TEXT: BY JASON KEELEY
  SKITTER HOME
  SKITTER HOME
  
  1 square = 5 feet
  1 square = 5 feet
  1 square = 5 feet
  1 square = 5 feet
  1 square = 5 feet
  1 square = 5 feet
  EVENT 1: DECORATIVE DANGER
  EVENT 1: DECORATIVE DANGER
  EVENT 2: ARMOR CLASH
  EVENT 2: ARMOR CLASH
  EVENT 3: VICTORY SPEECH
  EVENT 3: VICTORY SPEECH
  
  TABLE OF CONTENTS
  CHAPTER 1: FESTIVAL OF THE ECLIPSE 
  3
  Our four skittermander heroes have returned to their homeworld of Vesk-3 to make merry at a festival celebrating an 
  impending eclipse, but when someone sabotages this colorful event, the heroes must save the party!
  CHAPTER 2: HUNTERS HUNTED 
  8
  The skittermanders embark with their vesk boss on an expedition to hunt dangerous beasts that lurk in the caverns 
  below, but must mount a rescue mission to help some hapless hunters.
  PREGENERATED CHARACTERS 
  12
  This section provides statistics for the four skittermander salvagers who star in this adventure: Dakoyo, Gazigaz, 
  Nako, and Quonx!
   
  Skitter Home is a Starfinder adventure designed for four 4th-level skittermanders. This adventure is designed for play in 
  the Starfinder campaign setting, but it can easily be adapted for use with any setting.
  SKITTER HOME
  ON THE COVER
  This book refers to several other Starfinder products, yet these additional supplements are not required to make use 
  of this book. Readers interested in references to Starfinder hardcovers can find the complete rules of these books 
  available online for free at sfrd.info.
  The skittermander heroes Dakoyo, Gazigaz, Nako, and Quonx spring into 
  action against a terrifying suit of lictor Hellknight plate armor that’s come 
  to murderous life to terrorize a beloved festival in this exciting cover art by 
  Caio Maciel Monteiro.
  AUTHOR
  Jason Keeley
  DEVELOPMENT LEAD
  Amanda Hamon
  EDITORS
  Judy Bauer and Leo Glass
  COVER ARTIST
  Caio Maciel Monteiro
  INTERIOR ARTISTS
  Nicolas Espinoza and Ramon Puasa Jr.
  CARTOGRAPHER
  Robert Lazzaretti
  ART DIRECTION AND GRAPHIC DESIGN
  Adam Vick and Tony Barnett
  CREATIVE DIRECTOR
  Robert G. McCreary
  MANAGING DEVELOPER
  Amanda Hamon
  STARFINDER LEAD DESIGNER
  Joe Pasini
  PUBLISHER
  Erik Mona
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  
  W
  elcome to Free RPG Day 2020! In this adventure, 
  you’ll play through the hijinks of four boisterous 
  skittermanders—furry, colorful, six-armed aliens whose short 
  stature is inversely proportional to their desire to help. The 
  tales of these unlikely heroes began in 2018 with the Free RPG 
  Day adventure Skitter Shot, in which the skittermanders found 
  themselves face to face with a rogue artificial intelligence 
  aboard a luxury cruise starship. The hijinks and heroism 
  continued in 2019 in Skitter Crash, in which the skittermanders 
  proudly flew their own starship—and subsequently ran into 
  some old enemies, crash landed on a swampy world, and raced 
  back to the wreckage and escaped the planet before their 
  pirate nemeses could settle the score.
  Now the six-armed heroes have earned a break and are 
  heading to the skittermander home world of Vesk-3 for a 
  planet-wide celebration. Unfortunately, it turns out to be 
  anything but relaxing: a beloved skittermander eclipse festival 
  goes awry and a safari into the untamed caverns threatens 
  explorers’ lives!
  Skitter Home takes place in two short, separate adventures 
  that assume the players take on the roles of the four 
  pregenerated skittermanders found on pages 12–15 of this 
  book—Dakoyo, Gazigaz, Nako, and Quonx. Alternatively, the 
  players can create their own 4th-level skittermanders using 
  the Starfinder Core Rulebook, the Starfinder Alien Archive, 
  and any other resources you as the GM allow. Even if the 
  players create their own skittermanders, it’s recommended 
  that they review the pregenerated characters, as the cultural 
  information accompanying them might prove helpful for 
  understanding how to play them.
  Although Skitter Home is a sequel to previous Free 
  RPG Day offerings for the Starfinder RPG by Paizo Inc., 
  knowledge of the previous adventures isn’t required to play 
  it. In addition, the two mini adventures it contains can be 
  played separately in any order you wish, or back-to-back 
  in one long session. Playing the same PCs in each one 
  isn’t necessary, either—players could use the pregenerated 
  characters in “Festival of the Eclipse” and custom-made 
  characters in “Hunters Hunted,” for example—though you 
  may want to work out a connection between the PCs and 
  Nakonechkin, the vesk who owns Nakonechkin Salvage, in 
  the latter case.
  2
  
  CHAPTER 1: FESTIVAL 
  OF THE ECLIPSE
  Vesk-3’s two moons are known as the Big Mother and the 
  Firstborn, with the latter being the smaller of the two. The 
  Big Mother eclipses the Firstborn on a semi-annual basis, 
  and when this occurs, the planet’s skittermanders hold a 
  festival known as Reetamander, which loosely translates 
  to “the Great Birthing.” The days prior to the celestial event 
  are spent decorating the streets and preparing open spaces 
  (such as town squares and large fields outside of large 
  metropolises) where the eclipse can be viewed safely. While 
  the hours leading up to the eclipse are spent in games and 
  revelry, the festivities don’t begin in earnest until after the 
  larger moon has fully eclipsed the smaller.
  Festival participants then gather together to light scented 
  bonfires and perform traditional rhyming chants, believing 
  that these efforts will ease the Big Mother’s “birthing pains” 
  as the Firstborn moves out of its shadow. As the smaller 
  moon begins to appear, the songs become more boisterous 
  and courses of delicious food are brought out and consumed 
  long into the night. The celebrations reach an apex when the 
  Firstborn becomes fully visible again, as the skittermanders 
  rejoice that the moon is now free to hunt and grow on its own, 
  like any newborn.
  The skittermanders Dakoyo, Gazigaz, Nako, and Quonx 
  work for Nakonechkin Salvage, a small but scrappy company 
  that operates all throughout the universe under the 
  management of its owner, the vesk whose name the company 
  bears. After some tough missions, these skittermanders have 
  arrived in Morandomandrana—Vesk-3’s oldest skittermander 
  city by far—to join in on the Reetamander festivities and 
  perhaps soak in some of their home world’s culture that they 
  might have been missing.
  WELCOME TO 
  MORANDOMANDRANA!
  Read or paraphrase the following to your players to get started 
  playing “Festival of the Eclipse.”
  The seaside city of Morandomandrana—the oldest 
  skittermander settlement on Vesk-3—is an architectural 
  wonder, made even more stunning by the thousands of 
  colorful decorations hanging from every building and 
  streetlight. Built around a series of wide canals that 
  allow the pink waters of the Vermilion Sea to surge and 
  wane between the buildings with the tides, the city many 
  outsiders simply call Mandrana also boasts expansive 
  plazas surrounded by skittermander-owned and -operated 
  businesses advertising special sales for the festival of 
  Reetamander, which celebrates an eclipse of the planet’s 
  two moons. 
  The streets and plazas are packed with residents and 
  visitors—mostly skittermanders, with a few members of 
  other species of the Veskarium standing head and shoulders 
  over the rest—all excitedly chattering and laughing. The 
  revelry of Reetamander is already underway, though the 
  eclipse that is the focus of the celebration is still a few 
  hours away.
  The PCs begin in the Central Common, the largest of 
  Morandomandrana’s open-air plazas, just after dusk. It is 
  currently packed with festival-goers and stalls presenting all 
  manner of goods, games, and contests. It is a riotous, raucous 
  affair lit by hundreds of small, electric lanterns strung up 
  between poles. The PCs can wander the plaza as they see fit, 
  either sticking together or splitting up to explore as much 
  of the festival as they can. Eventually, they should wind up 
  together again for The Eclipse Begins (page 4).
  Games and Contests
  There are hundreds of stalls at the festival, many offering 
  street food from around the galaxy and trinkets specially 
  made to commemorate the event. Others hold carnival-style 
  games with enticing prizes, and some encourage visitors to 
  engage in small contests. The majority of the stalls are run by 
  skittermanders, with a few staffed by friendly vesk or pahtras.
  While the PCs explore the festival, encourage them to 
  play a game or two to properly celebrate the lunar event! In 
  addition to embodying the adventure’s spirit, the following 
  games can provide helpful items to the PCs for the events 
  to come. 
  Concerchitecture: 
  Operated 
  by 
  a 
  lavender-furred, 
  ringmaster-like skittermander named Honx (CG male 
  skittermander), this timed game sees four skittermanders 
  working together to build as tall a structure as possible 
  from a random assortment of objects of various shapes and 
  materials. Each PC who wants to participate must pay an 
  entry fee of 5 credits. The group has 6 rounds to attempt 
  a series of skill checks, one per round per participant. A PC 
  can attempt a DC 24 Acrobatics check to keep a precariously 
  balanced piece in place, a DC 24 Athletics check to lift a 
  heavy object and move it into place, a DC 26 Engineering 
  check to ensure the structure’s stability, or a DC 20 Physical 
  Science check to quickly analyze the material of an object 
  and determine if it will bear weight. The members of the 
  group are encouraged to aid one another with these checks. 
  The group must succeed at a total of 12 skill checks to win 
  a prize. If a PC engages in this game by themselves, assume 
  that those they are randomly partnered with succeed at only 
  six skill checks, but if they win, that PC earns a mk 1 ring of 
  resistance. If all four PCs participate and succeed, they win a 
  single mk 2 ring of resistance. The PCs can play this game as 
  many times as they wish, but they can win a prize only once.
  Jojokolea-Eating Contest: The jojokolea is a pepper native 
  to Vesk-3 whose seeds produce capsaicin and are incredibly 
  spicy. Operated by a stout vesk named Yoloveda (N female 
  vesk) wearing sunglasses and a neckerchief emblazoned with 
  jojokoleas, this game allows a PC to pay 2 credits to enter 
  this contest to see how many jojokoleas they can eat before 
  3
  SKITTER HOME
  
