TEXT: BY JASON KEELEY 
  THE CHIMERA MYSTERY
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  
  SANJAVAL PALANQUIN 
   TIER 5
  Large heavy freighter
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 17; TL 17
  HP 140; DT —; CT 28
  Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
  Attack (Forward) heavy laser cannon (4d8; 5 hexes)
  Attack (Port) light laser cannon (2d4; 5 hexes)
  Attack (Starboard) light laser cannon (2d4; 5 hexes)
  Power Core Arcus Maximum (200 PCU); Drift Engine Signal basic; Systems basic computer, basic medium-range sensors, crew quarters 
  (luxurious), mk 3 armor, mk 3 defenses; Expansion Bays cargo holds (2), escape pods (12), guest quarters (2, good), recreation suite 
  (gym), smuggler compartment (DC 25)
  Modifiers +2 Computers (sensors only), +1 Piloting; Complement 6 (minimum 6, maximum 20)
  CREW
  Captain Computers +11 (5 ranks), Diplomacy +14 (5 ranks), Engineering +11 (5 ranks), Intimidate +14 (5 ranks)
  Engineer Engineering +16 (5 ranks)
  Gunners (2) gunnery +10 (5th level)
  Pilot Piloting +17 (5 ranks)
  Science Officer Computers +18 (5 ranks)
  Sanjaval Spaceflight Systems produces the Palanquin model of heavy freighter for a variety of transport applications, but it’s often converted 
  into a long-distance high-quality passenger conveyance for regularly traveled space lanes. The Palanquin’s several decks provide enough room 
  for spacious guest accommodations, which are far enough away from crew quarters that the two groups don’t need to mingle in the corridors. 
  With two cargo holds standard, the Palanquin serves as a capable freighter for those passengers who are transporting valuable goods to far-
  off reaches. 
  Most Palanquins come equipped with two bays of escape pods. Captains who want to take on additional crew or passengers tend to add a 
  few more pods or life boats, since the vessel’s offensive and defensive capabilities are on the light side. (This light armament is a major reason 
  the transport Palanquin is rarely used for dangerous travel.) The Palanquin’s forward-mounted heavy laser cannon is usually enough to scare 
  off contingents of smaller space pirate vessels, but the freighter’s low speed and average maneuverability can make it an easy target for larger 
  enemy craft.
  A few Palanquin crews have been known to engage in illicit activities on the side, either smuggling illegal goods or carrying fugitive passengers. 
  To do so, they usually install a hidden compartment within the ship to conceal this unauthorized cargo.
  
  On the Cover
  When the security officer of the Chimera goes missing, the heroes are asked to investigate. Murder, 
  misdirection, and misapprehension abound. But is this whole whodunit only part of a much larger conspiracy?
  This Starfinder Adventure Path volume begins The Threefold Conspiracy Adventure Path and includes:
  • “The Chimera Mystery,” a Starfinder adventure for 1st-level characters, by Jason Keeley.
  • Advice for running and playing in adventures focused around secrecy and mystery, by 
  Jason Keeley.
  • A collection of new class options for espionage-themed characters, by Crystal Frasier.
  • An archive of alien creatures, including an adorable shapechanging ooze and a 
  predatory bird able to eat bullets, by Stephen Glicker, Jason Keeley, Luis Loza, 
  Isabelle Thorne, and Gabriel Waluconis.
  • Statistics and deck plans for a long-haul passenger transport freighter, by Jason Keeley, plus a glimpse 
  at a planet of war-torn ruins and ghosts, by Erik Mona.
  DON’T TRUST YOUR SENSES
  paizo.com/starfinder
  Printed in China. PZO7225
  STARFINDER
  25
  THE THREEFOLD CONSPIRACY: THE CHIMERA MYSTERY
  BY JASON KEELEY 
  PART 1 OF 6
  THE CHIMERA MYSTERY
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  THE CHIMERA MYSTERY
  PART 1 OF 6
  Campaign Outline 
  2
  The Chimera Mystery 
  4
  by Jason Keeley
  Mystery Adventures 
  40
  by Jason Keeley
  In From the Cold 
  46
  by Crystal Frasier
  Alien Archives 
  54
  by Stephen Glicker, Jason Keeley, Luis Loza, Isabelle Thorne, and Gabriel Waluconis
  Codex of Worlds: Gadravel 
  62
  by Erik Mona
  Starship: Sanjaval Palanquin 
  Inside
  by Jason Keeley 
  Covers
  This book refers to other Starfinder products using the following abbreviations, yet these additional supplements are not required to make use 
  of this book. Readers interested in references to Starfinder hardcovers can find the complete rules of these books available online for free at 
  sfrd.info.
  Armory 
  AR
  Artist Tomasz Chistowski gives us a glimpse of the 
  Chimera’s ryphorian security officer, Algiada Iom, 
  before her mysterious disappearance.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  AUTHOR
  Jason Keeley
  ADDITIONAL WRITING
  Crystal Frasier, Stephen Glicker, Luis Loza, Erik Mona, 
  Isabelle Thorne, and Gabriel Waluconis
  DEVELOPERS
  Jason Keeley, Chris S. Sims, and Jason Tondro
  EDITORS
  Judy Bauer, Avi Kool, Lyz Liddell, Adrian Ng, and 
  Lu Pellazar
  COVER ARTIST
  Tomasz Chistowski
  INTERIOR ARTISTS
  Javier Charro, Marko Horvatin, Sammy Khalid, 
  Alyssa McCarthy, Pixoloid Studios (Mark Molnar, 
  David Metzger, Gaspar Gombos, Zsolt ‘Mike’ Szabados, 
  Janos Gardos, Laszlo Hackl, Orsolya Villanyi), 
  Ramon Puasa Jr, and Sebastian Rodriguez
  PAGE BORDER DESIGN
  Tomasz Chistowski
  CARTOGRAPHER
  Damien Mammoliti
  ART DIRECTION AND GRAPHIC DESIGN
  Adam Vick
  CREATIVE DIRECTOR
  Robert G. McCreary
  MANAGING DEVELOPER
  Amanda Hamon
  STARFINDER LEAD DESIGNER
  Joe Pasini
  PROGRAM MANAGER
  Glenn Elliott
  PUBLISHER
  Erik Mona
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  
  2
  A 
  few sapient species—
  the 
  dycepskians, 
  grays, and reptoids—
  have infiltrated galactic 
  civilization for ages and 
  for 
  unknown 
  purposes. 
  Collectively 
  known 
  as 
  the Unseen, these beings 
  manipulate, observe, and 
  subvert to meet their inscrutable 
  goals. Sometimes, as with the grays, they take prisoners 
  for experimentation. Other times, most prevalently with the 
  dycepskians, they kill for survival and to protect their secrets. 
  So secretive are the Unseen that accurate knowledge of their 
  origins and home worlds is nearly nonexistent among other 
  sapient species. What is known is that they have already 
  invaded the Pact Worlds.
  Although conspiracy theorists lump the Unseen together, 
  the disparate groups aren’t allies. They have their own goals, 
  and they often seem to be at odds, if not directly antagonistic. 
  Dycepskians, fungal entities that become sapient only by 
  taking over other sapient beings, insinuate themselves into 
  societies to survive and propagate. Grays seem content to 
  observe and experiment, although they do so with no regard 
  for the agency or dignity of their subjects. Reptoids use their 
  shapechanging abilities to seek places of power and to replace 
  people who already in such positions. Their means are control 
  and manipulation, but their ends are unclear.
  In this Adventure Path, the PCs have origins rooted in the 
  conspiracies of the Unseen—particularly the grays and their 
  leader, Mysteriarch Zaxo. The PCs start out within one layer of 
  these plots and work their way through several others. By the 
  end, the PCs unravel several intrigues, perpetrated in turns by 
  dycepskians, grays, and reptoids. The PCs also discover their 
  own weird origins as part of these machinations.
  For more details on the events precipitating the Threefold 
  Conspiracy Adventure Path and Mysteriarch Zaxo, see the 
  Adventure Background on page 5.
  THE CHIMERA MYSTERY
  By Jason Keeley
  Starfinder Adventure Path #25, Levels 1–2
  What starts out as a normal Drift trip aboard the long-haul 
  transport Chimera from Near Space to the Pact Worlds turns 
  into a bizarre whodunit! The ship’s security officer goes missing 
  after the PCs witness her arguing with another passenger. A 
  professor shipping a valuable relic hires the group to look 
  into the disappearance, suspecting someone might be after 
  his antiquity. Could it be the space goblins who have a cabin 
  thanks to their sly leader? 
  Is it the vesk bounty hunter 
  who 
  argued 
  with 
  the 
  security officer? Or is it one 
  of the other crew members 
  or passengers? Everyone 
  has their secrets, and it’s 
  up to the PC investigators to 
  find them. But not long after 
  the inquiry starts, the Chimera’s 
  engines fail and defy repair. To unravel the plot around them, 
  the PCs have to follow clues to the truth that lies beyond the 
  enigmas and unexpected foes on the Chimera. In the end, the 
  Chimera faces destruction, and the investigators find that little 
  about the starship was as it seemed!
  FLIGHT OF THE SLEEPERS
  By Owen K.C. Stephens
  Starfinder Adventure Path #26, Levels 3–4
  When the Chimera is destroyed at the end of the previous 
  adventure, the PCs survive in escape pods. However, 
  these pods launch them not into the Drift, but rather 
  into a mysterious research facility. The Chimera and its 
  contents were a fake—some sort of simulation in which 
  the PCs were unwitting participants. After escaping the 
  counterfeit starship, the PCs find themselves trapped within 
  the installation that housed the mock Chimera. Worse, the 
  place has come under attack, and escape is the first order of 
  business. As the PCs fight their way through experiments 
  freed of their captivity, they run across the attackers: elite 
  Stewards specialists and accompanying mercenaries. The 
  Stewards’ mission was to destroy this dangerous facility, 
  located in Near Space, but a security failsafe locked them 
  within and began a meltdown timer for two reactors. To 
  escape, they need to shut down one reactor while the PCs 
  brave terrible dangers to deactivate the other. When both 
  groups flee the installation in a Stewards starship, the PCs’ 
  rescuers reveal that grays ran the research station!
  DECEIVERS’ MOON
  By Jason Tondro
  Starfinder Adventure Path #27, Levels 5–6
  After escaping their imprisonment with the help of the 
  Stewards, the PCs begin the trek back to the Pact Worlds 
  from Near Space. Unknown to the PCs and their allies, the 
  grays are shadowing the Stewards starship, temporarily 
  preventing it from entering the Drift. These grays have 
  discovered the Stewards are actually reptoids in disguise 
  and decide to further test the PCs. As the Stewards try 
  I WANT TO BELIEVE
  CAMPAIGN OUTLINE
  Spoiler Alert!
  On these pages you’ll find the background and outline for 
  the Threefold Conspiracy Adventure Path. If you intend to 
  play in this campaign, be warned! These pages spoil the plot 
  for the upcoming adventures as thoroughly as possible.
  
  3
  to fix their ship, everyone aboard realizes they’ve lost 
  time. The PCs piece together that they were abducted and 
  manipulated, and that their previous captors might still 
  be after them. They then uncover clues about a hidden 
  gray starship tailing them from nearby. The PCs have the 
  opportunity to confront the gray starship, and upon its 
  defeat, they can proceed to the Stewards’ secret base on a 
  Brethedan moon for debriefing. While the PCs are on that 
  base, it becomes clear that they are prisoners and their 
  “allies” are not Stewards. As the truth dawns, the PCs must 
  formulate a way to unmask and face their captors. When 
  they do, a few enemies, including the chief reptoid agent, 
  destroy part of the false Stewards’ base and escape. The PCs 
  must pursue these foes to a comm station and defeat them 
  to commandeer their vessel and escape. Before the PCs can 
  do so, though, they find the reptoids sent an alert including 
  their images and descriptions to hidden allies among the 
  Stewards of Roselight.
  THE HOLLOW CABAL
  By Crystal Frasier
  Starfinder Adventure Path #28, Levels 7–8
  The PCs are now wanted criminals, thanks to a reptoid agent 
  who transmitted an all-points bulletin on the PCs to Roselight 
  on Liavara. The PCs also discovered reptoids have infiltrated 
  the Stewards there. However, the reptoids have noted that 
  their agents are acting strangely. The PCs must uncover 
  the reptoid plot, knowing that the information they have 
  isn’t enough to prove anything. They must get to Roselight 
  through Upwell, and while there, the group meets a shirren 
  Steward with a reputation for investigating the unusual, 
  and they and their android partner ally with the PCs. Once 
  the PCs make it to Roselight, they have to find a way to 
  uncover the infiltrators. What the reptoids on Roselight don’t 
  know, though, is that dycepskians have subverted some of 
  their agents. The PCs, with the help of their new Stewards 
  allies, root out the reptoids and the dycepskians among the 
  Roselight Stewards, learning in the process that the fungal 
  invasion centers on implants from Gamut Bio, a barathu 
  biotech firm. Investigating Gamut’s local station allows the 
  PCs to uncover that Gamut Bio plans to mass-produce this 
  dycepskian implant on Bretheda. Bound by rules and red tape, 
  the PCs’ new Stewards allies ask the PCs to rush to stop this 
  potential catastrophe!
  THE CRADLE INFESTATION
  By Vanessa Hoskins
  Starfinder Adventure Path #29, Levels 9–10
  Having learned that a dycepskian contagion is hidden inside 
  prototype biotech bound for mass production, the PCs 
  follow the trail to Gamut Bio’s production facility on a tiny 
  private Brethedan moon. Meanwhile, video “evidence” of the 
  PCs’ criminal activity on Liavara circulates, keeping them 
  fugitives despite their success. The group must avoid bounty 
  hunters as they continue their mission, and once within 
  their target destination, they have to deal with security 
  and find inside help to deal with the dycepskian threat. 
  Success leads the PCs to a final beta test of the dycepskian 
  augmentation on the floating platform of the Brethedan 
  hospice colony Laoe Araae. Results have been hush-hush, 
  but back-channel communications have kept the Brethedan 
  government informed. Confluence, the barathus’ governing 
  body, has dispatched a Confluence a gent to Laoe Araae. The 
  dycepskians see this as an opportunity to infect Confluence 
  itself. The PCs meet the Confluence Agent and must soon 
  protect the barathu from dycepskians. Events slide quickly 
  into chaos as the dycepskians scramble to make sure their 
  plans remain intact despite the PCs’ meddling. As confusion 
  rises on Laoe Araae, gray observers, who think the hospice 
  is a testing ground for their anti-dycepskian treatments, 
  intervene from their secret post attached to the hospice. 
  During this attack, the grays try to reclaim the PCs, who are 
  growing to be a nuisance, and kidnap the Confluence agent 
  to erase the barathu’s memories. However, the appearance 
  of the grays triggers some living on Laoe Araae to remember 
  that the grays abducted and mind-wiped them, enabling the 
  PCs to find the gray outpost. Inside, records reveal much 
  of the plot, the name and aims of the mysteriarch, and the 
  existence of reptoid agents on Absalom Station!
  PUPPETS WITHOUT STRINGS
  By Landon Winkler
  Starfinder Adventure Path #30, Levels 11–12
  With evidence of a conspiracy that goes all the way to the top 
  of the Pact Worlds government, a need to clear themselves 
  of false charges, and a request from Stewards allies to meet 
  to deal with these issues, the PCs travel to Absalom Station. 
  As the PCs head to the heart of the Pact Worlds, they learn 
  more doctored footage of them fighting in Gamut Bio and 
  Laoe Araae has leaked to the press. The “evidence” looks 
  damning. Bounty hunters try to capture the PCs again, but 
  the PCs escape to a Stewards safe house. While the PCs hole 
  up and look into solving their problems, clones of the PCs 
  attack the barathu delegation coming to Absalom Station 
  as witnesses after events on Laoe Araae. On the clones’ 
  remains, the PCs find augmentations that turn out to be gray 
  monitoring devices. A tech-oriented PC intuits these bugs can 
  tap into gray communications. Thereafter, the PCs and their 
  allies work to compile evidence and root the Unseen agents 
  out of the Pact Worlds’ governing body—but the unmasked 
  agents won’t go peacefully. However, the PCs’ success allows 
  the Stewards to sanction the investigation and progressively 
  clear the PCs of wrongdoing, culminating in exposing a reptoid 
  masquerading as a Pact councilor. After a final showdown 
  with this reptoid, the PCs are cleared. With their access to 
  gray communications, they can track down the mysteriarch in 
  the Armada, invade his starship, and put an end to the grays’ 
  plans… for now.
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  4
  PART 3: CASE CLOSED 
  32
  Before the PCs can confront the culprit, space pirates attack the Chimera!
  PART 2: THE UNUSUAL SUSPECTS 
  16
  While investigating the disappearance of the Chimera’s security chief, the PCs uncover an 
  abundance of secrets.
  PART 1: BUILDING A MYSTERY 
  12
  The PCs travel through the Drift aboard a transport vessel named the Chimera and meet the 
  various crew members and other passengers.
  THE CHIMERA MYSTERY
  ADVANCEMENT TRACK
  “The Chimera Mystery” is designed for 
  four characters.
   
  The PCs begin this adventure at 1st level.
   
  The PCs should reach 2nd level before space 
  pirates attack the Chimera.
   
  The PCs should be 3rd level by the end of the 
  adventure.
  1
  2
  3
  
  5
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  The grays tasked with monitoring the Pact Worlds see the 
  reptoids’ infiltration of other species as a corruption. However, 
  they are curious as to the reptoids’ aims. A gray research 
  lead named Zaxo began monitoring reptoid activity in and 
  around Absalom Station several years ago. From his invisible 
  starship positioned in Absalom Station’s Armada, Mysteriarch 
  Zaxo grows ever more paranoid about the other factions of 
  the Unseen. He has become obsessed with uncovering and 
  ultimately undermining what he believes to be an impediment 
  to the grays’ long-term experiments—and now aims to expose 
  reptoids in high places.
  Conspiracy theorists in the Pact Worlds use the word 
  “mysteriarch” to refer to grays in positions of power, such as 
  Zaxo. The literal- and serious-minded grays have adopted this 
  Common term when speaking to other species. 
  After working long and hard to uncover the reptoids 
  influencing the Pact Worlds’ government and population, 
  Zaxo and his team have orchestrated a plan to replace the 
  imposters and observe the results. Not all these individuals 
  are important leaders. Some are assistants to the powerful, 
  manipulating from the shadows, or hold important technical 
  positions. Zaxo has ordered clones of these individuals from a 
  gray research and development facility in Near Space.
  The PCs are those clones.
  In this adventure, although they are unaware of it, the 
  PCs are being trained for their intended roles in Zaxo’s plan. 
  Zaxo wants his replacements to be adept at recognizing 
  shapechangers and skinwalkers, such as the reptoids and 
  dycepskians. The events in this adventure are, therefore, 
  part of an elaborate fake, orchestrated by the grays who 
  run the facility at which the PCs were created. Not only are 
  all the NPCs clones with false memories, but their entire 
  environment is a simulator.
  This simulation is a mystery involving shapechangers: a 
  gang of astrazoan (Starfinder Pact Worlds 209) space pirates 
  named the Star Fishers. This gang has developed a method 
  of following starships into the Drift, provided one of them 
  is aboard the targeted vessel and carrying a specialized 
  tracker. One or more of the astrazoans take the place of 
  passengers or crew on the target starship, killing the people 
  they impersonate in the process. They sabotage the ship 
  from within, making it easier for the pirates to find, board, 
  and loot the vessel. Once the pirates have taken their plunder, 
  they spare anyone who didn’t get in their way. However, 
  they often leave the starship adrift with no way to easily 
  return to the Material Plane, sentencing any victims unable 
  to repair their transport to slow death. Although the pirates’ 
  method is complicated, it often works and leaves little trail 
  for authorities to follow. When the strategy goes awry, the 
  disguised astrazoans can change shape to disappear when the 
  targeted ship reaches its port of call. The other pirates then 
  pick up their comrades and try again on another mark.
  The PCs are all passengers aboard a high-end private 
  transport starship named the Chimera, which is the latest 
  target of the Star Fishers, a group of space pirates working 
  from a transport hub called Legacy Station. Two of their 
  leaders, Qub and Yox, have killed and impersonated two 
  people on board: the Chimera’s security chief, Algiada Iom, 
  and a bounty hunter named Trostinek, who had booked 
  passage aboard the Chimera and had Iom as his main contact. 
  The two were convenient targets, especially since they took 
  a liking to one another during the last night at Legacy Station 
  and decided to spend that night together.
  GALACTIC GUMSHOES
  Each player should create a 1st-level character using the 
  normal rules in the Starfinder Core Rulebook, choosing a race, 
  class, and theme, as well as equipment. Even if a character 
  is a scientist or entertainer, the galaxy can be a dangerous 
  place, especially in Near Space, so everyone has armor 
  and weapons. It’s a good idea to tell the players their first 
  adventure involves a mystery aboard a starship, in case 
  that information influences their choices. Remind them that 
  the Adventure Path itself isn’t necessarily all about solving 
  mysteries, so the PCs should have diverse capabilities like any 
  Starfinder crew.
  The players can choose any races presented in the Core 
  Rulebook, any Alien Archive, or one of the many other 
  Starfinder resources, although unusual choices might make 
  your job as GM a little more difficult in the later adventures. For 
  instance, if a player wants to create a gray or reptoid character, 
  you need to invent a reason the grays cloned a member of one 
  of those species. Perhaps they need to infiltrate another gray 
  organization or replace a known reptoid operative. In addition, 
  such characters will have to work hard to earn the trust of the 
  WEIRDNESS
  Parts of the gray-simulated mystery are likely 
  to seem weird or incongruous, and others seem 
  improbably convenient. That’s intentional. The players 
  might notice, and that’s all right. This aspect of the 
  adventure is intended not only to entertain, but also 
  to create an “Aha!” moment at the conclusion, when 
  the players and PCs realize the whole situation was a 
  ruse. Much of the oddness the PCs run across as they 
  unwittingly participate is due to the grays’ inability to 
  fully comprehend the circumstances they’re trying to 
  simulate. These sorts of passion-related intrigues are 
  rare in gray society.
  ADVENTURE 
  BACKGROUND
  
  6
  other characters once they start learning the truth of their 
  situation. As always, the races the players can choose from 
  when they make their characters is at your discretion.
  Players should also choose backgrounds from the 
  following section for their PCs. Doing so helps determine 
  why the PCs are aboard the Chimera. As the players create 
  their characters, encourage them to make connections 
  between the PCs to foster cooperation. If two players 
  choose the same background, such a connection might be 
  obvious. Any backstory links are part of the false memories 
  implanted by the grays. (As the campaign progresses, the 
  PCs learn the grays implanted these memories as part of 
  the characters’ clone training. The grays intended to rewrite 
  these memories when the clones are ready to take their 
  rightful positions, but circumstances conspire to prevent 
  this.) In addition, the feats presented in the “Mystery 
  Adventures” article, starting on page 44, might come in 
  handy during this and future adventures.
  BACKGROUNDS
  As the adventure begins, each PC has a ticket for a trip on 
  the Chimera, a decent transport vessel traveling to the Pact 
  Worlds through the Drift. They each plan to board the ship 
  at Legacy Station, an outpost in Near Space that is a hub for 
  travel. The journey aboard the Chimera represents the final 
  stretch for everyone’s trip back to the Pact Worlds.
  Each player should choose one of the following 
  backgrounds, although you as GM should feel free to add 
  your own to this list. Multiple players can choose the 
  same background. Each background suggests themes, and 
  combining the two can help players determine their specific 
  characters’ vocation and past.
  Artist: You’re taking the Chimera to reach a showing or 
  your next gig somewhere in the Pact Worlds. Whether the 
  show is in a small gallery or venue on Absalom Station or 
  a larger site, such as Songbird Station in the Diaspora, you 
  plan on arriving on time and meeting your supporters and 
  fans. This background fits well with the ace pilot, icon, and 
  gladiator (Pact Worlds 57) themes.
  Entrepreneur: In attempting to start your own business, 
  you received word that a firm within the Pact Worlds is 
  interested in supplying the funds you need. They want you 
  to come in person to present your business plan or a sample 
  of your work, so you booked passage on the Chimera to take 
  advantage of the opportunity. This background fits well with 
  the biotechnician (Pact Worlds 127), corporate agent (Pact 
  Worlds 47), and roboticist (Pact Worlds 27) themes.
  Intellectual: The Chimera is taking you back to the Pact 
  Worlds after a successful expedition to a Near Space planet or 
  interesting cosmic phenomenon. You have much information 
  to impart to your colleagues, some of which you believe 
  might further the understanding of your field of study. 
  This background fits well with the scholar, xenoseeker, and 
  xenoarchaeologist (Pact Worlds 137) themes.
  Traveler: Your home is in the Pact Worlds, and you’re 
  coming back from an extended vacation. Alternatively, you’re 
  on your way to tour the Pact Worlds as part of a whirlwind 
  journey through the galaxy. The Chimera was the only vessel 
  departing on your timetable. This background fits well with 
  the spacefarer, tempered pilgrim (Pact Worlds 77), wild 
  warden (Pact Worlds 37), and xenoseeker themes.
  Veteran: Lucrative warrior work is on offer in the Pact 
  Worlds. Whether you’re providing security for a ruthless 
  corporation or aiding a small group against the predations 
  of space pirates, the proposed job fits your morals. This 
  background fits well with the bounty hunter, mercenary, 
  outlaw, and space pirate (Pact Worlds 87) themes.
  Visionary: A vision from another plane of existence calls 
  you to the Pact Worlds, so you purchased passage aboard the 
  Chimera. You aren’t entirely certain what awaits you when 
  you arrive, but you are sure you will be guided to where you 
  need to be. This background fits well with the dream prophet 
  (Pact Worlds 117), priest, and solar disciple (Pact Worlds 17) 
  themes; the theme can help you decide whether you are 
  devoted to a deity or some other force.
  WHO’S WHO?
  As the players finish their characters, think about who they 
  might be clones of. By examining each character’s strengths 
  and weaknesses, you might be able to determine who they 
  were cloned to replace. The charismatic character might be 
  the clone of a famous holovid star, and the wise, levelheaded 
  one might be the clone of a member of the Pact Council. The 
  grays have created these clones for specific purposes, not all 
  of which are evident to an outside observer. One character 
  might simply be the clone of a low-level bureaucrat whose 
  power can be wielded at just the right moment. You needn’t 
  set this information in stone before starting this Adventure 
  Path, but it’s a good idea to keep it in mind as you play. Later 
  volumes further detail the use of the PCs’ roles.
  DRAMATIS PERSONAE
  The PCs interact with the following NPCs throughout 
  the course of this adventure. Each NPC’s entry lists their 
  alignment, gender, and species, as well as a brief physical 
  description and notes on their personality. Each NPC is likely 
  to be in the location listed if the PCs go looking, but these 
  characters can be wherever you need them to be to keep the 
  adventure moving. Use this information to aid in roleplaying 
  and moving the adventure forward, revealing secondary 
  aspects of the NPCs during interaction as you like.
  Each NPC has a secret that might implicate them in the 
  adventure’s central mystery, which the PCs attempt to solve 
  in Part 2. PCs receive a story award listed for discovering an 
  NPC’s secret.
  Even though the grays engineered the mystery, the adventure 
  is written as if the events were real, as all the participants 
  believe that they are actual people on an actual ship. Everything 
  
  7
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  about these clones is something the grays constructed, but 
  none of the NPCs realize this fact. They are fully convinced 
  of their histories and motivations and are unaware of their 
  roles as disposable training facilitators.
  ALGIADA IOM, SECURITY CHIEF
  Algiada 
  Iom 
  (LN 
  female 
  transitional 
  ryphorian) was the Chimera’s chief of 
  security and served as the head gunner. 
  Yox, one of the Star Fisher pirates (page 10), is 
  impersonating Algiada.
  Appearance: Algiada is a brown-haired 
  transitional ryphorian woman, so she lacks 
  the fur found on winterborn ryphorians. She 
  usually keeps her hair in a topknot, though some 
  of it spills down the sides of her face. Her pointy, 
  fringed ears are her most prominent feature, and 
  she has a mole above her mouth on the left side of her 
  face. Algiada wears her armor even in casual settings, 
  which some people find imposing.
  Personality: While Yox is disguised as Algiada 
  Iom, the supposed security chief is brusque and 
  acerbic. The real Algiada’s personality wasn’t 
  much different, though.
  Location: Until she disappears, 
  Algiada patrols the ship’s corridors and 
  can be found just about anywhere.
  Secret: In addition to the fact 
  that Algiada has been replaced, 
  the actual security chief shared 
  secrets and rivalries with the other crew members. Most are 
  detailed in those crew members’ entries, but there was one 
  secret only Algiada was aware of: she recently contacted 
  an Akitonian crime family and offered them the chance to 
  acquire the captain’s blackmail material in exchange for 
  killing him and giving Algiada the Chimera. This deal is set 
  to take place when the Chimera arrives in the Pact Worlds, 
  but neither the deal nor the arrival will never happen.
  BRODYNT BENJAM, PROFESSOR
  Professor Brodynt Benjam (NG male human) recently returned 
  from an archaeological dig with an important relic (page 26). 
  He booked passage aboard the Chimera to transport himself 
  and his treasure back to the Pact Worlds.
  Appearance: Professor Benjam is an older gentleman with 
  gray hair and a beard to match. He has a few cybernetic 
  augmentations in his forehead and on the back of his neck 
  (consisting of a datajack and some other minor systems). He 
  wears a pair of round glasses and a suit of casual stationwear 
  that resembles a finely tailored suit.
  Personality: The professor is very excitable and talkative, 
  eager to share stories about his travels and his archaeological 
  research to anyone who will listen. Brodynt is fluent in several 
  languages and has a wide base of knowledge of nearly any 
  subject, though ancient histories are his most studied topic. 
  Play him as a sympathetic figure.
  Location: When not in his quarters, Professor Benjam is 
  reading in the dining hall.
  Secret: When Algiada disappears, Professor Benjam asks 
  the PCs to investigate because he’s afraid someone is after 
  his relic. However, he has an ulterior motive. About a 
  decade ago, the professor was on Triaxus, engaging 
  in some highly suspect methods to get his hands 
  on an artifact from the Drakelands, which is now 
  in a museum. In the process, Algiada’s brother 
  was badly wounded. The professor has aged and 
  has grown his goatee since then, but he is afraid 
  that Algiada might recognize him. Brodynt feels 
  guilty about his past actions, and initiating the 
  investigation into Algiada’s disappearance 
  assuages his conscience.
  Story Award: If the PCs find out about 
  Professor Benjam’s past, award them 
  400 XP.
  GRATH METEK, PILOT
  The Chimera’s pilot is Grath Metek (NE 
  male ysoki).
  Appearance: Grath is short with 
  russet fur, a tan tail, and gold eyes. 
  One of his ears is pierced with a 
  small silver hoop. He wears a 
  stained flight suit and always has 
  a disheveled appearance.
  Personality: The ysoki mingles only with guests he 
  considers to be “fun”—a nebulous criterion based on Grath’s 
  initial impression of them. Law enforcement and those who 
  seem bookish don’t qualify. He brushes off those he thinks 
  are dull, but he offers nips from his illicit stash of moonshine 
  to those who have caught his attention. His attempts to 
  party with PCs he finds interesting could become annoying.
  Location: When not flying the Chimera, Grath is in his 
  quarters. He has replaced the desk in his room with a still.
  Secret: Several weeks ago, Grath lost an heirloom tail 
  ring while sparring with Algiada in the gym. The ysoki leapt 
  to the conclusion that the security chief stole it, since she 
  had been admiring the piece of jewelry earlier. The two’s 
  friendship deteriorated to the point that, when the journey 
  begins, they are barely speaking to one another. In truth, the 
  tail ring can be found among the gym’s equipment.
  Story Award: If the PCs learn about the reasons behind 
  Grath and Algiada’s falling out and discover the ysoki’s tail 
  ring, award them 400 XP.
  JINCHEROGA, MERCENARY LEADER
  Jincheroga (NE female barghest; page 57) commands a 
  quartet of space goblins as an up-and-coming mercenary 
  group called the Newbloods who are looking for work in 
  Brodynt Benjam
  
