01 The Perfect Storm
01 The Perfect Storm
PERFECT
STORM
BY JESSICA REDEKOP
PRIMORATA TIER 3
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift Special
AC 13; TL 13
HP 55; DT —; CT 11
Shields light 60 (forward 15, port 15, starboard 15, aft 15)
Attack (Forward) light particle beam (3d6; 10 hexes)
Attack (Turret) light particle beam (3d6; 10 hexes)
Power Core Arcus Heavy (130 PCU); Drift Engine Signal Chaos Engine; Systems budget medium-range sensors, crew quarters
(good), mk 1 duonode computer, mk 3 armor, mk 3 defenses, biometric locks; Expansion Bays cargo hold (2), guest quarters,
medical bay, tech workshop; Modifiers +1 to any two checks per round, +2 Piloting; Complement 4 (minimum 1, maximum 6)
SPECIAL ABILITIES
Additional Expansion Bay Due to the unusual circumstances of its creation, the Primorata has one more expansion bay than is
normal for an explorer frame.
Signal Chaos Engine The Signal Chaos Engine is an artifact created by the unexpected and magical synthesis of a Drift
engine with chaos sails (Starship Operations Manual 9). Activating the Signal Chaos Engine requires 1 minute, during which
time the ship can use its conventional thrusters. Once activated, the Signal Chaos Engine causes the Primorata to travel
randomly through the multiverse for 1d6 minutes before arriving at an unpredictable location somewhere in space and
time. The Signal Chaos Engine leaves a wake, which nearby ships can follow. It uses no PCU, costs no BP, and replaces a
starship’s Drift engine. The Signal Chaos Engine is destroyed if it ever returns to the location and moment during the Drift
Crash when it was created.
The Primorata is a unique vessel created in the Drift Crash when a conventional starship, the Marata, attempted to enter the Drift
while the Primordial—a pirate vessel grappled to it and equipped with chaos sails (Starship Operations Manual 9)—attempted to enter
the Maelstrom. Both vessels merged into a single, unusual starship with features from both vessels, plus some emergent details.
The combined vessel’s four decks include an observation lounge (deck 1) decorated with planar fragments from Nirvana, the
Maelstrom, and the Plane of Water that were ejected into the ship by the Drift Crash. Its two-story bridge (decks 2 and 3) and a crew
lounge on the lowest deck (deck 4) share excellent views through an expansive front window of transparent aluminum. Most of the
ship’s lower two decks are devoted to crew and guest quarters, with a central atrium made possible by a catwalk on deck 3.
The most unusual feature of the Primorata, however, is its plane-breaking Signal Chaos Engine, a unique artifact. Housed in
engineering on deck 2, the Signal Chaos Engine sends the Primorata hurtling through time and space with every use. When it does,
however, the Primorata leaves a wake that other nearby starships can use to follow the vessel wherever it goes.
AUTHOR
Jessica Redekop
ADDITIONAL WRITING
Joseph Blomquist, Sasha Laranoa Harving,
Joshua Hennington, Quinn Murphy, and
Isabelle Thorne
DEVELOPERS
Jason Keeley and Jason Tondro
EDITING LEAD
Solomon St. John
EDITORS
Janica Carter, Ianara Natividad, K. Tessa Newton,
Solomon St. John, and Simone D. Sallé
COVER ARTIST
Caio Maciel Monteiro
INTERIOR ARTISTS
Maksim Cerkasin, Sol Devia, Michele Giorgi,
Miguel Regodón Harkness, Ivan Koritarev,
Denis Medri, Guilherme Olivieri, Mirco Paganessi,
Pixoloid Studios (Mark Molnar, David Metzger,
Gaspar Gombos, Zsolt ‘Mike’ Szabados, Janos Gardos,
Laszlo Hackl, Peter Lerner, Orsolya Villanyi),
Aurele Pradal, and Jino Rufino THE PERFECT STORM ���������������������������������� 2
by Jessica Redekop
PAGE BORDER DESIGN
Caio Maciel Monteiro
CHOSEN OF CHAOS ������������������������������������� 40
CARTOGRAPHER
by Joshua Hennington
Damien Mammoliti
PUBLISHER
Erik Mona
STARSHIP: PRIMORATA ��������������������������� INSIDE
by Jessica Redekop COVERS
This book refers to other Starfinder products using the following abbreviations, but these
additional supplements are not required to make use of this book. Readers interested in references
to Starfinder hardcovers can find the complete rules of these books available online for free at
paizo.com/sfrd.
ON THE COVER
The crew of the Primorata meet their
evil twins while the erinyes devil
Malacanta looks on in this cover by
Paizo Inc. Caio Maciel Monteiro.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
paizo.com
2
THE
THE PERFECT
PERFECTSTORM
STORM
believe to be a set of instructions from Triune—instructions
ADVENTURE for improving the Drift itself. Completing the code in secret,
BACKGROUND they smuggled their update to the Drift into the Nexus,
Triune’s greatest temple, located in the city of Alluvion in the
Drift. If Triune disapproved of the Architects and their plan,
Spacefaring civilizations across the galaxy rely on the Drift the tripartite god gave no sign of it.
for safe, reliable, faster-than-light travel. Drift travel connects As the adventure begins, the Architects begin to upload
worlds, facilitates transportation and communication, and their new code into the Drift. They believe this will transform
creates an interstellar community. Some believe the Drift and improve the Drift, making it better than ever before. In
could be even better, and they’re willing to risk everything to fact, however, the Architects’ code will cause the Drift to
prove their theories. completely shut down in an event called the Drift Crash,
Triune revealed the Drift three centuries ago with the during which no Drift travel will be possible anywhere in the
Signal, a galaxy-wide communication some received as audio galaxy. Starships in the Drift when the crash occurs will be
transmissions, but which—on other worlds—was hidden within hurled to other planes or distant worlds. The Drift Crash is
art, etched into stone, or seen inside dreams. Regardless only the beginning of the larger Drift Crisis: a galaxy-spanning
of the form it took, the Signal contained the technological disaster that permanently transforms the multiverse. All this,
information needed to build a Drift engine, a device that and more, is detailed in Starfinder Drift Crisis.
allows a starship to enter the Drift and cross vast interstellar As the Architects upload their code, the player characters
distances in a matter of days. are aboard their starship, the Marata. Their aggressor is the
Many questions surround the Drift. Did Triune create the Primordial, a pirate vessel equipped with chaos sails, a magical
Drift, discover it, or hide it before finally revealing it? The alternative to Drift travel that relies on the Maelstrom—a
Drift has strange properties: it’s inhabited by strange and plane of pure chaos—to function. When the Marata and the
little-understood creatures, and each time it’s used, the Drift Primordial attempt to flee a solar storm, the Drift Crash
absorbs a small piece of another plane. Triune encourages occurs, changing the player characters’ destiny forever.
innovation, and for three centuries, engineers and physicists
worked to refine Drift technology without much success. ASSEMBLING THE CREW
Some within Triune’s church believe the deity always intended In this adventure, the player characters are the crew of the
for mortals to improve upon Drift travel; one group of these starship Marata. Use the player’s guide on pages 40–47 to
faithful, the Architects, believe it has finally made progress. develop the characters, the nature of the group, and details
The Architects sought examples of the Signal on remote about the Marata. As detailed in the player’s guide, the Marata
worlds throughout the galaxy, and when they studied them, is also home to a small number of Key NPCs: additional crew
they found buried data fragments and hidden code within the members who provide skills and abilities the heroes might
Signal that had previously gone unnoticed. The Architects need in their interstellar adventure. Determine how the
collected, deciphered, and assembled this code, which they characters know each other and how they interact with Key
3
ENGINE ROOM BRIDGE
1 SQUARE = 5 FEET
NPCs; who among them are friends, and who are rivals (or wounds, and an unused expansion bay the player characters
even enemies)? can eventually customize to suit their needs.
A freak accident early in the adventure merges the Marata
with the Primordial, a pirate vessel, and the heroes spend the
rest of the adventure aboard the merged ship, referred to CHAPTER 1:
as the Primorata. The Drift Crashers Adventure Path differs TO HELL
from traditional Starfinder campaigns because the heroes are
constantly on the move. The player characters won’t have
AND BACK
many opportunities to sell treasure or shop for new gear while
they’re busy saving the galaxy! To compensate for this, the “The Perfect Storm” begins in the middle of the action, with the
Primorata and its crew should be self-sufficient; for example, heroes already in a fight for their lives. As the heroes prepared
the player characters should craft their own gear, and they’ll to enter the Drift, the pirate ship Primordial attacked. The two
benefit from a doctor or other character with medical skill ships are now tethered together, and pirates have already
who can help them recover from wounds and afflictions. The boarded the Marata; the adventure begins with the heroes
players don’t need to do all this themselves. In addition to Key defending the ship’s engine room from saboteurs. From there,
NPCs, some of the Primordial’s pirate crew might survive long the heroes must try to retake the bridge. When the Marata
enough to join the player characters, further adding to the and the Primordial try to escape a solar storm at the exact
campaign’s roster of recurring NPCs. moment of the Drift Crash, the two ships merge, careening
As you plan and run the Adventure Path, ensure the player through the multiverse before crash-landing in Hell.
characters have the time and resources they need to craft Because the Marata could be virtually any kind of vessel,
gear, and remind player characters who have crafting skills from a scientific explorer to a party bus on tour, its exact floor
(Engineering, Life Science, Mysticism, and Physical Science) plan and starship statistics aren’t detailed in this adventure.
they can use these skills to make their own gear. If the heroes Individual encounters that take place on the Marata before
lack any of these skills, Key NPCs or surviving pirates can fill it merges with the Primordial have maps, but you can alter
in the gaps. The Primorata has a tech workshop filled with those maps to best represent the specific nature of the player
crafting tools, a medical bay the heroes can use to treat their characters’ starship.
4
THE PERFECT STORM
EVENT 1: REPEL BOARDERS! (CR 1) SPECIAL ABILITIES
Read or paraphrase the following. Frenzied Fighting (Ex) As a swift action, a Primordial pirate
can enter a frenzy that empowers their attacks and
It all happens so fast. The Marata emerged from the Drift deadens them to fear and pain for 1d4 rounds. While
at its intended destination, only to find the entire system frenzied, the pirate gains a +2 bonus to melee damage
on the verge of a deadly solar storm. That would have been rolls and Will saves, as well as a –1 penalty to AC. While
easy enough to avoid by simply reactivating the Drift engine. frenzied, the pirate can’t use any ability that requires
But that’s when the pirates attacked. patience or concentration, including any Charisma-,
Cobalt, captain of the pirate vessel Primordial, ordered the Dexterity-, or Intelligence-based skill other than
Marata to surrender as pirates tethered the ships together. Acrobatics, Intimidate, and Piloting. Once a pirate uses
Berserkers flying the flag of Besmara the Pirate Queen have frenzied fighting, they can’t do so again for 10 minutes.
swarmed aboard, bound for engineering, where they can
sabotage the Drift engine to prevent escape. Power Fluctuations: Throughout the fight, lights flicker
and consoles turn on and off. A character who succeeds at
Use the Engine Room map on page 4 for this encounter; a DC 12 Computers, Engineering, or Physical Science check
customize the map to accommodate any unusual identifies these power fluctuations as symptoms of the
characteristics the Marata might have, depending on the oncoming solar storm.
background your players have chosen.
Creatures: Four pirates from the Primordial are attempting
to sabotage the Marata’s Drift engine and thrusters to
immobilize the ship. Three pirates are furious hand-to-hand
fighters, but one is a noncombatant: Zev (CN male human),
a specialist with a total modifier of +10 in Computers,
Engineering, and Physical Science. As soon as fighting starts,
Zev seeks cover and cowers if attacked. If you want to make
things a bit more complicated for your heroes, a Key NPC
might be in engineering; when pirates threaten the NPC, your
player characters must defend them.
5
As soon as the pirates are defeated, a Key NPC uses the frenzied fighting and attack with their axes, trying to
Marata’s intercom to speak to the heroes, alerting them to stay between the heroes and Moniseda.
two emergencies. First, the solar storm is intensifying; if the Morale The pirates fight as long as their frenzy lasts. If only
ship doesn’t exit the system, it will soon be destroyed. To make one remains undefeated, the pirate surrenders.
things worse, a second group of pirates has taken the bridge.
The players can decide what to do with Zev; he’s unarmed MONISEDA CR 1
and can be guarded by a Key NPC or locked in a storage XP 400
closet until the other pirates have been dealt with. If a player Female lashunta technomancer
character voices a desire to kill Zev, point out that murdering CN Medium humanoid (lashunta)
a defenseless person who has surrendered is an evil act. Init +2; Senses blindsense (thought) 30 ft.; Perception +2
When the heroes leave engineering for the bridge, proceed DEFENSE HP 16
to Event 2: Retaking the Bridge. EAC 10; KAC 11
Fort +0; Ref +2; Will +4
EVENT 2: RETAKING THE BRIDGE (CR 2) OFFENSE
As the player characters move through the Marata Speed 30 ft.
to the bridge, they see the Primordial through the Melee survival knife +2 (1d4+1 S)
ship’s view ports. Describe the Primordial as a Ranged azimuth laser pistol +4 (1d4+1 F; critical
destroyer-class vessel flying the flag of Besmara. burn 1d4)
The ship is equipped with numerous tether Spell-Like Abilities (CL 1st)
cables and grappling hooks that keep the Marata 1/day—detect thoughts (DC 14)
attached. The Primordial’s most At will—daze (DC 13), psychokinetic hand
notable feature, however, is Technomancer Spells Known (CL 1st, ranged +4)
the many glowing, high-tech 1st (3/day)—magic missile, overheat (DC 14)
sails that surround the 0 (at will)—detect magic, energy ray,
ship and seem to catch transfer charge
an invisible solar wind. TACTICS
Any character can identify During Combat Moniseda targets the
this technology with a closest enemy or the first to deal
successful DC 15 Culture damage with magic missile. If an
or Mysticism check as enemy gets close, or if she sees a
chaos sails, a rare alternative chance to catch more than one hero
to Drift engines used only by in the area, she casts overheat.
pirate priests of Besmara. Besmara is a pre- Morale If she’s the last pirate still
Gap goddess of piracy and strife who sails the fighting, Moniseda surrenders.
galaxy in her own ship, the Starwraith, raiding STATISTICS
other deities for their power. See page 9 of the Str +0; Dex +2; Con +0; Int +3;
Starfinder Starship Operations Manual for more Wis +1; Cha +2
on chaos sails. Skills Computers +10, Mysticism +7,
Use the Bridge map on page 4 for this Physical Science +4, Piloting +3,
encounter, customizing the map to represent Stealth +5
the unique characteristics of the Marata Languages Common,
your players have imagined. limited telepathy
Creatures: Moniseda, the Primordial’s first Other Abilities spell cache
mate, took the bridge of the Marata with the Gear estex suit I, azimuth
help of her fellow pirates. One or more Key laser pistol with 1 battery
NPCs might be on the bridge. If these NPCs (20 charges), survival
can defend themselves, there might be a knife, datapad AR
few pirate casualties lying on the floor.
Solar Storm: As the heroes
PIRATES (2) CR 1/3 fight to regain control of the
XP 135 each bridge, the solar storm—visible
HP 6 each (page 5) through the front view screen—
TACTICS
Moniseda becomes increasingly bright.
During Combat The pirates use Any character trained in
6
THE PERFECT STORM
Physical Science or Piloting knows the ships need to leave through a crimson sky of dark clouds and floating embers,
this star system immediately or be destroyed by the storm. revealing a barren and volcanic desert pitted with black rock
During the second round of combat, Cobalt, captain of and geysers of hellish flame.
the Primordial, orders Moniseda through the Marata’s comm Cobalt shouts, “Brace for impact!”
system, “Get back here! We need to haul anchor, lest that
solar storm bake us all!” The Architects uploaded their code into the Drift while the
If Moniseda is still alive, she tries to argue, insisting, “We heroes fought the Primordial’s crew; this code rippled out from
can still do it! I’ve got things under control,” no matter how Alluvion across the Drift, and that wave has just hit the player
badly she and her fellow pirates are faring. characters. Most starships in the Drift at the time of the Drift
Once the heroes regain control of the bridge, they can Crash are flung to random locations in the galaxy or to other
activate the Drift engine to escape the storm. A DC 10 planes. Since the Drift doesn’t work beyond the Material Plane,
Piloting check enables a character to plot a course for a these vessels are stranded. The proximity of the Primordial and
well-known destination, such as the Starstone at Absalom its Maelstrom-fueled chaos sails, perhaps combined with the
Station. At the same time, the Primordial energizes its chaos effects of the solar storm, caused a freak accident to occur,
sails to take the ship through the Maelstrom, the outer plane merging the Marata and Primordial into a new vessel: the
of pure chaos. The tethers strain as the ships veer from each Primorata. For full details on the Primorata, including some
other and activate their respective faster-than-light systems. unexpected hazards and stowaways, see pages 9–11.
If the player characters communicate with Cobalt, he laughs The Primorata crashes in Avernus, the first layer of Hell. The
and revels in the chaotic situation. “No time to cut the tethers bridges of both starships have merged into one, prompting a
now,” he replies. “We might kill each other, or the galaxy confrontation with Cobalt and his crew; when you’re ready,
might do it for us! Isn’t it glorious?” proceed to Event 3: Crossing the Bridge.
The storm reaches the Marata, and the player characters
can wait no longer. As they activate their Drift engine, Cobalt EVENT 3: CROSSING THE BRIDGE (CR 3)
orders the crew to engage the Primordial’s chaos sails. The player characters find themselves on the Primorata’s
Then everything goes from bad to worse. bridge; use the map on the inside front cover. The player
characters are on deck 3, the lower bridge, and stairs lead to
THE DRIFT CRASH the upper bridge where the Primordial’s captain and crew also
When the player characters activate their Drift engine, read stand at stations.
or paraphrase the following. Read or paraphrase the following.
The Marata’s Drift engine engages, and the swirling green and A spacious, two-story command center has replaced the
purple clouds of the Drift become visible before its bow. The Marata’s bridge; instead of the front view screen, transparent
Primordial unfurls sparkling sails that catch invisible chaos aluminum walls with a pale green tint provide a fantastic
energy and begin to pull that ship into the Maelstrom. Some view of the hellscape outside the ship. The vessel crashed
of the tethers binding the ships together snap, but not all. and slid to the foot of a black obsidian mountain, pointed
As the ships enter their respective planes, a devastating slightly toward an infernal sky of dark and roiling clouds
wave of energy crashes through the Drift, breaking upon the shot through with bolts of fire. Twisted metal fragments lie
bow of the Marata and flinging it directly into the Primordial around the prow of the ship in all directions. Apparently, it
as it enters the Maelstrom. The pirate ship’s chaos sails hit something in the crash—perhaps a vehicle or building—
shred and tear. Metal groans as the two vessels collide. The and demolished the smaller object.
groaning ceases as the two ships—somehow, impossibly— On an upper bridge accessible by two curving staircases,
merge into one. The Primordial’s hull, transparent and the pirate captain Cobalt—the phentomite who demanded
ghostly, passes through the hull of the Marata until the the Marata’s surrender—straightens from his crouch behind
ships occupy the same space. A blue-skinned phentomite a control console, flanked by two other pirates. “Well,” he
slides into view, clenching the bridge controls in a desperate growls, drawing his sword, “it looks like we have ourselves a
attempt to stay on his feet. Slowly, the Marata and Primordial real dilemma: two captains, one ship.”
settle into each other, neither entirely intact, the combined
vessel an amalgam of both starships. Creatures: Three other crew members accompany Cobalt,
The new vessel, with both crews at the helm in the merged including two pirates and Navra (CN female suli), the
bridge, crashes through the Drift and the eternal chaos of Primordial’s surgeon. Navra is a noncombatant armed with
the Maelstrom, leaving both behind. One planar barrier after nothing but a sarcastic sense of humor. She avoids melee and
another breaks upon the ship’s prow as red emergency lights rushes to deliver first aid to anyone who falls to 0 Hit Points,
flash and alarm klaxons ring. Just as it seems the ship will regardless of which crew they belong to; her total modifier for
shake itself apart, the final barrier breaks; the ship hurtles Life Science, Medicine, and Mysticism checks is +10.
7
PIRATES (2) CR 1/3 Init +2; Senses darkvision 60 ft.; Perception +7
XP 135 each DEFENSE HP 21
HP 6 each (page 5) EAC 12; KAC 13
TACTICS Fort +1; Ref +1; Will +5
During Combat The pirates use frenzied fighting and attack Defensive Abilities acclimated, share pain (DC 13)
with their axes, protecting Cobalt. OFFENSE
Morale The pirates fight as long as their frenzy lasts. Speed 30 ft.
Otherwise, if Cobalt is defeated, the pirates surrender. Melee tactical dueling sword +6 (1d6+3 S)
Ranged subzero ice carbine +4 (1d8+2 C & P)
COBALT CR 2 Mystic Spells Known (CL 1st)
XP 600 1st (3/day)—fear (DC 15), mind thrust (DC 15)
Male phentomite mystic (Starfinder Alien Archive 2 96) 0 (at will)—daze (DC 13), fatigue (DC 13), stabilize
CN Medium humanoid (phentomite) Connection mindbreaker
TACTICS
During Combat Cobalt casts fear to drive one enemy away
from the battle, and then casts mind thrust whenever he
isn’t engaged in melee.
Morale If all his allies are defeated, and he has been
reduced to 10 HP or fewer, Cobalt surrenders.