  the spiciness overwhelms them. After eating a jojokolea, the 
  PC must succeed at a DC 5 Fortitude save; the DC increases 
  by 1 for each jojokolea the PC previously ate. When the PC 
  fails, they begin retching and cannot eat any further 
  jojokoleas that day. A PC who eats at least eight peppers 
  wins a mk 2 serum of healing! The PCs can play this game 
  as many times as they wish, but each PC can win a prize 
  only once.
  Other Games: There are many other games and 
  contests available at the festival, each of which costs 
  1 credit to play. You can simulate any one of these 
  games by having the participant attempt the listed 
  skill check, saving throw, or attack roll. These 
  games include hurling a leather-bound ball to 
  knock down metal canisters (ranged attack roll 
  vs. KAC 18), snatching a tiny, fast-moving 
  underwater drone from a pool whose surface 
  is obscured by floating objects (Reflex DC 
  14), and aiming a small rocket toward a series 
  of colorful rings (Piloting DC 22). The prizes for 
  these games should be simple, 1st-level items 
  no more useful than a battery.
  Festival Stalls: If they wish, the 
  PCs can also purchase items at the 
  festival. Assume that the stalls offer the 
  technological, magic, and hybrid items 
  found in the Starfinder Core Rulebook 
  up to level 4. Weapons and armor 
  aren’t for sale here.
  the eClipse BeGins
  After the PCs have had some time to enjoy the festival, 
  the other attendees start chattering excitedly. It is clear 
  that the eclipse, the main event of the festival, has begun! 
  Skittermanders around Central Common pick up various 
  musical instruments and commence playing upbeat melodies, 
  many of them singing lyrics they’ve concocted on the spot, 
  while most everyone else looks up at the lunar phenomenon 
  and marvels. Over the next hour, the Firstborn slowly 
  disappears behind the Big Mother. The crowd then lets out 
  a massive cheer, which quickly turns to startled screams of 
  sheer panic.
  As the skittermanders watched the eclipse, Zerastorfen—a 
  skittermander anarchist who thinks the species’ natural 
  inclinations to help are a waste of time—enacted his plan to 
  foment chaos. Under the guise of aiding in decorating the city, 
  he implanted several packets of hybrid nanites programmed 
  to cause maximum chaos. He then placed a flyer-dispersal 
  device of his own creation (which looks a lot like a bomb) 
  within one of the larger stalls and changed into his most 
  eye-catching outfit to give his victory speech (see Event 3 on 
  page 6). When the larger moon eclipses the smaller one, the 
  nanites are released, bringing to “life” various decorations 
  that attack the festival-goers. 
  It’s time for our skittermander heroes to help!
  EvEnt 1: DEcorativE DangEr (cr 4)
  Havoc breaks out all across Central Common as strings of 
  lights and colorful pennants snake down to grapple and 
  squeeze any Small- or Medium-sized creatures within reach. 
  Of course, all the skittermanders in attendance attempt to 
  help those who get grabbed, which leads to more victims of 
  the nanite-animated decorations. The PCs aren’t spared from 
  these attacks! For this encounter, use the Event 1 map on this 
  book’s inside front cover.
  Hazard: Where the PCs stand, three animated strands 
  reach down to grasp at the festival-goers; the PCs 
  should roll initiative as if this were a combat, but the 
  strands act at the top of the initiative order. One 
  of the strands automatically grapples a nearby 
  aquamarine-furred skittermander, who cries 
  out in surprise and terror. The other two 
  attempt grapple combat maneuvers 
  against two random PCs; a strand 
  has a total attack bonus of +14. 
  If a strand hits a PC’s KAC + 8, that 
  PC takes no damage but is grappled. 
  If a strand starts a turn grappling a 
  creature, it attempts to maintain the 
  grapple (which it does automatically 
  for the bystander skittermander). On 
  a success, the grappled creature takes 
  1d4+4 bludgeoning damage as they are 
  squeezed tight. Once a strand reduces a creature 
  to 0 Hit Points, it moves on to another target. A 
  single strand is an object with an EAC of 14, a KAC of 
  16, 20 Hit Points, and vulnerability to slashing damage. The 
  aquamarine-furred skittermander’s name is Spacko and she 
  has 10 Hit Points.
  A grappled PC can escape from the strand with a successful 
  DC 26 Acrobatics check or by grappling the strand in return 
  with a successful grapple combat maneuver. A grappled 
  strand attempts to grapple its attacker in turn. A PC can 
  attempt to free a creature grappled by a strand with a 
  successful 24 Athletics check. Freeing a creature from a single 
  strand twice breaks it, rendering it unable to grab at anyone 
  else. Alternatively, a PC can attack a strand with a weapon 
  to destroy it. A PC who succeeds at a DC 23 Engineering or 
  Mysticism check as a standard action can temporarily disrupt 
  the hybrid nanites animating a strand, rendering it flat-footed 
  until the beginning of their next turn.
  Treasure: If the PCs save the aquamarine-furred 
  skittermander, Spacko, she gives the PCs a credstick 
  containing 1,000 credits as thanks for their timely intervention 
  and rushes off to safety.
  Development: Chaos still reigns within Central Common, and 
  the PCs are drawn to the nearby sounds of more festival-goers 
  crying out for help. There is no time to rest as the pleas lead 
  them to a wide area between two stalls.
  Story Award: For enduring the attacks by the animated 
  strands of lights, award the PCs 1,200 XP.
  4
  JOJOKOLEA 
  PEPPER
  
