TEXT: COST OF LIVING
  STARFINDER SOCIETY SCENARIO #2–17, TIER 3–6
  YEAR OF A THOUSAND BITES
  BY JENNY JARZABSKI AND ANDREW MULLEN
  
  Starfinder Society Scenario #2–17: Cost of Living 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 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
  Cost of Living makes use of the Starfinder Core Rulebook, Starfinder Alien Archive (AA), 
  Starfinder Alien Archive 3 (AA3),and Starfinder Pact Worlds (PW), as well as Starfinder Flip 
  Mat: Ice World. All rules referenced in this adventure are available in the free online Starfinder 
  Reference Document at paizo.com/sfrd.
  Table of Contents
  Cost of Living                                 3
  Chronicle Sheet                              20
  AUTHORS
  Jenny Jarzabski and Andrew Mullen
  DEVELOPMENT LEAD
  Thurston Hillman
  EDITING LEAD
  Leo Glass
  EDITORS
  Leo Glass, Kieran Newton
  CONTRIBUTING ARTISTS
  Graey Erb. Doruk Golcu, William Marton, and Sebastian 
  Rodriguez
  CARTOGRAPHY
  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 Roleplaying Guild Guide. 
  This scenario has no scenario tags.
  
  BY JENNY JARZABSKI & ANDREW MULLEN 
  COST OF LIVING 
  WHERE IN THE 
  UNIVERSE?
  ZEYTHER-3
  Frozen Mining Colony
  Diameter: ×1; Mass: ×1
  Gravity: ×1
  Atmosphere: Normal
  Day: 18 hours; Year: 730 days
  A frozen world with abundant geological resources, 
  Zeyther-3 is caught in the orbit of two immense blue giant 
  suns in the Vast. The planet experiences seemingly random 
  fluctuations of atmospheric electromagnetic energy, known 
  locally as the Coil. The Coil’s visual appearance is stunning, 
  manifesting as fluctuating pastel ribbons of aurora-like light 
  throughout the sky that reflect dramatically in the planet’s 
  ice. Unfortunately, strong Coil manifestations are damaging 
  to technology, and can occasionally create dangerous 
  storms. Because of the planet’s harsh and unpredictable 
  environment, Zeyther-3 is home to a sparse population 
  of miners and researchers. The majority of these stalwart 
  residents live within the protection of a domed settlement 
  called Glimmershield. 
  The distant world of Zeyther-3, deep in the Vast, isn’t much 
  to look at. But the planet’s ice-encrusted wilderness and 
  assortment of bizarre, arctic wildlife hide the fact that the rock 
  beneath is richly veined with deposits of several rare minerals 
  used in specialized starship bulkhead construction. When Pact 
  Worlds surveyors first found the world over 50 years ago, they 
  established a small settlement that they named Glimmershield. 
  Today, Glimmershield’s tight-knit working community has two 
  goals: harvesting resources from Zeyther-3 and collecting 
  scientific data on the native lifeforms.
  Several months ago, one of the engineers maintaining some of 
  Glimmershield’s automated mining equipment ran afoul of a local 
  animal, receiving a minor bite in the scuffle. The wound festered 
  for weeks, infecting the engineer with a potent disease that 
  the engineer left untreated and hid from other staff members. 
  Thanks to this carelessness, the disease has made its way into 
  Glimmershield’s recycling systems. Before colony medical staff 
  identified the contagion, over half of Glimmershield’s population 
  became infected with what they started calling “gutmelt”. 
  The colony’s leadership has since quarantined the infected and 
  sent out urgent pleas to Pact Worlds corporations for emergency 
  aid. So far, AbadarCorp has been uncharacteristically reactive, 
  leading a handful of other corporations in dispatching small 
  packages of the medicinal antiemetics required to combat the 
  early stages of gutmelt, but these offerings are nowhere near 
  enough to handle an outbreak of this size, or to treat the condition’s 
  more dangerous complications. To help combat the disease, the 
  Wayfinders’ faction leader, Fitch, is working with the izalguuns of 
  Izalraan to fabricate medicinals for Zeyther-3 and other colonies 
  in the Vast experiencing similar medical dilemmas (as described in 
  Starfinder Society Scenario #2–16: A Scoured Home).
  Another associate of the Starfinder Society, a verthani scientist 
  named Dr. Monsylkis, has already traveled to Zeyther-3 on the 
  Society’s behalf. Dr. Monsylkis and her crew were formerly part 
  of the Frozen Trove Labs base on Izalraan that performed illegal 
  experiments on the local wildlife. After the Society’s mission to 
  Izalraan, Monsylkis decided to stop working for Frozen Trove 
  and lent her services to the Society in the fields of agricultural 
  development, disease analysis, and genetic engineering. Upon 
  arriving at Zeyther-3, Dr. Monsylkis set to work identifying 
  and treating the plague affecting the local populace. For more 
  information on Dr. Monsylkis and the events on Izalraan, see 
  Starfinder Society #1–13: On the Trail of History.
  Mere days ago, Dr. Monsylkis discovered that while gutmelt 
  initially manifests in humanoids and some other types of 
  creatures as a potent stomach virus, if not suppressed or 
  medicated it begins attacking the central nervous system. As 
  the disease progresses, it causes inflammation near the brain, 
  eventually turning fatal. Monsylkis believes she can develop a 
  cure and a vaccine for gutmelt but requires samples from the 
  creature that acts as the disease’s natural carrier to fabricate the 
  correct solution. 
  
  STARFINDER SOCIETY SCENARIO
  4
  SUMMARY
  Venture-Captain Naiaj prepares the PCs for a disaster 
  relief mission to Zeyther-3, an arctic mining 
  world gripped by an outbreak of gutmelt. Naiaj 
  instructs the PCs to deliver a shipment of 
  medicinal items and work with her two points 
  of contact, Firstsight Taksta and Dr. Monsylkis, 
  to support the planet’s ailing inhabitants. 
  The PCs escort the Society’s supply 
  shipment to Glimmershield, Zeyther-3’s 
  primary population center. Taksta briefs 
  the PCs on the settlement’s status and asks 
  for their help in completing several tasks before 
  giving them access to the quarantine zone. First, Taksta 
  asks the PCs to negotiate with a group of disgruntled 
  residents she believes are on the verge of rioting. 
  If the PCs manage to calm or strongarm 
  the rabble-rousing leader, they 
  prevent the peaceful gathering 
  from devolving into chaos. 
  Following this, the PCs travel 
  outside the dome to repair a malfunctioning 
  power distributor and stop a group of ice 
  elementals from siphoning its energy. 
  The PCs then enter the subterranean 
  quarantine zone and meet with Dr. Monsylkis. The verthani 
  doctor shares her research with the PCs and explains that she 
  needs a physical sample from gutmelt’s carrier, a native animal 
  called an estri, to further the development of a cure. The PCs 
  leave the safety of Glimmershield to collect a tissue sample from 
  one of these dangerous creatures, weathering a treacherous 
  Coilstorm and trekking through hazardous mountain terrain to 
  reach an abandoned mine known for frequent estri sightings.
  However, the PCs make a shocking discovery when they 
  uncover evidence of AbadarCorp involvement around the estris’ 
  lair. Nevertheless, they are still able to bring Dr. Monsylkis 
  one step closer to devising a cure for gutmelt thanks to their 
  aid. After leaving Zeyther-3, a second surprise awaits the PCs 
  back on Absalom Station: Naiaj informs them that AbadarCorp 
  has released an expensive treatment for gutmelt. Luckily, she 
  believes the Society can expose AbadarCorp’s price-fixing scheme 
  as a result of the PCs’ discoveries. 
  GETTING STARTED
  As usual, the Lorespire Complex’s common areas thrum with 
  bustling activity, but on their way to a meeting with Venture-
  Captain Naiaj (LN female bleachling gnome envoy), the PCs 
  notice new, eye-catching details. Colorful alerts plastered across 
  notice boards and flashing on holoscreens call for Starfinder 
  volunteers to assist with a disaster-relief supply run to the Vast. 
  The PCs meet the venture-captain in a cluttered loading dock 
  office. When they arrive, read or paraphrase the following to get 
  the adventure underway. 
  Venture-Captain Naiaj, a bleachling gnome in humming 
  armor, stands amid a cloud of holographic supply 
  manifests. The area tints her platinum hair 
  and pale skin a bluish hue. She addresses the 
  assembled team in a professional tone.
  “Greetings. This is an urgent matter, 
  so I’ll be quick. As you may have read on 
  the infosphere, there’s an outbreak on 
  Zeyther-3, a frozen mining backwater in the 
  Vast. About half of the planet’s population is 
  currently quarantined with something called 
  ‘gutmelt’ inside Glimmershield, Zeyther-3’s 
  only major settlement.
  “Glimmershield’s 
  elected 
  leader, 
  Firstsight 
  Taksta, sent out urgent requests to the Pact Worlds 
  for antiemetics, fluid supplements, and other 
  medicinals.” Naiaj gestures to a holographic 
  spreadsheet. “Our colleague Fitch, 
  of the Wayfinders, has recently 
  worked with the izalguuns, 
  who 
  have 
  provided 
  the 
  Society with a surplus of medical supplies. 
  We’ve also developed a relationship with 
  the talented Doctor Monsylkis, who’s 
  already on the ground and working with 
  the Firstsight to develop a cure.” Naiaj lifts herself in one 
  surprisingly fluid movement to perch on the edge of a receiving 
  table. “Since we have all the resources required to help in this 
  crisis, we’re duty-bound to act,” she declares.
   “As volunteers, you will board the freighter Tale of Sustenance 
  and ensure its cargo of medicines reaches Glimmershield. When 
  you arrive, check in with the Firstsight and assist her however 
  you can. Then, rendezvous with the good doctor and find out 
  what resources she needs to help her patients.”
  “All right: questions? Look sharp.” Naiaj cocks her head 
  expectantly.
  Naiaj answers the PCs’ questions quickly and curtly. She 
  nods approvingly at PCs with insightful inquiries and clucks 
  her tongue in disappointment if they refrain from questioning 
  her. If the PCs press her for details about the outbreak or other 
  topics not covered below, Naiaj assures them that Taksta and Dr. 
  Monsylkis can provide more information on-site.
  What can you tell us about Firstsight Taksta? “Firstsight is 
  the title held by Glimmershield’s chief administrator. Taksta, who 
  currently fills that role, is an espraksa with a good head on her 
  shoulders. She reacted promptly when the gutmelt crisis began, 
  and she’s been forthcoming in our correspondence.”
  Who is Dr. Monsylkis? “She’s a brilliant verthani doctor who 
  got mixed up in some bad business on Izalraan awhile back. 
  Thankfully, she’s redirected her considerable expertise towards 
  philanthropic efforts, and we’re fortunate to count her among the 
  Society’s new allies.”
  Naiaj
  Naiaj
  
