TEXT: YEAR OF 
  YEAR OF 
  EXPLORATION’S EDGE
  EXPLORATION’S EDGE
  BY JOSEPH BLOMQUIST
  SCENARIO #3-18 
  LEVELS 3–6
  SECRETS IN 
  SECRETS IN 
  STILLNESS
  STILLNESS
  
  SECRETS IN STILLNESS
  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 4 (AA4), 
  Starfinder Armory (AR), and Starfinder Pact Worlds (PW)
  Maps: Starfinder Flip-Mat: Hospital and Starfinder Flip-Tiles: Space Station Starter Set
  Online Resource: Starfinder Reference Document at paizo.com/sfrd
  Table of Contents
  Adventure  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �3
  Appendix 1: Level 3–4 Encounters�  �  �  �  �  �  � 16
  Appendix 2: Level 5–6 Encounters�  �  �  �  �  �  � 20
  Appendix 3: Game Aids �  �  �  �  �  �  �  �  �  �  �  �  � 24
  Organized Play   �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  �  � 28
  AUTHOR
  Joseph Blomquist
  DEVELOPMENT LEAD
  Jenny Jarzabski
  EDITING LEAD
  Leo Glass
  EDITORS
  Leo Glass and Ianara Natividad
  COVER ARTISTS
  Wero Gallo and Michele Giorgi
  CONTRIBUTING ARTISTS
  Wero Gallo and Sebastian Rodriguez
  CARTOGRAPHER
  Damien Mammoliti
  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
  At Radaszam’s request, the PCs travel to the Idari to investigate the death of a promising young 
  Acquisitives agent. The PCs follow several leads from meeting with the silent priests at the Temple 
  of the Black Butterfly to investigating the Starfinder’s cause of death at a local hospital. The PCs 
  must track down the killer before it adds them to its grotesque collection. As they seek to discover 
  the truth of what caused the agent’s demise, the PCs embark on a grueling journey through the 
  treacherous Red Corridors before facing the killer in its lair—an abandoned hospital deep within the 
  colony ship.
  PLAY TIME: 4–5 HOURS
  LEVELS: 3–6
  PLAYERS: 3–6
  FacTion (acquisiTives)
  
  3
  BY JOSEPH BLOMQUIST
  SECRETS IN STILLNESS
  The immense colony ship Idari is the only spacecraft recognized as 
  a Pact World, having carried the kasathan species from their dying 
  home world across the vastness of space. Locked in orbit around 
  the Pact Worlds’ sun, the Idari is a bastion of culture and a nexus of 
  industry for the thousands of kasathas who dwell within it.
  Among the many factions that coexist on the Idari is the 
  Stillness, an order of warrior priests who venerate Black 
  Butterfly, chaotic good goddess of the dark spaces between the 
  stars. Adherents of the Stillness are dedicated to protecting their 
  home from all evils that lurk in the void, a responsibility for which 
  they train daily. In addition to their relentless training, all initiates 
  take a vow of silence to better commune with their goddess.
  In recent years, the Stillness adopted a more proactive stance 
  on defense by collecting and studying evil or dangerous creatures. 
  One such recent acquisition was a brain collector (Starfinder Alien 
  Archive 4 16), a hideous and powerful aberration that stores their 
  victims’ brains in blisters on their back. The priests who studied 
  this terrifying creature nicknamed them the Whispering One, 
  for their tendency to project unnerving whispers into the minds 
  of those around them. Brain collectors are as clever as they are 
  cruel, however, and the imprisoned being waited patiently for 
  months before seizing the perfect opportunity to break out of 
  their enclosure and escape the Temple of the Black Butterfly. 
  Over the past week since this event, a string of unexplained 
  deaths has plagued the Idari. The escaped aberration hunts 
  for new additions to their brain collection, using their magic, 
  shapeshifting abilities, and advanced intellect to avoid detection. 
  One of the creature’s first victims was Xada, a promising young 
  Starfinder who gained prominence in the Acquisitives faction 
  and who Radaszam thought of as a protege. After Xada’s sudden 
  death, Radaszam selected a trusted group of Starfinders to travel 
  to the Idari and investigate this very personal matter.
  GETTING STARTED
  PCs begin the adventure aboard the chartered shuttle Ercinee, 
  bound for the Idari on a special mission for the Acquisitives 
  faction. Despite Ercinee’s small size, Captain Argente (N female 
  kasatha) accompanies the PCs to a secure conference room 
  where they can review a prerecorded message from their contact, 
  Radaszam (N male vesk operative). Once the PCs get situated in 
  the conference room, read or paraphrase the following.
  WHERE IN THE 
  UNIVERSE?
  This adventure takes place on the Idari, a kasatha-built 
  generation ship. The Idari is formally recognized as a Pact 
  World and is considered the modern home of the kasatha 
  species despite their origins on the distant world of Kasath. 
  For more information about the Idari, see the Starfinder 
  Core Rulebook and Starfinder Pact Worlds.
  The secure communication channel fed to the briefing room 
  sparks to life and a holographic image of Radaszam looks out 
  on the assembled Starfinders. “You all know me,” he begins in 
  a quiet tone over the sound of muffled gunfire. “And you know 
  that I treat every member of the Acquisitives like one of my 
  brood. So, when I tell you that we lost one of our own, you 
  understand why I’ve called on you to help.” 
  He pauses to compose himself before continuing. “One of 
  my lieutenants, a kasatha technomancer named Xada, had just 
  returned to the Idari to visit family after a string of successful 
  missions. She disappeared after visiting her brother at the 
  Temple of the Black Butterfly. Xada’s body was later discovered 
  by a priest, sprawled lifeless across the steps of the temple with 
  no visible signs of injury. Something about the whole situation 
  feels wrong, and so close to home. I’m asking you to be my eyes 
  inside the Idari. I need to know what really happened.”
  A series of distant explosions punctuate the vesk’s 
  pronouncement, but he continues, “Xada was strong and 
  healthy, so there is likely something far worse going on than 
  what we’re being told. Find out what it is and report back. Stop 
  it if you can.”
  Captain Argente, also an acquaintance of Xada’s and affiliated 
  with the Acquisitives faction, is authorized to answer questions 
  in Radaszam’s place.
  
