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Adrift

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100% found this document useful (3 votes)
1K views20 pages

Adrift

Uploaded by

jonjay
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ADRIFT

Credits
Author  Christopher Sturts Editor  Christopher Sturts
Cover Art  Michael Ruffino Alan Albano
mjruffino.deviantart.com Graphic Design  Eniko Sturts
Map Design  Dan Slack
Publisher  S Werd Studios, LLC

“5 Days to Die” is a Starfinder RolePlaying Game Compatible Adventure designed for 4 “Open Content: Except for materials designated as Product Identity (see left), the game
1st-3rd level characters. This product makes use of the 3.5 OGL, Starfinder Roleplaying mechanics of this S Werd Studios, LLC game pro ducts are Open Game Content, as
Game Core Rulebook, Starfinder Role-playing Game, and System Reference Document. defined in the Open Game License version 1.0a Section 1(d). No portion of this work other
Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip than the material designated as Open Game Co may be reproduced in any form without
written permission.
Williams, based on material by E. Gary Gygax and Dave Arneson.
S Werd Studios, LLC
These rules can be found online as part of the 2.5 SRD and Starfinder Roleplaying Game
Westminster, CO 80021
Reference document at paizo.com/StarfinderRPG/srd respectively. This adventure is
compliant with the Open Gamin License (OGL) and is suitable for use with the Starfinder
Gimmearoll.com
Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. The
Gimmearoll.com, Gimme a Roll, S Werd Studios, LLC. All Rights Reserved.
OGL can be found on page 16 of this product.
Gimmearoll.com, Gimme a Roll, Gimme a Roll logo are registered trademarks
of
Product Identity: The following items are hereby identified as Product Identity, as defined
S Werd Studios, LLC.
in the Open Gaming License version 1.0a, Section 1(e), and are not Open Content: All
trademarks, registered trademarks, proper names (Characters, deities, etc.), dialogue,
plots, storylines, locations, characters, artwork, and trade dress. (Elements that have
previously been designed as Open Game Content or are in the public domain are not
included in this declaration.) Dungeons & Dragons, D&D, Player’s Handbook, Dungeon
Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a
trademark), Forgotten Realms, Faerûn, proper names (including those used in the names
of spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic
Domains of Ysgard, EverChanging Chaos of Limbo, Windswept Depths of Pandemonium,
Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak
Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork
Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of
Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the
Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady
of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler,
tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk,
yuan-ti.

Introduction
This adventure is an opening scenario designed to get
players and GMs used to the style, flavor and mechanics
used in Space Opera and Science Fiction style games. Feel
free to use all, some or none of the skill checks found within
this module. Like my Fantasy setting subscription box, this
module will allow for a single one-shot style game, or can
tie together to a yearlong story arc taking the PCs from
being stranded and alone to defeating the enemy and
returning to the known worlds as heroes.
ADRIFT
Adventure Summary
After an electromagnetic burst renders the Hyperspace
engine useless, The ship is ripped from the Hyperspace
through a tear in reality; leaving the survivors of the attack
stranded in a strange solar system with no way of returning
home. Through good roleplaying, careful negotiation,
combat encounters and more, your players will uncover why
this unprovoked aggression occurred to them, and look for
potential solutions that will render their Hyperspace engine
operable and able to return back to the known worlds. This
is the opening adventure for a yearlong campaign that can
also be run as a single one-off session.
ADVENTURE BACKGROUND
The Sanguine Raptor is an Explorer style vessel; used to Introduction
protect freighters when travelling the unkown outside of You stow your gear in your quarters and head for the
the hyperspace. She is one of many that do their part in coffee machine. It’s only been three months since you
keeping the interstellar trade lanes open and free from signed up, but the Sanguine Raptor is beginning to really
pirates and other undesirables. Since signing on to her feel like home. Your fellow crew mates wave to you as you
crew a few months ago, Captain Daniels and the rest of the pass them in the hall. As you begin brewing your single cup
company aboard the Raptor have done their best to make of joe, you enjoy the fond memories of the two weeks of
the PC’s transition to the team smooth and welcome. shore leave that you have just returned from.

