TEXT: ILLEGAL SHIPMENT
  STARFINDER SOCIETY SCENARIO #2–21, TIER 1–4
  YEAR OF A THOUSAND BITES
  BY JOSEPH BLOMQUIST
  
  Starfinder Society #2–21: Illegal Shipment is a Starfinder Society Scenario designed for 1st- 
  through 4th-level characters (Tier 1–4; Subtiers 1–2 and 3–4). It is designed for play in the 
  Starfinder Society Organized Play campaign but can easily be adapted for use with any 
  world. For more information on the Starfinder Society campaign, how to read the attached 
  Chronicle sheets, and how to find games in your area, check out the campaign’s home page 
  at StarfinderSociety.club.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  GM ResouRces
  Illegal Shipment makes use of the Starfinder Core Rulebook, Starfinder Alien Archive, Starfinder 
  Armory, Starfinder Pact Worlds, Starfinder Adventure Path #19: Fate of the Fifth, Starfinder 
  Adventure Path #20: The Last Refuge, and Starfinder Adventure Path #24: The God-Host Ascends. 
  This adventure assumes the GM has access to these sourcebooks. All rules referenced in this 
  adventure are available in the free online Starfinder Reference Document at paizo.com/sfrd
  Table of Contents
  Illegal Shipment                               3
  Appendix                                     20
  Maps                                          23
  Chronicle Sheet                              26
  AUTHOR
  Joseph Blomquist
  DEVELOPMENT LEAD
  Thurston Hillman
  EDITING LEAD
  Leo Glass
  EDITORS
  Judy Bauer, Patrick Hurley, and Adrian Ng
  CONTRIBUTING ARTISTS
  Alyssa McCarthy, Beatrice Pelagatti, Graey Erb, 
  Miroslav Petrov, Nathan James, and Sebastian Rodriguez
  CARTOGRAPHY
  Robert Lazzaretti and Damien Mammoliti
  ART DIRECTORS
  Tony Barnett and Adam Vick
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  Robert G. McCreary
  MANAGING DEVELOPER
  Amanda Hamon
  PUBLISHER
  Erik Mona
  How to Play
  scenaRio taGs
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags see Chapter 1 of the Starfinder Society Roleplaying Guild Guide.
  Faction (Exo-Guardians)
  Faction (WayFindErs)
  
  BY JOSEPH BLOMQUIST
  ILLEGAL SHIPMENT
  Zelrai Impressium (LN female ferran [Starfinder Adventure Path 
  #2: Temple of the Twelve 55]) has earned a modest amount of 
  notoriety throughout the Pact Worlds and Veskarium for her 
  business: Impressium’s Humble Menagerie. Importing a variety of 
  creatures for viewing and sale in civilized space, Zelrai has become 
  something of a procurer of interesting goods for the Pact Worlds’ 
  social elite. She’s captured rare specimens throughout Near Space 
  and the Vast, then put them on public viewing before selling these 
  specimens to interested buyers on different Pact Worlds, most 
  notably Triaxus and Verces.
  Recently, Zelrai’s activities took her into the contested Suskillon 
  system, a star system located in the Vast (further detailed in the 
  Attack of the Swarm! Adventure Path). While in Suskillon, Zelrai 
  managed to secure several specimens of the invading Swarm 
  life-forms, placing them in cryogenic stasis onboard her starship, 
  the Stoic Refuge. Once she’d filled her cargo bays full of Swarm 
  creatures that she’d captured at the fringes of the ongoing Swarm 
  battlefield, Zelrai took her ship out of the Suskillon system and 
  made her way back to Absalom Station.
  Zelrai’s notoriety and ample bribes allowed her to bypass 
  normal restrictions and dock with the station, where she promptly 
  left her crew to manage the ongoing stasis-locked Swarm 
  creatures and went off to meet with interested buyers onboard 
  the station. Unfortunately, one of Zelrai’s crew had an idea of their 
  own and invited an envoy from one of the station’s less reputable 
  factions: the Six Tip Gang. The gang came onboard Zelrai’s ship in 
  force, never having any intention of paying for a Swarm creature, 
  but instead intent on claiming the cryogenically frozen beasts to 
  use in attacking the station’s government and sowing unrest to 
  pressure the station’s prime executive to release their imprisoned 
  leader. More information on the Six Tip Gang can be found on page 
  40 of Starfinder Pact Worlds.
  As the Six Tip Gang members overtook the docked vessel, one 
  of Zelrai’s crew members panicked and deactivated the cryogenic 
  systems, hoping to use some of the Swarm creatures to drive 
  off the attackers. Instead, the Swarm creatures in stasis quickly 
  awoke and promptly, not to mention gruesomely, murdered most 
  of the attacking gangers and crew. Following the bloodbath, the 
  surviving Swarm creatures departed the Stoic Refuge by entering 
  into some of the nearby hangar maintenance ducts.
  WHERE IN THE 
  UNIVERSE?
  Illegal Shipment takes place aboard Absalom Station, the 
  current home of humanity and other peoples from lost 
  Golarion. After receiving their briefing on the orbiting 
  Master of Stars, the PCs conduct their investigation in 
  the Arms neighborhoods of Little Akiton and Fogtown. 
  Run by organized crime syndicates and local gangs, Little 
  Akiton is one of the more dangerous neighborhoods in 
  the Arms. Though less dangerous than its neighbor, 
  Fogtown features climate and air scrubbers that have 
  been modified to replicate the gaseous atmospheres of 
  Bretheda and Liavara, requiring air breathers to wear 
  gas masks or environmental suits to simply converse 
  with residents in the thick, multicolored gases of the 
  neighborhood. For more information on Absalom Station, 
  see Starfinder Pact Worlds.
  When Zelrai discovered what happened after returning to 
  her starship, she panicked. Luckily, station security hadn’t 
  come down to the private hangar, so Zelrai had some time to 
  hire some locals to clean up the mess. Rather than contact 
  station security, Zelrai has instead reached out to the only 
  person who she believes can help her: Fitch, leader of the 
  Wayfinders faction. The two have worked together off and 
  on, as Zelrai’s expeditions into the Vast have often occurred 
  following Wayfinders-led Starfinder Society missions.
  Fitch’s response to Zelrai’s pleas for help in tracking down 
  the Swarm creatures was to immediately summon the Society’s 
  resident expert in galactic threats and known opponent of the 
  Swarm: Zigvigix, leader of the Exo-Guardians faction. The two 
  faction leaders quickly grilled Zelrai on exactly what she’d 
  brought onboard. They then assembled a team of ready agents 
  to help track down the missing Swarm creatures before they 
  caused a major incident.
  
  STARFINDER SOCIETY SCENARIO
  4
  Fitch
  Fitch
  SUMMARY
  The adventure begins onboard the Master of Stars, the Society’s 
  largest starship, in orbit around Absalom Station. Both Fitch and 
  Zigvigix along with a dismayed Captain Zelrai provide the PCs 
  with a detailed briefing, where they explain the recent 
  developments on Absalom Station and the potential for 
  violent Swarm life-forms to be on the loose. Though 
  tracking the creatures from the ship is nearly impossible, 
  Zelrai informs the PCs that a member of her crew had 
  been in contact with a Six Tip Gang member named Del 
  Shara, and she suggests they should find him in a local 
  cantina in Little Akiton to see if there were any survivors 
  from the gang who might have more information on 
  where the escaped Swarm creatures ran off to.
  Acting on Zelrai’s information, the PCs travel 
  to Nurkops’s Rich Pick, where they meet 
  with the Six Tip Gang contact. One 
  of the survivors from the starship 
  attack, Toressa, is resting in 
  the back room for her own 
  protection. If the PCs convince 
  Del Shara to let them speak with 
  the Toressa, or if the PCs defeat 
  the Six Tip Gang members present, 
  they can learn that several Swarm creatures 
  attacked the gang after the deal broke down 
  and then escaped into a maintenance hatch. 
  The surviving Six Tip Gang members followed 
  the Swarm creatures remotely, using Toressa’s 
  drone, tracking them down to a section of Fogtown.
  With a specific maintenance hatch and route to follow the PCs 
  can make their way into the corridors of Fogtown, which is an 
  area of Absalom Station that uses heavy gases to replicate the 
  environments of the Pact Worlds’ gas giants (such as Bretheda 
  and Liavara). The PCs armor protections should keep them safe 
  from any adverse effects in this area. Deep in the mists the PCs 
  may find themselves conversing with local barathus and other 
  creatures that thrive in gaseous environments as they try to 
  find any sign of the Swarm creatures. Eventually, the PCs meet 
  their first Swarm creature in this area, a flying monstrosity that 
  attacks them out of the swirling mists above.
  Following the defeat of the Swarm creature, the PCs track the 
  rest of the escaped Swarm life-forms to an abandoned warehouse 
  owned by Dreamways Inc. This warehouse structure has been 
  partly converted into a Swarm nest, filled with eggs. The PCs 
  are left to stalk through the warehouse and eliminate a veritable 
  menagerie of Swarm creatures, including wandering patrols, a 
  giant creature in the loading bay already dealing with some Six 
  Tip gangers that followed the PCs, and a brood chamber full of 
  eggs, egg tending creatures, and biological traps.
  Once the PCs finish clearing out the Swarm creatures and the 
  eggs in the warehouse, they can return to the Master of Stars and 
  report their success. Zigvigix sends in a cleanup crew to remove 
  any remaining traces of the Swarm incursion on Absalom Station, 
  while Fitch congratulates the PCs on a mission well done and 
  asks for their opinion as to how to deal with Zelrai in light of 
  recent events.
  GETTING STARTED
  The 
  leader 
  of 
  the 
  Wayfinders faction, a ysoki 
  named Fitch (CN female 
  ysoki technomancer), 
  summons the PCs to the 
  Master of Stars, the faction’s 
  flagship and the largest starship 
  in the Society’s fleet. A shuttle 
  carries the PCs from Absalom 
  Station to the vessel through the 
  station’s orbiting Armada.
  Though a veteran of several 
  bloody battles in the Scoured Stars 
  system, the enormous Master of Stars 
  looms defensively over Absalom 
  Station as if daring anyone to face 
  it and the Armada in Pact World 
  space. Even the scars of battles past 
  only beckon threateningly as repair crews 
  repair hardpoints for massive laser cannons 
  mounted on the vessel’s starboard side. The 
  shuttle lands in a spacious hangar bay, and 
  a drone leads the PCs to a briefing room on 
  an upper deck of the ship.
  When the PCs arrive, Fitch gestures for them to be seated 
  and turns off the recording devices situated around the room. 
  A heavily augmented and exhausted looking host shirren—
  Zigvigix (LG host shirren soldier), leader of the Exo-Guardians 
  faction—nods at the newcomers and clicks impatiently without 
  acknowledging the briefing room’s other occupant, a stocky 
  female ferran. Once the PCs reach the briefing room, read or 
  paraphrase the following.
  “Thank you for coming,” Fitch begins as she turns off the last 
  of the recorders and climbs up onto the briefing room table. 
  “We’ve got a big problem.” Zigvigix gives an audible chitter, 
  earning them a scolding glare from the ysoki faction leader. 
  “There are Swarm components loose on Absalom Station.” 
  Fitch taps the console below her with the tip of her tail, and 
  her red eyes take in the holographic schematic of Absalom 
  Station that appears in the center of the room over the table’s 
  projector. The image zooms into one of the station’s extended 
  Arms. “For those new to the station, this is Little Akiton, a 
  neighborhood in the Arms. If you want to smuggle a shipment 
  into the station but don’t want station security to take notice, 
  you pay ridiculous ‘docking fees’ to dock here and help in the 
  importing process.
  