STATISTICS
Str +1; Dex +2; Con +1; Int +1; Wis +4; Cha +2
Skills Acrobatics +12, Athletics +12, Bluff +7, Diplomacy
+7, Intimidate +7, Mysticism +12, Stealth +7
Languages Common
Other Abilities heat tracking
Gear freebooter armor I, subzero ice carbine AR and
2 standard batteries (20 charges each), tactical
dueling sword
8
THE PERFECT STORM
laughs and claps the most charismatic hero on the back. “Ye Effect tactical rail cannon +11 ranged (1d10 P; critical bleed
seem a decent sort,” he says. “If anyone can get me and my 1d4); multiple targets (all creatures in a 60-foot line from
crew out of this hellhole, it’s you.” From this point on, Cobalt the gun)
does as the heroes instruct him, and his crew follow his lead.
Story Award: If the heroes resolve the confrontation with Treasure: A character who succeeds at a DC 13 Engineering
Cobalt and his pirates peacefully, award them XP as if they check can take a full action to remove the tactical rail cannon
had defeated Cobalt and the pirates in combat. (Starfinder Armory 44) from its tripod; it can be used by any
character proficient with heavy weapons. Alternatively,
A. THE PRIMORATA the heroes might wish to reposition the railgun to serve its
When the Marata and the Primordial merge in the Drift Crash, original purpose as an antipersonnel security measure for
they become a single starship referred to as the Primorata the ship; installing the railgun in this way costs 8 BP.
throughout the Adventure Path; your players may give it a Pirates also stored their loot here, including a crate
different name. It’s unlikely the heroes will have a chance containing 10 frag grenades I, a crate of 50 sealed R2Es, a
to fully explore the Primorata right away, as they have their half-filled crate containing 10 bottles of Castrovelian Yaro
hands full surviving their crash into Hell and subsequent berry mead (a minor intoxicant), and 1,000 UPBs.
efforts to escape. They will need to at least investigate the
engine room (area A8) to restore power to the ship, and the A2. CREW QUARTERS
cargo bay (area A2) to leave and explore their surroundings; When the Marata and the Primordial merged, the crew quarters
see Straight to Hell (page 11) for additional guidance. of the two ships combined into a stacked configuration that
As the player characters move about the ship, use the occupies decks 3 and 4, with catwalks on deck 3 surrounding
information here to describe the Primorata’s interior. Once an open-air atrium. The Marata’s original staterooms are on
they’ve escaped Hell and have some downtime in Chapter deck 4, and their contents have not changed.
2, the player characters can explore the ship in depth. The The Primordial’s crew quarters are on deck 3; the doors to
merging of the two vessels created some hazards and all these rooms are locked (DC 15 Computers to hack or DC
unexpected dangers, some of which the heroes may stumble 15 Engineering to bypass). Accommodations include a bed,
across before they escape Hell. small desk, chair, and a locked compartment beneath each
bed containing clothing and personal effects.
A1. CARGO BAY (CR 1) The catwalk on deck 3 also allows access to the bridge
A large airlock and loading bay door occupy one side of the (area A10) and an empty expansion bay (area A5) created
cargo bay. Until the player characters fix it, the cargo bay door when the Marata and the Primordial merged.
is stuck open; repairing the door is detailed in Event 4: Furious.
A transport pole connects this room with the expansion bay A3. LIFT
(area A5) on deck 3 and the engine room (area A8) on deck An elevator connects decks 2, 3, and 4. The lift doesn’t
2. A creature can slide up the pole by taking a move action to function until the heroes restore the power core in the engine
grab it securely with two limbs; anti-gravity technology takes room (area A8). An emergency trapdoor in the ceiling can
over from there, depositing the character in area A5 or A8 at be opened by a character who succeeds at a DC 13 Athletics
the end of their turn. Any cargo the player characters stored check. This provides access to the elevator shaft, which
on the ship is here, but see also Treasure, below. includes a ladder that can be used when the ship is without
Hazard: The pirates installed some security measures in the power. Climbing the ladder requires no check, but characters
Primordial, including a tripod-mounted railgun originally used move up or down at half their Speed.
to defend the loading dock from intruders. In the merging of
the two vessels, the railgun turned and now points at the door A4. CREW LOUNGE
leading to the corridor into the ship. Anyone opening this door Deck 4 includes a spacious crew lounge with large view
or moving through it triggers the railgun; the railgun has 20 screens. The lounge has ample seating for relaxing and taking
rounds and uses 5 each time it activates; after 4 activations, meals. A small dinette at the back of the room houses the
the gun is empty and must be reloaded. ship’s food dispensers.
9
TIME EATER CR 2
THE SIGNAL CHAOS XP 600
ENGINE HP 25 (Starfinder Alien Archive 3 24)
TACTICS
The Signal Chaos Engine is a hybrid artifact created During Combat The time eater stays as far from creatures
by the unexpected and magical synthesis of a Drift as possible while still attempting to steal momentum
engine with chaos sails (Starship Operations Manual from them.
9). Activating the Signal Chaos Engine requires a single Morale If harmed, the time eater flees to area A1 or A8,
round of starship combat, during which time the ship whichever sounds less occupied, using the hole in the
can use its conventional thrusters. Once activated, the deck that accommodates the transport pole. If it sees a
Signal Chaos Engine causes any starship in which it is way to escape the ship, such as the cargo bay’s airlock
installed to travel randomly through the multiverse and loading bay (area A1), it takes it.
for 1d6 minutes before arriving at an unpredictable
location somewhere in space and time. A6. MEDICAL BAY
The Signal Chaos Engine leaves a wake that nearby The Primorata’s medical bay is fully equipped to handle
ships—including those involved in space combat or a everything from bullet holes and laser wounds to common
starship chase (Starship Operations Manual 44)—can illnesses and upset stomachs. It includes three beds, a surgery
follow. It uses no PCU and costs no BP. The Signal Chaos theater, and enough diagnostic equipment and computer
Engine replaces a starship’s Drift engine; any Drift stations for a small staff to work together without getting in
engine installed in the same ship does not function. each other’s way.
The Signal Chaos Engine is destroyed if it ever If Navra survived the crash, she offers to use the equipment
returns to the location and moment it was created here to treat the wounds of any injured characters.
during the Drift Crash. Treasure: Cabinets in the medical bay store two medpatches
and three mk 1 serums of healing.
10
THE PERFECT STORM
the character doesn’t know how to operate it. Bringing the crew stations and a captain’s chair (though only one character
Signal Chaos Engine online is a significant obstacle in Event can serve as captain at a time).
4: Furious. When the Marata and the Primordial merge, the player
In addition to the door providing general access to this characters arrive on the bridge and confront Cobalt there;
room, a transport pole in one corner descends through a hole see page 7.
in the floor to the room below. To use the transport pole, a
character takes a move action to grasp it with two limbs. STRAIGHT TO HELL
Antigravity then deposits the character in area A5 or A1 at Once leadership of the combined vessel has been resolved,
the end of their turn. the heroes can investigate their surroundings and learn more
Hazard: When the Primordial and the Marata merged, the about their situation. Soon, however, Malacanta—an erinyes
ship’s two power cores became a single amalgam of sparking, devil in command of a warship called the Infernal Directive—
stuttering electronics. The power core threatens anyone who arrives to investigate the crash.
touches it; it must be disabled before it can be repaired. Inside the Ship: The Primorata’s power core is damaged,
leaving the ship on emergency power. Doors barely open,
MALFUNCTIONING POWER CORE and the lift (area A3) doesn’t work. The heroes might explore
XP 200 some of the ship, especially the engine room (area A8) or the
Type technological; Perception DC 17; Disable Engineering cargo bay (area A1), which is the only exit from the vessel.
DC 12 (pull wires) The cargo bay door is stuck open and won’t close until ship
Trigger touch; Reset Immediate power is restored.
Effect arc of electricity (2d6 E); Reflex DC 11 half The Pirates: The original crew of the Primordial included
Cobalt (page 8), first mate Moniseda (page 6), seven pirates
Repairing the Core: The power core must be repaired (page 5), engineer Zev, and ship’s surgeon Navra. Any pirates
before the ship can go anywhere. Doing so takes time, and the heroes left alive survived the crash and follow Cobalt’s
repairs won’t be completed before Event 4: Furious (page lead if he lives; otherwise, they are indifferent to the player
12) takes place. The player characters may delegate Key characters. Their foremost goal is to escape Hell alive.
NPCs to start work; if he survived, Zev volunteers to help, Outside the Ship: When the heroes step outside the
assisting another character if told to do so. Primorata, they see that the ship first hit the ground a half
Treasure: The transparent, leech-like creatures clinging mile behind them, bounced once, and then slid into the side
to the walls of the engine room are rift remoras (page 45), of a sharp and jagged obsidian mountain, which lifted its nose
extraplanar creatures that were drawn to the Signal Chaos
Engine and found themselves trapped here. They aren’t
violent and can be safely removed by anyone willing to
handle them. If a character wishes to bond with one, a ADVENTURING IN THE
rift remora makes an interesting creature companion; see NINE HELLS
pages 138–147 of Starfinder Alien Archive 3 for details on
creature companions. The player characters crash in Avernus, the first layer
of Hell. Hell is an outer plane; the Outer Sphere and Hell
A9. OBSERVATION LOUNGE are summarized on pages 470–471 of the Starfinder
Deck 1 of the ship is a large observation lounge composed Core Rulebook.
of stolen fragments from the planes through which the When a living creature dies and follows the River of
Primorata crashed. Flowering gardens from Elysium, a patch Souls to judgment, Pharasma sends lawful evil creatures
of meadow from Nirvana, and flute-playing reeds from Heaven to Hell. There, they are usually transformed into
fill the lounge. Transparent aluminum walls provide fantastic lemures, the most wretched and pathetic of all devils.
views of the ship’s surroundings. A very few are granted an elevated status, becoming
Continually Changing: At your discretion, planar fragments devils of higher rank. Eventually, lemures can combine
in the lounge might change whenever the Primorata engages or be transformed to adopt the form of greater devils
the Signal Chaos Engine and crashes through space and time. as well.
Elemental fragments, or those from more hostile planes Planar Traits: Hell is lawful- and evil-aligned. Spells
like the Abyss or Abaddon, might replace the gardens and and spell-like abilities with the lawful and evil descriptors
meadows, for example. are enhanced on the plane, increasing their caster level
by +2. Those with the chaos and good descriptors are
A10. THE BRIDGE impeded; each time such an ability is used in Hell, there
Primorata’s two-level bridge occupies decks 2 and 3, and is a 25% chance it simply fails.
provides excellent views around the ship. Both levels bear
11
a fair challenge which can be resolved by skill, determination,
LEVEL 5
Crimson Bangles and luck. But Malacanta commands a powerful warship and
MAGIC ITEM PRICE 3,000 BULK — has an army of minor devils that far outnumbers the player
These classy designer bracelets were made by Embroi’s characters, even with their pirate allies. The only feasible
famous Superbia fashion house. While wearing a pair option for the player characters is to flee, and that requires
of crimson bangles, once per day as a swift action, getting the power core operational, taking off, and activating
the wearer can tap the bracelets together to lock the Signal Chaos Engine. Other strategies—bringing Primorata’s
their current location into the crimson bangles’ kinetic weapons to bear, for example, or mustering the pirates as
memory. Provided the wearer is within 30 feet of this reinforcements—only delay the inevitable. If your players aren’t
locked location, they can take a swift action to tap the used to fleeing encounters, Key NPCs might point out the facts
bracelets together and teleport to the locked location. and urge retreat.
The crimson bangles can only lock to a single location When the Infernal Directive arrives, read or paraphrase the
each day, but the wearer can return to that location any following to your players:
number of times.
The oppressive, windy roar of an approaching starship heralds
the arrival of an infernal destroyer twice the size of your
slightly upward. Scorched, dry plains stretch in all directions, crashed vessel. It descends, its shadow blotting out the sun as
broken by occasional geysers of fire. Volcanic rubble litters it hovers only a few hundred feet above, its dark underbelly
the ground. High above, a red sun hangs in a red sky. laced with cables and punctuated by blinking red lights.
Sheets of twisted metal litter the ground, as do the
corpses of lemures (page 57), imps (page 13), and other Malacanta’s starship is a 400-foot-long destroyer bristling
devils. If anyone still has any doubt where they’ve landed, with weapons. The player characters can return to the
this confirms they’re in Hell, a lawful evil plane in the Great Primorata or make their stand outside, as they choose.
Beyond. A character who succeeds at a DC 15 Mysticism Malacanta opens communications with them. If they’re inside
check realizes they must be on Avernus, the first layer of the ship, they can see her on the front view screen; if they’re
Hell. A character who succeeds at a DC 15 Engineering check outside, she appears as a 12-foot-tall hologram projected from
identifies the wreckage as the remains of a small building, the destroyer.
perhaps a military watchtower of some kind; the Primorata
collided with it, killing everyone within. The captain of the infernal vessel is a statuesque woman
If they walk around the ship to assess exterior damage, seated in a high-backed, spiked leather chair. Her dark hair
the heroes spot a corpse half-buried beneath the prow of is pulled into a tight ponytail, her eyes glow with diabolic
the Primorata. With a successful DC 18 Mysticism check, a flame, and the inky-black feathers of her wings drape from
player character recognizes the corpse as that of an erinyes, her shoulders like a plush, tailored cape. When she speaks,
a powerful and vengeful type of winged devil. The erinyes her Common vibrates with barely contained rage.
Sinzaria was crushed beneath the Primorata when it crashed “Allow me to welcome you to Hell, mortals. I am Malacanta,
into Avernus. which you would do well to remember, else you be left with
Treasure: Sinzaria’s body was mangled in the crash, but no name to curse but your own in these final moments.” She
her exquisite, magical bracelets remain intact. A character smiles threateningly. “The corpse of my sister Sinzaria lies
who succeeds at a DC 15 Culture check recognizes these as buried beneath your pretty ship, so I must congratulate you
crimson bangles, a matched set of designer accessories from on your efficiency: on your first day in Hell, you have already
the luxurious Superbia fashion house on Embroi. See the sealed your damnation. Now we will gain what we seek
sidebar above for details. from each other: you, the pain and death you run toward so
As soon as the bangles are discovered, and perhaps greedily, and I, revenge.”
removed, begin Event 4: Furious. Malacanta rises from her chair and gestures to a tall,
lanky devil in a black and red uniform; the creature has short
EVENT 4: FURIOUS (CR 4+) arms and a long trunk. “Invichor, capture them and bring
Sinzaria’s sister, Malacanta, commands a warship called the them aboard. I will have much time for them later.”
Infernal Directive. She was speaking with her sister over Invichor, apparently Malacanta’s lieutenant, raises his
comms when the Primorata crashed into the small military trunk and salutes. The communication ends.
base where Sinzaria was posted. Malacanta quickly ordered
the Infernal Directive to investigate, and the ship arrives as The Infernal Directive descends to only a few feet above
the heroes are investigating the wreckage. the ground as doors on the side of the ship open, releasing
The nature of this encounter might be unusual for many a swarm of devils. Depending on the players’ actions, they
players, who could be expecting that every confrontation is might fight the devils outside the ship or inside; use the
12
THE PERFECT STORM
map of the Primorata for this encounter, surrounding it with Immunities fire, poison; Resistances acid 5, cold 5
level, desert terrain. The low slopes of the obsidian mountain Weaknesses vulnerable to silver or effects with the good
alongside the ship are difficult terrain. descriptor
Malacanta’s ship brings its weapons to bear on the OFFENSE
Primorata, but starship weapons are slow to arm and fire. The Speed 20 ft., fly 50 ft. (Ex, perfect)
heroes have 10 rounds before that attack fires, and they’d be Melee sting +5 (1d4+1 P plus lesser imp poison)
wise to escape by then. To do so, they must repair the power Spell-Like Abilities (CL 1st)
core, take off, close the cargo bay door, and activate the 1/week—contact other plane (devils only)
Signal Chaos Engine. All these objectives are detailed on page 1/day—augury, invisibility, suggestion (DC 16)
14. Your player characters might split up, with specialists Constant—detect magic
restoring power while combatants fight off devils, or they TACTICS
might all join in the fray and rely on Key NPCs to accomplish During Combat Imps attempt to sting spellcasters and
these tasks. If the ship takes off, lemures will be stranded ranged fighters first. If surrounded or trapped, they cast
on the ground or in the ship; unless the cargo door is closed, invisibility to retreat and reposition themselves, flanking
imps can still enter the vessel and attempt to prevent escape. with another devil.
Characters can fire the Primorata’s weapons only once every
10 rounds, limiting their utility in tactical combat.
Creatures: Malacanta and her lieutenant, a sigveir (page 58)
named Invichor, remain aboard the Infernal Directive, while
her minions—lemures and imps—descend on the Primorata.
She has dozens of such creatures under her command, and
she doesn’t care how many of them die.
If he survived—and the player characters have
made him friendly or helpful—Cobalt leads all
surviving pirates from the Primorata’s cargo
bay to attack Malacanta’s forces and buy
the heroes time to escape.
Even with Cobalt’s help, however, a
small gang of devils reaches the heroes
immediately, charging into melee to
prevent the player characters from
returning to their ship; if the heroes
flee, the devils follow them into the
cargo bay.
LESSER IMP CR 1
XP 400
LE Tiny outsider (devil, evil,
extraplanar, lawful)
Init +4; Senses darkvision 60 ft.,
detect magic, see in darkness; lesser iMP
Perception +5
DEFENSE HP 16
EAC 10; KAC 11
Fort +1; Ref +4; Will +3
Defensive Abilities fast healing 1;
13
Morale Imps are cowards, but they fear Malacanta more attempt a DC 15 Athletics or Engineering check to get the
than they fear death and fight until destroyed. door working again.
STATISTICS Success: The door lurches with a grinding noise, but then
Str +0; Dex +4; Con +0; Int +1; Wis +0; Cha +2 moves smoothly. Closing or opening the door requires a move
Skills Acrobatics +5 (+13 to fly), Bluff +10, Mysticism +5 action. Devils can’t get through the door once shut.
Languages Common, Infernal; limited telepathy 30 ft. Failure: The door grinds but does not close. Another
Other Abilities change shape (animal) attempt can be made to close the door next round.
SPECIAL ABILITIES
Change Shape (Su) A lesser imp can assume the appearance TAKE OFF (PILOTING)
of a Tiny beast, such as a rat, raven, or spider. From this Once power is restored, the player characters can get the
form, in addition to the normal benefits of this ability, Primorata flying again with its conventional thrusters. A
the lesser imp gains a climb speed of up to 30 feet. While player character or Key NPC must be on the bridge to take
in its new form, the lesser imp can have a different sort off. The character must take a full action and attempt a DC 15
of natural attack. Damage from that attack might be of Piloting check to bring thrusters online.
another kinetic type but retains the dice and poison of Success: The Primorata’s engines come to life and the ship
the lesser imp’s sting. trembles, slowly grinding itself free of the obsidian mountain.
Failure: The Primorata starts with a jump and then shuts
Lesser Imp Poison back down. Everyone on the ship and within 5 feet of it must
Type poison (injury); Save Fortitude DC 12 succeed at a DC 12 Reflex save or be knocked prone.
Track Dexterity; Frequency 1/round for 6 rounds
Cure 1 save CALIBRATE THE SIGNAL CHAOS ENGINE
(COMPUTERS OR MYSTICISM)
Reinforcements: More devils appear every round, slipping No one, including the player characters, knows how the
past Cobalt and his pirates if he’s present. At the beginning Signal Chaos Engine works, but they might know it’s capable
of each round, roll 2d4. Each 1 on the die adds a lesser imp of planar travel, and it has certainly replaced the Drift engine.
to the battle; every other result adds a lemure instead. Once power is restored, a character in the engine room (A8)
Reinforcements enter your map from the nearest edge. can take a full action and attempt a DC 15 Computers or
Don’t try to track Cobalt, his pirates, or the devils they Mysticism check to calibrate the engine.
face. Instead, narrate the pirates fighting furiously and Success: The three rings of the Signal Chaos Engine come
dying one by one each round as they battle bravely against into harmony, and the green and purple haze within them
insurmountable odds; eventually only Cobalt is left atop a pile transforms rapidly through many different shapes, from a
of corpses, singing a merry shanty to Besmara—hopefully as floating chunk of rock to an image of Absalom Station. These
the heroes escape. objects represent potential destinations in time and space.
If the ship has taken off and the cargo bay door closed, the
RESTORE POWER (ENGINEERING) Signal Chaos Engine can be used; see Escape, below.
Before the ship can take off or use the Signal Chaos Engine Failure: The three rings of the Signal Chaos Engine spin at
to escape, the heroes need to repair and initialize their new incredible speed; then there’s a whining noise as they slow
power core. A character in the engine room (area A8) can almost to a stop. Another attempt to calibrate the engine can
try to hot-wire the power core by taking a full action and be made next round.
attempting a DC 15 Engineering check. Other characters, Escape: When all four of the above objectives are
such as Key NPCs or Zev the pirate, can aid in this effort or completed, any character on the bridge (area A10) or in
attempt it themselves. the engine room (area A8) who is trained in Computers,
Success: The Primorata’s systems hum back to life. A Engineering, Mysticism, or Piloting can activate the Signal
character on the bridge can take a standard action to raise Chaos Engine with a move action. Reality seems to shatter
the ship’s shields. in front of the Primorata as it rockets forward, breaking
Failure: The power core surges, dealing 1d4 electricity through the planar barriers that isolate Hell from the rest of
damage to all creatures who attempted to fix it or who aided the multiverse. Malacanta and her fiendish minions are left
in the attempt. Another attempt to restore power can be made behind. No one knows where the heroes are going, but they’re
next round. getting the hell out of here.