It was a typical run to the outer reaches of the known worlds. Before long, the Captain gives the orders and the Sanguine
There was no sign of piracy or other predatory vessels. Raptor undocks from Pendrell Station and the course is set
The ship docked, cleared the freighter for inspection and for the interior of the known worlds. “Looks like we got
headed out once more – this time taking the hyperspace. another job lined up for us once we hit the Station,” The
The Raptor was behind schedule already. Suddenly, a captain warmly states as the Hyperspace engine begins to
rogue ship breached hyperspace and discharged a massive prime. “We might be in for a decent payday after all.”
electromagnetic pulse. It wreaked havoc on the ship’s
“Captain, the Hyperspace Engine is primed. Awaiting your
navigation, propulsion and hyperspace engine. Without
command to enter Hyperspace.” The pilot comments as
the hyperspace engine functioning, the ship was sucked
he eyes the captain for confirmation. With a nod, a tear is
violently through a reality rift back to regular space. The
opened in reality and the long road home is underway.
damage to it was catastrophic.
You aren’t sure what time it is when you are awoken to
The crew awakens to smoke and sensors going off in
shrill sirens and alarms blaring. Your bunkmate looks to
rapid secession. Sparks fly from torn cabling and it stinks
have already left your quarters and you hurry out to find
of burnt electronics. Somewhere in the background is the
out what is wrong. “Life Support at 50%”, The computer’s
steady discharge of a fire extinguisher.
analog voice comes over the speakers. There’s smoke
The captain and much of the crew are dead. Only a few
everywhere and you think you hear a fire extinguisher
survived the dangerous re-entry back to regular space.
somewhere in the din of chaos that surrounds you. The
Stumbling, the survivors make their way through the debris
ship shudders again, throwing you to the floor hard. Your
and bodies to the main console and open the blast window.
ears are ringing now.
An unfamiliar space station hovers in the distance and a
planet that has never been seen looms. The Sanguine You go to wipe the sweat away from your forehead and you
Raptor has no power. There is no way of getting home. come back with a streak of crimson. You must have hit your
They are – adrift. head when the ship shook. You arrive at the bridge to find
that the captain and most of the crew are dead. From the
looks of them it seems as if the violent event that woke

