TEXT: A Night in Nightarch
  BY MIKKO KALLIO
  STARFINDER SOCIETY SCENARIO #1-06 TIER 3–6
  YEAR OF SCOURED STARS
  
  Starfinder Society Scenario #1–06: A Night 
  in Nightarch is a Starfinder Society Scenario 
  designed for 3rd- through 6th-level characters 
  (Tier 3–6; Subtiers 3–4 and 5–6). This scenario 
  is designed for play in the Starfinder Society 
  Roleplaying Guild campaign, but it can easily 
  be adapted for use with any world. For more 
  information on the Roleplaying Guild, how to 
  read the attached Chronicle sheets, and how to 
  find games in your area, check out the campaign’s 
  home page at paizo.com/starfindersociety.
  HOW TO PLAY
  Author• Mikko Kallio
  Development Lead • Thurston Hillman
  Contributing Artists • Hannah Boving, 
  Alexandre Chaudret, Sebastian Rodriguez, 
  Leon Tukker, and Rogier Van De Beek
  Cartographer • Sean Macdonald
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Crystal Frasier, Jason Keeley, Joe Pasini, 
  and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Lyz Liddell, Adrian Ng, and Lacy Pellazar 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
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  Chief Technical Officer • Vic Wertz
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  Sales Associate • Cosmo Eisele
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  Organized Play Manager • Tonya Woldridge
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  Sara Marie, and Diego Valdez
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  Mika Hawkins, Heather Payne, Jeff Strand, and 
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  Erik Keith, and Eric Miller
  Paizo Inc.
  7120 185th Ave NE, Ste 120
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  paizo.com
  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder 
  or the Pathfinder Roleplaying Game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open 
  Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered 
  trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, 
  and descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, plots, 
  storylines, trade dress, the historical period called the Gap, the terms kishalee, sivv, and skyfire, 
  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 #1–06: A Night in Nightarch © 2017, Paizo Inc. All Rights Reserved. Paizo, 
  Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the 
  Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure 
  Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder 
  Campaign Setting, Pathfinder Cards, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Legends, 
  Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder 
  Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-
  Mat, Starfinder Pawns, and Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  A Night in Nightarch makes use of the Starfinder Alien Archive and the Starfinder Core Rulebook. This 
  adventure assumes the GM has access to these sourcebooks. All rules referenced in this adventure are 
  available in the free online Starfinder Reference Document at paizo.com/sfrd, and the relevant rules 
  from the Alien Archive volumes are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  A Night in Nightarch.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2
  Appendix.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
  Maps  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 25
  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 adventure has no 
  scenario tags.
  
  3
  Apostae to retrieve the stolen weapons. She knows that the 
  interhouse politics of the drow are lethal and treacherous, 
  and first sends the PCs to meet with Ceobarn Zeizerer—a 
  representative of House Zeizerer—to discuss how the Society 
  can get its shipment back without causing a diplomatic incident. 
  The PCs have a chance to convince Ceobarn that Villyth’s actions 
  are bad for business. Regardless of how effective the PCs are 
  in pleading their case, Ceobarn authorizes them to retrieve the 
  Society’s weapons by whatever means necessary, so long as it 
  can be done within 24 hours.
  Once the Starfinders locate the warehouse where Villyth hid 
  the weapon shipment, they can gather information and plan an 
  elaborate heist. Alternatively, the PCs can just kick in the door 
  and subdue the drow guarding the upper offices of the warehouse. 
  Deeper within the warehouse, several stories underground, the 
  PCs encounter a nefarious quasit demon, who is equally likely 
  to lead the them past Villyth’s warehouse traps or straight 
  into them. The PCs finally find the weapon shipment, but find 
  it defended by half-orc mercenaries accompanied by a pitifully 
  fleshwarped creature. Once the PCs defeat the abomination, they 
  can use a nearby forklift robot to begin the process of extricating 
  the shipment from the subterranean warehouse. As the robot 
  begins its plodding course toward the exit, another group of 
  mercenaries led by Lady Villyth herself arrives to stop the PCs, 
  and a final showdown ensues.
  ADVENTURE BACKGROUND
  In addition to a massive drain on personnel, the Scoured Stars 
  incident also resulted in the Starfinder Society losing a lot of 
  valuable equipment. Only recently, thanks to the efforts of 
  a new generation of Starfinders, has the Society recovered 
  sufficiently to begin looking at replacing lost equipment stores. 
  Gear shortages continue to plague the Society as more and more 
  missions take place within the Pact Worlds, nearby star systems, 
  and into the depths of the Vast. And of all the equipment useful 
  to a Starfinder, little is more valuable than a battle-ready firearm.
  The Starfinder Society expended much of its social clout 
  with the Pact Worlds’ other prestigious organizations in an 
  effort to preserve itself following the Scoured Stars incident. 
  This action saved the Society, but has left it unable to call upon 
  many organizations for further assistance. Thanks to assets and 
  funds earned by its recent resurgence, the Starfinder Society 
  has arranged to work with the drow of Apostae to obtain a new 
  shipment of weapons. House Zeizerer, the most powerful drow 
  household on Apostae, recently facilitated a trade arrangement 
  between the Starfinder Society and the drow House Xicton. 
  Despite tense negotiations, the Society managed to come to 
  terms with the Xicton representatives, eventually agreeing on a 
  mutually beneficial trade arrangement. The Society’s ambassador, 
  Venture-Captain Naiaj, only recently departed Apostae as the 
  Xicton arms manufacturers finalized the order.
  Lady Villyth, a minor noble existing on the outer fringes of 
  the intricate familial web of House Zeizerer, complicated the final 
  part of the Society’s exchange. Villyth discovered that her house 
  had arranged the weapons deal between House Xicton and the 
  Society and saw a chance to strike back at the patriarch of House 
  Xicton for a prior social slight. Villyth ordered her servants to 
  murder the few unprepared Xicton troops guarding the shipment 
  and bring the weapons back to her warehouse so she could resell 
  the guns to another bidder.
  SUMMARY
  Lady Villyth of House Zeizerer has stolen a weapon shipment 
  intended for the Starfinder Society. Shortly after this theft, 
  Venture-Captain Naiaj (LN female bleachling gnome envoy) 
  sends a group of Starfinders to the drow city of Nightarch on 
  BY MIKKO KALLIO
  After a short briefing in Absalom Station, A Night in 
  Nightarch moves to the drow city of Nightarch on the 
  distant Pact World of Apostae. For more information 
  about Apostae and Nightarch, see the Starfinder Core 
  Rulebook. For more information on the Apostae’s drow 
  inhabitants, see the Starfinder Alien Archive. Both books 
  are available at bookstores and hobby shops everywhere 
  and online at paizo.com.
  Where in the 
  Universe?
  A NIGHT IN 
  NIGHTARCH
  
  Naiaj
  4
  STARFINDER SOCIETY SCENARIO
  GETTING STARTED
  Venture-Captain Naiaj summons the PCs to a briefing in the 
  Lorespire Complex on Absalom Station. Read or paraphrase the 
  following to begin the scenario.
  Venture-Captain Naiaj watches a map holographically 
  projected onto the spherical wall of the dimly lit chamber. 
  This meeting room is aptly named the “Starscape 
  Chamber” and hosts various important strategic 
  meetings for the Society. The pale bleachling 
  gnome slightly nods a greeting, hardly 
  looking away from the stellar map. “Thank 
  you for meeting with me on such short 
  notice,” she says, as she finally turns away 
  from the map. “As you should already 
  know, the Starfinder Society lost not 
  only many agents but also a great deal 
  of equipment in the Scoured Stars 
  incident. Since then, we’ve been dealing 
  with a shortage of guns, ammunition, armor, 
  tools, and provisions. Over the past four months, 
  the Society has recovered to the point that we 
  are able to start replacing some of the 
  equipment we lost. While we 
  are explorers, right now, 
  battle-ready firearms are 
  sorely needed.”
  Naiaj momentarily turns 
  to face the map and makes a request: 
  “Starscape, show me Nightarch.” The map 
  on the wall zooms in on one of the outermost planets of the 
  Pact Worlds, showing a gloomy, air-sealed settlement on the 
  small gray planetoid identified as Apostae. “After calling in a 
  lot of favors and holding lengthy negotiations, we managed to 
  secure a deal with the drow of Apostae to obtain a shipment 
  of weapons. House Zeizerer arranged a deal between the 
  Starfinder Society and House Xicton, a lesser drow house 
  with a solid track record on sales. I personally oversaw the 
  negotiations, and only recently returned to Absalom Station to 
  deposit the down payment owed to House Xicton.”
  “My intention was to send you to Nightarch, the drow’s 
  surface settlement on Apostae, to guard this delivery. 
  However,” Naiaj pauses briefly, staring blankly at the map 
  on the wall before continuing, “I just received word that the 
  weapon shipment has been stolen. According to my contacts in 
  Nightarch, the thief is a minor noble of House Zeizerer named 
  Villyth, who went rogue and stole the weapons. We do not 
  know her motives or the current whereabouts of the shipment, 
  but I’m sending you to Nightarch to find the weapons and bring 
  them to Absalom Station. As you may have heard, the inter-
  house politics of the drow are lethal and treacherous, and you 
  will find only trouble if you start searching blindly. For this 
  reason, I’ve arranged for you to meet with Ceobarn Zeizerer, 
  who represents House Zeizerer in this specific matter. You are 
  to discuss how the Society can get its shipment back without 
  causing a diplomatic incident.
  “Your shuttle is ready, so I expect you to get your things 
  and get going as soon as possible. If you have any questions, 
  now is the time to ask.”
  Before the PCs depart, Naiaj makes time to answer any 
  questions. The PCs are likely to ask Naiaj the following 
  questions prior to departing.
  Why are we buying guns from drow? “Like 
  it or not, Apostae is not only a member of the 
  Pact Worlds, but also the weapon capital of 
  the solar system. Their firearms are high-
  quality and come at reasonable prices. Despite 
  their fearsome reputation, drow are generally 
  as good as their word when it comes to selling 
  and trading weapons.”
  Who is Villyth Zeizerer? “She is a minor 
  noble in the hierarchy of House Zeizerer. I 
  understand that she is something of a rebel, and as 
  far as I know, her actions were not sanctioned by 
  her house.”
  What can you tell us about House 
  Zeizerer? “They are the most 
  powerful 
  drow 
  household 
  on Apostae, controlling the 
  major surface settlement of 
  Nightarch. They are demon-worshipers and 
  arms dealers like the rest of them, but as far 
  as drow houses go, they are quite reliable because they have 
  a reputation to uphold. Complications like this are bad for the 
  business. Our representative with them, Ceobarn Zeizerer, has 
  always been blunt and up-front with me—how I prefer to handle 
  most of my social interactions.”
  What can you tell us about Nightarch? “It is the largest 
  settlement on the planetoid’s surface, and a major spaceport 
  with bustling markets dealing in all kinds of weapons. Because 
  House Zeizerer controls the city, you’ll be meeting with their 
  representative, Ceobarn Zeizerer, first.”
  Do we need any special gear or resources? “While the 
  surface of Apostae is otherwise airless, Nightarch is a sealed 
  city. Its towers, domes, and halls are all constructed with 
  contained environmental systems similar to those on starships, 
  so you won’t need any special equipment. Armor and weapons 
  are not only permissible, but everything short of mandatory 
  while wandering the city streets. Be sure to keep your wits 
  about you.”
  At this point, the PCs can finalize their boon slots for the 
  session and purchase any additional equipment prior to 
  departing for Apostae. There are no suggested boons to slot for 
  this scenario, so let the PCs select what they think could be most 
  appropriate based on the mission briefing.
  
