TEXT: BY JASON TONDRO
  DECEIVERS’ MOON
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  
  GRAY MONITOR CAPSULE 
   TIER 4
  Small shuttle
  Speed 10; Maneuverability perfect (turn 0)
  AC 18; TL 18
  HP 40; DT —; CT 8
  Shields light 60 (forward 15, port 15, starboard 15, aft 15)
  Attack (Forward) light particle beam (3d6; 10 hexes)
  Power Core Pulse White (140 PCU); Drift Engine none; Systems basic medium-range sensors, crew quarters (good), mk 3 armor, mk 3 
  defenses, mk 1 mononode computer, security (budget gray cloaking device; page 48); Expansion Bays biological experimentation 
  chamber (page 47), Drift shadow projectorPW, sample acquisition bay (page 47)
  Modifiers +1 to any 1 check per round, +2 Computers (sensors only), +2 Piloting; Complement 4 (minimum 1, maximum 4)
  CREW
  Captain gunnery +8 (4th level), Intimidate +10 (4 ranks), Piloting +10 (4 ranks)
  Engineer Engineering +10 (4 ranks), gunnery +9 (4th level)
  Pilot Piloting +15 (4 ranks)
  Science Officer Computers +10 (4 ranks), gunnery +8 (4th level)
  The enigmatic grays, known as only a single part of the wide-ranging conspiracy referred to as the Unseen, are masters of technological 
  advancements, especially in the realm of starships. Examples of their starship equipment and vessels are detailed starting on page 46 in 
  “Starships of the Unseen,” but that represents only the information that inhabitants of the Pact Worlds and other known civilizations have 
  gleaned in their brief encounters with grays and their starships. Reliable and substantiated facts are rare when it comes to grays, as the aliens 
  seem to have ways to erase and even alter the memories of those they come into contact with.
  The gray monitor capsule, as it is called by Steward agents and others who attempt to learn the truth of the grays, is a small shuttle that 
  invisibly trails starships as they travel through the void, scanning their systems and observing their occupants. Occasionally, the gray crew 
  abducts a victim from one of these vessels while they sleep, performs experiments on them, and then returns them with no memories of 
  the incident. Starship crews who experience “missing time”—short periods where they have no recollection of their activities—are likely being 
  followed by a cloaked gray monitor capsule. When discovered, gray monitor capsules put up a token amount of resistance but usually flee at 
  the first opportunity.
  Most gray monitor capsules are built and deployed near hidden gray facilities to watch out for any vessels that might accidentally trespass  upon 
  gray-controlled territory. As such, they lack Drift engines and instead are equipped with Drift shadow projectors (Starfinder Pact Worlds 153) that 
  stop nearby starships from engaging their own Drift engines so that abductees can be extracted and brought down to a gray facility. The crew of 
  a monitor capsule tends not to keep the projector running for an extended period, as a prolonged loss of Drift capability tends to make travelers 
  anxious and suspicious, sometimes leading to the discovery of the monitor capsule or the gray outpost. However, as most spacefarers don’t fully 
  understand the Drift, a temporary stoppage is often chalked up as a Drift engine malfunction that usually “solves itself.”
  
  On the Cover
  27
  THE THREEFOLD CONSPIRACY: DECEIVERS’ MOON
  BY JASON TONDRO
  DECEIVERS’ MOON
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  DECEIVERS’ MOON
  PART 3 OF 6
  deceivers' moon 
  2
  by Jason Tondro
  The Insidious Reptoids 
  38
  by Jason Tondro
  Starships of the Unseen 
  46
  by Diego Valdez
  Alien Archives 
  54
  by Kim Frandsen, Jessica Ross, and Jason Tondro
  Codex of Worlds: Depot 583-B  
  62
  by Robert Goode
  Starship: Gray Monitor Capsule 
  Inside
  by Jason Tondro 
  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.
  Alien Archive 2 
  AA2 
  Armory 
  AR 
  Pact Worlds 
  PW
  Orvir Pike, the tough-as-nails leader of the mercenary 
  group Pike’s Perytons, is illustrated here on this cover 
  by artist Tomasz Chistowski.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  AUTHOR
  Jason Tondro
  ADDITIONAL WRITING
  Robert Goode, Kim Frandsen, Jessica Ross, and 
  Diego Valdez
  DEVELOPERS
  Jason Keeley, Chris S. Sims, and Jason Tondro
  EDITING LEAD
  Leo Glass
  EDITORS
  Judy Bauer, Avi Kool, Kieran Newton, Adrian Ng, 
  Lu Pellazar, Rep Pickard, and Josh Vogt
  COVER ARTIST
  Tomasz Chistowski
  INTERIOR ARTISTS
  Javier Charro, Michele Giorgi, Marko Horvatin, 
  Nathanael James, 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
  CARTOGRAPHERS
  Robert Lazzaretti and Damien Mammoliti
  ART DIRECTION AND GRAPHIC DESIGN
  Adam Vick
  CREATIVE DIRECTOR
  Robert G. McCreary
  MANAGING DEVELOPER
  Amanda Hamon
  STARFINDER LEAD DESIGNER
  Joe Pasini
  PUBLISHER
  Erik Mona
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  CONTENT WARNING
  While this adventure contains typical Starfinder action and adventure, it also contains a scene in which the 
  player characters are abducted against their will and subjected to a series of operations and experiments, as 
  well as scenes of coercive interrogations. Before you begin, understand that player consent (including that 
  of the GM) is vital to a safe and fun play experience for everyone. GMs should talk with their players about 
  these elements and obtain everyone’s consent to the inclusion of these topics.
  
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  2
  PART 3: HELL MOON 
  27
  To escape from their captors, the PCs must cross the inhospitable landscape of Varos, track down a 
  hidden listening post, and seize a starship.
  PART 2: AMONG IMPOSTORS 
  11
  Though the PCs are told they are guests at a Steward facility on the Brethedan moon of Varos, they 
  soon discover that their hosts are more than meets the eye.
  PART 1: AT A LOSS 
   3
  The PCs flee a gray facility aboard what they believe is a starship crewed by Stewards and their 
  allies, only to find danger still pursues them.
  DECEIVERS’ MOON
  ADVANCEMENT TRACK
  “Deceivers’ Moon” is designed for four characters.
   
  The PCs begin this adventure at 5th level.
   
  While dealing with problems in Tyrkalis Base, the 
  PCs should attain 6th level.
   
  The PCs should be 7th level by the end of 
  the adventure.
  5
  6
  7
  
  A few years ago, reptoid operatives infiltrated a Steward base 
  on the Brethedan moon of Varos, eventually taking the place 
  of the entire staff in pursuit of their agenda to seize power 
  within the law enforcement agency. In the early days of that 
  takeover, though, a non-reptoid Steward brought back a piece 
  of damaged gray equipment discovered on a routine mission 
  that allowed them to read others’ thoughts. The reptoids were 
  nearly unmasked, and since then, have remained paranoid 
  that unknown gray technology could foil their plans.
  Recently, these reptoids discovered the location of Outpost 
  Omicron, a gray research facility that produced experimental 
  tech, among other things. Retaining their Steward disguises, 
  the reptoids hired a band of mercenaries to undertake an 
  assault mission on the Near Space outpost after replacing 
  their leader. The false Stewards planned to eliminate the grays 
  and destroy any experiments that posed a threat, just before 
  killing the mercs to leave no trace of reptoid involvement.
  However, the reptoids didn’t plan on becoming trapped 
  within the facility or being aided by the PCs—a group of 
  escaped test subjects who resemble several important Pact 
  Worlds figures. The faux Stewards decided to bring the PCs 
  back to their headquarters, Tyrkalis Base, hoping to learn 
  more of the PCs’ mysterious origins.
  The adventure begins as the PCs travel aboard the Voidcrier, 
  a fast-attack frigate bound for Tyrkalis Base, a secret Steward 
  installation on the Brethedan moon of Varos. The PCs’ rescuers 
  inform them they will have to be debriefed there before they 
  can resume their normal lifestyles in the Pact Worlds.
  Little do the PCs know, they’ve been captured rather than 
  saved. Several of the Voidcrier’s crew are reptoids, as are the 
  Stewards of Tyrkalis Base. The reptoids intend to keep the 
  PCs in the dark until they have learned everything the PCs 
  know. Then, the PCs are likely to be killed, replaced, or turned 
  into weapons against the grays.
  Read or paraphrase the following to begin.
  “Our little Banshee is usually faster than most starships,” 
  Narla Yalamis says from the captain’s chair. “But it seems 
  like those damned grays did something to our Drift engines 
  before we wiped them out. We’ll have to use conventional 
  thrusters for a few days until we figure it out. Maybe if we 
  get out of the system... In the meantime, take it easy! Get 
  to know everyone.” She gestures to Shez Daiasha, “Shez 
  can show you the ropes, if you can pry him away from that 
  cartoon he calls a drone.” Narla’s smile makes it clear she’s 
  teasing Shez, who waves the remark away.
  She continues, “The rest of the crew members are part of a 
  mercenary company—Pike’s Perytons, commanded by Orvir 
  Pike. They’re friendly enough. They’ve got one wounded in 
  the med bay. Sergeant Breez took a nasty hit on Omicron, 
  and she’s been down ever since. Once we get to Tyrkalis, 
  our base on Varos, she can get patched up proper. Also, my 
  boss, Inspector Hird, will want to debrief you and make sure 
  you’re fit before we send you on your way.
  “You can find bunks on the lower deck, and chow’s in the 
  galley. Make yourselves at home.”
  ABOARD THE VOIDCRIER
  The PCs are free to look around the ship and talk with the crew, 
  perhaps getting to know them better so the crew members do 
  not seem nameless foes during Event 2. Use the map of the 
  ship provided on the inside back cover of Starfinder AP #26: 
  Flight of the Sleepers to guide exploration. All the staterooms 
  are taken, except for a few on the lower deck.
  The PCs have at least half a day before Event 1 occurs. 
  During this time, they can learn the following information. 
  The genial and outgoing Narla Yalamis (NE female reptoid 
  technomancer) appears as a half-elf with short brown hair 
  and a golden tattoo of Weydan’s holy symbol under her right 
  eye. She continues to play the role of the captain and special 
  agent in charge by mentioning that she must send a mission 
  report to her supervisor, Inspector Hird. Narla is friendly 
  toward the PCs, but because she’s supposed to finish and 
  send her report before 6:00 a.m. the next morning, she 
  becomes largely unavailable after suggesting the PCs orient 
  themselves. She can explain that Tyrkalis Base is a small 
  Steward post that usually maintains the peace on Varos.
  Shez Daiasha (LE male reptoid mechanic) poses as a Steward 
  special agent, disguising himself as a balding damaya lashunta 
  with a trim, black beard. He has a friendly attitude toward 
  PCs who helped him escape Outpost Omicron in “Flight of the 
  Sleepers” and mentions that he is a devoted fan of Strawberry 
  Machine Cake. The band has uploaded a new single not yet 
  available for download, “Rainbow Heart Flutter,” and Shez has 
  predownloaded it onto his comm unit. Shez is excited for the 
  song to unlock automatically the next morning.
  Shez’s drone has a chunky humanoid form inspired by a 
  well-known holovid series starring a humanoid construct 
  named Melta-Man. In the show, Melta-Man travels the galaxy, 
  befriending children and saving settlements from enormous 
  monsters that always seem to be lurking nearby. Shez’s 
  Melta-Man occasionally spouts heroic phrases, such as “Halt, 
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  3
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE 
  BACKGROUND
  PART 1:  
  AT A LOSS
  
  monster!” and “I will not allow you to harm these children!” as 
  it opens fire with its plasma beam.
  The mercenary commander, Orvir Pike (LE male reptoid 
  soldier), maintains the appearance of a human with scars and 
  warpaint on his face. Though indifferent toward the PCs, 
  he will gladly discuss the latest brutaris matches. In 
  fact, Orvir notes that he just received the holovid 
  of the annual semifinal championship match and 
  plans to watch the prerecorded game later that 
  evening with a few of his fellow Perytons. He 
  invites any interested PCs to attend. 
  Sergeant Kaniko Breez (NG female 
  human envoy) rests in the 
  medical 
  bay, 
  recovering 
  from a head injury. She has 
  been prescribed heavy 
  medication to assist her 
  healing and keep her 
  from aggravating her 
  injury. Having never 
  met the PCs, Kaniko 
  has 
  an 
  indifferent 
  attitude 
  toward 
  them 
  initially, but becomes friendly if 
  the PCs treat her injuries using magic or 
  by attempting Medicine checks to provide long-term care or 
  treat deadly wounds. She also takes to anyone who points 
  out her converted dueling sword (Starfinder Alien Archive 2 
  23) is a Corpse Fleet weapon, which a PC who succeeds at a 
  DC 21 Culture or Engineering check recognizes. Kaniko likes 
  to tell the true story regarding how she took the weapon from 
  the leader of a squad of Corpse Fleet marines after defeating 
  them in battle.
  The rest of the mercs probably have indifferent attitudes 
  toward the PCs, though the soldiers might feel differently 
  depending on the PCs’ actions during the last adventure. The 
  mercs, who wear dark armor emblazoned with the silhouette of 
  a winged stag’s head, respect competence, bravery, and anyone 
  who helped them escape Outpost Omicron.
  The mercenary troopers of Pike’s Perytons include Esra 
  (LN female kasatha operative), a reserved scout and pilot who 
  doesn’t talk about her other names; Fech “Sparkles” Goba 
  (N male ysoki technomancer), an outgoing science officer; 
  Hesper Veeldiz (N agender korasha lashunta technomancer), 
  an authority on scanner technology; Eiyol Marrill (N male 
  human soldier), a quiet heavy weapons expert and reserve 
  pilot; Ludvya “Firespitter” Zyakama (LN female vesk 
  soldier), a boisterous warrior who favors heavy weapons; 
  Orgot Nalkus (N female half-orc mystic), a grim devotee of 
  Pharasma; Sarzael Fallion (CN male elf soldier), a curious and 
  steady-handed sharpshooter; and Torv Graycrag (LN male 
  dwarf soldier), a serious-minded close-combat specialist. 
  The mercs without starship roles fill in as gunners if needed. 
  Statistics for these mercs appear in the encounters in Event 2.
  EVENT 1: MISSING TIME
  Unknown to those aboard the Voidcrier, a cloaked gray monitor 
  capsule trails close behind the frigate; a Drift shadow projector 
  aboard the monitor capsule prevents the Steward vessel from 
  entering the Drift. At 11:32 p.m. on the first day, 
  during Orvir Pike’s brutaris party, the grays use 
  their equipment to render everyone aboard the 
  Voidcrier into a semi-conscious and pliable 
  state. This begins a period of “missing time,” 
  that no one is able to easily recall. 
  Everyone who isn’t on duty is compelled to 
  return to their rooms. Those who are on duty are 
  compelled to sit down and remain quiet. 
  A feeling of heightened 
  awareness and anticipation 
  overcomes everyone. Then 
  a beam of light from the 
  cloaked 
  gray 
  starship 
  bathes the interior of the 
  Voidcrier. 
  Each 
  person 
  caught in this light shifts 
  slightly out of phase, floats 
  backward 
  through 
  physical 
  objects, moves safely through space, 
  and rematerializes inside the gray monitor 
  capsule (see the inside front cover for more information).
  The grays experiment upon the Voidcrier’s crew and 
  passengers, conducting all sorts of strange procedures. They 
  take skin samples, insert three-pronged needles into nostrils 
  and ears, and drill holes in a few skulls. No two procedures 
  are the same. At your discretion, the grays perform additional 
  weird procedures tailored to the PCs’ species. During this 
  time, the grays transform Pike’s Perytons into sleeper agents 
  using post-hypnotic suggestions.
  After the experiments, each victim is taken to a debriefing 
  room (area 10 on the map of the inside front cover), where a 
  gray speaks to them telepathically. The gray assures the victims 
  that the grays mean no harm, warning the PCs about enemies 
  among the Voidcrier’s crew without providing more detail. This 
  vagueness is intentional. The grays hope to foster paranoia and 
  observe the results.
  Once the briefing is over, each victim is returned to their 
  location aboard the Voidcrier at the time of abduction. When 
  the PCs awaken at 11:32 p.m. on the next day, they discover 
  that 24 hours have passed without explanation. Victims 
  have no memory of the gray abduction and can’t recall what 
  happened during this period of missing time. 
  However, there are several clues the PCs can discover that 
  reveal this discrepancy.
  NPC CLUES
  Orvir and those watching the brutaris championship 
  immediately notice the game has ended, and no one 
  remembers seeing the final parts of the match. Narla has failed 
  4
  Orvir Pike
  
  to complete, let alone send her report on time. Shez notices his 
  Strawberry Machine Cake single has already unlocked. None of 
  these NPCs can explain the origin of the apparent loss of time.
  MEDICAL CLUES
  Grays also provided medical attention during the abduction. The 
  PCs recover 10 Hit Points thanks to the treat deadly wounds 
  task of the Medicine skill. Each PC recovers Hit Points and 
  ability points at twice the normal rate over the past 24 hours 
  and for the next 24, and for every ongoing disease, drug, or 
  poison affecting a PC, the PC is allowed a saving throw with a 
  +4 bonus. This saving throw bonus can be used against any still 
  ongoing diseases, drugs, and poisons again in the next 24 hours. 
  If you prefer simplicity, though, you can instead have the gray 
  treatments restore the PCs to their full normal Hit Points and 
  cure any nonmagical addictions, diseases, and poisons.
  Not only are the gray experiments detectable, but some 
  are also designed to be noticeable. Each PC finds something 
  different linked to the unique experiments performed upon 
  them. A PC might discover a warm spot on their flesh, an 
  incision scar, soreness at an incision or injection site, and so 
  on. A PC trained in Medicine can identify incision scars and 
  injection points without trouble. This information might be 
  disturbing to some.
  MAGIC CLUES
  The PCs can use spells to figure out what happened. It 
  is important to note that because the PCs’ memories are 
  incomplete, remembering such thoughts requires the use 
  of higher-level or specific magic, such as psychic surgery or 
  perfect recall (Starfinder Character Operations Manual 139). 
  At your discretion, you can make information provided by 
  low-level magic disjointed or otherwise unclear. 
  If you wish, a PC trained in Mysticism or Profession 
  (psychologist) and Diplomacy can also attempt hypnosis (as 
  described in the Hypnosis sidebar).
  TECHNOLOGICAL CLUES
  The Voidcrier has digital records of some of what happened 
  during the time loss. Narla is willing to give the PCs access to 
  the fragmented sensor data stored on the main computer to 
  investigate the time discrepancy. The computer’s only record 
  of the missing 24 hours is the time kept by its chronometer. A 
  PC who succeeds at a DC 19 Computers check finds disjointed 
  data that suggests the time loss began at 11:32 p.m. when an 
  electromagnetic pulse (EMP) affected the Voidcrier. A PC who 
  succeeds at a DC 23 Computers check can identify the EMP 
  originated somewhere within the Voidcrier’s rear arc.
  To discover more information from the Voidcrier’s computer, 
  a PC must succeed at a DC 25 Computers check to hack into 
  other files stored on the computer beside the sensor data Narla 
  gives them. The Voidcrier computer contains administrative 
  records, flight data, and the like. It also holds communications 
  records, but no copy of outgoing communications, only 
  time  logs. If asked, Narla and Shez say that it’s a security 
  measure in case the vessel falls into enemy hands. 
  Drones aboard the Voidcrier lack information about the 
  lost time, as if powered down during the event. A PC who 
  succeeds at a DC 26 Computers check can retrieve a drone’s 
  suppressed sensor data; a PC who built such a drone gains a +4 
  circumstance bonus to this check. Drones suffered a blackout 
  during the initial EMP and were unable to move during the 
  period of time loss. However, their sensors came back online 
  shortly after the EMP. If a drone aboard the Voidcrier has a 
  recording device, it recorded the crew and PCs returning to 
  HYPNOSIS
  Some mystics and psychologists use hypnosis to 
  investigate time-loss phenomena. To hypnotize another 
  character, a PC must be trained in Diplomacy and 
  Mysticism or Profession (psychologist). If a qualified 
  PC wants to try, use hypnotism sessions to give the 
  PCs glimpses of the abductions without providing too 
  much detail.
  Hypnotizing a character is a language-dependent 
  task that requires 1 minute in a nonstressful situation. 
  The subject must be willing to be hypnotized, and the 
  hypnotist must succeed at a check with either Diplomacy 
  or Mysticism, whichever skill has the lowest bonus (DC = 
  15 + 1-1/2 × the subject’s level or CR). On a failed check, 
  the hypnosis fails. If the check fails by 5 or more, the 
  subject can be hypnotized again only after 24 hours.
  Successful hypnotism sends the subject into a trance 
  during which the hypnotist can ask questions and receive 
  answers within the limited knowledge and perceptions 
  of the subject. Because a subject remained in an altered 
  state of consciousness during the abduction, their 
  answers about it are incomplete or disjointed. Subjects 
  might not understand everything they experienced, and 
  they describe the capture, experiments, surgery, and 
  briefings in their own words. If the hypnotist succeeds 
  by 5 or more, though, the subject enters a particularly 
  lucid state. A lucid subject answers questions calmly 
  and rationally, and with more detail and precision than 
  other subjects. The hypnotist can end the trance as a 
  move action, and it ends automatically if the subject 
  endures any harm or the hypnotist fails to talk to the 
  subject for 1 minute.
  The subject relives the intense emotions the 
  hypnosis session recalls, such as surgery or the 
  revelation of a hidden enemy. Therefore, the subject 
  must attempt a DC 15 Will save whenever reliving 
  such anxiety. On a failed save, the subject emerges 
  from the trance, remembering nothing. Lucid subjects 
  have a +2 circumstance bonus to such Will saves. 
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  5
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  their rooms or duty stations and waiting passively, only to be 
  captured in a light beam that phased them out of the room 
  and moved their intangible forms toward the vessel’s rear. 
  These people returned the same way hours later. If the PCs 
  struggle to advance their investigation, Melta-Man can share 
  a recording of Shez Daiasha’s abduction from his room.
  A PC who investigates the Voidcrier’s inability to enter 
  the Drift and who succeeds at a DC 17 Engineering or 
  Piloting check recalls a starship system known as a Drift 
  shadow projector (Starfinder Pact Worlds 153). Such a device 
  effectively reduces a Drift engine’s rating by 2, but only within 
  a range of 10 hexes. If a starship’s engine rating is reduced to 
  less than 1, that ship simply can’t enter the Drift. With no 
  indication that the Voidcrier’s Drift engine has been tampered 
  with, the discrepancy could be the result of a nearby enemy 
  vessel equipped with a Drift shadow projector.
  LOCATING THE GRAY STARSHIP
  The gray vessel has been following the Voidcrier, maintaining 
  a distance of 8 hexes aft of the Steward ship. The monitor 
  capsule’s Drift shadow projector has forced the Voidcrier to 
  rely on conventional thrusters, and the monitor capsule’s 
  cloaking device has kept the starship hidden. The gray vessel 
  approached close enough to abduct the crew and passengers, 
  but has since returned to its following distance.
  Though the grays’ cloaking device renders their vessel 
  undetectable, the situation isn’t hopeless. If a PC thinks to scan 
  the Voidcrier’s aft arc (where the light that transported them 
  originated), they can attempt a DC 26 Computers check to scan 
  the area for any unusual energy signatures. If any of the PCs 
  identified a Drift shadow projector as the cause of the Voidcrier’s 
  lack of Drift travel, they gain a +2 circumstance bonus to this 
  check. A PC serving in the engineer role can attempt a DC 22 
  Engineering check to boost power to the sensors, granting an 
  additional +2 circumstance bonus to the check.
  Once the PCs succeed at this sensor sweep, they learn there 
  is a cloaked vessel to the aft of the Voidcrier. Though they can’t 
  pinpoint exactly where, the Voidcrier might be able to escape 
  the Drift shadow of the cloaked vessel with a burst of speed.
  When the PCs decide to outrun the Drift shadow, the grays 
  react as described in Event 2.
  Story Award: Award the PCs 1,600 XP when they 
  successfully locate the gray monitor capsule.
  EVENT 2: MY FRIEND, MY ENEMY!
  The grays launch the second part of their experiment by 
  activating their sleeper agents across the Voidcrier and 
  rendering the reptoids unconscious. These encounters are 
  presented in the order they are assumed to occur, with the 
  PCs starting on the bridge. If the PCs aren’t all on the bridge 
  when the grays decide to act, Narla calls them there just 
  before so they can brief her regarding their discoveries. Use 
  the map of the Banshee on the inside back cover of Adventure 
  Path #26: Flight of the Sleepers for these encounters.
  Throughout this event, several common factors apply to 
  enemies. If it isn’t clear to the players that something has 
  caused the mercs to go berserk, a PC who succeeds at a DC 20 
  Sense Motive check as a move action can see the mercenaries 
  are as bewildered as they are enraged. They don’t seem to be in 
  control of their actions and aren’t as coordinated in combat as 
  a disciplined team should be. The mercs lack a Morale section 
  in their Tactics entry because they are incapable of surrender. 
  However, certain mercs with stronger willpower gain the 
  confused condition when they are reduced to 10 Hit Points—this 
  is indicated in their During Combat entry. A PC who observes 
  such a merc become confused gains a +4 circumstance bonus 
  to Sense Motive checks to detect the state the mercs are in. 
  Confused mercs who act normally as a result of the condition 
  say remarks such as “What’s happening?” or “Help me!” and 
  take no other actions as a result of the  act normally outcome.
  EncountEr 1: BridgE (cr 5)
  On the Voidcrier’s bridge, Narla sits in the captain’s chair, 
  while Shez works at the engineering console. Several of 
  Pike’s Perytons have taken positions at the other stations.
  “Everyone ready?” Narla asks, holding her comm button.
  The bridge crew gives silent nods or other affirmative 
  signals. Suddenly, they twist in their chairs, grasp their 
  heads, and scream. Narla and Shez collapse, while the 
  mercenaries reach for their weapons!
  Creatures: The three mercenaries on the bridge—Esra, 
  Sarzael Fallion, and Fech “Sparkles” Goba—wildly attack the 
  PCs without provocation.
  ESRA 
  CR 2
  XP 600
  Female kasatha operative
  LN Medium humanoid (kasatha)
  Init +5; Perception +8
  DEFENSE 
  HP 23
  EAC 13; KAC 14
  Fort +1; Ref +6; Will +5
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee survival knife +6 (1d4+3 S)
  Ranged static arc pistol +8 (1d6+2 E; critical arc 2)
  Offensive Abilities trick attack +1d4
  TACTICS
  During Combat Esra moves about the bridge to acquire cover 
  and make trick attacks. Once she has drawn all her pistols, 
  she uses Fusillade to catch multiple foes in her pistol fire.
  STATISTICS
  Str +1; Dex +4; Con +0; Int +1; Wis +1; Cha +0
  Skills Acrobatics +13, Culture +8, Piloting +13, Stealth +8, 
  Survival +13
  6
  
  Feats Fusillade
  Languages Common, Kasatha
  Other Abilities desert stride, four-armed, operative exploits 
  (lightning reloadAR), specialization (explorer)
  Gear freebooter armor I, static arc pistols (4) each with 2 
  batteries (20 charges), survival knives (2)
  SARZAEL FALLION 
  CR 2
  XP 600
  Male elf soldier
  CN Medium humanoid (elf)
  Init +8; Senses low-light vision; 
  Perception +7
  DEFENSE 
  HP 25
  EAC 13; KAC 15
  Fort +4; Ref +6; Will +3; +2 vs. 
  enchantment effects
  Immunities sleep
  OFFENSE
  Speed 30 ft.
  Melee longsword +8 (1d8+3 S)
  Ranged azimuth laser rifle +11 
  (1d8+2 F; critical burn 1d6)
  Offensive Abilities fighting styles 
  (sharpshoot), gear boosts (laser 
  accuracy), sniper’s aim
  TACTICS
  During Combat Sarzael prefers to fight in ranged combat, 
  resorting to melee only if forced to by the situation. 
  He seems almost gleeful firing his laser rifle in his 
  berserk state.
  STATISTICS
  Str +1; Dex +4; Con +0; Int +1; Wis +0; Cha +1
  Skills Acrobatics +12, Athletics +7, Mysticism +7, Stealth +7
  Other Abilities elven magic
  Gear freebooter armor I, azimuth laser rifle with 1 battery 
  (20 charges), longsword
  FECH “SPARKLES” GOBA 
  CR 3
  XP 800
  Male ysoki technomancer
  N Small humanoid (ysoki)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE 
  HP 32
  EAC 13; KAC 14
  Fort +2; Ref +2; Will +6; +2 vs. spells and other magical 
  effects
  OFFENSE
  Speed 30 ft.
  Melee tactical dueling sword +5 (1d6+3 S)
  Ranged static arc pistol +7 (1d6+3 E; critical arc 2)
  Technomancer Spells Known (CL 3rd; melee +5)
  1st (3/day)—jolting surge, overheat (DC 16)
  0 (at will)—psychokinetic hand, token spell
  TACTICS
  During Combat Fech prefers to use spells, saving overheat for 
  when two or more PCs are within the spell’s area of effect. 
  When he is reduced to 10 or fewer Hit Points, Fech’s strong 
  will kicks in and he gains the confused condition.
  STATISTICS
  Str +0; Dex +2; Con +0; Int +4; Wis +0; Cha +2
  Skills Computers +13, Engineering +13, Mysticism +8, 
  Stealth +8
  Languages Common, Ysoki
  Other Abilities cheek pouches, magic 
  hacks (spell countermeasures), 
  moxie, spell cache (datapad)
  Gear freebooter armor I, static arc 
  pistol with 1 battery (20 charges), 
  tactical dueling sword, datapad
  Development: When the PCs 
  defeat the berserk mercenaries on 
  the bridge, read or paraphrase 
  the following.
  An audible voice blares from 
  the comm on the captain’s 
  chair. “Hello? Has anyone aboard 
  not gone homicidal?”
  Kaniko’s 
  medication 
  blocked 
  the 
  gray’s 
  mental 
  programming, so she’s still in control of herself. However, her 
  berserk squadmates have her trapped in the ship’s medical 
  bay. If the PCs communicate with her, she says, “I could use a 
  little help down here!”
  As the PCs descend the ladder toward the crew lounge, 
  Orvir Pike sits visibly unconscious at the turret controls.
  EncountEr 2: MEdical Bay (cr 4)
  When the PCs reach the main deck, the door leading forward 
  from the crew lounge is open, and the sound of berserk 
  mercenaries trying to noisily force their way into the medical 
  bay is clearly audible.
  Creatures: The two mercenaries trying to get to Kaniko 
  aren’t actively alert for intruders, so the PCs have the chance 
  to act during a surprise round if they open fire from a distance 
  or successfully sneak closer.
  After fighting starts, Kaniko emerges from the medical bay 
  during the second round of combat.
  TORV GRAYCRAG 
  CR 2
  XP 600
  Male dwarf soldier
  LN Medium humanoid (dwarf)
  Init +5; Senses darkvision 60 ft.; Perception +7
  DEFENSE 
  HP 25
  EAC 13; KAC 15
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  7
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  Fech “Sparkles” Goba
  
