TEXT: INCIDENT AT 
  ABSALOM STATION
  ROBERT G. McCREARY
  
  The Sanjaval Spaceflight Systems Vagabond-class multipurpose light transport/freighter is a versatile workhorse with 
  a reputation for durability and reliability. In service for over 100 years, Vagabonds are still regularly used throughout 
  the Pact Worlds as cargo haulers, smuggling ships, and exploratory survey vessels. While a crew of six is the standard 
  complement for the Vagabond, the ship’s coordinated control interface and double redundancies on critical systems 
  were designed to allow a single pilot to operate the vessel with little difficulty.
  Utilizing the popular explorer frame, the Vagabond is equipped with a Pulse Green power core, high-grade Dakkar 
  M10-E thrusters, and a Signal Basic Drift drive. Standard armament is a Gorkal broad-arc gyrolaser mounted forward, 
  supplemented by two Reinbach light laser cannons port and starboard. In addition, a turret-mounted Arabani Arms light 
  particle beam projector provides 360-degree offensive capability at intermediate range. 
  One of the Vagabond’s most popular features is its completely customizable modular expansion bays. Sanjaval 
  Spaceflight Systems produces a variety of interchangeable service modules, from technomantic laboratories to deluxe 
  guest cabins, all of which can be easily swapped out as needed at any basic spaceport in only a fraction of the time it takes 
  to convert one expansion bay to another on other starships.
  The Sunrise Maiden is a stock Vagabond. Captain Moriko Nash’s personal touches to the ship can be seen in the captain’s 
  cabin and the vessel’s customized expansion bays, which include twin cargo holds, six escape pods, and a custom 
  recreation suite incorporating both a gym and a holographic amusement chamber.
  SUNRISE MAIDEN 
  TIER 3
  Sanjaval Vagabond
  Medium explorer
  Speed 10; Maneuverability good (turn 1); Drift 1
  AC 13; TL 13
  HP 55; DT —; CT 11
  Shields light 60 (forward 15, port 15, starboard 15, aft 15)
  Attack (Forward) gyrolaser (1d8)
  Attack (Port) light laser cannon (2d4)
  Attack (Starboard) light laser cannon (2d4)
  Attack (Aft) flak thrower (3d4)
  Attack (Turret) light particle beam (3d6)
  Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; Systems basic mid-range sensors, crew quarters 
  (good), extra light weapon mount (aft), mk 3 armor, mk 3 defenses, mk 1 duonode computer (tier 1, artificial 
  personality upgrade); Expansion Bays cargo holds (2), escape pods, recreation suite (HAC/gym)
  Modifiers +1 to any 2 checks per round, +2 Computers, +1 Piloting; Complement 1–6
  
  On the Cover
  Printed in China. PZO7201
  STARFINDER
  PART 1 OF 6
  DEAD SUNS: INCIDENT AT ABSALOM STATION
  01
  INCIDENT AT 
  ABSALOM STATION
  ROBERT G. McCREARY
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  INCIDENT AT ABSALOM STATION
  PART 1 OF 6
  Foreword 
  2
  by Robert G. McCreary
  Campaign Outline 
  4
  Incident at Absalom Station 
  6
  by Robert G. McCreary
  Absalom Station 
  38
  by James L. Sutter
  Relics of Golarion 
  50
  by Owen K.C. Stephens
  Alien Archives 
  54
  by Jason Keeley and Robert G. McCreary
  Codex of Worlds: Heicoron IV 
  62
  by Robert G. McCreary
  Starship: Sunrise Maiden 
  Inside Covers
  by Robert G. McCreary
  This book refers to several other Starfinder products, 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.
  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder or the Pathfinder 
  Roleplaying Game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., 
  as well as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, 
  plots, storylines, trade dress, the historical period called the Gap, the terms kishalee, sivv, and skyfire, and the Drift (the official 
  Open Game Content term for which is “hyperspace”). (Elements that have previously been designated as Open Game Content, or 
  are exclusively derived from previous Open Game Content, or that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game 
  product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other 
  than the material designated as Open Game Content may be reproduced in any form without written permission.
  Starfinder Adventure Path #1: Incident at Absalom Station © 2017, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo 
  golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Dead Suns, Pathfinder 
  Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder 
  Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder 
  Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder, the Starfinder logo, Starfinder 
  Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, and Starfinder Society are trademarks of Paizo Inc.
  Printed in China.
  Artist David Alvarez gives us a glimpse of Absalom 
  Station’s seedy underbelly with his depiction of 
  Ferani Nadaz, boss of the Downside Kings, one of the 
  station’s most notorious street gangs.  
  Development Lead • Robert G. McCreary
  Authors • Jason Keeley, Robert G. McCreary, Owen K.C. Stephens, 
  and James L. Sutter
  Cover Artist • David Alvarez
  Interior Artists • Leonardo Borazio, Taylor Fischer, 
  Víctor Manuel Leza Moreno, Mark Molnar, Mirco Paganessi, 
  Miroslav Petrov, and Allison Theus
  Cartographer • Damien Mammoliti
  Starfinder Creative Director • James L. Sutter
  Starfinder Creative Design Director • Sarah E. Robinson
  Starfinder Design Leads • Robert G. McCreary and Owen K.C. Stephens
  Starfinder Design Team • Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Stephen Radney-MacFarland, 
  and Mark Seifter
  Starfinder Society Developer • Thurston Hillman
  Editor-in-Chief • F. Wesley Schneider
  Pathfinder Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Senior Developer • Robert G. McCreary
  Organized Play Lead Developer • John Compton
  Developers • Adam Daigle, Crystal Frasier, Amanda Hamon Kunz, 
  Mark Moreland, Owen K.C. Stephens, and Linda Zayas-Palmer
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Jason Keeley, Lyz Liddell, Elisa Mader, Brad Matteson, 
  Adrian Ng, Joe Pasini, and Lacy Pellazar
  Lead Designer • Jason Bulmahn
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Project Manager • Jessica Price
  Organized Play Coordinator • Tonya Woldridge
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Outreach Coordinator • Dan Tharp
  Director of Licensing • Michael Kenway
  Staff Accountant • Ashley Kaprielian 
  Data Entry Clerk • B. Scott Keim
  Chief Technical Officer • Vic Wertz
  Director of Technology • Dean Ludwig
  Senior Software Developer • Gary Teter
  Community & Digital Content Director • Chris Lambertz
  Webstore Coordinator • Rick Kunz
  Customer Service Team • Sharaya Copas, Katina Davis, 
  Sara Marie Teter, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, Mika Hawkins, 
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Christopher Anthony, William Ellis, Lissa Guillet, 
  Don Hayes, and Erik Keith
  
  2
  FORTUNE IN THE STARS
  T
  ake your station, check your helmet seals, warm up 
  the thrusters, and strap in, because the Starfinder 
  Adventure Path is ready to launch! The book you hold 
  in your hands contains the very first adventure written and 
  published for the Starfinder Roleplaying Game, but it’s also 
  the inaugural volume of the brand-new Starfinder Adventure 
  Path, the first in a series of linked adventures that together 
  form an entire campaign for Starfinder. If you’re not familiar 
  with the Adventure Path concept, check out A Path to the 
  Stars on page 3, which outlines what you can expect from 
  each bimonthly Adventure Path volume to come.
  One of the primary goals we have for the Starfinder 
  Adventure Path is to feature material that can be used 
  by both players and Game Masters. The adventures are 
  primarily geared for GMs, of course, but there’s still plenty 
  of room for new toys for players and their characters. In 
  every volume of the Starfinder Adventure Path, we plan to 
  offer additional rules content that players can use, whether 
  that means new equipment or weapons, new feats or spells, 
  or new character options. Much of the setting material we’ll 
  be debuting in the Adventure Path can help immerse players 
  in the Starfinder campaign setting and provide story hooks 
  and ideas for vibrant characters with deep connections 
  to the people and places of the Pact Worlds and beyond. 
  In addition, many of the new alien creatures presented 
  in Adventure Path volumes will include racial traits, so 
  that players can build characters of these races (with GM 
  permission, of course). After all, what’s a galaxy without a 
  whole host of aliens to play, meet, or fight?
  If this is your first look at the Starfinder RPG, welcome! 
  You’ll soon see that while there are lots of sci-fi elements in 
  this adventure (and in Starfinder in general), there is plenty of 
  magic as well! That’s because Starfinder is a science fantasy 
  game that combines ancient magic and advanced technology 
  and gives players a wide range of options to choose from, 
  both when creating characters and in play.
  
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  3
  If you’re already acquainted with the Pathfinder 
  Roleplaying Game, you’ll likely notice some similarities 
  between Starfinder and Pathfinder, but there are also quite a 
  few differences. Starfinder is very much its own game, with 
  its own rules, themes, and setting—you can’t just trade in your 
  crossbow for a laser pistol! That said, the game is designed 
  for new players just as much as for experienced ones, so 
  whether this is your first foray into Starfinder, or even into 
  RPGs in general, this game is for you. No previous knowledge 
  of Pathfinder is required—just a willingness to have fun!
  A PATH TO THE STARS
  The Starfinder Adventure Path is designed to present 
  entire campaigns to play using the Starfinder RPG rules. 
  Each Adventure Path will run for a year, with a new 
  volume released every other month. Each volume of the 
  Adventure Path includes a new chapter in the campaign, 
  supplementary articles that provide additional details on 
  the Starfinder campaign setting, and new rules content 
  for the Starfinder RPG that players and GMs alike can 
  make use of. Each volume also includes a new installment 
  of the Starfinder Adventure Path “Alien Archives,” which 
  furnishes a variety of alien creatures and monsters for GMs 
  to add to their Starfinder games (many of which appear in 
  the accompanying Starfinder adventure). In addition, the 
  “Codex of Worlds” in each volume introduces a new planet, 
  expanding the Starfinder campaign setting and suggesting 
  hooks for GMs to set their own adventures on these worlds. 
  Finally, we’ll be presenting a brand-new starship in each 
  volume as well, complete with full statistics and deck plans, 
  ready for use by the PCs or their enemies.
  DEAD SUNS
  Our first Starfinder Adventure Path, Dead Suns, kicks off 
  with “Incident at Absalom Station,” an adventure for four 
  1st-level characters by yours truly. Designed to introduce 
  Starfinder to GMs as well as players, the adventure 
  begins on Absalom Station, but the campaign will take 
  the heroes throughout the Pact Worlds and far beyond. 
  There are threats both familiar and unfamiliar for the 
  player characters to face, as well as opportunities for the 
  players to get to know the Starfinder setting and many 
  of Starfinder’s rules, including the excitement of starship 
  combat! Of course, you can’t have starship combat without 
  starships, so the adventure also provides the heroes with 
  their very own ship to use during the entire campaign—
  that is, if they can find the ship and survive the dangers 
  that the adventure throws at them first! (Take a look at the 
  inside covers of this volume if you want an early peek at 
  the Sunrise Maiden.) 
  We’ve also got a huge gazetteer of Absalom Station, 
  the metaphorical center of both the Pact Worlds and the 
  wider Starfinder campaign setting, by Starfinder Creative 
  Director James L. Sutter. This gazetteer greatly expands on 
  the information presented in the Starfinder Core Rulebook, 
  describing in detail many of the station’s neighborhoods and 
  districts, as well as political factions and notable inhabitants.
  This is followed by a selection of magical relics whose 
  origins lie in the distant past on lost Golarion, by Starfinder 
  Design Lead Owen K.C. Stephens. If you’re familiar with the 
  Pathfinder RPG and its campaign setting of Golarion, you may 
  recognize a few of these ancient relics—though they’ve been 
  updated for the futuristic setting that is Starfinder! These 
  items make excellent additions to the options available in the 
  Starfinder Core Rulebook, though of course GMs can use them 
  to equip enemies, too!
  No Adventure Path would be complete without monsters, 
  so in this month’s “Alien Archives,” Jason Keeley and I present 
  seven new creatures. Many of these appear in this month’s 
  adventure, but they can be always used to populate your own 
  scenarios as well.
  Finally, this month’s volume also features a brief description 
  of the ocean world Heicoron IV in the first installment of the 
  “Codex of Worlds.” 
  As to where the Dead Suns Adventure Path goes after 
  “Incident at Absalom Station,” just turn the page for the Dead 
  Suns Campaign Outline, which gives you a look at the overall 
  plot of the Adventure Path and a brief overview of each of 
  the campaign’s six adventures. As you can see, there’s a lot 
  still to come!
  Once you’ve had a chance to read through “Incident 
  at Absalom Station” and the additional material in this 
  volume, come visit us at paizo.com. Our messageboards 
  can be a valuable and informative resource for players and 
  GMs alike, with discussions on a wide variety of topics, 
  including both the Starfinder Roleplaying Game and the 
  Dead Suns Adventure Path. While you’re there, check out 
  some of the other resources available for Starfinder, such as 
  the Starfinder Alien Archive, Starfinder Core Rulebook Pawn 
  Collection, Starfinder Flip-Mat: Basic Starfield, Starfinder GM 
  Screen, Starfinder Player Character Folio, and more, available 
  at paizo.com/starfinder or your local game store. And don’t 
  forget to keep an eye on our blog, also at paizo.com, where 
  you can learn about new and upcoming releases for Starfinder 
  and the Starfinder Adventure Path.
  So let’s get started—“Incident at Absalom Station” is only 
  pages away, and there’s fortune to be found among the stars! 
  I hear a ship has just arrived at Absalom Station, towing a 
  strange asteroid and missing its crew. I wonder what that’s all 
  about? Let’s play some Starfinder and find out!
  Robert G. McCreary
  Senior Developer, Starfinder Design Lead
  rob.mccreary@paizo.com
  
  A 
  new danger threatens the Pact 
  Worlds when a derelict ship 
  arrives at Absalom Station 
  towing a mysterious asteroid—an 
  asteroid that’s actually a fragment of 
  an ancient alien superweapon called 
  the Stellar Degenerator, capable of 
  destroying entire stars. In the Dead 
  Suns Adventure Path, the PCs are 
  members of the Starfinder Society, and 
  their task is twofold: to learn all they 
  can about this ancient technology and 
  the alien civilizations behind it, and to prevent the weapon from 
  falling into the wrong hands.
  In the first half of the Adventure Path, the PCs acquire their 
  own starship, which will be their home and base of operations 
  throughout the campaign, and which they can upgrade and 
  personalize as they advance in level. The PCs travel to various 
  locations throughout the Pact Worlds (the primary setting of 
  the Starfinder Roleplaying Game) to gather what information 
  they can on the Stellar Degenerator. As the campaign unfolds, 
  the PCs also discover that two other groups—the Cult of the 
  Devourer and the Corpse Fleet—have learned of the alien 
  superweapon and seek to add it to their own arsenals.
  In the second half of the campaign, the PCs head out 
  into the wider galaxy in search of the Stellar Degenerator, 
  visiting distant worlds and uncovering more ancient alien 
  technology and history, all the while racing against both the 
  Devourer cult and the Corpse Fleet. Through the course of the 
  Adventure Path, the PCs embark on personal journeys that 
  will take them from neophytes in the Starfinder Society to 
  saviors of the Pact Worlds—provided they succeed, of course!
  For more details on the events precipitating the Dead Suns 
  Adventure Path, see the Adventure Background on page 5.
  INCIDENT AT ABSALOM STATION
  Starfinder Adventure Path #1, Levels 1–2
  A deserted ship named the Acreon arrives at Absalom Station 
  from hyperspace, towing behind it a mysterious asteroid 
  dubbed the Drift Rock. The PCs come to Absalom Station to 
  join the Starfinder Society but soon find themselves caught 
  up in a gang war instigated by two factions—the Hardscrabble 
  Collective, the scrappy mining clan that owns the Acreon; and 
  Astral Extractions, the large corporation that hired the ship. 
  With both factions vying to claim the ship and the asteroid, 
  the Starfinder Society hires the PCs 
  to investigate the death of one of 
  its members caught in the gangs’ 
  crossfire. After exploring some of 
  Absalom Station and dealing with the 
  gangs, the PCs are hired by Gevalarsk 
  Nor, Eox’s ambassador to Absalom 
  Station, who is serving as a mediator 
  between the factions. The PCs’ job: to 
  explore the Acreon and the Drift Rock 
  and learn what happened to the crew.
  The PCs take a shuttle to the 
  quarantined Acreon, but one of the warring factions sends a 
  ship to attack them, giving them their first taste of starship 
  combat. The PCs can find no trace of the deserted mining ship’s 
  crew, but they do find the ship infested with alien monsters and 
  opportunistic scavengers. The PCs continue their explorations 
  on the Drift Rock, which is honeycombed with tunnels and 
  rooms, and learn the final fate of the Acreon’s crew, while 
  also dealing with an extraterrestrial monster that inhabits 
  the asteroid. The PCs eventually learn that the asteroid is 
  incredibly ancient and that it is a fragment of some larger alien 
  structure or artifact, perhaps a weapon, though its exact nature 
  remains an enigma. They also discover the Sunrise Maiden, a 
  ship lost in hyperspace 75 years ago, which they can claim for 
  themselves. But as soon as the PCs leave the Drift Rock in their 
  new starship, they come under attack from a mysterious ship!
  TEMPLE OF THE TWELVE
  Starfinder Adventure Path #2, Levels 3–4
  Now in possession of a ship, the Sunrise Maiden, the PCs must 
  battle their way off the Drift Rock, eventually finding out that 
  the exiled Corpse Fleet of Eox was behind the attack. Eager for 
  more information about the Drift Rock’s origins, the party travels 
  to Castrovel, home of some of the best universities in the Pact 
  Worlds. In Qabarat, one of Castrovel’s most powerful lashunta 
  city-states and the planet’s primary spaceport, the PCs must 
  navigate the politics of academia at the esteemed University 
  of Xenoarchaeology and Xenoanthropology. Eventually, the 
  characters uncover an obscure pre-Gap reference to an ancient, 
  forgotten, elven temple-city on Castrovel called the Temple 
  of the Twelve, which had supposedly found evidence of an 
  advanced extraterrestrial civilization long ago. 
  In search of the Temple of the Twelve, the PCs must embark on 
  an overland journey through the teeming jungles of Castrovel’s 
  ANCIENT THREATS REAWAKEN
  SPOILER ALERT! 
  On these pages you’ll find the 
  background and outline for the Dead 
  Suns Adventure Path. If you intend to 
  play in this campaign, be warned! These 
  pages spoil the plot for the upcoming 
  adventures as thoroughly as possible.
  Campaign Outline
  4
  
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  western continent, facing some of the planet’s dangerous flora 
  and fauna, as well as members of the Cult of the Devourer, who 
  are likewise interested in the Drift Rock’s secrets and have 
  followed the PCs to Castrovel. Upon reaching the abandoned 
  and overgrown elven temple-city, the characters must contend 
  with Castrovelian Devourer cultists who have taken over much 
  of the crumbling ruins. After exploring the ruins, the PCs learn 
  that the elves had discovered an almost unimaginably immense 
  megastructure called the Gate of Twelve Suns, which relates 
  in some way to the Drift Rock and, potentially, to an ancient 
  alien superweapon. Unfortunately, the Cult of the Devourer is 
  now also looking for the Gate of Twelve Suns, and though the 
  PCs might have defeated the cult’s agents on Castrovel, those 
  cultists were receiving their orders from a secret asteroid base 
  in the Diaspora.
  SPLINTERED WORLDS
  Starfinder Adventure Path #3, Levels 5–6
  Tracking the Cult of the Devourer from Castrovel, the 
  PCs travel to the scattered worldlets of the Diaspora to 
  investigate the cult’s secret asteroid base. Upon locating the 
  base, however, they discover that the cult has abandoned it. 
  The PCs can find no details about why the cult left the base 
  or where they might have gone, but the PCs do find evidence 
  that the Corpse Fleet has also visited the base, along with 
  indications that the Corpse Fleet may have stolen and deleted 
  files from the base’s computer systems.
  With new evidence of the Corpse Fleet’s involvement, 
  the party travels to Eox to investigate the exiled navy and 
  to research alien superweapons, as Eox is the only Pact 
  World to have developed such a weapon. Although Eox’s 
  government has supposedly disavowed the Corpse Fleet, the 
  reality is more nuanced, and as the PCs undertake research 
  and question various Eoxian officials to find the truth, Corpse 
  Fleet agents oppose them at every step. Eventually, the PCs 
  recover the Devourer cult’s files from the Corpse Fleet agents, 
  learning from them that the Cult of the Devourer abandoned 
  its Diaspora base to search for the Stellar Degenerator in a 
  distant star system called Nejeor.
  THE RUINED CLOUDS
  Starfinder Adventure Path #4, Levels 7–8
  Chasing the Cult of the Devourer, the PCs depart the Pact 
  Worlds for the expanses of the Vast, journeying to the 
  uncharted star system of Nejeor, where they discover the 
  ruins of an ancient alien civilization on the gas giant Nejeor VI. 
  This ruined city, Istamak, once belonged to the kishalee, the 
  alien species that defeated the sivvs and captured the Stellar 
  Degenerator. Kishalee civilization fell into decline millions of 
  years ago, and since that time, the kishalee have devolved 
  into a savage, degenerate species called the kish that now 
  inhabits the ruins of Istamak.
  The kish no longer have knowledge of their ancestors’ 
  great civilization or scientific advances, which have become 
  the foundation of kish legend and superstition. As the PCs 
  explore Istamak, they can piece together clues in the ruins 
  to learn that the Stellar Degenerator is real and was hidden 
  away in its own demiplane, which can only be accessed 
  through a kishalee megastructure called the Gate of Twelve 
  Suns. Unfortunately, the PCs also discover that the Cult of the 
  Devourer was in Istamak before them and is already on its 
  way to the Gate of Twelve Suns!
  THE THIRTEENTH GATE
  Starfinder Adventure Path #5, Levels 9–10
  The PCs travel to the Gate of Twelve Suns: a massive, artificial 
  construction on a scale far beyond the capabilities of modern 
  Pact Worlds engineering. Built by the ancient kishalee 
  civilization, the Gate of Twelve Suns consists of 12 stars 
  arranged in a circle, each orbited by a single controller moon. 
  The PCs arrive only to find that the Cult of the Devourer has 
  claimed the alien megastructure and is trying to access the 
  Stellar Degenerator’s demiplane. The PCs must contend with 
  Devourer cult ships guarding the gate before exploring some 
  of the controller moons to learn how to activate the Gate of 
  Twelve Suns—and how to prevent the Cult of the Devourer from 
  doing the same. Once the PCs defeat the cult and its leader, 
  they can open the Thirteenth Gate. As the demiplane containing 
  the Stellar Degenerator is revealed, the Corpse Fleet suddenly 
  appears in orbit around the Gate of Twelve Suns. They have 
  secretly been tracking the PCs’ ship since it left Eox, and the 
  undead fleet has appeared at the last minute to seize control of 
  the Gate of Twelve Suns and the Stellar Degenerator!
  EMPIRE OF BONES
  Starfinder Adventure Path #6, Levels 11–12
  Outnumbered and massively outgunned by the Corpse Fleet 
  in orbit around the Gate of Twelve Suns, the PCs must find a 
  strategy to prevent the Corpse Fleet from getting its hands 
  on the Stellar Degenerator. There is no way the PCs can take 
  on a fleet of such great size with their single ship, and even 
  if they managed to slip away undetected, it would leave the 
  Stellar Degenerator in the hands of the Corpse Fleet. The PCs 
  have only one viable strategy—a daring gambit to infiltrate 
  the Corpse Fleet flagship, the Empire of Bones, seize control 
  of it, and use it to destroy both the Stellar Degenerator and 
  the Corpse Fleet itself.
  After sneaking aboard the Empire of Bones, the PCs fight 
  their way through security protocols and past the ship’s 
  undead crew to reach the flagship’s bridge, where they must 
  defeat the Corpse Fleet’s bone sage admiral and his top officers 
  to take command of the ship. Only then can the PCs set the 
  ship to self-destruct and pilot the vessel into the demiplane on 
  a collision course with the Stellar Degenerator. If successful, 
  the PCs can destroy the ancient sivv superweapon and deal 
  a decisive blow to the Corpse Fleet, but they’ll still need 
  to escape the flagship before the destruction of the Stellar 
  Degenerator closes the gateway out of the demiplane!
  5
  
  6
  INCIDENT AT ABSALOM STATION
  PART 1: ABSALOM GANG WAR 
  7
  When a deserted ship towing a peculiar asteroid arrives at Absalom Station, the 
  heroes find themselves caught up in a dispute between two factions and their 
  street-gang allies.
  PART 2: GHOST SHIP 
  18
  Hired to investigate the derelict ship and its cargo, the heroes fight for their lives 
  in a starship-to-starship battle against a hired mercenary before facing the current 
  occupants of the quarantined ship.
  PART 3: PHANTOMS OF THE DRIFT 
  28
  The heroes explore the mysterious asteroid called the Drift Rock. There they learn 
  the true fate of the deserted ship’s crew—and discover that the asteroid is far 
  stranger than anyone could have imagined. The heroes also get a starship of their 
  own when they find one abandoned on the asteroid!
  ADVANCEMENT TRACK
   
  The PCs begin this adventure at 
  1st level.
    
  The PCs should reach 2nd level 
  while exploring the Acreon, and 
  they should be 2nd level before 
  venturing onto the Drift Rock.
   
