TEXT: BY PATRICK BRENNAN
  FATE OF  
  THE FIFTH
  ADVENTURE PATH
  
  TERMINUS WILD 
   
  TIER 3
  Flux Industries Observation Ketch
  Medium transport
  Speed 6; Maneuverability average (turn 2) 
  AC 13; TL 13
  HP 70; DT —; CT 14
  Shields basic 40 (forward 10, port 10, starboard 10, aft 10)
  Attack (Forward) gyrolaser (1d8; 5 hexes), twin laser (5d8; 20 hexes)
  Attack (Aft) light plasma torpedo launcher (3d8; 20 hexes)
  Attack (Turret) laser net (2d6; 5 hexes)
  Power Core Arcus Heavy (130 PCU); Drift Engine none; Systems basic mid-range sensors, crew quarters (common), mk 2 duonode 
  computer, mk 3 armor, mk 3 defenses; Expansion Bays cargo hold, escape pods, guest quarters (2, luxurious), recreation suite (HAC)
  Modifiers +2 to any 2 checks per round, +2 Computers (sensors only), +1 Piloting; Complement 1–6
  Built high above Suskillon at the high-tech Flux Industries Spaceyards, the Observation Ketch is the ideal conveyance for intrasystem travel. 
  Designed with comfort, luxury, and security in mind, the Observation Ketch comes with two dozen transparent aluminum scenic view ports 
  perfect for observing the stars and other astronomical phenomena, as well as—when the ship descends into a planet’s atmosphere—terrestrial 
  sights such as distant packs of wildlife and towering geographical features. During long travel times, guests can relax in their luxurious 
  quarters or make use of the ship’s HAC. A single cargo hold provides adequate room for passengers’ luggage and a small amount of goods an 
  enterprising crew might wish to transport.
  Though the Observation Ketch is not a particularly large vessel, its many chambers are split between two decks—one dedicated to 
  passenger comfort and one meant for the crew. A lift provides transportation between the decks, and a set of stairs connects the engineering 
  section and the cargo hold. However, don’t think that the Ketch’s lower deck is devoid of amenities. The captain receives their own quarters, 
  while the rest of the crew share a spacious barracks. They are all served by shared lavatory facilities and can relax in the fully stocked galley 
  in between shifts.
  An Observation Ketch also boasts enough weaponry to protect itself from hostile entities while in dangerous territory. The vessel is armed 
  with state-of-the-art twin lasers, a deadly light plasma torpedo launcher, a versatile gyrolaser, and a laser net capable of stopping most 
  targeted missiles in their tracks. Should these defenses (and the vessel’s basic shields) prove inadequate, the Observation Ketch is equipped 
  with several emergency escape pods.
  This luxurious starship can be crewed by one to six people (though the standard crew size is four), and any size of crew is aided by the 
  vessel’s on-board computer and mid-range sensors. Some owners outfit their Observation Ketches with Drift engines after a few years of 
  operation as they grow bored with the experiences their home system has to offer and wish to travel to other systems and see new things, 
  but Ketches generally come off the production line without such capability, relying solely on their conventional thrusters.
  
  On the Cover
  BY PATRICK BRENNAN
  FATE OF  
  THE FIFTH
  ADVENTURE PATH
  FATE OF THE FIFTH
  PART 1 OF 6
  Campaign Outline 
  2
  Fate of the Fifth 
  4
  by Patrick Brennan
  Battling the Swarm 
  38
  by Patrick Brennan
  A Plague of Locusts 
  46
  by Lacy Pellazar
  Alien Archives 
  54
  by Patrick Brennan, James Case, and Adrian Ng
  Codex of Worlds: suskillon 62
  by Patrick Brennan
  Starship: Terminus Wild 
  Inside
  by Patrick Brennan 
  Covers
  This book refers to two other Starfinder products using the following abbreviations, 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.
  Armory 
  AR 
   
  Pact Worlds 
  PW
  Artist Setiawan Fajareka portrays an onslaught of 
  terrifying Swarm dredgers, as well as Xelanon, the 
  shirren priest of Hylax who needs to be rescued from 
  a doomed planet.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  AUTHOR
  Patrick Brennan
  ADDITIONAL WRITING
  James Case, Adrian Ng, and Lacy Pellazar
  DEVELOPERS
  Jason Keeley and Chris S. Sims
  EDITORS
  Amirali Attar Olyaee, Judy Bauer, James Case, Leo Glass, 
  Lyz Liddell,  Adrian Ng, Lacy Pellazar, and Jason Tondro
  COVER ARTIST
  Setiawan Fajareka
  INTERIOR ARTISTS
  Michele Giorgi, Nathanael James, Alyssa McCarthy, 
  Pixoloid Studios, and Tom Ventre
  PAGE BORDER DESIGN
  Graey Erb
  CARTOGRAPHER
  Damien Mammoliti
  ART DIRECTION AND GRAPHIC DESIGN
  Adam Vick
  CREATIVE DIRECTOR
  Robert G. McCreary
  MANAGING DEVELOPER
  Amanda Hamon
  STARFINDER DESIGN LEAD
  Owen K.C. Stephens
  PROJECT MANAGER
  Gabriel Waluconis
  PUBLISHER
  Erik Mona
  ADVENTURE PATH
  
  2
  T
  he exact origins 
  of the Swarm 
  are unknown 
  to most. Before it became 
  a monolithic hive-mind bent 
  on 
  consuming 
  everything 
  in its way, members of the Swarm were originally called 
  kucharns, an insectile species that worshipped Hylax. A few 
  shirren religious scholars have posited that the Forever Queen 
  was originally a kucharn who ascended to godhood, but there 
  is little proof of this theory. As the centuries passed, kucharns 
  evolved to form a series of hives, each with its own collective 
  consciousness. The kucharn population began to explode as the 
  hives competed for their planet’s resources.
  These clashes eventually turned into full wars with battles on 
  land, in the seas, and in the sky, until one hive developed the 
  ability to subsume the intelligence of those hives it defeated. 
  Soon, this hive overwhelmed all others, and in its unending 
  hunger stripped its home planet of all resources. With this 
  evolution, Hylax turned away from the species, disliking the path 
  of its development while remaining unwilling to interfere with it. 
  This might have been the end for the Swarm, if a combination of 
  evolutionary traits absorbed from several different hives hadn’t 
  led the species to develop a form of spaceflight. By creating living 
  starships, the Swarm was able to take to the stars and devour 
  world after world, leaving devastation in its wake. 
  The Swarm’s constant modifications led to an unusual 
  mutation during the Gap: a subcolony of the Swarm broke 
  away from the hive mind and regained its individuality. This 
  became the peace-loving species now known as shirrens. As 
  both species “awoke” from the Gap, the shirrens fled from the 
  confused Swarm. Momentarily stopping at a comet to gather 
  resources for fuel, the shirrens were greeted by an image 
  of Hylax, who welcomed the lost members of her flock and 
  helped strengthen their minds against the constant psychic 
  pull of the Swarm. Several shirrens stayed behind on the 
  comet, erecting a sacred site called the Forever Reliquary 
  and guarding it for generations to come. Continuing on their 
  exodus, shirrens passed through the Suskillon system (where 
  they mingled with the local populace) and what they named 
  the Chuuva system (establishing a colony there). Other 
  shirrens continued on, eventually reaching the Pact Worlds in 
  83 ag, bringing the faith of Hylax with them and spreading its 
  message of peace through the system. But the shirrens also 
  brought warnings of the Swarm.
  In the centuries that followed, the Swarm has been 
  spotted in various areas of the galaxy, most notably in 291 
  ag, when it attacked the Pact Worlds and the Veskarium. 
  Though 
  that 
  attacking 
  subcolony was defeated, 
  the Swarm continued to 
  ravage 
  other 
  systems. 
  In 318 ag, the Swarm 
  discovered and destroyed a 
  thriving shirren world in the Vast. In doing so, the Swarm 
  learned a little about what caused the shirren to defect 
  in the first place. The Swarm hive mind then formed a 
  semiautonomous subcolony to retrace the path of the 
  shirren exodus, theorizing that if it could absorb more of this 
  information, it could gain even greater power—perhaps even 
  a form of godhood. It has created a unique Swarm entity 
  called the God-Host to be the vessel for this omnipotence 
  until such time as it could return to the hive mind and 
  disseminate that power throughout the entire Swarm.
  Earlier this year, the Swarm began its assault on the 
  Suskillon system, the next step in the shirren exodus. The 
  planet Suskillon, the main inhabited world of the system, is 
  about to fall.
  FATE OF THE FIFTH
  By Patrick Brennan
  Starfinder Adventure Path #19, Levels 1–2
  The armed forces of the Suskillon system in the Vast have 
  been fighting back against a Swarm invasion for several 
  months. The PCs join the Suskillon Defense Force and are 
  assigned to the 5th Battalion, a unit that was devastated 
  when the Swarm touched down on the planet. During an 
  overnight patrol of an area around the city of Brinnoa, the 
  planet’s capital, the Swarm strikes again in force, throwing 
  the planet into chaos. When their commanding officer is 
  killed in the attack, the PCs must begin a day-long trek on 
  foot to the nearest SDF camp, their route crossing a bridge 
  slated for demolition!
  Once at the camp, the PCs meet the area’s only surviving 
  officer, Commander Hadiya Najiri, who is tasked with bringing 
  the soldiers and rescued civilians to an evacuation point in 
  Reos City. After resting up and dealing with some unruly 
  civilians, the PCs travel with the convoy and are eventually 
  given one final mission to retrieve Xelonan, a shirren priest 
  of Hylax who might have information about the Swarm. 
  They travel north to the mountains, help a few desperate 
  individuals along the way, and eventually reach a temple of 
  Hylax under siege by the Swarm. Returning with the priest to 
  Reos City, the PCs find they (and a handful of other evacuees) 
  have been left behind, and they must find an unused starship 
  to flee the planet before the Swarm completely overwhelm it.
  WAR NEVER CHANGES
  CAMPAIGN OUTLINE
  Spoiler Alert!
  On this page you’ll find the background and outline for the Attack of 
  the Swarm! Adventure Path. If you intend to play in this campaign, 
  be warned! This page spoils the plot for the upcoming adventures as 
  thoroughly as possible.
  
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  3
  THE LAST REFUGE
  By Mara Lynn Butler
  Starfinder Adventure Path #20, Levels 3–4
  With a handful of refugees and a commandeered starship, 
  the PCs travel to the nearby colony world of Utraneus, 
  where the system’s inhabitants have retreated in the face 
  of the Swarm invasion. After thwarting a small mutiny on 
  board and dealing with problems left behind by the starship’s 
  previous owner, the PCs land at the metropolis of New 
  Grakka, where tensions are high. Members of a movement 
  who believe the Swarm presence is a punishment for the 
  system’s sins are disrupting the military’s efforts to take in 
  refugees. Commander Najiri sends the PCs out to peacefully 
  quell unrest within the city, which leads the PCs to seek 
  out the fanatics’ leader, an android con artist turned false 
  prophet, Sister Spark, and put an end to her machinations.
  From information gathered by Sister Spark and her 
  dissidents, the PCs learn of a series of caves under New 
  Grakka that contain old signs of use. Xelonan confirms that 
  centuries ago, shirrens passed through this area during their 
  flight from the Swarm, and while some settled on Suskillon, a 
  small sect of monks might have built a shrine in these tunnels. 
  The PCs are asked to explore the area to see if they might 
  provide shelter in case the Swarm attacks Utraneus, as well 
  as to discover their significance to shirren history.
  HUSKWORLD
  By Lyz Liddell
  Starfinder Adventure Path #21, Levels 5–6
  Clues within the tunnels under New Grakka reference 
  something called “The Forever Reliquary.” Xelonan has heard 
  the phrase from other Hylax-worshipping shirrens in the past, 
  but believed it described a state of being rather than a physical 
  place. Unfortunately, the Swarm has recently attacked the 
  system where the leading researcher into the shirren exodus 
  and Hylax mythology lived. The SDF sends the PCs to the 
  planet Ilemchuuva in that system to discover what they can. 
  Arriving in orbit, they find that the Swarm are still present 
  there in force, draining the planet of every last resource.
  However, the PCs and the Swarm aren’t the only ones on the 
  planet. A group of former residents called the Clade Company 
  resist the Swarm occupation and can aid the PCs, so long as 
  the PCs help them in return. To slow down the depletion of the 
  world’s resources, the PCs are asked to strike against a titanic 
  extractor drone… from the inside! Once they have succeeded, 
  the PCs and the Clade Company can infiltrate the remains of a 
  university to find the answers they are looking for.
  THE FOREVER 
  RELIQUARY
  By Kate Baker
  Starfinder Adventure Path #22, Levels 7–8
  With a now-deceased professor’s research into the Forever 
  Reliquary in hand, the PCs travel to the indicated coordinates 
  and find only an area of empty space. Investigation discovers 
  a wrecked starship searching for the same goal and a strange 
  energy signature to follow. After fighting their way past 
  deep-space dangers, the PCs reach an icy comet hurtling 
  through the Vast that must be their destination.
  Hidden under the comet’s surface is a monastery 
  dedicated to Hylax, protected by a sect of peaceful monks 
  led by a trox named Tuvah. To gain the monks’ aid, the 
  PCs must undergo a series of trials focusing on diplomacy, 
  first contact, and protecting the innocent. Once they are 
  successful, Tuvah awards the PCs with the Crown of Hylax, 
  an artifact that will sever the Swarm subcolony attacking 
  Suskillon from the Swarm hive mind. The only catch is that 
  the artifact can be used only in the psychic landscape that 
  represents the greater Swarm hive mind. While the monks 
  enact a ritual to send the PCs to this mindscape, the comet 
  is attacked by waves of Swarm creatures, and the PCs must 
  collapse the tunnels leading to the monastery to protect the 
  monks long enough to finish.
  HIVE OF MINDS
  By Thurston Hillman
  Starfinder Adventure Path #23, Levels 9–10
  The PCs journey into the psychic projection of the Swarm’s 
  hive mind, a weird and hostile landscape. As they learn 
  the new powers they can wield here, they make contact 
  with an echo of the event that caused the shirrens to gain 
  independence and the reflections of famous shirrens who are 
  hunkered down in a besieged stronghold. From there, the PCs 
  can strike out into the mindscape, searching for a way to use 
  the Crown of Hylax and discover the nature of the God-Host’s 
  plans to gain omnipotence for the Swarm. Eventually, they 
  confront a manifestation of the subcolony’s connection to 
  the hive mind and use the artifact to destroy it, sending 
  themselves back to the Forever Reliquary.
  THE GOD-HOST 
  ASCENDS
  By Ron Lundeen
  Starfinder Adventure Path #24, Levels 11–12
  Returning to the Suskillon system and Commander Najiri, the 
  PCs discover the Swarm subcolony is in disarray. However, 
  the God-Host is still on the verge of completing its plans, so 
  the heroes must return to Suskillon—but now they have the 
  might of an entire military behind them! The commander 
  allows the PCs to aid in certain strategic decisions as the SDF 
  attempts to retake their former home. The PCs must deal with 
  a counterinvasion and the threat of corporate interference 
  before returning to Xelonan’s temple of Hylax, where the 
  God-Host has taken up residence. The temple is a twisted 
  mockery of its former glory and overrun with the Swarm. 
  Only by finally defeating the massive God-Host can the PCs 
  break the will of the Swarm subcolony and bring peace back 
  to Suskillon!
  ADVENTURE PATH
  
  4
  PART 1: THE BATTLE OF BRINNOA 
  5 
  As members of the Suskillon Defense Force’s Fifth Battalion, the heroes face off 
  against a full Swarm invasion and must retreat across dangerous terrain crawling 
  with enemies.
  PART 2: THE SCOURING OF SAHTOR 
  20 
  After escaping from the Swarm across a major river, the heroes receive orders to 
  evacuate the planet, but first they must save any civilians they can find, including a 
  shirren priest who might have information about the Swarm attack.
  PART 3: THE FALL OF SUSKILLON 
  30 
  Having missed the last vessel off Suskillon, the heroes—alongside a few refugees—
  must battle their way past the encroaching Swarm army to find a starship and escape 
  to safety.
  ADVANCEMENT 
  TRACK
  “Fate of the Fifth” is 
   designed for four characters.
  1
  The PCs begin this 
  adventure at 1st level.
  2
  The PCs should reach 
   2nd level on their journey 
   to the temple of Hylax.
  3
  The PCs should be 
   3rd level by the end 
   of the adventure.
  FATE OF THE FIFTH
  ADVENTURE PATH
  
  5
  ADVENTURE PATH
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAGIN 
  OUTLINIE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  Before becoming the interstellar menace known as the 
  Swarm, an insectile race called kucharns existed as a series 
  of hives, each with its own collective consciousness. While 
  the colonies competed with one another for resources on 
  their home world, many peacefully worshipped Hylax. 
  Some believe that deity was once a kucharn who ascended 
  to godhood, though no real evidence of this theory has 
  been discovered.
  The Swarm was effectively born when a kucharn colony 
  developed the ability to consume the intelligence and genetic 
  material of others, creating creatures that were more than the 
  sum of their parts. In a matter of years, this new collective 
  became the planet’s dominant species, eventually developing 
  the powers of spaceflight and leaving its world to find others 
  to destroy and devour. Saddened by this development, Hylax 
  abandoned her former children and turned her attention to 
  other sentient species in the galaxy.
  As the Swarm spread across the cosmos, it conquered 
  countless other species and left only dead worlds in its wake. 
  It seemed nothing could stop it, as the hive twisted and 
  mutated its own genetic material, adapting to any challenge 
  set before it. Each of these changes created powerful 
  specialized weapons of war, which the Swarm used to 
  continue its campaign of devastation. Driven by its insatiable 
  hunger and instinct to expand, the Swarm has no desire to 
  negotiate terms of peaceful surrender with those it overruns. 
  During the Gap, a seemingly random mutation with the 
  kucharn genome created an independent subcolony species 
  whose components could think for themselves: the first 
  shirrens. Thanks to the confusion sowed when that period of 
  forgotten history ended, the shirrens were able to flee from 
  the Swarm across the stars. As they did so, shirrens came 
  to terms with their existence and their love of free will and 
  choice. They were also discovered by Hylax, who welcomed 
  them into her divine embrace and gave them the spiritual 
  tools to survive their exodus.
  As the shirren migrated, they mingled with other sapient 
  species, settled worlds of their own, and built monuments to 
  the Forever Queen, including a monastery on an icy comet 
  and a temple built upon a site that resonated with psychic 
  energy. The shirrens eventually reached the Pact Worlds in 
  83 ag, entreating the system for safe harbor and warning of 
  the dangers of the Swarm. These words of caution would not 
  be realized until almost 2 centuries later, when the Swarm 
  arrived in a bloody attack on both the Pact Worlds and the 
  Veskarium that was stopped only once the two joined forces 
  in 291 ag.
  While the death toll in the war against the Swarm left 
  an indelible mark on the Veskarium and the Pact Worlds, 
  the Swarm was also affected by its only defeat in recorded 
  history. The hive mind learned of the shirrens’ presence within 
  the Pact Worlds, and though until this point the Swarm held 
  no more regard for its missing “children” than a human would 
  miss a single skin cell, the hive mind began to remember the 
  kucharns’ connection to Hylax. A tiny mote of resentment 
  toward the Forever Queen for her abandonment began to 
  fester, and in 318 ag, the Swarm attacked the Chuuva system, 
  where the shirrens had built a colony during their exodus.
  Being a peaceful planet, Ilemchuuva was conquered quickly, 
  and with the deaths of thousands of shirrens, the Swarm hive 
  mind caught a glimpse of the shirrens’ travels immediately 
  after the Gap. The Swarm then formed a subcolony to trace 
  this exodus in the hopes of discovering important sites holy 
  to Hylax and claiming some of her divine power for its own.
  The “leader” of this subcolony is known as the God-Host—a 
  towering creature bred to lead the Swarm in the next phase of 
  its evolution into divinity. The God-Host recently brought the 
  Swarm to the Suskillon system, invading its most inhabited 
  planet, where the shirrens comingled with the human natives 
  centuries ago. For several months, the Suskillon military has 
  battled against the Swarm, attempting to keep it at bay, but 
  when a Swarm scouting party discovered the psychic power 
  of the temple of Hylax in the Jurdos Mountains, the God-Host 
  initiated a final push. The people of the planet Suskillon have 
  no idea that a world-shaking monster is about to lead an 
  attack that will overwhelm their planet—perhaps for good.
  It has been 6 months since the Swarm first touched down 
  on Suskillon in a bloody conflict named the Battle at Stone 
  Sea. After the Swarm punched through the planet’s aerial and 
  orbital defenses, its components landed near the Stone Sea, a 
  large freshwater lake surrounding a dormant volcano. The Fifth 
  Battalion of the Suskillon Defense Force (SDF) was closest to the 
  site of contact and held the Swarm back long enough for the SDF 
  to mobilize other battalions to the area. Stories of the battle have 
  already reached near-mythical heights, as most members of the 
  Fifth Battalion were killed in glorious, terrible combat.
  Since then, the SDF has fought a losing battle against 
  the Swarm. Though Suskillon is a friendly trading partner 
  with the Pact Worlds, the planet’s government has yet to 
  officially request aid, with many afraid that the Pact Worlds 
  will claim their planet as a protectorate in “payment” for 
  such help. However, that hasn’t stopped volunteers and 
  mercenaries from other systems (including the Pact Worlds 
  ADVENTURE 
  BACKGROUND
  PART 1:  
  THE BATTLE OF 
  BRINNOA
  
  6
  and the Veskarium) from journeying to Suskillon to join in 
  the fight against the invasion. The Swarm is relentless, 
  though, and it has already overran and taken nearly half 
  of the planet.
  The adventure begins in the middle of one of the planet’s 
  Dead Winters, a time of extended extreme cold weather in 
  the planet’s southern hemisphere. Over the past few weeks, 
  Suskillon has enjoyed something of a respite, as the Swarm 
  appears to have ceased its near-daily attacks. Some believe 
  the Swarm’s numbers are dwindling, and that the tide of the 
  war will soon turn. In reality, the Swarm is regrouping (and 
  waiting for additional Swarm components to arrive from afar) 
  for a major push to overtake the planet’s most populated 
  continent, including the capital city of Brinnoa and the 
  mountain-bound temple of Hylax that is so important to its 
  plans to achieve divinity.
  In an effort to replenish the ranks of the Fifth Battalion, 
  the SDF has recruited mercenaries and offworlders, made 
  deals with prisoners and pirates, and accepted nearly every 
  volunteer who can hold a gun. These new soldiers—which 
  include the PCs—are being trained and outfitted at Camp 
  Cavalier, a small encampment just outside of Brinnoa.
  SOLDIER SCUTTLEBUTT
  With an influx of new recruits to the Fifth Battalion, 
  misinformation and gossip is bound to snake through the 
  ranks. Even battle-hardened career soldiers aren’t above 
  spreading rumors when they have nothing else to do. With 
  a successful DC 15 Diplomacy check to gather information or 
  a successful DC 12 Profession (soldier) check, a PC can learn 
  one of the rumors from the Rumors about the Swarm Invasion 
  table below. At your discretion, PCs may simply overhear any 
  of these rumors as they walk through Camp Cavalier before 
  the campaign begins, in order to set the stage of the realities 
  of war. Some of these rumors are true, while others are simply 
  secondhand accounts of things that didn’t happen.
  RUMORS ABOUT THE SWARM INVASION
  D8 
  Rumor
  1  
  The SDF has tactically withdrawn its forces in 90% 
  of the battles it has conducted with the Swarm, 
  with most battles resulting in SDF attrition rates 
  of at least 10%. (True, though most of the SDF top 
  brass would be reluctant to admit it.)
  2 
  Handfuls of soldiers have been taken alive by 
  Swarm creatures, and it is said that the Swarm 
  has a way to suck the brains out of a soldier 
  and find out the SDF’s tactics and troop sizes. 
  (Partially true; Swarm mindreapers [Starfinder 
  Alien Archive 2 122] have the ability to extract 
  and analyze brain matter, but they don’t need 
  the victims to be alive.)
  3 
  The Swarm are attacking Suskillon because of a 
  rare mineral in the soil that they need to survive. 
  (False; the Swarm can extract nourishment from 
  nearly any material.)
  4 
  Some Swarm components have been acting 
  strangely, and some soldiers think it is because of 
  some kind of psychic energy on Suskillon that is 
  throwing off their hive-mind command structure. 
  (Partially true; this psychic energy exists, but 
  it isn’t interfering with the hive mind, and the 
  Swarm are actively seeking it out.)
  5 
  The majority of the Suskillon government and 
  SDF command have already moved operations 
  off-planet because they estimate that the planet 
  will fall under complete Swarm control in 3 
  months. (Partially true, though the projected 
  timeline is incorrect.)
  6 
  The Swarm is controlled by an extraplanar 
  coalition of demons who want to destroy as much 
  of the galaxy as possible. (False.)
  7 
  If Brinnoa falls, SDF command has plans to shower 
  the continent with nuclear bombs, even if civilians 
  and soldiers are caught in the blasts. (False.)
  8 
  Some have seen a massive, multiheaded creature 
  they say controls the Swarm invasion force. It is 
  the size of a skyscraper and can kill anything within 
  a mile of it using only its mind. (Partially true; the 
  God-Host is gigantic, but its psychic powers, 
  though extensive, have been exaggerated.)
  WELCOME TO MIDNIGHT 
  SQUAD
  Before the adventure begins, each player character should 
  come up with their own reason for joining up with the SDF 
  to fight the Swarm on Suskillon. Some suggestions for 
  motivations based on theme can be found in the “Battling the 
  EQUIPPING THE FIFTH 
  BATTALION
  During “Fate of the Fifth,” there will be few periods 
  of rest for the PCs, as their dauntless enemy batters 
  them from every angle and the ravages of war make 
  once-safe places dangerous. You should inform your 
  players when they create their characters that there 
  will be stretches of time during which they might not 
  have access to vendors to buy equipment or the time 
  to craft items.
  More information about creating characters and 
  purchasing starting equipment can be found in “Battling 
  the Swarm” on pages 38–45 of this book. You should 
  feel free to share those pages with your players, as 
  they contain no spoilers for the Attack of the Swarm! 
  Adventure Path.
  
  7
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE PATH
  Swarm” article starting on page 38, but a player can invent a 
  different motive if they wish. The PCs don’t necessarily need 
  to know one another, as they will soon bond over their shared 
  experiences, but it is possible that some of them are already 
  acquainted from previous skirmishes or encounters.
  The “Battling the Swarm” article also explains the current 
  state of the war, but you should reiterate the terrible price 
  the SDF and other Suskillon citizens have paid over 
  the past 6 months. Every credit expended, each 
  drop of sweat, and all the bloodshed has been 
  part of the worldwide attempt to repel the alien 
  invaders. The mood across the planet is grim, 
  though glimmers of hope have begun to shine 
  through at the news of the Swarm’s 
  seeming slowdown.
  The PCs have been assigned 
  to the Fifth Battalion and sent 
  to Camp Cavalier, where they 
  will gear up and meet the 
  commanding officer who 
  will give them their duty 
  rosters. If you are playing 
  with new players, you 
  might want to explain the 
  basic 
  mechanics 
  of 
  the 
  Starfinder Roleplaying Game 
  (attack rolls, skill checks, saving 
  throws, Hit Points, Stamina Points, and so on) in a boot camp 
  setting, where their characters get a taste of the rigors of 
  military life. A stern but caring drill instructor can teach them 
  about weapon operation and the proper care and use of their 
  armor in a way that doesn’t physically hurt them but gives 
  them a strenuous workout.
  When the players are ready to begin, they are summoned 
  as a group to speak with their commanding officer. A PC 
  can attempt a Culture or Profession (soldier) check to recall 
  knowledge about this individual, Major Jaldamarrak. They 
  learn all the information with a DC equal to or less than the 
  result of their check.
  Result 
  Information
  10+ 
  The vesk officer is one of the most stalwart 
  and feared commanders in the SDF. He is over 
  60 years old and has had a storied career. He 
  has worked for the Veskarium military, the 
  Stewards, and as a private military consultant in 
  the Pact Worlds.
  15+ 
  Jaldamarrak was one of a few vesk given the 
  Starstone Medal—one of the Pact Worlds’ highest 
  military decorations—for fighting the Swarm 
  during its attack on the Pact Worlds and the 
  Veskarium. Credible rumors say that he turned 
  down an offer to join the Knights of Golarion after 
  the hostilities ended.
  20+ 
  When Major Jaldamarrak joined the SDF at the 
  beginning of the Swarm invasion, he insisted on 
  being given the rank of private and has worked 
  his way up to his current position in a short period 
  of time. He has been heard to say that fighting 
  against the Swarm is his true purpose in life.
  The PCs meet Major Jaldamarrak in his ready room. 
  Jaldamarrak is a vesk veteran of several battles 
  with the Swarm in both the Veskarium and the 
  Pact Worlds. The vesk’s scales are dark green, and 
  the spikes on his jaw point forward to form a sort 
  of beard. He sports a large cybernetic eye. As 
  the PCs file into the chamber, he inspects 
  them and their kit for a moment and 
  then begins to lecture them.
  “I am your new commanding 
  officer, Jaldamarrak, and 
  I was killing Swarm 
  before 
  you 
  were 
  clutching your mother’s 
  tails. I know more about 
  this enemy than every 
  soft-skin general in this 
  system, and I know for a 
  fact we are losing this war. 
  You’ve probably heard that over the last seven days, the 
  Swarm has retreated from three smaller cities to the east 
  of Brinnoa, and the media and the SDF alike are calling 
  this a turning point for the war, but I know better. Those 
  vexers are up to something, and I’m not letting the Fifth 
  Battalion get caught with their spacesuits around their 
  ankles. You’re now part of what I’m calling the Midnight 
  Squad. For your first assignment, you’ll patrol the Delta 
  Escarpment a few miles west of Camp Cavalier from 
  sundown to sun-up and report back with any unusual 
  activity. Any questions?”
  Some potential questions the PCs might ask Jaldamarrak 
  and his responses are below.
  What do you expect we will find out there? “Hopefully, 
  nothing. But if you spot any evidence of creatures not native 
  to Suskillon, report back immediately.”
  Can you tell us a little bit about the Swarm, sir? “I’ve 
  fought the Swarm on a handful of fronts, and every time, 
  they were different. But even here on Suskillon, there’s 
  something... more cunning about these critters. Like they’ve 
  got a purpose other than just killing everything in their 
  field of view. We’re seeing a number of new variations 
  in their ranks, including the expendable scouts we’re 
  calling ‘dredgers.’ ”
  What exactly are Swarm dredgers? “Nasty little critters, 
  about the size of a khefak, but they burrow right under you. 
  JALDAMARRAK
  
  8
  They’ve got barbed jaws that latch onto you and take you down 
  in a matter of moments. But just like any Swarm component, 
  they die if you put enough rounds into them. My kill count is 112 
  since joining the war, but there are always seem to be two more 
  ready to take a dead one’s place.”
  Is Suskillon really going to lose this war? Jaldamarrak 
  sucks some air through his teeth. “The signs aren’t good. 
  But that doesn’t mean we’re finished. If you complete your 
  patrols and report any and all pertinent intelligence back to 
  me, I will make sure high command knows what us troopers 
  are facing here on the ground.” A PC who succeeds at a DC 12 
  Sense Motive check can tell that Jaldamarrak is holding 
  something back. If a PC succeeds at a DC 15 Diplomacy 
  check to ask him what he really thinks about Suskillon’s 
  chances, the vesk shakes his head and says, “I’ve been in a 
  lot of battles in my time, and I’ve seen what the Swarm can 
  do. It’s not a matter of if this planet is going to fall, but how 
  many Swarm we can kill before they eat us alive. Do you 
  understand me, soldier?”
  When the PCs have asked their questions, Jaldamarrak 
  dismisses them to get some rest before their evening patrol. 
  He also suggests they visit the camp’s quartermaster to 
  make sure they have everything they need for 13 hours 
  of patrol duty: a light source if they need one, clothing 
  to withstand the cold weather (though he points out the 
  environmental protections of their armor should last the 
  night), and perhaps something to help keep them awake (see 
  Wake-Up Patch on page 45 for an example). Unfortunately, 
  due to the strained resources of the SDF during the war, the 
  PCs will need to pay for any of these items.
  NIGHT PATROL
  The PCs should muster up before the sun sets. At least one 
  PC must succeed at a DC 10 Survival check to follow the lay 
  of the land and, within about 2 hours, reach the area that 
  Jaldamarrak requested they patrol. Failing the Survival check 
  adds an hour to this time as the PCs end up marching in a 
  circle before finding the Delta Escarpment. The sun has fully 
  set when the PCs reach the escarpment, but the stars above 
  provide dim light for the remainder of the night.
  Once the PCs begin their night watch in the hilly region 
  surrounding the metropolis of Brinnoa, they have ample time 
  to talk to one another. They can relate their backstories, share 
  rumors they have heard from the Rumors about the Swarm 
  Invasion table on page 6, or speculate about the future of the 
  war. The first few hours pass quietly with little to no action. A 
  PC who succeeds at a DC 14 Survival check finds the tracks of 
  a Suskillon brush stalker, a large endangered predator native 
  to this region. The tracks are a few hours old; the beast is 
  long gone.
  B. HIGHWAY 12
  A. FIRST WAVE
  C. STALKED IN THE HILLS
  D. KEROZAN BRIDGE
  1 SQUARE = 5 FEET
  