  Apostae
  5
  A NIGHT IN NIGHTARCH
  CULTURE OR GATHER INFORMATION 
  (DIPLOMACY)
  Based on the result of a Culture or Diplomacy check, the PCs 
  might know more about the drow settlement of Nightarch. They 
  learn all of the information whose DC is equal to or less than the 
  result of their check.
  15+: Nightarch is a metropolis of over 1,200,000 inhabitants, 
  most of whom are drow elves. Their society is traditionally 
  matriarchal, but contrary to popular belief, the gender divide is 
  not backed by law; rather, it is a holdover from pre-Gap times. 
  A drow man with enough contacts, cunning, and wealth 
  may rise to positions of leadership, rivaling drow 
  women in power.
  20+: The city has a sizable orc and half-
  orc population, but they are treated 
  as second-class citizens at best, and 
  slaves at worst. Most orcs and half-
  orcs are destined to live and die as 
  mercenaries, or, as some drow houses 
  prefer to put it, cannon fodder.
  25+: Weapons are Nightarch’s main 
  export, and many drow houses are 
  involved in arms trade. What most people 
  don’t know is that there are thousands of 
  miles of tunnels and numerous vaults of alien 
  technology beneath the surface of Apostae. 
  Many weapons designed in Nightarch are 
  reverse-engineered from this technology.
  30+: Of the many bizarre technologies that 
  drow are known for, fleshwarping is perhaps the 
  least understood. It involves mutations and magic to transform a 
  humanoid creature into a hate-filled abomination. While originally 
  a punishment, a more refined form of fleshwarping can be used to 
  create augmentations which—while gruesome to behold—greatly 
  enhance the individual’s physical qualities. In the most drastic 
  cases of fleshwarping, the target often suffers from incredibly 
  reduced intelligence, limiting the creature’s tactical acumen.
  DESCENT TO NIGHTARCH
  An otherwise empty shuttle from Absalom Station takes the PCs 
  on their weeklong journey to Apostae. When the shuttle achieves 
  orbit over Apostae, read of paraphrase the following.
  As the shuttle approaches the dull gray planetoid, several 
  fighters emerge from a hulking capital ship identified as part 
  of the local fleet defense: the Blood Armada. These fighters 
  whizz past like a swarm of angry wasps. The navigation 
  computer lets out a blaring alert as the capital ship scans the 
  shuttle, but soon after, the alert ends and the fighters fly back 
  to the massive carrier. The shuttle descends into low-orbit, and 
  several small settlements with sealed atmospheres come into 
  view. Further out, beneath clouds of dust, several mile-wide 
  blast doors, many large craters, and miles-deep crevices can be 
  seen across the planetoid’s surface. The shuttle soars closer to 
  Apostae’s surface, fast approaching the dark city of Nightarch. 
  The eponymous arch and various tower houses can be seen 
  within the city limits. Nightarch’s vast spaceport is alive with 
  hundreds of blinking red and purple lights, which guide the 
  shuttle into the gloomy capital of the drow.
  EVENT 1: MEETING WITH CEOBARN
  When the PCs arrive in Nightarch, two drow guards working for 
  House Zeizerer—Laibross and Sirendeil—escort them 
  through a labyrinth of air-filled, enclosed tunnels 
  to Mileshadow, a tall corporate building owned 
  by House Zeizerer. On the top floor of the 
  building, the guards lead the PCs to the 
  office of Ceobarn Zeizerer (CE male 
  drow mechanic), a representative of 
  the house. An intelligent inventor and 
  scientist, Ceobarn rose through the 
  ranks despite his gender, not only 
  because of his talent but also because 
  he is a masterful manipulator who has 
  managed to make himself irreplaceable.
  The guards open the door to a spacious 
  office on the top floor of the tall building, and 
  without even a hint of emotion, one drow 
  barely mutters, “Wait here.” The green-
  tinged windows in the room offer a majestic 
  view over the gloomy Nightarch. Several 
  statues and holographic devices depicting grinning fiends sit 
  on shelves on the walls and on a darkwood desk at the far end 
  of the room. A curious fixture reminiscent of a demonic spider 
  looks down from the ceiling with many glistening eyes.
  When the PCs arrive, there is no one in the office, and the house 
  guards leave the PCs to wait in the room. While waiting, the PCs 
  can attempt a DC 20 Culture or Mysticism check; if successful, they 
  realize that the statues and holograms depict different aspects of 
  the demon lord Abraxas. A character with the priest theme can add 
  his theme knowledge bonus to this check.
  After allowing the PCs to wait 5 minutes, Ceobarn Zeizerer 
  arrives. When addressing the PCs, he speaks slowly and 
  deliberately, as if tasting each word before speaking it. Read or 
  paraphrase the following to announce Ceobarn’s arrival.
  A wall panel at the back of the office slides open, and a middle-
  aged drow walks in and settles into a red armchair behind the 
  desk. “I am Ceobarn Zeizerer.” He gives a nonchalant wave of 
  his hand, and the demonic statue in the ceiling starts shedding 
  a purple glow, illuminating the room. “I take it that your eyes 
  haven’t adjusted to the light levels on Apostae. You are Naiaj’s 
  Starfinders, correct? I heard about the shipment. A most 
  
  Ceobarn 
  Zeizerer
  6
  STARFINDER SOCIETY SCENARIO
  unfortunate setback. Villyth has always been a troublemaker.” 
  After a brief silence, he spits, “But it is not our fault. House 
  Zeizerer officially disowned her months ago. Why should I 
  help you?”
  If the PCs touched any of the items in his office, Ceobarn picks 
  them up and with extreme care places them back into exactly 
  the same positions they were in before the PCs examined 
  them. If there are any elves, half-elves, or half-orcs in 
  the party, Ceobarn looks concerned and says “What 
  was Naiaj thinking? Keep your head down while 
  you’re here!”
  Enticing Ceobarn: The PCs can attempt up to 
  six skill checks in total to persuade Ceobarn to 
  help them. They can divide the six attempts among 
  themselves as they like: the PCs can attempt one 
  check each, or a particularly skilled PC can attempt 
  all six checks—but the party may not use 
  the same skill more than once. The most 
  relevant skills are listed below; the DC 
  for these checks is 21 (DC 24 in Subtier 
  5–6). The PCs can use other skills, but the 
  DC for such checks increases by 4; for 
  example, Ceobarn really isn’t interested 
  in backflips and somersaults and vocally 
  expresses his displeasure if a PC fails 
  an Acrobatics check against the higher 
  DC of 25 (28 in Subtier 5–6). 
  If the PCs fail a check by 4 or less, 
  they can bribe Ceobarn to treat the check 
  as a success—Ceobarn even encourages 
  the party to pay him off in such a manner. 
  The PCs must pay 300 credits for each 
  successful bribe (600 credits in Subtier 5–6.)
  Bluff, Intimidate, or Profession (counselor or lawyer): Speculate 
  how news of the incident may affect House Zeizerer’s reputation 
  as reliable arms traders across the Pact Worlds.
  Culture: Posit that the attack made House Xicton look weak, 
  and if Villyth goes unpunished, House Xicton may seek retribution 
  against House Zeizerer.
  Diplomacy: Explain the benefits of helping the Starfinder 
  Society out, especially the benefits of establishing a long-term 
  working relationship.
  Mysticism: Maintain that letting a wayward noble do as she 
  pleases makes the house look weak in the eyes of their patron 
  demon lord.
  Perception: Notice that the search term “Villyth Zeizerer” is 
  visible on Ceobarn’s computer screen, which indicates he is not as 
  indifferent about the rogue noble as he says.
  Profession (corporate professional, manager, or merchant): Use 
  business logic and subtle pressure to cajole Ceobarn into helping.
  Sense Motive: Notice and point out that Ceobarn is clearly 
  annoyed that Villyth acted without the house’s permission.
  When the PCs are done, Ceobarn says the following. Depending 
  on how convincing the PCs were, his words are full of determination 
  or accompanied by resigned sighs.
  “Very well. It is true that Villyth’s actions are bad for business 
  and she must be stopped. On behalf of House Zeizerer, I grant 
  you twenty-four hours of diplomatic immunity. Use this time 
  to retrieve the weapons using whatever means you deem 
  necessary. Here’s a document that proves you’re acting 
  on my authority. If the situation requires it, kill 
  Villyth. But rest assured, if you abuse the power I 
  bestow you, there will be consequences. The drow 
  never forget.
  “I know Villyth well enough to know that she 
  has guards and other defenses. The more you 
  know, the less likely you are to walk 
  into a trap. So use your twenty-
  four hours wisely. Remember that 
  before the time is up, you must 
  locate the weapons, plan your 
  heist, travel to the location, get the 
  weapons, and most importantly, get 
  off my planet!”
  Development: The PCs may gain the 
  benefits below, depending how many of 
  their skill checks to influence Ceobarn 
  were a success. The benefits are inclusive; 
  the PCs gain all the benefits up to their 
  total number of successes.
  0–2 Successes: Ceobarn is unwilling 
  to help the PCs beyond granting them 
  diplomatic immunity.
  3 Successes: Ceobarn gives the PCs the names of a few 
  informants he knows. When the street team attempts a check (see 
  Locating the Weapons on page 7), the PC with the highest check 
  result gains a +2 bonus.
  4 Successes: Ceobarn allows the PCs to use his some of his 
  infosphere access rights on Apostae. When the hacker team 
  attempts a check (see Locating the Weapons on page 7), the PC 
  with the highest check result gains a +2 bonus.
  5 Successes: Ceobarn allows the PCs to use his all-terrain 
  transport. See Traveling to the Warehouse on page 8.
  6 Successes: Ceobarn’s personal sniper Zirachaun (CN female 
  drow operative) joins the PCs when the PCs arrive at the 
  warehouse (see area A1). Zirachaun is a consummate professional 
  and spends no time fraternizing. She respects martial prowess, 
  and if allowed on the PCs’ communication channel, sends 
  messages of praise to those PCs who succeed at melee or 
  ranged attacks. She has the following combat statistics: Init +8; 
  Ranged advanced Diasporan rifle +13 (2d8+3 F; Starfinder Alien 
  Archive 99). She waits outside the warehouse, taking shots at 
  her initiative count against Villyth’s servants (see area A for more 
  