  STARFINDER SOCIETY SCENARIO
  4
  RADASZAM
  Who was Xada? “Xada Trest Delor Nim Calif of Clan Ressiv 
  is her full given name. She was one of Radaszam’s 
  proteges and a trusted lieutenant in the Obsidian 
  Spiders. They worked together for six years, so her 
  passing must be hard on him.”
  Why 
  isn’t 
  Radaszam 
  leading 
  this 
  investigation? “The Obsidian Spiders are on 
  a mission in the Vast that demands 
  his attention. He plans to return 
  soon, but not in time to settle 
  this business. He pulled some 
  strings to get a group of 
  Starfinders he can trust—that’d 
  be you—to act in his place. Even 
  though the Dealmaker is busy, 
  doing right by Xada even now that 
  she’s gone is important to him.”
  Have 
  the 
  Idari’s 
  authorities 
  investigated Xada’s death? “The Doyenate 
  made some initial inquiries and decided 
  that Xada died from natural causes. But 
  for some reason, she hasn’t been slated 
  for a customary kasathan ritual called the 
  adat. That gave Radaszam an opportunity 
  to negotiate for the Doyenate to allow 
  Starfinders to investigate Xada’s death unmolested by local 
  authorities. You have necessary authorizations, but make sure you 
  don’t push that deal to a breaking point.”
  Where should we start? “There are two places he recommended, 
  both in Brispex. Xada had been visiting with her brother Vesora 
  at the Temple of the Black Butterfly when she passed. Radaszam 
  provided a message of introduction for you if you choose to 
  pursue that route. I also recommend visiting the local hospital, 
  Obatbrispex-satu. That’s where Xada’s body is being stored while 
  pending funerary rites. The surgeon that performed the autopsy is 
  the head of surgery, named Doctor Teanso.”
  What if we need new gear? “Anything you need, you can find 
  in the Outland Markets. I’ll drop you off there so you can catch a 
  lift from the Hub to any place on the Idari. Be quick and thorough, 
  but whatever you do, don’t cause trouble for us there. My crew 
  plans to spend some time on leave in the area, so you can use this 
  ship’s systemwide comm unit to send Radaszam a message once 
  you learn what happened to Xada. After your investigation, we’ll 
  take you back to home to Absalom Station.”
  After the PCs ask their questions, Captain Argente accepts a 
  comm message from her pilot, who announces that they’re only an 
  hour from docking at the Idari.
  CULTURE (RECALL KNOWLEDGE) 
  OR DIPLOMACY (GATHER 
  INFORMATION) 
  Based on the result of a Culture or Diplomacy check, the PCs 
  can recall or discover more details about the Idari, including 
  politics  and destinations. They learn all the 
  information listed for the DCs equal to or less 
  than the result of their check. 
  10+: The Idari is a vast spaceship with a 
  population of kasathas that rivals any other 
  planet in the Pact Worlds, acting as the de 
  facto home world for the spacefaring species. 
  A representative council of respected citizens 
  known as the Doyenate governs the ship. The 
  PCs have a map of the Idari and a breakdown 
  of major locations; give the PCs Handout #1: 
  The Idari. 
  15+: Travel between population 
  centers like Brispex and Khovi is 
  swift, using interconnecting lifts 
  and elevators. Brispex houses the 
  Sholar Adat, an institution dedicated 
  to maintaining the kasathan cultural 
  memory through a process called the 
  adat; the city also holds the largest 
  number of religious and educational 
  facilities on the Idari.  
  20+: The Idari’s hospitals are sprawling 
  complexes with smaller satellite sites. 
  Hospitals 
  act 
  independently 
  from 
  Doyenate governance with civilian scientists, doctors, and priests 
  answering only to the temples and universities. Population centers 
  are numbered to facilitate traffic in emergency situations, from the 
  massive satu complexes to the tiny street side sepuluh clinics.
  25+: Recent urban reclamation projects in Khovi funded by the 
  Delimar Gallery have begun encroaching on the Red Corridors, 
  much to the chagrin of the Idari’s underworld denizens who have 
  no interest in the area’s prospective gentrification. 
  MYSTICISM (RECALL KNOWLEDGE) 
  Based on the result of a Mysticism check, the PCs might know 
  more about the Temple of the Black Butterfly. They learn all the 
  information listed for the DCs equal to or less than the result of 
  their check.
  10+: Worship of the Black Butterfly isn’t common on the Idari, 
  but the priests of the Stillness that live at the temple their home are 
  a proud and honorable sect of worshippers dedicated to protecting 
  their home from any external threats.
  15+: Without an invitation or familial connection to the Stillness, 
  the process of obtaining access to the Temple of the Black Butterfly 
  normally takes months. 
  20+: The ranks of the Stillness include some of the faith’s 
  greatest minds and combatants. Rumors suggest that the vow of 
  silence each adherent submits to allows their minds and bodies 
  the peace to study with far more clarity than otherwise possible. 
  Attempts to use magic, telepathy, or force to circumvent a Stillness 
  priest’s vow quickly earns enmity. Members of the Stillness refer 
  to their goddess as the Silence Between.
  
  SECRETS IN STILLNESS
  5
  CLUES AND RED HERRINGS
  During their investigation, each lead provides potential clues 
  that can tip the PCs off onto the killer’s true identity. But like 
  all brain collectors, the Whispering One is a canny adversary. 
  If they become aware of the Starfinders’ investigation 
  early on (such as in Obatbrispex-satu), they supply false 
  information to hinder their search. This misinformation can 
  include falsified evidence of bodysnatcher slime residue on 
  Xada’s autopsy reports, rumors of gray activity, or even an 
  incursion of some extraplanar creature—so long as these 
  rumors keep the Starfinders guessing. The GM should toe 
  the line between the speculative and even outlandish red 
  herrings that benefit the Whispering One while avoiding 
  derailing the investigation entirely. 
   Feel free to include other clues that can lead the PCs to 
  the brain collector’s hospital if they get too far off course. 
  For example, infosphere news updates might inform them 
  about a rash of mysterious deaths in Khovi’s seedier side 
  that the Doyenate hasn’t yet investigated, or a street doc 
  that opened a new hospital in the Red Corridors can help 
  get PCs back on track. 
  25+: Each priest carries a special datapad that allows them to 
  communicate through text when absolutely necessary. The priests 
  have found the need to use these devices only with outsiders, 
  as they’ve trained to operate as a unit seamlessly without the 
  need for conversation. Obtaining this information earns PCs a +2 
  bonus to all Diplomacy checks with Stillness priests.
  TEMPLE OF THE BLACK 
  BUTTERFLY
  The Temple of the Black Butterfly is a secluded structure with 
  high-vaulted ceilings and long hallways that echo with every 
  footstep. The dark, polished stone surfaces of the walls and 
  floors display a reflected image of the stars beyond just beneath 
  its surface. Despite this motif, the temple’s entrance allows the 
  light of Brispex to penetrate the inner sanctum, though no sound 
  from the outside seems to permeate the hallowed halls. The 
  absolute lack of conversation between temple attendants seem 
  to intensify this silence, and any outside utterance resonates 
  throughout the halls. The scores of priests who study and train 
  within the temple’s walls do so in complete quiet with only the 
  susurrus of clothing and footfalls betraying their presence.
  Xada’s brother, Vesora (CG male kasatha solarian), is a young but 
  respected priest in the Order of Stillness. Though distraught over 
  the death of his beloved sister, Vesora has agreed to meet with 
  the Starfinders at Radaszam’s request. When the Starfinders arrive, 
  Vesora awaits them in the Temple’s vestibule. If the PCs attempt to 
  force him to speak or initiate telepathic discourse, they incur a –4 
  penalty to all Bluff, Diplomacy, and Intimidate checks made within 
  the Temple. Typing on his datapad, Vesora explains the Stillness’s 
  vow of silence and that he only communicates by using this device. 
  If the PCs offer him the communique from Radaszam, he opens 
  the file and reads through it solemnly. The message explains that 
  Xada had requested leave to visit her brother with the intention of 
  recruiting him to join her in working for Radaszam. Despite Vesora’s 
  meteoric rise in the ranks of the Temple of the Black Butterfly, Xada 
  was convinced that the Order of Stillness were too insular and used 
  their religious immunity to hide secrets that could prove dangerous 
  not only to Vesora, but the Idari as a whole. Providing this message 
  to Vesora prompts him to escort the PCs to speak with a high-
  ranking priest named Jarltu.
  If asked, Vesora recounts his meeting with Xada on the day 
  she died. As his only living family, Vesora communicated with 
  Xada often. When she expressed interest in coming home, Vesora 
  was overjoyed. Through most of the day they spent together, 
  Xada seemed preoccupied and asked him questions about the 
  Stillness’s studies that he couldn’t answer. The siblings spent 
  their day together sharing meals that Vesora had learned to make 
  from their father and recounting days gone by. Xada then bid her 
  brother farewell with a promise to return the next day. She hadn’t 
  mentioned any injuries or illnesses recently, and she seemed 
  genuinely excited about her work with the Starfinder Society. 
  Not an hour later, high priest Elis discovered her body on the 
  steps of the temple without a mark on her. From what the elder 
  priest could tell, she had passed from a stroke, but he waited with 
  Vesora while a medical team from the nearby Obatbrispex-satu 
  came to retrieve the body.
  If the PCs wish to speak with Elis or have questions about the 
  inner workings of the Temple beyond Vesora’s testimony about 
  Xada, they’re instructed that only Jarltu as the Temple’s utama, 
  or the highest-ranking priest, can provide those answers. Unless 
  PCs gave Radaszam’s message to Vesora, they must succeed at a 
  DC 20 Bluff or Diplomacy check (DC 23 for Levels 5–6) to gain an 
  audience with Jarltu without waiting months for a break in her 
  busy schedule.
  Utama Jarltu (CG female kasatha mystic) is an elderly kasatha, 
  well-appointed in robes resplendent with the ever-changing 
  night sky and in the bearing of one comfortable with her power 
  and inner strength. Initially, she claims (using her datapad) to 
  know nothing about Xada’s apparent death on the steps of the 
  temple. She enigmatically states that Elis isn’t available. At first, 
  she’s indifferent to the Starfinders, but if the PCs improve her 
  attitude to friendly with a successful Diplomacy check (DC 22 
  for Levels 3–4, DC 25 for Levels 5–6), she can answer any of 
  the questions on page 6 but doesn’t offer information that isn’t 
  requested. If Vesora accompanies the PCs, his presence grants a 
  +2 circumstance bonus to checks made to influence her.
  
