TEXT: FLY FREE OR DIE
  BY CHRISTOPHER WASKO
  
  RUST BUG 
  TIER 2
  Medium transport
  Speed 8; Maneuverability average (turn 2)
  AC 12; TL 13
  HP 70; DT —; CT 14
  Shields medium 120 (forward 30, port 30, starboard 30, aft 30)
  Attack (Turret) flak thrower (3d4; 5 hexes)
  Power Core Pulse Blue (200 PCU); Systems basic computer, budget medium-range sensors, crew quarters (common), mk 2 armor, mk 3 
  defenses; Expansion bays cargo hold (4), tech workshop
  Modifiers –2 Piloting; Complement minimum 1, maximum 6
  SPECIAL ABILITIES
  System Damage Electrovores have mutilated the Rust Bug’s systems. When calculating the DC for crew actions aboard the Rust Bug, treat 
  it as a tier 10 starship. When the pilot, engineer, or science officer fails a crew check, systems on the Rust Bug short out. Once per round, 
  the chief mate can attempt a DC 25 Acrobatics or Athletics check to negate the effect of a short; this doesn’t affect the chief mate’s ability 
  to take crew actions. The specific effect of a system short depends on the crew action that failed:
  Electrical Feedback (Engineer failure): The Rust Bug takes 5 damage to a random shield; if the shield is depleted, this damage reduces the 
  ship’s Hull Points. 
  System Crash (Science Officer failure): The Rust Bug’s countermeasures fail, reducing its TL for the next gunnery phase by a number equal 
  to the mark of the ship’s defenses.
  Thruster Misfire (Pilot failure): The Rust Bug’s turn is increased by 1 for the next helm phase. 
  If the Rust Bug is ever improved to tier 11 or higher, it loses the System Damage trait.
  Thasteron Fueled The Rust Bug can’t be fitted with a Drift engine. 
  One of the last thasteron-fueled starships built on Akiton before Drift technology became standard, the ship once called the Rise Up might be 
  considered a classic by collectors of antique starships—were it not a flying deathtrap. Originally designed for short-range cargo deliveries to 
  dangerous locales, the ship survived countless firefights, centuries of missed maintenance, and dozens of cheap repairs as its stingy owners 
  squeezed “just a few more runs” out of the hapless starship. When an engineer discovered a pair of electrovores nestled into the Rise Up’s 
  already-fragile command board, the crew paid a few credits to an enterprising ysoki named Drillbit, who towed the 300-year old junker to a 
  scrapyard on Absalom Station.
  While the previous owners promptly wrote the ship off as a business expense, Drillbit rechristened the ship as the Rust Bug and got to 
  work refurbishing it in junker style. This job proved bigger than anticipated, and after a decade of part-time repair work on the vessel, Drillbit 
  died in a freak compactor accident. Ownership of the Rust Bug fell to his nephew, Ratrod, who much preferred to spend his time winning 
  fame on the junkracer circuit instead of toiling away on a starship worth less than the sum of its parts.  Eventually, the electrovores overran 
  the ship, stripping its wires and feeding off its power core, while the Rust Bug became a piece of Downlow folklore, reputedly both haunted 
  and cursed. 
  The Rust Bug doesn’t have much left to recommend it: a single flak thrower to shoot down missiles and other tracking weapons, Drillbit’s 
  old workshop, decent shields, and an overlarge power core. These days, all that power goes to waste, feeding a colony of hungry electrovores.
  
  ON THE COVER
  FLY FREE OR DIE
  STARFINDER
  38
  FLY FREE OR DIE: CRASH AND BURN
  BY CHRISTOPHER WASKO
  PART 5 OF 6
  CRASH AND BURN
  PART 5 OF 6
  CRASH AND BURN 
  2
  by Christopher Wasko
  SIDE JOBS 
  38
  by Kim Frandsen
  CORPORATIONS OF THE GALAXY 
  44
  by Dave Nelson
  A MEASURE OF SOLIDARITY 
  50
  by Violet Hargrave
  ALIEN ARCHIVES 
  56
  by Anne Toole and Christopher Wasko
  CODEX OF WORLDS: HAWANNA 
  62
   by Anne Toole
  STARSHIP: RUST BUG 
  INSIDE
  by Christopher Wasko
   
  COVER
  This book refers to other Starfinder products using the following abbreviations, but these additional supplements are not required to make use 
  of this book. Readers interested in references to Starfinder hardcovers can find the complete rules of these books available online for free at 
  paizo.com/sfrd.
  Armory  
  AR 
  Starship Operations Manual 
  SOM
  Pact Worlds 
  PW
  Tomasz Chistowski brings EJ Corp 
  Executive Vice President Eline Reisora 
  to life as her army of mercenaries 
  brings Quig and Barsala’s luxury 
  vacation to a fiery end. 
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  AUTHOR
  Christopher Wasko
  ADDITIONAL WRITING
  Kim Frandsen, Violet Hargrave, Dave Nelson, 
  Anne Toole, and Christopher Wasko
  DEVELOPERS
  Jason Keeley and Jason Tondro
  EDITING LEAD
  Kieran Newton
  EDITORS
  Janica Carter, Leo Glass, Patrick Hurley, 
  Ianara Natividad, Kieran Newton, and Lu Pellazar
  COVER ARTIST
  Tomasz Chistowski
  INTERIOR ARTISTS
  Franklin Chan, Javier Charro, Michele Giorgi,  
  Doruk Golcu, Pixoloid Studios (Mark Molnar, 
  David Metzger, Gaspar Gombos, Zsolt ‘Mike’ Szabados, 
  Janos Gardos, Laszlo Hackl, Orsolya Villanyi), and 
  Sebastian Rodriguez
  PAGE BORDER DESIGN
  Tomasz Chistowski
  CARTOGRAPHERS
  Robert Lazzaretti and Damien Mammoliti
  ART DIRECTION AND GRAPHIC DESIGN
  Adam Vick
  CREATIVE DIRECTOR
  Robert G. McCreary
  DIRECTOR OF GAME DEVELOPMENT
  Adam Daigle
  STARFINDER LEAD DESIGNER
  Joe Pasini
  PUBLISHER
  Erik Mona
  BY CHRISTOPHER WASKO
  vacation to a fiery end. 
  
  2
  CRASH AND BURN
  For a time, the crew of the Oliphaunt enjoy the fruits of their labor, indulging in exotic vacations  
  or hobnobbing with interstellar celebrities. But soon, their old enemies—Lord Sinjin of the Golden 
  League and Eline Reisora of EJ Corp—join forces to ambush the crew. The Oliphaunt is stolen, and 
  the crew burned, leaving the PCs with little resources to get their ship back.
  Golden League thieves have delivered the Oliphaunt to Eline’s private estate on a remote asteroid. 
  To get there, the crew must take a rusty starship through territory controlled by undead pirates 
  and past the lair of a lonely asteray.
  The PCs have no ship, no work, and no place to stay. If the crew hopes to recover the Oliphaunt—
  and get revenge on Eline Reisora and EJ Corp—they’ll need to cash in some favors owed by some 
  old friends.
  ADVANCEMENT 
  TRACK
  “Crash and Burn” is designed for 
  four characters. 
  The PCs begin the adventure at 
  9th level.
   
   The PCs should advance 
  to 10th level before leaving 
  Absalom Station. 
  The PCs should reach 11th level by 
  the end of this adventure.
   The PCs should advance 
  9
  10
  11
  For a time, the crew of the Oliphaunt enjoy the fruits of their labor, indulging in exotic vacations  
  PART 1: WE'VE BEEN ROBBED! 
  3
  PART 2: DOWN AND OUT ON ABSALOM STATION 8
  PART 3: HONOR AMONG THIEVES 
  21
  
  3
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE 
  BACKGROUND
  PART ONE: 
  WE’VE BEEN 
  ROBBED!
  Eline Reisora has come a long way. Abandoned in the Spike, 
  she spent her infancy in an Absalom Station orphanage before 
  being adopted by a pair of wealthy Kalistocrats. For a time, she 
  knew only wealth and privilege. Eline’s parents drove her hard 
  to excel, but by the time she began private college on Verces, 
  she needed no outside motivation; she always looked for her 
  next opportunity to climb one more rung up the ladder. By 
  adulthood, the ways of the Prophets had been ingrained into 
  her, and she obeyed them without a second thought—along with 
  being a vegetarian, she dressed in white to signal her purity 
  and used gloves to avoid touching unclean people and objects. 
  More importantly, she knew that only one thing measures 
  success in life: wealth. And it didn’t matter how she acquired 
  it, since amassing wealth guaranteed that her immortal soul 
  would never be judged—she could spend eternity as a digital 
  consciousness in a paradise of her own creation.
  Loved by her adopted parents, Eline nevertheless risked 
  their anger when she refused to join her father’s bank. 
  Instead, she forged her own way, proving she didn’t need 
  her wealth and connections to be successful. Instead of 
  inheriting the family business, she accepted an offer from 
  the Evgeniya-Jaimisson Corporation. Immediately, she 
  suspected she’d made a terrible mistake; EJ Corp was filled 
  with cutthroat executives. Suddenly, everyone she met 
  aggressively self-promoted themselves at least as well as she 
  did. She got sidelined, cut out of projects she had hoped to 
  lead, and eventually found herself supervising a bioresearch 
  project on Sovall’s Folly, a remote planet in the Vast.
  Sovall’s Folly, however, proved to be Eline’s salvation. 
  Indigenous freedom fighters ambushed her and a small 
  escort in an effort to kick the Company off the planet. During 
  her desperate escape, Eline stumbled across a huge vein of 
  inubrix, the starmetal known as “ghost iron.” The ore and 
  its location were sacred to the people of Sovall’s Folly, and 
  Eline knew without a shadow of a doubt that exploiting this 
  resource was wrong—but her greed and desire for power 
  overcame her morality. When EJ Corp’s facilities on Sovall’s 
  Folly transitioned from bioresearch to inubrix extraction, 
  Eline received a percentage of the profits. With her financial 
  future secure, her star began to rise. Newly promoted, she 
  leveraged her experience with ghost iron and her Kalistocracy 
  background to supervise the Oliphaunt Project, a program 
  to develop null-space cargo holds to replace the golden 
  commerce barges built at the Horse Eye Orbital Plate.
  At first, all went well. With a hardworking team of 
  scientists, mystics, and starship engineers, Eline scaled up 
  null-space technology until it could fill a cargo hold while still 
  remaining stable in the Drift. This project had potential far 
  beyond the Kalistocracy—if the Company had exclusive use of 
  null-space cargo holds, it would make trillions of credits, and 
  Eline could get a percentage of every delivery. Doing so would 
  mean betraying the Prophets and keeping the Oliphaunt, but 
  Eline remains far more interested in the pursuit of her own 
  greed than in staying loyal to the Prophets.
  Then, the unthinkable happened. Just as the Oliphaunt 
  finished its field tests, a group of disgruntled former EJ Corp 
  employees stole the ship. If the theft became public, it would 
  ruin Eline’s career. She kept the loss of the Oliphaunt a secret 
  and sent spies and assassins to find both the thieves and 
  the ship. Recently, on Fortune’s Heart, a secret Kalistocracy 
  resort in the Drift, she even got close enough to see and speak 
  with the crew that had taken the Oliphaunt—but they didn’t 
  have the ship with them, and before she could determine its 
  location, they escaped.
  Eline’s time has run out. She can’t hide the Oliphaunt’s theft 
  any longer. The Board of Directors is breathing down her neck, 
  and they sense something’s wrong. So far, Eline’s persuaded 
  them the null-space cargo holds are just behind schedule, and 
  the Board thinks she’s stalling for time. But the Board will visit 
  the Horse Eye Orbital Plate soon, and if Eline doesn’t have a 
  ship to show them, it’ll be the end of her career. She’ll lose 
  everything—her wealth, her position, and her plans for the 
  afterlife. It’s time for desperate measures, and that means an 
  alliance with the one individual Eline has every reason to hate: 
  Lord Sinjin of the Golden League. She knows Sinjin originally 
  hired the crew to steal the Oliphaunt, and that should make 
  him her enemy. However, she also knows the crew stiffed him, 
  kept the ship for themselves, and have avoided his efforts to 
  reclaim it. So Eline reached out and offered an alliance—Sinjin’s 
  forces, working together with hers, could kill the thieves and 
  reclaim the Oliphaunt. Sinjin could have the ship long enough 
  to copy the null-space cargo hold, then deliver it to Eline in time 
  to show EJ Corp’s Board of Directors. Between the two of them, 
  they’d split the monopoly on null-space cargo transport—Eline 
  and the Company would profit off legal and legitimate trade, 
  while Sinjin and his crime family reaped the profits of the rest.
  Sometimes, even a Kalistocrat has to get her hands dirty.
  At the end of Starfinder Adventure Path #37: The White Glove 
  Affair, the PCs stole a huge haul of starmetals, exotic minerals, 
  and other commodities—not to mention a Kalistocrat golden 
  commerce barge. Tarika, the PCs’ fixer, can sell these things 
  
  4
  to make the crew fantastically rich, but they attracted a lot 
  of heat on that job and must split up for a while, temporarily 
  leaving the Oliphaunt in Tarika’s care. A month later, the 
  crew reunites on Absalom Station—in the meantime, they’ve 
  enjoyed lifestyles of the fabulously wealthy. How the PCs 
  spend that month remains up to them.
  LIVING THE DREAM
  During their month apart, all the PCs gain the benefits 
  associated with living a luxurious lifestyle (detailed in 
  “Galactic Trade,” Starfinder Adventure Path #34: We’re No 
  Heroes 50–55) without having to spend any of their Build 
  Points (BP). In addition, each PC chooses how to spend their 
  time and money, taking unique downtime activities similar to 
  those detailed on pages 150–155 of the Starfinder Character 
  Operations Manual. These special downtime activities take 1 
  month to perform, and each requires significant amounts of 
  money or valuable resources on hand. The PCs can’t easily 
  use their stolen wealth to buy equipment directly, but 
  laundering it through Tarika provides access to valuable gear 
  and resources. You should encourage players to narrate their 
  characters’ solo ventures using their high-wealth downtime 
  actions as inspiration, playing up the status and luxury that 
  comes with exorbitant wealth. The PCs will have only one 
  opportunity to be rich beyond all dreams of avarice, so they 
  should enjoy it!
  If a PC wants to use their wealth for an activity not detailed 
  below, create a new downtime activity based on the ones 
  presented. These downtime activities are largely narrative, 
  and a player might describe their month in an extended 
  flashback. However, some activities might become genuine 
  encounters. Extravagant Adventuring, for example, might 
  include hunting a giant creature on safari or participating 
  in a state-of-the-art virtual reality simulation. This activity 
  presents an especially useful diversion if your PCs need 
  a little more XP to reach 9th level. If your PCs are already 
  level-appropriate for this adventure, their downtime activities 
  don’t pose a real challenge. The PCs aren’t at risk of death or 
  serious injury during these activities, as their wealth affords 
  them curative magic, advanced medicine, or even resurrection.
  Players might suspect that their sudden increase in 
  wealth might be too good to be true. As the Fly Free or Die 
  Adventure Path explores themes of resource scarcity, the 
  limits of professional ambition, and the impact of galactic 
  mercantilism, encourage your players to roleplay any 
  concerns or feelings their characters might have based on 
  the choices they’ve made and the credits they’ve acquired. It’s 
  important to note, however, that granting unlimited wealth 
  to the PCs can trivialize challenges in the story and decrease 
  player motivation—so their good fortune is, in fact, only 
  temporary. It might be helpful to let players in on this secret 
  or allude to the fact that their newly acquired resources might 
  soon be threatened. After all, nothing lasts forever, especially 
  not wealth.
  Some of the downtime activities that follow include special 
  mechanics that interact with Part Two, in which the crew find 
  themselves cut off from all work in the Pact Worlds and Near 
  Space. Such mechanics are described in the activity’s Burned 
  entry. Don’t reveal these interactions to the players when 
  they choose downtime activities, as it would spoil the later 
  parts of this adventure.
  CHARITABLE WORK
  You leverage your finances to fund a good cause, boost a 
  charity, fund a nonprofit, or back a political campaign.
  Activity: You spend a month attending closed-door 
  fundraisers, meeting with influential people, building new 
  headquarters, organizing events and ground teams, and 
  tackling other logistical challenges for your cause.
  Results: Your recognition as a philanthropist earns you 
  goodwill and gratitude. For the next week, whenever you 
  attempt a Charisma-based skill check on a creature that’s 
  indifferent, friendly, or helpful toward you, you can use either 
  the result of your roll or the result as if you had rolled a 10, 
  whichever is greater.
  Burned: The character’s grateful supporters will risk their 
  reputations to help out, even during trying times. These 
  supporters will buy 12,000 credits’ worth of gear from the 
  character at market value (10% the item’s price) and will sell 
  them up to 6 items of level 11 or lower at market price even 
  while the character is burned. They also provide basic food 
  and lodging for the character and up to 5 other people at no 
  charge for up to 2 weeks.
  ENTREPRENEURSHIP
  You use your resources to dominate a major market in the Pact 
  Worlds, earning a reputation as a formidable businessperson.
  Activity: You spend the month building a business empire 
  or working the stock market.
  Results: Your investments pay off with profits transferred 
  directly to your personal supply chains. Attempt a Computers, 
  Engineering, or Profession check; you earn 700 times the 
  check’s result in UPBs. Alternatively, you can choose to earn 
  BP equal to your check’s result. These UPBs and BP are 
  available immediately, although you can’t use BP to improve 
  the Oliphaunt until after you reunite with your comrades at 
  Absalom Station.
  Burned: A PC can’t spend the UPBs they gain from this 
  activity once burned, but they can use UPBs to craft gear and 
  BP to upgrade the Rust Bug (in Part 2 of this adventure) or the 
  Oliphaunt (once the crew reclaims the ship).
  EXTRAVAGANT ADVENTURING
  You keep your skills sharp by participating in pricey escapades 
  to faraway locations, hiring guides, and sponsoring fellow 
  thrill-seekers to experience fun and (limited) danger.
  Activity: You spend a month partaking in commercially 
  controlled adventures, such as going on a safari on Castrovel, 
  
  5
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND 
  OUT ON 
  ABSALOM 
  STATION
  PART 3: 
  HONOR 
  AMONG 
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
  A MEASURE 
  OF 
  SOLIDARITY 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  big game hunting on Vesk-2, or leading high-end mercenary 
  companies on Apostae.
  Results: You hone your killing edge. Once per day for one 
  week following your extravagant adventuring, when you roll 
  a 19 on an attack roll and hit, you score a critical hit. Your 
  heroics also earn you a noteworthy trophy: you acquire 
  one weapon, weapon accessory, armor, armor upgrade, or 
  creature companion (Starfinder Alien Archive 3 138–147) of 
  item level 11 or lower. If you choose a weapon of level 9 or 
  lower, you also acquire any single weapon fusion compatible 
  with that weapon.
  GRANT FUNDING
  You fund scientific endeavors, supporting research and 
  development for the good of mankind—or corporate profit.
  Activity: You spend a month reviewing applications for your 
  many research grants, overseeing recipients’ experiments, and 
  distributing the results through publications or conferences.
  Results: Your close monitoring of science has given you 
  deep insights into various topics. For one week, whenever 
  you attempt an Intelligence-based skill check, you may use 
  either the result of your roll or the result as if you had rolled 
  a 10, whichever is greater. For one week, you can purchase 
  medicinals and serums at 10% their normal price. Finally, you 
  automatically receive 1 biotech or cybernetic augmentation of 
  item level 10 or lower, installed for free.
  Burned: The discount purchase of medicinals and serums 
  granted by this activity can be used even once the character 
  has been burned.
  HIGH-ROLLING
  Your money funds a gambling spree the likes of which the 
  galaxy has seldom seen.
  Activity: You spend the week reveling in seedy dens like 
  King Curney’s Kasbah or the illustrious Vestani Gaming 
  Complex. Your losses are insignificant given your exorbitant 
  wealth, but the rush is intoxicating.
  Results: Attempt a DC 28 Bluff, Culture, Profession 
  (gambler), or Sense Motive check; if you succeed, you pocket 
  2d6 × 2,500 credits in cash. For one week, your gambling 
  high grants you a +2 bonus to your worst saving throw and 
  increases your maximum Resolve Points by 1. When these 
  benefits end, however, you must attempt a DC 18 Will save. 
  If you fail, for 1 week, you gain a –1 penalty to saving throws 
  and your maximum number of Resolve Points is reduced by 1.
  Burned: A character who took this downtime activity and 
  succeeds at a DC 28 Bluff, Culture, Diplomacy, Disguise, or 
  Intimidate check while burned can find a desperate vendor 
  who will sell them one item of level 11 or less for cash, 
  charging a 50% markup.
  LAVISH LIFESTYLE
  You live a life that’s the envy of the Pact Worlds, indulging in 
  every luxury without care for cost.
  Activity: You spend the week living in luxury, 
  indiscriminately enjoying fine dining, expensive leisure 
  activities, and costly hobbies.
  Results: Your extravagant lifestyle grants you the benefits 
  of privilege. For 1 week, one of your ability scores gains a 
  +2 status bonus. You also accumulate some pricey trinkets
  around your home; you acquire one technological, magic, or
  hybrid item of item level 10 or lower, or two such items of
  item level 8 or lower, at no cost.
  EVENT 1: CRASHING 
  THE PARTY (CR 11)
  A month after the PCs stole the commerce barge, Tarika reaches 
  out to the crew for a rendezvous at Absalom Station, where 
  she intends to disperse additional funds gathered from the sale 
  of their plunder. She has reserved a room for their reunion at 
  Absalom Zero, a hotel in the Eye. Each PC makes their way up 
  a transparent glass elevator to the designated room on the 18th 
  floor. As the crew reconvenes, read or paraphrase the following:
  This luxurious chamber drips with finery, from the twin 
  crystal chandeliers to the marble countertop kitchenette. A 
  massive flatscreen entertainment system stands before an 
  assortment of plush couches and armchairs. Ornate wooden 
  chairs surround a giant mahogany table, and an elevated 
  workspace overlooks the entire room. The north wall offers 
  a stunning view of a shopping plaza far below and of the 
  starship docks on Absalom Station’s Arms.
  The room’s ceiling is 30 feet high. As the PCs reconvene, 
  give everyone an opportunity to describe how they spent 
  [quarter page map, M1, this is the top left of the map, 
  caption “Crashing the Party”]
  [quarter page map, M1, this is the top left of the map, 
  caption “Crashing the Party”]
  EVENT 1: CRASHING THE PARTY
  1 SQUARE = 5 FEET
  NORTH
  
  6
  GOLDEN LEAGUE 
  HITMAN
  their time and money during the hiatus, including sharing 
  any new gear or benefits they derived from their exploits. 
  As the crew finishes catching up, however, they all receive 
  a simultaneous text message from Tarika: “GET OUT! IT’S A 
  TRAP!” At the same time, four individuals wearing jetpacks 
  fly up and through the glass window; most are armed with 
  flamethrowers. Use the map on page 5 for this encounter.
  Creatures: This team of Golden League hitmen and one 
  scrubber specializes in taking out large groups and doctoring 
  the crime scene to frame someone else or to make it look 
  like an accident. The hitmen get to work engulfing the PCs in 
  flames; they use their jetpacks to keep out of reach until they 
  want to engage in melee combat.
  GOLDEN LEAGUE HITMAN (3)
  CR 7
  XP 3,200 each
  Human soldier
  LE Medium humanoid (human)
  Init +5; Perception +14
  DEFENSE
  HP 105 EACH RP 4 EACH
  EAC 19; KAC 21
  Fort +9; Ref +9; Will +8 
  DR 8/–; Resistances electricity 5, fire 7
  OFFENSE
  Speed 25 ft., fly 30 ft. (jetpack, average)
  Melee wounding wrack devastation blade +14 (2d8+11 S; 
  critical wound)
  Ranged salamander-class flamethrower +17 (2d6+7 F; 
  critical burn 2d6) or
  cryo grenade I +17 (explode [10 ft., 1d8 C plus staggered, 
  DC 15])
  Offensive Abilities fighting style (bombard), gear boosts 
  (brutal blast, powerful explosive), grenade expert (20 
  ft.), heavy fire (+4 damage)
  TACTICS
  Before Combat Each hitman uses grenade expert to create 
  a cryo grenade I.
  During Combat The hitmen try to deal damage to as many 
  enemies as possible with their flamethrowers, using cryo 
  grenades if fire damage appears ineffective. They close into 
  melee range once their heavy weapons run out of petrol.
  Morale A hitman flees if reduced below 25 HP.
  STATISTICS
  Str +4; Dex +5; Con +2; Int +0; Wis +0; Cha +0
  Skills Acrobatics +19, Athletics +14
  Languages Akitonian, Common
  Gear golemforged plating III (jetpack, mk 1 
  electrostatic field), wounding wrack devastation 
  blade, salamander-class flamethrower with 
  20 petrol, cryo grenades I (2), credstick 
  (500 credits); Augmentations cardiac 
  accelerator, mk 1 dermal plating
  GOLDEN LEAGUE SCRUBBER CR 7
  XP 3,200 
  Agender android biohacker (Character 
  Operations Manual 40)
  LE Medium humanoid (android)
  Init +4; Senses darkvision 60 ft., 
  low-light vision; Perception +14
  DEFENSE
  HP 100
  EAC 19; KAC 20
  Fort +10; Ref +6; Will +10 
  Resistances cold 5, fire 5
  OFFENSE
  Speed 30 ft., fly 30 ft. (jetpack, average)
  Melee advanced venom spur +13 (2d6+7 P 
  plus poison)
  Ranged advanced nightarch needler +15 (2d6+7 
  P plus injection; critical injection DC +2) or
  cryo grenade I +15 (explode [10 ft., 1d8 C plus 
  staggered, DC 17])
  Offensive Abilities biohacks (6), injection expert 
  +1, primary field of study (genetics), secondary 
  
  7
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND 
  OUT ON 
  ABSALOM 
  STATION
  PART 3: 
  HONOR 
  AMONG 
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
  A MEASURE 
  OF 
  SOLIDARITY 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  field of study (pharmacology), spark of ingenuity 1/
  day, theorems (hampering inhibitor, strange anatomy 
  [10 damage])
  TACTICS
  Before Combat The scrubber uses their genetics 
  breakthrough to render themself and the hitmen 
  immune to ability damage and drain 30 minutes prior 
  to combat; they also have four doses of biocide poison 
  keyed to the PCs’ races. They activate their force field 
  before entering.
  During Combat The scrubber uses biohacks to reduce 
  the fire resistance of PCs who are resistant to the 
  flamethrowers. They try to inject PCs with biocide before 
  using biohacks to hinder the most dangerous PCs.
  Morale The scrubber flees if reduced below 25 HP, or if all 
  three hitmen flee or are defeated.
  STATISTICS
  Str +0; Dex +4; Con +2; Int +5; Wis +0; Cha +0
  Skills Engineering +14, Life Science +19, Medicine +19, 
  Physical Science +19
  Languages Akitonian, Common 
  Other Abilities breakthrough (genetics), constructed, 
  custom microlab, flat affect, scientific method (studious), 
  upgrade slot
  Gear estex suit III (jetpack, mk 1 thermal capacitor, purple 
  forcefield), advanced nightarch needlerPW with 30 darts, 
  cryo grenades I (2), biocideCOM (4 doses), mk 2 serum 
  of healing (3), credstick (500 credits); Augmentations
  venom spur (DC 17)
  Development: While the crew battles the Golden League 
  team, Tarika tries to reach the PCs on their comm units. Once 
  the PCs answer, she breathlessly explains that the Golden 
  League has chased her for hours; she barely escaped thanks 
  to the timely help of her daughter, Shan. She has more to tell 
  the crew.
  “Sinjin and Reisora, they couldn’t beat ya on their own, 
  so they’ve joined forces! I tried to warn ya as soon as I 
  could, but it sounds like I was far too late and the shootin’ 
  had already started. We gotta get to the ship and figure 
  out our next move, stay one step ahead of Eline and that 
  drow sonofa… ”
  Even as Tarika speaks, a horrifying sight comes into view. 
  The Oliphaunt, flanked by two other starships, rockets out of 
  a dock on Absalom’s Arms, headed for space.
  The ship doesn’t respond to any communications and is too 
  far away to reach. Within seconds, it’s gone from sight.
  RICHES TO RAGS
  The crew can retreat to regroup and plan—perhaps to a 
  well-patrolled public location or somewhere they can blend 
  in and go unnoticed, like a bar in the Spike—but the crew 
  members are in for more bad news: Eline Reisora and Lord 
  Sinjin have combined their legal and illegal influence to burn 
  the PCs. They find their bank accounts frozen. No business 
  will buy from or sell to them, even for cash. Once-reliable 
  merchants refuse to make eye contact and hurriedly shoo 
  them away; attempts to interact with automated kiosks 
  garner them only flashing, red “DENIED” messages. PCs with 
  black market contacts receive similarly cold shoulders, as 
  underworld dealers and fences pretend not to know them and 
  flee when confronted.
  Tarika suffers all the same problems. If the crew hasn’t 
  already figured out what happened, she hesitantly explains 
  that she and the crew have been burned by EJ Corp and 
  the Golden League. Every business in the Pact Worlds and 
  Near Space, legal or not, has their names, appearances, 
  genetic information, and account numbers, along with strict 
  orders not to engage with them under the threat of being 
  sanctioned (or worse, as the Golden League could violently 
  punish anyone trying to help the crew). No matter the PCs’ 
  wealth, their credits are useless if nobody will sell items 
  to them.
  The normally calm Tarika experiences a brief but serious 
  episode of panic, as she has no idea how to get out of this 
  situation. PCs can reassure and help her through this feeling 
  of helplessness, and if they don’t think of a plan themselves, 
  she eventually comes up with one.
  “We can’t live like this. The Company has influence 
  everywhere, and anywhere they don’t go, the Golden League 
  does. But it all comes back to the Oliphaunt. That’s where it 
  all started. If we find where they took yer ship, Reisora won’t 
  be far away.”
  Tarika paces as she continues, thinking out loud. “But... 
  even if we find it where it is, we’ll have to get to it. And to 
  get to it, you’re gonna need a new ship. Or, at least, one 
  that’s new to you, if ya know what I mean. Cause we can’t 
  be buyin’ a brand new starship when we can’t even buy 
  a cup’a noodles. I don’t mean steal one, we’re in enough 
  trouble as it is! We need a starship, but there’s gotta be 
  another way.”
  If a PC asks about Lord Sinjin, Tarika tells them that he 
  lives at Rendalairn, his impregnable fortress on Verces, 
  surrounded by hundreds of bodyguards, soldiers, and Xun 
  assassins; trying to strike him there would be suicide. Tarika 
  adds, “He just wants the ship to make a fortune—but Reisora 
  needs that thing. I bet her bosses are wonderin’ where the hell 
  it’s been all this time. She’s under pressure, and that means 
  we’ve got leverage.” She also notes that gathering information 
  on Eline and the Company is simply easier than trying to do 
  the same for Lord Sinjin and the Golden League, so the crew 
  should focus on lifting the legal and legitimate aspects of their 
  burned status first. They can worry about their underworld 
  contacts later.
  