  ILLEGAL SHIPMENT
  5
  Zigvigix
  Zigvigix
  “And this is the Stoic Refuge.” The holographic image begins 
  to highlight a tramp freighter docked on the periphery of Little 
  Akiton. “And its captain, Zelrai Impressium,” Fitch gestures to 
  the ferran woman. “I’ll be gentle and say that sometimes Zelrai 
  makes bad choices in cargo.” 
  Her voice takes on a motherly 
  tone. “But this time—”
  “SWARM!” Zigvigix’s telepathic 
  voice interrupts Fitch’s speech 
  earning them another glare from 
  the Wayfinders leader.
  Uncharacteristically 
  agitated, 
  the shirren looks once more at Zelrai 
  before turning back to the rest of the 
  assemblage. “I’m sorry, Fitch, but you 
  know how I feel about the Swarm!” Fitch 
  nods, allowing Zigvigix to continue. 
  “This 
  time, 
  the 
  Stoic Refuge’s 
  inventory 
  included 
  several 
  cryogenically frozen Swarm. And 
  what happened, Zelrai?”
  “They 
  got 
  away,” 
  Zelrai 
  responds in a voice like grinding 
  rock. Zelrai looks from Zigvigix’s cold 
  glare to Fitch’s encouraging nod before 
  continuing, “We’d managed to acquire some 
  of the creatures from the Suskillon system. I 
  went to meet with a buyer after we landed, 
  but when I got back to the ship, everyone 
  aboard was dead—members of the Six Tip Gang, my crew, 
  everyone. None of the creatures we’d found were still in stasis. 
  It looked like some died in a gunfight, but others... well, it 
  seems they got out. So, I did the only thing I could think to 
  do—I called Fitch.”
  Fitch gestures to the area around the Stoic Refuge. “Due 
  to the number of maintenance exits from the hangar bay, 
  we’ve no idea where the Swarm creatures went. But the Stoic 
  Refuge’s computer recorded a couple Six Tip making it out of 
  the battle after several Swarm creatures made it off the ship. 
  Zelrai managed to dig into the communication logs to find her 
  crew member’s contact—someone named Del Shara. According 
  to the comm logs, he can usually be found in a Little Akiton 
  cantina called Nurkops’s Rich Pick. Go there and find out if the 
  survivors saw or somehow tracked where the Swarm went.”
   “I don’t need to tell you how dangerous the Swarm is,” 
  Zigvigix comments with emphasis. “Track them down and 
  destroy them before they have a chance to make a foothold 
  on the station! Whatever you do, don’t let any of them escape!”
  Fitch and Zigvigix are willing to answer any questions before 
  getting the PCs get underway, but they encourage them to be 
  quick, as the longer their investigation takes, the more dangerous 
  the Swarm could become.
  What do we know about the Del Shara and Six Tip Gang? Fitch 
  answers, “The Six Tip Gang usually operates out of the Arms 
  and has their hands in smuggling operations throughout the 
  station. Their leader has been imprisoned for the last few years, 
  but station security hasn’t been able to make 
  any headway into dispersing the gang.” 
  The holographic image changes to show 
  a cantina in Little Akiton. “As far as Del 
  Shara, all we know is that he operates out 
  of Nurkops’s Rich Pick. It’s a spacer bar, so 
  it isn’t too likely that the gang will be there 
  alone and without heavy support.”
  Who were your buyers? Zelrai sighs. 
  I had some prospective buyers, mostly 
  scientists and weapons dealers 
  and the like. I knew keeping the 
  creatures in stasis was the safest 
  bet, so I didn’t even consider 
  putting them up for display 
  like normal. I paid the deck 
  officer to look the other way, like 
  always, and went into my meetings. 
  Everything should have been fine.” Zelrai 
  looks longingly at the holographic image of 
  her vessel. “But it wasn’t. My gunner seems to 
  have made a deal behind my back with some 
  local gang called the Six Tip Gang, but I don’t 
  think they ever intended to deal. They drew 
  on my crew instead.”
  Why would the Society work with someone like Zelrai? Fitch 
  looks affectionately at her charges. “From time to time, the 
  Society makes use of some lesser-known methods to get people 
  and certain important items on and off station. And one ship 
  we’ve used on occasion is the Stoic Refuge and its captain, Zelrai 
  Impressium. Zelrai deals in rare creatures and curios from Near 
  Space and the Vast, usually selling them to the highest bidder. It’s 
  not exactly an altruistic business, but Zelrai’s helped us out and 
  kept me in the loop when important or interesting creatures have 
  come to the station on the Stoic Refuge. We’ve come to trust each 
  over a great deal over the years.”
  What can you tell us about the Swarm creatures? “They are 
  never the same enemy twice!” Ziggy’s antennae twitch as they pull 
  up records on the Swarm. “Most variants are immune to any kind 
  of acids. They do seem to act similarly when they create a colony. 
  They’ll send out hunters if they have them to search for biomatter 
  to fuel their breeding. It’s only been a few hours, so it’s unlikely 
  they’ve been able to breed and form a proper colony. But if you 
  can find any stragglers, follow them! The Swarm will have moved 
  together to a singular location to form a hive. Once you find it, you 
  should be able to exterminate them all! Just remember, they have a 
  hive mind. If one knows where you are, they all could!”
  How many creatures were in stasis? Zelrai’s responds. “There 
  were only fifteen or so in stasis when we left Suskillon. Not all 
  
  STARFINDER SOCIETY SCENARIO
  6
  Zelrai 
  Zelrai 
  Impressium
  Impressium
  of them made it off the ship. I don’t know enough about their 
  physiology to make sense of the remains on the Refuge.”
  Why aren’t we bringing station security into this? Fitch shakes 
  her head. “If we can’t find and destroy the existing creatures 
  before they form a subcolony, we may have to. But bringing 
  security in at this point will cause needless panic, hinder 
  our investigation, and make it impossible for normal life 
  to continue on the station. But if it we can’t contain this 
  threat, we’ll have to bring in security, the Stewards, 
  and anyone else we can think of to help cleanse the 
  station. Until then, the less that know, the better.”
  As the PCs leave to board their shuttle back to the 
  station, Fitch follows for a private word.
  “I have one more task for you. Ziggy and I 
  are at odds as to what to do with Zelrai.” 
  A matronly mask falls over the ysoki’s 
  face. “Zelrai is a good kid, misguided 
  and profiteering at times, but a good 
  kid. There’s no way anything like this 
  could have been remotely intentional. But 
  Ziggy’s got their mandibles in a riot over 
  her bringing the Swarm here. They want her 
  imprisoned or worse. That’s where you 
  come in. We can’t come to an agreement, 
  and before we bring in the First Seeker or 
  station security on this, we agreed to go 
  with our cleaner team’s recommendation. 
  If we turn her over to the Stewards or 
  station security, the lockdown that will follow on the station’s 
  docks could make things difficult for the Society, not to mention 
  what will happen to Zelrai. But if we don’t turn her in… well, she 
  already owes me. Now she’ll owe the Society much, much more. 
  As you hunt these Swarm monsters, consider what she did and 
  how that may have affected the station compared to what the 
  repercussions would be if it’s all revealed. Then get back to us.”
  Boon Allocations: Have the PCs finalize their boon slots for the 
  session after completing their briefing with Fitch. This scenario 
  is of high importance to both the Wayfinders and Exo-Guardians 
  factions, so the PCs should be encouraged to slot one of those 
  factions in their Faction boon slot. Otherwise, this scenario requires 
  no specific boons be slotted for the duration.
  CULTURE, DIPLOMACY (GATHER 
  INFORMATION) , PROFESSION 
  (BOUNTY HUNTER OR 
  SMUGGLER)
  Based on the result of a Diplomacy Check to gather information 
  or a Culture, Profession (bounty hunter), or Profession (smuggler) 
  check, the PCs might know more about the Six Tip Gang. They 
  learn all of the information whose DC is equal to or less than the 
  result of their check.
  10+: Recently the Six Tip Gang has gained some notoriety 
  after claiming responsibility for a failed assassination attempt on 
  Absalom Station’s Prime Executive, Kumara Melacruz. Rumors 
  suggest this was in retaliation for the arrest of their leader, 
  but the gang’s involvement is still not proven.
  15+: Each Six Tip Gang member is tattooed with 
  a symbol not unlike a top-down representation of 
  Absalom Station. The more important they are to the 
  organization, the more intricate the tattoo. No two 
  tattoos are identical, and different gang members 
  have them placed on different parts of the body.
  20+: Like the Downside Kings and other gangs of 
  their size, the Six Tip Gang is made up of independent 
  cells and sees itself as the unofficial lifeblood of 
  the station. Each cell is autonomous (with 
  exception to sharing the same overall 
  leader) and controls its own area.
  25+: A cell that has been depleted, like 
  the one that boarded the Stoic Refuge, is 
  likely to go into hiding until it can merge 
  with another cell or replenish its numbers. 
  If confronted, a smaller cell would prefer to 
  avoid a confrontation if possible. Acquiring 
  this information grants the PCs a +2 bonus to 
  Diplomacy, Intimidate, and Sense Motive checks 
  made with members of the Six Tip Gang.
  LIFE SCIENCE 
  OR PROFESSION 
  (MERCENARY)
  Based on the result of a Life Science or Profession (mercenary) check, 
  the PCs might know more about the struggles that Suskillon has 
  been dealing with and the Swarm that has caused their problems.
  10+: The armed forces of the Suskillon system have been 
  fighting back against Swarm invasion for several months. They 
  have reached out to the Pact Worlds for help with detailed 
  information on the Swarm invading their system.
  15+: The Swarm creatures on Suskillon seem particularly 
  intelligent. Their hive mind makes it so that other Swarm creatures 
  within a short range are aware of not only attacks, but also where 
  to find their enemies.
  20+: From Zelrai’s descriptions and knowledge of the Swarm on 
  Suskillon, flying creatures called antecursors, guardian creatures 
  with acid weapons called corrovoxes, tiny creatures dedicated to 
  making a hive efficient called programmers, and giant armored 
  convecytes are likely. But with their low numbers, they could have 
  created a small hive in a single location and a handful of eggs in 
  the time they’ve had.
  LITTLE AKITON
  Little Akiton isn’t the most dangerous neighborhood in the 
  Absalom Station, but it’s not exactly a place most visitors seek out. 
  The region is made up of dark back alleys, shady characters, and 
  