  STARFINDER SOCIETY SCENARIO
  6
  Can we speak to Elis/the priest who found her? “Elis has passed 
  beyond the void. His remains were found in his study the same day 
  that Xada died.”
  How did he die? “He died for his research, meant to keep us 
  safe.” If pressed for details, she continues wearily, “Though 
  outwardly there was no sign of trauma, our investigations showed 
  that his brain was completely missing. Without his brain, there 
  was nothing to preserve through adat, so his body was offered to 
  the void, as is our custom.”
  How could this happen? What was his research about? “He 
  was studying a rare specimen known as a brain 
  collector, an aberration that consumes 
  the minds of thinking creatures. 
  The Whispering One, as Elis 
  named it, had been with us since 
  one of our number acquired it 
  from elsewhere in the Pact Worlds. 
  It escaped, or perhaps someone let it 
  out. In any case, it vanished without a 
  trace, leaving Elis’s body behind. I fear it 
  may be responsible for Xada’s death, too. 
  I wish I had more information, but Elis’s 
  notes are missing.
  Why did you have a brain 
  collector? “We are sworn 
  to protect the Idari from 
  all dangers. When we 
  acquired the being, 
  Elis hoped to study 
  it. 
  Understanding 
  evil is an important 
  step in fighting it, 
  and Elis convinced 
  me that he had the means to 
  safely restrain the creature. 
  I was wrong to allow him to 
  accept that burden.
  Why didn’t you contact the Doyenate? 
  “At first we didn’t realize what had occurred. 
  Once we realized the creature had escaped, 
  we hoped to recapture it and contain it 
  ourselves without endangering outsiders. 
  Until Radaszam contacted us requesting 
  to send Starfinders to interview Vesora, 
  we hadn’t connected the lives lost. I’m 
  afraid I have made a grave error.”
  If PCs request it, Stillness members 
  escort them to an area in the 
  Temple complex with a shattered 
  glass enclosure near the study of the 
  deceased high priest, Elis (art on page 7). 
  Dozens of similar enclosures and sealed 
  rooms line the halls near the study with 
  labels to inform their contents. Signs written in Kasatha warn that 
  this area is off-limits to all but high-ranking Stillness priests. 
  At this point, a PC who succeeds at a DC 24 Life Science check 
  (DC 27 for Levels 5–6) has enough information to recall knowledge 
  about brain collectors. The PCs can each attempt one such check 
  while investigating Xada’s death. Jarltu recommends that the 
  PCs visit the nearby hospital Obatbrispex-satu to confirm the 
  similarities in Xada’s autopsy to her description of what befell Elis, 
  if they haven’t done so already. 
  A� OBATBRISPEX-
  SATU
  Brispex’s main medical facility is 
  a sprawling hospital campus 
  southeast of the Temple of the 
  Black Butterfly. Obatbrispex-satu 
  consists of over eight separate 
  buildings with dedicated facilities 
  for surgery, mystical healing, and 
  open-air physical therapy courtyards. A 
  handful of small bungalows for palliative 
  care circle a small lake. Medical personnel 
  and patients alike enjoy the restive 
  qualities of healing in the primary 
  care facility of the Idari’s spiritual 
  and educational center. The 
  emergency care building 
  that 
  received 
  the 
  deceased 
  Starfinder 
  is a single level, half-
  domed structure with 
  hexagonal tiling on its roof to 
  benefit from the Idari’s false 
  solar lighting. 
  A1. RECEPTION
  Inside, artificial sunlight keeps the building 
  brightly lit. Well-staffed receptionist desks 
  invite newcomers to check in and get 
  necessary help quickly. Only a handful 
  of patients wait here while a small cadre 
  of doctors and nurses, mostly kasathas, 
  move from room to room to provide care. 
  Sleek, hovering ambulances frequently 
  arrive outside to deposit patients in 
  need of emergency care, and medical 
  personnel attend to the new arrivals 
  quickly.
  PCs have the name of the doctor 
  that tended to Xada as soon as 
  she was discovered: a surgical 
  and emergency medicine resident at 
  Obatbrispex-satu named Doctor Teanso. 
  VESORA
  
  SECRETS IN STILLNESS
  7
  BROKEN ENCLOSURE
  The PCs’ investigation into Xada’s death doesn’t surprise the 
  hospital staff; an official request predated their arrival. The 
  staff had the body brought from the morgue where it was being 
  prepared to be committed to space and prepared a private 
  room for the Starfinders and Doctor Teanso to conduct their 
  investigation and discussion. 
  Development: Once they check in at one of the reception 
  desks, Doctor Teanso (CE male kasatha) introduces himself and 
  walks with the PCs to area A2. If they don’t check in, he continues 
  making his rounds until they speak to him or make their presence 
  known. Doctor Teanso conducts himself professionally with a 
  cheerful demeanor. He speaks in hushed tones, regretting that 
  someone as young as Xada died without the necessary brain 
  matter to facilitate adat. 
  Doctor Teanso is not the benevolent man he appears to be. 
  He is one of three faces the Whispering One wears during this 
  adventure, thanks to the brain collector’s polymorph ability. 
  According to public record, Doctor Teanso was on the scene 
  soon after the discovery of Xada’s body on the temple’s steps. 
  He accompanied the body back to Obatbrispex-satu and 
  performed the autopsy. The fact that her brain is no 
  longer within her body means that slivers of her 
  brain can’t be culled in the technomagical adat 
  process and added to kasathan ancestral 
  knowledge. Even as Doctor Teanso 
  laments this fact to the PCs, he takes 
  particular interest in the most curious 
  or intelligent among them. 
  A2. PRIVATE SURGERY 
  CONSULTATION
  This room contains cryostorage to 
  preserve cadavers as well as the 
  necessary medical equipment for 
  autopsy and examination. 
  Doctor Teanso meets with 
  the PCs in this room and, 
  after 
  briefly 
  engaging 
  them 
  in 
  conversation 
  and 
  answering 
  their 
  questions, allows them 
  time to perform their 
  examination 
  of 
  Xada’s 
  body.
  Development: 
  Teanso 
  had plenty of time to 
  prepare the body to stall 
  the PCs from reaching the 
  correct conclusion. He applied 
  bodysnatcher slime residue, 
  simulated 
  rapid 
  growth 
  flesh-eating bacteria, or left 
  evidence of a rare strain of virus. The Whispering One is 
  brilliant, and the scientific resources available on the Idari are 
  nearly limitless. As a result, an accurate assessment of Xada’s 
  corpse requires a PC to succeed at a DC 24 (DC 27 for Levels 5–6) 
  Life Science or Medicine check. Each PC can attempt one check. 
  If they succeed, they determine that Xada’s brain was sucked 
  out premortem. On a failure, the PC reaches a false conclusion 
  about her cause of death. If accused of planting false evidence, 
  Teanso continues to lie, requiring a PC to succeed at a Sense 
  Motive check against his Bluff skill to discern his falsehoods. If 
  confronted outright, Doctor Teanso activates the remote in his 
  pocket to set off an explosion in the southern part of area A1 (see 
  Event 1: Heat Treatment on page 9).
  A3. OPERATING ROOM
  This room is nearly identical in appearance and contents to area 
  A2 and currently hosts a pair of doctors performing a delicate 
  operation on an anesthetized patient.
  
  STARFINDER SOCIETY SCENARIO
  8
  A. OBATBRISPEX-SATU
  A. OBATBRISPEX-SATU
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  HOSPITAL
  HOSPITAL
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  A2
  A2
  A3
  A3
  A1
  A1
  FIRE ELEMENTALS  
  FIRE ELEMENTALS  
  START HERE
  START HERE
  PCS START HERE
  PCS START HERE
  