  7
  A NIGHT IN NIGHTARCH
  information). Zirachaun never enters the offices or warehouse, 
  and only assists from afar as the PCs clear area A.
  LOCATING THE WEAPONS
  The PCs must determine the location of the stolen shipment using 
  a combination of information networks and informants. The PCs 
  can split the party into two teams—a hacker team and a street 
  team—or pool all their resources into one of the two approaches. 
  The PCs are assumed to be working together when attempting a 
  check for either approach; use the highest check result, and if other 
  PCs used the same skill for that check, treat any other results of 
  10 or higher as though that PC had instead used the aid another 
  action to assist the character with the highest result.
  Each team, hacker or street, must complete three phases as 
  detailed below. The result of a roll doesn’t determine whether the 
  PCs succeed or fail; it instead determines how long it takes the 
  party to complete that phase, as indicated by the table below. 
  Whichever team completes all three phases first determines the 
  total amount of time the group expends in this portion of the 
  adventure (although if the players insist on following through with 
  both teams to completion of their tasks, they expend the amount 
  of time necessary for the slower team’s efforts.)
  Hacker Team: Using the local infosphere, the PCs hack into 
  databases that contain relevant information. As long as at 
  least one PC on this team speaks Drow, the group gains a +4 
  circumstance bonus to their checks—most local infospheres only 
  display in Drow instead of Common.
  Locate: The PCs attempt to locate relevant information sources 
  using Computers or Culture.
  Access: The PCs can use Computers to launch a brute-
  force attack to crack passwords or Sense Motive to guess 
  the passwords.
  Analyze: The PCs must use Computers or Perception to sift 
  through a lot of data to find the relevant information.
  Street Team: The PCs chase and interrogate an informant. This 
  consists of three phases. When the PCs attempt a check, they 
  must use the same skill.
  Track: In order to find an informant with useful information, 
  the PCs must attempt a Diplomacy check to gather information, a 
  Perception check, or a Survival check to track the informant.
  Chase: The informant tries to slink away, and the PCs must 
  attempt an Acrobatics, Athletics, or Stealth check to catch him.
  Interrogate: Getting the right information out of the informant 
  requires a Bluff, Intimidate, or Sense Motive check. A PC who applies 
  force to these efforts gains a +10 bonus to the check but accrues 1 
  Infamy for the use of such brutal tactics. Any PC who already has 
  Infamy gains a +2 bonus for each point of Infamy he has.
   CHECK RESULT 
  TIME USED DURING PHASE
   
  Less than 5 
  7 hours
   
  5–9 
  6.5 hours
   
  10–14 
  6 hours
   
  15–19 
  5.5 hours
   
  20–24 
  5 hours
   
  25–29 
  4.5 hours
   
  30–34 
  4 hours
   
  35–39 
  3.5 hours
   
  40+ 
  3 hours
  OBTAINING ADDITIONAL INFORMATION
  After the PCs have determined the location of the warehouse, 
  they can use additional time to obtain further information 
  relevant to Villyth and her operation. Each piece of additional 
  information takes 3 hours to find and requires no additional skill 
  checks. The PCs can continue to collect additional information 
  until they have less than 3 hours remaining of their 24-hour 
  diplomatic immunity.
  Access Codes: The PCs manage to uncover a set of access codes 
  to Villyth’s warehouse. They can use override codes to open any 
  door in the upper floor (area A). Using an override code is a full 
  action that requires a datapad, personal comms unit, or another 
  suitable wireless device. The override code works even if the 
  building is in a full lockdown mode.
  Floor Plan: The PCs learn the layout of the upper floor 
  (area A), and they discover that there is a lower floor 100 feet 
  underground, but its floor plan was never uploaded to the 
  infosphere. When the PCs find the floor plan, show the players 
  the associated map so they can better plan their heist. You should 
  provide basic details about each room, but do not detail specific 
  defenses and occupants.
  Guard Posts: Recent surveillance footage from a flying drone 
  shows that there is usually just one guard stationed at the main 
  entrance of the offices. This also provides information on the 
  common starting locations of the other three drow in the offices. 
  No Time to Lose!
  The first part of the adventure—meeting with Ceobarn, 
  locating the weapons, and planning the heist—should 
  take no more than 60 minutes of actual table time. Make 
  sure that the players are aware of this time constraint. 
  Similarly, you should run many of the encounters in this 
  section as montage-like scenes, focusing on success and the 
  immediate results of the PCs’ actions. If the players are not 
  ready when 60 minutes are up, Ceobarn gets impatient and 
  sends a message over a PC’s personal comm unit, saying 
  that the PCs should start their mission immediately.
  Also, due to the breakneck pace of this adventure, assume 
  the PCs begin the scenario fully rested. The PCs should not 
  suffer from sleep deprivation during this scenario. There will 
  be plenty of time for sleep once they return the weapons 
  back to the Society and get off Apostae!
  
  8
  STARFINDER SOCIETY SCENARIO
  Snipers or other silent killers might be able to dispatch these 
  guards without triggering an alarm.
  Security Network: The PCs find out that the building’s 
  mainframe and access terminal are in a large room in the 
  northwest part of the upper floor. If the PCs have the floor plan 
  (see page 7), they automatically learn that the control room is 
  the room in the northwest corner of the building. The system is 
  isolated from Nightarch’s infosphere, so hacking it remotely is not 
  possible. The PCs receive a +4 circumstance bonus to Computers 
  checks to hack any computer in area A as a result of learning 
  this information.
  Troop Composition: The PCs learn that Villyth usually has 
  an entourage of about half a dozen lower-ranking drow. They 
  also learn that a few weeks ago, her lieutenant, a drow named 
  Malindeil, bought more than a dozen half-orc mercenaries. These 
  mercenaries have received some basic training, but Villyth has 
  already killed a few of them out of frustration.
  PLANNING THE HEIST
  Once the PCs acquire the information they need, or they have less 
  than 3 hours left, they should decide how they intend to conduct 
  the raid, using the information they have obtained. For example, if 
  they acquired the floor plan and learned the location of the control 
  room, they may want to go there first.
  TRAVELING TO THE WAREHOUSE
  Walking to the location takes 2 hours. On the way to the location, 
  the PCs can hear suspicious and glowering passers-by whispering 
  “Those are the ones. Just wait until their 24 hours are up.” A PC 
  who succeeds at a DC 20 Culture or Survival check can find 
  shortcuts, reducing the travel time to 1.5 hours.
  If the PCs rent urban cruisers (3 passengers each), it takes 
  only 1 hour to travel to the warehouse. The rental costs only 50 
  credits, but the PCs must leave a deposit of 150 credits, which 
  they get back when they return the vehicles. If Ceobarn lets the 
  PCs use his all-terrain transport (7 passengers), it takes only 
  30 minutes to reach the destination—everyone in Nightarch 
  knows that it’s a good idea to yield to vehicles that belong to 
  House Zeizerer.
  A. OFFICES (CR 5 OR CR 7)
  Villyth’s warehouse is located within a vast pressurized dome. 
  The dome contains several other buildings, some of which can 
  be used as sniper perches within roughly 120 feet of area A1. 
  Villyth’s warehouse has a spacious office complex on the ground 
  floor. A 10-foot-high chain-link fence surrounds the building, 
  with 20 feet of space between the fence and the building. 
  Climbing the fence requires a successful DC 15 Athletics check. 
  A 10-foot-wide gate in the fence is aligned with the double door 
  that leads to the freight elevator (area A10). The gate to this 
  area is open.
  The interior walls of the offices are made of composite plating 
  of varying shades of gray; a PC must succeed at a DC 35 Athletics 
  check to climb them. The ceiling is slightly arched in each room, 
  with an average height of 15 feet. Each door is made of a dark 
  steel alloy (hardness 20, HP 60, break DC 28, Engineering DC 
  30 to open) and consists of several plates which slide open in 
  a spiraling pattern. A creature can push a button adjacent to 
  the door as a swift action to open or close a door. The exterior 
  doors and the doors to the control room (area A4), private offices 
  (area A5), workshop (area A6), laboratory (area A9), and freight 
  elevator (area A10) are locked.
  All windows in the building are made of green polymer 
  (hardness 4, HP 10, break DC 20, Engineering DC 20 to pry open) 
  that is opaque from the outside but transparent from the inside. 
  Because the sun is merely a bright dot in the otherwise dark sky 
  and doesn’t affect the light level on Apostae, all windows are 
  mainly for aesthetic purposes and for keeping an eye on people 
  outside. Each room has light-emitting devices in the ceiling, 
  which can be controlled locally through a control panel in each 
  room or centrally from the control room (area A4). The default 
  light setting is dim light; while drow have darkvision, they prefer 
  dim light to total darkness so they can distinguish color.
  Creatures: Villyth is not present when the PCs arrive. She’s at 
  a wild rave in a nearby industrial block-hall area, but four of her 
  drow associates—Beidnach, Ellandail, Malindeil, and Raimsael—
  are present. At all times, one of the drow (determine randomly) 
  is guarding the entrance (area A1). The other three are usually 
  where the area descriptions indicate them to be. However, every 
  10 minutes the PCs spend in or around the building, each drow 
  has a 10% chance of wandering the building, whether heading to 
  a restroom, looking for one of the other drow to engage in a brief 
  conversation, or some similar task. If any one of the drow notice 
  the PCs or hear loud or unusual sounds, he raises an alarm, and 
  all four rush in to defend the building.
  Each drow carries a key card that opens the exterior doors and 
  the doors to that drow’s private office. Additionally, Beidnach’s 
  key opens the door to the control room, Ellandail’s key opens the 
  door to the laboratory, Malindeil’s key can be used to operate the 
  elevator, and Raimsael’s key opens the door to the workshop.
  In Subtier 3–4, use the stat block for the drow enforcers to 
  represent the four drow present in the officers. In Subtier 5–6, 
  instead use the drow elite stat block.
  Scaling Encounter A
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: The drow haven’t been able to rest 
  properly and are fatigued. Furthermore, tired of wearing 
  their equipment for several days straight, they have 
  removed a few pieces of armor and take an additional –2 
  penalty to AC.
  
