TEXT: DESCENT INTO VERDANT SHADOW
  STARFINDER SOCIETY SCENARIO #2–11, TIER 3–6
  YEAR OF A THOUSAND BITES
  BY LARRY WILHELM
  
  Starfinder Society Scenario #2–11: Descent into Verdant Shadow 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 campaign, but it can easily be 
  adapted for use with any world. For more information on the Starfinder Society Organized 
  Play Campaign, how to read the attached Chronicle sheets, and how to find games in your 
  area, check out the campaign’s home page at StarfinderSociety.club. 
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  GM ResouRces
  Descent Into Verdant Shadow makes use of the Starfinder Core Rulebook, Starfinder Alien 
  Archive 1, Starfinder Alien Archive 2, Starfinder Alien Archive 3, and rules from the Signal of 
  Screams Adventure Path. 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 
  and are reprinted in the back of this adventure for the GM’s convenience.
  Table of Contents
  Descent into Verdant Shadow               3
  Appendixes                                  19
  Maps                                          23
  Chronicle Sheet                              27
  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. 
  This scenario has no scenario tags.
  DEVELOPMENT LEADS
  Thurston Hillman and Jenny Jarzabski
  AUTHOR
  Larry Wilhelm
  EDITING LEAD
  Adrian Ng
  CONTRIBUTING ARTISTS
  Alexandre Chaudret, David Melvin, Sebastian Rodriguez, 
  and Roman Roland Kuteynikov
  CARTOGRAPHY
  Jason Engle and Robert Lazzaretti
  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
  
  BY LARRY WILHELM
  DESCENT INTO VERDANT 
  SHADOW 
  WHERE IN THE 
  UNIVERSE?
  Descent into Verdant Shadow takes place primarily within 
  Gullet, one of Aballon’s few remaining Ice Wells, located 
  in the wilderness west of Striving. Gullet was formed by 
  an ancient meteor strike. At its deepest point, this Ice Well 
  supports a temperate rainforest rich with diverse plant and 
  animal life. For more information on Aballon, see page 18 of 
  Starfinder Pact Worlds, available at bookstores and hobby 
  shops everywhere and online at paizo.com.
  Sprawling megaplexes cover the barren, metallic world of 
  Aballon, teeming with mechanical beings known as anacites who 
  threaten the planet’s few remaining natural wonders with their 
  ceaseless industry. Chief among these waning environmental 
  features are the Ice Wells, half-frozen jungles located deep inside 
  Aballon’s most primordial craters. Unfortunately, the anacites’ 
  rapid industrialization has led to the destruction of several Ice 
  Wells already, and today, only a handful of these ecological 
  marvels remain.
  Stretching down dozens of miles beneath Aballon’s surface, 
  the Ice Well known as Gullet is the deepest of these sites, and 
  its remote location and pristine condition make it one of the most 
  sought-after research points on the entire planet. To prevent the 
  site’s exploitation, the Xenowardens aggressively patrol Gullet’s 
  surface periphery, and organizations interested in exploring the 
  Ice Well must reach out to these ecological activists for permission. 
  For years, the Starfinder Society has petitioned for the rights to 
  explore Gullet, and in the past weeks, the Xenowarden watchers 
  have finally approved its first expedition. 
  Unknown to the Society, the Xenowardens, and the rest of 
  Aballon’s population, the Gullet Ice Well is home to a bizarre 
  extraplanar phenomenon. One of the comets that formed the 
  crater in ages past pierced the barriers between several planes of 
  existence, opening unstable pocket holes into the Shadow Plane 
  that still exist to this day. 
  Recently, the malicious svartalfar fey known as Iziphis 
  emerged from one of these planar pathways and found herself 
  transported to a land overgrown with lush greenery. Intent on 
  making this route permanent, the fey constructed a machine to 
  force the portal to remain active. The strain her invention placed 
  upon the gate released denizens of the Shadow Plane, including 
  invasive tenebrous worm hatchlings and a virulent contagion 
  known as monochromatic sickness. As a result, the Xenowardens 
  observed a spike of unexplained occurrences within Gullet: the 
  sudden deaths of indigenous life-forms, sightings of invasive 
  species, and other unnatural disturbances. Because patrols 
  routinely encountered these troubling events, the Xenowardens 
  granted the Starfinder Society rights to explore Gullet in hopes 
  of discovering the source of the contamination before it engulfs 
  the entire planet.
  SUMMARY
  The PCs rappel into Gullet at Venture-Captain Naiaj’s request. 
  Their mission involves a series of unique conservation challenges, 
  including harvesting a delicate plant, obtaining a volatile 
  mushroom sample in total darkness, and herding confused 
  sharpwing eggs. These encounters influence the Starfinders’ 
  reputation with the Xenowardens, and if the PCs take steps to 
  preserve the ecosystem, they win the approval of their assigned 
  ecological advisor, a khizar named Hemlock.
  Unfortunately, the PCs’ intervention with the sharpwing eggs 
  alerts the clutch’s diseased mother, which rushes to defend her 
  brood. If the PCs identify this predator’s affliction, they can treat 
  her and further impress Hemlock.
  Once the PCs complete their descent, they arrive at a cavern 
  where the Xenowardens have granted the Society surveying rights. 
  Inside, the PCs discover a ravaged sharpwing nest and signs of an 
  invasive species. As the PCs investigate, they trigger a trap that 
  alerts one or more aggressive tenebrous worm hatchings. 
  At Hemlock’s urging, the PCs then enter a jungle vault and 
  encounter hobkins gremlins and their vracinea pet guarding 
  the entrance to the Shadow Gate. The hobkins gremlins serve 
  Iziphis and previously managed to capture her nemesis, the 
  ravai known as Radiance. 
  
  STARFINDER SOCIETY SCENARIO
  4
  Venture-Captain 
  Venture-Captain 
  Naiaj
  Naiaj
  Finally, the PCs descend into a cenote where a supernatural 
  whirlpool churns within a ring of dark stones—the 
  Shadow Gate. This portal tethers the Ice Well to the 
  Shadow Plane, and the PCs must discover the 
  means to close it before the opening becomes 
  permanent. Iziphis is hellbent on preventing 
  the PCs from stabilizing the gate and soars 
  throughout this encounter astride her 
  gloomwing mount, feverishly defending 
  her work.
  GETTING 
  STARTED
  Venture-Captain Naiaj (LN female bleachling 
  gnome envoy) awaits the PCs’ arrival within a rented 
  conference room in the city of Striving. When the 
  PCs arrive, Naiaj is preoccupied with a cluster of 
  holographic screens floating about 
  her head. Amid her fixation, 
  she 
  frustratedly 
  swipes 
  several screens away, only to 
  have twice as many pop into 
  view. Naiaj continues her frantic perusal 
  of the displayed documents oblivious to her guests’ arrival 
  until the PCs announce their presence. When Naiaj becomes 
  aware of the PCs, read or paraphrase the following to get the 
  adventure underway.
  “Ah! By the stars, you startled me!” Venture-Captain Naiaj, 
  a white-haired gnome, reveals herself by swiping away the 
  barrage of buzzing displays around her. “I did not expect you 
  to arrive so soon. Just finishing with a bit of legalese, nothing 
  interesting. Don’t worry, I won’t bore you with details.” As the 
  last screen disappears, she moves forward and waves at a 
  holographic image of a floating planetoid. 
  “Aballon is known for its technology and constant 
  innovation. Today, its magnificent natural resources draw 
  the Society’s attention. Rapid industrialization is threatening 
  Aballon’s few natural areas, and it’s only a matter of time 
  until they are gone. The Starfinder Society requires a group of 
  agents to delve into the Gullet Ice Well and document the flora 
  and fauna found deep inside before it’s too late.” Naiaj furrows 
  her brow in frustration and continues, “While this sounds 
  straightforward, it certainly isn’t, and the exasperated state 
  you found me in attests to that. You see, the Xenowardens—a 
  group of little more than glorified eco-terrorists—guard the 
  entrances to the remaining Ice Wells, including Gullet. I was 
  eyebrow deep in legal documents looking for a way around 
  our next dilemma, but these plant herders seem to know 
  their rights. 
  “We had to agree on a condition to gain access to Gullet. The 
  condition requires that an ecological advisor accompany you 
  to monitor your activities. If this advisor determines that you 
  pose a threat to the ecosystem, our future rights to explore 
  the Ice Wells may suffer. Starfinders, may I introduce 
  you to Hemlock.”
  The door swings open and a vine pokes out 
  in an exploratory gesture. A moment later 
  the vine fully emerges, revealing itself as 
  one limb of a plantlike humanoid wielding a 
  flamethrower. The creature leans against the 
  doorway, the seedpod cluster that serves as 
  their head glowing a mix of muted pastels. 
  With this kaleidoscope of hues Hemlock 
  makes their telepathic introduction: “Dudes, 
  I’m so excited to be delving down the Gullet 
  with you. The name’s Hemlock.” Without waiting 
  for an invitation, Hemlock submerges a vine into a 
  nearby receptacle of cloudy water. Their scintillating 
  pastel seed cluster brightens to a vibrant shade 
  of orange, and Hemlock’s mental voice 
  addresses Naiaj. “Thanks, that 
  totally satisfies the munchies.”  
  Eager to assist the PCs, 
  Naiaj provides them with any additional 
  information they request. Some likely questions and answers 
  are listed below. Any PC who addresses Hemlock with the same 
  questions elicits a simple and relaxed telepathic response, “I’m 
  only here to observe and report to the Xenowardens, I’m not the 
  ‘Society’.” If a PC tells Hemlock not to address them as “dude,” 
  they apologize and instead refer to that PC as “buddy” or by 
  their name.
  Before the PCs depart, Naiaj warns them that the Ice Wells 
  are lightless and have steep walls that prove a difficult climb in 
  certain areas. Naiaj gives the PCs a lantern, two grapplers, and 
  100 feet of titanium alloy cable line. In addition to these items, 
  she also provides the PCs with a genetic sampler device to store 
  organic specimens during their expedition.
  What is an Ice Well? “Ice Wells are microclimates within 
  impact craters amicable to sustaining organic life, counter to 
  Aballon’s inhospitable surface environment. While you explore 
  Gullet, collect as many organic samples from the Ice Well as 
  you can.”
  What are the dangers of Ice Wells? “Besides climbing down 
  a wall of ice in total darkness, there’s an entire ecosystem 
  to contend with. The apex predators within these wells are 
  sharpwings.” Naiaj glances at Hemlock and adds, “Of course, 
  you are to preserve rather than prune, and while I expect you to 
  defend yourselves if necessary, I’d recommend you incapacitate 
  rather than kill any aggressive wildlife.”
  Who are the Xenowardens/Hemlock? “The Xenowardens 
  are an eclectic group united to protect the sanctity of the 
  wilds. While the majority of their membership is mystics and 
  scientists, they aren’t without their career soldiers like our 
  friend Hemlock. Indeed, our honored guest is a fierce and 
  