If all four objectives aren’t accomplished within 10
CLOSE THE CARGO BAY DOOR (ATHLETICS OR rounds, the Infernal Directive opens fire on the Primorata
ENGINEERING) with multiple laser cannons. If power is restored and the
The cargo bay door is stuck open after the crash. Once shields are raised, the Primorata withstands the assault,
power is restored, a character can take a full action and but its shields collapse. The heroes have 10 more rounds
14
THE PERFECT STORM
to complete all objectives and activate the Signal Chaos Worlds—fills the screen, and the Primorata appears to be
Engine. If the shields aren’t raised, or if they collapsed due in orbit.
to a prior attack, the Infernal Directive’s guns rake the ship. Things are not as they seem. Anyone at the pilot’s station
Everyone on the vessel takes 2d6 bludgeoning damage (DC notices that navigational beacons refer to the planet below as
12 Reflex half). The heroes then have 10 more rounds to Golarion-3, not Akiton. The ship’s science officer—or anyone
complete their objectives and escape; if they haven’t done else accessing the long-range communications—immediately
so by then, the Infernal Directive disables the Primorata, notes that while there’s plenty of comms chatter between
and the heroes are stranded on Avernus at Malacanta’s starships and the planet below, that conversation is in Vesk,
mercy. Such a fate is beyond the scope of this adventure, not Common.
but it won’t be pleasant. The Primorata has landed in an alternate reality: a universe
Story Award: If the heroes escape Hell, no matter how in which the Absalom Pact was never signed. The history
many devils they did or did not defeat, award them 1,200 XP. of this alternate universe is the same as the traditional
Starfinder setting until 41 ag. Without the Pact, the worlds
of the Golarion system were divided against the Veskarium
CHAPTER 2: and slowly conquered, one at a time. In 269 ag, long
VESKWORLD after the Veskarium took complete control of the Golarion
system, first contact with the Azlanti Star Empire prompted
the Vesk to immediately enter another war. War with the
Once the Signal Chaos Engine is engaged, the Primorata Star Empire continued through 291 ag when the Swarm
leaves Hell behind, flying through a tunnel of multicolored arrived, attacking both the Veskarium and the Golarion
light and breaking through planar barriers. One of these system. Fighting multiple wars on multiple fronts forced
planes is the Drift, but the ship crashes through it, the the Veskarium onto the defensive. They hired mercenaries
Elemental Plane of Fire, the Boneyard, the Shadow Plane, to hold off the Azlanti while focusing their own prodigious
and more before finally halting in what appears to be military might on repelling the Swarm. The strategy worked,
the Golarion system. The red planet Akiton—instantly more or less, at the cost of untold lives. The Azlanti Star
recognizable to anyone with experience in the Pact Empire hasn’t been seriously threatened by the Veskarium
15
characters in their evil twins, the more effective this part
VESKWORLD GRAFT of the adventure will be.
To create evil twins, use pages 126–143 of the Starfinder
Use this template to create a Veskworld version of a Alien Archive to create CR 1 NPCs with class and species
character from the Pact Worlds. grafts corresponding to the class and species of each player
Alignment: If the original creature’s alignment character. You can give evil twins the same abilities, gear, and
is lawful good or lawful neutral, change to LE; if it is spells your player characters use, or introduce new ones to
chaotic good or chaotic neutral, change to CE; and if make them dark inversions of the heroes and highlight how
neutral good or neutral, change to NE. these characters have been changed by circumstances. Each
Traits: Petty betrayal (see below), Bluff or Intimidate evil twin should have at least one ability that differs from
as a master skill their heroic counterpart, changed to be more lethal or cruel.
Petty Betrayal (Ex): As a move action before making Give them gear worth 1,100 credits; count equipment you
an attack or casting a spell, you can attempt a Bluff check expect the player characters to keep and use—including most
to trick the target of your attack or spell into believing consumables—at full price, but gear you expect the player
you’re going to help them. The DC of this check is equal characters to ignore or sell at 10% of their price.
to either 10 + your opponent’s total Sense Motive skill In addition, add the Veskworld graft (see sidebar) to your
bonus, or 15 + 1-1/2 × your opponent’s CR, whichever is evil twins.
greater. If you succeed at this check, the target falls for
your petty betrayal and takes a –1 penalty to their Armor EXAMPLE EVIL TWIN
Class, attack rolls, and Will saving throws against you Veskworld’s version of the Starfinder iconic envoy, Navasi,
for 1d4 rounds. Once a creature has been targeted by is a CR 1 creature built using the expert array, with the
your petty betrayal, they are immune to further uses of human, envoy, and Veskworld grafts. Veskworld Navasi
this ability by you for 1 day. was born into poverty and joined a pirate crew as the only
Languages: Common, Vesk way to escape deplorable and overcrowded conditions
on Absalom Station. When a job robbing a medical ship
made her so infamous that she could no longer hide from
in decades, and has used this time to grow, conquering Veskarian authorities, she murdered her lover—adopting
many worlds in Near Space. Azlanti raids on the Veskarium her name and identity.
continue, and the Swarm hasn’t been fully eradicated. Navasi uses her cruel taskmaster ability and ominous
The Primorata arrives in this alternate reality in 322 ag. tactical dueling sword to bully allies into obeying her
Time here proceeds at the same rate as it does in the Pact commands. She’s much better at Stealth than her Pact
Worlds. The Drift Crash also happened in this timeline, with Worlds counterpart, and she equipped her armor with
the Architects traveling to the Nexus in Alluvion, uploading infrared sensors, all to facilitate the occasional assassination
their code, and precipitating the Drift Crash. or murder of a rival.
16
THE PERFECT STORM
Skills Bluff +10, Computers +5, Culture +5, Intimidate +10, evil twin to a later stage requires additional good actions
Piloting +10, Sense Motive +10, Stealth +10 of increasing difficulty and self-sacrifice. For example,
Languages Common, Kasathan, Vercite, Vesk forgiving someone for an insult might be enough to make an
Other Abilities cruel taskmaster, get ’em evil twin suspicious; to persuade an evil twin that the hero’s
Gear second skin (infrared sensors), azimuth laser pistol kindness is sincere, the hero will have to do something more,
with 1 battery (20 charges), ominous tactical dueling such as allowing a defeated enemy to escape or saving the
sword, frag grenade I, smoke grenade, mk I serum of life of the evil twin. Each attempt to push an evil twin from
healing, credstick with 135 credits suspicion to mockery or from mockery to debate requires
SPECIAL ABILITIES a successful Diplomacy check with a DC equal to 10 + the
Cruel Taskmaster (Ex) When an ally fails a skill check NPC’s total Sense Motive skill bonus or 15 + 1-1/2 × the NPC’s
or misses with an attack, Navasi can take a CR, whichever is higher. Each attempt to move an evil twin
reaction and spend a Resolve Point to threaten to the next stage must take place in its own dramatic scene,
that ally with death or torture. When she usually separated by at least a day.
does, the ally can reroll the failed skill check or In short, the heroes can try to persuade their evil twins
attack roll. to shift to a good alignment, but
the best response they can hope
DO THEY HAVE TO BE EVIL? for in the limited context of this
Everyone the heroes meet in Veskworld is evil, adventure is, “I’ll think about it.”
for good reason. They’ve spent all their lives in a
society where kindness is a weakness ruthlessly MIRROR MARATA
exploited by rivals and the only way to get The heroes aren’t alone in
ahead is to be more brutal than everyone else. orbit around Akiton; within
This cruel and dysfunctional society is pervasive, minutes of their arrival,
grinding down and consuming anyone who doesn’t sensors detect another ship
participate in it—but your player characters are approaching. If the heroes
exceptional. Evil twins can be reasoned with, and aren’t already on the bridge,
perhaps even persuaded to change, though they have time to gather
it takes great effort and more time than there before the approaching
the heroes are likely to have in vessel opens communications.
this adventure.
If your player characters
attempt to shift the alignment
of an evil twin—perhaps by arguing
in favor of kindness or demonstrating mercy—
measure this process through three stages:
suspicion, mockery, and debate.
Suspicion: The evil twin doesn’t believe
the hero is actually good; instead, they
assume the hero is pretending to be good for
some secret reason, like luring the evil twin into a trap. The
evil twin is suspicious and seeks more information.
Mockery: The evil twin understands the player character’s
good behavior is genuine, but they find this stupid and a
sign of weakness, deserving only mockery. Without a strong
incentive to do otherwise, the evil twin uses violence to
eliminate the threat the hero poses and take whatever the
hero has.
Debate: If a hero convinces an evil twin they are sincere
and keeps the evil twin from initiating violence, reasoned
Veskworld naVasi
debate over the merits of good and evil can begin. This should
be a very long process, one not resolved within the scope of
this adventure.
A Veskworld NPC enters the suspicion stage the first time
they see a player character perform a good act. Shifting an
17
A successful scan of the ship reveals it to be a Kevolari on one side and atmosphere on the other; then, divide the
Venture named Marata. atmosphere half into two layers: highest and second-highest.
The player characters watch as their view screen reveals The highest layer is prone to dust storms—a moderate
the bridge of another starship, apparently crewed by… obfuscation effect. Meanwhile, a moderate electrical storm
themselves! Choose any evil twin to be captain—this could wracks the second-highest layer. Akiton’s atmosphere is thin;
parallel the player character captain or could reflect the player starships traveling at high speed in the highest layer are safe
character least likely to lead. The captain of the Marata— from atmospheric friction, but those moving at a speed of 6
who begins speaking in Vesk—is as surprised as the player or more in the second-highest layer will take damage from
characters are, and assumes the heroes are using holographic atmospheric friction.
disguises to impersonate or mock the evil twins. The Azlanti starship begins at one end of the map, and the
It quickly becomes clear the characters are versions of Primorata at the other.
each other. Marata’s Drift engine appears to be in working
order, but the Drift Crisis also affects this universe. The VANGUARD VOIDSWEEPER TIER 2
captain of the Marata decides that the arrival of the Medium explorer (Starfinder Adventure Path #7: The Reach
heroes in this universe must be blocking the use of Drift of Empire)
travel somehow. Speed 8; Maneuverability good (turn 1); Drift 1
A science officer who succeeds at a DC 15 Computers or Life AC 14; TL 14
Science check confirms the crew of the Marata are biological HP 55; DT —; CT 11
twins of the player characters—with some relatively minor Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
variation like cybernetic limbs or different scars, depending Attack (Forward) coilgun (4d4; 20 hexes)
on the stories you crafted for each NPC. If the check succeeds Attack (Port) light laser cannon (2d4; 5 hexes)
by 5 or more, the player character also detects a difference Attack (Starboard) light laser cannon (2d4; 5 hexes)
in the quantum signature of the Marata and its crew, Attack (Turret) light aeon torpedo launcher (3d6; 20 hexes)
suggesting this is a parallel universe—every physical object Power Core Arcus Maximum (130 PCU); Drift Engine Signal
from a given universe carries the same quantum signature. Basic; Systems autodestruct system, budget long-range
Parallel universes are an obscure research field in the Pact sensors, crew quarters (good), mk 1 duonode computer,
Worlds; any witchwarper character knows they exist, as mk 2 armor, mk 2 defenses
does any character who succeeds at a DC 15 Mysticism or Modifiers +1 to any 2 checks per round, +1 Piloting;
Physical Science check. Through this, the player characters Complement 6 (minimum 1, maximum 6)
can deduce that the Signal Chaos Engine took them from Hell CREW
to a parallel universe’s Material Plane instead of their home. Captain Diplomacy +9 (2 ranks), gunnery +4, Intimidate +9
The ubiquity of Vesk instead of Common and the numbering (2 ranks), Piloting +6 (2 ranks)
of worlds in the system provide hints that a different history Engineer Engineering +9 (2 ranks)
altered this universe. Gunners (2) gunnery +6
The evil twins suggest a face-to-face meeting, ostensibly to Pilot Piloting +10 (2 ranks)
learn more about each other and how this situation occurred. Science Officer Computers +9 (2 ranks)
In fact, the evil twins believe killing the heroes will solve the SPECIAL ABILITIES
problem with the Marata’s Drift engine. However, before their Light Aeon Torpedo Launcher The voidsweeper’s light aeon
murderous plan gets underway, an Azlanti starship attacks. torpedo launcher is a tracking weapon with a Speed of
12 and the Limited Fire 5 and Mystical special properties.
EVENT 5: AZLANTI ATTACK
Negotiations with the evil twins are cut short when sensors The Marata: The Marata remains close to the Primorata at
pick up an Azlanti starship, approaching fast. The Marata all times; in an exception to the normal rules, assume the two
and its crew are hired mercenaries; defending planets of the ships share the same hex. You don’t need to track Marata’s
Golarion system against Azlanti raids is part of their contract. crew actions, HP, and other statistics; instead, the evil twins
Thus, they interrupt their call to the heroes to take up their assist the player characters, granting several benefits:
battle stations. The Azlanti raider is formidable—a voidsweeper D Attacks: Attacks from the Primorata gain a +2 circumstance
class explorer—and the Marata’s captain proposes the two bonus, representing the Marata’s coordinated assault on
ships fight the Azlanti together, as the invader is sure to the Azlanti vessel. Whenever the Primorata hits the Azlanti
destroy them if they fight it one-on-one. ship, the Marata also hits; roll damage a second time.
Starship Combat: This battle uses a starship combat map D Multiple Targets: Whenever the Primorata would be hit by
representing an orbital path around Akiton; rules for starships the Azlanti vessel, roll 1d6. On an odd result, the attack hits
in atmosphere are found on pages 52–53 of the Starship the Marata instead. Each time the Marata is hit, roll 1d6; if
Operations Manual. Divide the map in half, with space the result is less than the number of times the Marata has
18
THE PERFECT STORM
been hit, it withdraws from combat and ceases to grant the meal includes five courses: soup, appetizer, salad, main
any benefits to the Primorata. course, and dessert. The heroes can ask questions regarding a
D Skill Checks: Player characters attempting a skill check as single topic over each course, while the evil twins ask questions
part of a starship crew action receive a +2 circumstance on a single topic of their own. This gives the social encounter
bonus, representing their evil twin critiquing their some structure; you can lengthen or shorten the dinner to
performance, reminding them of things they’ve forgotten, suit your players’ tastes and expectations. A character with a
and using the Marata’s systems to assist the Primorata. Charisma-based Profession skill can also use this social event
as an opportunity to perform the Entertain downtime activity
If the player characters withdraw or are defeated, the Azlanti (Starfinder Character Operations Manual 152).
vessel doesn’t pursue the Primorata; instead, it descends into When a player wants to get information from an evil twin,
Akiton’s atmosphere to wreak havoc on planetary targets. they should attempt a DC 12 Bluff, Diplomacy, or Intimidate
Story Reward: Award the heroes 600 XP for their battle check. On a success, the evil twin tells the truth (more or
with the Azlanti vessel, even if they’re defeated or forced less), or the hero can discern the truth from the evil twin’s
to retreat. They might want to salvage the wreckage, which vague avoidance. On a failure, the evil twin’s lies and evasive
serves as a convenient explanation for any improvements demeanor are too difficult for the hero to penetrate. Adjust
they make to the Primorata when the ship advances to tier 2. the answers below to the personalities of the evil twins.
Heroes who use Diplomacy for these checks are perceived
KEEPING UP WITH THE COPIES as weak by their evil twins, possibly placing them into a
With the Azlanti vessel defeated, the crew of the Marata again state of suspicion; see Do They Have to Be Evil? (page 17).
suggest a face-to-face meeting. As the Marata is too small Why is everyone speaking Vesk? The Veskarium conquered
for everyone to gather comfortably in any one area of the the worlds of the Golarion system in a long campaign that
ship, its captain suggests dinner aboard the heroes’ starship. began in 36 ag.
Your player characters are probably suspicious of their evil What about the Absalom Pact? The what? After the
twins; characters who succeed at a DC 20 Sense Motive check Battle of Aledra, representatives of the various worlds in the
perceive that while the Marata’s crew are suspicious of the Golarion system came together to form an alliance. But Eox
heroes and wary of a trap, they want to see the Primorata and was excluded from these talks, and the bureaucrats argued
their counterparts up close. endlessly, unable to come to a power-sharing agreement.
Combat isn’t likely in this social encounter, but you One after another, the various ambassadors on Absalom
can use the map of the Primorata to set the scene and Station gave up and went home, leaving each world to fend
establish everyone’s physical location as they move around for itself against the Veskarium. There were smaller alliances
the ship. Talking with the evil twins should be a challenge; among individual worlds, but such a meager showing couldn’t
they consider the heroes’ universe to be an inferior copy compete with the Veskarium’s might. Conquest of the system
“where everyone is obviously weak and ripe for conquest.” proved to be only a matter of time.
They lie constantly out of reflexive self-preservation and an What about the Azlanti Star Empire? The Veskarium’s
assumption that every interaction—no matter how innocent first contact with the Star Empire happened about 50 years
or peaceful—is a conflict that must be won at all costs. They ago, in 269 ag. The two empires immediately declared war
view the heroes as weak versions of themselves—versions on each other. That war raged for two decades, both sides
that reveal gaps in their own defenses that other Veskarian evenly matched as they conquered new worlds and engaged
citizens might exploit. Confronting alternative versions may in furious deep-space battles. It was glorious! Then, 30 years
even cause them to doubt themselves. If they can be kind, ago, the Swarm came, invading Vesk-4 and Golarion-6 (the
merciful, and just in an alternative universe, maybe the evil world the heroes know as Triaxus). The Veskarium was forced
twins can be kind, merciful, and just in this one; such thoughts to go on the defensive, hiring mercenaries to put up a token
could lead an evil twin down a road of introspection they’ve effort against the Star Empire while focusing their prodigious
never traveled before. military might against the Swarm.
When roleplaying so many NPCs at the same time, you And now? The strategy has worked—mostly. Occasional
may find it helpful to divide the crew; for example, you might Swarm outbreaks crop up in both the Vesk and Golarion
leave some to dine in the lounge while others take a tour of systems, but the Veskarium has lost all the gains it made in
the ship or sip wine and stare accusingly at each other in the the early years of the war. The Azlanti Star Empire is now the
observation room. dominant power in the galaxy, though the evil twins are loath
to admit this.
THE DINNER What about you? The crew of the Marata are mercenaries
If you have a player character who enjoys cooking or in the employ of the Veskarium, but as pirates they also
entertaining, encourage them to plan the dinner and attempt a prey on targets of opportunity in the Golarion system and
check with any relevant skills, such as Profession: Cook. Assume elsewhere. They take odd jobs—bounty hunting, robbery, and
19
assassination—to pay the bills and keep the Marata running. +4 bonus because the poison is very small and easily
The player characters might want to know the specific stories concealable. Anyone present can attempt a Perception check
of each of their counterparts; evil twins are quick to tell any to spot this. If the poisoning isn’t immediately spotted, the
story that makes them look bloodthirsty, cruel, and quick to player characters can determine what happened when they
dominate, but are reluctant to confess anything that makes see their friend acting strangely.
them appear compassionate or empathetic. If the poisoning attempt is spotted, the evil twin tries to
What’s wrong with your Drift engine? The evil twins play it off as a harmless prank while their crewmates mock
may reveal that they can’t enter the Drift. They don’t them for their failure. The captain of the Marata orders their
know why; their Drift engine is in perfect working order. A crew back to their ship, insisting that the offending NPC will
player character who spends an hour or more monitoring be punished for their actions; a player character who succeeds
communications in the Golarion system discerns this problem at a DC 12 Sense Motive check understands this punishment
is not limited to the Marata; no one in the Golarion system can is likely to be prolonged and very painful.
enter the Drift or communicate via the Drift. The evil twins If the poisoning goes unnoticed, the captain of the Marata
are as confused about this as the player characters, though eventually figures it out and reveals the poisoning on their
they’re reluctant to admit it. own, using it as an opportunity to gain the trust of the player
The evil twins, in turn, have questions for the player characters while also mocking and threatening the NPC
characters. Heroes who want to avoid answering these responsible. They make the same promise of punishment
questions can attempt DC 16 Bluff, Diplomacy, or Intimidate before leading their crew back to the Marata.
checks; on a success, they provide a convincing lie, redirect Story Award: After dinner with their evil twins, award the
the conversation, or simply threaten violence to end the player characters 200 XP.
line of questioning; on a failure, the evil twins sense they’re
being misled. I DREAM OF DESNA
How did you get here? The evil twins think the Primorata The crews of the two vessels separate, their situation
and the heroes are somehow responsible for the problems unresolved. The Marata’s crew share what they’ve learned
with Drift travel. They want to know everything they can from the player characters with each other. The Veskarium
about how the heroes traveled to this reality. Once they hear would pay dearly for specimens from a parallel universe,
the story, they argue amongst themselves. Some insist the living or dead, but they’re not the only interested parties; the
Primorata’s actions caused failure of Drift travel across the Knights of Golarion also search desperately for alternative
multiverse; others see this as preposterous. realities. The evil twins decide to murder or abduct the
Tell us about your world. The evil twins constantly look heroes and start a bidding war between the Veskarium and
for targets of possible conquest. They know the Veskarium the Knights of Golarion. They intend to keep the Primorata
would pay well for information on an alternative universe as a finder’s fee.
where the Golarion system never fell, and where the Swarm Back on their own ship, the heroes receive magical,
was repulsed decades earlier. prophetic dreams from the Song of the Spheres, the goddess
Tell us about yourselves. Each counterpart wants to know Desna. Each player dreams about exploring an abandoned
everything they can about their heroic twin, even if they starship. While the dreams are similar, each contains
pretend otherwise. For now, they want this information to different details, which collectively provide clues to lead the
find the hero’s weakness to exploit. They don’t reveal their players to the dream station in Chapter 3 and to help them
intent to murder their counterparts, however. bring the station online. Choose one of the following dreams
for each player.
