalize their boon slots 
  for the session. If a player has earned the Claimant to Salvation 
  boon (Starfinder Society Scenario #1–00: Claim to Salvation) for 
  any character, the PC she plays gains a single reroll that can 
  be used for any one d20 roll during the course of the scenario. 
  DUSKMIRE
  1 SQUARE = 1/2 MILE
  B
  C
  A
  CAVERN 
  ENTRANCE
  
  6
  STARFINDER SOCIETY SCENARIO
  INTO THE VAULTS
  The PCs are taken via ground transport to the main hallway of 
  Salvation’s End and dropped off at the now-accessible door to the 
  Duskmire simulation. They proceed down a passageway until they 
  enter an airlock. After a brief blast from a decontamination laser 
  grid, they can pass into the vault. Once inside, the doors close behind 
  the PCs but remain unlocked. The PCs can freely move back in and 
  out of the vault until they encounter the robotic drone (see page 7), 
  after which the controlling intelligence raises a powerful force field 
  around the access door, making exit impossible until the PCs gain 
  access to the temple inside of the vault.
  Just inside the cavern is a 2-foot-wide flat metal holoprojection 
  disk embedded in the floor. It begins transmitting a message as 
  soon as the PCs enter the cavern. Read or paraphrase the following.
  A holographic projection of a horizontal blue line appears in the 
  air above a circular disk in the ground. The line begins moving in 
  a waveform pattern like that of an oscilloscope.
  “Greetings, ERROR: NULL RECORD,” a polite, cool voice 
  speaks, in Common. “Welcome to Duskmire! You are 
  understandably confused by your sudden arrival, but rest 
  assured that there is all you need here to survive should you 
  choose to do so. You can enter the temple and be released when 
  you have achieved dominance over the other two resident 
  powers within the Duskmire area. Please accept this simple map 
  as a gift to guide your way. Happy conquest!”
  A map printed on a simple plastic sheet materializes on the 
  projector. Hand the players a copy of the map on page 24. Once the 
  projection finishes speaking, it falls silent and does not respond to 
  questions. A PC who succeeds at a DC 14 Engineering or Physical 
  Science check (DC 17 in Subtier 3–4) while examining the projector 
  discovers it is deeply embedded in stone and uses advanced 
  technology of unknown origin.
  Further investigation of the disk yields little information, but a 
  PC who succeeds at a DC 10 Perception check hears the sound 
  of raucous laughter and loud singing far to the southeast (area 
  A). This is the sound of an ongoing celebration held by the yetis 
  in the Party Downs, although they become tired of this and stop 
  celebrating as the PCs start to march in that direction.
  THE DUSKMIRE VAULT
  The Duskmire vault is internally sealed and acts as a giant 
  terrarium. The walls of the vault are made of a mysterious 
  substance with the same statistics as starship bulkhead material. 
  The entire vault is humid and warm, holding steady between 80–
  90º F. A device embedded in the northern cavern wall generates 
  the water that forms a river bisecting Duskmire before collecting 
  in a lake to the south that drains away in a series of tiny 
  submerged fissures. This water is only slightly cooler than the 
  air, holding steady at approximately 75º F. The cavern is heated 
  radiantly from the walls and floor, the temperature set by the 
  controlling intelligence to remain constant.
  Fresh air circulates through the cavern via a network of narrow 
  tubes in the ceiling and walls. The flow is slow enough to allow the 
  perpetual mists and fog that shroud the cavern floor to remain in 
  place, yet fast enough to ensure air-breathing creatures survive. 
  Other than the creatures described in the encounters, there are 
  almost no other animals or insects in Duskmire.
  Roughly 10 feet of soil, peat, and rocks cover the floor 
  throughout the cavern, supporting a variety of plant life. Many 
  large, fungal specimens thrive in the vault, but other trees, 
  bushes, and grasses that are more typically found above ground 
  are also quite successful here. A PC who succeeds at a DC 15 
  Life Science check confirms these plants and fungi have been 
  genetically modified to survive in this environment.
  Unless noted otherwise in the description, the light in the 
  Duskmire vault is perpetually dim. Investigation reveals that 
  the light emanates from the ceiling, walls, and even some of 
  the vegetation. A PC who succeeds at a DC 14 Engineering or 
  Physical Science check (DC 17 in Subtier 3–4) notes the source 
  Achieving Dominance
  Once the PCs encounter the drone (see page 7), they can no 
  longer leave the cavern until either the yetis, gnolls, or the 
  unicorn become the dominant species of the cavern. The three 
  groups are all resistant to starting a fight, so if the PCs want 
  to get out any time soon, they must personally establish a 
  dominant species. While this most likely means the death or 
  capture of two of the three leaders, there are other routes PCs 
  might explore. The controlling intelligence has not considered 
  how to categorize two of the leaders peacefully submitting to 
  a third or otherwise uniting into a single cooperative group. 
  If the PCs manage to achieve this situation, the controlling 
  intelligence considers the experiment over and gives access 
  to the temple just as if one group had defeated the others.
  Finding a universally peaceful solution is not easy, 
  however. Since each group believes that only one species 
  would be permitted to leave, and that escape is only possible 
  by conquering the other inhabitants, all three of the groups 
  assume the worst of the others. Gaining the cooperation of 
  one group becomes more difficult if the PCs have already 
  allied with a different group. Unless stated otherwise (such 
  as for Sparklemane in area C), assume that unallied groups 
  begin with an indifferent attitude toward the PCs if the PCs 
  are not allied with any other group, an unfriendly attitude if 
  the PCs are allied with one other group, and a hostile attitude 
  if the PCs are allied with two other groups. Remember that 
  this attitude affects the DCs of Diplomacy checks —and other 
  checks appearing in Achieving Dominance sidebars—to 
  influence these creatures (Starfinder Core Rulbook 140).
  
  7
  DUSKMIRE ACCORD 9
  of most of the light is technological rather than natural. Light-
  emitting surfaces exist throughout the vault, powered wirelessly 
  from a location somewhere else deeper in the walls. The panels 
  can be disabled with any application of damage, but they are 
  repaired by nanite technology 1d6 hours later. Various glowing 
  fungi shed dim light as well.
  For purposes of overland movement, area A has trails and is 
  plains, area B has trails and is hills, and area C is trackless marsh. 
  The cavern is approximately 22 miles across and 15 miles wide, and 
  the vault’s ceiling is 10 miles high. (Features on the map on page 5 
  are not to scale.)
  EVENT 1: DRONE ENCOUNTER (CR 1 
  OR CR 3)
  This encounter can take place in any of the cavern’s locations while 
  the PCs are traveling, although it should occur after they have 
  encountered at least one of the groups. At this point, the controlling 
  intelligence of the Duskmire Accord vault has become aware of the 
  PCs’ presence. While the controlling intelligence did not originally 
  plan for the PCs as part of this mysterious experiment, it has 
  slightly adapted the experiment to factor in their arrival. 
  The controlling intelligence initially informed the three groups 
  within the vault that only one of the groups would be permitted to 
  enter the temple and escape the vault, and that the temple would 
  open only when two of the three groups have been conquered—
  however, the experiment has unexpectedly ground to a standstill. 
  The three groups certainly aren’t getting along, but none of 
  them are making a convincing grab for power. The controlling 
  intelligence therefore believes a group of outsiders that likely 
  wants to escape the vault might just provide the push necessary 
  to get things moving again. As a result, the controlling intelligence 
  seals the entrance tunnel the PCs traveled through to get here with 
  a powerful force field and sends a drone (or two drones, in Subtier 
  3–4) to communicate with the PCs.
  Creatures: This robotic drone (or pair of drones, in Subtier 
  3–4) is one of countless like it that work throughout Salvation’s 
  End, serving the controlling intelligence’s mysterious purposes. 
  Individually these robots have very limited knowledge, and in this 
  case it serves as little more than a messenger.
  Ordered to deliver a message and briefly interact to observe the 
  PCs’ reactions and behavior, the drone approaches the PCs. If they 
  don’t immediately attack, it broadcasts the following message in 
  Common both over its own speakers and across the frequencies 
  used by the PCs’ comm units. Read or paraphrase the following.
  A polite, cool voice speaks from the machine. “Greetings, interlopers. 
  Your presence has been noted and appropriate adjustments have 
  been made to the operation of this facility. External access is now 
  prohibited until such time as the experiment has completed. Thank 
  you for your cooperation in this endeavor.”
  The drone then waits and observes the PCs for a few minutes. 
  It answers questions, although it does not provide any information 
  about the controlling intelligence of the vault, the nature of the 
  temple, the source of the power readings, the history of the facility, 
  or where its residents came from.
  What experiment? “This facility is the current site of an 
  experiment. Your insertion into the test parameters has now been 
  accounted for.”
  What is the purpose of the experiment? “To gather information 
  on the dominance behavior of this facility’s inhabitants.”
  Achieving Dominance:
  Yetis
  The easiest way for the PCs to help another group gain 
  dominance over the yetis is by killing or capturing the 
  leader Inix, but violence is not the only route. Inix does not 
  enjoy life in the cavern and yearns for cold mountaintops—
  although he has no memory of having ever been to one—
  nor does he like watching over his half-drugged kin while 
  living in fear of a terrifying monster from the swamp. 
  Although he isn’t opposed to violence and simply taking 
  whatever he wants, if he can be convinced it would be just 
  as easy and perhaps less dangerous to make some kind of 
  deal with the other powers in the cavern, he might agree 
  to peace.
  Convincing Inix to peacefully join or ally with the other 
  groups in the cavern requires him to have a friendly or 
  better attitude toward the PCs, and for the PCs to become 
  “honorary Muckfurs” as described below. The yeti balks 
  at the thought of cooperating with or deferring to the 
  gnolls, or worse yet, the “swamp monster,” but under the 
  circumstances, Inix is willing to consider such a cooperative 
  arrangement so long as the PCs can provide a few 
  guarantees. The PCs can convince Inix to cooperate with the 
  gnolls with a DC 17 Diplomacy or Sense Motive check (DC 
  20 in Subtier 3–4) and a guarantee that the gnolls will help 
  provide the yetis food. Inix is wary of the “swamp ghost,” 
  but can be convinced to accept an alliance with it if the PCs 
  succeed at a DC 18 Diplomacy, Intimidate, or Strength check 
  (DC 21 in Subtier 3–4) to either assuage the yeti’s fears or 
  prove they are stronger than the “ghost,” and they provide a 
  guarantee that the “ghost” will no longer attack the yetis. If 
  Inix has a helpful attitude toward the PCs, the PCs gain a +2 
  circumstance bonus on these checks, but every time they 
  fail one of these checks, Inix sours on the idea and the PCs 
  take a cumulative –2 penalty on further checks to convince 
  him, to a maximum of three failed skill checks before Inix 
  refuses to hear reason. Once Inix agrees to an alliance with 
  another group, he is willing to make reasonable concessions 
  to that specific group, such as ordering the yetis to stay out 
  of the swamp or the gnoll village unless invited.
  