  COST OF LIVING
  5
  What can you tell us about Zeyther-3? “It’s a ball of ice out in 
  the Vast loaded with rare minerals useful for building starship 
  bulkheads. Only a few researchers and miners bother with 
  the place. Most live inside a domed city, Glimmershield, 
  which provides protection from the Coil.”
  What is the Coil? “A local nickname for 
  the 
  planet’s 
  unpredictable 
  electromagnetic 
  fluctuations. I’m told it’s gorgeous to behold, but 
  problematic for technology. The planet’s 
  magnetism degrades technological 
  equipment, hence the need for 
  protective barriers. Occasionally,  
  the 
  electromagnetic 
  energy 
  spikes 
  into a Coilstorm. From what I understand, it’s 
  a cross between a blizzard and a powerful 
  magnetic field going haywire. You don’t 
  want to get caught outside in that.”
  What do you know about 
  gutmelt? “Don’t worry—none of 
  the gutmelt cases have turned 
  fatal. It’s a virulent and unpleasant stomach 
  virus that seems to be unique to Zeyther-3. 
  How it spread into Glimmershield, I don’t 
  know, but Dr. Monsylkis is focused on finding 
  a cure or vaccine.”
  Boon Allocation: At this point, the PCs should finalize their boon 
  slots for the session. This scenario has no ties to past scenarios, so 
  the PCs should be encouraged to slot whatever boons they desire. 
  They do not need to slot Starship boons for this scenario.
  JOURNEY TO ZEYTHER-3
  It takes 5d6 days for the PCs’ ship to make the necessary journey 
  through the Drift to reach Zeyther-3. The Starfinder Society has 
  chartered the colorful freighter Tale of Sustenance to ferry the PCs 
  and their precious shipment to the Vast. The ship’s captain, Echiba 
  (LN female witchwyrd), delights in wordplay and challenges any 
  interested PCs to a friendly game each day.
  Near the final days of their journey through the Drift, the Tale of 
  Sustenance comes across a strange phenomenon. Captain Echiba 
  reports that several common Drift Beacons along their path have 
  seemingly “gone dark,” and their disappearance means that the 
  ship needs an extra 1d4 days of travel to reach Zeyther-3. Echiba 
  alerts the PCs to this, but also promises to send a message to the 
  Church of Triune to investigate the sudden “blackout”. This event 
  has no bearing on the remainder of this scenario, but foreshadows 
  future Drift Beacon blackouts in the Vast.
  Arrival: As the Tale of Sustenance exists the Drift and enters 
  Zeyther-3’s atmosphere, it approaches the planet’s equatorial band. 
  This section of the world is a stark landscape of icy plateaus and 
  deep rocky depressions that quickly fill the ship’s viewports. The 
  settlement known as Glimmershield clings to the north side of an 
  immense mesa, its gleaming dome of coppery metal looming over 
  modular structures clustered against its leeward side. Vehicular 
  tracks crisscross the snowy ground between the buildings. As the 
  freighter descends to the surface, a smaller dome splits open and 
  retracts to reveal a landing pad. Once the ship lands safely 
  within, the dome immediately closes around it.
  Glimmershield’s chief administrator, Firstsight Taksta 
  (LG female espraksaAA3 envoy), greets the PCs at the 
  landing pad outside the settlement’s main dome. 
  Taksta is welcoming and professional but 
  clearly scattered; she continually 
  checks a datapad fastened 
  to her right arm during 
  her 
  conversation 
  with 
  the PCs, and forgets to 
  introduce herself entirely. Read 
  or paraphrase the following.
  “Welcome to Glimmershield, 
  warmest spot on the planet! 
  You’re here just in time, as the 
  situation’s deteriorating downstairs, 
  where my people are quarantined.” 
  Farsight Taksta clacks her beak softly in 
  sympathy. “Thank you for the supplies, 
  they’re absolutely what we need and I’m sure 
  Dr. Monsylkis will be relieved to get them. But unfortunately, 
  and if it’s not too much trouble, the outbreak is only one of our 
  problems right now.”
  Taksta clicks her talons together as she lists issues. “First, 
  we’re operating on low power. Our shielding and climate control 
  systems are still online, but with critical energy reserves, I don’t 
  know how long we can keep them running.” She gestures vaguely 
  outwards. “Off-site Coil condensers provide most of our energy, 
  but the last storm knocked them out. It’s usually a quick fix, but 
  with so many Shielders sick, we’re running ragged. Once we get 
  those generators online, things will be much easier.”
  “Second, our healthy residents are at their breaking points. 
  They’ve been confined to the upper dome for weeks and are 
  getting bored and irritable. My head of maintenance, Ankreeng, 
  is fomenting unrest, claiming the incoming shipment isn’t enough 
  and that I’m not managing our resources appropriately. He bears 
  a grudge towards me, though I’m not sure why, and I think 
  my presence will only exacerbate the problem. I’m worried his 
  faction might take action soon.” Taksta sighs wearily.
  “To make matters worse, the doctor sent me a comm this 
  morning. The gutmelt cases are getting worse—some of her 
  patients are unresponsive now. She’s afraid they might die 
  without the proper medical intervention. Your supplies are a good 
  start, but that’s not a long-term solution.”
  Taksta flexes her facial feathers in the approximation of a 
  weary smile. “Simple supply run, eh? You tackle the generators 
  and the rabble-rousers. I’ll get these supplies squared away and 
  make sure the rest of this bubble doesn’t fall apart.”
  Firstsight 
  Firstsight 
  Taksta
  Taksta
  