   
  The PCs should be 3rd level by 
  the end of the adventure.
  “Incident at Absalom Station” is designed 
  for four characters.
  1
  2
  3
  
  7
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  Millions of years ago, two highly advanced, alien starfaring 
  civilizations—those of the sivvs and the kishalee—were locked 
  in a vicious war. The conflict ranged across multiple distant 
  star systems for centuries, killing millions and consuming an 
  incredible amount of resources on both sides. Both species 
  were teetering on the edge of economic and societal collapse, 
  but neither side could manage to get the upper hand. To 
  decisively end this cycle of destruction in their favor, the 
  sivvs developed a superweapon of almost unimaginable 
  power called the Stellar Degenerator. The kishalee learned of 
  the doomsday device, however, and defeated the sivvs before 
  they could use the superweapon against them. The kishalee 
  hid the Stellar Degenerator inside a hastily constructed 
  demiplane and built a vast megastructure called the Gate of 
  Twelve Suns that was required to access the demiplane and 
  control the superweapon inside. Eventually, the kishalee 
  civilization fell, as all civilizations eventually do, and the 
  Stellar Degenerator, the Gate of Twelve Suns, and the secrets 
  of their operation were forgotten.
  After millions of years, the Stellar Degenerator has finally 
  resurfaced. More than 200 years ago, a slice of the Stellar 
  Degenerator’s hidden demiplane was dragged into the Drift, 
  bringing a portion of the ancient sivv superweapon with it. 
  Since then, this fragment of the Stellar Degenerator—which 
  looks like nothing more than an unremarkable asteroid—has 
  floated undisturbed through the Drift. Until now.
  A few weeks ago, the prospecting ship Acreon, owned by 
  a scrappy clan of asteroid miners called the Hardscrabble 
  Collective, discovered an asteroid floating in the Drift while 
  traveling to Absalom Station from Near Space. Always looking 
  for their next claim, the miners captured the asteroid and 
  towed it behind their ship—but when the Acreon arrived at 
  Absalom Station, its crew had disappeared, leaving the ship 
  deserted. Station security immediately quarantined the ship 
  and the mysterious asteroid at a safe distance from the 
  station, pending further inquiry.
  Two groups have stated a vested interest in the Acreon 
  and the asteroid. One is the Hardscrabble Collective, which 
  owns the ship and claims mineral rights to the asteroid. 
  The other is Astral Extractions, a large mining company 
  that hired the Hardscrabble Collective and the Acreon to 
  explore potential sites for future exploitation. Both groups 
  claim the sole right to investigate the disappearance of the 
  Acreon’s crew and determine the fate of both the ship and 
  the asteroid.
  On Absalom Station, rumors and conjecture abound 
  regarding the disappearance of the Acreon’s crew and the 
  origin and nature of the enigmatic asteroid, which people 
  are now calling the “Drift Rock.” Astral Extractions and the 
  Hardscrabble Collective have been unable to come to terms 
  with each other regarding the disposition of the Acreon and 
  its cargo, and while they wait for arbitration, both groups have 
  begun gathering supporters from among Absalom Station’s 
  street gangs. The dispute has been simmering just below 
  the surface, but it’s about to explode into open clashes in the 
  halls of Absalom Station—a conflict that will soon include the 
  Starfinder Society as well.
  Two other factions are interested in the Acreon and the 
  Drift Rock, though less publicly. The first is the exiled Corpse 
  Fleet of Eox, which wants to recover secret cargo it placed 
  on the ship. The second is the Cult of Devourer, which enters 
  the scene when news spreads of the fate of the Acreon’s 
  crew. As the campaign begins, neither of these two groups is 
  aware of the Stellar Degenerator, but once they learn of the 
  superweapon’s existence, the factions will stop at nothing to 
  acquire the doomsday device for their own purposes—which 
  would have dire consequences for the safety and security of 
  the Pact Worlds.
  PART 1: 
  ABSALOM GANG WAR
  The Dead Suns Adventure Path starts on Absalom Station, the 
  gigantic space station that occupies the former orbit of the 
  sun’s now-vanished third planet, Golarion. Absalom Station 
  is the administrative and cultural center of the Pact Worlds, 
  and now serves as the system’s primary home of humanity. 
  The player characters should have some sort of connection 
  with the Starfinder Society, either as new members or as 
  prospective applicants (at the very least, the PCs should have 
  a good reason to ally themselves with the Society), and have 
  come to Absalom Station to find work. 
  The PCs don’t need to be acquainted with one another yet; 
  they’ve all made arrangements to meet a dwarven Starfinder 
  named Duravor Kreel in Docking Bay 94. Kreel has promised 
  to show them around the station, help them get settled, and 
  facilitate their membership into the Starfinder Society. The 
  adventure assumes that the PCs are all passengers on the 
  shuttle Okimoro, which has just arrived at Absalom Station, 
  landing in Docking Bay 94. If any characters are natives of 
  Absalom Station, they can be either returning to the station 
  after a short time away or present in the docking bay awaiting 
  the shuttle’s arrival. Adjust the first encounter as necessary to 
  account for any PCs that are not passengers on the shuttle. 
  The players should take a few moments to make introductions 
  and describe their characters to each other before moving 
  on to the first encounter, Caught in the Crossfire, on the 
  next page.
  ADVENTURE 
  BACKGROUND
  
  G
  G
  G
  G
  G
  K
  G
  DOWNSIDE
  KINGS
  LEVEL 21
  CREW
  1 square = 5 feet
  8
  CAUGHT IN THE CROSSFIRE (CR 2 OR 4)
  The Okimoro has just landed in Docking Bay 94, one of scores 
  of docking bays occupying the starlike arms that encircle 
  Absalom Station’s equator. Final docking procedures take a 
  few minutes, at which point the cabin attendant welcomes 
  the shuttle’s passengers to Absalom Station, and the PCs can 
  disembark from the Okimoro onto the floor of Docking Bay 94.
  To set the scene and get the adventure started, read or 
  paraphrase the following.
  The brightly lit docks of Absalom Station are abuzz with 
  activity as travelers bustle by, preparing to board or 
  disembarking from starships bound to or from any of dozens 
  of worlds. Brash and swaggering starpilots, scurrying ysoki 
  mechanics, and expectant colonists mingle with enigmatic 
  kasatha mystics, hard-faced asteroid miners, imposing 
  vesk mercenaries, and more, creating a microcosm of the 
  abundance and variety of life in the Pact Worlds. New arrivals 
  meet friends, loved ones, or business contacts, and are 
  whisked away into the humming activity of daily life on the 
  vast space station. Beyond them, ground crews tend to the 
  docked ships, and dockworkers in mechanized cargo lifters 
  load and unload freight and baggage. A sharp tang of ozone 
  hangs in the air—a byproduct of electrical discharges from the 
  docked ships—but underneath, the station’s atmosphere has 
  a slightly used aroma. The docking bay’s deck plates thrum 
  beneath your feet, though whether it’s from the passage 
  of innumerable feet or the vibrations of the station’s power 
  conduits and air recycling systems is impossible to say.
  Creatures: The PCs’ Starfinder contact, Duravor Kreel 
  (LN male dwarf), is awaiting their arrival in the docking bay, 
  but two other groups—members of a pair of rival Absalom 
  Station street gangs, the Downside Kings and the Level 
  21 Crew—are moving stealthily into the docking bay at the 
  same time. The two gangs have been adversaries for years, 
  but their animosity toward each other has flared in recent 
  days, as each gang has been hired by one of the factions 
  currently competing over the fate of the Acreon and the Drift 
  Rock: Astral Extractions and the Hardscrabble Collective. 
  Astral Extractions has ordered the Kings to intimidate the 
  Collective’s members and keep any other faction (such as 
  the Starfinders) from intervening in the dispute. The Level 
  21 Crew, hired for protection by the Hardscrabble Collective, 
  got wind of the Kings’ activities and headed to Docking Bay 
  94 to confront their rivals.
  When all the PCs have set foot in the docking bay, allow 
  them to attempt Perception checks. Any PC who succeeds at 
  a DC 5 Perception check sees Kreel waiting for them in the 
  middle of the docking bay. Any PC who succeeds at a DC 15 
  Perception check also notices the two groups of people on 
  the fringes of the docking bay furtively taking up defensive 
  positions among stacks of cargo crates and machinery. 
  Kreel is tall and lanky for a dwarf, with a bristly, iron-gray 
  beard and deep-set eyes beneath bushy eyebrows. With 
  his patched and stained coveralls, the dwarf looks like just 
  another dockworker, but a badge bearing the symbol of the 
  Starfinder Society stands out on his chest. Kreel checks the 
  computer he’s holding and looks up to scan the crowd. When 
  he sees the PCs, he raises a hand in greeting and gives them 
  CAUGHT IN THE CROSSFIRE
  
  9
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  a friendly smile. Before the PCs can return the greeting, 
  however, the air is suddenly filled with laser blasts as the 
  Kings and the 21 Crew open fire on each other. Bystanders 
  scream and flee in terror, diving for cover or milling about 
  frantically. Kreel freezes, paralyzed with fear.
  There are six gang members in total: three Downside 
  Kings and three Level 21 Crew (use the Absalom Station gang 
  member stat block below for members of both gangs). The 
  Downside Kings enter the docking bay from the northeast 
  (see the Directions in Space sidebar) and take up the positions 
  marked G on the right side of the map. The Level 21 Crew 
  enter from the northwest and take up the positions marked G 
  on the left side of the map. Duravor Kreel stands in the middle 
  of the docking bay at the position marked K on the map. The 
  PCs start in the area marked with caution lines in the bottom 
  center of the map.
  The first round of combat is a surprise round. Only the 
  gangs and PCs who succeeded at the more difficult Perception 
  check to notice the approaching gang members can act during 
  this round. Have each of the PCs roll 1d6; on a roll of 1, that 
  character is targeted this round by one of the gang members. 
  At the same time, the PCs see a laser beam hit Kreel. The dwarf 
  falls to the floor without a sound and does not move.
  Following the surprise round, combat continues as 
  normal. The gangs have no idea who the PCs are, and the 
  scene is utter chaos. Each round, randomly determine 
  whether the individual gang members shoot at the PCs or 
  the other gang. If they can’t get a clear shot at any of the 
  PCs, they fire at the opposing gang. Even though the gangs 
  are shooting at the PCs, it should be clear to them that the 
  gangs’ real targets are each other; the PCs are just caught 
  in the crossfire.
  There is plenty of cover available in the docking bay for 
  combatants on all three sides to make use of, from crates and 
  shipping containers to baggage carts, machinery, and even 
  an information booth near the middle of the docking bay. 
  The precise type of cover (partial, normal, improved, or total) 
  these objects provide is left for you to determine, and the PCs 
  (or the gang members) might be able to increase their amount 
  of cover by ducking down or dropping prone behind smaller 
  objects. In any case, both the PCs and gang members would 
  be well advised to take advantage of the opportunities for 
  cover within the docking bay.
  Discourage the PCs from engaging both gangs at the same 
  time; that would make this a CR 4 encounter—a challenge of 
  epic difficulty for 1st-level PCs! Instead, let them know it’s 
  better to focus their fire and take out one group of enemies 
  at a time. Neither gang is interested in talking; their blood 
  is up and they just want to hurt their rivals. Once all three 
  members of one gang have been killed, the survivors from 
  the other gang immediately stop fighting and flee the docking 
  bay, disappearing into the depths of the station.
  PCs who want to check on Kreel or give him medical 
  aid find that the dwarf is already dead, with a hole burned 
  completely through his neck from the laser beam. No 
  matter what they try, nothing the PCs do can save him. It’s 
  important that Kreel dies before the PCs can do anything 
  about it; their investigation of the dwarf’s death on behalf 
  of the Starfinder Society is the impetus for the following 
  sections of the adventure.
  ABSALOM STATION GANG MEMBERS (6) 
  CR 1/2
  XP 200 each
  LE or CE Medium humanoid (human)
  Init +4; Perception +10
  DEFENSE 
  HP 13 EACH
  EAC 10; KAC 12
  Fort +2; Ref +4; Will +0
  OFFENSE
  Speed 30 ft.
  Melee club +3 (1d6+2 B)
  Ranged azimuth laser pistol +6 (1d4+1 F; critical burn 1d4)
  STATISTICS
  Str +2; Dex +3; Con +1; Int –1; Wis +0; Cha –1
  Skills Athletics +4, Bluff +5, Intimidate +9, Stealth +5
  Languages Common
  Gear flight suit stationwear, azimuth laser pistol with 
  battery (20 charges), club, credstick (150 credits)
  DIRECTIONS IN SPACE
  One difficulty with mapping locations on a space station, 
  starship, asteroid, or other object floating in space is 
  the lack of cardinal directions. With no magnetic poles, 
  which way is east on a space station? To address this 
  problem, standard cardinal directions are still used on 
  space stations, asteroids, and other free-floating bodies 
  without a magnetic north. However, these directions 
  are completely arbitrary; “north” on one space station 
  has no relation to magnetic north or “north” on another 
  space station. While this is perhaps not the most 
  accurate way of describing directions in space, it does 
  allow for easier descriptions of locations and relative 
  positions in terms that everyone is familiar with. These 
  definitions are used only for locations in space without 
  a common reference point; on larger moons and planets, 
  the cardinal directions retain their standard definitions.
  Starships, on the other hand, use the same 
  descriptors as the ship’s facing, which are the same 
  directions used for firing arcs in starship combat. So 
  forward is toward the front (or bow) of the ship, aft is 
  toward the rear (or stern) of the ship, port is toward the 
  left side of the ship, and starboard is toward the right 
  side of the ship.
  
  10
  Development: As the battle winds down, station security 
  finally arrives, but too late to join in the fight. Emergency 
  medical services follow a few minutes later to assist the 
  injured. Security personnel question 
  witnesses (including the PCs) and take 
  their statements. Fortunately, the 
  witnesses agree that the PCs 
  didn’t start the fight, so they 
  are free to go. If asked, any of 
  the security officers can identify 
  the two groups involved as two of 
  Absalom Station’s most infamous 
  street gangs: the Downside Kings 
  and the Level 21 Crew.
  If necessary, the emergency medics 
  can administer first aid to the PCs or treat 
  deadly wounds (using the Medicine skill). 
  They can also confirm that Kreel is dead and 
  make arrangements for the body. If the PCs 
  search the dwarf’s body, they find little other 
  than his computer, which contains the name 
  and description of each of the PCs, as well as one additional 
  name: Chiskisk, and an address. A PC who succeeds at a DC 
  15 Culture check to recall knowledge recognizes the name 
  as that of a high-ranking Starfinder on Absalom Station, and 
  the address as that of the Lorespire Complex, the Starfinder 
  Society’s headquarters on the station.
  Story Award: If the PCs somehow manage to avoid combat 
  by escaping or sneaking out of the docking bay without 
  engaging either of the gangs, award them 600 XP, as if they 
  had defeated one of the gangs.
  THE STARFINDER SOCIETY
  Since Duravor Kreel was the PCs’ only Starfinder connection 
  on the station, it’s likely they’ll want to make contacting the 
  Society their first priority, if only to inform the organization 
  that Kreel is dead. If they want to get settled on the station 
  first, see Absalom Station Investigations on page 11 for some 
  brief guidelines. If the PCs don’t think of getting in touch with 
  the Starfinders themselves, the Society eventually approaches 
  them, inviting them for a meeting at the organization’s 
  headquarters, the Lorespire Complex.
  Locating the Starfinder Society is straightforward; besides 
  the address on Kreel’s computer, the PCs can easily find the 
  address of the Lorespire Complex on a public information 
  kiosk in the docks, or a PC can persuade almost any station 
  native to direct them to the location with a successful DC 
  10 Diplomacy check to gather information. The Lorespire 
  Complex, located in Absalom Station’s Ring sector, is a 
  campus with multiple buildings and rooms, though its 
  eponymous spire is what people most associate with the 
  Starfinder Society’s headquarters. Upon their arrival, the 
  PCs are greeted by a receptionist who inquires as to their 
  business with the Starfinder Society. If the PCs mention the 
  shootout in the docking bay, Duravor Kreel’s death, or 
  the name found on Kreel’s computer (Chiskisk), the 
  receptionist points them toward a small waiting 
  room and politely asks them to wait. 
  After several minutes, a functionary 
  arrives to lead them to a cluttered but 
  clean office deep in the complex.
  Creature: Waiting in the office 
  for the PCs is Chiskisk (N 
  host shirren), a member 
  of the Starfinder Society’s 
  elected leadership council, 
  the Forum. Chiskisk is neither 
  male nor female, but host, the 
  third shirren sex, and as such 
  is referred to with the pronouns 
  “they,” “them,” and “themself.” Seated behind a 
  polished and unadorned plastic desk, Chiskisk 
  wears understated business clothes and is 
  nervously flexing their antennae from side 
  to side—a shirren expression of perplexity. 
  Chiskisk welcomes the PCs, offers them refreshments (filtered 
  water and processed-protein wafers), and bids them sit down 
  before introducing themself. If the PCs have not yet mentioned 
  that Duravor Kreel was killed, Chiskisk is puzzled about their 
  unescorted arrival at the Lorespire Complex, and asks them 
  where the dwarf is. Once Chiskisk learns of Kreel’s death (or 
  if they are already aware), the shirren gets down to business, 
  speaking telepathically in the PCs’ heads.
  “I am sorry that I cannot welcome you to Absalom Station 
  under better circumstances. I assure you that such attacks 
  are not a daily occurrence, though I realize that is likely small 
  comfort to you. I am pleased that none of you were seriously 
  hurt, but I grieve for Duravor’s death. He was a valued member 
  of the Society, and a friend. May the Lady of Graves be kind 
  in her judgment of his soul.” The shirren bows their head 
  momentarily, then looks up, their compound eyes glittering.
  “What puzzles me is the reason behind the attack.” Chiskisk 
  taps a few commands into their computer. “According to 
  the incident report just released by station security, two 
  gangs were involved in the attack: the Downside Kings and 
  the Level 21 Crew. Gang wars are not uncommon on the 
  station, but they usually confine themselves to the more 
  lawless sectors like the Puddles. It is rare for street gangs 
  to battle openly in public areas like the docks. I cannot 
  help but wonder whether all is as it seems. There must be 
  a reason why those two gangs were at Docking Bay 94 
  at that time—the time of your arrival, coincidentally. But 
  was it coincidence? Were you and Duravor just innocent 
  bystanders caught in the crossfire, or might you and he have 
  been specifically targeted? And if so, why?
  “My understanding is that you are interested in becoming 
  Starfinders, and since you were witnesses to the attack, I 
  CHISKISK
  
  11
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  would like to ask you to investigate the incident on behalf of 
  the Society. Find out exactly what happened and why. It may 
  simply be a matter of being in the wrong place at the wrong 
  time—I have no doubt station security will rule it so—but if 
  Duravor was murdered, I would like to find justice for my 
  friend. At the same time, this will give you the opportunity to 
  demonstrate your own skills and abilities and show the Society 
  that you are worthy of the title ‘Starfinder.’ Good luck.”
  Assuming the PCs agree to investigate the attack and 
  Duravor Kreel’s possible murder, Chiskisk has little else to 
  offer them at this point; Absalom Station’s street gangs are 
  not the shirren’s specialty, and their suspicion regarding 
  Kreel’s death is just that—it’s up to the PCs to find proof, if any 
  exists. Chiskisk does give their personal comm code to the 
  PCs, so they can call and report if necessary, but for the most 
  part, the PCs will be on their own.
  Chiskisk also transfers 200 credits to each of the PCs’ 
  accounts (a “signing bonus plus expenses,” the shirren 
  calls it) and suggests they get settled on the station before 
  starting their investigation. If the PCs have not yet found a 
  place to stay, Chiskisk recommends a small hotel called the 
  Moons of Sleep. Located just a short walk from the parks and 
  towers of the Eye, the hotel is centrally located, and has both 
  efficiencies and suites available. Furthermore, the Moons 
  offers discounted lodging to Starfinders who book rooms for 
  at least a week’s stay: 16 credits per week for an efficiency, or 
  50 credits per week for a small, two-bed suite.
  Development: Chiskisk doesn’t have a particular defined 
  role in the rest of the adventure, but you can develop the 
  shirren Starfinder as needed to assist the PCs. Chiskisk has 
  lived on Absalom Station for many years and can act as a 
  friendly NPC to help the PCs get their bearings on the station, 
  answer any questions they might have (without giving away 
  any plot points, of course!), or gently point them in the 
  right direction if they’re unsure of their next step. Chiskisk 
  will not join any combat missions, however, and should not 
  overshadow the PCs—let them make the decisions and try to 
  solve problems on their own as much as possible.
  ABSALOM STATION INVESTIGATIONS
  Before they start their investigation, the PCs are probably going 
  to want to get themselves established on Absalom Station and 
  get a sense of what the station has to offer. The adventure 
  focuses on those locations important to the PCs’ investigations, 
  but you can use the Absalom Station gazetteer beginning on 
  page 38 to add further detail and flavor to the vibrant space 
  station. If the PCs have already met Chiskisk, they can follow 
  the shirren’s suggestions for finding accommodations, but the 
  huge space platform has no shortage of rooms for rent (see 
  page 235 of the Starfinder Core Rulebook for prices).
  Once the PCs have a place to stay, they can learn more 
  about current events on the station. By far the biggest news, 
  discussed endlessly on newsfeeds and in public conversation, 
  is the arrival of the derelict ship Acreon a few days ago, the 
  whereabouts and fate of its missing crew, and the nature 
  of the mysterious “Drift Rock” the ship brought with it (as 
  detailed in Adventure Background on page 7). Rumors and 
  speculation are rampant: the Acreon’s crew witnessed 
  something significant and were killed to keep it secret; 
  the entire crew went mad and walked out the airlocks; the 
  Drift Rock contains precious riches, from rare and valuable 
  minerals to advanced technology, or even legendary treasures 
  of lost Golarion, preserved before the planet disappeared. 
  The other main topic of discussion is the disagreement 
  between Astral Extractions and the Hardscrabble Collective, 
  both of whom claim ownership of the Drift Rock and the right 
  to examine the Acreon and determine the fate of its crew.
  To learn more information, the PCs must initiate their 
  own investigations, either through research on the station’s 
  infosphere or by questioning locals throughout the station. 
  The PCs’ most likely lines of inquiry are divided into the 
  following topics: Duravor Kreel, the Hardscrabble Collective, 
  Astral Extractions, the Level 21 Crew, and the Downside 
  Kings. Each of these topics is detailed in its own section 
  below, which outlines the information the PCs can learn 
  with a successful Culture check (or other skill check, when 
  applicable) to recall knowledge or a successful Diplomacy 
  check to gather information. The PCs can attempt the Culture 
  checks to see what they know on their own, but if they carry 
  out research on Absalom Station’s infosphere first (requiring 
  a successful DC 10 Computers check to access the unsecured 
  public system), they can take 20 on the skill check to recall 
  knowledge. The results of these checks are cumulative; on a 
  successful check, the PCs should learn all of the information 
  for lower results as well.
  Although the PCs’ inquiries and the information they can 
  learn are represented by simple skill checks, feel free to 
  flesh out the investigations via roleplaying encounters with 
  various denizens of Absalom Station. In short, this section of 
  the adventure can and should be modified to meet the needs 
  of your game and your players with as much detail as you 
  deem necessary. 
  Duravor Kreel
  The PCs can learn the following about Duravor Kreel. Beyond 
  the information below, there is little else to learn; he had no 
  family on the station, few close friends, and no known enemies.
   
  Result 
  Information
  10+ 
  Duravor Kreel was a midranking member of the 
  Starfinder Society. Most of his work focused on 
  mineral prospecting, but he also took an interest 
  in mentoring new and prospective members of 
  the Society. 
  15+ 
  Kreel was a native of the Diaspora, the diffuse 
  asteroid belt between Verces and Eox, and was 
  known to have ties to dwarves and other mining 
  
  12
  groups in the region. An outspoken champion of 
  miners’ rights, Kreel was active in challenging 
  large corporate interests that exploited individual 
  miners and laborers, including Astral Extractions.
  20+ 
  Kreel had personally invested money in the 
  Hardscrabble Collective. In addition, one of his 
  cousins was a member of the group, but she 
  died in a mining accident—the result of safety 
  violations perpetrated by her contract employer, 
  Astral Extractions.
  astral extractions
  In addition to the Culture skill, the PCs can also use Profession 
  (corporate professional or miner) to recall knowledge about 
  Astral Extractions.
  Result 
  Information
  10+ 
  Astral Extractions is a powerful mining conglomerate 
  with business ties throughout the Pact Worlds. Most 
  of the company’s operations are centered in the 
  Diaspora and the rocky moons of the outer planets, 
  but it has also begun sending scout vessels into the 
  Vast in search of new claims. The company recently 
  hired one of the Hardscrabble Collective’s ships, the 
  Acreon, for one of these exploratory missions.
  15+ 
  The public face of Astral Extractions is that of an 
  ethical and respectable corporation, but outside of 
  the public eye, some say the company uses hired 
  muscle—corporate mercenaries, strikebreakers, 
  and even criminal elements—as proxies to 
  intimidate and threaten those who stand in its way. 
  20+ 
  Following the arrival of the Acreon, Astral 
  Extractions secretly hired a violent Absalom 
  Station street gang called the Downside Kings to 
  coerce the Hardscrabble Collective into abandoning 
  its claims on the Acreon and the Drift Rock.
  30+ 
  Underworld sources claim that Astral Extractions 
  specifically ordered the Downside Kings to target 
  Duravor Kreel, whose anticorporate activism was 
  well known to the company’s board of directors, 
  to discourage other parties (particularly the 
  Starfinders) from intervening in the Acreon matter.
  Development: If the PCs want to investigate Astral 
  Extractions directly, they can easily find its corporate offices 
  in Bluerise Tower in the Ring, one of the most expensive 
  pieces of real estate in Absalom Station. Unfortunately, 
  their efforts are stymied by the indifferent bureaucracy of 
  the huge interplanetary corporation. At most, persistence 
  (and a successful DC 25 Diplomacy check) earns them an 
  appointment with a coolly professional lashunta corporate 
  agent introducing herself as Ms. Joss. She listens attentively 
  to everything the PCs have to say and confirms that Astral 
  Extractions has had business dealings with the Hardscrabble 
  Collective in the past, but declares that the company is 
  currently awaiting arbitration over the disposition of the 
  Acreon and its cargo and has no further statements to make 
  at this time. After thanking the PCs for their interest in Astral 
  Extractions, Ms. Joss ends the meeting. There is little else the 
  PCs can do; Astral Extractions is a powerful and influential 
  corporation with its own private security force and the latest 
  in anti-intrusion countermeasures, and any attempts by the 
  PCs to attack, break in, or hack the company’s offices or 
  computer network end only in failure. If the PCs suspect the 
  company of wrongdoing, they’ll need to find proof elsewhere.
  Story Award: Award the PCs 400 XP if they learn that Astral 
  Extractions hired the Downside Kings as muscle to intimidate 
  the Hardscrabble Collective. If the PCs also discover that the 
  Kings were specifically instructed to murder Duravor Kreel, 
  award them an additional 200 XP. These awards are the same 
  whether the PCs are investigating the company or the gang 
  (see page 13) and can only be earned once each.
  the harDscrabble collective
  In addition to the Culture skill, the PCs can also use Profession 
  (miner) to recall knowledge about the Hardscrabble Collective.
   
  Result 
  Information
  10+ 
  The Hardscrabble Collective is a clan of stubborn 
  asteroid miners that operates primarily among 
  the scattered planetoids of the Diaspora. It has no 
  offices or base of operations, but the clan members 
  usually view the Armada—the ever-changing 
  fleet of ships that orbit Absalom Station—as a 
  central gathering place. Collective crews hire their 
  ships out to a wide variety of business concerns, 
  including Astral Extractions, which recently 
  employed the Collective ship Acreon to scout for 
  new mining prospects in the Vast.
  15+ 
  While the Hardscrabble Collective calls itself 
  a clan, it is more of a cooperative business 
  enterprise, a coalition of dozens of ships’ crews 
  who have banded together for mutual benefit and 
  safety. While some of the Collective’s members 
  are related, most of them are individuals from a 
  dozen different races: humans, dwarves, androids, 
  ysoki, and more. Nevertheless, the Hardscrabble 
  Collective is as tightly knit as many families, and 
  members fiercely look after one another’s welfare.
  20+ 
  Following the arrival of the Acreon and Astral 
  Extractions’ claim on the ship and the Drift Rock, 
  the Hardscrabble Collective contracted with an 
  Absalom Station street gang called the Level 21 
  Crew to protect its members and its interests on 
  the station until the dispute can be resolved.
  Development: If the PCs want to talk or meet with 
  members of the Hardscrabble Collective personally, they’ll 
  
  13
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  find it difficult, to say the least. The group has no offices on the 
  station, and the employment firm that handles contracts for 
  them only states that the Collective is not currently accepting 
  any jobs. Even if the PCs manage to contact one of the 
  Collective’s ships in the Armada outside Absalom Station, the 
  only response they get is the following: “Pending arbitration 
  and on the advice of our attorneys, we are not responding to 
  any public inquiries.”
  Story Award: If the PCs learn that the Hardscrabble 
  Collective hired the Level 21 Crew for protection, whether from 
  their investigation of the Collective or of the gang (see below), 
  award them 400 XP. The PCs can earn this reward only once.
  the DownsiDe Kings
  Finding information about the Downside Kings is a bit more 
  difficult, as they have less of a public presence due to their 
  extralegal activities. Only the lowest result (DC 10) can be 
  learned with a Culture check to recall knowledge; the PCs 
  must use Diplomacy to gather information or Intimidate to 
  garner the additional knowledge from higher results.
   
  Result 
  Information
  10+ 
  The Downside Kings are a brutal street gang that 
  controls several decks of Absalom Station’s lower 
  levels, or “Downside,” through a combination of 
  intimidation and violence. They are known to 
  engage in a wide variety of illegal activities, from 
  extortion, fraud, robbery, smuggling, and theft, to 
  drug and arms trafficking, kidnapping, murder-for-
  hire, and trafficking in sentient species. 
  15+ 
  (Diplomacy or Intimidate only) Turnover among the 
  Downside Kings’ leadership is high, but the gang’s 
  current boss is a barbarous human woman named 
  Ferani Nadaz.
  20+ 
  (Diplomacy or Intimidate only) Astral Extractions 
  has recruited the Downside Kings to threaten the 
  Hardscrabble Collective and pressure the miners 
  into handing over the Acreon and the Drift Rock to 
  the company without dispute.
  20+ 
  (Diplomacy or Intimidate only) The Downside Kings 
  are known to use a nightclub called Fusion Queen 
  (see area B) as a front for their illegal activities.
  30+ 
  (Diplomacy or Intimidate only) Fearing that the 
  Starfinders might be interested in the Drift Rock, 
  Astral Extractions contracted the Downside Kings 
  to kill Duravor Kreel in hopes of preventing any 
  Starfinder interference.
  Story Award: Award the PCs 400 XP if they discover that 
  Astral Extractions hired the Downside Kings. If the PCs also 
  learn that the Kings were specifically instructed to murder 
  Duravor Kreel, award them an additional 200 XP. These awards 
  are the same whether the PCs are investigating the gang or the 
  company (see page 12) and can be earned only once each.
  the level 21 crew
  Like those of the Downside Kings, the Level 21 Crew’s illicit 
  undertakings limit the gang’s public presence. Only the 
  lowest result (DC 10) can be learned with a Culture check 
  to recall knowledge; the PCs must use Diplomacy to gather 
  information or Intimidate to garner the additional knowledge 
  from higher results.
   
  Result 
  Information
  10+ 
  The Level 21 Crew are a street gang that claims 
  (unsurprisingly) Level 21 of Absalom Station’s seedy 
  lower decks as its territory. Their known criminal 
  endeavors include theft, fencing stolen goods, 
  gambling, prostitution, racketeering, and smuggling.
  15+ 
  (Diplomacy or Intimidate only) The Level 21 
  Crew may be a criminal gang, but they have a 
  reputation in their territory (and neighboring 
  levels) for promoting community empowerment, 
  and many neighborhood residents tolerate or 
  tacitly endorse their activities. The gang has 
  also been known to hire itself out to defend 
  marginalized and threatened groups or factions. 
  A grizzled ysoki called Jabaxa currently leads the 
  Level 21 Crew.
  20+ 
  (Diplomacy or Intimidate only) Fearing retribution 
  from 
  powerful 
  corporate 
  interests, 
  the 
  Hardscrabble Collective has recently hired the 
  Level 21 Crew for protection.
  30+ 
  (Diplomacy or Intimidate only) Those who want to 
  get in touch with the Level 21 Crew can leave word 
  at a bodega called Mama Fats’ (see area A), which 
  the gang uses as a message drop.
  Story Award: If the PCs find out that the Hardscrabble 
  Collective has hired the Level 21 Crew, whether from their 
  investigation of the gang or the Collective (see above), award 
  them 400 XP. These awards are the same whether the PCs are 
  investigating the gang or the company (see page 12) and can 
  be earned only once each.
  A. MAMA FATS’ (CR 3)
  Mama Fats’ is a bodega located on the twenty-first deck in 
  the Spike, the crowded, run-down lower half of Absalom 
  Station. The surrounding neighborhood is low-end, but not 
  quite a slum, and PCs who succeed at a DC 15 Culture check 
  recognize graffiti on the walls as gang tags marking this as 
  territory of the Level 21 Crew. The gang uses Mama Fats’ 
  as a message drop and safe house, but nothing about the 
  shop marks it as anything other than a small neighborhood 
  grocery store. 
  If the PCs come here in search of the Level 21 Crew, they 
  can leave word with Mama Fats (N female halfling) herself. 
  The gang invites the PCs for a meeting at the bodega the 
  following day.
  