  DESCENT INTO VERDANT SHADOW
  5
  Hemlock
  Hemlock
  passionate environmentalist who acts as our advisor on behalf 
  of the Xenowardens.”
  Why do we have to work with the Xenowardens? “Quite 
  simply, they have the legal right to patrol the Ice 
  Wells. The Society has a positive history with 
  the Xenowardens and we would like to keep it 
  that way. If we have to jump through a few 
  hoops to maintain this, then that’s what 
  we’ll do. Watch your step so you 
  don’t destroy a pretty flower, 
  pet a few of the local wildlife 
  instead of shooting them—that’s 
  not too much to ask, is it?”
  THE 
  ECOLOGICAL 
  ADVISOR
  The PCs’ advisor and primary ally 
  in this scenario is Hemlock. The 
  khizar accompanies the PCs into Gullet, 
  but unless otherwise noted, they take no 
  actions to aid the PCs other than to provide 
  advice. Hemlock records the PCs’ treatment 
  of the local ecosystem by marking tallies that indicate positive 
  or negative interactions. The PCs’ primary success condition 
  depends on gaining positive tallies equal to or greater than 
  the number of negative tallies on Hemlock’s report. Hemlock is 
  a laid-back, friendly khizar who enjoys preparing cuisine using 
  fresh local ingredients and partaking in extreme spelunking. 
  They’re passionate about conservation and care deeply for 
  all Gullet’s creatures, from lowly fungal growths to predatory 
  sharpwings. Even though their main concern is evaluating the 
  PCs’ environmental consciousness, they brighten their allies’ 
  experience by sharing meals and maintaining a positive attitude. 
  When the expedition discovers tenebrous hatchlings and signs 
  of monochromatic sickness within Gullet, however, Hemlock’s 
  personality abruptly shifts to that of a hardened soldier obsessed 
  with eradicating all invasive species from the Ice Well. From this 
  point on, Hemlock takes an aggressive role against the PCs’ foes. 
  Use the following statistics for Hemlock in Subtier 5–6. To adjust 
  Hemlock’s statistics for Subtier 3–4, reduce their maximum Hit 
  Points to 48, melee attack bonus to +8, ranged attack bonus to 
  +11, and all saving throws by 2.
  HEMLOCK  
  CR 5
  Agender khizar soldier (Starfinder Pact Worlds 212)
  NG Medium humanoid (khizar, plantlike)
  Init +3; Senses blindsense (vibration) 30 ft., blindsight (life) 30 ft.; 
  Perception +11
  DEFENSE   
   
   
   
          HP 84
  EAC 17; KAC 20
  Fort +9; Ref +5; Will +6; +2 vs. mind-affecting effects, 
  paralysis, poison, sleep effects, and stun
  BLIGHTED LANDS
  An unnatural blight affects Gullet, oozing from 
  the straining Shadow Gate. This planar 
  ailment afflicts Gullet’s ecosystem with 
  monochromatic sickness. For the purposes of 
  this scenario, there are two forms of this 
  contagion (minor in Subtier 
  3–4 and major in Subtier 
  5–6). When a stat block 
  indicates an attack or effect 
  that inflicts this disease, refer to the 
  subtier-appropriate affliction.
  MINOR MONOCHROMATIC SICKNESS 
  Type disease (inhaled or injury); Save 
  Fortitude DC 13
  Track mental; Frequency 1/day
  Effect no latent state; at the impaired 
  state, the penalties from the weakened state become 
  permanent, and the victim’s eyes, hair, and skin 
  blanch a pallid grey until the victim benefits from a 
  restoration spell. 
  Cure 2 consecutive saves
  MAJOR MONOCHROMATIC SICKNESS 
  Type disease (inhaled or injury); Save Fortitude DC 15
  Track mental; Frequency 1/day 
  Effect no latent state; at the impaired state, the penalties 
  from the weakened state become permanent, and the 
  victim’s eyes, hair, and skin blanch a pallid grey until 
  the victim benefits from a restoration spell. 
  Cure 3 consecutive saves 
  OFFENSE
  Speed 30 ft.
  Melee tactical swoop hammer +11 (1d6+10 B; critical 
  knockdown) 
  Ranged ifrit-class flamethrower +14 (1d6+5 F; critical burn 1d6) 
  or
  stickybomb grenade II +14 (explode [15 ft., entangled 2d4 
  rounds, DC 13)
  Offensive Abilities fighting style (bombard), grenade expert, 
  heavy fire 
  STATISTICS
  Str +5; Dex +3; Con +0; Int +0; Wis +2; Cha +0
  Skills Acrobatics +11, Athletics +16, Engineering +11, Life 
  Sciences +11, Survival +11
  
  STARFINDER SOCIETY SCENARIO
  6
  Languages Common (can’t speak any language); limited 
  telepathy 30 ft.
  Other Abilities carbonic respiration, evergreen, natural 
  empathy
  Gear basic lashunta tempweave, ifrit-class flamethrower 
  with 1 high-capacity petrol tank (40 petrol), stickybomb 
  grenades II (2), tactical swoop hammer 
  SPECIAL ABILITIES 
  Carbonic Respiration (Ex) Khizars breathe in carbon dioxide 
  and exhale oxygen. In situations of slow suffocation, 
  a khizar reduces the effective number of creatures 
  consuming air by two, unless no oxygen-breathing 
  creatures are present.
  Evergreen (Ex) For effects targeting creatures by type, 
  khizars count as both humanoids and plants. They receive 
  a bonus to saving throws (as listed above) unless the 
  effect specifies that it works against plants. Khizars can 
  go without food or water for three times longer than other 
  humanoids as long as they are exposed to natural sunlight 
  for at least 4 hours per day.
  DOWN THE GULLET
  When the PCs arrive at the Gullet Ice Well, they discover the site 
  teeming with Xenowarden activity. Several Xenowarden agents 
  patrol the periphery and acknowledge Hemlock’s passing with 
  slight nods. Hemlock saunters to the crater’s edge and peers 
  down into its depths. A moment later, their seedpod glows a 
  playful yellow and they telepathically address the PCs.
  “Are you ready, fellow well-divers? It’s three days’ ride to the 
  bottom, so let’s do this!” Without further discussion, Hemlock’s 
  tendrils latch on to a nearby cable and they rappel headlong 
  into the chasm.
  If the PCs take advantage of the provided cable lines, they 
  face little risk while completing their initial descent. A PC using a 
  cable line must succeed at a DC 5 Athletics check to climb down 
  into Gullet. If a PC fails this check, they fall 50 feet before a 
  safety anchor locks and buffets them against the Ice Well’s walls, 
  dealing 2d6 bludgeoning damage (3d6 in Subtier 5–6). While 
  scaling down Gullet, each PC must attempt two Athletics checks 
  each day (six checks total) until they arrive at area B.
  The PCs’ journey to Gullet’s floor takes 3 days, with the 
  PCs resting each night at a preselected ledge where they can 
  collect specimen samples. Gullet becomes pitch black after 3 
  hours of rappelling, so even if the PCs can see in total darkness, 
  have alternate methods to sense their environments, or have 
  an alternate light source, their range of perception might be 
  limited. Furthermore, how the PCs treat the environment 
  throughout the adventure influences Hemlock’s report to the 
  Xenowardens at the end of this scenario. When appropriate, 
  the details of Hemlock’s reports are included in each area’s 
  Development section.
  At the beginning of the third day, the PCs notice a dramatic 
  shift in Gullet’s ecosystem, highlighted by a gradual transition 
  from ice-coated walls with sparse vegetation to a vibrant jungle 
  biome. At the end of the third day, the PCs arrive at area B.
  SLUSHFLOWER SALVE 
  COLLECTION
  At the end of the first day, the PCs arrive at a slight hollow 
  where clamps anchor a dozen large hammocks against the Ice 
  Well’s walls. As the PCs settle into this modest encampment, 
  Hemlock emits a telepathic transmission.
  “Dudes, it’s paradise!” As Hemlock offloads their gear into 
  the hollow, they rub a few burrs off their feet and mentally 
  transmit the safest way to enter a sleeping hammock without 
  plummeting to one’s death. The demonstration is psychedelic 
  and goofy in nature but gets the point across. As the demo 
  ends, Hemlock’s familiar mental drawl resumes. “Oh yeah, 
  there’s a batch of slushflowers to the east. It’s an easy climb, 
  and I think your venture-captain would like a small sample. As 
  long as it’s not too many, then you should be fine to take some.” 
  Hemlock projects an image of a slushflower and exclaims, “Get 
  to it, Starfinders—chow’s in an hour!”
  The PCs can use their cables to climb toward the indicated 
  area; however, a PC must succeed at a DC 16 Athletics check (DC 
  19 in Subtier 5–6) to maneuver laterally over the icy rocks. If a 
  PC fails this check, their scrambling causes sizable chunks of ice 
  to dislodge and careen down the Ice Well, and if two or more PCs 
  fail this check, the debris wreaks havoc on the local plant life. 
  A cluster of slushflower bushes sprout from an outcropping 10 
  feet above the camp, bearing 12 mature slushflowers. To harvest 
  a slushflower specimen, a PC must remove its ice casing while 
  keeping the roots intact. A PC who succeeds at a DC 21 Life 
  Science or Profession (archeologist, farmer, or herbalist) check 
  (DC 24 in Subtier 5–6) harvests a slushflower without damaging 
  the roots. If a PC fails this check, they secure a specimen at the 
  expense of stunting the plant’s growth and preventing future 
  harvests. A PC who succeeds at a DC 21 Medicine check (DC 
  24 in Subtier 5–6) recalls that slushflowers have medicinal 
  properties and act as an antidote for many afflictions. 
  Development: When the PCs return from their harvest, 
  Hemlock praises or chides them depending on the results of their 
  skill checks. If the PCs caused any damage to the environment, 
  Hemlock indicates two negative tallies on their report. Hemlock 
  records a positive tally for each slushflower the PCs collected 
  unless the PCs gathered more than six flowers. In this case, 
  Hemlock reprimands them for overharvesting the plants and 
  marks a negative tally. Once they finish their report, Hemlock 
  offers each PC a bowl of tasty organic porridge and a sachet of 
  water melted from the ice. The night passes uneventfully.
  Treasure: Each slushflower has the medicinal properties of 
  a medpatch. 
  
