TEXT: YEAR OF 
  YEAR OF 
  EXPLORATION’S EDGE
  EXPLORATION’S EDGE
  BY COLE KRONEWITTER
  SCENARIO #3-20 
  LEVELS 11–14
  FLEETING TRUTH: 
  FLEETING TRUTH: 
  EVERCHANGING 
  EVERCHANGING 
  REVELATION
  REVELATION
  
  FLEETING TRUTH: 
  EVERCHANGING REVELATION
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  GM ResouRces
  Campaign Home Page: starfindersociety.club
  Books: Starfinder Core Rulebook, Starfinder Alien Archive (AA), Starfinder Alien Archive 3 (AA3), 
  and Starfinder Armory (AR)
  Maps: Flip-Mat Classics: Ancient Dungeon
  Online Resource: Starfinder Reference Document at paizo.com/sfrd
  Table of Contents
  Adventure  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �3
  Appendix 1: Level 11–12 Encounters  �  �  �  �  � 18
  Appendix 2: Level 13–14 Encounters  �  �  �  �  � 22
  Appendix 3: Game Aids �  �  �  �  �  �  �  �  �  �  �  �  � 27
  Organized Play   �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  � 30
  AUTHOR
  Cole Kronewitter
  DEVELOPMENT LEAD
  Jenny Jarzabski
  EDITING LEAD
  Addley C. Fannin and Lu Pellazar
  EDITORS
  Janica York Carter and Kieran Newton
  COVER ARTISTS
  Michele Giorgi and Sebastian Rodriguez
  CONTRIBUTING ARTISTS
  Tawny Fritz, Priscilla Kim, Mark Molnar & Pixoloid Studios, 
  and Sebastian Rodriguez
  CARTOGRAPHERS
  Jason Engle and Rob Lazzaretti
  ART DIRECTION
  Adam Vick 
  GRAPHIC DESIGN
  Tony Barnett
  ORGANIZED PLAY MANAGING DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  Robert G. McCreary
  DIRECTOR OF GAME DEVELOPMENT
  Adam Daigle
  PUBLISHER
  Erik Mona
  HOW TO PLAY
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more information 
  on scenario tags see Chapter 1 of the Guide to Organized Play: Starfinder Society.
  SUMMARY
  The PCs travel to the edge of the Pact Worlds and visit the distant planet Aucturn. There they 
  must navigate through the sprawling Citadel of the Black to reach the Repository of Restoration—a 
  hidden library containing information that could change the Pact Worlds forever—and battle a 
  group of determined Hellknights to decide the information’s ultimate fate. 
  PLAY TIME: 4–5 HOURS
  LEVELS: 11–14
  PLAYERS: 3–6
  nova
  
  3
  BY COLE KRONEWITTER
  FLEETING TRUTH: 
  EVERCHANGING REVELATION
  WHERE IN THE 
  UNIVERSE?
  AUCTURN
  The Stranger
  Diameter: Varies; Mass: ×2; Gravity: ×2
  Atmosphere: Toxic; Day: Varies; Year: 500 years
  This adventure takes place on Aucturn, the farthest Pact 
  World from the sun. The search for the data shard requires 
  a trek into the Citadel of the Black, a massive cyclopean 
  tower on the shores of a toxic undulating sea. For more 
  information on Aucturn and the Citadel of the Black, see 
  Starfinder Pact Worlds page 138.
  Almost two hundred years ago, the Starfinder Society discovered 
  a mysterious vessel in Near Space and sent a team of agents to 
  intercept it. While exploring the vessel, the agents were able 
  to collect only a small data sample before accidently tripping a 
  self-destruct mechanism in the ship. Luckily, they managed to 
  escape the doomed vessel and return with their findings to the 
  Starfinder Society.
  After analysis, the collected data revealed a shocking discovery. 
  The mysterious vessel was programmed to travel to the outer edge 
  of the Pact Worlds and seed local infospheres with a concept: a 
  branch of Singularitism that believes that all life must be converted 
  to machines in order to achieve the singularity godhead. This 
  branch calls itself the Mechanized Adherents of Apotheosis, a title 
  that those outside the group often shorten to Mechanizers.
  This revelation was laid at the feet of the First Seeker at the 
  time, a host shirren named Brezzist, who had a terrible choice to 
  make. Knowing that releasing this information could cause civil 
  unrest in an already turbulent time, the First Seeker decided to 
  destroy all records of the data that was retrieved. However, as a 
  safeguard for the future, Brezzist opted to entrust the only copy 
  of the data to the mysterious axiomite lorekeepers on the library 
  world of Athaeum.
  Believing that Brezzist had destroyed all records of the data, 
  one of the Starfinders assigned to the mission decided to preserve 
  the knowledge by splitting it into three segments and placing 
  them on three of the Pact Worlds: Aucturn, Eox, and Verces. When 
  the agent eventually retired from the Society, they arranged a 
  private meeting with Guidance and informed the intelligence of 
  the existence of these data caches. The intelligence opted to keep 
  their existence a secret, accepting the potential risk of two copies 
  existing (one on Athaeum and a second in the segmented copies).
  Roughly two years ago, a team of Starfinders was sent 
  to Athaeum to investigate the Scoured Stars (see Starfinder 
  Society Scenario #1-11: In Pursuit of the Scoured Past). While on 
  their mission, the Starfinders crossed paths with Hellknights 
  of the Order of the Pyre. These Hellknights specialized in the 
  destruction of heretical and sensational texts; post-Gap, they 
  became skilled at tracking down and destroying inflammatory 
  data. Records of the mysterious vessel had also fallen into the 
  hands of the Hellknights, who came to Athaeum and purged 
  the Starfinder data that was kept there. During this process, 
  Paralictor Kelria, the expedition’s leader, uncovered evidence that 
  there were actually three other data shards containing a copy of 
  the heretical information. 
  In the intervening two years since Paralictor Kelria’s discovery, 
  she has had little luck in tracking down the remaining data 
  segments until recently. After learning a data shard is hidden 
  somewhere among the industrial plantations on the Darkside 
  region of Verces, Kelria dispatched a team to destroy it (see 
  Starfinder Society Scenario #3-08 Fleeting Truth: The Darkside 
  Depository). Alerted to this attack, Guidance has decided to end 
  its silence and ask the Society’s most senior agents for assistance 
  with securing the three segments. The missions to recover two of 
  these segments appear in Fleeting Truth: The Darkside Depository 
  and Starfinder Society Scenario #3-14 Fleeting Truth: Hollow Lies.
  The final segment lies in perhaps the most difficult location: the 
  mysterious world of Aucturn. Two centuries ago, it was entrusted 
  to an enigmatic sect of antiquaries who maintain a portion of 
  the Citadel of the Black known as the Repository of Restoration. 
  Since then, the segment has rested within the upper spires of the 
  Citadel of the Black, hidden from outside forces. This secret won’t 
  
  STARFINDER SOCIETY SCENARIO
  4
  GUIDANCE
  FLEETING TRUTH
  Together, Fleeting Truth: The Darkside Depository, Fleeting 
  Truth: Hollow Lies, and Fleeting Truth: Everchanging 
  Revelation present the story of Starfinder agents recovering 
  three lost data segments. While it is likely that players 
  will experience this adventure last because it allows for 
  higher-level PCs, these scenarios can be played in any order, 
  and the text provided for Guidance reflects this possibility. 
  With the flexible nature of Organized Play, some players 
  at your table may experience this adventure last, while 
  others may play the series in a different order. Check with 
  your players to see who has already played the other 
  adventures and discourage players from providing spoilers 
  about the other adventures to those who intend to play 
  them in the future.
  last long, however, as Paralictor Kelria is already en route to the 
  Citadel of the Black when the PCs receive their mission.
  GETTING STARTED
  Read or paraphrase the following to get the adventure underway. 
  “Greetings, Starfinders,” the voice of Guidance intones as a 
  holographic silhouette is projected into the room. “Each of you 
  has risen far since your induction into the Starfinder Society, 
  and I have watched your progress with interest. You have 
  proven yourself against untold threats time and again. Now 
  I need your power, your skills, and—most importantly—your 
  judgment. The task I give you today is of utmost importance 
  and secrecy.”
  The silhouette suddenly morphs into the image of a host 
  shirren, then continues speaking in the same voice, “Nearly 
  two centuries ago, Starfinders under command of First Seeker 
  Brezzist, whose form you see now, uncovered data with 
  potentially dire ramifications. At the time, Brezzist made the 
  difficult choice to conceal this data, hiding only a single copy 
  on the library world of Athaeum. However, a lone Starfinder 
  disagreed with Brezzist’s decision and, unbeknownst to the 
  First Seeker, made another copy of the data, which they split 
  into three data shards. The Starfinder told only me of the 
  existence of these shards. Until now, I chose to respect 
  their decision and keep the shards secret.”
  The holographic image morphs again, this 
  time materializing to depict an intimidating 
  vesk encased within infernal powered 
  armor. Guidance continues, “Two years ago, 
  Hellknights under the command of a vesk 
  fanatic named Paralictor Kelria encountered 
  our own agents on Athaeum. It seems 
  that the Hellknight Order of the Pyre 
  somehow learned of the sensitive data 
  Brezzist hid there and sought to destroy 
  it. Although our agents stopped the 
  Hellknights before too much was 
  damaged, the Athaeum copy of 
  the data was purged, meaning 
  the three data shards are now the 
  only copies of the data in existence. 
  Worse still, Paralictor Kelria must 
  have learned of the data shards 
  while on Athaeum. Several weeks 
  ago, Hellknights of the Order of 
  the Pyre attacked a data storage 
  facility on Verces, attempting to find the 
  first data shard hidden near there.”
  “Although this data is still potentially 
  dangerous to the Pact Worlds, I deem that the 
  time to retrieve it is nigh. To do otherwise would risk losing 
  the data forever to the Order of the Pyre. I have chosen you 
  
