The Liberation of Locus-1
The Liberation of Locus-1
SIMS
LOCUS-1 OPERATIONS
12 12
4 11 11 5
6 6
10
8 1 7
3
9
6 6
4 11 11 5
1. Maintenance cargo elevator
2. Operations center
3. Maintenance floor
4. Maintenance storage
5. Restroom (unisex)
12 12
6. Maintenance elevator
7. Meeting/Observatory room
8. Lounge
9. Office space
10. Lab space
11. Life boat airlocks FORWARD
12. Life boats 1 SQUARE = 10 FEET
AUTHOR
Chris S. Sims
DEVELOPER
Jason Tondro
EDITING LEAD
Leo Glass
EDITORS
Janica Carter, Addley C. Fannin, Leo Glass, and
Ianara Natividad
COVER ARTIST
Setiawan Fajareka
INTERIOR ARTISTS
Maksim Cerkasin, Sol Devia, Yun Huai Huang,
Sam Perin, Gin Sakalauskas, and Gabriel Scavariello
CARTOGRAPHERS
Milos Andric and Peter Whitley
CREATIVE DIRECTOR
Robert G. McCreary
PUBLISHER
Part 2: Chaos System ........................................13
Erik Mona
Part 3: Battle for Locus-1 ................................43
The Locus System .................................................51
Adventure Toolbox ................................................59
Locus Weaponry ....................................................59
Gathol ................................................................................60
Mindshroud Ray .......................................................61
Tromlin .............................................................................62
On the Cover
The pirate ship Executioner pursues the
Sunrise Maiden through the Locus system
in this cover by Setiawan Fajareka.
Paizo Inc.
7120 185th Ave NE Ste 120
Redmond, WA 98052-0577
paizo.com
ADVENTURE BACKGROUND
A decade ago, explorers from the Starfinder Society located Assembling the Crew
the metastar Locus, an unusual kind of astronomical body Your players might already have Starfinder characters, and
with starlike properties. Soon after, the Society, educational you might have already participated in an adventure together,
organizations, and the charitable research-oriented Haas such as Starfinder Adventure: Junker’s Delight. Alternatively, if
Foundation funded an expedition to set up a permanent your players create new characters for this adventure, those
station in the Locus system. This expedition constructed characters should be 4th level, and the player characters will
the Locus-1 space station, a research and trade center. have more training and experience, along with better gear,
Locus-1 was a frontier settlement, and its growth attracted than novices. They might already have a reputation for getting
the attention of an ambitious vesk pirate named Sidakana. jobs done, or they might be specialists going to the Locus for a
She saw the opportunity to build an empire, so she and her specific reason. As the players make their characters, talk with
mates established their own base in the Locus system. Then them to figure out why they work together. Whether you have
the raids began. Sidakana wants nothing less than dominion a group of characters already, or make new characters for this
over the system, and she almost has the power to achieve it. adventure, collaborate with your players to give them as many
Locus-1’s Science Council, headed by Dr. Lorkin Haas reasons to get involved with the Locus system as possible.
(page 45) has other thoughts. The younger scion of the Exploration: The Locus system offers a new frontier
family that funds the Haas Foundation wants Locus-1 to and a novel “star” system to explore. The Locus is a
succeed, but he doesn’t want to rely on his family legacy to phenomenon like no other. Who knows what might be
do it. The pirates caught him by surprise. Unwilling to lose found in this bizarre region of space, from life-forms to
the station to miscreants, he met with a delegation from magic? Independent explorers see an opportunity to make
the Azlanti Star Empire while they were visiting Locus-1 a name for themselves. The Starfinder Society helped found
on a survey mission. They offered assistance, and Lorkin Locus-1, so up-and-coming Starfinders might be dispatched
took them up on it, his pride and ambition keeping him to help there, especially since Locus-1 has few defenses
from seeing that his ally, Dominus Urijah Remulis (page and trouble with pirates. Danya Maggs (NG female half-elf
49) views Locus-1 and the Locus system much as Sidakana technomancer) runs the local Starfinder lodge; as threats
does. Urijah’s forces arrived in the system but have kept from the pirates escalate, she could call for backup.
a low profile, making the pirates more cautious but doing Explorers need not come from the Pact Worlds. Since
little to mitigate the growing chaos. Lorkin contacted the Azlanti Star Empire, rumors could be
The player characters come into this increasingly spreading in Azlanti space, including Outpost Zed (Starfinder
unstable situation for their own reasons, but they quickly Adventure Path #8: Escape from the Prison Moon), a notorious
become embroiled in Locus-1’s troubles. hive of freebooters. The player characters could be from or
Locus-1 and the Locus system are further detailed on fleeing Azlanti territory. Explorers from the Veskarium have
pages 51—57, and you should familiarize yourself with that just as much reason to venture to the Locus system as other
article before running this adventure. travelers, especially as mercenaries looking for work.
3
Law and Order: Crime isn’t really a problem on Locus-1, they wish with it. If your players have completed Starfinder
but pirates present a growing menace. Anyone with a grudge Adventure: Junker’s Delight, they might have salvaged this
against buccaneers has a reason to go to the Locus system, starship from the Outer Junkfields and repaired it with credits
as do mercenaries selling their skills for credits. A rough, new they earned with research from the Stellar Flare. Regardless, the
frontier system offers an opportunity for would-be heroes to players can create a tier 4 starship using the rules in chapter 9 of
become the real thing. the Starfinder Core Rulebook and in the Starfinder Starship
Hero status might be secondary to doing the job of law Operations Manual. Alternatively, the players might choose a
enforcement. The Locus system isn’t part of the Pact Worlds, published tier 4 starship, such as the Drake or Pegasus, both
but several Pact Worlds organizations have an interest in detailed in the Starfinder Society Roleplaying Guild Guide and
Locus-1’s security and success. Dr. Valun Glanjau, a member illustrated with Starfinder Flip-Mat: Starfinder Society Starships.
of the Science Council, might petition the Stewards for special Once the players have a ship, they need only to name it, and
assistance. Stewards agents could serve as informants for they’re ready. This adventure offers plenty of opportunities to
the Pact Council, helping that body evaluate Locus-1 for use and upgrade a starship.
protectorate status. Alternatively, the player characters
might represent the Haas Foundation on Valun’s request. The
foundation wants to keep tabs on Lorkin, who has lately kept
PART 1:
the foundation at arm’s length. FOUR ALARMS
Religion and Philosophy: The Locus is a magical—and The adventure begins as the player characters arrive at
possibly spiritual—manifestation. Mystics of all types want Locus-1 and leave the docks. As they’re doing business or
to know more about it. Xenowardens, followers of the Green relaxing in the Exchange (page 53), a pirate saboteur sets
Faith, or members of other nature movements seek to study off a cascade of dangerous events. You could also start this
ecosystems in the system while protecting them from scene immediately after the player characters make it to
exploitation. Dr. Usk Palino, another member of the Science Locus-1 and begin exploring the station.
Council, might reach out to other followers of the Green Faith Alternatively, the player characters might have already
for aid as tensions and traffic rise in the system. been at the station for some time. This approach is especially
The local priest Atesskret could call for support from those good if they haven’t worked together before and don’t know
faithful to Ibra, Oras, Triune, Weydan, Yaresa, or Eloritu. one another. Instead of beginning with the player characters
After all, the mystery of the Locus might hold some value arriving at the station, jump right into the action of Event 1:
to the deity of mysteries. Atesskret has ties to the Android Thirsty Lizard as the rageshkor comes barreling through the
Abolitionist Front, and a few refugees from the Azlanti doors of Locus-Locus; then, flash back to what the characters
empire have already made a home on Locus-1. Atesskret did between their arrival and their encounter with Erli-3. That
knows the Science Council has asked the Star Empire, which way, you get right into the excitement, as an action show or
is notorious for enslaving androids, among other crimes, for movie might, but sudden violence on the station just after the
protection from the pirates (see Pirate News on page 14 for player characters arrive seems less of a coincidence. The events
more information). of the adventure begin a few days after the group arrives on the
Trading: Your player characters might be merchants, station. If you use this tactic, encourage the players to get into
shipping cargo to or from the Locus system. Although the action, and then make introductions and take care of other
this doesn’t give them much motivation to get involved in mundane business when the action pauses or after this part of
adventure, it’s a perfectly good reason to come to Locus-1 the adventure. Characters who know each other will already
in the first place. The characters could be shipping for the have reason to work together, but if the player characters don’t
Haas Foundation, Xenowardens, the Starfinder Society, or know each other, ask the players to work together anyway and
a university, transporting materials, personnel, or both to come up with reasons for why they cooperate in flashbacks.
Locus-1. This option encourages a mixed crew of diverse Maybe they met during the trip to the station or spent time
origins and provides a cover story for player characters who together after arriving, and they’ve become friends.
are actually agents of one faction or another but want to keep The events below are presented in a default chronological
that fact a secret. Regardless, once the player characters order, starting with Event 1: Thirsty Lizard. Development
arrive at Locus-1 and help save its citizens, they’ll have the sections in each event help you connect events together in
chance to meet the people that live on the station and then a flexible way, and Events 2–4 can occur in whatever order
get involved in those characters’ problems. you and your group choose. During whichever event occurs
second, station alarms go off, along with flashing red warning
Building a Starship lights. Announcements tell residents to remain indoors and to
The player characters need a starship for this adventure. They avoid the Research Hub, the Exchange, and the docks.
might own the ship, or it might be assigned to them by a patron The player characters interact with various NPC
or organization, but they have authority over it and can do as residents of Locus-1 during these events. Make notes about
4
these interactions, which will have ramifications in Part 2 stunts the player characters try to get the tube. On a failed
of the adventure. check, or if no one tries to grab the tube on a given round,
someone kicks it in a random direction; place the tube in
Event 1: Thirsty Lizard (CR8) more direct peril, or, if you wish, roll as if the tube were
The player characters are in the Exchange near the popular a thrown weapon that missed its target square (Starfinder
bar Locus-Locus when pandemonium starts (see the map for Core Rulebook 245). A character who picks up the larva
the Locus Exchange on page 50). If you’re using a tactical tube sees Haddi within, a bright-eyed, grub-like shirren
map, have the players place their characters on it, and then infant. Haddi seems no worse for the wear, and her limited
read or paraphrase the following. telepathic abilities broadcast curiosity and a little delight at
all the excitement.
A crash, screams, the sound of rending metal and shattering The well-dressed figure mentioned in the text box above is
acrylic glass, small-arms discharges... all this chaos comes a brawny, bald human who has been knocked unconscious.
from Locus-Locus, where a neon sign reads, “Your Public On his black stationwear, he wears a Locus-Locus name tag
Spot.” People scramble from the entrance, scattering in all that reads “Ben.” A character who moves adjacent to Ben,
directions. Confused pedestrians rush takes a standard action, and succeeds at a DC
from the bar, jostling gawkers. A roar 15 Medicine check can tell that Ben is stable;
comes from inside, followed by more screams his light armor took most of the damage from the
as people flee into the plaza, some falling in the rageshkor’s tail, and his injuries aren’t life threatening.
rush. More gunfire follows. Ben’s weapon is a static arc pistol. If revived, Ben
A well-dressed figure sprawls thanks his rescuers and rushes to take cover. He
backward through the door, a might take a shot or two at the rageshkor if he has
pistol sailing behind them. time. He has a +8 attack bonus with his pistol and
An enormous reptile with inflicts 1d6+3 nonlethal damage, but let a player roll
brilliant green plates rams these attacks.
against the doorway, Creatures: This scene includes two foes. The
ripping through it and into first is the enraged rageshkor that just emerged
the plaza. Nearby, a shirren from Locus-Locus. Second is Larv Setil, a pirate
in sporty stationwear operative who caused this chaos. The CR for
tumbles to the ground in the encounter reflects the difficulty of
the stampede. A reinforced facing both for a short time, but both
canister with clear sides enemies soon flee, leading to other
bounces away from the events.
shirren into the fleeing people. A character who succeeds at
The shirren reaches toward a DC 19 Life Sciences check
the tumbling tube, crying out, successfully identifies the
“Haddi! My baby!” TONDA rageshkor as a well-known
Vesk Prime dinosaur with an
The entire map is difficult terrain unusual color—her hide is the
for the first round due to jostling pedestrians. Don’t put the hue of polished emerald rather than grass green, and her
fleeing people on the map; by the second round, they’ve fled eyes and tongue are crimson rather than dull yellow or
or taken cover. On the third round, the two threats in this pink, respectively. The player character with the highest
scene diverge as described in Creatures and Development Perception skill bonus spots unusual metal tags on the
(below). rageshkor’s bony head frill. The creature also has a few
Tonda (CG host [she/her] shirren) starts near the main superficial injuries. A character trained in Life Science,
door for Locus-Locus (area 1 on the map). Fleeing people Medicine, or Profession (lab technician) recognizes these
kick the canister, a shirren larva tube, farther from her and science tags, which contain a microchip that can be read
closer to the player characters. Place it in a random spot on from a distance with a comm or datapad. Reading the
the map far enough from Tonda that she can’t reach it in 1 tags requires a move action and reveals that the creature,
round. Consider placing both it and the rageshkor in such designated ERL1-003, is the property of Dr. Lorkin Haas and
a way that only the player characters can safely get to the the Science Council of Locus-1.
cannister for a couple of rounds. A character can grab the If the player characters try to calm the rageshkor, see
tube from its square or an adjacent one by taking a move Event 3: The Beast (page 8), but raise the DC to 34, and
action or by succeeding at a DC 15 Athletics or Acrobatics instead of hesitating here, the rageshkor flees to the
check; DC 15 is also a useful guideline for adjudicating other Research Hub and Event 3: The Beast.
5
GREEN RAGESHKOR CR 6 Melee survival knife +14 (1d4+6 S)
XP 2,400 Ranged tactical rotating pistol +14 (2d4+6 P) or
HP 80 (normally 90, Starfinder Alien Archive 4 96) specialist coil rifle +14 (2d6+5 P; critical bleed 1d6)
TACTICS Offensive Abilities debilitating trick, trick attack +3d8
During Combat The rageshkor is angry and confused. She TACTICS
attacks those in the plaza for 1–2 rounds, focusing on During Combat Larv mixes with the crowd, trying to
creatures that harm her most. quietly make his escape. However, he shoots at anyone
Morale Once the rageshkor has been here a couple rounds interfering with the rageshkor or otherwise trying to
or takes more than 15 damage, she flees toward the help. Larv uses Sleight of Hand and showy pistol work to
Research Hub (see Event 3: The Beast). make trick attacks, tossing his weapon to another hand,
spinning around, and so on.
LARV SETIL, PIRATE AGENT CR 6 Morale By the third round—sooner if he attracts the
XP 2,400 attention of the player characters—Larv takes cover,
Male human operative attempts to hide, and activates his holographic
N Medium humanoid (human) distraction. He then flees toward the docks while the
Init +6; Perception +19 distraction appears to flee deeper into the Residence
DEFENSE HP 80 RP 4 Hub. The hologram is visually indistinguishable from
EAC 18; KAC 19 Larv (see Event 4: The Pirate).
Fort +5; Ref +8; Will +9 STATISTICS
Defensive Abilities evasion Str +0; Dex +5; Con +1; Int +3; Wis +1; Cha +2
OFFENSE Skills Acrobatics +14, Computers +14, Engineering +14,
Speed 40 ft. Sleight of Hand +19
Languages Common, Vesk
Other Abilities operative exploits (debilitating sniper,
holographic clone, holographic distraction, kick it up COM),
specialization (thief)
Gear business stationwear, specialist coil rifleAR (null-space
stock AR, sniper scope AR) with 18 longarm rounds, survival
knives (3), tactical rotating pistol AR with 20 small-arm
rounds, computer toolkit, engineering toolkit
6
them to agree. She identifies the rageshkor as Erli-3, “one of Locus; the window features a huge crack, surrounded by a
Dr. Haas’s pets,” and asks them to subdue rather than kill the spiderweb of barely visible fractures. A table, several chairs,
creature. Valun tells them Lorkin has been injured, but once he and an older man in a flight suit are all pinned against the
has recovered, he’ll also help. wall by the suction. The man screams in terror, and a vesk,
You and your players’ actions determine what happens tethered by a belt to a nearby table, reaches toward him,
next. If the players chase the rageshkor, go to Event 3: The shouting, “Truvald!” Furniture is scattered throughout the
Beast, and Event 2: Bar Seal occurs as the player characters bar with some tables still standing but clattering against the
return through the Exchange to deal with Larv Setil. Players bolts that hold them to the floor.
who chase Larv instead go to Event 4: The Pirate, with Event
2: Bar Seal occurring as they return through the Exchange to Larv Setil set microcharges on the window bulkhead to
help corral the rageshkor. If you prefer, or the players seem breach it while also sabotaging the emergency force field that
confused about what to do next, start Event 2: Bar Seal as the should activate to prevent decompression.
player characters finish talking to Valun. Creatures: The two individuals here are maintenance
Story Award: If the player characters rescue Haddi, Ben, or workers. Truvald Kenlo (NG male human) is trapped against
both, award them 800 XP. the wall where the window has cracked, posing a dangerous
hazard; this spot is marked on the map with an H. Dymitza
Event 2: Bar Seal (CR 0 or 3) Orogten (LN female vesk), Truvald’s friend and coworker, has
When this event starts, read or paraphrase the following. tied herself to a table with her belt. If the player characters
fail to help him, Truvald dies in 3 rounds. Dymitza is safe for
A few sharp bangs, like firecrackers, precede a cracking those 3 rounds, but at the start of round 4, her improvised
sound from within Locus-Locus, followed by a hissing whine. tether breaks, and she moves 5 feet toward the window every
Air rushes in that direction. Panicked cries come from the bar. round unless a character helps her or the hazard ends.
Hazard: Locus-Locus’s window has a fracture, causing
The bar’s interior is beginning to decompress. If the players the bar to decompress. The characters can work against the
don’t understand what’s happening, characters trained hazard in two ways using tools here, although they might
in Engineering, Physical Science, Piloting, or Profession have other ideas. Use the DCs in this section to guide how
(architect, dock worker, general contractor, or maintenance other tactics might work.
worker) do. Valun is also aware of the problem—she’s First, a few tables have had their floor bolts knocked
monitoring security from the station’s Operations Center—and loose, but they aren’t completely free and can’t move
can spur the player characters into action via their comms. to the window. A character who takes a standard action
and succeeds at a DC 19 Athletics check can unmoor
1. LOCUS-LOCUS ENTRANCE a table, which has 3 bulk. Each table placed against the
Near the entrance to Locus-Locus (area 1 on the map on page decompressing window reduces its attack roll by 4. If three
50) is a blast-door control. The rageshkor’s impact damaged tables are positioned in this way (or two while Truvald is
the doorway, so the doors are jammed and the controls are still pressed against the window), the hazard’s effect is
cracked. It’s all repairable, but people are still inside the temporarily suspended. A table survives for only 1 minute
bar, and sealing these emergency doors will trap them. A before breaking into smaller pieces and reopening the
character who succeeds at a DC 16 Computers or Engineering breach. The player characters might come up with other
check can hotwire the controls. Unjamming the doors then ways to seal the window with objects.
requires a character to succeed at a DC 16 Athletics check to Second, the window has an emergency force field
use physical force or a DC 16 Engineering check to realign the generator to seal breaches, but Larv Setil has hacked
doors. Each check requires 3 full actions, reduced to 1 action the controls. A character can spot these controls with a
if the character succeeds by at least 5 on the check, and to 1 successful DC 24 Perception check, but Dymitza points
action if they succeed by at least 10. them out in the second round; they’re located at the spot
Story Award: If the characters seal Locus-Locus here and marked with an “X” on the map on page 50. Characters
don’t evacuate the interior of the bar, they earn 400 XP. See can reset the controls and turn on the generator, disabling
pages 13—14 for more on what happens thereafter. the hazard; see Disable below for details. Anyone trained
in Computers or Engineering can tell the controls were
2. LOCUS-LOCUS INTERIOR (CR 3) intentionally sabotaged.
When they enter the pub called Locus-Locus, the player
characters find the following scene. WINDOW DECOMPRESSION HAZARD CR 3
XP 800
Inside the pub, squealing wind blows objects toward the Type analog; Perception DC 24 to spot the force-field
outer window, which offers a grand view of space and the controls (“X” on the map) or Engineering DC 24 to
7
LOCUS-1 RESEARCH PLAZA
9
6 6
10
1. Reception
2. Locus metastar hologram and info X X
3. Locus-1 hologram and info
4. Locus system hologram and info 5 3
5. Locus-1 hologram and info
6. Maintenance elevators
7. Restroom door
8. Public restroom
9. Tech services
7
10. Science Council Forum 2
8
1
FORWARD 6 X 6
1 SQUARE = 5 FEET
discern where they must be; Disable Computers or Development: If the player characters rescue either Truvald
Engineering DC 19 to reconfigure or rewire the hacked or Dymitza, that NPC thanks them. See Relationships on page
force-field controls (takes 2 full actions, but 1 fewer if 13 for additional consequences.
the check result is 24 or higher) Once the player characters seal the bar, Valun contacts
Trigger location (in this area); Reset each round until disabled them, reminding them what to do next. If the player
Effect multiple targets (creatures inside area 2); the room characters aren’t sure what to do, the doctor prefers they
is difficult terrain; unattended objects of 3 or less stop the rageshkor first because “she’s giving our militia a
bulk move 10 feet toward the decompressing window lot of trouble!” Otherwise, Valun reminds them of whichever
each round; at the start of each Medium or smaller event they haven’t yet dealt with, either Event 3: The Beast
creature’s turn, the hazard makes an attack against (the rageshkor) or Event 4: The Pirate (the pirate saboteur).
that creature’s KAC with a +13 attack modifier. If the Story Award: If the player characters confront the hazard
attack hits the target’s KAC + 8 (+4 if the target is Small inside Locus-Locus, they earn XP for it, plus 400 more for
or smaller), the target can’t willingly move that turn and sealing the bar. The player characters also earn 200 XP for
moves 5 feet toward the decompressing window plus 5 each of the two maintenance workers they rescue.
more feet for each 5 by which the attack roll exceeded
the target’s KAC + 8. A target pulled against the Event 3: The Beast (CR 6)
window takes 1d6 B damage and is grappled (Athletics Erli-3, the rageshkor, flees into the Research Plaza—use the
or Acrobatics DC 14 to escape; other creatures can take map above for this encounter. If the player characters followed
a standard action and attempt a DC 14 Athletics check immediately from Event 1: Thirsty Lizard, they arrive near the
to pull another creature free), taking 1d6 B damage reception desk (area 1) before militia personnel do and must
each round the target remains grappled. A creature deal with the creature on their own. As they enter, they see
improves its KAC by 4 if holding onto an immovable Erli-3 destroy an observer-class security robot. Each player
object, while a creature attached to such an object can’t character can attempt a DC 15 Engineering or Perception
be moved farther than the object attaching the target check. Those who succeed note three blast doors that can be
allows. If one creature holds onto another as a standard closed across larger passages to keep the beast confined here;
action, their combined mass improves both character’s the controls for each door are marked with an “X”. Closing a
KAC against the hazard by 4. blast door requires moving adjacent to it and activating it as
8
a standard action, although the characters might have special TACTICS
abilities or equipment to activate the doors remotely. If the During Combat Erli-3 focuses her attacks—and her align frill
player characters have a hard time with the creature, Bipa, ability—on the creature that dealt her the most damage
Icabo, and Goz (below) might arrive to help, taking their cues on the previous round, prioritizing those who inflicted
from the player characters. lethal damage over those who did nonlethal damage.
If they come here after handling Event 2: Bar Seal or Event Morale Cornered, Erli-3 fights until subdued or killed.
4: The Pirate, a gray ysoki militia member named Bipa Mwok However, if you feel like a chase and the blast door is
(NE male ysoki) runs past them and away from the encounter, open, she flees back to the Exchange.
saying, “I’m too old for this dreck. It’s all yours.” In the
Research Hub, two other militia members—the young Icabo Erli-3’s owner, Dr. Lorkin Haas (LN male human biohacker; page
Dorban (N male human, 0 HP remaining) and older Goziyan 45), shows up when you feel it’s most appropriate. That might
“Goz” Bolthas (NG male human, 11 HP remaining)—have be after the player characters have calmed the rageshkor or
tried to take on the rageshkor; use the statistics for security just before they kill her. If characters are battling Erli-3 when
guards from page 176 of Starfinder Pact Worlds for both Lorkin enters, he calls for a ceasefire, asking everyone to back
NPCs, but remove all grenades from their equipment. Icabo away, act calm, and stow their weapons. He then attempts to
is unconscious and wounded; as the player characters arrive, calm her (Survival +16) as detailed above, but because Erli-3
Goz drags the younger man to safety while the rageshkor is friendly to him, the DC is reduced to 19. At your discretion,
destroys the security robot. The two blast doors leading east he gets her to stand down, although she snorts and stomps
and west are already closed. in the direction of her attackers. Lorkin calms her completely
When he sees the player characters, a relieved Goz yells, over the following minute.
“They said to take this critter alive. I don’t know how in the Development: Lorkin commends characters who manage
Pit we’re supposed to do it.” He waves his pulsecaster pistol to calm Erli-3. He is less pleased with anyone who put her
for emphasis. If the player characters ask, Goz is willing to down with nonlethal force and quite disappointed if she’s
back them up, though he would rather get Icabo to safety. severely injured or dead. Even if Erli-3 dies, Lorkin has a
Icabo, if returned to consciousness, would prefer to retreat, clinical detachment. He instructs the NPC militia to help him
but he’ll help if coaxed. Allow players to make any attack with the aftermath here while the player characters handle
rolls for these NPCs. If the player characters try to calm the pressing matters elsewhere. Characters who succeed at a DC
rageshkor, the militia doesn’t get in their way. 15 Sense Motive check observe Goz Bolthas isn’t pleased with
Creatures: Erli-3 snorts at the fallen robot and turns on Lorkin in the aftermath of the rageshkor incident, especially
the player characters. Unless a character attacks her, she if any militia members, such as Icabo, are wounded. It’s easy
hesitates on her next turn, making a threatening display to discern why since Lorkin doesn’t pay much attention to
by aligning her frill and waving her tail. A character who anyone’s needs besides his own.
succeeds at a DC 19 Life Science check recognizes the In any case, once he starts to get Erli-3 under control, Lorkin
warning display for what it is: a way of saying, “Leave asks the heroes to handle Event 4: The Pirate if they have yet
me alone or I’ll attack.” While Erli-3 hesitates, a character to do so. Event 2: Bar Seal can occur as they pass through the
who succeeds at a DC 29 Survival check can calm the Exchange if they haven’t dealt with that problem yet. If this is
rageshkor further. If this character calls her “Erli-3” or some the group’s last event, go to First Impressions (page 12).
approximation of that name, they gain a +4 circumstance
bonus to this check. Other characters can aid this check by Event 4: The Pirate (CR 6)
making a show of putting away their weapons and acting Larv Setil’s confrontation with the player characters
in a soothing manner, but each character who keeps their depends on when they chase him and which version of him
weapon drawn can’t aid the check and imposes a –2 penalty they chase.
on it. Rageshkors are omnivorous, so if someone offers Erli-
3 any sizable snack, the check gains a +2 item bonus. If the HOLOGRAPHIC DISTRACTION
check succeeds, Erli-3’s attitude becomes unfriendly, but Per Larv’s tactics in Event 1: Thirsty Lizard, his holographic
she’s no longer hostile, and characters can continue trying distraction might fool the player characters. If characters
to calm her with another minute of interaction; the DC is pursue the hologram immediately, it moves 80 feet per round
reduced to 24 and previous circumstance bonuses apply. If around the curve of the Residence Hub (see page 54 for a
any check to calm Erli-3 fails by 5 or more, she attacks. general description of this and other areas of the station),
through green spaces, past residences and kiosks, and—if
ERLI-3, GREEN RAGESHKOR CR 6 the station’s alarms haven’t gone off yet—past pedestrians.