  DESCENT INTO VERDANT SHADOW
  7
  Rewards: If the PCs don’t secure any slushflowers, reduce 
  each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 150.
  Out of Subtier: Reduce each PC’s credits earned by 375.
  Subtier 5–6: Reduce each PC’s credits earned by 600.
  EXTREME SPELUNKING
  At the beginning of the second day, Hemlock telepathically 
  wakes the PCs, detailing a major adjustment to their methods.
  “Rise and shine! We have a gnarly change today that should 
  get the adrenaline flowing. A simple fungus, the blackshroud 
  cap mushroom, blooms in this portion of the Ice Well, and it 
  hates light. Out of respect for the blackshroud cap, we need 
  to make this portion of our dive without lights!” Hemlock 
  switches their lantern off and secures it into their pack. “Don’t 
  worry, buddies! I can still see, and if you can’t, I’ll guide you.”
  Unless the PCs can sense in darkness, they must rely on 
  Hemlock’s telepathic instructions to locate a blackshroud cap 
  mushroom ring. To represent the difficulty of rappelling in the 
  dark, increase the two Athletics checks needed to descend the 
  Ice Well to DC 21 (DC 24 in Subtier 5–6). PCs who fail this check 
  not only suffer the damage listed earlier, but also damage lichen 
  growing on the surrounding rocks (see Development below). At 
  some point during the climb, the PCs attempt to collect a sample 
  of the blackshroud cap without releasing its spore cloud. A PC 
  who succeeds at a DC 21 (DC 24 in Subtier 5–6) Life Science or 
  Profession (farmer or herbalist) check harvests the mushrooms 
  safely. If a PC fails this check, they harvest a mushroom sample 
  but release its spores (see Hazard below). There are eight 
  blackshroud caps available for sampling.  
  Hazard: Improperly harvested blackshroud caps release 
  their spores in a 10-foot radius. Any creatures in this area are 
  blinded for one round and have their darkvision ranges reduced 
  by 30 feet for 1 hour (DC 15 Fortitude negates). The fungi are 
  also infected with monochromatic sickness, and affected PCs 
  risk inhalation exposure to the disease. A PC must succeed 
  at a DC 13 Fortitude save (DC 15 in Subtier 5–6) or contract 
  monochromatic sickness (page 5).  
  Development: At the end of the day, Hemlock commends or 
  scolds the PCs depending on their actions. If two or more PCs 
  failed an Athletics check to descend Gullet, Hemlock indicates 
  two negative tallies on their report. If the PCs released a 
  blackshroud spore cloud, Hemlock records one negative tally. If 
  the PCs ignored Hemlock’s request and activated a light source 
  during their activities, Hemlock records three negative tallies. 
  If the PCs obtained a mushroom without releasing its spore 
  cloud, Hemlock enthusiastically marks two positive tallies. If 
  the PCs harvested more than five mushrooms, Hemlock chides 
  them again for overharvesting and marks a negative tally. 
  Once the PCs have completed their rappel and harvested their 
  mushrooms, they can proceed to area A. 
  Rewards: If the PCs fail to retrieve at least one blackshroud 
  cap, reduce each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 250.
  Out of Subtier: Reduce each PC’s credits earned by 375.
  Subtier 5–6: Reduce each PC’s credits earned by 500.
  A. SCRAMBLED EGGS (CR 6 OR CR 8)
  As the PCs’ second day within Gullet ends, they emerge from their 
  self-imposed dark zone and arrive at a robust campsite. A wide 
  ledge leads to a sheltered cave that offers a welcome rest. Several 
  large, multitiered hammocks swing from the cave’s ceiling in a 
  ring around an archaic camp stove radiating heat. Hemlock offers 
  the PCs another helping of porridge accompanied by a steaming 
  cup of spicy herbal tea. As the PCs sup on this offering, a distant 
  echoing crack pierces the otherwise silent night. A few minutes 
  later, a series of similar sounds interrupt the PCs’ mealtime.
  If the PCs investigate the clamor, or if a PC is already out on 
  the ledge, read or paraphrase the following.
  Scores of oversized eggs with spindly legs and manifold blinking 
  eyes skitter down the Ice Well and scamper across the ledge 
  in single file before leaping into the void. A moment later, a 
  second herd of mobile eggs appear and crawl frantically toward 
  the precipice.
  A PC who succeeds at a DC 16 Life Science or Survival check 
  (DC 19 in Subtier 5–6) identifies these mobile eggs as part of a 
  sharpwing clutch. Their behavior is clearly atypical, as Hemlock 
  rushes from the cave in a panic to herd the eggs away from their 
  death plunge. Hemlock telepathically pleads with the PCs to 
  assist them as they desperately try to corral the confused eggs. 
  The PCs have two rounds to herd the remaining 24 sharpwing 
  eggs into the cave. Each round, a PC can save up to two eggs 
  by succeeding at a DC 21 Intimidate, Life Sciences, Profession 
  (farmer or musician), or Survival check (DC 24 in Subtier 5–6). 
  If a PC fails their check, they cannot affect the eggs’ behavior 
  this round but can attempt a second check during the following 
  round. Each PC who succeeds saves two egg, and if they exceed 
  their check’s DC by 5 or more, they save one additional egg.  
  Alternatively, a PC can attempt to grapple a single egg each 
  round and corral it inside the cave to bolster the total number 
  of surviving eggs. Each egg has a KAC of 12 and provides no 
  resistance once grappled. If a PC uses food in their attempt 
  to coax an egg, they receive a +5 circumstance bonus to their 
  checks. Any remaining eggs crash to their doom at the end of 
  the second round.
  Creatures: The eggs belong to a sight of sharpwings recently 
  ravaged by invasive tenebrous worms. While the eggs pose no 
  physical threat to the PCs, the sharpwings’ surviving brood 
  mother does. This adult sharpwing fled her nest with several 
  scores of eggs and deposited them higher up the Ice Well. 
  Unfortunately, a nearby predator forced the eggs to flee, causing 
  their current predicament. The sickened brood mother flies 
  
  STARFINDER SOCIETY SCENARIO
  8
  A. SCRAMBLED EGGS
  A. SCRAMBLED EGGS
  PATHFINDER MAP-PACK: PERILOUS PATHS
  PATHFINDER MAP-PACK: PERILOUS PATHS
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  deliriously overhead in search of shelter until she senses her 
  eggs’ endangerment. She lands on the ledge two rounds after the 
  initial two rounds, at the end of the initiative order. 
  SUBTIER 3–4 (CR 8)
  WEAKENED SHARPWING 
  CR 6
  HP 125 (currently 75; Starfinder Alien Archive 102)
  Melee bite +15 (1d6+11 P plus monochromatic sickness [page 5])
  TACTICS 
  During Combat The sharpwing clumsily uses her Spring Attack 
  feat; however, she makes only a single bite attack as she 
  grasps for surviving eggs with her claws. In her desperation 
  to save her clutch, she switches targets in each subsequent 
  round to draw attention away from her eggs.
  Morale If the sharpwing remains conscious after two rounds 
  of combat, she plummets awkwardly into the cliff, knocking 
  herself out and crashing into the ledge to the west. 
  SUBTIER 5–6 (CR 8)
  SICKENED SHARPWING 
  CR 8
  HP 125 (Starfinder Alien Archive 102)
  Melee bite +19 (2d6+12 P plus monochromatic sickness [page 5])
  TACTICS 
  During Combat The sharpwing clumsily uses her Spring Attack 
  feat; however, she makes only a single bite attack as she 
  grasps for surviving eggs with her claws. In her desperation 
  to save her clutch, she switches targets in each subsequent 
  round to draw attention away from her eggs. 
  Morale If the sharpwing remains conscious after four rounds 
  of combat, she plummets awkwardly into the cliff, knocking 
  herself out and crashing into the ledge to the west. 
  Development: During their encounter with the sharpwing 
  matriarch, observant PCs might note her sickened condition. Close 
  inspection of the sharpwing reveals blackened wings and shadowy 
  pus oozing from her numerous eyes. A PC who succeeds at a 
  DC 18 Medicine check (DC 21 in Subtier 5–6) recognizes that the 
  sharpwing is affected by a mysterious contagion. A subsequent 
  successful DC 28 Medicine or Mysticism check (DC 31 in Subtier 
  5–6) identifies the condition as monochromatic sickness, an illness 
  linked to the Shadow Plane. 
  Both the number of eggs saved and the PCs’ treatment of the 
  sickened sharpwing influence Hemlock’s review. If the PCs refuse 
  to act on behalf of the eggs, the PCs receive three negative tallies. 
  If the PCs save at least one egg, but less than six, they receive one 
  positive tally, and if they save six or more eggs, they receive two 
  positive tallies. If the PCs continue attacking the fallen sharpwing 
  or cause her death, Hemlock records two negative tallies. If the 
  PCs leave the sharpwing to succumb to her sickness and die, 
  they receive one negative tally. If the PCs ensure the sharpwing 
  
  DESCENT INTO VERDANT SHADOW
  9
  survives by treating her disease, Hemlock awards the PCs three 
  positive tallies. PCs can collect a genetic sample of the sharpwing 
  species from either an egg or the sharpwing.
  The following morning, the PCs travel on foot through the cave 
  system and arrive at area B in 6 hours.
  B. JUNGLE HOLLOW
  Beyond a yawning cave mouth, the surrounding rime-coated 
  stone transitions to a steaming cavern system crowded with lush 
  vegetation. The ceilings, floors, and walls of this area are unworked 
  stone. The vine-choked emerald walls and mossy floors effuse 
  an earthy, sweet odor. Gullet’s innermost caverns are insulated 
  from Aballon’s freezing surface temperatures. A thin, verdant 
  mist shrouds the cavern’s tunnels and chambers; the mist grants 
  cover and concealment against attack from laser weapons. Unless 
  otherwise noted, the caverns lack natural light. The caverns’ 
  chambers have 50-foot-high ceilings, but the tunnels in the area 
  shrink to a height of 8 feet. 
  B1. Ravaged ShaRpwing neSt
  The reek of rotten eggs permeates this dark, bone-riddled cavity. 
  A nearly impenetrable carpet of vines and leafy shrubs blankets 
  the cave’s floor and walls, and the vegetation is thick and vibrant 
  with multihued floral blooms; the floor is difficult terrain. A partially 
  decomposed adult sharpwing carcass slumps within one of the 
  nearby nests. A PC automatically takes notice of this creature 
  if they approach within 5 feet of it. If the PCs investigate the 
  sharpwing corpse, a successful DC 16 Medicine, Physical Science, or 
  Survival skill check (DC 19 in Subtier 5–6) reveals that acid partially 
  dissolved the creature’s body. Further to the east is a cavalcade 
  of broken eggshells near a depression that leads eastward. The 
  destruction is the result of a swarm of tenebrous worms feeding on 
  an adult sharpwing to fuel their metamorphosis into gloomwings. 
  Development: The Starfinders and Xenowardens aren’t the only 
  parties interested in Gullet. The ravai Radiance pursued Iziphis 
  through the Shadow Gate. Over the past few days, Radiance hunted 
  their target through these caverns, hoping to put a stop to the 
  svartalfar’s machinations. Radiance spurred the recent sprouting 
  of excess vegetation when they unleashed their flare supernatural 
  ability in a battle with the tenebrous worms. Seriously injured in 
  the conflict, Radiance fled deeper into the cavern system and was 
  captured by the hobkins gremlins and their pet vracinea (see area 
  B3). During their hurried withdrawal, Radiance’s mystic symbol 
  of Apholine snagged on a vine, broke off their necklace, and rolled 
  under the ravaged sharpwing (see Treasure below). 
  Treasure: A PC who succeeds at a DC 21 Perception check (DC 
  24 in Subtier 5–6) notices a brilliant glint of metal beneath the 
  sharpwing corpse. A successful DC 21 Mysticism check (DC 24 
  in Subtier 5–6) identifies the item as a mystic symbol associated 
  with a sun cult. If a PC exceeds the check’s DC by 5 or more, they 
  can identify the specific entity as Apholine, one of the Eldest. 
  This platinum symbol is worth 600 credits (1,200 credits in 
  Subtier 5–6).
  Sharpwing
  Sharpwing
  SCALING 
  ENCOUNTER A
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: Reduce the number of rounds the 
  sharpwing fights by one.
  