  8
  STARFINDER SOCIETY SCENARIO
  What is your name? “My designation is unit 65–4bxv0.”
  Who is running the experiment? “I am sorry, but that 
  information is restricted.”
  What do you mean “until the experiment is completed?” 
  “External access is prohibited until one of the three subject 
  inhabitant groups achieves dominance over the others. When a 
  single power remains, external access will be restored.”
  What do you mean by “achieves dominance?” “Based on prior 
  observation, dominance among sentient species typically refers 
  to termination of the opposing groups’ leadership. Complete 
  extermination is not necessary for completion.”
  What if we don’t want to play along? “Then the experiment will 
  continue, but external access is prohibited until one of the three 
  subject inhabitant groups achieves dominance over the others.”
  What are the three subject species? “The tribes that currently 
  dwell in the north and just to the west, and the power centered in the 
  southern swamp,” it says, turning to face each direction as it speaks.
  The robot is perfectly amenable to leave after delivering its 
  message and conversing with any PCs who wish to do so. If 
  attacked, it says, “Dominance-seeking behavior observed; test 
  protocol 5A6 enabled” before attacking.
  SUBTIER 1–2 (CR 1)
  OBSERVER-CLASS SECURITY ROBOT 
  CR 1
  HP 17 (Starfinder Alien Archive 94; see page 23)
  TACTICS
  During Combat Interested in dominance behaviors and having 
  observed the PCs since they first entered the cavern, the 
  robot focuses its attacks on the PC who appears to be 
  the group’s decision-maker or spokesperson. If unable to 
  determine the dominant member of the group, it focuses its 
  attacks on the strongest-looking PC.
  Morale The robot is programmed to observe everything it can 
  in combat and fights until destroyed.
  SUBTIER 3–4 (CR 3)
  OBSERVER-CLASS SECURITY ROBOTS (2) 
  CR 1
  HP 17 each (Starfinder Alien Archive 94; see page 23)
  TACTICS
  During Combat With two robots present, the controlling 
  intelligence runs an experiment to test the group’s 
  dynamics. One robot focuses exclusively on the PC who 
  appears to be the group’s decision-maker or spokesperson, 
  while the other focuses upon the weakest-looking or most 
  heavily wounded PC. If unable to determine the dominant 
  member of the group, the first drone focuses its attacks on 
  the strongest-looking PC.
  Morale As Subtier 1–2.
  Development: Whether the PCs attack the drone or not has no 
  effect on the experiment or the controlling intelligence. It neither 
  punishes nor aids the PCs for their actions; it simply notes how 
  they react. If the PCs stop asking questions and don’t attack, the 
  drone flies off, eventually passing through a hidden panel behind 
  the waterfall to the north and into a storage rack.
  The PCs may spend time searching for a means of escape 
  from the vault, to little avail. The doors have been sealed with 
  starship  class force fields, and the hidden hatches that contain 
  the vault’s observation and maintenance robots do not lead 
  outside of the cavern.
  THE YETIS
  The Muckfur tribe of yetis number roughly two dozen individuals. 
  This isn’t their natural habitat, so they have no ecological niche to 
  fill, and they instead seek out whatever small measure of pleasure 
  they can find in a swampy marshland that offers little for them 
  beyond survival. When the yetis first arrived in the simulation, 
  they lived in the north, but after realizing the gnolls to the east 
  were successfully growing crops for food and doing quite well, 
  the yetis moved to take the gnolls’ land by force. The gnolls stood 
  little chance against the more powerful yetis and fled to the north 
  with whatever they could carry.
  Having driven out the gnolls, the yetis found life quite easy. 
  There were food stores already built up that could support them 
  for some time, and no immediate enemies at hand. The ditches 
  the gnolls built did their job and continued to dry out the land, 
  although the yetis were not aware that there was a cycle of 
  rewetting that needed to be maintained to prevent underground 
  fires from breaking out.
  After a few months, the yetis’ boredom grew to the point where 
  small groups set off to explore the swamp to the south. They had 
  seen strange lights coming from that direction, but the place had 
  always filled them with inexplicable dread. The first groups never 
  came back. Other groups left in search for these explorers, but 
  only a small number of them returned, all of them telling wide-
  eyed tales of a terrifying ghost that not only murdered its victims 
  but mutilated and displayed the corpses in warning.
  Soon after, underground fires broke out throughout the yetis’ 
  territory, created by the rich vegetable matter composting without 
  any water to smother the flames. A pale, lavender-colored smoke 
  began to waft throughout the land. The yetis soon learned that 
  the smoke had a mild, pleasurable, and hallucinogenic effect on 
  them. With the gnolls far off to the east and a terrifying enemy 
  to the south, the yetis settled into a pattern of daily life that 
  was mostly a cycle of drug-fueled parties. When the PCs arrive 
  in the vault, the yetis are still more interested in living the life 
  of leisure instead of fighting anyone, but their lifestyle is clearly 
  unsustainable, a fact just about anyone who isn’t under the 
  effects of the hallucinogenic smoke can see.
  A. PARTY DOWNS
  This terrain in this part of the cavern is mostly flat and has trails 
  throughout. The ground is made up of several feet of peat, piled 
  vegetation that becomes matted down and decays into a rich soil 
  
  9
  DUSKMIRE ACCORD 9
  Scaling Encounter A2
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: The heavy smoke in the area has affected 
  even Inix. He gains the sickened condition.
  Subtier 3–4: Both Inix and Gravax are sickened by the 
  heavy smoke.
  over time. Despite the lack of actual sunlight, a variety of pale 
  grasses and scrubby bushes cover the landscape throughout 
  the  area. A slight haze is in the air at all times, since the air 
  circulates so slowly in this low-lying part of the cavern.
  A1. PArty CentrAl
  The yetis live here, in a ramshackle set of buildings that are mostly 
  too small for them. To deal with this problem, they’ve demolished 
  sections of the buildings to better accommodate their large size. 
  At best, many of them sleep with their feet sticking out of the 
  houses. Read or paraphrase the following.
  The ground in this village is covered in mud splatters, half-eaten 
  food, and other garbage. The buildings here are relatively squat 
  and list to the sides, formed from stacked bricks of peat. Some 
  of the buildings have fallen over, while others have been bashed 
  into misshapen lumps. A thick, lavender smoke hangs heavy a 
  few inches above the ground.
  The smoke from the fissures in the ground 
  is particularly thick here, imposing a –2 
  penalty on sight- and scent-based 
  Perception checks.
  Creatures: Five yetis lie 
  about the encampment in 
  a semiconscious state, caught up in visions of far-away mountain 
  ranges and impossible landscapes. If the yetis are attacked or 
  are made hostile toward the PCs, a cry goes up and Inix (see 
  encounter A2) charges in to fight while the other yetis cower or 
  attempt to run. If the PCs did not initiate hostilities with the yetis 
  and attempt to negotiate instead of fighting, they have enough 
  time for one PC to attempt a single Diplomacy 
  check to improve Inix’s attitude from 
  hostile to unfriendly and halt 
  his assault; if this fails, 
  Inix attacks the PCs as 
  normal. 
  Otherwise, 
  Yeti
  
