TEXT: FORBIDDEN TIDES
  STARFINDER SOCIETY SCENARIO #2–18, TIER 7–10
  YEAR OF A THOUSAND BITES
  BY KATE BAKER
  
  Starfinder Society Scenario #2–18: Forbidden Tides is a Starfinder Society Scenario designed 
  for 7th- through 10th-level characters (Tier 7–10; Subtiers 7–8 and 9–10). This scenario is 
  designed for play in the Starfinder Society campaign, but can easily be adapted for use with 
  any world. For more information on the Starfinder Society Organized Play Campaign, how 
  to read the attached Chronicle sheets, and how to find games in your area, check out the 
  campaign’s home page at StarfinderSociety.club. 
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  GM ResouRces
  Forbidden Tides makes use of the Starfinder Core Rulebook, Starfinder Alien Archive (AA), Alien 
  Archive 2  (AA2), Alien Archive 3 (AA3), and Starfinder Armory (AR), as well as the maps Pathfinder 
  Flip Mat Multipack: Elemental Planes and Starfinder Flip Mat: Asteroid. All rules referenced in this 
  adventure are available in the free online Starfinder Reference Document at paizo.com/sfrd.
  Table of Contents
  Forbidden Tides  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  3
  Appendixes  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .20
  Map   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .21
  Chronicle Sheet  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .25
  AUTHOR
  Kate Baker
  DEVELOPMENT LEAD
  Thurston Hillman
  EDITING LEAD
  Leo Glass
  EDITORS
  Leo Glass, Lu Pellazar
  CONTRIBUTING ARTISTS
  Heige C. Balzer, Doruk Golcu, David Melvin, 
  Beatice Pellagatti, and Rogier van de Beek
  CARTOGRAPHY
  Jason Engle, Rob Lazzaretti, and Damien Mammoliti
  ART DIRECTORS
  Tony Barnett and Adam Vick
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  Robert G. McCreary
  MANAGING DEVELOPER
  Amanda Hamon
  PUBLISHER
  Erik Mona
  How to Play
  scenaRio taGs
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see Chapter 1 of the Starfinder Society Guide.
  Faction (Exo-Guardians)
  
  BY KATE BAKER 
  FORBIDDEN TIDES 
  WHERE IN THE 
  UNIVERSE?
  The mostly underwater planet of Arniselle is home to the 
  colorful morlamaws and further detailed in Starfinder 
  Society #1–08: Sanctuary of Drowned Delight and on pages 
  72–73 of Starfinder Alien Archive 3.
  ARNISELLE
  Home of the Morlamaws
  Diameter: ×1; Mass: ×1; Gravity: ×1
  Atmosphere: breathable; Day: 1 day; Year: 1 year
  The planet Arniselle, home of the morlamaw people, is 
  the third planet orbiting the star designated CX8742. 
  This planet is extremely cold, with average temperatures 
  below freezing. Oceans cover most of Arniselle, with a few 
  uninhabited, icy land masses clustered on one side of the 
  planet. Extreme seismic activity and a recent rise in the sea 
  level submerged several landmasses. The morlamaws are 
  Arniselle’s only intelligent species to have developed any 
  notable technologies (albeit still simple by Pact Worlds 
  standards). There are several large underwater morlamaw 
  cities in the deepest ocean trenches. Pact Worlds 
  organizations recently made contact with the morlamaws, 
  and both the Starfinder Society and AbadarCorp, among 
  others, have begun establishing outposts on the mostly 
  aquatic planet.
  After the Starfinder Society discovered that Arniselle, a largely 
  underwater planet replete with natural resources and the site of 
  a long abandoned Starfinder Society Lodge, was populated by a 
  colorful and sentient species known as the morlamaws, it got to 
  work both re-establishing the Lodge and beginning relationships 
  with the unusual creatures. The morlamaws, who live underwater 
  in cities built into deep trenches, have taken well to the initial 
  interplanetary contact and have opened their planet to visitors.
  One such visitor was the systemwide megacorporation 
  known as AbadarCorp, who quickly spotted the potential from 
  a planet with abundant natural resources and residents who are 
  both hardworking and a bit naïve. In particular, Datch, a ysoki 
  representative for AbadarCorp, began working with a group of 
  morlamaws who worshipped something called “The Eternal 
  Source.” Datch convinced the morlamaws to mine for an unusual 
  basalt strain with sensor-blocking capabilities that she needed 
  for other purposes, but she was unaware that the morlamaws 
  were simultaneously researching “the Eternal Source,” who was 
  in truth the Great Old One, Ghatanothoa.
  The morlamaws continued working at the facility, even after 
  Datch and AbadarCorp left. The group uncovered ancient texts, 
  and what they discovered was an association with Ghatanothoa 
  that went back long before the Gap. Using Datch’s resources to 
  uncover an ancient worship site, the group has now prepared a 
  ritual to summon the Eternal Source to Arniselle. The morlamaws 
  uncovered a strange structure under the water, a structure that 
  was once an island before seismic activity sank it. A cavern in 
  this sunken island contained a dozen mummified morlamaws, 
  strange carvings, and even stranger equipment. The morlamaws 
  brought everything they found into the mine once AbadarCorp 
  ceased operations.
  The Starfinder Society recently established a rare metal mine 
  of their own and re-opened their abandoned lodge, inviting 
  numerous morlamaws to join their ranks. The Society has 
  discovered several clues that there might be more than meets 
  the eye on Arniselle. First, on a Society mission to the planet 
  Wealdriad (Starfinder Society #2–13: Storm of the End Times), the 
  Starfinders found carvings of morlamaw-like creatures on the 
  planet’s basalt structures. Next, during a joint investigation with 
  the Dataphiles faction leader Celita into a possible medicine price-
  fixing scheme, Director Ebaki of AbadarCorp suddenly found 
  himself in danger and needed Starfinder assistance to escape 
  (Starfinder Society #2–09: Bluerise Breakout). Director Ebaki 
  kept looking into the price-fixing and found that Datch, a ysoki 
  employee of AbadarCorp, had been on Arniselle and hired a group 
  of morlamaws for a mining operation that lasted for over a year, 
  but according to official records, produced no results.
  
