TEXT: Reclaiming the Time-Lost Tear
  BY LARRY WILHELM
  STARFINDER SOCIETY SCENARIO #1–17 TIER 5–8
  YEAR OF SCOURED STARS
  
  Starfinder Society Scenario #1–17: Reclaiming the 
  Time-Lost Tear is a Starfinder Society Scenario 
  designed for 5th- through 8th-level characters (Tier 
  5–8; Subtiers 5–6 and 7–8). This scenario is designed 
  for play in the Starfinder Society Roleplaying Guild 
  campaign, but can easily be adapted for use with 
  any world. For more information on the Roleplaying 
  Guild, how to read the attached Chronicle sheets, 
  and how to find games in your area, check out the 
  campaign’s home page at StarfinderSociety.club.
  HOW TO PLAY
  Author • Larry Wilhelm
  Development Lead • Ron Lundeen
  Contributing Artists • Graey Erb, Miroslav Petrov, and  
  Leon Tukker
  Cartographer • Robert Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and 
   
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Crystal Frasier, 
   
  Jason Keeley, Luis Loza, Ron Lundeen, Joe Pasini, 
   
  Michael Sayre, Chris Sims, 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 • James Case, Leo Glass, Lyz Liddell, Adrian Ng,  
  Lacy Pellazar, and Jason Tondro 
  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
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Marketing Manager • Dan Tharp
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Organized Play Manager • Tonya Woldridge
  Accountant • Christopher Caldwell
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Dean Ludwig
  Web Production Manager • Chris Lambertz
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  Sara Marie, Samantha Phelan, and Diego Valdez
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  Mika Hawkins, Heather Payne, Jeff Strand, and 
   
  Kevin Underwood
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  Whitney Chatterjee, Lissa Guillet, Erik Keith, and 
  Andrew White
  Paizo Inc.
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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 #1–17: Reclaiming the Time-Lost Tear © 2018, Paizo Inc. 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 
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  Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  Reclaiming the Time-Lost Tear makes use of the Starfinder Core Rulebook and Starfinder Alien Archive. 
  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
  Reclaiming the Time-Lost Tear . . . . . . . . . . . . . . . . . .3
  Handouts.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 17
  Appendix.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 16
  Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more information 
  on scenario tags, see Chapter 1 of the Starfinder Society Roleplaying Guild Guide.
  Faction (Second Seekers [Luwazi Elsebo])
  
  BY LARRY WILHELM
  RECLAIMING THE TIME-LOST TEAR
  Where in the 
  Universe?
  Reclaiming the Time-Lost Tear takes place on the heat-blasted 
  moon of a planet in the Vast called Izal-4. The moon is scorched 
  and lifeless, but a thick layer of clay beneath the surface 
  insulates a network of subterranean chambers. The moon and 
  the network beneath its surface are both called the Repository.
  THE REPOSITORY
  Storehouse of Detritus and Dangerous Relics
  Diameter: ×1/4; Mass: ×1/32
  Gravity: ×1
  Atmosphere: thin 
  Day: 8 hours; Year: 36 days  
  Ages ago, the Scoured Stars—the systems in which most of the 
  Starfinder Society’s agents are currently trapped—were the home 
  of the izalguuns. Sheltered by a domineering, oppressive deity, the 
  izalguuns fled the Scoured Stars and embraced a peaceful, agrarian 
  life on the planet Izalraan. The izalguuns buried their starships 
  and their most advanced technology, but they realized that 
  some of it was too dangerous to remain on Izalraan, particularly 
  those items connected to the deity they had escaped. On a heat-
  blasted moon closer to Izalraan’s sun, the izalguuns created a 
  technological storehouse called the Repository. There, they stored 
  the unwanted “godgifts” from their deity. As the izalguuns settled 
  into their agrarian lifestyle, they eventually used the Repository 
  as a dumping ground for other unwanted materials they deemed 
  destructive or unnecessary. The caretakers of the Repository—
  brave izalguuns who sorted through the detritus to identify and 
  destroy truly dangerous items—labored in a network of heat-
  resistant silos under the moon’s surface.
  Many years ago, a potent, golden artifact appeared on Izalraan. 
  Called the Tear, this 2-foot-tall stone obelisk descended from the 
  skies to land on Izalraan. The izalguuns identified it as a beacon 
  from their oppressive deity and quickly transferred it to the 
  Repository where it could languish among the other “godgifts.”
  The Starfinder Society recently made peaceful contact with 
  the izalguuns and discovered that the Scoured Stars system once 
  trapped the izalguuns just as it traps the bulk of the Starfinder 
  Society’s agents today. In addition, the Tear resembles a beacon 
  the society’s former First Seeker, Jadnura, discovered on a dead 
  world. It was Jadnura’s investigation of this relic that led to the 
  Scoured Stars incident. The Society’s new leader, First Seeker 
  Luwazi Elsebo, wants to recover the Tear to pierce the enigmatic 
  Godshield and rescue the trapped Starfinders.
  The izalguuns gave Luwazi permission to recover the Tear, but 
  warned that the Repository was constructed with guardians and 
  traps. They long ago lost contact with the izalguun caretakers 
  laboring in the Repository, and therefore have no concrete 
  information about the defenses around the Tear. The best they 
  can do is point the Starfinders to the silo in which the Tear was 
  deposited long ago.
  In truth, the situation is much more dire than the izalguuns 
  realize. The strange and powerful energies of the Tear interacted 
  with the other godgifts to create a foul and pervasive radioactivity. 
  This eldritch energy infected the izalguun caretakers in the 
  Repository, devolving them into degenerate brutes. The Repository 
  now contains ancient defenses, dangerous junk, and bestial 
  degenerates who, ironically, worship the godgifts with more 
  reverence than the izalguuns ever paid.
  SUMMARY
  First Seeker Luwazi Elsebo introduces the PCs to the izalguun, 
  Ulyapses, who briefs them on the Tear, a relic stored on Izal-4’s 
  smallest moon, the Repository. After the briefing, the PCs depart 
  for the Repository and begin their search for the artifact within 
  one of several silo storage facilities that dot the moon’s blistered 
  surface. Unfortunately, the facility is in disrepair, and the PCs 
  must overcome environmental challenges and a deadly trap to 
  gain entrance. 
  By opening an airlock to the facility, the PCs unknowingly 
  release a unique form of radiation created as a by-product of so 
  many relics and dangerous substances kept in close proximity. 
  This radiation could affect the PCs, regressing their DNA and 
  transforming them into beasts. As the PCs explore the upper levels 
  of the Repository, they might learn that the lead caretaker and her 
  husband fell victim to this radiation, transforming them and their 
  