  A. Offices
  1 square = 5 feet
  A10
  A11
  A9
  A7
  A5
  A5d
  A5c
  A5b
  A5e
  A5a
  A2
  A3
  A4
  A1
  A6
  A8
  9
  A NIGHT IN NIGHTARCH
  SUBTIER 3–4 (CR 5)
  DROW ENFORCERS (4) 
  CR 1
  HP 20 each (Starfinder Alien Archive 42; see page 21)
  Gear credstick (250 credits)
  TACTICS
  During Combat The drow fights cautiously, seeking cover and 
  retreating to a safe distance if foes get too close.
  Morale If reduced to 8 Hit Points or fewer, the drow 
  withdraws to a position where he is less likely to be 
  attacked than his allies. If there are no allies nearby, he 
  tries to flee.
  SUBTIER 5–6 (CR 7)
  DROW ELITES (4) 
  CR 3
  Drow soldier (Starfinder Alien Archive 42)
  CE Medium humanoid (elf)
  Init +4; Senses darkvision 60 ft.; Perception +13
  DEFENSE 
  HP 35 EACH
  EAC 17; KAC 19
  Fort +5; Ref +3; Will +4; +2 vs. enchantment
  Immunities sleep; SR 9
  Weaknesses light blindness
  OFFENSE
  Speed 25 ft.
  Melee thunderstrike pulse gauntlet +8 (1d6+5 B & So; critical 
  knockdown)
  Ranged thunderstrike sonic rifle +9 (1d10+3 So; critical deafen 
  [DC 16]) or
  frag grenade II +11 (explode [15 ft., 2d6 P, DC 16])
  Offensive Abilities create darkness, fighting styles (arcane 
  assailant), rune of the eldritch knight
  Spell-Like Abilities (CL 3rd)
  At will—dancing lights, detect magic
  TACTICS
  During Combat The drow fights cautiously, seeking cover and 
  retreating to a safe distance if foes get too close.
  Morale If reduced to 8 Hit Points or fewer, the drow 
  withdraws to a position where he is less likely to be 
  attacked than his allies. If there are no allies nearby, he 
  tries to flee.
  STATISTICS
  Str +2; Dex +4; Con +1; Int +0; Wis +0; Cha +1
  Skills Acrobatics +13, Intimidate +8, Stealth +8
  Languages Common, Drow
  Gear golemforged plating II, thunderstrike sonic rifle with 2 
  high-capacity batteries (40 charges each), frag grenades 
  
  Drow 
  Enforcer
  10
  STARFINDER SOCIETY SCENARIO
  II (2), thunderstrike pulse gauntlet with 1 battery (20 
  charges), credstick (420 credits)
  Rewards: If the PCs fail to defeat the four drow tasked with 
  guarding the upper offices, reduce each PC’s credits earned by the 
  amount listed below.
  Subtier 3–4: Reduce each PC’s credits earned by 256.
  Out of Subtier: Reduce each PC’s credits earned by 497.
  Subtier 5–6: Reduce each PC’s credits earned by 739.
  A1. EntrAncE (cr 1/2 or cr 1)
  This is the main entrance to the building. The top of the stairs is 10 
  feet above the street level.
  Creature: One of the drow guarding the building (determine 
  which one randomly) is always stationed near the door. If he 
  notices anything suspicious, he raises an alarm, and all drow in the 
  offices (area A) ready their weapons and take defensive positions 
  in or near the lobby (area A2). Any gunfire also alerts the 
  drow inside the building to the PCs’ presence.
  A PC can attempt a Stealth check (opposed by 
  the guard’s Perception check, as normal) to approach 
  undetected. If the PCs use melee 
  weapons or silent ranged weapons 
  (such as a needler pistol or thrown 
  weapons 
  such 
  as 
  carbonedge 
  shurikens) and manage to kill the 
  drow before his first combat turn, the 
  other drow inside the building remain 
  oblivious of the PCs’ presence. 
  Firearms fired from a distance 
  greater than 125 feet also do not 
  cause an alarm; the sounds of 
  massive ventilation systems 
  within the dome drown the sounds 
  of distant gunfire. 
  If the PCs spend 1d6 minutes 
  looking for a vantage point for sniping, 
  they find an abandoned, 30-feet-tall watch 
  post at a distance of 120 feet with a clear view 
  of the guard’s position. The PCs can coordinate 
  their actions so that they can attack the drow 
  simultaneously with melee and ranged weapons. 
  Alternatively, if Ceobarn provided the PCs with 
  access to his sniper, then the sniper can take shots 
  into this area at the PCs’ request. The sniper 
  never ventures into the building, but takes 
  shots through exposed windows.
  A2. Lobby 
  An advertisement plays on a large 
  screen mounted on the wall opposite the 
  entrance. A thorny blue tree planted in 
  a large steel-gray pot stands in the center of the room, and a 
  purple sofa has been placed below green-tinged windows on 
  the south end of the spacious lobby entrance.
  The screen plays a sequence of three advertisements on 
  an infinite loop. The advertisements are narrated in Drow, but 
  Common subtitles are included. The first advertisement shows 
  drow marksmen shooting sniper rifles, large-caliber handguns, 
  and other firearms, ending with the slogan “Guns, guns, GUNS!” 
  on the screen. The second advertisement features a female drow 
  squeezing the head of a male half-orc with a fleshwarped hand 
  while her other hand gives a thumbs up to the screen. The screen 
  fades to black, and a second later, there is a sound reminiscent of 
  a bursting watermelon, and red spatters form the words “Invest 
  in yourself—Fleshwarps!” In the third advertisement, a charismatic 
  undead elebrian—the infamous host Zo!—talks while a side window 
  showcases a squad of orc mercenaries crawling under laser beams, 
  scaling a wall, sneaking into a guarded building, and opening 
  fire on unseen targets. In each scene, a few of the half-orcs 
  die, until only one remains. When the screen fades to black, a 
  muffled scream can be heard in the background, suggesting 
  that the last orc, too, died.
  Any PC succeeding at a DC 15 Culture check knows 
  that the products presented in the advertisements are 
  manufactured or supplied by three well-known drow 
  houses: House Zeizerer, House Cyrocaust, and House 
  Arabani, respectively. Any PCs who’ve previously 
  encountered Zo! (such as during Starfinder Society 
  #1–05: The First Mandate) recognize the Eoxian media 
  mogul as the host of the third video.
  Hazard: A PC who succeeds at a DC 20 Life Science 
  check identifies the nearby tree as a blue willow, a 
  Castrovelian tree whose sedative poison 
  makes its victims easier to persuade. 
  Anyone touching the tree is 
  subjected to a poison functionally 
  identical to green lotus extract 
  (Starfinder Core Rulebook 419). The 
  branches of the tree are high enough that Medium 
  or smaller characters moving through the squares 
  adjacent to the tree aren’t subjected to the poison.
  A3. opEn concEpt officE
  The desks and computers in this large, 
  open-plan office are covered in a faint 
  layer of dust.
  Villyth has only a handful of drow 
  followers, and if the PCs succeed 
  at a DC 20 Survival check, they 
  correctly 
  deduce 
  that 
  these 
  computers haven’t been used in a while.
  
  11
  A NIGHT IN NIGHTARCH
  A4. controL room
  This room contains a mainframe and an admin access console that 
  acts as a tier 2 computer (tier 3 in Subtier 5–6), through which it 
  is possible to control many automated functions in the office and 
  warehouse. A fake shell countermeasure protects the mainframe 
  and obscures the terminal’s true purpose. The terminal appears to 
  be an unsecured system, which displays trivial information such 
  as air quality inside the building. However, any PC succeeding at 
  a DC 26 Computers check (DC 30 in Subtier 5–6) notices that this 
  fake shell hides the real controls.
  Controls: If the PCs successfully access the computer, they 
  can upload access to a wireless device (such as a data pad or a 
  personal comms unit) and manipulate the systems listed below 
  from anywhere in the building.
  Air Conditioning: The default setting is 65° F and allows values 
  from 40° F to 90° F. A PC who succeeds at a DC 21 Computers 
  check (DC 25 in Subtier 5–6) can write a script that causes the air 
  conditioning system to generate steam for 3 rounds, during which 
  time all squares within area A provide concealment.
  Automated Defenses: This view shows that automated defenses 
  are currently “online” on the warehouse floor. If a PC succeeds at a 
  DC 23 Computers check (DC 28 in Subtier 5–6), she can switch off 
  the traps in the warehouse (see area B4).
  Door Access: This setting is currently set to “normal,” which 
  means that any locked door can be opened with the right key card. 
  The other two settings are “full lockdown” and “open all,” which 
  lock and unlock, respectively, all doors on the office floor.
  Inventory: The warehouse inventory shows that “Xicton guns” 
  have arrived and are ready for shipping, but the database is poorly 
  maintained, and the precise location of the guns is unspecified.
  Light Level: This setting is currently set to “manual,” which means 
  each room has an individual light level set on a control panel in the 
  room. Three other settings (0, 1, and 2) set a uniform light level 
  (dark, dim, or normal, respectively) in the whole building, overriding 
  the individual light settings. If a PC succeeds at a DC 22 Computers 
  check (DC 26 in Subtier 5–6), she can write a script that overloads 
  the lights, causing them to emit bright light for 3 rounds (which 
  triggers the drow’s light blindness), after which the lights break and 
  all areas of the building are irrevocably dark from that time forward.
  Creature: Beidnach is usually in the control room (see area A).
  A5. privAtE officEs
  Radial walls divide this circular space into five rooms that 
  surround a round central room.
  The round room in the center is a meeting space and break room. 
  Each of the five offices around it has a tier 2 desktop computer. 
  Except for Villyth’s broken computer, the PCs can hack each of the 
  computers by succeeding at a DC 21 Computers check (DC 23 in 
  Subtier 5–6).
  A5a: The middle room adjacent to the lobby (area A2) 
  belongs to Ellandail, one of Villyth’s enforcers. If the PCs hack 
  the computer, they find a message that Villyth sent to Ellandail 
  a week ago: “Ellandail, make sure everyone is ready to roll. 
  Stealing the guns and selling them to someone else makes 
  that old fool Xicton look like a real #%&. No one disrespects 
  Villyth Zeizerer and gets away with it!” It’s clear that Ellandail 
  has his computer set to use foul language filters when receiving 
  messages from Villyth.
  A5b: The southwest room is Beidnach’s, who is Villyth’s 
  system administrator. If the PCs hack the computer, they find 
  an unsent message from Beidnach to Villyth, in which Beidnach 
  professes his love for Villyth. The message has been edited and 
  saved in a draft form over 234 times.
  A5c: The northwest room is Villyth Zeizerer’s office. Villyth’s 
  computer appears to be broken. If a PC studies it and succeeds at 
  a DC 15 Computers or Engineering check, she realizes someone 
  repeatedly hit the computer with a blunt object. Next to the 
  computer, there is a large black spider plush toy. The plush 
  toy has “Abysshead” written in Abyssal along the bottom of its 
  abdomen. If the PCs squeeze the plush creature’s body, the toy 
  releases a brief snippet from one of Abysshead’s louder albums. 
  A localized wireless burst of data follows this action, inviting any 
  of the PCs’ data devices (such as personal comms or data pads) to 
  download the album. A PC who succeeds at a DC 24 Computers 
  check recognizes the download is not directly harmful, but does 
  include several lines of code commonly seen in self-replicating 
  adware. A PC who downloads the album to at least one of his 
  data-storage devices earns the Abysshead Download boon on 
  his Chronicle sheet. The album itself consists of various drow 
  agrosynch metal tracks. A PC who succeeds at a DC 20 Culture 
  check knows that agrosynch is quite popular on Apostae, but 
  authentic copies of their albums are hard to come by in other 
  parts of the Pact Worlds.
  A5d: The northeast room is Malindeil’s office. There is a credstick 
  next to Malindeil’s computer. If the PCs hack her computer, they 
  find a recent message from Villyth: “Malindeil! The new half-orc 
  mercs are terrible! I hope you didn’t pay a lot for them. I love what 
  the boys down in the caverns did to Grimillak, though!”
  A5e: The southeast room belongs to Raimsael, who is Villyth’s 
  weaponsmith. If the PCs hack his computer, they find an angry 
  message that Villyth sent to Raimsael 9 hours ago: “Raimsael! 
  When are the weapons ready to be shipped?” A few hours ago, 
  Raimsael replied: “The guns are ready to be shipped now. I’ll 
  have them loaded on the Ettercap so we can move them as soon 
  as necessary.”
  Creature: Malindeil is often in most often found here, in her 
  office in area A5d (see area A).
  Treasure: The credstick in area A5d has 1,200 credits on it 
  (3,600 credits in Subtier 5–6).
  Rewards: If the PCs don’t search the offices in this area, reduce 
  each PC’s credits earned by the amount listed below.
  Subtier 3–4: Reduce each PC’s credits earned by 200.
  Out of Subtier: Reduce each PC’s credits earned by 400.
  Subtier 5–6: Reduce each PC’s credits earned by 600.
  