  8
  the Pact Worlds. Jincheroga has taken one cabin in the 
  guest quarters for herself and crammed her four lackeys 
  into another.
  Appearance: Jincheroga usually takes the form 
  of a hobgoblin (Starfinder Alien Archive 2 76) 
  when with her minions, and is better dressed 
  than the goblins. The barghest reserves 
  her monstrous form as a surprise to 
  intimidate her foes, which the PCs will 
  experience later when she tries to take 
  over the ship. 
  Personality: Jincheroga is more 
  refined than her minions, but she is 
  still selfish, cruel, and calculating. The 
  barghest believes she is destined 
  to lead an army of goblinoid 
  mercenaries 
  and 
  sell 
  their 
  services to the highest bidders. 
  She hopes to seize a small moon 
  to rule over after she grows to her 
  full potential. Jincheroga is proud and 
  arrogant, sure that her might makes her right.
  Location: Jincheroga can be spotted sniffing around the 
  ship, especially the cargo holds and lower deck, or in the gym 
  training with her minions. She’s looking for opportunities. 
  Later in the adventure, she decides she has found enough 
  leverage to make taking over the Chimera worth the risk. 
  See page 29.
  Secret: When Jincheroga boarded the Chimera and 
  met some of the other passengers, she decided 
  that Professor Benjam could make an excellent 
  resource for gear the goblinoids could steal to make 
  themselves more powerful. She formulated a plan to 
  take over the ship and kidnap the professor. Right 
  before the ship entered the Drift, Jincheroga and 
  Algiada (Yox in disguise) had a brief confrontation. 
  Yox recognized the barghest as a potential threat 
  and warned her to stand down. After the security 
  chief disappears, Jincheroga decides to go ahead 
  and enact her schemes. See Part 2 of the 
  adventure.
  KIIV CAEDENNS, 
  ENGINEER
  Kiiv Caedenns (N nonbinary 
  maraquoi) is the Chimera’s 
  competent engineer.
  Appearance: Kiiv is a maraquoi 
  with dark gray fur and a skinny tail. They wear an estex 
  suit and thick safety goggles, which are usually propped 
  up on their forehead when not in use. They try to keep a 
  meticulous appearance, though it’s often marred by engine 
  coolant stains on their clothes and the occasional patch of 
  burned fur on their tail.
  Personality: When the engineer left their home moon of 
  Marata in the Pact Worlds to take up with Captain Rameem’s 
  crew, they had not experienced other cultures 
  and lived a fairly traditional maraquoi life. 
  Kiiv is fascinated with new experiences 
  and often bombards the Chimera’s 
  passengers with questions about their 
  home worlds or lines of work, sometimes 
  irritating the guests. This occasionally 
  leads to Kiiv experiencing bouts of 
  melancholy as the maraquoi remembers 
  their own family.
  Location: When not on the 
  engineering deck, Kiiv is either 
  on the bridge, in the dining hall, 
  or in their quarters. 
  Secret: Kiiv has had trouble 
  overcoming homesickness and 
  has been unable to adopt the 
  Chimera’s crew as a new family. 
  The late security chief bullied 
  Kiiv, exacerbating the maraquoi’s loneliness. However, First 
  Mate Lozu has been sympathetic to Kiiv’s plight, and the two 
  are in the early stages of a romantic relationship. They have 
  kept this fact a secret.
  At Legacy Station, Kiiv received several messages from 
  Marata, but they don’t read them until the Chimera’s first 
  night in the Drift. When they do so, they learn that two of 
  their sires passed away in a terrible accident only a 
  week ago. Kiiv takes the tragedy hard, breaking 
  down and attempting to numb the pain with 
  copious amounts of alcohol from Grath. They 
  spend the majority of the evening incapacitated, 
  giving the astrazoan the opportunity to 
  impersonate them and sabotage the engines.
  Story Award: If the PCs discover Kiiv’s recent 
  personal tragedy and learn that they couldn’t 
  have tampered with the engines, award them 
  400 XP.
  LOZU PAHIR, FIRST MATE
  Lozu Pahir (N female human) is 
  the Chimera’s first mate, and 
  the most recent member 
  of the crew. In starship 
  combat, Lozu serves as the 
  ship’s science officer.
  Appearance: First Mate Pahir 
  has long, black hair, a round face, and hazel eyes. She 
  keeps her hair tied back in a long ponytail to keep it out 
  of the way. She wears an olive-green flight suit with brown 
  accents when on duty (which is practically the entirety of 
  the journey), but she throws on a pressed sleeveless t-shirt 
  when relaxing. 
  Grath Metek
  Lozu Pahir
  
  9
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  Personality: The first mate is more serious than her 
  captain. It’s her job to track much of the Chimera’s 
  expenses for repairs, fuel, stores, and so forth. 
  But despite her solemnity and work ethic, she is 
  approachable and friendly. Lozu often seems 
  distracted, thanks to her money troubles.
  Location: During her work hours, Lozu 
  is either on the bridge or checking on the 
  passengers’ cargo. She’s usually in her quarters 
  during off hours.
  Secret: Lozu joined the Chimera crew after 
  the vessel was upgraded to carry more 
  passengers and cargo a few years ago. 
  She came highly recommended 
  by some of Captain Rameem’s 
  criminal contacts. However, 
  they neglected to mention her 
  gambling problem. Lozu has 
  racked up several thousand 
  credits worth of debts in 
  ports around the galaxy, once even 
  losing money earmarked for ship repairs. Algiada found out, 
  but instead of telling the captain, she loaned Lozu enough 
  credits to cover the debt and warned the first mate not 
  to repeat the mistake. Before stopping at Legacy Station, 
  Algiada started pressuring Lozu to pay the loan back.
  In addition, Lozu and Kiiv the engineer are in the early 
  stages of a romantic relationship. They are taking it slow 
  because the maraquoi is having a little trouble overcoming 
  their traditionalist upbringing. The two have kept their 
  feelings secret from the other crew members.
  Story Award: If the PCs learn about Lozu’s 
  gambling debts, award them 400 XP.
  RAMEEM VI SIALA CORSEN, 
  CAPTAIN
  Rameem Vi Siala Corsen (CN male kasatha) 
  is a former fence turned starship owner 
  and captain of the Chimera.
  Appearance: 
  The 
  middle-aged 
  Rameem cuts a dashing form. His 
  skin is pale blue with darker 
  blue 
  markings 
  running 
  up 
  the side of his head. His dark 
  eyes occasionally sparkle with 
  humor. He dresses in casual 
  stationwear that resembles black 
  leather, with yellow trim that 
  matches his face covering.
  Personality: The captain is affable and quick with a joke, 
  a trait that endears him to his crew and his passengers. 
  However, almost all PC interactions with him occur after Yox 
  kills him and takes his place (page 14). Yox’s portrayal of the 
  captain is all business.
  Location: Captain Rameem is usually on 
  the bridge.
  Secret: Rameem hasn’t given up his life 
  of crime. He uses the Chimera to transport 
  quasi-legal goods and passengers without 
  charging too much or asking unwanted 
  questions. His crew is aware of the true 
  nature of these jobs, but most of them don’t 
  know that he keeps extensive documentation 
  of these transactions as a form of insurance. 
  Algiada was the only crew member aware of 
  these records, which could be used to 
  blackmail the captain’s former clients. 
  Rameem intended to use these 
  secrets only in the days before 
  he decided to retire, which, 
  according to him, is still some 
  years away.
  Story Award: If the PCs find 
  the captain’s stash of blackmail 
  information, award them 400 XP.
  SONG, COOK
  Song (CN agender android) is the Chimera’s cook. When 
  needed, they serve as one of the ship’s gunners.
  Appearance: Song is a short android with silver skin and 
  red circuitry tattoos. They have piercing blue eyes. They are 
  rarely seen without their spotless apron, which they wear 
  over a drab set of stationwear. When they’re preparing food 
  or want to stress their role aboard the Chimera, they put on 
  a white chef’s hat.
  Personality: The cook is quick to fly off the 
  handle, especially when it comes to people 
  making a mess in their galley and dining 
  hall. They are prone to quietly fuming 
  over some perceived slight or 
  unspoken grievance. The rest of 
  the crew knows Song would 
  never carry out threats 
  of 
  physical 
  violence, 
  so they consider the 
  android’s 
  expressions 
  of 
  temper to be funny or worthy 
  of little regard. This indifference 
  only makes Song crankier toward 
  their shipmates.
  Location: Song spends most of 
  their time in the galley and the 
  dining hall.
  Secret: The ship’s gym is adjacent to the kitchen, and 
  sometimes, when she was feeling mischievous during her 
  daily exercises, Algiada would purposely strike the adjoining 
  wall hard enough to knock cans and other sundries off the 
  kitchen shelves. One such incident occurred right before the 
  Trostinek
  Rameem Vi Siala Corsen
  
  10
  Chimera arrived at Legacy Station and picked up passengers. 
  Song flew into a white-hot rage and threatened to turn 
  Algiada’s weapons against her, describing the violence 
  in gruesome detail. As usual, the crew didn’t place much 
  importance on the scene at the time.
  Story Award: If the PCs learn about Song’s threats against 
  Algiada, award them 400 XP.
  STAR FISHERS
  Qub (NE agender astrazoan soldier) and Yox (NE genderfluid 
  astrazoan envoy) are two of three astrazoans who run the 
  Star Fishers. They’re the main antagonists in this adventure. 
  At the adventure’s start, Qub poses as Trostinek, a vesk 
  bounty hunter. Yox starts having taken the form of Algiada 
  Iom, the Chimera’s security officer, but later takes the shape 
  of Captain Rameem. The grays didn’t want it to be too easy 
  to undermine the disguises of the astrazoans, so as part 
  of the simulation’s weirdness, these clones “conveniently” 
  speak languages necessary for their main disguises. Yox 
  speaks Kasatha and Triaxian, and Qub speaks Vesk. Text in 
  the adventure often refers to an astrazoan as the person the 
  PCs believe the pirate to be where appropriate.
  TROSTINEK, BOUNTY HUNTER
  The real Trostinek (N male vesk) died on Legacy Station. 
  Qub, one of the Star Fisher astrazoan pirates, impersonates 
  him for the majority of this adventure.
  Appearance: Trostinek is a burly vesk with a thick but 
  short tail and a handsome beard of horns. Trostinek’s yellow 
  eyes are framed with rings of tan scales. He has a fanged 
  underbite that is common among many vesks, and he displays 
  mementos from his past jobs on a leather strap around his 
  neck. Ready for a fight at any moment, he wears his defrex 
  hide armor and weapons at most times.
  Personality: Qub observed Trostinek on Legacy Station 
  before assuming his identity. Based on what the astrazoan 
  gathered there, they try to portray the vesk as a good-
  natured but self-indulgent lummox.
  Location: In between bouts of sitting silently in his 
  quarters, Trostinek surreptitiously monitors the engineering 
  deck and the entrance to the smuggler compartment.
  Secret: The actual Trostinek had a secret. He was an 
  inveterate adulterer during his bounty hunting trips, 
  cheating on his wife back on Vesk-2. Algiada was his 
  latest date on Legacy Station. The PCs can find evidence 
  of Trostinek’s marriage among his belongings (page 21). 
  However, Qub learns of Trostinek’s unfaithfulness only when 
  the PCs mention it.
  THE CHIMERA
  The Chimera is built to mimic a Sanjaval Palanquin (see 
  the inside covers). The statistics for this starship aren’t 
  necessary for this adventure, but the map of the ship’s three 
  decks should be useful for when the PCs want to explore 
  their surroundings. While this map has a scale of 40 feet 
  to one square, specific areas of the Chimera are detailed 
  where appropriate in this adventure (accompanied by an 
  appropriately scaled map in many cases). In addition, general 
  locations on board the ship are described briefly below. As 
  a side note, the Chimera only resembles a Palanquin. It is 
  actually constructed from parts of older starships the grays 
  have "disappeared" over the decades (see the Hints of Reality 
  sidebar on page 17).
  The sections described here include specific areas detailed 
  later in the adventure where noted. If the PCs decide to 
  search every nook and cranny of the ship, use similar areas 
  to improvise. For example, Song’s quarters don’t receive a full 
  description; if the PCs want to break into that chamber, they 
  must bypass the lock like those on Algiada Iom’s or Kiiv’s 
  rooms. Avoid dwelling on superfluous exploration. When 
  the PCs go to a location where they won’t find anything, 
  make that clear after a few checks, saying, “You don’t find 
  anything interesting” or something similar.
  Ceilings in the Chimera are 14 feet high, with about 6 
  feet of room for conduits, ventilation, and the like between 
  decks. Lighting is automatic, coming on when someone 
  enters an area. The lights can be dimmed or turned off with 
  manual controls in each room or via voice command. Most 
  areas have dim lighting even when the main lights are off, 
  although sleeping chambers and the smuggler compartment 
  are dark when the lights are out.
  Bridge: The Chimera’s bridge has stations for six crew 
  members. Only from here can the forward laser cannon 
  be fired, although the port and starboard guns have 
  dedicated auxiliary controls. (These weapons seem to work 
  from within the Chimera, but they do nothing outside the 
  simulated starship.) The captain’s station hides a secret 
  shaft with a ladder down to the smuggler compartment. It 
  takes a successful DC 25 Perception check for a PC to find 
  scuff marks on the floor near the base of the captain’s chair 
  that hint at the presence of the shaft. Opening the shaft 
  requires hacking the captain’s station with a successful DC 
  21 Computers check, which causes the captain’s chair to 
  swivel out of the way.
  Cargo Holds: The two enormous cargo holds store 
  passengers’ luggage and bulk goods. The shaft from the 
  bridge to the smuggler compartment leads through both 
  cargo holds. In both, a secret door (Perception DC 25 to find) 
  allows access to the shaft and its ladder.
  Crew Quarters: Each of the Chimera’s six crew members 
  has personal quarters, which feature individual washrooms, 
  on the upper deck. The doors to each chamber can be locked 
  from the inside. Algiada Iom’s quarters are described in 
  the Scene of the Crime section on page 18. Rameem’s are 
  described in the Kiiv’s Quarters section on page 24. Kiiv’s 
  quarters are described in the Captain’s Quarters section on 
  page 26. A map of a couple crew quarters accompanies the 
  bridge map on page 29.
  
  11
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  Dining and Event Hall: This hall typically contains tables 
  where passengers and crew eat their meals. The crew 
  members tend to eat at a different time than the passengers 
  or take meals in their quarters or on the bridge. The room can 
  be rearranged for events, such as dances.
  Engineering: The engineering deck of the Chimera is 
  devoted to all the systems that keep the ship running. 
  This deck is mostly made up of a bunch of corridors lined 
  with conduits, control and monitoring consoles, and other 
  machinery. To the rear are the Drift engine, the power core 
  with an attached incinerator for trash, and two thruster 
  access bays, along with an access passage to allow quick 
  egress to the escape pods. To the fore is a secret area—see the 
  smuggler compartment description below.
  Escape Pods: The Chimera has 12 escape pods, which are 
  usually enough for the crew and passengers, even though the 
  vessel can comfortably hold more passengers, as mentioned 
  in the guest quarters section. In the rare times when the 
  Chimera is fully booked, the captain assures the passengers 
  that the crew, in order of descending seniority, will be willing 
  to remain with the ship as needed.
  Galley: This kitchen is fully stocked at the start of each 
  voyage, occasionally with interesting ingredients for 
  passengers with special dietary needs.
  Guest Quarters: The Chimera has eight rooms for 
  passengers. The rooms are nice, each with a bed, a desk with a 
  chair, a padded chair and small table, a dresser, and a personal 
  lavatory. These accommodations are elegantly decorated in 
  kasathan style. Although each cabin is designed for one, it 
  can accommodate more provided those persons are willing to 
  be in close quarters.
  Gunner Stations: Extra control consoles for the port and 
  starboard guns can be found in the midship corridors. The 
  doors to these chambers require authorization from the bridge 
  to open (Engineering DC 20 to disable or Computers DC 20 to 
  hack), which is usually given only to the crew members who 
  have been designated as gunners. Consoles in these booths 
  are also locked down outside of combat. A PC must succeed at 
  a DC 21 Computers check to override the lockout, and failing 
  by 5 or more sends a notification to the bridge.
  Gym: A large space aboard the ship has been designated 
  as a gym. Passengers and the crew have access. It contains 
  workout equipment, small pools with retractable covers that 
  can be used for current swimming or as hot tubs, and an 
  open padded area for floor work or sparring. See the Gym 
  section on page 24 for an expanded description.
  Smuggler Compartment: The Chimera’s captain offers the 
  use of this well-hidden compartment to passengers whose 
  cargo is less than legal or requires more security. Sometimes, 
  the captain smuggles his own illicit goods and, as such, he is 
  the only one with the key card to open the compartment’s 
  lock (which ends up in Qub’s/Trostinek’s hands near the end 
  of the adventure). A secret door from the forward engineering 
  section requires a successful DC 25 Perception check to find. 
  Inside, the shaft from the captain’s station looks like a stout 
  pillar, but it has a secret door in it that is equally hard to find.
  
  12
   
   
   
   
   
   
   
   
  As the adventure begins, the PCs are already passing through 
  the Chimera’s airlock from Legacy Station. Gloss over any 
  minute details about how they booked passage or how long 
  they’ve been at Legacy Station. They have just been activated 
  by the grays, and unknown to them, every moment before 
  this one is nothing more then intricate fabricated memories. 
  Read or paraphrase the following.
  A ryphorian woman monitors those passing through the 
  airlock into the Chimera from Legacy Station. Her armored 
  suit has a tag that reads “Security Chief Algiada Iom.” 
  Datapad in hand, she gruffly scans boarding passes and 
  directs passengers to their quarters.
  The Chimera is a large freighter, and its interior corridors 
  are well maintained with only the occasional spot of wear. 
  Take a moment to point out the other passengers —Professor 
  Benjam, Jincheroga and her space goblins, and Trostinek — 
  who are all also in the process of boarding. The PC with the 
  highest Sense Motive bonus notices that the security chief 
  softens a bit when dealing with the vesk bounty hunter. He 
  winks at her as she hands him his room’s key card.
  Every PC can have their own quarters, though 
  if acquainted PCs want to bunk together, they 
  can. Each PC is given a key card that unlocks 
  their room. As the PCs settle into their 
  accommodations, the Chimera disembarks. 
  The PCs feel the usual minor jolt of 
  thrusters firing as the vessel leaves the 
  station’s orbit. A few minutes later the 
  hum of the ship’s Drift engine can be 
  heard as it breaks through the planar 
  barrier, and the captain’s voice comes 
  over the ship’s comm.
  “Welcome aboard the Chimera. 
  This is your captain, Rameem 
  Vi Siala Corsen, speaking, and 
  it’ll be my pleasure to ferry you 
  through the Drift. We’ve just 
  finished making our astrogation 
  calculations here on the bridge, 
  and it looks like it’ll take us 
  the next five days to reach our 
  destination at Absalom Station, center of the Pact 
  Worlds system. In the meantime, make yourselves at 
  home. If you need any assistance, don’t hesitate to ask any 
  of our friendly crew members. Meals are served at the times 
  listed in the dining hall, but if you’re looking for a snack, I’m 
  sure our cook, Song, will be happy to accommodate you.” 
  The captain chuckles as he signs off.
  FIRST DAY
  During the first day in the Drift, give the PCs an opportunity 
  to meet the crew and other passengers at meals or in 
  other situations, such as at the gym. They can also watch 
  a brief holovid that describes the Chimera and its features, 
  including the escape pods. Make sure the players know the 
  ship’s general layout.
  EVENT 1: LOOSE LICE (CR 3)
  On the first evening of travel, the PCs are gathered in the 
  dining hall waiting for Song to finish cooking dinner, along 
  with Professor Benjam and Kiiv, the ship’s engineer. The 
  professor shows off an unusual souvenir he purchased at 
  Legacy Station. Read or paraphrase the following.
  Professor Benjam holds up a dull gray metal cube, which is 
  approximately 1 foot on each side with a couple transparent 
  aluminum panels set within. He excitedly explains its 
  function to the maraquoi mechanic.
  “The gentleman who sold this to me called it a ‘shrinking 
  box,’ a feat of engineering I was sure you would be 
  DRIFT INFOSPHERE
  While the Chimera is in the Drift, the PCs don’t have 
  full access to any infosphere. The Chimera has 
  a downloaded infosphere data set, but 
  the grays in charge of this experiment 
  carefully curated the information within. 
  Using this infosphere, the PCs can find 
  only the most basic information and 
  several popular holovids. Therefore, 
  the PCs are unable to do any in-depth 
  research on most topics and need to 
  rely on their own knowledge. A PC 
  who asks for a catalog of the 
  downloaded data set notices 
  how simplistic it is with a 
  successful DC 22 Computers 
  check, and can tell that for it 
  to be so limited, it must have 
  been edited down rather than 
  somehow 
  being 
  flawed. 
  If 
  asked, Chimera crew members 
  know nothing about the curated 
  data set.
  Kiiv Caedenns
  PART 1: BUILDING 
  A MYSTERY
  
  EVENT 1: LOOSE LICE
  EVENT 1: LOOSE LICE
  EVENT 4: MALFUNCTIO
  EVENT 4: MALFUNCTION
  FORWARD
  FORWARD
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  13
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  interested in seeing, Kiiv. He said it worked according to 
  the same principles as a null-space chamber but for living 
  creatures! Look, peer into one of these windows! He told 
  me he put four asteroid lice inside and, as I’m sure you 
  know, just one of those outer-space vermin is almost as 
  big as a ysoki!”
  Kiiv takes the box and investigates one of the panels. 
  “Professor, I don’t know how to tell you this, but I think you 
  were scammed. Those are just tiny bugs in there.”
  “Nonsense! He seemed like quite the reputable salesman! 
  I’m sure…” The professor reaches to take the box back from 
  Kiiv, but it slips from his hands and crashes onto the floor. 
  A loud crack accompanies a dazzling flash of light!
  The shrinking box breaks open when it hits the floor, 
  releasing the creatures within. Anyone within 20 feet of the 
  box when it breaks must succeed at a DC 13 Reflex saving 
  throw or be dazzled for 1 round. Sightless creatures are 
  immune to this effect.
  Creatures: When the flash of light clears, four asteroid 
  lice are, in fact, crawling about the room. Agitated from their 
  confinement and not seeing any minerals to feed on, they 
  lash out against the PCs.
  Use the dining hall portion of the midship map above for 
  this combat. During the fight, Kiiv and the professor retreat 
  to one corner of the dining hall in fear.
  ASTEROID LICE (4) 
  CR 1/2
  XP 200 each
  HP 13 each (Starfinder Alien Archive 2 132)
  TACTICS
  During Combat Each asteroid louse focuses its attention on 
  a different PC, first attaching itself to that character and 
  then continuously biting them.
  Morale The asteroid lice fight until they are killed. The 
  remains are dangerously caustic for 5 rounds after a 
  louse’s death.
  Development: The acidic corpses of the asteroid lice leave 
  smoking burns on the floor. Moments after the fight ends, 
  Song enters, having heard the fighting.
  “What’s all the ruckus in here?” Song says as they walk in 
  holding a large metal spoon.
  The android spots the dead insects, and their mouth 
  becomes a thin line.
  “I don’t know who’s responsible for this, but someone 
  better get these bugs outta here!” they say, gesturing 
  with the spoon at Kiiv. “Throw them out the airlock, in 
  the incinerator, or whatever! I don’t care! Just get ’em 
  outta here!”
  Kiiv looks sheepish. “Sure, Song. Just let me get some 
  gloves or tongs, or something.”
  
  MYSTERIOUS CHECKS
  This adventure advises you to allow players to attempt a 
  variety of skill checks, often to note key details 
  or make connections between various clues, 
  beyond what an adventure normally allows 
  or suggests. These checks facilitate the 
  PCs’ ability to successfully investigate the 
  mystery, helping the characters pick up on 
  clues the players might otherwise miss. If 
  your party is drawing the right conclusions 
  on their own, feel free to omit these extra 
  checks. For more information on these 
  and other tools to help your players enjoy a 
  mystery adventure, see “Mystery Adventures“ 
  beginning on page 40.
  14
  “Hurry! I’m supposed to 
  be serving supper in here. 
  No one wants to eat looking 
  at that!”
  Song waves their spoon at 
  the lice corpses while Kiiv slinks out of 
  the room.
  After a few minutes, Kiiv returns wearing defrex hide 
  gloves and carrying a scoop and a couple of plastic bins. 
  The maraquoi notes that they can’t carry all four of the dead 
  lice on their own and asks the PCs for help, since the group 
  did so well in defeating the creatures. The corpses are safe 
  to handle by this point. If the PCs agree, Kiiv rewards them 
  with the item detailed in the Treasure section. If the PCs 
  refuse, Kiiv offers the same item as a bribe. It’s important 
  that at least one PC witnesses the exchange in the next 
  section, so feel free to sweeten the deal to make at least 
  one agree.
  Treasure: For any help, Kiiv gives the PCs a mk 1 grenade 
  scrambler (Starfinder Armory 102) the maraquoi constructed 
  in their spare time. The professor also thanks the PCs by 
  giving the group four mk 1 healing serums.
  THE ARGUMENT
  After depositing the remains of the asteroid lice in the incinerator 
  in the bowels of the ship, the PCs turn a corner in engineering 
  and stumble onto the following scene on their way back.
  Security Chief Algiada and Trostinek, the vesk bounty 
  hunter, stand in the shadows to one side of the corridor, 
  having what seems to be an argument.
  “It’s just too risky,” says Trostinek. “We should stick to 
  the plan.”
  “If we follow the plan, it’ll go wrong. We’ll get nothing,” 
  Algiada retorts.
  It seems like she is about to continue, but she spots the 
  PCs, and the two conclude their conversation. Trostinek 
  huffs off toward the passenger cabins. Algiada, with 
  strained civility, asks the PCs to explain their 
  presence in this section of the ship. She 
  accepts whatever explanation they give, but 
  she escorts them back to their quarters or 
  the galley, whichever they prefer. If the 
  PCs ask about her argument with the vesk 
  bounty hunter, Algiada gives the following 
  brief response.
  “Oh, we’ve done some security work together 
  in the past. I was trying to convince him to 
  upgrade that rickety robot he’s got stored in 
  the starboard cargo hold if he wants to land 
  some better jobs,” Algiada says and grins, 
  showing her sharp canines.
  If a PC succeeds at a DC 
  22 
  Sense 
  Motive 
  check, 
  remind them that Algiada said 
  “we” during the exchange with 
  Trostinek. It seems odd that she and Trostinek 
  were talking only about him landing better jobs. If the PCs 
  ask about this oddity, Algiada grows coldly irritated and says, 
  “Listen, it’s not really your business, is it?”
  Once the PCs have arrived at their destination, Algiada 
  wishes them a good night in a tone appropriate to the 
  conditions of their parting (indifferently polite or stonily 
  annoyed). She then walks away. If any PCs follow her, she 
  confronts them unless they succeed at a DC 18 Stealth check. 
  In any case, she then retires to her quarters. The PCs don’t see 
  her again until the adventure is nearly over.
  FIRST NIGHT
  The passengers share a meal soon after the asteroid lice 
  incident. Introduce the other passengers, excluding the 
  bounty hunter Trostinek. During the meal, the space goblins 
  are loud, messy, and gluttonous. They leave the hall without 
  cleaning up after themselves. Otherwise, the evening passes 
  without incident.
  Late in the night, unbeknownst to the players, Yox 
  squeezes through a ventilation duct to sneak out of Algiada’s 
  quarters and into the captain’s chambers. They bludgeon 
  the captain to death with a statue of a starship while he is 
  sleeping and look for a place to hide the body. Qub, in their 
  disguise as Trostinek, stalks through the Chimera’s corridors, 
  afraid that Yox is about to do something drastic. The two 
  astrazoans run into each other, and Qub helps Yox so they 
  can both continue to avoid detection. The two of them stash 
  the captain’s corpse in the smuggler compartment in case 
  they need to plant it somewhere later. Qub briefly takes the 
  shape of Kiiv to sabotage important pieces of machinery 
  Song
  
  15
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  in engineering before returning to Trostinek’s quarters. 
  Meanwhile, Yox takes the captain’s place. These events take 
  a little more than an hour.
  EVENT 2: STANDOFF (CR 3)
  The next morning, the PCs hear a heated discussion when 
  they go to eat breakfast.
  Song stands in the door to the dining hall, arms crossed. 
  The android seems to be blocking Jincheroga and her 
  goblins from entering.
  “You can’t bring those… those fiends in here any more! 
  They ate twice their allotted portions last night and made 
  a right mess doing it! I was up until all hours scrubbing, 
  and I won’t be spending the rest of this trip tidying up 
  after them!”
  Jincheroga straightens her spine and snarls, saying, 
  “You dare to bar us from our rightful repast? I paid 
  good credits for passage aboard this bucket of rust. I 
  demand satisfaction!”
  “You can take your food and go,” Song snarls back. “I’ll 
  pack it up for you. And you lot can clean up after yourselves 
  or wallow in it in your own blasted cabins!”
  Jincheroga bristles and seems ready to start a fight, 
  but with a successful DC 19 Diplomacy check or DC 21 
  Intimidate check, a PC causes her to back off. A PC can 
  convince Song to allow the goblinoids into the dining hall 
  with a successful DC 18 Diplomacy check, making the 
  check with a +4 circumstance bonus if they promise to help 
  with the cleaning.
  If the PCs don’t step in, Jincheroga huffs a few times 
  in Song’s face, while the space goblins reach for their 
  junklasers. However, the barghest is unwilling to initiate 
  hostilities right now. After a few moments, she says, “Pack 
  it up, then, cookie!”
  The space goblins cackle. Song departs long enough to bag 
  some meals for the goblins, hands the bag to Jincheroga, and 
  waits for the goblins to leave. With a feral look, Jincheroga 
  leads her pack back to their quarters.
  Development: Song thanks the PCs for their help (or refers 
  to the PCs as “lookie-loos” if they didn’t try to intervene) 
  as First Mate Lozu Pahir approaches after the situation is 
  resolved. Lozu asks Song if they have seen Algiada yet this 
  morning. The cook complains that they could have used the 
  security chief’s help just now. Interrupting, Lozu explains 
  that Algiada is nowhere to be found on the ship and isn’t 
  answering the locked door to her room. The first mate is 
  clearly worried. She asks the PCs to keep their eyes peeled 
  for Algiada.
  Moments later, power aboard the Chimera flickers, plunging 
  the corridor into darkness for a moment. Emergency lighting 
  illuminates the area dimly as a voice comes over the ship’s 
  intercom system, as follows.
  “Folks, this your captain speaking. We’ve had a bit of a 
  hitch in our systems and, unfortunately, we’ve lost power to 
  our thrusters. Rest assured, though, that our capable chief 
  engineer is on the job and will have the problem fixed as 
  soon as possible. Sorry for the inconvenience, and once we 
  get this fixed, I’ll speak with our pilot and see if we can’t 
  make up for any lost time.”
  With that announcement, Lozu rushes off to the bridge, 
  and Song glumly serves breakfast. If the PCs convinced Song 
  to allow the goblins to eat in the dining hall, the android asks 
  them to help clean up after the messy Newbloods. Before 
  the PCs can perform any in-depth probes into the Algiada 
  situation, Professor Benjam seeks them out for a favor.
  Story Award: Award the PCs 800 XP for attempting to 
  defuse the situation between Jincheroga and Song.
  INVESTIGATION REQUEST
  After the meal, Professor Benjam asks the PCs to join him in 
  his quarters and makes an offer.
  Professor Benjam’s brow creases in concern, making him 
  look older than his graying hair suggests.
  He fumbles with a pen for a few moments, then says, “I 
  don’t know if you are concerned about events on board, but 
  the disappearance of Security Chief Iom and the subsequent 
  loss of thrusters have left me… uneasy. Are these events 
  connected? Perhaps I’m being overly cautious, but I am 
  transporting a valuable relic, and I cannot dismiss these 
  things as mere coincidence. What if someone has disabled 
  the ship and put the security chief out of commission to 
  steal my cargo?”
  The professor removes his spectacles and continues, 
  “Given how you handled the mishap with my broken 
  containment box, you all seem to be quite competent. 
  Would you be willing to do me a personal favor and look 
  into this disappearance? No matter what you uncover, I can 
  pay you once we reach Absalom Station and reestablish 
  connections to a wider infosphere.”
  A PC who succeeds at a DC 18 Sense Motive check can 
  tell that the professor seems unduly nervous over his cargo, 
  which he can reveal is a relic from his last dig. If pressed, 
  he insists his reasons are practical. If the relic is stolen, he 
  might have trouble obtaining funding for future research. A 
  PC who then succeeds at a DC 22 Diplomacy check or DC 20 
  Intimidate check can persuade the professor to explain his 
  connection to Algiada Iom, as described on page 26. The PCs 
  have at least one more chance to uncover this information as 
  the investigation proceeds.
  If the PCs ask about the relic, the professor says it’s 
  unimportant to their search for Iom. He refuses to reveal 
  its location aboard the ship. Try as they might, the PCs 
  can’t get him to do so, because the fact is that this clone 
  