XP 2,400 Each character pursuing the decoy can attempt a DC 19
HP 10 points lower than she had at the end of Event 1: Perception check. Anyone who succeeds witnesses the
Thirsty Lizard (normally 90, Alien Archive 4 96) decoy pass through an obstacle or pedestrian, or otherwise
9
LOCUS-1 DOCKS
TO DOCKS
+20 AIRLOCKS
+10 +10
+20
+10 X
CART +10
+15
+10 +10 +10
+10
LIFT
CRANE
CRANE CRANE
+10
CART
TO THE TO WAREHOUSES
EXCHANGE AND SHOPS
FORWARD
WAREHOUSES
1 SQUARE = 5 FEET
act in a way that seems impossible for a person. Those who other characters are catching up to him. Once he makes it to
succeed by 5 or more discern the holographic nature of the docks, it’s a showdown.
the decoy from barely perceptible distortions in its visual
appearance. Regardless, the hologram runs into the Circle SHOWDOWN AT THE DOCKS
Shrine (page 54). There, out of the view of other characters, Once Larv arrives at the docks, the chase becomes a standoff.
it disappears. Use the Docks map above, which shows the height of shipping
Characters who pursue the decoy eventually reach the containers and other obstacles. Containers with no label are
Circle Shrine as well. There, the player characters meet 5 feet high. If the player characters chased Larv here directly
Atesskret (CG genderfluid android mystic), who’s in charge of from Event 1: Thirsty Lizard, Larv makes for the high ground
the temple and present even if the station alarm has gone off. (marked with an “X” on the map), takes cover, and shoots back.
The priest tells the characters that a human man entered the If the player characters dealt with other events before
shrine but disappeared. Atesskret suspects the individual was following the pirate, Larv is already at the spot marked with
a hologram or an illusion. an “X” on the map, where he has been sniping at militia. In
Valun contacts player characters lured off by the that event, read or paraphrase the following.
hologram to get them back on track, suggesting they help
wrangle Erli-3 in Event 3: The Beast if they haven’t already Intermittent gunfire, one weapon particularly loud, sounds
done so. Otherwise, she reports the pirate has taken shelter above an alarm announcement: “Please stay indoors. No
in the docks (below). If the player characters skipped Event vessel may leave Locus-1 until the general alarm has been
2: Bar Seal, they see the disturbance at Locus-Locus when canceled.” Access panels for starship airlocks lining the
they return through the Exchange. walls all read, “Sealed.” Nearby, three members of the station
militia, all wounded, have taken cover from a sniper hidden
RUNNING GUNFIGHT across the loading bay and atop some shipping containers.
If the player characters ignored the holographic distraction A wrecked observer-class security robot lies nearby, its
and pursued the real Larv as he left the Exchange during mechanical innards scattered across the floor.
Event 1: Thirsty Lizard, a running gunfight results. As he
makes for the docks, Larv’s first priority is escape. He runs, Any character who succeeds at a DC 20 Engineering
using his full action to return fire with a trick attack only if or Profession (mercenary) check can tell a large-caliber
10
projectile, such as a longarm or sniper weapon, took out the hasn’t engaged with the militia, he has 1 charge remaining.
robot. Reduce the DC by 5 for a character with the mercenary Morale Larv pretends to surrender if he drops to 20 or
background or similar circumstances. fewer Hit Points, throwing the weapon in his hands
The player characters might try using cranes, carts, and down in an adjacent square. When the player characters
forklifts left on the docks by fleeing dockworkers to dislodge move to capture him, he uses kick it up (automatically
the sniper. Each has a 50% chance to still have its control fob succeeding at the DC 15 check) to make a trick attack
in the controls, so a character can operate the vehicle without against the character who hurt him the most. Then, the
hacking or hotwiring it (DC 25 Computers or Engineering). A battle is on again, and Larv is disinclined to surrender.
forklift can’t move the container Larv occupies, but at your
discretion, a character who succeeds at a DC 16 Piloting check OPTIONAL: CUTLASS
could tip the container, forcing Larv to succeed at a DC 26 CHASE (CR 4)
Acrobatics check or fall. Containers have connection points Larv Setil has a getaway vehicle on its way, a fighter named
on one or two ends; a character driving a dock cart can take a Cutlass; he’s in contact with its pilot, Jovag (NE male vesk
standard action to connect to one of these points, activating mechanic), during the fight at the docks, but station security
automatic rollers on the container bottoms; a character who has locked down the landing bays and airlocks. If you think a
does so can drive off with the attached container at a speed starship pursuit would provide an exciting climax to this part of
of 30 feet per round, which could be quite a surprise for Larv the adventure, about 5 rounds into the shootout, Jovag manages
if he’s atop the moving container! to override the airlock coupling and open an escape route for
Creatures: The player characters recognize Larv, the sniper, Larv ( Jovag himself doesn’t get involved in the combat on the
from Event 1: Thirsty Lizard. Assuming the player characters docks). Larv then tries to escape through the open airlock. If he
have dealt with Event 2: Bar Seal or Event 3: The Beast before succeeds, use the starship combat guidelines below.
reaching the docks, Larv has shot the three militia members If the player characters still have other events to handle,
who’ve cornered him. Sif (LN female android security specialist, Jovag doesn’t manage to open the route for Larv; he waits
7 HP remaining, Pact Worlds 177) has used all but one of her until the heat dies down on the station and eventually slips
spells. Her cohorts are Vince Pircan (N human security guard, away unnoticed, returning to Besmara’s Head. If Larv makes a
9 HP remaining, Pact Worlds 176) and Jac Dreshoff (N halfling break for the fighter but doesn’t reach it, Jovag decouples his
security guard, 8 HP remaining); remove all grenades from the fighter and flees. If you want to keep the player characters
equipment listed for Jac and Vince. When the player characters confined to Locus-1 for now, the station-wide security
arrive, Larv has an action readied to shoot Sif if she emerges lockdown prevents them from leaving.
from cover to cast a spell, which she attempts to do on her Starship Combat: The pirates are better crew members
turn. Whether or not Larv takes Sif out, the militia is more than normal for their fighter’s tier. Their goal is escape. They
than happy to let the player characters take over. They might turn and fight only if they must, and only when out of range
reengage once the player characters start to gain the upper of Locus-1’s guns.
hand, especially if Sif is conscious and gets asked for help. During the first round of starship combat, Locus-1’s weapons
As with Event 3: The Beast, if the player characters chased fire on the departing fighter, targeting its aft. Allow the players
Larv here immediately without attending to other events, to roll for the station’s guns with a gunnery bonus of +9. Locus-1
they beat the militia here; Sif, Jac, and Vince might arrive later can fire two light particle beams (each inflicting 3d6 damage
and offer to assist the player characters. on a hit) and a heavy laser net (inflicting 5d6 damage on a hit,
but with a –2 attack penalty due to range). These attacks can
LARV SETIL CR 6 continue on subsequent rounds, but Cutlass gets increasingly
XP 2,400 far away from the station as it flees, making hits unlikely.
HP Larv’s HP are unchanged from the end of Event 1: If the player characters want to give chase and you want to
Thirsty Lizard; if the player characters arrive after the play through starship combat, they quickly get permission from
militia has cornered Larv, he has lost 7 additional HP Valun to enter their own starship and take off. It takes the group
from Sif’s magic missile. 1 round of starship combat to launch their starship. Place Locus-1
TACTICS in one hex and Cutlass 9 hexes away. The player characters’
During Combat Larv expected to handle station security and starship starts adjacent to Locus-1. Cutlass fires missiles and
escape in a pirate fighter that’s coming to pick him up, aft weapons at the player characters. Larv and Jovag mock the
but he didn’t account for the player characters. He shoots player characters, even giving their names so that their pursuers
with his sniper rifle until threatened in close combat, “remember who beat them.” This wicked jolliness continues until
whereupon he goes on the move with fancy trick attacks. the pirates feel they must turn aside and engage in a dogfight to
Larv uses holographic clone to protect himself, but if he escape. Then, the fight turns deadly serious.
has already engaged with the militia when the player If Cutlass is disabled, the player characters can arrange for
characters arrive, he has no charges remaining. If he Larv and Jovag to be taken prisoner on Locus-1. You decide
11
whether the pirates survive the starship battle. Alternatively, ranks), gunnery +11 (6th level)
Cutlass might have an autodestruct system like the pirate Jovag (Pilot) Computers +10 (4 ranks), gunnery +9 (4th
flagship Executioner (page 30). If so, the fighter detonates
when reduced to 0 Hull Points, dealing 17 damage in a Development: Valun praises characters who defeat Larv,
1-hex radius. The player characters can benefit from pirate especially if they capture him alive and kept other militia
prisoners, but other pirates become available later (see Pirate safe in the process. If the player characters still need to
Problems on page 29). deal with the rageshkor, Valun reminds them and requests
If Cutlass escapes, it and the pirates onboard appear, dead, they deal with her nonlethally. If Event 2: Bar Seal hasn’t
in the Besmara’s Head mission (page 31). happened yet, the player characters encounter it as they
return through the Exchange to pursue Erli-3.
CUTLASS TIER 3 XP Award: The player characters gain 2,400 XP for
Tiny fighter confronting Larv at the docks, in starship combat, or in some
Speed 9 (horacalcum thrusters SOM); Maneuverability good combination of the two, even if he escapes. If the player
(turn 1); Drift 1 characters beat Larv before he gets to Cutlass and then go on
AC 20; TL 20 to destroy the fleeing fighter, the group earns an additional
HP 35; DT —; CT 7 1,200 XP.
Shields Medium 90 (forward 20, port 20, starboard 20, When the player characters have completed Events 1–4,
aft 30) move on to First Impressions (below).
Attack (Forward) light particle beam (3d6, 10 hexes), light
torpedo launcher (2d8, 20 hexes) First Impressions
Attack (Aft) laser net (2d6, 5 hexes) Once the player characters deal with all the chaos on
Power Core Pulse Black (120 PCU); Drift Engine Signal the station, the station alarms cease and announcements
Basic; Systems advanced medium-range sensors, mk inform citizens that it’s safe to emerge from their homes.
2 duonode computer, mk 4 armor, mk 4 defenses; Valun contacts the player characters over their comms,
Expansion Bays none asking them to remain at their current location so she can
Modifiers +2 to any two checks per round, +4 Computers meet them. If they refuse, she communicates with them
(sensors only), +1 Piloting; Complement 2 later by comm.
CREW Militia: Members of the militia thank helpful characters,
Larv (Captain) Computers +19 (6 ranks), Engineering +14 (6 care for the wounded, start investigation and cleanup, and
12
assist the Science Council. Characters trained in Sense Motive D Research Recovery (page 17): The Science Council asks
discern that the militia respect Dr. Usk Palino and admire Dr. the player characters to recover scientific data left behind
Valun Glanjau but think less of Dr. Lorkin Haas. at a research outpost.
Councilors: If Event 3: The Beast was the last emergency D Mining Camp G01 (page 21): The Azlanti Star Empire has
the player characters managed, Lorkin departs deeper into the enslaved androids to mine valuable Locus crystals.
Research Hub with Erli-3, or her body, before other councilors D Pirate Problems (page 29): Sidakana and her ship,
arrive. Valun arrives after a few minutes, along with Usk and Executioner, must be confronted.
a two-member EMT team from Green Center Clinic (page 55). D Besmara’s Head (page 31): When the player characters
Both members of the Science Council introduce themselves travel to the pirate base, they discover something has
and commend the player characters according to how gone horribly wrong.
successfully the group resolved the events. They debrief the Use the information provided here to guide the player
characters while the medical team provides treatment (see characters to key NPCs and ensure they always have one or
Medical Care below). more missions to pursue.
Valun explains what she knows: the saboteur got into the
Research Hub and released the rageshkor into the maintenance Follow-Up
tunnels, corralling her toward storage areas near Locus-Locus, In the days following the incidents of Part 1, the player
which he had also sabotaged. Usk disapproves of Lorkin’s characters interact with various residents of Locus-1.
“work with genetic alteration.” Valun is neutral on that subject Investigation: Station militia investigate the saboteur’s
but laments the station’s limited security resources. work and invite the player characters to help, although the
Valun also invites the player characters to an upcoming player characters aren’t yet permitted into the Research Hub.
Science Council forum, where station residents are welcome. This investigation concludes that Dr. Valun Glanjau’s initial
She plans to recognize their help at that meeting, making their assessment was correct: Larv Setil sabotaged the controls in
defense of the station officially known and part of the public Locus-Locus and the window, causing the decompression.
record. The forum occurs in three days, or whenever it’s most Repairs: The station, including Locus-Locus, is back to normal in
convenient for your game. 3 days. Characters trained in Engineering or other skills you deem
Medical Care: Medical technicians from the clinic, Adir appropriate can help with these repairs. If they do, they earn pay,
Virvoir (CG male human mystic) and Balqua Krastillo (CG making a skill check to earn a living as if using a Profession skill. If
female gnome), assist Uskin providing treatment. Adir is a the player characters earn a combined 50 or more credits for their
xenodruid and Usk’s student. He can cast mystic cure up to work, they shorten the repair time by 1 day and earn the respect of
three times, healing 1d8+4 HP each time. The medical team maintenance staff; however, this effort isn’t enough to change staff
successfully performs the treat deadly wounds task of the members’ attitudes (as described in Relationships below).
Medicine skill (Core Rulebook 143) on anyone who wants it, Science Council: A day after the events of Part 1, if the
given enough time. The player characters might see these player characters captured Erli-3 alive, Dr. Lorkin Haas sends
EMTs again, as they reside on the station. them a message thanking them. He expresses greater praise if
they used minimal force against the rageshkor. He reiterates
Conclusion Valun’s invitation to the upcoming council forum soon after.
Once the debrief ends, the player characters can freely go
about their business. Valun welcomes their future assistance, Relationships
especially if they successfully handled this part of the The player characters begin their time on Locus-1 with a
adventure. She hopes to see the group again at the Science reputation based on how well they handled the events of Part
Council forum, and Usk echoes the sentiment. 1. Many of the entries below reference NPC attitudes, detailed
on page 140 of the Starfinder Core Rulebook.
13
feigns otherwise). Player characters who ask learn that militia penalty if the player characters help with the investigation.
members look up to Dr. Glanjau and Dr. Palino but think Dr. Characters can take these credits in their personal accounts
Haas is full of himself. Goz Bolthas has little good to say aboutor, if they earn 300 or more, open accounts in Haas Credit
Lorkin, “a trust-fund kid who’s always had everything.” Union (page 54), normally reserved for station personnel and
Science Council: Valun and Usk think highly of player foundation members.
characters who successfully handle the emergencies of Part Player characters who don’t attend the meeting get a
1; you can decide if their attitude is friendly or helpful. Lorkin
message about this reward over their personal comm units.
is friendly with the player characters only if they subdued EJ Corp: Usk mentions EJ Corp, a large corporation
Erli-3 without harming her; otherwise, he’s indifferent or—if with interests in virtually all elements of space travel and
the rageshkor died—unfriendly. Other councilors are indifferent exploration, has petitioned to survey the planet Yormata.
to the player characters, although Atesskret might have an The council eventually agrees that the petition shouldn’t
impression of them if they interacted with the android priest be granted due to Yormata’s pristine conditions, but Lorkin
during Event 4: The Pirate. points out the council has no way to enforce its position.
Tonda and Locus-Locus: Tonda becomes friendly to anyone Pirate News: Lorkin reveals Azlanti forces in the system
who helped save Haddi. She invites them to her “backroom reported a skirmish with pirates more than a week ago. The
card game” of Akiton hold ’em at Locus- Azlanti proved victorious, which pleases
Locus anytime. Tonda holds court in a Lorkin. Others on the council are less
Locus-Locus backroom almost every enthusiastic about the Azlanti
evening, taking breaks to mingle presence but agree it’s good
in the main bar at intervals. that the pirates got taught
If the player characters a lesson. Atesskret also
helped Ben, all the addresses the council.
Locus-Locus bouncers are “Members of the Star
friendly toward the party. Empire are known slavers,
Ben might provide a way and can’t be trusted. Why
in to Tonda’s game if she’s would vessels from the
indifferent toward characters Azlanti Star Empire be in
who failed to help her and Haddi the system,” Atesskret asks the
in Part 1. assembled gathering, “when they
have so little to gain?” Lorkin
The Science LOCUS-1 MISSION PATCH speculates this skirmish is
Council merely the first fruits of the
A few days after Part 1’s events, council’s formal request to the
the Science Council convenes its first meeting since the player Azlanti for aid, but Atesskret retorts that “the empire always
characters arrived at the station. Valun reminds them of the has its reasons, and these reasons never benefit those who
meeting the day before, re-inviting them to attend. All the are not Azlanti by birth.” (The mission Mining Camp G01 [page
council members attend this special meeting; see page 52 for 21] proves Atesskret right.)
more on the council’s members. By the meeting’s end, the player Research Recovery: During the meeting, or in a message
characters should be asked to retrieve scientific data from a after it, Valun brings up Mountain-1, a research outpost on Tyru
research outpost on Tyru (see Research Recovery below). that was lost to a pirate raid. All the science councilors agree
Throughout the adventure, portray Lorkin as a self-important the outpost might still contain valuable data on the Locus:
pragmatist who’s too narrow-minded for anyone’s good, but data worthless to the pirates. Valun recommends sending the
isn’t evil. His actions near the adventure’s end stem from player characters to investigate and retrieve any data, and Usk
sincere desperation rather than malice or unbridled ambition. agrees. Dr. Books is indifferent on the subject, and Lorkin sees
Reward: During the meeting, the councilors discuss it as a high-risk, low-reward venture. The council votes in favor,
the sabotage, the motive for the sabotage, and the player offering the player characters 500 credits apiece to retrieve
characters’ involvement. People the player characters helped any research data at Mountain-1.
or failed to help might be in attendance. If the player characters fail to attend the meeting, they
On behalf of the Science Council, Valun offers the characters learn of the council’s desire to retrieve this data in another
up to 500 credits each as a “security stipend.” Reduce this way. For example, Valun might ask them directly.
amount by 100 for each of the following: failing to subdue
Erli-3 in a nonlethal manner, failing to defeat Larv Setil, Locus R&D
failing to rescue anyone from Locus-Locus, and failing to help When the player characters successfully complete the
Tonda or Ben in Event 1: Thirsty Lizard. You might reduce this Research Recovery mission, Valun invites interested
14
characters to sort through the data and apply the results. technology, leaving the player characters and Locus-1 as the
Participating in this research and development is a downtime only group able to do so.
activity that takes about 40 hours per week; the rules for Locus Tech Invention: With stable crystals, the science team
downtime activities can be found on pages 150—155 of the has material for further research. A player character who
Starfinder Character Operations Manual. Characters engaged succeeds at a DC 26 Engineering, Mysticism, or Physical Science
in this downtime activity can’t benefit from other downtime check finds that compatible resonance can be established in
activities but can still pursue other tasks in their free time. separate crystals using hybrid tech combining magical fields
If the player characters don’t participate in R&D, the and electromagnetism. Practical applications of this discovery
Science Council makes the discoveries detailed here without include experimental Locus weapons (page 59) and Locus
their help. The player characters learn about these findings comms (page 21), which become available after this discovery.
from Valun, and the group can still acquire Locus tech. The Even if the player characters weren’t directly involved in this
Locus array is important in Part 3 of this adventure, so the discovery, Valun asks them to fit their starship with a Locus
player characters must learn about it. comm to test it, and the player characters discover that Locus
Skills: A character who participates in R&D comms transmit messages instantly within the Locus system.
as a downtime activity can use Computers Direct Channeling Theory: After the discovery of stable
(for data analysis), Engineering and crystals and experimental tech, a player character who
Physical Science (for practical nonmagical succeeds at a DC 26 Engineering, Mysticism, or Physical
applications and analysis), or Mysticism Science check learns that the resonance of the Locus
(for practical magical applications and can be channeled on a massive scale using repurposed
analysis). Intelligence-based Profession sensor and comms array technology. Such a channeling
skills (such as lab technician, mathematician, weapon could be built into the sensor and comms
and professor) are useful, too. Each character array in Locus-1’s Operations Center, and the player
can attempt one check per week. characters can help with this process, slowly
When discoveries are called for (below), constructing the Locus array, a hybrid capital
participating characters can use aid another starship weapon that uses Locus radiation.
to help the character with the highest relevant Their progress is incremental, and the
skill make the breakthrough. For each weapon reaches operational capacity
week that passes without a successful only at the adventure’s end.
discovery, lower the discovery DC by 4. Importantly, while the player
If the DC is reduced to 14, Valun and her characters help with this
team make the discovery instead of the construction, they learn of the
player characters. maintenance tunnels, tubes, and
Discoveries: At first, analysis of the elevators that facilitate work
recovered data reveals that the Locus gives in the Operations Center. (This
off chaotic radiation that, as with stars, can knowledge is important in Part 3;
be destructive or life-giving. The team at
USK PALLINO see “Getting to Operations” on page
Mountain-1 discovered resonant crystals 44.) They also learn of the center’s four
on Tyru that not only store this energy, but also channel it. life boats. If the player characters don’t participate in the
However, coming from so close to the Locus, the Tyru crystals array’s implementation, Valun offers them a tour to see the
are unstable—using them is dangerous. The research team, results of their activities, giving them insight on how to get
including player characters and NPCs, can make 3 different to Operations. This knowledge and the Locus array become
discoveries here that must be achieved in order. important in Part 3 (page 43).
Stable Crystal Hypothesis: The team can stabilize the Pay: The Science Council pays the player characters for their
Tyru crystals; doing so is time-consuming and expensive, participation. Each participating character uses one skill from
and using the crystals is still risky. With a successful DC the list above to attempt a check to earn a living, as if using a
26 Mysticism or Physical Science check, a player character Profession skill. Characters can take their earnings in cash or
develops a hypothesis that stabler crystals might exist bank them to acquire prototype tech (as described in Locus
on other terrestrial worlds in the system. Usk objects Comms on page 21 and Locus Crystals and Locus Weapons on
to exploring Yormata for such resources, insisting the page 59) at a 20% discount. If the player characters make a
ecosystem there is too delicate, so Grodrum is the obvious discovery, the Science Council gives them double pay that week.
alternative. Characters can recover these crystals from
Mining Camp G01 (page 21). Those crystals are stable, and PROTOTYPE LOCUS TECH
the Azlanti know it, but the player characters’ actions on After the Locus Tech Invention discovery, Valun’s team and
Grodrum prevents the Azlanti from capitalizing on Locus participating characters learn the effects of Locus crystals and
15
their application. On a small scale, Locus-crystal technology the way to Locus-1. Anyone else on the station with ties to
bears radical fruit effective even outside the Locus system— the Star Empire might know about this camp or Dominus
including the development of the weapons detailed on page Urijah Remulis.
59 and the Locus comms described in the sidebar on page 21. Atesskret brings the subject up during a Science Council
The player characters might be invited to test prototype tech meeting, during which Lorkin emphatically declares that the
or asked to underwrite more research by making a donation in Science Council can’t directly oppose the Azlanti, citing a lack
exchange for one or more prototypes. If the player characters of both political power and military capacity. Other councilors
use Locus crystals for this donation (like those collected from sympathize with Atesskret but agree with Lorkin.
Mining Camp G01), those crystals are perfect specimens for Characters working with the Science Council eventually
further research; increase their value when donated by 20%. learn Grodrum is a good place to look for stable Locus crystals.
They might discover the camp while scanning the planet.
Handling Missions Call to Action: One of these sources—or possibly the player
Although Research Recovery is probably the heroes’ first mission characters themselves—comes by an orbital image of the
in Part 2 of this adventure, you have many options when it comes mining camp with its coordinates. The camp style conforms
to running later missions. Present hooks and allow the players to to that of other Azlanti labor camps, all but confirming the
decide what to pursue. You can follow a specific course—such as presence of enslaved androids.
the order in which the missions are presented—or offer multiple Hook: Once the presence and nature of the camp is
hooks at once and let the players decide which to follow. Each confirmed, Atesskret asks the player characters to rescue the
mission can handle player characters of slightly lower or higher enslaved androids there.
level without much difficulty.
The guidance below suggests how to integrate the various SIDAKANA’S PIRATES
missions into the game and includes hooks: optional ways to Sidakana has been terrorizing Locus-1 and its travelers for
lure the player characters into action. Ultimately, the way the years. Her rhetoric and attacks have escalated steadily, and
player characters learn about each mission will vary based on she threatens to take the station. Everyone in the system
the group’s behavior and their relationships on the station. knows the location of the pirate base, Besmara’s Head.
Sidakana uses its gruesome image in her terror campaign.