1
you from sleep threw them against the bulkhead. You The Sanguine Raptor’s door opens with a guttural protest,
choke and cough as the smoke from burning electronics allowing the airlock to be sealed. You disembark to see a
gags you. “Life Support at 45%”. group of eight humans in combat gear with weapons drawn
Out of the main deck’s field of vision you spot a small but barrels lowered; a sign of preparedness – nothing
spacecraft with an evil clown’s face grinning wickedly upon more. Behind them, a human female holds out a hand in
the side. You are no longer in hyperspace and stars that salutation. She looks to be about 60 years of age. Her hair
you do not recognize dot the empty blackness of space. is jet black and done up in a large braid. Her brown eyes
It fires what looks to be an electromagnetic field at your are fiery, yet she holds a pleasant smile across her face.
ship again, throwing you to the ground once more before She is dressed in what you assume to be a diplomat’s garb.
disappearing into hyperspace. You hear more alarms going “Greetings. We mean you no harm. If you will please relieve
off due to the damage. yourselves of sny weapons, you may enter Bindathah as
welcome guests. It looks as if your ship is in dire need of
A crackling transmission comes through the communications repairs. I can direct you to Harbormaster Jordan Falk if you
dashboard. It is a male voice – “Attention, ship in distress. like.”
This is the Jyurani spaceport Bindathah. Do you need
assistance? Once again, this is the Jyurani spaceport Here are a series of questions that the PCs might ask right
Bindathah. Is there anyone alive on board to respond? You off the bat. If I have missed some, please feel free to
are leaking atmosphere.” improvise based on the responses below.
<Allow a response> Where are we? “You are in the Goorning
system – specifically Jyurah.”
“Acknowledged. We are sending tugs to guide you into the
docking bay. Your transponder seems to be out as well. We How far is a known “I am sorry; I do not know of
will greet you with an armed party just to be safe. Do you space station? other space stations. Is it near
acknowledge?” Perth?”
Can you fix our ship? “That would be up to
<Allow actions to be taken then continue> the discretion of the
Through the hazy atmosphere, you see what seems to be Harbormaster.”
rocket propelled pods, the size of a small car shoot out of Do you know what I am afraid not. Our scanners
the spaceport and towards your ship. There appear to be happened to us? picked you up suddenly. It
about 15 of them. As they near the Raptor, they slow and was as if you were not there
take position around the vessel. The fronts of the ships one moment and there the
open up, revealing something like a four pronged cross. The next. Do you have some sort
cross-esque bars flash a bluish white glow and attach to of cloaking technology?”
your ship with a magnetic ‘THUNK’. The ship begins to move. Do you know of the “No. We have traveled outside
Again, the male voice comes over your communications known worlds? our system, but so far have
array, “Ahoy stranded vessel. We now have control over not made much contact with
your navigation. Sit back and relax. We will guide you in.” other planets or species.
Perth is the closest planet
The small ‘tugs’ as they were called begin to propel your with intelligent life, and we
ship; guiding it smoothly. You approach the huge space are at an uneasy truce with
station; it is several long narrow tubes with a massive them.”
ring at each end. The tugs place you in sync with the <Once all questions have been answered, proceed>
rotating station and lead you smoothly into a bay within
the massive complex. The transmission from the station You are escorted into a beautiful and mesmerizing new
comes through once more. “Attention, stranded vessel. We place. People move about on daily business all around you.
are connecting an airlock to your vessel. Do not be alarmed. You see everything from food and drink vendors to tourist
Please disengage your lock and prepare to be met.” shops. Scintillating smells of unique cuisine tempts your
nostrils. Gardens of bright emerald drape some of the walls.
<Allow for actions>

2
ADRIFT
The armed escort takes their leave and the woman turns He wastes no time. “You know my name. My title is
to address you all. “My name is Diplomat Anja Wesk. You Commander of this station. I have some very important
will find housing on the 3rd floor, food and drink on the questions to ask you and I need answers. Do not waste my
first. Entertainment is on the 6th floor. Harbormaster Falk time with political correctness either. Do we understand
can be found near my office, here on the first floor. There each other?”
are kiosks that can answer most questions that you have
regarding Bindathah station.” She pauses, as if listening to <Allow for response>
something. “Yes sir,” she says to no one. “My supervisor “Good. I’ll get straight to it then. Are you affiliated with the
requests to meet you after you have settled in. His name is Perthian Empire?”
Henry William Thorpe. He says it is important. You can find
him on the 8th floor.” The woman pauses for a moment as <Allow answer>
if considering something.
Thorpe keeps his attention locked on his datapad –
“Did you have any other questions that I might answer for analyzing your responses. “It appears to my algorithm
you?” that you are telling the truth. We can move forward then.”
His hands touch the pad again; this time a holographic
<Allow for Q and A.> projection appears above his desk. It shows an asteroid.
“Very well then. Moon’s blessing upon you all.” With a bow, “This is the location of one of our communications and
she makes her way down the walkway and out of sight. listening outposts between our space and the Perthian
Empire. Its location was only known to a few – myself
<At this point, the PCs might want to explore. All shops included. Earlier today, a distress signal came through on
take credits. Only Humans and a very small minority of a secured channel. They claimed they were being raided by
Dwarves live on Bindathah. There are no magic shops an unknown force.”
of any kind in Bindathah, or on Jyurah for that matter.
Anyone performing magic will be assumed they are using He pauses and looks directly at you. “I think it’s the Perthians.
technology to produce those effects. When they are ready They’ve been looking to push territorial boundaries for the
to proceed to meeting the commander of the Bindathah last 200 years. We’ve almost come to thermonuclear blows
station, continue below.> at least a dozen times already. If this is their handiwork,
then we need to fire the first round to ensure our survival.
Meeting Thorpe We don’t want to do this unless we are absolutely certain.
You make your way to the elevators and press the button So, I think we can come to a deal.”
corresponding with the 8th floor. Once the level is reached,
Thorpe stands, placing his meaty paws on the desk in
the doors open silently. Around you are very large offices
front of him. “You got a ship that is in need of repair. I got
with titles such as Minister of Technology, Chief Counselor
a mission that needs no ties to Jyurah. Let’s say that we
of Aggression, High Priest of Planetary Defenses and so on.
provide you with a ship to go take a look at the outpost and
Each of these doors is guarded by three armed personnel.
report back what you find. In return, we use our resources
You spy the last door on the right with the name ‘Henry
to patch up your vessel. Sound good?”
William Thorpe’ in gold lettering underneath the title
‘Commander of Bindathah Station’. You knock and a deep Who are the Perthians?
gravelly voice announces “Enter.” “The Perthian Empire is located on the 5th planet from our
A man of nearly forty sits at a long wooden desk, typing two suns. It’s run by the High Perthian Council – a group of
into a data pad. His hair is blonde with a few flecks of blue bloods that take everything from their people so they
gray in between. He has a well combed moustache and can feel more entitled. They have no concept of honor, no
small beard and he is dressed in military attire. He looks idea of what it means to have freedom and ultimately are
up through his bushy eyebrows momentarily, giving each savages. They even eschew technology as they see it as
of you the once-over glance before he says anything. “Sit ‘unclean’. A bunch of backward-ass cat-people that need
down.” He motions to the chairs across from him. to learn the meaning of respect.”