  Fort +6; Ref +3; Will +4; +2 vs. poisons, spells, and spell-like 
  abilities
  Defensive Abilities slow but steady
  OFFENSE
  Speed 40 ft.
  Melee tactical greataxe +10 (1d12+8 P)
  Ranged scrapper dross gun +7 (1d6+2 A)
  Offensive Abilities fighting styles (blitz), gear boosts (melee 
  striker), rapid response, traditional enemies
  TACTICS
  During Combat Torv rushes foes with his greataxe, 
  charging when he can. If possible, he prefers to remain in 
  melee combat.
  STATISTICS
  Str +4; Dex +1; Con +2; Int +0; Wis +0; Cha +0
  Skills Athletics +12, Engineering +7, Intimidate +7
  Feats Close CombatPW
  Other Abilities stonecunning
  Gear freebooter armor I, scrapper dross gunAR with 1 
  battery (20 charges), tactical greataxeAR
  LUDVYA “FIRESPITTER” ZYAKAMA 
  CR 3
  XP 800
  Female vesk soldier
  LN Medium humanoid (vesk)
  Init +4; Senses low-light vision; Perception +8
  DEFENSE 
  HP 40
  EAC 15; KAC 17
  Fort +5; Ref +3; Will +4; +2 vs. blind, deafen, and fear
  Defensive Abilities armor savant
  OFFENSE
  Speed 30 ft.
  Melee ember flame doshko +8 (1d8+5 F; critical blindAR [DC 
  13] or deafen [DC 13] or wound [DC 13]) or
  unarmed strike +8 (1d3+5 B)
  Ranged tactical rotolaser +12 (1d8+3 F; critical blindAR [DC 
  13] or burn 1d4 or deafen [DC 13])
  Offensive Abilities fighting styles (shock and aweAR), 
  gear boosts (laser accuracy), loud and proudAR, natural 
  weapons
  TACTICS
  During Combat Firespitter is equally at home in ranged 
  combat or melee. She might use her rotolaser and 
  Suppressive Fire feat to provide harrying fire for Torv, 
  especially if Torv faces two or more foes in melee.
  STATISTICS
  Str +2; Dex +4; Con +1; Int +0; Wis +1; Cha +0
  Skills Acrobatics +13, Athletics +8, Intimidate +8
  Feats Suppressive Fire
  Languages Common, Vesk
  Other Abilities armor savant
  Gear freebooter armor I, ember flame doshko with 1 battery 
  (20 charges), tactical rotolaserAR with 2 batteries (20 
  charges each)
  SERGEANT KANIKO BREEZ 
  CR 4
  XP 1,200
  Female human envoy
  NG Medium humanoid (human)
  Init +1; Perception +10
  DEFENSE 
  HP 25 (NORMALLY 50)
  EAC 16; KAC 17
  Fort +3; Ref +5; Will +7
  OFFENSE
  Speed 30 ft.
  Melee converted dueling sword +8 (1d8+4 S)
  Ranged tactical rotating pistol +10 (2d4+4 P)
  TACTICS
  During Combat Kaniko uses fire support and inspiring boost 
  to assist the PCs. If the PCs use lethal attacks on the 
  Perytons, she says, “Don’t kill them! I don’t know what’s 
  wrong with them, but they’re my friends! There must be 
  some way to fix this!”
  Morale If she takes any damage, Kaniko takes cover and 
  avoids her berserk squadmates until the fighting ends.
  STATISTICS
  Str +1; Dex +1; Con +0; Int +3; Wis +1; Cha +5
  Skills Acrobatics +10, Culture +10, Diplomacy +15, Sense 
  Motive +15, Stealth +15
  Feats Quick Draw
  Other Abilities envoy improvisations (fire supportAR, 
  inspiring boost [13 SP])
  Gear regimental dress IAR, converted dueling swordAA2, 
  tactical rotating pistolAR with 12 small arm rounds
  Development: Once the fight is over, Kaniko thanks the PCs 
  for the rescue. The sight of her fellow Perytons incapacitated or 
  slain leaves her somber. She inquires if the PCs have seen any 
  others, and after being told about the bridge, she says, “Then 
  there’s only a few of us unaccounted for. We’ve got to check on 
  them. Maybe they were able to resist whatever was done to us. 
  But if they weren’t, we need to take them down alive.”
  If asked about the remaining mercenaries, she can tell the 
  PCs they include Hesper Veeldiz, another technomancer and 
  science officer; Eiyol Marrill, a heavy weapons expert (like 
  “Firespitter”) and backup pilot; and Orgot Nalkus, the squad 
  chaplain and militant mystic. She believes they were off duty 
  and resting in their quarters when the chaos started.
  Kaniko also wonders aloud why she and the PCs are 
  unaffected. The PCs’ “immunity” is due to the grays leaving 
  them out of the sleeper programming and remains a mystery. 
  However, any PC who succeeds at a DC 22 Medicine check 
  can deduce that the medication Kaniko was taking for her 
  head injury might have prevented whatever is happening 
  to most of the others aboard the Banshee. The PCs can 
  weaponize this medication, making it much easier to defeat 
  the remaining mercenaries. A PC who spends 10 minutes 
  of work in the medical bay and succeeds at a DC 22 Life 
  Science check produces a batch of concentrated medication 
  8
  
  large enough for each PC to receive 1 dose. The medication 
  can be delivered through any injection weapon or a syringe 
  (an improvised weapon for most PCs). Berserk mercs injected 
  with this medication take 4d10 nonlethal damage, but a 
  successful DC 17 Fortitude saving throw halves this damage.
  Treasure: The medical bay has a store of consumables, 
  including four serums of healing mk 2, two purple nanite 
  hypopens (Starfinder Armory 106), and two brown nanite 
  hypopens (Armory 106). Other equipment found here includes 
  a dermal stapler (Armory 100) and an advanced needler pistol 
  (Character Operations Manual 123). Narla is fine with the PCs 
  keeping these supplies after this event.
  EncountEr 3: crEw loungE (cr 6)
  The three remaining mercenaries were asleep in their bunks 
  on the lower deck when the gray programming kicked in, 
  and they have spent any intervening time donning their gear, 
  arming themselves, and gathering in the corridor before going 
  out to search for anyone they can kill. Eventually, they come 
  up the lift from the lower deck and arrive in the crew lounge.
  Creatures: The three mercs attack at once.
  HESPER VEELDIZ 
  CR 3
  XP 800
  Agender korasha lashunta technomancer
  N Medium humanoid (lashunta)
  Init +2; Perception +8
  DEFENSE 
  HP 32
  EAC 13; KAC 14
  Fort +2; Ref +2; Will +6; +2 vs. spells and other 
  magical effects
  OFFENSE
  Speed 30 ft.
  Melee tactical dueling sword +5 (1d6+3 S)
  Ranged static arc pistol +7 (1d6+3 E; critical arc 2)
  Lashunta Spell-Like Abilities (CL 3rd)
  1/day—detect thoughts (DC 16)
  At will—daze (DC 15), psychokinetic hand
  Technomancer Spells Known (CL 3rd)
  1st (3/day)—magic missile, supercharge weapon
  0 (at will)—detect magic, token spell
  TACTICS
  During Combat Hesper prefers to cast magic missile from as 
  far from potential attackers as possible. If near an ally, 
  Hesper can use supercharge weapon on that ally’s weapon. 
  Hesper’s willpower causes them to gain the confused 
  condition when they are reduced to 10 Hit Points or fewer.
  STATISTICS
  Str +0; Dex +2; Con +0; Int +4; Wis +0; Cha +1
  Skills Computers +13, Engineering +8, Mysticism +13, 
  Stealth +8
  Languages Castrovelian, Common; limited telepathy 30 ft.
  Other Abilities magic hacks (spell countermeasures), 
  spell cache (datapad)
  Gear freebooter armor I, static arc pistol with 1 battery (20 
  charges), tactical dueling sword, datapad
  EIYOL MARRILL 
  CR 3
  XP 800
  Male human soldier
  N Medium humanoid (human)
  Init +3; Perception +8
  DEFENSE 
  HP 40
  EAC 15; KAC 16
  Fort +5; Ref +3; Will +4; +2 vs. blind, deafen
  OFFENSE
  Speed 30 ft.
  Melee diamagnetic storm hammer +10 (1d8+5 B & E; 
  critical blindAR [DC 13] or deafen [DC 13] or knockdown)
  Ranged squad machine gun +10 (1d10+3 P; critical blindAR 
  [DC 13] or deafen [DC 13])
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  9
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  Kaniko Breez
  
  Offensive Abilities fighting styles (shock and aweAR), gear 
  boosts (armored advantage), loud and proudAR 
  TACTICS
  During Combat Eiyol fires his machine gun in automatic 
  mode at three or more foes or as a full attack against 
  two PCs if automatic fire isn’t possible. He prefers his 
  machine gun to his hammer.
  STATISTICS
  Str +3; Dex +3; Con +1; Int +0; Wis +0; Cha +0
  Skills Athletics +13, Intimidate +8, Piloting +8
  Feats Suppressive Fire
  Languages Common
  Gear freebooter armor I, diamagnetic storm 
  hammer with 1 battery (20 charges), 
  squad machine gun with 80 heavy rounds
  ORGOT NALKUS 
  CR 3
  XP 800
  Female half-orc mystic
  N Medium humanoid (orc)
  Init +0; Senses darkvision 60 
  ft.; Perception +8
  DEFENSE 
  HP 32
  EAC 13; KAC 14
  Fort +2; Ref +2; Will +6
  Defensive Abilities 
  ferocity
  OFFENSE
  Speed 30 ft.
  Melee basic handaxe +7 (1d4+4 S) or
  bite +7 (1d4+4 P)
  Ranged flame pistol +6 (1d4+3 F; critical burn 1d4)
  Offensive Abilities blood mark (Starfinder Adventure 
  Path #2: Temple of the Twelve 50), destructive frenzy 
  (Adventure Path #2: Temple of the Twelve 50)
  Mystic Spell-Like Abilities (CL 3rd)
  At will—mindlink
  Mystic Spells Known (CL 3rd; melee +7)
  1st (3/day)—carnivorous (Adventure Path #2: Temple of 
  the Twelve 51), mind thrust (DC 16)
  0 (at will)—detect magic, fatigue (DC 15)
  Connection devastator
  TACTICS
  Before Combat Orgot arrives in this combat having already 
  cast carnivorous, which lasts for 2 minutes.
  During Combat In this state, Orgot prefers to taste the 
  blood of her foes and bites when she can. Otherwise, she 
  uses mind thrust. Like other strong-willed mercs, Orgot 
  gains the confused condition when she is reduced to 10 
  Hit Points or fewer.
  STATISTICS
  Str +1; Dex +0; Con +2; Int +0; Wis +4; Cha +0
  Skills Athletics +8, Intimidate +8, Mysticism +13, Survival +8
  Languages Common, Orc
  Gear freebooter armor I, basic handaxesAR (2), flame pistol 
  with 1 standard petrol tank (20 charges)
  Development: Once the PCs retake the ship, Kaniko mourns 
  anyone killed, but whether she holds their deaths against the 
  PCs (versus whatever altered her friends’ minds) depends on 
  the extent of the carnage. Count deaths Kaniko 
  might believe the PCs couldn’t avoid as 0, but 
  otherwise any mercenary the PCs killed after 
  Kaniko requests they not do so counts double 
  toward the following total. If no mercs were 
  killed, Kaniko’s attitude is helpful. If only 
  one merc died, Kaniko is still friendly. If 
  up to three were killed, she is indifferent. 
  If four or more mercenaries were killed, 
  Kaniko becomes unfriendly, but maintains a 
  professional demeanor despite her feelings.
  EVENT 3: FOO FIGHTER (CR 6)
  Except for Kaniko, the crew of the Voidcrier 
  is now dead or unconscious. Orvir, Shez, 
  and Narla should awaken eventually, 
  but the PCs likely want revenge 
  against the mysterious gray 
  starship 
  following 
  them. 
  Allow the PCs to take any 
  of 
  the 
  Voidcrier’s bridge 
  positions. If permitted, Kaniko serves as Chief Mate (see the 
  Character Operations Manual for information on this and 
  other new starship roles), but she can also serve as a gunner.
  Starship Combat: Place the Voidcrier on the map but leave 
  the gray starship off at first. It begins 8 hexes behind the 
  Voidcrier, but moves into the Voidcrier’s port arc during the 
  first round. During that helm phase, the science officer can 
  attempt another DC 26 Computers check to detect what arc 
  the gray monitor capsule is in, but the PCs can’t target it yet. In 
  the gunner phase, the monitor capsule fires its weapon, which 
  lowers the cloaking field. Starship combat then proceeds as 
  normal. The grays fight until their ship is destroyed.
  GRAY MONITOR CAPSULE 
  TIER 4
  HP 40 (inside front cover)
  Development: If the Voidcrier is disabled, the gray monitor 
  capsule flees the area, leaving the PCs to pick up the pieces.
  Shortly after the battle, Orvir, Shez, and Narla, awaken 
  along with any surviving mercenaries. The false Stewards 
  retake command of the Voidcrier, but they acknowledge 
  their debt to the PCs. Kaniko suggests the Stewards 
  should reward the PCs’ valor. Narla agrees, but any PC who 
  succeeds at a DC 21 Sense Motive check can tell her feelings 
  on this situation are more complicated. She chalks it up to 
  the close call with oblivion they all just had and is unwilling 
  to elaborate further.
  10
  Orgot Nalkus
  
  The Voidcrier is now able to enter the Drift and complete 
  the journey to Tyrkalis Base. If asked, the Stewards attempt 
  to preserve their ruse by saying they aren’t cleared to jump 
  to Absalom Station as the classified nature of their mission 
  warrants avoiding unnecessary questions from relevant 
  authorities. Thanks to the Voidcrier’s fast Drift engine, 
  however, the ship arrives at Tyrkalis Base 5 days later.
  Story Award: For defeating the gray monitor capsule, 
  award the PCs 2,400 XP.
  Though the PCs might feel that they are finally safe, the 
  impostor Stewards are leading the PCs to a terrible end.
  ARRIVAL
  As the Voidcrier enters Varos’s orbit and descends towards 
  the moon’s volcanic surface, read or paraphrase the 
  following, assuming the PCs can see a viewscreen or out of 
  a viewport.
  Black rock badlands broken by rivers and pools of lava cover 
  the surface of Varos.
  Any PC who succeeds at a DC 15 Physical Science or DC 20 
  Culture check knows that no pure water exists on the surface 
  of Varos. At best, sulfurous pools of steaming, stinking mud 
  occasionally bubble to the surface, where they sublimate 
  to leave behind patches of flammable residue. Anyone who 
  succeeded at the Culture check also knows that mining camps 
  and other small facilities dot the hostile landscape, including 
  prison camps operated by the Brethedan government, where 
  prisoners serve sentences of hard labor on this so-called 
  “death moon.”
  Minutes later, the Voidcrier approaches the Steward base.
  Tyrkalis Base is a rectangular facility with a slender tower in 
  its middle. The blue and gold symbol of the Stewards projects 
  holographically above it. As the Voidcrier approaches, Narla 
  asks for permission to land. After the request is granted, the 
  Voidcrier banks toward a large hangar that opens wide. The 
  frigate lands alongside another ship of similar size.
  The second starship has its call sign, the Peryton, 
  emblazoned on its side, along with the silhouette of a winged 
  stag’s head. A PC who succeeds at a DC 14 Engineering or 
  Piloting check can identify the other vessel as a Sanjaval 
  Vagabond light transport.
  As the PCs disembark, read or paraphrase the following.
  Shez and Narla lead the way down the boarding ramp and 
  out of the ship, with Orvir and his mercenaries bringing up 
  the rear. As everyone emerges into the spacious hangar, an 
  oversized double door to the east opens. A tall humanoid 
  in a gleaming suit of blue powered armor approaches, 
  accompanied by a pair of Stewards in impeccable uniforms. 
  When the armored figure is close, the helmet opens to reveal 
  the stern face of a verthani, his large black eyes set off by his 
  close-cropped white hair.
  “Yalamis, Daiasha, welcome back. Your reports preceded 
  you, although the last not by much. Commander Pike, you 
  as well. I see you’ve brought the guests you mentioned, 
  Yalamis.” While regarding you evenly, he continues, “I’m 
  Inspector Jox Hird, supervisor here.”
  Narla says. “These people have been through a lot, 
  inspector. They’ve helped us, and they deserve our respect.”
  Hird nods. “From your reports, I must agree. Welcome to 
  Tyrkalis Base.”
  Narla introduces each of the PCs, and based on her reports, 
  Hird comments on a highlight of the PCs’ contributions since 
  the group met the Stewards. Narla agrees enthusiastically 
  with any praise Hird gives. A PC who is suspicious of Narla 
  can attempt a DC 21 Sense Motive check, while any PC 
  suspicious of Hird can attempt a DC 28 Sense Motive check. 
  On a success, the PC perceives the Steward agent in question 
  is being disingenuous somehow. If the PC succeeds at the 
  check by 5 or more, they can tell any flattery is intended to 
  reinforce the PCs’ trust rather than specifically acknowledge 
  the efforts of the group.
  Once everyone has been introduced, Hird has some final 
  words for the PCs.
  “You must stay in the guest wing,” the inspector says, 
  gesturing toward a door to the south. “There’s plenty 
  of room there. Guests are not permitted in the secure 
  wing. Please do not attempt to enter any doors labeled 
  ‘Restricted Access.’
  “Now, considering what you’ve been through, medical 
  checkups are in order. I’ll instruct our physician, Dr. Nodens, 
  to conduct those and make sure you’re all right. She has also 
  been instructed to debrief you about your ordeal, so that 
  everything you’ve learned about the grays can be added to 
  our data.”
  Hird departs with his guards, Shez, and Narla to the east. 
  Orvir, Kaniko, and any other surviving mercenaries accompany 
  the PCs through the door to the south. Most of the mercenaries 
  are eager for a shower, sustenance, and sleep. The PCs are 
  assigned two guest rooms (area A8) near Orvir and Kaniko.
  TRAPPED IN TYRKALIS
  Once the PCs arrive at Tyrkalis Base, the adventure takes a 
  less linear approach that allows the PCs to direct the action. As 
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  11
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  TTHE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  PART 2: 
  AMONG IMPOSTORS
  
  such, the adventure demands a bit more of you as GM. While 
  you’re running events in Tyrkalis, it is important to encourage 
  the PCs to investigate their captors and attempt to escape. 
  Keep the action moving using the events while also giving the 
  PCs time to interact, plan, and investigate. If the players need 
  more coaxing, Event 5 exists for that purpose, among others. 
  The PCs needn’t fight every reptoid in Tyrkalis—the adventure 
  assumes they battle the named reptoids and about half the 
  unnamed ones in the base. This adventure also assumes the 
  PCs don’t fight with Kaniko or any surviving mercenaries.
  After their arrival, the PCs have until the next morning to 
  do as they wish, moving freely throughout the guest wing 
  (areas A2 through A9) and interacting with the mercenaries 
  who reside there. (Orvir Pike and Kaniko might object to 
  intrusion within their private rooms, if the PCs are caught 
  doing so.) The PCs aren’t allowed in the restricted areas (areas 
  A10 through A25). Security guards don’t permit PCs to pass 
  through the checkpoint in area A10. 
  The PCs begin their debriefings with the Stewards during 
  Event 4, on their first morning in Tyrkalis Base. Each PC is taken 
  into the restricted wing to face the reptoid doctor individually. 
  The PCs should soon discover that while the Stewards don’t 
  interact with the PCs much, the party is not permitted to leave 
  Tyrkalis Base. Requests to talk to Steward leaders largely fail, 
  although Narla Yalamis might address the PCs, reassuring them 
  that they’ll be released as soon as Inspector Hird is sure they’re 
  not a threat. She claims that cooperating with the debriefing 
  process is the surest way to do that.
  PIKE’S PERYTONS
  The Stewards have set up part of their base to house guests, 
  such as civilians rescued from the surface of Varos, until they 
  can find travel off the moon, as well as contractors, such as 
  mercenary groups like Pike’s Perytons. The mercenaries were 
  assigned bunks, while Orvir Pike was given his own quarters 
  and a small office space to conduct business as the company’s 
  commander. After they were hired, the mercenaries stayed 
  at the base for a night before heading out on the mission to 
  Outpost Omicron. Orvir Pike was replaced by a reptoid during 
  that time.
  During the PCs’ stay, the reptoid Pike doesn’t interact much 
  with them or his mercenaries. He goes into the restricted sector 
  for brief visits or stays in his quarters (area A8a), occasionally 
  using the rec areas or his temporary office. If the PCs want 
  something from Orvir, he tries to delegate the task to Kaniko. 
  After the events of Part 1, it is possible that the only 
  remaining members of Pike’s Perytons are Orvir Pike and 
  Kaniko Breez. In such a case, Kaniko is likely upset with the 
  PCs and doesn’t speak with them. Otherwise, the surviving 
  mercenaries share Kaniko’s attitude toward the PCs.
  If Kaniko is friendly or better toward the PCs, she invites 
  them to participate in activities with surviving mercenaries, 
  12
  
  granting the PCs a +2 circumstance bonus to attempts to 
  improve any mercenary’s attitude. Ultimately, it’s up to 
  you whether the PCs can improve relations with specific 
  mercenaries, depending on the PCs’ actions before now.
  The PCs can interact with a mercenary (including Kaniko) to 
  improve their attitude toward the party in various ways. The 
  mercenaries respect skill in athletics, carousing, holovid and 
  strategy games, hand-to-hand combat, shooting, and smack 
  talk. Of course, a PC might just be naturally charming no matter 
  what they do. In general, allow other skill checks to function 
  as the change attitude task of Diplomacy, with a base DC of 19 
  (modified by a mercenary’s initial attitude, as normal).
  If the PCs ask about the base and their hosts, they can 
  find out several facts from friendly mercs. Disseminate these 
  facts over a few interactions or use them when the PCs ask 
  questions requiring one of these answers.
  D	
  D	 Tyrkalis is a Steward station purposed for rescuing 
  endangered civilians and arresting escapees from Brethedan 
  prisons. The Stewards also run missions out of the base.
  D	
  D	 Communications are secured. All comms headed off base 
  circulate through a command center in the restricted wing.
  D	
  D	 Approximately 20 well-armed, well-trained Stewards run 
  Tyrkalis Base.
  D	
  D	 The Perytons’ contract demands that they follow Steward 
  commands. However, they generally do only what Orvir 
  and Kaniko tell them to do.
  D	
  D	 Varos is extremely inhospitable. Safe travel requires a 
  vehicle or starship, but there’s nowhere nearby to go.
  D	
  D	 The hangar doors open only with a command override, which 
  comes from the command center in the restricted wing.
  If necessary, the statistics of the mercs (including Kaniko) 
  are on pages 6–10. Orvir Pike’s statistics are presented below.
  ORVIR PIKE 
  CR 6
  XP 2,400
  Male reptoid soldier (Starfinder Alien Archive 92)
  LE Medium humanoid (reptoid, shapechanger)
  Init +7; Senses low-light vision; Perception +13
  DEFENSE 
  HP 90
  EAC 18; KAC 20
  Fort +8; Ref +6; Will +7; +2 vs. mind-affecting effects and 
  poisons
  OFFENSE
  Speed 40 ft.
  Melee claw +16 (1d6+10 S; critical wound [DC 14]) or
  unarmed strike +16 (1d6+10 B; critical wound [DC 14])
  Ranged knockdown advanced railgun +15 (1d10+6 P; critical 
  knockdown)
  Offensive Abilities charge attack, fighting styles (blitz), 
  gear boosts (unarmed maulerAR)
  TACTICS
  Before Combat If he knows combat is imminent, Orvir 
  activates his force field.
  During Combat Orvir is a fearless warrior and proud martial 
  artist who likes to challenge tough foes. He switches 
  between melee and ranged combat, rarely missing an 
  opportunity to fire his railgun in automatic mode.
  Morale Orvir is courageous and likely to stick around in a 
  fight too long, especially against non-reptoid foes.
  STATISTICS
  Str +4; Dex +3; Con +0; Int +2; Wis +1; Cha +1
  Skills Acrobatics +13, Athletics +18, Bluff +13, Intimidate +13, 
  Sense Motive +13
  Feats Kip Up, Mobility, Slippery Shooter
  Languages Brethedan, Common, Reptoid
  Other Abilities change shape (any specific humanoid)
  Gear inheritor’s grace IAR (mk 1 mobility enhancerAR, purple 
  force field), knockdown advanced railgunAR with 45 
  longarm rounds, conspirator’s emblemAR
  THE STEWARDS
  The Stewards, led by Inspector Hird, are all reptoids, including 
  Narla Yalamis, Shez Daiasha, and a doctor named Rel Nodens. 
  Eight reptoid infiltrators pose as “high-clearance” civilian 
  employees—two work as lab techs for Dr. Nodens, and six 
  perform labor or maintenance, whether in the hangar and 
  warehouse (areas A1 and A16, respectively), the reactor room 
  (area A15), or elsewhere. Each is a trained field agent. Eleven 
  constables, competent reptoid soldiers, serve in security and 
  administration roles in the base.
  Although the reptoids rarely interact with the PCs, each 
  takes a specific humanoid form. Within the restricted wing, 
  this form is most often human. In areas the PCs are likely to 
  regularly interact with reptoids, given names and identities 
  are listed. If a PC succeeds at a Sense Motive check against 
  a reptoid in an unrestricted area, the PC might experience 
  an uneasy feeling toward the reptoid or sense contempt or 
  hostility, but can’t know anything for certain. However, in the 
  restricted area, only Inspector Hird continuously remains in 
  character. Other reptoids let their guard down, and if they’re 
  unaware of observing PCs, they speak in Reptoid, mock their 
  “guests,” and so on. A PC who doesn’t understand Reptoid but 
  succeeds at a DC 20 Culture check can identify this language.
  All the reptoid statistics appear here for ease of use, since 
  they might be encountered anywhere in Tyrkalis Base. Their 
  likely locations, if they have no reason to be elsewhere, are 
  noted in the various locations of area A.
  REPTOID INFILTRATOR 
  CR 3
  XP 800
  Reptoid operative (Alien Archive 92)
  LE Medium humanoid (reptoid, shapechanger)
  Init +5; Senses low-light vision; Perception +9
  DEFENSE 
  HP 35
  EAC 14; KAC 15
  Fort +2; Ref +5; Will +6; +2 vs. mind-affecting effects and 
  poisons
  Defensive Abilities evasion
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  13
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  TTHE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  OFFENSE
  Speed 40 ft.
  Melee pistol whip +7 (1d4+4 B) or
  claw +7 (1d3+4 S)
  Ranged flash compliance ray +9 (1d6+3 F nonlethal; critical 
  blindAR [DC 14])
  Offensive Abilities trick attack +1d8
  TACTICS
  During Combat An infiltrator prefers to stay out of melee, 
  moving and using Bluff to make trick attacks from cover.
  Morale An infiltrator is unlikely to retreat while 
  higher-ranking reptoids are nearby. Otherwise, they 
  retreat when wounded and likely to be defeated in 
  combat, calling for backup.
  STATISTICS
  Str +1; Dex +3; Con +0; Int +2; Wis +1; Cha +0
  Skills Bluff +14, Computers +9, Medicine +9, Sense Motive 
  +9, Stealth +14
  Feats Mobility
  Languages Brethedan, Common, Reptoid
  Other Abilities change shape (any specific humanoid), 
  operative exploits (pistol whipAR), specialization (spy)
  Gear casual stationwear, flash compliance rayAR with 1 
  battery (20 charges), personal comm unit
  REPTOID CONSTABLE 
  CR 4
  XP 1,200
  Reptoid soldier (Alien Archive 92)
  LE Medium humanoid (reptoid, shapechanger)
  Init +3; Senses low-light vision; Perception +10
  DEFENSE 
  HP 50
  EAC 17; KAC 17
  Fort +6; Ref +4; Will +5; +2 vs. mind-affecting effects and 
  poisons
  OFFENSE
  Speed 25 ft.
  Melee hook sword +9 (1d8+7 S; critical bleed 1d4) or
  claw +9 (1d3+7 S)
  Ranged pusher decoupler +13 (1d6+4 F; critical corrode 1d6 
  and demoralizeAR)
  Offensive Abilities fighting styles (sharpshoot), gear boosts 
  (caustic burnsAR), sniper’s aim
  TACTICS
  During Combat A constable tries to find cover, then shoots 
  at the PCs, hoping to gain the dual critical hit effect of 
  the decoupler. If any PCs move into melee, the constable 
  might attempt to trip them using a hook sword.
  Morale A constable dreads the repercussions of failure, 
  including being put under Dr. Nodens’s “care.” They fight 
  to the end, unless a higher-ranking reptoid retreats. In 
  that case, they perform a fighting withdrawal to cover 
  the more senior reptoid’s flight.
  STATISTICS
  Str +3; Dex +3; Con +2; Int +0; Wis +0; Cha +1
  Skills Athletics +10, Bluff +10, Intimidate+10, Sense 
  Motive +10
  Languages Brethedan, Common, Reptoid
  Other Abilities change shape (any specific humanoid)
  Gear basic lashunta tempweave, hook swordAR, pusher 
  decouplerAR with 2 high-capacity batteries (40 charges 
  each), personal comm unit
  NARLA YALAMIS 
  CR 5
  XP 1,600
  Female reptoid technomancer (Alien Archive 92)
  NE Medium humanoid (reptoid, shapechanger)
  Init +3; Senses low-light vision; Perception +11
  DEFENSE 
  HP 60
  EAC 16; KAC 17
  Fort +4; Ref +4; Will +8; +2 vs. mind-affecting effects and 
  poisons
  OFFENSE
  Speed 30 ft.
  Melee advanced sword cane +8 (1d4+5 P; critical bleed 1d4) or
  claw +8 (1d3+5 S)
  Ranged flare compliance ray +10 (2d4+5 F nonlethal; critical 
  blindAR [DC 15])
  Technomancer Spells Known (CL 5th)
  2nd (3/day)—invisibility, microbot assault
  1st (6/day)—grease (DC 16), magic missile, supercharge 
  weapon
  0 (at will)—ghost sound (DC 15), psychokinetic hand
  TACTICS
  During Combat Narla uses grease and her spell gem of 
  hold portal to seal off the PCs’ retreat, her spell gem of 
  reflecting armor to dissuade PC attacks, and supercharge 
  weapon on her reptoid allies. She saves a casting of 
  invisibility for her escape.
  Morale When reduced to 25 Hit Points or fewer, Narla casts 
  invisibility and flees to find Inspector Hird. While at his 
  side, Narla fights to the death.
  STATISTICS
  Str +0; Dex +3; Con +0; Int +5; Wis +0; Cha +2
  Skills Bluff +11, Diplomacy +11, Computers +16, Mysticism 
  +11, Sense Motive +11
  Languages Common, Elven, Reptoid
  Other Abilities magic hacks (countertech, fabricate tech), 
  spell cache (datapad)
  Gear d-suit I, advanced sword canePW, flare compliance rayAR 
  with 1 battery (20 charges), datapadAR, personal comm 
  unit, spell gem of hold portal, spell gem of reflecting armor
  REL NODENS 
  CR 5
  XP 1,600
  Female reptoid mystic/biohacker (Alien Archive 92, 
  Character Operations Manual 40)
  NE Medium humanoid (reptoid, shapechanger)
  Init +3; Senses low-light vision; Perception +16
  14
  