  STARFINDER SOCIETY SCENARIO
  4
  Suulhu-
  Suulhu-
  Huur
  Huur
  SUMMARY
  The PCs begin the adventure at the newly re-
  established Lodge on Arniselle, primarily populated 
  by aquatic Starfinders. Venture-Captain 
  Suulhu-Huur 
  asks 
  the 
  PCs 
  to 
  investigate a mining operation with 
  ties to Datch and AbadarCorp, as well 
  as a group of morlamaws who worship 
  something called “the Eternal Source.”
  The PCs travel to the mine, Giant basalt 
  crabs attack them at the entrance. 
  Inside the facility, a library and 
  research lab show study of the 
  local basalt and its unusual 
  sensor-blocking 
  capabilities. 
  The mine itself is guarded by 
  a mining robot, and Datch’s 
  office 
  has 
  an 
  explosive 
  surprise, but little information.
  The Followers of the Eternal 
  Source have begun using 
  the now-shuttered mine for their efforts to 
  call the Eternal Source, the Great Old One 
  Ghatanothoa, to Arniselle. Their first ritual, 
  in the back of the mine, causes an earthquake 
  that lifts the whole section of basalt containing the mine out of the 
  water, forming an island. This ritual preparation site is populated 
  by several ancient mummified morlamaws, who attack the PCs. 
  The morlamaws of the cult have moved to a secondary site on top 
  of the new island and have opened a portal to the Eternal Source. 
  The PCs must defeat the morlamaw cultists and close the portal 
  before Ghatanothoa can make it through and doom everyone living 
  on Arniselle!
  GETTING STARTED
  The PCs are summoned to the recently re-established underwater 
  Starfinder Society Lodge on the icy planet of Arniselle, where the 
  newly minted Venture-Captain Suulhu-Huur (LG female kaloAA 
  soldier), is getting things organized. 
  Read or paraphrase the following to begin the adventure.
  Morlamaws, kalos, and wrikreechees swim busily around the 
  Arniselle Lodge, while a few humans and vesks swim more 
  slowly in armor, occasionally bumping into furniture. A female 
  kalo, herself clad in heavy armor but with the helm off, greets 
  her new visitors. “Ah, good, you’ve arrived from the Lorespire 
  Complex. Please, follow me into the meeting room.” 
  She effortlessly swims into a room off to the side of the main 
  lodge and closes the door once everyone is inside. “I’ll try to keep 
  this briefing short and to the point. Director Ebaki of AbadarCorp 
  has been looking into some financial oddities, and he found that 
  a ysoki employee named Datch, who some of you may have met, 
  recruited a group of morlamaws for a mining operation. 
  “The morlamaws were apparently careful 
  enough to stay away from any of the Society’s 
  expeditions, we never saw them. The records 
  show that the operation was a failure, but 
  here’s the strange thing: the ship that 
  was supposed to return the equipment 
  to AbadarCorp instead brought back 
  unlabeled minerals that somehow ended 
  up ‘lost in inventory.’” 
  Suulhu-Huur tilts her head slightly. 
  “Something strange is going on. We’ve 
  identified the site of the AbadarCorp mining 
  operation, and it’s in the middle of some big 
  basalt formations. Which brings me to my next 
  point. A recent Starfinder Society mission to the 
  planet Wealdriad found carvings in the basalt 
  formations there that looked like morlamaws. 
  The carvings were primitive and very old, but 
  morlamaws are pretty distinctive. None 
  of our new Society members here have 
  any idea why those carvings would be 
  there. It’s just all adding up to something 
  suspicious. I think there’s something weird 
  about that basalt. I asked Zigvigix from 
  the Exo-Guardians to send a team of our top 
  agents; that’d be you. Between AbadarCorp and something 
  old and strange, I don’t want to take any chances. Most of our 
  agents here are still pretty new. I’d like you to go investigate the 
  site. Find out what they were mining and why. Find out if there’s 
  some connection to the carvings on Wealdriad. Be careful. My 
  gut tells me there’s something strange going on out there.”
  What do you know about the area? “The mine is located in a 
  basalt formation. I’m not sure what they could be mining there 
  besides basalt, but maybe there are other materials of value. It’s 
  pretty far from any of the trench cities, and there are a lot of 
  dangerous animals in the open ocean. You’ll have a submersible 
  vehicle, so drive straight there and avoid being out in the ocean 
  any longer than necessary to get in.”
  What do you mean that the mine was a failure? “Director Ebaki 
  says that the mine was reported in AbadarCorp records as closed 
  due to insufficient production. That doesn’t seem true, since a 
  starship carried a full load of something away from here, and I 
  want to know what that was, and why they would cover it up.”
  Why do you think the basalt on Wealdriad has anything to do 
  with this mine? “I’ll admit it’s a weak connection. There’s basalt all 
  over the place. But still, morlamaw carvings in Wealdriad basalt, 
  AbadarCorp mining basalt and covering it up. Something weird is 
  going on, and I just have a sense that it’s all connected.”
  Are we expecting AbadarCorp to still have any presence 
  there? “It’s not impossible, since AbadarCorp still has outposts 
  on Arniselle, but officially the location is closed. If there are still 
  workers there, find out what you can, but don’t pick any fights.”
  
  FORBIDDEN TIDES
  5
  Boon Allocation: PCs can slot their boons for the scenario at this 
  time. If there are any PCs with the Suulhu-Huur’s Respect Boon 
  from Starfinder Society #1–08: Sanctuary of Drowned Delight, they 
  should be encouraged to slot that boon. If they do so, the Venture 
  Captain pulls them aside after the briefing.
  “Look, I would have been a goner if your team hadn’t gotten there 
  when you did, and you have my gratitude. It’s a little strange to 
  be back here now—and in charge—after what happened. Well, 
  life’s just like that sometimes, and soldiers do what we must. 
  Needless to say, I’ve had that little backroom destroyed, though. 
  As a token of my appreciation, I’d like you to have these for the 
  mission. Take care of them, this is all my best gear!”
  If the party has at least one member with the Suulhu-Huur’s 
  Respect boon slotted, she offers the party some equipment. 
  In Subtier 7–8, this includes an underwater advanced pike, an 
  underwater tactical knife, an underwater advanced semi-auto 
  pistol, and an underwater light machine gun, engraved with the 
  name “Muncher” in kalo. In Subtier 9–10, she instead offers an 
  underwater advanced cryopike, an underwater ultrathin dagger, 
  an underwater elite semi-auto pistol, and an underwater medium 
  machine gun, engraved with the name “Muncher” in kalo. If any 
  PCs ask about the engraving, Suulhu-Huur says that it’s in honor 
  of a dear friend.
  Morlamaw PCs: Any morlamaw PCs are taken aside by Hinevera, 
  a magenta morlamaw who joined the Society after meeting the 
  Starfinders who came to investigate the long-abandoned Lodge.
  “I’m so glad that you’re going on this mission! It’s important 
  that a morlamaw be present to explore this site. I did want to 
  let you know about something that I heard. The morlamaws 
  working with Datch were part of a group that started looking 
  deep into morlamaw history soon after the Society came and 
  we started getting visitors from other planets. They wanted 
  to figure out whether aliens had ever visited us before. I’m not 
  sure exactly what they found, but they started talking about 
  something called the Eternal Source. Then, they went to work 
  in the AbadorCorp mine. It might be nothing, but watch out. I 
  didn’t want to tell Suulhu-Huur in case it brought back, well, 
  unpleasant memories.”
  If any PCs want to purchase underwater weapons, the Arniselle 
  Lodge has a good supply, offering underwater versions of any 
  weapon up to level 8 (level 10 in Subtier 9–10).
  CULTURE (RECALL 
  KNOWLEDGE) OR DIPLOMACY 
  (GATHER INFORMATION)
  PCs who have studied up on Arniselle or who have spent some 
  time in the trench cities might know something about the current 
  state of affairs on the planet. The DCs are reduced by 5 for 
  morlamaw PCs.
  10+: Morlamaws are extremely distinctive-looking mammalian 
  creatures, with colorful, stout bodies, and four long tusks that 
  they decorate with carvings. They are amphibious but live in the 
  water, building cities into deep trenches that cross the ocean floor. 
  Most morlamaws have learned at least a little Common with all the 
  visitors coming to the planet.
  15+: Morlamaw society has been thrown into chaos with the 
  initial contact by the Starfinder Society and the new awareness 
  of how much life exists in the universe. Some morlamaws have 
  embraced this contact, even going as far as to join the Starfinder 
  Society, while others are resentful.
  20+: The Starfinder Society and AbadarCorp are two of the first 
  external groups to establish outposts on Arniselle, both drawn in 
  by the planet’s natural resources. Both work closely with local 
  societies and have many morlamaw employees. 
  25+: Some morlamaws have reacted to the knowledge of life on 
  other planets by digging more deeply into their species’ history. 
  Others have become interested in building Drift-capable starships.
  30+: A group of morlamaws have learned about something 
  called the Eternal Source, and have said that they have proof 
  that Arniselle and morlamaws have always been important on a 
  galactic scale.
  THE ETERNAL 
  SOURCE
  The Great Old One known as Ghatanothoa first appeared 
  in “Out of the Aeons,” a short story written by Hazel Heald 
  and revised by H. P. Lovecraft. Cults devoted to the Eternal 
  Source persisted after the Gap, often pursuing chaotic 
  agendas associated with disasters, lost islands, and sacrifice. 
  Though descriptions of Ghatanothoa’s appearance vary 
  wildly, its cultists channel their worship through symbols 
  that resemble a jagged stone surrounded by crashing 
  waves. More information about Ghatanothoa specific to the 
  Starfinder and Pathfinder setting can be found in Pathfinder 
  Adventure Path #109: In Search of Sanity.
  