  EvEnt 2: armor clash (cr 5)
  One of the stall operators at the lunar festival, Dubrossk 
  “Steelclaw” Curatsvyn (N female vesk) sells custom-made 
  armor throughout the Veskarium. She thought she could 
  increase her profits by displaying examples of her wares here 
  at Reetamander, but she miscalculated the tenor of the festival 
  and has spent most of the night speaking to uninterested 
  skittermanders. Unfortunately for Dubrossk, her stall was 
  targeted by the nanites to disastrous effect.
  As the PCs approach Dubrossk’s stall, a pahtra runs in the 
  opposite direction shouting, “The armor just came to life!” 
  Another surprised shout echoes from ahead, where the 
  vesk armorsmith lies on the ground under a pair of heavy 
  mannequins. She sees the PCs and tries to warn them off. 
  For this encounter, use the Event 2 map on this book’s inside 
  front cover.
  Creature: In addition to several suits of armor sized for Small 
  creatures, Dubrossk brought along a piece she was particularly 
  proud of, despite the Hellknight lictor who commissioned it 
  later declining to purchase it. This Hellknight plate is infested 
  with Zerastorfen’s hybrid nanites, which animated the armor 
  with a malicious will. 
  When the PCs arrive on the scene, the animated lictor 
  Hellknight plate stands over Dubrossk’s prone form, its 
  integrated corona laser pistol pointing down at the vesk. Due 
  to the nanites’ influence, the construct sees the vesk as a 
  priority threat.
  After Dubrossk is shot (see the animated lictor Hellknight 
  plate’s tactics below), she bleeds for 3 rounds before she 
  perishes. A PC who uses magical healing or succeeds at a 
  Medicine check to use the first aid task on Dubrossk stabilizes 
  her condition.
  ANIMATED LICTOR HELLKNIGHT PLATE 
  CR 5
  XP 1,600
  HP 70 (Starfinder Alien Archive 3 6)
  TACTICS
  During Combat The animated armor always blasts Dubrossk 
  once first, rendering her unconscious and bleeding out. It 
  then focuses its attention on the first PC who strikes it or 
  the PC who deals the most damage to it each round.
  Morale The suit of animated Hellknight plate fights until it is 
  entirely destroyed.
  Treasure: When it’s defeated, the animated Hellknight plate 
  crumbles into its constituent pieces. The PCs can salvage the 
  jetpack and mk 1 thermal capacitors armor upgrades from 
  the pile. (If Dubrossk is alive, she happily allows the PCs to 
  do so, and can even install one of them in a PC’s armor while 
  they rest to regain their Stamina Points. If they choose to do 
  so; see Development below.)
  Development: If the PCs stabilized Dubrossk, it is a simple 
  matter of extracting her from beneath the mannequins 
  after the fight. Extracting her does not require a skill check, 
  although the skittermanders may wish to helpfully offer their 
  assistance to the vesk, anyway. Regardless, she is grateful to 
  the PCs for saving her life, but mutters sourly about her trip 
  to Vesk-3 being a waste of time.
  All around Central Common, much of the panic has 
  subsided as the nanite-animated decorations either are 
  destroyed or run low on power, although the festival-goers 
  are still nervous and on edge from the unexpected attack. 
  The PCs can take a 10-minute rest to regain Stamina Points if 
  they wish, and they can spend some time helpfully calming 
  the crowd. 
  As soon as they have caught their breath, an unfamiliar 
  voice comes booming across the Common’s sound systems, 
  laughing sinisterly and, in a quite arrogant tone, claiming 
  responsibility for the recent mishaps at the festival. The PCs 
  can easily pinpoint the source of this speech as coming from 
  the large floral statue near the Common’s largest fountain.
  Once the PCs make their way toward the fountain to 
  investigate, Event 3 begins.
  5
  SKITTER HOME
  DECORATIVE 
  DANGER
  
  EvEnt 3: victory spEEch (cr 7)
  As the PCs hurry toward the fountain but before they see 
  Zerastorfen standing on it (see Creatures below), read or 
  paraphrase the following text.
  Abruptly, the sinister laughter over the Common’s sound 
  system ends. “My fellow skittermanders,” the voice booms, 
  “I can only hope you heed-heed this wake-up call. Terror 
  descends upon Reetamander as we gather peacefully to ring 
  in the Great Rebirthing. And where is your desire to help-help 
  now? Why do you only save yourselves from this bedlam? 
  Could it be—could it be your entire worldview, your so-called 
  community-mindedness, is-is a lie?!” 
  The voice pauses to clear their throat. “Look around you 
  now and I am certain you see it too. You can’t deny that each 
  skittermander is out only to help-help themselves. Cast off 
  your aspersions, my friends! Admit your true ways—or suffer 
  the consequences!”
  Just as the voice’s monologue begins to fade, the festival-
  goers’ murmurs of confusion turn to shouts of terror. 
  “A bomb!” screams one skittermander, pointing toward the 
  skittermander statue near the fountain. “There’s a bomb on 
  the statue’s hand!”
  Several fountains are dotted around Central Common, 
  each decorated with sculptures of a different type of 
  aquatic creature found in the Vermilion Sea. This scene 
  takes place near the Comananner Fountain, named after a 
  massive aquatic predator found in the deepest waters. For 
  Reetamander, a tall floral arrangement of a skittermander 
  with outstretched arms has been situated near the fountain; 
  the sculpture is meant to be a personification of the Great 
  Mother and is a reverent addition to the Central Common for 
  the festival.
  Hazard: Zerastorfen placed his flyer-dispersal device in 
  the upper left-hand palm of the flower statue, knowing that 
  no skittermanders would even think to tamper with it ahead 
  of his sinister plans. It is visible from the ground—a metal 
  cylinder about 3 feet long and 6 inches in diameter with wires 
  sprouting from both ends and other electronic components 
  welded to the side. To any onlooker, the flyer-dispersal device 
  appears to actually be an explosive device. Its incessant 
  beeping merely reinforces this idea.
  The device is 15 feet from the ground, and a PC can climb 
  the statue with a successful DC 15 Athletics check. A PC who 
  succeeds at a DC 18 Perception check spots the ladder on the 
  ground on the other side of the fountain; though it doesn’t 
  weigh a lot, the ladder has a bulk of 3 due to its length, making 
  it awkward to carry. Placing the ladder against the statue 
  reduces the DC of the Athletics check to climb to 5. There is 
  enough room on the floral hand for a Small creature to stand 
  next to the device in order to try to disarm it.
  Three successful DC 21 Engineering checks are required 
  to fully disarm the device; each attempt is a full action. If 
  two checks are failed by 5 or more, the device detonates 
  prematurely. Otherwise, the device is primed to detonate 
  2 minutes after Zerastorfen arms it (see Creatures below). 
  When the device detonates, it doesn’t do so in a ball of 
  flame. Instead, there is a wave of pressure as the thousands 
  of tiny flyers crammed into the device are expelled into the 
  sky. Anyone adjacent to the device is pushed back 5 feet, 
  flinging them off the statue unless they succeed at a DC 14 
  Reflex saving throw. The flyers themselves are detailed in 
  Development on page 7.
  Creatures: Zerastorfen, the skittermander anarchist, has 
  bright orange fur that has been styled to make him look 
  intimidating. He wears an eye patch he doesn’t need and has 
  smeared black make-up under his other eye. He stands on the 
  edge of the fountain, holding a wireless microphone that he 
  hacked to broadcast over the Common’s sound system in one 
  hand. When the PCs look toward the fountain, it’s obvious 
  that he’s the source of the voice coming over the Common’s 
  sound system. While Zerastorfen pontificates, his two water 
  elemental minions hide within the fountain’s waters, waiting 
  for the command to rise and strike.
  6
  ZERASTORFEN
  
