TEXT: BY RIGBY BENDELE, JESSICA CATALAN, 
  JENNIFER POVEY, ARC RILEY, AND 
  SHAHREENA SHAHRANI
  THE WITHERING WORLD
  STARFINDER SOCIETY SCENARIO #2–03, TIER 1–4
  YEAR OF A THOUSAND BITES
  
  Starfinder Society Scenario #2–03: The Withering 
  World is a series of 1-hour quests designed for 1st- 
  through 4th-level characters (Tier 1–4; Subtiers 1–2 
  and 3–4). These quests can be played in any order, 
  though the “Ritual” quest is intended as a finale. The 
  quests are 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
  Paizo Inc.
  7120 185th Ave NE, Ste 120
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  paizo.com
  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, proper 
  nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms derived 
  from proper nouns), artworks, characters, dialogue, locations, plots, storylines, trade dress, the historical period 
  called the Gap, the terms kishalee, sivv, skyfire, Dreamer (the official Open Game Content term for which is 
  “dreaming barathu”), and the Drift (the official Open Game Content term for which is “hyperspace”). (Elements 
  that have previously been designated as Open Game Content, or are exclusively derived from previous Open 
  Game Content, or that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of 
  this Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a, Section 
  1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in 
  any form without written permission.
  Starfinder Society Scenario #2–03: The Withering World © 2019, 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.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure 
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  Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society  are trademarks of Paizo Inc.
  GM ResouRces
  The Withering World makes use of the Starfinder Core Rulebook, Starfinder Alien Archive (AA), 
  Starfinder Alien Archive 2 (AA2), and Starfinder Armory (AR). This adventure assumes the GM 
  has access to these sourcebooks. All rules referenced in this adventure are available in the free 
  online Starfinder Reference Document at sfrd.info.
  Table of Contents
  The Withering World                         3
  Chronicle Sheet                              31
  Contact                                        4
  Marker                                         9
  Ingredient                                    13
  Messenger                                   17
  Ritual                                         21
  Appendix                                     28
  Handouts                                     26
  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.
  Authors • Rigby Bendele, Jessica Catalan, Jennifer Povey, 
  Arc Riley, and Shahreena Shahrani
  Development Lead • Thurston Hillman
  Contributing Artists • Tawny Fritz, William Marton,  
  David Melvin, and Firat Solhan
  Cartographer • Robert Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda Hamon
  Organized Play Lead Developer • John Compton 
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza,  
  Ron Lundeen, Joe Pasini, Patrick Renie, Michael Sayre, 
  and Linda Zayas-Palmer
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Lyz Liddell
  Editors • James Case, Leo Glass, Adrian Ng, Lacy Pellazar, 
  and Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Social Media Producer • Payton Smith
  Organized Play Manager • Tonya Woldridge
  Human Resources Generalist • Angi Hodgson
  Accountant • William Jorenby
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Raimi Kong
  Senior Software Developer • Gary Teter 
  Webstore Coordinator • Katina Davis 
  Customer Service Team • Virginia Jordan, Sara Marie, 
  Samantha Phelan, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase,  
  Mika Hawkins, Heather Payne, Jeff Strand, and  
  Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, 
  Whitney Chatterjee, Erik Keith, Josh Thornton, and 
  Andrew White
  Quest
  Repeatable
  staRship
  
  BY RIGBY BENDELE, JESSICA CATALAN, JENNIFER POVEY, 
  ARC RILEY, AND SHAHREENA SHAHRANI
  THE WITHERING 
  WORLD 
  This quest pack takes place on the world of Enereth-7, a gray-
  blue world far away from the Pact Worlds in the Vast with 
  an environment similar to that of Lost Golarion. An offshoot 
  of the quorlu species resides on the vibrant world. For more 
  information on the Vast, see the Starfinder Core Rulebook, 
  and for more information on quorlus, see Starfinder Alien 
  Archive 2. Booth books are available at bookstores and 
  hobby shops everywhere and online at paizo.com.
  WHERE IN THE 
  UNIVERSE?
  Deep in the Vast, the world of Enereth-7 is a seemingly impossible 
  planet, the sole survivor of its former solar system. Sometime 
  within the time lost to history known as the Gap, a black hole 
  consumed the various worlds of the solar system. Only the divine 
  intervention of the goddess Yaraesa stopped the disaster from 
  claiming Enereth-7 and its sun. The Lady of Wisdom manifested 
  various divinely powered markers across the surface of the world 
  while gently using her power to protect Enereth-7 and its star 
  from the black hole that threatened to erase it. Since that time, the 
  world has spun between the warmth of a sun and the entropy of a 
  black hole, held between warmth and utter destruction.
  After this divine salvation, the people of Enereth -7—an offshoot 
  of the quorlu species, silicon-based creatures with three tentacular 
  arms and three eyestalks (Starfinder Alien Archive 2 104)—spread 
  across the world and now number in the millions. Seeing Yaraesa’s 
  markers across their world, the subterranean quorlus of this world 
  have come to venerate the Lady of Wisdom and have advanced 
  slowly in the aftermath of the Gap, able to develop firearms and the 
  trappings of pocket civilizations across their home world. As the 
  offshoot quorlus on Enereth-7 continue to develop, they’ve unlock 
  more and more information from Yaraesa’s markers, bringing them 
  further knowledge to consume and understand before learning 
  more knowledge from other markers.
  In recent months, an exploration vessel launched from the Pact 
  Worlds discovered Enereth-7 and its strange orbit at the edge of 
  a black hole. Amazed at the fact the world remained habitable, 
  despite being precariously poised between a sun and a black 
  hole, the vessel reported the find back to interested parties in 
  the Pact Worlds. The Starfinder Society reviewed the information 
  and purchased exploration rights to Enereth-7. The organization 
  has since spent the past two months preparing for a full-scale 
  investigation of Enereth-7, assembling a small fleet of exploratory 
  vessels and bringing in several groups of Starfinders, both veteran 
  and novice alike, for this historic mission.
  As the Society finalized its expedition, another force has heard 
  about Enereth-7: the Reddened Eye, a cell within the destructive 
  Cult of the Devourer. Worshippers of the entropic deity known 
  as the Devourer, the Reddened Eye sees the black hole as a sort 
  of divine manifestation of their god, and Yaraesa’s markers as 
  an affront to the Devourer. These cultists have already arrived 
  secretly in system and have begun studying Yaraesa’s markers to 
  uncover a means of corrupting them, thus rendering the planet 
  uninhabitable and spiraling into the black hole. To speed this 
  process along, the cultists have begun preparations to call forth a 
  terrifying entity known as an atrocite (Starfinder Adventure Path 
  #4: The Ruined Clouds).
  With the Society unaware of the cult’s presence or plans, it’s up 
  to a junior group of Starfinders assigned to the Enereth-7 mission 
  to learn about the planet’s history and people, study Yaraesa’s 
  mysterious markers, uncover the Devourer worshippers, stop the 
  cultists from summoning their vile harbinger, and ultimately save 
  Enereth-7 from being consumed by a black hole!
  RUNNING THE QUESTS
  Starfinder Society Scenario #2–03: The Withering World is a series 
  of five quests, each a short adventure designed to take about 
  45–60 minutes to play. Collectively, the quests tell a cohesive 
  story with the intended order of “Contact,” “Marker,” “Ingredient,” 
  “Messenger,” and “Ritual.” Players can experience these quests in 
  any order, though it is recommended that the “Ritual” quest be 
  scheduled as the final part. Venture-Captain Arvin’s missives to 
  the PCs appear on pages 26–27; each one corresponds to one of 
  four of the quests, while “Messenger” includes a direct briefing 
  with Arvin.
  
  STARFINDER SOCIETY SCENARIO
  4
  CHARACTERS
  Each player must use one of the 1st-level or 4th-level Starfinder 
  Society pregenerated characters, which are available at paizo.
  com/StarfinderSociety/GMResources, or a 1st- through 4th-level 
  character of the player’s own creation using the rules set forth in 
  the Starfinder Society Roleplaying Guild Guide.
  BOON SLOTS
  No boon slots except for personal boons are available for The 
  Withering World, but you should explain that PCs acquire boons 
  as they play adventures.
  RECEIVING CREDIT
  A player who plays through one or more of the quests receives a 
  Chronicle sheet for The Withering World, nothing which specific 
  quests they played. They can later play the rest of the quests in 
  the series, earning greater rewards (see Variable Rewards boon 
  on the Chronicle sheet at the end of this series.) If the player 
  created their own 1st-level character, they apply the Chronicle 
  sheet to that character. If they instead used one of the 1st- or 
  4th-level pregenerated characters, they can apply the Chronicle 
  sheet to a newly created 1st-level Starfinder Society character. 
  For more information on applying credit to characters by playing 
  pregenerated characters, see the Pregenerated Characters section 
  of the Starfinder Society Roleplaying Guild Guide. If the player gains 
  XP for a character from another Chronicle sheet, they can no longer 
  earn additional rewards for that character for playing the other 
  quests in The Withering World.
  The Withering World can be replayed for credit, but the credit 
  must be applied to a different character each time. When a GM 
  runs a quest, they also gets credit applied to a character. However, 
  each time they run one, they check off any one of the quest boxes 
  on their Chronicle sheet. In this way, a GM can continue to earn 
  credit toward a character even if they run the same quest several 
  times for different groups.
  CONTACT
  BY ARC RILEY
  The Reddened Eye is a relatively small cell in the larger Cult of 
  the Devourer, itself an organization comprised of hundreds of 
  disparate groups lacking any central authority. This cell adheres 
  to a particular sect of the cult that idolizes death and destruction 
  above all other pursuits. Recently, members of the Reddened Eye 
  departed Absalom Station and arrived at Enereth-7 following a 
  moment of divine inspiration from their patron deity—in truth, the 
  cell uncovered the Starfinder Society’s initial scouting reports on 
  Enereth-7. 
  Captivated by the planet’s precarious orbit at the edge of a black 
  hole, the Reddened Eye have spread across Enereth-7 in hopes of 
  breaking whatever power protects the planet from plunging into 
  the nearby black hole. Among the Reddened Eye, one of the cult’s 
  major recruiters, Raval Domunseir (CE female drowAA mystic), has 
  led a campaign of terror across the planet, killing any quorlus 
  who refuse to join the cultists’ destructive revelry. Despite the 
  quorlus’ belief in a policy of strict nonviolence, Raval’s talent 
  for manipulation has lured several quorlu youth into joining her 
  malevolent faith.
  The Reddened Eye were angered to learn the planet is being 
  protected by the goddess Yaraesa’s divine intervention in the form 
  of a mystical network of menhir markers across the planet. The 
  Devourer worshippers have already begun corrupting the holy 
  formula mystically encoded on these monoliths to neutralize or 
  reverse this protective force, with the intent of eventually sucking 
  Enereth-7 into the nearby black hole.
  The Reddened Eye’s corruption of the markers has not gone 
  unnoticed by the quorlus, as gravity fluctuations cause apocalyptic 
  earthquakes and violent storms rage across the surface. Quorlu 
  researchers arriving at these corrupted markers were shocked 
  to find death and destruction, as well as the formulas encoded 
  onto these monoliths incomprehensibly altered. With the 
  settlements near those corrupted markers destroyed and their 
  archives missing, the quorlu researchers have requested aid over 
  the mystical network connecting the markers in an attempt to 
  restore the altered formulas to their original state and avert a 
  planetary catastrophe.
  The great archives of Hulwen’s Posit, a quorlu settlement under 
  a remote island chain, contain the original formula found on nearly 
  every marker on the planet. Cantor Alvreein, (LG female quorluAA2 
  solarian) whose normal duty is to wait at their local menhir to 
  record newly discovered formula being transmitted over the 
  mystical network, now finds herself in a position to provide aid to 
  researchers attempting to restore corrupted menhirs but in doing 
  so has inadvertently drawn attention from both the cultists and 
  the newly arrived Starfinders.
  SUMMARY
  Shortly after the Starfinder exploration fleet enters Enereth-7’s 
  orbit, Venture-Captain Arvin dispatches several starship crews to 
  explore and map several regions of the planet. Arvin assigns the 
  PCs to identify the source of several mysterious radio emissions 
  from the planet, which the Society has yet to interpret.
  Following the signals to their source, the PCs land near the 
  transmission source and meet Cantor Alvreein of Hulwen’s Posit, 
  a quorlu solarian priest of Yaraesa who guards a mystical network 
  of menhirs. Alvreein believes an outside force has begun to corrupt 
  the holy menhirs, and the PCs must overcome language barriers 
  and suspicions in order to make peaceful contact. Alvreein then 
  leads the PCs through underground tunnels to Hulwen’s Posit to 
  meet other quorlus and discuss the events occurring on Enereth-7.
  As the PCs reach Hulwen’s Posit, forces from the Reddened Eye 
  cell have arrived first and begun terrorizing the settlement. The 
  PCs must step in and fight off the cultists, learning about the Cult 
  of the Devourer’s presence on the world and the Reddened Eye’s 
  goal of destroying the menhir network that keeps Enereth-7 from 
  tumbling into a black hole.
  