  STARFINDER SOCIETY SCENARIO
  6
  LIFE SCIENCE (RECALL 
  KNOWLEDGE)
  PCs who have explored the oceans of Arniselle or read about 
  them might know about the creatures that live in the oceans. 
  The DCs are reduced by 5 for morlamaw PCs.
  10+: The open oceans surrounding the trench cities are full 
  of dangerous animals. There are established routes between 
  the trench cities that travelers keep to, and wandering far from 
  these routes is risky.
  15+: The most common predators are sea snakes and 
  serpents, but there are also aggressive fish and crustaceans 
  that are defensive of their territory. Camouflaged appearances 
  are common, and animals can come seemingly out of nowhere.
  TRAVEL TO THE MINE
  The PCs can use a submersible vehicle from the Starfinder 
  Society’s lodge to travel to the abandoned mining site, which 
  is about thirty miles away. Along the way, a PC who succeeds 
  at a DC 24 Physical Science check notices cracks along the sea 
  floor indicative of seismic activity. The route to the AbadarCorp 
  mine passes by the Starfinder Society’s mining operation, 
  where they began by mining a mineral known as clophirium 
  used in early Drift engine designs, but the facility now mines 
  a variety of natural resources. The mine is operated principally 
  by morlamaws, and the Society ensures that the majority of 
  the profits go to the workers, since the Society is mindful of 
  the harm that can be done by outside groups taking a planet’s 
  natural resources. For now, careful negotiations between the 
  Society and the nearest trench cities have kept the arrangement 
  beneficial to everyone involved.
  The former AbadarCorp mining operation is set down in one 
  of the deep trenches that crisscross the sea floors of Arniselle. 
  The submersible can’t go into the trench itself without getting 
  stuck, so the PCs have to get out and swim down for the tightest 
  portion of the journey (about a 15-foot area). A PC who uses the 
  vehicle’s sensors to scan the area before exiting the vehicle and 
  succeeds at a DC 20 Computers check finds huge deposits of 
  basalt in the area, but no signs of life. 
  A. THE MINING ENTRANCE (CR 8 OR CR 10)
  Pillars of black stone rise from the depths of a trench, creating 
  a forest of spires that rise up to roughly fifteen feet off the 
  trench floor. A deeper tear extends into darkness along the 
  northern end of the area. A carved cavern past the deep dash 
  has a multitude of hazard symbols, indicating the presence of 
  dangerous chemicals and heavy equipment beyond.
  As soon as the PCs exit their submersible and approach the 
  trench, two large rocky-looking crustaceans emerge from the 
  fissure to the north and move to attack. The Followers of the 
  Eternal Source lured the large crabs here with food to act as 
  protection against outsiders. They aren’t trained, but they are 
  known to be extremely defensive of their territory, and the cult 
  counts on the crabs as early defense systems. The Followers 
  themselves use a secret entrance hidden in the columns of 
  basalt that leads to the tunnel in area B4, so they avoid this 
  entrance and the crabs entirely.
  Creatures: Several giant basalt crabs live in the trench right 
  outside the mine’s entrance. They protect their home fiercely. 
  Giant basalt crabs aren’t actually made of basalt, but their thick 
  shells resemble basalt almost exactly, making these creatures 
  difficult to spot when nestled into the rocky formations they call 
  home, despite their size. 
  SUBTIER 7–8 (CR 8)
  GIANT BASALT CRABS (2) 
  CR 6
  N Large animal (aquatic)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
  DEFENSE  
   
   
                  HP 90 EACH 
  EAC 18; KAC 21
  Fort +10; Ref +8; Will +5
  OFFENSE
  Speed 40 ft., swim 40 ft.
  Melee claw +16 (1d8+11 B plus grab) 
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities surging charge
  TACTICS 
  During Combat The giant basalt crabs work together to take 
  down one opponent at a time to protect their homes.
  Morale A giant basalt crab tries to escape if reduced below 
  15 Hit Points.
  STATISTICS
  Str +5; Dex +3; Con +2; Int —; Wis +1; Cha +1
  Skills Athletics +18 (+22 to swim), Acrobatics +13, Stealth +13 
  (+17 when in basalt formations)
  Other Abilities mindless
  SPECIAL ABILITIES 
  Collaborative Attack (Ex) Giant basalt crabs are used to 
  fighting as a team. When a giant basalt crab makes a full 
  attack against a creature who is grabbed by another giant 
  basalt crab, each attack takes only a –3 penalty instead of 
  –4. A giant basalt crab also gains an additional +1 bonus to 
  its attack rolls when flanking with another crab.
  Surging Charge (Ex) A giant basalt crab takes no penalty on 
  attack rolls when charging.
  SUBTIER 9–10 (CR 10)
  GIANT BASALT CRABS (2) 
  CR 8 
  N Large animal (aquatic)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +16
  DEFENSE  
   
   
                  HP 125 EACH
  EAC 20; KAC 23
  Fort +12; Ref +10; Will +7
  
  FORBIDDEN TIDES
  7
  A. THE MINING ENTRANCE
  A. THE MINING ENTRANCE
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  PATHFINDER FLIP-MAT: ELEMENTAL PLANES MULTI-PACK
  PATHFINDER FLIP-MAT: ELEMENTAL PLANES MULTI-PACK
  C2
  C2
  C1
  C1
  PCS START HERE
  PCS START HERE
  
  STARFINDER SOCIETY SCENARIO
  8
  SCALING 
  ENCOUNTER A
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: Both crabs have the sickened condition.
  OFFENSE
  Speed 40 ft., swim 40 ft.
  Melee claw +19 (3d4+14 B plus grab) 
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities surging charge
  TACTICS 
  During Combat The giant basalt crabs work together to take 
  down one opponent at a time to protect their homes.
  Morale A giant basalt crab tries to escape if reduced below 
  20 Hit Points.
  STATISTICS
  Str +6; Dex +4; Con +2; Int —; Wis +1; Cha +1
  Skills Athletics +21 (+25 to swim), Acrobatics +16, Stealth +16 
  (+20 when in basalt formations)
  Other Abilities mindless
  SPECIAL ABILITIES 
  Collaborative Attack (Ex) Giant basalt crabs are used to 
  fighting as a team. When a giant basalt crab makes a full 
  attack against a creature who is grabbed by another giant 
  basalt crab, each attack takes only a –3 penalty instead of 
  –4. A giant basalt crab also gains an additional +1 bonus to 
  its attack rolls when flanking with another crab.
  Surging Charge (Ex) A giant basalt crab takes no penalty on 
  attack rolls when charging.
  Development: If the PCs succeeded at the earlier check with 
  the sensors, they may wonder why the giant basalt crabs didn’t 
  show up as signs of life. If anyone trained in Computers returns 
  to the submersible, that PC can confirm that the sensors are 
  in working order. However, nothing in the trench, including 
  any PCs still in there, shows up on the sensors. This is the PCs’ 
  first clue about the cloaking properties of the Arniselle basalt, 
  though they are not likely to realize the exact cause yet.
  Once the PCs secure this area and defeat the crabs, they can 
  continue down toward the mine. The mine’s entrance is on the 
  seafloor at the bottom of the trench.
  B. THE MINING FACILITY
  A circular trench surrounds a section of the basalt growths 
  prevalent in this part of the seafloor, and extensive basalt 
  columns and growths run rampant over the top of the 
  structure. The mining facility is no longer in operation, now 
  that AbadarCorp has mined sufficient basalt quantities, but the 
  morlamaws of the Eternal Source still use this location for occult 
  research, and they are now preparing to use it to implement 
  their ritual. The cultists moved all of their supplies here after 
  the facility closed, so Datch and the rest of AbadarCorp remain 
  unaware of what’s become of the former mine. The front door is 
  easily visible on approach and has many warning labels in both 
  Common and Morlamaw listing the dangerous chemicals and 
  heavy equipment on the premises. The door is locked but can be 
  opened with a DC 20 Engineering check. Alternatively, a PC can 
  break down the door with a successful DC 15 Strength check.
  When the PCs arrive, the morlamaw cultists in the ritual 
  area (area B6) perform the first part of their ritual. Afterward, 
  these cultists leave by the tunnel to a second site above the 
  mining facility, shielded by basalt columns and growths from 
  both visual notice and detection sensors, even from directly 
  overhead. Most likely, the cultists aren’t aware of the PCs’ 
  presence at the facility, unless the PCs act particularly loudly, 
  such as using grenades or similarly loud effects. If the PCs want 
  to explore the top of the structure before going inside the mine, 
  they find that the columns and growths too tightly packed to 
  pass through easily, and they would have to break apart the 
  basalt in order to progress.
  Rising Island: Keep approximate track of time. Fifteen minutes 
  after the PCs first arrive at the facility and defeat the giant 
  basalt crabs, there is an earthquake due to the cult’s primary 
  ritual that starts lifting the basalt formation up out of the water. 
  The earthquake itself has no mechanical effect on the PCs, but it 
  is very noticeable. PCs who succeed at a DC 24 Physical Science 
  check or who have played Starfinder Society #1–08: Sanctuary 
  of Drowned Delight know that earthquakes are very common 
  on Arniselle and are what caused the Starfinder Society lodge, 
  which was once on land, to end up underwater. However, a PC 
  who succeeds at a DC 25 Mysticism or Physical Science check 
  (DC 28 in Subtier 9–10) thinks that the earthquake is likely 
  magical in origin, not natural.
  The earthquake-causing ritual is only the beginning of the 
  cult’s plans, led by their former mine supervisor, Farimther. The 
  next step, once the basalt is risen, is to perform a second ritual to 
  open a portal that allows Ghatanothoa, the Eternal Source, onto 
  Arniselle. The cultists can’t open the portal yet, and they remain 
  in meditation, waiting for the basalt to become an island akin 
  to Ghatanothoa’s holy symbol. The section of basalt surrounded 
  by the circular column begins to rise very slowly. The rate is 
  too gradual for the rise to be noticeable to the PCs, unless they 
  are using some kind of scientific equipment that would track 
  acceleration. However, if the PCs leave the structure to go back 
  to the submersible, they can see that the door to the facility is 
  much higher than it was when they first entered. Ten minutes 
  after the earthquake, the water begins to drain from the facility, 
  and the top of the basalt structure is out of the water, which 
  allows the cultists to begin the second part of their ritual: 
  opening the portal. Ten minutes after that, the structure has 
  risen so high that all the water drains from the facility. 
  
