TEXT: HEART OF THE FOE
  BY NICHOLAS WASKO
  STARFINDER SOCIETY SCENARIO #1–34, TIER 3–6
  YEAR OF SCOURED STARS
  
  Starfinder Society Scenario #1-34: Heart of the 
  Foe is a Starfinder Society Scenario designed 
  for 3rd- through 6th-level characters (Tier 3–6; 
  Subtiers 3–4 and 5–6). This scenario is designed 
  for play in the Starfinder Society Roleplaying 
  Guild campaign, but can easily be adapted for 
  use with any world. For more information on 
  the Roleplaying Guild, how to read the attached 
  Chronicle sheets, and how to find games in your 
  area, check out the campaign’s home page at 
  StarfinderSociety.club.
  HOW TO PLAY
  Author • Nicholas Wasko
  Development Lead • Thurston Hillman
  Contributing Artists • Graey Erb, Michele Giorgi, Miroslav 
  Petrov, and Bryan Syme
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  Sarah E. Robinson
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  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder 
  or the Pathfinder Roleplaying Game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the 
  Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, 
  registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, 
  names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, 
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  Starfinder Society Scenario #1-34: Heart of the Foe © 2019, Paizo Inc. All Rights Reserved. Paizo, 
  Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
  and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder 
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  Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  Heart of the Foe makes use of Starfinder Core Rulebook, Starfinder Alien Archive, and 
  Starfinder Armory. This adventure assumes the GM has access to these sourcebooks. All rules 
  referenced in this adventure are available in the free online Starfinder Reference Document at 
  sfrd.info, and the relevant rules from the Alien Archive volumes are reprinted at the back of 
  the adventure for the GM’s convenience.
  Table of Contents
  Heart of the Foe  . . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22
  Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
  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  (Second Seekers [Jadnura])
  Faction  (Second Seekers [Luwazi Elsebo])
  
  BY NICHOLAS WASKO
  HEART OF THE FOE
  Where in the 
  Universe?
  Heart of the Foe takes place on Rax, the jinsuls’ adopted 
  homeworld following their first departure from the Scoured 
  Stars. Rax orbits a star near a vast nebula that periodically 
  spits out cosmic horrors and deadening radiation that make 
  life particularly difficult. Although the Starfinder Society 
  only recently located Rax, the jinsuls have lived here for 
  many generations and stripped the surface of most of its 
  natural resources. More information about the jinsuls can 
  be found in #1-23: Return to Sender and #1-99: The Scoured 
  Stars Invasion.
  RAX
  Adopted jinsul homeworld
  Diameter: ×1; Mass: ×1; Gravity: ×1
  Atmosphere: Normal; Day: 1 day; Year: 5 years 
  The jinsuls—a race of chitinous, xenophobic creatures who have 
  repeatedly attacked Starfinder ships—have become a threat 
  the Pact Worlds can no longer afford to ignore. Their history is 
  inexorably linked with the Scoured Stars, a trinary star system 
  that the jinsuls and many other species once called home.  
  Natives of several planets within the system worshiped Kadrical 
  the Preserver, the ancient isolationist deity of the Scoured Stars. 
  During their time within the Scoured Stars, the jinsuls became the 
  most devout of Kadrical’s servants. In ages past, Kadrical used his 
  divine power to keep the Scoured Stars cut off from the rest of 
  the universe, hoping to keep the species within the Scoured Stars 
  safe. Over time, Kadrical’s influence among the jinsuls and their 
  neighbors waned as the Scoured Stars species developed more 
  and more advanced technology.
  When Kadrical eventually fell into a state of torpor and 
  lowered his divinely-powered barrier, the jinsuls and seven 
  other civilizations struck off into the Vast to make new lives for 
  themselves. To date, the Starfinder Society has interacted with 
  a handful of these civilizations: the mentrasi, who colonized a 
  new planet but died off when a geological event destroyed their 
  civilization; the izalguuns, who adopted a pastoral life on the 
  planet of Izalraan; and the Kreiholm Freehold, who attempted to 
  lie low and integrate with natives of their new home.
  The Starfinder Society first came to witness the horrific 
  military might of the jinsuls during their rescue mission to the 
  Scoured Stars (Starfinder Society Scenario #1–99: The Scoured 
  Stars Invasion). The jinsuls took advantage of the Society 
  opening a way into the Scoured Stars by launching a full-scale 
  attack to reclaim their lost home system. Though the Starfinder 
  Society managed to extricate most of its trapped agents from the 
  Scoured Stars, the jinsuls firmly reclaimed the system and have 
  been fortifying it since.
  To confront the jinsul threat, nominated First Seeker Luwazi 
  Elsebo and the recently returned First Seeker Jadnura have agreed 
  to work together as joint First Seekers to investigate the jinsuls’ 
  place in the Scoured Stars’ history. The two began by communing 
  with two different Tears, artifacts that emerged from the Scoured 
  Stars and made their way to former natives of the system. The 
  process resulted in Jadnura receiving visions of a strange region in 
  the Vast. Jadnura still does not know where the visions came from, 
  but when scouts reported jinsul starships in that region, the two 
  First Seekers deemed further investigation necessary.
  ADVENTURE SUMMARY
  First Seekers Luwazi Elsebo and Jadnura join the PCs on a mission 
  to a semi-hospitable planet linked to the jinsuls, an alien species 
  that attacked the Starfinder Society during a rescue mission 
  to the Scoured Stars. When the Starfinder fleet arrives at the 
  mysterious planet, scans locate what appears to be an abandoned 
  city. Jadnura sends three teams—including the PCs—to investigate 
  the city ruins, but a freak storm causes the PCs’ landing shuttle to 
  crash and disrupts all remote communications. The storm forces 
  the PCs to approach the city on foot. The PCs find clues about the 
  history of the jinsul race throughout the journey, but when the 
  PCs enter the city limits, they find the ruins ablaze and teeming 
  with jinsul fanatics dedicated to the most apocalyptic facets of 
  jinsul belief. The PCs must escape a growing horde of jinsuls and 
  eventually find shelter with Ekkerah, a rogue jinsul opposed to 
  his people’s current leadership. 
  While recovering from their encounter with the jinsul horde, 
  Jadnura re-establishes communications and informs the PCs that 
  one of the other teams was captured while exploring the ruins. To 
  
  4
  STARFINDER SOCIETY SCENARIO
  Jadnura 
  rescue their companions, the PCs must defeat a storm-wielding 
  demon overseeing the destroyed city, drive off the jinsuls bent on 
  sacrificing the captive Starfinders, and coordinate an evacuation 
  with Jadnura before the jinsul horde overruns their position.
  GETTING STARTED
  The PCs meet in a conference room onboard First Seeker 
  Jadnura’s personal flagship, the Perfect Silence, currently 
  orbiting Absalom Station. There, Luwazi Elsebo and 
  Jadnura review their respective datapads. Once the PCs 
  arrive, read or paraphrase the following to get started.
  Inside the conference room, nominated First Seeker 
  Luwazi Elsebo uploads a holographic map of a 
  sparse region of the Vast. First Seeker 
  Jadnura stares out a window at the 
  opposite side of the room, his four 
  arms folded behind his back as he 
  gazes into the blackness of space 
  surrounding Absalom Station.
  “Thank you for joining us,” Luwazi 
  says as she finishes positioning the 
  map above the table. “We know 
  there have been some hiccups in 
  getting everyone on the same page 
  now that the agents trapped in the 
  Scoured Stars have returned. To 
  keep any unnecessary schisms from 
  forming, Jadnura and I decided to cooperate 
  as joint First Seekers for the time being 
  and focus on missions the entire Society can get behind. And 
  nothing unites disparate factions like a common enemy.” She 
  brings up a flickering holograph of an alien with numerous eyes 
  covering an ovoid body atop six chitinous legs. “These aliens 
  call themselves jinsuls, and you may have already met them. 
  A fleet of their starships ambushed us once we returned to the 
  Scoured Stars, and we were lucky to make it out alive. They’ve 
  interfered with our missions more than once now, but we can’t 
  mount effective counterattacks because no one knows a damn 
  thing about them.”
  Jadnura glares at the jinsul holograph. “The only common 
  thread between their attacks is the Scoured Stars,” he grumbles. 
  “The jinsuls used everything they had to drive us away from the 
  Scoured Stars, and the other civilizations they’ve sought out 
  in the Vast all seem to have some ancestral connection to the 
  worlds within that system. Luckily, we still have two helpful 
  artifacts; they’re known as Tears, which emerged from the 
  Scoured Stars and sought out its former inhabitants. I probed 
  the energies within the Tears again, and whatever force is 
  powering them revealed coordinates to a new region in the 
  Vast. Our scouts have confirmed jinsul starships occasionally 
  visit one planet within the area. It’s not much, but we need to 
  start somewhere.”
  “We suspect the jinsuls inhabited this planet before relocating 
  to the Scoured Stars,” Luwazi adds, “which means it may hold 
  troves of information about their technology, leadership, 
  culture, you name it. We’re planning to travel there, scan the 
  planet from orbit, and send a few ground teams—including 
  you—to conduct reconnaissance on sites of interest. With any 
  luck we’ll get in, learn what we can, and get out before the 
  jinsul commanders ever know we’re there. If you have any 
  questions, now is the time to ask.”
  After the briefing the PCs may have some questions, 
  which Jadnura and Luwazi will do their best to answer.
  What are we looking for? [Jadnura] “Clues that 
  may reveal the jinsuls’ motives and capabilities: who 
  commands them, what they want, where 
  they came from, what their society is like, 
  anything that might give us an edge in future 
  encounters. Learn what you can about their 
  leadership and social hierarchies, so we 
  know how to incapacitate their military 
  command when we cross 
  blades with them again.”
  What do we know about 
  the jinsuls? [Luwazi] “We know 
  little, which this mission aims 
  to rectify. Biologically we know 
  they have 360-degree vision 
  and insect-like chitin plating. As 
  a civilization, they’re hell-bent on bringing 
  the other Scoured Stars species back to 
  their ancestral homeland, and they’re more than willing to use 
  violence whenever something gets in their way.”
  What threats should we anticipate? [Jadnura] “Preliminary 
  scans indicate the planet is barely habitable; its atmosphere is 
  breathable but polluted, and its surface is mostly barren. The 
  climate is prone to harsh winters, and there’s a constant danger 
  of lightning storms, so prepare for difficult overland travel. As 
  for enemies, there’s no telling what lives on the surface, so bring 
  plenty of ammo and whatever you need to get around unnoticed 
  in case they outnumber you. Most signs of life are clustered in a 
  few discrete sites, so we’ll be searching those first.”
  What should we do if we get in trouble? [Luwazi] “We’ll 
  oversee the mission from this ship, which has a few gunboats 
  among its shuttles that we can use to cover you if things go 
  unexpectedly. If you lose contact with us, just keep following 
  your primary objectives; we’ll fix communications from orbit and 
  adjust the plan as needed.”
  Once the PCs complete their briefing with the joint First Seekers, 
  they can slot their boons for this adventure. This scenario doesn’t 
  reference any specific types of boons, so encourage the players 
  to select whatever boons they think would be appropriate based 
  on the briefing. Both First Seekers will be overseeing this mission 
  in person, so GMs should encourage the PCs to slot the Second 
  