  9
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE PATH
  Several hours later, as the end of their shift nears and a 
  faint trace of the rising sun’s light can be seen on the horizon, 
  read or paraphrase the following.
  A loud atonal alarm is followed with an all-points 
  emergency broadcast over your comm units. A hurried 
  female voice says, “Attention all Suskillon ground forces, 
  this is Spacedock Prime-1. We are under heavy attack! A 
  Swarm armada has entered in low orbit and has begun 
  to—” the transmission ends as abruptly as it began in a 
  burst of ear-splitting static. Up in the sky high above 
  Brinnoa, hundreds of small lights flash—the telltale sign 
  of starship combat.
  Ask the players what they would like to do at this point. 
  They might want to move toward the battle or retreat back 
  to Camp Cavalier. They can’t yet reach SDF central command 
  (or anyone else) on their comm units, as interference from 
  the nearby overhead battle is disrupting the signal. No 
  matter what direction the players decide to move, or even 
  if they maintain their position, they are soon discovered by 
  a Swarm patrol.
  A. FIRST WAVE (CR 1)
  At this point, the sun has still not yet risen, and the faint 
  glow on the horizon is occasionally washed out by the light 
  of explosions from Brinnoa. This encounter takes place near 
  some snow-covered hill banks. The remainder of the terrain is 
  the familiar red-tinged dirt of the region. Use the map on page 
  8 for this encounter.
  Creatures: As the PCs are moving or pausing to weigh their 
  options, a small scouting party consisting of a pair of Swarm 
  dredgers has noted their position and closes in on them. Each 
  PC who succeeds at a DC 14 Perception check senses the 
  creatures approaching across the nearby hills and can act in 
  the surprise round.
  SWARM DREDGERS (2) 
  CR 1/2
  XP 200 each
  HP 13 each (see page 59)
  TACTICS
  During Combat Each dredger attempts to attach itself to a 
  different random PC and then focus its claw attacks on 
  that PC.
  Morale The dredgers fight to the death.
  Development: After the PCs deal with the Swarm scouts, 
  their comm units suddenly crackle to life and they hear 
  Jaldamarrak’s voice saying, “—I repeat, all squadrons form up 
  on Inter-Region Highway 12. Brinnoa is being fully evacuated, 
  and we have to defend the civilians while—,” before the 
  transmission cuts out. The same interference from earlier 
  prevents the PCs from confirming these orders or otherwise 
  speaking to SDF central command.
  B. HIGHWAY 12 (CR 3)
  It takes an hour for the PCs to reach Inter-Region Highway 12 
  and find the area where the SDF troops are gathering. The sun 
  has fully risen, and hundreds of aerial and ground vehicles 
  are fleeing Brinnoa both on and above the road in the early 
  morning light. The sounds of weapons fire can be heard in the 
  distance, drowned out only by the screeching of the ramjet 
  engines of SDF fighter planes passing overhead to join the 
  battle above the city. Even from this distance, Brinnoa looks 
  like a disturbed hornet’s nest, with Swarm vessels engaging 
  with the aircraft of the First Battalion.
  Several SDF soldiers stand by the road, waving vehicles 
  forward in a slow procession, curtly answering questions 
  from evacuating citizens and repeating that civilians should 
  proceed to Reos City, several dozen miles to the south. 
  Moments after the PCs arrive, they are spotted by Major 
  Jaldamarrak, who greets them gruffly. 
  “Glad you could join us, Midnight Squad! No time for rest, get 
  your rears in gear and double-time it to the front! The Swarm 
  is about to take Brinnoa, and we’re giving these evacuees as 
  much time as we can before the critters come flooding out 
  of the city.”
  If any of the PCs are reluctant to head into battle, 
  Jaldamarrak pulls out his tactical doshko and threatens them 
  with bodily harm, saying, “Nobody under my command is 
  turning tail! Move out, or you’ll meet your fate a lot sooner 
  than you think!”
  Jaldamarrak directs the PCs to head north and take up 
  a defensive position far enough away from the highway 
  that stray gunfire won’t endanger civilians. It takes about 
  30 minutes to reach an appropriate area (see the map on 
  page 8), where large craters and hastily dug trenches mar 
  the landscape. The sounds of battle are much louder here, 
  closer to the city, and the PCs can see several large Swarm 
  vessels enter the airspace around the city and begin to 
  land on the outskirts.
  Moments later, as the PCs make defensive preparations (or 
  simply hunker down in a crater), they hear and see explosions 
  to the north, as a large Brinnoan skyscraper is engulfed in 
  flames and begins to topple over. Shortly afterward, a shadow 
  moves across the landscape as a massive structure streaks 
  across the sky above, billowing a trail of smoke. A PC who 
  succeeds at a DC 12 Culture check or a DC 15 Engineering 
  check can tell that this is one of Suskillon’s spacedocks, 
  crashing down from orbit.
  The huge station strikes the hills to the north of Brinnoa. 
  There is a massive flash of white light followed a few seconds 
  later by an ear-splitting explosion. A cloud of dust envelops 
  the region for miles in a matter of minutes. Each PC must 
  succeed at a DC 12 Will save or gain the shaken condition for 
  the next 1d4 hours as they cope with the mass devastation 
  and loss of life. This is a mind-affecting fear effect. 
  
  10
  The dust also obscures vision. A creature more than 5 feet 
  away but less than 50 feet from its attacker has concealment. 
  A creature 50 feet or more from its attacker has total 
  concealment. Use the map on page 8 for this encounter.
  Creatures: Minutes after the spacedock’s crash, a quartet 
  of Swarm dredgers tunnels under the PCs’ position. They 
  have been sent to disrupt the SDF’s defensive lines before 
  the larger Swarm assault force advances from Brinnoa. A 
  PC who succeeds at a DC 25 Perception check can feel the 
  creatures burrowing beneath their feet and can act in the 
  surprise round as the dredgers burst forth both in front of 
  and behind them.
  SWARM DREDGERS (4) 
  CR 1/2
  XP 200 each
  HP 13 each (see page 59)
  TACTICS
  During Combat The dredgers try to surround the PCs in a 
  pincer maneuver, making escape difficult.
  Morale The dredgers fight to the death.
  Development: After the fight, the PCs’ comm units crackle 
  to life with reports of thousands of Swarm creatures exiting 
  the city in all directions. Jaldamarrak’s voice cuts in: “All SDF 
  forces, this is a full retreat. Fall back beyond the Dethomar 
  River and regroup at Fort Gallant.” His orders are followed 
  by the sound of close-range fire from a semi-auto pistol 
  before the signal cuts out. Though communications seem to 
  be back to normal, the PCs can’t raise Jaldamarrak again. A 
  PC who reaches out to SDF central command can confirm 
  the vesk’s orders.
  FULL RETREAT
  A PC who succeeds at a DC 12 Culture check or checks 
  in with SDF central command knows that Fort Gallant is 
  approximately 24 miles to the west of their current location. 
  The group is probably not eager to remain where they are, 
  but to emphasize the futility of staying and fighting, you 
  could have the cloud of dust part momentarily to reveal 
  a column of crawling and flying Swarm creatures in the 
  distance but closing in on the PCs’ location. If this doesn’t 
  spur them on, a Swarm vorphoma’s barb can come flying 
  out of the dust from above; make a ranged attack against 
  a random PC (be sure to take into account the concealment 
  from the dust cloud). The weapon deals 1d6+1 piercing 
  damage on a hit.
  After an hour of picking their way through the dust, the 
  PCs stumble across a field of dozens of Swarm corpses. Near 
  the center stands Major Jaldamarrak, pulling his doshko 
  from the wriggling carapace of a recently killed dredger. 
  When he turns to greet the PCs, they can see that his armor 
  has been slashed open at his torso and he has taken what 
  appears to be a mortal wound; a strand of his innards hangs 
  limply over his belt.
  With a grimace, Jaldamarrak straps the doshko to his back 
  and says, “You all fall back. I’ll provide covering fire.” He 
  draws his pistol and checks the clip. “I aim to break two 
  hundred confirmed kills before I die!” His eyes become 
  steely. “That’s an order, soldiers! Cross the river before they 
  drop the bridges, and I’ll see you on the other side!”
  If the PCs offer to heal Jaldamarrak or try to give him their 
  ammunition or guns, he gruffly says their aid isn’t necessary. 
  He then chuckles to himself before saying, “You’re well-
  trained, soldier. You’ll make the SDF proud.” With that he 
  takes a medallion off his armor and pins it to a PC’s armor 
  before pushing them away violently. He steps away into the 
  dust cloud, breaking into a Veskarium battle song at full 
  volume, drawing the chittering attention of the Swarm. The 
  last the PCs hear of Jaldamarrak is several gun shots and the 
  crunching sound of Swarm chitin.
  Treasure: The medallion that Jaldamarrak gives the PCs is a 
  glory medallion (see page 45).
  THE LONG SLOG
  The distance from the PCs’ defensive site near the highway 
  to Fort Gallant is 24 miles. The PCs will have to travel to 
  Fort Gallant on foot; the nearby highway is too choked with 
  wrecked or abandoned vehicles to make good progress in 
  a vehicle, and the PCs don’t have time to repair (or even 
  break into) one of these vehicles and keep ahead of the 
  Swarm. The Swarm will overtake them if they dawdle too 
  long, but if they keep moving at a steady pace, they stand a 
  chance of staying ahead of the Swarm’s relentless advance. 
  Consult the overland movement rules on page 258 of the 
  Starfinder Core Rulebook to determine how long it will take 
  the PCs to traverse that distance, based on the slowest PC’s 
  speed. The PCs’ comm units crackle to life with a recorded 
  message every few hours. 
  An unidentified female voice says, “This is an emergency 
  transmission. A full evacuation is in effect for the Brinnoa 
  region. Civilians east of the Dethomar River must immediately 
  relocate west of the river, as the bridges crossing the river 
  will shortly be demolished to halt the Swarm advance. SDF 
  forces and civilians are to report to Fort Gallant for further 
  orders. This is an emergency transmission...” The message 
  then repeats.
  An hour after they leave Jaldamarrak, the PCs escape the 
  dust cloud covering the Brinnoa region. They can see empty, 
  dry brushlands with small plateaus and hillocks stretching 
  around them in all directions. The temperature remains just 
  below freezing, though the sky is cloudless and the bright 
  sun beats down. By this time, given the overnight patrol and 
  the ceaseless activity since dawn, the PCs have already been 
  walking for 8 hours. As they certainly have several hours’ of 
  walking ahead of them, constituting a forced march, the PCs 
  
  11
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE PATH
  will need to start attempting Constitution checks each hour 
  to avoid fatigue.
  In addition, if the march to Fort Gallant takes the PCs 10 
  hours or longer, they run the risk of being affected by sleep 
  deprivation (Core Rulebook 404) and having the environmental 
  protections of their armor run out, exposing them to the cold 
  weather (Core Rulebook 400); a day on Suskillon is 26 hours 
  long (see page 62). 
  During this march, if the party attempts to rest for 
  longer than 10 minutes, a large group of Swarm creatures 
  closes in on their position. A low roar accompanied by faint 
  tremors turns into the cacophonous sound of thousands 
  of clattering insect legs as the Swarm approaches. A 
  quick glance to the east reveals a column of hundreds of 
  Swarm dredgers stampeding across the hinterlands. This 
  is clearly too many enemies to fight at once, and if the 
  PCs stay where they are, they will likely be torn to pieces. 
  A PC who succeeds at a DC 12 Perception check realizes 
  that the Swarm is blanketing the countryside; attempting 
  to hide would be impossible. The PCs can hustle for an 
  hour to get far enough ahead of the Swarm to return to 
  a normal walking pace. Remember that if the PCs hustle 
  for additional hours in between sleep cycles, they take 
  nonlethal damage and become fatigued.
  Alternatively, you can use Stalked in the Hills (area C) if 
  the PCs attempt to rest for longer than 10 minutes; other 
  attempts to take long rests should be discouraged with 
  appearances of the Swarm as noted above. 
  The PCs will eventually get 
  to rest when they reach the 
  safety of the Kerozan Bridge 
  (area D), but until then it 
  should be apparent that they 
  could be devoured by the Swarm 
  at any moment. This intentional 
  harshness is meant to reflect 
  the grimness of surviving during 
  an unwinnable war.
  Since they were among the last 
  to leave the outskirts of Brinnoa, the 
  PCs don’t spot any other survivors 
  (military or civilian) fleeing the 
  Swarm, though they might spot the 
  occasional body or two (such as in Stalked in the Hills below). 
  The isolation and the cold, unforgiving landscape might also 
  be used to heighten the feeling of futility for the characters.
  THE DEAD WINTER
  During “Fate of the Fifth,” the PCs face nearly insurmountable 
  odds against the Swarm invasion, but Suskillon’s dangerous 
  weather can provide additional challenges to the PCs as 
  they make their way across the landscape. Suskillon is in 
  the grip of one of its “Dead Winters,”—an extended cold 
  season that occurs once every few years; see page 62 for 
  more information about Suskillon’s orbit. While the PCs 
  will have to deal with below-freezing temperatures, the 
  following effects can crop up at your discretion to provide 
  extra difficulty to encounters and exploration throughout 
  the remainder of this adventure.
  Biting Wind: Powerful winds that can sometimes knock a 
  person down blow across the Suskillon’s plains in the winter. 
  Use the rules for strong winds (Core Rulebook 400).
  Paralyzing Cold: The outside temperature during “Fate of 
  the Fifth” hovers around 25° F, but it can dip to below 0° F for 
  brief periods (no more than 1 hour at a time). Use the rules for 
  cold dangers (Core Rulebook 400). Though the environmental 
  protections of armor can help PCs ignore these dangers, they 
  could prove extremely dangerous if their armors’ protections 
  are depleted.
  Snowstorms: Great storms Suskillon residents call “white 
  hawks” can drop heavy snowfall on a region in a short amount 
  of time. Use the rules for heavy snow and snowstorms (Core 
  Rulebook pages 398–399). 
  C. STALKED IN THE HILLS (CR 2)
  This encounter should occur at some point during the PCs’ 
  long march toward the Dethomar River as the PCs move 
  through an area of low hills. Use the map on page 8 for 
  this encounter.
  As the PCs make their way down a hill, they easily spot 
  the corpse of a human man on the ground out in the open. 
  A PC who succeeds at a DC 12 Medicine check or DC 15 
  Survival check can determine that this man was recently 
  BRUSH STALKER
  
  12
  killed by a wild animal; a PC who succeeds at the check by 
  5 or more notes the telltale claw marks of a brush stalker, 
  a predator native to this region.
  Creature: The PCs have stumbled on the site of a brush 
  stalker’s recent kill. The beast has gone weeks without a 
  full meal, as the Swarm invasion drove off its natural prey, 
  and in its nearly starved state, it attacked and killed a lone 
  evacuee. The beast is still nearby and is protective of its meal. 
  It watches from behind a snow bank and can be spotted with 
  a successful Perception check opposed by its Stealth check. 
  If the PCs investigate the body, the brush stalker leaps out 
  and attacks, but if they leave the area, the beast follows the 
  party and attacks the PC at the rear of the group, looking for 
  another feast.
  The brush stalker is a four-legged creature with large 
  padded feet and plumes of feathers around its head, along its 
  tail, and down its front legs. It has a bat-like face and ears, and 
  its body is covered in dark, greenish-brown scales mottled 
  with white to afford it some camouflage in the snow. This 
  particular brush stalker is gaunt from hunger, its ribs visible 
  under its skin.
  BRUSH STALKER 
  CR 2
  XP 600
  Plains Medium predator (Starfinder Alien Archive 2 140, 102)
  N Medium animal
  Init +4; Senses low-light vision; Perception +7
  DEFENSE 
  HP 25
  EAC 13; KAC 15
  Fort +6; Ref +6; Will +1
  OFFENSE
  Speed 50 ft.
  Melee claw +10 (1d6+4 S)
  TACTICS
  During Combat The brush stalker attacks the nearest PC 
  with a vicious ferocity born from hunger.
  Morale Starving, the beast fights until it is killed.
  STATISTICS
  Str +2; Dex +4; Con +1; Int –4; Wis +0; Cha –2
  Skills Acrobatics +7, Athletics +7, Stealth +12 (+16 in plains)
  Other Abilities tracking (scent)
  Treasure: When the evacuee died, he fell on his travel 
  bag. With a successful DC 12 Perception check or by closely 
  examining the body, the PCs find this container. Inside is a 
  tactical semi-auto pistol and 9 small arm rounds in the clip, 
  a basic medkit, two doses of tier 1 stimulants (Starfinder 
  Armory 133), four wake-up patches (see page 45), three R2Es, 
  and two mk 1 serums of healing.
  D. KEROZAN BRIDGE (CR 3)
  At the end of the long hike, the PCs begin to hear the sound 
  of rushing water. As they crest a final hill, read or paraphrase 
  the following.
  Below, the Dethomar River runs from north to south, 
  thousands of feet across at its widest point. It is spanned 
  by a huge suspension bridge, a feat of engineering known as 
  the Kerozan Bridge. Dozens of abandoned vehicles clog the 
  highway crossing the bridge, and the only sound that can be 
  heard is the ice cracking and breaking in the slow-moving 
  river below.
  The Kerozan Bridge is the only means of crossing the 
  Dethomar River for over 40 miles in either direction. At its 
  center, it is 100 feet above the partially frozen river below. 
  To slow the advance of Swarm ground units, the SDF has 
  decided to soon demolish the bridge. You can reinforce 
  the urgency for the PCs to cross the bridge sooner rather 
  than later by sending out another one-way emergency 
  announcement over their comm units just as the SDF 
  finishes planting the necessary explosives, this time from 
  a demolitions team positioned somewhere on the western 
  bank of the river.
  Crossing the first half of the bridge is fairly 
  straightforward, but the PCs will need to navigate a maze 
  of abandoned cars that clog the four lanes of the highway. 
  These vehicles provide cover for any creature that hunkers 
  down behind one, but a PC can scramble onto the roof of a 
  car or truck by using an extra 5 feet of movement to enter 
  that square. Use the map on page 8 for this encounter.
  Creatures: Hours earlier, a pack of flying Swarm 
  creatures was released in the skies above the river by 
  organic Swarm transports to terrorize the populace. They 
  descended onto the bridge and caused a dangerous pile-
  up, and the panicked passengers fled their vehicles on 
  foot. Many civilians were killed in the fray, and the Swarm 
  creatures flung the bodies off the side of the bridge and 
  departed. However, two Swarm vorphomas remain behind 
  to lie in wait for more victims. 
  As the PCs approach the site of this Swarm ambush 
  approximately halfway across the bridge, they can attempt 
  a DC 18 Perception check to notice small pools of congealed 
  blood beneath some of the vehicles. A PC who succeeds at 
  a DC 20 Survival check spots deep gouges in the asphalt 
  and in some of the nearby vehicles. If no PC succeeds at 
  either of these checks, the vorphomas spring from their 
  hiding places behind the cars and attack during a surprise 
  round when the PCs approach within 30 feet.
  SWARM VORPHOMAS (2) 
  CR 1
  XP 400 each
  HP 16 each (see page 61)
  TACTICS
  During Combat One vorphoma fires its arm barbs at 
  the weakest-looking PC, while the other attempts to 
  debilitate the strongest-looking PCs with its spell-
  like abilities. 
  Morale The vorphomas fight to the death.
  
  13
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE PATH
  Treasure: A PC who succeeds at a DC 12 Perception 
  check notices a filled Starfinder backpack (Armory 
  116) hanging out from a half-opened rear door of one 
  of the nearby vehicles. Inside the backpack is a set of 
  environmental clothing (cold climates), a gear clamp, a 
  holoshroud (Armory 104), and two tubes of warming balm 
  (see page 45). Two mass-produced tents are strapped to 
  the top of the backpack.
  Development: After the battle, the PCs can take a 10-minute 
  rest. As soon as they decide to continue across the bridge, 
  a klaxon alarm in the distance begins to blare. Their comm 
  units spark up again with a member of the SDF demolitions 
  team saying, “Swarm army approaching. Proceeding with 
  destruction of the Kerozan Bridge. All civilians clear the area!” 
  If the PCs contact SDF central command to ask them for time 
  to get off the bridge, they are told, “We’ll give you as long as 
  we can, but if we don’t blow this bridge soon, none of us are 
  going to survive!”
  EVENT 1: BRIDGE ESCAPE! (CR 1)
  The PCs have only a few moments before explosives planted 
  on the bridge’s support columns are detonated, sending the 
  structure into the freezing river below. Turning back at this 
  point means death at the mandibles of the Swarm army 
  approaching across the hills to the east. A PC who could 
  survive the leap off the bridge and the 100-foot fall into the 
  ice-choked river would likely be crushed by the debris from 
  the bridge’s demolition. The safest option for the PCs is to 
  make their way to the western side of the bridge before the 
  explosion occurs. Escaping the bridge’s destruction will take 
  speed, strength, and teamwork. 
  During the escape, the PCs face a series of obstacles, 
  each of which requires each PC to attempt a skill check as 
  a standard action. PCs who succeed at the required checks 
  earn a number of Escape Points, as detailed in each obstacle. 
  A PC can decide to take a different standard action when 
  faced with an obstacle (such as casting a spell) but doing so 
  earns no Escape Points unless, at your discretion, the PC’s 
  clever use of spells or other abilities bypasses the need for 
  certain skill checks; count such actions as having succeeded 
  at the requisite skill checks for the purpose of earning 
  Escape Points.
  At the end of this scene, the demolitions explode and 
  the PCs will need to attempt Reflex saves against the blast. 
  The number of Escape Points they earn during the escape 
  determines the intensity of the blast wave that hits them and 
  the DC of the Reflex save (see the table below). 
  First Obstacle: A pile-up of land vehicles presents a maze 
  of twisted metal. Each PC should attempt a DC 15 Perception 
  check to navigate this tangle. If at least half of the party 
  (rounded down) succeeds at this check, the PCs earn a number 
  of Escape Points equal to the number of PCs. Otherwise, the 
  PCs earn only 1 Escape Point for each PC who succeeded at 
  the Perception check.
  Second Obstacle: Bombardment from airborne Swarm 
  vessels has weakened the bridge in spots. To find a safe route 
  through, each PC can attempt a DC 20 Engineering check to 
  assess the stability of the road or a DC 20 Survival check to 
  find the tracks of other evacuees. If at least one PC succeeds 
  at this check, the PCs earn a number of Escape Points equal 
  to the number of PCs.
  Third Obstacle: A large transport vehicle, jackknifed and 
  overturned, lies across both lanes of the highway. Each PC 
  can attempt a DC 15 Athletics check to scramble over the 
  wreckage or a DC 15 Acrobatics check to squeeze between 
  the transport’s cab and trailer. A PC who succeeds at either 
  check by 5 or more can grant a +2 circumstance bonus to 
  an ally’s check using the same skill. Each success earns one 
  Escape Point.
  On the other side of the overturned truck, the edge of 
  the bridge is visible, and the PCs can sprint toward safety. 
  As they do, they can hear a final countdown blasting from 
  loudspeakers in the distance, which is nearly drowned 
  out by the screech of hundreds of Swarm creatures as 
  they begin to cross the bridge. The countdown ends and a 
  massive explosion rips through the bridge’s superstructure, 
  engulfing the Swarm horde. A shock wave rolls over the PCs, 
  the intensity of which is determined by the total number 
  of Escape Points they achieved; see the table below. Each 
  PC can attempt a Reflex saving throw to take half the 
  listed damage.
  Total Escape Points 
  Damage 
  Reflex Save
  4 or fewer 
  3d6 B 
  DC 16
  5–9 
  2d6 B 
  DC 14
  10 or more 
  1d6 B 
  DC 12
  Development: After the explosion, the PCs can make their 
  way through the resulting debris to reach the bulwarks 
  behind which the Third Battalion demolitions squad 
  monitored the operation. A squad of SDF soldiers greets 
  them and offers to give the PCs a ride back to Fort Gallant in 
  their nearby vehicles.
  Treasure: Shortly after the PCs arrive at Fort Gallant 
  (possibly before they visit the quartermaster), a member 
  of the Third Battalion demolitions squad finds the PCs to 
  compliment them on their escape from the Swarm and the 
  explosion. She notes that her squad has some leftover 
  supplies and hands the party a small footlocker containing 
  a detonator, a motion trigger (see page 45), three mk 1 frag 
  grenades, and one mk 1 incendiary grenade. With a wink she 
  says, “Blast some vexers for me.”
  Story Award: For reaching the western end of the bridge, 
  award the PCs 400 XP.
  FORT GALLANT
  Several miles to the west of the Dethomar River and the Kerozan 
  Bridge is a small SDF training facility called Fort Gallant. 
  
  14
  Some concrete barriers, chain-link fences, and a few concrete 
  emplacements containing heavy weapon turrets are the only 
  fortifications this encampment has to offer. 
  As they enter the area, the PCs walk by about a hundred 
  civilians and a far smaller number of weary-looking 
  soldiers milling around some hastily erected tents. A 
  human soldier approaches the PCs and introduces 
  himself as Lieutenant Gorham. He dispenses with 
  the formalities of an enlisted soldier and says, 
  “You all made it out of Brinnoa alive? Not 
  many members of the Fifth Battalion were 
  as lucky as you. Commander Najiri has asked 
  to receive situation reports directly from all 
  new arrivals immediately. Let me take you to 
  her now.”
  Lieutenant Gorham leads the PCs to 
  one of the few two-story structures in 
  the camp and ushers them up a small 
  external metal staircase. The door at the 
  top has a placard outside that reads, 
  “Commander-General Darquin.” As the 
  PCs step inside, they are hit with the 
  unmistakable smells of antiseptic 
  and blood. The office inside is a 
  mess, with a large wooden desk 
  in the center and piles of datapads 
  and electronic maps pushed off 
  onto the floor. A human woman in a long military coat lies 
  on the table, being tended to by a pair of SDF medics. A 
  nametag on her shoulder reads “H. Najiri.” Her left leg is 
  badly hurt: most of the muscle and flesh has been ripped to 
  shreds and the underlying bone is visible. The wound looks 
  fairly recent, but the signs of infection are already apparent. 
  She bites down on the leather handle of a survival knife as 
  one of the medics finishes cutting through her femur with 
  a laser scalpel. The destroyed leg falls to the ground with a 
  sickening thud and the woman stifles a scream as she jabs 
  herself with a serum of healing.
  When she notices the PCs, she focuses her attention 
  on them as the medics continue to attend to her. Read or 
  paraphrase the following.
  “You all just cross the Dethomar? Welcome to Fort 
  Gallant. The Commander-General is dead, his second died 
  of his wounds a few hours ago, and I’m what’s left of the 
  command structure here. The name’s Commander Hadiya 
  Najiri. I apologize for the blood. Just got back a few hours 
  ago from fighting off the Swarm to the south—one of the 
  little buggers snuck up on me while I was pulling the pin 
  from a grenade and nearly took my leg off. Our field medic 
  didn’t survive the ambush and the trek here didn’t do the 
  wound any favors. Instead of hobbling around for the rest 
  of the war, I opted for a cybernetic replacement. If you 
  don’t mind being debriefed while the good doctors here do 
  their work, I’d like to hear about how you made it out of 
  Brinnoa alive.”
  Commander Hadiya Najiri asks about the PCs’ previous 
  commanding officer, their encounters with the Swarm, and 
  anything else they’ve encountered since they left Camp 
  Cavalier. While they talk, the medics fit her with 
  a military-grade prosthetic leg, and any PC 
  can offer to help if they are trained in 
  Medicine. After the PCs give their report, 
  she allows them to ask any questions 
  they may have for her. Commander 
  Najiri is brutally honest and doesn’t 
  sugarcoat anything for those under her 
  command. Below are some possible questions 
  that the PCs might pose, and her responses.
  What’s 
  going 
  on 
  with 
  the 
  war? 
  “Communications are spotty. Intel suggests 
  the Swarm knocked out our satellites before 
  touching down in three main landing sites, 
  to the north in Nalia Sanga, to the south 
  in Calso Ortho, and, of course, in Brinnoa. 
  We’re still waiting on casualty reports to 
  calculate how bad the damage is, but 
  it’s looking like a nightmare scenario 
  right now... a full Swarm air and ground 
  invasion force, millions strong.”
  What is our next move? Where do we go from here? 
  “Now that we’ve taken down all the bridges across the 
  Dethomar River, we should have some time to regroup and 
  rest, maybe even a day or two. For now, we sit tight until 
  we get additional orders and protect those civilians under 
  our roof.”
  What is the Swarm going to do next? “From all reports, this 
  seems like a new invasion force. Given the tactics the Swarm 
  has used in the past on other planets, this seems to be an 
  offensive strategy where it moves as quickly as possible from 
  location to location in order to overrun defensive forces before 
  anyone can muster a counterattack via orbital bombardment. 
  But who knows how much of Space Corps command is even 
  still intact... so air support might never come.”
  While the PCs finish asking questions, the medics complete 
  the installation of the commander’s prosthetic. She nods in 
  approval as she tests the augmentation, flexing her new leg at 
  the knee. She dismisses the PCs with a commendation. “Well 
  fought, soldiers. Now get some shut-eye. You’ve earned it. Oh, 
  but wait.” She calls Lieutenant Gorham back into the room. 
  “You might want to talk with Quartermaster Janxer first if you 
  need new equipment, so she can have a few hours to fabricate 
  gear we don’t have on hand. The lieutenant will set you up 
  with an allowance of UPBs. Make them count. I don’t know 
  when we can afford to requisition more.”
  Treasure: Lieutenant Gorham hands each of the PCs a 
  metallic order form engraved with an allowance of 1,000 UPBs. 
  HADIYA NAJIRI
  
  15
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE PATH
  The PCs can spend these to acquire new equipment (see Fort 
  Quartermaster on page 16) as though they were credits. 
  EVENT 2: THIEF IN THE NIGHT (CR 1)
  As they leave the commander’s office, Lieutenant Gorham 
  points the PCs toward the quartermaster’s station and 
  a barracks where they can get some rest. In the fort’s 
  courtyard, however, a young civilian woman with sticky 
  fingers targets the PCs as possible marks and moves to 
  intercept them. 
  Creature: Anacia Render is the scion of the Brinnoa-based 
  Render crime family, raised by her now-deceased father to be 
  an adept con artist, pickpocket, and safecracker. After losing 
  her family and her crew in the attacks on Brinnoa, she has 
  been preying upon the distracted and tired evacuees and 
  soldiers, pilfering what she can. Anacia is a short, slender 
  human woman with blue-black hair and a feigned look 
  of innocence under her thick eyebrows. She wears once-
  fashionable clothes that have seen better days, concealing a 
  skin-tight suit of armor.
  Anacia sizes up the group from across the courtyard and 
  chooses to pilfer an item of 1 bulk or less from a random PC, 
  focusing on a pistol, serum of healing, or other easily accessible 
  valuable. She walks up to her chosen mark, appearing from 
  a nearby cluster of civilians and says, “Thank you for your 
  service to Suskillon. I just want to let you know I will keep 
  you in my prayers to Iomedae each night.” A suspicious PC 
  can attempt a Sense Motive check against Anacia’s Bluff 
  check to sense that she isn’t truly sincere. A PC who succeeds 
  at this check receives a +2 circumstance bonus to spot her 
  pickpocket attempt.
  Anacia then moves to pat that PC on the back while 
  slipping her hand down toward the PC’s belt or bag. She 
  attempts a DC 20 Sleight of Hand check to pickpocket her 
  chosen item. Whether she succeeds or fails, each PC can 
  attempt a Perception check opposed by the result of her 
  Sleight of Hand check. If no one notices Anacia’s theft at the 
  moment, the targeted PC will probably notice the missing 
  item as they check through their gear at the quartermaster 
  or as they get ready to rest. If they connect the theft to 
  Anacia, they can find her among the civilian tents with a 
  successful DC 16 Diplomacy check to gather information or 
  a successful DC 20 Perception check.
  If the PCs confront Anacia (either when she attempts 
  the theft or later), she shrugs with a smirk and says, “It’s 
  hard times out there, soldier, and something like this will 
  be worth triple in a few days. Or whatever price I decide to 
  set. Look, you can’t blame an aspiring businesswoman like 
  me for trying, can you?” She then gives the stolen item back 
  to the PCs.
  If the PCs threaten Anacia with physical violence or the 
  involvement of the fort’s security, she tries to bribe them. She 
  says, “Listen, I’m strapped for UPBs at the moment, but I have 
  credits that spend just as well offworld. If you let me go, you 
  can have this credstick and whatever it has on it.” Though she 
  doesn’t tell the PCs, Anacia stole the credstick from another 
  evacuee earlier and doesn’t know how many credits are on it. 
  If asked, she says its “enough.”
  If they attack her, she attempts to flee as soon as she 
  can, leaving the fort altogether. After 2 rounds, the fort’s 
  security officers arrive to break up the fight. Commander 
  Najiri isn’t pleased to see her soldiers attacking a civilian 
  but issues only a strong reprimand after hearing the details 
  of the situation.
  ANACIA RENDER 
  CR 1
  XP 400
  Female human operative
  CN Medium humanoid (human)
  Init +5; Perception +8
  ANACIA RENDER
  
