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Drift Crisis Case Files

The document provides an overview of the Drift Crisis Case Files, which includes three investigative adventures set in Absalom Station. Each case features unique storylines involving private investigators working for the Eyeswide Agency, with specific challenges and rewards based on character levels. Additionally, it includes a map of key locations, character descriptions, and guidance for game masters on running the adventures effectively.

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0% found this document useful (0 votes)
268 views68 pages

Drift Crisis Case Files

The document provides an overview of the Drift Crisis Case Files, which includes three investigative adventures set in Absalom Station. Each case features unique storylines involving private investigators working for the Eyeswide Agency, with specific challenges and rewards based on character levels. Additionally, it includes a map of key locations, character descriptions, and guidance for game masters on running the adventures effectively.

Uploaded by

Spipple pop
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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ABSALOM STATION

12

11

15
16
10

17 3
5
1
2
4
9
6

7
8 13
18

14

MAP KEY

The Eye The Arms


1. Jatembe Park 11. Fogtown
2. Arcanamirium 12. The Heated Engine
3. Sunny Palisades 13. Gigmo’s Storage Locker
4. Garden Vertica 14. Abandoned Warehouse
5. Arabani Art Gallery 15. Little Akiton
16. Sunny-6’s Diner
The Ring
17. Powerdrive Lofts
6. Bluerise Tower
7. The Monarch
18. Eyeswide Agency
21
8. The Neon Glass The Spike 19
9. Station Security 19. Downlow 20 23
Precinct 20. Julzakama’s Loans
10. Pop-Up Doc’s Clinic 21. Case 2 Crime Scene
22. Smuggler’s Dock 22
23. Tru’s workshop
AUTHORS
Jenny Jarzabski, Dave Nelson, Emily Parks, and
Andrew White

DEVELOPER
Jenny Jarzabski

EDITING LEAD
Simone D. Sallé

EDITORS
Leo Glass, Patrick Hurley, and Simone D. Sallé

COVER ARTIST
Kiki Moch Rizky

INTERIOR ARTISTS
Hazem Ameen, Sammy Khalid, Rob Lazzaretti,
Alexander Nanitchkovz, and Jessé Suursoo GM'S GUIDE 3
by Jenny Jarzabski
ART DIRECTION
Sonja Morris and Sarah Robinson
INVESTIGATORS’ MANUAL 4
GRAPHIC DESIGN by Jenny Jarzabski
Sonja Morris
CHARMED LIFE 6
DIRECTOR OF GAME DEVELOPMENT by Emily Parks
Adam Daigle

STARFINDER MANAGING CREATIVE DIRECTOR FAMILY HEIRLOOM 24


Thurston Hillman by Andrew White

STARFINDER LEAD DESIGNER TWISTED BUSINESS 38


Joe Pasini by Dave Nelson
PUBLISHER
Erik Mona ADVENTURE TOOLBOX 54
by Andrew White

CONTACT CODEX 58
by Jenny Jarzabski

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 paizo.com/sfrd.

Alien Archive AA Armory AR


Alien Archive 2 AA2 Character Operations Manual COM
Alien Archive 3 AA3 Pact Worlds PW
Alien Archive 4 AA4 Tech Revolution TR

ON THE COVER
The Eyeswide Agency is on the case!
Two investigators working as Eyes are
searching for clues, using the mystical
and technological methods favored by
the Agency. Tyver Vorsten, a veteran Eye,
invokes his precognitive abilities to cover
his companions while they take point.
Cover by Kiki Moch Rizky

Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577

paizo.com
DRIFT CRISIS CASE FILES
CASE 1: CASE 2: CASE 3:
CHARMED LIFE FAMILY HEIRLOOM TWISTED BUSINESS
Socialite Ingrid hires the investigators to search for Edriad, a grandmotherly shirren, hires the investigators Maro, an android who returned to Absalom Station
her missing friend, influencer and heiress Kym Testa, to find a family heirloom that was stolen from her. As after being presumed dead in the Drift Crash, hires the
who went missing around the time of the Drift Crash the investigators soon find out, the so-called heirloom investigators to win back a coin he traded under duress
and never returned home. By following her digital is actually an artifact called the Heretic Worm, and it’s in exchange for safe passage home. Retrieving the coin
trail, the investigators discover that Kym was hiding highly coveted in spite of the fatal curse it carries. The is a relatively simple matter, but there’s more to Maro’s
a secret boyfriend, who she’s run away to be with. investigators must tangle with a wealthy drow arms case than meets the eye. Before the investigators
Unfortunately, Kym’s controlling father has hired a dealer and his bodyguards, corrupt Station Security can close the case, Maro’s arrested for murdering his
team of ruthless Hellknights to bring her home. The officers, and more in the race to recover the Heretic former business partner, Semdrid. To get paid, the
investigators face a final showdown with their rivals Worm before it causes yet another death. investigators search for evidence of Maro’s innocence
after tracking Kym to a pirate hideout in the Diaspora. and track the real murderer to an illegal starship dock
where she’s preparing to flee.

DRIFT CRISIS CASE FILES: STORY MILESTONES


Adventure Assumed Level Credit Reward
Charmed Life 3–4 Varies (see page 23)
Family Heirloom 7–8 6,127
Twisted Business 10–11 23,316
2
GM’S GUIDE
Your player characters are private investigators working with the your players to keep track of clues and taking session notes; GM’S GUIDE
Eyeswide Agency. The three adventures included in this book these can be invaluable for later reference! Consider awarding
can be played as one-shots but work best when incorporated into a reroll or some other bonus to any note takers in the group. INVESTIGATORS’
an ongoing Adventure Path or homebrew campaign. If you’re Investigations can be challenging for players, too! If MANUAL
interested in running an episodic mystery-of-the-week campaign, your group gets stuck, have the NPCs step in to provide a
pair these cases with curated Starfinder Society scenarios. hint or give struggling investigators the information they
CHARMED LIFE
Starfinder Society adventures are written for a different need. It’s important to talk with the players first about their
level bracket as noted in the product description. A scenario is preferences regarding GM and NPC assistance. Remember,
roughly the same length of one of the adventures in this book. the point of Drift Crisis Case Files isn’t to stump the player FAMILY
One of this book’s NPCs, Julzakama, appears in Starfinder characters but empower them to solve each case in a way HEIRLOOM
Society Quest: Into the Unknown (level 1), Starfinder Society that’s fun for everyone.
Scenario #1-10: The Half-Alive Streets (levels 1–4), #1-29: TWISTED
Honorbound Emissaries (levels 7–10), and #2-15: The Infernal BUSINESS
Gallery (levels 1–4). Go to paizo.com/starfindersociety for
more information and to see the full catalog of adventures.
ADVENTURE
TOOLBOX
ADVANCEMENT AND
TREASURE
Each of this book’s adventures is designed for a specific level CONTACT CODEX
range and rewards credits as noted on page 2.

ABSALOM STATION
Drift Crisis Case Files is primarily set on Absalom Station. For
more information about Absalom Station, see Starfinder Core
Rulebook and Starfinder Pact Worlds.
Important locations the investigators might visit during the
course of their adventures are marked on the map printed on this
book’s inside cover.

FRIENDS AND FOES


Tyver Vorsten (LN nonbinary nuar precog [Starfinder Galactic
Magic 8]) is a veteran Eye handling the influx of new contractors
on Absalom Station. Tyver’s seen just about everything, but
they always have time for a call from the investigators working
for them. Their rough exterior and dry humor don’t do much
to conceal their kindness and loyalty. It’s important to portray
Tyver as gruff but likable, and never outright rude or cruel—the
party should feel like they can trust their handler.
Tyver’s role in your campaign is ultimately up to you and
your players. When the investigators struggle to discover
evidence or move on to the next phase of a case, use Tyver
to guide them in the right direction, either by providing the
missing information or hints to help the investigators figure
it out on their own.
Tyver isn’t the group’s only ally. The Eyeswide Agency
Investigators’ Manual introduces players to the NPCs from
the Contact Codex, whom they can call on for favors during
the events of the Drift Crisis Case Files.
Running an investigation can be challenging—even more so
than solving one! When organizing and presenting information
to the players, consider using aids such as a “conspiracy map”
Tyver Vorsten
or creating case file folders to store session notes. Encourage

3
INVESTIGATORS’ MANUAL
Welcome, agent. Name’s Tyver. I’ve worked a lot of cases and HERE’S WHAT YOU NEED TO
seen things that would stop you right in your tracks. In this line of KNOW
work, you have to keep your eyes wide open, if you catch When you open a case, you never know where it’s going
my drift. The boss asked me to write this guide for to take you. Good Eyes are ready for more than one
newbies like you, to prepare you for working type of investigation and have the right
your first case. Look, I don’t mean to skills to close cases. I’ve been doing this
offend—maybe you’re a seasoned pro a long time and even I still get surprised.
picking up contract work. Either way, Here’s some situations you might run
here’s my introduction to the job. into out there, and the skills you
need to succeed.
NICE TO MEET Search the Infosphere: Computers,
YOU, KIDDO Culture
Anybody can be an Eye. You don’t need to be a Collect Rumors and Gossip: Bluff, Diplomacy,
psychic to work for us—Triune knows
Eyeswide Perception
most of us aren’t. Our best detectives
Agency Logo Interview Witnesses: Bluff,
use their street smarts and powers of Diplomacy, Intimidate, Sense Motive
deduction to close cases. Now I bet you’re wondering if we Academic Research: Life Science, Mysticism, Perception,
have any real psychics on the payroll, or if you joined up with Physical Science, related Profession skills
a scam operation. Don’t worry, kiddo. Our Psy-Eyes are the Infiltration: Acrobatics, Athletics, Computers, Engineering
real deal. They’re big on privacy, so don’t go sniffing around (to disable locks and traps), Sleight of Hand, Stealth
unless you’re already in the know. It’s for your own good. Exploration: Perception, Piloting, Survival

4
GETTING AROUND IN STYLE
We’re based on Absalom Station, and that’s where most of
our business is, but cases can take you far from home fast. GM’S GUIDE
Whenever you’re working a case, we’ll loan you a ride. We
outfitted a few of our custom Ringworks Wanderers INVESTIGATORS’
with constellation orreries so you can still MANUAL
get around without the Drift. We solved a
big case involving the Church of Ibra last
CHARMED LIFE
year, so they hooked us up. I’m keeping that
part in, and I don’t care what the boss says.
FAMILY
TIER 4
WANDERING EYE HEIRLOOM
Custom Ringworks Wanderer Wandering Eye
Medium explorer TWISTED
Speed 6; Maneuverability good (turn 1) Shields heavy shields 240 (forward 60, port 60, BUSINESS
AC 17; TL 17 starboard 60, aft 60)
HP 65; DT —; CT 13 Attack (Forward) particle beam (8d6; 20 hexes)
Shields light shields 80 (forward 20, port 20, starboard 20, Attack (Starboard) light particle beam (3d6; 10 hexes) ADVENTURE
TOOLBOX
aft 20) Attack (Port) light particle beam (3d6; 10 hexes)
Attack (Forward) light particle beam (3d6; 10 hexes) Attack (Turret) particle beam (8d6; 20 hexes)
Attack (Turret) light particle beam (3d6; 10 hexes) Power Core 2 Pulse Green (300 PCU); Drift Engine CONTACT CODEX
Power Core Pulse Green (150 PCU); Drift Engine constellation constellation orrery; Systems advanced long-range sensors
orrery; Systems basic long-range sensors (+2), mk 3 armor, (+4), mk 10 armor, mk 10 defenses, mk 3 tetranode
mk 3 defenses, mk 1 tetranode computer; Expansion Bays computer; Expansion Bays escape pods (4), medical bay,
cargo holds (2), escape pods (4), recreation suite (trivid den) power core housing, recreation suite (trivid den)
Modifiers +1 to any 4 checks per round, +1 Piloting; Modifiers +3 to any 4 checks per round, +1 Piloting;
Complement 6 (minimum 4, maximum 6) Complement 6 (minimum 4, maximum 6)

WANDERING EYE TIER 8


MAKE FRIENDS AND YOU’LL
Custom Ringworks Wanderer GO FAR
Medium explorer Any friend could be a foe, and vice versa—you’d be surprised!
Speed 8; Maneuverability good (turn 1) Best way to handle it? Know when to ask for help. There’s a
AC 24; TL 23 network of contacts out there who can help you. Go talk to them!
HP 75; DT —; CT 15 My friend Luca tends bar down the street at the Neon Glass.
Shields medium shields 120 (forward 30, port 30, starboard Go see her if you need a stiff drink and the latest gossip. If
30, aft 30) you’re ever in a bind, ask for the special. She only serves it to
Attack (Forward) light particle beam (3d6; 10 hexes) her favorite customers, so better pony up.
Attack (Starboard) coilgun (4d4; 20 hexes) I owe Captain Dax Vega a lot. Station Security can make
Attack (Port) coilgun (4d4; 20 hexes) or break a case for us—imagine being blocked from exploring
Attack (Turret) particle beam (8d6; 20 hexes) a crime scene, for instance. Vega’s worked StatSec almost as
Power Core 2 Pulse Green (300 PCU); Drift Engine long as I’ve been an Eye, and somehow he still hasn’t lost his
constellation orrery; Systems basic long-range sensors shine. He plays by the rules, so if you don’t, stay out of his
(+2), mk 6 armor, mk 6 defenses, mk 2 tetranode computer; way, or be smart about it.
Expansion Bays cargo hold, escape pods (4), power core Ever heard of Grrl Mechanica? Her real name’s Tru. Real tech
housing, recreation suite (trivid den) wiz, so if something breaks, bring it to her and she’ll soup it up
Modifiers +2 to any 4 checks per round, +1 Piloting; for you. Hide your corporate logos when you’re down there.
Complement 6 (minimum 4, maximum 6) Julzakama is a character. He runs a pawnshop in Downlow. If
he trusts you, he’ll sell you all kinds of goodies. He knows a lot
TIER 11
WANDERING EYE about guns and crime, too, but don’t tell him I said that.
Custom Ringworks Wanderer There’s a medic based out of the Ring who’s worth knowing—
Medium explorer goes by Pop-Up Doc. They’ll fix you up, no questions asked.
Speed 10; Maneuverability good (turn 1) If you’re ever stumped by magical matters, head over to
AC 31; TL 29 the Arcanamirium and tell Professor Radanta I sent you. He’ll
HP 75; DT —; CT 15 sort you out.

5
CHARMED LIFE
“This won’t surprise you, but we get Before the Drift Crash, Kym worked as a model and variety
streamer with a huge following on Absalom Station. She’s
missing cases all the time. Cold cases,
the only child of Jholo Testa, a wealthy Verces-based startup
people that wanted to get away, people mogul. Jholo monitored every aspect of his daughter’s life
that didn’t want to get away, and people that even after she grew up and launched her own career, using
couldn’t get away. Most of them aren’t happy access to his money to keep her under control. Kym resented
stories, but the worst are when they don’t have a her father’s rules and broke them whenever she could,
reason to come home.” ditching her babysitter bodyguards and sneaking into bars,
—Detective Tyver Vorsten, downtowns, and other locations Jholo deemed unworthy of
Eyeswide Agency Veteran his daughter. It was in one such place where Kym met space
pirate Eskil Edris, also known by his nickname Red Eskil,
laying low after his run on an Arabani Arms shipment went
south. Eskil’s insistence on donating a portion of his earnings
CASE BACKGROUND to charity inspired Kym, who romanticized his way of life. The
Many lives were lost in the Drift Crash, and thousands more two began a secret relationship, and Kym eventually decided
were reported missing. Socialite and infosphere personality to join Eskil in his life of piracy.
Kym Testa wasn’t one of them, though she disappeared during The pair eloped and honeymooned on the planet Varturan
the Crash and was presumed dead by her family and fans. before heading to Eskil’s hideout in the Diaspora to begin
What none of them know is that the heiress still lives, having their life together. The lovers didn’t have much of a plan, but
fled her life of luxury to elope with the love of her life, space luckily for them, the Drift Crash occurred soon after their trip,
pirate Red Eskil. providing a perfect cover for their escape.

6
Kym hoped her father would accept her death as fact. But
after he accessed her financial records, Jholo noticed unusual STARTING THE INVESTIGATION
withdrawals and transfers made prior to Kym’s disappearance. After interviewing the client, the investigators should begin GM’S GUIDE
This evidence led him to believe his daughter was alive and gathering clues about Kym and her last known whereabouts.
hiding from him—and he’s decided it’s time to bring her home. If the investigators struggle with deciding their next steps or INVESTIGATORS’
Jholo contracted the Order of the Chain, a group of determining which lead to pursue, Tyver nudges them toward any MANUAL
Hellknights known for bounty hunting, to track down his of the following avenues of investigation.
daughter. The Hellknights care only for the letter of the
CHARMED LIFE
contract and intend to bring Kym home whether she wants to
go or not, regardless of collateral damage.
Luckily for Kym, her friend Ingrid recently used her own Garden Vertica, the Eye—if the investigators ask. Ingrid FAMILY
substantial fortune to hire the Eyeswide Agency to uncover doesn’t have a key and can’t help the investigators access the HEIRLOOM
the truth. property. She doesn’t think Jholo has a key, either.
Examples of questions investigators might ask Ingrid TWISTED
THE CLIENT are provided below, along with her answers. It’s possible BUSINESS
Tyver Vorsten (page 3) contacts the investigators about a new that investigators ask some of the following questions after
case and arranges a meeting with the client at the Eyeswide discovering evidence or talking to Jholo; in that case, Ingrid’s
Agency’s headquarters. When the player characters arrive, always reachable through her comm unit. ADVENTURE
TOOLBOX
read or paraphrase the following. Is Kym’s family worried about her? Ingrid’s expression
sours. “I’m sure Jholo already hired someone to track her
A dwarf with a shaved, tattooed head dressed in down if he thinks she’s alive. Screw him! Kym doesn’t need CONTACT CODEX
designer attire sits in a chair across from Tyver’s his help.”
desk, fidgeting with the comm unit in her hands. Who’s Jholo? “Jholo is Kym’s bio dad. He’s a real piece of
Tyver nods in greeting as the investigators enter. work.”
“Everyone, meet Ingrid,” Tyver says, nodding to What can you tell us about Jholo? “He wasn’t in Kym’s
the dwarf before addressing her. “Ingrid, this is life, and it rankled him. He used to hire bodyguards to
the team that will be handling your case. Please follow her around without her consent. He’s really
tell them what you’ve told me.” controlling, like he thinks of his daughter as an
“Right,” Ingrid begins. “You’ve probably investment instead of a person. Turns out a lot of
heard of Kym Testa. She’s got it all—she’s an mega-rich guys are like that.”
influencer, model, streamer, trendsetter— Where do you think she went? “I wish I knew.
and she’s my dear friend. Well, no The last time we talked, she told me she
one’s heard from her in forever. was taking a trip to celebrate something
The last time I talked to her, she special, but she didn’t tell me what it was,
said she was going on vacation or where she was going. She really likes
somewhere. Then the Drift Crash beaches, so maybe Castrovel?”
happened. She still hasn’t even You’re her friend, why don’t
posted a single update. Not one you know more about her? Ingrid
bikini selfie or anything. I think crosses her arms and glowers at the
something seriously bad might questioner. “Excuse me? Do you have
have happened to her.” any idea how difficult it is to have
your whole life on the infosphere?
Ingrid (N female dwarf) comes off as The last thing you want is for your
flighty yet earnest, with a shrewd business friends to interrogate you. Everybody
sense concealed beneath her glamorous needs their secrets. Kym doesn’t have to tell
exterior. She’s eager to locate her friend me everything for me to have her back.”
and cooperates fully with the investigators What does Kym do in her spare time?
throughout this adventure, potentially even “What spare time?” Ingrid scoffs. “She keeps
going out of her way to do them a favor (a to herself. She’s into journaling, meditation, the
reroll with a +2 circumstance bonus, at the Ingrid gym. She has a thing about charity work, too.
GM’s discretion). It’s really cute.”
As part of the information Does Kym have a significant other? “Kym’s all
exchange, Ingrid provides Kym’s about the grind. She told me once she didn’t have
home address—Number 2209, time for a relationship when she was trying to

7
manifest her dream life and change the world. If she’s seeing SOCIAL MEDIA
anyone, it’s not serious. Girl’s got goals.” Kym’s public social media profiles contain a trove of
What else can you tell us about Kym? “She’s a force. Once information about her life. Up until her disappearance, she
she makes her mind up, there’s no stopping that girl. Kym’s posted prolifically on Phototon, a photo- and video-based
blogging platform. Many of Kym’s posts are sponsored content
sheltered—that’s Jholo’s fault; by the way, I cannot stand that
man—but she knows what she wants in life, and she’s willing advertising fashion brands or streaming-related equipment.
She first posted about volunteering two years ago with a
to do what it takes to get it. And I admire the hell out of her
for that.” video from the soup kitchen where she served meals. The
Where do you suggest we start looking? Ingrid waves her investigators can discover clues about Kym’s whereabouts
by sifting through years of selfies, status updates, and short
comm unit and taps the screen with a manicured nail. “Duh.” (If
videos. For each hour an investigator studies Kym’s Phototon
asked, she clarifies that she’s referring to using the infosphere
to find more information about Kym’s disappearance.) account, they discover a clue depending on the result of the
skill check detailed below. Unless the investigators specify
GOSSIP AND RUMORS the type of information they’re looking for, the GM should
Even though she’s been gone for months, Kym Testa has a determine the order of discovery.
high profile on Absalom Station. The investigators can learn Clues: The investigators discover some clues
what others are saying about her based on the results automatically by spending at least an hour
of a Diplomacy check to gather information, a Culture searching, but some require a successful skill check
check, or a Profession (Video Personality) check. The as noted.
DC for all such checks is 14. The investigators can D There are no pictures of Kym’s family on any of
attempt as many checks as they want. Each her public social media profiles.
D While many of Kym’s posts are fiercely positive
check represents a brief in-game scene, such as
chitchatting with a socialite at a party or doing in tone, she sometimes expresses frustration
a deep dive of an infosphere gossip forum. without naming the target of her feelings.
The investigators learn at least one new piece Examples include: “Despite what some fossil
of information for each successful check. An says, you don’t need to be stuck in an office
in-depth social encounter might provide more your whole life to have a real career”; “Anyone
than one clue, whereas a character recalling want to trade families?”; and “Remember, just
information might provide only one, at the GM’s because someone contributed their genetic
discretion. material to your existence, doesn’t mean you
Clues: The investigators discover the following owe them anything!!!”
D A private social media account lists Kym
clues as a result of the above checks.
D Kym works as a video personality and model.
as in a romantic relationship with someone
She has a massive following on the photo- and named Tarven Korso.
video-sharing site Phototon. D Kym has a stylized skull-and-crossbones

D She stopped producing new content right tattoo that’s visible in some of her photos.
before the Drift Crash, after announcing that (DC 14 Perception)
she’d be going on vacation. D The tattoo is the holy symbol of Besmara,

D Kym spends her weekends at soup kitchens in


patron goddess of piracy, space monsters,
the Spike. and strife. None of Kym’s posts indicate she’s
D Kym’s volunteer work is just a photo op; she
religious or make mention of the tattoo. (DC 18
only cares about herself. Mysticism)
D Kym’s never been photographed with a date. D Many of Kym’s recent posts have links to
D Kym went through a breakup so nasty that her
donate credits to charities.
ex ended up in jail. D A selfie shows Kym with Grrl Mechanica (a.k.a.

D A stalker broke into Kym’s apartment last year.