  10
  STARFINDER SOCIETY SCENARIO
  PATHFINDER FLIP-MAT CLASSIC: SWAMP
  A1
  A2
  A. PARTY DOWNS
  
  11
  DUSKMIRE ACCORD 9
  the yetis pay little attention to the PCs at all. If the PCs spend a 
  few minutes persistently trying to get their attention, they rouse 
  from their current torpor. They claim they can speak openly only 
  with other members of their tribe. If the yetis have an attitude of 
  indifferent or better toward the PCs, they soon latch onto the idea 
  and begin chants of “Join the tribe!” in both Aklo and Common.
  A2. InIx’s House (Cr 3 or Cr 5)
  The tribe’s leader spends most of his time here in a large tent he 
  assembled himself. Its contents are ill-treated and mostly sized 
  for gnolls rather than yetis.
  Creatures: The leader of the yetis, Inix, spends some of his 
  time patrolling the Party Downs, but lately is more often found 
  here daydreaming. He is less interested in the parties than his 
  tribemates, but he is starved for excitement and loves the idea 
  of the PCs performing the initiation rites his tribemates suggest. 
  If he or his people are attacked, he fights viciously (joined by 
  Gravax, the tribe’s spiritual leader, in Subtier 3–4).
  Inix feels the wrongness of his being here; if nothing else, it’s 
  clear to him that he and the other yetis are always too hot with 
  their thick fur. He doesn’t know much about the vault’s purpose 
  other than the belief that one group must defeat the others in 
  order to enter the central temple, and the “welcome message” 
  he heard when the yetis first awoke here (much like what the 
  PCs heard upon entering the vault). He has ventured toward the 
  central temple several times, but the presence of the “swamp 
  ghost” has kept him at bay so far.
  SUBTIER 1–2 (CR 3)
  INIX 
  CR 3
  Male yeti
  N Large monstrous humanoid (cold)
  Init +1; Senses darkvision 60 ft.; Perception +8
  DEFENSE 
  HP 40 RP 3
  EAC 14; KAC 16
  Fort +5; Ref +7; Will +4
  Immunities cold
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 40 ft., climb 30 ft.
  Melee damaged fangblade +10 (1d8+7 S; critical bleed 1d6) or
  claws +12 (1d6+7 S plus filthy claws)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities frightful gaze (30 ft., DC 12)
  TACTICS
  During Combat Inix focuses his attacks on the most heavily 
  armed and armored opponent. He begins by using his 
  damaged fangblade (which has a higher usage but deals 
  reduced damage), switching to his claws if disarmed or if he 
  has trouble hitting his foe. 
  Morale If Inix is reduced below 20 HP, he drinks a mk 1 serum 
  of healing. If reduced below 10 HP, Inix surrenders.
  STATISTICS
  Str +4; Dex +1; Con +2; Int –1; Wis –2; Cha +0
  Skills Athletics +13, Intimidate +8, Stealth +8 (+12 in swamps)
  Languages Aklo, Common
  Gear damaged fangblade (capacity 20, usage 2), battery, mk 1 
  serum of healing (2)
  SPECIAL ABILITIES
  Filthy Claws (Ex) A Muckfur yeti’s claws are covered in dirt 
  from digging through the swamp to open new smoke holes. 
  A creature that takes damage from a Muckfur yeti’s claws is 
  exposed to filth fever (Starfinder Core Rulebook 418).
  Frightful Gaze (Su) By spending 1 Resolve Point that doesn’t 
  require an action, Inix can turn his face into a terrifying 
  visage until the start of his next turn. A living creature that 
  begins its turn within 30 feet of Inix while this ability is 
  active must succeed at a DC 12 Will save or be paralyzed for 
  1 round. A creature that succeeds at the save is immune to 
  Inix’s frightful gaze for 24 hours. Creatures without a sense 
  of sight and other yetis are immune to this effect.
  SUBTIER 3–4 (CR 5)
  INIX 
  CR 3
  HP 40 (see Subtier 1–2)
  TACTICS
  Use the same tactics as Subtier 1–2.
  GRAVAX  
  CR 3
  Male yeti mystic
  N Large monstrous humanoid (cold)
  Init –1; Senses darkvision 60 ft.; Perception +8
  DEFENSE 
  HP 32 RP 3
  EAC 13; KAC 14
  Fort +4; Ref +4; Will +6
  Immunities cold
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 40 ft., climb 30 ft.
  Melee claw +6 (1d4+4 plus filthy claws)
  Ranged frostbite-class zero pistol +8 (1d6+2 C; critical staggered)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities frightful gaze (30 ft., DC 14)
  Spell-Like Abilities (CL 3rd) 
  1/day—lesser confusion (DC 16), mystic cure (1st level)
  At will—daze (DC 15), psychokinetic hand
  TACTICS
  Before Combat Gravax draws his zero pistol if he believes 
  combat is imminent and moves to stand near Inix.
  During Combat Gravax targets a heavily armored foe with lesser 
  confusion on the first round of combat. On the following 
  rounds he uses his zero pistol on targets who attack Inix from 
  range. If Inix is damaged, Gravax casts mystic cure on him. If 
  disarmed, Gravax fights with his claws.
  