  FORBIDDEN TIDES
  9
  B. THE MINING FACILITY
  B. THE MINING FACILITY
  B6
  B6
  B3
  B3
  B1
  B1
  B4
  B4
  B2
  B2
  B5
  B5
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  B1. The LoBBy
  A nicely furnished lobby has AbadarCorp logos patterned onto 
  the walls and furniture. The room contains oversized chairs, 
  a low table, and a receptionist’s desk that is cleared of items 
  except for a datapad set into the surface of the desk, protected 
  from the water that fills the room by a covering.
  The computer set into the desk’s top is specially protected and 
  functions underwater. A PC can hack into the computer with a 
  successful DC 26 Computers check (DC 28 in Subtier 9–10). There 
  are four applications of interest: mail, calendar, security logs, 
  and the temperature controls for the facility. The mail logs don’t 
  reveal anything unusual; the stored messages are fairly mundane 
  and generic to any business, with no detail about the mining 
  operation itself. The last messages were sent one year ago and 
  were generally canceling services and arranging for transport. The 
  messages indicate that a starship named The Golden Meteor was 
  contracted to pick up mining equipment. The calendar also shows 
  no appointments in the last year, though the receptionist did keep 
  the calendars for two other people: the General Manager Datch 
  and the mine supervisor Farimther. The security logs show that 
  the front door was opened moments ago when the PCs came in but 
  wasn’t opened for a year prior to that. However, the temperature 
  controls indicate that someone has been adjusting the water 
  temperature in the facility quite recently.
  B2. The Mines (CR 9 oR CR 11)
  Long tracks allow carts to move easily through the mine, set 
  just inside from the front lobby and extending several hundred 
  feet. A branching tunnel extends even further into the depths 
  of the facility, though hazard tape indicates the area has seen 
  little use. Crates stacked throughout the quiet space bear neat 
  labels with their contents, though the tags indicate that they 
  were packed almost a year ago. A large loading dock has a 
  platform that can be raised to a hatch in the ceiling, which 
  now welded shut.
  This tunnel leads off into the basalt mines and are beyond the 
  scope of this adventure. The crates contain mining equipment 
  and were packed up to be shipped on the Golden Meteor, but the 
  starship instead left Arniselle with a cargo full of the unique basalt. 
  The PCs can easily examine the walls and equipment, and any PC 
  trained in Physical Science can confirm that the facility was indeed 
  used to mine basalt. 
  Creatures: One of the crates has been open, and the mining 
  robot that was packed up inside (two robots in Subtier 9–10), 
  programmed by the followers of the Eternal Source to attack 
  anyone without an Eternal Source holy symbol. The mining robot 
  takes 3 rounds to fully reactivate once the PCs enter the room. The 
  robot has been modified from the standard model to allow its drill 
  and LFD screamer to function underwater without penalty.
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  SUBTIER 7–8 (CR 9)
  MINING ROBOT  
  CR 9
  HP 145 (Starfinder Adventure Path #10: The Diaspora Strain 58; 
  see page 20)
  TACTICS 
  During Combat The mining robot attacks the closest PC, 
  starting with ranged attacks and then moving into melee. It 
  avoids using its integrated andesite magma blade, which has 
  not been modified for underwater use.
  Morale The mining robot does not surrender or attempt to 
  escape. A PC who uses a full-round action and succeeds 
  at a DC 32 Engineering check can deactivate the robot. To 
  attempt this check, the PC must be adjacent to the robot or 
  have remote hacking capabilities.
  SUBTIER 9–10 (CR 11)
  MINING ROBOTS (2)  
  CR 9
  HP 145 each (Starfinder Adventure Path #10: The Diaspora 
  Strain 58; see page 20)
  TACTICS 
  See Subtier 7–8. 
  Treasure: Two driver seismic picks (Starfinder Armory 13) and 
  a medium excavation laser (Starfinder Armory 20) rest within the 
  opened crates. 
  Development: The PCs can see from the scope of the mine that 
  an enormous quantity of basalt was mined from this facility, easily 
  enough to fill the cargo bays of a large starship. However, none 
  of the mined basalt is present. If the PCs examine the crates and 
  succeed at a DC 25 Perception check (DC 28 in Subtier 7–10), they 
  find an addendum slipped in with the shipping manifest stating 
  that the mining equipment is being held back in lieu of shipping 
  50 tons of basalt on the Golden Meteor and that subsequent 
  arrangements would be made to ship the mining equipment. It 
  is signed by Datch and dated one year ago. The manifest and 
  addendum are written on a simple datapad.
  Rewards: If the PCs fail to defeat the mining robot, reduce each 
  PC’s credits earned by the following amount.
  Subtier 7–8: Reduce each PC’s credits earned by 1,122 credits.
  Out of Subtier: Reduce each PCs’ credits earned by 1,122 credits.
  Subtier 9–10: Reduce each PC’s credits earned by 1,122 credits.
  B3. ReseaRCh LaB
  Several desks with computers line the walls of this room off the 
  main entrance, while long tables down the middle of the room 
  are crowded with machinery and experiments. Basalt sample 
  float in suspension in front of sensors or set up for strength 
  testing and many broken pieces of basalt fill waste bins. 
  A PC who spends five minutes examining the tests on the 
  tables and succeeds at a DC 20 Physical Science check (DC 22 in 
  Subtier 9–10) notices that in addition to standard materials science 
  procedures on the basalt, many of the tests are seeing how well the 
  basalt blocks sensors: this is another opportunity to identify the 
  cloaking properties of the Arniselle basalt. 
  The computers, like the one in area B1, were designed to 
  function underwater. Any of the computers can be accessed with 
  a successful DC 28 Computers check (DC 30 in Subtier 9–10). The 
  data contains records of experiments demonstrating the cloaking 
  properties of the basalt, as well as simulations modeling how 
  those properties would function in extremely large quantities. 
  It appears that AbadarCorp wanted to hide something very big 
  from detection.
  A PC who succeeds at a DC 25 Perception check (DC 28 in Subtier 
  9–10) notices a datapad in the crevice between a desk and the wall. 
  It functions as a lab notebook and contains hand-entered data from 
  a series of experiments. A PC who succeeds at a DC 20 Physical 
  Science check (DC 22 in Subtier 9–10) notes that the tests were to 
  characterize the cloaking properties of the basalt. There is also a 
  strange doodle on one of the pages of data, along with a comment 
  about the Eternal Source. The doodle is apparently abstract: 
  a tangle of lines with a few extending out of it like an octopus’s 
  tentacles and several eyes in the middle. It is oddly disconcerting, 
  and a PC who looks at the doodle must succeed at a DC 18 Will 
  save or be sickened for one minute as overcome by the feeling of 
  their skin (or suitable exterior) hardening. A PC who succeeds at 
  a DC 25 Society check recognizes the name “the Eternal Source” 
  as something related to a group of morlamaws who began looking 
  into morlamaw history after the recent contact by the Starfinder 
  Society and other off-planet organizations. Morlamaw PCs should 
  have received this information from Hinevera after the Venture-
  Captain briefing.
  The airlock door leading to area B4 is locked, but the door can 
  be opened with a successful DC 28 Engineering check (DC 30 in 
  Subtier 9–10).
  Treasure: There is a first-aid cabinet with six mk 3 serums of 
  healing. In Subtier 9–10, there are instead twelve mk 3 serums 
  of healing.
  SCALING 
  ENCOUNTER B2
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 7–8: The mining robot is at reduced functionality 
  from a year of non-operation. It takes a –2 penalty to attack 
  rolls and a –2 penalty to EAC and KAC.
  Subtier 9–10: The mining robots are at reduced 
  functionality from a year of non-operation. They take a –2 
  penalty to attack rolls and a –2 penalty to EAC and KAC.
  