  4
  STARFINDER SOCIETY SCENARIO
  offspring into feral monsters. A few guardian robots remain in the 
  upper levels; they rush to attack the PCs if reactivated. The lower 
  level of the Repository includes a junkyard with a predatory ooze 
  and a malfunctioning factory. This level also contains the Tear, 
  although its storage vault has become a swampy morass guarded 
  by frog-like devolved izalguuns.  
  GETTING STARTED
  Read or paraphrase the following to get the adventure under way.
  Rising from her chair, First Seeker Luwazi Elsebo proclaims, “Ah, 
  these are the agents I spoke about! Starfinders, may I introduce 
  to you Ulyapses, a new friend from the Vast.” A massive, six-
  limbed alien rises from its chair, barely avoiding a collision 
  with the ceiling. She clears her throat, and in a deep, bellowing 
  voice begins, “I am honored to stand in the presence of those 
  as accomplished as you. I am Ulyapses, and it seems our past 
  and your present have come together.” As she speaks, she 
  retrieves a holographic projector from the folds of her 
  simple robe. “This is our history,” Ulyapses continues, 
  gesturing to the images appearing from the projector.
  Over the next several moments, the projector 
  displays an advanced society of creatures shaped 
  like Ulyapses laboring under an opaque golden 
  sky. The creatures toil with obvious dissatisfaction, 
  creating monolithic tributes to an unseen entity. At 
  times, the shield fades, and in these moments the 
  aliens quickly turn to the frantic 
  design of rockets, starships, 
  and other methods of leaving 
  their world. Each time, the aliens 
  fail to pierce the golden sky and 
  must return to their toil. As the 
  playback accelerates, the images 
  speed past a myriad of failed escape 
  attempts before suddenly slowing 
  as the glimmering shield winks out of 
  existence. As the barricade vanishes, the 
  subjugated aliens swiftly escape aboard 
  their highly sophisticated starships. 
  The images then show the aliens arriving 
  upon a fertile planet. They bury the majority 
  of their ships and load the remaining few with 
  relics that remind them of the world where 
  they had been held hostage. A small group 
  of custodians flies these ships, laden with 
  reminders of their grim history and other 
  technological advances, to a nearby, heat-
  blasted moon. On the newly settled world, 
  the aliens live a peaceful, agrarian life for 
  generations. Suddenly, a short golden 
  obelisk descends from the heavens, 
  igniting panic among the people.
  With obvious sadness, Ulyapses shuts off the projector. 
  With a tremble, she stammers, “Your brothers and sisters 
  wait trapped behind the same barrier that once imprisoned 
  us—Luwazi calls it the ‘Godshield.’ For us, escape took many 
  generations and considerable luck. For you, perhaps, we have 
  another path. We call the golden relic deposited on our world 
  the Tear. We fear it heralded a return to our captivity, so we 
  quickly deposited it on the same rocky moon where we sent our 
  unnecessary technology and unpleasant reminders of our past. 
  We call that facility the Repository. Perhaps the Tear is a key, or 
  a beacon. But if it has answers, we don’t want them.” Ulyapses 
  collapses back into her chair with a thud.
  Elsebo steps forward. “We have permission to access the 
  Repository and claim the Tear, on the sole condition that we 
  take it far away from Ulyapses’s people and never bring it back. 
  The key to pierce the Godshield awaits, and the Society needs 
  you to retrieve it.” 
  Eager to assist the PCs, Luwazi provides them with 
  any additional information they request. Some likely 
  questions and answers are listed below. 
  Who are these aliens? “They call themselves 
  the izalguuns. Despite their modest attire and 
  simple lives, their culture was once capable of 
  marvelous feats of engineering that surpass Pact 
  World technology.” 
  Where is the Repository? “It’s on a moon 
  orbiting Izal-4, in the same system as the 
  adopted planet of the izalguuns. It’s blisteringly 
  hot and has virtually no atmosphere, but clay 
  in its crust acts as an insulator that makes 
  subterranean chambers habitable. Generations 
  ago, the izalguun built a vast, interconnected 
  network of silos and storage facilities underneath 
  the moon’s surface.”
  What will we find at the Repository? “The 
  izalguuns have been dumping technology and 
  unwanted relics—godgifts, they call them—at the 
  Repository for some time. However, they know very 
  little about the Repository, as it was the purview 
  of several izalguun custodians to store and study 
  the materials sent there. Ulyapses knows which 
  silo the Tear was sent to, but nothing more—
  communications with the izalguun custodians 
  stopped decades ago. I’d be prepared for 
  anything: advanced technology, radiation, or 
  even strange magic.”
  Can this Tear pierce the Godshield? “We 
  don’t know, but we want to find out. The 
  Tear sent to the izalguun is a near-perfect 
  replica of a similar relic that led First Seeker 
  Jadnura to the Scoured Stars. I hypothesize 
  they are related, and the Tear’s arrival 
   Luwazi Elsebo
  
  5
  RECLAIMING THE TIME-LOST TEAR
  among the izalguun was an invitation for reentry into the Scoured 
  Stars. I intend for us to accept this invitation.”
  The PCs should finalize their boon slots for the session. This 
  scenario is important to the Second Seekers (Luwazi Elsebo) 
  faction; GMs should encourage the PCs to slot their faction 
  boon accordingly.
  DEVOLUTION RADIATION
  Due to the intermixing of the strange technology held within this 
  part of the Repository, strange radiation fills the area (medium 
  radiation in Subtier 5–6, high radiation in Subtier 7–8; Starfinder 
  Core Rulebook 403). This devolution radiation differs from typical 
  radiation in three ways. First, rather than cause death or disease, 
  those with prolonged exposure to devolution radiation regress 
  into animalistic forms. Second, the entire complex is suffused 
  with the same strength of radiation; it is not more or less intense 
  in any area the PCs will explore. Third, the PCs need to make 
  checks to stave off the effects of devolution radiation only once 
  per hour instead of once per minute, with the first check triggered 
  on initial exposure (when an airlock door to the Repository is 
  opened). Armor protects against devolution radiation just like 
  it does any other radiation; see page 198 of the Starfinder Core 
  Rulebook. Like all poisons, devolution radiation deals damage 
  upon initial exposure: a PC loses 7 Hit Points (12 Hit Points in 
  Subtier 7–8), regardless of whether the PC succeeds at the initial 
  saving throw. 
  DEVOLUTION RADIATION
  Type poison, emanation (entire complex); Save Fortitude DC 17 
  (DC 20 in Subtier 7–8)
  Track Constitution (special); Frequency 1/hour
  Effect progression track is Healthy—Weakened—Reverted—
  Degenerated—Devolved. Devolved functions as an end state. 
  Reverted, degenerated, and devolved are explained below.
  Cure none
  Reverted
  At this stage, determine the creature type the victim is becoming 
  (choose randomly among avian, batrachian, or simian). The 
  victim takes on minor physical attributes of this creature type: 
  feathers appear on the victim’s skin, the victim’s tongue becomes 
  unusually elongated, or the victim sprouts thick hair across her 
  body. The victim takes a –2 penalty to all Intelligence-, Wisdom-, 
  and Charisma-based ability checks and skill checks, but gains 
  a +4 circumstance bonus on Acrobatics checks made to fly (if 
  avian), Athletics checks made to jump (if batrachian), or Athletics 
  checks made to climb (if simian).
  Degenerated 
  At this stage, the victim takes on major physical attributes and 
  exhibits typical behaviors of the creature type (jittery alertness, 
  mucous-coated skin, or a hunched and muscular posture). The 
  victim takes an additional -2 penalty to affected checks, and the 
  DCs of her spells and special abilities decrease by 2. In addition, 
  the victim gains the following effects:
  Avian: The victim gains a +2 bonus to Initiative checks, but 
  takes a –2 penalty to Will saving throws.
  Batrachian: The victim gains a +2 bonus to KAC, but all of its 
  speeds are reduced by 10 feet. 
  Simian: The victim gains a +2 bonus to attack rolls and damage 
  rolls with melee weapon attacks, but is always encumbered 
  regardless of the weight she carries.
  Devolved 
  At this stage, the victim appears as a hybrid of her original creature 
  type and her new creature type. The victim can no longer speak 
  any languages she knows, but she can still understand them. The 
  victim takes an additional -2 penalty to affected checks and gains 
  the following effects:
  Avian: The victim gains a fly speed of 30 feet (average 
  maneuverability) but takes double damage from attacks that deal 
  bludgeoning damage.
  Batrachian: The victim gains a swim speed of 30 feet but takes 
  double damage from attacks that deal electricity damage. 
  Simian: The victim gains a climb speed of 30 feet, but takes a 
  –6 penalty to all weapon attacks that aren’t unarmed strikes. The 
  victim always counts as armed and can deal lethal damage with 
  her unarmed strikes. The victim’s unarmed strikes don’t count as 
  archaic and deal an additional amount of damage equal to 1-1/2 × 
  her character level. 
  A. REPOSITORY UPPER LEVEL
  Thick nanocarbon walls shelter the silo Ulyapses identifies. 
  The silo is a deep, conical depression in the moon’s surface into 
  which passing spacecraft could dump their payloads. The silo’s 
  retractable roof is jammed closed with age and disuse, sheltering 
  the interior from the heat, but this means the PCs can only access 
  the silo through an airlock door at ground level and must descend 
  a long, curving stairway around the conical depression to access 
  the Repository complex itself. Unfortunately for the PCs, the 
  bridge at the bottom of this stairway is gone, leaving a wide gap, 
  as described in area A1.
  Other than the silo, which is hundreds of feet deep, all the 
  rooms on the Repository’s upper level are 20 feet high. Lighting 
  in the facility is offline, so all interior rooms are dark. The 
  airlock doors into the main silo (connecting areas A1 and A2, 
  and connecting area B1 to the trash compactor in area A7) are 
  as durable as starship bulkheads. All other doors are made of 
  ceramic polymer and are magnetically secured (hardness 10; HP 
  60; break DC 30; Engineering DC 20 to open). In the research 
  lab (area A4), the PCs can access the facility’s computer to turn 
  on the lights and unlock the magnetically secured doors; once 
  they do, the doors open automatically whenever any creature 
  approaches them. The furniture, doors, and fixtures throughout 
  the Repository are sized for the Large izalguun, making them 
  imposing to smaller creatures.
  