  ILLEGAL SHIPMENT
  7
  WOULD YOU LIKE 
  TO KNOW MORE?
  The interstellar insectile threat known as the Swarm is 
  driven by nothing but the desire to consume and expand. But 
  when it strikes at the peaceful Suskillon system in the Vast, 
  the Swarm’s behavior indicates it has a secondary motive 
  beyond simple destruction. Can the heroes survive the 
  invasion and discover the reason behind the Swarm’s attack 
  on their home system? Or will Suskillon fall like so many 
  others? That is the premise for the Attack of the Swarm! 
  Adventure Path, which directly relates to this adventure 
  thanks to Zelrai procuring her ill-omened cargo on Suskillon 
  in the early days of this invasion. But the links don’t have 
  to stop there. If you are planning to run the Attack of the 
  Swarm! Adventure Path, then this adventure can easily act 
  as a prelude or side mission for your heroes with little or no 
  modification. Suskillon has a friendly relationship with the 
  Pact Worlds, so after hunting down the Swarm on Absalom 
  Station, the PCs could easily be among those who answered 
  Suskillon’s call for help from the Pact Worlds in the months 
  leading up to the first adventure, Starfinder Adventure 
  Path #19: Fate of the Fifth. Or this adventure could even be 
  used as an interlude for your Attack of the Swarm! players 
  to show how the events on Suskillon can affect even the 
  distant Pact Worlds. Time is running out for Suskillon, and 
  it needs all the help it can get!
  even shadier deals. Most of the people on the dark, wet streets 
  are resident gang members, mercenaries, dock workers, and crew 
  waiting to ship out or looking to spend their credits. These folks go 
  about their own business, trying to avoid potential crime or actively 
  looking for it. Station security has a presence in this neighborhood, 
  but most suspect the local authorities are on the take.
  Inhabitants on Little Akiton’s streets have no interest in the PCs 
  and don’t engage in idle chatter if approached. The PCs’ first task is 
  to find Del Shara, and their recommendation from Fitch and Zelrai 
  lead them to a cantina called Nurkops’s Rich Pick. Despite the 
  potential for dark deeds in Little Akiton, the cantina is surprisingly 
  easy to find, and no one bothers the PCs along the way.
  A. NURKOPS’S RICH PICK
  Nurkops’s Rich Pick is a single-story establishment nestled 
  between and under large, multistory tenements. When it was 
  constructed, it likely had the charm of sculpted design elements 
  and neon lights, but now most of its more attractive features 
  are lost beneath layers of dirt and grime. The only windows are 
  so covered in grime that they’ve become nearly as opaque as the 
  walls, but mounted lights make them gleam and shine into Little 
  Akiton’s dim streets alongside the digital sign depicting a wealthy 
  ysoki on a golden hoard.
  The front entrance is a large double door that passes by a 
  security station before descending into the cantina’s common 
  room. Usually a Six Tip Gang member or hired bouncers staff this 
  station if the cantina has a live show. The rear door has an obvious 
  locking mechanism that seems to open from the inside. The lock 
  requires a successful DC 22 Engineering check (DC 25 in Subtier 
  3–4) to open. The door is otherwise made of a thick steel (hardness 
  15, 45 Hit Points). The ceilings in Nurkops’s Rich Pick are 15 feet 
  high and have recessed lighting in the early stages of disrepair that 
  provide dim light throughout the cantina.
  A1. Common Room (CR 3 or CR 5)
  Despite the reputation of the area, Nurkops’s Rich Pick is 
  surprisingly busy. A long bar stretches from the north wall 
  where signs indicate kitchens and restrooms. To the west of the 
  bar are a handful of tables arranged in front of an empty stage, 
  while booths line the wall next to the stage and along the east 
  wall. The decor has callbacks to Akiton with reddish tints to the 
  windows to imply the red planet’s surface, while deep browns 
  and brass accents add to the effect.
  Several locals occupy the cantina and spend most of their time 
  enjoying their drinks while making small talk and relaxing in the 
  familiar company. A large, six-armed robot called Senton (N robot) 
  serves drinks with deft skill and makes preprogrammed small 
  talk that seems off putting to new clientele. Most of the regulars 
  consider Senton to be a humorous part of their drinking plans.
  A PC who succeeds at a DC 18 Perception check notices two 
  individuals talking in low tones together in a booth near the 
  stage with similar tattoos. The tattoos resemble a top-down view 
  of Absalom Station. While they are not acting in any way to 
  intimidate the other customers, they are both well-armed and are 
  given a wide berth by the clientele.
  Questioning the Customers: Customers in the cantina are 
  friendly if approached. They’re willing to share stories and drink 
  with newcomers but otherwise keep to themselves. If asked 
  about the Six Tip Gang or Del Shara specifically, the locals clam 
  up and don’t offer much in the way of information. A PC who 
  succeeds at a DC 15 Sense Motive notices that a patron asked 
  about the Six Tip Gang gives furtive glances in the direction of 
  the tattooed individuals seated near the stage. A successful DC 
  18 Diplomacy check gets the local to respond with a nod in the 
  gang members’ direction.
  Creatures: Two human Six Tip Gang members sit at a booth 
  near the stage. Both are lean from a life on the streets with 
  tattoos and weapons equally visible. If the PCs ask these gangers 
  about Del Shara or if combat ensues, Del comes out from the 
  restroom into the common room. Without his identifying tattoos, 
  Del could easily be mistaken for one of the corporate executives 
  from the Bluerise Tower. His hair is closely shaved, and the white 
  
  STARFINDER SOCIETY SCENARIO
  8
  A. NURKOPS
  A. NURKOPS’S RICH PICK
  S RICH PICK
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: CANTINA
  STARFINDER FLIP-MAT: CANTINA
  A1
  A1
  A2
  A2
  A3
  A3
  