  STARFINDER SOCIETY SCENARIO
  10
  10
  B. JUNGLE HOLLOW
  B. JUNGLE HOLLOW
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  = HATCHLING
  = HATCHLING
  = HOBKINS GREMLIN
  = HOBKINS GREMLIN
  = HOBKINS MALEFACTOR
  = HOBKINS MALEFACTOR
  = RADIANCE
  = RADIANCE
  B1
  B1
  B2
  B2
  B3
  B3
  H1
  H1
  H
  G
  M
  R
  H2
  H2
  M
  G
  G
  R
  Rewards: If the PCs don’t discover the mystic symbol, reduce 
  each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 100.
  Out of Subtier: Reduce each PC’s credits earned by 150.
  Subtier 5–6: Reduce each PC’s credits earned by 200.
  B2. ChRySaliS ChamBeR (CR 5 oR CR 7)
  A tapestry of thick, fibrous strands crisscross throughout the 
  chamber anchored to the surrounding cave walls. Woven within 
  these fibers are globular pods that emit a faint violet light. 
  Several of the pods are split open, leaving behind silken husks 
  and fragments of chitinous material.
  The pods found in this cavern are chrysalises connected 
  to one another in a lattice pattern by thick protein strands. A 
  PC can identify the pods’ nature with a successful DC 16 Life 
  Science check (DC 19 in Subtier 5–6). The sparse vegetation in 
  this chamber disappears in places, as if it had been consumed. 
  The pulsating violet emissions from the intact chrysalises provide 
  dim illumination throughout this chamber. A successful DC 16 
  Survival check (DC 19 in Subtier 5–6) identifies multiple sets of 
  slithering tracks made by an annelid-like species. If a PC’s result 
  exceeds this Survival check’s DC by 5 or more, they also identify 
  a large, powdery wing fragment caught within a fibrous strand as 
  a specimen that failed to fully metamorphose. 
  Creatures: A tenebrous worm hatchling (two hatchlings in 
  Subtier 5–6) writhes on the floor, feeding on the surrounding 
  vegetation. When the hatchling senses the PCs’ arrival, its 
  instincts triggers its carnivorous urge to hunt for prey, and it 
  attacks immediately.
  Traps: To ensure the worms’ transformation, some of the 
  chrysalises mutated to protect the hatchlings encased within. If 
  a PC approaches within 5 feet of the central cluster of mutated 
  chrysalises, attacks any chrysalis in the area, or severs a fibrous 
  strand (hardness 3, 5 HP), this cluster spews a corrosive ichor at 
  all creatures in a 10-ft. radius each turn on the trap’s initiative 
  count. There is enough ichor stored in this chrysalis cluster to fire 
  for five rounds. The chrysalises and tenebrous worm hatchlings 
  are immune to this acid. 
  SUBTIER 3–4 (CR 5)
  TENEBROUS WORM HATCHLING  
  CR 4 
  Variant tenebrous worm (Starfinder Adventure Path #10: The 
  Diaspora Strain 59)
  N Small outsider (extraplanar)
  Init +3; Senses darkvision 60 ft.; Perception +10
  DEFENSE 
  HP 50 
  EAC 16; KAC 18 
  Fort +6; Ref +6; Will +5
  Immunities acid
  
  DESCENT INTO VERDANT SHADOW
  11
  11
  OFFENSE
  Speed 20 ft.
  Melee bite +10 (1d4+5 P plus shadow acid; critical corrode 1d6)
  TACTICS
  During Combat The hatchling focuses on one foe before 
  moving on to the next. If the hatchling fells its prey, there’s 
  a 20% chance it continues attacking that prey instead of 
  switching targets.
  Morale The ravenous hatchlings fight to the death.
  STATISTICS
  Str +1; Dex +3; Con +5; Int –4; Wis +0; Cha –2
  Skills Stealth +10
  SPECIAL ABILITIES 
  Shadow Acid (Su) A hatchling’s bite delivers a powerful acid 
  that dissolves organic matter into wisps of shadow. In dim 
  light, this acid deals 3d4 acid damage. In normal light, it 
  deals 2d4 acid damage. In bright light or darkness it deals 
  1d4 acid damage.
  WEAK CORROSIVE CHRYSALIS TRAP 
   CR 1 
  Type analog; Perception DC 21; Disable Mysticism DC 13 
  (neutralize one chrysalis) or DC 18 (neutralize all chrysalises) 
  Trigger proximity (thermal, 5 feet); Init +6; Duration 5 rounds; 
  Reset 1 hour
  Effect spray of acid +11 ranged (3d4 A); multiple targets (all 
  targets within a 10-ft. radius); Reflex DC 12 half
  Special Each chrysalis in the cluster has EAC 10, KAC 14, Fort 
  +1, Ref +4, and 6 Hit Points. Destroying or neutralizing a 
  single chrysalis reduces the damage dealt by the trap by 1d4.
  SUBTIER 5–6 (CR 7)
  TENEBROUS WORM HATCHLINGS (2) 
  CR 4 
  HP 50 each (page 10)
  TACTICS 
  Use the tactics from Subtier 3–4.
  STRONG CORROSIVE CHRYSALIS TRAP 
   CR 3 
  Type analog; Perception DC 24; Disable Mysticism DC 16 
  (neutralize one chrysalis) or DC 21 (neutralize all chrysalises) 
  Trigger proximity (thermal, 5 feet); Init +8; Duration 7 rounds; 
  Reset 1 hour
  Effect spray of acid +13 ranged (6d4 A); multiple targets (all 
  targets within a 10-ft. radius); Reflex DC 14 half
  Special Each chrysalis in the cluster has EAC 13, KAC 17, Fort +3, 
  Ref +6, and 13 Hit Points. Destroying or neutralizing a single 
  chrysalis reduces the damage dealt by the trap by 2d4. 
  Development: With the defeat of the hatchlings, Hemlock’s 
  seedpod blanches a ghostly white. Their limbs shake violently, and 
  they shriek: “Not here, no, not here!” Their seedpod slowly darkens 
  as they aggressively stride toward a chrysalis cluster, ignite 
  their flamethrower, and launch gouts of fire at the alien material. 
  SCALING 
  ENCOUNTER B2
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Reduce the hatchlings’ maximum Hit 
  Points to 30 and melee attack bonus to +9, and reduce the 
  skill check DCs to disable each trap by 2. 
  Once they eradicate all chrysalis material from the area, Hemlock 
  slumps, their pod shifting to a melancholy blue. They project to 
  the PCs in an unfamiliar but serious tone: “It’s exactly as I feared. 
  An infestation plagues this Ice Well, and the sickened sharpwings 
  are testament to its spread. We must venture farther into the 
  caves and annihilate the source of this blight.” If the PCs agree to 
  assist Hemlock, the khizar motions to delve deeper into the cavern 
  system; if they refuse, Hemlock continues down the path alone. If 
  the PCs accompany Hemlock, they record two positive tallies on 
  their report. 
  A PC can confirm that the hatchlings and chrysalis cluster are 
  an extraplanar species with a successful DC 21 Life Science or 
  Mysticism check (DC 24 in Subtier 5–6). If any PC’s result exceeds 
  this check by five or more, or they use the genetic sampler device to 
  analyze the hatchlings, they pinpoint the origin of these creatures 
  as the Shadow Plane.  
  Treasure: Several tattered sheets of gray silk line the split 
  chrysalises. PCs can harvest intact sections of this silk with a 
  successful DC 21 Survival check (DC 24 in Subtier 5–6). There are 
  six sheets of fine silk in total, and each sheet is worth 150 credits 
  (600 credits in Subtier 5–6).
  Rewards: If the PCs fail to harvest any of the silk, reduce each 
  PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 150.
  Out of Subtier: Reduce each PC’s credits earned by 375.
  Subtier 5–6: Reduce each PC’s credits earned by 600.
  B3. gRemlin gRotto (CR 5 oR CR 7)
  Pinpricks of violet light flicker at the center of this immense, 
  lightless grotto like distant stars twinkling in the void. Shrouded 
  in the darkness is a sprawling jungle of gray-green vines, pallid 
  flowers, and petrified trees. This area is difficult terrain. This change 
  in flora is a by-product of the monochromatic sickness emanating 
  from the nearby Shadow Gate. PCs can identify the symptoms 
  of this blight with a successful DC 21 Mysticism check (DC 24 
  in Subtier 5–6). By succeeding at this check, the PCs can also 
  connect the fading flora’s symptoms to the disease afflicting the 
  sickened sharpwing encountered earlier.
  A copse of sickly trees crowds the southeast corner of the 
  grotto. A PC who succeeds a DC 26 Perception check (DC 29 
  
  STARFINDER SOCIETY SCENARIO
  12
  12
  in Subtier 5–6) notices a cube-shaped section of terrain that 
  differs slightly from the surrounding vegetation, revealing a 
  cage draped in a camouflaged tarp (hardness 20; HP 90; break 
  DC 30; Engineering DC 20 to open). The ravai Radiance (see 
  Radiance below) huddles within the cage, too weak from their 
  ordeal to call out for help. Desiccated flowers ring a hole in the 
  ground 15 feet to the north of the cage; this sinkhole descends 
  to area C. A 20-foot-tall wooden fence (hardness 5; HP 60; break 
  DC 20; DC 20 Athletics to climb) runs between the cage and the 
  cavern wall that partitions off the sinkhole. 
  Creatures: The grotto’s sole source of light, though beautiful, 
  is in fact the lure of a carnivorous vracinea plant. Until recently, 
  the vracinea subsisted on a steady supply of curious sharpwing 
  eggs exploring the caverns. Once the Shadow Gate opened, 
  the vracinea contracted monochromatic sickness. This natural 
  predator now serves Iziphis and her hobkins gremlin minions, 
  who tend to the plant’s affliction. The nearby fey chose to 
  keep the plant alive as a guardian to prevent trespassers from 
  interfering with Iziphis’s work. Two hobkins gremlins (three in 
  Subtier 5–6) gather near the cage tormenting Radiance but hide 
  behind the fence as soon as they sense intruders. 
  SUBTIER 3–4 (CR 4)
  HOBKINS GREMLINS (2) 
  CR 1/2 
  HP 11 each (Starfinder Alien Archive 3 44, page 19)
  TACTICS 
  During Combat The gremlins levitate throughout the cave, 
  ignoring the area’s difficult terrain. They initially avoid 
  melee combat, preferring to hide behind the fence and 
  hinder their enemies while the vracinea engages directly. 
  To accomplish this, the gremlins cast holographic image to 
  generate an illusion of a second vracinea silently moving 
  into battle. The gremlins augment these images by casting 
  ghost sound to create noises of bellowing beasts behind 
  a nearby bush or tree. Once these tricky tactics prove 
  ineffective, the gremlins levitate over the fence, enter 
  melee, and take the total defense action. The hobkins 
  gremlins rely on their collateral damage supernatural 
  ability to frustrate the PCs. 
  Morale Fearing Iziphis more than the PCs, the gremlins fight 
  to the death.
  VRACINEA 
  CR 4 
  HP 51 (Starfinder Alien Archive 3 130, page 20)
  Melee bite +12 (1d6+9 P plus monochromatic sickness 
  [page 5])
  TACTICS 
  During Combat The vracinea uses its lure ability to attract 
  unwitting foes into its paralyzing scent. Once a target is 
  paralyzed, the plant savages it with bite attacks. If its 
  enemies initially ignore its lure, it patiently waits up to 
  4 rounds for its prey to approach to a radius of 15 feet, 
  hoping to immobilize a morsel. If no prey has approached 
  after four rounds, or once a PC recognizes the vracinea as 
  a threat, the plant rushes the nearest foe and attacks. 
   Morale The vracinea attacks until reduced below 5 Hit 
  Points, at which time the plant attempts to flee into the 
  thick brush.
  SUBTIER 5–6 (CR 6)
  HOBKINS GREMLIN MALEFACTOR 
  CR 4 
  NE Small fey (Starfinder Alien Archive 3 44, page 19)
  HP 43 
  Radiance
  Radiance
  