  THE WITHERING WORLD
  5
  Cantor 
  Alvreein
  GETTING STARTED
  After receiving instructions from Venture-Captain Arvin (see 
  Handout #1 on page 26), the PCs begin in orbit over Enereth-7.
  THE SIGNAL
  The PCs begin the adventure onboard a Pegasus-class 
  starship, the Loreseeker. In Subtier 1–2, the 
  PCs crew the tier 2 Pegasus-class starship, 
  and in Subtier 3–4, they crew the 
  tier 4 Pegasus-class starship. 
  These starships can be found in the 
  Starfinder Society Roleplaying Guild 
  Guide, and their stat blocks are included 
  for convenience in Appendix: Starfinder 
  Society Starships (see page 28).
  To begin their mission, the PCs can 
  use the Loreseeker’s computer to locate, 
  identify, and decipher the mysterious 
  signal while approaching Enereth-7. The 
  PCs must attempt a series of different 
  skill checks to learn more about the 
  mysterious signals and their source. The 
  following challenges each represent several 
  skill checks the PCs can perform.
  Challenge 
  1—Triangulate: 
  The 
  nearby 
  singularity and the signal’s low intensity make it difficult to 
  isolate from radio echoes. If a PC succeeds at a DC 16 Computers 
  or Diplomacy check (DC 21 in Subtier 3–4) they can network 
  the Loreseeker’s computer with other Starfinder ships around 
  the planet to pinpoint the radio source on island chain on the 
  northern hemisphere. The Loreseeker’s +2 Computers bonus (+4 
  in Subtier 3–4) can be applied to this Computers check. The PCs 
  can attempt three checks to discover this information before 
  Venture-Captain Arvin notes their struggles and steps in. If the 
  PCs fail in this attempt, then Arvin manages to pinpoint the 
  source on his own, relaying the information to the PCs after a 
  half hour.
  Challenge 2—Filter: If a PC succeeds at a DC 16 Engineering 
  or Profession (electrician) check (DC 19 in Subtier 3–4), they can 
  tune the ship’s sensors to isolate the modulated audio signal. The 
  isolated radio signal contains a hauntingly beautiful song that 
  the party can now hear clearly. If the PCs fail this check, they 
  can proceed to a different challenge, though they miss out on 
  the success here.
  Challenge 3—Translate: If a PC succeeds at a DC 18 Culture, 
  Profession (mathematician), or Profession (musician) check (DC 
  21 in Subtier 3–4), the PC realizes the chords have a language-
  like grammar but are more reminiscent of mathematical formula 
  than natural language. PCs who speak Celestial or Quorlu gain a 
  +4 bonus to this check, and PCs casting comprehend languages 
  automatically succeed at this check. If the PCs fail this check, 
  they can resynch with the databanks of the Starfinder fleet, 
  learning the information but taking much longer to do so.
  Challenge 4—Formula: If a PC succeeds at a DC 18 Mysticism 
  or Physical Science check (DC 21 in Subtier 3–4), they recognize 
  the song is the formula for calculating the effect of gravity on the 
  shape of other planes. The implications of this are stunning, and 
  show a high degree of both mystical and physical science joined 
  together to create theoretical equations that could stabilize the 
  world in the face of the nearby black hole. PCs with the 
  scholar theme who are specialized in physics can 
  reduce the DC by 5.
  Development: Regardless of how long the 
  PCs take to perform the above challenges, 
  they can eventually pinpoint the source 
  of the signals near a smoldering 
  volcanic 
  region 
  on 
  Enereth-7’s 
  surface. However, based on the 
  speed at which they can complete 
  the above challenges and reach the 
  site, the PCs gains a circumstance 
  bonus to any skill interactions with 
  Cantor Alvreein in subsequent encounters 
  equal to the number of challenges they 
  successfully overcame.
  MEETING THE 
  CANTOR
  The tracked signal leads to an island with a smoldering volcano. 
  Thick foliage covers most of the island, save for the swath of 
  smooth black rock formed from a recent lava flow. The signal 
  originates near a cut rock that rises above the tree canopy 
  about two-hundred feet from the recent lava flow, where a 
  great stone menhir partly rises up from the flow, though its 
  form is cracked and broken.
  The PCs can set down their ship on a nearby rock formation that 
  puts them only 100 feet from the site of the signal. The menhir 
  is no longer active, having been destroyed by corrupting rites 
  performed by the cultists of the Reddened Eye. As the PCs exit 
  and get their bearings, they quickly spot a creature with three 
  arms, legs, and eyes stalks—the quorlu Cantor Alvreein. The 
  cantor moves between the PCs and the menhir remains, stopping 
  them about halfway from the landed starship.
  Creatures: Alvreein is extremely excited to make first contact 
  with the PCs. Having an overtly positive view of the universe, she 
  doesn’t immediately assume the PCs are hostile entities. Despite 
  being a quorlu, she speaks only Celestial and Enerethian (the 
  local language of Enereth-7,) as her species was an offshoot of 
  the main quorlus who ended up on Enereth-7 under mysterious 
  circumstances lost to the Gap. Alvreein begins with a starting 
  attitude of friendly and is extremely curious about the PCs. As 
  long as the PCs succeed at a DC 10 Bluff or Diplomacy check, 
  they can keep Alvreein’s trust, regardless of how easily they can 
  communicate with her.
  
  STARFINDER SOCIETY SCENARIO
  6
  Without a shared language, Alvreein can communicate through 
  hand gestures that the PCs should not approach the menhir 
  ruins, but asks the PCs to follow her into a tunnel to the nearby 
  settlement. With a shared language, Alvreein begins overwhelming 
  the PCs with questions about where they’re from and if they know 
  about the corruption to the menhirs, then insists they must meet 
  the elders of her settlement.
  Infamy: If the PCs attack Alvreein, or attempt to approach the 
  menhir, she forms her solar armor and pleads with the PCs to stop. 
  Alvreein does not participate in combat and retreats if the PCs 
  perform any hostile action. Be sure to warn any player attempting 
  such a course of action that continuing to attack an unarmed priest 
  will earn Infamy.
  Development: The PCs should follow Alvreein to the nearby 
  settlement of Hulwen’s Posit. Cantor Alvreein leads the party 
  on an underground trek into the side of a volcano, which takes 
  approximately 15 minutes. She then takes the PCs through a series 
  of twisting tunnels that require an extra half hour of subterranean 
  travel. The PCs then arrive in Hulwen’s Posit, as detailed in area A.
  If the PCs scare off Alvreein, they can still track her by 
  succeeding at a DC 12 Survival check. Otherwise, the menhir 
  here is corrupted beyond repair and the PCs can only gather 
  that it’s part of a much larger network of such structures. In this 
  case, Arvin can once again help the PCs from orbit by providing 
  the location of Hulwen’s Posit, though the PCs arrive after the 
  Devourer cultists have slain several quorlus.
  A. HULWEN’S POSIT (CR 3 OR CR 5)
  The tunnels open into a large, dimly lit cavernous area. Dozens of 
  three-armed creatures sit quietly reading and copying scrolls onto 
  fresh silicone sheets. A youth of this species pierces the silence 
  with an excited shrill leading all the nearby creatures to stand 
  and ponderously approach. The beings excitedly talk over one 
  another, filling the cavern with a cacophony of song-like voices.
  In the distance a few high-energy weapon discharges 
  disperse the crowd in shock, sending the creatures scattering. 
  A battle-scarred violet-skinned elven woman, flanked by two of 
  the locals in menacing spiked armor, holds a gun up in a cocky 
  fashion. “Welcome to Enereth-7, Starfinders. My name is Raval 
  Domunseir. I saw your ship when we landed.”
  The ceiling of this cavern raises up 30 feet, and several glowing 
  crystals nestled along the cavern ceiling provide ample illumination 
  for the entire area. Column-like walls of stone break up the area, as 
  do small pools of water that the quorlus have dug for what little 
  sustenance they require.
  Creatures: The PCs have arrived at the outskirts of Hulwen’s 
  Posit just as Raval and her quorlu recruits from other settlements 
  arrived make the Reddened Eye’s demands known. Raval 
  recognizes the Starfinder Society won’t stand for her cell’s 
  destructive plans. She knows she’s outmatched but states that 
  she’s here to “correct the cosmic imbalance” caused by Yaraesa’s 
  “little divine experiment,” something the PCs may not have 
  context for. Raval goes on to threaten that one way or another, 
  the Devourer will take his due and may consume another planet 
  in retaliation for Yaraesa’s intervention.
  If the PCs consider Raval’s arguments, the drow offers a 
  compromise.
  “Yaraesa’s protection was fading when we arrived, and you 
  have no means to restore it. Even if you stop , this planet will 
  be consumed, possibly along with many others in the resulting 
  divine war this could spark. Leave us to complete our mission, 
  and we will permit you to save as many people, species, and 
  cultural artifacts as you’re able before the planet is consumed.”
  It’s likely the PCs don’t accept, at which point Raval bores of the 
  negotiation and fires a shot at the nearest (or most talkative) PC.
  SUBTIER 1–2 (CR 3)
  RAVAL DOMUNSEIR 
  CR 2
  Female drow mystic (Starfinder Alien Archive 42)
  NE Medium humanoid (elf)
  Init +2; Senses darkvision 60 ft.; Perception +13
  DEFENSE 
  HP 23 RP 3
  EAC 12; KAC 12
  Fort +1; Ref +1; Will +7; +2 vs. enchantment
  Immunities sleep; SR 8
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee survival knife +4 (1d4+2 S)
  Ranged thunderstrike sonic pistol +6 (1d8+2 S; critical deafen)
  Offensive Abilities create darkness, share pain
  Spell-Like Abilities (CL 2nd)
  At will—dancing lights, detect magic
  Mystic Spell-Like Abilities (CL 2nd)
  At will—mindlink
  Mystic Spells Known (CL 2nd, ranged +6)
  1st (3/day)—charm person (DC 15), mind thrust (1st level, DC 15)
  0 (at will)—fatigue, telekinetic projectile
  Connection mindbreaker
  TACTICS 
  During Combat Raval finds cover, creates darkness around 
  her, and waits until a PC closes, at which point she casts 
  mind thrust. Raval uses share pain whenever hit for 2 or 
  more damage. If the PCs don’t close to get her attention, she 
  spends standard actions shooting at fleeing quorlu citizens 
  to goad the PCs into closing or targeting her.
  Morale Raval fights to the death.
  STATISTICS
  Str +0; Dex +2; Con +0; Int +0; Wis +4; Cha +1
  Skills Diplomacy +7, Intimidate +8, Mysticism +12, Sense 
  Motive +12
  
  THE WITHERING WORLD
  7
  A. HULWEN’S POSIT
  1 SQUARE = 5 FEET
  PATHFINDER FLIP-MAT CLASSICS: DARKLANDS
  Q
  Q
  N
  R
  PCS
  START
  HERE
  Q = QUORLU RECRUIT
  R = RAVAL DOMUNSEIR
  