  TO AREA B3
  6
  STARFINDER SOCIETY SCENARIO
  .
  A1. Missing Bridge (Cr 7 or Cr 9)
  Steep stairs curve around the interior of the cone beneath the 
  silo, descending to a small platform that overlooks a smog-
  shrouded region below. The platform ends with jagged metal 
  and torn struts, obvious clues that it once anchored a bridge to 
  an airlock across the cone, dozens of feet away. Only a single 
  small ledge remains in front of the airlock. Next to the airlock is 
  an unlit computer terminal. 
  A metal bridge once spanned the 75 feet to the airlock leading 
  to area A2, but it long ago collapsed into the foul-smelling junkyard 
  below (area B1). To reach the airlock, PCs may use equipment (such 
  as jump jets or jetpacks) or magic (such as flight or spider climb). 
  Alternatively, they can climb around the interior of the cone with a 
  successful DC 20 Athletics check (DC 25 in Subtier 7–8). A PC that 
  falls lands in area B1. In Subtier 5–6, PCs fall onto a modest hill of 
  junk (a distance of 60 feet that is treated as a yielding surface); in 
  Subtier 7–8, the fall is 80 feet. In either case, the PCs must contend 
  with the scavenger slime lurking in the junkyard.
  Once at the airlock, PCs that cannot hover must balance on the 
  narrow ledge remaining there. The ledge is only 3 inches wide, 
  requiring a successful DC 15 Acrobatics check to balance while 
  working the door or the terminal (DC 20 in Subtier 7–8, as the ledge 
  is severely slippery with discarded oil).
  Gaining entry through the airlock requires bashing through the 
  door (hardness 35; HP 160, break DC 40) or hacking the computer 
  terminal next to the door. In Subtier 5–6, this is a tier 3 computer 
  (DC 25 Computers check to hack); in Subtier 7–8, it is a tier 4 
  computer (DC 29 Computers check to hack).
  Trap: If the PCs attempt to bash their way through this door or 
  if an attempt to hack the computer fails, five hidden panels rotate 
  open to reveal sentry gun turrets that fire upon all creatures in the 
  silo each turn on the trap’s initiative count. The trap has sufficient 
  ammunition to fire each round for its duration.
  SUBTIER 5–6 (CR 7)
  SENTRY GUN TURRET TRAP 
  CR 7 
  Type technological; Perception DC 30; Disable Engineering DC 
  22 (disable one turret) or DC 27 (disable all turrets)
  Trigger location; Init +12; Duration 5 rounds; Reset manual
  Effect sentry guns +19 ranged (5d8 P); multiple targets (all 
  targets in area A1)
  Special Each turret has EAC 18, KAC 22, Fort +10, Ref +7, 
  hardness 5, and 13 Hit Points. Destroying a turret reduces 
  the damage dealt by the trap by 1d8. 
  1 square = 10 feet
  A1
  A3
  A3a
  A2
  A4
  A5
  A6
  A7
  A. REPOSITORY 
   
  UPPER LEVEL
  
  7
  RECLAIMING THE TIME-LOST TEAR
  SUBTIER 7–8 (CR 9)
  ADVANCED SENTRY GUN TURRET TRAP 
  CR 9
  Type technological; Perception DC 33; Disable Engineering DC 
  25 (disable one turret) or DC 30 (disable all turrets)
  Trigger location; Init +15; Duration 7 rounds; Reset manual 
  Effect sentry guns +22 ranged (5d10+5 P); multiple targets (all 
  targets in area A1)
  Special Each turret has EAC 21, KAC 25, Fort +12, Ref +9, 
  hardness 5 and 30 Hit Points. Destroying a turret reduces 
  the damage dealt by the trap by 1d10+1. 
  Development: Once the PCs open the airlock door, they 
  unknowingly release a form of specialized radiation known as 
  devolution radiation (see page 5) that afflicts all of the PCs. 
  A2. entry
  A short set of stairs to the north and another set to the south 
  flank this long hall. Each set of stairs terminates at double doors, 
  although the doors to the north swing audibly on neglected 
  hinges. At the west end of the hall stands a massive metal 
  storage locker. Debris and trash are scattered across the hall. 
  The doors to the north lead to area A3, while the magnetically 
  secured doors to the south lead to area A4. The storage locker is 
  unlocked, but due to its size and age, it requires a successful DC 18 
  Strength check to open (DC 21 in Subtier 7–8). 
  Treasure: The locker contains several brightly colored geometric 
  containers, many containing what appear to be large toys made 
  of silvery plastic. A PC that succeeds at a DC 22 Culture check 
  identifies these as typical gifts given to expectant izalguun 
  mothers. Now rare antiques, these items are worth 2,000 credits 
  (3,200 credits in Subtier 7–8) to any izalguun. 
  Rewards: If the PCs do not recover the gifts, reduce each PC’s 
  credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 333.
  Out of Subtier: Reduce each PC’s credits earned by 433.
  Subtier 7–8: Reduce each PC’s credits earned by 533.
  A3. CAretAker QuArters
  Ruined linens lay scattered about this partially flooded room. A 
  steady stream of brackish water washes out from under a door 
  along the area’s eastern wall and drains into cracked flooring 
  near double doors to the south. A huge, nest-like structure 
  dominates the western half of the room, comprised of shattered 
  furniture, shredded mattresses, and several torn pillows.
  This private room was once shared by the izalguun caretakers 
  Ralveen and Prima. As both succumbed to the devolution radiation 
  many years ago, Prima became more frog-like and Ralveen became 
  more avian. Prima was pregnant, and became intensely paranoid 
  and suspicious; ultimately, she murdered Ralveen in area A3a in a 
  misguided attempt to protect herself and her unborn young. 
  The nest reeks with the stench of mildew. If the PCs inspect 
  it, they discover large pieces of shed skin with a silvery hue and 
  several rotting feathers. A PC who succeeds at a DC 20 Life Science 
  check (DC 23 in Subtier 7–8) identifies the shed skin belonging 
  to a frog or toad, and the partially decomposing feathers similar 
  in nature to a swan. A PC succeeding at this check by at least 5 
  determines that the skin and the feathers also contain traces of 
  izalguun DNA. This nest is where Ralveen and Prima once slept.
  To the east of this bedroom is the area’s lavatory (area A3a), 
  where a massive bathtub overflows with muddy water dribbling 
  from a tap. The PCs can easily stanch this flood by turning off the 
  tap. If the PCs inspect the tub, they find a submerged izalguun 
  skeleton wearing a strange visor. The PCs can identify this skeleton 
  as a male izalguun with a successful DC 15 Life Science check. PCs 
  who succeed at a DC 20 Medicine check (DC 23 in Subtier 7–8) 
  determine the cause of death was not drowning, but rather blunt-
  force trauma to the head. A PC succeeding at this check by at 
  least 5 notes that the skeleton’s bones are unusually porous and 
  practically hollow. 
  Treasure: The strange visor is an X-ray visor with buttons on 
  the side that allow it to function as a motion detector. In Subtier 
  7–8, the visor also functions as aura goggles (Starfinder Alien 
  Archive 25). If the PCs recover the visor, they earn the Ralveen’s 
  Visor boon on their Chronicle sheets.
  Rewards: If the PCs do not retrieve the visor, reduce each PC’s 
  credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 350.
  Out of Subtier: Reduce each PC’s credits earned by 425.
  Subtier 7–8: Reduce each PC’s credits earned by 500.
  A4. reseArCh LAB
  A large computer mainframe stands against the area’s eastern 
  wall, its guts exposed and several of its components sprawled 
  throughout the room amid a layer of junk. Opposite this 
  computer is a collapsed hallway, its chunks of concrete adding 
  to the debris. Double doors stand in the north wall and the south 
  wall, although the southern exit is partially concealed behind 
  piles of trash. 
  Scaling Encounter A1
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: The trap has less ammunition, so reduce 
  its duration by 2 rounds. In addition, the trap is disabled as 
  soon as three turrets are destroyed.
  