Tru; see page 63), a controversial local activist.
D The crime scene photos from Kym’s apartment D In a friends-only post, Kym rants about the
are totally doctored. It’s all a publicity stunt. rampant corporate greed in the Pact Worlds
D Kym’s infosphere empire is a lie. She buys all
system and how it’s killing people every day. The
her likes with her father’s money. video is accompanied by a comment from Kym
Following Up: Gossip isn’t always accurate, Kym Testa saying she’ll probably delete it later. (DC 19
and while some of the above statements are Computers)
false, learning this information can provide D Kym’s final post is a smiling selfie on a beach
investigators with a lead. with the caption, “Last post before my social media

8
break. Talk 2 you lovelies in a few months!” The tidal flats Clues: The investigators discover some clues automatically
in the background populated with beachgoers—many of by spending at least an hour searching, but others require a
whom are brenneri—are identifiable as those on the planet successful skill check as noted. GM’S GUIDE
Varturan. (DC 17 Culture or Physical Science) D Kym volunteered regularly at a food bank in the Spike. If

D Most of Kym’s posts were made in Absalom Station, but


contacted, her supervisor tells the investigators Kym is INVESTIGATORS’
some originated as a Drift Beacon ping, meaning she sorely missed for her hard work and upbeat attitude. MANUAL
posted from a planet outside the Pact Worlds. Her final D Kym has a permanent address on Verces but currently

post originated on Varturan. (DC 20 Computers) lives in a high-rise condo in the Nyori Palisades, a wealthy
CHARMED LIFE
Red Herring: One clue from Kym’s social media accounts is residential neighborhood in the Eye. (DC 16 Computers or
doomed to lead nowhere—for good reason, since that’s how Profession [realtor])
D Kym withdrew most of the credits from her AbadarCorp
she designed it. Tarven Korso isn’t real; Kym created a fake FAMILY
account to distract her father from her real love life. Tarven’s bank account right before her disappearance. She withdrew HEIRLOOM
public profile shows that he’s a wildlife photographer who the funds in the form of untraceable credsticks and UPBs.
travels for work often, sometimes completely off the grid (DC 22 Computers) TWISTED
on remote planets. His latest set features breathtaking D Kym’s name appears on a marriage license issued on BUSINESS
photos of watery Varturan. Akiton alongside Eskil Edris. There’s no mention of this
Attempts to reach the photographer lead nowhere. A individual on any of Kym’s social media accounts or
PC can follow Tarven’s infosphere trail with a successful other records, nor does Eskil exist on the Absalom ADVENTURE
TOOLBOX
DC 22 Computers check, revealing the fabricated nature Station infosphere. (DC 18 Computers)
D Kym filed a restraining order against a person she
of the account. His photos are all stock images, and only
about a year of his life is recorded online, his posts accused of stalking her, Watkyn Card. The same CONTACT CODEX
stopping entirely with Kym’s disappearance. individual was later arrested for breaking
As part of the same Computers check, into Kym’s apartment. Both incidents
investigators can trace photos from Tarven’s occurred last year. (DC 20 Computers or
portfolio to another wildlife photographer’s Profession [lawyer])
infosphere site. If the investigators Following Up: This research reveals
contact the photographer, she claims Kym’s address if the investigators
she’s never heard of Tarven Korso and don’t know it already. There’s no
can’t find his name listed anywhere mention of Eskil in any of Kym’s social
in her guild’s directory. Someone media accounts or other records, nor
anonymously purchased commercial rights does Eskil exist in any public records on
to her Varturan series a few months ago. She Absalom Station.
shares what she knows with the investigators Though Watkyn was incarcerated before
but can’t provide further information about Kym Kym’s final Phototon post and is probably not
or her whereabouts. their first suspect, investigators can arrange
Following Up: If the investigators ask Tru to interview him at Sunny Palisades.
about Kym, she remembers that Kym seemed
earnest about social justice but a bit out of SUNNY PALISADES
touch with reality, as though she’d lived a Watkyn Card was arrested for breaking
sheltered life. Tru appreciates the media into Kym’s apartment a year ago. He’s
attention Kym can bring to her causes and currently incarcerated in a cushy prison
hopes she’s safe. facility in the Eye euphemistically named
Sunny Palisades. The facility’s waiting
PUBLIC RECORDS list doesn’t have an open visitor spot
Investigators can search public records for 2d10 days, though calling in a favor
for information about Kym’s life or hack from a contact (such as Dax Vega; see
into private corporate databases for page 58) provides a shortcut through
records of her financial activities. For the bureaucracy, reducing the wait
each hour an investigator researches time to 2d4 days.
Kym, they get the chance to identify a Watkyn Card (CN male human)
clue. Unless the investigators specify Watkyn Card is a trust fund slacker who ran in
the type of information they’re looking the same circles as Kym for years,
for, the GM should determine the order developing a one-sided crush on
of discovery. her that only strengthened when

9
A. KYM’S APARTMENT
= 5 FEET

A3 A2

A1

she rejected him. He’s an elitist snob who believes he’s done GARDEN VERTICA
nothing wrong, instead blaming others for his own actions. Kym lives on the twenty-second floor of Garden Vertica, a
He only speaks freely with the investigators if they treat terraced tower in the Nyori Palisades neighborhood, dripping
him with respect or seem to believe in his innocence. He gets with greenery from all over the Pact Worlds. Security’s
defensive if they accuse or insult him, though investigators tight, and it’s difficult to get past the elegant lobby without
can soothe his bruised ego with a successful DC 19 Diplomacy authorization. An investigator can gain access to the
check—but only once. residential levels with a successful DC 17 Bluff, Diplomacy,
Clues: Watkyn doesn’t know where Kym is now, but he or Stealth check. Mentioning the Eyeswide Agency or
knows about (and disapproves of) her relationship with Red name-dropping Ingrid or Kym grants a +2 circumstance bonus
Eskil. He smugly tells the investigators the “romantic” story to these checks. Investigators can attempt other checks at
of meeting Kym time and again at events, with her “always the same DC, such as Disguise (to impersonate a resident),
playing hard-to-get.” According to Watkyn, Kym was “the Culture or Computers (to fabricate appropriate credentials),
one” and he planned to sweep her off her feet with a grand or an appropriate Profession (to impersonate a worker).
romantic gesture, but his illusions were shattered when Investigators can access the building’s security footage
he discovered she was “cheating” on him with “some loser by hacking the system (DC 20 Computers) or persuading a
wannabe.” He’s referring to Red Eskil, who was with Kym worker (DC 18 Bluff or Diplomacy).
when Watkyn broke into her apartment to make his “romantic Clues: Investigators can discover the following clues by
gesture.” He doesn’t know Eskil’s name but describes him as a spending at least an hour searching, but others require a
“scary-looking” red-furred pahtra who was heavily armed and successful skill check as noted.
D Kym never used her guest passes or had overnight
dressed in flashy clothing.
He says Kym never publicly dated anyone, which is why visitors; this fact is supported by security footage and staff
he thought she was available. Watkyn claims he’s over his testimony.
D Kym hasn’t returned home lately, but the maid services she
attraction to Kym but still worries about her safety all the
time; he rants to anyone who will listen about how this is ordered continued. Both the apartment and services were
what happens when “girls want bad boys” instead of “nice paid up front and have many months remaining before
guys” like himself. another scheduled payment.

10
D At first, Kym ignored the staff, as is typical for someone of den lined with teal couches surrounding an
her wealth, though she always tipped lavishly. Over time entertainment system. On the other side of the living
she grew friendlier and began supplementing tips with room is a chrome-accented kitchen. A picture-lined GM’S GUIDE
gifts and small favors for workers she interacted with. hallway leads to two polished wood doors, both ajar.
D Irie (NG female halfling), the receptionist, confesses she
INVESTIGATORS’
sometimes helped Kym out by discretely letting a friend The walls are decorated with holographic prints of beach MANUAL
of hers into the building through the employee entrance. and waterfall scenes, along with professional quality photos
She describes Kym’s friend as a pahtra with striking red fur of Kym Testa. Very few of the images show other people
CHARMED LIFE
and fashionable flair. She doesn’t know exactly why Kym posing along with her.
wanted to keep her relationship with him secret, but also Clue: With a successful DC 17 Perception check, an
doesn’t consider it any of her business. (DC 20 Diplomacy investigator notices a brochure for Sanctuary Suites on the FAMILY
or Intimidate) kitchen counter. The front shows a photograph of a beach at HEIRLOOM
D A few days ago, two people in dark coats and sunglasses
sunset and describes the resort as a peaceful escape from the
were caught snooping around on Kym’s floor outside her stresses of everyday life, perfect for individuals, families, and TWISTED
apartment. They left as soon as security confronted them romantic getaways. Kym traced tiny pink hearts around the BUSINESS
and haven’t returned. words “romantic getaways.”
Development: The investigators don’t know it yet, but the Creatures: After a stalker broke into her apartment
two suspicious strangers are the Hellknights Jholo hired to last year, Kym installed a security robot that activates and ADVENTURE
TOOLBOX
track down his daughter, and they’re currently one step ahead responds with subduing force should any unauthorized
of the player characters’ own investigation! visitors enter the area.
CONTACT CODEX
A. KYM’S APARTMENT PATROL-CLASS SECURITY ROBOT CR 4
If the investigators win Irie over, she escorts them to the XP 1,200
unit and lets them in to look around. Otherwise, they can HP 52 (Alien Archive 94)
bypass the residence’s electronic locks with a successful TACTICS
DC 21 Computers or Engineering check. On a failure, an Before Combat The robot follows its programmed routine
alarm sounds and the investigators have 5 minutes to leave to shut off the apartment’s lights and begin blasting an
before Station Security responds to the break-in. If combat aggrosynth song before attacking.
breaks out, use the statistics for Garwal and two security During Combat The robot starts combat with a jolting arc,
enforcers on page 36; this fight should be clearly beyond then slams into the nearest enemies.
the investigators’ current abilities, forcing them to retreat Morale The robot’s programmed to fight until destroyed.
or be arrested. Triggering the alarm causes Irie to add the
investigators to a list of suspicious persons, and they can’t Development: After dealing with the security robot, the
investigate Garden Vertica or the apartment further without player characters can continue search the apartment.
first succeeding at a DC 22 Disguise check.
Kym paid for a year’s rent up front, and there’s still power, A2. BEDROOM
water, and infosphere access in the vacant apartment. The
space is immaculately clean thanks to a professional cleaning Warm teal tiles and a canopy bed in shades of violet
service, with all visible trash bins emptied and surfaces occupy this space. Holographic stars twinkle on
sparkling. Kym took most of her belongings with her when the ceiling. The bed is unmade, and a few dresser
she left for her honeymoon, but investigators can discover drawers are ajar.
clues that hint at her current whereabouts on Varturan by
searching her apartment. Clue: Most of the dresser drawers are filled with expensive
garments. With a successful DC 19 Perception or Culture
A1. LIVING ROOM (CR 4) check, the investigators discover that one drawer contains
When they enter Kym’s apartment, read or paraphrase the clothing designed for someone with a different body type
following. than Kym, with a wildly different style than what she wears
in her pictures. These were spare clothes Kym kept for Eskil’s
Number 2209 is a spacious corner unit with a large clandestine visits.
greenery-shaded balcony across from the entrance.
One of its outward-facing walls is entirely made of A3. BATHROOM
glass, granting a view of the glittering towers that
populate the neighborhood. The residence’s decor This chrome and purple bathroom features a large
is styled in beige and cream, featuring a sumptuous triangular tub in one corner.

11
B. SANCTUARY
12 SUITES LOBBY
= 5 FEET
The bathroom is suspiciously empty of toiletries such as you understand the importance of family, I wish to
cosmetics or soap, which Kym packed before she left on make you an offer. Whatever that nice young woman
her honeymoon. is paying you to find Kym, if you agree to work for me GM’S GUIDE
Clue: With a successful DC 16 Perception check, instead, I’ll pay more.”
investigators find a trash can under the sink missed by the INVESTIGATORS’
cleaning service. It contains an empty bottle of bronzing Jholo’s willing to answer the following questions concerning MANUAL
lotion and a birthday card (from “Dad”) that’s been ripped his offer.
into pieces. Where do you think Kym went? “There’s no telling. My
CHARMED LIFE
daughter is extremely willful. The quality was endearing
FATHER KNOWS BEST when she was a child, but as an adult, I’m afraid it’s gotten
Unless the investigators take great pains to conceal their her into trouble.” FAMILY
activities, Kym’s father, Jholo Testa (LN male human), soon We can’t work for you./We’ve already been hired by Ingrid. HEIRLOOM
catches wind of them. Jholo likely discovers the player Jholo scoffs. “This is a family matter. You and your agency
characters’ investigation when they visit Garden Vertica, should understand that. I don’t even believe this Ingrid is TWISTED
having paid off a maintenance worker to spy on Kym’s really one of my daughter’s friends. I’ve certainly never BUSINESS
residence in case she returns. Alternatively, the met her. She has no right to any information about
investigators might contact Jholo on their own as part Kym that should be kept private. It should be up to
of their investigation. Kym’s family to decide what information to disclose ADVENTURE
TOOLBOX
Prior to Ingrid hiring the Eyeswide Agency, Jholo to others.”
contracted the Order of the Chain to track Kym down Kym didn’t seem to like you very much. Jholo rolls
and bring her home. Jholo doesn’t consider his eyes. “Kym’s practically still a teenager. CONTACT CODEX
himself a bad father. He believes he’s gone She’s perfectly happy to resent me
above and beyond in providing for his in public while holding her hand
child materially, and that Kym’s out for my credits. She doesn’t
arguments to the contrary are understand the sacrifices I’ve
just the protests of a spoiled made to give her the life she
brat who doesn’t understand has. I’m hard on her because
how the world works. This is I know her potential, and
the mentality with which he she’s been wasting her time
approaches the issue of Kym’s posting pictures of herself on
disappearance, which he sees the infosphere.” Jholo sighs and
as another problem his money can squeezes the bridge of his nose. “I
solve. After all, who better to keep her don’t care if she hates me. I just want
safe (and under control) than her own my daughter back. It worries me to
father? death to think she’s out there alone.
Jholo’s temporarily working out She doesn’t know how to survive in
of Bluerise Tower while investigating the real world.”
his daughter’s disappearance. Before the What should we do if we locate Kym and
investigators leave Absalom Station, he she doesn’t want to return? Jholo looks
reaches out via vidcall to one of their comm surprised by this question. “Kym isn’t mature
units (or responds to their request for an enough to make that decision. She doesn’t
interview, if they contacted him first). Read know how to live on her own, even if she
or paraphrase the following. thinks she does. If forcing her back makes me
the bad guy, so be it.”
A middle-aged human with severe If the investigators refuse Jholo’s offer of
features glowers from the other employment, he assures them the offer stands
side of the screen. He wears a dark and when they change their minds, they can
tailored suit. The Absalom Station send information (or Kym herself) to his suite
skyline looms large through a at Bluerise Tower at the address he provides.
massive glass window behind him. He also informs them that he’s hired another
“You’re Eyes, correct? I’ll get party to look for Kym. If pressed about this,
straight to the point. My name is Jholo Testa he gives a tight-lipped smile and mentions
Jholo Testa. That’s my daughter something about competition improving
you’re looking for. Since I’m sure results before ending the call.

13
B. SANCTUARY SUITES LOBBY
THE COMPETITION Cradled at the center of a heart-shaped island, Sanctuary’s
Jholo’s contractors, a pair of Hellknights from the Order of the palatial lobby welcomes guests into the lap of luxury. The
Chain, are simultaneously investigating Sanctuary Suites. Thanks lobby’s a likely place to begin investigating. Staff members
to Jholo’s deep pockets, they have use of a Helldrive (Starship know Kym and Eskil by fake names, though they recognize
Operations Manual 11) capable of navigating space without using their pictures or descriptions. Security footage of Kym is
the Drift. Depending on how quickly the investigators learned similarly easy to match to the plentiful images of her available
about the resort and traveled there, the Hellknights might have to investigators.
landed on Varturan hours ago, or they may arrive at the same time Clues: The investigators discover some clues automatically
as the investigators. Proceed to Event 1 (page 16) when you’re by spending at least one hour searching, but others require a
ready to introduce them. successful skill check as noted.
D Kym and Eskil checked in using the names Jelev Rasheen

and Adonno Locke. They paid a premium for “VIP


booking” to avoid using identification at the resort. (DC
SANCTUARY SUITES 18 Bluff or Diplomacy)
By now, the investigators should have enough information D Kym paid the considerable fees using disposable credsticks.

to lead them to Sanctuary Suites on Varturan, the brenneri D The couple was celebrating their honeymoon, having just

home world (Near Space 110). If they’re struggling to find a gotten married on Akiton.
lead, Ingrid contacts them with a tip that they should visit one D Nothing suspicious occurred during their stay.

of the locations they haven’t yet investigated or gives them Creatures: Several dozen guests and workers mill about
one of the clues they missed. At the GM’s discretion, Ingrid the lobby, including the resort manager. Unfortunately
sends them directly to Sanctuary Suites, offering to book a for everyone, a pet is about to cause mayhem. Duchess, a
private shuttle for them on Varturan. semi-domesticated threshwolf owned by a patron, attacks
When the investigators are ready to visit Sanctuary Suites, the closest target (which might be luggage, a guest, or a staff
Tyver furnishes them with an appropriate loaner ship from member). Calming her requires at least one player character
the Eyeswide Agency (page 5). The Drift is currently too to succeed at a DC 15 Survival check per round over the
unpredictable to risk traveling it, so the investigators might course of three consecutive rounds. If a player character
need to make use of the Agency’s constellation orrery drive succeeds, Duchess doesn’t attack that round unless she is
(Starship Operations Manual 8) even if they have their own attacked. However, succeeding at all three checks in a row
ship. It takes 5d6 days to travel to the Rydnan Base spaceport, is necessary for Duchess to stop attacking entirely. The DC
located on one of Varturan’s two moons. From there, a rickety increases by 4 if anything attacks Duchess during the same
tourist shuttle ferries the investigators to Sanctuary Suites on round a character attempts to calm her.
the coast of the Ogarroz Ocean. If they told Ingrid their plans,
she books them a private shuttle with cashmere seats and DUCHESS CR 5
bottle service instead. XP 1,600
The resort is a paradise. Private cottages dot a turquoise Unique threshwolf (Starfinder Adventure Path #28: The
swath of sea, with stretches of imported white sand spiraling Hollow Cabal 60)
out from a central heart-shaped island. The entire resort is N Medium animal
built on buoyant platforms designed to adjust to Varturan’s Init +5; Senses blindsense (scent) 30 ft., low-light vision;
extreme tide changes. (Tides change at approximately 6-hour Perception +11
intervals and have no effect on the investigation.) DEFENSE HP 76
Kym and Eskil checked in using the names Jelev Rasheen EAC 15; KAC 17
and Adonno Locke. They paid a premium for “VIP booking” Fort +9; Ref +9; Will +4
to avoid using identification during registration. Nevertheless, Defensive Abilities quills (1d4 P, DC 13); Immunities poison
they left a trail of clues during their stay. The investigators can Weaknesses vulnerable to sonic
discover these clues, including Kym’s current whereabouts OFFENSE
and Eskil’s identity, by technological infiltration, questioning Speed 40 ft.
the staff, or exploring the resort. Melee bite +11 (1d6+8 P plus grab)
Failing three or more checks to coerce the staff or hack into Offensive Abilities thresh (1d6+5 S)
the resort’s servers alerts the resort manager to suspicious STATISTICS
activity, summoning armed guards to escort the investigators Str +3; Dex +5; Con +2; Int –4; Wis +1; Cha –3
off the premises. If this occurs, the investigators won’t be Skills Athletics +11, Stealth +11, Survival +16
allowed back onto resort grounds without disguises or TACTICS
stealth; any related skill checks have a DC of 18. During Combat Duchess attacks at random. She only bites

14
unless more than one PC gangs up on her, at which point With a successful DC 20 Perception check made while
she uses her quills ability. reviewing the footage, an investigator can identify the
Morale Duchess attacks until subdued. ship’s unique ID number. Running the number with a GM’S GUIDE

SPECIAL ABILITIES successful DC 20 Computers or Piloting check


Quills (Ex) A threshwolf’s mane consists reveals the location the ship last pinged, giving INVESTIGATORS’
of sharp, glasslike hairs that protect the investigators the approximate location of MANUAL
its neck and shoulders. A creature the Black Grotto (see page 17).
attacking a threshwolf with a
CHARMED LIFE
natural weapon, an unarmed QUESTIONING THE STAFF
strike, or melee weapon without The staff, many of whom are brenneri
reach must succeed at a DC 13 (Alien Archive 3 9), are friendly but wary FAMILY
Reflex saving throw or take 1d4 of violating guests’ privacy. Most can HEIRLOOM
piercing damage as several of these be convinced to break the rules via
sharp quills break off in their flesh. persuasive conversation (Diplomacy DC TWISTED
The attacking creature also gains the 17) or monetary encouragement (bribe BUSINESS
off-target condition until the beginning worth at least 100 credits).
of its next turn due to the pain and Tenni (LG female brenneri), the
irritation. Miryan housekeeper who cleaned Kym’s cottage, ADVENTURE
TOOLBOX
Thresh (Ex) Whenever a threshwolf succeeds at remembers the newlyweds’ lovey behavior and
a combat maneuver to grapple or maintain a grapple, it excessive tips. Once while taking out the trash, she noticed
can immediately shake its mane as a swift action, raking crumpled-up letters that started with “Dear Father,” though CONTACT CODEX
a grappled or pinned victim with razor-sharp quills and she felt guilty about snooping and didn’t read further. Tenni
inflicting 1d6+5 slashing damage. directs investigators toward the cottage and the clue behind
it if they haven’t already found it (see below).
Development: Duchess’ owner is grateful if the Grudda (CN male brenneri) is a concierge who got to know
investigators end the conflict without harming her pet or the couple during their stay. Grudda reveals that Eskil caught
loudly threatens them with a lawsuit if they killed or injured him stealing from their luggage but didn’t press charges.
Duchess. Resort workers are grateful to the investigators for Instead, Eskil interviewed him for a job and offered Grudda a
stopping Duchess whatever the outcome. place with the Leviathan’s Children, Eskil’s pirate crew. Eskil
gave him coordinates to a meeting place called the Black
TECHNOLOGICAL INFILTRATION Grotto, supposedly his hideout in the Diaspora. Grudda won’t
Investigators can hack the resort’s electronic database (DC betray this location unless investigators succeed at a DC 23
18 Computers) or convince staff to grant them access (DC 18 Bluff, Diplomacy, or Intimidate check.
Bluff or Disguise). Another witness is Miryan (NG female brenneri), a
Clues: For each success, the investigators discover one of wise-cracking bartender who effortlessly switches from
the following clues. service with a smile to witty sarcasm depending on who she’s
D Security camera footage shows Kym and Eskil’s arrival,
talking to. Miryan tends a kitschy beach bar offering seated
departure, and activities in resort common areas. Spending and float-up service. Kym and Eskil spent a lot of time there,
at least an hour reviewing the footage (either by creating and Miryan remembers their antics. If persuaded to talk,
a convincing distraction, tricking staff, or copying the Miryan confides that Kym frequently got drunk at the bar but
files for later review) reveals that Kym arrived alone via was “cute” about it. Kym loved showing off her wedding ring
commercial shuttle but left with Eskil on a ship docked at and gushing about her new husband, a red-furred pahtra. Kym
Sanctuary Suites’ private spacedock. bought rounds on the house many times, tipping generously,
D Kym and Eskil checked in using the names Jelev Rasheen
of course, and always toasting her “new freedom.”
and Adonno Locke.
D They paid a premium for “VIP booking” to avoid using SEASIDE COTTAGE
identification at the resort. Investigators can learn which cottage Kym stayed in by
D Kym paid the considerable fees using disposable credsticks.
talking to the staff. All traces of physical evidence are gone
Following Up: Investigators are probably interested in from the cottage by now, which has seen several uses and
Kym’s getaway vehicle. With a successful DC 20 Culture cleanings since Kym’s stay, but psychic impressions left by
or Piloting check, investigators recognize the ship’s design the young lovers remain. Using a psychic ability or spell with
and colors as Leviathan, a destroyer built on Pulonis (also the mental descriptor near the cottage causes investigators to
known as Vesk-6) and wanted for multiple counts of piracy feel inexplicably pulled toward the sea. If they give in to the
in the Veskarium. impulse, they wander the beach until they find the clue below.

15
Clue: A palm tree grows behind the cottage, its trunk Leviathan and learning all the information about the ship and
carved with the initials “K” and “E.” Buried deep in the sand its destination, if they don’t know it already.
beneath the tree is a small lockbox containing coordinates
and a piece of Kym’s jewelry, a golden charm bracelet gifted EVENT 1: HELLKNIGHT INTRODUCTIONS (CR 5)
to her by her father. The coordinates lead to the Black Grotto. At some point during the player characters’ investigation
Investigators can discover this clue by succeeding at a DC 17 of Sanctuary Suites, they run into their competition as the
Perception check, using psychic abilities near the cottage, or Hellknights conduct their own search.
getting a tip from the housekeeper, Tenni (see page 15). Maralictor Luxeia (page 21) joined the Order of the
Chain after being exiled from her formian hive for dissident
RESORT SPACEDOCK individuality. Luxeia joined the order to compensate for her
A tiny island apart from the cottages houses the resort’s desire for structure while retaining her selfhood.
private spacedock, nothing more than a few strips of floating Signifier Mavius (page 21) was also born on Castrovel. They
tarmac and four covered hangars, each large enough to hold joined the Hellknights hoping to pursue studies of planar
a small spacecraft. magic deemed too dangerous by their university.
Clues: By talking to workers or hacking into the computer Luxeia and Mavius have worked together before. They
system (DC 18 Bluff, Piloting, or Computers), the investigators deeply respect one another because they both know that the
learn more about the ship Kym left in, identifying it as the other will always put the mission first—even at the cost of
their partner’s life. The Hellknights swore a vow to each other
and to their order, and cannot be convinced to betray each
other or abandon their mission.
The pair have naturally adopted a complimentary dynamic
over the years. Maralictor Luxeia is gruff and intimidating
while Signifier Mavius is upbeat and charismatic, sometimes
even playful. However, Mavius doesn’t freely offer any
information the pair has on Kym.
When the Hellknights and player characters first cross
paths, read or paraphrase the following.

A formian in the iconic armor of the Hellknights


stands next to a half-elf wearing similar armor
beneath a crimson robe. The formian speaks first, her
armor muffling her voice.
“I am Maralictor Luxeia and this is Signifier
Mavius. We’re members of the Order of the Chain.
You appear to be hunting our quarry. We advise
you to cease your activities. The Order of the Chain
does not require assistance and does not tolerate
interference. Your involvement is redundant, as we
have never failed a mission and have no plans to
do so now.”
Mavius smiles apologetically. “What my
partner is trying to say is that while we appreciate
that you must be concerned for Ms. Testa’s welfare,
you can rest assured that we have this matter well
in hand.”

While the Hellknights are Unfriendly toward the


investigators, they don’t initiate combat with the player
characters at this point in the adventure. If the investigators
attack the Hellknights, they fight back. The Hellknights
Luxeia initiate this meeting hoping to scare off their rivals and avoid
a fight later. If the investigators flatly refuse to abandon the
case, Maralictor Luxeia warns them to stay out of their way
and storms off, with Mavius in tow.