  Zerastorfen is willing to talk with the PCs. He is quite 
  fanatical and is convinced that skittermanders’ collective 
  desire to help is a sham. If pressed, it becomes clear that he 
  blames the skittermander species for an accident in which his 
  younger brother, Toraforsten, died while making a space walk 
  to fix malfunctioning equipment on a starship. Toraforsten’s 
  actions saved the rest of the crew from dying in a starship 
  crash, but Zerastorfen blames them and all skittermanders for 
  not finding a way to help his brother. Zerastorfen is certain that 
  the “explosive ordinance” in the device on the statue will show 
  skittermanders their true ways; Zerastorfen never tells the PCs 
  the true nature of the device’s contents, only speaking of the 
  flyers in metaphor.
  The PCs can talk down Zerastorfen if they don’t wish to 
  engage him in direct combat. They can rationalize that his 
  brother chose to sacrifice himself for his friends, and that in 
  itself proves the anarchist is wrong about his beliefs about 
  the species. A PC can attempt a DC 24 Diplomacy check to 
  get Zerastorfen to step down from the fountain; at most one 
  other PC can aid in this check. This allows the PCs to get 
  within 10 feet without triggering combat. A PC who then 
  succeeds at another DC 22 Diplomacy check (with at most 
  one other PC aiding) seems to get through to Zerastorfen as 
  he listens to them, but suddenly he shakes his head in anger 
  and activates the countdown on his device. A PC must then 
  succeed at a DC 25 Diplomacy check (with at most two other 
  PCs aiding) to get Zerastorfen to see the errors of his ways 
  and surrender. Unfortunately, he can’t shut down the device.
  Alternatively, if the PCs act hostile toward Zerastorfen or 
  he notices one of them attempt to reach his device, he arms 
  it and calls forth his water elementals to attack. The hostile 
  skittermander fully intended to defend his anarchic beliefs 
  with force, though he’s not willing to die for his cause.
  SMALL WATER ELEMENTALS (2) 
  CR 1
  XP 400 each
  HP 20 each (Starfinder Alien Archive 46)
  TACTICS
  During Combat The water elementals try to remain between 
  the PCs and Zerastorfen and attack any PCs who come 
  near them.
  Morale The elementals fight until they are destroyed.
  ZERASTORFEN 
  CR 6
  XP 2,400 
  Male skittermander technomancer (Starfinder Alien Archive 106)
  NE Small humanoid (skittermander)
  Init +3; Senses low-light vision; Perception +13
  DEFENSE HP 75 RP 5
  EAC 17; KAC 18
  Fort +5; Ref +5; Will +9
  OFFENSE
  Speed 30 ft.
  Melee tactical baton +10 (1d4+6 S)
  Ranged corona laser pistol +12 (2d4+6 F; critical burn 1d4)
  Offensive Abilities grappler, hyper
  Technomancer Spells Known (CL 6th; melee +10, ranged +12)
  2nd (3/day)—daze monster (DC 18), caustic conversion
  1st (6/day)—grease (DC 17), jolting surge, magic missile, 
  overheat (DC 17)
  0 (at will)—energy ray, token spell
  TACTICS
  During Combat Zerastorfen targets the strongest-looking 
  PC with daze monster, following it up with grease to trip 
  up as many other PCs as possible. He then casts ranged 
  damaging spells such as caustic conversion and magic 
  missile until a PC gets too close to him, after which he 
  resorts to using jolting surge or overheat.
  Morale The skittermander technomancer surrenders when he 
  is reduced to fewer than 15 Hit Points, though if the PCs 
  haven’t defused the device yet (see above), he continues to 
  taunt the PCs until he is knocked unconscious.
  STATISTICS
  Str +0; Dex +3; Con +1; Int +1; Wis +5; Cha +2
  Skills Computers +18, Diplomacy +13, Intimidate +13, 
  Mysticism +13
  Languages Aquan, Common, Vesk
  Other Abilities cache capacitor 1 (disguise self), magic 
  hacks (debug spell [1 die], harmful spells [+3 damage]), 
  six-armed, spell cache (wrist computer)
  Gear elite stationwear, corona laser pistol with 1 battery (20 
  charges), tactical baton, wireless microphone
  Development: If the PCs quickly defeat Zerastorfen and his 
  minions, they have a chance to climb up the statue and defuse 
  the device, though the clock is still ticking!
  The flyers (which the PCs will be able to get a look at after 
  they defuse the device or it detonates) are simple slips of 
  recycled paper on which is written shortened versions of 
  Zerastorfen’s screed (“Helping is a LIE!”, “Selfish-manders 
  must admit the truth!”, and so on) accompanied by the address 
  of an infosphere site. The page is titled “Skittermanders: A 
  Truly Selfish Species,” and details a list of other places that 
  will soon see “demonstrations of the true skittermander 
  nature” across the planet. With Zerastorfen’s defeat or 
  surrender, these acts of terrorism will not occur and Vesk-3 
  can once again return to its peaceful, helpful ways. 
  CONCLUDING THE 
  ADVENTURE
  Once the festival-goers are safe, the PCs are hailed as heroes 
  for stopping Zerastorfen. Dozens of tiny furred hands pat 
  them on their backs, and the group is escorted to the best 
  position in the Central Common to witness the remainder 
  of the eclipse. There is nearly an hour of chants and songs 
  before the Firstborn appears once again, followed by a feast 
  that leaves everyone’s bellies full near to bursting. The PCs 
  are given five-star accommodations within the city to sleep off 
  the night’s excitement and then can continue on to the next 
  adventure or simply return home.
  7
  SKITTER HOME
  
  CHAPTER 2: 
  HUNTERS HUNTED
  Eons ago, a rogue asteroid crashed into Vesk-3’s surface, 
  altering its geography and ecosystem forever. Many 
  skittermanders believe the planet was inhabited 
  beforehand by an ancient civilization they call 
  the Forerunners, and while no members of this 
  ancient civilization survived the extinction-
  level event, their DNA survived in the 
  skittermander species. Unfortunately, other 
  terrible creatures also evolved from the 
  Forerunners, and retreated into the cavern 
  systems formed by the asteroid’s impact. 
  These beings are known as 
  stridermanders, and they are 
  the subject of tall tales and 
  horror stories told by the 
  light of the stars.
  Today, 
  stridermander 
  sightings are few and far 
  between, but in areas of 
  extremely high tectonic 
  activity, 
  passages 
  to 
  those creatures’ home—the 
  underground realm called Gadraveech—yawn open, allowing 
  the predators to the surface. The more martial-minded 
  members of the Veskarium take great pleasure in eradicating 
  stridermanders who dare to attack the civilized areas of the 
  planet, and some even delve into Gadraveech to hunt the 
  creatures on their own turf. Hunting lodges have sprung up 
  across Vesk-3 to offer such expeditions at a reasonable fee.
  A group of employees of Nakonechkin Salvage—the 
  skittermanders Dakoyo, Gazigaz, Nako, and Quonx—have 
  arrived in Ewagadravona, a Vesk-3 settlement near a 
  permanent entrance to Gadraveech, with their boss, who 
  excited to go on one of the hunting parties that descend into 
  the underground realm.
  WELCOME TO 
  EWAGADRAVONA!
  Read or paraphrase the following to get your players started.
  The high walls and gun turrets surrounding the fortified 
  city of Ewagadravona give it a sense of both safety 
  and claustrophobia. The buildings within resemble vesk 
  architecture more than skittermander, with sharp angles and 
  concessions to practicality. At street level, the structure’s 
  windows are protected by steel shutters that can come 
  crashing down at a moment’s notice. Despite the dour 
  designs, the people here seem as friendly as those in any 
  other major settlement on Vesk-3.
  Skittermanders make up more than half the populace of 
  Ewagadravona, followed by vesk and pahtras (Starfinder Alien 
  Archive 2 94) in that order. The latter are drawn to the city 
  because of its proximity to a large cave that leads down into 
  Gadraveech. The cave was uncovered several decades ago, and 
  the local government hasn’t seen fit to blast it closed, citing 
  the revenue it brings as a tourist attraction. However, most of 
  that capital gets funneled into the city’s protection, as 
  occasionally, throngs of deadly creatures emerge from 
  the cave, seeking blood. Such a large-scale attack 
  hasn’t occurred in years, and many are beginning to 
  believe the constant hunting parties that descend 
  into Gadraveech have made a considerable dent in 
  the monstrous population.
  The PCs are in Ewagadravona at the behest 
  of their boss, the vesk Nakonechkin, 
  who wants to participate in one 
  of these hunting parties. He 
  claims this is an opportunity 
  for his employees to learn 
  how to work together 
  better, but he clearly is 
  eager to participate in 
  some bloodshed. He has 
  booked an expedition 
  with a local hunting 
  lodge, and brings the PCs there 
  with many exhortations of “This’ll be fun!”
  GadraveeCh tours
  The headquarters for Gadraveech Tours—a commercial hunting 
  lodge—are located in Ewagadravona on the third floor of a 
  five-story building shared by several companies. When the PCs 
  and Nakonechkin step off the elevator, they are greeted by a 
  worried-looking ebony-furred skittermander receptionist who 
  first asks if they have an appointment today and then immediately 
  tells them that all the day’s expeditions have been canceled.
  If the PCs don’t ask why, Nakonechkin does. The 
  skittermander—who introduces themself as Biconiamaca—
  explains that they just lost communication with their last outing, 
  a group of four pahtras led by the company’s most experienced 
  vesk guide, Syvatsolex, and the company is too preoccupied 
  with mounting a rescue mission. Biconiamaca casually mentions 
  that they are also short-staffed. The receptionist doesn’t initially 
  ask for the group’s help, but it seems clear that they are counting 
  on skittermanders’ perpetual drive to be helpful.
  In fact, if the PCs don’t seem eager to bite on this plot hook, 
  Biconiamaca offers a reward of 5,000 credits in exchange for 
  the PCs’ help securing the safe return of the hunting party (after 
  informing Nakonechkin that Gadraveech Tours will gladly refund 
  his deposit). When the PCs agree, Biconiamaca gives them a 
  holographic map of the caves where Syvatsolex generally takes 
  her hunting parties. The receptionist points out one remote 
  tunnel, noting that they don’t currently have anyone searching 
  that area, as it is a bit out of the way of Syvatsolex’s usual routes.
  Biconiamaca wishes the PCs luck as they leave and warns 
  them to keep an eye out for stridermanders in a tone that 
  8
  NAKONECHKIN
  