  STARFINDER SOCIETY SCENARIO
  6
  Taksta encourages the PCs to complete their tasks quickly and 
  offers to send a map of Glimmershield to the PCs’ comm units, along 
  with coordinates for the malfunctioning off-site generator. Taksta 
  disregards any further questions, understandably distracted. She 
  hustles towards the docked freighter to help her meager crew of 
  workers unload the supplies. 
  Exploring Glimmershield: After speaking with Taksta, the 
  PCs can freely explore the accessible portions of the settlement. 
  Retractable domes of insulating alloys protect Glimmershield’s 
  surface structures. The colony is composed of two levels and 
  is as much a cutting-edge mining and research facility as it is a 
  residential settlement. The ground level is an enormous reinforced 
  dome connected to smaller structures by enclosed walkways—
  notably, a landing pad, loading docks, and ore- and waste-
  processing facilities. An older sublevel beneath the ice contains 
  Glimmershield’s living areas, including a mess hall, communal 
  dormitory, recreation suite, med bay, and hydroponic gardens. A 
  long access hall slopes downward from the central dome to the 
  sublevel, marked with a series of automated doors. Its length is 
  divided by sturdy bulkheads of a style clearly older and less refined 
  than the facilities above. Residents of Glimmershield collectively 
  refer to these facilities as “downstairs.” When the PCs first arrive, 
  this area is inaccessible due to the ongoing quarantine protocols.
  The colony’s largest, central dome is roughly a quarter of a 
  mile in diameter; its ceiling reaches 500 feet at its apex. Until the 
  PCs repair the generators, faint emergency 
  lights in the floor and ceiling provide only 
  dim illumination. Along the structure’s 
  perimeter, covered tunnels radiate outward, 
  leading to various shielded outbuildings 
  clustered around the primary dome. The 
  PCs can use one of these walkways to 
  travel from the landing pad to the main 
  dome, passing nesting chambers built 
  along the dome’s outer slopes that 
  house spare parts and broken equipment.  
  The central dome’s inner chambers are divided into four 
  quadrants: mining to the north, research to the east, maintenance 
  to the south, and storage to the west. Each quadrant contains 
  specialized equipment and workstations, all currently powered 
  down to conserve energy. The first three areas are virtually 
  abandoned save for a skeleton crew of masked humans and 
  espraksa who hurry through their solitary tasks, largely ignoring 
  the PCs. The cavernous, shelf-lined warehouse to the west is the 
  only place with substantial activity, having been transformed into 
  temporary housing for the settlement’s healthy inhabitants. 
  Taksta’s Tasks: The order in which the PCs complete Taksta’s two 
  errands doesn’t matter. The PCs might try to contact Dr. Monsylkis 
  immediately upon landing, but they receive no response, as she’s 
  occupied with a rapidly deteriorating patient. The doctor hails the 
  PCs through their comm units as soon as they’ve completed their 
  first task. She informs the PCs in a somber tone that one of her 
  patients just perished—representing the first recorded gutmelt 
  death—and that several others are now comatose.
  If the PCs deal with the agitators first, she orders them to hurry 
  and restore full power to Glimmershield. If they start by restoring 
  power, she summons them to an emergency meeting below 
  (requiring them to deal with Ankreeng and his protestors before 
  heading down to the sublevel). 
  CIVIL DISCOURSE
  Most of Glimmershield’s healthy inhabitants congregate in an 
  unused sector of the main dome’s western storage quadrant. 
  They’re restless, bored, and worried about the quarantine. The 
  residents eagerly voice their concerns if the PCs interact with them, 
  and a few common threads emerge 
  from the litany of complaints. The 
  PCs can devise practical solutions 
  to address each area of concern, 
  as detailed below. All of these skill 
  checks have a DC of 19 (DC 22 in 
  Subtier 5–6). 
  Glimmershield
  Glimmershield
  
  COST OF LIVING
  7
  Bad Food: Without access to fresh supplies and proper cooking 
  facilities, Glimmershield’s citizens have rigged battery-operated 
  autoclaves to create a makeshift kitchen for heating emergency 
  rations. Tavir, a human who oversees meal preparation, laments 
  the poor quality of food and repetitive menu he’s forced to 
  serve. He speaks with longing of the hydroponically grown 
  vegetables sequestered below in the quarantine zone and 
  begs the PCs to help him improve his cooking methods. 
  A PC who succeeds at a Culture, Survival, or Profession 
  (chef) check can teach Tavir to elevate the unappetizing 
  fare with scrounged supplies, elaborate presentations, 
  or innovative use of seasonings. 
  Boredom: A few citizens lounge in hammocks 
  strung from equipment in a loading dock that is 
  currently serving as a dormitory. A young female 
  espraksa 
  called 
  Reena 
  accosts  
  the PCs when they approach, 
  demanding access to a comm 
  unit. Reena complains that she 
  hasn’t played a vidgame in weeks 
  and that she and her friends 
  are bored without access to Glimmershield’s 
  recreation center. A PC can demonstrate an 
  alternative method of entertainment to Reena 
  and her friends by succeeding at an Athletics, 
  Acrobatics, Profession (comedian or orator), or other appropriate 
  skill check at the GM’s discretion. Alternatively, a PC can provide 
  her with a datapad to play newly updated vidgames.
  Troubling Symptoms: A few humans and espraksas in 
  facemasks loiter near the waste disposal area, noticeably keeping 
  their distance from the other residents. If the PCs approach, they 
  overhear the masked residents complaining about gastrointestinal 
  distress, convinced that their discomforts are symptoms of gutmelt. 
  The sick residents describe their ailments to any PCs who listen. 
  PCs who succeed at a Medicine or Life Science check determine 
  that these symptoms are caused by dietary imbalance rather than 
  disease, likely due to weeks of eating emergency rations.
  The Rabble Rouser: A large group of Shielders gather near the 
  center of the warehouse quadrant. They wear matching badges 
  that depict a stylized red wing on a white background. These 
  workers’ legitimate concerns are exacerbated by Ankreeng 
  (CG male espraksa). The normally friendly (but impatient) head 
  of maintenance stands at the center of the crowd, stirring his 
  disgruntled fellows into a frenzy with a speech rebuking the 
  Firstsight’s mismanagement of the quarantine. He’s fostered a 
  grudge against Taksta ever since she publicly dressed him down 
  a few weeks ago for cutting corners on safety protocols due to 
  insufficient staffing. Ankreeng longs to get back at Taksta and 
  plans to capitalize on his fellow citizens’ complaints to ruffle 
  her feathers. If the PCs confront Ankreeng before repairing the 
  generator, they can potentially stop him from conducting his 
  planned demonstration at the access hall. If the PCs choose to 
  repair the power system first, upon returning to Glimmershield 
  they find Ankreeng and his demonstrators blocking 
  access to the quarantine zone. The unruly Shielders 
  chant as they form a living barricade against the 
  supplies delivered by the Society. 
  Regardless of when they encounter Ankreeng, 
  the PCs can diffuse the situation by presenting 
  counterpoints to undermine his speech with a 
  successful Bluff or Profession (orator) check, 
  shifting his diatribe to constructive dialogue 
  with a successful Diplomacy check, or cowing 
  him into backing down with a successful 
  Intimidate check. The DC for all of these 
  checks is 23 (DC 27 in Subtier 5–6). 
  Reduce the DC of this check 
  by 1 for each of the citizens’ 
  problems the PCs solved. 
  Development: If the PCs fail to 
  pacify Ankreeng, his supporters 
  break into the supply delivery 
  line and loot medicines and food 
  meant for the entire settlement. 
  12 hours later, they realize the selfishness of 
  their actions and return the supplies; during 
  that time, the PCs cannot meet with Dr. 
  Monsylkis, as she’s too busy tending to patients 
  in critical condition. Tragically, in the time it takes the rebels to 
  come to their senses, another victim dies of gutmelt. 
  Infamy: If the PCs kill Ankreeng or any of his supporters, they 
  gain 1 Infamy. 
  A. GENERATOR SITE
  It takes the PCs a half hour of walking to reach Glimmershield’s 
  primary off-site generator, located about a mile east of the 
  settlement. The exterior weather is no problem, as environmental 
  protections are still functioning. The generator is comprised of 
  two devices: a condenser and a distributor. The condenser siphons 
  Coil energy out of the air, which underground conduits then carry 
  to the distributor. The distributor converts this Coil energy into 
  conventional power for Glimmershield. This process is efficient 
  and inexpensive, but since the equipment is located outside the 
  settlement’s protective dome, it’s prone to damage from both 
  blizzards and electromagnetic fluctuations. A recent Coilstorm 
  threw off the calibration for both devices and damaged some of 
  their components. As a result, the malfunctioning device is leaking 
  Coil energy, which has attracted a group of ice elementals. The icy 
  ground around the generator site in areas A1 and A2 counts as 
  difficult terrain. 
  A1. Snowy Field
  Shallow snowdrifts blanket this rocky meadow like gentle 
  dunes. A cluster of five squat, jagged spires of frozen rock rise 
  to the east, each with a large, oblong machine of grey polymer 
  Ankreeng
  Ankreeng
  