  16
  DEFENSE 
  HP 17
  EAC 11; KAC 12
  Fort +1; Ref +6; Will +4
  OFFENSE
  Speed 30 ft.
  Melee tactical switchblade +6 (1d4+1 S)
  Offensive Abilities trick attack 1d4
  TACTICS
  During Combat Anacia tries to flee at the first 
  sign of combat, but if cornered she focuses 
  her trick attacks on a single opponent. 
  Morale If brought below half her Hit Points, 
  Anacia surrenders, throwing down her 
  blade and putting her hands in the air. 
  STATISTICS
  Str +0; Dex +4; Con +0; Int +2; Wis +1; Cha +1
  Skills Acrobatics +11, Bluff +11, Engineering 
  +8, Sense Motive +8, Sleight of Hand +11, 
  Stealth +11
  Feats Mobility
  Languages Common, 
  Shirren, Vesk
  Other Abilities 
  operative 
  specialization (thief)
  Gear second 
  skin, tactical 
  switchbladeAR, 
  consumer backpack, environmental clothing (cold 
  climates), flashlight 
  Treasure: If the PCs accept Anacia’s bribe, they find that the 
  credstick she hands them holds 500 credits. If fort security 
  takes Anacia into custody, she drops the credstick as she is 
  being taken away. The PCs can do with it as they wish.
  Development: If the PCs turn over Anacia to Fort Gallant 
  security, she stares coldly at the party as the authorities 
  arrive to collect her. The way in which the PCs deal with 
  Anacia determines her attitude toward the PCs in Part 3.
  Story Award: If the PCs confront Anacia and avoid 
  fighting with her, award them XP as if they had defeated 
  her in combat, regardless of whether or not they turn her 
  over to security or accept her bribe.
  FORT QUARTERMASTER
  Fort Gallant’s quartermaster is a spry ysoki engineer named 
  Janxer. She operates out of a mobile tech station in the back 
  of a half-track SDF vehicle. When the PCs approach, they 
  hear the sounds of a matter printer humming away as Janxer 
  smooths down a piece of metal with a belt sander. She looks 
  up to greet the PCs with a toothy grin.
  “You must be the group that just made it across the bridge! 
  Greetings! Hopefully, the commander set you up with a 
  UPB allowance by now.” Janxer gestures at a few plastic 
  containers in the vehicle behind her. “I’ve got most of the 
  standard-issue equipment, but if you want something 
  specially made, it’ll take me a couple of hours to print it up. I 
  can probably do about two custom items for you. Also, I can 
  slag anything you don’t want!”
  The UPB allowance given to each PC by 
  Lieutenant Gorham should allow them to 
  replenish their ammunition and perhaps 
  purchase a new weapon or suit of armor. 
  Janxer’s exact inventory is up to you, but 
  assume she has all 1st- and 2nd-level basic 
  melee weapons, small arms, longarms, 
  and suits of armor on hand, and she can 
  craft most technological items, weapons, 
  and armor up to 3rd level. However, the 
  fort’s matter printer can’t produce magical 
  or hybrid items. The PCs can charge all their 
  batteries and environmental protections 
  for free as they rest, 
  and Janxer can recycle 
  unwanted items to 10% of 
  their value in UPBs, which 
  the PCs can use to trade 
  with Janxer or to craft their 
  own items if they wish. The 
  PCs don’t have to spend all 
  their UPBs at this moment and will be able to return here 
  after they receive their new orders.
  Janxer also explains that the PCs shouldn’t worry about 
  medical supplies. A medic will patch up any wounds they 
  currently have and grant them supplies should they be sent 
  out again.
  A NIGHT’S REST
  The barracks is a large, open building filled with bunk beds. 
  The PCs can rest here for the next 8 to 9 hours, removing 
  any exhausted or fatigued condition they might have. The 
  beds aren’t comfortable, being standard military issue, but 
  at this point, it most likely doesn’t matter. SDF medics also 
  treat any wounds the PCs might have, using both standard 
  medicine and serums of healing to get the PCs back to 
  full health.
  The next morning when the PCs awake, they are greeted by 
  Lieutenant Gorham, who says, “Commander Najiri would like 
  to speak to you again.” He leads them back to her office, but 
  along the way, the PCs might get involved with an altercation 
  in the courtyard.
  CROWD CONTROL
  Outside the barracks, a crowd is gathered around a central 
  figure standing on a wooden crate that elevates him a few 
  feet above everyone else—a human man with thinning hair 
  ZANTOS 
  LOACHWURT
  
  17
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE PATH
  wearing a dirty lab coat. Attached to one of the coat’s front 
  pockets is a security ID from his place of employment, Bronze 
  Beam Research Consortium, with his picture and name printed 
  underneath: “Loachwurt, Z.”
  He appears to be in the middle of a speech when the PCs 
  pass by.
  “The SDF forces here have no idea what is actually 
  happening! I worked with military intelligence in Brinnoa 
  for the last six months and the amount they discovered 
  about the Swarm in that time couldn’t fill a child’s datapad. 
  The psychic connection we observed in Swarm subjects 
  is stronger here on Suskillon than anywhere else in the 
  Vast. The Swarm has fortified its components’ minds, 
  bolstered its numbers, and taken the capital and probably 
  two-thirds of the entire planet. We are outgunned here, 
  and the only option we have is to run or die. If you think 
  the hundred or so soldiers here will protect you, you 
  are sorely mistaken. If they wanted, the Swarm could 
  storm these fortifications and drag every one of us out 
  in our sleep!”
  The crowd erupts in cries of fear and anger. Some of them 
  begin to push one another, and a few nearby soldiers grip 
  their rifles tightly in anticipation of a riot. A small handful 
  of civilians break off from the group and block the PCs’ way, 
  demanding information or action.
  Quelling the unrest in the camp is not an easy task, but it 
  can be managed in a couple of ways. A PC can step up and 
  give a calming speech with a successful DC 18 Diplomacy 
  check. Alternatively, a PC can shout for the crowd to 
  disperse with a successful DC 18 Intimidate check. At 
  your discretion, other skills can be applied to this task—
  such as Bluff to pass the civilians some false information 
  or Profession (soldier) to confuse the civilians with 
  bureaucratic double-talk—using the same DC. After one 
  failed attempt, the PCs can try a different tactic, though 
  the DC increases by 2.
  Another way to break up the crowd is to humiliate the 
  scientist who riled them up in the first place. If the PCs ask 
  who he is, he says, “My name is Zantos Loachwurt, member 
  of Bronze Beam Research Consortium, and perhaps the 
  foremost expert on the Swarm this planet has left to offer.” 
  If the PCs question his credentials, he sniffs, “Do you really 
  think that you can match me in knowledge about the enemy, 
  soldier?” A PC who succeeds at a DC 20 Life Science check 
  can recall an obscure fact about the Swarm that they either 
  learned by studying the aliens or from having direct contact 
  with them. Loachwurt looks a bit flustered when presented 
  with such knowledge, mumbling, “Yes, of course. I suppose—
  perhaps—you have ‘some’ idea of what you’re talking about.” 
  With that, he steps off his crate and scuttles away. This 
  deflates the crowd’s agitation, and the civilians slowly go 
  back to their tents.
  
  18
  Development: If the PCs aren’t successful at any of the 
  above skill checks, a brief fight breaks out between a soldier 
  and a civilian. Lieutenant Gorham then fires his rifle in the 
  air and calls for a lockdown of civilian activity, sending 
  everyone grumbling back to their tents. 
  However, if the PCs help disperse the crowd without 
  causing a scuffle, the mood is less acrimonious. A young 
  female human—one of the medics who helped attach 
  Commander Najiri’s prosthetic leg the previous day—
  approaches the PCs, thanking them for calming the 
  citizens. “Dr. Loachwurt has been stirring up trouble since 
  he got here. Last time, a handful of people ended up with 
  black eyes and broken noses. Since we won’t need them 
  this time, why don’t you take these serums of healing?” 
  She hands the party a small satchel.
  Treasure: The satchel contains three mk 1 serums 
  of healing.
  NEW ORDERS
  Returning to Commander Najiri’s new office, the PCs find her 
  practicing a few off-balance side kicks, while standing on 
  her prosthetic leg. The chamber has been tidied a bit, and a 
  holographic map of the surrounding region is projected onto 
  one wall. A PC who succeeds at a DC 18 Perception check 
  or a DC 15 Profession (soldier) check can see that the map 
  shows that the Swarm is winning this war.
  Commander Najiri offers the party small tin cups filled 
  with hot coffee and speaks.
  “Earlier this morning, I received a call from President 
  Daglaan. Suskillon is lost.” She gestures at the map. “In a 
  few days, this is all going to be Swarm country. But we 
  still have a lot of work to do before we let them have it. 
  Get suited up, because we’re scuttling the fort in an hour 
  to make our way west via convoy into the Sahtor Region 
  to assist with the planetary evacuation. It’s the end of the 
  world, soldiers.”
  Commander Najiri dismisses the PCs without giving them 
  time for further questions, explaining that she has to give 
  orders to the rest of the camp and notify the civilians. The 
  PCs can then return to Quartermaster Janxer to receive any 
  new equipment they ordered and, if they wish, volunteer 
  to help the civilians pack up into large, armored personnel 
  carriers. The mood is grim.
  When the convoy is ready to leave Fort Gallant, 
  Lieutenant Gorham assigns the PCs to be part of the 
  rear guard, and tasks them with operating the mounted 
  weapons on an SDF Mobile Striker, one of the heavily 
  armored assault vehicles that have seen much use during 
  the war. The Striker already has a driver—a tired-looking 
  human soldier—and has a pair of machine guns and a pair of 
  flak cannons mounted on it. The PCs can choose whichever 
  weapons they wish.
  Shortly after the PCs take their positions, the convoy 
  begins the journey west on roads and highways that have 
  been cleared of vehicles. The border of the Sahtor Region 
  is 2 hours from Fort Gallant. As the encampment falls into 
  the distance, the PCs see a controlled explosion engulfing 
  the fort—a standard procedure to keep the structures out of 
  enemy hands. Unfortunately, the explosion and the trail of 
  smoke that can be seen for many miles gets the attention of 
  a passing Swarm fleetfury (see page 60), a living starship.
  EVENT 3: GUNSHIP SHOWDOWN (CR 2)
  An hour after the convoy gets underway, read or paraphrase 
  the following.
  A distant buzzing sound grows louder and louder, as 
  a small Swarm starship crests a frozen hillside and 
  approaches the convoy. As it gets closer, the vessel 
  launches a pulsing green torpedo. The weapon explodes 
  only a few dozen feet away, engulfing the cabin of the 
  rear Mobile Striker in a gout of acid. The driver screams 
  in pain and slumps against the steering yoke, causing the 
  vehicle to list to one side.
  The PCs have only moments for one of them to jump into 
  the vehicle’s cabin and regain control of the vehicle. The 
  driver is unconscious but still living, though the left side 
  of his face is covered in acid burns that will need medical 
  attention very soon.
  Vehicle Chase: This encounter uses a modified version 
  of the vehicle chase rules starting on page 282 of the 
  Core Rulebook. As the PCs are traveling across a fairly flat 
  expanse of terrain and the Swarm fleetfury moves much 
  faster than the Mobile Striker, the PCs can’t escape the 
  starship. Fortunately for the PCs, the vessel can fire only 
  four more torpedoes before it runs out of ammunition.
  Each round of the vehicle chase, during the pilot actions 
  phase, the PC in the cabin should roll a Piloting check as 
  a move action. The size and weight of the Mobile Striker 
  imparts a –2 penalty to this Piloting check. One other 
  PC can attempt a Piloting check as a move action to aid 
  another before the driver rolls their check; doing so means 
  the aiding PC takes a –1 penalty on any attack rolls they 
  make during the combat phase. The result of the driver’s 
  Piloting check is the DC for the Swarm fleetfury’s gunnery 
  check during the combat phase (see below). If the driver 
  chooses not to spend the move action to attempt a Piloting 
  check, this gunnery check DC is only 5.
  Each PC has a full round’s worth of actions (minus any 
  actions taken during the pilot actions phase) during the 
  combat phase to perform any of the following activities. In 
  addition, a PC can cast a spell or use a class feature if they 
  have enough actions available. Since the Swarm fleetfury 
  acts at the end of the round, the PCs can determine among 
  themselves the exact order they act in each round. 
  
  19
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE PATH
  Change Position: As a move action, a PC can move from 
  operating a mounted gun to taking control of the vehicle or 
  vice versa. Alternatively, a PC can move between operating 
  a flak cannon and a machine gun (if one is available).
  Evade: As a move action, a PC in control of the vehicle can 
  attempt a DC 20 Piloting check to steer clear of the brunt of 
  the fleetfury’s torpedo strikes. If successful, each PC gains a 
  +1 circumstance bonus to the Reflex saving throw to avoid 
  taking damage from the fleetfury’s torpedo blasts. 
  Fire Flak Cannon: As a standard action, a PC operating a 
  flak cannon can fire at the fleetfury, making a ranged attack 
  against an AC of 15. The movement of the Mobile Striker 
  imparts a –1 penalty to this attack. A hit obscures one of the 
  Swarm vessel’s sensors with smoke, imparting a –2 penalty to 
  the fleetfury’s gunnery check until the beginning of the next 
  round. Each of the Mobile Striker’s two flak cannons can be 
  fired only once per round.
  Fire Machine Gun: As a standard action, a PC operating 
  a machine gun can fire a hail of bullets at the fleetfury, 
  making a ranged attack against an AC of 15. The movement 
  of the Mobile Striker imparts a –2 penalty to this attack. 
  A hit damages the fleetfury’s torpedo launcher, reducing 
  the damage dealt by an attack from the fleetfury by 2 
  (minimum 0) until the beginning of the next round. Each 
  of the Mobile Striker’s two machine guns can be fired only 
  once per round.
  Supercharge Engines: As a standard action, a PC can 
  attempt a DC 18 Engineering check to tinker with the Mobile 
  Striker’s fuel lines, intake manifolds, or other engine parts. If 
  successful, the driver gains a +2 circumstance bonus to their 
  Piloting check during the next pilot actions phase. The driver 
  can gain this bonus only once per round.
  Take Cover: As a full action, a PC can hunker down in the 
  vehicle, gaining a +4 circumstance bonus to the Reflex saving 
  throw to avoid taking damage from the fleetfury’s acidic 
  torpedo blasts.
  At the end of the combat phase each round, the Swarm 
  fleetfury attempts a gunnery check (with a total +5 modifier) 
  opposed by the result of the driver’s Piloting check. On a success, 
  an acid torpedo strikes the ground very close to the PCs’ vehicle, 
  and the resulting explosion deals 2d8 acid damage to each PC 
  (Reflex DC 13 half). On a miss, the explosion is further away but 
  still dangerous. Each PC takes only 1d4 acid damage and can 
  negate the damage entirely with a successful DC 13 Reflex save.
  At the beginning of the third round of the chase (before 
  any of the phases), the PCs spy the burned-out husk of a 
  large, overturned vehicle in the middle of the highway. The 
  driver must attempt a DC 16 Piloting check to avoid the 
  derelict vehicle. Failure means that the Mobile Striker is nearly 
  overturned as it scrapes by the wreckage, and each PC must 
  succeed at a DC 13 Will save or be shaken for 1 round; this is a 
  mind-affecting fear effect.
  SAHTOR REGION
  E. UNCHAINED GANG
  G. GREATER SAHTOR WATERWORKS
  F. FUELING STATION
  1 SQUARE = 5 FEET
  2CM = 60 MILES
  ESKUE  
  CORRECTIONAL 
  PENITENTIARY
  JURDOS  
  MOUNTAINS
  REOS CITY
  E
  H
  G
  I
  F
  ESKUE  
  OCEAN
  TO FORT 
  GALLANT
  •
  •
  	
  	
  	
  	
   
  D
  E
  T
  H
  O
  MA
  R 
  RIVER
  
  20
  After firing its final torpedo at the end of the fourth round, 
  the Swarm fleetfury breaks off from its attack run. A pair of 
  SDF fighter jets appear from the west to pursue the living 
  starship, eventually shooting it down somewhere near the 
  Dethomar River. A cacophony of cheers can be heard coming 
  from many of the soldiers in the convoy as the scattered 
  remnants of the fleetfury fall toward the surface.
  Development: The remainder of the journey to the 
  Sahtor Region border is uneventful, giving the PCs the 
  opportunity to rest for 10 minutes to regain Stamina Points 
  if they wish. An SDF medic attends to the wounded driver, 
  and a replacement driver is secured if necessary.
  Story Award: For enduring the aerial bombardment, award 
  the PCs 600 XP. 
  The Sahtor Region consists primarily of massive agricultural 
  processing centers amid miles of automated farmlands. 
  It is bounded by the Jurdos Mountains to the north, the 
  Dethomar River to the northeast, and the Eskue Ocean to 
  the west and southwest. The capital of the Sahtor Region is 
  Reos City, located on the western coast.
  The distance between Fort Gallant and Reos City is 
  approximately 400 miles along several highways, and the 
  convoy will not reach the metropolis until 8 hours after the 
  fleetfury’s attack. Along the way, the convoy passes through 
  a few small towns with large, neon-yellow evacuation notices 
  plastered on every door and window. All of these areas are 
  completely abandoned. The convoy makes brief stops for 
  biological needs, but no one is allowed to leave sight of the 
  convoy unaccompanied.
  Shortly before nightfall, the convoy rolls over a hill and 
  into the outskirts of a city overflowing with evacuees. 
  Dozens of starships can be seen landing and taking off from 
  a spaceport to the north of the city. The convoy stops a mile 
  from the city limits, where the road is blocked by a tangle 
  of abandoned cars. Commander Najiri gives the order to 
  abandon the vehicles and walk. As the civilians move ahead, 
  Najiri meets with each squad to hand out further orders, 
  accompanied by Quartermaster Janxer, who hands out R2Es 
  for the night’s dinner.
  RESCUE MISSION
  When Commander Najiri, still slightly unstable on her new 
  artificial leg, makes her way to the PCs, she gives them 
  their next orders. Depending on the party’s performance 
  against the Swarm fleetfury earlier, she commends the PCs 
  for their heroics first.
  “Midnight Squad, muster up. I’ve been in touch with SDF 
  command here in Reos City. Evacuation is underway, but 
  there’s still a lot of work to be done. They recently sent a 
  squad up to a temple of Hylax north of the city but haven’t 
  heard back from them yet. I want you to make your way 
  up there via the main highway. A shirren priest named 
  Xelonan runs the temple. See if he has any information 
  about the lost squad and bring him back here to safety. 
  If you see any civilians along the way, make sure they’re 
  moving to the evacuation zone here. Any questions before 
  you move out, soldiers?”
  The PCs should be encouraged to ask questions about 
  their new mission. Some likely questions and Najiri’s 
  responses follow.
  How far away is the temple? “It’s about 180 miles to the 
  city of Lynmari in the foothills of the Jurdos Mountains. 
  From there, the temple is another dozen miles up some 
  mountainous roads. You’ll be issued a standard troop 
  transport in case you need to pick up any civilians.”
  How much time do we have to get there and back? “It 
  seems like having to cross the Dethomar River might slow the 
  Swarm advance a bit, but not forever. Mechanized divisions 
  are going to hold them off as long as possible, but I still think 
  we have only two or maybe three days before they gain a 
  foothold in the Sahtor Region and come west to finish the job. 
  Barring any major complications, though, that should still give 
  you plenty of time.”
  What can you tell us about the lost squad? “They’re 
  a four-soldier unit out of the Second Battalion, under 
  Commander Quvenzh. He reportedly lost communications 
  with them yesterday when they reached Lynmari. Quvenzh 
  tells me they’re good soldiers, so something must have gone 
  terribly wrong.”
  What’s so special about this priest of Hylax? “Seems 
  like he got in touch with SDF command claiming to have 
  ‘vital intelligence’ about the Swarm, so they marked him for 
  priority extraction. So, find him and get him back here to the 
  evac site as soon as you can, got it?”
  What kind of Swarm presence can we expect in the 
  Sahtor Region? “It’s mostly clear farmlands between here 
  and the mountains, and though the Swarm has taken out 
  a bunch of our satellites, we still have a few eyes in the 
  sky. However, those dredgers are hard to track when they 
  burrow underground, so don’t let your guard down. If you 
  come across Swarm components and can’t fight them, it’s 
  better to evade or stay hidden. Remember, your priority now 
  is protecting civilians and helping them evacuate.” 
  Wrapping up the mission briefing, Commander Najiri claps 
  a few of the PCs on their shoulders before saying, “Keep your 
  comms open, and let us know what you find up there. Good 
  luck, Midnight Squad.” Quartermaster Janxer then leads the 
  PCs to some tents where they can get a night’s rest before 
  embarking once again.
  PART 2: 
   THE SCOURING 
   OF SAHTOR
  
  21
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE PATH
  JOURNEY TO THE 
  JURDOS MOUNTAINS
  At dawn the next day, Lieutenant Gorham wakes the PCs 
  and takes them through the outskirts of Reos City in a small 
  hovercar to an SDF checkpoint on the highway leading north 
  out of the city. He pulls up alongside a battered SDF Troop 
  Hardtop and tells them, “It’s all fueled up and ready to go. 
  Try not to let it get destroyed...” He furrows his brow for a 
  moment and then smirks. “Though chances are we won’t be 
  taking it with us off the planet.” The lieutenant transmits a 
  map of the Sahtor Region (see page 19) to the PCs’ comm units 
  and wishes them luck on their mission.
  An SDF Troop Hardtop is a large multi-wheeled vehicle 
  with a boxy cabin and a flat bed covered with a hard, plastic 
  cover. Four Medium creatures can fit in the truck’s cabin 
  (with one character driving), and up to 10 Medium creatures 
  can sit on the two wooden benches in the bed. The Troop 
  Hardtop has a top speed of 50 mph, but the occasional 
  abandoned vehicle or other hazard on the highway means 
  the PCs won’t be able to constantly maintain that speed. The 
  distance from Reos City to Lynmari is 180 miles, which will 
  take a minimum of 3-1/2 hours, but the PCs will likely run into 
  trouble along the way.
  The PCs can take their time on this journey, though if 
  they take more than 3 days to travel to the temple of Hylax 
  and back, the Swarm has a very good chance of overtaking 
  them completely. No matter how long the PCs take, they 
  are destined to miss the last official transport off the planet 
  and will need to secure their own starship (see Part 3). The 
  covered bed of the truck is large enough to serve as a tent if 
  the PCs decide to rest for 8 hours along the highway.
  E. UNCHAINED GANG (CR 3)
  The Eskue Correctional Penitentiary, known as “the Scorpion” 
  to many sentenced there, is a small, medium-security prison 
  along the coast, northwest of Reos City. At the outset of 
  the war, it was nearly emptied as prisoners were allowed 
  to volunteer for the SDF to fill the recently decimated Fifth 
  Battalion. The guards were reduced to a skeleton crew as 
  people quit or also joined the military. Fewer than a hundred 
  prisoners and only five guards remained behind. The prison 
  was able to operate while the regional government worked 
  on the staffing deficit, but when the facility received word 
  of Brinnoa’s fall, there was a riot. The guards were able to 
  flee to safety, but the prisoners escaped during the chaos. 
  Now, many of them are trying to find a way off the planet 
  without being arrested again. Use the map on page 19 for 
  this encounter.
  Creatures: Approximately 60 miles north of Reos City, 
  the PCs are flagged down by one of these escaped prisoners 
  in disguise. He appears desperate, waving and pointing to 
  another prisoner lying by the side of the road in bloody 
  clothes. If the PCs stop, he begins shouting, “My friend got 
  attacked by one of those damned bug things! He’s bleeding 
  to death, you gotta help him!” He repeats his pleas in response 
  to any questions.
  These two escaped inmates were members of a prison 
  gang and were deemed unfit to serve in the SDF as they 
  were among the prisoners who incited the Eskue Correctional 
  Penitentiary riot. They already secured armor and weapons 
  during the prison break, and last night, they broke into a 
  nearby farmhouse, killed the inhabitants, and stole some of 
  the family’s clothes. Two more escaped prisoners lie in wait 
  behind an overturned vehicle on the other side of the road. 
  The inmates hope they can acquire some military credentials 
  by ambushing the PCs, which they hope to use to enter Reos 
  City and flee Suskillon. 
  SCORPION INMATE
  
  22
  The escaped prisoners wait until all of the PCs leave the 
  truck and move close to the inmate feigning injury before 
  springing their ambush. However, the PCs might be able 
  to spot the hiding inmates with a successful Perception 
  check opposed by their Stealth checks. In addition, a PC 
  might sense the prisoner’s ill intent by succeeding at a 
  Sense Motive check opposed by the speaking inmate’s Bluff 
  check. Finally, a PC who gets close enough and succeeds at 
  a DC 20 Culture check can identify a crude scorpion tattoo 
  poking out from one of the prisoner’s shirts and knows the 
  design marks them as someone who has been repeatedly 
  incarcerated in Eskue Correctional. If confronted, the inmate 
  stammers out an unconvincing explanation before the 
  others leap out to attack.
  SCORPION INMATES (4) 
  CR 1/2
  XP 200 each
  CE Medium humanoid (human)
  Init +1; Perception +5
  DEFENSE 
  HP 13 EACH
  EAC 10; KAC 12
  Fort +4; Ref +2; Will +0
  OFFENSE
  Speed 30 ft.
  Melee tactical baton +6 (1d4+3 B)
  TACTICS
  During Combat The inmates draw tactical batons branded 
  with the Eskue Correctional Penitentiary logo and try to 
  flank the PCs.
  Morale If two of the inmates have been reduced to 0 Hit 
  Points or all of them have been reduced to 3 Hit Points or 
  fewer, the inmates try to flee.
  STATISTICS
  Str +3; Dex +1; Con +2; Int +0; Wis +0; Cha +0
  Skills Athletics +10, Bluff +5, Stealth +10
  Feats Step Up
  Languages Common
  Gear flight suit stationwear, tactical baton, environmental 
  clothing (cold climates)
  Development: If the PCs take any of the former inmates 
  prisoner, a PC who succeeds at a DC 15 Intimidate check can 
  elicit a promise that they won’t do any more harm as long as 
  the PCs agree to take them to Reos City and get them off the 
  planet. If the PCs bring the inmates with them to Lynmari, 
  the former prisoners don’t participate in any encounters 
  the PCs have along the way and can be sent along with the 
  Lynmarians after the PCs deal with the town’s troubles (see 
  area H). Alternatively, if the PCs don’t want to have to deal 
  with any surviving inmates, they can be sent away on foot, 
  telling them that if they hurry south, they still might be able 
  to make the evacuation.
  Treasure: A PC who searches the inmates and succeeds 
  at a DC 20 Perception check finds a credstick containing 
  500 credits secured in a hidden pocket. The prisoners found 
  this credstick in the farmhouse they ransacked earlier and 
  planned on using the credits to bribe their way off the planet.
  F. FUELING STATION (CR 2)
  Most but not all of the people of the Sahtor Region have 
  already evacuated to Reos City. The PCs will meet a large 
  group of these holdouts in Lynmari (see area H), but before 
  they reach that town, they have the opportunity to rescue 
  the Newles family, who grew frustrated with the situation in 
  Lynmari and left earlier this morning.
  Approximately 140 miles north of Reos City, the PCs turn 
  a bend in the highway and see a fueling station and shopping 
  plaza off to the north (see the map on page 19). A single land 
  vehicle is parked near the pumps, its tires slashed and its 
  chassis covered in gouges. Three humans—a married couple 
  and their child—are trapped inside. When the driver sees the 
  PCs’ vehicle, she activates the vehicle’s external auditory 
  alarms. Use the map on page 19 for this encounter.
  Creatures: A scouting party of three Swarm dredgers has 
  ventured this far into the Sahtor Region. When the Newles 
  family happened to spot one of the creatures as they fueled 
  their vehicle at this rest stop, the dredgers attempted to 
  eliminate the witnesses. Though the humans were able to lock 
  themselves in their vehicle, the dredgers destroyed the tires 
  and have spent the last hour trying to tear open the doors. 
  One dredger is close to cracking the windshield when the PCs 
  arrive. The dredgers don’t pay attention to the PCs until one 
  of the PCs gets within 30 feet of the vehicle or the dredgers 
  themselves are attacked.
  SWARM DREDGERS (3) 
  CR 1/2
  XP 200 each
  HP 13 each (see page 59)
  TACTICS
  During Combat Each dredger chooses a different PC at 
  random to attack.
  Morale The dredgers fight to the death.
  Treasure: The PCs can uncover four high-capacity batteries, 
  a zipstick (Armory 109), and a roll of ion tape (Armory 105) 
  left behind at the fueling station.
  Development: When the PCs dispatch the dredgers, the 
  cornered family—Cottra, Myrriol, and their daughter Zebeka—
  exits the vehicle and thanks the PCs for saving their lives. 
  If asked why they haven’t evacuated yet, they explain that 
  they are from Lynmari and that the manager of their food 
  processing plant has forbidden the citizens from leaving, 
  confiscating all their vehicles’ fuel. The Newleses found just 
  enough fuel to get to this way station and fled in secret. 
  With an hour’s worth of work, a PC trained in Engineering 
  can replace the tires on their vehicle; if none of the PCs are 
  trained, a member of the Newles family is able to do so. If the 
  PCs are escorting the escaped inmates (see area E) and want 
  
  23
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE PATH
  to send them along with the Newleses, a PC must succeed 
  at a DC 18 Diplomacy check to convince the members of 
  the family to allow the inmates to accompany them. The 
  Newleses can fit up to two prisoners in their vehicle.
  G. GREATER SAHTOR WATERWORKS (CR 1)
  The highway here runs alongside a frozen river. A large 
  industrial site, its metallic smokestacks stretching into the 
  sky, is built on the far bank behind a stretch of chain-link 
  fence. Signs on the fence mark this as the Greater Sahtor 
  Waterworks. Up ahead, a small bridge branches from the 
  highway and crosses the river at a gate in the fence. A small 
  guard building stands in front of the gate. The 
  ice and snow lay heavy on the ground next 
  to the road.
  The waterworks is approximately 10 miles south 
  of Lynmari. This particular waterway is known as 
  the Tarne River, one of the many tributaries running 
  down from the Jurdos Mountains into the mighty 
  Dethomar River to the east. Use the map on page 19 
  for this encounter.
  Creature: As the PCs approach the turnoff, a 
  laser blast suddenly hits their vehicle. It isn’t 
  powerful enough to penetrate the Troop 
  Hardtop’s hardness, but the driver must 
  succeed at a DC 16 Piloting check or drive the 
  truck into a nearby snowbank in surprise. 
  Over the next few seconds, several more 
  laser blasts are fired harmlessly at 
  the PCs’ vehicle. A PC who succeeds 
  at a DC 12 Perception check can 
  see that they are coming from the 
  guard building on the other side 
  of the river.
  If the PCs stop long enough to 
  investigate (or to dig their vehicle 
  out of the snowbank), read or 
  paraphrase the following.
  A male lashunta wearing an SDF uniform 
  emerges from the guard building. His eyes are 
  wild, his hair is disheveled, and he is waving 
  his laser pistol over his head. “You there, what 
  are you standing around for? Help me kill them! 
  They’re everywhere! We’re being overrun here, 
  we gotta push them back!” He then begins to fire 
  his pistol erratically.
  The lashunta is Susreth Susaro, 
  a young SDF recruit and medic. He 
  was part of the now-missing Second 
  Battalion squad but defected as they 
  got closer to the mountains. Susreth had always been more 
  empathic than most other lashuntas, and as Xelonan began to 
  amplify the psychic emanations within the temple of Hylax to 
  protect himself (see area I), they began to affect Susreth, even 
  at this distance. The recruit started seeing psychic projections 
  of Swarm enemies all around him and fled. The others wrote 
  him off as a deserter and continued on to Lynmari.
  It is plain to see that Susreth is in distress, though it 
  might not be obvious what is wrong with him. He currently 
  has the confused condition and attacks the PCs if they 
  attack him. Otherwise, roll randomly for his actions each 
  round as usual for the condition. If the result is either 
  “act normally” or “attack nearest creature,” he fires his 
  laser pistol at unseen foes, with a 50% chance to 
  accidentally target a PC. 
  The PCs can calm Susreth with two successful DC 
  15 Diplomacy checks or get him to stand down with 
  two successful DC 15 Intimidate checks; attempting 
  both Diplomacy and Intimidate checks in the 
  same round only confuses the lashunta further, 
  and any successes cancel each other out. 
  Alternatively, the PCs can try to subdue 
  Susreth with nonlethal damage.
  SUSRETH SUSARO 
  CR 1
  XP 400
  Male damaya lashunta soldier
  NG Medium humanoid 
  (lashunta)
  Init +2; Perception +5
  DEFENSE 
  HP 18
  EAC 11; KAC 13
  Fort +3; Ref +5; Will +1
  OFFENSE
  Speed 30 ft.
  Melee survival knife +5 (1d4 S)
  Ranged azimuth laser pistol +8 
  (1d4 F; critical burn 1d4)
  Lashunta Spell-Like Abilities (CL 1st)
  1/day—detect thoughts (DC 10)
  At will—daze (DC 9), psychokinetic hand
  TACTICS
  During Combat Susreth acts as described.
  Morale Susreth fights until he is knocked 
  out or calmed down.
  STATISTICS
  Str +0; Dex +2; Con +1; Int +4; Wis +0; 
  Cha +1
  Skills Medicine +10, Profession (soldier) +5, 
  Sense Motive +5
  Languages Common, Shirren; limited 
  telepathy
  Gear estex suit I, azimuth laser pistol 
  with 1 battery (20 charges), tactical 
   SUSRETH SUSARO 
  