  14
  How this encounter plays out depends on your players. The 
  adventure assumes that the PCs are most likely to sympathize 
  with the Hardscrabble Collective (and by extension, the Level 21 
  Crew) and oppose the Downside Kings, but that is not necessary 
  for the adventure to continue. The PCs might instead choose 
  to curry favor with Astral Extractions, or they might decide to 
  remove the threat of both gangs. In short, this can be either a 
  diplomatic or a combat encounter, depending on the PCs’ goals.
  Creatures: When the PCs arrive for the meeting they set up 
  with the gang, they are escorted to a room in the back of the 
  bodega, where the gang’s leader, Jabaxa, waits for them along 
  with two of his gang members. Jabaxa is a ysoki who has led 
  the Level 21 Crew for several years and is a shrewd judge 
  of character. If the PCs are friendly (or at least not overtly 
  hostile), Jabaxa invites them to have a seat and pours out a 
  shot of bathtub moonshine for each of them as a gesture of 
  hospitality before asking them their business.
  Jabaxa’s initial attitude is indifferent. To improve the ysoki’s 
  attitude, a PC must succeed at a DC 16 Diplomacy check. 
  If a PC can make him at least friendly, Jabaxa will share what 
  he knows. He flatly denies that his crew killed Duravor Kreel 
  (they don’t even know who he was) and blames the murder 
  on the Downside Kings. He claims that it was the Kings who 
  started the shootout in Docking Bay 94, as well; his crew was 
  there only to oppose them.
  If the PCs have not learned any of the information about 
  the Kings from the Downside Kings table on page 13, Jabaxa 
  is more than happy to fill in any gaps in their knowledge, 
  including the location of the Kings’ hideout (though he 
  does not know that Astral Extractions specifically ordered 
  the Kings to kill Kreel). Jabaxa’s main concern is the rival 
  gang; as long as the PCs aren’t looking to mess with either 
  the Level 21 Crew or the Hardscrabble Collective, he’s got 
  no beef with them. No matter how friendly or helpful the 
  PCs make Jabaxa, however, he is unwilling to commit any 
  of his gang members to help the PCs attack the Downside 
  Kings. His job is to protect the Hardscrabble Collective, 
  not to provoke Astral Extractions or the Kings into 
  expanding the conflict.
  JABAXA  
  CR 1
  XP 400
  Male ysoki envoy
  LE Small humanoid (ysoki)
  Init +4; Senses darkvision 60 ft.; Perception +5
  DEFENSE 
  HP 17
  EAC 11; KAC 12
  Fort +1; Ref +5; Will +4
  OFFENSE
  Speed 30 ft.
  Melee survival knife +4 (1d4+1 S)
  Ranged pulsecaster pistol +6 (1d4+1 E nonlethal)
  Offensive Abilities envoy improvisation (get ’em)
  TACTICS
  During Combat Jabaxa takes cover and selects the most 
  dangerous-looking opponent each round to target with 
  his get ‘em envoy improvisation. If an enemy attacks him 
  directly, or if his gang members are killed, Jabaxa returns 
  fire with his pulsecaster.
  Morale Jabaxa surrenders or attempts to flee if reduced to 
  fewer than 6 Hit Points.
  STATISTICS
  Str +0; Dex +4; Con +0; Int +1; Wis +1; Cha +2
  Skills Acrobatics +10, Bluff +10, Engineering +10, 
  Intimidate +5, Sense Motive +10, Sleight of Hand +5, 
  Stealth +10, Survival +5
  Languages Common, Ysoki
  Other Abilities cheek pouches, moxie, persuasive
  Gear second skin, pulsecaster pistol with battery (20 
  charges), survival knife, credstick (235 credits)
  SPECIAL ABILITIES
  Persuasive (Ex) When attempting a Charisma-based skill 
  check, Jabaxa rolls twice and takes the higher result. 
  JABAXA
  
  15
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  LEVEL 21 CREW (2) 
  CR 1/2
  XP 200 each
  LE Absalom Station gang member (see page 9)
  HP 13 each
  TACTICS
  Morale The gang members shoot at anyone threatening 
  Jabaxa or themselves with their laser pistols.
  Morale The gang members attempt to flee if reduced to 
  3 Hit Points or fewer, or if Jabaxa is killed.
  Development: If the PCs attack the Level 21 Crew and have 
  not yet learned about the Downside Kings’ hideout, they can 
  find a map in the bodega’s back room that marks the location 
  of Fusion Queen (area B).
  B. FUSION QUEEN
  Fusion Queen is a nightclub located in the lower levels of 
  Absalom Station, deep in Downside Kings territory. The Kings 
  also own and operate the club, using it as a hideout and base 
  of operations. The neighborhood is somewhat depressed, 
  but still considered trendy in certain circles, and the club is 
  usually filled with patrons (most of whom have no connection 
  with the gang) at all hours, day or night.
  How this encounter plays out depends on your players. The 
  adventure assumes that the PCs are most likely to side with 
  the Hardscrabble Collective and Level 21 Crew and attack the 
  Downside Kings, but that is not necessary for the adventure to 
  continue. For their part, however, the Downside Kings are not 
  much interested in diplomacy. Astral Extractions has paid them 
  well, and the gang makes no apologies for their actions. Might 
  makes right in the eyes of the Downside Kings, and they’re 
  more likely to attack diplomatic PCs than waste time talking to 
  them. Nevertheless, you should feel free to modify the following 
  encounters to match the goals of your players as needed.
  Use the map on page 16 for this location.
  b1. Front Door (cr 1)
  Lurid neon lights brighten the otherwise dingy space station 
  corridor here, advertising the main entrance to Fusion 
  Queen. Characters who succeed at a DC 15 Culture check can 
  recognize the club’s logo, a stylized crown, as a variant of the 
  Downside Kings’ symbol.
  Creatures: Two Downside Kings guard the front doors 
  of the nightclub, stopping anyone attempting to enter and 
  searching them for weapons, as well as barring entry to 
  anyone they feel doesn’t match the club’s usual clientele. 
  Due to the current conflict with the Level 21 Crew, the gang 
  members are particularly alert for trouble. The guards attack 
  anyone who threatens them with hostility, or if they find 
  any weapons in a search. The PCs can attempt to negotiate 
  their way inside, but the guards’ initial attitude is unfriendly 
  and they are suspicious, requiring either a successful DC 20 
  Diplomacy or DC 19 Intimidate check to succeed. If the PCs 
  fail at one of these checks, the gang members attack.
  DOWNSIDE KINGS (2) 
  CR 1/2
  XP 200 each
  CE Medium humanoid (human)
  Init +4; Perception +10
  DEFENSE 
  HP 13 EACH
  EAC 10; KAC 12
  Fort +2; Ref +4; Will +0
  OFFENSE
  Speed 30 ft.
  Melee club +3 (1d6+2 B)
  Ranged azimuth laser pistol +6 (1d4+1 F; critical burn 1d4)
  TACTICS
  Morale The gang members use their clubs to bludgeon 
  anyone who gives them difficulty, but if they find 
  weapons in a search or are attacked at range, they draw 
  their laser pistols and open fire.
  Morale The gang members attempt to flee if reduced to 
  3 Hit Points or fewer.
  STATISTICS
  Str +2; Dex +3; Con +1; Int –1; Wis +0; Cha –1
  Skills Athletics +4, Bluff +5, Intimidate +9, Stealth +5
  Languages Common
  Gear flight suit stationwear, azimuth laser pistol with 
  battery (20 charges), club, credstick (150 credits)
  Story Award: If the PCs manage to get past the front 
  door guards without arousing their suspicions, award 
  them 400 XP, as if they had defeated the gang members 
  in combat.
  b2. bar anD Dance Floor 
  The dimly lit interior of the nightclub is filled with the press of 
  sweaty bodies, a haze of narcotic smoke, and the pounding 
  beat and ululating vocals of bakarang music blaring from the 
  main stage in the northeast corner of the room. A sinuous 
  bar winds around the northwest corner, offering a variety 
  of drinks and drugs for purchase. Booths line the south wall 
  of the club, facing the main stage in the northeast corner 
  and the crowded dance floor beneath it. Gyrating dancers 
  stand atop four smaller stages scattered around the club: 
  one behind the bar, one in the center of the room, and two 
  flanking the main stage. Wide double doors marked “Staff 
  Only” exit the room to the west.
  A small room that serves as a coat check (area B2a) stands 
  just inside the club’s front doors to the left.
  If the PCs question any of the club’s patrons, they find that 
  none of them are involved with the Downside Kings, and few 
  are even aware that the nightclub is associated with the gang. 
  The bar and wait staff also deny any knowledge of the gang, 
  but a PC who succeeds at a DC 16 Sense Motive check can tell 
  they are lying. In any case, no one in the club will assist the PCs 
  or answer their questions, and if the PCs are too persistent or 
  
  B4
  B4a
  B3
  B2a
  B1
  B2
  16
  make a nuisance of themselves, one of the staff heads to the 
  back office (area B4) to alert the gang’s boss, Ferani Nadaz.
  Treasure: Fusion Queen collects most of its patrons’ 
  payments digitally from credsticks, but if the PCs loot the 
  club’s cash register behind the bar, they find 317 credits in 
  hard currency. 
  b3. storeroom (cr 2)
  This large storeroom is filled with supplies for the bar 
  outside, including bottles of hard alcohol, kegs of beer, and 
  boxes of food and recreational stimulants. One corner holds 
  amplifiers, musical instruments, and costumes for the club’s 
  entertainers. A single door stands in the north wall.
  Creatures: Three Downside Kings are sitting at a table in 
  this room playing cards. They’re here to provide additional 
  security for the club, if needed, and they stop anyone entering 
  who’s not a member of the gang or the club’s staff. They 
  immediately attack if they see any weapons.
  DOWNSIDE KINGS (3) 
   
  CR 1/2
  XP 200 each
  HP 13 each (see page 15)
  Treasure: The bar supplies are worth a total of 1,500 credits 
  if sold or fenced as trade goods, though they are quite bulky, 
  and it would likely take several trips to completely empty 
  the storeroom (any surviving Downside Kings would not 
  look kindly on such wholesale theft from the gang, however). 
  The entertainment equipment in the storeroom can be sold or 
  fenced for an additional 500 credits.
  b4. bacK oFFice (cr 3)
  The Downside Kings orchestrate most of their gang business 
  from this office, which contains a desk, several chairs, and 
  vidscreens tuned to multiple entertainment feeds. A door to 
  the northeast leads to a secure storage area (see Treasure 
  on page 18).
  Creatures: The gang’s boss, a human woman named Ferani 
  Nadaz, and her bodyguard, Vrokilayo Hatchbuster, wait in 
  this room. Ferani ascended to the leadership of the Downside 
  Kings only a few months ago by savagely killing the gang’s 
  former boss, but she has consolidated her power quickly and 
  violently, and most of the Kings’ rank-and-file members regard 
  her with a mixture of respect and fear. Ferani’s bodyguard 
  Vrokilayo is a powerfully built vesk who earned his sobriquet 
  when he single-handedly bashed in a locked hatch to get at a 
  thief who stole from the Kings. He is utterly devoted to Ferani, 
  and she regularly repays the vesk’s loyalty with a handsome 
  share of the gang’s take.
  Unless the PCs have been exceptionally stealthy, the pair 
  have likely heard the sounds of combat in the storeroom 
  outside and are prepared to deal with intruders. Ferani stays 
  behind her desk for cover, while Vrokilayo moves to intercept 
  any intruders. If the PCs want to talk with Ferani instead of 
  fighting, see Development on page 18.
  FERANI NADAZ  
  CR 1
  XP 400
  1 square = 5 feet
  B. FUSION QUEEN
  
  17
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  Female human mechanic
  CE Medium humanoid (human)
  Init +6; Perception +5
  DEFENSE 
  HP 20
  EAC 11; KAC 12
  Fort +3; Ref +3; Will +4
  OFFENSE
  Speed 30 ft.
  Melee club +4 (1d6+2 B)
  Ranged tactical semi-auto pistol +6 (1d6+1 P)
  Offensive Abilities combat tracking
  TACTICS
  During Combat Ferani designates a weak-looking enemy 
  using combat tracking and focuses her attacks on that 
  character, switching targets only if another foe threatens 
  her directly.
  Morale If reduced to 5 Hit Points or below, Ferani runs. She 
  surrenders only if there is no escape.
  STATISTICS
  Str +1; Dex +2; Con +1; Int +4; Wis +0; Cha –1
  Skills Computers +10, Culture +5, Engineering +10, 
  Intimidate +10, Piloting +5, Survival +5
  Languages Common
  Other Abilities artificial intelligence (exocortex), 
  custom rig
  Gear estex suit I, club, tactical semi-auto pistol with 30 
  rounds, datapad (tier 1 computer), key card to area B4a, 
  credstick (500 credits) 
  SPECIAL ABILITIES
  Combat Tracking (Ex) As a move action, 
  Ferani can designate and track a single 
  foe, gaining a +2 bonus to attack rolls 
  against that target.
  VROKILAYO HATCHBUSTER 
   
  CR 1
  XP 400
  Male vesk soldier
  NE Medium humanoid (vesk)
  Init +5; Senses low-light vision; Perception +5
  DEFENSE 
  HP 22
  EAC 12; KAC 14
  Fort +5; Ref +1; Will +3; +2 vs. fear
  Defensive Abilities armor savant
  OFFENSE
  Speed 30 ft.
  Melee assault hammer +8 (1d6+5 B) or
  unarmed strike +8 (1d3+5 B)
  Ranged azimuth artillery laser +6 (1d10+1 F; crit burn 1d6) or
  frag grenade I +8 (explode [1d6 P, 15 ft.]) or
  shock grenade I + 8 (explode [1d8 E, 15 ft.])
  Offensive Abilities awesome blow, fighting style (blitz), 
  natural weapons, rapid response
  TACTICS
  During Combat If foes are grouped together, Vrokilayo 
  throws a grenade at them. Otherwise, he fires at the 
  toughest-looking opponent with his artillery laser, but if 
  an opponent gets close, he’s all too happy to switch to his 
  hammer and use his awesome blow ability.
  Morale Vrokilayo fights to the death to defend Ferani.
  STATISTICS
  Str +4; Dex +1; Con +2; Int –1; Wis +0; Cha +0
  Skills Acrobatics +5, Athletics +5, Intimidate +10
  Languages Common, Vesk
  Gear troop ceremonial plate, assault hammer, azimuth 
  artillery laser with 2 batteries (20 charges each), frag 
  grenade I, shock grenade I, credstick (200 credits)
  SPECIAL ABILITIES
  Awesome Blow (Ex) As a standard action, Vrokilayo can 
  attempt a melee attack with his assault hammer against 
  a single creature’s KAC + 8. If he succeeds, the target 
  takes 1d6+5 bludgeoning damage, is knocked 10 feet 
  VROKILAYO 
  HATCHBUSTER
  
  18
  in a direction of Vrokilayo’s choice, and falls prone. The 
  target must be moved in a straight line, and if it hits an 
  obstacle, it takes 1d6 nonlethal damage.
  Treasure: The Downside Kings keep their stolen loot and 
  illegal profits in the secure storage room to the northeast (area 
  B4a). The door to the room is locked (Engineering DC 20 to 
  disable, though Ferani has a key card). Inside are a holoskin, 
  an autotarget rifle with five magazines of longarm rounds 
  (10 cartridges each), two incendiary grenades I, two mk 1 serums 
  of healing, a quick-release sheath armor upgrade, 500 UPBs, 
  and half a dozen credsticks holding 100 credits each.
  Development: If the PCs try to talk with Ferani, they’ll 
  find it challenging. Her initial attitude is hostile, so the PCs 
  must succeed at a DC 26 Diplomacy check just to make 
  her unfriendly. Intimidation is difficult as well, requiring a 
  successful DC 25 Intimidate check (Vrokilayo’s presence in 
  the room increases the DC by 5). Any failure causes Ferani 
  and Vrokilayo to attack immediately. If the PCs manage to 
  intimidate Ferani or make her indifferent, they can convince 
  her to talk, but she remains surly and aggressive. Ferani boasts 
  of the Downside Kings’ association with Astral Extractions, 
  and with a second successful DC 25 Diplomacy or Intimidate 
  check, will even admit to killing Duravor Kreel (“to send the 
  Hardscrabblers and Starfinders a message,” she sneers). If the 
  PCs ask about the Level 21 Crew, Ferani can share any of the 
  information about the rival gang from the Level 21 Crew table 
  on page 13, including the gang’s use of Mama Fats’ bodega as 
  a safe house.
  The PCs can learn the same information if they capture 
  and interrogate Ferani, though the Intimidate DC is reduced 
  to 20 as she no longer has Vrokilayo to back her up. In this 
  case, a second Intimidate check is not required to make 
  Ferani confess that Astral Extractions hired the Downside 
  Kings to kill Duravor Kreel, but she gives up that information 
  only in exchange for a promise that she’ll be handed over 
  safely to station security.
  If the PCs kill Ferani, or are unable to convince her to 
  talk, they can still find proof of Kreel’s murder at the gang’s 
  hands on Ferani’s datapad, which requires a successful 
  DC 17 Computers check to hack. If successful, the PCs can 
  find numerous files confirming many of the Downside 
  Kings’ criminal activities—including several communications 
  between Astral Extractions and the Downside Kings, ordering 
  the gang to kill Duravor Kreel both as a message to the 
  Hardscrabble Collective that the corporation means business 
  and to keep the Starfinder Society from getting too curious 
  about the Acreon and the Drift Rock.
  WRAPPING UP THE INVESTIGATION
  What the PCs do with the knowledge they learn during their 
  investigations is up to them, though if they found out that 
  the Downside Kings were responsible for Duravor Kreel’s 
  death, they’ll likely want to report their findings to Chiskisk. 
  The  shirren commends the PCs for their successful 
  investigation and thanks them for risking their lives to find 
  justice for Duravor.
  If the PCs captured Ferani Nadaz or any other gang 
  members, Chiskisk can arrange for them to be handed over 
  to station security. If the PCs killed Ferani, Chiskisk asks 
  the PCs to keep the details to themselves but isn’t one to 
  judge, believing that one reaps what one sows. In either case, 
  Chiskisk asks for any evidence the PCs might have found 
  regarding the Downside Kings’ involvement in Kreel’s murder 
  to turn over to station officials. The shirren also recommends 
  that the PCs leave any ramifications of Astral Extractions’ 
  possible criminal enterprises to Absalom Station’s legal 
  system; the company has a powerful presence on the station, 
  and Chiskisk doesn’t want the PCs or the Starfinder Society to 
  risk a battle that neither has much chance of winning. 
  Chiskisk is also pleased to officially welcome the PCs into 
  the ranks of the Starfinder Society (for those who wish to join), 
  and states that they are looking forward to the discoveries 
  the PCs will make and the knowledge that they will share 
  with the Society in the future. The shirren doesn’t have 
  any further jobs for them at this time, but is interested and 
  somewhat troubled by the revelation that Astral Extractions 
  is attempting to keep the Starfinders away from the Acreon 
  and the Drift Rock. As a result, Chiskisk asks the PCs to keep 
  their eyes and ears (or antennae) open for any further news 
  about the contentious ship and its mysterious cargo that 
  might be of interest to the Society.
  Story Award: If the PCs find proof that Astral Extractions 
  ordered the killing of Duravor Kreel and bring the Downside 
  Kings to justice, award them 400 XP.
  PART 2: 
  GHOST SHIP
  Once they have concluded their investigation of Duravor 
  Kreel’s death, the PCs are once more on their own. If they 
  want to explore more of the station, you can use the Absalom 
  Station gazetteer beginning on page 38 to liven their stay, but 
  the PCs will soon discover that the mystery of the Acreon and 
  the Drift Rock is not yet done with them.
  MEDIATION
  A few days after the PCs confront Ferani Nadaz and the 
  Downside Kings, a messenger arrives at their lodgings with 
  an invitation (printed on paper that is as black as the void 
  of space) requesting their company for a meeting with His 
  Excellency Gevalarsk Nor, the ambassador of Eox.
  Any PC who succeeds at a DC 5 Culture check can recall that 
  Eox is a planet inhabited almost entirely by undead creatures. 
  
  19
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  Its dominant species, the humanlike elebrians, were forced 
  to transform themselves into undead to survive an ancient 
  cataclysm that almost destroyed their world. Although many 
  sentient species find them disturbing, the elebrians are not 
  considered “monsters,” at least in polite society. Eox is a full 
  signatory to the Pact, and its undead inhabitants are equal 
  citizens of the Pact Worlds. Any PC who succeeds at a DC 15 
  Culture check recognizes Gevalarsk Nor as the head of Eox’s 
  diplomatic delegation to the Pact Council.
  The meeting takes place at the Eoxian embassy in 
  Absalom Station’s wealthy Parkside neighborhood in the 
  Eye. The embassy is normally restricted to Eoxian citizens 
  and foreigners with official business, but the PCs’ invitation 
  gives them authorization to enter. The Eoxian embassy has 
  been decorated in a style reminiscent of traditional Eoxian 
  architecture—black marble and bone-pale limestone, vaulted 
  ceilings, sepulchral furnishings, and disconcertingly organic 
  architectural details. Inside, a pair of undead skeletal 
  attendants lead the PCs to a spare but well-appointed office 
  that feels something like the inside of an ancient mausoleum.
  Creature: The office is that of Eox’s ambassador to Absalom 
  Station, Gevalarsk Nor (LE male elebrian necrovite). Nor’s 
  elongated cranium marks him as an elebrian, a native of Eox, 
  and he is clearly undead—his skeletal countenance displays 
  no scrap of flesh, and an eerie light burns in his otherwise 
  empty eye sockets. A necrovite is a spellcaster who has 
  used its powerful magic to achieve immortality in the form 
  of eternal undeath, storing its consciousness and soul in a 
  technomagical relic called an electroencephalon. Nor is not 
  statted up in this adventure, as he is a CR 13 opponent—far 
  beyond the PCs’ power level—but if necessary, statistics for a 
  necrovite can be found on page 11 of Starfinder: First Contact.
  Nor greets the PCs and offers them seats. Once they’re 
  comfortable, he addresses them.
  “Thank you for agreeing to meet with me. I’m certain you’re 
  aware of the recent interest in the prospecting ship Acreon 
  and the asteroid being referred to as the ‘Drift Rock,’ and 
  I believe you’re also acquainted with the dispute between 
  Astral Extractions and the Hardscrabble Collective over 
  both the ship and the asteroid. Both parties are currently 
  awaiting legal arbitration, but the wheels of justice often 
  turn quite slowly. As a result, I have offered my services as 
  a mediator in hopes of finding a solution that is equitable to 
  both factions.
  “The first step in this, of course, is learning the specifics 
  of the opposing claims. Reports of your recent endeavors 
  in dealing with some of Absalom Station’s most notorious 
  gangs have led me to believe that you might be useful in this 
  undertaking as well. You’re new to the station, you seem to 
  possess a wide range of skills and abilities, and you certainly 
  appear capable. In short, you’re perfectly positioned as a 
  neutral third party that could cut through all of the red tape 
  surrounding this issue and get to the heart of the matter.
  
  20
  “I would like you to go to the Acreon, find out precisely 
  what happened to its crew, and ascertain the value of its 
  asteroid cargo, as well as determine whether this Drift 
  Rock is truly as ‘mysterious’ as the media claims.”
  The PCs are free to question Nor for 
  additional details, but he doesn’t know much 
  more—that’s one of the reasons he wants to 
  hire the PCs. The ambassador does offer 
  each of the PCs a sum of 600 credits for 
  their efforts, however.
  If asked why he offered to mediate 
  between 
  Astral 
  Extractions 
  and 
  the 
  Hardscrabble Collective, Nor states that he 
  has no ties to either faction and genuinely 
  wants to help. He believes in the power 
  of diplomacy, and hopes to avoid any 
  further violence over the issue.
  If the PCs ask the ambassador if 
  he has any personal interest in the 
  matter, or if they seem likely to accept 
  his proposal, Nor provides a final piece 
  of information.
  “There is one additional detail that I’d like to ask your help 
  with,” Nor says, steepling his bony fingers. “Among its other 
  cargo, the Acreon was carrying a package destined for the 
  embassy. Of course, with the ship being quarantined, the 
  package has been undeliverable. I’ve been eagerly awaiting 
  its arrival, and I’d consider it a personal favor if you could 
  find the package and bring it to me when you return to the 
  station. It’s clearly marked, so I don’t imagine it will be too 
  difficult to find.”
  Nor won’t reveal what’s inside the package, but if pressed 
  for more details, he assures the PCs that it contains no 
  contraband and that there are no illegalities involved. He’s 
  simply asking them to retrieve his personal property from the 
  ship, and he offers the PCs each an additional payment of 500 
  credits if they deliver the cargo to him when they return to the 
  station. Nor is a highly skilled politician, and it’s very difficult 
  to determine if he is hiding anything (requiring a successful 
  DC 38 Sense Motive check to detect any deception). 
  If the PCs accept the job, Nor tells them that he has 
  already received permission from station security to send 
  an exploratory team to the Acreon and that he has arranged 
  for the PCs to use one of the station’s shuttles for transport 
  as soon as they are ready. He also provides the PCs with a 
  small observer robot that will accompany the PCs and record 
  their expedition. The ambassador wants an objective record 
  that he can provide to both sides as a foundation for his 
  mediation efforts. The PCs won’t have to do anything with 
  the bot themselves; it will simply follow them and observe. 
  Nor recommends the PCs investigate the Acreon first, to see if 
  they can find any traces of the ship’s crew, before they begin 
  exploring the Drift Rock.
  If the PCs refuse, Nor politely asks them to 
  reconsider, and take some time to think about 
  the offer. They could do much good, and start 
  building reputations as peacemakers and 
  reliable troubleshooters. If necessary, you 
  should use Chiskisk to encourage the PCs to 
  accept the job. In light of recent events, the 
  Starfinder Society has become interested in 
  learning more about the Acreon and the Drift 
  Rock, and any discoveries the PCs might make 
  during their explorations could increase their 
  prestige in the Society and possibly earn them 
  greater opportunities in the future. If the 
  players balk at working for an undead 
  creature, Chiskisk can also remind 
  them that Eoxians are not considered 
  enemies, and are just as worthy of 
  trust as any other sentient species 
  in the Pact Worlds.
  Once the PCs have accepted the job, 
  Nor tells them that the ship he has arranged for them will be 
  available the following morning. The PCs have the rest of the 
  day to prepare for the mission and wrap up any outstanding 
  business they have on the station, but the two groups at the 
  heart of the dispute also make use of this time to attempt to 
  influence the PCs.
  Factional inFluence
  In his role as mediator between Astral Extractions and the 
  Hardscrabble Collective, Ambassador Nor has informed both 
  factions of his intent to send independent investigators 
  to the Acreon and the Drift Rock. Although both parties 
  have agreed to this plan of action, neither trusts the other 
  to avoid interfering in the process, so representatives of 
  both Astral Extractions and the Hardscrabble Collective 
  contact the PCs before they leave in an attempt to sway 
  the PCs’ findings in their favor. This is primarily a series of 
  roleplaying encounters meant to give the PCs more insight 
  into the two factions’ goals, and can be as detailed or as brief 
  as you wish to make it.
  Astral Extractions is the first to reach out to the PCs, 
  asking them to attend a private meeting at the corporate 
  headquarters in Bluerise Tower. A lashunta corporate 
  professional named Ms. Joss (whom the PCs might have 
  already met; see page 12) warmly greets the PCs and thanks 
  them for agreeing to meet. The purpose of the meeting, Ms. 
  Joss informs them, is to give the PCs a better sense of Astral 
  Extractions’ corporate philosophy and how that informs 
  the company’s business dealings. She begins with a slickly 
  produced marketing presentation that highlights Astral 
  Extractions’ efforts in discovering, developing, and managing 
  much-needed natural resources from across the galaxy and 
  GEVALARSK NOR
  