  SECRETS IN STILLNESS
  9
  EVENT 1: HEAT 
  TREATMENT (CR 6 OR 
  CR 8)
  After the PCs finish conversing with him, or sooner if he needs 
  a quick diversion, Doctor Teanso initiates his gambit to stall the 
  investigation by activating an incendiary device that explodes 
  in the southern part of area A1 and then causes a fire. As 
  described in area A2, allow the PCs to each attempt one skill 
  check to examine the body before Teanso activates the device. 
  Immediately following this act, a shrieking alarm interrupts 
  the PCs’ investigation, and panicked staff begin evacuating the 
  building. 
  Creatures: Fire elementals are drawn to the 
  sudden and intense heat and cavort among 
  the flames, beginning in the marked space 
  on the map. They advance north toward 
  area A3; the people in the operating room 
  will likely perish unless the PCs defeat 
  the elementals. The PCs notice that the 
  building’s automated fire suppression systems 
  are fighting a losing battle against the rampaging 
  elementals, which set two new fires for each one 
  extinguished; the GM should mark the locations of these 
  fires on the map as they appear (see Hazard below).
  Hazard: The fire suppression system in the operating room 
  doesn’t work. Fire begins in the southeastern corner and 
  spreads to an adjacent square each round, consuming the two 
  doctors and patient inside within 10 rounds. If the PCs enter the 
  room, they must succeed at a combination of three consecutive 
  successful DC 15 Survival checks (DC 17 for Levels 5–6) to put 
  out the fires or Athletics checks to get occupants out of the 
  room safely. Each round a PC remains in the operating room, 
  they risk catching fire (Starfinder Core Rulebook page 403).
  LEVELS 3–4 (CR 6)
  MEDIUM FIRE ELEMENTALS (3) 
  CR 3
  Page 16
  LEVELS 5–6 (CR 8)
  LARGE FIRE ELEMENTALS (3) 
  CR 5
  Page 20
  Development: In the wake of the fire elemental attacks, most 
  of the patients and staff have evacuated. The local Idari fire 
  brigade arrives soon after the combat, and hospital staff focus 
  on transporting evacuated patients to other nearby medical 
  centers. Authorities thank the PCs for assisting and express 
  concern about how the fire started. 
  By this time, Teanso is long gone. If the PCs ask one of 
  the beleaguered staff, they say they don’t know where he is, 
  but they heard rumors that he recently transferred a few of 
  his critical patients to a hospital in Khovi run by one of his 
  colleagues. The staff don’t know the name of the hospital or 
  the colleague. The staff attempts to find this information for 
  the PCs, only to discover something odd: all of these patient’s 
  records have been purged from the hospital’s servers. 
  DOCTOR TEANSO
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  EVENT 2: INTO THE RED 
  CORRIDORS
  This event should happen soon after the Whispering One 
  becomes aware of the PCs’ investigation, possibly as the PCs 
  leave the hospital and prepare to continue their investigation. 
  Read or paraphrase the following.
  Voices cry out in panic from a nearby courtyard. The shafts of 
  artificial sunlight filtering through the greenspace’s lush beds of 
  flowers offer a stark contrast to the small crowd of onlookers 
  gathered around a corpse sprawled in the middle of one of 
  Brispex’s most affluent neighborhoods.
  The PCs can easily follow the screams, which lead to a grisly 
  sight. A female kasatha dressed in a flight suit lies dead in a grassy, 
  open-aired courtyard. With a successful DC 15 (DC 18 for Levels 
  5–6) Medicine check, a PC discovers that the victim’s brain has 
  been sucked out, but compared to Xada’s body, the signs of brain 
  removal appear less subtle, as though the process was rushed. 
  None of the onlookers witnessed the attack and are eager to call 
  the authorities. A trail of blood and viscera leads south to a cluster 
  of nearby buildings. PCs who succeed at a DC 20 Perception check 
  (DC 22 for Levels 5–6) glimpse a monstrous form disappearing 
  around an alleyway, while PCs who succeed at a DC 18 Survival 
  check (DC 20 for Levels 5–6) can follow the gruesome trail from 
  the body to the entrance of the Red Corridors. If none of the PCs 
  notice the trail, one of the onlookers eventually spots it for them.
  HOT PURSUIT
  The Red Corridors are the nearly lawless creation of the Doyenate 
  meant to keep the Idari’s criminal element away from major 
  population centers. While the journey through the outskirts 
  of the Red Corridors barely touches the surface of the Idari’s 
  underworld, it should be treated as if every turn could be life-
  threatening. The Whispering One could easily escape pursuit, but 
  they instead toy with the PCs, leading their prey on a suspenseful 
  hunt through the crime-ridden corridors toward their lair.
  The following obstacles each require skill checks to overcome, 
  failure delays rather than impedes the PCs’ ability to follow the 
  Whispering One, who purposefully toys with their intended next 
  victims. In regions that have more than one skill check listed, 
  only one successful check is needed to overcome the obstacle. 
  While following the creature’s trail, the PCs have another chance 
  to discover that the killer is a brain collector as long as they 
  overcome at least one obstacle and succeed at a DC 24 Life 
  Science check to identify the creature (DC 27 for Levels 5–6).If 
  the PCs succeed at overcoming all obstacles in areas they travel 
  through, the Whispering One doesn’t have time to set up the trap 
  in area B2. If players come up with ideas for unlisted skill checks 
  to overcome these obstacles, allow them to attempt those checks 
  but increase DCs by 2.
  Bhovi Alleyway: These alleys and corridors are wide and well-
  traveled. PCs milling about the area can catch a glimpse of a 
  skittering, monstrous shadow on the wall with a successful DC 14 
  Perception or Survival check (DC 16 for Levels 5–6).
  Transit Shafts: The bloody trail leads through steep transit 
  shafts, mostly abandoned due to the Doyenate’s travel 
  restrictions. Traversing the steep inclines and smooth walls of 
  these circular shafts is difficult without the magnetic lifts they 
  were designed for, requiring PCs to succeed at a DC 17 Acrobatics 
  check (DC 20 for Levels 5–6). Alternatively, PCs can overcome 
  this obstacle using equipment, such as grappling hooks and 
  cables, or by succeeding at a DC 17 Engineering check (DC 20 for 
  Levels 5–6) to rig a helpful pulley system.
  Winding Corridors: Some of the Red Corridors were little more 
  than maintenance shafts on the Idari, and none of them in this 
  area go more than a few feet without sharp turns and curves 
  around large equipment and access panels. Since the corridors 
  were originally meant for maintenance access, a PC who succeeds 
  at a DC 17 Engineering check (DC 20 for Levels 5–6) can map out 
  the likely paths ahead, while succeeding at a DC 17 Profession 
  (Smuggler or Maintenance Worker) check (DC 20 for Levels 5–6) 
  allows a PC to figure out the likely paths one might use to escape 
  into the Red Corridors. From here, the PCs can choose to travel 
  through the market or the sewers. 
  The Market: This market is one of many hidden throughout 
  the Red Corridors. Local gangs vie for control of the stalls where 
  weapons and illicit goods are offered openly for the right price. 
  The press of the crowd creates an obstacle that PCs can overcome 
  with a successful DC 16 Intimidate or Athletics check (DC 18 for 
  Levels 5–6) to force their way through. PCs who succeed at a DC 
  21 Perception check (DC 24 for Levels 5–6) notice a glimpse of a 
  kasatha dressed in traditional Stillness robes duck into an ally 
  across the market—yet another guise worn by the Whispering One 
  to lure the PCs to their lair. If the PCs don’t spot the transformed 
  brain collector, they can continue following the trail of blood with 
  a DC 15 Survival check (DC 17 for Levels 5–6) out of the market. 
  A group of corrupted Stillness priests lie in ambush here; proceed 
  to Event 3: Foolish Followers. 
  Sewers: These labyrinthine tunnels link to Khovi’s extensive 
  sewer network. Many of the paths lead to dead ends with no outlet 
  to the Khovi streets. Recent construction due to the Khovi Urban 
  Renewal Project and government closures to and from the Red 
  Corridors have made nearly all recent maps of the area inaccurate. 
  PCs can connect to the local infosphere and access a Doyenate-
  sponsored urban planning server to locate a map with a successful 
  DC 17 Computers check (DC 20 for Levels 5–6). Alternatively, PCs 
  can overcome this obstacle by succeeding at a DC 17 Profession 
  (Architect or General Contractor) check (DC 20 for Levels 5–6) to 
  recall knowledge about common infrastructure layouts.  
  Khovi Urban Renewal Project: The subterranean corridors and 
  sewage filtration system leads to an open passageway into an 
  area of Khovi under heavy construction. A seemingly abandoned 
  hospital stands across from this exit. Except for the light 
  coming from within the hospital and the sign identifying it as 
  Obatkhovi-enam, this rundown neighborhood is currently quiet.
  