  ILLEGAL SHIPMENT
  9
  Del Shara
  Del Shara
  Six Tip tattoo stands out on the dark skin on side of his head. 
  He wears an exquisitely tailored armored business suit that barely 
  hides the weapons bulging 
  from within.
  Del has been a part of 
  the Six Tip organization since 
  adolescence and has grown to 
  care for his cell as if they were family. 
  Despite his greed in trying to steal the 
  creatures for the gang’s nefarious deeds, his 
  concern for his crew’s tech genius, Toressa, is his 
  first priority. When the few gangers that survived 
  the attempted raid on the Stoic Refuge finally 
  returned, they had to carry the halfling 
  mechanic. Since then, Del has been tending 
  her wounds while trying to maintain the air 
  of nonchalance among mixed company. If the 
  PCs try to talk to Del Shara about the attack 
  on the Stoic Refuge or the gang’s involvement, 
  he drops the charming veneer quickly. The PCs 
  must succeed at a DC 23 Diplomacy check (DC 
  25 in Subtier 3–4) to convince Del that they are 
  there peacefully and to hold off any attack he 
  and the gangers might be planning. Del isn’t 
  willing to risk the life and freedom of Toressa 
  without some assurances, so the PCs need 
  to succeed at another DC 23 Diplomacy or 
  Intimidate check (DC 25 in Subtier 3–4) or 
  offer medical assistance to the Six Tip Gang’s 
  wounded to keep them from attacking.
  SUBTIER 1–2 (CR 3)
  DEL SHARA  
  CR 2
  Male human envoy
  CN Medium humanoid (human)
  Init +2; Perception +5
  DEFENSE 
  HP 17
  EAC 11; KAC 12
  Fort +1; Ref +3; Will +4
  OFFENSE
  Speed 30 ft.
  Melee tactical sword cane +4 (1d4+1 P; critical bleed 1d3)
  Ranged static arc pistol +6 (1d6+1 E; critical arc 2)
  TACTICS
  During Combat Del Shara tries to stay out of melee range and 
  supports the other Six Tip members with his envoy abilities.
  Morale As long as he feels the PCs are a threat to Toressa, Del 
  Shara fights to the death.
  STATISTICS
  Str +0; Dex +2; Con +0; Int +1; Wis +0; Cha +4
  Skills Acrobatics +5, Bluff +10, Culture +5, Diplomacy +5, 
  Intimidate +10, Perception +5, Sense Motive +10
  Feats Diversion
  Languages Common, Ysoki
  Other Abilities envoy improvisations (fire 
  support)
  Gear flight freebooter armor I, tactical 
  sword canePW, static arc pistol with 2 
  batteries (20 charges each), datapad 
  SIX TIP GANGERS (2) 
  CR 1/2
  Gang toughs (Starfinder Pact Worlds 178; 
  page 20)
  HP 13 each
  TACTICS
  During Combat The Six Tip gangers try to 
  limit firearms use in the cantina they call 
  home, so they move to obvious casters and engage them 
  first with melee . They team up when appropriate.
  Morale Each ganger drops their weapons and attempts to flee 
  if reduced to 5 Hit Points or fewer.
  SUBTIER 3–4 (CR 5)
  DEL SHARA 
  CR 3
  Male human envoy
  CN Medium humanoid (human)
  Init +3; Perception +7
  DEFENSE  
  HP 23
  EAC 131; KAC 14
  Fort +1; Ref +3; Will +5
  OFFENSE
  Speed 30 ft.
  Melee tactical dueling sword +6 (1d6+2 S)
  Ranged explorer handcoil +8 (1d6+2 E; critical arc 1d6)
  TACTICS
  Use the tactics from Subtier 1–2.
  STATISTICS
  Str +0; Dex +3; Con +0; Int +1; Wis +0; Cha +4
  Skills Acrobatics +7, Bluff +12, Culture +7, Diplomacy +7, 
  Intimidate +12, Perception +7, Sense Motive +12
  SCALING 
  ENCOUNTER A
  Make the following adjustments to 
  accommodate a group of four PCs.
  Both Subtiers: Remove one Six Tip 
  ganger from the encounter. In addition, 
  Del Shara’s concern for Toressa gives him 
  the shaken condition for the encounter.
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  Feats Diversion
  Languages Common, Ysoki
  Other Abilities envoy improvisations (fire support, not in the face)
  Gear flight graphite carbon skin, tactical dueling sword, explorer 
  handcoilAR with 2 batteries (20 charges each), datapad
  SIX TIP GANGERS (2) 
  CR 1
  CN Medium humanoid (human)
  Init +4; Perception +5
  DEFENSE 
  HP 24 EACH
  EAC 11; KAC 13
  Fort +5; Ref +3; Will +1
  OFFENSE
  Speed 30 ft.
  Melee cestus battleglove +5 (1d4+4 B)
  Ranged static arc pistol +8 (1d6 E; critical arc 2)
  TACTICS
  Use the tactics from Subtier 1–2.
  STATISTICS
  Str +1; Dex +4; Con +2; Int +0; Wis +0; Cha +0
  Skills Bluff +5, Intimidate +10, Sense Motive +5, Stealth +5
  Feats Deadly Aim, Quick Draw
  Languages Common
  Gear freebooter armor I, cestus battleglove, static arc pistol with 
  1 battery (20 charges)
  Development: If the PCs successfully negotiate with Del Shara 
  or force him to surrender in combat, the remaining Six Tip gangers 
  escort the PCs back to Del’s quarters to speak with Toressa. If they 
  defeated the gang in combat, the rest of the patrons clear out, and 
  Senton doesn’t stop the PCs from investigating the bar further.
  Rewards: If the PCs do not negotiate with or defeat the Six Tip 
  gangers, reduce each PC’s credits earned by the following amount.
  Subtier 1–2: Reduce each PC’s credits earned by 140 credits.
  Out of Subtier: Reduce each PC’s credits earned by 220 credits.
  Subtier 3–4: Reduce each PC’s credits earned by 300 credits.
  A2. Six Tip Gang Office
  On the table in this room, a small hover drone is hooked up to a 
  datapad. If the PCs succeed at a DC 17 Computers check (DC 21 in 
  Subtier 3–4), the datapad plays the drone’s video feed on a loop. 
  The vidfeed seems to follow a flying insectoid creature as it escapes 
  into a maintenance hatch. With a successful DC 18 Life Science 
  check, the PCs can recognize the creature as a Swarm antecursor. 
  The maintenance hatch is numbered, indicating an entrance into 
  the Fogtown neighborhood. Del Shara had been watching the feed 
  over and over trying to decide whether to contact someone about 
  the escaping creatures or to rally up his gang to follow.
  Treasure: Hidden behind the refrigeration unit in the corner 
  of the office is a secret compartment with weapons and medical 
  supplies. With a successful DC 16 Perception check (DC 18 in 
  Subtier 3–4), a PC notices the small streaks on the wall from where 
  the fridge had been moved to access the supplies behind it. The 
  compartment contains a tactical arc emitter, two basic medkits, 
  and a tremor boomer rifle (Starfinder Armory 20). In Subtier 3–4, 
  the rifle is instead a pulse staccato rifle (Starfinder Armory 20).
  Rewards: If the PCs fail to discover the cache or fail to befriend 
  the Six Tipps gangers, reduce each PC’s credits earned by the 
  following amount.
  Subtier 1–2: Reduce each PC’s credits earned by 80 credits.
  Out of Subtier: Reduce each PC’s credits earned by 100 credits.
  Subtier 3–4: Reduce each PC’s credits earned by 120 credits.
  A3. Del’s Quarters
  On the quarter’s lone bed, Toressa (N female halfling mechanic) rests 
  while recovering from the wounds she received while escaping the 
  Stoic Refuge. If Del Shara is with the PCs or if they offer medical 
  attention (DC 15 Medicine check to administer first aid), Toressa 
  offers information freely. Otherwise, the PCs must succeed at a DC 
  21 Diplomacy or Intimidate check (DC 23 in Subtier 3–4) for Toressa 
  to recount the events related to the Stoic Refuge. Toressa explains 
  that several Swarm creatures attacked the gang after the deal 
  broke down and that the creatures escaped into a maintenance 
  hatch. The surviving Six Tip Gang members followed the Swarm 
  creatures remotely, using Toressa’s drone, tracking them down to a 
  section of Fogtown in the Arms district.
  Development: Once the PCs retrieve the information from 
  Toressa, or her drone, they’re free to proceed to Fogtown in pursuit. 
  If the PCs failed to find either piece of evidence, then it takes only 
  a few hours for Zigvigix to contact the PCs with news of horrific 
  creatures believed to be prowling Fogtown, though the extra time 
  allows the Swarm creatures time to attack some of the locals 
  increasing the panic on the station.
  FOGTOWN
  The multicolored gases and mists of Fogtown make it difficult to 
  see, reducing visibility to 60 feet.
  The air in Fogtown is not breathable by creatures that don’t 
  already breathe heavy gases, but the PCs’ armor’s environmental 
  protections should keep them safe from any adverse effects 
  from the area other than the difficulty in seeing through the 
  manufactured gases. For those not wearing armor, environmental 
  suits are readily available in every entrance to the neighborhood. 
  The neighborhood is heavily populated with gas breathers like 
  those native to Bretheda and Liavara. The maintenance hatch 
  opens out into an open-air market, its streets teeming with barathu, 
  bantrids, and the like.
  Setting the Tone: Until now, the PCs have been aware of what to 
  expect, just not the numbers or reach of their prey. In Fogtown, the 
  colorful mists alter that immediately. Fogtown is not a small place, 
  but the mists can make it almost claustrophobic. Most creatures 
  can barely see their hand in front of their face in Fogtown, so 
  everyone the PCs meet seems to just appear from the mists. Some, 
  like late-stage barathus, can even appear to be a creation of the 
  mists, as their individual components swirl together with color and 
  movement similar to the noxious elements they breathe so easily.
  