  DESCENT INTO VERDANT SHADOW
  13
  13
  TACTICS 
  During Combat The malefactor initially avoids melee combat, 
  preferring to hide behind the fence and hinder its enemies 
  while the vracinea engages directly. While the other 
  hobkins gremlins survive, the malefactor uses its perfect 
  coordination ability to bolster their illusions. Once this 
  proves futile, the malefactor casts hurl force disk from 
  behind the locked fence followed by castings of fear and 
  mind thrust. Once the PCs bypass the fence, the malefactor 
  enters melee and takes the total defense action, relying on 
  its collateral damage supernatural ability to frustrate the 
  PCs and damage their gear. 
  Morale Fearing Iziphis more than the PCs, the malefactor 
  fights until defeated.
  HOBKINS GREMLINS (2) 
  CR 1/2 
  HP 11 each (Starfinder Alien Archive 3 44, page 19)
  TACTICS 
  Use the tactics from Subtier 3–4.
  VRACINEA 
  CR 4 
  HP 51 (Starfinder Alien Archive 3 130, page 20)
  Melee bite +12 (1d6+9 P plus monochromatic sickness [page 5])
  TACTICS 
  Use the tactics from Subtier 3–4.
  Development: If the PCs free Radiance, they find an ally in 
  the depths. Radiance enlightens their saviors of the nearby link 
  between the Material and Shadow Planes in the cenote below 
  the sinkhole, a by-product of a long-forgotten meteor strike 
  that created Gullet. Radiance explains that the meteor’s impact 
  thinned the barriers between several planes of existence and 
  opened an unstable portal between the Material and Shadow 
  Plane via the Shadow Gate. Radiance tells the PCs they followed 
  Iziphis, a malicious svartalfar fey, through the gate to stop her 
  from establishing a permanent link to the Shadow Plane. Radiance 
  implores the PCs to assist them in defeating the svartalfar below 
  so they can stabilize the portal. 
  If the PCs have yet to locate the gremlin’s buried cache, Radiance 
  directs the PCs to the object and offers its contents as payment for 
  their help. If a PC displays Radiance’s mystic symbol, they feign 
  ignorance of the talisman and let the wearer keep it, believing that 
  the object’s return is a portent.
  Treasure: A PC can notice a buried footlocker with a successful 
  DC 26 Perception check (DC 29 in Subtier 5–6). The locker rests 
  near the cavern’s eastern edge contains the gremlins’ cache of 
  reagents crudely butchered from native creatures, including 
  vials of pheromones milked from the vracinea’s scent glands 
  and pickled jars of sharpwing eyes. While these ingredients 
  have little monetary value, the PCs can turn them over to the 
  Starfinder Society to fashion several pheromone grenades and 
  ocucloak processors. The PCs receive a portion of these crafted 
  items in payment when they conclude their mission. Intermixed 
  SCALING 
  ENCOUNTER B3
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: The vracinea has the sickened condition, 
  remove the gremlins’ damage reduction, and reduce all 
  ability and spell DCs by 1.
  with these gruesome treasures are several discarded electronics 
  and a hodge-podge of technological ephemera worth 60 credits 
  (600 credits in Subtier 5–6). The hobkins gremlins also stashed 
  Radiance’s serums in the footlocker; these include six mk 2 
  serums of healing, and three serums of enhancement (one of each: 
  commando, scientist, and sensate); Radiance gladly rewards the 
  PCs with these serums. 
  Rewards: If the PCs do not discover the buried footlocker, 
  reduce each PC’s credits earned by the following amount.
  Subtier 3–4: Reduce each PC’s credits earned by 362.
  Out of Subtier: Reduce each PC’s credits earned by 632.
  Subtier 5–6: Reduce each PC’s credits earned by 901.
  RADIANCE
  Radiance is a devout follower of the Eldest Apholine and finds 
  signs and portents in mundane events. They are currently fixated 
  on preventing Iziphis from creating a permanent doorway to 
  the Shadow Plane inside Gullet. Radiance treats their rescuers 
  with kindness and avidly fights alongside PCs who agree to 
  help them stop Iziphis. Use the ravai fey’s standard statistics 
  to represent Radiance in Subtier 5–6; in Subtier 3–4, reduce 
  Radiance’s maximum Hit Points to 50, melee attack bonus to +9, 
  ranged attack bonus to +12, and all saving throws and ability 
  DCs by 2.  
  In both Subtiers, Radiance has already exhausted two of their 
  resolve points when the PCs free them.
  RADIANCE 
  CR 6 
  Ravai (Starfinder Alien Archive 2 106, page 20)
  HP 90 
  TACTICS 
  During Combat Radiance favors fighting from range using their 
  ejection ranged attack and harrying their enemies with 
  their grasping vines connection power. They prefer to fight 
  far removed from the PCs as they worry about their allies’ 
  safety should they die and trigger their implosion ability. 
  Radiance cannot use their luminous ability until the PCs 
  deactivate the submerged machine in area C. 
  Morale While the Shadow Gate remains strained, Radiance 
  fights to the death.
  
  STARFINDER SOCIETY SCENARIO
  14
  14
  C. THE SHADOW GATE (CR 6 OR 8)
  This roughly cylindrical chamber is the impact site of an ancient 
  meteor that created the Gullet Ice Well. The impact pummeled 
  Aballon so fiercely that it pierced planar barriers. The chamber is 
  400 feet deep with water flooding its lower half to a depth of 200 
  feet. A 15-foot-diameter sinkhole in area B3 offers ingress into 
  this sodden realm where tangles of drab roots and vines descend 
  far enough to skim the water’s surface below. PCs can climb this 
  column of colorless vegetation with a successful DC 15 Athletics 
  check (DC 20 in Subtier 5–6); however, if a PC fails this check, 
  they fall into the water and land in a random square below the 
  opening marked with an “X” on the map (see page 401 of the 
  Core Rulebook for rules on falling into water). The water is cold 
  (Core Rulebook 400) and initially calm, requiring a successful DC 
  10 Athletics check to swim (see hazards for the water’s dynamic 
  behavior). A supernatural gloom pulsates 170 feet below the 
  entrance, emitting from a group of stones that jut out from the 
  depths. Each stone extends 10 feet higher than the platform it 
  is adjacent to (for example, the stones adjacent to the highest 
  part of the platform extends 70 feet above the water line). These 
  stones cast a spectral violet light across the region, providing 
  dim light in the area. The glowing stones and the whirlpool they 
  surround harbor a portal between the Material and Shadow 
  Planes called the Shadow Gate.
  When the PCs descend far enough into the cavern to perceive 
  the Shadow Gate, read or paraphrase the following.
  A complex scaffolding system traverses a path around jagged, 
  lavender crystalline stones that jut out from a deep, murky lake. 
  These large stones emit a dim indigo light that provides shadowy 
  illumination both above and below the water line, revealing a 
  submerged machine to the southwest. Within the ring of standing 
  stones, a gentle whirlpool sucks detritus slowly toward its vortex. 
  The Shadow Gate is an insubstantial globe of gray energy, 
  concealed 20 feet below the water’s surface and supernaturally 
  anchored in place via the radiating stones. Until recently, this 
  portal opened and closed at random intervals about once per 
  decade. Iziphis augmented the gate via a machine she managed 
  to bring over from the Shadow Plane version of Aballon. When 
  activated, the machine triggers a cascade of events that causes 
  the nearby whirlpool to rotate faster and more violently until its 
  vortex reaches the submerged Shadow Gate. When the whirlpool 
  touches the globe of energy below, a rift between the Material and 
  Shadow Planes tears open, allowing unfettered access between 
  the two realms. The Shadow Gate now strains under the machine’s 
  frequent activation. The pervading monochromatic sickness 
  infecting Gullet’s ecosystem is the result of this increased stress 
  on the planar rift. 
  While it is impossible for the PCs to destroy the Shadow Gate, 
  they can reduce the strain upon it. The PCs can mend the rift 
  supernaturally with a successful DC 30 Mysticism check (DC 33 
  in Subtier 5–6) while standing directly above the whirlpool on 
  a 60-foot raised scaffold. Alternatively, the PCs can shut down 
  Iziphis’s machine by succeeding at two DC 21 Engineering checks 
  (DC 24 in Subtier 5–6) (one per round), or by destroying the 
  machine (hardness 8, HP 90). With the machine inert, the PCs 
  can attempt a DC 21 Mysticism check to mend the rift (DC 24 
  in Subtier 5–6). Furthermore, switching the machine off affects 
  the supernatural gloom around the stones; this allows Radiance 
  to use their luminous supernatural ability, a fact that the ravai 
  immediately senses when the PCs shut down the machine.
  Creatures: Iziphis spends her time studying the Shadow Gate 
  and devising a method to force the portal to open permanently. 
  She is aware of the rift’s strain and the resultant emissions of 
  monochromatic sickness and employs the contagion as a weapon 
  against those who oppose her. While not obsessing over her 
  research, she tends to her combat-trained gloomwing pet (two 
  in Subtier 5–6). Iziphis is riding her gloomwing, studying the 
  Shadow Gate, when the PCs arrive. Unless her gremlin minions 
  from above alert her, or the PCs fail attempts at Stealth when 
  approaching, she is oblivious to the PCs’ arrival. Iziphis is immune 
  to the gloomwing’s pheromone supernatural ability due to a 
  special modification to her filtered rebreather, and she avoids 
  looking directly at her pet, receiving a +4 bonus to her Will saving 
  throw versus the gloomwing’s confusion ability.  
  Hazard: The machine connected to the Shadow Gate causes 
  several instabilities. First, it bolsters the stones’ supernatural 
  gloom generation, granting concealment to all creatures in the 
  area (20% miss chance) and suppressing any spells and abilities 
  that create light unless the caster succeeds at a DC 20 caster 
  level check. If the PCs shut off the machine, reduce this caster 
  level check to DC 16. Second, the machine causes turbulence 
  within the surrounding waters. When the PCs first access the 
  scaffold or enter the water, the water is calm; however, every 
  2 rounds (every round in Subtier 5–6) the water’s turbulence 
  increases one step (calm to rough to stormy to maelstrom). 
  The current always moves toward the whirlpool’s vortex, and 
  PCs who fail their Athletics check DC to swim by 5 or more are 
  pulled 10 feet toward the center (see Starfinder Core Rulebook 
  137 for information about swimming in changing environmental 
  conditions). Finally, once the water reaches the maelstrom level, 
  a foul geyser erupts from the whirlpool’s vortex and rains down 
  in a 30-foot-radius, 50-foot-high cylinder centered on the middle 
  of the vortex. Creatures hit by this contaminated water take 
  2d6 bludgeoning damage and risk exposure to monochromatic 
  sickness; PCs who succeed at a DC 12 Reflex save take half this 
  damage (4d6 bludgeoning damage; DC 14 Reflex save for half in 
  Subtier 5–6). Every 2 rounds after the initial geyser, an additional 
  geyser erupts. These effects persist until the PCs shut down the 
  submerged machine.
  If the whirlpool pulls a PC into its vortex, they are trapped 
  between the Material and Shadow Planes until the next geyser 
  erupts. A PC previously caught in the vortex arrives prone at 
  the end of initiative count atop the scaffolding at a location of 
  their choosing. 
  