3
<Allow responses> <Allow for minor roleplay such as who is taking flanks, who
is taking point, etc>
“Great. I’ll download the coordinates and docking codes to
The Laughing Ox. Report to Harbormaster Falk when you Asteroid 66S-0076J
are ready to depart. He’ll make sure she’s all charged up After a few days, your navigation panel lights up indicating
and ready to roll out. Good luck out there.” you are at your destination. The asteroid is a big one and it
looks to have multiple places for docking.
<Allow the PCs some roleplay at this point before moving
on. They will likely get their weapons from the ship and <If the PCs look around the asteroid first>
transfer their basic needs to the Laughing Ox before
departing. When they are ready to do so, continue> You see a ship docked at one of the landing pads. It
looks to have taken similar damage as the Raptor did. Its
The Laughing Ox is an impressive sight. Although smaller engines are guttering off and on, and much of the vessel
than the Raptor, she has at least as much firepower and is smoldering. You immediately recall the evil clown’s smile
she looks to have a much higher quality of maneuverability. that is painted on the side. This is the ship that ignited the
The ship has seen better days, but the patches seem solid electromagnetic field that ripped you out of hyperspace!
and, more importantly, there are no identifiable markings
that associate it with Jyurah or the Bindathah station. <If the PCs try hailing the asteroid>
Harbormaster Falk sees you off as you undock from the
station and make your way out to space.

The Trip to the Asteroid You attempt to make contact with the asteroid, requesting
The ship’s controls are a little weird, but with the help of the permission to dock. You get only static in return. Either the
crash course you received from Falk, you are able to manage comms are down or there’s no one to take the call.
average maneuverability. The asteroid’s coordinates are
You choose a location that best benefits your ship’s docking
three days out according to the navigation path, allowing
capabilities, unfortunately it is the landing pad at the
you plenty of time to rest and recharge before going into
flattest portion of the asteroid where the other ship has
this unknown situation.
already landed. You make sure to keep as far away from the
enemy vessel as possible, then engage the landing gear.