  STARFINDER SOCIETY SCENARIO
  8
  A. GENERATOR SITE
  A. GENERATOR SITE
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  A2
  A2
  A1
  A1
  STARFINDER FLIP-MAT: ICE WORLD
  STARFINDER FLIP-MAT: ICE WORLD
  
  COST OF LIVING
  9
  clinging to the side. Delicate conduits weave between the spires 
  and their associated machinery before disappearing into the 
  ground. The damaged conduits sporadically emit showers of 
  rainbow-hued sparks that glitter, reflected, in the thick slab of ice 
  that surrounds the generator. The field abruptly ends in a slab of 
  thick ice. Beyond, the mesa looms, disappearing into the lightly 
  falling snow.
  The generator’s distributor is built into five icy stalagmites. 
  The oblong machines that cling to each pillar are the distributor’s 
  conversion baffles, which convert raw Coil energy harvested by 
  the condenser in area A2 into conventional power that’s fed to 
  Glimmershield. Each baffle contains a shielded compartment with 
  a simple readout and keypad. The conduits are about as wide as a 
  human wrist, and most display obvious signs of damage.
  This area is bordered to the south by a 20-ft. high, 2-ft. thick 
  escarpment of pure ice created by a combination of the elementals 
  and the recent storm, which the PCs must breach in order to 
  access the condenser in area A2. Each 5-foot-square section of the 
  wall has hardness 2 and 15 HP, and can be broken with a DC 20 
  Strength check. Climbing the slippery wall requires a successful DC 
  22 Athletics check. 
  Development: The PCs have two options to repair the 
  distributor and restore enough function to get power flowing to 
  Glimmershield. Recalibrating the conversion baffles to handle 
  the sporadic conduits requires a successful DC 20 Computers 
  check (DC 23 in Subtier 5–6). Repairing the conduits requires 
  a successful DC 20 Engineering check to Repair Item (DC 23 in 
  Subtier 5–6). If the PCs succeed at both the Computers and the 
  Engineering checks, they stabilize the equipment enough to create 
  Coil ampoules as described in Treasure, below. If they fail both 
  checks, Taksta eventually sends a qualified technician to complete 
  the job; unfortunately, this means the PCs do not receive advanced 
  warning of the impending Coilstorm while traveling to area B. 
  Treasure: If the PCs fully repair the system, they can use the 
  functional equipment to create two Coil ampoules. Coil ampoules 
  function as ultra-capacity batteries for the purposes of powering 
  weapons and other equipment but aren’t affected by the disrupting 
  properties of Coilstorms. The PCs also find a discarded utility belt 
  containing 588 UPBs in the snow near the distributor (836 UPBs 
  in Subtier 5–6).
  Rewards: If the PCs fail to repair the equipment, reduce each 
  PC’s credits earned by the amount listed below.
  Subtier 3–4: Reduce each PC’s credits earned by 369 credits.
  Out of Subtier: Reduce each PC’s credits earned by 400 credits.
  Subtier 5–6: Reduce each PC’s credits earned by 431 credits.
  A2. Sheltered Hollow (CR 5 or CR 7)
  The mesa’s sides curve inward, forming a sheltered pocket 
  around an esoteric device: a smooth-sided stone obelisk capped 
  by a milky, erratically rotating orb. Thin ribbons of shimmering, 
  aurora-like energy flicker in and out of sight around the orb. The 
  conduits running down the obelisk’s length and into the frozen 
  ground glow with similar effect. Every few seconds, the orb halts, 
  crackles, and discharges a bolt of electricity into the icy rock 
  around it.
  The mesa beyond the icy mass shelters the generator’s 
  condenser, a ten-foot-tall obelisk with a special Coil-attracting orb 
  at its peak. A covered panel on the obelisk allows calibration of 
  the machine. The orb’s housing is obviously damaged, and instead 
  of rotating freely and slowly spinning ambient Coil energy around 
  itself, it starts and stops, scattering energy uselessly into the 
  surrounding ice.
  Creatures: Ice elementals lurk near the condenser, basking in 
  the Coil energy discharging from the malfunctioning device. These 
  elementals take stocky quadrupedal forms, with squat heads and 
  globular throats that curve outwards in a similar manner to a frog. 
  In Subtier 3–4, all the elementals begin 5 feet from the surface 
  of the ice on the mesa’s walls. In Subtier 5–6, two remain 5 feet 
  from the mesa’s walls, and the third is 5 feet beneath the ice north 
  of the condenser. The contented elementals don’t attempt to hide 
  themselves, and PCs who succeed at a DC 21 Perception check (DC 
  24 in Subtier 5–6) notice them through the ice.
  SUBTIER 3–4
  MEDIUM ICE ELEMENTALS (2) 
  CR 3
  Starfinder Adventure Path #13: Fire Starters 57
  N Medium outsider (air, cold, elemental, extraplanar, water)
  Init +2; Senses darkvision 60 ft., sense through (vision [fog and 
  precipitation only]) 60 ft.; Perception +13
  DEFENSE  
   
   
                   HP 40 EACH
  EAC 14; KAC 16
  Fort +7; Ref +5; Will +2
  Immunities cold, elemental immunities
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft., burrow 20 ft. (ice and snow only), swim 60 ft.
  Melee slam +12 (1d6+7 B; critical stagger)
  Offensive Abilities ice glide, numbing cold 
  SCALING 
  ENCOUNTER A2
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: One of the ice elementals is euphoric from 
  the generator’s energy. This elemental is staggered for the 
  first round of combat.
  Subtier 5–6: Remove one elemental from the encounter.
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  TACTICS
  During Combat Once roused, the ice elementals charge towards 
  the nearest PC and attack with their staggering slam attack.
  Morale The ice elementals fight until destroyed.
  STATISTICS
  Str +4; Dex +2; Con +1; Int –3; Wis +0; Cha +0
  Skills Acrobatics +8, Athletics +8
  Languages Aquan
  Other Abilities icewalking 
  SPECIAL ABILITIES
  Ice Glide (Su) An ice elemental can freely burrow through 
  nonmagical ice and snow. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or other sign of 
  its presence.
  Icewalking (Ex) An ice elemental can move across icy surfaces 
  without penalty and doesn’t need to attempt Acrobatics 
  checks to run or charge on ice. In addition, an ice elemental 
  can climb icy surfaces as if under the effects of spider climb. 
  Numbing Cold (Ex) An ice elemental’s slam melee attack has the 
  staggered critical hit effect.
  SUBTIER 5–6
  LARGE ICE ELEMENTALS (3) 
  CR 5
  Starfinder Adventure Path #13: Fire Starters 57
  N Large outsider (air, cold, elemental, extraplanar, water)
  Init +3; Senses darkvision 60 ft., sense through (vision [fog and 
  precipitation only]) 60 ft.; Perception +16
  DEFENSE  
   