  DESCENT INTO VERDANT SHADOW
  15
  15
  C. THE SHADOW GATE
  C. THE SHADOW GATE
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  +10’
  +10’
  +15’
  +15’
  +20’
  +20’
  +30’
  +30’
  +60’
  +60’
  +50’
  +50’
  +40’
  +40’
  -10’
  -10’
  SUBTIER 3–4 (CR 6)
  IZIPHIS  
  CR 3 
  Female svartalfar mystic (Starfinder Adventure Path #11: The 
  Penumbra Protocol 60)
  LE Medium fey (extraplanar)
  Init +1; Senses darkvision 90 ft., low-light vision; Perception +13
  DEFENSE 
  HP 32 RP 3 
  EAC 13; KAC 14
  Fort +4; Ref +4; Will +6; +2 vs. disease and poison 
  DR 5/cold iron; Resistances cold 5, electricity 5; SR 14
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee tactical dueling sword +4 (1d4+3 S)
  Ranged needler pistol +6 (1d4+3 P plus monochromatic sickness) 
  Offensive Abilities bane 
  Svartalfar Spell-Like Abilities (CL 3rd) 
  2/day—supercharge weapon
  Mystic Spell-Like Abilities (CL 3rd)
  At will—mindlink
  Mystic Spells Known (CL 3rd; ranged +7) 
  1st (3/day)—mind thrust (DC 16), slithering chain (DC 16; see 
  page 22)
  0 (at will)—daze (DC 15), ghost sound (DC 15) 
  Connection shadow (Starfinder Signal of Screams Adventure 
  Path: Heart of Night 51, see page 22) 
  TACTICS 
  Before Combat If Iziphis is aware of the PCs’ arrival, she flies 
  her gloomwing above the southwestern crystal cluster (high 
  enough to remain hidden in the region’s darkness) using her 
  superior darkvision range to her advantage. She casts ghost 
  sound centered on the whirlpool, mimicking a drowning cry 
  for help to draw the PCs toward it. She then imbues her 
  needler pistol with the bane weapon fusion, choosing the 
  first recognizable enemy she senses (she chooses Radiance 
  if there is a decision to make). She finally casts supercharge 
  weapon on her needler pistol before sniping her chosen 
  target from the cover of darkness with a monochromatic 
  sickness–infused dart. 
  During Combat After her initial ambush, or on the first round of 
  combat, Iziphis casts slithering chain (as a full round action 
  if she is in short range, or as a standard action if she has to 
  urge her gloomwing mount to advance). If possible, she uses 
  a crystal cluster as cover. Iziphis then urges her gloomwing 
  mount to fly straight up where she continues her barrage out 
  of the PCs’ range of vision. She favors bolstering her needler 
  pistol with her supercharge weapon spell even if it means 
  
  STARFINDER SOCIETY SCENARIO
  16
  16
  SCALING 
  ENCOUNTER C
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 3–4: Reduce Iziphis’s maximum Hit Points to 24, 
  ranged attack bonus to +6, and reduce all spell DCs by 1. 
  Reduce the gloomwing’s maximum Hit Points to 40, and 
  attack bonus to +12. Finally, increase the time between 
  geyser eruptions to every 4 rounds.
  Subtier 5–6: Remove one gloomwing from the encounter.
  taking a round out of active combat. She uses her infused 
  darts before switching to normal ammunition. If this tactic 
  proves futile, Iziphis casts mind thrust on anyone within close 
  range. Iziphis only engages in melee combat as a last resort. If 
  she can, she uses slithering chain to keep foes away from her.
  Morale While her machine functions, Iziphis fights to the 
  death. If the machine falters, or if the PCs reduce her below 
  5 Hit Points, the svartalfar flees into the whirlpool and 
  subsequently to the Shadow Plane.
  STATISTICS
  Str +0; Dex +1; Con +0; Int +0; Wis +4; Cha +2
  Skills Athletics +8, Mysticism +13, Stealth +13, Survival +8 
  Languages Common, Shadowtongue
  Other Abilities shadow infusion (see page 22), shadow shroud 
  (see page 22), skilled rider
  Gear graphite carbon skin (filtered rebreather), needler pistol 
  with 25 darts (5 infused with monochromatic sickness), 
  tactical dueling sword
  SPECIAL ABILITIES
  Bane (Su) Once per day as a swift action, a svartalfar can imbue 
  one of its weapons with the bane weapon fusion. It must 
  select one creature type (and subtype, if choosing humanoid 
  or outsider) when it uses this ability. This lasts for 1 hour. This 
  ability functions only while the svartalfar wields the weapon.
  Skilled Rider (Ex) Iziphis does not need to make Survival 
  checks to guide her mount in combat, and she can direct it 
  as a move action that requires only one hand.
  GLOOMWING 
  CR 4 
  HP 50 (Starfinder Adventure Path #10: The Diaspora Strain 56, 
  page 19)
  TACTICS 
  During Combat The gloomwing forces as many targets as 
  possible to view its hypnotic wings to sow confusion. It 
  follows Iziphis’s commands and augments the fey’s assault 
  with its own pheromone-infused bite attacks.
  Morale The gloomwing fights as long as its master remains 
  in the battle. If Iziphis is defeated, the gloomwing uses 
  a full action to implant any helpless victim with its eggs 
  before fleeing.    
  SUBTIER 5–6 (CR 8)
  IZIPHIS  
  CR 5 
  Female svartalfar mystic (Starfinder Adventure Path #11: The 
  Penumbra Protocol 60)
  LE Medium fey (extraplanar)
  Init +2; Senses darkvision 90 ft., low-light vision; Perception +16
  DEFENSE 
  HP 60 RP 4 
  EAC 16; KAC 17
  Fort +6; Ref +6; Will +8; +2 vs. disease and poison 
  DR 5/cold iron; Resistances cold 5, electricity 5; SR 16
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee tactical knife +8 (2d4+5 S)
  Ranged needler pistol +10 (1d6+5 P plus monochromatic 
  sickness) 
  Offensive Abilities bane 
  Svartalfar Spell-Like Abilities (CL 5th) 
  2/day—supercharge weapon
  Mystic Spell-Like Abilities (CL 5th)
  At will—mindlink
  Mystic Spells Known (CL 5th; ranged +10) 
  2nd (3/day)—hold person (DC 17), paranoia (DC 17; page 22)
  1st (6/day)—mind thrust (DC 16), reflecting armor, slithering 
  chain (DC 16; page 22)
  0 (at will)—fatigue (DC 15), ghost sound (DC 15) 
  Connection shadow (Starfinder Signal of Screams Adventure 
  Path: Heart of Night 51, page 22) 
  TACTICS 
  Before Combat As Subtier 3–4, except she also initially casts 
  reflecting armor.
  During Combat After her initial ambush, or on the first round 
  of combat, Iziphis casts paranoia (moving into range if 
  necessary). If possible, she uses a crystal cluster as cover. 
  Iziphis then urges her gloomwing mount to fly straight up 
  where she continues her barrage out of the PCs’ range of 
  vision. She favors bolstering her needler pistol with her 
  supercharge weapon spell even if it means taking a round 
  out of active combat. She uses her infused darts before 
  switching to normal ammunition. If this tactic seems futile, 
  Iziphis casts mind thrust on anyone within close range. 
  Iziphis only engages in melee combat as a last resort. If she 
  can, she uses hold person or slithering chain to keep foes 
  away from her. 
   Morale See Subtier 3–4.
  STATISTICS
  Str +0; Dex +2; Con +0; Int +0; Wis +5; Cha +3 
  
  DESCENT INTO VERDANT SHADOW
  17
  17
  Iziphis
  Iziphis
  Skills Athletics +11, Mysticism +16, Stealth +16, Survival +11 
  Languages Common, Shadowtongue
  Other Abilities shadow infusion (page 22), shadow shroud 
  (page 22), skilled rider
  Gear kasatha microcord III (filtered rebreather), needler pistol 
  with 25 darts (10 infused with monochromatic sickness), 
  tactical knife, mk 2 serums of healing (2)  
  SPECIAL ABILITIES 
  Bane (Su) See Subtier 3–4.
  Skilled Rider (Ex) See Subtier 3–4.
  GLOOMWINGS (2) 
  CR 4 
  HP 50 each (Starfinder Adventure Path #10: The Diaspora 
  Strain 56, page 19)
  TACTICS 
  Use the tactics from Subtier 3–4.
  Development: If the PCs defeat Iziphis and stabilize the portal, 
  Hemlock records 5 positive tallies on their report, assuming the 
  khizar still lives. Radiance thanks the PCs for their assistance and 
  murmurs a blessing in First Speech before assisting the PCs’ return 
  to Aballon’s surface. If the PCs fail to stabilize the Shadow Gate, 
  Radiance remains alone in the area anxiously guarding the portal. 
  Treasure: The chitin on a gloomwing’s mandibles and head has 
  a pearlescent quality. PCs can harvest four of these pearls from 
  any defeated gloomwing with a successful DC 21 Survival check 
  (DC 24 in Subtier 5–6) that takes 10 minutes per attempt; each 
  pearl successfully harvested is worth 500 credits. In Subtier 5–6, 
  Iziphis has an exquisite platinum moth pendant inlaid with several 
  gloomwing pearls hung on a chain worth 10,500 credits.
  Rewards: If the PCs fail to defeat Iziphis, reduce each PC’s 
  credits earned by the following amount. 
  Subtier 3–4: Reduce each PC’s credits earned by 445.
  Out of Subtier: Reduce each PC’s credits earned by 911.
  Subtier 5–6: Reduce each PC’s credits earned by 1,378.
  CONCLUSION
  After the PCs stabilize the portal, the monochromatic sickness 
  fades and gradually, the extraplanar taint afflicting Gullet Ice Well 
  dissipates over time. Hemlock thanks the PCs for their efforts in 
  stopping the corruption’s spread, promising to grant the Society 
  future access to Gullet to examine both the dormant Shadow Gate 
  and the natural environment. Radiance departs, but not before 
  spurring the growth of robust vines to help the PCs back to the 
  surface. Atop Gullet’s rim, a contingent of concerned Xenowardens 
  gather and offer treatment for any lingering sickness. 
  Once the PCs return to Striving, they rendezvous with 
  Venture-Captain Naiaj for a debriefing. Naiaj is pleased if the 
  PCs impressed the Xenowardens, and she further praises their 
  efforts if they allied with Radiance. Naiaj is concerned about the 
  Ice Well’s connection to the Shadow Plane but takes comfort 
  in the fact that the Society has secured the rights to inspect 
  the portal.
  REPORTING NOTES
  If the PCs defeated Iziphis and stabilized the Shadow Gate, check 
  box A. If the PCs defeated Iziphis but were unable to stabilize the 
  Shadow Gate, check box B. If Iziphis defeated the PCs and the 
  Shadow Gate remains unstable, check box C.
  