4
ADRIFT
Upper Deck
Kastra Station
D1 – Landing Pad C1 – Entrance/R&R
<Pilot skill check, DC 12> You land smoothly onto the As you enter the station proper, you immediately encounter
surface of the asteroid. It looks as if there used to be heavy a small quiet room. A couple of well-worn chairs and a
laser turrets that encircled the landing zone. What’s left of small couch sit against the walls. A deck of cards, almost
them still crackle and spark as you disembark in your suits. faceless from being over-played sit on a round table. Small
Scorch marks hint at an intense battle between the enemy bookshelves and lockers take up the rest of the wall space
ship and the asteroid, with the ship finally becoming the here.
victor. <Perception Check DC 14>
D2 – Transfer/Cargo Area The lockers have been ransacked for anything valuable,
This location is where freighters would drop off precious only old clothes remain within. One locker still has half a
supplies like food, water condensers and other necessary bottle of moisturizing cream and some lip balm in it. The
equipment. The well-worn yellow caution lines look cracked books are nothing valuable; mostly science fiction and
and faded. fantasy books - likely to help the assigned personnel cope
with being isolated for such long times.
D3 – CO2 Scrubbers/Water Condensers
The Air scrubbers and water purifiers look to be unharmed. C2 – Access Hallway
The atmosphere within the station should still be breathable This is an access hallway, granting admittance to the more
and without contamination. sensitive areas and equipment that are within the station
proper. It looks like the access panels have all been rigged
D4 – Airlock and Security check to open without the entry key. The wires are exposed and
The sign on the airlock door plainly reads ‘Kastra Station. connected to one another via gator clips and copper wiring.
Restricted Access Only.’ Red and yellow diagonals mark the
place as potentially hazardous. You try the downloaded C3 – Overwatch
access codes you were given, but it seems as if they have Allowing only a single person to be within, this small room
either been changed, or are not working for other reasons. is the overwatch facility, monitoring the external and
internal of the entire station as a whole. The connections
D5 – Satellite Dish Array to the cameras have been severed as well as the internal
<Perception DC 13> It looks like there has been a and external communication network. In the center chair, a
great deal of effort invested in disabling this listening congealed pool of blood and a bullet hole through the back
array. The center antennas look to be snapped off. The of the chair. There is no body present. A bloody handprint
dishes themselves exhibit many of the same large scorch smears the closest flat screen monitor.
marks that the turrets as well as the landing pad shows as
well. Cracks in the various listening devices have rendered C4 – Mess Hall
them inoperable. The smell of burning chicken assaults your nostrils as you
walk into the mess hall. Bullet holes puncture a few chairs
<Engineering/Computer Repair DC 17> They could be with blood smears to match. Behind the counter, a laser
salvaged to make one good antennae…maybe. scorch mark infers that the cook was likely killed as well.
The stove is still going, though, which is where the burnt
smell is coming from.

<Perception Check DC 15> You look behind the galley


counter just to make sure and you see that the Cook is
still clinging to life. His eyes go wide in panic at first, but
once he realizes you are not a threat he manages to say
“Five of them…killing everyone. Try to save…” He expires
before finishing his sentence.