   
                   HP 40 EACH
  EAC 17; KAC 19
  Fort +9; Ref +7; Will +4
  Immunities cold, elemental immunities
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft., burrow 20 ft. (ice and snow only), swim 60 ft.
  Melee slam +15 (1d6+10 B; critical stagger)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities ice glide, numbing cold 
  TACTICS
  See Subtier 3–4.
  STATISTICS
  Str +5; Dex +3; Con +2; Int –3; Wis +0; Cha +0
  Skills Acrobatics +11, Athletics +11
  Languages Aquan
  Other Abilities icewalking 
  SPECIAL ABILITIES
  See Subtier 3–4.
  Development: The PCs need to repair the condenser to restore 
  maximum power to Glimmershield. They can either fix the orb’s 
  housing with a successful DC 20 Engineering check (DC 23 in 
  Subtier 5–6) or alter the orb and the obelisk’s conduits with a 
  successful DC 20 Physical Science check (DC 23 in Subtier 5–6). 
  Either approach requires 10 minutes of work. Repairing the 
  condenser also enables the PCs to create Coil ampoules using the 
  distributor in area A1.
  EMERGENCY TRIAGE
  Once the PCs have performed both of Taksta’s errands, the colony 
  leader takes the PCs downstairs to meet with Dr. Monsylkis in 
  the quarantine zone; if the protest is in full effect, she withdraws 
  to let the PCs handle the situation, noting that she doesn’t want 
  to incite further aggravation with her presence. Once resolved, 
  Taksta swipes a keycard to open each of the access hall’s 
  automated doors as they walk. If the PCs successfully negotiated 
  with Ankreeng, he also accompanies the group. Both espraksas 
  maintain solemn silence for the five minutes it takes to reach 
  Glimmershield’s subterranean level. The area’s hallways, lined with 
  sealed doors and shuttered viewports, are completely deserted. 
  The occasional muffled sounds of speaking or retching hint at 
  unseen occupants in the adjacent rooms. When Taksta reaches 
  the end of the long access hall, she brandishes her keycard a final 
  time to open a heavy steel door. Read or paraphrase the following 
  when the PCs are ready.
  The pungent smell of antiseptic spills into the hallway as the 
  metal door slides open. A cafeteria-style mess hall with polished 
  tile floors and fluorescent ceiling lights has been transformed into 
  a field clinic. Folding metal tables and stools are shoved against 
  the walls to make room for cots and examination tables. A pair 
  of espraksa technicians clad in scrubs and facemasks distribute 
  medication to a group of listless patients in the buffet line.
  A tall verthani woman bends low over a nearby cot, using a 
  wand-like sensor to scan the bed’s inhabitant. She straightens, 
  and her pale skin shifts to a warm, rosy hue as she notices the 
  visitors.
  “Dr. Monsylkis, these are the Starfinders who answered 
  our call for help.” Taksta says, touching the verthani’s arm 
  reassuringly. The two share a meaningful look before the doctor 
  addresses her guests. 
  “It’s a pleasure,” Dr. Monsylkis nods. “I’d shake your hands but 
  I need to disinfect mine first. Mind if we step into my office for 
  a moment?” Monsylkis gestures ruefully toward a closet-sized 
  space behind a plastic curtain. “Pull up a chair.” She hunches 
  awkwardly on a medical supply crate to illustrate her point. “I’ll 
  give you the bad news first: gutmelt is most certainly fatal. It 
  initially presents as a nasty stomach bug, but after a few days it 
  travels to the central nervous system, where it causes cerebral 
  edema, seizures, and death.” Taksta shakes her head stoically and 
  brushes a feather against her eye as Monsylkis speaks.
  “There is good news, however,” Monsylkis continues. “I’ve 
  identified the contagion’s carrier as the common estri. I’m certain I 
  can create a cure, or at least a vaccine, if I have a biological sample 
  to work with. I’ve heard of estri sightings in the abandoned mines 
  about fifty miles southeast of Glimmershield. Get me that sample 
  and I can save these poor Shielders.” 
  
  COST OF LIVING
  11
  11
  If any of the PCs have a chronicle sheet for Starfinder Society 
  #1–13: On the Trail of History, Dr. Monsylkis (LG female 
  verthaniAA) recognizes them and politely acknowledges 
  her old acquaintances. The doctor is an earnest, 
  compassionate scientist who’s interested in solving 
  scientific problems and saving lives in equal 
  measure. PCs who have met her before notice that 
  her personality seems a bit subdued compared to their 
  previous meeting, perhaps due to the recent death. Dr. 
  Monsylkis and Taksta have worked together for weeks 
  and display a close and affectionate bond.
  Dr. Monsylkis explains her theories about gutmelt to 
  the PCs and shares that she’s identified the first known 
  patient and how they became infected. She stresses the 
  urgency of the mission and advises the PCs to leave 
  right away, as they must travel through miles 
  of frozen terrain to reach their destination. 
  If the PCs have any relevant questions, 
  Dr. Monsylkis and Taksta do their best to 
  answer. Ankreeng, if present, walks among 
  the beds to comfort his ailing comrades. 
  What can we do to help?/How are the 
  patients? “Though the long-term prognosis 
  is grim, my patients are comfortable for 
  now. Most of the quarantined citizens are 
  experiencing gutmelt’s early phases and can still be treated with 
  antiemetics and fluids. The best thing you can do for them right 
  now is to help me get my hands on that sample, so I can start 
  designing a cure.” 
  What’s an estri? “What do your miners call them again?” 
  Dr. Monsylkis asks Taksta. “Living comets, right? What an odd 
  name. They’re one of the animals native to Zeyther-3. I’ve never 
  seen one up close, but I’m told they bore tunnels into the rock by 
  regurgitating their own stomach acids. The enzymes that allow 
  them to dissolve rock apparently don’t play well with humanoid 
  biological systems. That’s how this disaster started, with a single 
  estri bite.”
  How do we collect a tissue sample? Dr. Monsylkis produces an 
  item from her scrubs pocket, an oversized stylus-shaped device 
  mounted on an arachnoid framework of 8 stabilizing struts. “All 
  you need to do is stick the pointy end into whatever you want a 
  sample of. The device will do the rest. Once inside the chamber, 
  organic tissue can remain stable for up to a week. Keep in mind, 
  a living sample is better.”
  How do we get to the abandoned mine? Taksta takes her turn 
  to answer. “That’s the tricky part. The estris have been seen 
  in First Bore, an old mining site within Constant Reminder, an 
  enormous mesa to the west. The location turned out to be a 
  dud, so we stopped maintaining its automated tram years ago. 
  We can’t spare any vehicles to take you out there, but that’s 
  probably for the best. Outside the shields, a Coilstorm can wipe 
  out visibility and your batteries in seconds, leaving you stranded 
  with a useless vehicle. I’m afraid you’re in for a bit of a hike.”
  Treasure: If the PCs successfully completed at least one of 
  her tasks, Taksta invites them to visit her personal storage closet 
  to prepare for the expedition. Otherwise, she states 
  that sadly, no extra equipment can be spared; 
  as desperate as she is to save the sick, she’s 
  reluctant to waste resources on incompetent 
  individuals. Taksta also offers to outfit each 
  PC with a set of skis. While wearing skis, a PC 
  can double their overland movement speed in 
  snow or ice by succeeding at a DC 10 Athletics 
  check. The following items are available to PCs 
  who receive Taksta’s offer: autotarget rifle with 
  25 cartridges (advanced semi-auto pistol with 
  30 rounds in Subtier 5–6), backup generator armor 
  upgrade, and fortified mobile hotelier tent. Taksta’s 
  fortified mobile hotelier holds two occupants and 
  functions like a normal tent but is reinforced with 
  materials that prevent it from being affected by 
  Coilstorms.  
  Rewards: If the PCs do not receive 
  equipment from Taksta, reduce each PC’s 
  credits earned by the amount listed below.
  Subtier 3–4: Reduce each PC’s credits 
  earned by 558 credits.
  Out of Subtier: Reduce each PC’s credits 
  earned by 1,240 credits.
  Subtier 5–6: Reduce each PC’s credits earned by 1,922 credits.
  RACE FOR THE CURE
  First Bore’s only accessible entrance is a ledge located partway up 
  the north face of a 3,000-foot-high sheer rock formation nicknamed 
  Constant Reminder. With the help of Taksta’s coordinates, the PCs 
  can easily locate this unmistakable landmark 48 miles southeast 
  of Glimmershield. On foot, the PCs can complete their overland 
  trek to Constant Reminder in two days. PCs using skis can push to 
  complete the journey in one day but are fatigued as a result until 
  they next take 8 hours of uninterrupted rest. Unless otherwise 
  stated, the temperature hovers around 10° F, counting as cold 
  weather (Starfinder Core Rulebook 400), though the PCs’ armor 
  protections should keep them safe from this effect.
  Frightful Weather: An electromagnetically charged blizzard 
  known as a Coilstorm hits near the end of the PCs’ first day of 
  travel. If the PCs successfully repaired Glimmershield’s off-site 
  generator, their comm units collectively screech as the settlement’s 
  early warning system broadcasts an alert for the impending event, 
  giving the PCs 30 minutes to seek or create shelter from the storm. 
  Even without the warning, PCs who succeed at a DC 15 Survival 
  check to predict weather might also be aware of the developing 
  storm. Otherwise, the storm catches the party by surprise. 
  PCs who succeed at a DC 22 Perception check manage to locate 
  environmental shelter that protects one individual from the worst 
  of the storm. Alternatively, a PC can dig a protective snow tunnel 
  that holds up to two occupants by succeeding at a DC 20 Survival 
  Dr. 
  Dr. 
  Monsylkis
  Monsylkis
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  check and completing 20 minutes of labor. PCs who take cover 
  inside Taksta’s fortified mobile hotelier tent are protected from the 
  storm’s effects, as is their gear, but the electromagnetic fluctuations 
  cause unfortified tents and similar items to cease function.
  The Coilstorm pummels Zeyther-3’s surface for 1 hour. During 
  that time, any PCs without shelter take 1d6 lethal cold damage 
  every 5 minutes (no saving throw). In addition, a PC must succeed 
  at a Fortitude saving throw (DC = 15 + 1 per previous check) every 5 
  minutes or take 1d4 nonlethal cold damage. For more information 
  about blizzards and extreme cold, refer to the Starfinder Core 
  Rulebook, pages 399–400. In addition to the powerful winds and 
  torrential snow, all technological equipment ceases to function 
  during a Coilstorm unless otherwise stated. Affected equipment 
  returns to its normal function after the blizzard subsides, but with 
  a 35% chance that its batteries are depleted of all their remaining 
  charges. Coil ampoules are unaffected. 
  ASCENT TO FIRST BORE
  After a few hours of hiking the sloping trails leading up the base 
  of Constant Reminder, PCs can easily spot an opening in the rock 
  face 80 feet above their current position. PCs who succeed at a DC 
  15 Perception or Survival check identify three separate routes to 
  reach the mine’s entrance.
  Abandoned Lift: A metal platform built into the northwestern 
  side of Constant Reminder houses a dilapidated industrial elevator. 
  This may seem like the most straightforward method of reaching 
  First Bore, but unfortunately, the elevator has suffered years 
  of neglect. A PC who succeeds at a DC 15 Engineering check to 
  assess stability realizes that the elevator has a damaged drive 
  system. Repairing the elevator requires 10 minutes of work 
  and a successful DC 24 Engineering check (DC 27 in Subtier 
  5–6). Failing twice to repair the elevator causes the machine to 
  become irreparably broken. Once repaired, the elevator can easily 
  transport the PCs to the entrance. 
  North Face: The quickest and most treacherous method 
  of scaling Constant Reminder involves climbing 80 feet up 
  the vertical rock face to reach First Bore, a feat that requires 
  Athletics checks to Climb with a DC of 15 (DC 20 in Subtier 5–6). 
  On a failure that causes the PC to fall, they slip and fall into the 
  deep snow, taking half the normal damage for falling from their 
  current height.
  Scree Trail: This meandering trail begins at the foot of the rock 
  formation and follows a circuitous route between various ledges 
  and overhangs until finally reaching the mine’s entrance. PCs can 
  hike up the scree trail without climbing, but the route is fraught 
  with misleading turns and dead ends. A PC must succeed at a DC 
  22 Survival check to determine the correct path; if they succeed, 
  they reach First Bore in one day (DC 25 Survival in Subtier 5–6). 
  Add an additional half day of hiking for each failed Survival check. 
  PCs who get lost on this route might decide to retrace their steps 
  and attempt a different method of ascent. Backtracking back to 
  the base to attempt another strategy takes one full day of hiking 
  but does not require any additional Survival checks.
  Alternatively, PCs may choose to fly or use other available 
  magical or technological means to reach the mine. Due to high 
  winds, anyone attempting to fly must succeed at a DC 20 
  Acrobatics check (DC 23 in Subtier 5–6) to maneuver each round. 
  If a PC fails this check by 5 or more, they collide with the cliff 
  face, taking 3d6 bludgeoning damage. 
  Treasure: PCs who succeed at a DC 19 Perception check notice 
  a splash of bright color in the snow. If the PCs investigate, they 
  uncover a backpack containing a climbing tool kitPW, a survival 
  flare gun with 6 flares, and titanium alloy cable line (300 feet). 
  The backpack is emblazoned with AbadarCorp’s familiar logo 
  and is constructed of a newly patented temperature-resistant, 
  waterproof fabric worth 600 credits. In Subtier 5–6, the backpack 
  also contains a ring of sustenance. 
  Rewards: If the PCs fail to discover the backpack, reduce each 
  PC’s credits earned by the amount listed below.
  Subtier 3–4: Reduce each PC’s credits earned by 240 credits.
  Out of Subtier: Reduce each PC’s credits earned by 760 credits.
  Subtier 5–6: Reduce each PC’s credits earned by 971 credits.
  B. FIRST BORE
  Following their ascent, the PCs emerge onto a broad ledge jutting 
  out from Constant Reminder’s northern side, where the scree trail 
  meets the top of the elevator shaft. As its name implies, First 
  Bore represents the initial foray into mining on Zeyther-3 nearly 
  CIRCUMSTANCES & 
  SURVIVAL
  The length of the journey to and from First Bore depends 
  on the PCs’ choices and success rate. If the PCs return to 
  Glimmershield in 3 days or fewer, they arrive before more 
  patients perish. A new patient succumbs for each additional 
  day the PCs spend away from the settlement. The GM 
  should track how many days the PCs spend completing their 
  assignment; this affects one of the scenario’s secondary 
  success conditions. 
  Additionally, the GM should take note of the PCs’ supplies 
  before they embark on their journey. Unless they have 
  enough rations, the PCs must succeed at a Survival check 
  of DC 10 to live off the land each day or risk succumbing 
  to starvation (Starfinder Core Rulebook 148). While keeping 
  track of resources lends depth to a wilderness survival 
  scenario, it may overwhelm some groups. Consider 
  lessening some of the survival aspects of the adventure if 
  time is a concern or the players aren’t enjoying themselves. 
  One way to circumvent frustrations is to reward creative 
  play; be open to any player suggestions on how to reach 
  their destination.
  