  FLEETING TRUTH: EVERCHANGING REVELATION
  5
  for the most perilous task: recovering the data shard hidden 
  on the planet Aucturn within the Citadel of the Black. You 
  must infiltrate the citadel and locate a library within called the 
  Repository of Restoration. The group of antiquarians to whom 
  the data shard was entrusted reside within the library; they can 
  help you retrieve it.
  Guidance informs the PCs that it has arranged for transportation 
  to the Citadel of the Black and that they have 24 hours to prepare 
  before departure. Guidance can also answer the following questions 
  for the PCs. 
  How should we prepare? “As you are likely aware, Aucturn lies 
  on the very edge of Pact World space, far from Starfinder influence. 
  Though Aucturn itself is highly toxic, the Citadel of the Black has 
  atmospheric controls in place to allow for humanoid life. Still, the 
  fortress is vast beyond reckoning; it can take weeks to travel from 
  one end to the other. Navigational methods within the citadel are 
  unreliable, and magic often wavers under the eldritch influences of 
  the planet. Finally, gravity on Aucturn is double that of Absalom 
  Station, which presents difficulties as well. It would be wise to plan 
  for survival and an arduous journey. It could take days or weeks to 
  locate the Repository of Restoration. Few Starfinders have traveled 
  to the Citadel of the Black and returned alive.”
  What is the Repository of Restoration? “The Repository is 
  managed by a group of orocoran scholars. Though fearsome to 
  behold, these orocorans are less hostile than many of their peers. 
  They imbibe ichor from the planet Aucturn and collect lore based 
  on the visions that the ichor induces. Occasionally, they venture 
  forth from Aucturn to collect eccentric artifacts or data, but apart 
  from that, little else is known about their culture.” Orocorans 
  appear on page 90 of Starfinder Alien Archive.
  What information is contained on the three data shards? “Given 
  the sensitive nature of the data, I cannot tell you what is on the 
  shards yet. If you were captured, the information could potentially 
  fall into the wrong hands before the time is right. Once all three 
  data shards have been returned to the Starfinder Society’s care, 
  you will be able to see the information yourself and provide your 
  counsel on the matter.”
  PREPARING FOR HIGH GRAVITY
  Adventuring in high gravity presents many difficulties, so be 
  sure to remind players of the effects of high gravity during their 
  preparations. Rules for high gravity can be found on Starfinder 
  Core Rulebook page 402 and are also summarized below. 
  D  
  D  Characters can move only at half speed, jump half as high or far, 
  and lift or carry half as much.
  D  
  D  Thrown weapons have their ranges cut in half.
  D  
  D  Characters who remain in a high-gravity environment for more 
  than a day become fatigued and remain so until they leave the 
  planet or become accustomed to the gravity.
  Wearing an extreme gravity environmental outfit (Starfinder 
  Core Rulebook 230) provides a modicum of protection against 
  the fatiguing effects of Aucturn’s gravity. Allow PCs wearing such 
  outfits to attempt a DC 20 Fortitude save (DC 22 for Levels 13–14) 
  at the start of each day on Aucturn. On a success, they are not 
  fatigued for that day. Additionally, if a PC succeeds at a DC 29 
  Diplomacy check to gather information (DC 32 for Levels 13–14) 
  they are able to locate a pawn shop or arms dealer within Absalom 
  Station that has access to multiple earthbound anklets (Starfinder 
  Armory 121). The dealer is willing to temporarily trade these 
  anklets in exchange for holding an item of equal or greater value 
  (item level 10+). 
  A� THE STRANGE PLANET
  Once their preparations are complete, the PCs depart for Aucturn 
  aboard a starship preprogrammed with a route by Guidance. Read 
  or paraphrase the following when the PCs arrive at the planet. 
  After dropping out of Drift travel, the ominous planet Aucturn 
  looms into view. A cluster of shattered ship hulls floats around 
  the planet. The starship, navigated by Guidance’s flight 
  programming, deftly picks a path through the debris and into 
  the noxious yellow clouds of the planet’s atmosphere. Beyond 
  the fumes, a loathsome expanse of undulating sea seems to 
  slither across the surface of the planet like a slug. On the shore 
  of this vast ocean stands a massive complex of melded black 
  stone and hideous flesh, nearly a mile tall. The starship lands 
  on a bridge near the base of the tower, coming to rest before a 
  yawning archway. As the ship engines whir to a stop, all is silent 
  in this foul but placid landscape. The Citadel of the Black awaits.
  To find the Repository of Restoration, the PCs must spend 
  days or weeks navigating the labyrinthine halls of the Citadel of 
  the Black. Despite its vastness, the fortress itself is unusually still 
  and desolate. Many creatures live within its halls, but they are 
  spread thinly throughout the endless fortress, meaning the PCs 
  are unlikely to meet fellow travelers. Travel is difficult; the winding 
  hallways seem to occasionally defy physical laws, navigational 
  instruments run awry, and magical divinations often produce 
  unsettling and unhelpful advice. 
  The PCs must attempt three DC 39 Survival checks (DC 42 for 
  Levels 13–14) on their journey to the Repository of Restoration. 
  Allow players to designate a primary PC for the Survival check, 
  then go around the table and ask each other PC how they 
  contribute for each part of the journey. PCs can aid the one 
  attempting to lead the way by succeeding at a DC 34 skill check 
  with a relevant skill of their choice (DC 37 for Levels 13–14). For 
  example, a Life Science check could be used to study the biological 
  elements of the citadel to uncover new routes, or a Physical 
  Science check could allow a PC to recalibrate navigational tools 
  for more accurate readings. Spells that would normally transport 
  the PCs directly to the Repository or determine exactly where it 
  lies automatically fail, but PCs can attempt a DC 23 caster level 
  check (DC 25 for Levels 13–14) to use these spells to speed their 
  progress. Finally, PCs who purchased special items or additional 
  tools could potentially use them to aid their journey, at your 
  
  STARFINDER SOCIETY SCENARIO
  6
  A. THE STRANGE PLANET
  A. THE STRANGE PLANET
  PATHFINDER FLIP MAT CLASSICS: 
  PATHFINDER FLIP MAT CLASSICS: 
  ANCIENT DUNGEON
  ANCIENT DUNGEON
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  2
  1
  1
  
  FLEETING TRUTH: EVERCHANGING REVELATION
  7
  HIGHSTALKER
  discretion. In general, allow the PCs to be creative with how they 
  contribute to the journey and be sure to narrate how their actions 
  affect travel conditions. Each PC who successfully provides aid 
  grants a +2 bonus to the roll for the primary roller. For groups of 
  4 PCs, lower the DC of all checks in this section by 2.
  The results of each Survival check are provided below. Be sure 
  to read through all three sections and keep track of how many 
  Survival checks the PCs succeed at by 5 or more, as the PCs have 
  an opportunity to uncover clues that they’re being tracked along 
  their journey (see Third Check [The Obsidian Spires] below).
  First Check (The Lower Halls):  During the first leg of their 
  journey, the PCs travel through cavernous entry halls within the 
  lower levels of the citadel, working their way upward. In the past, 
  these halls were used for holding massive feasts or gatherings, 
  but now they stand empty. After one day of travel, a roiling storm 
  of eldritch energy approaches on the horizon and washes over 
  the Citadel of the Black. 
  If the PCs succeed at their Survival check, they locate a 
  room that is magically shielded from the ill effects of t h e 
  storm. Additionally, it takes the PCs only 4 days to 
  reach the Upper Halls.
  If the PCs fail their check, they are 
  caught in the storm unprotected. 
  Their bodies are wracked with 
  eldritch mutations, and each PC 
  must attempt a DC 19 Fortitude 
  save (DC 21 for Levels 
  13–14). On a failure, 
  they gain a random 
  affliction. Roll 1d4: 1: 
  curse of the ravenous, 2: 
  curse of the vainglorious, 
  3: demon fever, or 4: 
  bubonic plague. Information 
  about these afflictions can 
  be found on page 418 
  of the Starfinder Core 
  Rulebook. Additionally, 
  if the PCs fail their check, 
  they travel for 7 days before 
  reaching the Upper Towers.
  Second Check (The Upper 
  Towers):  During the second leg of their journey, the PCs reach 
  the Upper Towers of the citadel, which are connected by a maze of 
  bridges and walkways climbing to ever greater heights. A day into 
  the PCs’ travel through this region, Carsai the King, the mysterious 
  ruler of the Citadel of the Black, begins preaching a sermon to 
  Nyarlathotep in the Upper Towers. Though no cultists are near the 
  PCs, megaphones and arcane amplifiers echo the ululations of his 
  followers throughout the citadel in an overwhelming cacophony.
  If the PCs succeed at their Survival check, they find a stairwell to 
  a secluded tower that is safe from the sinister sermon. Additionally, 
  it takes the PCs only 4 days to reach the Obsidian Spires.
  If the PCs fail their check, they are unable to escape before 
  the climax of Carsai’s speech, which unleashes a wave of 
  mind-numbing energy through the Upper Towers. Each PC must 
  succeed at a DC 19 Will save (DC 21 for Levels 13–14) or take 1d4 
  Wisdom drain. This is an auditory and magical effect, so PCs who 
  take steps to block out the sounds of the sermon receive a +2 
  circumstance bonus to their saving throw. Additionally, the PCs 
  travel for 7 days before reaching the Obsidian Spires. 
  Third Check (The Obsidian Spires): During the third leg of 
  their journey, the PCs reach a series of obsidian stone spires that 
  hang over the lower halls of the citadel, connected by bridges of 
  fibrous membranes and fleshy growths. 
  If the PCs succeed at their Survival check to navigate the 
  spire, they travel for 4 days before reaching the Repository 
  of Restoration; if they fail their check, this trip instead takes 
  7 days. 
  The results on all of the PCs’ Survival checks in the citadel 
  determine how prepared they are for encounter A1 (page 8).
  
  STARFINDER SOCIETY SCENARIO
  8
  Zero Successes by 5+: The PCs don’t notice signs of the void troll 
  in advance, but they may still be able to avoid being ambushed. If 
  the PCs succeed at their third Survival check, the void troll fails 
  its ambush and neither party begins the encounter surprised. If 
  the PCs fail their third Survival check, the void troll successfully 
  ambushes the PCs, who are surprised. 
  One Success by 5+: The PCs double back on their trail at some 
  point and uncover enormous footprints following their path—
  evidence that a void troll is stalking them. If they succeeded at 
  their third Survival check, they surprise the void troll instead. If 
  they failed their third Survival check, neither party begins the 
  encounter surprised.
  Two Successes by 5+: The PCs can lead the void troll to an 
  advantageous position for an ambush. If they succeeded at their 
  third Survival check, they surprise the void troll and also have 
  one round before combat begins to prepare. If they failed their 
  third Survival check, they surprise the void troll but don’t have 
  additional time to prepare.
  Three Successes by 5+: The PCs are able to prepare the ambush 
  location before combat begins. They surprise the void troll and 
  have two rounds to prepare.
  A1. AMBUSH IN THE CITADEL (CR 13 OR CR 15)
  While all acknowledge Carsai as King, the Citadel of the Black is 
  largely a lawless place where the strong prey upon the weak. The 
  closest thing the citadel has to a police force are the Highstalkers, 
  who are a band of enforcers and serial killers sanctioned by Carsai. 
  Use the map on page 6 for this encounter.
  Creatures: Shortly after their arrival at the citadel, a void troll 
  Highstalker (or two Highstalkers for Levels 13–14) picked up on 
  the movements of the PCs. More cunning than a typical troll, this 
  Highstalker has marked the PCs as outsiders and potentially easy 
  prey. After letting the PCs wear themselves out marching through 
  the citadel, the void troll eventually decides to set up an ambush 
  and kill the PCs. 
  Originally brought to Aucturn by the Dominion of Black as test 
  subjects, the void trolls of the citadel are now loyal to Carsai the 
  King. Though their bodies are weakened with mutated growths 
  from the eldritch energies of the planet, as Highstalkers of Carsai, 
  the void trolls are also gifted with profane knowledge and cunning 
  instincts. The trolls are unaffected by the high gravity. 
  If the troll successfully ambushes the PCs, place the troll in one 
  of the areas marked 1 (both areas for Levels 13–14) and start the 
  PCs in the area marked 2. If the PCs successfully ambush the troll, 
  place the troll in the area marked 2 and allow the PCs to choose 
  their own ambush locations.
  Setting Traps: Based upon the results of the PCs’ Survival 
  checks, they may have time to prepare before combat. One of the 
  ways they can use this time is by setting traps. Setting a functional 
  trap requires PCs to succeed at a DC 32 Engineering or Survival 
  check (DC 35 for Levels 13–14). The PCs creating the trap can select 
  one of the following effects: entangled, blinded, or staggered. Each 
  trap occupies a 10-foot square. If the troll moves through the trap 
  and fails a DC 20 Reflex save, it gains that condition for 1d4 rounds. 
  Setting such a trap takes one PC a full round. 
  LEVELS 11–12 (CR 13)
  HIGHSTALKER  
  CR 13
  Page 18, art on page 27
  LEVELS 13–14 (CR 15)
  HIGHSTALKERS (2) 
  CR 13
  Page 22, art on page 27
  Treasure: The troll wears a fungus badge encrusted with gems, 
  marking it as a Highstalker of the Citadel. The badge is valuable to 
  collectors, and one of the gems can be pried off to function as a 
  silver lemniscate aeon stone (Starfinder Armory 110). 
  B� THE REPOSITORY 
  OF RESTORATION
  After defeating the Highstalker, the PCs find their way to the 
  Repository of Restoration at last. Read or paraphrase the following. 
  A treacherous bridge pierces the air, leading to a lofty spire 
  jutting from the side of the Citadel of the Black. Another bridge 
  at the top of the spire connects it to the larger citadel, anchoring 
  it in place over a yawning chasm. Several hundred feet below 
  the spire, the spiked rooftops of lower levels of the citadel are 
  visible. Scorch marks and charred corpses litter the bridge 
  leading to the tower. A massive translucent vein pulsing with 
  black ichor clings to the bridge and disappears into the second 
  floor of the building. 
  The tower itself stands roughly one hundred feet tall, and a 
  winding staircase twists around the outside the structure. The 
  building is composed of ancient black stonework dotted with 
  organic throbbing pustules. The top floor of the spire is entirely 
  buried beneath a pulsating bubble of organic tissue that writhes 
  and twists as if experiencing painful contortions. The dulled 
  sounds of explosions echo from deep within the flesh bubble 
  and cause the entire bridge to shudder.
  A lone figure stands in the center of the bridge, wearing a 
  hooded robe of deep crimson. Two pairs of eyes peer out from 
  underneath the hood above a gaping mouth and pronged 
  proboscis. A telepathic voice emanates from the creature: 
  “Welcome, travelers.”
  Just before the PCs’ arrival at the citadel, Paralictor Kelria 
  and her contingent of Hellknight followers finally located the 
  Repository of Restoration and began burning their way to the top 
  of the tower. The charred corpses littering the bridge are deceased 
  orocoran (Starfinder Alien Archive 90) scholars who died defending 
  the spire. The figure in the center of the bridge is Dridapex (NE 
  orocoran), who was away from the repository during the attack. 
  