MINING CAMP G01 Foreshadowing: Sidakana sends mocking broadcasts
It’s an open secret that the ongoing pirate threat prompted the to Locus-1 regularly, bragging that she and her pirates are
Science Council to extend overtures to the Azlanti Star Empire. unstoppable. These broadcasts show up on station news
Foreshadowing: The player characters learn about the and bar screens, and the pirates always seem to hit rich
Star Empire during the first Science Council meeting or, if targets with good accuracy, suggesting the pirates have
they don’t attend, through rumors soon thereafter. Various spies on the station; these spies will eventually try to
Azlanti species are present on Locus-1, and one of them ambush the player characters in Event 10: Ambush (page
might mention the situation in a social setting. Sidakana’s 29), but they might encounter these spies on the station
broadcasts insist the Azlanti presence “at the behest of prior to the ambush.
the cowardly Science Council” won’t deter the pirates. Eventually, Sidakana brags that the pirates have hit a
Characters who investigate learn the Science Council did Veskarian diplomatic shuttle coming to survey Locus-1.
indeed invite the empire in. Most councilors emphasize Though they’ve destroyed the shuttle, the pirates captured
Dr. Lorkin Haas proposed this idea. Only Lorkin knows he Sorvo Alyexus, an older, well-known Vesk diplomat. They’re
dealt indirectly with Dominus Urijah Remulis (page 49), but holding him for ransom at Besmara’s Head.
characters who cultivate a relationship with Lorkin might Information Sources: Primary sources for pirate info
be able to get this fact from him. He also met Lt. Markalane include merchants, the Merchant Council, and Tonda and her
as part of the Azlanti delegation, but Lorkin doesn’t know pals at Locus-Locus. Froxilix or another source points out that
about her involvement in the mining camp. the pirates seem to know about rich targets. Maybe they can
Information Sources: Atesskret and her priests take a be baited? Dr. Usk Palino or Digger G-7 from Mining Camp
particular interest in any Azlanti presence. The priests learn G01 might be talked into posing as bait, perhaps using the
of Mining Camp G01 from rumors the player characters might Azlanti shuttle recovered from Mining Camp G01.
also overhear. Atesskret voices concern that the Azlanti Science Council members also admit the pirates are a
enslave constructed life-forms and that this camp likely has problem. Dr. Lorkin Haas claims the council can do little
many such slaves. against the pirates, and that’s true. Captured pirates are
This information is also known to Tonda and her fellow also potential sources of information, revealing Sidakana
gamblers. An Azlanti merchant who came to the station won’t turn down a dogfight.
mentioned the camp, which belongs to an ambitious Azlanti Call to Action: The Merchant Council becomes
dominus. His people surveyed Grodrum and other worlds on particularly concerned when Sorvo Alyexus falls into the
16
A. MOUNTAIN-1 EVENT 7:
TYRU’S WORMS
A3 A2 +30
A3dd
A3 A3aa
A3
A3ee
A3
A1
A3ee
A3 A3bb
A3
A3ee
A3
A3cc
A3 +20
A3ee
A3
A3
+10
+10
+10
SENSOR +20
+20
DISH
+10
+20
+10
pirates’ clutches. They don’t approach the player characters Magic on Tyru
directly, but rumor spreads among Tonda and her friends The proximity of the Locus makes magic unpredictable on
that the council might pay handsomely if someone took Tyru. Whenever a character casts a spell, uses a magic item,
on the pirates at Besmara’s Head. If the player characters uses a supernatural ability, or uses magic in any other way,
approach Locus-1’s leaders and offer to handle the problem, roll a d20. On a 1, roll on the wonder grenade Wonder Effect
they are offered a reward (as described in Hooks below). table (Starfinder Armory 127) with a blast radius of 1d4 × 5
Eventually, Sidakana learns of the player characters; feet extending from a random corner of the character’s space.
she threatens or challenges them directly, urging them to This effect is in addition to the effect that created it, although
confront her. Soon after, the PCs face Event 10: Ambush. you’re free to mix the two.
A rumor also starts circulating that the pirates have
been quiet for a while. This story most likely arises after Event 5: Tyru Landing (CR 4)
Executioner’s destruction, but you can use it anytime As the player characters approach Tyru and the site of
you like. Have the pirates abandoned Besmara’s Head? Mountain-1, they see a small, boxlike research station atop
Although the player characters can’t know until they a high peak. The damaged facility has holes blasted through
explore the pirate base for themselves, Besmara’s Head has its walls. There are no docking facilities, and landing on the
been overrun by horrifying aliens known as mindshroud peak is impossible. The player characters must land on the
rays (page 61). highlands near Mountain-1 and trek to it.
Hooks: The Merchant Council and Science Council combine Scans indicate the area is tectonically and volcanically active;
resources to offer a 2,000-credit bounty for the capture or landing on any flat area might prove disastrous if the region later
destruction of Executioner. They offer a 4,000-credit bounty becomes unstable, and the characters must find a safe landing
for routing the pirates from Besmara’s Head. spot. The science officer should attempt a DC 21 Computers check
to use scanners, despite interference from Tyru’s atmosphere. A
RESEARCH captain can demand or encourage to aid this check, while a chief
mate can help the science officer with manual realignment of
RECOVERY the sensors (Starfinder Character Operations Manual 147), and a
Tyru is a physically and magically unstable world with a thick magic officer can help by scrying (Character Operations Manual
atmosphere (page 56). Characters traveling here to retrieve 148). Regardless of the check’s outcome, the science officer finds
data for the Science Council must deal with some of the worst a potential landing spot, but success or failure determines details
Tyru has to offer. of the hazard below. Once a landing spot has been found, the
17
science officer should attempt a DC 21 Physical Science check immediately; otherwise, it takes one additional round to find
using the scanners to evaluate the long-term safety of the spot. the airlock controls and open the airlock door. A character
Other crew members can aid as before. As part of these scans, at the ship can direct others, giving them a +4 circumstance
the characters learn the weather is very windy (low velocity but bonus to Perception checks.
high force) and extremely cold. The thick atmosphere makes the The hazard immediately inflicts 3d6 damage to a random
wind more dangerous. quadrant of the player characters’ starship; if they leave the
If both the Computers check and Physical Science check ship in the hazard, it takes an additional 3d6 damage to the
succeed, the heroes rule out two dangerous sites before landing same quadrant every hour.
on a safe expanse of basalt 7 miles from the facility and avoid the Story Award: If the player characters avoid the hazard by
Hazard below. If the characters failed one or both of the above picking a good landing spot, award them 1,200 XP.
checks, they’ve chosen a dangerous spot to land.
Hazard: If the science officer failed one of the above checks, Event 6: Treacherous
the crew finds a landing spot 9 miles from Mountain-1 that Ascent (CR 4)
seems safe, but a volcanic hazard appears when the heroes The player characters must navigate treacherous terrain to
return to their ship from exploring Mountain-1. If the science reach Mountain-1. The atmosphere is extremely cold (Core
officer failed both checks, the crew lands at a dangerous spot Rulebook 400). During the trek, they experience wind, snow,
12 miles from Mountain-1; the hazard appears a few minutes fog, tremors, and small rockslides.
after the characters have left their starship and begin their Skill Checks: Each player character should choose a single
journey to Mountain-1. Additionally, if the science officer skill from the list below as their focus during the trip and
failed both checks, this volcanic hazard occurs in high wind; attempt a DC 21 check. If the character succeeds by 5 or more,
characters take a –4 penalty to Perception checks to notice the check counts as two successes. A failed check cancels out
sounds in the area, and increase the DC of Reflex saves by 5. one success, and a check that fails by 5 or more cancels out
The ship’s unsafe landing spot has a volcanic subsidence two successes. You can also allow a player character with a
hazard. Suddenly, land subsides under the starship, and an relevant Profession skill to substitute it for one of the skills
ejection of corrosive, hot, poisonous gas erupts. The open listed below.
fissure has lava at the bottom, and the starship lists toward Acrobatics or Athletics: A character who succeeds at an
the hole, but the pit isn’t yet large enough to engulf the ship. Acrobatics or Athletics check can assess steep paths and
This fissure is on the opposite side of the starship from the make quick scrambles into a good position to assist others.
player characters, so the heroes face little risk of falling in; Perception: Characters who succeed at a Perception check
however, the ship must be rescued, and the hot acidic smoke can spot viable paths, discern hazardous ones, and detect
from the volcanic vent makes reaching the ship difficult. harsh wind or weather before it’s on top of the group.
Heavy smoke (Core Rulebook 404) from the fissure fills Physical Science: The geology can be unstable, and the
an area within 100 feet of the starship, making it hard to weather doesn’t help. A character who succeeds at a Physical
see. A creature or object within 5 feet of an observer has Science check can pick terrain that provides shelter.
concealment, and those farther away have total concealment. Survival: A character who succeeds at a Survival check keeps
The heavy smoke is acidic and hot; creatures that enter it the group sheltered from weather and moving to Mountain-1.
or begin their turn within it take 1d4 acid and fire damage Development: Terrain and weather conditions would
each round. Lighter smoke extends for an additional 100 feet normally restrict the characters to traveling at half speed,
around the starship, providing concealment to creatures or but the results of their skill checks might modify this speed.
objects more than 5 feet from the observer. When the hazard Use the results of the player characters’ checks and the final
appears, the player characters are within this area of light number of successes to narrate the trek.
smoke and can attempt to reach the ship. 0 successes: The player characters not only travel at half
A creature that begins their turn within the heavy smoke speed, but they also navigate through poor visibility to find
must attempt a DC 21 Perception check. On a success, they themselves exposed to high winds on a cliff edge. Each
successfully navigate toward the starship; if they fail, they go creature in the group must attempt a DC 14 Reflex saving
off course and make no progress that turn. Characters who throw or fall 10 feet—plus 10 feet × the number the save failed
fail this check by 5 or more must succeed at a DC 14 Reflex by—into uneven terrain. Climbing back up in the wind requires
save or fall into a volcanic fissure, take 1d6 bludgeoning a character to succeed at a DC 15 Athletics check. Failing this
damage, and fall prone. Characters trying to move at more check by 5 or more means another fall. Once everyone is safe,
than half their speed inside the heavy smoke must succeed at the group must then spend 3 extra hours to find a usable path
a DC 10 Acrobatics check or fall prone. in the right direction.
Characters who cross the 100-foot radius of heavy smoke 1 success: The player characters travel at half speed; they still
reach the ship. If they succeeded at their Perception check encounter the cliff edge described in 0 successes above, but
to navigate in the smoke by 5 or more, they find the airlock they’re farther up the mountain and on more stable ground. They
18
must attempt Reflex saves as described on page 18, and possibly whoever hurt it the most on the previous round. If the
Athletics checks to climb, but they gain a +4 circumstance bonus characters flee inside Mountain-1, the cloudworm still
to these Reflex saves. They don’t need to spend 3 hours to find a attacks those within reach. With no targets in reach, it
path; skirting the cliff requires no additional time. tries to get inside for a few rounds before giving up.
2 or 3 successes: The player characters ignore the terrain Morale When reduced to 19 Hit Points or fewer, the
penalty and travel at full speed. They spot the hazardous cliffs cloudworm gives up on this meal and flies away.
from a distance and witness the wind blowing smaller boulders
over the edge, but they don’t have to attempt Reflex saves. A. Mountain-1
4 or more successes: As 2 or 3 successes, and the player
characters spot the cloudworm (Event 7: Cloud Hunter) before This simple, boxy facility has several holes in it from
it sees them. They have 2 rounds to prepare. explosions. The weather has blown through, emptying the
Story Award: The characters earn 1,200 XP for ascending place of anything small enough to be caught by the wind.
the mountain.
The transparent aluminum window at area A3c has been
Event 7: Cloud Hunter (CR 5) blasted outward. That entrance is difficult terrain.
As the player characters near Mountain-1, they come above the
cloud layer. If they’ve taken a long time to make the journey, A1. WRECKED INTERIOR
the Locus has set; even at night, the clouds reflect starlight and
glow, creating dim light. Read or paraphrase the following text. The interior walls of the outpost have holes torn in them from
heavy weapons fire or explosions. All the doors are blown
The mountain towers ahead—sheer, icy, and jagged. A from their frames. Greenish ice and snow cover everything,
blasted, lightless facility is visible in the cliff just beyond a from rubble to smashed furniture.
snowy expanse of steep, rocky ground. Gaps in the building’s
walls allow the elements in. Its sensor and comms dish lies The structure has enormous tears in the southern wall.
half-buried some distance away. A character trained in Engineering can tell that another
structure, probably a landing platform, was once anchored
Use the map for Mountain-1 on page 17 for this encounter. here, and they can also identify the remains of a power
The ground outside Mountain-1 is difficult terrain. Craggy converter and life support conduit amid the rubble. A docked
pinnacles of stone jut above the landscape, starting at 0 feet starship once provided power and life support to this tiny
at the base and ascending 5 feet per topographic line to the station, a cheap solution for fast-built, temporary shelters.
height shown on the map.
Creature: One of Tyru’s apex predators, a cloudworm, detects A2. OBSERVATION CENTER
the characters as they approach Mountain-1 and attacks.
A thick window, broken and cracked, reveals the Tyru
TYRU CLOUDWORM CR 5 cloudscape where crags peek through the mist. A
XP 1,600 single chair stands upright amid the wreckage,
Irokiroi, Starfinder Alien Archive 3 56 near a control console.
DEFENSE HP 65
Defensive Abilities regeneration 5 (acid)
Weaknesses vulnerable to bludgeoning and sonic
TACTICS
During Combat The cloudworm attacks the biggest-
looking creature, changing targets to attack
TYRU CLOUDWORM
19
The window looks east. The player characters can easily Development: As with Event 6: Treacherous Ascent,
determine the base’s computer should be inside the control narrate the descent based on the heroes’ skill use and results.
console. The power is out, however, and there’s no generator. 0 successes: The characters travel at half speed and get
Characters trained in Computers or Engineering know that, caught in a small rockslide a few miles from their ship. Each
without power, the easiest way to retrieve the data is to find creature in the group must attempt a DC 15 Reflex save as
the physical module on which the data is stored and extract it. the slide begins. Those who fail take 4d10 damage and fall
Finding the module requires 10 minutes of work, and a character prone; those who succeed by fewer than 5 take half as much
must succeed at either a DC 19 Computers or Engineering check damage but still fall prone. A creature who succeeds by 5 or
or a DC 21 Perception check. When they succeed, the player more doesn’t fall prone, while those who fail by 5 or more is
characters discover the computer core is gone, but the data pinned prone in the slide. A creature pinned in this way can
module remains. Extracting it takes another 10 minutes of escape with a successful DC 21 Acrobatics or Athletics check,
work, and a character must succeed at a DC 19 Computers or or another character can pull them free with a successful
Engineering check to do so. DC 19 Athletics check. Event 9: Tyru’s Worms (below) starts
If the player characters try other methods, such as rigging before any character has a chance to take these actions
batteries for power and using a hacking kit to access the data, while characters are still prone or pinned. Each character
use similar DCs. They’re under no threat beyond that of the should attempt a DC 25 Perception check; those who fail are
environment itself, so time is their only issue. surprised by the Tyru cloudworm larvae.
1 success: The player characters travel at half the expected
A3. CARVED FACILITY speed on higher ground. They still encounter the rockslide
A section of the research outpost is hewn from the described in 0 successes (above) but gain a +4 circumstance
mountain peak. A character trained in Physical Science or bonus to save against it. Characters can still fall, but they
Survival knows that such inner chambers are created for can’t be pinned. Each character should attempt a DC 25
better insulation. Wiring and nonfunctional light panels Perception check; those who fail are surprised by the Tyru
are fastened to the walls. The area within the rock is 40° F, cloudworm larvae.
except area A3c with its blasted window; that area is as cold 2 or 3 successes: The player characters ignore the terrain
as the exterior. penalty and travel at full speed. They avoid the rockslide
A3a: A ruined kitchen with a shattered table. completely but witness it from slightly higher ground.
A3b: A lab and storage area with ruined tables and shelves; Because the cloudworm larvae in Event 9: Tyru’s Worms have
a mound here contains treasure, see below. farther to travel, they’re easier to spot; each character should
A3c: A lounge with wrecked furniture. attempt a DC 20 Perception check, and those who fail are
A3d: A wrecked storage area; the doors have been ripped surprised in Event 9: Tyru’s Worms.
off the lockers here. 4 or more successes: As 2 or 3 successes, but the player
A3e: A bedroom with broken furniture. characters reach a patch of flat rock that the worms in Event 9:
Treasure: In area A3b, a mule drone (Armory 101) has Tyru’s Worms can’t burrow through. The worms attack, but they
been covered by a drape layered with ice and snow; the must come out into the open more than 30 feet from the player
pirates defaced it and shot it a couple times but then characters, preventing the characters from being surprised.
abandoned it. Its feet look like a mountain goat’s hooves, Story Award: The player characters earn 1,200 XP for
and it’s fitted with four climbing kits and a portable weather descending the mountain.
station (see Pact Worlds 198 for more information on both
items) as well as geologist sampling tools. A sample bin Event 9: Tyru’s Worms (CR 6)
nearby contains a small pile of Tyru Locus crystals (see Immediately after the landslide ends, read or paraphrase the
Conclusion on page 21). following text.
Event 8: Descending Some rocks and soil have the momentum to continue
Mountain-1 (CR 4) downslope, leaving exposed parts of the skull and other
By the time the player characters finish at Mountain-1, bones of a giant Tyru cloudworm.
the wind that harried them as they climbed has passed.
The descent is still rough, however, and they can’t use the Use the Tyru’s Worms map on page 17. Ground other than
exact path they went up because parts of it have changed the flat rock is difficult terrain, which the worms ignore.
or are less suitable for the descent. Allow each character to Creatures: Two Tyru cloudworm larvae who have been
choose skills again, as with Event 6: Treacherous Ascent. feeding on the corpse of their parent sense fresh prey. They
The DC is 19, and characters using Athletics who have burrow or move into the open, depending on the results
access to the mule drone have a +4 bonus, thanks to its of checks attempted by the player characters in Event 8:
installed climbing kits. Descending Mountain-1, and attack.
20
TYRU CLOUDWORM LARVAE (2) CR 4
XP 1,200 each LOCUS COMMS
Flayer leech (Alien Archive 3 36) Scientists working in the Locus system, sometimes
N Small animal inspired by visitors, have invented new equipment
DEFENSE HP 50 EACH and other gear. The player characters might be the
Immunities poison first people to use this experimental technology,
Weaknesses vulnerable to bludgeoning and sonic which you can introduce as rewards for the “Research
TACTICS Recovery” mission and subsequent scenes.
During Combat The larvae emerge from the loose rock and Locus weapons (page 59) and Locus comms (below)
attack prone targets or, if no enemy is prone, engage in a are examples of this experimental tech. System-wide
mandible dance to fascinate a target before attacking. comms typically take days to transmit messages, but a
Morale If either larva drops to 12 or fewer Hit Points, it flees. Locus comm does the same work in an instant.
STATISTICS
LEVEL 1
Int –4 LOCUS COMM
SPECIAL ABILITIES PRICE 11,500 HYBRID ITEM BULK 20
Mandible Dance (Ex) For the Tyru cloudworm larva, this A Locus comm is a system-wide comm unit fitted with a
display includes a calming sonic hum. The target doesn’t Locus crystal (page 59); it can communicate instantly
need to be able to hear the hum but must be able to feel with other Locus comms, regardless of distance. Both
its vibration and see the larva. comms must be in the Locus system, within the outer
edge of the Asteroid Sphere. Technological devices that
Treasure: The skull of the elder cloudworm is an interesting scramble, block, or eavesdrop on normal comms don’t
curiosity worth 500 credits (or more to the right collector or work on communications between two Locus comms.
scientist), but it has 10 bulk.
MINING CAMP G01 A successful scan obtains the camp’s general layout and
shows it sits on the edge of a range of dead volcanoes.
Grodrum is a mineral-rich world with a thin atmosphere The player characters can land out of sight thanks to these
(see page 56 for more information on the planet). Azlanti mountains, but they must do so carefully to avoid alerting
Dominus Urijah Remulis sent a team of about a dozen people at the camp. The ship must enter the atmosphere
individuals here to retrieve Locus crystals, but they many miles away and then fly slow and low through valleys
brought a dozen enslaved androids with them to do the in the mountains. The pilot can avoid detection by succeeding
hard work. The heroes can learn about the camp in many at two DC 22 Piloting checks. To help with either check, the
ways but have at least two good reasons to investigate: captain can again demand or encourage, the chief mate can
to free the androids and to find more Locus crystals for engage in maintenance panel access, the engineer can divert
future research. power to defensive countermeasures, the magic officer can
The player characters can approach the mining camp offer precognition, and the science officer can modulate the
however they choose. The pages that follow provide guidance shields (a balance crew action). Failure at either Piloting check
on scouting and approaching the camp, the individuals found means camp personnel detect the approaching starship with
there, and then the physical details of the camp itself. Review land-based radar (see Alert on page 22). Failure by 5 or more
each section and use this information to adjudicate the means the starship strikes a mountain or canyon wall and
actions the player characters take. takes 4d6 damage to a random quadrant.
21
Alternatively, the player characters can land the ship Command staff: Command staff come and go at odd intervals,
within 1 day’s travel from the camp, in the mountains, and so a character can determine their role at the camp with a
approach on foot or in vehicles. successful DC 21 Sense Motive or DC 18 Profession (corporate
professional or mercenary) check. If this check succeeds, the
Scouting player characters observe each inhabitant of the camp at least
High ground near the camp provides an opportunity for the once and deduce that gathols act as supervisors.
heroes to scout the site from afar, learning much about the Lieutenant Aligrina Markalane exits her office with Sakapno
camp with little chance of alerting its inhabitants. Characters Dav one or more times per day to observe the miners while
engaging in surveillance note that although the day/night cycle Sakapno takes notes on a datapad. Vilm Winya surveys the pit,
on Grodrum is 48 hours, the camp operates around the clock collects samples there to show to Aligrina when she observes
on 8-hour shifts. Characters can attempt additional checks the pit, or checks machinery inside the compound. Once every
(detailed below) to discern more information. If the player 48 hours, Aligrina, a gathol sergeant, two tromlins, and Vilm
characters stall and engage in perpetual observation without survey the perimeter and the rubble pit. If the pit is too full,
acting, you can prompt them to do something by describing Vilm burrows in and sets charges underneath, expanding the
the inhumane treatment of the enslaved androids at the camp. pit and leveling out the rubble. Sakapno takes reports from
Once the player characters have observed the camp for 24 the gathol sergeants in area B4 once per 24 hours.
hours, they automatically succeed at all the checks discussed Aligrina, Sakapno, and Vilm sleep during the same 8-hour
below and learn everything they can by observation. shift every 24 hours.
Slaves: The gathol sergeant and two tromlins oversee four
APPEARANCE AND LAYOUT androids each shift. If the check described in Supervisors
Characters who observe the camp see its layout immediately; (above) succeeds by 5 or more, the heroes discern the
show them the map on page 23. The camp is Azlanti in origin importance of Digger-G7 as an authority figure among
but not an imperial military base. The base and parked shuttle the androids. Once every 48 hours, the guards gather the
(area B8) are violet with silver, black, and red accents, and bear androids in area B6 and take roll. The androids mostly use
dark photovoltaic panels—all colors that blend well with the dark that area to sort crystals from rubble.
soil and rocks of Grodrum. Only the mining pit is obvious, with
light-colored crystals and sand. The buildings are temporary ALERT
radiation-shielded shelters, but they’re elegant and high-quality The guards and staff don’t expect trouble, and the player
designs. Everything here fits this aesthetic; even the enslaved characters might be able to move around for some time before
androids wear armor that’s clean, neat, and uniform. attracting attention. If the camp does goes on alert, it remains
Characters who succeed at a DC 21 Perception check or so for 48 hours. During this time, one tromlin bloodseeker
DC 18 Profession (mercenary or miner) check deduce that the and one tromlin hardshell take up perimeter duty during each
eastern building is the command center while the southern shift, patrolling between the robots. Only Vilm leaves area B3,
building is a barracks; a character who successfully identifies surveying the perimeter with the tromlins on patrol; Aligrina and
the command center spots the external airlock at area B3a. A Sakapno don’t emerge from the command center, and observing
character can assess the force field from a distance with a DC characters will not see them.
22 Engineering check (see area B2 for more). The bucket-loader If alerted to intruders, security staff and Aligrina converge
stretching from areas B1 to B7 is an obvious way to circumvent on the location. Sakapno and Vilm don’t assist unless Aligrina
this force field. Characters can identify the parked starship calls for help, which she does if a battle goes poorly.
with a successful DC 16 Culture, Engineering, or Piloting check
(see area B8 for more). Approaching the Camp
Darkness and mountainous terrain make a stealthy approach
STAFF easier. Characters can approach the camp without being
The population of the camp is small, but noisy combat could spotted with a successful DC 16 Stealth check, or DC 20 if
bring the entire camp down on intruders with deadly results. the camp is on alert. Characters receive a +4 circumstance
All the camp staff are detailed on pages 23–26, rather than in bonus if they time their movement to avoid individuals
specific locations, since it’s likely the staff will move around the patrolling the force field. If at least half the group succeeds,
camp in response to actions taken by the player characters. the player characters approach unnoticed. Once they reach
Security: Characters can easily spot patrol-class security the camp, adjudicate further attempts at Stealth based on
robots that circle the perimeter fence, each on opposite sides where the characters go and what they do.
of the compound at any given time. During each 8-hour shift,
two tromlin guards are asleep in area B4, two more rest there, Communications and Power
and two are on duty in area B7. One gathol oversees on-duty The guards here don’t expect any trouble, so they’re relaxed
tromlins, while two others remain in area B4. unless the base is on alert.
22
B. MINING CAMP G01
B3b B3d
CREW
B6 B4
GUEST
B7 B4aa
B4
B4bb
B4 B5aa
B5
LOUNGE CARGO
B5
B2
POWER
B1
Comms: All Azlanti personnel at the base have comm units, treats her underlings harshly, insists on Azlanti superiority,
but the enslaved androids don’t; if confronted by intruders, and uses her ability to sense emotions to manipulate others,
the Azlanti use these devices to summon reinforcements. none of which endears her to anyone.
Most individuals keep their comm units on their person. Aligrina’s biometrics open all the locks and grant her access
If the player characters jam communications or shut to the computer in area B3; she doesn’t need a passcode and
down the network in area B3c, it takes at least 10 minutes hasn’t bothered to learn them.
for anyone to notice; double this time if the command staff
is asleep. Once the characters are noticed, it takes an equal LIEUTENANT ALIGRINA MARKALANE CR 7
amount of additional time for the camp to reach full alert XP 3,200
while Aligrina issues orders to gathols in area B4. If she can’t LE female Azlanti Aeon Guard Specialist
issue these orders, mine guards escort working androids back HP 102 (Alien Archive 6)
to area B5, and a squad of one gathol and two tromlins report TACTICS
to area B3 to find out what’s going on. Before Combat Aligrina’s blindsense is likely to alert her to
Power: Cutting power (possible in areas B3c or B8) takes hidden danger.
out the perimeter fence, external lights, the recharge station During Combat The lieutenant empties her rifle on
in area B3e, and all but the internal lights, life support, and automatic if she can get more than one enemy in the
powered items in the various buildings (all of which have 24 area, even if she also hits slaves. Otherwise, she makes
hours of stored power). If the player characters cut power, trick attacks with her pistol or knife.
guards and androids outside realize it immediately, but they Morale Aligrina isn’t willing to die to defend this camp. If
assume a simple malfunction; their investigation takes the she drops to fewer than 22 Hit Points, she makes a break
same amount of time as for jammed communications (above). for the shuttle (area B8) or the Grodrum wilderness and
then disappears. If she can’t escape, she surrenders.
Inhabitants STATISTICS
All inhabitants in the camp are presented here; they might Languages Azlanti, Common, Gosclaw, Gathol, Screedreep,
appear in various places throughout the camp. Tromlin
23
meant to pad his credentials for the future. If captured, impresses Aligrina. Vilm isn’t willing to die for this camp, and
Sakapno earnestly offers his captors information. He knows the heroes can convince her to wait out a raid. She has family
most of what can be discovered in the computer in area B3, back home, however, and she’s unlikely to aid invaders unless
which he habitually downloads to his datapad. Sakapno also the alternative is death.
knows the passcodes to the locks and computer in area B3. Vilm knows the passcodes to all the locks on the site.