  COST OF LIVING
  13
  13
  half a century ago. Workers eventually depleted this site of its 
  most valuable ores, and mining efforts shifted focus elsewhere on 
  the planet. First Bore is now an icy warren of tunnels and caverns 
  created by drills and controlled detonations. Unless otherwise 
  stated, ceilings within First Bore rise to a uniform height of 15 
  feet. Temperatures within the mine’s insulating walls are a stable 
  and comparatively comfortable 40° F.
  B1. Entrance (CR 4 or CR 6)
  Warped railways lead away from the elevator shaft and 
  toward the ruins of First Bore. The mine’s entrance gapes like 
  the maw of a deep-sea predator, the metal tracks and gigantic 
  icicles clustered around its opening giving it the appearance of 
  manifold snarling teeth. Beyond the jagged rim, a smooth, icy 
  gullet slopes downward into the belly of the rock formation. 
  Once inside the tunnels, the PCs experience an immediate 
  respite from the bitter cold and buffeting winds ravaging 
  Zeyther-3’s surface. The entrance to the rundown mine leads to 
  an intersection of tunnels traveling throughout the site, some to 
  points of interest and others to dead ends. 
  Trap: Due to the fluctuation between the warmer temperatures 
  inside the insulated caverns and the subzero windchill directly 
  outside, the icicles hanging from the roof of this chamber remain 
  unstable. When the PCs pass beneath a thick patch of icicles 
  (marked by dotted lines on the map), a sudden crackling sound 
  heralds the fall of the needle-sharp projectiles from above.
  SUBTIER 3–4 (CR 4)
  ICICLE SHOWER 
  CR 3
  Type analog; Perception DC 26 to see or hear the splintering 
  ice in the ceiling; Disable Survival DC 21 
  Trigger location; Init +9; Duration 5 rounds; Reset none
  Effect falling icicles +14 ranged (4d10+2 P); multiple targets (all 
  targets in a 10-ft.-square area)
  SUBTIER 5–6 (CR 6)
  ICICLE SHOWER 
  CR 5
  Type analog; Perception DC 29 to see or hear the splintering 
  ice in the ceiling; Disable Survival DC 24 
  Trigger location; Init +11; Duration 5 rounds; Reset none
  Effect falling icicles +17 ranged (6d12 P); multiple targets (all 
  targets in a 10-ft.-square area)
  B2. Abandoned Campsite
  This spacious chamber displays signs of recent habitation. 
  Irregular melted patches of ice expose the bare gray rock 
  beneath, and a large, hexagonal space of floor is suspiciously 
  devoid of snow and frost. 
  If the PCs travel west from First Bore’s entrance, they reach 
  the days-old campsite of corporate-sponsored researchers sent to 
  the abandoned mine on a covert expedition. Unknown to the PCs, 
  AbadarCorp already maintained a small contingent of scientists 
  operating out of Glimmershield when the initial gutmelt crisis 
  developed. As soon as word of the outbreak reached company 
  headquarters, these researchers were dispatched into the 
  wilderness to collect samples of the local wildlife in hopes of 
  finding the vector responsible for the spread of the disease. These 
  agents set up their campsite in this chamber after their arduous 
  journey. They spent several weeks trapping and studying estri, 
  using their mobile field lab in area B3, before finally making a 
  breakthrough in their search. A few days ago, they hurriedly 
  packed up their gear and sped back toward the Pact Worlds, 
  where AbadarCorp pharmacists have already begun mass-
  producing a treatment for gutmelt. 
  Investigation: While it’s obvious that the PCs aren’t the only 
  recent visitors to First Bore, unless they discovered the cache 
  of items near the elevator, they’re probably clueless about the 
  camp’s significance. PCs can discover or confirm AbadarCorp 
  involvement by succeeding at one or more of the skill checks 
  listed below. All of these checks are DC 19 (DC 22 in Subtier 5–6). 
  Survival: PCs who succeed at a Survival check recognize the 
  hexagonal patch on the floor as the space where a tent was likely 
  set up. They also notice footprints and lines in the frost where 
  pieces of equipment were hauled out of the mine.
  Computers: PCs with access to Zeyther-3’s infosphere can 
  trace the serial numbers on the needler pistol and medicinal 
  items to batches manufactured by AbadarCorp by succeeding at 
  a Computers check.
  Engineering: PCs who succeed at an Engineering check identify 
  the odd, trefoil-shaped patches of melted ice as caused by a type 
  of portable generator recently patented by a subsidiary company 
  of AbadarCorp.
  Perception: PCs notice a scrap of synthetic fabric caught on 
  a rock near the cavern’s entrance with a successful Perception 
  check. Upon closer inspection, the piece of cloth displays a design 
  recognizable as part of AbadarCorp’s logo.
  Treasure: In their rush to depart, the field researchers left 
  several valuables behind. If the PCs search the camp, they find 
  3 weeks of field rations, two mk 2 serums of healing, a needler 
  pistol, and four doses of tier 1 sedative (as well as one dose of tier 
  2 sedative in Subtier 5–6).
  Rewards: If the PCs fail to search the campsite, reduce each 
  PC’s credits earned by the amount listed below.
  Subtier 3–4: Reduce each PC’s credits earned by 365 credits.
  Out of Subtier: Reduce each PC’s credits earned by 665 credits.
  Subtier 5–6: Reduce each PC’s credits earned by 965 credits.
  B3. Experiment Site
  This shallow cavern contains the remnants of a field laboratory. 
  The haphazard remains of collapsible equipment and discarded 
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  B. FIRST BORE
  B. FIRST BORE
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: ICE WORLD
  STARFINDER FLIP-MAT: ICE WORLD
  B4
  B4
  B5
  B5
  B1
  B1
  B2
  B2
  B3
  B3
  PCS START HERE
  PCS START HERE
  