  indicates that such a suggestion is patently ludicrous. The PCs 
  and Nakonechkin can easily rent a hovercar to take them to 
  the underground entrance, a trip that takes 30 minutes. Along 
  the way, it becomes clear to the PCs that their vesk boss is 
  having second thoughts about this rescue mission.
  a. anciEnt cavEs
  A road leads close to the entrance to the caves Biconiamaca told 
  the PCs about. The presence of a small dirt parking lot suggests 
  that this area is used often. Another hovercar is parked in the 
  lot; a Gadraveech Tours logo adorns the vehicle’s doors. This 
  should give the PCs a clue that they are on the right track.
  When Nakonechkin pulls their hovercar over, he turns to his 
  skittermander employees.
  “Look, fuzzballs, I have a real bad feeling about this.” 
  Nakonechkin looks guilty. “I ain’t one to shy away from 
  danger, but seeing as how the guide’s car is parked right 
  here, maybe I should stick around out here to make sure they 
  don’t just come back from answering the call of nature or 
  something, yeah? I can give you a buzz if I see anything out 
  here.” The vesk seems to have made up his mind.
  While the PCs can attempt to convince Nakonechkin to 
  come with them, the vesk is adamant about staying put. A 
  PC who succeeds at a DC 20 Sense Motive check can tell that 
  Nakonechkin is more afraid about what’s in the caves than 
  worried about accidentally missing the lost tour group.
  For this portion of the adventure, use the map on the inside 
  back cover of this book. The PCs begin in area A1 on the map, 
  which is deeper into the cave complex than its opening, so 
  they will have to provide their own lights. The tunnels are 15 
  feet tall, while the chambers stretch up higher, some as tall as 
  30 feet. The walls, floors, and ceilings are all hard stone.
  The vesk guide Syvatsolex led her group of pahtras to 
  this section of the caves when a tremor opened up an area 
  that had been sealed for centuries. Despite her warnings, the 
  pahtras wanted to explore these chambers but made it only 
  partially in before they were ambushed by the caves’ deadly 
  stridermander inhabitants. Syvatsolex was gravely wounded in 
  the fight, and three pahtras were dragged off by the monsters 
  to their lair in area A8. The final pahtra was left behind to die 
  but was soon accosted by a pair of subterranean oozes.
  a1. rEcEnt opEning
  While the rest of this wide passageway appears to be 
  well-traveled, there is a massive crack in the northern wall 
  stretching from floor to ceiling.
  A PC who succeeds at a DC 14 Physical Science check can tell 
  that this fissure has occurred in the last day. It was likely caused 
  by a minor quake, which are common in these cave systems.
  The tunnel continues downward to the southwest, where 
  most of the hunting tours go, but which aren’t detailed in 
  this adventure. If the PCs need a bit of encouragement to 
  explore the recent opening, they hear a panicked scream from 
  Parsinum, the pahtra in danger in area A3.
  a2. UnstablE passagE (cr 5)
  The walls and ceiling of this 10-foot-wide passageway look 
  jagged and ready to crumble. The floor is littered with 
  pebbles and other rocky detritus.
  Dirt crumbles down from the ceiling as the PCs step into this 
  tunnel. Another cry from Parsinum in area A3 can hurry the PCs 
  along, though it also might cause them to fall afoul of the trap.
  Trap: The tremor has weakened the walls of this passage, 
  and one section of the ceiling is ready to collapse, burying 
  anyone unlucky enough to be passing by. When at least one 
  PC steps into the area marked on the map, the floor cracks, 
  which then runs up the wall to the ceiling, causing a partial 
  cave-in. A PC who fails their Reflex saving throw against this 
  collapse not only takes damage but is buried under rubble. 
  A buried character takes 2d6 bludgeoning damage each 
  round, but can free themself with a successful DC 18 Strength 
  check attempted as a full action. Alternatively, a character 
  who succeeded at the saving throw to avoid being buried 
  can remove enough rocks to free a buried character with a 
  successful DC 18 Strength check (as long as they are adjacent 
  to the pile); at most two other characters can each grant a +2 
  circumstance bonus by each taking a full action of their own to 
  assist (as long as they too are adjacent to the pile).
  COLLAPSING CEILING TRAP 
  CR 5
  XP 1,600
  Type analog; Perception DC 27; Disable Engineering DC 22 
  (temporarily prop up the ceiling) or Physical Science DC 
  18 (concoct chemical mixture to seal cracks in the floor)
  Trigger location; Reset none
  Effect partial cave-in (6d6 B plus buried); Reflex DC 15 half 
  and avoids being buried; multiple targets (all targets in 
  marked 10-ft.-square area)
  Development: If the PCs set off the cave-in, it doesn’t block 
  the tunnel; there is enough room to clamber over the pile of 
  rubble and continue on.
  a3. magnEtic cavE (cr 4)
  Thick stalactites laced with ribbons of dark metal hang from 
  the ceiling of this expansive chamber, and patches of the floor 
  are oddly smooth. Shelves in the eastern half of the cavern 
  are raised five feet from the ground. A pair of passageways 
  exit to the west and another tunnel leads north.
  The metal lacing the stalactites here is naturally magnetic, 
  throwing off most compasses and other direction-finding devices 
  that rely on a planet’s magnetic field. As the tour members 
  9
  SKITTER HOME
  