  21
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  selling them in the Pact Worlds. It’s clear that the presentation 
  does not represent the whole truth (it is marketing material 
  for investors and the public, after all), but there’s nothing 
  outright false about the claims made.
  Having established the noble services that Astral 
  Extractions provides for companies and citizens throughout 
  the Pact Worlds, Ms. Joss recounts details of the company’s 
  contract with the Hardscrabble Collective—namely, that the 
  Acreon was hired to prospect for unclaimed, unexploited 
  mineral resources on behalf of Astral Extractions, which 
  would then hold all rights and claims to those discoveries. 
  Ms. Joss states that Astral Extractions simply wants what 
  their contract gives them rights to. The Acreon found the 
  Drift Rock—an unclaimed, unexploited mineral resource, as 
  defined in the contract—while working for Astral Extractions, 
  so rights to the asteroid belong to the company. This certainly 
  seems to be a plausible interpretation of the contract’s terms, 
  but it’s also evident that the contract assumes the Acreon’s 
  crew would simply identify sites for future development by 
  the company. It’s less clear how the terms of the contract 
  might apply to a more portable potential resource—such as a 
  small asteroid that could be brought with the ship itself.
  In any event, after presenting her case to the PCs, Ms. Joss 
  simply asks them to carefully consider the merits of Astral 
  Extractions’ claim and keep open minds while investigating 
  the ship and asteroid. Astral Extractions will, of course, 
  accept the results of Ambassador Nor’s mediation, but Ms. 
  Joss does mention that the company is always interested 
  in hiring competent freelancers for a variety of tasks, and 
  hints—obliquely, of course—that the PCs could find lucrative 
  employment opportunities in the future if their findings 
  support Astral Extractions’ claims.
  The Hardscrabble Collective makes a more personal 
  appeal to the PCs. One of its members, Otal Serissi, invites 
  the PCs to visit his ship, the Dust Runner, out in the Armada. 
  A red-skinned human from Akiton, Captain Serissi is also 
  something of an unofficial spokesman for the Hardscrabble 
  Collective, and he wants the PCs to better understand what 
  the Collective stands for. The Dust Runner is a working tramp 
  freighter, practical and utilitarian, with little in the way of 
  luxury or even comfort. Yet Captain Serissi takes great pride 
  in his ship—which is also his home and his livelihood—a fact 
  that is plainly evident as he affably escorts the PCs on a tour 
  of the vessel.
  Afterward, Serissi sits down with the PCs in the galley, 
  and over cups of hot black coffee, explains why the fate of 
  the Acreon, and especially its crew, is so important to the 
  Hardscrabble Collective. The Collective’s members aren’t rich; 
  most of them scratch out whatever meager livings they can 
  from the rocks of the Diaspora, so the occasional corporate 
  contract—like the Acreon’s contract with Astral Extractions—
  is an opportunity few have the luxury to refuse. But the 
  Collective values its independence and freedom greatly, and it 
  constantly struggles against exploitation and even takeovers 
  at the hands of would-be corporate overlords. It’s clear that 
  the crew of the Acreon staked their own claim on the Drift 
  Rock, believing that the terms of their contract allowed them 
  to do so. Is it any surprise that the Hardscrabble Collective 
  would be suspicious of Astral Extractions’ attempts to lay 
  sole claim to the Acreon and the Drift Rock following the 
  mysterious circumstances of their arrival at Absalom Station?
  The members of the Hardscrabble Collective call themselves 
  a clan, and they mean it. Once you join, you’re family. Members 
  look out for each other, defend each other, and care for each 
  other. The Collective doesn’t know what value, if any, the Drift 
  Rock might have, but they know the worth of their brothers 
  and sisters on the Acreon. They need to know what happened 
  to the Acreon’s crew, as any family needs to know the fate of 
  their loved ones. And if the worst has happened, then perhaps 
  whatever wealth the Drift Rock holds can help ease the loss 
  of the families left behind. That’s all they really care about.
  Captain Serissi tells the PCs that the Hardscrabble 
  Collective isn’t disputing Astral Extractions’ contract with the 
  Acreon; they’re happy to turn all of the files and findings from 
  the ship’s prospecting mission over to the company, but the 
  ship, and the claim its crew staked on the Drift Rock, belong 
  to the Collective. Before ferrying the PCs back to Absalom 
  Station, Serissi wishes them good luck on their investigation 
  of the Acreon and implores them to do their best to find out 
  what happened to the ship’s crew.
  Development: The PCs can choose to support the claims 
  of either faction or remain independent and not take sides 
  at all. In the long run, it matters little—whichever group the 
  PCs are most opposed to will try one last time to influence 
  events (see Interceptor Attack! below), but the campaign will 
  soon move past this localized dispute over one ship and its 
  cargo. As the PCs will soon discover, the Drift Rock is just a 
  piece of a much bigger—and far more valuable—puzzle that 
  attracts the interest of other groups with influence far beyond 
  Absalom Station, and that it has the potential for widespread 
  ramifications throughout the Pact Worlds.
  Once the PCs have had the chance to hear out both factions 
  and are ready to leave, go to the next encounter, Interceptor 
  Attack!, below.
  INTERCEPTOR ATTACK! (CR 2)
  As promised, Gevalarsk Nor has procured a ship for the 
  PCs—the shuttle Hippocampus, which is waiting in a private 
  docking bay. The Hippocampus is one of numerous shuttles 
  that regularly ferry passengers and cargo between Absalom 
  Station and visiting ships that either are too big to dock 
  directly with the station or prefer to remain among the ships 
  of the Armada. Originally a Ringworks Wanderer model, the 
  Hippocampus has been heavily modified for station security 
  use, and Nor has further modified it for the PCs’ expedition 
  with upgraded armor, defenses, shields, power core, and 
  sensors, and the addition of a turret-mounted coilgun. With 
  no idea what the PCs might face, Nor has even outfitted the 
  
  22
  shuttle with life boats, just in case. The Hippocampus has 
  no pilot, both because Nor assumes the PCs would prefer 
  to fly the shuttle themselves and to maintain neutrality in 
  the matter by not involving any of the station’s crew. Make 
  no mistake, however—the Hippocampus belongs to Absalom 
  Station. Nor has arranged to borrow the shuttle for the PCs’ 
  use, but it is not their ship to do with as they please, and the 
  station expects the ship to be returned.
  When they first board the shuttle, each of the PCs should 
  choose a crew role (captain, engineer, gunner, pilot, or science 
  officer), as described on page 316 of the Starfinder Core 
  Rulebook. The Hippocampus’s statistics are presented below, 
  though the players should update the shuttle’s Armor Class 
  and Target Lock based on their chosen pilot’s Piloting skill 
  ranks. Make sure the players have access to a copy of the 
  ship’s stats, preferably using the starship sheet on page 524 
  of the Core Rulebook—they’ll soon need it, when they get their 
  first taste of starship combat!
  HIPPOCAMPUS  
  TIER 1
  Upgraded Ringworks Wanderer (Starfinder Core 
  Rulebook 310)
  Small shuttle
  Speed 6; Maneuverability perfect (turn 0)
  AC 14; TL 14
  HP 35; DT —; CT 7
  Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
  Attack (Forward) light laser cannon (2d4)
  Attack (Turret) coilgun (4d4)
  Power Core Micron Ultra (80 PCU); Drift Engine none; 
  Systems basic mid-range sensors, extra light weapon 
  mount (turret), mk 3 armor, mk 3 defenses, mk 1 trinode 
  computer; Expansion Bays cargo hold, guest quarters 
  (common), life boats
  Modifiers +1 any three checks per round, +2 Computers, 
  +3 Piloting; Complement 1–4
  The Hippocampus’s thrusters take only a couple of minutes 
  to warm up, Absalom Traffic Control gives clearance for takeoff, 
  and the PCs launch into space. No Piloting check is needed; the 
  PCs’ destination is not far from Absalom Station and the course 
  has been preprogrammed into the shuttle’s computer. It takes 
  the PCs only 2 hours to reach the quarantine zone around the 
  Acreon and the Drift Rock. Along the way, they can get a good 
  view of the exterior of Absalom Station, as well as the so-called 
  Armada, the endlessly moving fleet of independent ships that 
  surrounds the gigantic space platform. 
  Once the Hippocampus passes through the last fringes 
  of the Armada, there should be nothing but open space 
  between it and the Acreon—but someone has other plans for 
  the PCs. The Hippocampus’s sensors pick up a small ship that 
  detaches itself from the bulk of the Armada and turns toward 
  the shuttle on an intercept course. Strangely, however, the 
  ship’s transponder does not seem to be working—it’s not 
  broadcasting any identification codes, and the ship does 
  not respond to any hails. An alarm suddenly sounds in the 
  cockpit of the Hippocampus—the mystery ship is armed, and 
  its targeting lasers are trained on the PCs’ shuttle!
  Starship Combat: Astral Extractions has decided that the 
  PCs’ meddling has gone too far, and through shell companies 
  it has purchased an interceptor called the Stiletto and hired 
  an android mercenary named Clara-247 to pilot the ship and 
  attack the PCs’ shuttle before they can reach the Acreon. 
  The adventure assumes that Astral Extractions orders the 
  attack because the PCs are likely more sympathetic to the 
  Hardscrabble Collective’s claim, but if the PCs’ goals are closer 
  to those of the corporation, then it’s the Collective that is 
  behind the attack (this doesn’t change any of the details of 
  the encounter, only the motives behind it). The Stiletto is an 
  Eoxian ship, so the PCs might think that Ambassador Nor has 
  betrayed them, but in fact, such ships are available to other 
  races as well, and Nor has nothing to do with the attack.
  Statistics for the Stiletto are presented below, and 
  Clara-247’s full stat block is on page 31, if it’s needed. The 
  battle takes place beyond the range of Absalom Station’s 
  automated defenses, and any Steward ships currently on 
  patrol are too distant to reach the PCs in time, so they are 
  on their own. Fortunately, the Hippocampus is armed, so the 
  PCs can fight off the Stiletto—provided their own piloting and 
  gunnery skills are up to the task!
  This encounter uses the starship combat rules in the 
  Starfinder Core Rulebook. You’ll need a map with 1-inch hexes, 
  such as Starfinder Flip-Mat: Basic Starfield, and some sort of 
  miniatures or tokens to represent the two ships, such as those 
  included in the Starfinder Core Rulebook Pawn Collection 
  (both available at paizo.com or your local gaming store). Place 
  the Hippocampus at the bottom edge of the map, pointing 
  toward the opposite edge (the direction of the Acreon and 
  the Drift Rock). Roll 3d6+5 to determine how many hexes 
  lie between the Stiletto and the Hippocampus, and place the 
  interceptor that distance away on one of the side edges of the 
  map, pointing toward the PCs’ ship. Make sure the PCs have 
  the stats for the Hippocampus, and the battle can begin!
  STILETTO 
   
  TIER 1/2
  Death’s Head Necroglider (Starfinder Core Rulebook 306)
  Tiny interceptor
  Speed 12; Maneuverability perfect (turn 0)
  AC 17; TL 17
  HP 30; DT —; CT 6
  Shields basic 10 (forward 3, port 2, starboard 2, aft 3)
  Attack (Forward) gyrolaser (1d8), light EMP cannon (special) 
  Power Core Micron Heavy (70 PCU); Drift Engine none; 
  Systems basic computer, budget short-range sensors, 
  mk 3 armor, mk 3 defenses; Expansion Bays none
  Modifiers +1 Piloting; Complement 1
  CREW
  Pilot Clara-247 (CN female android operative; see page 31); 
  
  23
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  Computers +8 (2 ranks), Engineering +8 (2 ranks), 
  gunnery +6, Piloting +14 (2 ranks)
  Development: If the PCs win the starship battle, they can 
  continue on their way to the Acreon (area C). Most likely, 
  they only disable the Stiletto, and the ship’s pilot crash-lands 
  the interceptor on the Drift Rock (area D). 
  If the Hippocampus is reduced to 0 or fewer Hull Points, 
  the PCs lose the battle, but the shuttle is only disabled, and 
  they can still limp the rest of the way to the Acreon. Even if 
  the Hippocampus is destroyed (by taking more than 70 Hull 
  Points of damage), the PCs can use the shuttle’s life boats to 
  escape the wreck and reach the Acreon.
  Whether the PCs win or lose this battle, they encounter 
  Clara-247 in person later in the adventure (see area D1).
  Story Award: If the PCs defeat the Stiletto, award them 
  600 XP for the encounter.
  C. THE ACREON
  When the crew of the Acreon first discovered the Drift Rock 
  while still within the Drift, they landed on the asteroid to 
  explore and determine whether it contained any valuable 
  minerals. On the asteroid’s surface, they found several 
  weirdly smooth rocks or geodes that seemed to be composed 
  of the precious starmetal called noqual. The crew took the 
  strange rocks back to the Acreon, unaware that they were 
  actually the cocoons of hibernating spaceborne predators 
  called akatas. They also attracted the attention of another 
  Drift Rock denizen, a creature called a garaggakal, which 
  followed the crew back to their ship. Sensing a potential 
  food source in the living crew members, the akatas inside the 
  cocoons quickly hatched and spread throughout the Acreon. 
  After losing two of their number to the combined assault of 
  the akatas and the garaggakal, the crew opened one of the 
  airlocks and purged the ship’s atmosphere in an attempt to 
  kill their attackers. When that failed, the overwhelmed crew 
  abandoned ship and retreated to the Drift Rock—a refuge that 
  would become their tomb.
  Following the starship battle with the Stiletto, the PCs 
  can continue their journey to the Acreon unhindered. The 
  Acreon is an old prospecting and mining ship that has seen 
  years of hard use in the asteroid fields and hard vacuum 
  of the Pact Worlds and beyond. It’s a boxy and ungainly 
  ship, and its patched and repatched outer hull bears the 
  scars of countless micrometeorite impacts and is faded 
  from exposure to the radiation of space. The Acreon floats 
  alone in space, far from Absalom Station, its only companion 
  the misshapen asteroid called the Drift Rock (see area D), 
  which is tethered behind the ship on long tow cables. The 
  Acreon’s transponder broadcasts a repeating message that 
  the ship is under quarantine by order of Absalom Station 
  security, warning away any curious onlookers and would-
  be explorers.
  A PC can scan the Acreon with the Hippocampus’s sensors 
  by attempting a DC 15 Computers check. If successful, they 
  can identify the ship as a Medium transport that can carry a 
  full crew complement of six. The sensors are unable to get a 
  good reading on any life signs that might be present on the 
  ship, however. The ship’s aft airlock is open, exposing the 
  interior of the ship to vacuum. The Acreon is armed, though 
  none of its weapons are currently active, and its power core 
  is outputting minimal energy—enough for life support, gravity, 
  C5
  1 square = 5 feet
  FORWARD
  C. THE ACREON
  C1a
  C4
  C3
  C1
  C7
  C7
  C8
  C9
  C6
  C7a
  C7
  C1
  C2
  
  24
  and basic ship functions, but little else. If the PCs scan the 
  Drift Rock, see area D for more information.
  If the PCs want to explore the Drift Rock before they 
  investigate the Acreon, you should encourage them to follow 
  Ambassador Nor’s recommendation and go to the ship first. 
  They can still explore the asteroid beforehand if they want, 
  but be aware that the encounters on the Drift Rock may be 
  more difficult at this time, as the adventure assumes that the 
  PCs visit the Acreon first.
  The PCs can dock the Hippocampus with the Acreon 
  directly or park the shuttle nearby in a matching orbit and 
  spacewalk to the quarantined ship. They can gain entry 
  through any one of the Acreon’s three airlocks (area C1). 
  Inside the Acreon, standard gravity is in effect, and the ship’s 
  corridors and rooms are lit with emergency lighting, providing 
  dim light. Ceilings are 8 feet high throughout the ship. Unless 
  otherwise noted, all of ship’s interior doors (excluding the 
  airlock hatches) are locked in the open position. Individual 
  doors can be manually closed, and all doors on the ship can 
  be remotely closed (or opened) from the bridge (area C9). 
  The ship has no atmosphere until repressurized (see area C9 
  for details).
  Use the map on page 23 for this location.
  c1. airlocKs
  The Acreon is outfitted with three airlocks: port, starboard, 
  and aft. The airlocks are mostly identical, though the auxiliary 
  aft airlock (area C1a) is crammed between the ship’s main 
  thrusters and is therefore smaller than the two main airlocks. 
  Both sets of hatches in the aft airlock are open to space. Read 
  or paraphrase the following when the PCs first enter the ship.
  Flickering emergency lights do little to dispel the darkness 
  inside the derelict ship, and the sense of abandonment is 
  only heightened by the apparent lack of any movement 
  or life inside its airless corridors. Artificial gravity is still 
  functional, however, so there’s likely still power to run 
  essential systems and possibly restore life support and 
  atmosphere to the ship. Unfortunately, there are still no 
  obvious clues as to the fate of the Acreon’s vanished crew.
  If they so desire, the PCs can easily close the aft airlock 
  using the controls in any of the airlocks or on the bridge (area 
  C9), though they’ll need to go to the bridge to repressurize 
  the ship with a breathable atmosphere, a process which 
  takes 1d4 minutes. In addition, tow cables are attached to 
  the ship’s hull near the aft airlock, mooring the Drift Rock 
  (area D) to the Acreon.
  c2. main corriDor (cr 1)
  This long corridor seems to run most of the length of the 
  ship from bow to stern. Signs of battle—bullet holes, scorch 
  marks, and droplets of blood—are clearly visible on the walls 
  and floors. A small body in a space suit lies sprawled on the 
  floor in the middle of a junction in the hallway.
  This corridor connects the Acreon’s bridge (area C9) and 
  engineering (area C4) to the ship’s other areas. The corridor 
  splits into two branches around the ship’s power core, just 
  forward of engineering. 
  Lying on the floor in the center of the corridor’s main 
  intersection is the body of a dead space goblin (which can be 
  recognized as such with a successful DC 5 Life Science check). 
  A companion of the goblins in area C7a, this one was killed by 
  one of the akatas infesting the Acreon before the rest locked 
  themselves in the crew quarters.
  Creature: Any PC who investigates the dead goblin or 
  otherwise moves into the intersection attracts the attention 
  of an akata prowling the corridor. A PC can identify the akata 
  with a successful DC 11 Life Science check; a PC who exceeds 
  the DC by 5 or more also recalls the akatas’ weakness—a 
  susceptibility to salt water. The akata fights to the death.
  AKATA  
  CR 1
  XP 400
  HP 18 (see page 55)
  c3. starboarD cargo holD (cr 3)
  One of the ship’s two main cargo holds, this large room 
  contains a small science lab, compact mining equipment, and 
  collected rock samples from the Acreon’s prospecting mission.
  Creatures: The cargo hold also houses two akatas that 
  attack as soon as they detect living prey.
  AKATAS (2) 
   
  CR 1
  XP 400 each
  HP 18 each (see page 55)
  Treasure: Numerous resinous shards litter the floor of the 
  cargo hold. The PCs can identify these shards as the remnants 
  of akata cocoons with a successful DC 16 Life Science check. 
  The cocoon scraps are composed of the valuable starmetal 
  noqual (see the sidebar on page 26). In total, the noqual 
  pieces have 2 bulk and are worth 1,000 credits. In addition, a 
  PC who succeeds at a DC 10 Perception check notices a flame 
  pistol lying on the floor of the cargo hold, discarded by one 
  of the Acreon’s crew. The pistol’s petrol tank currently has 8 
  petrol remaining.
  c4. engineering (cr 3)
  Surrounded by machinery, this long chamber stretches across 
  the width of the ship. All of the Acreon’s main engineering 
  functions can be operated from this room, which also contains 
  a tech workshop expansion bay. The ship’s power core can 
  be accessed through maintenance panels in the forward wall.
  Creatures: Two akatas currently occupy the engineering 
  bay. They attack any living creature that disturbs them.
  
  25
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  AKATAS (2) 
   
  CR 1
  XP 400 each
  HP 18 each (see page 55)
  Treasure: The noqual fragments of two more akata cocoons 
  (like those found in area C3) are scattered throughout 
  engineering. They have 2 bulk and are worth 1,000 credits. 
  In addition, up to 300 UPBs can be salvaged from the tech 
  lab here. Lastly, a PC who succeeds at a DC 5 Perception 
  check can find a tactical arc emitter underneath one of the 
  engineering consoles, dropped by one of the Acreon’s crew as 
  they fled the ship. The rifle’s battery has 12 charges remaining.
  c5. Port cargo holD (cr 3)
  The Acreon’s port cargo hold contains much of the ship’s 
  supplies—extra food and water stores, replacement air filters, 
  spare parts, and the like. There is also a shipping container 
  approximately 8 feet square, addressed to the Eoxian 
  Embassy on Absalom Station. This is 
  the “package” that Gevalarsk Nor 
  asked the PCs to recover for him.
  The container is sealed and 
  has no manifest detailing its 
  contents, but if the PCs are 
  curious, they can attempt to 
  open it with a DC 20 Engineering 
  check to disable a device (though 
  the DC increases to 25 if the PCs 
  don’t want to leave any trace of 
  their 
  tampering). 
  Alternatively, 
  the PCs can try to forcibly open the 
  plastic container (hardness 8, HP 15, 
  break DC 24). 
  Creature: If the PCs open the shipping 
  container, they find inside a smaller 
  transparent polycarbon plate capsule that 
  looks much like a coffin—an impression 
  only heightened by the capsule’s occupant, 
  a skeletal humanoid figure with an elongated 
  cranium wearing a military uniform. Even 
  more surprising, the skeleton suddenly opens 
  the capsule and stands up! 
  The “skeleton” is an undead bone trooper 
  named Commander Hebiza Eskolar. She is an 
  officer of the Corpse Fleet, the exiled remnants of 
  Eox’s officially disbanded navy that opposed Eox’s 
  membership in the Pact and is considered a terrorist 
  military threat in the Pact Worlds. Unwilling (or 
  perhaps unable) to openly enter Pact Worlds space, 
  Commander Eskolar was instead being shipped to 
  Absalom Station as cargo; a relatively simple 
  proposition, as she is an undead creature and 
  requires no life support or sustenance to keep 
  her alive during the journey.
  When revealed, Eskolar is momentarily disconcerted until 
  she realizes she is still on the Acreon and not Absalom Station. 
  She soon regains her composure, however, and asks the PCs 
  what is going on. If questioned, Eskolar introduces herself, 
  though she doesn’t mention her rank or affiliation with the 
  Corpse Fleet. A PC who succeeds at a DC 20 Culture check 
  to recall information can recognize her uniform as that of a 
  commander of the Corpse Fleet, but even if confronted with 
  this fact, Commander Eskolar neither confirms nor denies it. 
  If the PCs seem friendly, or if they inform her that they’re 
  working for Gevalarsk Nor, Eskolar asks to be taken to the 
  ambassador as soon as possible. If pressed, she claims that 
  she’s traveling to Absalom Station to serve as a military 
  attaché assigned to the Eoxian diplomatic mission, but 
  refuses to disclose anything else about the circumstances of 
  her presence as “cargo” on the Acreon, her relationship with 
  Ambassador Nor, or other business on the station.
  Secure in her shipping container for the entire trip, 
  Commander Eskolar has no knowledge of what transpired on 
  the Acreon or what happened to the ship’s crew, or even 
  the discovery of the Drift Rock. She was sealed in her 
  capsule on an Eoxian colony in Near Space (though 
  she’s evasive about which one) before being picked up 
  by the Acreon, and she remained there until the PCs 
  opened the shipping container.
  The PCs may find themselves in a conundrum 
  when they encounter Commander Eskolar. 
  Although the Corpse Fleet is outlawed in the Pact 
  Worlds, the status of avowed members of the 
  faction is less clear, and in any event, Eskolar 
  claims diplomatic standing. Furthermore, a 
  PC who succeeds at a DC 15 Culture check 
  can recall no specific laws prohibiting the 
  shipping of willing sentient species as 
  cargo. As far as the PCs can likely tell, 
  there may well be nothing illegal about 
  delivering the bone trooper to Nor—just 
  as the ambassador claimed. At the 
  same time, Eskolar is an evil undead 
  creature, and some PCs might not be 
  able to overlook that fact, regardless 
  of her legal status.
  For 
  her 
  part, 
  Commander 
  Eskolar would prefer to return 
  to her capsule and for the PCs 
  to honor their agreement with 
  Ambassador Nor and deliver 
  her container to the Eoxian 
  embassy. She refuses to 
  entertain any other ideas 
  about getting her to the 
  station or to Nor, especially 
  if there’s any chance of 
  Absalom Station’s security 
  HEBIZA ESKOLAR
  
  26
  forces getting involved. Eskolar likewise declines to assist the 
  PCs in their explorations of the Acreon and the Drift Rock—
  they are not her problem, and she has her own business to 
  attend to. If the PCs are overtly hostile, attempt to capture 
  or restrain her (other than in her capsule), or threaten to turn 
  her over to the Stewards or Absalom Station security, Eskolar 
  responds with lethal force.
  HEBIZA ESKOLAR 
   
  CR 3
  XP 800
  Female elebrian bone trooper technomancer (see page 56)
  HP 34
  TACTICS
  During Combat If attacked, Eskolar casts supercharge 
  weapon on her pistol before opening fire. In combat, she 
  alternates between casting spells and firing her weapon.
  Morale Commander Eskolar fights until destroyed, willing 
  to die to carry out her orders, whatever they may be.
  Development: Commander Eskolar’s fate is in the hands of 
  the PCs. The easiest way for them to resolve this encounter is 
  to take Eskolar to Gevalarsk Nor as promised—though there’s 
  likely no way to hide from the ambassador the fact that they 
  learned the contents of his “cargo,” unless the PCs never open 
  the shipping container at all. But that is not their only option; 
  Eskolar won’t allow the PCs to arrest or capture her without a 
  fight, but they could convince her that they plan to honor their 
  agreement, only to hand her over to the Stewards when they 
  return to Absalom Station (and if they reseal her in her shipping 
  crate, Eskolar has little control over what they do with her). 
  Lastly, of course, the PCs can simply kill the bone trooper.
  Regardless of what the PCs decide to do, the result of their 
  interaction with Commander Eskolar will have repercussions 
  later in the Adventure Path, so take note of the PCs’ actions in 
  dealing with the Corpse Fleet officer.
  Story Award: If the PCs deliver Commander Eskolar to 
  Gevalarsk Nor as agreed, award them 400 XP for completing 
  the job. If they capture Eskolar and turn her over to security 
  (whether locked in her shipping container or otherwise), 
  award them 800 XP, as if they had defeated her in combat. If 
  the PCs don’t open the container and never meet Eskolar, they 
  gain no additional XP. 
  c6. galley
  The crew prepared and shared meals in this kitchen and 
  eating area, though the quality of the preserved rations leaves 
  something to be desired.
  Development: If the PCs are aware of the akatas’ 
  susceptibility to salt water, they can utilize the supplies in 
  the galley to make salt water to use as a weapon against 
  the creatures.
  c7. crew Quarters (cr 1)
  These four identical cabins served as shared living quarters 
  for the Acreon’s crew. Each contains two simple bunks, a pair 
  of lockers, a small sink, and the miners’ personal possessions.
  The door to one of the portside cabins (area C7a) is 
  closed and barricaded from the inside and must be broken 
  down to get inside (hardness 8, HP 30, break DC 22). Up to 
  two characters can cooperate to break down the door; this 
  follows the same rules as using aid another for a skill check. 
  See Creatures below for the room’s current occupants.
  Creatures: When news of the Acreon’s arrival and 
  subsequent quarantine hit Absalom Station, a trio of space 
  goblins found the prospect of looting the derelict ship 
  irresistible. They stowed away on a ship that was passing 
  close to the quarantine zone and launched themselves 
  out of an airlock with jury-rigged handheld thrusters, and 
  barely managed to reach the Acreon before their air ran out. 
  After refilling their air tanks from the Acreon’s supply, the 
  goblins began exploring the ship, but their scavenging was 
  interrupted by the akatas infesting the vessel. The goblins’ 
  junklasers were ineffective against the akatas, and one of the 
  goblins was slain almost immediately (its body lies in area C2), 
  so the two survivors fled to one of the crew cabins (area C7a) 
  and barricaded themselves inside. 
  The two goblins are terrified of the akatas and react 
  violently to anyone breaking through their makeshift 
  barricade. They fire their junklasers wildly for 2 rounds 
  before they realize their attackers are not akatas, at which 
  point they surrender and grovel for their lives, begging to be 
  taken to safety.
  SPACE GOBLINS (2) 
   
  CR 1/2
  XP 200 each
  NOQUAL
  Noqual is a starmetal—one of several precious metals 
  mined from asteroids and scattered worlds throughout 
  the universe. Noqual looks somewhat like a pale green 
  crystal, but can be worked as easily as iron or steel. 
  Noqual’s crystalline structure gives it a strength that 
  belies its surprisingly low weight. More importantly, 
  noqual is strangely resistant to magic. Objects made 
  of noqual gain a +4 bonus to saving throws against a 
  magical effect.
  Melee weapons or ammunition fashioned from 
  noqual gain a +1 enhancement bonus to damage rolls 
  against magical constructs and undead creatures 
  created by spells. 
  One bulk of noqual ore is worth 500 credits. Noqual 
  increases the cost of one cartridge of ammunition by 40 
  credits, and a melee weapon by 2,000 credits.
  
