TEXT: Save the Renkrodas
  BY ANDREW HOSKINS
  STARFINDER SOCIETY SCENARIO #1–15 TIER 3–6
  YEAR OF SCOURED STARS
  
  Starfinder Society Scenario #1–15: Save the Renkrodas 
  is a Starfinder Society Scenario designed for 3rd- 
  through 6th-level characters (Tier 3–6; Subtiers 3–4 
  and 5–6). This scenario is designed for play in the 
  Starfinder Society Roleplaying Guild campaign, but 
  can easily be adapted for use with any world. For 
  more information on the Roleplaying Guild, how to 
  read the attached Chronicle sheets, and how to find 
  games in your area, check out the campaign’s home 
  page at StarfinderSociety.club.
  HOW TO PLAY
  Author • Andrew Hoskins
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  Leon Tukker
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  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder or the Pathfinder 
  Roleplaying Game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
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  Starfinder Society Scenario #1–15: Save the Renkrodas © 2018, Paizo Inc. Paizo Inc. All Rights Reserved. Paizo, Paizo 
  Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are 
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  GM ResouRces
  Save the Renkrodas makes use of the Starfinder Core Rulebook and Starfinder Alien Archive. 
  This adventure assumes the GM has access to these sourcebooks. All rules referenced in 
  this adventure are available in the free online Starfinder Reference Document at paizo.com/
  sfrd, and the relevant rules from the Alien Archive volumes are reprinted at the back of the 
  adventure for the GM’s convenience.
  Table of Contents
  Save the Renkrodas . . . . . . . . . . . . . . . . . . . . . . . . .3
  Handouts.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .20
  Appendix.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 19
  Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more information 
  on scenario tags see Chapter 1 of the Starfinder Society Roleplaying Guild Guide.
  Faction  (Acquisitives)
  Vehicle
  
  BY ANDREW HOSKINS
  SAVE THE RENKRODAS
  Where in the 
  Universe?
  Save the Renkrodas takes place several miles south of 
  Esowath Nexus on the Pact World of Castrovel. For more 
  information about Castrovel and Esowath Nexus, see the 
  Starfinder Core Rulebook and Starfinder Pact Worlds. Both 
  books are available at bookstores and hobby shops and 
  online at paizo.com.
  Castrovel is known for advances in technology, its mysterious ruins, 
  and—more recently—its conservation efforts. In the past 2 years, 
  the Esowath Conservancy has made bold strides to publicize their 
  efforts to conserve Castrovel’s natural beauty on the continent of 
  Ukulam. Their efforts finally paid off with the renkrodas, a native 
  species of bipedal reptile with several subspecies. While most Pact 
  Worlds citizens are familiar with the whiskered renkrodas, a horse-
  sized carnivore found across Castrovel, some renkrodas subspecies 
  are close to extinction.
  The Esowath Conservancy is holding a gala for the feathered 
  renkroda, a huge bipedal reptile with two small forelimbs, a large 
  head, and a coat of rainbow-colored feathers. Trophy seekers 
  and poachers, eager for their large, bright feathers, have hunted 
  feathered renkrodas to the brink of extinction. The Conservancy 
  has helped expand the population of feathered renkrodas by 
  using treatment drones to administer medicine, libido enhancers, 
  and fertility drugs. Subdermal nanites control the treatments, 
  track the renkrodas’ movements, and relay biological statistics 
  to Conservancy biologists. Due to these efforts, the feathered 
  renkroda population is healthy, active, and expanding across 
  southern Ukulam. The Conservancy plans to use the gala to 
  showcase one of their best specimens, a feathered renkroda named 
  Vossi, to drum up more funding.
  While 
  most 
  conservation 
  organizations 
  support 
  the 
  Conservancy’s efforts, some more extreme groups consider its 
  use of technology on wildlife to be a perversion of natural law. 
  They believe that native species should thrive or die without the 
  intervention of sentient creatures’ meddling. Ipsoth’s Children—
  led by a charismatic haan named Ipsoth—is one such group, and 
  they are outraged that the Conservancy would not only capture 
  a feathered renkroda under the guise of medical care, but keep 
  it caged just so wealthy off-worlders can gawk at it. Ipsoth and 
  his eco-terrorists intend to infiltrate the gala, use Vossi’s medical 
  nanites to control his mind, and hold the gala hostage until the 
  Esowath Conservancy removes all agents and technology from 
  the continent of Ukulam. By working with formian mercenaries, 
  Ipsoth’s Children have a plan to infiltrate the gala site and ensure 
  that none of its attendees can leave.
  The Starfinder Society has received invitations to this gala, 
  primarily due to generous donations from Radaszam, leader of the 
  Acquisitives faction. Radaszam has been supporting conservation 
  efforts for decades, and he sees the feathered renkroda as a worthy 
  cause. More broadly, he sees the Esowath Conservancy’s gala as 
  an opportunity to draw attention to the struggles of endangered 
  species across the galaxy. He hopes his Starfinder allies will realize 
  that preserving life in all its forms is just as important as preserving 
  and cataloging history. In Radaszam’s view, glory and honor are 
  merely tools for the betterment of all life in the universe.
  SUMMARY
  Radaszam, leader of the Acquisitives faction, accompanies the PCs 
  to Ukulam, a continent on Castrovel reserved for preservation and 
  conservancy efforts. He’s bringing them to a charity gala for the 
  feathered renkroda, an endangered species native to that planet. 
  Though Radaszam considers this a high-class social affair, he warns 
  the PCs to be wary of any break in the site’s energy shield that 
  could cause the dangerous local wildlife to interrupt the gala. Once 
  Ikal Expanse
  UKULAM
  Esowath Nexus
  
  4
  STARFINDER SOCIETY SCENARIO
  the PCs arrive, they have some time to enjoy the gala’s amenities, 
  talk to some interesting attendees, or look at Vossi, the enormous 
  feathered renkroda on display.
  Not long after arriving, Radaszam asks the PCs to check on a 
  perimeter guard that hasn’t reported in. The PCs find the energy 
  shield in that section is glitching and a pack of hungry scavengers 
  is consuming both the guard and an intruder bearing strange 
  technology. Returning with this information, the PCs learn that the 
  gala is under attack by eco-terrorists who have taken hostages and 
  are using a mind-control device on the feathered renkroda.
  With Radaszam and Muldoi, the head of site security, the PCs 
  recover two vehicles and reach a communications bunker to provide 
  a warning to Esowath Nexus about the terrorists. The terrorists 
  publicly threaten to execute hostages, so Radaszam encourages 
  the PCs to quickly return to the gala and eliminate the terrorists. 
  On the way back to the gala, the PCs intercept the mind-controlled 
  renkroda. After neutralizing the renkroda, the PCs return to the 
  gala, defeat the terrorist leader, and rescue the hostages. 
  GETTING STARTED
  The PCs begin gathered on the deck of a ship sailing to Ukulam on 
  Castrovel. They are accompanied by the leader of the Acquisitives 
  faction, Radaszam (N male vesk operative). Pass out Handout #1 
  and Handout #2 to give them some background on their trip, allow 
  them time to purchase anything they’d like for the journey (such as 
  formal clothing), then read or paraphrase the following to get the 
  adventure under way.
  The morning sea air whips past as Radaszam leans over the edge 
  of the yacht’s top deck to stare into the water. “I hope you’re 
  enjoying Castrovel. We should land on Ukulam soon, several 
  miles south of main headquarters of the Esowath Conservancy 
  on the continent. I wanted to thank you all personally for 
  attending the gala with me.
  “Charity events like this are important to preserving the 
  beauty of the galaxy. ‘Save the Renkrodas’ has really caught 
  on. Enormous carnosaurs like renkrodas tend to feature in 
  gruesome tales, but they are majestic and inspiring animals. 
  Unfortunately, some renkroda subspecies are quite near to 
  extinction. The Esowath Conservancy usually hosts one or 
  two of these upscale fundraisers every orbit to draw attention 
  to endangered wildlife; I try to attend when I can.” The vesk 
  pauses uncomfortably.
  “Oh, I know; I’m usually all ‘guns and glory’ or ‘safety and 
  security.’ Look, what’s the point of fighting if you’re not fighting 
  for something? Glory and honor grant influence; influence 
  can change the galaxy. Wealth gives you the comforts you’ve 
  worked hard for, but it also allows you to help others who 
  haven’t had the best luck. I try to funnel a generous portion of 
  my income to charities like the Esowath Conservancy, which is 
  trying to keep the natural beauty of their planet intact.”
  Radaszam clears his throat. “So, your mission is simple: 
  mingle, dance, enjoy the food, and talk up the Starfinder Society. 
  We’re one of the sponsoring partners for this event, so it’s a 
  chance to make a good impression on some of the socialites 
  and corporate elites who attend these functions. See if you can 
  make some new connections for the Society, perhaps even a 
  few new allies.
  “Oh, and the Conservancy pays well for security, so the 
  only concern you need to worry about are corporate sharks, 
  lawyers, and any aggressive wildlife we see on the safari tour 
  this afternoon. I’ve negotiated special passes for you. You’re 
  permitted to carry any gear you’d like, but I recommend 
  checking your bulky pieces with a valet: heavy weapons, power 
  armor, that sort of thing.
  “This event will be broadcast live across Castrovel and then 
  rebroadcast to other Pact Worlds, so be on your best behavior. 
  Just relax and enjoy the gala. That said, when does everything 
  ever go as planned?”
  Radaszam answers any questions the PCs have about renkrodas 
  and the gala. Some likely questions and answers are listed below.
  What is Castrovel/Ukulam? “Castrovel is the second planet 
  from the Pact Worlds; sun and native home to the lashuntas, elves, 
  and formians. We’re landing in Ukulam, a continent reserved for 
  preservation of Castrovel’s natural beauty; permanent settlements 
  and technology are all but forbidden here. The Esowath Conservancy 
  mostly works out of Esowath Nexus, a major settlement north of 
  here. They’re excepted from the restrictions because of their focus 
  on conservation.”
  What is the Esowath Conservancy? “They’re a charitable 
  organization that works to preserve Ukulam and assist 
  endangered species, like the feathered renkroda. They’re hosting 
  the gala and providing security.”
  Why are we on a boat? “Flying vessels are forbidden on 
  Ukulam; arriving by water is less upsetting to the wildlife here… 
  and kind of peaceful.”
  Why are feathered renkrodas endangered? “Poaching, mostly. 
  Their feathers adorn some expensive clothing. Though they shed 
  feathers naturally, poachers find that hunting the beasts gets 
  them more feathers faster. High-visibility functions like this help 
  to make wearing renkroda feathers taboo, but sadly there’s still a 
  hefty market for them.
  Is there anything we should avoid doing? Anyone specific we 
  should talk to? “Just chat up and make connections. The guest 
  list is confidential, so I don’t know who will be there. I expect 
  that there could be some influential or wealthy patrons, due to 
  the gala’s entry fee, and everyone there will be interested in the 
  plight of the feathered renkroda. Don’t insult anyone or get into a 
  fight; you should do fine.”
  We get to go on a safari? “Yes, we’ll have one of the rangers 
  take us out to see some of the wildlife firsthand, but this isn’t a 
  hunting expedition. We’re just there to observe.”
  The PCs should finalize their boon slots for the session. This 
  scenario is important to Radaszam; PCs should be encouraged to 
  slot the Acquisitives faction.
  