  STARFINDER SOCIETY SCENARIO
  18
  18
  Gloomwing
  Gloomwing
  PRIMARY SUCCESS 
  CONDITIONS
  If the PCs receive a number of positive tallies equal to or greater 
  than the number of negative tallies, they each earn 1 Fame and 1 
  Reputation for any factions associated with their current faction 
  boon. PCs who complete this mission also receive the Khizar 
  Admittance boon on their Chronicle sheets. 
  SECONDARY SUCCESS 
  CONDITIONS
  If the PCs successfully stabilize the Shadow Gate and defeat 
  Iziphis, they each earn 1 additional Fame and 1 Reputation 
  associated with their current faction boon. PCs who complete 
  this mission also receive the Radiance’s Favor boon on their 
  Chronicle sheets.
  
  DESCENT INTO VERDANT SHADOW
  19
  19
  APPENDIX 1: ALIEN ARCHIVE
  GLOOMWING 
  CR 4
  Starfinder Adventure Path #10: The Diaspora Strain 56
  N Large outsider (extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +10
  DEFENSE 
  HP 50
  EAC 16; KAC 18
  Fort +6; Ref +8; Will +3
  OFFENSE
  Speed 10 ft., fly 40 ft. (Ex, average)
  Melee bite +13 (1d6+6 P)
  Space 10 ft.; Reach 5 ft.
  Offensive Abilities confusion, implant, pheromones 
  STATISTICS
  Str +2; Dex +5; Con +2; Int –4; Wis +0; Cha +0
  Skills Acrobatics +15, Stealth +10
  SPECIAL ABILITIES 
  Confusion (Su) The shifting patterns on a gloomwing’s wings 
  are hypnotic. A creature that starts its turn able to see 
  the gloomwing must succeed at a DC 13 Will saving throw 
  or become confused for 1 round. A creature can avoid 
  looking directly at the gloomwing to gain a +4 bonus to 
  the saving throw. However, doing so causes the creature 
  to treat the gloomwing as if it has concealment (20% 
  miss chance). Gloomwings and tenebrous worms are 
  immune to this effect. This is a mind-affecting, sense-
  dependent effect.
  Implant (Su) As a full action, a gloomwing can lay eggs in a 
  Small or larger helpless living creature. The target creature 
  contracts tenebrous gestation (see below).
  Pheromones (Su) Starting on the round after a gloomwing 
  becomes agitated (typically the second round of combat), 
  the creature exudes an invisible cloud of weakening 
  pheromones that creates a musky scent. Living creatures 
  other than gloomwings and tenebrous worms within this 
  30-foot aura must succeed at a DC 13 Fortitude saving 
  throw or become fatigued for 1 hour.
  TENEBROUS GESTATION
  Type disease (injury); Save Fortitude DC 13
  Track physical (special); Frequency 1/day 
  Effect no latent state; if the victim dies, 1d4 young tenebrous 
  worms emerge 4d6 hours later and devour the corpse 
  completely.
  Cure 2 consecutive saves; the eggs can also be removed with a 
  successful DC 13 Medicine check that takes 1 hour or if the 
  victim is targeted by remove affliction. 
  HOBKINS GREMLIN 
  CR 1/2
  Starfinder Alien Archive 3 44
  NE Small fey
  Init +3; Senses low-light vision; Perception +4
  DEFENSE 
  HP 11
  EAC 9; KAC 10
  Fort +2; Ref +2; Will +3
  Defensive Abilities out of phase; DR 5/cold iron
  OFFENSE
  Speed 30 ft.
  Melee bite +1 (1d4–1 P) or
  claw +1 (1d4–1 S)
  Spell-Like Abilities (CL 1st)
  3/day—holographic image (1st level, DC 14)
  At will—ghost sound (DC 13), psychokinetic hand (DC 13)
  STATISTICS
  Str –1; Dex +3; Con +0; Int +1; Wis +1; Cha +2
  Skills Acrobatics +4, Intimidate +9, Stealth +9
  Languages Aklo, Common
  Other Abilities collateral damage, minor levitation
  SPECIAL ABILITIES
  Collateral Damage (Su) Whenever an attack fails to damage 
  a hobkins, whether due to a low attack roll, a miss chance, 
  or a failure to penetrate DR, the hobkins can redirect the 
  attack to any target in range of the original attack (if any), 
  including objects. The attack can’t be redirected against 
  the original attacker, though it can be redirected against 
  the original attacker’s gear (but not the weapon used to 
  make the original attack). The attacker rolls a new attack 
  and damage roll against the new target, and the attack is 
  considered to have the penetrating weapon special quality.
  Minor Levitation (Su) A hobkins floats about 1 inch about the 
  ground, allowing it to ignore difficult terrain. As a move action, 
  a hobkins can levitate up to 20 feet straight up, but at the end 
  of the movement, unless it has found something to cling to, it 
  returns to 1 inch above the nearest flat surface below it.
  Out of Phase (Su) Hobkins exist slightly out of phase with 
  the Material Plane, causing all ranged attacks against 
  them to suffer a 50% miss chance. This ability functions 
  as displacement.
  HOBKINS GREMLIN MALEFACTOR 
  CR 4
  Starfinder Alien Archive 3 44
  NE Small fey
  Init +5; Senses darkvision 60 ft.; Perception +10
  DEFENSE 
  HP 43
  EAC 15; KAC 16
  Fort +5; Ref +5; Will +1
  Defensive Abilities out of phase; DR 5/cold iron
  OFFENSE
  Speed 30 ft.
  Melee bite +7 (1d4+3 P) or
  claw +7 (1d4+3 S)
  Spell-Like Abilities (CL 4th, ranged +7)
  1/day—hologram memory (2nd level, DC 17), hurl forcedisk (DC 17)
  3/day—fear (1st level, DC 16), mind thrust (1st level, DC 16), 
  reflecting armor (DC 16)
  
  STARFINDER SOCIETY SCENARIO
  20
  20
  At will—ghost sound (DC 15), psychokinetic hand (DC 15)
  STATISTICS
  Str –1; Dex +5; Con +0; Int +1; Wis +3; Cha +1
  Skills Computer +10, Engineering +10, Intimidate +15, Stealth 
  +15
  Languages Aklo, Common; limited telepathy 60 ft.
  Other Abilities collateral damage, minor levitation, perfect 
  coordination
  SPECIAL ABILITIES
  Collateral Damage (Su) Whenever an attack fails to damage 
  a hobkins, whether due to a low attack roll, a miss chance, 
  or a failure to penetrate DR, the hobkins can redirect the 
  attack to any target in range of the original attack (if any), 
  including objects. The attack can’t be redirected against 
  the original attacker, though it can be redirected against 
  the original attacker’s gear (but not the weapon used to 
  make the original attack). The attacker rolls a new attack 
  and damage roll against the new target, and the attack is 
  considered to have the penetrating weapon special quality.
  Minor Levitation (Su) A hobkins floats about 1 inch about the 
  ground, allowing it to ignore difficult terrain. As a move 
  action, a hobkins can levitate up to 20 feet straight up, but 
  at the end of the movement, unless it has found something 
  to cling to, it returns to 1 inch above the nearest flat surface 
  below it.
  Out of Phase (Su) Hobkins exist slightly out of phase with 
  the Material Plane, causing all ranged attacks against 
  them to suffer a 50% miss chance. This ability functions 
  as displacement.
  Perfect Coordination (Su) A hobkins malefactor can use 
  its psychic ability to orchestrate precise mayhem and 
  destruction with other hobkins. As a full action, the 
  malefactor can telepathically instruct up to 15 hobkins that 
  are within 60 feet; each of the chosen gremlins gains a +2 
  circumstance bonus to its next skill check or attack roll, or 
  the DC of the next spell it casts increases by 2.
  RAVAI 
  CR 6
  Starfinder Alien Archive 2 106
  N Medium fey (fire)
  Init +5; Perception +13
  DEFENSE 
  HP 90 RP 4
  EAC 18; KAC 20
  Fort +7; Ref +10; Will +8
  Immunities electricity, fire, radiation
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 30 ft., fly 60 ft. (Su, perfect)
  Melee slam +12 (1d8+6 E & F)
  Ranged ejection +15 (2d6+5 E & F; critical burn 1d4)
  Offensive Abilities flare, grasping vines, implosion
  STATISTICS
  Str +0; Dex +5; Con +0; Int +2; Wis +1; Cha +3
  Skills Acrobatics +13 (+21 to fly), Culture +13, Diplomacy +18, 
  Mysticism +13
  Languages Common, First Speech
  Other Abilities luminous, no breath, solar adaptation
  SPECIAL ABILITIES
  Ejection (Su) A ravai’s ejection ranged attack has a range 
  increment of 90 feet.
  Flare (Su) Once every 1d6 rounds, as a full action, a ravai can 
  spend 1 Resolve Point to emit a burst of solar energy in 
  a 20-foot-radius spherical spread centered on the ravai. 
  Creatures in the area take 6d8 electricity and fire damage 
  and are blinded for 1 round. A creature that succeeds at a 
  DC 14 Fortitude saving throw takes half the damage and 
  isn’t blinded. Creatures that are vulnerable to sunlight take a 
  –6 penalty to this saving throw. Plants that aren’t fungi and 
  plant creatures that aren’t fungoid take no damage; instead, 
  this effect restores 6d8 Hit Points to such targets.
  Grasping Vines (Su) As a standard action, a ravai can use the 
  xenodruid mystic’s grasping vines connection power (Reflex 
  DC 14) as if the ravai were a 6th-level mystic.
  Implosion (Su) When killed, a ravai implodes into a 
  gravitational singularity as the forces that hold the 
  creature’s body together collapse. This singularity makes 
  one combat maneuver (+16 attack bonus) against creatures 
  within a 60-foot-radius spherical spread from the slain ravai. 
  If the attack is successful, a creature moves 10 feet toward 
  the singularity plus 10 feet for every 5 by which the result 
  exceeds the target’s KAC + 8. Creatures drawn into the 
  ravai’s space take 6d6 damage and are knocked prone in the 
  nearest unoccupied space. Unattended objects of light bulk 
  or less are automatically drawn into the ravai’s space and 
  remain there.
  Luminous (Su) A ravai is supernaturally luminous, shining bright 
  light out to a range of 60 feet, normal light for another 60 
  feet, and dim light for another 60 feet. A magical effect can 
  reduce the light in this area only if from a source that has a 
  higher level or CR than the ravai. As a move action, a ravai 
  can reduce the area of this light by half or return it to normal.
  VRACINEA 
  CR 4
  Starfinder Alien Archive 3 130
  N Large plant
  Init +3; Senses low-light vision; Perception +10
  Aura paralyzing scent (15-ft., Fortitude DC 13)
  DEFENSE 
  HP 51
  EAC 16; KAC 18
  Fort +8; Ref +6; Will +3
  Immunities plant immunities
  OFFENSE
  Speed 15 ft.
  Melee bite +12 (1d6+9 P)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities lure (120 feet, Will DC 13)
  