  FORBIDDEN TIDES
  11
  11
  Development: The PCs should be able to work out from the 
  experiments and notes here that the basalt being mined in this 
  location could be used to build cloaking technology.
  Faction Notes: Exo-Guardian faction members should note 
  that this material poses a major threat to security and bring back 
  samples for further study by the Society.
  Rewards: If the PCs do not explore the research lab, reduce 
  each PC’s credits earned by the following amount.
  Subtier 7–8: Reduce each PC’s credits earned by 887 credits.
  Out of Subtier: Reduce each PCs’ credits earned by 2,292 credits.
  Subtier 9–10: Reduce each PC’s credits earned by 3,696 credits.
  B4. DaTCh’s FoRMeR oFFiCe (CR 8 oR CR 10)
  An airlock leads to a small office, with furniture clearly sized for 
  a creature much smaller than a morlamaw. This room is filled 
  with air. The desk is bare other than a computer. An open door 
  leads to a small bedroom, though there are no personal items 
  visible in here.
  The airlock leads 
  into to an air-filled 
  office and attached 
  bedroom 
  and 
  bathroom. All the 
  furniture is sized 
  for Small creatures. 
  There 
  is 
  still 
  a 
  computer on the 
  desk, but all other 
  personal effects have 
  been removed.
  Traps: 
  Datch 
  left a surprise for 
  anyone who snooped 
  around in her office, 
  expecting 
  that 
  Starfinders or other 
  enemies of AbadarCorp 
  might come by sooner 
  or 
  later. 
  If 
  anyone 
  touches or attempts to 
  hack the computer, even 
  remotely, it first displays a 
  cartoonlike pixelated image of the white 
  ysoki holding up a mining pick and 
  smiling at the camera while snacking 
  on an apple. PCs who have met Datch 
  before immediately recognize her 
  image. Unless the PCs notice that the 
  computer is set to explode and 
  disable it within one round, the 
  trap goes off.
  SUBTIER 7–8 (CR 8)
  EXPLODING COMPUTER TRAP  
  CR 8
  Type technological; Perception DC 32; Disable Computers DC 
  27 (reprogram trap) or Engineering DC 27 (defuse explosive)
  Trigger touch or remote access; Reset manual
  Effect explosion (8d10 F); Reflex DC 18 half; multiple targets 
  (all targets within 10 ft. of console)
  SUBTIER 9–10 (CR 10)
  EXPLODING COMPUTER TRAP  
  CR 10
  Type technological; Perception DC 35; Disable Computers DC 
  30 (reprogram trap) or Engineering DC 30 (defuse explosive)
  Trigger touch or remote access; Reset manual
  Effect explosion (10d10 F); Reflex DC 19 half; multiple targets 
  (all targets within 10 ft. of console)
  Development: Datch didn’t leave any personal effects behind, 
  but the furniture in these rooms looks reasonably well worn; a PC 
  who succeeds at a DC 20 Survival check notes that Datch probably 
  stayed here several months. The air in this room is stagnant since 
  it hasn’t been cycled in a year, which the PCs can tell with a 
  Mining 
  Mining 
  Robot
  Robot
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  successful DC 24 Physical Science check. Any PC who turns off 
  their environmental protections and tries breathing the air in 
  here notices that it is stale and acrid.
  B5. oCCuLT LiBRaRy
  As the PCs continue along the out-of-operation mine, they find 
  a section that has clearly been repurposed recently.  Shelves 
  contain datapads on occult subjects and a neatly machined 
  wall of basalt has various diagrams and symbols carved into 
  it. The phrase “the Eternal Source” is repeated over and over 
  again in Morlamaw, Aklo, and once in Common. (If the PCs did 
  not identify the phrase in area B4, they may attempt that same 
  check again now.) The cultists moved mining equipment and 
  resources out of the way to make room for the strange library. 
  One of the clearest images looks like a jagged spire of rock 
  stretching high out of an ocean, surrounded by waves. There 
  are old and bizarre relics featuring morlamaw imagery as well 
  as occult symbols.
  A PC who examines the datapads and can read Morlamaw 
  or Aklo, or succeeds at a DC 20 Linguistics, check finds that 
  there are many on the topic of the Great Old Ones, strange, 
  powerful, and malevolent ancient beings associated with the 
  planet Aucturn and known to inhabit the fringes of space. A PC 
  who spends five minutes examining the diagrams and succeeds 
  at a DC 22 Mysticism check (DC 24 in Subtier 9–10) recognizes 
  that the Eternal Source appears to refer to a specific creature, 
  and that the Followers of the Eternal Source apparently worship 
  this creature. A PC who exceeds the DC by 10 can pinpoint the 
  exact identity of the creature: Ghatanothoa, who is exceedingly 
  strange even for a Great Old One. Ghatanothoa is a mass of 
  limbs, tentacle, and eyes, that folds up over on itself, constantly 
  shifting and melding in and out of form. His appearance is said 
  to be so horrifying that those who gaze upon him or upon 
  perfect images of him can be turned into effectively immortal, 
  petrified mummies, aware of their surroundings but unable to 
  move.
  Treasure: The relics in the occult library are very old and 
  worth 6,200 credits (18,400 credits in Subtier 9–10).
  Rewards: If the PCs do not explore the occult library, reduce 
  each PC’s credits earned by the following amount.
  Subtier 7–8: Reduce each PC’s credits earned by 1,033 credits.
  Out of Subtier: Reduce each PCs’ credits earned by 1,541 credits.
  Subtier 9–10: Reduce each PC’s credits earned by 2,050 credits.
  B6. RiTuaL PRePaRaTion aRea (CR 9 oR CR 11)
  Around a bend in the cavern, the mine suddenly transforms 
  into an occult lair. More symbols and runes carved into the 
  walls and floors leer out, and strange equipment lies piled up 
  against the walls. The equipment is too small to be designed 
  for use by morlamaws, and drills, claws and spikes stick out 
  of various metal gadgets in an unsettling fashion. A circle of 
  runes on the floor glows with an otherworldly light. 
  A PC who succeeds at a DC 24 Mysticism check (DC 26 in 
  Subtier 9–10) can tell that the circle was part of a ritual that 
  caused the earthquake and caused this formation of basalt 
  to start rising. The PC also knows that it would be possible to 
  deactivate the runes with a successful DC 28 Mysticism check 
  (DC 30 in Subtier 9–10). However, failing this check or otherwise 
  touching or crossing over the runes causes them to deal damage 
  (see Hazard below). A successful Mysticism check to deactivate 
  the runes stops the basalt from continuing to rise. However, 
  the secondary ritual site on what is now the island’s surface is 
  already above the waterline.
  The room contains a dozen morlamaws that are shriveled and 
  desiccated, even if the chamber is still filled with water. They 
  hold perfectly still and don’t react to the PCs, even if PCs begin 
  touching or examining them. Eight of the mummified morlamaws 
  have damaged skulls, and it is easy to see that the brains of 
  these creatures have been removed. A PC who examines one of 
  the other four mummified morlamaws and succeeds at a DC 24 
  Medicine or Life Science check can tell that not only is the brain 
  still intact, it is still active, despite the complete lack of any other 
  signs of life.
  A metal door leading out of the room has another rune 
  inscribed on it, keeping the door locked. A PC can disable the 
  rune by succeeding at a DC 26 Mysticism check (DC 28 in Subtier 
  9–10) or can break the door down with a successful DC 26 
  Athletics check. The PCs can also get the door open by dealing 
  sufficient damage to it (hardness 20, 90 Hit Points).
  If a PC touches or deactivates the circle of runes on the floor or 
  touches or damages the door leading out to the secondary ritual 
  site, Ghatanothoa uses his magic to animate the four mummified 
  morlamaws with intact brains. They immediately attack the PCs.
  Creatures: 
  These 
  morlamaws 
  were 
  worshippers 
  of 
  Ghatanothoa thousands of years ago. They opened a portal to the 
  Eternal Source and were all mummified by laying eyes directly 
  the Great Old One. Later Mi-go (Starfinder Alien Archive 2 page 
  82) explorers to Arniselle came upon the bodies a few hundred 
  years after the creatures were petrified. When Ghatanothoa 
  mummifies a creature, their brain remains intact, allowing them 
  to still know what’s happening around them but be unable to 
  move, even into death. The mi-go used advanced equipment to 
  remove the brains of these creatures for their own purposes and 
  left the bodies and some of their equipment behind. The current 
  Followers of the Eternal Source found both the mummies and the 
  mi-go equipment in a secret cavern and brought them all here 
  after AbadarCorp closed the mine. They do not know what the mi-
  go equipment is but brought it assuming it related to the Eternal 
  Source. Of the twelve mummified morlamaws in the room, four 
  still have intact brains. They attack, controlled by Ghatanothoa, 
  as soon as a PC touches or deactivates the circle of runes on the 
  floor or touches or damages the door leading to the secondary 
  ritual site. 
  Hazard: The circle of runes deals 6d6 damage to any living 
  creature who crosses over or touches the runes. The creature 
  