  5
  HEART OF THE FOE
  Scaling The Crash
  To accommodate a group of four PCs in either Subtier, the 
  first two successful Medicine or Piloting checks made to 
  reduce the crash damage each reduce the damage taken by 
  2d8 instead of 1d8.
  Seekers (Luwazi Elsebo) or Second Seekers (Jadnura) champion 
  boons to further earn standing with either First Seeker.
  ARRIVAL AT RAX
  When the meeting concludes, Jadnura advises the PCs to purchase 
  any gear they expect to need for the mission. The PCs join three 
  other Starfinder teams and both First Seekers aboard the Perfect 
  Silence, where they spend 5d6 days travelling through the Drift 
  before reaching the planet of interest. Though the journey is 
  mostly uneventful, PCs with the Second Seekers (Jadnura) faction 
  boon slotted can choose to spend time sparring with Jadnura and 
  recounting their exploits with the recently returned First Seeker. 
  Meanwhile, PCs with the Second Seekers (Luwazi Elsebo) faction 
  boon can assist Luwazi in reviewing diplomatic documentation 
  pertaining to upcoming negotiations with the Kreiholm Freehold, 
  set to take place in only a few months.
  Once the Perfect Silence and its escorts emerge from the Drift, 
  the ship performs a scanning sweep of the system. After long-range 
  sensors find no jinsul starships in the area, Luwazi Elsebo directs 
  the crew members to maneuver the ship into orbit and begin 
  scanning the surface. Jadnura soon identifies a prominent site 
  of interest: a warm spot in the frozen wasteland, which appears 
  to be ruins of a city. Jadnura prepares personnel shuttles for the 
  PCs and two other Starfinder teams, with orders to land around 
  the city and investigate from different angles. The fourth team 
  remains with Luwazi aboard the main ship to oversee operations 
  and communicate with the teams on the ground.
  CRASH LANDING
  The PCs’ descent through the atmosphere goes smoothly until they 
  pass through the cloud line, at which point electricity starts to flash 
  around their shuttle, and all comm units begin to transmit nothing 
  but sputtering static. Suddenly, a bolt of lightning strikes the 
  shuttle, causing key systems to fail and forcing the PCs to crash 
  land on the surface. 
  We’re Crashing!: Unless the PCs intervene, the crash deals 5d8 
  B damage to each PC (8d8 B damage in Subtier 5–6). Each PC can 
  attempt a single skill check or aid another action during the crash 
  to help minimize the total damage. The DC to succeed at one of 
  these checks is DC 20 (DC 23 in Subtier 5–6).
  A PC who succeeds at a Piloting check reduces the severity of 
  the shuttle’s impact, while a PC who succeeds at a Medicine check 
  safely secures the passengers. Succeeding at one or more of these 
  checks reduces the damage taken by the PCs by 1d8 per successful 
  check (to a minimum of 0 damage). 
  While crashing, a PC can instead  attempt a Computers check 
  to extract data from the doomed starship systems or a Physical 
  Science check to evaluate the bizarre storm and determine that 
  the lightning had unnatural qualities (it bypassed the starship’s 
  Faraday cage and seemed to selectively fry key circuits). Each PC 
  who succeeds at either of these checks grants the group with a +1 
  bonus per successful check to all Survival checks and EAC against 
  additional lightning strikes on the planet’s surface (see page 6).
  Luwazi Elsebo
  
  6
  STARFINDER SOCIETY SCENARIO
  FROM STORM TO CITY
  Regardless of how smoothly the PCs manage to land their 
  crashing shuttle, they remain several miles out from the ruined 
  city Jadnura sent them to explore. With the storm scrambling 
  long-distance communications and the wrecked shuttle rapidly 
  vanishing beneath a snow drift, the PCs must make their way on 
  foot towards the location of interest. 
  The city skyline is an obvious landmark, and the PCs 
  automatically reach the city limits after 8 hours of travel. 
  Additionally, once per hour a single PC may attempt to navigate 
  more efficiently with a successful DC 21 Survival check (DC 24 
  in Subtier 5–6). Succeeding at this check allows the PCs to cover 
  twice as much distance, reducing the total travel time by 1 hour 
  (to a minimum of 4 hours to reach their destination). Succeeding 
  at least one of these Survival checks also reveals the flecks of 
  pollution suspended in the desolate atmosphere, and that much 
  of the snow is frozen ash.
  Hazards: Traveling overland across Rax exposes the PCs 
  to cold weather and meddlesome snow drifts. If the PCs are 
  not wearing armor or have the environmental protections on 
  their armor lowered, then every 10 minutes each PC must 
  succeed at a Fortitude save (DC = 15 + 1 per previous check) 
  or take 1d6 nonlethal cold damage. PCs can attempt Survival 
  skill checks to gain a bonus to this saving throw and might be 
  able to apply this bonus to other characters as per the Survival 
  skill. Environmental protections from armor prevent the cold 
  damage, but using them causes the ashen snow to cling to the 
  armor’s helmet, obscuring vision. In this case, every hour each 
  PC must succeed at a Survival check (DC = 15 + 1 per previous 
  check) or take a cumulative –1 penalty to all Perception checks. 
  If the penalty reaches –3 or worse, the PC treats all targets as if 
  they had concealment. Removing a helmet or lowering its visor 
  eliminates these penalties, but exposes the PC to the bitter cold 
  as described above. All senses other than vision are unaffected by 
  the accumulating snow.
  Additionally, once per hour a bolt of lightning streaks from 
  the sky towards a random PC. Treat these lightning bolts as a 
  ranged attack that targets EAC with a +13 attack bonus and 
  deals 1d8+7 E damage (Ranged +16, 2d8+9 E in Subtier 5–6). 
  No amount of wilderness savvy protects against these lightning 
  strikes; the storm seems to target the PCs specifically, regardless 
  of prevailing weather conditions. PCs who succeed at a DC 27 
  Perception check during a lightning strike notice a scrying sensor, 
  as per the scrying spell descriptor (Starfinder Core Rulebook 270), 
  that forms from the swirling snow shortly before each of these 
  lightning strikes.
  PCs can rest during this travel, but only if they have not 
  taken any nonlethal cold damage. Resting in the storm requires 
  20 minutes instead of 10, since PCs must seek out or set up 
  temporary shelter in order to relax. Excessive resting may 
  increase travel time and expose the PCs to the hazards of the 
  environment more frequently (see above).
  INVESTIGATING THE ENEMY
  As the PCs travel towards their destination and avoid the overland 
  hazards, they can learn more about the jinsuls and these aliens’ 
  adopted homeworld by making various skill checks to investigate 
  their surroundings. The PCs may attempt each of the three types 
  of check once per hour, though they may assist each other with 
  the aid another action. Each check starts with a DC of 22 (25 in 
  Subtier 5–6), and the DC increases by 2 for each attempt the PCs 
  previously made. For each success, the PCs find a single clue, 
  with multiple successes providing additional benefits. Failing the 
  check by 5 or more is a severe failure, causing a specific setback 
  depending on the skill used.
  Culture: PCs can investigate the remnants of jinsul culture, 
  including architecture, artwork, city planning, propaganda, and 
  other trappings of civilization. On a severe failure, the PCs find a 
  crown-like headpiece. They misinterpret the headpiece as a mark of 
  status that jinsuls will refuse to attack, but it is actually a mark of 
  insult; any jinsuls the PCs encounter focus all their attacks on any 
  PC wearing this garment. Two or more successes reveal cultural 
  values intrinsic to jinsul society, providing a +4 bonus on Bluff, 
  Diplomacy, and Intimidate checks when meeting Ekkerah (see 
  page 14). Three or more successes allow PCs to understand city 
  layout shortcuts and cultural taboos that can aid the PCs when 
  fleeing the jinsul horde later (see The Jinsul Frenzy on page 13). In 
  addition, each success reveals one of the following clues, in order: 
  • 
  The limited ornamentation is religious in nature, indicating 
  jinsuls viewed their hostile new homeland, called Rax, as a 
  sacred trial to endure for forsaking Kadrical, the patron god 
  of the Scoured Stars, in exchange for their own freedom. 
  • 
  A few statues and public portraits depict six jinsul warlords, 
  with historical plaques indicating that when Kadrical’s 
  beacon (resembling the Tears the Society recovered 
  from the mentrasi and the izalguuns) arrived here, their 
  most prominent warlords refused the call back to the 
  Scoured Stars and instead took the beacon, broke it open, 
  and consumed the sliver of divine energy it held. This 
  transformed the warlords into a group of semi-divine beings 
  who brought the disparate jinsul factions together and 
  formed them back into a cohesive civilization.
  • 
  Many depictions of the warlords are defaced and desecrated, 
  for when the “prophet of Kadrical” (called Dhurus in some 
  records) arrived to bring the jinsuls back to the Scoured 
  Stars, he riled the jinsuls into overthrowing their current 
  lords, whose semi-divine energies kept them alive despite 
  the coup d’état. 
  • 
  Rather than study a means of permanently ending the 
  apostate warlords, Dhurus had each of the toppled jinsul 
  leaders affixed to the prow of an immense flagship that would 
  serve to lead the newly re-formed Jinsul Hierocracy. Now 
  ritualized sacrifice of heretics, or effigies representing them, 
  is an integral part of the jinsuls’ renewed pursuit of salvation 
  in the eyes of Kadrical.
  