  12
  STARFINDER SOCIETY SCENARIO
  Morale If Inix is killed or knocked unconscious, Gravax throws 
  down his weapon and attempts to flee. If Inix surrenders, 
  Gravax does as well.
  STATISTICS
  Str +1; Dex –1; Con +2; Int +0; Wis +1; Cha +4 
  Skills Intimidate +13, Life Science +8, Mysticism +13
  Languages Aklo
  Gear frostbite-class zero pistol with 2 batteries (20 charges 
  each), mk 1 serum of healing
  SPECIAL ABILITIES
  Filthy Claws (Ex) A Muckfur yeti’s claws are covered in dirt 
  from digging through the swamp to open new smoke holes. 
  A creature that takes damage from a Muckfur yeti’s claws is 
  exposed to filth fever (Starfinder Core Rulebook 418).
  Frightful Gaze (Su) By spending 1 Resolve Point that doesn’t 
  require an action, Gravax can turn his face into a terrifying 
  visage until the start of his next turn. A living creature 
  that begins its turn within 30 feet of Gravax while this 
  ability is active must succeed at a DC 14 Will save or be 
  paralyzed for 1 round. A creature that succeeds at the 
  save is immune to Gravax’s frightful gaze for 24 hours. 
  Creatures without a sense of sight and other yetis are 
  immune to this effect.
  Treasure: A PC who succeeds at a DC 12 Perception check while 
  searching the ramshackle buildings finds the following items that 
  the yetis find useless and don’t mind the PCs taking: a targeting 
  computer armor upgrade, a load lifter armor upgrade, and a disk 
  containing a rare collection of interactive holographic art worth 
  600 credits; in Subtier 3–4 there is also a dented but perfectly 
  usable advanced medkit.
  Development: If the PCs defeat Inix in combat and either kill 
  him, capture him, or force him to surrender, the rest of the yetis 
  appear confused and upset, but they do not attack. Instead, they 
  scatter to other areas of the Party Downs to try to scratch out 
  existences on their own.
  Rewards: If the PCs don’t befriend the yetis or defeat Inix to 
  remove the yetis as a contender, reduce each PC’s credits earned 
  by the following amount.
  Subtier 1–2: Reduce each PC’s credits earned by 272.
  Out of Subtier: Reduce each PC’s credits earned by 321.
  Subtier 3–4: Reduce each PC’s credits earned by 369.
  EVENT 2: BECOMING HONORARY 
  MUCKFURS
  While not required to interact and cooperate with the yetis, 
  submitting to a hazing ritual grants the PCs access to the possibility 
  of less violent solutions to the power-dynamic experiment the 
  controlling intelligence is running (see the Achieving Dominance: 
  Yetis sidebar). The yetis must have an attitude of indifferent or 
  better to allow the PCs to take part in the initiation, and at least 
  half of the PCs must go through the ritual in order for the PCs to 
  count as passing the initiation.
  The yetis first insist the PCs participate in a ceremonial 
  ditch-jumping. They lead the group to the nearest muddy ditch 
  and, with a great deal of hooting and hollering, egg the PCs 
  on to jump over it. The ditch is 10 feet across, but the slippery 
  ground means it requires a successful DC 13 Athletics check (DC 
  15 in Subtier 3–4) to jump across. The soft ground prevents any 
  injury if the jumper falls, but a failed check always ends with the 
  character being covered in mud, much to the joy of the yetis. 
  Whether the PCs succeed at the jump or not, the yetis consider 
  even the attempt to be enough to pass; if two or more PCs’ results 
  exceed the DC by 5 or more, the yetis are impressed and Inix’s 
  attitude toward the PCs increases by one step.
  For the second test, the yetis send the PCs “smokehole hunting.” 
  The task isn’t complicated but requires 1d2 hours and a successful 
  DC 14 Perception, Physical Science, or Survival check (DC 16 in 
  Subtier 3–4) to find a suitable location where the underground 
  fires are especially active; if two or more PCs’ results exceed the 
  DC by 5 or more, they find an especially large fire that covers the 
  yetis in a narcotic smoke, which makes the yetis more pliable and 
  increases Inix’s attitude toward the PCs by one step. A few minutes 
  of digging (and getting covered in dirt and grime) are all it takes to 
  uncover the smokehole and finish the job. The sight of filthy PCs 
  sends the yetis howling with laughter. If the PCs manage to stay 
  clean, the yetis consider the task unfinished.
  Finally, the yetis insist each PC take a deep breath of smoke 
  from one of the holes. A PC can attempt a DC 13 Life Science or 
  Medicine check (DC 16 in Subtier 3–4) to analyze the smoke, with 
  a success revealing the smoke is no more harmful than that from 
  a typical campfire; the hallucinogenic properties seem to affect 
  only the yetis. Each PC who takes a breath of smoke must succeed 
  at a DC 14 Fortitude save or suffer a coughing fit for 1d4 rounds, 
  during which time the yetis thoroughly laugh and gently slap the 
  coughing character on the back.
  Once all three tasks are finished, the yetis return with the 
  PCs to the camp and ask them to join in their festivities as a 
  welcoming celebration.
  THE GNOLLS
  The gnolls of Duskmire live a relatively cheerful life of 
  cooperation. In total there are 42 gnolls (35 adults), but they 
  have no recollection of their former lives. They know that they 
  are not native to this cavern, but they have made the most of 
  their situation and developed a sustainable agricultural existence. 
  The gnolls here have little interest in violence beyond defending 
  themselves and thus have yet to attempt fighting either of the 
  other groups within the vault in order to escape. Game animals 
  are unknown in Duskmire, so the gnolls instead cultivate a 
  variety of plants and mushrooms as a substitute. They have also 
  discovered they can harvest and dry the thick layer of peat found 
  throughout the cavern to use as a fuel alternative to wood, a 
  scare resource here.
  Pushed out of their original territory (area A) by the yetis, the 
  gnolls retreated to the hills at the north end of the cavern, finally 
  
  13
  DUSKMIRE ACCORD 9
  settling near the river. They now actively spurn their old lands to 
  avoid conflict with the yetis, although they do have border guards 
  who keep an eye of for yeti raiders. The gnolls are certain that the 
  yetis will arrive eventually, and there has been much talk lately 
  about organizing an armed resistance to the inevitable attack. 
  The gnolls rarely venture into the swamps of area C, and only 
  then to harvest rare herbs that grow solely in the lower-lying 
  swamplands controlled by the “swamp ghost.” Much like the 
  yetis, the gnolls don’t know the identity of the creature that lurks 
  in the swamp, but they have a healthy fear of the bog and its 
  mysterious, murderous resident.
  B. MORELTOP VILLAGE
  A fortified town with rolling farmlands around it, this most recent 
  incarnation of the gnolls’ town operates smoothly and effectively. 
  The gnolls are still working to recover from the losses they 
  suffered at the hands of the yetis several months ago and are 
  underfed. When the PCs approach the village, read or paraphrase 
  the following.
  A small village is built atop a low hill in the distance. A swift river 
  borders the village to the west, its waters flowing from north 
  to south. Fields of rice and substantial clusters of mushrooms 
  grow from the hillsides around the town, and several figures 
  are at work tending to the crops, their backs bent and hunched. 
  The village itself has a short wall of piled dirt around its 
  perimeter, and scraggly growth on top shows the beginnings of 
  a protective hedge.
  As the PCs come closer, they quickly realize the figures in the 
  fields have hyena-like heads and fur-covered bodies. A PC who 
  succeeds at a DC 11 Life Science check recognizes these as gnolls 
  and knows that this behavior is quite unusual for them. Gnolls are 
  notorious carnivores and slavers, and they usually view manual 
  labor to be a sign of weakness and subservience. An agrarian 
  society of gnolls is practically unheard of.
  The field workers watch the PCs curiously. If approached, the 
  gnolls begin to walk briskly back to town, glancing nervously 
  behind them at the PCs. They are not combatants and cower if 
  confronted with violence. If questioned, they tell the PCs to speak 
  with Corev, their mayor.
  B1. MoreltoP town Center (Cr 3 or Cr 5)
  This location serves as the primary meeting place for the gnolls of 
  the village, where they gather to discuss farm business. As the PCs 
  enter the village, a crowd of two dozen gnolls gathers to see what 
  the fuss is all about. Most of them keep their distance near the 
  buildings. Read or paraphrase the following.
  The buildings in this village are relatively low and squat, their 
  walls formed from stacked bricks of peat. Most of the roofs 
  have vegetation growing upon them, creating a soft, fuzzy look 
  that is enhanced by the perpetual mist.
  The gnolls are standoffish, but unless their attitude is hostile, 
  they are not aggressive toward the PCs. They answer most 
  questions in a noncommittal way, preferring to let the mayor speak 
  for them. If the gnolls are attacked or are hostile to the PCs, Corev 
  and Rasptooth immediately mount a defense while the citizens flee 
  to the surrounding countryside. If the PCs are peaceful, Corev soon 
  appears to speak with the PCs in the public square.
  Creatures: The village’s mayor is a peaceful gardener named 
  Corev, who is well-respected by the other gnolls. She is mostly 
  interested in talking through troubles—even if the gnolls are 
  hostile, they attack only out of the conviction that the PCs intend 
  to exterminate the gnoll village, and if the PCs refuse to fight back, 
  Corev ceases her attack in order to talk things over. Corev would 
  prefer a peaceful resolution to the problems within the vault, but 
  she doubts such an approach can work with the yetis and the 
  swamp monster. She deeply believes that the yetis are sure to 
  return one day to take their town from them and has directed much 
  of her effort to building defenses to repel them. She is polite with 
  the PCs, and if her attitude toward them is indifferent or better, 
  she even allows them to stay in the village and share their food for 
  a day or two as a way to show their goodwill. The town’s sheriff, 
  Rasptooth, defends the mayor if she is attacked.
  Corev and the other gnolls don’t know anything about their 
  past beyond a few months ago. They too received a “welcome 
  message” like the one the PCs heard when entering Duskmire, 
  and they know that access to the central temple will supposedly 
  Achieving Dominance: 
  Gnolls
  The gnolls in Duskmire are the group most likely to cooperate 
  with the PCs and others, but they are also the easiest group 
  to subjugate. The most obvious means of gaining dominance 
  over the gnolls is through the death or capture of the gnolls’ 
  leader, Corev. However, the mayor is reasonable, and she 
  could be convinced to reach an agreement with the other 
  groups if the circumstances are right. If the PCs succeed 
  at a DC 17 Diplomacy check (DC 20 in Subtier 3–4) on two 
  consecutive days, Corev agrees to join any alliance with the 
  other powers in the cavern that the PCs can manage, so 
  long as the PCs can provide assurances that the yetis and 
  unicorn will leave her people in peace to live their own lives. 
  Corev is willing to provide occasional food shipments to the 
  yetis if they agree to stay entirely out of the hills unless 
  invited. It doesn’t take much persuasion to convince Corev 
  to stay out of the swamp, but her tribe needs the rare herbs 
  that grow in the swamp for medicinal purposes, and any 
  agreement that allows the gnolls to maintain their access to 
  those plants grants the PCs a +2 to the Diplomacy checks 
  to convince Corev to join. 
  