Upon discovering the heroes intend to liberate the androids,
Dav asks to go with them—he has little to lose. VILM WINYA CR 3
XP 800
SAKAPNO DAV CR 3 Female gosclaw mechanic
XP 800 N Medium humanoid (gosclaw)
Male screedreep envoy Init +4; Senses darkvision 60 ft., low-light vision;
N Small humanoid (screedreep) Perception +8
Init +1; Senses low-light vision; Perception +8 DEFENSE HP 35
DEFENSE HP 35 EAC 14; KAC 15
EAC 14; KAC 15 Fort +4; Ref +4; Will +4
Fort +2; Ref +4; Will +6; +2 vs. mind-affecting OFFENSE
effects, other than fear effects, and effects Speed 30 ft., burrow 10 ft.
that determine if a target is deceitful Melee survival knife +8 (1d4+3 S)
OFFENSE Ranged static arc pistol +10 (1d6+2 E; critical
Speed 30 ft. arc 2)
Melee tactical baton +8 (1d4+3 B) Offensive Abilities overload (DC 14), target
Ranged static arc pistol +10 tracking
(1d6+2 E; critical arc 2) TACTICS
TACTICS During Combat Vilm stays at range,
During Combat Sakapno is burrowing in the sandy soil to escape
tricky. He stays as far from melee as he can, direct enemy contact.
moving from cover to cover, shooting and Morale If combat breaks out and Vilm
distracting enemy combatants. has plausible deniability, she hides.
Morale Sakapno knows there’s nowhere to Otherwise, when she has fewer
go, and he surrenders if cornered and than 10 Hit Points, she takes
alone. If he fights alongside Aligrina cover and ceases fighting.
or other loyal Azlanti servants and is If confronted thereafter, she
reduced to fewer than 10 Hit Points, he surrenders.
surrenders and begs for mercy. STATISTICS
STATISTICS Str +0; Dex +2; Con +0; Int
Str +0; Dex +1; Con +0; Int +2; Wis +0; +4; Wis +0; Cha +1
Cha +4 Skills Computers
Skills Bluff +13, Diplomacy +13, +13, Engineering +13,
Medicine +8, Profession (manager) +13, Physical Science +13,
Sense Motive+8 Sense Motive +8
Languages Azlanti, Common, Gathol, Languages Azlanti,
Screedreep Common, Gosclaw
Other Abilities envoy improvisations Other Abilities artificial
(clever feint, not in the face) intelligence (exocortex),
Gear graphite carbonskin, static arc custom rig (exocortex), flexible,
pistol with 2 batteries (20 mechanic trick (overclocking)
charges each), tactical Gear graphite carbon skin (easy
baton, datapad ALIGRINA MARKALANE access kit AR with datapad with
built-in chemalyzerAR), static arc
VILM WINYA pistol with 2 batteries (20 charges
An old hand at frontier engineering each), survival knife
and prospecting, Vilm is practical SPECIAL ABILITIES
and stern; she likes to do everything Burrow (Ex) Vilm can leave a tunnel if she
fast and right the first time, which moves at half speed.
24
Flexible (Ex) Vilm can move through an area as small as
one-half her space without squeezing or one-quarter her ARMOR UPGRADES
space when squeezing. The following armor upgrades are inspired by
equipment used by soldiers in the Azlanti Alien Cohort
PERIMETER PATROL who have a difficult time wielding normal weapons.
Two robots constantly patrol inside the defense perimeter
LEVEL 1
(area B2), always on opposite sides of the camp. LIGHT WEAPON MOUNT
PRICE 100
PATROL-CLASS SECURITY ROBOTS (2) CR 4 ARMOR SLOTS 1 ARMOR TYPE ANY BULK —
XP 1,200 each HP 52 each (Alien Archive 94) A light weapon mount allows you to mount a small arm
TACTICS to any armor. The small arm no longer requires hands
During Combat The robots warn intruders loudly, which to hold or fire.
could alert other camp inhabitants. They initiate combat
LEVEL 1
with jolting arc and then use their emitter blasts and HEAVY WEAPON MOUNT
striking limbs. PRICE 100
Morale These robots fight until destroyed. ARMOR SLOTS 1 ARMOR TYPE HEAVY BULK —
A heavy weapon mount allows you to mount a longarm
SECURITY or sniper weapon to heavy armor. The mounted weapon
The security staff is made up of Alien Cohort soldiers who are no longer requires hands to hold or fire.
used to this sort of unglamorous duty, including 6 tromlins
and 3 gathols working as sergeants; the gathols know the chance against the camp’s security forces. Digger-G7 begins
passcode for the locks to the slave barracks. friendly to the player characters. Other androids are indifferent,
and a few are unfriendly, panicked by the characters’ arrival,
GATHOLS (3) CR 3 which puts them all at risk. These androids have their tools only
XP 800 each HP 40 each (page 60) while working in area B7; otherwise, they’re unarmed.
TACTICS If the heroes arm the androids with weapons, the heroes
During Combat Gathols relish combat. They lead from the gain a +2 bonus on checks to improve the androids’ attitude.
front, shooting only when unable to reach a foe.
Morale While Aligrina is present, the sergeants won’t DIGGER-G7 CR 2
surrender. Otherwise, they can be convinced to do so XP 600
when outnumbered and below half their HP. Agender android envoy
N Medium humanoid (android)
TROMLIN BLOODSEEKER TROOPERS (3) CR 1 Init +1; Senses darkvision 60 ft., low-light vision;
XP 400 each HP 20 each (page 62) Perception +7
TACTICS DEFENSE HP 23
During Combat Tromlin bloodseekers enjoy melee. They use EAC 13; KAC 14
grenades to slow their foes’ retreat. Fort +1; Ref +3; Will +5; +2 vs. disease, mind-affecting
Morale Tromlins follow their sergeant. They flee or surrender effects, poison, and sleep
if ordered, or if no officers—including Aligrina—remain. OFFENSE
Speed 30 ft.
TROMLIN HARDSHELL DEFENDERS (3) CR 1 Melee mining tool +8 (1d4+3 B)
XP 400 each HP 20 each (page 62) STATISTICS
TACTICS Str +1; Dex +1; Con +0; Int +1; Wis +1; Cha +3
During Combat Hardshells prefer melee as much as their Skills Bluff +12, Engineering +7, Piloting +12, Profession
bloodseeker cousins. They charge in. (miner) +7, Sense Motive+12
Morale As tromlin bloodseekers, above. Languages Azlanti, Common
Other Abilities constructed, envoy improvisations (brace
ANDROID SLAVES yourselves AR), flat affect, upgrade slot (none)
Most of the androids working at the camp are conditioned Gear second skin, mining tool
to react and move out of danger quickly. Their leader, Digger
G-7, motivates and protects them. The player characters can DIGGER ANDROIDS (11) CR 1/2
persuade the androids to escape, but getting them to fight XP 400 each
is much more difficult. Player characters who evaluate the Agender android soldier
androids quickly determine they aren’t soldiers and stand little N Medium humanoid (android)
25
Init +6; Senses darkvision 60 ft., low-light vision; Doors: The shelter doors are airlock quality, 4 feet wide, 8
Perception +5 feet high, and 2 inches thick. They lock automatically upon
DEFENSE HP 13 EACH closing, and a character can open a lock by succeeding at a
EAC 11; KAC 12 DC 25 Computers check to hack the control panel or DC 25
Fort +2; Ref +2; Will +2; +2 vs. disease, mind-affecting Engineering check to disable the lock. Someone who overrides
effects, poison, and sleep the controls can also set the door to not auto-lock.
OFFENSE The interior doors are composite panels as strong as steel
Speed 40 ft. doors and usually remain unlocked. Locked interior doors
Melee mining tool +6 (1d4+2 B) have the same DCs as airlock doors.
Offensive Abilities fighting style (blitz) Lighting: Within shelters, the lighting is normal and controlled
STATISTICS manually by wall panels. The pit (area B7) and surrounding yard
Str +2; Dex +2; Con +1; Int +1; Wis +0; Cha +0 have lamps for use at night, shedding normal light.
Skills Athletics +9, Engineering +4, Profession (miner) +4 Water: The Azlanti use synthesizers to produce drinking
Languages Azlanti, Common water for the camp. They use sonic and UV facilities for hygiene.
Other Abilities constructed, flat affect, upgrade slot (none) Walls: Shelters have exterior radiation-shielded walls
Gear second skin, mining too equivalent to a starship interior. Interior walls are steel panels
or transparent aluminum.
B. Mining Camp G01
The camp has the following features and locations. B1. LOADER
26
wall separates another office space with a larger desk and one corner is a battery and armor recharge station, humming
chair. This second office also has an interior door that leads loudly if the power is on.
deeper into the building. B3f: Aligrina’s bedroom contains an elevated, roomy
rack-style bed with a sitting area underneath and storage
This building has several sections with doors between cabinets to the sides. A larger cubicle has contents like area B3b.
them. The command staff (page 22) can usually be found here. Creatures: Aligrina lives and works here, alongside Vilm
B3a: Sakapno and Vilm work in this outer admin office. and Sakapno.
The desk computer has an interface module (Computers DC Treasure: Area B3a has a mk 2 culinary synthesizer (Armory
21 to hack) for the computer in area B3c, protected by a 129) in the refreshment console. The console also contains a
firewall (Computers DC 23 to hack). If the player characters bin of 360 UPBs. Removing the synthesizer requires a few
enter while Sakapno is at work here, data for the day—crystal minutes work.
tallies, sergeant reports, and the like—might still be on this If Aligrina escapes, area B3c or B3f has a spare AG SpecOps
input device, which also has a dock for Sakapno’s datapad. All armor suit, a tactical knife, and 100 longarm rounds. The desk
data is written in Azlanti. in area B3c contains a sapphire cone aeon stone.
The transparent door to area B3c is locked. Area B3e has 15 batteries and 3 armor environmental cells,
B3b: This cubicle is a sonic and UV lavatory with a along with a sealed crate of 1,000 UPBs.
wall-length mirror.
B3c: This is Akalina’s office; an interior wall includes a B4. GUARD BARRACKS
foldaway exercise harness and bar for bodyweight training. Part
of the floor is padded, and a set of cardio pedals for pedaling This narrow room contains a rack of three bunks, three
while sitting rest under the desk; see Treasure (below) for more. narrow platform beds, and three compartments with
A tier 2 computer is built into the desk (Computers beds. A storage locker and a counter with machinery can
DC 21 to hack). The computer networks with the shuttle be found on one side of the room. A couple of interior
in area B8 to facilitate power and communications in the doors lead into other areas.
camp. A character can cut comms and power here, each
with a successful DC 21 Computers check. Shutting this Every bunk or bed area has a small storage locker and shelf
computer down (Computers DC 21) also cuts the comm built in. A few have personal effects, such as images of loved
network, although the power and computer can be left on ones or simple game implements. The tromlins and gathols
and the comms network closed (Computers DC 21). know the codes to locked doors in this area and area B5.
Stored data, written in Azlanti, includes scouting reports B4a: This area holds three stalls with sonic and UV hygiene
and field records for the camp, personnel reports, mining facilities and mirrors. A locked interior door provides access
reports, and military reports. Older records show Azlanti to area B5a.
scouts encountered a large, tentacled predator on Grodrum’s B4b: Simple mining tools—maintenance tools, picks,
surface one night after a tremor, but camp personnel haven’t shovels, buckets, wheelbarrows, and so on—are stored here
seen it. The Star Empire is aware of the magical potential of (see Treasure below). A locked interior door provides access
Locus crystals, which makes them valuable enough to mine. to area B5.
The name Dominus Urijah Remulis recurs on these records, Creatures: Four tromlins and two gathols can be found
and even characters who can’t read Azlanti recognize the title here unless the camp is on alert; the remaining three guards
with a successful DC 20 Culture check. Aligrina’s reports are are on duty at the mine pit (area B7).
addressed to him, and he both ordered the construction of Treasure: Machinery on the counter is a mk 1 culinary
this camp and provided the funds. Characters who succeed synthesizer (Armory 129) with a bin of 430 UPBs. The
at a DC 24 Culture check surmise this camp is all part of lockers contain basic engineering tools for armor and weapon
an Azlanti noble’s personal ambition, and not an official maintenance. In B4b, a light excavation laser (Armory 17) is
operation of the Star Empire; routing the soldiers here won’t stowed behind other gear with three high-capacity batteries.
bring the entire empire to the Locus system. Characters must search the area to find it or succeed at a DC
The Azlanti are scheduled to soon muster out of this camp. 21 Perception check to spot it without searching.
They have the samples they came for, and their instructions Development: Noise in areas B4a and B4b attract attention
are to leave the camp buildings behind for reuse while robots from other soldiers in area B4 unless they know one of the
maintain security. other soldiers is in the interior room.
B3d: The door is locked. Two foldaway wall beds and
a sonic hygiene unit take up most of the space in this cell. B5. SLAVE BARRACKS
Sakapno and Vilm sleep in this room.
B3e: The door is locked. Stacked crates contain unrefined Four racks of three bunks each crowd this room. Two interior
Locus crystals; see Conclusion on page 28 for their value. In doors lead deeper into the building.
27
The bunks here are simple steel frames with padding and Treasure: This starship might already be loaded with Locus
no linens. Among the bunks are reading and writing materials, crystals (see Conclusion below).
along with simple games involving dice and cards.
The interior door that leads to area B4b is locked and lacks VANGUARD TRANSPORT TIER 3
controls on this side, but a character who succeeds at a DC 29 Small shuttle
Engineering check can force the door open. Speed 12; Maneuverability perfect (turn 0); Drift 2
B5a: An unlocked door leads to a basic sonic and UV hygiene AC 14; TL 14 (no pilot included)
facility that accommodates three at a time with no privacy. HP 35; DT —; CT 7
Creatures: Eight enslaved androids rest here when off Shields Medium 90 (forward 23, port 22, starboard 22,
work detail. aft 23)
Attack (Forward) light aeon torpedo launcher (3d6, 20
B6. ROLL-CALL AREA hexes)
Attack (Turret) coilgun (4d4, 20 hexes)
This area of dark, bluish sand has been flattened. Plastic Power Core Pulse Black (120 PCU); Drift Engine Signal
crates or sheets used to make these crates are stacked along Booster; Systems aeon diffuser (clear spindle aeon stone),
the edges. Crystalline rocks have been piled here, too. autodestruct system, basic computer, basic short-range
sensors, biometric locks, crew quarters (common), extra
Treasure: Some raw Locus crystals remain here (see light weapon mount (turret), mk 3 armor, mk 3 defenses;
Conclusion below). Expansion Bays passenger seating, guest quarters
(common), cargo hold
B7. MINE PIT Modifiers +2 Computers (sensors only), +1 Piloting;
Complement 4 (can carry 26)
Dark blue and violet sand fills a stepped pit with exit ramps.
At the deepest part of the pit, crystals sparkle in the sand. A Conclusion
bucket loader arm extends to the pit floor. Digger-G7 can pilot the Azlanti shuttle as part of an escape. If
the player characters don’t commandeer the shuttle, Azlanti
Locus crystals here are still embedded in hardened and forces might pursue the fleeing rescuers and androids across
packed sand. Extracting a valuable amount is the hard work Grodrum, leading to combat with the player characters’
the androids are forced to do. starship. If Aligrina is dead, however, no pursuit occurs.
Creatures: Four enslaved androids work the pit, supervised If the characters don’t have enough room for the androids
by a gathol, a tromlin bloodseeker, and a tromlin hardshell. on their starship, they can temporarily overload their life
support system long enough to reach safety, crowding the
B8. SHUTTLE PAD androids into every available space aboard their own vessel.
The journey back to Locus-1 isn’t comfortable, but it’s doable.
A sleek violet shuttle sits on this landing pad. Cables come Once the heroes return to Locus-1 with the liberated
from a panel in its hull and extend to the ground, where prisoners, Atesskret, the temple acolytes, and the rescued
they’ve been buried. androids are all friendly to the player characters, unless
they’ve been given reason to be otherwise. The freed androids
The shuttle is a Vanguard Craftworks transport. Characters can confirm Urijah controlled the mission and owned the
who examine the cables see them emerge from the sand facilities and slaves, but they know nothing about the empire’s
connected to the exterior of area B3. Any character trained official interest in the Locus.
in Engineering knows the Azlanti use the shuttle’s power core Treasure: If the heroes acquired any Locus crystals from
to power the camp. the camp—taken from storage in area B3, leftovers in area B6,
The shuttle is locked with Aligrina’s biometrics. A character or stores in area B8—those crystals are worth a total of 8,000
can unlock the access airlocks with a successful DC 24 credits. Atesskret also pays the player characters 2,000
Computers check. Alternatively, a character can force a power credits for rescuing the androids. If the player characters
reset on the shuttle by disconnecting the external cables from allow the androids to keep these funds, the Azlanti shuttle,
the outside, which takes 2d4 rounds, with a successful DC 17 or both, Atesskret, their acolytes, and the rescued androids
Engineering check. Doing so cuts main power to the camp— become helpful toward them, and the priests give them a 10%
see area B3 for results—and causes the electronics on the discount on future services.
shuttle to shut down and reboot for 1 minute, granting a +4 Story Award: The goal of this part of the adventure is to
circumstance bonus to circumventing the biometrics. rescue the androids. If the player characters succeeded at this
Inside, the shuttle has seating to accommodate the Alien task, they receive all the XP for defeated enemies, even those
Cohort, officers, and enslaved androids. they didn’t encounter. This total is 11,800 XP.
28
PIRATE PROBLEMS OFFENSE
Speed 30 ft.
Eventually, the heroes will have to confront the pirate presence Melee tactical handaxe +8 (1d6+3 S)
in the system, but Sidakana and her minions don’t wait, bringing Ranged tactical rotating pistol +10 (2d4+4 P) or
the fight to the heroes on the station and in space. frag grenade II +10 (explode [15 ft., 2d6 P, DC 15])
TACTICS
Event 10: Ambush (CR 7) During Combat Tis opens with their grenades, which might
While the heroes deal with other missions and before they harm civilians. After that, they favor ranged combat,
can tackle the pirates head-on, Sidakana throws them a coordinating and encouraging their allies to unleash
welcome party, pirate style. You choose the time and place “maximum mayhem.”
for this encounter. The pirates ambush the heroes in a public Morale Tis calls for a retreat if they are reduced to 10
space to make an example of them. Use any Locus-1 tactical or fewer Hit Points. If they can’t flee, they surrender
map other than the Operations Center for this encounter. before they’re killed.
Creatures: Four elite pirates make up the ambush. Tis Nioki STATISTICS
and one of the pirate ambushers Str +1; Dex +3; Con +0; Int +1; Wis
stand close together in a public +1; Cha +4
space where the heroes are AZLANTI STAR EMPIRE Skills Acrobatics +15, Bluff +15,
expected to pass, pretending Piloting +10, Sense Motive+10
to talk; Carver Nosh and the Languages Common, Kasatha,
other pirate ambusher remain Vesk
in position on the opposite Other Abilities four-armed,
side of the space to catch the envoy improvisations (get ’em,
heroes in a crossfire. The player quick inspiring boost), living shell
characters have two chances to Gear defrex hide, tactical
notice the pirates. Each player character handaxesAR (2), tactical rotating
should roll Perception or Sense Motive, pistolAR with 12 small-arm rounds, 2 frag
whichever is best. Characters who succeed grenades II
at a DC 27 Sense Motive check notice Tis
glancing meaningfully their way; those who CARVER NOSCH CR 3
succeed at a DC 20 Perception check spot an XP 800
ambusher casting a spell on their weapon. Characters Male half-orc mechanic
who fail this check are surprised when the pirates attack CE Medium humanoid (half-orc)
and Tis shouts, “Sidakana sends her regards!” Init +2; Senses darkvision 60 ft.; Perception +8
The public space is crowded enough that, for the first DEFENSE HP 35
round, everyone has partial cover, and the terrain is difficult. EAC 14; KAC 15
If someone misses a target due to this cover, the attack hits a Fort +4; Ref +4; Will +4
noncombatant. (Assume normal people caught in the crossfire Defensive Abilities orc ferocity
have 2d6 Hit Points each.) Characters can take an additional –2 OFFENSE
to attack rolls to avoid hitting civilians. By the second round, Speed 30 ft.
civilians have dispersed and these effects end, though wounded Melee tactical greataxe +9 (1d12+2 S)
or slain pedestrians might still be on the battlefield. Ranged static arc pistol +8 (1d6+2 E; critical arc 2)
Offensive Abilities overload (DC 14), target tracking
TIS NIOKI CR 4 TACTICS
XP 1,200 During Combat Carver uses overcharge with his pistol. He
Agender borai (kasatha) envoy (Pact Worlds 211) engages in melee only if he must.
CE Medium undead (borai) Morale Carver calls for the pirates to flee when he has 8 or
Init +3; Senses darkvision 60 ft.; Perception +10 fewer Hit Points.
DEFENSE HP 45 STATISTICS
EAC 16; KAC 17 Str +2; Dex +1; Con +1; Int +4; Wis +0; Cha +0
Fort +3; Ref +5; Will +7; +1 vs. disease, exhaustion, Skills Athletics +13, Computers +8, Engineering +13,
fatigue, mind-affecting effects, paralysis, poison, sleep Piloting +13
effects, stunning Languages Common, Elven, Orc, Vesk
Defensive Abilities resist energy drain; Immunities Other Abilities artificial intelligence (exocortex), custom rig
negative energy (exocortex), mechanic trick (overcharge)
29
Gear freebooter armor I, static arc pistol with 5 batteries AC 20; TL 21
(20 charges each), tactical greataxeAR HP 65; DT —; CT 13
Shields Medium 100 (forward 25, port 25, starboard 25,
PIRATE AMBUSHERS (2) CR 3 aft 25)
XP 800 Attack (Forward) adamantine alloy imposing ramming
Kanabo soldiers prow SOM (4d4)
HP 40 (Alien Archive 2 88) Attack (Aft) warp puck launcher SOM (special)
TACTICS Attack (Port) garbage ejection systemSOM (1d6, 5 hexes)
During Combat The pirates cast supercharge weapon on Attack (Starboard) garbage ejection systemSOM (1d6, 5
their rifles before springing the ambush, then fire on hexes)
automatic, heedless of civilians—assume 1d4 innocent Attack (Turret) gravity gun (6d6, 10 hexes)
people are caught in the cone. Power Core Pulse Red (175 PCU); Drift Engine Signal
Morale The pirates retreat if Tis does, using flash grenades Basic; Systems autodestruct system SOM, basic
to cover their departure. computer, basic long-range sensors, crew quarters
(common), mk 4 armor, mk 5 defenses, upgraded
Treasure: The Merchant Council and Science Council heavy weapon mount (turret); Expansion Bays cargo
pay the player characters 250 credits for every killed or hold (3), brig PW
captured pirate. Modifiers +2 Computers (sensors only), +1 Piloting;
Development: Player characters can help injured civilians Complement 5 (minimum 1, maximum 6)
and call for medical support. Regardless, a medical team CREW
arrives a few minutes after the fight ends. Helping the injured Sidakana (Captain) Bluff +13 (6 ranks), Gunnery +11 (6th
earns the characters a reputation boost on Locus-1. level), Intimidate +18 (6 ranks), Perception +13 (6 ranks),
Piloting +13 (6 ranks)
Event 11: Executioner (CR 7) Engineer Engineering +13 (6 ranks)
When the heroes are ready to face Sidakana, they might Gunner Gunnery +11 (6th level)
issue her a challenge or try hunting her down. In either case, Pilot Piloting +13 (6 ranks)
the starship combat occurs in an asteroid field that interacts Science Officer Computers +13 (6 ranks)
strangely with the energy of the Locus.
Starship Combat: Randomly arrange 1- to 3-hex asteroids Treasure: The Merchant Council and Science Council
on the map along with micrometeor clouds 1d4 hexes in size. combine funds to pay a 2,000-credit bounty upon proof of
These asteroids move 1d4–1 hexes in a random direction on Executioner’s destruction.
the first round, and maintain that heading and velocity for the Development: Destroying Executioner earns the player
rest of the combat unless something changes (see Starship characters popularity among the militia and civilians of
Operations Manual 134–135 for more on these hazards). Locus-1.
Bathed in Locus energy, the asteroids also create distortion
fields; when a starship moves adjacent to one, the pilot can The Pirate Base
attempt a Piloting check (DC = 15 + 1 1/2 × the starship’s tier). A bizarre planetoid in the Asteroid Sphere, Besmara’s Head has
On a success, the pilot can either reduce the ship’s turn by 1 the shape of a long, flat alien skull, accentuated through later
or increase its speed by 2 until the end of the current round. engineering. It was Sidakana’s base, and eventually, the heroes
These changes last until the end of the round. If the pilot fails will want to investigate it, but unbeknownst to everyone, it
this check by 5 or more, the ship is pulled into the asteroid’s has fallen to an alien invasion from within (see the Mindshroud
hex and might take damage. Rays sidebar on page 40).
Sidakana uses Executioner’s grav gun to move asteroids or
change their heading. She loves to ram other starships, using C. Besmara’s Head
her prow’s intimidating property to taunt. Warp pucks allow her Pirates built Besmara’s Head from an asteroid and lived there
to change position quickly, especially after ramming. Sidakana until recently, when they discovered the catacombs and
won’t allow her ship to be boarded; instead, she makes a suicide awoke the mindshroud rays.
ram when at low Hull Points, laughing as her autodestruct
system annihilates Executioner and, she hopes, her enemy. APPROACH
When the heroes approach Besmara’s Head in their starship,
EXECUTIONER TIER 6 sensors show starship wreckage near the planetoid. The base
Medium explorer has a small hangar bay under the “jaw” of the skull-shaped
Speed 11 (horacalcum thrusters SOM); Maneuverability good asteroid. The two wide-set eye sockets each have starship
(turn 1); Drift 1 weapons in them, but one socket is damaged. Stairs are carved
30
into the skull’s forehead, leading into the eye sockets. The top Walls: Most of the structure is hewn stone, reinforced with
of the skull is large enough for a Medium starship to land on. occasional steel pylons.
If the player characters scan further, they learn the wreckage
is that of a fighter. If Larv Setil escaped, this wreck is Cutlass; LANDING AREA
his dessicated corpse is aboard and can be looted. Characters The landing area for Besmara’s Head is not shown on the map
who board the craft and succeed at a DC 22 Perception check but lies above it, on the top of the skull. Executioner once
also find the corpses of two mindshroud rays in the wreck. parked here. Landing doesn’t alert the foes in the planetoid.
Scanning the base reveals the planetoid’s atmosphere, When the player characters emerge from their starship, read
gravity, weather, and life. The hangar bay is empty and open, or paraphrase the following text.
but it’s too small for Medium or larger starships. Scans also
reveal that the left eye’s weapon is a damaged gravity gun, Warm, humid air surrounds this expanse of lichen-covered
while the right’s is a heavy laser net. Neither is powered up. stone pocked with tiny pools. Nearby, a static discharge
cracks from a tiny cloud bank. Two sets of stairs cut from
FEATURES stone descend along the asteroid’s face.