16
Initiating violence in public makes it more difficult to can tail the Hellknights’ battleship to the Grotto for a final
secure the cooperation of Sanctuary Suites’ staff, increasing chance at finding Kym. In this case, they’ll have to fight the
all DCs to find clues by 4. Hellknights in the Warped Rock bar before their encounter GM’S GUIDE
Should the investigators defeat Luxeia and Mavius before with the Leviathan’s Children.
reaching the final section of the adventure, they can follow INVESTIGATORS’
the clues at their leisure to complete the case. Or, for players THE BLACK GROTTO MANUAL
who like a challenge, Kym’s father might send another team Traveling to the Black Grotto from Sanctuary Suites takes 5d6
after his original contractors fail to report in, or the Order of days. The Black Grotto is a hollow asteroid that contains a
CHARMED LIFE
the Chain might send backup to locate its missing members. small settlement of space pirates and supporting businesses.
Creatures: Luxeia and Mavius leave a gift for their rivals: It’s also where Eskil’s pirate crew, known as the Leviathan’s
two summoned hellhounds bound to track them down. The Children, hide out. The asteroid’s mineral makeup renders FAMILY
hellhounds arrive sometime after the investigators’ meeting it difficult to accurately scan, and the Leviathan’s Children HEIRLOOM
with the Hellknights, allowing them time to take a 10-minute use this to their advantage. Discovering life signs within
rest to recover Stamina Points. Reuse the lobby map (page the asteroid requires a successful DC 26 Computers check. TWISTED
12), or any map of your choice to represent the encounter, However, if that check fails, an investigator who studies the BUSINESS
depending on where the hounds ambush the investigators. scan data and succeeds at a DC 21 Physical Science check
realizes that the mineral makeup of the asteroid is causing
HELLHOUNDS (2) CR 3 interference, and that the scans might not be conclusive. ADVENTURE
TOOLBOX
XP 800 The investigators can approach the Leviathan’s Children
Starfinder #47: Nightmare Scenario 59 in multiple ways, but the following are the most likely
LE Medium outsider (devil) CONTACT CODEX
Init +6; Senses see in darkness; Perception +10
DEFENSE HP 40
EAC 14; KAC 16
Fort +7; Ref +5; Will +2
Immunities fire, poison; Resistances acid 5, electricity 5
Weaknesses vulnerable to cold
OFFENSE
Speed 40 ft.
Melee bite +12 (1d6+7 P)
Ranged flamethrower +9 (1d4+3 F; critical burn 1d4 [DC 12])
Offensive Abilities breath weapon (15-ft. cone, 4d6 F, Reflex
DC 12 half, usable every 1d4 rounds)
STATISTICS
Str +4; Dex +2; Con +2; Int +1; Wis +1; Cha +0
Skills Athletics +10, Survival +5, Stealth +5
Languages Infernal (cannot speak); telepathy 100 ft.
TACTICS
During Combat The hellhounds try to catch as many
investigators as possible with their breath weapons, not
caring about the destruction left in their wake. They
otherwise prefer melee, but attack with their
flamethrowers if foes get out of range.
Morale The hellhounds fight until they’re defeated,
or until their quarry flees the resort.
SPECIAL ABILITIES
Flamethrower A hellhound has a cybernetic flamethrower
installed in its throat. The flamethrower has a range of
60 feet.
Mavius
WRAPPING UP THE INVESTIGATION
At this point, the investigators should have discovered the
coordinates to the Black Grotto. If they miss all the relevant
clues, investigators who succeed at a DC 14 Piloting check

17
C. THE
18 WARPED ROCK BAR
= 5 FEET
options. If the investigators realize the Black Grotto is check—Eskil’s always welcoming newcomers to his “family.”
populated and send out a message to its occupants, Eskil Succeeding at this check gains the investigators permission
himself answers and demands to know their intentions. If to land at the Black Grotto’s hidden starship bay and an GM’S GUIDE
the investigators realize there’s interference with their scan invite to meet with him at the Warped Rock Bar.
and land their ship to search on foot, Eskil sends some of his We’re here for Kym, like it or not: If the investigators INVESTIGATORS’
crew to halt the investigators and offer them a comm unit threaten Eskil or Kym, he tries to convince them to land so MANUAL
so he can speak with them. If the investigators fail all their he and the crew can overpower them. If they don’t seem
checks but loiter in the area, Eskil eventually hails them to interested in landing, he warns them that the Leviathan’s
CHARMED LIFE
ask what they want; increase the DCs of any checks made Children have several ships ready to respond to an attack,
to influence him by 2 in this case, as he’s already decided as well as ship-grade weapons mounted all over the asteroid
they’re incompetent. field. This is a lie, discernible with a successful DC 21 Sense FAMILY
Read or paraphrase the following, making any necessary Motive check. The Children’s best offensive ship is currently HEIRLOOM
alterations for the situation. undergoing repairs after it took damage during their last
raid, and Eskil can’t risk any other ships right now. TWISTED
On the screen is a scarred pahtra with russet fur Regardless of how they approach the situation, Eskil BUSINESS
and green eyes. A skull and bones insignia is tacked invites the investigators to the Warped Rock Bar, hoping to
to the wall behind him in what appears to be a talk but prepared to fight.
dingy bar. ADVENTURE
TOOLBOX
“I’m Red Eskil, and you’re trespassing C. THE WARPED ROCK BAR
into the territory of the Leviathan’s After docking in one of the Black Grotto’s cleverly
Children,” the pahtra says. “But we’re not concealed starship hangars repurposed from organic CONTACT CODEX
the ‘shoot first’ kind. Don’t make us regret caves, the investigators are greeted by two of Eskil’s
that. You’re annoyingly persistent. What do crew and escorted to the Warped Rock, the
you want?” primary gathering place of the Leviathan’s
Children within the asteroid. Read or
Kym listens offscreen while her husband paraphrase the following.
talks to the investigators. Depending
on the investigators’ responses to his Beyond a series of winding tunnels
question, Eskil reacts as follows. that look natural rather than machine-
We’re looking for Kym Testa: Eskil bored, a door emerges in the rock. An
denies knowing Kym and claims she’s escort inputs a code into an aged
not here. Investigators who succeed keypad, and the door slides into the
at a DC 21 Sense Motive check know stone wall with a hiss.
he’s lying. He only admits the truth
if the investigators first present On the other side of the door is a
evidence that places him and Kym dingy bar. The walls are unworked
together (such as security footage, stone and the artificial lights are dim,
testimony, or the lockbox items augmented by cheap tallow candles. A
near the cottage) and then succeed circular bar in the center of the cavern
at a DC 20 Bluff or Diplomacy check to surrounds a collection of taps and cooling
convince him of their good intentions toward units. Tables line the edge of the space, and a
Kym. Note that intimidation doesn’t work in metal staircase wraps up the wall and leads to
this situation; Eskil doesn’t betray his wife a balcony with more seating.
regardless of threats. If the investigators An eclectic group of pirates and outlaws
succeed, Eskil looks pointedly off-screen, lounge around the area, sipping drinks,
wordlessly asking Kym’s consent to tell her talking, and playing games. Red Eskil and
secret. When she signals her agreement, Eskil Kym Testa sit at the bar, waiting for the
gives the investigators permission to dock investigators.
at the Black Grotto’s hidden starship bay and The nature of this encounter depends on
parley with them at the Warped Rock bar. the reason Eskil believes the investigators
We want to join your crew: Deceiving Red Eskil came to the Black Grotto. If they’ve offered
Eskil requires a successful DC 17 Bluff the pretense of joining the Leviathan’s
check or a DC 15 Profession (Pirate) Children, the investigators can continue the
or other crime-related Profession charade for as long as they wish. Eskil and

19
Kym claim that the player characters will find a family with for what she tried to do for me, but I’m happy now. I wish
the crew and make a mark on the Pact Worlds by stealing the same for her.”
from megacorps and redistributing the wealth to the poor. Kym is content where she is and refuses to return to her
Kym and Eskil are a loving couple, treating one another with old life, and if the investigators force the issue, Red Eskil
affection and respect, and both are equally passionate about and his crew step in to defend her choice. Whether the
the Children’s mission. investigators fight the Leviathan’s Children or leave Kym
When Kym discovers that the investigators are searching to her new life, they’ll soon need to contend with their
for her specifically, whether they disclose their mission competition, if they haven’t already. When they’re ready to
immediately or not, she assumes her father hired them. leave the Warped Rock Bar, proceed to Event 2.
Read or paraphrase the following.
EVENT 2: THE COMPETITION ARRIVES (CR VARIES)
“Why can’t he just leave me alone?!” Kym slams her Maralictor Luxeia and Signifier Mavius also picked up Kym’s
drink down on the bar. “This is the first time in my trail at Sanctuary Suites. Unless the investigators delayed
life I’ve ever felt happy, like I’m finally making my their departure or followed the Hellknights here, they arrive
own choices. I’m actually doing some good in the first. But the Hellknights are hot on Kym’s trail. They quickly
world, and I’m not going to let him take that away discover life signs within the asteroid and send a message
from me!” of their own. If the investigators fought the Leviathan’s
Children or haven’t yet landed their ship, the Hellknights
Until the investigators succeed at a DC 20 Bluff or contact them directly instead of calling Eskil. Read or
Diplomacy check to reassure her, Kym refuses to talk paraphrase the following.
further. The investigators automatically succeed at this
check if they admit that Ingrid hired them, rather than Jholo. Eskil’s comm unit beeps and he answers, suddenly
If they successfully calm her down, she’s willing to answer looking concerned.
questions as follows. “We have more visitors,” he says. A moment
Who won’t leave you alone? “My father! You’re working later, a vidscreen above the bar blinks, text reading
for him, right?” “incoming hail” flashing across it. Kym moves out
Why did you abandon your old life? “It all felt pointless. of frame as Eskil accepts the call, and the screen
I realized that there was a whole universe out there where changes to an image of Maralictor Luxeia and
it doesn’t matter who’s wearing what and who’s dating who. Signifier Mavius on the bridge of a battleship
And I realized that most people could never even dream of accented in black and red.
the wealth I once took for granted.” “Greetings, Eskil Edris. I am Maralictor Luxeia,
Did you run away because of Eskil? “I knew my dad representing the Order of the Chain. We are here to
would never approve of us being together, so we could only collect Kym Testa. Your other crimes are currently
sneak around while I made up this whole other life to show of no concern to us. Deliver her or we will respond
the infosphere. Eventually I couldn’t take it anymore. There with force. You have five minutes to reply.” The
were a lot of other things but—yes, I left to be with him.” screen clicks off as the Hellknights break the
What about Ingrid? “Oh, Ingrid…” Kym’s face falls. “I didn’t connection. In the sudden silence, Eskil turns to the
realize how much she cared. I feel bad for just leaving her investigators.
like that, but I thought I needed to make a complete break. “You don’t seem like the kind of folk that would
Ingrid was part of that whole scene, you know? I didn’t think turn someone over to people like that,” Eskil says
she’d understand if I tried to tell her how I felt or what I desperately. “I know this isn’t your fight, but will you
wanted. I guess I was the same way before I met Eskil.” Kym help us?”
grabs her husband’s hand.
What happened to all your money? “You mean after the The investigators have 5 minutes to come up with a plan
honeymoon?” She fidgets nervously. “Maybe I shouldn’t before the Hellknights cut off communications and begin
have spent so much. It was selfish. But I wanted one final their assault on the Black Grotto. Eskil suggests inviting
party, like a send-off, for Eskil as much as for me. But the the Hellknights to the Warped Rock under the pretense of
rest of the credits went to good causes.” handing Kym over and ambushing them, but is willing to
Are you a pirate now? Kym turns to Eskil, who only follow any alternate plans thought up by player characters.
smirks in response. “Maybe.” If invited to land, Luxeia and Mavius bring a squad of
Will you come back? “No. I can’t go back. I admit, I miss Armigers with them, expecting treachery and preparing to
some things about my old life. The bathrooms were a lot answer it with force.
nicer.” She laughs. “But I have more family and friends here Starship Combat: It’s possible that the investigators’
than I ever did back home. I miss Ingrid. Tell her I’m grateful actions might lead to a confrontation with the Hellknights’

20
starship. If the investigators try to flee with Kym in their ship, OFFENSE
the Hellknight battleship’s sensors detect their craft as soon Speed 20 ft.
they launch and initiates a starship combat. Use Starfinder Melee merciful red star plasma doshko +15 (1d10+14 E & F; GM’S GUIDE
Flip-Mat: Basic Starfield or any other hexagonal battle map critical severe wound)
to represent space around the battling ships. In the event Ranged advanced numbing beam +12 (1d8+5 C nonlethal; critical INVESTIGATORS’
of a starship combat or chase, Luxeia and Mavius engage staggered) or mk 2 riot grenade +12 (staggered; 10 ft.) MANUAL
the investigators’ starship in two fighters docked inside the Offensive Abilities fighting style (arcane assailant)
Hellknight battleship (see below). STATISTICS CHARMED LIFE
Str +7; Dex +2; Con +7; Int +4; Wis –1; Cha +0
INFERNEX BURNING NAIL (2) TIER 1 Skills Athletics +16, Intimidate +11, Survival +11
Tiny fighter (Pact Worlds 156) Languages Common; limited telepathy 30 ft. FAMILY
Speed 10; Maneuverability good (turn 1) Gear lictor Hellknight platePW, red star plasma doshko with 2 HEIRLOOM
AC 16; TL 15 batteries (20 charges each), advanced numbing beam with
HP 35; DT —; CT 7 2 batteries (20 charges each), mk 2 riot grenades (2) TWISTED
Shields basic 20 (forward 10, port 4, starboard 4, aft 2) TACTICS BUSINESS
Attack (Forward) light particle beam (3d6), light plasma Before Combat Luxeia imbues her doshko (included in her
torpedo launcher (3d8) statistics).
Attack (Aft) coilgun (4d4) During Combat Luxeia prefers fighting in melee, using her ADVENTURE
TOOLBOX
Power Core Micron Ultra (80 PCU); Drift Engine none; Systems attacks of opportunity to control the field if possible.
basic short-range sensors, mk 3 armor, mk 2 defenses, mk 1 Morale Luxeia fights to the death to complete her contract.
mononode computer; Expansion Bays none SPECIAL ABILITIES CONTACT CODEX
Modifiers +1 any one check per round; +2 Computers, +1 Rune of the Eldritch Knight (Su) Luxeia can imbue any of her
Piloting; Complement 1 weapons with a magic sigil that allows the weapon to act
as a magic weapon for the purposes of bypassing DR and
Creatures: Luxeia and Mavius enter with weapons drawn, affecting incorporeal creatures. When calculating the Hit
intending to bring Kym home alive whatever the cost, Points and hardness of a weapon imbued with the rune
following their contracts with Jholo to the letter. They do of the eldritch knight, treat its item level as 5 higher. She
their best to keep Kym alive, planning to transport her in an can only imbue a single weapon at a time, and the sigil is
unconscious but stable condition if she puts up a struggle. usually on her doshko. Imbuing a different weapon takes
While the Hellknights and the Leviathan’s Children both have her 10 minutes and causes any previously imbued weapon
reinforcements fighting with them, instead of tracking more to lose the sigil’s benefit.
statblocks as part of this combat, describe the rank-and-file Secret of the Magi (Su) When Luxeia imbues a weapon with
Armigers and pirates attacking each other. This places the the rune of the eldritch knight, in addition to its normal
reinforcements as part of the narrative background for benefits, the rune grants the weapon one of the following
the conflict between the investigators, their enemies, and weapon fusions of her choice: flaming, frost, ghost killer,
any newfound allies. If you need statistics for a Hellknight merciful, or shock. The weapon can’t gain a fusion it
Armiger or pirate, use Kym’s statistics, omitting her influencer already has, and this bonus fusion doesn’t count toward
and envoy abilities. the maximum total level of fusions the weapon can have
Eskil faces all enemies head-on with his crew while Kym at once. The bonus fusion ends when the weapon ceases
retreats to the balcony, where she uses get ’em to support to be imbued with the rune of the eldritch knight. Luxeia
either her husband or the investigators (if they’re on her side). typically has the merciful fusion on her doshko, which is
Luxeia and Mavius fight to the death to complete their job, reflected in her statistics.
while Kym and Eskil fight to the death to stay together. Stop Right There! (Ex) If Maralictor Luxeia hits an enemy
with an attack of opportunity provoked by attempting to
MARALICTOR LUXEIA CR 5 move out of a square she threatens, the enemy’s movement
XP 1,600 immediately ends unless they succeed at a DC 13 Will save.
Female formian soldier
LN humanoid (formian) SIGNIFIER MAVIUS CR 3
Init +2; Senses blindsense (scent) 30 ft., darkvision 60 ft.; XP 800
Perception +11 Nonbinary elf technomancer
DEFENSE HP 70 LN humanoid (elf)
EAC 17; KAC 19 Init +6; Senses low-light vision; Perception +13
Fort +7; Ref +7; Will +8 DEFENSE HP 32
Resistances sonic 5 EAC 13; KAC 14

21
Fort +2; Ref +4; Will +6; +8 vs. enchantment spells and effects Skills Acrobatics +10, Bluff +10, Piloting +10, Sleight of Hand
Immunities sleep effects +15, Stealth +15
OFFENSE Languages Common, Pahtra, Vesk
Speed 30 ft. Other Abilities operative specialization (thief), operative
Melee jolt electric prod +5 (1d4 E nonlethal; critical stun) exploits (holographic clone, uncanny mobility)
Ranged flash compliance ray +7 (1d6+1 F nonlethal; critical Gear basic defrex hide, thunderstrike sonic pistol with 2
blind) batteries (20 charges each), tactical parapet rifleTR with 25
Technomancer Spells Known (CL 3rd) sniper rounds, tactical switchblade
1st (3/day)—magic missile, supercharge weapon TACTICS
0 (at will)—energy ray, misfireGM During Combat Eskil switches his fighting style depending on
Languages Castrovelian, Celestial, Common, Elven, Infernal his opponents’ strengths, using trick attack to deal extra
Other Abilities magic hack (energize spell), spell cache (tattoo) damage whenever possible.
Gear regimental dress IAR, flash compliance rayAR with 2 Morale Eskil fights to the death to protect Kym.
batteries (20 charges each), jolt electric prodSF34 with 2 SPECIAL ABILITIES
batteries (20 charges each) Nimble (Ex) An off-kilter pahtra doesn’t gain the flat-footed
STATISTICS condition or take the normal penalty to attacks, and he can
Str +0; Dex +2; Con +0; Int +4; Wis +0; Cha +1 steady himself as a swift action instead of a move action.
Skills Bluff +8, Computers +13, Mysticism +13, Sense Motive
+8 KYM TESTA CR 1
TACTICS XP 400
Before Combat Mavius casts supercharge weapon on Luxeia’s Female human envoy
doshko. CN Medium humanoid (human)
During Combat Mavius stays at ranges, supporting Luxeia Init +2; Perception +5
with spells and harrying fire. DEFENSE HP 17
Morale Mavius fights to the death to complete their contract. EAC 11; KAC 12
SPECIAL ABILITIES Fort +1; Ref +5; Will +4
Energize Spell (Ex) Once per day as a move action, Mavius OFFENSE
can use a battery or a weapon’s power cell to power their Speed 30 ft.
spellcasting, enabling them to cast one spell they know Melee tactical baton +4 (1d4 B)
without using a spell slot. This expends 20 charges per Ranged pulsecaster pistol +6 (1d4 E)
spell level from the battery or power cell and requires them STATISTICS
to touch the battery, power cell, or weapon. They must cast Str +0; Dex +2; Con +0; Int +1; Wis +0; Cha +4
the spell before the start of their next turn, or the charges Skills Acrobatics +5, Bluff +10, Culture +10, Diplomacy +10,
are wasted with no effect. Sense Motive +5
Languages Common
RED ESKIL CR 4 Other Abilities envoy improvisation (get ’em)
XP 1,200 Gear second skin, pulsecaster pistol with 2 batteries (20
Male pahtra operative charges each), tactical baton
CN Medium humanoid (pahtra) TACTICS
Init +6; Senses darkvision 60 ft., low-light vision; Perception Before Combat Kym takes cover on the balcony.
+15 During Combat Kym stays out of sight as much as possible,
DEFENSE HP 45 only leaving her hiding spot to use get ’em to support Eskil
EAC 16; KAC 17 and his allies.
Fort +3; Ref +8; Will +7; +9 vs. charm and compulsion effects Morale Kym fights to the death to stay with Eskil.
Defensive Abilities evasion, nimble SPECIAL ABILITIES
OFFENSE Influencer (Ex) Kym can choose to use the envoy improvisation
Speed 40 ft. get ’em as a standard action instead of a move action.
Melee tactical switchblade +8 (1d4+2 S) When she does this, the first attack that hits the target
Ranged thunderstrike sonic pistol +10 (1d8+2 S; critical of her get ’em ability before the beginning of her next turn
deafen) or does an extra 1d4 damage.
tactical parapet rifle +10 (1d10+4 E & P; critical staggered)
Offensive Abilities debilitating trick, trick attack +1d8 Development: Once the investigators escape or defeat the
STATISTICS Hellknights and deal with Eskil and his pirate companions
Str +0; Dex +7; Con +0; Int +3; Wis +1; Cha +1 (through combat or diplomatic means), they must decide

22
how to proceed. Kym wants to stay with her husband above payment for their work from the Eyeswide Agency. The
all else. If Eskil dies during combat, Kym is grief-stricken investigators should decide together whether to disclose
but even more determined to stay with the Leviathan’s the truth about Kym’s disappearance to anyone else, GM’S GUIDE
Children and keep doing what she believes in (unless the including Jholo and Ingrid. Tyver supports telling Ingrid
investigators force her to return with them). the truth, having a soft spot for friendships and found INVESTIGATORS’
If Eskil lives but was defeated by the investigators, Kym families. Tyver openly expresses their disappointment in MANUAL
begs them to administer first aid to husband. Once he’s the investigators if they sell Kym out to her father or the
stable, she requests to stay with him, even if that means public in any way.
CHARMED LIFE
returning to Absalom Station. At this point, intimidating If the investigators tell Ingrid the truth, she’s relieved to
or cunning investigators might convince Kym to make a hear Kym is safe, but upset she didn’t hear this information
deal, trading her freedom for Eskil’s life. If they succeed, from her friend directly. She begins making plans to FAMILY
she returns to Absalom Station and unhappily resumes her discreetly travel to the Diaspora to reunite with Kym and HEIRLOOM
old life for a few months, though it doesn’t take long for give her a piece of her mind. Also, to deliver an extravagant
Eskil to find a way to help Kym escape again. The resulting wedding gift. As thanks, she offers the investigators TWISTED
scandal rocks the Pact Worlds elite social circles, and even complimentary tickets to an upcoming gala she planned to BUSINESS
the investigators end up hearing the salacious news. attend with Kym. If the investigators tell her Kym is dead
If Kym dies, the investigators can bring proof of her death or still missing, Ingrid is distraught but thanks them for
to Tyver (or Jholo, should they choose) to close their case. their hard work. ADVENTURE
TOOLBOX
If they return her body to Absalom Station, Jholo’s contacts If the investigators agree to lie about Kym’s fate, they
in Station Security and the medical field soon notify him earn the trust and friendship of Kym, Red Eskil, and the rest
that a body roughly matching his daughter’s description of the Leviathan’s Children, which could come in handy in CONTACT CODEX
arrived from parts unknown. If Kym’s body is in appropriate the future, at the GM’s discretion.
condition and no more than 18 days have passed since her If the investigators capture Kym and return her to her
death, Jholo quickly steps in to cover the costs of a raise father, he gratefully pays them what he promised and
dead, planning to use this medical debt as another tool to sends his daughter to live and work at an undisclosed
control his daughter’s life. location on Verces where she’ll be safe until she “grows up.”
If Kym lives through the fight in the Black Grotto, she All the while, Kym swears revenge on the player characters
suggests faking her own death to dissuade her father from for ruining her life. If the investigators attempt to swindle
sending more bounty hunters after her. She doesn’t know Jholo by presenting him with falsified evidence of Kym’s
where to start this process and asks the investigators for death in exchange for the credits he offered earlier in the
help, offering to give them the last of her personal jewelry adventure, he refuses to pay out unless he’s presented with
(worth 450 credits) if they demand it. Kym’s remains. Investigators who helped Kym fake her
The investigators can help fake Kym’s death by obtaining death must verify this information with Jholo and succeed
a cadaver and succeeding at a DC 20 Disguise or Medicine at a DC 20 Bluff check to convince him that his daughter
check to alter the corpse to match her records. Shady really is dead.
coroners can provide fresh corpses for this purpose for a Jholo mostly shows his twisted love through repeated
bribe of 120 credits, though player characters may come attempts to control Kym, but he does care about her and
up with their own creative solutions. Alternatively, an grieves if she died as a result of the showdown at the Black
investigator who succeeds at a DC 18 Computers check can Grotto. Jholo refuses to pay the investigators if they report
hack the medical system and change Kym’s records to match Kym dead without providing a body (or convincing evidence
a corpse. of one) or if he suspects them of causing her death.
Alternatively, they can bribe a mortician to file a fake
death report for 200 credits, though the mortician is REWARDS
willing to confess the truth to Jholo’s agents as soon as Tyver transfers 1,460 credits to each investigator’s account
they come looking, unless the investigators succeed at a as payment for the job; if the investigators protected Kym
DC 17 Intimidate check to ensure the mortician’s silence. from the Hellknights and told Ingrid the truth about her
An investigator who happens to have Profession ranks in a friend’s whereabouts, Ingrid provides each of them with
funerary, medical, or security field can file a false report on 200 additional credits as a tip on top of the Eyeswide
their own with a successful DC 14 Profession check. Agency’s fee.
If the investigators agreed to accept Jholo’s deal, he
CASE CLOSED pays them 1,533 credits each. Tyver reprimands them for
So long as the investigators learn the truth of Kym’s betraying the client’s trust and doesn’t share a cut of Ingrid’s
whereabouts and report it to Tyver once they return to fees with them. The player characters cannot earn both
Absalom Station, they’re able to close the case and earn rewards for closing the case.

23
FAMILY HEIRLOOM
“Tell me if you’ve heard this one before: Swarm, ending the growing threat they represented. When
she refused their audience, the Forsaken Brood mounted
Old lady gets robbed blind. Robber
an assault on Hylax’s Forever Halls on the Liavaran moon
makes off with some priceless family Nchak. Hylax was determined to protect the free will of all
heirloom. You see where this is going? Dossier’s beings, even the Swarm. She struck Antilifrex down for his
on the desk there. Let me know if you want the insurrection and scattered his faithful across the galaxy,
case, kiddo.” but not before the Brood secretly used his remains to craft
—Detective Tyver Vorsten, a powerful artifact. Known as the Heretic Worm, this grim
Eyeswide Agency Veteran statue was spirited away by Brood adherents and kept safe
until a century ago, when it was lost in a disaster that also
nearly wiped out the last vestiges of the Brood sect itself.
Approximately a month ago, the leader of a Forsaken Brood
CASE BACKGROUND enclave on Castrovel experienced a vision that the long-lost
Long ago, a powerful adjutant of the insect goddess Hylax Worm had finally reappeared on Absalom Station. The vision
lost his faith and mounted an insurgency against her. The was true: the relic was part of a collection of archaeological
apostate Antilifrex, Hylax’s former consort and advisor, curiosities seized from a pirate vessel now languishing in
blamed his goddess for allowing a group of kucharn to the Station Port Authority. Wasting no time, the Brood
become the terror now known as the Swarm. With support commissioned forgeries of the necessary identification
from other disillusioned believers who called themselves the and ownership documents and quickly dispatched a pair
Forsaken Brood, Antilifrex planned to confront the goddess of investigators—Edriad, a Brood elder, and her bodyguard
and convince her to abdicate or else agree to destroy the Tembrus—to bring the artifact home.