  FLEETING TRUTH: EVERCHANGING REVELATION
  9
  B. THE REPOSITORY OF RESTORATION
  B. THE REPOSITORY OF RESTORATION
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  B1
  B1
  B2
  B2
  B3
  B3
  B4
  B4
  B6
  B6
  B7
  B7
  B8
  B8
  B5
  B5
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  Recognizing that the Starfinders are enemies of the Order of the 
  Pyre, Dridapex does their best to gain the PCs’ aid, answering 
  questions as follows.
  Who are you? “My name is Dridapex. I am a scholar of this place 
  and one with the Repository of Restoration.”
  What happened here? “A group of Hellknights from the Order 
  of the Pyre has attacked the Repository. I was not here when the 
  attack occurred, but I can guess that their motive is to destroy the 
  data that we store here. Their fanaticism knows no bounds.”
  Where are the Hellknights now? “They have burned their way 
  to the top of the tower, where our most sacred data vats lie. They 
  are now trapped beneath the flesh shield of the tower that you 
  see above. The repository is a living organism responding to an 
  infection. You won’t be able to reach the Hellknights while the 
  shield is active.”
  What is the Repository of Restoration?/What do you mean 
  by “data vats?” “The other scholars and I live in a holy symbiotic 
  relationship with the tower and labor for its restoration. The tower 
  was once a sentient creature, you see, before it fell into ruin. A 
  vein of blessed ichor still runs across this bridge and into the 
  tower, however, and we use this ichor to restore the tower to its 
  former glory. By drinking the ichor, we receive visions of relics, 
  information, and corpses that are sacred to the tower. Whenever 
  an Ichor Lord on Aucturn perishes, we send an emissary to bargain 
  for and retrieve the Ichor Lord’s corpse, and then bring it here to 
  merge with the tower. Over time, merging these artifacts, 
  information, and corpses into the tower gradually restores 
  its collective wisdom. With each piece of acquired lore, the 
  power of the repository grows.”
  What is an Ichor Lord? “Ichor Lords are the most 
  powerful of orocorans, ruling fortresses across the 
  surface of the planet. They receive dreams and guidance 
  from the mind of Aucturn itself.”
  What do you need us to do? “The Hellknights’ attack has 
  triggered the tower’s defenses. My scholarly companions have 
  been slain or become insensible with battle fury. The tower is now 
  an inhospitable place to outsiders. The Hellknights are trapped at 
  the top of the tower beneath a wall of impenetrable flesh, but I 
  believe if we can quiet the defenses of the tower, we can cause the 
  flesh wall to subside. Then you can defeat the Hellknight invaders.”
  After explaining the situation, Dridapex offers to accompany 
  them through the tower. In exchange, they ask that the PCs quell 
  the tower’s defenses and expel the Hellknights. If necessary, 
  use statistics for an Ichor Lord (Starfinder Alien Archive 90) for 
  Dridapex, although they do their best to avoid combat at all costs. 
  Although Dridapex attempts to be a helpful ally, they are 
  still a bizarre and alien creature relative to the PCs. Orocorans 
  are addicted to the ichor of Aucturn, and Dridapex is obsessed 
  with genetic materials. As the PCs explore the tower, Dridapex 
  frequently stops to use their proboscis to slurp ichor or “sample” 
  the fluids of slain foes or the blood of injured PCs. They become 
  irritable if the PCs attempt to prevent them from doing so. Apart 
  from this unsettling behavior, Dridapex has little experience with 
  non-orocorans and frequently asks the PCs questions about their 
  culture and biology. Dridapex has a fatalistic worldview and 
  believes that all things that come to pass were foretold long ago. 
  A RACE AGAINST TIME
  The longer it takes for the PCs to confront the Hellknights, 
  the more time the fanatical Order of the Pyre has to destroy 
  precious data. As long as the PCs move through the tower at a 
  brisk pace, they have time to explore every room, defeat every 
  DRIDAPEX
  
  FLEETING TRUTH: EVERCHANGING REVELATION
  11
  11
  challenge, and still save some data from the Hellknights’ clutches. 
  However, if they stop for a meaningful break (such as a 10-minute 
  rest to recover Stamina), the Hellknights use this extra time to 
  incinerate every trace of data in area B8, causing the PCs to fail 
  their secondary objective. To keep tension high, every time the 
  PCs pause to discuss options, narrate how the tower occasionally 
  trembles and shudders under the explosions triggered by the 
  Hellknights. If PCs consider stopping for a 10-minute rest, be sure 
  to make the consequences of this choice clear to them.
  B1. HALL OF REST (CR 15 OR CR 17)
  A simple archway leads into a hexagonal room at the base of 
  the tower. The stone walls of the room glisten with an obsidian 
  sheen, and huge tumors of pulsating flesh cover large sections 
  of the walls. A stone bier stands in the center of the room with 
  a robed corpse resting atop it. A waterfall of ichor flows from a 
  diamond-shaped hole in the ceiling, surrounding the bier with a 
  curtain of black liquid. At the far end of the room, another archway 
  leads to stairs that ascend around the outside of the tower. 
  Dridapex explains that the antiquarians of the repository use 
  this room to prepare deceased Ichor Lords for assimilation into 
  the tower. Their bodies are laid to rest on the stone bier and then 
  treated with chemical mixtures to ready their flesh. Use the map 
  on page 9 for this encounter.
  Hazard: The diamond-shaped waterfall of ichor presents a 
  hazard to creatures that pass through it. The ichor of Aucturn is 
  highly toxic, inducing hallucinogenic visions and torpor. Creatures 
  that touch the ichor must succeed a DC 19 Will saving throw (DC 
  21 for Levels 13–14) or become confused for 1 round (as per the 
  spell confusion). 
  Creatures: During her rise to power within the Order of the 
  Pyre, Paralictor Kelria enlisted the aid of two gelugon devils 
  named Rime and Thaw. For years, she has relied on their 
  calculating minds for strategic advice both in combat maneuvers 
  and political matters. In exchange for their service, Kelria 
  sacrificed her only two siblings from her egg clutch to the devils. 
  She views this as the greatest sacrifice of her life, but believes 
  the cost was worth the results. Her siblings were corrupted by 
  heretical thoughts and, since their deaths, Kelria has destroyed 
  countless heretical texts. 
  Knowing that a trip to Aucturn would be the most deadly 
  mission of her career, Kelria has conjured her gelugon allies from 
  Hell to aid her in this mission. She left them behind in this room 
  to protect the beachhead of her assault. When the PCs arrive, 
  Rime and Thaw are examining the organic tumors on the walls of 
  the room, looking for a way to free Kelria from the flesh bubble 
  at the top of the tower. Within the chest of each gelugon is the 
  still-beating heart of Kelria’s two vesk siblings. For Levels 13–14, 
  Rime and Thaw are accompanied by two additional gelugons. 
  During combat, the gelugons take turns shooting blasts from 
  their coolant sprayers to encase enemies in ice, while the other 
  gelugons use their flight abilities to engage isolated PCs in melee. 
  As non-natives of Aucturn, the gelugons are subject to the 
  limitations of high gravity.
  LEVELS 11–12 (CR 15)
  RIME AND THAW (2) 
  CR 15
  Page 19, art on page 27
  LEVELS 13–14 (CR 17)
  GELUGONS (4) 
  CR 17
  Page 23
  Treasure: The deceased Ichor Lord in the center of the room 
  still wears the regalia of a king, composed of rich fabrics and 
  ornamented with polished bone. This outfit functions as a mantle 
  of willpower (Starfinder Armory 114). 
  Development: When the gelugons are defeated, their bodies 
  vanish, returning to Hell. Rime and Thaw each leave behind the 
  still-beating hearts of Kelria’s siblings. After meditating over the 
  hearts for a moment, Dridapex is able to relive the sinister history 
  of each heart and informs the PCs how they came to be placed into 
  the gelugon devils. Shreds of soul matter cling to these hearts for 
  another 24 hours, allowing them to continue beating. Kelria is still 
  stung by the reminder of her past betrayal, and PCs that present 
  one of these hearts to her during the final battle in area B8 receive 
  a +4 circumstance bonus to Intimidate checks against her. 
  B2. HALL OF ICHOR EVERFLOWING (CR 13 
  OR CR 15)
  Stairs wind their way around the outside of the tower and 
  enter this room through a double archway. A diamond-shaped 
  THE SECRET OF DRIDAPEX
  Unknown to the PCs, each orocoran within the Repository 
  of Restoration also serves as a data storage device. The 
  scholars use the data vats in area B6 to render down 
  information into genetic material, which they merge with 
  their own bodies. Dridapex secretly contains the genetic 
  code for the third data shard the PCs were sent to reclaim, 
  although they do not reveal this information to the PCs yet.
  If Dridapex is somehow slain during the adventure, 
  the PCs can still use Dridapex’s corpse to acquire the 
  information they seek. Failing that, even a small sample of 
  Dridapex’s blood gathered from the floor is sufficient.
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  RIME
  pool of ichor fills much of this room. A massive vein of flesh 
  pierces through the northwest wall of the room and leads into 
  the pool, pumping it with a steady supply of black ichor. In the 
  center of the ichor pool, a large hole in the floor slowly drains 
  ichor from the pool, creating a waterfall to the floor below. 
  The ceiling of this room is covered in masses of fleshy tendrils, 
  which writhe and twist continuously around four tumorous 
  nerve clusters embedded in the corners of the ceiling twenty 
  feet above. 
  The orocoran scholars of the Repository of Restoration use 
  the tendrils of this room to imbibe massive amounts of ichor 
  and receive hallucinatory visions. These visions are the guiding 
  influence of the repository, telling the scholars which bits of lore to 
  collect or which Ichor Lord corpses to retrieve next. Under normal 
  circumstances, several orocorans would be lounging throughout 
  this room with ichor tendrils attached to their skulls, supplying a 
  steady trickle of ichor. As a scholar, Dridapex knows the function 
  of this room and warns the PCs that the tendrils are alive and, in 
  their agitated state, will likely attack creatures that enter. 
  The large hole in the center of the ichor pool leads down to area 
  B1 below. Use the map on page 9 for this encounter.
  Hazard: Creatures that fall into or touch the ichor from the 
  pool must succeed at a DC 19 Will saving throw (DC 21 for Levels 
  13–14) or become confused for 1 round (as per 
  the spell confusion). 
  Trap: The tendrils on the ceiling of the room are 
  actually connected to the ichor pool. The Hellknights’ attack 
  has caused the tower to run amok, however, so now the tendrils 
  reflexively attack all creatures that enter the room. 
  When the PCs enter the room, one tendril descends from the 
  ceiling and attempts to attach to a random PC. If successful, 
  it attempts to dominate the PC, pumping them full of ichor 
  and directing them to attack their allies. The tendril can 
  be detached with a successful Medicine check or severed 
  by dealing enough damage to the tendril (see below). 
  This is only a temporary solution, however, as a new tendril 
  descends from the ceiling once the old one is destroyed. To 
  permanently disable the trap, the PCs must deactivate the four 
  nerve clusters that are on the ceiling of the room. Each cluster 
  can be deactivated with a successful Life Science check or by 
  dealing enough damage to it. In addition to these actions, a PC 
  who succeeds at a Medicine check neutralizes all doses of ichor 
  currently affecting a target. 
  For Levels 11–12, the ichor tendril and nerve clusters each have 
  EAC 26, KAC 30, and 56 Hit Points. For Levels 13–14, the ichor 
  tendril and nerve clusters each have EAC 28, KAC 32, and 69 
  Hit Points. 
  LEVELS 11–12 (CR 13)
  ICHOR TENDRIL 
  CR 13
  Type magical; Perception DC 39; Disable Life 
  Science DC 34 (hibernate a nerve cluster), 
  Medicine DC 39 (detach tendril from target), or 
  Medicine DC 34 (neutralize all ichor doses in a target)
  Trigger location; Init +20; Duration 20 rounds; Reset 
  immediate 
  Effect tendril spike +28 (attach plus dominate 
  person and 1 ichor dose); Will DC 21 negates 
  