  5
  SAVE THE RENKRODAS
  CULTURE (RECALL KNOWLEDGE) OR 
  DIPLOMACY (GATHER INFORMATION)
  Based on the result of a Culture check to recall knowledge or a 
  Diplomacy check to gather information, the PCs might know more 
  about the Esowath Conservancy. They learn all of the information 
  whose DC is less than or equal to the result of their check.
  10+: The Esowath Conservancy has been spearheading efforts 
  to keep the continent of Ukulam free from the influences of 
  technology and politics.
  15+: They’ve been struggling financially for 
  several years, but their latest campaign, “Save the 
  Renkrodas,” has sparked renewed interest in 
  Castrovel’s wildlife across the Pact Worlds.
  20+: Due to the Esowath Conservancy’s 
  financial and political struggles, 
  the success or failure of this 
  gala will likely dictate the 
  future of conservancy efforts 
  on Ukulam. Some corporate 
  interests would like to shut 
  down 
  conservation 
  efforts 
  to harvest resources, while 
  extremist ecological groups don’t 
  think the Conservancy goes far 
  enough. If the PCs obtain this result, 
  their insight grants a +2 circumstance 
  bonus to skill checks to impress gala attendees.
  LIFE SCIENCE (RECALL 
  KNOWLEDGE)
  Based on the result of a Life Science check to recall knowledge, 
  the PCs might know more about feathered renkrodas. They learn 
  all of the information whose DC is equal to or less than the result 
  of their check.
  10+: Renkrodas are bipedal reptiles with a pair of smaller 
  forelimbs, long necks, elongated snouts, and long tails. They’re 
  hypercarnivores who can chase down prey with deadly speed.
  15+: Most renkroda species are highly territorial, using terrifying 
  calls to maintain boundaries and scare off scavengers. Many 
  visitors to Castrovel have heard their recognizable roars echoing 
  from the Castrovelian wilds.
  20+: Feathered renkrodas are larger than their far more common 
  cousins, the whiskered renkrodas. Feathered renkrodas get their 
  names from the multicolored feathers that cover their bodies, 
  forming patterns unique to each renkroda. They use the feathers 
  to help regulate body temperature and puff them out to scare off 
  competing predators or strike their prey with paralyzing fear.
  25+: Though typically solitary creatures, feathered renkrodas 
  choose mates every few years. Mated renkrodas protect their nest 
  for a few months, then abandon each other and leave their young 
  to fend for themselves. If the PCs obtain this result, their in-depth 
  knowledge of feathered renkrodas grant a +4 circumstance bonus 
  to Survival checks to earn Vossi’s trust in encounter D3. 
  A. CONSERVANCY GALA SITE
  The ship docks at a natural harbor near a secluded beach 
  crisscrossed by flower-lined paths. Faintly shimmering energy 
  fields surround the entire area in an enormous half-dome, while 
  tents and other temporary structures provide a pleasant-
  looking provisional settlement. The gala 
  site is in a clearing with a large animal pen 
  and an even larger stage. 
  Present the map of the gala site to the 
  PCs, so they can familiarize themselves 
  with the layout. Radaszam accompanies 
  the PCs to the security station (area 
  A1), and he recommends that the PCs 
  check in any bulky equipment there. He 
  thereafter encourages the PCs to spread 
  out and mingle while he speaks with the 
  head of the security staff. 
  The gala includes the 
  following locations for the 
  PCs to visit; the GM should 
  ask each PC where they 
  would like to go first. Gala-
  appropriate clothing grants a +2 
  circumstance bonus to skill checks 
  to impress other attendees; PCs with 
  heavy weapons or power armor take a –4 
  circumstance penalty to these checks instead. 
  This initial encounter is a social event, but 
  each PC has time for one interaction before Radaszam seeks them 
  out for Encounter B. 
  A1. Security StAtion
  A small kiosk with portable barriers acts as security control 
  for the gala. Security guards wearing Esowath Conservancy 
  uniforms check invitations of arriving guests and monitor 
  several small vidscreens. 
  Conservancy security forces check in guests here, but their 
  review of invitations is perfunctory; the PCs were already checked 
  in when they boarded the boat. These guards also take any bulky 
  equipment the PCs wish to store prior to the safari later in the 
  day (they take it to the equipment tent described in Encounter 
  C). Because the PCs have special passes granted to the Starfinder 
  Society, they can keep any weapons and armor they choose;.
  Creatures: The PCs might wish to question the security forces 
  here. With a successful DC 12 Diplomacy or Profession (mercenary) 
  check (DC 15 in Subtier 5–6), a PC may ask the security guards a 
  few questions; answers to questions the PCs might ask are below.
  Who’s in charge here? “The head of security is named Muldoi. 
  She’s a kasatha naturalist who’s served the Esowath Conservancy 
  Radaszam
  
  6
  STARFINDER SOCIETY SCENARIO
  [[Full-Page Map: New Map (with tags)]]
  N
  A. CONSERVANCY GALA SITE
  A1
  A2
  A5
  A4
  A3
  1 SQUARE = 5 FEET
  