24
Ten days ago, Tembrus failed to return to Edriad with the turned up in the manifest of a freighter right here on
Worm after claiming it at Station customs. Unbeknownst to Absalom Station.”
loyal Edriad, Tembrus had abandoned his mission, planning Edriad’s voice quavers slightly as she continues. GM’S GUIDE
to sell the artifact to the highest bidder. When his deal with “Such good news! Naturally I caught the first ship
the wealthy collector Casparian Arabani fell through, Tembrus out here to claim it, but before I could book passage INVESTIGATORS’
unloaded the relic for a pittance to a small-time crook named home, some ruffian broke into my room and made off MANUAL
Gigmo. Afterward, Tembrus holed up in the Downlow region with it. I don’t know what they think they’re going to
of Absalom Station’s Spike district, waiting for the heat to die do with it. It’s not particularly valuable, but it’s very
CHARMED LIFE
down before moving on. Despite a trail of mysterious deaths, precious to me and mine, and I’d appreciate if you
what none but Edriad realize is that the Heretic Worm bears a could help me get it back.”
curse that dooms all who possess it to die within a week—unless FAMILY
they return it to a faithful member of the Forsaken Brood. As detailed in the Case Background, Edriad is not who she HEIRLOOM
Edriad is desperate to recover the statue. Unwilling to go pretends to be. She hopes to keep her cover story of being
to the Station Security or the Stewards for fear of attracting a harmless grandmother intact and speaks to investigators TWISTED
too much scrutiny, she chooses the Eyeswide Agency for help, accordingly. Examples of questions investigators might ask BUSINESS
presenting herself as a harmless grandmother seeking a stolen Edriad are provided below, along with her answers.
family keepsake. Complicating matters further, rumors of this Tell us about this statue. “It’s a very old likeness of one
mysterious artifact are spreading across the Station, and the of the Forever Queen’s advisors. They are magnificent beings. ADVENTURE
TOOLBOX
Eyes aren’t the only ones on the trail of the Heretic Worm. You might know them as philosopher worms? This one’s
about a foot tall, carved from black stone studded with purple
THE CLIENT CONTACT CODEX
The adventure begins when the investigators get a call
to meet with their handler Tyver Vorsten (page 3) at the
Eyeswide Agency for briefing on a new case. Read or
paraphrase the following.

Tyver Vorsten sits behind their desk on the far side


of the room, a battered brown fedora sandwiched
between their horns and a signature cloud of cigar
smoke encircling their head. Seated on a threadbare
couch is a grandmotherly shirren, who looks up from
a partially knitted sweater to twitch her antennae in
greeting.
“Investigators,” Tyver says by way of greeting.
“Got a smooth angle for you this time. Seems
this nice lady”—Tyver gestures at the shirren—“had
something stolen from her room at the Monarch.
Ma’am, why don’t you tell the investigators what you
told me, and we’ll see what we can do for you.”

With a gracious smile, the shirren introduces herself


as Edriad (CN female shirren), cheerfully offering the
investigators a selection of hard candies from her purse.

“Oh, bless your hearts,” Edriad says, nervously


clasping her hands together. “I just don’t know where
else to turn. I’m new to the Station. Just landed two
weeks ago. There’s an heirloom that’s been in my
family a long time—a small statue—that was being
shipped from my dearly departed great-uncle’s Edriad
estate to my daughter’s home on Castrovel. The ship
carrying it ended up Hylax-knows-where after the
Crash. I was sure we’d never see it again, but just
last week my grandson received a message saying it

25
gems. It’s been in my family for generations. Dates all the way represents a brief in-game scene, such as reaching out to
back to the exodus!” one of their local contacts or conducting research using the
When was it stolen? “Oh, about a week ago now. At infosphere. The investigators learn at least one new piece
first, I thought maybe I’d misplaced it, or that some of information for each successful check.
good person might find it and bring it home, but I’m Clues: The investigators discover the following
certain it’s not coming back on its own now.” clues as they succeed at the above checks.
Where were you staying? “The Monarch. It’s a D Edriad’s heirloom matches the description of an

lovely little hotel not too far from here.” The hotel artifact called the Heretic Worm.
D The Heretic Worm was carved in the likeness of
is a pit, and Edriad feels nothing but disdain for its
staff and the other guests. Antilifrex, a long-dead traitorous advisor to Hylax
Do you have any idea who might have stolen it? the Forever Queen. (Hylax is an ancestral deity for
“Well, I did see a rough-looking trox loitering in the many shirren.)
D The artifact can’t be destroyed by mundane or
hallway outside my room that night.” She provides a
detailed description of Tembrus if asked. magical means.
D A terrible curse dooms anyone who possesses the
Why didn’t you go to the Stewards or Station
Security? “I would, but they’re all just so busy artifact to die.
D The only way to break the curse is to
these days, what with all the new
arrivals to the station, the refugees and return the artifact to a member of the
so forth. My problem seems so small in Forsaken Brood.
comparison.” The truth is she’s afraid Following Up: Once they’ve
to go to a law enforcement agency identified the artifact, investigators
and risk the artifact’s seizure. Brant Cassel who succeed at a DC 26 Mysticism
What’s the Crash? “Oh dear, check recall more information about
you’ve been working too hard if you haven’t heard about Hylax, Antilifrex, and the Forsaken Brood as described in the
that! I’m talking about the Drift Crash of course. Such a adventure background.
tragedy! I hate that my children and grandchildren have to
live through hard times like these. So many people lost loved THE MONARCH
ones, so I feel guilty worrying about a statue, but it’s very
important to my family.” The Monarch looks like a relic of a bygone age thanks
Edriad wears a mk 2 mindshield circlet (Starfinder Adventure to its ostentatious decor—sculpted marble, high
Path #21: Huskworld 42), requiring a successful DC 22 caster ceilings, and crystal chandeliers grace its lobby. The
level check from any investigator who attempts to use magic thin veneer of gilt paint does little to cover the cracks
or psychic abilities to read her thoughts. If the investigators in the walls, and upon close inspection, the colorful
ask, she truthfully informs them that the circlet was passed carpet’s tinged with mold.
down from the first of her ancestors to arrive in the Chuuva A bellhop in a bright red uniform smiles from
system following the shirren exodus. If asked to remove the behind a marble-topped podium. “Welcome to
circlet or if confronted about any inconsistencies between the Monarch! May I take your bags? Or is there
her words and her thoughts, she acts deeply offended, something else I can help you with?”
prompting Tyver to apologize for the investigators’ rudeness
and interrupt their questioning to get the conversation back The Monarch is a hotel with a deserved reputation as a
on track. Further attempts to interrogate Edriad at this point hub for Absalom Station’s criminal underworld. The staff see
meet harsher reprimands from Tyver. everything, and many of them are on someone else’s payroll.
Investigators have a lead to the Monarch (Tyver recommends Brant Cassel (CG female dirindiAA3) is an opportunistic bellhop
they go there if they don’t think of it on their own). Before they who supplements her income by passing on rumors and gossip
go, Tyver tips them off about an informant on staff, a bellhop to her Eyeswide benefactors. Brant Cassel has been on the
named Brant Cassel, who’s helped Eyes in the past. Eyeswide payroll for years, but the agency isn’t her sole source
of supplementary income. Unbeknownst to Tyver, Brant takes
THE HEIRLOOM additional bribes for conveniently misremembering intel if the
Now or later, the investigators likely attempt to identify Eyes ask. She currently has such an arrangement with Edriad,
Edriad’s family heirloom. They can learn more about the having agreed to forget seeing her and Tembrus together (as
statue based on the results of a Mysticism or a Profession well as surreptitiously deleting all existing evidence from the
(Archaeologist) check, or other skill checks at the GM’s hotel’s video surveillance archive).
discretion. The DC for all such checks is 32. The investigators If the investigators identify themselves as Eyeswide
can attempt as many checks as they want. Each check investigators, Brant calls out that she’s going on break, then

26
heads for her favorite break spot in the maintenance halls and Edriad and a trox coming and going together, the trox leaves
beckons them to follow. the room alone carrying a briefcase. Afterward, the trox
If asked, Brant confirms that Edriad is a guest at the hotel, doesn’t return. This last footage of the trox occurred on the GM’S GUIDE
renting a room at the weekly rate, and that she checked in ten same date Edriad claims her heirloom was stolen.
days ago. Brant recently saw a trox who matches Tembrus’s Development: After the investigators depart, Brant INVESTIGATORS’
description. She claims the trox was asked to leave for contacts Edriad, hoping to blackmail her for more credits. The MANUAL
suspicious behavior, but she spoke with him before he left two agree to meet at a rendezvous point later that evening,
(this is a lie). leading to Edriad murdering Brant (see page 29).
CHARMED LIFE
If pressed for details, Brant pauses and clears her throat,
waiting for the investigators to offer a bribe before continuing. THE NEON GLASS
She wants 500 credits, but the investigators can either The Neon Glass is a popular bar at an intersection near the FAMILY
bargain her down to 300 with a successful DC 22 Diplomacy Eyeswide Agency. The investigators likely follow Brant’s lead HEIRLOOM
check or bully her into giving up the information for free with here. Read or paraphrase the following.
a successful DC 24 Intimidate check. Once satisfied, Brant TWISTED
reveals that the trox asked her about local bars; she sent him A neon martini glass blazes above the door of a BUSINESS
down the street to the Neon Glass. dilapidated dive. Inside, the floors are sticky with
Brant lets the investigators into Edriad’s room for an
additional fee: a non-negotiable payment of 1,000 credits. If ADVENTURE
TOOLBOX
they accept the offer, Brant brings them to an unremarkable
room on the third floor and stands guard outside while they
look around. CONTACT CODEX

EDRIAD’S ROOM
This is a standard hotel room with two twin beds. There’s
a single packed bag lying open on the bed next to the
window. The open curtains provide a view of a trash-strewn
alley behind the hotel. There are no obvious signs of forced
entry or tampering.
Clues: The investigators discover some clues
automatically by spending at least 10 minutes
searching, but others require a successful skill
check as noted.
D Rooms at the Monarch use an antiquated

keycard system that’s seen several


high-profile security breaches over the
years. (DC 18 Computers or Perception)
D A security camera across the hall points

right at the door to Edriad’s room, but


Brant claims the cameras aren’t really
recording and used as a crime deterrent
(this is a lie).
Following Up: Investigators can see
through Brant’s lie with a successful DC 27
Sense Motive check or by using mind-reading abilities. If
caught in a lie, she falls back on another, admitting to having
“accidentally” deleted the security footage. If pushed, Brant
reveals what she really knows about Edriad: she’s a foreign
visitor who was robbed by her associate and paid for Brant’s
silence. At this point, Brant can be bullied into escorting the Tembrus
investigators to the security control room if they want to
look for a copy of the footage.
If the investigators succeed at a DC 28 Computers
check to hack the system, they find a backup copy of
the deleted security footage. After several recordings of

27
spilled booze, and the barstools are crammed with drinks for another regular patron, a lowlife named Gigmo.
guests. A patron with colorful tentacles perches She tells the investigators she hasn’t seen Gigmo around
at the far end of the bar, sipping a drink through a lately, either.
coiled novelty straw. Five drow wearing suits sit in a Luca doesn’t know why Tembrus came to Absalom Station
corner booth, speaking with hushed tones. or what he’s been up to, but she’ll string the investigators
The bartender tosses a handful of coasters on along for as long as possible by feeding them miscellaneous
the bar. “Welcome to the Neon Glass,” she says gossip, hoping to sell them as many drinks as she can before
with a smirk. “Hungry? Or just looking to have a they move on.
drink tonight?” Repeat Customer: As the conversation wraps up, Luca gets
their attention by subtly jerking her head toward the front
Luca (page 60), the bartender and partial owner of the door as a trox walks in and settles into a corner booth.
Neon Glass, is a friend to the Eyes who’s always happy to
chat with investigators and answer their questions—so long “That’s him,” Luca murmurs. “That’s the guy.” She
as they keep buying drinks. Available drinks are beer/wine leans across the bar. “Just do me a favor, will you?
(1 credit), cocktails (5 credits), or bottle service (10 credits). If there’s a disagreement, mind taking it outside?”
If they ask about a trox guest, she recalls seeing him several She winks.
times over the past two weeks. She remembers him buying
Tembrus (CN male trox soldier) acts jumpy and
uncooperative when approached. If questioned, he denies
knowing anything about the statue or Edriad. If investigators
succeed at a DC 18 Sense Motive check or expend magic
or other abilities to probe his mind, they realize he’s lying.
Tembrus doesn’t have the statue now, and if confronted with
his lie, he shows them his empty pockets as proof of his
innocence. If the investigators bribe him with at least 5,000
credits or succeed at a DC 28 Intimidate check, Tembrus
admits that he planned to sell the statue to “some big shot
in the Eye” but got spooked after his contact changed the
meeting location too many times. A week ago, he sold it to
Gigmo, whom he met here at the Neon Glass. He doesn’t reveal
anything about Edriad, the Forsaken Brood, or the true nature
of the Heretic Worm; he’s more afraid of the Brood than he is
of the investigators. If the investigators try to rough him up,
Luca shouts a warning about scaring off her customers; the
second time, she kicks them out.
At any point during their encounter with Tembrus, the
investigators can realize with a successful DC 23 Perception
check that the drow in the neighboring booth are listening to
their conversation. If the investigators mention this out loud,
all five eavesdroppers stand up from their table as a group
and leave the bar.
Development: The investigation attracts notice; see below.

D. MEAN STREETS (CR 8)

Outside, the streets are slick with artificial


condensation, a byproduct of the nightly venting
of massive ducts lining the Spike’s passages. The
Valmar flickering lights of the bar and a dozen others like
it shine over every surface, blanketing the empty
streets in a hazy glow.
A shadow slips through the gloaming, moving
between the alleys, followed by the whisper of steel.
Then, the ozone tang of magic fills the air.

28
Creatures: Five drow soldiers, all on Casparian Arabani’s
payroll, prepare to ambush the investigators just outside the HOUSE ARABANI
Neon Glass. Use the map on the back inside cover of this book Investigators who succeed at a DC 18 Culture check, or who have GM’S GUIDE
for this encounter. relevant backgrounds, recall information about the Arabani name.
House Arabani is a well-connected drow noble family that owns a INVESTIGATORS’
ARABANI GOONS (6) CR 3 weapon manufacturing corporation based in the city of Nightarch MANUAL
XP 800 on Apostae. The group’s commercial and political influence is
Drow soldier exceeded only by House Zeizerer, the undisputed industry leader.
CHARMED LIFE
CE Medium humanoid (elf) Despite Arabani’s best efforts to sabotage Zeizerer’s reputation,
Init +4; Senses darkvision 60 ft.; Perception +8 they remain but a distant second to their primary rival, a source of
DEFENSE HP 40 great frustration to the house’s noble family. FAMILY
EAC 15; KAC 18 Inquiries into House Arabani’s presence on Absalom Station HEIRLOOM
Fort +5; Ref +5; Will +4; +2 vs. enchantment reveal that the corporation is represented locally by Casparian
Immunities magical sleep effects; SR 11 Arabani, a minor noble who maintains a lavish penthouse and TWISTED
Weaknesses light blindness public art gallery in one of the tallest buildings beneath the Eye. He BUSINESS
OFFENSE has contracts with numerous military and mercenary companies,
Speed 25 ft. and rumors persist that he makes just as much, if not more, from
Melee carbon steel curveblade +12 (1d10+7 S; critical bleed selling arms to pirates, gangsters, and other criminal organizations. ADVENTURE
TOOLBOX
1d6)
Ranged autotarget rifle +9 (1d6+3 P) or
smoke grenade +9 (explode [smoke cloud 1 minute; 20 ft.]) CONTACT CODEX
Offensive Abilities create darkness, fighting styles (arcane If the investigators don’t think to ask their contacts, Tyver
assailant), rune of the eldritch knight recommends they give one of them a call.
Spell-Like Abilities (CL 3rd) The investigators have a few hours to rest, restore Stamina
At will—dancing lights, detect magic Points, talk to contacts, follow up on existing leads, or engage
TACTICS in other short-term downtime activities before proceeding to
During Combat Arabani goons attempt to surround and flank Event 1. Neither Brant nor Edriad are available to talk or meet
their enemies if possible, preferring to strike with melee with the investigators during this time.
weapons but switching to their longarms if a target gets
out of reach. They might also retreat to cover and continue EVENT 1: CRIME SCENE
shooting, depending on the tactical advantages of doing so. One of the investigators receives a comm from their handler.
Morale After the first drow falls, one of them flees into the Tyver’s terse and to the point: Brant Cassel was just found
alley, using create darkness and smoke grenades to cover dead. Station Security’s already on the scene, but Tyver wants
his escape. This is Valmar, Casparian Arabani’s lieutenant. the investigators to check it out and learn whatever they can.
The others stay behind and fight to the death. The crime scene is a central duct junction in the Spike, just
STATISTICS a short distance down from the Monarch. Encourage players
Str +2; Dex +4; Con +1; Int +0; Wis +0; Cha +0 to describe how they assemble their team and travel to the
Skills Acrobatics +13, Intimidate +8, Stealth +8 scene, then read or paraphrase the following.
Languages Common, Drow
Gear golemforged plating II, autotarget rifle with 50 longarm Yellow security tape surrounds an intersection of
rounds, carbon steel curveblade, smoke grenades (2) several enormous ventilation ducts that have been
repurposed into a transit center. Flashing lights
Development: After the investigators defeat their from a parked security vehicle strobe over the crime
attackers, they can attempt a DC 22 Engineering or scene, illuminating a makeshift barricade that’s
Profession (Soldier) check to assess their assailants’ already been pushed aside by curious rubberneckers
equipment. On a success, they recognize that the drows’ milling about the area.
weapons and armor are much better than off-the-shelf Halfway down the embankment, several grim-faced
equipment; they’re prototypes with unique serial numbers. Station Security officers are loading a corpse onto a
The pawnbroker Julzakama (page 59) or tech luminary Tru gurney, while a coroner’s vehicle idles nearby.
(page 63) can look up the serial numbers in a proprietary
patent registration database. This takes about 1 hour and The head officer on the scene is Captain Dax Vega (page
uncovers that the items were produced by House Arabani, 58), who’s helpful as long as investigators announce their
a weapons and security technology corporation owned and status as Eyeswide contractors and don’t go out of their way
operated by the powerful drow family of the same name. to interfere with his own investigation.

29
Clues: Captain Vega shares everything he knows about their whereabouts and activities over the course of the
the new case and confirms any correct conclusions the previous evening, asking about their relationship with Brant
investigators reach on their own. He tells the investigators Cassel, their conversation with Tembrus at the Neon Glass, or
that the body was found about half an hour ago, with medical anything else that seems noteworthy. They’re not under arrest
drones placing the time of death at half an hour before and can leave at any time, though if they don’t cooperate,
that. The cause of death was trauma and bleeding from a Tyver reprimands them later for “not playing along.”
scattergun blast directly to the back at point-blank range. Clues: The investigators can learn the following clues by
No weapon was found. Street crime, including murder, isn’t cooperating with Captain Vega.
D Tembrus was found dead surface-side, several blocks from
uncommon in this part of the Spike. Oddly, several untouched
valuables were found on Brant’s body, including jewelry and the Neon Glass.
D His body is on the way to the Bastion morgue.
a few loose credsticks—though her comm unit was missing.
D His cause of death was an injury from a weapon or another
Following Up: Edriad murdered Brant after the bellhop
tried to blackmail her, hoping to frame Tembrus for the crime, distinctive effect, such as a spell or class ability, that one of
though there’s not yet enough evidence available to prove it. the investigators used in their battle with the drow goons.
Once they’ve had a chance to look around and ask questions, Development: As they leave the building, the investigators
Captain Vega urges the investigators to get some rest. are approached by Ulrik Garwal (N female hobgoblin soldier),
who rises from a seat in the lobby as they pass and asks for a
EVENT 2: COMPLICATIONS word. She waits until they get a few yards from the precinct
Captain Vega calls the investigators the next day, inviting building. Read or paraphrase the following.
them to the precinct building to discuss a break in the case
and review new evidence. Tembrus was murdered hours after Ulrik takes a narrow aluminum tube from the pocket
their conversation in the Spike. Casparian Arabani hopes to of her uniform, raises it to her lips, and takes a slow
slow the investigators’ hunt for the statue by making them draw, holding her breath for a few moments before
suspects in a murder investigation. He ordered Valmar (who exhaling a cloud of fragrant purplish vapor. “I saw
the investigators encountered outside the Neon Glass) to kill you talking to Vega. He’s got you on the hook for the
Tembrus in a way that mimicked the investigators’ fighting dead trox, yeah?”
capabilities, as they’ll soon learn. She grins, displaying a mouthful of jagged fangs.
The precinct is sparsely staffed at this time of cycle, with “Vega doesn’t know what I know, though. I know
a skeleton crew of StatSec staff working the graveyard shift. about the ‘heirloom’ you’re looking for—the Worm, I
When they arrive, they wait in the lobby for a few minutes mean. I know you aren’t the only ones looking, either,
before Captain Vega leads them down a short hall to an and some of the others won’t hesitate to kill for it.
interview room. Read or paraphrase the following. Again. By my count, they’ve already done it twice.”
She takes another draw.
This cramped, windowless room consists of four “I’ll make you a deal. I know exactly who’s got
cinder block walls and a handful of cheap-looking that statue, and I’d be happy to send you to ’em. But
plastic chairs clustered around a metal table. A bare in return, I want you to bring the statue to me, so
bulb hangs from the ceiling at the end of a long I can get it back to its rightful owners. You do that
electrical cable, casting shadows around the room as for me, I’ll keep the law off your back until you can
it sways back and forth. clear your names.”
Vega reaches out and catches the bulb in one hand
to steady it before motioning to the chairs. “Howdy. Ulrik answers the investigators’ questions with snarky
May as well get right to it. We’ve got witnesses at enthusiasm; responses to some likely questions appear below.
the Neon Glass who saw you talking to a gentletrox Where did you get this information? “Can’t tell you,
named Tembrus earlier this evening. Circumstantially, I’m afraid. I keep my sources confidential. I can tell you it’s
that trox was our primary suspect in the Brant Cassel someone I trust, though.” This is the truth. Ulrik’s source is
murder. Problem is, now he’s dead, too. The lab puts a ysoki fence named Unger who helps her liquidate items of
his time of death a couple hours after we had our talk value she steals from the precinct evidence locker. Gigmo
down in the ducts.” He clears his throat. “Anything approached Unger a few days ago with questions about
you want to tell me?” buyers for an unusual item. Unger informed Ulrik, who
then used Station Security databases to match the item’s
Captain Vega doesn’t have enough evidence to charge the description to a seized shipment of contraband in storage at
investigators, nor does he want to. Vega doesn’t believe they the Absalom Station Port Authority.
committed the murder but doesn’t believe in coincidences, What do you intend to do with it? “Return it to its rightful
either. He asks each investigator to record a statement about owners, of course.” This is technically true; Ulrik intends to

30
locate the archaeological society who originally discovered This is a messy studio apartment. A small kitchenette
the Heretic Worm and find out what sort of reward they’re with an attached dining nook occupies one side of
offering for its return. She knows nothing about Edriad, the the room. On the other, a stained lime-green couch GM’S GUIDE
Forsaken Brood, or the true nature of the relic, nor does she littered with discarded clothing sits opposite a
particularly care. If the investigators try to fill her in, she stops mid-range entertainment center. A cot leans against INVESTIGATORS’
them, indicating that the less she knows, the happier she’ll be. the wall. MANUAL
Why can’t you do this yourself? “Too many eyes on me. On the floor in a corner directly opposite the
Truth is, I didn’t get this information from an approved source front door, between an overstuffed bookcase and a
CHARMED LIFE
and I don’t want any higher-ups looking into it and scaring my cheap end table, lies a dead lashunta. Both arms are
informants away.” This is also the truth. crossed over his face as if to shield him from some
If the investigators agree to her terms, Ulrik hands them a sort of attack. FAMILY
datachip containing a holographic mugshot of a male lashunta HEIRLOOM
with maroon skin (this is Gigmo), as well as his home address Clues: The corpse is Gigmo. Moving the corpse’s stiffened
at a Spike tenement called the Idari Arms. Aside from his limbs away from his face reveals a visage frozen in abject TWISTED
name, Ulrik knows nothing about Gigmo, nor does she know terror, its eyes rolled back and its mouth open in a silent BUSINESS
how he came to possess the artifact. scream. A successful DC 23 Medicine check reveals no
If the investigators refuse Ulrik’s help, they obvious cause of death; the body has no physical wounds,
can track Gigmo down based on Luca’s lead. nor does it display any sign of magical attacks, disease, ADVENTURE
TOOLBOX
If they haven’t already talked to her or don’t or poisoning.
remember Gigmo, she calls with a request Gigmo’s condition is a chilling preview of the gruesome
that they check on one of her regulars who fate awaiting those who fail to return the Heretic Worm CONTACT CODEX
she hasn’t seen in awhile, providing the to the Forsaken Brood before their time runs
investigators with his address. out. The unlucky lashunta purchased the statue
from Tembrus a week ago for a fantastically
THE IDARI ARMS low price. When the first symptoms of the
The Idari Arms is a rundown statue’s curse manifested, Gigmo turned to the
tenement next to a decrepit water infosphere for help, where he learned the truth
purification plant in the Spike. of his purchase. He desperately stashed the
Originally part of an affordable statue in a storage locker, hoping that physical
housing project sponsored distance would protect him. It didn’t.
by the kasathan Doyenate, the If the investigators search Gigmo’s apartment,
building is now owned by a local slumlord— they find Gigmo’s identification and a keycard to
but somehow, the name stuck. a storage locker located at Docking Bay SDH-29 in the
There’s a broken intercom at the front pocket of a crumpled jacket on the couch.
door, but investigators can bypass the Development: Just as the investigators find Gigmo’s
outdated electronic lock with a successful keycard, their investigation is interrupted by the
DC 22 Computers or Engineering check. arrival of Valmar Zantz (CE drow soldier; use the
Tenants ignore strangers as a rule; if the Arabani Goon statistics on page 29 if needed). Having
investigators wait outside for more than a arrived with the intention of beating the statue’s
few minutes, a group of vesk chatting loudly location out of Gigmo, Valmar quickly pivots to
and tossing a brutaris ball to each other adopting a diplomatic approach when he realizes
arrive, swipe a security card for access, the investigators got here first.
and allow the investigators to follow them Any investigator who succeeds at a DC 22
inside without a second glance. Perception check recognizes Valmar as the drow
Gigmo’s apartment is on the sixteenth who fled the scene of the ambush outside the
floor. The door’s locked (DC 23 Computers Neon Glass. If not, Valmar reminds them—
or Engineering to disable). Investigators can acting insulted that they don’t remember
force the door open with a successful DC 23 him—and introduces himself as Casparian
Athletics check. Nothing they do to Arabani’s personal lieutenant. He’s not
open the door draws any attention Casparian Arabani looking for a fight this time. He flees if
from neighbors; the occupants of the investigators respond aggressively,
the Idari Arms are accustomed using create darkness and smoke grenades
to minding their own business. to cover his retreat. Otherwise, read or
Read or paraphrase the following. paraphrase the following.