  STARFINDER SOCIETY SCENARIO
  8
  SCALING 
  ENCOUNTER A
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Raval is sickened from exposure to various 
  subterranean gases.
  Languages Abyssal, Common, Drow
  Gear graphite carbon skin, survival knife, thunderstrike sonic 
  pistol with 2 batteries (20 charges each), credstick (655 
  credits)
  DEVOURER RECRUITS (2) 
  CR 1/2
  Quorlus (Starfinder Alien Archive 2 104)
  N Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft., low-light vision;  
  Perception +4
  DEFENSE 
  HP 14 EACH
  EAC 13; KAC 14
  Fort +2; Ref +2, Will +0; +2 vs. bleed
  Immunities drugs, disease, poison; Resistances fire 5 
  Weaknesses susceptible to cold
  OFFENSE
  Speed 25 ft.
  Melee survival knife +6 (1d4+3 S)
  Ranged tactical semi-auto pistol +2 (1d6 P)
  TACTICS
  During Combat The recruits follow Raval’s orders (given in 
  Abyssal) to move between Raval and the PCs. The recruits 
  then spend their actions firing pistols at the weakest 
  armored targets first.
  Morale The recruits fight until Raval is slain and the recruit is 
  reduced to 6 Hit Points or less, at which point that Devourer 
  recruit surrenders.
  STATISTICS
  Str +3; Dex -1; Con +2; Int +0; Wis +0; Cha +1
  Skills Athletics +9, Culture +4, Intimidate +5
  Languages Abyssal, Enerethian
  Other Abilities multiarmed (3), tunneler
  Gear stationwear flight suit, survival knife, tactical semi-auto 
  pistol with 18 rounds
  SPECIAL ABILITIES
  Endothermic (Ex) A quorlu has resistance 5 to fire that stacks 
  with one other source of fire resistance.
  Lithic (Ex) A quorlu’s silicon-based physiology grants it 
  immunity to disease and poison, and it gains no benefit 
  from drugs, medicinals, and similar nonmagical substances. 
  It also gains a +2 racial bonus to saving throws against 
  bleed effects. A quorlu doesn’t breathe or suffer the normal 
  environmental effects of being in a vacuum.
  Stable (Ex) A quorlu gains a +4 racial bonus to AC against 
  combat maneuvers to bull rush, reposition, or trip.
  Susceptible to Cold (Ex) When a quorlu takes cold damage, it 
  becomes fatigued for 1 round. This effect doesn’t cause a 
  fatigued quorlu to become exhausted.
  Tunneler (Ex) A quorlu can dig through soil at a rate of 5 feet 
  per minute. A quorlu can use this ability combined with 
  its internal heat to dig through stone at a rate of 1 foot per 
  minute. When it digs, a quorlu can leave a tunnel behind.
  SUBTIER 3–4 (CR 5)
  RAVAL DOMUNSEIR 
  CR 4
  Female drow mystic (Starfinder Alien Archive 42)
  NE Medium humanoid (elf)
  Init +2; Senses darkvision 60 ft.; Perception +16
  DEFENSE 
  HP 47 RP 3
  EAC 16; KAC 16
  Fort +3; Ref +3; Will +9; +2 vs. enchantment
  Immunities sleep; SR 10
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee survival knife +6 (1d4+3 P)
  Ranged corona laser pistol +8 (2d4+4 F; critical burn 1d4)
  Offensive Abilities backlash, create darkness, share pain
  Spell-Like Abilities (CL 4th)
  At will—dancing lights, detect magic
  Mystic Spell-Like Abilities (CL 4th)
  At will—mindlink
  Mystic Spells Known (CL 4th, ranged +8)
  2nd (3/day)—fear (DC 17), mind thrust (2nd level, DC 17)
  1st (6/day)—charm person (DC 16), mind thrust (1st level, DC 
  16), reflecting armor
  0 (at will)—fatigue, telekinetic projectile
  Connection mindbreaker
  TACTICS
  Before Combat Raval prepares for combat by casting reflecting 
  armor on herself.
  During Combat Raval begins combat by creating darkness and 
  then casting fear on the most armored PC. She then casts 
  mind thrust on the first PC in range, which causes backlash 
  if they resist. Raval uses share pain whenever hit for 4 or 
  more damage and dismisses reflecting armor the first time 
  she’s hit for 8 or more damage.
  Morale Raval fights to the death.
  STATISTICS
  Str +0; Dex +2; Con +0; Int +0; Wis +5; Cha +1
  Skills Diplomacy +10, Intimidate +11, Mysticism +15, Sense 
  Motive +15
  Languages Abyssal, Common, Drow
  
  THE WITHERING WORLD
  9
  JUMPING IN
  If your PCs have not played “Contact,” inform them that 
  they’re investigating a malfunctioning magical menhir 
  that protects Enereth-7 from a nearby black hole. The PCs 
  must travel to the marker and repair it before the planet’s 
  defenses fail.
  Gear graphite carbon skin, survival knife, corona laser pistol 
  with 2 high-capacity batteries (40 charges each), credstick 
  (1,000 credits)
  DEVOURER RECRUITS (2) 
  CR 1/2
  HP 14 each (see Subtier 1–2)
  CONCLUSION
  With the cultists defeated, the local quorlus piece together that 
  the Reddened Eye cultists are the real cause for the destruction 
  at other colonies. They’re worried the researchers Cantor Alvreein 
  was sending records to may also be in jeopardy.
  If the party still cannot effectively communicate with the 
  quorlus, a local mystic offers to cast share language on up to two 
  PCs, which gives them Celestial and Enerethian for 24 hours. This 
  can be used to fill in any gaps the PCs may have about the quest 
  so far. The leading quorlus request the PCs’ assistance in fending 
  off the Devourer cultists, who they believe to be acting across the 
  planet in some massive scheme to corrupt the marker network and 
  destroy Enereth-7.
  Whether the PCs accept or not, Cantor Alvreein escorts the 
  party through the tunnels back to the surface. This gives them 
  another opportunity to talk with her on a subject of their choice. 
  On their way to the surface, Alvreein collapses the tunnel at key 
  points to protect Hulwen’s Posit from another attack—the quorlus 
  can easily dig their way out if necessary.
  MARKER
  BY JESSICA CATALAN
  Enereth-7 would not exist without the goddess Yaraesa’s 
  protection, and the mystical network of magical stone markers 
  she manifested across the planet. These ancient stones depict 
  underlying truths of the universe and act as a powerful magical 
  defense that shields Enereth-7 from the effects of the nearby 
  black hole. 
  Unable to destroy the powerful markers, the Cult of the Devourer 
  has enacted a ritual to corrupt the knowledge they contain. As the 
  errors spread, the markers’ magic falters, dooming Enereth-7 to 
  consumption by the black hole. 
  SUMMARY
  The PCs traverse unstable ground and a wide crevasse before 
  arriving at one of Yaraesa’s markers, which has been trapped and 
  corrupted by the Cult of the Devourer. The PCs have a chance 
  to investigate the monument before being attacked by a pair of 
  corrupted guardians. After the battle, they can undo the damage 
  done to Yaraesa’s marker.
  GETTING STARTED
  After receiving instructions from Venture-Captain Arvin (see 
  Handout #2 on page 26), the PCs land on the surface of Enereth-7. 
  Read or paraphrase the following to get the adventure underway.
  The sky over Enereth-7 is a dusty gray-blue, lit by a large, orange 
  sun. On the opposite horizon is the ever-present black hole—its 
  invisible center framed plainly by its massive halo of white light. 
  It’s chilly, and the dry air smells acrid. A series of rocky buttes and 
  short soil-caked mesas bound together by green lies ahead, with 
  transparent grass that makes a jingling sound in the breeze. The 
  incline looks mild, but the rock appears sharp to the touch and the 
  soft orange soil lays loosely on the ground. 
  This region of Enereth-7 has thin atmosphere. Remind players 
  that all armors provide basic environmental protections, as 
  described on pages 196 and 198 of the Starfinder Core Rulebook.
  THE HIKE 
  As the PCs follow the coordinates uphill, the ground shifts and gives 
  out under their feet, causing painful pitfalls. Each PC must attempt 
  a DC 13 Acrobatics, Athletics, Perception, or Survival check (DC 
  15 in Subtier 3–4). Success indicates that the PC narrowly avoids 
  falling into a sinkhole as it opens beneath them. Failure results in 
  a PC falling into a waist-deep crevasse of sharp jagged rocks that 
  deals 1d6 piercing damage and traps their lower limbs. PCs can 
  escape without further harm with a DC 10 Acrobatics check. Failing 
  causes the rocks to tear up the PCs’ lower limbs as they squirm 
  free, reducing their land speed by 10 feet (which can be removed 
  by taking a 10-minute rest or receiving any healing). 
  THE CREVASSE
  Uphill past the shifting ground, the flora becomes dense and 
  diverse. Vibrant magenta flowers that grow on corkscrew stems 
  with petals as thin as gossamer rest among the transparent grass. 
  Trees in the area are thick and tall with gray, smooth bark and 
  yellow leaves, draped in elastic vines. 
  A crevasse—20 feet deep, 30 feet across, and 60 feet long—
  blocks the PCs’ advance to their destination. Crystalline bugs 
  carpet the bottom of the crevasse, reflecting the light as they move. 
  A tree grows on each side of the crevasse, with a third toppled over, 
  spanning the crevasse like a makeshift bridge. A PC who succeeds 
  at a DC 12 Engineering check can determine the ground here is 
  stable and the tree is firmly in place. 
  
  STARFINDER SOCIETY SCENARIO
  10
  Crossing the tree-bridge requires a PC to succeed at an 
  Acrobatics check. Alternatively a PC can use the vines to climb 
  or swing across, requiring a successful Athletics check. Finally, a 
  PC can circumvent the crevasse with a successful Survival check. 
  The DC for these checks is 15 (DC 17 in Subtier 3–4). Failure on 
  the Survival check means the PC fails to find a safe way around, 
  while failing at the Acrobatics or Athletics check results in a fall 
  into the crevasse that deals 2d6 bludgeoning damage to the PC. 
  Falling PCs can attempt a DC 13 Reflex save (DC 15 in Subtier 3–4), 
  with success letting them catch themselves on a branch or vine, 
  which leaves them dangling dangerously over the pit. The bugs at 
  the bottom of the crevasse pile on top of each other in an effort to 
  reach the PCs, forming an ominously growing mound that nears 
  but never reaches them. Recovering from such a position requires 
  a subsequent successful DC 13 Acrobatics or Athletics check, while 
  falling results in only 1d6 bludgeoning damage. The bugs swarm 
  over anything in the crevasse and spray it with digestive fluids. 
  A PC sprayed gains the sickened condition for 10 minutes or until 
  they wash the spray off, but otherwise take no ill effects. Climbing 
  out of the crevasse requires a successful DC 5 Athletics check.
  B. ANCIENT RUINS
  Cresting the top of the final mesa, the PCs reach their destination: 
  the site of the marker.
  B1. Grove (Cr 1 or Cr 3)
  A well-trod path of orange soil winds through the lush vegetation 
  in this sheltered grove. Tall, gray trees crowned with yellow 
  leaves hide the sun from view, but the white nimbus of light 
  surrounding the black hole is inescapable and dominates the 
  sky. In the southern end of the grove is an ancient stone ruin, 
  sunken into the earth, while to the east is a tall stone marker 
  illuminated by blue and red symbols. 
  Traps: Members of the Reddened Eye left a simple trap at the 
  entrance to this grove in order to stop anyone who came looking 
  for the menhir. Hidden behind the tree just north of the path, this 
  trap triggers as soon as a PC enters the center of the marked area 
  on the map. The trap consists of a crude trip-wire mechanism 
  that when tripped hurls a grenade, which promptly detonates. 
  Minor tracking units within the trap allow the grenade to strike 
  the triggering creature, rather than a set square. 
  SUBTIER 1–2 (CR 1)
  GRENADE LOBBING TRAP 
  CR 1
  Type technological; Perception DC 21; Disable Engineering DC 
  16 (disable motion sensors)
  Trigger location; Reset none
  Effect explosion (2d6 A); Reflex DC 12 half; multiple targets (all 
  targets in a 10-ft.-radius area of triggering creature)
  SUBTIER 3–4 (CR 3)
  ADVANCED GRENADE LOBBING TRAP 
  CR 3
  Type technological; Perception DC 24; Disable Engineering DC 
  19 (disable motion sensors)
  Trigger location; Reset none
  Effect explosion (4d6 A); Reflex DC 14 half; multiple targets (all 
  targets in a 10-ft.-radius area of triggering creature)
   
  Development: Searching the area uncovers an earring made 
  of humanoid fingerbones and a RageMax protein bar still in its 
  wrapper. A PC who succeeds at a DC 15 Culture check recognizes 
  RageMax as a low-grade bar that’s developed popularity with gang 
  members on Absalom Station as well as with many inhabitants 
  with strong ties to the Cult of the Devourer.
  Treasure: PCs who successfully disable the trap can salvage two 
  mk 1 disintegrator grenades (mk 2 in Subtier 3–4). Treat these as 
  incendiary grenades that deal acid damage instead of fire and deals 
  corrode damage instead of burn damage, which functions as the 
  burning condition but deals acid damage.
  B2. ruins 
  Sparkling stone stairs lead down into a pair of sunken chambers 
  that have clearly been ransacked. Debris from broken furniture 
  and shattered crystals litter the floor. Nailed to the wall by a 
  rusty iron spike is the severed head of a creature with three eye 
  stalks, dead at least a few days. 
  The Reddened Eye sent agents to destroy this study area and 
  records room just over a week ago. A PC who succeeds at a DC 
  10 Medicine check determines the head belongs to a quorlu and a 
  rusty, serrated blade was used to perform the act. If the PCs have 
  played the “Contact” quest, then they can immediately recognize 
  the head as belonging to a quorlu. Strangely, there is no body to 
  be found.
  PCs searching the wreckage discover destroyed silicone panes 
  that were once the dead quorlu’s records. The PCs can also find an 
  empty aerosol container and a plastic bowl dusted with residue 
  from a red powder. Both objects are of Pact Worlds origin and 
  contained ingredients necessary for the Reddened Eye’s corruption 
  ritual they performed on the menhir.
  B3. Yaraesa’s Marker (Cr 3 or Cr 5)
  A stone pillar, tightly orbited by glowing symbols that hover 
  mere inches above its surface, rises above this clearing. Most of 
  the floating symbols are white, though the bottom third are blue. 
  In the center of the menhir, a tarry black growth contracts every 
  few seconds like a slowly beating heart. Bulging blackened veins 
  radiate out from this grotesque tumor, creeping farther across 
  the stone with every pulse. Around these veins the floating 
  symbols glow a malign red and become jagged and malformed.
  