  12
  STARFINDER SOCIETY SCENARIO
  A6. Workshop
  Tools, drone parts, dismantled weapons, and miscellaneous junk 
  lie scattered on three tables in this workshop.
  Villyth’s drow repair and customize stolen weapons and 
  other equipment in this workshop. Even though it is unlikely 
  to come up during this scenario, this area counts as a starship’s 
  tech workshop (Starfinder Core Rulebook 300) for the purpose 
  of crafting and repairing items. If a PC succeeds at a DC 15 
  Engineering or DC 20 Perception check, she realizes that some of 
  the weapon parts on the tables have markings that indicate that 
  they used to belong to the shipment intended for the Starfinder 
  Society. It’s clear the drow have been removing the identifying 
  information so that they can sell the weapons at higher prices.
  Creature: Raimsael is often in the workshop (see area A).
  Treasure: The tools on the table can be sorted into two 
  engineering specialty tool kits (an armorcrafter kit and a 
  weaponsmithing kit), trapsmith’s tools, and a hacking kit. In 
  Subtier 5–6, a pair of advanced medkits rest on the side of the 
  workshop table. 
  The drone parts and tools on the tables are well suited for 
  repairing drones, but little else. When a mechanic repairs his 
  drone in this workshop, he repairs an additional 25% of its 
  maximum Hit Points. This increase stacks with the repair drone 
  mechanic trick.
  Rewards: If the PCs don’t search this area, reduce each PC’s 
  credits earned by the amount listed below.
  Subtier 3–4: Reduce each PC’s credits earned by 23.
  Out of Subtier: Reduce each PC’s credits earned by 68.
  Subtier 5–6: Reduce each PC’s credits earned by 113.
  A7. storAgE
  The drow store food items, tools, and other miscellaneous 
  equipment here, some of which looks brand new.
  Treasure: If the PCs spend 1d6 minutes rummaging through 
  the items on the shelves, they find 4 fully charged super-capacity 
  batteries and 4 frag grenades II. In Subtier 5–6, rummaging here 
  also uncovers an additional 4 frag grenades II, 3 incendiary 
  grenades II, and 1 screamer grenade II.
  Rewards: If the PCs don’t enter the storage area, reduce each 
  PC’s credits earned by the amount listed below.
  Subtier 3–4: Reduce each PC’s credits earned by 73.
  Out of Subtier: Reduce each PC’s credits earned by 145.
  Subtier 5–6: Reduce each PC’s credits earned by 217.
  A8. mEEting room
  A wall-mounted holographic projector on the east wall shows 
  a map of Nightarch. A mesmerizing silvery glow highlights the 
  buildings and districts against an otherwise black background. 
  Several locations on the map are marked with pulsating red dots. 
  Six deco chairs surround a long table in the center of the room.
  Equipped with the newest in holographic technology, this 
  meeting room is particularly well-suited for presentations. Villyth 
  and her underlings use it to plan their heists. If a PC studies the 
  locations on the map and succeed at a DC 20 Culture check, he 
  realizes that the locations marked on the map correspond to 
  areas controlled by House Xicton.
  Creature: Ellandail is often in the meeting room (see area A).
  A9. LAborAtory
  This laboratory is filled with all manner of technological innovations. 
  Scents both sweet and acrid pour forth from cylindrical glass 
  containers on two long tables. The containers bubble in a rainbow 
  of varying colors. A limb that looks like a giant scorpion’s claw 
  twitches idly on the floor at the north end of the room.
  Villyth’s drow use the laboratory to study items they have 
  stolen and to manufacture synthesized chemicals. Any PC using 
  the laboratory gains a +2 circumstance bonus to Life Science 
  and Physical Science checks. Any PC who succeeds at a DC 20 
  Life Sciences check realizes that the twitching scorpion claw is a 
  failed fleshwarping experiment; it is entirely harmless.
  Treasure: On the tables and in drawers along the tables’ sides 
  are 2 tier 2 antitoxins and 6 mk 1 serums of healing. In Subtier 5–6, 
  the mk 1 serums of healing are instead mk 2 serums of healing, and 
  there are also 2 mk 3 serums of healing.
  Rewards: If the PCs don’t enter the laboratory, reduce each 
  PC’s credits earned by the amount listed below.
  Subtier 3–4: Reduce each PC’s credits earned by 105.
  Out of Subtier: Reduce each PC’s credits earned by 156.
  Subtier 5–6: Reduce each PC’s credits earned by 207.
  A10. frEight ELEvAtor
  The drow use this freight elevator to transport goods (usually 
  stolen) from ground vehicles to the warehouse downstairs (area 
  B) and vice versa. A sign on the outer double door reads “Freight 
  only! Customer entrance on the left.”
  Operating the elevator requires a key card; Villyth has one, 
  and one of her drow minions, Malindeil, has another. If the PCs 
  remove the elevator’s control panel (which requires a successful 
  DC 15 Engineering or Strength check), they can use a hacking kit 
  to hack the elevator’s tier 2 computer, which requires a successful 
  DC 21 Computers check. If successful, the PCs can control the 
  elevator as though they had a key card.
  A11. rEstrooms
  There are two toilets and a cleansing unit in this area. Each booth 
  can be locked from the inside. The toilets have elaborate control 
  panels, with buttons that read “Air,” “Big,” “Small,” and “Wash” in 
  Drow. When activated, the cleansing unit creates an energy vortex 
  that washes and exfoliates the user, removing dead skin, dirt, and 
  perspiration. There are also two large basins with running water 
  intended for handwashing.
  