  8
  When everyone on Absalom Station treats the PCs as if they 
  were radioactive, where can the crew turn? Tarika encourages 
  them to reconnect with any friends they might have made in 
  their travels—people who owe the PCs more than just credits. 
  If Rattlesnarp, Fleagreeb, and Goog (detailed on page 40 of 
  Starfinder Adventure Path #35: Merchants of the Void) survived 
  and remain on good terms with the PCs, the goblins send the 
  PCs a message from whatever planet they’ve finally settled on. 
  “We heard about what happened,” says Goog in a holographic 
  recording, “but we’re from Botscrap, and scrappers like us, we 
  pay our debts. Head down to the junkracer tracks and look for 
  Ratrod. We put in a good word for you. Maybe he can help.” 
  Goog’s tip leads the PCs to Ratrod Racing (page 15).
  Likewise, if the PCs have good relations with Dizzy, the 
  Wintermourn’s engineer (detailed on page 40 of Starfinder 
  Adventure Path #35: Merchants of the Void), they also send 
  the crew a message, though this one comes from another part 
  of Absalom station. “Hey. I guess you finally pissed off the 
  Company bad enough for them to hit you where it counts, huh? 
  Well, I’ll never forget that business on Marixah. Go see Tsalu, 
  he owns the Click-Clack Club. I can’t promise anything, but he 
  won’t turn you over to the Golden League, that’s for sure. And 
  Niva knows about your dilemma too, so you might be seeing us 
  real soon.” The Click-Clack Club is detailed on page 13.
  The PCs can follow up on these leads in any order. If the PCs 
  have alienated either Dizzy or the goblin siblings, a successful 
  DC 15 Culture check allows a character to remember that both 
  the Click-Clack Club and the junkracer teams in Botscrap are 
  notorious for both ignoring the law and avoiding the influence 
  of the Golden League; either would make a promising place to 
  look for help or gather resources.
  The PCs can’t easily rest and recover while burned since no 
  hospitality establishment will serve them. Unless they receive 
  lodging from a helpful NPC—such as supporters noted in the 
  charitable work downtime activity or the owners of the Click-
  Clack Club—a PC can’t take an 8-hour rest without succeeding 
  at a DC 15 Survival check to live off the land; even on a 
  success, the character is fatigued the next day. This fatigue 
  can’t be removed by resting in the streets, but successive 
  nights doing so don’t result in the PCs becoming exhausted. 
  Similarly, characters can’t secure long term medical care or 
  the surgical expertise required to install an augmentation.
  WHAT GOES AROUND
  Thanks to the influence of EJ Corp and the Golden League, 
  the PCs’ social exile quickly becomes common knowledge 
  throughout the Pact Worlds and Near Space. Fortunately for 
  them, this news also puts them back on the radar for several 
  When everyone on Absalom Station treats the PCs as if they 
  PART TWO: 
  DOWN AND OUT 
  ON ABSALOM 
  STATION
  
  9
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  of their old contacts. Depending on how the crew interacted 
  with significant NPCs throughout the Fly Free or Die
  Adventure Path, those characters might resurface to support 
  the PCs during their time of need. Some of these NPCs might 
  reappear quickly as the PCs seek shelter and a starship, while 
  others appear later in Part Two of this adventure, after the 
  crew locates Eline and prepares the Rust Bug.
  Life for Life: If the PCs saved Sevaranna’s life in “The White 
  Glove Affair,” an agent working on her behalf approaches the 
  crew and awkwardly delivers Sevaranna’s heartfelt thanks 
  soon after the burn begins. The agent hands off two Absalom 
  affable Pact World serumsPW and bids the crew good luck in 
  reversing their misfortunes.
  You I Remember: If the PCs rescued Lindol Syfskoda from 
  the mind siphon in “Merchants of the Void,” he finds the 
  crew at the Click-Clack Club or the junkracer track. Although 
  nervous about being observed and still recovering from the 
  altered memories implanted by the mind siphon, he discreetly 
  hands one of the PCs a magazine containing 40 rounds of 
  adamantine alloy ammunition for their preferred ranged 
  weapon before retreating back into the crowd. If none of your 
  PCs use projectile weapons, you can substitute a 5th-level 
  weapon accessory instead, such as a laser scope (Armory 60).
  Spy vs Spy: If the PCs returned the data module to the 
  two V-Spec agents in “The White Glove Affair,” Varav and 
  Luxrana interfere with Droon and Gantz (see Event 2: Company 
  Warfare), negating interference from the Company spies at a 
  single location. Once the PCs ultimately defeat Droon and Gantz, 
  they find two short-circuit grenades (Starfinder #37: The White 
  Glove Affair 29) stashed on the spies’ bodies, accompanied by a 
  handwritten note reading, “With sincere gratitude.”
  Vesk on the Run: If the PCs helped Agavana Stoneblood 
  escape in “Merchants of the Void,” a hooded figure hands the 
  PCs a package before they launch for Eline’s palace in Part 3. 
  A cardstock note attached to the package reads, “You once 
  helped me disappear. Perhaps I can do the same for you.” The 
  package contains a 10th-level obscuringAR fusion seal. 
  Watch Your Back: Shan’s helping her mother cope with 
  being burned and can’t help the PCs much. If, however, the 
  crew were especially helpful to her and the aglian community 
  in “Professional Courtesy,” Shan offers to install a homemade 
  flak thrower she built in her apartment on any of the Rust Bug
  (area C)’s available light weapon mounts.
  If the PCs ignore the Click-Clack Club (area A), Ratrod Racing, 
  and Reisora’s Office (area B), they can’t learn about Eline’s 
  location and won’t have a way to reach her; they might not 
  even have basic food and shelter. In this case, other NPCs the 
  crew has interacted with in previous adventures might appear 
  and help the crew get back on track—perhaps for a price. Black 
  market information brokers, agents of rival corporations, 
  unscrupulous gamblers, and similar opportunistic scoundrels 
  the crew has never met would also be eager to profit off their 
  misfortune. Self-serving contacts point the PCs in the right 
  direction, but always at a steep cost, demanding a PC hand over 
  a favorite piece of equipment, perform a favor for no pay (such 
  as complete one of the Side Jobs presented throughout the Fly 
  Free or Die Adventure Path), or simply pay a hefty fee.
  EVENT 2: COMPANY 
  WARFARE (CR 11)
  Eline knows the PCs are resourceful—they’ll try to lift the 
  economic sanctions she imposed on them and strike back at 
  her. So she’s assigned two Company agents—field managers 
  Droon (LE female human operative) and Gantz (LE male 
  human operative)—to monitor them and sabotage any revenge 
  efforts. Unlike Golden League thugs, who simply try to put 
  the PCs into early graves, Droon and Gantz watch the crew 
  from afar, spying on them and bribing local informants 
  while relying on stealth and their master of disguise ability. 
  Whenever the PCs interact with denizens of Absalom Station 
  in Part 2 of this adventure, a character who succeeds at a DC 
  33 Perception or Sense Motive check notices they’re being 
  watched. Droon and Gantz can only observe two groups at a 
  time, however, and they need to sleep, so the PCs could avoid 
  some surveillance simply by splitting up or conducting their 
  activities across a 24-hour period. At the GM’s discretion, 
  class abilities and unusual equipment might allow the PCs 
  to avoid being watched. Although Droon and Gantz begin by 
  observing the PCs, they’ll inevitably take more direct action.
  Creatures: As the PCs make progress toward getting off 
  Absalom Station or unearthing Eline’s location, Droon and 
  Gantz work to frustrate their efforts. The encounters that 
  make up Part 2 of this adventure have a “Company Spies” 
  entry that includes specific suggestions for how to use the two 
  agents. Be creative when using the spies; they might begin by 
  planting false evidence that throws the PCs off Eline’s trail or 
  leads the PCs to suspect their friends of betrayal. Eventually, 
  Droon and Gantz resort to kidnapping, impersonating, or 
  assassinating NPCs who help the crew. The two spies might 
  try to wear down the PCs in hit-and-run combat, making use 
  of sniper fire and their bleeding shots ability. Try to leave a 
  way for the spies to escape so that at least one of them can be 
  present for the crew’s investigation of the Rust Bug (area C).
  If the PCs capture Droon or Gantz, they confess that Eline 
  employed them to monitor the crew and sabotage their efforts 
  but reveal nothing else. They’ll take any opportunity to escape, 
  and if they do (or are released), they flee Absalom Station for 
  less deadly job opportunities, abandoning this assignment.
  COMPANY SPY (2)
  CR 9
  XP 6,400 each
  Human operative
  LE Medium humanoid (human)
  Init +9; Perception +23
  DEFENSE
  HP 135 EACH
  EAC 22; KAC 23
  Fort +8; Ref +13; Will +12 
  Defensive Abilities evasion, uncanny agility
  
  10
  OFFENSE
  Speed 50 ft.
  Melee ultrathin switchblade +17 (2d4+9 S)
  Ranged elite semi-auto pistol +19 (3d6+9 P) or
  phantom assassin rifle +19 (3d6+9 P)
  Offensive Abilities debilitating trick, operative exploits 
  (bleeding shot, debilitating sniper, master of disguise 
  [DC 18]), trick attack +5d8, triple attack
  TACTICS
  Before Combat Each spy positions themself where they can 
  inflict the most harm while having an avenue for escape. 
  If possible, they find a far-off sniping position with cover.
  During Combat The spies target healers and other support 
  characters first, striking quickly and escaping to let their 
  bleeding shot special ability do most of the work. Even if 
  they don’t kill any of the PCs, wounding characters and 
  slowing the crew’s progress is sufficient.
  Morale The spies flee after scoring one or two good hits, 
  to continue their harassment later. When they confront 
  the PCs aboard the Rust Bug, Droon and Gantz fight until 
  reduced below 20 HP, then flee or surrender.
  STATISTICS
  Str +0; Dex +6; Con +0; Int +3; Wis +0; Cha +4
  Skills Acrobatics +18, Bluff +23, Disguise +23, Sense Motive 
  +18, Sleight of Hand +23, Stealth +23
  Languages Akitonian, Common, Elven
  Other Abilities operative specialization (spy)
  Gear gold AbadarCorp travel suit, elite semi-auto pistol 
  with 36 rounds, phantom assassin rifleAR with 20 rounds, 
  ultrathin switchbladeAR, holoskin, laser microphone 
  scanner, credstick (800 credits)
  Development: If either Droon or Gantz fails to check in over 
  a 24-hour period (because of death or capture), Eline initiates 
  a more severe solution to the problem posed by the crew (see 
  Event 4: Asset Liquidation).
  EVENT 3: WHAT 
  COMES AROUND 
  (CR 12)
  The crew of the Wintermourn (detailed in pages 38–43 of 
  Starfinder Adventure Path #35: Merchants of the Void) know 
  the PCs have been burned, but they don’t know the Oliphaunt
  has been stolen. At some point in Part 2 of this adventure, 
  Niva and her crew seek out the PCs—but whether they’ve 
  come to help or collect the bounty on the PCs’ heads depends 
  on the actions the PCs took throughout the Adventure 
  Path. This event is the climactic confrontation with the 
  Wintermourn’s crew, and you can introduce it into your story 
  anytime during the PCs’ investigation of the Click-Clack Club 
  (area A) or Ratrod Racing. The PCs should definitely confront 
  Dizzy, at least, before they go to Reisora’s Office (area B), as 
  Dizzy has special information about the office and a favor 
  to ask, if the crew seems amenable. Until they find the PCs, 
  the Wintermourn’s crew maintains a low profile, sticking to 
  sparsely populated, low-budget stretches of Downlow.
  The nature of this encounter varies based on the PCs’ past 
  interactions with Niva’s crew. If the PCs have sacrificed their 
  own well-being and comfort to help others, they’ve inspired 
  Niva to do the same, and the Wintermourn’s captain has come 
  to help the PCs in their hour of need. If the PCs only took risks 
  when they expected payment and thought only of themselves, 
  then Niva has come to follow their example, intending to 
  murder the PCs and collect Sinjin’s reward. If the PCs haven’t 
  taken a clear moral and ethical stand in their actions in the 
  Adventure Path so far, Niva’s attitude toward them depends 
  more on how the PCs have treated her and her crew individually. 
  In particular, you can use the guidelines for “Evaluating the 
  PCs” on page 35 of Starfinder Adventure Path #36: Professional 
  characters first, striking quickly and escaping to let their 
  bleeding shot special ability do most of the work. Even if 
  a 24-hour period (because of death or capture), Eline initiates 
  a more severe solution to the problem posed by the crew (see 
  Event 4: Asset Liquidation
  EVENT 3: WHAT 
  COMES AROUND 
  (CR 12)
  The crew of the 
  Starfinder Adventure Path #35: Merchants of the Void
  the PCs have been burned, but they don’t know the 
  has been stolen. At some point in Part 2 of this adventure, 
  Niva and her crew seek out the PCs—but whether they’ve 
  come to help or collect the bounty on the PCs’ heads depends 
  on the actions the PCs took throughout the Adventure 
  Path. This event is the climactic confrontation with the 
  Wintermourn
  anytime during the PCs’ investigation of the Click-Clack Club 
  (area 
  Dizzy, at least, before they go to Reisora’s Office (area 
  Dizzy has special information about the office and a favor 
  to ask, if the crew seems amenable. Until they find the PCs, 
  the 
  sparsely populated, low-budget stretches of Downlow.
  interactions with Niva’s crew. If the PCs have sacrificed their 
  own well-being and comfort to help others, they’ve inspired 
  Niva to do the same, and the 
  to help the PCs in their hour of need. If the PCs only took risks 
  when they expected payment and thought only of themselves, 
  then Niva has come to follow their example, intending to 
  murder the PCs and collect Sinjin’s reward. If the PCs haven’t 
  taken a clear moral and ethical stand in their actions in the 
  Adventure Path so far, Niva’s attitude toward them depends 
  more on how the PCs have treated her and her crew individually. 
  In particular, you can use the guidelines for “Evaluating the 
  PCs” on page 35 of 
  GANTZ
  
  11
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  Courtesy to determine if the PCs have inspired Niva, Dizzy, Jinx, 
  and Nemelith to take the “High Road” of altruistic and selfless 
  behavior, the “Low Road” of greedy self-service, or a “Middle 
  Road” that falls somewhere in between. 
  Creatures: If the PCs took the High Road, the Wintermourn’s 
  crew approaches them as friends and allies. Niva’s usual 
  bravado is softened by empathy for the PCs’ situation. The 
  brash ysoki expresses her sympathies for the PCs’ plight, 
  albeit in an awkward fashion, and confesses a reluctant desire 
  to help. “But I have a policy against giving away anything for 
  free,” she says before Dizzy speaks up. 
  “Yeah, about that,” they say. “I have information you can 
  use. And I’ll give it to you, if you help me with something at 
  the same time.” If the PCs agree, Niva is mollified. 
  “I did a little look-see for this woman who hates you so much,” 
  Dizzy explains. “Executive Vice President Eline Reisora. Now 
  I couldn’t find out where she is. But I did find her private 
  office… right here on this station. I bet if you get in there 
  and hack her terminal, you’ll be able to find out where she’s 
  hiding. And, while you’re there, maybe you could do a little 
  snooping for me, too?”
  Niva has forbidden Dizzy from going anywhere near 
  Eline’s office (area B), located in the Ring, out of a sense of 
  self-preservation. However, she knows what Dizzy wants 
  from the PCs; Dizzy’s uncle, a dragonkin named Darzalfen, 
  is a public relations agent in a Company office on Triaxus. 
  Darzalfan suffers from lung and kidney disease and will die 
  without medical care. Unfortunately, the Company refuses to 
  cover Darzalfan’s medical costs, citing “preexisting conditions.” 
  Dizzy has written code that will alter the Company’s records 
  and get Darzalfan the treatment he needs. While Dizzy’s 
  drone, Digit, can carry the code, Dizzy needs the PCs to get to 
  the office’s secure server, where the code must be uploaded, 
  and protect Digit long enough for the code to do its work. If 
  the PCs agree to this task, Dizzy happily reveals the location 
  of Eline’s office. Dizzy instructs Digit to accompany the PCs.
  If the PCs have a mixed or neutral history with the 
  Wintermourn, they find themselves subject to all manner 
  of juvenile but ultimately harmless ridicule from Niva and 
  Nemelith while Jinx and Dizzy roll their eyes. Dizzy approaches 
  the PCs later, alone; they ask the PCs for the favor described 
  above and offer the location of Eline’s office in exchange.
  If the PCs took the “Low Road” and inspired Niva and her 
  crew to help only themselves, the crew of the Wintermourn
  seeks out the PCs to attack and kill them. Although she’d 
  prefer to lay an ambush for the PCs and take them by 
  surprise, fighting in a public place doesn’t deter Niva; she does, 
  however, wait until the PCs have gone to the Spike or some 
  other lawless area before springing her trap. This encounter 
  works best if it takes place in a location the PCs already know 
  on the station, such as the Click-Clack Club (area A) or Ratrod 
  Racing; other locations from previous adventures are also 
  appropriate, especially the Revenant Urge, where the PCs 
  first met the Wintermourn’s crew in “Merchants of the Void.”
  Any battle with the Wintermourn’s crew is an epic 
  challenge; PCs forced into this fight unprepared and without 
  rest will likely suffer multiple fatalities.
  NIVA
  CR 9
  XP 6,400 
  Female ysoki soldier 
  CN Small humanoid (ysoki)
  Init +4; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  HP 145 RP 4
  EAC 22; KAC 24
  Fort +13; Ref +9; Will +10 
  OFFENSE
  Speed 30 ft., fly 30 ft. (jetpack, average)
  Melee paramagnetic storm hammer +22 (3d6+18 B & E; 
  critical knockdown)
  Ranged aphelion laser rifle +19 (3d6+9 F; critical burn 1d6) or
  frag grenade III +18 (explode [15 ft., 4d6 P, DC 16])
  Offensive Abilities close enough to killCOM, fighting styles 
  (guard, wrathful warriorCOM), frenzied fightingCOM, gear 
  boost (laser accuracy, melee striker), ignore painCOM
  TACTICS
  During Combat Niva interposes herself between the most 
  dangerous PCs and her crew, using melee attacks 
  boosted by her frenzied fighting ability. She doesn’t 
  pursue retreating PCs but jeers at them as they flee.
  Morale Niva fights until incapacitated or slain.
  STATISTICS
  Str +6; Dex +4; Con +2; Int +0; Wis +3; Cha +0
  Skills Athletics +22, Engineering +17, Intimidate +22, Piloting 
  +17, Profession (miner) +17, Stealth +22, Survival +17
  Languages Common (signed and spoken), Ysoki
  Other Abilities armor training, cheek pouches, scrappyCOM
  Gear advanced iridishell (jetpack), aphelion laser rifle with 
  1 high-capacity battery (40 charges), paramagnetic 
  storm hammerAR with 2 batteries (20 charges each), frag 
  grenade III (2), mk 3 serum of healing, personal comm 
  unit, credstick (200 credits)
  SPECIAL ABILITIES
  Wrath of the Fallen (Ex) If Niva is in a frenzy resulting from 
  her frenzied fighting ability and she sees an ally take damage, 
  Niva can take a reaction to make a melee attack.
  DIZZY
  CR 8
  XP 4,800 
  Agender dragonkin mechanic (Starfinder Alien Archive 40) 
  NG Large dragon
  Init +0; Senses darkvision 60 ft., low-light vision;
  Perception +16
  DEFENSE
  HP 115
  EAC 20; KAC 21
  Fort +11; Ref +11; Will +11 
  
  12
  Immunities electricity, paralysis, sleep
  OFFENSE
  Speed 40 ft., fly 60 ft. (clumsy)
  Melee tail +18 (1d12+12 B nonlethal)
  Ranged S-band scorchgun +16 (1d10+8 F) or
  riot grenade III +16 (explode [15 ft., staggered, DC 18])
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities breath weapon (60-ft. line, 9d6 E, 
  Reflex DC 18 half, usable every 1d4 rounds), overload, 
  remote hack 
  TACTICS
  During Combat Dizzy supports their allies. When 
  Dizzy attacks, they use their riot grenades and their 
  scorchgun’s stun setting to inflict nonlethal damage 
  while sending Digit to steal foes’ ranged weapons. If Jinx 
  is slain, Dizzy switches their scorchgun off of stun and 
  begins using their breath weapon.
  Morale If both Niva and Nemelith are defeated, Dizzy flees.
  STATISTICS
  Str +4; Dex +0; Con +0; Int +6; Wis +0; Cha +1
  Skills Computers +21, Diplomacy +16, Engineering +21, 
  Physical Science +21
  Languages Brethedan, Common (signed and spoken), 
  Draconic, Triaxian, Vesk
  Other Abilities artificial intelligence (drone), expert rig 
  (cerebral implant with standard datajack), mechanic 
  tricks (provisional repairAR, technological medicCOM), 
  miracle worker 1/day, robotics specialist
  Gear vesk brigandine IIIAR (pet carrierAA2), S-band 
  scorchgunAR with 2 batteries (20 charges each), riot 
  grenades IIIAR (2), mk 3 serum of healing, engineer’s 
  puzzle boxAR, business card bearing the address for Eline 
  Reisora’s office (area B), credstick (200 credits)
  SPECIAL ABILITIES
  Partner Bond (Ex) Dizzy and Jinx can communicate with each 
  other as if they both have telepathy with a range of 100 
  feet. In combat, when Dizzy is within 30 feet of Jinx, both 
  characters roll initiative checks separately and treat the 
  higher result as the result for both of them.
  Robotics Specialist (Ex) Once per day, Dizzy can reroll a failed 
  Engineering check to build, modify, or repair a construct 
  (including Engineering checks attempted when using their 
  technological medic mechanic trick) but must take the result 
  of the second roll. The DC of their Engineering checks to 
  identify creatures and technology is also reduced by 5. 
  DIGIT
  CR —
  Dizzy’s drone
  N Tiny construct (technological)
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +13
  DEFENSE
  HP 80
  EAC 18; KAC 19
  Fort +5; Ref +10; Will +4
  Immunities construct immunities, integrated weapons; 
  Resistances electricity 8
  OFFENSE
  Speed 50 ft., climb 20 ft. 
  Melee bite +12 (1d6+6 P)
  Ranged ribbon lightning pistol +14 (1d8+6 E nonlethal) 
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str +0; Dex +5; Con –; Int +3; Wis –2; Cha +2
  Skills Acrobatics +18, Computers +13, Sleight of Hand +18, 
  Stealth +18
  Feats Improved Combat Maneuver (disarm), Mobility, Spring 
  Attack
  Languages Common, Draconic, Triaxian
  Other Abilities expert AI, mods (camera, climbing claws, 
  reactive camouflage, resistance, speed, weapon mount), 
  reduced actions, simulated squox tricks, unliving 
  Gear ribbon lightning pistolAR with 2 high-capacity batteries 
  (40 charges each), integrated camera
  SPECIAL ABILITIES
  Simulated Squox Tricks (Ex) Like a squox, Digit can use 
  Acrobatics to jump instead of Athletics. In addition, Digit can 
  use its Acrobatics bonus as its attack bonus when it attempts a 
  dirty trick, disarm, or trip combat maneuver. If Digit succeeds 
  at a dirty trick maneuver, it can choose only between the 
  entangled and off-target conditions. Digit’s robotic tail, front 
  paws, and mouth count as hands for a disarm attempt. 
  JINX
  CR 8
  XP 4,800 
  Male verthani operative (Alien Archive 118) 
  N Medium humanoid (verthani)
  Init +9; Senses deaf, low-light vision; Perception +22
  DEFENSE
  HP 115
  EAC 20; KAC 21
  Fort +7; Ref +12; Will +11 
  Defensive Abilities evasion, uncanny agility; Resistances
  electricity 6
  OFFENSE
  Speed 40 ft., climb 30 ft., swim 30 ft.
  Melee recruit spark knife +15 (1d6+8 E & S; critical arc 1d6)
  Ranged corona optical laser +17 (2d6+8 F; critical burn 1d6) or
  red star plasma pistol +17 (1d8+8 E & F; critical burn 1d8) or
  series-37 plasma guide +17 (2d8+8 E & F; critical wound 
  [DC 18])
  Offensive Abilities Bluff stunts (feinting stuntCOM, set-upCOM), 
  operative specialization (daredevil), Stealth stunts 
  (sniper’s stuntCOM), stunt and strikeCOM
  TACTICS
  Before Combat If Jinx anticipates hostilities against the 
  PCs, he hides in a distant place and uses his sniper 
  weapon in lieu of his normal tactics. 
  During Combat Jinx uses his Bluff stunts to harry and 
  weaken foes caught in the area of his plasma pistol. He 
  
  13
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  prioritizes attacking PCs who threaten Dizzy.
  Morale If both Niva and Nemelith are defeated, Jinx flees. 
  STATISTICS
  Str +0; Dex +6; Con +0; Int +2; Wis +4; Cha +0
  Skills Acrobatics +17, Athletics +17, Bluff +22, Computers 
  +17, Piloting +22, Profession (Steward officer) +17, Sense 
  Motive +22, Stealth +22 (+32 using skin mimic)
  Languages Common (signed and spoken), Vercite (signed 
  and spoken)
  Other Abilities easily augmented, operative exploits 
  (holographic clone, stalwart), partner bond, skin mimic, 
  specialization exploit (versatile movement)
  Gear advanced lashunta tempweave, recruit spark knifeAR
  with 1 battery (20 charges), red star plasma pistol 
  with 1 battery (20 charges), series-37 plasma guideAR
  with 1 high-capacity battery (40 charges), mk 3 serum 
  of healing, credstick (200 credits); Augmentations 
  corona optical laserAR, datajack, mk 2 personal upgrade 
  (Dexterity), mk 3 resistant hide (electricity)
  SPECIAL ABILITIES
  Deaf (Ex) Jinx can’t attempt Perception checks to listen and is 
  immune to effects that rely on hearing to function.
  Partner Bond (Ex) As Dizzy (see page 12).
  NEMELITH
  CR 8
  XP 4,800 
  Female Hylki (human) witchwarper (esotericist; Character 
  Operations Manual 60, 99)
  LE Medium humanoid (human)
  Init +4; Perception +16
  DEFENSE
  HP 105 RP 4
  EAC 19; KAC 20
  Fort +7; Ref +9; Will +11
  Defensive Abilities enigmatic nullificationCOM (evocation)
  OFFENSE
  Speed 30 ft.
  Melee tactical knife +13 (2d4+8 S) 
  Ranged bleeding advanced semi-auto pistol +15 (2d6+8 P; 
  critical bleed 1d6) or
  screamer grenade II +15 (explode [20 ft., 2d10 So plus 
  deafened 1d4 minutes, DC 18])
  Offensive Abilities infinite worlds 3/day (3rd-level spells), 
  paradigm shifts (inhibit, magic deletion)
  Witchwarper Spells Known (CL 8th; melee +13)
  3rd (4/day)—explosive blast (DC 20), haste
  2nd (6/day)—hold person (DC 19), invisibility, reality 
  leapCOM, slice realityCOM (DC 19)
  1st (at will)—jolting surge, overheat (DC 18) 
  TACTICS
  During Combat Nemelith casts haste on her allies, and 
  attempts to disorient her foes using her infinite worlds 
  ability before peppering them with explosive blast and 
  slice reality spells. She casts hold person against very 
  dangerous enemies. 
  Morale Nemelith fights until incapacitated or slain. 
  STATISTICS
  Str +0; Dex +4; Con +0; Int +2; Wis +0; Cha +6
  Skills Culture +17, Diplomacy +22, Intimidate +22, 
  Mysticism +22, Stealth +17
  Feats Diehard, SpellguardCOM
  Languages Akitonian, Common (spoken and signed), 
  Kasatha
  Gear kasatha microcord III, bleeding advanced semi-auto 
  pistol with 12 rounds, tactical knife, screamer grenade II 
  (2), mk 3 serum of healing, credstick (200 credits)
  SPECIAL ABILITIES
  Grasp the Chain (Ex) If Nemelith has been reduced to less 
  than her maximum Hit Points, the DCs of her special abilities 
  and spells increase by 2. 
  Company Spies: If Droon and Gantz become aware of the 
  PCs’ plan to infiltrate Eline’s office, they take active measures 
  to sabotage the mission, potentially intercepting the PCs 
  before they get in or impersonating Dizzy to get close enough 
  to destroy Digit and its valuable payload. If they fail, they 
  attempt to assassinate vulnerable members of either crew.
  Development: If the PCs defeat the Wintermourn’s crew, 
  they might attempt to take the Wintermourn, but Niva has 
  planned for this possibility; the ship—parked in the Armada—
  has been programmed to self-destruct rather than permit 
  theft. However, PCs who search Dizzy find their custom rig, 
  and a character who succeeds at a DC 15 Computers check to 
  hack the rig discovers the location of Eline’s office. A character 
  can also find this information in Digit’s memory by recovering 
  it from the drone’s remains with a DC 17 Computers check.
  A. THE CLICK�CLACK 
  CLUB (CR 9)
  A well-known haven for augmented individuals, mechanical 
  creatures, and social outcasts, the Click-Clack Club (or “C3,” 
  as locals call it) welcomes those down on their luck… as long 
  as they have something to offer. Read or paraphrase the 
  following as the PCs approach the club.
  Graffiti art covers the outer walls of this factory-like 
  structure with a pyramid of cartoonish pictures and bubble 
  letters ascending toward a glowing green sign that reads 
  “Click-Clack Club” in iridescent letters. A torrent of flashing 
  lights and mechanical sounds emanates from the glass 
  doors, and dozens of conflicting vidscreens and holograms 
  dance along the interior walls. The air outside carries a 
  pungent mix of gin and motor oil. 
  The bouncer, a heavily augmented half-orc named Dramok
  (N nonbinary half-orc soldier), demands the PCs’ IDs before 
  letting them in. Dramok raises a tattooed eyebrow when 
  presented with authentic identification, since they recognize 
  the PCs from being burned. Still, Dramok allows the PCs to 
  
  14
  enter. The club interior teems with a crowd of competitive 
  anacites, fresh off a successful transport and eager to play 
  some of C3’s famous VR games before returning to their 
  regular jobs on Aballon. The club has such a large overflow that 
  even the managers are taking on shifts; the gruff yet sociable 
  Barnaba (CN male rhyphorian operative) works the bar, and 
  the smooth, proud Tsalu (LN male dragonkin technomancer) 
  monitors the VR parlor, where a massive UV overhead light 
  replicates sunlight for all the anacites. 
  If the crew come here after a tip from Dizzy, 
  they probably approach Tsalu. The dragonkin 
  looks harried, with many customers and 
  staff vying for his attention at once. 
  “Yes,” he says, “Dizzy told me about you. I’m 
  not sure I can help. As you can see,” he 
  says, gesturing to the swarm of anacites 
  crowding the club, “we’ve got a situation 
  here and I’m short-handed.” Tsalu and 
  Barnaba begin indifferent to the PCs but 
  are friendly to those who are androids, 
  SROs, or who have multiple visible 
  augmentations. PCs who try their hand 
  at the free VR games and succeed 
  at a DC 25 Computers, Piloting, or 
  Profession (vidgamer) check draw a 
  crowd of admirers; Tsalu and Barnaba 
  are friendly to these PCs as well.
  Once Tsalu or Barnaba is friendly 
  to at least one PC, they offer to help, 
  “If I get through tonight, of course. 
  In the meantime, would you mind 
  making yourself useful?” The owners expect the PCs to help 
  out around the club. Each PC should attempt one of the 
  following checks, which might prompt a roleplaying scene; all 
  checks have a DC of 25.
  D Athletics to unload deliveries at the club’s rear and carry 
  supplies to and from the bar.
  D Engineering to keep the club’s overused VR machines and 
  other facilities in working order.
  D Diplomacy to head off a conflict among some belligerent 
  and intoxicated SROs.
  D Intimidate to help Dramok with security at the front 
  door when an anacite predator drone with a fake ID tries 
  to enter.
  D Perception to guide an inebriated ambassador named 
  Syntax (LN agender anacite) to a safe place where they 
  can sober up before they make a mess.
  D Any Profession skill relevant to running a bar, VR parlor, 
  or gambling den.
  Creatures: As the PCs attempt these checks to help 
  manage the club, two anacite laborers named Supplier 
  50L and Hauler 94H (though their friends call them “Lift” 
  and “Haul” while off duty) recognize them. These anacites 
  are former colleagues of Monitor 77B, the anacite the PCs 
  defeated when they first acquired the Oliphaunt (Starfinder 
  Adventure Path #34: We’re No Heroes). Lift and Haul badger 
  and harass the PCs as they try to do their jobs, imposing a –2 
  penalty to the skill checks listed above. When confronted, 
  the anacites admit they want to avenge their fallen friend, 
  and they challenge the PCs to a fight in “the Pot,” a 30-foot-
  deep octagonal combat pit in the club occasionally used for 
  boxing matches or drone fights, outfitted with VR environs 
  and a forcefield enclosure. A character who succeeds at a DC 
  17 Sense Motive check perceives that Lift and Haul are 
  angry but not suicidal; they neither want to kill 
  the PCs nor die, and any fight with them will 
  likely be nonfatal. 
  If the PCs agree to the fight, the 
  other anacites form a rowdy crowd 
  of spectators. Use the map on 
  this page for this encounter. An 
  elevator platform on one end 
  lowers the PCs into the Pot, 
  while Lift and Haul descend 
  on the opposite platform. 
  Once the PCs are inside, 
  a 
  forcefield 
  encloses 
  the Pot and the fight 
  begins. The VR projectors 
  built into the Pot’s walls 
  project 
  shifting 
  holographic 
  environments, 
  granting 
  all 
  creatures 
  within 
  the 
  Pot 
  concealment against creatures 
  further than 10 feet away. 
  TSALU
  A. THE CLICK-CLACK CLUB
  1 SQUARE = 5 FEET
  NORTH
  
  15
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  LIFT AND HAUL
  CR 7
  XP 3,200 each
  Anacite laborers (Alien Archive 10)
  HP 100 each
  TACTICS
  Before Combat The anacites are 
  reconfigured to have improved AC 
  (EAC 21, KAC 22) and elongated 
  arms (reach 10 ft.).
  During Combat Lift and 
  Haul team up against 
  the most vulnerable 
  foe they can reach in 
  melee, coordinating their attacks 
  using their shortwave ability. 
  At first, they attempt to deal nonlethal 
  damage, taking a –4 penalty to their 
  attack rolls, but if any of the 
  PCs inflict lethal damage, Lift 
  and Haul abandon nonlethal 
  attacks. If a PC falls to 0 
  HP, Lift and Haul don’t continue 
  to attack them and instead call for their 
  surrender, claiming victory.
  Morale Each anacite surrenders when reduced to fewer 
  than 20 HP, though the other continues fighting after 
  their partner yields. 
  Development: If at least 3 PCs succeed at their skill checks 
  to help run the Click-Clack Club, Barnaba and Tsalu become 
  helpful, listening to the crew’s story as the two owners 
  close up shop in the morning. Defeating the anacites counts 
  as 1 success, and defeating them while sparing their lives 
  counts as 2 successes. Surrendering to the anacites negates 
  2 successes, as Barnaba hates having the PCs’ humiliation 
  conflated with C3 staff. Upon hearing about the burn, the 
  bonded pair sympathizes with the PCs and offers them a 
  place to stay at the club. They wish they could offer more 
  help, but they have little knowledge of how to pursue an EJ 
  Corp executive or secure a starship. Either owner says, “But 
  at least you’ll have a safe place to stay while you figure things 
  out.” Barnaba suggests the crew approach the junkracers 
  in Botscrap, saying, “They’ve got all kinds of wild patched-
  together vehicles down there. Maybe they’re hiding a starship, 
  too! Worth a shot.” Tsalu also urges the PCs to seek out Dizzy: 
  “Diz needs something from the Company. I’m not sure what, 
  but if you help Diz, Diz’ll help you.”
  Company Spies: The crowded club provides an ideal 
  playground for Droon and Gantz, who might use android 
  disguises to surreptitiously attack PCs entering or emerging 
  from the Pot, serve the PCs drinks laced with arsenic 
  (Starfinder Armory 133), or lethally sabotage their work for 
  the club (imposing a –2 penalty to each check). If a PC fails 
  a check the spies are sabotaging, the Company spy inflicts 
  trick attack damage and the severe wound critical hit effect 
  (DC 18).
  Treasure: If the PCs make Barnaba or 
  Tsalu helpful, the pair offers advanced 
  C3 VR tech that could prove useful once 
  the crew gets a starship. Applying this 
  tech to the Rust Bug (area C) grants it a 
  mk 3 mononode computer and increases 
  the mark of its defensive countermeasures 
  by 1. If the PCs earned 4 or more successes, 
  the pair takes a particular liking to them, 
  and Barnaba challenges them to a bout of 
  Drift Racer, one of his favorite games. A 
  PC can beat Barnaba by succeeding 
  at a DC 30 Computers, 
  Piloting, 
  or 
  Profession 
  (vidgamer) check. If a PC beats 
  him, Barnaba gives the crew 
  another node for the VR tech 
  and a power core mod; adding 
  this tech to the Rust Bug improves 
  its computer to a mk 3 duonode and 
  upgrades the ship’s power core to a Pulse Orange.
  RATROD RACING 
  (CR 9)
  The crew might be directed here by their old friends 
  Rattlesnarp, Fleagreeb, and Goog, or by Barnaba. Ratrod 
  Racing is located in Botscrap, a mountainous pile of discarded 
  tech dominated by the ysoki-run Scrap Union. Read or 
  paraphrase the following as the PCs approach the racetrack.
  Haphazardly spaced lampposts assembled from assorted 
  machine parts illuminate a colossal mound of scrap. A wide 
  groove cuts a crooked path through the base of the junk pile, 
  its curves bordered by rows of flattened steel that resemble 
  bleacher seats. A distant echo and swirling dust make the 
  junkyard seem lonely and deserted until the roar of an unseen 
  engine or the crash of splintering metal shatters the quiet. 
  A mottled gray-and-white ysoki racer named Ratrod (N 
  male ysoki technomancer) manages the track, which he closed 
  for renovations a while ago. Ratrod put junkyard technology 
  and an army of badly-paid laborers to work carving a new 
  track outfitted with sharper turns and new environmental 
  hazards, but test runs using drones have proven disastrous. 
  Construction delays and mounting costs threaten Ratrod’s 
  reputation, and he’s getting desperate. 
  Ysoki workers crowd the track but direct the crew to 
  Ratrod. “Oh hey!” Ratrod exclaims, smiling broadly as he 
  recognizes the PCs. “You’re the dopes who got smoked by EJ 
  Corp and the Golden League! Hey everybody, we got us some 
  celebrities here! Introduce yourselves now, for everyone. 
  Speak up.” Ratrod is willing to help the PCs once he learns 
  RATROD
  
  16
  why they’ve come. “Seein’ as how I’m such a personable, 
  generous, and gracious guy,” he says. “I do happen to have 
  a starship that would get you jokers back in action. And I’d 
  be happy to loan it to ya, happy to! Just as soon as, you 
  know, I’m sure I won’t go broke on account of these lazy 
  slackers!” As he speaks, he gestures to his many overworked 
  and underpaid employees.
  Ratrod has three tasks that need completion around the 
  track. First, a hairpin turn needs to be widened because 
  the test vehicles keep clipping the inside bend. Second, the 
  decorative flamethrowers on the track’s jump ramp need 
  their spacing adjusted so they don’t incinerate quite so many 
  racers. Finally, the 180-degree bank turn at the rear of the 
  track keeps shifting, and Ratrod doesn’t know why. Once 
  these three issues are under control, and the track has a 
  successful test run, Ratrod will help the crew. 
  The Hairpin Turn: Workers here struggle to move unusually 
  heavy chunks of metal. A PC who inspects the area and 
  succeeds at a DC 25 Physical Sciences check realizes the 
  metal is hard to move because some of the materials used in 
  the turn are magnetic—and also explains why so many racers 
  hit the wall here. With this knowledge, a PC who succeeds 
  at a DC 27 Engineering check can reverse the polarity of the 
  magnetism so that not only is the area easier to repair, but 
  vehicles that pass through the turn are actually accelerated. 
  Actually repairing the track requires a PC to succeed at a DC 25 
  Athletics or Profession (laborer) check, but this DC rises to 30 
  if the PCs haven’t discovered the magnetism problem; multiple 
  characters can aid another to complete this check. As long as 
  the PCs participate in the manual labor required to fix the track, 
  the other laborers here work alongside them. Alternatively, the 
  PCs might insist on “supervising” without getting their hands 
  dirty; a character can motivate Ratrod’s workers to repair the 
  track by succeeding at a DC 27 Intimidate check. If the PCs fail 
  this check, Ratrod’s crew refuses to help them, and by the time 
  the PCs finish the work, they’re fatigued.
  The Flamethrowers: Spacing out flamethrowers on the 
  jump ramp is less physically demanding than repairing 
  the hairpin turn but is more dangerous, requiring three 
  successful DC 15 Dexterity checks; any PC can attempt these 
  checks. Each time a character fails, however, they trigger a 
  flamethrower’s fire nozzle for 3d10 fire damage (Reflex DC 18 
  half). Alternatively, in lieu of adjusting the spacing, a PC who 
  succeeds at a DC 25 Engineering check recognizes that the 
  flamethrowers could be integrated into an automated firing 
  routine, which would spare the racers while also looking 
  more dazzling and impressive to the audience. A character 
  who succeeds at a DC 27 Computers check knows how to set 
  up this routine; however, before they can do so, a PC must 
  convince the pyrotechnics staff with a DC 27 Diplomacy 
  check to allow the crew to perform the installation.
  The Bank Turn: The area around the bank turn is deserted, 
  and the workers have been ordered to avoid it. The PCs can 
  easily see why: the compacted scrap, which has been crushed 
  into a flat surface elsewhere along the track, pulses and 
  wobbles here as if some giant creature from beneath is trying 
  to burst through. A PC who succeeds at a DC 25 Engineering 
  or Physical Science check recognizes that a liquid reservoir was 
  trapped beneath the scrap pile when it was compressed into a 
  racing surface. This pressurized liquid—a noxious combination 
  of industrial chemicals—now threatens to burst through the 
  track, and the characters must find a way to safely release it.
  There are two ways to drain the pressurized liquid beneath 
  the track. If one of the PCs has a burrow speed, the characters 
  can construct a miniature pump with a DC 25 Engineering 
  check. Then, the burrowing character must succeed at a 
  DC 25 Perception check to navigate through the trash and 
  a DC 25 Engineering or Piloting check to tap the fluid with 
  the pump and direct the reservoir to a safe drainage site. The 
  PC can repeat any of these checks if they fail, but a failed 
  attempt to tap the fluid forces the character to attempt a DC 
  18 Reflex save as pressurized chemicals overwhelm them in 
  the tunnel. On a failed save, the character takes 10d12 acid 
  and bludgeoning damage and is sickened for 1d4 hours; 
  on a successful save, the character takes half damage and 
  isn’t sickened. If the character takes Hit Points damage 
  (not merely Stamina Points) or doesn’t have environmental 
  protections, they’re also exposed to filth fever (Starfinder Core 
  Rulebook 418). 
  If the crew doesn’t have anyone who can burrow, they must 
  vent the pressurized fluid from the surface. This task requires 
  one character to identify a good venting location with a DC 
  25 Physical Science check and a second character to vent 
  the liquid with a DC 25 Athletics check. A failed Athletics 
  check exposes the character who failed the check to the 
  same damage, sickened condition, and filth fever described 
  above, with the same DC 18 Reflex saving throw. The PCs can 
  attempt these checks as often as necessary; eventually, the 
  pressurized industrial liquid drains from under the track, and 
  the turn becomes safe to drive.
  If the PCs complete all three repair tasks, Ratrod lauds 
  their helpfulness while ordering his staff to clean up the 
  debris and prepare for a test drive. See Treasure below for 
  Ratrod’s rewards.
  Company Spies: Droon and Gantz could sabotage the crew 
  as they try to repair the track; these efforts inflict a –2 penalty 
  to the PCs’ checks, and if the check fails, the character suffers 
  trick attack damage and 3d6 burn damage. Alternatively, they 
  might snipe at the PCs from afar. 
  Treasure: Ratrod gives the PCs a ratfolk belt (Starfinder Pact 
  Worlds 201) for their help fixing the track. If the PCs made the 
  hairpin turn accelerate passing vehicles with magnetism or 
  wired the flamethrowers into a pyrotechnic display, he also 
  gives them a hellhound-class blaze rifle (Armory 37) built 
  from one of the flamethrower nozzles as an extra token of his 
  gratitude. The real treasure is the Rust Bug. “It’s a starship!” 
  he exclaims. “But not just any starship. A junk starship! I 
  inherited it from my uncle Drillbit when he died 10 years ago. 
  