  8
  STARFINDER SOCIETY SCENARIO
  This room is difficult terrain due to 
  the debris. The passage to the west once 
  led to other silos of the Repository, as 
  well as to stairs leading down to area B3; 
  they are now collapsed and completely impassible. 
  The junk piled in front of the magnetically secured 
  doors leading south (to area A6) requires 1 hour for 
  a single individual to clear; for every person who 
  assists, reduce the time required by 10 minutes (to 
  a minimum of 20 minutes). The secret door to 
  the security center (area A5) can be spotted by 
  a PC who succeeds at a DC 20 Perception 
  check (DC 23 in Subtier 7–8). 
  The mainframe isn’t operational, but it 
  can be repaired by a PC who succeeds at 
  a DC 20 Engineering check (DC 23 in Subtier 
  7–8) and spends 1 hour of work. Once repaired, 
  the mainframe is a tier 2 computer (tier 3 
  in Subtier  7–8). It provides access to the complex’s lighting, 
  temperature controls, and magnetically secured doors. From here, 
  the PCs can turn on the lighting through the facility and can open 
  the magnetic locks on all interior doors. Once this mainframe is 
  repaired, it also begins recharging the facility’s sentry robots in 
  area A5, as described in that room (the recharging process isn’t 
  noted on this computer, and can’t be prevented from here). 
  Once repaired, the mainframe displays two secure data files 
  (one labeled “Ralveen” and one labeled “Prima”), each secured 
  behind separate firewalls. Anyone attempting to hack the 
  mainframe realizes the system usually requires a scan of genetic 
  material to access it, but the scanner is currently missing. A PC 
  can find the missing scanner among the junk in this room by 
  succeeding on a DC 18 Perception check, remounting it into the 
  mainframe with a successful DC 20 Engineering check (DC 23 
  in Subtier 7–8). If the PCs remount the scanner and scan a 
  sample of izalguun DNA from area A3, they gain a +5 bonus to all 
  Computers checks to use this mainframe. 
  Ralveen’s Personal Log (Computers DC 23 [27 in Subtier 7–8]): 
  This file is guarded with a feedback countermeasure (Starfinder 
  RPG Core Rulebook 217), which infects any system used to hack 
  the computer if the PC fails the Computers check by 5 or more. 
  It contains several personal video logs of the izalguun Ralveen, 
  who wears a thick ocular visor. Initially, Ralveen appears as a 
  jovial, middle-aged male with several patches of brown mottling 
  intermixed amid his silvery flesh. The initial logs are exceedingly 
  dull, but in the third-to-last entry, he explains the arrival of a 
  curious golden artifact. In the next day’s log entry, Ralveen 
  plainly suffers some sort of ailment, and his skin has strange, 
  downy patches. The last entry is dated many years ago and is 
  provided as Handout #1. In this final entry, Ralveen’s skin is 
  covered with feathers. He perches awkwardly on the back of his 
  chair rather than sitting in it, and his eyes dart 
  around nervously as he speaks.
  Prima’s Personal Log (Computers 
  DC 23 [27 in Subtier 7–8]): This file is 
  protected with a wipe countermeasure 
  (Starfinder RPG Core Rulebook 217), which 
  overwrites the information if a PC fails the 
  Computers check to access it twice. It contains 
  several personal video logs of the izalguun 
  Prima. Initially, she appears as a stern and 
  commanding female with a silver coloration 
  void of any dappling or marbling. She 
  wears fashionable clothing and is 
  obviously pregnant. Her logs detail 
  major decisions and mark her as 
  the facility’s chief caretaker. Her 
  second-to-last entry describes the 
  arrival of the golden obelisk artifact, 
  which she finds particularly exciting. Her 
  final entry, recorded the day after Ralveen’s 
  final entry, is provided as Handout #2. In it, 
  Prima constantly scratches at a mucus-like sheen over her skin, 
  particularly between her fingers. She seems distressed, and her 
  speech is garbled, as if her tongue was swollen.
  Development: One minute after the PCs repair the mainframe, 
  the robots in area A5 are at full power. They open the secret door 
  and enter this room, interacting with creatures here as described 
  in area A5. 
  A5. seCurity Center (Cr 8 or Cr 10)
  The door leading from the research lab (area A4) to this room 
  is cunningly hidden; a PC can spot it with a successful DC 20 
  Perception check (DC 23 in Subtier 7–8). The side of the door that 
  leads back to area A4 is clearly visible.
  Six serpentine cables slither forth from a squat pillar in the 
  center of this room. Tread marks and the stench of lubricants 
  mar this otherwise pristine chamber.
  This area houses some of the Repository’s automated 
  defenders. If the mainframe in area A4 hasn’t been repaired, this 
  room is lifeless and the robots here are inert. Once the mainframe 
  is repaired, however, this room hums with rhythmic droning. The 
  Scaling Encounter A5
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Remove one guardian-class security robot 
  from the fight as it fails to power up.
  Subtier 7–8: Remove two guardian-class security robots 
  from the fight as they fail to power up.
   Prima
  
  9
  RECLAIMING THE TIME-LOST TEAR
  pillar here operates as an immobile recharging station (Starfinder 
  Core Rulebook 234) that can recharge 1 charge to a battery 
  or power cell per minute. One minute after the mainframe is 
  repaired, the robots activate.
  Creatures: Once restored to full power, the robots here approach 
  any creatures here or in area A4. They resemble four-armed 
  humanoids with treads rather than feet and a torso protected by 
  thick polycarbonate plates. They advance menacingly, displaying a 
  fan of red lights and commanding the PCs to “present yourself for 
  scanning” in Izalguun. If a PC holds out a sample of izalguun DNA 
  (such as the skin or feathers in area A3) within 1 round, the robots 
  consider that PC to be authorized and won’t attack that PC under 
  any circumstances. After 1 round, the robots attack any PCs that 
  aren’t deemed authorized. 
  SUBTIER 5–6 (CR 8)
  GUARDIAN-CLASS SECURITY ROBOTS (3) 
  CR 5 
  N Medium construct (technological)
  Init +3; Senses Darkvision 60 ft., low-light vision; Perception +16
  DEFENSE 
  HP 70 EACH 
  EAC 17; KAC 19 
  Fort +5; Ref +5; Will +2 
  Defensive Abilities integrated weapons; Immunities construct 
  immunities
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee slam +15 (1d6+10 B) 
  Ranged integrated corona laser pistol +12 (1d6+5 F; critical 
  burn 1d4)
  Offensive Abilities scan weakness, trample (1d6+10 B, DC 13)
  TACTICS 
  During Combat Each robot attempts to trample its foes, then 
  uses its scan weakness ability in conjunction with its slam 
  attacks. If a robot is unable to reach its target, it uses its 
  scan weakness ability with its ranged attacks.
  Morale The robots fight until destroyed. They don’t pursue 
  intruders out of areas A4 or A5.
  STATISTICS
  Str +5; Dex +3; Con —; Int +2; Wis +0; Cha +0 
  Skills Computers +11, Life Science +11, Intimidate +11
  Languages Izalguun
  Other Abilities climbing treads, efficient trample, unliving
  Gear corona laser pistol with 2 batteries (20 charges each)
  SPECIAL ABILITIES 
  Climbing Treads (Ex) A guardian-class security robot has 
  durable treads in place of legs. These treads provide it with 
  a climb speed of 20 feet and allow it to ignore the effects of 
  difficult terrain.
  Efficient Trample (Ex) Due to its impressive treads, a guardian-
  class security robot can trample creatures that are its own 
  size or smaller.
  Integrated Weapons (Ex) A security robot’s weapons are 
  integrated into its frame and can’t be disarmed.
  Scan Weakness (Ex) A guardian-class security robot can, as 
  a full action, attempt a Life Science check and then attack 
  its foe. If the robot’s Life Science check succeeds at the 
  necessary DC to identify an average creature of the target’s 
  CR (DC = 10 + 1-1/2 × target’s CR), the robot identifies a weak 
  spot in the target and deals an additional 3d8 damage. If the 
  robot fails this check, it cannot make another scan against 
  the same target for 24 hours. This additional damage does 
  not apply to targets that cannot be identified with the Life 
  Science skill, such as constructs or outsiders.
  SUBTIER 7–8 (CR 10)
  GUARDIAN-CLASS SECURITY ROBOTS (6) 
  CR 5
  HP 70 each (see Subtier 5–6)
  TACTICS
  Use the tactics from Subtier 5–6.
  Development: If the PCs can examine these robots (either after 
  defeating them in combat or before they regain power), they can 
  salvage their armor and weapons (see Treasure below) and can 
  review their most recent activation logs. Accessing these logs 
  requires a PC to succeed at a DC 22 Computers or Engineering check 
  (DC 25 in Subtier 7–8). The last activation before the PCs arrived 
  was many years ago, and it depicts a harrowing battle between a 
  feathered monstrosity wearing an ocular visor and a bloated, toad-
  like behemoth. Initially, the robots rushed to meet these aggressive 
  creatures, but their scans identified them both as izalguuns, and 
  so the robots returned to their security center without intervening. 
  Treasure: The polycarbonate plating on each robot can be 
  removed and functions as vesk overplate II. The PCs can also 
  salvage the integrated corona laser pistols and batteries from 
  the robots; this takes 10 minutes per robot, although a PC who 
  succeeds at a DC 27 Engineering check (DC 30 in Subtier 7–8) 
  reduces this time to 1 minute per robot.
  Rewards: If the PCs do not salvage the robots’ armor and 
  weapons, reduce each PC’s credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 726.
  Out of Subtier: Reduce each PC’s credits earned by 1,089.
  Subtier 7–8: Reduce each PC’s credits earned by 1,452.
  A6. storAge rooM
  Trash fills this ransacked storage room. A door to the north leads 
  to the research lab (area A4). A set of stairs along the eastern wall 
  leads to a magnetically secured door to the conveyor belt (area A7).
  Treasure: Hidden amid the detritus stored here is an 
  undamaged mk 2 null space chamber, which a PC can discover by 
  succeeding on a DC 20 Perception check. 
  Rewards: If the PCs fail to locate the mk 2 null space chamber, 
  reduce each PC’s credits earned by the following amount.
  Both Subtiers: Reduce each PC’s credits earned by 204.
  