  THE WITHERING WORLD
  11
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: JUNGLE WORLD
  B. ANCIENT RUINS
  PCS
  START
  HERE
  T
  B3
  N
  B1
  B2
  
  STARFINDER SOCIETY SCENARIO
  12
  SCALING 
  ENCOUNTER B1
  Make the following adjustments to accommodate a group 
  of four PCs. 
  All Subtiers: Reduce the explosion area to a 5-foot radius. 
  Around the menhir the world is changed. It’s hot, the plants 
  are dead, and the air stinks of decay. The once-white accretion 
  disk of the distant black hole glows blood red, cradling and 
  ominous black disk in its center—the singularity’s event horizon 
  impossibly made visible. 
  The black growth beats. Its veins writhe. A blue symbol 
  shatters, its shards of light darken to red, then rejoin in a new 
  configuration.
  This region is very hot and subject to low-level radiation. Remind 
  players that their armors environmental protections shield them 
  from these hazards. 
  A PC who succeeds at a DC 12 Mysticism check recalls that a 
  black hole with a red accretion disk, like that seen in the sky, is the 
  unholy symbol of the Devourer, a nameless god concerned with the 
  obliteration of all reality.
  The Reddened Eye servants of the Devourer have corrupted 
  Yaraesa’s marker in this area. A PC who succeeds at a DC 10 
  Physical Science or Profession (mathematician) check understands 
  that the menhir is covered in complex mathematical equations 
  and scientific formulas related to the movement of celestial 
  bodies, gravity, and black holes. Most of the formulas remain 
  incomplete, but the glowing blue formulas that fill the lower third 
  of the menhir have been solved, and the glowing red symbols 
  represent catastrophic errors. Exceeding the DC by of either skill 
  check by 5 or more reveals the top half of the monument is riddled 
  with incomplete equations unknown to the Pact Worlds. This 
  information is incredibly valuable, and the Starfinder Society would 
  be interested in any copies and photos the PCs could capture of it.
  It’s obvious the black growth does not belong on the menhir and 
  is causing it harm. A PC who succeeds at a DC 10 Life Science or 
  Medicine check recognizes that this formation is neither alive nor 
  any kind of disease. A PC succeeding at a DC 15 Mysticism check 
  discerns the growth is the physical manifestation of a magical ritual 
  meant to destroy the monument. Although the growth cannot be 
  harmed, it could be countered.
  PCs can cleanse Yaraesa’s marker by correcting the errors in 
  its equations. They must touch the incorrect symbols and trace 
  accurate symbols overtop. This can be done with a successful DC 
  16 Mysticism, Physical Science, or Profession (mathematician) 
  check (DC 19 in Subtier 3–4) as a full action. One PC can attempt 
  this check each round. There are three incorrect equations on the 
  menhir that must be solved, requiring three separate checks.
  Creatures: Two corrupted guardians emerge from the jungle to 
  attack one round after a PC touches Yaraesa’s marker. These stone 
  quorlu statues have the same corruption visible on the menhir. The 
  statues otherwise stand inert in the jungle unless attacked. The PCs 
  can spot the statues by succeeding at a DC 16 Perception check.
  SUBTIER 1–2 (CR 3)
  CORRUPTED GUARDIAN STATUES (2)  
  CR 1
  N Medium construct (magical)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE 
  HP 20 EACH 
  EAC 11; KAC 13 
  Fort +1; Ref +1; Will –1
  DR 2/adamantine; Immunities construct immunities; SR 12
  Weaknesses vulnerable to acid
  OFFENSE
  Speed 25 ft.
  Melee body spikes +9 (1d6+5 P)
  Ranged eye ray +6 (1d4+1 C)
  Offensive Abilities corrupting spray, eldritch attacks
  TACTICS 
  Before Combat The corrupted guardians emerge from the 
  jungle one round after a PC touches Yaraesa’s marker, 
  beginning their turns as marked on the map.
  During Combat The corrupted guardians use their corrupting 
  spray whenever possible. When they can’t use their 
  corrupting spray, they prefer to fight in melee.
  Morale The corrupted guardians fight until destroyed.
  STATISTICS
  Str +4; Dex +2; Con –; Int –; Wis +0; Cha –5 
  Languages Quorlu (can’t speak any language)
  Other Abilities mindless, unliving
  SPECIAL ABILITIES 
  Corrupting Spray (Su) Once every 1d4+1 rounds as a standard 
  action, a corrupted guardian can fire all three of its eye rays, 
  creating a 30-foot cone of freezing black sludge. All creatures 
  within the cone take 2d6 cold damage (Reflex DC 13 half).
  Eldritch Attacks (Su) A corrupted guardian’s body spikes and 
  attacks it makes with analog weapons are treated as magic 
  for the purpose of overcoming DR and damaging incorporeal 
  creatures. 
  Eye Ray (Su) As an attack, a corrupted guardian can shoot a 
  blast of freezing sludge from one of its eyes with a range 
  increment of 30 feet at a single target. 
  SUBTIER 3–4 (CR 5)
  CORRUPTED GUARDIAN STATUES (2) 
  CR 3 
  N Medium construct (magical)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
  
  THE WITHERING WORLD
  13
  SCALING 
  ENCOUNTER B3
  Make the following adjustments to accommodate a group 
  of four PCs. 
  All Subtiers: Remove the corrupted guardians’ damage 
  reduction and spell resistance. Reduce the area of their 
  corrupting spray to a 15-foot cone.
  Corrupted 
  Guardian 
  Statue
  DEFENSE 
  HP 40 EACH 
  EAC 14; KAC 16 
  Fort +3; Ref +3; Will +0
  DR 2/adamantine; Immunities construct immunities; SR 14
  Weaknesses vulnerable to acid
  OFFENSE
  Speed 25 ft.
  Melee body spikes +12 (1d8+7 P)
  Ranged eye ray +9 (1d6+3 C)
  Offensive Abilities corrupting spray, eldritch attacks
  TACTICS 
  Use the tactics from Subtier 1–2.
  STATISTICS
  Str +4; Dex +2; Con —; Int —; Wis +0; Cha –5 
  Languages Quorlu (can’t speak any language)
  Other Abilities mindless, unliving
  SPECIAL ABILITIES 
  Corrupting Spray (Su) Once every 1d4+1 rounds as a standard 
  action, a corrupted guardian can fire all three of its eye 
  rays, creating a 30-foot cone of freezing black sludge. All 
  creatures within the cone take 4d6 cold damage (Reflex 
  DC 14 half).
  Eldritch Attacks (Su) A corrupted guardian’s body spikes 
  and attacks it makes with analog weapons are treated as 
  magic for the purpose of overcoming DR and damaging 
  incorporeal creatures. 
  Eye Ray (Su) As an attack, a corrupted guardian can shoot 
  a blast of freezing sludge from one of its eyes with a 
  range increment of 30 feet at a single target. 
  Development: When Yaraesa’s marker is cleansed, or 
  the last guardian is defeated, the black growth explodes in 
  a burst of brilliant blue light, revealing a glowing holy 
  symbol of Yaraesa in the center of the menhir. The sky 
  reverts to normal. If the corrupted guardians weren’t 
  destroyed, they stop fighting, lose all attack forms, 
  and move adjacent to the menhir.
  CONCLUSION
  Venture-Captain Arvin is relieved if the PCs managed to 
  cleanse Yaraesa’s marker. PCs who copied or captured images 
  of the symbols on the upper half of the menhir bring back 
  clues to unlocking unknown secrets of the universe. The 
  Starfinder Society values this data highly, although it might 
  take decades for them to interpret it.
  INGREDIENT
  BY JENNIFER POVEY
  The Reddened Eye cell of the Cult of the Devourer has continued 
  their corruption of the magical markers that stabilize the world 
  of Enereth-7. Should the cultists complete their malicious 
  acts, the divinely wrought menhirs could fall to ruin and 
  
  STARFINDER SOCIETY SCENARIO
  14
  the entire planet could slip into the maw 
  of a nearby black hole. Luckily, for 
  both Enereth-7’s populace and 
  the visiting Starfinders, the 
  Devourer cultists have 
  yet to complete their 
  malign rituals.
  Having discovered the 
  Reddened 
  Eye’s 
  presence 
  on Enereth-7, as well as stopping 
  the corruption of a menhir, the Starfinder 
  Society now tasks a group of agents with 
  intercepting the ingredients used by the 
  Reddened Eye to perform their debased rites. By acquiring 
  replacement ingredients and swapping them with the substances 
  used by the Devourer cultists, the Society can further delay the 
  Reddened Eye’s efforts in bringing total destruction to Enereth-7.
  SUMMARY
  Venture-Captain Arvin sends the PCs to a recently discovered 
  camp belonging to the Reddened Eye cell. He wants the PCs to 
  replace several of the ingredients used in the cultists’ rituals, 
  hoping the swap would disrupt the ritual and stop the spread 
  of corruption. 
  The PCs land on Enereth-7 in a sweltering jungle of crystalline 
  plants. They must navigate through the jungle and find ingredients 
  that resemble those the cultists are using to deface the menhirs, 
  using various skills to harvest each one. While doing so, they disturb, 
  and have to fight off, a swarm of local predators. Afterward, the PCs 
  find the cultists’ stash of ingredients and make the swap.
  GETTING STARTED
  The PCs begin on the surface of Enereth-7. Provide the PCs with 
  Venture-Captain Arvin’s briefing notes (see Handout #3 on page 
  26). Arvin has dispatched the PCs to traverse more of the planet’s 
  jungle in order to discover a cache of ingredients that the cultists 
  of the Reddened Eye have been using for their corruption rituals.
  As the PCs make their way through the jungle, read or 
  paraphrase the following.
  JUMPING IN
  If your players have not played the “Marker” quest that 
  precedes this one, then another team has uncovered a plot 
  by cultists to destabilize the menhirs around Enereth-7. The 
  team found a cache of goods the cultists plan to use, but 
  they need the PCs to get in to make the necessary switch 
  to forestall the corruption rites.
  Enereth-7’s crystalline jungle is cool and damp, water dripping 
  slowly from the leaves overhead. Local wildlife moves through 
  the trees around the area, rattling the crystalline leaves and 
  filling the area with a soothing melodic sound.
   The trail widens to about ten feet. Rough roots emerge 
  from the ground, making extended travel bothersome. Local 
  fauna squawks through the foliage. Washed-out colors fill the 
  sky almost to a blue white, and the great orb of the sun rises 
  towards its zenith.
  C. JUNGLE CLEARING
  The region of Enereth-7 where Arvin has sent the PCs 
  to explore is a cool rain forest, albeit 
  colored by the crystalline 
  nature of the ecology. 
  The terrain is primarily 
  unclaimed 
  wilderness, 
  a good distance away 
  from any of the quorlus’ 
  underground settlements 
  (see the “Contact” quest) and 
  inhabited by a variety of wildlife 
  and plant life. Large crystalline trees fill the 
  area, forming a canopy. Much of the wildlife 
  lives in the canopy, and the ground areas are 
  relatively devoid of creatures.
  The PCs’ primary task is to find several substitute ingredients 
  while on their way to the Reddened Eye’s camp. There are three 
  ingredients: baneflowers, nightvines, and tanisk secretions. How 
  the PCs can find each of these is listed below, though Arvin’s 
  notes provide more information on how to collect these. This 
  portion of the quest is a series of skill checks, as the PCs move 
  around the map collecting various ingredients necessary to 
  corrupt the Reddened Eye’s ritual materials.
  Baneflowers: Baneflowers can be found all along the paths in 
  this portion of the forest. A PC who succeeds at a DC 13 Life 
  Science check (DC 15 in Subtier 3–4) can recognize several foul-
  smelling flowers along the jungle path as baneflowers. If the PCs 
  fail this check, then they must spend an hour searching the area 
  enough to differentiate which plant is which. 
  If the PCs activate the environmental protections on their 
  armor, they can easily collect the baneflower residue, a kind of 
  crystalline pollen, from the plant’s heart. Although the flower isn’t 
  overly dangerous, anyone who attempts to collect the substance 
  without environmental protections must succeed at a DC 14 
  Fortitude save or gain the sickened condition for following hour.
  Nightvines: The nightvines can be harvested from any of the 
  nearby trees, though this plant grows only at a higher elevation, 
  requiring that a PC successfully climb up at least 20 feet to 
  harvest some of the vine. A PC must succeed at a DC 12 Athletics 
  check (DC 15 in Subtier 3–4) or be able to fly to reach the vine. 
  The PCs can scale any of the trees as marked on the map. A PC 
  Ingredient 
  Platter
  