  SECRETS IN STILLNESS
  11
  11
  EVENT 3: FOOLISH 
  FOLLOWERS (CR 5 OR 
  CR 7)
  If the PCs choose to travel through the market rather than the 
  sewers, they face an ambush set up by the disguised brain 
  collector’s fanatical followers. Don’t include this encounter if 
  there’s only 1 hour left in which to complete the adventure.
  Creatures: Three Order of Stillness priests have all been 
  tricked by telepathic messages from Elis, one of the Whispering 
  One’s current guises and the first of their victims on the Idari. 
  As instructed, these priests wait for the PCs to approach and 
  ambush the group in the cramped corridors outside the market. 
  These combatants deal nonlethal damage and attempt to abduct 
  one or more PCs alive, hoping to present them as offerings 
  for the Whispering One’s collection. The misguided priests 
  team up on any spellcasters, preferring to stay in melee with 
  their opponents. If given the chance, they position themselves 
  where their supernova can do the most damage. Believing the 
  Whispering One’s lies, they fight ceaselessly to subdue the PCs. 
  LEVELS 3–4 (CR 5)
  STILLNESS PRIEST 
  CR 2
  Page 17, art on page 24
  STILLNESS CULTISTS (2)                                               CR 2
  Page 17
  LEVELS 5–6 (CR 7)
  STILLNESS PRIEST       CR 4
  Page 21, art on page 24
  STILLNESS CULTISTS (2)   CR 4
  Page 21
  Development: Each cultist wears an unsecured datapad with 
  orders in Kasatha from high priest Elis to report to a human 
  doctor named Alem Vesent in one of Khovi’s closed hospitals, 
  Obatkhovi-enam, after they deal with the pursuers.
  B� OBATKHOVI-ENAM
  Since escaping the Temple of the Black Butterfly, the 
  Whispering One made this abandoned hospital their home. 
  The brain collector allied with the local Four Circle gang to 
  reconfigure the structure to attend to the group’s needs as 
  the creature collects the brains they seek. In their disguise as 
  Doctor Alem Vesent, the Whispering One is considered a friend 
  to the gang members and uses their considerable medical 
  knowledge to help them tend their wounds. None of gang know 
  of the Whispering One’s true nature, as the brain collector has 
  taken great care to conceal their gruesome proclivities from 
  their allies. 
  Most rooms in this hospital are vacant and only have power 
  routed to them when needed. “Patients” brought through the 
  decontamination chamber to the operating theater don’t make it 
  out alive after having their brains removed for the Whispering 
  One’s use. Currently, only areas B1 and B3 have active lighting. 
  Using their Four Circle allies as laborers, the Whispering One 
  recently began converting  their lair into a vessel they can use to 
  leave the Idari in search of new victims. The conversion process 
  involves a mixture of biological and technological elements the 
  brain collector had learned from a past victim, and though PCs 
  can glimpse the early stages of modification throughout the area, 
  the process remains unfinished.
  STILLNESS PRIEST
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  EVENT 3: FOOLISH FOLLOWERS
  EVENT 3: FOOLISH FOLLOWERS
  STARFINDER FLIP-TILES: 
  STARFINDER FLIP-TILES: 
  SPACE STATION STARTER SET
  SPACE STATION STARTER SET
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  CULTISTS
  CULTISTS
  START HERE
  START HERE
  PCS
  PCS
  START HERE
  START HERE
  B1. WAITING ROOM (CR 4 OR CR 6)
  This room beyond the sliding door entrance is well lit. Though 
  not entirely clean, the waiting area appears tidy and organized. 
  A holographic kasatha in scrubs materializes just past the open 
  doors leading from the vestibule and repeats the same statement 
  in several languages: “Doctor Vesent is helping another patient 
  and will be with you shortly.”
  The holographic receptionist is set to a passive message 
  mode and does not interact with anyone until instructed to do 
  so by the doctor. With a successful DC 17 (DC 20 for Levels 
  5–6) Computers to hack, a PC can access the projection and the 
  database it inhabits. The database details Doctor Alem Vesent’s 
  patient history in two categories: medical necessity and study. 
  Both categories show a remarkable number of patients over the 
  past week, along with the assistance of another staff member, 
  Doctor Teanso.
  Creatures: Several members of the Four Circle gang wait in this 
  area in need of minor first aid. Initially, they have no interest in 
  fighting the PCs, but they’re adamant that they’re next in line for 
  the street doctor’s attention. If the PCs attempt to force their way 
  deeper into the hospital, the gangers try to stop them. The PCs 
  can avoid a fight by succeeding at a DC 17 (DC 20 for Levels 5–6) 
  Diplomacy or Intimidate check or by providing the gang members 
  with immediate medical attention, whether through the Medicine 
  skill, healing items, or magic. If any PC fails a check to peacefully 
  deal with the gang members, accuses the doctor of nefarious 
  deeds, or takes hostile action, the gang members attack.
  LEVELS 3–4 (CR 4)
  KASATHA GANG PUSHERS (2 ) 
  CR 4
  Page 18
  LEVELS 5–6 (CR 6)
  FOUR CIRCLE GANGERS (3) 
  CR 6
  Page 22
  B2. DECONTAMINATION CHAMBER (CR 4 OR 
  CR 6)
  A pink and purple light fills this chamber with the glow of 
  microbe detectors and radioactive scrubbing agents. Hexagonal 
  floor tiles emit bright light from between each tile. The spotless, 
  shiny metal walls taper towards the operating theater doors to 
  the north. Additional doors lead elsewhere in the hospital to a 
  series of unoccupied recovery rooms and waiting areas.
  Traps: The only entrance to the operating theater is equipped 
  with several methods of decontamination, culminating in an array 
  of scanners and radiation emitters to dispose of bacteria and other 
  contaminants. In the week since their escape, the Whispering 
  
  SECRETS IN STILLNESS
  13
  13
  B. OBATKHOVI-ENAM
  B. OBATKHOVI-ENAM
  STARFINDER FLIP-MAT: 
  STARFINDER FLIP-MAT: 
  HOSPITAL
  HOSPITAL
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  B3
  B3
  B1
  B1
  B2
  B2
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  One made connections with local gangs willing to offer technical 
  assistance for the help of a street doc. These allies have since 
  replaced the decontamination elements with psychotropics that 
  help to render a creature’s mind more malleable.
  If the PCs succeeded at overcoming all obstacles in the Red 
  Corridors, this trap is currently inactive.
  LEVELS 3–4 (CR 4)
  PSYCHOTROPIC ARRAY 
  CR 4
  Type technological; Perception DC 26; Disable Computers 
  DC 21 (override automated decontamination process) or 
  Engineering DC 21 (disconnect array emitters)
  Trigger location; Reset manual
  Effect mind-altering gases and lighting effects (–4 penalty to 
  Intelligence, Wisdom, and Charisma-based ability checks, 
  skill checks, and saving throws for 1d4 hours; this is a mind-
  affecting effect); Will DC 15 negates; multiple targets (all 
  targets in room)
  LEVELS 5–6 (CR 6)
  PSYCHOTROPIC ARRAY 
  CR 6
  Type technological; Perception DC 29; Disable Computers 
  DC 24 (override automated decontamination process) or 
  Engineering DC 24 (disconnect array emitters)
  Trigger location; Reset manual
  Effect mind-altering gases and lighting effects (–4 penalty to 
  Intelligence, Wisdom, and Charisma-based ability checks, 
  skill checks, and saving throws for 1d4 hours; this is a mind-
  affecting effect); Will DC 16 negates; multiple targets (all 
  targets in room)
  B3. OPERATION THEATER (CR 6 OR CR 8)
  This once pristine operating room now serves as a macabre 
  testament to a killer’s twisted designs. Biomatter culled from 
  the bodies of unwilling donors coat the floor, walls, and ceiling 
  of this circular room. Among the gore, portraits and datapads 
  glimpsed here and there display images of various humanoid 
  species connected by twisted metallic wires. Three visages 
  appear most prominently in this tableau: a kasatha priest in 
  dark robes along with two medical personnel, one kasatha and 
  one human. A metal operating table stands in the middle of this 
  chaos. Worn leather restraints hang limply from its sides. 
  This operating theater now functions as the Whispering One’s 
  home base, slowly being modified with repurposed biomatter to 
  allow them to flee the Idari. Scattered throughout the unsettling 
  contents of this room are notes recorded by Elis about the nature 
  of the brain collector and its three known “faces”—Doctor Teanso, 
  Doctor Alem Vesent, and a mimicry of Elis himself. 
  Creatures: If the Whispering One had time to activate the trap 
  in the decontamination chamber, they try to convince the PCs 
  THE WHISPERING ONE
  