TESTING THE PLAYER CHARACTERS Fallen Priest: One PC dreams about the dream station’s
As the encounter winds down, one of the evil twins tries to former captain and crew, who now haunt its bridge. Read or
poison one of the player characters with insanity extract. This paraphrase the following.
is a nonlethal poison with the same statistics as insanity mist
(Starfinder Core Rulebook 419) except it is an ingested poison You stand aboard a space station you know but can’t
rather than inhaled. Choose an evil twin with Sleight of Hand recognize, on an unfamiliar bridge you’ve somehow seen
as a master skill and who isn’t the captain of the Marata. The before. Monsters lurk here, unseen, but they weren’t always
NPC’s goal is to make the hero more susceptible to questions monsters. A purple creature with ancient, decaying wings—
and less perceptive. delicate, like those of a butterfly, once rainbow-colored
The poisoning begins with a Sleight of Hand check. The but now mottled and filled with holes—lurches toward you,
evil twin attempts this when few potential witnesses are clumsy and slow, far different from the priest they once
around—ideally while alone or with only their heroic twin— were. It tears the world away around you, pulling apart
pouring the poison from a specially designed ring. The evil everything. You’ve seen this before, but you can’t remember
twin’s modifier for this check is +10, with an additional where. Was it in a dream? Was it real?
20
THE PERFECT STORM
Medical Supplies: One PC dreams of entering the dream to reach to learn about a future they must prevent. Read or
station’s medical bay, which contains useful supplies. paraphrase the following.
You step into a medical lab, perhaps aboard a starship You stand in a server room, surrounded by computers and
or a space station. There are no windows. The walls are monitors. It’s crowded and uncomfortable, but you know it’s
cold steel. You make your way toward the back of the lab important to be here, to find out what’s on these computers.
with confidence, as though you’ve been here before. You You scroll through files and images dated over a century
open a drawer next to a computer console and find a stash from now, for a future that hasn’t happened yet. But that’s
of healing serums. How did you know you would find them? not what you’re looking for. There’s something hidden here;
Why does this starship feel so familiar? the computer can’t see it, but you can. You know it’s there.
You’ve always known.
Sanctuary: One PC dreams of finding a safe place inside the
dream station where they can retreat if necessary. Story Award: When the heroes awaken with their dreams
from Desna, award them 200 XP.
You walk through the halls of a space station; you’ve never Development: When the dreams conclude, the player
been here before, but you remember the way. A final turn characters wake up at precisely the same moment, just as
brings you into a comfortable recreation suite. A small their evil twins make their move.
kitchen waits to one side, tables and couches to the other.
Doors line one wall. You open one and find a comfortable EVENT 6: NIGHTTIME ASSASSINATION
bed. It’s safe to rest here. How do you know that? Have you ATTEMPT (CR 3)
been here before after all? While the heroes slept, their counterparts from the Marata
snuck aboard the Primorata. If the player characters haven’t
Station Access: One PC dreams of entering the dream taken special precautions, this could be as easy as using their
station’s starboard airlock using an access panel. They can use thumbprints or retina patterns to convince the Primorata they
this information to easily enter the station in Chapter 3. If you are the player characters. Alternatively, the evil twins might
select this dream as one your player characters experience, guess the heroes’ passwords or predict whatever security
consider narrating it first; it can give the players context for measure the player characters put in place because, “That’s
the dreams that follow. exactly what I would do.”
The evil twins split into two groups: one moves to
You float in the vacuum outside a small space station, with assassinate the player characters while they sleep, and the
only the stars for company. You stretch out your hand and other seizes control of the bridge. One of the NPCs you select
enter a passcode—HARMONY—into an access panel. The for the bridge team should have Computers as a master skill.
airlock opens soundlessly, and you hurry inside. Your boots Desna’s magical dreams end at the very moment the evil
hit the floor, a sharp and sudden return to gravity’s embrace. twins enter their quarters; every player character wakes up
Something waits within this starship, something important, simultaneously. The evil twins in the assassination group
but you can’t remember what it is. Have you dreamed about target their counterparts.
this place? Is that why it feels so familiar? Creatures: Each evil twin is a CR 1 creature, built using the
guidelines in Creating the Evil Twins (page 16). Although the
Symbol of Song: One PC dreams about entering the player characters have just awoken, they aren’t surprised.
observation room at the center of the dream station, where Heroes who wake in another room realize something terrible
Desna’s statue identifies their benefactor, and a view of the is happening in the room where the assassins are, and can
Diaspora tells them where they are. arrive quickly. Use the map of the Primorata on the inside
cover to adjudicate this encounter.
Darkness surrounds you. You look up to see the stars and Treasure: In addition to all the credits and gear you
constellations, congruent little families of burning suns. The assigned the evil twins, the counterparts carry datapads and
asteroids of the Diaspora glitter beautifully above. In front personal comm units containing all the information the heroes
of you stands a tall marble statue of a woman with long hair, could want about Veskworld and its history. These devices
long limbs, and a long dress billowing around her feet. Her work normally for the player characters, whose biometrics
butterfly wings spread triumphant and wide behind her. You match those of their evil twins. The heroes will need this
know her. Did you dream about her? Did you dream about information to escape Veskworld.
this place? Are you dreaming now?
EVENT 7: STEALING THE SHIP (CR 3)
The Tesseract: One PC dreams of accessing the dream The NPCs attacking the Primorata’s bridge intend to make the
station’s databanks in the server room, which they’ll need ship their own.
21
PORTAL TO ANOTHER WORLD
THE KNIGHTS’ Before their attack on the player characters, the evil twins
22
THE PERFECT STORM
The communications officer speaks in Vesk and expects Intimidate checks are required to convince the security team
anyone else to do the same. The player characters can to give the Primorata an “all clear.” One failed check makes
bluff their way past this checkpoint by impersonating their the security team unfriendly. A second failed check makes
Veskarian selves. The Primorata doesn’t match the Marata, so them hostile, and they attack.
the heroes will have some explaining to do. For example, they
might claim to be simple mercenaries in a ship they captured VESK SECURITY OFFICERS (3) CR 1/2
from the Azlanti Star Empire, or they might claim they’re XP 200 each
transporting valuable cargo to Arazni Station. LE Medium humanoid (vesk)
The communications officer begins indifferent and knows Init +1; Senses low-light vision; Perception +9
nothing about the evil twins’ auction involving the Knights DEFENSE HP 13 each
of Golarion and the Veskarian government. A successful EAC 12; KAC 14
DC 18 Bluff, Diplomacy, or Intimidate check persuades the Fort +4; Ref +2; Will +0; +2 vs. fear
officer to allow the Primorata to pass; give a bonus on this OFFENSE
check if a player character convincingly portrays their evil Speed 30 ft.
twin, perhaps by citing Veskworld’s history in a convincing Melee tactical doshko +6 (1d12+3 P) or
manner or adopting a properly vicious demeanor. On a failure, unarmed strike +6 (1d3+3 B)
the officer becomes unfriendly and orders the Primorata to Ranged tactical semi-auto pistol +3 (1d6 P)
prepare to be boarded for a security inspection. If the heroes Offensive Abilities natural weapons
refuse the inspection, the officer becomes hostile and orders TACTICS
fighters to disable the Primorata. During Combat If a security officer isn’t engaged in melee
Creatures: In the event of a security inspection, three Vesk combat, they use their personal comm unit to alert the
security officers arrive in a shuttle, boarding the Primorata to communication officer at the Veskarian checkpoint
inspect its crew and cargo and verify the crew’s identities. The that the player characters are hostile and “resisting
heroes can continue impersonating their counterparts during inspection.” Otherwise, they try to flank enemies to bring
the inspection, but two successful DC 15 Bluff, Diplomacy, or them down quickly.
B: ARAZNI STATION
B1 B2
B2
B9
B6 B4
B8
B5 B3 B7
N 1 SQUARE = 5 FEET
23
Morale If two of the security officers are defeated, the third Much of this adventure section can be accomplished
attempts to flee. without violence. If combat breaks out, the entire facility goes
STATISTICS on alert; notes in each encounter area detail what happens
Str +3; Dex +1; Con +2; Int +0; Wis +1; Cha +1 if the station is on alert. The deeper the heroes get into the
Skills Athletics +9, Intimidate +4, Sense Motive +4 station, the more likely they’ll be detected as impostors,
Feats Cleave triggering a station-wide alarm and a running battle to the
Languages Common, Vesk control room. The simplest strategy is to pretend the evil
Other Abilities armor savant twins—who by this point are either corpses or prisoners—are
Gear estex suit I, semi-auto pistol with 9 rounds, the ones from an alternative universe. Researchers at Arazni
tactical doshko Station might pay handsomely for these specimens.
Forging Quantum Signatures: The heroes will need to
Alert Status: If the boarding party alerts the conceal their own quantum signatures and modify the
communications officer, the officer is hostile. Otherwise, quantum signatures of their evil twins to fool scans. A
the player characters may be able to cover up the battle; character with access to a medical bay or science lab who
a successful DC 23 Bluff or Diplomacy check or DC 18 succeeds at a DC 13 Medicine, Mysticism, or Physical Science
Intimidate check convinces the communications officer check can temporarily modify these quantum signatures.
to let the Primorata go. Failing this check makes the A successful check alters the quantum signatures for 10
communications officer hostile. minutes, plus an additional 10 minutes for every 5 by which
Starship Combat: If the communications officer becomes the check exceeds the DC. The short duration means the
hostile, they dispatch a pair of fighters to destroy the heroes should use this technique as they land in Arazni
Primorata. This is a difficult combat; the player characters Station’s hangar. The rest of this chapter assumes the player
would be wise to flee. Use a starship combat hex map for characters are using this strategy, but you can modify the
this encounter, placing 2d12 asteroids on it. Asteroids fill a adventure if your players use a different method to infiltrate
hex and use the rules on page 134 of the Starfinder Starship Arazni Station.
Operations Manual. Place the vesk station at one end of the Maps of the relevant portions of Arazni Station appear on
map, the Veskarian fighters adjacent to it, and the Primorata page 23. If the heroes explore other levels of the facility, use
in the middle. If the Primorata leaves the map on the opposite the map provided to improvise the layout as needed.
edge from the vesk station, the heroes successfully escape.
PERMISSION TO LAND
NORIKAMA DEFREXES (2) TIER 1/2 As the Primorata approaches Arazni Station, the heroes receive
Starfinder Starship Operations Manual 83 a communication from the station’s traffic control officer.
HP 30 each
“Incoming vessel, halt your approach; the force field is active
Story Award: Whether the heroes engaged the security on the hangar. Give us your clearance codes to receive
officers in battle or fought in starship combat, award the permission to land.”
heroes 1,200 XP if they escape.
The player characters don’t have clearance codes; the evil
B. ARAZNI STATION twins didn’t get that far in their negotiation with the Knights
Eventually, the Primorata approaches Arazni Station, a of Golarion. The Primorata’s science officer can confirm a
14-level space station composed of a primary tower and two force field prevents unauthorized landing in the station’s
flanking auxiliary towers. The three towers are connected via hangar. The officer grows increasingly suspicious if the heroes
enclosed corridors at key levels, and each contains its own ask a lot of questions, but a character who succeeds at a DC
elevator. The portal control room, which the heroes must 13 Bluff, Diplomacy, or Intimidate check can stall while the
reach to program the interdimensional portal, is attached to heroes devise a plan.
the side of the main tower on level 12. The portal floats above Negotiation: The heroes can insist they have valuable
the primary tower. cargo the knights will want to see. A successful DC 18 Bluff,
The first obstacle the heroes face is getting into the station. Diplomacy, or Intimidate check convinces the traffic control
Once they get inside the hangar bay (area B1) at the base of officer to allow the Primorata to land; if the player characters
the primary tower, they can take the lift (area B2) to level suggest they have specimens from a parallel universe aboard,
12 and cross the catwalk to the portal control room (area they get a +2 circumstance bonus to this check.
B9). There, they can reprogram the portal to follow their Hacking: The heroes can hack the station’s computer to
own quantum signatures. A Key NPC or the ship computer find the codes they need; this can be accomplished with a
must bring the Primorata close enough to the catwalk for the successful DC 18 Computers check. A character can also hack
heroes to board before flying home through the portal. the force field, lowering it with a successful DC 18 Computers
24
THE PERFECT STORM
check, but this puts the station on alert; enemies in area B1 Fort +3; Ref +1; Will +3
will attack as soon as the heroes emerge from their starship. Resistances acid 5, cold 5
The player characters might come up with other ways to OFFENSE
get inside the hangar, but they can’t fight their way in; the Speed 30 ft.
station is too well armed and the force field too strong. If Melee red star solar brand +8 (1d6+4 E & F)
the heroes can’t get inside the hangar now, they can retreat Ranged tactical semi-auto pistol +5 (1d6+1 P)
and try again, perhaps after creating a better cover story or Offensive Abilities zenith revelations (supernova [10-ft.
disguising the Primorata. radius, 2d6 F, DC 12])
TACTICS
B1. HANGAR BAY (CR 3) During Combat Encho orders his knights to focus on his
Arazni Station’s hangar is a huge chamber with 40-foot-high target. He uses supernova as soon as possible to damage
ceilings. The walls are decorated with banners bearing the
symbol of Arazni: a rapier bisecting a blooming, colorful
lotus flower. The map depicts the portion of the hangar that
includes the area between the Primorata and the lift (B2).
Creatures: Knight Commander Encho Winters, champion
of Arazni, comes to the hangar bay to meet the heroes,
accompanied by a pair of knights. If the station is on alert,
Encho and his retinue attack; otherwise, Encho doesn’t
suspect the heroes’ true identities, as he’s come to inspect
the specimens from an alternate universe.
ENCHO WINTERS CR 1
XP 400
Male human solarian
LE Medium humanoid (human)
Init +2; Perception +5 enCho winters
DEFENSE HP 20
EAC 13; KAC 14
25
as many enemies as he can, even if he damages his allies Encho is eager to see prisoners (or corpses) from an alternate
in the process. universe and is surprised to find them identical in appearance
Morale If both his knights are defeated, Encho retreats to to their captors. He uses a unique quantum scanner to verify
gather more allies. the evil twins come from an alternate universe; if the heroes
STATISTICS successfully forged quantum signatures, he believes the ruse.
Str +4; Dex +2; Con +2; Int +0; Wis +1; Cha +1 If not, Encho becomes hostile, deduces the heroes are the
Skills Athletics +10, Culture +5, Intimidate +5, Mysticism +5 outsiders, and attacks.
Languages Common, Vesk If fooled, Encho orders his knights to take any living
Other Abilities solar manifestation (solar armor), stellar prisoners into custody. Once the knights have them secured,
alignment (photon) Encho draws his pistol and shoots each evil twin through the
Gear estex suit I, red star solar brand AR with 1 heart, one round at a time. The heroes may react, potentially
high-capacity battery (40 charges), tactical semi-auto blowing their cover; you might ask for DC 13 Will saves for
pistol with 9 rounds, quantum scanner player characters to conceal their reactions.
“Take them to the reanimation lab on level 12,” Encho
tells his knights. “Once they’ve been converted to undead,
they’ll tell us everything they know.” The heroes might
notice that level 12 is the same level as the portal control
room. They can persuade Encho to allow them to take the
corpses to level 12 with a successful DC 13 Bluff, Diplomacy,
or Intimidate check.
The heroes may ask for payment; their evil twins offered
to sell these specimens, and no one does anything for free
in Veskworld. Encho offers 8,000 credits to the player
characters. If the characters ask for their payment in
UPBs, Encho readily agrees. A character who haggles
with Encho and succeeds at a DC 18 Diplomacy or
Intimidate check can increase the reward to 10,000
credits. A character who fails this check by 5 or more
angers Encho, who rescinds his offer entirely but still
takes the corpses. If the heroes protest, he threatens to
“bring every sword in this facility down upon your greedy,
mercenary heads.” If combat breaks out, the entire station
goes on alert.
Whether the heroes are carrying the corpses of their
counterparts or not, they need to take the lift (B2) to level
12. Unless the station is on alert, the heroes can do so
without interference.
Story Award: If the heroes get past Encho without combat,
award them XP as if they defeated him and his guards.
B2. LIFT
The heroes can use the lift to reach any level of the station.
The portal control room is on level 12. It takes a few minutes to
reach level 12—possibly long enough for any forged quantum
signatures to wear off.
26
THE PERFECT STORM
Diplomacy, or Intimidate check is required to get past the 0 (at will)—detect magic, fatigue (DC 13), grave words
knights. On a failure, the knights attempt to take the player TACTICS
characters into custody. During Combat The resurrectionists cast fear on targets
that seem physically powerful (and thus might have low
KNIGHTS OF GOLARION (2) CR 1/2 Will saving throws) and restore the zombie’s Hit Points
XP 200 each with necromantic revitalization. They shout loudly for
HP 13 each (page 25) help, hoping to attract the two knights in area B3.
TACTICS Morale If the zombie is defeated, the resurrectionists flee
During Combat The knights defend themselves with their to the knights in B3.
shields and pistols, withdrawing toward the catwalk and STATISTICS
area B9, where they hope to get help from Arciel Vix. Str +0; Dex +2; Con +0; Int +3; Wis +1; Cha +0
Morale If one of the knights is defeated, the other runs Skills Life Science +9, Mysticism +9, Physical Science +9
toward area B9. Languages Common, Vesk
Other Abilities armor savant
B4. BATHROOM Gear second skin, azimuth laser pistol with 1 battery (20
Each floor of the station has a small unisex bathroom. charges), survival knife
27
Creatures: Arciel Vix, priestess of Arazni and head
LEVEL 4
Araznian Crusader Helm researcher of Arazni Station, studies the portal from the
MAGIC ITEM (WORN) computer station. Two Knights of Golarion stand guard at
PRICE 2,100 BULK L the door.
An Araznian crusader helm replaces a suit of armor’s Arciel understands parallel worlds better than anyone else
normal helmet (if any) and is incorporated into the on Arazni Station, and she sees through any impersonation
armor’s normal environmental protections; these by the player characters at once. She’s ruthlessly protective
protections don’t function if the helmet is removed. of her work on the portal, and she doesn’t allow anyone to
If the armor has an available upgrade slot, the helm access the control console. Once Arciel decides the heroes
takes up one of them; otherwise, the helm counts as are either trespassers or visitors from a parallel universe,
one of two worn magic items. she attacks, hoping to slay them and extract secrets from
While wearing an Araznian crusader helm, the first their corpses.
time each day you attempt a Will saving throw against
a magical effect created by an undead, roll the saving KNIGHTS OF GOLARION (2) CR 1/2
throw twice and take the best result. You can’t gain XP 200 each
the effects of more than one Araznian crusader helm HP 13 each (page 25)
each day. TACTICS
During Combat The knights stay close to Arciel, defending
themselves with their shields and trying to protect her
B7. RESEARCH LAB from harm. If they can, they attack Arciel’s target.
This large, open room contains numerous workstations and Morale If Arciel dies, the knights flee; see Reinforcements
computers but is otherwise empty. If they close the door and on page 29.
stay quiet, the player characters could rest here long enough
to spend Resolve Points and recover Stamina, even if the ARCIEL VIX CR 3
station is on alert. XP 800
Characters who attempt to hack the computers and Female human witchwarper
succeed at a DC 21 Computers check gain access to the NE Medium humanoid (human)
station’s database, which includes information on the knights Init +2; Perception +8
and their experiments. A character reading this information DEFENSE HP 38
learns everything in “The Knights’ Crusade” sidebar on page EAC 13; KAC 14
22, as well as information on the black hole in area B6 and Fort +3; Ref +5; Will +5
the reanimation laboratory in area B5. This data is useful OFFENSE
if the player characters attempt to recalibrate the portal to Speed 30 ft.
their own quantum signatures; a character with access to this Melee tactical dueling sword +7 (1d6+3 S)
information gains a +2 circumstance bonus to Computers, Ranged explorer handcoil +5 (1d6 E; critical arc 1d6) or
Physical Science, and Mysticism checks when hacking, mk 1 mindspike grenade +5 (explode [10 ft., 1d4 plus
calibrating, and activating the portal in area B9. daze, DC 14])
Treasure: A spell gem (daze monster) lies on a desk next to Witchwarper Spells Known (CL 3rd)
one of the computers. 1st (3/day)—acidic mist (DC 16), junk shards (DC 16)
0th (At will)—daze (DC 15), hazard (DC 15), starwalk GEM
B8. CATWALK TACTICS
This catwalk connects the primary tower to the portal control During Combat Arciel first casts acidic mist to catch as
room. A permeable force field maintains atmosphere and many enemies within the area as possible. She then
gravity on the catwalk, but it’s otherwise exposed to space. If relies on junk shards and the offensive spells in her
the heroes can reprogram the portal and bring the Primorata spell gem.
here, they can leap into the ship from this catwalk. Morale Arciel would rather die than allow anyone to steal
or alter her life’s work on the interdimensional portal.
B9. PORTAL CONTROL ROOM (CR 4) She fights to the death.
This room has 40-foot ceilings and a wide set of windows STATISTICS
overlooking the portal and its tower. Arciel Vix uses the Str +2; Dex +1; Con +2; Int +2; Wis +1; Cha +4
control room for her research and experimentation on Skills Athletics +8, Computers +8, Intimidate +8, Life
the interdimensional portal. Her computers and scientific Science +13, Mysticism +13, Physical Science +13
equipment stand along the opposite wall of a door that leads Languages Common, Vesk
to the catwalk. Other Abilities infinite worlds (3/day)
28
THE PERFECT STORM
Gear graphite carbon skin (reactive polarization), explorer If the heroes fail these checks, they can try again, but see
handcoil AR with 2 batteries (20 charges each), tactical Reinforcements, above.
dueling sword, mk 1 mindspike grenades GEM (2), Araznian Once the player characters succeed at all these checks,
crusader helm (page 28), spell gem (comprehend they can signal for the Primorata to meet them at the catwalk.
languages, overheat, supercharge weapon) Each player character can jump from the catwalk to the ship;
you can ask for DC 10 Acrobatics or Athletics checks for this
Reinforcements: If the heroes haven’t defeated the two leap. Characters who fail the check drift in zero-g and need
knights in area B3, those knights are drawn here by the rescuing, but once aboard the Primorata, the heroes can fly
sound of battle and arrive on the second round of combat. If through the interdimensional portal and leave Veskworld.