  THE WITHERING WORLD
  15
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: JUNGLE WORLD
  C. JUNGLE CLEARING
  N
  
  STARFINDER SOCIETY SCENARIO
  16
  who fails the Athletics check takes 1d6 points of falling damage.
  Nightvine is a dark greenish-blue in color with red fruiting 
  bodies that resemble small, soft crystals. Removing nightvine can 
  be difficult and requires that a PC deal at least 6 fire or slashing 
  damage to one of the vines. If the nightvine is attacked in this 
  manner and less than 6 damage is dealt, then it thrashes wildly, 
  dealing 1d6+1 piercing damage to all adjacent creatures—this has 
  no effect on creatures attacking at a distance of over 5 feet.
  Tanisk Secretions: Tiny frog-like creatures known as tanisks 
  meander around the stream along the southern edge of the map. 
  The PCs have to catch a tanisk to get the ingredient. The tanisks 
  aren’t aggressive or overtly dangerous, but they move quickly when 
  threatened. PCs hoping to capture one of these creatures must 
  succeed at a DC 14 Acrobatics or Survival check (DC 17 in Subtier 
  3–4). Failing a skill check to catch a tanisk has no ill effect, but the 
  PCs must continue attempting checks to successfully grab a tanisk.
  Once they grab, a PC must successfully extract a secretion 
  from the creature’s back hide (a PC can easily see the secretion). 
  A PC can do so by violently squeezing, which provides the 
  necessary secretion, but also causes a reaction from the tanisk 
  that causes it to vomit a particularly virulent acidic compound 
  that deals 2d6 acid damage to the squeezer (3d6 damage in 
  Subtier 3–4). A PC damaged by this acid must succeed at a 
  DC 10 Reflex save to avoid dropping the collected secretions. 
  Alternatively, a PC can attempt to gently coax the secretions 
  out of the tanisk, requiring a successful DC 14 Survival check 
  (DC 16 in Subtier 3–4). Failing this check causes the tanisk to 
  leap free, requiring the PC capture another tanisk.
  A tanisk has 1 Hit Point. Once dead, a tanisk cannot provide the 
  required secretions.
  Development: The PCs shouldn’t have much difficulty collecting 
  the three necessary ingredients, though it may take them some 
  time. At the end of their time spent harvesting, the PCs may suffer 
  from some minor damage or ill effects from harvesting the various 
  ingredients, but otherwise be ready for the ambush that follows.
  AMBUSH! (CR 4 OR CR 6)
  Once the PCs have retrieved the ingredients, or there are 30 
  minutes or fewer left to complete the quest, then a group of local 
  predators takes note of the PCs’ presence and moves to attack. 
  The group approaches by making a single unified Stealth check 
  opposed by each PCs’ Perception check.
  Creatures: Enerian tree hoppers are ambush predators that 
  operate in packs. They cling to the trunks of trees and then drop 
  down onto their perceived prey. Enerian tree hoppers resemble 
  almost translucent horseshoe crabs, with a carapace above and 
  sensitive parts below. Their front pair of limbs end in vicious claws, 
  which they use to tear into their prey. 
  Although not particularly smart, tree hoppers work well 
  together. Each pack is led by a male and female breeding pair that 
  generally leap last into combat. These creatures seldom roam the 
  grounds of the jungle, preferring to be among the jungle canopy as 
  much as possible. Armed with an excellent sense of smell, Enerian 
  tree hoppers can be surprisingly dangerous predators for their size.
  The predators act in the surprise round, and only PCs who 
  succeeded at their Perception check can act in that round. The tree 
  hoppers drop out of the trees onto the PCs, making a falling pounce 
  attack as part of their fall.
  SUBTIER 1–2 (CR 4)
  ENERIAN TREE HOPPERS (6)  
  CR 1/2
  N Small animal
  Init +2; Senses blindsense (scent) 30 ft., low-light vision; 
  Perception +4
  DEFENSE 
  HP 13 EACH 
  EAC 10; KAC 12
  Fort +0; Ref +2; Will +1
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee claws +4 (1d4+2 S)
  Offensive Abilities falling pounce 
  TACTICS 
  During Combat Three of the tree hoppers fall from the canopy 
  20 feet. On the following round, the remaining tree hoppers 
  drop down to join the fight.
  Morale A tree hopper fights until reduced to 2 or fewer Hit 
  Points, at which point it flees.
  STATISTICS
  Str +1 Dex +2; Con +0; Int –4; Wis +1; Cha –2
  Skills Acrobatics +9, Athletics +4, Stealth +9
  SPECIAL ABILITIES 
  Falling Pounce (Ex) When falling over 5 feet, an Enerian tree 
  hopper can make a full attack against an adjacent target 
  with only a –2 penalty to its attack rolls. The tree hopper 
  takes no falling damage if it hits with at one of its attacks.
  SUBTIER 3–4 (CR 6)
  ENERIAN TREE HOPPERS (6)  
  CR 1
  N Small animal
  Init +2; Senses blindsense (scent) 30 ft., low-light vision; 
  Perception +5
  SCALING AMBUSH
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: Remove two Enerian tree hoppers from 
  the encounter.
  
  THE WITHERING WORLD
  17
  DEFENSE 
  HP 20 EACH 
  EAC 11; KAC 13
  Fort +1; Ref +3; Will +2
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee claws +5 (1d4+3 S; critical bleed 1d3)
  Offensive Abilities falling pounce 
  TACTICS 
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str +2 Dex +2; Con +0; Int –4; Wis +1; Cha –2
  Skills Acrobatics +10, Athletics +5, Stealth +10
  SPECIAL ABILITIES 
  Falling Pounce (Ex) When falling over 5 feet, an Enerian tree 
  hopper can make a full attack against an adjacent target 
  with only a –2 penalty to its attack rolls. The tree hopper 
  takes no falling damage if it hits with at one of its attacks.
  Development: Once the PCs manage to defeat or drive off the 
  tree hoppers, they can proceed with their mission without much 
  problem. Continuing on the path they arrived in the area from, the 
  PCs can eventually reach the temporarily abandoned lair of the 
  Reddened Eye cultists in the area. The lair is a partially collapsed 
  cave that contains three containers filled with ritual  ingredients.
  The PCs can pollute the collected ingredients by adding in their 
  retrieved ingredients into each of the containers. Once the PCs do 
  so, they’re free to depart, as their mission is a success.
  CONCLUSION
  With the ritual sabotaged, the PCs safely leave the area and return to 
  their starship. Venture-Captain Arvin relays his thanks for a mission 
  well done, and that he’s already preparing the PCs’ next mission 
  (assuming that this was not the last quest the PCs took part in). 
  MESSENGER
  BY SHAHREENA SHAHRANI
  Suspecting they’ve been uncovered, the Reddened Eye cell of 
  the Cult of the Devourer has sent its sole starship off the planet 
  of Enereth-7 to summon reinforcements. The Devourer ship, the 
  Jagged Maw, has just broken orbit of the world and is making a 
  slow burn away as its engineer finishes some necessary repairs 
  to the Drift engine. 
  Seeing the Devourer vessel break from the planet’s surface, 
  Venture-Captain Arvin hastily assembles the PCs to chase down 
  the fleeing vessel. Should the PCs fail in their mission, the 
  Reddened Eye’s vessel can enter the Drift and call other Devourer 
  forces from across the galaxy to aid in the corruption of Enereth-
  7’s divine protection from the nearby black hole!
  SUMMARY
  The PCs receive a transmission from Venture-Captain Arvin while 
  on their starship near Enereth-7. Arvin informs the PCs that a 
  starship belonging to the cultists of the Devourer has launched 
  from the planet and is breaking away from the Starfinder vessels 
  in orbit. Arvin orders the PCs to stop the Devourer cult’s starship 
  from leaving the system—otherwise, it could bring additional 
  reinforcements to try to disrupt the planet. 
  Before a combat occurs between the two vessels, the PCs have 
  the opportunity to speak with a skittermander engineer aboard the 
  Cult of the Devourer vessel and convince her to provide information 
  and possible assistance in the combat to come. Following this brief 
  communication, the enemy starship moves to attack the PCs, while 
  gravitational forces from the nearby black hole affect the area. 
  GETTING STARTED
  The PCs begin the adventure aboard a Pegasus-class starship, 
  the Loreseeker. In Subtier 1–2, the PCs crew the tier 2 starship, 
  and in Subtier 3–4, they crew the tier 4 starship. These starships’ 
  statistics appear in the Starfinder Society Roleplaying Guild Guide, 
  and their stat blocks are included for convenience in Appendix: 
  Starfinder Society Starships (see page 28).
  Unlike other adventures in this series, instead of providing 
  a prerecorded briefing, Venture-Captain Arvin contacts the PCs 
  directly from his starship on the other side of Enereth-7. 
  Read or paraphrase the following to get the adventure underway. 
  The communications array aboard the Loreseeker chirp to life. 
  The image of Venture-Captain Arvin, a middle-aged damaya 
  lashunta man, appears and begins to quickly speak. “Starfinders, 
  it appears we are not the only ones interested in this planet. 
  Another group, worshippers of the entropic Devourer, have 
  aggressively interfered with our efforts here. It seems our 
  successes haven’t gone unnoticed, as we’ve just have detected 
  the launch of a starship from Enereth-7’s surface. This is not one 
  of our ships, so it must be whatever the Devourer cultists used 
  to get here. You must intercept the ship at these coordinates.”
   As promised, data appears on the ship’s navigational array, 
  Venture-Captain Arvin continues, “The Devourer ship must not 
  escape the system to call for reinforcements. I’m surprised it 
  hasn’t already entered the Drift, but it may be in enough of a 
  state of disrepair that it’s not yet ready to exit the system. You 
  are the only ones close enough to intercept their vessel before 
  it escapes the system. Intercept and stop that ship at all costs!” 
  The PCs likely have questions about their assignment. Since they 
  can maintain communication with Arvin for a few minutes, the PCs 
  can ask the venture-captain a few questions before they’re on their 
  own. Arvin answers questions to the best of his abilities while the 
  PCs move to intercept the rival ship. Some likely questions and 
  answers are listed below. 
  Who is this rival group? “We’ve identified the group as a cell of 
  the Cult of the Devourer known as the Reddened Eye. They seek 
  to destroy the entire universe, but have started off relatively small, 
  with just wanting to plunge Enereth-7 into the nearby black hole.” 
  He scowls and adds, “Lucky us.”
  
  STARFINDER SOCIETY SCENARIO
  18
  How powerful is the rival ship? “Scans show it is a scouting 
  vessel, likely with armaments and shielding similar to your 
  vessel, but in a state of severe disrepair. It appears to be a 
  Thaumtech Unlimited design, which are normally used by the 
  undead of Eox, but I suppose the Devourer cultists enjoyed 
  the bone motif.”
  Are we supposed to destroy the enemy ship? “You 
  must stop that ship, by disabling it or destroying it if 
  necessary. The fate of an entire planet depends on you!”
  SKITTER TALK
  Once the PCs have finished conversing 
  with Venture-Captain Arvin, their ship 
  approaches the provided coordinates. 
  Aboard the Jagged Maw, the Cult 
  of 
  the 
  Devourer’s 
  press-ganged 
  engineer covertly contacts the PCs 
  using communication relays in the 
  engineering bay. This exchange 
  yields an opportunity for the PCs 
  to gain information on the opposing 
  ship, and to convince the vessel’s 
  engineer to aid the Starfinder Society.
  Read or paraphrase the following.
  Fluctuating gravitational tides from the nearby black hole 
  buffet the ship, though the effects aren’t damaging. As the 
  ship nears the coordinates provided by Venture-Captain Arvin, 
  scanners reveal another vessel in the far distance. The enemy 
  starship remains out of weapons range as the distance closes. 
  Suddenly, the Loreseeker’s computer systems indicate an 
  incoming transmission from the Devourer vessel. 
  If the PCs accept the incoming hail, read or paraphrase the 
  following.
  The head of a smiling, black-furred creature fills the screen. 
  She steps back and holds a harness stuffed with an eccentric 
  variety of engineering tools and portable scanners. With a big 
  wave of her three right hands she says, “Hiya, nufriends! Hey, 
  what are you doing out here by a big, black hole? My name is 
  Ayoka. I like to take things apart but I REALLY like to put things 
  back together. These Devourer people really like taking things 
  apart. Right now, their ship is pretty much put together, but I’m 
  just waiting for this Drift engine thingamabobber to spool back 
  up. Since I got nuthin’ to do, I suppose I’ll talk to you.”
  Ayoka (CG female skittermanderAA mechanic) acts as the 
  engineer aboard the Jagged Maw. The cultists recruited her when 
  they found the skittermander stowed away on their vessel to 
  repair a faulty module in the ship’s entrance hatch. The cultists 
  simply left Absalom Station with Ayoka aboard, and the excitable 
  skittermander has worked in the engineering bay ever since.
  The PCs can influence Ayoka to become more helpful to their 
  cause by using the Diplomacy rules found on page 139 
  of the Starfinder Core Rulebook. Ayoka begins with an 
  initial attitude of indifferent. The PCs can influence 
  her attitude up to friendly with a successful 
  DC 16 Diplomacy check (DC 18 in Subtier 
  3–4). The PCs can also draw upon 
  certain other skills or professions 
  to substitute for Diplomacy in 
  their 
  influencing 
  attempts. 
  Bluff, 
  Engineering, Piloting, or Profession 
  (dockworker or maintenance worker), 
  can be attempted instead of Diplomacy, 
  though using such skills increases the DC 
  by 3. Any request to have Ayoka help put 
  things together on the PCs’ starship earns the 
  PCs a +2 circumstance bonus to Bluff and 
  Diplomacy checks made to influence the 
  skittermander (Bluff may be necessary if 
  the PCs’ ship has nothing broken). 
  If the PCs can improve Ayoka’s attitude 
  to helpful, then they can convince her to 
  aid them or even abandon the Jagged Maw 
  altogether. Ayoka doesn’t know much about the Cult of the Devourer, 
  however, she loves being super helpful and takes a great deal of 
  pleasure in putting things back together—something the Devourer 
  worshippers provide her ample opportunities to do so. The PCs can 
  attempt up to three skill checks to convince Ayoka to assist them. 
  Ayoka provide the following information based on her attitude. 
  Indifferent: “I am the engineer on this ship; the crew calls 
  it the Jagged Maw. Last year, I took the engines apart while 
  moving through the Drift. Let me tell you, taking a ship apart 
  when the captain boss wants to go somewhere is NOT helpful!” 
  All of Ayoka’s arms gesticulate wildly with fists shaking as if she 
  is imitating someone being furious. “The crew follow the Great 
  Devourer. They all like scar tattoos.” Ayoka then motions to her 
  arm and says, “I have scar tattoos, too! But my scar tattoos all 
  grew over with fur.”
  Friendly: “The captain boss lady is a lashunta.” Ayoka wiggles 
  her fingers over her head, imitating antennae. “She likes to yell 
  a lot. Mostly she yells at me to put things together. That’s okay 
  since she always yells at me to do fun stuff! The big vesk—I 
  call him Whomper—says he wants to take every planet in the 
  universe apart. I told him he will need a bigger turret coil gun 
  than this ship has if he wants to do that.”
  Helpful: “You seem like real nice people. Do you have anything 
  on your ship that needs to be put back together? I like your 
  ship. This cult one is hard to put back together, especially since 
  I have to do it every day! These engines are Thaumtech L-Star-6 
  engines—very hard to work on.” From this information, the PCs 
  know the speed and maneuverability of the Jagged Maw.
  Development: If the PCs can improve Ayoka’s attitude to helpful, 
  she proceeds to abandon the Jagged Maw by means of an escape 
  Ayoka
  