  FORBIDDEN TIDES
  13
  13
  can attempt a DC 16 Will save to take half damage. (In Subtier 
  9–10, the circle of runes deals 8d6 damage and the Will save 
  for half damage is DC 18.) If the circle of runes has been 
  deactivated, it no longer deals this damage.
  SUBTIER 7–8 (CR 9)
  MUMMIFIED MORLAMAW (4) 
  CR 5
  Variant morlamaw (Starfinder Alien Archive 3 72) 
  LE Large monstrous humanoid undead (aquatic)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +11
  DEFENSE  
   
   
                  HP 70 EACH 
  EAC 17; KAC 19 
  Fort +9; Ref +9; Will +6 
  Defensive Abilities DR 5/—; Immunities undead immunities; 
  Resistances cold 5
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee tusk +15 (1d6+10 P plus skewer plus morlamaw mummy 
  rot) 
  Space 10 ft.; Reach 10 ft. 
  TACTICS 
  During Combat The mummy morlamaws attack the nearest 
  living opponent.
  Morale The mummy morlamaws do not surrender or attempt 
  to escape. They fight until destroyed.
  STATISTICS
  Str +5; Dex +2; Con —; Int —; Wis +0; Cha +3
  Skills Athletics +16 (+20 to swim), Acrobatics +11
  Languages Morlamaw
  Other Abilities mindless, unliving
  SPECIAL ABILITIES 
  Skewer (Ex) When a morlamaw successfully deals damage 
  with their tusk to a creature that isn’t adjacent to them, 
  they can move that creature 5 feet into an adjacent square. 
  This movement doesn’t provoke attacks of opportunity.
  MORLAMAW MUMMY ROT (EX) 
  Type disease (injury); Save Fortitude DC 13
  Tracks physical and mental (special); 
  Frequency 1/day
  Effect no latent state; the victim 
  takes all penalties from 
  progressing on both 
  the physical and 
  mental disease 
  tracks
  Cure The victim must 
  benefit from a 
  successful casting 
  of remove affliction 
  within 1 minute.
  SCALING 
  ENCOUNTER B6
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: Remove one mummified morlamaw from 
  the encounter.
  Mummified 
  Mummified 
  Morlamaw
  Morlamaw
  SUBTIER 9–10 (CR 11)
  ADVANCED MUMMIFIED MORLAMAW (4) 
  CR 7
  Variant morlamaw (Starfinder Alien Archive 3 72) 
  LE Large monstrous humanoid undead (aquatic)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +14
  DEFENSE  
   
          
                HP 105 EACH 
  EAC 19; KAC 21
  Fort +11; Ref +11; Will +8
  Defensive Abilities DR 5/—; Immunities undead immunities; 
  Resistances cold 5
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee tusk +18 (2d6+12 P plus skewer plus morlamaw mummy 
  rot) 
  Space 10 ft.; Reach 10 ft. 
  TACTICS 
  During Combat The mummy morlamaws attack the nearest 
  living opponent.
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  Morale The mummy morlamaws do not surrender or attempt 
  to escape. They fight until destroyed.
  STATISTICS
  Str +5; Dex +2; Con —; Int —; Wis +0; Cha +4
  Skills Athletics +19 (+23 to swim), Acrobatics +14
  Languages Morlamaw
  Other Abilities mindless, unliving
  SPECIAL ABILITIES 
  Skewer (Ex) When a morlamaw successfully deals damage 
  with their tusk to a creature that isn’t adjacent to them, 
  they can move that creature 5 feet into an adjacent 
  square. This movement doesn’t provoke attacks of 
  opportunity.
  MORLAMAW MUMMY ROT (EX) 
  Type disease (injury); Save Fortitude DC 15
  Tracks physical and mental (special); Frequency 1/day
  Effect no latent state; the victim takes all penalties from 
  progressing on both the physical and mental disease tracks
  Cure The victim must benefit from two successful castings of 
  remove affliction within 1 minute
  Treasure: The strange equipment in this room was used by 
  mi-go visitors to Arniselle centuries ago and used to remove the 
  brains of already mummified morlamaws. A PC who succeeds at 
  a DC 25 Engineering, Medicine, or Mysticism (DC 27 in Subtier 
  9–10)  check can tell that the equipment was used to remove 
  the brains of the mummified morlamaws in the room, but it 
  takes a successful DC 33 Engineering, Mysticism, or Society (DC 
  35 in Subtier 9–10) to recognize that the equipment is mi-go in 
  origin. It is very rare and therefore extremely valuable, worth 
  8,000 credits (23,000 credits in Subtier 9–10).
  Development: Once the PCs defeat the mummified 
  morlamaws, nothing else prevents the PCs from getting the 
  door open and reaching the secondary ritual site above.
  Rewards: If the PCs do not defeat the mummy morlamaws, 
  reduce each PC’s credits earned by the following amount.
  Subtier 7–8: Reduce each PC’s credits earned by 1,333 credits.
  Out of Subtier: Reduce each PCs’ credits earned by 2,583 
  credits.
  Subtier 9–10: Reduce each PC’s credits earned by 3,833 credits.
  C. THE ISLAND’S SURFACE (CR 10 OR CR 12)
  The formation of basalt surrounded by the circular trench is 
  now an island, with jagged rocks forming a dangerous shoreline. 
  The morlamaw cultists have begun the second part of their 
  ritual. Now that the structure has turned into an island, the holy 
  symbol of Ghatanothoa and an important part of his mythology—
  the cultists have begun opening a portal to allow the Great Old 
  One to travel to Arniselle and escape his imprisonment. When 
  the PCs arrive, the cultists have established the portal, but 
  it is not yet large or stable enough for Ghatanothoa to come 
  through. They’ll need to act quickly to avert disaster.
  The surface of the island is jagged and rough, and basalt 
  columns have fallen, unable to support their own weight out 
  of the water. A single clearing opens up to reveal a group of 
  morlamaws in black robes chanting in a strange tongue. A large 
  portal carved of basalt stands open in the middle of the group 
  of chanting figures. Occasionally, the tip of a greenish-brown 
  tentacle emerges from the portal and then retracts.
  This area is out of the water and completely dry.
  The mining supervisor, Farimther, serves as the leader of 
  the Followers of the Eternal Source. He directed the group to 
  transport the mummies and equipment from the secret cavern 
  to the mine after AbadarCorp closed the facility. He also led the 
  research into the Eternal Source, whose name is featured heavily 
  in the carvings at the secret cavern. 
  Farimther first led the ritual to cause the basalt to rise out of 
  the water, and he now leads the ritual to summon Ghatanothoa 
  through the nearby portal. The ritual does not require constant 
  concentration, and so the cultists can address the approaching 
  PCs, warning them to stay away and not to interfere with the 
  ritual. If the party includes morlamaws, then Farimther tries to 
  convince them that this is an important part of the morlamaws’ 
  legacy. He explains that morlamaws haven’t been ignored 
  by the rest of the galaxy for all these years, but instead they 
  were important enough for a Great Old One to visit. By finishing 
  this ritual and allowing Ghatanothoa through, they can make 
  Arniselle and the morlamaws reach their full potential. If the 
  party does not contain morlamaws, Farimther instead yells about 
  how they’ll all learn about the importance of morlamaws once the 
  Eternal Source returns to Arniselle. If the PCs keep their distance, 
  Farimther engages them in discussion, but he cannot be dissuaded 
  from continuing the ritual. If the PCs advance, Farimther orders 
  the cult to attack. A morlamaw PC who succeeds at a DC 24 Bluff 
  check (DC 35 in Subtier 9–10) can pretend to agree about the 
  importance of completing the ritual. Success allows that PC to 
  have a surprise round.
  Creatures: Farimther leads the group of morlamaw cultists. 
  Two of the cultists spent enough time close to the portal that 
  they have been petrified by Ghatanothoa peering in through the 
  portal. The other morlamaws do not seem bothered by this, and 
  they do not listen to PCs pointing out that they will all be turned 
  into mummies if the ritual succeeds.
  Hazard: The portal has partially opened, and Ghatanothoa is 
  on the other side peeking out! Occasionally, the Eternal Source 
  can get a tentacle through, but the Great Old One cannot yet fully 
  pass through the portal into Arniselle. PCs can glimpse a writhing 
  mass of limbs, tentacles, and eyes, defying any sense of logic or 
  anatomy. Any PC who enters a square within 15 feet of the portal 
  or begins their turn within 10 feet of the portal must succeed at 
  a DC 20 Will save (DC 22 in Subtier 9–10) or suffer 1 Dexterity 
  drain (2 in Subtier 9–10). PCs can choose to avoid looking at 
  the portal, giving them a +4 circumstance bonus on the saving 
  throw, but they are flat-footed to all attacks until the start of their 
  