  B. Warehouse
  1 square = 5 feet
  B5
  B4
  B3
  B3
  B2
  B1
  T
  T
  T
  T
  N
  13
  A NIGHT IN NIGHTARCH
  
  14
  STARFINDER SOCIETY SCENARIO
  B. WAREHOUSE
  Villyth’s personal warehouse is located 100 feet beneath the 
  offices—deep enough to withstand even starship weapons fire, and 
  invisible to all but the most powerful scanners. The warehouse’s 
  ceiling is 40 feet high. Due to the 60 feet of earth and steel 
  structures between the warehouse and upper offices, it is almost 
  impossible for creatures in the warehouse to hear gunfire or other 
  loud sounds coming from upstairs, or vice versa. Unless the PCs 
  hacked the mainframe in the control room (area A4) and changed 
  the light settings, it is completely dark in the warehouse.
  Features: The following features are present in this area.
  Containers—All squares with containers are difficult terrain and 
  grant partial cover against attacks with line of effect that pass 
  through them.
  Pallet Racks—Moving within an empty pallet rack counts as 
  difficult terrain. Climbing a pallet rack requires a successful DC 
  10 Athletics check. Creatures have cover against attacks made 
  through a pallet rack if the target is more than 5 feet from the 
  attacker. Each of the racks is 30 feet high, with a secondary steel 
  base 15 feet off the ground.
  Pallet Racks with Containers—Squares where there are 
  containers on a pallet rack provide total cover. Squeezing through 
  requires a move action and a DC 15 Acrobatics check.
  b1. frEight ELEvAtor (cr 2)
  Once PCs reach the bottom of the elevator’s descent, the elevator 
  doors open. If the PCs aren’t disguised as drow or half-orcs—in 
  which case Ipqik mistakes them for Villyth’s minions and ignores 
  them—read or paraphrase the following.
  Suddenly, heralded by a puff of yellow vapor and the smell of 
  rotten eggs, a small, mostly humanoid creature appears in the 
  elevator. Her little leathery wings flap furiously to keep her 
  airborne. She has spiraling horns and an ominous tattoo on her 
  chest. “Now who might you be? You are a bit—how should I put 
  it—lacking in the pointy ears and blue pigment departments. Are 
  you Villyth’s new slaves or something else?”
  Creatures: The creature is a type of demon known as a quasit. 
  Her name is Ipqik, and she is responsible for cataloging all the 
  goods that Villyth and her minions bring in and subsequently 
  sell. Any PC succeeding at a DC 15 Mysticism check identifies 
  Ipqik as a quasit and, with a second successful check, identifies 
  the tattoo as the symbol of Andirifkhu, a demon lord of illusions, 
  knives, torture, and traps. Ipqik resents working for Villyth, who 
  has tortured her repeatedly, and sees the PCs as a possible way 
  to get her revenge. Any PC succeeding at a DC 15 Sense Motive 
  check notices the way the demon talks about Villyth shows a lot 
  of contempt for the wayward Zeizerer drow.
  If a PC lies about being Villyth’s ally (and his Bluff check 
  result is greater than the result of Ipqik’s Sense Motive check), 
  the quasit says “Okay, I’ll be on my way!” and flaps off into the 
  darkness of the warehouse. A PC who succeeds at a DC 15 Sense 
  Motive check notices the quasit sounds disappointed. Should 
  the PCs reveal they are here to take the stolen guns (or imply 
  an intent to kill Villyth), Ipqik asks “How do I know you’re telling 
  the truth?” A PC must succeed at a DC 15 Diplomacy check to 
  convince Ipqik to believe the PCs. Presenting any evidence that 
  the PCs are Villyth’s enemies (such as showing any items taken 
  from the drow guards upstairs) grants the PC a +5 bonus to 
  this check.
  If the PCs successfully earn Ipqik’s trust, they may ask the 
  following questions. Otherwise, Ipqik uses any excuse she can 
  think of to leave. If the PCs threaten Ipqik or prevent her from 
  leaving, she tries to give the PCs false information, such as lying 
  about the defenses, so as to lead the PCs straight into them.
  Who are you? “I’m Ipqik, and I’m supposed to keep track of 
  everything Villyth steals and sells, but it’s quite hard!” Ipqik can 
  also explain how the warehousing system is supposed to work 
  (see area B2).
  Have you seen a gun shipment intended for the Starfinder 
  Society? “Oh, I’ve seen guns, lots of them! But the stupid drow 
  and their half-orcs never put them where I tell them to! And 
  Villyth blames me for it! I don’t know where your guns are.”
  Where is Villyth? “I think she went to a party, but who knows? 
  She doesn’t exactly tell me much.”
  What can you tell about Villyth? “She’s fond of her guns—likes 
  to steal ‘em and sell ‘em. And shoot ‘em. And she likes her knives 
  and traps. Likes to cut and torture little old Ipqik. ‘You heal so fast 
  I have to cut you twice as much,’ she says! I was sold to Villyth and 
  can’t leave as long as she lives.” With an exaggeratedly sarcastic 
  voice, she adds, “What a pity it would be if she were to die...”
  Are there any defenses in the warehouse? “Oh, yes! Villyth 
  loves traps. And there are probably a few half-orcs somewhere 
  down here.” Ipqik reveals the locations of three sensors but 
  forgets to mention that there’s a fourth sensor (or that one of the 
  half-orcs is a fleshwarped mutant).
  BOTH SUBTIERS (CR 2)
  IPQIK 
  CR 2
  Quasit
  CE Tiny outsider (chaotic, demon, evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +7
  DEFENSE  
   
   
   
           HP 23
  EAC 13; KAC 14
  Fort +1; Ref +3; Will +5
  Defensive Abilities fast healing 2; DR 5/cold iron or good; 
  Immunities electricity, poison; Resistances acid 10, cold 10, 
  fire 10
  OFFENSE
  Speed 20 ft., fly 50 ft. (Ex, perfect)
  Melee claw +9 (1d4+1 plus quasit venom)
  Spell-Like Abilities (CL 2nd)
  1/day—fear (2nd level, DC 13)
  At will—detect magic, invisibility (self only)  
  
  15
  A NIGHT IN NIGHTARCH
  STATISTICS
  Str –1; Dex +4; Con +0; Int +1; Wis +2; Cha +0
  Skills Acrobatics +12, Bluff +12, Intimidate +7, Mysticism +7, 
  Stealth +12
  Languages Abyssal, Common; telepathy (touch)
  QUASIT VENOM
  Type poison (injury); Save Fortitude DC 13
  Track Dexterity; Frequency 1/round for 6 rounds
  Cure 2 saves
  Development: Beyond the information offered above, Ipqik 
  does little else to assist or hinder the PCs. If the PCs truly 
  antagonize Ipqik, the quasit hides and assists Villyth in the 
  final encounter. Otherwise, Ipqik decides to remain invisible and 
  hides near the ceiling, and she does not take any further part 
  in this adventure.
  b2. shipping ArEA
  Well over a hundred feet long, this immense warehouse is 
  covered with rows of thirty-foot-tall pallet racks. Each of the 
  racks has a secondary floor fifteen feet from the ground level. 
  The ceiling here rises to an impressive forty feet in height.
  The drow use the Ettercap mk 2—a forklift robot (see area B5)—
  to move inbound wares through the elevator (area B1) and place 
  them onto the nearest pallet rack or under the mezzanine. From 
  there, the drow move the containers deeper into the warehouse. 
  Fast-moving wares get placed onto the nearest racks, while items 
  in long-term storage are farther away from the elevator. From 
  there, outbound goods are moved to the packing area, which is 
  west of the elevator. When the goods are ready to be delivered, 
  the drow move them into the elevator.
  b3. mEzzAninE
  This raised metal platform rises fifteen feet off the floor of the 
  warehouse. Steel support columns rise to the roof from here, 
  keeping the weight of the metal platform from collapsing.
  This structural steel mezzanine is an intermediate floor made 
  of steel, with 10 structural steel columns supporting the deck 
  from below. The stairs count as difficult terrain. Climbing a column 
  requires a successful DC 20 Athletics check. There are currently 
  no containers stored on or under the mezzanine, so it is possible 
  for characters to move into any squares on or under the deck, 
  though the columns prevent diagonal movement through them. 
  The sides of the deck and the stairs have railings that are waist-
  high for Medium creatures. Vaulting over the railing requires a 
  move action. A PC who succeeds at a DC 15 Acrobatics check 
  can do so as part of a move action to move. The railings are too 
  narrow to offer cover.
  b4. AisLEs (cr 3 or cr 5)
  Pallet racks and the aisles between them make up the largest part 
  of the warehouse. Villyth’s drow stored dozens of containers full of 
  stolen items on the shelves of the pallet racks. The storage area is 
  incredibly disordered, and many of the containers are sitting on the 
  floor between the racks, blocking some of the aisles.
  The pallet racks closest to the elevator are numbered from left 
  to right 01–04 in the Drow script, while the racks at the back of 
  the warehouse are numbered 11–15. The containers on the shelves 
  contain all kinds of stolen goods from canned food to holographic 
  projectors, but only the weapon shipment (area B5) contains a 
  large number of guns.
  Trap: Ironically, Villyth hates nothing more than thieves, and 
  on her orders, her minions set up a devious magical trap in the 
  warehouse. There are magical, eyelike sensors that resemble 
  odd fleshy growths in multiple places. Each of the areas marked 
  with a “T” on a map represents the area covered by one of the 
  fleshy sensory eyes. If a PC enters the area, she triggers the trap, 
  causing a mass of shadowy tentacles to rise out of the floor and 
  attack all creatures within the trap’s area. If the PCs trigger the 
  trap, the minions guarding the shipment (see area B5) become 
  aware of the PCs and attack. All of Villyth’s minions know about 
  the trap, so they don’t accidentally trigger it.
  SUBTIER 3–4 (CR 3)
  DARK TENTACLES TRAP 
  CR 3
  Type hybrid; Perception DC 24; Disable Engineering DC 19 
  (disable eye sensors) or Mysticism DC 19 (suppress the 
  eyes’ magic)
  Trigger location; Reset 1 hour
  Effect tentacles (6d6 B); Reflex DC 14 half
  Special The trap can also be disabled by destroying the eye 
  sensor. The sensor has EAC 12, KAC 16, and 19 HP.
  SUBTIER 5–6 (CR 5)
  DARK TENTACLES TRAP 
  CR 5
  Type hybrid; Perception DC 27; Disable Engineering DC 22 
  (disable eye sensors) or Mysticism DC 22 (suppress the 
  eyes’ magic)
  Trigger location; Reset 1 hour
  Effect tentacles (4d12+4 B); Reflex DC 15 half
  Scaling Encounter B5
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Remove two half-orcs from the encounter.
  
  16
  STARFINDER SOCIETY SCENARIO
  Special The trap can also be disabled by destroying the eye 
  sensor. The sensor has EAC 15, KAC 19, and 38 HP.
  b5. thE stoLEn shipmEnt (cr 5 or cr 7)
  Villyth had her minions moved the guns to this part of this 
  warehouse using the Ettercap mk 2, a large forklift robot. 
  Because the guns are ready to be moved out soon, the forklift 
  robot has already picked up the weapon containers intended to 
  the Starfinder Society. All the PCs have to do is push a button that 
  activates the robot. When the PCs approach the forklift robot (or 
  the guards become aware of the PCs’ presence), read aloud or 
  paraphrase the following.
  Creatures: A contingent of half-orc mercenaries and their 
  fleshwarped former leader Grimillak meander around this area. 
  The half-orc unit had discipline problems, and Villyth decided 
  to punish Grimillak to set an example for the rest of them. 
  After Grimillak’s head was replaced with a gruesome fleshwarp 
  appendage, the discipline problems have ceased entirely. 
  If the PCs use a light source or otherwise fail to conceal their 
  approach, the guards move to the sides to ambush the party.
  SUBTIER 3–4 (CR 5)
  GRIMILLAK 
  CR 3
  CE Medium aberration
  Init +1; Senses blindsight 60 ft.; Perception +8
  DEFENSE  
   
   
   