  B. REPOSITORY 
   
  DEPTHS
  TO AREA A4
  10
  STARFINDER SOCIETY SCENARIO
  A7. Conveyor BeLt (Cr 6 or Cr 8)
  A small landing ends at a 10-foot wide conveyor belt that leads 
  east and slopes slightly downward. The belt leads to others, all 
  descending into a bank of greasy black smoke 60 feet below. 
  There is a gap in the railing that lines the landing, but only the top 
  two rungs of a ladder remain; the rest of the ladder is missing, 
  providing only a vertiginous drop. The wheezing and clanking of 
  machinery echo up from somewhere within the smoke.
  This landing was used to load the conveyor belt with trash 
  to be dumped into a compactor or items to be carried down to 
  the factory floor (area B2). The factory floor is 80 feet below the 
  landing, but it is obscured by 20 feet of thick smoke. The ladder 
  that once led from this landing to the factory floor is a crumpled 
  mass of metal far below; climbing down without the ladder is 
  particularly difficult, requiring a successful DC 25 Athletics check 
  (DC 28 in Subtier 7–8).
  The conveyor belts move at a speed of 20 feet per round. 
  Although the belts appear positioned to carry a rider downward, 
  riders face two hazards. First, the highest belt rolls past hatches 
  to the trash compactor and dumps any heavy cargo into the trash 
  compactor chutes (see Trap below). Second, the lowest conveyor 
  belts are missing, and anyone riding the conveyor belts simply 
  falls the final 20 feet to the center of factory floor, taking 2d6 
  points of falling damage. Neither of these hazards is visible from 
  the landing; the trash compactor hatches are closed, and the 
  missing belts far below aren’t visible due to the smoke.
  Trap: The upper conveyor belt runs past several hatches that 
  lead to a trash compactor (see the area B map); the compactor used 
  to compress and expel trash into the junkyard (area B1). Although 
  machinery on the factory floor (area B2) used to control these 
  hatches, these machines are broken, and they can no longer stop 
  the hatches from opening. Now, any weight on the conveyor belt 
  greater than 50 pounds is automatically dumped through a hatch 
  and into a chute to slide down to the compactor area. Climbing back 
  up a chute requires a successful DC 29 Athletics check (DC 32 in 
  Subtier 7–8). The airlock door between the compactor area and the 
  junkyard provides a route for escape, but it requires a successful 
  DC 26 Engineering check (DC 29 in Subtier 7–8) to open.
  Whenever an object slides into the compactor area, the south 
  wall of the compactor moves forward 10 feet 1 round later, on the 
  trap’s initiative. The wall moves 10 feet each round thereafter. 
  On the first round it moves, this deals 2d6 bludgeoning damage 
  to all nonamorphous creatures in the compactor. This damage 
  increases to 8d6 on the second round, then 32d6 on the third 
  round. On the fourth round, the wall resets. 
  1 square = 10 feet
  B1
  B2
  B3
  
  11
  RECLAIMING THE TIME-LOST TEAR
  SUBTIER 5–6 (CR 6)
  ADVANCED TRASH COMPACTOR TRAP 
  CR 6
  Type technological; Perception DC 29; Disable Engineering DC 
  22 (disable compression for 1 round) or DC 26 (open airlock 
  door to area B1)
  Trigger location; Init +11; Duration 4 rounds; Reset 1 minute
  Initial Effect 80-ft long chutes (4d6 falling damage); Reflex 
  DC 16 avoids; multiple targets (any targets on the upper 
  conveyor belt); Secondary Effect crushing walls (30-ft.-
  square room compresses 10 ft. per round, 2d6 B on first 
  round, 8d6 B on second round, and 32d6 B on third round); 
  Reflex DC 16 half; never miss; onset delay (1 round); multiple 
  targets (all nonamorphous targets in the compactor area)
  Special The gears controlling the compression mechanism have 
  EAC 17, KAC 21, hardness 20, and 88 Hit Points.
   SUBTIER 7–8 (CR 8)
  INCENDIARY TRASH COMPACTOR TRAP 
   
  CR 8
  Type technological; Perception DC 32; Disable Engineering DC 
  25 (disable compression for 1 round) or DC 29 (open airlock 
  door to area B1)
  Trigger location; Init +14; Duration 4 rounds; Reset 1 minute
  Initial Effect 80-ft long superheated chutes (4d6 falling 
  damage and 6d6 F); Reflex DC 18 avoids; multiple targets 
  (any targets on the upper conveyor belt); Secondary Effect 
  crushing walls (30-ft.-square room compresses 10 ft. per 
  round, 2d6 B on first round, 8d6 B on second round, and 
  32d6 B on third round); Reflex DC 18 half; never miss; onset 
  delay (1 round); multiple targets (all nonamorphous targets 
  in the compactor area)
  Special The gears controlling the compression mechanism have 
  EAC 19, KAC 23, hardness 20, and 125 Hit Points.
  Treasure: A bright-yellow case is lodged between the conveyor 
  belts at the east end of this room, past the hatches to the trash 
  compactor. Labeled “Vaccine” in Izalguun, this case contains a 
  needler pistol with 6 darts. Each dart contains Ralveen’s cure: 
  a yellow medicinal that immediately restores anyone suffering 
  from devolution radiation to a healthy state on the progression 
  track (although a cured target might be affected again if she 
  remains in the Repository). The case also contains three vials of 
  mk 3 healing serum.
  Rewards: If the PCs do not retrieve the case, reduce each PC’s 
  credits earned by the following amount.
  Both Subtiers: Reduce each PC’s credits earned by 99.
  B. REPOSITORY DEPTHS
  Constructed of the same materials as the Repository’s upper 
  level, this level contains the factory, junkyard, and storage facility 
  for the relics deposited here. This level is 80 feet below the upper 
  level and is in even worse disrepair: every room shows signs of 
  vandalism, such as exposed electrical wiring and piles of debris. 
  Even if the PCs turned on the lighting in the research lab (area 
  A4); these levels remain dark; the wiring connecting the lights 
  here is all corroded or missing. 
  B1. JunkyArd (Cr 7 or Cr 9)
  Several hills of trash crest above the refuse floor and emit the 
  stench of grease, rust, and old medicine. Miasmic vapors swirl 
  in clouds around the garbage piles. 
  This junkyard is far below the main silo doors (area A1) and 
  stacked with trash dozens of feet deep. This area is treated 
  as difficult terrain. Although most of the trash is sufficiently 
  compacted to form a “floor” of garbage 80 feet below area A1, 
  it is heaped in uneven hills, some as much as 20 feet tall. The 
  bridge that once spanned the entry high above lies here in three 
  twisted pieces. 
  The trash here includes items jettisoned by the izalguun, but 
  which weren’t deemed significant enough for the Repository’s 
  caretakers to repair, store, or study. This heap also includes trash 
  intentionally discarded into the trash compactor in area A7. 
  Climbing the greasy silo back to area A1 is difficult, requiring a 
  PC to succeed at a DC 20 Athletics check (DC 25 in Subtier 7–8). 
  The airlock door leading the trash compactor (see area A7) is hidden 
  among the debris here and can be located by succeeding at a DC 24 
  Perception check (DC 28 in Subtier 7–8). It is a sturdy airlock door 
  (hardness 35; HP 160, break DC 40) that can be opened by a PC 
  who succeeds at a DC 26 Engineering check (DC 29 in Subtier 7–8). 
  If the PCs happen to open this airlock door before they open the 
  airlock door in area A1, they are afflicted with the devolution 
  radiation as described there.
  Creatures: Years ago, a scavenger slime stowing away on a 
  starship was unknowingly jettisoned here. Although the izalguun 
  caretakers would normally have detected and eliminated the 
  creature, it arrived after the caretakers had already fallen to 
  devolution and infighting. The creature has thrived in this trash 
  pit, its immunity to poison staving off the effects of the devolution 
  radiation. It’s currently hiding amid the trash, but it slithers forth to 
  attack 1d4 rounds after anyone enters this area.
  Scaling Encounter B1
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: The scavenger slime has been somewhat 
  affected by the devolution radiation in the Repository. It is 
  sickened; furthermore, it loses its damage reduction and 
  energy resistance.
  