  DESCENT INTO VERDANT SHADOW
  21
  21
  STATISTICS
  Str +5; Dex +3; Con +1; Int –4; Wis +0; Cha +0
  Skills Athletics +10, Stealth +15, Survival +10
  SPECIAL ABILITIES
  Lure (Su) Each living creature within 120 feet of a vracinea that 
  can see its violet blossoms must succeed at a DC 13 Will save 
  each round at the beginning of its turn or be drawn toward 
  the plant. An affected target must use 2 move actions each 
  round to move directly toward the vracinea at its full speed, 
  and it can’t move in such a way that it loses line of sight to 
  the vracinea. If the only path to the vracinea passes through 
  terrain that could harm the target (such as a river of lava or 
  a bed of sharp thorns), the target can attempt an additional 
  saving throw to shake off the effect before moving into the 
  dangerous area. An affected creature within 5 feet of the 
  vracinea can take no actions and offers no resistance to the 
  vracinea’s attacks. Once a creature successfully saves against 
  this effect, it is immune to the same vracinea’s lure ability for 
  24 hours. This is a mind-affecting, sense-dependent effect.
  Paralyzing Scent (Ex) A vracinea constantly exudes a sweet 
  odor to a radius of 15 feet. Any living creature with a sense 
  of smell that enters or starts its turn in this area of effect 
  must succeed at a DC 13 Fortitude save or be paralyzed for 
  1 round. Once a creature successfully saves against this 
  effect, it is immune to the same vracinea’s paralyzing scent 
  for 24 hours. This is an inhaled poison effect.
  
  STARFINDER SOCIETY SCENARIO
  22
  22
  APPENDIX 2: SHADOWY 
  ARSENAL
  Iziphis uses rules found within the pages of the Signal of Screams 
  Adventure Path. These rules are reprinted here for reference.
  SHADOW CONNECTION 
  POWERS
  The following connection powers appear in Starfinder Adventure 
  Path #12: Heart of Night.
  Shadow Infusion (Su): You gain darkvision with a range of 60 
  feet. If you already have darkvision, its range increases by 30 feet. 
  In addition, if the concealment that allows you to attempt a Stealth 
  check to hide comes from dim light or darkness, you can double the 
  bonus you receive from your channel skill mystic feature. Finally, 
  add Stealth to your list of class skills.  
  Shadow Shroud (Su): As a move action, you can spend 1 Resolve 
  Point to shroud yourself in dim light for 1 minute. Darkvision 
  provides no benefit against this gloom, and nonmagical light can’t 
  change this light level. Magical light can change this light level 
  only if from a source with a CR or level higher than yours. You can 
  dismiss this dim light as a move action, and it ends automatically if 
  you lose consciousness.
  SHADOW SPELLS
  PARANOIA
  Starfinder Adventure Path #10: The Diaspora Strain 52
  School illusion (mind-affecting)
  Casting Time 1 standard action
  Range close (25 ft. +5 ft./2 levels)
  Targets one creature 
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  The target treats all other creatures as enemies and only itself 
  MYSTIC 2
  TECHNOMANCER 2
  as an ally. It must attempt attacks of opportunity whenever any 
  creature provokes them. In addition, the target is shaken while 
  adjacent to more than one creature. 
  SLITHERING CHAIN
  Starfinder Adventure Path #12: Heart of Night 53
  School conjuring (summoning) [emotion, fear, mind-affecting]
  Casting Time 1 standard action
  Range close (25 ft. +5 ft./2 levels)
  Duration instantaneous
  Saving Throw Will partial, see text; Spell Resistance no
  You call forth a chain from the Shadow Plane, causing it to burst 
  out from the ground and attempt to hinder a target within the 
  spell’s range. The chain attempts a trip combat maneuver against 
  the target; its attack bonus is equal to your base attack bonus + 
  your key ability modifier + 4. If the chain successfully trips the 
  target, the target must attempt a Will saving throw or become 
  shaken for 1d4 rounds. You can cast this spell as a full round 
  action. If you do, you summon two chains instead of one. Each 
  chain attempts its combat maneuver separately and they must 
  attack two different targets within the spell’s range.
  MYSTIC 1
  TECHNOMANCER 1
  
  DESCENT INTO VERDANT SHADOW
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  STARFINDER SOCIETY SCENARIO
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  DESCENT INTO VERDANT SHADOW
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  25
  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:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  Faction:
  Player Name:
  Class
  □ Acquisitives
  □ Dataphiles
  □ Exo-Guardians
  □ Wayfinders
  Character Name:
  Org Play #:
  Level
  □ Second Seekers (
                                                  )
  □
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  □ Dead
  □ Infamy
  
  STARFINDER SOCIETY SCENARIO
  26
  26
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b) “Derivative Material” means copyrighted 
  material including derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” 
  means the game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, including translations 
  and derivative works under copyright law, but specifically excludes Product Identity. 
  (e) “Product Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means 
  the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game Content distributed 
  using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material 
  as Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version 
  of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Starfinder Core Rulebook ©2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik 
  Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Scenario #2–11: Descent into Verdant Shadow © 2019, Paizo Inc.; 
  Author: Larry Wilhelm.
  PAIZO INC.
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda Hamon
  Organized Play Lead Developer • Linda Zayas-Palmer
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, Ron Lundeen, 
  Patrick Renie, Michael Sayre, and Jason Tondro
  Starfinder Lead Designer • Joe Pasini
  Starfinder Senior Developer • John Compton
  Starfinder Society Developer • Thurston Hillman
  Designers • Logan Bonner, Lyz Liddell, and Mark Seifter
  Managing Editor • Judy Bauer
  Editors • James Case, Leo Glass, Avi Kool, Adrian Ng, and Lu Pellazar
  Art Directors • Kent Hamilton and Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Paizo CEO • Lisa Stevens
  Chief Creative Officer • Erik Mona
  Chief Financial Officer • John Parrish
  Chief Operations Officer • Jeffrey Alvarez
  Chief Technical Officer • Vic Wertz
  Program Manager • Glenn Elliott
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Public Relations Manager • Aaron Shanks
  Social Media Producer • Payton Smith
  Customer Service & Community Manager • Sara Marie
  Operations Manager • Will Chase
  Organized Play Manager • Tonya Woldridge
  Accountant • William Jorenby
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Raimi Kong
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Katina Davis
  Customer Service Team • Joan Hong, Virginia Jordan, 
  Samantha Phelan, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Mika Hawkins, 
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, 
  Whitney Chatterjee, Erik Keith, Josh Thornton, and Andrew White
  This product is compliant with the Open Game License (OGL) and is suitable for use with 
  Starfinder.
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All 
  trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well 
  as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks, 
  characters, dialogue, locations, plots, storylines, trade dress, the historical period called the 
  Gap, the terms kishalee, sivv, skyfire, Dreamer (the official Open Game Content term for 
  which is “dreaming barathu”), and the Drift (the official Open Game Content term for which 
  is “hyperspace”). (Elements that have previously been designated as Open Game Content, or 
  are exclusively derived from previous Open Game Content, or that are in the public domain 
  are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo game product are Open Game Content, as defined in the Open Game 
  License version 1.0a, Section 1(d). No portion of this work other than the material designated as 
  Open Game Content may be reproduced in any form without written permission.
  Starfinder Society Scenario #2–11: Descent into Verdant Shadow © 2019, Paizo Inc. All 
  Rights Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder 
  Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; the 
  Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder 
  Adventure Card Society, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder 
  Battles, Pathfinder Cards, 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
  7
  Character Chronicle #
  3–4
  5–6
  —
  1,457
  2,818
  4,179
  —
  Out of 
  Subtier
  Starfinder Society Scenario 
  #2–11: Descent Into Verdant 
  Shadow
  Khizar Admittance (Personal Boon; Limited-Use): Your respect for Aballon’s fragile ecosystem greatly impressed the 
  Xenowarden Hemlock. Continuing to support the Xenowarden’s efforts to preserve the Ice Wells not only bolsters your 
  reputation with Hemlock’s organization, but eventually inspires other khizars, such as those dwelling within Aballon’s 
  other Ice Wells, to seek admittance to the Starfinder Society.
  Each time you complete a scenario, you can choose to donate 10% of your credits earned to the Xenowardens and check 
  one of the boxes below. 
  ▫▫▫▫▫▫▫▫▫▫▫▫
  After all twelve boxes are checked, you can use this boon in one of two ways:
  New Character: You can play a khizar character (Starfinder Pact Worlds), beginning at 1st level as normal. Other than 
  access to this additional race, all character creation rules are the same as those outlined in the Starfinder Society Guide. A 
  copy of this Chronicle sheet must be the first Chronicle sheet for the given character.
  Existing Khizar: You can apply this boon to an existing khizar character in your possession that you earned from another 
  source. You can increase one ability score that is a 14 or lower by 2. Cross this boon off your Chronicle sheet, but keep a 
  copy with the character you apply this change to. A character can earn this benefit from this boon only once.
  Radiance’s Favor (Social Boon): The ravai fey Radiance gifted you with an unusual piece of jewelry to commemorate your 
  new friendship. When you slot this boon, you can bring this relic with you on your adventures. This star-shaped pendant 
  radiates light in a 10-ft.-radius; you can activate or suppress this light source as a move action. The true significance of this 
  otherwise mundane trinket will be detailed in future scenarios.
  Reputation
  All Subtiers
  Subtier 5–6
  filtered rebreather (4,600; item level 6) 
  graphite carbon skin (1,200; item level 3) 
  ocucloak processor (2,200; item level 4; Starfinder Alien 
  Archive 103) 
  pheromone grenade, mk 1 (325; item level 4; Starfinder 
  Alien Archive 3 131) 
  serum of enhancement (commando, sensate, or scientist) 
  (475; item level 5) 
  tactical dueling sword (475; item level 2)
  kasatha microcord III (9,000; item level 8)
  pheromone grenade, mk 2 (1,400; item level 8; Starfinder 
  Alien Archive 3 131)
  tactical knife (6,000; item level 7)
  mk 2 serum of healing (425; item level 5; limit 2)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 2/SF S02-11 - Descent Into Verdant Shadow.pdf