5
<If the PCs check the body, Perception DC 13> He has B2 – Personnel Quarters
a holotag around his neck. The name listed is “Marcus Small utilitarian bunks line each wall with foot lockers at
Burnard”. He shows to have been Special Ops. the head and foot of each. There’s a common shower/
sink/toilet area that the entire crew utilizes to save both
C5 – Research/Decryption Area water and space.
No one is in here, so the area was bypassed completely.
Monitors are running through terabytes of encrypted <Perception DC 14> Each footlocker is locked and must be
material all around the room. Several chairs are tipped opened separately.
over and a coffee cup lays in shattered pieces on the floor. <Engineering/Survival DC 13 for each footlocker>
Perhaps people were leaving in a hurry.
Footlocker 1 Credstick containing 50 creds, two navy
<If the PCs try to decrypt the data> This material looks to jumpsuits, 1 paperback book, 1 towel,
have a 16-bit hexadecimal decryption code. It is far outside three pair of socks
your current range of expertise. Footlocker 2 Credstick containing 30 creds, two navy
jumpsuits, 4 chocolate bars, 1 towel, three
C6 – Station Defense pair of socks
A Large holoscreen is displaying static as you enter the
Footlocker 3 Credstick containing 100 creds, two navy
room. A bright red alert is going off silently as a monitor
jumpsuits, 2 decks of new cards, 1 towel,
to your right reads ‘Shields – 0%’. The rest of the monitors
three pair of socks
show glaring red ‘System Offline’ – these were likely the
heavy gun turrets you saw above on the landing pad. Footlocker 4 Credstick containing 63 creds, two navy
jumpsuits, 1 set of dominoes, 1 towel,
<Perception check for useful material, DC 15> You find a three pair of socks
squeeze stress ball laying on the floor, and a copy of ‘Tales Footlocker 5 Credstick containing 44 creds, two navy
to Astonish’ on one of the stations. You also find two jumpsuits, 1 towel, three pair of socks
credsticks (75 credits and 150 credits, respectively) laying
Footlocker 6 Credstick containing 90 creds, two navy
on one of the consoles along with a deck of playing cards
jumpsuits, a family album, 1 towel, three
that have been scattered.
pair of socks
Footlocker 7 Credstick containing 71 creds, two navy
Mid Deck jumpsuits, 1 paperback book, 1 towel,
B1 – Entry to the B Deck three pair of socks
Another check-in station and another bloody trail with no Footlocker 8 Credstick containing 10 creds, two navy
body. The monitor shows ‘Perimeter Breach’ in large letters. jumpsuits, 1 survival knife, 1 towel, three
The door here looks secure and intact, though somewhat pair of socks
bloody. It is locked in place.
B3 – Conference Room
<Perception DC 13> You find two Azimuth Laser Pistols,
A large rectangle table sits opposite from the door with
though both have been cleared of energy cells.
8 chairs around it. The wall it butts up against houses a
<Perception/Prof. Mercenary/Engineering DC 14> The massive flat paneled monitor. This is where daily briefings
attackers must have killed the guard on duty and are are held and reports are given. This location looks untouched
now using his key card to enter B Deck. You will need to by the brigands.
manually override the locking mechanism.
<Engineering/Computer DC 16> You manage to hotwire B4 – Secure Transmission Post
your datapad into the mechanical lock, and, after much The double reinforced door is still locked. There have been
manipulation, manage to get the door to green light and several attempts to disable the door to allow entrance
open. It does so by sliding smoothly to the side. judging from the scratch marks on the panel.