  27
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  Starfinder: First Contact 8
  NE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Perception +3
  DEFENSE 
  HP 6 EACH
  EAC 11; KAC 12
  Fort +0; Ref +2; Will +2 
  OFFENSE
  Speed 35 ft.
  Melee dogslicer +0 (1d4 S)
  Ranged junklaser +3 (1d4 F; critical burn 1d4)
  Offensive Abilities tinker, unstable junklaser
  STATISTICS
  Str +0; Dex +3; Con +0; Int +1; Wis +0; Cha +0
  Skills Computers +7, Engineering +7, Stealth +7, Survival +3
  Languages Common, Goblin
  Gear tattered flightsuit, dogslicer, junklaser, makeshift 
  engineering tools 
  SPECIAL ABILITIES
  Tinker (Ex) As a move action, a space goblin can remove 
  the penalties associated with the broken condition from 
  a single piece of equipment until the start of his next 
  turn. The item then becomes unusable for 10 minutes 
  (and retains the broken condition after that until it 
  is fixed).
  Unstable Junklaser (Ex) A space goblin’s laser pistol is 
  crafted from a mishmash of broken casings, leaking 
  energy cells, and other random material. 
  A junklaser is similar to a holdout laser 
  pistol, except it has a range of only 60 feet. If the 
  wielder of a junklaser rolls a natural 1 when attacking 
  with it, he must immediately attempt a DC 18 Engineering 
  check. Success means that the junklaser gains the broken 
  condition. Failure means that the gun explodes in 1d3–1 
  rounds, functioning as a frag grenade I (explode [1d6 P, 
  15 ft.], Reflex DC 13 half); a result of 0 rounds means the 
  junklaser explodes immediately—randomly determine the 
  corner of the wielder’s square that is the center of the 
  burst. A thrown junklaser has the same range increment 
  as a grenade. 
  Treasure: The goblins didn’t have much time to explore the 
  ship before the akatas set upon them, but they did manage 
  to scrounge a few items of value, including an incendiary 
  grenade I, two shock grenades I, a stickybomb grenade I, two 
  detonators, a tool kit (engineering kit), a fire extinguisher, and 
  500 UPBs. In addition, PCs who search the crew quarters 
  and succeed at a DC 15 Perception check can find a dropped 
  computer key card (which can be used to access the ship’s 
  computer system; see area C9 for details) and a credstick 
  with 500 credits that one of the prospectors stashed under 
  her bunk.
  Development: If the PC don’t kill the goblins outright, the 
  creatures beg the PCs to take them with them. The goblins 
  are more than happy to aid the PCs in combat, though they’re 
  likely more of a hindrance than a help. Outside of combat, 
  they’re eager to tinker with the PCs’ gear, offering “helpful” 
  suggestions on how they can boost a weapon’s damage 
  output or upgrade the life support of a PC’s armor. Play up the 
  goblins as unruly, exasperating, destructive, explosives-loving 
  looters that every once in a while might actually be useful—
  but don’t be too sad if they don’t survive for long.
  Story Award: If the PCs rescue the goblins and take them 
  safely off the Acreon, award the PCs 400 XP, as if they had 
  defeated the goblins.
  c8. crew storage (cr 1)
  The door to this room is closed and trapped (see Trap below). 
  Inside is a storeroom containing the crew’s personal mining 
  and prospecting tools and other supplies.
  Trap: One of the Acreon’s crew jury-rigged a laser blast trap 
  on the door to the storeroom that fires a single-shot laser at 
  the character who opens the door.
  SPACE GOBLIN
  
  28
  JURY-RIGGED LASER BLAST TRAP  
  CR 1
  XP 400
  Type technological; Perception DC 21; Disable Engineering 
  DC 15 (disable motion sensors)
  Trigger touch; Reset none
  Effect laser +11 ranged (3d6+1 F)
  Treasure: When the first akata broke out of its cocoon, 
  one of the Acreon’s crew found and collected the cocoon’s 
  fragments and placed them here. The resinous shards of 
  noqual (see the sidebar on page 26) have 1 bulk, are worth 
  500 credits, and can be identified as the remains of an akata 
  cocoon with a successful DC 16 Life Science check. In addition, 
  the PCs can find a disruptive fusion seal (5th), two mk 1 serums 
  of healing and three medpatches in the storeroom.
  c9. briDge (cr 4)
  A wide transparent aluminum window stretches across the 
  forward wall of this control room; twinkling lights in the 
  distance are all that can be seen of Absalom Station and the 
  ships of the Armada surrounding it.
  The Acreon’s main bridge contains four stations equipped 
  with consoles and controls for operating most of the ship’s 
  systems and functions, including its tier 2 computer system. 
  Most of the control consoles are powered down or on standby, 
  but the PCs can access the basic, unsecured functions of the 
  ship’s computer with a DC 10 Computers check to access the 
  system (they can take 20 on this check). Success allows the 
  PCs to remotely close (or open) any or all of the doors on the 
  ship, including the airlock hatches, and repressurize the ship 
  (which takes 1d4 minutes). They can also control the ship’s 
  lighting, increasing the light level throughout the ship to 
  normal light if they wish.
  To access more advanced functions (such as the Acreon’s 
  logs), the PCs must first hack into the ship’s secured computer 
  files. The Acreon’s computer is a tier 2 computer with a secure 
  data module and firewall and lockout countermeasures. 
  Hacking the system requires a successful DC 21 Computers 
  check and two full actions. If the PCs found the computer key 
  card in area C7, it grants them a +5 bonus to the check. The 
  ship’s log is contained in a secure data module kept behind a 
  firewall, requiring a second Computers check and two more 
  full actions to hack, this time with a DC of 23 (once again, 
  the key card from area C7 grants a +5 bonus to the check). 
  Successfully hacking the firewall allows the PCs to access the 
  secure data module and view the ship’s logs, but without root 
  access, it does not enable them to manipulate the data in any 
  way (such as copying or deleting it). See Development below 
  if the PCs successfully access the Acreon’s logs.
  The PCs can take 20 on Computers checks to hack the 
  Acreon’s computer, but doing so automatically triggers the 
  computer’s lockout countermeasure, which locks them out 
  of the system for 1d6 hours. The PCs can also attempt to 
  retry failed checks, though three failed attempts also triggers 
  the lockout. The lockout cannot be disabled, but it can be 
  physically bypassed with a successful DC 21 Engineering 
  check. If the PCs fail any Computers check by 5 or more while 
  using key card from area C7, the system automatically locks 
  the key card’s access and it no longer provides its bonus.
  Creatures: Three akatas are currently on the bridge. They 
  attack any living creature they detect nearby.
  AKATAS (3) 
   
  CR 1
  XP 400 each
  HP 18 each (see page 55)
  Treasure: The noqual fragments (see the sidebar on page 
  26) of three more akata cocoons are scattered throughout 
  the bridge, and can be identified with a successful DC 16 Life 
  Science check. Together, the noqual shards have 3 bulk and 
  are worth 1,500 credits.
  Development: If the PCs successfully access the ship’s 
  log, they can learn some of what befell the Acreon’s crew. 
  The logs detail the discovery of the Drift Rock, the crew’s 
  initial exploration of the asteroid’s surface and the strange 
  “geodes” they found there. The captain then states that the 
  crew was under attack from monsters that “hatched” from 
  the geodes they brought back to the ship (the description 
  of the monsters matches the akatas that the PCs have 
  already faced). The next entry is more hurried, and the 
  sounds of combat are audible in the background. “There’s 
  something else—it came from the rock!” the captain reports 
  with more than a trace of panic in his voice. “We’re getting 
  overwhelmed! I’m going to open the ship to vacuum—maybe 
  that’ll slow them down!” The log’s final entry was recorded 
  in engineering (area C4) and shows the captain in his space 
  suit. “Purging the air didn’t work. I’ve set the autopilot to 
  continue on to Absalom Station, but we’re abandoning ship. 
  We’ll fall back to the rock and try to regroup there. Acreon 
  out.” There are no further entries.
  Story Award: If the PCs successfully access the Acreon’s 
  logs, award them 600 XP.
  PART 3:  
  PHANTOMS OF THE DRIFT
  Having found no traces of the Acreon’s crew aboard the 
  derelict ship, the PCs’ next goal should be to explore the 
  mysterious asteroid accompanying the ship, particularly if 
  they were able to access the ship’s log and learned that the 
  crew abandoned ship and fled to the Drift Rock. The PCs can 
  either return to the Hippocampus and land the shuttle on the 
  
  29
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  asteroid, or they can exit the Acreon through its aft airlock 
  and make their way along the tow cables connecting the Drift 
  Rock to the ship.
  DEPARTURE OF THE HIPPOCAMPUS
  Shortly after the PCs enter the Drift Rock, the Hippocampus 
  (if it was not disabled or destroyed) automatically leaves on 
  autopilot to return to Absalom Station—a detail Gevalarsk Nor 
  failed to mention to the PCs. Station authorities only agreed 
  to loan Nor the shuttle to take the PCs to the Acreon, not 
  bring them back. Concerned that the PCs might discover 
  something dangerous on the ship or the asteroid that could 
  threaten the entire station if they brought it there—the same 
  reason they quarantined the Acreon in the first place—the 
  authorities decided to wait and see what, if anything, the PCs 
  found first. If there were no problems, they could always send 
  the shuttle back to pick up the PCs. It doesn’t matter when 
  (or even if) the PCs find out that the Hippocampus has left, as 
  long as it’s too late for them to do anything about it. It does 
  mean that the PCs are stuck on the Drift Rock for the time 
  being. Fortunately, there’s another ship on the asteroid, just 
  waiting for the PCs to salvage it! See area D9 for more details.
  D. THE DRIFT ROCK
  The Drift Rock seems to be nothing more than a small, 
  nondescript asteroid, but it is actually a fragment of the 
  ancient superweapon once known as the Stellar Degenerator. 
  Essentially vacant for millennia (except for a solitary security 
  robot that has barely managed to withstand the ravages of 
  time), the Drift Rock has acquired a few new inhabitants 
  since it was dragged out of the kishalee demiplane and into 
  the Drift. In fact, the crew of the Acreon weren’t even the first 
  humans to discover the asteroid.
  Seventy-five years ago, a human explorer named Moriko 
  Nash came across the Drift Rock during her own Drift travel. 
  She landed her ship, the Sunrise Maiden, and set out to explore 
  the asteroid, unaware that her ship had picked up a stowaway 
  in the Drift—a strange creature native to the demiplane called 
  a garaggakal. The garaggakal attacked Captain Nash on the 
  Drift Rock, and the explorer soon died of her wounds. The 
  garaggakal took up residence in the abandoned chambers 
  within the asteroid, while Nash rose as an undead creature 
  called a driftdead.
  Decades later, the cocoons of a small pack of hibernating 
  akatas landed on the Drift Rock. There they remained until 
  awoken by the arrival of the Acreon’s crew. Once the akatas 
  infested the prospecting ship, the crew retreated to the Drift 
  Rock, where they found a tunnel leading into the asteroid’s 
  interior. The crew took shelter there, not knowing that they 
  had been infected with the akatas’ void death. Now the 
  remaining members of the Acreon’s crew persist as undead 
  void zombies, hosts to gestating akata larvae that will 
  eventually develop into fully grown adult akatas. 
  Nevertheless, the garaggakal remains the undisputed 
  master of the Drift Rock. It doesn’t care about the undead that 
  now share its home, but since the Acreon towed the asteroid 
  out of the Drift and into normal space, the garaggakal is cut 
  off from the energy that sustains it, and it is eager to feed on 
  living prey—such as the PCs.
  The Drift Rock is a rocky asteroid only a few thousand feet 
  in diameter with an unremarkable, irregular surface. If a PC 
  succeeds at a DC 15 Computers check while scanning the 
  1 square = 5 feet
  D. THE DRIFT ROCK
  D3
  D2
  D5
  D6
  D7
  D1
  D8
  D4
  D9
  
  30
  Drift Rock with the Hippocampus’s sensors, he learns that the 
  asteroid has no atmosphere and is primarily composed of rock 
  and metal. Strangely, the sensors can pick up no additional 
  information, as if the Drift Rock itself is interfering with the 
  sensor readings. 
  To learn more, the PCs can use the Hippocampus’s sensors 
  to visually survey the Drift Rock in greater detail, or they can 
  physically explore the surface of the asteroid. If a PC succeeds 
  at a DC 10 Physical Science check to recall knowledge while 
  inspecting the asteroid, she notices one unusual feature: one 
  side of the Drift Rock seems to have been sheared cleanly off, 
  as if it was once part of a larger planetoid or celestial body. 
  With a result of 15 or higher on the check, she gleans another 
  odd detail: unlike on most asteroids, no impact craters mar 
  the Drift Rock’s surface, as if it had been somehow protected 
  from the ravages of space for millions of years.
  If the PCs succeed at a DC 15 Perception check while 
  studying or exploring the Drift Rock, they find a rocky 
  overhang concealing a cave entrance that seems to lead inside 
  the asteroid. The cave does indeed become a tunnel that bores 
  into the Drift Rock’s interior, leading to areas D1 and D2. (The 
  other entrances to the Drift Rock’s interior, in areas D3 and 
  D9, are considerably more difficult to find and are further 
  concealed by the asteroid’s sensor-blocking properties.)
  The following are standard features of the Drift Rock. 
  There is no atmosphere inside the asteroid, and the tunnels 
  and rooms are completely dark unless otherwise indicated. 
  There  is also no gravity in areas D1 through D5 or the 
  tunnels connecting those chambers, though the natural 
  walls in those areas are rough enough to provide plenty of 
  handholds. See page 402 of the Starfinder Core Rulebook 
  for rules on adventuring in zero gravity. On the other hand, 
  areas D6 through D9 (and their connecting corridors) enjoy 
  standard gravity, courtesy of the ancient sivv technology 
  buried deep within the Drift Rock. Unless otherwise noted, 
  corridor and tunnel ceilings are 15 feet high, while caverns 
  and rooms have 30-foot-high ceilings.
  Use the map on page 29 for this location.
  D1. crashlanDer (cr 2) 
  Large chunks of rubble are scattered across this cavern. 
  A large boulder lies to the west. 
  Any PC who succeeds at a DC 5 Physical Science check 
  can determine that the cavern (and the surrounding tunnels) 
  is not a natural formation, but was excavated from the rock of 
  the asteroid. The cavern is otherwise unremarkable.
  Creature: After the space battle between the Hippocampus 
  and the Stiletto (see page 22), the interceptor’s pilot, Clara-247, 
  made her way to the Drift Rock, either crashing her ship on 
  the asteroid if the PCs won that battle, or landing there if she 
  was victorious. Either way, she plans to make sure the PCs 
  never leave.
  
  31
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  Clara-247 hides behind a large boulder at the far western 
  side of the chamber, and keeps her shirren eye rifle trained 
  on the entrance to the cavern. If the PCs enter the cavern, 
  they can attempt to notice her with a Perception check 
  opposed by Clara-247’s Stealth check. If the android 
  operative remains hidden, she gets to act in a surprise round 
  and activates her holographic clone operative exploit before 
  opening fire on the PCs in subsequent rounds.
  CLARA-247 
   
  CR 2
  Female android operative
  CN Medium humanoid (android)
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +8
  DEFENSE 
  HP 23
  EAC 13; KAC 14
  Fort +1; Ref +6; Will +5; +2 vs. disease, mind-affecting 
  effects, poison, and sleep
  Defensive Abilities evasion, operative exploit (holographic 
  clone 1/day), upgrade slot 
  (jump jets)
  OFFENSE
  Speed 30 ft.
  Melee survival knife +6 (1d4+2 S)
  Ranged tactical shirren-eye rifle +8 (1d10+2 P) or 
  azimuth laser pistol +8 (1d4+2 F; critical burn 1d4)
  Offensive Abilities precise shot, trick attack +1d8
  TACTICS
  Before Combat Clara-247 hides behind a large boulder, 
  gaining cover (+4 to AC, +2 to Reflex saves).
  During Combat Clara-247 activates her holographic 
  clone operative exploit on the first round of combat, 
  then tries to take out foes with her sniper rifle from 
  a distance. If sniping is not an option or her enemies 
  get too close, she uses Stealth to make trick attacks 
  with her laser pistol, maneuvering in zero-g with her 
  jump jets.
  Morale Clara-247 is a hired gun, not an ideologue. If she is 
  reduced to fewer than 6 Hit Points, she surrenders.
  STATISTICS
  Str +1; Dex +4; Con +0; Int +2; Wis +1; Cha +1
  Skills Acrobatics +13, Computers +8, Engineering +8, 
  Piloting +13, Stealth +13
  Languages Common, Vercite
  Other Abilities constructed, flat affect, operative 
  specialization (ghost)
  Gear freebooter armor I, azimuth laser pistol with battery 
  (20 charges), survival knife, tactical shirren-eye rifle 
  with 25 longarm rounds, clear spindle aeon stone, 
  credstick (300 credits)
  SPECIAL ABILITIES
  Precise Shot (Ex) When making a ranged attack, Clara-247 
  ignores the target’s AC bonuses from cover or partial 
  cover (but not improved or total cover).
  Development: If the PCs capture and interrogate Clara-247, 
  she admits that she was hired to kill them, although she 
  doesn’t know who her employer is, since they used shell 
  companies to hire her (though it shouldn’t be too hard for the 
  PCs to guess who was behind the attack). At this point, she 
  wishes the PCs no further ill will; she’s had two chances and 
  failed both times, so she’s willing to let bygones be bygones 
  if the PCs are. 
  Clara-247 knows nothing about either the Acreon or the 
  Drift Rock other than the rumors circulating on Absalom 
  Station, nor does she care. She has no interest in helping the 
  PCs in combat or with their explorations, though if the Stiletto 
  crashed, she might offer her aid in exchange for passage off 
  the Drift Rock. Otherwise, the PCs will need to persuade her 
  CLARA-247
  
  32
  (and offer her payment of at least 500 credits) to join them—if 
  they feel they can trust her.
  D2. missing crewman
  A dead humanoid body floats in this cavern. 
  The corpse is that of a human male. It’s still wearing an 
  estex suit with a patch that reads “ACREON,” identifying it 
  as a member of the mining ship’s crew. A PC who inspects 
  the body and succeeds at a DC 15 Medicine check, or who 
  casts a spell such as detect affliction, determines that the 
  man was not infected with the akatas’ void death. In fact, 
  this crew member was lucky—he died of his wounds shortly 
  after the crew retreated here, and so avoided a horrifying 
  transformation into a void zombie. 
  Treasure: The dead crew member is wearing an estex suit 
  I with a backup generator armor upgrade and is holding an 
  empty survival flare gun.
  D3. cavern oF the voiD (cr 1)
  Four tunnels exit this cavern to the north, south, east, and 
  west. Strangely, however, while the south and west passages 
  are hewn rock, the north and east passages are finished 
  and lined with some sort of polished, metallic plating on the 
  walls, floors, and ceiling.
  The nature of the plating on the corridor walls can be 
  identified with a successful DC 15 Engineering or Life Science 
  check (see area D6 for more details). The northern corridor 
  goes in a perfectly straight line for about 100 feet until it ends 
  at a hole facing the void of space (the corridor once connected 
  to other portions of the Stellar Degenerator, before the Drift 
  Rock was sheared off).
  Creature: One of the unfortunate crew of the Acreon, now 
  a void zombie containing the gestating larva of an akata, 
  wanders this cavern. The prospector is wearing a space suit, 
  but the lower half of its helmet is shattered, and a repulsive, 
  bloated blue-gray “tongue” hangs from the remnants of the 
  zombie’s lower jaw—the feeding tendril of the larval akata 
  inside. The void zombie attacks anyone entering the cavern.
  VOID ZOMBIE 
   
  CR 1
  XP 400
  HP 22 (see page 61)
  TACTICS
  During Combat The void zombie single-mindedly focuses its 
  attacks on the closest opponent.
  Morale The void zombie fights until destroyed.
  D4. lost in the DriFt (cr 2)
  This chamber is similar to the other excavated caverns 
  within the Drift Rock, with tunnels exiting to the north, 
  west, and southeast. The corridors to the north and west are 
  finished and paneled. The northern passage ends after about 
  50 feet, where the ceiling has collapsed in a wall of fallen 
  rock (like the northern corridor in area D3, this corridor once 
  connected to other areas of the Stellar Degenerator).
  Creature: This room hosts a strange undead creature called 
  a driftdead. The creature was once Moriko Nash, the captain 
  of the Sunrise Maiden, who first discovered the Drift Rock 75 
  years ago. Her body lies in area D7; her ship is parked where 
  she left it, in area D9. Moriko had been trapped in the tiny 
  chamber that contains her corpse since she died 75 years ago, 
  but when the Acreon towed the Drift Rock out of the Drift a 
  few days ago, she was finally freed—her physical undead form 
  faded away and she became incorporeal, able to pass through 
  doors and walls. Disoriented in her new incorporeal state, 
  Moriko has aimlessly haunted the chambers of the Drift Rock 
  ever since, but she is loath to venture far from her physical 
  remains. If the PCs have already found Moriko’s body in area 
  D7, they can recognize the driftdead as the same person—or 
  at least what’s left of her.
  Moriko’s decades of confinement and undead existence 
  have engendered a hatred for life in what’s left of her warped 
  mind. In her incorporeal undead state, Moriko does not 
  interact with the void zombies now inhabiting the Drift Rock. 
  Still fixated on the circumstances of her death, she avoids the 
  garaggakal in area D9, but she attacks any living creature 
  that enters the cavern and chases fleeing foes throughout the 
  asteroid, passing through walls to cut off her victims’ flight. 
  MORIKO NASH  
  CR 2
  XP 600
  Female driftdead (see page 57)
  HP 22
  TACTICS
  During Combat Moriko attempts to tear her foes apart 
  with her Drift rip ability from a distance, but once an 
  opponent is affected by her confusion aura, she moves 
  in to rip them apart personally with her incorporeal 
  claws. Moriko uses her incorporeal form to her 
  advantage, hiding within walls and floors to attack foes 
  before retreating back out of reach, only to emerge 
  once again, harrying her foes as they move throughout 
  the Drift Rock.
  Morale Moriko fights until destroyed.
  D5. Final Fate oF the acreon’s crew (cr 3)
  Two passages exit this cavern, one to the northeast and one 
  to the northwest. An incongruous door, more akin to what one 
  would expect to find on a space station, stands in the south wall. 
  Beyond the southern door, the rooms and corridors are all 
  finished with ceramic-metallic plating (see area D6 for details) 
  and artificial standard gravity is in effect.
  
  33
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  Creatures: Two void zombies—the last of the Acreon’s 
  crew—inhabit this cavern. If the PCs were able to access the 
  Acreon’s logs (see area C9), they can recognize one of the 
  void zombies as the captain of the ship. The zombies launch 
  themselves toward any intruders, their feeding tendrils 
  twitching with hunger.
  VOID ZOMBIES (2) 
   
  CR 1
  XP 400 each
  HP 22 each (see page 61)
  Treasure: One of the void zombies is still carrying a 
  credstick with 470 credits. In addition, an azimuth laser rifle 
  and needler pistol float in this chamber, discarded by the 
  void zombies after their transformation. Both weapons are 
  depleted of charges and ammunition. 
  D6. mysterious machinery (cr 3)
  In stark contrast to the caverns elsewhere inside the Drift 
  Rock, this chamber looks more like a room on a space 
  station or starship. Rather than the unfinished rock of the 
  asteroid, the walls, floor, and ceiling are clad with finished 
  sheets of some polished, metallic substance, along with 
  components of unrecognizable equipment. Panels on some 
  of the walls flash with lights and mysterious symbols, and 
  an almost infrasonic hum of unseen machinery pulses 
  through the walls.
  This room was a supplementary maintenance and 
  monitoring station for the Stellar Degenerator. The lights 
  on the machinery provide dim light in this room.
  A PC who examines the walls and succeeds at a DC 
  15 Engineering or Life Science check can determine 
  that the wall panels are some sort of ceramic-metallic 
  plating that is as strong and durable as adamantine alloy 
  (Starfinder Core Rulebook 408), but is itself a substance 
  unknown to Pact Worlds material science. A PC who succeeds 
  at a DC 15 Perception check notices that the lower portion of 
  a wall panel in the northwest corner is actually a concealed 
  hatch that blocks off area D7.
  The equipment in the room is ancient sivv hybrid 
  machinery that blends magic and technology. Both 
  detect magic and detect tech identify the machinery 
  as hybrid technology, but not its purpose. A PC who 
  studies the machinery can attempt to identify it 
  with a DC 30 Engineering or Mysticism check to 
  identify technology or magic. If successful, the PC 
  realizes that it is advanced technology of a type 
  not seen in the Pact Worlds system and that it 
  seems to primarily deal with monitoring the status and 
  operation of larger, unknown systems located elsewhere. 
  The PCs can also attempt to decipher the symbols on 
  the wall panels with a DC 30 Culture check. If successful 
  (or if using magic such as comprehend languages), they can 
  recognize them as error messages and warning indicators 
  in an unknown language. It’s impossible to divine the exact 
  nature of the errors and warnings, however, even with magic—
  there’s simply not enough context or information (for the 
  same reason, a PC who fails the Culture check by 10 or more 
  doesn’t misconstrue the meaning of the symbols; she’s simply 
  unable to decipher them).
  Creature: An ancient kishalee security robot patrols this 
  room. It has mostly remained on standby for the millions of 
  years since the Stellar Degenerator was forgotten. The robot 
  reactivated when sensors detected intruders on the Drift 
  Rock (the garaggakal and Moriko Nash). The millennia have 
  not been especially kind to the robot, and the toll of years has 
  damaged and weakened it. The security robot’s statistics were 
  originally presented in Starfinder: First Contact, but it has 
  been modified to represent this ancient kishalee 
  guardian. In addition to the changes noted 
  in the stat block below, the robot’s 
  nanites have failed, and 
  its nanite repair ability 
  DAMAGED 
  SECURITY ROBOT
  
  34
  no longer functions. The robot attacks any non-kishalee 
  trespassers (which effectively means anyone), and fights until 
  destroyed, but it does not leave this chamber.
  DAMAGED SECURITY ROBOT 
   
  CR 3
  XP 800
  Starfinder: First Contact 13
  N Medium construct (technological)
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +10
  DEFENSE 
  HP 38
  EAC 16; KAC 16
  Fort +4; Ref +4; Will +1
  Immunities construct immunities
  Weaknesses vulnerable to critical hits, vulnerable 
  to electricity; see page 54
  OFFENSE
  Speed 30 ft.
  Melee slam +8 (1d6+6 B)
  Ranged ancient integrated tactical arc emitter +11 (1d4+4 E 
  or stun; critical arc 1d6)
  Offensive Abilities jolting arc
  STATISTICS
  Str +3; Dex +5; Con —; Int +1; Wis +0; Cha +0
  Skills Acrobatics +15, Computers +10, Intimidate +10
  Languages Common
  Other Abilities unliving
  Gear integrated arc rifle 
  SPECIAL ABILITIES
  Construct Immunities (Ex) Constructs are immune to 
  bleed, death effects, disease, mind-affecting effects, 
  necromancy effects, paralysis, poison, sleep, and 
  stunning. They are also immune to ability damage, 
  ability drain, energy drain, exhaustion, fatigue, nonlethal 
  damage, and any effect that requires a Fortitude save 
  (unless the effect works on objects or is harmless). 
  Effects that specifically state they override these 
  immunities affect constructs normally.
  Jolting Arc (Ex) Once every 1d4 rounds as a standard action, 
  a security robot can shoot an arc of electricity at up to 
  four creatures within 40 feet (no two of which can be 
  more than 30 feet apart). This arc deals 1d8 electricity 
  damage to each target (Reflex DC 13 half).
  Unliving (Ex) A security robot has no Constitution modifier 
  and is immediately destroyed when it reaches 0 Hit Points. 
  An unliving creature doesn’t recover from damage naturally, 
  but a construct can be repaired with the right tools or 
  healed with spells like make whole. Unliving creatures don’t 
  breathe, eat, or sleep. They can’t be raised or resurrected.
  Treasure: The security robot’s design clearly originates 
  from beyond the Pact Worlds. If the PCs defeat or disable the 
  robot, they can sell it as a curiosity to a scholar or collector 
  for 2,000 credits.
  Development: While much of the electronics and 
  machinery in this room appears operational, it’s essentially 
  nonfunctional. The PCs can try to operate some of it, but 
  anything they try has no effect, since the Drift Rock is no 
  longer connected to the Stellar Degenerator. Removing 
  any of this machinery requires cutting into the walls and 
  irrevocably damaging the equipment, negating any value it 
  might have.
  D7. sealeD bolthole
  The closed hatch to this room has been barricaded from the 
  inside and must be broken down before the PCs can enter 
  (hardness 10, HP 30, break DC 24, Engineering DC 25).
  This small chamber was once a storage area for spare 
  parts and small maintenance and repair robots, but it is now 
  empty save for the dead body of Moriko Nash, captain of 
  the Sunrise Maiden, who first discovered the Drift Rock 75 
  years ago. Wounded and chased through the asteroid by 
  the garaggakal, Moriko found this room and hid inside. She 
  barricaded the hatch behind her, but that proved little barrier 
  to the garaggakal, given its ability to phase through walls. 
  Moriko used her personal force field to keep the garaggakal 
  at bay, but when the force field’s battery eventually ran 
  out of power, she killed herself to avoid whatever fate the 
  Drift monster had in store for her. She rose from death as 
  a driftdead, but she was unable to escape this room until 
  she became incorporeal when the Drift Rock entered normal 
  space. The undead Moriko Nash can now be found in area 
  D4; if the PCs have already encountered Moriko there, they 
  can recognize the body here as belonging to the driftdead. If 
  the PCs inspect the body, numerous wounds are visible, but 
  the cause of death appears obvious: a self-inflicted wound 
  to the head.
  Treasure: The PCs can salvage Moriko’s gear from her body. 
  It’s still wearing an estex suit I with a brown force field, though 
  the force field’s battery is depleted. The body also carries two 
  spell amps of lesser restoration and a personal datapad (tier 1 
  computer). Moriko’s empty static arc pistol lies on the floor 
  next to her outstretched hand.
  Development: Moriko Nash recorded her final message 
  to posterity on her datapad before she died. The datapad’s 
  battery is dead, but if the PCs provide a new power source, 
  they can access the unsecured computer with a successful 
  DC 10 Computers check and find out what happened 
  to Moriko.
  In the recording, Moriko identifies herself as the captain 
  of the independent starship Sunrise Maiden, and briefly 
  relates her discovery of a strange asteroid in the Drift. 
  She landed her ship in a cavern on the asteroid and began 
  exploring other chambers inside it, but she was attacked by 
  a terrifying monster that seemed to consume life energy 
  and could walk through walls. Wounded and unable to 
  escape the monster, Moriko managed to modify her armor’s 
  force field to extend in a bubble around her, as the monster 
  