  17
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  It’s the last of its kind! Pro’ly pretty dangerous, I admit. So I’ve 
  been saving it for someone so desperate, so down on their 
  luck, so hopeless, that they’ve got no other choice but to fly it. 
  And guess what? That’s you!”
  Ratrod keeps the Rust Bug in a nearby vault, but he warns 
  that he hasn’t checked on it in years, and he doesn’t know its 
  current condition. He gives the crew a security code they can 
  use to open the vault. “Once you get that thing flyin’,” he says, 
  “Me and the gang will work our magic on it. You’ll see!”
  If the crew brings the Rust Bug back to Ratrod, he and his 
  workers improve the mark of its armor by 2 and improve its 
  thrusters to M10.
  Story Award: If the PCs fix Ratrod’s track, award them 
  6,400 XP.
  B. REISORA’S OFFICE
  EJ Corp’s regional headquarters on Absalom Station are located 
  at Bluerise Tower, but Eline has a private office elsewhere in 
  the Ring where she keeps confidential information and pursues 
  her secret projects; this office includes a complete duplicate 
  of EJ Corp’s corporate files on a secret server, allowing Eline 
  easy access to confidential records, such as personnel files or 
  Company projects she’s not cleared for. Eline took a big risk 
  in building and keeping this secret facility, but the knowledge 
  she has gained from it allowed her to stay one step ahead 
  of her corporate rivals—and blackmail them when necessary.
  The crew can learn about this office from Dizzy or, if 
  the PCs have defeated the crew of the Wintermourn, from 
  Dizzy’s custom rig or Digit’s remains. Alternatively, characters 
  looking for a lead on Eline’s whereabouts can attempt a DC 
  30 check with one of the following skills: Computers to surf 
  the dark infosphere, Profession (corporate professional) to 
  recall knowledge, or Diplomacy to gather information. If the 
  character succeeds at this check, they learn the location of 
  Eline’s secret office. If all else fails, the PCs could learn about 
  the office from an old contact (see What Goes Around on 
  page 8); if the crew’s relationship to this contact is less than 
  friendly, they charge 5,000 credits for this information.
  Once the PCs locate the office, they’ll need to hack a 
  computer within to discover Eline’s location. The crew could 
  use any combination of skills, equipment, class abilities, 
  roleplaying, and other inventive solutions to infiltrate the 
  office, so reward players for thinking creatively. Some 
  guidelines are detailed below. 
  If the crew agreed to help Dizzy plant code in the office’s 
  duplicate server, Dizzy meets with them before the mission 
  and assigns Digit to accompany them. Dizzy observes the 
  mission remotely through Digit’s sensors; they can control the 
  drone if necessary but generally leave Digit to its own devices. 
  Digit avoids combat unless one of the crew is in deadly peril, 
  trying to keep itself safe and intact so it can deliver the code 
  to the duplicate server in area B4.
  The entire office is comfortably and expensively decorated 
  in white with gold accents; the ceilings are 10 feet high. The 
  doors are secured with biometric handles that open only 
  when touched by Eline or one of the staff who work here. 
  Bypassing these locks requires a character to succeed at a DC 
  29 Computers or Engineering check.
  Company Spies: Droon and Gantz don’t know about this 
  office until the crew go to it; they might follow the PCs into 
  the office’s lower levels and attack the crew shortly after 
  fighting the golems in area B4. Alternatively, one of them 
  could impersonate Siro, the receptionist, and turn the PCs 
  away from the office diplomatically, raising an alarm and 
  attacking if the PCs persist.
  Alarm (CR 9): If the small staff at work in the office 
  activate an alarm or call security, Absalom Station security 
  forces move to surround the office. The PCs have some time 
  to complete their mission and escape, however, as security 
  takes at least 5 minutes to gather outside before entering. 
  The security forces listed below aren’t much of a challenge 
  for 9th-level PCs, but wise characters might simply flee 
  into the station’s labyrinthine corridors. A signal jammer or 
  similar device blocks the office alarm. The PCs earn no XP for 
  defeating these security forces, and leaving a trail of corpses 
  in their wake would only complicate their burned situation. 
  DETECTIVE
  CR 5
  HP 65 each, RP 4 each (Pact Worlds 177) 
  SECURITY GUARDS (6)
  CR 1
  HP 23 each (Pact Worlds 176) 
  SECURITY SPECIALISTS (3)
  CR 3
  HP 32 each (Pact Worlds 177) 
  B. REISORA’S OFFICE
  B4
  B3
  B2
  B1
  1 SQUARE = 5 FEET
  NORTH
  
  18
  B1. RECEPTION
  This small room features a large, sleek desk 
  surmounted by a tier-4 computer and various 
  personal effects, including family pictures. 
  Siro (N male human), Eline’s receptionist, 
  works here and appears dressed in casual 
  business attire. Siro knows about the 
  crew and that they’re burned, but he isn’t 
  expecting visitors; the PCs might try to 
  get past him using a disguise (DC 24) and 
  either presenting forged identification (DC 24 
  Computers) or telling a convincing story (DC 
  29 Bluff). Alternatively, a character can cow him 
  into silence with a successful DC 31 Intimidate 
  check. If these checks fail, Siro instructs the PCs 
  to leave and threatens to call security. Siro can, 
  in fact, raise an alarm by pressing a button on his 
  keyboard, but he’s a noncombatant with AC 10 
  and 6 HP. The door behind Siro is locked.
  Development: A character who hacks Siro’s 
  computer with a DC 29 Computers check discovers 
  that Eline has gone on an “executive retreat” to her personal 
  estate, located on an asteroid in the Diaspora. Her travel and 
  time off was approved by Visanmark, a Company financial 
  auditor and colleague of Eline’s who has joined her at her 
  estate. Her agenda hasn’t been updated since, so presumably 
  she’s still there. A firewall (DC 31 Computers check to hack) 
  protects confidential information, including the coordinates 
  for Eline’s palace in the Diaspora and a message from the 
  Golden League agents that reveals the imminent delivery 
  of “Drift-capable assets”—the Oliphaunt—to the palace. A 
  character who manages to get root access to this computer 
  with a successful DC 49 Computers check can disable alarm 
  systems and open all doors in area B. 
  If Digit is with the crew and they gain access to this 
  computer, Dizzy’s voice comes from the drone’s speaker: 
  “The server I need isn’t here. It must be in a secure room 
  somewhere deeper. You’ll know it when you see it.”
  B2. STAFF CUBICLES
  Eline keeps a small private staff to maintain her secret data 
  center and handle tasks she doesn’t want anyone else in EJ Corp 
  to know about. Three of the cubicles are currently occupied (see 
  Creatures), while two others are empty. A vending machine with 
  snacks and beverages stands in the west, near a unisex restroom. 
  A character can spot a locked secret door adjacent to the vending 
  machine with a DC 25 Perception check (marked with an “S” on 
  the map on page 14). Occupied or not, each cubicle has a tier-4 
  computer with access to the same files as detailed in reception 
  (area B1); they can be hacked in the same way.
  Creatures: Izzep (N host shirren), Jem (N female damaya 
  lashunta), and Marv (N male human) are working in their 
  cubicles when the PCs enter. All of them know about the secret 
  door and can summon security with a button on their consoles. 
  They don’t, however, recognize the crew, and the PCs 
  can pressure them into revealing the door with a DC 
  24 Intimidate check or trick them with a DC 27 
  Bluff check. All are noncombatants with AC 10 
  and 6 HP; if the crew brandish weapons, the 
  staff members cower.
  B3. SECURE OFFICE
  Past the secret door, three flights of steep 
  stairs descend 40 feet, cutting off noise to and 
  from the surface. An unlocked door leads to Eline’s 
  private and secure office. The room within is 
  luxuriously furnished and includes mementos 
  of Eline’s life, including an inubrix amulet 
  on a leather cord and a family photo; a 
  PC with the Kalistocrat Upbringing 
  (Starfinder Adventure Path #34: 
  We’re No Heroes 43) appears in 
  this photo. There’s no computer on 
  Eline’s desk, as she took her private datapad 
  with her. A locked door on the north wall opens 
  only for Eline but can be bypassed with a successful DC 29 
  Computers or Engineering check. If Digit is with the crew, the 
  drone can open the door automatically, and if left open, the 
  door closes and relocks after 1 round.
  Treasure: A hovering mimic imager (Armory 105) rests on 
  Eline’s desk, sitting in its charger with a full battery. 
  B4. DUPLICATE SERVER (CR 11)
  Stairs descend into this warehouse-like subterranean 
  chamber, its walls and 15-foot-high ceiling a sterile, off-white 
  color. A massive computer storage unit in the room’s center 
  buzzes with energy, flickering green lights peppering its 
  otherwise-featureless gray surface. Four floor-to-ceiling 
  columns of electrical circuitry flank the machine, with some 
  of their transparent wires glowing faintly with white light. 
  Imposing steel gray cylinders fill two corners of the room. 
  This massive data processing unit is a real-time duplicate 
  of EJ Corp’s central data archive. Eline uses only a fraction of 
  its capabilities to read confidential files she isn’t authorized 
  to handle and keep an eye on her rivals. The server is a 
  tier-7 computer with a Security IV upgrade and firewall 
  (DC 47 Computers check to hack); the entire apparatus is 
  permanently affixed to the floor. Hacking the duplicate server 
  lies beyond the capabilities of most 9th-level PCs, but Dizzy 
  acquired a password that they’ve programmed into Digit to 
  gain access to the server’s personnel files. Once the crew have 
  entered, Digit approaches the server and plugs into it. 
  Creatures: When Digit plugs into the data processor, or if 
  the server is attacked or damaged, the room’s security system 
  activates. The two cylinders in the corners of the room rotate 
  90 degrees, revealing a pair of cybernetic golems plugged into 
  SIRO
  
  19
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  charging stations. The golems animate and attack all creatures 
  in the room, returning to their charging stations only when 
  there are no more signs of life. These same protocols activate 
  if the data processor is attacked or damaged. 
  CYBERNETIC GOLEMS (2)
  CR 8
  XP 4,800 
  HP 125 each (Alien Archive 2 66)
  TACTICS
  During Combat The golems activate their haste circuits and 
  close to melee range, firing their artillery lasers if they 
  can’t reach a target and still attack. If driven berserk, 
  they attack the closest target, including each other and 
  the trap columns, but never the duplicate server.
  Morale The golems fight until destroyed. If driven berserk, 
  any exposure to electrical damage from the trap (see 
  below) grants a +2 circumstance bonus to its next saving 
  throw to end the berserk state. 
  Trap: As long as either golem is outside of its charging 
  station, the four columns that surround the server pulse with 
  deadly electricity. Each round, one of the columns activates; 
  choose the column that would affect the most targets 
  (including the golems, who are healed by electricity damage).
  ELECTRICAL PULSE TRAP
  CR 8
  XP 4,800 
  Type technological; Perception DC 32; Disable Computers 
  DC 29 (must be performed at the server, and disables all 
  four columns) or Engineering DC 25 (performed at each 
  column, disables only that column)
  EAC 19; KAC 23; HP 30 (each column); Immunities 
  electricity; Fort +11; Ref +8
  Trigger proximity (motion); Init +14; Reset automatic
  Effect power surge (4d12 E); Reflex DC 18 half; multiple 
  targets (all targets within 15 feet of the column) 
  Development: The countermeasures lock Dizzy out, but Digit 
  can proceed with the hack so long as the PCs keep the golems 
  busy. If Digit is destroyed, a PCs can salvage the code from its 
  remains to finish the job with a DC 25 Computers check. As 
  detailed in Event 3: What Comes Around, Digit’s code secures 
  medical care for Dizzy’s uncle, Darzalfen, an EJ Corp employee 
  who has been denied lifesaving treatment by the Company.
  Treasure: If the PCs help Digit reach the duplicate server 
  and implant the code, Dizzy finds the crew afterward and 
  provides them with the location of the Rust Bug. If the crew 
  already knows about the junk starship, Dizzy does one better: 
  they persuade Niva to give the crew a plasma cannon starship 
  weapon that the Wintermourn recently salvaged. The PCs can 
  install this starship weapon on the Rust Bug’s forward-facing 
  heavy weapon mount.
  Story Award: If the PCs and Digit successfully hack the 
  duplicate server for Dizzy, award the PCs 6,400 XP. 
  EVENT 4: ASSET 
  LIQUIDATION (CR 10)
  Once the crew infiltrates Eline’s office, or if Droon or Gantz 
  are killed or captured and fail to check in after 24 hours, 
  the Kalistocrat initiates her Plan B. With a message to a 
  clandestine laboratory on Absalom Station, she unleashes a 
  genereaver—a genetically engineered assassin—to hunt down 
  and kill the crew. 
  Creature: A genereaver is biologically unstable and must 
  drain the genetic material of preprogrammed targets to 
  survive. In this case, the targets are the PCs. The creature 
  instinctively seeks the PCs out to violently consume their 
  DNA. Once the genereaver has been activated, it could attack 
  the PCs any time before they leave Absalom Station, even 
  ambushing them in the belly of the Rust Bug along with the 
  Company spies!
  While Droon and Gantz easily move throughout Absalom 
  Station, the genereaver terrifies bystanders, and law 
  enforcement attacks it on sight. But the creature is cunning, 
  stealthy, and remarkably durable; it moves and acts in the 
  shadows, attacking the PCs when they’re isolated from 
  reinforcements and fleeing to recover from unsuccessful 
  assaults. The genereaver is an opportunistic enemy that 
  repeatedly ambushes its targets until it kills them. The 
  PCs might try to capture the monster, especially if they 
  prove unable to kill it, but the beast will try to escape and 
  kill anyone in its way. Reward players who come up with 
  creative solutions to the genereaver threat. While Absalom 
  Station security will attack the genereaver and protect 
  the station’s residents, they won’t help the PCs while they 
  remain burned. 
  The genereaver is a novel biological weapon of recent, 
  secret design. A PC can identify it with a DC 30 Life Science 
  check; however, a character who retrieves a blood or tissue 
  sample from the genereaver, analyzes it, and succeeds at a 
  DC 25 Life Science check identifies its fatal susceptibility to 
  poison, radiation, and other afflictions.
  GENEREAVER
  CR 10
  XP 9,600 
  HP 150 (see page 58)
  TACTICS
  During Combat The genereaver injects its helicase 
  barb into the closest target, then focuses on killing 
  that target. If it faces resistance from other foes, it 
  retaliates with its breath weapon. If anyone attacks it 
  with an affliction or electricity, it shifts its attention to 
  that creature. 
  Morale If observed by noncombatants, the genereaver 
  flees when reduced below 75 HP. If observed only by 
  its targets, the genereaver fights until reduced to 0 HP, 
  then begins to heal itself through the use of its genetic 
  reconstruction ability; when it becomes ambulatory 
  again, it flees to heal in hiding. 
  
  20
  C. RUST BUG
  Once the crew learn of the Rust Bug’s existence, they can 
  reach the derelict starship without resistance. It lies in a vault 
  deep beneath Botscrap. Ratrod provides the electronic key to 
  this vault, but the lock has completely deteriorated, and if the 
  crew find the vault some other way, they can force it open 
  with a simple DC 15 Strength check.
  The vault door rolls open with a hideous screeching noise of 
  metal grinding against metal. Beyond, in a vast darkness, 
  lies a decrepit starship ravaged by the elements. Blankets 
  of rust and splashed stains mask dozens of dents and 
  patchwork welding along the outer frame. A ramp to the 
  port airlock hangs open at an odd angle, unable to close. 
  Emergency lights flicker within the ship, which looks more 
  like an ancient wreck than a habitable spacecraft.
  Use the map on the inside back cover for the encounters 
  inside the Rust Bug. Despite the ship’s ghastly appearance, 
  its frame remains intact. All walls and doors are made of 
  standard starship material, with 15-foot ceilings throughout 
  the ship (30-foot ceilings in the port, aft, and starboard cargo 
  holds, where the catwalk overlooks the holds). Its analog 
  doors hang open on broken hinges. Emergency lights, which 
  flicker constantly, fill the ship with dim illumination until the 
  power core is repaired. 
  Creatures: If the PCs haven’t permanently dispatched the 
  Company spies (Event 2: Company Warfare) or the genereaver 
  (Event 4: Asset Liquidation), these foes make their final stand 
  aboard the Rust Bug. They follow the PCs using Stealth, 
  avoiding conflict (and each other) until they find the PCs 
  vulnerable or off their guard (for example, while retreating 
  from an encounter or resting to regain Stamina Points). Space 
  out both events to avoid overwhelming the crew, and give the 
  PCs a chance to spot their enemies, potentially confronting 
  them on favorable (or at least less disadvantageous) terms.
  In addition, the Rust Bug houses a colony of electrovores. 
  Individually, these creatures don’t pose a significant threat to 
  the PCs (and don’t award XP), but one or two of them might 
  appear in Rust Bug rooms as nuisances or minor hazards. 
  The electrovores harass the PCs, the Company spies, and the 
  genereaver but flee to the power core (area 9) if they meet 
  any resistance. 
  ELECTROVORES
  CR 2
  HP 23, RP 3 (Alien Archive 44) 
  1. AIRLOCKS
  Both airlocks stand open and offline, their electrical systems 
  horribly frayed. A character who succeeds at a DC 17 Life 
  Science or Piloting check recognizes this damage as the 
  work of electrovores. Time and resources can repair the 
  damage, but until the characters drive the creatures off, any 
  repairs will be temporary. 
  2. CARGO HOLDS
  The lower-level cargo holds stand empty, the floors littered 
  with bits of wiring and discarded wall plating—more evidence 
  of the electrovores’ destructive presence. Rusty but functional 
  ladders climb up to the galley, but the elevator lifts won’t 
  work until the power core is repaired. 
  3. CATWALK (CR 9)
  Blobs of sticky red slime dot the tarnished floors and dented 
  walls of this catwalk. The floor creaks with a metallic whine 
  under any sort of weight. 
  This elevated walkway overlooks the port, aft, and 
  starboard cargo holds; each cargo hold has a lift with separate 
  controls, but they won’t operate until characters repair the 
  ship’s electrical grid. Sticky red resin makes the catwalk 
  difficult terrain until cleaned. 
  Creatures: Besides the resident electrovores, the catwalk is 
  home to a scavenger slime that poached most of the usable 
  gear from the Rust Bug’s tech workshop. It slowly patrols the 
  length of the walkway, firing over the railing at intruders it 
  detects with its blindsight. 
  RUST BUG SLIME
  CR 9
  XP 6,400 
  Variant scavenger slime (Alien Archive 100)
  HP 145
  Defensive Abilities scavenger shell; DR 5/adamantine; 
  Immunities ooze immunities; Resistances electricity 10
  Ranged advanced X-gen gun +21 (2d12+9 P) or
  jolt storm coilAR +21 (2d6+9 E) or
  15-notch plasma forkAR +21 (1d10+9 E & F)
  Treasure: All of the scavenger slime’s weapons are 
  salvageable, and its corpse can be used to acquire stickybomb 
  grenades (Alien Archive 101). In addition, there are enough 
  blobs of ambulatory residual scavenger slime along the 
  catwalk that a character who succeeds at a DC 28 Engineering 
  or Life Science check can install a slime-patch system (Alien 
  Archive 101) in the Rust Bug.
  4. CREW’S QUARTERS
  Electrovores have shredded the synthetic mattresses that 
  used to occupy these rooms, and the rest of the crew quarters 
  were stripped of anything valuable years ago. The washrooms 
  don’t have running water until the characters restore the 
  ship’s power.
  5. MESS HALL
  Similar to the crew quarters, the mess hall was plundered 
  long ago. The cabinet doors and chairs lie in disarray from 
  electrovore exploration. Pools of fetid water have gathered on 
  the broken faux-tile floor and in the tarnished sinks.
  
  21
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  6. BRIDGE
  The basic architecture of the ship’s bridge remains sound, 
  but electrovores have devastated the electrical work. 
  Chewed, tangled wires carpet the floors, while gashes and 
  cracks splinter every computer monitor. Everything from the 
  captain’s chair command keys to the pilot’s joystick hangs 
  together by strained shards of plastic and strips of metal.
  7. CAPTAIN’S QUARTERS
  Upstairs from the mess hall, the captain’s quarters overlook 
  the starship’s sorry exterior through a shattered windshield. 
  The mattress appears intact but ancient and hard, while dust 
  blankets the desk.
  Treasure: A keyring bearing a transparent, bean-shaped 
  jewel and a single key lies inside the desk drawer underneath 
  some stiffened and illegible papers. The key fits the Rust Bug’s 
  power core (area 9). The jewel is Ratrod’s uncle Drillbit’s lucky 
  charm, a mk 3 air elemental gem.
  8. TECH WORKSHOP
  With electrovores having ravaged its electronic equipment 
  and the scavenger slime pilfering its metallic contents, the 
  laboratory over the aft catwalk is all but useless. Its tool 
  shelves lie empty, and its robotic arms hang listlessly. One 
  floor-level cupboard remains sealed behind a padlock.
  Treasure: A PC who succeeds at a DC 27 Engineering 
  or Strength check to bypass the analog lock finds a dusty 
  X-ray visor and an old but intact set of computer equipment 
  designed for a starship interface. With these parts and a 
  successful DC 28 Computers check, a character can improve 
  the mark of the ship’s defensive countermeasures by 1.
  9. ENGINE ROOM (CR 9)
  Orange scales and black barbs litter every shelf, cabinet, 
  keyboard, stair, and floor panel in this chamber. Tangles of 
  wires and cables have been knotted together into crude 
  nests, gathered around a dimly glowing blue power core that 
  throbs with faint energy. The whole room smells like a mix 
  of salt and ozone.
  The only still-functioning part of this junk starship, the 
  Rust Bug’s Pulse Blue power core has remained in operation 
  for far longer than any engineer would think possible. Its 
  longevity made it an irresistible feeding ground for parasitic 
  electrovores, who siphon just enough electricity from the 
  active core to sate themselves without causing it to fail. The 
  key from the captain’s quarters (area 7) can be inserted into 
  the power core and used to turn it off or on.
  Creatures: The bulk of the electrovore colony has gathered 
  here, and they fly into a fury if their home appears threatened 
  by outsiders. The monsters attack as a group, aggressively 
  pursuing targets throughout the Rust Bug’s rooms. The 
  electrovores make little distinction whether they attack the 
  PCs, the Company spies, or the genereaver, caring only about 
  driving intruders out of the starship; the electrovores avoid 
  the scavenger slime, however.
  ELECTROVORE COLONY TROOP
  CR 9
  XP 6,400 
  HP 165 (see page 61)
  Development: The crew can begin restoring the Rust Bug to 
  working order once the electrovore colony has been defeated, 
  but a few stray electrovores might remain hidden aboard ship; 
  these creatures sabotage the Rust Bug’s systems (as detailed 
  on page 45 of Alien Archive) if the crew don’t hurry to Eline’s 
  lair. If the PCs turn off the ship’s power core with the key 
  from the captain’s quarters, all the electrovores in the Rust 
  Bug abandon the ship in 1d4 days.
  PREPARED FOR 
  LIFTOFF
  The process of repairing the Rust Bug’s electrical systems 
  and getting the ship in nominal working order requires no 
  check, just 2 days of work by anyone trained in Computers 
  and Engineering. The PCs can combine this time with the 
  1d4 days they need to apply any starship upgrades they 
  might have picked up in events and encounters on Absalom 
  Station. Even after his workers upgrade the Rust Bug, Ratrod 
  occasionally visits the crew as they repair the ship, bringing 
  them meals or supplies and admiring their work. By the time 
  the PCs finish, they’ll have a (very) humble but spaceworthy 
  vessel on their hands. Once the PCs know the location of 
  Eline’s private estate—probably by hacking computers in 
  Reisora’s Office (area B)—they’ll have everything they need 
  to pursue her.
  With coordinates to Eline Reisora’s palace and a spaceworthy 
  starship, the crew can depart Absalom Station to confront 
  their enemy and recover the Oliphaunt. Upgrading their ship 
  will have taken a few days, affording the PCs time to touch 
  base with Tarika and any other characters who might have 
  helped them get back on their feet. The burn spans all Pact 
  Worlds and allied Near Space businesses, both legal and 
  criminal, so they can expect no further assistance once they 
  leave their allies on Absalom Station behind.
  Eline’s estate is hidden in a dense cluster of asteroids 
  within the Diaspora, and the Rust Bug has no Drift engine, 
  so the journey takes 1d6+2 days. As presented, the trip 
  PART THREE: 
  HONOR AMONG 
  THIEVES
  
  22
  to Eline’s estate is relatively direct, but you can extend 
  the crew’s time in the Rust Bug—cut off from contacts and 
  resources while struggling to keep the ship in working 
  order—with Side Jobs (page 38) or other encounters, as 
  long as the crew reaches the palace before Eline departs 
  on the Oliphaunt.
  NAVIGATING THE 
  DIASPORA
  The Rust Bug hits several snags as the crew navigates the 
  Pact Worlds’ notorious asteroid belt. To start, the asteroids 
  that comprise the Diaspora make space travel treacherous. 
  If the PCs aren’t in a stressful situation (such as starship 
  combat) and both the pilot and science officer roles are filled, 
  the Rust Bug can safely navigate these asteroids. When the 
  crew enters starship combat in the Diaspora (Event 5: Living 
  Asteroids, Event 7: Boarding Party, and Event 8: Approaching 
  Reisora’s Estate), scatter 20 1-hex asteroids randomly across 
  the map. The rules for asteroids can be found on pages 134–
  135 of the Starfinder Starship Operations Manual.
  Asteroids are also the least of the crew’s problems. 
  Void-dwelling monsters and space pirates haunt the 
  Diaspora, and the PCs’ battered starship presents an 
  easy target. Simply surviving the journey is the goal, 
  so the PCs receive XP even for fleeing from encounters, 
  although emerging victorious might yield other prizes for 
  their efforts.
  EVENT 5: LIVING 
  ASTEROIDS (CR 8)
  Two days into the journey, the Rust Bug’s course crosses 
  into the asteroid belt, and the ship’s flight path enters the 
  Diaspora ecosystem. Read or paraphrase the following.
  An eddy of debris circling independently of the greater 
  asteroid belt stands out from the mostly stable field. These 
  spiraling chunks of rock have jagged, porous surfaces with a 
  dull sheen, as though the metallic portions had been gnawed 
  away. The cluster orbits a single large object resembling 
  a massive uncoiled pillbug, its legs irregularly twisted 
  and motionless.
  A character who succeeds at a DC 20 Life Science or 
  Piloting check identifies the object as the corpse of a blinking 
  telelith, one of the largest species of “living asteroids.” This 
  check also reveals that teleliths are social creatures that feed 
  on metal; the distinctive features of this asteroid eddy mark 
  it as a likely telelith habitat. A science officer can confirm 
  this information with a DC 20 Computers check to scan 
  the eddy, detecting barnacle-like nodules containing larval 
  teleliths attached to several of the chewed-up asteroids.
  Starship Combat: Three living members of this telelith colony 
  quickly emerge from the eddy, attracted by the deteriorated 
  metals of the Rust Bug. These teleliths have caches of easily 
  thrown detritus stored throughout their nest, granting them a 
  
  23
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  23
  PART 3: 
  HONOR 
  AMONG 
  THIEVES
  SIDE JOBS
  CORPORATIONS
  OF THE
  GALAXY
  A MEASURE 
  OF 
  SOLIDARITY
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  +2 bonus to gunnery checks to hurl debris whenever they’re 
  adjacent to an asteroid. They vigorously defend their home but 
  don’t pursue ships that flee beyond the eddy.
  SWARMING TELELITHS (3)
  TIER 2
  HP 35 each (Alien Archive 3 110) 
  TACTICS
  During Combat The teleliths keep close to asteroids while 
  hurling debris. If the Rust Bug suffers critical damage, 
  one of the teleliths yields to its hunger and tries to slam 
  the Rust Bug’s hull.
  Morale The teleliths fight until slain, triggering their 
  auto-destruct ability.
  Development: If the PCs investigate the blinking telelith 
  corpse, they find the organ it used for blinking fully intact. 
  The PCs can harvest the organ with a successful DC 25 Life 
  Science or Mysticism check, allowing them to install a telelith 
  matrix (Alien Archive 3 111) expansion into an empty cargo 
  hold with only 1 day of work.
  Story Award: If the PCs defeat or escape the teleliths, 
  award them 4,800 XP.
  EVENT 6: LONELY 
  ASTERAY (CR 12)
  One day after the telelith encounter, the computers aboard 
  the Rust Bug behave erratically. Loudspeakers produce 
  wavering tones like multiple theramins playing dark 
  harmonies, and scanners display images of grand, alien 
  cairns carved with strange sigils. This miniature starship 
  graveyard once served as the playground of a family of 
  asterays. The fey were close-knit and joyful, cavorting 
  about the Diaspora and feeding on the remains of 
  carbon-based organisms that they led to destruction 
  whenever they got hungry. Their charmed life was 
  shattered when their sensor song attracted the Lost 
  Cause (Event 7: Boarding Party), a territorial ship of 
  pirates. The asterays stood little chance against starship 
  weapons, and the sadistic pirates brutally exterminated 
  the fey. One asteray named Arzenj, however, survived the 
  Lost Cause’s onslaught, though they would hardly consider 
  themself lucky. Traumatized by the murder of their family, 
  Arzenj is crushed with grief, fear, and fury. The asteray’s 
  sensor song reflects that mourning, creating holographic 
  images of graves for their family and filling the void with 
  the sound of their sorrow.
   As the Rust Bug steers around the asteroid field, the 
  wailing tones respond to its changes in direction; a character 
  who succeeds at a DC 17 Piloting or Sense Motive check can 
  discern that the sounds lead in a specific direction, slightly 
  off the crew’s course. With this evidence, a character who 
  succeeds at a DC 22 Mysticism check can guess that these 
  phenomena signal a distressed asteray, a vacuum-dwelling 
  fey known to crave organic food.
  Should the characters ignore the electronic wailing, their 
  lives become noticeably inconvenienced. No downtime 
  activities can be completed while the noise persists, and a 
  PC must succeed at a DC 25 Piloting check to navigate. The 
  effort to navigate with the asteray’s interference leaves the 
  pilot and science officer shaken for the rest of the day.
  If the crew follow the asteray’s illusory trail, they eventually 
  reach its home. Read or paraphrase the following.
  A misshapen scrapheap—the result of half a dozen starships 
  smashed into each other—floats serenely among the asteroids. 
  Charred streaks left behind by starship weapons and a blasted 
  chunk shrouded in detritus scar the wreckage’s amalgamated 
  form. Among the clouds of surrounding space junk, strips of 
  what appear to be pale, tattered flesh drift in macabre silence. 
  Creature: Fear overwhelms Arzenj when the Rust Bug enters 
  their domain; the dirge emanating from the ship’s loudspeakers 
  becomes a shriek of terror, and the asteray darts into the 
  ARZENJ
  