<Engineering/Computer DC 18> You manage to hotwire


your datapad into the mechanical lock, and, after much

6
ADRIFT
manipulation, manage to get the door to green light and your datapad into the mechanical lock, and, after much
open. It does so by sliding smoothly to either side. manipulation, manage to get the door to green light and
open. It does so by sliding smoothly to the side.
A Single chair dominates the center of the room, facing
an enormous flat panel screen. Stacks of documents A2 – Entry Hall/Scanning Station
marked ‘Classified’ are piled on each station. The door Smoke still fills the hallway. What looks to have been laser
shuts immediately behind you and a series of white noise turrets descending from the ceiling have been blown off
engines can be heard firing up. You think this area is used their rotating pivot points. Brief intermittent flashes of
for relaying the decrypted messages from the area on Deck blue attempt to scan your biological readings, but due to
C. It looks like whoever designed this room wanted no one the damage, all you get is the flat tone stating ‘ERROR’. All
listening in on private conversations. No damage is present the doors are open.
in this room.
<Perception check, DC 14>
B5 – Commander’s Quarters You hear murmuring from a room, some laughing and the
Although the room can easily fit more than a single person, banging of metal on metal coming from the room just down
it looks as if only one person regularly uses it. A single the hall from you.
toothbrush sits on the sink and only one bed looks as if it
is regularly used. Secure lockers dot the room and a large A3 – Drone Storage
monitor, likely for reading top secret mission commands, This room looks to be a storage facility for robotic drones
aligns itself along one wall. The rest of the monitors are capable of fighting either indoors or in space. You peer
displaying a tropical scene with the ocean rolling calmly in inside to find three humanoids laughing and trying to break
and out while palm trees wave cheerfully back and forth. open storage pods. Blood spatter covers their armor and a
grinning clown adorn each shoulder guard. (This is where
<Engineering/Survival DC 16 for the footlocker> the combat begins. The three humanoids will try and take
Only a single footlocker looks regularly used. You open cover and firing positions while the two Vesk approach from
it with that satisfying ‘click’ sound. Inside you find three A4. See the back of the module for the stats of the five
credsticks (70, 200 and 115 respectively), 3 navy jumpsuits, brigands. Once the combat is completed, jump immediately
30 chocolate bars, two bottles of hard alcohol, 1 towel, and to Epilogue 1.)
three pairs of socks.
A4 – Weapons Lockers
B6 – Main Power Housing This room has been ransacked by the Vesk. Locker doors
This is where the fusion reactor core is located to power have been ripped off their hinges and weapons removed.
the base’s many operational needs. A pool of blood, still The radar positioning controls have been savagely ripped
slightly warm, is in the entry way. The quiet hum of the out. The whole room smells like burned electronics.
fusion reactor is the only real sound to be heard in here.
Various tools lie around the room and a datapad with a A5 – Tool Storage
checklist of things to accomplish lies broken near the blood This is where the large tools used to repair the outside of
pool. the Listening Post are stored. Maneuvering spacepacks
that allow untethered spacewalks hang on metal rungs.
Low Deck Magboots that allow similar travel, only on metallic surfaces
sit on a low shelf. Also stored here are huge welding kits,
A1 – Guard station thermite cutting torches and more all used for industrial
A single guard was stationed here, the blood surrounding needs.
his desk indicates that he is no longer with the living. Again,
the door to the rest of the Low Deck has been secured from A6 – Dignitary Quarters
the other side. This likely happened the same as last time; When Admirals or other such military royalty are visiting
by eliminating the guard and using his keyed access to for disclosures that cannot be transmitted manually, this is
enter and close the door behind him. where they stay. A pull-out king size bed, a desk and two
leather chairs are the only furniture here. On the desk, a
<Engineering/Computer DC 16> You manage to hotwire decanter of hard alcohol is out along with a box of cigars.

7
A7 – Logistics Epilogue 1
This room hasn’t been used in a long time. It was likely built
for another purpose when the station was initially founded. Blue black fluid spills from the android’s mouth as he tries
The current incarnation of the station simply has no need to say something. You lean over to make out what it is
for this room. As a result, a thin layer of dust blankets all trying to communicate with you. Through coughing fits,
the dials and controls. you piece together his words. “You don’t even…know why
you are out here. In…nowhere…” More gobbets of dark
A8 – Stairs viscous material drizzles down the androids’ cheeks. “Your
This is the lowest part of the station as the stairs terminate captain, Captain Daniels…was a…spy.” The creature’s eyes
here. The door has been rigged to stay open and the whole dart back and forth as darkness starts to descend up him.
place reeks of the dead. “If you ever manage to get home…you will be hunted. Not
A9 – Secure Servers for what HE did, but for who you are…” The android’s frame
This room was designed to house servers for on-site access is wracked by coughing spasms and he finally breathes his
only. These data cores hold the decrypted information last; his eyes looking through you to the infinite beyond
as it is translated in real time. Now, bodies stacked like only the dead can see.
cordwood lay over the tops of these machines. The blank
faces and expressionless eyes look out upon you as they
Epilogue 2
The voyage back to Bindathah station is filled with more
lay side by side. Blood drizzles down into the electronics,
questions than answers. What did the android mean? Who
causing it to smoke and produce a pungent burning copper
are you? You are certain you do not suffer from missing
smell in the air.
memories. You can recall back to your childhood with ease.
But, maybe that is the problem. Perhaps what you consider
to be your life is nothing more than a clever biography
written by someone else. By the time you arrive in port,
your head is reeling from the possibilities. You make your
way to the promenade, but before you get much more than
a single step, you see the grim faces of both Diplomat Anja
and Commander Thorpe. “We need to talk. There has been
another incident.” Behind the two, what looks to be medical
staff are transporting gurneys with cloths draped over
them. The smell of blood is everywhere.