  16
  doesn’t know. Even with detect thoughts, the PCs get only 
  a bizarre psychic blank space. The professor scoffs at any 
  such claim from the PCs, however. A PC who succeeds at a 
  DC 20 Mysticism check surmises the blank space might be 
  due to memory manipulation and could be a result of this 
  “relic” itself. The truth is that the relic is not placed aboard 
  the Chimera until Part 3, and even then, the grays make a 
  mistake when placing it.
  Treasure: The professor offers the PCs 1,000 credits each 
  for investigating Security Chief Iom’s vanishing. (They are 
  destined to never receive this payment.) If a PC asks for 
  an advance and succeeds at a DC 16 Diplomacy check, the 
  professor is willing to give the group a mk 1 ring of resistance 
  he currently has on his person.
  This part of the adventure is open-ended, as the PCs 
  begin to snoop around the Chimera and ask questions 
  of the crew members and other passengers. Use the map 
  presented on the inside back cover and the summaries of 
  the suspects’ personalities presented on pages 7–10 to aid 
  you in making the ship and the mystery occurring on it feel 
  dynamic. Most events presented in this part can occur in any 
  order, interspersed with the PCs’ investigations, but save 
  Jincheroga’s attempted takeover (Events 6 and 7) for last.
  In many cases, the DCs are low enough for the PCs to 
  succeed if they take 10 or 20. They should be able to do so 
  whenever they have the time. Remind the players of this 
  option if they seem to have forgotten they can take their 
  time for a better chance of success.
  NPC ACTIVITIES
  While the PCs try to solve the security chief’s disappearance, 
  the other NPCs go about their normal business. In some 
  cases, though, this “business” amounts to passing time the 
  way one does on a trip. Qub and Yox attempt to maintain 
  their adopted personas while keeping the Chimera’s 
  thrusters from being repaired. Qub’s sabotage is thorough, 
  allowing this part of the adventure to take as long as you 
  need it to. The same goes for the amount of time it takes for 
  the space pirates to catch up to the stranded vessel. Just as 
  the PCs close in on a solution or hit a dead-end and become 
  too frustrated, the raiders strike in their climactic attack as 
  detailed in Part 3.
  GRAY HELP
  Grays monitor the events as part of the PCs’ training 
  simulation. The observers don’t plan to interfere with the 
  exercise, but they have contingencies in place in case the 
  PCs need them. Use this fact to reveal clues that the PCs 
  might have otherwise missed with unlikely but favorable 
  circumstances, such as a friendly NPC finding a piece of 
  information that moves events forward or a cabinet holding 
  evidence of an NPC’s secrets swinging open of its own 
  accord. You can make this help seem as weird or natural 
  as you like, as suggested in the Hints of Reality sidebar on 
  page 17.
  ASKING AROUND
  The PCs must ask around about the missing Algiada to 
  gather information. However, not everyone is particularly 
  forthcoming this early in the investigation. Each individual’s 
  initial response can be found in this section. Further 
  questions the PCs might want to ask the suspects once they 
  have discovered more clues can be found in Following Up on 
  page 26.
  Captain Rameem: The captain is on the bridge and has 
  asked not to be disturbed. Lozu makes sure that the PCs 
  know this and keep them away from the captain. The PCs 
  later have a chance to speak with the captain (who is now 
  Yox in disguise) after the goblinoids try to take over the ship 
  (page 29). Alternatively, the investigators can break into the 
  captain’s quarters to search for clues (see Captain’s Quarters 
  on page 24).
  First Mate Pahir: “Algiada could be rough. I think the whole 
  crew basically liked her, though.” After a pause, Mate Lozu 
  goes on, “I can’t imagine any reason why someone might want 
  to hurt her.”
  A PC who succeeds at a DC 20 Sense Motive check can 
  tell the question makes Lozu nervous, because she flushes, 
  and she clearly did imagine why someone would hurt the 
  security chief while she paused. If pressed, she continues, 
  “Well, Song and Algiada have gotten into a few shouting 
  matches in the past. And Algiada and Grath used to be close, 
  but for some reason, they stopped talking. But, you know 
  how it can be on these long voyages, cooped up with the 
  same people day after day.”
  Lozu divulges her debt to Algiada only when presented 
  with evidence (page 18). She might admit to being with 
  Kiiv in a “more than friends” way if asked directly, but she 
  doesn’t believe Kiiv would have done anything to Algiada, 
  despite their contentious past.
  Grath: The ysoki pilot talks only to PCs he has deemed 
  worthy of his time and who have a drink with him. Otherwise, 
  a PC must succeed at a DC 20 Diplomacy check to persuade 
  him to come out of his quarters.
  Grath responds, “Algiada? I don’t want to talk about her, 
  other than to say good riddance to bad ryphorians.”
  He refuses to say any more unless the PCs spend a few 
  hours drinking his moonshine with him. A PC who does so 
  must succeed at a DC 15 Fortitude check or gain the fatigued 
  condition as Grath drunkenly circles back to his former friend.
  PART 2: THE 
  UNUSUAL SUSPECTS
  
  HINTS OF REALITY
  As the PCs investigate Algiada’s disappearance, pepper 
  in a few signs that everything isn’t what it seems on 
  the Chimera.
  For instance, after turning a corner in a corridor, the 
  PCs spot an NPC standing very still, staring blankly at 
  a wall. If questioned, the NPC claims to have “spaced 
  out” for a moment and returns to normal. That NPC 
  clone experiences a bit of lost time, because the grays 
  abducted them from the Chimera for adjustments to 
  their personality and wiped their memory of the event.
  Alternatively, while searching a part of the ship, the 
  PCs discover a part that looks out of place, such as a 
  discolored bulkhead or an unusual valve handle. A 
  PC who closely examines the part can see the name 
  Stardream II emblazoned on it. Any PC who then 
  succeeds at a DC 20 Culture check recognizes the name 
  as that of a cruise liner than vanished decades ago near 
  the sun. If the PC succeeds by 5 or more, they remember 
  details, such as the year 295 ag and that a few survivors 
  reported small gray aliens aboard.
  17
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  He says, “Yeah, you could say Algiada and I had a falling 
  out. You know what she did? She stole my tail ring while 
  we were sparring in the gym. Right under my nose! My 
  grandfather gave me that ring! She denied it, of course. But 
  you can’t trust her, see? I know she’s got some serious side 
  business with the captain.”
  Grath is speaking on a hunch. He is confident in his 
  assertion, but he doesn’t know any details. The PCs can find 
  Grath’s tail ring in the gym (page 24) if they search for it.
  Kiiv: The maraquoi is busy on the engineering deck, trying 
  to get the thrusters back online. See Event 5 on page 21.
  Song: At work in the galley, Song claims to be too busy 
  to talk unless the PCs succeed at a DC 20 Diplomacy check. 
  A PC can attempt the check with a +4 circumstance bonus 
  if they offer to pitch in with the work. The PCs can also try 
  multiple times, provided they wait a few hours between 
  each attempt. If the initial check fails by 4 or less, Song tells 
  them to check back later.
  When Song speaks up, they say, “With Algiada missing, 
  exactly who’s going to keep those damned goblins in line? 
  Mark my words, they had something to do with it.”
  If the PCs ask if Song saw anything unusual the previous 
  evening, the android responds, “I was too busy scrubbing 
  the dining hall’s floor after those goblins finally left. I went 
  back to my quarters pretty late. Now that I think of it, I am 
  pretty sure I saw the captain and that vesk bounty hunter 
  enter the captain’s room. The captain said something about 
  the ship’s thrusters before the door closed behind them.” 
  Song doesn’t have anything else to offer.
  Professor Benjam: The professor gave the PCs an 
  explanation of his interest in Algiada’s disappearance. 
  He explains his true reasoning only when presented with 
  further pressure (page 26).
  Trostinek: Other passengers or the crew can point the 
  PCs toward Trostinek’s location: the port cargo hold. See 
  Event 4 on page 19.
  Jincheroga: The “hobgoblin” snorts in derision, saying, “If 
  someone has killed the security chief, then she was weak. Like 
  most of you.” The space goblins titter in agreement, and one of 
  them mimes stabbing another in the chest. Jincheroga merely 
  shrugs if someone points out she is the only one who has 
  suggested Algiada might be dead. A PC who succeeds at a DC 
  15 Sense Motive check senses Jincheroga is cruelly indifferent; 
  it is likely that her predilections made her jump to the worst 
  possible conclusion, rather than any actual involvement or guilt.
  A PC who succeeds at a DC 18 Diplomacy or Intimidate 
  check can get Jincheroga to reveal a bit more. She says, 
  “When we boarded this vessel, that woman looked me 
  straight in the eyes and said, ‘I know what you’re up to you, 
  and I won’t let you ruin this for us.’ I have no idea what she 
  was on about. Perhaps she mistook me for someone else, or 
  she was paranoid or something. Perhaps I just frightened her.”
  Jincheroga smiles and picks at her teeth with a fingernail. 
  “Maybe you should talk to the vesk. I saw the two of them 
  getting very friendly at a bar on Legacy Station the night 
  before we left that heap.”
  THE MURDER WEAPON
  At some point during their investigation, the PCs find a hefty 
  statue of a starship with dried blood on it. This object is the 
  improvised weapon Yox used to kill Captain Rameem in his 
  quarters during the first night in the Drift.
  Location: Depending on where you think the PCs might be 
  searching, the item ends up in one of several places.
  The most likely place for them to find it is in the incinerator 
  on the engineering deck. In this case, Qub brought the statue 
  here to get dispose of it after helping Yox move the captain’s 
  body. The PCs might want to head back down to that area, 
  where they last saw Algiada arguing with Trostinek, to look 
  for clues. Alternatively, they might pass by the incinerator 
  while helping Kiiv with repairs in Event 5 or trailing the false 
  Kiiv during the night (see Further Nights on page 25). In any 
  case, the PC who has the highest Perception bonus notices 
  that the door to the incinerator is slightly ajar. The metal 
  door creaks ominously as a PC opens it, revealing the bloody 
  statue. Whoever was trying to get rid of it didn’t seal the 
  door properly, and the evidence wasn’t destroyed.
  Alternatively, the weapon fell under the captain’s bed after 
  Yox used it to murder Rameem. The two astrazoans were 
  careless enough to leave it there along with the captain’s 
  shoe. The PCs can discover it if they search the captain’s 
  quarters (see Captain’s Quarters on page 24). In this case, it 
  is clear that someone was injured in the captain’s quarters 
  at some point.
  
  18
  A third possibility is that the PCs find the bloody statue 
  in Trostinek’s quarters with a successful DC 18 Perception 
  check, tucked hastily behind the desk but noticeable. The 
  PCs find it automatically if they move Trostinek’s suitcase 
  when the statue falls from its precarious hiding spot. In 
  this case, Qub spotted the weapon after helping Yox hide 
  the captain’s body, but they were unable to return to the 
  smuggler compartment and stash it there. 
  The astrazoan hid the damning piece 
  of evidence in the vesk’s room, not 
  knowing what else to do with it.
  Finally, the murder weapon 
  can end up in the smuggler 
  compartment with the captain’s 
  body (page 32), but that doesn’t 
  give the PCs a juicy clue to 
  chew on during the majority of the 
  investigation. Use this option if the 
  PCs have yet to uncover the statue 
  up to that point in the adventure.
  Features: The statue, made of a 
  dense plastic polymer and of light 
  bulk, is of the Idari. While the statue 
  is painted in light browns and grays, 
  the nose is stained with blood. A PC 
  who succeeds at a DC 18 Life Science 
  or Medicine can check can tell that the 
  blood has dried only fairly recently, depending on how many 
  days have passed since the investigation began. If the check 
  result exceeds the DC by 5 or more and the character is 
  using a chemalyzerAR or a medkit in their investigation, the 
  PC is also able to tell the blood is from a kasatha.
  EVENT 3: SCENE OF THE CRIME (CR 2)
  The PCs can examine Algiada’s quarters early in the 
  investigation. One option is to get First Mate Lozu Pahir’s 
  permission to examine Algiada’s room, which they can do 
  by asking politely and succeeding at a DC 16 Diplomacy 
  check. A PC who expresses concern over the security chief’s 
  disappearance and succeeds at a DC 15 Bluff or Diplomacy 
  check to do so gains a +4 circumstance bonus to the 
  Diplomacy check for the search request. If they succeed at 
  the check, First Mate Pahir provides the group with a key 
  card to Algiada’s room. Alternatively, the group can sneak to 
  the upper deck of the ship, where the crew’s quarters are.
  The door to Algiada’s quarters is locked. If the PCs don’t 
  have the key card, one of them can disable the lock with a 
  successful DC 20 Engineering check or bypass the key card 
  reader with a successful DC 20 Computers check. However, 
  Yox installed a makeshift trap on the door (see Trap below) 
  before they squeezed out the ventilation duct; they believe 
  it will keep people out of the security chief’s room while they 
  impersonate the captain. Even if the PCs use a key card, this 
  trap goes off.
  Trap: If someone enters the room, motion sensors 
  mounted just inside the doorway send a signal to an ice 
  carbine mounted on the far wall to overcharge and fire 
  a single shot. Anyone who perceives the trap spots the 
  motion sensors before entering and setting them off, and 
  has a chance to disable them.
  ICE CARBINE TRAP 
  CR 2
  XP 600
  Type technological; Perception DC 23; Disable 
  Engineering DC 18 (disable motion sensors)
  Trigger location; Reset none
  Effect ice carbine +12 (3d8 C 
  & P)
  Treasure: A PC trained in 
  Engineering can remove the subzero ice 
  carbine (Armory 16) from the wall 
  mount. If the PCs triggered the 
  trap, the gun has only 10 charges 
  left. Otherwise, it has 20 charges. 
  Other crew members can confirm 
  that this weapon belonged to 
  Algiada, but they don’t object if the PCs 
  keep it. They figure that if Algiada wants 
  it back, she can claim it when she reappears.
  Development: When the PCs finally enter the 
  room, read or paraphrase the following.
  This small room is kept in an orderly fashion. It has a desk 
  and simple furniture, including a neatly made bed.
  A PC who succeeds at a DC 15 Perception check finds 
  among Algiada’s personal effects a small paper notebook 
  that appears to be an old-fashioned account ledger. By 
  spending 30 minutes poring through the ledger, the PCs 
  can form a basic picture of Algiada’s finances. The ryphorian 
  made regular deposits into accounts in a few Pact Worlds 
  and Near Space banks and had quite a lot of money saved 
  up. One recent transaction that stands out is a 10,000-credit 
  withdrawal to a credstick that is accompanied with a note 
  reading “For LP, ship repairs.” (If the PCs need it, a PC who 
  succeeds at a DC 10 Wisdom check recalls that the first 
  mate’s full name is Lozu Pahir.)
  If the result of the Perception check exceeds the DC 
  by 5 or more, the PCs also note a holopicture of a young 
  ryphorian man taken at an archaeological dig on Triaxus. The 
  man in the picture bears a familial resemblance to Algiada, 
  but what might be of more interest to the PCs is a figure in 
  the background. It appears to be Professor Brodynt Benjam, 
  although younger and without a goatee.
  Datapad: Algiada’s personal datapad sits on her desk. The 
  PCs can hack into it with a successful DC 17 Computers check 
  and gain access to the security chief’s personal messages and 
  The Murder Weapon
  
  19
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  other programs. At first, the PCs can see nothing suspicious 
  and no obvious connections to her disappearance. However, 
  a folder in her messages is password protected. Breaking 
  into this folder requires another successful DC 21 Computers 
  check. After two failures on either of the two checks, the 
  datapad locks for 24 hours. Succeeding at the second 
  check opens the folder, which contains a set of messages 
  between Algiada and a “no-reply” contact in the city of Maro 
  on Akiton. The conversation appears largely innocuous, 
  discussing the “memories” of an “Uncle R.” A successful DC 
  15 Sense Motive check, though, reveals a sinister undertone 
  to the messages. The “memories” are records of something 
  nefarious that “no-reply” would like to see. Algiada can 
  provide the “memories” if “no-reply” can ensure Uncle R a 
  new home, permanently. Algiada writes that she will “take 
  care of Uncle R’s old place once he’s gone.” It sounds as if the 
  two participants were plotting something sinister against 
  Uncle R upon the Chimera’s return to the Pact Worlds. Again, 
  if the PCs need it, a successful DC 10 Wisdom check reminds 
  them of the captain’s first initial and can help them surmise 
  that “Uncle R’s old place” is most likely the Chimera.
  Vent Grate: Finally, a PC who succeeds at a separate DC 
  25 Perception check discovers a partially loose ventilation 
  grate under the bed. The grate and the duct behind it 
  are approximately 1 foot wide and 6 inches tall. Only the 
  smallest of creatures could fit through it, but a residue coats 
  the bottom part of the vent entrance. A PC who succeeds at 
  DC 17 Life Science check surmises the residue is the dried 
  remains of a natural, slippery substance, like mucus, such 
  as that produced by an ooze or similar creature. If the 
  result of the check exceeds the DC by 5 or more, the 
  PC guesses this slippery residue could also accompany 
  an amorphous body, such as a creature that has the 
  compression ability (Starfinder Alien Archive 153). Yox left 
  this residue as they squeezed into the vent in their natural 
  form to leave the room without using the door.
  EVENT 4: MALFUNCTION (CR 3)
  The PCs can find Trostinek in the port cargo hold, where 
  the other passengers and crew members last saw the vesk 
  bounty hunter. When the group arrives, read or paraphrase 
  the following.
  Trostinek sprawls unconscious, one eye bruised, amid the 
  shipping containers. A robot that looks like a humanoid 
  wearing over-padded armor stands near a large open crate 
  nearby. The lights surrounding its cardioid-shaped face 
  plate glow an ominous red as it scans the hold. A small arm 
  mounted on its shoulder seems to move independently of 
  the construct’s body.
  Creature: When the PCs enter the cargo hold, this 
  incapacitator robot tracks their positions and attacks. Use 
  the starboard cargo hold map on page 13. The robot starts 
  near the farthest port-side container on the map. Trostinek 
  sprawls amid the boxes 15 feet forward of that position.
  INCAPACITATOR ROBOT 
  CR 3
  XP 800
  HP 40 (page 61)
  TACTICS
  During Combat The incapacitator robot fires a stickybomb 
  grenade at a close group of PCs, then fires its anchor 
  pistol at the toughest-looking PC. If it misses, it moves 
  into melee to slam and grab at the closest PC.
  Morale The robot fights until destroyed.
  Development: Trostinek had an incapacitator robot 
  loaded onto the Chimera in preparation for a job in the Pact 
  Worlds. Qub learned of the robot while observing Trostinek 
  and Algiada on Legacy Station. When Qub noticed the PCs 
  investigating Security Chief Algiada’s disappearance, the 
  astrazoan staged this incident with the robot to make it 
  look like Trostinek was the target of a deliberate attack. Qub 
  reprogrammed the robot to attack and let it pummel them, 
  knowing it would only knock them out.
  If the PCs pat down the unconscious Trostinek without 
  waking him, which requires a successful DC 15 Sleight of 
  Hand check, they can “borrow” his key card to his room. 
  (Although he later has the key card to the smuggler 
  compartment, he doesn’t now.) The PCs can revive Trostinek 
  Holopicture
  
  20
  with any amount of magical healing or a successful Medicine 
  check to treat deadly wounds. The vesk is disoriented when 
  he awakens, almost taking a swipe at anyone nearby. He 
  begins to stammer out a few questions when he spots to 
  the destroyed robot. “I see you took care of the problem,” he 
  says and then grunts in approval.
  Trostinek doesn’t seem upset at the loss of his robot. If this 
  strikes a PC as strange, that PC can attempt a DC 16 Sense 
  Motive check to confirm Trostinek’s unruffled attitude.
  If the PCs ask why Trostinek isn’t upset, he shrugs and 
  says, “It’s not your fault you had to take the thing out. It 
  hurt me, tried to hurt you, and might have hurt someone 
  else. Lucky it was just an incapacitator model. Anyhow, I can 
  get it fixed up in port. Just need to find out what went wrong 
  with the blasted thing.”
  A PC who examines the incapacitator robot’s remains and 
  succeeds at a DC 18 Computers and Engineering check can 
  tell that it has been tampered with. The robot’s corrupted 
  programming treats all nearby living creatures as viable 
  targets for its attacks. A PC whose result exceeds the DC 
  by 5 or more recognizes that someone hacked the robot’s 
  aggression settings. A hard reboot—shutting down the robot 
  and reactivating it—could fix such an alteration. As a method 
  of sabotage, it was very short-term.
  If the PCs offer to repair the robot, Trostinek appreciates 
  the offer, but he doesn’t have the parts or UPBs for the task 
  at the moment.
  QUESTIONING TROSTINEK
  Below are some possible questions the PCs might have for 
  Trostinek and the vesk’s responses. Further questions the 
  PCs might want to ask once they have discovered more 
  clues can be found in Following Up on page 26.
  What happened? “With Security Chief Iom missing, I 
  thought maybe my robot pal would be helpful in restraining 
  any culprit that turned up. But when I opened up the crate 
  and turned on the bot, it went berserk and punched me. A 
  lot. Someone must have tampered with it!”
  We saw your argument with Algiada. What was going 
  on? “She’s… a friend. She was trying to get me to install 
  some upgrades onto my robot. But I don’t need ’em! I can 
  handle the bounties myself! My robot is for bringing ’em 
  in alive when the client doesn’t want... too much blood.”
  Trostinek scratches his bony chin. “Maybe Algiada’s 
  responsible for this thing going crazy, though. Wanted to 
  prove me wrong.”
  Qub and Yox conferred about the PCs’ sighting their 
  argument when hiding the captain’s body, so their answers 
  are consistent. A PC who succeeds at a DC 22 Sense Motive 
  check gets the feeling that Trostinek added that last bit 
  on the fly, perhaps thinking the PCs might like to hear it. 
  Confronting him on it leads only to him claiming he was 
  thinking out loud.
  What do you know about Algiada’s disappearance? 
  “Nothing! That argument was the last I saw of her!”
  A PC who succeeds at a DC 22 Sense Motive check can tell 
  Trostinek is a little too agitated by the question.
  If pressed, he continues, “Okay, okay! I couldn’t sleep much 
  last night—first nights in the Drift leave me a bit restless, 
  so I took a walk. I spotted the first mate—Pahir, uh, Lozu—
  knocking on Algiada’s door. Algiada opened it from the inside, 
  but I only caught a glimpse of her hand. That’s all I saw!”
  If a PC succeeds at a DC 26 Sense Motive check, they get 
  the feeling Trostinek just made that story up. Regardless, 
  Trostinek continues to assert it’s true.
  Someone said you went into the captain’s quarters. “Uh, 
  yeah. While I was roaming around, I ran into the captain. 
  Seems like he had a bit of insomnia too. He invited me into 
  his room to talk.”
  Incapacitator Robot
  
  21
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  If the PCs ask about the captain mentioning the word 
  “thrusters,” Trostinek nods. “We were just talking about 
  the Chimera’s specs. I was curious just how fast this vessel 
  could go.”
  A PC who succeeds at a DC 26 Sense Motive check gets the 
  feeling from his shifting eyes that the vesk made up this story 
  just now, too. He tries to prove his assertion by claiming Rameem 
  told him that “the Chimera has average thrust for a vessel of 
  its size” and “its made for comfort, not speed” among other 
  things a captain might say, although these facts are information 
  Trostinek should have already known. These assertions about 
  the Sanjaval Palanquin are correct, as anyone who succeeds at a 
  DC 10 Engineering or Piloting check can confirm.
  Can you tell us anything else? Even if the PCs don’t ask 
  this specific question, Trostinek stops them before they 
  leave. “I don’t know if this is even worth 
  mentioning, but while I was up last night, 
  I saw Kiiv the engineer heading toward the 
  engineering deck. I didn’t think anything of 
  it at the time. After all, that’s part of their 
  job, right? But it was very late. And with the 
  Chimera’s problems, maybe Kiiv knows 
  something…?”
  Trostinek doesn’t come right 
  out and say he suspects Kiiv 
  of sabotaging the thrusters, 
  though he does try to point the 
  PCs toward that conclusion.
  TROSTINEK’S QUARTERS
  The PCs might want to peek into Trostinek’s quarters. If they 
  do so after they have revived him, they need to devise a plan 
  to keep him away from his room. Such a scheme requires, for 
  instance, a successful DC 16 Bluff check to convince him he’s 
  needed elsewhere, or asking an NPC ally such as Professor 
  Benjam, to keep the vesk busy. If an NPC aids the PCs, they 
  have only 15 minutes to break in and search Trostinek’s 
  quarters. Otherwise, if the vesk is still unconscious in the 
  cargo bay, the PCs have an hour before First Mate Pahir 
  stumbles across the bounty hunter and wakes him, after 
  which he stumbles back to his quarters. They can gain more 
  time at your discretion, based on the plans they make and 
  how well you think they might work.
  The door to Trostinek’s room is locked. A PC can disable 
  the lock with a successful DC 20 Engineering check or 
  bypass the key card reader with a successful DC 20 
  Computers check.
  If the PCs go inside Trostinek’s room, read or paraphrase 
  the following.
  This room is much like the other passenger cabins. The 
  bed is unmade and tossed as if by a restless sleeper, but 
  the rest of the room is tidy and free of personal effects. A 
  shiny, hard-shell suitcase is tucked under the desk.
  The clothes inside the suitcase are a jumbled mess, as 
  if shoved in hastily. A PC who paws through the clothing 
  and succeeds at a DC 18 Perception check finds a small, 
  gift-wrapped package tucked away in an interior pocket. A 
  holographic tag on the gift reads, “From Your Loving Wife!” In 
  the same pocket is a folded note.
  If the result of the Perception check exceeds the DC by 5 
  or more, the PCs also find that one of Trostinek’s undershirts 
  has a splotch of dried blood on it. A PC 
  who succeeds at a DC 18 Life Science 
  or Medicine check can tell that the 
  stain is less than a few days old. If the 
  result exceeds the DC by 5 or more, 
  the PC is also able to distinguish the 
  stain as vesk blood due to the color it has 
  dried. When the astrazoan space pirates 
  murdered the real Trostinek, a drop of the 
  vesk’s blood fell onto this shirt, which 
  Qub hurriedly tossed into the suitcase 
  before leaving Trostinek’s lodgings on 
  Legacy Station.
  The folded note is on military stationery from Vesk-2, 
  preprinted to show it’s from the office of Brigadier Alonya 
  Sobok. It reads, in Vesk, as follows.
  Trostinek,
  I love you. You are free to engage in your hobby, traipsing 
  across the galaxy. I want you to live your life, despite how 
  I miss you. But remember your vow to me. Although I have 
  been tolerant of your previous infidelities, mother is well 
  able to find out and is not as forgiving. Have a care.
  —Your Alonya
  This note isn’t dated. A PC who succeeds at a DC 15 Culture 
  check gets the context of this message. Trostinek is married 
  to a powerful soldier in the Veskarium who doesn’t approve of 
  his extramarital antics. Or, at least, her mother doesn’t. Vesk, 
  like humans, have a variety of relationship arrangements, but 
  Trostinek has clearly made a marital oath to Brigadier Sobok. 
  If the check succeeds by 5 or more, the PC understands 
  the brigadier’s mention of her mother also suggests the 
  elder Sobok is more powerful than the brigadier, suggesting 
  a higher military rank. On any success, the PC surmises 
  Trostinek might have trouble at home if his wife or mother-in-
  law discovers his fling with Algiada on Legacy Station. 
  Treasure: The suitcase contains two rolls of ion tape 
  (Armory 105). A gold-plated zip stick (worth 100 credits; 
  Armory 109) is inside the gift-wrapped package. It’s engraved 
  with the letter "T" in Vesk script.
  EVENT 5: ENGINEERING EXPLOSION (CR 3)
  If the PCs go to engineering, they find Kiiv hard at work in the 
  port thruster access area, just past the incinerator. Read or 
  paraphrase the following.
  zip stick
  