31
Valmar relaxes. “Okay, I’m not gonna waste your How much are you willing to pay? “Let’s not get ahead of
time. My boss knows about the statue, and he wants ourselves. Why don’t you start by proving to me that you
it. That’s why I’m here. I’m guessing this guy doesn’t have the statue first, and then we can talk numbers. I assure
have it anymore.” He gestures at Gigmo’s corpse. “But you I’ll make it worth your while.”
maybe you do. Look, my boss can pay a lot more than Why did you have us attacked outside the Neon Glass? “An
whoever hired you.” unfortunate misunderstanding, I assure you. Nonetheless,
Valmar slowly reaches into the pocket of his you proved yourselves quite capable, and I certainly don’t
suit jacket and withdraws a small device. He taps a hold you responsible for the deaths of my employees.
button and a three-dimensional image of a besuited They acted without consulting me, and they suffered the
drow materializes in the center of the room. consequences.” Another lie; he instructed the team to attack
The projection smiles smugly. “Greetings, the investigators when he learned that they were conferring
new friends! So pleasant to finally make your with Tembrus. Realizing that he had underestimated their
acquaintance. My name is Casparian Arabani. I capabilities, he switched to framing them for Tembrus’s
understand you are looking for, or perhaps are in murder as a backup plan.
possession of, a particular art piece of great interest If the investigators agree to his terms (or pretend to),
to me. I would like to buy it from you.” Casparian provides them his personal comm information
and requests a call when they have the statue, whereupon
Clues: Casparian remains friendly as long as the they can discuss payment and arrange a meeting for the
conversation goes his way, though his disdain for those outside exchange.
his personal social circle comes out as soon as it doesn’t. If the If the investigators refuse to work with Casparian, read or
investigators treat him with respect, he graciously answers paraphrase the following text.
their questions, likely including the following.
Who are you? “As I said, my name is Casparian Arabani. Casparian’s expression changes dramatically, the
Surely you are familiar with Arabani Arms? I represent my drow’s jovial smile twisting down into a wrathful
family’s business interests here on Absalom Station, as well as grimace.
my many philanthropic pursuits.” A successful DC 23 Culture “Is that so?” His voice is cold. “How disappointing.
check confirms this as truth and provides the information Goodbye, investigators.” The holographic image
about House Arabani detailed on page 29 if the investigators flickers and disappears.
don’t already have it. Without another word, Valmar gives a curt nod to
What’s your relationship with Edriad? “I’m afraid I don’t the investigators, then departs.
know anyone by that name.” This is the truth.
Why do you want the statue? “Art is one of my few Assuming the investigators allow him to leave without a
pleasures in this wicked world. If my research is correct, this fight, Valmar exits the building and enters a stretch limousine
piece you’re looking for is of great historical significance. It idling in the street outside, which promptly speeds away in
would make an excellent addition to my collection of pre-Gap the direction of the Eye. (Investigators can watch Valmar leave
Hylaxian relics. I’m willing to pay quite handsomely for it.” through the window or by using other means of surveillance,
Did you kill Tembrus? “Didn’t you kill the trox? I heard such as a drone or psychic abilities). Should anyone attack, try
StatSec has you all pegged for it. Why would I want him to prevent him from leaving, or make an obvious attempt to
dead? All I want is the statue, and he didn’t have it.” He’s follow him, Valmar flees as detailed on page 31.
lying; not only did Valmar kill Tembrus on Casparian’s direct
order, but he was instructed to do so in a way that implicated EVENT 3: FINDERS KEEPERS
at least one of the investigators. A successful DC 27 Sense Gigmo rents a storage locker in a garbage-strewn hallway
Motive check reveals the lie, but Casparian won’t admit it. just off Docking Bay SDH-29, a low-rent ship storage and
Did you kill Brant? He smirks. “No, I didn’t kill the bellhop. maintenance facility nestled at the far end of one of the
Didn’t Tembrus kill her? Isn’t that why you killed Tembrus? station’s Arms. Most lockers are covered in profane graffiti,
Allegedly, of course.” While Arabani obviously knows that the and many have broken locks, but Gigmo’s somehow remains
investigators didn’t kill Tembrus, he has no idea who killed intact. Investigators can bypass the lock with a successful DC
Brant. Nonetheless, when news of Brant’s murder came 26 Engineering or Computers check or by using the keycard
across the infosphere, he saw an opportunity to rid himself from Gigmo’s apartment.
of both Tembrus and the investigators by encouraging the The locker contains a foot-tall object wrapped in a dirty
theory that Tembrus’s murder was retaliation for Brant’s. packing blanket. This unassuming package conceals the
Did you kill Gigmo? “Yet another tragic death I know nothing Heretic Worm, the item over which so many have already
about.” Casparian assumes the investigators or some other died. When the investigators unwrap the bundle, read or
party killed Gigmo, since he knows nothing about the curse. paraphrase the following.

32
Just over a foot tall and curiously heavy for its size, the Forsaken Brood, and the curse that befalls anyone
the statue’s constructed of smooth black stone, its who comes into possession of the statue. Shirren player
coiled wormlike tail forming a solid base. Each of its characters or others with an appropriate background gain a GM’S GUIDE
six segmented arms holds aloft a dark jewel. Its body +4 circumstance bonus to this check, or can automatically Aid
is inlaid with intricate whorls of phosphorescent Another on this check even if they aren’t trained in Mysticism. INVESTIGATORS’
violet. Despite its lack of distinct facial features, the Development: Now the investigators possess the Heretic MANUAL
creature’s cold purple eyes radiate an aura of steely Worm and have also learned the terrible secrets of its true
authority. nature, they should realize their own death clock is ticking.
CHARMED LIFE
Give the group time to discuss possible courses of action; they
As Edriad described, the statue depicts a philosopher worm, might want to return to the Eyeswide Agency and give the
one of the faithful servitors of the Forever Queen Hylax. statue back to Edriad, deliver it to Sergeant Garwal, or contact FAMILY
Clues: Tucked behind the package containing the statue Casparian Arabani to begin negotiating a price. They might HEIRLOOM
is a battered datapad with no password. The files are all also want to come up with ways to rid themselves of the
videos made by Gigmo. Based on timestamps, the oldest was curse. Before they can act, one of the investigators receives TWISTED
recorded eight days ago and the most recent was recorded an incoming communication from an unlisted number. BUSINESS
two days ago.
Video 1, Day –8: This is a partially edited promotional reel The video that appears on the comm display is grainy
showcasing the artifact, intended to entice potential and indistinct, as if transmitting from a location ADVENTURE
TOOLBOX
buyers. In a smarmy announcer’s voice, Gigmo narrates the with a poor signal. There’s no mistaking the face on
quality of the statue’s materials, promoting it as a valuable the screen as Edriad, the shirren client who hired
art piece. Eyeswide to find her missing statue. CONTACT CODEX
Video 2, Day –5: A haggard-looking Gigmo speaks directly “Hello? Hello?” the elderly shirren repeats, leaning
to the camera, recounting a series of dreams he’s been closer to the screen. “Are you there? I need your help.
having in which the statue comes to life and watches I’ve been abducted. They’ll be back any minute. I’m
him while he’s asleep. He feels it watching him, so he sending my coordinates to you right now. Please
hid it in a drawer. He complains about needing to call an hurry!”
exterminator for all the bugs suddenly showing up in his The video abruptly cuts out, only to be replaced
apartment. A successful DC 23 Medicine check identifies moments later by a steadily blinking icon that
his complaints and possible hallucinations as symptoms of indicates the presence of an incoming text message.
sleep deprivation, substance abuse, or both.
Video 3, Day –4: This video is nine uninterrupted hours of The video is real, but its subject isn’t actually Edriad.
footage of the statue, seemingly recorded over the course Casparian Arabani has been monitoring the investigators’
of a single night. Nothing unusual occurs during this time movements via surveillance drones ever since they left the
frame. Idari Arms. He had no intention of negotiating fairly with
Video 4, Day –3: An increasingly unhinged Gigmo paces the Eyes and plans to forcibly take the artifact. He sent an
back and forth across his apartment, chain-smoking and infiltration robot along with a contingent of armed soldiers
gesticulating wildly as he rambles semi-coherently about to prepare an ambush in an abandoned warehouse, luring
discoveries he’s made in various dark corners of the the investigators there by pretending to have taken their
infosphere. He rambles for a few minutes about secret client captive.
cults, conspiracies, and deadly curses. The GM should The text message contains a set of coordinates, which
incorporate bits and pieces of the artifact’s true history into any investigator can track using GPS software that comes
Gigmo’s ranting, as well as any number of wild inaccuracies. standard on most personal comm units. The location is
Video 5, Day –2: Gigmo hides in a dark closet, illuminated only nearby; it appears to be an old starship parts warehouse
by the datapad’s flashlight app. With tears streaming from just off one of the Arms, a few minutes’ travel from their
his bloodshot eyes, the lashunta whispers his plan to stash current location.
the statue in an old storage locker at the loading docks,
hoping that maybe the bugs will finally leave him alone if E. ABANDONED WAREHOUSE
he gives up ownership of it. (CR 10)
In addition to Gigmo’s videos, the datapad contains poorly A squat, unremarkable building stands about a hundred
organized notes about the statue, pieced together from yards off the main thoroughfare that runs the length of this
questionable infosphere sources. Anyone who succeeds at a Arm, the only permanent building at the center of a maze
DC 25 Mysticism check can peruse these documents to learn of haphazardly parked shipping containers. The only way
the complete history of the Heretic Worm (pages 24 and 37), in is an unlocked service entrance dimly illuminated by a
but even a quick scan imparts basic knowledge of Antilifrex, single fluorescent security light. The warehouse consists

33
E. ABANDONED WAREHOUSE
= 5 FEET

E3

E2

E1

of two work and storage areas, a dingy bathroom covered TACTICS


in graffiti, and a loading bay out back. All doors inside the During Combat The robot’s programmed to kill or incapacitate
warehouse are open. whichever creature possesses the Heretic Worm and
Creatures: An infiltration robot disguised as Edriad waits recover the statue for itself, a goal it seeks to accomplish
within, along with a contingent of Arabani units hiding by any means necessary.
behind cover throughout the warehouse interior, keeping Morale The robot fights to the death. If it gains possession of
comms open and their eyes on the entrance. Inside, the the Heretic Worm, it secures the statue inside a shielded
investigators can see the fake Edriad’s silhouette seated in internal compartment as a swift action, then kills any
a chair along the eastern wall of the southwestern room in witnesses.
the warehouse, handcuffed to a conduit that runs the length
of the building. She quickly notices the investigators and PATROL-CLASS SECURITY ROBOTS (2) CR 4
frantically motions with her free hand for them to approach, XP 1,200
hushing them and looking around nervously if they call out HP 52 (Alien Archive 94)
to her. TACTICS
As soon as all the player characters are inside the During Combat The robots start combat with a jolting arc,
warehouse, a security barrier slams down over the service then slam enemies, focusing on targets that don’t have the
entrance, sealing them inside. The “Edriad” robot rises from statue.
its seat in the southeastern corner of E1 and stalks toward Morale The robots are programmed to fight until destroyed.
them, absorbing both the handcuffs and the chair into its
nanite-infused body as it morphs from an elderly shirren ARABANI GOONS (5) CR 3
into a sleek, faceless steel chassis. XP 800
HP 40 (page 29)
EXTERMINATOR-CLASS INFILTRATION ROBOT CR 7 TACTICS
XP 3,200 During Combat Three of the goons engage the investigators
HP 115 (Alien Archive 4 102) directly in battle, while the other two shoot from cover
around the warehouse.

34
Morale Once the infiltration robot has been destroyed and On Ulrik’s command, six Station Security enforcers
three of the Arabani goons have fallen in battle, the rappel from the enercopters to the loading dock, where
remaining soldiers surrender. they begin collecting statements and identification from GM’S GUIDE
everyone present. Recognizing the investigators as Eyes,
Development: After the investigators defeat the Arabani the enforcers do not handcuff them or confiscate their INVESTIGATORS’
forces, read or paraphrase the following text. weapons, asking only that they remain in the area until MANUAL
Ulrik’s ready for them.
The robot crumples to the floor of the warehouse,
CHARMED LIFE
the features of a dozen stolen guises flashing across EVENT 4: AKITONIAN
its integrated synthskin as its internal mechanisms STANDOFF (CR VARIES)
grind to a halt. It gives a final shuddering gasp as the The investigators have 10 minutes to recover Stamina Points FAMILY
light in its eyes flickers out. or administer healing while they wait for Ulrik to finish HEIRLOOM
Somewhere ahead, a powerful motor grinds to life securing the scene. About half the Arabani forces present
and the reinforced steel service door on the other are taken into custody based on outstanding warrants or TWISTED
side of the warehouse begins sliding up. Outside is possession of unregistered weapons. Casparian Arabani leans BUSINESS
a loading dock lined with shipping containers and against a shipping container on one side of the platform, a
heavy equipment. personal comm pressed to his ear, his signature smile replaced
Evenly spaced along the perimeter of the dock are by a tight-lipped scowl. ADVENTURE
TOOLBOX
at least a dozen drow in heavy armor, each wielding Finally, the last enercopter rises into the sky and banks
a powerful longarm. Casparian Arabani stands at the away over the sea of warehouses and storage units, leaving
center, striking a casual pose with his hands in his only Sergeant Garwal, Casparian Arabani, a pair of hadrogaan CONTACT CODEX
pockets and a dazzling smile on his face. Security enforcers, and Valmar facing down the investigators
“So, we finally meet in person!” he declares. “And, across the loading dock. Read or paraphrase the following to
of course, you’ve gone and cost me more money. set the scene.
These robots aren’t cheap, you know. How about you
make it up to me by turning over the statue without
a fight, and spare me the cost of all the ammo it’ll
take to end you?”

Convinced he’s won, Arabani gloats over his own


cleverness at having manipulated the investigators into
retrieving the statue for him. Eventually, however, he tires
of monologuing and dispatches Valmar to bring the artifact
to him, instructing his other goons to shoot the investigators
if they resist. If they try to warn him about the curse, he
shrugs, saying that it’ll take more than fairy tales to keep
him from getting what he wants.
If the investigators surrender the statue to Valmar, or if a
fight breaks out, the loading dock is suddenly flooded with
bright light as a pair of recon enercopters (Armory 138) swing
into position overhead.

“DROP YOUR WEAPONS!” booms the amplified voice


of Ulrik Garwal from the nearest enercopter. “By the
authority of Absalom Station Security, you’re under
arrest on suspicion of—oh, where to begin?—trespassing.
Assault. Unlawful discharge of firearms. Trafficking
in stolen property. Vandalism. Oh, and murder.” The
speaker clicks off, then back on. “Don’t resist, and we
won’t shoot. Give us a reason, and we will.”
From their positions around the loading dock,
the soldiers look to Casparian. After a long, tense Ulrik Garwal
pause, the drow gives a curt nod, and their assorted
weapons clatter to the ground.

35
“All right, then.” The hobgoblin cracks her knuckles SECURITY ENFORCERS (2) CR 3
and gives everyone a chilling smile. “I’m glad we XP 800
were able to get that unpleasantness out of the Hadrogaan mechanics (Alien Archive 4 42)
way. Now, shall we get down to business? I don’t N Medium humanoid (hadrogaan)
know which of you has the statue, and frankly, I HP 35
don’t care. Just hand it over and we can all walk TACTICS
out of here and forget this whole sorry episode. During Combat The enforcers are fiercely loyal to Ulrik Garwal
Otherwise, I’ll have no choice but to take you all and follow her lead in battle, moving to help flank when
back down to the station and shake you till the possible but preferring to attack from a distance using
truth falls out.” their arc pistols.
Casparian stares Ulrik down for a moment, then Morale The enforcers follow Ulrik’s orders until she’s
bursts out laughing. “Oh, I’d love to see you try. You incapacitated, whereupon they surrender.
may think you can push these headscanners around,
but you’ve got nothing on me. Now quit wasting my CASPARIAN ARABANI CR 8
time. Do you really want to get on the wrong side of XP 4,800
House Arabani?” Drow envoy
Ulrik smirks back. “We’ve got tonight’s NE Medium humanoid (elf)
surveillance footage from the dead lashunta’s Init +2; Senses darkvision 60 ft.; Perception +21
apartment building. Guess whose faces are all DEFENSE HP 115 RP 5
over it? We’ve also got eyewitnesses to every EAC 20; KAC 21
conversation Tembrus had the night he was killed. Fort +7; Ref +9; Will +11; +2 vs. enchantment
Guess who they remember? If I want to pinch Immunities magical sleep effects; SR 17
any and all of you for this, I can. So, is one of you Weaknesses light blindness
gonna give me what I want easy, or are we doing OFFENSE
this the hard way?” Speed 30 ft.
Melee ultrathin sword cane +17 (1d12+8 S; critical bleed 1d4)
The investigators can respond however they wish. The Ranged ribbon lightning pistol +15 (2d6+8 E) or
options listed below are examples of choices they might web grenade I +15 (explode [10 ft., mire 1d4 rounds])
make, as well as the most likely consequences of those Offensive Abilities create darkness, envoy improvisations
choices. (clever feint, improved get ’em, improved hurry), limning
The investigators give up the artifact to Ulrik Garwal. Ulrik light
dismisses the investigators before returning to the precinct Spell-Like Abilities (CL 8th)
building with the statue, leaving Casparian and Valmar 1/day—dispel magic (DC 24)
furiously making calls on their comm units. At will—dancing lights
The investigators give the artifact to Casparian, or the Constant—detect magic
investigators refuse to give up the artifact. Ulrik gives the TACTICS
order to have everyone arrested, prompting Casparian and During Combat Casparian uses his envoy abilities to support
Valmar to fight back. A three-way shootout ensues, with both and empower his goons, locking down enemies with web
sides attempting to wipe out both the investigators and any grenades to keep his distance.
combatants on the opposing side. Morale If reduced to less than 30 HP, Casparian surrenders,
waits for his family to pull strings for his release, and
ULRIK GARWAL CR 7 begins plotting revenge.
XP 3,200 STATISTICS
Hobgoblin soldier (Alien Archive 2 76) Str +0; Dex +2; Con +0; Int +4; Wis +0; Cha +6
N Medium humanoid (goblinoid) Skills Bluff +21, Culture +21, Intimidate +21, Sense Motive +21,
HP 105 Stealth +16, Profession (Corporate Professional) +16
TACTICS Languages Common, Drow
During Combat Ulrik prefers to fight up close and personal Gear advanced lashunta tempweave, ultrathin sword cane,
with her longsword, deploying stickybomb grenades as ribbon lightning pistol with 2 batteries (20 charges each),
needed to keep foes from moving out of range. web grenade IAR (2)
Morale If reduced to 25 or fewer hit points by a foe she
believes will let her live, Ulrik surrenders, commanding any VALMAR CR 3
Security enforcers to stand down as well. Otherwise, she XP 800
fights to the death. HP 40 (page 29)

36
TACTICS the Agency and disappearing into the rush of the crowded
During Combat Valmar does whatever it takes to protect streets outside.
Casparian. If the investigators gave up the statue, Edriad ends her GM’S GUIDE
Morale Valmar fights until Casparian orders him to stand grandmotherly act and angrily scolds them, lecturing about
down. the artifact’s true nature and emphasizing that whoever INVESTIGATORS’
currently has the statue only has seven days to live unless MANUAL
LET’S TALK ABOUT THIS… they find it and return it to her or another member of the
The investigators negotiate a diplomatic solution. With a Forsaken Brood. How the investigators approach this
CHARMED LIFE
successful DC 31 Diplomacy check, the investigators can conundrum is beyond the scope of this adventure, but could
convince both Casparian and Ulrik of the truth about the provide an appropriate starting point for another!
Heretic Worm and its curse; this DC is reduced by 5 if they FAMILY
have Gigmo’s notes, and by an additional 2 if at least one of THE HERETIC WORM HEIRLOOM
the investigators has 6 or more ranks in Mysticism. BULK 1
Once convinced, both parties relinquish their claims on This is a sculpted likeness of the philosopher worm Antilifrex, TWISTED
the statue. However, Ulrik points out that even if Gigmo died crafted from the dust left behind when he was destroyed by BUSINESS
from the artifact’s curse and Brant was murdered by Tembrus, his goddess on Nchak. It measures approximately one foot
Station Security still needs to make an arrest for Tembrus’s tall and appears to be made of dull black stone, inlaid with
murder. If the investigators are already aware that Valmar precious dark-colored gemstones and softly pulsing purple ADVENTURE
TOOLBOX
killed Tembrus and inform Ulrik, Casparian corroborates their highlights. It’s heavy for its size and is impervious to damage
account, conveniently leaving out that his lieutenant did so on from any physical or magical source.
his own orders. Ignoring Valmar’s frantic protestations, Ulrik Possessing the statue exposes a creature to the Curse CONTACT CODEX
takes Valmar into custody and departs. Casparian exits shortly of the Heretic Worm (see below). Members of the Forsaken
thereafter, wishing the investigators well and enigmatically Brood are immune to the curse.
suggesting that perhaps the next time they meet, they can The artifact can be destroyed only if Hylax apologizes to
work together, handing them a crisp business card. every living member of the Forsaken Brood, whereupon it
immediately crumbles to dust.
CASE CLOSED
Once the investigators resolve the scene, they receive a CURSE OF THE HERETIC WORM
communication from Tyver requesting a status update. Tyver Type curse; Save Will DC 20
instructs them to return to Eyeswide at once after hearing Effect Each day, the victim notices an increasing number
their report. of fine, insectile vermin everywhere they go. The vermin
Both Tyver and Edriad are waiting for the investigators in cannot be seen or otherwise detected by individuals not
Tyver’s office when they arrive to report in and close affected by the curse. The insects can be scattered or
the case. If they recovered the statue, Edriad even killed, but always return soon afterward, and in
is overjoyed and showers them with praise exponentially greater numbers. At the end of seven
and candy. days, the insect swarm devours the victim’s soul. The
If the investigators don’t challenge victim is slain instantly and cannot be brought back to
her cover story, Edriad maintains her life by any means.
grandmotherly persona, pays the promised Cure The victim must willingly give up ownership
fee, and leaves with the artifact. Depending of the artifact to a member of the Forsaken Brood.
on how much the investigators shared during Transferring ownership of the artifact to a creature who
the investigation, Tyver may or may not ask isn’t part of the Brood also transfers the curse.
Edriad questions, at the GM’s discretion.
If the investigators confront Edriad about REWARDS
the truth or reveal knowledge of the Heretic When they close the case, Tyver transfers 6,127
Worm, she immediately abandons her facade credits to each investigator’s account as payment
and introduces the investigators to the real for recovering Edriad’s statue; if the
Edriad, who is as ruthlessly pragmatic as she investigators gave the statue to
is fanatically devoted to her cause. Still flush Casparian Arabani or Ulrik Garwal,
with triumph at having retrieved the artifact, they receive a mysterious credit
she patiently takes the time to answer any transfer of the same amount a few
remaining questions the investigators have, hours later. The investigators can’t
only stopping short of confessing to receive more than one such payment
any criminal activity, before exiting
The Heretic Worm for recovering the statue.

37
TWISTED BUSINESS
their longtime friend. In recent years, the three lived together
“People have to make tough decisions in an upscale condo while managing their shared business.
sometimes, and in the end they’ll live The Drift Crisis shattered the trio’s status quo. Maro’s ship
with those decisions one way or another, disappeared during the Drift Crash while he was away on
kiddo. And the truth always comes out. We’re business, leading Luca and Semdrid to believe he was dead.
not here to judge them for those decisions—our With normal shipping routes cut off, the Neon Glass struggled
to keep many popular items in stock. Between Semdrid’s
job is to figure out their truth. End of story.”
business perspective and Luca’s customer-facing role as
—Detective Tyver Vorsten,
bartender, the demands of running the business effectively
Eyeswide Agency Veteran
created more friction in their relationship. Without Maro’s
vote to resolve their issues, the two fought bitterly instead
of making compromises. After months of constant arguments
CASE BACKGROUND peppered with old grievances accumulated over lifetimes
Maro is among the oldest androids living on Absalom Station. spent together, Luca and Semdrid’s relationship was at its
Decades ago, he opened the Neon Glass with a samsaran breaking point.
couple, bartender Luca (an Eyeswide contact; see page 60), In time, Maro was officially declared dead and his premium
and accountant Semdrid. In fact, this arrangement is the AbadarCorp life insurance policy paid out to his business
latest in a long line of lifetime-spanning relationships for the partners. Semdrid and Luca pumped the money into their
trio. The three have spent multiple past lives together, the failing business, stabilizing the bar at a steep financial cost.
samsarans finding each other and rekindling their romance Then Maro unexpectedly reappeared. He wasn’t dead at all;
with each reincarnation, then serendipitously encountering his ship had been shunted out of the Drift into an asteroid

38
field, hobbling the craft and leaving him gravely injured, but Why should we take this case? “Maro’s got deep pockets
alive. A crew of salvagers picked him up, treated his wounds, and a case to solve. Need another reason?”
and brought him back to Absalom Station in exchange for The investigators can meet with Maro (N male android) in GM’S GUIDE
most of his valuables, including an ancient coin from Lost a plush interview room designed with clients’ comfort in mind
Golarion. or invite him out to a local restaurant; he suggests Sunny 6’s INVESTIGATORS’
Maro’s return sets off a series of arguments between diner in Little Akiton. At the meeting, the android tells the MANUAL
Luca and Semdrid that soon ends with Luca murdering her investigators he sold his valuables to the ruffians of Derelict
partner with a novelty ice dagger in a fit of rage. Afterward, Salvage in return for his rescue and safe passage home.
CHARMED LIFE
she plants one of Maro’s antique weapons at the crime scene, He describes several items in detail, including a sapphire
appropriately doused in Semdrid’s blood, to frame him for the signet ring, antique fountain pen, and set of designer suits,
murder. These events occur during the course of this case and but he’s specifically interested in recovering an ancient gold FAMILY
haven’t yet taken place when the adventure begins. coin. Examples of questions the investigators might ask are HEIRLOOM
Unaware of the growing strife between his business provided below, along with Maro’s answers.
partners, Maro approaches the Eyeswide Agency looking TWISTED
for help with recovering property he lost in exchange for BUSINESS
reaching the Station.