Arciel is not threatened by an enemy on her turn, she takes
a move action to use her personal comm unit to summon
Commander Encho Winters (area B1). He and six more CHAPTER 3:
Knights of Golarion take 5 minutes to arrive; by then, the LOST IN TIME
heroes should be gone.
Treasure: Arciel’s helmet is an unusual magical item found
only in Veskworld; see the sidebar on page 28. The Primorata passes through the portal to the right universe,
Activating the Portal: Once the player characters deal but the wrong time. The heroes arrive in a post-apocalyptic
with Arciel and her guards, they can access the consoles to future; the year is 522 ag.
manipulate the portal. First, a character must succeed at a DC In this version of the future, the Drift Crash of 322 ag
21 Computers check to hack the terminal; Arciel’s thumbprint stranded a verthani scientist named Ebias Tope in the Drift
can be used for a +5 bonus to this check. Then, a character near a floating megastructure known as the Tesseract
must succeed at a DC 13 Life Science, Medicine, or Physical (first mentioned on page 50 of Starfinder Adventure Path
Science check to isolate their quantum signatures using the #4: The Ruined Clouds). Finding his way inside, Tope used
equipment in this chamber. Finally, a character must succeed the four-dimensional processing power of the Tesseract’s
at a DC 18 Engineering, Mysticism, or Physical Science computers to calculate a new “Drift equation,” which he
check to adjust the portal to point at their home universe. believed he could upload into the Drift, restoring it to full
29
working order. He was wrong. Ebias’ Drift equation caused The signal originates from one of Desna’s dream stations, a
the simultaneous destruction of every Drift beacon in the way station filled with supplies and resources that serves as a
galaxy, including the Starstone at the center of Absalom safe place for travelers to rest. Dream stations are established
Station. Ebias, his plan to repair the Drift, and the Tesseract and maintained by the Song of the Sphere’s worshippers,
itself are detailed in Starfinder Adventure Path #48: Masters though they welcome all travelers who are pure of heart,
of Time and Space. no matter their faith. Like most places in this future, the
As a result of Ebias’ actions, planets and systems throughout station has been abandoned for some time. While it still has
the galaxy were cut off from each other. Interstellar travel, resources, the heroes will need to repair the way station to
trade, and communication became all but impossible. The bring it back online.
few factions who had access to faster-than-light systems
(Starfinder Starship Operations Manual 8–11) warred over OUT IN SPACE
what remained. Entire planets were destroyed, and many The players travel for 1d6+2 days to reach the signal. As in
survivors went into hiding. Interstellar society collapsed. their downtime traveling to Arazni Station, the heroes can
The Primorata arrives in orbit around Eox in the Golarion spend this time crafting, healing, and retraining. If your
system. Long-range sensors detect all the planets the heroes players want to explore this apocalyptic future, or if they
expect to find, but the Starstone—normally a brilliant beacon avoided some earlier encounters and you want to award them
that any navigator can lock onto with ease—simply isn’t there. additional XP before they reach Desna’s Dream Station, you
No other Drift beacon can be found, either, in Near Space or can break up their travels with random encounters using the
the Vast; the worlds of the Golarion system are quiet. Eox is table below.
shattered, broken into several large fragments and hundreds
of smaller pieces held loosely together by gravity. The entire C. SIGNAL OF DREAMS
world emits astonishing levels of lethal radiation, and no The mysterious signal leads the Primorata to a dream station
life—or unlife—can be detected. If there’s anyone down there, that has floated through the Diaspora for decades, abandoned
they’re not talking. following an infestation of glitch gremlins. The gremlins
caused the station’s Drift engine—which hadn’t been used
THE DREAM SONG successfully since the destruction of all Drift beacons—to
While exploring what remains of the Golarion system, the malfunction, turning the dessamar (Starfinder Alien Archive 3
Primorata’s scanners pick up a strange signal. The heroes 14) crew into undead. The gremlins and the undead dessamars
hear an unusual, mechanical-sounding song they recognize continue to haunt the ship.
from their dreams—it’s the first sign of life they’ve found. The heroes visited the dream station in the prophetic
Sensors don’t immediately reveal the source of the signal, but dreams Desna gave them in Chapter 2, and they get an
the player characters can follow it to its source. immediate feeling of deja vu when they see the station on
2 The Primorata passes the ruins of a destroyed mining outpost in the Diaspora; if they investigate, they find the two
hibernating akatas (Starfinder Alien Archive 2 8) who slumber there. (CR 3)
3 A hesper (Starfinder Alien Archive 62) whose nest long since burned out comes aboard the Primorata, attracted by the
potential of the Signal Chaos Engine. (CR 2)
4 Scanners detect an abandoned AbadarCorp starship where a pair of assembly oozes (Starfinder Alien Archive 16)
absorbed everything on board. (CR 3)
5 The Primorata attracts the attention of a pod of voraija (Starfinder Alien Archive 4 134); in the PCs’ time, these creatures
haven’t been seen in the Golarion system for centuries. The curious voraijas gather around the ship and follow it, bom-
barding it with electromagnetic waves in an attempt to communicate. If the player characters attack, one voraija remains
to defend itself (an average challenge) while the others flee. Otherwise, they eventually grow bored and turn aside.
6 The Primorata passes through a massive junkyard of wrecked vessels, all belonging to the Hellknights or Knights of
Golarion. All the ships were looted a century ago, and hundreds of corpses drift through the region.
30
THE PERFECT STORM
their view screens. Scans reveal the station has no life STATISTICS
support, no light, and fluctuating levels of power, but there are Str +3; Dex +1; Con —; Int —; Wis +0; Cha +0
life signs on the port side. The heroes should know from their Skills Athletics +9, Stealth +4
prophetic dreams that the station’s databanks store valuable Other Abilities mindless, unliving
information, but before they can access it, they’ll need to SPECIAL ABILITIES
repair the power core and turn the computers back on. Drift Rip (Su) Just as the Drift tears away chunks of
The dream station has two places for starships to dock; planar material, a dessamar drift zombie pulls apart
characters can enter the station on either the port side (area the molecular bonds of matter, ripping apart nearby
C1), where the airlock is open and holes appear chewed creatures. This is a ranged attack against EAC with a
through the station, or the starboard side (area C3), where the range of 30 feet.
airlock door is intact.
C1. PORT-SIDE ENTRY
CONDITIONS INSIDE THE DREAM STATION The entry on the port side of the station is already open when
The dream station is dark, but not exactly the PCs arrive. A group of asteroid lice chewed holes through
lifeless; a few of the dessamars’ hybrid the station and infested the port-side entry and supply room.
systems retain a tiny bit of magic as an The port-side entry has one locked door facing east and a
emergency failsafe. ruined door on the north wall leading
No Power: There’s no light or life support to area C2.
inside the station. The irregular power fluctuations are
the work of gremlins. If characters can restore power in
engineering (area C8), they can turn the lights and life
support systems back on.
Doors and Airlocks: Most doors don’t function
without power. Locked doors, noted in the text, can
be bypassed with a successful DC 18 Computers or
Engineering check.
Creatures: While asteroid lice and gremlins infest the
station, those creatures largely remain in their lairs. Three
dessamars who once crewed and maintained the station
now wander its corridors and accessible rooms as undead
corpses altered by the Drift. These dessamar Drift zombies
are mindless and easily avoided, but player characters who
want to cleanse the station—or who get caught in a room
without an exit—might have to fight them.
31
C: DREAM STATION
C6
C1 C2
C7
C8 C5 C12 C11
C9
C3 C4
C10
FORWARD
1 SQUARE = 5 FEET
32
THE PERFECT STORM
C2. PORT-SIDE SUPPLY ROOM (CR 3) and another leading west that heads further into the station;
When Desna’s church maintained the dream station, food, this door is locked, but a character who succeeds at a DC 18
medicine, and other supplies were stored here for travelers. Engineering check bypasses the station’s fluctuating power
Most of these supplies were eaten by the infesting asteroid and forces it open.
lice; what little else remains has long since spoiled.
Creatures: Four asteroid lice built a nest of expired food, C4. STARBOARD-SIDE SUPPLY ROOM
cables, and ship paneling here. The lice fed on supplies and This room contains rows of wire shelves with organized and
built a nest using the decayed organic matter that they labeled stores of food, medicine, clothes, and other supplies.
couldn’t eat. Ruined debris, expired food, and other garbage While the food has long since spoiled, the other supplies are
cover the floor. still salvageable.
Treasure: The shelves house a reinforced EVA suit II and a
ASTEROID LICE (4) CR 1/2 super-capacity battery, as well as 50 R2E meals and a basic
XP 200 each medkit. Crates near the back of the room are full of parts for
HP 13 each (Starfinder Alien Archive 2 132) repairing starships, including basic ablative armor (Starfinder
TACTICS Starship Operations Manual 20). The player characters can
Combat The lice attack mindlessly. install this armor on the Primorata with 1 hour of work at a
Morale These space vermin fight until destroyed. cost of 2 BP.
33
significant repairs (see Treasure on page 34). Characters who Treasure: A drawer contains five mk 1 healing serums.
investigate the sleeping quarters find personal effects of the
station’s custodians, including star charts, Desnan holy symbols, C8. ENGINEERING ROOM (CR 4)
and clothing that isn’t yet fashionable. The engineering room contains the station’s power core,
Creatures: If the player characters haven’t yet fought the a nonfunctional Drift engine, and other essential systems
Drift zombies that stalk the station (see Conditions Inside the blanketed by a thick layer of dust. Access panels along
Station), this is an excellent place for that confrontation. the floor and walls have been removed, exposing a relay of
Treasure: A character who succeeds at a DC 18 Engineering technomagical sigils rendered dim and inactive by the lack of
check can repair the mk 3 culinary synthesizer (Starfinder power. The 8-foot ceilings are lower than most of the rest of
Armory 129). the ship; the low ceiling conceals maintenance shafts.
Creatures: Glitch gremlins live here; they’re responsible
C7. MEDICAL LAB for the Drift engine malfunction that killed the ship’s crew,
The medical lab contains diagnostic equipment, sensors, and and they’ve spent the decades since tormenting the undead
tools to treat various injuries and afflictions encountered dessamar. Their latest prank was to
in space. It can be used as a starship’s medical lab and has lock the station’s former captain in the
space to treat up to three patients, though none of the bridge, but the games they play with the
systems work until power is restored. The lab has remained zombies vary day to day. Various problems
relatively untouched since the death of the station’s throughout the ship—malfunctioning
crew. Player characters who had the “Medical control panels, inoperative equipment, and
Supplies” dream in Chapter 2 recognize locked doors—are the work of these gremlins,
this lab from their dreams. who delight in harassing the dream station’s
long-awaited new visitors.
The gremlins begin as unfriendly to the
player characters; they don’t attack but will
defend themselves. Instead, they immediately begin
pranking the heroes, hacking any computer they can
(such as datapads or personal comm units) and casting
implant data to fool the sensors in the player characters’
armor into perceiving the room as having a safe, breathable
environment. If player characters refuse to fall for this prank
by removing their helmets, the gremlins decorate their
armor with graffiti by casting holographic image.
RED CR 1
XP 400
Ship glitch gremlin (Starfinder Alien
Archive 2 69)
HP 14
red TACTICS
During Combat Red attacks with
overheat and grease, maneuvering to
34
THE PERFECT STORM
keep enemies within its 30-foot aura of disaster while rooms lines an interior wall. Desna’s divine presence still
flying out of reach of melee combatants. lingers in this area, and the gremlins and undead avoid it for
Morale If reduced to 7 Hit Points or fewer, Red falls to the reasons they can’t explain. Player characters who had the
ground, covers their head with their arms, and whimpers “Sanctuary” dream in Chapter 2 recognize the guest lounge
pitifully until allowed to go free. and rooms from their dreams.
Negotiation: Player characters who try to talk to the C11. BRIDGE (CR 4)
gremlins must get the ship glitch gremlin—whose name Two doors lead to the bridge, one near the port-side entry and
is Red and whom the computer glitch gremlins consider the other near the starboard-side entry. Both doors are locked.
their boss—to an attitude of indifferent or better for the Unless the player characters persuaded the glitch gremlins to
pranks to cease and real conversation to begin. This can be help (area C8), the controls for both doors have been rerouted
accomplished with a successful DC 23 Diplomacy check or to airlock control panels outside the station—one outside area
DC 18 Intimidate check, though the effect of Intimidate is C1 and the other outside area C3. Each panel must be hacked
temporary. If the player characters can make Red helpful, or disabled with a successful DC 18 Computers, Engineering
the gremlins will help the player characters restore power to or Mysticism check, and then be activated simultaneously for
the station and do other tasks that aren’t dangerous, though either door to open, requiring the player characters to split up
not without frequent pranks and harassment. The gremlins and travel along the station’s exterior hull.
won’t give up their treasure (see Treasure on page 34) and Creatures: The station’s former captain, a dessamar imago
become hostile to anyone who tries to take it. If Red or any (Starfinder Alien Archive 3 14), was killed with their crew
of the other gremlins is attacked, or if they become hostile, when the glitch gremlins activated the malfunctioning Drift
they attack immediately. drive. Unable to reach the Drift, the drive instead churned
The gremlins have lived on the station for decades and the contents of the station, unleashing a wave of energy that
are dreadfully bored. Once the player characters run out of killed everyone on board. The captain and crew still linger in
tasks to keep them occupied, or if they’re injured enough (see the bridge, haunted by their duty to Desna and their mission
Morale), they flee the station forever. to maintain the station. Player characters who had the “Fallen
Restoring Power: A successful DC 20 Engineering or Priest” dream in Chapter 2 recognize the creature as the one
Mysticism check repairs the power core, bringing lights and they saw in their dreams.
life support online, as well as the medical lab (area C7) and
arcane workshop (area C9). Characters also can access the DESSAMAR DRIFT ZOMBIES (2) CR 1/2
data banks in the server room. XP 200 each
Treasure: The gremlins have a considerable hoard collected HP 13 each (page 31)
from around the station, including 2,000 UPBs, a spell gem TACTICS
of junksword (2nd) (Starfinder Pact Worlds 205), a tier-3 During Combat The zombies attack the nearest living
computer with miniaturization 2, a telepathic user interface creature, favoring their claw attacks. If hit in combat,
(Starfinder Alien Archive 2 27), and an identify spell chip. they turn to attack whoever damaged them.
Reward: If the heroes successfully negotiate with the glitch Morale The zombies fight until destroyed.
gremlins and persuade them to help or simply leave the ship,
they gain XP as if they had defeated the gremlins in combat. DESSAMAR DRIFTDEAD CR 2
XP 600
C9. ARCANE WORKSHOP NE Medium undead (extraplanar)
These facilities enabled the dream station’s guests to craft Init +3; Senses Low-light vision, Perception +7
magic items. The workshop’s equipment won’t operate Aura Confusion (30 ft., Will DC 11)
without power, but everything is still in good condition. DEFENSE HP 25
Treasure: Among the stores here are 1,000 UPBs and EAC 13; KAC 15
spell gems of caustic conversion and command undead. If Fort +4; Ref +4; Will +1; –2 vs. severe wound and wound
the player characters wish, they can move everything in this effects to arms, legs, and wings
room onto the Primorata, installing an arcane workshop in an Immunities undead immunities
expansion bay with an hour’s work and a cost of 1 BP. OFFENSE
Speed 20 ft., fly 20 ft. (Ex., average)
C10. GUEST LOUNGE AND QUARTERS Melee claw +10 (1d6+5 S)
The guest quarters occupy a wing of the station and were Ranged Drift rip +7 (1d6+2 A)
once frequently used. Covered in decades of dust, the guest Offensive Abilities twinkle
lounge offers a kitchenette with food synthesizers, tables, Spell-Like Abilities (CL 1st)
chairs, and couches. A series of doors leading to small, cozy 1/day—charm person (DC 17)
35
At will—detect magic, telepathic message attempted this save, whether successful or not, it can’t
TACTICS be affected again by this aura for 24 hours.
During Combat The dessamar driftdead uses their twinkle Drift Rip (Su) Just as the Drift tears away chunks of planar
ability to move close enough to bring as many enemies material, a dessamar driftdead pulls apart the molecular
as possible into their confusion aura. They attack with bonds of matter, ripping apart nearby creatures. This is a
their claws when possible, using Drift rip only if no ranged attack against EAC with a range of 30 feet.
enemy can be reached. They might try to cast charm Twinkle (Su) Once per day as a move action, the dessamar
person on an isolated player character to keep that driftdead can teleport 40 feet. They can’t bring other
character out of the fight. creatures along, and if a solid body occupies the arrival
Morale The dessamar driftdead fights until destroyed. point, the ability fails without expending its daily use. This
STATISTICS ability otherwise functions as the dimension door spell.
Str +3; Dex +3; Con —; Int +0; Wis +0; Cha +2
Skills Athletics +7, Stealth +7 Gremlin Troubles: If the gremlins in area C8 are not
Languages Common, Koshorian friendly or helpful to the player characters, they prank the
Other Abilities confusion aura heroes by re-locking the airlock doors while at least two
SPECIAL ABILITIES player characters are attempting to use the airlock control
Confusion (Su) Any creature that comes within 30 panels to unlock the bridge doors. The doors can be unlocked
feet of the dessamar driftdead must succeed at from either side with a successful DC 18 Computers or
a DC 11 Will save or be confused for Engineering check.
2 rounds. Once a creature has Treasure: The captain still wears a recovery aegis
(Starfinder Armory 115) around their neck and has
a mk 1 improvisation adornment pinned to their chest.
36
THE PERFECT STORM
files, it does cause unexpected glitches and brief display travelers using conventional thrusters. Visitors came less
errors that make the files more challenging to read. Any frequently—first months apart, then years. Eventually,
character trained in Computers who examines corrupted the dream stations’ custodians died, and the stations all
files finds hidden data nested inside them. After spending went dark.
10 minutes converting the files to a format that can be D Gremlin Disaster: In 378 ag, glitch gremlins got into the
opened, these characters find each file contains the same station’s computers. The gremlins spent years terrorizing
hidden image: a massive, cuboid structure with hatches the station’s custodians before ultimately activating the
and engravings across each of its sides. The cube’s inoperative Drift engine. The engine folded on itself and
surfaces shift and change as it rotates, as though it were released a wave of repressed four-dimensional energy
an extradimensional structure. The station’s computers absorbed during the destruction of the Drift beacons.
don’t recognize these hidden images; all metadata This disaster killed the station’s crew and raised them
and automated descriptions of the recovered images as undead. The gremlins spent the time since terrorizing
erroneously describe each image as a blank file. Desna the zombies, though over the centuries they’ve grown
placed these images of the Tesseract here. The heroes will increasingly despondent and bored.
discover more about the Tesseract in Starfinder Adventure
Path #48: Masters of Time and Space. If the heroes fail to access the station’s computers,
D This Future: The year is 522 ag, 200 years after the Desna sends the Signal Chaos Engine coordinates to the
destruction of Absalom Station. Soon after the loss of Primorata’s display screens rather than the dream station’s
Drift travel—an event known as the Drift Crash—a series servers. The player characters must decide whether to use
of wars broke out between factions that still had access to the coordinates; Desna will show them a path, but she won’t
interstellar travel, such as the Hellknights and the Knights make them follow it.
of Golarion. These wars killed untold numbers of people,
and the survivors went into hiding. Interstellar trade, EVENT 9: FROM HELL’S HEART (CR 4)
travel, and communication ended. The immortal devil Malacanta still lives in the year 522 ag;
D The Drift Crash: The Drift Crash occurred in 322 ag, its she’s been looking for the player characters for a very, very
cause unknown. Player characters who compare the Drift long time. She sensed the Primorata’s return to the Material
Crash to their own ship logs note that the Crash occurred Plane, and she soon arrives at the dream station to get her
the exact moment the Marata attempted to enter the Drift long-delayed revenge.
while attached to the Primordial, which simultaneously When you’re ready to bring “The Perfect Storm” to a close,
attempted to enter the Maelstrom using chaos sails. A Malacanta’s ship, the Infernal Directive, appears a short
character who succeeds at a DC 18 Engineering or Mysticism distance from the dream station. After two centuries, her
check concludes there’s no way one or two vessels could be ship is larger and more dangerous than ever. She hails the
responsible for the Drift Crash, no matter how strange their station and the Primorata, unsure exactly where the player
circumstances. Instead, whatever caused the Drift Crash characters are.
also affected the two starships, merging them into one;
the Primorata is a result of the Drift Crash, not the cause. The erinyes Malacanta appears on the view screen. She
Once the Drift Crash occurred, the entire galaxy lost access stands on the bridge of her ship, the Infernal Directive, her
to the Drift in the same moment. Drift travel was never eyes burning with hate in her stony face. Behind her, a crew
regained. (In this timeline, the events that resolve the Drift of devils and embri stand ready at battle stations.
Crisis—detailed in the next Starfinder Adventure Path, Drift “For two centuries, I awaited your return,” Malacanta
Hackers—never occur.) sneers. “I had reason enough to hate you after the death of
D The Starstone and Absalom Station: A few weeks after my sister—but then, then you added genocide and interstellar
the Drift Crash, a wave of four-dimensional energy destruction to your list of crimes! After what you did at the
erupted through the Drift, destroying every Drift beacon Tesseract, you would have been wise to remain in whatever
in the galaxy including the Starstone. When the Starstone hole you found to hide in, never to be seen again. For the
exploded, it destroyed Absalom Station and killed everyone centuries have only made me stronger.
on it. The Pact Worlds never recovered from the loss of “But here you are,” she says, spreading her hands and
its cultural heart, and interstellar society never recovered smiling in grim satisfaction, “as though yearning to be found.
from the loss of safe, fast travel between the stars. Perhaps you’ve grown tired of running. Perhaps you want to
D Dream Stations: Before the Drift Crash, Desna’s church be punished for those you’ve killed. Be comforted then, for
maintained dream stations like this one: safe way stations today is that day. Today, I reap vengeance, not only for my
for travelers to rest and resupply. Without the Drift, beautiful sister Sinzaria, but for the unbridled destruction
interstellar travel became all but impossible, but existing you wreaked across the galaxy.
stations continued to operate as havens for interplanetary “Gunnery officer: fire at will.” The connection ends.