  22
  Kiiv bangs on a thick metal pipe with a large wrench, 
  distracted enough to notice little else.
  Kiiv seems relieved to see the PCs when the maraquoi 
  finally notices them. Continue with the following.
  “Thank the fates,” Kiiv says. “I don’t know exactly what 
  happened to the thrusters, but it’s done a real number 
  on the Chimera’s whole damn propulsion system. I could 
  really use a hand here. Do any of you have any skill 
  in engineering?”
  If a PC answers in the affirmative, Kiiv hands them the 
  wrench and points them toward a fuel intake valve along the 
  pipe a few feet away. If no PC answers, Kiiv shrugs and hands 
  the wrench to a random PC, saying, “No matter. I’ll talk you 
  through it.” They point that PC to the same fuel intake valve. 
  If the PCs insist on questioning Kiiv, the maraquoi claims to 
  need to concentrate until this problem is fixed. Then, they’ll be 
  happy to talk. Continue with the following.
  Kiiv crosses to a toolbox on the other side of the room and 
  produces a small diagnostic datapad.
  “You see that big valve in front of you? I think it’s jammed. 
  If we can get it unstuck, we might be able to get the Chimera 
  moving again. However, I need to temporarily slow down the 
  amount of fuel pumping through there or…” Kiiv mimics the 
  noise of an explosion.
  “Trouble is, this limiter over here has always been finicky 
  and needs constant supervision during the process. When 
  I give you the word, just twist that valve to the right real 
  hard. Okay?”
  A PC who succeeds at a DC 16 Engineering check knows 
  what Kiiv claims is plausible. A successful DC 15 Sense 
  Motive check lets the PCs know that Kiiv appears to be 
  confident and on the level about all of their claims. Kiiv 
  doesn’t mind if the PCs want to watch the engineer’s actions 
  closely, figuring the PCs are merely curious. A PC who is 
  watching the maraquoi and succeeds at a DC 15 Computers 
  or Engineering check can see that Kiiv is doing exactly what 
  they said they were going to do. The maraquoi gives the PC 
  at the valve the signal after about 1 minute of muttering and 
  tinkering with the diagnostic datapad and the limiter on the 
  pipe nearby.
  Trap: Kiiv is unaware that Qub, in efforts to sabotage the 
  Chimera, damaged this fuel intake valve. When a PC twists 
  the valve, it breaks off and lets out a jet of flame in a 15-
  foot cone that’s perpendicular to the corridor. Someone who 
  perceives the trap can see the valve is stripped, so it will slide 
  out if twisted.
  FUEL VALVE TRAP 
  CR 3
  XP 800
  Type technological; Perception DC 24; Disable Engineering 
  DC 19 (adjust pressure to allow the valve to be turned 
  safely)
  Trigger touch; Reset none
  Effect gout of flame (4d6 F); Reflex DC 14 half; multiple 
  targets (all targets in 15-ft. cone)
  If this explosion occurs, Kiiv looks as surprised as the PCs 
  and loudly apologizes. If a PC spots the damage before the 
  trap goes off, they can point it out to Kiiv, who has to rethink 
  the repair plans (see Development).
  Development: If the PCs trigger the trap, Kiiv is quick to 
  shut down the fuel flow so the fire doesn’t continue. If the PCs 
  discovered the trap but don’t disable it, Kiiv notes the same 
  problem as if the trap were triggered. They are just thankful 
  no one got hurt. Unfortunately for everyone, as the engineer 
  explains, the incident has set back repairs of the thrusters 
  by at least another day. Kiiv first has to repair the fuel intake 
  valve, a project that the maraquoi doesn’t have the proper 
  parts for. They are confident that they can rig some kind of 
  replacement, but doing so takes time.
  If the PCs discovered the trap and disabled it, the fuel 
  intake valve comes unstuck, seemingly solving Kiiv’s 
  problem. However, the maraquoi begins swearing while 
  tapping on the diagnostic datapad. Kiiv explains that a 
  blockage farther down the fuel pipe is causing irregularities 
  in the flow that could cause the valve to break no matter 
  how well the PCs implemented a temporary repair. The 
  maraquoi engineer has to shut down the flow of fuel for at 
  least another day to scour the pipe. Once again, Kiiv turns 
  down long-term help from the PCs, noting that they’ve done 
  enough (supposing they’ve helped Kiiv one or more times) 
  and passengers aren’t supposed to have to work on the ship 
  while it’s in transit.
  A PC who succeeds at a DC 18 Engineering or DC 20 
  Perception check while examining the fuel intake valve can 
  tell it was deliberately damaged. Kiiv confirms this conclusion 
  but has no idea who might have done it. The maraquoi 
  believes that only they, the captain, and maybe Grath have 
  the technical knowledge to perform such sabotage.
  QUESTIONING KIIV
  Questions the PCs might have for Kiiv and the maraquoi’s 
  responses follow. Kiiv is happy to answer the PCs’ questions, 
  but the maraquoi insists they be allowed to continue repairs 
  while they do so. In between the PCs’ questions, Kiiv asks 
  them to hand over one tool or another as the engineer 
  tightens bolts, checks gauges, and splices wires here and 
  there throughout the engineering deck.
  Further questions the PCs might want to ask the maraquoi 
  once the group has discovered more clues can be found in 
  Following Up on page 26.
  What can you tell us about the thruster malfunction? 
  “It was the damnedest thing. They were working fine last 
  
  23
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  night. No sign of wear and tear. And now…” Kiiv blows out 
  a puff of air. “Look, this ship isn’t brand-new. Sometimes 
  things just break, you know? Or wear out. But seeing how 
  thoroughly the thrusters are broken, I think it might have 
  been sabotage.” Their attitude brightens. “But I’ll get them 
  fixed, don’t you worry!”
  Do you know anything about Algiada’s disappearance? 
  “No. Been kinda busy with this thruster failure, to be honest. 
  But I’m sure she’ll turn up. Algiada was never one to be put 
  off easily.”
  A PC who succeeds at a DC 16 Sense Motive check can hear 
  the edge of contempt in Kiiv’s voice.
  What’s your relationship to Algiada? “We live and work 
  on this here ship, of course. I wouldn’t say the two of us are 
  friends. That’s no secret.”
  Kiiv smooths the fur on their face and continues, “Joining 
  the crew was the first time I stepped foot off Marata and, for 
  a while, I was homesick. Algiada wasn’t exactly a comfort. 
  She’d tell me I had to ‘toughen up’ if I was going to be of 
  any use. I do a fine job of keeping the Chimera flying, but 
  words like that are tough to hear when you feel far away 
  from your family.”
  So why not get a job on another starship? “I thought about 
  it. But I kind of got used to Algiada’s rough edges. And the 
  rest of the crew were, well, they’re… okay. Besides, Captain 
  Rameem has a knack for picking up some good jobs, even if 
  they can be a little… sketchy.”
  A PC who succeeds at a DC 18 Sense Motive check can tell 
  by the pause that Kiiv isn’t saying everything.
  But why did you really stick around? Kiiv more or less 
  reiterates that “the crew is okay.” A PC who succeeds at 
  a DC 18 Diplomacy check and ensures Kiiv that the group 
  can be trusted gets the engineer to open up a bit. They say, 
  “Things started getting better on the Chimera once Lozu 
  came aboard. She wanted to hear stories about my family. 
  She stood up to Algiada. Let her know what was going too 
  far. She… cares. We’re friends now. Maybe even more than 
  that.” Kiiv smiles. “But don’t tell anyone else. We’re trying to 
  figure it out for ourselves first.”
  What do you mean by “sketchy” jobs? “I probably shouldn’t 
  be saying this, but Captain Rameem used to be a fence before 
  he ran this ship. Everyone on the crew knows that sometimes 
  he moves some gray-market cargo or takes on a passenger in 
  some trouble with the law for extra credits. We all get a little 
  bonus after those kinds of runs, so we’re all pretty much fine 
  with it.” Kiiv smiles sheepishly. “Hope you don’t think any less 
  of me for it.”
  Would anyone else have a reason to hurt Algiada? “I 
  don’t know if Algiada had any friends, really. She and 
  Captain Rameem seemed to get along, I guess. But she 
  had arguments with the other members of the crew. Like, 
  always. In fact, just before we docked at Legacy Station, I 
  heard a shouting match over by the galley. Algiada liked 
  training in the gym, which sometimes rattled the shelves in 
  
  24
  Song’s kitchen. Song didn’t like that one bit. Complained. This 
  time, though, something got knocked down, and Song flew 
  off the handle. Even threatened to use Algiada’s weapons 
  against her! Lozu broke up the ruckus before it went too far, 
  but it was... awkward.”
  Anything else? “I don’t know if it’s relevant at all, but 
  when I was on Legacy Station, getting some correspondence 
  from home, I think I saw Algiada and that vesk bounty 
  hunter sitting together at a bar, drinking. Algiada sometimes 
  picks up a… temporary companion when we stop at stations 
  for more than a day. And from what I’ve seen in the past, this 
  meet-up was heading in that general direction.”
  GYM
  If the PCs investigate the Chimera’s gym, 
  read or paraphrase the following.
  This rec area contains workout 
  machines next to free weights 
  along the forward wall, small 
  pools with retractable covers 
  that can be used for current 
  swimming or as hot tubs to port, 
  and an open padded area for 
  floor work or sparring to the aft. 
  The sparring mats are fraying at the 
  corners, revealing the foam within. Hooks 
  along the wall hold several plastic batons 
  and staves, each wrapped in black tape 
  and cushions. Parts of the forward and aft 
  walls are mirrored.
  The exercise machines can be adjusted to simulate 
  walking, running, cycling, or rowing for creatures as big as 
  Large at a variety of speeds and skill levels. The dumbbells 
  are labeled by their weight, from 1 pound all the way up 
  to 50 pounds. The batons and staves are used for weapon 
  training. These training weapons have seen a lot of use and 
  have been repaired or padded with black tape in places. They 
  function as clubs, but the larger ones require two hands to 
  wield properly.
  The aft wall is scuffed in several places, likely the result 
  of repeated strikes. However, the practice weapons here 
  couldn’t cause that kind of damage. Algiada often brought 
  real weapons into the gym when training by herself or with 
  Grath. The scuffs, a soldier can tell, are from dueling swords 
  or battle staves, but a few are from powered weapons such 
  as flame doshkos. When Algiada wanted to annoy Song, she 
  banged on the aft wall with her weapons.
  Treasure: A PC who succeeds at a DC 22 Perception 
  check while examining the gym notices a glint of coppery 
  metal under one of the exercise machines. An wide, ornate 
  metal ring sits there among ample dust bunnies. A PC who 
  succeeds at a DC 15 Culture check recognizes the piece 
  of jewelry as a traditional ysoki tail ring. If the PCs show 
  the tail ring to Grath, he demands it back, claiming that 
  it’s his and asking where the PCs found it. If they tell him 
  the truth, he mutters, “Guess Algiada didn’t steal it after 
  all,” before heading back to his quarters to brood about his 
  missing friend.
  The tail ring is worth 250 credits. If the PCs return it to 
  Grath, he gives them a burst fusion seal (3rd), claiming that 
  he never found a use for it.
  CAPTAIN’S QUARTERS
  Since the captain is often on the bridge, the PCs have 
  ample opportunities to search his quarters. He 
  keeps his door locked, but a PC can disable the 
  lock with a successful DC 22 Engineering 
  check or bypass the key card reader 
  with a successful DC 22 Computers 
  check. The captain’s quarters 
  are similar to those of his crew, 
  albeit with nicer furnishings, as 
  described below.
  This room has a bed, a desk 
  made of real wood, and several 
  shelves and chests of drawers, all 
  decorated in kasathan style. A pair 
  comfortable, high-backed chairs fronts 
  the desk, with a similar nice chair behind it. 
  The chamber is tidy but has a lived-in look.
  When Yox crept in through the vent to 
  kill the real captain, they attempted to do so without leaving 
  much of a mess and straightened up after the struggle. 
  The real captain’s body is stored in the Chimera’s smuggler 
  compartment. The PCs likely come across it in Part 3.
  Searching: The PCs can perform a thorough search of the 
  captain’s quarters, but they lack the time to take 20, since 
  the captain could return or another crew member might 
  notice the PCs at any moment. If they do attempt to take 
  20, the group encounters the captain. A PC who succeeds 
  at a separate DC 18 Perception check can hear him coming 
  down the corridor; if the PCs stop searching and exit the 
  quarters immediately, they avoid being caught, but if they 
  fail the Perception check or linger, the captain catches them 
  in the act. In either case, they find one of the smaller clues 
  listed below. If caught or if they encounter the captain in the 
  hall, they need to attempt a DC 20 Bluff or Diplomacy check 
  to explain why they’re on the upper deck when the captain 
  comes along. In either case, Yox secures the captain’s door 
  further, increasing the DCs to break in again by 2.
  Clues: A PC who succeeds at a DC 12 Perception check 
  notices a spot on the captain’s desk that is free of dust. This 
  square patch is adjacent to a hard resin statue of the Chimera. 
  The base of the Chimera statue is the same shape as, though 
  tail ring
  
  25
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  a half-inch smaller than, the dust-free area. If the PCs have 
  already discovered the murder weapon, its base fits the dust-
  free area exactly.
  If a PC’s Perception check result is 17 or higher, they find 
  one of the captain’s shoes that has been kicked under the 
  bed. Close examination reveals dried blood on to the shoe’s 
  toe. A PC who succeeds at a DC 18 Life Science or Medicine 
  check can tell that the blood has dried within the number 
  of days that have passed since Algiada’s disappearance. If 
  the check result exceeds the DC by 5 or more, the PC is 
  also able to distinguish the stain as kasathan blood. During 
  the struggle between Rameem and Yox, one of the captain’s 
  shoes came off and tumbled under the bed. Yox didn’t 
  spot the errant footwear when scrubbing the chamber 
  for evidence.
  A PC whose Perception check result is 25 or higher 
  discovers a secret panel in the underside of a central desk 
  drawer. This panel is locked, requiring a successful DC 20 
  Engineering check to open. Alternatively, a PC can force 
  open the panel with a successful DC 20 Strength check or 
  by dealing it 10 damage (the panel has a hardness of 5). Yox 
  has no clue about this secret compartment and its contents, 
  and the astrazoan won’t notice if the drawer is broken, 
  provided the PCs close it. Hidden within the compartment 
  are a datapad and a credstick (see Treasure).
  Datapad Contents: This datapad is secured with a 
  biometric lock. A PC can hack into the datapad with a 
  successful DC 22 Computers check. If the PCs found the 
  captain’s bloody shoe and one of them succeeds at a DC 
  19 Life Science check, they can scrape a sample of the 
  kasatha’s DNA to help fool the biometric lock, gaining a +4 
  circumstance bonus to the Computers check to gain access. 
  The datapad contains spreadsheets and holopictures that 
  chronicle the Chimera’s criminal passengers. Occasional 
  notes indicate that Algiada helped compile this information. 
  Any PC who succeeds at a DC 15 Culture check or a DC 12 
  Intelligence or Wisdom check realizes Captain Rameem 
  and Algiada kept this information either to turn it in to the 
  authorities or to blackmail the criminals.
  Vent Grate: PCs who have already found a loose 
  ventilation grate in Event 3 find the one here automatically 
  if they are looking for it. Otherwise, it takes a successful DC 
  26 Perception check to spot the grate under the bed. This 
  vent grate cover is closed, but it’s 1 foot wide and 6 inches 
  tall, like the one in Algiada’s room. A PC who succeeds at a 
  DC 20 Perception check notices the cover’s screws aren’t as 
  discolored as the rest of the cover, as if someone recently 
  replaced them. A quick glance around the room uncovers a 
  small screwdriver in the captain’s desk, and if the PCs open 
  the vent, they spot traces of a viscous substance inside. A 
  PC who succeeds at DC 17 Life Science check identifies the 
  mucus-like material as something an ooze or similar creature 
  might produce. If the check result exceeds the DC by 5 or 
  more, the PC guesses the creature that left the residue has 
  the compression ability (Alien Archive 153). In any case, if 
  the PCs compare it to the residue they found before, the two 
  samples are very similar. Yox left this material behind when 
  squeezing through the vent to murder the captain.
  Treasure: The credstick inside the secret compartment 
  holds 1,000 credits.
  FURTHER NIGHTS
  The PCs are free to rest whenever they please. They have as 
  many days as they need to uncover the Chimera’s secrets.
  Kiiv isn’t able to fix the thrusters before the space pirates 
  arrive in Part 3, though this is due to ongoing meddling and 
  not maliciousness or incompetence on the maraquoi’s part. 
  Qub sneaks away from their quarters late every night, morphs 
  into a Kiiv disguise, and undoes many of the maraquoi’s 
  repairs from the day.
  If a PC decides not to sleep through the night, or if the PCs 
  post watches, they have a chance to spot Qub disguised as 
  Kiiv in the corridors. If the PC stops the false Kiiv to ask what 
  they are doing, Kiiv says, “Just had a bit of a brainstorm on 
  why the decouplers might be jammed and thought I would 
  see if I was right…”
  If the PC decides not to believe Kiiv, attempt a Bluff check 
  for Qub (+8 bonus) opposed by the PC’s Sense Motive check. 
  If the PC wins, they notice Kiiv seems overly nervous, like 
  they have something to hide. What happens next depends 
  on whether the PC calls Kiiv out. If the PC says nothing, Qub 
  believes they fooled the PCs and returns to their sabotage. If 
  the PC points out Kiiv seems nervous, the “engineer” tries to 
  smooth over the PC’s misgivings, attempting another Bluff 
  check, which the PC can then oppose with another check.
  If a PC volunteers to help Kiiv, the disguised astrazoan 
  brushes off any aid. Kiiv insists that the PC get some rest.
  A PC who follows the false Kiiv down to the engineering 
  deck must attempt a Stealth check opposed by Qub’s 
  Perception check (+8 bonus) to remain unseen. If successful, 
  the PC witnesses the false Kiiv pick up some tools and tinker 
  with part of the ship’s engines. An observer who succeeds 
  at a DC 18 Engineering check can tell that the maraquoi is 
  sabotaging the systems instead of fixing them.
  Also, if the PC spends at least 1 minute watching or 
  interacting with the false Kiiv, they can attempt a Perception 
  check opposed by Qub’s Disguise check (+18 bonus). A PC 
  who succeeds notices something odd about the false Kiiv’s 
  appearance, perhaps an unusual patch of fur color or a 
  missing tooth. That PC concludes the person isn’t Kiiv, but 
  someone in a very good disguise, such as a creature that 
  can change its shape or a spellcaster cloaked by a well-
  crafted illusion.
  If the PC persists in pestering or tries to restrain the false 
  Kiiv, Qub runs away, trying to escape the PC’s line of sight. 
  If they succeed, the astrazoan takes the form of Jincheroga 
  before fleeing into a nearby room where they can squeeze 
  into an air duct. The PC can catch a glimpse of the “hobgoblin” 
  
  26
  before she vanishes entirely. A PC who succeeds at a DC 26 
  Perception check in the room in which Qub disappeared finds 
  a loose ventilation grate. Similar to the grates in Algiada’s and 
  the captain’s quarters, it is approximately 1 foot wide and 6 
  inches tall and there is a faint trace of slimy residue on it. See 
  page 25 for the result of analyzing this substance.
  If somehow the PC is able to catch up with Qub and initiate 
  a fight, the astrazoan’s statistics appear on page 32. Qub tries 
  their best to escape at this point.
  To further complicate things, if Qub fools a PC, that PC then 
  runs into the actual Kiiv on their way back to their quarters in 
  a corridor on the opposite end of the ship. When the PC tries 
  to find the first Kiiv, Qub has already performed the sabotage 
  and slunk back to Trostinek’s quarters.
  KIIV’S QUARTERS
  If the PCs want to search Kiiv’s quarters, the door is locked 
  like the other crew quarters. A PC can disable the lock with a 
  successful DC 20 Engineering check or bypass the key card 
  reader with a successful DC 20 Computers check. Kiiv is 
  willing to allow a search of their quarters, provided the PCs 
  succeed at a DC 20 Diplomacy check to ask honestly, saying 
  that is related to Algiada’s disappearance or mentioning 
  that they spotted a false Kiiv, or a DC 20 Bluff check for 
  contrived reasons. Kiiv prefers to accompany the PCs in 
  their search, but the PCs can influence the maraquoi to trust 
  the group and continue work on the thrusters with a second 
  successful DC 20 Diplomacy check.
  When the PCs enter, read or paraphrase the following.
  These comfortable quarters include a bed, a desk with a 
  chair, and a wardrobe. The walls are decorated with paintings 
  of forested landscapes, and holopictures of maraquoi are 
  situated on the desk and several shelves. A comfortable 
  quilt with a handmade look covers the bed.
  A PC who succeeds at a DC 14 Perception check while 
  searching the room discovers a plastic jug tossed in the 
  corner. If the PCs drank with Grath, they recognize it as 
  one of the containers in which he stores his moonshine. 
  Otherwise, a cursory examination of the bottle reveals a few 
  drops of clear liquid at the bottom that smell of alcohol. A 
  PC who succeeds at a DC 14 Life Science or Physical Science 
  check identifies the liquid as concentrated drinking alcohol, 
  most likely non-commercial.
  A PC who succeeds at a DC 18 Perception check while 
  examining the desk finds a datapad belonging to Kiiv. The PCs 
  can hack into it with a successful DC 17 Computers check, 
  gaining access to the engineer’s personal messages. Most are 
  mundane. The PCs find a few romantic messages between 
  Kiiv and First Mate Lozu Pahir. The most recent message 
  originated from Marata, one of the moons of Bretheda, and 
  reads as follows in Common (unless one of the PCs speaks 
  Maraquoi, in which case, the message is in Maraquoi).
  Cherished Kiiv,
  It is with a heavy heart that I must express deep sorrow 
  for you and ours. Gurq and Suytio were traveling the forest 
  in their hover-speeder. The recordings show an animal 
  darted onto the path. Gurq lost control of the speeder and 
  crashed. They both reentered the cycle, Kiiv. I am so sorry.
  I know you are too far away to do anything but grieve, 
  cherished one. However, if your starwalking brings you 
  near Marata, the rites for the slain will be held seven days 
  hence. Even if you can’t make it for the rites, which we all 
  understand, come home soon. We would like to see and hold 
  you when we can.
   —V
  A PC who succeeds at a DC 10 Sense Motive check can 
  infer that the two deceased were likely part of Kiiv’s family, 
  as is the sender.
  Unless the PCs took specific precautions to prevent it, 
  there is a 20% chance (or you can simply decide that it 
  happens) that Kiiv returns to their quarters while the PCs 
  are inside (if the maraquoi isn’t already present). A PC who 
  succeeds at a DC 18 Perception check can hear someone 
  approaching. The group has seconds to slip out of the room 
  before being spotted. If Kiiv realizes the PCs broke into 
  the room, the maraquoi is furious, especially if they’ve all 
  been friendly in the past. A PC who succeeds at a DC 20 
  Diplomacy check can smooth things over by apologizing or 
  explaining the situation. Any PC who expresses sympathy 
  over Kiiv’s lost loved ones gains a +2 circumstance bonus 
  to this check, even another PC—Kiiv doesn’t immediately 
  assume the PCs got this information from the datapad. 
  Kiiv insists on being alone afterward and won’t answer any 
  questions. The PCs must wait until the next day to ask them 
  more, per the Following Up section.
  FOLLOWING UP
  As the investigation continues, the PCs can and likely need 
  to speak with suspects again. This time, the PCs are armed 
  with evidence they have discovered. The following section 
  is broken down by NPC, each of whose secrets might be 
  revealed as the PCs continue questioning or present the 
  right evidence. Each section has an aftermath that describes 
  how the NPC reacts to the questioning or information the 
  PCs drag out of them.
  PROFESSOR BRODYNT BENJAM
  The PCs might have more questions for the professor. His 
  likely answers follow.
  Do you know anything about this bloody statue? “How 
  gruesome! No, I don’t know a thing about that! You don’t 
  think someone used it on Algiada, do you!?”
  Is this you in this picture we found in Algiada’s room? 
  “Ah.” Brodynt is silent for a moment while he stares at 
  the holophoto.
  
  27
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  “Hokkoun Iom. Such a shame.”
  He takes his spectacles off and rubs the bridge of his nose, 
  going on, “I should be completely honest with you. I knew 
  Algiada before coming aboard the Chimera. Well, really, I 
  knew her older brother.”
  He gestures at the picture, saying, “This was taken at a 
  dig I was supervising in the Drakelands on Triaxus, near 
  the Deathinge Mountains. This was during my younger, 
  more reckless days, when I was considered a maverick in 
  archaeological circles and not the stodgy old man you see 
  before you.”
  He thinks for a second and says, “Algiada probably wasn’t 
  more than 10 years old then.”
  What happened? “We had just made an incredible find. A 
  draconic artifact dating back to, I believe, before the Gap. But 
  I knew that Zemellyzian, the dragon who gave us permission 
  to dig, wouldn’t allow us to take it for study. So, Hokkoun, 
  a few others, and I devised a plan to smuggle the artifact 
  off the planet. Long story short, Zemellyzian’s dragonkin 
  enforcers caught up with us at the spaceport. There was a 
  firefight. Hokkoun was wounded. Badly. He survived, but he 
  was in a coma for years, and when he came out, he had lost 
  the use of his legs.”
  What was the artifact? “It was a massive copper bladed 
  glove—one that would fit over an adult dragon’s claw, 
  mind you—etched with Terran runes. For our troubles, 
  we got it off Triaxus. I believe it now sits in a museum on 
  Absalom Station.”
  And Hokkoun? “We were paid handsomely for the find. 
  I gave most of my share to the Iom family, but the medical 
  bills were astronomical.”
  What does this have to do with Algiada? “From what I 
  found out later, she idolized her older brother, and it crushed 
  her to see him in a hospital bed for so long. It would be 
  reasonable for her to blame me. When I saw her on the 
  Chimera—a terrible coincidence if you ask me—it all came 
  rushing back. I have grown this goatee since those days, and 
  perhaps she didn’t recognize me, but I can’t shake the guilt 
  that I ruined the lives of two Ioms.”
  Professor Benjam sighs and then says, “That’s the real 
  reason I asked you to look for Algiada. The guilt still gnaws 
  at me to this day.”
  Aftermath: After baring his soul to the PCs, the professor 
  weeps softly. If the PCs decide to cease their investigation 
  because of this, Professor Benjam begs them to continue, 
  doubling the amount of credits he has promised them if 
  need be.
  KIIV CAEDENNS
  The PCs might have more questions or accusations for Kiiv. 
  Their likely answers follow.
  Do you know anything about this bloody statue? Kiiv 
  peers closer at the statue, and says, “I think… I think the 
  captain has a statue like that in his quarters.”
  We heard you were (or saw you) sneaking around! “What 
  are you talking about?”
  Kiiv needs the PCs to explain themselves, because the 
  engineer has no idea what they mean. When the PCs do 
  clarify, especially if they accuse Kiiv of any sabotage, the 
  maraquoi denies everything. If asked to explain, Kiiv looks 
  confused, and admits an inability to do so. A PC who succeeds 
  at a DC 18 Sense Motive check sees Kiiv is genuinely baffled 
  by the insinuations, though the engineer appears nervous, 
  as if trying to remember something.
  What are you hiding? “Nothing!”
  A PC must succeed at a DC 18 Diplomacy check or DC 
  20 Intimidate check to get Kiiv to open up. If this check 
  succeeds, Kiiv says, “There’s no way I could have had 
  anything to do with the sabotage! That first night we were 
  in the Drift, I was… out of commission.”
  What do you mean? “I mean I was passed out drunk in my 
  quarters, okay?” Kiiv says and begins to sniff.
  “We received long-distance communications at Legacy 
  Station, but I was busy making sure the Chimera was refueled 
  and tidied up from our last job, so I didn’t read them until after 
  we entered the Drift.”
  Kiiv’s voice wavers, but they go on, “There had been an 
  accident back on Marata, some kind of hover-speeder crash 
  that killed my qsha and susha—my sky-sire and my water-sire. 
  All that homesickness I thought I had gotten over just washed 
  over me. Lozu tried to console me, but what I needed was to 
  drown my pain. Grath gave me a bottle of his moonshine, and 
  I drank until I blacked out.”
  Kiiv wipes a tear from their cheek. A PC who succeeds at a 
  DC 16 Culture or Life Science check recalls that the maraquoi 
  species has an intricate familial structure, with a child having 
  seven different parents. Any PC who succeeds at a DC 16 
  Sense Motive check can tell Kiiv is not only sincere, but also 
  quite upset.
  Could you have done something in your stupor? “Unlikely. 
  Have you had Grath’s moonshine? A sip can leave your toes 
  numb, and I guzzled almost a whole bottle. Spilled the rest 
  when I passed out. Sabotage the thrusters? I probably 
  wouldn’t have been able to walk down the corridor in the 
  condition I was in.”
  Aftermath: The PCs can confirm Kiiv’s story by talking with 
  Grath or Lozu. Grath verifies that he gave the engineer a bottle 
  of moonshine. Lozu corroborates the maraquoi’s sadness and 
  its source. The first mate appears to be as broken up about 
  Kiiv’s loss as they were. After this interaction, Kiiv avoids the 
  PCs for a while.
  SONG
  The PCs might have more questions for Song, whom they can 
  find the galley. Song’s likely answers follow.
  Do you know anything about this bloody statue? “It 
  doesn’t look familiar to me. Why are you bringing a dirty, 
  bloody statue into my galley, anyway?”
  
  28
  Did you ever threaten Algiada? Song harrumphs and says, 
  “You heard about that, did you? Think I’m going to deny it just 
  because that churl is missing? Well, I’m not.”
  The cook picks up a ladle and continues, “I assume you’ve 
  talked to most of the crew, so you probably know I yell. 
  A lot. At a lot of people. Especially when they get on my 
  nerves. No easier way to get on my nerves than to make 
  more work for me.”
  What did Algiada do? Song points the ladle toward the 
  forward wall of the kitchen, where a few full shelves hang. 
  “Algiada’s precious gym is just on the other side of that 
  bulkhead. Whatever idiot built this ship decided to make 
  that the thinnest wall in the whole vessel.”
  The cook bangs the bulkhead with their utensil, saying, 
  “Algiada liked to hit the wall. She knew how much it pissed 
  me off. The other day, she hit it so hard a jar of spices I picked 
  up in the Veskarium fell off the shelf into my soup. Ruined the 
  soup and the spices.”
  You got mad about soup? “I’ve got to feed the crew 
  and passengers every day we aren’t docked. I have to do 
  it on a budget. Every scrap of waste increases the chances 
  someone has to go hungry or eat rations… or food made of 
  UPBs. If that happens, I assume you volunteer to go without 
  the good stuff?”
  Do you really care that much? “I care about my job. I could 
  toss out a pile of R2Es for every meal, and you lot could fight 
  over them for all I care. But that’s not why I was hired onto 
  this crew.”
  Did you carry out your threat? “No.” Song stares at the PCs 
  for a few moments, as if daring them to disagree. 
  Can you prove it? “Not really. After cleaning up, I went to 
  my quarters to rest that first night in the Drift. Then, I got up 
  early to start breakfast. I know I didn’t do anything.”
  Song shakes their head, saying, “Look, if I hurt Algiada, it 
  wouldn’t be a secret.”
  A PC who succeeds at a DC 16 Sense Motive check gets cool 
  confidence from Song. If they’re lying, they seem unafraid of 
  being caught or the consequences. The simplest explanation 
  is lack of guilt.
  Aftermath: After a while, Song grows tired of being 
  questioned and shoos the PCs out of their kitchen, claiming to 
  be too busy prepping the next meal to talk anymore.
  TROSTINEK
  The PCs might have more questions for Trostinek. His likely 
  answers follow.
  Do you know anything about this bloody statue? Trostinek 
  scratches his bony beard and says, “No, I can’t say as I’ve seen 
  that before. Is that blood?”
  A PC who succeeds at a DC 20 Sense Motive check notes 
  Trostinek seems to have at least some familiarity with the 
  statue but has improvised his seemingly innocent question 
  about the blood. Still, he refuses to admit he has seen the 
  statue before.
  Did you know Algiada Iom before this trip? “Yeah, we did 
  some security jobs together a few years ago. When I heard 
  she was head of security here on the Chimera, I contacted 
  her on the station for a trip to Akiton. She got me and my 
  bot squared away. Then we got a few drinks the night before 
  departing. You know, catching up on old times.”
  A PC who succeeds at a DC 22 Sense Motive check can 
  tell Trostinek is edgy about this question. If asked about it, 
  he says, “She’s missing, and she’s a friend of mine. I’m a little 
  worried, okay?”
  The two of you were... very friendly, right? “Maybe we 
  had one too many and ended up back in my room that night. 
  It wouldn’t have been the first time. But that’s not a crime, is 
  it? More reason for me to worry about someone I was very 
  close with.”
  If the PCs found the note from Trostinek’s wife and 
  confront the vesk about it, he becomes flustered, which a PC 
  who succeeds at a DC 16 Sense Motive check notices. Qub 
  is taken off-guard to learn about Trostinek’s wife but tries to 
  cover it up.
  He responds in one of two ways. If the PCs produce the 
  note, he becomes angry and says, “Did you go through my 
  things?” Otherwise, he says, “How did you hear that?” In 
  either case, a PC who succeeds at a DC 22 Sense Motive 
  check gets the feeling Trostinek is trying to blow off 
  the question.
  Are you married or not? “Listen, my wife and I split 
  months ago, not that it’s your business.” If the PCs produced 
  the note, he adds, “I guess I never found that note. Give it 
  back to me.”
  To a PC who succeeds at a DC 22 Sense Motive check, 
  this deflection doesn’t ring true. However, Trostinek doesn’t 
  budge on his tale. He doubles down, claiming the PCs are 
  dredging up painful memories and, if appropriate, that they 
  had no right to search his room. He doesn’t become violent 
  over the intrusion, but he feigns deep offense. The PCs 
  can calm him if they mention they did so to find Algiada. 
  Otherwise, he storms off soon after this, answering no other 
  questions. A PC who succeeds at a DC 22 Sense Motive can 
  tell that he’s performing to give himself an out.
  Did you hurt Algiada? Maybe she used your vow against 
  you? “I won’t stand here and be accused! Get out of my 
  face!” Trostinek says and attempts to leave. Again, a PC who 
  succeeds at a DC 22 Sense Motive can tell this “anger” is 
  a performance.
  If a PC refuses to let Trostinek leave and succeeds at a DC 
  18 Intimidate check, the vesk practically explodes, saying, “I 
  didn’t have anything to do with Algiada’s disappearance! She 
  was my friend! Now leave me alone!”
  Aftermath: If he is pushed to the point he has to storm 
  off, Trostinek becomes unfriendly toward the PCs and 
  answers no more questions. The PCs eventually get more 
  out of him when they discover that he isn’t who he says he 
  is in Part 3.
  