  NODENS’S DATAPAD
  Dr. Nodens’s datapad is miniaturized to be of light bulk and 
  hardened to be quite tough (AC 11; hardness 21; 
  23 HP; +6 to saving throws, +14 vs. energy 
  attacks and effects that target computers 
  or electronics). This tier 3 computer can 
  function as a personal planet-wide comm 
  unit and is self-charging. The device 
  has a security II module (Computers 
  DC 27 to hack), an alarm that pings the 
  command station at A21 (with location 
  data) when someone fails to access it, 
  and a 1-hour lockout after three failed 
  access attempts. This datapad also 
  has a control module (called No Touch) 
  that allows it to function as Dr. 
  Nodens’s biometrics for doors 
  in Tyrkalis Base and Terrapin 
  Station, and as a terminal 
  for any computer in those 
  bases, provided the targeted 
  device is within 100 feet. Having 
  this datapad provides a +2 circumstance bonus to hack 
  systems in Tyrkalis Base and Terrapin Station.
  Data is stored on the datapad in two layers. In the 
  outer shell are administrative records and schedules, 
  raw data from lab-tech datapads, notes on trivial tasks 
  or hobby reading (referring to Nodens’s book collection 
  in A14), supply lists, requisitions, and other mundane 
  data. A firewall (DC 29 to hack) protects a secure data 
  module that contains records of Tyrkalis Base personnel 
  written in Reptoid (revealing the Stewards, Orvir Pike, 
  and the high-clearance workers as reptoids, since each 
  has a picture with a name in Common). The module 
  also stores Nodens’s research into pain tolerance and 
  manipulation, including debriefings with the PCs (she 
  speculates the PCs have been corrupted by enemy grays 
  and should be disposed of). In addition, the datapad 
  also has compiled and correlated data from lab-tech 
  datapads, including evidence of disturbing liberties 
  taken even with reptoid patients if it furthers Nodens’s 
  research. Finally, the datapad contains survey data of 
  nearby Varos, including the location of Terrapin Station 
  (page 32), which is identified as a reptoid listening post, 
  as well as an “extraction point.”
  DEFENSE 
  HP 60 RP 4
  EAC 16; KAC 17
  Fort +4; Ref +4; Will +8; +2 vs. mind-affecting effects and poisons
  OFFENSE
  Speed 30 ft.
  Melee claw +8 (1d4+6 S)
  Ranged zoologist injector pistol +10 (1d8+5 P; 
  critical injection DC +2)
  Offensive Abilities forced amity (DC 15), 
  inexplicable commands
  Mystic Spell-Like Abilities (CL 5th)
  At will—mindlink
  Mystic Spells Known (CL 5th)
  1st (3/day)—command (DC 16), detect 
  thoughts (DC 16) 
  0 (at will)—detect affliction, psychokinetic hand
  Connection overlord
  TACTICS
  Before Combat If Dr. Nodens has time, 
  she loads her injector pistol with the 
  sedative found in area A12. 
  During Combat Dr. Nodens prefers to 
  hinder and sedate her foes. Dr. Nodens 
  is brutal enough to perform a coup de grace with her claw 
  on a downed foe, while observing the reactions of that 
  person’s allies.
  Morale Dr. Nodens won’t surrender to “lesser beings” such as 
  the PCs, but if severely outmatched, she retreats to find 
  allies.
  STATISTICS
  Str +1; Dex +3; Con +0; Int +2; Wis +5; Cha +2
  Skills Bluff +16, Diplomacy +11, Disguise +11, Intimidate +11, Life 
  Science +16, Medicine +16, Mysticism +16., Sense Motive +11
  Languages Brethedan, Common, Reptoid
  Other Abilities biohacks (maximum 6), change shape (any specific 
  humanoid), custom microlab (chemalyzer), fields of study 
  (neurochemistry), theorems (painful injection [+2 damage])
  Gear business stationwear, zoologist injector pistolAR with 20 
  darts, chemalyzerAR, Nodens’s datapad (see sidebar)
  SHEZ DAIASHA 
  CR 5
  XP 1,600
  Male reptoid mechanic (Alien Archive 92)
  LE Medium humanoid (reptoid, shapechanger)
  Init +2; Senses low-light vision; Perception +11
  DEFENSE 
  HP 65
  EAC 17; KAC 18
  Fort +6; Ref +6; Will +6; +2 vs. mind-affecting effects and poisons
  OFFENSE
  Speed 30 ft.
  Melee tactical handaxe +11 (1d6+7 S) or
  claw +11 (1d3+7 S)
  Ranged frostbite-class zero pistol +11 (1d6+5 C; critical 
  staggered [DC 15])
  Offensive Abilities overload (DC 15)
  TACTICS
  During Combat Shez feels at home in melee and ranged 
  combat, carrying a handaxe in his left hand and 
  pistol in his right. He directs Melta-Man to attack 
  the toughest-looking PCs and does the same. Shez is 
  Rel Nodens
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  15
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  TTHE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  smart enough to seek cover and tactical advantages 
  first and rely on his aim second.
  Morale When Shez is reduced to fewer than 30 Hit 
  Points, he retreats to seek aid from Narla Yalamis or 
  Inspector Hird. While at either of their sides, he 
  fights to the death.
  STATISTICS
  Str +2; Dex +2; Con +2; Int +4; Wis +0; Cha +1
  Skills Bluff +16, Computers +16, Engineering 
  +16, Piloting +11, Sense Motive +11
  Languages Castrovelian, Common, Reptoid
  Other Abilities artificial intelligence 
  (drone named Melta-Man), change 
  shape (any specific humanoid), 
  custom rig (armor upgrade), 
  mechanic tricks (overcharge, 
  overclocking), remote hack 
  (DC 15)
  Gear d-suit I, tactical 
  handaxes (2), 
  frostbite-class zero 
  pistol with 2 batteries 
  (20 charges each), mk 1 
  mindlink circlet
  MELTA-MAN 
  CR —
  XP —
  LE Medium construct (technological)
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +8
  DEFENSE 
  HP 40
  EAC 14; KAC 17
  Fort +4, Ref +4, Will +1
  Defensive Abilities integrated weapons; Immunities 
  construct immunities
  OFFENSE
  Speed 30 ft.
  Melee slam +7 (1d6+5 B)
  Ranged 12-notch plasma fork +9 (1d8+3 E & F; critical 
  knockdown)
  STATISTICS
  Str +2, Dex +3, Con—, Int 0, Wis 0, Cha +0
  Skills Athletics +8
  Languages Common
  Other Abilities unliving, reduced actions (Alien Archive 138)
  Gear 12-notch plasma forkAR with 1 battery (20 charges)
  JOX HIRD 
  CR 6
  XP 2,400
  Male reptoid soldier (Alien Archive 92)
  LE Medium humanoid (reptoid, shapechanger)
  Init +2; Senses low-light vision; Perception +13
  DEFENSE 
  HP 80
  EAC 20; KAC 22
  Fort +8; Ref +6; Will +7; +2 vs. mind-affecting effects and 
  poisons
  Resistances cold 5, fire 5
  OFFENSE
  Speed 30 ft.
  Melee static stun staff +16 (1d10+12 E; 
  critical staggered [DC 16])
  or slam +16 (1d10+14 B)
  Ranged static arc rifle +13 (1d12+6 E; 
  critical arc 1d6)
  Offensive Abilities fighting styles (armor 
  storm), gear boosts (melee striker), 
  hammer fist
  TACTICS
  During Combat Inspector Hird activates 
  his kill switch  (see Tyrkalis Kill 
  Switch below) whenever he 
  enters combat. He prefers 
  melee combat with his 
  staff, and his priority 
  is any foe whose 
  weapons ignore his 
  cold and fire resistance. 
  Hird uses the static arc rifle 
  mounted on his armor only when all 
  targets are beyond his reach.
  Morale In his armor, Hird has absolute confidence in his 
  abilities and a desire to punish his foes, and he fights to 
  the death. If somehow caught outside his armor, Hird 
  first attempts to don it. When about to die, he gloats 
  about the Tyrkalis kill switch.
  STATISTICS
  Str +4; Dex +2; Con +2; Int +2; Wis +0; Cha +2
  Skills Athletics +13, Bluff +18, Intimidate +13, Sense Motive +13
  Languages Brethedan, Common, Reptoid, Verthani
  Other Abilities change shape (any specific humanoid), 
  enhanced tank
  Gear battle harness (mk 1 thermal capacitor, Tyrkalis kill 
  switch, static arc rifle with 1 high-capacity battery [40 
  charges]), static stun staffAR with 1 battery (20 charges), 
  personal comm unit
  SPECIAL ABILITIES
  Tyrkalis Kill Switch (Ex) When activated as a swift action, 
  this modified biometric monitor sends a kill order to 
  Tyrkalis Base’s reactor. When the reactor receives this 
  order, it begins a self-destruct sequence that takes 2 
  hours. A creature who finds this armor upgrade and 
  succeeds at a DC 24 Computers or Engineering check 
  can identify its function. That function also becomes 
  clear enough when the reactor responds.
  Story Award: The first time the PCs gain proof the Stewards 
  are reptoids in disguise (whether by witnessing their actions 
  or by hacking Dr. Nodens’s datapad), award them 1,600 XP.
  Jox Hird
  16
  
  A. TYRKALIS BASE
  A military-style installation, Tyrkalis Base has austere features 
  and is made of dark composite materials. Use the map on page 
  18 for this area.
  TYRKALIS BASE FEATURES
  The base has the following common features, with exceptions 
  noted where they occur. Statistics for these structures can be 
  found on page 408 of the Core Rulebook.
  Construction: Most of Tyrkalis’s structure is the equivalent 
  of a starship interior. The walls of the hangar and building 
  exterior are like starship bulkheads.
  Communications: Inspector Hird keeps Tyrkalis isolated 
  from the broader Brethedan infosphere, supposedly to keep the 
  facility secure. Daily communications through the command 
  center (area A21) allow updates to entertainment software and 
  the like, which are then narrowcast to the guest wing. However, 
  all outgoing communication must originate in the command 
  center. The reptoids use a monitoring station called Terrapin 
  to capture and direct communications throughout this region 
  of Varos, which means any long-distance communication is 
  unlikely to escape their control or notice.
  Doors: Most doors are steel. Airlock-quality doors can be 
  found where noted. Locked doors require the biometrics of one 
  reptoid assigned to the base to open. (An unconscious reptoid’s 
  biometrics open a lock, but a dead one’s won’t.) A PC who 
  examines the airlocks and succeeds at a DC 27 Engineering 
  or Computers check can detect an alarm that will go off if 
  tampering fails before they set it off. Disabling the alarm 
  requires another such check, but with a DC of 22. To open a 
  lock, a PC must succeed at a DC 27 Computers check to hack 
  the biometric reader or a DC 27 Engineering check to bypass it. 
  Failure to hack or bypass a lock sets off a silent alarm in area 
  A21, alerting the reptoids there to the location of the tampering.
  Lighting: Most rooms have lighting control (voice and 
  manual) that allows lights to go from dark to dim to bright.
  Security: A closed, largely homogenous secret base, 
  Tyrkalis lacks security features such as cameras and similar 
  devices. However, reptoids can use their personal comm units 
  to set off an alarm (as a standard action). This alarm is silent, 
  but broadcasts to the comms of other reptoids, starting with 
  nearby reptoid constables, before escalating to Narla and Shez, 
  and finally to Inspector Hird. Orvir and the reptoid infiltrators 
  aren’t part of this security chain, but reptoid infiltrators who 
  become aware of intruders help confront them.
  The first time the PCs are found sneaking around a 
  restricted area, reptoids (especially Narla and Shez, who 
  have likely have developed a relationship with PCs) warn 
  them before ushering the PCs back to the unrestricted 
  area. The reptoids raise alarms during later infractions and 
  attempt to subdue the PCs, which can end with them being 
  restrained in their rooms, their weapons turned over to Orvir. 
  However, reptoids return lethal resistance with similar force. 
  The mercenaries help the Stewards only if they are present 
  and have indifferent or worse attitudes toward the PCs, or if 
  ordered to assist by Orvir. In this latter case, friendly mercs 
  try to deal nonlethal damage.
  Some events inside Tyrkalis, such as tampering with door 
  locks and failing to open them, notify the command center 
  (area A21). When this happens, one reptoid constable goes to 
  check on the situation.
  Temperature: Tyrkalis Base is, in general, slightly warmer 
  than one might expect. However, each room has a climate 
  control that can be operated manually or by voice.
  a1. Hangar (cr variEs)
  This immense hangar is large enough to house two starships 
  of moderate size, as the Voidcrier and the Peryton parked 
  here attest. Storage containers line the rear and side walls 
  in tall stacks. Airlock doors lead from the hangar, one to 
  the south and a double door to the east. The double door is 
  labeled “Restricted Access.”
  The Voidcrier and the Peryton (the mercenary starship)
  remain here until Part 3. The Peryton is a Sanjaval Vagabond 
  with the port cargo hold and the escape pods converted to 
  good guest quarters for eight mercs. Both starships’ exterior 
  airlocks are locked (like base doors), as are their inner airlock 
  doors, and these doors unlock like other Tyrkalis doors but 
  only for named reptoids. For the Peryton, though, Kaniko’s 
  biometrics open these locks. Setting off an alarm in area A21 
  causes a squad of two constables and Narla Yalamis to show 
  up. Checks to unlock the doors take 2d4 rounds to complete 
  and are likely to be noticed by any creatures here.
  Both ships have tier 3 computers (Computers DC 25 to 
  hack). If the PCs hack the Voidcrier’s computer, they find no 
  more than was detailed in the Technology Clues section on 
  page 5. Hacking the Peryton’s computer reveals administrative 
  records related to the mercenaries, such as flight plans, 
  personnel records and IDs, cargo manifests, and so on.
  No operating mechanism for the hangar doors can be 
  found here, although the remnants of one is located near 
  the double door to area A16. The doors are operated in the 
  command center (area A21). Getting these massive doors to 
  open without a command override would be an enormous 
  Engineering task or require starship weaponry as likely to 
  damage any ships in the hangar as the doors.
  The hangar is also used to house empty cargo containers or 
  a few full of actual goods that have not yet been stored in the 
  warehouse (area A16).
  An oversized double airlock door leads east, and while the 
  warehouse workers are here, it might be open. When the 
  workers aren’t present, the double door is locked. A large 
  airlock door leads south to the guest quarters. While the door 
  can be locked, it is never locked when the PCs are present.
  Creatures: Three reptoid infiltrators—Gemma Bennik 
  (appears as a female human), Vort-One (appears as an agender 
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  17
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  TTHE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  android), and Mik Strahn (appears as a male human)—work 
  between the hangar and the warehouse (area A16) from about 7 
  a.m. until 3 p.m., conducting maintenance, loading or unloading 
  cargo, or seeing to other tasks in the hangar. Occasionally, one 
  uses the cargo lifter commonly parked in area A16. Also, if one 
  or more reptoid infiltrators are in area A16, they are likely to be 
  attracted to a battle here within 1d3 rounds.
  REPTOID INFILTRATORS (3) 
  CR 3
  XP 800 each
  HP 35 each (page 13)
  a2. Barracks
  These minimalist barracks hold six beds, a storage locker at 
  the foot of each. Standing metal closets line the dark walls.
  Creatures: Assuming a full mercenary roster, a few mercs 
  rest in each of these rooms. Some sleep while others browse the 
  limited base infosphere, write mail, engage in entertainment on 
  their personal comm units, or otherwise keep to themselves.
  a3. rEc rooM
  This spacious chamber is furnished with comfortable 
  couches and chairs, tables for gaming or dining, a trivid 
  projector, and other amenities.
  Creatures: If any of the mercenaries survived, a few of 
  them are often here socializing, perhaps by playing a holovid 
  brutaris game or gambling.
  a4. gallEy
  Several tables fill most of this room, while a long bar 
  separates diners from a few serving drones and their 
  cooking equipment.
  This galley operates 24 hours per day. The serving drones 
  do their best to satisfy all requests, moving from customer to 
  customer and taking orders.
  Treasure: The galley is equipped with a mk 2 culinary 
  synthesizer (Armory 129) and a self-heating pot (Armory 
  131). The drones have access to a bin of 1,000 UPBs for 
  the synthesizer.
  a5. BriEfing rooM
  This room has three rows of four chairs each, all facing a 
  large display screen and podium with a thin lectern. An extra 
  chair stands alongside the podium.
  PCs who ask about this room learn Orvir Pike is meant to 
  brief his mercenaries here, but has little opportunity to do so. 
  This room remains unoccupied until Event 5.
  A. TYRKALIS BASE
  A. TYRKALIS BASE
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  A1
  A1
  A19
  A19b
  A19
  A19
  A19
  A19a
  A19
  A19
  A19
  A19
  A7
  A7
  A7
  A7
  A18
  A18b
  A18
  A18a
  A16
  A16
  A17
  A17
  A15
  A15
  A14
  A14
  A13
  A13
  A12
  A12
  A11
  A11
  A10
  A10
  A6
  A6
  A5
  A5
  A9
  A9
  A4
  A4
  A7
  A7
  A8
  A8b
  A8
  A8a
  A8
  A8
  A8
  A8
  A7
  A7
  A2
  A2
  A2
  A2
  A3
  A3
  A20
  A20
  A23
  A23
  A22
  A22
  A24
  A24
  A25
  A25
  A21
  A21
  18
  
  a6. guEst officE
  This plain office includes a desk, chair, and computer terminal, 
  as well as a small table with two small chairs around it.
  As with the briefing room (area A5), Orvir has little time to 
  use this office. It has a tier 3 computer built into the desk, and 
  a PC who succeeds at a DC 25 Computers check can hack this 
  device. Inside are administrative records for Pike’s Perytons, 
  a duplicate of those found on the Peryton starship. Among 
  these records is a map of Varos near Tyrkalis base. Terrapin 
  Station (page 32), where a reptoid flees in Part 3, is marked 
  on this map with a universal symbol for “emergency meeting 
  point.” Orvir’s computer also contains an accurate schematic 
  of Tyrkalis Base.
  a7. rEstrooMs
  This large lavatory has toilets, sinks, and several small 
  showers, all sonic.
  These restrooms are clean and well-maintained.
  a8. PrivatE rooMs
  Four rooms—each with a small, shared sonic lavatory—have 
  been set aside for guests. Orvir is assigned to area A8a, which 
  has a bed, desk, and comfortable chair, along with a wardrobe. 
  Kaniko has another similar room in area A8b, leaving two 
  rooms empty for the PCs, each with double bunks, a desk, 
  a couple smaller comfy chairs, and a metal wardrobe divided 
  into two compartments.
  Each room initially assigned to the PCs has surveillance 
  equipment that allows reptoids at the command station 
  (area A21) to monitor activity within. For example, the voice-
  activated climate control system monitors and records what 
  the PCs say, while a holovid display also has a camera. Detecting 
  one of these surveillance devices requires a successful DC 27 
  Perception check, but if a PC succeeds in one room, the DC is 
  reduced to 22 when searching the other room for the same 
  device. A PC who succeeds at a DC 22 Engineering check 
  can disable detected devices, but succeeding by 5 or more 
  allows the PC to set the devices to transmit false readings 
  (of an empty, silent room). If the devices are fully disabled, 
  the reptoids know immediately. However, if the devices are 
  fooled by the false readings, it takes the reptoids 24 hours to 
  realize what happened. The reptoids don’t bother fixing the 
  equipment if the PCs sabotage it.
  Creature: Orvir Pike is most likely to be in his room if he 
  isn’t visiting the restricted wing.
  ORVIR PIKE 
  CR 6
  XP 2,400
  HP 90 (page 13)
  Treasure: If PCs succeed at disabling the surveillance 
  equipment in one room, they acquire an enhanced camera 
  scanner and a shotgun microphone scanner (both Armory 
  107). Success in both rooms allows them to acquire another 
  two scanners and a phase detector (Armory 124).
  a9. gyM
  This spacious room holds exercise machines that adapt to 
  varied physiologies for building tone, strength, and stamina. 
  An array of free weights and sports equipment, including 
  sparring gear, is also available. One part of the room is an 
  open mat for sparring, tumbling, and other activities that 
  require a lot of space.
  Creatures: One or two mercs exercise here throughout the 
  day and evening, assuming any survived.
  a10. cHEckPoint (cr 4 or 6)
  This area consists of an airlock door marked “Restricted 
  Access” and a transparent southern wall that allows a view 
  into a security station.
  The airlock door here is always locked.
  Orvir Pike is the only resident of the guest wing 
  permitted to pass the checkpoint, except during the PCs’ 
  debriefings. When Orvir uses this door, the guard makes 
  a show of checking his identification and scanning him. A 
  PC who succeeds at a DC 20 Sense Motive check perceives 
  the guard is going through the motions. If the reptoids 
  are unaware of the PC and the PC succeeds at this Sense 
  Motive check by 5 or more, the guard or staff agent in 
  area A11 slips further, perhaps saying something to Orvir 
  in Reptoid. Kaniko has an experience much like this one, 
  leading in part to Event 5.
  Creatures: A different reptoid constable is posted here 
  every 8 hours, turning away anyone who attempts to 
  enter, other than Orvir. Tioss Onnos (appears as a male 
  half-elf) works here from 7 a.m. until 3 p.m., followed by 
  Sahte Bahtist (appears as a female human) from 3 p.m. 
  until 11 p.m., and Ychabo Litka (appears as a male human) 
  from then until morning. The window into area A11 allows 
  the reptoid stationed there to see interactions here and 
  respond immediately.
  REPTOID CONSTABLE 
  CR 4
  XP 1,200
  HP 50 (page 14)
  a11. sEcurity officE (cr 4)
  This office has a desk, a terminal, and a chair set to the south 
  and facing north. The northern wall is transparent.
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  19
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  TTHE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  The computer here operates only the checkpoint door. A PC 
  must succeed at a DC 25 Computers check to hack this control 
  terminal. Someone with access to this terminal can keep the 
  door in area A10 locked even when biometrics should open it 
  or open the door even without biometrics.
  Creatures: The reptoid constables who work within this 
  office rotate shifts. Gigsen (appears as a male android) works 
  here from 7 a.m. until 3 p.m., followed by Lokin Greatshield 
  (appears as a female dwarf) from 3 p.m. until 11 p.m. At 
  11 p.m., a reptoid constable, Ryes (appears male kasatha) 
  instead occupies this booth. Any reptoid here responds to 
  issues in area A10, however, leaving this area unoccupied.
  REPTOID CONSTABLE 
  CR 4
  XP 1,200
  HP 45 (page 14)
  a12. MEdical cEntEr (cr 6)
  The steel door here is locked.
  This medical center has beds for five patients. In the 
  southwest corner is a laboratory area, separated from the 
  main chamber by a curved wall of transparent material with 
  an archway on either end.
  Creatures: Dr. Nodens is here 16 hours a day, starting at 7 
  a.m., along with one of two reptoid infiltrators who work as lab 
  techs—Jolynn Keenan (appears as a female human) and Kobi 
  Grimes (appears as a male halfling)—who switch off at 3 p.m.
  Treasure: Each lab tech has a datapad, but each day their 
  data is offloaded into Dr. Nodens’s datapad. This facility is 
  a medical lab, and equipment can be collected from it to 
  assemble an advanced medkit. A desk drawer within the 
  medical lab contains 20 doses of tier 2 sedative, a dose 
  of insanity mist in an inhaler, and a subdermal extractor 
  (Armory 108).
  REPTOID INFILTRATOR 
  CR 3
  XP 800
  HP 35 (page 13)
  REL NODENS 
  CR 5
  XP 1,600
  HP 60 (page 14)
  a13. intErrogation rooM
  This rectangular room is clean and austere. A square white 
  table stands in the center of the room, and four metal 
  chairs surround it. Seams mark where panels on the table 
  might open.
  Reptoids in Tyrkalis can use their personal comm units 
  to remotely command the table panels to open, exposing 
  manacles and a steel ring to which additional manacles 
  can be fastened. Triggering the panels to open otherwise 
  requires a PC to succeed at a DC 22 Engineering check, 
  or to execute a remote hack and then succeed at a DC 22 
  Computers check.
  a14. doctor’s QuartErs
  The steel door here is locked.
  The dimmed lights in this open-plan room are red. A bed 
  covered in green satin sheets takes up one corner. Beside 
  a comfortable chair is a bookcase holding a collection of 
  books. A lavatory with a shower stall is in the northwest 
  corner, while a kitchenette takes up the northeast one.
  The books on the bookshelf are medical manuals, 
  including many rare and signed volumes, all worn as if read 
  countless times and annotated in a tight Reptoid script. A PC 
  who peruses the books and succeeds at a DC 25 Culture, Life 
  Science, or Medicine check recognizes some of the authors 
  as doctors of various species whose work was unethical 
  or criminal.
  Treasure: The kitchenette has a mk 3 culinary synthesizer 
  and 300 UPBs.
  a15. rEactor rooM (cr 6 or 3)
  The entrance to the room is a locked airlock door.
  This large space has a ceiling that is approximately 25 feet 
  tall and includes a balcony that circles the entire chamber at 
  a height of about 10 feet. The balcony can be accessed via a 
  lift north of the western double door or a ladder just south 
  of it. Taking up most of the room’s middle is a 15-foot-high 
  rectangular reactor power core.
  Creatures: During most of the day, from about 7 a.m. until 
  3 p.m., Shez Daiasha is in charge here. He keeps Melta-Man 
  on standby behind the ladder. A reptoid infiltrator trained 
  in Engineering instead of Medicine assists Shez. They’re 
  supposed to monitor the reactor, but they mostly relax and 
  swap stories or watch entertainment on their comm units, 
  occasionally leaving to perform maintenance elsewhere on 
  the base.
  From 3 p.m. until 11 p.m., one reptoid infiltrator monitors 
  the equipment here. Afterward, another reptoid infiltrator 
  takes over until Shez arrives at 7 a.m.
  REPTOID INFILTRATOR 
  CR 3
  XP 800
  HP 35 (page 13)
  SHEZ DAIASHA 
  CR 5
  XP 1,600
  HP 65 (page 15)
  20
  