37
The player characters won’t know what Malacanta is DIASPORA DEBRIS (GUNNER, PILOT)
referring to or why she blames the heroes for this apocalyptic Asteroids and debris obfuscate the path forward and threaten
future, but in Malacanta’s past, she was at the Tesseract to smash into the Primorata. Alternatively, if the player
when Ebias Tope’s failure destroyed all Drift beacons. She characters already activated the Signal Chaos Engine, this
mistakenly believes the heroes are responsible. She’s held this debris could be anything from throughout space and time,
belief for nearly two centuries and can’t be dissuaded. from floating masses of the outer planes caught in the Drift
The Infernal Directive fires on the dream station, which to colossal, space-traveling creatures or the wreckage of ships
has no shields nor weapons. If the player characters are on damaged in the Drift Crash.
the station, they can flee to the Primorata. If they’re already Failure: Take 1 hit.
aboard their ship when this event begins, the station is
destroyed in a single volley; otherwise, the player characters HOSTILE FIRE (ENGINEER, GUNNER, PILOT,
have about a minute to get to their ship, and the station is SCIENCE OFFICER)
destroyed just as they do so. The Primorata comes under intense fire. This could be from
The Primorata is no match for the Infernal Directive. The Malacanta’s hellfighters or from other starships or ground
heroes don’t need to roll to know this information; this bigger emplacements the ship encounters once it activates the
and more dangerous version is a cruiser with capital weapons. A Signal Chaos Engine. For example, the ship could find itself in
character with military or engineering experience, for example, a massive space battle between the Azlanti Star Empire and
might know that a single hit from the Infernal Directive’s the Veskarium.
primary gun would instantly rend the Primorata. The wise Failure: Take 1 hit.
course of action is to flee. If the PCs didn’t get the navigational
coordinates from Desna in area C12, those coordinates now INFERNAL ASSAULT (MAGIC OFFICER)
appear on their screens without explanation. The heroes Devils attempt to teleport aboard the Primorata to attack the
don’t know where these coordinates lead, or who sent them. ship’s vital systems from the inside. The magic officer can
While the Signal Chaos Engine can be activated without these counter the teleportation spell and strand the devils in the
coordinates, doing so would send the ship to a random place vacuum of space. This obstacle is best used before the player
and time anywhere in the multiverse. characters activate the Signal Chaos Engine.
If the player characters attempt to run, Malacanta Failure: Take 1 hit.
dispatches a contingent of hellfighters—tiny but well-armed
starships, each crewed by a single embri—from her warship, INFERNAL SIDESWIPE (ENGINEER, GUNNER, PILOT,
beginning a starship chase. The chase ends after 6 rounds or SCIENCE OFFICER)
when the Primorata takes 6 Hits. Hellfighters from the Infernal Directive match the Primorata’s
speed and smash into its side, threatening the ship.
CHASE OBSTACLES Failure: The crew’s next chase action takes a –2 penalty.
Each round, choose one of the following chase obstacles
for the players to overcome, beginning with Infernal Whips. INFERNAL WHIPS (CHIEF MATE, ENGINEER)
Vary the obstacles you choose in each round according to Cables from the Infernal Directive grapple the Primorata,
the events of the chase; try to give all player characters an dragging the ship and interfering with its maneuverability.
opportunity to contribute. You can also invent new obstacles, Failure: The next Piloting check takes a –2 penalty.
especially when the chase becomes a harrowing flight
through space and time, using the obstacles on pages 44–45 CHASE ACTIONS
of the Starfinder Starship Operations Manual as inspiration. In addition to the chase actions listed on page 46 of the
All obstacles have a DC of 16. Starship Operations Manual, the heroes must succeed at the
following specific chase action to be successful in the chase.
CHAOTIC ENVIRONMENT (CAPTAIN, CHIEF MATE)
Use this obstacle after the player characters successfully PROGRAM THE SIGNAL CHAOS ENGINE (ENGINEER,
activate the Signal Chaos Engine and are traveling through MAGIC OFFICER, SCIENCE OFFICER)
space and time. The ship enters some especially strange or The heroes don’t understand how the Signal Chaos Engine
harmful environment—suddenly submerged in the Elemental works, but they can enter Desna’s navigation coordinates to
Plane of Water, for example, or blasting through the heart of travel wherever those coordinates lead.
a sun. The captain can stir everyone to courage, or the chief Success: The crew gains 2 successes. This action can’t
mate can hold the ship together long enough for the Signal be selected again during this chase. As soon as this action
Chaos Engine to carry the crew elsewhere. is successful, the Primorata begins traveling through space
Failure: The next captain or chief mate check takes a and time, careening through the universe, elemental planes,
–2 penalty. outer planes, and any bizarre and otherworldly environment
38
THE PERFECT STORM
39
THE PERFECT STORM
Welcome to the Marata, your new home away from concept to you and your bunch. You are in the middle of a
home—and your only one for a while. You never set out to Drift jump, heading to a Near Space planet with a luxury
be adventurers; you’re just a group of people on a job, on resort, as the adventure begins.
a journey, or doing some other mundane task. When you Suggested Themes: Noble scion (Character Operations
get thrown across the cosmos without warning, all that is Manual 13), sensate (Character Operations Manual 14),
shattered. You have little to no hope of an easy way out. All tempered pilgrim (Pact Worlds 77), and starwalker (Adventure
that drives you and your companions now is finding a way Path #22: The Forever Reliquary 53).
home to the Pact Worlds, even if that takes you to Hell and Benefit: When you take your time, tasks come more easily
back. It’d be best if you didn’t have to go there, though. to you. You gain a +1 bonus to any skill checks on which you
take 20.
THE TEAM
You are prominent members of the crew of the Marata, a REUNITED FAMILY
ship sharing a name with one of the moons of Bretheda. All Whether related by blood, adopted, or (most likely) a
the crew aboard the Marata know each other quite well, and mixture of the two, everyone on the Marata is part of one
you and your fellow travelers should share a simple, unified big family that has persisted for generations. The family’s
goal. The PCs in the Drift Crashers Adventure Path don’t start head named the ship after the moon where the yearly
out as adventurers; rather, they’re desperate refugees in a gathering takes place, and the crew is tasked with getting
situation they don’t understand, trying to find a way home. as many of “the folks” that can fit aboard. You just picked up
Before your group starts to make characters, work together the last straggler from a planet in the Vast, and the Marata
to choose one of the following communal backgrounds, or is preparing to enter the Drift on the trip back to the Pact
create your own shared motivation. Each background lists Worlds as the adventure begins.
appropriate themes and includes a small benefit. Suggested Themes: Cultist (Pact Worlds 147), diplomat
(Adventure Path #22: The Forever Reliquary 45), spacefarer,
CHAMPIONSHIP PLAYERS and xenoseeker.
In a confusing and hectic galaxy, you and your fellow crew Benefit: Working with, near, and over each other is
can always count on the game you play together. Whether familiar to your crew. Up to two Key NPCs (see “The Crew”
your preferred sport is brutaris, starlance, or some other on page 42) can take open crew actions per round of starship
form of athleticism, you are part of a rookie team hitting combat instead of just one.
the space lanes on a trip to the big leagues! Your team made
the cut for an invitational championship at an important SCIENTIFIC RESEARCHERS
cultural center (such as Vesk Prime), and everyone’s excited. While your crew might focus on varied academics or be a
This event could jump-start an amazing career! The crew team of joint researchers, the Marata is home to several
of the Marata (named after the moon where the players knowledgeable minds in a particular field. This ship was
earned their biggest victory) just finished an intense training provided via a grant from Tafflithe University, the first
regimen on Akiton and is preparing to flip the switch academic presence to be instituted on that moon. The
on their Drift engine to head to the championship as the specifics of your first research project are up to you, but
adventure begins. there should be much potential for expansion in its field. The
Suggested Themes: Athlete (Character Operations Manual university’s dean recently asked for a personal debriefing,
9), giantblood (Near Space 138), gladiator (Pact Worlds 57), so you’re returning to the Pact Worlds. As the adventure
and vaster (Adventure Path #34: Were No Heroes 49). begins, you just brought the last piece of equipment aboard
Benefit: As a group, choose one combat maneuver that from a mobile research laboratory in the Vast, and the
is integral to the sport the team plays. Each PC gains a +1 Marata is preparing to exit the atmosphere.
insight bonus to perform that combat maneuver, and to their Suggested Themes: Biotechnician (Pact Worlds 127),
AC when that combat maneuver is attempted against them. roboticist (Pact Worlds 27), scholar, and xenoarchaeologist
(Pact Worlds 137).
PLEASURE CRUISERS Benefit: As a group, choose Engineering, Life Science, or
You and your compatriots pooled your hard-earned credits Physical Science. This skill becomes a class skill for you,
to purchase a discount pleasure barge and leave the troubles though if it’s a class skill from a class you take at 1st level, you
of your former lives behind. The vessel isn’t much, but it has instead gain a +1 bonus with that skill. This bonus stacks with
enough accommodations to keep you comfortable as you your theme bonus.
coast through the stars with nary a care. You named the ship
the Marata after the moon on which you and your fellow TRAVELING ENTERTAINERS
sophisticates decided to embark on a mid-life retirement, Whether it’s time to rock, roll, or catwalk stroll, the Marata
and perhaps you’ll return there one day. Danger is a foreign is crewed by a bunch of entertaining folks. You’re part of
41
a group that performs in anything from an up-and-coming Benefit: Even when you’re the furthest from home, you
musical band to a fantastic circus. The ship is named after never lose hope that you’ll make it big; sometimes, that hope
a key part of the act; perhaps it’s the name of the band’s pays off. Once per day, when a PC or Key NPC (see “The
fledgling single or the place where the team got its first big Crew” below) rolls a 1 on a d20, any PC can spend 1 Resolve
gig. You are on your way to Songbird Station in the Diaspora Point to reroll and use the second result. This benefit can
for a sold-out performance! The last mic, instrument, pet, or be used only once per day by the entire crew—not once per
other performance gear is packed, and the group’s leaving day per character—but any PC can spend the Resolve Point.
home to hop into the Drift as the adventure begins.
Suggested Themes: Grifter (Character Operations Manual WANDERING BUSINESSFOLK
10), icon, street rat (Character Operations Manual 15), and wild The people who crew the Marata have big business dreams.
warden (Pact Worlds 37). Maybe you got tired of a steady job and wanted to set out
on your own, or maybe you inherited the family business
from a cantankerous household. You could be employed by
a large-scale corporation or peddling a smaller trade. In any
case, you never anticipated more adventure than tensely
haggling for fair payment for services rendered. Your ship
is named for the moon to which you’ve been tasked with
expanding your market, and you have every intention of
getting the commission you need and deserve. Your crew
just finished packing some cargo to be sold there or sealed a
big future deal as the adventure begins.
Suggested Themes: Bureaucrat (Near Space 137), corporate
agent (Pact Worlds 47), prole (Adventure Path #34: Were No
Heroes 48), and quartermaster (Near Space 140).
Benefit: You know how to make a good sale. Once per day,
when you sell a single item with a level equal to or lower than
the PCs’ APL + 1, you can sell it for 20% of its standard market
price instead of 10%.
THE CREW
The PCs aren’t alone on the Marata. The ship has additional
crew consisting of an assortment of friends, family, and loyal
companions. These bonds may be tested as everyone tries
to make it home, but you should eventually triumph if you
all work together. As you make your character, create and
name a prominent NPC aboard the Marata with whom your
character has a personal connection (hereafter referred to as
a Key NPC). Your bond with them can take any form you and
your GM agree on: close pals, partners, friendly rivals, and so
on. No matter what, you can depend on them. Your Key NPC
can be any species, gender, or other classification you desire.
Key NPCs can assist the PCs in several ways, depending
on their specialty. Select a role for your Key NPC from the list
below; unless specified, each player must select a different
role for their Key NPC. If the crew has multiple Key NPCs who
can take an open crew action in starship combat (Character
Operations Manual 148), only one Key NPC can act in starship
combat per round.
Key NPCs are also excellent opportunities for backup
characters if a PC suffers an unfortunate fate. In this case,
another member of the crew should be “promoted” to Key
NPC status. This NPC might not even begin the campaign on
board the Marata, as there will be plenty of opportunities to
Chief of SeCurity make new friends throughout your adventures!
42
THE PERFECT STORM
Chief of Security: This Key NPC is well-versed with the if they act in starship combat, they can use both of these
ship’s security protocols. They can use the feign disaster and actions simultaneously.
ready weapon system open crew actions. When your ship’s
tier increases to 4, they can fire one of the starship’s weapons THE MARATA
during the gunnery phase as an open crew action instead, Your ship may not look like much, but it’s going to be a
with a gunnery bonus equal to 1-1/2 times the ship’s tier, constant comfort in your journey home. It may be new to
rounded down. you or an old haunt, but you’ve each found a way to make
Crafter: This Key NPC stays up-to-date with the latest it your own. Choose a custom modification to the ship from
developments in UPB utilization and is happy to craft the list below. If the modification provides a bonus to a
supplies to help the crew get home. When selecting this check or saving throw, each PC can use that bonus once per
role for your Key NPC, choose two skills from Computers, day. No ship modification can be selected more than once
Engineering, Life Science, Medicine, Mysticism, or Physical unless specified.
Science. This Key NPC is treated as having a number of Chapel: The ship has a small alcove dedicated to
ranks in that skill equal to your ship’s tier, but only for the a particular faith. This grants a +1 morale bonus to
purposes of creating and repairing items and implanting saving throws against spells, spell-like abilities, or other
augmentations. This role can be selected for multiple Key supernatural abilities from outsiders.
NPCs, but you must select different skills for each. Cleaning Facilitation Station: The ship is kept impeccably
Doctor: This Key NPC is a skilled medic who can treat the clean by a semiautomated cleaning subroutine in the ship’s
PCs if they require medical aid. When selecting this role for AI. This grants a +2 morale bonus to saving throws against
your Key NPC, choose whether they are a physical doctor diseases or poisons.
or a mystical healer. Regardless of which is chosen, the Key Custom User Interface: The ship’s UI has been rewritten
NPC can restore a number of Hit Points to one PC equal to to be far more user-friendly, allowing access to the limits of
one-quarter of their maximum Hit Points (but not Stamina the scanning systems more easily. This grants a +1 morale
Points) with 1 hour’s care aboard your ship. If the Key NPC bonus to checks to scan with the sensors, both inside and
is a physical doctor, they can also give a PC they’re treating outside the ship.
a +4 bonus to their next saving throw against a disease, Exercise Stations: The ship is outfitted with several pieces
drug, or poison (this doesn’t stack with the bonus provided of exercise equipment, adaptable to various physiologies.
by successful Medicine skill checks). If the Key NPC is Thanks to the use of this equipment, each PC gains the
a mystical healer, they can also heal 1 temporary ability benefits of an industrial backpack without having to
damage to one ability score for the PC they’re treating. purchase or wear one. This benefit doesn’t stack with those
When your ship’s tier increases to 4, this Key NPC heals 1d4 of actual backpacks.
temporary ability damage to 1 ability score and eliminates Genetic Sampler: The ship’s crafting station incorporates
any fatigue the PC is suffering. a DNA scanner, making it particularly adept at re-creating
Sage: This Key NPC is knowledgeable on several esoteric the biology of prominent crewmembers. When using the
topics that are likely untouched by the rest of the crew. crafting station to craft species grafts (Alien Archive 4 140)
They’re a font of information when you need it. This Key of racial traits possessed by the PCs or Key NPCs, the cost to
NPC can attempt a skill check to recall knowledge regarding create and implant said graft is reduced by 5%.
planes beyond the Material Plane. They have a total bonus Integrated Tool Units: The ship is outfitted with several
to these skill checks equal to 4 + 1-1/2 × your ship’s tier, tools within its rooms and corridors for a specialized
rounded down. purpose. Any member of the crew is treated as possessing
Socialite: This Key NPC knows people well enough to two level 1 tool kits of your choice while on board; these
know how to dress around them, how to impress them, and integrated tool kits can’t be harvested and sold. One of these
not to trust them. They provide insight about anyone you tool kits can be a basic medkit. This ship modification can be
meet, perhaps to the point of gossiping about them with the selected twice.
PCs. This Key NPC can attempt skill checks with Disguise to Jailbroken Food Dispensers: The ship’s food dispensers
change appearance, Perception checks to notice or pierce have been modified from factory standards, allowing more
disguises, and Sense Motive checks to detect deceptions customization to meals. These essentially home-cooked
and discern secret messages. They have a total bonus to meals and the bonding they create grant a +1 morale bonus
these checks of 4 + 1-1/2 × your ship’s tier, rounded down. to saving throws against mind-affecting effects.
Technician: This Key NPC knows the ship inside and Lavish Sleeping Units: No matter their actual size, the
out. They can rig the control board however you need and sleeping quarters of your ship are exceptionally comfortable,
can optimize the ship’s internal AI twice over. This Key all but assuring a good night-cycle’s sleep. This grants a +2
NPC can use the prioritize calculation and range finding morale bonus to saving throws against fatigue or exhaustion
open crew actions. When your ship’s tier increases to 4, for 24 hours after getting a full night’s rest on the ship.
43
Manufacturer-Grade Crafting Station: One member of to weather the storms ahead, and a new creature companion
the crew may have worked for a prominent manufacturer you might attract along the way.
of custom weapon modifications, or maybe they’re just
intimately familiar with a given manufacturer modification ARMOR UPGRADES
from disassembling and reassembling several weapons with Everyone who travels through space needs armor and its
it applied. Select one manufacturer’s weapon modification protection. You never know how armor upgrades such as
(Armory 55). The crew can use this crafting station to craft these could be useful should life ever take a brutal turn.
applicable weapons with that modification.
LEVEL 1
Portable Virtual Entertainment System: You brought your AUTOMATED SELF-REPAIRER I
personal VR console aboard, and the whole crew enjoys PRICE 100 SLOTS 1
it—having a break from reality helps everyone relax and ARMOR TYPE Light, heavy BULK —
separate truth from fiction. This grants a +2 morale bonus CAPACITY See text USAGE See text
to saving throws against illusions, as well as confusion and This armor upgrade is perfect for those who don’t have
insanity effects. time to get their armor fixed after a scrap or two. When
you install this armor upgrade, you must place a number of
THE JOURNEY UPBs equal to 100 × the item level of the armor in which
You were originally headed somewhere, but something is it is installed. When you activate the upgrade with a move
about to go horribly wrong, and you’ll be stranded without action, it expends a number UPBs from its reserve equal to
an easy way home. This Adventure Path will take you to 10 × the item level of the armor to repair the armor, restoring
hostile territory, perhaps beyond the Material Plane. Unusual a number of Hit Points to the armor equal to the armor’s
encounters will be the norm, and you’re likely to face item level; this process takes 1 minute. This armor upgrade
enemies you can’t overcome. Unlike many adventures where can repair broken armor but not destroyed armor. You can
the main characters have a chance of success wherever refill the upgrade’s UPB reserve to the maximum of 100 ×
they go, the PCs in Drift Crashers aren’t experienced, the armor’s item level in a process that takes 1 minute.
battle-hardened warriors—at least, they aren’t yet. Don’t
LEVEL 1-7
be afraid to be afraid! Running away to live another day is MEDICAL ANALYSIS KIT I
sometimes the best course of action, and failing forward is SLOTS 1 ARMOR TYPE Any BULK —
always better than dropping dead. CAPACITY 20 USAGE 1/use
You’ll likely be far from anything resembling home for a
MODEL ITEM LEVEL PRICE
long time, so places to buy equipment may be few and far
between. Treasure every UPB you find, because crafting the Mk 1 1 320
equipment you need will be more useful than hoping you can Mk 1 4 2,400
find a vendor with the appropriate gear. While you might Mk 1 7 6,200
have one or more Key NPCs who are dedicated to forging the
best equipment possible, it+s likely wise to have a PC or two This armor upgrade includes a basic array of scientific
take ranks in other skills used for creating equipment. Take instruments meant to assist in medical assessment
what you can and make what you need. You’ve got quite a and treatment. A medical analysis kit allows you to use
journey ahead of you. a collection of predesignated tools, depending on the
upgrade’s item level. If you have the required number
THE GEAR of hands free to use a tool or item listed in the specific
Listed below are new pieces of gear you might have brought upgrade’s entry, you are treated as carrying that tool
with you on the trip, specialized gear you might want to craft or item.
44
THE PERFECT STORM
D Mk 1: basic medkit, chemalyzer AR
Good Save Ref; Poor Saves Fort, Will
D Mk 2: basic medkit, chemalyzer AR, dermal stapler AR, Speed 10 ft., fly 40 ft. (Su, perfect)
survival straw AR Melee Attack bite (P plus grab)
D Mk 3: advanced medkit, chemalyzer AR, dermal stapler AR, Space 5 ft. Reach 5 ft.
survival straw AR Ability Modifiers Dex, Cha
SPECIAL ABILITIES
LEVEL 1
VACUUM RAPPELER Blindsense (Ex) A rift remora’s blindsense can sense only
PRICE 120 SLOTS 1 living creatures with the extraplanar subtype.