           HP 48
  EAC 13; KAC 15
  Fort +5; Ref +5; Will +4
  OFFENSE
  Speed 30 ft.
  Melee tentacle +11 (1d8+7 B; critical knockdown)
  Space 5 ft.; Reach 5 ft. (10 ft. with tentacle)
  Offensive Abilities death throes, head-whip
  TACTICS
  During Combat Grimillak lashes out at any creature who is not 
  a drow or half-orc.
  STATISTICS
  Str +4; Dex +1; Con +2; Int –2; Wis +0; Cha +0
  Skills Acrobatics +8, Athletics +13, Intimidate +8
  Languages Drow, Orc
  Gear ring of sustenance, credstick attached to the back of his 
  head (1,600 credits)
  SPECIAL ABILITIES
  Death Throes (Ex) When Grimillak is brought to 0 Hit Points, 
  he falls prone and starts shaking with spasms, thrashing 
  about on the ground. On his next turn, Grimillak makes a 
  single attack against each creature within reach, then dies. 
  He takes the usual penalties for being prone, but doesn’t 
  take a penalty for attacking multiple times. If he would lose 
  further Hit Points before this, he stops thrashing and dies.
  Head-Whip (Ex) Grimillak’s tentacle-like head has a reach of 
  10 feet and the knockdown critical hit effect. He gains a 
  +4 bonus to attack rolls when he attempts a trip combat 
  maneuver with the tentacle.
  HALF-ORC CANNON FODDER (4) 
  CR 1/2
  N Medium humanoid (human, orc)
  Init +3; Senses darkvision 60 ft.; Perception +4
  DEFENSE  
  HP 13 EACH
  EAC 10; KAC 12
  Fort +2; Ref +2; Will +0
  Defensive Abilities ferocity
  OFFENSE
  Speed 30 ft.
  Melee assault hammer +3 (1d6+2 B)
  Ranged azimuth laser pistol +6 (1d4 F; critical burn 1d4)
  TACTICS
  During Combat The half-orcs fight using simple tactics, 
  preferring to close into melee with their foes.
  Morale Though scared witless, the half-orcs fight to the death to 
  avoid even worse punishments from their drow employers.
  STATISTICS
  Str +2; Dex +3; Con +1; Int +0; Wis +0; Cha +0
  Skills Acrobatics +4, Athletics +9, Stealth +4
  Languages Drow, Orc
  Gear flight suit stationwear, azimuth laser pistol with 2 
  batteries (20 charges each), assault hammer
  SUBTIER 5–6 (CR 7)
  GRIMILLAK 
  CR 5
  CE Medium aberration
  Init +2; Senses blindsight 60 ft.; Perception +11
  DEFENSE  
   
   
   
           HP 84
  EAC 16; KAC 18
  Fort +7; Ref +7; Will +6
  OFFENSE
  Speed 30 ft.
  Melee tentacle +14 (2d6+10 B; critical knockdown)
  Space 5 ft.; Reach 5 ft. (10 ft. with tentacle)
  Offensive Abilities death throes, head-whip
  TACTICS
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str +5; Dex +2; Con +3; Int –2; Wis +1; Cha +0
  Skills Acrobatics +11, Athletics +16, Intimidate +11
  Languages Drow, Orc
  Gear ring of sustenance, credstick attached to the back of his 
  head (3,000 credits)
  SPECIAL ABILITIES
  Death Throes (Ex) When Grimillak is brought to 0 Hit Points, 
  he falls prone and starts shaking with spasms, thrashing 
  about on the ground. On his next turn, Grimillak makes a 
  single attack against each creature within reach, then dies. 
  He takes the usual penalties for being prone, but doesn’t 
  
  17
  A NIGHT IN NIGHTARCH
  take a penalty for attacking multiple times. If he would lose 
  further Hit Points before this, he stops thrashing and dies.
  Head-Whip (Ex) Grimillak’s tentacle-like head has a reach of 
  10 feet and the knockdown critical hit effect. He gains a 
  +4 bonus to attack rolls when he attempts a trip combat 
  maneuver with the tentacle.
  HALF-ORC MERCENARIES (4) 
  CR 1
  N Medium humanoid (human, orc)
  Init +8; Senses darkvision 60 ft.; Perception +5
  DEFENSE  
  HP 20 EACH
  EAC 12; KAC 14
  Fort +3; Ref +1; Will +3
  Defensive Abilities ferocity
  OFFENSE
  Speed 30 ft.
  Melee assault hammer +5 (1d6+3 B)
  Ranged azimuth laser rifle +8 (1d8+1 F; critical burn 1d6)
  Offensive Abilities fighting styles (blitz)
  TACTICS
  During Combat The half-orcs fight using simple tactics, 
  preferring to close into melee with their foes.
  Morale Though scared witless, the half-orcs fight to the death.
  STATISTICS
  Str +2; Dex +4; Con +1; Int +0; Wis +0; Cha +0
  Skills Acrobatics +5, Athletics +10, Stealth +5
  Languages Drow, Orc
  Gear troop ceremonial plate, azimuth laser rifle with 2 
  batteries (20 charges each), assault hammer
  Development: Once the PCs defeat the half-orcs guarding the 
  weapons, they can proceed to activate the forklift robot. You 
  should allow the PCs to take a 10-minute rest and spend Resolve 
  Points to regain lost Stamina Points. Proceed to Event 2: Escape 
  from the Warehouse when the PCs activate the forklift robot.
  Rewards: If the PCs fail to defeat the half-orcs stationed here, 
  reduce each PC’s credits earned by the amount listed below.
  Subtier 3–4: Reduce each PC’s credits earned by 351.
  Out of Subtier: Reduce each PC’s credits earned by 551.
  Subtier 5–6: Reduce each PC’s credits earned by 751.
  EVENT 2: ESCAPE FROM THE WAREHOUSE (CR 5 OR 
  CR 7)
  When the PCs push the button to activate the forklift robot, read or 
  paraphrase the following.
  The forklift robot generates mighty thudding sounds as it starts 
  walking toward the elevator. Suddenly, the sounds are drowned 
  by a shrill screech as ceiling-mounted speaker systems come 
  online. A woman starts speaking, her voice distorted by the 
  voice amplifiers. “You just had to try and steal my guns tonight, 
  of all Elysium-damned nights? If it weren’t for you, I’d still be at 
  this a-maz-ing party…” She pauses abruptly, lets out a resigned 
  sigh, and continues, “Oh, just kill them. Yes, you stupid half-
  orcs, kill the offworlders who are trying to steal my guns! And 
  stop—but don’t destroy—that blasted forklift bot!”
  The exasperated voice belongs to Villyth, who has returned 
  from her rave.
  Ettercap mk 2 (Forklift Robot): Every round at initiative 
  count 5, the forklift robot walks 4 squares toward the elevator. 
  On its first turn, it turns to face south and crashes through the 
  containers on the floor, completely flattening them. At the first 
  intersection, it turns left (facing east) and walks forward until 
  it reaches the northwest corner of the mezzanine. Then it turns 
  right (facing south again) and continues in this direction each 
  round until it reaches the elevator doors.
  The robot is an object with EAC 9, KAC 9, hardness 10, and 
  40 Hit Points. It automatically fails all saves and skill checks but 
  cannot be knocked prone. Characters can safely move through 
  its space as though it was difficult terrain, but on its turn, the 
  robot mindlessly barges through creatures as though it had the 
  trample special attack (2d6+4 B; DC 11). If the robot would end 
  its movement in a space occupied by a creature, it automatically 
  pushes that creature into the nearest open space. If the robot 
  is destroyed, the weapon shipment remains intact but must be 
  moved via other methods.
  Creatures: While Villyth speaks, her personal guards arrive 
  via the elevator shaft—the elevator having been called back to 
  the surface during Villyth’s tirade. Once the guards exit into the 
  warehouse, they send the elevator back up to retrieve Villyth. 
  Divide the drow and half-orcs into two major groups, each 
  establishing themselves at different angles from the PCs. Position 
  each group of drow and half-orcs with cover and at least 60 feet 
  from the PCs. The drow hang back further behind the half-orcs to 
  “direct”—they dislike the chance of being hit first. 
  SUBTIER 3–4 (CR 5)
  DROW ENFORCERS (2) 
  CR 1
  HP 20 each (Starfinder Alien Archive 42; see page 21)
  Gear credstick (250 credits)
  TACTICS
  During Combat The drow use cover and fire at the PCs. If no 
  other cover is available, they use the half-orcs as soft cover.
  Morale Determined to prove their worth to Villyth, the drow 
  fight to the death.
  HALF-ORC CANNON FODDER (4) 
  CR 1/2
  HP 13 each (see page 16)
  TACTICS
  During Combat The half-orcs rush forward and shoot from 
  behind cover.
  Morale Though scared witless, the half-orcs fight to the death. 
  However, if they see Villyth killed (see pages 18–19), all 
  remaining half-orcs surrender.
  
  Villyth 
  Zeizerer
  18
  STARFINDER SOCIETY SCENARIO
  Scaling Escape from 
  the Warehouse
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Remove two half-orcs from the encounter.
  SUBTIER 5–6 (CR 7)
  DROW ELITES (2) 
  CR 3
  HP 40 each (see page 9)
  Gear credstick (420 credits)
  TACTICS
  Use the tactics from Subtier 3–4.
  HALF-ORC MERCENARIES (4)
  HP 20 each (see page 17)
  TACTICS
  Use the tactics from Subtier 3–4.
  Development: When only half of the enemies 
  remain—or after 6 rounds, whichever comes 
  first—Villyth and her remaining minions arrive 
  via the descending elevator (see the Event 3: The 
  Rebel Princess encounter below). Whenever the 
  half-orcs and drow don’t have an easy target to 
  attack, they attack the robot instead, trying 
  to stop it.
  Rewards: If the PCs don’t defeat the 
  first wave of Villyth’s reinforcements, 
  reduce each PC’s credits earned by the 
  amount listed below.
  Subtier 3–4: Reduce each PC’s credits earned by 
  164.
  Out of Subtier: Reduce each PC’s credits earned 
  by 368.
  Subtier 5–6: Reduce each PC’s credits earned 
  by 571.
  EVENT 3: THE REBEL 
  PRINCESS (CR 5 OR CR 7)
  As the PCs approach the 
  freight elevator, or when 
  Villyth enters the combat, 
  read the following aloud.
  A young drow woman 
  sporting a mohawk and 
  wearing spike-shouldered armor 
  steps into view. For a split second, she 
  just stands there, her head tilted to the side as she angrily glares 
  at the dead half-orcs on the floor. She angrily shoves a half-orc 
  standing next to her, uttering “Stupid, useless half-orcs!” before 
  she ducks behind cover.
  Creatures: Villyth and her remaining half-orc mercenaries 
  join the fight. Villyth enjoys taunting the PCs, providing 
  gruesome details of what she has done to previous intruders. 
  Despite her bravado, Villyth has no intention of dying in her 
  warehouse but does everything she can to thwart the PCs in 
  this final showdown.
  SUBTIER 3–4 (CR 5)
  HALF-ORC CANNON FODDER (4) 
  CR 1/2
  HP 13 each (see page 16)
  TACTICS
  Though scared witless, the half-orc 
  mercenaries fight to the death. 
  However, if they see Villyth killed, all 
  remaining half-orcs surrender.
  VILLYTH ZEIZERER 
  CR 3
  Drow operative (Starfinder Alien 
  Archive 42)
  CE Medium humanoid (elf)
  Init +5; Senses darkvision 60 ft.; 
  Perception +9
  DEFENSE 
   
          HP 40
  EAC 16; KAC 17
  Fort +2; Ref +5; Will +6; +2 vs. 
  enchantment
  Defensive Abilities evasion; DR 1/—; 
  Immunities sleep; SR 9
  Weaknesses light blindness
  OFFENSE
  Speed 50 ft.
  Melee survival knife +7 (1d4+3 S)
  Ranged thunderstrike sonic pistol +9 (1d8+3 
  So; critical deafen [DC 14])
  Offensive Abilities create darkness, trick 
  attack +1d8
  Spell-Like Abilities (CL 3rd)
  At will—dancing lights, 
  detect magic
  TACTICS
  During Combat Villyth uses 
  the Shot on the Run feat to make 
  trick attacks while moving. If possible, 
  she ends her movement behind cover 
  and away from PCs with strong melee 
  attacks. She positions herself so her half-
  orc allies are between her and the PCs.
  