  MELTA-MAN 
  CR —
  HP 40 (page 16)
  a16. warEHousE (cr variEs)
  Each airlock double door leading into the warehouse is 
  marked “Restricted Access” and is usually locked. The 
  western one might be open while the hangar workers are at 
  work in area A1. Opening the oversized eastern doors, across 
  from identical doors into area A17, pings the security station 
  in area A21.
  This large space is 25 feet high, lined with metal racks 
  and shelving, and packed with storage containers of many 
  shapes and sizes. Another set of high shelves fills the 
  center of the room.
  Supplies are unloaded in the hangar (area A1) and 
  eventually stored here.
  Creatures: Some of the reptoid infiltrators who work 
  in area A1 might be here instead. Battle here attracts 
  any infiltrators in area A1 in 1d3 rounds.
  Treasure: Cargo lifter powered armor is most 
  often parked here near the western double 
  door. The warehouse containers are filled 
  with supplies, including a few cases of 
  expensive food and intoxicants the PCs 
  can find if they search for 10 minutes. 
  A PC who searches and succeeds at 
  a DC 25 Perception check can find 
  these unusual goods in 1 minute. If 
  the PCs find these things, which aren’t 
  particularly valuable given their large bulk 
  (about 5 to 10 per case), a PC who succeeds 
  at a DC 20 Intelligence or Culture check 
  recognizes that its peculiar for the Stewards of 
  this austere military base to have such a stash.
  If the PCs take a few minutes to search 
  through the luxury edibles, they find 
  several packages of Akitonian Sleeper 
  Khefaks, which are larval khefaks preserved 
  in a fashion that causes them to wake due to 
  pain or other stimuli but die a few moments 
  later. A few species, including some vesk and 
  ysoki, like to consume these vermin raw, 
  skewering them to awaken them just before 
  consumption. Other species, including some 
  ysoki, find the idea of eating a wriggling live 
  khefak larva disturbing.
  a17. garagE
  All doors leading into the garage are 
  locked airlocks. If the western 
  double door opens, a silent alarm 
  is transmitted to area A21.
  An airlock double door leads into this room from the 
  west, and two large “roll-up” airlock doors take up most 
  of the eastern wall. Stored here are a hover truck and two 
  police cruisers, all painted blue and marked with Steward 
  emblems. The western end of the garage is filled with 
  rolling racks and tool cabinets.
  The doors leading out to the east, which roll up into ceiling 
  compartments, are locked airlocks. However, the control 
  panels for the doors normally lack power, which must be 
  enabled in area A21. The unpowered doors must be forced 
  open, requiring a successful DC 27 Engineering check that 
  takes 10 minutes of work and requires 20 charges from 
  one battery. Sensors at the top of the doors set off an alert 
  in area A21 if anyone opens these doors (even if they’re 
  unpowered); this allows the person monitoring in area 
  A21 to override the doors and close them again. Two 
  constables and whoever is on duty in area A21 then 
  come to investigate. A PC who succeeds at a DC 25 
  Perception check can find the sensors that trigger this 
  alert. To disable the sensors, a PC must succeed at a 
  DC 22 Engineering check.
  Treasure: This garage has enough tools to 
  assemble two specialist Engineering kits for 
  working on vehicles and one for facilities 
  maintenance. Assembling the kits takes 
  about 20 minutes per kit. The garage also 
  contains three spools of 200 feet of titanium-
  alloy cable (1 bulk each) and one spool of 50 
  feet of adamantine-alloy cable (light bulk).
  The truck (an all-terrain transport) has its 
  ignition key in it and no security. However, 
  biometric locks and sensors have been installed 
  in the doors, ignition, and steering wheels of the 
  police cruisers, all of which hover rather than fly. 
  Disabling one lock requires a PC to spend 2d4 
  rounds and succeed at a DC 26 Engineering 
  check. However, disabling the steering 
  sensor means the cruiser won’t respond 
  to the steering mechanism. Reworking 
  this sensor and its peripherals to accept 
  the PCs as new drivers requires a 
  successful DC 26 Computers check 
  and a separate DC 26 Engineering 
  check, each check requiring 1 hour 
  of work. Resetting each biometric 
  lock (five per cruiser) requires a successful 
  DC 31 Computers check and 10 minutes 
  of work.
  a18. Barracks (cr variEs)
  This large room has eight partitions, 
  each of which contains a nice bed, 
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  21
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  TTHE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  Steward Constable
  
  a desk, a chair, and a small wardrobe. In the center of the 
  area is a communal table with several chairs around it, as 
  well as a kitchenette unit. Several of the furnishings and 
  decorations are Steward blue.
  The smaller barracks (area A18a) house the eight reptoid 
  infiltrators who work in Tyrkalis. The larger quarters 
  (area A18b) houses the base’s eight constables. A PC who 
  succeeds at a DC 15 Culture or Profession (mercenary) 
  check can tell, due to the unusual furnishings, these 
  quarters are furnished more elaborately than is typical for 
  a Steward base, where more uniformity and less luxury 
  might be expected.
  Creatures: Any off-duty reptoids rest in these areas. From 
  7 a.m. until 3 p.m., three reptoid infiltrators can be found in 
  area A18a, and six constables rest in area A18b. From 3 p.m. 
  until 11 p.m., area A18a has six infiltrators and area A18b has 
  six constables. From 11 p.m. until 7 a.m., seven infiltrators 
  sleep in area A18a, and four constables can be found in 
  area A18b. These resting reptoids respond only to the most 
  obvious combat, and most must don their armor and gather 
  their weapons before responding. If the PCs are making a run 
  on the command center with Kaniko providing a distraction, 
  most of these reptoids respond to the distraction before 
  they have a chance to learn of the PCs, and as luck would 
  have it, they choose a route (such as through area A16) that 
  makes it easy for the PCs to avoid them.
  Treasure: Each kitchenette has a mk 2 culinary synthesizer 
  (Armory 129) and 250 UPBs.
  a19. officEr QuartErs (cr variEs)
  This apartment is furnished to expensive tastes, with nice 
  partitions, a kitchenette, a bed, a desk, chairs and divans, 
  rugs, a dresser, and a wardrobe.
  Each of these rooms is home to a reptoid agent, including 
  Narla Yalamis (area A19a), Shez Daiasha (area A19b), and three 
  constables. Each occupant has customized their quarters, but 
  all are nicely furnished with comfortable beds, wardrobes, 
  and personal items.
  Creatures: At night, these rooms are occupied from 11 p.m. 
  until around 7 a.m. Two constables remain here from 7 a.m. 
  until 3 p.m., while Narla, Shez, and one constable are present 
  after 3 p.m.
  Treasure: Looting these rooms collectively turns up 350 
  credits, stylish clothing, fine delicacies and intoxicants, and 
  expensive trinkets. Each room’s kitchenette has a mk 2 
  culinary synthesizer (Armory 129) and 150 UPBs.
  a20. sEcurity station (cr 4)
  This large open area has a transparent eastern wall, giving a 
  clear view of a security center beyond.
  Creature: One reptoid constable is on duty here, and takes 
  security seriously because Inspector Hird often remains close 
  by. The constable stops any unrecognized person. Anyone in 
  area A21 can see what’s going on in this area and respond to 
  it immediately.
  REPTOID CONSTABLE 
  CR 4
  XP 1,200
  HP 50 (page 14)
  a21. coMMand cEntEr (cr 5)
  A broad desk forms a semicircle around the southeastern 
  corner, allowing someone sitting there to see through the 
  transparent wall to the west. A pair of terminals are set into 
  this desk, and two chairs sit behind it.
  The command center has a tier 3 computer with a security 
  II upgrade, so a PC must succeed at a DC 27 Computers check 
  to hack it. Someone who does so makes four initial discoveries. 
  First, an alarm alerting base personnel via personal comms 
  can be shut down or initiated here. Second, this computer has 
  base schematics and is hardwired to a control module for the 
  hangar doors (area A1) and garage doors (area A17), which can 
  be activated by anyone who hacks either terminal. Third, this 
  computer has another terminal in Inspector Hird’s office (area 
  A25), and so that terminal (and ostensibly anything connected 
  to it) can be hacked from here. Fourth, a PC who peruses the 
  system finds the controls and recordings for the surveillance 
  equipment in the PCs’ rooms (area A8). If the reptoids know 
  the PCs disabled this equipment, the logs say Inspector Hird 
  has not yet decided to try other means of surveillance.
  While using this computer, the PCs can identify a 
  communication control module that is protected by a firewall 
  and attached to a planet-wide comm unit. A PC must succeed 
  at a DC 29 Computers check to hack into this module. The 
  base is under a signal-directing dome of sorts, routing all 
  communications inside Tyrkalis through these terminals. In 
  turn, all communication for Tyrkalis Base from or intended to 
  reach off Varos route through a comm station with callsign 
  “Terrapin.” This station captures all comms in the area for miles 
  around, and it can jam signals or home in on them. PCs versed 
  in security know such a monitoring station is an extreme but 
  not bizarre security measure. The “Stewards” must hope to 
  capture most communications in the area. Terrapin Station is 
  also marked as an emergency fallback point for the Stewards, 
  and survey data shows its location.
  Among the regular comms data behind the firewall, the PC 
  also finds the Stewards recently detected someone monitoring 
  their narrow-beam broadcasts to Terrapin Station. If the PCs 
  discover this information, they learn the location of the azer 
  monitoring site (area C).
  Creatures: This area is Narla’s regular post from 7 a.m. until 
  3 p.m.—she enjoys listening to system chatter, eavesdropping 
  22
  
  on the PCs and recording anything important they do or 
  say, and practicing her technical skills. From 3 p.m. until 11 
  p.m., a reptoid constable is on duty here. Otherwise, another 
  constable monitors this command center.
  NARLA YALAMIS 
  CR 4
  XP 1,200
  HP 60 (page 14)
  REPTOID CONSTABLE 
  CR 4
  XP 1,200
  HP 45 (page 14)
  Treasure: This area has a battery recharging station (Core 
  Rulebook 234). It’s too heavy to move, but it currently contains 
  five batteries and four high-capacity batteries, all charged.
  a22. cHaPEl
  The door to this room is locked, and only Inspector Hird’s 
  biometrics can open it. The room is dark, but the light 
  from the hallway is enough to see the following.
  The air in this hall is warm and stale. Tall, 
  multicolored panels line the wall, perhaps 
  intended to mimic stained-glass windows 
  when powered. Between these panels 
  are niches, each with an idol in it. At the 
  northern end of the room, a few steps lead 
  up to a semicircular dais and a plain altar of 
  carved stone.
  The idols display the stylized, three-dimensional 
  holy symbols of several deities, including Abadar, 
  Damoritosh, Desna, Hylax, Iomedae, Pharasma, 
  Sarenrae, Triune, Weydan, and Yaresa. When 
  looking around the room, the most heroic and 
  good-hearted PC, or the one who might have 
  the closest connection to Iomedae, witnesses 
  the blade set within the idol of Iomedae, in the 
  southeastern niche, glow briefly with a faint 
  inner light (see Treasure below).
  A PC who is trained in Engineering and 
  examines the control panel inside the room 
  can see power has been cut. Restoring 
  it requires the PC to succeed at a DC 
  20 Engineering check, requiring 2d4 
  rounds of work. If power is restored, the 
  multihued panels glow as if they were 
  stained-glass windows illuminated by 
  sunlight coming from outside. Each 
  niche also has a warm but dim 
  spotlight.
  Treasure: The blade 
  set in Iomedae’s idol can 
  be removed from the holy symbol easily. It is an axiomatic holy 
  sintered longsword with the phrase “For victory, for the heart” 
  (a common Iomedaean aphorism) etched onto the blade.
  Development: When the PC who claims the blade next 
  takes an 8-hour rest, they see a vision or have a dream 
  of Inspector Hird entering the chapel with two reptoids, 
  shuddering, and ordering the chapel sealed and the power 
  cut. He then snaps at the reptoids to “maintain appearances,” 
  and they take on humanoid forms. The wielder views this 
  event as if standing in the chapel’s southeast corner, where 
  Iomedae’s idol is located.
  a23. training facility
  Holographic projectors are spaced along the walls of this 
  long, rectangular chamber amid light-colored, 
  slightly iridescent panels. A large control 
  panel is set into the south wall, next to 
  the door.
  A PC who succeeds at a DC 17 
  Computers check can bypass the 
  minor security measures on the 
  control panel. Operating the panel 
  takes a full action but allows 
  the user to fill the room with 
  holograms of any sort. The projectors 
  can transform the room so completely 
  that it could appear to be any place in 
  the Pact Worlds, but getting the exact 
  combination requires a successful DC 20 
  Computers check and 2d4 rounds. 
  Failure (or taking too little time) means 
  the holographic environment lacks 
  some intended details, and certain 
  aspects might seem very unreal. 
  Environmental holograms follow 
  scripts, like pedestrians walking 
  through a city or animals moving 
  through the wild. Floors and walls 
  are altered to have pads or treadmills 
  to simulate movement in a different 
  space. The control panel also allows 
  access to hostile holograms, such as 
  an ikeshti rivener loose in an Akitonian 
  junkyard or a kasatha pirate smuggler 
  on the run through the corridors of a 
  space station. The control panel can 
  be used to deactivate weapons while in 
  this room but the programming detects 
  trigger pulls and weapon trajectory 
  for simulated damage to holograms, 
  providing realistic responses from 
  the holograms.
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  23
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  TTHE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  Steward worker
  
  a24. insPEctor’s QuartErs
  This living room has a glass table surrounded by two chairs 
  and a couch upholstered with blue pleather. A bookcase holds 
  memorabilia related to the Stewards, and a reading chair 
  stands alongside it. Over that is an animated digital painting 
  of Verces. A blue rug that depicts the Steward symbol ties 
  the room together, its corner touching the tiled floor of a tiny 
  kitchenette in the northwestern section of the room.
  This suite of rooms includes a living room, bedroom, and 
  small bathroom. Inspector Jox Hird lives here. He believes in 
  strict discipline and that breaking character is a bad habit that 
  encourages laziness. Accordingly, Hird’s rooms are precisely 
  as they were when the occupant was verthani.
  The living room bookcase holds diverse texts and 
  memorabilia. The texts include a complete set of books 
  overviewing Steward legal cases dating back to the formation 
  of the Pact. Among the memorabilia is a photo of Hird 
  shaking the hand of Steward Director-General Camulan after 
  being awarded a medal for valor. Beyond the living room, the 
  bedroom is furnished simply in Steward blue, with a large 
  bed, bedside tables, a simple writing desk, and a wardrobe 
  filled with a dozen identical Steward uniforms. The smaller 
  room within is a bathroom with shower stall, sink, and toilet.
  Creatures: Inspector Jox Hird comes here only to sleep from 
  about 10 p.m. until 5 a.m. The PCs are much more likely to 
  encounter him in his office (area A25).
  Treasure: The kitchenette has a mk 2 culinary synthesizer 
  (Armory 129) and 250 UPBs. In the bedroom, a gold and silver 
  holy symbol of Iomedae, its silver parts tarnished, rests inside 
  the drawer of one bedside table. The symbol is worth 250 
  credits. If the wielder of the sword found in area A22 holds 
  the symbol, the tarnish on it fades.
  a25. insPEctor’s officE (cr 6)
  This square office, clearly for official Steward business, 
  conveys an air of authority. A wide desk of dark blue wood 
  sits in the east, behind which rises a single matching tall-
  backed chair with gold accents. A holographic terminal is set 
  in the desk, which is otherwise clear. Two chairs sit in front 
  of the desk. A small round table with a few chairs provides a 
  less formal meeting spot. Framed pictures dot the sky-blue 
  walls. Some are documents, such as diplomas, while others 
  are pictures of starships from Verces or of Steward origin. A 
  few display commendations and medals.
  This is Inspector Hird’s office. Documents on the walls 
  include his graduation certificate from Peacewatch on Verces, 
  numerous course completions, commendations, and his 
  promotion to inspector. They and the medals are authentic. 
  The actual Inspector Hird was a highly respected verthani 
  with 20 years of meritorious service.
  The terminal here is a tier 3 computer with a security 
  II upgrade, so a PC must succeed at DC 27 Computers 
  check to hack it. However, it has an alarm that pings the 
  terminals in area A21 and Inspector Hird’s personal comm 
  unit with location data on a failed access attempt. It has a 
  wipe countermeasure that kicks in after three failed access 
  attempts but erases only the secure data module (see 
  below). A PC hacking this terminal discovers its connection 
  to the computer in area A21 and the possibility of hacking 
  that computer from here.
  The device contains mundane Steward records, including 
  normal (non-reptoid) personnel files, command logs (including 
  the decision to seal the chapel due to an “unnerving 
  presence”), and inventories. The records indicate Tyrkalis Base 
  is a monitoring station where Stewards keep an eye out for 
  escapees from Brethedan prisons, and miners and travelers 
  in need of rescue on or near the moon. The base is also an 
  occasional staging point for Steward Ops missions.
  Secure Data Module: A secure data module behind a 
  firewall (DC 29 to hack) contains reptoid files. Personnel 
  records confirm that all the Stewards, their workers, and Orvir 
  Pike are reptoids. The reptoid Stewards recently replaced their 
  previous mercenary team, some Knights of Golarion, with 
  Pike’s Perytons, then replaced Orvir with a reptoid. Kaniko 
  is on the “conversion” list, but the records indicate she’s still 
  human. A report from Dr. Nodens contemptuously notes 
  “Kaniko displays genuine compassion and a sense of justice 
  that a replacement must train to replicate, lest a change in her 
  demeanor be too drastic to go unnoticed in the short term.” 
  The module also contains records of communications sent 
  to reptoid masters through Terrapin Station, as well as the 
  location and nature of that reptoid base.
  The false Hird’s reports suggest Tyrkalis’s lack of connection 
  to the Draws made it vulnerable. A few years ago, reptoids 
  began to infiltrate the base. Within 6 months, reptoids 
  replaced the monitoring team, murdering the actual Stewards.
  Creatures: Inspector Jox Hird is likely to be encountered 
  here, filing reports with his reptoid masters, writing cover 
  stories to give to his Steward superiors, reviewing the PCs’ 
  case or his subordinates’ personnel files, and so on.
  INSPECTOR JOX HIRD 
  CR 6
  XP 2,400
  HP 80 (page 16)
  EVENT 4: DEBRIEFINGS
  After the PCs’ first full night of rest, the debriefings begin.
  A reptoid constable arrives at the PCs’ quarters to request 
  that one PC follow, unarmed, to the medical center “for a 
  physical exam and debriefing.” The constable is sincere, so 
  Sense Motive can’t reveal any treachery. Assuming a PC 
  follows the constable, they go through the security checkpoint 
  (area A10) and into the medical center (area A12), where Dr. 
  Nodens and her assistant await. The constable returns to duty 
  24
  
  elsewhere until the debriefing is over. Dr. Nodens summons 
  an escort to take the PC back to their room at that time.
  The doctor and assistant first conduct a physical exam. 
  A PC who succeeds at a DC 21 Sense Motive check can tell 
  Dr. Nodens seems more interested in the PCs’ physiological 
  makeup than would be usual for a doctor conducting a routine 
  exam. Nothing more unusual occurs in the exam itself, though. 
  Dr. Nodens then conducts a series of interviews with the PCs. 
  Further debriefings follow on each subsequent day.
  Roleplaying the Debriefings: Dr. Nodens is clinical, taking 
  measurements and having her technician record results. 
  She is also cruel, taking joy in the pain of others (even other 
  reptoids). However, she plays the part of a professional 
  Steward doctor.
  Each time, each PC faces a similar but separate debriefing. 
  However, a montage sequence works best when playing out 
  the interactions with Dr. Nodens. Instead of focusing on one 
  PC to the conclusion of their experience, flash forward and 
  backward in time to various PCs having similar experiences, 
  making it clear to the players you’re doing so. During the 
  interview, move from PC to PC rapidly, posing a question to 
  one PC but then directing the next PC to answer it. In this 
  way, convey that each PC had a long interrogation, but that 
  everyone had a similar experience, with a few exceptions that 
  highlight memorable moments for each of your PCs.
  Response to Hostility: If a PC becomes hostile during any 
  interview, Dr. Nodens apologizes and tries to diffuse the 
  situation, reminding the PC they are inside a Steward facility 
  and outnumbered. Overt aggressive action would not only 
  be unwise, but also suggestive of underlying problems the 
  doctor is trying to discover before they become dangerous. 
  If forced to, the reptoids subdue an unruly PC with nonlethal 
  damage and return them to their room. They do nothing at 
  this stage to reveal they are reptoids, including using their 
  claw attacks. The PC isn’t spared further interviews; instead, 
  they’re restrained while those interviews proceed.
  INITIAL INTERVIEW
  After the exam, the reptoids lead the PC into the interrogation 
  room (area A13). There, with her assistant, Dr. Nodens 
  questions the PC about their adventures, starting with the 
  most recent events and slowly working backward to the 
  events of “The Chimera Mystery.” Dr. Nodens wants to see 
  how much the PCs tell her without being coerced, and so she 
  uses none of her spells or other supernatural abilities during 
  this first interrogation. Instead, she relies on her skills. The 
  assistant takes notes, makes recordings, and so on.
  SECOND INTERVIEW
  On the second day, each PC faces another interview. Dr. 
  Nodens wants to determine how much the PCs know about 
  themselves, their cloned nature, the reptoids, and the grays, 
  without revealing any secret material (such as their true 
  nature) to the PCs. She implies the PCs might be hiding 
  information from her and the Stewards. Dr. Nodens asks 
  probing questions about their past (in-world references to 
  character history, theme, class and vocation, and so on) and 
  casts actions the PCs have admitted to or that Dr. Nodens 
  knows about (such as disabling their room surveillance gear) 
  in the worst possible light. In doing so, she uses Intimidate 
  to demoralize each PC and, if successful, follows up with a 
  question to take advantage of the PCs’ shaken condition. This 
  question is usually open-ended, such as, “What are you hiding 
  from us?” or “How can you be sure your mind is your own?” 
  If Dr. Nodens detects a fiction, she never confronts the PC 
  directly, instead remarking how interesting the answer is and 
  following up with a related query to make the PC continue the 
  deception or, at least, squirm.
  Toward the end of the second interview, Dr. Nodens might 
  use hypnosis on a couple PCs if they consent. In any case, 
  she asks if the PC has had any unsettling “encounters” with 
  alien life that might be hostile to the Pact Worlds and its 
  people. She describes the grays, suggesting the PCs might 
  be cooperating with these alien menaces, knowingly or not, 
  Perhaps, Dr. Nodens suggests, the PCs are dangerous and 
  should be locked up for everyone’s safety.
  THIRD INTERVIEW
  On the third day, Dr. Nodens uses her spells and other 
  abilities on the PCs. Her tools include forced amity and detect 
  thoughts. Because of her inexplicable commands ability, PCs 
  subjected to forced amity forget that magic affected them, 
  and might not understand why they agreed to answer the 
  doctor’s questions. Use this uncertainty by having each PC 
  return to the others a bit addled and uncertain to unnerve the 
  players. At this point, you’re trying to motivate the PCs to act 
  if they have yet to do so.
  EVENT 5: BREEZ THROUGH
  If Kaniko’s attitude toward the PCs is friendly or better, she 
  inquires about the debriefings. As these interrogations worsen, 
  she becomes sincerely concerned for the PCs. Even if Kaniko 
  dislikes the PCs, after the third day of debriefings, or as soon 
  as you need to, use her to get the action moving in the right 
  direction. Kaniko happened to observe Orvir in area A10, and 
  heard both the staff agent speak to him in Reptoid as well as 
  Orvir’s reply in the same language. She suspects Orvir Pike and 
  some of the Stewards are impostors and offers to meet the PCs 
  in the briefing room (area A5) to discuss the problem. Kaniko 
  then reveals what she knows, suggests everyone search their 
  room for bugs, and asks the PCs to hack Orvir’s computer.
  In the discussion that follows, Kaniko is open with the PCs, 
  filling in any details they have yet to learn from the mercs 
  about Tyrkalis (see the info in the Pike’s Perytons section 
  on page 12). She’s willing to help the PCs escape. Her only 
  price is a promise that the Perytons can come along. Kaniko 
  emphasizes, however, that the escape won’t be possible 
  without damaging their getaway starship, unless the PCs can 
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  25
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  TTHE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  get to the command center (area A21) and open the hangar 
  doors. She goes on to say, “We need a distraction.”
  Having visited the restricted wing when she was last on 
  the base, she suggests a creating a diversion in the reactor 
  as a possibility, although just getting to it might raise an 
  alarm. Then she asks for ideas.
  The PCs might have questions. Some probable ones and 
  their answers follow.
  Can the Perytons help? “Look, I want my people in the 
  clear if this goes south, so we can’t stage a coup or anything. 
  They’ll follow me, though. Maybe we can cause a ruckus 
  on the Peryton while you go into the restricted area—they 
  won’t be suspicious of mercs being rowdy. And it’ll give us a 
  chance to fire up the bird.”
  Kaniko recommends the PCs communicate with her to 
  start this distraction. She suggests setting up a time when 
  she should start the distraction even if she hasn’t heard from 
  the PCs. That way, the distraction always happens even if 
  the PCs are unable to initiate it. As mentioned in area A18, 
  this distraction pulls off-duty reptoids away to deal with the 
  disturbance, leaving only on-duty and named reptoids in the 
  PCs’ way.
  Why do we need to bother with the reactor? “You don’t, 
  but the more distracted the Stewards are, the better. Unless 
  you think you can take them all.”
  What about another plan? If the PCs come up with a 
  plan, Kaniko can be convinced to do her part. She and the 
  mercenaries won’t directly assault the Stewards or join 
  in a raid on the restricted area. However, they can provide 
  interference from the guest wing or hangar, and they are 
  willing to fight in those areas if attacked.
  EVENT 6: REPTOID FLIGHT
  When the PCs make their move to escape Tyrkalis Base 
  and the chaos escalates, one or two of the named reptoids 
  besides Inspector Hird catch on that the jig is up. This person 
  is assumed to be Orvir Pike, who doesn’t need to be directly 
  involved in resecuring the restricted wing when the PCs make 
  their move and is likely to catch Kaniko during any ruse she 
  might pull. It could be Dr. Nodens, who chooses the better part 
  of valor when the PCs’ success seems assured. Maybe Narla 
  and Shez try for one last gambit. Whichever reptoid or reptoids 
  you choose (hereafter referred to as the Tyrkalis reptoid), their 
  sense of self-preservation takes over and, rather than fight a 
  team of heavily armed and highly motivated “guests,” they do 
  what any sensible being might. They run.
  The climactic moment of this part of “Deceivers’ Moon” 
  comes when the PCs are nearly finished with their goals in 
  the restricted section, especially preparing to return to the 
  hangar and opening the hangar doors. If Kaniko created a 
  26
  
  distraction at the Peryton, she uses her comm unit to contact 
  the PCs. Over the sound of fighting, she reports the Tyrkalis 
  reptoid has boarded the Voidcrier, which then opens fire 
  on the unshielded Peryton, and communication cuts out. 
  Otherwise, the PCs feel the rumble of this assault and are left 
  to wonder what it is. The Tyrkalis reptoid leaves the hangar 
  after using the Voidcrier’s weapons to fire on the guest wing, 
  and then flies away.
  If the PCs have yet to face Inspector Hird, he attacks them 
  during this aftermath. In any case, he sets off his Tyrkalis kill 
  switch. Thereafter, the alarms in Tyrkalis Base indicate the 
  PCs have 2 hours to escape before the base explodes.
  Stranded on Varos without allies or a starship, the PCs must 
  find a way to escape the inhospitable moon.
  LEAVING TYRKALIS
  The PCs have 2 hours to explore Tyrkalis, recover what they 
  need, and escape. The guest wing and hangar are all but 
  destroyed, exposed to Varos’s atmosphere (for environmental 
  effects, see A Trek Through Fire).
  From hacking computers on Tyrkalis, the PCs might have 
  identified Terrapin Station as a lead, but they also know that the 
  Tyrkalis reptoid took the Voidcrier. Any PC trained in Computers 
  or Engineering knows that, presupposing the Banshee is on or 
  near Varos, a personal comm unit or other planet-wide comm 
  unit can locate the starship via transponder ping. A PC who 
  takes 10 minutes to rig a comm unit and succeeds at a DC 22 
  Computers check can accomplish this task. If the PCs do so, 
  they learn the Banshee is headed across Varos. Within a few 
  hours, it arrives at a specific location, which the PCs might 
  know is Terrapin Station (if they previously discovered this 
  information). After the Banshee stops, its transponder signal 
  disappears, but the PCs still can use this tracking data.
  Within many miles of Tyrkalis Base and Terrapin Station, 
  communications are funneled to Terrapin Station. PCs might 
  already know of this situation from hacking the computer in 
  A21. If the PCs don’t know, a PC who attempts communication 
  while within 1 mile of Tyrkalis thinks the problem comes from 
  Tyrkalis. However, outside that area, or if Tyrkalis’s command 
  center is powered down, a PC trained in Computers or 
  Physical Science can tell another communications center in 
  the vicinity is causing the problem. In effect, the PCs can’t 
  call for help if they stay in the area. Their best chance of 
  saving themselves is to follow the Tyrkalis reptoid in hopes 
  of seizing the Banshee or, failing that, shutting down the 
  communications funnel created by Terrapin Station.
  Given this information, when farther than 1 mile from 
  Tyrkalis Base, the PCs can use their comm units to home in 
  on Terrapin Station. They needn’t have tracked the Banshee 
  or found a survey map that shows Terrapin Station’s location 
  to know where they should go next.
  Creatures: The PCs face any remaining named reptoids as 
  they search the base—unless you want the PCs to face more 
  false Stewards, you can assume most of the other reptoids 
  have been eliminated or, if you want to add them to Terrapin 
  Station, that they fled with the Tyrkalis reptoid.
  Treasure: Once the PCs understand how far they must go, 
  they immediately understand they need a vehicle. The hover 
  truck in area A17 is the easiest to access.
  Most of Pike’s Perytons died in the destructive flight of the 
  Tyrkalis reptoid. Amid the wreckage, near the Peryton if the 
  mercs staged a distraction there, the PCs find Kaniko’s body 
  among those of other mercs. If they take her dog tags, they 
  might have an opportunity to return them to her family on 
  Absalom Station later.
  TYRKALIS’S END
  After 1 hour and 40 minutes, Tyrkalis’s reactor goes critical, 
  flooding the area with low radiation (Core Rulebook 403–
  404). After 10 minutes, this radiation increases to medium, 
  then to high after 10 more minutes. Then, 10 minutes later, 
  the reactor detonates, destroying anything within 1 mile of 
  Tyrkalis Base in a nuclear explosion. The explosion is visible 
  for 50 miles.
  A TREK THROUGH FIRE
  Varos is a dense moon with normal gravity, but it is very 
  tectonically active and its environment features extreme heat 
  (Core Rulebook 403). The atmosphere is thick (Core Rulebook 
  396). Trackless hills and mountains separate Tyrkalis Base and 
  Terrapin Station, reducing travel speed by half (Core Rulebook 
  258). The hover truck’s 50 mph speed is thus reduced to 25 
  mph. PCs forced to walk cover a distance depending on the 
  land speed of their slowest member (Core Rulebook 258).
  Each square on the map for this trek is 25 miles across. 
  Some squares on the PCs’ most likely course have encounters 
  keyed to them. These encounters are detailed in this section. 
  Event encounters can occur in any square, and although they 
  are placed in a suggested chronological order with the location 
  encounters, you can use them as you wish. For instance, PCs 
  forced to walk might encounter Event 7 earlier to facilitate 
  faster travel.
  B. LAVA FLOW (CR 6)
  The PCs arrive at a lava flow (Core Rulebook 403), the 
  narrowest part of which is 300 feet across. This lava is 2d4 
  feet deep at any point. Exposure to this lava deals 4d6 fire 
  damage, while immersion deals 20d6 fire damage. To cross 
  lava in a hover vehicle, a PC must attempt a DC 24 Piloting 
  check each round. On a failure, the vehicle takes 1d6 fire 
  PART 3: 
  HELL MOON
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  27
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  damage + 1d6 fire damage per point by which the check failed. 
  PCs on lava striders (see Event 7) cross the lava without 
  difficulty. If the PCs are walking, though, they must figure out 
  a way to cross the lava.
  Story Award: When the PCs make it across a lava flow for 
  the first time, award them 2,400 XP.
  C. AZER MONITORING SITE (CR 6)
  A black dome nearly 20 feet across rises from Varos’s 
  surface, just beyond some patches of bubbling yellow mud. 
  Technological junk is piled near a slight downward slope.
  Use the map on page 30 for this area. The piled tech gear 
  is difficult terrain, and a PC who succeeds at DC 15 Computers 
  or Engineering check can identify this junk as dismantled 
  communications gear that was disassembled in a hurry.
  Pools of sulfurous mud have also boiled to the surface here. 
  The stuff is difficult terrain but of no danger to those with 
  armor environmental protections. If someone standing in this 
  ooze takes or deals electricity or fire damage, however, the 
  mud catches on fire. Anyone in the mud must then succeed at 
  a DC 13 Reflex saving throw or gain the burning 1d4 condition. 
  The pool continues to burn for 1d4 rounds, and creatures take 
  1d4 fire damage from entering the pool for the first time 
  during a round or ending a turn there.
  To the east of the site is 10-foot-high slope. A PC must 
  succeed at a DC 10 Athletics checks to ascend it, but 
  someone can slide down at full speed without attempting 
  a check.
  Inside the dome is a hot, cramped sleeping area that 
  once contained some of the comm monitoring equipment 
  piled outside. It has a narrow trough of hot mud the azers 
  found pleasant. 
  Creatures: Three azer spies work here—Hosgirb (the leader), 
  Bradsil, and Losbina. Hosgirb guards the dome’s entrance 
  while Bradsil dismantles the communication equipment. 
  When the PCs arrive, Losbina is inside the dome, packing.
  When the PCs show up, especially if they do so in a 
  Steward vehicle, the azers take defensive positions and 
  prepare to fight. If the PCs claim to be or represent the 
  Stewards, the azers attack. Otherwise, the PCs can convince 
  the azers to talk if a PC succeeds at a DC 24 Bluff, Diplomacy, 
  or Intimidation check (the Intimidate check automatically fails 
  if the PCs have claimed to be Stewards. If fighting starts and 
  the PCs return fire with lethal force, the DC to call a cease-fire 
  and talk increases to 29.
  The azers are intelligence agents from the efreeti empire on 
  the Plane of Fire who have been spying on Tyrkalis Base after 
  it was completely taken over by reptoids. The azers believe 
  their location has been compromised, so they’re in the process 
  of packing up to move.
  VAROS
  VAROS
  A
  B
  C
  D
  •
  •
  •
  •
  •
  •
  E
  F
  25 MILES
  25 MILES
  28
  