  12
  STARFINDER SOCIETY SCENARIO
  SUBTIER 5–6 (CR 7)
  IMMATURE SCAVENGER SLIME 
  CR 7
  Starfinder Alien Archive 100
  N Large ooze
  Init +2; Senses blindsight (vibration) 60 ft., sightless; 
  Perception +14
  DEFENSE HP 105 
  EAC 19; KAC 24
  Fort +11; Ref +7; Will +4
  Defensive Abilities scavenger shell; DR 5/adamantine; 
  Immunities ooze immunities; Resistances fire 10
  OFFENSE
  Speed 20 ft.
  Melee pseudopod +14 (2d6+11 B)
  Ranged corona artillery laser +17 (2d8+7 F; critical burn 1d6) or
  red star plasma rifle +17 (1d10+7 E & F; burn 1d4) or
  static arc rifle +17 (1d12+7 E; critical arc 1d6) 
  Space 10 ft.; Reach 5 ft.
  TACTICS
  During Combat The scavenger slime favors its artillery laser, 
  but it uses its plasma rifle whenever at least 3 foes are 
  standing in a line.
  Morale The slime fights to the death to protect its territory.
  STATISTICS
  Str +4; Dex +2; Con +5; Int —; Wis +0; Cha –2
  Skills Stealth +19 (+24 in ruins or garbage) 
  Languages none
  Other Abilities kitbash
  SPECIAL ABILITIES
  Kitbash (Ex) Scavenger slimes have an intuitive understanding 
  of technology and how to use and repair it, despite their 
  otherwise mindless nature. An immature scavenger slime 
  has a +19 bonus to Engineering checks to repair mechanical 
  and technological items; it can form its body into any tool 
  required for this repair work.
  Scavenger Shell (Ex) Scavenger slimes build protective shells 
  for themselves out of refuse and their own natural resin, 
  incorporating bits of repaired technology as they go. A 
  scavenger slime’s shell grants the scavenger slime DR 5/
  adamantine and resistance 10 to a random energy type 
  depending on the technology it has incorporated, and also 
  includes life-support systems similar to those in commercial 
  armor, allowing it to survive in the vacuum of space. A 
  scavenger slime can also incorporate weapons: one heavy 
  weapon of an item level no greater than its Challenge 
  Rating (7 for the typical immature scavenger slime), and 
  either two longarms or three small arms each of an item 
  level no greater than its CR – 1. A scavenger slime gains 
  proficiency in whatever weapons it incorporates into its 
  shell and powers these weapons naturally with the energy 
  it produces. A weapon in a scavenger slime’s shell can be 
  sundered as if it were an item with an item level equal to the 
  slime’s CR. The scavenger slime listed here is resistant to 
  fire and has incorporated a corona artillery laser, a red star 
  plasma rifle, and a static arc rifle.
  SUBTIER 7–8 (CR 9)
  SCAVENGER SLIME 
  CR 9
  HP 145 (Starfinder Alien Archive 100; see page 16)
  TACTICS
  Use the tactics from Subtier 5–6.
  Development: In addition to collecting the scavenger slime’s 
  weapons, the PCs may harvest some of its sticky resin to make five 
  stickybomb grenades II (two stickybomb grenades III in Subtier 
  7–8). This requires a successful DC 24 Engineering or Life Science 
  check (DC 27 in Subtier 7–8). Success produces the stickybombs, 
  while failure results in 2d10+13 damage to the PC attempting the 
  check as the slime revitalizes with enough strength for one final 
  strike. This check cannot be retried. 
  Treasure: One of the tallest heaps of trash contains a soot-
  stained crate with a smashed-in corner; several small, glimmering 
  UPBs are spilling out of the chest. The chest contains a total of 
  2,520 UPBs
  Rewards: If the PCs do not recover the scavenger slime’s 
  weapons and resin and do not find the crate of UPBs, reduce each 
  PC’s credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 700.
  Out of Subtier: Reduce each PC’s credits earned by 877.
  Subtier 7–8: Reduce each PC’s credits earned by 1,053.
  B2. FACtory (Cr 6 or Cr 8)
  Thick clouds of black smoke belch forth from oil-soaked 
  machinery that sprawls throughout this factory. The machinery 
  wheezes and clanks in a jarring cacophony. 
  Eighty feet below the landing in area A7, this factory floor is 
  where the descending conveyor belts lead. A magnetically secured 
  door leads to area B3 to the west. This errant machinery also gouts 
  thick, greasy smoke (Starfinder Core Rulebook 404) that fills this 
  area to a height of 20 feet. The PCs can repair the machinery to 
  stop the smoke with 10 minutes of work and a successful DC 20 
  Engineering check (DC 25 in Subtier 7–8); vents then disperse the 
  smoke in only a few minutes. 
  Optional Encounter
  Encounter B2 is optional. If less than 75 minutes remain to 
  play the scenario, the trap doesn’t activate.
  
  13
  RECLAIMING THE TIME-LOST TEAR
  Trap: Robotic pistons long ago slipped their housings and are 
  poised to crush anyone entering the 10-foot wide work floor in 
  the center of this room (including anyone deposited here by the 
  conveyor belts in area A7). The pistons can be powered down from 
  any spot in this room. 
  SUBTIER 5–6 (CR 6)
  SMASHING PISTONS TRAP 
   CR 6
  Type technological; Perception DC 29; Disable Engineering DC 
  24 (power down pistons)
  Trigger location; Reset 1 minute
  Effect pistons +17 melee (4d12+4 B); Reflex DC 16 avoids; 
  multiple targets (all targets in the 10-foot wide work floor 
  running the length of this area) 
  SUBTIER 7–8 (CR 8)
  CRUSHING PISTONS TRAP 
   
  CR 8
  Type technological; Perception DC 32; Disable Engineering DC 
  27 (power down pistons)
  Trigger location; Reset 1 minute
  Effect pistons +20 melee (8d10 B); Reflex DC 18 avoids; 
  multiple targets (all targets in the 10-foot wide work floor 
  running the length of this area) 
  Development: If the PCs don’t stop the smoke in this area, it 
  flows into area B3 when they open the door to the west, filling the 
  10 feet above the waterline in that area.
  B3. the ersAtz swAMp (Cr 8 or Cr 10)
  A drone of insects echoes around this technological swampland. 
  Water floods most of this room, flowing in through a shattered 
  door to the south. Stunted fungi protrude from the water’s 
  surface atop twisted metal shelves and broken technology. 
  Catwalks around the room skim the swamp’s surface, each 
  coated with slime. At the north end of the room stands a glowing 
  golden obelisk, resting atop a pile of fragmented golden items.
  This former storeroom is now flooded with murky water to a 
  depth of 15 feet. The door at the south end of the room has a set 
  of submerged stairs leading to the room’s floor. The ceiling of the 
  vaulted room is 40 feet above the water level. The catwalks are just 
  an inch or two above the water level, but are coated with slime. The 
  catwalks are difficult terrain, and increase the DC for Acrobatics 
  checks attempted on them by 5.
  Prima transformed this room to be suitable to her new 
  amphibian form before the last of her intellect finally slipped away. 
  The water is diverted from the Repository’s main water supply, and 
  a replication device occasionally jettisons the biological matter that 
  forms the fungus, insects, and small marine animals that live here. 
  Prima and her offspring—who are now fully grown—reside here as 
  well, although these devolved frog-izalguun creatures spend much 
  of their time in hibernation. They awoke when the PCs entered the 
  Repository, but don’t pursue anyone beyond this chamber.
  The golden obelisk on the northern catwalk is the Tear. The 
  devolved izalguuns treat the Tear with reverential devotion and 
  have erected it as the centerpiece of other “godtouched” relics 
  here. Batrachian izalguun spittle keeps it anchored to these other 
  objects; removing it requires a PC to succeed at a DC 18 Athletics 
  check (DC 20 in Subtier 7–8) or deal at least 10 points of fire or 
  bludgeoning damage to the coagulated spittle (the spittle has 
  EAC 12 and KAC 12). None of the PCs’ attacks are able to harm the 
  Tear itself, as it is an artifact. 
  Creatures: Several izalguuns devolved into batrachian forms 
  lurk beneath the waters of this room. They are barely sentient and 
  eager to feast upon anything other than their usual fare. Further, 
  they revere the Tear as a holy artifact and attack anyone that 
  approaches it too closely.
  SUBTIER 5–6 (CR 8)
  BATRACHIAN IZALGUUNS (3) 
  CR 5  
  CN Large monstrous humanoid (aquatic)
  Init +3; Senses darkvision 60 ft., blindsense (scent) 30 ft.; 
  Perception +11
  Resistances cold 10
  DEFENSE 
  HP 70 EACH 
  EAC 17; KAC 19 
  Fort +7; Ref +9; Will +6 
  Weaknesses water dependency
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee tongue lash +15 (1d6+10 B plus grab) 
  Ranged adhesive spittle +12 (1d8+5 B plus entangle)
  Space 10 ft.; Reach 10 ft. (15 ft. with tongue lash)
  Offensive Abilities adhesive spittle, tongue pull
  TACTICS
  During Combat Batrachian izalguuns favor tongue lashes 
  to get their prey as close to their gullets as possible. If 
  overwhelmed, a batrachian izalguun uses its adhesive 
  spittle to entangle foes. 
  Scaling Encounter B3
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Remove one batrachian izalguun from 
  the encounter.
  Subtier 7–8: Remove two batrachian izalguuns from 
  the encounter.
  