  EVENT 7: BARGHEST ON THE BRIDGE
  EVENT 7: BARGHEST ON THE BRIDGE
  EVENT 6: ZAP ZAP! 
  EVENT 6: ZAP ZAP! 
  FORWARD
  FORWARD
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  29
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  ATTEMPTED TAKEOVER
  With the Chimera’s security chief missing, Jincheroga sees 
  a chance to take control of the vessel. Since the Chimera left 
  Legacy Station, Jincheroga has also studied the interior and is 
  convinced that it has a smuggler compartment. She sends her 
  goblins to scour the Chimera for such a compartment. In her 
  supreme confidence, she takes the bridge alone. The following 
  two events occur no earlier than the second evening the ship is 
  in the Drift, preferably when the PCs hit a lull in the investigation 
  or they seem close to accusing a suspect, right or wrong.
  EVENT 6: ZAP, ZAP! (CR 2)
  A commotion near the guest quarters draws the PCs to where 
  Jincheroga’s four space goblins are searching for the Chimera’s 
  smuggler compartment. Alternatively, Song finds the PCs to 
  tell them the space goblins are ransacking part of the ship 
  near the dining hall, and the android can’t find anyone else to 
  put a stop to their shenanigans. You can use the map above, 
  although the battle could spill into the midship, requiring that 
  map, too (page 13).
  Creatures: The space goblins have been ordered to find the 
  Chimera’s smuggler compartment, which Jincheroga believes 
  could hold treasures. The barghest leader rules by fear. 
  Therefore, the space goblins brook no interruption in their 
  search, terrified she might punish them for failing (which has 
  occurred several times in the past). They attack with screeches 
  once they realize the PCs might interfere, no matter how well 
  the PCs have interacted with the space goblins up to this point.
  SPACE GOBLIN ZAPERATORS (4) 
  CR 1/3
  XP 135 each
  HP 6 each (Alien Archive 54)
  TACTICS
  During Combat Thanks to their association with 
  Jincheroga, these space goblins demonstrate a better 
  grasp on tactics than most other space goblins. They 
  focus their laser fire on the weakest-looking PC, hoping 
  that taking someone out will make the barghest proud 
  of them.
  Morale When only one space goblin remains standing, they 
  try to flee to Jincheroga’s side on the bridge. As the goblins 
  fall, they brag that their boss, Jincheroga, is making her 
  way to the bridge and plans to kill everyone there if they 
  don’t relinquish control of the Chimera to her.
  Treasure: One space goblin carries an engineer’s puzzle box 
  (Armory 103) that he has never been able to open, despite 
  fiddling with it for hours on end.
  Development: Jincheroga provided the space goblins with 
  a rough schematic of the Chimera scribbled onto a pillowcase 
  in black ink and marked with a few likely places she believes 
  a smuggler compartment could be. A PC who searches the 
  space goblin’s bodies or succeeds at a DC 14 Perception 
  check after the fight notices this map. Using the map grants 
  the PCs a +2 circumstance bonus to finding the smuggler 
  compartment, but before they can begin their search, read or 
  paraphrase the following.
  
  30
  The ship’s intercom crackles, and Captain Rameem can 
  be heard shouting, “…off my bridge!” Someone screams in 
  a high pitch, and then the intercom cuts out again with 
  a pop.
  Alternatively, if the PCs capture a space goblin, the 
  mercenary-in-training talks only after the PCs succeed at a 
  DC 14 Intimidate check. The goblin reveals the existence and 
  nature of the makeshift map. In addition, the goblin tells the 
  PCs, gleefully, that Jincheroga is taking over the ship and is 
  on the bridge now.
  EVENT 7: BARGHEST ON THE BRIDGE (CR 4)
  The PCs realize they have no time to spare if they want to 
  stop Jincheroga. As the PCs move to the upper deck, Qub, 
  worried that someone might find the real captain’s body 
  stashed in the smuggler compartment, heads there to hide 
  some evidence. The PCs meet the astrazoan in Part 3.
  When the PCs reach the bridge and its doors open, read or 
  paraphrase the following.
  On the bridge, amid the officer stations and near the central 
  captain’s chair, a creature that seems to be part goblin and 
  part wolf holds Captain Rameem by the neck.
  “Stay back!” it says in Jincheroga’s voice, snarling. “I’ll tear 
  his throat out if you interfere!”
  She addresses First Mate Lozu Pahir, who has her hands 
  raised. A pistol has been cast to the floor near her.
  Mate Pahir says, “Let’s talk about this, Jincheroga.”
  Jincheroga draws Rameem close, then says, “I’ll tear you 
  apart if you don’t clear the bridge and give me control. I’ll 
  swallow your soul, whoever you are.”
  Creatures: Jincheroga, in full barghest form, has taken 
  the bridge. How she reacts depends on how she feels about 
  the PCs. The PCs can interrupt at any time to react to the 
  events here.
  If Jincheroga thinks the PCs intend to stop her, she 
  continues to shout threats. Any interference from the PCs 
  prompts Jincheroga to bite Captain Rameem’s neck. She can 
  do so during a surprise round, but each PC who succeeds at 
  a DC 20 Sense Motive check can also act during this surprise 
  round. Yox has enough Hit Points to survive the bite, but 
  they pretend to be wounded and slump to the ground, faking 
  unconsciousness. The barghest doesn’t finish the captain off, 
  attacking the PCs instead.
  If Jincheroga believes the PCs might be sympathetic to 
  her, she gives a feral grin. The barghest offers the PCs a 
  share of the spoils for taking over the Chimera and stealing 
  “whatever that professor has aboard.” She adds that to 
  prove they intend to help, Jincheroga says the PCs have only 
  to grab and restrain First Mate Pahir. By this point, however, 
  First Mate Pahir grabs her pistol and fires a wild shot at 
  the barghest, missing. Again, the PCs might sense Lozu’s 
  intentions, but they need only to succeed at DC 10 Sense 
  Motive check to do so. Jincheroga notices, but she takes her 
  action during the surprise round to drop Rameem and rush 
  at First Mate Pahir in a rage. Yox, as Rameem, fakes striking 
  their head on a console and pretends to be unconscious for 
  the duration of the fight.
  If a PC tries to aid the captain during combat, from up 
  to 10 feet away, they can attempt a DC 14 Medicine check 
  to see Rameem’s injuries aren’t lethal. If the check result 
  exceeds the DC by 5 or more, the PC is sure the captain’s 
  injuries aren’t as severe as his reaction indicates. He doesn’t 
  rouse, even if a PC stops to give him medical treatment, 
  preferring to try to maintain the subterfuge. If a PC shouts 
  in his face and shakes him during the fight, though, he 
  does open his eyes to plead with the PC to help take back 
  his bridge.
  LOZU PAHIR 
  CR 1/2
  XP 200
  Female human
  NG Medium humanoid (human)
  Init +2; Perception +5
  DEFENSE 
  HP 12
  EAC 10; KAC 11
  Fort +0; Ref +2; Will +3
  OFFENSE
  Speed 30 ft.
  Melee tactical baton +2 (1d4 B)
  Ranged azimuth laser pistol +4 (1d4 F; critical burn 1d4)
  TACTICS
  During Combat Lozu provides harrying fire against 
  Jincheroga, benefiting the PC who needs it most. She 
  also tries to stay out of Jincheroga’s reach.
  Morale First Mate Pahir backs the PCs as long as they 
  remain in the fight, though she retreats if reduced to 
  fewer than 4 Hit Points.
  STATISTICS
  Str +0; Dex +2; Con +0; Int +3; Wis +1; Cha +1
  Skills Computers +10, Diplomacy +5, Engineering +5, Life 
  Science +10, Physical Science +10, Sense Motive +5
  Languages Brethedan, Common, Maraquoi
  Gear flight suit stationwear, azimuth laser pistol with 1 
  battery (20 charges), tactical baton
  JINCHEROGA 
  CR 4
  XP 1,200
  Female barghest (page 57)
  HP 50
  TACTICS
  During Combat Jincheroga focuses on the PCs, starting 
  with a fear spell. She then focuses on the most 
  dangerous-looking PC, preferring tooth and claw to 
  her pistol.
  Morale Jincheroga could escape with dimension door, but 
  
  31
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  her pride (and nature as a gray clone) forces her to fight 
  to the death.
  Development: If the PCs take Jincheroga captive, Yox, as 
  Captain Rameem, recovers enough to fire a laser blast that 
  kills the barghest. Gasping in her last breaths, Jincheroga—
  who spotted a flaw in Yox’s disguise shortly before the PCs 
  intruded—says, “You… fools’re… being… deceived. He… isn’t…” 
  She dies before she finishes.
  First Mate Pahir is effusively grateful for the PCs’ actions, 
  especially if they save her life in some way. If the PCs haven’t 
  questioned her for a final time, they gain a +4 circumstance 
  to skill checks to learn any further information she has (see 
  Following Up on page 26).
  If he doesn’t have to shut Jincheroga up, Yox pretends 
  to wake up after First Mate Pahir speaks with the PCs and 
  thanks the PCs for saving him. They go on to ask if the 
  PCs have made any progress on Algiada’s disappearance, 
  expressing dismay that they haven’t solved the mystery.
  QUESTIONING RAMEEM
  The PCs have an opportunity to question the captain about 
  Algiada’s disappearance. Some possible questions and 
  answers follow. Yox isn’t aware of Rameem’s secrets and 
  knows little about the crew’s dynamics. If the PCs push the 
  captain too far at any point, such as accusing him of any 
  wrongdoing or hiding information, he orders them off his 
  bridge, ending the questioning.
  Why do you think Jincheroga attacked? “With Algiada’s 
  disappearance, that… creature… probably saw her chance to 
  take the ship and our cargo.”
  Rameem rubs his temples and continues, saying, “I took a 
  big risk allowing those goblinoids on my ship, but their credits 
  spend as well as anyone else’s. I haven’t had issues like this 
  in the past.”
  Who did Jincheroga think you are? “I have no idea what 
  she was raving about. In any case, it would be to her benefit 
  to sow doubt, yes?”
  Yox becomes nervous as the PCs come close to the truth. 
  A PC who succeeds at a DC 23 Sense Motive can tell the 
  captain is on edge about the direction of this questioning. 
  They dismiss any further queries along these lines, 
  eventually leading to a brush-off.  
  Do you know anything about Algiada’s disappearance? 
  “No, but I wish I did. She was my toughest crew member, so I 
  find it hard to believe someone took her out.”
  Yox is lying. A PC must succeed at a Sense Motive check 
  opposed by Yox’s Bluff check (+13 bonus) to pick up on the 
  guilty shiftiness that accompanies the answer.
  Did Algiada have any enemies? “Not that I know of. You 
  should talk to the others, if you haven’t already.”
  Did you know Algiada was planning to have you killed? If 
  the PCs present the evidence discovered on Algiada’s personal 
  computer, Yox is genuinely perplexed. “My, my, my… this is 
  troubling. I can’t imagine why Algiada would do this. I assure 
  you, I had no idea. I wouldn’t keep her on the roster if I did, 
  tough customer or not.”
  Someone saw you and Trostinek in your quarters the night 
  of the disappearance. “True, true! Neither of us could sleep, 
  so I invited him into my room to have a chat. So, you see, 
  neither of us could have had anything to do with Algiada 
  going missing.”
  Unless you both did it. “Preposterous! Trostinek didn’t even 
  know Algiada! Why would he hurt her or help anyone do so?” 
  The captain crosses one set of his arms, saying, “I don’t like 
  your tone.”
  A PC must succeed at a DC 15 Diplomacy check to get 
  Rameem to answer any more questions. Failure means that 
  the kasatha politely asks the PCs to leave, though he has an 
  angry edge to his voice.
  WRAPPING UP WITH RAMEEM
  When they’re about finished questioning Rameem, each 
  PC can attempt a Perception check opposed by Yox’s 
  Disguise check (+23 bonus) to spot a strange ripple in the 
  astrazoan’s skin as they become more and more unnerved. 
  Yox is paranoid that the PCs suspect the truth. The “captain” 
  claims to need a few moments’ rest and politely ask the PCs 
  to leave the bridge, assigning First Mate Pahir temporary 
  command. Lozu takes the captain’s chair while Rameem 
  heads to his quarters. The PCs can follow, requiring 
  successful DC 18 Stealth checks.
  If the PCs start a fight with the captain, Yox’s statistics are 
  on page 37. Yox tries to escape, leaving the PCs’ lines of sight 
  and shifting into another disguise.
  FINISHING THE INVESTIGATION
  Allow the PCs to continue to follow any other leads they 
  might believe are more promising and learn any of the crew’s 
  secrets they have yet to discover. If the investigation stalls, 
  nudge the group toward Event 8, which takes place in the 
  ship’s smuggler compartment. Jincheroga’s map is one clue to 
  that compartment’s location.
  If the PCs were close to wrapping up when the fight on 
  the bridge happened, and they followed Rameem and kept 
  watch near his quarters, then Yox (as Rameem) decides to 
  check to see if the smuggler compartment is secure. The 
  false captain leaves the room, moving to the lower deck and 
  through the twisting passageways. Yox reaches the corridor 
  where the secret door to the smuggler compartment is and 
  walks right up to where it is hidden, reaching toward the 
  concealed keypad. There, the astrazoan suddenly second-
  guesses his plan. The “captain” then turns around and 
  heads back to the upper deck. However, the PCs might 
  find the smuggler compartment door near where Rameem 
  turns around.
  If the PCs haven’t followed Rameem to the compartment 
  or used Jincheroga’s map at some point, they spot the false 
  
  32
  Trostinek slinking through the corridors and can follow the 
  vesk bounty hunter. Trostinek opens the compartment after 
  arriving at it.
  Event 8 occurs at the start of Part 3.
  By this point, the PCs should be aware of most of the secrets 
  on board the Chimera. When they uncover the captain’s body 
  in Event 8, the space-pirate conspiracy begins to unravel and 
  the climactic encounters begin.
  EVENT 8: TRUE COLORS (CR 3)
  To discover the Chimera’s smuggler compartment, the PCs 
  must be within the forward section of the lower deck, 
  past the engineering section, in a specific but otherwise 
  unremarkable corridor. Following an NPC or Jincheroga’s 
  makeshift map leads the group to the right corridor, 
  although using the map requires more trial and error. A PC 
  must succeed at a DC 25 Perception check to find the faint 
  outline of the door and a hidden keypad panel. However, if 
  the PCs followed “Rameem,” they receive a +6 circumstance 
  bonus to the check. Trostinek ends up opening the door for 
  the PCs if they follow him.
  The door is locked with the keypad. Rewiring the pad 
  requires a successful DC 20 Engineering check, while hacking 
  it takes a successful DC 20 Computers check. When the 
  compartment opens, read or paraphrase the following.
  Automatic lights click on inside a room beyond the open 
  secret door, revealing a cargo hold full of dusty boxes. 
  Netting hangs from the ceiling. The form of a male kasatha 
  lies in the center of the room, his arms twisted in painful 
  positions and one of his shoes missing. A puddle of blood has 
  dried under his head.
  The body is that of the real Captain Rameem.
  Creature: If the PCs followed the false Trostinek (Qub) 
  here, he claims he learned of the compartment from Algiada 
  and came here to see if she was hiding. He has no idea why 
  a corpse has been stowed here. Although this statement is 
  largely true, Qub as Trostinek is flustered. They don’t know 
  what to do now that the PCs have them in this position.
  If the PCs found the chamber in another way, the fake 
  Trostinek steps in long enough after the group starts looking 
  over the captain’s body for it to seem like he wasn’t sneaking 
  right behind them. He pretends to be shocked by the corpse. 
  He  spends a few minutes trying to keep up the charade, 
  claiming he just happened to be walking by. The astrazoan 
  tries to deflect any blame back onto the PCs, who are 
  standing over a dead body and have been snooping around 
  the ship.
  If the PCs present a theory that at least one shapechanger 
  is aboard the Chimera impersonating members of the crew, 
  or something close, Qub attacks, whether or not they accuse 
  “Trostinek.” They also attack if a few moments pass in the 
  compartment with no resolution. When Qub becomes hostile, 
  combat begins; use the smuggler compartment map on page 
  33, and read or paraphrase the following.
  Trostinek says, “Curse you, meddlers. We were so close to 
  pulling this thing off with minimal bloodshed, but you just 
  had to nose around.”
  QUB 
  CR 3
  XP 800
  Agender astrazoan soldier (Starfinder Pact Worlds 209)
  NE Medium aberration (shapechanger)
  Init +6; Senses darkvision 60 ft.; Perception +8
  DEFENSE 
  HP 40
  EAC 14; KAC 16
  Fort +5; Ref +3; Will +4
  OFFENSE
  Speed 40 ft.
  Melee diamagnetic storm hammer +11 (1d8+7 B & E; critical 
  knockdown)
  Ranged tactical semi-auto pistol +9 (1d6+3 P)
  Offensive Abilities fighting styles (blitz)
  TACTICS
  During Combat If the fight starts at a distance, Qub shoots 
  once or twice with their pistol and then charges in with 
  the storm hammer.
  Morale Qub fights ruthlessly to the death.
  STATISTICS
  Str +4; Dex +2; Con +0; Int +1; Wis +0; Cha +1
  Skills Athletics +13, Bluff +8, Disguise +8, Intimidate +8, 
  Stealth +8
  Languages Common, Vesk
  Other Abilities change shape, compression
  Gear defrex hide, diamagnetic storm hammerAR with 1 
  battery (20 charges), tactical semi-auto pistol with 18 
  small arm rounds, key card to the smuggler compartment
  Development: Either if captured or with their dying 
  breath, Qub sputters, “This means nothing! The rest will be 
  here any second! You can’t stop us!” Upon dying or being 
  captured, Qub returns to their natural astrazoan form.
  A PC who looks over Qub’s body notices that, in the 
  astrozoan’s natural form, they’re covered with a thin layer 
  of viscous liquid. A PC who succeeds at a DC 15 Culture or 
  Life Science check has heard of astrazoans, a species that 
  only recently made themselves known throughout the Pact 
  PART 3: CASE 
  CLOSED
  
  EVENT 8: TRUE COLORS
  EVENT 8: TRUE COLORS
  S
  EVENT 9: PIRATE PERIL
  EVENT 9: PIRATE PERIL
  EVENT 11: FINAL CONFRONTATION
  EVENT 11: FINAL CONFRONTATION
  FORWARD
  FORWARD
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  33
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  Worlds, although they claim to have existed for centuries. 
  They have powerful shapechanger abilities. If the PC succeeds 
  by 5 or more, they realize astrazoans have the compression 
  ability, allowing them to squeeze through tight spaces other 
  Medium species might not be able to fit into. A PC who 
  succeeds at a DC 10 Life Science or Physical Science check 
  can surmise that the fluid on Qub is similar to that found in the 
  vents in Algiada’s quarters, the captain’s room, and elsewhere. 
  If the PCs didn’t identify the astrazoans’ compression ability, 
  a PC who scrutinizes Qub and succeeds at another DC 18 Life 
  Science check can tell Qub has this ability.
  A PC who examines the captain’s body and succeeds at a 
  DC 15 Medicine check gains a number of clues. First, this is 
  the real captain, not a facsimile. Second, several sharp blows 
  to the back of his head with a blunt object killed him, as 
  evidenced by his head wounds. Although some blood has 
  collected on the floor, the small amount indicates that the 
  captain didn’t bleed out here—he was killed elsewhere and 
  brought to the smuggler compartment afterward. If the PC 
  succeeds by 5 or more, they can tell from the condition of 
  the body that the captain died during the first night the 
  Chimera was in the Drift.
  If the PCs found the bloody statue, they can compare it 
  to the wound on the back of the captain’s head. A PC who 
  succeeded at the Medicine check above can tell the statue or 
  a similar blunt object made the captain’s wounds. If the PCs 
  failed the check mentioned above, having the statue allows a 
  new check at the same DC to determine whether the statue is 
  the likely murder weapon.
  Regardless of the details, it’s now clear to the PCs that the 
  Captain Rameem they might have interacted with over the 
  past day or so is a fake. In addition, any PC who succeeds 
  at a DC 10 Wisdom check realizes, at some point during 
  they journey, they’ve seen Trostinek and the false captain 
  together, meaning those two can’t be the same creature. The 
  PC who rolls the highest on this check remembers spotting 
  Algiada and Trostinek arguing about something before the 
  ryphorian disappeared. It’s a reasonable conclusion that 
  at least one other shapechanger is aboard the Chimera, 
  possibly masquerading as the captain.
  Treasure: Captain Rameem kept a few of his personal 
  valuables in the smuggler compartment. By taking a few 
  minutes to scour the various crates and containers, the PCs 
  can find an autotarget rifle with 30 longarm rounds, a flash 
  dazzler (Armory 22), a suit of kasatha microcord I, a jump 
  jets armor upgrade, a grappler with 50 feet of adamantine 
  alloy cable line, a laser drill (Armory 105), and three 
  batteries. Other boxes hold outdated kasathan clothing, 
  some of it damaged and stained (possibly with blood), and 
  cheap souvenirs from various places in the Pact Worlds. 
  Captain Rameem has kept some of these items from his 
  old life of crime. If a PC succeeds at a DC 20 Perception 
  
  34
  check during the search, they discover an old credstick 
  holding 5,000 credits among the keepsakes; these credits 
  are legitimate.
  ATTACK ON THE CHIMERA
  Before the PCs can find and confront the replaced Captain 
  Rameem, the Star Fisher pirates finally catch up to the 
  Chimera. The freighter jolts as the space pirate vessel 
  latches on. With a few explosive charges, the pirates board 
  through the forward airlock. When a few of them move to 
  take the bridge, they meet up with Yox, who takes them to 
  the cargo hold, which now contains Professor Benjam’s relic. 
  Three other pirates move through the Chimera, looking for 
  other valuables. Read or paraphrase the following as this 
  raid begins.
  An explosion rocks the Chimera. The noise indicates the 
  blast came from the forward section of the ship, possibly 
  near the forward airlock and cargo holds.
  The PCs can encounter Events 9 and 10 in any order that 
  makes sense to you. Run Event 11 last.
  EVENT 9: PIRATE PERIL (CR 4)
  As the PCs move through the Chimera, they come across 
  pirates holding a corridor to the cargo holds behind a 
  makeshift barricade. This rubbish forms a low obstacle 
  blocking the 10-foot-wide corridor. The map shows an 
  example, although the pirates should be blocking the PCs’ 
  progress no matter which route they take through the 
  starship. In any case, each of the 2 squares of this barrier 
  is difficult terrain that can provide partial cover and has 
  hardness 6 and 6 Hit Points. Once it or a creature adjacent 
  to it is hit by an attack, the barricade collapses at the start 
  of the dwarf pirate’s turn in 1d4 rounds. You can use the 
  corridor map on page 33, reuse the one from page 29, or 
  extrapolate a map from the sample corridor map and the one 
  on the inside back cover, based on the PCs’ route.
  Creatures: These three space pirates are almost 
  comically evil: the dwarf has long, dirty hair and a sadistic 
  grin, the human has a scar over one eye, and the vesk has 
  chipped beard spikes. They sneer as they confront the PCs, 
  demanding unconditional surrender and all valuables. If 
  the PCs fail to comply, the pirates attack, the vesk roaring 
  a battle cry. The PCs can easily goad the pirates into 
  revealing that they boarded from the forward airlock.
  DWARF SPACE PIRATE 
  CR 1
  XP 400
  Female dwarf soldier
  NE Medium humanoid (dwarf)
  Init +2; Senses darkvision 60 ft.; Perception +5
  DEFENSE 
  HP 24
  EAC 11; KAC 13
  Defensive Abilities slow but steady
  Fort +3; Ref +3; Will +3; +2 vs. poison, spells, and spell-like 
  abilities
  OFFENSE
  Speed 20 ft.
  Melee tactical handaxe +8 (1d6+4 S)
  Ranged subzero hailcannon +5 (1d8+1 C & P; critical 
  staggered [DC 10]) or
  tactical handaxe +8 (1d6+4 S)
  Offensive Abilities fighting styles (guard), traditional enemies
  TACTICS
  During Combat The dwarf remains in cover and uses her 
  hailcannon. During the first round, while her allies are 
  not among the PCs, she uses automatic mode. If she 
  needs more cover, she might retreat into adjacent rooms.
  Morale This pirate surrenders only if she is the last pirate 
  standing and has 5 or fewer Hit Points.
  STATISTICS
  Str +2; Dex +2; Con +3; Int +0; Wis +1; Cha –1
  Skills Athletics +10, Engineering +5, Intimidate +5
  Feats Barricade
  Languages Common, Dwarven
  Other Abilities armor training, stonecunning
  Gear golemforged plating I, subzero hailcannonAR with 4 
  batteries (20 charges each), tactical handaxesAR (2)
  HUMAN SPACE PIRATE 
  CR 1
  XP 400
  Female human soldier
  NE Medium humanoid (human)
  Init +8; Perception +5
  DEFENSE 
  HP 22
  EAC 11; KAC 13
  Fort +3; Ref +3; Will +3
  OFFENSE
  Speed 30 ft.
  Melee longsword +5 (1d8+3 S)
  Ranged tactical semi-auto pistol +8 (1d6+1 P) or
  frag grenade I +5 (explode [15 ft., 1d6 P, DC 12])
  Offensive Abilities fighting styles (bombard), grenade 
  expert (+10 ft.)
  TACTICS
  During Combat The pirate lobs a grenade and follows up 
  with pistol fire at a tough-looking PC or a PC that has 
  angered her. She stays behind cover until the PCs are 
  close enough for her to move to and attack with her 
  longsword. If the dwarf withdraws to another room, this 
  pirate follows if she can.
  Morale This pirate surrenders only if she is the last pirate 
  standing and has 5 or fewer Hit Points.
  STATISTICS
  Str +2; Dex +4; Con +1; Int +0; Wis +0; Cha +1
  Skills Acrobatics +5, Athletics +5, Intimidate +5, Stealth +10
  Languages Common, Dwarven
  
  35
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  Gear second skin, tactical semi-auto pistol with 30 small 
  arm rounds, frag grenades I (2)
  VESK SPACE PIRATE 
  CR 1
  XP 400
  Male vesk soldier
  CE Medium humanoid (vesk)
  Init +6; Senses low-light vision; Perception +5
  DEFENSE 
  HP 25
  EAC 12; KAC 14
  Fort +3; Ref +3; Will +3; +2 vs. fear
  OFFENSE
  Speed 40 ft.
  Melee tactical greataxe +8 (1d12+7 S) or
  unarmed strike +8 (1d3+7 S)
  Ranged hunting rifle +5 (1d8+1 P)
  Offensive Abilities fighting styles (blitz), natural weapons
  TACTICS
  During Combat This pirate fires his rifle until the human 
  pirate throws her grenade. He then draws his axe and 
  moves into melee. 
  Morale A berserker at his core, the vesk fights until 
  knocked unconscious or killed.
  STATISTICS
  Str +4; Dex +2; Con +1; Int –1; Wis +0; Cha +0
  Skills Acrobatics +5, Athletics +5, Intimidate +10
  Languages Common, Vesk
  Other Abilities armor savant
  Gear second skin, hunting rifle with 12 longarm rounds, 
  tactical greataxeAR
  Development: If the PCs take a pirate captive, the criminal 
  is reluctant to speak unless a PC succeeds at a DC  18 
  Intimidate check. The pirate then admits the Star Fishers 
  tracked the Chimera into the Drift with the help of their 
  “shapeshifters.” If pressed, the pirate says that three such 
  creatures are in the gang and that two of them have been on 
  the Chimera the whole time. You can use this opportunity to 
  fill in any gaps in the PCs’ knowledge of the pirates’ plan up 
  to this point, including that the pirates came in through the 
  forward airlock.
  EVENT 10: FAKE FIRST MATE (CR 3)
  As the PCs pass the gym on the way to the forward cargo 
  holds and airlock, they hear First Mate Lozu Pahir cry out 
  for help. Entering the room, they see two Lozus struggling 
  with one another! The gym appears on the Event 1 map on 
  page 13.
  Creature: Wem, the third astrazoan in the Star Fisher gang, 
  caught Lozu alone in the gym, where she went to escape the 
  notice of Yox and their pirates. When the PCs arrive, each 
  Lozu grapples with the other, shouting accusations. They stop 
  when they notice the PCs and each starts begging the PCs to 
  shoot the other Lozu.
  