Besmara’s Head has a few features common throughout its
various locations. If the group recons the landing site before descending the
Appearance: Besmara’s Head was built with salvage from stairs, a character who succeeds at a DC 25 Perception check
dismantled starships. Therefore, few doors or other installed finds a locked airlock-quality hatch disguised as stone. When
objects look the same. opened, it has an attached, rolled-up chain ladder that can be
Atmosphere: The planetoid has a comfortably warm lowered into area C12.
atmosphere that extends to 60 feet beyond the surface. The western stairs lead to area C2. On the east, the stairs
Beyond this life-giving bubble is vacuum. The atmosphere lead to area C3.
has microweather, such as tiny clouds, misting rain, slight
breezes, and occasional harmless static discharges. Event 12: A Friendly Face
Ceilings: Ceilings within the pirate base are 15 feet high. As the player characters begin to explore the site, a drone
Creature Responses: Shroudeds and mindshroud rays named 4NN13 flies quietly into where they are, spots them,
respond sluggishly to noise and combat; their lack of neural displays a frown on her visual display, and tries to fly away.
integration makes them slow to grasp the meaning of all but The drone is already visibly damaged. How the characters
the most basic stimuli. react to her sets a tone for their interactions afterward. If
Directions: The power center (area C16) generates a the characters attack 4NN13, she is wary of them and tricks,
magnetic north for the base, which is toward the skull’s rear. hinders, or thwarts them until they earn her trust. Characters
South is toward the skull’s face. Any character using a device who try to befriend or help 4NN13 receive her help instead.
to find north can tell with a successful DC 15 Physical Science 4NN13 needs repairs and has been trying to do them herself.
check that the field’s fluctuations suggest it’s artificial in origin. She can’t speak until restored to full Hit Points, so she uses her
Doors: Doors within Besmara’s Head are varied steel panels visual display to emote and send simple text messages. Once
about 4 feet wide, 8 feet high, and 2 inches thick. Most are she can communicate, she identifies herself as “Annie.”
unlocked and must be opened or closed manually. Locked 4NN13 contains a portion of the consciousness of an
doors within the facility are airlock quality and open via android mechanic, also named 4NN13, who transferred what
controls. A character can open these locks with a successful she could of her own personality and memories to her drone
DC 25 Computers check to hack the control panel or a before dying in area C2. That upgraded the drone’s artificial
successful DC 25 Engineering check to disable the lock. intelligence, and radiation from the Locus in Besmara’s Head
Gravity: Normal gravity pulls toward the skull’s bottom made the transfer more effective. 4NN13 is a good way to
rather than its center. convey information to characters who can communicate with
Lighting: Narrow artificial ceiling panels shed normal light her. 4NN13 is more than a simple rogue drone and—if the
in most areas. original 4NN13 managed to transfer her soul—might develop
Life: Atop and within the skull are patches of small but fast- into an SRO (Pact Worlds 213).
growing feathery lichen; this lichen is edible, mineral rich, and XP: The player characters gain half the normal XP for
nutritious. It coats the outer surface of the asteroid and can destroying 4NN13 (1,200 XP). If they have befriended the
grow over a parked starship. However, vacuum quickly kills it, drone by the end of their investigation of Besmara’s Head,
after which it disintegrates from a starship’s hull. award them 2,400 XP.
Water: Besmara’s Head has plentiful pure water that cycles
through the stone and back into the atmosphere, collecting in 4NN13 CR 6
pools on the surface and pockets underneath it. The pirates XP 2,400
tapped into this water source inside the base. CN Tiny construct
31
HP 31 (80 maximum; rogue hover drone, Alien Archive 3 88) several people were wounded or killed here and then taken
OFFENSE elsewhere. If the check succeeds by 5 or more, the character
Ranged vector graviton pistol +15 (gravitation 15 ft.; critical spots purplish blood that can be categorized only as “alien”;
knockdown) this is mindshroud ray blood, new to the experience of any
Offensive Abilities dirty gravity player character and not recorded in any medical database.
STATISTICS Piles of debris here are difficult terrain, and the machinery
Feats Improved Combat Maneuver (dirty trick), Improved visible on the map are obstacles.
Combat Maneuver (trip), Slippery Shooter Creatures: If other creatures remain in areas C2 or C3,
Languages Common, Vesk (can’t speak) player characters here attract their attention. These creatures
Gear vector graviton pistolAR with 3 high-capacity batteries wait a few moments before attacking with the tiefling in area
(40 charges each) C3 waiting for the pirates in area C2 to draw attention.
TACTICS
During Combat When first encountered, 4NN13 attacks C2. WEST WATCH (CR 3)
only to facilitate her escape, using her dirty pistol tricks. Characters who descend the stairs from the landing area come
Morale 4NN13 is a hit-and-run combatant with an emphasis to a locked airlock door inside the eye socket and alongside a
on running. starship cannon (a gravity gun).
SPECIAL ABILITIES
Dirty Gravity (Ex) 4NN13 absorbed a little pirate know-how Ceiling lights flicker in this rectangular room, which has a
and uses her graviton pistol in unique ways. Whenever long window with no glass on its east side, that overlooks a
4NN13 hits a target’s KAC +8 with her graviton pistol, ransacked hangar. Across from that is an empty rifle rack. A
she also performs a successful dirty trick or trip combat damaged console takes up the side of the room closest to the
maneuver on the target. skull planetoid’s eye socket. A humanoid form slumps in one
of two chairs at the console. Opposite the console, a metal
C1. HANGAR stairway descends.
When the player characters can see this area, read or
paraphrase the following text. The console is destroyed. However, the heroes can tell it’s
a communication, gunnery, and sensor station. In the chair
This hangar is ransacked. Overturned machinery, scattered is a severely burned female android with pointed ears. She’s
tools, and damaged lighting panels suggest the missing a leg. Her custom rig still extends from her
aftermath of a shootout. Wide, glassless arm compartments, and several wires are still
windows look down from the east and connected to her head and other components.
west, and stairs lead up toward both. A character who succeeds at a DC 15
Computers or Engineering check can guess
The ceiling in the hangar is 40 feet high. she was hacking something that’s no longer
The stairs lead up to areas C2 and C3. here—the tools and wires aren’t connected
Characters who investigate the hangar to the console; this android was 4NN13, and
discover a few clues. Those trained she downloaded her mind into her drone
in Engineering or Profession (bounty (page 31).
hunter, mercenary, or similar skills) see Creatures: If they haven’t already
low-yield frag grenades and projectile responded to action in areas C1 or C3, two
weapons were used here—mostly small shrouded space pirates keep watch here.
arms but some longarms auto fire. These shrouded pirates are probably the first
A character who succeeds at a shrouded creatures the player characters
DC 20 skill check with one encounter, so build up some suspense by first
of these skills sees signs of describing them as wearing hooded clothing,
a sonic weapon, too. Also, obscured by shadows. As they come into the
there are dark stains and light, their horrifying appearance and
drag marks; a character who true nature becomes clear.
succeeds at a DC 15 Life If battle starts here, the
Science or Medicine tiefling operative in area C3
check confirms these joins after the first round.
4NN13
marks are dried blood
from various common SHROUDED SPACE PIRATES (2) CR 1
species, and they can theorize XP 400 each
32
CE Medium humanoid (human) This computer also has emergency access to the control
Init +8; Senses blindsense (thought) 30 ft., darkvision 60 ft., module in the power core (area C16), and the console operator
shroud sense; Perception +5 can divert this power. Taking control of the module from here
DEFENSE HP 22 requires hacking through a firewall (Computers DC 27). This
EAC 11; KAC 13 firewall has a lockout that prevents access to the power core
Fort +3; Ref +3; Will +3 module for 24 hours after one failure to hack it and sends an
OFFENSE alarm to the trivid console in area C14. A successful hacker
Speed 30 ft. learns of the critical systems control module in area C16,
Melee longsword +5 (1d8+3 S) too, and can attempt to hack through its firewall (Computers
Ranged tactical semi-auto pistol +8 (1d6+1 P) DC 27), which has the same lockout feature.
Offensive Abilities ego crush, fighting style (Hit-and-Run) Creatures: A shrouded tiefling named Morgana lurks here,
TACTICS preferring the warm shadows. She can’t remember her own
During Combat The pirates shoot as they close to melee, name. Pirates in area C2 join combat here after the first round.
then use ego crush.
Morale When they have 8 or fewer HP, a shrouded flees for MORGANA CR 2
area C12. XP 600
STATISTICS Shrouded Tiefling Operative (Alien Archive 2 98)
Str +2; Dex +4; Con +1; Int –2; Wis +0; Cha +0 NE Medium humanoid (human)
Feats Opening Volley Init +5; Senses blindsense (thought) 30 ft., darkvision
Skills Acrobatics +5, Athletics +5, Intimidate +5 60 ft., shroud sense; Perception +8
Languages Common, Vesk DEFENSE HP 23
Gear second skin, longsword, tactical semi-auto pistol with EAC 13; KAC 14
30 small arm rounds Fort +0; Ref +5; Will +3
SPECIAL ABILITIES Defensive Abilities evasion; Resistances cold 5, electricity 5,
Ego Crush (Su) See page 61 (DC 12). fire 5
Shroud Sense (Su) See page 61. OFFENSE
Speed 30 ft.
Treasure: The dead android has an advanced semi-auto Melee tactical baton +8 (1d4+1 B)
pistol tucked in a quick-release sheath in her armor, and 2 Ranged tactical semi-auto pistol +8 (1d6 P) or
magazines of 12 small arm rounds each in ammo pouches on tactical shirren-eye rifle +8 (1d10 P)
her belt. The pistol has 5 shots remaining. Offensive Abilities ego crush, fiendish gloom, trick attack +1d4
TACTICS
C3. EAST WATCH (CR 2) Before Combat Morgana shrouds herself in fiendish gloom
The southern airlock door is locked. A heavy laser net starship and attacks as soon as she can, hoping to surprise foes
weapon is mounted inside the eye socket. before she’s discovered.
During Combat Morgana snipes if she can, entering close
The light is dim here. A console on the side of the room combat with her pistol and baton.
closest to the eye socket glows softly, revealing two chairs. Morale When she drops to 8 or fewer HP, the tiefling’s eyes
Light pours in from a long window with no glass set in the grow wide and haunted. She says, “I’m Morgana... I’m...
western wall, overlooking a ransacked hangar. Opposite the already dead.” Her expression grows cold and hard, and
console, a metal stairway descends. she fights to the death.
STATISTICS
This console—a tier 3 computer—is a comms, gunnery, Str +1; Dex +4; Con +0; Int +0; Wis +0; Cha +0
and sensor station. The console is operational but locked Skills Acrobatics +13, Athletics +8, Bluff +13, Sleight of
(Computers DC 25 to hack or Engineering DC 25 to bypass). If Hand +8, Stealth +8 (+13 with trick attack)
the console is activated, the player characters gain control of Languages Common, Infernal, Vesk
both guns and the base’s basic, short-range sensors. Other Abilities operative exploit (uncanny mobility),
Once in the system, the hacker also finds a simple algorithm operative specialization (ghost)
that sends video from a camera located somewhere in the Gear second skin (jump jets), tactical baton, tactical
base to this console and to Executioner. The hacker can easily semi-auto pistol with 45 small arms rounds, tactical
deactivate the program or turn on the camera, which shows shirren-eye rifle with 25 sniper rounds
a nightvision view of a small room behind an airlock; in the SPECIAL ABILITIES
center of the room is a closed null-space chamber. This view is Ego Crush (Su) See page 61 (DC 13).
of the base’s vault (area C15). Shroud Sense (Su) See page 61.
33
C4. ACCESS TUNNEL (CR 4) MINDSHROUD RAY CR 2
XP 600 HP 25 (page 61)
The tunnel hewn in the stone widens here like a natural TACTICS
bubble in the rock, shored up with mismatched steel pylons During Combat The ray drops from the ceiling to attack
and two airlock doors, one of which is a double door. the nearest foe. It focuses on one target, especially an
entangled one, trying to render someone unconscious. It
The airlock doors are locked, and the exterior panels are then tries to ego meld even if combat is ongoing.
damaged. Characters who get one of the panels powered Morale Mindshroud rays don’t flee.
working with a successful DC 20 Engineering check can then
open the door (DC 25 Computers or Engineering). C5. STORES (CR 5)
Creatures: Keeping watch over those who’ve sealed Both doors into this area are locked, and the locks are damaged.
themselves in the stores (area C5) are two shrouded hobgoblins.
A mindshroud ray clings to the ceiling; player characters This area, comprising two connected rooms, holds various
must succeed at a DC 22 Perception check to spot it. If battle containers as well as piles of materials.
continues for 3 rounds, the beings in area C5 emerge to help
the player characters, focusing on the mindshroud ray. Characters who can see into the chamber to the south spot
sleeping bags layered behind stacks of crates near a table
SHROUDED HOBGOBLIN TROOPERS (2) CR 1 with machinery, plates, and utensils on it. Two crates near the
XP 400 each table serve as stools. Another crate sits nearby, a few UPBs
NE Medium Humanoid (goblinoid; Alien Archive 2 76) scattered around it (see Treasure on page 35).
Init +4; Senses blindsense (thought) 30 ft., darkvision 60 ft., Creatures: Two female kanabo commandos, twin sisters
shroud sense; Perception +5 named Rasmai and Surami, have holed up here. Surami is
DEFENSE HP 20 wounded. If a battle in area C4 lasted long enough, the pair
EAC 11; KAC 13; +1 vs. combat maneuvers might have helped kill the mindshroud ray. Otherwise, they
Fort +3; Ref +5; Will +1 crouch near their camp to see who’s breaking in. When they
Defensive Abilities battle hardened spot the player characters, they aren’t sure what to do; they
OFFENSE start with an attitude of indifferent. Rasmai is calmest of
Speed 30 ft. (25 ft. in armor) the two, calling for a cease to hostilities if the characters
Melee standard taclash +5 (1d4+3 nonlethal) open fire.
Ranged azimuth laser rifle +8 (1d8+1 F; critical burn 1d6) or Rasmai and Surami are experienced pirates familiar
stickybomb grenade I +8 (explode [10 ft., entangled 2d4 with Besmara’s Head, although they don’t know about the
rounds, DC 10]) secret tunnel or the catacombs. They can describe what
Space 5 ft.; Reach 5 ft. (10 ft. with standard taclash) happened here. Several days ago, bizarre creatures (the
Offensive Abilities ego crush mindshroud rays) invaded the base. Most of the pirates
TACTICS fell to the monsters, which Surami, while pointing to her
During Combat The hobgoblins spread out, take cover, and own head, supposes “eat your mind and take over.” Among
throw their grenades to provide the mindshroud ray an those who fell were Sidakana’s chief mates. One was her
easy target. They try to keep foes away from area C5. boss, Vrezika, a ja noi oni, and the other was Oosul, a strix
Morale If the ray is dead and both hobgoblins have 7 or solarian. The sisters are sure “Vrezi” and Oosul are still
fewer Hit Points, they fall back to area C12. around the base somewhere.
STATISTICS Rasmai presumes the invaders have already won. Both
Str +2; Dex +4; Con +1; Int –1; Wis +0; Cha +1 kanabos are terrified of the mindshroud rays, but they see
Skills Athletics +5, Intimidate +5, Stealth +10 an opportunity to join forces with the player characters.
Languages Common, Goblin, Vesk Rasmai proposes they work together and loot “the boss’s”
Gear lashunta ringwear I, azimuth laser rifle with vault (area C12), and then “get the Hell outta here. You got
2 batteries (20 charges each), standard taclash, a ship, right?”
stickybomb grenades I (2) As a show of good faith, they help the heroes catalog the
SPECIAL ABILITIES valuables here, but Rasmai and Surami are opportunists and
Battle Hardened (Ex) Hobgoblins are trained for combat can’t be trusted. They obey the letter of any agreement but
from an early age, and they quickly learn that a foe can exploit any loopholes. Their real hope is to grab as much loot as
do much more than just hurt you. Hobgoblins gain a +1 they can, take the player characters out, and steal their starship,
racial bonus to AC against combat maneuvers. but the pirates bide their time and avoid too much risk.
Ego Crush (Su) See page 61 (DC 12). Rasmai and Surami bear a grudge toward the player
Shroud Sense (Su) See page 61. characters if they know the group destroyed Executioner or
34
captured or killed other unshrouded pirates (such as those in collecting in a vented trough. Around the water on the wall
Event 10: Ambush). and stone floor grow feathery lichens and fungi. Along one
The kanabos can tell characters more about the site and wall is a counter with two sinks and some equipment.
people here, as 4NN13 does, but 4NN13 advises against
trusting these two. Everything growing here is edible and highly nutritious.
A character trained in Physical Science can determine the
KANABO COMMANDOS (2) CR 3 gravel used as a growing medium is the same stone as the
XP 800 HP 39, 33 (maximum 40, Alien Archive 2 88) material making up the base.
TACTICS Fragments of slightly luminous Locus crystals are
During Combat One sister uses supercharge weapon on the embedded in the walls and ceiling. A character with blindsense
other’s autotarget rifle, and then the other fires her rifle or blindsight (vibration) senses these crystals rhythmically
on automatic. On the following round, they repeat this vibrating. The glow brightens and dims in time with the rise
tactic, switching roles. Once their spells are exhausted, and fall of this vibration.
they rely on curveblades inscribed with their rune of the Treasure: The work area contains gardening tools, lab
eldritch knight. glassware, a chemalyzer (Armory 100), and a porter domestic
Morale The sisters fight to the death only if cornered. If one
sister falls, the other refuses to leave her behind.
STATISTICS
Skills Engineering +8, Piloting +8
Gear The sisters lack grenades.
C6. BRIG
The locked airlock door into this room has “Brig” painted on
it in Vesk. Airlock controls include an intercom and control
for lights in the room beyond. When the door opens, read or
paraphrase the following.
The odor of death rushes from this small chamber. On the floor,
a sleeping bag holds a vesk with dull, yellow-green scales.
The vesk, an older male, has been dead for some time. He
wears casual stationwear, but its environmental protections
are long used up. Inside the sleeping bag, he clutches a
datapad (Computers DC 17 to hack) that contains personal
texts, reading material, music, videos, and photos. The
datapad confirms this corpse was once Sorvo Alyexus.
C7. HYDROPONICS
The entrances to this chamber are open arches, allowing
bright light to spill into nearby hallways.
SHROUDED SPACE PIRATE
Light and a soft hum fills this warm, humid room, which
contains rows of green plants in gravel. Water leaks in rivulets
at several points on the stone wall opposite the entrances,
35
drone (Armory 102) with the skill unit Profession (farmer) an advanced medkit, an aura-translation kit (Armory 109),
instead of Perception. a dermal stapler (Armory 100), 10 medpatches, two cans of
Development: A locked trapdoor is hidden in the corner of sprayflesh, and a small bin of 300 UPBs.
the room, on the floor of a dry segment of the water trough The chest is locked (DC 25 Engineering to open). The key
(Perception DC 25 to find, Engineering DC 30 to open). It’s is in area C11. Inside the chest, which is a wooden and silver
dented and slightly askew with a gap at the back big enough work of art worth 500 credits, are fine, colorful clothes, a
for a Tiny creature to squeeze through. This gap makes it datapad (Computers DC 17 to hack; contains Pharasmin texts,
easier to break the door open (DC 24 Strength). games, and music, as well as photos that show its owner was
The door lifts and swivels into the room, leading to a secret an astrozoan named Udam Oza), and a silvery box: a digital
passageway with a crowbar (Armory 131) on the floor just harrow deck.
below the door. A handle on its underside makes it easier
to open from within. Originally, this tunnel led only to area C9. WORKSHOP
C14, which has another locked trapdoor (DC 30 Engineering This tech workshop has automatic lights like area C8.
to open) with a handle on the underside. Now, at about the
midpoint, it has collapsed into the entrance to area C17. Machinery, tool racks, storage, and work benches mark this
Rasmai and Surami point out the mindshroud rays might messy area as a workshop.
have come in through here since they’re small enough to
squeeze through the bent door. Treasure: Searching the workshop requires 60 minutes,
divided by the number of searchers. Each time the room
C8. LAB (CR 4) is searched, every searching character attempts a DC
Lights come on automatically when someone enters this 15 Perception check, finding one item if successful and
room. A character who stops at the door to look and succeeds one more item for every 5 by which the check succeeds.
at a DC 20 Perception check sees the motion switch on the Roll 1d12 to determine the item recovered: (1) 200 feet of
wall near the northeast corner. titanium cable; (2) armorcrafter kit; (3) weaponsmithing kit;
(4) thieves’ tools (Armory 109); (5) two zipsticks (Armory
This room is a medical bay with a few mystical additions. 109); (6) four rolls of ion tape (Armory 105); (7) two laser
In a wall niche stands an icon of Pharasma; the niche and drills (Armory 105); (8) magnegloves (Armory 105); (9)
icon are spattered with a dark material that stands out in microgoggles (Armory 105); (10) a magnetic jack (Armory
the otherwise well-kept area. Alongside two medical beds 130); or (11 and 12) two bins, each a different find that holds
and medical stations is a lab table with lab equipment and 750 and 1,000 UPBs respectively.
glassware. Beyond that is an area hidden by a violet curtain.
C10. MESS AND REC AREA (CR 5)
This area is a medical bay and arcane laboratory. This area has automatic lights like area C8, already lit if
The stains on the niche, the wall near it, and the Pharasma creatures are here.
icon are blood (DC 15 Life Science or Medicine check to verify).
On the floor below is a dried, smeared pool of blood, along This wide room houses makeshift gym equipment and
with an ornate but bloodstained knife (see Treasure below). several trivid sets with mismatched but comfortable-looking
Beyond the curtain is a well-appointed sleeping area with rich seating, although an old bloodstain mars one couch. One
floor cushions. The area has a low table with a censer on it as area features a bar and a few tables with mismatching
well as a fine, locked (Engineering DC 25 to open) wooden chest. chairs. One of the tables is broken and overturned, its chairs
Creatures: Two mindshroud rays rest here, out of sight. scattered. Another table has a huge communal hookah. On
Light alerts them to intruders if noise hasn’t already. the wall alongside the bar are three throwing targets, one
with an axe still in its bullseye. Behind the bar, an archway
MINDSHROUD RAYS (2) CR 2 leads into a kitchen.
XP 600 each HP 25 each (page 61)
TACTICS This room is a multifunction recreation suite. The trivid sets
Before Combat Characters who succeed at a DC 22 have a variety of entertainment, from games to movies. A sink
Perception check become aware of the rays moving in the bar and two in the kitchen have running water. The
before they attack. Characters who fail are surprised. kitchen also has two stoves, ovens, and a refrigerator, along
During Combat Each ray attacks a separate target. with utensils, cookware, and dishes. Strips of raw, fresh meat
line one counter. Characters who analyze this meat identify it
Treasure: The ornate knife functions as a survival knife, as astrazoan, hobgoblin, and human.
but it’s silvered and jeweled with turquoise in a Pharasma The door leading to area C11 is set into a wall made of
motif (1,000 credits). Lab and medical equipment include steel panels.
36
Creatures: Several shrouded lounge here in a dreamy Frenzy (Ex) See Alien Archive 2 126.
state. On the bloody couch rests a shrouded human woman, Grappler (Ex) See Alien Archive 2 126.
rewinding and watching the same scene of an action vid Shroud Sense (Su) See page 61.
repeatedly, while a shrouded hobgoblin man looks on and Vestigial Arms (Ex) See Alien Archive 2 126.
smokes from the hookah. Watching the place like a bouncer, a
shrouded trox clings to his former role here. A mindshroud ray Treasure: A variety of intoxicants are stored here, worth
eats meat in the kitchen. 1,250 credits but taking up 20 bulk. The bar has a mk 2
culinary synthesizer (Armory 129) and a bin of 350 UPBs. A
SHROUDED SPACE PIRATE CR 1 vesk-made tactical handaxe (Armory 8) sticks in one throwing
XP 400 each HP 22 each (page 33) target. This axe is ornate, worth an extra 100 credits, and has
TACTICS “Sidakana” engraved on the blade.
During Combat The pirate rolls behind the couch for cover
and uses ego crush before attacking with her pistol. C11. COLD STORAGE
Morale When reduced to 7 or fewer Hit Points, the pirate This area is lit by motion-activated lights. Opening the steel
makes a run for area C12. door causes cold air to flow into area C10.
SHROUDED HOBGOBLIN TROOPER CR 1 Shelves line this small, cold room, which contains packages
XP 400 each HP 20 each (page 34) of greens and other food. Several corpses sprawl near
TACTICS humming machinery at the back of the room. Ice covers the
During Combat The trooper throws a grenade, then makes wall and shelves near that area.
for the bar to shoot from cover.
Morale If wounded and without allies, the hobgoblin falls A refrigeration unit keeps most of the room 40° F, falling to
back to area C12. just below 0 in the north near the unit itself.
Corpses here include three human space pirates and an
MINDSHROUD RAY CR 2 astrazoan in fancy robes with Pharasmin accents matching
XP 600 HP 25 (page 61) items in area C8. All these corpses have been carved up for
TACTICS meat.
During Combat The ray flies at the nearest prey. Treasure: Among the pirates’ gear is defrex hide, a
thunderstrike sonic pistol with 1 battery (20 charges), a frag
SHROUDED TROX CR 2 grenade II, and a hacking kit. The astrazoan has a silver key
XP 600 (50 credits) to the chest in area C8.
Alien Archive 2 126
NE Large monstrous humanoid C12. BARRACKS
Init +0; Senses blindsense (thought) 30 ft., darkvision 60
ft., shroud sense; Perception +7 Curtains and partitions divide this hall into private
DEFENSE HP 25 compartments. Light coming from panels down the center
EAC 13; KAC 15 of the room leave partitioned areas in dim light or darkness.
Fort +6; Ref +5; Will +3
OFFENSE Each of the private areas has a sleeping bag or hammock
Speed 40 ft., burrow 20 ft. with blankets and pillows. These compartments have various
Melee warclub +11 (1d10+6 B) furnishings, such as chairs, stools, shelves, and footlockers.
Space 10 ft.; Reach 10 ft. A ceiling hatch is concealed, 15 feet up, with a chain ladder
Offensive Abilities ego crush, frenzy, grappler that can be unrolled to the floor. It’s a locked airlock-quality
TACTICS hatch leading to the landing area. Searching characters locate
During Combat This trox grapples a foe and uses ego crush. it automatically if they intentionally examine the ceiling or
Morale The trox doesn’t flee while allies remain. succeed at a DC 20 Perception check. Cells in each corner
STATISTICS contain a sonic lavatory and a water dispenser behind a
Str +4; Dex +0; Con +2; Int –1; Wis +1; Cha +0 plastic door.
Skills Athletics +12, Intimidate +7 Creatures: Some shrouded creatures flee here by instinct and
Languages Common, Nchaki, Vesk try to ambush intruders, but the area is otherwise uninhabited.
Gear warclubAR Treasure: Each sleeping area has a lantern, and a few
Other Abilities vestigial arms valuable textiles (worth a total of 500 credits) can be found
SPECIAL ABILITIES here. Most belongings are personal rather than valuable.