  14
  STARFINDER SOCIETY SCENARIO
  PATHFINDER FLIP-MAT: HAMLET
  B1a
  B1
  B. MORELTOP VILLAGE
  
  Scaling Encounter B1
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: Corev and Rasptooth have just 
  returned from a long patrol at the southern 
  edge of their territory. They both have the 
  fatigued condition.
  Subtier 3–4: Remove one gnoll farmer 
  from the encounter.
  15
  DUSKMIRE ACCORD 9
  offer freedom from the vault as some kind of prize for achieving 
  domination over the other residents. So far, the gnolls have had 
  little desire to fight.
  SUBTIER 1–2 (CR 3)
  COREV  
  CR 1
  Female gnoll
  N Medium humanoid (gnoll)
  Init +4; Senses darkvision 60 ft.; Perception +5
  DEFENSE 
  HP 17 RP 3
  EAC 11; KAC 12
  Fort +1; Ref +3; Will +6
  OFFENSE
  Speed 30 ft.
  Melee scythe +5 (1d6+2 S)
  Ranged azimuth laser pistol +7 (1d4+1 F; 
  critical burn 1d4) 
  Offensive Abilities pack tactics
  TACTICS
  During Combat Corev prefers 
  to stay out of melee in 
  combat, instead standing 
  near another gnoll while 
  firing her laser pistol from 
  range and using pack tactics 
  when possible.
  Morale If reduced to fewer than 6 Hit 
  Points, Corev surrenders.
  STATISTICS
  Str +1; Dex +4; Con +2; Int +1; Wis +1; Cha –1
  Skills Diplomacy +10, Medicine +10, Profession (farmer) +5, 
  Sense Motive +10, Stealth +5
  Languages Common, Gnoll, Yeti
  Gear azimuth laser pistol with 2 batteries (20 charges each), 
  scythe (analog, block), mk 1 serums of healing (2)
  SPECIAL ABILITIES
  Pack Tactics (Ex) Any time Corev starts or ends her turn in a 
  square adjacent to another gnoll, she can spend 1 Resolve 
  Point to grant both herself and her adjacent ally a +1 
  circumstance bonus to the next attack each makes before 
  the end of Corev’s next turn.
  RASPTOOTH  
  CR 1
  Female gnoll mystic
  N Medium humanoid (gnoll)
  Init +2; Senses darkvision 60 ft.; Perception +5
  DEFENSE 
  HP 16
  EAC 10; KAC 11
  Fort +1; Ref +3; Will +6
  OFFENSE
  Speed 30 ft.
  Melee club +3 (1d6+1 B)
  Ranged tactical semi-auto pistol +5 (1d6 P)
  Spells Known (CL 1st)
  1st (3/day)—comprehend languages, grease 
  (DC 14)
  0 (at will)—daze (DC 13), detect affliction
  TACTICS
  Before Combat Rasptooth uses her 
  mindlink circlet to stay in constant 
  mental communication with Corev. 
  If she hears the PCs speaking in a 
  language she doesn’t understand, 
  she casts comprehend languages 
  and keeps Corev appraised of what 
  the PCs are saying.
  During Combat Rasptooth attempts 
  catch as many foes as possible in her grease spell on the 
  first round of combat. She then prefers to use her pistol, 
  targeting whomever first attacked Corev.
  Morale If Corev surrenders, Rasptooth does as well. Otherwise 
  she fights to the death.
  STATISTICS
  Str +0; Dex +2; Con +1; Int +4; Wis +1; Cha –1
  Skills Engineering +10, Mysticism +10, Survival +5
  Languages Aklo, Common, Gnoll, Lashunta, Ysoki
  Gear club, tactical semi-auto pistol with 18 small arm rounds, 
  mk 1 mindlink circlet
  SUBTIER 3–4 (CR 5)
  COREV 
  CR 1
  HP 17 (see Subtier 1–2)
  GNOLL FARMERS (2) 
  CR 1
  N Medium humanoid (gnoll)
  Init +0; Senses darkvision 60 ft.; Perception +5
  DEFENSE 
  HP 20 EACH RP 2 EACH 
  EAC 11; KAC 13
  Fort +3; Ref +5; Will +3
  Corev
  
  16
  STARFINDER SOCIETY SCENARIO
  OFFENSE
  Speed 30 ft.
  Melee pitchfork +9 (1d6+6 P)
  Ranged tactical semi-auto pistol +6 (1d6+1 P)
  Offensive Abilities haymaker
  TACTICS
  During Combat If combat breaks out, the farmers try to interpose 
  themselves between Corev and any attackers, using their 
  haymaker ability to keep attackers away from the mayor.
  Morale If both Corev and Rasptooth fall unconscious or tell 
  the gnoll farmers to surrender, the farmers surrender to the 
  PCs. Otherwise they fight to the death.
  STATISTICS
  Str +4; Dex +0; Con +2; Int –1; Wis +1; Cha –1
  Skills Athletics +10, Life Science +5, Survival +5
  Languages Common, Gnoll
  Gear pitchfork (analog, block), tactical semi-auto pistol with 
  18 small arm rounds, mk 1 serums of healing (2)
  SPECIAL ABILITIES
  Haymaker (Ex) On a successful hit with a pitchfork, a gnoll 
  farmer can spend 1 Resolve Point to move the target 5 feet 
  in a direction of the gnoll’s choosing, and the target must 
  succeed at a DC 11 Fortitude save or be knocked prone.
  RASPTOOTH 
  CR 1
  HP 16 (see Subtier 1–2)
  TACTICS
  Use the same tactics as Subtier 1–2.
  Treasure: The gnolls have stumbled across some unfamiliar 
  technologies while preparing their fields, perhaps left behind by 
  previous residents. A few they have found uses for, but they’ve 
  piled the others in a storage room. If the PCs defeat the mayor, they 
  can find these items in B1a. If she surrenders or strikes a bargain, 
  she offers the items as a reward. Among the piles of useless items 
  are some truly valuable treasures: a mk 1 null-space chamber and 
  300 credits worth of gemstones; in Subtier 3–4 the building also 
  contains a laser microphone and enough rare high-tech parts to 
  fetch 990 credits on the open market (the items total 3 bulk).
  Development: If the mayor is killed, the rest of the townsfolk 
  either hide in their houses or flee the town entirely. If Corev 
  survives a battle or strikes a bargain with the PCs, the gnolls 
  accept their leader’s decision and go back to their daily lives of 
  farming as best they can.
  Rewards: If the PCs don’t befriend the gnolls or defeat Corev to 
  remove the gnolls as a contender, reduce each PC’s credits earned 
  by the following amount.
  Subtier 1–2: Reduce each PC’s credits earned by 138.
  Out of Subtier: Reduce each PC’s credits earned by 226.
  Subtier 3–4: Reduce each PC’s credits earned by 314.
  THE HAUNT
  The wildest section of the cavern, the swampy morass where the 
  unicorn dwells, is a mixture of tangled vegetation, mushroom 
  forests, grasping mud, and twisted paths. Those trespassing here 
  can quickly become lost and easy prey for the vicious master of 
  this domain. In many ways, the swamp appears to be completely 
  natural, but the complete lack of animal noises or insects hint 
  at its engineered origin. Groves of massive, vibrantly colored 
  mushrooms as tall as oak trees grow in several places in this part 
  of the cavern, their spores thick in the air. Occasionally clouds of 
  these spores emit flashes of light like dull, silent lightning. These 
  flashes are visible from a considerable distance away, and both 
  the gnolls and yetis have become suspicious of them despite their 
  harmless nature.
  Overland travel in the Haunt is difficult and time-consuming; the 
  terrain is considered trackless marsh (reducing the PCs to half their 
  overland movement rate).
  C. THE TANGLE DOWNS (CR 4 OR CR 6)
  After exploring the swamp for an hour or two, the PCs arrive in 
  an area carefully monitored by the unicorn that lives within. 
  Sparklemane feels particularly connected to this part of the 
  swamp and thinks it has been violated too often. The oppressive 
  Achieving Dominance: 
  The Unicorn
  The most obvious way to aid one of the groups in achieving 
  dominance over the unicorn is by killing or capturing her. 
  Since she is mostly concerned with the protection of 
  her own territory from others, however, it is possible to 
  forge an agreement that keeps her from attacking other 
  residents of the vault.
  To reach a treaty or other agreement with Sparklemane, 
  the PCs must change her attitude to friendly. During 
  interactions with her, acting in a way that is deferential to 
  her control of the swamps and respectful of her authority 
  grants a +2 bonus to Diplomacy checks. Sparklemane is 
  currently disgusted with the other two resident groups in 
  the vault, however, and the PCs take a cumulative –2 penalty 
  to these checks for each other group they have already 
  allied with. Once the PCs make Sparklemane friendly, they 
  can present the unicorn with a proposed alliance with 
  the yetis and gnolls. The unicorn doesn’t want a bunch of 
  gnolls or yetis tramping through the swamp wherever they 
  want; while she prefers agreements where they stay out of 
  her land entirely, she can be persuaded to grant access to 
  limited areas during limited times (at most once per week) 
  so long as the two groups promise not to damage anything. 
  If presented with acceptable terms, a PC who succeeds at 
  a DC 18 Diplomacy check (DC 21 in Subtier 3–4) convinces 
  Sparklemane to accept.
  