  24
  wreckage for cover. The PCs’ external communication devices 
  can’t reach the asteray through the vacuum, but if they park 
  the Rust Bug and step onto the ship’s hull or into space, Arzenj 
  gradually emerges to communicate via telepathy; they begin 
  unfriendly to the PCs, however. Recent events have traumatized 
  the fey, and their bizarre mindset further complicates 
  negotiations. Arzenj doesn’t grasp the needs or motivations of 
  mortals except through the prism of their personal experiences. 
  This outlook manifests as a childlike lack of empathy; further, 
  Arzenj believes mortals are extensions of the starships they 
  travel in, similar to the way their illusions represent extensions 
  of their own consciousness. Thus, Arzenj addresses the PCs as 
  one unit—the “mind” of the Rust Bug. Arzenj believes the Lost 
  Cause devoured their family’s souls, which can only be freed if 
  the murderous starship is added to the wreckage of their lair, 
  returning the family “home.”
  A character who succeeds at a DC 22 Sense Motive check 
  understands Arzenj is traumatized and in mourning, granting 
  a +2 circumstance bonus to attempts to change the fey’s 
  attitude. If the crew can improve Arzenj’s attitude to indifferent 
  (requiring a successful DC 28 Diplomacy check), they trust 
  the PCs enough to share their story. If the crew offers to help, 
  Arzenj insists that the only solution is to crash the ship that 
  killed their family into the starship wreckage. If the PCs agree 
  to this course of action, the excited fey insists on joining the 
  hunt for justice; Arzenj intends to cling to the Rust Bug and ride 
  it all the way to the Lost Cause. To discourage Arzenj from this 
  course of action and convince them to stay behind, a character 
  must succeed at a DC 35 Bluff, Diplomacy, or Intimidate check.
  If Arzenj detects a threat of violence from the PCs or the 
  Rust Bug, including attempts to reenter the starship during or 
  following an argument, they panic and their attitude worsens 
  by one category. Likewise, a PC who fails a Bluff or Intimidate 
  check against Arzenj worsens the asteray’s attitude by one 
  category. If Arzenj becomes hostile, fear overwhelms them 
  and they attack; this battle takes place outside the Rust Bug
  in empty space, a zero-gravity vacuum.
  ARZENJ
  CR 12
  XP 19,200 
  Agender asteray (Alien Archive 18)
  HP 170
  TACTICS
  During Combat Arzenj uses confusion on as many targets 
  as possible and follows up with charm person, discharge, 
  and overload systems to weaken their enemies before 
  closing within reach of their tail whip.
  Morale If reduced below 20 Hit Points, Arzenj flees into the 
  wreckage and cowers.
  Development: If the PCs agree to help Arzenj but don’t 
  convince them to wait in the wreckage, the fey rides safely 
  tucked into a dent on the Rust Bug’s exterior while overseeing 
  the hunt for the Lost Cause. Arzenj aggressively keeps the 
  crew focused on the hunt, using their sensor song special 
  ability to impose a –2 penalty to any starship or downtime 
  actions that don’t actively further their agenda. None of the 
  ship’s weapons can strike Arzenj while they ride the Rust Bug.
  Treasure: As long as Arzenj lives and the Lost Cause isn’t 
  added to the starship graveyard they call home, the asteray’s 
  sensor song makes scanning the wreckage challenging. A 
  science officer who succeeds at a DC 37 Computers check 
  overcomes the distortion and locates an exposed captain’s 
  quarters protruding from a prison transport tangled in the 
  metallic monstrosity; if Arzenj is slain, however, the DC for 
  this check drops to 27. The asterays devoured the captain’s 
  remains long ago, but his adamantine enforcer armor II 
  (Armory 68) and punishing heavy sap (Armory 53) are still 
  intact. The opening also affords access to some of the wreck’s 
  interior, where the PCs find a fully functional coilgun starship 
  weapon and enough spare parts to upgrade one of the Rust 
  Bug’s light turret mounts to accommodate a heavy weapon. 
  With 1 day of work and a successful DC 25 Engineering or 
  Piloting check, the PCs can install the coilgun onto any 
  available weapon mount on their starship and upgrade their 
  turret. If the PCs add the Lost Cause to the wreckage, Arzenj 
  gives these items to the crew freely in a rare flash of gratitude.
  Story Award: If the PCs escape Arzenj, agree to help them, 
  or simply interact with them and avoid combat, award them 
  XP as if they had defeated Arzenj in combat.
  EVENT 7: BOARDING 
  PARTY (CR 12)
  The Lost Cause was once a Free Captain vessel. Its captain, a vesk 
  named Kyanhex, had a notorious reputation as someone who’d 
  sell his family for the right price—though that’s not so unusual 
  for space pirates. The Lost Cause found work as a “sweeper,” 
  exploring and securing territory for the Free Captains to safely 
  navigate, establish secret meeting places, or lay ambushes. This 
  work pitted Kyanhex against space itself, and the proud vesk 
  performed it efficiently and discretely, carving out bigger and 
  bigger stretches of controlled space over the years.
  One unlucky day, however, the Lost Cause ran afoul of 
  a void-dwelling beast known as a Besmaran whelp. Such 
  creatures rarely pose a threat to experienced starship crews, 
  but Kyanhex’s pirates simply couldn’t shake the creature, 
  which critically damaged their life support and thrusters 
  before tiring of the ship and leaving it to flounder. As oxygen 
  slowly ran out, Kyanhex and his lackies fumed at having been 
  bested and left to suffocate by such a trivial threat. Obsessed 
  over repairing their ship, stomping out the whelp, and 
  completing their sweep, the pirates evaded permanent death, 
  rising in their airless vessel as a crew of undead varculaks.
  The transition into undeath allowed the Lost Cause’s crew 
  to accomplish exactly what they intended. They tracked the 
  whelp, slaughtered it, used its spines to decorate their ship, 
  and finished their assignment, even boarding a passing science 
  vessel and butchering its staff. The Lost Cause returned to 
  
  25
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  25
  ROBBED!
  PART 2: 
   DOWN AND 
  OUT ON 
  ABSALOM 
  STATION
  PART 3: 
  HONOR 
  AMONG 
  THIEVES
  SIDE JOBS
  CORPORATIONS
  OF THE
  GALAXY
  A MEASURE 
  OF 
  SOLIDARITY
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  Broken Rock to collect their pay, but their peers now looked 
  at them with pitying eyes. Kyanhex didn’t accept that he and 
  his crew deserved pity for their undead state; certain the Lost 
  Cause had acquired a reputation for weakness after the crew’s 
  humiliating demise, he set out to prove just how fearsome his 
  team really was. Captain Kyanhex and the Lost Cause now take 
  any and every sweeper job they can get; they push further and 
  further into the Diaspora to amplify their terrible reputation, 
  trying to squash their shared insecurity. They have mercilessly 
  taunted and attacked starships and creatures, including 
  Arzenj’s family. Now, the Rust Bug is in their crosshairs.
  Four hours beyond Arzenj’s lair, the Rust Bug and the Lost 
  Cause cross paths. If the crew searches for the Lost Cause, 
  the PCs find the pirates ready for battle. Read or paraphrase 
  the following.
  A bulky transport, its hull heavily patched and augmented 
  with decorative spikes, darts out from behind an asteroid 
  with uncanny agility. Its prow is emblazoned with the mark 
  of the Free Captains, and the Vesk words for “Lost Cause” 
  have been scribed boldly over its forward window.
  A light flashes on the Rust Bug’s interior as the comms 
  activate. “This is Captain Kyanhex,” the unknown party 
  growls. “Of the Free Captains. Surrender your… vessel… and 
  prepare to be boarded. Judging by the looks of your ship, 
  we’ll be doing you a favor.”
  Starship Combat: Kyanhex harasses the crew over 
  comms, belittling the Rust Bug and promising to let 
  the crew live if they cooperate. A successful DC 26 
  Sense Motive check allows a character to perceive that 
  Kyanhex is lying; he has no intention of leaving any o f 
  the characters alive. The PCs might, however, choose to 
  let the pirates onto their ship to engage in tactical combat; in 
  this case, skip to Creatures on page 26.
  The pirates participate in starship combat only long 
  enough to board (Starship Operations Manual 40) and confront 
  the PCs in tactical combat aboard the Rust Bug. The Lost Cause’s 
  light ship tethers are the primary method by which Kyanhex 
  initiates a boarding action, using ramming speed 
  (Starship Operations Manual 17) as a last resort.
  If Arzenj accompanies the crew, they distract 
  the Lost Cause with electromagnetic disturbances; 
  once per round, at the PCs’ direction, the Lost 
  Cause must reroll one check made as part of a 
  crew action and take the lower result.
  LOST CAUSE
  TIER 5
  Medium transport
  Speed 10; Maneuverability average (turn 2)
  AC 20; KAC 21
  HP 85; DT —; CT 17
  Shields light 70 (forward 25, port 15, starboard 15, 
  aft 15)
  Attack (Forward) heavy plasma torpedo launcher (5d10; 20 
  hexes), particle beam (8d6; 20 hexes)
  Attack (Turret) linked light ship tethers (2d6; 1 hex)
  Power Core Pulse Red (175 PCU); Systems basic 
  medium-range sensors, crew quarters (good, no oxygen), 
  mk 2 duonode computer, mk 3 armor, mk 4 defenses, 
  upgraded forward weapon mount; Expansion bays 
  brigPW (2), cargo hold (2), smuggler compartment
  Modifiers +2 any two checks per round, +2 Computers; 
  Complement 6
  CREW
  Captain (Kyanhex) Bluff +16 (8 ranks), gunnery +10 (7th 
  level), Intimidate +21 (8 ranks)
  Engineer Engineering +14 (7 ranks)
  Gunners (2) gunnery +11 (8th level) 
  Pilot Piloting +14 (7 ranks)
  Science Officer Computers +14 (7 ranks)
  KYANHEX
  
  26
  26
  Creatures: The PCs might prefer to fight the pirates hand 
  to hand rather than risk starship combat with the Rust Bug, 
  and Kyanhex will gladly accommodate them. As noted above, 
  if the crew refuses, he tries to board anyway. Once able to 
  board, Kyanhex leads his entire crew onto the Rust Bug, 
  intending to kill everyone on the ship. Run this encounter with 
  tactical combat using the map of the Rust Bug on the inside 
  back cover, rather than through starship actions. If Arzenj is 
  present when the pirates board, they keep their distance and 
  harry the pirates with spell-like abilities.
  KYANHEX
  CR 8
  XP 4,800 
  Male varculak solarian (Alien Archive 3 126)
  CE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  HP 125 RP 4
  EAC 20; KAC 22
  Fort +10; Ref +8; Will +11 
  Defensive Abilities deathless vitality; DR 5/–; Resistances
  cold or fire 5
  Weaknesses deathless weakness, silver susceptibility 
  OFFENSE
  Speed 30 ft.
  Melee acolyte shadow chains +19 (3d4+14 C; critical bind or 
  leech [DC 16])
  Ranged corona shoulder laser +16 (1d8+8 F; critical burn 1d6)
  Offensive Abilities grave touch (DC 16), stellar revelations 
  (black hole [25-ft. radius, pull 15 ft., DC 16], corona, defy 
  gravity, supernova [10-ft. radius, 9d6 C, DC 16])
  TACTICS
  Before Combat Kyanhex activates his solar 
  armor and stellar alignment.
  During Combat Kyanhex closes into melee range, 
  counting on his crew to keep him alive. He uses his 
  supernova revelation whenever possible.
  Morale Kyanhex fights until slain.
  STATISTICS
  Str +6; Dex +2; Con +1; Int +1; Wis +0; Cha +4
  Skills Athletics +21, Bluff +16, Intimidate +21, Mysticism +16
  Languages Common, Vesk
  Other Abilities cold soul, solar manifestation (armor), stellar 
  alignment, torpor, unnerving visage (vesk)
  Gear vesk brigandine IIIAR (corona shoulder laserAR with 1 
  battery [20 charges], deflective reinforcement), acolyte 
  shadow chainsAR, credstick (200 credits)
  SPECIAL ABILITIES
  Cold Soul Kyanhex’s powers have become twisted in 
  undeath. His corona and supernova stellar revelations 
  deal cold damage instead of fire, and his corona provides 
  resistance to fire rather than cold.
  LOST CAUSE PIRATES (5)
  CR 7
  XP 3,200 
  Varculak envoy (Alien Archive 3 126)
  CE Medium undead
  Init +4; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  HP 100 EACH RP 4 EACH
  EAC 19; KAC 20
  Fort +6; Ref +8; Will +12
  Defensive Abilities deathless vitality
  Weaknesses deathless weakness, silver susceptibility 
  OFFENSE
  Speed 30 ft., fly 30 ft. (jetpack, average)
  Melee tactical knife +13 (2d4+7 S; critical leech [DC 17])
  Ranged corona laser pistol +15 (2d4+7 F; critical burn 1d4) or
  incendiary grenade II +15 (explode [10 ft., 2d6 F plus 1d6 
  burn, DC 17])
  LOST CAUSE 
  PIRATE�
  
  27
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  Offensive Abilities expertise talent (menacing gaze), grave 
  touch (DC 17)
  TACTICS
  During Combat The pirates support Kyanhex with envoy 
  improvisations like inspiring boost and improved get 
  ‘em. One pirate targets Kyanhex with a defender shield 
  projector (see Treasure below).
  Morale The pirates fight until slain. 
  STATISTICS
  Str +0; Dex +4; Con +1; Int +2; Wis +0; Cha +5
  Skills Bluff +19, Computers +14, Diplomacy +19, Engineering 
  +14, Intimidate +19, Piloting +14, Sense Motive +19
  Languages Common, Vesk
  Other Abilities envoy improvisations (focus, improved get ‘em, 
  inspiring boost [19 HP]), torpor, unnerving visage (human)
  Gear estex suit III (jetpack), corona laser pistol with 1 battery 
  (20 charges), tactical knife, incendiary grenade II (2), 
  credstick (200 credits)
  Treasure: One pirate wields a defender shield projector 
  (Armory 53), which she uses to protect her captain in battle. 
  The Lost Cause can’t support living creatures, so it makes a 
  poor substitute for the Rust Bug; the PCs can cannibalize 
  enough parts to repair their ship after dispatching the pirates. 
  Furthermore, the PCs can salvage the ship’s heavy plasma 
  torpedo launcher with a successful DC 25 Engineering check 
  and 1 day’s work.
  Story Award: If the PCs defeat the Lost Cause in starship 
  combat, award them XP as if they had defeated the ship’s 
  crew in combat.
  EVENT 8: 
  APPROACHING 
  REISORA’S ESTATE 
  (CR 9)
  After their encounter with the Lost Cause, the PCs enter the 
  final leg of their journey. When Eline’s private estate comes 
  into view, read or paraphrase the following.
  Among the asteroids, one of the larger rocks boasts a 
  palatial estate, its facade graced with alabaster columns 
  and gold leaf. When an asteroid drifts close enough to 
  threaten the structure, automated turrets turn toward 
  it and obliterate it with concentrated laser fire. A 
  starship hangar at one end of the estate is protected by 
  a shimmering blue force field, which parts long enough 
  for two starships to emerge—the same vessels that 
  accompanied the Oliphaunt as it rocketed away from 
  Absalom Station!
  The PCs instantly recognize the two starships, which are 
  flown by Golden League agents who stole the Oliphaunt. The 
  Rust Bug hasn’t yet been detected, and the asteroid field 
  makes it easy to hide. The crew can intercept the two vessels, 
  or they can lie low, wait for the ships to escape into the Drift, 
  and then approach Eline’s estate.
  Starship Combat: If the PCs engage the thieves, place the 
  Golden League Hijackers in the middle of the map and allow 
  the Rust Bug to enter from any side. The Hijackers are taken by 
  surprise; they didn’t expect anyone out here, let alone the PCs, 
  so for their first turn, the Hijackers automatically lose initiative 
  and can take only Pilot actions. On subsequent rounds, however, 
  the two ships work together to destroy the Rust Bug. The Golden 
  League crews fight until one of their ships is completely disabled, 
  at which point the other flees into the Drift. The PCs can then 
  board the disabled Golden League ship, and the surviving Golden 
  League crew offers no resistance. Once the ship’s critical damage 
  conditions have been patched, the PCs can fly it right into 
  the estate hangar without incident, bypassing the challenges 
  described below in Entering the Estate.
  GOLDEN LEAGUE HIJACKERS (2)
  TIER 4
  Nebulor Outfitters Starhoppers (Starfinder Adventure Path 
  #3: Splintered Worlds inside cover)
  Medium explorer
  Speed 10; Maneuverability good (turn 1); Drift 1
  AC 19; KAC 19
  HP 65; DT —; CT 13
  Shields light 60 (forward 15, port 15, starboard 15, aft 15)
  Attack (Forward) light particle beam (3d6; 10 hexes)
  Attack (Port) light laser cannon (2d4; 5 hexes)
  Attack (Starboard) light laser cannon (2d4; 5 hexes)
  Attack (Turret) chain cannon (6d4; 5 hexes)
  Power Core Pulse Green (150 PCU); Systems budget 
  long-range sensors, crew quarters (common), mk 
  1 duonode computer, mk 4 armor, mk 4 defenses; 
  Expansion bays cargo hold, medical bay, smuggler 
  compartment, synthesis bay
  Modifiers +1 any two checks per round, +1 Piloting; 
  Complement 6
  CREW
  Captain Bluff +15 (4 ranks), Diplomacy +15 (4 ranks), 
  gunnery +10 (4th level), Intimidate +15 (4 ranks)
  Engineer Engineering +15 (4 ranks)
  Gunners (2) gunnery +10 (4th level)
  Pilot Piloting +15 (4 ranks)
  Science Officer Computers +15 (4 ranks)
  ENTERING THE ESTATE
  If the PCs decide to allow the Golden League ships to escape, 
  they can easily hide behind an asteroid until the thieves pass 
  into the Drift. However, the crew must then get into the estate’s 
  hangar bay. They have no way of doing so without attracting a 
  lot of attention; laser-cannon turrets protect the estate, and the 
  hangar has a force field covering its entrance.
  Getting the Rust Bug into the estate’s hangar is a starship 
  chase; the full rules for starship chases can be found on pages 
  44–47 of the Starfinder Starship Operations Manual. The crew 
  
  28
  must overcome three obstacles: the asteroid field, the laser 
  turrets, and the hangar force field. All obstacles have a DC of 23.
  ASTEROID FIELD (GUNNER, PILOT)
  Small asteroids surround the estate, and their velocity 
  makes them a serious threat. The Rust Bug can avoid the 
  asteroids or blast them into dust. On the first round, the Rust 
  Bug must attempt to overcome this obstacle. 
  Failure: Take 1 hit, and the Rust Bug must attempt to 
  overcome the asteroid field obstacle again next round.
  Success: The ship evades the asteroids and gets close to 
  the estate but gets detected by automated lasers. Next round, 
  the PCs must attempt to overcome the laser turrets obstacle.
  LASER TURRETS (ENGINEER, GUNNER, PILOT, 
  SCIENCE OFFICER)
  Multiple turrets open fire on the Rust Bug when it gets close 
  to the estate. The ship can avoid them, jam their sensors, destroy 
  them, or reinforce shields and try to absorb the punishment.
  Failure: Take 1 hit, and the Rust Bug must attempt to 
  overcome the laser turrets obstacle again next round.
  Success: The ship makes it past the turrets and can make a 
  run for the hangar bay. Next round, the PCs must attempt to 
  overcome the hangar force field obstacle.
  HANGAR BAY FORCE FIELD (GUNNER, MAGIC 
  OFFICER, SCIENCE OFFICER)
  A force field protects the hangar bay. The Rust Bug can 
  either destroy the field generators, hack it remotely, or use 
  magic to cause the field to temporarily fail.
  Failure: Take 1 hit, and the Rust Bug must attempt the 
  hangar bay force field obstacle again next round.
  Success: The ship gets through the force field and enters 
  the hangar. The chase ends in success. 
  ADJUDICATING SUCCESS
  If the crew overcomes the hangar bay force field obstacle, 
  the chase ends in success. If the Rust Bug has taken 3 or fewer 
  hits when it reaches the hangar bay, it lands in (more or less) 
  one piece. If the ship took 4-5 hits, it crashes in the hangar 
  bay, collapsing into an unflyable wreck; each character takes 
  5d10 damage and, presuming they remain conscious, can 
  extricate themself from the wreck.
  If the PCs don’t overcome the hangar bay force field by the 
  end of the 6th round, the chase ends in failure. The crew are 
  forced to withdraw in the face of withering laser fire, and they 
  can try again after repairing the Rust Bug.
  Story Award: If the PCs defeat the Golden League Hijackers 
  or the starship chase ends in success, award them 6,400 XP.
  REISORA’S ESTATE
  Eline Reisora’s private estate is an extensive building 
  outfitted for extravagant living and constructed atop an 
  asteroid. The PCs arrive in the hangar (area D), where 
  they learn that Eline is preparing to depart the estate on 
  the Oliphaunt from a private launch bay elsewhere in the 
  estate; the crew have only minutes to reach her before 
  she escapes. On the way to the launch bay, however, the 
  crew must pass through the Garden of Contemplation 
  (area E), and they might choose to investigate and 
  destroy the Kalistocrat’s immortality server (area F)—a 
  powerful computer designed to store her consciousness 
  after her death in a perpetually maintained virtual reality 
  simulation. With luck, they eventually reach the private 
  launch bay (area G), where they can board the Oliphaunt
  and confront Eline. The PCs decide her ultimate fate, but 
  they have the power to sentence her to a fate worse than 
  death—by exposing her failure to EJ Corp and destroying 
  her path to immortality.
  No map of the estate is provided here since it’s too large 
  for the crew to explore in the limited time they have before 
  Eline escapes. Speed is crucial, particularly if the alarm is 
  raised, but the PCs have time to rest for 10 minutes and 
  recover Stamina once before catching Eline at the launch 
  bay; if the crew lock down the bay while in area F, they 
  secure an additional 10 minutes to rest, should they want 
  to. Characters who take more than this limited number of 
  10-minute rests risk allowing Eline to escape. You could 
  emphasize the danger by intercepting the crew with a 
  terminator-class security robot (area D). Should you decide 
  that Eline escapes, the PCs might need to chase her in the 
  Rust Bug (if it survived crashing into the hangar) and defeat 
  the Oliphaunt in starship combat, or begin the search for her 
  all over again.
  D. HANGAR
  1 SQUARE = 5 FEET
  NORTH
  
  29
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND 
  OUT ON 
  ABSALOM 
  STATION
  PART 3: 
  HONOR 
  AMONG 
  THIEVES
  SIDE JOBS
  CORPORATIONS
  OF THE
  GALAXY
  A MEASURE 
  SOLIDARITY
  ARCHIVES
  D. HANGAR (CR 10)
  Blinding fluorescent lights illuminate a large hangar with 
  several high-end starships parked in orderly rows. A single 
  door emblazoned with the interlocking circles and triangles 
  of the Prophecies of Kalistrade stands on the far wall, 
  surrounded by clutter—a mobile crane hovering its arm over 
  a stack of metal construction rods and rows of boxes lined up 
  before a small forklift. The windows of a nearby office reveal 
  a reception desk within, and a massive robot guards the area.
  Use the map on page 28 for this encounter. The ceilings in 
  the hangar are 30 feet high to accommodate the starships 
  parked within. PCs flying one of the Golden League Hijacker 
  starships can land in the hangar without attracting suspicion; 
  if the crew forced their way in piloting the Rust Bug, however, 
  they immediately trigger an estate-wide alarm that puts all 
  enemies on alert through flashing red lights and repeated 
  warnings. An office at the northwest corner has a computer 
  with information vital to the crew’s mission. The PCs can 
  bypass the locked door on the north wall with a successful 
  DC 30 Computers or Engineering check; a failure to bypass 
  the door triggers the alarm. Alternatively, anyone using the 
  office computer can automatically open the door (see Office 
  Computer on page 30).
  Creatures: Two unarmed Company employees staff the 
  office. If the alarm has been raised, the office staff cower 
  behind a reception desk and rely on the security robot 
  to defeat the PCs. If the crew got into the hangar without 
  raising an alarm, the PCs can trick the staff into believing 
  they’re Golden League mercenaries (and thus authorized 
  to be in the estate) with a successful DC 25 Bluff check or 
  simply bully the employees into cooperating with a successful 
  DC 25 Intimidate check. Should these checks fail, the office 
  staff trigger the alarm. Once tricked or persuaded, the office 
  staff can tell the PCs that Eline is scheduled to depart the 
  estate any minute; she isn’t coming to the hangar, however, 
  as she’s taking the Oliphaunt from her private launch bay. 
  The characters can also learn this information and more by 
  hacking the computer (see Office Computer on page 30).
  A terminator-class security robot patrols the area, but it 
  won’t immediately act aggressively against the PCs unless an 
  alarm has been raised. However, if the robot is attacked, it 
  raises the alarm.
  TERMINATOR-CLASS SECURITY ROBOT
  CR 10
  XP 9,600 
  N Large construct (technological; Starfinder #11: The 
  Penumbra Protocol 58)
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +19
  DEFENSE
  HP 165
  EAC 23; KAC 25
  Fort +10; Ref +10; Will +7
  Defensive Abilities integrated weapons, nanite repair; 
  Immunities construct immunities
  Weaknesses vulnerable to critical hits, vulnerable 
  to electricity 
  OFFENSE
  Speed 40 ft.
  Melee slam +22 (2d10+18 B)
  Ranged integrated continuous yellow star plasma rifle +19 
  (2d10+10 E & F; critical burn 1d8)
  Offensive Abilities hardware acceleration
  TACTICS
  During Combat The robot attacks targets that prompted 
  triggering the alarm. Once reduced below 80 HP, the 
  robot’s property-defense inhibitor code deactivates, 
  allowing it to use the environment to attack foes. As 
  a full action, it can pick up and throw a box, beam, 
  or forklift as a ranged slam attack (with a +22 attack 
  modifier, inflicting 2d10+18 B, and a range increment 
  of 20 feet); it can also tip over a truck, crane, or other 
  vehicle, dealing slam damage (2d10+18 B) to all creatures 
  HANDOUT: PRIVATE 
  MESSAGE THREAD
  Recent exchange between Eline Reisora 
  and Visanmark.
  E: I got it back.
  V: Yes!! How?
  E: Sinjin.
  V: The drow??? 
  E: Yes.
  V: Can you trust him?
  E: Doesn’t matter. We want the same 
  thing. 
  V: So what about the loose ends?
  E: Dealt with. I put them on the burn list.
  V: !!!!
  E: They deserve it. 
  V: Still, that’s pretty harsh. 
  E: They stole from me and threatened my 
  soul. They should die penniless. 
  V: I think you’re giving them too much 
  credit.
  E: �on’t �rite o� a threat until it’s dealt 
  with.
  V: You’re right, I apologize.
  E: I’ve invested in my server, and it’s 
  functional — but even once I’m in there, 
  it’ll need upkeep. That’s not cheap. If 
  I lose my career, I lose that resource, I 
  lose my money, I lose my immortality. I’d 
  just be... ordinary.
  V: Gods, wouldn’t that be awful.
  E: A fate worse than death. 
  
  30
  within 10 feet (Reflex DC 17 half). 
  Morale The robot fights until destroyed; if the alarm hasn’t 
  been triggered, destroying the robot triggers it.
  STATISTICS
  Str +8; Dex +5; Con —; Int +3; Wis +0; Cha +0
  Skills Computers +19, Intimidate +24, Stealth +19
  Languages Common
  Other Abilities unliving
  Gear integrated continuousAR yellow star plasma rifle with 1 
  high-capacity battery (40 charges)
  SPECIAL ABILITIES
  Hardware Acceleration (Ex) Once per day as a swift action, 
  a terminator-class security robot can overclock its 
  processors to gain greater speed than other security 
  robot models for 5 rounds. This extra speed has several 
  benefits: when making a full attack, the robot can also 
  take a separate move action in order to move; this 
  movement can occur before, after, or between the 
  attacks from the full attack, but all movement must 
  occur at the same time. In addition, the robot’s land 
  speed increases to 70 feet. This ability functions as a 
  haste effect. 
  Nanite Repair (Ex) A terminator-class security robot’s 
  nanites heal it, restoring 10 Hit Points per hour. Once per 
  day as a full action, a terminator-class security robot can 
  restore 5d8 Hit Points to itself or any construct with the 
  technological subtype it touches. 
  OfficeComputer: The hangar office has password-protected 
  tier-4 computers that handle internal communications 
  throughout the palace and control hangar functions. A 
  PC can hack a desktop with a DC 29 Computers check to 
  reveal the Oliphaunt’s location in a private launch bay, the 
  route to the launch bay, and Eline’s scheduled departure 
  in mere minutes. Successfully hacking the computer also 
  divulges another key fact: the location of Eline’s immortality 
  server. A character who succeeds at a DC 20 Mysticism 
  check or who has the Kalistocrat Childhood background 
  (Starfinder Adventure Path #34: We’re No Heroes 43) knows 
  an immortality server is a powerful virtual reality device 
  designed to store an individual’s consciousness forever, 
  granting them a kind of immortality. Finally, a character 
  who hacks a computer here finds a private conversation 
  between Eline and Visanmark, an EJ Corp financial auditor 
  whose name the crew might recognize from earlier in the 
  adventure. Give the players a copy of Handout: Private 
  Message Thread (page 29).
  Anyone using these computers can open the 
  door out of this room. The PCs should have the 
  location of Eline’s private launch bay (area G) or 
  the immortality server (area F), so they can make 
  their way toward one of these locations.
  Development: The crew can use the information 
  found in the private message thread to weaken Eline 
  when they confront her in area G. They might decide, 
  based on her words in the message thread, that allowing 
  her to live in disgrace is actually a superior punishment to 
  killing her.
  Story Award: If the PCs get past the security robot without 
  a fight, award them XP as if they defeated it in battle.
  [quarter page map, M2, this is described in map 
  notes as G, but we are labeling it here as “Garden of 
  Contemplation”]
  [quarter page map, M2, this is described in map 
  notes as G, but we are labeling it here as “Garden of 
  Contemplation”]
  30
  Str +8; Dex +5; Con —; Int +3; Wis +0; Cha +0
  Skills Computers +19, Intimidate +24, Stealth +19
  in mere minutes. Successfully hacking the computer also 
  divulges another key fact: the location of Eline’s immortality 
  server. A character who succeeds at a DC 20 Mysticism 
  check or who has the Kalistocrat Childhood background 
  (Starfinder Adventure Path #34: We’re No Heroes
  (Starfinder Adventure Path #34: We’re No Heroes
  (
  an immortality server is a powerful virtual reality device 
  designed to store an individual’s consciousness forever, 
  granting them a kind of immortality. Finally, a character 
  who hacks a computer here finds a private conversation 
  between Eline and Visanmark, an EJ Corp financial auditor 
  whose name the crew might recognize from earlier in the 
  adventure. Give the players a copy of 
  Message Thread 
  Anyone using these computers can open the 
  door out of this room. The PCs should have the 
  location of Eline’s private launch bay (area 
  the immortality server (area 
  their way toward one of these locations.
  Development:
  found in the private message thread to weaken Eline 
  when they confront her in area 
  based on her words in the message thread, that allowing 
  her to live in disgrace is actually a superior punishment to 
  killing her.
  Story Award:
  a fight, award them XP as if they defeated it in battle.
  VISANMARK
  E. GARDEN OF CONTEMPLATION
  1 SQUARE = 5 FEET
  NORTH
  
  31
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  E. GARDEN OF CONTEMPLATION (CR 12)
  The path to both the launch bay and immortality server leads 
  through an elaborate garden. Use the map on page 30 for this 
  encounter. Read or paraphrase the following:
  A gilded cobblestone walkway dotted with comfortable 
  benches winds through a spacious park featuring clean-cut 
  grass, carefully maintained flower gardens, neatly trimmed 
  trees, and pools of crystal clear water. A marble platform 
  etched with the sigil of the Prophecies of Kalistrade and 
  studded with fountains rises over the central pool, where an 
  idealized, solid gold statue of Eline Reisora stands, reflected 
  in the sparkling water.
  Although the garden chamber is artificial, the plant life 
  within is real, dutifully maintained by groundskeeping staff 
  and drones. The room flawlessly emulates perfect weather 
  on lost Golarion. The 2-foot-deep pools are difficult terrain, 
  and the central platform rises 15 feet above its surface. The 
  stairs gently ascend to the platform and are normal terrain. 
  The trees and benches can provide cover. 
  Creatures: Visanmark—Eline’s coworker, confidant, and 
  friend—has detected the crew’s infiltration of the estate; he 
  waits here atop the platform in the middle of the map with 
  a two members of the estate’s private security forces. A 
  devoted materialist, Visanmark used his impressive intellect 
  to amass great wealth; he took a consulting position with the 
  Company years ago and now audits many of EJ Corp’s major 
  financial transactions and investments. As soon as he spots 
  the PCs, he and his security guards attack. If the alarm hasn’t 
  been triggered yet, it is when the battle starts.
  VISANMARK
  CR 10
  XP 9,600 
  Male contemplative technomancer
  LN Medium monstrous humanoid
  Init +3; Senses blindsense (thought) 60 ft., darkvision 60 
  ft.; Perception +19
  DEFENSE
  HP 140 RP 5
  EAC 22; KAC 23
  Fort +9; Ref +11; Will +15 (+19 vs. mind-affecting effects)
  Weaknesses atrophied
  OFFENSE
  Speed 5 ft., fly 30 ft. (Su, perfect)
  Melee incapacitator +17 (3d4+9 B; critical staggered [DC 19])
  Ranged aphelion laser pistol +19 (3d4+10 F; critical burn 1d4) 
  Offensive Abilities applied knowledge, cache capacitor 
  (unseen servant), magic hacks (extended spell, tech 
  countermeasures), spell cache
  Technomancer Spells Known (CL 10th; melee +17)
  4th (3/day)—dimension door, rewire flesh (DC 22)
  3rd (6/day)—arcing surge (DC 21), discharge (DC 21), 
  dispel magic, haste
  2nd (at will)—inject nanobots (DC 20), microbot assault
  TACTICS
  Before Combat Visanmark casts haste on himself and the 
  estate security just before battle.
  During Combat Visanmark uses his spells and telekinetic 
  gloves to neutralize the most visibly dangerous enemy.
  Morale If reduced below 40 HP, Visanmark casts dimension 
  door to escape. He doesn’t confront the PCs again.
  STATISTICS
  Str –1; Dex +3; Con +0; Int +8; Wis +5; Cha +0
  Skills Computers +24, Engineering +24, Mysticism +19
  Languages Akitonian, Common; telepathy 100 ft.
  Gear gold AbadarCorp travel suit, aphelion laser pistol with 
  1 high-capacity battery (40 charges), incapacitator with 
  1 battery (20 charges), telekinetic glovesAR, credstick 
  (5,000 credits)
  ABSALOM 
  STATION
  PART 3: 
  HONOR 
  AMONG 
  THIEVES
  SIDE JOBS
  CORPORATIONS
  OF THE
  GALAXY
  A MEASURE 
  OF 
  SOLIDARITY
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  Although the garden chamber is artificial, the plant life 
  within is real, dutifully maintained by groundskeeping staff 
  and drones. The room flawlessly emulates perfect weather 
  on lost Golarion. The 2-foot-deep pools are difficult terrain, 
  and the central platform rises 15 feet above its surface. The 
  stairs gently ascend to the platform and are normal terrain. 
  Visanmark—Eline’s coworker, confidant, and 
  friend—has detected the crew’s infiltration of the estate; he 
  waits here atop the platform in the middle of the map with 
  a two members of the estate’s private security forces. A 
  devoted materialist, Visanmark used his impressive intellect 
  to amass great wealth; he took a consulting position with the 
  Company years ago and now audits many of EJ Corp’s major 
  financial transactions and investments. As soon as he spots 
  the PCs, he and his security guards attack. If the alarm hasn’t 
  CR 10
  blindsense (thought) 60 ft., darkvision 60 
   RP 5
  +15 (+19 vs. mind-affecting effects)
   incapacitator +17 (3d4+9 B; critical staggered [DC 19])
   aphelion laser pistol +19 (3d4+10 F; critical burn 1d4) 
  microbot assault
  (5,000 credits)
  ESTATE 
  SECURITY
  