  35
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  seemed unable to pass through the force field. 
  Nevertheless, Moriko realized her force field 
  would eventually run out of power, and the 
  monster would finally be able to reach her. 
  She ends the recording with the following.
  “I think I’ve come to terms with it. I won’t 
  survive, but at least I’ve explored strange 
  worlds and seen wonders I would never have 
  dreamed of as a child. I guess everything comes 
  to an end eventually. I’ve always been the 
  master of my own fate, and I’m not going 
  to change now.” Captain Nash holds 
  up a pistol. “When my force field goes 
  down, I’ll fight. But I’m saving my last 
  charge for myself. My life, my death.
  “This is my last will and testament. 
  To whoever finds this recording, I leave the 
  Sunrise Maiden to you. It’s a good ship, and no 
  matter where I’ve gone, it’s always brought me 
  home... until now. If you treat it right, it’ll do the 
  same for you. Leave my body where you found it—we came 
  from the stars, and to the stars I’ll return—but the Maiden 
  deserves to keep flying.” Nash takes a deep breath and 
  ends the recording.
  PCs who succeed at a DC 15 Culture check recognize the 
  Sunrise Maiden as the name of a starship that was reported 
  lost in the Drift in 242 ag. The ship and its crew were never 
  found—until now. The Sunrise Maiden remains in area D9, 
  where Captain Nash left it 75 years ago.
  D8. ancient control room (cr 3)
  The various lights and controls on the machinery in this room 
  provide dim light. This chamber seems torn between two 
  worlds—its southeastern half is an unfinished rock wall, while 
  the northeastern portion of the room is finished with the 
  same ceramic-metallic plating found in area D6. An auxiliary 
  control room for the Stellar Degenerator, this chamber 
  contains similar hybrid technomagical machinery that can 
  be identified and interacted with as described in area D6, 
  though successfully identifying the technology reveals that it 
  has control functions rather than simple status monitoring. In 
  fact, a complex control panel is built into the north wall that 
  may allow the PCs to learn more about the Drift Rock and its 
  original function, if they can access the controls. 
  The PCs can attempt to access the control console by 
  hacking into the control room’s computer system, requiring 
  a successful DC 25 Computers check and three full actions. If 
  the PCs fail the check by 5 or more (or take 20 on the check), 
  it triggers a malfunction in the console (see Trap below), but 
  they can try again. If successful, they gain access to the 
  system (or what’s left of it), but there’s another obstacle to 
  overcome—understanding the alien programming.
  Interpreting the complex code requires a successful 
  DC 30 Culture check to decipher it (the PCs can’t 
  count the console as a computer terminal for the 
  purposes of taking 20 on this Culture check). 
  Alternatively, comprehend languages allows a PC 
  to automatically understand the data. If successful, 
  the PCs learn that the equipment in this room is 
  designed to operate minor subsystems of some 
  larger structure or device, though the control room 
  is no longer connected to that structure. The exact 
  nature of the missing structure remains a 
  mystery, though references to systems 
  such as “Backup Power Transmission,” 
  “Maneuvering Thrusters,” and “Auxiliary 
  Fire Control” hint that it may have 
  been some sort of space-based weapon 
  system. In addition, the data reveals 
  that these systems and the control room itself are 
  incredibly ancient—possibly even millions of years old. 
  In fact, it appears that the Drift Rock is not just an 
  asteroid that was repurposed as a control center, but 
  that it was a part of the larger structure that was designed 
  and artificially constructed at the same time as the machinery 
  and controls here. And if all that is true, then the Drift Rock 
  represents a find of major significance, for not only is it a piece 
  of heretofore-unknown technology of exceedingly advanced 
  age, but the larger structure it was once a part of may still be 
  somewhere among the stars, just waiting to be discovered!
  If the PCs fail the Culture check to decipher the data by 
  10 or more, they might misinterpret the information in some 
  way—they may think this is a control room for some sort 
  of massive power plant, or perhaps that the Drift Rock is a 
  strange type of starship. If this is the case, they’ll need to 
  rely on someone else (such as Chiskisk or Ambassador Nor) 
  to later interpret the data to learn the real secrets of the 
  Drift Rock!
  Trap: If anyone fails the Computers check to access the 
  control console by 5 or more, the console malfunctions and 
  sparks with electricity, shocking the triggering creature.
  MALFUNCTIONING CONTROL CONSOLE 
   CR 3
  XP 800
  Type hybrid; Perception DC 24; Disable Engineering or 
  Mysticism DC 19 (disable short-circuiting components)
  Trigger touch; Reset none
  Effect arc of electricity (6d6 E); Reflex DC 14 half
  Story Award: If the PCs learn that the Drift Rock is likely a 
  portion of a larger structure or weapon, award them 600 XP.
  D9. starshiP grotto (cr 5)
  With its vaulted ceiling and smoothed stone floor, this 
  sprawling cavern has the appearance of a primitive shuttle 
  MORIKO NASH
  
  36
  hangar or landing bay—an impression reinforced by the 
  presence of a starship taking up the majority of the space. 
  Only the western wall is finished with the ceramic-metallic 
  plating found elsewhere in the complex; the remainder of 
  the cavern is hemmed by natural rock walls. Huge doors 
  stand in the eastern wall of the chamber—doors easily big 
  enough to accommodate the starship parked in front of 
  them. Of more immediate interest, however, are the two 
  human bodies splayed on the floor just inside the western 
  doors, their internal organs spread artfully on the floor 
  around the corpses.
  The ceiling of this room is 60 feet high. This cavern was 
  in fact designed as a docking bay of sorts—one of many on 
  the Stellar Degenerator. The ship parked inside the cavern is 
  the Sunrise Maiden, the ship of Captain Moriko Nash (see area 
  D7), left here 75 years ago. Captain Nash found the hangar 
  doors open when she first discovered the asteroid, and she 
  landed the Sunrise Maiden in the landing bay. After finding a 
  small control panel in the cavern, Nash managed to close the 
  doors, sealing her ship inside. From the outside, the doors are 
  disguised from sensors and sight by powerful technomagical 
  holograms that render them indistinguishable from the 
  surface of the Drift Rock.
  The pair of bodies on the floor are the Acreon’s last two 
  missing crew members—see Creature below for an explanation 
  of their fate.
  Creature: A rare creature native to the Drift called a 
  garaggakal has chosen this cavern as its lair. Originally 
  brought to the Drift Rock aboard the Sunrise Maiden, the 
  garaggakal took up residence in the asteroid. It lived here 
  for decades, feeding on planar energies in between hunting 
  forays into the Drift for live prey. When the crew of the 
  Acreon discovered the Drift Rock and explored the asteroid’s 
  surface, the garaggakal sensed their emotions and started 
  hunting them instead. The creature killed two of the Acreon’s 
  crew in its initial assault on the ship and then brought their 
  bodies back here to its lair so it could drain the last of their life 
  energy and study their corpses. With the exception of Moriko 
  Nash, whose body it never got to examine, the garaggakal 
  had never encountered a human before, and it is exceedingly 
  curious about the new species it’s discovered. The grisly 
  display on the cavern floor is the result of the garaggakal’s 
  exploratory dissections.
  Since the Drift Rock was brought into the Material Plane, 
  the garaggakal can no longer sustain itself on Drift energy, 
  and there’s no live prey left on the asteroid—except for the 
  PCs. The garaggakal likely detects the PCs’ emotions with its 
  sense through ability before they even enter the cavern, and 
  it’s eager to feed again and learn more about these strange 
  creatures that keep willingly coming into its lair.
  The garaggakal attacks the PCs as soon as they enter 
  the grotto. If any of the PCs are non-human, the garaggakal 
  focuses its attention on them—they’re even newer to it than 
  humans. As it leeches their life energy away, it telepathically 
  marvels at how their anatomy differs from that of humans 
  and idly speculates about the exciting new flavors it’s going 
  to enjoy.
  GARAGGAKAL  
  CR 5
  XP 1,600
  HP 75 (see page 58)
  TACTICS
  During Combat The garaggakal initially attacks its foes in 
  melee combat with its lamprey-like bite to get a “taste” 
  of its prey, but if reduced to fewer than 60 Hit Points, 
  it keeps its distance and uses its life leech ability to 
  bolster itself. If anyone deals electricity damage to the 
  garaggakal, it turns on them to take out the greatest 
  threat. If its victims try to run away, the garaggakal 
  pursues them throughout the Drift Rock, using its 
  phase through ability as needed to catch them or cut 
  them off.
  Morale If reduced to fewer than 25 Hit Points, the garaggakal 
  attempts to flee, phasing through walls if necessary.
  Treasure: If the PCs search the cavern, they can find 
  several unusual art objects that the garaggakal has collected 
  from myriad civilizations over the years while hunting in 
  the Drift. Ranging from bizarrely unsettling to delicately 
  exquisite, these examples of exotic fine art are worth a total 
  of 2,000 credits. Of course, the biggest treasure here is the 
  Sunrise Maiden itself. The ship is detailed in Development 
  below, but its cargo holds contain salvageable trade goods 
  that are worth another 2,000 credits.
  Development: The PCs can easily recognize the Sunrise 
  Maiden as a Sanjaval Vagabond, a common (though 
  somewhat outdated) model of starship known for its 
  toughness and dependability. If the PCs found Moriko Nash’s 
  last will and testament in area D7, then the Sunrise Maiden 
  is legally theirs now. If the PCs didn’t find Captain Nash’s 
  body, they can still learn of her fate when they investigate 
  the ship. Moriko also transmitted her final message (see area 
  D7) to the ship’s computer, and a flashing display on one of 
  the Sunrise Maiden’s bridge consoles indicates the presence 
  of the recorded message, which the PCs can easily play 
  back. In addition, they can use the recording’s metadata to 
  pinpoint the captain’s location in area D7 and find her body 
  at this point, if they wish. In any case, with the departure 
  of the Hippocampus (which the PCs might only discover at 
  this point; see page 29), the Sunrise Maiden is the PCs’ only 
  way off the Drift Rock. The Sunrise Maiden’s statistics can be 
  found on the inside front cover; a map of the ship appears on 
  the inside back cover.
  A PC can find the control panel to open the grotto’s 
  hangar doors with a successful DC 10 Perception check 
  while searching the grotto. Operating the doors requires a 
  successful DC 17 Computers check to hack the controls or 
  
  37
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  DC 20 Engineering check to disable device. Once the doors 
  are open, the PCs can fire up the Sunrise Maiden’s power 
  core, warm up the thrusters, and take off to head back to 
  Absalom Station.
  If the garaggakal managed to escape the PCs, it 
  might stow away on the Sunrise Maiden, hoping the ship 
  eventually returns to the Drift. The next time the ship 
  enters the Drift, the garaggakal can emerge from hiding to 
  attack the PCs—this time in its corporeal form—when they 
  least expect it.
  Story Award: Award the PCs 600 XP for inheriting the 
  Sunrise Maiden and acquiring their own ship.
  CONCLUDING THE 
  ADVENTURE
  If the PCs have not yet fully explored all of the chambers 
  within the Drift Rock, they can do so at this point—the 
  Sunrise Maiden can wait until they’re ready to return to 
  Absalom Station. The abandoned starship is designed to 
  serve as the PCs’ personal ship and home base for the 
  remainder of the Adventure Path. Although it’s currently 
  a tier 3 starship, the Sunrise Maiden will advance in 
  capability along with the PCs, and will hopefully develop 
  a personality of its own over the course of the campaign, 
  possibly becoming as much of a character as each of 
  the PCs!
  Of course, the Acreon and the Drift Rock remain contested 
  between Astral Extractions and the Hardscrabble Collective, 
  and the PCs might still have unfinished business of their own 
  to attend to, most notably the fate of Commander Hebiza 
  Eskolar and the PCs’ own deal with Ambassador Gevalarsk 
  Nor. Unfortunately, the PCs are not going to manage to keep 
  what they discovered about the true nature of the Drift Rock 
  secret, even if they want to. The observer bot that Nor sent 
  along with the PCs has been broadcasting its data the entire 
  time, and the ambassador has made the feed public (after 
  carefully editing out any evidence of Commander Eskolar’s 
  presence, of course). As a result, all of Absalom Station is 
  abuzz with the revelation of the Drift Rock’s ancient origin, 
  and the PCs themselves have even become minor celebrities 
  on the station! (If the PCs disabled or destroyed the observer 
  bot, Nor managed to plant a surreptitious recording device on 
  one of the PCs, ensuring that the data gets out there one way 
  or another.)
  But all of these concerns must wait for now, for as soon 
  as the PCs leave the Drift Rock, they come under attack from 
  another starship lying in wait for them outside the asteroid. 
  The PCs’ battle with this mysterious ship, and their efforts to 
  learn more about the Drift Rock and its origins, kicks off the 
  next exciting installment of the Dead Suns Adventure Path, 
  “Temple of the Twelve.”
  
  ABSALOM 
  THE ARMADA
  THE SPIKE
  THE ARMS
  38
  
  STATION 
  JATEMBE PARK
  FOGTOWN
  THE PLENARA
  39
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  
  40
  ABSALOM STATION
  NG space station
  Population 2,130,000 (46% human, 9% android, 9% ysoki, 
  7% lashunta, 5% shirren, 4% dwarf, 4% halfling, 
  4% kasatha, 3% vesk, 2% gnome, 1% nuar, 6% other)
  Government council (Syndicsguild led by Prime Executive) 
  Qualities academic, cultured, financial center, major port 
  and trade center, technologically average
  Maximum Item Level 20
  ORIGIN AND HISTORY
  Due to the Gap, no one knows who built Absalom Station 
  or why—whether it was created as a run-of-the-mill space 
  platform, a lifeboat during some frantic exodus from 
  doomed Golarion, or something else entirely. Its thoroughly 
  mechanical nature and walls of ceramic, metal, and plastic 
  lead most scholars to assume it was built by ordinary 
  mortals, while its population of historically Golarion-
  based species, as well as its position in the precise orbit 
  vacated by Golarion, suggests that Golarion natives were 
  responsible for the vast undertaking. What’s more, records 
  show that when the Gap ended and station residents found 
  themselves unsure about their pasts, the station seemed 
  lived in and worn, implying that they’d already been there 
  for quite some time. Even today, the mysteries surrounding 
  the station’s origin and its ties to Golarion’s disappearance 
  make it a natural draw for Gap researchers, who constantly 
  strive to infer bits of objective truth from the shifting 
  morass of the station’s past.
  After the Gap, Absalom Station’s inhabitants found 
  themselves even more adrift than most cultures, with no 
  home world and no trustworthy records of their social ties 
  and governance. Anarchy reigned; gangs based on racial 
  or religious identities looted and fought in the streets, and 
  systems broke down as people abandoned their posts. Only 
  when a runaway malfunction nearly resulted in the venting 
  of the entire station’s atmosphere did people recognize their 
  precarious position and begin to pull together, with the heads 
  of the various gangs forming the first Syndicsguild and 
  electing the first Prime Executive, Loqua Tem. 
  With the advent of Drift travel, the residents of Absalom 
  Station were surprised to find it transformed from a backwater 
  raft of “homeless” races—most notably humanity—to the most 
  prosperous and powerful port in the Pact Worlds. Early 
  post-Gap engineers attempting to understand the station’s 
  workings had known for several years that the station’s 
  power core was no mere reactor but rather a powerful magical 
  artifact called the Starstone, believed to be the same object 
  that had lain at the heart of the station’s namesake city on 
  Golarion and through whose magic Iomedae and other deities 
  had risen to godhood. Locked away behind unbreachable 
  defenses, it had always provided enough free energy to power 
  the entire station, yet it came to reveal a new function: no 
  matter where in the galaxy a ship started from, the Starstone 
  made Drift travel to the space around Absalom Station as 
  quick and safe as hopping between planets in a single system. 
  Now, no matter how far explorers may roam, Absalom Station 
  is always right next door.
  The next decades were marked by harsh growing pains as 
  Absalom Station struggled to retain its independence. Various 
  other governments attempted to claim the station, most 
  notably the Bone Sages of Eox, who launched the Magefire 
  Assault in 7 ag only to be rebuffed by the station’s formidable 
  defensive batteries. Since then, having dedicated itself to 
  neutrality and equitable trade, Absalom Station became 
  the natural headquarters for newly formed interplanetary 
  organizations and eventually the seat of government for the 
  Pact Worlds, forever giving all other planets in the system a 
  stake in defending its independence.
  GOVERNMENT
  As an independent Pact World, Absalom Station is ruled 
  by the Prime Executive, a term-limited position with 
  theoretically absolute authority over the station’s legislation 
  and management. Colloquially known as the “Primex,” the 
  Prime Executive is elected and advised by the Syndicsguild, 
  Absalom Station is the metaphorical center of the Pact 
  Worlds—the hub around which all things revolve. It was 
  here that the Pact Worlds as a formal entity were created, 
  via the eponymous Absalom Pact, and it remains the system’s 
  heart governmentally, culturally, and economically. All 
  sentient species, from the familiar to the most alien, are 
  welcome in its streets, with the mysterious artifact at its 
  heart acting as a singularly powerful hyperspace beacon, 
  Absalom Station finds its significance only growing as the 
  races of the Pact Worlds spread out across the galaxy.
  
  41
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  a council of neighborhood representatives called syndics who 
  do much of the real work of running the station and who, 
  while bound by the Primex’s decrees, also have the ability to 
  remove their leader from power at any time and call for a new 
  election. Partitioning the station’s different neighborhoods 
  into dozens of electoral districts over the years—many times 
  in ways that favor one faction over others—means that, while 
  most syndics are democratically elected, some corporate or 
  criminal enclaves are dynasties in all but name. 
  The current Prime Executive, Kumara Melacruz (LG female 
  human envoy), is only halfway through her first term, but 
  she’s already garnered controversy for her crackdown on 
  white-collar crime and her progressive stance on non-human 
  immigration to the station. She’s survived one assassination 
  attempt so far, and allegations are still flying as to 
  whether the culprits were corporations fearing her 
  policies, the Six Tip Gang angry over the arrest of its 
  leader, or the nativist Strong Absalom movement. 
  In addition to its own government, Absalom Station 
  also hosts the Pact Worlds’ representative body, the Pact 
  Council, meaning that the station is constantly flooded with 
  delegates and ambassadors from other worlds. While this 
  is good for business and gives Absalom Station residents 
  easy access to the movers and shakers of the Pact Worlds, 
  it also creates tension, as these foreign nationals operate 
  with varying degrees of diplomatic immunity. The Stewards, 
  the Pact Worlds’ primary peacekeeping force, also maintain 
  a headquarters on Absalom Station, and local laws allow 
  corporations to employ private security in their holdings, 
  so citizens sometimes find Absalom Station’s legal system a 
  jurisdictional nightmare, while savvy criminals often manage 
  to slip through the cracks. Those in the know often warn that 
  the station is never more than one misstep away from chaos, 
  as security contractors and militant zealots wage shadow 
  wars with street gangs and each other, alien ambassadors 
  negotiate world-shaking trade deals, and explorers go 
  to any lengths to beat rivals’ claims to new planets. Still, 
  station security does the best it can, and most denizens of 
  Absalom Station live and work in relative safety—at least in 
  the nicer neighborhoods. 
  Absalomians 
  take 
  deep 
  pride 
  in 
  their 
  political 
  independence, but it comes at the price of fear. While some 
  see the expansion of Pact Council power as the primary 
  threat and others worry about corporate or military 
  takeovers by other worlds, all realize how valuable their 
  station is—and what a precarious situation that puts them 
  in. Fortunately, whoever built the station seems to have 
  had defense in mind. In times of conflict, a tremendous 
  blast shield closes over the station’s central dome, and huge 
  superlaser and mass driver batteries open all across the 
  station’s surface, filling the void with a web of death while 
  the station’s immense repositioning thrusters nudge it out of 
  the way of danger. Though the station itself has relatively 
  few military vessels—just enough for security to deal with 
  problems in the Armada—this is a deliberate choice, as both 
  the Steward fleet and the Armada are required to defend the 
  station in times of trouble.
  RESOURCES
  As Absalom Station lacks the natural resources of even the 
  smallest planet or asteroid, its inhabitants have had to get 
  creative in order to survive. Fortunately, what technology 
  can’t solve, magic can.
  The Starstone provides for the station in two key ways. By 
  offering free energy on a massive scale, the artifact-powered 
  KUMARA MELACRUZ
  
  42
  central reactor allows the station to undertake many energy-
  intensive forms of agriculture and recycling in order to feed 
  and reclaim nutrients from its citizens. Strangely, while this 
  energy appears limitless for most industrial uses, attempts to 
  store it in battery form and transport it beyond the station 
  in industrial quantities inevitably fail, with the batteries 
  mysteriously losing charge as they travel away from the 
  station. Yet, the Starstone’s real value to the station is its 
  function as a supercharged Drift beacon, making Absalom 
  Station the first trading post for anyone—domestic or alien—
  jumping into the system, as well as the last stop before 
  heading out. It’s this trade, plus the station’s concentration of 
  corporate and governmental headquarters, that keeps enough 
  money flowing in that minimal taxes and tariffs support the 
  station and its people. 
  Absalom Station does have another valuable resource, 
  however: information. As the home of the Starfinder Society, 
  the station has the most data on newly discovered planets 
  beyond the Pact Worlds, as well as the most complete 
  known “histories” of the Gap, as scholars cross-reference 
  and validate sources to make their best guesses on different 
  subjects. Add to this the multitude of texts from pre-Gap 
  Golarion included in the station’s libraries and private 
  collections, not to mention leading magical and religious 
  schools, and Absalom Station manages to remain at the 
  forefront of the knowledge economy.
  While all sectors of the station have both wealthy and 
  hardscrabble residents, money and power generally flow 
  inward from the numerous bustling docks toward the station’s 
  dome and towers, while the downtrodden drift lower into the 
  machine-cramped access warrens of the Spike.
  SOCIETY
  Absalom Station is a melting pot. Though many see the station 
  as the hereditary home of all Golarion’s races, particularly of 
  humanity, today its corridors are choked with natives of other 
  planets, and its status as the primary waypoint in and out of 
  the Pact Worlds means even the rarest spacefaring species 
  can sometimes be found in its docks. 
  For all the station’s multiculturalism, however, humans 
  are by far the most numerous. In the wake of the Gap, 
  while elves retreated to Castrovel and dwarves constructed 
  their massive Star Citadels, humanity clung to the station 
  as a key piece of its cultural identity, finding comfort in its 
  tangible—if mysterious—sense of history and continuity. Even 
  today, many humans look to the station’s extensive records 
  of pre-Gap Golarion, seeking a source of pride and a sense 
  of significance, adopting the names of bygone ethnic groups 
  whose DNA they don’t necessarily share, practicing ancient 
  religions, or attempting to revive archaic organizations from 
  scraps of information. Such traditionalists are often at odds 
  with those called Second Age philosophers, who believe the 
  Gap gave human culture a chance to start afresh and build 
  a utopia. Of course, the majority of humans are far more 
  concerned with their own families and livelihoods than 
  metaphysical questions about culture. Still, humans being 
  what they are, most of those on Absalom Station view the 
  station as inherently theirs, with vague exceptions made for 
  other races once native to Golarion, and treat all others as 
  encroaching immigrants or foreign nationals. This naturally 
  raises some hackles with the other common species on 
  the station, many of which have been residents for just as 
  long (as far as anyone can tell). Of late, one of the biggest 
  conflicts on the station has been the rise of the Strong 
  Absalom movement, a group that believes the Starstone 
  belongs only to the refugee races of Golarion and that aliens 
  SILEK ODEGARD
  
  43
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  should be either forbidden from using it as a waypoint or 
  else taxed exorbitantly. This is further complicated by the 
  group’s tendency toward humanocentrism. While the political 
  arm of the Strong Absalom movement officially decries the 
  xenophobic terrorism of its fringe elements, its growing 
  strength poses a grave threat to a government built on 
  interplanetary cooperation.
  Even more than race, economic class divides Absalom 
  Station’s citizens. Taxes on trade keep even the poorest on 
  the station fed—if only with unappetizing nutrient paste and 
  protein bricks—yet the people living in the posh corporate 
  towers of the Eye have little in common with the impoverished 
  wretches of the Spike. Money both democratizes and oppresses 
  station residents: those who manage to build a fortune, legally 
  or otherwise, tend to find the upper classes welcoming them 
  with open arms, yet true wealth tends to remain concentrated 
  in the hands of the elites who make the rules. Fortunately, 
  the generally egalitarian government, organizations such as 
  the Starfinder Society and Stewards, and the constant flow of 
  merchants and mercenaries through the station offer even the 
  lowliest Botscrap street rat a chance at social advancement. 
  On the other hand, religion helps unify the station’s 
  disparate peoples and hold its political apparatus together. 
  Several major churches—most notably those of Abadar and 
  Iomedae—have their headquarters here, but shrines and 
  temples of countless gods can be found throughout the 
  station, and most congregations are decidedly diverse. Nearly 
  as influential are the various powerful gangs and families 
  who look out for their members, from the rough-and-tumble 
  Threepiece Girls of Sparks, with their infamous custom 
  drones, to the Fleurasik family of Kemanis, which knows 
  every politician’s secrets.
  GEOGRAPHY
  Seen from above, Absalom Station is shaped roughly like an 
  asymmetrical, six-pointed star spreading out in a flat plane 
  from the Eye, the huge central dome that encloses a cluster 
  of skyscrapers surrounded by shockingly green parks. More 
  towers and neighborhoods, collectively called the Ring, 
  partially fill the gaps between the station’s arms, and a 
  single tapering pillar called the Spike drops down from the 
  station’s central disk. Altogether, Absalom Station is only 5 
  miles across, yet its three-dimensional structure means it can 
  house upward of 2 million people and still be easy for the 
  uninitiated to get lost in or find themselves alone in rarely 
  visited corridors. 
  Artificial gravity is in effect throughout the station, with 
  “down” always being perpendicular to the disk and arms, 
  toward the complex technomagical gravity field generators in 
  the Spike’s tip. Except where modifications have been made to 
  the contrary, atmosphere and other environmental conditions 
  seem tailored for human comfort. Station lights in many sectors 
  are set to artificially enforce a 24-hour cycle of day and night, 
  and independent regulators and air scrubbers are located 
  throughout the station for maximum safety. While interior 
  additions and renovations are common, in both the freestanding 
  buildings and the three-dimensional warren of chambers and 
  corridors, actually expanding the station is difficult due to the 
  extreme hardness of the exterior hull metal—an inconvenience 
  that nevertheless keeps whole neighborhoods from getting 
  decompressed by a single gunfight.
  The following sections present an overview of the station’s 
  four main regions, or sectors, plus the orbiting Armada outside 
  the station, as well as details of some key neighborhoods 
  and notable sites. Note that these descriptions are far from 
  comprehensive; each sector of the station contains a multitude 
  of neighborhoods, each with its own unique character, and it’s 
  easy for a traveler to stumble from one district into another—
  one with entirely different inhabitants and social codes—just 
  by crossing a street.
  THE ARMS
  Visitors to Absalom Station disembark along one of the 
  station’s protruding Arms, which house dozens of different 
  docks and bays ranging from force-walled, atmosphere-filled 
  hangars you can fly your ship into to more conventional 
  airless bays or, if your ship is larger, docking tubes and 
  mooring clamps. Docks are assigned by Absalom Traffic 
  Control, yet this is more than just a question of space, as 
  different docks all have different characteristics. A ship full 
  of gilled kalo, for instance, would likely prefer to dock near 
  the flooded chambers of the Puddles, while most well-off 
  merchant captains would rather fly into the sun than pay 
  Little Akiton’s unofficial “docking fees” or watch their cargo 
  walk away on its notoriously crime-ridden docks.
  The Arms consist of more than just docks, however. Like 
  those in spaceports anywhere, the corridors leading to the 
  station’s center are lined with everything a spacer coming 
  stationside might need, from lodging and entertainment to 
  bustling markets and shops. Many traders coming to the 
  station never bother to leave the Arms, and the residential 
  areas that have sprung up to support these services are also 
  the most likely to contain facilities or whole neighborhoods 
  for creatures that find the station’s humanocentric living 
  conditions unpleasant. Government-run quarantine centers 
  left over from the Stardust Plague still operate here, now used 
  by customs agents to screen travelers of unfamiliar species.
  NEIGHBORHOODS
  Fogtown: This neighborhood takes its name from its thick, 
  multicolored atmosphere tailored to natives of the gas giant 
  worlds Bretheda and Liavara. Nevertheless, other species visit 
  frequently, making use of communal breathing masks in the 
  airlocks in order to interact with representatives from the 
  various Brethedan biotech companies or negotiate for gas-
  mining or research rights on Liavara.
  