  ILLEGAL SHIPMENT
  11
  11
  Maybe, as they explore, the PCs hear heavy flaps of wings far 
  above them, or hear the haunting song of a flock of voracs far that 
  cease their call suddenly. The air recyclers might turn on as the 
  PCs turn a corner; momentarily the gases get thicker, only to clear 
  up after a few seconds, revealing a deceased creature encased in 
  a slime sac along the PCs’ path. Or a small swarm of empathnids 
  might scurry into a vent and away from some danger that only 
  they sense. Locals seem unfazed by these odd occurrences.
  Investigation: The PCs’ goal in Fogtown is to determine where 
  the Swarm creatures might be hiding. This information can be 
  obtained using various skill checks during their time in the region. 
  Ask the PCs how they want to proceed in investigating the Swarm 
  within Fogtown, and use the following skill checks as guidelines 
  on how to proceed. While failure on these checks doesn’t stop the 
  adventure in its tracks, it affects future encounters, as detailed in 
  the warehouse district encounter below.
  DIPLOMACY (GATHER 
  INFORMATION)
  The PCs can speak with barathus and other gas dwellers in the 
  market district to see if they’ve seen or heard anything unexplained 
  or from the Swarm. Customers and merchants in the market are 
  amenable to newcomers, especially if the PCs speak Brethedan or 
  use a form of telepathy. If a PC succeeds at a DC 17 Diplomacy 
  check (DC 20 in Subtier 3–4), they discover that some folks have 
  reported the sounds of buzzing wings or seen creatures they didn’t 
  recognize in the courtyards near the older warehouses.
  SURVIVAL
  Several of the Swarm creatures were injured on the Subtle Refuge. 
  The PCs might be able to find some remnants of their passing: 
  blood, scat, or even shed wings and claws. If a PC succeeds at a DC 
  16 Survival check (DC 19 in Subtier 3–4), they can follow the trail 
  with ease deep into the warehouse district of Fogtown.
  B. WAREHOUSE DISTRICT
  The thick gases coalesce in this area to a darker orange-pink 
  mix than the hazy colors of the market district. Above, small 
  scaffolding catwalks crisscross between the closed office 
  buildings to the north and larger warehouses to the south. It’s 
  difficult to make out more in the dense gases that fill the district.
  The multicolored gases of Fogtown are far thicker in this area of 
  the neighborhood, reducing visibility to 30 feet. Creatures within 
  10 feet have concealment (attacks have a 20% miss chance) against 
  their attacker. Creatures farther away have total concealment (50% 
  miss chance) against their attacker.
  B1. Courtyard (CR 3 or CR 5)
  The “open-air” courtyard is far from it. Ceilings above the warehouses 
  are high enough to be impossible to notice through the mists. Twenty 
  feet above the courtyard, maintenance catwalks crisscross as they 
  SCALING 
  ENCOUNTER B1
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: The antecursor has been harried by Toressa’s 
  drone that followed it into the maintenance hatch, and it is 
  still off-target for the duration of the encounter.
  Subtier 3–4: One of the antecursors was injured during 
  the fighting on the Stoic Refuge. While it has partly healed, 
  one of its wings are broken so it cannot fly and it only has 
  25 Hit Points remaining.
  connect various districts. On the north side of the courtyard, several 
  office buildings loom in silence, closed for renovations with small 
  air-reclamation offices hiding at their bases. A large warehouse with 
  a logo for Dreamways Inc. has an entrance south of the courtyard. 
  A long-closed line of market stalls runs east to west waiting to be 
  demolished as the courtyard renovation continues.
  Creatures: A Swarm antecursor (two in Subtier 3–4) has begun 
  collecting DNA and biofuel for the nascent hive, just outside of 
  the nearby Dreamways warehouse that the Swarm has begun 
  converting to a hive. Antecursors often act as the first wave of 
  Swarm attacks. Thus far, residents haven’t noticed the antecursor 
  due to the obscuring gases, but the antecursor’s task makes it more 
  aggressive and more likely to engage opponents than normal. If 
  the PCs succeeded at either of their skill checks when entering 
  Fogtown, they get a surprise round on the antecursor.
  SUBTIER 1–2 (CR 3)
  SWARM ANTECURSOR 
  CR 3
  HP 33 each (Starfinder Adventure Path #20: The Last Refuge 59; 
  page 20)
  TACTICS
  During Combat The antecursor makes hit and run attacks on 
  the PCs and tries to stay deep in the mists where it’s difficult 
  for them to target it. It tries to land only on the catwalks far 
  above the PCs and attack from range, though it ferociously 
  attacks in melee if cornered.
  Morale The antecursor fights to the death.
  SUBTIER 3–4 (CR 5)
  SWARM ANTECURSORS (2) 
  CR 3
  HP 33 each (Starfinder Adventure Path #20: The Last Refuge 59; 
  page 20)
  TACTICS
  Use the tactics from Subtier 1–2.
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  B. WAREHOUSE DISTRICT
  B. WAREHOUSE DISTRICT
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: UNDERCITY
  STARFINDER FLIP-MAT: UNDERCITY
  B1
  B1
  B2
  B2
  B2
  B2
  
  ILLEGAL SHIPMENT
  13
  13
  Swarm 
  Swarm 
  Antecursor
  Antecursor
  Treasure: Once the PCs defeat the antecursor, they can find the 
  discarded equipment of several unfortunate victims the Swarm 
  intruders came upon. These victims have since dissolved into a 
  pile of rather terrifying bio-sludge that the Swarm entities have 
  begun bringing back to their nascent nest. The pile of gear includes 
  a set of graphite carbon skin armor (freebooter armor II in Subtier 
  3–4), two mk 2 serums of healing, and a recovery aegis (Starfinder 
  Armory 115). In Subtier 3–4, the armor also comes with a pair of mk 
  1 scrambler gloves (Starfinder Armory 124).
  Development: After dealing with the antecursor, the PCs 
  have a chance to investigate the creature’s hunting grounds. 
  With a successful DC 15 Perception or Survival check (DC 17 in 
  Subtier 3–4) they notice signs of the Swarm all around the 
  Dreamways warehouse and blood trails from victims and 
  creatures taken by the Swarm. 
  Rewards: If the PCs don’t defeat the antecursor, reduce each 
  PC’s credits earned by the following amount.
  Subtier 1–2: Reduce each PCs’ credits earned by 120 credits.
  Out of Subtier: 
  Reduce each PCs’ 
  credits earned by 
  200 credits.
  Subtier 3–4: Reduce each 
  PC’s credits earned by 280 
  credits.
  B2. Air-Reclamation Office
  These offices are locked (DC 21 
  Computers or Engineering to unlock)  
  and have been closed for some time. If the PCs make it 
  inside, they could make it 
  difficult for the 
  antecursor to 
  attack from 
  above. Even 
  more 
  importantly, 
  each office houses a local air-quality control terminal. Each block and 
  district in Fogtown has several of these offices to alter the makeup 
  and density of the mists based on the needs of its residents. With a 
  successful DC 17 Engineering check, a PC can alter the makeup of 
  the air in the warehouse district courtyard. Activating the terminal 
  takes a standard action, but its effects take a full round to kick in as 
  the district’s powerful turbines rumble to life.
  After a terminal is activated, the mists in area B1 thin out to 
  the consistency of the market area of Fogtown that the PCs had 
  just left, reducing the visibility to 60 feet. Creatures within 60 feet 
  have concealment (attacks have a 20% miss chance) against their 
  attacker. Creatures farther away have total concealment (50% miss 
  chance) against their attacker.
  C. FOGTOWN WAREHOUSE
  The interior of the Dreamways warehouse is quickly being 
  converted by the Swarm into a hive. In rooms not dedicated to 
  office space, this warehouse has 20-foot ceilings. Power has been 
  restored to this building, allowing the air scrubbers to operate, 
  but the lighting is still haphazard as the Swarm converts the 
  warehouse. As a result, the entire structure is clear of Fogtown’s 
  mists, but the interior of the building is in dim light.
  As the PCs move through the building, be sure to play up the 
  conversion process. Under the flickering lights, some of the walls 
  and floors look almost alive with accumulated biomass. The deeper 
  into the maze that was once a warehouse the PCs delve, the hotter 
  and more humid the atmosphere becomes. By the time the PCs 
  reach area C3, there are only a few visible structural elements 
  that could have been part of the original warehouse. Throughout 
  the hallways and chambers, there are sacs with bodily fluids to 
  promote the health of the eggs in the brood chamber and some 
  filled with a greenish slime substance that acts as a biofuel for the 
  entire hive.
  Setting the Tone: In the warehouse, you have the chance to up 
  the ick factor and turn that initial unease to a looming dread. To 
  add to the imagery of a living warehouse, try adding 
  detail on how the air scrubbers activating almost 
  sounds like breathing, or have some of the 
  biosacs along the walls turn toward the 
  PCs as they pass. How long does 
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  C. FOGTOWN WAREHOUSE
  C. FOGTOWN WAREHOUSE
  C1
  C1
  C2
  C2
  C3
  C3
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  it take for the PCs to realize that none of the cabling along the floor 
  is mechanical and it all appears to be biological? Maybe around 
  every corner, there seems to be a low buzzing, but no matter which 
  way the PCs turn, they can’t find the source.
  However, there’s also a need to know where to put on the brakes 
  on the intensity of the portrayal of the warehouse. This proto-hive 
  is in its earliest stage. There are only a couple dozen eggs at most, 
  and any (probably very small) creatures that have been killed were 
  already converted into biofuel so the PCs are unlikely to come 
  across any Absalom Station residents wrapped up in cocoons. 
  Remember these are low-level characters in the early days of 
  adventuring, and adjust your dial accordingly.
  Wandering Patrol (Cr 3 or Cr 5)
  A wandering patrol of a single Swarm corrovox (two corrovoxes 
  in Subtier 3–4) can be encountered in the area C for an extra 
  challenge, especially if the security forces or gang members in 
  the loading dock are friendly. This patrol moves slowly through 
  the unmodified areas of the warehouse, so with some planning, 
  the PCs might be able to take it out without alerting the rest of 
  the warehouse.
  SUBTIER 1–2 (CR 3)
  SWARM CORROVOX 
  CR 3
  HP 40 (Starfinder Alien Archive 110; page 21)
  TACTICS
  During Combat The Swarm corrovox targets heavily armored 
  foes first for its psychic assault, then splits ranged attacks 
  on obvious spellcasters or lightly armored enemies.
  Morale The Swarm corrovox fights to the death.
  SUBTIER 3–4 (CR 5)
  SWARM CORROVOXES (2) 
  CR 3
  HP 40 (Starfinder Alien Archive 110; page 21)
  TACTICS
  Use the tactics from Subtier 1–2.
  C1. Offices (CR 1/3)
  Dreamways’ front of house has laid vacant for some time, so 
  layers of dust have collected on the empty offices, storage 
  rooms, restrooms, and meeting rooms near the western front of 
  the warehouse. Since the Swarm have begun to build their nest, 
  there are telltale signs of their residence—soot and dirt everywhere 
  with small pods and sacs in corners or dead vermin attached to 
  biological apparatus that draw their biological material away for 
  use as biofuel.
  Since the generator is on, the doors that remain slide open 
  at a PC’s proximity, though after a moment of hesitation. Items 
  like tables, desks, chairs, and lockers were left behind when the 
  warehouse closed its doors, so they can still be used for cover.
  