  FORBIDDEN TIDES
  15
  15
  C. THE ISLAND
  C. THE ISLAND’S SURFACE
  S SURFACE
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: ASTEROID
  STARFINDER FLIP-MAT: ASTEROID
  PORTAL
  PORTAL
  PCS START HERE
  PCS START HERE
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  next turn if they do so, though they can still take reactions as 
  normal. If a PC is reduced to 0 Dexterity from this effect, that 
  PC is immobilized and transforms into a mummy, just like the 
  morlamaws near the ritual circle. This unusual mummification is 
  a curse that ends when the portal closes (see Development on 
  page 18). The caster level of the curse is 20.
  SCALING 
  ENCOUNTER C1
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: Remove a mummy morlamaw from the 
  encounter. The DC against Ghatanothoa’s petrifying effect 
  is reduced by 2.
  SUBTIER 7–8 (CR 10)
  FOLLOWER OF THE ETERNAL SOURCE (3)  
  CR 4 
  Male and female morlamaw mystics (Starfinder Alien Archive 3 72) 
  NE Large monstrous humanoid (morlamaw)
  Init +0; Senses darkvision 60 ft.; Perception +10
  DEFENSE  
   
              HP 43 EACH RP 4 EACH 
  EAC 15; KAC 16
  Fort +3; Ref +5; Will +9 
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee tusk +9 (1d4+7 P plus skewer)
  Ranged underwater thunderstrike sonic pistol +7 (1d8+4 So; 
  critical deafen) 
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities backlash, share pain (DC 15)
  Mystic Spells Known (CL 4th; melee +9, ranged +7)
  2nd (3/day)—mind thrust (DC 17), mystic cure
  1st (3/day)—command (DC 16), lesser confusion (DC 16), wisp ally
  0 (at will)—fatigue (DC 15), telekinetic projectile 
  Ghatanothoa
  Ghatanothoa
  
  FORBIDDEN TIDES
  17
  17
  TACTICS 
  During Combat The cultists use their spells against 
  any PC who approaches Farimther, leaving the 
  mummified morlamaws to engage the PCs 
  directly in melee. The cultists use mystic 
  cure on Farimther if he is injured.
  Morale If Farimther is defeated and a cultist 
  is reduced below 15 hit points, that cultist 
  surrenders. 
  STATISTICS
  Str +3; Dex +0; Con +1; Int +0; Wis +5; Cha +0
  Skills Athletics +15 (+19 to swim), Culture 
  +15, Mysticism +15, Sense Motive +10
  Languages Common, Morlamaw
  Other Abilities mindlink
  Gear underwaterAA thunderstrike sonic 
  pistol
  SPECIAL ABILITIES 
  Skewer (Ex) When a morlamaw 
  successfully deals damage with their 
  tusk to a creature that isn’t adjacent to 
  them, they can move that creature 5 feet 
  into an adjacent square. This movement doesn’t provoke 
  attacks of opportunity.
  FARIMTHER  
  CR 7 
  Male morlamaw envoy (Starfinder Alien Archive 3 72)
  NE Large monstrous humanoid (morlamaw)
  Init +2; Senses darkvison 60 ft.; Perception +14
  DEFENSE  
   
      
                 HP 120  RP 4 
  EAC 19; KAC 20
  Fort +6; Ref +8; Will +10
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee tusk +15 (1d8+11 P plus skewer)
  Ranged underwater advanced semi-automatic pistol +9 (2d6+7 P)
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities Quick Dispiriting Taunt
  TACTICS 
  During Combat Farimther leads his allies, directing attacks 
  against particular opponents with Improved Get ‘Em or 
  trying to debuff a particularly tough opponent with a Quick 
  Dispiriting Taunt.
  Morale Farimther is completely devoted to Ghatanothoa and 
  stops at nothing to complete this ritual. He fights to the death 
  and does not surrender or try to escape.
  STATISTICS
  Str +4; Dex +2; Con +1; Int +2; Wis +1; Cha +5
  Skills Athletics +19 (+23 to swim), Bluff +19, Culture +14, 
  Diplomacy +19, Intimidate +19, Mysticism +14, Sense Motive 
  +19
  Languages Common, Morlamaw
  Other Abilities Improved Get ‘Em, Inspiring Boost
  Gear underwaterAA semi-automatic advanced pistol, credstick 
  with 8,000 credits
  SPECIAL ABILITIES 
  Skewer (Ex) When a morlamaw successfully deals 
  damage with their tusk to a creature that isn’t adjacent 
  to them, they can move that creature 5 feet into an 
  adjacent square. This movement doesn’t provoke 
  attacks of opportunity.
  MUMMIFIED MORLAMAW (2) CR 5
  HP 70 each (See page 13)
  TACTICS 
  During Combat The mummy 
  morlamaws engage the 
  closest PCs in melee.
  Morale The mummy morlamaws are 
  controlled by Ghatanothoa, and they do 
  not surrender or try to escape. If they are 
  still fighting when the portal closes, they 
  suddenly freeze up and are petrified again.
  SUBTIER 9–10 (CR 12)
  FOLLOWER OF THE ETERNAL SOURCE (3)  
  CR 6
  Male and female morlamaw mystics (Starfinder Alien Archive 3 72)
  NE Large monstrous humanoid (morlamaw)
  Init +0; Senses darkvison 60 ft.; Perception +13
  DEFENSE  
   
              HP 75 EACH RP 4 EACH 
  EAC 17; KAC 18
  Fort +5; Ref +7; Will +11
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee tusk +13 (1d6+9 P plus skewer)
  Ranged underwater advanced semi-automatic pistol +9 (2d6+6 P)
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities backlash, share pain (DC 16), sow doubt (DC 16)
  Mystic Spells Known (CL 4th; melee +13, ranged +9)
  2nd (3/day)—mind thrust (DC 18), mystic cure
  1st (3/day)—command (DC 17), lesser confusion (DC 17), wisp 
  ally
  0 (at will)—fatigue (DC 16), telekinetic projectile 
  TACTICS 
  During Combat The cultists use their spells against any PC who 
  approaches Farimther, leaving the mummified morlamaws to 
  engage the PCs directly in melee. The cultists use mystic cure 
  on Farimther if he is injured.
  Morale If Farimther is defeated and a cultist is reduced below 25 
  hit points, that cultist surrenders. 
  STATISTICS
  Str +3; Dex +0; Con +2; Int +0; Wis +5; Cha +0
  Skills Athletics +18 (+22 to swim), Culture +18, Mysticism +18, 
  Sense Motive +13
  Languages Common, Morlamaw
  Farimther
  Farimther
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  Other Abilities mindlink
  Gear underwaterAA semi-automatic advanced pistol
  SPECIAL ABILITIES 
  Skewer (Ex) When a morlamaw successfully deals damage 
  with their tusk to a creature that isn’t adjacent to them, they 
  can move that creature 5 feet into an adjacent square. This 
  movement doesn’t provoke attacks of opportunity.
  FARIMTHER  
  CR 9
  Male morlamaw envoy (Starfinder Alien Archive 3 72)
  NE Large monstrous humanoid (morlamaw)
  Init +3; Senses darkvison 60 ft.; Perception +18
  DEFENSE  
   