Ego Crush (Su) See page 61 (DC 13). Recovering valuables here works like it does in area C9, but
37
roll 1d8 to determine the item found: (1) Brigh’s bolt (Pact Before Combat If aware of the intruders before they enter,
Worlds 200); (2) a collection of nine Pact Worlds gems (250 Oosul forms her dark solar armor and hides in her niche,
credits); (3) a mk 1 mnemonic editor; (4) two mk 2 serums of though a character can spot her with a successful DC 25
healing; (5) a serum of enhancement (sensate); (6) a serum of Perception check before she attacks.
sex shift; (7) three spell gems (identify); and (8) a thunderstrike During Combat Oosul flies and opens fire with her pistol,
sonic rifle of ornate hobgoblin make etched with the faces of using her warfan and feats to remain mobile. When she
screaming oni, with 1 high-capacity battery (which belongs to can, she uses supernova to erupt in blue flames.
Vrezika, currently asleep in area C16). Morale Memories of defending her captain, half-remembered
hatreds of those outside the pirate life, and a penchant for
C13. SIDAKANA’S HALL (CR 7) brutality drive Oosul to defend this place until defeated.
This room’s airlock door is usually open. Characters STATISTICS
approaching from the outside hallway can see dim and Str +4; Dex +3; Con +2; Int –1; Wis +0; Cha +2
flickering light coming from this room, which helps to hide Skills Athletics +18, Stealth +13 (+15 in dim light or
the creatures here if the player characters lack special senses darkness)
or other light. Feats Mobility, Opening Volley, Spring Attack
Languages Common, Strix, Vesk
One panel flickers in the center of this broad hall’s ceiling, Other Abilities solar manifestation (solar armor [dark]),
leaving the rest of the room in gloom. A few other panels stellar alignment
spark occasionally, dimly illuminating an opulently Gear freebooter armor II (longstrider moduleAR), advanced
appointed audience chamber with a throne raised on semi-auto pistol with 36 small-arm rounds, warfan AR
a carved dais, side benches, and a meeting table with SPECIAL ABILITIES
several chairs. The walls are painted with images from Ego Crush (Su) See page 61 (DC 15).
vesk mythology, except Sidakana, the pirate leader,
stands in place of various mythic figures; her starship, PEBBLES CR 2
Executioner, is depicted behind the throne and above a XP 600
closed door. Shrouded feral ravenous drake (Alien Archive 4 98)
NE Medium dragon
The player characters recognize Sidakana and Executioner Init +0; Senses blindsense (life) 30 ft., darkvision 60 ft.,
from broadcasts on Locus-1. Most of the ceiling lights in this low-lightvision; Perception +7
room have been destroyed. The door behind the throne is DEFENSE HP 25
locked and leads to Sidakana’s private room. Stairs flank the EAC 13; KAC 15
throne, leading to niches where Sidakana’s lieutenants stood Fort +6; Ref +6; Will +3
when she held audience. Immunities paralysis, sleep; Resistances acid 5
Creatures: Lounging in the northern niche is Oosul, a strix OFFENSE
shrouded one. Pebbles, her pet drake, rests on the throne. Speed 30 ft., climb 20 ft.
Melee bite +11 (1d6+6 P plus swallow whole) or
OOSUL CR 6 suctioning vortex +11 (special; see Alien Archive 4 98)
XP 2,400 Space 5 ft.; Reach 5 ft. (10 ft. with suctioning vortex)
Shrouded female strix solarian Offensive Abilities suctioning vortex (attach DC 13; swallow
CE Medium humanoid (strix) whole [1d6+6 A, EAC 13, KAC 11, 6 HP])
Init +3; Senses blindsense (life) 30 ft., darkvision 60 ft.; TACTICS
Perception +13 (+15 in dim light or darkness) Before Combat Pebbles hides if aware of approaching
Resistances cold and fire 5 intruders, taking total cover behind the throne. If no one
DEFENSE HP 90 RP 4 spots Oosul, the pair likely surprise the heroes.
EAC 19; KAC 21 During Combat Pebbles uses suctioning vortex to attach
Fort +9; Ref +7; Will +8; +2 vs. illusions to and ego crush a foe. If the enemy resists, Pebbles
OFFENSE swallows and suctions to another opponent.
Speed 20 ft. (30 ft. in armor), fly 30 ft. (Ex, average) Morale Sidakana keeps unfertilized drake eggs on her
Melee warfan +16 (1d8+9 S) throne, which makes Pebbles instinctively want to
Ranged advanced semi-auto pistol +15 (2d6+6 P) remain in this room.
Offensive Abilities ego crush, stellar revelations (black hole SPECIAL ABILITIES
[25-ft. radius, pull 15 ft., DC 15], crush [DC 15], gravity Ego Crush (Su) See page 61 (DC 12).
hold [DC 15], supernova [10-ft. radius, 6d6 F, DC 15) Suctioning Vortex (Su) See Alien Archive 4 98.
TACTICS
38
Treasure: Sidakana’s throne has four drake eggs set into and motion detecting switch that activates when someone
grooves along the base of the chair. Each egg is worth 300 opens the door; this also triggers the console algorithm in
credits. The northern niche holds a bedroll, several silk area C3.
pillows, and silk linens of drow make (150 credits). Treasure: On the floor is a mk1 null-space chamber. On it,
a note in Vesk reads, “Smile! I know who you are. Touch my
C14. SIDAKANA’S CHAMBER stuff, and you’ll regret it. —Sidakana.”
The airlock door is locked. The light controls are near the door. A display on the null-space chamber shows all sorts of
trade goods and valuables inside, although a character who
This austere bedchamber includes a simple double bed with succeeds at a DC 22 Computers check can run a refresh
a metal frame and matching dresser, shelves, and desk. Furs that shows the true contents while revealing the display is
lie on the floor alongside training mats near the bed. A trivid a forgery. Inside is a packet that explodes on contact with
console projects a wall hologram of a skull like Besmara’s air, showering a 10-foot radius spread in glowing magical
Head with crossed bones over the energy blades of a powder that dyes creatures magenta, the color of Vesk-5’s
doshko. One corner features a clear cubicle—a lavatory. A Eternal Rage storm, for 1 month (Reflex DC 16 avoids). (The
door to the south is painted with a skull and crossbones and symbolism is obvious to a vesk or anyone who succeeds at
several words. a DC 20 Culture check.) In addition, for 24 hours, creatures
39
C16. POWER CENTER (CR 5)
MINDSHROUD RAYS The power core emits vibration and an audible hum within 20
Statistics for mindshroud rays and a template feet of this area. The airlock entryways are unlocked.
graft for shrouded creatures appear on page 61. A
mindshroud ray is a membranous creature with a The base’s power core and its monitoring consoles, along
body like a manta ray or other cartilaginous fish. It with high ceiling panels, light this room. The hatch to a waste
latches onto a creature and psychically crushes that disposal unit attached to the core hangs open. A pile of
being’s individuality until the would-be host loses bloody armor components and clothing lie alongside the core.
consciousness. The ray then covers body surfaces
nearest the host’s brain with its own body. On The power core has a disposal unit attached—the core
humanoid creatures this usually includes most of the burns waste material, turning some of it into fuel. All the
head, leaving only the mouth and chin exposed. armor is broken.
A mindshroud ray then melds its consciousness Creatures: Sleeping behind the core, out of sight, is Vrezika,
with the host’s. Ray and host become one being with a one of Sidaka’s chief lieutenants. Also resting, but atop the
personality that’s an amalgam of the host’s and that of core 12 feet up, is a mindshroud ray. Combat with the ray
a cunning and evil, amoral predator. The new “shrouded” wakes Vrezika.
creature might recognize previous relationships but
has no attachment to them and emphasizes negative MINDSHROUD RAY CR 2
aspects: love grows cold and manipulative, while hate XP 600 HP 25 (page 61)
burns brighter. A creature that was already evil becomes TACTICS
particularly wicked when shrouded. Before Combat The ray attacks intruders with surprise
During the initial melding, shrouded creatures are against any who fail a DC 22 Perception check.
slow to respond to stimuli and lose access to some During Combat This ray switches to targets that injure it
intellectual knowledge, most of which returns over a the most. If Vrezika knocks a foe out, the mindshroud
few months. Until then, a shrouded creature might not ray attaches to that creature.
recall skills or memories, including their former name,
and flashes of lucidity regarding their previous existence VREZIKA CR 5
confuse or distress it. This is all fortunate for other XP 1,600
beings in the Locus system since the shrouded pirates Shrouded ja noi (Alien Archive 2 88)
of Besmara’s Head are currently incapable of piloting a NE Medium outsider (goblinoid, native, oni, shapechanger)
starship off their base and spreading mindshroud rays Init +5; Senses blindsense (life) 30 ft., darkvision 60 ft.;
throughout the system. Perception +11
As a colony of shrouded creatures develops, one DEFENSE HP 84
ascends in status to become speaker. The speaker stays EAC 17; KAC 19
close to the colony’s origin point, trying to dupe others Fort +7; Ref +7; Will +6
into becoming hosts or preventing them from threatening Defensive Abilities regeneration 3 (acid or fire), serene
unattached rays (area C17). fighter
Mindshroud rays can survive in a torpid state OFFENSE
on radiation from the Locus. Unattached, they’re Speed 25 ft.
unnaturally fearless predators. Once melded, they Melee tactical swoop hammer +15 (1d10+19 B; critical
take additional nourishment from the host’s blood and knockdown)
willingly eat other sapient creatures. Space 5 ft.; Reach 5 ft. (10 ft. with tactical swoop hammer)
Spell-Like Abilities (CL 5th)
affected by the dust shed a pale magenta glow; they 1/day—flight (3rd level)
take a –20 penalty to Stealth checks, can’t benefit from 3/day—command (DC 12), fear (1st level, DC 12),
concealment provided by darkness, and creatures within supercharge weapon
line of sight to them are aware of their location, even if the TACTICS
glowing creature is invisible. The dust’s effect is a curse and During Combat Vrezika’s flies to fight the strongest-
can be removed with break enchantment, remove affliction, looking foe. If Rasmai or Surami are with the player
wish, or similar magic. characters, Vrezika stares at her erstwhile underlings
If here, Rasmai and Surami shrug and point out that in bewilderment and is staggered for 1 round. Then, she
Sidakana must have kept much of her loot on Executioner. settles into cold rage.
The sisters might use this disappointment as an excuse to Morale The ja-noi thirst for battle still lives in Vrezika. She
turn on wounded player characters. won’t back down.
40
STATISTICS If the player characters have already slain several
Str +5; Dex +3; Con +2; Int –1; Wis +0; Cha +1 mindshroud rays or shrouded creatures, Kief’s tone is
Skills Acrobatics +16, Intimidate +11, Stealth +11 accusatory, as if they’ve killed innocent or newborn beings.
Languages Common, Goblin, Vesk Regardless, Kief suggests everyone resolve the current crisis
Other Abilities change shape (Small or Medium humanoid) peacefully. Characters who attempt Sense Motive checks on
Gear lashunta ringwear II, tactical swoop hammer Kief must deal with his cunning liar ability. Distracted by him,
SPECIAL ABILITIES they also take a –4 penalty to Perception checks to notice
Ego Crush (Su) See page 61 (DC 13). approaching mindshroud rays.
Serene Fighter (Ex) See Alien Archive 2 88 One ray arrives stealthily with Kief. Up to two more
Development: The power core can be controlled from come from area C18 while he talks. If all three arrive,
an interface here or the console in area C3. Hacking into Kief feigns a desire to be left alone one more time, just
the control module requires a character to succeed at a before he attacks along with the group of mindshroud rays.
DC 25 Computers check and gives access to basic control Characters who failed a Sense Motive check against his
and monitoring functions. Critical systems—system restart, Bluff might be surprised by the sudden acts of aggression.
system shutdown, timed shutdown/restart, and a self-
destruct function—are in a second control module behind KIEF EMNIS, SHROUDED SPEAKER CR 4
another firewall (DC 27). Failing to hack the critical-systems XP 1,200
firewall once results in a 24-hour lockout. Shrouded human envoy
Self-destruct requires another hack (DC 27) to spoof CE Medium humanoid (human)
authentication and 15 minutes for the power core to go Init +5; Senses blindsense (life) 30 ft., darkvision 60 ft.;
critical. If a self-destruct is triggered, the core floods this room Perception +10
with radiation every 3 minutes, starting at low radiation and DEFENSE HP 45
increasing to severe. EAC 16; KAC 17
Fort +3; Ref +5; Will +7
Catacombs OFFENSE
Characters can enter the catacombs from a rough Speed 30 ft.
opening in the floor of the secret passage between areas Melee survival knife +8 (1d4+4 S)
C7 and C14. Once they do, vibration in the area makes Ranged frostbite-class zero pistol +10 (1d6+4 C; critical
creatures that have blindsense or blindsight (vibration) staggered [DC 15])
uncomfortable, creating an irritating sensation akin to nails Offensive Abilities ego crush
on a chalkboard. The vibration acts as static, preventing TACTICS
those senses from working even in an imprecise manner. During Combat Kief rants about the doom the
mindshroud rays represent to the player characters
C17. ENTRY HOLLOWS (CR 5+) and the Locus system, making quick dispiriting taunts.
He also uses clever feints to make an enemy more
Walls in this warm cavern have an unnatural sheen and tiny vulnerable to an allied ray. Kief prefers shooting to
niches pitting them. They hum and vibrate at the threshold close combat.
of perception. Morale Kief prevents the heroes from moving to area C18
at all costs.
Creatures: As the player characters enter, have STATISTICS
them attempt DC 20 Perception checks to notice their Str +0; Dex +1; Con +0; Int +1; Wis –1; Cha +5
surroundings. Those who succeed can hear footsteps and Skills Bluff +15, Diplomacy +15, Intimidate +15, Mysticism
whispering. Characters who succeed by 2 or more hear +10, Sense Motive +10, Stealth +10
claws on stone, the sound of mindshroud rays climbing a Languages Common, Vesk
surface. The shrouded-one speaker, a humanoid dressed Other Abilities cunning liar, envoy improvisations (clever
in red stationwear appears suddenly; those who failed the feint, quick dispiriting taunt)
Perception check are surprised. Gear casual stationwear, frostbite-class zero pistol with 1
Rasmai, Surami, or 4NN13 recognize this person as Kief battery (20 charges), survival knife
Emnis, a pirate missing since before the mindshroud invasion. SPECIAL ABILITIES
The sisters advocate killing him immediately. Cunning Liar (Ex) The first time a creature would succeed
Kief holds up his hands in a conciliatory gesture, saying, at a Sense Motive check to disbelieve Kief’s lie, treat
“Turn back. This is our home.” Kief’s apparent desire for peace that creature’s result as if it had rolled a 1 on its Sense
is false, however—a distraction to keep the player characters Motive check.
busy while mindshroud rays gather to attack. Ego Crush (Su) See page 61 (DC 15).
41
MINDSHROUD RAYS (1–3) CR 2 only to piercing and slashing damage. It takes double
XP 600 each HP 25 each (page 61) damage from any force effect. A character who succeeds
at a DC 22 Mysticism check can siphon energy from the
C18. MINDSHROUD NODULE (CR 4+) nodule, shrinking it and dealing 50 damage to it on each
This chamber is the source of the mindshroud rays. success + 10 damage × the amount by which the check
exceeds the DC. If the nodule is destroyed, a character who
A huge, glowing nodule of glass-like stone, purplish in color, succeeds at a DC 18 Mysticism check suspects it will return
thrums here, brightening and dimming. Shadows dart within. in time. Stronger magic—such as break enchantment, dispel
A few such forms, raylike in shape, press against the outer magic, or remove affliction—must be used to cleanse the
shell of the luminous rock. Crystals in the walls, ceiling, and area permanently. Destroying Besmara’s Head, such as by
floor glow in time with the nodule. using a power-core meltdown (area C16), is another way to
ensure this dimensional rift closes permanently. (Rasmai,
The vibration and its effects increase here, allowing all Surami, or 4NN13 might suggest this course if the players
characters to feel the vibrational static noted in area C17. don’t think of it.)
All player characters take a –2 penalty to Perception checks, Creatures: Up to four mindshroud rays lurk here; one
while those with blindsense or blindsight (vibration) take a or two might have gone west to area C17 and fought the
–4 penalty. player characters already. If you want to make this fight
Characters trained in Mysticism recognize the nodule more difficult, one or more rays can emerge from the nodule
as a transdimensional growth. If the heroes have any during battle.
Locus crystals with them, the crystals also glow in time
with the nodule. A character who succeeds at a DC 18 MINDSHROUD RAYS (2–4) CR 2
Mysticism check comprehends the nodule as a way to XP 600 each HP 25 each (page 61)
cross from one dimension to another and understands how TACTICS
to siphon energy from it (below). Whatever the nodule is, Before Combat Characters who fail a DC 22 Perception
it has something to do with energy from the Locus. If a check in this area are surprised when the rays dart
character casts detect magic, the nodule has a strong aura out from hiding.
of conjuration.
The nodule provides no passage to other planes from Story Award: If the heroes destroy the nodule here, either
this side. It has 500 Hit Points and hardness 15 that applies directly or by using the power core, award them 2,400 XP.
42
Conclusion USING THIS PART
When the player characters return to Locus-1, the story
of the pirates’ demise gets around. After a couple of The structure of the adventure’s climax can change depending
weeks, curious travelers return from Besmara’s Head and on what your players choose to do, but the easiest and most
independently verify the story of the empty base, though probable course is that the heroes organize their allies,
no one dares to actually land there. Grateful members of head straight for operations, and then defend Operations
the Merchant Council and Science Council pay the group against successive waves of Azlanti forces while powering
a 4,000-credit bounty. They pay 500 more if the player up the Locus array for use against the Glaive of Remulis.
characters return the body of Sorvo Alyexus. The player Alternatively, if the heroes take their time reaching
characters also enjoy an improved reputation and a 10% Operations, you can repurpose one or more of the waves of
discount from station merchants. foes from the Operations assault for elsewhere in the station,
If the mindshroud nodule isn’t destroyed, Besmara’s as Azlanti forces attempt to keep the heroes from their goal.
Head remains abandoned for only a short time before For example, if the heroes decide to assault the Azlanti
mindshroud rays return. If the nodule was destroyed but at the docks, they might first face a contingent of the
in a non-permanent way, it returns whenever you think it Alien Cohort. Allies might fight alongside the heroes, but
appropriate, though the player characters might come back they don’t need their own initiative and turns; instead, you
to cleanse it. If Besmara’s Head is destroyed in a power core can summarize their actions each round or between player
meltdown, however, the nodule goes with it forever. character turns, and the success or failure of these NPCs
mirrors the success or failure of the heroes.
PART 3: BATTLE If your players don’t know what to do, use Valun to guide
them. Her priority is to get to Operations and get the Locus array
FOR LOCUS-1 working, so the Azlanti see Locus-1 is no easy target.
After the heroes return from their final mission and enjoy a
little downtime, they receive a message from Dr. Valun Glanjau.
The Glaive of Remulis, an Azlanti destroyer, is on its way to
ORGANIZING ALLIES
Locus-1 and will arrive within the hour. Dominus Urijah Remulis As the Azlanti dominus orchestrates his bloodless conquest of
(LE male human witchwarper; page 49), the destroyer’s captain, Locus-1, the heroes have time to plan.
has promised to deal mercifully with surrender and harshly
with resistance. Dr. Lorkin Haas has called for capitulation, and Communications
other councilors publicly agreed to prevent violence and loss of After 15 minutes, the Glaive of Remulis jams Locus-1’s main
life. Lorkin’s plan calls for evacuation of Operations, so no one communication network. The player characters can still
can fire on Glaive, but Valun wants to thwart the Azlanti using communicate with Glanjau, who has routed her personal comm
the Locus array. You can increase the tension by having the unit through the Locus comm in Operations. Getting a signal
Azlanti demand the arrest and handover of the “terrorists who through to someone else requires a successful DC 23 Computers
attacked an Azlanti facility on Grodrum.” If Lieutenant Aligrina or Engineering check. Transmitting through Valun grants a +2
Markalane escaped Mining Camp G01, the Azlanti might be circumstance bonus to such checks, but the heroes must attempt
better able to identify the heroes. this check each time they transmit. Failing this check by 5 or
Valun estimates Glaive is less than an hour away, and soon more alerts Azlanti engineers that someone is trying to counter
the Azlanti will jam station communications. Lorkin plans to the jamming. Network encryption doesn’t allow the Azlanti to
meet with Azlanti delegates at the docks. Valun asks the heroes listen to a rogue signal, but they can use that signal to locate the
to coordinate defenders in the meantime. She plans on hiding in broadcaster and send an armed response. If the heroes or their
one of the rooms near central Operations. There, in about half an allies take out the signal jammer, the Azlanti can’t monitor comm
hour, before Glaive gets too close, she’ll launch one of Locus-1’s traffic effectively enough to pinpoint the player characters.
life boats. Her hope is that when others, such as Lorkin, can’t find
her, they’ll think she escaped. That launch also leaves an airlock Allies
into Operations exposed to space, providing a way for the heroes People who are friendly or helpful toward the heroes listen to
to get in—after a short space walk on the station’s exterior. plans the player characters propose. Helpful allies, or those
Valun can’t hold Operations or activate the Locus array hostile to the Azlanti, might offer aid. But allies only provide a
alone. If the heroes agree, Valun asks them to make their way backdrop to the actions of the heroes. Valun wants the heroes,
to Operations as soon as they’re ready, but to wait at least and no one else, focused on Operations; a larger force might
half an hour so they can be sure Operations engineers have attract too much attention. How the heroes allocate their allies
evacuated and Lorkin is occupied. Once they reach Operations, affects encounters and the conclusion of this adventure.
the heroes will need to activate the Locus array and use it to Maintenance: If the player characters rescued Dymitza
drive off or destroy the Glaive of Remulis. and Truvald in Part 1, they have friends in maintenance. These
43
connections make it easier to influence Dr. “Books” Pakna to Attempt a DC 15 Fortitude save for each named NPC who
coordinate maintenance in the resistance. These workers can help fights, other than Lorkin and Valun. Each named NPC gets
player characters move around the station and distract Azlanti the same bonus to this roll as the factions got. An NPC who
forces with maintenance issues, especially by manipulating the fails the save ends the battle with 25% fewer Hit Points per
power and locks on doors. With maintenance personnel involved, point by which the save fails. Those who lose 100% die in the
other forces also can travel through maintenance passages. fighting. You are also free to decide the fate of any NPC to suit
Coordinating with maintenance staff requires intensive the story you want to emerge at your table.
communication. The heroes need to be able to ask Books or
other maintenance allies to open doors remotely. Jamming makes
that difficult and risky. If left out of the planning, maintenance
THE BATTLE FOR
personnel put facilities on lockdown once fighting starts, forcing LOCUS-1
the heroes to disable or unlock these doors on their own. Although the climax of the adventure presumes the heroes
Medical: Dr. Usk Palino and his staff provide medical backup defend Operations against waves of foes, you can adjust that
for other forces. premise based on actions taken by the player characters.
Militia: Friends among the Locus-1 militia are willing to
engage the Azlanti. Militia personnel prefer to set up defenses, Getting to Operations
hindering Azlanti advances rather than attacking those forces. Assuming the heroes start somewhere in the main station, such
If she survived Part 1, Sif has as much at stake as other as the Exchange, navigating to the Operations Center requires
androids. If the player characters contact her, she rounds up a successful skill checks; use examples in this section to help
small squad to help even if the heroes lack other militia allies. you adjudicate other tactics the heroes might employ. If one
Sapient AIs: Atesskret, their acolytes (GL0 and Watcher-8), of these checks fails, you can repurpose Event 15 or 16 into an
Digger-G7, and the formerly enslaved androids are hostile to attack on the heroes as they travel through the station. Allies
the Azlanti. They know Azlanti policy regarding “artificial” might help the heroes reach operations without confrontation.
life forms, and they’re willing to die in this fight. They All these situations require the heroes to bypass at least
can coordinate to defend the Residence Hub and create one airlock-quality door (Core Rulebook 408). They must
distractions to draw Azlanti forces away from other areas. either bypass jamming to communicate with maintenance
However, Digger-G7 and the Azlanti androids initially want allies to open the door or bypass the good-quality lock
to attack the Azlanti delegation at the docks. The player themselves (DC 30). Failure to bypass a specific door means
characters can dissuade Digger-G7 from this, but after the finding another door or trying another path.
Azlanti jam communications, Digger-G7 contacts the heroes When the heroes are nearly at their destination and have
and suggests the attack again. If Digger-G7 is not deterred, only one check left to attempt, they overhear Lorkin’s arrival
this faction attacks the Azlanti on the docks as the heroes are in Operations; see Event 13.
finishing their planning session, beginning the battle for the
station whether the player characters are ready or not. MAIN STATION AREAS
Tonda and Friends: Tonda isn’t willing to risk her and The heroes must avoid attention as they move through the
Haddi’s necks in a firefight against professional soldiers, but Residence Hub and Exchange until they reach the Research
she knows some folks who are. That includes Ben and other Hub or maintenance, then use an elevator or maintenance
bouncers from Locus-Locus if the heroes helped Ben in Part tube to reach Operations. The player character with the
1. These people can provide fire support or distractions in the highest Stealth bonus should attempt a DC 30 Stealth check,
Exchange or back up Digger-G7. If left out of an active plan, gaining a +1 circumstance bonus for each faction fighting the
this faction doesn’t show up for battle. Azlanti; all other characters can attempt to aid this check. The
heroes must attempt two of these Stealth checks and bypass
Casualties one door to reach an elevator or maintenance tube.
When preparing for this part, roll a d20 for each faction
that participates in fighting, adding +1 for every additional MAINTENANCE TUNNELS
faction involved in the fighting. On a roll of 14 or less, Characters can climb directly to operations via maintenance
the faction takes casualties; the lower the roll, the more passages and tubes. Alternatively, they can try to access
severe the losses. If Usk and his staff provide medical an elevator. The heroes need to bypass locked maintenance
assistance, they grant all factions, including their own, an doors or hatches three times during this trek.
additional +1 bonus. If Digger-G7 and his androids attack
the Azlanti at the docks, they take a –4 penalty to this roll. OUTSIDE THE STATION
Narrate what the heroes witness, hear over comm units, Player characters who exit the station can travel up its length
or learn after the battle based on the results of these and open the Operations Center airlock. If the heroes have to
casualty rolls. exit the station through a public area, such as the Residence
44
Hub docking airlocks, they need to attempt one Stealth check way, the heroes have an opening. If the player characters
as described in Main Station Areas, above. Then, they need to succeed at a DC 22 Diplomacy check (or other skills you judge
bypass one door to exit the station and a second to reenter. If might work), he’ll talk to them for another minute or so. His
the heroes want to use a maintenance passage and external attitude starts at unfriendly (increasing the DC for further
hatch to exit the station, they’ll need to bypass three doors, attempts to change his attitude to 27) unless the initial
one of which is the airlock left vacant due to Valun’s life boat check succeeded by 5 or more, or you judge Lorkin to have
launch. If an event occurs and Azlanti forces intercept them, an especially good reason not to hurt them; in that case, his
the Azlanti may even pursue the player characters into space! attitude starts at indifferent. If the Diplomacy check during
Outside the station, the heroes get a look at Glaive of this part of the negotiation exceeds the DC by 5 or more, the
Remulis. They might be able to learn something from this player characters can keep talking and attempt another check
view. See Assessing the Enemy (page 46). to improve Lorkin’s attitude by another step over another few
minutes. What Lorkin does depends on his attitude at
In Operations the end of this conversation.