  36
  Wem is at a disadvantage because First Mate Pahir wears 
  her usual armor and Wem wears gray casual stationwear. A 
  PC who succeeds at a Perception check opposed by Wem’s 
  Disguise check (+14 bonus with no additional bonus due to 
  change shape) can immediately tell the two apart. Any PC 
  who checks for a difference in clothing also immediately 
  notices the astrazoan’s unique apparel. In addition, if the 
  PCs begin questioning the two, Wem knows nothing the real 
  First Mate Pahir would. After a few moments, Wem gives up 
  the masquerade and attacks the PCs, surprising them if they 
  haven’t figured out who’s who.
  LOZU PAHIR 
  CR 1/2
  XP 200
  HP 12 (page 30)
  TACTICS
  During Combat Lozu was disarmed and tries to find her 
  laser pistol. She takes as long as you like, joining in the 
  fight to aid the PCs if they need it.
  Morale Lozu remains as long as the PCs do.
  WEM 
  CR 3
  XP 800
  Agender astrazoan operative (Starfinder Pact Worlds 209)
  NE Medium aberration (shapechanger)
  Init +5; Senses darkvision 60 ft.; Perception +9
  DEFENSE 
  HP 35
  EAC 14; KAC 15
  Fort +2; Ref +5; Will +6
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee tactical switchblade +9 (1d4+4 S)
  Ranged vapor cavitation pistol +9 (1d6+3 E & F; critical 
  pulseAR 1d4)
  Offensive Abilities trick attack +1d8
  TACTICS
  During Combat When combat begins, Wem initiates 
  holographic clone. The astrazoan tries to stay on the 
  move, using Bluff to make trick attacks with their 
  cavitation pistol, choosing targets that give them the 
  greatest chance of causing the most damage.
  Morale If Wem is reduced to 10 or fewer Hit Points, they 
  feign surrender, dropping their pistol. When a PC gets 
  close (such as in an attempt to restrain them), Wem 
  draws their switchblade and tries to slash that PC’s 
  throat. The astrazoan again surprises PCs who fail a 
  Sense Motive check against Wem’s Bluff check. Wem 
  then fights to the death.
  STATISTICS
  Str +1; Dex +4; Con +0; Int +0; Wis +1; Cha +2
  Skills Acrobatics +9, Bluff +14, Disguise +14, Sense Motive 
  +9, Stealth +14
  Feats Quick Draw
  Languages Common
  Other Abilities change shape, compression, operative 
  exploits (holographic clone), specialization (spy)
  Gear casual stationwear, tactical switchbladeAR, vapor 
  cavitation pistolAR with 2 batteries (20 charges each)
  Development: Lozu is shaken up after the fight. If the PCs 
  don’t already have a good relationship with her, a PC must 
  succeed at a DC 18 Diplomacy check to get her to trust them. 
  She then reveals the following.
  Lozu brushes a stray lock of hair from her eyes. “I heard 
  that explosion. I rushed to the bridge to receive a damage 
  report from the captain, but two these pirates had gotten 
  there before me. It looked like they had Captain Rameem 
  at gunpoint, but then he… transformed into a creature like 
  the one here.” She nudges the shapechanger’s body with 
  the toe of her boot.
  HUman space pirate
  
  37
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  “I nearly dropped dead! ‘Rameem’ greeted the pirates 
  and had them follow along to find the professor’s relic in 
  the starboard cargo hold. I ducked out of sight and started 
  looking for others I could trust to help me, but nearly got 
  caught by three other pirates. I hid here for a minute as 
  they passed by, but then this one found me! Thanks for 
  rescuing me. Again! I can’t believe Rameem, the same 
  Rameem that’s always been so friendly and so nice to me, 
  is… something else.”
  First Mate Pahir believes Rameem might always have 
  been a shapechanger. She’s distraught that the person she 
  trusted is not who she thought he was. If the PCs tell her 
  a shapechanger killed the actual captain, Lozu’s confusion 
  shifts to grief over the loss. However she quickly composes 
  herself and leaves to secure the bridge and check on the 
  other crew members. She asks the PCs to take care of the 
  false captain.
  Treasure: Lozu gives the PCs a pair of incendiary grenades I 
  she grabbed from her room when the pirates attacked.
  EVENT 11: FINAL CONFRONTATION (CR 5)
  As the PCs enter the starboard cargo bay, read or paraphrase 
  the following.
  Several crates within the cargo bay have been opened, their 
  contents—cheap trade goods and mass-produced trinkets—
  spilled across the area. One large container, though, has 
  been separated from the rest. Its computerized locks have 
  been destroyed, its physical latches bent out of place, and 
  one of its sides now lies flat on the floor. A smaller, silvery 
  box on a pedestal sits inside, the box’s smooth sides nearly 
  identical except for a biometric scanner on one.
  A figure steps out from the darkness behind the plinth: 
  Algiada Iom, a haggard look in her eyes and bruises on her 
  face. “Please help. The captain locked me in this crate when 
  I found out he was working with a group of pirates to steal 
  the relic the professor brought aboard. Careful, I think 
  he’s still around here!” She staggers and falls to one knee, 
  stretching out her hand for assistance.
  Creatures: Algiada is actually Yox. Use the port cargo hold 
  map on page 33, with Yox inside the largest container (the 
  10-foot-high top of which is not shown so the interior can 
  be seen). Two human space pirates hide among the crates 
  beyond the largest crate.
  A PC who succeeds at a Sense Motive check against Yox’s 
  Bluff check intuitively feels something is off about the fake 
  security chief. Yox waits until the PCs are close before lashing 
  out with a knife they have hidden on their hip. The pirates 
  emerge from hiding to attack. Only a PC who succeeds at the 
  aforementioned Sense Motive check or a Perception check 
  opposed by the pirates’ Stealth checks can act during the 
  surprise round. 
  YOX 
  CR 3
  XP 800
  Genderfluid astrazoan envoy (Starfinder Pact Worlds 209)
  NE Medium aberration (shapechanger)
  Init +6; Senses darkvision 60 ft.; Perception +8
  DEFENSE 
  HP 38
  EAC 14; KAC 15
  Fort +2; Ref +4; Will +6
  OFFENSE
  Speed 30 ft.
  Melee survival knife +8 (1d4+4 S)
  Ranged azimuth laser pistol +8 (1d4+3 F)
  TACTICS
  During Combat After ambushing the PCs with the survival 
  knife, Yox switches to the laser pistol.
  Morale Cornered, Yox fights until killed.
  STATISTICS
  Str +1; Dex +2; Con +0; Int +1; Wis +0; Cha +4
  Skills Bluff +13, Diplomacy +8, Disguise +13, Sense Motive +13, 
  Stealth +8
  Languages Common, Kasatha, Triaxian
  Other Abilities change shape, compression, envoy 
  improvisations (clever feint, get ’em)
  Gear casual stationwear, azimuth laser pistol with 2 
  batteries (20 charges each), survival knife
  HUMAN SPACE PIRATES (2) 
  CR 1
  XP 400 each
  HP 22 each (page 34)
  TACTICS
  During Combat The space pirates keep their distance 
  from the PCs and focus on using their pistols. They 
  engage in melee only with those who move too close 
  to Yox.
  Morale So close to their goal and with Yox on their side, the 
  space pirates fight to the death.
  Treasure: Yox had gathered valuables from the cargo in 
  a Starfinder backpack (Armory 116). The backpack contains 
  an efficient bandolier, an obsidian electrovore figurine of 
  wondrous power (Armory 113), and a proximity helmet 
  (Armory 107).
  Development: If the PCs still need questions answered 
  about the mystery and manage to take Yox captive, 
  the astrazoan tells the PCs what they want to know in 
  exchange for a promise to spare Yox’s life. Yox can confirm 
  that the real Algiada Iom and Trostinek are dead, killed 
  back on Legacy Station when Qub and Yox assumed their 
  identities. Yox doesn’t believe the ryphorian and the vesk 
  knew each other before a few days ago. If asked, Yox 
  laments complicating the plan by killing the captain and 
  taking his place, but they were afraid their pirate allies 
  wouldn’t catch up to the Chimera before the ship made it 
  to Absalom Station.
  
  38
  Yox also explains their comm unit is installed with a 
  custom program that allows a vessel with the sister program 
  to track them through the Drift. A PC who succeeds at a 
  DC 14 Engineering, Physical Science, or Piloting check 
  realizes that such a feat would be a marvel of astrogation, 
  engineering and miniaturization, and computer science 
  (though the PCs don’t know this, the grays have actually 
  perfected a version of this technology and will use it in 
  a future adventure). If the PCs hack Yox’s comm unit, 
  requiring a successful DC 17 Computers check, they find 
  an application that seems to verify Yox’s claim. Analysis 
  of this program, requiring a successful DC 22 Computers 
  check, reveals it is a complicated fake. It can’t actually 
  do what Yox claims—in fact, Yox’s comm is otherwise of a 
  typical planetary-range variety.
  If questioned about these facts, Yox shrugs and says, “I 
  don’t know what to tell you. It just works!” The presence 
  of the pirates on the Chimera supports this claim if nothing 
  else does.
  The PCs might also be curious as to the professor’s relic, 
  assuming it to be in the biometrically sealed silver box. 
  They might want to ask the professor to open it, but Event 
  12 occurs before they can find him. However, a PC can 
  crack open the box by succeeding at a DC 15 Computers 
  check to spoof a “test mode” password for this model of 
  lock. A PC whose result exceeds this DC by 5 or more 
  realizes that no actual biometric data has been entered 
  into this lock—it is essentially in a factory-default state. 
  Opening the box reveals a note that seems to be made of 
  thin metal and contains a message written in Aklo. If the 
  PCs can understand that language, read or paraphrase 
  the following.
  The unusual note reads, “Relic removed for recalibration. 
  Install before starting simulation.” A bizarre geometric 
  symbol that isn’t an Aklo glyph marks the bottom.
  A PC who succeeds at a DC 16 Physical Science check 
  can tell the metal is nothing they’ve ever seen; it likely 
  requires some kind of advanced technology to create and 
  to write on. The symbol is likewise a mystery, though the 
  PCs might find further examples of it and similar symbols 
  in further adventures. If the PCs discover the note after 
  they learn the Chimera is a fake starship, this note has less 
  of an impact, so perhaps give them time to open the sealed 
  box before starting Event 12.
  EVENT 12: CHIMERA’S END (CR 4)
  After the fight with Yox—and time to talk with the pirate, 
  search the cargo area, and open the relic box—a strike force 
  attacks the gray research facility housing the Chimera, 
  forcing the observers to abandon their posts. One gray 
  issues a self-destruct order to the simulation. Fortunately 
  for the PCs, as important clones, they lack the built-in 
  measures that cause NPC clones to succumb to the self-
  destruct order, so the PCs remain intact. The Chimera and 
  other clones on board aren’t so lucky.
  A massive explosion rocks the Chimera. Microcharges 
  explode in the brains of any living NPCs, killing them 
  instantly. If such NPCs are with the PCs when this happens, 
  such as a captive Yox, the PCs see the NPCs spontaneously 
  fall dead. As they flee, the PCs also run across the bodies 
  of First Mate Pahir or any other NPC you care to use in this 
  way. No signs of violence mar any of these corpses.
  However, a larger explosion booms, leaving no time to 
  carefully examine the bodies. A computerized voice chimes 
  in over the intercom, calmly stating, “Hull breach detected. 
  Abandon ship. Repeat, abandon ship. Please proceed to the 
  escape pods in a calm and orderly fashion.”
  The PCs know the Chimera has a set of escape pods near 
  the aft. If any PC left something important somewhere 
  (such as their quarters), they have just enough time to fetch 
  it. Otherwise you should hurry the PCs along, by blocking 
  passages to other sections of the ship with explosions, 
  debris, or fire. As they move through the ship’s corridors, 
  a PC who succeeds at a DC 20 Perception check notices 
  safety gear in one of the corridors, including an emergency 
  case with a basic medkit, crowbar (a type of manual tool; 
  Starfinder Armory 131), a basic handaxe (Armory 8), and a 
  fire extinguisher.
  Hazards: As the PCs rush to the escape pods, further 
  explosions throughout the ship make the journey 
  hazardous. Each PC must attempt a series of Reflex saves 
  and skill checks to avoid being battered about and harmed 
  by the aftermath of these detonations.
  First, an explosion causes several pipes lining the 
  hallway to burst, spewing caustic engine chemicals into 
  the corridor the PCs are passing through. Each PC takes 
  3d6 acid damage (Reflex DC 14 half).
  Second, part of the hallway ahead of the PCs buckles, 
  making it difficult to pass. Each PC must succeed at a 
  DC 15 Acrobatics or Athletics check to quickly squeeze 
  through this area. A PC who succeeds at a DC 15 Strength 
  check can push some of the debris out of the way, granting 
  every PC a +2 circumstance bonus to the check, but that PC 
  gains the fatigued condition after bypassing this obstacle. 
  Each PC who fails the Acrobatics check takes a –2 penalty 
  to their Reflex save against the next hazard because the 
  fire had time to spread and grow more intense, making it 
  difficult to traverse. If the PCs seek a route around this 
  section of corridor, they find one, but the slowdown causes 
  the whole group to take the penalty as if they failed to 
  squeeze through this area.
  Third, the PCs pass through a section that is on fire and 
  the only way to approach the escape pods. A PC leaping 
  through the flames takes 3d6 fire damage, but a successful 
  DC 14 Reflex save halves this damage. A fire extinguisher 
  or some other creative way to suppress the flames grants 
  
  39
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  a +4 circumstance bonus to each PC’s Reflex save. The fire 
  keeps renewing itself, so putting it out completely isn’t 
  possible in the time the PCs have.
  Story Award: For reaching the Chimera’s escape pods, 
  award the PCs 1,200 XP.
  Reaching the escape pods bay, the PCs can bundle into 
  individual pods and activate the controls. When they do, 
  read or paraphrase the following.
  The pods tremble as their thrusters fire and the tubes 
  holding them within the Chimera release their clamps. A 
  brief moment of weightlessness precedes the g-force of 
  the rocketing pod. The Chimera falls away through the 
  small transparent aluminum window in the pod. Rifts 
  pepper the hull, and smaller explosions continue to rip 
  through the vessel.
  However, instead of the darkness of space, a cavernous 
  room surrounds the Chimera. Thick cables, some of 
  which are on fire, suspend the ship in the center of this 
  vast chamber. The walls and ceiling of this space, barely 
  visible in the firelight, are corrugated metal surfaces. A 
  wide window high up on one wall provides a view of an 
  empty control room, the glow of a few monitors dimly 
  illuminating it. Massive pistons attach to the Chimera’s 
  underside, clearly built to move the ship as if it were in 
  flight or suffered some impact. A tube has been attached 
  to the ship’s forward airlock, where the pirates boarded 
  the Chimera.
  Among all this fakery, the explosions continue to blow 
  the Chimera apart. The escape pods lurch as bands of 
  metal suddenly eclipse their windows. After a massive 
  boom and a tremor, a whooshing sound accompanies the 
  feeling of fast horizontal movement.
  The pods are being whisked across the gray research 
  facility to an emergency drop-off station. There are no 
  controls within the false escape pods that allow the PCs 
  to change their destination, and any attempt to remotely 
  hack a pod’s guidance system is met with the same curious 
  geometric symbol found on the note within the Professor’s 
  silver box. The PCs have no choice but to go along for 
  the ride.
  Where the PCs eventually end up and the various 
  dangers they face there are covered in the next installment 
  of The Threefold Conspiracy Adventure Path, “Flight of 
  the Sleepers.”
  CONCLUDING THE 
  ADVENTURE
  
  40
  “You see, Mrs. Braintner, only you have knowledge of 
  the rare poison that was found coursing through Count 
  Correndo’s veins, only you were seen leaving the hedge 
  maze on the night of the crime, and only you were aware 
  of the last-minute change to the count’s will in which you 
  wouldn’t have received a solitary credit. You had the means, 
  the opportunity, and the motive. Those are the facts, and 
  there’s no use in saying otherwise. Therefore, only you 
  could have committed this heinous murder! Ghenkins, if you 
  would be so kind as to escort this cold-blooded killer to the 
  police hovervan waiting outside?”
  —excerpt from the popular weekly holovid 
  “Detective Death”
  MYSTERY ADVENTURES
  
  W
  ithin the science fantasy setting of Starfinder, 
  characters have the opportunity to battle evil horrors 
  and explore strange new vistas throughout the 
  galaxy. Many problems can be solved with a handy blaster 
  or a well-timed spell, but not every adventure’s villain is a 
  destructive warlord, twisted machine, or rampaging beast. 
  Some work from the shadows, pulling the strings of a vast 
  conspiracy, or perform their foul deeds behind the anonymity 
  of a disguise to confuse and confound any who might stop 
  them. Sometimes, the villain’s plot isn’t as obvious as it 
  first seems or is a smokescreen operation for a much larger 
  scheme. All of these scenarios can be classified as mysteries.
  A mystery adventure involves the player characters 
  engaging in an investigation to discover the culprit of a 
  crime or other underhanded activity, following clues and 
  interrogating suspects until the evidence points to one or more 
  culprits. Such an adventure need not involve a locked-door 
  murder, although that is one of the more popular examples of 
  the genre. Mysteries can be structured around other crimes 
  where the offender isn’t immediately obvious, such as theft of 
  either physical goods or information, destruction of property, 
  and abduction. Alternatively, a mystery might comprise a 
  shady activity that isn’t necessarily illegal but that the PCs 
  have a vested interest in uncovering or stopping, such as 
  learning the true identity of a mole within an organization or 
  locating the individual who posted an embarrassing holovid 
  about them on the infosphere.
  Often, a mystery adventure doesn’t include as much combat 
  as an exploration of an ancient temple or a jaunt through 
  gang-controlled city streets. That doesn’t mean that a mystery 
  adventure lacks action, however. As the PCs come closer to 
  exposing the culprit, they might have to chase someone 
  through a crowded marketplace, get into a scuffle with a 
  hostile witness, or survive an attempt on their own lives!
  Researching an obscure topic, solving an esoteric riddle, or 
  asking around to find a reclusive contact are problem-solving 
  activities rather than full-blown mysteries. Such activities 
  might be part of a mystery, though. Good mysteries can’t be 
  solved with one successful skill check or divination spell. They 
  usually require a synthesis of several pieces of information, 
  like putting together a jigsaw puzzle. All the pieces might not 
  be required to understand what the puzzle looks like, but one 
  piece alone is a question that’s likely to be impossible to answer.
  A MYSTERY’S THREE PILLARS
  Whether the mystery occurs on a high-tech space station or 
  in a colony settlement on a backwater planet, the culprit has 
  a means, motive, and opportunity to commit the crime. Some 
  suspects might have one or two of these elements. However, 
  the true criminal must have all three.
  MEANS
  A suspect has the means to commit a crime if they are 
  physically able to do so. Could they reliable fire a pistol to 
  kill the victim with one shot? Are they dexterous enough to 
  reach the only window that showed signs it was forced open? 
  Do they have the knowledge to be able to create a malignant 
  computer virus?
  Some crimes are simple enough that all suspects could 
  conceivably have the means to commit them. Other times, 
  the means by which a crime was committed are unknown or 
  indefinite. In such cases, discovering the culprit’s motive and 
  opportunity become even more important. However, knowing 
  that a suspect couldn’t possibly have had the means to 
  perpetrate the crime is probably the easiest way to eliminate 
  them from the list.
  MOTIVE
  A suspect’s motive for committing the crime should be 
  compelling enough for them to want to break the law or at 
  least act outside norms. Might they inherit a large estate 
  when the victim passes away? Are they trying to keep the 
  victim from revealing a devastating secret? Did they fly into a 
  fit of rage at the mention of some past misdeed?
  No criminal acts without a motive, even if the motive 
  has little connection to reality. Money and love are common 
  motives in classic mysteries. Motives might abound in a 
  mystery adventure, and should in a good one. Then, it’s up 
  to the investigators to determine which of the possibilities is 
  strong enough to warrant the perpetrator’s actions.
  OPPORTUNITY
  A suspect has the opportunity to commit a crime if they 
  could have been at the location of the crime at the correct 
  time. Were they having dinner with a large group of people 
  at the time of the incident? Did they redeem a fare for 
  public transportation in a city hundreds of miles away? Do 
  the security logs show them entering the restricted building 
  before the crime occurred?
  Most perpetrators try to have an alibi for when the crime 
  happened. It’s important for it to seem like they had no 
  opportunity to perform the deed. Investigators need to sort 
  through the alibis to discover which are true.
  PLAYING MYSTERIES
  As a player, when you realize your PC is in a mystery 
  adventure, likely when the first body turns up, you can help 
  yourself and your fellow players by leaning into the role of 
  investigator. The following tips aid in this process.
  TRACK INFORMATION
  Your main goal and primary obstacle in a mystery adventure 
  is information. You likely have a roster of suspects, each 
  with their own personality and history with the victim. Take 
  notes about your suspects and what you know about them, 
  keeping in mind the three pillars of a mystery. Is this suspect 
  capable of committing the crime? Are they motivated 
  to commit the crime? Were they actually anywhere near 
  41
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN  
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  
  the scene of the crime? In other words, did they have 
  the opportunity?
  You might also want to draw a map of the relationships 
  between the suspects and the victim, as well as each other. 
  By consulting this big picture, you might spot a motive that 
  has previously eluded you. See the Establish Relationships 
  section of Running Mysteries below for a way this map might 
  work out. The GM probably has one too.
  Keep a separate list of the physical clues you’ve found so 
  you don’t forget an important piece of information. When 
  you find a new clue, you can compare it to this list to see 
  how it relates to other evidence you’ve already discovered. 
  Connections between the clues might make themselves 
  apparent when you analyze the list.
  In addition to helping you solve the mystery, your records 
  can help you along in other ways. If the adventure runs 
  multiple sessions, you can refresh your perspective by going 
  over the evidence before each session—that way you won’t 
  forget an important clue because of the time between games.
  SEARCH EVERYWHERE
  You need to look everywhere for clues, especially at the scene 
  of the crime. Perhaps a bullet casing fell behind a heavy piece 
  of furniture, or maybe the victim hid some clue to their killer 
  by typing a final message on a datapad. Culprits sometimes 
  attempt to obscure evidence, especially anything that might 
  directly incriminate them, but they aren’t always successful. 
  Perhaps the culprit forgot to clean a spot of blood from their 
  shoe, or maybe the supposedly deleted security footage can 
  be partially restored. If you have the time and access to a 
  place, search it thoroughly!
  TRUST NO ONE
  Assume each of your suspects is lying about something, even 
  if that person is someone you know and like. In a mystery 
  adventure, everyone has their secrets, though they might not 
  be directly related to the crime. By drawing out these secrets, 
  you might uncover a new alibi that clears a suspect or discover 
  the motive of an unlikely culprit. However, try not to fall into 
  paranoia and baseless accusations. Such behavior can cut off 
  your access to suspects, making your investigation much more 
  difficult. Instead, a kind word, false assurances, or a bit of 
  flattery might net you more information than you think.
  USE ABILITIES
  When you become stuck in a mystery, it can be very 
  frustrating. You might think you have all the clues, but 
  something just doesn’t add up. Hopefully, your GM notices 
  when the session starts grinding to a halt and can give you a 
  nudge in the right direction. But if you think you need some 
  help before that, don’t be shy about asking your GM if your 
  PC can attempt a check or try an ability or spell that might 
  shine some light on the mystery. Your PC is likely to have 
  a much more experienced eye than you do, and a check is a 
  good way to simulate putting the pieces together. Some spells 
  can provide unexpected clues. Try not to overuse this help, 
  however. You might find that solving a mystery on your own 
  is far more satisfying!
  RUNNING MYSTERIES
  If you are the GM, mystery adventures provide you an 
  unusual challenge. You likely have to juggle a cast of NPCs, 
  keeping their alibis and motivations straight. Here are a 
  few elements to consider as you prepare to run 
  your mystery adventure.
  ESTABLISH RELATIONSHIPS
  Even if you are running a 
  published adventure, it helps 
  to sketch out the relationships 
  between the victim and the 
  suspects. Place the victim’s name 
  in the center, surrounded by the 
  names of possible suspects. Draw lines 
  42
  
  connecting the victim to each suspect, and draw connections 
  between suspects if they have a relationship. Label each line 
  with the nature of the relationship. For instance, if one suspect 
  is the brother of the victim, you should write just that on the 
  line connecting the two. In addition, write each suspect’s 
  motive and alibi, noting whether the alibi is true, under their 
  name. In addition, include a few words describing the NPC’s 
  personality so you can more easily roleplay interactions with 
  them. Include any other comments you think you might need. 
  Don’t try to fit all the information about the mystery onto this 
  map, however. 
  Keep your relationship map handy, perhaps clipping it 
  to your GM screen. You can refer to it with a glance when 
  questions arise or when you need to improvise a scene 
  between the PCs and one of the suspects. You will likely 
  need to use other notes or to refer back to the prewritten 
  adventure for the description of the crime scene, the locations 
  of evidence, and so on.
  STAY FLEXIBLE
  Mystery adventures are usually more free form than 
  other scenarios. The characters have a crime that needs 
  investigating, a list of suspects that need questioning, and 
  perhaps some locations to search for clues. Sometimes the 
  suspects are confined to a small area, such as a starship 
  traveling through the Drift or moon base cut off from the 
  rest of the system by an ion storm, which makes it easier to 
  keep track of the suspects at any given point. Other times, the 
  PCs must seek out the suspects, perhaps in their residences 
  in a bustling metropolis or while they perform their duties 
  on a large space station. In any case, the players have the 
  opportunity to pursue whatever leads they have in any way 
  they see fit. A player might come up with a theory about the 
  crime and fixate on it until it’s proven false, ignoring all other 
  avenues of investigation until then.
  All of this is to say that you need to be flexible as to where 
  the players are going to take the adventure. In an exploration 
  of a haunted space hulk, you might need to keep in mind 
  what the PCs can find in the next few chambers. In a mystery 
  investigation, you have to hold the entire picture of the crime 
  in your brain. Remembering the details of the incident and the 
  motivations of the NPCs, including the culprit, allows you to 
  improvise when you must.
  Your ability to be flexible is important when the PCs’ 
  investigation begins to stall. If it looks like your players are 
  growing frustrated with the way the evidence is piling up or 
  running dry, you might want to spice things up with a little 
  action that ultimately moves the plot forward. Starfinder is, 
  after all, a game of laser pistols and mystical powers. Perhaps 
  throw in a few ruffians the culprit hired try to warn the 
  investigators off the case. When interrogated, these toughs 
  disclose a vague description of who paid them off, narrowing 
  the suspect list. Perhaps a piece of industrial equipment 
  “accidentally” malfunctions, putting the PCs in grave danger. 
  Examining the wreckage reveals a crumpled napkin from a 
  bar the culprit frequents. Such a scene can jump-start an 
  investigation, breathing new life into the adventure.
  Similar scenes can be used to help your players get back on 
  track when they start chasing dead-end leads. Red herrings 
  are a staple of the mystery genre, but they introduce the 
  possibility of leading players too far in the wrong direction. 
  If it looks like your players are spending too much time on 
  the wrong suspect, an action scene can bring in a piece of 
  evidence that pulls the PCs off this false scent.
  Ensuring that your PCs find enough clues can head off such 
  problems before they begin.
  PROVIDE CLUES
  In a good mystery novel, movie, or TV show, clues form a trail. 
  Each clue leads the detective to the next until the investigator 
  has that flash of inspiration that lets them solve the case. 
  However, a mystery adventure needs to operate on a different 
  scale. Since you aren’t in control of the PCs, you have few 
  guarantees that the PCs can find all the clues. You also have no 
  assurance the clues might lead players to the correct solution. 
  Therefore, ensure that clues are an abundant resource.
  A good rule is that for every important piece of evidence 
  you think is necessary for the PCs to solve the crime, you 
  should provide at least three ways for the PCs to discover it. 
  For example, you want the PCs to know that the murderer 
  killed their victim in a fit of rage. First, the state of the crime 
  scene and forcefulness of the blows that killed the victim 
  should be one indicator. A PC who succeeds at a Medicine 
  or Perception check should notice the clue. Second, one of 
  the other suspects might mention the culprit’s temper. A PC 
  who succeeds at a Diplomacy check might prompt the NPC 
  to relate an incident where the culprit engaged in an attack 
  similar to the crime. Third, the PCs might stake out the culprit 
  and spot that person venting irritability on a computer display, 
  but doing so might require a successful Stealth check to avoid 
  the culprit’s notice (which causes them to behave more calmly 
  in front of observers).
  With three avenues leading to the same piece of information, 
  you help ensure the PCs can find it no matter what kind of 
  skills they have and what methods of investigation they use. 
  The PCs might also discover the same information in multiple 
  ways. Doing so confirms the validity of that clue and likely 
  stresses its importance. That reinforcement, in turn, helps 
  lead the investigators to the right solution.
  Equally as important is avoiding using a single clue as 
  a focal point of an investigation, unless the clue is easy to 
  find and essentially ends the investigation. If the PCs need 
  a specific piece of evidence to proceed from an earlier point, 
  they might not find what they need and the adventure can 
  stall. You might be able to get away with such a design if the 
  clue is dramatic, such as catching the culprit in the act of a 
  second murder, but such reveals must be used sparingly in a 
  campaign of mystery adventures.
  43
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN  
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  
  Alternatively, you can reserve an all-important clue so that 
  it appears wherever the PCs do their most thorough searching. 
  In such a case, you are guaranteeing the evidence is found. 
  This is where being flexible comes in handy, especially if you 
  need to alter the adventure to fit your group.
  GIVE CONFESSIONS
  When the players have pieced together all the clues and 
  confronted the correct suspect, they deserve a denouement 
  that makes all their work worthwhile. At this crucial moment, 
  the culprit should confess to the crime in a dramatic fashion. 
  This narrative element works in television and movies, after 
  all! Whether it’s a tear-choked admission of accidental guilt 
  or a gleeful declaration that they would do it all again if they 
  had the chance, a full confession puts a neat little bow on 
  the adventure. Often, given the action-adventure nature 
  of Starfinder and depending on the nature of the culprit, a 
  climactic battle ensues. You can use the confession to fill in 
  any holes in the investigation, perhaps accompanied by the 
  NPC’s smug gloating.
  With the culprit’s confession, the PCs can be sure they 
  have accused the correct suspect, clearing up any lingering 
  doubts they might have about any leaps of logic they made. 
  Even if the players have ironclad evidence, such an end to 
  the adventure can be a cathartic moment that 
  allows the PCs to cleanly move on to the next 
  part of the campaign… unless any loose ends 
  are part of an overall mystery in which the PCs 
  are entangled!
  On the other hand, if you are running a 
  grittier, morally gray type of game, you might 
  want to hold off on the confession and explore 
  what happens after the accusation and the 
  suspect’s arrest. Are the PCs members of a law 
  enforcement organization, or did they call one 
  in? What are the laws on the planet or space 
  station where the crime was committed? 
  Could the culprit, even if clearly 
  guilty, walk away free from 
  the 
  repercussions 
  of 
  their actions?
  Such aftermaths fall 
  more under the genre of 
  legal thriller than the mystery 
  genre, though the two share some aspects. 
  The PCs might be tasked with performing 
  further investigations once the culprit’s legal 
  representation begins muddying the water 
  with false witnesses and coerced testimony. 
  The PCs could uncover other crimes or start 
  digging into cold cases where the culprit 
  was a possible suspect but was never 
  caught due to lack of solid evidence, 
  leading to further mystery adventures. 
  All these vagaries assume the culprit is a person of wealth 
  or influence, or otherwise has the resources to corrupt the 
  legal process.
  Although this article doesn’t present any specific advice 
  for describing what happens in the aftermath of a mystery 
  adventure, you can adapt the advice given to help you craft 
  other compelling scenarios full of intrigue and deception!
  PLAYER OPTIONS
  Most investigators can benefit from taking ranks in skills such 
  as Perception and Sense Motive. Feats such as Skill Focus and 
  Skill Synergy can shore up those skills. The following feats 
  and spells can also aid intrepid sleuths.
  FEATS
  These feats grant new avenues for picking up clues.
  DILIGENT SEARCHER
  Your ordered mind allows you to thoroughly search an area 
  in less time.
  Prerequisites: Perception 1 rank.
  Benefit: You gain a +1 insight bonus to Perception checks. 
  In addition, you can take 20 on a Perception check to search 
  in only 5 times the usual amount of time, meaning it takes 
  only 5 minutes for you to exhaustively search an area 
  no more than 20 feet by 20 feet.
  Normal: It takes 20 minutes to exhaustively 
  search an area no more than 20 feet by 20 feet.
  INTUIT RELATIONSHIPS
  You can quickly sense relationships between others 
  and use that knowledge to manipulate them. 
  Prerequisites: Perception 1 rank, Sense Motive 
  1 rank.
  Benefit: After 1 minute or more of interaction 
  with or observation of two or more creatures, 
  you can attempt a Sense Motive check to 
  intuit the relationship between or among 
  those creatures. If you don’t understand 
  the language they are speaking, you 
  take a –5 penalty to the check. The 
  DC is equal to 10 + the highest Bluff 
  skill bonus among the creatures 
  or 15 + 1-1/2 × the highest CR among 
  the creatures, whichever is higher. If you 
  succeed at this check by 5 or more, for the next 
  hour, you gain a +2 circumstance bonus to Bluff, 
  Diplomacy, and Intimidate checks against the 
  creatures when you use their relationship as 
  part of the interaction. The GM decides if the 
  bonus applies. If you fail the check, you can’t 
  attempt to use this benefit on the same 
  creatures again until you gain another rank 
  in Sense Motive.
  44
  