  The azers pinged the Voidcrier’s transponder as the 
  starship left Tyrkalis. They know where it headed and 
  where it’s likely going, and if friendly toward the PCs, they 
  share this information them. The azers also know about the 
  abandoned mine (area E) but not the fact that it is currently 
  inhabited. However, they detected an emergency beacon from 
  that location soon after the Voidcrier passed by, suggesting 
  someone is there. If asked, the azers tell the PCs they believe 
  the mine hasn’t been used for years.
  AZER SPIES (3) 
  CR 3
  XP 800 each
  Azer operative (Starfinder Adventure Path #13: Fire 
  Starters 55)
  LN Medium outsider (extraplanar, fire)
  Init +4; Senses darkvision 60 ft.; Perception +9
  DEFENSE 
  HP 35 EACH
  EAC 14; KAC 15
  Fort +2; Ref +5; Will +6
  Defensive Abilities evasion; Immunities fire
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 40 ft.
  Melee tactical switchblade +9 (1d4+5 S; critical burn 1d4)
  Ranged explorer handcoil +9 (1d6+3 E; critical arc 1d6)
  Offensive Abilities trick attack +1d8
  TACTICS
  During Combat The azers activate their holographic clones, 
  and they make trick attacks using Engineering and 
  Sleight of Hand.
  Morale If convinced the PCs are Stewards, the azers fight 
  to the death. Otherwise, each one surrenders when 
  reduced to 12 Hit Points or fewer. If Hosgirb is the first to 
  surrender, there is a 50% chance each round that one of 
  the other two azers follows her lead.
  STATISTICS
  Str +2; Dex +3; Con +1; Int +2; Wis +0; Cha +0
  Skills Bluff +9, Computers +14, Engineering +14, Sleight of 
  Hand +14, Survival +9
  Languages Brethedan, Common, Ignan
  Other Abilities operative exploits (holographic clone), 
  specialization (gadgeteerAR)
  Gear casual stationwear, explorer handcoilAR with 3 batteries 
  (20 charges each), tactical switchblade, datapad, 
  engineering tool kit, enhanced camera scannerAR, hacking 
  kit, personal comm unit, mk 2 serum of healing, serum of 
  enhancement (sneak)
  SPECIAL ABILITIES
  Elemental Fire (Su) Azers can cause any weapon they wield 
  to deal half its damage as fire damage, becoming lethal 
  and non-archaic if it is not already. If the weapon already 
  deals two damage types, this effect replaces one with 
  fire. In addition, azers can grant weapons they wield the 
  burn 1d4 critical hit effect. If the weapon has any other 
  critical hit effects, the azer chooses only one to apply on 
  a critical hit.
  Treasure: Most of what the azers have, other than their 
  gear, is now technological junk. However, they have 500 
  UPBs they have yet to use for field repairs.
  d. cliffs (cr 6)
  Tyrkalis Base sits on a plateau about 1,000 feet high. To travel 
  to Terrapin Station, the PCs must descend these cliffs. To climb 
  the cliff without any climbing tools, a PC must succeed at a DC 
  15 Athletics check. Every d% feet, enough flat terrain exists on 
  the cliffside for a PC to stop and stand without climbing.
  Because of the intermittent flat terrain, a pilot can bring 
  a hover vehicle down the escarpment in a controlled fall. 
  Doing so takes 3 rounds, during each of which the driver 
  must succeed at a DC 24 Piloting check. The controls allow 
  for one co-pilot to assist the pilot with finely maneuvering 
  the hover jets. The vehicle takes 1d6 damage if a check fails, 
  and another 1d6 damage for each point by which the check 
  fails. The PCs take one-quarter of this damage. Because 
  such impacts throw the vehicle off balance, the next DC 
  increases by the number of dice of damage the vehicle took. 
  If the vehicle takes damage 2 or more rounds, the pilot must 
  succeed at a DC 24 Piloting check when the vehicle reaches 
  the ground, or the vehicle crashes and takes collision damage. 
  The PCs take half that damage.
  Story Award: When the PCs reach the bottom of the cliffs, 
  award them 2,400 XP.
  EVENT 7: LAVA STRIDERS (CR 6)
  Near a lava hole or another magma formation, the PCs spot a 
  wallowing herd of lava striders, enormous elemental beasts 
  native to Varos and famed for their strange empathy and 
  speed when traversing the moon’s surface. This encounter is 
  especially useful if the PCs lose or lack a vehicle, but it shows 
  the nature of Varos regardless.
  Creatures: Eight lava striders have congregated in the 
  nearby area. If attacked, they flee using their lava stride 
  ability, and quickly disappear into Varos’s hazy atmosphere.
  These creatures are curious, and they have little exposure 
  to predators or humanoids, so they aren’t skittish. They 
  become aggressive only if provoked. A PC who succeeds at 
  a DC 16 Survival check can approach the lava striders with 
  the beasts remaining indifferent and at their wallow. The DC 
  increases to 21 if more than one PC approaches, but all the 
  PCs can assist with the check to show they approach with 
  care. If the check fails, the striders’ attitudes toward the PCs 
  become unfriendly, and they take a full move action to flee. 
  The PCs can reattempt the approach, but the DC increases 
  by 5 due to the striders’ attitude.
  To befriend an indifferent lava strider, a PC must succeed 
  at a DC 21 Survival check. The DC increases to 26 if the lava 
  strider is unfriendly. Success allows a PC to mount the lava 
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  29
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  strider and attempt a DC 16 Survival check to calm and ride it. 
  A lava strider becomes helpful toward a PC who succeeds at 
  both checks, and it goes where the PC directs. Left dismounted 
  for a few minutes, the strider wanders off.
  LAVA STRIDERS (8) 
  CR 4
  XP 1,200 each
  Huge herd animal (Alien Archive 2 74)
  N Huge animal (fire)
  Init +0; Senses low-light vision; Perception +10
  DEFENSE 
  HP 50 EACH
  EAC 16; KAC 18
  Fort +9; Ref +6; Will +4
  Immunities fire
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 60 ft.
  Melee slam +11 (1d6+9 B & F; critical knockdown)
  Space 15 ft.; Reach 15 ft.
  Offensive Abilities trample (1d6+9 B & F, DC 13)
  TACTICS
  During Combat Lava striders flee when they can. If 
  challenged while in a herd or cornered alone, they 
  trample to create an opening to flee.
  Morale A lava strider always tries to flee from its attackers, 
  taking the most direct route away.
  STATISTICS
  Str +5; Dex +0; Con +3; Int –4; Wis +1; Cha –2
  Skills Athletics +15
  Other Abilities lava stride
  SPECIAL ABILITIES
  Lava Stride (Ex) A lava strider ignores difficult terrain 
  composed of rock or lava. Provided the lava strider 
  is in an environment of extreme or worse heat, the 
  creature can run for up to 8 hours per day without 
  becoming fatigued.
  Story Award: Don’t award the PCs any XP for killing a lava 
  strider. Instead, if the PCs successfully ride one or more lava 
  striders, award them 2,400 XP.
  E. ABANDONED MINE (CR 6)
  A large pit has been dug in the dark igneous rock here, cut 
  into terraces that descend about 10 feet at a time to the 
  bottom, 50 feet down. To the west, a ramp allows access 
  to the pit’s floor, where large vats, a grinding machine, 
  conveyors, and storage facilities still stand.
  The rough terraces require a successful DC 15 Athletics 
  check to climb. The old mining machines and vats are about 10 
  feet high, and the vats are hollow and empty. Climbing these 
  C. AZER MONITORING SITE
  C. AZER MONITORING SITE
  E. ABANDONED MINE
  E. ABANDONED MINE
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  1 SQUARE = 20 FEET
  1 SQUARE = 20 FEET
  30
  
  structures requires a successful DC 25 Athletics check. The 
  conveyors are about 10 feet off the ground and 5 feet wide. 
  Squares that contain rubble on the map of area E are about 5 
  feet higher than the ground and are difficult terrain.
  Creatures: The android smugglers Peeti and Delimar were 
  sentenced by the Brethedan government to serve several 
  years of hard labor on Varos Station 4. They escaped over 
  a week ago and were supposed to meet their ride off the 
  moon here, but it never showed up. If the convicts spot the 
  PCs coming (which they do automatically if the PCs are in a 
  vehicle), the androids activate an emergency beacon, which 
  the PCs’ comm units instantly track and locate. (This signal 
  can lead the PCs to the mine.) Peeti and Delimar hide, waiting 
  to take a PC hostage if possible or spring an ambush on the 
  group, hoping to deal enough damage to force the PCs to 
  surrender. The androids get the drop on the group, though a 
  PC who succeeds at a DC 26 Perception check can act during 
  the surprise round when combat begins.
  If the tables are turned on Peeti and Delimar, they claim to 
  be independent miners who have had a run of bad luck, lost 
  their machinery, and lost contact with their shuttle (all lies). 
  They need a lift to civilization (an unfortunate truth). A PC 
  who succeeds at a DC 20 Engineering or Profession (miner) 
  check can tell this mine’s machinery has remained unused for 
  over a year, longer than any two miners could survive here.
  Peeti and Delimar also saw the Voidcrier and activated the 
  emergency beacon as the starship flew over. It circled once 
  but didn’t land. They reveal these facts (and try to hand over 
  their gems [see Treasure]) to bargain for their freedom.
  PEETI AND DELIMAR 
  CR 4
  XP 1,200 each
  Male android
  CN Medium humanoid (android)
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Perception +11
  DEFENSE 
  HP 45 EACH
  EAC 16; KAC 17
  Fort +5; Ref +7; Will +3; +2 vs. disease, mind-affecting, 
  poison, and sleep
  OFFENSE
  Speed 30 ft.
  Melee tactical handaxe +8 (1d6+4 S)
  Ranged utility breaching gun +10 (1d10+4 P; critical 
  knockdown)
  TACTICS
  During Combat The convicts prefer to move from cover to 
  cover, firing on the PCs.
  Morale If reduced to 20 or fewer Hit Points, the escaped 
  convicts surrender and barter for their freedom.
  STATISTICS
  Str +0; Dex +4; Con +3; Int +1; Wis +0; Cha +1
  Skills Bluff +11, Engineering +11, Profession (miner) +11, 
  Stealth +16, Survival +11
  Languages Common
  Feats Quick Draw
  Other Abilities constructed, flat affect, upgrade slot (empty)
  Gear d-suit I, tactical handaxeAR, utility breaching gunAR 
  with 8 shells, manacles, medpatch, field rations (1 week)
  Treasure: Peeti and Delimar also have a pouch of refined 
  Varos fire opals, containing 12 stones, each worth 500 
  credits. Unknown to the androids, one of these stones, as 
  is sometimes the case with Varos fire opals, acts as a mk 
  2 elemental gem (Armory 112) that can summon only a 
  fire elemental.
  The mining gear still has an armor recharge station, but it 
  has only enough life to provide about 10 days of environmental 
  protections. Peeti and Delimar beg the PCs not to use it up.
  Development: If the PCs leave Peeti and Delimar behind, 
  the androids follow them and arrive at Terrapin Station about 
  3 days later. There, the androids might be able to recharge 
  their armor and, ultimately, find a way off Varos.
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  31
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  Lava Strider
  
  EVENT 8: FLYING FIRE (CR 8)
  As they travel, the PCs spot a dragon flying high above.
  Creatures: Varigneous is a young red dragon who considers 
  this entire region his territory. He flies at a height of a few 
  hundred feet, and if the PCs travel in a vehicle or via lava 
  strider, he descends, circles once or twice, decides he’s 
  hungry, and drops within range to use his breath weapon. 
  Walking PCs have a chance to escape notice if they hide until 
  the dragon passes.
  If the PCs manage to feed Varigneous (see Tactics entry), he 
  might talk. Convincing him to do so requires a PC to succeed at 
  a DC 27 Diplomacy check, although offering flattery first with 
  a successful DC 22 Bluff or Diplomacy check lowers this DC 
  to 23. Offering Varos fire opals garners a circumstance bonus 
  of +1 per opal, but PCs who offer fewer opals than they have 
  must succeed at a DC 22 Bluff check or Varigneous asks for any 
  others the PCs possess, becoming aggressive if they refuse.
  The dragon saw a Steward starship take off from Tyrkalis 
  Base, a place he has always hated and is delighted to see 
  razed to the ground, since it is named after a despised 
  ancestor. He knows the location of the azer monitoring 
  site and the abandoned mine. He also knows the location 
  of Terrapin Station and that the Banshee landed there. He 
  loathes starships and the weaklings who use them.
  VARIGNEOUS 
  CR 8
  XP 4,800
  Male young red dragon (Alien Archive 39)
  CE Large dragon (fire)
  Init +6; Senses blindsense (heat) 60 ft., darkvision 120 ft., 
  low-light vision, sense through (vision [smoke only]); 
  Perception +16
  DEFENSE 
  HP 125
  EAC 20; KAC 22
  Fort +12; Ref +12; Will +9
  Immunities fire, paralysis, sleep
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 30 ft., fly 60 ft. (Ex, clumsy)
  Melee bite +20 (3d4+14 P; critical bleed 1d6) or
  claw +20 (3d4+14 S) or
  tail +20 (2d4+14 B; critical knockdown)
  Space 10 ft.; Reach 10 ft. (15 ft. with tail)
  Offensive Abilities breath weapon (35-ft. cone, 9d10 F, 
  Reflex DC 16 half, usable every 1d4 rounds)
  TACTICS
  During Combat Varigneous flies, approaching within 30 
  feet, where he can use his breath weapon on landbound 
  targets. He flies away and uses total defense while his 
  breath weapon recharges, rather than entering melee. 
  However, the dragon likes to eat lava striders and 
  descends to make melee attacks against such a creature. 
  If he kills a lava strider, the dragon settles on it to eat.
  Morale If Varigneous is reduced to fewer than 60 Hit 
  Points, he retreats and doesn’t return to harry the PCs.
  STATISTICS
  Str +6; Dex +2; Con +4; Int +3; Wis +2; Cha +3
  Skills Acrobatics +21 (+13 when flying), Athletics +16, 
  Intimidate +16
  Languages Brethedan, Common, Draconic
  Story Award: If the PCs are able to deal with Varigneous 
  peacefully (such as by feeding him a lava strider), award them 
  XP as if they defeated him in combat.
  F. TERRAPIN STATION
  Eventually, the PCs reach Terrapin Station, where the 
  Voidcrier is parked at a hidden landing pad. Terrapin Station 
  serves as an intelligence-gathering listening post first built 
  and then abandoned by smugglers. The Stewards don’t know 
  about it, and it was from here that the reptoids staged their 
  Varigneous
  32
  
  takeover of Tyrkalis Base. Since then, the reptoids have kept 
  the facility active as an emergency extraction point in case 
  the worst should occur at the Steward base. The Tyrkalis 
  reptoid has joined the garrison here.
  TERRAPIN STATION FEATURES
  The station has the following common features (Core 
  Rulebook 408), with exceptions noted where they occur.
  Construction: Terrapin station is a concrete bunker built to 
  withstand and keep out some of Varos’s heat.
  Communications: 
  The 
  station 
  is 
  responsible 
  for 
  the previously described communications funnel. No 
  communication can reach off this part of Varos or anywhere 
  else on Varos without funneling through Terrapin.
  Doors: Most doors are steel. Airlock-quality doors can be 
  found where noted. Locked doors work like those in Tyrkalis 
  Base (page 17).
  Lighting: Most rooms have lighting control like Tyrkalis 
  Base, and default to emitting dim red-hued light.
  Security: With the Tyrkalis reptoid’s arrival, Terrapin station 
  is on a low-grade alert. The trap in area F1 can cause a general 
  alarm. Reptoids here can use their personal comm units to call 
  for help (as a standard action), also triggering a general alarm.
  Temperature: Terrapin Station is quite warm, as reptoids 
  prefer heat and humidity. The control center (area F8) 
  regulates the temperature.
  EVENT 9: APPROACHING TERRAPIN (CR 6)
  When the PCs can see Terrapin Station, read or paraphrase 
  the following.
  Amid burnt igneous rock and tumbled boulders squats a 
  dark bunker of concrete and steel.
  Creatures: One reptoid constable is on duty outside Terrapin 
  Station with a wetzelt. The two patrol in a loop around the 
  station that takes about half an hour. They then spend half an 
  hour standing about 40 feet from the door. The guards change 
  shifts at 7 a.m., 3 p.m., and 11 p.m.
  REPTOID CONSTABLE 
  CR 4
  XP 1,200
  HP 50 (page 14)
  TACTICS
  During Combat If they can do so without taking an attack 
  of opportunity, the reptoid constable uses their comm 
  unit to notify the station of intruders.
  Morale Once reduced to fewer than 20 Hit Points, the 
  constable makes a fighting retreat to the station, hoping 
  the door rotolaser can help deal with the threat.
  WETZELT 
  CR 4
  XP 1,200
  HP 50 (page 61)
  TACTICS
  During Combat The wetzelt attacks in melee, trying to keep 
  the PCs from harming allied reptoids.
  Morale This wetzelt not only fights until slain, but also 
  chases foes who flee unless ordered not to.
  Development: If the PCs reconnoiter the base, they might 
  find the landing bay doors. These doors are 200 feet west of 
  the base’s front entrance and disguised as the rock of Varos’s 
  surface. A PC must succeed at a DC 30 Perception check to 
  find the doors. Opening these 2-foot-thick airlocks from the 
  outside would require significant excavation the PCs that’s 
  beyond the scope of this adventure.
  f1. EntrancE (cr 4)
  The trap triggers when the PCs are within 15 feet of the door, 
  which is locked.
  Trap: A security system protects the doorway: a 
  computerized enhanced camera scanner with control of an 
  advanced rotolaser (Armory 22) hidden behind a gun port 
  near the door. The computer has the biometrics of the reptoids 
  stationed in Terrapin, and a reptoid constable can stop it from 
  firing using their personal comm unit (as a move action). A 
  PC who hacks a Terrapin constable’s comm (Computers DC 
  17) and succeeds at another DC 19 Computers check can find 
  the panic button app for this gun (which stops it from firing). 
  Activating the app is a move action.
  Otherwise, when an unregistered entity approaches 
  within 15 feet of the door, the rotolaser pops out and fires. 
  If the computer detects multiple unauthorized entities, it 
  uses automatic mode. If the system fires, it also sets off a 
  general alarm inside the station. The rotolaser is connected 
  to the station’s power supply, so it can’t run out of charges. 
  However, it can’t fire inside the base, so the most effective way 
  to overcome the security system is to get through the door.
  The rotolaser can be hit through the gun port, but has 
  improved cover, which is already factored into its statistics. It 
  has EAC 23, KAC 27, hardness 19, and 36 HP. If it is reduced 
  to 18 Hit Points or fewer, the rotolaser gains the broken 
  condition and takes a –2 penalty to attack and damage rolls.
  DOOR ROTOLASER 
  CR 4
  XP 1,200
  Type technological; Perception DC 26 (spot the gun’s 
  hatch); Disable Computers DC 21 (hack the scanner) or 
  Engineering DC 21 (temporarily seal the hatch or detach 
  control unit)
  Trigger location (within 15 feet of F1); Init +9; Reset 
  immediate
  Effect advanced rotolaserAR +14 (2d8 F; critical burn 1d6); 
  uses automatic mode when faced with multiple targets
  Treasure: The advanced rotolaser can be detached from its 
  mount with 2d4 rounds of work.
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  33
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  f2. Entryway (cr 4 or 7)
  The floor of this C-shaped cement room is partially covered 
  in one corner by padding that resembles animal bedding. 
  Creatures: Normally, one wetzelt rests here. If the PCs 
  arrive here after setting off a general alarm, it is joined by the 
  reptoid constable and infiltrator from area F5.
  WETZELT 
  CR 4
  XP 1,200
  HP 50 (page 61)
  f3. Barracks
  This barracks has six beds with metal lockers at the foot. 
  Two medical beds sit near a clean steel cabinet on the 
  eastern side of the room.
  Any search reveals the beds have satin sheets and nanite-
  technology mattresses that conform to their users’ firmness 
  and temperature preferences, among other features. At the 
  foot of each bed is a metal locker. Personal possessions, 
  clothing, and hygiene items can be found inside each one.
  Treasure: Inside the medical station cabinet is one 
  advanced medkit and sprayflesh.
  f4. Brig (cr 8)
  The airlock-quality door here is locked.
  The door bears a bold holographic sign and has a hatch in 
  the bottom.
  The sign reads “Do Not Open” in Reptoid. The door’s hatch 
  opens into a space large enough to slide a small tray into, 
  but the opposite door can open only if the outer one is 
  closed. Inside the door is a rustic brig containing a fold-out 
  cot and sonic lavatory.
  Creature: A kasatha-reptoid hybrid named Kibotu has been 
  imprisoned here. Kibotu lacks weapons but has considerable 
  mental powers. He hesitates when he sees the PCs, and he is 
  willing to talk.
  Several days ago, a reptoid group landed here and dropped 
  off Kibotu, intent on retrieving him after they completed 
  their mission. Kibotu can tell the PCs the station has a crew 
  of six reptoids—three constables and three infiltrators—as 
  well as three wetzelts. Recently, a starship arrived, and 
  Kibotu thought he was about to be taken off world again. 
  The new arrivals must be important, because the station 
  seems to have been on alert since that time.
  Kibotu feigns weakness and abuse at the hands of the 
  reptoids. He claims he desires only to escape and prefers 
  to remain safely in the brig until the PCs have secured 
  F. TERRAPIN STATION 
  F. TERRAPIN STATION 
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  F10
  F10
  F11
  F11
  F9
  F9
  F8
  F8
  F7
  F7
  F6
  F6
  F6
  F6
  F4
  F4
  F3
  F3
  F2
  F2
  F1
  F1
  F5
  F5
  F12
  F12
  34
  
  the  station. Kibotu offers his ring (see Treasure below), 
  which his captors have yet to take, as a bribe if he must.
  If the PCs insist on his help, Kibotu lies as he agrees. He 
  accompanies the PCs, but as soon as combat breaks out, he 
  takes advantage of the situation in whatever way he can. If he 
  can get an edge on the PCs, he attempts to steal weapons and 
  supplies before fleeing Terrapin Station. If he finds a vehicle, 
  he steals it. He might later run across Peeti and Delimar, 
  whom he befriends; eventually, the three start a new criminal 
  organization focused on smuggling.
  KIBOTU 
  CR 8
  XP 4,800
  Male kasatha-reptoid hybrid (page 59)
  HP 105
  TACTICS
  During Combat Kibotu aims to even the odds a quickly as 
  possible, so he attacks wounded or weak-looking targets.
  Morale With nowhere to run, Kibotu fights until reduced 
  to 30 Hit Points or fewer. He then tries to escape his 
  attackers and Terrapin Station.
  Treasure: Kibotu wears a mk 2 ring of resistance.
  f5. staff loungE (cr 5)
  This room is furnished with a recreation center and 
  holoscreen along the south wall, comfortable couches, and 
  a table equipped with an Imperial Conquest game. A case of 
  food and beverages stands against the eastern wall. Just in 
  front of it is a bar with stools. A pair of exercise machines 
  and an open padded mat fill most of the remaining space.
  This is where the reptoids posted to Terrapin Station pass 
  their time when they’re not on duty or sleeping.
  Creatures: A reptoid constable and infiltrator are here. If 
  the general alarm sounded, they are no longer here.
  REPTOID INFILTRATOR 
  CR 3
  XP 800
  HP 35 (page 13)
  REPTOID CONSTABLE 
  CR 4
  XP 1,200
  HP 50 (page 14)
  Treasure: The Imperial Conquest game (Armory 108) is 
  particularly nice and portable. The factions in this version 
  include reptoids, grays, the Veskarium, and the Pact Worlds. 
  A successful DC 20 Culture check reveals that most of the 
  reptoid and gray worlds seem to be made up by someone only 
  slightly familiar with the Unseen.
  Development: If an alarm has been raised, the soldiers 
  normally found here are instead posted to the entrance 
  or assigned to track the PCs down inside the base and 
  eliminate them.
  f6. BatHrooM
  This bathroom has two stalls with sonic showers and toilets 
  in them. A long sink and mirror line the opposite wall.
  The sinks dispense water, hot or cold.
  f7. storagE
  Storage containers and cleaning equipment fill the shelves 
  and part of the floor in this long closet.
  Treasure: This storage closet contains two sealed 1-bulk 
  bricks of 1,000 UPBs and an unsealed bin containing 325 UPBs.
  f8. control cEntEr (cr 7+)
  If the general alarm has been raised, the door is closed and 
  locked and the creatures here ready.
  Two workstations face each wall to the east and west, amid 
  humming viewscreens, communications equipment, and 
  several computers.
  Any PC trained in Computers or Engineering recognizes the 
  devices here as alien communications and computer technology. 
  PCs who understand the communications interference from 
  Terrapin Station instantly guess this room might hold the key 
  to that interference. If the players don’t guess, any PC who 
  succeeds at a DC 15 Intelligence or Culture check realizes the 
  group has found a reptoid communications center.
  Each workstation computer is a tier 3 device (Computers DC 
  25 to hack). The computer has only an alarm countermeasure, 
  which goes off on one failed access attempt. This audible 
  alarm blares through the station. Once a PC has access, 
  shutting down the alarm is a trivial task.
  A reptoid artificial personality that is also conversant in 
  Common helps with computer tasks. It speaks Common only 
  if the PCs ask and succeed at a DC 19 Bluff check to persuade 
  the personality they are reptoids who’d like to practice their 
  Common (or some other convincing ruse). The personality 
  can help the PCs navigate the files on the computer by 
  reptoid name (such as Orvir Pike), or the PCs can try to 
  navigate themselves. The former works automatically, and 
  the personality can translate the files into Common and 
  even read them aloud. The latter requires a successful DC 
  25 Computers check, and the files remain in Reptoid.
  Provided the PCs can read the files, they include entries on 
  specific reptoid agents, identified by number with associated 
  identities (Narla Yalamis, for instance) subordinate to that 
  number. From the context of these reports, the PCs can 
  identity Narla Yalamis, Shez Daiasha, and Orvir Pike, but no 
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  35
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  one else with certainty. Narla and Shez had been serving at 
  the Steward station on Roselight on Liavara before being 
  assigned to Tyrkalis Base. It’s clear from these reports that 
  reptoids have infiltrated Roselight. However, some of these 
  reptoid agents are no longer communicating with superiors 
  or have gone missing. The Tyrkalis reptoid also gave a full 
  briefing on the PCs to unnamed superiors, passing along 
  their pictures, their personal information, and video of them 
  fighting aboard the Voidcrier and in Tyrkalis Base.
  Unfortunately, similar information, doctored for the audience, 
  has been transmitted to the Stewards on Roselight. This 
  “evidence” makes the PCs look like terrorists who attacked 
  Steward facilities, implicating them in the destruction of Tyrkalis 
  Base. This transmission looks like it comes from an anonymous 
  broadcaster aboard the Voidcrier. Despite having evidence of a 
  reptoid conspiracy, the PCs are likely to soon be wanted in the 
  Pact Worlds, at least until they can clear their names.
  The computer also contains door (including hangar), power, 
  lighting, and environmental controls for the station, although 
  the power cannot be shut down to this center. Shutting down 
  this station or its communications funnel requires accessing 
  a control module behind a firewall, so a PC must succeed at 
  a DC 27 Computers check to get at the control module. The 
  module has a security III upgrade, so a PC must succeed at a 
  DC 28 Computers check to shut down the communications or 
  the power (a separate check is required for each).
  Creatures: The Tyrkalis reptoid is here, along with a reptoid 
  infiltrator technician and a wetzelt. If no alarm has been 
  raised, the Tyrkalis reptoid attempts frantically to complete 
  a report to their reptoid masters, taking a –4 penalty to 
  Perception checks to notice the PCs from the distraction.
  Otherwise, the Tyrkalis reptoid waits behind the locked 
  door here. The creatures fight to protect this communications 
  center, but the Tyrkalis reptoid flees toward the landing 
  bay (area F12) as soon as the fight seems lost. The reptoids 
  stationed in area F12 serve as backup to support the escape.
  Before the Tyrkalis reptoid falls, they reveal the PCs’ 
  predicament. As they fight, the reptoid gloats that the 
  authorities will never believe the PCs. Even if the PCs win, the 
  reptoids have sent data to the Stewards that makes it look 
  like the PCs are responsible for the destruction of Tyrkalis 
  Base. If the PCs manage to acquire the Voidcrier, the Stewards 
  will think they stole the vessel.
  TYRALIS REPTOID 
  CR VARIES
  Use the statistics for the appropriate reptoid.
  REPTOID INFILTRATOR 
  CR 3
  XP 800
  HP 35 (page 13)
  WETZELT 
  CR 4
  XP 1,200
  HP 50 (page 61)
  f9. coMMand officE
  This office has a desk of expensive wood with a high-
  backed chair; two smaller chairs in front of the desk; a 
  sitting area with a couch, a low table, and two comfortable 
  chairs; and a curtain portioning off an area that contains a 
  large bed and wardrobe.
  This area is clean but unused.
  f10. accEss raMP
  Pipes and conduits line this wide walkway, which descends 
  into the dark rock of Varos, illuminated by dim red 
  panel lighting.
  The ramp descends to a landing at its western end, leading 
  to large airlock doors to area F11 and even larger doors 
  leading to area F12.
  f11. gEotHErMal PowEr corE
  The airlock door here is locked.
  Heat pervades this room, which has a huge power core 
  inside and countless machines, pipes, and monitors.
  Anyone trained in Engineering can identify this high-tech, 
  self-regulating geothermal power core. Shutting it down is a 
  simple matter, but doing so takes 1 hour of work.
  f12. landing Bay (cr 5)
  The airlock door into the landing bay is locked unless the 
  Tyrkalis reptoid flees through it.
  This gigantic underground bay is just wide enough for the 
  Voidcrier, which is parked at the bay’s far end, about 100 
  feet away.
  If the PCs get to the Voidcrier before the Tyrkalis reptoid 
  opens the starship, the vessel is still locked with biometric 
  locks (DC 27 Computers or Engineering to open). This time, 
  failing to open the locks causes no alarm.
  A copy of the fake Steward broadcast implicating 
  the PCs (detailed in area F8) can be found within the 
  Voidcrier’s communications logs. If the PCs didn’t find it 
  on the computer in area F8, they can still find it here. The 
  computer also has copies of the files indicating unnamed 
  reptoid agents among the Stewards on Roselight have 
  gone missing. These files are encrypted and in Reptoid, so 
  a PC must succeed at a DC 25 Computers check to open 
  them and then decipher them. From the context of these 
  files, the Tyrkalis reptoid intended to check on the agents 
  in Roselight next. The hangar door can be opened from a 
  control panel within the hangar bay. These controls can 
  36
  