  14
  STARFINDER SOCIETY SCENARIO
  Morale Batrachian izalguuns fight to the death as long as they 
  have at least one ally. If only one remains, it flees when 
  reduced below 10 Hit Points.
  STATISTICS
  Str +5; Dex +3; Con +2; Int –4; Wis –2; Cha +0
  Skills Athletics +16, Stealth +11, Survival +11
  Languages none
  Other Abilities amphibious, posture
  SPECIAL ABILITIES
  Adhesive Spittle (Ex) Once every 1d4 rounds as a standard 
  action, a batrachian izalguun can expel a thick glob of spittle 
  at up to four creatures within 30 feet, no two of which can 
  be more than 10 feet apart. This spittle quickly coagulates; 
  targets damaged by the spittle are entangled for 1 minute 
  (Reflex DC 13 negates). A creature can break free and end 
  the entangled condition early by succeeding on a DC 18 
  Strength check as a move action or by dealing at least 10 
  points of fire or bludgeoning damage to the coagulated 
  spittle (the coagulated spittle has EAC 12 and KAC 12).
  Posture (Ex) A batrachian izalguun can switch between biped 
  and quadruped postures as a move action. When in a 
  quadruped posture, a batrachian izalguun has a land speed 
  of 40 feet and a reach of 5 feet (10 feet with tongue). When 
  in biped posture, a batrachian izalguun has a land speed of 
  20 feet and a reach of 10 (15 with tongue), and gains the 
  four-armed trait (identical to the kasatha trait of the same 
  name). Regardless of its posture, a batrachian izalguun has 
  a swim speed of 40 feet.
  Tongue Pull (Ex) A batrachian izalguun’s tongue is coated with 
  a sticky residue that helps it reel in targets. A batrachian 
  izalguun can attempt a reposition combat maneuver against 
  a grabbed target as a move action with a +4 circumstance 
  bonus, but only to move the target closer to it.
  SUBTIER 7–8 (CR 10)
  BATRACHIAN IZALGUUNS (3) 
  CR 5
  HP 70 each (see page 13)
  TACTICS
  Use the tactics from Subtier 5–6.
  ALPHA BATRACHIAN IZALGUUN 
  CR 8
  CN Huge monstrous humanoid (aquatic)
  Init +4; Senses darkvision 60 ft., blindsense (scent) 30 ft.; 
  Perception +16
  Resistances cold 10
  DEFENSE 
  HP 125
  EAC 20; KAC 22 
  Fort +10; Ref +12; Will +9 
  Weaknesses water dependency
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee tongue lash +20 (3d4+14 B plus grab) 
  Ranged adhesive spittle +17 (3d6+8 B plus 
  entangle)
  Space 15 ft.; Reach 10 ft. (15 ft. with 
  tongue lash)
  Offensive Abilities adhesive spittle, 
  croak (DC 16), tongue pull
  TACTICS
  During Combat The alpha batrachian izalguun begins 
  combat with a bellowing croak, then uses her 
  adhesive spittle on the largest group of enemies. 
  She uses her tongue lashes on later rounds. 
  Morale The alpha batrachian izalguun fights 
  to the death.
  STATISTICS
  Str +6; Dex +4; Con +2; Int –4; Wis –2; Cha +0
  Skills Athletics +16, Intimidate +21, Survival +16
  Languages none
  Other Abilities amphibious, posture
  SPECIAL ABILITIES
  Adhesive Spittle (Ex) Once every 1d4 rounds as a standard 
  Batrachian 
  Izalguun
  
  15
  RECLAIMING THE TIME-LOST TEAR
  action, an alpha batrachian izalguun can expel a thick glob 
  of spittle at up to four creatures within 30 feet, no two of 
  which can be more than 10 feet apart. This spittle quickly 
  coagulates; targets damaged by the spittle are entangled for 
  1 minute (Reflex DC 16 negates). A creature can break free 
  and end the entangled condition early with a successful DC 
  18 Strength check as a move action, or by dealing at least 
  10 points of fire or bludgeoning damage to the coagulated 
  spittle (the coagulated spittle has EAC 12 and KAC 12).
  Croak (Su) As a move action, an alpha batrachian izalguun 
  can emit a loud and horrifying croak that causes any non-
  izalguun within 60 feet to become shaken for 1d4+1 rounds 
  (DC 16 Will negates). After the alpha batrachian izalguun 
  croaks, it must wait 1 hour before it can do so again. Other 
  izalguuns within 60 feet who hear the croak gain a +1 
  morale bonus to ability checks, attack rolls, saving throws, 
  and skill checks for 1d4+1 rounds. This is an emotion, fear, 
  mind-affecting, sense-dependent effect. 
  Posture (Ex) See page 14.
  Tongue Pull (Ex) See page 14.
  Development: The PCs may have recovered Ralveen’s cure 
  from the conveyor belts (see area A7). If the PCs administer a 
  dose of the vaccine to a batrachian izalguun, it reverts to an 
  ordinary izalguun over the course of 1 minute. The izalguun loses 
  its aquatic subtype, swim speed, water dependency weakness, 
  amphibious special ability, and all attacks and offensive abilities. 
  The izalguun’s Intelligence becomes 8 (–1). 
  In Subtier 5–6, the last izalguun the PCs treat is Prima, and 
  the others are her offspring; in Subtier 7–8, the alpha izalguun is 
  Prima and the others are her offspring.
  Izalguuns cured by the PCs are confused but grateful. They 
  are eager to leave the Repository and return to their own kind 
  (or, in the case of Prima’s offspring, to meet others of their own 
  kind for the first time). Prima admits to having murdered Ralveen 
  long ago. She is remorseful, and she would like her fate to be 
  determined by izalguun authorities. 
  Treasure: In addition to the Tear, the PCs can recover several 
  other relics here, most made of gold or rarer alloys. These relics 
  weigh 10 bulk in total and are worth 10,000 credits (12,000 credits 
  in Subtier 7–8). 
  Rewards: If the PCs do not recover the relics, reduce each PC’s 
  credits earned by the following amount.
  Subtier 5–6: Reduce each PC’s credits earned by 1,667.
  Out of Subtier: Reduce each PC’s credits earned by 1,833.
  Subtier 7–8: Reduce each PC’s credits earned by 2,000.
  CONCLUSION
  The PCs can leave the Repository once they claim the Tear. Any 
  PCs afflicted with devolution radiation in this scenario gain the 
  Devolved boon on their Chronicle sheets.
  Upon the PCs’ return to Absalom Station, First Seeker Luwazi 
  Elsebo is ecstatic. With the Tear in the Starfinder Society’s 
  possession, she knows that the rescue of the Starfinders behind 
  the Godshield is near at hand. Thanks to the PCs’ performance 
  of this critical task, they have put themselves at the top of 
  Luwazi’s short list of agents who are capable of assisting her in 
  this endeavor.
  If the PCs restored Prima or any of her offspring, it’s only 
  a slight detour to drop them off at the izalguun home world; 
  alternatively, the PCs can bring them to Ulyapses at Absalom 
  Station. In any case, the izalguuns are excited to reunite with 
  their lost kin and they praise the PCs for their resourcefulness.
  REPORTING NOTES
  If the PCs restored Prima and rescued her from the Repository, 
  check box A. If the PCs rescued at least one izalguun, but not 
  Prima, check box B. If the PCs rescued no devolved izalguuns at 
  all, check box C. 
  PRIMARY SUCCESS CONDITIONS
  If the PCs recovered the Tear, they succeed at their mission and 
  each earn 1 Fame and 1 Reputation for any factions associated with 
  their currently slotted faction boon. PCs who complete this mission 
  also gain the Journey to the Scoured Stars: Segment 4 boon on their 
  Chronicle sheets.
  SECONDARY SUCCESS CONDITIONS
  If the PCs complete any two of the following, they earn 1 
  additional Fame and 1 Reputation for any factions associated with 
  their currently slotted faction boon: view Ralveen’s final log, view 
  Prima’s final log, restore at least one izalguun with the vaccine.
  FACTION NOTES
  Success at the PCs’ primary mission contributes directly to the 
  First Seeker’s goals. Each PC earns 1 additional Reputation with 
  the Second Seekers (Luwazi Elsebo) faction, in additional to any 
  other Reputation earned as a result of completing this scenario.
  