  THE WITHERING WORLD
  19
  pod, which the PCs can safely pick up after defeating the Devourer 
  starship. If Ayoka abandons the Jagged Maw, then the Devourer 
  ship takes a –2 penalty to all Engineering and Piloting checks in the 
  subsequent starship battle against the PCs, representing the Cult of 
  the Devourer forced to use a backup engineer to sub in for Ayoka.
  If the PCs manage to worsen Ayoka’s attitude to below 
  indifferent, she proclaims that she is abandoning the Cult of the 
  Devourer ship. However, she is bluffing, and Ayoka moves to fire 
  an escape pod rigged with explosives to fire at the PCs’ ship. A PC 
  who succeeds at a DC 16 Sense Motive check (DC 18 in Subtier 
  3–4) can detect the subterfuge, which kicks off the starship 
  combat as described below. If the PC fails at the check, then 
  Ayoka fires one of the ship’s exploding escape pods at the PCs’ 
  starship prior to the starship combat below, dealing 3d4 damage 
  to a random facing, after which the starship combat below begins.
  D. THE JAGGED MAW (CR 2 OR CR 4)
  Gravitational waves buffet the ship. In the distance, a starship 
  looms, its hull appearing as if it were made of magic bone and 
  scavenged technological parts. A large turret gun atop the 
  vessel rotates to take aim.
  Realizing it cannot outrun the PCs, the Jagged Maw turns to 
  fight. The Cult of the Devourer ship begins its first round turning to 
  engage the Starfinders.
  Starship Hazard: Due to unpredictable gravitational tides, 
  starship maneuvering is difficult. After a ship completes its 
  movement, the pilot must succeed at a DC 18 Piloting check (DC 
  21 in Subtier 3–4) or be pushed off course 1d4 hexes. Roll 1d6 to 
  determine which hex direction the ship is randomly moved. If this 
  would cause a ship to move through or land in another ship’s hex, 
  then the ship moves through the opposing vessel and provokes 
  a free attack as normal, ending adjacent to the enemy ship if it 
  would land inside that hex.
  Starship Combat: The PCs begin 3 hexes from one short end 
  of the map, and the Jagged Maw begins 3d6+5 hexes away from 
  the PCs’ vessel. Randomly determine the Jagged Maw’s facing by 
  rolling 1d6; the PCs face toward the Devourer starship.
  The crew of the Jagged Maw perform only rudimentary tactics, 
  attacking with all available weapons (including the explosive 
  life pods) while the engineer divert energy to shields, science 
  officers target the PCs’ sensors, and pilots do they best to line 
  up appropriate shots while attempting evade maneuvers. The 
  Jagged Maw’s captain spends most of her time making demands 
  of her crew, and the vicious Devourer followers don’t spend any 
  time attempting to negotiate with or intimidate the PCs (with the 
  exception of Ayoka from the previous encounter).
  SUBTIER 1–2
  JAGGED MAW 
  TIER 1
  Medium explorer
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 12; TL 12
  HP 55; DT —; CT 11
  Shields basic 20 (forward 5, starboard 5, port 5, aft 5)
  Attack (Turret) coilgun (4d4; 20 hexes)
  Power Core Pulse Gray (100 PCU); Drift Engine Signal Basic; 
  Systems budget short-range sensors, mk 1 armor, mk 1 
  defenses, crew quarters (common), self-destruct system; 
  Expansion Bays cargo holds (2), escape pods, smuggler 
  compartment
  Modifiers +1 Piloting; Complement 6
  CREW
  Captain Computers +6 (1 rank), Diplomacy +6 (1 rank), 
  Engineering +6 (1 rank), gunnery +6 (1st level), Intimidate 
  +10 (1 rank), Piloting +7 (1 rank)
  Engineer Engineering +6 (1 rank)
  Gunners (2) gunnery +6 (1st level)
  Pilot Piloting +7 (1 rank)
  Science Officer Computers +6 (1 rank)
  SPECIAL 
  Exploding Life Pods (Ex) The ship has explosive-packed life 
  pods. The attack is a torpedo with speed 5 and medium 
  range (10 hexes), and it deals 3d4 damage if it hits. The ship 
  has two such pods it can fire from any facing as though 
  it were a turret weapon. An opposing science officer can 
  scan the launched escape pods with a successful DC 11 
  Computers check to better track the explosive. If the 
  opposing science officer fails this check, the gunner firing 
  the escape pod gains a +2 bonus to the gunnery check 
  to attack with this weapon. This system is not subject to 
  critical effects.
  SUBTIER 3–4
  JAGGED MAW 
  TIER 3
  Medium explorer
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 16; TL 16
  HP 55; DT —; CT 11
  Shields basic 60 (forward 15, starboard 15, port 15, aft 15)
  Attack (Forward) light particle beam (3d6; 10 hexes)
  Attack (Turret) coilgun (4d4; 20 hexes)
  Power Core Arcus Heavy (130 PCU); Drift Engine Signal 
  Basic; Systems mk 1 mononode computer, basic medium-
  range sensors, mk 3 armor, mk 3 defenses, crew quarters 
  (common), self-destruct system; Expansion Bays cargo 
  holds (2), escape pods, smuggler compartment
  Modifiers +1 to any 1 check per round, +1 Piloting, +2 
  Computers; Complement 6
  CREW
  Captain Computers +11 (3 ranks), Diplomacy +9 (3 ranks), 
  Engineering +9 (3 rank), gunnery +9 (3rd level), Intimidate 
  +13 (3 ranks), Piloting +10 (3 ranks)
  
  STARFINDER SOCIETY SCENARIO
  20
  STARFINDER FLIP-MAT: BASIC STARFIELD
  D. THE JAGGED MAW
  
  THE WITHERING WORLD
  21
  Engineer Engineering +9 (3 rank)
  Gunners (2) gunnery +9 (3rd level)
  Pilot Piloting +9 (3 ranks)
  Science Officer Computers +9 (3 ranks)
  SPECIAL 
  Exploding Life Pods (Ex) As Subtier 1–2.
  Development: The encounter ends when either the PCs manage 
  to disable the Jagged Maw, or the Devourer starship manages 
  to reduce the PCs’ starship to 0 Hull Points. If the PCs fail, then 
  the Jagged Maw activates its Drift engine and escapes. If the PCs 
  disable the vessel, then the Devourer cultists cannot escape and 
  the PCs succeed at their assigned mission.
  CONCLUSION
  If the PCs managed to stop the Jagged Maw from escaping, then 
  Venture-Captain Arvin congratulates them on a job well done. 
  In the event that the Devourer ship escapes, Arvin manages 
  to dispatch another ship to stop the cultists from altering other 
  branches of their scattered brethren, but doing so takes precious 
  resources away from further stabilizing the damage already done 
  to Enereth-7’s menhir network.
  If the Starfinders adjusted Ayoka’s attitude to helpful and the 
  skittermander left the Jagged Maw in an escape pod, then Ayoka is 
  willing to join the Starfinder Society and help out however she can! 
  RITUAL
  BY RIGBY BENDELE
  Andros Androlian (CE human mystic 4) does not think small. When 
  he first learned that Enereth-7 was stuck between a black hole 
  and a sun, he saw the promise of the Devourer. Pushing the planet 
  toward the black hole could only give power to his deity, and likely 
  himself. In a short while, Andros brought together a tight cell of the 
  Cult of the Devourer, the Reddened Eye, who remain devoted to the 
  destruction of all things in the universe. 
  Andros’s newest recruit is the quorlu Veerlin, whom Andros 
  easily swayed by exploiting Veerlin’s distrust of the Enereth-7 
  quorlu leaders. Since Veerlin’s initiation, she’s wavered between 
  committing fully to the Reddened Eye and leaving. Andros has 
  his suspicion of this and plans to cement her loyalties by pushing 
  Veerlin to commit violence in the name of the Devourer. 
  With the Reddened Eye’s preparations on Enereth-7 nearly 
  complete, the cell pushes toward its final goal: summoning a 
  harbinger of the Devourer known as an atrocite.
  SUMMARY
  The PCs arrive at a sealed cavern after receiving an urgent missive 
  about an in-progress ritual meant to summon a powerful servant of 
  the Devourer onto the planet. After unsealing the cavern, the PCs 
  find that the ritual is near completion. They must stop the ritual 
  by either by convincing the cultists to stop or by using force. With 
  the ritual interrupted, the PCs have a moment to breathe before a 
  demon takes advantage of the planar rift and attacks. After the PCs 
  defeat the demon, the immediate threat fades, leaving behind the 
  risks and rewards of contact between Enereth-7 and new worlds. 
  GETTING STARTED
  The PCs receive an urgent missive, Handout #4 (see page 27), 
  instructing them to make haste to interrupt the cult’s ritual. 
  DIPLOMACY (GATHER 
  INFORMATION) OR MYSTICISM 
  (RECALL KNOWLEDGE) 
  Before departing, the PCs have opportunity to learn more about the 
  Cult of the Devourer by attempting a Diplomacy check to gather 
  information from fellow Starfinders, or attempting a Mysticism 
  skill check to recall knowledge about the Cult of the Devourer.
  10+ The Cult of the Devourer seeks to bring about the end of 
  existence in the name of the Devourer, who is the god representing 
  all entropy in the universe. The cult is organized into secretive cells 
  with no central authority.
  15+ Blood Door cells, such as the Reddened Eye, within the 
  cult seek to kill as many living creatures as possible in order to 
  empower the Devourer. They get their name from their ritual 
  sacrifices of sentient beings, which they refer to as the Blood Door.
  20+ Atrocites are outsiders that act as profane agents of 
  the Devourer and serve as authorities within the cult. A cell on 
  Absalom Station attempted to summon an atrocite, but the ritual 
  failed. Instead, they summoned an outsider from the void of space.
  E. FRACTURE CAVE (CR 1 OR 3)
  The handout the PCs receive leads them to the cultist’s hideout, 
  nestled deep within the crust of Enereth-7. As the PCs arrive, read 
  or paraphrase the following:
  Cubic stone stairs span a chasm before opening outward into a 
  large cavern. Floating lights shine through the darkness, hinting 
  at the shadows beyond a bridge. Beyond the bridge, neon fangs 
  burn through the darkness. A group of humanoid figures stand 
  in a circle around the maw, the same light flowing from them 
  into a machine made of illuminated tubes. Fog floats from the 
  machine into the mouth above.
  The entire area is dimly illuminated by the ritual and torches. 
  The cavern is 30 feet tall, and the chasm is 10 feet deep.
  Creatures: Six cultists fuel their machine with a combination of 
  noble gases, flora and fauna from Enereth-7’s surface, and their 
  own life force. One of the six cultists is Veerlin, an adolescent 
  quorlu who recently joined the Reddened Eye. As the PCs enter 
  the cave, they see the ritual conclude and the ambient temperature 
  swiftly drops. Andros sees them and smiles with satisfaction. As a 
  taunt, he calls out, “Let the Devourer grant us destruction!” 
  At first, it seems like the ritual is complete. However, as a 
  shock rips through the cultists, it kills Andros Androlian in a 
  burst of black fire along with two of the human cultists. The 
  