  17
  DUSKMIRE ACCORD 9
  [Map: Pathfinder Flip-Mat 
  Classics: Swamp]
  PATHFINDER FLIP-MAT CLASSIC: SWAMP
  C1a
  C2
  C1b
  C. THE TANGLE DOWNS
  
  18
  STARFINDER SOCIETY SCENARIO
  humidity grows heavier, and sounds seem to fall off more quickly 
  over shorter distances, giving a deadened, flat feeling to the place.
  As the PCs travel through this region, Sparklemane soon notices 
  their presence and begins to stalk them. Her goal is to build fear 
  in those who travel here, and she casts dancing lights and ghost 
  sound to great effect, the latter to create sounds of predatory cries 
  and creatures in pain. She remains at a distance so that the PCs 
  cannot spot her, using Stealth as well as the perpetual fog, thick 
  vegetation, and her natural speed to remain out of reach. This part 
  of the scenario should feel frightening as the PCs blaze their own 
  trails and notice signs of the infamous “ghost.” 
  Once the players have a sense that something intelligent and 
  perhaps predatory is in the swamp, read or paraphrase the following.
  The swamp’s tangled vegetation gives way and opens into 
  a wide clearing bordered by towering, mildly luminescent 
  mushrooms that stand over twenty feet tall. The smell of rotten 
  flesh pervades the area, lingering in the stillness as if trapped. 
  The dim green light from the massive fungi illuminates several 
  figures sitting up against one of the mushroom’s stalks.
  Closer inspection reveals the figures to be four dead gnolls, 
  laid out as a warning to other trespassers. Gruesome symbols of 
  unknown meaning have been carved into the gnolls’ chests and 
  faces. A PC who succeeds at a DC 12 Medicine check determines 
  the gnolls died approximately a week ago—two of them from lethal 
  puncture wounds in their necks and chests, but the other two with 
  signs of internal bruising and ruptured eardrums. With a successful 
  DC 13 Survival check, a PC finds signs that show the gnolls were 
  dragged to the mushroom and mutilated post mortem. In addition, 
  there are tracks of a hoofed creature throughout the area.
  PCs who investigate this area can also attempt a DC 16 Life 
  Science or Perception check (DC 18 in Subtier 3–4), on a success 
  noticing several circles of lovingly tended mushrooms, including 
  one that has been crushed by gnoll footprints. PCs who spot these 
  circles can take efforts to avoid stepping on these mushrooms, 
  at the cost of having to walk through the muddiest parts of the 
  swamp. Preserving the mushrooms improves Sparklemane’s 
  attitude toward the PCs by one step; if the PCs instead carelessly 
  trample the fungi, either out of ignorance or indifference, the 
  unicorn’s attitude toward them decreases by one step and the PCs 
  take an additional –2 penalty to checks to improve her attitude.
  C1. entrAnCe to tHe Downs
  If the PCs continue to push forward into the swamp after finding 
  the dead gnolls, they soon enter the heart of Sparklemane’s lands. 
  Read or paraphrase the following.
  A path through the swamp becomes clearer here, a hard-packed 
  earthen trail winding its way between grasping branches 
  beneath a canopy of gigantic mushrooms. A scraggly heap 
  beneath one particularly large mushroom seems to contain at 
  least a few unmoving limbs.
  Two yetis (at C1a and C1b) were part of a small raiding group 
  that entered the swamp looking to hunt down and destroy the 
  “ghost,” believing the stories told by the other yetis to be tall 
  tales. Their loud, boorish behavior and casual destruction of 
  the Haunt’s flora infuriated Sparklemane, who tricked them into 
  separating from each other, then hunted them down one at a 
  time. The yetis here died from obvious puncture wounds to the 
  chest, but the yeti at C1b also has electrically charged fur that 
  harmlessly shocks any PC who touches it. A PC who succeeds at 
  a DC 12 Survival check finds a trail of uprooted trees and bushes, 
  which the yetis tore up in order to move more easily through the 
  swamp, as well as evidence that the yetis’ bodies were dragged 
  from somewhere nearby by a hoofed creature.
  Hazard: The thorny and jagged branches that grow in this patch 
  of the bog painfully hinder creatures attempting to move through 
  the downs. While the yetis’ destruction cleared the area for the 
  PCs to travel without difficulty, attempting to move past the yetis’ 
  bodies toward area C2 forces the PCs to risk injury. Before entering 
  the marked area, a PC can identify the hazard and where to step 
  to avoid the most dangerous branches with a successful DC 13 
  Survival check or DC 18 Perception check (DC 16 or 21 respectively 
  in Subtier 3–4). Otherwise moving through the area inflicts 1d4 
  slashing damage plus 1 damage for each affected square the PC 
  entered (1d6 plus 2 damage per square in Subtier 3–4). A PC can 
  attempt a new check each round.
  The PCs can also destroy the hazard by dealing a total of 10 
  damage to the thorny branches impeding them. Destroying the 
  plants angers Sparklemane, worsening the unicorn’s attitude 
  toward the PCs by one step, while painstakingly traveling without 
  causing the plants harm improves the unicorn’s attitude toward 
  the PCs by one step. 
  C2. DoMAIn of tHe GHost (Cr 4 or Cr 6)
  As the PCs enter this area, read or paraphrase the following.
  The crumpled stem of a giant mushroom blocks the path at 
  the north end of this clearing, its faintly glowing cap knocked 
  halfway from its base. Thin, wispy fog blankets the ground, 
  swirling about in curious patterns and eddies. Overhead, the 
  largest mushrooms yet stand sentinel, with occasional bursts of 
  spores lighting the sky like flashes of lightning.
  While Sparklemane spends much of her time patrolling the 
  swamp, she considers this area her home base and the heart 
  of her realm. The fact that the yetis came so close to it has 
  angered Sparklemane greatly, and she has begun to wonder if 
  she needs to take the fight outside of her borders. Sparklemane 
  can be encountered anywhere in the swamp (and can use her 
  teleport ability anywhere in the swamp), but her statistics are 
  presented here since it is the most likely place for her to reveal 
  herself to the PCs.
  Creature: The unicorn who stalks the swamp has lost memory 
  of even her own true name after the controlling intelligence of 
  
  19
  DUSKMIRE ACCORD 9
  Salvation’s End brought her here. She knows she is not native to 
  Duskmire and her memories have been altered, however she knows 
  little about the purpose of the place other than the “welcome 
  message” she received when she first arrived and the premise that 
  one of the three groups present must defeat the others in order 
  to go free. Sparklemane has shown little interest in playing along 
  with the controlling intelligence’s scenario, and instead claimed the 
  swamp as her personal territory. A beautiful specimen of her kind, 
  Sparklemane remains spotlessly white no matter how much mud 
  she walks through, and true to her nickname, her mane shimmers 
  with an inner light. Her eyes are inky black and full of cruelty. 
  When Sparklemane first observes the PCs, her attitude is 
  hostile, but rather than attack right away, she observes from 
  hiding and attempts to frighten the PCs away. Incensed as she 
  is by outsiders in her swamp, the part of her that was once 
  good-aligned sees these new visitors as a potential way out 
  of what she feels is a constant state of siege by the yetis and 
  gnolls. She spies upon the group and pays very close 
  attention to their behavior. If the PCs show 
  respect toward the swamp in the encounters 
  listed above, Sparklemane’s attitude toward 
  them improves; if the PCs hack and 
  burn their way through the 
  swamp, 
  however, 
  the unicorn remains 
  hostile and attacks 
  when the PCs reach area C2.
  SUBTIER 1–2 (CR 4)
  SPARKLEMANE 
  Female unicorn
  CN Large magical beast
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +10
  Aura frightful presence (20 ft., 13 DC)
  DEFENSE 
  HP 50
  EAC 16; KAC 18 
  Fort +8; Ref +8; Will +3
  Immunities charm, compulsion, poison
  OFFENSE
  Speed 60 ft.
  Melee gore +13 (1d6+8 P) or
  Ranged NIL merc grenade launcher +13 with screamer grenade 
  I (explode [15 ft., 1d10 So plus deafened 1d4 minutes, DC 13]) 
  or shock grenade I (explode [15 ft., 1d8 E, DC 13]) 
  Space 10 ft.; Reach 5 ft.
  Offensive Abilities magical strike
  Spell-Like Abilities (CL 4th)
  1/day—mystic cure (2nd level), remove affliction, teleport (within 
  her swamp territory; self only)
  3/day—mystic cure (1st level)
  At will—dancing lights, ghost sound (DC 11)
  TACTICS
  Before Combat Sparklemane observes the PCs from a distance 
  for some time to see how they act in her swamp. If she 
  decides she must attack, she first tries to split the group 
  through use of dancing lights and ghost sound.
  During Combat If Sparklemane fails to separate the PCs, 
  she bombards the group with grenades before moving in. 
  The unicorn charges at the individual she feels is the least 
  respectful of her swamp on the surprise round or 
  first round of combat, activating her aura as 
  Sparklemane
  Scaling Encounter C2
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: Remove Sparklemane’s aura and screamer 
  grenade I.
  Subtier 3–4: Remove Sparklemane’s aura and shock 
  grenade II.
  