  wondered at this interesting geological formation, stridermanders 
  ambushed them, as evidenced by a few splotches of dried blood 
  on the floor in the western half of the cave. A PC who examines 
  this residue and succeeds at a DC 18 Life Science or DC 24 
  Survival check can tell the blood was spilled only a few hours 
  ago. If the result of either check exceeds the DC by 4 or more, 
  the PC also notes a few spots of dark pink fluid as well, which is 
  obviously neither pahtra nor vesk blood. This is residue from the 
  ferrofluid oozes that lurk here (see Creatures below).
  Creatures: The magnetic ore here attracted a pair of ferrofluid 
  oozes, puddles of viscous liquid suspended with nanometer-sized 
  particles of magnetite with limited sentience. The oozes stayed 
  attached to the ceiling undisturbed for some time, but when the 
  pahtra Parsinum was separated from the group, the oozes came 
  down to investigate the tech items he carried. Luckily, the pahtra 
  awoke before the oozes suffocated him. He punched at them as 
  he backed off and climbed up onto the southern shelf, leaving 
  his electronic equipment behind. Parsinum has been crying out 
  for help, not realizing he is now in no real danger from the oozes.
  However, when the PCs enter the chamber, the oozes see 
  the PCs’ equipment as their next meal and attack.
  FERROFLUID OOZES (2) 
  CR 2
  XP 600 each
  HP 25 each (Starfinder Alien Archive 3 34)
  TACTICS
  During Combat The oozes uses magnetic leap to attach 
  themselves to random PCs within their auras. They then 
  attempt to bludgeon their victims to death.
  Morale The ferrofluid oozes fight until they are destroyed.
  Treasure: Among Parsinum’s gear is a pair of frag grenades II. 
  The pahtra gladly gives them to the PCs if they rescue him.
  Development: While Parsinum is badly wounded, his 
  bleeding has stopped. He can describe to the PCs how the 
  ambush began with four-legged humanoid shapes emerging 
  from the darkness. However, before he could get a good look 
  at the attackers (or count their numbers) he was knocked out. 
  He confirms that the vesk Syvatsolex and his three pahtra 
  companions—Detmer, Lorijel, and Rummeg—were alive the last 
  he saw them. Parsinum has no interest in delving deeper into 
  the cave, but will gladly wait outside with Nakonechkin if the 
  PCs tell him they have a friend just outside.
  a4. cEntral pool
  Several corridors converge on this small and oddly shaped 
  chamber. A shallow pool of foul-smelling water has 
  collected here.
  This chamber is lit by a flashlight with a sputtering 
  battery, which casts ominous shadows across the walls.
  Development: The vesk Syvatsolex made it this far 
  chasing after the stridermander before collapsing at the 
  edge of the pool. She is here and stabilized but at 0 Hit 
  Points. If the PCs can provide her with any amount of first 
  aid, she comes to with a start. After a moment, she can tell 
  the PCs everything, though she is a bit uncertain as 
  to how many stridermanders attacked. The vesk guide 
  is familiar with stridermanders, though she has only 
  ever seen a few, and at a distance. She was unprepared 
  for the vicious use of their feeding tendrils. She 
  admits that she doesn’t know exactly which way 
  the stridermanders took her charges.
  The vesk can make it back to the cave 
  entrance on her own, but she is in no shape to 
  go farther. She refuses any additional healing 
  once conscious, telling the PCs to save it for 
  someone who might need it more than her.
  Treasure: Syvatsolex gives the PCs her carbon 
  steel curve blade if they seem eager to continue 
  their search, noting they’ll need all the help they can 
  get against the stridermanders.
  a5. siDE chambEr
  The tunnel widens here to an unremarkable cavern with 
  rough walls and exits to the south and northwest.
  This particular chamber holds nothing of interest.
  10
  DETMER, 
  LORIJEL, AND 
  RUMMEG
  
  a6. UnDistUrbED chambEr
  A thin layer of sand covers the stony floor here. A tunnel to 
  the northeast is the only exit.
  The sand here hasn’t been disturbed for some time. The lack 
  of footprints or other markings in the sand makes it obvious 
  no one has come this way.
  Treasure: A PC who succeeds at a DC 21 Perception check 
  spots a faint glint in the sand in the middle of this chamber. 
  Brushing away the grit reveals a fist-sized purple gem worth 
  1,500 credits.
  a7. mossy grotto (cr 5)
  Bluish-green moss covers nearly every surface of this 
  irregular chamber, dotted with large, colorful mushrooms. 
  Tunnels lead out to the east and northeast.
  Moisture seeping in from below this chamber feeds the 
  thriving colony of moss and fungi here. 
  Hazard: When the moss is disturbed (such as by walking across 
  it), it releases clouds of soporific spores. The stridermanders are 
  immune to the spores’ effects, and as they dragged their prey 
  through here, the clouds rendered the pahtras unconscious. Each 
  PC who walks or climbs though this cave must succeed at a DC 16 
  Fortitude saving throw; those who fail become sleepy and take a 
  –1 penalty to attack rolls, skill checks, and saving throws until they 
  get a full night’s rest. These semi-magical spores aren’t filtered out 
  by most armor’s environmental protections, but activating them 
  grants a +2 circumstance bonus to the saving throw. The cloud 
  of spores is an inhaled poison effect. Once a creature attempts 
  a save against the spores, they are immune to further saving 
  throws for 24 hours. 
  If the PCs have a way to move through the chamber without 
  touching the floor or walls (such as by flying), they aren’t 
  subjected to the spores.
  Story Award: Award the PCs 1,600 XP for traversing this cave.
  a8. striDErmanDEr lair (cr 7)
  Several lumpy stalagmites reach up from the floor in the 
  western half of this large cave, each six feet tall. Near the 
  southern wall, a pit leads down into utter darkness. A ledge 
  runs 10 feet above the cavern floor along the northern and 
  eastern walls, with sloping ramps at either end. The eastern 
  portion of the chamber is some kind of lair, with ragged furs 
  and scaly skins arranged on the floor near a small pile of bones. 
  The whole area smells musty. A lone tunnel exits to the west.
  The lair of four stridermanders that emerged from the 
  depths of Gadraveech months ago, this cavern has a 30-foot 
  vaulted ceiling and sloped walls that can be easily climbed by 
  the creatures (for creatures without a climb speed, it requires a 
  successful DC 22 Athletics check). The hole leads down deeper 
  into Gadraveech, where even more horrors await; exploring 
  further is beyond the scope of this adventure.
  The stalagmites can provide cover for the PCs to sneak closer 
  to the stridermanders. They grant a +2 circumstance bonus to 
  Stealth checks to a Small or smaller creature within 5 feet.
  Creatures: The four stridermanders that ambushed the tour 
  group are in the eastern part of the room, near their furs and 
  hides (which they harvested from other Gadraveech creatures), 
  sniping at each other over who gets to eat their pahtra victims 
  first. As such, they take a –2 penalty to Perception checks to 
  notice the PCs until the PCs get within 15 feet or attack.
  The pahtras Detmer, Lorijel, and Rummeg are unconscious, 
  lying on the piled-up hides; they are currently stable, but any 
  amount of damage (say, from an area attack) causes them to 
  begin bleeding out. If that happens, they die after 2 rounds.
  STRIDERMANDERS (4) 
  CR 3
  XP 800 each
  HP 40 each (Starfinder Alien Archive 3 104)
  TACTICS
  During Combat The stridermanders abandon their pahtra 
  victims and attack the PCs. Each stridermander attacks a 
  different PC with spear and feeding tendril.
  Morale Each stridermander fights until it is reduced to 10 
  or fewer Hit Points, and then it tries to flee down into the 
  pit. The last stridermander, though, isn’t cowed by the 
  PCs’ presence and doesn’t flee or surrender.
  Development: Once the PCs have defeated or driven off the 
  stridermanders, they can tend to the pahtras. With a minor 
  amount of first aid, the pahtras can exit the caverns with only 
  a bit of assistance. The would-be hunters are a bit delirious 
  from their ordeal but are able to mutter thanks to the PCs, 
  especially when they emerge into the light of day.
  CONCLUDING THE 
  ADVENTURE
  Nakonechkin is relieved to see the PCs when they appear at 
  the cave entrance, going so far as to embrace them in one big 
  hug. He then realizes that he has an audience and clears his 
  throat with embarrassment. Syvatsolex is lucid enough to 
  drive her vehicle back to Ewagadravona, though if one of the 
  PCs insists on not letting her behind the controls, she relents. 
  Both groups arrive back at the city before dusk.
  Biconiamaca is similarly thrilled to see their friend and 
  any customers who made it back alive. They hand over any 
  promised reward on behalf of Gadraveech Tours. If asked, 
  Biconiamaca promises that they will inform the city authorities 
  of the newly connected caverns and deeper entrance into 
  Gadraveech. Protocol dictates that the caves be fully explored 
  by a seasoned team of spelunkers before they can be used 
  recreationally. Biconiamaca jokingly suggests that the PCs 
  should volunteer for the job, which is followed by Nakonechkin 
  laughing nervously and escorting his employees out of the 
  building. Such an adventure will have to wait for another day!
  11
  SKITTER HOME
  