  7
  HEART OF THE FOE
  Scaling The 
  Investigation
  To accommodate a group of four PCs in either subtier, reduce 
  the DC of all skill checks by 2.
  Engineering or Physical Science: PCs can examine inoperative, 
  derelict vehicles by the side of the road that were once used 
  in everyday life. Severe failure results in an explosion like an 
  incendiary grenade II (DC 13) affecting all PCs who attempted the 
  skill check or an aid another action on the check. Two or more 
  successes reveal telltale sounds and odors produced by jinsul 
  vehicles, providing a +4 bonus to Perception checks to act in the 
  surprise round in area B. Three or more successes allow the PCs 
  to learn how to pilot vehicles designed for jinsul anatomy (see The 
  Jinsul Frenzy on page 13). Each success reveals one of the following 
  clues, in order: 
  • 
  The patchwork technology, made with low-quality steel 
  and bits of jinsul chitin and utilizing low-yield but common 
  combustibles as fuel sources, suggests the jinsuls occupied 
  a region of the Vast that was particularly inhospitable and 
  devoid of resources.
  • 
  A few items contain chemical alloys foreign to this planet’s 
  makeup but more common in neighboring worlds, suggesting 
  the jinsuls slowly expanded and conquered a handful of 
  worlds in the region to extract resources necessary for their 
  continued survival.
  • 
  Different markings that resemble license plates indicate 
  numerous divergent forms of identification, suggesting the 
  race splintered into hundreds of smaller warbands, each 
  attempting to eke out an existence within the inhospitable 
  territory where they’d settled.
  • 
  Most vehicles have small effigies lashed to their prows. 
  These represent the semi-divine warlords overthrown by 
  Dhurus, which the PCs can only identify if they learned 
  about the warlords in a previous check (see Culture clues 
  on page 6).
  Mysticism: PCs can examine the religious and mystical 
  iconography built into the jinsuls’ society. Severe failure results 
  in an additional lightning strike against the PC attempting the 
  check, as the malign entity controlling the storm becomes more 
  aware of the PCs’ movements. Two or more successes reveal the 
  lightning—and the storm itself—are manifestations of a kohkleim, 
  a demon formed from souls of those who ravaged their neighbor’s 
  environment for personal gain. This type of demon often offers 
  climate-based protection to mortals in exchange for living 
  sacrifices, and it can remotely monitor creatures caught in its 
  storms. This information allows PCs to hide from the kohkleim’s 
  surveillance, providing all PCs cover against future lightning 
  strikes. Three or more successes allow the PCs to identify three 
  pieces of useful information about the kohkleim (see page 18), 
  as if they had succeeded on a Mysticism check to identify the 
  creature. Each success reveals one of the following clues, in order: 
  • 
  Cairn-like monuments and tombs honoring jinsul warriors 
  indicate that for thousands of years, the jinsuls viewed 
  survival and conquest as evidence of divine favor. Each 
  victory represented Kadrical’s acknowledgement of the 
  jinsul’s superiority (or his becoming obsolete as a deity, 
  depending on more secular interpretations). 
  • 
  Scraps of religious text state that when Kadrical’s 
  beacon (the Tear) arrived from the Scoured Stars, several 
  warlords saw it as a divine tribute from a failed god. 
  The warlords consumed the relic, achieving the divinity 
  they believed they had earned for leading the jinsul race 
  through perdition. 
  • 
  One of Kadrical’s divine heralds, named Dhurus, appears 
  frequently in the more recent religious iconography, and his 
  likeness bears mystical signatures far stronger than those 
  of the demigod warlords. He came to the jinsuls after they 
  desecrated the Tear, and his horror at what the jinsuls had 
  done to his master’s gift was boundless. He sought to punish 
  these apostates for eternity while bringing the rest of the 
  jinsul flock back into Kadrical’s fold. 
  • 
  Evidence of ritualized sacrifices, cannibalism, and self-
  flagellation reveal that jinsuls who seek Dhurus’ forgiveness 
  routinely seek out opportunities to sacrifice heretics to 
  representatives of Kadrical’s “true” faith. In this case, a 
  kohkleim demon that offers protection similar to Kadrical’s 
  divine barrier serves as a suitable recipient of the jinsuls’ 
  depraved offerings.
  Development: As the PCs approach their destination, they see 
  signs of life in the frigid wasteland. The PCs spot other tracks in 
  the snow, along with remnants of campsites among the ruins that 
  provide shelter from the storm. PCs who choose to follow these 
  tracks add an extra hour to their travel time, but they receive a 
  +8 bonus to the Perception check to notice the jinsuls and their 
  jeskraal ally wandering through the snow (see area A).
  A. ROAMING HUNTERS (CR 5 OR CR 7)
  After three hours of travel, the PCs can spot a small group of jinsuls 
  by succeeding at a DC 21 Perception check (DC 24 in Subtier 5–6). 
  Failure means the PCs stumble into the jinsuls’ line of vision, letting 
  the jinsuls gain a surprise round on the PCs. Success allows the 
  PCs to observe the group from afar by succeeding at a DC 19 
  Stealth check (DC 22 in Subtier 5–6), with failure leading to the 
  jinsuls immediately attacking the PCs. If the PCs successfully avoid 
  detection, they can gain a surprise round in combat.
  Creatures: A group of jinsuls trek through the cold towards the 
  city on the horizon, accompanied by a shaggy-furred creature with 
  a toothy snout and long, double-jointed legs emerging from its back 
  like a spider’s. Its tail sports a collection of manufactured plates 
  resembling a contorted suit of armor, curled up over the creature’s 
  spine like a shell. A PC succeeding at a DC 16 Life Science check 
  
  8
  STARFINDER SOCIETY SCENARIO
   
   identifies this creature as a jeskraal, a scavenger species native to 
  neighboring planets that inhabit abandoned armor, carapaces, or 
  other shell-like homes, migrating between them like hermit crabs 
  when they become damaged. Jinsuls train these creatures to serve 
  as attack beasts, bodyguards, or pets. The jinsuls and their jeskraal 
  ally attack any non-jinsuls they encounter.
  SUBTIER 3–4 (CR 5)
  JESKRAAL 
  CR 1
  N Medium animal
  Init +1; Senses low-light vision; Perception +5
  DEFENSE  
   
   
   