  FLEETING TRUTH: EVERCHANGING REVELATION
  13
  13
  dominate person effect; if the ichor tendril begins its turn 
  attached to a target, it injects 1d4 ichor doses into the 
  target; when the ichor tendril is severed or detached from 
  the target, the target must succeed at a DC 21 Will save at 
  the start of their turn or be subjected to a confusion effect 
  for that round (the confusion lasts for a number of rounds 
  equal to the number of ichor doses in the target).
  LEVELS 13–14 (CR 15)
  ICHOR TENDRIL 
  CR 15
  Type magical; Perception DC 42; Disable Life Science DC 37 
  (hibernate a nerve cluster), Medicine DC 42 (detach tendril 
  from target), or Medicine DC 37 (neutralize all ichor doses in 
  a target)
  Trigger location; Init +22; Duration 20 rounds; Reset immediate 
  Effect tendril spike +30 (attach plus dominate person and 1 
  ichor dose); Will DC 23 negates dominate person effect; 
  if the ichor tendril begins its turn attached to a target, 
  it injects 1d4 ichor doses into the target; when the ichor 
  tendril is severed or detached from the target, the target 
  must succeed at a DC 23 Will save at the start of their 
  turn or be subject to a confusion effect for that round (the 
  confusion lasts for a number of rounds equal to the number 
  of ichor doses in the target).
  B3. THE WINDING STAIR (CR 15 OR CR 17)
  The passage below describes the staircase traversing the next 
  level of the tower. To avoid giving away that an encounter is 
  about to take place, consider not reading this description until 
  after the fight has started, or if the PCs explicitly investigate 
  their surroundings. 
  A narrow staircase of rough-hewn stones circles the outside of 
  the tower, leading to the floor above. On the walls above the 
  staircase, the upper half of the tower is covered with a field 
  of suppurating flesh and tumors that grow on the stone with 
  unwholesome tenacity. Over the edge of the staircase, the 
  spiked spires of another section of the Citadel of the Black glint 
  dimly several hundred feet below. There is no railing. 
  When the Hellknights burned their way through the tower, 
  they were initially attacked by hordes of orocoran scholars but 
  eventually drove them off. The surviving orocorans retreated 
  onto the exterior wall on the south side of the tower. This is 
  where they currently recuperate, hidden amongst the tumorous 
  masses and fleshy growths. 
  Hazard: The Repository of Restoration juts out from the 
  side of the Citadel of the Black, thousands of feet in the air. 
  This makes the staircase exceptionally dangerous. PCs who 
  begin their turn prone during combat must succeed at a DC 21 
  Reflex saving throw or be jostled off the staircase by the crush 
  of battle, falling 100 feet to a ledge below (and taking 10d6 
  bludgeoning damage). PCs who strike this ledge can attempt 
  another DC 21 Reflex saving throw to arrest their fall. If they 
  fail, they fall an additional 100 feet onto the spiked rooftops 
  of the citadel far below (taking an additional 15d6 bludgeoning 
  and piercing damage). 
  The staircase is approximately 5 feet wide, so PCs must navigate 
  up the stairs in single file.
  Creatures: As the PCs climb the stairs between the second 
  and third floors of the tower, an orocoran horde (or two hordes 
  for Levels 13–14) nests approximately 30 feet above them on 
  the outer wall of the tower. If the PCs announce that they are 
  searching for enemies, allow them to attempt a DC 36 Perception 
  check (DC 39 for Levels 13–14). On a success, they spot the horde 
  from the bottom of the staircase and can potentially avoid the 
  ambush. In this case, the orocorans still descend from their 
  nest to attack, but do so either in area B2 or on the third floor 
  of the tower. Alternatively, if the PCs are navigating the tower 
  normally, the horde waits until they are halfway up the stairs to 
  the third floor before suddenly attacking. Each PC must succeed 
  at a DC 36 Perception check (DC 39 for Levels 13–14) or begin 
  combat surprised.
  The orocoran horde is able to cling to walls of the tower, 
  meaning they can navigate vertically down the walls to the 
  staircase. If possible, the horde spreads out into a line to attack 
  every PC on the stairs at once. The orocorans are insensible with 
  pain and rage, and can’t be reasoned with.
  LEVELS 11–12 (CR 15)
  OROCORAN HORDE 
  CR 15
  Page 20
  LEVELS 13–14 (CR 17)
  OROCORAN HORDES (2) 
  CR 17
  Page 24
  TREASURES OF THE REPOSITORY
  The antiquarians of the repository store rare and unusual bits of 
  treasure on the third floor of their tower in areas B4, B5, and B6. 
  If the PCs explore these regions, Dridapex is happy to provide a 
  simple explanation of each room and what it contains. Believing 
  the will of the repository to be supreme, Dridapex gives the PCs 
  leave to recover what treasures they wish, reasoning that if the 
  tower allows them to take something, it has deemed them worthy 
  of doing so.
  B4. THE FALLEN DRAGON
  A silvery draconic corpse lies curled in a heap. Thick tendrils of 
  flesh and sinew bind the corpse the floor of the room, growing 
  over the top of the dragon like mold. Alternating waves of heat 
  and cold radiate from the dragon. 
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  Centuries ago, a siccatite starmetal dragon (Alien Archive 3 22) 
  crashed to the surface of Aucturn and perished. The antiquarians 
  of the repository received visions of this calamity and retrieved 
  the corpse of the rare beast. They incorporated its body into their 
  tower, adding its wisdom to the repository. Although deceased, 
  the dragon still retains a spark of its memory.
  Treasure: A PC can commune with the residual memory of 
  the dragon by touching the corpse and meditating for a round. 
  The fickle dragon once possessed great power and purpose, 
  which it hopes to pass on to a new bearer. PCs that commune 
  with it can attempt a DC 34 Bluff, Diplomacy, or Intimidate 
  check (DC 37 for Levels 13–14), to convince the dragon of their 
  worthiness. On a success, tendrils shoot from the dragon into 
  the PC and impart them with a fraction of the dragon’s power, 
  which functions identically to a mk 2 personal upgrade (or mk 3 
  personal upgrade for Levels 13–14). The dragon can give this gift 
  to each PC only once. 
  B5. THE GIBBERING PILLAR
  Thousands of gaping mouths line the walls of this room, filling 
  it with gibbering voices and a susurrus of murmurs. Snake-
  like worms covered with arcane sigils crawl in and out of the 
  mouths continuously.
  The orocorans have rendered down enormous amounts of data 
  and infused it into this statue, which is covered with constantly 
  murmuring mouths. 
  Dridapex explains that the worms are called knowledge 
  worms, and their purpose is to organize the data. 
  Treasure: The PCs can coax a knowledge worm into their 
  service by deciphering a portion of the complex knowledge that 
  suffuses the room. This can be accomplished with a successful DC 
  34 Culture or Mysticism check (DC 37 for Levels 13–14) to analyze 
  the multitude of occult whispers. If successful, a knowledge worm 
  crawls from the walls and forms itself into a circlet for the PC, which 
  functions like a mk 3 mindlink circlet (Starfinder Core Rulebook 
  227). Once one worm is coaxed down, the others all burrow into 
  temporary hibernation. Catching the worms by hand does nothing. 
  B6. THE ASSIMILATION CHAMBER
  This pillar is covered with organic growths that shimmer and 
  jolt with sparks of energy. In the center of the structure, an 
  ornate and ancient greatsword is embedded within a massive 
  boulder of flesh, which seems to quiver with a ponderous 
  alien heartbeat.
  The scholars of the repository use this structure to break down 
  powerful artifacts and render them into magical components that 
  function similarly to weapon fusions.
  Treasure: Centuries ago, the scholars’ visions led them to 
  recover a powerful holy sword crafted by ancient civilizations 
  of lost Golarion. They embedded the blade into this room, but 
  its holy nature proved resistant to the corroding assimilation 
  of the repository. Instead, it has languished for years, unable to 
  be destroyed. PCs can attempt to draw the blade free from the 
  mound of flesh with a DC 34 Athletics check (DC 37 for Levels 
  13–14). Lawful good PCs receive a +4 circumstance bonus to this 
  check. On a success, they recover the blade, which is the corroded 
  vengeance (see sidebar). On a failure, the blade is reflexively drawn 
  deeper into the floor of the tower, increasing the DC by 2 for the 
  next attempt. After three failures, the blade is drawn into the floor 
  completely and lost. As the blade disappears, however, the wound 
  oozes forth a wounding fusion seal (Starfinder Core Rulebook 195). 
  B7. THE HALL OF SLUMBERING KINGS
  Organic tissues and membranes coat the surfaces of this room. 
  Hundreds of embedded alien corpses form grotesque walls, 
  their arms crossed in funerary poses. Each wears ornate robes, 
  CORRODED VENGEANCE
  This ancient greatsword was once a blade sacred to 
  champions of Sarenrae, forged on lost Golarion millennia 
  ago. Its long confinement within the Repository of 
  Restoration has corroded its potent holy powers, leaving 
  the blade pitted and cracked. When wielded by a lawful 
  good creature, the blade deals an additional 1d10 S & P 
  damage and, once per day as a swift action, the wielder can 
  gain Spell Resistance 19 for 10 rounds. 
  CORRODED VENGEANCE
  The corroded vengeance is a unique 14th-level uncategorized 
  two-handed advanced melee weapon that deals 5d10 S & 
  P damage and has the dispelling and holy weapon fusions. 
  It has the analog weapon trait and 1 bulk, and is worth 
  71,500 credits. 
  SCALING ENCOUNTER B7
  Make the following adjustments to accommodate a group 
  of four PCs.
  Reduce the Fortitude save DC, KAC, and caster level DC 
  by 1. Reduce the skill check DCs by 2.
  