  24
  knife, basic medkit, dermal staplerAR, medpatches (2), mk 
  1 serum of healing, recovery aegisAR
  Development: If still conscious, Susreth identifies himself 
  and names his squad; otherwise, the PCs can learn this 
  information by scanning his IDENT (see page 44). When 
  he is calm or returns to consciousness, he apologizes for his 
  actions, explaining that he has begun seeing Swarm creatures 
  everywhere. He believes that the Swarm is using some kind of 
  psychic warfare and warns the PCs to protect their minds. He 
  shakes his head as if trying to clear his ears and notes that he 
  can still hear the Swarm whispering to him. He says they are 
  repeating three words—”Hylax will know”—over and over again.
  While Susreth doesn’t know what happened to the rest of 
  his squad, he agrees to accompany the PCs to Lynmari. He 
  can continue on with the group at your discretion, but after 
  his ordeal he seems primarily interested in getting off the 
  planet. He is too distracted to help the PCs investigate 
  the strangeness at Lynmari, but he is happy to go with 
  the townsfolk on their journey to Reos City to evacuate, 
  should the PCs solve the town’s problems.
  Treasure: 
  Susaro 
  offers 
  the 
  PCs 
  his healing supplies: a dermal stapler 
  (Armory 100), a medkit, two medpatches, 
  and a serum of healing, as well as his 
  recovery aegis (Armory 115). This pendant 
  is shaped like the holy symbol of Sarenrae 
  with a red jewel at its center.
  Story Award: If the PCs calm Susreth 
  and help him get control of his mind, 
  award them XP as if they had defeated 
  him in combat.
  H. LYNMARI (CR 3)
  Nestled in the foothills of the Jurdos 
  Mountains, the small town of 
  Lynmari consists of a few dozen 
  buildings constructed adjacent to 
  the headquarters of the Longship 
  Agricultural Alliance, a company that owns 
  the surrounding farmland. The majority of the 
  citizens work for Longship, while the rest are in 
  the service industry, employed by the handful 
  of shops and restaurants in town.
  When the PCs approach the outskirts of the 
  town, they hear a single laser blast. As they 
  move toward the sound of the disturbance, 
  read or paraphrase the following.
  A handful of townsfolk are gathered in 
  front of a boxy building that looks 
  like a modest food processing 
  plant. A sign above a pair of 
  metal doors reads, “Longship 
  Agricultural Alliance.” The crowd seems upset, their 
  anger and confusion directed toward a human woman in a 
  business suit standing in front of the doors, flanked by two 
  security officers wielding laser rifles. She raises her hands 
  in an attempt to quiet the townsfolk. “Friends, please. I hear 
  and understand your concerns, and so does Longship. Rest 
  assured, we are here to help. Corporate has authorized a 
  private evacuation for the citizens of Lynmari. The ships will 
  be arriving shortly. Please, return to your homes.”
  A man steps forward from the crowd, “Private evacuation? 
  The regional governor has told everyone to get to Reos City! 
  Why won’t you let us leave?”
  The woman smiles thinly. “Mr. Gorse, the roads 
  between here and Reos are very dangerous. Longship 
  is merely looking out for your safety. Now, please 
  disperse. I won’t ask you a second time.”
  A PC who wants to investigate can approach the 
  scene. No one seems either relieved or surprised to 
  see an SDF squad (as one just passed through the 
  town a short time ago), but if the PCs ask, one of 
  the townsfolk explains that the woman—Reda 
  Cooper, the manager of the facility here—has 
  confiscated all of the town’s fuel, making it 
  next to impossible for them to travel to Reos 
  City for the evacuation. Everyone is on edge, 
  and it seems like a simple spark could ignite 
  this tinderbox. 
  A PC can calm the crowd with a few 
  comforting words by succeeding at a DC 15 
  Diplomacy check, or they can demand the 
  throng disperse with a successful DC 17 
  Intimidate check. Alternatively, the PCs can 
  try to convince Reda Cooper to hand over the 
  town’s fuel, but she states simply, “Longship 
  Agricultural Alliance is working in close 
  conjunction with the SDF to get these people 
  to safety, soldiers. I would appreciate it if 
  you refrained from interfering.” A PC who 
  succeeds at a DC 20 Sense Motive check can 
  tell that she is hiding something, but if pressed 
  she dismisses their statements and questions; 
  she then retreats into the building. 
  The two security guards remain outside to 
  make sure the townsfolk don’t try to break in. 
  They are tight-lipped unless a PC succeeds at 
  a DC 18 Diplomacy check to get them talking. 
  The guards confess that they aren’t happy with 
  their orders but are adamant that Longship will 
  rescue them. One of the guards admits that Reda 
  has been acting strangely since she received 
  word of the private evacuation. The guards 
  can’t be persuaded to allow the PCs to enter 
  the facility.
  REDA COOPER
  
  25
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE PATH
  The PCs can also ask around about the missing squad from 
  the Second Battalion. One citizen notes, “Three SDF soldiers 
  passed through here just a couple of days ago. They went up 
  to the temple in the mountains, but I haven’t seen ’em since.”
  Creature: A few days ago, Reda Cooper was infested 
  by a bodysnatcher slime, a small ooze that crawls inside 
  a victim and controls their actions. This slime arrived on 
  Suskillon during the influx of recruits from other systems at 
  the beginning of the Swarm invasion and has hopped from 
  body to body causing havoc that most have attributed to the 
  fatigue and confusion of war. Having experienced thoughts 
  and fear about the Swarm through its hosts, it is eager to try 
  to infest a Swarm creature but hasn’t been able to get close 
  enough to the front lines as soldiers tend to die too quickly. 
  The slime has hatched a plan to sacrifice the town of Lynmari 
  to the Swarm, keeping the citizens around in case its current 
  host rejects it.
  The PCs can sneak into the processing plant if each of them 
  succeeds at a DC 18 Stealth check; breaking in at night grants 
  a +2 circumstance bonus to this check. If even one of them 
  fails, Reda hears them coming and hides somewhere within 
  the facility, where the bodysnatcher slime vacates her body 
  so it can creep up on a PC and infest them. A PC who succeeds 
  at a Perception check opposed by the slime’s Stealth check 
  spots the creature coming. 
  If they successfully sneak into the facility, the PCs spot 
  Reda in the middle of a warehouse packed with crates of 
  undelivered produce. She is bent over and violently spewing 
  a mass of green goo from every orifice in her head. She falls 
  unconscious afterward, and the bodysnatcher slime attacks 
  the PCs, looking for a new host. 
  BODYSNATCHER SLIME 
  CR 3
  XP 800
  HP 33 (Starfinder Alien Archive 2 18)
  TACTICS
  During Combat The bodysnatcher slime grabs onto the 
  first PC it can and tries to infest them. If successful, 
  it uses that PC’s weapons and abilities against their 
  former allies.
  Morale The bodysnatcher slime fights to the death.
  Treasure: If relieved of the bodysnatcher slime, Reda Cooper 
  gives the PCs two brown nanite hypopens (Armory 106) to 
  show appreciation for their efforts. 
  Development: The PCs might decide to avoid any conflict 
  in Lynmari and move on; they can continue on a mountain 
  road up into the Jurdos Mountains toward the temple of 
  Hylax by following posted signs. More likely, though, they 
  will get to the bottom of Reda Cooper’s odd behavior and slay 
  the bodysnatcher slime. Reda is grateful to be freed from its 
  influence and offers a heartfelt apology to the townsfolk for 
  lying to them. She then releases the stored fuel and, along 
  with the rest of the town, makes quick preparations to 
  
  26
  immediately leave for Reos City. There are plenty of vehicles 
  to transport the entire citizenry south. The PCs can send 
  any of the NPCs they have captured or rescued with the 
  Lynmarians if they wish.
  If the PCs helped the town, one of the citizens is willing to 
  trade with them. The merchant sells technological items up 
  to 3rd level, as well as batteries and other ammunition. The 
  merchant accepts credits or UPBs. The PCs can also recharge 
  any batteries they have for free, as well as the environmental 
  protections of their armor, if they wish.
  THE JURDOS MOUNTAINS
  A winding mountain road leads from Lynmari into the Jurdos 
  Mountains along an area known as Clutchstone Ridge. This 
  road twists and turns as it gains altitude, and is coated in 
  places with ice and snow, forcing the PCs to drive their vehicle 
  at less than full speed. Leaving Lynmari, it takes an hour of 
  driving to reach the highest point of Clutchstone Ridge, where 
  the temple of Hylax stands.
  At this altitude, the environment has the same effects as 
  a thin atmosphere and the temperature plunges to severe 
  cold. Gusts of strong wind kick up small whorls of snow 
  from the ground, briefly obscuring vision. You can use any 
  of the environmental effects mentioned in The Dead Winter 
  (see page 11) at your discretion. Being inside the SDF Troop 
  Hardtop or activating the environmental protections of armor 
  safeguards the PCs against most of these effects.
  I. TEMPLE OF HYLAX
  This temple of Hylax is one of many across Suskillon that 
  dates back to the shirrens’ arrival in the system. It is several 
  centuries old but has been well maintained over the years 
  despite the harsh weather that often visits the ridge. Shirren 
  monks were drawn to Clutchstone Ridge and were granted 
  visions by the Forever Queen that led to the creation of 
  the Crown of Hylax, a powerful artifact that the PCs will 
  learn about in Starfinder Adventure Path #22: The Forever 
  Reliquary. This event left a permanent psychic impression 
  on the stone, which the monks used to build the temple. The 
  God-Host has been seeking energy like this as part of its plan 
  for Swarm omnipotence, and its scouts have only recently 
  discovered it.
  Any character with telepathy or limited telepathy who 
  approaches within 50 feet of the temple feels a sense of 
  peace, and if they concentrate for a moment, they can hear 
  whispers of a gentle, feminine voice at the edge of their 
  perception. The exact words are impossible to make out, but 
  listening to them puts a person’s mind at ease.
  The interior of the temple is protected from outside 
  environmental 
  conditions 
  (except 
  the 
  high-altitude 
  I. TEMPLE OF HYLAX
  I1
  I2
  T
  T
  I3
  1 SQUARE = 5 FEET
  
  27
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE PATH
  dangers) and is illuminated by normal light. The ceiling 
  rises to a height of 30 feet in the main chamber but only 
  10 feet in the inner sanctum. The map on page 26 depicts 
  the temple’s layout.
  I1. Temple CourTyard (Cr 3)
  At the top of the ridge, small patches of white, barren 
  trees surround crumbling stone pillars and partially 
  intact walls outside of a large structure. The building 
  is constructed of unusual black stone that gives an 
  opalescent sheen as light refracts off its surface. The 
  exterior resembles a large insect’s head, with front doors 
  guarded by stone mandibles and circular windows for 
  eyes. An ovoid, geodesic, crystalline rock about ten feet 
  wide stands at the top of the temple’s central spire. The 
  corpses of several Swarm creatures are scattered across 
  the courtyard.
  Another SDF Troop Hardtop, this one lightly dusted with 
  snow, is parked at the end of the road. It was used by the 
  missing Second Battalion squad to reach the temple but has 
  sat abandoned since the soldiers were killed fighting the 
  Swarm here. Two human bodies lie in the rear of the truck, 
  while a third is sprawled near the cabin; each is wearing 
  the insignia of the Second Battalion. A PC who succeeds at 
  a DC 15 Medicine check can see that their fatal wounds are 
  consistent with those inflicted by Swarm natural weapons. 
  It appears as though they crawled back to the vehicle after 
  sustaining mortal wounds. Their IDENTs (see page 44) 
  identify the two soldiers in the bed of the truck as recruits 
  Ell Rodmetch and Keitland Pinney. The woman dead on the 
  ground is Sergeant Tani Cebrace.
  The entrance to the temple is a pair of convex metallic 
  doors beneath the giant mandibles. The stone wall around 
  the door is carved in several places with the Shirren words 
  for “diplomacy,” “friendship,” “peace,” and similar words; a 
  PC who can read Shirren and succeeds at a DC 12 Culture 
  or Mysticism check recognizes those words as Hylax’s 
  many areas of concern. The doors are shut, and a system of 
  weights and pulleys within the building ensures they remain 
  so against the windy weather. A PC who succeeds at a DC 15 
  Strength check can pry the doors open long enough for the 
  party to squeeze inside. Alternatively, a PC who examines 
  the doors and succeeds at a DC 18 Engineering check 
  discovers that the mechanism can be controlled by pressing 
  the word for “friendship,” which causes the doors to swing 
  open automatically.
  Creatures: A pair of Swarm vorphomas stand in the 
  courtyard, staring raptly at the giant insectile face of the 
  temple facade. They are chittering faintly, which can be 
  heard when the winds briefly die down as the PCs approach. 
  The vorphomas don’t seem to notice the party, and a PC 
  who succeeds at a DC 15 Mysticism check can tell that they 
  seem to be in a trance of some sort. This sort of behavior has 
  never before been observed in Swarm components. 
  The vorphomas have the fascinated condition due to the 
  psychic emanations from the temple interior (see area I3). 
  This fascination is broken if any of the PCs make any obvious 
  threats to the Swarm creatures (such as aiming weapons 
  at them) or if any of the PCs approach the temple’s doors. 
  When the vorphomas return to awareness, they attack.
  SWARM VORPHOMAS (2) 
  CR 1
  XP 400 each
  HP 16 each (see page 61)
  TACTICS
  During Combat One vorphoma uses its spell-like abilities to 
  target the PC who appears to have the least willpower, 
  while the other fires its arm barbs at any obvious 
  ranged attacker.
  Morale The vorphomas fight to the death.
  Treasure: If the PCs take the time to investigate the 
  corpses of the fallen SDF troopers, they find an azimuth 
  artillery laser with two fully charged batteries, a bombard 
  shellgun (Armory 14) with 10 shells, a diamagnetic storm 
  hammer (Armory 12) with one fully charged battery, a 
  series-21 plasma guide sniper rifle (Armory 24) with a 
  single battery with 10 charges left, two sets of freebooter 
  armor I, and a suit of thinplate with infrared sensors 
  installed. An industrial backpack in the cabin contains two 
  mk 1 frag grenades. Finally, Sergeant Cebrace wears a holy 
  symbol of Iomedae on a chain around her neck, clutching 
  it in one hand.
  I2. Temple InTerIor (Cr 3)
  Wooden rafters made of local white timbers line the black 
  stone walls and ceiling of this temple, producing the illusion 
  of standing within the skeleton of a giant beast. The ceiling 
  rises to a central pinnacle set with an oval crystalline dome, 
  through which rays of green and purple light filter to bathe 
  the chamber’s stone pedestals and benches. A heavy, 
  wooden double door leads deeper into the temple to the 
  northeast, and a metal double door exits southwest.
  Located high on a remote, snowy ridge, this particular 
  temple of Hylax didn’t have a regular congregation, though 
  it received the occasional pilgrim. Xelonan, the temple’s 
  only priest and caretaker, infrequently held services here, 
  but most of his days were spent in meditation. The stone 
  pedestals feature imagery of Hylax guiding shirrens through 
  trials and tribulations.
  Traps: When Xelonan heard about the fall of Brinnoa, he 
  established a defensive perimeter in the temple’s interior to 
  fend off the Swarm as he communed with Hylax. Using scraps 
  of metal from around the temple, the shirren mystic hastily 
  
  28
  constructed a pair of traps, designed to look like floor 
  decorations. When a creature steps into one of the squares 
  marked on the map, spiked metallic bars close onto that 
  creature’s leg. Any creature damaged by the spikes gains 
  the entangled condition until it takes a standard action to 
  extricate itself.
  SPIKED BAR TRAPS (2) 
  CR 1
  XP 400 each
  Type analog; Perception DC 21; Disable Engineering DC 16 
  (remove springs) 
  Trigger location; Reset manual
  Effect metal spikes (3d6 P plus entangled); Reflex DC 12 avoids
  Treasure: A PC who succeeds at a DC 18 Perception check 
  finds a set of mk 1 planar runeplates (Armory 115) dedicated to 
  Hylax behind one of the pedestals; a PC who worships Hylax 
  (or a PC with a lawful good alignment) is drawn toward the 
  runeplates, granting a +4 circumstance bonus to the check 
  to find them.
  I3. Inner SanCTum
  Stepping through the wooden doors leading to the inner 
  sanctum, the PCs hear a low chanting and see dozens of 
  ghostly Swarm creatures whirling throughout the chamber. 
  This phenomenon is centered on an older male shirren, 
  who floats a foot above the floor, his eyes emanating wispy 
  green smoke. This is the priest Xelonan, and he is repeatedly 
  murmuring a phrase in Shirren: “The Connection undone 
  by holy light.” A PC who succeeds at a DC 15 Mysticism 
  check can tell that Xelonan’s chanting is the cause of the 
  fascination effect they witnessed in the courtyard.
  This recessed stone chamber is sparsely decorated, though 
  a cot folded up against the wall and a desk with a computer 
  terminal reveal that it has been recently inhabited. Wooden 
  doors exit to the southwest.
  Creature: As the PCs enter, the swirling Swarm spirits 
  begin to fade and Xelonan’s eyes return to normal as he 
  floats gently to the ground. The priest staggers a bit as 
  he regains his composure and says, “So the SDF got my 
  messages, then? You’ve come to protect the temple against 
  the Swarm?”
  Since the fall of Brinnoa, Xelonan has been communing 
  with Hylax in the hopes of learning some way to stop the 
  Swarm from engulfing the entire planet. The goddess 
  hasn’t been forthcoming with answers but has warned the 
  priest that the Swarm is searching for something and that 
  the planet will fall. Unfortunately, these visions have also 
  alerted the Swarm, ironically leading it to the very thing it is 
  seeking. When the Swarm started to approach the temple, 
  Hylax granted Xelonan the power to temporarily keep it 
  at bay.
  Before the PCs can answer his questions, Xelonan 
  apologizes for his rudeness and introduces himself.
  “My name is Xelonan, priest of the Forever Queen and this 
  temple. Thank you for coming here and helping me. I have 
  been having odd visions of late. I have seen the Swarm 
  campaign across the surface of Suskillon, and as it marches 
  forward, I have seen the landscape transformed. I believe 
  that Hylax is warning me of what is to come, sadly. I have 
  asked for guidance on how to stop this again and again, but 
  to no avail. With your arrival here, my goddess is telling me 
  something, but what?”
  The PCs can talk with Xelonan and ask any questions that 
  they might have about him and his temple.
  Who is Hylax? “Hylax is the Forever Queen, the goddess 
  of friendship and peace. Some say she was once the mortal 
  queen of those that came before the Swarm, and she ascended 
  to godhood to protect her progeny for all eternity. But when 
  her kind turned away from individuality and harmony to 
  become the Swarm, she instead turned her eyes to other 
  sentient insectile species.”
  What is this place? “This temple has stood here since 
  the time of the shirrens’ arrival on Suskillon. It was carved 
  from the rock of Clutchstone Ridge by a group of monks 
  after Hylax appeared to direct them in the creation of a 
  holy artifact. The name and location of that item has been 
  lost, but if you have the gift of telepathy, you can still hear 
  the echoes of that day. I have been the caretaker here for 
  many years, but it was only in the past few days that I have 
  received visions directly from the goddess.”
  Do you know what is happening with the Swarm here? 
  “Hylax has been trying to warn me that the Swarm is 
  coming to take this temple, and though she has not said 
  why, I believe it is able to sense the divine impression within 
  the stone from when the sacred artifact was crafted. Many 
  scholars believe the Swarm worshipped Hylax before it 
  became the evil force it is now, and perhaps that dormant 
  connection calls it here. I told SDF command about this 
  danger days ago, hoping they might be able to figure out 
  why. Thanks to the blessing of the Forever Queen, I have 
  been able to amplify her psychic emanations to make any 
  approaching Swarm components docile, but I fear I cannot 
  keep it up forever.” 
  What were you saying before? “If I said something earlier, 
  I don’t recall. I saw many things while in the trance I entered 
  to protect the temple—things that have already happened 
  and others that I believe have yet to come to pass. I had 
  hoped that I might be able to discuss these visions with a 
  knowledgeable expert at a library or university, but that 
  seems out of the question now.”
  Xelonan has his own questions and asks the PCs about the 
  state of the war and what exactly is happening in the plains 
  below. If the PCs tell him they are here to bring him to Reos 
  
  29
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE PATH
  City and help him get off the planet, Xelonan says, “We cannot 
  leave the temple! I fear that if the Swarm 
  is able to take this site, then all will be 
  lost! Hylax has shown me that this 
  place is of great importance.”
  A PC can attempt a DC 15 
  Diplomacy check or a DC 17 
  Intimidate 
  check 
  to 
  convince 
  Xelonan that the planet is lost and 
  that staying behind is tantamount 
  to suicide. If successful, the shirren 
  sighs and says, “If we must. Perhaps 
  it is Hylax’s will.” Otherwise, he 
  stubbornly plants himself on his cot 
  and says, “If it is all the same to you, 
  my duty to my faith is more important 
  than my life. I thank you for coming, 
  but I must insist that you leave 
  me here to my meditations. I will 
  search for more information about 
  the Swarm to help the war effort, 
  even from behind enemy lines.” 
  However, the shirren changes his 
  mind after the attack of Event 4.
  XELONAN 
  CR 3
  XP 800
  Male shirren mystic
  NG Medium humanoid (shirren)
  Init +0; Senses blindsense (vibration) 30 ft.; Perception +13
  DEFENSE 
  HP 32
  EAC 13; KAC 14
  Fort +2; Ref +2; Will +6
  OFFENSE
  Speed 30 ft.
  Mystic Spell-Like Abilities (CL 3rd)
  At will—mindlink
  Mystic Spells Known (CL 3rd; ranged +7)
  1st (3/day)—detect thoughts (DC 16), mystic cure
  0 (at will)—grave words, stabilize
  Connection empath
  STATISTICS
  Str +0; Dex +0; Con +2; Int +0; Wis +4; Cha +1
  Skills Culture +8, Diplomacy +8, Medicine +13, Mysticism +13, 
  Sense Motive +8
  Languages Common, Shirren; limited telepathy 30 ft.
  Other Abilities communalism, empathy, greater mindlink
  Gear second skin, psychic booster
  Treasure: If Xelonan notices that a PC who interacts with 
  him has telepathy, he offers them the use of his psychic 
  booster for coming all this way.
  Development: No matter how their conversation with 
  Xelonan proceeds, the PCs hear a loud metallic bang from the 
  temple interior as a Swarm creature squeezes through the 
  front door. If the PCs convinced Xelonan 
  to leave the temple, he assists them 
  in the following encounter by casting 
  healing spells as needed.
  EVENT 4: BATTLE WITHIN 
  THE TEMPLE (CR 4)
  This encounter takes place in the interior of 
  the main temple (area I2). If the PCs didn’t 
  disable the two traps in this area, they 
  might be able to use the spiked bars to 
  their advantage (or they might get caught 
  in the traps if they aren’t careful).
  Creatures: 
  Without 
  Xelonan 
  amplifying 
  the 
  temple’s 
  psychic 
  power to fascinate nearby 
  Swarm creatures, a few are 
  able to breach the entrance. A 
  Swarm convecyte is a large 
  transport 
  creature 
  that 
  often carries smaller Swarm 
  components 
  into 
  battle 
  under its carapace. One 
  of these massive beasts—
  currently carrying three 
  dredgers—pushes its way through the 
  metal doors before combat begins. The bulky creature moves 
  into attack as soon as it spots the PCs.
  SWARM DREDGERS (3) 
  CR 1/2
  XP 200 each
  HP 13 each (see page 59)
  TACTICS
  During Combat The dredgers delay until the convecyte 
  expels them into the room. Each dredger than chooses a 
  random PC to attack among those that are closest.
  Morale The dredgers fight until they are destroyed.
  SWARM CONVECYTE 
  CR 2
  XP 600
  HP 30 (see page 58)
  TACTICS
  During Combat The convecyte lumbers up to the nearest 
  enemy and discharges its passengers. It then slams 
  against that foe, trying to take them down.
  Morale When it is reduced to 5 Hit Points or fewer, the 
  convecyte moves close to the PCs to catch as many of 
  them in its acid burst death throes as possible.
  Development: After the fight, if Xelonan was not yet 
  convinced to leave the temple, he reconsiders his position 
  on staying and says, “They will just keep coming until 
  they get what they are searching for, won’t they? I should 
  XELONAN
  
  PART 3:  
  THE FALL OF 
  SUSKILLON
  30
  have known better than to have you all risk your lives to try 
  and save me. I will honor the pain and suffering that you all 
  have endured to get here, as well as the sacrifices of the other 
  SDF soldiers, and I will return with you to the evacuation zone. 
  Though the Swarm will take this temple, perhaps—by the grace 
  of Hylax—its ultimate goal can still somehow be thwarted.”
  The PCs can take a full night’s rest in the temple if they 
  wish, but they might want to travel back to Reos City as fast 
  as possible instead. If they attempt to contact Commander 
  Najiri after securing Xelonan, they receive only a garbled 
  message in return: “Final evacuation transports are nearly at 
  capacity. If you have not reached the evacuation zone by...” 
  The audio cuts out abruptly, and the PCs can’t raise SDF 
  central command again until they get closer to Reos City.
  It takes an hour for the PCs to drive back down the 
  mountain road from the temple of Hylax to Lynmari, which 
  has been fully evacuated by now. Snow begins to fall as the 
  PCs take the highway south out of Lynmari, beginning the 
  180-mile return trip to Reos City. Even at top speed, this 
  journey takes the PCs almost 4 hours to complete. This trip 
  should be uneventful, but if you want to slow the PCs down 
  a bit or if they are falling behind and you want grant them 
  some extra XP, you can have them encounter frantic wildlife 
  or small patrols of Swarm scouts that function similarly to 
  previous encounters. Alternatively, if you skipped any of 
  the encounters in Part 2 leading up to Lynmari, you can use 
  those encounters on the way back; this might mean the PCs 
  pick up a few extra evacuees. If so, remember to reduce the 
  number of stranded evacuees the PCs encounter when they 
  reach Reos City.
  When the PCs reach the northern outskirts of Reos City, 
  the snow is falling hard. The city is eerily quiet, with no 
  signs of ships flying above. However, a few fires are burning 
  on the metropolis’s western side, their smoke barely visible 
  through the snowfall. Due to the congestion, the PCs have 
  to abandon their vehicle and make their way through the 
  city on foot. When they fully enter the city, their comm 
  units crackle to life. Commander Najiri contacts them with a 
  one-way transmission.
  “Midnight Squad, do you read me? Evacuation ended last 
  night when command had to call back air support from 
  J. PRIVATE HANGAR 7
  J1
  J3
  J4
  J4
  J4
  J7
  J8
  J2
  J2
  J2
  J2
  J5
  J6
  J9
  J10
  J11
  
  31
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE PATH
  over Reos. Are you just getting to the evacuation zone? 
  Your signal is very weak, but if you’re hearing this, get 
  to the spaceport and find some way off Suskillon. There 
  is a massive Swarm army to the south that is making 
  its way toward you, and the only way you’ll 
  be able to outrun it is in a starship. Save 
  whoever you can and get out of there 
  now! Rendezvous on Utraneus.”
  The PCs have only a few more 
  hours left before the Sahtor Region—
  the only safe area remaining on the 
  planet Suskillon—is completely overrun 
  with thousands upon thousands of 
  Swarm creatures!
  SAHTOR 
  REGIONAL 
  SPACEPORT
  As the PCs trudge through the 
  abandoned, snow-covered city, 
  they can see that the smoke 
  billowing to the west is wafting 
  from the spaceport. When 
  they make it to the spaceport’s 
  perimeter, read or paraphrase 
  the following.
  Huge columns of black smoke rise into the sky, and the smell 
  of burning thasteron-based fuel hangs in the air. Dozens of 
  destroyed ships lie scattered across the spaceport’s various 
  landing pads, their frames broken and melted. Some of the 
  control towers and private hangars still stand, though most 
  have succumbed to the flames.
  The PCs also spot a small group of evacuees, battered 
  and bruised, shuffling along the periphery of the spaceport. 
  Leading them is an older human woman, who greets the PCs 
  in a weary and frightened tone. 
  “My name is Kilora Gishi. I’m on the city council here in 
  Reos. These others and I were headed for the last transport 
  off the planet when a wing of Swarm starships descended 
  on the spaceport and destroyed every vessel in sight. We 
  were blown back by the explosions, and when we came to, 
  the SDF had already left and we couldn’t contact them to 
  let them know we survived. We’ve been searching for an 
  undamaged starship since then, but we haven’t been able to 
  find anything.”
  The group of evacuees is small—no more than eight people. 
  The PCs find some familiar faces among them, including 
  the scientist Zantos Loachwurt from back at Fort Gallant. If 
  you like, you can also include other NPCs from Part 2, such 
  as the escaped Scorpion inmates, members of the Newles 
  family, or other Lynmari residents. Regardless of the group’s 
  composition, their morale is very low, and they look to the PCs 
  to rescue them from certain death.
  Before they can begin searching the spaceport 
  for transportation off the planet, the PCs’ comm 
  units chirp with an incoming transmission as a 
  tiny spacecraft flies overhead. Answering the 
  call, the PCs see the face of Anacia Render—
  the thief from Fort Gallant (see Event 2 on 
  page 15)—illuminated by the displays in the 
  cockpit of a vessel she “commandeered.” 
  Anacia smirks. “I saw you all were in a 
  bit of trouble down there. Unfortunately, 
  this ship has room for only three 
  people: me, myself, and I. But I do 
  have a lead on another vessel 
  that never made it out 
  of its hangar here at 
  the spaceport...”
  If the PCs took Anacia’s 
  bribe during Event 2, or 
  if they looked the other 
  way when they caught 
  her stealing (or if they never noticed her sticky fingers), 
  then she freely offers up the location of Private Hangar 7 
  (see area J), noting the area’s tight security. If they were 
  antagonistic toward Anacia or if they turned her over to 
  the fort’s security, then she is a bit curt with them, as 
  follows.
  “Since you put the pinch on me back in Fort Gallant, I had 
  a bit of a rough time making my way to Reos City. But now 
  that I have my own transport, I’m in a more forgiving mood. 
  Transfer 500 credits to me, and I’ll tell you where you can 
  find that ship. Or I guess you could take your chances with 
  the vexers...”
  The PCs can argue with Anacia, berating her by 
  attempting a DC 19 Intimidate check, or they can plead with 
  her and attempt a DC 17 Diplomacy check. While the career 
  criminal is normally unmoved by emotional displays, PCs 
  who mention they have multiple other evacuees with them 
  gain a +4 circumstance bonus to this check. If they succeed 
  at either of these checks or give her the credits she requests, 
  Anacia transmits the coordinates to a private underground 
  bunker, mentioning that the automated security there might 
  be tight. 
  If the PCs are unable to sway Anacia and refuse to pay 
  her, she gives them a very brusque farewell and wishes 
  them good luck with the Swarm. However, the PCs are not 
  completely out of luck, as they can make a hurried search 
  KILORA GISHI
  