           HP 24
  EAC 13; KAC 14
  Fort +5; Ref +5; Will +1
  Defensive Abilities inhabit armor
  OFFENSE
  Speed 30 ft.
  Melee bite +8 (1d6+5 P)
  TACTICS
  During Combat The jeskraal positions itself between its jinsul 
  allies and the largest enemies, attempting to protect its 
  masters using its Bodyguard feat. 
  Morale The jeskraal fights to the death.
  STATISTICS
  Str +4; Dex +1; Con +2; Int –4; Wis +0; Cha +0
  Skills Athletics +10, Survival +5
  Feats Bodyguard
  Gear freebooter armor I
  SPECIAL ABILITIES
  Inhabit Armor (Ex) A jeskraal’s tail has several muscular 
  protrusions that allow it to shape a suit of armor into a 
  suitable shell in moments. It then uses the shell to protect 
  its vitals. A jeskraal may use its inhabited armor to convert 
  a critical hit against it, or against an ally whose Armor 
  Class it has increased with the Bodyguard Feat, into a 
  normal hit. Doing so imposes a –4 penalty on the jeskraal’s 
  EAC and KAC until it takes a full-round action to readjust 
  its armor. Jeskraals are proficient with all light and heavy 
  armors and can don armor hastily at no penalty. The DC of 
  any Engineering check required to resize armor reclaimed 
  from a jeskraal increases by 4, and the armor requires 
  twice as many credits to be refitted by a professional.
  JINSUL SURVIVALISTS (2) 
  CR 2
  Jinsul soldier
  CE Medium monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +12
  DEFENSE  
   
   
                  HP 25 EACH
  EAC 13; KAC 15
  Fort +6; Ref +4; Will +3; +4 vs. fear
  Defensive Abilities unflankable
  A. ROAMING HUNTERS
  1 SQUARE = 5 FEET
  PATHFINDER FLIP-MAT: FROZEN SITES
  N
  
  9
  HEART OF THE FOE
  Scaling Encounter A
  To accommodate a group of four PCs in either subtier, all 
  enemies have already taken 8 damage from frostbite.
  OFFENSE
  Speed 40 ft.
  Melee bite +8 (1d6+4 P)
  Ranged hunting rifle +11 (1d8+2 P)
  Offensive Abilities fighting style (hit-and-run), gear boost 
  (bullet barrage)
  TACTICS
  During Combat The jinsul survivalist stays behind its jeskraal 
  ally as best as it can, providing ranged support with its rifle. 
  If it struggles to hit its target, it provides harrying fire to 
  assist its allies instead. 
  Morale The jinsul flees when reduced to 10 hit points or fewer.
  STATISTICS
  Str +2; Dex +4; Con +1; Int +0; Wis +0; Cha –1
  Skills Athletics +7, Piloting +7, Survival +12
  Feats Opening Volley
  Languages Jinsul
  Other Abilities powerful leap
  Gear second skin, hunting rifle with 12 rounds
  SPECIAL ABILITIES
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  SUBTIER 5–6 (CR 7)
  ADVANCED JESKRAAL 
  CR 3
  N Medium animal
  Init +1; Senses low-light vision; Perception +8
  DEFENSE  
   
   
   
          HP 45
  EAC 15; KAC 17
  Fort +7; Ref +7; Will +2
  Defensive Abilities inhabit armor
  OFFENSE
  Speed 30 ft.
  Melee bite +11 (1d6+7 P)
  TACTICS
  During Combat The jeskraal positions itself between its jinsul 
  allies and the largest enemies, attempting to protect its 
  masters using its Bodyguard and In Harm’s Way feats. 
  Morale The jeskraal fights to the death.
  STATISTICS
  Str +4; Dex +1; Con +2; Int –4; Wis +0; Cha +0
  Skills Athletics +13, Survival +8
  Feats Bodyguard, In Harm’s Way
  Gear thinplate
  SPECIAL ABILITIES
  Inhabit Armor (Ex) See Subtier 3–4.
  JINSUL SURVIVALIST (4) 
  CR 2
  HP 25 each (see Subtier 3–4)
  TACTICS
  Use the Tactics from Subtier 3–4.
  Treasure: The jinsuls carry pieces of scavenged armor once 
  worn by jinsul commanders and decorated with military medals. 
  A PC who succeeds at a DC 16 Culture check (DC 19 in Subtier 
  5–6) recognizes that the military regalia could be worth up to 
  1,200 credits to Society scholars studying the jinsul hierarchy. 
  With a successful DC 16 Engineering check (DC 19 in Subtier 5–6), 
  a PC notices that the pieces could be reassembled into functional 
  freebooter armor II (vesk brigandine III [Starfinder Armory 69] 
  with a removable deflective reinforcement upgrade in Subtier 
  5–6). PCs who observe but do not engage the jinsuls instead 
  see them find similar equipment among some rubble, squabble 
  over it, then “compromise” by separating the armor into equal 
  pieces for each to keep before departing. The jinsuls discard the 
  Jeskraal
  
  10
  STARFINDER SOCIETY SCENARIO
  assorted pieces they currently carry, which the PCs can recover 
  and reassemble afterward.
  Development: For every 5 by which the result of the PCs’ 
  Perception check exceeds the DC to notice the jinsuls, or for their 
  Stealth check to observe them, the PCs glean one clue listed below 
  about the jinsuls’ behavior patterns. Even if the PCs fail these 
  checks, the encounter indicates additional jinsul activity closer 
  to their destination. The PCs can attempt Perception and Stealth 
  checks to learn about the jinsuls as described in the Investigating 
  the Enemy section on page 6, with no additional penalty for failure. 
  If the PCs succeed at two or more of these checks, they realize 
  that a disciplined jinsul, missing a leg and wearing a scarf-like 
  wrapping of animal fur, is watching them. This jinsul is Ekkerah, an 
  exile hiding on Rax, who confronts the PCs later in the adventure. 
  Noticing Ekkerah provides the PCs with a recognizable figure to 
  turn to when trying to escape the upcoming jinsul attack. Three 
  Jinsul Trooper
  or more successes allow the PCs to exploit jinsul psychology once 
  they reach their destination (see The Jinsul Frenzy on page 13). 
  Each success reveals one of the following clues, in order: 
  • 
  These jinsuls lack the leg blade augmentations used by their 
  Scoured Stars kin and use less refined tactics compared to 
  the well-disciplined and well-equipped jinsul military that 
  the Society has previously encountered. Their wild behavior 
  suggests that they may not care about catching their allies 
  in friendly fire.
  • 
  The jinsuls fervently seek out various objects that may 
  have sentimental value (such as photographs or writings) 
  and immediately set them on fire. Based on their behavior, 
  it appears those left behind by the main jinsul force 
  desperately seek to prove themselves by purging their 
  cities of reminders of any former heresies.
  • 
  The jinsuls decorate themselves with tokens that resemble 
  military regalia, squabbling over preferred medals and bits of 
  armor. Their focus on such tokens suggests Dhurus brought 
  the jinsuls’ strongest fighters to engage the trespassers (i.e. 
  the Starfinder Society) when they re-opened the path into 
  the Scoured Stars, and those still on Rax seek out validation 
  for their own combat prowess.
  • 
  The jinsuls do not seem to be bothered by the storm to 
  the same degree as the PCs. The supernatural force that is 
  causing the environment to actively hinder the PCs appears 
  to be protecting the jinsuls from harmful cold and lightning.
  Rewards: If the PCs fail to defeat the jinsul attackers, reduce 
  each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 309.
  Out of Subtier: Reduce each PC’s credits earned by 417.
  Subtier 5–6: Reduce each PC’s credits earned by 524.
  B. AMBUSH IN THE PYRE CITY (CR 6 OR CR 8)
  Columns of smoke rise from a blasted cityscape. 
  Scorched skeletal frames of circular structures 
  loom over the rubble-choked streets, their 
  contents stripped or burned away. A chorus 
  of distant keening wails, punctuated by the 
  occasional crash of a collapsing building, 
  replace the bustling urban sounds that 
  one would expect from a city.
  As the PCs arrive at their 
  destination, they find a blazing 
  settlement 
  before 
  them—
  the home of the jinsuls left 
  behind by 
  Dhurus 
  after 
  his military set fire to the last 
  remaining jinsul city on Rax in 
  an effort to demonstrate their 
  loyalty and commitment to 
  
  11
  HEART OF THE FOE
  B. AMBUSH IN THE PYRE CITY
  N
  1 SQUARE = 5 FEET
  PATHFINDER FLIP-MAT: TECH DUNGEON
  
  12
  STARFINDER SOCIETY SCENARIO
  Scaling Encounter B
  To accommodate a group of four PCs in either subtier, 
  remove two jinsuls.
  returning to the Scoured Stars. Jinsul fanatics perform debased 
  blood rituals throughout the streets and structures, most of them 
  too engrossed in their violent rites to notice the PCs.
  Creatures: As the PCs take in all the horrific activity taking 
  place around them, a group of jinsuls and their jeskraal pets drive a 
  vehicle called a street crawler behind the party. The street crawler 
  is little more than an elongated frame made of steel rods and jinsul 
  chitin mounted on six wheels and powered by a dirty petrol engine, 
  its occupants clinging to the sides and jumping off when it comes 
  to a stop. PCs who succeed at a DC 18 Perception check (DC 21 in 
  Subtier 5–6) can act in the surprise round as the jinsuls attempt 
  to ram an unsuspecting target (as detailed in the Before Combat 
  tactics below). Whether successful or not, the jinsul attackers leap 
  off their vehicle and attack the PCs in a frenzied rage.
  SUBTIER 3–4 (CR 6)
  FANATIC JINSULS (4) 
  CR 1
  CE Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +10
  DEFENSE  
   