  MEMORABLE COERCER
  You know how to use coercion to change people’s minds 
  without suffering the consequences.
  Prerequisites: Intimidate 1 rank.
  Benefit: You gain a +1 insight bonus to Intimidate checks. 
  In addition, when you successfully use Intimidate to bully 
  an opponent, the target must attempt a Will saving throw 
  once the intimidation wears off. The DC is equal to 10 + your 
  number of ranks in Intimidate. If the target fails this save, 
  their attitude toward you becomes indifferent and they won’t 
  report you to any authorities.
  Normal: The target of a successful Intimidate check to 
  bully is unfriendly to you after the duration of the attitude 
  change ends.
  SENSE ASSUMPTIONS
  You can easily intuit a person’s preconceptions.
  Prerequisites: Sense Motive 1 rank.
  Benefit: You gain a +1 insight bonus to Sense Motive checks. 
  In addition, you can attempt a Sense Motive check to discern 
  some of another person’s assumptions after 1 minute of 
  conversation, allowing you to assess the difficulty of lying to 
  them. The DC of this check is equal to 10 + the target’s Bluff 
  skill bonus or 15 + 1-1/2 × the target’s CR, whichever is higher. 
  If you succeed, you learn whether you would take a penalty to 
  Bluff checks when attempting to convince that target of one 
  falsehood of your choice related to the topic of conversation. 
  If you fail by 4 or less, you learn nothing. If you fail by 5 or 
  more, the target realizes you are trying to glean information 
  from them. You can retry this check, but the DC increases by 
  5 for each previous failure on this check against that target.
  SPELLS
  These spells can help uncover more evidence to solve almost 
  any mystery or create a greater one.
  ALTER CORPSE
  2
  2
  School necromancy
  Casting Time 1 standard action
  Range touch
  Targets one corpse
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You cause a corpse to change to suit a narrative you choose. 
  This spell can hide or create clues about how the corpse ended 
  up in its current state, from closing wounds to evaporating 
  chemicals in the cadaver’s system. However, the changes 
  cannot be major, such as removing or restoring a limb, or 
  stripping flesh from the skeleton. The spell is also unable to 
  change the corpse’s identity.
  Anyone who examines the corpse can attempt a Perception 
  check (DC = 10 + your caster level) to notice that the corpse’s 
  condition (or lack thereof) seems manipulated, but success 
  doesn’t allow the observer to determine what the corpse 
  looked like before this spell was cast. Closely examining the 
  corpse with a successful Medicine check (DC = 15 + your 
  caster level) not only reveals what a successful Perception 
  check does, but also reveals what the corpse looked like 
  before this spell was cast.
  BUILD TRUST 
  1
  1
  School divination
  Casting Time 1 standard action
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature
  Duration 1/day level; see text
  Saving Throw Will negates; Spell Resistance yes
  You get a sense of the best way to interact with the 
  target to encourage positive regard toward you. You gain 
  a +2 circumstance bonus to Charisma checks, Charisma-
  based skill checks, and Sense Motive checks you attempt 
  when interacting with the target. In addition, when you 
  fail a Charisma check or Charisma-based skill check when 
  interacting with the target, you can reroll the check as 
  a reaction. However, if you attempt the reroll, the target 
  receives a new saving throw against the spell. Taking hostile 
  action against the target automatically ends the spell.
  GLIMPSE OF TRUTH 
  3
  3
  3  
  School divination
  Casting Time 1 standard action
  Range personal
  Duration 1 round
  This spell functions as true seeing, except as noted above.
  METICULOUS MATCH
  3
  3
  3  
   [
  School divination
  Casting Time 10 minutes
  Range touch
  Targets two objects
  Saving Throw Fort negates (object); Spell Resistance yes 
  (object)
  You compare two similar items and know if they are identical 
  to one another or not. The spell can indicate an identical 
  match, a categorical match, or no match. For instance, blood 
  samples are identical if they are from the same creature. 
  They are categorical if they are from the same species. No 
  match exists if the blood samples are from different species 
  or if one sample is stage blood.
  Alternatively, you can compare dissimilar items and know 
  if they have a potential relationship. For instance, you can 
  compare a creature’s tooth against a bite mark and know 
  whether that creature could have caused the bite mark.
  This spell is fallible. An identical match can result from 
  comparing items that are duplicates of one another. For 
  instance, a knife might have an identical match with a stab 
  wound if an identical knife was used to inflict the wound. 
  Identical twins might have identical blood or tissues.
  45
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN  
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  
  46
  IN FROM THE COLD
  “You want to know why you’re here? Imagine you’re a 
  brain, yeah? But no eyes, no ears, just sittin’ warm and 
  cozy in your skull with nothin’ but imagination and pixie 
  sparkles to keep your attention. You’d never need to see 
  how mean the real world is. How it can chew you up and 
  spit you out. That’s great for some. But me? If something 
  is about to go pear-shaped, I want to know. I like to see 
  the bullet coming. And that’s what we do, kid. We’re not 
  soldiers. We’re not heroes. We watch and we listen, and 
  when we see the bullet coming, we tell the brain when to 
  get out of the damn way.”
  —Donlaia Sekk on Training Day 001
  
  S
  ubterfuge is the exacting scalpel to warfare’s 
  indiscriminate shrapnel. And in a galaxy where 
  superweapons can wipe out entire planets, a careful 
  hand is infinitely more useful for achieving practical goals. Even 
  the most noteworthy interstellar conflict in recent memory—
  the war between the Veskarium and the Pact Worlds—lasted 
  only 5 years before both sides shuddered at the mounting cost 
  and devastation of open conflict. But the so-called Silent War—
  focused mainly on smaller skirmishes and espionage—lasted 
  ten generations, as dedicated spies and agents on both sides 
  faced off to uncover the other power’s secrets, sabotage their 
  efforts, and sway the direction of their politics. 
  Espionage encompasses a number of tactics. A nation 
  conquered by placing loyal entities on its throne without 
  a drop of spilled blood can immediately turn its engines of 
  commerce to fill your pockets. Quietly bribed researchers can 
  grant you access to scientific knowledge. Magical scrying 
  sensors can overhear state secrets. Deep cover agents can 
  live among the enemy populace for years and find work 
  within government and security organizations. The ultimate 
  goal of espionage is to take what your foe can’t afford to lose—
  knowledge, resources, loyalty from their populace, or the lives 
  of key figures—while knowing exactly how they will respond.
  Many of the galaxy’s military organizations have at least 
  one espionage branch, as do seemingly legitimate companies, 
  such as the Aspis Consortium, though most of their spying is 
  on other companies. Among the Pact Worlds, the Ops branch 
  of the Stewards is the most prominent, gathering intelligence 
  and undermining internal and external threats to the system’s 
  peace. During the Silent War, their primary duty was to face 
  off against the Veskarium’s Division of Disloyal Organizations, 
  which operated as a counter-intelligence arm with sweeping 
  authority. Much of the time, the division actively recruited 
  and supplied Pact World dissidents to cause internal strife. 
  Since the war’s conclusion, both organizations have pivoted 
  to focus primarily on smaller, internal threats and terrorist 
  groups, but maintain their own agents within their allies’ 
  numbers “to be safe.” The Corpse Fleet’s intelligence branch, 
  the Mindcrimes Division, is among the greatest current 
  threats to the Stewards, operating a widespread network of 
  informants across the Pact Worlds to keep tabs on ongoing 
  security efforts. The Mindcrimes Division relies heavily 
  on enchantment and divination magic to coax already-
  dissatisfied undead fringe groups into acting on the Corpse 
  Fleet’s behalf on Eox and other worlds.
  Within the Vast, the Azlanti Star Empire stands as the 
  dominant espionage power thanks to the ingenuity and magic 
  of the Cerulean Order, a secretive organization that answers 
  directly to the Aeon Throne. Most of the citizenry of the Star 
  Empire believe the Cerulean Order isn’t much more than a 
  fever dream of conspiracy theorists, but the group is all too 
  real. With vast resources and little accountability, the order 
  excels in various forms of brainwashing—simple psychology, 
  magical hypnosis, or cybernetic brain implants—to establish 
  sleeper agents within alien populaces where obviously Azlanti 
  operatives would be too obvious. The Swarm conducts its own 
  gruesome form of intelligence operation as well, though that 
  process on physically restraining targets and extracting secrets 
  from their brains—effective, but hardly subtle.
  Intelligence organizations often rely on a small number 
  of talented agents and freelancers to accomplish seemingly 
  impossible tasks. The following options help player characters 
  infiltrate and overcome threats with subterfuge rather than 
  force of arms. 
  ENVOY OPTIONS
  While most envoys excel at standing out, those engaged 
  in espionage must learn to blend in and make themselves 
  seem harmless. Their gift of seeming at home in any crowd is 
  especially useful when they need to remain unobtrusive and 
  deflect the blame for their own actions onto those around them. 
  Other envoys can predict and exploit their enemies’ tactics.
  ENVOY IMPROVISATIONS
  The following envoy improvisations use the standard rules for 
  envoy improvisations (Core Rulebook 61) and use the standard 
  envoy icons to define language-dependent, mind-affecting, 
  and sense-dependent improvisations (Core Rulebook 62).
  1st Level
  An envoy of any level can choose the following envoy 
  improvisations.
  D	
  D	 Frustrating Target (Ex) 
   
  You duck and weave around an opponent in close combat, 
  making it difficult for others to draw a bead on you. Once 
  per turn as a move action, choose a significant enemy you 
  are adjacent to. All other enemies take a –1 penalty to attack 
  rolls against you until the beginning of your next turn, as 
  long as you are still adjacent to the designated opponent.
  At 6th level, you can spend 1 Resolve Point as a reaction 
  when an enemy other than the designated opponent 
  attacks you to make that enemy roll twice on a single 
  attack and take the worse result, as a long as you are still 
  adjacent to the designated opponent. Both of these rolls 
  take the –1 penalty imparted by this ability.
  4th Level
  You must be at least 4th level to choose the following envoy 
  improvisations.
  D	
  D	 Infuriating Target (Ex)
   
  You move with skill and grace in combat, using others as 
  living shields. When you use frustrating target, you also gain 
  a +2 circumstance bonus to Reflex saving throws against 
  area effects as long as you are still adjacent to the designated 
  opponent. If your designated opponent is also within the 
  47
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN  
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
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  48
  same area of effect, it takes a –2 penalty to their Reflex 
  save. You must have the frustrating target improvisation to 
  choose this improvisation.
  At 8th level, you can spend 1 Resolve Point as a reaction 
  whenever you attempt a Reflex save against an area effect 
  to have that area expand to encompass your designated 
  opponent, as long as you are adjacent to it. The opponent’s 
  Reflex save takes a –2 penalty.
  D	
  D	 Exactly as I Would Have Done (Ex) 
   
  Your keen tactical mind predicts when and where an 
  ambush would be ideal so you aren’t surprised when 
  enemies exploit the same strategy. You aren’t flat-footed 
  during a surprise round. 
  At 8th level, you can spend 1 Resolve Point to share this 
  benefit with one ally you could have reasonably warned 
  of the attack at the last minute; this application of the 
  improvisation is a language-dependent, mind-affecting, 
  sense-dependent effect.
  EXPERTISE TALENTS
  You can select the following expertise talents to hone your 
  ability to assume false identities or blend in.
  D		
  D		 Biometric Implants (Ex; Disguise)
  You have small implants that make microscopic alterations 
  to your DNA, allowing you to attempt a Disguise check 
  in place of Computers or Engineering to defeat biometric 
  locks. If you have access to another creature’s biometric 
  data, you can duplicate it automatically and open biometric 
  locks keyed to them.
  D		
  D		 Reasonable Excuse (Ex; Bluff)
  You can speak with such conviction that you earn the 
  benefit of the doubt even under outlandish circumstances. 
  When caught in a compromising situation that clearly 
  indicates your guilt or would initiate combat, you can 
  attempt an immediate Bluff check before initiative is 
  rolled to lie and absolve yourself, but you must forgo your 
  expertise die on this check. A successful check will stop an 
  outbreak of violence as long as you (and anyone with you) is 
  cooperative with those you are lying to (for example, leaving 
  a restricted area or handing over stolen property you happen 
  to “find”). You cannot use this ability to escape consequences 
  for violence and other overtly hostile actions.
  MECHANIC OPTIONS
  While few mechanics are skilled in stealth and social 
  manipulation, they are invaluable allies in any covert endeavor. 
  Even machines talk—if you know how to listen.
  MECHANIC TRICKS
  These mechanic tricks (Core Rulebook 70) provide the most 
  reliable support a mechanic spy could ask for, allowing them 
  to push technology to the limit or exploit its weaknesses.
  2nd Level
  You must be 2nd level or higher to choose these 
  mechanic tricks.
  D		
  D		 Attentive Tampering (Ex)
  You have a soft touch and naturally conceal signs of your 
  tampering. Do not increase the DC of Engineering checks to 
  hide your attempts to disable a device.
  D		
  D		 Concealed Device (Ex)
  In a process that requires an hour of uninterrupted work, 
  you can hide a non-consumable piece of technological gear 
  inside a larger technological object (something of higher 
  bulk). For instance, you can conceal a personal comm 
  unit inside a pair of hoverskates (Starfinder Armory 104) 
  or a detonator inside a basic medkit. The concealed item 
  easily passes casual inspection, but someone using a 
  scanner or performing a close inspection can discover it 
  with a successful Perception check (DC = 10 + your total 
  Engineering skill modifier – the concealed item’s bulk 
  [minimum 1]). Both devices retain their normal functionality 
  and require their own batteries, but if the concealed device 
  requires a skill check to use, the user takes a –2 penalty 
  to that skill check. You can’t conceal weapons or armor or 
  conceal items in weapons or armor.
  Starting at 5th level, you can conceal the functional 
  parts of a technological item or a ranged weapon inside a 
  technological object of the same size, as long as that object 
  is at least 1 bulk. For instance, you can conceal an azimuth 
  laser pistol inside a large-enough musical instrument 
  (Armory 105) or a pulsecaster pistol inside a beacon. 
  Concealing a weapon in this way imposes a –2 penalty to 
  attack rolls with that weapon and reduces its range by half. 
  OTHER CLASSES, 
  OTHER OPTIONS
  The options presented here are just some of the ways 
  a character can focus on stealth and espionage. The 
  operative class, especially the ghost, hacker, and spy 
  specializations, is probably the most obvious way 
  to create such a character. However, certain envoy 
  expertise talents, such as altered bearing and cunning 
  disguise, and technomancer magic hacks, such as 
  quick scan and diviner’s tap, also make for good 
  espionage tactics. Feats such as Shot on the Run and 
  Unfriendly Fire allow a character to be nimble and 
  tricky in combat. There are several more options in 
  the Starfinder Character Operations Manual to help 
  customize a character even further.
  
  49
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN  
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  This requires an additional hour of work and an amount of 
  UPBs equal to 10% of the concealed item.
  In either case, do not combine the bulk of the two 
  devices; only the higher bulk counts toward a character’s 
  bulk limit.
  D		
  D		 Implant Ghost (Ex)
  As a standard action, you can attempt to hack into the 
  cybernetics installed in a creature you can see within 
  60 feet with a Computers check (DC = 15 + 1-1/2 × the 
  target’s  CR). If you succeed, choose one of the target’s 
  cybernetic implants; your exocortex forms a secret 
  wireless link to that augmentation, allowing you to record 
  what it experiences. You can see what a cybernetic eye 
  sees, hear what a cybernetic ear hears, copy the data a 
  datajack downloads, or track the movement of a cybernetic 
  hand (potentially learning combinations or keystrokes). 
  You can maintain this link until your target moves more 
  than 500 feet from you, you fall unconscious or asleep, or 
  you choose to end it (this takes no action). You must have 
  an exocortex to learn this trick.
  8th Level
  You must be 8th level or higher to choose these mechanic tricks.
  D		
  D		 Implant Glitch (Ex)
  When you successfully hack into a creature’s cybernetics 
  using implant ghost, you can instead choose for your 
  exocortex to broadcast garbage signals to the chosen 
  implant, inflicting deleterious effects, depending on the 
  system in which the implant is installed. If the implant 
  is installed in an arm, hand, or brain, the target takes a 
  –2 penalty to attack rolls. If the implant is installed in the 
  ears or eyes, the target takes a –4 penalty to Perception 
  checks. If the implant is installed in a foot or leg, the target 
  takes a –2 penalty to Reflex saves, and if the implant is 
  installed in any other system, the target takes a –2 penalty 
  to Fortitude saves. A different penalty can be imparted 
  at the GM’s discretion. Once established, this link lasts 1 
  round for every mechanic level you has, unless the target 
  moves more than 100 feet from you, you fall unconscious, 
  or you choose to end it (this takes no action). You must 
  have an exocortex and the implant ghost mechanic trick to 
  learn this trick.
  DRONE MODS
  The following drone mods (Core Rulebook 76) help some 
  espionage-focused mechanics disguise their drones. You can 
  choose these mods at any level.
  D		
  D		 Lifelike Appearance (Ex)
  Your drone is fitted with a natural-looking synthetic skin 
  and additional cosmetic accessories to make it appear to 
  be an appropriately sized animal. Recognizing the drone 
  as anything but a normal animal requires a successful 
  Engineering or Life Science check (DC = 10 + your total 
  Engineering skill modifier).
  D		
  D		 Transformation Matrix (Ex)
  Your drone can transform into a second form that resembles 
  an ordinary inanimate object of one size smaller. Taking this 
  smaller form or returning to its normal form is a standard 
  action. The drone retains its senses in this form and can 
  move at half speed (though this would likely reveal its true 
  nature) but loses access to its other mods and weapons. You 
  choose the object the drone can transform into when you 
  select this mod but can change it any time you rebuild your 
  drone. A Small drone becomes a Tiny object that weighs 
  approximately 1 bulk (such as a metal briefcase), and a Tiny 
  drone transforms into a Diminutive object of light bulk (such 
  as a datapad). A transformed drone automatically passes 
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  50
  casual inspections but can be identified as suspicious with 
  close inspection and a successful Engineering or Perception 
  check (DC = 10 + your total Engineering skill modifier). This 
  mod can be installed in only Small or Tiny drones.
  D		
  D		 Unobtrusive Chassis (Ex)
  Your drone looks like a mundane domestic drone (Armory 
  101) of the same size. With 10 minutes of work, you can 
  alter cosmetic aspects of your drone’s appearance to make 
  it look like other domestic drones in a local building or area. 
  Your drone gains the unobtrusive envoy expertise talent 
  but uses your total Engineering skill modifier to determine 
  the DC to notice it.
  SOLDIER OPTIONS
  Soldiers often play support roles in intelligence work, lurking 
  nearby in case anything goes wrong while hoping desperately 
  nothing does. The best espionage soldiers are the ones that 
  can avoid notice until they launch into swift and deadly action.
  GEAR BOOSTS
  The following gear boosts (Core Rulebook 111) help soldiers 
  carry the tools of their trade without arousing suspicion.
  D		
  D		 Close at Hand (Ex)
  You have a practiced ease with smuggling weapons. You 
  gain a +2 bonus to Disguise checks to hide the fact that 
  you are wearing armor and to Sleight of Hand checks to 
  conceal weapons on your body. You can draw a concealed 
  weapon as a move action or, if you have the Quick Draw 
  feat, as a swift action.
  D		
  D		 Discreet Armor (Ex)
  You can attempt to conceal the fact you are wearing armor 
  by removing the bulkiest pieces and dressing carefully. 
  Doing so takes 10 minutes of work for light armor and 
  1d3×10 minutes of work for heavy armor and reduces 
  the Armor Class bonus by 1 for light armor or 3 for heavy 
  armor (to a minimum of +0). You can’t conceal power armor 
  in this way. Then, roll a Disguise check (with a –4 penalty 
  if you are concealing heavy armor). This sets the DC of 
  the Perception checks of anyone observing you to notice 
  you are wearing armor. If you are physically searched, the 
  searcher gains a +4 bonus to the check. It takes the same 
  amount of time to return your armor to normal.
  FIGHTING STYLES
  The following fighting styles (Core Rulebook 112) emphasize 
  discretion and mobility.
  Pistol Dancer
  A soldier’s familiar rifles and heavy weapons are often too 
  obvious for discreet work, but pistols are easily concealed 
  and, in the right hands, elegant engines of death. The pistol 
  dancer combat style teaches you to wield small arms to 
  devastating effect while moving with precision to sidestep 
  the usual tactics employed by other gunfighters.
  Small Arm Tango (Ex) 
  1st Level
  D		
  D		 You learn to treat a pistol as an extension of your body. 
  Sleight of Hand becomes a class skill for you. You can 
  reload a small arm as a swift action, and you can wield a 
  small arm in melee combat as if it were a battleglove with 
  an item level equal to or lower than your soldier level.
  Staccato Strut (Ex) 
  5th Level
  D		
  D		 When you make a full attack with small arms and target a 
  different creature with each attack, reduce the penalty to 
  each attack by 1.
  Ricochet Waltz (Ex) 
  9th Level
  D		
  D		 When you fight defensively, double the bonus to your 
  Armor Class against attacks from small arms and longarms.
  Pistol Pirouette (Ex) 
  13th Level
  D		
  D		 As a full action when you are wielding two or more identical 
  small arms, you can spend 1 Resolve Point to fire them all 
  simultaneously to shoot at all creatures in a burst centered 
  on you with a radius equal to one-quarter the weapon’s 
  range increment. This otherwise duplicates the effect of an 
  automatic weapon (Core Rulebook 180). 
  Choreography of Death (Ex) 
  17th Level
  D		
  D		 You gain a cumulative +2 insight bonus to damage rolls for 
  every previous successful ranged or melee attack with a 
  small arm in the same combat, to a maximum bonus equal 
  to half your soldier level. The bonus doesn’t reset if you 
  miss with an attack, but it does if you didn’t spend the 
  previous round attacking with a small arm.
  Silent Slayer
  The silent slayer fighting style focuses on lurking quietly in 
  the shadows and striking in close combat without warning. 
  You train heavily in the use of melee weapons and light armor, 
  pushing both beyond their normal limits, and eventually learn 
  to fade away as quickly as you emerge.
  Claws of the Shadow (Ex) 
  1st Level
  D		
  D		 Stealth becomes a class skill for you, and when you 
  strike silently, you disorient your opponent. When you 
  successfully attack a target from hiding with a melee 
  weapon with the operative weapon special quality, that 
  target is off-target until the end of its next turn.
  Darting Shadow (Ex) 
  5th Level
  D		
  D		 You gain Mobility as a bonus feat. If you already have 
  Mobility, you instead gain Spring Attack as a bonus feat. 
  
  51
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN  
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  Fading Shadow (Su) 
  9th Level
  D		
  D		 As a move action, you can spend 1 Resolve Point to vanish in 
  a whorl of shadows and teleport yourself to any point within 
  30 feet that you can see. This counts as a diversion, as if 
  you had just successfully used the Bluff skill, so you can 
  immediately attempt a Stealth check to hide with only a –10 
  penalty. Starting at 15th level, if you have the Spring Attack 
  feat, you can use this ability to teleport, make a single melee 
  attack against an opponent within reach, and then teleport 
  away. The total distance you move between both teleports 
  cannot exceed 30 feet. Like with Spring Attack, you can’t 
  attack a foe that is adjacent to you at the start of your turn.
  Severing Shadow (Ex) 
  13th Level
  D		
  D		 Any melee weapon you wield gains the wound critical 
  hit effect. If it already has the wound critical hit effect, 
  it gains the severe wound critical hit effect. If a weapon 
  already has a critical hit effect, you can apply either the 
  critical hit effect from this ability or the weapon’s normal 
  critical hit effect when you score a critical hit.
  Weeping Shadow (Ex) 
  17th Level
  D		
  D		 Your 
  unexpected 
  attacks 
  leave 
  targets 
  devastated and erratic. When you hit an 
  opponent with a melee attack who was not 
  aware of your presence, it is frightened for 
  1d4 rounds. If you score a critical hit, the 
  target is instead panicked for 1d4 rounds. 
  The target can attempt a Will saving throw at the end 
  of each round to remove the frightened or panicked 
  condition (DC = 10 + half your soldier level + your key 
  ability modifier).
  TECHNOMANCER OPTIONS
  With their mastery of the technology that all the galaxy 
  depends on, technomancers fit easily into the world of high-
  tech espionage and sabotage. They excel at misdirection and 
  mind games using computers and spellcraft.
  MAGIC HACKS
  These magic hacks (Core Rulebook 120) focus on subterfuge.
  2nd Level
  You must be 2nd level or higher to select these magic hacks.
  D	
  	
  D	
  	All-Access Enchantment (Su)
  As a standard action, you can expend an unused spell 
  slot to erode the internal security of a computer system 
  you can touch. You reduce the DC to hack the computer 
  by an amount equal to the level of the spell expended for 
  the duration of a single attempt to hack 
  the computer. If you have used all-access 
  enchantment on a computer and fail a 
  Computers check to access it, you can spend 1 Resolve Point 
  as a reaction to avoid activating a single countermeasure of 
  your choice.
  D		
  D		 Subtle Spells (Ex)
  You can disguise your spellcasting to confound onlookers. 
  If you succeed at a Sleight of Hand check (DC = 10 + 5 × 
  level of spell being cast) while casting a spell (this requires 
  no extra action), choose a different spell of the same level 
  and school as the one you are casting. An onlooker who 
  succeeds at a Mysticism check to identify the spell you 
  are casting believes the disguised spell to be the other 
  spell you chose unless their result exceeds the DC by 10 
  or more. A spell with an obvious effect (such as explosive 
  blast) will immediately disabuse of the onlooker of their 
  false assumption. You can’t actually eliminate all signs of 
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  52
  spellcasting, so security footage may still reveal you as the 
  source of dangerous magic.
  Starting at 5th level, you can spend 1 Resolve Point to 
  automatically succeed on the Sleight of Hand check. When 
  you do so, the onlooker takes a –2 penalty to a Mysticism 
  check to identify your spell and the DC to counter your 
  spell with dispel magic or greater dispel magic increases 
  by 2.
  5th Level
  You must be 5th level or higher to select these magic hacks.
  D		
  D		 Arcane Virus (Sp)
  You can program a virus into a technological item or weapon 
  that delivers a spell effect, similar to the effects of a spell 
  gem, on the next individual to use the item. This process 
  requires an uninterrupted minute of access to the item. You 
  can create only an arcane virus of a spell you know that has 
  a range of at least short and affects at least one target or has 
  an area of effect, and you must expend an unused spell slot of 
  the level of the spell you are programming into the virus. All 
  of the spell’s variables are determined by your technomancer 
  level at the time of its creation, and any decisions regarding 
  its effect (such as with command) must be set when the 
  virus is created. The arcane virus affects only the creature 
  that triggered it, even if the original spell would affect more 
  than one creature. An arcane virus remains active until it is 
  triggered, until it is disabled, until you decide to end it as a 
  standard action, or for 1 day per your technomancer level, 
  whichever comes first. While the arcane virus is active, you 
  cannot recover the used spell slot until the virus is triggered 
  or deactivated. A user can detect an arcane virus before it is 
  triggered with a successful Computers check (DC = 15 + your 
  technomancer level + level of the spell) and disable it with 
  a second Computers check (DC = 20 + your technomancer 
  level + level of the spell).
  D		
  D		 Private Hologram (Su)
  When you cast a holographic image or holographic 
  terrain spell, you can choose to adjust the illusion’s 
  magical frequency to make it visible only to you and a 
  single target of your choosing within range who you can 
  observe. You can spend 1 Resolve Point to instead make the 
  illusion perceivable to a number of targets equal to your 
  technomancer level. A private hologram can be seen by any 
  effect that allows someone to see invisible creatures. 
  11th Level
  You must be 11th level or higher to select this magic hack.
  D		
  D		 Arcane Spyware (Sp)
  As a standard action, you can spend 1 Resolve Point while 
  touching a single technological item (including a weapon or a 
  suit of armor) and infect it with a sly program that seeks out a 
  user’s secrets on your behalf. The spyware can be instructed 
  to attack the very next user or remain dormant, waiting for a 
  specific target. The spyware lasts for a number of hours equal 
  to your technomancer level or until it is activated, at which 
  point it targets the user as per mind probe with a caster level 
  equal to your technomancer level. The duration of this effect 
  is 1 minute per level and the spyware can attempt to extract 
  information only once per minute. The spyware is subtle, 
  but a user may notice it each time it attempts to extract a 
  memory with a successful Perception check (DC = 15 + 1-1/2 × 
  your technomancer level), and the spyware can’t continue to 
  target a user who puts the item down or walks away. You 
  are aware of the spyware’s activity and what information it 
  extracts, and you can direct its line of questioning, as long as 
  you are within 1 mile of the infected item.
  SPELLS
  The following spells can alter the minds of unwitting targets 
  or create a loyal surveillance drone.
  HACK WETWARE 
  TECHNOMANCER 2-5 
  School divination
  Casting Time 1 round
  Range close (25 ft. + 5 ft./2 levels)
  Targets one living creature
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  If the target fails its saving throw, you form a link between 
  their mind and a computer you touch at the time of casting, 
  allowing you to hack their brain as if it were a computer to 
  examine or manipulate memories and implant suggestions. 
  Each round this spell is active and you are within range 
  of the target, you can take a standard action to attempt 
  a Computers check to hack their brain and gain certain 
  information, depending on the level of the spell. For the 
  purposes of this spell, a living mind has a tier equal to one-
  half the target’s level or CR (minimum 1) and has an alarm 
  countermeasure that immediately alerts the target creature 
  if you fail a Computers check, allowing them an immediate 
  additional Will saving throw to end the spell. 
  2nd: When you cast hack wetware as a 2nd-level spell, 
  you can hack the target’s mind to gain general access to their 
  thoughts, fears, and desires. If you are successful, you gain 
  access to one of the following: the target’s current surface 
  thoughts, the target’s most pressing current fear, or the 
  target’s most pressing current desire. On following rounds, 
  you can attempt additional Computers checks to learn other 
  pieces of information. 
  3rd: When you cast hack wetware as a 3rd-level spell, 
  it functions like the 2nd-level casting of the spell, but you 
  can also hack the target’s mind to gain deeper access to 
  their secrets and memories. Such information is partitioned 
  behind a mental firewall, which increases the DC to access it 
  by 2 or the target’s Wisdom modifier, whichever is greater. 
  