THE CLIENT ADVENTURE


TOOLBOX
Tyver sends a message to the investigators alerting them to a
new case. When the player characters arrive at Tyver’s office,
read or paraphrase the following. CONTACT CODEX

Tyver’s broad chair creaks under their large frame


as they wave the agents in, muscular arms exposed
by their rolled-up sleeves. Once the contractors are
settled, the grizzled nuar begins the briefing.
“Agents,” Tyver rumbles in a low bass around a
mouthful of cigar. “You know the Neon Glass by now,
that watering hole in the Ring? One of the owners
went missing during the Crash, presumed dead.
The guy got the works—a funeral, life insurance
payout, obituary. Then he shows back up on Absalom
Station.” Tyver takes a moment to exhale a stream
of bluish-purple smoke out their nostrils, curling
around their horns and up toward the high
office ceiling lights. “Guy says he lost some of
his property during his ordeal. He’s requested a
team of my best detectives—today, that would be
you.” Tyver puffs on their cigar.

If the investigators successfully recovered the Heretic


Worm during the events of Family Heirloom, Tyver mentions
that Maro asked for them specifically because they solved
that case. Examples of questions the investigators might ask
Tyver are provided below, along with their answers.
What can you tell us about the client? “The guy’s name is
Maro. He’s one of the oldest androids on the Station. Been
around since before the Gap. He’s not too keen on talking
about the past, though.”
What property does he want us to recover? “He wasn’t
Maro
specific. Ask him the details when you meet.”
Where should we meet with him? “Use one of the rooms
downstairs or take him out to lunch somewhere. Your call.
Agency won’t pay, though.” He snorts ruefully.

39
What can you tell us about the coin? “It’s made of gold, but THE DERELICT
there’s not much else remarkable about it. Most of the writing The investigators can find out more about the Derelict based
on it’s worn down, but if you look closely, you can make out on the results of a Diplomacy check to gather
the image of a tiny mug of ale.” Investigators who succeed information, a Computers check, or a Piloting
at a DC 15 Mysticism check recall the mug’s association check. The DC for all such checks is 22. The
with the deity Cayden Cailean, a god of freedom, drink, investigators learn at least one new piece
and bravery. Maro enthusiastically confirms this if of information for each successful
the investigators mention the information or use check.
the deity’s name. Clues: The investigators discover
Where were you traveling? “I was the following clues as a result of the
headed to Vesk-1 to visit a lovely above checks.
D It’s
gol distiller when the Crash hit. not an uncommon name, but
My vessel collided with a string of the most likely match is the Derelict,
asteroids as the Drift spat us out. I a freighter owned by a system-wide
was hurt quite badly, and the ship salvaging business.
D The Derelict last docked near Little
was wrecked.”
What’s gol? “A unique type of Akiton after arriving from the Diaspora
grain alcohol distilled exclusively yesterday.
in the Veskarium. It makes a refreshing
Baltresk D Derelict is registered to Baltresk Udachakov.
D The Derelict’s crew is a rowdy bunch who enjoy hitting up
summer cocktail, and I was looking into purchasing some to
sell at the Neon Glass.” the bars when they’re at port, and their latest victim is a
What happened then? “After my ship was wrecked, I got dive in Fogtown called the Heated Engine.
picked up by a crew of opportunists. They robbed me blind in Following Up: Investigators who research the owner’s
exchange for passage back to Absalom Station.” name and succeed at a DC 29 Computers or Profession
What can you tell us about the people who robbed (lawyer) check learn that Baltresk Udachakov
you? “They were salvagers, but they behaved more is a vesk immigrant with a string of minor
like pirates. Their ship was called the Derelict. I kept shipping law violations to his name—nearing
to myself for most of the journey home. Ate in my the maximum allowed before the Stewards
bunk, that sort of thing. I wish I could tell you more.” revoke his licenses. Baltresk has one living
Why do you need us/Why are you going back family member, a sibling named Anstajlia. His
on the deal you made? Maro hesitates before listed address is a storage unit in the Spike.
answering the question. He’s embarrassed about If anyone searches Anstajlia’s name on the
being swindled and doesn’t want to give the crew infosphere, they find a post on her Phototon
of the Derelict any more of his credits to get his timeline that says: “I’m back in A-Station! Time
coin back. Maro hopes that sending Eyes to to party!” This post is accompanied by a string of
fetch the coin might scare the salvagers emoticons and a check-in to the Heated Engine, a
into cooperating, or if that fails, the bar in Fogtown.
investigators can convince them
or bully the coin out of them. THE COIN
“That coin means a lot to me. I The investigators can find out more about Maro’s
would’ve never given it away if I’d had coin based on the results of a DC 26 Computers
any other option.” Iverten or Culture check. The coin is a registered artifact
How do we get them to give us the coin? Maro of Golarion origin, listed as belonging to a private
shrugs. “That’s why I hired you. Do whatever you need to collection. There are no local records, electronic or otherwise,
do, but don’t hurt them over this. Violence never solved detailing the transfer of ownership of the item, nor are there
anything.” transactions fitting that description at any local pawnshops.
How long ago did you arrive? “We docked early yesterday. If he’s helpful toward the group, and they ask him for
I had to make my way back home without any credits. What assistance, Julzakama (page 59) recalls a group of people
an ordeal.” in grungy flight suits asking him to appraise some items
Where should we start looking? “My swindlers didn’t tell including an old coin, but they ultimately took their business
me any of their future plans, nor did I care to ask about them. elsewhere.
I’m afraid I don’t know.” If investigators succeed at a DC 26 Computers or Piloting
By now, the investigators have two leads: the coin and the check, they learn more about the coin’s current whereabouts.
name of the ship. An item matching the coin’s description was declared to

40
Absalom Station Port Authority yesterday as part of the can disarm them using casual conversation with a
manifest of the freighter Derelict. successful DC 26 Bluff or Diplomacy check, or impress
them by succeeding at a DC 22 Athletics check to GM’S GUIDE
THE HEATED ENGINE demonstrate their strength.
The investigation leads to a dive bar in Fogtown. Tayanva (CN female human mechanic): INVESTIGATORS’
Read or paraphrase the following to set the scene. The ship’s engineer feels undervalued and MANUAL
believes the whole operation would fall apart
The taproom of the Heated Engine lives without her. Tayanva’s often frustrated at her
CHARMED LIFE
up to its name: stifling hot, noisy, and lit crewmates’ lack of technical knowledge; the
by angry red neon. Patrons slam glasses investigators can impress her by succeeding at
together as cheers and toasts erupt from a DC 27 Engineering or Physical Science check FAMILY
the packed tables. A ysoki bartender slings to demonstrate their own skills. Tayanva also HEIRLOOM
drinks onto trays from behind a long loves vidgames and often breaks the
counter. In the back of the room, ice by challenging people to play the TWISTED
two tables covered in empty arcade machines at the back of the BUSINESS
glasses are pushed together to bar. Investigators who succeed at
accommodate a large, boisterous a DC 22 Acrobatics or Profession
group of shippers covered in (vidgamer) check while playing ADVENTURE
TOOLBOX
engine grease and singe marks against her earn Tayanva’s respect.
from welding equipment. The symbol Tayanva Cuts (N male android biohacker): Serving
of a starship shorn in half, with the title as the crew’s medic, Cuts has terrible bedside CONTACT CODEX
“Derelict Salvage,” adorns the back of their stained manner, peppering his diagnoses with dry gallows humor.
flight suits. He earned his name after the crew observed his hobby of
dissecting any strange dead lifeforms they found while
How the investigators wish to confront the crew of salvaging. Cuts enjoys talking shop with anyone who
the Derelict is largely up to them. They can learn succeeds at a DC 29 Life Science or Medicine check. He’s
the latest gossip about the crew by talking also impressed by anyone who can beat him in a drinking
with other patrons or the bartender, game (DC 20 Fortitude save).
quickly learning that they’re behind Anstajlia (NG female vesk operative): Baltresk’s
on their bar tab and incredibly loud in little sister and constant tag-along, Anstajlia is the
their celebrations, standing out even in mischievous pilot of the Derelict and a joyful presence
a place as rowdy as the Heated Engine. among the crew. She and Tayanva often argue
The crew already sold Maro’s coin to Casparian over the “stressful stunts” she puts the ship
Arabani, a drow arms dealer who dabbles through, but Anstajlia openly carries
in collecting valuable items. The a torch for the engineer despite
crew won’t discuss the matter with her grumbling. To earn her trust,
anyone they don’t trust. investigators can demonstrate
Investigators who approach the their knowledge of stunts (DC
crew’s table without first proving 29 Piloting) or advise her on how
themselves to the crew are met best to approach Tayanva for a
with catcalls and challenges to
Anstajlia date (DC 29 Sense Motive).
various drinking games. The investigators If the investigators successfully
can learn more about Maro’s coin by interacting with the impress one or more of the salvagers, they learn the following
salvagers as detailed below. information in conversation. The crew of the Derelict was
Baltresk (CN male vesk envoy): The surly vesk captain trawling in the Diaspora when a multicolored rift in space
of the Derelict is a schemer who’s always ready to pick an opened and spat out a ship. They watched the vessel collide
abandoned ship clean. Investigators familiar with Baltresk’s with a nearby asteroid and immediately prepared to salvage
criminal record can use their knowledge as leverage with a the wreck. When their scans picked up life signs, Baltresk
successful DC 29 Intimidate check. Using his family name, hailed the craft’s sole survivor and offered a ride back to
Udachakov, grants a +4 circumstance bonus to this check. Absalom Station for a “reasonable fee”—all of his valuables.
Iverten (N nonbinary lashunta vanguard): Iverten, the Baltresk is the ship’s registered owner, but the crew operates
Derelict’s high-strung first mate, never relaxes while on a as a team and everyone votes on major business decisions.
job. But at port, they let it all hang out. Tonight they’re They typically sell their haul in about a week, use a chunk of
deep in their cups and especially gullible; investigators their profits to party as hard as they can, and then head out

41
into space looking for the next haul. Profits are split evenly; F2. CAFE
before they party, each crew member sets a small percentage This small but cheerful cafe consists of a mk 3 culinary
aside for ship upkeep and operating costs. synthesizer behind a counter, a pastry display
Baltresk won’t admit he sold the coin until the case, and a few tables and chairs for patrons.
investigators have influenced at least three other The rich smells of coffee and baked goods
members of Derelict Salvage. Once this happens, suffuses the air.
he tells the investigators that he sold the coin to
Casparian Arabani, offering them the drow’s business F3. SCULPTURE ROOM (CR 10)
card with his direct line while cautioning them that
he doesn’t think the collector is willing to sell. A forest of sculptures grows from the
marble floor of this chamber, casting
F. ARABANI ART strange shadows across the walls.
GALLERY
This swanky art gallery (see map on This public gallery houses a fine
page 44) takes up the top two floors collection of sculptures and statuary
of a glittering tower in the Eye from the Pact Worlds and beyond.
overlooking Jatembe Park. Funded Traps: If the investigators enter
by Casparian Arabani’s lucrative the room without scheduling a
business, the gallery consists meeting with Casparian first, the
of public displays plus a cafe and Cuts entire area is crisscrossed by dim
giftshop on the lower level (areas F1–F6) red laser beams connected to an alarm. Moving in
and a private collection (area F7) on the top floor. any direction through the area without disabling the motion
The gallery is only open to the public a few hours each sensors or without succeeding at a DC 22 Acrobatics check
week. Currently, it’s closed. Security cameras are installed in for every 10 feet moved, activates the trap.
the ceiling of every room and at every hallway intersection,
feeding their footage to the security control room (area F6). ALARM LASER TRAP CR 8
Roof maintenance access to the gallery is locked (Engineering XP 4,800
DC 36 to disable) and leads through a 5-ft. airshaft into F7. Type technological; Perception DC 32; Disable Engineering
If Casparian invited the investigators here to make a deal, DC 27 (disable motion sensors)
an Arabani bodyguard meets them at the door and gives Trigger location; Reset manual
them a tour of the gallery, ending with the private collection; Effect seals doors and activates two cybernetic golems.
they won’t need to contend with security features unless
they attack their escort. If the investigators decided to CYBERNETIC GOLEMS (2) CR 8
infiltrate or attack the gallery, or otherwise don’t have an XP 4,800 each
invitation from Casparian, they’ll need to contend with the HP 125 each (Alien Archive 2 66)
gallery’s security features on their own. TACTICS
During Combat The golems attack after the alarm activates,
F1. GIFT SHOP transforming from metal sculptures of humanoids into
killing machines.
The entrance to the gallery is little ways off from a Morale The golems are programmed to fight until destroyed.
gift shop. All sorts of frivolous items are featured on
its shelves. Crystalline figures glimmer from inside F4. PAINTING ROOM
glass display cabinets, reproductions of famous
art pieces cover the walls, and random articles of Hundreds of frames adorn the walls, displaying
luxury clothing hang from aluminum racks. paintings of every subject imaginable.

When the gallery is closed, the outer entrance by the gift This room displays hundreds of paintings from different
shop is locked (Engineering DC 36 to disable) and connected eras and styles, many by famous artists, but nothing else of
to an alarm. Breaking down the door (Athletics DC 22) interest.
or disabling the lock without entering the security code
(Computers DC 29) sets off the alarm, immediately alerting the F5. HOLO-ART ROOM (CR 10)
creatures in F5 and F6 to the presence of intruders. Though
the gift shop items look enticing, they’re all mass-produced A cacophony of light and sound erupts to fill this
replicas of luxury items and aren’t worth much. empty space. Ethereal fish cavort alongside birds

42
with pixelated feathers. Ocean waves crash all
around, carrying magnificent ships and omas with CHASING THE COIN
unicorn’s horns sprouting from their heads. An If the investigators played Family Heirloom, they’re already GM’S GUIDE
electric blue bubble pops and the air fills with static, familiar with Casparian Arabani. (If Casparian died in the previous
a gentle white noise washing over the area to cleanse adventure, his family already used their considerable wealth INVESTIGATORS’
the palate before the display starts up again. to resurrect him.) Your group’s approach to the next phase of MANUAL
the investigation depends on their opinion of Casparian, the
This public gallery displays a vibrant—if overwhelming— characters’ skillsets, and the party’s preferred playstyle. Several
CHARMED LIFE
collection of holo-art. Projectors built into the walls, floor, likely approaches are described below.
and ceiling are programmed to seamlessly shuffle through the Negotiation: Casparian claims he’s willing to consider
various pieces and scenes, called “holo experiences” by those selling the coin back to Maro with the investigators as proxies. FAMILY
in the know; investigators recall these facts with a successful (His true intentions depend on his prior dealings with the group; HEIRLOOM
DC 23 Engineering or Profession (artist) check. see below.) Calling the number listed on his business card takes
Creatures: Two living holograms born from the constant them straight to his comm unit; if the investigators look up his TWISTED
strobe of the installation attack the investigators when they publicly listed number on the infosphere, their call instead goes to BUSINESS
enter the room, or they notice the investigators passing by his assistant, requiring the investigators to leave a message and
and follow them out into the hall to ambush them later. wait for a callback. In either case, Casparian says he’ll consider the
deal and invites them to talk further at his gallery in the Eye. The ADVENTURE
TOOLBOX
LIVING HOLOGRAMS (2) CR 8 investigators are responsible for their own funds for purchasing
XP 4,800 each back the coin; with most of his wealth spent by someone else,
HP 115 each (Alien Archive 3 66) Maro can’t afford more than the usual fees for the investigation. CONTACT CODEX
TACTICS Infiltration: The investigators can attempt to sneak into
During Combat The living holograms pantomime various art Casparian Arabani’s gallery and steal the coin. They’ll have to
pieces they’ve witnessed, wielding hardlight weapons that bypass security measures and battle armed guards to pull off the
seem to change shape as they fight. heist.
Morale Completely unaware that they are subject to such Potential Buyer: The investigators can set up a meeting
organic concepts as mortality, the living holograms fight with Casparian under false pretenses, assuming disguises
to the death. and using deception to trick him into selling the coin. Tricking
Casparian requires the investigators to make skill checks opposed
F6. SECURITY CONTROL ROOM to his Perception modifier (+21). Casparian reacts poorly to
Viewscreens display closed-circuit footage, feeding from the deception; see below.
cameras placed throughout the gallery. The investigators can
hack and take control of the cameras with a successful DC 32
Computers check.
Creatures: Unless they were already alerted by the alarm, Trigger touch; Reset 1 minute
three security guards are working here when the investigators Effect arc of electricity (8d12 E); Reflex 18 half
arrive. They immediately surrender to the armed intruders,
begging to be spared. If needed, use the Arabani goon Creatures: If the investigators arranged a meeting with
statistics on page 29. him, a hologram of Casparian Arabani waits standing near the
center of the private collection, projected by a device built
F7. PRIVATE COLLECTION (CR 12) into the ceiling. Casparian never intended to risk appearing
This room houses the most precious and valuable items of in person, but he’s willing to discuss a selling price for the
Casparian Arabani’s collection. A combination of art pieces, coin in this way. He knows the item’s true worth and doesn’t
archaeological marvels, fossils, and antiques fill the display like losing out on valuables, so even if he doesn’t consider
cases. Maro’s coin is prominently displayed as part of an the investigators to be his enemies, he asks a hefty 10,000
exhibit labeled “Relics of Lost Golarion.” credits for the coin.
Traps: The case is locked (Engineering DC 36 to disable) During negotiations, a team sent by a rival house of lesser
and protected by a trap that releases a jolt of electricity drow nobles bursts into the room, planning to assassinate
strong enough to hurt a creature without damaging valuables. Casparian. Use the statistics provided on page 45 for the
Arabani assassins. Should this happen, Casparian’s enforcers
ANTI-THIEF ARRAY CR 8 abandon the hologram, leaving the investigators to fight alone.
XP 4,800 If the investigators fought Casparian, killed Valmar, or
Type technological; Perception DC 32; Disable Engineering otherwise antagonized him in the past, he instead plans to
DC 27 (disable shock plates) order his enforcers to kill the investigators and make it look

43
F7

F6

F5

F4

F3

F1

F2

F. ARABANI
44 ART GALLERY
= 5 FEET
like a break-in. The hologram briefly appears to gloat to the OFFENSE
investigators before ordering the hit. Speed 30 ft.
If the investigators threaten Casparian’s Melee advanced pike +19 (2d8+17 P; critical bleed 1d8) GM’S GUIDE
hologram or demonstrate that they plan Ranged heavy sonic bolter +16 (2d10+8 So; critical
to swindle him, he orders his forces to sicken) INVESTIGATORS’
attack. Offensive Abilities fighting style (hit and run), melee MANUAL
striker, nimble fusillade, opening volley, sonic resonance
ARABANI ASSASSINS (2) CR 8 TACTICS CHARMED LIFE
XP 4,800 each During Combat Arabani enforcers use their soldier
Drow operative abilities to move in and out of combat, coordinating
CE Medium humanoid (elf) with each other to flank or take turns laying down FAMILY
Init +6; Senses darkvision 60 ft.; Perception harrying fire. HEIRLOOM
+16 Morale The enforcers surrender when
DEFENSE HP 115 reduced to 25 Hit Points or less. TWISTED
EAC 20; KAC 21 STATISTICS BUSINESS
Fort +7; Ref +9; Will +11; +2 vs. enchantment Str +6; Dex +2; Con +4; Int +1;
Immunities magical sleep effects; SR 17 Wis +1; Cha –2
Weaknesses light blindness Skills Athletics +21, Intimidate ADVENTURE
TOOLBOX
Defensive Abilities cloaking field, evasion, +16, Stealth +16
uncanny agility Languages Common, Drow
Semdrid
OFFENSE Gear vesk overplate II, advanced pike, heavy CONTACT CODEX
Speed 40 ft. sonic bolterAR with 2 batteries (20 charges each)
Melee incapacitator +15 (3d4+8 B; critical staggered)
Ranged advanced tactical semiauto pistol +17 (2d6+8 P) Development: If the investigators defended the gallery
Offensive Abilities bleeding shot, create darkness, from rival assassins, Casparian’s hologram thanks them by
debilitating trick, operative specialization (ghost), trick offering the coin they’re after. If they dispatched Casparian’s
attack (4d8) forces, the hologram threatens them with legal action and
Spell-Like Abilities (CL 8th) worse until they turn off the projector; at this point, the
At will—dancing lights, detect magic investigators are free to take the coin for themselves. If other
TACTICS guardians still remain, such as the golems or guard patrols,
Before Combat The assassins activate their cloaking fields Casparian remotely activates the gallery alarm to alert them.
and wait for orders to attack. They arrive to fight three rounds later if the investigators
During Combat The assassins use their trick attacks and don’t leave or barricade the room; if they hide or construct
debilitating tricks whenever possible, seamlessly switching makeshift defenses, they have 10 minutes to recover Stamina
from melee to ranged as required by opponents’ moves. Points before the next combat.
Morale The assassins flee when reduced to 20 Hit Points or
fewer. EVENT 1: FALL GUY
STATISTICS After they retrieve the coin, Maro calls the investigators
Str +2; Dex +6; Con +0; Int +4; Wis +1; Cha +0 with a frantic message—he’s just been arrested for a murder
Skills Acrobatics +16, Engineering +16, Intimidate +16, Sleight he didn’t commit! He begs the investigators to visit him
of Hand +21, Stealth +21 where he’s being held at the local Station Security precinct,
Feats Mobility, Step Up, Step Up and Strike promising a larger payment for the coin if they hesitate. The
Languages Common, Drow call’s cut short by StatSec.
Gear D-suit III, advanced tactical semiauto pistol with 36 At the precinct, the investigators attend a supervised
rounds, incapacitator with 2 batteries (20 charges each) meeting with their client in one of the interview rooms. Read
or paraphrase the following text.
ARABANI ENFORCERS (2) CR 8
XP 4,800 each Maro sweats under the glaring lights of the bare room,
Half-orc soldier his hands cuffed to the metal table in front of him. Dax
LE Medium humanoid (human, orc) Vega leans casually against the wall and slides a hand
Init +6; Senses darkvision 60 ft.; Perception +16 over the comm unit at his wrist. The lights dim and a
DEFENSE HP 125 series of holographic images fill the air.
EAC 20; KAC 22 “Well, Maro,” the Steward says in a neutral tone.
Fort +10; Ref +8; Will +9 “I expected you to spend your call on a solicitor to

45
spending it. Prove my innocence and all that I still
WHERE’S LUCA? have is yours.”
Luca murdered Semdrid with the ice mold of a dagger she’d created
to use in signature drinks at the bar, then doused one of Maro’s Maro’s honest with the investigators, telling them
weapons in Semdrid’s blood and planted it at the scene, hoping to everything he knows about Luca, Semdrid, and their lifetimes
frame her business partner. From there, she fled to an illegal space together. He admits to facing financial troubles before the Drift
dock in the Spike. There, she’s planning to book passage off-station Crisis, but he doesn’t know the couple spent his life insurance
through a smuggler named Kavelost. The investigators catch up to to save the bar while he was gone. He recalls both Luca and
her there at this adventure’s conclusion. Semdrid acting distant with him and each other since his
Patrons and workers at the Neon Glass confirm they haven’t return. The last time he saw Luca and Semdrid was last night;
seen Luca or Semdrid in a few days. A bubbly young bartender they mentioned needing time to talk so he gave them a wide
named Orra (CG male korasha lashunta) was worried about them berth in their communal residence before heading out early
and called Station Security on their behalf. that morning. He then spent a few hours in Jatembe Park
To track Luca down, investigators need the information on her before attending to other business but doesn’t think anybody
comm unit (found at the crime scene, in her bedroom). can vouch for his whereabouts. He was returning home when
Station Security arrested him.
The investigators have about 10 minutes to meet with
Maro before he’s taken for processing and holding.
defend you. Since Eyeswide showed up instead, I
take it you’ve waived your right to legal counsel?” REVIEW EVIDENCE
He waits for Maro to nod before continuing. “Just Based on the results of a Diplomacy (Gather Information),
confirming. Luca Elanta and Semdrid Vendryski were Perception, or Survival check, the investigators learn more
reported missing this morning.” The holograms shift about the case. If the investigators aren’t already on Dax
to show Semdrid’s and Luca’s Station ID photos, Vega’s good side, they’ll need to succeed at a DC 26 Diplomacy
addresses, and other identifying details. or Bluff check to persuade him to share the case files.
“One of the bartenders at the Neon Glass called Clues: Investigators discover the following clues by spending
us, saying both victims hadn’t shown up at the bar an hour reviewing Station Security’s files on the case. Some
as expected and weren’t answering their comm clues require an additional skill check to discover, as noted.
units. We went to their residence for a check-in. D Luca Elanta and Semdrid Vendryski were reported missing by

Found the door wide open, with a murder scene an anonymous caller who claimed to work at the Neon Glass.
inside. Semdrid was pronounced dead at the scene, D A neighbor overheard loud arguing and music from the

and Luca’s still missing.” He exhales and shakes his residence early that cycle, starting around 7:00 a.m.
head. D Semdrid Vendryski was impaled with an antique sword

“Were you having business troubles, Maro?” he belonging to Maro.


asks. “I took a look at the Neon Glass’s financials and D Semdrid’s death occurred around 7:30 a.m.

they’re not great. Liens, missed payments, decreasing D Maro’s fingerprints and Semdrid’s blood were found on the

profits since the Drift Crash…” He trails off and looks sword.
meaningfully around at the investigators. D Luca Elanta is missing.