  FLEETING TRUTH: EVERCHANGING REVELATION
  15
  15
  once rich and regal, but now tattered and soiled with age. A 
  malevolent energy hangs in the still air, as if a predator waits to 
  pounce just out of sight. 
  In this room, the scholars of the repository 
  assimilate their collected corpses into the tower, 
  adding to its power. Hundreds 
  of orocoran Ichor Lords are 
  embedded in the walls of this 
  room, filling the area with latent 
  psychic energy. After reaching 
  this area, Dridapex explains that 
  the might of these slumbering 
  kings must be challenged to 
  quell the ire of the tower. 
  Hazard: When the PCs enter 
  this area, ghostly apparitions of 
  the slain Ichor Lords claw free 
  from the walls and test the will 
  of any interlopers. The kings 
  march inexorably toward their foes, filling 
  the room with waves of psychic energy 
  and draining away creatures’ vitality. Each 
  round at the end of their turn, all creatures 
  inside the room must succeed at a DC 
  19 Fortitude save (DC 21 for Levels 13–14) or become fatigued. 
  Creatures already fatigued instead become exhausted; creatures 
  that are exhausted instead fall unconscious until removed from 
  the room or cured with a restoration spell or similar effect. Each 
  round, a PC in the room can attempt to test the will of the kings by 
  performing a feat of strength, as follows.
  D  
  D  PCs can cross blades with a king, parrying their ghostly 
  attacks and standing resolute. This requires the PC to make a 
  successful melee attack roll against a KAC of 30 (KAC 32 for 
  Levels 13–14).
  D  
  D  PCs can rebut the psychic energy of the kings with a successful 
  DC 25 Caster Level check (DC 27 for Levels 13–14). PCs can 
  expend one spell slot to receive a bonus to this check equal to 
  the spell level of the slot expended.
  D  
  D  PCs can dishearten the kings by performing a speech or feat 
  of strength with a successful DC 34 Athletics, Diplomacy, or 
  Intimidate check (DC 37 for Levels 13–14).
  D  
  D  At your discretion, creative PCs can use another skill or 
  class ability to demonstrate their prowess, using the DCs 
  provided above.
  Each PC can attempt a total of three checks to impress the kings; 
  to successfully return them to their slumber, each PC must earn at 
  least one success. Keep track of the total number of successes that 
  the PCs collectively earn. When the last PC succeeds at a check 
  or attack, if the total number of successes is equal to double the 
  number of PCs (for instance, a group of four PCs accrues eight 
  successes), the PCs impress the kings enough to rouse them from 
  slumber, gaining their aid in the final battle. 
  Development: When the PCs are finished attempting to 
  impress the kings, the ghostly apparitions fade. A gust 
  of wind rushes through the tower, and the flesh bubble 
  at its pinnacle recedes, clearing the way to the top 
  of the tower. If the PCs accrued enough additional 
  successes, nearly a dozen corpses are roused from 
  their slumber. The Ichor Lords tear themselves 
  free from the wall and march up 
  the stairs to aid the PCs against 
  Kelria, as described in area B8. 
  B8. CONFRONTING 
  KELRIA (CR 16 OR 
  CR 18)
  If the PCs reach this area 
  without clearing the other 
  threats first, they’re confronted 
  at the top of the tower by a 
  thick wall of flesh, created 
  by the repository to trap the 
  Hellknights within and prevent them 
  from damaging the complex further. 
  This toughened shell is as durable 
  as a starship bulkhead (break DC 55, 
  Hardness 35, 2,400 Hit Points). Dridapex 
  advises the PCs against attempting to break through it. If the 
  PCs use magic or some other creative means to transport 
  themselves directly to the other side, run the encounter with 
  the Hellknights as normal. In this event, after defeating the 
  Hellknights, the flesh bubble recedes; Dridapex requests that 
  the PCs clear out the rest of the invaders and hazards in the 
  tower before handing over the data they require. Otherwise, 
  the flesh bubble recedes when the PCs have overcome the 
  challenges in areas B1 through B7. 
  When the PCs enter the room, read or paraphrase the following.
  The entire floor of this tower is one large chamber whose 
  ceiling is held aloft by four stone columns. A spongy organic 
  material covers much of the floor, and pools of roiling orange 
  slime are scattered across the room. Most of these slime pools 
  are set aflame, casting a baleful flickering light over the area. 
  Blackened scorch marks cover the walls and floor. 
  Kelria and her team of Hellknights arrived at the Repository of 
  Restoration shortly before the PCs and burned their way to the 
  top of the tower, where the scholars store the majority of their 
  data in the form of pools of organic slurry. As they set these data 
  pools ablaze, the tower clamped down on the Hellknights, sealing 
  them within this room. With their mission of destroying the data 
  pools accomplished, the Hellknights have been setting explosive 
  charges near the entrance to this room, attempting to blast their 
  way out and retreat to orbit. When the PCs lower the flesh wall, 
  Kelria calls her minions back and prepares for combat.
  PARALICTOR KELRIA
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  Hazard: The slime pools within this room are on fire. Creatures 
  that fall into a pool take 5d6 A and 5d6 F damage each round 
  they are submerged in the pool. Each pool is 5 feet deep and 
  requires a DC 10 Athletics check to escape. 
  Creatures: For Levels 11–12, a squad of four Hellknight fire 
  support soldiers accompany Kelria in this area. For Levels 13–14, 
  a gelugon devil also accompanies the Hellknights. During combat, 
  Kelria dashes from enemy to enemy, using her infernal rampage 
  ability to reposition and avoid hellfire missiles. As non-natives to 
  Aucturn, Kelria and her minions are affected by its high gravity. 
  For Levels 13–14, the gelugon devil uses its infernal tactician 
  ability each round, allowing its allies to reposition.  
  If a PC previously met Kelria in Starfinder Society Scenario 
  #1-11: In Pursuit of the Scoured Past, Kelria calls out to that PC 
  when battle begins:
  “You!” Paralictor Kelria exclaims. “I remember you, Starfinder. I 
  have tasted your memories. They tasted... weak.” 
  PCs who tasted Kelria’s memory during the psychic feast from 
  In Pursuit of the Scoured Past can use a swift action each round 
  to make an Intimidate check to demoralize Kelria by recalling her 
  memories and past sins. Alternatively, they can use this swift 
  action to give themselves or an ally a +2 circumstance bonus on 
  attack rolls against Kelria for one round. 
  In addition to the combatants above, Kelria also brought a team 
  of three Hellknight signifers who serve as her heavy ordinance 
  specialists. There is one signifer at the north, northeast, and 
  northwest corners of the room. Each signifer is unarmed save 
  for a large targeting cannon, which glows with eldritch symbols. 
  These targeting cannons are linked to Kelria’s battleship in 
  orbit above Aucturn. Each round, a Hellknight signifer can use 
  the targeting cannon to mark a creature with an infernal rune. 
  When a target has acquired three infernal runes, their position 
  is sufficiently triangulated for the battleship to launch a hellfire 
  missile, which crashes through the ceiling. While normal missiles 
  would lose telemetry within Aucturn’s strange atmosphere, each 
  of these Hellknight missiles is possessed by a minor devil, which 
  guides the explosive with hellish glee.
  At initiative count 10 each round, any creatures that currently 
  have three infernal runes are struck by a hellfire missile, which 
  deals 3d12 F and 3d12 P damage to all creatures in a 5-foot radius 
  (Reflex DC 19 for half). This functions identically to a 4th-level 
  summon creature spell, summoning an elemental with the devil 
  graft in a square adjacent to the target (see page 21). If the target 
  of the missile is already slain or not available to attack, the devil 
  attacks the nearest creature instead. For Levels 13–14, the hellfire 
  missiles deal 4d12 F and 4d12 P, have a Reflex DC of 21, and 
  trigger a 5th-level summon creature spell when they explode (see 
  page 26). PCs can hack an infernal rune with a successful DC 
  34 Computers or Mysticism check (DC 37 for Levels 13–14). On 
  a success, they can transfer all the runes on a target to a new 
  creature or location. 
  Using the targeting cannons requires both technical and arcane 
  expertise; the signifers remain stationary and take no other actions 
  during combat. For Levels 11–12, each signifer has the following 
  statistics: Init: +4; EAC 19, KAC 20, HP 105, Fort +7, Ref +7, Will +11. 
  For Levels 13–14, each signifer has the following statistics: Init: +4, 
  EAC 22, KAC 23, HP 140, Fort +9, Ref +9, Will +13. 
  The Slumbering Kings: If the PCs successfully recruited the 
  aid of the slumbering kings in area B7, the Ichor Lords rush into 
  the room to attack the Hellknights. At initiative count 0 each 
  round, the horde of orocorans descends on a random signifer or 
  summoned devil (except the gelugon), killing their target instantly 
  in a flurry of attacks. After all the signifers and summoned devils 
  are slain, the Ichor Lords cease fighting and feast on the corpses. 
  LEVELS 11–12 (CR 16)
  HELLKNIGHT FIRE SUPPORT (4) 
  CR 11
  Page 21
  PARALICTOR KELRIA  
  CR 14
  Page 21, art on page 28
  SUMMONED DEVIL 
  CR 5
  Page 21
  LEVELS 13–14 (CR 18)
  HELLKNIGHT FIRE SUPPORT (4) 
  CR 11
  Page 25
  GELUGON 
  CR 13
  Page 25
  PARALICTOR KELRIA 
  CR 16
  Page 26, art on page 28
  SUMMONED DEVIL 
  CR 7
  Page 26
  Development: After the battle, the PCs have time to survey 
  the damage to the data pools. A successful DC 34 Life Science or 
  Physical Science check is enough to determine that the pools are 
  so charred that only a few fragments of information remain. The 
  data shard that the PCs are after is no longer accessible. 
  At this point, provided that the PCs have overcome the 
  challenges in areas B1 through B7, Dridapex thanks the PCs for 
  their aid and reveals that all is not lost. In addition to the living 
  matter of the tower, each of the scholars of the Repository of 
  Restoration also contains data within their genetic code. The final 
  data segment that the PCs seek is currently housed safely within 
  Dridapex, who offers to give the PCs a blood sample for them to 
  decipher back at the Lorespire Complex. Dridapex explains that 
  their primary directive was to repel all hostile invaders from the 
  
  FLEETING TRUTH: EVERCHANGING REVELATION
  17
  17
  repository, which is why Dridapex waited until the PCs proved 
  their true intentions before revealing the information they seek.
  CONCLUSION
  After returning to the Lorespire Complex, the PCs can present the 
  third data shard to Guidance for deciphering. Guidance thanks 
  them for accomplishing this dangerous mission and handling a 
  matter of such importance.
  The scene described below assumes that by this point the PCs 
  acquired all three data segments. If all the PCs have not played 
  the previous adventures, then they have several choices. If some 
  players want to complete the series before seeing the conclusion, 
  you should offer these players the chance to leave the table 
  before playing out the scene. Alternatively, if all the players are 
  part of a group planning on completing the series together, you 
  can save this scene for them until they have completed all three 
  segments of the adventure.
  Read or paraphrase the following for players who are ready to 
  complete the Fleeting Truth arc. 
  “Thank you, Starfinders,” Guidance intones. “Your efforts to 
  reclaim these data shards went beyond the normal call of duty. 
  Now that this data is once again stored within the Lorespire 
  Complex, I am able to decipher the data segments and uncover 
  the original information hidden years ago by First Seeker 
  Brezzist. As you may recall, almost two centuries ago, the 
  Starfinder Society discovered a mysterious vessel in Near Space 
  and sent a team of agents to intercept the ship. The agents were 
  able to explore the ship for only a short period of time, for their 
  investigation triggered some sort of self-destruct mechanism. 
  They barely escaped the doomed vessel with their lives and 
  only a small sample of data.”
   “After analysis, the data revealed a shocking truth. The 
  mysterious ship had been programmed to travel to the outer 
  edge of the Pact Worlds and relay information that infested local 
  infospheres and digital constructs to seed a concept: a branch 
  of Singularitism that believes that all life must be converted 
  to machines to achieve the singularity godhead. This branch 
  calls itself the Mechanized Adherents of the Apotheosis, a title 
  that those outside the group often shorten to Mechanizers. 
  Needless to say, the fact that some outside force planted the 
  seeds of a major religion within the Pact Worlds has troubling 
  implications. When this was discovered, the Pact Worlds were  
   
   
   
   
   
   
   