  STARFINDER SOCIETY SCENARIO
  22
  E. FRACTURE CAVE
  1 SQUARE = 5 FEET
  PATHFINDER FLIP-MAT CLASSICS: DARKLANDS
  CULTISTS
  N
  PCS
  START
  HERE
  
  THE WITHERING WORLD
  23
  surviving cultists look at each other in a moment of shock before 
  they regroup, ready to protect the summoning with their lives. 
  However, the PCs have the opportunity to talk Veerlin away 
  from fighting, though doing so requires that a PC succeed at a 
  DC 20 Bluff, Diplomacy, or Intimidate check (DC 22 in Subtier 
  3–4). Succeeding at this check causes Veerlin to back away from 
  both sides and eventually escape out of the tunnel entirely, 
  abandoning the cult and playing no further part in this quest. The 
  remaining two cultists cannot be so influenced.
  SUBTIER 1–2 (CR 2)
  DEVOURER CULTISTS (2) 
  CR 1/2 
  Human mystic
  CE Medium humanoid (human)
  Init +0; Perception +4
  DEFENSE 
  HP 11 EACH RP 3 EACH
  EAC 9; KAC 10 
  Fort +0; Ref +0; Will +3 
  OFFENSE
  Speed 30 ft.
  Ranged pulsecaster pistol +2 (1d4 E)
  Mystic Spells Known (CL 1st; ranged +2)
  1st (3/day)— lesser confusion (DC 14), mind thrust (DC 14)
  0 (at will)—psychokinetic hand, telekinetic projectile
  TACTICS 
  During Combat The cultists protect what remains of the ritual, 
  using spells and ranged attacks to keep the PCs at range. In 
  Abyssal, the cultists encourage Veerlin to attack.
  Morale Desperate and devoted, the cultists fight to the death.
  STATISTICS
  Str +0; Dex +0; Con +2; Int +0; Wis +3; Cha +1
  Skills Bluff +9, Disguise +9, Intimidate +9, Mysticism +9
  Languages Abyssal, Common
  Other abilities share pain (DC 11)
  Gear second skin, pulsecaster pistol with 1 battery (20 charges)
  VEERLIN 
  CR 1/2 
  Female quorlu (Starfinder Alien Archive 2 104)
  CN Medium monstrous humanoid (quorlu)
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +12
  DEFENSE 
  HP 12
  EAC 10; KAC 11
  Fort +2; Ref +0; Will +3; +2 vs. bleed
  Defensive Abilities endothermic, lithic, stable, unflankable; 
  Immunities disease, poison; Resistances fire 5
  Weaknesses susceptible to cold
  OFFENSE
  Speed 25 ft.
  Melee mk 1 heat-amp gauntlet +4 (1d4 B & F; critical burn 1d4)
  Ranged static arc pistol +4 (1d4 E; critical arc 2)
  TACTICS
  During Combat The cold fatigues Veerlin during the first round 
  ADJUSTING FOR PREVIOUS 
  QUESTS COMPLETED
  PCs who have completed the other quests in this series 
  receive the following benefits, representing their various 
  successes up to this point. Except for “Marker,” each quest 
  grants a flat benefit if at least one PC completed that quest. 
  The benefit from completing “Marker” applies individually 
  to every PC that completed that quest.
  Contact: The PCs’ experiences with Enereth-7 quorlus 
  deepen their understanding of the reasons Veerlin joined 
  the cult. They gain a +4 circumstance bonus to all Diplomacy 
  checks made to influence Veerlin.
  Ingredient: Fog and the smell of battery acid pour 
  from the cultist’s eschaton machine due to the switch in 
  materials. The cultists all gain the sickened condition.
  Marker: A fragment of the menhir’s power activates as 
  the PCs act to protect Enereth-7. Each PC who completed 
  “Marker” receives the benefit of reflecting armor (caster 
  level 1st) once combat begins.
  Messenger: With the backup ship diverted, the cultists 
  do not have access to their best equipment. Reduce the 
  Devourer cultists’ EAC by 1 and KAC by 2. 
  of combat. She fights hesitantly and focuses on trying to 
  deal nonlethal damage. 
  Morale Uncertain of her future with the cult, Veerlin 
  surrenders if brought below 4 Hit Points or all the other 
  cultists are dead.
  STATISTICS
  Str +0; Dex +0; Con +3; Int +1; Wis +0; Cha +2
  Skills Athletics +4, Computers +4, Diplomacy +9, Physical 
  Science +9, Sense Motive +9
  Languages Abyssal, Enerethian 
  Other Abilities multiarmed (3), tunneler
  Gear mk 1 heat-amp gauntletAA2, static arc pistol with 2 
  batteries (20 charges each)
  SPECIAL ABILITIES
  Endothermic (Ex) A quorlu has resistance 5 to fire that stacks 
  with one other source of fire resistance.
  Lithic (Ex) A quorlu’s silicon-based physiology grants it 
  immunity to disease and poison, and it gains no benefit 
  from drugs, medicinals, and similar nonmagical substances. 
  It also gains a +2 racial bonus to saving throws against 
  bleed effects. A quorlu doesn’t breathe or suffer the normal 
  environmental effects of being in a vacuum.
  Stable (Ex) A quorlu gains a +4 racial bonus to AC against 
  combat maneuvers to bull rush, reposition, or trip.
  
  STARFINDER SOCIETY SCENARIO
  24
  Susceptible to Cold (Ex) When a quorlu takes cold damage, it 
  becomes fatigued for 1 round. This effect doesn’t cause a 
  fatigued quorlu to become exhausted.
  Tunneler (Ex) A quorlu can dig through soil at a rate of 5 feet 
  per minute. A quorlu can use this ability combined with 
  its internal heat to dig through stone at a rate of 1 foot per 
  minute. When it digs, a quorlu can leave a tunnel behind.
  SUBTIER 3–4 (CR 3)
  DEVOURER CULTISTS (2) 
  CR 1 
  Human mystic
  CE Medium humanoid (human)
  Init +0; Perception +4
  DEFENSE 
  HP 16 EACH RP 3 EACH
  EAC 10; KAC 11 
  Fort +1; Ref +1; Will +8 
  OFFENSE
  Speed 30 ft.
  Ranged pulsecaster pistol +4 (1d4 E)
  Mystic Spells Known (CL 1st; 
  ranged +4)
  1st (3/day)—lesser confusion 
  (DC 14), mind thrust (DC 
  14)
  0 (at will)— psychokinetic 
  hand, telekinetic projectile
  TACTICS 
  During Combat The cultists focus on 
  protecting what remains of the ritual. 
  They use spells and ranged attacks to keep 
  the PCs at range for as long as possible. In 
  Abyssal, the cultists encourage Veerlin to 
  attack.
  Morale The cultists fight to the death.
  STATISTICS
  Str +0; Dex +0; Con +2; Int +0; Wis +4; Cha +1
  Skills Bluff +10, Disguise +10, Intimidate +10, 
  Mysticism +10
  Languages Abyssal, Common
  Other abilities share pain (DC 12)
  Gear second skin, pulsecaster pistol with 1 
  battery (20 charges)
  VEERLIN 
  CR 1/2
  HP 12 (see page 23)
  TACTICS
  Use the tactics from 
  Subtier 1–2.
  Development: 
  The 
  floating 
  maw 
  ripples 
  even with the ritual 
  complete and the cultists dispersed. It should be clear to the 
  PCs that something has gone awry and a malevolent force is 
  incoming. PCs can identify the maw as a tear in the Material 
  Plane with a successful DC 12 Mysticism check. PCs whose result 
  exceed at this check by 5 or more also learns that an outsider is 
  about to come through the rift. 
  THE CONCAVION (CR 2 OR 
  CR 4)
  Even with the ritual disrupted and the cultists defeated, a sense 
  of ontological instability permeates the cavern. Two rounds after 
  the cultists are defeated, the ritual concludes. Read or paraphrase 
  the following.
  The maw shudders. It ripples outward, and a hand seems to 
  press against the fabric of reality within it. A rip echoes 
  as the jaws unhinge and break apart. Darkness swirls 
  outward, slowly taking the shape of a humanoid. A 
  red haze marks the outline of the darkness and 
  gives the creature form. The featureless creature 
  floats where the maw once was, taking in its 
  new surroundings.
  Creatures: A demon known as a 
  concavion answered the call the 
  cultists sent through the 
  nearby black hole. This 
  lesser 
  demon 
  tempts 
  mortals with the promise 
  of utter entropy, though 
  it often loses itself in its 
  own promises and becomes as 
  much a corruptor of mortals as it 
  does a being of pure destruction. Its 
  body is formed from dark matter and 
  seems to absorb light around it, as though it 
  were a humanoid black hole. 
  SUBTIER 1–2 (CR 2)
   CONCAVION, LESSER 
  CR 2 
  CE Medium outsider (demon)
  Init +0; Senses darkvision 60 ft. Perception 
  +7
  Aura gravitational pull (20 ft., DC 11)
  DEFENSE 
  HP 30
  EAC 13; KAC 15
  Fort +6; Ref +4; Will +1
  Immunities electricity, poison, radiation; 
  Resistances acid 10, cold 10, fire 10
  OFFENSE
  Speed 30 ft.; fly 30 ft. (Su, perfect) 
  Melee slam +11 (1d6+6 B)
  Concavion
  
  THE WITHERING WORLD
  25
  SCALING THE 
  CONCAVION
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Traveling through the planes is both 
  disorienting and exhausting. The demon is weakened by it 
  and loses its gravitational pull special ability. It also does 
  not use its ability to summon another demon in.
  Ranged entropic wave +8 (1d6+3 A & So; critical corrode 1d6)
  Spell-Like Abilities (CL 2nd)
  1/day–summon allies (1 lesser concavion, 35%)
  TACTICS
  During Combat The concavion is disoriented from the 
  sudden change of planes and cannot use its summon allies 
  ability for the first round of combat. It attacks wildly at 
  the most aggressive PC in melee, but otherwise tries to 
  strike multiple targets with its entropic wave attack. The 
  concavion prefers to rend foes in melee and makes full 
  attacks when possible.
  Morale The concavion fights until destroyed.
  STATISTICS
  Str +4; Dex +0; Con +2; Int +1; Wis +0; Cha +0
  Skills Athletics +12, Intimidate +7, Sense Motive +7
  Languages Abyssal; telepathy 100 ft.
  Other Abilities void adaptation, zero-gravity inured
  SPECIAL ABILITIES
  Entropic Wave (Su) As an attack, a concavion can shoot a 30-
  foot line of entropic force from its hands. Damage from this 
  attack has the force descriptor.
  Gravitational Pull (Su) The lesser concavion’s body is dense 
  enough to constantly pull creatures into its gravitational 
  field. Each creature that ends its movement within a 
  concavion’s aura must succeed at a DC 11 Fortitude save 
  or be pulled 5 feet toward the demon. Gravitational pull 
  otherwise functions as the solarian’s black hole stellar 
  revelation.
  SUBTIER 3–4 (CR 4)
   CONCAVION 
  CR 4
  CE Medium outsider (demon)
  Init +0; Senses darkvision 60 ft.; Perception +7
  Aura gravitational pull (20 ft., DC 12)
  DEFENSE 
  HP 60
  EAC 16; KAC 18
  Fort +7; Ref +5; Will +2
  Immunities electricity, poison, radiation; Resistances acid 10, 
  cold 10, fire 10
  OFFENSE
  Speed 30 ft.; fly 30 ft. (Su, perfect) 
  Melee slam +13 (1d6+9 B)
  Ranged entropic wave +10 (1d6+6 A & So; critical corrode 1d6)
  Spell-Like Abilities (CL 4th)
  1/day—summon allies (1 concavion, 35%)
  TACTICS
  Use the tactics from Subtier 1–2.
  STATISTICS
  Str +5; Dex +0; Con +3; Int +1; Wis +0; Cha +0
  Skills Athletics +15, Intimidate +10, Sense Motive +10
  Languages Abyssal; telepathy 100 ft.
  Other Abilities void adaptation, zero-gravity inured
  SPECIAL ABILITIES
  Entropic Wave (Su) As an attack, a concavion can shoot a 30-
  foot line of entropic force from its hands. Damage from this 
  attack has the force descriptor.
  Gravitational Lock (Su) The concavion can lock foes into 
  combat with it by way of incredible gravity. As a standard 
  action, the concavion can immobilize a foe (DC 13 Fortitude 
  save negates). This functions as the solarian’s gravity hold 
  stellar revelation, except the concavion can concentrate 
  to maintain its hold on a creature as a move action, and 
  damage dealt by a creature in its gravity hold does not 
  disrupt its concentration.
  Gravitational Pull (Su) The concavion’s body is dense enough 
  to constantly pull creatures into its gravitational field. Each 
  creature that ends its movement within a concavion’s aura 
  must succeed at a DC 12 Fortitude save or be pulled 5 feet 
  toward the demon. Gravitational pull otherwise functions as 
  the solarian’s black hole stellar revelation.
  Development: If Veerlin survives the ritual, the PCs can attempt 
  to convince her to permanently abandon the Cult of the Devourer. 
  By fighting against the PCs, Veerlin is hardened and callous 
  toward their arguments, requiring a DC 20 Diplomacy check to be 
  convinced to leave the Cult of the Devourer for good. The PCs can 
  attempt this check twice. After two failures, Veerlin quietly decides 
  to leave Enereth-7 and find another cell of the Devourer cult.
  CONCLUSION
  With the botched ritual and the defeat of the concavion, the Cult 
  of the Devourer cell on Enereth-7 shatters. What remains of the 
  cell flees the planet, leaving the quorlus in relative peace. When 
  the PCs report in, Venture-Captain Arvin asks the PCs about the 
  ritual and how they interrupted it. If the PCs mention the demon, 
  Arvin congratulates them on taking out the threat to the planet 
  and on defeating a formidable opponent. If the PCs convinced 
  Veerlin to abandon the cult, a group of quorlus are impressed 
  by the PCs’ actions and send an invitation for them to return to 
  Enereth-7 as favored guests.
  