“I would like to speak to my visitors before issuing D Telemetric and thermal scans show that there were two

a statement.” Maro says simply. Vega narrows his living organics in rapid motion during that time frame, then
eyes, then nods and briskly leaves. only one.
D Some of Semdrid’s wounds were made by a different

Maro buries his head in his hands. If the investigators try weapon rather than the sword found at the crime scene.
to return his coin, he asks them to hold onto it for now. Read D The murder weapon’s hilt is crafted out of a rare starmetal

or paraphrase the following when the investigators address alloy that has nanite-repellent properties. (DC 29 Physical
Maro. Science)
D The murder weapon was forged long ago on Golarion and is

“I know it looks bad, but I cared deeply about Semdrid a piece of cultural and historical significance to some. (DC
and Luca. I wouldn’t have hurt either of them.” Maro 29 Culture or Mysticism)
says, shaking. A single tear rolls down his cheek D The alloy’s poisonous to androids, causing nausea and

before he wipes it away. skin rashes with a touch, but an exposure from injury or
“I’m afraid it’s true what you heard. My finances ingestion can be debilitating. An android who touched the
aren’t what they once were,” he admits. “But Abadar blade without taking precautions would show symptoms of
knows money’s worth nothing if you’re in prison not poisoning. (DC 29 Life Science)

46
Following Up: If the investigators don’t discover this smell of alcohol hangs heavy in the air, wafting from
information but still want to know more about the weapon, a spilled bottle of wine next to a rolling bar cart.
Tyver suggests they inquire with Julzakama (page 59) or GM’S GUIDE
Professor Radanta (page 62). The case files provided by This is Luca and Semdrid’s bedroom. After the murder, Luca
Captain Vega include the address of the three’s shared fled here to pack and discarded anything she thought might INVESTIGATORS’
residence at Powerdrive Lofts. tie her to the crime. MANUAL
Clues: If they spend an hour searching the mess or succeed
G. POWERDRIVE LOFTS at a DC 29 Perception check, the investigators discover Luca’s
CHARMED LIFE
Located in a desirable section of the Ring, Powerdrive Lofts comm unit. Luca wasn’t tech-savvy enough to fully scrub
takes up thirty floors of a massive high-rise. Maro used funds the data, which shows she was in contact with a smuggler
accumulated over his long lifetime to purchase an entire level, gang. The gang claimed to have an alternative method of FAMILY
where he has cohabitated with Luca and Semdrid since 12 ag. transportation and offered to take Luca to a distant system HEIRLOOM
The sprawling residence showcases the former wealth of for an exorbitant price. The coordinates for their illegal hangar
its owner. A collection of sleek vehicles is displayed near the in the Spike are included in the comms. TWISTED
entrance. A series of rooms built to house a half dozen people The comm unit’s infosphere search history is also BUSINESS
have been repurposed for three residents, centered around relevant. Luca recently researched crime scene photos of
pristine gardens complete with tranquil water features. stabbings, as well as instructions for making a dagger out
Most of the bedrooms to the north have been repurposed into of ice. Downloaded photos of novelty drinks featuring an ice ADVENTURE
TOOLBOX
storage areas for valuables Maro and his companions collected “dagger” and her own attempts at making the cocktail are also
over their long years of life. A room to the east features a library saved on the device.
stocked with physical books. The rooms containing clues relevant CONTACT CODEX
to this investigation are described below. G3. MARO’S ROOM

G1. LIVING ROOM This sparse room contains a bed and closet full of
professional business attire. A table stands against
This room contains a couch facing a wall-mounted one wall, empty but for a paper notebook.
vidscreen. Behind it, display cases show off antique
weapons. One of the sword stands is empty. Blood Maro’s notebook details his personal travels, ending with
stains spatter the carpet, and the furniture’s covered his ill-fated trip to Vesk-1.
in tarps and littered with forensic equipment.
G4. SEMDRID’S OFFICE (CR 12)
Clues: Investigators can hack the display case’s smart lock
with a successful DC 28 Computers check and view the lock’s This room is adorned with vidgame holo-posters. One
access logs. There were no attempts to open the case for over features a vesk in power armor slamming a doshko
six months. Then suddenly this morning, the wrong passcode through a horde of skeletons in torn spacesuits.
was entered five times before the manual override was used. Another displays two mechs, one red and one blue,
This occurred at 9:01—nearly two hours after Semdrid was fighting colossal monsters.
murdered.
An electronic inventory confirms the missing object is an The office contains a desk and several vidgame platforms.
analog bladed weapon with a simple cross guard, matching the Investigators can hack the system with a successful DC 26
description of the sword believed to be the murder weapon. Computers check. Semdrid’s logs show an increased amount
The kitchen freezer contains an ice mold for a foot-long dagger of time gaming over the past six months. Financial records for
with serrated edges. This is the mold Luca used to create the real the Neon Glass show dwindling profits, supply shortages, and
murder weapon. If taken to a forensic lab (either at Eyeswide increasing costs.
Agency or the Station Security precinct), a successful DC 29 Creature: Shunted into the Material Plane during the Drift
Medicine check confirms the mold matches Semdrid’s wounds. Crash, Vorteslea (an alorbidaemon) lurks within a gaming
platform.
G2. SHARED BEDROOM
ALORBIDAEMON CR 12
Decorated with colorful silk tapestries and wall XP 19,200
scrolls, this bedroom has a chaotic style not seen Alien Archive 4 24
in the rest of the apartment. The bedsheets are a TACTICS
tangled mess, with discarded clothing strewn across During Combat Vorteslea begins combat by using her virtual
the floor or hanging out from dresser drawers. The mortality ability on the most dangerous-looking melee

47
G2 G1 G3

G4

POWERDRIVE
48 LOFTS
= 5 FEET
combatant. She then uses her spell-like abilities to weaken
multiple enemies before attacking in melee. CONCLUDING THE INVESTIGATION
Morale Perfectly willing to risk being sent back to Abaddon By now, the investigators should suspect Luca of being the GM’S GUIDE
in defeat for a chance to end a mortal life, Vorteslea fights murderer and have the coordinates for where she fled. If the
until destroyed. investigators missed vital clues, Tyver calls them for a status INVESTIGATORS’
update. If they admit they're stumped, Tyver suggests they retrace MANUAL
H. SMUGGLER’S DOCK their steps. Allow the investigators to reroll any checks they failed
A network of maintenance tunnels and access shafts previously, reducing the DC of each check by 2. If the investigators
CHARMED LIFE
honeycomb through Absalom Station. leading to an illegal don’t discover the real murder weapon or find Luca’s comm unit,
dock run by a group of smugglers. Gang leader Kavelost (NE Dax Vega calls to let them know there’s been a break in the case,
male witchwyrd mechanic; see page 51) spent the group’s having solved the mystery himself and used Station Security FAMILY
credits on a chaos sail (Starship Operations Manual 8), resources to locate Luca. HEIRLOOM
enabling them to travel vast distances without using the Drift.
TWISTED
H1. ABANDONED ACCESS SHAFT (CR 11) BUSINESS
though they haven’t been regularly maintained. One side of
Far from the main hallways of the Spike, this access the pump station was damaged decades ago, exposing the
shaft leaves barely enough room to walk single file. room to space. Most people avoided this part of the Spike ADVENTURE
TOOLBOX
The groaning of pipes and the hum of engines echo because of this hazard, but Kavelost erected a kinetic barrier
off the walls. It’s cold down here, and frost rimes the to keep oxygen and equipment inside.
shaft’s surfaces. After a short walk, the path splits, CONTACT CODEX
with one shaft angled back up toward the street H3. TINKERING LAB (CR 11)
level. The other opens into a brightly lit corridor
heading further down. Blocks of metal and starship drives in various stages
of completion stand scattered around the floor
A successful DC 27 Perception or Survival check detects or hoisted on thick chains. The smell of ozone and
the traces of regular foot traffic leading to and from the other engine grease fills the air. Double doors lead to the
end of the shaft. north while a wide hallway lies to the south, rail
Trap: Kavelost jury-rigged this entire area’s heating system tracks extending beyond view.
to blast intruders. The trap is rigged to an alarm system inside
the hideout, alerting the occupants of area H4 when triggered. Using technology he stole from the Tetrad, Kavelost is
attempting to replicate the chaos sail.
FLASHFLAME TRAP CR 11 Creatures: Two scavenger slimes found their way in
XP 12,800 through gaps in the wall’s plating. They attack when the
Type technological; Perception DC 36; Disable Engineering investigators enter.
DC 31 (reset temperature sensors)
Trigger location; Init +17; Duration 5 rounds; Reset 1 minute SCAVENGER SLIMES (2) CR 9
Effect burning heat (9d12 F); Fortitude DC 20 half; multiple XP 6,400 each
targets (all targets in area H1) HP 145 (Alien Archive 100)
OFFENSE
H2. OXYGEN PUMP STATION Ranged aphelion artillery laser +21 (3d8+9 F) or
hailstorm-class zero rifle +21 (2d8+9 C) or
The rumbling of engines and the flow of forced air impulse charge emitter +21 (3d4+9 E)
is almost deafening inside this room full of moving TACTICS
machinery. A cluttered array of pipes and machines Before Combat Each scavenger slime attempts a Stealth
line one side of the chamber. One the other side, check (including their bonus for being among garbage). If
where one wall should be, there’s a shorn metal unnoticed, the slimes each use their scavenger shell ability
platform, its edge jutting into open space. to incorporate an aphelion artillery laser, a hailstorm-class
zero rifle, and an impulse charge emitter (Starfinder Armory
The machines function as oxygen pumps, cleansing air 45), gaining cold resistance.
pumped from elsewhere in Absalom Station and redistributing During Combat The scavenger slimes use their new weaponry
it through the Spike. Investigators can identify and appraise to attack foes, resorting to their pseudopod attacks if
the pumps with a successful DC 26 Engineering or Physical engaged in melee. If combat began before the slimes
Science check. The pumps are in remarkably good shape, used their scavenger shell ability, the slime nearest the

49
H. SMUGGLER’S DOCK
= 5 FEET
H1

H2

H3

H4

50
investigators engages them in combat while the other uses NE Medium humanoid
its first round to absorb weaponry into itself before firing Init +5; Senses darkvision 60 ft.; Perception +24
on the group at range. GM’S GUIDE
DEFENSE HP 105 RP 5
Morale The slimes fight until destroyed. EAC 23; KAC 24
Fort +9; Ref +9; Will +14 INVESTIGATORS’
H4. LAUNCHPAD ALPHA (CR 13) OFFENSE MANUAL
Speed 30 ft.
Cables and other maintenance equipment hang from Melee interference vibrogarrote +18 (3d6+10 So; critical deafen)
CHARMED LIFE
the ceiling by makeshift rail track, plugged into a Ranged elite semi-auto pistol +20 (3d6+10 P)
small cargo ship berthed on the cold steel floor. The TACTICS
heat from the engine ports and the strong smell During Combat Kavelost uses his energy shield trick and FAMILY
of exhaust makes it clear the vessel has begun its miracle worker before firing on his enemies. If engaged in HEIRLOOM
preflight routine. melee, he switches to his vibrogarrote.
Morale Convinced of his own superiority, Kavelost does not TWISTED
Creatures: Kavelost and three of his smuggling gang are consider surrender until he is reduced to 10 Hit Points or BUSINESS
preparing to escape off-station with Luca, who’s waiting on board fewer.
their ship. When the investigators arrive, two of the smugglers STATISTICS
are moving the cables that extend from the ceiling to the back of Str +0; Dex +5; Con +3; Int +8; Wis +0; Cha +0 ADVENTURE
TOOLBOX
the hangar for storage, while the other stands at the base of the Skills Acrobatics +19, Bluff +19, Computers +24,
ship’s entry ramp, arguing with Kavelost. Kavelost stands in the
ship’s airlock door, and Luca is already inside the craft. CONTACT CODEX
Unless the investigators managed to sneak past all
previous defenses, Kavelost notices them. He motions to his
crew to continue working while he stalls. Read or paraphrase
the following.

A witchwyrd dressed in elaborate purple, white,


and gold spreads all four of his arms to greet the
new arrivals.
“Welcome, solicitors, to my magnanimous
enterprise! You’ve no doubt heard of our fantabulous
ship! It would normally be my indubious pleasure to
acquaint you with our ingenious operation, however,
I’m currently engaged in a contractual obligation
with a separate client.” He gestures to the ship. The
craft rumbles as its engines power up.
“With intense regretfulness, I must conclude
this conversation. However, I invite you to return
for civil discourse at your later convivence.” The
boarding ramp begins closing and he inputs a brief
command on his wrist-mounted computer. A burst
of blinding light fills the room as the engines of the
ship roar louder.

Kavelost’s speech is a stalling tactic. If allowed to keep


talking, he activates the floodlight trap (see Traps on page 52),
hoping to distract the intruders long enough to board the ship
and escape. If the investigators interrupt his speech, Kavelost
activates the trap at the same time the investigators act. Then, Kavelost
roll initiative to begin combat as normal.

KAVELOST CR 10
XP 9,600
Male witchwyrd mechanic

51
Engineering +24, Perception +24, Physical Science +24, Type technological; Perception DC 32; Disable Engineering
Sense Motive +24 DC 27 (cut the electrical wiring)
Languages Common, Kasatha Trigger Kavelost uses a swift action to activate from his
Other Abilities artificial intelligence (exocortex), expert rig, exocortex; Reset manual
mechanic tricks (boost shield, energy shield), miracle Effect bright lights cause all creatures in affected area
worker (1/day), overload (DC 19), override (DC 19), remote to become staggered for two rounds (DC 18 Fortitude
hack, twin tracking (+2), wireless hack negates).
Gear kasatha microcord IV, interference vibrogarroteAR, elite
semi-auto pistol with 24 rounds Development: If the craft exploded, Luca spends a week
in intensive care before she’s well enough to be arrested
SMUGGLERS (3) CR 8 for murder and available for questioning. Otherwise, the
XP 4,800 each investigators can confront her immediately. Luca remains on
CN Medium humanoid (human) board the ship, waiting for the investigators to approach her
Init +0; Perception +16 and still in shock from recent events. Read or paraphrase the
DEFENSE HP 125 following.
EAC 20; KAC 22
Fort +12; Ref +10; Will +9 Luca sits inside the craft staring blankly ahead. She
OFFENSE is dressed in a drab, hand-knit, gray-green poncho
Speed 30 ft. with a travel bag at her feet.
Melee static shock truncheon +19 (1d12+14 E; critical arc She holds up her hands in a helpless shrug. “All
1d4) those drinks, all those jobs... shame it had to end like
Ranged static arc rifle +16 (1d12+8 E; critical arc 1d6) this.” She gives a shuddering sigh that could easily
TACTICS be a sob.
During Combat The smugglers run interference for their Luca turns her head to gaze through the cockpit
boss, resorting to ranged attacks only if all enemies are glass into the black beyond the hangar. “This
airborne or otherwise out of reach. station is so tiny,” she muses. “Space is vast, infinite
Morale The smugglers surrender when reduced to 25 HP in a way we stopped appreciating because of the
or less. All remaining smugglers surrender immediately if Signal and our ability to travel through the Drift.
Kavelost falls or surrenders. I wonder if now that we’ve lost it, we’ll remember
STATISTICS just how close, and yet how far, we are from each
Str +4; Dex +0; Con +6; Int +0; Wis +2; Cha +0 other.” She gives a hollow laugh. “We didn’t even
Skills Athletics +21, Engineering +16, Intimidate +16 have our home planet anymore and couldn’t escape
Gear D-suit II, static arc rifle with 2 batteries (20 charges each other.”
each), static shock truncheon with 2 batteries (20
charges each) At this point, the investigators might question Luca about
her crimes and motives. The following are her answers to
Traps: Kavelost rigged the lights above the launchpad some likely questions.
to flood the entrance of the room. If Kavelost’s trap Did you kill Semdrid? Luca avoids eye contact. “Yes. I killed
incapacitates the investigators, the crew begins takeoff. Semdrid then framed Maro for it.”
The investigators have 3 rounds to disable the engines Why? “You think one lifetime is a great commitment to
before the ship starts moving, with a successful DC 32 someone? Try dozens.”
Engineering check or by dealing at least 100 damage to It wasn’t about the money? “It’s always about the money.”
the engines (KAC 16, EAC 14, Hardness 20, HP 120). Any Luca laughs bitterly. “Times were tough, yes, but that’s not
creature within 10 feet of the engines at the end of their why I did it.”
turn takes 6d6 fire damage from the ship’s exhaust ports Why murder? “Our souls were knotted up. Most samsarans
until the engines are disabled. If the engines are reduced get their past lives back in flashes. Us, we were bound to each
to 0 Hit Points, all creatures within 20 feet of the ship other. We chose that. A long time ago.” She smiles sadly.
take 6d12 fire damage (DC 29 Reflex half) in the ensuing “Walking away would leave me feeling guilty. I’d just go back,
explosion. Once the ship’s grounded, the hatch reopens and or he’d find me again. Only a deep cut could sever that kind of
the occupants emerge or use the ship for cover, engaging connection. I needed to commit the nastiest betrayal I could
in combat as described above. think of. It’s what he wanted, too, I know, but he wasn’t strong
enough to do it.”
FLOODLIGHT TRAP CR 8 Why frame Maro? Luca shrugs. “I panicked. He was a
XP 4,800 convenient target.”

52
GM’S GUIDE

INVESTIGATORS’
MANUAL

CHARMED LIFE

FAMILY
HEIRLOOM

TWISTED
BUSINESS

ADVENTURE
TOOLBOX

CONTACT CODEX

You hired these smugglers? “I found them with a quick Maro arranges to pay the Eyeswide Agency for finding the
search on the dark infosphere. No smuggler who’s good at their coin and proving his innocence before departing. He invites his
job should be so easy to hire as these grease-traps.” saviors to visit the Neon Glass for a drink on the house anytime,
Development: If the investigators let Luca go, she nods saying, “It seems I need to learn how to manage a nightclub. Do
without thanking them. “Don’t worry, you won’t see me again,” stop by once I figure it out. Shouldn’t take more than a month.
she says as they part. She’s as good as her word. Or three.”
If the investigators take her to Station Security, Luca doesn’t Tyver requests an in-person debriefing. Read or paraphrase
resist. She’s eerily silent as she’s taken in, booked, cuffed, the following to wrap up the adventure.
and led away to a holding cell. She cooperates fully with the
investigation and confesses to the murder. “Nice job, kiddos,” Tyver says. “Maro’s payment for the
job just came through. You made quite the impression
CASE CLOSED on him. Type up your reports and get them to me.” As
Luca’s confession proves Maro’s innocence. He’s released soon the group turns to leave, Tyver stops them.
after the investigators hand their evidence over to Station “Hold on. With all the extra work the Agency’s
Security. drowning in because of this Drift Crisis nonsense, a
Maro wants to know everything about the case. He asks for few full-time spots have opened up. I don’t suppose you
his coin back. Once he has it, he thanks the investigators and know of any good detectives, do you?” Tyver’s mouth
confesses that he lied about the coin’s value, and that selling quirks in a grin.
it will be enough to get his life back on track and pay the
investigators well for their work. REWARDS
He’s devastated to hear that Luca killed Semdrid but vows Tyver transfers 23,316 credits to each investigator’s
to fund her legal defense if she was arrested, commenting that account as payment for the job. In addition, the
the two samsarans are like family to him, and while he doesn’t investigators receive a standing invitation to work with
condone Luca’s actions, he’ll always support her. Eyeswide Agency in the future.

53
ADVENTURE TOOLBOX
Some of the investigators working for the Eyeswide EQUIPMENT
Agency are headscanners, or individuals with psychic These items were designed for psychic investigations.
ability. Psychics are rare in the Pact Worlds, and many join
LEVEL 12
up with organizations like Eyeswide to develop or contain OBLIVION SERUM
their powers. MAGIC ITEM PRICE 5,700 BULK L
When you imbibe this clear, oily liquid, it renders you capable
PSYCHIC CHARACTER of only the most basic motor functions but provides robust
OPTIONS protection against mental attacks. You gain a +8 enhancement
The following list highlights examples of the options available bonus to all saving throws against mind-affecting spells and
to psychic characters in the Starfinder setting. effects for 1d4+1 rounds, and if you were already affected by
Classes and Archetypes: The spellcasting traditions of such an effect, you may immediately attempt a new saving
many classes are psychic in nature. The akashic, empath, hive throw using this bonus. However, during this time, you can’t
mind (Starfinder Adventure Path #22: The Forever Reliquary take reactions or swift actions, and the only move actions
43), and mindbreaker connections are particularly well suited available to you are crawl, move your speed, and stand up.
to psychic-themed mystics. Envoys can take the Psychic You can end the effect of oblivion serum prematurely by
Expertise alternate class feature (Starfinder Galactic Magic spending 1 Resolve Point at the beginning of your turn.
20), and any class can adopt the Phrenic Adept archetype
LEVEL 11
(Core Rulebook 128) granting innate psychic potential. PSYCHODISSONANCE CAPACITOR
Feats: The Minor Psychic Power, Psychic Power, and Major HYBRID ITEM PRICE 4,500 BULK —
Psychic Power feats in the Core Rulebook grant a character This metal and ceramic cylinder captures and store psychic
a handful of minor psychic abilities, while characters who energy left by emotionally charged occurrences. When
already possess these abilities can choose Extended Telepathy activated, the device discharges the energy contained within,
(Pact Worlds 191), Psychic Insight (Starfinder Adventure flooding an area of up to 2,500 square feet with psychic
Path #13: Fire Starters 44), Psychic Sense (Fire Starters interference and disrupting attempts to analyze any residual
44), Soothing Telepathy (Character Operations Manual 118), impressions already present. Any creature attempting to use
and Telepathic Spy (Fire Starters 44) feats to enhance their a divination spell or effect to view or analyze the area must
powers. succeed at a DC 27 Will saving throw, or the attempt fails and
Gear: A psychic booster (Core Rulebook 226) or the creature is stunned for 1d4 rounds as it mentally relives
telespectrum circlet (Starfinder Adventure Path #13: Fire the events stored in the capacitor. The released psychic energy
Starters 45) can increase the effectiveness of a psychic remains in the affected area for 24 hours before dissipating.
character’s natural telepathic abilities, while a psychic
LEVEL 9
inhibitor (Alien Archive 3 39), phrenic scrambler (Armory 106), TELESTHETIC BEACON
or hive buster weapon fusion (Starfinder Adventure Path #20: HYBRID ITEM PRICE 12,500 BULK L
The Last Refuge 44) can significantly hamper or even disable This tiny metal disc functions as a tracking bug (Pact
them entirely. A savvy character of any stripe might wear a Worlds 199), but its surface is covered in intricate magical
mindshield circlet (Starfinder Adventure Path #21: Huskworld circuitry to enable remote perception. A telesthetic beacon
42) to protect their thoughts from prying minds or equip a can be attuned to the psychic frequency of a specific mind,
pair of synaptic links (Armory 108) in order to psychically a process that requires a creature to spend 15 minutes
coordinate maneuvers with an ally on the battlefield. concentrating on a beacon in their possession. A creature
Magic: Expanded rules for psychic magic, including new can only be attuned to one telesthetic beacon at a time,
psychic organizations, spells, and class options, can be found and a beacon can likewise only be attuned to a single mind;
in Starfinder Adventure Path #23: Hive of Minds, alongside attuning to a beacon already attuned to another creature
guidelines for bringing psychic characters into the weird world requires a successful Charisma check (DC = 10 + Charisma
of mindscapes: metaphysical realms projected into a state of modifier of the currently attuned creature) and can only be
quasi-existence by the undiluted will of powerful psychics. attempted once every 24 hours.
Species: Psychic species include anassanois (Starfinder Once attuned, the creature can treat the telesthetic
Adventure Path #17: Solar Strike 55), barathus, contemplatives, beacon as the origin point of any divination (scrying) spells
entu colonies and symbiotes (Alien Archive 4 35), formians, or effects they cast, regardless of physical distance between
khizars (Pact Worlds 212), kiirintas (Starfinder Society the beacon and the creature, as long as both are on the
Scenario #2-08: The Stumbling Society, Part 2: Sangoro’s Gifts same plane. Thanks to their small size and inconspicuous
20), lashuntas, sazarons (Alien Archive 3 91), shirrens, and appearance, these devices are used by law enforcement,
uplifted bears (Alien Archive 2 17). espionage organizations, and criminal enterprises alike.

54
FEATS PSYCHOMETRY
These feats represent a character developing their psychic You can divine information about creatures and objects with
abilities to even greater potential. a touch. GM’S GUIDE
Prerequisites: Minor Psychic Power
FRACTURE WILL Benefit: By taking a standard action to touch a creature INVESTIGATORS’
You can weaponize the power of your own psyche to weaken or object, you gain a +4 insight bonus to your next check to MANUAL
the resolve of others. identify the creature, your next check to recall knowledge
Prerequisites: Cha 17, Minor Psychic Power, Psychic Power, about the creature or the object, or your next Sense Motive
CHARMED LIFE
character level 9th. check against the creature. To touch an unwilling creature,
Benefit: As a standard action, you can spend 1 Resolve you must succeed at a melee attack roll against that
point to batter the mental defenses of one creature that you creature’s EAC. If you already possess this ability, you can FAMILY
can see within 60 feet. The target takes a –2 penalty to Will use it in combat as a move action. HEIRLOOM
saves against any mind-affecting spells and effects originating
from one other creature of your choice within 60 feet of you READ THE ROOM TWISTED
(including yourself) until the end of your next turn. This is a For you, emotions tell a story. You can rapidly sift through BUSINESS
mind-affecting effect. a large volume of surface emotions, allowing you to quickly
assess the disposition of a group of individuals you can
PHRENIC RESERVOIR perceive. ADVENTURE
TOOLBOX
Your psychic energy reserves deplete more slowly than most. Prerequisites: Cha 15, Minor Psychic Power, Psychic
Prerequisites: Minor Psychic Power Power, character level 11th.
Benefit: Once per day, you can spend 1 Resolve Point to Benefit: As a move action, you can spend 1 Resolve Point CONTACT CODEX
gain a single additional use of any spell-like ability granted to gain blindsense (emotion) with a range of 60 feet for 1
by the Minor Psychic Power, Psychic Power, or Major Psychic round. A creature can hide from you by succeeding at a
Power feats. Bluff check opposed by your Sense Motive check, unless
it is under the influence of an emotion effect. Creatures
PREMONITION affected by nondetection or similar effects avoid detection
Your ability to glimpse possible futures has reached new automatically. As a standard action, you can spend 1
heights. additional Resolve Point before the end of your next turn to
Prerequisites: Cha 19, Minor Psychic Power, Psychic immediately learn the overall temperament and emotional
Power, Major Psychic Power or ability to cast or replicate the state of every creature detected by your blindsense,
effects of augury, character level 13th. including their attitude toward each other, unless they
Benefit: Once per day, you can cast divination as a spell- succeed at a Will save (DC 10 + half your class level + your
like ability. key ability score modifier). This is a mind-affecting effect.