  DAKOYO
  The dark purple Dakoyo is a priest of Ibra who was the last of 
  the four skittermanders to join Nakonechkin Salvage. He is a 
  contemplative skittermander who enjoys stargazing and has 
  an almost encyclopedic knowledge of healing techniques from 
  the past and present. 
  Dakoyo was born in the town of Sutheoniora, a suburb 
  of the city of Morandomandrana. As a young adult, Dakoyo 
  gained his interest in medicine after his secondary mouth 
  fell off. He studied the desiccated appendage for a few days 
  before a passing rallidee gull swooped down and carried it 
  off. Dakoyo followed the bird to an Ibran abbey down the 
  coastline, where he spent several years being taught the 
  faith and rudimentary healing techniques. He then joined up 
  with the crew of a medical starship traveling the galaxy on 
  missions of mercy, where he received more hands-on training. 
  Eventually, he became the resident physician to the other 
  employees of Nakonechkin Salvage after being picked up off 
  a stray asteroid.
  DAKOYO
  Male skittermander priest mystic 4 (Starfinder Alien 
  Archive 106)
  NG Small humanoid (skittermander)
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Perception +12
  DEFENSE 
  HP 26 SP 28 RP 7
  EAC 14; KAC 15
  Fort +2; Ref +3; Will +9
  OFFENSE
  Speed 30 ft.
  Melee battle staff +3 (1d4+4 B; critical knockdown)
  Ranged needler pistol +3 (1d4+2 P; critical injection DC +2)
  Offensive Abilities grappler, hyper
  Mystic Spell-Like Abilities (CL 4th)
  At will—mindlink
  Mystic Spells Known (CL 4th; ranged +4)
  2nd (3/day)—daze monster (DC 17), mystic cure, remove 
  condition
  1st (5/day)—lesser remove condition, mind thrust (DC 16), 
  mystic cure, reflecting armor, share 
  language
  0 (at will)—daze (DC 15), detect 
  affliction, detect magic, stabilize, 
  telekinetic projectile, token spell
  Connection healer
  STATISTICS
  Str 10 (+0); Dex 12 (+1); Con 12 (+1); Int 9 (–1); Wis 20 (+5); 
  Cha 12 (+1)
  Skills Diplomacy +8, Medicine +8, Mysticism +15, Perception 
  +12, Sense Motive +12; reduce the DC to recall knowledge 
  about religious traditions, religious symbols, and famous 
  religious leaders by 5
  Feats Mystic Strike, Skill Synergy (Medicine, Mysticism)
  Languages Common, Vesk
  Other Abilities channel skill +1, healing channel (4d8 HP), 
  healing touch (15 HP), lifelink (4 HP), six-armed
  Gear graphite carbon skin (infrared sensors), battle staff, 
  needler pistol with 31 darts, mk 1 ring of resistance, 
  mk 1 serums of healing (3), mk 2 serums of healing (2), 
  basic medkit, beacon, id moss (2 doses), tier 1 analgesic 
  (2 doses), tier 1 antitoxin (2 doses), tier 1 sedative (2 
  doses), antique stethoscope, handful of wooden tongue 
  depressors, credstick (105 credits); Augmentations mk 1 
  ability crystal (Wisdom)
  SUTHEONIORA
  Sitting several miles south of Morandomandrana along the 
  coast of the Vermilion Sea, Sutheoniora is a quaint village 
  with tile-roofed cottages and twisting, meandering streets. 
  Sutheoniora holds a long-standing tradition of extinguishing 
  all electric lights on clear evenings so that residents can 
  gaze up at the stars and out across the ocean.
  12
  
  GAZIGAZ
  The emerald-green Gazigaz is always ready to reach out one 
  of his six hands in friendship. The third skittermander to be 
  employed by Nakonechkin Salvage, Gazigaz keeps his fur 
  impeccably groomed and has an eye for fashion. As his travels 
  take him around the galaxy, Gazigaz is always on the lookout 
  for eye-catching trinkets that’ll add to his sartorial splendor.
  Gazigaz was whelped in a communal creche in the ancient 
  city of Morandomandrana, which some call the skittermander 
  capital of Vesk-3. Growing up around multiple “siblings” 
  instilled Gazigaz with a constant drive to make peace, even 
  with those who might be hostile to him and his friends. Most 
  conflicts are simply misunderstandings among those who 
  would otherwise become friends, Gazigaz believes. 
  Being a cultural hub, the city of Morandomandrana 
  sees many off-planet visitors, and after meeting his first 
  vesk, Gazigaz knew he wanted to become friends with 
  every alien species he could find. He figured the best 
  way to make excellent first impressions on these people 
  he had yet to meet was to look his best, so he became an 
  expert in fashion and grooming. Several years ago, the vesk 
  Nakonechkin and the crew of two skittermanders who 
  already worked for him passed through the city and caught 
  Gazigaz’s interest. Before the vesk’s ship could lift off again 
  for parts unknown, Gazigaz had talked his way aboard the 
  vessel and into Nakonechkin’s employment.
  GAZIGAZ
  Male skittermander xenoseeker envoy 4 
  (Starfinder Alien Archive 106)
  CG Small humanoid (skittermander)
  Init +2; Senses darkvision 60 ft., low-
  light vision; Perception +7
  DEFENSE 
  HP 26 SP 24 RP 7
  EAC 16; KAC 16
  Fort +1; Ref +6; Will +6
  OFFENSE
  Speed 30 ft.
  Melee tactical baton +5 (1d4+2 B)
  Ranged glamered static arc pistol +6 
  (1d6+2 E; critical arc 2)
  Offensive Abilities grappler, hyper
  STATISTICS
  Str 10 (+0); Dex 15 (+2); Con 10 (+0); Int 
  10 (+0); Wis 10 (+0); Cha 20 (+5)
  Skills Bluff +12, Culture +7, Diplomacy +12, Life 
  Science +7, Perception +7, Piloting +9, Sense 
  Motive +7, Stealth +9; reduce the DC to identify 
  a rare creature using Life Science by 5
  Feats Iron Will, Weapon Focus (small arms)
  Languages Akitonian, Castrovelian, Common, 
  Pahtra, Vesk, Ysoki
  Other Abilities envoy improvisations (get ’em, inspiring 
  boost [13 SP], not in the face [DC 17]), expertise (1d6), 
  expertise talents (slick customer), six-armed, skill 
  expertise (Diplomacy)
  Gear basic lashunta tempweave (infrared sensors), glamered 
  static arc pistol with 1 battery (20 charges), tactical 
  baton, charge cloak, iridescent spindle aeon stone, ring of 
  whispers, starstone compass, hygiene kit, silver armbands 
  (6), credstick (7 credits); Augmentations mk 1 ability 
  crystal (Charisma)
  MORANDOMANDRANA
  Many non-skittermanders call this ancient city Mandrana, 
  though most skittermanders wouldn’t think of shortening 
  its name, especially those who grew up there. The city’s 
  foundations sank below sea level following an earthquake 
  shortly after the Gap, but the citizens rebuilt the buildings 
  in the current style around the many canals that were 
  formed in that disaster.
  13
  SKITTER HOME
  