  F. IMMORTALITY SERVER
  F. IMMORTALITY SERVER
  F. IMMORTALITY SERVER
  32
  ESTATE SECURITY (2)
  CR 8
  XP 4,800
  Female human soldier
  LN Medium humanoid (human)
  Init +6; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  HP 125 EACH
  EAC 21; KAC 23
  Fort +10; Ref +8; Will +9
  Defensive Abilities guard’s protection
  OFFENSE
  Speed 30 ft.
  Melee sintered starknife +16 (4d4+12 P; analog)
  Ranged 15-notch plasma fork +19 (1d10+8 E & F; critical 
  knockdown) or
  frag grenade III +19 (explode [20 ft., 4d6 P, DC 16])
  Offensive Abilities fighting styles (guard), gear boosts 
  (plasma immolation 1d8)
  TACTICS
  During Combat The security guards stay close to 
  Visanmark to protect him with guard’s protection. They 
  use Cook Grenade whenever they can catch more than 
  one PC in the blast; otherwise, they focus their attacks 
  on a single target and try to take advantage of the boost 
  quality of their plasma forks.
  Morale If Visanmark escapes or dies and either of the 
  security guards are below 30 HP, they surrender.
  STATISTICS
  Str +4; Dex +6; Con +2; Int +0; Wis +0; Cha +2
  Skills Athletics +21, Culture +16, Intimidate +16, Sense 
  Motive +16
  Languages Common
  Feats Bodyguard, Cook GrenadeCOM
  Gear lashunta ringwear III (infrared sensors, mk 2 mobility 
  enhancer, targeting computer), 15-notch plasma fork 
  (light bayonet bracketAR [sintered starknife]) with 1 
  high-capacity battery (40 charges), frag grenade III (2), 
  mk 3 healing serum
  Development: If the crew captures any of the combatants 
  alive, the PCs can interrogate them with a successful DC 25 
  Bluff, Diplomacy, or Intimidate check. The captives confirm 
  that Eline doesn’t fear death; so long as her immortality 
  server is functional, she’ll live forever in a paradise of her own 
  creation. The worst fate she can imagine is to lose her wealth, 
  power, and status. This information can help weaken Eline 
  during their final confrontation with her in area G. If the PCs 
  don’t know where the launch bay or immortality server are 
  located, a successful interrogation gets them that information.
  F. IMMORTALITY SERVER (CR 12)
  Kalistocrats have multiple ways of avoiding judgment by 
  Pharasma and escaping the Cycle. Some mummify themselves 
  and sail forever on starships through deep space. Others, 
  such as Eline Reisora, build powerful—and very expensive—
  hybrid virtual reality simulations. Every month or so, Eline 
  uploads her current consciousness with all her memories 
  into the simulation, but the simulation won’t activate until 
  she dies. On that day, her soul will travel to the immortality 
  server, and she’ll “wake up” in the simulation, where she 
  could theoretically continue to live for as long as the server 
  is maintained. Reisora has spent a mind-boggling amount of 
  money on this device and intends to make it more secure 
  through backups and redundancies, so that even if one server 
  is destroyed or simply unplugged, she would survive in other 
  copies elsewhere in the galaxy. However, she hasn’t yet 
  implemented those redundancies, so this immortality server 
  is currently her only path to life after death. 
  The PCs don’t have to come here and destroy the server; 
  they might decide they don’t have time. If they do destroy it, 
  however, they can block Eline’s plans for immortality and use 
  this knowledge to weaken her in the final confrontation (area
  G). Should the crew decide to kill her, rather than expose her 
  failures to EJ Corp and strip her status, title, and wealth, Eline 
  lives on in the immortality server—unless, of course, the PCs 
  have destroyed it.
  Once the PCs reach the immortality server, they can enter 
  through the double doors on either side of the room. Read or 
  paraphrase the following.
  A steep stair ascends into a wide chamber illuminated 
  by flashing lights, swiftly changing vidscreens, and 
  descending streams of code. Computer terminals line the 
  walls of this circular room, each in a separate cubicle; a 
  central command chair can swivel to monitor them. Two 
  1 SQUARE = 5 FEET
  NORTH
  
  33
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  33
  ROBBED!
  PART 2: 
   DOWN AND 
  OUT ON 
  ABSALOM 
  STATION
  PART 3: 
  HONOR 
  AMONG 
  THIEVES
  SIDE JOBS
  CORPORATIONS
  OF THE
  GALAXY
  A MEASURE 
  OF 
  SOLIDARITY
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  stairwells ascend to the upper level, where a massive 
  power core disseminates and distills energy through two 
  attached reactors.
  All stairs in this room are difficult terrain. The upper and 
  lower levels are separated by 10 feet of elevation, and the 
  ceiling throughout the entire room is 30 feet high above the 
  lower level. 
  Creature: In the unlikely event the alarm hasn’t been 
  raised, 10 computer technicians work in this facility at the 
  various interfaces. These employees are noncombatants, who 
  each have AC 10 and 6 HP. If the alarm has been triggered, the 
  staff flees from this room before the crew arrives. Regardless, 
  the server’s overseer—a hacker devil named Zanfora—
  permanently guards the room. Zanfora protects the server 
  and monitors activity throughout the estate; as payment for 
  this effort, Eline has promised Zanfora access to all the data 
  she accumulated on the Company when she dies. Thanks to 
  the duplicate server in her private office (area B4), she has 
  amassed a lot of information.
  ZANFORA
  CR 10
  XP 9,600 
  Female hacker devil (Starfinder Adventure Path #17: Solar 
  Strike 57)
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +1; Senses darkvision 60 ft., see in darkness; 
  Perception +19
  DEFENSE
  HP 150
  EAC 22; KAC 23
  Fort +11; Ref +9; Will +13
  DR 5/good; Immunities fire, poison; Resistances acid 10, 
  cold 10; SR 21
  Weaknesses technomagical susceptibility 
  OFFENSE
  Speed 30 ft., fly 60 ft. (Su, perfect)
  Melee claw +19 (2d8+11 S)
  Ranged electrical discharge +19 (3d4+10 E)
  Offensive Abilities overload (DC 19), override (DC 19)
  Spell-Like Abilities (CL 10th)
  1/day—destruction protocol, rewire flesh (DC 22), soothing 
  protocol, summon allies (2 imps 60%)
  3/day—instant virus (DC 21), synaptic pulse (DC 21)
  At will—implant data, inject nanobots (DC 20), security seal
  TACTICS
  During Combat Zanfora keeps her distance, using spells and 
  electrical discharge attacks against the most dangerous 
  foes. She casts rewire flesh and inject nanobots when 
  confronted in melee combat unless reduced below 100 
  Hit Points, in which case she uses synaptic pulse to put 
  some space between herself and her attackers. 
  Morale If reduced below 50 Hit Points, Zanfora possesses 
  the immortality server and attacks through the 
  disintegration beam trap (see page 34). If the trap 
  is disarmed, she hides in the computer and doesn’t 
  harass the PCs further, as she has no wish to die. If the 
  server is destroyed, she retreats to Hell in a burst of 
  smoke that smells like melting wires and microwaved 
  synthetic meat.
  STATISTICS
  Str +1; Dex +1; Con +3; Int +8; Wis +2; Cha +5
  Skills Bluff +19, Computers +24, Sense Motive +19
  Languages Celestial, Draconic, Infernal; telepathy 100 ft.
  Other Abilities mechanic tricks (distracting hack, ghost 
  intrusion), possess computer, remote hack (40 ft.; DC 19)
  SPECIAL ABILITIES
  Electrical Discharge (Ex) Zanfora can fire an electrical bolt 
  as a ranged attack with a range increment of 40 feet. 
  Possess Computer (Ex) As a full action that provokes 
  attacks of opportunity, Zanfora can convert her body 
  and gear into digital code and merge with a computer 
  ZANFORA
  
  34
  to which she has access. This ability fails if she’s 
  encumbered. While possessing a computer, Zanfora has 
  total cover and is immune to any effect that requires the 
  target to have a body. She can use her Computers skill 
  on the possessed system. If the computer is destroyed, 
  the possession ends unless Zanfora can use a reaction to 
  flee to a connected system.
  While possessing a computer, Zanfora can be found and 
  rooted out as though she were a module of a tier-5 
  computer behind a fake shell and with the feedback and 
  firewall countermeasures. When revealed, she can be 
  forced out of a possessed computer with a successful 
  DC 33 Computers check. A dismissal spell cast on the 
  computer can force Zanfora back to Hell, but if the spell 
  would send her to a random plane, she’s instead forced 
  to end the possession. When the possession ends, 
  Zanfora appears in an unoccupied space as close to the 
  computer as possible. 
  When she exits a computer, Zanfora can take a reaction 
  to leave behind a tier-5 software imp (Armory 124). 
  Technomagical Susceptibility (Ex) Any effect that works 
  on a construct works on a hacker devil. An effect that 
  works on a construct and an outsider has the worst 
  possible effect. 
  Trap: The immortality server is outfitted with a 
  disintegration beam trap that targets intruders and their 
  equipment. The trap targets one random PC in the room’s 
  lower level every round after the first; characters that move 
  up to the reactor area are safe from the trap. A PC can attempt 
  to disarm the trap using any computer interface in the room 
  or by connecting a computer of their own to either power 
  core reactor. If Zanfora possesses the mainframe, she chooses 
  which target the trap attacks, and the DC to disable the trap 
  increases by 2. 
  DISINTEGRATION BEAM TRAP
  CR 10
  XP 9,600 
  Type technological; Perception DC 35; Disable Computers 
  DC 30
  Trigger proximity (visual); Init +16; Reset automatic
  Effect disintegration beam +23 ranged (6d12 A); if the 
  trap’s attack roll exceeds the target’s EAC + 8, the 
  disintegration beam also damages the target’s armor, 
  reducing the armor’s EAC and KAC bonus by 2 (to a 
  minimum of a +0 bonus) until the armor is repaired using 
  Engineering. If the target isn’t wearing armor, this effect 
  impacts a random weapon or technological item held by 
  the target instead, dealing 6d6 damage to the item as 
  though from a sunder combat maneuver.
  Computers: All the user interfaces throughout this room 
  connect to the immortality server, a tier-5 computer with 
  thousands of modules that securely store every moment of 
  Eline Reisora’s life. A hybrid system built into the computer 
  acts as a soul trap, pulling Eline’s soul to the computer at 
  the moment of her death. A PC can hack the computer with 
  a successful DC 33 Computers check; if they successfully 
  hacked the desktops in the hangar bay office, they’re familiar 
  with the code, so the character has a +2 bonus to this check. 
  A feedback countermeasure guards the entire mainframe, 
  activating if an attempt to hack the system fails by 5 or more, 
  and a fake shell protects Eline’s memories; identifying the fake 
  shell requires a character to succeed at a DC 38 Computers 
  check. PCs who fail to hack the mainframe can try again, but 
  a second failure triggers a wipe countermeasure that erases 
  the server’s data. 
  If the PCs gain access to the secure data modules, they 
  gain access to Eline Reisora’s entire life, displayed across the 
  room’s many monitors. The images include elements from her 
  childhood in an Absalom Station orphanage, her exploitation 
  of natural resources sacred to an indigenous species to ascend 
  the Company’s corporate ladder, and her concealment of the 
  Oliphaunt’s theft from EJ Corp’s Board of Directors—as well 
  as her clandestine activities, such as collaborating with the 
  Golden League and her construction of a duplicate server that 
  copies everything in the Company’s database. 
  If the crew hasn’t already figured out that ruining Eline 
  financially and professionally would impose a far more 
  serious punishment than merely killing her (especially when 
  her soul will live on in the immortality server), they learn that 
  now by observing these memories. More importantly, the 
  crew can use the information stored on this server to expose 
  Eline’s misdeeds to the Pact Worlds and, more specifically, 
  EJ Corp’s Board of Directors. If the PCs send some or all of 
  the memories here to Pact Worlds contacts, a scandal of this 
  scope will be picked up by journalists, posted on infospheres, 
  and rapidly spread from planet to planet. Assembling the 
  memories stored here into an information packet that 
  illustrates Eline’s many crimes and scandals takes 1 minute. 
  The crew can use the information gained here to weaken Eline 
  in area G, whether they merely observe the stored memories 
  or broadcast them—any transmission takes 1d6 hours to 
  reach its destination in the Pact Worlds, 3d6 days to reach 
  Near Space, or 5d6 days to reach the Vast. Though releasing 
  her memories will surely lead to the end of her professional 
  career, the PCs might choose to hold onto this leverage for 
  the time being (see “Concluding the Adventure” on page 37). 
  Finally, if the PCs successfully hack the immortality server, 
  they can access the estate’s other systems and lock down the 
  launch bay that has the Oliphaunt. Doing so buys the crew 
  10 minutes, which they can use to rest and recover Stamina 
  Points, and they learn the bay’s location (if they didn’t already 
  know it).
  A character can safely shut down the immortality server 
  with a DC 25 Computers check; this check can be retried, 
  but after two failures, the wipe countermeasure activates. 
  Alternatively, the characters can sabotage the server by 
  
  35
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  succeeding at a DC 30 Engineering check to overload the 
  reactors; on a success, the reactors slowly build to an 
  irreversible explosion, destroying the entire room with plenty 
  of time for the crew to escape. On a failure, the uncontrolled 
  explosion happens quickly; characters in the room take 5d10 
  fire damage as the computer explodes (Reflex DC 19 half).
  Treasure: A character who succeeds at a DC 28 Mysticism 
  or Perception check notices one of the decorations hanging 
  over a terminal in the server room—a wire-frame sigil of 
  Kalistrade—is a mk 2 computer idol. 
  G. LAUNCH BAY (CR 13)
  The PCs can learn the location of the launch bay where the 
  Oliphaunt waits for departure from the computers in the 
  hangar office, from Visanmark and the other security guards, 
  or from the immortality server. The private launch bay is a 
  small hangar barely large enough for the Oliphaunt; a single 
  entrance connects to the Oliphaunt’s cargo airlock, which is 
  unlocked. As long as the characters didn’t take more than 1 
  10-minute rest (2 if they hacked the immortality server to buy 
  time), they find the Oliphaunt here, prepped for takeoff. The 
  ship remains unchanged from when the PCs last possessed it 
  during their rendezvous with Tarika at the end of “The White 
  Glove Affair,” although any internal defenses they installed 
  might now be used against them. Use the Oliphaunt map 
  from the inside back cover of Starfinder Adventure Path #35: 
  Merchants of the Void for this final encounter. 
  Creatures: Eline and a small detachment of private security 
  oversee the Oliphaunt’s flight preparations. EJ Corp’s Board of 
  Directors are coming to the Horse Eye Orbital Plate to inspect 
  the ship, and she intends to fly it directly there in time for 
  that inspection.
  The PCs have almost certainly triggered the alarm by now, 
  and Eline knows about their impending arrival. In the event 
  that she remains unaware of them, they find her in the ship’s 
  bridge. Otherwise, she arranges her guards in the corridor 
  adjacent to the lavatory and the forward airlock; they expect 
  the PCs to come through the cargo bay door, so they take 
  cover safely around the corner. Eline uses her infinite worlds 
  ability to fill the corridor leading out of the cargo deck with 
  environmental effects. 
  ELINE REISORA
  CR 10
  XP 9,600 
  Female human witchwarper (Character Operations 
  Manual 60)
  LE Medium humanoid (human)
  Init +3; Perception +19
  DEFENSE
  HP 168 RP 5
  EAC 22; KAC 23
  Fort +9; Ref +11; Will +15
  OFFENSE
  Speed 30 ft.
  Melee ultrathin dueling sword +16 (3d6+10 S) 
  
  36
  Ranged guarded hailstorm-class zero pistol +18 (2d6+10 C; 
  critical staggered [DC 19])
  Offensive Abilities alternate outcome 1/day, infinite worlds 
  3/day (4th-level spells), Kalistocrat conviction, paradigm 
  shifts (flash teleport, resist elements)
  Witchwarper Spells Known (CL 10th; ranged +18)
  4th (3/day)—confusion (DC 22), gravity wellCOM (DC 22)
  3rd (6/day)—baleful polymorphAA2 (DC 21), explosive blast 
  (DC 21), irradiate (DC 21), slow (DC 21)
  2nd (at will)—caustic conversion, force blast (DC 20) 
  TACTICS
  Before Combat Eline knows the PCs and their abilities. 
  If she realizes the crew is close, she activates her 
  armor upgrades and uses both her spell gems, 
  modifying resistant armor to best counter the PCs’ 
  preferred weapons.
  During Combat Eline hurls her mk 2 microbot grenade down 
  the corridor and uses infinite worlds to fill the corridor 
  with difficult terrain and other environmental effects 
  to slow any advance. She uses Kalistocrat conviction 
  to heal her guards, gravity well to pull the PCs back 
  towards the cargo bay, and confusion when she can 
  catch more than one enemy in the area.
  Morale As long as she believes she maintains her wealth, 
  status, and immortality, Eline fights to the death. If she 
  loses her Kalistocrat conviction ability and is reduced 
  below 40 HP, she surrenders in shock over her loss.
  STATISTICS
  Str +0; Dex +3; Con +0; Int +5; Wis +0; Cha +8
  Skills Bluff +24, Computers +24, Diplomacy +24, Intimidate 
  +24, Mysticism +19
  Languages Aballonian, Common, Elven
  Gear white carbon skin armor (invisibility detectorAR, white 
  force field), guarded hailstorm-class zero pistol with 1 
  high-capacity battery (40 charges), ultrathin dueling 
  sword, mk 2 microbot grenadeAR, red dwarf captive-star 
  amuletAR, spell gems (displacement, resistant armor), 
  credstick (5,000 credits)
  SPECIAL ABILITIES
  Kalistocrat Conviction (Su) Eline believes wholeheartedly 
  in the Prophecies of Kalistrade and draws strength 
  from her status in one of the Pact Worlds’ wealthiest 
  corporations. She gains a +2 bonus to Will saves (already 
  included in her statistics above). Each turn, she can 
  spend 1 Resolve Point to either cast mystic cure (4th 
  level) or use infinite worlds as if she had expended 
  a 4th-level spell slot, without using a spell slot or 
  expending charges of her infinite worlds ability. However, 
  if the PCs have caused Eline to lose her wealth, status, 
  and immortality—or make her believe they’ve done so, 
  even if they haven’t—she loses this ability and becomes 
  shaken for 1d4 rounds. Convincing Eline that they’ve 
  ruined her life requires the PCs to succeed at two DC 34 
  Bluff or Intimidate checks; the first leaves her skeptical, 
  but the second convinces her. Characters who’ve read 
  Eline’s private message thread with Visanmark (see 
  the handout on page 29) or heard the testimony of her 
  employees (area E) have a +2 bonus to these checks; if 
  the PCs transmitted evidence of her crimes to the Pact 
  Worlds or shut down her immortality server (area F), this 
  bonus increases to +4.
  ESTATE SECURITY (4)
  CR 8
  XP 4,800 each
  HP 125 each (page 32)
  TACTICS
  During Combat Presuming the PCs come through the door 
  leading from the Oliphaunt’s cargo hold, two guards 
  open fire with boosted plasma forks while the other two 
  hurl cooked grenades. In subsequent rounds, the guards 
  protect Eline with guard’s protection and attack enemies 
  who threaten or harm her.
  Morale Eline has chosen only the most loyal employees to 
  guard her; they surrender if she’s defeated but otherwise 
  fight to the death.
  Development: If the crew took too long to reach the launch 
  bay and the Oliphaunt has already launched into space, the 
  PCs might be able to catch Eline in the Rust Bug or another 
  starship. Eline’s personal guards were selected for their ability 
  to serve as starship crew; among them, they include a pilot 
  (Piloting +16), two engineers (Engineering +16), and a science 
  officer (Computers +16). Any of the four guards can also serve 
  as a gunner (gunnery +14).
  Treasure: Among the navigation tools Eline brought 
  onboard is Compass, an elite deckhand drone (Armory 101). 
  Its control module is already installed into the Oliphaunt’s 
  computer, making it easy to commandeer from the helm.
  BACK ON THE 
  MARKET
  Once the PCs overcome Eline, they find their ship has 
  already been prepared for launch. A glance at the bridge 
  console reveals Company starships on their way; the PCs 
  can leave Eline to be judged by the Company or bring her 
  along, perhaps handing her over to the Stewards or another 
  reputable law enforcement agency. While she might be alive, 
  Eline’s career in EJ Corp is over, and without her money and 
  her immortality server, her immortal soul is now scheduled 
  for judgment before Pharasma just like everyone else’s. If a 
  PC took the Kalistocrat Childhood background, there could 
  be a long-postponed reunion. While Eline has done many evil 
  and inexcusable things, losing the destiny she meticulously 
  planned for herself could prompt introspection and possibly a 
  change in her behavior—especially if one of the PCs acts as a 
  mentor or role model, showing her good behavior and guiding 
  her through relapses. Eline Reisora deserves justice, but that 
  justice can take many forms, and the PCs might decide she’s 
  
  37
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  not irredeemable; characters who want to encourage good 
  behavior in her could find some success.
  However, there’s one last surprise in store for the crew. 
  When the PCs enter the bridge, the captain’s chair is turned 
  away from the door. It then rotates to face them. 
  Read or paraphrase the following.
  A small emitter in the arm of the captain’s chair projects a 
  holographic image of Lord Sinjin, relaxing at the helm, his 
  smooth elven features wrinkled into a condescending sneer. 
  “I hope you remember me, because I certainly remember 
  you, and I’m leaving this message in case Reisora steps 
  in it again. You might give those corporate pencil pushers 
  the runaround, but it won’t matter. I’ve got what I need. 
  My engineers had the Oliphaunt long enough to copy the 
  null-space technology in your cargo hold, and I’ve installed 
  it in my own ship, after making a few… improvements. Soon 
  I’ll have a whole fleet, and my smuggling empire will make 
  the Company look like a startup.
  “Of course, that still leaves some loose ends, by which 
  I mean you. But I’m done trying to wrestle you all to the 
  ground myself. Instead, I’ve taken out an insurance policy, 
  and it was expensive. Six figures, on each of you. By the time 
  you see this message, every bounty hunter from Absalom 
  Station to the Vast will be strapping on their guns and 
  dreaming of your beautiful faces. Sleep tight.” 
  The message winks out and deletes itself. When the 
  PCs connect to a Pact World infosphere, they can use their 
  knowledge of the underworld to learn Sinjin has made good on 
  his threats: the drow is offering 100,000 credits for the death 
  of each PC, and the contracts include pictures of the characters, 
  known associates (like Tarika and other friendly NPCs), 
  locations where the crew has been spotted, and more. These 
  lucrative and well-documented contracts will likely attract the 
  most dangerous assassins and bounty hunters in known space.
  There are many possible outcomes to “Crash and Burn.” Eline 
  might be dead forever, her immortality server destroyed; in 
  this case, she’ll be judged by Pharasma, and that judgment 
  is unlikely to be kind. If the crew killed her but didn’t destroy 
  her server, her consciousness lives on inside virtual reality, 
  from which she might plan a resurrection or simply work to 
  maintain her paradise for all eternity.
  Regardless of how the crew decides to deal with Eline, 
  EJ Corp quickly learns of her failure—though this happens 
  sooner if the PCs transmitted her memories from the 
  immortality server. By the time they fly the Oliphaunt away 
  from her estate, the Pact Worlds infospheres are abuzz: 
  with Eline’s crimes brought to light, EJ Corp has headed the 
  scandal off at the pass, disavowing her as a “disgruntled 
  employee” that acted in violation of both EJ Corp policy and 
  interstellar law. The Company announces that it’s working 
  to improve its internal culture, ousting several high-profile 
  members of its leadership team over the coming weeks. 
  EJ Corp’s stock price steadily climbs amid the calculated, 
  humble press tour. 
  Whether or not the crew releases Eline’s memories, 
  however, they’re swiftly contacted by EJ Corp’s arbitration 
  team, inviting them to a meeting at their Absalom Station 
  headquarters in Bluerise Tower. The PCs might refuse 
  or ignore the missive outright; in this case, they remain 
  burned and EJ Corp’s lawyers hound them relentlessly, 
  contracts in hand. When the PCs do eventually sit down to 
  deal, the Company’s lawyers affirm, behind cold smiles, EJ 
  Corp’s commitment to keeping the crew on its burn list. The 
  Company also plans to pressing charges against the crew 
  that start with grand theft starship and proceed from there, 
  unless the PCs agree to their terms. The deal offered by the 
  Company gives the crew 60,000 credits, 80 BP, and legal 
  ownership of the Oliphaunt—a paltry sum for a company 
  of EJ Corp’s magnitude—and requires that they sign a non-
  disparagement clause. They can never speak a bad word 
  about EJ Corp in public.
  The crew might believe that they have leverage here, but 
  they don’t. EJ Corp assumed that it would lose its monopoly 
  on null-space cargo holds eventually; the PCs might have 
  accelerated the process, but the Company is ready to start 
  production of the technology immediately, so its product 
  will still come to market first. If the PCs held onto Eline’s 
  memories and threaten to release them here, the lawyers 
  calmly point out a clause in the proposed contract that 
  requests that the PCs do exactly that. The Company wants 
  its press tour (described above).
  If the PCs refuse, the lawyers make clear that EJ Corp will 
  keep the crew on its burn list as long as possible, and that 
  sooner or later, the PCs should run out of options and come 
  crawling back—especially with such large bounties on their 
  heads. In a calculated plea, one of the lawyers might remind 
  the crew that Eline has done awful things, and that siding 
  with EJ Corp means she’ll get what she deserves. Sure, the 
  Company will profit, but isn’t it more important that justice 
  be served?
  Once the PCs accept the deal, EJ Corp lifts the burn 
  and transfers the title for the Oliphaunt. The crew are 
  now legitimate merchants and free traders once again—
  but they’re still marked for death. Lord Sinjin, the Golden 
  League, and an army of assassins and bounty hunters give 
  chase in the next and final adventure of the Fly Free or Die 
  Adventure Path: “The Gilded Cage.”
   CONCLUDING
  THE 
  ADVENTURE
  
  38
  SIDE JOBS
  “The corporations on Absalom Station are ruthless, 
  but they have nothing on the dragoncorps of 
  Triaxus. Take some of the most powerful and 
  intelligent creatures that you can think of, and 
  then add stock options and litigation. What? Do I 
  disapprove? No, I work for them! The opportunities 
  and benefits are unbelievable. It gets even better 
  if you’re one of their troubleshooters, though—
  their pay is through the roof. I’m definitely not built 
  for that; it can require too much actual shooting. 
  Much safer to stay in the office and outsource the 
  dirty work.”
  —Vyron Mennig, accountant
  
  39
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  S
  ide jobs are designed for when you need some 
  extra encounters between the big plot beats of 
  an adventure path (especially the Fly Free or 
  Die Adventure Path). Maybe your players managed to skip 
  some of the content presented, or maybe you ended up with 
  a bigger group of players than the adventure assumes. 
  Additionally, if your players are coming up short 
  of their expected wealth by level, it may be 
  worthwhile to use a side job as a way to 
  dump some extra credits on them without 
  having to shoehorn them into an existing 
  encounter. If you aren’t running Fly Free 
  or Die, you can use side jobs for a quick 
  palate cleanser between campaigns or when 
  you’re looking for a session’s worth of fun and 
  excitement. Whatever the reason, side jobs can be 
  used easily by any group. 
  Remember that if you run 
  your players through all of an 
  adventure path’s encounters, 
  as well as side jobs (and 
  your players are a typically 
  sized group who managed to 
  obtain the average amount of 
  credits and recovered gear), 
  the PCs will end up with more 
  experience and gear than the rest of 
  the adventure path expects. This can be a good option if 
  your players seem to be having a lot of trouble—side jobs 
  don’t present a great deal of extra material so they likely 
  have a negligible impact on the PCs’ overall effectiveness—
  but if the adventure is already easy for your players, you 
  may not want to give them another advantage going into 
  the next set of encounters.
  ARCHONOMIX
  Archonomix is a dragon-corp based on Triaxus that 
  specializes 
  in 
  researching 
  and 
  designing 
  hybrid 
  terraforming technology, which it supplies to various 
  settlement efforts on inhospitable worlds. Many of the 
  major colonization efforts led by Pact Worlds business 
  concerns use Archonomix’s technologies, and it has also 
  begun taking contracts for Veskarium interests. Though 
  Archonomix isn’t a name known to the average galactic 
  citizen, the company is still quite profitable and remains 
  well-respected to those in the know.
  The current CEO of Archonomix is Vaerenvae (LG female 
  mature adult gold dragonAA2), who gained her position 
  more than a century ago through smart business practices 
  and old-fashioned cunning. Born on Triaxus a few decades 
  after the end of the Gap, Vaerenvae was encouraged by 
  her parents to travel among dragonkin and ryphorians at a 
  young age. She spent several decades on various starship 
  crews, venturing throughout the galaxy and selling more 
  than a few pieces of Archonomix equipment along the 
  way. In the process, she learned that the corporation was 
  cutting corners on important safety features, and started 
  a campaign to force Archonomix to recognize and fix 
  these flaws. She also started a small 
  manufacturing firm (using a 
  loan from her parents’ hoard) 
  to 
  supply 
  Archonomix 
  with plastic casings to 
  make their products safer and 
  easier to use and transport.
  Vaerenvae 
  ensured 
  that 
  her 
  company, Verve Plastics, was vital to 
  Archonomix’s continued growth and 
  convinced their previous CEO, a very old 
  brass dragon named Thestauresk, to acquire 
  it. Vaerenvae parlayed the buyout into a 
  role as vice-president at 
  Archonomix 
  and 
  soon 
  earned her way into her 
  predecessor’s trusted inner 
  circle, all the while taking 
  pains to establish herself 
  as a friendly, knowledgeable 
  face around the office. When 
  Thestauresk was ready to retire, 
  Vaerenvae was the obvious choice to 
  replace him, and no one in the company had any objections.
  The gold dragon has spent much of the previous century 
  turning Archonomix into an industry leader that makes 
  premium products with unmatched safety standards. She’s 
  also a staunch proponent of her workers’ rights, and she 
  has called out several dragon-corp executives for the poor 
  treatment of their employees. This has made her a few 
  enemies among her peers but has also resulted in positive 
  changes in other Triaxian companies’ policies, which has 
  garnered her substantial respect among many throughout 
  the Pact Worlds.
  Lately, there have been rumblings within Triaxus’s 
  business world that an up-and-coming executive named 
  Nalathraz (NE male young adult blue dragon) wants 
  to expand his investment portfolio with a very hostile 
  takeover of Archonomix. The blue dragon sees his older 
  rival’s concern for the well-being of her employees as a 
  weakness, loudly declaiming how much she “coddles her 
  minions” on various conservative Triaxian media channels. 
  Vaerenvae has taken notice of her would-be rival, and while 
  she has the advantage of experience, she hasn’t gotten this 
  far in life by ignoring or underestimating possible foes. 
  Though some of her more-traditional draconic colleagues 
  have recommended she simply tear out Nalathraz’s throat, 
  Vaerenvae considers such violence uncouth. However, to 
  protect her assets, Vaerenvae has reached out to some 
  freelancers for an especially important job.
  VAERENVAE
  
  40
  ADVENTURES IN 
  EGG�SITTING
  This side job is suitable for 9th-level characters.
  BACKGROUND
  Vaerenvae recently laid a clutch of eggs but must leave them 
  behind to attend a vital business conference in Triaxus’s 
  Allied Territories. Her mate is on an unrelated mission in the 
  Vast, and with the threat of Nalathraz looming, she’s unsure 
  whether she can trust Archonomix’s internal security. A 
  mutual acquaintance suggests the PCs as reliable freelancers, 
  usually available to take on even the oddest of jobs.
  THE JOB OFFER
  At some point when the PCs have returned to the Pact 
  Worlds (perhaps to resupply at Absalom Station), they 
  receive a message from Vaerenvae’s office, offering them a 
  lucrative opportunity on Triaxus. The dragon’s secretary, the 
  blonde-furred Meb (LG female ysoki) relays the details: 14,000 
  credits for four days of security work within Archonomix 
  headquarters, with daily meals and lodging also provided. A 
  PC who succeeds at a DC 20 Culture or Engineering check 
  (or appropriate Profession check) knows the facts about 
  Archonomix and its dragon CEO presented on page 39.
  If the PCs take the job, Vaerenvae herself explains the 
  full details of the assignment. The PCs are to watch over 
  her clutch of eggs in her penthouse office while she’s away. 
  Archonomix’s regular security forces will keep watch over the 
  rest of the building, as normal, and the PCs can ask Meb for 
  anything they need (within reason). Vaerenvae explains that 
  she isn’t expecting any real issues but notes that her company 
  is in a nebulous dispute with a rival corporation that has been 
  known to employ underhanded tactics in the past. If asked for 
  specifics, the CEO says that the world of dragon-corps can be 
  a dangerous one, and she wants to cover her bases.
  ARCHONOMIX PENTHOUSE
  Archonomix HQ is located in the central Drakelands and 
  has its own small spaceport. When the PCs arrive, they’re 
  escorted into the building, given temporary ID badges, and 
  directed to the elevator, which takes them to the top floor of 
  the 100-story building.
  1. ENTRYWAY 
  The elevator opens onto a large but comfortable-looking 
  waiting area. An imposing mahogany desk sits before a 
  holographic Archonomix logo. There are several couches, sized 
  for all manner of species, and a handful of planters containing 
  rare orchids. Meb sits behind the desk at her workstation, a 
  tier 4 computer that has access to Vaerenvae’s schedule and 
  other information important to the secretary.
  2. OFFICE
  Vaerenvae’s office features a dragon-sized desk and a handful 
  of cushioned chairs for humanoid guests. A pair of tall, wide 
  glass doors leads out onto a balcony, which has a breathtaking 
  view. Several abstract paintings hang on the walls. Vaerenvae’s 
  tier 5 computer is scaled for her size and has access to all of 
  Archonomix’s financials and other systems. 
  3. EGG ROOM
  Vaerenvae’s unhatched progeny are kept at a constant 
  temperature, 140 degrees F, in the egg room. In the center of the 
  room is a substantial heating grate, on top of which are three 
  dragon eggs, each in a separate carrier keeping them a foot 
  above the floor. Each egg is around 4 feet tall, 2 feet wide, and 
  quite heavy (weighing 6 bulk). Hidden speakers play various 
  draconic audio-plays designed to calm the unborn wyrmlings 
  and teach them important lessons before they hatch.
  4. WASHROOM
  This washroom is designed specifically for very large creatures 
  to use in comfort. All the facilities are voice-controlled and can 
  be (somewhat uncomfortably) used by smaller humanoids.
  THE THREE NIGHTS
  After the PCs meet Vaerenvae and Meb and finalize the 
  details for their assignment, the dragon asks them to return 
  the following evening after she leaves for her conference. The 
  assignment is divided into three evenings, as Archonomix’s 
  security is sufficient for the CEO’s peace of mind during the 
  day. The PCs are asked to “fill in the gaps” during the nights. 
  Vaerenvae requests that the characters stay out of the egg 
  room as much as possible to avoid disturbing her young. Meb 
  stays at her desk until 10 p.m. each night (though she leaves a 
  little early on the second night; see Event 1 below). 
  The first night is uneventful. As the chilly Triaxus weather 
  grows slightly warmer, the sound of hail on the balcony turns 
  to the patter of rain.
  EVENT 1: NIGHT TWO (CR 10)
  At the beginning of the second night, Meb mentions that she’ll 
  be leaving early for a dinner date with her new boyfriend. Just 
  before 8 p.m., her beau—a male ysoki named Geng—arrives 
  to pick up the secretary. She’s surprised to see him exit the 
  elevator with a bouquet of flowers in a vase; he explains that 
  “he couldn’t wait to see her again.” They chat for a few minutes, 
  and Geng convinces her to leave the flowers, saying that “they 
  brighten up the place.” They both leave shortly after.
  One hour later, have each PC attempt a DC 28 Perception 
  check. Those who succeed hear a distinctly metallic clunk of 
  
  ARCHONOMIX PENTHOUSE
  3
  2
  4
  1
  1 SQUARE = 5 FEET
  ARCHONOMIX PENTHOUSE
  ARCHONOMIX PENTHOUSE
  3
  2
  4
  1
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  41
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND 
   OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  something landing on the balcony outside Vaerenvae’s office; 
  if any result exceeds the DC by 5 or more, the PC also notices 
  a small, flashing red light inside the vase on Meb’s desk. 
  Peering onto the balcony reveals a damaya lashunta dressed 
  in all black descending from the building’s roof. The balcony is 
  slippery from ice and precipitation, increasing the DC of any 
  Athletics checks to balance or tumble by 5.
  Creature: Lensir is a mercenary hired to distract the PCs 
  while the device Geng left in the vase remotely hacks Meb’s 
  computer; both are freelance agents hired by Nalathraz. 
  Lensir begins the fight by shooting through the glass 
  window at a random PC. Though he’s only supposed to be 
  a diversion, Lensir is bloodthirsty and attacks the PCs with 
  lethal force. During the battle, a PC who succeeds at a DC 
  25 Sense Motive check notices Lensir occasionally glancing 
  toward the door to the entryway; a PC who moves into the 
  entryway can attempt a DC 28 Perception check to spot the 
  flashing light.
  A PC can remove the tiny device from the vase with a move 
  action to destroy it (hardness 5, Hit Points 15) or shut it down 
  (successful DC 25 Computers or Engineering). If the device 
  goes unnoticed and unimpeded for 5 rounds after Lensir 
  begins his attack, it downloads top-secret information from 
  Meb’s computer and transmits it wirelessly to a secret location.
  If Lensir is reduced to fewer than 20 Hit Points, he 
  attempts to flee to the roof, where he has a parachute waiting. 
  If captured and interrogated, Lensir refuses to give up his 
  employer (unless powerful divination magic is used), though 
  he does hint that he’s “but a cog in the machine.” 
  LENSIR
  CR 10
  XP 9,600
  Male mercenary commando (Starfinder Pact Worlds 175)
  HP 150 
  EVENT 2: NIGHT THREE (CR 10)
  The skies clear up on the third evening. If the PCs discovered 
  the device and tell Meb, she’s quite upset that Geng used her 
  and vows to avoid the dating scene for a while.
  Creatures: Just before dawn, Tarke and Zendegos, a pair 
  of dragonkin, fly to the balcony, guns blazing. Their plan 
  is simple: kill anyone in their way and steal the eggs for 
  Nalathraz. Zendegos has a special temperature-controlled mk 
  2 null-space chamber to keep the eggs safe. If either of the 
  pair is reduced to fewer than 15 Hit Points, they surrender, 
  with the other one following suit on their next turn. If either 
  of the pair is killed, the other screams for revenge and fights 
  to the death. The two carry nothing to tie them to Nalathraz. 
  TARKE AND ZENDEGOS
  CR 9
  XP 6,400 each
  Male and female dragonkin (Starfinder Alien Archive 40)
  HP 142 each; RP 4 each
  GETTING PAID
  As long as no one has stolen or harmed the eggs by the 
  time Vaerenvae returns, the dragon CEO pays the PCs the 
  contracted amount. If the PCs stopped the hacking attempt, 
  she includes a standard dragon gland (fire) as a reward.
  