8
ADRIFT
Appendix I:
Crew of the Smokin’ Joker

Vesk Soldiers CR 1 Android Operative CR 2


XP 400 XP 700
NE Med. Vesk Soldier NE Android Operative 1
Init +5; Perception +5 Init +5; Perception +8
DEFENSE Darkvision 60 ft, lowlight vision
EAC: 12 KAC: 14 DEFENSE
hp 20 EAC: 13 KAC: 14
Fort +5, Ref +1, Will +3 hp 26
OFFENSE Fort +1, Ref +6, Will +5 (+2 vs sleep, mind affecting,
poison, and disease)
Speed 30 ft.,
Defensive abilities Evasion, Operative Exploit (holographic
Melee Assault Hammer +8 (1d6+5)
clone 1/day), Upgrade slot (Jump Jets)
Ranged Azimuth artillery laser +6 (1d10+1 F; crit burn 1d6)
Offensive Abilities Awesome Blow, Fighting style (blitz), OFFENSE
Rapid Response Speed 30 ft.,
STATISTICS Melee Survival knife +6 (1d4 +2 S)
Ranged Azimuth laser pistol +8 (1d4+2 F, critical burn
Str +4, Dex +1, Con +2, Int -1, Wis +0, Cha +0
1d4)
Base Atk +5
Special Attack Precise Shot, Trick attack +1d8
Feats Combat Reflexes
Skills Acrobatics +5, Atheltics +5, Intimidate +10 STATISTICS
Gear Smokin Joker ( troop ceremonial) Plate, Azimuth Str +1, Dex +4, Con +0, Int +2, Wis +1, Cha +1
artillery laser with four batteries (20 shots each), Base Atk +3; CMB +3; CMD 14
credstick (200 credits) Skills Acrobatics +13, Computers +8, Engineering +8,
Piloting +13, Stealth +13
Gear Freebooter armor I, Azimuth laser pistol with 2
batteries (20 shots each), Survival knife, credstick (300
credits)

9
Human Soldiers CR 1 TACTICS
XP 400 During Combat the mercenaries will fight as a unit, utilizing
NE Med. Human Soldier flanking maneuvers and watching each other’s backs. They
Init +4; Perception +5 will continue to fight until death.
DEFENSE
EAC: 12 KAC: 14 MERCENARY COMPANY
hp 18 The recommended mercenary company make up is 2 Vesk
Fort +5, Ref +1, Will +3 Soldiers, 2 Human Soldiers and an Android Operative. If
OFFENSE your player group is larger then 4 or of higher level, you can
add additional mercenaries to the mix, or increase the CR
Speed 30 ft.,
of the operatives using the rules from the Starfinder Role
Melee Assault Hammer +8 (1d6+5)
Playing Game Core Rulebook for each class listed.
Ranged Azimuth laser pistol +8 (1d4+2 F, critical burn
1d4)
Offensive Abilities Awesome Blow, Fighting style (blitz),
Rapid Response
STATISTICS
Str +4, Dex +1, Con +2, Int -1, Wis +0, Cha +0
Base Atk +5
Feats Combat Reflexes
Skills Acrobatics +5, Atheltics +5, Intimidate +10
Gear Smokin Joker ( troop ceremonial) Plate, Azimuth
laser pistol with two batteries (20 shots each), credstick
(200 credits)

10
ADRIFT

11
12
ADRIFT

13
14
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When the crew of the Sanguine Raptor’s
Hyperspace Engine blows in the middle of
travelling, they find themselves thrown out
somewhere into deep space.

The damage to the ship and crew are


catastrophic – causing the death of the Captain
as well as dozens of fellow crew members.
With only a few survivors remaining, important
questions must be addressed.

How badly damaged is the ship? Where are


they? Is there hyperspace tech this far out in the
Vast? As the Raptor’s engines give their last, the
remaining crew find themselves…adrift.

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