   
                 HP 162  RP 4 
  EAC 22; KAC 23
  Fort +8; Ref +10; Will +12
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee tusk +19 (3d4 +13 P plus skewer)
  Ranged underwater advanced elite pistol +17 (3d6+9 P)
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities Quick Dispiriting Taunt
  TACTICS 
  During Combat Farimther leads his allies, directing attacks 
  against particular opponents with Improved Get ‘Em or 
  trying to debuff a particularly tough opponent with a Quick 
  Dispiriting Taunt.
  Morale Farimther is completely devoted to Ghatanothoa and 
  stops at nothing to complete this ritual. He fights to the 
  death and does not surrender or try to escape.
  STATISTICS
  Str +4; Dex +3; Con +1; Int +2; Wis +1; Cha +6
  Skills Athletics +23 (+27 to swim), Bluff +23, Culture +18, 
  Diplomacy +23, Intimidate +23, Mysticism +18, Sense 
  Motive +23
  Languages Common, Morlamaw
  Other Abilities Improved Get ‘Em, Situational Awareness
  Gear underwaterAA elite advanced pistol, credstick with 
  21,500 credits
  SPECIAL ABILITIES 
  Skewer (Ex) When a morlamaw successfully deals damage 
  with their tusk to a creature that isn’t adjacent to them, they 
  can move that creature 5 feet into an adjacent square. This 
  movement doesn’t provoke attacks of opportunity.
  ADVANCED MUMMIFIED MORLAMAW (2) 
  CR 7
  HP 105 each (See page 13)
  TACTICS 
  During Combat The mummy morlamaws engage the closest 
  PCs in melee.
  Morale The mummy morlamaws are controlled by 
  Ghatanothoa, and they do not surrender or try to escape. If 
  they are still fighting when the portal closes, they suddenly 
  freeze up and are simply petrified again.
  Development: Once Farimther is killed or unconscious, 
  the ritual abruptly ends. Over the next three rounds, the 
  portal slowly closes.  The DC of the saving throw against 
  Ghatanothoa’s petrification effect is reduced by 2 during each 
  of these rounds. Any surviving cult members claim that they 
  didn’t fully understand what the ritual would do. If the PCs 
  press them further for why they participated, they talk about 
  how Farimther claimed that this would prove how important 
  Arniselle is, to have a Great Old One return to the planet. 
  Otherwise, the PCs shouldn’t have much difficulty returning to 
  the lodge, or finding their submersible in the waters nearby.
  Rewards: If the PCs do not defeat Farimther and stop the 
  ritual, reduce each PC’s credits earned by the following amount.
  Subtier 7–8: Reduce each PC’s credits earned by 1,460 credits.
  Out of Subtier: Reduce each PCs’ credits earned by 2,585 
  credits.
  Subtier 9–10: Reduce each PC’s credits earned by 3,709 credits.
  CONCLUSION
  The PCs should have much to report to Venture-Captain Suulhu-
  Huur when they return to the Arniselle lodge. The presence 
  of the morlamaw cult attempting to call a Great Old One to 
  Arniselle takes the kalo by surprise, but she is overly thankful 
  that the PCs were able to put a stop to the ritual in time. She is, 
  however, still worried about what Datch and AbadarCorp are up 
  to with the basalt that can block sensors, since they have mined 
  and shipped an enormous quantity of it. She sends samples 
  of the mineral to Zigvigix for Exo-Guardians researchers to 
  investigate further. 
  “Well, Starfinders, it’s a good thing you were there to stop that 
  ritual from happening. Imagine what could have become of 
  this whole planet. We aren’t out of trouble yet, though. Datch 
  is up to something suspicious with that basalt. What are they 
  using it to hide?”
  If the PCs talk to Hinevera about what happened, she 
  explains what she knows about the Followers of the Eternal 
  Source, filling in any missing gaps the PCs may have about what 
  they found in their adventure.
  If the PCs do not succeed at defeating Farimther, then the 
  cult completes the ritual. Ghatanothoa enters Arniselle through 
  the portal, dooming all life on the aquatic planet. Any surviving 
  PCs are petrified along with the cults, and eventually, everyone 
  on Arniselle. Ghatanothoa’s statistics are not presented here, 
  but the PCs are not capable of defeating the Great Old One. 
  In the event of his release, powerful forces move in to limit 
  Ghatanothoa’s influence to Arniselle, effectively making the 
  planet his new prison. 
  REPORTING NOTES
  If the PCs stopped the ritual, check box A. If they failed and 
  Ghatanothoa takes over Arniselle, check box B.
  
  FORBIDDEN TIDES
  19
  19
  PRIMARY SUCCESS 
  CONDITIONS
  If the PCs stop the ritual and prevent Ghatanothoa from 
  crossing through the portal, they complete their primary 
  success condition and each earn 1 Fame and 1 Reputation for 
  any factions associated with their current faction boon. PCs 
  who complete this mission also earn the Mark of the Eternal 
  Source boon on their Chronicle sheet.
  SECONDARY SUCCESS 
  CONDITIONS
  If the PCs successfully determine that the basalt being mined 
  has cloaking properties by completing at least two of the tasks 
  listed below, they complete their secondary success condition 
  and each earn 1 Fame and 1 Reputation for any factions 
  associated with their current faction boon.
  •Using their submersible to scan and noting the concealed 
  nature of the facility.
  •Successfully interpreting the experiments in the research lab.
  •Succeeding at accessing the computers in the research lab.
  •Finding the lab notebook in the research lab and then either 
  interpreting the results or bringing it back to the Lodge for 
  further study.
  FACTION NOTES
  If the PCs succeed at their secondary mission, they can bring 
  precious information back to the Exo-Guardians. Each PC earns 1 
  additional Reputation with the Exo-Guardians faction, in addition 
  to any other Reputation earned from completing this scenario.
  
  STARFINDER SOCIETY SCENARIO
  20
  20
  APPENDIX: ALIEN ARCHIVE
  MINING ROBOT 
  CR 9
  Starfinder Adventure Path #10: The Diaspora Strain 58
  N Large construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +17
  DEFENSE  
   
   
   
         HP 145
  EAC 20; KAC 22
  Fort +10; Ref +8; Will +6
  Defensive Abilities integrated weapons, nanite repair; 
  Immunities construct immunities; Resistances acid 5, fire 10
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 30 ft., burrow 10 ft.
  Melee drill +20 (3d4+14 P; critical bleed 2d4) or integrated 
  andesite magma blade +20 (2d8+15 F & S; critical wound 
  [DC 16])
  Ranged integrated LFD screamer +17 (2d10+9 So; critical deafen 
  [DC 16])
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str +6; Dex +4; Con —; Int –2; Wis +3; Cha –3
  Skills Profession (miner) +17
  Languages Common (can’t speak)
  Other Abilities rock tunneler, unliving
  Gear andesite magma bladeAR with 3 high-capacity batteries (40 
  charges each), LFD screamer with 2 super-capacity batteries 
  (80 charges each)
  SPECIAL ABILITIES
  Nanite Repair (Ex) A mining robot’s nanites heal it, restoring a 
  number of Hit Points per hour equal to its CR (9 Hit Points per 
  hour for most mining robots.) Once per day as a full action, 
  a mining robot can restore 4d8 Hit Points to itself or any 
  touched construct with the technological subtype
  Rock Tunneler (Ex) A mining robot can burrow through stone at 
  half speed, and it can choose to leave tunnels when it burrows.
  
  FORBIDDEN TIDES
  21
  21
  
  STARFINDER SOCIETY SCENARIO
  22
  22
  UNDERWATER COMBAT
  Land creatures usually have considerable difficulty when fighting in water, as it affects a creature’s attack rolls, damage, and 
  movement. The following adjustments apply whenever a character is swimming, walking in chest-deep water, or walking along 
  the bottom of a body of water.
  ATTACKS FROM LAND
  Characters swimming or floating in water that is at least chest deep and characters who are fully immersed have cover against 
  attacks made from the surface.
  ATTACKS UNDERWATER
  Most attacks made underwater take a –2 penalty and deal half damage. Attacks that deal fire damage do only one-quarter 
  damage. Attacks that deal electricity damage take a –4 penalty rather than a –2 penalty. Melee attacks that deal piercing 
  damage deal full damage. Thrown weapons are ineffective underwater, even when launched from land.
  SPELLCASTING UNDERWATER
  A creature that is attempting Constitution checks to hold its breath can’t concentrate enough to cast spells. Some spells might 
  work differently underwater, at the GM’s discretion.
  APPENDIX: HANDOUTS
  
  FORBIDDEN TIDES
  23
  23
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  
  STARFINDER SOCIETY SCENARIO
  24
  24
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
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  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  Items Found During This Scenario
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
    
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  Character Chronicle #
  7–8
  9–10
  —
  5,835
  10,123
  14,410
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #2–18: Forbidden Tides
  Mark of the Eternal Source (Social Boon): Your time on the aquatic world of Arniselle put you in contact with a group of 
  cultists attempting to summon a Great Old One sealed on a distant world. Though you stopped an apocalyptic summoning, 
  you were close to a gateway that opened a path to the sealed being’s domain. This has marked you in ways not yet 
  understood. This boon may have an effect in a future scenario.
  Reputation
  All Subtiers
  Subtier 9–10
  advanced pike (12,200; item level 9)
  driver seismic pick (12,600; item level 9; Starfinder 
  Armory 13)
  light machine gun (8,600; item level 8)
  advanced cryopike (34,800; item level 12)
  elite semi-auto pistol (18,200; item level 10)
  medium excavation laser (36,000; item level 12; 
  Starfinder Armory 20)
  medium machine gun (23,100; item level 11)
  ultrathin dagger (32,800; item level 12)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 2/SF S02-18 - Forbidden Tides.pdf