   
                  HP 20 EACH
  EAC 11; KAC 13
  Fort +5; Ref +5; Will +1; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +6 (1d6+5 P)
  Ranged flame rifle +9 (1d6 F plus line, unwieldy; critical burn 1d6)
  TACTICS
  Before Combat The fanatic jinsuls attempt to ram their street 
  crawler into a PC who fails to act in the surprise round, 
  taking a –4 penalty to a Piloting check (DC 12) to ram their 
  target (5d4 B, Reflex DC 11 negates).
  During Combat The fanatic jinsuls maneuver to get as many 
  targets in the line of their flame rifles as possible, even if 
  that means hitting allies with friendly fire. 
  Morale The fanatic jinsuls fight to the death.
  STATISTICS
  Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha –1
  Skills Athletics +5, Piloting +5, Survival +5
  Languages Jinsul
  Other Abilities powerful leap
  Gear flame rifle with 20 petrol
  SPECIAL ABILITIES
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JESKRAALS (2) 
  CR 1
  HP 24 each (see page 8)
  TACTICS
  Use the tactics from page 8.
  SUBTIER 5–6 (CR 8)
  BLOODTHIRSTY JINSULS (4) 
  CR 3
  CE Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +13
  DEFENSE  
   
   
                  HP 40 EACH
  EAC 14; KAC 16
  Fort +4; Ref +7; Will +4; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +9 (1d6+7 P)
  Ranged flame rifle +12 (1d6+2 F plus line, unwieldy; critical 
  burn 1d6) or 
  flash grenade I +12 (explode [5 ft., blinded 1d4 rounds, DC 12])
  TACTICS
  Before Combat Use the Tactics from Subtier 3–4.
  During Combat The jinsuls blind groups of targets with flash 
  grenades before maneuvering to strike multiple targets with 
  their flame rifles, even if that means hitting allies, too. 
  Morale The bloodthirsty jinsuls fight to the death.
  STATISTICS
  Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha –1
  Skills Athletics +8, Piloting +8, Survival +8
  Languages Jinsul
  Other Abilities powerful leap
  Gear flame rifle with 20 petrol, flash grenade I
  SPECIAL ABILITIES
  Powerful Leap (Ex) See Subtier 3–4.
  ADVANCED JESKRAALS (2) 
  CR 3
  HP 45 each (see page 9)
  TACTICS
  Use the tactics from page 9.
  Hazards: A PC who succeeds at a DC 20 Engineering check 
  notes that the walls of the ruined structure are unstable. Any 
  attack against a 5-foot section of wall that overcomes its 
  hardness 15 causes the wall to collapse, functioning similar to 
  a frag grenade (5 ft., 1d6 P, DC 12) and turning all squares in the 
  area of effect into difficult terrain.
  Treasure: Both armors inhabited by the jeskraals have 
  improperly attached removable armor upgrades, which are 
  immediately noticeable due to the upgrades emitting sparks 
  throughout combat. The PCs can grab the upgrade without delaying 
  
  13
  HEART OF THE FOE
  their escape from the jinsul horde. In Subtier 3–4, the upgrades are 
  two mk 1 electrostatic shields. In Subtier 5–6, the upgrades are two 
  black force fields.
  Rewards: If the PCs fail to defeat the sudden jinsul attack, 
  reduce each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 162.
  Out of Subtier: Reduce each PC’s credits earned by 300.
  Subtier 5–6: Reduce each PC’s credits earned by 438.
  THE JINSUL FRENZY
  Once the PCs defeat the attacking jinsul party, they quickly realize 
  a host of blood-drunk jinsuls have begun to emerge from other 
  distant buildings and from various tunnels beneath the city. The 
  battle drew these jinsuls’ attention to the foreigners in their midst, 
  and within moments hundreds of screaming jinsuls descend upon 
  the PCs, forcing them to flee.
  Escaping the jinsul horde functions as a modified version of 
  the vehicle chase rules (Starfinder Core Rulebook 282). Each 
  round the PCs must pick a leader to perform Leader actions, 
  which function as Pilot actions but require a specific skill for each 
  zone. The PCs are considered to have a vehicle item level equal to 
  their average party level for the purposes of Leader action DCs. 
  The leader’s decisions direct the PCs’ course while escaping their 
  pursuer, which represents the entire horde of jinsuls closing in on 
  them. Each PC must spend a move action to follow the leader’s 
  commands, unless the PCs are using the street crawler (see below); 
  otherwise, PCs can use standard actions to attack the incoming 
  jinsuls or otherwise assist in the escape, including retrying a failed 
  Leader action with a –4 penalty. The PCs and the jinsul horde both 
  start in the battleground zone, and the PCs automatically act 
  first. All active hazards have the same attack bonus and damage 
  output (+10 and 5d4 damage in Subtier 3–4, +14 and 6d8 damage 
  in Subtier 5–6). An active hazard targets a random PC involved in 
  the chase, or the PCs’ vehicle if they repaired and are piloting one. 
  The PCs’ level of success in their earlier travels may provide them 
  with additional options during the chase:
  • 
  If the PCs succeeded at three or more Culture checks during 
  their earlier investigation, they can exploit the jinsuls’ cultural 
  taboos to automatically keep pace in a blood ritual zone even 
  if the Leader action fails. The PCs can also double the bonuses 
  of the narrow gap route in the tunnels zone, thanks to their 
  understanding of jinsul subterranean infrastructure.
  • 
  If the PCs succeeded at three or more Engineering or 
  Physical Science checks during their investigation, they can 
  commandeer the street crawler from the jinsuls they just 
  defeated. This functions as a level 2 vehicle with EAC 14, 
  KAC 15, HP 24 (12), and a +0 modifier to Piloting checks. It 
  also allows the PCs to treat the encounter as a conventional 
  vehicle chase, with one PC using the Piloting skill to make 
  Pilot actions instead of any listed Leader actions, while 
  passenger PCs can take full actions during the chase. Driving 
  the street crawler won’t allow the PCs to automatically flee 
  (the jinsul swarm is cropping up everywhere, so added 
  speed doesn’t ensure escape).
  ZONE
  LEADER SKILL
  EFFECTS
  Battleground
  Athletics
  Altered Movement: collapsed buildings (–1 to Athletics) 
  Bonfire
  Survival
  Altered Attacks: smoke (concealment); New Trick: plunge through blaze (Failure 
  results in hazard damage, New Active Hazard: –2 to Survival and must evade or 
  take fire hazard damage)
  Blood Ritual
  Stealth
  Altered Movement: –1 to skills for PCs, +1 to skills for jinsul horde
  Stormy Field
  Athletics
  Active Hazard: lightning strikes
  Tunnels
  Stealth
  Split Routes: sneak through narrow gap (shortcut: +2 to Stealth to keep pace or speed up, 
  or +2 to trick attempt), traverse jeskraal breeding pit (heals jinsul horde 5d4 damage)
  Alleyway
  Acrobatics
  Active Hazard: jinsuls with rocket-propelled grenades on rooftops
  Charnel Pit
  Survival
  Altered Attacks: stray accelerant (double all fire damage)
  Hideout
  Stealth
  Active Hazard: surge of jinsuls
  