  7
  SAVE THE RENKRODAS
  a lot longer than I have. Her heart may be in conservation, but she 
  knows security procedures like the back of her hands.”
  What is that energy field? “It’s a barrier to keep the native 
  creatures of the Ikal Expanse away from the gala; it deters animals 
  in some manner I don’t understand. But you’re safe on this side.”
  What other security measures do you have? “We have security 
  well in hand. We’ve got drones acting as mobile security cameras 
  feeding directly to our vidscreens here, several of us standing by 
  to intercept threats, and even satellite scanning of the area. You’re 
  perfectly safe.”
  When is the safari? “Announcements for the safari 
  departure will be in about three hours. The safari itself 
  should last about ninety minutes.”
  A2. BAr
  A polished wooden bar featuring a vast selection of 
  top-shelf beverages hovers slightly off the ground 
  behind a few low bushes.
  Creatures: As the PCs arrive, an android bartender 
  named Enravik-1 (LN male android) is finishing a 
  colorful cocktail called a bryrvath claw—a drink with 
  rainbow-colored bioluminescent fish giving off 
  black vapors. The bartender hands the drink 
  to a gnome wearing a black leather jacket 
  covered in prismatic nanocarbon studs. This is 
  Poshment Jamjet (CN male bleachling gnome), 
  a talented techno-musician performing later in 
  the evening. Poshment is a rapid-fire and lively 
  conversationalist, and he’s happy to engage the 
  PCs in discussion about music, fashion, and 
  popular culture.
  A3. StAge
  This modular stage sits 5 feet above ground level, with stairs 
  on both sides. Several transmitters are built into the edges of 
  the stage. A broad dance floor spreads out in front of the stage.
  The experimental transmitters amplify sounds to deliver a 
  superior acoustic performance, but creatures on the stage take 
  half again as much damage (+50%) from sonic damage effects. A 
  PC that succeeds at a DC 15 Engineering check (DC 18 in Subtier 
  5–6) identifies this effect, which may prove useful in Encounter E.
  Creatures: The Bretheda Celestial Orchestra has sent a 
  string quartet to play during the cocktail meet-and-greet; they 
  currently play a subtle Eoxian piece while overseen by their stage 
  manager, Ulurio (LN barathu). Ulurio floats nearby with a datapad, 
  nervously watching the performance for slip-ups or dangers. 
  Getting the stage manager to calm down enough to talk requires 
  a successful DC 15 Diplomacy or Profession (musician) check (DC 
  18 in Subtier 5–6). It is particularly important to Ulurio that this 
  performance go well, but the barathu is quick to point out pending 
  trouble everywhere: the spy drones whir too loudly, the haan 
  over at the banquet table is eyeing the string quartet unusually 
  critically, and the renkroda pen might not be strong enough to 
  contain the creature. 
  A4. renkrodA Pen
  Interlocked 
  panels 
  of 
  polycarbon 
  plate 
  comprise this large square pen, which is 
  crested with an elaborate ivy trellis. Small 
  grates in the polycarbon panels allow a view 
  inside. An information kiosk stands nearby. 
  PCs investigating the kiosk find it displays 
  short holovids of feathered renkrodas and an 
  encyclopedic info-page about their life cycle, providing 
  all of the information granted by the Life Science check 
  in Getting Started, above. The kiosk also notes that this 
  renkroda is named Vossi, and that he’s been captive for 
  about a month while recovering from a broken leg that 
  could have been a life-threatening injury in the 
  wild. Vossi is almost completely recovered, 
  and 
  the 
  Esowath 
  Conservancy 
  intends to release him back into the 
  wild the following day. 
  Creatures: The grates allow 
  gala guests to look at Vossi (N male 
  feathered renkroda) safely. Although Vossi 
  occasionally slams his tail into the polycarbon 
  pen in agitation, the durable panels keep the 
  renkroda effectively contained. Further, the 
  ivy trellis is a hologram projected over an 
  electrified wire coil, which a PC can notice with a successful DC 20 
  Engineering or Perception check. 
  Although several gala attendees mill about the pen, the most 
  distinctive is Muldoi (NG female kasatha operative), a tough 
  naturalist and head of security. She’s checking on the pen and 
  Vossi’s disposition. If the PCs engage her in conversation, Muldoi 
  is professional but distant, explaining that there isn’t any danger 
  from the renkroda and that he’ll be released back into the wild 
  tomorrow. A successful DC 17 Diplomacy or Life Science check (DC 
  20 in Subtier 5–6) causes Muldoi to open up a bit; she admits that 
  she’s not happy about keeping Vossi locked up through the gala, 
  as his leg was sufficiently healed almost a week ago. However, 
  Muldoi concedes that fundraising for conservation is important; 
  she reluctantly agreed to keep Vossi in captivity through this event 
  but is looking forward to returning him to the wild tomorrow.
  A5. BAnquet tABle
  An elaborate ice sculpture of a feathered renkroda stands over 
  a table covered with hors d’oeuvres, including formian-style 
  Muldoi
  
  8
  STARFINDER SOCIETY SCENARIO
  barbecued mountain eel, aparian caviar, bacon-wrapped caypin 
  stalks, and roasted ksarik poutine.
  Servers come and go from this area, replenishing the food and 
  clearing away items from the high, round tables nearby. A small 
  metal plate in the center of the table is a cryo-mechanism to 
  preserve the ice sculpture in the heat.
  Creatures: Several corporate executives and dignitaries mingle 
  around the banquet table. Although none are unfriendly to the 
  PCs, only one seeks them out specifically for conversation—a 
  regal-looking haan wearing a fine suit. The haan introduces himself 
  as Ipsoth, an off-world entrepreneur. He engages the PCs in 
  conversation about conservancy efforts generally and the Esowath 
  Conservancy in particular, while gauging whether they find the 
  gala for the feathered renkroda to be helpful or distasteful. If the 
  PCs succeed at a DC 20 Sense Motive check (DC 23 in Subtier 
  5–6), they realize Ipsoth finds the proceedings distasteful in some 
  way. Ipsoth doesn’t reveal much information about himself, and 
  certainly doesn’t reveal any of his plans for the gala. If the PCs 
  become too pushy with Ipsoth, he excuses himself to speak with 
  some of the other guests.
  B. TROUBLE AT THE PERIMETER (CR 4 OR CR 6)
  After each PCs has visited one of the gala locations, Radaszam asks 
  them to meet him at the renkroda pen (area A4). If any PCs are with 
  Muldoi at the renkroda pen, she gets a message on her personal 
  comm, has a short conversation, and asks any PCs to wait with her 
  for Radaszam and the other PCs. 
  Radaszam nods towards Muldoi, the kasatha head of security. 
  “Muldoi tells me we might have a situation. One of the guards on 
  the eastern perimeter has failed to report; we’ve lost wireless 
  contact with everything in that section.”
  Muldoi adds, “The guard is a big human man named Carthas. 
  He’s sharp but not tech-savvy; if wildlife got at a transponder, 
  that might explain why he hasn’t reported in. It could be nothing, 
  but I want to be sure.”
  Radaszam says, “I’ve offered your services to Muldoi: 
  investigate, then report back here to us.”
  If the PCs express any desire to recover gear from the equipment 
  tent, Radaszam insists the PCs investigate right away—he’s worried 
  there might be trouble, and time is of the essence.
  B. TROUBLE AT THE PERIMETER
  Pathfinder Flip-Mat Classics: Forest
  N
  C    : CORPSE
  CS   : COMPSIKANIA 
         SWARM
  C  
  C  
  CS
  1 SQUARE = 5 FEET
  
  9
  SAVE THE RENKRODAS
  Scaling Encounter B
  Compsikania 
  Anti-Venom
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: The compsikanias have recently eaten 
  food that disagreed with them. The compsikania swarm 
  is sickened. In addition, reduce the DCs of the swarm’s 
  distraction and compsikania venom abilities by 3.
  After having to deal with packs of occasionally aggressive 
  compsikanias, Esowath Conservancy biologists created 
  anti-venom specifically intended to counteract the small 
  creatures’ debilitating bite. When administered, the target 
  immediately recovers two steps on the compsikania venom 
  track, but only one dose is effective in any 24-hour period. 
  A dose of compsikania anti-venom is a level 3 medicinal 
  with a price of 325 credits.
  The walk to the eastern edge of the energy field takes only a few 
  minutes. When the PCs arrive, read or paraphrase the following.
  Two humanoid bodies lay on the path: a large male human and 
  a male lashunta. The energy field flickers as a nearby emitter 
  at the base of the field sparks. Dappled scorch marks on the 
  surrounding trees indicates a recent firefight.
  An agent of Ipsoth’s Children attacked the security guard here, 
  getting into a firefight. An errant shot damaged the nearby shield 
  emitter, which has started to fail for several seconds at a time. 
  After the eco-terrorist killed the guard, a pack of compsikanias—
  aggressive carnivorous theropods the size of small dogs—slipped 
  through the flickering shield and attacked him. Their venom 
  rendered him lethargic, then they killed him..
  Hazard: As the PCs arrive here, Ipsoth’s Children make their 
  move at the gala. One of their first actions is to raise a powerful 
  signal jammer that covers the entire area within the energy field. 
  Due to overwhelming signal interference, no technological devices, 
  including comm units or drones, can transmit more than 100 feet. 
  Creatures: The compsikania pack remains here, feasting on the 
  dead eco-terrorist. They hide in the foliage when the PCs approach. 
  SUBTIER 3–4 (CR 4)
  COMPSIKANIA SWARM 
  CR 4
  N Tiny animal (swarm)
  Init +9; Senses blindsense (scent) 30 ft., low-light vision; 
  Perception +10
  DEFENSE  
  HP 45
  EAC 16; KAC 17
  Fort +5; Ref +9; Will +3; +2 vs. disease
  Defensive Abilities swarm defenses; 
  Immunities swarm immunities
  Weaknesses vulnerable to sonic
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee swarm attack (1d4+3 P plus distraction [DC 15] and 
  compsikania venom; see page 10)
  Space 10 ft.; Reach 0 ft.
  Offensive Abilities distraction (DC 15)
  TACTICS
  Before Combat The compsikania swarm hides, sending out one 
  compsikania to bait larger creatures to approach.
  During Combat The compsikania swarm attacks the closest 
  active targets until they render all creatures in the area 
  catatonic. They then dine in peace.
  Morale If reduced to fewer than 10 HP, the swarm flees.
  STATISTICS
  Str –1; Dex +5; Con +1; Int –4; Wis +0; Cha +3
  Skills Acrobatics +15, Athletics +10, Bluff +15, Stealth +15, 
  Survival +10
  Other Abilities tracking (scent)
  SUBTIER 5–6 (CR 6)
  ALPHA COMPSIKANIA SWARM 
  CR 6
  N Tiny animal (swarm)
  Init +9; Senses blindsense (scent) 30 ft., low-light vision; 
  Perception +13
  DEFENSE  
  HP 80
  EAC 18; KAC 19
  Fort +7; Ref +11; Will +5; +2 vs. disease
  Defensive Abilities swarm defenses; 
  Immunities swarm immunities
  Weaknesses vulnerable to sonic
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee swarm attack (1d4+6 P plus distraction [DC 16] and 
  compsikania venom; see page 10)
  Space 10 ft.; Reach 0 ft.
  Offensive Abilities distraction (DC 16)
  TACTICS
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str +0; Dex +5; Con +2; Int –4; Wis +0; Cha +3
  Skills Acrobatics +18, Athletics +13, Bluff +18, Stealth +18, 
  Survival +13
  Other Abilities tracking (scent)
  