Once the heroes make it to operations, they must deal Unfriendly or Worse: Lorkin attacks again.
with Lorkin. After that, they have time to work on Indifferent: Lorkin and his pet retreat.
the Locus array. Alternate waves of enemies—each of Friendly: Lorkin reawakens Valun from the drug
which is an event—with rounds of starship combat, he used, and then retreats.
during which the player characters use the Locus Helpful: As friendly, but Lorkin also stays to help
array to defend the station. with the Locus array if the heroes allow him. He
and his rageshkor join the fight against the
Event 13: Doctor Azlanti assaulting Operations.
Haas
When the heroes near Operations, LORKIN HAAS CR 5
Valun contacts them over comm unit. XP 1,600
“Someone’s here,” she whispers. Male human biohacker COM
Just as she announces that, there’s LN Medium humanoid (human)
the sound of a door opening, and Init +2; Senses darkvision 60 ft.;
Lorkin says, “There you are! Have you any Perception +10
idea what you’ve done? They’ll kill us to DEFENSE
take this station!” HP 65
Valun cries out and the connection EAC 17; KAC 18
ends. Fort +6; Ref +4; Will +8
Creatures: As the player OFFENSE
characters arrive in Operations, Speed 40 ft.
Lorkin is taking an unconscious Melee sharp-pointed needler estoc
Valun to the central elevator +12 (1d8+3 P; critical injection
on the back of Erli-3 (or a DC +2)
different rageshkor if Erli-3 Ranged advanced needler
died). If the heroes have no strong pistol +12 (1d6+4 P; critical
ties to Lorkin that might lead to injection DC +2)
negotiations, he orders his rageshkor TACTICS
to attack. If the heroes defeated During Combat Lorkin stays back
Erli-3 in Part 1, even nonlethally, and uses medication mastery
she doesn’t hesitate to attack. Erli-3 with his weapons to deliver tier 2
looks right at the character who hurt her sedatives to targets (2d4 nonlethal
most in Part 1 and attacks them. damage) or tier 2 coagulants (Armory 132) to
Otherwise, the heroes can talk Lorkin himself or the rageshkor. He uses field dressing to
down and even convince him to help. keep him and the rageshkor in the fight.
If Erli-3 is here, and the heroes calmed Morale Lorkin isn’t willing to die, and
her instead of harming her in Part 1, she LORKIN HAAS he’s hesitant to sacrifice Erli-3. If he and
hesitates to attack when Lorkin orders Erli-3 are reduced to fewer than 25 Hit
her to. Alternatively, if the heroes have Points, he surrenders or retreats. If Lorkin
a decent relationship with Lorkin, he surrenders, he asks to be confined out of
hesitates to give the attack order; either harm’s way.
45
STATISTICS they’re inside, as the Azlanti forces blast through doors or
Str +0; Dex +2; Con +2; Int +4; Wis +0; Cha +1 find other ways in. While working on the array, each player
Skills Computers +11, Life Science +16, Medicine +16, character takes a starship role and a crew action, detailed
Physical Science +11, Survival +16 below. Valun can perform engineer crew actions or aid
Languages Azlanti, Common, Vercite another engineer. Lorkin can perform science officer crew
Other Abilities biohacks, custom microlab (advanced actions or help another science officer.
medkit), primary field of study (genetics; gene therapy), To bring the Locus array online, the following actions
scientific method (studious), theorems (field dressing, must be attempted. At least one of each must succeed; keep
medication mastery) track of the number of times the heroes fail attempting these
Gear business stationwear, advanced needler pistol COM with checks. These failures become important later; see Starship
24 darts, sharp-pointed needler estoc COM; Augmentations Combat and Locus-1’s Locus Array special ability.
adaptive biochains (minimal speed suspension, D Divert (2): A chief mate, engineer, or magic officer can
GREEN RAGESHKOR CR 6 the divert actions have been successful; a chief mate,
XP 2,400 HP 90 (Alien Archive 4 96) engineer, or magic officer can attempt them.
TACTICS D Calibrate the Station Array (2): A magic or science officer
During Combat The rageshkor attacks who she is ordered can attempt these actions to channel Locus energy
to, or attacks the character who hurt her most during through the array.
the previous round. D Align the Array (2): A chief mate or science officer can
Morale The rageshkor fights until Lorkin orders her not to. attempt these actions to bring the Locus array into firing
position; these actions can only be attempted after both
Development: If Lorkin doesn’t help Valun, the heroes find “calibrate the station array” actions are successful.
her sedated (Medicine DC 17), reduced to 0 Hit Points due to Characters in other roles can assist. After each round, you
nonlethal damage. can interrupt starship combat to play an Event, or give the
Story Award: The player characters gain full XP for this heroes another round to work the Locus array.
encounter even if they avoid fighting. Captain: The demand, encourage, and orders crew actions
(all DC 24) are useful here. In addition, the captain has an
ASSESSING THE ENEMY alternative use of the orders action, allowing them to spend
Even without performing an active scan of the Glaive of that action’s Resolve Point in place of another crew member
Remulis, the heroes can learn things about the ship. Locus-1’s who needs to spend one. When used in this way, the orders
visual sensors allow the heroes to put the Glaive on a view action has no other effect. Unlike other crew members,
screen. Any character who succeeds at a DC 19 Engineering or failures by the captain do not count against the total number
Piloting check can identify the violet starship as a destroyer of of failures while working on the array.
Azlanti make; however, an official vessel of the imperial navy Chief Mate: Success at maintenance panel access (Acrobatics
would be emerald green. If the check succeeds by 5 or more, or Athletics DC 19) to manually bypass some station subsystems
the character identifies the ship as manufactured by Vanguard counts as a successful use of the divert action. The mate can
Craftworks, a civilian corporation, not the Imperial Foundry. perform the overpower action, but the Acrobatics or Athletics
Inside Operations, characters can use the visual identification DC is 24. A mate who has 6 ranks in Acrobatics or Athletics,
minor action (Character Operations Manual 149) to learn more spends 1 Resolve Point, and succeeds at a DC 24 check with one
about the Glaive from visual sensors. Characters who get a look of those skills can manually align the array.
at the destroyer and succeed at a DC 24 Culture check conclude Engineer: Engineers can perform divert actions (DC 19) and
that this vessel is the war machine of an Azlanti noble. overpower actions (DC 24) to power up the array.
All this information indicates this attack is a power play Magic Officer: Channeling the energy of the Locus and
by this dominus, who’s seeking to expand his territory. The succeeding at a DC 19 Mysticism check, a magic officer can
heroes aren’t resisting the Azlanti Star Empire in all its perform the divert action or calibrate the array. The magic officer
strength, but an ambitious noble with a personal agenda. can complete the overpower action or align the array by spending
Thus, the Glaive is unlikely to have backup. 1 Resolve Point and succeeding at a DC 24 Mysticism check
Science Officer: Calibrating the array to channel Locus
WORKING ON THE ARRAY radiation requires a successful DC 19 Computers check. Then,
While working on the array, track progress with starship a science officer must succeed at two actions to align the
combat rounds using Events 14–17 as tactical encounters array using calibration data. Each action requires 6 ranks in
between rounds; these encounters can occur even if the Computers, spending 1 Resolve Point, and success at a DC 24
player characters seal the entrance to Operations once Computers check.
46
STARSHIP COMBAT Modifiers +2 Computers (sensors only), +1 Piloting;
Once the heroes have the Locus array online, they can fire it at Complement 14
the Glaive. At this point, enter starship combat. SPECIAL ABILITIES
The Glaive starts adjacent to Locus-1 but retreats to a Drift Stasis Unit A specialized stasis unit for carrying
distance of about 10 hexes during the battle. Locus-1 can’t troops (Starfinder Adventure Path #7: The Reach of
move. This battle favors characters who get the Locus array Empire 47).
working; Hull Points and statistics for Locus-1 are only to CREW
give you an idea of how much damage the Glaive deals the Captain plus 1 officer Bluff +17, Gunnery +14 with heavy
station during the skirmish. If the Glaive is reduced to fewer aeon caster (9th level), Intimidate +17 (9 ranks),
than 80 Hull Points, it flees. Perception +17 (9 ranks)
Engineers (3) Engineering +17 (9 ranks)
LOCUS-1 Gunners (3) Gunnery
AC 22; TL 22 +15 (9th level)
HP 400; DT 15; CT 80 Pilots (3) Piloting
Shields Medium 200 (forward 50, port 50, starboard 50, +18 (9 ranks)
aft 50) Science Officers (3)
Attack (Forward) 2 light particle beams (3d6, 10 hexes), Computers +17
heavy laser net (5d6, 5 hexes) (9 ranks)
Attack (Aft) 2 light particle beams (3d6, 10 hexes), heavy
laser net (5d6, 5 hexes)
Attack (Port) 2 light particle beams (3d6, 10 hexes), heavy
laser net (5d6, 5 hexes)
Attack (Starboard) 2 light particle beams (3d6, 10 hexes),
heavy laser net (5d6, 5 hexes)
Attack (Turret) Locus array (3d6 × 10, 20 hexes)
SPECIAL ABILITIES
Locus Array This hybrid weapon has the
line, mystical SOM, and numbing SOM special
properties. The Locus array is also
experimental, and the energy it controls is
entropic. For each failure the player characters
accumulated while working on the array (page 46) , the
Locus array deals 2d4 damage to a random quadrant
of Locus-1 each time it’s fired, bypassing the station’s
damage threshold and shields.
47
DEFENDING OPERATIONS Morale These soldiers won’t leave their gathol sergeant. If
In addition to operating the Locus array, the heroes must he’s been defeated, and they’re all wounded, the tromlins
defend Operations from a determined Azlanti assault. Four surrender or flee.
waves of enemies are provided, including the dominus
himself. If you repurposed one or more of these events into an EVENT 15: THE SECOND WAVE (CR 8)
Azlanti attack on the player characters as they traversed the An Aeon Guard specialist infiltrates operations.
station, don’t reuse that event here. If the heroes are having Creatures: Two tromlin troopers help an Aeon Guard
a hard time getting the Locus array up and running, give specialist breach operations using the Computers skill. If
them additional starship combat rounds before another wave Aligrina survived the encounters at Mining Camp G01, she’s
attacks. Try to coordinate the two battles—in Operations and the specialist; shamed by the heroes’ success at the mine,
in space—so that Remulis confronts the heroes just before or Aligrina aims to get revenge. Although allied benefits apply
just after they defeat his warship. normally to the tromlins, reduce the specialist’s HP by only
Foreshadowing: Telegraph each incoming wave during the half as much.
starship combat round that precedes it. Azlanti might hack or
rewire door controls, or blow hatches open with specialized AEON GUARD SPECIALIST CR 7
demolitions. Each encounter can start from a different entry XP 3,200 HP 102 (Alien Archive 6)
point, until Dominus Urijah Remulis simply teleports in. TACTICS
Ally Benefits: Allies of the heroes don’t defend Operations During Combat The specialist opens with automatic fire from
directly, but they do provide benefits. For Events 14–16, her accelerator rifle, and then activates her cloaking field
reduce the Hit Points of each enemy by 10% for each of and makes trick attacks with her tactical knife.
the three fighting factions (Militia, Sapient AIs, and Tonda’s Morale If this event happens before the player characters
Friends) that aids the heroes, to a maximum reduction of 30%. enter operations, the specialist withdraws if reduced to
As these enemies enter combat, the player characters can see fewer than 25 Hit Points. She’s more hesitant to retreat
they’ve already been in a fight. in Operations, waiting until she has only 12 Hit Points
or fewer.
Imperial Assault
Unless you repurposed one or more of the following Events, TROMLIN BLOODSEEKER TROOPERS (2) CR 1
they occur in the order they’re listed as the heroes defend XP 400 each HP 20 each (page 62)
Operations. During these events, Valun takes cover in a TACTICS
maintenance tunnel. During Combat When the specialist is ready, these
troopers take the fore, opening with grenades to slow
EVENT 14: THE FIRST WAVE (CR 6) the heroes’ retreat.
The Alien Cohort forces its way into operations to confront Morale The tromlins don’t retreat while the specialist lives
the player characters. and remains in the fight. They retreat with her if she
Creatures: This Alien Cohort squad includes close-quarters withdraws. If she falls and both tromlins are wounded,
fighters trained to board starships or take installations. The they flee.
gathol leads them, acting as a sergeant.
EVENT 16: THE THIRD WAVE (CR 7)
GATHOL CR 3 An Aeon Guard squad assaults operations.
XP 800 HP 40 (page 60) Creatures: Four Aeon Guards attack. These troopers have
TACTICS the skills and gear they need to breach operations and make
During Combat The gathol orders the tromlins to outflank their assault. They attack from two entry points in teams of
the player characters, and then charges into melee. two. Two members of this team broadcast video from the fight
He focuses fire on the enemy he perceives as most scene to allies, including Urijah.
dangerous, prioritizing healing support.
Morale This gathol leads from the front and won’t leave his AEON GUARDS (4) CR 3
soldiers behind. He retreats only if near death and alone. XP 800 each HP 48 each (Alien Archive 6)
TACTICS
TROMLIN BLOODSEEKER TROOPERS (4) CR 1 During Combat The Azlanti pin foes down with grenades,
XP 400 each HP 20 each (page 62) and then set up a crossfire.
TACTICS Morale When two guards have fallen and the remainder
During Combat The tromlins fan out and pin enemies down have half their Hit Points or fewer, they surrender. Their
with grenades. They then favor melee, pairing up on hope is to join the next wave, although they don’t know
targets with the gathol or one another. that will be their overlord.
48
STATISTICS
Gear Replace both grenades with stickybomb I (explode AZLANTI NOBLE’S CLOAK
10 ft., entangled 2d4 rounds); two guards have normal Urijah’s Azlanti noble’s cloak makes use of the following
gear plus a gear clamp on their helmet holding a video game statistics.
camera scanner with 1 battery.
LEVEL 7
AZLANTI NOBLE’S CLOAK
EVENT 17: THE DOMINUS ARRIVES (CR 8) MAGIC ITEM (WORN) PRICE 6,000 BULK L
After the heroes engage the Glaive in starship combat, Urijah The Azlanti frown upon non-Azlanti and non-nobility
makes one last try to take out the resistance. wearing these silvery cloaks. When you wear an
Creatures: Urijah arrives alone; see his tactics. If the Azlanti noble’s cloak, once per day, you can choose one
player characters had allies fighting on their behalf (see Ally attack roll that hits you. That roll must be rerolled,
Benefits), the dominus shows signs of being in a fight, but he’s requiring no action on your part. In addition, once per
unharmed. Instead, if one or two factions assisted the heroes, day as a reaction to an attack hitting or missing you,
Urijah has used one 2nd-level spell already; if the heroes had you can turn invisible, per the invisibility spell, for 1
three allied factions, he’s used a 3rd-level spell instead. minute. You can take this reaction during a surprise
round even if you can’t otherwise act during that
URIJAH REMULIS CR 8 round. If you use a given Azlanti noble’s cloak, you
XP 1,600 can’t benefit from a different one for 24 hours.
Male human witchwarper COM
LE Medium humanoid (human) STATISTICS
Init +3; Perception +16 Str +1; Dex +3; Con +2; Int +2; Wis +0; Cha +6
DEFENSE HP 100 RP 4 Skills Acrobatics +16, Intimidate +21, Mysticism +16
EAC 20; KAC 21 Feats Agile Casting, Mobility, Improved Sidestep, Sidestep
Fort +7; Ref +7; Will +9; +2 Ref vs. weapons with the Languages Aklo, Azlanti, Common, Infernal
explode special property Other Abilities alternate outcome 1/day, infinite worlds
DR 5/— (3/day), paradigm shifts (flash teleport, optimize, prevent
OFFENSE wounds [4d4])
Speed 30 ft. Gear AG SpecOps armor (deflective reinforcement,
Melee buzzblade dueling sword +13 (2d6 S) explosive defense unit AR [frag grenade III]), opalescent
Ranged AG accelerator rifle +15 (3d4+8 P) or white pyramid aeon stone SF8 [AG accelerator rifle],
frag grenade III (explode [15 ft., 4d6 P, DC 18]) purple sphere aeon stone AA, AG accelerator rifle AA with
Witchwarper Spells Known (CL 8th; melee +15) 32 longarm rounds, buzzblade dueling sword with 2
3rd (3/day)—baleful polymorph AA2 (DC 20), summon batteries (20 charges each), frag grenade III, Azlanti
creature AA noble’s cloak, cloudy blue rhomboid aeon stone SF8
2nd (6/day)—force blast (DC 19), mirror image, reality
leap COM, slice reality COM (DC 19)
1st (at will)—enduring worlds COM, jolting surge
CONCLUDING THE
TACTICS ADVENTURE
Before Combat Before entering combat, Urijah casts mirror Once the player characters destroy or drive off the Glaive of
image, activates his black force field, and uses optimize, Remulis, the adventure is over—but the ramifications of the
spending 1 Resolve Point to create a haste effect. He adventure are up to you! The player characters should have
then casts reality leap to teleport into Operations. some say in these events as well. What happens to Lorkin?
During Combat The dominus summons three Small devils What role do the heroes take on Locus-1 or elsewhere in the
on his first turn. He remains mobile, preferring to use Locus system? Plenty of other opportunities for exploration
his reactions to sidestep melee attacks or use prevent exist, as detailed in “The Locus System” on pages 56–57. If the
wounds. Urijah favors spells over weapons, but uses his heroes cleansed Besmara’s Head, they can take it as a base.
grenade or rifle on automatic if opportunities present Perfecting the Locus array and reinforcing Locus-1 will take
themselves. He saves at least one spell to escape with time and plenty of hard work. Does the Azlanti Star Empire
reality leap. have plans for the Locus system? What is the Locus, anyway?
Morale If the battle turns against Urijah and he has fewer Ultimately, the answers to these questions are up to you.
than 25 Hit Points, he uses reality leap to escape to a life Whatever happens, the player characters have secured
boat, which he then launches. If the life boat navigates a heroic reputation among the denizens of Locus-1, making
to Yormata, or the Glaive retrieves it, Urijah can return in news in the Pact Worlds, the Veskarium, and Azlanti space.
your campaign as a recurring villain. New opportunities—and new challenges—are bound to come!
49
THE LOCUS EXCHANGE
5 6
TO RESEARCH
HUB 15
17
14 X
13 12
11
2 H
10
18
9
8 7
1
16 3
FORWARD
1 SQUARE = 5 FEET
19
TO DOCKS
20
THE LOCUS SYSTEM
The Locus system resembles a typical solar system, with a phenomenon is left over from creation. Some theorize that the
star orbited by a number of habitable worlds, but it actually system is all that remains of a titanic, incomplete construct,
boasts a unique planetary arrangement. From the center while others believe it to be the remnants of a deific being who
of the system, the Locus gives off weird harmonics and tried to defy the normal cycle of life and death. No evidence
radiation, sustaining life on nearby worlds as a star does, but discovered so far has confirmed or refuted these theories.
the Locus is no star. Scientists on Locus-1 dub it a metastar,
and, from their orbiting station, they work to discern what
the metastar is, how it sustains life on other worlds, and what
LOCUS-1
other properties and effects it might have. The most popular Explorers from the Starfinder Society charted the Locus
theories are collected here, along with descriptions of the system over a decade ago. The Haas Foundation, a charitable
worlds that orbit the Locus. organization that funds unique research, proposed a
noncommercial venture to the system. When the Starfinder
51
Locus-1 android mystic) supervises the local shrine and speaks on
N space station spiritual and civil matters. Atesskret often sides with Usk
Population 2,720 (40% human, 10% shirren, 9% ysoki, 7% in debates and voting. Larixa Bodinnok (CG female gnome
android, 7% lashunta, 5% halfling, 5% vesk, 4% gnome, 2% mechanic) works in travel and shipping, serving as another
kasatha, 11% other [including Azlanti expats]) voice for working-class residents of Locus-1. Lari, as she’s
Government council (Science Council) called, also sits on the Chamber of Commerce.
Qualities academic, technologically average The Science Council officially meets once per month.
Maximum Item Level 20th Practically, meetings happen more often. Citizens can come
before the council to air grievances, make requests, and settle
Government legal matters. Emergencies might also prompt the council to
Scientists rule Locus-1. The Science Council has several meet. Special sessions and court sessions for legal matters
members, each of whom heads an area of interest on the occur on an ad-hoc basis. Locus-1’s Chamber of Commerce
station. Most of these interests are academic, so the council meets on a schedule designed to avoid conflict with the
member managing that interest is a scientist or researcher; Science Council’s schedule, hearing issues from workers’
however, practicality, growth, and Locus-1’s original charter groups and dealing with employment issues.
provide room for others to sit on the council. Differing
populations have varying methods for selecting who they Security
send to the council as well. Some members are democratically Locus-1 lacks military forces, though it does boast a small
elected, while others get their authority by other means. The contingent of security robots. Valun hopes to expand security
scientific members of the council also elect one among them when resources allow. In the meantime, citizens usually take
to serve as chancellor; the chancellor has some authority to care of their own issues. Many citizens participate in an official
speak for the council and can break deadlocks among the station militia organized to intervene in sticky situations. Most
council’s four principal members. residents on Locus-1 want peace and a reliable economy, so
The council has four science members, doctors all. Lorkin those who are physically able often volunteer to participate
Haas (LN male human biohacker; page 45), a member of the in the militia.
Haas family and the Haas Foundation, heads life sciences and Those who run afoul of “security” might face a combination
cultural studies on the station. Lorkin is a voice of conservative of forces of CR 2 to 5: militia members (use the security guard
reason, and the other science members have voted him or security specialist from page 176 of Starfinder Pact Worlds,
chancellor for Locus-1’s entire existence. (This confidence is removing all grenades from their gear), observer-class security
based more on his ability to secure Haas Foundation money robots (Alien Archive 94), and regular folks (use statistics for
than in Lorkin himself.) Valun Glanjau (LG female kasatha) the street gang members from pages 178–179 of Pact Worlds).
is councilor for engineering and physical sciences with a However, in big emergencies (including Part 1 of this adventure),
secondary concern in security. Valun supports fairness and any security presence will be spread quite thin.
moderation; she also has an eye toward conservation. She In emergencies involving starship combat, Locus-1 can be
wants Locus-1 to become more secure and egalitarian. Usk treated much like a colossal starship. Pilots can reposition
Palino (NG male damaya lashunta mystic) speaks for magical the station in small ways to avoid incoming objects, but
sciences and the arts, and he represents the Xenowardens these maneuvers are far too slow to allow Locus-1 to avoid
on the council. Among the councilors, Usk has a reputation a starship attack. The station is shielded, and each of its
for action, boldness, and forthrightness. He and Valun often quadrants is equipped with two light particle beams, a heavy
take conservative positions in regards to the exploitation of laser net, and a twin laser. See page 46 for more details on
resources in the Locus system. Although Lorkin heads life Locus-1 in starship combat.
sciences, Usk is a practicing medical doctor and directs the
station’s medical facilities. Deve “Books” Pakna (N female Resources
ysoki) heads computing and technical services and archiving. Respect for science has its benefits. Locus-1 boasts an efficient
Dr. Books, as she likes to be called, speaks for all the lab power grid, partially based on harvesting Locus radiation,
and maintenance techs on the station. As a representative and all waste aboard the station is recycled, compressed for
of many working folks on Locus-1, she often meets with the fusion fuel, or put to other uses. Basic resources are abundant
Merchant Council in an auxiliary capacity. on the station.
Other members of the council represent civil needs That abundance includes food. Locus-1 has abnormally
and have less influence. Froxilix (LN agender formian successful hydroponic agriculture. It’s well-known on
taskmaster) heads the station’s Chamber of Commerce, the station that radiation from the Locus supports life in
also called the Merchant’s Council. A savvy mathematician improbable ways, explaining this plentiful harvest. Usk and
and administrator, Froxilix advocates for business concerns his colleagues have yet to isolate the life-giving properties of
among traders on the station. Atesskret (CG genderfluid the Locus, but he has a working theory that the phenomenon
52
stems from a combination of energies flowing from the Locus fit in the hangar. Most visitors and goods enter the station
that mixes together in the system. (When the PCs bring stable through the docking hub and pass through a customs check
Locus crystals back from the world of Grodrum in Part 2 of to register their identity and business on the station. Security
“The Liberation of Locus-1,” the crystals might allow Usk to is lax; very few people come to Locus-1 without a good
develop hybrid tech that has agricultural implications beyond reason, making it an excellent place for someone to hide—
the Locus system.) especially if they’ve got forged identification that will pass
Locus-1 also has access to more unusual materials and gear, a customs check.
although an individual looking for specialized equipment The docks, as they’re commonly known, house repair
might have to know the right person—such as a member of facilities, shipping services, warehouses, and other storage
the Science Council. The station has ties to the Starfinder options. Lari is the official dockmaster, but she’s rarely here.
Society, the Xenowardens, and other organizations with deep Instead, her lieutenants oversee the docks while she works
pockets and broad influence. While it might take a while on bigger-picture issues in the Chamber of Commerce offices
to acquire a particular item or its schematics, a surprising in the Exchange.
amount of tech that’s hard to get in other parts of the galaxy The docks function as a small spaceport. A traveler just
finds its way to Locus-1. looking to load or unload some cargo, conduct repairs, or
Azlanti tech is also more common here than in the Pact refit their starship need not leave the hub. Guests don’t need
Worlds. The station shelters former citizens and slaves of the to pay docking fees while doing business or working in the
Star Empire, and they brought their knowhow with them. station, but long-term parking includes a fee of 10 credits per
size category of the vessel per 24 hours.
Society Cozy Burrows: The docks offer sleep pods in an
Locus-1 has a very diverse population. Most residents work establishment called Cozy Burrows. The pods are clean and
as part of the station’s mission or in support of it, including roomy, costing 2 credits per night. A family of ysoki named
those who provide services and entertainment. Few people on the Buros, polite and accommodating, owns the hotel. Traffic
the station live and work outside Locus-1’s official hierarchy. is light enough that none of the Buroses is awake at all hours,
Some who labor in legitimate roles perform illicit trades on but each pod has a comm that can call one of the family in
the side, but the station has few criminals. Refugees of the an emergency.
Azlanti Star Empire make up a sizable minority of the station’s Hard Stop: A sports tavern and restaurant just across from
society, but the Merchant and Science Councils work hard to Cozy Burrows, Hard Stop tries to be “that docks bar,” but it’s
provide a place for these exiles or, if they wish it, an escape all a show. Locus-1 lacks a seedy neighborhood, so the port
from the Locus system entirely for regions farther from the cantina’s effort to look shady is a put-on. Still, Hard Stop offers
Star Empire. an array of lowbrow food and drink, along with gambling,
Because of the station’s focus and flat hierarchy, life on games, and trivid entertainment.