  ILLEGAL SHIPMENT
  15
  15
  Swarm 
  Swarm 
  Corrovox
  Corrovox
  Creatures: A lone Swarm programmer single-mindedly collects 
  DNA and biofuel from small pods attached to the walls in the 
  corridor and continues deeper into the structure. If the PCs 
  succeed at a DC 16 Stealth check (DC 18 in Subtier 3–4), they can 
  follow the programmer deeper into the hive. If they instead engage 
  it, use the stats from area C3.
  C2. Loading Dock (CR 3 or CR 4)
  This room is mostly intact from its time before the Swarm invasion. 
  The cement and metal walls are largely barren, but a thick metal 
  sectional roll-up door (hardness 20, 60 Hit Points) stretches 20 
  feet across the eastern entrance to this room. This door can be 
  opened from the inside by simply pressing a large touchpad next 
  to it. From the outside, it requires a successful DC 21 Computers or 
  Engineering check (DC 23 in Subtier 3–4) to bypass the lock.
  The west wall has a small office for security and management, 
  with a single desk and chair inside and a window overlooking the 
  loading dock. Internal cameras and monitoring systems 
  have long since been removed when the warehouse 
  closed. Next to the office are three forklift robots 
  in their charging docks used to assist with 
  loading and unloading shipments. Of the three, 
  only one is operational—the other two have been 
  damaged beyond immediate repair.
  Ettercap Mk 2 (Forklift Robot): Since the generator 
  had been powered on by the creatures, the remaining 
  functional Ettercap robot has been gaining a charge. It can 
  be activated with a simple push of its ignition button. The robot is 
  still set in autolift mode, so after activation, it acts in the following 
  manner: Every round at initiative count 5, the forklift robot walks 
  4 squares toward the loading dock door looking for a crate or 
  pallet to load on its forks. When it reaches the door with nothing 
  to move, it turns right, moves 1 square, turns right again to make 
  its way back to the west wall before turning again to continue the 
  process. The robot is an object with EAC 9, KAC 9, hardness 10, and 
  40 Hit Points. It automatically fails all saves and skill checks but 
  cannot be knocked prone. Creatures can safely move through its 
  space as though it were difficult terrain, but on its turn, the robot 
  mindlessly barges through creatures as though it had the trample 
  universal creature rule (2d6+4 B, DC 11). If the robot would end 
  its movement in a space occupied by a creature, it automatically 
  pushes that creature into the nearest open space.
  Creatures: In this room, the Swarm creatures were preparing 
  larger creatures to wreak havoc, some of which now roam around 
  this area. If the PCs didn’t defeat the Six Tip Gang in the cantina, 
  then the gangers have tracked the PCs to the warehouse and come 
  up behind them. If the gangers were made friendly in the earlier 
  encounter, or if a PC succeeds at a DC 20 Diplomacy check (DC 23 
  in Subtier 3–4) with them now, the gangers offer to fight alongside 
  the PCs for this encounter before ultimately deciding that it’s not 
  worth trying to gather some Swarm creatures of their own after all 
  and leaving after the fight. If the Six Tip Gang members are hostile, 
  the PCs have to fight on two fronts.
  OPTIONAL 
  ENCOUNTER: 
  WANDERING PATROL
  Don’t include this encounter if there‘s only 1 hour left in 
  the slot or if the PCs are hostile with the gang members.
  If the Six Tip Gang had been defeated, the sound of gunfire 
  from the loading docks can be heard before the PCs enter the 
  room. The security staff of a nearby warehouse had been holed up 
  in the security office near the loading bay after investigating the 
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  Swarm 
  Swarm 
  Convecyte
  Convecyte
  creatures entering this warehouse. They had finally mustered an 
  escape attempt when the PCs arrived. Use the same stats as the 
  Six Tip Gang. They start indifferent to the PCs and fight the PCs as 
  well if provoked, but they escape at their earliest opportunity and 
  leave the Swarm to the PCs unless made friendly.
  SUBTIER 1–2 (CR 3)
  SWARM CONVECYTE 
  CR 2
  HP 30 (Starfinder Adventure Path #19: 
  Fate of the Fifth 58; 
  page 20)
  TACTICS
  During Combat The convecyte attacks the closest enemy in 
  range with melee attacks, and moves on to another target 
  only after knocking out its target.
  Morale The convecyte fights to the death.
  SWARM VORPHOMA 
  CR 1
  HP 16 (Starfinder Adventure Path #19: Fate of the Fifth 61; page 21)
  TACTICS
  During Combat The vorphoma flies above its enemies to stay 
  at range and targets obvious spellcasters with its arm barb. 
  It targets heavily armored enemies with lesser confusion 
  and fear spells.
  Morale The vorphoma fights to the death.
  SIX TIP CREW (3) 
  CR 1/2 
  Gang toughs (Starfinder Pact Worlds 178; page 20)
  HP 13 each
  TACTICS
  During Combat The Six Tip gangers want to say as far away from 
  the Swarm creatures as possible at this point. They use their 
  melee weapons against Swarm creatures only if necessary. 
  They try to take down a PC with melee weapons in the hope 
  they can use the PC’s body as some sort of food to distract the 
  Swarm creatures.
  Morale The gangers want to get out of the 
  warehouse at all costs. If the 
  loading bay door is open, they’ll 
  escape as soon as all 
  remaining gangers can 
  escape. Otherwise, they 
  try to escape back into 
  the building and go for 
  the front door only if they 
  are reduced to 5 or 
  fewer Hit Points.
  SUBTIER 3–4 (CR 4)
  SWARM CONVECYTE 
  CR 2
  HP 30 (Starfinder Adventure 
  Path #19: Fate of the 
  Fifth 58; page 20)
  TACTICS
  Use the tactics from 
  Subtier 1–2.
  SWARM CORROVOX CR 3
  HP 40 (Starfinder Alien Archive 
  110; page 21)
  TACTICS
  During Combat The Swarm 
  corrovox targets heavily 
  SCALING 
  ENCOUNTER C2
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: Remove the Swarm vorphoma from the 
  encounter.
  Subtier 3–4: Replace the Swarm corrovox with a Swarm 
  vorphoma.
  