ARMOR TYPE Any BULK — Planar Leech (Su) Once per hour when a rift remora
By outfitting your armor with magnetized, short-range grapples a significant enemy with the extraplanar
grapplers that are linked to its environmental sensors, subtype, it feeds off the enemy’s planar disjunction to
this upgrade serves as an extra protection against regain a number of Hit Points equal to one-tenth the rift
explosive decompression. If you fail a Reflex saving remora’s maximum HP.
throw against forced movement in space (for instance, Rift Teeth (Su, 8th level) Once per day when a rift remora
being pulled through a hole punched in a starship’s hull grapples or pins a significant enemy with the extraplanar
or a malfunctioning airlock), this armor upgrade engages subtype, it tears at the creature’s very quintessence with
immediately after you are moved 10 feet, grappling a its fangs. The grappled or pinned enemy takes an amount
nearby solid surface with a length of titanium alloy cable of piercing damage with the force descriptor equal to the
line and stopping your movement. Unfortunately, the rift remora’s level.
vacuum rappeler doesn’t prevent falls or forced movement
in areas with an atmosphere. The upgrade holds a total of
40 feet of line, which can be retracted into the upgrade
with 10 minutes of work.
rift
CREATURE COMPANION remora
Rift remoras are leech-like outsiders that glide through the
planes with supernatural intuition. These astral parasites
are naturally attracted to interdimensional rifts. They gain
sustenance from these misalignments of various planes
of existence by absorbing the metaphysical potential
energy through their long, drooping antennae. Their pale,
near-transparent skin and circular, gaping maw of razor-sharp
teeth gives them the appearance of deep-sea aquatic life.
Though they don’t need to use it to feed, their ability
to smell and home in on creatures not native to the
plane they’re on makes them prized trackers by
bounty hunters who specialize in pursuing
targets across the planes.
LEVEL 2-16
RIFT REMORA
Small outsider (extraplanar)
Senses blindsense (life [extraplanar
beings only]) 120 ft., darkvision 60 ft.
Manica, elite 11 25,600 4d8 B push AR (10 ft.) 1 analog, block, unwieldy
Manica, paragon 16 172,600 9d8 B push AR (15 ft.) 1 analog, block, unwieldy
45
WEAPONS A shillelagh is usually used as a walking stick, but some are
Just because you’re not typical soldiers and mercenaries capable of dealing weighty blows to the head in the hands
doesn’t mean you’re not armed in case things go south. of those trained in self-defense.
These tools can get you through a scrap, whether that be a
rowdy fan who stormed your stage or an opposing brutaris WEAPON FUSIONS
player who’s out for more than blood. Some crews choose to magically attune their weapons to
work better in tandem with one another in tight scrapes or
NEW WEAPON SPECIAL PROPERTY assist them in identifying foes.
Some weapons presented here have the instrumental
LEVEL 1
special property. CUNNING
Instrumental: A weapon with this property can also be used When you strike a creature with a cunning weapon and deal
as a basic musical instrument (Armory 105). The size of this damage, you can attempt an Engineering, Life Science, or
instrument’s battery is the same as that of the weapon’s, and Mysticism check to identify the creature as appropriate
it can be used as a weapon (with the charge usage indicated) (this takes no action). You gain a +2 circumstance bonus
or an instrument (where it uses 1 charge every 10 minutes). If to this check. If you succeed, in addition to learning useful
the weapon is 8th level or higher, it also functions instead as information about the creature, you gain a +1 circumstance
a euphonic musical instrument (Armory 106). bonus to the next saving throw you must attempt against
that creature’s abilities within the next minute.
BATTLETUNE
LEVEL 1
A battletune comes in a variety of sizes and shapes, as it FAMILIAL
mimics the variety of musical instruments found A familial weapon aims itself around all other
across countless cultures throughout the creatures the wielder considers their family,
galaxy. This instrument, however, is sturdy and is usually decorated with a crest or
enough to be used as a bludgeoning weapon other distinguishing mark. A weapon with
in combat without activating the battery. this fusion can be attuned to a number of
When powered, its sonic vibrations instead creatures equal to the weapon’s level,
harm the eardrums of enemies (though typically the owner’s family or friends.
this weapon always targets KAC). The bonus enemies receive from cover
or soft cover provided by attuned
MANICA creatures is reduced by 1. This
Consisting of a series of durable arm plates maniCa weapon fusion can be applied
strapped across a limb, these weapons only to ranged weapons.
serve a dual purpose of offense and defense.
LEVEL 1
While ancient manicas may have taken time HARMONIC
to don, modern-day versions cover the arm A harmonic weapon reverberates with a
quickly with the assistance of spring-loaded constant, almost distracting hum or makes
mechanisms. Gladiator manicas are favored pleasant twanging noises when moved around.
by players of martial sports such as brutaris, When you strike and deal damage to a creature
despite their ungainly size preventing other with a harmonic weapon, the sound it produces
weapons being wielded with the same hand. finds a harmonic resonance in the creature.
Before the beginning of your next turn, any ally
SHILLELAGH that targets this creature with a weapon in the
Though smaller and more expensive than a simple sonic category gains a +2 circumstance bonus to
club, a shillelagh is often sturdier and made of more the attack. This weapon fusion can be applied only
modern materials, such as aluminum or fiberglass. to weapons that deal sonic damage.
46
PLANAR TRAVELER +1 WIS THE PERFECT STORM
THEME KNOWLEDGE (1ST) residing in a plane chosen for your theme knowledge, you
can spend 10 minutes communing with or warding yourself
You’ve engaged in intense study regarding other planes against that plane to recover 1 Resolve Point. You can’t use
of existence, whether you live on it or (more likely) are this ability twice in the same plane in one day. Additionally,
planning to visit it. Select two planes of the Great Beyond select two additional planes (other than the Material
other than the Material Plane (Core Rulebook 470). Reduce Plane) for your theme knowledge; at your GM’s
the DC of Mysticism checks to recall knowledge about these discretion, you may choose more
planes and religions based in those planes by 5. Regardless esoteric extraplanar locales
of the planes you chose, reduce the DC of Mysticism checks (such as the Akashic Record or
to recall knowledge about, open, or close a planar rift or the Dimension of Time).
gateway by 5. Mysticism is a class skill for you, though if it’s
a class skill from the class you take at 1st level, you instead
gain a +1 bonus to Mysticism checks. In addition, you gain
an ability adjustment of +1 to Wisdom at character creation.
47
THE PERFECT STORM
CAMPAIGN OUTLINE The Final Horizon is sliding into a black hole, and while towing
On these pages you’ll find the background and outline for it to safety, the heroes meet Cora, the cosmonastery’s AI.
the Drift Crashers Adventure Path. If you intend to play in The monks are divided. Some want to stay in orbit around
this campaign, be warned: this page spoils the plot for the the black hole and study the cosmic mystery it represents;
upcoming adventures! others want to flee. While the monks debate, the heroes learn
Prior to the events of the Adventure Path, the Architects— that Cora is conspiring with a faction within the monks to send
followers of Triune who believe they have found and decoded Final Horizon into the black hole. Soon the player characters
an improvement to the Drift hidden within the Signal—have must defend themselves against solarian assassins, seek
finished their work and traveled to the Nexus, Triune’s temple out Cora’s powerful mechanical body, and help the surviving
in the city of Alluvion. There, they upload their new code, monks escape the black hole for good.
anticipating a new and improved Drift that ushers in a fantastic This is all according to Desna’s design; the goddess of
new era of interstellar travel and communication. Instead, the dreams finally makes contact with the player characters and
Architects crash the Drift and cause a galactic disaster. All this, invites them to Cynosure, her home inside a star. There, the
and much more, is detailed in Starfinder Drift Crisis. heroes have an unusual meeting with Desna and are invited
to rest and explore the city of dreams. But Cora has survived,
THE PERFECT STORM smuggling her AI into Cynosure, and eventually she takes
By Jessica Redekop advantage of the distraction caused by the Drift Crisis and
Starfinder Adventure Path #46, Levels 1–2 takes over the city. The player characters, warned in a dream,
The player characters are traveling to a new world in their must hack the city’s dream servers to stop Cora and save
starship, the Marata, when they come under attack by pirates. Desna’s stronghold.
As the pirates and the player characters flee the solar storm, The goddess of dreams has one last request for the
the Drift Crash occurs; as waves of chaotic energy wash over heroes before she sends them home: rescue the Wise family,
the two ships, they merge to create a single combined vessel— explorers who have become trapped in the Astral Plane
the Primorata. thanks to the Drift Crash. This mission leads the heroes to
The Primorata rockets through the planes, propelled by a the River of Souls, where psychopomps escort the dead to
strange new artifact, the Signal Chaos Engine. It crashes on the Pharasma’s judgment. Most of the Wise family can be saved,
first layer of Hell, accidentally crushing an erinyes devil named but one has sold his soul to win the safety of his family, and
Sinzaria. When her sister, Malacanta, arrives to investigate, she this leads Malacanta to the heroes at last. If the Primorata
brings her command ship—the Infernal Directive—and a small escapes, the crew find themselves in the Drift—face-to-face
army of devils with her. The heroes must get the Primorata with the Tesseract!
running and flee before Malacanta’s forces overwhelm them.
Activating the Signal Chaos Engine sends the heroes on an MASTERS OF TIME AND SPACE
uncontrollable journey through time and space. They arrive By Ron Lundeen
in a parallel universe where the Absalom Pact was never Starfinder Adventure Path #48, Levels 5–6
signed and the Veskarium has conquered all the worlds in the The Tesseract is a four-dimensional structure in the Drift built
Golarion system. Here, the player characters encounter their by a long-vanished alien species. The heroes recognize it from
"evil twins," their counterparts in this alternate reality who try Desna's dream station and know it's connected to a possible
to murder them and steal the Primorata! future filled with galactic destruction, but they’re not the first
Hope comes in the form of a facility researching alternate to explore this mysterious megastructure.
realities: Arazni Station. The player characters, perhaps A scientist named Ebias Tope has taken refuge in the
impersonating their evil counterparts, travel to and infiltrate Tesseract, hiding from hostile constructs left behind by
the station. After deceiving or fighting the evil Knights of the structure’s mysterious creators and violent trespassers
Golarion within, they reprogram the dimensional portal at the stranded by the Drift Crash. When the player characters
facility’s heart to return them to their home reality. explore the Tesseract’s mind-bending architecture, they find
But the Primorata arrives at a distant future, where all Drift Ebias, who helps them find the structure’s central core. But
beacons are destroyed! When they explore one of Desna's when the scientist reveals his plan to repair the Drift, the
dream stations, the heroes learn they may be the cause of this heroes recognize the sequence of events that triggers an
terrible future... or its salvation! apocalyptic future. Ebias uses the Tesseract’s powers against
them, summoning Malacanta and the Infernal Directive to delay
NIGHTMARE SCENARIO the player characters long enough for him to execute his plan.
By Jenny Jarzabski If the heroes fail, every Drift beacon in the galaxy will be
Starfinder Adventure Path #47, Levels 3–4 destroyed. But if they can master the Signal Chaos Engine,
The Primorata and its crew are led back through time to the the heroes can save the galaxy, escape Malacanta, and at last
present, where they find a 300-year-old solarian cosmonastery. return home.
49
BLOOD OF THE PLANES energy that the mortal’s children by other lovers carried the
While the creation of the Drift revolutionized interstellar trace. Some were touched by areas of planar friction—ifrits
travel, it also became the only experience many denizens arising from sun-dwellers or sylphs from cloud cities in the
of the galaxy had with venturing into another plane. Most atmospheres of certain gas giants. A great many have no
mortals couldn’t conceive of traveling to Heaven or Hell idea what touched their bloodline; they know only that they
(at least, not without passing through death and judgment are different, perhaps spending their entire lives seeking
first). The planes sometimes come to mortal people instead the reason why.
and leave their marks in the form of planar scions, from The planar scion phenomenon bears few fixed rules.
aasimar and tieflings to all their diverse kin. While planar scions can sometimes be traced to ancestral
Planar scions are a phenomenon as old as life and the entanglements or cosmic confluences, there’s often no solid
cosmos. Some arise from mortals taking divine or diabolic explanation at all—or only one so rooted in superstition and
entities as lovers or companions, whether bearing their philosophy as to defy scientific analysis. The cosmos is still
children or simply being charged with enough outsider a profound and mysterious place, and the metaphysics of
planar magic are not often inclined to easy understanding.
All sorts of scions call the Pact Worlds home, with the
largest thriving subcultures on Absalom Station, which
bears a wide variety of planar scion dance clubs, social
media stars, and dating apps. The binary existence of
tidally locked Verces, in particular, seems to influence
aasimar and tiefling births among the populace (though
not always on the side one might expect). Likewise, the
ironclad militarism of the Veskarium gives rise to strains
of valkyrie-born ganzi who revel in the glorious chaos of
battle. Scions of the so-called Spear Maidens of Damoritosh
are forgiven their chaotic and anti-authoritarian natures,
divinely inspired as they are.
In these enlightened and multicultural days, few are
inclined to harbor prejudices against scions for their nature.
When your system’s culture encompasses amorphous
barathus, brainy contemplatives, robotic anacites, and
undead elebrians, a young person with horns hardly draws
attention. Only in more insular or regressive communities is
the prejudice of centuries kept alive on a societal scale, with
aasimars deified, tieflings shunned, and others litigated on a
harrowing case-by-case basis.
Still, an outwardly accepting family might not react
so gracefully when planar powers manifest in their own
flesh and blood. Planar scions sometimes struggle with
the edicts of authority or with misconceptions about their
“true nature.” Even the most beloved, whether an angelic
Abadaran student or a demon-branded drow prince, might
chafe under the high expectations their blood has forced
upon them. Is it any wonder that many seek adventures
among the stars?
As adventurers, planar scions might develop the skills
of any class. A planar scion envoy might be a fast-talking
tiefling charmer or an aasimar demagogue; a technomancer
might be a ganzi hacker-for-hire or a sylph electromancer;
a soldier might be an ifrit battleflower or oread prospector.
While many select vocations or foci befitting their natural
skills—tieflings who use their fiendish gloom to strike
in darkness, for example—just as many go against the
tide of expectations, from archon-blooded anarchists to
tiefling peacemakers.
50
THE PERFECT STORM
SPECIFIC LINEAGES fins, partly scaled skin, and other piscine traits—are often
The following are a sample of planar scion lineages in the shared by beings native to watery planets.
Starfinder RPG.
Aasimar (Alien Archive 2 99): Aasimars often get ALTERNATE RACIAL TRAITS
associated with light and goodness as the scions of The following are alternate racial traits for individual planar
celestial beings such as angels and archons. Inclined to scions. Each racial trait is available to any of the scion types
perceptiveness and charm, aasimars are well-suited to listed after the trait’s name.
wield influence over others as a tool, whether for altruistic
or self-serving reasons. ARMOR AVATAR (AASIMAR OR GANZI)
Ganzi (page 60): Touched by planar chaos, ganzis bear Scions descended from armor-plated celestials or anarchic
a link to outsiders like valkyries or proteans as often as warrior entities have an affinity for armor—it fits perfectly and
they do to the Maelstrom itself. While often expected to protects more efficiently, as though it were an extension of
be thoughtless and impulsive, their ability to tweak the the scion themself. When wearing armor, they gain a +1 racial
threads of fate gives the children of chaos the confidence bonus to AC. When they’re wearing heavy armor, their armor
to leap before they look. check penalty is 1 less severe than normal.
Ifrit (Adventure Path #13: Fire Starters 60): An efreeti This replaces celestial radiance for aasimars or reverse fate
ancestor usually forms an ifrit’s link to the Plane of Fire. for ganzis.
Many mistakenly identify ifrits as tieflings due to their
manes of flame—present even among ifrits of hairless ATMOSPHERE ARTIFICER (SYLPH)
species, such as vesk—and their tendency to develop Breath is life for a great many creatures, and the scions of
stubby horns. Ifrits are known for their passion, which can air are its keepers. A sylph with this trait can expend their
be a candle of hope or an all-consuming inferno of fury, daily use of flight to instead cast life bubble with a caster level
depending on the individual. equal to their level.
Oread (Starfinder Adventure Path #17: Solar Strike 60): This alters a sylph’s spell-like ability.
Another of the so-called “geniekin,” oreads are connected
to elemental earth, whether by a shaitan ancestor or BOLSTERED ANATOMY (GANZI)
a strong connection to the rocky bones of solid planets. Due to their chaotic heritage, some ganzis have redundant
Oreads have a reputation for being stolid and dependable, vital organs, such as extra hearts or livers. This often enables
though that’s not always true; a neurodivergent oread them to take more punishment than normal. A ganzi who has
might change interests with the speed of a mudslide this trait gains Toughness as a bonus feat.
or linger on unaddressed tasks like a statue locked in This replaces observant.
silent contemplation.
Suli (Adventure Path #14: Soldiers of Brass 58): Sulis CELESTIAL HEROISM (AASIMAR)
are brash, bold scions of plane-traveling jann or elemental Many aasimars born of the wild freedom of Elysium can bring
confluences. With few physical signifiers of their heritage, forth the heroic spirit in others, driving them to fight their
sulis are far more capable of blending in among their mortal hardest. As a swift action, the aasimar can bolster the spirit of
kin than other scions, though their mastery of multiple a willing creature within 30 feet. The bolstered creature gains a
elements permits for drastic revelations. +1 morale bonus to damage rolls and saving throws, and suffers
Sylph (Adventure Path #14: Soldiers of Brass 59): Sylphs no penalties for charging. These benefits last for 1 minute or
are kin to beings of elemental air. Quick and bright, sylphs until the aasimar uses this ability again. This is a mind-affecting
tend toward an inquisitiveness that often leads them to effect. The aasimar can bolster spirits in this way once per day,
become spies or explorers. Many sylphs have a particular plus a number of times equal to half their CR or level.
fondness for gas giants and other worlds of unusual or This replaces celestial radiance and skilled.
noteworthy atmosphere.
Tiefling (Alien Archive 2 99): Few planar scions have such CELESTIAL JUDGMENT (AASIMAR)
social struggles or such historically ill reputations as tieflings: Aasimars descended from Heaven’s celestial hierarchy can
those touched by the fiendish planes or other supernatural pass judgment on their foes, enforcing their will with the
evils. Given their influences, tieflings are among the most menace of celestial wrath. As a standard action, the aasimar
diverse of planar scions, representing kin of everything from chooses a creature they can see within 20 feet, who must
devils and demons to velstracs and qlippoth. attempt a Will save (DC = 10 + half the scion’s level or CR +
Undine (Adventure Path #18: Assault on the Crucible the scion’s key ability modifier). On a failure, the target suffers
58): Undines are the often-quick and -thoughtful scions of a –1 penalty to attack rolls and saving throws for 1 minute
elemental water. Like sulis, undines sometimes blend into or until the aasimar is no longer conscious, whichever comes
parent populations, as their most common physical tells— first. This is a mind-affecting effect. The aasimar can menace
51
foes this way once per day, plus a number of times equal to ability again. This is a mind-affecting effect. The aasimar can
half their CR or level. impart hope in this way once per day, plus a number of times
This replaces celestial radiance and skilled. equal to half their CR or level.
This replaces celestial radiance and skilled.
CELESTIAL SOLACE (AASIMAR)
Many aasimars born of the comfort of Nirvana are beacons CELESTIAL VOYAGER (AASIMAR)
of hope, uplifting their allies with warm glances and gentle The devas who watch over the planes lend their aasimar
words. As a swift action, the aasimar can impart hope to a descendants the ability to reach across planar borders,
creature within 30 feet who has 0 Stamina Points (or is at summoning allies of raw quintessence. These aasimars can
half Hit Points or fewer for creatures that don’t have Stamina cast summon creature I as a spell-like ability, choosing one
Points), granting that creature temporary Hit Points equal type of creature for each character level they gain. This
to the aasimar’s level or CR and a +1 divine bonus to AC. otherwise acts as gaining summon creature as a spell known
These benefits last for 1 minute or until the aasimar uses this for all purposes, including changing selections and meeting
requirements of selected creatures. At 4th level and every 4
levels thereafter, this ability increases by 1 spell level, to a
maximum of summon creature VI at 20th level. The aasimar
can summon allies in this way once per day.
This replaces celestial radiance and skilled.
52
THE PERFECT STORM
attempts a combat maneuver check to grapple, using their This ability alters celestial resistance for aasimars, distortion
highest ability modifier in place of their Strength modifier. resistance for ganzis, or fiendish resistance for tieflings.
The tiefling does not gain the grappled condition this way.
In subsequent rounds, the tiefling can spend a move action PHANTASM (SYLPH)
each round to command the chains to continue grappling, Some sylphs possess not only airy, half-visible bodies, but
potentially pinning the target as normal. Each use of these power over air in its aspect as the medium of sound. Such
binding chains lasts 1 minute, until the scion uses this ability sylphs have a +4 racial bonus to Stealth checks.
again or dismisses the chains as a swift action. The tiefling This replaces a sylph’s spell-like ability.
can conjure binding chains this way once per day, plus a
number of times equal to half their CR or level. PREHENSILE TAIL (GANZI OR TIEFLING)
This replaces deceitful and fiendish gloom. A planar scion with this alternate racial trait has a long,
dexterous, fully prehensile tail (or similar appendage, such as
HOT FUSION (IFRIT) a tentacle or prehensile hair). This appendage enables them
Sun-born ifrits sometimes inherit their stellar progenitor’s to wield and hold up to three hands’ worth of weapons and
nuclear nature. An ifrit of 5th level or higher with this trait equipment. While their appendage increases the number
can cast irradiate once per day. At 12th level, they can use of items they can have at the ready, it doesn’t increase the
this ability one additional time per day. Their caster level number of attacks they can make during combat.
equals their level, and the save DC is equal to 13 + their This replaces observant for ganzi or deceitful for tieflings.
Charisma modifier.