  19
  A NIGHT IN NIGHTARCH
  Scaling the 
  Rebel Princess
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Remove two half-orcs from the encounter.
  Morale When reduced to 15 Hit Points or fewer, Villyth flees, 
  running to the freight elevator and using it to escape the 
  warehouse. Villyth uses her spell ampoule of invisibility to 
  aid her escape.
  STATISTICS
  Str +0; Dex +4; Con +0; Int +2; Wis +0; Cha +1
  Feats Shot on the Run
  Skills Acrobatics +14, Bluff +14, Intimidate +9, Mysticism +9, 
  Stealth +18
  Languages Abyssal, Common, Drow
  Other Abilities operative exploits (combat trick), operative 
  specialization (ghost)
  Gear defrex hide, survival knife, thunderstrike sonic pistol with 
  2 high-capacity batteries (40 charges each), spell ampoule 
  of invisibility, credstick (600 credits); Augmentations mk 1 
  dermal plating 
  SUBTIER 5–6 (CR 7)
  HALF-ORC MERCENARIES (4) 
  CR 1
  HP 20 each (see page 17)
  VILLYTH ZEIZERER 
  CR 5
  Drow operative (Starfinder Alien Archive 42)
  CE Medium humanoid (elf)
  Init +7; Senses darkvision 60 ft.; Perception +12
  DEFENSE  
   
   
   
           HP 70
  EAC 19; KAC 20
  Fort +4; Ref +7; Will +8; +2 vs. enchantment
  Defensive Abilities evasion; DR 2/—; Immunities sleep; SR 11
  Weaknesses light blindness
  OFFENSE
  Speed 50 ft.
  Melee tactical knife +10 (2d4+5 S)
  Ranged corona laser pistol +12 (2d4+5 F; critical burn 1d4)
  Offensive Abilities create darkness, debilitating trick, trick 
  attack +3d8
  Spell-Like Abilities (CL 5th)
  At will—dancing lights, detect magic
  TACTICS
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str +0; Dex +5; Con +0; Int +3; Wis +0; Cha +2
  Feats Shot on the Run
  Skills Acrobatics +17, Bluff +17, Intimidate +12, Mysticism +12, 
  Stealth +17
  Languages Abyssal, Common, Drow
  Other Abilities operative exploits (cloaking field, combat trick), 
  operative specialization (ghost)
  Gear d-suit I, corona laser pistol with 2 high-capacity 
  batteries (40 charges each), tactical knife, spell ampoule of 
  invisibility, credstick (1,600 credits); Augmentations mk 2 
  dermal plating
  Development: Once the PCs defeat Villyth, or the exiled 
  drow retreats from her warehouse, the weapons shipment 
  can be secured. The forklift robot accepts basic commands 
  and can easily haul the weapons shipment back to the 
  Society’s waiting transport. Locals give the PCs a wide berth, 
  recognizing the significance of their victory over Villyth—
  clearly the PCs and, by extension, the Starfinder Society, are 
  not to be trifled with.
  Rewards: If the PCs fail to defeat or drive off Villyth Zeizerer, 
  reduce each PC’s credits earned by the amount listed below.
  Subtier 3–4: Reduce each PC’s credits earned by 275.
  Out of Subtier: Reduce each PC’s credits earned by 546.
  Subtier 5–6: Reduce each PC’s credits earned by 817.
  CONCLUSION
  Having found the weapon shipment and dealt with Villyth, the 
  PCs can leave Apostae with the weapons without further trouble. 
  They receive the following message from Venture-Captain Naiaj 
  on their way back to Absalom Station.
  “Congratulations on your successful mission, Starfinders. With 
  these new arms, the Society can undertake more difficult field 
  missions. This day is just one more step toward recovering 
  from our recent woes. Return to Absalom Station at once for 
  a full debriefing. Following this, I’ll see about getting your next 
  assignment ready.”
  Moments later, if the PCs failed to kill Villyth, the bitter drow 
  noble sends the PCs the following message on a coded and 
  untraceable frequency.
  “Don’t think it’s over! It’s not over! Drow never forget!”
  So long as the PCs successfully retrieved the stolen weapon 
  shipment, each PC receives the Gun Runner boon and the Half-
  Orc Admittance boon on her Chronicle sheet. Each PC who 
  downloaded the Abysshead album to a device also receives the 
  Abysshead Download boon on her Chronicle sheet.
  REPORTING NOTES
  If the PCs accrued at least four successes when they persuaded 
  Ceobarn Zeizerer to help them, check box A on the reporting 
  sheet. If Ipqik helped the PCs by providing information about 
  
  20
  STARFINDER SOCIETY SCENARIO
  Villyth and her operations, check box B. If Villyth survived the 
  scenario, check box C.
  PRIMARY SUCCESS CONDITION
  The PCs complete their main mission if they successfully get the 
  stolen weapons out of Villyth’s warehouse and transported to 
  Absalom Station. Doing so earns each PC 1 Fame and 1 Reputation 
  for any factions associated with their current faction boon.
  SECONDARY SUCCESS CONDITIONS
  The PCs must complete at least two of the following tasks: accrue 
  at least three successes when interacting with Ceobarn, defeat 
  the drow guards in area A without raising an alarm, befriend or 
  kill the quasit Ipqik, or ensure the forklift robot is not destroyed. 
  If the PCs accomplish at least two of these tasks, they each earn 1 
  additional Fame and 1 Reputation for any factions associated with 
  their current faction boon.
  
  21
  A NIGHT IN NIGHTARCH
  APPENDIX: STAT BLOCK
  The drow enforcer below appears in this scenario.
  DROW ENFORCER 
  CR 1
  Starfinder Alien Archive 42
  Drow soldier
  CE Medium humanoid (elf)
  Init +4; Senses darkvision 60 ft.; Perception +10
  DEFENSE  
   
   
   
           HP 20
  EAC 16; KAC 18
  Fort +3; Ref +1; Will +1; +2 vs. enchantment
  Immunities sleep; SR 7
  Weaknesses light blindness
  OFFENSE
  Speed 25 ft.
  Melee standard taclash +5 (1d4+2 S)
  Ranged azimuth laser rifle +8 (1d8+1 F; critical burn 1d6) or 
  shock grenade I +8 (explode [15 ft., 1d8 E, DC 10])
  Offensive Abilities create darkness, fighting styles (arcane 
  assailant), rune of the eldritch knight
  Spell-Like Abilities (CL 1st)
  At will—dancing lights, detect magic
  STATISTICS
  Str +1; Dex +4; Con +1; Int –1; Wis +0; Cha +1
  Skills Acrobatics +10, Intimidate +5, Stealth +5
  Languages Common, Drow
  Gear lashunta ringwear I, azimuth laser rifle with 4 
  batteries (20 charges each), shock grenades I (2), 
  standard taclash
  
  22
  STARFINDER SOCIETY SCENARIO
  
  23
  A NIGHT IN NIGHTARCH
  
  24
  STARFINDER SOCIETY SCENARIO
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik 
  Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Scenario #1–06: A Night in Nightarch © 2017, Paizo Inc.; Author: 
  Mikko Kallio.
  Event
  GM #
  GM Character #
  GM Fame Earned
  GM Name
  Date
  B
  A
  D
  C
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Starfinder Society Scenario #1-06: 
  A Night in Nightarch
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  
  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  This Chronicle sheet grants access to the following:
  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
  —
  1,447
  2,731
  4,015
  —
  Out of
  Subtier
  Starfinder Society Scenario 
  #1-06: A Night in Nightarch
  Abysshead Download (Slotless Boon): A digital copy of the drow album Abysshead made its way onto one or more of 
  your technological storage devices. When downloaded, the album infects every digital device you have. While seemingly 
  harmless, the album plays from devices at inopportune moments and displays random unwanted advertisements for the 
  band. Future scenarios will detail exactly how this may affect you.
  Gun Runner (Ally Boon; Limited Use): Your involvement in reacquiring the Society’s stolen drow weapons hasn’t gone 
  unnoticed. As a result, you’ve forged strong relationships with the Starfinders responsible for distributing new weapons. 
  While this boon is slotted, you can purchase grenades at a 10% discount. Alternatively, at the end of a scenario when you 
  have this boon slotted, you can permanently cross it off this Chronicle sheet to gain a one-time 20% discount on a single 
  weapon purchase.
  Half-Orc Admittance (Personal Boon; Limited Use): The half-orc mercenaries of Apostae know of your successful foray 
  against Villyth Zeizerer. During this venture, you likely killed or incapacitated many half-orcs to retrieve the Society’s 
  stolen goods. The half-orcs of Apostae not only fear your reputation, but also seek to follow in your footsteps. You can 
  apply this boon in one of two ways. Select one of the following uses, and cross the other use off this Chronicle sheet.
  New Character: You can play a half-orc character, 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 Roleplaying Guild Guide. A copy of 
  this Chronicle sheet must be the first Chronicle sheet for the given character. 
  Existing Half-Orc: You can apply this boon to an existing half-orc 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.
  All Subtiers
  Reputation
  Subtier 5-6
  defrex hide (2,250; item level 4)
  frag grenade II 4 (700; item level 4)
  mk 1 dermal plating (3,025; item level 5)
  ring of sustenance (2,925; item level 5)
  spell ampoule of invisibility (700; item level 6; limit 1)
  thunderstrike sonic pistol (2,300; item level 4)
  tier 2 antitoxin (3,000; item level 5; limit 2)
  advanced medkit (2,700; item level 5)
  corona laser pistol (4,270, item level 6)
  d-suit I (2,980; item level 5)
  flash grenade II (1,350; item level 6)
  golemforged plating II (1,610; item level 3)
  incendiary grenade II (2,800; item level 8; limit 2)
  mk 2 dermal plating (6,950; item level 7)
  mk 2 serum of healing (425; item level 5; limit 6)
  mk 3 serum of healing (1,950, item level 9; limit 2)
  screamer grenade II (2,720; item level 8; limit 1)
  tactical knife (6,000; item level 7)
  thunderstrike sonic rifle (3,400; item level 5)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 1/SF S01-06 - A Night in Nightarch.pdf