  10
  STARFINDER SOCIETY SCENARIO
  COMPSIKANIA VENOM
  Type poison (injury); Save Fortitude DC 14
  Track Charisma (special); Frequency 1/round for 6 rounds
  Effect progression track is Healthy–Weakened–Impaired–
  Pliable–Catatonic–Catatonic; the second catatonic functions 
  as an end state
  Cure 1 save
  Development: The human corpse wears a uniform of the 
  Esowath Conservancy security forces; he was killed by laser fire 
  and chewed upon by compsikanias. A successful DC 15 Medicine 
  or Perception check identifies that several of the earlier shots to 
  strike the guard were made in his back, showing he was ambushed.
  The compsikanias have devoted most of their attention to 
  the lashunta corpse, making specific identification impossible. 
  In addition to his armor and weapons, the lashunta carries a 
  strange hybrid device labeled “instinct redirection transducer” in 
  Castrovelian. The transducer looks like a mechanical claw about 
  the size of a human’s palm. This device was intended as a back-
  up to the transducer the terrorists affixed to Vossi to control him, 
  although this transducer has been damaged and isn’t operational. 
  A successful DC 20 Engineering check (DC 23 in Subtier 5–6) 
  identifies that the transducer incorporates a scanner and a small 
  radio to transmit information over short distances. A successful 
  DC 20 Computers or Medicine check (DC 23 in Subtier 5–6) reveals 
  that the scanner is calibrated to detect bio-nanites. A successful 
  DC 20 Mysticism check (DC 23 in Subtier 5–6), identifies traces 
  of enchantment magic in the components. For each successful 
  skill check identifying the device, the PCs gain a cumulative 
  +2 circumstance bonus (maximum +6) to disable the identical 
  transducer on Vossi (see encounter D3).
  Once they have assessed the scene at the perimeter, the PCs 
  must return to the gala to report to Muldoi and Radaszam; their 
  comm units are ineffective at this range, due to the eco-terrorists’ 
  signal interference.
  Treasure: The dead lashunta carries a survival knife and an 
  azimuth laser pistol with a drained battery; his second skin armor 
  was destroyed by the feasting compsikanias. The security guard 
  wears casual stationwear, carries a nyfiber net, a tactical arc 
  emitter with 20 charges, two screamer grenades II, and two doses 
  of compsikania anti-venom (see the sidebar on page 9). In Subtier 
  5–6, the security guard wears elite stationwear instead of casual 
  C. EQUIPMENT TENT
  Pathfinder Flip-Mat Classics: Forest
  N
  W    : FORMIAN WARRIOR 
  T     : FORMIAN TACTICIAN
  T
  W 
  W 
  W 
  1 SQUARE = 5 FEET
  
  11
  SAVE THE RENKRODAS
  stationwear and carries a third grenade and an incapacitator. The 
  transducer is a rare and valuable piece of technology, worth 2,000 
  credits to a research firm. In Subtier 5–6, it is worth 4,000 credits.
  Rewards: If the PCs do not retrieve the equipment on the bodies 
  here, reduce each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 484.
  Out of Subtier: Reduce each PC’s credits earned by 815.
  Subtier 5–6: Reduce each PC’s credits earned by 1,146.
  C. EQUIPMENT TENT (CR 5 OR CR 7)
  As the PCs return to the gala, they encounter Radaszam and 
  Muldoi. Both look haggard and bear signs of recent combat. Read 
  or paraphrase the following.
  Radaszam barks, “Glad we caught you. We have a situation. 
  After you left, a group of terrorists calling themselves Ipsoth’s 
  Children ambushed the gala. It was well-planned; they were 
  armed, and they shut down all communications almost 
  immediately. They’ve captured several high-profile hostages.” 
  Muldoi adds, “They released the feathered renkroda. It 
  overwhelmed my security forces, but didn’t attack Ipsoth’s 
  Children—they were controlling it somehow. The two of us barely 
  managed to escape. There’s an emergency communications 
  bunker out in the Ikal Expanse. We could use that to alert 
  Esowath Nexus and call for reinforcements, but it’s a long walk. 
  If we can get some vehicles from the equipment tent, we can 
  get there faster.”
  While the PCs might be eager to attack Ipsoth right away, 
  Radaszam and Muldoi recommend caution. They want to get 
  reinforcements and come up with a plan, and they need the PCs’ 
  help to do so—the Ikal Expanse can be dangerous.
  The equipment tent is at the edge of the gala site. A few armed 
  formians patrol the path to the tent. Radaszam and Muldoi slip into 
  the tent to commander some vehicles, asking the PCs to handle 
  the guards. Read or paraphrase the following when the PCs arrive.
  Several dirt paths through the jungle bear wheel ruts. The 
  widest path leads to a large, sturdy tent.
  Creatures: Formian mercenaries patrol this area. They aren’t 
  devotees of Ipsoth’s cause, and are merely hired guns. For now, 
  they guard the equipment tent to ensure that guests don’t escape.
  SUBTIER 3–4 (CR 5)
  FORMIAN WARRIORS (2) 
  CR 3
  HP 39 each (Starfinder Alien Archive 50, see page 19)
  TACTICS
  During Combat The formians use full attacks for 2 rounds 
  before seeking cover and taking single shots.
  Morale A formian surrenders if reduced below 10 Hit Points. 
  These mercenaries know nothing about Ipsoth’s plans.
  SUBTIER 5–6 (CR 6)
  FORMIAN WARRIORS (3) 
  CR 3
  HP 39 each (Starfinder Alien Archive 50, see page 19)
  TACTICS
  Use the tactics from Subtier 3–4.
  FORMIAN TACTICIAN 
  CR 3
  Female formian envoy (Starfinder Alien Archive 50)
  LE Medium monstrous humanoid
  Init +5 (+9 with hive mind); Senses blindsense (scent) 30 ft., 
  darkvision 60 ft.; Perception +8 (+12 with hive mind)
  DEFENSE 
  HP 35
  EAC 14; KAC 15
  Fort +2; Ref +4; Will +6
  Resistances sonic 10
  OFFENSE
  Speed 40 ft., burrow 10 ft.
  Melee claw +7 (1d4+3 S)
  Ranged azimuth laser pistol +9 (1d4+3 F; critical burn 1d6) or
  stickybomb grenade I +9 (explode [10 ft., entangled 2d4 
  rounds], DC 14)
  TACTICS
  During Combat The formian tactician uses her envoy 
  improvisations along with pistol attacks. She saves her 
  stickybomb grenades to restrain enemies that attempt 
  to flee.
  Optional Encounter
  Scaling Encounter C
  The Equipment Tent encounter is optional. If at least 75 
  minutes have already elapsed in playing the scenario, the 
  PCs find no formians here; they’ve wandered off to check 
  on a strange noise and the PCs can slip into the tent to meet 
  Muldoi and Radaszam without incident.
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: These formians expended several charges 
  defeating the security guards, and several more firing their 
  lasers wildly in the air to subdue the gala attendees. Reduce 
  the number of charges left in each formian’s weapon battery 
  to 5, and reduce their Hit Points to 25 each.
  