  COST OF LIVING
  15
  15
  syringe casings suggest a rushed cleanup. The frost-rimed 
  corpse of a six-limbed animal with translucent flesh and an 
  iridescent carapace lays crumpled on a folding examination 
  table to the north.
  Though the AbadarCorp researchers already removed all 
  valuable equipment and data recordings from this area, an 
  important piece of physical evidence remains. The partially 
  dissected corpse of an estri rests on a folding examination table 
  along the northern wall of the cave. A golden, triangular tag 
  stapled to the deceased estri’s ear bears the unmistakable key 
  symbol associated with the megacorp. In addition to discovering 
  this clue, if the PCs examine the corpse and succeed at a DC 20 
  Life Science check to Recall Knowledge (DC 22 in Subtier 5–6), 
  they can learn one fact about estris. If a PC’s check succeeds this 
  DC by 5 or more, they learn one additional piece of information. 
  B4. Frozen Pool (CR 5 or CR 7)
  Oddly uniform, circular bores pockmark the walls and floor, 
  radiating away from the frozen lake at the center of this 
  immense subterranean chamber. A refuse heap of broken-down 
  mining equipment, rusted drill bits, and splintered crates rests 
  atop the ridge to the southwest of the pool.
  Unlike the smooth, low ceilings found throughout the rest of 
  First Bore, this lofty cavern rises to a height of 30 ft. The broad 
  shelf to the southwest rises 10 ft. above the ground and offers an 
  ideal observation point for cautious PCs. PCs can design a trap 
  large enough to ensnare one Medium sized creature by using the 
  scraps of gear and supplies on the ridge and succeeding at a DC 
  24 Engineering or Survival check (DC 27 in Subtier 5–6). 
  SCALING 
  ENCOUNTER B4
  Make the following adjustments to accommodate a 
  group of four PCs.
  Subtier 3–4: The estris are both recovering from eating 
  rancid meat found in the abandoned campsite nearby and 
  are sickened for the entire encounter.
  Subtier 5–6: Remove 1 estri from the encounter.
  There are only enough salvageable items to create one trap. An 
  estri only approaches a trap that’s baited with food and located 
  within 20 feet of the frozen lake. 
  Creatures: One unique species indigenous to Zeyther-3 is the 
  estri, a burrowing animal with a carapace made of its own frozen 
  blood. Estris use their corrosive bodily fluids to bore holes in 
  rocky terrain and can briefly liquefy their forms for limited travel 
  through solid matter. Two estris (four in Subtier 5–6) frequent this 
  area and arrive to investigate 10 minutes after the PCs approach 
  the frozen lake. The estris ignore the PCs while they’re on the ledge 
  unless they attack first. If the PCs remain on the ground level when 
  the estris arrive, the animals aggressively defend their territory. 
  SUBTIER 3–4 (CR 5)
  ESTRIS (2) 
  CR 3
  N Medium animal (cold)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE  
   