  32
  of the spaceport  grounds. A PC who succeeds at a DC 20 
  Perception check spots the small, mostly undamaged building 
  that serves as the private hangar’s entrance. If they fail this 
  check, they can try again with a cumulative +2 bonus each 
  time they search. Each PC who fails this check must attempt a 
  DC 12 Fortitude saving throw to avoid become fatigued when 
  they finally find the entrance, as the hurried pace of combing 
  through the snow banks takes its toll.
  J. PRIVATE HANGAR 7
  Sahtor Regional Spaceport offers private, underground 
  hangars for wealthy companies and individuals. Each 
  hangar is a secure space where a starship owner can keep, 
  repair, and refuel their vessel, and includes cargo storage 
  facilities (or secluded meeting rooms, should the owner wish 
  to use them in that fashion). Private Hangar 7 was owned by 
  Gar Malgero, a criminal ally of Anacia Render’s father. Gar 
  used the hangar to smuggle illegal goods into the city and 
  paid hefty bribes to the spaceport officials to keep his illicit 
  activities quiet and unnoticed by regional law enforcement. 
  Unfortunately, Gar was killed by a rival shortly before the 
  fall of Brinnoa, and the starship he left here for emergency 
  escapes has sat unnoticed.
  This starship, a Flux Industries Observation Ketch, is 
  named Terminus Wild, after an aspect of one of Gar’s favorite 
  gambling games. In order to get the vessel ready for flight, the 
  PCs will need to reboot the hangar’s power core, get the fuel 
  pump running, and conduct the fueling process.
  The underground hangar is unlit until the power core in 
  area J6 is rebooted, at which time the area is lit with normal 
  light. In addition, the heating system is dependent upon the 
  power core, and the temperature in the hangar is cold. Except 
  where noted, the ceilings here are 12 feet high. A map of this 
  area appears on page 30.
  Small, nondescript cement buildings mark the entrances 
  to each underground hangar. Normally locked, the door 
  to Private Hangar 7 has been blown off its hinges by the 
  attack on the spaceport, but the interior—a set of metal 
  stairs leading down into the earth—seems unscathed. Before 
  the PCs head down, Xelonan steps forward from the group 
  of evacuees and says, “You should head on without us for 
  now; who knows what dangers might lurk down there? The 
  survivors and I will hide here at the top of the stairs. If you 
  find a vessel and are ready for us to leave, contact me and 
  we will make our way to you. May the Forever Queen watch 
  over you.”
  J1. STaIrwell BoTTom (Cr 1)
  A set of metal stairs leads down 100 feet to a simple steel 
  door. An obvious security camera looks down toward the 
  door, though since the hangar currently has no power, it 
  isn’t operational.
  The door has a simple numeric keypad on the wall next to 
  it controlling the lock, but without power, the door can’t be 
  unlocked even by entering the correct code. A PC can disable 
  the lock with a successful DC 17 Engineering 
  check. Alternatively, a PC can hook up 
  a battery to the keypad and hack 
  the electronic lock with a successful 
  DC 17 Computers check; each of these 
  attempts consumes 1 charge from the 
  battery. A PC can also bash down the door with a successful 
  DC 20 Strength check.
  Trap: Though the door has only a rudimentary lock, the 
  hangar’s owner installed his own security in the form of a 
  difficult-to-detect alarm system with a self-contained power 
  source. If the PCs open the door before disabling this system, 
  a 150-decibel pulse floods the stairwell, possibly rupturing 
  eardrums and alerting any security within the hangar.
  EAR-PIERCING ALARM 
  CR 1
  XP 400
  Type technological; Perception DC 21; 
  Disable Engineering DC 16 (cut audio 
  cables)
  Trigger touch; Reset 1 minute
  Effect blast of sound (2d6 So 
  OBSERVER-CLASS 
  SECURITY ROBOT
  
  33
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE PATH
  plus deafened for 1d4 hours); Fortitude DC 12 half and 
  negates the deafened condition; multiple targets (all 
  targets in area J1)
  J2. Bunker HallwayS (Cr 3)
  The bare hallways of the underground bunker are unpainted 
  cement with power conduits and heating pipes running 
  along the ceiling. The cement floor is scuffed in places.
  Creatures: A pair of observer-class security robots, part 
  of Gar’s own security, patrols the hallways. They have a 
  small database of authorized employees, and the PCs aren’t 
  on that list. The robots have separate patrol routes, but if 
  the PCs triggered the alarm in area J1, the two robots head 
  directly to the stairwell door. Otherwise, if the PCs enter 
  combat with a robot, the second robot joins the fight 1d3 
  rounds later.
  OBSERVER-CLASS SECURITY ROBOTS (2) 
  CR 1
  XP 400 each
  HP 17 each (Starfinder Alien Archive 94)
  TACTICS
  During Combat The robots begin combat by launching their 
  stickybomb grenades and then firing their pulsecaster 
  pistols at a single target at a time until that target 
  is neutralized.
  Morale Due to their programming, the security robots fight 
  until they are destroyed.
  J3. SeCurITy STaTIon
  This small room seems to be a security station for the hangar. 
  A couple of metal chairs sit before a computer terminal and 
  several monitors hang above it on the wall. A door exits to 
  the east.
  Before the evacuation, a pair of Gar’s lackeys used the 
  terminal to monitor the feeds of the hangar’s many security 
  cameras and could activate and deactivate the security robots 
  using the console when necessary. Until the power core in 
  area J6 is rebooted, however, these monitors remain off and 
  the computer doesn’t turn on.
  If the PCs return to this room after they restore power to 
  the hangar, they can scroll through the many camera feeds. 
  There are cameras at the bottom of the stairwell in area 
  J1, angled at the freight elevator in area J5, pointed at the 
  power core in area J6, in a secluded corner of fuel control in 
  area J7, above the lockers in area J8, above the computers in 
  area J9, and above the hangar entrance in J10 (showing the 
  security robot there). Two more cameras provide coverage 
  for the entire hangar (area J11) and another two are in 
  the hallways, one pointing north from the southernmost 
  point of the western corridor and one pointing south from 
  the northernmost point of the eastern corridor. If the PCs 
  have yet to encounter the security robots in the hallways, 
  they can use these feeds to sneak past them, granting a 
  +4 circumstance bonus to their Stealth checks. A PC who 
  succeeds at a DC 20 Perception check while looking at the 
  feeds can spot something moving among the crates within 
  the hangar. Notifying the others about this grants each PC a 
  +2 circumstance bonus to their initiative check if they fight 
  the cerebric fungus in area J11.
  The computer here controls the hangar’s robotic security. 
  The system is a tier 3 computer, requiring a successful DC 25 
  Computers check to hack. The security keycard found in area 
  J8 grants a +4 circumstance bonus to this check. With access 
  to this computer, the PCs can learn the specs of the security 
  robots in areas J2 and J10 (as if the PCs had successfully 
  identified the creatures with an Engineering skill check). The 
  PCs can also shut down the security robots by accessing the 
  robot’s command subroutines, which are behind a firewall 
  that requires a successful DC 27 Computers check to break 
  through; a lockout countermeasure freezes the system for 1 
  hour after two failed attempts to hack through the firewall. 
  With access to the command subroutines, the PCs can 
  power down the robots to prevent them from attacking the 
  intruding PCs.
  Story Award: If the PCs power down the security robots 
  before fighting them, award them XP as if they had defeated 
  the security robots in combat.
  J4. STorage
  The three rooms marked J4 are identical storage areas, 
  packed with mostly empty crates and cabinets. Gar moved 
  most of his illicit goods offworld during the early days of the 
  Swarm invasion, and anything left was taken by his security 
  team during the evacuation. Only useless packing material 
  and other garbage remains.
  However, a PC who succeeds at a DC 15 Perception check 
  while examining the southernmost room finds a physical manual 
  titled Starship Maintenance and Launch Procedures tucked 
  away in a cabinet. Among other technical details, the guide 
  points out (in Common) techniques for refueling a starship’s 
  conventional thrusters, which grants a +2 circumstance bonus 
  to the Engineering checks attempted in both areas J7 and J11 to 
  get the Terminus Wild fueled and operational. 
  Treasure: A PC who succeeds at a DC 17 Perception 
  check while searching the middle storage room discovers a 
  camouflage membrane (see page 45) and a pair of batteries 
  under an overturned cardboard box.
  J5. FreIgHT elevaTor
  The main feature of this room is a large elevator platform 
  set into a massive metal hatch in the floor. Above, two 
  metallic doors cover a dark shaft that exits the chamber at a 
  forty-five-degree angle. A security camera is pointed at the 
  platform. Empty crates and packing material line the walls. 
  The room stinks faintly of axle grease.
  
  34
  The freight elevator is unpowered until the power 
  core in area J6 is rebooted. Even then, the doors at the 
  top of the shaft are covered with rubble and debris from 
  the attack on the spaceport, and so the elevator’s safety 
  measures don’t allow the elevator to be operated. One of 
  the larger crates is labeled “Return to Sender”; inside is 
  a Drift engine, obviously in a state of disrepair. It would 
  take at least a week (and a fully stocked tech workshop) 
  to repair this Drift engine, but if the PCs want to take it 
  with them, they can drag it to the Terminus Wild if at least 
  three people, each with a Strength score of 16 or higher, 
  work together.
  Treasure: A fully charged cargo lifter suit of powered armor 
  hangs on the southern wall. While this isn’t sufficient to move 
  the Drift engine on its own, it does count as two people if used 
  to move the crate.
  J6. power managemenT
  The center of this room is occupied by a power core that 
  stretches from floor to ceiling. Cables attached to the core 
  stretch in all directions overhead. A security camera is 
  pointed at the power core, and a computer terminal adjacent 
  to the core emits dim light.
  The power core here has been knocked offline by the 
  attack on the surface. The computer terminal is functioning 
  on emergency backup power and can be used to reboot 
  the core. This requires a successful DC 15 Computers or 
  Engineering check, and it takes a full 10 minutes for the 
  power core to return to full functionality after a successful 
  check. When the power core completes its reboot cycle, 
  lights turn on throughout the facility, bathing the rooms and 
  hallways in normal light. In addition, the computers in the 
  other rooms switch on.
  Treasure: A small cabinet nearly flush with the wall is 
  tucked into the northeast corner of the room. Inside is an 
  engineering toolkit, a fully charged beacon portable  light, 
  and a spare battery.
  J7. Fuel ConTrol
  The smell of combustible fuel hangs in the air. Several 
  pipes run across the ceiling and down the southern wall, all 
  connected to complex fuel-mixing devices and monitoring 
  computers. The floor, ceiling, and walls are bare cement, and 
  a door exits to the north.
  The equipment here is used to mix the chemicals 
  held in large underground tanks around the spaceport 
  to create conventional starship fuel. A security camera 
  has been mounted in a secluded corner of the room. The 
  monitoring computers are powered down until the hangar’s 
  power core is rebooted. Once power has been restored, 
  the fuel-injection system must be reset to the proper 
  parameters to refuel the Terminus Wild in area J11; this 
  requires a successful DC 16 Engineering check, and though 
  each attempt takes 5 minutes, the PCs can retry the check 
  as often as they like.
  J8. STaFF area
  This small break area has a refrigerator unit, a beverage 
  dispenser, comfortable seating, and a round table. A row 
  of lockers is set into the eastern wall, beneath a security 
  camera and a holographic counter marked “Days Since a 
  Workplace Safety Incident.”
  Like the lights, the holographic counter is nonfunctional 
  until power is restored to the hangar. When it is, the counter 
  flashes the number 0 above the text until someone resets 
  it by pressing a small button on the side; unfortunately, the 
  counter is just out of reach for a Medium creature. 
  One of Gar’s security staff left a keycard on the table that 
  grants a +4 circumstance bonus to attempts to hack the 
  security computers in area J3.
  Treasure: If the PCs take a minute to search the lockers, 
  they find a static arc pistol with a fully charged battery left 
  behind in the rush to evacuate the planet. 
  J9. FlIgHT ConTrol
  A row of computer consoles is set into the northern wall 
  beneath a security camera and a transparent aluminum 
  window through which the hangar can be seen. Exits lead 
  to the south and east.
  This room is where the hangar’s systems, including 
  information about the starship within, are controlled. Until 
  the facility’s power has been restored, the computers are 
  dark. The Terminus Wild can be seen through the window 
  (unless the hangar is still dark and the PCs don’t have a 
  light source or darkvision). The 1-inch thick window has a 
  hardness of 10 and 15 Hit Points.
  Once the power core has been rebooted, the computers 
  begin displaying information about the Terminus Wild. 
  A PC who succeeds at a DC 12 Engineering check while 
  examining the readouts can see that the ship is clearly 
  in working order, but its conventional thrusters need 
  refueling. A successful DC 15 Computers check is required 
  to activate the refueling process, but the PCs need to do 
  two things first: repair the fuel hose clamp in the hangar 
  (or hold the hose in place themselves) and reset the 
  fuel-injection system parameters in area J7. The computer 
  alerts them to these issues if they try to initiate the 
  refueling process.
  Development: When the PCs start the refueling process, 
  Event 5 begins.
  
  35
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE PATH
  J10. Hangar enTranCe (Cr 1)
  This room separates flight control from the hangar bay. A 
  couple of small chairs sit in one corner near a row of hooks 
  from which some mechanics’ coveralls hang. There is a 
  sturdy door just below a metal grate in the northern wall. 
  This door is locked but can be opened with a successful 
  DC 20 Engineering check. Alternatively, the grate can be 
  removed with a successful DC 16 Strength check, allowing 
  a Small or Medium creature to squeeze into the hangar. 
  A security camera is mounted just above the entrance to 
  the hangar.
  Creature: A third observer-class security robot guards the 
  hangar entrance and, if power has been restored, is directly in 
  view of the mounted security camera. It doesn’t recognize the 
  PCs as authorized employees and attacks.
  OBSERVER-CLASS SECURITY ROBOT  
  CR 1
  XP 400
  HP 17 (Starfinder Alien Archive 94)
  TACTICS
  During Combat The security robot fires its pulsecaster pistol 
  at the closest PC, trying to stun them into unconsciousness.
  Morale The security robot fights until it is destroyed.
  J11. Hangar (Cr 3)
  A set of massive jet-blast deflectors occupy the majority 
  of the floor underneath the starship that fills this hangar 
  bay. The room measures over two hundred feet long, and 
  about half that distance wide and tall. The area around 
  the vessel is crowded with heavy-duty equipment and a 
  few wheeled tool cabinets. A pile of pallets and crates is 
  stacked in the southeast corner. A service door exits to the 
  south, a few feet from a large aluminum-steel window that 
  looks into the flight control room. A pair of ceiling-mounted 
  security cameras have been mounted at opposite ends of 
  the hangar.
  The starship here has the name Terminus Wild painted 
  across it in big, garish letters. It is a Medium transport 
  frame with a sleek profile, built by the Suskillon-based 
  Flux Industries. Several stately observation windows run 
  along its fuselage, as well as along the aft and forward 
  lower decks. Gar Malgero, the ship’s criminal owner, has 
  given it his own personal touch, painting it a blackish-blue 
  with orange and yellow highlights, as an ostentatious show 
  of wealth. The PCs can board the ship and look through 
  its luxurious decor (see the map on the inside back cover), 
  but it must be refueled before they can use it to leave the 
  planet. More details about the vessel appear on the inside 
  front cover.
  Normally, refueling a starship is an automated process, 
  with a robotic arm attaching a fuel hose to the vessel’s 
  engines, but here the clamp that holds the hose in place 
  has broken. A PC can notice this damage with a successful 
  DC 14 Engineering check or DC 18 Perception check (if they 
  haven’t already learned of the issue from the computer in 
  area J9). The clamp can be repaired with a successful DC 
  20 Engineering check; each attempt takes 10 minutes. 
  Alternatively, a PC can move the fuel hose into place and 
  hold it during the refueling process (see Event 5). Doing so 
  requires the use of two hands, and that PC cannot move 
  until the refueling is complete; if they do, the process stops 
  and must be reinitiated from area J9. A PC who holds the 
  fuel hose in place by hand must succeed at a DC 15 Fortitude 
  save when the process is over or become fatigued from the 
  effort involved.
  Creature: Months ago, prior to the invasion, Gar landed 
  the Terminus Wild for the last time, bringing in a handful of 
  crates of illegal goods from outside the Suskillon system—as 
  well as a stowaway. An immature, less intelligent species 
  of cerebric fungus—a carnivorous plant creature—attached 
  itself to one of the crates before the Terminus Wild left for 
  Suskillon and has remained hidden in the hangar bay since 
  then, feeding off vermin. The cerebric fungus achieved the 
  fullness of its powers only a few days before the evacuation 
  order was given, but it is now trapped within the facility. 
  Angry and eager to prove its superiority to other creatures, 
  the cerebric fungus crawls onto a crate and attacks the PCs 
  when they enter.
  CEREBRIC FUNGUS 
  CR 3
  XP 800
  HP 26 (Starfinder Alien Archive 2 26)
  TACTICS
  During Combat The cerebric fungus targets random PCs 
  with daze, fear, and lesser confusion until the PCs get too 
  close, after which it begins lashing out with its tentacles.
  Morale With nowhere else to go and sensing the upcoming 
  eradication of the planet, the cerebric fungus fights to 
  the death.
  Treasure: Most of the crates here contain material and 
  equipment for repairing starships. If they take a few minutes, 
  the PCs can salvage 6,000 UPBs from the hangar bay.
  EVENT 5: FINAL ASSAULT (CR 5)
  As the PCs begin the refueling process, the underground 
  pumps kick in, producing a loud mechanical thrum that 
  echoes throughout the hangar and beyond. 
  If the PCs have yet to bring Xelonan and the rest of the 
  evacuees into the hangar, the shirren priest contacts the PCs 
  via their comm units and says, “We are making our way down 
  to you now. There are hundreds of Swarm creatures combing 
  the spaceport, and I think they might be coming our way!” If 
  need be, Zantos Loachwurt can bypass the alarm at the bottom 
  of the steps to gain entry to the facility. As the evacuees hurry 
  through the compound and into the hangar and the ship, what 
  
  36
  is left of the spaceport’s automated security systems detects 
  the Swarm above and sends an alert to the hangar.
  Alarms begin blaring throughout the hangar. Nearby 
  computer terminals show images of hundreds of Swarm 
  components converging onto the spaceport above. A huge 
  shadow falls across the field as some passing unseen 
  gargantuan creature blocks the sun. The sounds of hundreds 
  of clawed legs on the hangar’s launch doors echo throughout 
  the facility.
  Creatures: Hundreds of Swarm creatures pour across the 
  spaceport, searching for living things to eradicate. Several 
  enter Hangar 7 and make their way toward the starship. 
  Shortly after the last evacuee boards the Terminus Wild, two 
  Swarm dredgers, a Swarm vorphoma, and a Swarm corrovox 
  enter area J9 and spot the PCs through the window. They 
  rush into the hangar bay, through the door if the PCs left it 
  ajar. Otherwise, the dredgers crawl through the metal grate 
  in area J10, while the corrovox launches blasts of acid at 
  the window. The powerful Swarm acid ignores the window’s 
  hardness. The PCs need to hold off these Swarm components 
  for 5 rounds until the refueling process is complete.
  SWARM DREDGERS (2) 
  CR 1/2
  XP 200 each
  HP 13 each (see page 59)
  TACTICS
  During Combat The dredgers throw themselves at the 
  nearest PCs.
  Morale The dredgers fight to the death.
  SWARM VORPHOMA 
  CR 1
  XP 400
  HP 16 (see page 61)
  TACTICS
  During Combat As soon as it can, the vorphoma uses 
  its spell-like abilities against the PCs to foment fear 
  and confusion.
  Morale The vorphoma fights to the death.
  SWARM CORROVOX 
  CR 3
  XP 800
  HP 40 (Starfinder Alien Archive 110)
  TACTICS
  During Combat The corrovox takes cover (either in area 
  J9 after it melts through the window or behind one of 
  the crates in area J11) and fires its acid cannon at the 
  strongest-looking PC.
  Morale The corrovox fights to the death.
  Development: At the end of the fifth round, the fuel hose 
  detaches itself from the ship (or the PC holding it sees that 
  the process is complete), and the PCs are free to retreat up 
  the ramp to the Terminus Wild’s airlock. When the PCs close 
  the outer airlock door, the combat is effectively over, though 
  the PCs can see through the starship’s observation ports and 
  sensors as dozens more Swarm components spill into the 
  hangar bay. Fortunately, these components don’t have the 
  capability to harm the vessel as the Terminus Wild’s thrusters 
  start up (a process that takes a harrowing 3 minutes).
  The PCs can remotely open the hangar doors, causing 
  dozens more Swarm creatures and pounds of accumulated 
  snow to tumble down on top of the ship. As the Terminus 
  Wild blasts off into the atmosphere, the PCs should choose 
  their roles aboard the starship, as it is clearly going to take 
  a fight to fully escape from the Swarm. At your discretion, 
  Zantos Loachwurt can step in to aid the PCs, as his total 
  +9 modifier to Computers checks qualifies him as a capable 
  science officer. However, allowing Zantos to do so might make 
  him all the more insufferable in the next adventure, “The Last 
  Refuge”; the scientist’s full stats appear in that adventure.
  EVENT 6: ESCAPE THE PLANET (CR 2)
  As the Terminus Wild takes off, PCs can get a good view of the 
  spaceport. Thousands of Swarm creatures of a magnitude that 
  the PCs have not seen since Brinnoa, cover nearly every inch 
  of the surface. There is a huge creature at the center of this 
  horde, one that none of the PCs have seen before: a hydra-like 
  beast with multiple heads that towers above the other Swarm 
  components. It bellows resoundingly toward the Terminus Wild 
  and a psychic shock of energy rocks the vessel, causing all 
  aboard to feel uneasy for a brief moment. The Terminus Wild 
  enters orbit about an hour later with no further interference.
  Breaking free of Suskillon’s gravity well provides a sense 
  of relief. The evacuees aboard let out cheers of joy mixed 
  with stressful sobs as the Terminus Wild’s artificial gravity 
  kicks in and the unfiltered light of the sun fills the vessel’s 
  observation windows. The ship passes through a debris field 
  in low orbit, hundreds of small impacts bouncing off the 
  shields. The mood aboard the ship turns dour, as it becomes 
  apparent that the Terminus Wild is passing through the 
  remains of hundreds of other ships that were destroyed in 
  the battles that raged above the planet.
  Starship Combat: The PCs’ respite from fighting is short 
  lived. The character in the science officer role (or any PC, if 
  that role isn’t filled) should attempt a DC 15 Computers check 
  to detect two enemy starships in hot pursuit on the ship’s 
  sensors. On a successful check, the starship combat begins 
  with the opposing forces 14 hexes apart. Failing this check 
  means the starship combat begins with the hostile starships 
  only 8 hexes away from the PCs’ vessel (when the Terminus 
  Wild’s sensors warn the PCs automatically).
  Two Swarm fleetfuries have chased the Terminus Wild into 
  orbit. The fleetfuries begin only a few hexes from one another, 
  but they quickly split apart to flank the PCs’ ship until the PCs 
  
  37
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE PATH
  lose shields in one arc; they then try to focus their fire on that 
  arc of the ship to disable the Terminus Wild. A fleetfury fights 
  until it is destroyed or until it runs out of its ammunition, at 
  which point it breaks off from the combat and returns to one 
  of the carrier ships on the surface of Suskillon.
  SWARM FLEETFURIES (2) 
  TIER 1/3
  HP 35 each (see page 60)
  Development: If the Terminus Wild is reduced to 0 or fewer 
  Hull Points in the battle, the fleetfuries fire any remaining 
  torpedoes they have, possibly causing several of the PCs’ 
  ship’s systems to gain the malfunctioning condition or worse. 
  The Swarm fleetfuries then retreat back to the planet, while 
  sending psychic messages to the rest of the Swarm fleet to 
  come and finish off the PCs. The PCs have just enough time 
  to repair the worst of the damage and flee the scene. A PC 
  who succeeds at a DC 20 Engineering check can get the 
  Terminus Wild in sufficient working order to begin the trip to 
  Utraneus (see below). However, if they fail, the journey takes 
  an additional 2 days.
  If the PCs are successful in the starship combat, they can 
  quickly flee Suskillon’s orbit and head to the colony world 
  of Utraneus. 
  Story Award: If the PCs defeat the fleetfuries or persist 
  until the fleetfuries run out of ammunition, award them 
  600 XP.
   
   
   
   
   
   
   
  The PCs have managed to survive what few others have—
  an all-out Swarm invasion force. Having faced off against 
  Swarm components that have rarely been seen outside of 
  the Suskillon system, the PCs can finally take a brief rest. 
  The SDF and the rest of Suskillon’s surviving population 
  have retreated to the colony world of Utraneus, and 
  without a Drift-capable starship, this should also be the PCs’ 
  next destination. 
  It will take 1d6+2 days for the PCs to reach Utraneus using 
  conventional thrusters. The PCs can take the first couple of 
  hours exploring the Terminus Wild, perhaps enjoying some 
  of the amenities the pleasure craft has to offer and even 
  getting a full night’s rest. 
  However, the PCs shouldn’t completely let down their 
  guard. The journey to Utraneus is fraught with its own 
  difficulties (including dangerous unmarked cargo and the 
  scientist Zantos Loachwurt’s attempt to incite a mutiny), 
  all of which are detailed in the next adventure, “The Last 
  Refuge.” How quickly you move into those events is up 
  to you!
  CONCLUDING THE 
  ADVENTURE
  
  38
  “We’re cut off from central command, and reinforcements 
  aren’t coming, so the 5th Battalion is on its own now. I’m 
  not one for speeches, but it’s time that we check weapons 
  and pray to whatever gods still hold us in their good graces, 
  because this right here—this is the end of the world. The 
  only way that we see another day is if we square up, 
  shoulder to shoulder, and we look the Swarm out there in 
  its bug eyes and in one voice shout, ‘This is not the day 
  that we die!’ Anyone who stands with me on the front line 
  and stares death in the face, I promise you, the rest of 
  your life will be bathed in the glory the likes of which this 
  world has never seen before. So, who’s with me?”
  —Captain Hiriko Ji, speaking to the 5th Battalion at the 
  Battle at Stone Sea
  BATTLING 
  THE SWARM
  
  W
  elcome, soldiers, to the 5th Battalion of 
  the Suskillon Defense Force! The SDF is 
  a unified military for the entire Suskillon 
  system, whose mission is the defense of our home world of 
  Suskillon and any outlying regions, by means of deterrence 
  and direct conflict when necessary. You have chosen an 
  exciting and dangerous time to join the SDF, as Suskillon 
  needs every capable hand to drive back the ravening hunger 
  of the Swarm.
  THE SUSKILLON 
  SYSTEM
  The Suskillon system is an independent six-planet system in 
  the Vast that has friendly commercial ties to the Pact Worlds 
  but has its own government and military forces. The system 
  is named after its main inhabited world, Suskillon, the fifth 
  planet from a bright, yellow sun. The scientists of Suskillon 
  have developed spaceflight and established a colony on 
  Utraneus—the system’s third world—and research facilities on 
  the various moons of other planets, as well as pair of space 
  docks in orbit around Suskillon.
  Suskillon features a diverse range of biomes and 
  plentiful resources on its two major continents in opposing 
  hemispheres—Alappu Major and Alappu Minor. Thousands of 
  mostly uninhabited rocky archipelagos with volcanic origins 
  dot the oceans. Due to its unusual orbit, Suskillon experiences 
  a few months of extreme temperatures each year, known as 
  “Dry Summers” and “Dead Winters.” When the Attack of the 
  Swarm! Adventure Path begins, the planet is in the icy grip of 
  a Dead Winter.
  Humans make up the largest percentage of Suskillon’s 
  population, with shirrens being the next largest. The insectile 
  shirrens arrived on the planet centuries ago during their flight 
  from the Swarm. Thanks to Drift travel and friendly relations 
  with the Pact Worlds and the Veskarium, some citizens have 
  migrated into the system, increasing Suskillon’s diversity over 
  the past few decades.
  All Suskilloners are citizens of a worldwide democracy that 
  was formed at some point during the Gap, with a governing 
  body consisting of a president, a forum of magistrates who 
  interpret major legal decisions, and regional governors 
  who meet on a yearly basis to discuss policy. The seat of 
  this government is in the capital city of Brinnoa on Alappu 
  Major. The remainder of Suskillon is divided into a few large 
  megaplex cities, agrarian farming regions, mining facilities, 
  and the occasional spaceport. The Suskillon Defense Force, 
  or SDF, is a single military force with air, land, sea, and 
  space divisions.
  Each of the other planets in the Suskillon system (which 
  include, from closest to the sun to farthest, the stony Echidea, 
  the magic-drenched Chonax, the gas giant Vharrine, and the 
  frozen Ashypso) will each be detailed in the Codex of Worlds 
  section of a different volume of the Attack of the Swarm! 
  Adventure Path.
  THE SWARM 
  INVASION
  Six months prior to the start of the first adventure, the Swarm 
  arrived in the Suskillon system, smashed through the planet’s 
  orbital defenses, and landed in Alappu Minor at a massive 
  freshwater lake known as the Stone Sea, which surrounds 
  a dormant volcano. The lake, which gets its name from the 
  billions of pieces of pumice stone that float on its surface, 
  became the sight of a terrible, bloody battle. The closest SDF 
  division at the time, the 5th Battalion, fought back against the 
  Swarm as best it could. The conflict, which has become known 
  as the Battle at Stone Sea, raged for days, giving the rest of 
  the SDF time to mobilize for a defense of the entire planet. 
  Many of the 5th Battalion lost their lives on that day, and 
  though some refer to the division as “the Foolhardy Fifth” for 
  its reckless stand against all odds, the majority of Suskilloners 
  understand and appreciate the sacrifice that was made.
  Since the Battle at Stone Sea, the Swarm has made slow 
  advances across Suskillon. The SDF has fought valiantly, but 
  like on so many worlds before, the Swarm’s relentless nature 
  eventually breaks even the strongest of front lines. The 
  Swarm has taken just about all of Alappu Minor, and reports 
  and rumors say that they are getting ready to strike at Alappu 
  Major. Many Suskilloners have been evacuated off world or to 
  undamaged cities, straining resources and the ability for the 
  SDF to both handle refugees and fight the war.
  As the Attack of the Swarm! Adventure Path begins, the 
  PCs have joined the SDF to aid in the defense of Suskillon. 
  They have been assigned to the 5th Battalion to fill its ranks.
  ASSEMBLING THE 
  BATTALION
  A player character has a wide variety of possible reasons 
  for being on Suskillon and joining the SDF. The 5th Battalion 
  consists primarily of noncareer soldiers, as over the course 
  of the invasion, the group has suffered over 60 percent 
  casualties, with most occurring in the Battle at Stone Sea.
  Over the last few months, the 5th Battalion has been 
  pulled from the front lines in order to replenish its ranks and 
  train new recruits alongside battle-weary veterans. At Camp 
  Cavalier, the 5th began to take in troop transfers, draftees, 
  prisoner conscripts, and volunteers from all over Suskillon 
  and beyond. It was here that the battalion became a melting 
  pot of soldiers from every corner of the galaxy. 
  The following are possible reasons for a character to join 
  up with the 5th Battalion based on their chosen theme. These 
  can be used as written or as inspiration to help acclimate you 
  to the storyline that sees your character fighting for the fate 
  of Suskillon. Most of these themes are from the Starfinder 
  Core Rulebook, but a few are from Starfinder Pact Worlds (as 
  noted with an appropriate superscript) or pages 42–43 of this 
  book (as noted with an asterisk [*]). 
  Ace Pilot: You may have learned to fly in the skies above 
  Suskillon or worked in one of the mining operations in the 
  39
  ADVENTURE PATH
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  
  system, but either way you believe yourself to be one of the 
  best pilots for several light years in any direction. You joined 
  the 5th Battalion’s ground forces until you could be assigned 
  a ship to pilot yourself.
  Battle Medic*: You have trained your entire career in 
  high-stress environments to heal those in need. Whether 
  as a military doctor or a civilian medical technician, you are 
  practiced at providing care on the battlefield while fighting 
  the Swarm. You joined the 5th Battalion because it was 
  severely lacking in trained medical staff after the defeat at 
  the Battle at Stone Sea.
  Bounty Hunter: A skilled survivalist and investigator, you 
  have been operating on Suskillon and in the surrounding 
  system for years. Since the war broke out, you have been 
  working to reunite separated family members displaced by 
  the enemy, as well as track down soldiers who have deserted 
  in the face of the Swarm. You were hired to the 5th Battalion 
  to track the enemy’s movements.
  Career Trooper*: Having trained as a soldier for years, you 
  thought that you were ready for anything… and then the Swarm 
  invaded. As a member of the SDF’s elite forces, you have fought 
  for the entire campaign and barely survived; the last battle saw 
  your previous company of soldiers decimated. The remaining 
  squads have been absorbed into other battalions, including the 
  5th. You are ready to impart your experience and know-how to 
  your new fellow squad mates.
  Dream Prophet PW: As part of a waking dream transmitted 
  to you by an entity on Liavara, you were told to make for the 
  Suskillon system a year before the invasion began and await 
  a great cataclysm. This psychic vision has now spurred you to 
  join the 5th Battalion and get close to the Swarm.
  Icon: Whether seeking to accurately document the 
  invasion as a journalist or sensationalize the tragedy for your 
  infosphere audience, you are becoming famous on Suskillon 
  for your coverage of the hostilities. As part of your rise to 
  fame or in order to get the best access to footage on the 
  front lines, you joined the SDF and were assigned to the 5th 
  Battalion to boost the decimated unit’s morale.
  Mercenary: Hired through private military forces, you 
  entered the fray on Suskillon guarding corporate interests or 
  the wealthy socialites of Brinnoa’s upper echelons. As a soldier 
  of fortune, you have participated in only brief engagements 
  with the Swarm since the invasion. As your contracts began 
  to dry up, though, you took one of the few remaining meal 
  tickets on the planet and joined the 5th Battalion reservists.
  Outlaw: While working for one of the organized crime 
  families in Brinnoa, a deal went bad and you were picked up 
  by the city’s police forces just before the Swarm invasion. You 
  were then approached by an SDF commander who gave you 
  the option to rot in your cell or to enlist in the 5th Battalion. 
  You and many of your fellow prisoners opted to fight for 
  Suskillon, not only to help protect the planet, but to earn a 
  full pardon for your various crimes after the war ends.
  Priest: As a member of a local church on Suskillon, you felt 
  the call to administer to the spiritual needs of the soldiers that 
  took up arms against the Swarm. Since the 5th Battalion’s 
  sacrifices at the Battle at Stone Sea, the battered outfit has had 
  several soldiers suffer from battle fatigue and crises of faith as 
  the Swarm enemy continues its campaign. You stepped into a 
  chaplain role in the battalion to protect not only the bodies of 
  your fellow comrades, but their mortal souls.
  Scholar: Educated in one of the universities of Brinnoa or 
  the corporate research academies in the outlying regions, you 
  have dedicated the last 6 months to discovering a weakness 
  in the Swarm’s defenses. As a student of either the arcane 
  or traditional sciences, you joined the 5th Battalion as an 
  academic attaché, adding your intellect to the squad of soldiers.
  Space PiratePW: Without official access to Pact Worlds or 
  Veskarium support, Suskillon has opened its financial reserves 
  and paid pirates, raiders, and corsairs to join the fight against 
  the Swarm. Either you were dropped off by your crewmates 
  (who wanted no part in the seemingly hopeless endeavor) or 
  your ship was damaged in a battle with Swarm vessels above 
  the planet, and you have decided to join the ground forces of 
  the 5th Battalion until a better opportunity comes along.
  Spacefarer: Many individuals such as yourself answered 
  the pleas of Suskilloners after the Swarm invaded. You could 
  be a trader, a privateer, or a lone wanderer who was drawn to 
  the conflict and volunteered to fight on behalf of the planet. 
  Alternatively you are a traveler originally from Suskillon who 
  returned to your home once the invasion began, ready to pick 
  up arms and defend your home planet.
  SDF JARGON
  The following are some examples of slang and terms 
  that members of the SDF have coined during the war 
  with the Swarm. 
  BBBS or Triple-B S: An abbreviation used on military 
  maps to denote where the SDF has tactically retreated; 
  it stands for “Beaten Back by Swarm.”
  Burner: Short for afterburner, this is a common name 
  for an SDF pilot.
  Duster: A duster is a soldier who fights with the SDF 
  ground forces.
  Eat Acid: To die at the hands of a Swarm enemy.
  Exterm: A verb used to denote the killing of a Swarm 
  creature (e.g., “I extermed it with a pistol round”).
  Tip-Top: The lower ranks of the SDF sometimes use 
  this term to refer to those in charge of the war to deride 
  their stature and distance from the battle in the orbital 
  stations above the planet.
  Vexer: Another name for some of the smaller Swarm 
  creatures that have taken over much of Suskillon.
  White Hawk: Name for the sudden and dangerous 
  winter storms on Suskillon caused by polar ice vortices.
  40
  