  44
  Puddles: Catering to water-breathing creatures, this 
  neighborhood is a mazelike system of tanks and flooded 
  hallways, with glass-walled tubes running throughout to 
  accommodate air-breathing guests. Despite the inconvenience, 
  many “huffers” (as Puddles residents sometimes derogatorily 
  refer to air breathers) find that Puddles restaurants provide 
  an exotic but delicious dining experience. Local company 
  Qualdeep Ltd. makes some of the best environmental suits 
  around, as well as weapons augmented for aquatic use.
  Vesk Quarter: While most ethnic enclaves on Absalom 
  Station are simply the result of like attracting like, this one 
  was deliberately established in the first days following the 
  end of the war with the Veskarium in an attempt to reduce 
  violence and tension on both sides. Today, vesk can be found 
  throughout Absalom Station, living and working like any 
  other race, yet they still retain their highest concentration in 
  the drab, barracks-like buildings of the Vesk Quarter. 
  NOTABLE SITES
  Click-Clack Club: Named for the trademark sounds of its 
  mechanical clientele, this bar and VR parlor caters specifically 
  to mechanical creatures such as anacites, androids, and 
  cybernetically enhanced folks sympathetic to the Augmented 
  cause. Sometimes called “C3” for short, the club is run by 
  Tsalu (LN male dragonkin technomancer) and his bond 
  partner Barnaba (CN male ryphorian operative), both heavily 
  augmented themselves. Though the two are notorious for 
  running less-than-legal betting on their array of VR games, 
  they’re quick to take augmented folks and anyone they see 
  as social outcasts under their wings, and those who can best 
  Barnaba in a game of Drift Racer or Infiltration X can win 
  lucrative business contracts or favors from the club owners 
  and their eccentric regulars.
  Cosmonastery of the Empty Orbit: The alien architecture 
  of this sprawling complex weaves like a banyan tree around 
  a central courtyard with only a thin force field protecting it 
  from the vacuum of space. Within its squat towers, High Sola 
  Tabishad Oseo Markola (LN female kasatha solarian) runs the 
  greatest solarian training facility outside of the Idari or Kasath 
  itself. A taciturn woman, Tabishad is consumed by the idea that 
  both Golarion’s disappearance and planet-scale engineering 
  projects fundamentally disrupt the balance of the universe. 
  Those who successfully graduate from her grueling program 
  sometimes join her Order of the Empty Orbit, dedicated to 
  preventing such deliberate reengineering of the cosmos.
  Eyeswide Agency: Purveyors of “holistic investigation 
  services,” the Eyeswide Agency is a private detective firm that 
  operates in a moral and legal gray area, combining psychic 
  mind-reading abilities with more conventional investigative 
  practices. 
  Eyeswide 
  agents, 
  often 
  derisively 
  called 
  “headscanners,” hire themselves out for corporate espionage, 
  missing-persons cases, unsolved crimes, and whatever else 
  clients might require from a streetwise, rough-and-tumble 
  psychic. While many citizens remain skeptical, the Eyeswide 
  Agency claims to operate within the bounds of the law (if 
  just barely), and its utility to law enforcement and politicians 
  in both official and unofficial capacities keeps anyone from 
  digging too hard into supposed violations.
  Fardock: At the tip of Kavalasa’s Arm, in otherwise prime 
  docking space, stands a quiet enigma. Standing 20 feet tall, 
  this stone archway twists like a Möbius strip and is always 
  slightly out of focus, its surface occasionally manifesting alien 
  runes that crest and disappear like surfacing dolphins. Inside 
  the archway is a plane of flat green light. To either side of the 
  mysterious portal stand the massive Farguards—two seemingly 
  robotic stone automatons that are vaguely humanoid but with 
  features of an alien lion and serpent, respectively. Able to 
  generate powerful lances of the same green energy that the 
  archway produces, these guards immediately attack anyone 
  who comes within 40 feet of the archway. Yet, even those 
  daredevils who’ve managed to make it past the Farguards and 
  into the plane of green find it turning an angry purple—a glow 
  matched by the revealed runes—before being blasted backward 
  as streamers of bloody meat. Where the Fardock leads to, what 
  might have emerged from it in secret, or if indeed it’s even a 
  portal at all remains up for debate, with competing theories 
  claiming it gives access to the chamber of the Starstone, distant 
  empires, or Golarion itself. Research on the portal is limited by 
  station security posted around the area in order to repulse any 
  potential invasion and save on janitorial fees.
  THE EYE
  Absalom Station’s massive transparent central dome, filled 
  with air and bathed in the light of the sun, is at the same 
  time a civic center and the station’s most exclusive sector. The 
  lush trees and fields of Jatembe Park are open to all citizens 
  and constantly full of young lovers and artists enjoying their 
  splendor under the watchful eyes of the druidic caretakers. 
  At the same time, government buildings rub shoulders with 
  the most expensive residences and corporate offices in the 
  city—the sorts of places where heavily armed guards in formal 
  armor check identification constantly and the lines between 
  public and private security blur.
  NEIGHBORHOODS
  Kemanis: Stretching from Kemanis University—the station’s 
  largest institute of higher education—to the Arcanamirium, 
  Kemanis combines the enthusiastic energy of students with 
  the money of the city’s elite to create the station’s most 
  prominent entertainment district. High-end theaters, VR 
  parlors, nightclubs, and hotels light the night with neon and 
  even more elaborate magical advertisements. While station 
  security keeps a tight rein on the district, a secretive group 
  of individuals wearing white masks with a spiderweb pattern 
  over one eye have been spotted skulking around lately, 
  turning up in places they shouldn’t have access to. The goals 
  of this so-called Shattereye Circle remain unknown, but 
  
  45
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  whether it’s performance art or something more sinister, no 
  one has managed to determine.
  Nyori Palisades: Only the richest Absalomians, from virtual 
  reality stars and celebrity inventors to colony financiers and 
  starship magnates, reside in Nyori Palisades. The neighborhood 
  takes its name from the stark, windowless facades of its 
  massive bunker-like residences. Inside, each of these mansions 
  is a unique marvel of artistry, with self-contained ecosystems, 
  scrying windows offering real-time feeds of whatever 
  landscapes the residents desire, and teleportation doors 
  opening onto secret locations across the station or on other 
  worlds. While some tenants decorate the outsides of their 
  palisades to advertise themselves, most prefer anonymity, 
  and property ownership is highly classified. Of late, law 
  enforcement has begun to suspect Palisader involvement in 
  a series of gruesome murders, but they have been unable to 
  officially continue the investigation due to bureaucracy.
  Parkside: As the name suggests, this neighborhood 
  runs along the edge of Jatembe Park. In addition to the 
  Plenara, home to the Pact Council, Parkside contains other 
  government buildings such as the headquarters of the 
  Surveying and Colonization Bureau, where explorers can 
  make property claims on newly discovered worlds (as well 
  as take jobs scouting and verifying proposed claims); public 
  amenities like the Cornucopia Building, where the station’s 
  poor can receive free food and medical attention; and some 
  of the priciest commercial real estate in the city. 
  NOTABLE SITES
  Arcanamirium: Like Absalom Station itself, the Arcanamirium 
  takes its name from a pre-Gap institution on Golarion, though 
  whether it maintains a direct line of continuity with that 
  ancient school is anyone’s guess. The most prestigious magical 
  university on the station, the Arcanamirium treats magic like 
  the science its professors believe it to be, specializing in 
  spellcoding and blending it with cutting-edge engineering 
  to train some of the best technomancers in the Pact Worlds. 
  At the same time, however, it also harbors an immense 
  trove of ancient and alien magical artifacts in need of study, 
  and a growing subset of magical scholars uninterested in 
  technology—often derisively called “esotericists” by their 
  fellow faculty—regularly provide the academy with new 
  breakthroughs via the study of ancient magical arts.
  Bastion: This imposing fortress is the headquarters of 
  the Stewards, the Pact Worlds’ primary peacekeeping force. 
  Within its walls, new Stewards receive training for their 
  roles as warrior-diplomats, learning everything from personal 
  combat and battlefield tactics to individual planetary legal 
  codes and cultural mores, such as the proper way to honor a 
  shobhad chieftain on Akiton or convince a Brethedan to listen 
  to you. All of the Stewards’ activities across the Pact Worlds—
  including training, troop movements, and officers’ actions—
  are overseen by the decorated veterans of the Conclave of 
  Legates under the leadership of Director-General Lin Camulan 
  (LG male korasha lashunta soldier), who also sits on the Pact 
  Council’s Directorate. Though they act as the de facto military 
  arm of the Pact Worlds, Stewards never forget that their duty 
  is to the Pact itself rather than to individual politicians, and 
  the Bastion is built to resist a siege, should they ever need to 
  oppose those currently in power.
  Hamisfore Theatorium: Renowned throughout the Pact 
  Worlds, the Hamisfore Theatorium is the premiere venue for 
  performers of all sorts on Absalom Station. It draws its unique 
  name from the fact that the entire building can reconfigure 
  LIN CAMULAN
  
  46
  itself, drawing back its roof and adding seats as it transforms 
  from a traditional theater to a massive stadium. In its theater 
  form, it hosts everything from zero-g dance troupes and laser-
  lit euphonics raves to the screaming theritars of the latest 
  eyebite rock, while its stadium form fills with cheers for the 
  local brutaris team, the Absalom Assailants, or for the best 
  warriors in carefully regulated gladiatorial exhibitions and 
  private security talent searches. 
  The owner of the theatorium, Jebodah Hamisfore (N male 
  feychild gnome envoy) is the third member of his family to 
  own the theatorium and is constantly searching for his next 
  great act. He’s particularly known for his love of alien art 
  forms never before seen in the Pact Worlds, and he pays 
  handsome “talent scout” fees to anyone who can introduce 
  him to truly novel performances.
  Plenara: A familiar sight on newsfeeds across 
  the system, the stepped dome of the Plenara is 
  the capitol building of the Pact Worlds. Inside its 
  walls, representatives from every member world 
  debate fiercely and publicly as part of the Pact 
  Council, hear concerns from citizens and lobbyists, 
  and maintain the web of alliances that binds them all 
  together. While most issues are decided in the vast 
  Council Chamber, particularly contentious ones 
  are “kicked upstairs” to the 
  Star Chamber at the dome’s 
  highest point, where the six 
  members of the Directorate 
  can look out over the entirety 
  of the Eye as they decide the 
  fate of the Pact Worlds.
  Swordlight Cathedral: This 
  cathedral, which is shaped like a 
  blade and surrounded by statues 
  illustrating the goddess Iomedae’s 
  11 miraculous acts as a mortal before her 
  ascension, rises above the immaculate 
  white marble tiles of the Plaza Sancta 
  Iomedaea. Inside the temple, massive stone 
  knights raise swords to support the arched 
  ceiling and create the feel of a true medieval 
  cathedral, 
  though 
  constantly 
  shifting 
  holograms replace the traditional stained-
  glass windows. Above this impressive 
  chamber, the building turns modern, housing 
  high priests, visiting clergy, and a standing 
  garrison of Iomedaean crusaders to protect 
  the cathedral’s relics and records.
  THE RING
  Made up of corridors and spires 
  between the protruding docks of 
  the Arms and the cosmopolitan 
  Eye, the Ring is the most residential, middle-class section of 
  Absalom Station, yet it also contains campuses for corporations 
  and other organizations that don’t need the traffic of the Arms 
  or the prestige of the Eye. 
  NEIGHBORHOODS
  Congregation: While churches and shrines to various gods 
  can be found throughout the station, this vertical, wedge-
  shaped district is an easy go-to for faithful fresh off the docks, 
  containing temples to most of the Pact Worlds’ major deities 
  and many of its smaller ones. Smaller shrines are funded in 
  part by the district’s linchpin: the Gathering of Vessels, a 
  legendary academy and research center for mystics of all 
  sorts, where both the pious and the agnostic can 
  work together to master the strange forces 
  they channel. 
  Drifter’s End: Surrounding the Lorespire 
  Complex, this district earns its name 
  by catering to alien ambassadors from 
  newly 
  discovered 
  worlds, 
  explorers, 
  long-haul cargo crews, and spacefaring 
  vagabonds of all sorts. Housing is cheap and 
  temporary, bars are noisy and full of stories, 
  and patrons looking to hire experienced 
  scouts and first-contact specialists clog 
  notorious “Drifter” hangouts such as 
  the Hard Burn, Kristoff’s, and the Last 
  Good Run.
  Freemarkets: 
  AbadarCorp 
  has 
  a responsibility to make money for 
  its shareholders, yet it also has a holy 
  duty to foster competition and create robust 
  markets. One of the ways it squares this 
  circle on Absalom Station is by sponsoring 
  the Freemarkets, a riotous bazaar of 
  entrepreneurs 
  selling 
  wares 
  out 
  of 
  cooperative storefronts, temporary stalls, 
  and vehicles. While station security and 
  AbadarCorp’s priests attempt to police 
  the area and make sure business stays 
  relatively legal, the Freemarkets are a great 
  place to buy and sell nearly anything, from 
  used adventuring gear and alien artifacts 
  to custom code, magic items, and 
  refurbished robots.
  Olensa: 
  Though 
  this 
  small 
  neighborhood has always had a 
  high concentration of humans, in 
  recent years, disgruntled human 
  supremacists 
  have 
  succeeded 
  in forcing out nearly all non-
  human residents and merchants 
  through a calculated campaign 
  of 
  social 
  and 
  economic 
  LUWAZI ELSEBO
  
  47
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  pressure. In addition to creating a racial enclave, this 
  concentrated population grants Strong Absalom an official 
  voice in station government through its election of the group’s 
  public face, a young firebrand named Silek Odegard (NE male 
  human envoy), as the neighborhood syndic. 
  NOTABLE SITES
  Bluerise Tower: The Absalom Station government is decidedly 
  laissez-faire toward the businesses operating on the station, yet 
  even this minimal oversight is too much for some corporations. 
  In Bluerise Tower, various corporations have arranged for nearly 
  complete sovereignty over the tower levels they own, with 
  even the Stewards having a difficult time obtaining permission 
  to enter. Exactly why these corporations require so much 
  privacy is anyone’s guess, but official inquiries have always 
  shown tower residents to be living in a self-described anarcho-
  capitalist utopia. If any tenants disagree, their complaints have 
  never made it past their employers’ private security.
  Golden Vault: Any good business knows to avoid putting 
  all its eggs in one basket, and AbadarCorp is no different, 
  having as many regional offices as there are civilized worlds 
  to support them. Yet, the Golden Vault on Absalom Station is 
  the corporation’s head office and the church’s greatest holy site 
  in the Pact Worlds, its golden logo blazing 10 stories tall from 
  the side of the building. Inside the cathedral-bank, congregants 
  worship or attend free financial-literacy courses, while secular 
  customers negotiate with representatives for loans, product 
  placement in AbadarCorp stores, or the blessing and witnessing 
  of contracts. Since the notoriously impregnable safes and 
  servers of the Golden Vault hold the wealth of entire nations, 
  the organization regularly hires security experts to test their 
  defenses. A recent increase in hiring has some on the street 
  suggesting that someone might finally have breached the 
  network and gotten away with a fortune.
  Lorespire Complex: This cluster of buildings with its 
  eponymous central spire is home to the Starfinder Society. 
  While most people immediately think of the campus’s famous 
  Archives, with its massive collection of texts and artifacts 
  gathered from across the galaxy and studied in communal 
  labs, the Starfinder headquarters is also home to the offices 
  of the organization’s venture-captains, who help agents with 
  funding and logistics for their exploration and research. The 
  Lorespire Complex also houses the Hall of Discovery, where 
  the elected Forum members and First Seeker Luwazi Elsebo 
  (NG female human envoy) meet to steer the organization, and 
  the vast, heavily secured machinery containing Guidance, the 
  collective consciousness of previous Starfinder leaders.
  Security Resources Pavilion: While most large private-
  security contractors maintain their own offices on Absalom 
  Station, the SecRes Pavilion is a one-stop shop where those in 
  need of quick muscle can come to have representatives from 
  various crews bid on jobs or to interview prospective contractors 
  for specific needs. The Pavilion is particularly useful for freelance 
  soldiers, as anyone with a few credits and no active warrants can 
  hang out her shingle and compete for contracts, giving rise to its 
  slang name of “the Merc Lurk.” It’s also an excellent place to gain 
  the attention of a more established mercenary group—for better 
  or worse—as respected organizations like Redscale Security, the 
  Sisterhood of Iron, and Starshield Limited all keep an eye on 
  newcomers to the Pavilion.
  THE SPIKE
  The hundreds of levels extending below Absalom Station’s 
  radial plane—often collectively referred to as “Downside”—are 
  simultaneously its most crucial and least appreciated. Here, 
  sandwiched between other heavy industry in the station’s 
  gritty underbelly, the vast machines in charge of the station’s 
  life support and defenses chug away, some only partially 
  understood by the engineers who maintain them. The poorest 
  classes of Absalom Station’s citizenry live here, gradually 
  trickling down and away from the light and wealth of the upper 
  levels to build slums in former access corridors or venture into 
  the half-explored Ghost Levels, discovered abandoned at the end 
  of the Gap. Monsters of all sorts hunt in the depths of the Spike, 
  from simple criminals to bizarre creatures with no apparent 
  reason to be on the station at all, creating whole ecosystems 
  in the gloom. Politicians occasionally champion purging and 
  resettling everything below the lowest official neighborhoods, 
  but they are inevitably dissuaded by scholars and experts in 
  both science and magic who posit that the Ghost Levels and 
  their bizarre ecosystems may contain keys to the station’s 
  function or destiny—not to mention mysterious treasures that 
  expeditions into the unmapped levels occasionally bring back.
  NEIGHBORHOODS
  Botscrap: Nothing is wasted on a space station, even one 
  as big as Absalom Station. While recyclers and biovats take 
  care of breaking simple waste down into its components, 
  more complex items and robotics often end up in the private 
  junkyards of Botscrap, hauled there by the ysoki-dominated 
  Salvage Union. Just about any spare part—including some 
  suspiciously functional and restricted military “scrap”—can 
  be found in the Botscrap yards, but the area is constantly 
  plagued by gangs of goblin squatters inhabiting cramped 
  warrens dug into Botscrap’s mountains of accumulated trash.
  Conduit (Pipetown): Few locals use Conduit’s official name, 
  instead preferring the vernacular name of Pipetown, and 
  many proudly bear the kinked-pipe tattoos that proclaim 
  them natives of this district. Even engineers armed with 
  the best schematics struggle to find their way through the 
  dense, seemingly endless forest of pipes that sometimes 
  create a three-dimensional labyrinth with settlements in their 
  clearings. As such, locals often act as guides, hunting not just 
  for breakages that spill precious water and other resources 
  but also for creatures such as power-sucking garmels, 
  ferocious water tigers, and sewage-drinking colemars that 
  feed on the pipes—and on the local inhabitants.
  
  48
  Downlow: Offering affordable housing and retail space, 
  Downlow is the largest and safest of the Spike districts, as well 
  as one of the most cosmopolitan. Complex maraquoi family 
  units live above shirren-run option bars along the crowded 
  corridors, while kasathan youth and ryphorian battleflowers 
  dare each other to visit dangerous Kuthite sensation houses. 
  Like poor but trendy neighborhoods everywhere, Downlow 
  is disparaged by wealthy residents of the Eye even as they 
  succumb to its allure. While law enforcement can be scarce 
  except during raids, the powerful Lowrigger gang keeps the 
  neighborhood relatively safe. 
  Sparks: The engineering bays of Sparks range from 
  cramped, one-person custom-tech shops to titanic dry docks 
  for starship manufacturing and repair. Despite the massive 
  wealth passing through the corridors of Sparks, most 
  residents remain poor laborers and middle-class specialists, 
  with the majority of profits flowing “upstairs” to the corporate 
  towers. Primary corridors are kept safe by both public and 
  private security, while access corridors and workshops off the 
  beaten path are often plagued by vexgits and other gremlins, 
  mephits and lightning elementals attracted to (or summoned 
  by) large electrical discharges, and disgruntled street gangs 
  who prey upon wealthy visitors.
  NOTABLE SITES
  Diamond Defense and Surplus: Absalom Station 
  has any number of places for mercenaries and 
  private citizens to purchase weapons and 
  armor, from tent stalls in the Freemarkets 
  to high-end emporiums in the Eye. Those 
  with more particular needs, however, 
  frequent this dingy shop off 
  a dirty, neon-signed 
  alley. Always covered 
  in her beloved knives, 
  Lhana 
  “Diamond” 
  Nokoriso 
  (N 
  female 
  ysoki operative) has a 
  surprisingly large selection up 
  front, but those who earn her 
  trust can enter the basement: a 
  warehouse-sized space filled with 
  black-market, military-grade munitions 
  of astonishing value, many magical 
  and all completely untraceable. 
  Via her connections as a member 
  of the Golden League, Diamond 
  is legendary in criminal circles for 
  being able to get anyone anything 
  they need, for the right price, as well 
  as for being a notorious font of 
  underworld information, so 
  long as it doesn’t jeopardize 
  her deals. She’s also extremely fond of brokering favors, 
  and those able to accommodate her feisty personality and 
  complete her “little jobs” can earn discounts and introductions 
  to the station’s criminal elite.
  Rig House: This tumbledown establishment is so large that 
  no one’s sure just how many rooms it has—and that’s exactly 
  how its proprietors like it. Run by the Lowrigger gang, the 
  infamous Rig House is simultaneously an eccentric flophouse, 
  avant-garde performance venue, elite nightclub, community 
  center, and makeshift government building for the Spike. As 
  neutral territory, it hosts meetings of the rich and powerful 
  from all over the station and beyond, and it is a well-known 
  place for adventurous starship crews to pick up new jobs and 
  patrons, as long as they know how to keep their mouths shut. 
  Rumor has it that the Lowriggers have, interspersed among 
  the public chambers, a whole set of secret rooms called the 
  Backstairs, where those who’ve earned their respect can 
  train, view privileged information, hide from the law, or access 
  smuggling tunnels running throughout the station.
  Starstone Reactor: Deep in the heart of the Spike lies the 
  Starstone Reactor, which powers the entire station. Given the 
  incalculable value of the Starstone within, Absalom Station’s 
  elite Starstone Defenders keep the chambers surrounding the 
  reactor under intense guard at all times, and only engineers 
  with the highest security clearance are allowed access to 
  the systems that transfer the artifact’s energy 
  to the rest of the station. These safeguards 
  hide another fact: no one can actually reach 
  the Starstone directly. The Starstone itself is 
  housed in a small chamber floating in the center 
  of a large, mostly empty space called the Core, 
  connected only by power conduits and 
  four narrow bridges to the 
  outer chambers where 
  the 
  engineering 
  staff 
  work. While heavy blast 
  doors lead out onto these 
  bridges, the codes locking them were 
  apparently lost during the Gap, and 
  any attempt to tamper with them or 
  gain access to the Core from another 
  direction activates overwhelmingly deadly 
  magical defenses and causes a station-wide 
  brownout. Still, foolhardy people 
  occasionally try, as legend holds 
  that those who manage to touch 
  the Starstone and are found 
  worthy can ascend to godhood, 
  as Iomedae once did. This only 
  compounds the need for the 
  Starstone Defenders, though 
  engineers 
  peering 
  through 
  the observation windows report strange 
  phantoms—some of them humanoid and 
  dressed in modern station clothing styles—
  LHANA “DIAMOND” 
  NOKORISO
  
  49
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  flickering in and out of existence inside the Core, leading some 
  to wonder whether the Starstone has guardians of its own.
  THE ARMADA
  Absalom Station’s unofficial fifth sector isn’t actually on the 
  station at all—it’s the so-called Armada, a vast and shifting 
  swarm of ships, both transient and permanent, that constantly 
  orbits the station. By spurning the station’s docks but still 
  remaining nearby, the crews of the Armada’s ships can gain 
  many of the benefits of living on Absalom Station without 
  being subject to more than the most basic laws and taxes. 
  Ships constantly raft together to make black-market deals, 
  and some of these conglomerations have become permanent, 
  forming tiny space stations in their own right. Still, the majority 
  of Armadans are simply independent ship crews who feel safer 
  keeping to themselves or aren’t interested in paying recurring 
  docking fees. The government of Absalom Station is content 
  to let ships remain in the Armada indefinitely so long as their 
  crews don’t cause trouble, as they appreciate the convenience 
  and safety of having some of their less savory elements 
  separated from innocent citizens by a mile of hard vacuum. 
  NOTABLE SITES
  King Curney’s Kasbah: A combination casino, drug den, 
  and brothel, King Curney’s Kasbah consists of an ungainly 
  amalgamation of several large freighters and assorted smaller 
  ships permanently welded together, their engines only barely 
  able to keep them in orbit around the station. Legend has it that 
  each of the myriad ships in Curney’s collection was repossessed 
  from clients who failed to repay their loans and that even now 
  their severed heads remain in Curney’s private chambers, kept 
  alive and conscious by elaborate alien technology. 
  Despite being singularly ugly in both body and soul, 
  King Curney (NE male dwarf envoy/operative) 
  nevertheless maintains the most popular 
  recreational facilities for the Armada’s less 
  savory residents. Even Absalom Station’s 
  most powerful government and corporate 
  officials have been known to organize illicit 
  deals at the surveillance-shielded tables of 
  his cantina, lose fortunes gambling in his “scrupulously fair” 
  orbits games, or narrowly avoid interplanetary scandal in the 
  synthetic flesh walls of his Pleasure Pits.
  Simar Communion: The human women of the Simar 
  Communion rarely allow outsiders beyond the reception area of 
  their floating commune—and it’s easy to tell who’s an outsider, 
  for every member of the Communion is technically the same 
  person. For the last hundred years, this station has been home 
  to an unknown number of identical clones, who span a full range 
  of ages from infant to elderly. While the technology to create 
  an adult clone is both restricted and incredibly expensive on 
  most Pact Worlds, members of the Communion get around this 
  by simply raising their clone-sisters from “birth,” training them 
  in the art of being Simar. Though they’re often sought for their 
  knowledge of human genetics, psychic magic, and implant-
  free biohacking, it’s also an open secret that the Communion’s 
  intense training regimen and near-religious dedication to self-
  control make them impressive operatives and assassins. As 
  the old Armadan adage goes, when a Simar leaves her home, 
  someone is about to have a very bad day.
  Valor’s Heart: A more or less permanent fixture in the 
  Armada, this carrier serves as a training vessel where the 
  church of Iomedae trains novice priests in the arts of holy 
  combat. Valor’s Heart is no mere school, however; it remains 
  a fully operational warship that has added its might to the 
  defense of Absalom Station on more than one occasion.
  SIMAR
  
  50
  A
  lthough the details of Absalom Station’s construction 
  are lost to the Gap, the links between the station and 
  the lost world of Golarion are obvious. Many groups 
  that now dwell on the station share the conviction that 
  anything that was once part of Golarion is the birthright of 
  those who can trace their ancestry back to the residents living 
  on the station when the Gap ended. Among the items most 
  sought after by those with the means to procure and guard 
  them are magic relics of Golarion. While the most powerful  of 
  such relics, notably the ancient weapon Ungarato, are valued 
  for their direct magic abilities, even modest magic items that 
  can be linked to pre-Gap Golarion often serve as signs of social 
  influence and political reach. These antiques are treasured for 
  more than their age and rarity; many inhabitants of Absalom 
  Station believe these magic relics contain some part of the 
  energy of Golarion itself.
  The largest known collection of Golarion relics is kept in 
  the secret labs of the Arcanamirium, accessible to only the 
  most talented esotericists, influential guests, and visiting 
  scholars. Other large collections can be found in the Golden 
  Vault, Kemanis University, and the Lorespire Complex. Silek 
  Odegard, the syndic of the Ring’s Olensa neighborhood, has 
  a small but growing collection of relics with ties to pre-Gap 
  Golarion human cultures exclusively. Some Olensa residents 
  use images of specific relics in Odegard’s collection as a way 
  to indicate their support for the Strong Absalom movement 
  without openly declaring their allegiance.
  ANVIL OF TORAG
  Anvils of Torag are extremely rare and highly valued relics 
  that are believed to have come from the Five Kings Mountains 
  of lost Golarion. Each anvil consists of a heavy iron block 
  anchored to a 5-foot-diameter stone base engraved with 
  magical runes and symbols. Anvils of Torag are much prized 
  by dwarf collectors and the crafting guilds of dwarven star 
  citadels, as the anvils are seen as a tangible link to Torag, the 
  patron god of the dwarves, who disappeared during the Gap. 
  While non-dwarf collectors often consider an anvil of Torag 
  too precious to use, most dwarves think it’s ridiculous to have 
  a crafting relic and not actually use it.
  An anvil of Torag aids in crafting equipment and magic 
  items. If you use an anvil of Torag while crafting an item, you 
  are considered to have 2 additional ranks in the appropriate 
  crafting skill, allowing you to craft items of higher level than 
  you would normally be able to create. A given anvil of Torag 
  can be used to craft only one item per day.
  Due its bulk and size, an anvil of Torag is generally not 
  portable and must be properly anchored before use. An anvil 
  of Torag can be installed on a starship in an arcane laboratory,  
  a cargo hold, or a tech workshop, or it can be placed anywhere 
  with room to store a Large vehicle.
  ARCLORD’S ROD
  An Arclord’s rod is a scepter-like device roughly 3 feet long, 
  made of copper and capped with smoke-colored silver. These 
  rods were used on pre-Gap Golarion by powerful spellcasters 
  known as the Arclords of Nex, who hailed from the Golarion 
  nation of that name. 
  An Arclord’s rod is a magic weapon that can be used to make 
  either melee or ranged attacks, but it can be used only for a 
  single attack each round. A mk 1 Arclord’s rod functions as a 
  static shock truncheon for melee attacks and as a pulsecaster 
  pistol for ranged attacks. A mk 2 Arclord’s rod functions as 
  an aurora shock truncheon and a static arc pistol. A mk 3 
  Arclord’s rod functions as a storm shock truncheon and an 
  aurora arc pistol. A mk 4 Arclord’s rod functions as a tempest 
  RELICS OF GOLARION
  RELICS OF GOLARION
  ITEM
  LEVEL
  PRICE 
  (IN CREDITS) BULK
  Anvil of Torag
  9
  12,000
  50
  Arclord’s rod, mk 1
  9
  14,500
  L
  Arclord’s rod, mk 2
  12
  38,500
  L
  Arclord’s rod, mk 3
  17
  275,000
  L
  Arclord’s rod, mk 4
  20
  950,000
  L
  Binding weapon fusion
  3
  Varies*
  —
  Blackraven axe, tactical
  5
  3,370
  1
  Burning weapon fusion
  4
  Varies*
  —
  Chained weapon fusion
  6
  Varies*
  —
  Dreamsilk cloak
  9
  13,400
  L
  Falcon boots
  5
  3,000
  1
  Hellknight flail, incapacitator
  9
  19,400
  L
  Iomedaean crusader helm
  4
  2,100
  L
  Mask of the mantis
  8
  8,400
  L
  Spellbane weapon fusion
  6
  Varies*
  —
  Thruneblade, sintered
  7
  9,980
  1
  Ungarato
  20
  Priceless 
  (see page 53)
  2
  * See page 192 of the Starfinder Core Rulebook 
  