  12
  STARFINDER SOCIETY SCENARIO
  Morale If both formian warriors have surrendered or are 
  defeated, the formian tactician surrenders; otherwise, she 
  fights to the death.
  STATISTICS
  Str +0; Dex +1; Con +0; Int +2; Cha +4
  Skills Bluff +13, Intimidate +13, Profession (soldier) +8, Sense 
  Motive +13, Stealth +8
  Languages Castrovelian, Common; limited telepathy 60 ft.
  Other Abilities envoy improvisations (clever feint, get ’em)
  Gear graphite carbon skin, azimuth laser pistol with 2 batteries 
  (20 charges each), stickybomb grenade I (2)
  SPECIAL ABILITIES
  Hive Mind (Ex) See page 19.
  Development: Once the PCs defeat the formians, Radaszam and 
  Muldoi drive out of the equipment tent on two Esowath Explorer 
  vehicles (see the vehicle stat block on page 13). If the PCs checked 
  any equipment with the security team in area A1, Radaszam has 
  this equipment stowed in the vehicle he is driving. 
  The PCs can board the vehicles and escape to the communications 
  bunker in the Ikal Expanse.
  Rewards: If the PCs do defeat the formians, reduce each PC’s 
  credits earned by the following amount. If you skip this encounter 
  for lack of time, ignore these reductions.
  Subtier 3–4: Reduce each PC’s credits earned by 55.
  Out of Subtier: Reduce each PC’s credits earned by 71.
  Subtier 5–6: Reduce each PC’s credits earned by 87.
  D. IN THE IKAL EXPANSE
  The journey to the communications bunker takes 15 minutes 
  through the Ikal Expanse. This is a perfect time for the PCs to take 
  a 10-minute rest to recover Stamina Points.
  d1. communicAtionS Bunker
  During this trip, the PCs can talk to Radaszam and Muldoi about 
  the eco-terrorists. Radaszam has not heard about Ipsoth’s Children, 
  but Muldoi recognizes the name Ipsoth from the guest list; if 
  the PCs spoke to Ipsoth, Muldoi asks what they thought of him. 
  Muldoi says that her team had measures to identify the Esowath 
  Conservancy’s opponents, but Ipsoth must have slipped through. 
  If the PCs did not take time to identify the instinct redirection 
  transducer on the dead lashunta, they have an opportunity to 
  identify it now. Muldoi isn’t familiar with it; Radaszam speculates 
  that it looks like part control rig and part nanite re-programmer, but 
  he is at a loss as to the device’s function.
  The communications bunker is a well-concealed fortification 
  built into the side of a steep hill, with a communications array 
  disguised among trees at the hilltop. The bunker’s entrance is 
  behind a few large rocks disguised to blend in with the terrain. 
  Muldoi has the codes necessary to enter the bunker. Once inside, 
  lights indicate an incoming message broadcast on a broad array. 
  Read or paraphrase the following.
  Holo-projectors and vid-screens flare to life, projecting the image 
  of a well-dressed haan standing on a stage featuring smashed 
  orchestral instruments and a dead barathu. He speaks directly 
  to the camera with calm determination, “Technological tyrants 
  of the Pact Worlds, for too long the natural order in the galaxy 
  has been disrupted by your machines and your machinations. 
  It is time to sweep your metal and circuitry off the face of the 
  world, off all worlds. I, Ipsoth, shall lead my children into a 
  glorious revolution of nature. We shall execute one hostage for 
  every hour technology remains on Ukulam. I am watching.”
  Before the message cuts out, the feathered renkroda Vossi 
  strides behind the stage and into the Ikal Expanse, ridden by 
  two terrorists with sniper rifles.
  Muldoi and Radaszam both intend remain in the communications 
  bunker to monitor the situation and request support from Esowath 
  Nexus; the communications bunker is far enough from Ipsoth’s 
  signal jammer to operate normally. Unfortunately, Muldoi realizes 
  that this aid is hours away, at best. 
  Radaszam seizes upon the opportunity for the Starfinder Society 
  to further demonstrate its worth to the Esowath Conservancy. He 
  asks the PCs to return to the gala and eliminate Ipsoth before he 
  executes any hostages. Vossi provides a complication: the PCs 
  shouldn’t kill the renkroda, but they also can’t let the eco-terrorists 
  use him to defend the gala site, either. Radaszam suggests that 
  the PCs first locate and neutralize Vossi on their way back to the 
  gala site. Muldoi agrees, insisting that the PCs subdue Vossi rather 
  than hill him.
  Treasure: If the PCs agree to subdue Vossi, Muldoi provides 
  the PCs with a cache of equipment hidden in the communications 
  bunker: two static arc pistols, two standard taclashes, a tactical 
  arc emitter, a merciful fusion seal (6th), four doses of compsikania 
  anti-venom (see page 9), four mk 2 serums of healing, and two mk 
  1 adaptive serums (Starfinder Alien Archive 71). In Subtier 5–6, the 
  cache also includes a static arc rifle and two mk 2 adaptive serums 
  (Starfinder Alien Archive 71).
  Rewards: If the PCs aren’t willing to work to subdue Vossi, 
  Muldoi doesn’t provide them with the cache of supplies; reduce 
  each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 126 credits.
  Out of Subtier: Reduce each PC’s credits earned by 186 credits.
  Subtier 5–6: Reduce each PC’s credits earned by 246 credits.
  Scaling Encounter D2
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Lower the DCs on all skill checks during 
  the chase by 2.
  
  13
  SAVE THE RENKRODAS
  Scaling Encounter D3
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Vossi is fatigued from the chase. In 
  addition, reduce the DCs of his frightful presence and roar 
  abilities by 3.
  d2. the chASe
  The PCs should drive the two Esowath Explorers, although they can 
  set the vehicles to autopilot (Piloting +10) if they aren’t confident in 
  their skills. Each Esowath Explorer also has a gunner station with 
  a mounted merciful aphelion artillery laser to incapacitate, rather 
  than kill, local wildlife. Each PC should choose a vehicle to occupy 
  and decide who will act as pilots, gunners, or passengers. 
  The Esowath Explorers have an automated sensor array to 
  identify the nearest massive biological entity; this provides the 
  PCs with the distance and direction to Vossi. Two eco-terrorists are 
  currently riding Vossi along a muddy hillside. When they see the 
  PCs approach in vehicles, they retreat, hoping to lure the PCs into 
  a trap near the gala site. The PCs must pursue. 
  Use the vehicle chase rules (Starfinder Core Rulebook 282-287) 
  for this chase. The GM should assist the PCs with the chase rules. 
  The eco-terrorist pilot wants to lure the PCs into the ambush at the 
  gala, so doesn’t escape the chase; in a situation where Vossi and 
  the eco-terrorists would escape, they remain one zone ahead of 
  the lead PC vehicle. The eco-terrorist passenger shoots at the PCs 
  during the chase.
  This chase ends when the PCs remain engaged with Vossi for 2 
  consecutive rounds, when both eco-terrorists are killed, when a PC 
  vehicle is one zone ahead of Vossi, or when a PC vehicle reaches 
  Zone 7 (Gala Perimeter), as described below. When the chase 
  ends, Vossi turns to fight the PCs; go to encounter 
  D3. Keep track of the damage sustained by the 
  combatants during the chase (including 
  Vossi), as combatants retain their 
  injuries for encounter D3.
  chASe VehicleS
  The PCs have two Esowath 
  Explorers, modified exploration 
  buggies the Esowath Conservancy 
  uses in Ukulam. 
  BOTH SUBTIERS
  ESOWATH EXPLORERS (2) 
  LEVEL 4
  Huge land vehicle (10 ft. wide, 20 ft. long, 6 ft. high)
  Speed 20 ft., full 400 ft., 45 mph
  EAC 14; KAC 18; Cover partial cover
  HP 50 (25); Hardness 5
  Attack (Collision) 6d6 (DC 11)
  Attack (Turret) merciful aphelion artillery laser (3d8 F 
  nonlethal, ammo 40, usage 4)
  Modifiers +0 Piloting, –2 attack (–4 at full speed)
  Systems autopilot (Piloting +10), planetary comm unit; 
  Passengers 4
  For the purpose of this chase, Vossi is treated as a vehicle with 
  the following statistics; the eco-terrorists control Vossi with the 
  Survival skill, rather than Piloting. 
  SUBTIER 3–4
  VOSSI 
  LEVEL 6
  Huge animal (15 ft. wide, 15 ft. long, 15 ft. high)
  Speed 40 ft., full 400 ft., 45 mph
  EAC 17; KAC 21; Cover none
  HP 90 (cannot become broken due to damage); Hardness 0
  Attack (Collision) 7d8 (DC 12)
  Modifiers –3 Survival, –4 attack (–8 at full speed)
  Systems controlled creature (controlled with the Survival skill 
  in place of the Piloting skill); Passengers 1
   Vossi
  