  NAKO
  The crimson-furred Nako was the vesk Nakonechkin’s first 
  mate aboard their former ship, the Clutch. She respects and 
  admires their vesk boss Nakonechkin to such a degree that 
  she took a shortened form of his name when she entered his 
  employment. Nako enjoys keeping herself fit and sparring 
  with the other skittermanders, though they can’t match her 
  martial prowess. 
  Living in the fortified city of Ewagadravona, Nako learned 
  the importance of self-defense at an early age. One rare 
  moonless evening, the young skittermander wandered 
  outside the walls in search of interesting rocks. Humming a 
  tune to herself, she failed to notice an immature stridermander 
  creeping up behind her. Before the beast could strike, it was 
  shot dead by a pahtra hunter who had been stalking it for 
  hours. The pahtra brought Nako back to Ewagadravona, gave 
  her a knife, and told her to learn how to use it before she 
  ventured out again. Years later, Nako met Nakonechkin as he 
  was stationed in the city during his brief stint in the military. 
  The vesk was amused by the skittermander’s deftness with 
  the knife, and the two formed an unlikely friendship that 
  soon became a business partnership. 
  NAKO
  Female skittermander spacefarer soldier 4 (Starfinder Alien 
  Archive 106)
  NG Small humanoid (skittermander)
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +0
  DEFENSE 
  HP 30 SP 36 RP 7
  EAC 17; KAC 19
  Fort +5; Ref +2; Will +4
  OFFENSE
  Speed 35 ft.
  Melee called ember flame doshko +10 (1d8+11 F; critical 
  wound [DC 16]) or
  survival knife +9 (1d4+9 S)
  Ranged tactical semi-auto pistol +5 (1d6+2 P) or
  stickybomb grenade I +9 (explode [10 ft., entangled 2d4 
  rounds, DC 11])
  Offensive Abilities fighting styles (blitz), 
  gear boost (melee striker), grappler, 
  hyper, rapid response
  STATISTICS
  Str 20 (+5); Dex 12 (+1); Con 13 (+1); Int 
  8 (–1); Wis 10 (+0); Cha 12 (+1)
  Skills Athletics +10, Intimidate +7, Physical 
  Science +3, Profession 
  (musician) +5, Survival 
  +6; reduce the DC of 
  Physical Science checks 
  to recall knowledge 
  about strange new worlds 
  or features of space by 5
  Feats Coordinated Strike, Step 
  Up, Toughness, Weapon Focus 
  (advanced melee weapons)
  Languages Common, Vesk
  Other Abilities six-armed
  Gear officer ceremonial plate (infrared 
  sensors), called ember flame 
  doshko with 1 battery (20 charges), 
  survival knife, tactical semi-auto 
  pistol with 9 small arm rounds, 
  stickybomb grenade I, mk 2 serum of 
  healing, fire extinguisher, brass blaathorn, 
  mvindee fingerdrums; Augmentations mk 1 
  synaptic accelerators (Strength)
  EWAGADRAVONA
  Appearing more as a vesk settlement than a skittermander 
  one, Ewagadravona is very close to an entrance to the 
  subterranean realm of Gadraveech, home to uncountable 
  horrors. The small city is well-fortified against any 
  dangerous monsters that might emerge from underground, 
  and many of its residents are well-practiced in self-defense.
  14
  
  QUONX
  The electric-blue Quonx was the second skittermander to 
  join Nakonechkin Salvage after she basically stowed away 
  aboard the Clutch to make what she saw were much-needed 
  repairs. She is a natural mechanic and engineer, as well as a 
  voracious reader. 
  Quonx spent her formative years in the industrial city 
  of Korganistor, surrounded by vesk and skittermanders 
  working in factories and mines. While she tried her hands 
  at both, she constantly found her mind wandering to more 
  theoretical places. Seeing how much effort was put into 
  pulling ore from the mountains, refining it, and smelting 
  it into weapons of war, Quonx began theorizing a way 
  those minerals could be extracted molecule-by-molecule 
  with some kind of beam. While there were no injuries or 
  casualties from the resulting explosion, one mine’s tunnels 
  fully collapsed. The vesk mine owner “politely” asked Quonx 
  to leave, and she wandered across Vesk-3 until she came 
  across Nakonechkin’s ship in port.
  QUONX
  Female skittermander scholar mechanic 4 (Starfinder Alien 
  Archive 106)
  CG Small humanoid (skittermander)
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +7
  DEFENSE 
  HP 26 SP 24 RP 6
  EAC 16; KAC 16
  Fort +4; Ref +6; Will +1
  OFFENSE
  Speed 30 ft.
  Melee survival knife +5 
  (1d4+2 S)
  Ranged azimuth laser rifle +6 
  (1d8+4 F; critical burn 
  1d6) or
  incendiary grenade I +3 
  (explode [5 ft., 1d6 F, 1d4 
  burn, DC 12])
  Offensive Abilities combat tracking, grappler, 
  hyper, overload (DC 16)
  STATISTICS
  Str 10 (+0); Dex 15 (+2); Con 10 (+0); Int 18 (+4); 
  Wis 10 (+0); Cha 12 (+1)
  Skills Acrobatics +6, Athletics +7, Computers 
  +12, Engineering +14, Medicine +11, Perception +7, 
  Physical Science +12, Stealth +6; reduce the DC 
  to recall knowledge about matters of quantum 
  physics by 5
  Feats Barricade, Skill Focus (Engineering), Weapon 
  Focus (longarms)
  Languages Akitonian, Common, Shirren, Vercite, 
  Vesk, Ysoki
  Other Abilities artificial intelligence (exocortex), bypass +1, 
  custom rig (standard datajack), mechanic tricks (energy 
  shield [7 HP, 4 min.], overcharge), memory module, 
  six-armed
  Gear lashunta tempweave (infrared sensors), azimuth 
  laser rifle with 2 batteries (20 charges each), incendiary 
  grenades I (2), survival knife, mk 1 serums of healing (3), 
  basic medkit, detonator, engineering kit, hacking kit, 
  trapsmith’s tools, datapad containing the collected works 
  of Dr. Zambressa Von Vultoor, quantum reality spanner 
  (nonfunctional), credstick (35 credits); Augmentations mk 
  1 synaptic accelerators (Intelligence), standard datajack
  KORGANISTOR
  Nestled in the foothills of the Huelliswetch Mountains, 
  the city of Korganistor is a bustling center of industry, 
  with several arms factories fed by nearby mining camps. 
  Korganistor is approximately half vesk by population, with 
  a large military presence, though skittermander aides help 
  keep the businesses running. 
  15
  SKITTER HOME
  
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
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  Starfinder: Skitter Home © 2020, Paizo Inc.; Author: Jason Keeley.
  This product is compliant with the Open Game License (OGL) and is suitable for use with 
  Starfinder.
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  16
  
  1 square = 5 feet
  1 square = 5 feet
  A. ANCIENT CAVES
  A. ANCIENT CAVES
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  PZO9500-17 Printed in China
  paizo.com/starfinder
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  SKITTER ON HOME!
  Even the most helpful six-armed heroes sometimes 
  need 
  a 
  little 
  rest 
  and 
  relaxation. 
  But 
  while 
  on  vacation to their homeworld, our veteran 
  skittermanders come face-to-face with a threat 
  far more dangerous than they could have expected. 
  Once again, this fuzzy crew must save the day!
  In these unique adventures, players can tackle two 
  harrowing incidents in any order they wish, or they 
  can play them separately as standalone sessions. 
  In the first, they party at Reetamander, a festival 
  celebrating a lunar eclipse on the skittermanders’ 
  homeworld, but are forced to confront a villain who 
  attempts to sabotage the festivities. In the second, 
  their underground hunting expedition turns into 
  a rescue mission when stridermanders—massive, 
  terrifying cousins of the skittermander species—
  wreak havoc in the caves. 
  In addition to these versatile adventures, this 
  book 
  includes 
  four 
  pregenerated 
  characters 
  that are ready to play, with full stat blocks and 
  backstories. The inside covers include all of the 
  maps needed for this adventure.
  Skitter Home is a raucous affair written for 
  the popular Starfinder Roleplaying Game. It’s 
  intended for four 4th-level skittermander 
  characters who are looking for some fun 
  before jumping into action like the 
  helpful heroes that they are.
  
SOURCE: textdata/thevault/Starfinder [multi]/Modules/Skitter Home [Free RPG Day 2020].pdf