  SECRETS IN STILLNESS
  15
  15
  that they’re imagining the gruesome scene in the room while 
  disguised as the human Doctor Alem Vesent (CE male human). The 
  Whispering One tries to talk their way out of any confrontation 
  initially as they position to better attack the PCs. They once again 
  focus their attention on the PC they judge to be most intelligent.
  As Doctor Vesent, the Whispering One acts as an unassuming 
  street doc with an altruistic desire to help the downtrodden 
  citizens of the nearby Red Corridors. Despite the state of the 
  operating room, the doctor’s scrubs and tools look spotless. The 
  Whispering One only maintains the charade until they can attack 
  the PC whose brain they have the most interest in collecting. 
  During combat, the Whispering One uses their offensive spells to 
  keep opponents at bay while focusing their bite attack on a single 
  target whose brain they wish to acquire (probably the PC with 
  the highest Intelligence score). Unless prevented, the Whispering 
  One renders this target helpless using their poison and extracts 
  the creature’s brain. After they successfully collect a brain, or if 
  they’re reduced to less than half Hit Points, the Whispering One 
  attempts to flee into the Red Corridors. 
  LEVELS 3–4 (CR 6)
  THE WHISPERING ONE 
  CR 6
  Page 19, art on page 25
  LEVELS 5–6 (CR 8)
  THE WHISPERING ONE  
  CR 8
  Page 23, art on page 25
  Treasure: Once the PCs defeat the Whispering One, they can 
  easily locate the datapad that belonged to Elis, the Stillness 
  priest charged with studying the creature. Elis’s notes mention 
  that though the brain collector initially appeared catatonic, he 
  believed that the Whispering One might have been reaching out 
  to communicate with him. His records indicate that he originally 
  obtained the creature from a traveling collector of oddities that 
  trapped the monster on Verces. Elis convinced Temple leadership 
  to allow him to confine the creature for study rather than 
  destroying them. Later in his notes, he refers to these decisions 
  as “ill-omened.” 
  Another datapad registered to Doctor Vesent contains writings 
  composed by the Whispering One. The brain collector detailed 
  plans to infiltrate the Sholar Adat and learn more about kasathan 
  techniques for preserving brain matter. These notes also contain 
  complex equations that PCs who succeed at a DC 24 Physical 
  Science check can identify as theoretical plans for building a 
  starship with both biotech and technomagical components. This 
  information is accompanied by writings in a dead language that 
  PCs can identify as sivv with a DC 28 Culture check. 
  CONCLUSION
  With the case solved, the PCs can turn over any information 
  they learned to authorities within the Temple and the Idari before 
  returning to the Lorespire Complex. Back on Absalom Station, 
  Radaszam invites the PCs to attend a solemn memorial service 
  for Xada. After the service, he thanks them sincerely for their 
  help and indicates that he owes them a favor. 
  Vesora is disgusted with the failure of the Stillness to contain 
  the brain collector and their part in the whole debacle. If the PCs 
  gave him Radaszam’s message, he accepts the invitation to take 
  Xada’s place within the Acquisitives while keeping his vow of 
  silence and personal religious beliefs.
  PRIMARY OBJECTIVES
  The PCs complete their primary objective if they discover what 
  caused Xada’s death. Doing so earns each PC 1 Fame and 1 
  Reputation for their selected faction.
  SECONDARY OBJECTIVES
  If the PCs defeat the Whispering One, they earn 1 additional Fame 
  and 1 Reputation for their current faction.
  FACTION NOTES
  The Acquisitives faction takes particular interest in this adventure. 
  Acquisitives: This mission is of personal importance to 
  Radaszam. If the PCs complete the Primary Success Condition, 
  each PC earns 1 additional Reputation with the Acquisitives. 
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  SCALING HEAT TREATMENT
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove one fire elemental from this encounter.
  APPENDIX 1: LEVEL 3–4 
  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 3rd 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.
  EVENT 1: HEAT TREATMENT (LEVELS 3–4)
  FIRE ELEMENTALS (3) 
  CR 3
  N Medium outsider (elemental, extraplanar, fire)
  Init +6; Senses darkvision 60 ft.; Perception +8
  DEFENSE  
   
   
                  HP 40 EACH 
  EAC 14; KAC 16 
  Fort +7; Ref +5; Will +2
  Immunities fire
  Vulnerability cold
  OFFENSE
  Speed 50 ft.
  Melee slam +12 (1d6+7 B & F; critical burn 1d4)
  STATISTICS
  Str +4; Dex +2; Con +1; Int –3; Wis +0; Cha +0
  Skills Acrobatics +8, Athletics +8
  Feat Mobility
  Languages Ignan 
  SPECIAL ABILITIES
  Burning Strikes (Ex) A fire elemental’s slams deal half fire 
  damage and half bludgeoning damage. In addition, on a 
  critical hit, the fire elemental’s strikes deal an amount of 
  burn damage based on the creature’s CR. 
  
  SECRETS IN STILLNESS
  17
  17
  SCALING FOOLISH 
  FOLLOWERS
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove one Stillness cultist from the encounter.
  EVENT 3: FOOLISH FOLLOWERS (LEVELS 
  3–4)
  STILLNESS CULTISTS (2) 
  CR 2
  Kasatha solarian
  CN Medium humanoid (kasatha)
  Init +2; Perception +7
  DEFENSE  
   
   
                  HP 25 EACH 
  EAC 13; KAC 15 
  Fort +4; Ref +2; Will +3
  OFFENSE
  Speed 30 ft.
  Melee solar weapon (least muon crystal) +7 (1d6+6 S; 
  penetrating)
  Ranged static arc pistol +10 (1d6+2 E; arc 2; critical stun) 
  Offensive Abilities stellar revelations (black hole [20-ft. radius, 
  pull 10 ft., DC 11], stellar rush [2d6 F, DC 11], supernova [10-
  ft. radius, 3d6 F, DC 11])
  STATISTICS
  Str +4; Dex +2; Con +0; Int +0; Wis +0; Cha +1
  Skills Acrobatics +12, Mysticism +7, Stealth +7
  Languages Common, Kasatha 
  Other Abilities solar manifestation (solar weapon), stellar 
  alignment
  Gear kasatha microcord I, static arc pistol with 1 battery (20 
  charges), datapad
  STILLNESS PRIEST 
  CR 2
  Kasatha mystic
  CN Medium humanoid (kasatha)
  Init +2; Perception +7
  DEFENSE  
   
   
   
            HP 21
  EAC 12; KAC 13 
  Fort +1; Ref +1; Will +5 
  OFFENSE
  Speed 30 ft., fly 20 ft. (Su, average, in space only)
  Melee cestus battleglove +4 (1d4+2 B; analog)
  Ranged azimuth laser pistol +6 (1d4+2 F; critical burn 1d4) 
  Spell-Like Abilities (CL 2nd) 
  At will—mindlink 
  Mystic Spells Known (CL 2nd; ranged +6)
  1st (3/day)—shooting stars (as magic missile), mind thrust (DC 15)
  0 (at will)—daze (DC 14), telekinetic projectile 
  Connection star shaman
  STATISTICS
  Str +0; Dex +2; Con +0; Int +0; Wis +4; Cha +1
  Skills Acrobatics +7, Athletics +7, Mysticism +12
  Languages Common, Kasatha 
  Other Abilities walk the void
  Gear kasatha microcord I, azimuth laser pistol with 1 battery 
  (20 charges), cestus battleglove, datapad
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  SCALING ENCOUNTER B1
  Make the following adjustments to accommodate a group 
  of four PCs.
  The gang pushers have the fatigued condition and take a 
  –1 penalty to Armor Class, attack rolls, melee damage rolls, 
  Reflex saving throws, initiative checks, and Strength- and 
  Dexterity-based skill and ability checks. 
  ENCOUNTER B1 (LEVEL 3–4)
  KASATHA GANG PUSHERS (2) 
  CR 2
  Kasatha operatives (Pact Worlds 178)
  NE Medium humanoid (kasatha)
  Init +9; Perception +13
  DEFENSE  
   
   
                  HP 23 EACH 
  EAC 13; KAC 14 
  Fort +1; Ref +4; Will +5
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee tactical baton +8 (1d4 B)
  Ranged static arc pistol +8 (1d6 E plus stun; critical arc 2) 
  Offensive Abilities trick attack +1d8
  STATISTICS
  Str +0; Dex +4; Con +0; Int +1; Wis +1; Cha +2
  Skills Acrobatics +8, Bluff +13, Culture +8, Engineering +13, 
  Intimidate +13, Sleight of Hand +13, Stealth +13, Survival +8
  Feats Veiled Threat
  Languages Common, Kasatha
  Other Abilities desert stride, four-armed, operative exploit 
  (uncanny mobility), specialization (thief)
  Gear freebooter armor I, static arc pistol with 1 battery (20 
  charges), tactical baton
  