This replaces an ifrit’s spell-like ability. SKILLED MEDIATOR (SULI)
Sulis raised by widely traveled jann parents or similar
INCOMPRESSIBLE (UNDINE) plane-hopping ancestors learn to traverse myriad societies
Water’s nearly incompressible nature makes the liquid with ease. A suli with this trait gains a +2 racial bonus to
a useful component in starship cushioning and safety Culture and Diplomacy checks. They also gain an additional
systems, and certain undines are similarly incompressible. starting language from Aquan, Auran, Ignan, and Terran.
An undine with this trait gains DR 5/piercing or slashing. This replaces elemental assault.
This replaces an undine’s spell-like ability.
STATIC DISCHARGE (OREAD)
MENTAL FORTITUDE (SULI) Some oreads born of waterless sand planets can draw upon
Some sulis inherit the ability to shield their minds from the friction of their desert worlds to channel their elemental
magic. The suli gains a +2 racial bonus to saving throws opposite. An oread with this trait can cast jolting surge once
against mind-affecting effects and reduces damage taken per day with a caster level equal to their level. At 8th level,
from such effects by 5. they can use this ability one additional time per day; at 16th
This replaces elemental resistance. level, they gain a third use per day.
This replaces an oread’s spell-like ability.
MOUNTAIN RAPPORT (OREAD)
Some oreads feel especially at home in mountainous WARP ELEMENT (IFRIT, OREAD, SYLPH,
environments. Oreads with this trait gain a +2 racial bonus OR UNDINE)
to Acrobatics checks to balance across narrow ledges, When a planar scion with this trait makes an attack or
Athletics checks to climb stony inclines, and Fortitude saves casts a spell that would deal acid, cold, electricity, fire, or
to prevent being fatigued by thin atmosphere due to altitude sonic damage, they can instead choose to match half of that
(Core Rulebook 397). damage to the element of their heritage (fire for ifrits, acid
This replaces earth affinity. for oreads, electricity for sylphs, or cold for undines).
This replaces each planar scion’s elemental affinity.
MYOPIC RESILIENCE (AASIMAR, GANZI,
OR TIEFLING) WINGED SCION (AASIMAR OR TIEFLING)
Some planar scions build a particularly intense resistance A planar scion with this alternate racial trait has a pair of
rather than developing diverse resistances; tieflings of infernal fully developed wings sprouting from their back. Aasimars
lineage often possess superb fire resistance, for example. with angel wings and tieflings with bat wings are the most
When selecting this trait, the planar scion chooses a single iconic, but by no means are these the only manifestations. A
energy type to which they normally have resistance, such as planar scion with this trait has an extraordinary fly speed of
cold, electricity, or fire. The scion loses resistance to the other 30 feet with average maneuverability.
energy types, but the resistance they choose increases to 10 This replaces celestial radiance for aasimars or fiendish
at 8th level and to 15 at 12th level. gloom for tieflings.
53
CR XP
CHERUBIC SQUIRE 1 400
LG Small outsider (angel, extraplanar, good, lawful) outsider (whichever type allows an ability to affect them
Init +4; Senses darkvision 60 ft., low-light vision; for abilities that affect only one type, and whichever is
Perception +5 worse for abilities that affect both types).
DEFENSE HP 20 Retractable Weapons (Ex) When not in use, each of a
EAC 11; KAC 13 cherubic squire’s weapons is folded inside the squire’s
Fort +5; Ref +3; Will +1; +4 vs. poison shell and hidden from sight. A creature unaware of
Defensive Abilities constructed shell; Immunities the cherubic squire’s hidden weapons must succeed
electricity, petrification at a DC 15 Perception check to notice one. A cherubic
OFFENSE squire can deploy any or all of their weapons as a swift
Speed 30 ft., fly 20 ft. (Su, average) action or as part of making an attack or full attack.
Melee tactical dueling sword +6 (1d6+2 S) The cherubic squire can’t be disarmed of the weapons.
Ranged pulsecaster pistol +9 (1d4+1 E nonlethal) As a swift action, the squire can retract any or all of
STATISTICS their weapons.
Str +1; Dex +4; Con +2; Int +0; Wis +0; Cha +0
Skills Athletics +5, Piloting +10, Sense Motive +5 To keep unrestrained technological advances out of evil
Languages Celestial, Draconic, Infernal; truespeech hands, barachius angels (Starfinder Alien Archive 12) created
Gear pulsecaster pistol with 1 battery (20 charges), tactical robotic shells capable of housing angelic petitioners, the
dueling sword souls of good mortal beings that haven’t yet been judged for
ECOLOGY their eternal reward, to act as footsoldiers in their ongoing
Environment any good-aligned planes (Heaven) crusade. These seemingly simplistic robots are often mistaken
Organization solitary, pair, or host (3–4) for holy automatons, but are in actuality constructed shells
SPECIAL ABILITIES to protect and empower the vulnerable, good-aligned
Constructed Shell (Ex) As creatures of planar essence quintessence—the substance that forms a petitioner’s body
inside of a robotic frame, cherubic squires have dual on the Outer Planes—that is installed within. A petitioner’s
natures. For effects targeting creatures by type, a quintessence can be harmed and even destroyed similar to a
cherubic squire counts as both a construct and as an mortal body’s flesh, but a petitioner can never be resurrected
if it is “killed”; when this happens, the surrounding plane
absorbs that essential energy. As such, cherubic squires
hold their lives very dear and aren’t averse to fleeing in the
face of superior odds unless spurred into action by more
powerful celestials. When a cherubic squire is defeated and
the angelic spark within dissolves, a useless metal husk is left
behind to corrode and disintegrate.
To the unknowing, cherubic squires are
simple, if beautiful, machines with large
ocular cameras that add to their seeming
innocence; in war, this childlike guise quickly becomes a
terrifying visage as the camera turns an angry red color.
Cherubic squires are usually deployed to the field
in hosts under the command of other angels or, in
rare cases, alone or in pairs to facilitate surgical
strikes. Whenever barachiuses march to battle,
they surround themselves with masses of
these creations, using them as part of the
front line of their armies against the minions
of evil—clearing a swath with blade and
electricity—or piloting ships and celestial
chariots across both the field of battle
and the skies above.
54
THE PERFECT STORM
CR XP
DEVIL, CONVERGENT 3 800
LE Small outsider (devil, evil, extraplanar, lawful) In the hierarchy of Hell, more powerful devils call upon
Init +2; Senses darkvision 60 ft., see in darkness; convergent devils when their skills as low-ranking specialists
Perception +8 become useful. Many convergent devils are found in the
DEFENSE HP 32 swamps of Stygia, where their empty promises are at home
EAC 13; KAC 14 with the other exploitative and duplicitous souls that reside
Fort +5; Ref +3; Will +7 there. On the Material Plane, convergent devils work alone,
Immunities fire, poison; Resistances acid 5, cold 5 finding a solitary life of exploitation suits them best. They
OFFENSE readily take advantage of communities where appearances
Speed 20 ft., climb 10 ft., swim 40 ft. are everything, leveraging these mortals’ desires to break
Melee pincer +8 (1d4+3) their wills and, if their craving for evolution is strong
Spell-Like Abilities (CL 3rd) enough, eventually turn them into convergent devils as well.
3/day—instant upgrade COM In some circumstances, porcellanixes progress further
STATISTICS among their Hellish comrades by taking up professions
Str +0; Dex +2; Con +2; Int +4; Wis +0; Cha +1 like those of a mortal, but it’s nigh-unheard of for a
Skills Athletics +8, Life Science +13, Mysticism +13 convergent devil to attempt to change their own body with
Languages Barathu, Common, Infernal; telepathy 100 ft. augmentations or to become a different kind of devil. As far
Other Abilities biotech warp as they’re concerned, they are the final stage of evolution,
ECOLOGY and their obligation is to develop their skills and exploit lesser
Environment any (Hell) life-forms such as mortals. On the eighth layer of Hell, Caina,
Organization solitary skilled porcellanix biohackers and vanguards attempt to break
SPECIAL ABILITIES down celestial beings like angels into their component parts
Biotech Warp (Su) When a convergent devil uses their to further understand their planar biology. This allows
instant upgrade spell-like ability, they can choose to the forces of Hell to mount offenses against their
create a biotech augmentation instead of a cybernetic foes more readily.
augmentation, subject to the same restrictions. If they
do so, the target must attempt a DC 17 Fortitude save.
On a failure, the target is sickened for the duration of
the spell.
55
CR XP
DEVIL, ERINYES 8 4,800
LE Medium outsider (devil, evil, extraplanar, lawful) Spell-Like Abilities (CL 12th)
Init +6; Senses darkvision 60 ft.; Perception +16 1/day—holographic image (2nd level, DC 15), summon
DEFENSE HP 125 allies (1 sigveir 60%), teleport (self plus 5 bulk of
EAC 20; KAC 22 gear only)
Fort +10; Ref +12; Will +7 3/day—dimension door, fear (4th level, DC 17)
DR 5/good or silver; Immunities fire, poison; Resistances At will—disguise self
acid 10, cold 10; SR 19 Constant—true seeing
Weaknesses good 5 STATISTICS
OFFENSE Str +4; Dex +6; Con +4; Int +4; Wis +2; Cha +4
Speed 30 ft., fly 50 ft. (Ex, average) Skills Acrobatics +16, Bluff +16, Diplomacy +16, Intimidate
Melee unholy flaming sintered longsword +17 (2d8+12 F & S) +21, Mysticism +16, Sense Motive +16, Stealth +16
Ranged unholy corona laser rifle +20 (2d6+8 F; critical burn Languages Celestial, Common, Draconic, Infernal; telepathy
1d6) or 100 ft.
rope of hair +20 (entangle or grab) Gear infernal flight suit, corona laser rifle with 2
Offensive Abilities flames of fury, furious fusillade, high-capacity batteries (40 charges each), rope of hair,
rope snare sintered longsword
ECOLOGY
Environment Hell
Organization solitary, pair, or trio
SPECIAL ABILITIES
Flames of Fury (Su) Any weapon an erinyes holds gains the
effect of an unholy weapon fusion; if the weapon doesn’t
already inflict fire damage, it also gains the effect of the
flaming weapon fusion.
Furious Fusillade (Ex) If they’re flying, the erinyes can
take a full action to hover in place and make one
ranged attack with their laser rifle against every
enemy in a 60-ft. cone.
Rope Snare (Su) All erinyes carry ropes woven
from their own hair; the rope can attack
targets up to 30 feet away. When the erinyes
hits with a rope of hair attack, the target
is entangled (DC 16 Acrobatics to escape)
as a piece of the rope magically separates
and wraps around them. Alternatively, if the
erinyes’ attack exceeded the target’s KAC by
4 or more, the erinyes can choose to grapple the target
instead; if they do, the erinyes can’t attack other creatures
with the rope as long as the target is grappled.
56
THE PERFECT STORM
CR XP
DEVIL, LEMURE 1/2 200
LE Medium outsider (devil, evil, extraplanar, lawful) Though they count among the most loathsome creatures
Init –1; Senses darkvision 60 ft.; Perception +4 in existence, lemures occupy a vital role in Hell’s ecology.
Aura repulsive nature (5 ft., Fortitude DC 9) After centuries or torment and corruption, Hell itself twists
DEFENSE HP 13 the souls of the damned into lemures, who begin their
EAC 10; KAC 12 journeys in the wastelands of Avernus and travel downward
Fort +4; Ref +2; Will +0 through Hell’s layers until they finally reach the depth that
Immunities fire, poison; Resistances acid 5, cold 5 suits their soul’s crimes. Lemures assemble in vast, putrid
Weaknesses vulnerable to good-aligned or silver weapons mobs across the Hells, joining together and awaiting the
OFFENSE day a greater devil finds them and combines the fetid
Speed 25 ft. mass to create a singular true devil, ready to serve in Hell’s
Melee claws +7 (1d6+2 S) damned legions.
STATISTICS In addition, the ubiquity of lemures in Hell makes them
Str +2; Dex –1; Con +3; Int –2; Wis +0; Cha –2 a source of nearly unlimited utility, provided their master
Skills Athletics +9, Intimidate +4, Stealth +4 remembers not to expect too much of them. A wave of
Languages Infernal; telepathy 100 ft. lemures can probe an enemy’s defenses, overwhelm a foe
ECOLOGY through sheer numbers, clear a minefield, or simply perform
Environment any (Hell) manual labor without requiring nourishment or rest. They
Organization solitary, pair, or swarm (3 or more) make poor soldiers, but there are simply so many of them
SPECIAL ABILITIES that Hell’s overlords and middle managers often keep a
Repulsive Nature (Su) A creature that begins its turn within swarm of lemures at the ready, just in case.
5 feet of a lemure must succeed at a DC 9 Fortitude save
or be sickened for 1 round. A creature who succeeds
at this Fortitude save is unaffected by any lemure’s
repulsive nature for 1 day.
Lemures, the least of all devils, are made from the souls
of cruel and selfish mortals. Upon death, these individuals
travel the River of Souls and—if not devoured by an
astral leviathan or caught in the net of a night hag for
resale on the soul market—eventually find themselves
at Pharasma’s court in the Boneyard. There, the
wicked actions these individuals performed
in life earn them eternal damnation,
and Pharasma condemns them to the
Nine Hells.
These pathetic fiends are nearly
mindless, forming only after the
souls of the damned lose
every trace of their former
selves. Because lemures lack
identities, their faces change
and churn through different
features, often mirroring the appearance
of the last person they saw—an unnerving sight for
those unused to lemure physiology. Their bodies are
nearly formless, with drooping, misshapen limbs
and melting heads. They move by oozing across the
ground; at rest, they appear to be little more than
lumps of shapeless, stinking flesh.
57
CR XP
DEVIL, SIGVEIR 3 800
LE Medium outsider (devil, evil, extraplanar, lawful) Offensive Abilities devour emotions, incite emotions
Init +1; Senses blindsense (emotion), darkvision 60 ft.; Spell-Like Abilities (CL 3rd)
Perception +8 1st (3/day)—command (DC 16), detect thoughts (DC 16),
DEFENSE HP 32 disguise self
EAC 13; KAC 14 0 (at will)—charming veneer COM, daze (DC 14), ghost sound
Fort +2; Ref +4; Will +6 (DC 15)
Defensive Abilities DR 5/good or silver; Immunities fire, STATISTICS
poison; Resistances acid 5, cold 5 Str +0; Dex +1; Con +1; Int +2; Wis +2; Cha +4
OFFENSE Skills Bluff +13, Computers +10, Sense Motive +8, Stealth +7
Speed 30 ft. Languages Celestial, Common, Draconic, Infernal, telepathy
Melee trunk +6 (1d4+3 B) or 100 ft.
bite +6 (1d4 P plus sigveir poison) ECOLOGY
Ranged azimuth laser pistol +8 (1d4+3 F; critical burn 1d4) Environment any (Hell)
Space 5 ft.; Reach 5 ft. (10 ft. with trunk) Organization solitary, partnership (2–4), or firm (5 or more)
SPECIAL ABILITIES
Devour Emotions (Su) A sigveir can take a standard action
to extend their trunk toward one creature within 30
feet that’s affected by an enchantment (emotion) effect,
and then feed on its emotions. The creature’s emotional
effect ends, but it’s dazed for 1 round, and the sigveir
gains 2d8 temporary hit points.
Incite Emotions (Su) A sigveir can take a full action to
bring the dormant emotions of nearby creatures to
the surface, overwhelming their reason. When the
devil does this, all non-devils within 30 feet must
succeed at a DC 14 Will save or be overcome by intense
exaggerations of whatever emotions they might
already be feeling. The effect lasts for 1 minute or until
the sigveir is killed, and affected creatures take a –2
penalty to attack rolls, weapon damage rolls, saving
throws, skill checks, and ability checks. This is an
enchantment (emotion) effect.
SIGVEIR POISON
Type poison (injury); Save Fortitude DC 14
Track Wisdom; Frequency 1/round for 6 rounds
Cure 1 save
58
THE PERFECT STORM
CR XP
LIQUESCENCE 2 600
59
CR XP
PLANAR SCION, GANZI 3 800
60
THE PERFECT STORM
CR XP
VARRATANA 1/2 200
61
various settlements. The shrewd general keeps the peace
CODEX OF between Prelurian factions with a combination of force and
WORLDS tactical bribery; Vrodos knows that a well-placed credstick
or “misplaced” shipment of rare starmetals will stop most
conflicts before they start—for a fraction of the cost of a
ERGODIA military engagement.
Trade hub of larger-than-life flora and fauna Vrodos does an excellent job at keeping Ergodia profitable,
Diameter: ×5; Mass: ×4 but she wants more than that. She doesn’t want to be a mere
Gravity: ×1 shepherd guiding profits and scaring off wolves; she wants
Location: Near Space a kingdom of her own to do with as she pleases. To enact
Atmosphere: Normal this desire, Vrodos has been planning to tame some of the
Day: 20 hours; Year: 10 years weaker kaijus by driving them away from trading posts
where possible and then sending tactical strike teams to
Ergodia is a gigantic world of towering study their habitats and behaviors.
trees, expansive oceans, and high- The Drift Crisis gave her an
altitude peaks all inhabited by opportunity to pull the trigger on her
monstrous, though rare, colossi. Its conquest. With the difficulty of travel
system neighbors that of notable Near and communication, Vrodos decided it
Space gas giant, Preluria (Starfinder was time to take control of all Ergodia
Near Space 100), and its collection under the guise of being tough on
of planetoids that form a wide fabricated “rising crime rates.” She
orbital ring. framed a particularly heinous set of
In recent years, the Pact bombings and murders in Ergodia’s
Worlds and the Veskarium jointly largest trading post of Monnom on
established several trading the Xystrian Brotherhood while
posts on the planet’s surface as declaring martial law across the
neutral territory, where the entire planet. Her well-paid
many different factions of Vorlath mercenaries have
Preluria and its rings can begun to conduct ruthless
buy and sell goods. Those raids on known Xystrian
with the capability consider hideouts to search for these
the Drift journey to the so-called criminals. Vrodos
neighboring system worth also locked down the planet’s
the time and effort to reach settlements, telling the citizens
an unaligned port free of threats that curtailing their freedom is
such as space piracy. necessary to keep them safe.
This robust trade benefits all Not everyone on the planet
parties greatly; even the occasional accepts Vrodos’ ambitions. The
trouble created by the schemes and awkward and unlikely alliance of a
disagreements between Vorlath small group of Knights of Golarion
mercenaries and the Xystrian and the Xystrian Brotherhood
Brotherhood do little to affect forms the core of Free Ergodia,
businesses. The worst conflicts a resistance movement that is
are kept in line by Vesk general beginning to oppose the power-
Vrodos Rarazen (LE female hungry vesk warlord. Driven
vesk soldier). Her mission is from major cities, the
to make the planet safe resistance made a home
and keep the peace, and in the strange and lush
she’s already succeeded Ergodian jungles. In her
at the former. Vrodos desire to eradicate this
has led several successful resistance, Vrodos riled
campaigns to track and up sleeping kaijus in the
kill Ergodian colossi area, leading to indiscriminate
that could threaten rampages across the planet.
62
THE PERFECT STORM
Learn about the worship of the Song of Spheres, including
NEXT MONTH options for mystics and other characters of the faith.
ADVENTURE TOOLBOX
This volume’s Adventure Toolbox contains an exploration of
NIGHTMARE SCENARIO Desna’s realm of Cynosure—a brilliant blue star at the center
By Jenny Jarzabski of the universe—as well as planar creatures, the mysterious
Desna herself, the goddess of dreams, has chosen the crew of residents of the Astral Plane, and a planet-wide arcade!
the Primorata to be her champions—and that means saving a
floating monastery from a black hole and rescuing travelers SUBSCRIBE TO STARFINDER
stranded on the River of Souls! But what happens when ADVENTURE PATH
the Drift Crisis reaches Cynosure itself, and only the player The Drift Crashers Adventure Path continues! Don’t miss out
characters can save the city? on a single exciting volume—head over to paizo.com/starfinder
and subscribe today to have Starfinder Roleplaying Game,
THE CHURCH OF DESNA Starfinder Adventure Path, and Starfinder Accessories
By Jenny Jarzabski and Isabelle Thorne products delivered to your door!
63
More Galactic Adventure!
More Galactic Adventure!
JUNKER’S DELIGHT
JUNKER’S
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The wreck
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Starfinder Flip-Mat, Starfinder Pawns, and Starfinder Roleplaying Game are trademarks of Paizo Inc.
PRIMORATA DECK 1
A9
MAP KEY
A3
A1. Cargo bay DECK 2
A2.Crew quarters
A3.Lift
A4.Crew lounge
A5.Expansion bay
A6.Medical bay
A7. Tech workshop
A8. Engine room A7
A9. Observation lounge A8
A10. Bridge A10
A3
A6
DECK 3
A5
A10 A3 A2
DECK 4
A1
A4 A3 A2
FORWARD
1 SQUARE=5 FEET
THE DRIFT IS BROKEN
Galactic disaster strikes just as the crew of the Marata come under attack by pirates in the midst of a solar
storm, and the survivors find themselves hurtling through time, space, and the planes! Soon, they're
being chased by infernal legions, fleeing the first layer of Hell to parallel dimensions and the distant
future. All they want is to get home—but first, they'll have to survive!
This Starfinder Adventure Path volume begins the Drift Crashers Adventure Path and includes:
• “The Perfect Storm,” a Starfinder adventure for 1st-level characters, by Jessica Redekop.
• A player's guide for this Adventure Path, with advice on making characters perfect for the Drift
Crash and the Drift Crisis that follows, by Joshua Hennington.
• A toolbox featuring planar character options, diabolical fiends, and other creatures, by Joseph Blomquist,
Sasha Laranoa Harving, Quinn Murphy, Jessica Redekop, and Isabelle Thorne.
• Statistics and deck plans for the Primorata, a unique vessel created when two starships merged into
one, housing an artifact called the Signal Chaos Engine, by Jessica Redekop.
paizo.com/starfinder
Printed in China. PZO7246