  16
  STARFINDER SOCIETY SCENARIO
  APPENDIX: STAT BLOCK
  SCAVENGER SLIME 
  CR 9
  Starfinder Alien Archive 100
  N Large ooze
  Init +3; Senses blindsight (vibration) 60 ft., sightless; 
  Perception +17
  DEFENSE 
  HP 145 
  EAC 22; KAC 24
  Fort +13; Ref +9; Will +6
  Defensive Abilities scavenger shell; DR 5/adamantine; 
  Immunities ooze immunities; Resistances fire 10
  OFFENSE
  Speed 20 ft.
  Melee pseudopod +18 (2d10+13 B)
  Ranged aphelion artillery laser +21 (3d8+9 F; critical burn 1d6) or 
  dual crossbolter +21 (2d10+9 P) or
  red star plasma rifle +21 (1d10+9 E & F; critical burn 1d4) 
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str +4; Dex +3; Con +6; Int —; Wis +0; Cha –2
  Skills Stealth +22 (+27 in ruins or garbage) 
  Languages none
  Other Abilities kitbash
  SPECIAL ABILITIES
  Kitbash (Ex) Scavenger slimes have an intuitive understanding 
  of technology and how to use and repair it, despite their 
  otherwise mindless nature. A scavenger slime has a +22 
  bonus to Engineering checks to repair mechanical and 
  technological items; it can form its body into any tool 
  required for this repair work.
  Scavenger Shell (Ex) Scavenger slimes build protective shells 
  for themselves out of refuse and their own natural resin, 
  incorporating bits of repaired technology as they go. A 
  scavenger slime’s shell grants the scavenger slime DR 5/
  adamantine and resistance 10 to a random energy type 
  depending on the technology it has incorporated, and also 
  includes life-support systems similar to those in commercial 
  armor, allowing it to survive in the vacuum of space. A 
  scavenger slime can also incorporate weapons: one heavy 
  weapon of an item level no greater than its Challenge Rating 
  (9 for the typical scavenger slime), and either two longarms 
  or three small arms each of an item level no greater than 
  its CR – 1. A scavenger slime gains proficiency in whatever 
  weapons it incorporates into its shell and powers these 
  weapons naturally with the energy it produces. A weapon 
  in a scavenger slime’s shell can be sundered as if it were 
  an item with an item level equal to the slime’s CR. The 
  scavenger slime listed here is resistant to fire and has 
  incorporated an aphelion artillery laser, a dual crossbolter, 
  and a red star plasma rifle.
  
  17
  RECLAIMING THE TIME-LOST TEAR
  HANDOUT #1: RALVEEN’S FINAL LOG 
  Relic number 001237 has infected Prima and me with a strange radiation sickness. I fear our unborn children may have suffered 
  the brunt of this taint, and I am unsure I can reverse the radiation’s change—it’s affected their base genetic code. I have found an 
  antidote for this sickness, but there is a small risk of terminating Prima’s pregnancy. While I have this vaccine at the ready, Prima 
  has refused it. Since we detected our genetically altered code, she has grown both in physical stature and in foul temperament. She 
  has turned violent on several occasions, but I forgive her. I know it is the sickness and not her. I plan to inject her tonight while she 
  sleeps, as I cannot risk our sickness becoming worse. If we lose our unborn children, I beg for forgiveness.
  HANDOUT #2: PRIMA’S FINAL LOG
  To those who discover this log, know that I am guilty of murder, and I would do it again. My children live, and I plan to bring them 
  to term. As for Ralveen’s odious yellow cure, know that I threw it into the trash compactor and have destroyed it. No cure should 
  come at the destruction of life. I embrace my change, and I realize that soon I shall be incapable of the thought required to run this 
  facility and continue communications on this log. This is my last entry. I make my descent below to prepare for birth. I shall alter the 
  environment to suit my metamorphosis. If you discover this, turn back now, and leave us alone. I have murdered before to protect 
  my babies, and I will not hesitate to do so again.
  
  18
  STARFINDER SOCIETY SCENARIO
  
  19
  RECLAIMING THE TIME-LOST TEAR
  
  20
  STARFINDER SOCIETY SCENARIO
  OPEN GAME LICENSE Version 1.0a
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  13. Termination: This License will terminate automatically if You fail to comply with 
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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 Society Scenario #1–17: Reclaiming the Time-Lost Tear © 2018, Paizo 
  Inc.; Author: Larry Wilhelm.
  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  #1–17: 
  Reclaiming the Time-Lost Tear 
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  
  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  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 #
  5–6
  7–8
  —
  4,079
  4,960
  5,841
  —
  Out of 
  Subtier
  Starfinder Society Scenario  
  #1–17: Reclaiming the Time-
  Lost Tear
  Devolved (Personal Boon): While exploring the Repository on the moon of Izal-4, you suffered a unique form of radiation 
  that devolved your DNA. Although you have almost completely recovered, you still experience some residual effects from 
  time to time. Circle the type of devolution you experienced and cross out the others. You can slot this boon to represent 
  your devolution manifesting for a short time. While you have this boon slotted, you gain the indicated bonus.
  Avian: You gain a fly speed equal to your land speed (average maneuverability). If you already have a fly speed, your 
  fly speed increases by 10 feet.
  Batrachian: You gain a swim speed equal to your land speed. If you already have a swim speed, your swim speed 
  increases by 10 feet.
  Simian: You gain a climb speed equal to your land speed. If you already have a climb speed, your climb speed increases 
  by 10 feet.
  Journey to the Scoured Stars: Segment 4 (Unidentified Boon): You have recovered the Tear, an artifact sent to the 
  igalzuuns from the mysterious entity that controls the golden shield around the Scoured Stars. This boon represents your 
  character’s involvement in this critical step toward solving the Scoured Stars mystery. Other boons representing future 
  steps toward unraveling the mystery of the Scoured Stars will appear in future scenarios, and collecting these boons will 
  result in a unique bonus, to be detailed on a future Chronicle sheet. 
  Ralveen’s Visor (Slotless Boon; Limited Use): If you purchase a motion-detector and X-ray visor at the same time, you 
  can treat them as a single 10th-level item called Ralveen’s visor. Ralveen’s visor is a cumbersome ocular visor that functions 
  as both an x-ray visor and a motion detector (the motion detector need not be held in the hand, but you must still take 
  a move action each round to use it). You can switch freely between functions as X-ray visor, motion detector, or both. In 
  Subtier 7–8, you may also purchase the aura goggles at the same time to incorporate them into Ralveen’s visor; if you do, 
  Ralveen’s visor is an 11th-level hybrid item, and you can switch freely between the functions of the aura goggles, X-ray 
  visor, or motion detector (or any combination).
  All Subtiers
  Reputation
  Subtier 7–8
  corona artillery laser (4,650; item level 6)
  corona laser pistol (4,270; item level 6)
  mk 2 null space chamber (12,250; item level 9)
  mk 3 healing serum (1,950; item level 9; limit 3)
  motion detector (6,000; item level 7)
  red star plasma rifle (4,600; item level 6)
  static arc rifle (4,200; item level 6)
  stickybomb grenade II (675; item level 4; limit 5)
  X-ray visor (9,000; item level 9)
  aphelion artillery laser (14,300; item level 9)
  aura goggles (49,000; item level 8; Starfinder Alien 
  Archive 25)
  dual crossbolter (8,250; item level 8)
  stickybomb grenade III (5,410; item level 10; limit 2)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 1/SF S01-17 - Reclaiming the Time-Lost Tear.pdf