  14
  STARFINDER SOCIETY SCENARIO
  Scaling The Chase
  To accommodate a group of four PCs in either Subtier, the 
  PCs begin the chase in the bonfire zone while the jinsul 
  horde begins in the battleground zone. Reduce the amount 
  of damage required to stop the horde by 20.
  • 
  If the PCs succeeded at three or more 
  Mysticism 
  checks 
  during 
  their 
  investigation, they can predict 
  incoming lightning strikes in the 
  stormy field zone, allowing the 
  PCs to redirect the lightning 
  strike hazard to attack the jinsul 
  horde instead of the PCs as a 
  new Trick Leader/Pilot action.
  • 
  If the PCs succeeded at 
  three or more Perception 
  or 
  Stealth 
  checks 
  after encountering the 
  jinsuls in area A, they 
  can 
  predict 
  the 
  horde’s behavior, 
  providing a +2 
  bonus to KAC 
  against 
  engaging 
  and a +2 bonus on any 
  trick Leader/Pilot action.
  Creatures: 
  The 
  jinsul 
  horde chasing the PCs functions 
  as a single entity for the purpose 
  of the chase. Each round the horde 
  attempts to keep pace with a Leader 
  skill check (+7 bonus to all checks in 
  Subtier 3–4, +10 in Subtier 5–6) or speed 
  up if it is one or more zones behind the 
  PCs. If the horde is in the same zone as 
  the PCs, it attempts to engage with a random PC. To engage 
  in this modified chase, the jinsuls must make an attack roll 
  (+8 in Subtier 3–4, +11 in Subtier 5–6) to overcome the target 
  PC’s KAC, after which the PCs have one round to deal enough 
  damage to drive off the attackers (15 in Subtier 3–4, 30 in 
  Subtier 5–6) or succeed at a Break Free check. If unsuccessful, 
  the PC who was engaged becomes captured, and the remaining 
  PCs automatically advance 1 zone ahead of the horde as the 
  jinsuls converge on the fallen PC. The street crawler’s lack of 
  siding means the jinsuls can still attempt to engage a target 
  PC within the vehicle, albeit with a –2 penalty. The PCs can 
  overcome the encounter by leaving the hideout zone, getting 
  two zones ahead of the horde, or dealing a total of 100 damage 
  to the horde (130 damage in Subtier 5–6), which causes the 
  jinsuls to descend on their fallen allies with cannibalistic glee 
  while the PCs escape.
  Development: As the PCs exit the hideout zone or pull 
  away from the growing horde, a five-legged jinsul appears 
  out of a hidden crevasse and calls out to the PCs in halting 
  Common, beckoning the PCs into a hidden shelter that leads 
  into a collapsed structure. PCs who succeeded at two or more 
  Perception or Stealth checks after encountering the jinsuls in 
  area A recognize this figure as the jinsul who watched the 
  PCs from afar without interfering. Even if the PCs don’t 
  trust his intentions, the GM should make it clear that 
  the PCs are unlikely to escape on their own, and 
  the mysterious jinsul is acting calmly and 
  decisively, unlike the frenzied horde 
  currently chasing the party. 
  Any PCs whom the jinsuls 
  captured 
  are 
  subdued 
  and added to the other 
  Starfinder 
  prisoners 
  destined for sacrifice (see 
  area C). If all the PCs get 
  captured, Ekkerah rescues the 
  PCs, but the effort compromises 
  his willingness to help the PCs 
  further (see below).
  THE 
  DISSIDENT’S 
  BUNKER
  Ekkerah, 
  the 
  five-legged 
  jinsul, conceals the entrance 
  to the crevasse and waits for the 
  sound of pursuit to fade away before 
  leading the PCs into an underground 
  bunker. Read or paraphrase the 
  following to set the scene.
  Bare dirt peeks out between the steel 
  and chitin panels that form the walls of 
  this cramped bunker. Machine parts and scraps of food cover 
  a battered workbench, above which hangs a city map roughly 
  sketched on a large swatch of canvas. A haphazard pile of 
  animal hides forms a makeshift bed next to a sputtering fire.
  The jinsul clambers onto the bed and sheds his scarf-like 
  wrapping, speaking unpracticed Common in a harsh staccato: 
  “Ekkerah expected Pact Worlds vermin two-legs to find rock to 
  hide under on their own. But vermin two-legs could not do that 
  correctly. Ekkerah did not expect much from vermin two-legs. 
  But not many other options, yes?”
  Ekkerah
  
  15
  HEART OF THE FOE
  Creatures: Ekkerah—a disciple, confidant, and adherent of one 
  of the semi-divine warlords who ruled the jinsuls prior to Dhurus’ 
  arrival—has spent time learning the languages of the jinsuls’ 
  enemies (mainly Common, though he also knows some Vesk) in 
  hopes of encountering visitors who might impede Dhurus in his 
  quest to return to the Scoured Stars. Despite his truncated speech, 
  gloomy demeanor, and palpable contempt for Pact Worlds species, 
  Ekkerah is quite knowledgeable and readily converses with the 
  PCs. He can provide any clues the PCs failed to learn earlier in the 
  adventure (although not the benefits derived from skill checks to 
  learn those clues), as well as answering other questions as best he 
  can. Some possible PC questions are provided below.
  Who are you? “Ekkerah. Was adviser to Arkhatak, deathless 
  leader of jinsuls on Rax and greatest of the six who drank divine 
  power from Kadrical’s Tear. We led jinsuls to become a great 
  empire, then Dhurus threw down Arkhatak and strapped our six 
  deathless leaders to his ship. Jinsuls now worship Dhurus, call him 
  great redeemer, but Ekkerah knew Dhurus would pave road back 
  to Otorak with jinsul corpses.”
  What is Otorak? “Ancient home of jinsuls, one of many planets 
  in Pact World gibberish called Scoured Stars. Native god Kadrical 
  kept Otorak and other homes free of void vermin like you, but 
  jinsuls and others wanted to leave. Many went when Kadrical’s 
  shield fell—jinsuls found Rax, a harsh planet, but made jinsuls 
  strong. Ekkerah and Arkhatak saw value of hardening on Rax, 
  but Dhurus tempted masses away with promises of paradise on 
  rebuilt Otorak.”
  Who is Dhurus? “Herald of Kadrical. When Kadrical’s Tear failed 
  to tempt jinsuls back to Otorak, Dhurus clawed way out of Scoured 
  Stars to find those who ran from Kadrical’s grip. Saw deathless 
  leaders drink divine energies from the Tear, called it blasphemy, 
  rallied jinsuls against the true leaders to chase empty glory of 
  our ancestral home. Joke is on Dhurus, though; Ekkerah learned 
  Dhurus’ attempts to commune with Kadrical failed over and over. 
  Dhurus now thinks more worshippers needed to restore Kadrical’s 
  power. He hoped to find disciples among other peoples who fled 
  the Scoured Stars.”
  Why did you help us? “Ekkerah and Arkhatak built a great house 
  for jinsul empire, and Dhurus kicked us out. Why should Ekkerah 
  stop Pact World vermin two-legs from chewing up a house that 
  Dhurus stole? Sooner Dhurus falls, sooner jinsuls return to correct 
  path under deathless leaders.”
  When the PCs are wrapping up their conversation with Ekkerah, 
  they receive a transmission from Jadnura:
  Comm units buzz with an incoming transmission from First 
  Seeker Jadnura, who shouts in triumph, “We’ve got a live one! 
  Apologies for going dark —some kind of supernatural signal 
  blocker from the storm kept disrupting our transmissions. It 
  took us hours to modify our frequencies so we could reach you.
  “Unfortunately, it looks like you were the only ones to get 
  out of that hornet’s nest; one of the other teams aborted the 
  mission and returned to the ship, but the jinsuls overwhelmed 
  our third team. Our scans indicate that the Starfinders are alive, 
  but they’ve been collected in a central location and stripped of 
  their gear. I don’t know what the jinsuls are planning to do to 
  them, but I won’t wait to find out. I’ve modified the gunboat so 
  it can weather the storm, and I’m flying down for an emergency 
  evac at dawn. I need you there on the ground if we’re going to 
  have any chance of getting everyone home in one piece.”
  Ekkerah explains that the captives are likely to be sacrificed to 
  the kohkleim demon in Dhurus’ name at dawn, but doesn’t offer 
  aid beyond letting the PCs rest in his bunker overnight. Persuasive 
  PCs might convince the jinsul to provide other forms of assistance.
  Ekkerah’s initial attitude is unfriendly, but PCs can improve 
  his attitude with a successful DC 24 Diplomacy check (DC 27 in 
  Subtier 5–6). The PCs can automatically improve his attitude one 
  step by offering him 2,000 credits worth of items (6,000 credits 
  in Subtier 5–6). If at least one PC speaks Jinsul (accessible from 
  some scenarios’ Chronicle sheets), Ekkerah begins with a starting 
  attitude of indifferent. Once Ekkerah’s attitude is indifferent, the 
  PCs can request his aid using DC 24 Bluff, Diplomacy, or Intimidate 
  checks to influence Ekkerah (DC 27 in Subtier 5–6). Each skill can 
  be used only once to request aid, though PCs can aid another on the 
  checks. Convincing arguments or effective roleplaying can provide 
  PCs with up to a +4 bonus to a check at the GM’s discretion. If 
  Ekkerah is unfriendly, a success convinces him to provide one form 
  of minor aid, while any failure causes him to refuse. If Ekkerah is 
  indifferent or friendly, a success convinces him to provide one form 
  of major aid, a failure by less than 5 convinces him to provide one 
  form of minor aid, and a failure by 5 or more causes him to refuse. 
  The PCs can choose which forms of aid they prefer.
  Minor Aid Options: 
  • 
  Giving items to the PCs (see Treasure below).
  • 
  Bringing one PC to a sniper’s perch overlooking area C from 
  400 feet away. The jinsuls never realize the PC is firing 
  from this perch, and the elevated position allows Jadnura 
  to easily evacuate the PC after combat ends.
  • 
  Allowing PCs to recharge all batteries from his 
  bunker’s generator.
  • 
  Providing an automatic aid another on Medicine checks to 
  treat deadly wounds.
  • 
  Using secret tunnels beneath the kohkleim’s altar to 
  provide harrying fire against a random enemy once every 
  1d4 rounds.
  Major Aid Options:
  • 
  Causing 
  diversions 
  that 
  distract 
  the 
  kohkleim’s 
  supplicants, increasing the time between each wave of 
  jinsul reinforcements to 2d4 rounds.
  • 
  Untying all Starfinder captives and providing them each 
  with weapons (see Treasure below).
  • 
  Locating all captured PCs’ weapons and gear and returning 
  it (or delivering new gear provided by Ekkerah) to the 
  captured PCs before combat in area C begins. 
  • 
  Smuggling one previously captured PC out of captivity.
  