   
   
   
  still reeling from the Stardust Plague and ongoing conflicts with 
  the Veskarium. Rather than risk triggering massive civil unrest, 
  First Seeker Brezzist chose to hide this data instead of releasing 
  the information.
  “I informed First Seeker Ehu Hadif of these secrets, but he is 
  conscious of his newly acquired role and does not wish for one 
  of his first acts to be overruling the decision of a well-respected 
  previous First Seeker. So, Ehu Hadif has chosen to leave the 
  decision of what to do with this data up to me. The Starfinder 
  Society faces troubling times, and I believe that to survive and 
  thrive, our organization must rely on the wisdom and judgment 
  of our best and brightest members. For this reason I, in turn, 
  have decided to share this decision with you.
  “If you wish, the information that you recovered can finally 
  be revealed to the Pact Worlds, potentially triggering conflict 
  and unrest. Alternatively, the Starfinder Society can continue 
  to keep this information secret and avoid any question of 
  wide-scale panic, but ultimately hiding the truth from the 
  masses. What is your counsel on this matter?”
  Guidance listens with interest to PCs’ discussion, and 
  ultimately supports the group’s decision. If the group cannot 
  come to a consensus, Guidance takes a vote and rules in favor of 
  the majority. In the event of a tie, Guidance decides to keep the 
  information hidden for now. 
  REPORTING NOTES
  If the PCs decide to reveal the data shards’ contents to the wider 
  Pact Worlds, check box A. If they agree to keep it secret, check 
  box B. 
  PRIMARY OBJECTIVES
  The PCs complete their primary objective if they retrieve the third 
  data segment from Dridapex. Doing so earns each PC 1 Fame and 
  1 Reputation for their selected faction.
  SECONDARY OBJECTIVES
  If the PCs complete their mission without taking any significant 
  breaks (such as a 10-minute rest to recover Stamina), they defeat 
  the Hellknights quickly enough to salvage some data from the 
  top of the tower, earning the gratitude of the scholars of the 
  repository. They earn 1 additional Fame and 1 Reputation for their 
  current faction.
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  SCALING ENCOUNTER A1
  Make the following adjustments to accommodate a group 
  of four PCs.
  An eldritch surge has temporarily weakened the troll, 
  giving it the sickened condition and reducing its Hit Points 
  by 20.
  APPENDIX 1: LEVEL 
  11–12 ENCOUNTERS 
  The statistics presented in this appendix include full stat blocks 
  for creatures appearing in this adventure, including any variation 
  described in the text. These encounters are written for a group of 
  5–6 PCs of 11th level. Use the scaling sidebars for each encounter 
  to adjust the encounters for a group of 4 PCs. For groups of 
  different levels, consult the Guide to Organized Play: Starfinder 
  Society for instructions.
  ENCOUNTER A1 (LEVELS 11–12)
  HIGHSTALKER 
  CR 13
  Variant void troll (Starfinder Alien Archive 3 120)
  CE Large humanoid (giant)
  Init +4; Senses blindsense (scent) 60 ft., darkvision 60 ft., 
  low-light vision; Perception +23
  DEFENSE 
  HP 215 RP 5
  EAC 27; KAC 29
  Fort +17; Ref +15; Will +12
  Defensive Abilities regeneration 15 (acid), void adaptation, void 
  hide; Immunities disease, off-kilter, poison; SR 24
  OFFENSE
  Speed 40 ft.
  Melee bite +26 (3d12+19 P; critical wound [DC 19]) or
  claw +26 (2d12+19 S; critical wound [DC 19])
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities maul, voice of Carsai 
  STATISTICS
  Str +6; Dex +4; Con +8; Int –2; Wis +0; Cha –2
  Skills Athletics +28; Intimidate +23
  Languages Common
  Other Abilities tracking (scent)
  SPECIAL ABILITIES
  Maul (Ex) If the highstalker hits the same target with two claw 
  attacks during the same turn, it can attempt a bite attack 
  against that target with a –6 penalty to the attack roll.
  Voice of Carsai (Su) Once per day as a standard action, the 
  highstalker can issue an utterance that fills a victim’s mind 
  with visions of the glory of Carsai. This functions as greater 
  command (Will DC 19 negates) and lasts for up to 13 rounds.
  Void Hide (Ex) The highstalker can reflect some effects back at 
  attackers or casters within 100 feet by spending 1 Resolve 
  Point to do so, limited by the following parameters. If an 
  attack misses the highstalker by 5 or fewer, as a reaction the 
  highstalker can reflect the attack back at the attacker. The 
  reflected attack deals the damage the highstalker would have 
  taken, up to 30 damage (Reflex DC 19 for half). Similarly, if 
  a spell of 4th level or lower targets the highstalker directly 
  and fails to overcome its SR, as a reaction the highstalker can 
  reflect the spell back at its caster as if the caster had been 
  the target. This ability doesn’t work on effects that include 
  the highstalker as one of multiple targets.
  
  FLEETING TRUTH: EVERCHANGING REVELATION
  19
  19
  SCALING ENCOUNTER B1
  Make the following adjustments to accommodate a group 
  of four PCs.
  Rime and Thaw are both fatigued due to prolonged time 
  spent in high gravity.
  ENCOUNTER B1 (LEVEL 11–12)
  RIME AND THAW (2) 
  CR 15
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +5; Senses darkvision 60 ft., see in darkness; Perception +23
  Aura frightful presence (10 ft., DC 19)
  DEFENSE 
  HP 200
  EAC 27; KAC 29
  Fort +15; Ref +15; Will +14
  Defensive Abilities regeneration 5 (good); DR 10/good; 
  Immunities fire, cold, poison; Resist acid 10; SR 23
  OFFENSE
  Speed 40 ft.; fly 60 ft. (average)
  Melee spear +27 (3d12+21 P; critical wound [DC 19] plus slow) or
  tail +27 (3d12+21 B; critical wound [DC 19] plus slow)
  Ranged glacial coolant sprayer +25 (2d6+13 C; critical staggered 
  [DC 19])
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities slow
  Spell-Like Abilities (CL 13th; ranged +25)
  Constant—flight (3rd level; self only)
  1/day—summon allies (1 gelugon 35%)
  At will—holographic image (5th level; DC 22), teleport (self plus 
  50 lbs. of objects only)
  STATISTICS
  Str +8; Dex +6; Con +4; Int +7; Wis +4; Cha +4
  Skills Acrobatics +23, Athletics +23, Bluff +28, Culture +23, 
  Diplomacy +23, Intimidate +23, Mysticism +23, Sense Motive 
  +28, Stealth +23
  Languages Celestial, Draconic, Infernal; telepathy 100 ft.
  Other Abilities infernal tactician
  Gear glacial coolant sprayerAR
  SPECIAL ABILITIES
  Slow (Su) A hit from a gelugon’s tail or spear induces numbing 
  cold. The opponent must succeed at a DC 19 Fortitude save 
  or be affected as though by a slow spell for 1d6 rounds. This 
  effect comes from the devil in the case of its weapon; it is not 
  a quality possessed by the spear itself. 
  Infernal Tactician (Ex) A gelugon’s logical mind devises genius 
  tactics from its perfect memory. As a move action, it can 
  telepathically send a tactical repositioning to its allies, 
  allowing all commanded or allied evil creatures in the range of 
  its telepathy to immediately move 30 feet. 
  
  STARFINDER SOCIETY SCENARIO
  20
  20
  SCALING ENCOUNTER B3
  Make the following adjustments to accommodate a group 
  of four PCs.
  The orocoran horde is still weakened from the Hellknight 
  attack. Reduce the DCs of its Cling and Hallucinate abilities 
  by 1, its EAC and KAC by 1, and its Hit Points by 25.
  ENCOUNTER B3 (LEVEL 11–12)
  OROCORAN HORDE 
  CR 15
  CE medium monstrous humanoid (troop) 
  Init +9; Senses darkvision 60 ft., see invisibility; Perception +26
  DEFENSE 
  HP 275 
  EAC 29; KAC 31
  Fort +17; Ref +17; Will +13 (+15 vs. mind-affecting effects)
  Defensive Abilities troop defenses; Immunities troop 
  immunities
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee troop attack (6d4+15 P plus cling [DC 21])
  Space 20 ft.; Reach 5 ft.
  Offensive Abilities hallucinate, projectile vomit
  Spell-Like Abilities (CL 15th)
  1/day—augury
  Constant—see invisibility
  STATISTICS
  Str +0; Dex +9; Con +7; Int –1; Wis +1; Cha +5
  Skills Mysticism +31, Stealth +26, Survival +26
  Languages Aklo (can’t speak any language); limited telepathy 
  60 ft.
  SPECIAL ABILITIES
  Cling (Ex) Each creature that takes damage from the horde’s 
  troop attack must succeed at a DC 21 Reflex save or gain 
  the flat-footed and off-target conditions until the end of the 
  horde’s next turn as orocorans cling to the target’s body, 
  throwing off their aim and balance. If the target is already 
  flat-footed and off-target when they fail their save, they are 
  also knocked prone. 
  Hallucinate (Ex) An orocoran’s stomach fluids are laced with 
  the narcotic black ichor of Aucturn. A creature hit with the 
  orocoran’s projectile vomit must succeed at a DC 21 Will 
  save or be confused (as per confusion) for 1d4 rounds.
  Projectile Vomit (Ex) Once every 1d4 rounds, an orocoran 
  horde can fire a barrage of projectile vomit as a standard 
  action. This attack takes the form of a 30-foot cone, which 
  can start from the corner of any square in the horde’s space. 
  All creatures in the cone take 16d6 A (Reflex DC 21 for half) 
  and are subjected the horde’s hallucinate ability. 
  Troop Attack (Ex) The creature doesn’t make standard melee 
  attacks. Instead, it deals automatic damage to any creature 
  within reach or whose space it occupies at the end of its 
  turn, with no attack roll needed. A troop threatens all 
  creatures within its reach or within its area and resolves 
  attacks of opportunity by dealing automatic troop damage 
  to any foe in reach who provokes an attack of opportunity. 
  A troop is still limited to making one such attack per round 
  unless stated otherwise. A troop can perform grapple and 
  sunder combat maneuvers, but no other combat maneuvers, 
  unless the troop’s description states otherwise.
  Troop Defenses (Ex) Troops take damage from attacks 
  differently depending on how the attack targets them.
  A troop takes half damage from attacks that effect a single 
  target (such as shot from a semi-auto pistol). A troop is 
  immune to effects that target a specific number of creatures 
  (including single-target spells and multiple-target spells such 
  as haste).
  A troop takes half again as much damage (+50%) from effects 
  that affect all targets in an area, such as grenades, blast and 
  explode weapons, and many evocation spells.
  A troop takes normal damage from an attack or effect that 
  affects multiple targets (including lines and fully automatic 
  mode attacks). For the purposes of the automatic weapon 
  special property, a troop counts as five targets. For 
  example, if an automatic attack is made using 12 rounds of 
  ammunition, it can attack a maximum of six targets, so it 
  can damage a troop normally. However, if two other targets 
  are closer to the attacker than the troop, they must be 
  attacked first, leaving only four attacks to target the troop, 
  so it takes no damage.
  Troop Immunities (Ex) Troops are immune to the following 
  effects, unless the effect specifies it works against swarms 
  or troops.
  D  
  D  Pinned, prone, staggered, and stunned.
  D  
  D  Combat maneuvers—a troop can’t be subject to combat 
  maneuvers, unless it’s affected by area effects that 
  include such effects or unless the troop’s description says 
  otherwise.
  D  
  D  Flanking—troops are unflankable.
  D  
  D  Dying—a troop reduced to 0 Hit Points breaks up and is 
  effectively destroyed, though individual members of it 
  might survive.
  