  CONCLUDING  
  THE ADVENTURE
  also be set to receive an opening and closing request from 
  a starship within the bay.
  Creatures: A reptoid constable and infiltrator wait to back 
  up the Tyrkalis reptoid, who makes a fighting withdrawal here. 
  The Tyrkalis reptoid’s goal is the Voidcrier and flight off Varos. 
  Make this goal obvious not only to add tension, but also to give 
  the players tough tactical choices. If the Tyrkalis reptoid gets 
  aboard the Voidcrier, the starship still must be started up. The 
  fight might extend onto the vessel’s decks.
  REPTOID INFILTRATOR 
  CR 3
  XP 800
  HP 35 (page 13)
  REPTOID CONSTABLE 
  CR 4
  XP 1,200
  HP 50 each (page 14)
  When the PCs defeat the reptoids in Terrapin Station, they 
  can finish exploring it and have a little time to rest. If the PCs 
  need motivation to leave Varos, Varigneous becomes curious 
  about the station (or a relative of his comes to see why he’s 
  missing.) As the PCs leave the hell moon behind, they might 
  leave potential recurring NPCs, such as Kibotu, Peeti, and 
  Delimar in their wake.
  The Voidcrier now belongs to the PCs. You can upgrade it 
  to a tier 7 starship (explaining that the false Stewards did so 
  during the PCs’ stay at Tyrkalis Base), or allow the players 
  to do so with equipment found in Terrapin Station. Once the 
  starship leaves Varos, the PCs can communicate with the 
  wider system. They have evidence of a reptoid conspiracy 
  within the Stewards at the strategically important base on 
  the Liavaran bubble city of Roselight.
  Unfortunately for the PCs, nothing in these files could be 
  considered irrefutable, and others might suspect the PCs 
  forged or falsified these records. Only the PCs, with their 
  personal experience, know enough to be sure the reports are 
  authentic. Thus, the PCs will need to continue investigating 
  if they are to gain actual proof of a reptoid conspiracy. 
  Few Stewards are likely to seriously consider the claim 
  that Roselight’s Stewards have been compromised by 
  shape-shifting lizard people, especially since they have 
  received evidence of the PCs committing a terrorist act. 
  In order to clear their names and unravel the mystery of 
  Roselight’s infiltration, the PCs will have to travel to the 
  Liavaran city and seek out allies they can finally trust in 
  the next adventure, “The Hollow Cabal.”
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  37
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  38
  Some of my colleagues claim that there are certain species 
  in the galaxy that are simply too “inhuman” for the reptoids 
  to infiltrate—bolidas, urogs, uplifted bears, and so on. 
  Naive! There is no end to reptoid duplicity! There is no 
  length to which they will not go to infiltrate our societies, 
  undermine our morals, and destroy us from within! If the 
  reptoids believed there was something to be gained by 
  placing operatives on the silicon moon of Dykon, you can 
  bet your last credit they’ll find a way to twist their anatomy 
  into the proper shape. Open your eyes!
  —from The Testament of Kerri Lumble
  THE INSIDIOUS REPTOIDS
  
  T
  he entirety of the text titled The Testament of Kerri 
  Lumble, excerpted on the pages that follow, appeared 
  on infospheres throughout the Pact Worlds several 
  decades ago without fanfare or explanation. A few different 
  versions exist, with only slight variations in content, but 
  all go into great detail about the “reptoid conspiracy.” 
  Although several individuals have claimed to be Kerri 
  Lumble on various social media platforms, none have ever 
  come forward to prove their identity in public. Many of 
  the other personages mentioned below either have never 
  heard of Kerri Lumble, or don’t exist 
  at all. Therefore, some believe that 
  the document was planted to spread 
  false information and fear.
  WHAT DO WE KNOW?
  Reptoids are a species of evil shapeshifters—
  cruel, insidious, and inimical to sapient 
  life—who have infiltrated every level of 
  Pact Worlds society and, I theorize, the 
  societies of many of our rivals, including 
  the Veskarium and the Azlanti Star 
  Empire. Their core motivations remain 
  unknown, however. They have avoided 
  traditional military conflict, invasion, 
  and occupation; instead, they are 
  masters of the covert incursion. Indeed, there 
  is considerable evidence that their takeover of 
  the Pact Worlds has not only advanced considerably but 
  moreover may already be a near-total success.
  Based on the little information that can be scoured from 
  the infosphere, we know that in their natural form, reptoids 
  are hairless, green-skinned humanoids with two genders 
  and reptilian features. They are not, however, reptiles in the 
  strictest sense; they do not rely on environmental conditions 
  to supply themselves with energy. Each has a dorsal crest 
  and spines, usually more pronounced in males than females, 
  atop the head, and they stand between 5 and 6 feet tall. 
  While they have four clawed fingers and a thumb on each 
  hand, their feet have only three clawed toes. 
  These claws are exceedingly dangerous, retaining their 
  effectiveness even against modern body armor. As I write 
  this, I have a sample of a reptoid claw near at hand, and it is 
  my belief that their incredible density and sharpness cannot 
  be explained by simple evolution. Reptoid claws are the 
  result of shape-changing on a molecular level, propagated 
  species-wide. In other words, reptoids have used their 
  transmutative powers on themselves to make their natural 
  weapons more effective, and this alteration has been bred 
  into the entire species. 
  This ability to change shape is the distinguishing feature of 
  a reptoid and the reason why those in the know live in fear of 
  them (and you should, too). The typical reptoid can adopt the 
  form of any humanoid, from as small as a skittermander to as 
  tall as a sarcesian. Most reptoids can sustain this new shape 
  indefinitely, passing as a non-reptoid for years and becoming 
  fully integrated into their new culture. 
  The most chilling and confirmed instance of this subterfuge 
  is that of Faxxan (also known as the Chasm City), situated 
  in the Vercite nation of Obarshi northwest of the Twilight 
  Mountains, which was famous for its Mineral Vault, a vast 
  storehouse of rare and precious materials, many of which 
  were used in cutting-edge industrial applications. The citizens 
  enjoyed a high standard of living, thanks to the annual 
  dividend they received from 
  the sales of these goods, and 
  the local government provided 
  subsidized health care and 
  education to all. Then, in 254 
  ag, something unforeseen happened: pirates 
  from the Shadari Confederacy descended 
  upon Verces, easily bypassing the planet’s 
  air defenses, and entered the Mineral 
  Vault without any trouble. In less than 
  3 hours, the pirates left with the Vault’s 
  entire contents; not a single jewel or 
  industrial crystal remained! The local 
  authorities barely had time to react, and 
  the city never recovered.
  During the subsequent investigation, Steward 
  agents discovered that the city’s elected leader, 
  Lord Councilor Shabras Kluss, had given the 
  pirates all the information they needed, including 
  the Mineral Vault’s access codes. When Steward forces 
  confronted the man, he opened fire on them and was killed 
  in the resulting fracas. The inquiry was made even more 
  complicated when Kluss’s features changed to become 
  reptilian upon death, and the decomposing corpse of the real 
  Shabras Kluss was discovered stashed in the lord’s closet. 
  While the exact details were covered up by the Stewards, the 
  dedicated among us know the truth: Lord Councilor Kluss had 
  been replaced by a reptoid.
  I have often wondered, to what ends might a reptoid put its 
  shapeshifting power, other than impersonation? For example, 
  is it common for reptoids to enhance their dorsal crests in 
  this manner, perhaps to appear more attractive to potential 
  mates? Why, a reptoid might not even care if clothes fit or 
  not, since they can change their own body to fit the clothes! I 
  have read reports—admittedly, unconfirmed—of shapeshifting 
  paragons among the reptoids who can mimic parts of a 
  creature without adopting the full form. These masters of 
  shapes can, for example, adopt the multiple arms of a kasatha 
  and the compound eyes of a shirren at the same time.
  By studying reports from directly after the Gap to today, I 
  surmise that a reptoid has a lifespan of two or three centuries, 
  which explains the patient, long-term planning of these 
  invaders. To a reptoid, subverting a planetary government is a 
  medium-term goal; such a tactic may see many generations of 
  Reptoid Claw
  39
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  other creatures come and go, but the reptoid is the consistent 
  strand that ties everything together. Indeed, their long 
  lifespan can prove to be an inconvenience should a reptoid 
  dwell so long in a community that even shapeshifting-based 
  cosmetic aging is not enough to alleviate suspicion; deep 
  cover agents like this must inevitably fake their own deaths. 
  Sometimes they take this opportunity to return to reptoid 
  space—wherever that is—to give a full report on decades of 
  covert subterfuge, but often they simply create new identities 
  and return to the community. 
  We can assume reptoids are naturally carnivorous from their 
  claws and sharp teeth. I have read accusations of cannibalism 
  among the reptoids, but I think this rumor is unfounded, 
  probably prompted by witnesses who saw a reptoid eating 
  another humanoid which the observer simply assumed 
  was a reptoid in disguise. Other reports have 
  described 
  reptoids 
  consuming 
  small 
  live prey whole. Due to their natural 
  shapeshifting ability, we can surmise that 
  the inside of a reptoid’s mouth, its throat, 
  and its stomach are exceptionally pliable and 
  resilient, so rodents and other tiny creatures 
  would be helpless when swallowed in this 
  manner. I believe reptoids take great pleasure in 
  the convulsions and tremors induced by a swallowed 
  creature as it slowly digests over many hours.
  Unfortunately, no one has ever been able to 
  keep a captured reptoid alive long enough to 
  discover the motivations and plans of the species. 
  Possessed of fanatical loyalty, or perhaps more 
  afraid of their own leadership than they are of 
  the Stewards and Star Knights, they prefer to 
  either aggressively attack or, failing that, take 
  their own lives through poisons or concealed 
  weapons rather than reveal information. Though 
  their gruesome methods of self-destruction 
  leave behind corpses, such bodies resist 
  analysis by traditional science. A colleague 
  of mine has acquired the seemingly secretly 
  recorded holovids of a Dr. Jianrell Avos, in 
  which the doctor electrically stimulates a hunk 
  of formless protoplasm that was supposedly 
  taken from a reptoid corpse. The footage 
  shows the mass morphing violently into a 
  sequence of bizarre forms. While it looks like 
  a special effects trick to me, my colleague 
  remains convinced of its authenticity. I have 
  been unable to contact Dr. Avos, 
  though it seems she was quietly fired 
  from her job at Bioplasm Labs shortly 
  after the holovid was filmed. Another 
  victim of the reptoid conspiracy?
  Reptoids have a long history of interaction 
  with, and infiltration of, humanoid societies. According to 
  human pre-Gap historian and true believer Traxar Solborne, 
  the reptoids’ oldest known relationship appears to be with 
  Lost Golarion. Solborne cites ancient records of contact 
  between reptoids and the inhabitants of Golarion, but many 
  have posited these are nothing more than accounts of the 
  superficially similar serpentfolk. Solborne counters with the 
  fact that serpentfolk claimed to have created humanity as a 
  slave race, while the reptoids have always been infiltrators. 
  However, neither side of this argument draws attention to 
  the convenience that the one planet with the most verified 
  evidence of reptoid activity is also the one planet that has 
  vanished without a trace from the universe. Indeed, were I 
  a leader of the reptoid conspiracy, there would be nothing 
  I would want more than for Golarion to disappear, 
  thus concealing forever all the best traces 
  of my own existence. Of course, I am not 
  saying that these shapeshifting creatures 
  are responsible for the Gap and the 
  disappearance of Golarion. That would be 
  ridiculous. But we can’t entirely discount 
  possible reptoid involvement.
  We may never know who the reptoids’ 
  true masters are, if they even exist at 
  all. Are reptoids acting as part of a 
  galaxy-spanning 
  scheme 
  to 
  control 
  everyone and everything, or are individual 
  reptoids 
  simply 
  indulging 
  their 
  own 
  whims and desires? Perhaps the truth 
  lies somewhere in the middle. Perhaps the 
  reptoids are simply tools of other factions of 
  the undefined group many call the Unseen. 
  A pahtra named Frenik Mahr theorizes that 
  what we know as reptoids are nothing 
  more than gray-skinned, bubble-headed 
  aliens in shapeshifting suits, infiltrating 
  positions of power in advance of some 
  massive invasion. Frankly, that’s absurd. 
  The reptoids aren’t to be dismissed so 
  easily; they are self-serving masters 
  of deception who cannot be trusted. 
  If anything, the so-called “grays” are 
  nothing more than a reptoid feint, a 
  distraction to keep the Stewards and 
  other groups occupied chasing a 
  phantom enemy that doesn’t exist. 
  All the memory tricks played on 
  victims of gray “abductions” are simply 
  the result of reptoid psychic 
  magic, easily duplicated in a 
  lab with the right equipment. 
  The few gray corpses that have 
  been recovered have always 
  displayed suspicious characteristics that hint at 
  their true nature as disguise suits or genetically 
  Jianrell Avos
  40
  
  engineered replicants—both of which could be true—
  though some are probably actual reptoid corpses whose 
  decomposition has been altered or accelerated by the decay 
  of their shape-changing cells.
  Reptoids are everywhere, and even if they’re not, we’re 
  better off assuming they are. But that doesn’t mean we 
  can’t oppose them. Stay alert! Look for strange behavior in 
  your friends and loved ones. When they suddenly adopt a 
  new style of dress, gain an inexplicable interest in systems 
  of government, start chasing (and receiving!) promotions 
  they don’t deserve, publicly distance themselves from you 
  and/or other friends or, conversely, become much friendlier and 
  otherwise too good to be true, consider the awful possibility 
  that the person you knew is dead, their corpse incinerated or 
  thrown down a garbage chute. Instead, that person is now a 
  cruel and manipulative creature from hidden origins using 
  you—and others, but especially you—for unknown ends. 
  Then ask yourself: what are you going to do about it? 
  RESIST THE REPTOIDS!
  Neither the so-called scientific community nor the galaxy at 
  large seems to take the threat of reptoid infiltration seriously, 
  so there is little in the way of an organized and effective 
  resistance. However, theorists like myself, along with others 
  spread throughout the Pact Worlds, remain undeterred. After 
  all, if the authorities were so brilliant and effective, they’d never 
  have allowed the reptoids to permeate our society as deeply as 
  they have. When your critics are fools, their criticism is easy to 
  ignore. As an informal group, we plan to collate data on reptoid 
  sightings, share our findings, and investigate reports. To avoid 
  misinformation likely spread by reptoid agents, each piece of 
  information will be thoroughly vetted by several sources. 
  Such a rigorous intellectual process would benefit many 
  of our critics, including the Stewards, who have themselves 
  been assuredly infiltrated. When the Stewards revealed the 
  true nature of Shabras Kluss, they made themselves a priority 
  target. The reptoids are engaging in a war—albeit one of 
  subterfuge and subversion—and targeting their most capable 
  enemies, the Stewards, seems like a sound strategic choice. I 
  don’t trust anyone in the blue and gold anymore, and neither 
  should you. Even if we acknowledge that the number of 
  reptoid infiltrators is small compared to the overall population 
  of the Pact Worlds, all it takes is a single high-ranking Steward 
  commander to order dozens, or even hundreds, of ignorant 
  officers to execute their agenda. Any authority structure is a 
  weapon in the hands of a reptoid.
  But what do the reptoids want, really? Do they seek to 
  make us their slaves… or their food? Do they seek power for 
  power’s sake… or do they intend to command us to unwittingly 
  wage their wars for them? Do they wish to control the galaxy 
  in order to destroy it… or to better it? Where do reptoids come 
  from? Evidence points toward several conclusions, some of 
  which may contradict one another, but all containing at least 
  a shred of truth.
  INVASION. . . FROM WITHIN
  Absalom Station appears to be a hub of reptoid activity. So 
  much so, in fact, that some of my colleagues have speculated 
  that the reptoid conspiracy is masterminded from some 
  hidden chamber deep within the Spike. Perhaps. Certainly, 
  the long history of reptoid involvement with Golarion would 
  support this theory, and it goes without saying that the 
  station hosts a reptoid presence —the reptoids are, after all, 
  everywhere. But we can apply some logic to this claim. We 
  imagine reptoids on Absalom Station because everything 
  happens on Absalom Station. It is the hub of Pact Worlds 
  travel and commerce, and its densely packed levels hide 
  all sorts of mysterious goings-on. But that level of activity, 
  that level of scrutiny, would be an absurd risk for a reptoid 
  command center. And most of it is cramped for space! No, 
  no, why should the reptoids base themselves there, when 
  there are dozens of moons where no one is looking and they 
  can plot and scheme in safety?
  INVASION. . . FROM WITHOUT
  It would be foolish for us to forget that the reptoids have 
  a reach that extends far beyond the Pact Worlds. We don’t 
  know where their home world is, though we can presume 
  it is located somewhere in Near Space, if only because the 
  reptoids have had regular contact with the worlds that 
  make up the Pact for thousands of years. From this, we can 
  theorize that they’ve dealt with many species and other 
  worlds we know nothing about. Contemplative historian 
  Sego-Dahanis claims to have seen evidence, supposedly 
  acquired from a source on Embroi, of the reptoids enacting 
  an unusual invasion strategy on an unnamed world in Near 
  Space. This world had yet to take its first steps onto the 
  galactic stage. At first, individual reptoids infiltrated the 
  target, adopting local identities, observing, and making 
  regular reports to their superiors. Then, further reptoids 
  arrived in large numbers to make first contact, their status 
  as extraterrestrials perfectly clear. 
  But they didn’t appear as reptoids. Instead, they disguised 
  themselves as a species that somewhat resembled the local 
  sapients. In this way, they appeared friendly and trustworthy. 
  Over the course of the next few years, the reptoids used 
  their advanced science and psychic powers to dominate the 
  target world. They were so sure of their control they even 
  revealed their true faces to the native species. Could this be 
  the same planet from which the reptoids now launch their 
  invasion of the Pact Worlds? Have the reptoids enacted this 
  strategy on other worlds? And, if so, why have we not heard 
  about these reptoid-ruled realms?
  For several reasons. First, space is big—really, really big. The 
  reptoids could conquer a dozen worlds in the Vast, and we’d 
  only know about it if we happen to stumble across one. Second, 
  according to Sego-Dahanis, the embri conquered the world 
  described above in the name of Hell, annihilating the reptoids 
  and their slaves. Third, and most importantly, regardless of 
  41
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  whether the previous two statements are true or not, no matter 
  what the facts are, the Stewards and the Pact World Council 
  have obscured the truth. Because that’s what they do.
  STARMETALS
  One pet theory of mine involves the fact that many of the 
  places reptoids have shown an interest in have something in 
  common: starmetals. This would link, for example, Golarion 
  and the city of Faxxan. I believe reptoids can use quantities 
  of starmetal to enhance their psychic magic. Reptoids have 
  demonstrated the ability to enchant other humanoids, making 
  them confused, helpless, or simply friendly in ways that defy 
  logic. These manifestations don’t appear to be universal, 
  so I posit reptoids can draw forth occult power through 
  exposure to, and even consumption of, rare starmetals. The 
  more the reptoid consumes, the stronger their personal magic 
  becomes, until they are capable of fantastic feats, including 
  instantaneous teleportation across the void of space. Such 
  materials could even have addictive properties for the vile 
  creatures, explaining why they are always seeking more. I 
  have no proof for this theory, as I have yet to find a reptoid 
  willing to inhale horacalcum on camera.
  HYBRIDS AND TRAITORS
  If reptoids have any weaknesses apart from a possible 
  addiction to starmetals, there is evidence of some of them 
  possessing a sentimental streak. Perhaps it is the nature 
  of their deep cover assignments, but there are cases of 
  reptoids becoming so enamored of their cover identities that 
  they cease to serve their reptoid masters. Sometimes these 
  traitors cut all contact and go on the run, but more often 
  they begin to give false reports, always urging patience, 
  delay of the invasion, and the gathering of more information 
  before overt moves are made. In this way, they attempt to 
  preserve their comfortable undercover lifestyle for as long 
  as possible. 
  And, bizarre as this may sound, I present this quote, from 
  an infosphere source that goes by “Salmaec_Seer”, on the 
  subject at hand: “Such reptoids even enjoy the love and 
  affection of their victims—friends and spouses who learn 
  of the reptoid’s true nature and don’t just fail to reject 
  them, but actually embrace them. I have even met reptoid 
  hybrids, the result of inter-species relations. Some may find 
  it unbelievable that a reptoid can love their half-reptoid 
  offspring, but it is perfectly plausible. Reptoids are more like 
  us than we want to think, and like us, they can love.” 
  Personally, I don’t believe a word of it. Never mind the fact 
  that username anagrams to “scales are me,” the whole thing 
  just reeks of reptoid propaganda. Even if a friendly reptoid or 
  reptoid hybrid were to exist, that doesn’t mean you should 
  trust them. These reptoid families are likely one moment 
  away from being captured—all but inevitable considering 
  the vast resources at the reptoids’ command—and tortured 
  by cruel enforcers, after which they happily return to the 
  fold. And even if they don’t turn, those of us in the know 
  have heard about a special punishment reptoids reserve for 
  members of their own species who betray the mission. Once 
  seized, the treasonous reptoid is psychically interrogated, 
  and subjected to a painful process known as “mind scouring.” 
  Everything the traitor kept hidden, everything they held 
  back from the reptoid masters, is inevitably exposed. Then 
  and only then, after the prisoner has betrayed their family, 
  friends, and other loved ones, does the final punishment take 
  place. The reptoid is injected with a virus that latches onto 
  the victim’s own shapeshifting genes and takes advantage 
  of them. The reptoid changes shape into a preprogrammed 
  monstrosity many of my colleagues refer to as a “wetzelt.” 
  The few scattered reports detail these horrifying and pathetic 
  42
  Sego-Dahanis
  
  creatures crawling on all fours and acting no more intelligent 
  than a domesticated pet. Presumably, the mind scouring 
  process strips them of their ability to change shape, locking 
  them in their new animalistic forms for the rest of their lives. 
  Whenever you might find yourself harboring sympathy for 
  reptoids, especially those who live secretly among us and 
  whom we have supposedly come to love, remember how they 
  punish their own criminals, and shudder.
  TRANSPORT
  Like any technologically advanced species, reptoids must 
  have their own starships. Certainly, after they have infiltrated 
  a starfaring society, they can use that civilization’s vehicles 
  to get them from place to place, but if they are taking 
  over worlds who have yet to break orbit, they would need 
  some way to land on that planet and initiate first contact. 
  Though the alternative would mean that reptoids can cross 
  interstellar distances without the use of starships (a thought 
  too terrifying to contemplate), many of my colleagues believe 
  reptoids don’t have their own vessels.
  There are, of course, many sightings of unidentified 
  vessels in the Pact Worlds every year, a large percentage of 
  which are of the “flying saucer” variety. Amateur researchers 
  have identified these vessels as belonging to the grays, but 
  as I have stated previously, that faction doesn’t exist and 
  is merely a smokescreen crafted by the reptoids. With the 
  absence of a confirmed reptoid starship, it is only logical to 
  conclude that these “gray” flying saucers are vessels used by 
  reptoids to travel across the galaxy.
  However, I would be remiss if I did not mention a 
  competing theory, one put forth by Phetikieh, the shirren 
  who runs the infosphere site GalactiTruth. He maintains 
  the reason there have been no reliable sightings of reptoid 
  starships is that reptoid vessels can change shape, much in 
  the same way reptoids themselves can. These camouflaged 
  starships hide undetected among the fleets of the Pact 
  Worlds and other systems, ducking behind a moon and 
  altering their appearance when detected. Phetikieh claims 
  to have seen one of these vessels change shape first-hand, 
  but his is the only account I could find of such an event. 
  Phetikieh’s theory would explain much, if it were true.
  FUNGAL BIOWEAPON RUN AMOK
  Sophisticated media consumers will already be aware 
  of the so-called “Dycepskian Plague,” a string of bizarre 
  incidents that seem to suggest the presence of a mind-
  eating fungus capable of making a host of any living 
  creature. The theory goes that this fungus originates on 
  a remote planetoid—perhaps in the Pact Worlds but just 
  as likely to be in the Vast—and is spread as spores which 
  incubate in a humanoid host. Once a victim is infected by 
  dycepskian fungus, there is no cure; it is only a matter of 
  time before the subject is dominated by the fungus and 
  eventually explodes in a cloud of deadly spores. I’ve seen 
  many articles and scholarly papers suggesting this fungus 
  is a reptoid bioweapon. Preposterous!
  We know this theory is false because reptoid corpses 
  have themselves been found with signs of fungal infestation. 
  If reptoids had engineered such a deadly, terrifying, and 
  invasive weapon, they’d never have lost control of it. They’re 
  simply too cunning for that. And, besides, how can a creature 
  capable of controlling the cells of its own body fall victim 
  to a simple disease? Let’s admit it might be possible for a 
  reptoid to get sick, but as soon as the creature realized what 
  was happening, it could isolate the diseased cells in a small 
  part of its body—a patch of skin, for example—and simply 
  shed it. Why, such a fungus would have to embed itself deep 
  within a reptoid’s nervous system to survive.
  Instead, I believe the dycepskian fungus is a freak 
  mutation originating among reptoids themselves. When this 
  disease—which might have begun as something completely 
  innocuous, the equivalent of athlete’s foot—first came into 
  contact with reptoids’ shape-changing cells, it first absorbed 
  the ability to alter its own properties, then gained intellect 
  and malevolence from the reptoids themselves. Now the 
  dycepskian fungus is burning through reptoid populations, 
  potentially reaching even their mysterious homeworld. 
  And who could be responsible for such a lethal plague? 
  Why, the Stewards, of course! Other civilians such as you and 
  I are simply collateral damage in a bio-war waged between 
  these two enemies. What should our strategy be? As always, 
  when confronted by two implacable foes, I suggest standing 
  back and letting them destroy each other. Indeed, I believe 
  this is already happening; it is hard to imagine that brilliant 
  doctors and powerful mystic healers in the Pact Worlds 
  haven’t developed a cure for the dycepskian plague; such a 
  cure exists, and it is being held in secret somewhere until the 
  reptoids are all dead or dying. Then, and only then, will it be 
  “discovered” and the fungus defeated.
  KEEPING SAFE
  You are not alone in your war against the reptoids. While the 
  Stewards, Star Knights, and other organizations are either 
  incompetent or reptoid tools, there are individuals and groups 
  with a loose non-authoritarian structure that oppose the 
  invasion. Of course, people like myself are the foremost such 
  truthseekers, and if you have information on the reptoids, 
  contact me immediately. I use multi-level identification systems 
  to authenticate those who come to me, so you know your data 
  is going to someone you can trust. And, because my colleagues 
  and I understand we might be replaced at any minute, we never 
  meet in person. We submit ourselves to regular and thorough 
  genetic scans, verifying our non-reptoid status to one another 
  before transferring sensitive information. Some may find this 
  a cold and lonely existence, but better that than waking up to 
  find a scaly face staring down at you, the last thing you see 
  before your life is snuffed and then posthumously ruined as a 
  reptoid takes your place.
  43
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  REPTOID EQUIPMENT
  The following pieces of technology and serums were 
  supposedly originated by reptoids and might be found among 
  the hidden personal effects of a reptoid infiltrator or within 
  reptoid-controlled facilities, if such places can be found. Other 
  organizations have acquired a few samples of such items, 
  though they are usually kept under lock and key.
  REPTOID GEAR
  Reptoids are said to favor gear that fuses magic and 
  technology, especially when their own psychic magic or 
  cunning skills fall short of their desired goals.
  INTONATION PENDANT 
  An intonation pendant aids the wearer in mimicking an 
  individual’s tone, accent, and manner of speaking. A reptoid 
  uses such an item when they are infiltrating a society with 
  unusual verbal tics or turns of phrase that might trip them up.
  INTONATION PENDANT 
  LEVEL 3
  HYBRID ITEM (WORN) 
  PRICE  1,250 
  BULK —
  An intonation pendant consists of a dark blue jewel in a 
  geometric silver setting at the end of a thin, silver chain. To 
  use one, it must first be placed on the throat (or similar part of 
  the body close to the voice box) of a helpless, unconscious, or 
  willing living creature or a creature that has been dead for no 
  longer than 1 hour. As the intonation pendant attunes to that 
  creature over the next 10 minutes, it begins to glow faintly. 
  An intonation pendant can be attuned to only one creature 
  at a time, and if attuned to a second creature, it loses all 
  information provided by the first creature.
  Once the pendant is attuned, it provides the wearer 
  with the exact tone and speech mannerisms of the target 
  creature. This provides the wearer with a +4 enhancement 
  bonus to Bluff checks to convince others that they are the 
  target creature. In addition, once per day, the wearer can 
  roll a Disguise check twice and take the better result when 
  attempting to appear as the target creature, as long as the 
  wearer is speaking to those they are trying to fool.
  MIND SCOUR
  A mind scour is a hybrid device used by some reptoids to 
  help them adopt a new identity or on treasonous reptoids 
  who have attempted to fully integrate into the society they 
  are supposed to be infiltrating. This device is adept at finding 
  information the target does not want other people to know or 
  has not publicly revealed, and thus couldn’t be found by more 
  traditional methods, such as an infosphere search.
  MIND SCOUR 
  LEVEL 12
  HYBRID ITEM 
  PRICE 35,250 
  BULK L
  A mind scour is composed of an adjustable steel circlet that can 
  be placed around most humanoids’ heads, attached to a series 
  of wires leading to a control console the size of a datapad. A 
  mind scour scans the target’s memory and personality, collates 
  and organizes that data, and presents on the control console a 
  summary of key findings, which can then be transferred to a 
  personal comm unit or other storage device. Reptoids use this 
  information to adopt a perfect disguise, taking advantage of 
  everything revealed, including dark secrets, passwords, the 
  names of individuals important to the target, and more. 
  A mind scour must be used on a helpless, unconscious, 
  or willing living creature, though it must also break down 
  the creature’s subconscious defenses. After 1 minute of 
  work, the creature can attempt a DC 19 Will saving throw 
  to resist the mind scour’s mental probing. On a failure, the 
  mind scour learns five pieces of secret information, usually 
  answers to questions chosen by the user and entered into 
  the control console before the process began. If the creature 
  is still helpless, unconscious, or willing, the mind scour user 
  can keep the device running for an additional minute to learn 
  more, although the creature can make another saving throw 
  at the end of that minute. A creature that succeeds can’t be 
  subjected to a mind scour’s probing for 24 hours.
  The mind scour’s probing is a mind-affecting, divination 
  effect. Using a mind scour on a helpless or unconscious 
  creature is an evil act. 
  44
  Mind Scour
  
  REPTOID SERUMS AND POISONS
  Reptoids also develop magical serums and poisons to both 
  aid them in their infiltration and, allegedly, punish defectors 
  and members of other shapechanging species.
  MORPH INHIBITOR 
  This magic poison temporarily blocks a creature’s ability to 
  change shape. It was designed by reptoid scientists and is 
  generally used on reptoid traitors. 
  MORPH INHIBITOR 
  LEVEL 5
  MAGIC ITEM 
  PRICE 400 
  BULK —
  Type poison (injury); Save Fortitude DC 15
  Track Charisma; Onset 1 minute; Frequency 1/minute for 
  6 minutes
  Effect At the weakened state, the victim reverts to its true 
  form and cannot change shape for 1 hour.
  Cure 2 consecutive saves
  STARMETAL SERUMS
  Each of these serums, which were invented by reptoids, 
  contains a trace amount of starmetal dissolved in solution. 
  ABYSIUM PHILTER 
  LEVEL 5
  MAGIC ITEM 
  PRICE 450 
  BULK L
  For 1 hour after you consume an abysium philter, your 
  natural weapons and unarmed attacks glow with a faint 
  radiation. A creature you hit with your natural weapons or 
  unarmed attacks must succeed at a Fortitude saving throw 
  (DC = 10 + half your level + your key ability score modifier) 
  or become sickened for 1 round. 
  DJEZET DRAUGHT 
  LEVEL 5
  MAGIC ITEM 
  PRICE 450 
  BULK L
  For 1 hour after you consume a djezet draught, the saving 
  throw DCs of your magical spells and supernatural and 
  spell-like abilities increase by 1.
  HORACALCUM MÉLANGE 
  LEVEL 5
  MAGIC ITEM 
  PRICE 475 
  BULK L
  An imbibed horacalcum mélange takes effect the next time 
  you use your change shape racial trait and works only 
  once, extending the duration of the ability by 1 hour. If you 
  change shape again, or revert to your true form, the effect 
  of the horacalcum mélange ends. If a you don’t change 
  shape within 24 hours of drinking a horacalcum mélange, 
  the serum has no effect, and a horacalcum mélange has no 
  effect on a creature without the change shape racial trait.
  INUBRIX BREW 
  LEVEL 5
  MAGIC ITEM 
  PRICE 475 
  BULK L
  For 1 hour after you consume an inubrix brew, your 
  natural weapons and unarmed attacks deal full damage 
  to incorporeal creatures and can affect ethereal creatures 
  normally. In addition, your natural weapons and unarmed 
  attacks can score critical hits against incorporeal creatures.
  NOQUAL ELIXIR 
  LEVEL 5
  MAGIC ITEM 
  PRICE 450 
  BULK L
  For 1 hour after you consume a noqual elixir, your natural 
  weapons and unarmed attacks gain a +1 enhancement 
  bonus to damage rolls against magical constructs, magically 
  created undead, and creatures summoned by magic.
  SICCATITE TONIC 
  LEVEL 5
  MAGIC ITEM 
  PRICE 475 
  BULK L
  For 1 hour after you consume a siccatite tonic, you gain 
  cold and fire resistance 3.
  REPTOID SPELLS
  Reptoids, astrozoans, and other shapechangers have 
  developed spells that capitalize on their unique physiology. A 
  character might learn these spells from an elder shapechanger 
  with long experience hiding among humanoids, or they could 
  master it on their own. With this magic, a shapechanger can 
  turn their control over their own body into a potent weapon. 
  These spells have the polymorph descriptor (Starfinder Alien 
  Archive 2 141).
  AMORPHOUS FORM 
  2
  2
  School transmutation (polymorph)
  Casting Time 1 standard action; see text
  Range personal
  Duration 1 round/level (D)
  Your body briefly shifts into an amorphous form, enabling 
  you to circumvent certain attacks and squeeze through tight 
  spaces. You do not take double damage from critical hits, 
  but critical hit effects apply against you normally. You gain a 
  +4 circumstance bonus to your KAC against the grapple and 
  reposition combat maneuvers. You can move through an area 
  as small as one-quarter of your space without squeezing, or 
  one-eighth your space when squeezing.
  To benefit from this spell, you must have the shapechanger 
  subtype or be benefiting from a polymorph effect. You can cast 
  this spell as a reaction when you are attacked by a grapple 
  or reposition maneuver or hit by a critical hit, but when 
  you do, you can’t take a standard action on your next turn. 
   