  16
  STARFINDER SOCIETY SCENARIO
  C. THE KOHKLEIM’S ALTAR
  1 SQUARE = 5 FEET
  J = JINSUL
  K = KOHKLEIM
  S = STARFINDER CAPTIVE
  +10
  +20
  +30
  K
  S
  S
  S
  S
  J
  J
  J
  J
  
  17
  HEART OF THE FOE
  Treasure: Ekkerah has gear available for the PCs if they 
  convince him to provide minor aid. In Subtier 3–4 this includes 
  a cold iron jinsul leg blade that functions as a hook sword 
  (Starfinder Armory 11), a heavy seismic pick (Armory 13), 
  2 tactical rotating pistols (Armory 15), a thunderstrike sonic rifle, 
  2 screamer grenades I, 60 cartridges of cold iron small arm 
  rounds, 50 cartridges of cold iron longarm rounds, 20 cartridges 
  of cold iron heavy weapon rounds, a mk 2 ring of resistance, and 
  4 mk 1 serums of healing. In Subtier 5–6 this also includes an 
  estex suit III, 2 advanced semi-auto pistols, a tactical magnetar 
  rifle, an LFD screamer, a phantom assassin rifle (Armory 24), 
  a spell gem of lesser resistant armor, and a spell gem of ray of 
  exhaustion. Ekkerah also has 4 jinsul leg blades that function 
  as hook swords and 4 flame rifles with 20 petrol each, which he 
  provides to the captive Starfinders if the PCs convince Ekkerah 
  to arm them. PCs can force Ekkerah to give up his gear with a 
  successful DC 20 Intimidate check (DC 24 in Subtier 5–6), but 
  doing so prevents him providing any other aid.
  Development: The PCs have a chance to rest for 8 hours before 
  Jadnura sends them coordinates for the site of the rescue mission. 
  Captured PCs still gain the benefits of an 8-hour rest.
  Rewards: If the PCs fail to persuade or intimidate Ekkerah 
  into providing them gear, reduce each PC’s credits earned by the 
  following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 320.
  Out of Subtier: Reduce each PC’s credits earned by 820.
  Subtier 5–6: Reduce each PC’s credits earned by 1,320.
  C. THE KOHKLEIM’S ALTAR (CR 7 OR CR 9)
  A multi-tiered platform of corrugated steel stands at the center 
  of an arena, its metal panels stained with the blood of countless 
  victims. Charred corpses peer out from the wood scraps 
  burning in bonfires on each tier. Fragments of bone, chitin, and 
  other trophies decorate the top tier, arranged to resemble a 
  sacrificial altar.
  Jadnura informs the PCs that the captive Starfinders 
  are somewhere below the main altar. Once the PCs have a 
  chance to prepare for combat, a trapdoor opens just below 
  the altar’s highest tier, revealing a rising platform on which 
  the Starfinder prisoners await their doom. If any PCs were 
  captured while fleeing the jinsul horde earlier, they are 
  stripped of their weapons and gear (excluding armor), 
  bound, and placed among the prisoners here.
  Creatures: The kohkleim demon, a towering beast made 
  of living smoke in the form of a jinsul with eyes and claws 
  of crackling lightning, materializes at the highest point 
  on the altar, hungry for new sacrifices. It looms over the 
  captive Starfinders in an effort to terrify its prey, but turns 
  its ire towards free PCs as soon as they attack. In Subtier 
  5–6, four bloodthirsty jinsuls stand guard on the altar to 
  ensure no one disrupts the sacrifice. The four captive 
  Starfinders are bound, helpless, and unarmed unless the PCs 
  convinced Ekkerah to free them and provide weapons.
  Every 2 rounds after combat begins, 2 more jinsuls arrive at 
  either the southeast or southwest corner of the map and attack 
  the PCs. The round after the first of these reinforcements appear, 
  a loud roar fills the arena as First Seeker Jadnura arrives in the 
  gunboat to evacuate his teams. Jadnura provides aerial support, 
  targeting one jinsul every round and automatically dealing 
  20 damage with the gunboat’s mounted laser cannons. Jadnura 
  targets jinsuls that have not yet taken any damage first, and if no 
  jinsuls remain he turns his guns on the kohkleim. Jadnura’s attacks 
  against the kohkleim only deal 10 damage due to the demon’s 
  resistances. The PCs must successfully defeat the demon and all 
  remaining jinsuls before Jadnura can evacuate everyone.
  Kohkleim 
  Demon
  
  18
  STARFINDER SOCIETY SCENARIO
  Scaling Encounter C
  To accommodate a group of four PCs in either subtier, 
  Jadnura arrives on the first round of combat. Every round 
  there is a 20% chance that the kohkleim makes a futile 
  attempt to destroy the gunboat, ignoring the PCs.
  SUBTIER 3–4 (CR 7)
  KOHKLEIM 
  CR 7
  CE Large outsider (air, chaotic, demon, evil, extraplanar)
  Init +2; Senses blindsight (fog cloud) 300 ft., darkvision 60 ft.; 
  Perception +14
  DEFENSE  
   
   
   
          HP 90
  EAC 18; KAC 19
  Fort +6; Ref +8; Will +10
  DR 5/cold iron; Immunities disease, electricity, poison; 
  Resistances acid 10, cold 10, fire 10; SR 18
  OFFENSE
  Speed 30 ft., fly 40 ft. (Su, perfect)
  Melee claw +11 (1d8+9 E & S)
  Ranged lightning strike +13 (1d8+7 E, unwieldy; critical arc 1d8)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities stormsight
  Spell-Like Abilities (CL 7th)
  1/day—summon allies (1 kohkleim, 35%), synaptic pulse (DC 17)
  3/day—arcing surge (DC 17)
  At will—fog cloud, teleport (self plus 5 bulk of gear only)
  TACTICS
  During Combat The kohkleim cloaks itself with a fog cloud 
  before attempting to summon an ally. It then uses lightning 
  strikes to attack enemies, conjuring more fog clouds to hit 
  multiple targets if possible. It casts arcing surge on groups 
  of foes  and casts synaptic pulse if surrounded.
  STATISTICS
  Str +2; Dex +4; Con +2; Int +1; Wis +0; Cha +5
  Skills Acrobatics +19, Bluff +14, Intimidate +14, Mysticism +14, 
  Stealth +19
  Languages Abyssal, Celestial, Common, Jinsul; telepathy 100 ft.
  Other Abilities control climate
  SPECIAL ABILITIES
  Control Climate (Su) A kohkleim can alter the climate in a 7-mile 
  radius for one week by meditating for an hour, making the 
  area colder, warmer, or more or less prone to storms. For each 
  successive week in which the kohkleim controls the climate 
  in an area, the effect’s radius increases by another 7 miles. 
  The kohkleim automatically senses any large disturbances in 
  the weather it controls, such as a powerful magical effect or a 
  starship moving through the area.
  Stormsight (Su) A kohkleim gains blindsight against all 
  creatures inside any fog clouds it created within 300 feet. 
  When a kohkleim uses arcing surge or its lightning strike 
  attack against any creature inside a fog cloud it created, 
  all other creatures within that cloud also take 8 electricity 
  damage (Reflex DC 17 half). Once per hour, the kohkleim 
  can instead use this ability to create a scrying sensor 
  anywhere within the area of its control climate ability. This 
  effect lasts for 7 minutes or until the kohkleim uses its 
  lightning strike attack against any creature it sees through 
  its scrying sensor.
  STARFINDER CAPTIVES (4) 
  CR 2
  Human soldier
  LN Medium humanoid (human)
  Init +6; Perception +7
  DEFENSE  
   
   
                  HP 28 EACH
  EAC 13; KAC 16
  Fort +4; Ref +4; Will +3
  Defensive Abilities gear boost (armored advantage)
  OFFENSE
  Speed 40 ft.
  Melee hook sword +10 (1d8+6 S; critical bleed 1d4)
  Ranged flame rifle +7 (1d6+2 F plus line, unwieldy; critical 
  burn 1d6)
  Offensive Abilities fighting style (blitz)
  TACTICS
  During Combat The Starfinder captives avoid combat as best 
  they can unless they are armed, in which case they focus 
  their attacks on the nearest enemy. PCs can direct the 
  Starfinders to behave differently with a successful DC 18 
  Intimidate check.
  Morale The Starfinders know this evacuation is their only shot 
  at surviving, and fight to the death.
  STATISTICS
  Str +4; Dex +2; Con +1; Int +0; Wis +1; Cha +0
  Skills Athletics +12, Intimidate +7, Piloting +7
  Feats Mobility
  Languages Common
  Other Abilities rapid response
  Gear kasatha microcord I, flame rifle with 20 petrol, hook swordAR
  FANATIC JINSUL REINFORCEMENTS 
  CR 1
  HP 20 each (see page 12)
  TACTICS
  Use the Tactics from page (12).
  SUBTIER 5–6 (CR 9)
  BLOODTHIRSTY JINSULS (4) 
  CR 3
  HP 40 each (see page 12)
  TACTICS
  Use the Tactics from page (12). 
  