  14
  STARFINDER SOCIETY SCENARIO
  SUBTIER 5–6
  VOSSI 
  LEVEL 8
  Huge animal (15 ft. wide, 15 ft. long, 15 ft. high)
  Speed 40 ft., full 400 ft., 45 mph
  EAC 19; KAC 23; Cover none
  HP 125 (cannot become broken due to damage); Hardness 0
  Attack (Collision) 8d10 (DC 14)
  Modifiers –4 Survival, –4 attack (–8 at full speed)
  Systems controlled creature (controlled with the Survival skill 
  in place of the Piloting skill); Passengers 1
  chASe ZoneS
  The chase uses the 7 zones described below. The PCs begin in Zone 
  1 (Open Plains), while Vossi and the eco-terrorists begin one zone 
  ahead, in Zone 2 (Muddy Hillside). 
  Zone 1 (Open Plains): This is a flat, grassy plain with patches of 
  tall grass. The PCs begin the chase in this zone. This zone has no 
  additional environmental effects.
  Zone 2 (Muddy Hillside): This is a steep slope covered with mud. 
  Vossi and the eco-terrorists begin the chase in this zone. In this 
  zone, wheeled vehicles (like the Esowath Explorers) lose traction, 
  imparting a –4 penalty to skill checks attempted during the pilot 
  actions phase. 
  Zone 3 (Low Brush): Clumps of light foliage dot the uneven 
  ground. Flocks of brightly-colored birds lurk in the foliage and 
  angrily attack living creatures in the zone during the pilot actions 
  phase (+11 melee, 2d6 P).
  Zone 4 (Dense Forest): Copses of trees hug narrow game trails. 
  The trees provide cover to all creatures and vehicles in this zone, 
  except against vehicles with which they are engaged (or passengers 
  of vehicles with which they are engaged).
  Zone 5 (Rocky Clearing): Small boulders and patches of gravel 
  litter the terrain. The rocks impart a –2 penalty to all skill checks 
  attempted during the pilot actions phase; in addition, any failed 
  check during the pilot actions phase means the vehicle hits a rock 
  and takes 5d6 damage.
  Zone 6 (Light Forest): Wispy trees and wide ferns protrude from 
  the soil. This zone has no additional environmental effects.
  Zone 7 (Gala Perimeter): This is the wide, grassy field outside 
  the energized force field around the gala. At the end of each round, 
  an eco-terrorist from the gala attacks a single PC. The eco-terrorist 
  is considered 400 feet away from this zone. If a PC vehicle reaches 
  this zone without having engaged Vossi for 2 rounds, gotten ahead 
  of Vossi, or eliminated the two eco-terrorist riders, Vossi turns to 
  fight here. 
  d3. chASe’S end (cr 7 or cr 9)
  Vossi and the eco-terrorists fight the PCs as soon as the chase is 
  over. They find a relatively open area in which to fight, so none 
  of the environmental effects of the current zone apply unless the 
  chase ended by a PC vehicle reaching Zone 7 (Gala Perimeter). In 
  this case, the eco-terrorist sniper at the gala site continues shooting 
  at a PC at the end of each round until Vossi is defeated. Any open 
  encounter map, such as Pathfinder Flip-Mat Basic Terrain, works 
  well for this encounter.
  SUBTIER 3–4 (CR 7)
  ECO-TERRORISTS (2) 
  CR 1
  Lashunta operative
  CN Medium humanoid (lashunta)
  Init +9; Senses low-light vision; Perception +6
  DEFENSE 
                   HP 17 EACH
  EAC 11; KAC 12
  Fort +1; Ref +6; Will +4
  OFFENSE
  Speed 30 ft.
  Melee survival knife +4 (1d4+1 S)
  Ranged azimuth laser pistol +6 (1d4+1 F; critical burn 1d4) or
  tactical shirren-eye rifle +6 (1d10 P)
  Offensive Abilities trick attack +1d4
  Lashunta Spell-Like Abilities (CL 1st)
  1/day—detect thoughts (DC 12)
  At will—daze (DC 11), psychokinetic hand
  TACTICS
  During Combat The eco-terrorists use their jump jets to 
  maintain an advantageous position against foes. They use 
  their sniper rifles at a distance, and switch to using either 
  daze or trick attacks against foes that approach.
  Morale The eco-terrorists fight to the death for their cause.
  STATISTICS
  Str +0; Dex +4; Con +0; Int +2; Wis +0; Cha +1
  Skills Acrobatics +11, Athletics +6, Intimidate +6, Stealth +11, 
  Survival +11
  Languages Castrovelian, Common, Elven; limited telepathy 30 ft.
  Other Abilities operative specialization (explorer)
  Gear second skin (jump jets), survival knife, azimuth laser 
  pistol with 2 batteries (20 charges each), tactical shirren-
  eye rifle with 25 sniper rounds, tool kits (rider’s kit)
  VOSSI 
  CR 6
  Male feathered renkroda
  N Huge animal
  Init +0; Senses blindsense (vibration) 60 ft., low-light vision; 
  Perception +13
  Aura frightful presence (30 ft., DC 14)
  DEFENSE  
   
   
   
          HP 90
  EAC 17; KAC 21
  Fort +10; Ref +10; Will +5
  OFFENSE
  Speed 40 ft.
  Melee bite +16 (2d6+11 P; critical roar) or
  tail +13 (1d8+11 B)
  Space 15 ft.; Reach 15 ft. (20 ft. with tail)
  Offensive Abilities roar (DC 14)
  
  15
  SAVE THE RENKRODAS
  TACTICS
  During Combat Vossi begins by roaring. Thereafter, he 
  generally uses his bite to attack the creature that did the 
  most damage to him in the previous round.
  Morale While controlled by Ipsoth’s Children, Vossi cannot flee 
  and fights until knocked unconscious or killed.
  STATISTICS
  Str +5; Dex +0; Con +3; Int –4; Wis +2; Cha +0
  Skills Athletics +18, Intimidate +13, Survival +13
  SPECIAL ABILITIES
  Roar (Ex) As a standard action, a feathered renkroda can 
  bellow ferociously, causing all creatures within 60 feet to 
  gain the cowering condition for 1 round (Will DC 14 negates). 
  After a feathered renkroda roars, it must wait 2d4 rounds 
  before it can do so again. If it scores a critical hit with its 
  bite attack, it immediately regains the use of this ability 
  and may activate it as a free action. This is a mind-affecting, 
  sense dependent fear effect.
  SUBTIER 5–6 (CR 9)
  ECO-TERRORIST VETERANS (2) 
  CR 3
  Lashunta operative
  CN Medium humanoid (lashunta)
  Init +9; Senses low-light vision; Perception +9
  DEFENSE  
   
   
                  HP 35 EACH
  EAC 14; KAC 15
  Fort +2; Ref +9; Will +4
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee survival knife +7 (1d4+1 S)
  Ranged static arc pistol +9 (1d4+3 E; critical arc 2) or
  tactical shirren-eye rifle +9 (1d10 P)
  Offensive Abilities trick attack +1d8
  Lashunta Spell-Like Abilities (CL 3rd)
  1/day—detect thoughts (DC 14)
  At will—daze (DC 13), psychokinetic hand
  TACTICS
  During Combat The eco-terrorists activate their holographic 
  clones once combat begins and use their climbing suckers or 
  jetpacks to gain advantageous positions against foes. They 
  use their sniper rifles at a distance for as long as possible, 
  and switch to using either daze or trick attacks against foes 
  that approach.
  Morale The eco-terrorists fight to the death for their cause.
  STATISTICS
  Str +0; Dex +4; Con +0; Int +2; Wis +0; Cha +1
  Skills Acrobatics +14, Athletics +9, Intimidate +9, Stealth +14, 
  Survival +14
  Languages Castrovelian, Common, Elven; limited telepathy 30 ft.
  Other Abilities operative exploits (holographic clone [1/day]), 
  operative specialization (explorer)
  Gear D-suit III (jetpack), survival knife, static arc pistol with 2 
  batteries (20 charges each), tactical shirren-eye rifle with 
  25 sniper rounds, climbing suckers, tool kits (rider’s kit)
  VOSSI 
  CR 8
  Male feathered renkroda
  N Huge animal
  Init +1; Senses blindsense (vibration) 60 ft., low-light vision; 
  Perception +16
  Aura frightful presence (30 ft., DC 16)
  DEFENSE  
   
   
   
         HP 125
  EAC 19; KAC 23
  Fort +12; Ref +12; Will +7
  OFFENSE
  Speed 40 ft.
  Melee bite +19 (2d10+14 P; critical roar) or
  tail +16 (3d4+14 B)
  Space 15 ft.; Reach 15 ft. (20 ft. with tail)
  Offensive Abilities roar (DC 16)
  TACTICS
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str +6; Dex +1; Con +3; Int –4; Wis +2; Cha +0
  Skills Athletics +21, Intimidate +16, Survival +16
  SPECIAL ABILITIES
  Roar (Ex) As a standard action, a feathered renkroda can 
  bellow ferociously, causing all creatures within 60 feet to 
  gain the cowering condition for 1 round (Will DC 16 negates). 
  After a feathered renkroda roars, it must wait 2d4 rounds 
  before it can do so again. If it scores a critical hit with its 
  bite attack, it immediately regains the use of this ability 
  and may activate it as a free action. This is a mind-affecting, 
  sense dependent fear effect.
  Development: If Vossi is reduced to 0 HP with lethal damage, 
  he dies in 3 rounds unless he is stabilized or receives additional 
  healing. If he is conscious, he continues to fight, but if stabilized 
  and unconscious, the PCs can attempt to remove the instinct 
  redirection transducer the eco-terrorists attached to his neck. 
  Removing the transducer requires a successful DC 25 Engineering, 
  Medicine, or Mysticism check (DC 28 in Subtier 5–6), or another 
  relevant skill at the GM’s discretion. For each successful skill 
  check identifying the transducer from encounter B, the PCs gain 
  Scaling Encounter E
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Remove one eco-terrorist.
  