  ILLEGAL SHIPMENT
  17
  17
  Swarm 
  Swarm 
  Programmer
  Programmer
  armored foes first with its psychic assault, then splits 
  ranged attacks on obvious spellcasters or lightly armored 
  enemies.
  Morale The Swarm corrovox fights to the death.
  SIX TIP GANGERS (3) 
  CR 1
  Gang Toughs (page 10)
  HP 24 each
  TACTICS
  Use the tactics from Subtier 1–2.
  Development: The moment the Swarm creatures in this room 
  are defeated, any non-Swarm NPCs retreat. The surviving gangers 
  or security members aren’t interested in further conflict with 
  the PCs. This gives the PCs time to rest and reload if necessary 
  before heading deeper into the warehouse. You should allow the 
  PCs to take a 10-minute rest and spend Resolve Points to regain 
  Stamina Points.
  Rewards: If the don’t defeat the Swarm creatures in 
  the loading dock, reduce each PC’s credits earned by the 
  following amount.
  Subtier 1–2: Reduce each PC’s credits earned by 160 credits.
  Out of Subtier: Reduce each PC’s credits earned by 240 credits.
  Subtier 3–4: Reduce each PC’s credits earned by 310 credits.
  C3. Brood Chamber (CR 3 or CR 5)
  Biomass of some form 
  or another covers the 
  remaining shelves along 
  the walls and forming 
  aisles leading west to the 
  office area. Dark, living coils of 
  some sort of biocable stretch along 
  the floors and walls, only interrupted by 
  small yellowish-green sacs to the south, glowing 
  pustules and large translucent pods along 
  the walls, and two dozen yellow eggs huddle 
  together near the northernmost wall. A fallen 
  shelf has eliminated most of the hanging 
  lighting in the area, so a greenish 
  glow and humid haze permeates 
  this open warehouse space.
  Despite 
  the 
  difference 
  in 
  lighting, the glowing pustules 
  along the walls give this room 
  similarly dim lighting to the rest of the 
  warehouse. The shelves that still stand reach 
  15 feet, just short of the 20-foot ceilings. Other 
  than the new architecture created by the Swarm, 
  these shelves house only a few boxes here and there. The 
  fallen shelf and the rubble that sits on either side of it are 
  difficult terrain, as the loose refuse and metal beams still threaten 
  to shift further.
  The eggs in this chamber are fragile and easy to destroy 
  (hardness 0, HP 3; break DC 10). Though disgusting, the fluids 
  inside the eggs are not corrosive or otherwise damaging to anyone 
  that encounters them.
  Creatures: This brood chamber houses around two dozen egg 
  sacs with several larger pods attached to the walls. The Swarm 
  programmers in the room move from a large pod in the center of 
  the room to the egg sacs, depositing genetic material and biofuel 
  into the eggs using their long proboscis. In the center of the room, 
  a larger Swarm creature tends to the largest pod, which seems to 
  house the pupa of a Swarm creature waiting to hatch.
  Traps: The west entrance to the brood chamber is covered with 
  small translucent sacs filled with a yellowish-green liquid that acts 
  as a highly corrosive digestive enzyme. These sacs cover the floor 
  and walls of the chamber entrance and burst if a creature steps on 
  them. Despite their immunity to acids, the Swarm programmers 
  ignore the treacherous flooring by flying through the area so they 
  can keep the enzymes where the hive requires.
  SUBTIER 1–2 (CR 6)
  DIGESTIVE ENZYME SAC 
  CR 2
  Type biological; Perception DC 23; Disable Survival DC 18 
  (navigate route through sacs without disturbing them)
  Trigger location; Reset manual
  Effect digestive acid splash (4d6A); Reflex DC 
  13 half; multiple targets (all targets in a 
  10-ft.-square area)
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  SWARM CORROVOXES (2) 
  CR 3
  HP 40 each (Starfinder Alien Archive 110; page 21)
  TACTICS
  During Combat The Swarm corrovoxes target heavily armored 
  foes first with their psychic assault, then split ranged 
  attacks on obvious spellcasters or lightly armored enemies.
  Morale The Swarm corrovoxes fight to the death.
  SWARM PROGRAMMERS (3) 
  CR 1/3
  Variant Swarm programmer cloud (Starfinder Adventure Path 
  #24: The God-Host Ascends 25)
  CE Small monstrous humanoid
  Init +3; Senses blindsense (vibration) 30 ft., darkvision 60 ft.; 
  Perception +3
  DEFENSE  
  HP 6 EACH
  EAC 10; KAC 11
  Fort +0; Ref +2; Will +4
  Defensive Abilities Swarm mind; Immunities acid, fear effects
  OFFENSE
  Speed 30 ft., fly 20 ft. (Ex, average)
  Melee proboscis +3 (1d3+1 P plus venom)
  TACTICS
  During Combat The programmers engage individual targets in 
  melee combat, making sure to place themselves between 
  any enemies and the hive’s egg sacs.
  Morale The Swarm programmers fight to the death.
  STATISTICS
  Str +0; Dex +3; Con +1; Int +0; Wis +0; Cha +0
  Skills Acrobatics +7, Athletics +3, Life Science +7, Medicine +3, 
  Survival +7
  Languages Shirren; telepathy 100 ft.
  SPECIAL ABILITIES
  Swarm Mind (Ex) Members of the Swarm are bound 
  together into a singular hive mind by a blend of exuded 
  pheromones, imperceptible movements of antennae and 
  limbs, electrostatic fields, and telepathic communication. 
  All Swarm creatures within 30 feet of each other are in 
  constant communication; if one is aware of a threat, all 
  are. (Such awareness can spread along a “chain” of Swarm 
  creatures under appropriate circumstances, potentially 
  alerting distant Swarm creatures). In addition, once per 
  round when within 30 feet of another Swarm creature, a 
  Swarm creature can roll twice and take the better result on 
  a saving throw against a mind-affecting effect.
  Venom (Ex) A living creature that takes damage from a 
  proboscis must succeed at a DC 10 Fortitude save or be 
  sickened for 1 round.
  SUBTIER 3–4 (CR 8)
  DIGESTIVE ENZYME SAC 
  CR 4
  Type biological; Perception DC 26; Disable Survival DC 21 
  (navigate route through sacs without disturbing them)
  Trigger location; Reset manual
  Effect digestive acid splash (4d10+2A); Reflex DC 15 half; 
  multiple targets (all targets in a 10-ft.-square area)
  SWARM REVULSORS (2) 
  CR 4
  HP 50 each (Starfinder Adventure Path #20: The Last Refuge 61; 
  page 21)
  TACTICS
  During Combat The revulsors places themselves between the 
  eggs and any attackers. They try to get as many enemies 
  in a cone ahead of them to use their ear-splitting shrieks as 
  often as possible.
  Morale The revulsors fight to the death.
  SWARM PROGRAMMERS (4) 
  CR 1/3
  HP 6 each (page 18)
  TACTICS
  Use the tactics from Subtier 1–2.
  Development: Defeating the Swarm creatures here gives the 
  PCs enough time to destroy the eggs waiting to unleash their 
  contents on an unsuspecting station. A PC who succeeds at a 
  DC 20 Life Science check (DC 22 in Subtier 3–4) or succeeded in 
  getting the information about how fast a Swarm hive can form 
  from the beginning of the scenario recognizes that this would be 
  the only amount of eggs this proto-hive would have had time to 
  create in the time the Swarm creatures have been on Absalom 
  Station. Starfinder follow-up teams later come to sanitize the site.
  Rewards: If the PCs don’t exterminate the Swarm creatures 
  attending the proto-hive, reduce each PC’s credits earned by the 
  following amount.
  Subtier 1–2: Reduce each PC’s credits earned by 220 credits.
  Out of Subtier: Reduce each PC’s credits earned by 335 credits.
  Subtier 3–4: Reduce each PC’s credits earned by 450 credits.
  CONCLUSION
  Once the PCs finish clearing out the Swarm creatures and the 
  eggs in the warehouse, they can return to the Master of Stars and 
  report their success. As soon as the PCs provide their report, a 
  noticeably more relaxed Zigvigix gives their thanks and assigns 
  a cleanup crew to remove any remaining traces of the Swarm 
  incursion on Absalom Station, while Fitch congratulates the PCs 
  on a mission well done. 
  The two faction leaders ask the PCs whether they should 
  turn Zelrai into the authorities. Fitch says that doing so could 
  needlessly hamper the Society’s and other organizations’ ability 
  to come and go from Absalom Station, and implies that if the 
  PCs don’t hand Zelrai over to station security, the ferran owes 
  the Society an enormous favor. On the other hand, Zigvigix is 
  concerned that Zelrai’s greed threatened so many lives and cost 
  several, and worries that letting her get away with shipping 
  Swarm creatures could merely embolden her toward more further 
  dangerous activities.
  
  ILLEGAL SHIPMENT
  19
  19
  REPORTING NOTES
  If the PCs sided with Fitch and spared Zelrai despite her poor 
  judgement, check box A. If they instead agreed with Zigvigix and 
  turned Zelrai over to the authorities, check box B.
  PRIMARY SUCCESS 
  CONDITIONS
  The PCs complete their main mission if they eliminate the Swarm 
  threat in the warehouse in Fogtown. Doing so earns each PC 1 Fame 
  and 1 Reputation for any factions associated with their currently 
  slotted Faction boon. In addition, each player earns the Swarm Foe 
  boon on their Chronicle sheet.
  SECONDARY SUCCESS 
  CONDITIONS
  If the PCs accomplish two or more of the following achievements, 
  they earn 1 additional Fame and 1 Reputation for any factions 
  associated with their currently slotted Faction boon: defeat the 
  Six Tip Gang at the cantina, become friendly with Del Shara, give 
  medical attention to Toressa, question locals without detailing 
  Swarm activities on the station, activate the Ettercap Mk 2, or 
  destroy the eggs in the brood chamber.
  FACTION NOTES
  This mission is of great importance to Zigvigix of the Exo-Guardians 
  and Fitch of the Wayfinders. The PCs impress both faction leaders 
  if they manage to complete their primary mission. Each PC earns 
  1 additional Reputation with the Exo-Guardians and Wayfinders 
  factions, in addition to any other Reputation earned as a result of 
  completing this scenario.
  
  STARFINDER SOCIETY SCENARIO
  20
  20
  APPENDIX 1: STAT BLOCKS
  GANG TOUGH 
  CR 1/2
  Starfinder Pact Worlds 178
  CN Medium humanoid (human)
  Init +2; Perception +4
  DEFENSE 
  HP 13
  EAC 10; KAC 12
  Fort +4; Ref +2; Will +0
  OFFENSE
  Speed 30 ft.
  Melee survival knife +5 (1d4+3 P) or
  cestus battleglove +5 (1d4+3 B)
  Ranged tactical semi-auto pistol +4 (1d6 P)
  STATISTICS
  Str +3; Dex +2; Con +1; Int +0; Wis +0; Cha +0
  Skills Athletics +9, Culture +4, Intimidate +4, Stealth +4
  Feats Deadly Aim, Quick Draw
  Languages Common
  Gear flight suit stationwear, cestus battleglove, survival knife, 
  tactical semi-auto pistol with 27 small arm rounds
  SWARM ANTECURSOR 
  CR 3
  Starfinder Adventure Path #20: The Last Refuge 59
  CE Small monstrous humanoid
  Init +4; Senses blindsense (vibration) 30 ft., darkvision 60 ft.; 
  Perception +13
  DEFENSE 
  HP 33
  EAC 14; KAC 15
  Fort +2; Ref +4; Will +8
  Defensive Abilities Swarm mind; Immunities acid, fear effects
  OFFENSE
  Speed 30 ft., fly 45 ft. (Ex, average)
  Melee claw +8 (1d4+4 S)
  Ranged stinger +10 (1d4+3 P plus paralytic neurotoxin)
  STATISTICS
  Str +1; Dex +4; Con +0; Int +1; Wis +2; Cha –2
  Skills Acrobatics +13, Athletics +8, Life Science +8, Physical 
  Science +8, Stealth +13
  Languages Shirren; telepathy 300 ft.
  Other Abilities tracking (blindsense)
  SPECIAL ABILITIES
  Stinger (Ex) As a ranged attack, a Swarm antecursor can launch a 
  poisoned stinger from its tail with a range increment of 50 feet. 
  Each stinger is coated with a paralytic neurotoxin (see below).
  Swarm Mind (Ex) Members of the Swarm are bound together 
  into a singular hive mind by a blend of exuded pheromones, 
  imperceptible movements of antennae and limbs, electrostatic 
  fields, and telepathic communication. All Swarm creatures 
  within 30 feet of each other are in constant communication; 
  if one is aware of a threat, all are. (Such awareness can 
  spread along a “chain” of Swarm creatures under appropriate 
  circumstances, potentially alerting distant Swarm creatures). 
  In addition, once per round when within 30 feet of another 
  Swarm creature, a Swarm creature can roll twice and take 
  the better result on a saving throw against a mind-affecting 
  effect.
  PARALYTIC NEUROTOXIN
  Type poison (injury); Save Fortitude DC 14
  Track Dexterity; Frequency 1/round for 4 rounds
  Cure 2 consecutive saves
  SWARM CONVECYTE 
  CR 2
  Starfinder Adventure Path #19: Fate of the Fifth 58
  CE Large monstrous humanoid
  Init +1; Senses blindsense (vibration) 30 ft., darkvision 60 ft.; 
  Perception +7
  DEFENSE 
  HP 30
  EAC 13; KAC 15
  Fort +6; Ref +4; Will +3
  Defensive Abilities Swarm mind; Immunities acid, fear effects
  OFFENSE
  Speed 30 ft.
  Melee slam +11 (1d6+4 B) or
  Space 10 ft.; Reach 5 ft.
  Offensive Abilities acid burst (2d4+4 A, DC 11)
  STATISTICS
  Str +2; Dex +1; Con +4; Int +0; Wis +0; Cha +0
  Skills Acrobatics +7, Athletics +12, Survival +7
  Languages Shirren; telepathy 100 ft.
  Other Abilities Swarm carrier
  SPECIAL ABILITIES
  Acid Burst (Ex) When a convecyte dies, its protective plates 
  crack and explode, showering an area with their acidic 
  contents. Every creature within a 20-foot burst (including 
  those within the convecyte) takes 2d4+4 acid damage (Reflex 
  DC 11 half).
  Swarm Carrier (Ex) A convecyte can carry a number of creatures 
  under its chitinous layers, giving each creature DR 10/— and 
  full cover from attacks while they rest inside, though such 
  creatures can’t act while inside a convecyte. A convecyte can 
  carry four Small or two Medium creatures this way and can 
  deposit them in adjacent squares as a swift action.
  Swarm Mind (Ex) Members of the Swarm are bound 
  together into a singular hive mind by a blend of exuded 
  pheromones, imperceptible movements of antennae and 
  limbs, electrostatic fields, and telepathic communication. 
  All Swarm creatures within 30 feet of each other are in 
  constant communication; if one is aware of a threat, all 
  are. (Such awareness can spread along a “chain” of Swarm 
  creatures under appropriate circumstances, potentially 
  alerting distant Swarm creatures). In addition, once per 
  round when within 30 feet of another Swarm creature, a 
  Swarm creature can roll twice and take the better result on 
  a saving throw against a mind-affecting effect.
  