  19
  HEART OF THE FOE
  KOHKLEIM 
  CR 7
  HP 90 (See Subtier 3–4) 
  STARFINDER CAPTIVES (4) 
  CR 2
  HP 28 each (See Subtier 3–4) 
  BLOODTHIRSTY JINSUL REINFORCEMENTS 
  CR 3
  HP 40 each (see page 12)
  TACTICS
  Use the Tactics from page 12. 
  Hazards: The bonfires deal 1d6 fire damage per round to any 
  adjacent creature and 4d6 fire damage per round to any creature 
  within the blaze. Creatures inside the bonfire must succeed at 
  a DC  15 Reflex save each round or gain the burning condition 
  (Starfinder Core Rulebook 273). Stairs and bonfire squares function 
  as difficult terrain (Core Rulebook 257).
  Traps: The trapdoors on the stage were originally used for 
  dramatic entrances when this arena served as an entertainment 
  complex (the one on which the captive Starfinders were displayed 
  for the kohkleim still serves this function). However, two trapdoors 
  not used to offer up captives have been repurposed into simple pit 
  traps to capture anyone attempting to disrupt the sacrifice. Any PC 
  who falls into a trap can flip a switch inside the pit to raise the floor 
  back up to the level of the trapdoor. This rising platform takes one 
  full round to return occupants to their original elevation.
  PIT TRAP (2) 
  CR 1/2
  Type analog; Perception DC 17; Disable Engineering DC 12 
  (open trap door) or DC 18 (jam trap door shut)
  Trigger location; Reset manual
  Effect 20-ft.-deep pit (2d6 falling damage); Reflex DC 11 avoids; 
  multiple targets (all targets in 10-by-20-ft. area)
  Treasure: The Starfinders intended to be sacrificed are 
  surrounded by valuables left by the jinsuls as an offering to the 
  kohkleim, including gems, jewelry, religious art, and trophies taken 
  from conquered worlds. Altogether these items are 5 Bulk and 
  worth 3,000 (or 9,000 credits in Subtier 5–6).
  Development: Once the PCs defeat the kohkleim and all jinsuls 
  at the altar, Jadnura lands the gunboat and ushers everyone on 
  board before more reinforcements arrive. The kohkleim’s death 
  causes the unnatural weather to dissipate, allowing Jadnura to 
  easily pilot the gunboat back to the main ship, where Luwazi 
  Elsebo and the dispatch team prepare to escape into the Drift 
  before the jinsul military returns from the Scoured Stars and 
  catches wind of what happened.
  Rewards: If the PCs fail to defeat the demon and save their 
  fellow Starfinders, reduce each PC’s credits earned by the 
  following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 662.
  Out of Subtier: Reduce each PC’s credits earned by 1,189.
  Subtier 5–6: Reduce each PC’s credits earned by 1,717.
  CONCLUSION
  With the Starfinders successfully evacuated, the PCs relay 
  what they’ve learned about the jinsuls to the joint First Seekers. 
  Luwazi and Jadnura document everything the PCs tell them about 
  the jinsuls, the Tear they received from the Scoured Stars, and the 
  “deathless leaders” who broke it open to steal the divine energies 
  inside. The First Seekers take particular interest in the PCs’ 
  reports about Kadrical’s herald, Dhurus, who Jadnura realizes was 
  responsible for organizing the jinsul military and whipping the 
  jinsuls into their fervor over returning to the Scoured Stars. The 
  Starfinder Society inadvertently opened the route for the jinsuls 
  to reclaim their lost world, and now Luwazi fears that Dhurus is 
  planning to forcibly relocate the other Scoured Stars natives back 
  to their ancestral homelands.
  PRIMARY SUCCESS CONDITIONS
  If the PCs successfully evacuate the Starfinders from the jinsul 
  planet and debrief with the First Seekers about what they 
  learned, they succeed at their mission and each earn 1 Fame and 
  1 Reputation for any factions associated with their current faction 
  boon. PCs who complete this mission also gain the Journey to the 
  Scoured Stars: Segment 7 boon on their Chronicle sheets.
  SECONDARY SUCCESS CONDITIONS
  If the PCs accomplish three of the following tasks, they each earn 
  an additional 1 Fame and 1 Reputation for any factions associated 
  with their current faction boon: learn at least two clues associated 
  with every skill used to investigated the jinsuls, learn all four clues 
  associated with one or more skills used to investigated the jinsuls, 
  escape the jinsul horde without any PCs being captured, earn at 
  least two forms of assistance from Ekkerah, or ensure all captive 
  Starfinders survive the evacuation. PCs who complete this mission 
  also gain the Jinsul Witness boon on their Chronicle sheets.
  FACTION NOTES
  Second Seekers (Jadnura): If the PCs escape the jinsul horde 
  without a single PC being captured, they impress First Seeker 
  Jadnura with their ability to improvise in the field. Each PC earns 
  1 additional Reputation with the Second Seekers (Jadnura), in 
  addition to any other Reputation earned as a result of completing 
  this scenario.
  Second Seekers (Luwazi Elsebo): If the PCs improve Ekkerah’s 
  attitude to Indifferent or better, they impress First Seeker Luwazi 
  with their proficiency interacting with the otherwise hostile 
  jinsuls. Each PC earns 1 additional Reputation with the Second 
  Seekers (Luwazi Elsebo), in addition to any other Reputation 
  earned as a result of completing this scenario.
  
  20
  STARFINDER SOCIETY SCENARIO
  
  21
  HEART OF THE FOE
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document ©2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Starfinder Core Rulebook ©2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik 
  Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Scenario #1-34: Heart of the Foe © 2019, Paizo Inc.; Author: 
  Nicholas Wasko.
  Event
  GM #
  GM Character #
  GM Fame Earned
  GM Name
  Date
  B
  A
  D
  C
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Starfinder Society Scenario #1–34: 
  Heart of the Foe
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  
  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  Items Found During This Scenario
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
   
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  7
  Character Chronicle #
  3–4
  5–6
  —
  1,453
  2,726
  3,999
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #1–34: Heart of the Foe
  Jinsul Witness (Personal Boon): You travelled to the jinsul’s adopted homeworld, Rax, and uncovered much about jinsul 
  history. You’ve learned about the divine herald Dhurus, who now leads the jinsuls, and the former warlords who the jinsuls 
  once served. You can slot this boon in your Personal boon slot if that slot is available. You gain a +1 bonus to all saves made 
  to resist the effects of abilities or spells used by jinsuls or the divine herald, Dhurus. In addition, if you ever fail a save 
  against one of these effects while this boon is slotted, you can permanently cross this boon off this Chronicle sheet to treat 
  your saving throw result as though you had rolled a natural 20 instead.
  Journey to the Scoured Stars: Segment 7 (Unidentified Boon): You learned about the jinsuls, the species who invaded 
  the Scoured Stars during the Society’s rescue mission, by traveling to the adopted jinsul homeworld, Rax. During this 
  journey, you learned more about the jinsuls’ history, as well as more about their leader, the divine herald Dhurus. This 
  boon represents your character’s involvement in this critical step toward solving the Scoured Stars mystery. Other 
  boons representing future steps toward unraveling the mystery of the Scoured Stars will appear in future scenarios, and 
  collecting these boons will result in a unique bonus to be detailed on a future Chronicle sheet.
  All Subtiers
  Reputation
  Subtier 5–6
  cold iron hook sword (1,870; item level 3; 
  Starfinder Armory 11)
  freebooter armor II (4,720; item level 6)
  heavy seismic pick (2,790; item level 5; Armory 13)
  mk 1 electrostatic shield armor upgrade (3,000; 
  item level 5)
  mk 2 ring of resistance (4,200; item level 6)
  screamer grenade I (725; item level 4; limit 2)
  tactical rotating pistol (1,900; item level 4; Armory 15)
  thunderstrike sonic rifle (3,400; item level 5)
  advanced semi-auto pistol (5,500; item level 7)
  black force field armor upgrade (10,500; item level 8)
  deflective reinforcement armor upgrade (7,500; 
  item level 7)
  estex suit III (5,500; item level 7)
  lfd screamer (14,000; item level 9)
  phantom assassin rifle (14,900; item level 9; Starfinder 
  Armory 24)
  spell gem of lesser resistant armor (1,400; item level 8; 
  limit 1)
  spell gem of ray of exhaustion (1,400; item level 8; limit 1)
  tactical magnetar rifle (11,800; item level 9)
  vesk brigandine III (8,800; item level 8; Armory 69)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 1/SF S01-34 - Heart of the Foe.pdf