  20
  STARFINDER SOCIETY SCENARIO
  she moves. If all the PCs seem equally disrespectful, she 
  chooses the strongest-looking PC instead. She continues to 
  target that individual until it falls before moving onto the 
  target that has dealt the most damage to her. 
  Morale If reduced below 25 Hit Points, Sparklemane casts 
  mystic cure (2nd level) on herself. If reduced to 15 or fewer 
  Hit Points, she casts teleport to escape to another part of 
  the swamp. She then heals herself and begins planning her 
  next attack on the group.
  STATISTICS
  Str +4; Dex +3; Con +3; Int +0; Wis +4; Cha +5
  Skills Athletics +10, Stealth +15 (+17 in swamps), Survival +10
  Languages Common, Sylvan
  Gear NIL merc grenade launcher, screamer grenade I, shock 
  grenade I (2)
  SPECIAL ABILITIES
  Magical Strike (Ex) Sparklemane’s gore attack is treated as 
  magic for the purpose of overcoming damage reduction.
  SUBTIER 3–4 (CR 6)
  SPARKLEMANE  
  CR 6 
  Female unicorn
  CN Large magical beast
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
  Aura frightful presence (20 ft., DC 14)
  DEFENSE 
  HP 90
  EAC 18; KAC 20 
  Fort +10; Ref +10; Will +5
  Immunities charm, compulsion, poison
  OFFENSE
  Speed 60 ft.
  Melee gore +17 (1d8+10 P) or
  Ranged NIL merc grenade launcher +17 with screamer grenade 
  I (explode [15 ft., 1d10 So plus deafened 1d4 minutes, DC 14]) 
  or shock grenade II (explode [15 ft., 1d12 E, DC 14]) 
  Space 10 ft.; Reach 5 ft.
  Offensive Abilities magical strike
  Spell-Like Abilities (CL 6th)
  1/day—mystic cure (2nd level), remove affliction, teleport (within 
  her swamp territory; self only)
  3/day—mystic cure (1st level)
  At will—dancing lights, ghost sound (DC 12)
  TACTICS
  Before Combat As Subtier 1–2.
  During Combat As Subtier 1–2.
  Morale If reduced below 45 Hit Points, Sparklemane casts 
  mystic cure (2nd level) on herself. If reduced below 25 Hit 
  Points, she casts teleport to escape elsewhere in the swamp. 
  She then heals herself and plans her next attack on the group.
  STATISTICS
  Str +4; Dex +3; Con +3; Int +0; Wis +4; Cha +5
  Skills Athletics +13, Stealth +18 (+20 in swamps), Survival +13
  Languages Common, Sylvan
  Gear NIL merc grenade launcher, screamer grenades I (2), 
  shock grenade II 
  SPECIAL ABILITIES
  Magical Strike (Ex) Sparklemane’s gore attack is treated as 
  magical for the purpose of overcoming damage reduction.
  Treasure: The unicorn has amassed a considerable pile of 
  treasure gathered from the invaders she has slain as well as a 
  few trinkets she discovered on her patrols. The following items 
  are tucked away in the hollowed-out giant mushroom stump 
  in area C2: a suit of lashunta ringwear II, a ring of sustenance, 
  a thunderstrike sonic pistol with 1 battery (20 charges), and a 
  sculpture of an unknown helix-shaped alien worth 240 credits; 
  in Subtier 3–4 there is also a corona artillery laser with 1 battery 
  (20 charges) and an airtight container holding rare herbs worth 
  600 credits.
  Development: While killing Sparklemane is certainly possible, 
  capturing her is difficult given her teleport spell-like ability. 
  However, if she is taken out of the swamp, this ability no longer 
  functions, meaning she can be restrained in the usual ways. If 
  she is captured, it is still possible to force her into an agreement 
  with the other groups, but the DC of checks to persuade her 
  increase by 5.
  Rewards: If the PCs don’t befriend or defeat Sparklemane, 
  reduce each PC’s credits earned by the following amount.
  Subtier 1–2: Reduce each PC’s credits earned by 198.
  Out of Subtier: Reduce each PC’s credits earned by 234.
  Subtier 3–4: Reduce each PC’s credits earned by 271.
  THE SWAMP TEMPLE
  The “temple” houses the high-powered sensor that the 
  Starfinders’ readings have detected. The building is roughly 
  square in shape, each wall 40 feet long and 15 feet tall. The roof 
  is flat and featureless.
  The PCs can travel to this location at any time: a simple scan 
  of electromagnetic energy in the cavern with a personal scanner 
  (built into all communication devices) along with a successful 
  DC 10 Engineering or Physical Science check and an hour of 
  travel and triangulation are enough to find it. Spells and items 
  that serve a similar function (such as detect radiation) are also 
  effective in finding the temple. The gnolls, yetis, and unicorn 
  also know the temple’s location and can each provide easy 
  directions if their attitude is at least indifferent, although they 
  themselves tend to stay away from it, as they know from either 
  imparted memories or personal examination that they cannot 
  enter until they have dominated the other two groups but they 
  are not yet willing to commit to that act. Only once the PCs have 
  whittled the local groups down to one (through either violent 
  or peaceful means) does the controlling intelligence allow the 
  PCs to enter. 
  The first time that the PCs arrive at the location, read or 
  paraphrase the following.
  
  21
  DUSKMIRE ACCORD 9
  This building appears run-down and decrepit, made of broken 
  concrete and pillars half-sunken into the surrounding marshy 
  ground. It bears no ornamentation or any other obvious sign of 
  its purpose. Small glowing mushrooms sprout from some of the 
  cracks in the walls and pillars.
  There is no entrance to the temple until the controlling 
  intelligence creates one, in which case a large stone door 
  materializes on the north face of the structure. All other 
  attempts to create or find an entrance inevitably fail, resisted by 
  a combination of reinforced building materials, force fields, and 
  nanite repair technology. Once the entrance is open, the PCs can 
  enter the temple. They may convince the leaders of the vault 
  residents to enter as well, but all of the other tribe members wait 
  outside of the building due to a lack of space.
  A FINAL EXPERIMENT
  Inside the temple is single circular room 30 feet in diameter and 
  10 feet tall. The walls are lined with all manner of monitoring and 
  recording equipment, as well as the sensor node the Starfinders 
  seek. When the PCs enter, read or paraphrase the following.
  Compared to the dim light outside, the interior of this circular 
  room is quite bright. The source of the illumination is a clear 
  central pillar approximately 10 feet in diameter, which pulses 
  with a continuous series of bright bursts of blue light that 
  travel up and down the interior. Around the perimeter of the 
  chamber, numerous terminals and instruments are embedded in 
  the white walls and provide readouts on a range of information 
  both biological and technological.
  Curious about the nature of the PCs and their behaviors, the 
  controlling intelligence has one last experiment to run to collect 
  data. So long as the PCs only look around the room, nothing else 
  happens. They can easily determine that the equipment here is 
  used to monitor something and the pulsing energy node in the 
  center of the room is definitely the source of the strange readings. 
  Once a PC touches or attempts to manipulate any of the contents 
  of the room, or if anyone in the room attempts to leave, read or 
  paraphrase the following.
  The door to the room vanishes, replaced by solid, featureless 
  concrete as a cool, mechanical voice speaks. “Greetings, 
  interlopers. Your behavior thus far has been noted. Final 
  adjustments to the study have been made, and the building has 
  been sealed for your personal safety. Commencing Duskmire 
  sterilization protocols. Thank you!” With that, a deep and ominous 
  hum fills the room.
  Despite the threatening-sounding announcement of “sterilization 
  protocols,” the entire statement is a sham designed to see how the 
  PCs respond to a threat against the inhabitants of Duskmire. While 
  the doors do close and seal (potentially separating the characters 
  within from any PCs who remained outside), there is no actual 
  threat to those in the cavern.
  The GM should roll initiative; the following actions take place on 
  initiative count 5.
  Round 1: The humming becomes louder, and the pulsing light in 
  the center of the room quickens.
  Round 2: The hum rises in pitch slowly over several seconds and 
  the light in the center of the room grows very bright.
  Round 3: There is a loud, bass rumble and the lights go dark for 
  a moment before returning to normal.
  SEEING THROUGH THE RUSE
  There are a few clues in the room during the 3-round sequence that 
  all is not as it appears. The following information can be learned 
  during each character’s action.
  •  A PC who succeeds at a DC 13 Computers check (DC 15 in 
  Subtier 3–4) can quickly access one of the terminals and realize 
  there is nothing called “sterilization protocols” currently operating, 
  although there are records of previous experiments, and the 
  following message: “Gnolls: 2, Yetis: 3, Unicorn: 3.”
  •  A PC who succeeds at a DC 12 Engineering check (DC 14 in 
  Subtier 3–4) notices that the power readings displayed on the 
  monitors don’t show any power surges or increased strain on the 
  systems of the facility.
  •  A PC who succeeds at a DC 14 Perception or Physical Science 
  check (DC 16 in Subtier 3–4) realizes the rumbling comes from the 
  speakers embedded in the walls.
  Treasure: Behind a sliding panel on one of the walls (located 
  with a successful DC 10 Perception check) is a clear plastic canister 
  containing 750 UPBs; in Subtier 3–4 there are an additional two 
  canisters containing 750 UPBs each.
  Development: Once the controlling intelligence’s experiment is 
  complete, it no longer communicates with the PCs. The PCs can 
  fully scan the room and confirm that the pillar in the center is a 
  sensor node with massive energy usage and output. They further 
  learn that the information gathered by the equipment in the room 
  is being sent somewhere else, but exactly where remains unknown. 
  Continued scanning and skill checks reveal that penetrating the 
  security features and understanding the nature of the high-tech 
  equipment in the room likely requires several months of dedicated 
  effort from Starfinder technicians.
  Rewards: If the PCs do not locate the sliding panel, reduce each 
  PC’s credits earned by the following amount.
  Subtier 1–2: Reduce each PC’s credits earned by 125.
  Out of Subtier: Reduce each PC’s credits earned by 271.
  Subtier 3–4: Reduce each PC’s credits earned by 417.
  CONCLUSION
  Once the PCs reach the power conduit hub, having learned much 
  new information about the vault in the process, the PCs can 
  return to Venture-Captain Vex. The senior Starfinder is immensely 
  relieved to see them and congratulates the PCs on a job well 
  done. Venture-Captain Vex calls an end to further investigations 
  