  SECRETS IN STILLNESS
  19
  19
  SCALING ENCOUNTER B3
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove one brain from the Whispering One’s collection, 
  granting them a –1 penalty to ability checks, AC, attack rolls, 
  saving throws, and skill checks. Reduce their total Hit Points 
  by 5. 
  ENCOUNTER B3 (LEVELS 3–4)
  THE WHISPERING ONE 
  CR 6
  Variant brain collector (Alien Archive 4 16)
  CE Large aberration
  Init +1; Senses darkvision 60 ft.; Perception +13
  DEFENSE  
   
   
   
           HP 75
  EAC 17; KAC 18
  Fort +5; Ref +5; Will +11
  DR 10/magic; Immunities confused condition; SR 17
  Weaknesses brain dependency
  OFFENSE
  Speed 10 ft., fly 40 ft. (Su, perfect)
  Melee bite +12 (1d6+9 P plus brain collector venom) or 
  claw +12 (1d4+9 S)
  Multiattack bite +7 (1d6+9 P plus brain collector venom), 2 
  claws +7 (1d4+9 S)
  Space 10 ft.; Reach 5 ft. 
  Offensive Abilities brain collection
  Spells Known (CL 5th; ranged +11)
  2nd (3/day)—hold person (DC 18), polymorphAA2 (self only; 
  three predetermined humanoid forms)
  1st (6/day)—magic missile, overheat, unseen servant
  0 (at will)—daze, energy ray
  STATISTICS
  Str +3; Dex +2; Con +2; Int +5; Wis +2; Cha +2
  Skills Acrobatics +2 (+10 to fly), Bluff +13, Culture +13, Life 
  Science +18, Medicine +13, Mysticism +18, Physical Science 
  +13; see strange knowledge
  Languages Abyssal, Akitonian, Aklo, Castrovelian, Common, 
  Kasatha, Shirren, Vercite, Vesk; telepathy 100 ft.
  SPECIAL ABILITIES
  Brain Collection (Ex) A brain collector can store up to seven 
  brains of Small or Medium creatures and use them to 
  enhance their knowledge and power, learning a single 
  language known by the former owner of each stored 
  brain. A brain collector can extract a brain from a helpless 
  opponent with a coup de grace action that kills the 
  opponent, or they can do so as a standard action from a 
  body that has been dead no longer than 1 minute.
  Brain Dependency (Ex) A brain collector that has fewer than 
  seven collected brains gains 1 negative level for each missing 
  brain, and a brain collector with no collected brains can’t 
  cast any of their spells. These negative levels never become 
  permanent and can be removed only by adding brains to 
  the brain collector’s collection. The statistics presented here 
  assume a brain collector with a full collection.
  Strange Knowledge (Ex) A brain collector can access the 
  collective knowledge of their stored brains. If they have 
  at least one brain in their collection, they gain one of 
  the following skills (with 6 ranks) in which the former 
  owner was trained: Bluff +13, Computers +13, Culture +13, 
  Engineering +13, Medicine +13, Piloting +13, Profession +13, 
  or Sense Motive +13. For every three additional brains in 
  their collection, the brain collector gains one additional skill 
  from the list among the skills in which the former owners 
  were trained.
  LESSER BRAIN COLLECTOR VENOM
  Type poison (injury); Save Fortitude DC 16
  Track Strength (special); Frequency 1/round for 6 rounds
  Effect progression track is Healthy—Weakened—Staggered—
  Immobile
  Cure 2 consecutive saves
  
  STARFINDER SOCIETY SCENARIO
  20
  20
  SCALING HEAT TREATMENT
  Make the following adjustments to accommodate a group 
  of four PCs.
  Replace one fire elemental with one Medium fire 
  elementals from the Levels 3–4 encounter. 
  APPENDIX 2: LEVEL 5–6 
  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 5th 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.
  EVENT 1: HEAT TREATMENT (LEVELS 5–6)
  FIRE ELEMENTALS (3) 
  CR 5
  N Large outsider (elemental, extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +11
  DEFENSE  
   
                                      HP 70 EACH 
  EAC 17; KAC 19 
  Fort +9; Ref +7; Will +4; DR 5/—
  Immunities fire
  Vulnerability cold
  OFFENSE
  Speed 50 ft.
  Melee slam +15 (1d6+10 B &F; critical burn 2d4)
  STATISTICS 
  Str +5; Dex +3; Con +2; Int –3; Wis +0; Cha +0
  Skills Acrobatics +11, Athletics +11
  Feat Mobility
  Languages Ignan 
  SPECIAL ABILITIES
  Burning Strikes (Ex) A fire elemental’s slams deal half fire 
  damage and half bludgeoning damage. In addition, on a 
  critical hit, the fire elemental’s strikes deal an amount of 
  burn damage based on the creature’s CR.
  
  SECRETS IN STILLNESS
  21
  21
  SCALING FOOLISH 
  FOLLOWERS
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove one Stillness cultist from the encounter. 
  EVENT 3: FOOLISH FOLLOWERS (LEVELS 5–6)
  STILLNESS CULTISTS (2) 
  CR 4
  Kasatha solarians
  CN Medium humanoid (kasatha)
  Init +3; Perception +10
  DEFENSE  
   
   
                  HP 50 EACH 
  EAC 16; KAC 18 
  Fort +6; Ref +4; Will +5
  OFFENSE
  Speed 30 ft.
  Melee solar weapon (minor tauon crystal) +9 (1d6+9 S; 
  staggered [DC 17]; critical stun)
  Ranged pusher decoupler +12 (1d6+4 A; critical demoralize)
  Offensive Abilities stellar revelations (black hole [20-ft. radius, 
  pull 10 ft., DC 13], gravity boost, stellar rush [2d6 F, DC 13], 
  supernova [10-ft. radius, 5d6 F, DC 13])
  STATISTICS
  Str +5; Dex +3; Con +0; Int +0; Wis +0; Cha +1
  Skills Acrobatics +15, Mysticism +10, Stealth +10
  Languages Common, Kasathan 
  Other Abilities solar manifestation (solar weapon), stellar 
  alignment
  Gear basic lashunta tempweave, pusher decouplerAR with 1 
  high-capacity battery (40 charges), datapad
  STILLNESS PRIEST 
  CR 4
  Kasatha mystic
  CN Medium humanoid (kasatha)
  Init +3; Perception +10
  DEFENSE  
   
   
    
           HP 43
  EAC 15; KAC 16 
  Fort +3; Ref +3; Will +7
  OFFENSE
  Speed 30 ft., fly 20 ft. (Su, average, in space only)
  Melee tactical dueling sword +6 (1d6+4 S; analog)
  Ranged thunderstrike sonic pistol +8 (1d8+4 So; critical deafen 
  [DC 15])
  Spell-Like Abilities (CL 4th) 
  At will  —mindlink 
  Mystic Spells Known (CL 4th; ranged +8)
  2nd (3/day)—darkvision, force blast (DC 17)
  1st (6/day)—shooting stars (as magic missile), mind thrust (DC 
  16), reflecting armor (DC 16)
  0 (At will)—daze (DC 15), telekinetic projectile 
  Connection star shaman
  STATISTICS
  Str +0; Dex +3; Con +0; Int +0; Wis +5; Cha +1
  Skills Acrobatics +10, Athletics +10, Mysticism +15
  Languages Common, Kasatha
  Other Abilities starlight form (DC 15, 4 minutes), walk the void
  Gear basic lashunta tempweave, tactical dueling sword, 
  thunderstrike sonic pistol with 1 battery (20 charges), 
  datapad
  
  STARFINDER SOCIETY SCENARIO
  22
  22
  SCALING ENCOUNTER B1
  Make the following adjustments to accommodate a group 
  of four PCs.
  The Four Circle gangers have the fatigued condition and 
  take a –1 penalty to Armor Class, attack rolls, melee damage 
  rolls, Reflex saving throws, initiative checks, and Strength- 
  and Dexterity-based skill and ability checks. 
  ENCOUNTER B1 (LEVELS 5–6)
  FOUR CIRCLE GANGERS (3) 
  CR 3
  Kasatha soldiers 
  NE Medium humanoid (kasatha)
  Init +4; Perception +8
  DEFENSE  
   