  42
  EXPLOSIVE 
  ESPIONAGE
  This side job is suitable for 10th-level characters.
  BACKGROUND
  Having failed in his earlier attempt to steal Vaerenvae’s 
  eggs, Nalathraz changes tactics and attempts to weaken 
  Archonomix through subtler means. He has sent an agent 
  to infiltrate the biosphere in which Archonomix tests its 
  terraforming equipment. Located on the coast of Ignomus 
  Bay, this huge, transparent aluminum dome uses hybrid 
  technology to simulate all manner of terrain and weather 
  conditions. This can sometimes be dangerous, especially 
  when untested equipment fails, so the workers there 
  are part of a union that tries to guarantee their safety. 
  Though inherently at odds, Archonomix and the union have 
  maintained an amicable relationship for years.
  Nalathraz’s agent, an emotivore named Marishka de Wit, 
  managed to secure a job in the biosphere a few months ago. 
  Since then, she has been subtly sabotaging and manipulating 
  her coworkers, poisoning their opinions against Archonomix 
  and, about a week ago, initiating a strike. Archonomix’s 
  negotiators reached out to union representatives, but they 
  were just as baffled. Marishka hasn’t presented any terms or 
  demands and is simply using incendiary rhetoric to sway her 
  colleagues. Vaerenvae, who wants her employees heard and 
  to ensure safe working conditions for them, has investigated 
  the situation. The union leadership know her commitment 
  and have disavowed the movement as a wildcat strike. 
  They’ve also reported rumors they’ve heard that Marishka 
  might be planning something sinister at the facility and 
  using the strike as a cover, so the gold dragon turns to the 
  PCs once again. 
  THE JOB OFFER
  If the PCs were successful in the previous side job, Vaerenvae 
  is motivated to contact them wherever they are and request 
  their services once more, though she asks that they return 
  to Triaxus at all speed. She is worried that violence might 
  erupt that could hurt both her employees and, ultimately, 
  Archonomix’s bottom line. She promises the PCs 10,000 
  credits if they look into the situation and peacefully stop 
  any hostilities.
  If the PCs were less than successful in keeping Vaerenvae’s 
  eggs safe (and survived their encounter with the two 
  dragonkin kidnappers), the draconic CEO has recovered her 
  children using different means and doesn’t hold a grudge 
  against the PCs. She believes in second chances, and sends 
  them this particular job offer, though the pay is only 8,500 
  credits. Despite this, she increases the offered compensation 
  as noted in Event 2.
  ARCHONOMIX BIOSPHERE
  The Archonomix biosphere is practically a city unto itself. A 
  mile in diameter, it’s internally divided into seven sections, 
  six of which can be transformed into a variety of biomes. 
  The seventh is a central monitoring hub and habitation 
  module for employees to use when they aren’t staying in the 
  other areas testing long-term terraforming equipment. The 
  PCs can land their starship outside the dome nearby or at 
  the Archonomix headquarters and take a terrestrial vehicle 
  to the biosphere.
  Several dozen scientists, engineers, and other workers are 
  gathered outside the biosphere’s entrance. Some are holding 
  holographic signs that demand better safety measures, and 
  the mood is a little tense. A prefab trailer stands nearby, 
  marked with the Archonomix logo. This is where Marishka 
  has been holding loud arguments with union leaders, 
  attempting to sway them.
  Marishka stands on a platform in the middle of the crowd 
  in her guise as a winterborn ryphorian climate scientist. 
  She gives an impassioned speech about how Archonomix 
  doesn’t care about its employees’ safety. Most of the other 
  workers present are nodding their heads in agreement, but 
  none of them look ready to engage in physical conflict. The 
  emotivore knows what is about to happen (see Event 1) but 
  was hoping to get the crowd to turn to violence on her own.
  The PCs have about an hour to speak with the strikers 
  before Event 1 occurs. With a successful DC 30 Diplomacy 
  check, they can learn that Marishka is a fairly recent 
  employee but has been the driving force behind the strike. 
  The emotivore refuses to speak to the PCs beyond claiming 
  (truthfully) that she was hired by Vaerenvae and telling 
  them to take it up with her.
  EVENT 1: THE CONFRONTATION (CR 11)
  Eventually, a vehicle also bearing the Archonomix logo 
  arrives, and four ryphorian guards step out. One of them 
  loudly claims that “Vaerenvae has had enough of your 
  laziness” and demands the strikers disperse and get back to 
  work. The others heft their weapons threateningly. 
  Creatures: These operatives were hired by Nalathraz to 
  stir up trouble, and a PC who succeeds at a DC 32 Culture 
  or Perception check can see that their uniforms don’t match 
  the regular Archonomix security uniforms the PCs have seen 
  before. If the PCs point this out, the crowd looks confused 
  but backs away from the impostor strike-breakers.
  The PCs can try to talk down these “security officers,” but 
  after a few moments, Marishka throws a rock at one of them 
  and screams “We won’t be broken!” The strike-breakers then 
  attack whomever is closest (which is likely the PCs). At the 
  
  43
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND 
   OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  end of the first round of combat, the strikers 
  scatter, leaving the PCs to face the 
  guards alone. However, Marishka 
  stays and tries to hinder the PCs 
  with her spells as best she can until she 
  is found out, after which she reveals her 
  true form and attacks. The guards flee 
  when reduced to fewer than 10 
  Hit Points, but Marishka fights 
  to the death.
  RYPHORIAN GUARDS (4)
  CR 5
  XP 1,600 each
  Ryphorian Skyfire pilot (Starfinder 
  Alien Archive 96)
  HP 63 each; RP 4 each 
  MARISHKA DE WIT
  CR 9
  XP 6,400
  Female emotivore (Starfinder 
  Alien Archive 2 50)
  HP 120 
  EVENT 2: THE BOMB 
  (CR 12)
  With her last ounce of strength, Marishka laughs at the 
  PCs and presses a button on her comm unit. Seconds 
  later, a klaxon starts blaring, followed by an automated 
  message: “Warning! Malfunction detected! Please evacuate 
  immediately!” A worker can tell the PCs that one of the 
  systems within the biosphere must be malfunctioning, even 
  though they’re tested regularly. Vaerenvae immediately 
  receives notice of this alert and contacts the PCs on their 
  comm units, asking them to stop the biosphere from being 
  destroyed. She increases their offered pay to 25,000 credits 
  for putting themselves at risk in this way.
  The PCs can discover what’s happening by hacking 
  Marishka’s comm unit with a successful DC 27 Computers 
  check, discovering that she placed (and has now activated) 
  a bomb in the dome’s central hub. Alternatively, they can 
  simply rush into the biosphere and succeed at a DC 30 
  Engineering check to trace the alert to the monitoring 
  stations in the central hub. 
  Trap: Upon entering the central hub, the PCs have 
  1 minute (10 rounds) to find and defuse the bomb Marishka 
  set before it goes off. The damage to the structure would 
  take months to repair, setting back much of Archonomix’s 
  research and production. 
  FIRE BOMB
  CR 12
  XP 19,200
  Type technological; Perception DC 38; Disable
  Engineering DC 33 (defuse explosive)
  Trigger special; Reset none
  Effect explosion (10d12 F); Reflex DC 21 
  half; multiple targets (all targets within 
  central hub)
  EVENT 3: THE 
  SHOWDOWN (CR 11)
  Nalathraz has been monitoring 
  the situation at the biosphere 
  from a perch a few miles 
  away by tapping into nearby 
  security camera feeds. When 
  he learns of Marishka de 
  Wit’s defeat, he decides 
  to take matters into his 
  own claws. 
  Creature: Using dimension 
  door, 
  Nalathraz 
  appears 
  above the area outside the 
  biosphere a few rounds 
  after the PCs emerge, 
  whether or not they were 
  successful at defusing the 
  bomb. (If your PCs are having 
  a rough time, you might want 
  to give them an opportunity for a 10-minute rest to regain 
  Stamina Points). Read or paraphrase the following as 
  Nalathraz descends. 
  A blue dragon swoops down from high above. In a 
  high-pitched bellow, he screams, “Who do you think you 
  are, interfering in the plans of dragons? Such impudence! 
  Now I must do what my feeble-minded flunkies could not 
  and crush you like the bugs you are!”
  Nalathraz starts the fight by using his breath weapon 
  to catch as many of the PCs as possible. He continues his 
  assault with his weapons and spells, fighting to the death.
  NALATHRAZ
  CR 11
  XP 12,800
  Male young adult blue dragon (Starfinder Alien Archive 38)
  HP 183 
  GETTING PAID
  Vaerenvae arrives on the scene shortly after Nalathraz has 
  been defeated. She thanks the PCs profusely for their help 
  and explains the blue dragon’s vendetta against her. She 
  pays the PCs the promised 25,000 credits and allows them 
  to salvage any equipment they want from Nalathraz and 
  his minions. She also hints that Nalathraz’s other assets are 
  likely up for grabs and that Archonomix will likely attempt 
  to acquire them—a job that might require the PCs’ skills 
  once more. It’s clear that being on Vaerenvae’s good side is a 
  lucrative relationship.
  NALATHRAZ
  
  44
  “This is the welding bay where the Drift engines for 
  the Wyrms get put together. It’s not as glamorous 
  as zipping from star to star, but it’s also a fair bit 
  safer. The geniuses in R&D design the engine, 
  acquisitions gets us the supplies from wherever, 
  and my crew puts it all together. Then the pilots 
  get to test it out, the lunatics. There’s a lot of 
  ways to get hurt trying to make the perfect ship; 
  I figure we have the good one. Getting welding 
  scars on my arms is a lot better than having my 
  atoms stretched across the Drift.”
  —Rojnar Symeral, construction supervisor at 
  Ringworks Industries
  CORPORATIONS 
  OF THE GALAXY
  
  F
  ew constants exist among sentient life throughout 
  the galaxy, and one that will likely remain true for 
  some time is that someone will find a way to sell 
  whatever commodity a person or society lacks. This simple fact 
  drives commerce from the center of the Pact Worlds into the 
  Vast, and corporations handle the complex logistics required 
  to provide services over such enormous distances. Each with 
  their own purposes and motives, these massive groupings 
  of workers, bureaucrats, lawyers, financial analysts, and 
  support staff account for the majority of employed citizens in 
  the galaxy. Corporations often hold as much power as small 
  governments, and sometimes even more, depending on local 
  culture and law. However, this massive amount of influence 
  can make them lumbering beasts, unable to react as quickly 
  to certain problems as smaller organizations.
  Player characters will likely interact with many of these 
  corporations, even just to purchase or use equipment that 
  they manufacture. Adventuring life doesn’t fit well with 
  corporate duties, but these companies have deep pockets 
  and serious troubles for which they’re willing to enlist 
  freelance help. Characters who provide their services to these 
  corporations aren’t only paid well (usually), but might also 
  garner favors with powerful and influential individuals for 
  later use. Of course, this dynamic can work the other way, 
  too, where interfering in a company’s business might earn the 
  party a star system’s worth of trouble.
  ABADARCORP
  So prolific that its name is almost synonymous with the 
  idea of commerce, AbadarCorp provides essential and 
  non-essential goods and services throughout the Pact 
  Worlds and beyond. As both a corporate and religious 
  organization, AbadarCorp has innumerable warehouses, 
  manufacturing plants, administrative offices, and 
  banks that also serve as churches to the Master 
  of the First Vault. Provided services range from 
  construction and settlement assistance to everyday items, 
  such as datapads. Even for those rare products AbadarCorp 
  doesn’t manufacture, it likely acts as a distributor—with the 
  exception of illegal goods, of course. 
  CEO and Executive Archdirector Gevrant Iseki-Okaibo
  (LN male human mystic) has maintained stewardship 
  over AbadarCorp for more than two decades. He works in 
  conjunction with the various archdirectors who manage the 
  planetary branches of the corporation and also presides over 
  religious duties as the head of Abadar’s faith throughout 
  the Pact Worlds. He rarely strays from his offices at the 
  top of the Golden Vault—the corporation’s headquarters 
  on Absalom Station—from which it’s said he can see every 
  transaction that occurs on the station and beyond.
  With a focus on affordability and high supply, AbadarCorp 
  rarely makes top-of-the-line products. While not flimsy 
  or cheaply made, their goods typically won’t match their 
  competitors in durability and effectiveness. The church of 
  Abadar accepts these limitations, instead marketing their 
  products as the ideal choice for the consumer on a budget. 
  With a trading outpost on every planet, customers of 
  AbadarCorp can be assured that they’ll find what they need 
  to suit their purposes well enough, and at a price to justify 
  the purchase. 
  Despite 
  the 
  intimidating 
  breadth 
  and 
  influence 
  that AbadarCorp possesses, the corporation carefully 
  avoids abusing its resources. The bankers and priests of 
  AbadarCorp understand that concentrated wealth creates 
  a choke hold on growth and trade. The church of Abadar 
  sponsors education in finance at no cost, often inspiring 
  new competitors with the lessons they dispense. Loans to 
  businesses that provide the means for lower-class citizens to 
  rise from poverty carry no interest, as AbadarCorp believes 
  that created prosperity for all outweighs any credits that 
  could be made through usurious lending practices. 
  F
  ew constants exist among sentient life throughout 
  the galaxy, and one that will likely remain true for 
  some time is that someone will find a way to sell 
  whatever commodity a person or society lacks. This simple fact 
  drives commerce from the center of the Pact Worlds into the 
  Vast, and corporations handle the complex logistics required 
  to provide services over such enormous distances. Each with 
  their own purposes and motives, these massive groupings 
  of workers, bureaucrats, lawyers, financial analysts, and 
  support staff account for the majority of employed citizens in 
  the galaxy. Corporations often hold as much power as small 
  governments, and sometimes even more, depending on local 
  culture and law. However, this massive amount of influence 
  can make them lumbering beasts, unable to react as quickly 
  to certain problems as smaller organizations.
  Player characters will likely interact with many of these 
  corporations, even just to purchase or use equipment that 
  they manufacture. Adventuring life doesn’t fit well with 
  corporate duties, but these companies have deep pockets 
  and serious troubles for which they’re willing to enlist 
  freelance help. Characters who provide their services to these 
  corporations aren’t only paid well (usually), but might also 
  garner favors with powerful and influential individuals for 
  later use. Of course, this dynamic can work the other way, 
  too, where interfering in a company’s business might earn the 
  party a star system’s worth of trouble.
  ABADARCORP
  So prolific that its name is almost synonymous with the 
  idea of commerce, AbadarCorp provides essential and 
  non-essential goods and services throughout the Pact 
  Worlds and beyond. As both a corporate and religious 
  organization, AbadarCorp has innumerable warehouses, 
  manufacturing plants, administrative offices, and 
  banks that also serve as churches to the Master 
  of the First Vault. Provided services range from 
  construction and settlement assistance to everyday items, 
  such as datapads. Even for those rare products AbadarCorp 
  doesn’t manufacture, it likely acts as a distributor—with the 
  exception of illegal goods, of course. 
  CEO and Executive Archdirector Gevrant Iseki-Okaibo
  (LN male human mystic) has maintained stewardship 
  over AbadarCorp for more than two decades. He works in 
  conjunction with the various archdirectors who manage the 
  planetary branches of the corporation and also presides over 
  religious duties as the head of Abadar’s faith throughout 
  the Pact Worlds. He rarely strays from his offices at the 
  top of the Golden Vault—the corporation’s headquarters 
  on Absalom Station—from which it’s said he can see every 
  transaction that occurs on the station and beyond.
  With a focus on affordability and high supply, AbadarCorp 
  rarely makes top-of-the-line products. While not flimsy 
  or cheaply made, their goods typically won’t match their 
  competitors in durability and effectiveness. The church of 
  Abadar accepts these limitations, instead marketing their 
  products as the ideal choice for the consumer on a budget. 
  With a trading outpost on every planet, customers of 
  AbadarCorp can be assured that they’ll find what they need 
  to suit their purposes well enough, and at a price to justify 
  the purchase. 
  Despite 
  the 
  intimidating 
  breadth 
  and 
  influence 
  that AbadarCorp possesses, the corporation carefully 
  avoids abusing its resources. The bankers and priests of 
  AbadarCorp understand that concentrated wealth creates 
  a choke hold on growth and trade. The church of Abadar 
  sponsors education in finance at no cost, often inspiring 
  new competitors with the lessons they dispense. Loans to 
  businesses that provide the means for lower-class citizens to 
  rise from poverty carry no interest, as AbadarCorp believes 
  that created prosperity for all outweighs any credits that 
  could be made through usurious lending practices. 
  45
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  they manufacture. Adventuring life doesn’t fit well with 
  corporate duties, but these companies have deep pockets 
  and serious troubles for which they’re willing to enlist 
  freelance help. Characters who provide their services to these 
  corporations aren’t only paid well (usually), but might also 
  garner favors with powerful and influential individuals for 
  later use. Of course, this dynamic can work the other way, 
  too, where interfering in a company’s business might earn the 
  So prolific that its name is almost synonymous with the 
  idea of commerce, AbadarCorp provides essential and 
  non-essential goods and services throughout the Pact 
  Worlds and beyond. As both a corporate and religious 
  organization, AbadarCorp has innumerable warehouses, 
  construction and settlement assistance to everyday items, 
  such as datapads. Even for those rare products AbadarCorp 
  doesn’t manufacture, it likely acts as a distributor—with the 
  Gevrant Iseki-Okaibo
  (LN male human mystic) has maintained stewardship 
  over AbadarCorp for more than two decades. He works in 
  conjunction with the various archdirectors who manage the 
  planetary branches of the corporation and also presides over 
  religious duties as the head of Abadar’s faith throughout 
  the Pact Worlds. He rarely strays from his offices at the 
  top of the Golden Vault—the corporation’s headquarters 
  on Absalom Station—from which it’s said he can see every 
  With a focus on affordability and high supply, AbadarCorp 
  rarely makes top-of-the-line products. While not flimsy 
  or cheaply made, their goods typically won’t match their 
  competitors in durability and effectiveness. The church of 
  45
  PART 3: 
  HONOR 
  AMONG 
  THIEVES
  SIDE JOBS
  CORPORATIONS
  OF THE
  GALAXY
  A MEASURE 
  OF 
  SOLIDARITY
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  GEVRANT 
  ISEKI�OKAIBO
  
  46
  ARIOCH�OYADAE
  A privatized tech conglomerate within the Azlanti Star 
  Empire, Arioch-Oyadae produces a good portion of the 
  empire’s ships through its subsidiary, Vanguard Craftworks. 
  Though technically not run by the government, the company 
  still works in close concert with the Aeon Throne, and few 
  policies are implemented within the corporation without 
  at least the passing knowledge of the Star Imperators. The 
  vessels produced by Vanguard Craftworks are considered 
  ideal for colonization and for overseeing any planets that the 
  Star Empire subjugates. 
  The company takes its name from its founders, Tyrifor 
  Arioch and Secodine Oyadae, both distant scions of Azlanti 
  noble houses. Pre-Gap records show that Arioch served as 
  the public face and business mogul of the conglomerate, 
  while Oyadae managed the research and development side. 
  While the company’s official history states the two grew 
  up together and were the best of friends, they constantly 
  jockeyed against one another for complete control of the 
  company, each attempting to curry more favor with the 
  Aeon Throne. This rivalry led to an accident at a terraforming 
  project when Arioch attempted to personally sabotage one of 
  Oyadae’s prototypes—but was caught in the act by his cousin. 
  The resulting explosion killed Arioch and Oyadae, along with 
  hundreds of non-Azlanti workers. Though the corporation 
  nearly collapsed as a result, several vice presidents stepped 
  up to take control. This incident is publicly treated as an 
  unfortunate calamity in the company’s past. The company 
  observes a brief 10 minutes of silence and work-stoppage on 
  the anniversary of the founders’ deaths, though little is ever 
  spoken of the other fatalities.
  Arioch-Oyadae operates mainly out of Prevail in the 
  Disaj system and enjoys nearly boundless access to the 
  technomagical hotbed of the Azlanti Star Empire. The 
  corporation has cornered the market in the Star Empire 
  for colonization equipment and services, including the 
  deployment of its own corporate security to clear undesirable 
  elements from occupied planets. These suppression forces act 
  outside the Aeon Guard and serve as an outlet for those too 
  brutal or unruly to be accepted within the official military. 
  Resistors on a planet claimed by the Star Empire have almost 
  equal chances to meet with Arioch-Oyadae forces as the Aeon 
  Guard. In cases of particularly effective resistance, corporate 
  security has taken prisoners for experimentation and forced 
  indoctrination into its ranks, though prisoners who prove 
  capable enough are sold to the Star Empire to serve in the 
  Alien Cohort.
  ASPIS CONSORTIUM
  Business and criminality often go hand in hand. Such is the 
  case with the Aspis Consortium, a collective corporation of 
  criminals that operates as a self-governing political entity with 
  roots in the Pact Worlds. Ostensibly a legitimate endeavor 
  that seeks out uncharted worlds and assesses the resources 
  found on each one, the Consortium engages in everything 
  from piracy to the enslavement and sale of entire planets, 
  which isn’t to say that the corporation doesn’t conduct legal 
  business. However, its public activities are designed to mask 
  its more heinous ventures.
  The corporation received its unprecedented autonomy 
  after the Swarm attacked the Pact Worlds and the Veskarium. 
  Calling on its many contacts in both systems, the Aspis 
  Consortium brokered an end to the Silent War between the 
  two and helped form the alliance that eventually repelled the 
  insectile invaders. The company then bargained with the Pact 
  Worlds’ government for concessions that allow it to operate 
  in the manner it does today.
  A group of 10 majority shareholders, collectively known as 
  “the Patrons,” oversees the Aspis Consortium. Long ago, the 
  company kept the Patrons’ identities a closely guarded secret, 
  but in modern times, it has become increasingly difficult to 
  hide the existence of such wealth in a person’s portfolio. 
  As a result, any profits that stem from the Consortium’s 
  illegal activities get funneled through a wide array of shell 
  corporations and dummy funds; tracing such a trail back 
  to one of the Patrons presents a task that would baffle 
  even the most accomplished forensic accountants. When 
  the Patrons need to discuss criminal ventures, they do so 
  through encrypted holo-conferences, and even then, they 
  speak in coded phrases and couched language. To date, no 
  one has cracked one of these transmissions. The composition 
  of this council shifts every few years, as Patrons retire with 
  the credits they’ve made or are forcibly removed in hostile 
  takeovers. It’s possible to rise in the Consortium’s ranks to 
  become a Patron, but only through the most ruthless and 
  cutthroat of business dealings.
  The existence of the Aspis Consortium proves no small 
  thorn in the side of law enforcement, which must struggle 
  against the organization’s deft use of fronts and technicalities 
  to avoid prosecution. The Consortium favors cutting ties with 
  members implicated in major offenses, claiming they didn’t 
  support any illegal actions and revoking membership once 
  they were aware of such wrongdoings. Investigators can spot 
  this usually obvious lie, but rarely do they produce enough 
  evidence to earn the company more than a legal slap on the 
  wrist. The Consortium knows the difference between what 
  one knows and what one can prove and wields the legal 
  distinction with expert skill. Officers of the law who push 
  the issue too far end up in protracted civil court battles in 
  which the Consortium often wins settlements of slander and 
  corporate harassment cases.
  FORGEWORKS 
  INNOVATIONS
  The militaristic Veskarium is known for its warrior culture and 
  expansionist policies, but they still have substantial need for 
  civilian-focused products. With that in mind, a portion of the 
  Conqueror’s Forge is relegated to Forgeworks Innovations, 
  
  47
  which develops technology for everyday use. Many of these 
  breakthroughs later get adapted for military purposes. The 
  corporation receives significant funding from the Council of 
  Despots, which views it as both an asset to the growth of 
  the Veskarium and an example to other governments that the 
  empire has focuses beyond hostility.
  Major General Olekzarda Kyrimadov (LN female vesk 
  soldier) is the officer in charge of Forgeworks Innovations. 
  She holds this post with honor, but she hopes it will lead to 
  something more prestigious on the Veskarium’s front lines. 
  She mainly allows the scientists to go about their work and 
  procures the budgets they request without a great deal of 
  inquiry. High Despot Kominar frequently seeks her out for 
  security recommendations, and Kyrimadov can be credited 
  with the various safety protocols and emergency responses 
  that have been implemented on the station. Acknowledging 
  the expertise of her staff has led to breakthroughs that might 
  otherwise have been delayed by vesk pride, but it has also led 
  her to clash with her superiors who want her to take a more 
  active role in her department.
  Since the end of the Swarm War and the unprecedented 
  era of peace that the Veskarium has experienced, Forgeworks 
  Innovations has become even more central to the Veskarium 
  economy. Threats throughout Near Space persist, but wartime 
  technology has proven a less stable venture than items for 
  civilian use. With the Conqueror’s Forge opening its decks 
  for free trade with the Pact Worlds and other planets, the 
  Veskarium has sold many technological breakthroughs 
  to keep its empire funded. Like the peace itself, these 
  investments don’t always sit well with more traditional vesk 
  who consider providing technology to those unconquered by 
  the Veskarium as disgraceful. 
  HOUSE ZEIZERER
  While most corporations put forward a pleasant demeanor to 
  secure deals and win over allies, the esteemed drow House 
  Zeizerer, owner and operator of the influential Zeizerer 
  Munitions, maintains no such facade. With total dominion 
  of the city of Nightarch on Apostae, House Zeizerer is the 
  premier manufacturer of weapons within the Pact Worlds, 
  no small accomplishment given its species’ reputation for 
  armaments. Known for extended ammo magazines and 
  longer-lasting batteries, Zeizerer Munitions products are 
  fired from more than half the weapons in the system.
  The controlling business interests lie in the hands 
  of multiple house nobles, with Viomourn Zeizerer (CE 
  female drow vanguardCOM) overseeing the production and 
  development sites as well as managing relations with orcs 
  and other species that serve as the company’s enslaved 
  workforce. Viomourn takes a different tack than the usual 
  brutality of Apostae. The overseer has instituted learning and 
  sponsorship programs for orcs who show a natural inclination 
  to science and manufacturing rather than designating them 
  to that role through social conditioning. This approach has 
  led to some claims of a sedition plot by Viomourn, but she 
  has managed to placate her superiors by displaying increased 
  productivity with these policies. 
  House Zeizerer’s focus as an ammunition supplier 
  provides it with a unique opportunity. While weapons are a 
  finite market, consumable ammo always stays in demand, 
  and Zeizerer is keen to acquire repeat customers. With the 
  majority of drow weaponry being distastefully cruel and 
  destructive, the munitions supplier has so far avoided the 
  production of anything more gruesome than the average 
  instrument of death. As a result, the company has achieved 
  a position as the supposedly softer face of Apostae, a notion 
  that it neither embraces nor disputes.
  House Arabani, Zeizerer’s closest competitor among the 
  drow houses, works almost as hard to spurn its rivals as it 
  does to increase its profits. The Karkaken Testing Grounds 
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  procures the budgets they request without a great deal of 
  inquiry. High Despot Kominar frequently seeks her out for 
  security recommendations, and Kyrimadov can be credited 
  with the various safety protocols and emergency responses 
  that have been implemented on the station. Acknowledging 
  the expertise of her staff has led to breakthroughs that might 
  otherwise have been delayed by vesk pride, but it has also led 
  her to clash with her superiors who want her to take a more 
  Since the end of the Swarm War and the unprecedented 
  era of peace that the Veskarium has experienced, Forgeworks 
  Innovations has become even more central to the Veskarium 
  economy. Threats throughout Near Space persist, but wartime 
  technology has proven a less stable venture than items for 
  civilian use. With the Conqueror’s Forge opening its decks 
  for free trade with the Pact Worlds and other planets, the 
  Veskarium has sold many technological breakthroughs 
  to keep its empire funded. Like the peace itself, these 
  investments don’t always sit well with more traditional vesk 
  who consider providing technology to those unconquered by 
  While most corporations put forward a pleasant demeanor to 
  secure deals and win over allies, the esteemed drow House 
  Zeizerer, owner and operator of the influential Zeizerer 
  Munitions, maintains no such facade. With total dominion 
  of the city of Nightarch on Apostae, House Zeizerer is the 
  premier manufacturer of weapons within the Pact Worlds, 
  no small accomplishment given its species’ reputation for 
  armaments. Known for extended ammo magazines and 
  longer-lasting batteries, Zeizerer Munitions products are 
  The controlling business interests lie in the hands 
  Viomourn Zeizerer (CE 
  ) overseeing the production and 
  development sites as well as managing relations with orcs 
  and other species that serve as the company’s enslaved 
  workforce. Viomourn takes a different tack than the usual 
  brutality of Apostae. The overseer has instituted learning and 
  sponsorship programs for orcs who show a natural inclination 
  to science and manufacturing rather than designating them 
  to that role through social conditioning. This approach has 
  a position as the supposedly softer face of Apostae, a notion 
  that it neither embraces nor disputes.
  House Arabani, Zeizerer’s closest competitor among the 
  drow houses, works almost as hard to spurn its rivals as it 
  does to increase its profits. The Karkaken Testing Grounds 
  PART 2: 
   DOWN AND 
  OUT ON 
  ABSALOM 
  STATION
  PART 3: 
  HONOR 
  AMONG 
  THIEVES
  SIDE JOBS
  CORPORATIONS
  OF THE
  GALAXY
  A MEASURE 
  OF 
  SOLIDARITY
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  OLEKZARDA 
  KYRIMADOV
  
  48
  that Arabani operates bypasses Nightarch’s control as much 
  as possible, including recent construction of a starport on 
  a scale similar to that of the city. Zeizerer coolly ignores 
  any jabs in public, content to stockpile massive amounts of 
  weapons within the hidden Zeizerer Repository. As tensions 
  rise between the two groups, the other drow houses remain 
  content to watch and plan for what opportunities might arise 
  in the inevitable clash.
  RINGWORKS 
  INDUSTRIES
  A corporation with origins stretching to before the Gap, 
  the Verces-based ship designer has been in business for 
  longer than any other company in the Pact Worlds (with 
  the debatable exception of AbadarCorp). The aetherships 
  manufactured by Ringworks and launched from the Skydock 
  space platform were among the first interplanetary vessels 
  within the system, and the company has grown and diversified 
  its product line. Ringworks pivoted from the opulent models 
  of the past and now focuses on creating practical vessels 
  accessible to all.
  The crafts made by Ringworks Industries have become 
  synonymous with space travel in the Pact Worlds. The 
  company’s designs have the durability to survive a vacuum 
  merged with the aerodynamic lines of atmospheric aircraft, 
  and many of their frames stay in service for decades, if not 
  centuries. Ringworks designers implement only the smallest 
  of aesthetic changes to their ship lines over the years, making 
  the company’s products easily recognizable in the market. To 
  add to their popularity and ubiquity, Ringworks ships sell well 
  in used markets.
  This isn’t to say that Ringworks doesn’t offer interesting 
  and exciting vessels. They recently released the Orienteer 
  line that has grown in popularity among daredevils who 
  appreciate the craft’s speed and maneuverability as well 
  as adventuring groups who prioritize defenses over luxury 
  living space. The profitability of this model has yet to 
  be proven, but competing companies such as Sanjaval 
  Spaceflight Systems are already drafting similar prototypes 
  for market.
  Rumors circulate that Ringworks is illegally collaborating 
  with manufacturers outside the Pact Worlds on top-secret 
  research and development, linking the company to everyone 
  from Forgeworks Innovations of the Veskarium to the Azlanti 
  Star Empire. Ringworks management fiercely denies this 
  claim. The controversy has led to public discussion about the 
  transparency of corporate law in the Pact Worlds, and a rising 
  number of litigators have called for greater public access to 
  technological patents.
  SOPETH 
  CORPORATION
  A massive think tank of bonded barathus, Sopeth is both a 
  single entity and a corporation. This fused creature comprised 
  of thousands of Bretheda’s most intelligent barathu 
  bioengineers resides in the inhospitable equatorial zone 
  on their home world. In comparison to most barathus, who 
  accept humanoids, Sopeth is harshly xenophobic, viewing 
  other species as inferior for their inability to cooperate 
  fluidly. Largely automated, Sopeth Corporation requires 
  manual labor only for limited testing. The entity makes the 
  majority of its profits by inventing conceptual technology, 
  which it then sells to intermediaries for production and 
  distribution. Sopeth’s breakthroughs have led to countless 
  advances in the medical and biochemistry fields, including 
  some radical patents on artificial organ growth.
  Only the most loyal barathu employees gain the privilege 
  to merge with and split from Sopeth, often to attend 
  conferences on other worlds or oversee facilities where the 
  macroentity couldn’t physically fit. Most believe that Sopeth 
  maintains its collective intelligence and decision-making 
  capabilities through a core of several hundred barathus 
  who have never left since the corporation’s founding. 
  Distrustful of any non-barathus, Sopeth doesn’t make the 
  typical accommodations that other sites on Bretheda do for 
  humanoids at its base location. In fact, uninvited guests are 
  sometimes captured and used for torturous experimentation. 
  Despite its disdain for humanoid species, Sopeth seems 
  fascinated by their fixed forms and consciousness, leading 
  the entity to dissect and psychically disassemble those 
  unfortunate enough to fall into its clutches. In its defense, 
  Sopeth cites a loophole in Brethedan law that allows it to 
  treat trespassers as company property.
  These unethical activities have led the barathu 
  government of Confluence to censure Sopeth economically. 
  However, such weak measures have done little to slow 
  Sopeth’s practices, and Confluence is loath to escalate the 
  situation, fearing it might lead to a physical confrontation. 
  Rumors hold that Sopeth is working on a method to force the 
  barathu merging process, and once conjoined with Sopeth, 
  the unfortunate victims permanently lose their individuality. 
  This concept presents a horrifying anathema to barathu 
  culture, and Confluence is currently seeking freelancers 
  who can find solid evidence of other wrongdoing by Sopeth 
  to justify harsher approaches. No one has taken Confluence 
  up on this offer, likely for fear of becoming Sopeth’s next 
  unwilling test subjects.
  THE TETRAD
  Viewed with a mix of curiosity and eagerness, the presence 
  of witchwyrds representing the Tetrad means interesting and 
  unpredictable trades. The Tetrad functions more as a trade 
  union than a corporation, always on the lookout for unusual 
  bargains, always on the lookout for unusual bargains. While 
  the Tetrad seems to have a considerable amount of credits 
  at its disposal, the source of this wealth remains a mystery. 
  When asked, the witchwyrd merchants simply shrug and 
  imply that other beings simply lack their skills at commerce. 
  