  FLEETING TRUTH: EVERCHANGING REVELATION
  21
  21
  SCALING ENCOUNTER B8
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove two Hellknight fire support soldiers from the 
  encounter.
  ENCOUNTER B8 (LEVEL 11–12)
  HELLKNIGHT FIRE SUPPORT (4) 
  CR 11
  Human soldiers
  LE medium humanoid (human)
  Init +7; Perception +20
  DEFENSE 
  HP 180 RP 4
  EAC 24; KAC 26 
  Fort +13; Ref +11; Will +14 
  OFFENSE
  Speed 35 ft.
  Melee white star flare axe +20 (3d10+11 E & F; critical burn 1d10)
  Ranged blaze igniter +23 (ignite 3d6 [DC 34]; critical burn 3d6)or  
  advanced petrol converter +23 (3d6+11 F or A)
  Space 5 ft.; Reach 5 ft.
  Offensive Abilities intense focus, fighting styles (blitz, 
  sharpshoot), focus fire, sniper’s aim, soldier’s onslaught
  STATISTICS
  Str +5; Dex +8; Con +3; Int +0; Wis +1; Cha +0
  Skills Athletics +25, Intimidate +20, Medicine +20, Survival +20
  Feats coordinated shot, deadly aim, quickdraw
  Languages Common, Infernal
  Gear advanced petrol converterAR, blaze igniterAR, vesk 
  overplate III, white star flare axeAR
  SPECIAL ABILITIES
  Purging Flames (Ex) A Hellknight Fire Support’s attacks deal 
  an additional 1d6 F damage to creatures that have the 
  burning condition.
  PARALICTOR KELRIA 
  CR 14
  Vesk soldier
  LE medium humanoid (vesk)
  Init +10; Senses low-light vision; Perception +25
  DEFENSE 
  HP 300 RP 6
  EAC 28; KAC 30 (+2 vs. combat maneuvers)
  Fort +16; Ref +14; Will +16 (+2 vs. fear effects)
  Defensive Abilities armor savant 
  OFFENSE
  Speed 30 ft., fly 30 ft.
  Melee unarmed strike +27 (3d10+1d6+27 B)
  Ranged wyvern dragon rifle +24 (6d6+14 F; critical burn 3d4)or  
  frag grenade V +24 (explode [15 ft., 10d6 P)
  Space 5 ft. (10 ft. in armor); Reach 5 ft. (10 ft. in armor)
  Offensive Abilities charge attack, fighting styles (armor storm, 
  blitz), infernal rampage, natural weapons, smash through, 
  soldier’s onslaught
  STATISTICS
  Str +9; Dex +6; Con +4; Int +0; Wis +3; Cha +2
  Skills Athletics +30, Intimidate +25, Survival +25
  Feat Coordinated Shot
  Languages Common, Infernal
  Gear commander’s harnessAR, jetpack, wyvern dragon rifleAR, 
  frag grenades V (2)
  SPECIAL ABILITIES
  Fanatical Resolve (Ex) As a reaction after a failed saving 
  throw, Kelria can spend 2 Resolve Points to attempt a new 
  save against the same effect.
  Infernal Rampage (Ex) Kelria can spend 1 Resolve Point to 
  fire the infernal engines within her armor at her initiative 
  count – 10. She can move or fly up to 120 ft. (or 60 ft. in 
  high gravity) and move through the space of any creatures 
  that are at least one size category smaller than her, dealing 
  3d10+1d6+27 B to each creature in her path. Each creature 
  whose space she moves through can attempt a DC 20 
  Reflex save to take half damage. If it attempts this save, it 
  can’t make an attack of opportunity against Kelria due to 
  her movement. Additionally, all creatures damaged by this 
  attack must succeed a DC 20 Reflex saving throw or gain 
  the burning condition (3d6 F).
  SUMMONED DEVIL 
  CR 5
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +3; Senses darkvision 60 ft., see in darkness; Perception +11
  DEFENSE 
  HP 70
  EAC 17; KAC 19
  Fort +9; Ref +7; Will +4
  DR 5/good; regeneration 5 (good); Immunities fire, poison; 
  Resistances acid 5, cold 5
  OFFENSE
  Speed 30 ft.
  Melee claw +15 (1d6+10 S)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str +5; Dex +3; Con +2; Int –3; Wis +0; Cha +0
  Skills Acrobatics +11, Athletics +11, Bluff +11, Mysticism +11
  Languages Common, Infernal
  
  STARFINDER SOCIETY SCENARIO
  22
  22
  SCALING ENCOUNTER A1
  Make the following adjustments to accommodate a group 
  of four PCs.
  An eldritch surge has temporarily weakened the trolls, 
  giving them the sickened condition and reducing their Hit 
  Points by 20.
  APPENDIX 2: LEVEL 
  13–14 ENCOUNTERS
  The statistics presented in this appendix include full stat blocks 
  for creatures appearing in this adventure, including any variation 
  described in the text. These encounters are written for a group of 
  5–6 PCs of 13th level. Use the scaling sidebars for each encounter 
  to adjust the encounters for a group of 4 PCs. For groups of 
  different levels, consult the Guide to Organized Play: Starfinder 
  Society for instructions.
  ENCOUNTER A1 (LEVELS 13–14)
  HIGHSTALKERS (2) 
  CR 13
  Variant void troll (Starfinder Alien Archive 3 120)
  CE Large humanoid (giant)
  Init +4; Senses blindsense (scent) 60 ft., darkvision 60 ft., 
  low-light vision; Perception +23
  DEFENSE 
  HP 215 RP 5
  EAC 27; KAC 29
  Fort +17; Ref +15; Will +12
  Defensive Abilities regeneration 15 (acid), void adaptation, void 
  hide; Immunities disease, off-kilter, poison; SR 24
  OFFENSE
  Speed 40 ft.
  Melee bite +26 (3d12+19 P; critical wound [DC 19]) or
  claw +26 (2d12+19 S; critical wound [DC 19])
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities maul, voice of Carsai 
  STATISTICS
  Str +6; Dex +4; Con +8; Int –2; Wis +0; Cha –2
  Skills Athletics +28; Intimidate +23
  Languages Common
  Other Abilities tracking (scent)
  SPECIAL ABILITIES
  Maul (Ex) If the highstalker hits the same target with two claw 
  attacks during the same turn, it can attempt a bite attack 
  against that target with a –6 penalty to the attack roll.
  Voice of Carsai (Su) Once per day as a standard action, the 
  highstalker can issue an utterance that fills a victim’s mind 
  with visions of the glory of Carsai. This functions as greater 
  command (Will DC 19 negates) and lasts for up to 13 rounds.
  Void Hide (Ex) The highstalker can reflect some effects back at 
  attackers or casters within 100 feet by spending 1 Resolve 
  Point to do so, limited by the following parameters. If an 
  attack misses the highstalker by 5 or fewer, as a reaction the 
  highstalker can reflect the attack back at the attacker. The 
  reflected attack deals the damage the highstalker would have 
  taken, up to 30 damage (Reflex DC 19 for half). Similarly, if 
  a spell of 4th level or lower targets the highstalker directly 
  and fails to overcome its SR, as a reaction the highstalker can 
  reflect the spell back at its caster as if the caster had been 
  the target. This ability doesn’t work on effects that include 
  the highstalker as one of multiple targets.
  
  FLEETING TRUTH: EVERCHANGING REVELATION
  23
  23
  SCALING ENCOUNTER B1
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove one gelugon from the encounter.
  ENCOUNTER B1 (LEVELS 13–14)
  GELUGONS (4) 
  CR 17
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +5; Senses darkvision 60 ft., see in darkness; Perception +23
  Aura frightful presence (10 ft., DC 19)
  DEFENSE 
  HP 200
  EAC 27; KAC 29
  Fort +15; Ref +15; Will +14
  Defensive Abilities regeneration 5 (good); DR 10/good; 
  Immunities fire, cold, poison; Resist acid 10; SR 23
  OFFENSE
  Speed 40 ft.; fly 60 ft. (average)
  Melee spear +27 (3d12+21 P; critical wound [DC 19] plus slow) or
  tail +27 (3d12+21 B; critical wound [DC 19] plus slow)
  Ranged glacial coolant sprayer +25 (2d6+13 C; critical staggered 
  [DC 19])
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities slow
  Spell-Like Abilities (CL 13th; ranged +25)
  Constant—flight (3rd level; self only)
  1/day—summon allies (1 gelugon 35%)
  At will—holographic image (5th level; DC 22), teleport (self plus 
  50 lbs. of objects only)
  STATISTICS
  Str +8; Dex +6; Con +4; Int +7; Wis +4; Cha +4
  Skills Acrobatics +23, Athletics +23, Bluff +28, Culture +23, 
  Diplomacy +23, Intimidate +23, Mysticism +23, Sense Motive 
  +28, Stealth +23
  Languages Celestial, Draconic, Infernal; telepathy 100 ft.
  Other Abilities infernal tactician
  Gear glacial coolant sprayerAR
  SPECIAL ABILITIES
  Slow (Su) A hit from a gelugon’s tail or spear induces numbing 
  cold. The opponent must succeed at a DC 19 Fortitude save 
  or be affected as though by a slow spell for 1d6 rounds. This 
  effect comes from the devil in the case of its weapon; it is not 
  a quality possessed by the spear itself. 
  Infernal Tactician (Ex) A gelugon’s logical mind devises genius 
  tactics from its perfect memory. As a move action, it can 
  telepathically send a tactical repositioning to its allies, 
  allowing all commanded or allied evil creatures in the range of 
  its telepathy to immediately move 30 feet. 
  
  STARFINDER SOCIETY SCENARIO
  24
  24
  SCALING ENCOUNTER B3
  Make the following adjustments to accommodate a group 
  of four PCs.
  The orocoran hordes are still weakened from the 
  Hellknight attack. Reduce the DC of their Cling and 
  Hallucinate abilities by 1, their EAC and KAC by 1, and their 
  Hit Points by 25.
  ENCOUNTER B3 (LEVELS 13–14)
  OROCORAN HORDES (2) 
  CR 17
  CE medium monstrous humanoid (troop) 
  Init +9; Senses darkvision 60 ft., see invisibility; Perception +26
  DEFENSE 
  HP 275 
  EAC 29; KAC 31
  Fort +17; Ref +17; Will +13 (+15 vs. mind-affecting effects)
  Defensive Abilities troop defenses; Immunities troop 
  immunities
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee troop attack (6d4+15 P plus cling [DC 21])
  Space 20 ft.; Reach 5 ft.
  Offensive Abilities hallucinate, projectile vomit
  Spell-Like Abilities (CL 15th)
  1/day—augury
  Constant—see invisibility
  STATISTICS
  Str +0; Dex +9; Con +7; Int -1; Wis +1; Cha +5
  Skills Mysticism +31, Stealth +26, Survival +26
  Languages Aklo (can’t speak any language); limited telepathy 
  60 ft.
  SPECIAL ABILITIES
  Cling (Ex) Each creature that takes damage from the horde’s 
  troop attack must succeed at a DC 21 Reflex save or gain 
  the flat-footed and off-target conditions until the end of the 
  horde’s next turn as orocorans cling to the target’s body, 
  throwing off their aim and balance. If the target is already 
  flat-footed and off-target when they fail their save, they are 
  also knocked prone. 
  Hallucinate (Ex) An orocoran’s stomach fluids are laced with 
  the narcotic black ichor of Aucturn. A creature hit with the 
  orocoran’s projectile vomit must succeed at a DC 21 Will 
  save or be confused (as per confusion) for 1d4 rounds.
  Projectile Vomit (Ex) Once every 1d4 rounds, an orocoran 
  horde can fire a barrage of projectile vomit as a standard 
  action. This attack takes the form of a 30-foot cone, which 
  can start from the corner of any square in the horde’s space. 
  All creatures in the cone take 16d6 A (Reflex DC 21 for half) 
  and are subjected the horde’s hallucinate ability. 
  Troop Attack (Ex) The creature doesn’t make standard melee 
  attacks. Instead, it deals automatic damage to any creature 
  within reach or whose space it occupies at the end of its 
  turn, with no attack roll needed. A troop threatens all 
  creatures within its reach or within its area and resolves 
  attacks of opportunity by dealing automatic troop damage 
  to any foe in reach who provokes an attack of opportunity. 
  A troop is still limited to making one such attack per round 
  unless stated otherwise. A troop can perform grapple and 
  sunder combat maneuvers, but no other combat maneuvers, 
  unless the troop’s description states otherwise.
  Troop Defenses (Ex) Troops take damage from attacks 
  differently depending on how the attack targets them.
  A troop takes half damage from attacks that effect a single 
  target (such as shot from a semi-auto pistol). A troop is 
  immune to effects that target a specific number of creatures 
  (including single-target spells and multiple-target spells such 
  as haste).
  A troop takes half again as much damage (+50%) from effects 
  that affect all targets in an area, such as grenades, blast and 
  explode weapons, and many evocation spells.
  A troop takes normal damage from an attack or effect that 
  affects multiple targets (including lines and fully automatic 
  mode attacks). For the purposes of the automatic weapon 
  special property, a troop counts as five targets. For 
  example, if an automatic attack is made using 12 rounds of 
  ammunition, it can attack a maximum of six targets, so it 
  can damage a troop normally. However, if two other targets 
  are closer to the attacker than the troop, they must be 
  attacked first, leaving only four attacks to target the troop, 
  so it takes no damage.
  Troop Immunities (Ex) Troops are immune to the following 
  effects, unless the effect specifies it works against swarms 
  or troops.
  D  
  D  Pinned, prone, staggered, and stunned.
  D  
  D  Combat maneuvers—a troop can’t be subject to combat 
  maneuvers, unless it’s affected by area effects that 
  include such effects or unless the troop’s description says 
  otherwise.
  D  
  D  Flanking—troops are unflankable.
  D  
  D  Dying—a troop reduced to 0 Hit Points breaks up and is 
  effectively destroyed, though individual members of it 
  might survive.
  