  QUICK CHANGE 
  1
  1
  School transmutation (polymorph)
  Casting Time 1 reaction
  Range personal
  Duration instantaneous
  Adjacent creatures who are unaware of your true form are 
  flat-footed until the beginning of their next turn. You can 
  cast this spell if you are attacked, or if you attack. If you 
  have the shapechanger subtype or are benefiting from a 
  polymorph effect, you revert to your true form.
  45
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  46
  STARSHIPS OF THE UNSEEN
  “I was walking home on this lonely stretch of road late one 
  night when suddenly I was enveloped in a beam of light 
  from overhead. Looking up, all I could see was this shining 
  light, but I could sense some kind of vehicle or starship 
  behind it. I began to feel weightless and I drifted slowly 
  up from the ground toward the vessel. My hearts were 
  beating a mile a minute, but I couldn’t move a muscle. The 
  next thing I remember was waking up in my sleep chamber. 
  Most people tell me I just had a bad dream, but they can’t 
  explain this small scar on the back of my neck that I didn’t 
  have before that night!”
  —Pzandor Evasqui, alleged gray abduction survivor
  
  S
  tarships operated by the grays and reptoids boast 
  a swath of unusual and highly specialized systems 
  and weapons. While the grays rely primarily on 
  technological solutions for their starship needs, reptoids 
  are more likely to incorporate hybrid elements in the ships 
  they design and fly. Regardless, the ship systems, armor, 
  expansion bays, sensors, and weapons detailed here are 
  extremely rare, found in only the most well-connected 
  black markets. Moreover, they are difficult to operate and 
  maintain without ready access to gray or reptoid facilities. 
  GMs can use their discretion to limit access to these starship 
  options or rule that they malfunction, break down, or are 
  simply unflyable by the players.
  ARMOR
  While most Unseen starships use standard armor for 
  protection, the grays have developed a way to turn being 
  struck by enemy fire to their advantage.
  ENERGY-ABSORBENT PLATING
  A ship equipped with energy-absorbent plating can store 
  some of the energy that strikes the hull, redirecting that 
  energy to power the ship’s systems. Once per turn, when a 
  ship with energy-absorbent plating is hit by an attack that 
  penetrates its shields, the ship’s engineer may immediately 
  take a free divert action. The boost granted by this free 
  divert action does not stack with the benefit of any other 
  divert action already benefiting the ship.
   
  ARMOR
  COST (IN BP)
  Energy-absorbent plating
  4 × size category
  EXPANSION BAYS
  The expansion bays installed into Unseen starships allow the 
  crews to observe, experiment on, and sometimes impersonate 
  other sapient creatures.
  BIOLOGICAL EXPERIMENTATION CHAMBER
  Gray starships are often equipped with a room designed for 
  the study of—and experimentation on—biological creatures. 
  A biological experimentation chamber can be used as either 
  a medical bay or a life science lab but can only be used on 
  organisms that have first been subjected to examination 
  in the chamber, a painful and invasive process that takes 
  1 hour. 
  CULTURAL PREPARATION FACILITY
  This expansion bay serves as a training facility and 
  database for agents preparing to infiltrate a group or 
  species. Clothing and personal items can be crafted in half 
  the normal time at a cultural preparation facility, though 
  the crafter must still provide the necessary raw materials. 
  The facility’s computer system also trains personnel in the 
  languages and accents, cultural behaviors, social norms, 
  and even body language and facial expressions of the 
  group the users expect to infiltrate. To use this aspect of 
  a cultural preparation facility, a creature chooses a single 
  species or cultural group and then spends three 8-hour 
  sessions (which can be over the course of several days) 
  within the facility. After this time, for 1 day, the creature 
  has a +2 circumstance bonus on Culture checks relating 
  to the chosen species or cultural group. In addition, the 
  creature can replace one of the languages it knows (except 
  for Common, their racial tongue, or the language of their 
  home planet) with a language spoken by the chosen 
  species or cultural group. At the GM’s discretion, the 
  cultural preparation facility might not be able to teach a 
  rare or unusual language.
  HABITAT SIMULATOR
  This expansion bay can be configured to duplicate various 
  environments, simulating them down to the smallest 
  detail. The simulator is primarily used to clandestinely 
  move creatures without their knowledge. For example, the 
  grays have transplanted individuals threatened by natural 
  disaster or environmental concerns without revealing their 
  own existence. When used for this purpose, the simulator 
  even slowly changes the appearance of stars in the sky 
  until they match the night sky of the location to which 
  the creatures in the simulator will be moved. The bay can 
  also be used to covertly observe creatures in a simulation 
  of their natural environment, benefiting from greater 
  control over environmental effects such as weather. A 
  habitat simulator can hold up to four Medium creatures 
  (while still providing a believable simulation) and takes up 
  3 expansion bays. The simulator can sustain a particular 
  environment for 1 month before it needs to be cleaned out, 
  refreshed, and resupplied.
  SAMPLE ACQUISITION BAY
  This bay is equipped with a hybrid tractor beam that quickly 
  pulls a target into the vessel. This beam can target a Large or 
  smaller creature (or object of similar size) that is within 500 
  feet and visible to the starship’s sensors. However, the beam 
  can’t be activated if the vessel is in starship combat. While 
  within the beam, the target’s molecules are phased slightly, 
  rendering the target incorporeal. The beam moves the 
  target from its original position into the bay (or vice versa) 
  over 2 rounds. If the target is conscious and unwilling, it 
  can attempt a Fortitude saving throw (DC = 10 + 1-1/2 × 
  the starship’s tier) when it is first struck with the beam to 
  negate its effect. 
  EXPANSION BAY
  PCU
  COST (IN BP)
  Biological experimentation chamber
  5
  9
  Cultural preparation facility
  3
  2
  Habitat simulator
  4
  6
  Sample acquisition bay
  7
  10
  47
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  
  SECURITY
  The security systems on Unseen starships focus mainly on 
  stealth and avoiding direct combat.
  EMERGENCY ACCELERATOR
  This system allows a ship to rapidly accelerate to a speed 
  that makes combat between starships no longer possible. 
  A ship that successfully engages an emergency accelerator 
  escapes any battle it is in. To accomplish this, the emergency 
  accelerator draws on power from across the ship’s many 
  systems, making the ship highly vulnerable for a short 
  period before the acceleration takes effect. An emergency 
  accelerator cannot be activated if the engines or power core 
  have any critical damage conditions; if the ship’s engines or 
  power core suffer such a condition while the accelerator is 
  active, the accelerator shuts off.
  The engineer can activate an emergency accelerator as 
  an action during the engineering phase. For the rest of the 
  round, the ship has no shields and cannot fire weapons. If 
  at the end of the gunnery phase, the emergency accelerator 
  is still active, the ship immediately moves 100 hexes in a 
  straight line in any direction, which ends the starship combat 
  and allows the vessel to escape. After using an emergency 
  accelerator, the ship’s power core gains the glitching critical 
  damage condition and must be repaired before the accelerator 
  can be used again.
  GRAY CLOAKING DEVICE
  Some believe the expensive and rare cloaking technology 
  available from certain manufacturers in the wider galaxy 
  (Starfinder Near Space 114) was developed by scientists in 
  possession of captured gray starships, but these secrets are 
  closely guarded. Gray cloaking devices are more efficient 
  and more powerful than these other devices, enabling their 
  starships to move around while avoiding detection. Activating 
  a gray cloaking device takes one action by an engineer while 
  the starship is neither in motion nor engaged in combat. The 
  ship vanishes from view, and based on the cloaking device’s 
  level, another ship must have sensors of a minimum level to 
  detect it. 
  Like standard cloaking technology, gray cloaking devices 
  are named for the maximum quality of sensors that can’t 
  detect the cloaked ship. Cut-rate cloaking technology fools 
  only cut-rate sensors; budget cloaking technology fools only 
  cut-rate and budget sensors, and so on. Sensors capable of 
  detecting a cloaked starship can do so only when the cloaked 
  starship has entered the sensor’s first range increment. 
  Engaging a Drift engine or firing a starship weapon 
  immediately negates the cloaking ability, whereupon the 
  ship reappears and can be detected normally. However, a 
  starship hidden with a gray cloaking device can move, 
  though at a maximum speed of 10 hexes for Tiny and Small 
  starships, 8 hexes for Medium and Large starships, and 6 
  hexes for Huge and larger starships.
  HOLOGRAPHIC MANTLE (HYBRID)
  A starship equipped with a holographic mantle can appear 
  as another vessel of the same size or no more than one size 
  category larger. This appearance is entirely illusory; unlike 
  a reconfiguration system (see below), a holographic mantle 
  does not cause the ship in question to physically change 
  its shape. The sophisticated hull-mounted projectors of a 
  holographic mantle fool a purely visual inspection, unless 
  the viewer succeeds at a Perception check (DC = 25 + 1-1/2 × 
  the tier of the disguised starship). The mantle also transmits 
  false transponder information that raises the DC of scan 
  actions against the disguised ship by 5. If an opponent 
  fails their Computers skill check to perform a scan by 5 or 
  less, the science officer aboard the disguised ship can give 
  false basic information to the scanning ship (Core Rulebook 
  325). A holographic mantle requires 10 minutes to properly 
  calibrate and activate, but it shuts down and can’t be used if 
  the ship’s sensors gain a critical damage condition. 
  RECONFIGURATION SYSTEM (HYBRID)
  Reptoids pioneered this hybrid technology and have  largely 
  kept it secret, despite the investigative efforts of many 
  governments and other organizations. A reconfiguration 
  system allows a starship to physically change shape; it 
  can take on the appearance of any other vessel of the 
  same size, but its statistics do not change. In addition, 
  after reconfiguration, the ship mimics the transponders 
  and scan profile of the impersonated ship. When a science 
  officer scans the ship, the first piece of information they 
  obtain is always false, describing the impersonated ship 
  rather than the true details of the reconfigured ship. A 
  reconfiguration system can reconfigure a starship that 
  is out of combat in only a few moments, but it cannot 
  function if the ship’s sensors have taken a critical damage 
  condition (though the vessel doesn’t return to its original 
  form when this happens).
  SECURITY 
  PCU
  COST (IN BP)
  Emergency accelerator
  5
  4 × size category
  Gray cloaking device
  —
  —
  Cut-rate
  15
  15
  Budget
  25
  20
  Basic
  40
  30
  Advanced
  75
  45
  Holographic mantle
  10
  12
  Reconfiguration system
  50
  30
  SENSORS
  In order to enact their plans, the Unseen require as much 
  information as they can get. Some of their vessels can 
  scan settlements in detail while they float invisibly in the 
  atmosphere or are disguised as a friendly vessel. This allows 
  the Unseen agents aboard to choose targets for abduction 
  or replacement.
  48
  
  OBSERVATION SENSORS
  Observation sensors must be purchased in addition to a 
  ship’s normal sensors. With observation sensors, a crew 
  member can use the starship’s active sensors to attempt 
  Perception checks as if they had both blindsense (life) and 
  darkvision to a range of 10 miles outside of the starship. 
  The modifier of the starship’s regular sensors applies to 
  this check.
  SENSORS
  COST (IN BP)
  Observation sensors
  4
  WEAPONS
  Some gray and reptoid vessels 
  mount unusual weapons, found on 
  the table below. Like other gray and 
  reptoid equipment, these weapons are 
  extraordinarily rare, expensive when 
  they can be found, and prone 
  to malfunction or failure when 
  operated by player characters. 
  Otherwise, 
  they 
  follow 
  the 
  rules for starship weapons (Core 
  Rulebook 303).
  SPECIAL PROPERTIES
  These new Unseen weapons use the following special 
  properties, as well as other starship weapon special properties 
  detailed in the Core Rulebook.
  Immobilize
  A weapon with this quality freezes the target starship in 
  place, making it immobile for 1d4+1 rounds. The affected 
  ship cannot move, change its facing, or perform stunts. 
  During the engineering phase, an engineer can take an 
  action to attempt to restore movement to the ship. If the 
  engineer succeeds at an Engineering check (DC = 10 + 1-1/2 
  × the attacking starship’s tier), the immobilize effect ends. 
  Redirect 
  Some hybrid defensive systems use inverse tractor-
  beam technology to push attacks away from a vessel, 
  redirecting them toward enemies instead. A weapon with 
  the redirect quality does no damage but can redirect 
  incoming attacks. When the ship is hit by an attack from 
  a direct-fire weapon, the gunner can 
  attempt an attack roll. If the result of 
  this roll is equal to or higher than 
  the attacking ship’s attack roll, the 
  target ship does not take damage. 
  Instead, the gunner can select 
  another ship within 5 hexes and 
  inflict the damage of the attack 
  to that ship instead. Each weapon 
  with this property can be used only 
  once per round, and each gunner can 
  attack only once with a redirect weapon 
  in each gunnery phase. 
  Scatterscan
  Static projectors and some other 
  weapons emit a beam that causes 
  sensor feedback when it strikes a ship’s shielding, rendering 
  sensors inoperable. A ship hit by a weapon with this quality 
  takes a –2 circumstance penalty for 1d4 rounds on attack 
  rolls and Computers checks made as part of science officer 
  actions that use ship sensors (such as scan, target system, 
  and lock on). If the ship is hit multiple times by scatterscan 
  weapons, this penalty stacks. During the helm phase, a 
  science officer can take an action to make a Computers 
  check as they attempt to restore sensor functionality (DC 
  = 10 + 1-1/2 × the attacking starship’s tier); the penalty 
  inflicted by the scatterscan property applies to this check. 
  A light scatterscan weapon can affect Medium or smaller 
  vessels, a heavy scatterscan weapon can affect Huge or 
  smaller starships, and a capital scatterscan weapon can 
  affect starships of any size.
  repulsor
  STARSHIP WEAPONS
  LIGHT WEAPONS
  RANGE
  DAMAGE
  PCU
  COST (IN BP)
  SPECIAL PROPERTIES
  DIRECT-FIRE WEAPONS
  Light static projector
  Short
  1d6
  10
  9
  Scatterscan
  HEAVY WEAPONS
  RANGE
  DAMAGE
  PCU
  COST (IN BP)
  SPECIAL PROPERTIES
  DIRECT-FIRE WEAPONS
  Heavy static projector
  Medium
  3d6
  20
  27
  Scatterscan
  Stasis beam
  Medium
  Special
  30
  30
  Immobilize
  CAPITAL WEAPONS
  RANGE
  DAMAGE
  PCU
  COST (IN BP)
  SPECIAL PROPERTIES
  DIRECT-FIRE WEAPONS
  Super stasis beam
  Long
  Special
  50
  50
  EMP, immobilize
  Super static projector
  Long
  1d4x10
  50
  50
  Array, scatterscan
  Repulsor
  Short
  Special
  45
  25
  Redirect
  49
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  GRAY SHIPS
  The starships of the enigmatic grays are spoken of mostly 
  in hushed whispers and paranoid ramblings. Not many have 
  seen a gray vessel first-hand and even fewer have engaged 
  one in starship combat. As such, the capabilities of these ships 
  are cloaked in mystery. After years of compiling reports from 
  across the galaxy, the Stewards believe they have mostly 
  reliable details on the four following types of gray starships (as 
  well as the gray monitor capsule detailed on the inside cover of 
  this volume), their names denoting their basic functions.
  GRAY WATCHER POD
  These egg-shaped vessels house only a single occupant and are 
  designed for speed. From them, grays observe the social norms, 
  technology, and military capacity of other species. When not 
  buzzing local aircraft to test their abilities, or hovering over 
  points of interest for observation, grays sometimes land their 
  watcher pods to collect soil and fauna samples. Watcher pods 
  are not built for combat and flee when confronted.
  GRAY WATCHER POD 
  TIER 1
  Tiny interceptor 
  Speed 14; Maneuverability perfect (turn 0)
  AC 14; TL 20
  HP 30; DT —; CT 6
  Shields basic 10 (forward 3, port 2, starboard 2, aft 3)
  Attack (Forward) light static projector (1d6; 5 hexes)
  Power Core Micron Ultra (80 PCU); Drift Engine none; 
  Systems advanced short-range sensors, mk 1 armor, mk 
  7 defenses, mk 2 mononode computer
  Modifiers +2 to any 1 check per round, +4 Computers 
  (sensors only); Complement 1 (minimum 1, maximum 1)
  CREW
  Pilot gunnery +5 (1st level), Piloting +10 (1 rank)
  GRAY COLLECTION SAUCER
  A commonly observed gray vessel, collection saucers scout 
  locations, capture specimens, and occasionally serve as a base 
  for grays who disguise themselves as other humanoids and 
  infiltrate target populations. Experiments are not conducted 
  on a collection saucer; instead, gray crews ferry subjects 
  to and from larger research vessels. Collection saucers 
  avoid battle and run to the protection of larger ships when 
  threatened. Even if they’ve never seen one, many Pact Worlds 
  peoples know the iconic imagery of the saucer shape and 
  beam, levitating hapless victims up into the ship’s underbelly.
  GRAY COLLECTION SAUCER 
  TIER 5
  Medium transport
  Gray Watcher Pod
  Gray Mothership
  Gray Research Vessel
  Gray Collection Saucer
  50
  
  Speed 12; Maneuverability average (turn 2); Drift 1
  AC 17; TL 20
  HP 85; DT —; CT 17
  Shields basic 40 (forward 10, starboard 10, port 10, aft 10)
  Attack (Forward) stasis beam (special; 10 hexes)
  Attack (Turret) light static projector (1d6; 5 hexes)
  Power Core Pulse Red (175 PCU); Drift Engine Signal Basic; 
  Systems advanced short-range sensors, crew quarters 
  (good), mk 2 armor, mk 5 defenses, mk 2 duonode 
  computer, observation sensors; Expansion Bays brigsPW 
  (3), escape pods, sample acquisition bay 
  Modifiers +2 to any 2 checks per round, +4 Computers 
  (sensors only), –1 Piloting; Complement 6 (minimum 1, 
  maximum 6)
  CREW 
  Captain Diplomacy +11 (5 ranks), gunnery +10 (5th level), 
  Intimidate +16 (5 ranks), Piloting +10 (5 ranks) 
  Engineer Engineering +16 (5 ranks) 
  Gunner gunnery +10 (5th level)
  Pilot Piloting +15 (5 ranks) 
  Science Officers (2) Computers +16 (5 ranks)
  GRAY RESEARCH VESSEL
  These bullet-shaped research ships operated by the grays 
  provide support for collection saucers and often serve 
  as hidden orbital research labs. Once a collection saucer 
  has acquired specimens, the subjects are transferred to a 
  research vessel for intensive—and usually very invasive—
  medical studies and experiments. In battle against other 
  starships, research vessels use their stasis beams to give 
  collection saucers and watcher pods a chance to reach a 
  nearby gray mothership. When necessary, research vessels 
  also escort motherships, stubbornly refusing to disengage 
  from combat until the mothership has successfully retreated 
  to a safe distance.
  GRAY RESEARCH VESSEL 
  TIER 9
  Large heavy freighter
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 21; TL 24
  HP 160; DT —; CT 32
  Shields light 70 (forward 18, port 17, starboard 17, aft 18)
  Attack (Forward) stasis beam (special; 10 hexes)
  Attack (Port) light particle beam (3d6; 10 hexes)
  Attack (Starboard) light particle beam (3d6; 10 hexes)
  Power Core Pulse Orange (250 PCU); Drift Engine Signal 
  Basic; Systems advanced medium-range sensors, crew 
  quarters (good), mk 3 armor, mk 6 defenses, mk 2 
  tetranode computer, security (basic gray cloaking 
  device); Expansion Bays biological experimentation 
  center, brigPW, cargo bays (3), habitat simulator
  Modifiers +2 to any 4 checks per round, +4 Computers 
  (sensors only), +1 Piloting; Complement 10 (minimum 6, 
  maximum 20)
  CREW
  Captain (plus 1 officer) gunnery +14 (9th level), Intimidate 
  +22 (9 ranks), Piloting +17 (9 ranks) 
  Engineers (2) Engineering +18 (9 ranks) 
  Gunners (3) gunnery +15 (9th level)
  Pilot Piloting +18 (9 ranks) 
  Science Officers (2) Computers +22 (9 ranks)
  GRAY MOTHERSHIP
  The mothership is the hub and base of operations for the 
  grays smaller vessels. It hides far away from enemy ships, 
  often behind a moon or asteroid, relying on watcher pods 
  and collection saucers to offload specimens and transfer 
  data. When a mission is complete or needs to be aborted, 
  smaller vessels retreat to the mothership and dock before 
  the larger vessel retreats; a mothership won’t leave a 
  smaller gray ship behind unless the mothership itself is at 
  risk of being destroyed or captured. Like most gray vessels, 
  motherships are equipped with little in the way of offensive 
  capabilities, but their defensive weapons buy time to make 
  a quick escape.
  GRAY MOTHERSHIP 
  TIER 13
  Gargantuan carrier
  Speed 4; Maneuverability poor (turn 3), Drift 2
  AC 22; TL 24
  HP 330; DT 10; CT 66
  Shields heavy 280 (forward 70, port 70, starboard 70, 
  aft 70)
  Attack (Forward) repulsor (special; 5 hexes)
  Attack (Port) stasis beam (special; 10 hexes)
  Attack (Starboard) stasis beam (special; 10 hexes)
  Power Core Gateway Light (300 PCU); Drift Engine Signal 
  Booster; Systems advanced long-range sensors, crew 
  quarters (luxurious), mk 3 armor, mk 5 defenses, mk 2 
  trinode computer, security (emergency accelerator); 
  Expansion Bays cargo bays (6), hangar bay
  Modifiers +2 to any 3 checks per round, +4 Computers 
  (sensors only), +1 Piloting; Complement 101 (minimum 75, 
  maximum 200)
  CREW
  Captain (plus 2 officers) Diplomacy +23 (13 ranks), gunnery 
  +19 (13th level), Intimidate +23 (13 ranks), Piloting +24 
  (13 ranks)
  Engineers (2 officers, 14 crew each) Engineering +28 
  (13 ranks)
  Gunners (3 officers, 10 crew each) gunnery +19 (13th level)
  Pilot (1 officer, 8 crew) Piloting +24 (13 ranks)
  Science Officers (2 officers, 12 crew each) Computers +28 
  (13 ranks)
  REPTOID SHIPS
  Starships that are built and operated solely by reptoids are 
  rare, as their insidious machinations generally motivate 
  51
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  them to infiltrate the crews of other civilizations’ vessels. 
  However, the reptoids employ their own ships to plant their 
  operatives on target worlds or foment chaos between groups 
  for their particular ends. Organizations across the galaxy have 
  captured examples of such vessels, presented below, usually 
  only after fierce battles.
  REPTOID CHAMELEON 
  Reptoids use chameleons to deliver agents planetside or 
  onto facilities in space, to infiltrate a target population. 
  These lightly armed shuttles conceal their true nature 
  with sophisticated holographic disguises; they can 
  defend themselves, but generally flee if discovered. A 
  chameleon has no Drift engine and is always based on a 
  larger ship.
  REPTOID CHAMELEON 
  TIER 1/2
  Small shuttle
  Speed 8; Maneuverability perfect (turn 0)
  AC 13; TL 12
  HP 35; DT —; CT 7
  Shields basic 10 (forward 3, port 2, starboard 2, aft 3)
  Attack (Forward) flak thrower (3d4; 5 hexes)
  Power Core Micron Ultra (80 PCU); Drift Engine none; 
  Systems basic computer, cut-rate sensors, mk 1 armor, 
  security (holographic mantle); Expansion Bays cargo 
  bays (2), passenger seating
  Modifiers –2 Computers (sensors only), +2 Piloting; 
  Complement 1 (minimum 1, maximum 20)
  CREW
  Pilot Computers +9 (1 rank), Engineering +9 (1 rank), 
  gunnery +3 (1st level), Piloting +6 (1 rank)
  REPTOID CHANGELING
  Thanks to their utility and versatility, changelings make up 
  the bulk of the reptoid fleet. A holographic mantle allows 
  a changeling to enter the territory of another species or 
  organization undetected, carry infiltration personnel to 
  their destination, and provide mission support services for 
  the smaller chameleons. They often linger in orbit, where 
  they serve as a base of operation for reptoid agents in the 
  field, providing support and extraction when necessary. 
  changelings can defend themselves in battle, but unless they 
  have field agents to protect or rescue, they usually flee to the 
  nearest nest platform instead.
  REPTOID CHANGELING 
  TIER 3
  Medium explorer
  Speed 8; Maneuverability average (turn 1); Drift 1
  AC 16; TL 17
  Reptoid Chameleon 
  Reptoid Nest Platform 
  Reptoid Instigator
  Reptoid Changeling 
  52
  
  HP 55; DT —; CT 11
  Shields basic 40 (forward 10, port 10, starboard, aft 10)
  Attack (Forward) tactical nuclear missile launcher (5d8; 
  20 hexes)
  Attack (Turret) light particle beam (3d6; 10 hexes)
  Power Core Arcus Heavy (130 PCU); Drift Engine Signal 
  Basic; Systems budget medium-range sensors, crew 
  quarters (good), mk 3 armor, mk 4 defenses, mk 2 
  mononode computer, security (holographic mantle); 
  Expansion Bays cargo bay, cultural preparation facility, 
  escape pods, recreation suite (trivid den)
  Modifiers +2 to any 1 check per round, +1 Piloting; 
  Complement 6 (minimum 1, maximum 6)
  CREW
  Captain Diplomacy +8 (3 ranks), gunnery +7 (3rd level), 
  Intimidate +13 (3 ranks), Piloting +9 (3 ranks) 
  Engineer Engineering +8 (3 ranks) 
  Gunners (2) gunnery +7 (3rd level)
  Pilot Piloting +14 (3 ranks) 
  Science Officer Computers +13 (3 ranks)
  REPTOID NEST PLATFORM
  The nest platform serves as a supply point for changeling 
  vessels and as a carrier for the smaller chameleon shuttles. 
  Like other reptoid ships, it is equipped with a hybrid 
  holographic screen that allows it to pass as another 
  vessel, so a nest platform often lurks among merchant 
  vessels or in other large fleets, such as the Armada that 
  surrounds Absalom Station. A nest platform is excellent at 
  surprise attacks when it can bring its heavy nuclear missile 
  launcher to bear, and it can defend itself when necessary, 
  though it was designed for stealth and is overmatched by 
  dedicated warships.
  REPTOID NEST PLATFORM 
  TIER 7
  Large heavy freighter
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 19; TL 19
  HP 140; DT —; CT 28
  Shields medium 90 (forward 23, port 22, starboard 22, 
  aft 23)
  Attack (Forward) heavy nuclear missile launcher (10d8; 20 
  hexes), light particle beam (3d6; 10 hexes)
  Attack (Port) heavy laser cannon (4d8; 10 hexes)
  Attack (Starboard) heavy laser cannon (4d8; 10 hexes)
  Power Core Pulse Orange (250); Drift Engine Signal Basic; 
  Systems basic medium-range sensors, crew quarters 
  (good), mk 3 armor, mk 3 defenses, mk 1 tetranode 
  computer, security (holographic mantle); Expansion 
  Bays arcane laboratory, brigPW, cargo bay, hangar bay, 
  recreation suite (HAC)
  Modifiers +1 to any 4 checks per round, +2 Computers 
  (sensors only), +1 Piloting; Complement 11 (minimum 6, 
  maximum 20)
  CREW
  Captain (plus 1 officer) Computers +14 (7 ranks), Diplomacy 
  +14 (7 ranks), gunnery +12 (7th level), Intimidate +19 
  (7 ranks) 
  Engineers (2) Engineering +14 (7 ranks) 
  Gunners (4) gunnery +12 (7th level)
  Pilot Piloting +16 (7 ranks) 
  Science Officers (2) Computers +19 (7 ranks)
  REPTOID INSTIGATOR
  These well-armed reptoid vessels provoke aggression 
  between other species. To accomplish this, the instigator 
  adopts the appearance of a starship belonging to another 
  species or organization, then attacks a third party in a way 
  that ensures there are plenty of witnesses. At the same 
  time, a second instigator is mirroring the attack elsewhere in 
  the galaxy, pretending to be a starship from the aggrieved 
  party and attacking the race or organization imitated by the 
  original instigator. If done properly, this strategy can lead to 
  outright war.
  REPTOID INSTIGATOR 
  TIER 11
  Huge cruiser
  Speed 8; Maneuverability average (turn 2); Drift 1
  AC 24; TL 24
  HP 230; DT 5; CT 46
  Shields medium 120 (forward 30, port 30, starboard 30, 
  aft 30)
  Attack (Forward) super plasma cannon (3d6 × 10; 10 hexes)
  Attack (Port) high explosive missile launcher (4d8; 
  20 hexes)
  Attack (Starboard) high explosive missile launcher (4d8; 
  20 hexes)
  Attack (Turret) plasma cannon (5d12; 10 hexes) 
  Power Core Gateway Heavy (400); Drift Engine Signal 
  Basic; Systems basic long-range sensors, crew 
  quarters (good), mk 5 armor, mk 6 defenses, mk 3 
  mononode computer, security (reconfiguration system); 
  Expansion Bays arcane laboratory, brigPW, cultural 
  preparation facility, life science lab, medical bay, sealed 
  environment chamber
  Modifiers +3 to any 1 check per round, +2 Computers 
  (sensors only), +1 Piloting; Complement 81 (minimum 60, 
  maximum 100)
  CREW
  Captain (plus 2 officers) Computers +20 (11 ranks), 
  Diplomacy +20 (11 ranks), gunnery +16 (11th level), 
  Intimidate +25 (11 ranks) 
  Engineer (3 officers, 8 crew each) Engineering +20 
  (11 ranks) 
  Gunners (3 officers, 5 crew each) gunnery +16 (11th level)
  Pilots (3 officers, 3 crew each) Piloting +21 (11 ranks)
  Science Officers (3 officers, 6 crew each) Computers +25 
  (11 ranks)
  53
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  54
  ALIEN ARCHIVES
  From orbit, the Darkside of Verces can seem like a desolate, 
  icy wasteland devoid of life. After all, what could live 
  where the sun never shines? But there are many creatures 
  camouflaged by the snow and burrowing under the cold 
  ground. One such beast is known as a glacial borer, capable 
  of melting the ice with blasts of fire from its hollow horns. 
  Once thought a myth, the existence of glacial borers has 
  recently been proven. However, one legend remains, 
  mysterious as ever: that of a ferocious glacial borer, 20 feet 
  tall at the shoulder, that supposedly guards the entrance to 
  a subterranean realm of wonders.
  —prologue to The Legend of Flametusk
  