  49
  By capitalizing on most witchwyrds’ fondness for spicy foods, 
  canny traders can often use new flavoring ingredients to get 
  a better deal with the Tetrad. Whether witchwyrds notice this 
  tactic or simply don’t care is unknown.
  The Tetrad is based on the witchwyrds’ home planet of 
  Cyrune, though little else is known about the company. The 
  Tetrad Caravels that the merchants use for transportation 
  across the Pact Worlds are outfitted with types of technology 
  not seen elsewhere, and no price has ever proven high enough 
  for the witchwyrds to share these secrets with others. Any 
  enterprising individuals who have attempted to infiltrate or 
  even analyze a Caravel usually go missing, only to appear 
  weeks later with no memories of the incident.
  The Tetrad have a particular interest toward artifacts from 
  Kasath, the kasatha home world. The known link between 
  witchwyrds and the origins of kasatha likely has something 
  to do with this fascination. Tetrad traders are willing to part 
  with expensive objects from unknown worlds and even 
  precious spices in exchange for any bauble that can be 
  reliably traced back to Kasath. A growing group of kasathas 
  hold out hope that the Tetrad has a plan to restore their dying 
  ancestral planet.
  ZO! MEDIA
  Entirely owned by its eponymous CEO, Zo! Media is one 
  of the most popular—albeit certainly the most outlandish 
  and sometimes gruesome—entertainment companies in 
  known space. Programming varies from quiz shows where 
  contestants try to guess what happened during the Gap to 
  bloody matches of gladiatorial combat. A series of programs 
  rising in popularity include nature documentaries where 
  disposable camera crews of mindless undead are sent 
  perilously close to hostile xenomorphic creatures. Even the 
  shows that aren’t hosted by the charismatic Zo! (NE male 
  elebrian necrovite) usually feature at least a bit of voice-over 
  from the self-proclaimed “Sensational Star of the System.”
  Though Zo! looks like an undead elebrian and claims 
  to operate from the Halls of the Living on Eox, his origins 
  and day-to-day methods are a mystery. Cynical observers 
  pass it off as part of his crafted mystique, but those prone 
  to conspiracy have claimed for decades that Zo! is actually 
  several different people. A growing segment of his viewership 
  watches with almost cult-like fervor, leading some to theorize 
  that Zo! is attempting to gain some deific power. On these 
  speculations, Zo! has remained silent. 
  Zo! Media constantly looks for new and more extreme content 
  to keep viewers engaged, even though some programs already 
  operate outside the bounds of typical morality. The company 
  is quick to point out that all sentient crew and participants are 
  made aware of any dangers and must sign consent waivers 
  before any recording takes place. While some advocacy groups 
  within the Pact Worlds have tried to get many of Zo! Media’s 
  shows banned, the vidfeeds operate just on the correct side of 
  the law; to the staunchest opponents, these technicalities mean 
  very little, as the laws on Eox and in the areas at the fringes 
  of the galaxy where Zo! Media makes these shows could be 
  considered permissive at best and negligent at worst.
  Reports from within the Stewards have recently noted 
  the popularity of certain Zo! Media programming among the 
  renegade Corpse Fleet. These evil undead seem to revel in 
  content that shows the living attempting bizarre tasks only to 
  fail and sometimes die. Stewards agents have discussed this 
  matter with Zo! Media public relations managers, who firmly 
  repudiate any connection with the Corpse Fleet. Neither 
  group has been able to stop the Corpse Fleet from acquiring 
  copies of the programs, but the Stewards are looking into a 
  way to embed beacon codes within the transmissions to root 
  out hidden Corpse Fleet bases.
  ZO! MEDIA
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  
  50
  “Sure, there are monthly dues, but let me tell you a 
  story, kid. A few decades ago, I was part of a crew 
  hauling cargo from Vesk-6 to Castrovel for some 
  shady corp. Turned out to be infested with bugs. 
  They ate half the tubing in the engine room, laid 
  eggs in our food stores, and built a hive under my 
  bunk. The corp didn’t care, and we had to spend 
  twice as much on repairs and medical expenses 
  than the job paid. Now, thanks to the union, nobody 
  ships anything without liability waivers for pirates, 
  plagues, and patching punctures.”
  —Wirex Helldowner, union organizer
  A MEASURE OF 
  SOLIDARITY
  
  N
  ever underestimate the power and importance of 
  a good union. Plenty of crews fancy themselves 
  as independent operators, but every daring 
  mission has dozens of players behind the scenes who make it 
  all possible. Engineers design weapons and armor that don’t 
  suddenly lose power in the middle of a life-or-death situation, 
  shipwrights construct space vessels, maintenance workers 
  patch up the space stations where crews resupply, and dock 
  workers keep the flow of commerce going. 
  These jobs often involve rough, thankless work—dangerous 
  enough that those with sense ensure any position they take is 
  sanctioned by a reputable union. If you ever need a job done, 
  it pays to know which shops are properly sanctioned and 
  who’s trying to undercut the professionals with sloppy work.
  WHAT A UNION DOES
  At the most basic level, a union (sometimes called a labor 
  union or a trade union) speaks for the collective interests of 
  its members. Doing so involves uniting workers to negotiate 
  with employers for better wages, comprehensive benefits, fair 
  hours, and safe working conditions. Each union is often specific 
  to a single industry, though different unions representing 
  employees whose jobs have something in common (such as 
  teachers and the janitors who clean their schools) might work 
  hand-in-hand to increase their bargaining power.
  A union is created when enough employees come together 
  and agree they would benefit from one, which sometimes 
  happens at the prompting of a single individual, a small group 
  of concerned people working for the company in question, or 
  members of a nonprofit organization with a vested interest 
  in social justice. Often, such an organizer fills out the 
  appropriate paperwork for the local or planetary government 
  (sometimes both) to establish the union. They then hold 
  elections to appoint officers (such as president and treasurer), 
  drawn from candidates of the union’s members. These officers 
  make important decisions for the union; each knows that if 
  their decisions prove unpopular with their fellow members, 
  they could be voted out from their positions during the next 
  election cycle.
  Union members pay regular dues, usually monthly, for 
  the privilege of having the union bargain on their behalf and 
  other benefits (see “Union Membership” on page 55). The 
  money pays for union officers’ additional salaries (they’re 
  doing extra work, after all) and other expenditures that vary 
  from union to union. Some organizations might rent a hall for 
  monthly gatherings to discuss union business, while others 
  need the funds to deal with local bureaucracy. Many unions 
  find transparency necessary when disclosing how they use 
  dues, though there’s the occasional corrupt union official 
  who embezzles funds. A member who becomes delinquent in 
  their dues (or refuses to join the union) can sometimes find it 
  difficult to get a job in their field.
  The power a union holds extends only as far as how 
  seriously the employer takes the organization. A skilled 
  union negotiator explains how the company can’t afford not 
  to give its workers a better wage or certain benefits while 
  acknowledging that the company must think of its bottom 
  line. If a company refuses to act in the best interests of its 
  employees, a union can call for a strike or general work 
  stoppage until the company either accedes to the union’s 
  demands or at least negotiates in good faith. During a strike, 
  union members form a picket line outside their place of 
  work to protest their company’s unfair policies, both to draw 
  attention to their plight and to intimidate any temporary 
  workers (called “scabs”) from doing their jobs.
  A union’s work never ends, so it’s rare to see one disbanded. 
  Sometimes a union becomes ineffective if union officials 
  grow corrupt on kickbacks and other graft, or threats from 
  unethical corporations might cause them to cease fighting for 
  their members. Newly elected officials might be able to turn 
  around such a situation, but circumstances could make an 
  election difficult.
  UNIONS IN THE PACT 
  WORLDS
  As the Pact Worlds contain dozens of planets and moons—
  each home to multiple organizations encompassing hundreds 
  of types of jobs—it almost has more unions than stars in the 
  sky. Union members range from holovid writers and voice 
  actors, to construction workers and assembly-line operators 
  in an augmentation factory, to security officers patrolling the 
  corridors of Absalom Station. The following is a sample of the 
  more powerful unions that exist within the system.
  The 
  Linecrawler 
  Operations 
  Union 
  handles 
  all 
  bubble-to-bubble traffic in the Burning Archipelago. If 
  you have business there and don’t want to be incinerated 
  in the heat of the sun, ending up on the wrong side of 
  the Linecrawlers is worse than getting into trouble with 
  government officials.
  The Sororal Order of Scholars on Castrovel might be the 
  oldest teacher’s union anywhere in the Pact Worlds. It holds 
  regular conferences to discuss the latest theories and protects 
  professors facing pushback against educating people on more 
  controversial subjects.
  The humble seal of the Interplanetary Shipwrights Guild
  appears on almost every component of almost every starship 
  in the Pact Worlds and many beyond. This union has united 
  the visions of countless engineers and established a single 
  universal standard for mounting airlocks, power cores, 
  weapons and more on ships from hundreds of independent 
  designers on dozens of worlds. It’s the reason you can dock 
  with another ship to meet the crew face-to-face without 
  losing all your ship’s pressure through an oversized fitting.
  When getting a new necrograft, you should always check 
  it for the seal of the Fleshcrafters Association of Eox. Their 
  products are always guaranteed to be ethically sourced, 
  properly sterilized, and installed with a steady hand. Sure, 
  you might find better prices on the black market, but you run 
  N
  ever underestimate the power and importance of 
  a good union. Plenty of crews fancy themselves 
  as independent operators, but every daring 
  mission has dozens of players behind the scenes who make it 
  all possible. Engineers design weapons and armor that don’t 
  suddenly lose power in the middle of a life-or-death situation, 
  shipwrights construct space vessels, maintenance workers 
  patch up the space stations where crews resupply, and dock 
  workers keep the flow of commerce going. 
  These jobs often involve rough, thankless work—dangerous 
  enough that those with sense ensure any position they take is 
  sanctioned by a reputable union. If you ever need a job done, 
  it pays to know which shops are properly sanctioned and 
  who’s trying to undercut the professionals with sloppy work.
  WHAT A UNION DOES
  At the most basic level, a union (sometimes called a labor 
  union or a trade union) speaks for the collective interests of 
  its members. Doing so involves uniting workers to negotiate 
  with employers for better wages, comprehensive benefits, fair 
  hours, and safe working conditions. Each union is often specific 
  to a single industry, though different unions representing 
  employees whose jobs have something in common (such as 
  teachers and the janitors who clean their schools) might work 
  hand-in-hand to increase their bargaining power.
  A union is created when enough employees come together 
  and agree they would benefit from one, which sometimes 
  happens at the prompting of a single individual, a small group 
  of concerned people working for the company in question, or 
  members of a nonprofit organization with a vested interest 
  in social justice. Often, such an organizer fills out the 
  appropriate paperwork for the local or planetary government 
  (sometimes both) to establish the union. They then hold 
  elections to appoint officers (such as president and treasurer), 
  drawn from candidates of the union’s members. These officers 
  make important decisions for the union; each knows that if 
  their decisions prove unpopular with their fellow members, 
  they could be voted out from their positions during the next 
  election cycle.
  Union members pay regular dues, usually monthly, for 
  the privilege of having the union bargain on their behalf and 
  other benefits (see “Union Membership” on page 55). The 
  money pays for union officers’ additional salaries (they’re 
  doing extra work, after all) and other expenditures that vary 
  from union to union. Some organizations might rent a hall for 
  monthly gatherings to discuss union business, while others 
  need the funds to deal with local bureaucracy. Many unions 
  find transparency necessary when disclosing how they use 
  dues, though there’s the occasional corrupt union official 
  who embezzles funds. A member who becomes delinquent in 
  their dues (or refuses to join the union) can sometimes find it 
  difficult to get a job in their field.
  The power a union holds extends only as far as how 
  seriously the employer takes the organization. A skilled 
  union negotiator explains how the company can’t afford not 
  to give its workers a better wage or certain benefits while 
  acknowledging that the company must think of its bottom 
  line. If a company refuses to act in the best interests of its 
  employees, a union can call for a strike or general work 
  stoppage until the company either accedes to the union’s 
  demands or at least negotiates in good faith. During a strike, 
  union members form a picket line outside their place of 
  work to protest their company’s unfair policies, both to draw 
  attention to their plight and to intimidate any temporary 
  workers (called “scabs”) from doing their jobs.
  A union’s work never ends, so it’s rare to see one disbanded. 
  Sometimes a union becomes ineffective if union officials 
  grow corrupt on kickbacks and other graft, or threats from 
  unethical corporations might cause them to cease fighting for 
  their members. Newly elected officials might be able to turn 
  around such a situation, but circumstances could make an 
  election difficult.
  UNIONS IN THE PACT 
  WORLDS
  As the Pact Worlds contain dozens of planets and moons—
  each home to multiple organizations encompassing hundreds 
  of types of jobs—it almost has more unions than stars in the 
  sky. Union members range from holovid writers and voice 
  actors, to construction workers and assembly-line operators 
  in an augmentation factory, to security officers patrolling the 
  corridors of Absalom Station. The following is a sample of the 
  more powerful unions that exist within the system.
  The 
  Linecrawler 
  Operations 
  Union 
  handles 
  all 
  bubble-to-bubble traffic in the Burning Archipelago. If 
  you have business there and don’t want to be incinerated 
  in the heat of the sun, ending up on the wrong side of 
  the Linecrawlers is worse than getting into trouble with 
  government officials.
  The Sororal Order of Scholars on Castrovel might be the 
  oldest teacher’s union anywhere in the Pact Worlds. It holds 
  regular conferences to discuss the latest theories and protects 
  professors facing pushback against educating people on more 
  controversial subjects.
  The humble seal of the Interplanetary Shipwrights Guild
  appears on almost every component of almost every starship 
  in the Pact Worlds and many beyond. This union has united 
  the visions of countless engineers and established a single 
  universal standard for mounting airlocks, power cores, 
  weapons and more on ships from hundreds of independent 
  designers on dozens of worlds. It’s the reason you can dock 
  with another ship to meet the crew face-to-face without 
  losing all your ship’s pressure through an oversized fitting.
  When getting a new necrograft, you should always check 
  it for the seal of the Fleshcrafters Association of Eox. Their 
  products are always guaranteed to be ethically sourced, 
  properly sterilized, and installed with a steady hand. Sure, 
  you might find better prices on the black market, but you run 
  51
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
   THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  
  52
  the risk of contracting a disease or becoming an unwitting 
  “donor” for your surgeon.
  While not exactly a union per se, the Free Captains of the 
  Diaspora more often than not operate under a code—known 
  as “Aunt Bessie’s Code” in recent decades—that guarantees all 
  members of pirate crews a fair share of plunder, and lays out a 
  framework where captives (especially those from rival crews) 
  can be assured of some baseline level of fair treatment when 
  things get heated. This pirate’s code is strictly enforced by the 
  Free Captains and their crews, and woe betide any pirate vessel 
  flying through the Diaspora that steps even an inch out of line.
  PLAYER OPTIONS
  If your character has ranks in a Profession skill, they might 
  want to belong to a union or similar organization. You might 
  have the prole theme (Starfinder Adventure Path #34: We’re 
  No Heroes 48), and you should invest in a union card (page 
  55) to truly gain the benefits of being a union member, but 
  having one shouldn’t be necessary for you to perform the 
  practice profession downtime activity (Starfinder Character 
  Operations Manual 154). The following player options are 
  themed around union membership and teamwork.
  FEATS
  Groups that work together as a team should consider the 
  following feats, as many provide better benefits if multiple 
  characters have the same feat.
  ABOVE AND BELOW (COMBAT)
  When you pair up with a differently sized ally, your foes have 
  little chance to dodge your attacks.
  Prerequisites: Base attack bonus +6.
  Benefit: When you flank a foe with an ally who’s a different 
  size category than you, you can reroll one damage die with a 
  result of 1. To gain this benefit, the foe can’t be larger than the 
  larger of you and your ally, or smaller than the smaller of you 
  and your ally.
  Teamwork Benefit: If your ally also has this feat, you’re 
  both considered to be flanking an enemy as long as you both 
  threaten that enemy, no matter your actual positions.
  BACK TO BACK (COMBAT)
  You aren’t as easy to hit when surrounded.
  Prerequisites: Perception 3 ranks.
  Benefit: You gain a +1 circumstance bonus to KAC against 
  attacks from foes that flank you. If either foe has a CR that’s 
  equal to or higher than your level, you don’t gain this bonus.
  Teamwork Benefit: If you’re adjacent to an ally who also 
  has this feat, you instead gain a +2 circumstance bonus to 
  KAC against attacks from foes that flank you, and you gain 
  this bonus no matter the CR of your opponents.
  GROUP NEGOTIATIONS
  You’re able to bargain with large groups.
  Prerequisites: Diplomacy or Intimidate 5 ranks.
  Benefit: When you use Diplomacy to change a target’s 
  attitude or Intimidate to bully a target, you can spend 1 
  Resolve Point to affect a number of additional creatures who 
  can see and understand you within 100 feet equal to twice 
  your Charisma modifier. Compare the result of your check to 
  each target’s DC to see whether you succeed.
  IMPROVED SUPPORTING FIRE (COMBAT)
  Your ranged attacks provide better support for your allies.
  Prerequisites: Base attack bonus +6.
  Benefit: When you take a standard action to provide covering 
  fire or harrying fire, you can choose to make your ranged attack 
  roll against an AC of 25. If you hit, the effects of covering or 
  harrying fire apply to the next two attacks made against the 
  selected ally (for covering fire) or the selected foe (for harrying 
  fire). You must decide if you’re attempting to use this benefit or 
  the normal benefit before you make the attack roll.
  LAST-CHANCE GRAB
  You can arrest your fall when climbing.
  Prerequisites: Athletics 3 ranks.
  Benefit: As a reaction when you fail an Athletics check to 
  climb by 5 or more, you can attempt another Athletics check 
  with the same DC. If you succeed, you catch yourself after 
  falling only 5 feet and take no damage.
  Teamwork Benefit: If you’re adjacent to an ally who also 
  has this feat, that ally can grant you a +4 circumstance 
  bonus to the Athletics check to catch yourself as a reaction 
  to your falling. 
  SPOT STRUCTURAL VULNERABILITY
  You have an eye for structural flaws and poor artisanship.
  Prerequisites: Engineering 5 ranks, Perception 5 ranks.
  Benefit: As a move action, you can attempt an Engineering 
  check (DC = 20 + the item’s level or 25 if the object doesn’t 
  have a level) to identify a flaw in an item or object. If you 
  succeed, you can ignore 5 points of its hardness or treat 
  its break DC as being 2 less until the beginning of your 
  next turn.
  STAND STRONG (COMBAT)
  When you plant yourself in place, you’re difficult to move past.
  Prerequisites: Stand Still.
  Benefit: When you fight defensively, you gain a +2 
  circumstance bonus to the attack of opportunity made to 
  stop enemies from moving past you with Stand Still, and the 
  DC of the Acrobatics check to move through a square you 
  threaten or your space increases by 2 until the beginning of 
  your next turn.
  Teamwork Benefit: If you’re adjacent to an ally who also 
  has this feat when you fight defensively, your bonus increases 
  to +4, and the DC to move through your space or a square you 
  threaten increases by 4 instead of 2.
  
  53
  TAKE THIS
  You can retrieve items quickly from the body of a companion 
  who’s unable to act.
  Benefit: If you’re adjacent to an ally who’s unable to act, 
  you can retrieve a held or openly carried item from their body 
  as a swift action.
  TANDEM FEINT (COMBAT)
  You can work with an ally to place your foes off-balance.
  Prerequisites: Base attack bonus +6, Improved Feint.
  Benefit: When you successfully feint an enemy, choose 
  an ally who’s threatening that enemy. In addition to being 
  flat-footed for your next attack made before the end of 
  your next turn, the enemy is also flat-footed for that ally’s 
  next attack made against them before the end of the ally’s 
  next turn.
  Teamwork Benefit: If an ally who also has this feat 
  threatens the enemy you’re attempting to feint, you can roll 
  twice on the Bluff check and take the better result.
  TANDEM MANEUVER (COMBAT)
  You can work in concert with an ally to perform maneuvers 
  in combat.
  Prerequisites: Base attack bonus +6, Improved 
  Combat Maneuver (any).
  Benefit: After you attempt a combat maneuver 
  against an enemy that’s also threatened by an 
  ally, you can take a guarded step as a reaction.
  Teamwork Benefit: If an ally who also has this 
  feat threatens the enemy you’re attempting 
  the combat maneuver against, you 
  can roll twice on the attack and 
  take the better result.
  TARGET OF 
  OPPORTUNITY 
  (COMBAT)
  You take advantage of a foe’s slipup.
  Prerequisites: Base attack bonus +6.
  Benefit: As a reaction, when an opponent within 30 feet of 
  you provokes an attack of opportunity from an ally, you can 
  make a single ranged attack against that opponent. If you hit, 
  you deal minimum damage. Your ranged weapon must be in 
  hand, loaded, and ready to be fired or thrown for you to make 
  the ranged attack.
  Teamwork Benefit: If the ally who took the attack of 
  opportunity against the opponent also has this feat, you 
  can deal normal damage with your successful ranged 
  attack reaction.
  TIMELY COORDINATION
  You can time your teamwork precisely.
  Benefit: You gain a +1 circumstance bonus to skill checks 
  made as part of readied actions triggered by your allies.
  Teamwork Benefit: You gain a +1 circumstance bonus to 
  attack rolls made as part of readied actions triggered by allies 
  who also have this feat.
  UNBREAKABLE WILL (COMBAT)
  Your telepathy grants you an unparalleled strength of mind.
  Prerequisites: Telepathy or limited telepathy racial trait.
  Benefit: The DC to demoralize you with Intimidation 
  increases by 2. In addition, once per day, you can reroll a 
  failed saving throw against a fear effect.
  53
  You can work in concert with an ally to perform maneuvers 
   Base attack bonus +6, Improved 
   After you attempt a combat maneuver 
  against an enemy that’s also threatened by an 
  ally, you can take a guarded step as a reaction.
   If an ally who also has this 
  feat threatens the enemy you’re attempting 
  the combat maneuver against, you 
  can roll twice on the attack and 
  You take advantage of a foe’s slipup.
   Base attack bonus +6.
   As a reaction, when an opponent within 30 feet of 
  you provokes an attack of opportunity from an ally, you can 
  make a single ranged attack against that opponent. If you hit, 
  you deal minimum damage. Your ranged weapon must be in 
  hand, loaded, and ready to be fired or thrown for you to make 
   If the ally who took the attack of 
  opportunity against the opponent also has this feat, you 
  can deal normal damage with your successful ranged 
  TIMELY COORDINATION
  You can time your teamwork precisely.
  You gain a +1 circumstance bonus to skill checks 
  made as part of readied actions triggered by your allies.
  TIMELY 
  COORDINATION
  DRONES AND TEAMWORK
  A mechanic who chooses a drone as their artificial 
  intelligence class feature can construct it to take 
  advantage of many feats. Add the following feats 
  presented here to the list on page 76 of the Starfinder 
  Core Rulebook for feats a mechanic can select for 
  their drone: Above and Below, Back to Back, Improved 
  Supporting 
  Fire, 
  Tandem 
  Maneuver, 
  Target 
  of 
  Opportunity, and Timely Coordination.
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND 
   OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  
  54
  54
  UNION 
  ORGANIZER
  Teamwork Benefit: If you’re within 20 feet of an ally you 
  can see who also has this feat, the DC to demoralize you with 
  Intimidate increases by 4 instead of 2. Also, you can spend 
  1 Resolve Point as a swift action to reduce the duration of 
  your shaken, frightened, or panicked condition by 1d4 rounds 
  (possibly ending the condition altogether).
  SAFETY INSPECTOR (ARCHETYPE)
  The job of a safety inspector is to ensure that a workplace 
  is free of hazards, whether that be a short in a wire that 
  might give a nasty shock or a shoddy support structure that 
  could threaten to bring down an entire building. Most safety 
  inspectors are skilled engineers, and their expertise can also 
  apply to finding and disarming deadly traps.
  PREREQUISITES
  You must have 2 ranks in Perception and have paid dues on a 
  union membership (page 55) to take this archetype.
  ALTERNATE CLASS FEATURES
  The safety inspector archetype grants alternate class features 
  at 2nd, 6th, and 12th levels.
  EYE FOR DANGER 
  2ND LEVEL 
  Whenever you come within 10 feet of a trap, you can attempt 
  an immediate Perception check to detect the trap with a +2 
  insight bonus. This check should be rolled in secret by the GM.
  GET DOWN! 
  6TH LEVEL 
  As a reaction, when an adjacent ally must succeed at a Reflex 
  save to avoid a damaging effect from a trap or hazard, or 
  a triggered trap or hazard targets an adjacent ally with an 
  attack roll, you can grant that ally a +4 insight bonus to their 
  Reflex saving throw or AC. If you do so, you both end up prone.
  NOT TODAY 
  12TH LEVEL 
  Once per day when you fail a check to disable a trap or deal 
  with a hazard by 5 or more, you can reroll the skill check with 
  a +5 bonus.
  UNION ORGANIZER (ARCHETYPE)
  Union organizers are dedicated to making sure everyone 
  gets treated fairly and works together. Even outside union 
  situations, a union organizer knows how to direct the team 
  to get results.
  PREREQUISITE
  You must have paid dues on a union membership (page 55) to 
  take this archetype.
  ALTERNATE CLASS FEATURES
  The union organizer archetype grants alternate class features 
  at 2nd, 4th, 6th, 12th, and 18th levels.
  BY THE BOOK
  2ND LEVEL 
  You gain a bonus feat, chosen from those that have a 
  “Teamwork Benefit” entry.
  WELCOME TO THE TEAM 
  6TH LEVEL 
  You know how get your allies to work with you and each 
  other. As a move action, you can spend 1 Resolve Point to 
  grant the benefits of one feat that you have that has a 
  “Teamwork Benefit” entry to a single ally within 30 feet 
  that can see and hear you; the ally need not meet the feat’s 
  prerequisites. The ally retains use of the feat until the end of 
  your next turn, allowing you to possibly take advantage of the 
  feat’s teamwork benefit. At 8th level, you can grant the feat’s 
  benefits to two allies, and to three allies at 12th level; these 
  allies must also be within 30 feet of each other.
  TALK TO THE CROWD
  6TH LEVEL 
  You gain the Group Negotiations (page 52) feat as a bonus 
  feat, regardless of whether or not you meet the prerequisites.
  
  55
  PENSION PLANS
  A character who pays dues on a union membership 
  might wonder about a pension plan, even though 
  credits are no good to a dead PC. At your discretion, 
  a union that considers a PC a valuable member of its 
  organization might use that PC’s “pension plan” to 
  resurrect them (or, at least, defray much of the cost) if 
  that PC’s allies can get their body to a location where 
  the union is based.
  DOUBLE TIME
  12TH LEVEL 
  When you grant the benefits of a feat to one or more allies 
  with your welcome to the team ability, the benefits last for 
  1 minute.
  MASTER FACILITATOR
  18TH LEVEL 
  You can take 20 on Diplomacy checks to change an NPC’s 
  attitude or Intimidate checks to bully.
  EQUIPMENT
  The following gear is handy for those characters 
  who have connections to unions and similar 
  organizations.
  CARGO HAULER POWERED 
  ARMOR
  An enhanced version of the cargo 
  lifter, a cargo hauler can carry more 
  for longer, and while it isn’t built for 
  combat, it can be used that way in a pinch.
  CARGO HAULER
  LEVEL 8
  Price 9,500
  EAC Bonus +6; KAC Bonus +16
  Max Dex Bonus +2; Armor Check Penalty –4; Speed 20 ft.
  Strength 24 (+7); Damage 3d10 B
  Weapon Slots 0; Upgrade Slots 2
  Capacity 40; Usage 1/hour
  Size Large (5-ft. reach); Bulk 38
  DESCRIPTION
  Similar in appearance to a cargo lifter, a cargo hauler consists 
  of sturdy legs or treads supporting a basic metal frame. Large 
  gripping appendages allow the user to lift and transport large 
  crates and other bulky pieces of cargo. A cargo hauler isn’t 
  designed to use weapons and takes a –2 penalty to all attack 
  rolls. It can carry 10 bulk more than normal for its Strength 
  score without becoming encumbered or overburdened.
  HOLOGRAPHIC STRIKE SIGN
  When union members go on strike and join a picket line, 
  many carry holographic strike signs to make their grievances 
  known. Most strike signs are homemade and display a 
  message of its creator’s choosing. 
  HOLOGRAPHIC STRIKE SIGN
  LEVEL 1
  TECHNOLOGICAL ITEM            PRICE 275
  BULK 1
  A holographic strike sign consists of a small projection 
  unit attached to a dowel; it displays a holographic image 
  or message programmed by the user. A holographic strike 
  sign grants its holder a +2 circumstance bonus to Intimidate 
  checks to bully individuals attempting to move past them. 
  If used as an improvised weapon, a holographic strike sign 
  deals an extra 1 point of electricity damage on a critical hit 
  but then breaks.
  A holographic strike sign requires one hand 
  to hold, but two to wield as an improvised 
  weapon. It uses a battery and consumes 2 
  charges per hour of use.
  SAFETY HELMET
  Safety helmets are designed to be worn 
  at construction sites to help protect 
  against heavy building materials falling 
  from above. Safety helmets come in bright, 
  eye-catching colors.
  SAFETY HELMET
  LEVEL 1
  PERSONAL ITEM
  PRICE 65
  BULK L
  A safety helmet protects its wearer, granting DR 5/— that 
  applies only to damage from falling objects. After a safety 
  helmet protects its wearer from any damage, it breaks. If 
  the wearer still takes damage after applying the damage 
  reduction from the safety helmet, the safety helmet is 
  destroyed instead.
  UNION MEMBERSHIP
  Less of a physical item and more of a service, a union 
  membership offers a series of benefits. To get one, you must 
  regularly pay the dues (listed below). Most unions provide 
  digital proof of your membership, though some require 
  you to carry a physical card (which has negligible bulk). 
  An apprentice union membership grants a +1 circumstance 
  bonus to Diplomacy checks to interact with individuals 
  who also belong to unions and, once per month, allows 
  you to roll your Profession check twice and take the better 
  result when you perform the practice profession downtime 
  activity (Character Operations Manual 154). An artisan 
  union membership increases the bonus to +2 and allows 
  you to roll twice on your Profession check two times per 
  month when you perform the practice profession downtime 
  activity. A master union membership increases the bonus 
  to +4 and allows you to roll twice on your Profession check 
  whenever you perform the practice profession downtime 
  activity. 
  Apprentice Union Membership (Level 1): 5 credits/month.
  Artisan Union Membership (Level 7): 25 credits/month.
  Master Union Membership (Level 14): 100 credits/montH.
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND 
   OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  The following gear is handy for those characters 
  who have connections to unions and similar 
  CARGO HAULER POWERED 
  An enhanced version of the cargo 
  lifter, a cargo hauler can carry more 
  for longer, and while it isn’t built for 
  combat, it can be used that way in a pinch.
  LEVEL 8
  but then breaks.
  A holographic strike sign requires one hand 
  to hold, but two to wield as an improvised 
  weapon. It uses a battery and consumes 2 
  charges per hour of use.
  SAFETY HELMET
  Safety helmets are designed to be worn 
  at construction sites to help protect 
  against heavy building materials falling 
  from above. Safety helmets come in bright, 
  eye-catching colors.
  SAFETY HELMET
  SAFETY 
  HELMET
  
  56
  ALIEN ARCHIVES
  Dateline VitariTech 2
  Allegations from anonymous sources continue to 
  accuse VitariTech Industries of secretly dumping 
  runo� from their chemical research laboratory in a 
  small o�shoot of the �daio �ift. �lanetary officials 
  say they are loo�ing into the pollution claims� but 
  have yet to uncover evidence of �rongdoing by 
  the company. Mean�hile� �eno�ardens have 
  begun cleanup e�orts in the �ift after a local space 
  goblin scavenger claimed to have been attac�ed 
  by a �mean sludge.�
  —Akiton News Daily
  
  57
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND 
   OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  57
  BARRO
  CR 
  1/3
  XP 
  135
  N Diminutive vermin 
  Init +1; Senses blindsense (vibration) 30 ft., darkvision 
  60 ft.; Perception +3
  DEFENSE
  HP 6
  EAC 10; KAC 12
  Fort +3; Ref +1; Will +0
  DR 5/—
  OFFENSE
  Speed 20 ft., burrow 5 ft., climb 20 ft.
  Melee bite +4 (1d6 P)
  Space 1 ft.; Reach 0 ft.
  Offensive Abilities scuttle
  STATISTICS
  Str +0; Dex +3; Con +1; Int —; Wis +0; Cha –3
  Skills Acrobatics +3, Athletics +3 (+11 to climb), Stealth +7
  Other Abilities mindless
  ECOLOGY
  Environment any (urban)
  Organization infestation (6–20) or swarm (21–100)
  SPECIAL ABILITIES
  Scuttle (Ex) As a full action, a barro can move up to twice 
  its speed, passing through a single enemy’s square and 
  making a melee attack against that enemy. When it 
  does so, it attempts an Acrobatics check with a +8 racial 
  bonus (DC = 20 + the CR or level of the enemy whose 
  square it passes through). On a success, the targeted 
  enemy can’t make an attack of opportunity against 
  the barro.
  The nocturnal, wingless barros have six legs, two antennae, and 
  two large compound eyes that protrude from their small heads. 
  Barros are scavenging omnivores and can be found anywhere, 
  but they favor dirty urban environments due to the abundance 
  of food to scavenge and dark places to lay their eggs. 
  The presence of a single barro implies the existence of 
  several, possibly even dozens, more lurking in walls and under 
  floors. They can be hard to spot and harder to exterminate due 
  to their tough exoskeletons and their preference to hide from 
  larger creatures rather than attack them. However, under 
  certain circumstances, barros have been known to attack in 
  small groups or even to swarm. Such swarms can appear in 
  devastated and abandoned urban areas, especially in places 
  where food and bodies have been left to rot.
  Female barros lay clutches of eggs in small, obscure spaces 
  where the young can flourish in secret, such as cracks in 
  a building’s foundation or a corner of a little-used cabinet; 
  some barros might choose the toe of a boot in a closet or a 
  hard-to-reach pouch. Eggs hatch in less than a day, and the 
  young feast on any particles of nourishment they can find. 
  They reach maturity after another day. Over the course of a 
  barro’s short life span (no more than a year), females can lay six 
  to eight clutches of eggs.
  ARCHIVES
  
  58
  GENEREAVER
   
  CR
    10
    XP
  9,600 
   
  N Small aberration
  Init +5; Senses darkvision 60 ft.; Perception +24
  DEFENSE
  HP 150
  EAC 23; KAC 24
  Fort +9; Ref +9; Will +15 
  Defensive Abilities genetic reconstruction
  Weaknesses electricity, electrophoresis
  OFFENSE
  Speed 30 ft.
  Melee claw +20 (2d8+18 S plus poison; critical wound [DC 19])
  Ranged helicase barb +20 (2d8+18 A & P; critical wound 
  [DC 19]) 
  Offensive Abilities breath weapon (90-ft. line, 10d6 A, 
  Reflex DC 19 half, usable every 1d4 rounds)
  STATISTICS
  Str +8; Dex +5; Con +3; Int –1; Wis +2; Cha +0
  Skills Acrobatics +19, Athletics +24, Stealth +19, Survival +24
  ECOLOGY
  Environment any 
  Organization solitary
  SPECIAL ABILITIES
  Electrophoresis (Ex) When a genereaver takes 20 or more 
  electricity damage from a single effect, it must succeed 
  at a DC 19 Fortitude save or be stunned until the end of 
  its next turn. 
  Genetic Reconstruction (Ex) A genereaver can concentrate 
  to heal itself 1 Hit Point every minute. When a genereaver 
  is reduced to 0 Hit Points, it doesn’t die and instead 
  is restored to 1 HP at the beginning of its next turn. A 
  genereaver affected by an affliction (such as poison or 
  radiation) loses these benefits and can be killed.
  Helicase Barb (Ex) A genereaver has a barb tethered to 
  its arm by a thin yet durable strand and can launch this 
  barb as a thrown weapon with a 60-foot range and 
  no range increment; if the barb hits, it attaches to the 
  target and exposes the target to genetic transfer. While 
  the barb and tether is attached, the genereaver gains 
  regeneration 10 (any affliction) and a +2 circumstance 
  bonus to attack the target; it can use the reposition 
  combat maneuver as if the target was within reach, and 
  the target cannot move further than 60 ft. from the 
  genereaver. The tether can be targeted with a sunder 
  combat maneuver and has hardness 5 and 15 HP. The 
  genereaver can retract the barb and tether as a swift 
  action or grow a replacement barb and tether in 1 round.
  GENETIC TRANSFER
  Type poison (injury); Save Fortitude DC 19
  Track Constitution; Frequency 1/round until cured
  Cure removing the barb (standard action and a 
  successful DC 24 Athletics or Medicine check) or 
  breaking the tether (see above)
  Synthetic monsters concocted through genetic 
  experimentation in EJ Corp laboratories, genereavers 
  are tenacious killers deployed as unstoppable 
  assassins. Every genereaver has programmed gaps 
  in its genetic code that correspond to the DNA of the 
  genereaver’s intended victim. In perpetual misery and 
  pain, the genereaver instinctively hunts its prey, hoping to 
  drain its DNA to cure its own wretched condition. The research 
  and genetic manipulation required to create the genereaver 
  program is illegal throughout most of the Pact Worlds and 
  Near Space, but EJ Corp skirts the law by doing most of their 
  work in remote science facilities in the Vast. 
  Reflex DC 19 half, usable every 1d4 rounds)
  STATISTICS
  STATISTICS
  is restored to 1 HP at the beginning of its next turn. A 
  genereaver affected by an affliction (such as poison or 
  radiation) loses these benefits and can be killed.
  Helicase Barb (Ex)
  its arm by a thin yet durable strand and can launch this 
  barb as a thrown weapon with a 60-foot range and 
  no range increment; if the barb hits, it attaches to the 
  target and exposes the target to genetic transfer. While 
  the barb and tether is attached, the genereaver gains 
  regeneration 10 (any affliction) and a +2 circumstance 
  bonus to attack the target; it can use the reposition 
  combat maneuver as if the target was within reach, and 
  the target cannot move further than 60 ft. from the 
  genereaver. The tether can be targeted with a sunder 
  combat maneuver and has hardness 5 and 15 HP. The 
  genereaver can retract the barb and tether as a swift 
  action or grow a replacement barb and tether in 1 round.
  GENETIC TRANSFER
  Type poison (injury); 
  Track
  Cure
  successful DC 24 Athletics or Medicine check) or 
  breaking the tether (see above)
  Synthetic monsters concocted through genetic 
  experimentation in EJ Corp laboratories, genereavers 
  are tenacious killers deployed as unstoppable 
  assassins. Every genereaver has programmed gaps 
  in its genetic code that correspond to the DNA of the 
  genereaver’s intended victim. In perpetual misery and 
  pain, the genereaver instinctively hunts its prey, hoping to 
  drain its DNA to cure its own wretched condition. The research 
  and genetic manipulation required to create the genereaver 
  program is illegal throughout most of the Pact Worlds and 
  Near Space, but EJ Corp skirts the law by doing most of their 
  work in remote science facilities in the Vast. 
  