   
                  HP 42 EACH
  EAC 14; KAC 16 
  Fort +7; Ref +7; Will +2
  Estri
  Estri
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  Defensive Abilities frozen carapace; DR 5/—; Immunities cold
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft., burrow 15 ft.
  Melee bite +11 (1d6+7 A&P plus gutmelt)
  Offensive Abilities liquefy self
  TACTICS
  During Combat The estris burrow until they reach a favorable 
  position to use their bite attack. Whenever possible, an 
  estri liquefies itself and travels through as many enemies as 
  possible to injure and confuse its prey.
  Morale The estris fight to the death to defend their territory. 
  Base Statistics Without its frozen carapace, an estri has EAC 12, 
  KAC 14, and no DR.
  STATISTICS
  Str +4; Dex +2; Con +2; Int –4; Wis +1; Cha +0
  Skills Acrobatics +8, Athletics +8, Stealth +13 (+17 while 
  burrowing)
  Languages can’t speak any language
  SPECIAL ABILITIES
  Frozen Carapace (Ex) An estri’s hide excretes thick lines of 
  iridescent blood that freeze into a protective carapace. This 
  carapace grants the estri a +2 enhancement bonus to its 
  EAC and KAC, as well as DR 5/— (included in its stat block 
  above). Once the carapace’s DR has prevented 20 damage, it 
  shatters. A broken carapace regrows after 1 day.
  Liquefy Self (Ex) Every 1d6 rounds as a full action, an estri can 
  briefly liquefy its body and carapace to propel itself forward. 
  The estri moves in a straight line up to 30 feet (provoking 
  attacks of opportunity), can move through creatures up to 
  one size category larger, and must end its movement in an 
  unoccupied square. Any creature through which the estri 
  moves takes 2d8 cold damage, is staggered, and contracts 
  gutmelt; a successful DC 12 Fortitude save halves the damage 
  and negates the disease.
  GUTMELT
  Type disease (ingested, injury); Save Fortitude DC 12
  Track physical (special); Frequency 1/day 
  Effect progression track is Healthy—Latent—Weakened—
  Impaired—Befuddled—Bedridden—Dead; befuddled is as per 
  the Mental disease track state.
  Cure 3 consecutive saves
  SUBTIER 5–6 (CR 7)
  ESTRIS (4) 
  CR 3
  HP 42 each (as Subtier 3–4)
  Development: A PC who succeeds at a DC 18 Medicine check 
  (DC 21 in Subtier 5–6) to retrieve a sample from an estri procures 
  a biopsy sufficient for Dr. Monsylkis to develop a gutmelt vaccine. 
  Using the provided injection tool grants a +5 bonus to this check 
  and enables a PC to attempt the check even if they aren’t trained in 
  Medicine. If a creature is dead when the sample is taken, increase 
  the DC by 4. Exceeding the DC of this check by 4 or more means 
  the PCs collect a pure enough sample for Dr. Monsylkis to develop 
  a definitive cure for gutmelt. These estris bear tags identical to 
  the one found on the corpse in area B3. Coupled with evidence 
  from area B2, this is enough to prove that AbadarCorp recently 
  sponsored research related to the estri on Zeyther-3.
  B5. Ruined Descent
  Beyond the frozen lake, a narrow tunnel leads to a large cavern 
  with a steep downgrade. This large ice cave is unremarkable 
  except for the ruins of equipment once used by Zeyther-3’s 
  miners, now fallen into disrepair after decades of neglect. An 
  alcove to the southwest contains a disused terminal covered in a 
  layer of ice. The tunnel to the west ends abruptly in a railed shaft 
  protected by a transparent tube on three sides. A dilapidated 
  tram large enough to carry a dozen Medium-sized passengers 
  rests atop the rails just outside the downward-sloping tube.
  Development: PCs who succeed at a DC 23 Computers or 
  Engineering check (DC 26 in Subtier 5–6) can repair the broken 
  terminal. Once repaired, the terminal’s controls enable the PCs to 
  program the automated tram. The tram has two programmable 
  destinations: Glimmershield and the equatorial mines further 
  south. If the PCs use this form of transportation, they arrive at 
  Glimmershield’s loading docks in 3 hours, avoiding the lengthy 
  return journey. Otherwise, the PCs can return on foot. Their trek 
  takes the same number of days as their previous journey, and the 
  atmosphere remains mercifully devoid of Coilstorms.
  CONCLUSION
  Glimmershield’s residents eagerly welcome the PCs’ return. If the 
  PCs present any AbadarCorp-related evidence they found at First 
  Bore, Dr. Monsylkis and Taksta react with concern and confusion 
  due to the possible implications. Taksta admits that she remembers 
  noting something about AbadarCorp in her meticulous records and 
  offers to share her information with the PCs. By searching Taksta’s 
  files, the PCs find records of five individuals on AbadarCorp’s 
  payroll with a permit for environmental-based research, including 
  the team’s arrival and departure dates. The team left Zeyther-3 on 
  a private shuttle one day before the PCs’ own arrival. At this point, 
  the PCs likely realize that AbadarCorp had knowledge of gutmelt 
  and brought their findings back to the Pact Worlds mere steps 
  ahead of their own investigation.
  Once back on Absalom Station, Naiaj distractedly acknowledges 
  the PCs’ successful relief efforts. During the PCs’ report, she 
  uncharacteristically slams her fist on her desk and shouts, “You 
  unethical pieces of—” before calming herself. The source of Naiaj’s 
  frustration is immediately obvious. The datapad in front of her 
  displays a popular infosphere news page proclaiming the headline, 
  “AbadarCorp develops miracle drug for gutmelt!” 
  
  COST OF LIVING
  17
  17
  “Do you see how much they’re charging for it?” Naiaj rants, 
  shoving the screen toward her guests. She taps a four-figure 
  credit sum with her stylus for emphasis. “That price is per dose. 
  They’re presenting this as a gods-sent medical breakthrough 
  to relieve suffering, and they’re going to charge victims out 
  their noses for it! It’s not even a cure! It says here that the 
  drug is a routine treatment!” Naiaj sets the datapad down with 
  exaggerated gentleness and exhales loudly.
  “Please tell me you found something on Zeyther-3 that can 
  provide an alternative to these thieves.”
  If the PCs uncovered evidence about AbadarCorp’s activities on 
  Zeyther-3, now is the perfect moment to reveal this information 
  to Naiaj. This time, Naiaj listens raptly to the PCs’ words, her 
  facial expression changing from a frown with furrowed brow to a 
  wickedly triumphant grin. Read the following text after the PCs 
  present their evidence.
  Naiaj rubs her hands together with glee. “Brilliant! Superb work, 
  team! That sounds like more than enough evidence to blow the 
  lid off this case of corporate corruption.” Naiaj taps frantically at 
  her datapad as she speaks. “All I need to do is call in a few favors 
  to get this info through to the right channels. Your exposé, 
  combined with Dr. Monsylkis’s treatment reaching the market 
  as competition, is going to hit AbadarCorp where it hurts. 
  Today’s the day we snatch our credits out of the hand of the 
  pharmaceutical profiteers and give them back to the people!”
  PRIMARY SUCCESS 
  CONDITIONS
  The PCs complete their primary success condition if they assist 
  Dr. Monsylkis with creating a viable treatment option for gutmelt. 
  Doing so earns each PC 1 Fame and 1 Reputation for any factions 
  associated with their current faction boon.
  SECONDARY SUCCESS 
  CONDITIONS
  The PCs complete their secondary success condition if they 
  accomplish at least three of the following four objectives: 
  D	
  D	 Complete both of Taksta’s errands
  D Discover at least two pieces of evidence suggesting AbadarCorp’s 
  presence on Zeyther-3
  D	
  D	 Help Dr. Monsylkis create a full cure for gutmelt
  D Return with an estri biopsy before any additional patients die 
  of gutmelt
  Doing so earns each PC 1 Fame and 1 Reputation for any factions 
  associated with their current faction boon. PCs who manage to 
  uncover AbadarCorp’s presence on the planet also earn the Big Win 
  Against Big Potion boon on their Chronicle sheet.
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  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
  
  COST OF LIVING
  19
  19
  OPEN GAME LICENSE Version 1.0a
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  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
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  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Starfinder Core Rulebook ©2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik 
  Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Scenario #2–17: The Cost of Living © 2020, Paizo Inc.; Authors: 
  Jenny Jarzabski and Andrew Mullen.
  PAIZO INC.
  Creative Directors • James Jacobs and Robert G. McCreary
  Director of Game Design • Jason Bulmahn
  Director of Game Design • Sarah E. Robinson
  Managing Developers • Adam Daigle and Amanda Hamon
  Organized Play Lead Developer • Linda Zayas-Palmer
  Developers • James Case, Eleanor Ferron, Jason Keeley, Luis Loza, Ron Lundeen, 
  Patrick Renie, Michael Sayre, and Jason Tondro
  Starfinder Lead Designer • Joe Pasini
  Starfinder Senior Developer • John Compton
  Starfinder Society Developer • Thurston Hillman
  Design Manager • Mark Seifter
  Lead Designer • Logan Bonner
  Designer • Lyz Liddell
  Managing Editor • Judy Bauer
  Senior Editor • Leo Glass
  Editors • Patrick Hurley, Avi Kool, Kieran Newton, and Lu Pellazar
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  with Starfinder.
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  artworks, characters, dialogue, locations, plots, storylines, trade dress, the historical 
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  Starfinder Society Scenario #2–17: The Cost of Living © 2020, Paizo Inc. All Rights 
  Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder 
  Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; the 
  Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder 
  Adventure Card Society, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder 
  Battles, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder 
  Legends, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, 
  Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, 
  Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks 
  of Paizo Inc.
  
  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 #
  3–4
  5–6
  —
  1,532
  2,911
  4,290
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #2–17: Cost of Living
  Big Win Against Big Potion (Slotless Boon): Your efforts in exposing the ongoing corporate interference in medicinal 
  creation and price-fixing has had serious repercussions across the Pact Worlds. From now on, whenever any of your 
  characters purchases a medicinal, use the following chart to determine the cost of these items:
  Tier 1  75 credits
  Tier 2  450 credits
  Tier 3  2,700 credits
  Tier 4  16,200 credits
  In the future, these prices will become standard, updated by an errata to the Starfinder Core Rulebook, representing the 
  Society’s actions in reshaping the Pact Worlds’ medicinal costs. However, you gain access to these reduced rates as soon 
  as you earn this boon, and this applies to all of your Starfinder Society characters.
  Reputation
  All Subtiers
  Subtier 5–6
  autotarget rifle (755; item level 2)
  backup generator armor upgrade (2,100; item level 4)
  climbing toolkit (200; item level 1; Starfinder Pact 
  Worlds 198)
  mk 2 serum of healing (425; item level 5)
  advanced semiauto pistol (5,500; item level 7)
  ring of sustenance (2,925; item level 5)
  tier 2 sedative (3,000; item level 5)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 2/SF S02-17 - Cost of Living.pdf