  55
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  AUTOFLY SWARM  
  CR  
   3
   
  XP
  800
  CN Diminutive construct (swarm, technological)
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Perception +8
  DEFENSE 
  HP 40
  EAC 14; KAC 16
  Fort +3; Ref +3; Will +0
  Defensive Abilities swarm defenses; Immunities construct 
  immunities, swarm immunities
  Weaknesses sunlight dependency
  OFFENSE
  Speed 10 ft., fly 30 ft. (Ex, perfect) 
  Melee swarm attack (1d4 P plus consume flesh)
  Space 10 ft.; Reach 0 ft.
  Offensive Abilities distraction (DC 12)
  STATISTICS
  Str –3; Dex +4; Con —; Int +1; Wis +2; Cha +0
  Skills Stealth +13
  Languages Common (can’t speak any language)
  Other Abilities rebuild, unliving
  ECOLOGY
  Environment any (Aballon)
  Organization solitary or tempest (5–20) 
  SPECIAL ABILITIES
  Consume Flesh (Ex) The autofly swarm 
  strips the flesh from living creatures 
  and breaks down the material into 
  components it can use to create more 
  autoflies. For every 2 damage dealt by 
  an autofly swarm to living creatures in a 
  single round, the autofly swarm regains 1 
  Hit Point. 
  Rebuild (Ex) The autofly swarm can also 
  repair other constructs. Once per day 
  as a full action, the autofly swarm 
  can restore 1d8 Hit Points to any 
  constructs or objects that share 
  its space.
  Sunlight Dependency (Ex) Like anacites, 
  autoflies are solar-powered constructs, 
  though they can function at reduced 
  capacity away from light. In areas of darkness, 
  the autofly swarm gains the staggered condition.
  Originating from Aballon, an autofly swarm 
  consists of hundreds of 6-inch-long metallic 
  insects. Because they are designed to rebuild both 
  themselves and other constructs, constructs see them as 
  beneficial, potentially immortal guardians. However, due to 
  their nature as protectors, they are ravenous when around 
  most living things.
  While autofly swarms can fix physical damage to constructs 
  and machines, they cannot restore data or uncorrupt code. 
  Over the centuries, their original programming has corrupted, 
  so even though they were once designed to serve a particular 
  area, they now roam the blasted lands of Aballon and 
  beyond. They are attracted to creatures of flesh and blood for 
  consumption, but they are also drawn toward high electrical 
  activity, such as that produced by large machines, constructs, 
  and cities (which are usually also filled with living beings).
  Anacites do not consider autoflies to be part of their own 
  species, though the swarms can be incredibly useful to them. 
  However, autoflies are mindless and can’t be reasoned with, 
  a fact that frustrates most anacites. Since their discovery on 
  Aballon, autoflies have been accidentally brought aboard the 
  ships of unfortunate starfarers and have now spread across 
  the galaxy, despite all attempts to contain them.
  
  56
  GLACIAL BORER
   
  CR
    6
      XP
     2,400 
  N Medium animal
  Init +2; Senses low-light vision; Perception +13
  DEFENSE 
  HP 85
  EAC 18; KAC 20
  Fort +10; Ref +10; Will +5
  Defensive Abilities body of fire; Resistances cold 10
  OFFENSE
  Speed 30 ft., burrow 30 ft.
  Melee gore +16 (1d8+9 B & F) 
  Ranged flame jet +13 (1d10+6 F; critical burn 1d6)
  STATISTICS
  Str +3; Dex +2; Con +5; Int –4; Wis +1; Cha +0
  Skills Acrobatics +13, Athletics +13, Survival +18
  ECOLOGY
  Environment any cold (Verces)
  Organization solitary, pair, or muster (3–10)
  SPECIAL ABILITIES
  Body of Fire (Ex) As a move action, a glacier borer can 
  wreathe its body in flames from its horns until the start 
  of its next turn. During this time, the glacial borer gains 
  immunity to fire, but it can’t use its flame jet ability. 
  Flame Jet (Ex) As a ranged attack, a glacier borer can issue 
  forth a jet of flame from its horns. This attack has the 
  blast weapon special property and a range of 20 feet. 
  This quadruped hails from the Darkside of the tidally locked 
  world of Verces. A typical glacial borer is about 5-1/2 feet 
  long and weighs around 225 pounds. The creature is covered 
  in white or gray fur and has two beady eyes spaced far apart 
  on its face; its most striking feature is a set of fiery tusks, 
  glowing with heat. Though as strong as steel, each tusk is 
  hollow and has numerous holes along its length that are 
  the endpoints of ducts leading from a fleshy sac within the 
  beast’s forehead. This bladder contains naturally produced 
  chemicals that, when mixed together, can produce intense 
  heat. 
  Glacial borers get their name from how they use their 
  heated horns to burrow through ice and snow, leaving 
  behind smooth tunnels. The beasts gain sustenance from 
  slurping up the melted material, which usually contains 
  frozen strands of plant life and nutritional microscopic 
  organisms; the borers tend to leave behind whatever 
  doesn’t liquefy. Enterprising individuals explore these 
  passageways to search for valuable detritus, but must 
  be careful not to anger the glacial borers 
  living there.
  For centuries, glacial borers were 
  limited to the Darkside of Verces and 
  mostly spoken of in rumors. In recent 
  years, though, its existence was officially 
  confirmed by the Xenowardens, 
  and enterprising Vercites have 
  taken to domesticating glacial 
  borers and exporting them to 
  other worlds as organic mining 
  machines. Unfortunately, while 
  the creatures remain largely docile 
  in their natively cold climate, 
  warmer 
  conditions 
  cause 
  the 
  creatures 
  to 
  become 
  extremely 
  ornery and volatile. Its powerful flames 
  and horns have caused massive damage to space stations 
  and planetary habitats in which the temperature wasn’t 
  kept below freezing. Nevertheless, there is a burgeoning 
  industry on Verces for capturing, taming, and breeding 
  glacial borers. Many of these small companies have agreed 
  to be regulated by the Xenowardens to maintain ethical 
  and humane practices for securing the beasts, but more 
  conservative ecological preservation groups are concerned 
  that displacing too many glacial borers could lead to an 
  imbalance in the Darkside’s ecosystem.
  
  57
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  MEGALONYXA 
   
   
  CR
   4
    XP
   1,200 
  Megalonyxa technomancer
  LG Large monstrous humanoid
  Init +0; Senses darkvision 60 ft.; Perception +10
  DEFENSE 
  HP 43
  EAC 15; KAC 16
  Fort +3; Ref +3; Will +7
  DR 5/—
  OFFENSE
  Speed 20 ft. 
  Melee survival knife +8 (1d4+7 S) 
  Ranged thunderstrike sonic pistol +6 (1d8+4 So; critical 
  deafen [DC 15]) or
  squad machine gun +6 (1d10+4 P)
  Space 10 ft.; Reach 10 ft.
  Technomancer Spells Known (CL 4th; ranged +6)
  2nd (3/day)—caustic conversion, fog cloud
  1st (6/day)—hold portal, magic missile, supercharge weapon 
  0 (at will)—dancing lights, telepathic message
  STATISTICS
  Str +3; Dex +0; Con +0; Int +5; Wis +1; Cha +0
  Skills Computers +15, Engineering +15, Mysticism +10
  Languages Common, Dwarven, Megalonic, Terran, Vesk
  Other Abilities efficient sabotage, magic hacks 
  (countertech), spell cache (tattoo)
  Gear defrex hide, squad machine gun with 40 heavy 
  rounds, survival knife, thunderstrike sonic pistol with 2 
  batteries (20 charges each) 
  ECOLOGY
  Environment any
  Organization solitary, pair, or family (3–8)
  SPECIAL ABILITIES
  Efficient Sabotage (Ex) Once per day when attempting an 
  Engineering check to disable a device, a megaloynxa can 
  roll 1d6 and add the result of the roll as an insight bonus 
  to the check.
  The stocky megalonyxa hail from the heavy 
  gravity world of Karnoq in the Vast. There, they 
  contemplated the stars as a mostly sedentary 
  species, and were able to build a thriving civilization 
  through the use of magic. Spaceflight eluded them, 
  however. As such, when extraplanetary visitors arrived, 
  they found a highly evolved society eager to take to the 
  stars. Within a few decades, all megalonyxas left Karnoq, 
  consigning their cities and other settlements to the wastes 
  of history. Explorers from other worlds can learn much 
  from these remains if they can withstand the planet’s 
  crushing gravity.
  A typical megalonyxa stands about 10 feet tall and weighs 
  500 pounds.
  RACIAL TRAITS
  Ability Adjustments: +2 Str, +2 Int, –2 Dex
  Hit Points: 6
  Size and Type: Megalonyxas are Large monstrous 
  humanoids with a space and reach of 10 feet.
  Darkvision: Megalonyxas have darkvision with a range of 
  60 feet. 
  Efficient Sabotage: See stat block. 
  High Grav Worlder: Megalonyxas gain Heavy Weapon 
  Proficiency without having to meet the prerequisites. If 
  a megaloynxa gains proficiency in heavy weapons from 
  another source, they can ignore the penalty to attack rolls 
  for having too low a Strength to use the weapon (Core 
  Rulebook 169).
  Plodding: Megalonyxas have a 
  land speed of 20 feet.
  Tough Hide: Megalonyxas 
  gain DR 5/—.
  
  58
   
  CR
    6
   
  XP
    2,400
  PSYDRAKE
  CE Small dragon 
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Perception +13
  DEFENSE 
  HP 80 
  EAC 18; KAC 19
  Fort +7; Ref +7; Will +13; +17 vs. mind-affecting effects
  Immunities paralysis, sleep
  OFFENSE
  Speed 30 ft., climb 20 ft., fly 30 ft. (Ex, perfect)
  Melee bite +15 (1d6+7 P) or
  claw +15 (1d6+7 S) or
  tail slap +15 (1d4+7 B) 
  Offensive Abilities diatribe (120 ft., DC 14)
  Spell-Like Abilities (CL 6th) 
  1/day—mirror image, see invisibility 
  STATISTICS
  Str +1; Dex +1; Con +0; Int +5; Wis +3; Cha +2 
  Skills Bluff +18, Culture +18, Diplomacy +13, Sense Motive 
  +18, Stealth +13
  Languages Common, Draconic; limited telepathy 120 ft.
  ECOLOGY
  Environment any
  Organization solitary
  SPECIAL ABILITIES 
  Diatribe (Su) As a full action, a psydrake can start a lengthy 
  diatribe detailing various conspiracy theories it believes 
  or explaining the esoteric connections between two 
  concepts. Each creature within 120 feet that can hear 
  and understand the psydrake must attempt a DC 14 Will 
  saving throw or become fascinated by the creature’s 
  ramblings for as long as it speaks. The psydrake must 
  take a move action each round to continue talking. This 
  is a mind-affecting, language-dependent, and sense-
  dependent effect.
  While most dragons hoard treasure and others consolidate 
  power, this smaller species of dragon values a different sort 
  of asset: information. The psydrake has a particular fondness 
  for conspiracy theories and sets itself up as an information 
  broker in order to learn as much new knowledge as possible 
  before finding a new area to prowl. A psydrake makes a 
  nest in one place long enough to make contacts, investigate 
  leads, and collect rumors, but they don’t 
  feel comfortable in one location for long. 
  Even when a psydrake stays put, they are 
  difficult to locate, as only their most trusted 
  contacts know where to find them. The few bits 
  of physical evidence a psydrake keeps of their 
  theories tend to be cryptic; they make enough 
  sense to help the psydrake follow clues in case 
  their memories are somehow tampered with, 
  but they’re nearly impossible for anyone else to 
  interpret, meaning no one can learn of a psydrake’s 
  theories without speaking to them.
  A psydrake is more than happy to spread the 
  seeds of their conspiracy theories to anyone who 
  will listen, but they charge a high price for full details 
  or any kind of proof. They can be convinced to trade 
  a story for a story—the more outlandish and unusual, 
  the better. After a lifetime of investigating wild claims, 
  however, a psydrake can root out true theories of 
  conspiracy from stories fabricated to falsify a trade, 
  and the dragon does not take kindly to being tricked. 
  Even once a bargain is struck, they must hear a story 
  before telling one of their own, and they tend to leave out 
  major details of whatever they share so as not to reveal all 
  their secrets. The best way to rid yourself of a psydrake 
  demanding information is to trick it into trading theories 
  with another psydrake so it ends up swapping stories back 
  and forth endlessly with the other.
  
  REPTOID HYBRID
   
  CR
    8
   
  XP
    4,800
  59
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  Kasatha-reptoid hybrid mystic
  NE Medium humanoid (kasatha, reptoid)
  Init +2; Senses low-light vision; Perception +16
  DEFENSE  
  HP 105 RP 4
  EAC 19; KAC 20
  Fort +7; Ref +7; Will +13
  Defensive Abilities share pain (DC 18)
  OFFENSE
  Speed 30 ft.
  Melee hook knife +14 (1d8+9 S; critical bleed 1d6)
  Ranged liquidator disintegrator pistol +14 (1d10+8 A) or
  fighter handcoil +14 (1d10+8 E; critical arc 1d10)
  Offensive Abilities backlash (8 damage), sow doubt (4 
  rounds, DC 18)
  Mystic Spell-Like Abilities (CL 8th)
  At will—mindlink
  Mystic Spells Known (CL 8th)
  3rd (3/day)—psychokinetic strangulation (DC 20), slow 
  (DC 20)
  2nd (6/day)—hold person (DC 19), inflict pain (DC 19), 
  mind thrust (DC 19), spider climb
  1st (at will)—charm person (DC 18), lesser confusion (DC 18)
  Connection mindbreaker
  STATISTICS
  Str +1; Dex +1; Con +1; Int +2; Wis +4; Cha +6
  Skills Intimidate +16, Mysticism +21, Sense Motive +16
  Languages Common, Kasatha, Reptoid
  Other Abilities desert stride, four-armed
  Gear kasatha microcord III, fighter handcoilsAR (2) with 1 
  battery each (20 charges), hook knives (2), liquidator 
  disintegrator pistolsAR (2) with 1 battery each 
  (20 charges)
  Pairings of a reptoid and another humanoid might create 
  a hybrid offspring that shares traits of both species. Reptoid 
  leaders have duplicated this process under controlled 
  conditions, engineering hybrids in a lab, but such attempts 
  often end tragically.
  A reptoid hybrid does not possess the shape-changing 
  quality for which reptoids are notorious, and their reptoid 
  parent risks exposure as soon as the hybrid’s nature is 
  revealed. Some reptoid parents abandon such a child and their 
  humanoid family, fleeing to take on a new identity. Still others 
  try to raise the child in their partner’s humanoid society. A 
  few of these parents feel strongly enough for their hybrid 
  child and humanoid family to forsake the reptoid masters.
  REPTOID HYBRID TEMPLATE GRAFT
  A reptoid hybrid is a generally outcast humanoid who 
  resembles their reptoid parent.
  Required Creature Type and Subtype: Humanoid (reptoid, 
  one other humanoid subtype).
  Traits: As the non-reptoid humanoid. A reptoid hybrid has 
  no reptoid traits other than their appearance.
  RACIAL TRAITS
  A reptoid hybrid has the traits of their non-reptoid humanoid 
  species, although they can choose reptoid ability score 
  adjustments in place of their normal ones. In addition to their 
  appearance, hybrids retain reptoids’ low-light vision and the 
  reptoid subtype, along with their normal subtype. Hybrids treat 
  Reptoid as a racial language.
  
  60
   
  CR
    8
      XP  
  4,800
  SHADOW HOPPER
  CN Medium magical beast (shapechanger) 
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Perception +16
  Aura frightful presence (30 ft., DC 16) 
  DEFENSE 
  HP 122
  EAC 20; KAC 22 
  Fort +12; Ref +12; Will +7 
  Defensive Abilities shadow hop 
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft., burrow 30 ft.
  Melee bite +20 (3d4+10 P) or
  claw +20 (1d10+10 S) 
  Offensive Abilities create darkness 
  STATISTICS
  Str +2; Dex +4; Con +1; Int +6; Wis +2; 
  Cha +1 
  Skills Athletics +16, Disguise +16, 
  Engineering +21 
  Languages Shadowtongue; telepathy 
  60 ft.
  Other Abilities change shape
  ECOLOGY
  Environment any
  Organization solitary, pair, or umbra (3–5)
  SPECIAL ABILITIES
  Change Shape (Su) A shadow hopper can assume the 
  appearance of a harmless-looking Small creature, usually 
  a cute leporine animal with gray fur, floppy ears, large 
  eyes, and a puffy tail. While in this form, it loses its 
  frightful presence aura and the range of its shadow hop 
  ability is doubled. 
  Shadow Hop (Su) When a foe attacks a shadow hopper 
  and misses, the shadow hopper can, as a reaction, 
  teleport 30 feet away without provoking attacks of 
  opportunity. The shadow hopper must begin and end 
  this movement in areas of dim light or darker. This is a 
  teleportation effect. 
  Shadow hoppers are rabbit-like creatures with charcoal-
  colored fur and vicious claws and teeth. Despite their 
  terrifying appearance, shadow hoppers are generally 
  peaceful and even quite playful. They spend the 
  majority of their lives in their harmless-looking forms, 
  which usually look like cuter and smaller versions of 
  their standard shapes. Shadow hoppers prefer the 
  company of other intelligent creatures and often dwell near 
  rural settlements. While in their innocuous forms, some 
  shadow hoppers allow people to “adopt” them as pets, though 
  this usually ends in aggravation for that family, as shadow 
  hoppers are inveterate tricksters.
  Shadow hoppers enjoy playing pranks and causing general 
  mischief: moving objects while no one is looking, taking small 
  bites out of others’ food, telepathically whispering secrets to 
  those around them, and occasionally sabotaging electronic 
  devices. Their shenanigans are not typically meant to cause 
  harm, but an overexcited shadow hopper can easily 
  get carried away, especially when two or more 
  work together to incite chaos. Sometimes, 
  groups of shadow hoppers will gather to try to 
  cause as much mischief and mayhem as they 
  can in one night. Largely, though, shadow 
  hoppers tend to be solitary creatures and don’t like 
  to settle in areas where another shadow hopper already lives.
  Scholars argue whether shadow hoppers are originally 
  from the First World or the Shadow Plane, as they exhibit 
  traits common to both fey and beings of shadow. Some 
  believe shadow hoppers began their existence in one of these 
  locations and somehow migrated to the other before coming 
  to the Material Plane. Most shadow hoppers, however, refuse 
  to speculate on their origins.
  
  61
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  WETZELT 
   
  CR
    4
   
  XP 
   1,200
  CE Medium aberration (reptoid)
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +10
  Aura electromagnetic field (30 ft., DC 13)
  DEFENSE 
  HP 50
  EAC 16; KAC 18
  Fort +6; Ref +6; Will +5
  OFFENSE
  Speed 40 ft.
  Melee claw +12 (1d6+9 S; critical bleed 1d4)
  Offensive Abilities penetrating strikes
  STATISTICS
  Str +5; Dex +3; Con +1; Int -2; Wis +1; Cha –3
  Skills Athletics +15, Stealth +10, Survival +10
  Languages Reptoid (can’t speak any language)
  SPECIAL ABILITIES
  Electromagnetic Field (Ex) A wetzelt generates an 
  electromagnetic field that disrupts technological 
  devices and constructs, and interferes with electronic 
  signals, such as those employed by comm units. Such 
  signals do not function within this area. When a 
  creature activates an item with charges within the area 
  of effect, that object must succeed at a DC 13 Reflex 
  save or is drained of the charge and the action 
  is lost. A technological construct that begins 
  its turn in this area must succeed at a DC 13 
  Reflex save or be staggered and unable to 
  use energy-based attacks for 1d3 rounds. 
  A creature or object that succeeds at its 
  saving throw is immune to any wetzelt’s 
  electromagnetic field for 24 hours. 
  Equipment held, manufactured, or used 
  by reptoids is unaffected by a wetzelt 
  electromagnetic field.
  Penetrating Strikes (Ex) A wetzelt’s claw 
  attacks have the penetrating weapon special 
  property, ignoring hardness up to the wetzelt’s 
  CR (usually 4).
  Reptoids use their mastery of genetic engineering 
  to create obedient, highly aggressive pets they 
  call wetzelts. The wetzelt is a hunter and 
  tracker, able to swiftly follow prey. 
  The creature also generates an 
  electromagnetic 
  field 
  that 
  jams comm units and causes 
  other powered items to fail 
  on discharge.
  Wetzelts are strange in appearance. They possess four 
  appendages like a humanoid, but they crawl on all fours, and 
  their limbs project out from the side. As a result, the wetzelt 
  looks like it is walking on four arms, elbows sticking out. The 
  wetzelt has scaly skin, glowing eyes, and a bulbous head with 
  a beak-like mouth and no visible ears or nose.
  The horrifying truth about the wetzelt is that they are not 
  merely organisms grown in a lab. Each was once a reptoid, 
  before being subjected to extensive biological manipulation. 
  Although non-reptoid scholars theorize that this form is 
  a punishment reserved for reptoids who have betrayed 
  their kind—perhaps by revealing reptoid secrets or simply 
  abandoning their assignment to live within their new society, 
  as many reptoids have been known to do—no one in the Pact 
  Worlds knows for sure why some reptoids are transformed. 
  If reversing the transformation is possible, no one has yet 
  discovered a reliable method.
  Wetzelts left on their own hunt whatever prey they can 
  find. Their claws are engineered to shred through hard 
  material, so they freely ambush both solitary victims and 
  vehicles with potential prey inside.
  
  CODEX OF WORLDS
  DEPOT 583-B
  Mysterious abandoned research facility
  Diameter: ×1/2; Mass: ×1/2
  Gravity: ×2
  Location: The Vast
  Atmosphere: Thin
  Day: 20 hours; Year: 5 years
  Deep in the Vast floats an unnamed red dwarf star orbited 
  by a handful of unremarkable, uninhabited planets. Several 
  years ago, the Pact Worlds corporation Astral Extractions 
  first charted this star system, but was disappointed to find no 
  natural resources of any significant value. Being so distant, 
  the company deemed it too expensive to set up mining or 
  colonizing operations within the system. It did, however, find 
  a use for one of the desolate moons orbiting a mid-sized gas 
  giant; its isolated nature made it ideal for building a research 
  facility for less-than-savory activities.
  This small moon is the only celestial body in the system with 
  any sort of atmosphere, though thinner than standard. While 
  not toxic, the air’s high percentage of nitrogen makes breathing 
  difficult for most Pact Worlds species. Similarly, gravity on 
  the moon is also heavier than Pact Worlds standard, and the 
  moon’s terrain consists mostly of rocky scrublands dotted with 
  shallow lakes, their water poisoned by solar radiation. 
  A shadowy Astral Extractions committee oversaw the 
  construction of a facility on the moon with finances from a 
  secret slush fund. Designated Depot 583-B, it consists of a 
  labyrinth of utilitarian buildings connected by service corridors. 
  Once completed, it soon became home to several dozen 
  researchers, technicians, and security personnel. The mission 
  of the outpost was shrouded in secrecy, and the employees 
  working there were forced to abide by the strictest of non-
  disclosure agreements.
  Under normal circumstances, such a project would go 
  unnoticed for years outside the corporation. However, the 
  moon was thrust into the spotlight when reports from a supply 
  ship captain suddenly flooded the Pact Worlds’ infospheres. 
  The captain claimed to be the sole survivor of a vicious attack 
  by unknown creatures when she and her crew stopped at 
  Depot 583-B to drop off new personnel and deliver supplies. 
  Her account states that after landing, they discovered the 
  facility seemingly abandoned and showing what appeared to 
  be intentional fire damage and deep claw-like rips in the walls. 
  The crew was then ambushed by horrific, vaguely humanoid 
  monsters augmented with cybernetics and other machinery, 
  whose attacks apparently transmitted some kind of nanotech-
  based parasite. The captain alleged that she was able to escape 
  only thanks to the heroic sacrifices of the rest of her crew.
  Astral Extractions has actively tried to suppress the captain’s 
  story, its lawyers burying a deeper investigation under 
  injunctions and miles more red tape, while public-relations 
  agents have undertaken damage control in the media. Several 
  conspiracy theorists have been quick to speculate on what 
  exactly the corporation was researching at Depot 583-B. 
  Most of these conjectures are easily discounted, but recent 
  rumors claim that several of these outspoken truth-seekers 
  have disappeared. At this time, the Stewards have declared 
  the planet and all its moons off-limits to visitors.
  62
  
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  DECEIVER'S MOON
  PART 1: 
  AT A LOSS
  PART 2: 
  AMONG IMPOSTORS 
   
   
  PART 3: 
  HELL MOON
  THE INSIDIOUS 
  REPTOIDS 
   
  STARSHIPS OF 
  THE UNSEEN
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  THE HOLLOW CABAL
  By Crystal Frasier
  Traveling to the Liavaran bubble city of Roselight to warn the 
  Stewards about a shapechanging infiltrator, the heroes learn 
  that their enemies are fighting a battle of their own against 
  another malevolent faction of mind-controlling aliens. If the 
  heroes want answers, they will have to figure out who to trust 
  in a time where no one is what they seem!
  ROSELIGHT AND UPWELL
  By Crystal Frasier
  Learn more about Roselight, a floating pristine metropolis ruled 
  by corporate corruption , and Upwell, the seedy space station 
  that serves as Roselight’s gateway.
  THE MYSTERIOUS 
  DYCEPSKIANS
  By Katina Davis
  The fungal species known as the dycepskians can gain 
  sentience only when infesting another sentient species, but 
  where did they come from and what are their goals? 
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  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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  Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica 
  Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Adventure Path #27: Deceivers’ Moon © 2020, Paizo Inc.; Authors: Jason Tondro, 
  with Robert Goode, Kim Frandsen, Jessica Ross, and Diego Valdez.
  NEXT MONTH
  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder.
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  FOR THE STARFINDER ROLEPLAYING GAME! THE BOOK CONTAINS DETAILED GAZETTEERS OF THE WORLDS 
  OF THE VESKARIUM, THE INTERSTELLAR EMPIRE FOUNDED BY THE WARLIKE VESK, AS WELL AS SURVEYS 
  OF ADDITIONAL NEAR SPACE PLANETS. WITH NEW STARSHIPS, THEMES, ARCHETYPES, EQUIPMENT, SPELLS, 
  AND ALTERNATE RACIAL TRAITS FOR PLAYABLE NEAR SPACE RACES, STARFINDER NEAR SPACE REVEALS 
  MORE OF THE GALAXY’S MYSTERIES FOR THRILLING SCIENCE-FANTASY ADVENTURE!
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  © 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. 
  NEAR SPACE
  WORLDS OF POSSIBILITY!
  WORLDS OF POSSIBILITY!
  WORLDS OF POSSIBILITY!
  WORLDS OF POSSIBILITY!
  
  GRAY MONITOR  
  CAPSULE
  1. Bridge
  a. Captain’s station
  b. Pilot’s station
  c. Engineer’s station
  d. Science officer’s 
  station
  2. Captain’s quarters
  3. Pilot’s quarters
  4. Engineer’s quarters
  5. Science officer’s quarters
  6. Sample acquisition bay
  7. Drift shadow 
  projector
  8. Ramp between 
  decks
  9. Biological 
  experimentation 
  chamber
  10. Debriefing room
  11.  Boarding ramp
  MAP KEY
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  FORWARD
  FORWARD
  LOWER DECK
  LOWER DECK
  UPPER DECK
  UPPER DECK
  8
  10
  10
  11
  11
  9
  10
  10
  5
  4
  7
  3
  2
  6
  8
  d
  c
  a
  b
  1
  
  After escaping with the help of their Steward allies, the heroes begin to trek back to the Pact Worlds. 
  However, they soon discover that their previous captors might still be hunting them—and their 
  rescuers hold dark secrets of their own!
  This Starfinder Adventure Path volume continues The Threefold Conspiracy Adventure Path 
  and includes:
  • “Deceivers’ Moon,” a Starfinder adventure for 5th-level characters, by Jason Tondro.
  • A discourse on the insidious shapechanging aliens known as reptoids, by Jason Tondro.
  • A collection of advanced starships built and flown by factions of the Unseen, by Diego Valdez.
  • An archive of alien creatures, including a dragon that collects conspiracy theories and a cloud of 
  flesh-eating robotic insects, by Kim Frandsen, Jessica Ross, and Jason Tondro.
  • Statistics and deck plans for a gray monitor capsule, by Jason Tondro, plus a glimpse of an abandoned 
  research facility, by Robert Goode.
  DON’T TRUST YOUR FRIENDS
  paizo.com/starfinder
  Printed in China. PZO7227
  
SOURCE: textdata/thevault/Starfinder [multi]/Adventure Paths/SF25-30 The Threefold Conspiracy/The Threefold Conspiracy - Part 3 of 6 - Deceivers Moon.pdf