  16
  STARFINDER SOCIETY SCENARIO
  a cumulative +2 circumstance bonus (maximum +6) to remove this 
  transducer. Failure on this check means the PCs have removed the 
  device, but left a painful wound and permanent nerve damage.
  If the PCs remove the device properly, Vossi dimly understands 
  that the eco-terrorists, and not the PCs, are to blame for his pain 
  and rage. He won’t further attack the PCs, and the PCs can befriend 
  him with a successful DC 24 Survival check made to handle an 
  animal (DC 27 in Subtier 5–6). If the PCs fail, Vossi flees into the 
  forest; if they succeed, Vossi accompanies the PCs to the gala site 
  and fights with the PCs against Ipsoth’s Children. This assistance 
  is generally up to the PCs; Vossi allows up to 2 PCs to ride him, or 
  he might otherwise stampede around the gala site attacking eco-
  terrorists (the GM should avoid having Vossi fight Ipsoth directly, 
  leaving that dramatic confrontation for the PCs).
  Treasure: The transducer is a rare and valuable piece of 
  technology, worth 2,000 credits to a research firm. In Subtier 5–6, 
  it is worth 4,000 credits.
  Rewards: If the PCs do not defeat the eco-terrorists, reduce each 
  PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 416 credits.
  Out of Subtier: Reduce each PC’s credits earned by 862 credits.
  Subtier 5–6: Reduce each PC’s credits earned by 1,308 credits.
  E. ASSAULT ON THE GALA (CR 6 OR 8)
  Ipsoth and the eco-terrorists are currently in full control of the 
  gala site. The hostages are all on the dance floor in front of the 
  stage, with their hands and legs in binders and tied to each other 
  with loops of cable line. When the PCs reach the gala site, read or 
  paraphrase the following.
  Smashed wood and glassware litter the gala site. Ripped tents, 
  blood splatters, and scorch marks provide clear evidence of a 
  recent battle. 
  The PCs can attempt to use guile to take Ipsoth’s Children by 
  surprise, so long as the chase in encounter D2 ended before any 
  participant reached Zone 7 (Gala Perimeter). To surprise Ipsoth’s 
  Children, at least half of the PCs must succeed on a DC 20 Stealth 
  check to sneak into the gala or Disguise check to resemble an eco-
  terrorist (DC 23 in Subtier 5–6). On a success, the PCs can choose 
  their initial positions in the gala site and gain a surprise round 
  in the ensuing fight. Otherwise, the PCs enter the gala site from 
  whichever direction they choose. If Vossi accompanies the PCs, 
  stealth is impossible but PCs riding Vossi may disguise themselves 
  as eco-terrorists returning from their patrol.
  Creatures: Ipsoth stands on the stage (area A3), while the eco-
  terrorists are posted around the gala site where they have clear 
  sight to each other, the hostages, and Ipsoth. Ipsoth is giving a 
  speech, broadcasting his manifesto to Castrovel using the gala’s 
  infosphere feed. If Ipsoth has been alerted to the PCs’ arrival (such 
  as by the chase ending at the gala perimeter), he has already used 
  his spell gems, as described below. All of these foes immediately 
  attack any intruders they identify.
  SUBTIER 3–4 (CR 6)
  ECO-TERRORISTS (3) 
  CR 1
  HP 17 each (see page 14)
  IPSOTH 
  CR 4
  Male haan mystic (Starfinder Alien Archive 58)
  CN Large monstrous humanoid
  Init +1; Senses darkvision 60 ft.; Perception +10
  DEFENSE  
   
   
                    HP 43 RP 4
  EAC 15; KAC 16
  Fort +3; Ref +5; Will +9
  DR 5/—; Resist electricity 5, fire 5
  OFFENSE
  Speed 30 ft., fly 30 ft. (Ex, average)
  Melee balloon +7 (see below) or
  claw +7 (1d4+4 S)
  Ranged thunderstrike sonic pistol +9 (1d8+2 So; critical 
  deafen [DC 15])
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities firespray (DC 15), grasping vines (DC 15)
  Mystic Spell-Like Abilities (CL 4th)
  At will—mindlink
  Mystic Spells Known (CL 4th; ranged +9)
  2nd (3/day)—fog cloud, hurl forcedisk
  1st (6/day)—life bubble, mind thrust (DC 16), mystic cure
  0 (at will)—detect affliction, stabilize
  Connection xenodruid
  TACTICS
  Before Combat Ipsoth cast life bubble on himself and his eco-
  terrorist allies yesterday. If alerted to the PCs’ presence, 
  Ipsoth uses his two spell gems to gain the damage reduction 
  and resistances above; otherwise, he doesn’t have these 
  defenses in place.
  During Combat Ipsoth uses grasping vines to entangle as 
  many PCs as possible, then casts hurl forcedisk and uses 
  his firespray against grouped targets. Ipsoth avoids melee, 
  using his balloon attack against foes that approach and then 
  attacking them while they are in the air.
  Morale If reduced below 10 HP, or if all his allies are defeated, 
  Ipsoth casts fog cloud and flees.
  STATISTICS
  Str +0; Dex +1; Con +0; Int +0; Wis +5; Cha +3
  Skills Bluff +10, Life Science +10, Mysticism +15, Survival +15
  Languages Brethedan, Common; limited telepathy 30 ft., speak 
  with animals
  Gear business stationwear, thunderstrike sonic pistol with 1 
  battery (20 charges), spell gems of lesser resistant armor (2), 
  mk 1 mindlink circlet, credstick (800 credits)
  SPECIAL ABILITIES
  Balloon (Ex) A haan can create and inflate a web balloon 
  and attach it to an adjacent enemy with a successful 
  melee attack against KAC. If the attack hits, the target 
  
  17
  SAVE THE RENKRODAS
  immediately rises 30 feet off the ground in a straight line, 
  and it continues to rise at a speed of 30 feet each round on 
  the haan’s turn. Every round after the balloon is attached, 
  the target can attempt a DC 15 Reflex save to cut or break 
  free of the web balloon. If freeing itself from the balloon 
  causes the creature to fall, it takes falling damage as normal. 
  Firespray (Ex) As a standard action, a haan can spray its 
  flammable lifting gases and light them with sparks, creating 
  a 30-foot cone of flame. All creatures within the cone take 
  3d6 fire damage (Reflex DC 15 half).
  SUBTIER 5–6 (CR 8)
  ECO-TERRORIST VETERANS (3) 
  CR 3
  HP 35 each (see page 15)
  IPSOTH 
  CR 6
  Male haan mystic (Starfinder Alien Archive 58)
  CN Large monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +13
  DEFENSE  
   
   
                    HP 75 RP 4
  EAC 17; KAC 18
  Fort +5; Ref +7; Will +11
  DR 10/—; Resist electricity 10, fire 10
  OFFENSE
  Speed 30 ft., fly 30 ft. (Ex, average)
  Melee balloon +11 (see below) or
  claw +11 (1d6+6 S)
  Ranged frostbite-class zero pistol +13 (1d6+6 C; critical 
  staggered [DC 16])
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities firespray (DC 16), grasping vines (DC 16)
  Mystic Spell-Like Abilities (CL 6th)
  At will—mindlink
  Mystic Spells Known (CL 6th; ranged +13)
  2nd (3/day)—fog cloud, hurl forcedisk
  1st (6/day)—life bubble, mind thrust (DC 17), mystic cure
  0 (at will)—detect affliction, stabilize
  Connection xenodruid
  TACTICS
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str +0; Dex +2; Con +0; Int +0; Wis +5; Cha +3
  Skills Bluff +13, Life Science +13, Mysticism +18, Survival +18
  Languages Brethedan, Common; limited telepathy 30 ft., speak 
  with animals
  Other Abilities animal adaptation
  Gear silver AbadarCorp travel suit, frostbite-class zero pistol 
  with 1 battery (20 charges), spell gems of resistant armor (2), 
  mk 1 mindlink circlet, credstick (100 credits)
  SPECIAL ABILITIES
  Balloon (Ex) A haan can create and inflate a web balloon 
  and attach it to an adjacent enemy with a successful 
  melee attack against KAC. If the attack hits, the target 
  immediately rises 30 feet off the ground in a straight line, 
  and it continues to rise at a speed of 30 feet each round on 
  the haan’s turn. Every round after the balloon is attached, 
  the target can attempt a DC 16 Reflex save to cut or break 
  free of the web balloon. If freeing itself from the balloon 
  causes the creature to fall, it takes falling damage as normal. 
  Firespray (Ex) As a standard action, a haan can spray its 
  flammable lifting gases and light them with sparks, creating 
  a 30-foot cone of flame. All creatures within the cone take 
  3d6 fire damage (Reflex DC 16 half).
  Rewards: If the PCs do not defeat Ipsoth’s Children, reduce each 
  PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 412 credits.
  Out of Subtier: Reduce each PC’s credits earned by 856 credits.
  Subtier 5–6: Reduce each PC’s credits earned by 1,300 credits.
  CONCLUSION
  Within two hours, The Conservancy sends backup security from 
  Esowath Nexus to get a handle on the hostage situation. They 
  are grateful for the PCs’ quick action against the eco-terrorists, 
  recognizing the expertise of the Starfinder Society despite the 
  setback of the Scoured Stars Incident. All PCs gain the Trusted by 
  the Conservancy and Muldoi’s Debt boons.
  If Vossi aided the PCs against Ipsoth’s Children, the new arrivals 
  from the Conservancy make him uncomfortable; he nuzzles the 
  PCs and withdraws into the wilds of the Ikal Expanse. PCs that 
  befriended Vossi gain the Vossi’s Roar boon.
  Over the next several weeks, the PCs and their heroics are 
  the talk of several news shows across Castrovel and the Pact 
  Worlds. Several of the hostages saved by the PCs—including the 
  enthusiastic Poshment Jamjet—invite the PCs to parties and social 
  events to show their gratitude.
  REPORTING NOTES
  If Vossi assisted the PCs in re-taking the gala from Ipsoth’s 
  Children, check box A. If Vossi dies, check box B. If Ipsoth manages 
  to escape, check box C.
  PRIMARY SUCCESS CONDITIONS
  If the PCs defeat Ipsoth and rescue the hostages, they succeed 
  at their mission and each earn 1 Fame and 1 Reputation for any 
  factions associated with their currently slotted faction boon.
  SECONDARY SUCCESS CONDITIONS
  If the PCs complete two of the following, they earn 1 additional 
  Fame and 1 Reputation for any factions associated with their 
  currently slotted Faction boon: succeed in all 3 checks to identify 
  the instinct redirection transducer’s composition, end the chase 
  before reaching the gala perimeter, properly remove the transducer 
  from Vossi while Vossi was still alive, or befriend Vossi (whether or 
  not Vossi helped the PCs retake the gala site).
  