  FLEETING TRUTH: EVERCHANGING REVELATION
  25
  25
  SCALING ENCOUNTER B8
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove the gelugon and two Hellknight fire support 
  soldiers from the encounter. 
  ENCOUNTER B8 (LEVELS 13–14)
  HELLKNIGHT FIRE SUPPORT (4) 
  CR 11
  Human soldiers
  LE medium humanoid (human)
  Init +7; Perception +20
  DEFENSE 
  HP 180 RP 4
  EAC 24; KAC 26 
  Fort +13; Ref +11; Will +14 
  OFFENSE
  Speed 35 ft.
  Melee white star flare axe +20 (3d10+11 E & F; critical burn 
  1d10)
  Ranged blaze igniter +23 (ignite 3d6 [DC 34]; critical burn 3d6)
  or  
  advanced petrol converter +23 (3d6+11 F or A)
  Space 5 ft.; Reach 5 ft.
  Offensive Abilities intense focus, fighting styles (blitz, 
  sharpshoot), focus fire, sniper’s aim, soldier’s onslaught
  STATISTICS
  Str +5; Dex +8; Con +3; Int +0; Wis +1; Cha +0
  Skills Athletics +25, Intimidate +20, Medicine +20, Survival +20
  Feats coordinated shot, deadly aim, quickdraw
  Languages Common, Infernal
  Gear advanced petrol converterAR, blaze igniterAR, vesk 
  overplate III, white star flare axeAR
  SPECIAL ABILITIES
  Purging Flames (Ex) A Hellknight Fire Support’s attacks deal 
  an additional 1d6 F damage to creatures that have the 
  burning condition.
  GELUGON 
  CR 13
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +5; Senses darkvision 60 ft., see in darkness; Perception +23
  Aura frightful presence (10 ft., DC 19)
  DEFENSE 
  HP 200
  EAC 27; KAC 29
  Fort +15; Ref +15; Will +14
  Defensive Abilities regeneration 5 (good); DR 10/good; 
  Immunities fire, cold, poison; Resist acid 10; SR 23
  OFFENSE
  Speed 40 ft.; fly 60 ft. (average)
  Melee spear +27 (3d12+21 P; critical wound [DC 19] plus slow) or
  tail +27 (3d12+21 B; critical wound [DC 19] plus slow)
  Ranged glacial coolant sprayer +25 (2d6+13 C; critical 
  staggered [DC 19])
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities slow
  Spell-Like Abilities (CL 13th; ranged +25)
  Constant—flight (3rd level; self only)
  1/day—summon allies (1 gelugon 35%)
  At will—holographic image (5th level; DC 22), teleport (self 
  plus 50 lbs. of objects only)
  STATISTICS
  Str +8; Dex +6; Con +4; Int +7; Wis +4; Cha +4
  Skills Acrobatics +23, Athletics +23, Bluff +28, Culture +23, 
  Diplomacy +23, Intimidate +23, Mysticism +23, Sense Motive 
  +28, Stealth +23
  Languages Celestial, Draconic, Infernal; telepathy 100 ft.
  Other Abilities infernal tactician
  Gear glacial coolant sprayerAR
  SPECIAL ABILITIES
  Slow (Su) A hit from a gelugon’s tail or spear induces numbing 
  cold. The opponent must succeed at a DC 19 Fortitude save 
  or be affected as though by a slow spell for 1d6 rounds. This 
  effect comes from the devil in the case of its weapon; it is not 
  a quality possessed by the spear itself. 
  Infernal Tactician (Ex) A gelugon’s logical mind devises genius 
  tactics from its perfect memory. As a move action, it can 
  telepathically send a tactical repositioning to its allies, 
  allowing all commanded or allied evil creatures in the range of 
  its telepathy to immediately move 30 feet. 
  
  STARFINDER SOCIETY SCENARIO
  26
  26
  PARALICTOR KELRIA 
  CR 16
  Vesk soldier
  LE medium humanoid (vesk)
  Init +10; Senses low-light vision; Perception +28
  DEFENSE 
  HP 360 RP 6
  EAC 30; KAC 32 (+2 vs. combat maneuvers)
  Fort +18; Ref +16; Will +18 (+2 vs. fear effects)
  Defensive Abilities armor savant 
  OFFENSE
  Speed 30 ft., fly 30 ft.
  Melee unarmed strike +30 (3d10+1d6+29 B)
  Ranged firedrake-class blaze rifle +27 (5d10+16 F; critical 
  burn 4d6) or
  frag grenade VI +27 (explode [15 ft., 12d6 P])
  Space 5 ft. (10 ft. in armor); Reach 5 ft. (10 ft. in armor)
  Offensive Abilities charge attack, fighting styles (armor storm, 
  blitz), infernal rampage, natural weapons, smash through, 
  soldier’s onslaught
  STATISTICS
  Str +9; Dex +7; Con +5; Int +0; Wis +3; Cha +2
  Skills Athletics +33, Intimidate +28, Survival +28
  Feat coordinated shot
  Languages Common, Infernal
  Gear  commander’s harnessAR, jetpack, firedrake class blaze 
  rifleAR, frag grenades VI (2)
  SPECIAL ABILITIES
  Fanatical Resolve (Ex) As a reaction after a failed saving 
  throw, Kelria can spend 2 Resolve Points to attempt a new 
  save against the same effect.
  Infernal Rampage (Ex) Kelria can spend 1 Resolve Point to 
  fire the infernal engines within her armor at her initiative 
  count – 10. She can move or fly up to 120 ft. (or 60 ft. in 
  high gravity) and move through the space of any creatures 
  that are at least one size category smaller than her, dealing 
  3d10+1d6+29 B to each creature in her path. Each creature 
  whose space she moves through can attempt a DC 22 
  Reflex save to take half damage. If it attempts this save, it 
  can’t make an attack of opportunity against Kelria due to 
  her movement. Additionally, all creatures damaged by this 
  attack must succeed a DC 22 Reflex saving throw or gain 
  the burning condition (3d6 F).
  Purging Flames (Ex) Kelria’s attacks deal an additional 1d6 F 
  damage to creatures that have the burning condition.
  SUMMONED DEVIL 
  CR 7
  LE Huge outsider (devil, evil, extraplanar, lawful)
  Init +4; Senses darkvision 60 ft., see in darkness; Perception +14
  DEFENSE  
   
   
   
         HP 105
  EAC 19; KAC 21
  Fort +11; Ref +9; Will +6
  DR 5/good; regeneration 5 (good); Immunities fire, poison; 
  Resistances acid 7, cold 7
  OFFENSE
  Speed 30 ft.
  Melee claw +18 (2d6+12 S)
  Space 15 ft.; Reach 15 ft.
  STATISTICS
  Str +5; Dex +3; Con +2; Int –3; Wis +0; Cha +0
  Skills Acrobatics +14, Athletics +14, Bluff +14, Mysticism +14
  Languages Common, Infernal
  
  FLEETING TRUTH: EVERCHANGING REVELATION
  27
  27
  APPENDIX 3: GAME AIDS
  GUIDANCE
  HIGHSTALKER
  RIME
  DRIDAPEX
  
  STARFINDER SOCIETY SCENARIO
  28
  28
  APPENDIX 3: GAME AIDS
  PARALICTOR 
  KELRIA
  
  FLEETING TRUTH: EVERCHANGING REVELATION
  29
  29
  
  STARFINDER SOCIETY SCENARIO
  30
  30
  REWARD CONDITIONS
  The PCs earn the rewards for each area if they meet the conditions 
  listed below.
  A1: The PCs keep these rewards if they defeat the highstalker.
  B1: The PCs keep these rewards if they defeat the gelugons.
  B2: The PCs keep these rewards if they defeat the ichor 
  tendrils.
  B3: The PCs keep these rewards if they defeat the orocoran 
  horde.
  B7: The PCs keep these rewards if they overcome the 
  slumbering kings.
  B8: The PCs keep these rewards if they defeat Kelria and her 
  forces.
  ENCOUNTER
  LEVEL 11–12 REWARD
  OUT OF LEVEL REWARD
  LEVEL 13–14 REWARD
  A1
  4,000 credits
  7,333 credits
  10,666 credits
  B1
  4,000 credits
  7,334 credits
  10,668 credits
  B3
  4,000 credits
  7,333 credits
  10,666 credits
  B7 
  4,000 credits
  7,334 credits
  10,668 credits
  B8
  10,000 credits
  18,333 credits
  26,666 credits
  ORGANIZED PLAY
  REWARDS TABLE
  
  FLEETING TRUTH: EVERCHANGING REVELATION
  31
  31
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Character Name:
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  -7
  -7
  -7
  -7
  -7
  -7
  -7
  
  STARFINDER SOCIETY SCENARIO
  32
  32
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  to the extent such content does not embody the Product Identity and is an enhancement 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
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  13. Termination: This License will terminate automatically if You fail to comply with all 
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  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  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 #3–20: Fleeting Truth: Everchanging Revelation © 2021, 
  Paizo Inc.; Author: Cole Kronewitter.
  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 
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  period called the Gap, the terms kishalee, sivv, skyfire, Dreamer (the official Open Game 
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  Open Game Content: Except for material designated as Product Identity (see above), the game 
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  Starfinder Society Scenario #3–20: Fleeting Truth: Everchanging Revelation © 2021, 
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  Normal
  LEVELS
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  LEVELS
  Normal
  LEVELS
  Normal
  LEVELS
  Adventure Summary
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
    
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  Character Chronicle #
  11–12
  13–14
  —
  30,000
  55,000
  80,000
  —
  Out of 
  Level
  Scenario #3-20: 
  Fleeting Truth: 
  Everchanging Revelation
  At Guidance’s request, you traveled to Aucturn to find the third and final data shard containing a lost copy of sensitive 
  information recovered by Starfinder agents nearly two hundred years ago. After surviving the labyrinthine Citadel of the 
  Black, you helped an orocoran scholar named Dridapex purge their tower-archive of the Hellknights also seeking the same 
  information. You ultimately defeated the Hellknights, preventing them from destroying the knowledge contained within 
  the data segment. After consulting with Guidance, you chose to ▫ release the portentous information to the general 
  public, or ▫ keep it safely hidden within the Society’s Archives. 
  CORRODED VENGEANCE
  The corroded vengeance is a unique 14th-level uncategorized two-handed advanced melee weapon that deals 5d10 S 
  & P damage and has the dispelling and holy weapon fusions. It has the analog weapon trait and 1 bulk, and is worth 
  71,500 credits. 
  Reputation
  All Levels
  Levels 13–14
  advanced petrol converter (18,500; item level 10; 
  Starfinder Armory 38)
  blaze igniter (34,200; item level 12; Armory 38)
  commander’s harness (122,500; item level 15; Armory 
  75)
  corroded vengeance (71,500; item level 14; see above)
  glacial coolant sprayer (41,000; item level 12; Armory 
  34)
  mk 3 mindlink circlet (78,000; item level 14; Starfinder 
  Core Rulebook 226)
  mk 2 personal upgrade (6,500; item level 7; Core 
  Rulebook 212)
  mantle of willpower (37,000; item level 12; Armory 114)
  red force field (180,000; item level 16; Core Rulebook 
  205)
  silver lemniscate aeon stone (65,000; item level 14; 
  Armory 110)
  vesk overplate III (23,400; item level 11; Core Rulebook 
  198)
  white star flare ax (23,100; item level 11; Armory 42)
  wyvern dragon rifle (72,200; item level 14; Armory 37)
  d-suit V (244,300; item level 17; Starfinder Core 
  Rulebook 197)
  firedrake-class blaze rifle (153,000; item level 16; 
  Starfinder Armory 37)
  elite aegis series (209,000; item level 17; Core Rulebook 
  198)
  mk 3 personal upgrade (75,000; item level 14; Core 
  Rulebook 212)
  mk 5 ring of resistance (361,500; item level 18; Core 
  Rulebook 222)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 3/SF S03-20 Fleeting Truth - Everchanging Revelation.pdf