   
                  HP 40 EACH 
  EAC 14; KAC 16
  Fort +4; Ref +3; Will +4
  OFFENSE
  Speed 30 ft.
  Melee red star plasma lash +8 (1d4+5 E & F; critical 
  knockdown; reach, powered, trip)
  Ranged bravado handcannon +11 (1d8+3 P; critical knockdown; 
  analog, free hands [1], unwieldy)
  Space 5 ft.; Reach 5 ft. (10 ft. with red star plasma lash)
  Offensive Abilities gear boosts (finesse strikerCOM), fighting 
  styles (hit-and-run)
  STATISTICS
  Str +2; Dex +4; Con +1; Int +0; Wis +0; Cha +0
  Skills Acrobatics +13, Athletics +13, Bluff +8, Culture +8, 
  Sleight Of Hand +13, Stealth +8
  Feat Opening Volley
  Languages Common, Kasatha
  Other Abilities desert stride, four-armed
  Gear graphite carbon skin, bravado handcannonAR with 6 
  scattergun shells, red star plasma lashAR with 1 battery  
  (20 charges)
  
  SECRETS IN STILLNESS
  23
  23
  SCALING ENCOUNTER B3
  Make the following adjustments to accommodate a group 
  of four PCs.
  Remove one brain from the Whispering One’s collection, 
  granting them a –1 penalty to ability checks, AC, attack rolls, 
  saving throws, and skill checks. Reduce their total Hit Points 
  by 5. 
  ENCOUNTER B3 (LEVELS 5–6)
  THE WHISPERING ONE 
  CR 8
  Brain collector (Alien Archive 4 16)
  CE Large aberration
  Init +2; Senses darkvision 60 ft.; Perception +16
  DEFENSE  
   
   
   
         HP 105
  EAC 19; KAC 20
  Fort +7; Ref +7; Will +13
  DR 10/magic; Immunities confused condition; SR 19
  Weaknesses brain dependency
  OFFENSE
  Speed 10 ft., fly 40 ft. (Su, perfect)
  Melee bite +15 (1d12+12 P plus brain collector venom) or 
  claw +15 (1d8+12 S)
  Multiattack bite +9 (1d12+12 P plus brain collector venom), 2 
  claws +9 (1d8+12 S)
  Space 10 ft.; Reach 5 ft. 
  Offensive Abilities brain collection
  Spells Known (CL 7th; ranged +13)
  3rd (3/day)—arcing surge (DC 20), ray of exhaustion (DC 20)
  2nd (6/day)—caustic conversion, hold person (DC 19), 
  invisibility, polymorphAA2 (self only; four predetermined 
  humanoid forms)
  STATISTICS
  Str +4; Dex +2; Con +2; Int +6; Wis +2; Cha +2
  Skills Acrobatics +2 (+10 to fly), Bluff +16, Culture +16, Life 
  Science +21, Medicine +16, Mysticism +21, Physical Science 
  +16; see strange knowledge
  Languages Abyssal, Akitonian, Aklo, Castrovelian, Common, 
  Kasatha, Shirren, Vercite, Vesk; telepathy 100 ft.
  SPECIAL ABILITIES
  Brain Collection (Ex) A brain collector can store up to seven 
  brains of Small or Medium creatures and use them to 
  enhance their knowledge and power, learning a single 
  language known by the former owner of each stored 
  brain. A brain collector can extract a brain from a helpless 
  opponent with a coup de grace action that kills the 
  opponent, or they can do so as a standard action from a 
  body that has been dead no longer than 1 minute.
  Brain Dependency (Ex) A brain collector that has fewer than 
  seven collected brains gains 1 negative level for each missing 
  brain, and a brain collector with no collected brains can’t 
  cast any of their spells. These negative levels never become 
  permanent and can be removed only by adding brains to 
  the brain collector’s collection. The statistics presented here 
  assume a brain collector with a full collection.
  Strange Knowledge (Ex) A brain collector can access the 
  collective knowledge of their stored brains. If they have 
  at least one brain in their collection, they gain one of 
  the following skills (with 8 ranks) in which the former 
  owner was trained: Bluff +16, Computers +16, Culture +16, 
  Engineering +16, Medicine +16, Piloting +16, Profession +16, 
  or Sense Motive +16. For every three additional brains in 
  their collection, the brain collector gains one additional skill 
  from the list among the skills in which the former owners 
  were trained.
  BRAIN COLLECTOR VENOM
  Type poison (injury); Save Fortitude DC 18
  Track Strength (special); Frequency 1/round for 6 rounds
  Effect progression track is Healthy—Weakened—Staggered—
  Immobile
  Cure 2 consecutive saves
  
  STARFINDER SOCIETY SCENARIO
  24
  24
  APPENDIX 3: GAME AIDS
  RADASZAM
  TEANSO
  STILLNESS PRIEST
  VESORA
  
  SECRETS IN STILLNESS
  25
  25
  APPENDIX 3: GAME AIDS
  THE WHISPERING 
  ONE
  BROKEN 
  ENCLOSURE
  
  STARFINDER SOCIETY SCENARIO
  26
  26
  HANDOUT #1: THE IDARI
  BRISPEX
  BRISPEX
  KHOVI
  KHOVI
  NEW KASATH 
  NEW KASATH 
  UNIVERSITY
  UNIVERSITY
  TEMPLE OF
  TEMPLE OF
  TALAVET
  TALAVET
  TEMPLE OF
  TEMPLE OF
  IBRA
  IBRA
  SHOLAR ADAT
  SHOLAR ADAT
  FORESHORE
  FORESHORE
  RED CORRIDORS
  RED CORRIDORS
  DELIMAR GALLERY
  DELIMAR GALLERY
  GARDEN OF
  GARDEN OF
  ALL KASATH
  ALL KASATH
  TEMPLE OF THE
  TEMPLE OF THE
  BLACK BUTTERFLY
  BLACK BUTTERFLY
  
  SECRETS IN STILLNESS
  27
  27
  09A
  09A
  11A
  11A
  14A
  14A
  26A
  26A
  36A
  36A
  15A
  15A
  
  STARFINDER SOCIETY SCENARIO
  28
  28
  REWARD CONDITIONS
  The PCs earn the rewards for each area if they meet the conditions 
  listed below.
  Event 1: The PCs keep these rewards if they defeat the fire 
  elementals.
  Event 3: The PCs keep these rewards if they defeat or avoid the 
  Stillness cultists. When omitting this encounter because of time 
  constraints, add these rewards to area B3.
  B2: The PCs keep these rewards if they defeat or bargain with 
  the Four Circle gangers.
  B3: The PCs keep these rewards if they defeat the Whispering 
  One. 
  ENCOUNTER
  LEVEL 3–4 REWARD
  OUT OF LEVEL REWARD
  LEVEL 5–6 REWARD
  Event 1 Credits
  365 credits
  693 credits
  1,021 credits
  Event 3 Credits
  365 credits
  693 credits
  1,021 credits
  Area B2 Credits
  365 credits
  693 credits
  1,021 credits
  B3 Credits
  365 credits
  693 credits
  1,021 credits
  ORGANIZED PLAY
  REWARDS TABLE
  
  SECRETS IN STILLNESS
  29
  29
  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
  30
  30
  OPEN GAME LICENSE Version 1.0a
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  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, 
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  Starfinder Society Scenario #3–18: Secrets in Stillness © 2021, Paizo Inc.; Author: 
  Joseph Blomquist.
  This product is compliant with the Open Game License (OGL) and is suitable for use 
  with Starfinder.
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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 #
  3–4
  5–6
  —
  1,460
  2,772
  4,084
  —
  Out of 
  Level
  Scenario #3-18: 
  Secrets in Stillness
  You traveled to the Idari to investigate the mysterious death of one of Radaszam’s close colleagues. After examining her 
  corpse and speaking to priests of the Order of Stillness from the Temple of the Black Butterfly, you learned that a brain 
  collector called the Whispering One killed the young kasatha and is responsible for a recent string of deaths on the Idari.
  Reputation
  All Levels
  Levels 5–6
  Kasatha microcord I (460 credits; item level 2; 
  Starfinder Core Rulebook 197)
  Minor tauon crystal (1,850 credits; item level 4; 
  Starfinder Pact Worlds 194)
  Red star plasma lash (1,550 credits; item level 3; 
  Starfinder Armory 43)
  Lesser tauon crystal (6,000 credits; item level 7; 
  Starfinder Pact Worlds 194)
  Pusher decoupler (2,300 credits; item level 4; Starfinder 
  Armory 36)
  Swagger handcannon (4,350 credits; item level 6; 
  Starfinder Armory 44)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 3/SF S03-18 Secrets in Stillness.pdf