  18
  STARFINDER SOCIETY SCENARIO
  FACTION NOTES
  If the PCs succeeded at their primary mission, they impressed 
  not only Radaszam, but conservationists across Castrovel and the 
  Pact Worlds. They’ve brought glory to the Acquisitives faction 
  and themselves. Each PC earns 1 additional Reputation with the 
  Acquisitives faction, in addition to any other Reputation earned 
  from completing this scenario.
  
  19
  SAVE THE RENKRODAS
  APPENDIX: STAT BLOCK
  FORMIAN WARRIOR 
  CR 3
  Starfinder Alien Archive 50
  Formian soldier
  LN Medium monstrous humanoid
  Init +2 (+6 with hive mind); Senses blindsense (scent) 30 ft., 
  darkvision 60 ft.; Perception +8 (+12 with hive mind)
  DEFENSE  
   
   
   
          HP 39
  EAC 17; KAC 20
  Fort +5; Ref +3; Will +4
  Resistances sonic 10
  OFFENSE
  Speed 40 ft.
  Melee claw +11 (1d6+7 S) or
  stinger +11 (1d4+7 plus formian toxin; see below)
  Ranged azimuth laser rifle +8 (1d8+3 F; critical burn 1d6)
  Offensive Abilities deadly grasp, fighting styles (guard)
  STATISTICS
  Str +4; Dex +2; Con +1; Int +0; Wis –1; Cha +0
  Skills Acrobatics +13, Intimidate +8, Stealth +8
  Languages Common; limited telepathy 60 ft.
  Gear squad defiance series, azimuth laser rifle with 2 batteries 
  (20 charges each)
  SPECIAL ABILITIES 
  Deadly Grasp (Ex) When a formian warrior succeeds at a 
  combat maneuver to maintain a grapple, it can make a melee 
  attack with its stinger as a move action. 
  Hive Mind (Ex) Formians operate from a shared hive 
  intelligence that allows them to communicate nearly 
  instantaneously. While within telepathic range of at least 
  one other formian with this ability, a formian gains a +4 
  bonus to initiative and Perception checks. If one formian is 
  aware of a combatant, all members of the hive mind within 
  range are aware of it, and a member of the hive mind cannot 
  be surprised unless all members within range are surprised. 
  If one member of the hive mind succeeds at a Will save to 
  disbelieve an illusion effect, all members of that hive mind 
  within telepathic range also disbelieve the effect.
  FORMIAN TOXIN
  Type poison (injury); Save Fortitude DC 12
  Track Dexterity; Frequency 1/round for 6 rounds
  Cure 1 save
  
  20
  STARFINDER SOCIETY SCENARIO
  HANDOUT #1 
  Attention Starfinders,
  I selected you as our representatives at an important charity event for the “Save the Renkrodas” campaign. The Starfinder Society 
  is one of the sponsoring partners with the Esowath Conservancy to host their third annual charity gala on Castrovel. You and your 
  companions are to attend the event with me and make a good impression on the other donors. Don’t let the 50,000 credits per plate 
  price tag scare you; the Esowath Conservancy granted the Society a handful of complimentary tickets for this event. However, you’ll 
  be on your own for ensuring you wear the proper attire. I’ll meet you at Esowath Nexus on Castrovel for the event.
  —Radaszam
  The Esowath Conservancy
  would be honored by your presence at the 3rd annual gala
  — benefiting —
  Save the Renkrodas
  25th Desnus, 318 ag
  1200 – Lunch Voyage from Esowath Nexus
  (Outdoor Cocktail)
  1400 – Meet and Greet with sounds by the Bretheda Celestial Orchestra’s String Quartet
  1600 – Safari Tour around Ikal Expanse
  (Safari Chic)
  1830 – Benefit Banquet
  (Black Tie)
  2000 – Acoustic Concert featuring Poshment Jamjet of Rainbow Dreadnaught Overdrive
  2130 – Dessert and Cocktails
  0100 – Last yacht leaves for Esowath Nexus
  Proceeds benefiting the Esowath Conservancy’s preservation efforts on Ikal Expanse and greater Ukulam.
  HANDOUT #2
  
  21
  SAVE THE RENKRODAS
  
  22
  STARFINDER SOCIETY SCENARIO
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Starfinder Society Scenario #1–15: Save the Renkrodas © 2018, Paizo Inc.; Author: 
  Andrew Hoskins.
  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 #1–15:  
  Save the Renkrodas
  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 #
  3–4
  5–6
  —
  1,493
  2,790
  4,087
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #1–15: Save the Renkrodas
  Muldoi’s Debt (Ally Boon): During your mission on behalf of the Esowath Conservancy, you rescued the kasatha Muldoi 
  and several people under her care. Muldoi vows to one day repay the debt she owes you. How this influence will play out 
  in the future is not yet clear. You will be told if this boon is important to a future scenario prior to slotting your boons.
  Trusted by the Conservancy (Social Boon): Your efforts to protect the event sponsored by the Esowath Conservancy are 
  well-known, and Radaszam has arranged for some additional training from Conservancy naturalists at your convenience. 
  When you slot this boon, select either Life Science or Survival. You gain a circumstance bonus to checks with that skill 
  equal to your current Acquisitives Reputation Tier.
  Vossi’s Roar (Ally Boon): During your mission to Castrovel, you befriended a massive feathered renkroda named Vossi. 
  Vossi keeps track of you when you return to Ukulam, although he does not show himself. Once during an adventure when 
  you are on Ukulam and have this boon slotted, you can call for Vossi as a move action. When you do, he gives a mighty 
  roar that echoes across the wilderness. All enemies within 120 feet of you gain the cowering condition for 1 round (Will DC 
  16 negates); this is a mind-affecting, sense dependent fear effect. 
  All Subtiers
  Reputation
  Subtier 5–6
  business stationwear (2,600; item level 5)
  casual stationwear (1,300; item level 3)
  merciful fusion seal (6th) (1,144; item level 6; limit 1)
  mk 1 adaptive serum (350; item level 4; limit 2; Starfinder 
  Alien Archive 71)
  mk 2 serum of healing (425; item level 5; limit 4)
  screamer grenade II (2,720; item level 8; limit 2)
  spell gem of lesser resistant armor (1,400; item level 8; limit 2)
  squad defiance series (1,220; item level 3)
  thunderstrike sonic pistol (2,300; item level 4)
  corona laser pistol (4,270; item level 6)
  D-suit III (13,300; item level 9)
  elite stationwear (4,100; item level 6)
  freebooter armor II (4,720; item level 6)
  frostbite-class zero pistol (3,060; item level 5)
  incapacitator (14,200; item level 9)
  jetpack armor upgrade (3,100; item level 5)
  mk 2 adaptive serum (1,500; item level 8; limit 2; 
  Starfinder Alien Archive 71)
  silver AbadarCorp travel suit (7,250; item level 7)
  spell gem of resistant armor (3,700; item level 11; limit 2)
  static arc rifle (4,200; item level 6)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 1/SF S01-15 - Save the Renkrodas.pdf