Locus-1 is much more egalitarian than similar places elsewhere
in the galaxy. Society on Locus-1 is stratified, but there are few THE EXCHANGE
poor and fewer rich. Working folks on the station enjoy job Named for its dual purpose as a trade center and air-refreshing
security and good pay with adequate lodgings and recreation arboretum, the Exchange functions as the main trading center
options. Opulence isn’t really an option on the station due in Locus-1. The Exchange is an important part of the residence
to limited space, even for those with great wealth (such as hub and is connected to the docks. The arrangement keeps
some members of the Science Council). If you want that sort transients in the Exchange and away from the living areas
of luxury in the Locus system, you need to bring it with you, of the station’s permanent residents. Trees and flowing water
though you’ll leave most of it at the docking hub. accent the area.
Abadar Exchange: Locus-1’s only commercial bank is
Locations an automated kiosk stall with several automated tellers
The station is a thick disk centered on a short, thick tower and a single virtual intelligence, which takes on a different
housing its Operations Center, plus the communications and holographic shape each time it interacts with a user. Said
sensor arrays. The docking hub, to one side of Locus-1, throws shapes are designed to be pleasant and appealing.
off this symmetry with two wide arms that extend from the Chamber of Commerce: The Merchant’s Council keeps their
station. A thin spine juts from the station’s bottom, where offices on the Exchange. Froxilix and Lari work here, along with
radiation-collecting sails can catch the energy of the Locus. others who assist merchants or consumers. Visitors can file
complaints here, or just learn more about doing business on
DOCKING HUB the station.
One of the station’s quadrants holds a huge hangar bay, The Exchange Mall: This large walking corridor offers a mix
repurposed from the original Locus-1 carrier. This hub is of small shops, including pop-up merchants and weekly market
equipped with two docking arms for starships too large to fairs where locals sell crafts and unique food. The Exchange
53
Mall has several anchor shops. Fresh’s is a grocery and food Among the open stalls decorated with plants in mobile pots
synthesizing station, and Quali Comms is a tech and magic shop (easily relocated on market days) are special-order unlimited
named after its owner, Quali Llrosal (N female korasha lashunta comm units supported by Haas Credit Union. The mall also
technomancer). Quali and her employees take special orders, has two Robogroomer kiosks with robot groomers capable of
do custom installs, and make on-call and in-shop repairs. She serving most species.
competes with Macrotech Outlet, a tech and arms emporium Haas Credit Union: The Haas Foundation has enough financial
run by Yasir Sade (N male human mechanic). Macrotech deals clout to provide banking services. You must be a member to use
more with weapons, armor, and tech than Quali Comms but the credit union, and most residents of Locus-1 are members.
provides similar services. Both Macrotech Outlet and Quali Locus-Locus: Every place has a bar favored by locals, and
Comms compete with Tech Services in the Research Hub. Locus-Locus is that place. Open 24 hours, Locus-Locus has an
eclectic Pact Worlds atmosphere with Azlanti accents and a
view of space. Patrons can play games at tables and the bar,
including bar-wide trivia and backroom gambling, throughout
the evening and early morning hours. Locus-Locus also has
occasional live shows on its stage.
Starfinder Lodge: A small Starfinder lodge operates near
the entrance to the Exchange Mall. Danya Maggs (NG female
half-elf technomancer) found her scholarly calling in her
middle age, and she runs the place for about eight hours every
day. The lodge offers Starfinder Society members efficiency
lodgings, an automated dining area, a limited assortment of
gear (with special orders and schematics), and a place to relax,
meet, and conduct research. Nonmembers can use these
facilities, but they do so at an increased price. When Danya
isn’t here (she lives in the Residence Hub), she’s replaced by a
virtual intelligence of her likeness. An observer-class security
robot keeps a discreet watch on the place.
Starview Hotel: A small hotel boasting efficiencies and
suites, Starview also offers special Starview suites with
transparent walls along the station’s exterior. When Locus-1
residents want an upscale experience, they dine at To the
Point, Starview’s restaurant. Chefs here can supposedly
prepare anything, but they secretly use culinary synthesizers
when needed. The restaurant’s outer walls look out of the
station and over one docking arm.
RESIDENCE HUB
The Residence Hub takes up much of the station’s outer rim,
adjoining the Exchange and the docks. Small apartments fill
the area, along with hydroponic gardens, green areas, and
small recreation areas for outdoor sports. This hub has a few
amenities of interest.
Circle Shrine: Within a green area stands a circular pavilion
dedicated to the gods. In outer niches stand icons representing
Abadar, Desna, Hylax, Iomedae, Pharasma, Sarenrae, and
Talavet. Within the pavilion, niches hold icons to Eloritu, Ibra,
Oras, Triune, Weydan, and Yaraesa. Atesskret and their two
acolytes—GL0 (NG agender SRO solarian) and Watcher-8 (NG
VALUN GLANJAU
genderfluid android mystic)—maintain the shrine as well as
a nearby meeting place and shelter where the clergy live.
The priests here serve a universal philosophy that reveres all
constructive divine beings. They hold the deities represented
within the shrine’s inner circle in higher esteem for having
more moderate and knowledge-oriented philosophies.
54
Docking Couplings: The Residence Hub has several private CENTRAL MAINTENANCE
and three public docking couplings for Medium and smaller Enclosed in the ring of the Research hub is Central Maintenance.
starships. Since most traffic must go through the docks, the Access halls and tubes from this area reach all other parts of
public couplings here are seldom occupied. the station. Valun and Dr. Books share joint authority in Central
Fresh’s Fast: Fresh’s Fast market has several dispensary and Maintenance. Valun oversees the needs of the Research Hub,
synthesizer kiosks in the Residence Hub. These automated the station overall, and security. Dr. Books manages Residence
convenience stores also offer sundries and, in cooperation Hub needs, including merchant issues.
with the clinic, medicinals. Facilities: Central Maintenance includes offices and
Green Center Clinic: Locus-1’s hospital is Green Center facilities that keep the station running, from logistics and
Clinic. Decked out in living plants and home to several small housekeeping to life support, power, and recycling. This
animals in a carefully maintained closed system, the clinic area includes storage facilities and external airlocks to bring
offers 24-hour urgent care as well as inpatient and outpatient essential supplies directly into maintenance without going
care and consultation. Augmentation services are provided by through the docks.
appointment. Usk heads the clinic, which also offers magical
treatments and serums. A shrine to the Green Faith located
inside the center sees a small but steady flow of visitors.
Haas House: A temporary boarding establishment for
residents entering or leaving the station, or for special guests,
Haas House offers efficiency apartments for 45 credits per
month. A few family suites can be rented here, too, for about
half the normal cost of a hotel. Guests need dispensation from
the Science Council to stay here.
RESEARCH HUB
The Residence Hub, docks, and Exchange create a ring, and
within that ring lies the Research Hub. Most of these facilities
are private labs and workshops, all off limits to the public.
However, a few places are occasionally open to everyone.
Locus-1 Plaza: A public square full of displays on the
history of the Locus-1 project, including research about the
Locus and its system, Locus-1 Plaza is essentially an outdoor
museum. Most of the exhibits are holographic, but a few
feature physical samples on display. Residents heading to
other parts of the Research Hub must pass through the Plaza.
Science Council Hall: This hall is the public face of the private
research areas. It has a raised council bench for the councilors,
staff desks on the floor, a speaker podium, and gallery seating.
The Science Council Hall serves as a debate forum and includes
additional meeting rooms. When the council has open hearings,
this government space is open to the public.
Science Council Medical: The Research Hub has an
emergency care clinic and medical lab. Although located
here for convenience, Science Council Medical is actually an
extension of Green Center Clinic and is managed and operated
by the clinic’s staff.
Tech Services: The Research Hub has an official center
for equipment requisition and maintenance known as ATESSKRET
Tech Services. Employees of the Science Council or other
official station services can acquire equipment here or have
them fixed. Private individuals can also order through Tech
Services, but the prices are higher than if the client simply
bought from private businesses in the Exchange. Workers
here also prioritize official orders, which results in further
delays for personal requests.
55
Maintenance Elevators: Four small elevators take Mountain-1, research into the abnormally cold weather
employees from the Power Center to Operations. conditions on Tyru has been largely abandoned.
Maintenance Hatches: Several maintenance tubes and
passages lead to the external hull, facilitating repairs. Locus-1
Power Center: The station’s power cores are housed on the Science cooperative, observation, and trade station
lower levels, just above the spine for Locus-1’s radiation sails. Diameter: 1 mile; Mass: less than ×1/100
Recycling System: Locus-1 uses an efficient recycling Gravity: ×1 (artificial)
system that converts almost all waste into reusable materials. Atmosphere: Normal
Because some recycled material can be used as fuel, central Day: 1 day (artificial); Year: 1 year (artificial)
recycling processing is located just above the power center. Biomes: Airborne, space, urban, weird (Locus energy)
OPERATIONS CENTER Locus-1 is detailed on pages 51–56. Starships that use the
Above Central Maintenance is Locus-1’s Operations Center. Drift to reach the station typically arrive more than an hour
Operations handles communications (internal and external), away by conventional thrusters.
traffic control, and the station’s sensors. The Operations
Center becomes important in part 3 of this adventure; see Yormata
page 44 for more. Young, rich, and pristine world
Life Boats: Operations has four life boats attached, Diameter: ×1; Mass: ×1
salvaged from the Locus-1 carrier. Gravity: ×1
Atmosphere: Normal
56
veins of solid minerals move underground or burst through the The radioactive ice world Strunun orbits at the far edge of
surface, stimulating volcanic activity. Sometimes, the crystal the Locus system. Strunun sheds violet light from beneath
veins moving beneath the planet’s surface remain improbably its frozen atmosphere; this light appears at different points
cold, despite intense friction and geological pressure. on the planet’s surface and then fades, only to reappear
Life on Grodrum’s surface is simple—fungi, lichens, and elsewhere. Strunun’s glowing areas vary in size, intensity, and
microbes grow most prolifically near geothermal sites. duration. No one is certain where this light comes from, but
Evidence suggests that an even wider diversity of life waits the barrier between the Material Plane and Shadow Plane is
underground, beneath Grodrum’s surface. very thin here, bathing the world in magical energies.
Grodrum has three moons. One is a typical sphere, while Radiation on Strunun varies from moderate to severe, and
the other two are irregular in shape. All are barren silicate along with it comes a mind-altering psychic resonance. This
bodies without atmosphere. psychic resonance pushes those who visit Strunun toward
chaos. Order falls apart here, which might explain why so
Orugan few surveys of the planet have succeeded. The radiation also
The “Blood Eye” is a magical, crimson gas giant creates thermal zones where the ice melts into bubbles of
Diameter: ×13; Mass: ×234 chemical sea.
Gravity: ×1-1/5 at the surface Bizarre worms burrow in Strunun’s ice. These non-sapient
Atmosphere: Special creatures can access the Shadow Plane, traveling from
Day: 13 hours; Year: 13 years Strunun into shadow and back according to ancient instinct
Biomes: Airborne, space, weird (Locus energy and magical and migratory patterns. Their delving has released creatures
manifestations) from the Shadow Plane into Strunun and the Locus system.
57
ADVENTURE TOOLBOX
LOCUS WEAPONRY special property. After using this property five times, the
weapon’s Locus crystal burns out and must be replaced.
The Locus is a unique energy source that can both sustain Healing: A healing weapon, which must be an energy
and disrupt life. Weapons utilizing Locus energy are detailed weapon, can deliver restorative energy. You can set the weapon
below; additional Locus gear can be found on page 21. to heal mode (or reset it to normal mode) as a move action.
While in healing mode, if the healing weapon hits a creature,
Locus Crystals roll dice equal to the weapon’s damage; Weapon Specialization,
Astronomical bodies near the Locus bear veins of unique an operative’s trick attack, and other effects that increase
crystals that, when coupled to a battery or other power damage don’t apply. The creature recovers Hit Points equal
source, amplify Locus energy and create unique effects. Locus to the amount rolled, minimum 1. Reduce healing by half for
gear must be fitted with a Locus crystal of the same or higher constructs and undead; objects are unaffected. A critical hit
item level to function properly. The crystal isn’t a power with a healing weapon doesn’t increase the healing or have
source; Locus weapons still require batteries. a critical hit effect. A healing weapon used in healing mode
expends twice the usual number of charges, and a battery used
AMMUNITION in a healing weapon can’t be recharged.
LOCUS CRYSTAL LEVEL PRICE BULK
LOCUS BEAM
Harmonic 5 190 —
This weapon’s radiant beam can be modulated to disrupt
Interference 9 1,000 — matter or reintegrate damaged creatures. When fired, the
Infrasonic 13 5,600 — weapon emits a low hum that rapidly grows to a shrill whine.
Ultrasonic 17 11,300 —
LOCUS BLADE
Locus Weapons The Locus blade forms a cutting beam of coherent energy. Like
A weapon fitted with a Locus crystal creates a unique vibratory a Locus beam, the blade’s modulation can be reversed to provide
radiation that disrupts the target—or, with a flip of a switch, healing. These blades produce a pleasing, low hum that grows
heals their wounds. Locus weapons have the Healing weapon louder and shriller the faster the wielder swings the weapon.
59
CR XP
GATHOL 3 800
Gathol vanguard COM Offensive Abilities entropic strike
NE Medium humanoid (gathol) STATISTICS
Init +0; Senses low-light vision; Perception +8 Str +2; Dex +0; Con +4; Int +0; Wis +1; Cha +1
DEFENSE HP 40 RP 3 Skills Athletics +13 (+19 to climb), Intimidate +8, Medicine +8
EAC 14; KAC 16 Feats Diehard, Improved Combat Maneuver (trip)
Fort +6; Ref +5; Will +2; +2 vs. critical hit effects, +4 vs. Languages Azlanti, Gathol, Tromlin
thin atmosphere Other Abilities aspect insight (exergy), entropic pool,
Defensive Abilities mitigate, stony plates; DR 1/—; reactive (1/day), vanguard disciplines (metabolic stability)
Resistances all 1, cold 5 Gear regimental dress I AR (jump jets), basic tactical
OFFENSE shield COM, flash compliance ray AR with 2 batteries (20
Speed 30 ft. charges each), liquidator disintegration lash AR with 1
Melee claws +11 (1d4+5 S) or battery (20 charges)
entropic strike +11 (1d4+4 A or B) or SPECIAL ABILITIES
liquidator disintegration lash +11 (1d6+5 A; critical Stony Plates (Ex) See racial traits.
corrode 1d6)
Ranged flash compliance ray +9 (1d6+3 F; critical blind) Gathols are hulking, hearty natives of Ghaggath, a mountainous
Space 5 ft.; Reach 5 ft. (10 ft. with liquidator planet in the Thenekral system (Starfinder Adventure Path #8:
disintegration lash) Escape from the Prison Moon 41). Gathol tribes warred with
each other for generations before the Azlanti arrived; they
then joined forces to bitterly fight the invaders. Now, however,
they’re second-class citizens of the Azlanti Star Empire, leading
the Alien Cohort into battle.
RACIAL TRAITS
Ability Adjustment: +2 Str, +2 Con, –2 Dex
Hit Points: 6
Size and Type: Gathols are Medium humanoids with the
gathol subtype.
Low-Light Vision: Gathols have low-light vision.
Cold Resistance: A gathol has cold resistance 4 (5 with
stony plates).
High-Mountain Native: Gathols have a +2 racial bonus
to Athletics checks but a +6 racial bonus to Athletics
checks to climb. They also have a +4 racial bonus to
Fortitude saving throws against thin atmosphere.
Natural Weapons: Gathols have claws. This allows
them to make unarmed strikes as per the vesk racial
trait of the same name (Core Rulebook 52).
Stony Plates: Owing to a mineral-rich omnivorous
diet and unique fur growth, gathols have osseus
calcifications laced with harder minerals plating
its body. These plates provide gathols DR 1/— and
energy resistance 1, which stacks with other sources
of DR and energy resistance. Also, a gathol has a
+2 racial bonus to saving throws against critical hit
effects. When a gathol is hit by a critical hit, the
gathol rolls 1d20; if the unmodified result is a 20,
the critical hit becomes a normal hit.
60
CR XP
MINDSHROUD RAY 2 600
NE Small aberration Shroud Sense (Su) A mindshroud ray’s blindsight
Init +3; Senses blindsight (thought) 60 ft., darkvision 60 ft., automatically detects shrouded creatures.
shroud sense; Perception +7
DEFENSE HP 25 Mindshroud rays are cruel predators in search of hosts.
EAC 13; KAC 15
Fort +4; Ref +4; Will +3 Shrouded Template Graft
Defensive Abilities attached pain A creature melded with a mindshroud ray gains the shrouded
OFFENSE template graft and enters an early stage of integration with
Speed 20 ft., fly 40 ft. (Su, average); spider climb the mindshroud ray, which lasts for 2d6 weeks. During this
Melee claws +10 (1d6+4 P plus attach; critical staggered) early stage, ability modifiers, languages, and skills might
Offensive Abilities ego crush, ego meld fluctuate. Once this early stage ends, the fully integrated
STATISTICS creature regains its full ability modifiers, languages, and skills.
Str +2; Dex +3; Con +1; Int –3; Wis +0; Cha +1 Required Creature Type: Aberration, animal, dragon,
Skills Acrobatics +7, Stealth +12 humanoid, magical beast, monstrous humanoid, or outsider
Other Abilities compression with the native subtype.
ECOLOGY Suggested Alignment: One step toward evil. If already evil,
Environment any (Locus system) one step toward chaotic.
Organization solitary, pair, or clutch (3–18) Traits: Blindsense (thought) 30 feet, darkvision 60 feet,
SPECIAL ABILITIES shroud sense, ego crush (see above), melee attacks with natural
Attached Pain (Su) When a mindshroud ray attached to weapons or unarmed strikes gain the staggered critical hit
another creature takes damage, it can use its reaction to effect. If the attack already has a critical hit effect, the creature
force the attached creature to attempt a DC 13 Will saving chooses which effect to use when it scores a critical hit.
throw. If the target fails, the ray reduces the damage it Suggested Ability Modifiers: During the early stage, reduce
takes by up to 2, transferring that damage to the attached Intelligence modifier by up to 3, to a minimum of –3 or the
creature. This is a mind-affecting pain effect. original creature’s Intelligence, whichever is lower.
Ego Crush (Su) As a standard action, a ray deals 2d6 Suggested Languages: During the early stage, only one
nonlethal damage to a visible target within 30 feet. The (usually Common).
target also takes a –1 penalty to Intelligence-, Wisdom-, Suggested Skill Changes: during the early stage, eliminate
and Charisma-based checks; spell save DCs; and Will Intelligence-, Wisdom-, and Charisma-based skills.
saving throws for 1 round (DC 13 Will negates). Targets
the ray touches have a –2 penalty to this saving throw;
the ray can touch an unwilling target by succeeding
at a melee attack against the target’s EAC. A
target that fails this saving throw by 5 or
more is also staggered for 1 round.
Ego Meld (Su) As a full action when a
mindshroud ray starts its turn attached
to an unconscious but living aberration,
animal, dragon, humanoid, magical
beast, monstrous humanoid, or
outsider with the native subtype, a
mindshroud ray can attach to a part
of the body where the target’s brain is
located (usually the head). This process takes 1 minute and
deals 5 piercing damage. The target and the mindshroud
ray become one creature who gains the shrouded template
graft and recovers from all nonlethal damage. A melded
mindshroud ray can’t willingly leave the target and dies if
the target does. Another creature can remove the melded
mindshroud ray with 4 hours of surgery, which requires a
medical lab and a successful DC 35 Medicine check.
61
CR XP
TROMLIN 1 400
BLOODSEEKER TROOPER CR 1 Offensive Abilities fighting style (blitz), pounce
XP 400 STATISTICS
NE Medium humanoid (tromlin) Str +2; Dex +3; Con +1; Int +0; Wis +1; Cha +0
Init +7; Senses blindsense (scent) 30 ft., blood scent, low-light Skills Athletics +10 (+18 to jump), Intimidate +5, Stealth +5
vision; Perception +5 Languages Azlanti, Tromlin
DEFENSE HP 20 Other Abilities jumper
EAC 11; KAC 13 Gear second skin (leapersAR), static arc pistol with 2
Fort +3; Ref +3; Will +3 batteries (20 charges each), 2 stickybomb I grenades
OFFENSE SPECIAL ABILITIES
Speed 40 ft. Blood Scent (Ex) A tromlin bloodseeker can smell blood;
Melee claws +7 (1d3+3 S) or the range of their blindsense is doubled to 60 ft. for
bite +7 (1d3+3 P) creatures with the bleeding condition or who are at half
Ranged static arc pistol +8 (1d6 E; critical arc 2) or or less of their maximum Hit Points.
stickybomb I grenade +8 (explode [10 ft., entangled Jumper (Ex) A tromlin bloodseeker can jump twice as far
2d4 rounds]) as normal.
Pounce (Ex) When a tromlin
bloodseeker charges, they can also
make a full attack.
HARDSHELL DEFENDER CR 1
XP 400
N Medium humanoid (tromlin)
Init +7; Senses low-light vision; Perception
+5
DEFENSE HP 20
EAC 11; KAC 13
Fort +3; Ref +3; Will +3
Defensive Abilities head frill
OFFENSE
Speed 30 ft. (quadruped) or 15 ft. (biped)
Melee horns +7 (1d4+5 P)
Ranged static arc pistol +8 (1d6 E; critical arc 2)
Offensive Abilities fighting style (armor storm), powerful
charge (2d4+8 P)
STATISTICS
Str +3; Dex +1; Con +2; Int +0; Wis +1; Cha +0
Skills Athletics +10, Engineering +5, Sense Motive +5
Languages Azlanti, Tromlin
Gear estex suit I (light weapon mount, page 25), basic riot
shieldCOM (fitted), static arc pistol with 2 batteries (20
charges each)
SPECIAL ABILITIES
Head Frill (Ex) A hardshell tromlin’s head frill is a bony
plate used for self-defense. As a move action, the
tromlin can align the frill against one opponent they’re
observing, granting the tromlin a +1 shield bonus to AC
against attacks from that opponent until the start of the
tromlin’s next turn.
Powerful Charge (Ex) When a tromlin hardshell charges
and hits with its horns attack, they deal extra piercing
damage equal to 1d4+ the tromlin’s Strength modifier.
62
One of three sapient species native to the Gjor III (Adventure
Path #8: Escape from the Prison Moon 41) in the Azlanti vassal RACIAL TRAITS
system of Gjor, tromlins are a bellicose people divided into two All tromlins have the following traits.
distinct subspecies who warred for ages on the plains and forest Size and Type: Tromlins are Medium humanoids with
floors of Gjor III. The bloodseeker strain is a bipedal, reptilian the tromlin subtype.
humanoid, while tromlin hardshells are natural quadrupeds. Low-Light Vision: Tromlins have low-light vision.
This ancient war is egged on by belief in tribes of warring spirits. Natural Weapons: Tromlins can make unarmed strikes,
Bloodseekers kill and eat any being too weak to oppose them, detailed in their racial traits below. This trait otherwise
while herbivorous hardshells fight against their flesh-eating kin. functions as the vesk racial trait of the same name.
Tromlins stubbornly resisted the Star Empire, but the two
subspecies were unable to unite, and their technology was Bloodseeker
not advanced. Each surrendered to enslavement to forestall Ability Adjustment: +2 Dex
extinction. The Azlanti turned the warrior ethos of tromlins into Hit Points: 4
a recruiting tool, and both subspecies became regular draftees Blindsense: A tromlin bloodseeker has blindsense
into the Azlanti Alien Cohort. (scent) with a range of 30 feet.
Even when serving in the same army, tromlins require Blood Scent: See stat block on page 62.
strict leadership to prevent their rivalries from breaking out Jumper: See stat block on page 62.
into violence. Mixed tromlin squads have yet to be deployed Pounce: See stat block on page 62.
in offensive operations, but the imperial military has found Unarmed Strikes (Bite and Claws): A tromlin
success with tromlins of each subspecies working alongside bloodseeker can make unarmed attacks with its bite or
each other in garrison duty. the claws on its feet, dealing 1d3 piercing or slashing
damage, respectively.
Hardshell
Ability Adjustment: +2 Str
Hit Points: 6
Armor Talent: A tromlin hardshell reduces any armor
check penalty by 1 and ignores the first 5 feet of that
armor’s speed adjustment.
Carrier: A tromlin hardshell increases its carrying
capacity by 50%.
Head Frill: See page 62. A tromlin hardshell proficient
with shields (Character Operations Manual 124–126)
can wear a fitted shield on their frill. The tromlin can
wield and align this fitted shield without a free hand,
reducing any armor check penalty the shield imposes
by 1. A fitted shield costs 10% more than a normal
shield of its kind.
Natural Quadruped: While on four legs, a tromlin
hardshell can move at full speed and gains a +2 racial
bonus to Acrobatics checks to balance, a +4 racial bonus
to AC against bull rush and trip maneuvers, and a +2
racial bonus to saving throws against effects that knock a
target prone. In quadrupedal posture, a tromlin hardshell
can’t hold objects in their hands.
Powerful Charge: See stat block on page 62.
Slow Biped: A tromlin hardshell stands awkwardly on
their hind legs and moves at half speed while doing so.
In bipedal posture, a tromlin hardshell can’t take the
run full action.
Unarmed Strike (Horns): A tromlin hardshell can make
unarmed attacks with horns on its head, dealing 1d4
piercing damage on a hit.
63
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Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, permission.
Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Starfinder Adventure: The Liberation of Locus-1 © 2021, Paizo Inc. All Rights Reserved. Paizo, the Paizo golem logo,
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Starfinder Adventure: The Liberation of Locus-1 © 2021, Paizo Inc.; Author: Game, Starfinder Society, and The Threefold Conspiracy are trademarks of Paizo Inc.
Chris S. Sims. Printed in China.
64
C. BESMARA’S HEAD
C15
hatch
Tunnel to C12 C8
Catacombs
C4 Tunnel to
Catacombs
C10
C11
C7
C5
C6
up down up
down
C2 C1 C3
Catacombs
down
C18
C17
NORTH
1 SQUARE = 5 FEET
NORTH
1 SQUARE = 10 FEET
THE EDGE OF SPACE
Scientists, mystics, and corporate interests came together to found
Locus-1, a research station and outpost far from the Pact Worlds. Now
Sidakana, a ruthless vesk space pirate, has made the Locus system her
personal playground, and the innocent people of Locus-1 have turned to the nearest
military power—the Azlanti Star Empire—for help. When the cure proves worse than the
disease, it’s up to a small group of bold newcomers to save the station and all its inhabitants
from death or enslavement!
Designed to give player characters a home base in a remote region filled with adventure,
“The Liberation of Locus-1” is the perfect next step for players and GMs who’ve completed
Starfinder Adventure: Junker’s Delight. It includes:
• “The Liberation of Locus-1,” a complete adventure for 4th-level characters, leading them
to 7th-level.
• All the details on Locus-1, a remote space station orbiting the Locus—a strange cosmic anomaly—
as well as other planets in the Locus system, all with mysteries of their own.
• An Adventure Toolbox with new experimental weapons and equipment fueled by the
Locus; new playable species who serve in the Azlanti Star Empire’s Alien Cohort; and the
predatory mindshroud rays—horrifying symbiotes from the beyond.
paizo.com/starfinder
Printed in China. PZO7602