  22
  STARFINDER SOCIETY SCENARIO
  for the time being, focusing instead on studying the temple’s 
  technology and extracting any survivors from the vault. Despite 
  the controlling intelligence’s initial claim that only one group 
  would be allowed to leave, it does not prevent the Starfinders 
  from removing all of the resident groups from the experiment 
  chamber. None of the simulation’s inhabitants wish to stay within 
  their artificial habitat, but they are poorly equipped for the world 
  that they have been thrust into. Even the best of the yetis are 
  addicted to the endemic narcotics, while the worst of the tribe 
  soon sets about trashing the Starfinder Society’s holdings on 
  Salvation’s End with destructive parties. Sparklemane is deeply 
  alienated by the technological surroundings of the Starfinder’s 
  current operations and still feels invested in protecting “her” 
  swamp even if she chooses to depart from it. The members of 
  Corev’s tribe are the most likely to adapt to a new life in the Pact 
  Worlds, but the jarring shift in technology and the threatening 
  stereotypes about gnolls commonplace among most Pact Worlds 
  species ensures that even these cooperative creatures will have a 
  difficult time adjusting. 
  Each of the PCs gains the Duskmire Allegiance boon on her 
  Chronicle sheet. Cross out the available options for each group 
  that the PCs did not befriend during the course of this scenario. 
  If the players then have multiple options remaining for this boon, 
  each player must select one of the groups and cross off the 
  remaining groups from the list.
  REPORTING NOTES
  If the PCs forged a successful alliance involving the yetis or 
  achieved dominance for the yetis, check box A. If they forged a 
  successful alliance involving the gnolls or achieved dominance 
  for the gnolls, check box B. If they forged a successful alliance 
  involving the unicorn or achieved dominance for the unicorn, 
  check box C.
  PRIMARY SUCCESS CONDITIONS
  If the PCs successfully reach the sensor node and take the requested 
  readings, they fulfill the requirements set out by Venture-Captain 
  Vex. Doing so earns each PC 1 Fame and Reputation for any faction 
  associated with her currently slotted faction boon.
  SECONDARY SUCCESS CONDITIONS
  Though the PCs have been ordered to investigate the node, 
  there are other resources and advantageous information that 
  can be gained for the Starfinder Society if they do more than 
  just gather readings. The PCs fulfill this objective so long as 
  they meet two of the following conditions: the PCs became 
  honorary Muckfurs; the PCs improved the attitude of Corev or 
  Sparklemane to at least friendly; the PCs entered the temple 
  without killing or capturing any of the group leaders; the PCs 
  saw through the ruse in the temple. If successful, each PC earns 
  1 Fame and 1 Reputation for any faction associated with her 
  currently slotted faction boon.
  
  23
  DUSKMIRE ACCORD 9
  OBSERVER-CLASS SECURITY ROBOT 
  CR 1
  Starfinder Alien Archive 94
  N Small construct (technological)
  Init +4; Senses darkvision 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.
  
  24
  STARFINDER SOCIETY SCENARIO
  
  25
  DUSKMIRE ACCORD 9
  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, 
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  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 
  by the owner of the Product Identity, and which specifically excludes the Open 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 
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  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 
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  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original 
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  an indication as to compatibility, except as expressly licensed in another, independent 
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  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You can 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. 
  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.
  Yeti from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  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 #1–20: Duskmire Accord 9 © 2018, Paizo Inc.; Author: Brian 
  Duckwitz.
  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 #1–20: 
  Duskmire Accord 9
  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 Max Credits
  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 #
  1–2
  3–4
  —
  733
  1,114
  1,494
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #1–20: Duskmire Accord 9
  Duskmire Allegiance (Ally Boon): You befriended one or more groups within the Duskmire vault in the mysterious 
  complex of Salvation’s End. When you first earn this boon, select one of the following groups to be your most fervent 
  ally and cross the remaining options off this boon.
  Gnolls: The peaceful gnolls of the Duskmire recognize the importance of agriculture and bring their talents with 
  them to a new home. You can slot this boon to have the gnolls prepare certain medicinal goods for you. At the end of 
  a scenario where you slotted this boon, you can purchase drugs or medicinals (Starfinder Core Rulebook 232) or any 
  variant of serum of healing at a 20% discount.
  Unicorn: Sparklemane, the unicorn of the Duskmire, has shown some interest in your ongoing well-being. When 
  slotting this boon, you can choose one of two available benefits. The first benefit is that Sparklemane offers to assist 
  you at the end of the scenario by casting remove affliction (CL = your character level) once at no cost. Alternatively, you 
  can instead have Sparklemane provide you with some of her weaponry. Select a single grenade with an item level no 
  higher than your level – 3 (minimum item level 1), and you count as having that grenade for the duration of the scenario. 
  This weapon cannot be sold and must be returned to Sparklemane if not used during the course of the scenario in which 
  this boon was slotted.
  Yetis: The raucous yetis of the Muckfur tribe hold regular celebrations, even after their escape from the Duskmire 
  vault. Prior to the start of a scenario, you can partake in a Muckfur party and gain some yeti-inspired confidence 
  before your mission. For the duration of the scenario in which this boon is slotted, you gain a +1 bonus to Strength- and 
  Dexterity-based skill checks and a +1 bonus to Fortitude saves.
  All Subtiers
  Reputation
  Subtier 3–4
  azimuth laser pistol (350; item level 1)
  fangblade (5,430; item level 7)
  lashunta ringwear II (2,970; item level 5)
  load lifter armor upgrade (2,550; item level 5)
  mk 1 mindlink circlet (1,600; item level 2)
  mk 1 null-space chamber (3,050; item level 5)
  mk 1 serum of healing (50; item level 1; limit 6)
  NIL merc grenade launcher (280; item level 1)
  ring of sustenance (2,925; item level 5)
  screamer grenade I (725; item level 4; limit 2)
  shock grenade I (130; item level 1; limit 2)
  tactical semi-auto pistol (260; item level 1)
  targeting computer armor upgrade (2,250; item level 4)
  thunderstrike sonic pistol (2,300; item level 4)
  advanced medkit (2,700; item level 5)
  corona artillery laser (4,650; item level 6)
  frostbite-class zero pistol (3,060; item level 5)
  shock grenade II (650; item level 4; limit 2)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 1/SF S01-20 - Duskmire Accord 9.pdf