  Wild WardenPW: You had recently left the cities of Suskillon 
  behind for a multiple-year journey through the planet’s wilder 
  lands when you spotted the Swarm invasion craft landing 
  to the north. You spent some time trying to avoid the war, 
  but the Swarm scouts that roamed your woodlands made 
  that impossible. When you joined the SDF, the military 
  immediately made use of your knowledge of the area and 
  had you reconnoitering for entire companies. Your latest 
  assignment is with the 5th Battalion.
  XenoarchaeologistPW: You have studied reports of the 
  remains of the planets and civilizations that the Swarm has left 
  behind in its wake. You feel that learning about those planets’ 
  peoples, species, and ecosystems will help you in understand 
  the Swarm’s victories there. When the invasion of your home 
  planet of Suskillon began, you joined a cadre of scientists 
  attempting to leverage the collected knowledge of the Swarm 
  to develop an edge in the war. You see joining the 5th Battalion 
  as an opportunity to examine your theories in the field.
  Xenoseeker: While many don’t care to learn about the 
  enemy, some like yourself find the collective killing machine 
  that is the Swarm fascinating. You joined the SDF in order to 
  get a firsthand look at the adversary that nearly brought the 
  Pact Worlds and the Veskarium to ruin a few decades ago. 
  You hope to eventually learn enough about the enemy during 
  your time in the 5th Battalion to end conflicts like this with 
  less bloodshed and collateral damage.
  Themeless (or Other Theme): Before the Swarm invasion 
  of Suskillon, you led a fairly unadventurous life. When 
  your home planet was threatened, however, you realized it 
  would take the commitment of every person on the planet 
  to withstand the enemy hordes. You quit your job, said 
  your goodbyes, and showed up at a recruitment camp the 
  next day ready to become a member of the fighting elite 
  that would form the thin line between your home world’s 
  survival and its fall.
  STARSHIP ROLE
  As the 5th Battalion consists mainly of ground forces, your 
  group doesn’t start this Adventure Path with a starship. 
  However, starship combat will play an important role in these 
  adventures, so consider what starship role you might want to 
  fill. Discuss your skill choices with your fellow players to ensure 
  that most of the starship roles can be covered by someone, 
  especially the crucial roles of engineer, gunner, and pilot. This is 
  especially true if you are playing a class that doesn’t naturally 
  excel at starship combat skills—for instance, if you are playing a 
  mystic or solarian, you might want to check with your group to 
  see if there are any gaps in starship roles you could fill and take 
  at least a few ranks in the appropriate skills.
  EQUIPMENT 
  As much as possible, you should equip your character for war. 
  Be prepared for extended periods outdoors and the occasional 
  long march. You will have few opportunities to purchase the 
  exact gear you need as you level up, so consider taking ranks 
  in Engineering or Mysticism to be able to craft the items you 
  want, and remember to take advantage of any lull in the 
  fighting to work on these projects.
  Combat is, of course, a large part of this Adventure Path. 
  See SDF Gear on pages 44–45 for suggestions on how to 
  outfit your character, as well as a handful of new tools and 
  items that will aid you in your campaign against the Swarm.
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  41
  ADVENTURE PATH
  
  THEME KNOWLEDGE (1ST) 
  Having studied and even occasionally treated infirmities and 
  illnesses across the galaxy, you can detect and diagnose a 
  wide array of maladies in both your own species as well as 
  in beings from all walks of life. You have also done extensive 
  research on unusual—even mystical—aspects of biology and 
  chemistry, and now almost nothing in those fields surprises 
  you. Reduce the DC of any Life Science or Mysticism check 
  to recall knowledge about a disease or poison by 5. Medicine 
  is a class skill for you, though if it is a class skill from the 
  class you take at 1st level, you instead gain a +1 bonus to 
  Medicine checks. In addition, you gain an ability adjustment 
  of +1 to Intelligence at character creation. 
  EXPOSURE IMMUNITY (6TH) 
  Because of your time spent administering long-term care to 
  infirm and quarantined patients, your immune system has 
  been greatly boosted. While these repeated exposures have 
  raised concerns about your health in the past, you have 
  rebounded from them stronger and healthier than ever. You 
  gain a +1 bonus to Fortitude saving throws against poisons 
  and diseases. 
  BEDSIDE MANNER (12TH) 
  You are known for the quality of healing that you can provide 
  to a patient even under imperfect circumstances. When you 
  successfully ensure a creature’s long-term stability with 
  the Medicine skill, you grant the unconscious creature 
  a +4 bonus to their Constitution check (instead of +2). In 
  addition, when you successfully provide long-term care with 
  the Medicine skill, you need to exceed the DC by only 5 to 
  have the patient recover Hit Points and ability score damage 
  (as well as recovering from poison states) at three times the 
  normal rate.
  PREEMINENT PHYSICIAN (18TH) 
  Your reputation as a battle medic hinges on your ability 
  to keep your patients alive even in the most dire of 
  circumstances, so when the chips are down, you rise to the 
  challenge. Up to twice per day, when you successfully treat 
  deadly wounds with the Medicine skill, you regain 1 Resolve 
  Point. If the patient had 1 Hit Point or fewer remaining, you 
  instead regain 2 Resolve Points, but can’t regain Resolve 
  Points with this ability again until you have rested for 
  8 hours.
   +1
  BATTLE MEDIC 
   INT
  You have been trained to treat combat wounds on and off the battlefield. 
  Having operated in high-intensity situations in remote rural locales, on 
  city streets, and amid the din of combat, you have honed your ability 
  to remain calm and collected under duress and heal those around you. 
  Your peers see you as an incredibly valuable member of the team, and 
  because of this, they defend you with their lives.
  42
  
  THEME KNOWLEDGE (1ST) 
  You are adept at telling fact from fiction when it comes to 
  determining enemy movements and assessing rumors. Reduce 
  the DC of any Culture or Diplomacy check to gather or recall 
  information about enemy troop sizes and tactics by 5. Piloting 
  is a class skill for you, though if it is a class skill from the class 
  you take at 1st level, you instead gain a +1 bonus to Piloting 
  checks. In addition, you gain an ability adjustment of +1 to 
  Constitution at character creation. 
  ADAPTIVE KIT (6TH) 
  You know the importance of being prepared for various 
  environmental conditions. If you study reports and 
  information about an area for at least 10 minutes (or if you 
  spend at least 1 hour in that area learning the lay of the land), 
  you can adapt your equipment. In a process that takes an 
  additional 10 minutes, you can modify your armor to gain 
  the benefits of one set of environmental clothing that is 
  appropriate to the area’s climate. In addition, any suit of armor 
  you adapt reduces its armor check penalty by 1 for 24 hours. 
  Only you can wear this adapted armor, and you can adapt 
  your armor only once per week.
  INDEFATIGABLE  
  (12TH) 
  You are trained to push yourself to your 
  limits and are extremely hard to put down. Once 
  per day as a move action, you can regain a 
  number of Stamina Points equal to your level 
  plus your Constitution modifier.
  DETERMINED UPKEEP 
  (18TH) 
  Due to your many brushes with death, 
  you know that your success in battle is 
  directly related to the quality of your 
  equipment. You always strive to keep 
  your weapons cleaned, your armor 
  polished, and your other gear functioning 
  at maximum capacity. Up to twice per day, you can spend 
  10 minutes examining and maintaining your equipment to 
  regain 1 Resolve Point; this doesn’t count as resting to regain 
  Stamina Points.
   +1
  CAREER TROOPER
   CON
  You are a career member of a military and have been embroiled in conflicts 
  and military bureaucracy for many years. During your enlisted time, you 
  have trained with top ground troops, participated in war games that 
  have turned deadly, and been privy to military intelligence given only to 
  commanders. You are prepared for almost anything on the battlefield 
  that your own commanders or your enemies able to throw at you.
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  43
  ADVENTURE PATH
  
  SDF GEAR
  The Suskillon Defense Force has contracted dozens of 
  different corporations and think tanks to develop new 
  weapons of war to give defenders a fighting chance against 
  the Swarm. Some of this equipment has been tested against 
  living Swarm creatures in laboratory settings while other 
  types were invented in the heat of battle. 
  Due to the chaos of the war, the SDF no longer has a single 
  standard military outfit and kit. Armor varies wildly from 
  unit to unit, and soldiers are encouraged to wear whatever 
  gives them the most mobility and freedom of movement. The 
  majority of SDF ground forces are equipped with an azimuth 
  laser weapon or even a simpler analog gun. Most weapons that 
  deal acid damage have been broken down for parts, since they 
  rarely work on Swarm enemies.
  Regardless of their specific equipment, soldiers are 
  encouraged to adorn their armor with a disruptive pattern 
  of red and green woodland colorization in the summer and 
  white and red in the winter. The vast majority of soil on 
  Suskillon is a deep crimson, so those patterns help to conceal 
  movement from the Swarm enemy from both afar and above. 
  In addition, every member of the 5th Battalion is given an 
  IDENT insignia to place on their shoulder to mark them as 
  part of the SDF; this emblem also acts as a tier 1 computer 
  with two miniaturization upgrades (so it has negligible bulk) 
  that holds the soldier’s vital records, health information, and 
  rank. A soldier’s IDENT cannot be sold.
  TECHNOLOGICAL ITEMS
  As an industrial planet, Suskillon relies heavily on technology, 
  and its military benefits from technological developments.
  BUG SNARE 
  LEVEL 10
  TECHNOLOGICAL ITEM 
  PRICE 740 
  BULK 2
  A reusable battlefield trap that SDF soldiers deploy to secure 
  locations and encampments against wild animals and smaller 
  Swarm foes, a bug snare is four large metallic claws that extend 
  outward from a central point and snap shut when disturbed. 
  As a full action, you can set a bug snare at an intersection to 
  cover a 5-foot radius. The next creature that steps into that 
  radius sets off the trap and must succeed at a DC 13 Reflex save 
  or take 1d4 piercing damage and gain the entangled condition 
  until it (or an adjacent ally) can extricate itself with a successful 
  DC 14 Strength check as a standard action. An included 
  wireless remote control can be used to disarm the trap from 
  15 feet away as a move action. You can attempt to hide a bug 
  snare from view with a Stealth check (this check is opposed by 
  the Perception check of a potential target). You can attach a 
  bug snare to a fixed object (such as a nearby tree) with a length 
  of cable line, rendering a trapped creature immobile, but this 
  grants any creature attempting to spot a hidden bug snare a +2 
  circumstance bonus to its Perception check.
  A bug snare requires two hands to hold and set. It uses a 
  battery and consumes 1 charge each time it is set.
  CAMOUFLAGE MEMBRANE 
  LEVEL 1
  TECHNOLOGICAL ITEM 
  PRICE 100 
  BULK L
  This fine webbing is coated with reactive dyes that can be 
  altered through minor electrical charges. It can be slipped 
  over clothing or armor and adjusted to reflect the patterns of 
  the local terrain to provide some camouflage, in a process that 
  takes 10 minutes. When you wear a camouflage membrane, 
  you gain a +2 circumstance bonus to Stealth checks while 
  in the particular biome to which the membrane has been 
  adjusted. You can take another 10 minutes to change the 
  biome for which the item provides its bonus.
  A camouflage membrane uses a battery and consumes 1 
  charge per day of use (or fraction thereof).
  FORMATION BOOTS 
  LEVEL 1
  TECHNOLOGICAL ITEM 
  PRICE 100 
  BULK L
  Fairly standard issue to the Suskillon Defense Forces and sold 
  to military organizations in other systems, these pressure-
  sensitive gel boots fit beneath normal armor and can also be 
  worn separately. It takes 2 hours of walking in them before the 
  wearer gains their benefit, but after that time, they conform to 
  the wearer’s feet and provide a +2 bonus to Constitution saves 
  to avoid taking damage from a forced march.
  GUN EMPLACEMENT 
  LEVEL 3
  TECHNOLOGICAL ITEM 
  PRICE 1,350 
  BULK 3
  This sturdy, metallic tripod can turn almost any gun into a 
  semi-mobile turret, allowing soldiers to guard areas without 
  putting themselves in harm’s way. It takes 10 minutes to 
  attach or detach a non-analog longarm or heavy weapon 
  to the emplacement; when attached to an emplacement, 
  the gun can’t be wielded normally and can be fired only 
  using the included wireless remote control that functions 
  as a tier 1 computer with a control module (Starfinder Core 
  Rulebook 215). As long as the remote control is within 100 
  feet of the gun emplacement, you can use it to see through 
  the emplacement’s camera (which has darkvision with a 
  range of 30 feet) and operate the attached gun, either using 
  your own ranged attack bonus with the attached weapon or 
  allowing the computer to make the attack roll; the computer 
  has a ranged attack bonus of +1 and proficiency with the 
  attached weapon. Any weapon special properties and critical 
  hit effects apply. When a gun emplacement gains the broken 
  condition, you can no longer fire the attached gun.
  A gun emplacement uses a battery and consumes 1 charge 
  per hour of use (or fraction thereof).
  PULSE RAY 
  LEVEL 2
  TECHNOLOGICAL ITEM 
  PRICE 600 
  BULK L
  This small electronic device emits a high-frequency tone that 
  can temporarily shock the nervous system of a creature that 
  has telepathy or limited telepathy. Suskillon scientists use 
  these devices to aid in capturing Swarm enemies alive in order 
  44
  
  to study them. Aiming and activating this handheld unit is a 
  standard action, and you can target a single creature within 
  30 feet of you. The target must succeed at a DC 14 Will saving 
  throw or be staggered for 1 round; a creature with limited 
  telepathy gains a +1 circumstance bonus to this save. 
  A pulse ray requires only one hand to operate; it uses a 
  battery, and each use consumes 2 charges. 
  MAGIC ITEMS
  Suskillon Defense Force medals are service awards given to 
  pilots, soldiers, and commanders who go above and beyond 
  the normal call of duty. These medallions are often worn as 
  badges, firmly affixed to the outside of a suit of armor upon 
  the chest or shoulders, though some prefer to keep them on 
  ribbons worn around the neck. These medals are magical 
  in nature, and when they are created are imbued 
  with the spirit of courage that was exemplified 
  by the recipient in the field. Occasionally, 
  unscrupulous black marketeers will sell 
  ill-gotten 
  medallions, 
  though 
  most 
  members of the SDF looks down on any 
  civilian who deigns to wear one of these 
  medallions without earning it.
  AUTHORITY      
  LEVEL 1
   
  MEDALLION
  MAGIC ITEM (WORN) 
  PRICE 225
   
  BULK L
  Awarded to squadron leaders, captains, 
  and those who excel at commanding 
  others, this brass medallion allows you 
  to increase the bonus provided by a 
  successful aid another action to +4 
  once per day; this takes no additional 
  action.
  COURAGE MEDALLION 
  LEVEL 1
  MAGIC ITEM (WORN) 
  PRICE 100 
  BULK L
  Enchanted to pulse with a bluish glow, a courage medallion 
  is awarded to those who risked their own lives to protect 
  the innocent and their fellow companions. Once per day as a 
  standard action, you can activate the item to summon a fiery 
  orb, granting you the benefits of wisp ally until the end of 
  your next turn. 
  GLORY MEDALLION 
  LEVEL 1
  MAGIC ITEM (WORN) 
  PRICE 400 
  BULK L
  Awarded to only the most skilled combatants, a glory medallion 
  allows you to capitalize on the hectic nature of battle. Once per 
  day, as a reaction after you reduce an enemy to 0 Hit Points, 
  you can immediately take an additional move action.
  VALOR MEDALLION 
  LEVEL 2
  MAGIC ITEM (WORN) 
  PRICE 1,000 
  BULK L
  This medallion is awarded to soldiers who have been severely 
  wounded in battle and recover to fight again. Once per day as 
  a standard action, you can activate a valor medallion to regain 
  2d8 Hit Points. 
  PERSONAL ITEMS
  Many SDF soldiers stock up on these consumable items to aid 
  them in the war, both defensively and offensively.
  MOTION TRIGGER 
  LEVEL 1
  PERSONAL ITEM 
  PRICE 80 
  BULK L
  This single-use device resembles a small cone and is attached 
  to a specific package of explosives (explosives have the same 
  price, effect, and weight as grenades). When the motion 
  trigger is set (a process that takes 1 minute) and the 
  package of explosives is placed in a 5-foot 
  square, the motion trigger sets off 
  the explosives the next time 
  a creature enters that 5-foot 
  square. A motion trigger can be 
  disabled as a standard action by 
  someone in an adjacent square 
  with a successful Engineering 
  check (the DC of this check is 
  equal to 10 + 1-1/2 × the item level 
  of the attached explosives); failure by 
  5 or more sets off the explosives.
   WAKE-UP PATCH 
  LEVEL 2
  PERSONAL ITEM 
  PRICE 100 
  BULK L
  This patch delivers a cocktail of stimulants 
  when applied to an appendage or torso 
  as a standard action. After 1 minute, the 
  person who received the patch gains a +2 
  circumstance bonus to saving throws against 
  effects that cause the asleep condition and to Fortitude saves 
  from sleep deprivation for 24 hours. If you use three wake-
  up patches in a week, you immediately gain the exhausted 
  condition when the effects of the third patch wear off.
  WARMING BALM 
  LEVEL 2
  PERSONAL ITEM 
  PRICE 150 
  BULK L
  It takes approximately 10 minutes to apply a tube of this 
  clear gel to the inside of a suit of armor. For the next 8 
  hours, the balm’s chemical reactions warm the skin of the 
  armor’s wearer. During that time, the wearer gains a +2 
  circumstance bonus to Fortitude saving throws to avoid 
  taking damage from cold environments; this bonus stacks 
  with that provided by cold weather environmental clothing. 
  A tube of warming gel can also be applied directly to your 
  exposed skin (or the epidermis of an adjacent creature) to 
  stave off the negative effects of frostbite and hypothermia. 
  This takes 10 minutes and heals 2d8 nonlethal cold damage 
  dealt by a cold environment.
  COURAGE 
  MEDALLION
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  45
  ADVENTURE PATH
  
  46
  “You might feel invincible after trainin’, but this is real life 
  now, and it ain’t nothin’ like your precious little simulations. 
  Ain’t no test scores here, and ain’t no do-overs. If those 
  monsters bring you down, chances are you won’t be gettin’ 
  back up. They might look like nothing more than big bugs—
  Hells, they might even act like it—but they’re not. No way. 
  No more’n I am. They might not be smarter than you, or 
  faster than you, or even stronger than you, but by Hylax, 
  they are meaner than you! Don’t think twice about killin’ 
  ’em. You can bet your nethers they’re not thinkin’ twice 
  about killin’ you.”
  —Zinka Tan, SDF drill instructor
  A PLAGUE  
  OF LOCUSTS
  
  47
  ADVENTURE PATH
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  T
  hreat of a Swarm invasion is a distant but always-
  looming worry on the minds of most sapient 
  species throughout the galaxy. It has been only 
  a little more than 2 decades since a Swarm invasion forced 
  the Veskarium and the Pact Worlds into an alliance. Two 
  major powers made peace in an ongoing war to push back the 
  onslaught, proving the Swarm is not to be taken lightly. It is 
  an insatiable, ever-growing force that can evolve and adapt 
  to nearly every situation. Cynics believe defeating the Swarm 
  once and for all is impossible, and that other species must be 
  content with holding the Swarm back for as long as possible. 
  To such fatalists, the consumption and assimilation of the 
  entire galaxy is merely a matter of time for the unstoppable 
  scourge that is the Swarm.
  ORIGIN
  The ravenous, locustlike Swarm began in the distant past as 
  a species known as kucharns—a simple, low-tech society of 
  intelligent insectile creatures who occupied a small planetoid 
  in the Vast. This kucharn home world was the fourth planet 
  from its star and the only one harboring life in the system. 
  On this world were a number of distinct hive societies, each 
  with a distinct unified consciousness, culture, and societal 
  hierarchy. The hives skirmished with one another over limited 
  territory and waning resources on their tiny planet, but no 
  one hive ever overtook and exterminated another.
  Despite millennia of war culling their numbers, the kucharn 
  population continued to grow, and their home world neared 
  the limit of its ability to sustain them. Then, everything 
  changed: one hive developed the ability to assimilate the 
  knowledge and DNA of those it consumed. It’s still unknown 
  to anyone, perhaps even to the Swarm, from where this 
  capability sprang. Some scholars theorize kucharns have 
  always undergone rapid evolution in competition with one 
  another, and that this new adaptation was a new phase of 
  the species’ biological arms race. Many scientists believe one 
  hive made a leap in systematic genetic manipulation. Fringe 
  intellectuals and pessimistic mystics suspect interference 
  from a powerful (and likely evil) extraplanar being, such as 
  a demon lord.
  Whatever the cause of the alteration, this newfound 
  aptitude gave the augmented hive the power to overwhelm 
  the others. It destroyed and consumed its enemies, optimizing 
  its individual members as they inherited new, enhanced 
  capabilities from the DNA of their prey. This hive eventually 
  tipped the power structure in its own favor, wresting 
  control of the entire planet. In short order, it had completely 
  eradicated rival hives.
  The new kucharn had an insatiable appetite for prey and 
  resources. Despite their newly enforced unity, they quickly 
  consumed their home world’s resources. With the knowledge 
  and experiences of millions of individuals now working in 
  tandem in a single hive mind, the species evolved rapidly. 
  Unified focus allowed kucharns to master a unique version of 
  biotechnology. As they outgrew their planet, kucharns took to 
  spaceflight and began dismantling other worlds in their native 
  system. Those resources dwindled as well, but the voracious 
  kucharn set their sights on the stars and the countless lush 
  worlds among them.
  Limited speeds in astrogation isolated kucharns in their 
  corner of the galaxy. Although living kucharn starships 
  could hibernate over centuries, carrying other kucharn in 
  suspended animation to nearby systems, the larger galaxy 
  was out of reach. Then came the Signal. A generation of 
  kucharn was born to the dream of the Drift. Among these, 
  some were engineered as symbiotic Drift engines that could 
  incorporate themselves into existing kucharn starships.
  In such living carriers, kucharns leaped across the void 
  to consume and assimilate. With Drift beacons appearing 
  and being constructed all over, the galaxy became more and 
  more open to kucharn dominance. Species that ran afoul of 
  kucharns dubbed them “the Swarm” for both their insectile 
  appearance and their overwhelming onslaughts.
  Life-containing planets, which the Swarm calls “feeder 
  worlds,” are primary targets as the Swarm moves from 
  system to system. When the Swarm arrives, it attacks any 
  sites of potential resistance first. Then, conquest assured, 
  the Swarm consumes everything it can use, wasting nothing 
  and storing what isn’t immediately needed. When the Swarm 
  leaves a system, only husks resembling planets are left. The 
  devastation is often complete, leaving nothing useful or 
  animate behind.
  The Swarm and its hive mind continue to evolve. Its ability 
  to incorporate new DNA as it consumes various flora and 
  fauna allows the Swarm to continually optimize. It develops 
  new individuals—components, as they are named among the 
  Swarm—for specialized roles. As it erases more and more life 
  from existence, the Swarm continually grows in size, diversity, 
  and power.
  ECOLOGY
  Similar in physiology to insects and other arthropods, Swarm 
  components have chitinous exoskeletons and segmented 
  bodies. Most have multijointed digitigrade limbs, although 
  some components have adapted these body parts into 
  specialized forms. Beyond these fundamentals, the Swarm 
  species is only vaguely homogeneous. Within the species 
  are thousands of evolutionary branches, most engineered to 
  serve specific purposes. Forms vary widely depending on a 
  component’s role in the hive. The most numerous components 
  are humanoid in shape, with multiple limbs used as arms or 
  legs, or both. These insectile aliens come in forms as varied 
  as the squat, beetle-like generator drone to the ferocious, 
  winged thresher lord (Starfinder Alien Archive 110), up to 
  starship-sized components.
  Few species in the galaxy can hold a candle to the Swarm’s 
  uncanny ability to adapt. The Swarm does more than 
  acclimate or modify for success—it has the fascinating and 
  
  48
  terrifying ability to isolate the DNA of anything it consumes 
  and integrate various aspects into the Swarm genome. This 
  talent is similar to that of Castrovel’s ksarik (Alien Archive 
  70), but the Swarm’s assimilation is more complete and longer 
  lasting. The Swarm also finds applications for harvested 
  genes, in combination with preexisting arrangements, that 
  lead to entirely new components.
  This assimilative genetic ability isn’t limited to only 
  intelligent or complex prey. The Swarm can just as easily 
  incorporate a plant’s ability to photosynthesize food and a 
  fish’s ability to breathe underwater. When a Swarm component 
  subsumes any prey’s DNA, the genome is taken back to the 
  hive to be analyzed. Components known as programmers 
  access and isolate various aspects of the DNA, learning to 
  activate or deactivate sections as desired. Programmed 
  Swarm larvae then mature into forms that employ a mix of 
  traits the Swarm finds useful. It’s this ability that led to the 
  multifarious varieties of Swarm components and their living 
  biotech. Using this biotechnology, the Swarm has genetically 
  modified its components to provide any and all of the hive’s 
  needs. Further, the Swarm maintains genetic records to allow 
  recombination into new forms as its needs evolve.
  Even though the Swarm has a spoken language, which 
  shirrens also speak, components rarely speak aloud. Among 
  one another, components communicate via a mix of body 
  language, pheromones, and telepathy. Some components 
  use pheromones to communicate simple concepts, the most 
  common being a warning of danger, while others can use 
  pheromones against other species, deploying chemicals to 
  instill false emotions, such as terror. Body language is used to 
  convey messages that are more complex, such as directions to 
  a location. Multifaceted communication requires more effort 
  and most often relies on telepathic contact. It is through the 
  combination of these forms of communication that a hive 
  mind is formed. This communal mind can allow thousands 
  of components to operate in a synchronous, wavelike 
  manner as they each respond to the same stimuli in a chain 
  of communication.
  The Swarm doesn’t experience emotions in the same 
  manner that most other species do. One component has no 
  affinity for another—each is merely an appendage of a greater 
  whole. Swarm warriors feel no hatred or anger toward their 
  foes, only fearsome determination. Components fear neither 
  pain nor death. Each component knows and seeks to fulfill its 
  purpose, with each component working toward the Swarm’s 
  overarching goal to consume and assimilate. Although many 
  components are sapient and capable of communication with 
  other species, the Swarm views other beings only in terms of 
  its goals. It’s rare for any objective to require cooperation from 
  non-Swarm species. Most components can’t be bargained 
  with, and an alliance can be formed only when the Swarm’s 
  aims align well with a given proposal. However, anyone who 
  allies with the Swarm can be certain they’ll be betrayed as 
  soon as the Swarm’s needs or goals change. The Swarm seems 
  as unconcerned with its reputation as it is with losing millions 
  of individuals to a conflict. Ultimately, the Swarm always does 
  what’s best for the Swarm, including consuming its own dead.
  Some think this callousness makes Swarm components 
  little better than mindless monsters. However, these 
  creatures form a complex commune concerned with only its 
  own survival and ascension, 
  and as such they act neither 
  cruelly nor needlessly. (Those 
  who have survived a Swarm 
  attack might disagree with both 
  claims.) The Swarm simply operates 
  without morality or concern for anyone 
  or anything outside its hierarchy and 
  resource needs. 
  The Swarm also exists, seemingly, to grow. Scientists 
  say the Swarm expands its number in a variety of ways. 
  Certainly, evidenced by programmer components and 
  vast instances of chromosomal manipulation, 
  the 
  Swarm 
  uses 
  genetic 
  engineering. 
  Some components reproduce through 
  cloning, while others are known, through 
  vivisection and postmortem dissection, to 
  have the ability to reproduce sexually 
  or asexually. Some can change sex to 
  fertilize their own eggs. Popular among 
  nonacademics is the possibility of the Swarm 
  having “queen” components that exist to lay 
  eggs and expand the species, but no firsthand accounts 
  exist of these theoretical queens. In any case, most Swarm 
  PROGRAMMER
  
  49
  ADVENTURE PATH
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  components exhibit no distinct sex or gender, externally 
  or internally.
  Swarm programmers are vital to the reproduction and 
  development of other Swarm components. Whenever nests 
  of Swarm eggs and larvae have been discovered, programmer 
  components have been present. Programmers not only care 
  for and protect the growing larvae, but they also edit their 
  genomes, each using its syringe-like proboscis to activate 
  and deactivate genes, ensuring larvae develop into a desired 
  component. Components that act as genetic repositories 
  work in partnership with programmers, essentially 
  serving as curated banks of DNA from subjects the Swarm 
  has consumed.
  Swarm larvae develop substantially faster than the 
  young of most other species, reaching full maturity within 
  as little as 60 hours. Once its genome is edited, the larva 
  rapidly transitions into a brief pupal stage. During this time, 
  the larva’s body completely liquefies within its cocoon, 
  reorganizing into a fully matured component. When larger 
  conglomerations of components are needed, such as to form 
  a living starship, entire groups of larvae are programmed 
  together, each maturing for the role it needs to take. In some 
  cases, the transformation causes the larva to lose anything 
  resembling individuality and mobility, becoming more like a 
  part of a living machine or device than an individual being. 
  Pact Worlds labs have found that larvae allowed to mature 
  without genetic editing eventually become programmers.
  Exactly how the Swarm decides to program larvae is 
  also unknown. However, the hive mind allows a given arm 
  of the Swarm to understand its needs with great speed and 
  efficiency. In times of war, which means almost always, 
  scouts—especially mindreapers (Starfinder Alien Archive 2 
  122) and similar components—return with genetic material 
  and information directly from the minds of potential foes. The 
  Swarm uses this collected intelligence to inform its needs in 
  the upcoming conflict.
  SOCIETY
  The Swarm is of one mind and one purpose, and its society’s 
  hierarchy is based on purpose and efficiency rather than 
  politics or status. Every component is optimized for its role and 
  duty in the Swarm’s primary drive to conquer and consume. 
  The Swarm views every other species—plant, animal, monster, 
  or person—as a target for consumption. Its society centers on 
  the principle of defeating resistance, devouring resources, 
  and harvesting DNA. This stored genetic material is, in a way, 
  the only record the Swarm keeps of its conquests.
  Only advanced civilizations have a chance against the 
  Swarm’s biotech and adaptive abilities. Few living beings can 
  effectively resist the species, much less pose a substantial 
  threat to it. Despite this, the Swarm is ruthless in its 
  application of overwhelming force. The Swarm hits hard and 
  fast, and then acts to accomplish its short-term goals with 
  brutal efficiency.
  Species that fight back against the Swarm rarely 
  succeed. No one believes success, such as the Pact Worlds 
  and Veskarium recently enjoyed, indicates the Swarm is 
  truly defeated. The Swarm’s numbers are always growing, 
  and the creatures’ ability to quickly adapt to any situation 
  means the Swarm inevitably evolves in ways that allow it to 
  outmaneuver foes. Military leaders in the Pact Worlds and the 
  Veskarium trust the Swarm is only regrouping, evaluating its 
  defeat at the alliance’s hands and rebuilding for another, more 
  overwhelming offensive.
  Although a unified species, the entire Swarm doesn’t 
  remain together in one region of space. Instead, units of 
  the Swarm, called subcolonies, separate to travel to various 
  targets. In the Pact Worlds and Veskarium’s war against 
  the Swarm, the initial battles occurred in both nations at 
  nearly the same time as separate subcolonies attacked each 
  region. Authorities have assumed that the loss of too many 
  individuals from each of these subcolonies is what caused the 
  Swarm to retreat. However, even the most optimistic military 
  leaders do not doubt the Swarm has replenished its losses 
  from the war and is now biding its time, waiting for the next 
  opportunity to attack.
  One reason for the Swarm’s rapaciousness is its unbridled 
  growth. It uses all its resources to expand both the quantity 
  and diversity of its components. All Swarm machines are such 
  components as well—the Swarm travels in living starships and 
  invades feeder worlds in such vessels or from larger craft 
  via living dropships. Specialized components serve other 
  roles in invasions. One example of a utility component is the 
  mining unit known as an extraction drone. An enormous, tick-
  like creature, the drone latches onto a planet and removes 
  its mineral resources, storing material within its body for 
  later use. Another example is the smaller generator drone. 
  This round, beetle-like component uses insulated glands 
  throughout its innards to absorb environmental energy from 
  a multitude of sources: light, heat, electricity, and so on. That 
  energy is then converted into emanations that other Swarm 
  components can use for nourishment instead of consuming 
  biological material. Generator drones are used mainly to feed 
  Swarm components during extended periods of space travel 
  or to power larger Swarm machines that couldn’t otherwise 
  receive enough nutrients through normal feeding.
  SWARM NAMES
  Swarm components have no need to refer to each other 
  by specific names, and they don’t care what specific 
  components are called. Swarm creatures might be 
  named by those who first encounter them, resulting 
  in monikers that describe what those components do, 
  sometimes in florid terms, such as mindreaper and 
  thresher lord.
  