  53
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN  
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  If you are successful, you gain access to a single piece of 
  secret information the target knows (such as a passcode or 
  the location of a hidden panel) or a specific memory (which 
  can be no longer than 1 minute); a memory shows exactly 
  what the target experienced from their perspective, so it 
  might lack context. You can save the information or memory 
  to your computer to retrieve later.
  4th: When you cast hack wetware as a 4th-level spell, it 
  functions like the 3rd-level casting of the spell, but you can 
  also hack the target’s mind to send it false sensory data. If 
  you are successful, you can determine the sights, sounds, and 
  smells the brain receives, creating an illusion only the target 
  can perceive, similar to a 4th-level holographic projection spell. 
  The target can attempt a new saving throw when it interacts 
  with these impressions to recognize them as false, but this 
  doesn’t immediately end the effect. The impressions last for 
  as long as the spell does, but you must attempt additional 
  Computers checks to alter them in subsequent rounds.
  5th: When you cast hack wetware as a 5th-level spell, 
  it functions like the 4th-level casting of the spell, but you 
  can also hack the target’s mind to implant a subconscious 
  command that can be activated at a later time. If you are 
  successful, you can state a course of activity similar to that 
  of a suggestion spell and a trigger, such as a static image 
  or a code phrase. This ends the hack wetware spell, but the 
  subconscious command remains in the target’s brain for 
  a number of days equal to your technomancer level. The 
  next time the target perceives the trigger, it performs the 
  suggested course of action as best it can if it fails another 
  Will saving throw. For every 5 your Computers check 
  exceeded the DC, the target takes a cumulative –2 penalty to 
  this saving throw. The command can be triggered only once.
  MEMORY LAPSE 
  MYSTIC 1
  School enchantment (mind-affecting)
  Casting Time 1 move action
  Range close (25 ft. + 5 ft./2 levels)
  Targets one living creature
  Duration instantaneous
  Saving Throw Will negates; 
  Spell Resistance yes
  You inspire a moment of confusion that causes a creature to 
  forget what occurred over the last round if it fails its saving 
  throw. If you have failed a skill check against that target since 
  the beginning of your last turn, you can attempt that check 
  again without a penalty (if you have the appropriate number of 
  actions remaining), or simply avoid the normal consequences 
  of that failed skill check. If the target was in the middle of a 
  task that requires longer than a single round to accomplish, it 
  must begin again. If you target a creature casting a spell with a 
  casting time of 1 round or longer, they must attempt a second 
  Will save to continue casting the spell or the spell fails.
  A creature you have injured in the last hour gains a +4 
  circumstance bonus to its Will saving throw.
  PROWLING JUNKBOT 
  TECHNOMANCER 4 
  School transmutation
  Casting Time 1 round
  Range touch
  Targets 1 bulk of inert electronic equipment
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  This spell functions as the handy junkbot spell, but instead 
  creates a stealthy drone that can investigate and spy, 
  transmitting what it sees back to you. A prowling junkbot 
  is Tiny, its EAC and KAC are each equal to 12 + your caster 
  level, and it has a number of Hit Points equal to one tenth 
  of your own (but no Stamina Points). It has a land speed 
  and a climb speed of 30 feet. It can accomplish all tasks 
  described in the Computers, Perception, Sleight of Hand, 
  and Stealth skills, as well as the disable device task of 
  Engineering, is considered trained in those skills, and has 
  a total skill bonus in each equal to 3 + your caster level. 
  A prowling junkbot is treated as if it were using a 
  hacker’s kit when using the Computers skill and 
  an engineering kit when using the Engineering 
  skill. A prowling junkbot has low-light vision 
  and darkvision with a range of 60 feet, and 
  it telepathically transmits everything it sees 
  and hears to you or a computer terminal you 
  touch as part of the original casting 
  of the spell. Images and sound 
  transmitted to a terminal can 
  be recorded.
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  
  54
  ALIEN ARCHIVES
  “Marrax and I noticed the smears of blood on the floor right 
  away. They seemed to form some kind of pattern or maybe 
  words in a language I never seen before. Someone stepped 
  forth from the shadows. It looked like Professor Ko, but her 
  clothes were tattered and there was some kind of symbol 
  carved into her chest. She shuffled forward and grabbed 
  Marrax and slashed at his shirt with long nails. I panicked 
  and ran out of there. But Marrax’s wounds began to shift 
  and glow, and it was like he was moving through tar... I’m 
  sorry, I left him screaming in the dark.” 
  —Report from Lonthis Vens, janitor at Qabarat University 
  of Xenoarcheology and Xenoanthropology
  
  LE Medium undead
  Init +1; Senses darkvision 60 ft., blindsense (thought) 30 ft.; 
  Perception +10
  DEFENSE 
  HP 43
  EAC 15; KAC 16
  Fort +3; Ref +3; Will +9
  DR 5/magic; Immunities undead immunities; SR 15
  OFFENSE
  Speed 30 ft., fly 20 ft. (Su, perfect)
  Melee claw +8 (1d4+4 S plus grab)
  Offensive Abilities ritual scar
  Spell-Like Abilities (CL 4th; ranged +8)
  1/day—inflict pain (DC 17), mind thrust (2nd level, DC 17)
  3/day—command (DC 16), detect thoughts (DC 16), fear 
  (DC 16)
  At will—ghost sound (DC 15), telekinetic projectile
  STATISTICS
  Str +0; Dex +1; Con —; Int +5; Wis +1; Cha +3
  Skills Athletics +10, Intimidate +15, Mysticism +15, Stealth +15
  Languages Aklo, Common, up to three others; limited 
  telepathy 30 ft.
  Other Abilities unliving
  ECOLOGY
  Environment any
  Organization solitary or circle (1 plus 3–5 occult zombies)
  SPECIAL ABILITIES
  Ritual Scar (Su) An aanung-an that starts its turn grappling 
  a creature can attempt to carve a ritual scar into its 
  victim’s body as a standard action, afflicting it with 
  potent magic. The aanung-an attempts a Mysticism 
  check (DC = 20 + target’s level or CR). On a success, 
  the aanung-an renews the grapple, and the target 
  takes 1d6+4 slashing damage as the aanung-an claws a 
  symbol into its body. The target must then succeed at 
  a DC 15 Will saving throw or suffer one of the following 
  effects of the aanung-an’s choice: bestow curse, slow, or 
  suggestion. These effects function at the aanung-an’s 
  caster level. Certain aanung-ans might inflict different or 
  unique effects with this ability, at the GM’s discretion.
  Aanung-ans, sometimes called the occulted dead, are rare 
  undead creatures that rise from the corpses of those who 
  died while performing vile and malignant occult rituals. 
  Rising as gangly, emaciated corpses attired in ritual trappings, 
  aanung-ans wield obscure lore in service to unknowable 
  agendas. Some scholars theorize that aanung-ans are somehow 
  linked to one another and are attempting to enact a galaxy-
  wide ritual, though none agree on their final goal. Conjecture 
  runs from summoning an eldritch horror from beyond space 
  and time to snuffing out all life in the blink of an eye.
  While aanung-ans are almost always solitary, rumors persist 
  of individual aanung-ans raising small cabals of zombies to 
  function as bodyguards and servants. Such aanung-ans are 
  likely very powerful spellcasters with sinister schemes.
  AANUNG-AN TEMPLATE GRAFT 
  (CR 4+)
  Any creature that dies while performing dark rituals for evil 
  purposes risks rising again as one of the occult dead.
  Required Creature Type: Undead.
  Suggested Array: Spellcaster.
  Traits: Blindsense (thought) 30 ft.; ritual scar (see above); 
  Mysticism as a master skill.
  Suggested Ability Modifiers: Intelligence, 
  Wisdom, 
  Charisma.
  55
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN  
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  AANUNG-AN
   
  CR  
    4
   
  XP
  1,200
  
  56
  AERIAL DEVIL
   
  CR
    2
      XP
     600 
  N Small animal
  Init +4; Senses low-light vision; Perception +7
  DEFENSE 
  HP 22
  EAC 13; KAC 15 
  Fort +5; Ref +7; Will +1
  Defensive Abilities bewildering velocity, bullet eater, 
  evasion
  OFFENSE
  Speed 10 ft., fly 80 ft. (Ex, perfect)
  Melee bite +7 (1d6+3 P; critical bleed 1d4)
  STATISTICS
  Str +1; Dex +4; Con +2; Int –5; Wis +0; Cha +0
  Skills Acrobatics +12 (+20 to fly), Stealth +7, Survival +7
  Feats Spring Attack
  ECOLOGY
  Environment cold and temperate forests
  Organization solitary, pair, or cloud (3–8) 
  SPECIAL ABILITIES
  Bewildering Velocity (Ex) After moving at least 30 
  feet, an aerial devil gains concealment until the start of 
  its next turn.  
  Bullet Eater (Ex) When an aerial devil would be hit by a 
  ranged attack against KAC, it can attempt to pick the 
  projectile out of the air with its beak as a reaction. The 
  aerial devil attempts an Acrobatics check (DC = the 
  result of the successful attack roll). If successful, the 
  aerial devil takes no damage. The aerial devil must be 
  aware of the attack and not flat-footed. An aerial devil 
  can’t eat ammunition from incredibly large ranged 
  weapons (such as starship’s mass driver cannon).
  Aerial devils are birdlike animals with leathery wings and 
  strong, hooked beaks. These creatures are consummate 
  carnivores, their small frames belying their large caloric 
  requirements. Aerial devils attack in small groups, taking 
  turns swooping in and tearing at their victims until the 
  creatures fall, at which point the feast begins in earnest. 
  Thanks to their aerodynamic shape and wing structure, aerial 
  devils can reach incredible speeds. They prefer cold 
  and temperate woodlands (such as those found 
  on the Brethedan moon of Marata) and nest high 
  up in the trees. A typical aerial devil is 3 feet long 
  and weighs a surprisingly light 10 pounds.
  But aerial devils are not, in fact, devils in the 
  literal sense. Instead, these creatures gained 
  their moniker from loggers working in the 
  forests inhabited by these creatures. They 
  are considered dangerous pests, as 
  they are sometimes driven to attack 
  conservationists, 
  hikers, 
  tourists, 
  and anyone else who might threaten 
  their nests. Aerial devils have developed 
  the impressive ability to pick incoming 
  solid projectiles out of the air and crush 
  the munitions in their vicious beaks. 
  Ornithologists have yet to discover when 
  aerial devils developed this evolutionary 
  quirk, though not for lack of trying; it is easy 
  to spot scientists who study these creatures 
  from their missing digits and scarred faces. 
  In rare cases, those who live in close proximity 
  to these little bundles of fury have been able to 
  tame them to a limited degree and train them to 
  do minor tricks. If an aerial devil is kept well fed—a 
  challenge to be sure—it can learn to pick bullets out 
  of the air on command. Some fighter pilots have a 
  stylized image of an aerial devil stenciled onto their 
  spacecraft, paying respect (or perhaps attempting to 
  channel) the creature’s impressive flying ability.
  
  57
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN  
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  BARGHEST
   
  CR
   4
    XP
  1,200 
  LE Medium outsider (evil, extraplanar, lawful, shapechanger)
  Init +6; Senses blindsense (scent) 30 ft., darkvision 60 ft.; 
  Perception +10
  DEFENSE 
  HP 50
  EAC 16; KAC 18
  Fort +6; Ref +6; Will +5
  DR 5/magic
  OFFENSE
  Speed 30 ft.
  Melee bite +13 (1d6+8 P) or 
  claw +13 (1d4+8 S; critical bleed 1d4)
  Ranged azimuth laser pistol +11 (1d4+4 F; critical burn 1d4)
  Offensive Abilities feed
  Spell-Like Abilities (CL 4th)
  1/day—charm monster (DC 14), dimension door (self only), 
  fear (2nd level, DC 13)
  At will—flight (2nd level), nondetection
  STATISTICS
  Str +4; Dex +2; Con +2; Int +2; Wis +2; Cha +2
  Skills Bluff +10, Intimidate +10, Sense Motive +10, Stealth +10
  Languages Abyssal, Common, Goblin, Infernal
  Other Abilities change shape (goblinoid or wolf)
  Gear basic lashunta tempweave, azimuth laser pistol with 2 
  batteries (20 charges each)
  ECOLOGY
  Environment any
  Organization solitary or cult (1 plus space goblin tribe)
  SPECIAL ABILITIES
  Change Shape (Su) Each barghest has only one specific 
  goblinoid form and one specific wolf form.
  Feed (Su) A barghest can devour a nonevil humanoid’s 
  corpse as a full-round action. Once per month, if the 
  creature consumed is of a level or CR no more than 2 
  lower than the barghest’s, the barghest gains a growth 
  point. When the barghest gains 2 growth points, its 
  CR increases by 1, with commensurate changes to its 
  statistics. Barghests that increase their CR sometimes 
  gain additional spell-like abilities, changing into what is 
  known as a greater barghest at CR 7.
  Barghests are lupine outsiders that exist to spread fear 
  and feed upon humanoid heroes. Cunning and disciplined 
  but utterly self-centered hunters, barghests shun chaos. 
  However, legend says the goddess of monsters, Lamashtu, 
  freed the first barghests from the kennels of Hell. The 
  greatest among them still live in a section of the Abyss 
  they claim as their territory. Goblin belief holds that the 
  strongest of these barghests helped create goblinkind in 
  time immemorial. Evil goblins, therefore, revere barghests 
  as wicked hero-gods.
  These fiends hunt and kill good-hearted humanoids to feed 
  on the spiritual energy left within the corpses of such foes. 
  Although a barghest might slay the innocent or weak, and 
  even eat such prey, it gains the growth-inducing nourishment 
  it seeks only from worthy opponents. Barghests commit 
  atrocities to attract the attention of such would-be champions 
  before murdering and devouring them, growing in size, 
  magical power, and social standing with each success. 
  Masters of deception, barghests can transform into 
  goblinoids or wolves at will. They use such forms to remain 
  beneath notice to travel incognito or until ready to pounce. 
  A typical barghest is 6 feet long and weighs 200 pounds. 
  When it gains power, a barghest also gains size. The mightiest 
  among them are twice the size of their lesser kin.
  
  58
   
  CR
    4
   
  XP
    1,200
  CARGO CREEP
  N Medium aberration
  Init +3; Senses darkvision 60 ft.; Perception +10
  DEFENSE 
  HP 46
  EAC 16; KAC 17
  Fort +7; Ref +5; Will +5 
  Defensive Abilities molecular mimicry; DR 5/—
  Weaknesses vulnerable to acid
  OFFENSE
  Speed 15 ft., climb 20 ft.
  Melee tentacle +10 (1d4+5 B)
  Space 5 ft.; Reach 5 ft. (10 ft. with tentacle) 
  STATISTICS
  Str +1; Dex +3; Con +5; Int –3; Wis +1; Cha +0 
  Skills Athletics +10 (+18 when climbing), Disguise +15 (+19 
  when imitating an appropriate material), Stealth +15 (+19 
  when in an appropriate environment), Survival +15
  Languages Common (can’t speak any language)
  Other Abilities compression
  ECOLOGY
  Environment any 
  Organization solitary, pair, or pod (3–5)
  SPECIAL ABILITIES
  Molecular Mimicry (Ex) As a standard action, a cargo creep 
  can alter its physical composition to match a material 
  within reach of its tentacle. When it does so, it gains a 
  specific benefit and a vulnerability to a specific energy 
  type based on the material. In addition, the cargo creep 
  gains a +4 circumstance bonus to Disguise and Stealth 
  checks when attempting to imitate or hide among that 
  material, such as disguising itself as a metal plate in 
  metallic form or hiding among plants in vegetation form. 
  A cargo creep can match one of the following materials 
  and can revert back to its default flesh state as a move 
  action. The above cargo creep begins in its flesh state. 
  Flesh: When a cargo creep touches the flesh, fur, scales, 
  or other skin covering of a creature, it gains a +2 
  circumstance bonus to Reflex saving throws and a 
  vulnerability to acid.
  Metallic: When a cargo creep touches worked metal, it 
  gains DR 5/adamantine and a vulnerability to electricity.
  Mineral: When a cargo creep touches natural, non-
  worked minerals such as stones and gems, it gains a +1 
  circumstance bonus to KAC and a vulnerability to sonic.
  Synthetic: When a cargo creep touches material 
  like fibers, plastics, and polymers, it gains a +1 
  circumstance bonus to EAC and a vulnerability to cold.
  Vegetation: When a cargo creep touches natural plant 
  matter (including that of plant creatures) or worked 
  wood, it gains a +2 circumstance bonus to Fortitude 
  saving throws and a vulnerability to fire.
  The exact origin of cargo creeps is a 
  mystery, though those who have seen them 
  understand they are nuisances to crews of 
  transport ships, especially those carrying the 
  types of perishable goods that cargo creeps find 
  delicious. A cargo creep vaguely resembles a cephalopod, 
  with four large eyes and five tentacles that it uses for 
  locomotion. The unusual cells in its skin allow a cargo 
  creep to mimic any sort of material with uncanny 
  accuracy, almost down to its molecular structure. 
  This allows a cargo creep to hide almost anywhere 
  and easily slip into cargo holds in search for food. A cargo 
  creep is generally quick to hide or flee at the first sign of 
  danger, except when cornered, at which point it strikes out at 
  anything that gets too close. 
  
  ONI, SPIRIT 
   
  CR
    2
   
  XP
    600
  59
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN  
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  LE Tiny outsider (native, oni)
  Init +4; Senses darkvision 60 ft., detect magic; 
  Perception +7
  DEFENSE 
  HP 20
  EAC 14; KAC 16
  Fort +1; Ref +6; Will +4
  Defensive Abilities fast healing 2
  OFFENSE
  Speed 10 ft., fly 30 ft. (Su, average)
  Melee bite +8 (1d6 P) or
  gore +8 (1d6 P plus oni venom) 
  Space 2-1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 2nd)
  1/week—contact other plane
  1/day—command (DC 11), invisibility (self only)
  At will—psychokinetic hand
  Constant—detect magic
  STATISTICS
  Str –2; Dex +4; Con +1; Int +1; Wis +1; Cha +2
  Skills Acrobatics +12, Bluff +7, Mysticism +7, Sense 
  Motive +7, Stealth +12
  Languages Common
  Other Abilities mask symbiosis
  ECOLOGY
  Environment any
  Organization solitary, pair, or rack (3–12) 
  SPECIAL ABILITIES
  Mask Symbiosis (Ex) A spirit oni can be worn as a mask 
  by a willing Small or Medium creature. While wearing 
  the oni in this way, the wearer can see through the 
  oni’s eyes and speak through its mouth, although the 
  wearer retains its own senses and voice. The oni grants 
  its wearer a +2 insight bonus to Perception checks. The 
  spirit oni remains a separate creature and must detach 
  from the wearer’s face (as a move action) if it wishes to 
  take any action of its own (including attacking or using a 
  spell-like ability). 
  ONI VENOM
  Type poison (injury); Save Fortitude DC 11
  Track Charisma (special); Onset 1 round; Frequency 1/round 
  for 6 rounds
  Effect progression track is Healthy—Weakened—Impaired—
  Pliable; pliable is the end state.
  Cure 2 consecutive saves
  While most oni transition from their spirit state to a physical 
  form on their own, spirit oni are instead forced into their 
  lesser forms through the work of evil spellcasters. These 
  spellcasters perform a unique ritual that allows them to draw 
  upon an unmanifested spirit and bind it to a unique mask. 
  These masks are key to these rituals and are usually crafted 
  with fearsome and fiendish visages that resemble typical oni 
  faces. If the spellcaster’s ritual is successful, a spirit oni enters 
  the mask and transforms it into an animated, living creature 
  bound to the spellcaster.
  The ritual to create the spirit oni robs the oni of the 
  opportunity to ever coalesce into a humanoid form on its own 
  and effectively traps it in the mask indefinitely. This leads 
  many spirit oni to develop foul tempers and act abrasive 
  toward others, including their masters. A spellcaster will 
  often make use of their spirit oni’s harsh nature by wearing 
  the outsider as a mask to appear more intimidating. In cases 
  where intimidation fails, such a spellcaster can then unleash 
  the spirit oni against their foes. If a spirit oni’s master dies, 
  the oni is left to fend for itself and is free to live its own life. 
  Spirit oni are cowardly and dishonorable creatures, however, 
  and are usually quick to seek out other oni in hopes that 
  these new masters would grant the spirit oni positions of 
  power that befit their larger-than-life personalities.
  
  60
   
  CR
    1/2
      XP  
  200
  PROOG
  N Tiny ooze
  Init +3; Senses blindsight (life) 60 ft., sightless; 
  Perception +4
  DEFENSE 
  HP 13
  EAC 10; KAC 12
  Fort +4; Ref +0; Will –2
  Immunities acid, ooze immunities
  OFFENSE
  Speed 20 ft.
  Melee pseudopod +6 (1d6+1 B)
  Space 1 ft.; Reach 0 ft. 
  STATISTICS
  Str +1; Dex +3; Con +2; Int —; Wis +0; Cha +0
  Skills Acrobatics +4, Disguise +9, Stealth +4
  Other Abilities mimic object, mindless
  ECOLOGY
  Environment any
  Organization solitary, pair, or swarm (150–350)
  SPECIAL ABILITIES
  Mimic Object (Ex) A proog can look like any solid object 
  of 1 bulk or less that it comes into contact with. It 
  can’t imitate such an item’s function, moving parts, or 
  the like. A creature that closely examines a mimicking 
  proog can determine its true nature with a successful 
  Perception check, but the proog gains a +10 bonus 
  to Disguise checks when imitating an object in 
  this manner.
  While sapient creatures throughout the galaxy consider 
  most oozes to simply be disgusting monstrosities, the tiny 
  proog is relatively harmless—at its worst a minor pest, and 
  at times a pleasant companion or pet. According to records 
  (or more precisely, the lack of records) proogs were first 
  discovered, or possibly created, during the Gap. Today, 
  they are known mostly as novelty companions, due to their 
  diminutive size, gentle attitude, and ability to transform 
  into small objects. Proogs can mimic objects with exact 
  precision even though they have no eyes or other visual 
  sensors, although scientists are still uncertain on how the 
  oozes do so. Some believe proogs have psychic abilities, but 
  others insist proogs are able to quickly analyze objects on a 
  molecular level before adopting the new shape.
  Regardless of the facts of a proog’s biology, retailers are 
  happy to sell them as pets, and a proog is perfectly content 
  to be toted around in a small bag and fed the occasional table 
  scrap. Proog companions (Starfinder Alien Archive 3 145) 
  are surprisingly affectionate toward their masters and are 
  easy to train, able to perform simple transformation tricks 
  during which they adopt the shape of various small objects 
  as instructed by their owners. Proogs are especially popular 
  with small children, who delight in sliding the oozes through 
  their fingers and watching them change colors. The only 
  downside of keeping a proog companion is the nuisance that 
  comes with trying to find a proog after it has misbehaved. 
  Those shopping for a proog pet should be wary, however, 
  as unscrupulous retailers have been caught selling imitation 
  proogs, which the merchant insists are merely sleeping or 
  lethargic but then are later discovered to be molded gelatin 
  in the shape of a common household object.
  As is often the case with small designer pets, many 
  proogs have escaped their owners over the years 
  only to reproduce in the wild. Untamed proogs can 
  be found in a variety of environments, and though 
  they are relatively harmless, they sometimes lash 
  out in fear. A wild proog will transform into a small 
  object, such as a coffee mug, and hide in plain 
  sight. There it will remain for hours at a time, 
  only moving to feed off discarded garbage 
  when it is alone and unobserved. However, 
  a proog’s ability to mimic is not perfect, 
  and their telltale sheen sometimes gives 
  them away. Wild proogs are often 
  discovered when they are accidentally 
  dropped and, instead of shattering, the 
  injured ooze scurries away to hide. 
  
  61
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN  
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  ROBOT, INCAPACITATOR
   
  CR
   3
   
  XP 
   800
  N Medium construct (technological)
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +8
  DEFENSE 
  HP 40
  EAC 14; KAC 16
  Fort +3; Ref +3; Will +0
  Defensive Abilities integrated weapons, unflankable; 
  Immunities construct immunities
  Weaknesses vulnerable to critical hits, vulnerable to 
  electricity
  OFFENSE
  Speed 30 ft.
  Melee slam +12 (1d6+7 nonlethal B plus grab)
  Ranged integrated voltaic anchor pistol +10 (1d6+3 
  nonlethal E; critical bindAR) or
  stickybomb grenade I +10 (explode [10 ft., entangled 2d4 
  rounds, DC 12])
  Offensive Abilities exploit advantage
  STATISTICS
  Str +4; Dex +2; Con —; Int +1; Wis +0; Cha +0
  Skills Acrobatics +8, Athletics +13, Intimidate +8
  Languages Common
  Other Abilities unliving
  Gear voltaic anchor pistolAR with 2 high-capacity batteries 
  (40 charges each), stickybomb grenades I (2)
  ECOLOGY
  Environment any 
  Organization solitary, pair, or gang (3–8)
  SPECIAL ABILITIES
  Exploit Advantage (Ex) When an 
  incapacitator robot hits an entangled 
  creature, it deals that target extra 
  nonlethal damage equal to its 
  CR (3 extra damage for most 
  incapacitator robots).
  Incapacitator robots are built to restrain 
  and subdue, so they are popular among 
  bounty hunters who want to bring quarry 
  back alive and also among security forces 
  with safety concerns. Their large, padded 
  fists strike hard but focus on getting a 
  subduing hold on targets and are designed to deal no 
  lasting damage. When forced to deal with targets at 
  a distance, the robots hurl stickybomb grenades to 
  slow down their marks while closing to melee range. 
  Barring that, integrated shock pistols allow the 
  robots to use jolts of electricity that cause muscles 
  to seize up. Specialized programming allows the 
  robots to strike at a hampered target’s weak points.
  Most models of incapacitator robot are shaped like 
  hemispheres balanced on four articulated legs. Two to three 
  arms used for striking and grabbing jut from the hemisphere’s 
  top surface, along with an integrated weapon on a rotating 
  turret. A single sensor bar runs the entire circumference 
  of the robot’s body and can see in every direction at once. 
  These models stand about 5 feet tall, 5 feet long, and 5 feet 
  wide. They can weigh up to 1 ton.
  Some manufacturers build incapacitator robots, especially 
  those used in public sectors, to have a more humanoid 
  appearance. These may have friendly faces and a layer 
  of soft, cushioning material enclosing the robot’s frame. 
  Sometimes colloquially referred to as “hugbots,” these 
  models can envelop their targets in a crushing embrace that 
  can squeeze the breath (and consciousness) out of almost 
  any living creature. The typical “hugbot” is about 7 feet tall 
  and weighs 750 pounds.
  
  CODEX OF WORLDS
  GADRAVEL
  Planet of Ghosts
  Diameter: ×3/4; Mass: ×3/4
  Gravity: ×1-1/3
  Location: Near Space
  Atmosphere: Thin
  Day: 52 hours; Year: 523 days
  By the time explorers affiliated with the Pact Worlds first 
  came across the lonely, haunted planet of Gadravel on the 
  frontier of Near Space, it was already an ancient graveyard. 
  The trench-like scars across Gadravel, visible from space, hint 
  at an ancient destruction wreaked by some unknown force or 
  super weapon that also wiped out every living thing on the 
  planet. In the decades since its rediscovery, the unquiet spirits 
  of Gadravel’s slaughtered populace have swallowed a dozen 
  scientific research expeditions and countless opportunists and 
  explorers. Scavengers come in search of forgotten technology 
  or unclaimed plunder, while pirates seek refuge among the 
  silent streets of abandoned cities, hoping to shake off pursuit 
  by bounty hunters. Those who alight on the planet’s surface 
  and leave within an hour or two often escape with fantastic 
  riches and intriguing components of baffling alien technology. 
  Those who linger too long are devoured by the ghosts and 
  remain on the planet for a torturous eternity.
  Gadravel is the solitary world orbiting the star now 
  identified as Iolanchee. Ruined temples at the center of 
  several of the planet’s cities seem to be dedicated to a small 
  pantheon of unknown deities associated with the sun and 
  Gadravel’s four moons, now all gone. A jagged, spinning shard 
  of the largest of these satellites still orbits dangerously close 
  to Gadravel’s surface, while the other three crashed into the 
  planet untold eons ago—presumably in the same cataclysm 
  that devastated Gadravel—to carve the deep chasms that 
  mar the landscape. Very little atmosphere remains, leaving 
  Gadravel prey to countless meteorites and comet strikes that 
  further push the planet toward oblivion.
  In addition to these many craters, Gadravel’s surface shows 
  signs of being the center of a terrible conflict: constructed 
  fortifications and trenches crisscross ancient battlefields, and 
  pieces of technology that many believe came from engines 
  of war litter the city streets. No one is certain if the populace 
  fought among themselves or were conquered by an outside 
  force. Beyond obscure illustrations in a few scattered texts 
  whose strange characters defy translation, Gadravel’s history 
  has been lost. That said, anyone who ventures to the planet’s 
  surface soon gets to meet Gadravel’s former inhabitants. 
  Gadravel’s unquiet dead appear as floating, alien skulls 
  cloaked in mantles of darkness. Under ordinary conditions, 
  they seek only to consume the life force of visitors and add 
  them to their undead legions, but scattered reports of unusual 
  behavior toward explorers who bear aeon stones hints at an 
  intriguing possibility regarding the doomed planet’s fate, and 
  the entity that may have delivered it. The ghosts of Gadravel 
  treat anyone bearing an aeon stone with great reverence, and 
  obey anyone with more than three aeon stones as if they were 
  a great leader or even a god. Word of this unusual behavior 
  has started to circulate among the criminals of Near Space, 
  and more and more ships are venturing there every year with 
  malicious intent.
  62
  
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  FLIGHT OF THE SLEEPERS
  By Owen K.C. Stephens
  After they escape the Chimera, the heroes find themselves 
  trapped within a bizarre research facility. As they struggle 
  against weird technology and runaway experiments, the 
  heroes run across a group of elite Stewards agents who 
  recruit the heroes to help them. In so doing, the PCs uncover 
  a little truth and a lot more questions in need of answers!
  THE ENIGMATIC GRAYS
  By Vanessa Hoskins
  The faction of the Unseen known as the grays seem content 
  to observe and occasionally experiment on the other sapient 
  species of the galaxy. But what is their ultimate goal?
  FRINGE SCIENCE
  By Leo Glass
  While mainstream science focuses on provable answers, 
  fringe science dares to ask the questions that many believe 
  are foolish or patently absurd. This article presents a handful 
  of these disciplines, as well as the results of their experiments!
  SUBSCRIBE TO STARFINDER 
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  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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  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.
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  NEXT MONTH
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  63
   
   
  THE CHIMERA
  MYSTERY
  CAMPAIGN  
  OUTLINE
  PART 1: 
  BUILDING A 
  MYSTERY 
  PART 2: 
  THE UNUSUAL  
  SUSPECTS 
   
   
  PART 3: 
  CASE CLOSED
  MYSTERY  
  ADVENTURES 
   
  IN FROM THE COLD
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  AVAILABLE NOW
  CHARACTER
  OPERATIONS MANUAL
  UPGRADE YOUR SCIENCE FANTASY HEROES LIKE NEVER BEFORE! EXPLORE THE BOUNDS OF FUTURISTIC 
  ROLEPLAYING WITH THREE BRAND-NEW CHARACTER CLASSES FORGED IN A WORLDWIDE PLAYTEST—THE 
  BIOHACKER, THE VANGUARD, AND THE WITCHWARPER—OR ADD DEPTH TO YOUR SPACEFARING ADVENTURES 
  WITH EXPANDED RULES AND NEW OPTIONS FOR EXISTING RACES AND CLASSES, AS WELL AS NEW THEMES 
  AND ARCHETYPES, FEATS, EQUIPMENT, SPELLS, AND MORE!
  paizo.com/starﬁ nder
  © 2020, 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. 
  
  1
  2
  2
  2
  5
  5
  9
  9
  10
  10
  11
  11
  5
  5
  5
  5
  5
  5
  5
  6
  6
  7
  8
  LOWER DECK
  LOWER DECK
  MIDDLE DECK
  MIDDLE DECK
  PROFILE
  PROFILE
  UPPER DECK
  UPPER DECK
  12
  12
  13
  13
  13
  13
  13
  13
  14
  14
  15
  15
  17
  17
  21
  21
  21
  21
  19
  19
  18
  18
  20
  20
  3
  16
  16
  4
  4
  4
  4
  4
  4
  4
  a
  d
  b
  e
  c
  f
  4
  SANJAVAL PALANQUIN
  1. Bridge
  2. Secret passage
  3. Crew quarters
  4. Ladders to middle and 
  upper decks
  5. Ladders to all decks
  6. Forward cargo airlocks
  7. Port cargo hold
  8. Starboard cargo hold
  9. Auxiliary gunner stations
  10. Gym
  11. Galley
  12. Dining hall
  13. Airlocks
  14. Guest quarters
  15. Escape pods
  16. Smuggler 
  compartment
  17. Engineering
  18. Incinerator
  19. Power core
  20. Drift engine
  21. Thruster access
  MAP KEY
  FORWARD
  FORWARD
  1 SQUARE = 10 FEET
  1 SQUARE = 10 FEET
  
  When the security officer of the Chimera goes missing, the heroes are asked to investigate. Murder, 
  misdirection, and misapprehension abound. But is this whole whodunit only part of a much larger conspiracy?
  This Starfinder Adventure Path volume begins The Threefold Conspiracy Adventure Path and includes:
  • “The Chimera Mystery,” a Starfinder adventure for 1st-level characters, by Jason Keeley.
  • Advice for running and playing in adventures focused around secrecy and mystery, by 
  Jason Keeley.
  • A collection of new class options for espionage-themed characters, by Crystal Frasier.
  • An archive of alien creatures, including an adorable shapechanging ooze and a 
  predatory bird able to eat bullets, by Stephen Glicker, Jason Keeley, Luis Loza, 
  Isabelle Thorne, and Gabriel Waluconis.
  • Statistics and deck plans for a long-haul passenger transport freighter, by Jason Keeley, plus a glimpse 
  at a planet of war-torn ruins and ghosts, by Erik Mona.
  DON’T TRUST YOUR SENSES
  paizo.com/starfinder
  Printed in China. PZO7225
  
SOURCE: textdata/thevault/Starfinder [multi]/Adventure Paths/SF25-30 The Threefold Conspiracy/The Threefold Conspiracy - Part 1 of 6 - The Chimera Mystery.pdf