  ILLEGAL SHIPMENT
  21
  21
  SWARM CORROVOX 
  CR 3
  Starfinder Alien Archive 110
  CE Medium monstrous humanoid
  Init +4; Senses blindsense (vibration) 30 ft., darkvision 60 ft.; 
  Perception +13
  DEFENSE 
  HP 40
  EAC 14; KAC 16
  Fort +5; Ref +7; Will +4
  Defensive Abilities Swarm mind; Immunities acid, fear effects
  OFFENSE
  Speed 40 ft., climb 30 ft.
  Melee claw +9 (1d6+5 S) or
  Ranged acid cannon +12 (1d4+3 A; critical corrode 1d4)
  Offensive Abilities psychic assault
  STATISTICS
  Str +2; Dex +4; Con +1; Int –1; Wis +1; Cha –3
  Skills Acrobatics +8, Athletics +8 (+16 when climbing), Stealth +8
  Languages Shirren; telepathy 100 ft.
  SPECIAL ABILITIES
  Acid Cannon (Ex) A corrovox has an organic acid cannon grafted 
  onto its forearm that can fire blobs of organic acid at a range 
  increment of 40 feet. This weapon can’t be disarmed and 
  produces its own ammunition, so it never runs out.
  Psychic Assault (Su) A corrovox can unleash a burst of harmful 
  mental chatter at a target within 30 feet as a standard action. 
  The target takes an amount of damage equal to 1d4 x the 
  corrovox’s CR (3d4 damage for most corrovoxes). A successful 
  DC 12 Will save halves this damage.
  Swarm Mind (Ex) Members of the Swarm are bound together 
  into a singular hive mind by a blend of exuded pheromones, 
  imperceptible movements of antennae and limbs, electrostatic 
  fields, and telepathic communication. All Swarm creatures 
  within 30 feet of each other are in constant communication; 
  if one is aware of a threat, all are. (Such awareness can 
  spread along a “chain” of Swarm creatures under appropriate 
  circumstances, potentially alerting distant Swarm creatures). 
  In addition, once per round when within 30 feet of another 
  Swarm creature, a Swarm creature can roll twice and take the 
  better result on a saving throw against a mind-affecting effect.
  SWARM REVULSOR 
  CR 4
  Starfinder Adventure Path #20: The Last Refuge 61
  CE Medium monstrous humanoid
  Init +5; Senses blindsense (vibration) 30 ft., darkvision 60 ft.; 
  Perception +10
  DEFENSE 
  HP 50
  EAC 16; KAC 18
  Fort +6; Ref +8; Will +5
  Defensive Abilities Swarm mind, regeneration 5 (fire); 
  Immunities acid, fear effects
  OFFENSE
  Speed 40 ft., climb 10 ft.
  Melee claw +13 (1d6+7 S)
  Offensive Abilities ear-splitting shriek (30ft. cone, 4d6 So plus 
  deafen, DC 13), ferocity
  STATISTICS
  Str +3; Dex +5; Con +1; Int –1; Wis +1; Cha –3
  Skills Acrobatics +15, Athletics +10, Intimidate +10
  Languages Shirren; telepathy 100 ft.
  SPECIAL ABILITIES
  Ear-Splitting Shriek (Ex) As a standard action, a Swarm 
  revulsor can let out a shriek that can split eardrums and 
  disrupt other auditory receptors. Each creature within a 30-
  foot cone takes 4d6 sonic damage (Reflex DC 13 half) and 
  is deafened for 1d4 minutes (Fortitude DC 13 negates). This 
  shriek also ignores 4 hardness when damaging objects.
  Swarm Mind (Ex) Members of the Swarm are bound 
  together into a singular hive mind by a blend of exuded 
  pheromones, imperceptible movements of antennae and 
  limbs, electrostatic fields, and telepathic communication. 
  All Swarm creatures within 30 feet of each other are in 
  constant communication; if one is aware of a threat, all 
  are. (Such awareness can spread along a “chain” of Swarm 
  creatures under appropriate circumstances, potentially 
  alerting distant Swarm creatures). In addition, once per 
  round when within 30 feet of another Swarm creature, a 
  Swarm creature can roll twice and take the better result on 
  a saving throw against a mind-affecting effect.
  SWARM VORPHOMA 
  CR 1
  Starfinder Adventure Path #19: Fate of the Fifth 61
  CE Medium monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +5
  DEFENSE 
  HP 16
  EAC 10; KAC 11
  Fort +3; Ref +3; Will +4
  Defensive Abilities Swarm mind; Immunities acid, fear effects
  OFFENSE
  Speed 30 ft., fly 30 ft. (Ex, average)
  Melee bite +3 (1d4+2 P) or
  claw +3 (1d6+2 S)
  Ranged arm barb +5 (1d4+1 P plus venom)
  Spell-Like Abilities (CL 1st)
  1/day—fear (1st level, DC 14), lesser confusion (DC 14)
  0 (at will)—daze (DC 13), ghost sound (DC 13)
  STATISTICS
  Str +1; Dex +4; Con +1; Int +0; Wis +0; Cha +2
  Skills Acrobatics +5, Athletics +5, Stealth +10
  Languages Shirren; telepathy 100 ft.
  SPECIAL ABILITIES
  Arm Barb (Ex) As a ranged attack, a vorphoma can shoot 
  a finger-sized barb from one of its arms with a range 
  increment of 60 feet. A vorphoma can shoot a total of 8 
  barbs before it must take 10 minutes to regrow them.
  Swarm Mind (Ex) Members of the Swarm are bound 
  together into a singular hive mind by a blend of exuded 
  
  STARFINDER SOCIETY SCENARIO
  22
  22
  pheromones, imperceptible movements of antennae and 
  limbs, electrostatic fields, and telepathic communication. 
  All Swarm creatures within 30 feet of each other are in 
  constant communication; if one is aware of a threat, all 
  are. (Such awareness can spread along a “chain” of Swarm 
  creatures under appropriate circumstances, potentially 
  alerting distant Swarm creatures). In addition, once per 
  round when within 30 feet of another Swarm creature, a 
  Swarm creature can roll twice and take the better result on 
  a saving throw against a mind-affecting effect.
  Venom (Ex) A living creature that takes damage from an arm 
  barb must succeed at a DC 12 Fortitude save or be sickened 
  for 1d3 rounds.
  
  ILLEGAL SHIPMENT
  23
  23
  
  STARFINDER SOCIETY SCENARIO
  24
  24
  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
  
  ILLEGAL SHIPMENT
  25
  25
  OPEN GAME LICENSE Version 1.0a
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  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Starfinder Core Rulebook ©2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik 
  Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Scenario #2–21: Illegal Shipment © 2020, Paizo Inc.; Author: 
  Joseph Blomquist.
  PAIZO INC.
  Creative Directors • James Jacobs and Robert G. McCreary
  Director of Game Design • Jason Bulmahn
  Director of Visual Design • Sarah E. Robinson
  Managing Developers • Adam Daigle and Amanda Hamon
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  Starfinder Lead Designer • Joe Pasini
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  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 
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  artworks, characters, dialogue, locations, plots, storylines, trade dress, the historical 
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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 #2–21: Illegal Shipment © 2020, Paizo Inc. All Rights Reserved. 
  Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
  and the Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder P logo, 
  Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Card 
  Society, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder 
  Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder 
  Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder 
  Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder 
  Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
  
  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  Items Found During This Scenario
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
    
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  Character Chronicle #
  1–2
  3–4
  —
  720
  1,090
  1,460
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #2–21: Illegal Shipment
  Swarm Foe (Social Boon): You managed to assist in stopping a Swarm incursion onto Absalom Station. While the Swarm 
  were prevented a foothold, you fought only the nascent stages of a Swarm attack. When you slot this boon, you gain a +1 
  bonus to attack and damage rolls made against Swarm creatures. In addition, once per session when you have this boon 
  slotted, you can reroll a single saving throw made to resist any effects caused by a Swarm creature.
  Reputation
  All Subtiers
  Subtier 3–4
  graphite carbon skin (1,220; item level 3)
  mk 2 serum of healing (425; item level 5; limit 2)
  recovery aegis (1,350; item level 3; Starfinder Armory 
  115)
  tactical arc emitter (750; item level 2)
  tremor boomer rifle (520; item level 2; Armory 20)
  freebooter armor II (4,720; item level 6)
  mk 1 scrambler gloves (4,500; item level 6; Starfinder 
  Armory 124)
  pulse staccato rifle (2,000; item level 4; Armory 20)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 2/SF S02-21 - Illegal Shipment.pdf