  50
  The Swarm has no need for manufactured weapons, as 
  Swarm programmers simply create weaponized components. 
  Either a component intended for war is born with martial 
  capabilities, or symbiotic components join together to form 
  a fighting unit that acts as one body and mind. In some 
  cases, specialized components act as doctors, surgeons, 
  or engineers. These specialists facilitate the symbiosis that 
  allows the Swarm to create conglomerate components, from 
  assault vehicles to starships.
  Weapons can range as much in size and variety as do the 
  various subspecies of the Swarm. A corrovox’s (Alien Archive 
  110) acid-spewing arm cannon is a separate Swarm component 
  grafted onto the corrovox. Conversely, a mindreaper’s arm 
  spike is an inborn weapon. Some components can be modified 
  to function as equipment for other species. Crafty and brave 
  (or foolhardy) salvagers sometimes follow the Swarm to 
  harvest organic weapons from active conflict zones before 
  the Swarm can consume its dead. An extensive gray market 
  exists for Swarm biotech, although this tech is illegal (and 
  thus black-market material) in some places. 
  LAIRS
  The Swarm is nomadic, each subcolony concerning itself only 
  with its own targets, moving from world to world and system 
  to system. If the Swarm seems to be holding territory, that’s 
  only because it has yet to accomplish its intent in an area—
  something remains that the Swarm wants. Once the Swarm 
  has gathered all the resources in a star system, including the 
  genetic material there, it leaves, and little of value remains. 
  Soon after, the Swarm attacks another target.
  Its nomadic nature, coupled with its high adaptability, 
  means the Swarm can be found virtually anywhere in 
  the galaxy. Though it rarely settles as a whole, the Swarm 
  has been known to use stripped feeder worlds for nesting, 
  especially for extensive component-building projects, such 
  as new starships. The species prefers cold, rocky planets for 
  this purpose, and it usually nests underground or in deep 
  craters, canyons, or sinkholes. Those components required to 
  program and care for the eggs and larvae remain. After the 
  larvae transform into desired components, the whole group 
  leaves to rejoin the hive.
  Since no arm of the Swarm holds any permanent domain, 
  it’s hard to tell how far the species has spread. Given its 
  coldblooded efficiency, the Swarm might have established 
  footholds across the entire galaxy, but no definitive data exist 
  to make a determination on this speculation. Any civilization 
  sophisticated enough to have a means of tracking the Swarm 
  rarely survives contact with the creatures long enough to 
  disseminate any meaningful information to others.
  However, it is a well-known fact that the Swarm avoids 
  a specific star system in the Vast that has also proven 
  dangerous to other visitors. Named 
  Yebeon, this system consists 
  of seven planets, four of which 
  harbor simple life. The resource-rich 
  system is a perfect target for the Swarm, 
  and several subcolonies have targeted 
  nearby systems in the same star cluster. 
  More than a few explorers have traveled 
  to Yebeon to learn why the Swarm 
  has circumvented it, most hoping to 
  discover something there that can 
  be used to deter Swarm attacks, if not 
  defeat it entirely. None have returned. Garbled 
  comm signals from Yebeon are the only evidence 
  that anyone has ever reached the system or the 
  planets there.
  FACTIONS
  The Swarm exhibits no obvious factions or 
  castes. Each component serves as a cog 
  in the central machine—and a well-oiled 
  machine it is. For all its violence, the 
  Swarm suffers no internal bickering or 
  strife. Each component is optimized for its 
  task and exists for a specific purpose in the Swarm’s 
  seemingly simple scheme. The species is, however, split 
  into distinct branches of components grouped together to 
  fulfill a unified purpose.
  GENERATOR 
   DRONE
  
  51
  ADVENTURE PATH
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  Scouting forces consist of quick, stealthy, and tactically 
  minded components. These forces travel the galaxy in search 
  of feeder worlds, bringing back gathered intelligence to the 
  main subcolony. Often encountered in groups without other 
  military components, Swarm scouts serve as a dire omen. 
  People who find such forerunners on a planet do well to 
  ensure the creatures fail to return home, but even then, it 
  might be too late—the fate of the world is likely to be already 
  decided. When inhabitants of a world find only evidence of 
  Swarm components that have already left the planet, a larger 
  Swarm invasion is inevitable.
  The Swarm’s military components serve as invasion troops. 
  Heavily armed and armored forces take major targets and 
  overwhelm local defenses, while weaker components work 
  in numbers to pacify softer targets and mop up after major 
  assaults. Engineer components solidify supply lines and 
  establish bases, working with the military units to cordon off 
  areas for resource harvesting. Major military components are 
  often large and frightening. Thresher lords are, for example, 
  shock troops meant not only to flay foes but also to demoralize 
  them. Tanklike dissolvers spray fiery acid, inflicting horrifying 
  burns. Corrovoxes and similar Swarm components make up 
  the rank-and-file units of the invasion legions.
  The Swarm also has a branch of utility components. Living 
  starships that serve the Swarm fall into this category, as 
  do its nesting components, including programmers, which 
  control population. These components form a “working class” 
  that consists of those meant to provide services for their kin. 
  Such components can be like automatons or machines. Those 
  components in this class that can’t fight back against attackers 
  also don’t attempt to flee from danger, and biologists debate 
  whether these components are even sentient.
  As the Swarm continues to ravage the galaxy and integrate 
  aspects of its victims, there’s no telling where its constant 
  evolution might take the species next. However, it seems 
  that the Swarm’s harvesting of genetic material for forced 
  evolution isn’t always beneficial to its purpose. It’s possible 
  that such aberrant assimilation led to the shirrens’ split from 
  the Swarm. Notorious defectors from the hive, these Swarm 
  variants mysteriously gained their own sense of individualism 
  and, upon realizing the horror of their species’ voracity, fled 
  to cultivate harmony with other species. Some malfunction in 
  the Swarm’s next alteration might spawn another distinctive 
  branch that wishes to defect, or worse, decides to break the 
  hive mind or even destroy the Swarm. If any creatures might 
  be able to hold their own against the Swarm, it’s those from 
  within the hive itself. Some of the Swarm’s foes hope for such 
  a new aberration, as it might be the only hope of an ultimate 
  end to the Swarm’s threat.
  SWARM GEAR
  Most Swarm equipment that’s available for purchase is 
  bioengineered from material salvaged directly from sites 
  where battles against the Swarm took place. Thanks to 
  scrappy, daring scavengers and the ingenuity of the tinkerers 
  they sell parts to, the field of repurposed Swarm biotech 
  continues to expand. This gear is rare and sometimes 
  illegal, but it’s available to those who dare to traverse the 
  underground market to seek it. It is sometimes more readily 
  available in societies connected to the Swarm, such as those 
  actively at war with the insectile devourers or the extremely 
  rare few who have survived the Swarm.
  WEAPONS
  Weapons based on Swarm anatomy are vicious, built for 
  efficient killing. The chitinblade (Starfinder Armory 9) and 
  similar melee weapons are an unliving likeness of Swarm limb 
  blades, but many replicas of Swarm technology are indeed 
  alive, having the living special property (Armory 29). 
  These weapons exist in varieties related to the 
  polymorphism of related Swarm components. All are insectile 
  in appearance, with limb-like extensions, eyelike parts, and 
  elements like stingers and mandibles. For firearms, the mouth 
  and throat often form the barrel of the weapon. Micrergate-
  model weapons are simplest in form, with insect-like aspects 
  becoming more pronounced and even exaggerated as the 
  model ascends from micrergate to macrergate and dinergate. 
  The most extravagant features appear on ergatoid models, 
  which might have bright colors and seemingly decorative 
  growths, such as vestigial gossamer wings. In addition, 
  rarer models have biotech augmentations that replicate the 
  damage-dealing capacity and resilience of modern composites.
  WEAPON SPECIAL 
  PROPERTY
  Some weapons in this section use the following weapon 
  special property. 
  Swarm: A weapon with this special property is virtually 
  indistinguishable from Swarm technology and requires a 
  special Swarm battery to use efficiently. The weapon can use 
  other batteries, but usage doubles when doing so.
  In addition to the energy drawback, a Swarm weapon 
  attracts the attention of nearby Swarm creatures. They can 
  sense such a weapon as if using blindsense with a range of 
  30 feet. Swarm components have been observed fixating on 
  wielders of this technology during battle, with little else to 
  explain such a violent focus. If the Swarm wins the conflict, 
  the surviving components destroy these weapons.
  DISINTEGRATOR 
  WEAPONS
  Firearms based on Swarm biology are often designed to deal 
  maximum damage to biological targets.
  ACID CANNON
  Despite its name, derived from Swarm conventions and 
  suggesting a heavier armament, the lightweight acid cannon 
  is a derivation of the Swarm corrovox’s arm-mounted weapon 
  
  52
  modified to be a stand-alone pistol-sized firearm. The weapon 
  uses small amounts of power to produce caustic fluid. The 
  trigger administers a jolt of electricity to the device, causing a 
  reflexive constriction that forces blobs of this acid out of the 
  weapon’s throatlike barrel.
  DISSOLVER
  Inspired by the horrific spewing capability of its namesake 
  Swarm component, and much like the acid cannon, the 
  dissolver has two biological glands that use power to 
  produce a couple of highly reactive chemicals. These two 
  chemicals are stable when separate. However, as with the 
  corrovox’s weapon, when an electric jolt causes the dissolver 
  to constrict and release these chemicals, they converge just 
  outside the weapon’s maw, creating an acidic flash fire in a 
  broad arc.
  UNCATEGORIZED 
  MELEE WEAPONS
  Like the chitinblade, melee weapons based on Swarm 
  anatomy are rare.
  MINDSPIKE
  The impact of this insectile-looking spike can cause pain or 
  otherwise addle the target’s nervous system.
  THRESHERBLADE
  Modeled on the arm blades of the brutal 
  thresher lord, the thresherblade has an 
  organic basket hilt that can be closed around 
  a forelimb for extra support, making it easier 
  for a trained user to hold and wield the weapon 
  in one hand despite the blade’s size.
  WEAPON FUSION
  The following weapon fusion is biotech that, like 
  many Swarm-created items, combines magic and 
  technology, so it is a hybrid item. Weapon fusion 
  prices are based on weapons’ item levels. See Table 
  7–13 on page 192 of the Starfinder Core Rulebook 
  for more information.
  ADAPTIVE 
   
  LEVEL 6
  An weapon fitted with an adaptive fusion adjusts to any target 
  it hits repeatedly. The fusion’s benefits can be granted against 
  only one target at a time. Once the weapon hits a new target, 
  it resets and starts building up momentum against that target, 
  losing the benefits it might have had for any previous target. 
  An adaptive weapon gains the following benefits depending 
  on how many hits it has scored against a given target. The 
  effects are cumulative.
  3+ Hits: The weapon ignores an amount of the target’s 
  energy resistance or damage resistance equal to half the 
  weapon’s item level.
  5+ Hits: The weapon gains an enhancement bonus to 
  damage equal to half the item level.
  7+ Hits: The target is flat-footed against attacks made with 
  this weapon.
  HYBRID ITEMS
  Magic use in the Swarm is most often accomplished on an 
  instinctual or reflexive level, the product of evolution and 
  adaptation rather than a practice learned and then perfected 
  with study. Still, other species can and do reverse-engineer 
  the Swarm’s bizarre magical capabilities and organic 
  creations. The following hybrid items were manufactured due 
  to such derivations.
  ADAPTIVE SWARM MASK 
  LEVEL 11
  HYBRID ITEM (WORN) 
  PRICE 24,500 
  BULK L
  An adaptive Swarm mask is made from the exoskeleton plates 
  from the head of a Swarm component. The mask counts as 
  a worn magic item unless you install it in armor, taking up 
  one upgrade slot. When you take damage of 
  any type while wearing the mask, it reduces 
  the damage by 5. It then ceases to provide 
  that benefit, instead providing damage 
  reduction or energy resistance 5 against the 
  same damage type for 1 minute. The mask remains 
  adapted to the same damage type even if you take a 
  different type of damage. After the duration elapses, the 
  mask becomes unadapted and can adjust 
  to a new damage type. This mask attracts 
  the attention of Swarm components in 
  the same way weapons with the Swarm 
  weapon special property do.
  SWARM BATTERY 
  LEVEL 5
  HYBRID ITEM 
  PRICE 550 
  BULK L
  When weapon designers couldn’t achieve an acceptable 
  power output with their Swarm-based armaments, they 
  created the Swarm battery, a new type of living power cell. 
  Similar to the insulated gland of a generator drone, a Swarm 
  battery consists of still-living tissue that reflexively adapts to 
  power any item, including non-Swarm varieties, functioning 
  as a high-capacity battery with 40 charges. A Swarm battery 
  can adapt to be recharged at any charging station. It also 
  recharges on its own at the rate of 1 charge per hour, provided 
  it remains within 60 feet of ambient nearby electricity, such 
  as power conduits in a city, a starship’s power core, consistent 
  static electricity, or even the small amount of electricity 
  running through a living body.
  SWARM PROGRAMMER PILL 
  LEVEL 10
  HYBRID ITEM 
  PRICE 2,800 
  BULK —
  A Swarm programmer pill is a compact lozenge that contains 
  a paper-thin sliver of a Swarm programmer’s brain. As a full 
  action, you swallow the tablet and it alters your biology, 
  MINDSPIKE
  
  53
  ADVENTURE PATH
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  allowing you to choose one of the following effects. If you use 
  another Swarm programmer pill within 24 hours, you become 
  fatigued. Attempting to use a Swarm programmer pill while you 
  are exhausted does little other than consume the pill. While 
  under the pill’s effects, you attract the attention of Swarm 
  components in the same way weapons that have the Swarm 
  weapon special property do.
  Acidic Ejection: You gain acid resistance 5 and can launch 
  acid as if part of your body (often the mouth) were a macrergate 
  acid cannon, with which you are considered to be proficient. You 
  are immune to your own acid. These adaptations last 4 hours.
  Alate Form: You grow a set of diaphanous insectile wings 
  that allow you to fly at a speed 10 feet slower than your land 
  speed. Your flight is an extraordinary ability with average 
  maneuverability. The adaptation also grants you a +5 bonus to 
  Acrobatics checks to fly. The wings function for 2 hours. If you 
  are aloft when the effect ends, you float downward 60 feet per 
  round for 3 rounds. If you fail to land or attain another means 
  to fly by then, you fall as the wings detach. This detachment is 
  uncomfortable but deals you no damage.
  If necessary, the wings can integrate with your armor. Once 
  they have, removing your armor ends the effect by causing the 
  wings to detach as above.
  Arolia: You grow special limb pads that grant you a climb 
  speed 10 feet slower than your land speed. You retain this 
  speed for 12 hours. If necessary, the pads can integrate with 
  your armor, functioning as with the wings of alate form. If 
  you’re climbing when the effect ends, you can still attempt to 
  climb by other means.
  Bravery: You become inured to fear. For 24 hours, whenever 
  you attempt a saving throw against a fear effect, treat any 
  number you roll on the d20 lower than 8 as 8. In addition, if 
  you fail a saving throw against a fear effect, you can reroll that 
  saving throw once. If you still fail the saving throw, you suffer 
  the fear effect for only half its duration, rounded down to a 
  minimum of 0 rounds.
  Swiftness: For 12 hours, you gain a 20-foot enhancement 
  bonus to speed in all movement types you have. 
  Telepathy: You gain limited telepathy with a range of 30 
  feet, like that of a lashunta or shirren. If you already have 
  limited telepathy, the adaptation grants you true telepathy. 
  Either adaptation lasts 12 hours. During this time, you can also 
  cast the 1st-level version of mind thrust as a spell-like ability up 
  to three times.
  Weaponized Arm: One of your hands grows a macrergate 
  mindspike or macrergate thresherblade, with which you are 
  considered to be proficient. If necessary, the weapon integrates 
  with your armor, functioning as with the wings of alate form. 
  You can’t use the affected hand for other purposes, but neither 
  can you be disarmed of the weapon. This adaptation lasts 4 
  hours, or until you detach the weapon as a standard action, 
  then the weapon disintegrates.
  TABLE 1: ADVANCED MELEE WEAPONS
  ONE-HANDED WEAPONS
  LEVEL
  PRICE
  DAMAGE
  CRITICAL
  BULK
  SPECIAL
  UNCATEGORIZED
  Thresherblade, tactical
  5
  3,200
  1d10 S
  Bleed 1d6
  1
  Analog
  Mindspike, tactical
  6
  4,400
  1d8 P
  Staggered
  L
  Analog
  Thresherblade, microserrated
  9
  13,800
  2d10 S
  Bleed 1d8
  1
  Analog
  Mindspike, microserrated
  10
  18,450
  3d8 P
  Staggered
  L
  Analog
  Thresherblade, nanoserrated
  13
  50,300
  4d10 S
  Bleed 2d8
  1
  Analog
  Mindspike, nanoserrated
  14
  77,800
  7d8 P
  Staggered
  L
  Analog
  Thresherblade, ultraserrated
  17
  268,650
  8d10 S
  Bleed 4d8
  1
  Analog
  Mindspike, ultraserrated
  18
  392,100
  11d8 P
  Staggered
  L
  Analog
  TABLE 2: SMALL ARMS
  ONE-HANDED WEAPONS
  LEVEL
  PRICE
  DAMAGE
  RANGE
  CRITICAL
  CAPACITY
  USAGE
  BULK
  SPECIAL
  DISINTEGRATOR
  Acid cannon, micrergate
  3
  1,500
  1d4 A
  40 ft.
  Corrode 1d4
  40 charges
  2
  L
  Living, Swarm
  Acid cannon, macrergate
  7
  7,000
  2d6 A
  40 ft.
  Corrode 2d4
  40 charges
  4
  L
  Living, Swarm
  Acid cannon, dinergate
  12
  36,000
  3d8 A
  40 ft.
  Corrode 3d4
  40 charges
  4
  L
  Living, Swarm
  Acid cannon, ergatoid
  17
  256,000
  4d10 A
  40 ft.
  Corrode 4d4
  40 charges
  5
  L
  Living, Swarm
  TABLE 3: HEAVY WEAPONS
  TW0-HANDED WEAPONS LEVEL
  PRICE
  DAMAGE
  RANGE
  CRITICAL
  CAPACITY
  USAGE BULK SPECIAL
  DISINTEGRATOR
  Dissolver, macrergate
  8
  10,000
  2d8 A & F
  40 ft.
  Corrode 2d4 40 charges
  4
  L
  Blast, living, Swarm, unwieldy
  Dissolver, dinergate
  13
  50,000 4d8 A & F
  40 ft.
  Corrode 4d4 40 charges
  5
  L
  Blast, living, Swarm, unwieldy
  Dissolver, ergatoid
  18
  380,000 9d8 A & F
  40 ft.
  Corrode 9d4 40 charges
  5
  L
  Blast, living, Swarm, unwieldy
  
  54
  ”Fascinating creatures, kaions. The first time I saw one, 
  we were searching a debris zone near the River Between 
  for a lost shuttle. Navasi suspected pirates, and I hoped for 
  grays, but no other reports in the region confirmed such 
  contact. When we scanned the area, sensor data showed 
  wreckage near a large, iron-rich asteroid, so we parked 
  the Sunrise Maiden on the sunward side and made for an 
  impact crater that looked promising. A kaion pod, made up 
  of several young specimens, came over the crater edge at 
  high speed. It was no use running—they could outfly us on 
  that metallic rock—so we had to stand and defend ourselves. 
  Anyway, their remains made good study samples.”
  —Altronus, kasatha scholar and solarian
  ALIEN ARCHIVES
  
  55
  ADVENTURE PATH
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  KAION
   
  CR  
    2
   
  XP
   600
  N Small animal
  Init +4; Senses blindsense (electromagnetism) 60 ft., low-
  light vision; Perception +7
  DEFENSE 
  HP 25
  EAC 12; KAC 16
  Fort +5; Ref +7; Will +1
  Defensive Abilities void adaptation
  OFFENSE
  Speed 10 ft., fly 60 ft. (Ex, perfect)
  Melee radula +7 (1d6+3 S) or
  slam +7 (1d4+3 B plus grab)
  Ranged sclerite +10 (1d6+2 P plus entangled)
  Space 5 ft.; Reach 5 ft. (10 ft. with slam)
  Offensive Abilities polarity pulse
  STATISTICS
  Str +1; Dex +4; Con +2; Int –4; Wis +0; Cha –2
  Skills Athletics +7, Acrobatics +7 (+15 to fly)
  Other Abilities magnetic levitation
  ECOLOGY
  Environment mountains, urban, or vacuum (Diaspora)
  Organization solitary, pair, or pod (3–6)
  SPECIAL ABILITIES
  Magnetic Levitation (Ex) A kaion can fly in a vacuum. 
  However, this flight is limited to within 60 feet of a planet 
  or asteroid’s surface or a nearby metallic structure, such 
  as a steel railing or a starship’s hull.
  Polarity Pulse (Ex) As a standard action, a kaion can release 
  a magnetic pulse in a 60-foot-radius spread. Each creature 
  in that area wielding metallic weapons, wearing metallic 
  armor, or entangled by a kaion’s sclerites must succeed 
  at a DC 13 Reflex save or be pulled up to 30 feet toward 
  the kaion, or double that on a failure by 5 or more. If a 
  creature is affected only because of an object it holds, it 
  can drop the object as a free action to cease being pulled. 
  Unsecured metallic objects in the area are automatically 
  pulled 60 feet toward the kaion. Being pulled toward a 
  kaion doesn’t provoke attacks of opportunity.
  Sclerite (Ex) A kaion can fire a sclerite with a range 
  increment of 60 feet. The sclerite lodges in or sticks to the 
  target on a hit, causing the target to become entangled as 
  long as the sclerite remains. An entangled creature can 
  remove a sclerite as a move action by succeeding at a DC 
  13 Athletics or Acrobatics check.
  Well-known pests of the seas of Nisis, the River Between, 
  and the Diaspora, kaions float in space and water in search 
  of minerals and flesh. These creatures house chemosynthetic 
  bacteria within their chambered shells, which produce energy 
  from various inorganic minerals the kaion scrapes up with 
  its radula and then excrete metallic impurities as a metabolic 
  byproduct. The alloys accumulate in the kaion’s shell as well 
  as in the numerous metallic sclerites that cover the kaion’s 
  many tentacles and two long arms. Not only do these deposits 
  protect the kaion’s soft tissues, but they also produce powerful 
  magnetic fields that respond to the kaion’s bioelectric impulses, 
  often visible in the expanding and contracting field lines of 
  metallic dust adhering to the creature’s shell.
  Though their symbiotes provide much of a kaion’s energy 
  needs, kaions require organic proteins in order to mature and to 
  produce gametes. They obtain this resource from live prey using 
  a characteristic hunting technique. By creating a magnetic 
  gradient down its arms, a kaion can detach and accelerate 
  one of its sclerites to railgun speeds. These projectiles lodge 
  in targets, where they can subsequently be reeled back via 
  magnetic attraction, bringing prey with them. Pods of kaions 
  cooperate to bring down larger prey, with younger kaions firing 
  sclerites and older, higher-status individuals reeling the prey 
  in to feed on.
  Though kaions are native to the Diaspora, they have since 
  spread to other worlds as stowaways on ice haulers and other 
  starships. They can now be found grinding away on mines and 
  construction sites from Akiton to Triaxus.
  
  56
  NANOBOT MIMIC
   
  CR
    3
    XP
   800 
  N Fine construct (swarm, technological)
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Perception +5
  DEFENSE 
  HP 40
  EAC 15; KAC 15
  Fort +3; Ref +3; Will +0
  Defensive Abilities swarm defenses
  Immunities construct immunities, swarm immunities
  OFFENSE
  Speed 30 ft., fly 30 ft. (Ex, perfect)
  Melee swarm attack (1d4+5 P)
  Space 10 ft.; Reach 0 ft.
  Offensive Abilities distraction (DC 12), metal morass
  STATISTICS
  Str +2; Dex +4; Con —; Int +0; Wis +1; Cha –1
  Skills Acrobatics +10 (+18 to fly), Disguise +5 (+15 to mimic an 
  object), Stealth +5
  Other Abilities mimic object
  ECOLOGY
  Environment any
  Organization solitary, pair, or team (3–9)
  SPECIAL ABILITIES
  Metal Morass (Ex) A nanobot mimic surrounds foes it 
  shares a space with, making it hard for them to escape. 
  A creature that starts its turn in the same space as a 
  nanobot mimic must succeed at a DC 12 Reflex save or 
  become entangled for 1 round.
  Mimic Object (Ex) A nanobot mimic can observe and 
  register into internal memory a 
  number of technological 
  items equal to its CR. 
  A given registered object can weigh no more than 2 bulk. 
  As a full action, the mimic can arrange itself into one item 
  it has registered, taking on the appearance of that item 
  but not its function. While in this form, the nanobot mimic 
  loses its swarm defenses and swarm immunities, has EAC 
  and KAC 10, gains a +10 bonus to Disguise checks, and has 
  hardness equal to 5 + its CR. A mimic in object form can 
  assume its swarm form as a move action or a reaction to 
  taking damage.
  Rumored to be the invention of a malicious roboticist, nanobot 
  mimics take the appearance of technological objects, using the 
  deception to launch surprise attacks. Each mimic is a swarm of 
  nanobots that interlock to imitate an item. When a would-be 
  looter picks up the nanobot mimic, the construct dissolves into 
  a dark and silvery cloud of its component nanobots. These then 
  swarm the victim, hindering and attempting to disassemble it.
  Nanobot mimics are often quasi-legal. They see some licensed 
  use as security. However, criminals use these constructs far 
  more often, since they serve as fine traps for investigators. 
  Clever scofflaws make mimics look like illegal objects to draw 
  attention. When a detective noses into an area and finds the 
  mimic, the creature not only attacks and makes the target more 
  vulnerable to other attacks, but can also dispose of the body.
  The constructs have a penchant for escaping confinement, 
  though, especially after they take significant damage, causing 
  their programming to become faulty. When free of the control of 
  another being, such mimics still follow their (possibly impaired) 
  directives. Intermittently, the mimic takes the shape of various 
  objects it sees other creatures using. It then, without real 
  intent, attacks anyone who picks up the false object. A number 
  of bizarre “murders” on Absalom Station turned out to 
  be the doings of an escaped nanobot mimic.
  
  57
  ADVENTURE PATH
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  STATIKETE
   
  CR
   15
    XP
  51,200 
  N Gargantuan magical beast 
  Init +9; Senses blindsense (electromagnetism) 60 ft., 
  darkvision 60 ft., low-light vision; Perception +26
  DEFENSE 
  HP 275 RP 6
  EAC 29; KAC 31
  Fort +17; Ref +19; Will +15
  Defensive Abilities electricity absorption, void adaptation; 
  Immunities electricity
  Weaknesses electrical feeder
  OFFENSE
  Speed 40 ft., fly 120 ft. (Su, perfect)
  Melee bite +26 (8d6+20 E & P; critical energy discharge) 
  Ranged shock blast +29 (5d8+15 E; critical stunned)
  Space 20 ft.; Reach 15 ft.
  STATISTICS
  Str +5; Dex +9; Con +7; Int –3; Wis +0; Cha –2
  Skills Acrobatics +31 (+39 to fly), Athletics +26
  ECOLOGY
  Environment any
  Organization solitary or pair
  Other Abilities spaceflight
  SPECIAL ABILITIES
  Electricity Absorption (Ex) Whenever a statikete's 
  electricity immunity prevents it from taking damage, it 
  regains 1 Resolve Point.
  Electrical Feeder (Ex) A statikete 
  reduced to 0 Resolve Points loses 
  access to its shock blast attack, and its 
  bite attack deals half damage and 
  deals only piercing damage.
  Energy Discharge (Ex) When a 
  statikete scores a critical hit with 
  its bite attack, the target and all 
  technological objects the target 
  holds or carries are affected as if 
  as by the discharge spell. If any 
  target is affected by this effect, 
  the statikete regains 1 Resolve 
  Point.
  Shock Blast (Ex) A statikete can 
  spend 1 Resolve Point to fire its 
  shock blast as an attack with a range 
  increment of 120 feet. 
  Lurking in the shadows of 
  space, 
  especially 
  among 
  debris such as the asteroids of the 
  Diaspora, statiketes are lamprey-
  like creatures that drain electricity 
  and use it to fire powerful shock blasts at foes. 
  They can attach to passing starships, and they pose a grave 
  danger to crews.
  A typical statikete is about 20 feet long. Its body, which 
  has heavy crystalline and metallic elements, weighs about 
  15 tons.
  Although a statikete doesn’t function as a starship, its 
  body and skeleton can be fitted to serve as a starship frame.
  STATIKETE FRAME
  Size Tiny
  Maneuverability perfect (+2 Piloting, turn 0)
  HP 25 (increment 5); DT —; CT 5
  Mounts forward arc (1 light)
  Expansion Bays —
  Minimum Crew 1; Maximum Crew 1
  Cost 5
  SPECIAL ABILITIES
  EMP Dispersal (Ex) When a starship built with a statikete 
  frame is hit with an EMP weapon, it reduces the duration 
  of that weapon’s effect by half, rounded down to a 
  minimum of 0 rounds.
  