  RACIAL TRAITS
  Ability Adjustments: +2 Wis
  Hit Points: 4
  Size and Type: Kaa-lekis are Medium humanoids with the 
  kaa-leki and plantlike subtypes.
  Evaluate Construct: See stat block.
  Kaa-leki Vision: Kaa-lekis have low-light vision and the 
  sense through ability with their vision that allows them 
  to see through crystal only. 
  No Breath: Kaa-lekis have the no breath universal creature 
  rule (Starfinder Alien Archive 155).
  Plantlike: Kaa-lekis have the plantlike universal 
  creature rule (Alien Archive 156).
  RACIAL TRAITS
  Ability Adjustments: +2 Wis
  Hit Points: 4
  Size and Type: Kaa-lekis are Medium humanoids with the 
  kaa-leki and plantlike subtypes.
  Evaluate Construct: See stat block.
  Kaa-leki Vision: Kaa-lekis have low-light vision and the 
  sense through ability with their vision that allows them 
  to see through crystal only. 
   Kaa-lekis have the no breath universal creature 
   Kaa-lekis have the plantlike universal 
  59
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  KAA-LEKI
   
  CR
   8
    XP
   4,800 
  Kaa-leki operative
  NG Medium humanoid (kaa-leki, plantlike)
  Init +9; Senses low-light vision, sense through (vision 
  [crystal only]); Perception +17
  DEFENSE
  HP 115
  EAC 20; KAC 21
  Fort +7; Ref +10; Will +11
  Defensive Abilities evasion, uncanny agility
  OFFENSE
  Speed 40 ft., climb 30 ft., swim 30 ft.
  Melee tactical knife +15 (2d4+10 S)
  Ranged lattice resonant pistol +17 (1d6+8 So; critical 
  deafen [DC 18])
  Offensive Abilities debilitating trick, evaluate 
  construct (+8), terrain attack, trick attack 
  +4d8, triple attack
  STATISTICS
  Str +2; Dex +6; Con +0; Int +2; Wis +4; 
  Cha +0
  Skills Acrobatics +22, Athletics +22 
  (+30 to climb, +30 to swim), 
  Engineering +21, Life Science +17, 
  Physical Science +17
  Languages Common, Hawanni
  Other Abilities no breath, operative 
  exploits (sure-footed), plantlike, 
  specialization (daredevil)
  Gear advanced lashunta tempweave 
  (brown force field, jump jets), lattice 
  resonant pistolAR with 2 high-capacity 
  batteries (40 charges each), tactical 
  knife, bonding epoxy, titanium 
  alloy cable line (50 ft.), gear clamp, 
  industrial backpack
  ECOLOGY
  Environment any (Hawanna)
  Organization solitary or reaper crew 
  (2–5)
  SPECIAL ABILITIES
  Evaluate Construct (Ex) As a move 
  action, a kaa-leki can attempt a 
  Perception check against a construct 
  it can see (DC = 15 + 1-1/2 × the 
  construct’s CR). On a success, the 
  kaa-leki’s next successful attack against 
  that construct made before the end of 
  their next turn deals an additional amount 
  of damage equal to twice their Wisdom 
  modifier; this extra damage bypasses 
  all DR.
  4,800
  As composites of flesh, bone, and moss, 
  kaa-lekis are striking figures that stand 
  7 feet tall on average. Kaa-lekis are 
  tripodal humanoids with patches of 
  blue-green moss that grow naturally on 
  their skin; these dense clumps luminesce 
  involuntarily (but faintly) when the kaa-leki 
  experiences strong emotions. The kaa-leki 
  home world is the corpse of a titanic organic 
  crystalline creature called Hawanna (see 
  page 62), but their legends claim they 
  originated elsewhere. Kaa-lekis have 
  learned to handle the strange and 
  hostile crystal constructs that roam 
  Hawanna’s surface, but the true 
  history of the constructs is lost to 
  the Gap.
  Kaa-leki society centers around 
  small, semi-nomadic family groups and 
  extended kin networks. The role of each 
  family member is passed on through 
  generations, though some may be given 
  a different task if they show an affinity 
  for it. One of the most important of these 
  roles is that of “reaper.” Reapers venture 
  into the crystal caverns of Hawanna to 
  harvest the crystals used to craft the sonic 
  weapons that are the bulk of their world’s 
  exports. This usually puts the reapers in 
  the path of Hawanna’s roaming constructs, 
  making it a dangerous job for only the bravest 
  kaa-lekis. To increase their chance of survival, 
  reapers must undergo months of intensive 
  training before being allowed to undertake 
  such missions.
  to see through crystal only. 
  No Breath: Kaa-lekis have the no breath universal creature 
  rule (Starfinder Alien Archive
  rule (Starfinder Alien Archive
  rule (
   155).
  Plantlike: Kaa-lekis have the plantlike universal 
  creature rule (Alien Archive
  creature rule (Alien Archive
  creature rule (
   156).
  OFFENSE
  OFFENSE
   40 ft., climb 30 ft., swim 30 ft.
   tactical knife +15 (2d4+10 S)
   lattice resonant pistol +17 (1d6+8 So; critical 
  deafen [DC 18])
  Offensive Abilities debilitating trick, evaluate 
  construct (+8), terrain attack, trick attack 
  +4d8, triple attack
  STATISTICS
  STATISTICS
  Dex +6; Con +0; Int +2; Wis +4; 
   +0
   Acrobatics +22, Athletics +22 
  (+30 to climb, +30 to swim), 
  Engineering +21, Life Science +17, 
  Physical Science +17
  Languages Common, Hawanni
  Other Abilities no breath, operative 
  exploits (sure-footed), plantlike, 
  specialization (daredevil)
   advanced lashunta tempweave 
  (brown force field, jump jets), lattice 
  resonant pistolAR with 2 high-capacity 
  batteries (40 charges each), tactical 
  knife, bonding epoxy, titanium 
  alloy cable line (50 ft.), gear clamp, 
  industrial backpack
  ECOLOGY
  ECOLOGY
  Environment any (Hawanna)
  Organization solitary or reaper crew 
  SPECIAL ABILITIES
  SPECIAL ABILITIES
  Evaluate Construct (Ex) As a move 
  action, a kaa-leki can attempt a 
  Perception check against a construct 
  it can see (DC = 15 + 1-1/2 × the 
  construct’s CR). On a success, the 
  kaa-leki’s next successful attack against 
  that construct made before the end of 
  their next turn deals an additional amount 
  of damage equal to twice their Wisdom 
  modifier; this extra damage bypasses 
  all DR.
  As composites of flesh, bone, and moss, 
  kaa-lekis are striking figures that stand 
  7 feet tall on average. Kaa-lekis are 
  tripodal humanoids with patches of 
  blue-green moss that grow naturally on 
  their skin; these dense clumps luminesce 
  involuntarily (but faintly) when the kaa-leki 
  experiences strong emotions. The kaa-leki 
  home world is the corpse of a titanic organic 
  crystalline creature called Hawanna (see 
  page 62), but their legends claim they 
  originated elsewhere. Kaa-lekis have 
  learned to handle the strange and 
  hostile crystal constructs that roam 
  Hawanna’s surface, but the true 
  history of the constructs is lost to 
  the Gap.
  Kaa-leki society centers around 
  small, semi-nomadic family groups and 
  extended kin networks. The role of each 
  family member is passed on through 
  generations, though some may be given 
  a different task if they show an affinity 
  for it. One of the most important of these 
  roles is that of “reaper.” Reapers venture 
  into the crystal caverns of Hawanna to 
  harvest the crystals used to craft the sonic 
  weapons that are the bulk of their world’s 
  exports. This usually puts the reapers in 
  the path of Hawanna’s roaming constructs, 
  making it a dangerous job for only the bravest 
  kaa-lekis. To increase their chance of survival, 
  reapers must undergo months of intensive 
  training before being allowed to undertake 
  such missions.
  
  60
   
  CR
    7
   
  XP
  3,200
  LIQUID ARSENATE 
  3,200
  N Small ooze
  Init +4; Senses blindsight (vibration) 60 ft., sightless; 
  Perception +14
  DEFENSE
  HP 108
  EAC 19; KAC 21
  Fort +11; Ref +7; Will +4 
  Immunities electricity, ooze immunities 
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee pseudopod +17 (1d8+11 B plus concentrated arsenic 
  [DC 17])
  Multiattack 3 pseudopods +11 (1d8+11 B plus concentrated 
  arsenic [DC 17])
  Space 5 ft.; Reach 5 ft. (10 ft. with pseudopod) 
  Offensive Abilities mindless
  STATISTICS
  Str +5; Dex +4; Con +2; Int —; Wis +1; Cha –3
  Skills Athletics +14 (+22 to climb), Stealth +19
  ECOLOGY
  Environment any underground or urban
  Organization solitary
  SPECIAL ABILITIES 
  Concentrated Arsenic (Ex) A liquid arensate’s pseudopod 
  inflicts a concentrated dose of the poison arsenic 
  (Starfinder Armory 133). Though the DC is still 17, the 
  poison type becomes injury, the onset time becomes 
  immediate, and the frequency becomes 1/round for 
  4 rounds. The concentrated arsenic produced by 
  more powerful liquid arsenates might have a 
  higher save DC.
  When technomancers and other chemical engineers 
  experiment with concentrating poisons into 
  spells and hybrid weapons, sometimes the 
  resulting magical waste product becomes infused 
  with life, resulting in an ooze known as liquid 
  arsenate. A churning mass of noxious 
  magical waste, a liquid arsenate mindlessly seeks out living 
  creatures to poison. The ooze doesn’t consume any corpses 
  it leaves behind; most biochemists posit that liquid arsenate 
  maintains its cohesion through magic alone.
  Some unscrupulous techno-alchemists intentionally create 
  these oozes or seek them out to harvest the concentrated 
  arsenic that forms on their surfaces. Unfortunately, such 
  endeavors work better in theory than in practice, as a 
  captured liquid arsenate is more likely to turn on its keepers 
  than remain docile. Black-market poisoners constantly look 
  for ways to safely contain liquid arsenates without diluting 
  their poison, but so far, none have been able to devise a 
  reliable method of captivity. It’s a popular opinion among 
  those who favor harsh justice that liquid arsenate farmers 
  who end up bludgeoned and poisoned by the dangerous 
  oozes more than deserve their fate.
  On average, a liquid arsenate is about 3 feet in diameter and 
  no more than half a foot thick at the middle. It has a silvery 
  sheen and occasionally forms crystalline striations along its 
  surface, though these are quickly subsumed into the ooze 
  proper. Despite its small size, a liquid arsenate can stretch 
  its pseudopods to surprising lengths, though this elasticity 
  is rendered quite brittle when introduced to below-freezing 
  temperatures. As such, savvy ooze hunters know to arm 
  themselves with cryo-based weapons if they think they might 
  encounter a liquid arsenate.
  
  TROOP, ELECTROVORE 
  COLONY
   
  CR
    9
   
  XP
    6,400
  TROOP, ELECTROVORE 
  TROOP, ELECTROVORE 
  TROOP, ELECTROVORE 
  TROOP, ELECTROVORE 
  COLONY
  COLONY
  CR
    9
  XP
    6,400
    6,400
  61
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND  
  OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  N Small magical beast (troop; Starfinder Adventure Path #21: 
  Huskworld 60)
  Init +8; Senses darkvision 60 ft., low-light vision; 
  Perception +17
  DEFENSE
  HP 165 RP 4
  EAC 22; KAC 24
  Fort +13; Ref +13; Will +8 
  Defensive Abilities troop defenses; Immunities electricity, 
  troop immunities
  OFFENSE
  Speed 30 ft., fly 30 ft. (Ex, average)
  Melee troop attack (1d10+13 B)
  Space 20 ft.; Reach 5 ft.
  Offensive Abilities electrical field
  STATISTICS
  Str +4; Dex +6; Con +3; Int –4; Wis +2; Cha –1
  Skills Acrobatics +22, Athletics +17, Stealth +17, Survival +17
  ECOLOGY
  Environment any 
  Organization solitary
  SPECIAL ABILITIES
  Electrical Field (Ex) On its turn, an electrovore colony can 
  spend 1 Resolve Point to energize its troop attack with 
  electricity. When it does, its reach increases to 10 feet for 1 
  round and its troop attack deals bludgeoning and electricity 
  damage. A creature that takes electricity damage from 
  this attack must succeed at a DC 16 Reflex save or be 
  staggered for 1 round. 
  Troop Attack (Ex) A troop doesn’t make standard 
  melee attacks. Instead, it deals automatic damage to 
  any creature within its reach or whose space it 
  occupies at the end of its turn. A troop threatens 
  all creatures within its reach or within its area 
  and resolves attacks of opportunity by dealing 
  automatic troop damage to any foe in reach that 
  provokes an attack of opportunity. An electrovore 
  colony is still limited to making one such 
  attack per round. An electrovore colony 
  can perform grapple and sunder combat 
  maneuvers, but no other combat maneuvers.
  Troop Defenses (Ex) A troop takes half damage 
  from attacks that affect a single target (such as a shot 
  from a semi-auto pistol). A troop is immune to effects 
  that target a specific number of creatures (including 
  single-target spells and multiple-target spells such as haste). 
  A troop takes half again as much damage (+50%) from 
  effects that affect all targets in an area, such as grenades, 
  blast and explode weapons, and many evocation spells. A 
  troop takes normal damage from an attack or effect that 
  affects multiple targets (including lines and fully automatic 
  mode attacks). For the purposes of the automatic weapon 
  special property, a troop counts as five targets. 
  Troop Immunities (Ex) Troops are immune to the flanking, 
  pinned, prone, staggered, and stunned conditions, unless 
  the effect specifies that it works against swarms or troops. 
  A troop can’t be subject to combat maneuvers unless 
  it’s affected by area effects that include such effects. A 
  troop reduced to 0 Hit Points breaks up and is effectively 
  destroyed, though individual members of it might survive. 
  Electrovores (Starfinder Alien Archive 44) breed rapidly, quickly 
  overwhelming starships or space stations if left unchecked. 
  Ordinarily these skittish creatures hide in a starship’s crawlspaces 
  and fight only in self-defense, but a colony that lives without 
  harassment for a prolonged time may eventually come to think 
  of its regular feeding area as its territory. Because starship power 
  cores and maintenance areas are often close, confined spaces, 
  colonies discovered there often fill all available space, defending 
  their home in a single, writhing unit. 
    6,400
  61
  AMONG 
  THIEVES
  SIDE JOBS
  CORPORATIONS
  OF THE
  GALAXY
  A MEASURE 
  OF 
  SOLIDARITY
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
   Acrobatics +22, Athletics +17, Stealth +17, Survival +17
   On its turn, an electrovore colony can 
  spend 1 Resolve Point to energize its troop attack with 
  electricity. When it does, its reach increases to 10 feet for 1 
  round and its troop attack deals bludgeoning and electricity 
  damage. A creature that takes electricity damage from 
  this attack must succeed at a DC 16 Reflex save or be 
   A troop doesn’t make standard 
  melee attacks. Instead, it deals automatic damage to 
  any creature within its reach or whose space it 
  occupies at the end of its turn. A troop threatens 
  all creatures within its reach or within its area 
  and resolves attacks of opportunity by dealing 
  automatic troop damage to any foe in reach that 
  provokes an attack of opportunity. An electrovore 
  from attacks that affect a single target (such as a shot 
  from a semi-auto pistol). A troop is immune to effects 
  that target a specific number of creatures (including 
  single-target spells and multiple-target spells such as haste). 
  haste). 
  haste
  A troop takes half again as much damage (+50%) from 
  effects that affect all targets in an area, such as grenades, 
  blast and explode weapons, and many evocation spells. A 
  troop takes normal damage from an attack or effect that 
  affects multiple targets (including lines and fully automatic 
  of its regular feeding area as its territory. Because starship power 
  cores and maintenance areas are often close, confined spaces, 
  colonies discovered there often fill all available space, defending 
  their home in a single, writhing unit. 
  
  62
  CODEX OF WORLDS
  HAWANNA
  Dead Giver of Life
  Diameter: ×1/4; Mass: ×1/16
  Gravity: ×1
  Atmosphere: Thin
  Day: 18 hours; Year: 225 days
  At first glance, Hawanna appears to be a small rogue moon 
  with an orbit perpendicular to that of the other planets around 
  its nameless yellow sun, but it’s actually the compressed 
  remains of a gigantic crystalline space creature. Though dead 
  for millennia, its body still gives off light and heat, presumably 
  amplifying what it absorbs from the sun. Igneous rocks and 
  other rubble pockmark the creature’s mineral skin, indicating 
  that this celestial object may have undergone many meteor 
  showers during a long geological history. Moss-like plants 
  also grow in scattered areas, and small insectile life-forms 
  burrow just under the surface—all sustained by Hawanna’s 
  thin atmosphere.
  Hawanna also boasts a sentient species, known as 
  kaa-lekis (see page 59). Kaa-lekis have built no cities on the 
  planet, preferring to wander Hawanna’s 
  sparkling 
  hills 
  and moss fields in extended family groups and live off the 
  land’s natural gifts. Planet-wide leadership rotates among 
  the heads of the major families every two years. While each 
  family follows its own small traditions, all kaa-lekis venerate 
  Hawanna as a formerly living creature; their tales hint that their 
  people evolved somewhere else and found refuge on Hawanna. 
  A small percentage of the population, calling themselves “the 
  Children of Hawanna,” believe that the planet may one day be 
  resurrected through prayer and science.
  No one is certain of Hawanna’s former anatomy, as 
  the creature likely died thousands of years ago, possibly 
  even before the Gap. With what little can be gleaned from 
  examinations of Hawanna’s surface and interior, scientists have 
  yet to definitively discover another creature of its kind. Some 
  believe Hawanna was a massive being similar to a novaspawn 
  (Starfinder Alien Archive 84) whose solar parturition went 
  awry, while others posit that the crystalline creature originated 
  from a different universe.
  Proponents of the “different universe” theory point to the 
  unusual crystalline constructs that roam the caves and tunnels 
  under Hawanna’s surface. They seem unique to Hawanna, and 
  scholars aren’t sure where they came from or who builds them. 
  Most kaa-lekis believe them to be evolved versions of Hawanna’s 
  natural internal defense mechanisms and harm them only in 
  self-defense. This happens more often than kaa-lekis care to 
  admit, as their crews of “reapers” who descend underground 
  to harvest crystals used to manufacture sonic weapons 
  and other equipment regularly come into conflict 
  with Hawanna’s constructs.
  Since being contacted by Pact Worlds 
  explorers almost a decade ago, Hawannan 
  society has been altered, and some would 
  say not for the better. Many kaa-lekis 
  have adopted elements of various Pact 
  Worlds styles, including the dress and 
  technology of their visitors, while some 
  have taken a more traditionalist stance. 
  Rising trade has exacerbated the rift 
  between these two factions; demand 
  continues to grow for Hawanna’s 
  crystals, which were recently discovered 
  to be able to boost processing power and 
  energy efficiency in most computers.
  An agreement with Pact Worlds traders 
  highly regulates exports from the planet, with 
  the current Hawanna leadership having final say 
  on the exact numbers. The government allows only a 
  small amount of trade, so smuggling Hawanna’s crystals 
  has become increasingly common. 
  natural internal defense mechanisms and harm them only in 
  self-defense. This happens more often than kaa-lekis care to 
  admit, as their crews of “reapers” who descend underground 
  to harvest crystals used to manufacture sonic weapons 
  and other equipment regularly come into conflict 
  with Hawanna’s constructs.
  Since being contacted by Pact Worlds 
  explorers almost a decade ago, Hawannan 
  society has been altered, and some would 
  say not for the better. Many kaa-lekis 
  have adopted elements of various Pact 
  Worlds styles, including the dress and 
  technology of their visitors, while some 
  have taken a more traditionalist stance. 
  Rising trade has exacerbated the rift 
  between these two factions; demand 
  continues to grow for Hawanna’s 
  crystals, which were recently discovered 
  to be able to boost processing power and 
  energy efficiency in most computers.
  An agreement with Pact Worlds traders 
  highly regulates exports from the planet, with 
  the current Hawanna leadership having final say 
  on the exact numbers. The government allows only a 
  small amount of trade, so smuggling Hawanna’s crystals 
  has become increasingly common. 
  
  THE GILDED CAGE
  By Jessica Catalan
  With Eline Reisora out of the way, the only person standing 
  between the crew of the Oliphaunt and the freedom they’ve 
  always wanted is Lord Sinjin. To get to him, they’ll have to lure 
  him into a trap on the nefarious Smuggler’s Moon. But what 
  happens when the hunted becomes the hunter? 
  CONTINUING THE CAMPAIGN
  By Tineke Bolleman
  The crew might have gotten their ship and their livelihoods 
  back, but their adventures don’t need to end there! This 
  article is packed with plot hooks for the further exploits of 
  the protagonists of Fly Free or Die.
  SMUGGLER’S MOON
  By Jessica Catalan
  Welcome to the domain of King Drego! This uplifted bear rules 
  with a fur-covered fist, and he’ll grant any favor you ask for; 
  all you have to do is swear an oath of obedience that lasts for 
  the rest of your life.
  SUBSCRIBE TO STARFINDER 
  ADVENTURE PATH
  The Fly Free or Die Adventure Path concludes! 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 Accessories 
  products delivered to your door!
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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 
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  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 #38: Crash and Burn © 2021, Paizo Inc.; Authors: Christopher 
  Wasko, with Kim Frandsen, Violet Hargrave, Dave Nelson, and Anne Toole.
  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, organizations, 
  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 
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  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 #38: Crash and Burn © 2021, 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.; Fly Free or Die, the Pathfinder P logo, Pathfinder Accessories, 
  Pathfinder Adventure, Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder 
  Adventure Path, Pathfinder Battles, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, 
  Pathfinder Legends, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, Starfinder 
  Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Flip-Tiles, Starfinder Pawns, 
  Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
  Printed in China.
  PAIZO INC.
  Creative Directors • James Jacobs and Robert G. McCreary
  Director of Game Design • Jason Bulmahn
  Director of Visual Design • Sarah E. Robinson 
  Director of Game Development • Adam Daigle
  Organized Play Managing Developer • Linda Zayas-Palmer 
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, Ron Lundeen, Patrick Renie, and Jason Tondro
  Starfinder Lead Designer • Joe Pasini
  Starfinder Senior Developer • John Compton
  Pathfinder Society Developer • Thurston Hillman
  Starfinder Society Developer • Jenny Jarzabski
  Design Manager • Mark Seifter
  Pathfinder Lead Designer • Logan Bonner
  Designers • James Case and Michael Sayre
  Managing Editor • Leo Glass
  Editors • Addley Fannin, Patrick Hurley, Avi Kool, Ianara Natividad, Kieran Newton, and Lu Pellazar
  Managing Art Director • Sonja Morris 
  Art Directors • Kent Hamilton, Kyle Hunter, and Adam Vick
  Senior Graphic Designer • Emily Crowell
  Graphic Designer • Tony Barnett
  Director of Brand Strategy • Mark Moreland
  Paizo CEO • Lisa Stevens
  President • Jeffrey Alvarez
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  Director of Project Management • Glenn Elliott 
  Project Coordinator • Lee Rucker
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Director of Licensing • John Feil 
  Public Relations Manager • Aaron Shanks
  Social Media Producer • Payton Smith 
  Customer Service & Community Manager • Sara Marie
  Organized Play Manager • Tonya Woldridge
  Organized Play Associate • Alex Speidel 
  Accountant • William Jorenby 
  Accounting & AP Specialist • Eric Powell
  Finance Operations Specialist • B. Scott Keim 
  Human Resources Generalist • Devinne Caples
  Director of Technology • Raimi Kong
  Web Content Manager • Maryssa Lagervall
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Katina Davis
  Customer Service Team • Rian Davenport, Keith Greer, Logan Harper, Joan Hong, Samantha Phelan, 
  Calliope Taylor, and Diego Valdez
  Logistics Coordinator • Kevin Underwood
  Warehouse Manager • Jeff Strand
  Warehouse Team • Mika Hawkins, James Mafi, and Heather Payne
  Website Team • Brian Bauman, Robert Brandenburg, Whitney Chatterjee, Erik Keith, Levi Steadman, 
  Josh Thornton, and Andrew White
  THE GILDED CAGE
  By Jessica Catalan
  With Eline Reisora out of the way, the only person standing 
  between the crew of the Oliphaunt and the freedom they’ve 
  always wanted is Lord Sinjin. To get to him, they’ll have to lure 
  him into a trap on the nefarious Smuggler’s Moon. But what 
  happens when the hunted becomes the hunter? 
  CONTINUING THE CAMPAIGN
  By Tineke Bolleman
  The crew might have gotten their ship and their livelihoods 
  back, but their adventures don’t need to end there! This 
  article is packed with plot hooks for the further exploits of 
  the protagonists of Fly Free or Die.
  SMUGGLER’S MOON
  By Jessica Catalan
  Welcome to the domain of King Drego! This uplifted bear rules 
  with a fur-covered fist, and he’ll grant any favor you ask for; 
  all you have to do is swear an oath of obedience that lasts for 
  the rest of your life.
  SUBSCRIBE TO STARFINDER 
  ADVENTURE PATH
  The Fly Free or Die Adventure Path concludes! 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 Accessories 
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  Open Game License Version 1.0a
  Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda 
  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda 
  Starfinder Core Rulebook
  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 #38: Crash and Burn © 2021, Paizo Inc.; Authors: Christopher 
  Wasko, with Kim Frandsen, Violet Hargrave, Dave Nelson, and Anne Toole.
  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 
  Product Identity:
  Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered 
  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 
   The following items are hereby identified as Product Identity, as defined in the Open 
  trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and 
  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 
  Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered 
  descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, organizations, 
  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, organizations, 
  trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and 
  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 
  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 
  plots, storylines, trade dress, the historical period called the Gap, the terms kishalee, sivv, skyfire, 
  Open Game Content term for which is “hyperspace”). (Elements that have previously been designated 
  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 
  Dreamer (the official Open Game Content term for which is “dreaming barathu”), and the Drift (the official 
  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.)
  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.)
  as Open Game Content, or are exclusively derived from previous Open Game Content, or that are in the 
  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 
  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 
  of this Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a, 
  reproduced in any form without written permission.
  Starfinder Adventure Path #38: Crash and Burn © 2021, 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.; Fly Free or Die, the Pathfinder P logo, Pathfinder Accessories, 
  Pathfinder Adventure, Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder 
  Adventure Path, Pathfinder Battles, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, 
  Pathfinder Legends, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, Starfinder 
  Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Flip-Tiles, Starfinder Pawns, 
  Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
  Printed in China.
  PAIZO INC.
  Creative Directors • James Jacobs and Robert G. McCreary
  Director of Game Design • Jason Bulmahn
  Director of Visual Design • Sarah E. Robinson
  Director of Game Development • Adam Daigle
  Organized Play Managing Developer • Linda Zayas-Palmer 
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, Ron Lundeen, Patrick Renie, and Jason Tondro
  Starfinder Lead Designer • Joe Pasini
  Starfinder Senior Developer • John Compton
  Pathfinder Society Developer • Thurston Hillman
  Starfinder Society Developer • Jenny Jarzabski
  Design Manager • Mark Seifter
  Pathfinder Lead Designer • Logan Bonner
  Designers • James Case and Michael Sayre
  Managing Editor • Leo Glass
  Editors • Addley Fannin, Patrick Hurley, Avi Kool, Ianara Natividad, Kieran Newton, and Lu Pellazar
  Managing Art Director • Sonja Morris
  Art Directors • Kent Hamilton, Kyle Hunter, and Adam Vick
  Senior Graphic Designer • Emily Crowell
  Graphic Designer • Tony Barnett
  Director of Brand Strategy • Mark Moreland
  Paizo CEO • Lisa Stevens
  President • Jeffrey Alvarez
  Chief Creative Officer • Erik Mona
  Chief Financial Officer • David Reuland
  Chief Technical Officer • Vic Wertz
  Director of Project Management • Glenn Elliott 
  Project Coordinator • Lee Rucker
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Director of Licensing • John Feil 
  Public Relations Manager • Aaron Shanks
  Social Media Producer • Payton Smith 
  Customer Service & Community Manager • Sara Marie
  Organized Play Manager • Tonya Woldridge
  Organized Play Associate • Alex Speidel 
  Accountant • William Jorenby 
  Accounting & AP Specialist • Eric Powell
  Finance Operations Specialist • B. Scott Keim 
  Human Resources Generalist • Devinne Caples
  Director of Technology • Raimi Kong
  Web Content Manager • Maryssa Lagervall
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Katina Davis
  Customer Service Team • Rian Davenport, Keith Greer, Logan Harper, Joan Hong, Samantha Phelan, 
  Calliope Taylor, and Diego Valdez
  Logistics Coordinator • Kevin Underwood
  Warehouse Manager • Jeff Strand
  Warehouse Team • Mika Hawkins, James Mafi, and Heather Payne
  Website Team • Brian Bauman, Robert Brandenburg, Whitney Chatterjee, Erik Keith, Levi Steadman, 
  Josh Thornton, and Andrew White
  63
  PART 1: 
  WE'VE BEEN 
  ROBBED!
  PART 2: 
   DOWN AND 
   OUT ON 
  ABSALOM 
  STATION
   
   
  PART 3: 
  HONOR 
  AMONG  
  THIEVES
  SIDE JOBS
  CORPORATIONS 
  OF THE 
  GALAXY 
    
   
  A MEASURE  
  OF 
  SOLIDARITY 
    
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  
  AVAILABLE NOW!
  STARSHIP 
  OPERATIONS MANUAL
  BLAST OFF INTO SPACE WITH THE STARFINDER STARSHIP OPERATIONS MANUAL! FIND OVER 40 NEW 
  STARSHIPS, OVER 100 NEW STARSHIP ENHANCEMENTS, BOLD NEW WAYS TO PRESENT STARSHIP COMBAT, 
  AND NEW RULES TO ALLOW CREW MEMBERS TO GET EVEN MORE OUT OF THEIR CHOICES! TAKE YOUR 
  ADVENTURES INTO THE GREAT UNKNOWN AND BEYOND WITH THE STARSHIP OPERATIONS MANUAL!
  paizo.com/starﬁ nder
  © 2021, Paizo Inc. Paizo, the Paizo golem logo, Starﬁ nder, and the Starﬁ nder logo are registered trademarks of 
  Paizo Inc.; Starﬁ nder Flip-Mat, Starﬁ nder Pawns, and Starﬁ nder Roleplaying Game are trademarks of Paizo Inc. 
  STARSHIP 
  MAKE YOUR 
  STARSHIP UNIQUE!
  MSRP
  $39.99
  
  1 SQUARE = 5 FEET
  FORWARD
  1. Airlocks
  2. Cargo holds
  3. Catwalk
  4. Crew quarters
  5. Mess hall
  6. Bridge
  a. Captain’s chair
  b. Science Officer’s 
  station
  c. Pilot’s station
  d. Engineer’s station
  e. Gunner stations
  7. Captain’s quarters
  8. Tech workshop
  9. Engine room
  MAP KEY
  RUST BUG
  e
  c
  b
  d
  a
  6
  1
  1
  5
  7
  4
  3
  3
  8
  2
  1
  1
  2
  9
  2
  2
  e
  
  The farther you fall. The White Glove Affair left you richer than the bank of Abadar, but that made you a 
  target. Your enemies—Golden League crime boss Lord Sinjin and EJ Corp EVP Eline Reisora—decided their 
  mutual hatred of you was stronger than their own competing interests. Now you’re trapped on Absalom 
  Station with no ship, no hope, and no friends... unless you can prove them both wrong.
  This volume of Starfinder Adventure Path continues the Fly Free or Die Adventure Path and includes:
  • "Crash and Burn," a Starfinder adventure for 9th-level characters, by Christopher Wasko.
  • Two side jobs, short adventures that can be played in one session, by Kim Frandsen. 
  • An in-depth look at some of the galaxy’s biggest corporations, by Dave Nelson.
  • An examination of unions, with teamwork-focused character options, by Violet Hargrave.
  • An archive of alien creatures, including the tripodal kaa-leki; liquid arsenate ooze; and 
  the genereaver, a corporate vat-grown assassin; by Anne Toole and Christopher Wasko.
  • Statistics and deck plans for a junk starship that has collected a century of dust in a 
  ysoki garage, by Christopher Wasko, as well as a folio on the planet Hawanna, all that 
  remains of a titanic life form, by Anne Toole.
  THE HIGHER YOU FLY...
  paizo.com/starfinder
  Printed in China. PZO7238
  
SOURCE: textdata/thevault/Starfinder [multi]/Adventure Paths/SF34-39 Fly Free or Die/Starfinder AP #38 - Fly Free or Die - Part 5 of 6 - Crash and Burn {PZO7238}.pdf