  STARFINDER SOCIETY SCENARIO
  26
  HANDOUT #1: CONTACT
  HANDOUT #2: MARKER
  HANDOUT #3: INGREDIENT
  INTRODUCTION MESSAGE
  Starfinders, welcome to Enereth-7, a world that by all logic shouldn’t exist. The planet is the sole survivor of this solar system, 
  precariously balanced between the sun and a black hole. Yes, you heard that right: a black hole maintains relative orbit in sync 
  with Enereth-7, but appears to have no adverse effects on the world or the distant sun. As you might suspect, this is of extreme 
  interest to the Starfinder Society, and you’re all here as part of a task force to discover what’s happening in this system.
  MISSION BRIEFING
  We’ve detected intermittent low frequency radio emissions from Enereth-7 since our arrival, but our current orbit makes 
  these signals difficult to isolate from the background noise of nearby black hole. Plot a course into the planet’s atmosphere, 
  and locate the source of these signals. Orbital scans haven’t detected any technology on the surface, but this could lead to 
  a discovery about geological events, a distress beacon from a crashed ship, or even some clue about how this strange world 
  works. In other words, keep an open mind and be prepared for anything.
  The quorlus have granted us permission to visit some of their sacred sites: Yaraesa’s markers. Said to hold the secrets of the 
  universe, these ancient stone menhirs work in tandem to protect this planet from the nearby black hole. But something’s gone 
  wrong. The quorlus say some of the markers are “out of harmony.” Our scans show that these divergent sites are surrounded 
  by environmental and gravitational anomalies—violent storms, powerful earthquakes, and unpredictable fluctuations in gravity 
  and radiation levels. I’m transmitting you coordinates to one of these divergent sites. The nearest safe landing zone is a few 
  miles downhill. Travel to the menhir and figure out what’s wrong. Fix it if you can.
  The Devourer cultists who’ve already spread across this planet seem intent on corrupting the markers that keep the planet 
  from falling into the nearby black hole. Your next assignment is to prevent the cultists from destroying more markers with 
  their foul rituals. Based off what we’ve learned from the locals and our own reconnaissance, the easiest way to do so is to swap 
  out some of the cultists’ ritual components for extremely similar substances you can find in this jungle. We’ve identified a site 
  the Devourer cultists are using to store their ritual components. Go into the nearby jungle and retrieve some pollen from a 
  baneflower, crushed nightvine fruit, and the secretions from a tanisk. Use these to pollute the Devourer’s cache of components. 
  I’ve attached coordinates to the Devourer cultists’ cache. Be quick to complete this, as you’ll need to add these pollutants 
  before the cultists return!
  
  THE WITHERING WORLD
  27
  HANDOUT #4: RITUAL
  Our mystics monitoring Enereth-7 just reported a surge in extraplanar activity. It seems that the Cult of the Devourer is making 
  a major move: completing whatever foul ritual they’ve planned. Follow these coordinates—you’re our closest available agents. 
  You’ll likely find the highest ranked members of the Devourer cult there. Make sure you keep good records of the rite, as this 
  is a rare opportunity to learn about the Devourer worshippers. Most importantly, you need to stop whatever they are up to, 
  otherwise we list losing the entire planet!
  Be prepared, though. This isn’t an academy field trip. The Cult of the Devourer likes bloody rituals ,and I don’t want your blood 
  added to the rite.
  
  STARFINDER SOCIETY SCENARIO
  28
  APPENDIX #1: STARFINDER 
  SOCIETY STARSHIPS
  SUBTIER 1–2
  LORESEEKER 
  TIER 2
  Medium explorer
  Speed 10; Maneuverability good (turn 1); Drift 1
  AC 12; TL 12
  HP 55; DT —; CT 11
  Shields basic 40 (forward 10, port 10, starboard 10, aft 10)
  Attack (Forward) light laser cannon (2d4; 5 hexes)
  Attack (Port) light laser cannon (2d4; 5 hexes)
  Attack (Starboard) light laser cannon (2d4; 5 hexes)
  Attack (Turret) coilgun (4d4; 20 hexes)
  Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; 
  Systems mk 1 duonode computer, basic medium-range sensors, 
  mk 2 armor, crew quarters (good), mk 2 defenses; Expansion 
  Bays cargo hold, escape pods, science lab, tech workshop
  Modifiers +1 to any 2 checks, +2 Computers, +1 Piloting; 
  Complement 4–7
  SUBTIER 3–4
  LORESEEKER 
  TIER 4
  Medium explorer
  Speed 10; Maneuverability good (turn 1); Drift 1
  AC 13; TL 14
  HP 65; DT —; CT 13
  Shields light 60 (forward 20, port 15, starboard 15, aft 10)
  Attack (Forward) light particle beam (3d6; 10 hexes)
  Attack (Port) laser net (2d6; 5 hexes)
  Attack (Starboard) light laser cannon (2d4; 5 hexes)
  Attack (Turret) light particle beam (3d6; 10 hexes)
  Power Core Pulse Red (175 PCU); Drift Engine Signal Basic; 
  Systems mk 2 duonode computer, advanced medium-range 
  sensors, mk 3 armor, crew quarters (good), mk 4 defenses; 
  Expansion Bays cargo hold, escape pods, science lab, tech 
  workshop
  Modifiers +2 to any 2 checks, +4 Computers, +1 Piloting; 
  Complement 4–7
  
  THE WITHERING WORLD
  29
  JOIN OUR COMMUNITY
  Are you looking for more adventures? Check out Starfinder 
  Society Organized Play! In the organized play campaign, your 
  character exists in a common setting shared by thousands 
  of other gamers. You can take your character to any public 
  Starfinder Society event anywhere in the world. Starfinder 
  Society Organized Play includes adventures for the Starfinder 
  Roleplaying Game. Over time, campaigning in an organized 
  play environment offers a uniquely immersive experience, as 
  your diverse companions add depth to the campaign world. It’s 
  also a great way to get in touch with other local gamers, meet 
  new people, and play regularly without all the prep work and 
  scheduling of a traditional campaign.
  STARFINDER ROLEPLAYING 
  GAME
  The Starfinder Society Roleplaying Guild is a worldwide science 
  fantasy roleplaying campaign that puts you in the role of an 
  agent of the Starfinder Society, a galaxy-spanning league of 
  explorers and adventurers dedicated to discovering this history 
  and treasures of a vast galaxy. A Starfinder’s adventures explore 
  the seedy dives and political intrigues of Absalom Station 
  between thrilling starship dogfights and exploration of the most 
  interesting locales in the galaxy.
  While the Game Master and your companions might change 
  every time you play, your character advances and gains rewards 
  as normal.
  For more 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.
  PATHFINDER ROLEPLAYING 
  GAME
  The Pathfinder Society Roleplaying Guild is a worldwide fantasy 
  roleplaying campaign that puts you in the role of an agent 
  of the Pathfinder Society, a legendary league of explorers, 
  archaeologists, and adventurers dedicated to discovering and 
  chronicling the greatest wonders of an ancient world beset 
  by magic and evil. A Pathfinder’s adventures explore the dark 
  alleys and political intrigues of the city of Absalom between far-
  flung travels to the most interesting locales in the world of the 
  Pathfinder Roleplaying Game.
  For more on the Pathfinder Society Organized Play campaign 
  and how to find games in your area, check out the campaign’s home 
  page at PathfinderSociety.club.
  
  STARFINDER SOCIETY SCENARIO
  30
  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 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 #2–03: The Withering World © 2019, Paizo Inc.; Authors: 
  Rigby Bendele, Jessica Catalan, Jennifer Povey, Arc Riley, and Shahreena Shahrani
  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 #2–03: 
  The Withering World
  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
  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
  7
  Character Chronicle #
  1–2
  3–4
  —
  Special
  Special
  Special
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #2–03: The Withering World
  Variable Rewards: The credits, XP, Fame, and Reputation you earn on this Chronicle sheet are based on your level and 
  how many of the quests you complete. Until you play an adventure other than The Withering World, you can continue to 
  play the other quests and earn greater rewards—even over multiple sessions. Check off the quests you have played below.
  Before beginning a different adventure, calculate your rewards for this Chronicle sheet based on the table below. You can 
  assign the Reputation to any faction that you have a Champion boon for.
  Quests 
  Credits (1–2) 
  (OoS*) 
  (3–4) 
  XP 
  Fame & Reputation 
  Other
  1 
  144 
  218 
  292 
  1 
  1 
  2 
  288 
  436 
  584 
  1 
  1 
  Yaraesa’s Knowledge
  3 
  432 
  654 
  876 
  1 
  1 
  4 
  576 
  872 
  1,168 
  1 
  2 
  Skitter Pal
  5 
  720 
  1,090 
  1,460 
  1 
  2 
  Quorlu Admittance
  * Out of Subtier
  Quests Played
  ▫ Contact  
  ▫ Marker 
   
   
  ▫ Ingredient
  ▫ Messenger 
  ▫ Ritual 
  Quorlu Admittance (Personal Boon; Limited Use): You saved the inhabitants of Enereth-7, quorlus long separated from 
  the rest of their species. Some of these quorlus have decided to repay the Starfinder Society by joining the organization! 
  You can apply this boon in one of two ways. Select one of the following, and cross the other use off this Chronicle sheet.
  New Character: You can play a quorlu character (Starfinder Alien Archive 2 104), beginning at 1st level as normal. 
  Other than access to this additional race, all character creation rules are the same as those outlined in the Starfinder 
  Society Roleplaying Guild Guide. A copy of this Chronicle sheet must be the first Chronicle sheet for the given character. 
  (Reminder: You can rebuild your character before they reach 2nd level and apply this boon to have your new character 
  become a quorlu!)
  Existing Quorlu: You can apply this boon to an existing quorlu character in your possession that you earned from 
  another source. You can increase one ability score that is a 14 or lower by 2. Cross this boon off your Chronicle sheet, 
  but keep a copy with the character you apply this change to. A character can earn this benefit from this boon only once.
  Skitter Pal (Starship): Thanks to your efforts, the Starfinder Society managed to befriend the skittermander starship 
  engineer Ayoka and convince her to leave the Cult of the Devourer. When this boon is slotted and there are fewer than six 
  crew members on a starship, Ayoka can take on the engineer crew role on the ship. Her skill bonus in her role is equal your 
  character level + 3. Ayoka is considered to have ranks in the associated skill equal to your character level for determining 
  what actions she can take. Ayoka can perform only skill checks while acting a starship crew member aboard the ship, and 
  she cannot accompany the PCs or aid them in other ways—she’s just too dedicated to fixing the ship!
  ▫ ▫ ▫ ▫ ▫ Yaraesa’s Wisdom (Social; Limited-Use): By helping stabilize Enereth-7, you’ve earned the attention of the 
  goddess Yaraesa. When you slot this boon, you gain a +1 bonus to all skill checks made to recall knowledge. You also gain 
  a +2 insight bonus to all checks made to influence or interact with followers of Yaraesa. Finally, once per adventure when 
  you roll a skill check to recall knowledge, you can check a box that precedes this boon to reroll the result.
  Reputation
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 2/SF S02-03 - The Withering World.pdf