  CE Large monstrous humanoid
  Init +1; Senses blindsense (vibration) 30 ft., darkvision 
  60 ft.; Perception +7
  DEFENSE 
  HP 30
  EAC 13; KAC 15
  Fort +6; Ref +4; Will +3
  Defensive Abilities Swarm mind; Immunities acid, 
  fear effects
  OFFENSE
  Speed 30 ft.
  Melee slam +11 (1d6+4 B)
  Space 10 ft.; Reach 5 ft.
  Offensive Abilities acid burst (2d4+4 A, DC 11)
  STATISTICS
  Str +2; Dex +1; Con +4; Int +0; Wis +0; Cha +0
  Skills Acrobatics +7, Athletics +12, Survival +7
  Languages Shirren; telepathy 100 ft.
  Other Abilities Swarm carrier
  ECOLOGY
  Environment any
  Organization solitary or troop (2–5 plus 2 Medium-sized 
  Swarm creatures for each convecyte)
  SPECIAL ABILITIES
  Acid Burst (Ex) When a convecyte dies, its protective 
  plates crack and explode, showering an area with their 
  acidic contents. Every creature within a 20-foot burst 
  (including those within the convecyte) takes 2d4+4 acid 
  damage (Reflex DC 11 half).
  Swarm Carrier (Ex) A convecyte can carry a number of 
  creatures under its chitinous layers, giving each creature 
  DR 10/— and full cover from attacks while they rest 
  inside, though such creatures can’t act while inside a 
  convecyte. A convecyte can carry four Small or two 
  Medium creatures this way and can deposit them in 
  adjacent squares as a swift action.
  Swarm Mind (Ex) Members of the Swarm are bound 
  together into a singular hive mind by a blend of 
  exuded pheromones, imperceptible movements of 
  antennae and limbs, electrostatic fields, and telepathic 
  communication. All Swarm creatures with 30 feet of 
  each other are in constant communication; if one is 
  aware of a threat, all are. (Such awareness can spread 
  along a “chain” of Swarm creatures under appropriate 
  circumstances, potentially alerting distant Swarm 
  creatures). In addition, once per round when within 30 
  feet of another Swarm creature, a Swarm creature can 
  roll twice and take the better result on a saving throw 
  against a mind-affecting effect.
  A swarm convecyte has several interlocking plates 
  of rigid chitin that run along its back and sides. 
  Underneath these plates are hollow cavities that a 
  convecyte can use to hide and transport smaller 
  creatures. An acidic fluid runs through its plates, 
  providing a last-minute bit of defense in the 
  event that the convecyte is killed in battle, 
  though it could be considered a liability 
  if the creatures it is protecting aren’t also 
  immune to acid. 
  The remainder of a convecyte’s body is 
  dedicated to generating enough energy for the 
  creature to be able to heft these plates around 
  and carry passengers. As such, a convecyte 
  needs to consume twice as many calories per 
  day as another creature of its size, making 
  its body warm to the touch and elevating the 
  temperature within its body cavities to nearly 
  90° F. The Swarm use convecytes to transport 
  other Swarm creatures into battle, but only on 
  planets where the terrain isn’t too difficult.
  A Swarm convecyte is about 12 feet long and 
  stands about 8 feet at its shoulder.
  58
  SWARM CONVECYTE
   
  CR
    2
   
  XP
    600
  
  SWARM DREDGER 
   
  CR
        1/2 
   
  XP
   200
  CE Small monstrous humanoid
  Init +2; Senses blindsense (vibration) 60 ft., darkvision 
  60 ft.; Perception +4
  DEFENSE 
  HP 13
  EAC 10; KAC 12
  Fort +2; Ref +4; Will +2
  Defensive Abilities Swarm mind; Immunities acid, 
  fear effects
  OFFENSE
  Speed 30 ft., burrow 20 ft.
  Melee attach +7 or
  claw +7 (1d6+3)
  STATISTICS
  Str +3; Dex +2; Con +1; Int +1; Wis +0; Cha +0
  Skills Acrobatics +9, Athletics +4, Stealth +4
  Languages Shirren (can’t speak); telepathy 100 ft.
  ECOLOGY
  Environment any
  Organization pair or pack (3–12)
  SPECIAL ABILITIES
  Swarm Mind (Ex) Members of the Swarm are bound 
  together into a singular hive mind by a blend of 
  exuded pheromones, imperceptible movements of 
  antennae and limbs, electrostatic fields, and telepathic 
  communication. All Swarm creatures with 30 feet of 
  each other are in constant communication; if one is 
  aware of a threat, all are. (Such awareness can spread 
  along a “chain” of Swarm creatures under 
  appropriate circumstances, potentially 
  alerting distant Swarm 
  creatures). In addition, 
  once per round when within 
  30 feet of another Swarm 
  creature, a Swarm creature can 
  roll twice and take the better 
  result on a saving throw against a 
  mind-affecting effect.
  Among the more insectile Swarm 
  components, these creatures each 
  have a swept-back, segmented 
  carapace and a set of 
  three mandibles covered 
  in hooked barbs. A Swarm 
  dredger uses these barbs to 
  firmly attach itself to its foe and 
  then cuts into the prey’s flesh with one of its 
  claws. It can also use these claws to burrow through 
  clay, dirt, or mud. Though a Swarm dredger’s head is 
  different from its Swarm brethren, it does have segmented 
  visual organs at the base of its “neck” protected by ridges 
  in its carapace. It can see in the dark with these eyes and 
  it bristles with hundreds of tiny, nearly invisible setae that 
  sense vibrations in the nearby air.
  The Swarm uses dredgers like mobile tools, digging 
  trenches to divert rivers and streams, creating shafts 
  to important resources collected by other Swarm, and 
  burrowing behind enemy lines to cause chaos for larger 
  Swarm components to take advantage of. Swarm dredgers 
  never act alone, and a large enough pack of them can 
  quickly alter the terrain of a battlefield, forming furrows 
  and dugouts to hinder anyone attempting to use land-based 
  vehicles against the Swarm.
  A typical Swarm dredger is approximately 3 feet long and 
  has a black, red, and orange carapace.
  59
  ADVENTURE PATH
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  
  CE Tiny starship monstrous humanoid
  Speed 12; Maneuverability good (turn 1)
  AC 15; TL 15
  HP 35; DT —; CT 7
  Shields none
  Attack (Forward) light torpedo launcher (2d8)
  Power Core Micron Light (50 PCU); Drift Engine none; 
  Systems basic short-range sensors, basic computer, mk 2 
  armor, mk 2 defenses; Expansion Bays none
  Modifiers +2 Computers (sensors only)
  Other Abilities fleet mind, living starship, void adaptation
  CREW ACTIONS
  Pilot Computers +7 (1 rank), Piloting +8 (1 rank)
  Gunner gunnery +5 (1st level)
  ECOLOGY
  Environment any vacuum
  Organization pair or wing (3–6)
  SPECIAL ABILITIES
  Fleet Mind (Ex) Like the individual Swarm components, 
  Swarm starships are bound together into a singular 
  hive mind through a blend of radio, quantum, and 
  telepathic communication. All Swarm starships within 
  10 hexes of each other are in constant communication; 
  if one is aware of a threat, all are. (Such awareness 
  can spread along a “chain” of Swarm starships under 
  appropriate circumstances, potentially alerting distant 
  Swarm vessels.) Swarm vessels can also communicate 
  telepathically with all Swarm creatures within 10 hexes.
  Living Starship (Ex) A fleetfury is a 
  collection of symbiotic creatures so 
  large that it functions as a starship 
  (and thus engages in only starship combat). A network 
  of connected brains commands these bioengineered 
  Swarm components that act as a unified organism. This 
  network allows the fleetfury to take crew actions using 
  the skill bonuses, ranks, and level listed in Crew Actions 
  above. Modifiers for the fleetfury’s size, speed, and 
  maneuverability are already factored into its statistics. 
  Critical damage to life support instead damages this 
  network of brains, with the critical effect applying 
  to gunnery checks, in addition to any penalties from 
  weapons array critical damage. Critical damage to crew 
  has no effect on a fleetfury, due to the adaptability of its 
  components.
  Swarm fleetfuries are composed of several living 
  bioengineered components crafted into the shape of a small, 
  maneuverable starship. Like the members of the Swarm, 
  fleetfuries have the ability to telepathically communicate 
  with all other Swarm starships, acting with a single purpose 
  without the need for a central command ship. Fleetfuries 
  are often used as weapons of terror, deployed in massive 
  numbers separated into individual wings to overwhelm and 
  demoralize enemies.
  An individual fleetfury isn’t particularly well equipped or 
  well armored for an extended battle. Its only weapon is an 
  organic torpedo launcher, which a fleetfury can fire only five 
  times before it loses its offensive capabilities. At that point, 
  a fleetfury usually abandons combat, as another group of 
  vessels closes in. A Swarm armada usually launches wave 
  after wave of fleetfuries at the start of massive space battles, 
  knowing that most of them will be destroyed in the fracas, 
  though at great cost to their foes.
  60
  SWARM FLEETFURY
   TIER
    1/3
  XP
  VARIES
  
  CE Medium monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +5
  DEFENSE 
  HP 16
  EAC 10; KAC 11
  Fort +3; Ref +3; Will +4
  Defensive Abilities Swarm mind; Immunities acid, 
  fear effects
  OFFENSE
  Speed 30 ft., fly 30 ft. (Ex, average)
  Melee bite +3 (1d4+2 P) or
  claw +3 (1d6+2 S) 
  Ranged arm barb +5 (1d4+1 P plus venom)
  Spell-Like Abilities (CL 1st)
  1/day—fear (1st level, DC 14), lesser confusion 
  (DC 14)
  0 (at will)—daze (DC 13), ghost sound (DC 13)
  ECOLOGY
  Environment any
  Organization solitary, pair, or pack (3–5)
  SPECIAL ABILITIES
  Arm Barb (Ex) As a ranged attack, a vorphoma can 
  shoot a finger-sized barb from one of its arms with 
  a range increment of 60 feet. A vorphoma can shoot 
  a total of 8 barbs before it must take 10 minutes to 
  regrow them.
  Swarm Mind (Ex) Members of the Swarm are bound 
  together into a singular hive mind by a blend of exuded 
  pheromones, imperceptible movements of antennae 
  and limbs, electrostatic fields, and telepathic 
  communication. All Swarm creatures with 30 feet 
  of each other are in constant communication; if 
  one is aware of a threat, all are. (Such awareness 
  can spread along a “chain” of Swarm creatures 
  under appropriate circumstances, potentially 
  alerting distant Swarm creatures). In addition, 
  once per round when within 30 feet of another 
  Swarm creature, a Swarm creature can roll twice 
  and take the better result on a saving throw 
  against a mind-affecting effect.
  Venom (Ex) A living creature that takes damage 
  from an arm barb must succeed at a DC 12 
  Fortitude save or be sickened for 1d3 rounds.
  Swarm vorphomas resemble humanoid stick insects with 
  piercing mandibles. They can eject the spines growing 
  from their arms as dangerous ranged projectiles. These 
  barbs are coated with a numbing enzyme that slows 
  a living creature’s reactions. Vorphomas also have 
  the ability to fly and can mentally sow fear and 
  confusion in the minds of their enemies. With 
  multi-segmented bodies of dark mottled chitin, vorphomas 
  are innately stealthy.
  A vorphoma often operates alone, in pairs, or in small 
  packs of five or fewer. They are usually sent behind enemy 
  lines to terrorize and soften up the Swarm’s foes before 
  larger units begin their assault. A vorphoma instinctively 
  targets the weakest-looking enemies with its spell-like 
  abilities from the shadows or from heights that are difficult 
  to reach. If it is spotted, it then begins flinging its arm 
  barbs at its prey. It resorts to melee combat only when it 
  runs out of ammunition, descending from the skies to bite 
  ravenously or claw at its chosen enemies. 
  A typical Swarm vorphoma is approximately 5-1/2 feet 
  tall, though its lanky form and its wings often make it 
  seem taller. 
  61
  ADVENTURE PATH
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  SWARM VORPHOMA
  CR
  1
   XP
  400 
  
  SUSKILLON
  Remote World of Industry and Farmland
  Diameter: ×1; Mass: ×1-1/4
  Gravity: ×1 
  Location: The Vast
  Atmosphere: Normal
  Day: 26 hours; Year: 298 Days
   
  The fifth planet from its system’s sun, Suskillon features a 
  diverse range of biomes and plentiful resources. Two major 
  continents in opposing hemispheres, known as Alappu Major 
  and Alappu Minor, make up the majority of the planet’s 
  land. Oceans account for the rest of the planet’s surface, 
  with thousands of basalt rocky island archipelagos speckled 
  between the mainlands. The northern reaches of Alappu 
  Major are a large semiarid desert, while the rest of the massive 
  continent features plains, rolling hills, and mountain ranges. 
  The most notable geographical feature of Alappu Minor is 
  a massive freshwater lake known as the Stone Sea, which 
  surrounds a dormant volcano. The lake gets its name from 
  the billions of pieces of pumice stone that float on its surface.
  Due to the tilt on Suskillon’s axis and the ecliptic orbit it 
  follows around its sun, every few years the planet experiences 
  radical weather patterns. Known locally as “Dry Summers” 
  and “Dead Winters,” these two seasons last a couple of extra 
  months and present more extreme temperatures. The planet 
  is home to a diverse ecosystem, from the scavenging Aluppan 
  dart weasel to the deadly brush stalker. Much like grasses on 
  other worlds, Suskillon trees have thick trunk-like stalks and 
  inner cavities that collect rain water.
  Sapient life evolved on Suskillon millennia ago and has 
  long since adapted to the planet’s unusual weather patterns. 
  Humans make up the vast percentage of the population and 
  have spread across the entirety of the planet. All are citizens 
  of a worldwide democracy that was formed at some point 
  during the Gap, with a governing body consisting of a 
  president, a forum of magistrates that interpret major legal 
  decisions, and regional governors who meet on a yearly basis 
  to discuss policy. The seat of this government is in the capital 
  city of Brinnoa on Alappu Major. The remainder of Suskillon 
  is divided into a few large megaplex cities, agrarian farming 
  regions, mining facilities, and the occasional spaceport.
  Shortly after the Gap, several thousand members of the 
  shirren race were welcomed on Suskillon during their flight 
  from the Swarm, bringing the worship of Hylax with them to 
  the region. While the rest of the shirren continued with their 
  exodus, the immigrants who settled on Suskillon quickly 
  integrated into the planet’s society and have grown to 
  make up about 18 percent of the current populace. In 87 ag, 
  explorers from the Pact Worlds, directed by descendants 
  of the shirrens who passed through that system, made 
  peaceful contact with Suskillon. To this day they remain 
  trading partners with strong diplomatic ties, and some 
  citizens of the Pact Worlds and the Veskarium have since 
  migrated to Suskillon (and vice versa). However, they have 
  yet to enter a formal alliance.
  Over the past 2 centuries, Suskillon’s civilization has 
  begun to expand further into the system, colonizing the 
  system’s third planet Utraneus and setting up scientific 
  research facilities on various moons. To combat the 
  threats of pirates and other interstellar dangers, the 
  once-terrestrial Suskillon Defense Force, or SDF, has 
  since branched out into space. The SDF’s Space Corps 
  has been tasked with the responsibility of defending 
  the planet and its outlying interests and is the most 
  prestigious posting of Suskillon’s military.
  CODEX OF WORLDS
  62
  
  THE LAST REFUGE
  By Mara Lynn Butler
  With a handful of survivors from Suskillon, the heroes travel 
  to to Utraneus, a nearby colony world, and its capital of New 
  Grakka, a large metropolis straining to take in thousands of 
  refugees. The PCs must deal with a doomsday cult and clear 
  out a series of caverns beneath the city that could provide 
  shelter and protection if the Swarm attack this planet. 
  THE SHIRREN EXODUS
  By Lacy Pellazar
  Once a part of the monolithic Swarm, the shirren species gained 
  its freedom in the days after the Gap. Learn how the shirrens 
  escaped and eventually made it to the Pact Worlds. 
  BIOMECHANICAL STARSHIPS
  By Tracy Barnett
  The Swarm isn’t the only group with biomechanical or partially 
  living starships. Discover how others, including plant species 
  and the Xenowardens, use their specialized vessels to explore 
  the vast reaches of space. 
  SUBSCRIBE TO STARFINDER 
  ADVENTURE PATH
  The Attack of the Swarm! Adventure Path continues! 
  Don’t miss out on a single exciting volume—head over to 
  paizo.com/starfinder and subscribe today to have Starfinder 
  Roleplaying Game, Starfinder Adventure Path, and Starfinder 
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  15. COPYRIGHT NOTICE
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  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, Mark Seifter, 
  Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, John Compton, 
  Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica 
  Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Adventure Path #19: Fate of the Fifth © 2019, Paizo Inc.; Authors: Patrick Brennan, 
  with James Case, Adrian Ng, and Lacy Pellazar.
  NEXT MONTH
  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open 
  Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered 
  trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and 
  descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, plots, storylines, 
  trade dress, the historical period called the Gap, the terms kishalee, sivv, skyfire, Dreamer (the official 
  Open Game Content term for which is “dreaming barathu”), and the Drift (the official Open Game Content 
  term for which is “hyperspace”). (Elements that have previously been designated as Open Game Content, 
  or are exclusively derived from previous Open Game Content, or that are in the public domain are not 
  included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game mechanics 
  of this Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a, 
  Section 1(d). No portion of this work other than the material designated as Open Game Content may be 
  reproduced in any form without written permission.
  Starfinder Adventure Path #19: Fate of the Fifth © 2019, Paizo Inc. All Rights Reserved. Paizo, the Paizo 
  golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are 
  registered trademarks of Paizo Inc.; Attack of the Swarm!, Pathfinder Accessories, Pathfinder Adventure 
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  Starfinder Society are trademarks of Paizo Inc.
  Printed in China. 
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  63
  ADVENTURE PATH
  FATE OF 
  THE  
  FIFTH 
   
   
  CAMPAIGN 
  OUTLINE
  PART 1: 
  THE 
   BATTLE 
  OF BRINNOA
  PART 2: 
  THE 
  SCOURING  
  OF SAHTOR 
   
   
  PART 3: 
  THE  
  FALL OF 
  SUSKILLON
  BATTLING  
  THE SWARM
  A PLAGUE 
  OF LOCUSTS
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  
  Launch into an exciting universe of science 
  fantasy adventure with the Starf nder 
  Beginner Box! Streamlined rules help you 
  create and customize your own futuristic hero 
  to play through challenging adventures and 
  action-packed battles against dangerous foes! 
  The Starf nder Beginner Box is the ideal 
  introduction to the Starf nder Roleplaying 
  Game, and includes two books, player aid 
  cards, a complete set of dice, six pregenerated 
  characters, blank character sheets, pawns and 
  pawn bases, and a double-sided Flip-Mat.
  AVAILABLE NOW!
  ALL 
  SYSTEMS 
  ARE 
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  GANG TOUGH
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  KSARIK
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  PZO7110-Beginner Box-Pawns.indd   3
  CHOOSE THE ENVOY IF 
  YOU’D LIKE TO…
  BE A CHARISMATIC PEOPLE PERSON
  MAKE FRIENDS AND INTIMIDATE FOES
  INSPIRE YOUR ALLIES
  UNDERMINE YOUR ENEMIES
  ENVOY
  Navasi was raised to inherit her affluent family’s business and join the ranks of 
  society’s most prominent socialites, but she wanted neither—only freedom. On the 
  eve of her eighteenth birthday, Navasi slipped out of her family’s manor and stowed 
  away on a ship to become a space pirate who lived by her own rules. But the reality 
  of life in a pirate enclave hit Navasi like a meteorite, and when the pirates decided to 
  target a medical ship carrying much-needed supplies, it was the last straw. Taking on 
  Navasi believes in freedom for all, and she takes pride in her ability to take care of 
  herself and her crew. As a scoundrel, fast-talker, and brilliant negotiator, Navasi is 
  happiest when the chips are down and lives hang in the balance, as that’s when you 
  CHOOSE THE OPERATIVE 
  IF YOU’D LIKE TO…
  USE A STEALTHY APPROACH
  TRICK YOUR FOES TO DEAL 
  MORE DAMAGE
  EXCEL AT A VARIETY OF SKILLS
  BE BOTH A PERSON AND A MACHINE
  OPERATIVE
  CHOOSE THE SOLDIER 
  IF YOU’D LIKE TO…
  SOLDIER
  and hit hard. Brilliant on the battlefield, Obozaya has little patience for intellectual 
  pursuits not directly related to her vocation. She believes that honor demands honesty, 
  and while she’s not against lying by omission, she would rather die than break her 
  BE THE STRONGEST AND THE TOUGHEST
  USE THE BIGGEST WEAPONS
  USE THE BIGGEST WEAPONS
  USE THE BIGGEST WEAPONS
  WEAR THE BEST ARMOR
  WEAR THE BEST ARMOR
  WEAR THE BEST ARMOR
  WEAR THE BEST ARMOR
  EXCEL IN MELEE AND RANGED COMBAT
  CHOOSE THE SOLDIER 
  IF YOU’D LIKE TO…
  SOLDIER
  BE THE STRONGEST AND THE TOUGHEST
  BE THE STRONGEST AND THE TOUGHEST
  BE THE STRONGEST AND THE TOUGHEST
  CHOOSE THE MECHANIC 
  IF YOU’D LIKE TO…
  BUILD AND MODIFY MACHINERY
  HAVE THE RIGHT TOOL FOR ANY JOB
  HAVE A CYBERNETIC 
  PROCESSOR IMPLANTED 
  IN YOUR BRAIN
  HIDE OBJECTS IN YOUR CHEEK POUCHES
  MECHANIC
  Quig taught himself the basics of engineering while growing up in a poor scavenger 
  family. One day he witnessed a bounty hunter capturing her quarry, and he realized 
  that this was what he wanted to do for the rest of his life. That afternoon, Quig 
  gathered up all of his belongings, said farewell to his family, and set off into the wider 
  world as an apprentice bounty hunter. When his mentor retired, Quig was ready to 
  Quig is personable and outgoing, and his constant traveling for work has left him 
  with friends and contacts across the Pact Worlds. He prides himself on being a good 
  judge of character, and while he’s savvy enough to withhold actual trust until it’s been 
  earned, he’s not above throwing himself into a fight on behalf of a near-stranger if he’s 
  CHOOSE THE TECHNOMANCER 
  IF YOU’D LIKE TO…
  BLEND MAGIC AND TECHNOLOGY
  TECHNOMANCER
  WIELD MAGIC TO BLAST YOUR 
  ENEMIES
  USE TECHNOLOGY TO POWER YOUR 
  MAGIC
  READ MINDS AND COMMUNICATE 
  TELEPATHICALLY
  CHOOSE THE MYSTIC 
  IF YOU’D LIKE TO…
  HEAL AND HELP YOUR FRIENDS
  SLING PSYCHIC BOLTS AND 
  TELEKINETIC PROJECTILES
  USE AND DETECT MAGIC
  COMMUNICATE TELEPATHICALLY
  MYSTIC
  decision-making. While quite capable in combat, he prefers to act as a healer and 
  medic. Keskodai believes that death is not an ending, but a doorway: an entry into 
  a new existence and way of being. He greets this transition with joyful reverence, 
  STARFINDER BEGINNER BOX: GAME MASTER'S GUIDE
  GAME MASTER'S GUIDE
  . Write down the 
  initiative result of each PC and group of monsters, in 
  Take turns in initiative order. On its turn, a character 
  or creature takes exactly one action, and it can move 
  Start a new round. Everyone takes another turn, using 
  the same order established in step 1. Repeat steps 2 
  ISEPH—ANDROID 
  OPERATIVE
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  ANDROID
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  HUMAN
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  SHIRREN
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  VESK
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  NAVASI—HUMAN ENVOY
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  ANDROID
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  LASHUNTA
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  SHIRREN
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  YSOKI
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  QUIG—YSOKI MECHANIC
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  ANDROID
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  LASHUNTA
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  VESK
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  KESKODAI—SHIRREN 
  MYSTIC
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  ANDROID
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  HUMAN
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  SHIRREN
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  YSOKI
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  OBOZAYA—VESK SOLDIER
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  ANDROID
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  LASHUNTA
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  SHIRREN
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  YSOKI
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  RAIA—LASHUNTA 
  TECHNOMANCER
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  HUMAN
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  SHIRREN
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  VESK
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  CREST-EATER
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  PZO7110-Beginner Box-Pawns.indd   1
  10/17/18   5:56 PM
  d4
  d6
  d8
  d10
  d12
  d20
  8
  6
  20
  20
  10
  12
  4
  CHARACTER SHEET
   ABILITY 
  MODS
  ABILITY 
  SCORES
  STR
  STRENGTH
  DEX
  DEXTERITY
  CON
  CONSTITUTION
  INT
  INTELLIGENCE
  WIS
  WISDOM
  CHA
  CHARISMA
  RACIAL TRAITS (pages 20–23)
  SKILLS (pages 46–51)
  SKILL
  TOTAL
  ABILITY 
  MOD
  CLASS
  LEVEL
  MISC
  ATHLETICS
  STR
  +
  +
  +
  CULTURE
  INT
  +
  +
  +
  INTERACTION
  CHA +
  +
  +
  MEDICINE
  INT
  +
  +
  +
  MYSTICISM
  WIS +
  +
  +
  PERCEPTION
  WIS +
  +
  +
  SCIENCE
  INT
  +
  +
  +
  STEALTH
  DEX +
  +
  +
  SURVIVAL
  WIS +
  +
  +
  TECHNOLOGY
  INT
  +
  +
  +
  Theme Knowledge
  CLASS FEATURES (pages 26–45)
  FEATS (pages 52–55)
  CHARACTER INFORMATION
  NAME
  PRONOUNS
  RACE
  THEME
  CLASS
  LEVEL
  ALIGNMENT
  CURRENT XP
  NEXT LEVEL
  DEFENSE
  ATTACKS (pages 78–79)
  MELEE ATTACK
  TOTAL
  STR +
  CLASS
  RANGED ATTACK
  TOTAL
  DEX +
  CLASS
  WEAPON
  WEAPON FUSION
  TOTAL 
  ATTACK
  DAMAGE*
  RANGE
  SPECIAL 
  PROPERTY
  CRITICAL HIT 
  EFFECT
  WEAPON
  WEAPON FUSION
  TOTAL 
  ATTACK
  DAMAGE*
  RANGE
  SPECIAL 
  PROPERTY
  CRITICAL HIT 
  EFFECT
  GRENADE (page 64)
  TOTAL
   ATTACK
  DAMAGE
  RANGE
  SPECIAL 
  EFFECT
  REFLEX 
  SAVE DC
  VS
  AC 10
  INITIATIVE
  SPEED
  TOTAL
  FEET
  WEAPON PROFICIENCIES (page 57)
  ¨ Basic Melee
  ¨ Small Arms ¨ Grenades
  ¨ Advanced Melee
  ¨ Longarms
  (–4 to attack if not proficient)
  * Add your STR to melee weapon damage.
  EQUIPMENT AND SPELLS
  ARE ON THE REVERSE
  MISC
  HIT POINTS
  RESOLVE POINTS
  TOTAL
  CURRENT
  TOTAL
  CURRENT
  SAVING THROWS
  TOTAL
  ABILITY
  MOD
  CLASS
  MISC
  FORTITUDE SAVE
  CON +
  +
  REFLEX SAVE
  DEX +
  +
  WILL SAVE
  WIS +
  +
  E
  A
  B
  C
  D
  G
  F
  H
  I
  J K
  ARMOR CLASS (AC)
  TOTAL
  10 + DEX +
  ARMOR +
  MISC
  ARMOR
  ARMOR PROFICIENCIES
  ¨Light   ¨Heavy
  ARMOR UPGRADES
  +
  DEX
  Each turn, you take exactly one action, and you can move 
  before or after you take that action.
  MOVE (optional; Heroes’ Handbook 77)
  TAKE AN ACTION (mandatory; Heroes’ Handbook 78)
  Attack Actions
   
  Melee Attack (Heroes’ Handbook 78)
   
  Ranged Attack (Heroes’ Handbook 79)
   
  Hinder Foe (Heroes’ Handbook 79)
   
  Support Fire (Heroes’ Handbook 79)
  Use an Item (Heroes’ Handbook 81)
  Use a Skill (Heroes’ Handbook 81)
  Use a Special Ability (Heroes’ Handbook 81)
  Cast a Spell (Heroes’ Handbook 82)
  Extra Move (Heroes’ Handbook 82)
  Defend (Heroes’ Handbook 82)
  RESTING
  With 10 uninterrupted minutes 
  of rest, you can spend 1 Resolve 
  Point to regain Hit Points 
  equal to half your total Hit 
  Points (rounded down; Heroes’ 
  Handbook 84).
  With a full night’s rest (8 hours 
  of sleep or more), you regain Hit 
  Points equal to half your total 
  Hit Points (rounded down), all 
  of your Resolve Points (Heroes’ 
  Handbook 84), and all of your 
  daily-use abilities and spell slots 
  (Heroes’ Handbook 72).
  BASIC ROLL: 
  D20 + MODIFIERS
  WHAT CAN I DO ON MY TURN?
  Starfnder Beginner Box
  10/17/18   6:16 PM
  VESK
  VESK
  VESK
  VESK
  VESK
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  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  of sleep or more), you regain Hit 
  daily-use abilities and spell slots 
  Starfnder Beginner Box
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  Launch into an exciting universe of science 
  Launch into an exciting universe of science 
  Starf nder 
  Starf nder 
  ! Streamlined rules help you 
  ! Streamlined rules help you 
  create and customize your own futuristic hero 
  create and customize your own futuristic hero 
  to play through challenging adventures and 
  to play through challenging adventures and 
  action-packed battles against dangerous foes! 
  action-packed battles against dangerous foes! 
   is the ideal 
   is the ideal 
  introduction to the Starf nder Roleplaying 
  introduction to the Starf nder Roleplaying 
  Game, and includes two books, player aid 
  Game, and includes two books, player aid 
  cards, a complete set of dice, six pregenerated 
  cards, a complete set of dice, six pregenerated 
  CHOOSE THE SOLDIER 
  IF YOU’D LIKE TO…
  BE THE STRONGEST AND THE TOUGHEST
  BE THE STRONGEST AND THE TOUGHEST
  USE THE BIGGEST WEAPONS
  USE THE BIGGEST WEAPONS
  WEAR THE BEST ARMOR
  WEAR THE BEST ARMOR
  EXCEL IN MELEE AND RANGED COMBAT
  EXCEL IN MELEE AND RANGED COMBAT
  
  FORWARD
  TERMINUS WILD
  1 SQUARE = 5 FEET
  1. Bridge
   
  a. Pilot’s station
   
  b. Science officer’s 
   
      station
   
  c. Captain’s chair
   
  d. Gunnery stations
  2. Lift
  3. Galley
  4. Crew quarters 
  5. Crew lavatory
  6. Captain’s quarters
  7. Engineering
  8. Power core
  9. Observation deck
  10. Airlock
  11. Guest quarters
  12. HAC
  13. Cargo bay
  14. Escape pods
  15. Cargo airlock
  MAP KEY
  1
  2
  3
  a
  b
  c
  d
  d
  5
  6
  8
  7
  TO 13
  UPPER DECK
  LOWER DECK
  12
  13
  15
  14
  14
  TO 7
  11
  11
  2
  10
  9
  4
  
  As the ever-ravenous threat of the insectile Swarm surges across another system in the Vast, the 
  heroes are part of the defense effort. They must fight back against waves of foes and rescue 
  civilians, including a shirren priest of Hylax whose temple seems to be of particular interest 
  to the invaders. By relying on their wits—and each other—the heroes just might survive the 
  Swarm onslaught.
  This volume of Starfinder Adventure Path begins the Attack of the Swarm! Adventure Path 
  and includes:
  • “Fate of the Fifth,” a Starfinder adventure for 1st-level characters, by 
  Patrick Brennan.
  • A guide for players of this Adventure Path, including two military themes and a 
  selection of helpful gear, by Patrick Brennan.
  • An examination of the nigh-unstoppable force known as the Swarm, by Lacy Pellazar.
  • An archive of alien creatures, including a shapechanging swarm of nanobots and several 
  Swarm creatures, by Patrick Brennan, James Case, and Adrian Ng.
  • Statistics and deck plans for a luxury observation vehicle, plus a glimpse at 
  the bucolic world of Suskillon before it is invaded, by Patrick Brennan.
  SUSKILLON NEEDS YOU!
  paizo.com/starfinder
  Printed in China. PZO7219
  
SOURCE: textdata/thevault/Starfinder [multi]/Adventure Paths/SF19-24 Attack of the Swarm!/Attack of the Swarm! #01 - Fate of the Fifth.pdf