PSYCHIC OVERLOAD RETROSPECTIVE SAVANT


The overwhelming power of your will is such that you can You are highly skilled at detecting and interpreting the
explode heads with a thought. psychic impressions left behind by past events.
Prerequisites: Cha 21, Minor Psychic Power, Psychic Power, Prerequisites: Cha 21, Minor Psychic Power, character
Major Psychic Power, character level 18th. level 16th.
Benefit: Once per day, you can use the mystic connection Benefit: Once per day, you can spend 1 Resolve Point
power explode head (Core Rulebook 87) with a DC equal to 10 to cast retrocognition as a spell-like ability. Whenever you
+ half your character level + your key ability score modifier. cast retrocognition, you gain a +4 insight bonus to Will
Use your character level to determine damage. If you already saving throws to avoid losing your concentration when
possess this ability, increase the damage inflicted to 1d8 per encountering psychic turbulence. In addition, for 5 minutes
character level you have. after the effect ends, you can take 20 on Recall Knowledge
checks relating directly to the location and time interval
PSYCHIC PERSUASION that was analyzed. However, you can only learn information
Your psychic projections are persuasive and potent. about events that were experienced or witnessed by at
Prerequisites: Cha 17, Minor Psychic Power, Psychic Power, least one sapient being, and the information is conveyed
Major Psychic Power, character level 10th. as if you had personally experienced it through the senses
Benefit: Select one of the following 3rd-level spells: of one such creature, possibly causing it to be incomplete
charm monster or suggestion. You can cast this spell once or unreliable at the GM’s discretion. Additional uses of this
per day as a spell-like ability, using your character level as ability to analyze an area always convey their information
your caster level. through the same observer.

55
PSYCHIC CHARLATAN that distracts and misdirects any onlookers, making the
You don’t possess any true psychic abilities, but you have effect appear to originate from you instead. If you are
the next best thing: a talent for convincing people that you capable of creating a holographic image or a similar illusion
do. Whether you were born with great empathy for reading effect at the same level or higher as the effect you are
people or learned by watching other charlatans perform, attempting to obfuscate, you gain a +2 circumstance bonus
you have a gift, just not a psychic one. Although your skills to your Bluff check.
might be viewed with disdain by those with real psychic If your attempt is successful, you may also obscure the
abilities and dismissed as petty fraud by the general source of the effect, causing a spell to apparently emanate
public, your knack for cold reading and deception always from a piece of held equipment or a technological effect
comes in handy when working with organizations such as to appear to be the result of spellcasting or supernatural
the Eyeswide Agency. abilities. If the effect has an obvious point of origin, such
as a ray, your audience gains a +2 circumstance bonus to
ALTERNATE CLASS FEATURES their Sense Motive checks.
This archetype grants alternate class features at 2nd,
4th, and 6th levels. QUESTION EVERYTHING (EX) 6th Level

Your powers of persuasion are so strong that


COLD READING (EX) you can convince others to question objective
2nd Level truths. Once per day,
You have mastered the art of reading by speaking with an
facial expressions, body intelligent creature
language, eye contact, for at least 1 minute,
and other nonverbal you can spend 1
cues. You have a good Resolve Point and attempt
memory for conversational a Bluff check opposed by
details, and you are adept the target’s Will save to begin
at using what you learn to ask sowing seeds of doubt about the
leading questions that can direct a circumstances of one event they
conversation to your advantage. You gain personally experienced in the last 12
a +2 insight bonus to Bluff, Diplomacy, months. You can attempt to convince the
Intimidate, and Sense Motive checks against subject that the event never occurred, that the
any one intelligent creature with whom you are outcome was different, that different individuals
engaged in direct conversation. If you remain were involved, or any other misrepresentation
in conversation with the creature for at least that the GM decides is reasonable. A
1 minute, you can make a Sense Motive check particularly plausible claim, or one
with a DC of 10 + that target’s CR in order to supported by credible evidence, imparts up
immediately learn something about them, as if to a –2 penalty on the target’s saving throw,
using Gather Information (Core Rulebook 140). while a particularly implausible one imparts
You can make an additional check with each an equivalent circumstance bonus.
additional minute of conversation, but the DC Once implanted, the false memories linger
increases by 5 with each success. If you fail a until challenged, whereupon the subject can
Bluff, Diplomacy, Intimidate, or Sense Motive immediately make another Will save with a
check against a creature, that creature becomes +2 circumstance bonus. This challenge can
temporarily immune to your Cold Reading for take a variety of forms, such as the subject
24 hours. This is a language-dependent, sense- encountering evidence that directly conflicts
dependent effect. with the false memory or conversing about
the event in question with another witness or
SMOKE AND MIRRORS (EX) 4th Level participant, at the GM’s discretion.
You enjoy blurring the lines that separate the A creature that successfully saves against this
supernatural from the mundane, and you’re always effect is permanently immune to all future uses of
the star of the show. Whenever you are in the this ability by the same psychic charlatan. This is a
presence of a magical or technological effect whose language-dependent, sense-dependent effect.
point of origin is a friendly creature within 15 feet
(including yourself), you can use the Bluff skill as a
reaction to create a diversion (Core Rulebook 137)

56
PSYCHIC DETECTIVE within 10 miles. Your target must have previously been affected
You use your psychic talent for detective work. by another of your psychic detective abilities, and you must
know their approximate physical location. At the end of this GM’S GUIDE
PREREQUISITE time, the target attempts a Will save with a DC equal to 10
You must possess the Minor Psychic Ability feat to take this + half your character level + your key ability score modifier. INVESTIGATORS’
archetype. If the save is successful, the target is immune to this ability MANUAL
for 24 hours. This ability otherwise functions as clairaudience/
ALTERNATE CLASS FEATURES clairvoyance, with the creature’s unique thought patterns
CHARMED LIFE
This archetype grants alternate class features at 2nd, 4th, acting as your sensor. In addition to perceiving the creature’s
6th, and 12th levels. experiences and surroundings for the duration of the spell,
you can read the creature’s surface thoughts for as long as FAMILY
PSYCHIC INVESTIGATION (SU) 2nd Level this ability is active. HEIRLOOM
You gain limited telepathy with a range of 30 feet, as the
universal monster rule (Alien Archive 155). If you already have TWISTED
limited telepathy from another source, you instead increase the BUSINESS
range of your limited telepathy by 60 feet. You can also select
one additional language that you can only use to communicate
telepathically with creatures that also know it. If you learn the ADVENTURE
TOOLBOX
full version of a language in which you can only communicate
telepathically through other means (such as investing ranks in
the Culture skill), you can select a new language to be able to CONTACT CODEX
communicate telepathically in at the same time.
In addition, as a standard action, you can spend 1 Resolve
Point to cast detect thoughts as a spell-like ability, using your
character level as your caster level, with the same range as
your limited telepathy.

LESSER PSYCHIC INTERROGATION (SU) 4th Level

Once per day as a standard action, you can spend 1 Resolve


Point to access the memories of one creature within 15 feet
with whom you can communicate using your limited telepathy,
mentally asking them a question that can be answered with
“Yes” or “No.” The target attempts a Will save with a DC equal to
10 + half your character level + your key ability score modifier.
If the target fails, you learn the answer as if the target had
answered truthfully. On a success, you learn nothing. The target
is unaware that any attempt was made regardless of the result.

PSYCHIC INTERROGATION (SU) 6th Level

Once per day as a standard action, you can spend 1 Resolve


Point to access the memories of one creature within 15 feet
with whom you can communicate using your limited telepathy,
mentally asking your target a single question that can be
answered with 1 word for each character level you have.
The target attempts a Will save with a DC equal to 10 + half
your character level + your key ability score modifier. If the
target fails, you learn the answer to your question as if the
target had answered as truthfully as it is able. On a success,
you learn nothing. The target is unaware that any attempt
was made regardless of the result.

PSYCHIC TRACING (SU) 12th Level

Once per day, you can take 10 minutes to attune your own
psychic resonance with that of another intelligent creature

57
CONTACT CODEX
Eyeswide maintains a network of professional contacts
“A friend in need’s a friend indeed, and across Absalom Station. The investigators can encounter
right now that’s you, kiddo. Stay on your these nonplayer characters (NPCs) at any point during their
contacts’ good sides and you’ll always adventures. Some of these NPCs are directly involved in
have backup. Do the opposite and don’t come crying the events of Drift Crisis Case Files, while others exist in the
background and can be introduced at the GM’s discretion.
to me when you’re all on your own out there.”
Getting to know these NPCs provides mechanical benefits
—Detective Tyver Vorsten,
in addition to roleplay opportunities. Earning favor with a
Eyeswide Agency Veteran
contact requires one or more skill checks or other criteria as
listed in their entry. Once successfully influenced, a contact is
helpful toward the investigators unless they do something to
break that contact’s trust. Investigators can call in favors with
helpful contacts, as noted in each entry.

CAPTAIN DAX VEGA

CAPTAIN DAX VEGA


Station Security paragon
LG male human soldier
DESCRIPTION
Background Dax’s family immigrated to Absalom Station from
impoverished Akiton when he was a child. Dax grew up
in the Ring and fell hard for the propaganda surrounding
Station Security and their mission to protect and serve
the population. Now, he’s determined to be the change he
wants to see in the force.
Appearance The captain is athletic, clean cut with a military
hairstyle, and rarely seen out of his Station Security
uniform.
Personality An idealist who lives for the job, Dax is a natural
ally to investigators who act with integrity (or, alternatively,
have the savvy to convince him they’re doing so).
INFLUENCE
Influence If the investigators act with integrity, or succeed at
a DC 22 Bluff check, they improve his attitude to helpful.
Favors If he’s helpful, Dax can assist the investigators as
follows.
Emergency Extraction: As a reaction, an investigator can
call for an emergency extraction. Dax sends a small
but elite Station Security team, immediately ending
any active combat. Enemy combatants aren’t defeated,
and the investigators can’t gain any rewards for the
combat they escaped in this way. This benefit can only
be used once.
Get Out of Trouble: An investigator can call on Dax to
bail them out of trouble with any organization on
Absalom Station. This benefit can only be used once,
and doing so to cover a crime or other wrongdoing
breaks Dax’s trust.
New Evidence: Dax can help review evidence that leads
to automatically discovering a clue the investigators
missed in a past search.

58
JULZAKAMA Favors Julzakama’s Loans is always buying “gently used”
Anyone willing to deal with the famously arrogant vesk can equipment but only sells the real goodies to select clientele.
find Julzakama at his pawnshop, Julzakama’s Loans, which is If the investigators influence Julzakama, they can purchase GM’S GUIDE
sandwiched between two seedy-looking buildings containing a armor, ammunition, weapons, and other nonmagical
Kuthite sensation house and a combination dry cleaner’s and items up to 3 levels higher than their current level from INVESTIGATORS’
Castrovelian take-out operation. Though his neighbors always Julzakama’s pawn shop; however, during the events of MANUAL
do brisk business, Julzakama’s shop is often empty. He’s a gray these adventures there’s a 25% chance he doesn’t have the
market fence with connections to at least one Absalom Station item in stock thanks to Drift Crisis–related supply chain
CHARMED LIFE
gang, and he trades information just as often as he trades issues. The investigators also gain the following benefits
physical goods. Besides, he doesn’t keep the real goodies with by influencing Julzakama.
the junk strewn across the counters and shelves inside his Friends and Family Discount: Julzakama is the only FAMILY
pawnshop. Julzakama keeps his specialty items behind lock and vendor in town not charging a 10% upcharge as a HEIRLOOM
key until the right customer asks the right question. “Crisis tax” to account for shipping delays and other
difficulties. He gladly sells to the investigators at TWISTED
JULZAKAMA normal prices, as long as they use Tyver’s name or BUSINESS
Notorious pawnbroker present other proof that they work for the Eyeswide
CN male vesk Agency. Once influenced, he offers an additional 5%
discount on all items purchased from his pawnshop. ADVENTURE
DESCRIPTION TOOLBOX
Background Julzakama isn’t keen to discuss his personal In the Know: Julzakama can identify a piece of equipment,
history before he left the Veskarium and started his its manufacturer, and any other information about the
business on Absalom Station. In truth, he clawed his item relevant to the current investigation. Julzakama CONTACT CODEX
way out of several violent uprisings on Pulonis by can identify armor, weapons, and other combat gear
acting as a fence and informant. Julzakama did business when an investigator calls in this favor; he doesn’t have
indiscriminately with freedom fighters and imperial forces, the appropriate knowledge to identify magical items or
though privately he thinks the Veskarium should relinquish complex technological equipment.
any claim to Pulonis (a fact which he only admits to after
a few shots of gol). He decided to leave the system before
it got too dangerous to keep dealing to both sides. Using
a web of seedy connections maintained through street
smarts and cunning, Julzakama now manages a brisk trade
of illicit items—mostly weapons and other munitions—
through his pawn shop, Julzakama’s Loans, in Downlow.
For more information about Julzakama and his shop, see
Starfinder Society Quest: Into the Unknown.
Appearance A muscular vesk who likes to show off his
physique, Julzakama usually dresses in casual street
clothes, preferring not to attract excessive attention to
his business ventures. Though he easily blends in with
most Downlow crowds, Julzakama can be identified by his
cybernetic eye.
Personality Julzakama’s full of swaggering bluster but knows
how to avoid getting into a physical fight by keeping his
rudeness to verbal jabs he can play off as jokes. He has
little respect for any creatures smaller than he is, but
he’ll do business with anyone.
INFLUENCE
Influence Julzakama respects credits even if he doesn’t
particularly like the person paying him. Purchasing at
least 3 items from Julzakama’s pawnshop is enough to
improve his attitude to helpful. He also respects shows of
strength. Investigators can impress him with a display of
physical prowess by succeeding at a DC 24 Athletics check,
or can stand up to his bullying with a successful DC 24
Intimidate check.

59
LUCA ELANTA faced devastating loss because of the Drift Crisis, and their
Luca is one of the bartenders at the Neon Glass, a busy dive relationship has finally deteriorated past mending. When
bar conveniently located a few blocks from the Eyeswide their missing business partner, Maro, was declared dead,
Agency’s headquarters. She’ll serve drinks and swap gossip Luca and Semdrid spent the life insurance payout they
with anyone with credits, but repeat customers might received to revive their failing business, the Neon Glass.
convince Luca to serve one of her signature drinks, spill a Months later, Maro turned up alive, kicking off the events
secret, or help with a tough case. of Twisted Business (page 38).
Appearance Luca has a glamorous style. She loves bright
LUCA ELANTA fabrics, elegant jewelry, and has a flair for the dramatic.
Mysterious bartender Her impeccable taste and eye for fashion are always on
CN female samsaran (Starfinder Alien Character Deck) display, but lately some of her gown hems are starting to
DESCRIPTION fray, and her manicured nails look chipped up close.
Background Luca’s lived a dozen interconnected lives with Personality A bartender with a bit of training in psychology,
her soulmate Semdrid. Sadly, the pair’s latest incarnation Luca has made an amateur study of the people who
frequent the Neon Glass. Her personality shifts to suit the
situation when she’s working a shift behind the bar. She’s
an easy conversationalist and often flirtatious, but her flirty
demeanor stops instantly if a character (or their player) is
uncomfortable. Outside of work, Luca’s fierce independence
has started chafing against the lifetimes-long romance she
shares with her partner Semdrid, though she keeps this
fact to herself.
INFLUENCE
Influence Luca’s got a soft spot for people who help others
and is a longtime friend to the Eyes, but on the surface,
she’s entirely influenced by money. She cooperates
with investigators so long as they continue purchasing
drinks from her bar, with a general rule of one drink
per question or three drinks per favor. A description of
the Neon Glass and pricing for Luca’s drinks is listed on
page 28.
Favors Luca has dirt on just about everyone on Absalom
Station. The investigators gain the following benefits by
influencing Luca (3 drinks per favor).
Gossip Maven: Reroll a failed Culture or Diplomacy check
to learn more about any person or organization with a
presence on Absalom Station. Add a +4 insight bonus
to this check.
Have One on the House: Luca crafts one hell of a drink.
Investigators can spend 10 minutes enjoying her latest
elixir to recover their Stamina Points without spending
Resolve. Luca’s willing to serve this drink to-go if
requested; to-go drinks function as serums, which
investigators can imbibe as a standard action, granting
the same benefits.
Make It a Double: That’s the stuff! Investigators
can spend 10 minutes enjoying this concoction
to gain 3d8 Hit Points. Luca’s willing to serve this
drink to-go; to-go drinks function as serums, which
investigators can imbibe as a standard action, granting
the same benefits.
Rumor Has It: Learn a rumor that leads to automatically
discovering a clue the investigators missed in a past
search.

60
POP-UP DOC otherwise functions as raise dead. This favor can only
Nobody knows how a decommissioned Azlanti murderbot be used once. Pop-Up Doc can repeat the service for
ended up practicing medicine in a corridor clinic on Absalom an appropriate fee (at least 9,000 credits) made as a GM’S GUIDE
Station, but locals from the nearby neighborhoods don’t care. donation to the clinic.
The sick and injured flock to the clinic to receive care from Potent Medicine: Pop-Up Doc’s clinic hosts a cut-rate INVESTIGATORS’
the former machine soldier, who’s now acting as their friendly pharmacy that offers the best drugs for the lowest cost MANUAL
local medic. Because of personal moral convictions, Pop-Up possible. All healing serums purchased from Pop-Up
Doc recalibrated itself to administer medicine and practices Doc heal an additional 1d8 Hit Points.
CHARMED LIFE
with incredibly high standards of care. The sentient robotic Triage: Using a comm unit, an investigator can call
organism (SRO) doesn’t accept payment for medical services Pop-Up Doc to visit their current location. Pop-Up Doc
but does require regular donations to purchase the supplies arrives within 10 minutes and sets up a mobile clinic FAMILY
and utilities the clinic needs to stay open. at a nearby location of the investigator’s choice. For HEIRLOOM
the next 48 hours, investigators can treat patients
POP-UP DOC as though they had access to a full medical lab (Core TWISTED
Philanthropic machine medic Rulebook 219), gaining a +4 circumstance bonus to any BUSINESS
NG agender SROPW Medicine checks made with Pop-Up Doc’s assistance.
DESCRIPTION
Background This SRO was originally built for war by the ADVENTURE
TOOLBOX
Azlanti Star Empire. The machine emotionlessly cut down
hundreds of living creatures as a tool of battle, deploying
again and again to tirelessly serve the empire. Then one CONTACT CODEX
day, a miracle occurred: a soul attached itself to the
machine’s chassis, waking it up to the atrocities it had
been committing because of its Azlanti programming. The
machine’s soul overrode its programming, and it fled duty
and destruction to seek a different path.
Appearance Pop-Up Doc, as this SRO now calls itself, has
modified its chassis to provide medical aid rather than
inflict harm.
Personality Pop-Up Doc has a calming bedside manner,
undermined for some by the electronic drone that
resonates in its voice. Its new prime objective is to alleviate
the suffering of all living beings it encounters in any way
it can. When Pop-Up Doc isn’t too busy, it enjoys engaging
in cheerful small talk with patients and clinic volunteers.
Pop-Up Doc witnessed untold horrors in its past and
will candidly discusses its former military career and
new pacifistic beliefs with those who broach the topic
respectfully.
INFLUENCE
Influence Performing an act of philanthropy, such as
making a charitable donation of at least 100 credits
or volunteering a few hours to help out at its
clinic, improve Pop-Up Doc’s attitude to friendly.
Succeeding at a DC 20 Medicine check to help treat
one of the clinic’s patients improves its attitude to
helpful.
Favors The investigators gain the following benefits from
successfully influencing Pop-Up Doc.
New You: When an investigator calls in this favor, Pop-Up
Doc deploys cutting-edge technology to restore
life to a deceased creature. The creature must have
been dead for no longer than 7 days, and the target’s
soul must be free and willing to return. This benefit

61
PROFESSOR RADANTA PROFESSOR RADANTA
Deep within the hallowed halls of the Arcanamirium, Eccentric professor of magic
Professor Radanta is one among many eccentric scholars. He N male strixPW
keeps office hours in a corner of the basement lab where he DESCRIPTION
conducts research on the properties of pre-Gap magical items Background After becoming frustrated with the cultural
reputedly from lost Golarion. The sprawling lab’s adorned norms of his birthplace, the densely populated spire called
with haphazardly organized equipment, artifacts of nebulous Qidel on Verces, Professor Radanta left a prestigious
origin, and technomagical instruments of dubious purpose. position at a university in Qidel to accept an associate
His field of study is incredibly niche and not well funded. position at the Arcanamirium.
When Radanta isn’t conducting research in the lab, he teaches Appearance Professor Radanta has a unique style; every
intermediate reality-hacking techniques to a class of aspiring time the investigators see the professor, he’s wearing a
technomancers. distinctly different pair of glasses. Radanta takes pride in
his personal grooming, trying out elaborate new hairstyles
and fashions when he has time. He always wears fine attire
under his lab coat and can occasionally be caught preening
his hair or feathers in the staff lounge.
Personality Professor Radanta has an answer for everything.
He’s patient and well-spoken when discussing topics of
interest, such as magic and technology, but he’s prone to
dramatic mood swings that can last for days. Gregarious
but disagreeable, Radanta enjoys being part of an academic
community, though others don’t always appreciate his
enthusiasm for respectful but passionate debate.
INFLUENCE
Influence Radanta loves talking to people about their
areas of interest and is impressed with people who
demonstrate the same desire to converse. The
investigators can keep up with the conversation
or steer it in another direction entirely with a
successful DC 22 Diplomacy or Intelligence-based
skill check, or they can dazzle the professor with
their knowledge of a shared hobby by succeeding
at a DC 18 Profession (vidgamer) check. A success
on either check improves Radanta’s attitude
to friendly. Assisting Radanta’s research by
succeeding at two more DC 18 Intelligence-based
skill checks of improves his attitude to helpful. Two
consecutive failures to assist Radanta’s research
frustrates the professor, changing his attitude toward
the investigators to indifferent for the rest of the day.
If Radanta becomes frustrated, they’ll have to make an
attempt on another day if they want to influence him.
Favors The investigators gain the following benefits by
influencing Professor Radanta.
Arcane Lore: Professor Radanta can identify a magic item
and research any other information about the object
relevant to the current investigation.
University Database: Radanta has access to the
Arcanamirium’s fabulous libraries and electronic
databases, and he’s willing to share with trusted
friends or respected colleagues. When an investigator
calls in this favor, they can reroll a failed Life Science
or Mysticism check to recall knowledge or identify a
creature, adding a +4 insight bonus to the check.

62
TRU insight bonus to represent the drone’s support. This
Down in the Spike, the brilliant mind behind the infosphere favor can be used only once.
persona Grrl Mechanica operates as part of an independent Combat Intel: Tap into Tru’s drone network, briefly GM’S GUIDE
tech enclave that’s not so quietly working to empower gaining dozens of active spies across Absalom Station.
the downtrodden of Absalom Station. Tru lives in a small, All investigators gain a +2 circumstance bonus to INVESTIGATORS’
self-sufficient community built around a reclaimed tenement Perception checks and a +4 circumstance bonus to MANUAL
on the edge of the Station’s so-called “ghost levels,” now filling their next Initiative checks; these bonuses expire after
rapidly with incoming Drift Crisis refugees building new 1 hour. This favor can be used only once per adventure.
CHARMED LIFE
communities for themselves. Outside Tru’s building, armed In the Know: Tru can identify a piece of equipment, its
guards keep out corporate agents and escort authorized manufacturer, and any other information about it
visitors into the compound. Inside, community hydroponic relevant to the current investigation. FAMILY
gardens cluster around shared living spaces. Tru meets HEIRLOOM
visitors in her workshop, which she can easily access from
her nearby residence. TWISTED
BUSINESS
TRU
Tech luminary and activist
N female verthani mechanic (drone) ADVENTURE
TOOLBOX
DESCRIPTION
Background Tru grew up in a slum, one of dozens of
disadvantaged children who found work in illegal tech CONTACT CODEX
sweatshops operating out of the darkest corners of the
Spike. After a bust ended the operation, Tru landed in foster
care, bouncing from family to family until she escaped
by attending university, where she studied engineering.
Now she’s back in the Spike, championing anti-corporate
activism and posting DIY tech videos as her infosphere
handle Grrl Mechanica. Tru’s stated goals are making
knowledge and the means of production accessible to all.
Appearance A music lover with eclectic taste, Tru’s wardrobe
is almost entirely made up of various band T-shirts paired
with other sensible clothing, augmented by safety gear
when she’s in her workshop.
Personality Tru is a genius who can make impressive leaps
when discussing abstract ideas, but sometimes she
struggles with execution. She can seem a bit absent-minded
when discussing practical matters not related to tech
and uses a system of comm unit reminders and alerts to
manage her time.
INFLUENCE
Influence Tru loves discovering new tracks and swapping
songs with other music lovers. Succeeding at a DC 22
Profession (Musician) check, or a Bluff check of the
same DC, impresses Tru with musical knowledge or a
performance. Similarly, investigators can impress her with
their technical skills by succeeding at a DC 28 Computers,
Engineering, or Physical Science check. Three successful
checks are needed to influence Tru.
Favors The investigators gain the following benefits by
influencing Tru.
Aerial Support: Tru sends a drone for aerial support
after the investigators fail a Computers, Engineering,
or Physical Science check while on Absalom Station.
When the drone arrives, reroll the check, adding a +4

63
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PAIZO INC.
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Dave Arneson. Starfinder Adventure: Drift Crisis Case Files © 2023, Paizo Inc. All Rights Reserved. Paizo, the Paizo golem logo, Pathfinder,
Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.;
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Printed in China.
Starfinder Adventure: Drift Crisis Case Files © 2023, Paizo Inc.; Authors: Jenny
Jarzabski, Dave Nelson, Emily Parks, and Andrew White.

64
D. MEAN STREETS
= 5 FEET
THE EYES ARE ON THE CASE!
Absalom Station: it’s the home of the Starstone and bustling heart of the Pact Worlds. Since the Drift Crash, it’s also
become a haven for refugees as well as a lost and found for everything from valuables to loved ones. People would
do just about anything to get their lost treasures back. That’s where the Eyeswide Agency comes in. Drift Crisis Case
Files tells three stories of intrigue, having the player characters take on the roles of detectives working with the
Eyeswide Agency. In this book, you’ll find:
• Three adventures (designed for characters of 3rd–4th, 7th–8th, and 10th–11th levels) intended to be run as a series,
plus advice for using these adventures as part of a longer campaign.
• A codex of nonplayer character contacts to add intrigue to your campaign, many of whom the investigators can
call on for favors to help close a case.
• New rules and options for characters who want to play psychics, including two new archetypes: psychic detective
(sometimes called “headscanners”) and psychic charlatan.

paizo.com/starfinder
Printed in China. PZO7606

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