  51
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  shock truncheon and a storm arc pistol. An Arclord’s rod 
  has an unlimited capacity (it never runs out of charges) and 
  has the analog and unwieldy special properties. Proficiency 
  with both advanced melee weapons and small arms is 
  necessary to use an Arclord’s rod without penalty for 
  melee and ranged attacks, respectively.
  Once per day when you cast a spell with 
  the electricity descriptor while wielding an 
  Arclord’s rod, you can add a thunderclap effect 
  (which makes half of the spell’s damage sonic 
  damage) and a rain squall effect (which 
  creates a fog cloud, as per the spell of the 
  same name, centered on the target or the 
  center of the spell’s area and lasting for 
  10 minutes) to the spell.
  BLACKRAVEN AXE
  Blackraven axes were magic weapons 
  wielded by elite warriors of lost Golarion’s 
  far north who patrolled the border 
  between the Lands of the Linnorm Kings 
  and the witch-haunted nation of Irrisen. 
  Many different Blackraven axes from 
  pre-Gap Golarion have been found, 
  and all are basic melee weapons 
  with the archaic special property. 
  A Blackraven axe typically has a 
  head shaped like a raven’s beak 
  or a stylized raven inscribed on 
  its blade, and it has the ability 
  to cause its targets to burst into 
  flames—a quality that proved especially useful 
  against the trolls the original Blackravens faced. Modern 
  spellcasters have recreated this magic as the burning weapon 
  fusion (see below). Modern Blackraven axes are often created 
  by applying the burning weapon fusion to a tactical battleaxe. 
  A tactical battleaxe is a 5th-level, one-handed advanced melee 
  weapon that deals 1d8 slashing damage and has the wound 
  critical hit effect. It has the analog special property, has 1 bulk, 
  and costs 2,650 credits. A tactical Blackraven axe is presented 
  in the table on page 50, and the price includes both the weapon 
  and the fusion.
  BURNING WEAPON FUSION  
  LEVEL 4
  Weapons with the burning fusion often take on an 
  appearance that includes numerous flame-like elements. 
  However, if applied to a weapon that already has visual 
  details representing crows or ravens, the fusion adds further 
  raven-like flourishes to the weapon instead. A weapon with 
  the burning fusion gains the burn critical hit effect. The burn 
  damage for the critical hit effect is 1d6 when the fusion is 
  applied to a 4th- or 5th-level weapon, 2d6 when applied to 
  6th- to 10th-level weapons, 3d6 when applied to 11th- to 
  15th-level weapons, and 4d6 when applied 16th- to 20th-level 
  weapons. If the weapon already has a critical hit effect, you 
  can apply either the weapon’s normal critical hit effect or the 
  burn critical hit effect when you score a critical hit. 
  DREAMSILK CLOAK
  The original dreamsilk cloaks were woven 
  from the purple silk of dozens of dream 
  spiders, arachnids native to the vast Golarion 
  jungle known as the Mwangi Expanse. 
  Before the Gap, it was common for 
  soothsayers and explorers to depend 
  on the cloaks for the visions of 
  the future that came to them in 
  their sleep. Modern artificers have 
  learned to make such cloaks by 
  imbuing artificial fabrics with oils 
  derived from transdimensional pesh.
  While wearing a dreamsilk cloak, 
  you can see details in hallucinations 
  and illusions that others overlook. 
  This does not give you any bonus to 
  saving throws against illusions, but 
  if you successfully disbelieve an 
  illusion and convey the fact that it 
  is an illusion to others, they gain a 
  +6 bonus to their saving throws to 
  disbelieve, rather than the normal 
  +4. Additionally, if you wear a 
  dreamsilk cloak for an uninterrupted 
  period of at least 16 hours and then 
  sleep for at least 8 additional hours while still 
  wearing it, you have a vivid, prophetic dream. Although 
  the meaning of the dream isn’t immediately obvious when 
  you wake up, you can learn more as the day progresses. Once 
  during the next 24 hours, you can cast augury as a spell-like 
  ability, using your character level as your caster level.
  FALCON BOOTS
  Falcon boots were originally armored steel boots with 
  integrated knee protection etched with falcons across the 
  front. They were most commonly employed by a group called 
  the Steel Falcons, a branch of the Eagle Knights of the Golarion 
  nation of Andoran, and they were apparently designed for use 
  specifically on sailing ships.
  As a move action while wearing falcon boots, you can 
  set your own personal, local gravity to be perpendicular 
  to any adjacent surface able to support your weight under 
  normal gravity conditions. This personal gravity effect only 
  functions in normal gravity or lower. While this personal 
  gravity is active, you gain a climb speed equal to your land 
  speed, and if knocked prone, you fall in accordance with your 
  personal gravity (thus falling prone in your space, even if that 
  is on a wall or ceiling, rather than falling toward the ground 
  as defined by the environment’s normal gravity conditions). 
  DREAMSILK CLOAK
  
  52
  If you drop an item while your falcon boots are active, it 
  also falls in your space. If you move from that square before 
  picking up a dropped item, the item becomes subject to 
  normal gravity.
  If you are not adjacent to a surface able to support your 
  weight, your falcon boots cease to function and you are 
  subject to normal gravity. You can also deactivate falcon 
  boots as a move action. There is no limit to how long falcon 
  boots can function as long as you remain on a surface able to 
  support your weight.
  HELLKNIGHT FLAIL
  Hellknight flails were first created by the Hellknight Order 
  of the Chain on Golarion during the years just before the 
  Gap. Many can be traced back to Citadel Gheradesca, the 
  ancient fortress headquarters of the Order of the Chain, 
  where they were given out as rewards to members of the 
  order who brought particularly high-value fugitives back 
  to face legal consequences. Traditionally, a Hellknight flail 
  was a basic melee weapon with the archaic special property 
  that had heavy iron chains affixed to the haft of the 
  weapon. After the Gap, various Hellknight orders discovered 
  instructions for the creation of Hellknight flails among their 
  carefully archived records. As a result, modern Hellknights 
  have recreated Hellknight flails by applying the binding 
  and chained weapon fusions (see below) to batons and 
  similar weapons. Order of the Chain Hellknights frequently 
  use Hellknight flails, as do Hellknights of other orders, as 
  well as other law enforcement agents and bounty hunters 
  unaffiliated with the Hellknights, though to a lesser extent. 
  The Hellknight flail presented in the table on page 50 is an 
  incapacitator with the binding and chained fusions, and the 
  price includes both the weapon and the fusions.
  BINDING WEAPON FUSION  
  LEVEL 3
  Weapons with the binding fusion often feature decorative 
  images of bars, gates, and manacles. A binding weapon gains 
  the bind critical hit effect. When you score a critical hit on 
  a target, you gain a +2 bonus to grapple checks you make 
  against that target until the end of your next turn. If the 
  weapon already has a critical hit effect, you can apply either 
  the weapon’s normal critical hit effect or the binding critical 
  hit effect when you score a critical hit. You can add this fusion 
  only to melee weapons.
  CHAINED WEAPON FUSION  
  LEVEL 6
  Weapons with the chained fusion gain a short chain that 
  dangles from the haft or handle. The chain magically extends 
  to enable the weapon to attack foes beyond the wielder’s 
  immediate reach. A chained weapon gains the reach weapon 
  special property for the first attack made with it each round. 
  After it has been used for an attack, the weapon loses the 
  reach weapon special property until the beginning of your 
  next turn. You can add this fusion only to melee weapons.
  IOMEDAEAN CRUSADER HELM
  Originally created before the Gap for holy champions of 
  Iomedae crusading in the Worldwound—a demon-haunted 
  wasteland created by an Abyssal incursion on Golarion—
  Iomedaean crusader helms have been in constant production 
  by the church of Iomedae for thousands of years. While only 
  ancient pre-Gap helmets are considered relics, the magical 
  properties of modern Iomedaean crusader helms match their 
  archaic precursors. An Iomedaean crusader helm replaces 
  a suit of armor’s normal helmet (if any) and is incorporated 
  into the armor’s normal environmental protections; these 
  protections do not function if the helm is removed. If the 
  armor has an available upgrade slot, an Iomedaean crusader 
  helm takes up one upgrade slot; otherwise, the helm counts as 
  one of your two worn magic items. 
  While wearing an Iomedaean crusader helm, the first 
  time each day that you attempt a saving throw against an 
  enchantment or illusion effect created by an evil outsider, roll 
  the saving throw twice and take the best result. You cannot 
  gain the effects of more than one Iomedaean crusader helm 
  each day.
  MASK OF THE MANTIS
  Once the traditional headgear for an ancient cabal of Golarion 
  assassins called the Red Mantis, the mask of the mantis is now 
  a relic sought by scholars of the missing planet, especially 
  those seeking evidence that the Swarm visited Golarion at 
  some time in the distant past. A mask of the mantis is a helmet 
  that fully covers the head and face and has the appearance 
  of a red insectile head with large compound eyes and long, 
  backward-curving antennae. A mask of the mantis replaces 
  a suit of armor’s normal helmet (if any) and is incorporated 
  into the armor’s normal environmental protections; these 
  protections do not function if the helm is removed. If the 
  armor has an available upgrade slot, a mask of the mantis 
  takes up one upgrade slot; otherwise, the mask counts as one 
  of your two worn magic items.
  While wearing a mask of the mantis, you gain darkvision 
  with a range of 60 feet. In addition, a mask of the mantis has 
  2 daily charges. As a standard action, you can expend 1 charge 
  to gain either the effects of see invisibility (as per the spell) 
  for 30 minutes or a +3 insight bonus to Perception checks for 
  30 minutes. Both of these effects can be active simultaneously, 
  and each charge is replenished 24 hours after being used.
  THRUNEBLADE
  It is thought that Thruneblades were originally created in the 
  Golarion nation of Cheliax sometime before the Gap, but no 
  records of their creation or what they were originally called 
  have been found, even in pre-Gap sources. Scholars believe 
  that these weapons were widely distributed to agents of 
  Cheliax’s ruling House of Thrune; Thruneblades bear the 
  heraldry of House Thrune as well as the name “Thrune” 
  etched on each blade, whence the weapons derive their 
  
  53
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  modern name. Relic Thruneblades from pre-Gap Golarion are 
  invariably bladed melee weapons, with swords being most 
  prevalent. The common characteristic of all Thruneblades is 
  their spellbane critical hit effect, though many such weapons 
  have additional magic abilities, such as the unholy weapon 
  fusion. Modern scholars have successfully reengineered the 
  spellbane fusion for use with modern weapons (see below). 
  The Thruneblade presented in the table on page 50 is a 
  sintered longsword with the spellbane fusion. This weapon is 
  one of the most commonly available Thruneblades, and the 
  price includes both the weapon and the fusion.
  SPELLBANE WEAPON FUSION  
  LEVEL 6
  A weapon with the spellbane fusion gains the spellbane 
  critical hit effect. A target affected by the spellbane critical 
  hit effect must succeed at a Will save (DC as normal for a 
  weapon of the given item level; see page 181 of the Starfinder 
  Core Rulebook) or be unable to cast spells or use spell-like 
  abilities for 1d4 rounds. If the weapon already has a critical 
  hit effect, you can choose to apply either the weapon’s 
  normal critical hit effect or the spellbane effect when you 
  score a critical hit. 
  If a spellbane weapon also has a fusion that allows it to 
  bypass damage reduction of a specific alignment (such as 
  an unholy weapon’s ability to bypass DR/evil), its spellbane 
  critical hit effect works only against creatures with the 
  diametrically opposed alignment (for example, good creatures 
  in the case of a spellbane unholy weapon), but the save DC of 
  the spellbane critical hit effect increases by 2.
  UNGARATO
  Ungarato is one of the most powerful known relics of lost 
  Golarion, though even greater artifacts have occasionally 
  appeared throughout Absalom Station’s history. Ungarato, 
  also called the All-Consuming Killer or the Gun of Gluttony, is 
  known to be one of the Alara’hai, seven weapons of nearly 
  divine magical power that were also referred to as the Seven 
  Blades of Conviction or the Seven Swords of Sin. Although 
  the fates of the other six Alara’hai remain unknown, these 
  epithets imply that Ungarato was once a sword of some kind, 
  though when, how, and why this blade was reforged into a 
  powerful machine gun with a bayonet is one of the relic’s 
  greatest mysteries.
  Much of Ungarato’s history is lost, though scholars have 
  shown that the weapon was created in its original form 
  thousands of years before the Gap. The Arcanamirium’s 
  most learned esotericists agree that Ungarato’s origin lies 
  in ancient Thassilon, an empire ruled by spellcasting tyrants 
  called runelords, which collapsed at the beginning of the 
  period of Golarion’s history known as the Age of Darkness. It 
  is also generally agreed that the weapon’s intended wielder 
  was the Runelord of Gluttony, but a ferocious warrior stole 
  the blade before it ever reached the runelord’s hands. 
  This barbarian warlord later became the champion of the 
  runelord’s successor, and it is believed that Ungarato took 
  its name from this champion. Nothing definitive is known of 
  Ungarato’s fate after the fall of Thassilon.
  Ungarato has a distinct appearance that is unlike any other 
  specific model of longarm. It has a misty, spectral quality, 
  but the weapon is as solid as any other. Ungarato functions 
  as a paragon X-gen gun, and its bayonet is a molecular rift 
  dueling sword, both of which have the ghost killer fusion. 
  Two hands are required to wield Ungarato, and proficiency 
  with basic melee weapons and heavy weapons is necessary 
  to use the weapon without penalty for melee and ranged 
  attacks, respectively. 
  Ungarato glows with a bright, sickly green color 
  whenever there is a creature of the undead type within 50 
  feet of its wielder, though the weapon gives no indication of 
  the direction or number of undead within that range. Each 
  time its wielder suffers the full effects of a critical hit (when 
  damage reduction, energy resistance, or some other effect 
  does not reduce the damage dealt or prevent any critical 
  hit effect), Ungarato gains 1 point of viciousness. Whenever 
  Ungarato scores a critical hit, it automatically spends 1 point 
  of viciousness (if it has any) and adds the severe wound 
  critical hit effect to the critical damage dealt. Any unused 
  points of viciousness fade at the rate of 1 per hour. Ungarato 
  also restores 10 Hit Points to its wielder (functioning as per 
  mystic cure) each time it scores a critical hit (whether or not 
  it has any points of viciousness).
  Ungarato is a unique artifact of extreme power and 
  legendary reputation; as such, the weapon is effectively 
  priceless and cannot simply be purchased. Indeed, its current 
  owner and whereabouts are unknown, though Ungarato is 
  widely believed to have resurfaced recently somewhere on 
  Absalom Station. Legend claims that Ungarato was once 
  sentient and held great powers that only functioned in the 
  hands of a Thassilonian runelord, but there’s no modern 
  evidence to support either claim. Similarly, it is believed that 
  only the rightful Runelord of Gluttony can break the weapon; 
  Ungarato is otherwise impervious to damage or destruction.
  UNGARATO
  
  54
  ALIEN ARCHIVES
  The galaxy is an enormous place and hosts a multitude of 
  strange, and sometimes very dangerous, life-forms.
  UNIVERSAL CREATURE RULES
  The following rules apply to multiple creatures.
  Undead Immunities (Ex): Undead are immune to bleed, 
  death effects, disease, mind-affecting effects, paralysis, poison, 
  sleep, and stunning. They are also immune to ability damage, 
  ability drain, exhaustion, fatigue, negative levels, and nonlethal 
  damage. They are immune to effects that require Fortitude 
  saves (unless the effect also works on objects or is harmless).
  Unliving (Ex): A construct or undead has no Constitution 
  modifier and is immediately destroyed when it reaches 0 Hit 
  Points. An unliving creature doesn’t recover from damage 
  naturally, but a construct can be repaired with the right 
  tools. Spells such as make whole can heal constructs, and 
  negative energy can heal undead. An unliving creature with 
  fast healing benefits from that ability. Unliving creatures don’t 
  breathe, eat, or sleep. They can’t be raised or resurrected.
  Vulnerability (Ex): A creature with a vulnerability takes 
  half again as much damage (+50%) from a specific energy 
  type, regardless of whether a saving throw is allowed or 
  whether the save is a success or a failure.
  TEMPLATE GRAFTS
  Some creatures on the following pages feature a template 
  graft that allows GMs to create similar creatures of almost 
  any CR. The rules explaining how to use template grafts are 
  presented in Starfinder Alien Archive.
  EXPERT
  COMBATANT
  SPELLCASTER
  
  55
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  N Medium aberration
  Init +6; Senses blindsense (life 10 ft., scent 60 ft.), 
  darkvision 120 ft.; Perception +5
  DEFENSE 
  HP 18
  EAC 12; KAC 13
  Fort +3; Ref +3; Will +3
  Defensive Abilities no breath; Immunities cold, disease, 
  poison, starvation; Resistances fire 5
  Weaknesses susceptible to salt water 
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee bite +8 (1d6+2 P plus void bite)
  STATISTICS
  Str +1; Dex +2; Con +4; Int –4; Wis +1; Cha +0
  Skills Acrobatics +5, Athletics +5, Stealth +10
  Other Abilities deaf, hibernation
  ECOLOGY
  Environment any
  Organization solitary, pair, pack (3–11), or colony (12–30)
  SPECIAL ABILITIES
  Deaf (Ex) Akatas cannot attempt Perception checks to listen 
  and are immune to effects that rely on hearing to function.
  Hibernation (Ex) Akatas can enter a state of hibernation for 
  an indefinite period of time when food is scarce. After 
  3 or more days without eating, an akata can secrete 
  a fibrous material that hardens into a dense 
  cocoon of the starmetal called noqual (see the 
  sidebar on page 26). The cocoon has hardness 
  30 and 30 Hit Points, and it is immune to 
  bludgeoning and fire damage. As long as 
  the cocoon remains intact, the akata within 
  remains unharmed. The akata remains in a state of 
  hibernation until it is exposed to extreme heat 
  or senses a living creature with its blindsense, 
  at which point it claws itself free of its cocoon 
  in 1d4 minutes, leaving the fragments of its 
  cocoon behind.
  No Breath (Ex) Akatas don’t breathe and are immune to 
  effects that require breathing.
  Susceptible to Salt Water (Ex) A splash of salt water deals 
  1d6 damage to an akata, and full immersion in salt water 
  deals 4d6 damage per round.
  Void Bite (Ex) Akatas hold hundreds of microscopic larval 
  young within their mouths, spreading their parasitic 
  offspring to hosts through their bite. Only humanoids make 
  suitable hosts for akata young—all other creature 
  types are immune to this parasitic infection. 
  This affliction is known as void death.
  VOID DEATH 
  Type disease (injury); Save Fortitude DC 10 
  Track physical; Frequency 1/day 
  Effect No latent/carrier state; an infected creature that dies 
  rises as a void zombie (see page 61) 2d4 hours later.
  Cure 2 consecutive saves
  Terrifying predators that dwell in the vast void of space, 
  akatas make their homes on asteroids, comets, and dying 
  planets, hibernating in cocoons for countless centuries. 
  When a meteorite carrying an akata colony crashes onto a 
  planet or another astronomical object that can support life, 
  the akatas awake from their cocoons to seek out suitable 
  hosts for their young. A typical akata stands 3-1/2 feet tall 
  and weighs 400 pounds.
  Akatas reproduce by implanting their parasitic larval 
  offspring in humanoid hosts; this infection they cause, known 
  as void death, functions as a disease and transforms its 
  victims into undead void zombies (see page 61).
  The cocoon an akata can create around itself is composed 
  primarily of the starmetal noqual (see the sidebar on page 26). 
  One bulk of noqual worth 500 credits can be harvested from 
  the remnants of an akata cocoon.
  XP 
  400
  CR 
  1
  AKATA
  
  56
  Female elebrian technomancer
  LE Medium undead
  Init +7; Senses darkvision 60 ft.; Perception +8
  DEFENSE 
  HP 34
  EAC 13; KAC 14
  Fort +2; Ref +2; Will +8
  Defensive Abilities magic hack (countertech); 
  DR 5/—; Immunities cold, undead immunities
  OFFENSE
  Speed 30 ft.
  Melee tactical dueling sword +5 (1d6+4 S) or 
  claw +5 (1d4+4 S)
  Ranged tactical semi-auto pistol +9 
  (1d6+3 P)
  Offensive Abilities spell cache (mk 1 
  ring of resistance)
  Technomancer Spells Known 
  (CL 3rd;  ranged +7)
  1st (3/day)—magic missile, 
  supercharge weapon
  0 (at will)—daze (DC 15), 
  energy ray
  STATISTICS
  Str +1; Dex +3; Con —; 
  Int +4; Wis +0; Cha +1
  Skills Computers +13, Mysticism +8, 
  Piloting +13 
  Languages Common, Eoxian
  Other Abilities unliving
  Gear graphite carbon skin, 
  tactical dueling sword, 
  tactical semi-auto pistol 
  with 30 rounds, mk I ring 
  of resistance
  ECOLOGY
  Environment any (Eox)
  Organization solitary, pair, or 
  platoon (3–12)
  Using magic rituals, technomantic 
  experiments, and sometimes both, some 
  powerful spellcasters can animate the 
  bones of the dead with necromantic 
  energy. Although many of these 
  undead skeletons are mindless and 
  easily controlled by their masters, 
  others 
  preserve 
  their 
  intellects, 
  memories, and personalities, and 
  thus they are able to continue a 
  semblance of their former lives 
  for the rest of eternity. Called 
  skeletal champions in previous ages, these undead creatures 
  are now more commonly known as bone troopers due to 
  their association with the feared Corpse Fleet of Eox. A bone 
  trooper looks like a fleshless humanoid skeleton but with a 
  cold, cunning light burning in its 
  otherwise 
  empty 
  eye 
  sockets. Bone troopers 
  usually wear normal 
  clothing or armor, 
  and they wield 
  modern weapons.  
  Bone 
  troopers 
  keep all of their  old 
  abilities, class features, 
  and skills, and they 
  can benefit from class 
  grafts. 
  Almost 
  any 
  race or sentient species 
  (provided that it has a 
  skeleton) can become a 
  bone trooper, but most 
  bone troopers that are 
  encountered in the Pact 
  Worlds are elebrians from 
  the dead planet Eox; they are 
  recognizable by their elongated 
  craniums. The Corpse Fleet makes substantial 
  use of elebrian bone troopers, and as a result, 
  the elebrians far outnumber all other types 
  of undead in the exiled navy’s ranks. The 
  majority of these creations are soldiers, 
  unsurprisingly, though many specialize as 
  operatives, technomancers, or even the 
  occasional mindbreaker mystic.
  BONE TROOPER 
  TEMPLATE GRAFT (CR 2+)
  The animated skeleton of a dead creature, 
  a bone trooper retains the Intelligence 
  score, skills, and abilities it had when it 
  was alive, making it a more formidable 
  combatant than a typical undead.
  Required Creature Type: Undead.
  Suggested 
  Array: 
  Combatant 
  or 
  spellcaster.
  Traits: DR 5/—; immunity to cold; 
  gains the benefits of the Improved 
  Initiative feat; ranged weapon 
  attack bonuses increase by 2.
  Suggested Ability Modifiers: Combatant—Dexterity, Strength; 
  spellcaster—Dexterity, Intelligence.
  XP 
  800
  CR 
  3
  BONE TROOPER
  
  57
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  NE Medium undead (extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +7
  Aura confusion (30 feet, DC 11)
  DEFENSE  
  HP 22
  EAC 13; KAC 15
  Fort +4; Ref +4; Will +3
  Defensive Abilities spatial incorporeality; Immunities 
  undead immunities
  OFFENSE
  Speed 30 ft., fly 60 ft. (average)
  Melee claw or incorporeal claw +10 (1d6+4 S)
  Ranged Drift rip +7 (1d4+2)
  STATISTICS
  Str +2; Dex +4; Con —; Int –4; Wis +1; Cha +0
  Skills Acrobatics +7, Stealth +12
  Languages Common
  Other Abilities unliving
  ECOLOGY
  Environment any (the Drift)
  Organization solitary
  SPECIAL ABILITIES
  Confusion Aura (Su) Any creature that comes within 30 feet 
  of a driftdead must succeed at a DC 11 Will save or be 
  confused for 2 rounds. Once a creature has attempted 
  this save, whether successful or not, it can’t be affected 
  again by the same driftdead’s aura for 24 hours.
  Drift Rip (Su) Just as the Drift tears away chunks of planar 
  material, a driftdead can pull apart the molecular bonds of 
  matter, ripping open the flesh of nearby creatures. This is 
  a ranged attack against EAC that has a range of 30 feet.
  Spatial Incorporeality (Ex) Within the Drift, a driftdead 
  has a physical body, but if removed from that plane, 
  its physical body phases out of normal reality. On 
  the Material Plane or otherwise outside the 
  Drift, a driftdead becomes incorporeal. This 
  does not change any of the driftdead’s 
  statistics, but it gains all of the other 
  benefits of the incorporeal special ability 
  (see page 264 of the Starfinder Core 
  Rulebook). If returned to the Drift, 
  a driftdead immediately loses the 
  incorporeal special ability as its physical 
  body returns.
  When a mortal humanoid dies within the Drift while consumed 
  with a strong negative emotion, it can become a driftdead, a 
  restless undead spirit bound to that plane, unable to escape 
  the confines of the Drift and reach its final judgment. What’s 
  left of a driftdead’s warped mind is filled with 
  insanity, rage, and a hatred for the living. 
  So overwhelming is this flux of emotions 
  that a driftdead psychically broadcasts its confusion, affecting 
  all who venture too close.
  A driftdead leaves its mortal remains behind and forms a new 
  undead body out of the mingled planar energies of the Drift—
  just as the Drift contains material snatched from countless 
  planes. This physical body, however, is inextricably linked to 
  the Drift. If a driftdead ever travels to the Material Plane (or any 
  other plane), its planar body remains within the Drift, and the 
  driftdead becomes an incorporeal spirit. The driftdead recreates 
  its corporeal form as soon as it returns to the Drift.
  DRIFTDEAD TEMPLATE GRAFT (CR 1+)
  When a creature dies in anguish while in the Drift, its 
  tormented spirit forms a new body from that plane’s energies, 
  becoming an undead creature called a driftdead.
  Required Creature Type: Undead.
  Required Subtypes: Extraplanar.
  Suggested Array: Combatant.
  Traits: Confusion aura, Drift rip, spatial incorporeality; 
  fly 60 ft. (average).
  Suggested Ability Modifiers: Dexterity, Strength.
  XP 
  600
  CR 
  2
  DRIFTDEAD
  
  58
  XP 
  1,600
  CR 
  5
  GARAGGAKAL
  CE Medium outsider (extraplanar) 
  Init +5; Senses blindsight (emotion) 60 ft., darkvision 60 ft., 
  sense through (emotion) 60 ft.; Perception +11
  DEFENSE  
  HP 75 RP 4
  EAC 17; KAC 19
  Fort +7; Ref +7; Will +6
  Defensive Abilities no breath; Immunities radiation
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft., fly 60 ft. (perfect)
  Melee bite +12 (2d6+9 P)
  Offensive Abilities leech life (DC 13)
  STATISTICS
  Str +2; Dex +5; Con +3; Int +1; Wis +2; Cha –2
  Skills Acrobatics +16, Athletics +11, Stealth +16, Survival +11
  Languages Garaggakal (can’t speak); telepathy 100 ft.
  Other Abilities phase through
  ECOLOGY
  Environment any (the Drift)
  Organization solitary
  SPECIAL ABILITIES
  Leech Life (Su) As a standard action, a garaggakal can 
  spend 1 Resolve Point to leech health from one target 
  within 30 feet. This deals 5d6 damage (Fortitude DC 13 
  half), and the garaggakal gains temporary Hit Points 
  equal to the amount of damage dealt.
  No Breath (Ex) Garaggakals don’t breathe and are immune 
  to effects that require breathing.
  Phase Through (Su) A garaggakal can momentarily shift out 
  of phase with reality. As a full action, a garaggakal can 
  spend 1 Resolve Point to move through up to 15 feet of 
  solid matter. If it attempts to phase through something 
  that is too thick, the attempt fails, but the action and 
  Resolve Points are still expended. A garaggakal can’t 
  phase through force effects such as force fields.
  Vulnerable to Electricity (Ex) A garaggakal takes 
  half again as much damage (+50%) from electricity, 
  regardless of whether a saving throw is allowed or 
  whether the save result is a success or failure. 
  The Drift very much remains a mystery to explorers 
  and scholars in the Pact Worlds. While life exists 
  there—usually dragged along when the piece of the 
  plane it happened to be occupying was pulled into 
  the Drift by a traveling starship—scientists have 
  only recently begun to recognize that the Drift 
  also contains native life. One of these creatures is 
  the garaggakal, sometimes called a “Drift wraith” 
  by those spacefarers fortunate enough to have 
  survived an encounter with one.
  Many xenobiologists believe garaggakals can 
  absorb and subsist on the planar energies of the 
  Drift and don’t actually need to feed on living 
  creatures, even though they hunt. A garaggakal 
  will make a temporary lair on a floating chunk of 
  terrain, using it as a base from which to mount 
  hunting forays into the plane nearby. Inevitably, 
  however, the garaggakal abandons its lair in search 
  of better hunting grounds.
  Highly intelligent, garaggakals display intense 
  curiosity about other creatures, but their extremely 
  alien mindset makes peaceful interaction difficult, if not 
  impossible. Garaggakals seem to divide all life into two 
  categories: predators (such as itself) and prey (everything 
  else). To a garaggakal, the best way to learn more about a new 
  alien species is to kill, dissect, and eat it—and not necessarily 
  always in that order.
  
  59
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  N Large dragon
  Init +3; Senses blindsight (scent) 120 ft.; Perception +13
  DEFENSE 
  HP 92
  EAC 18; KAC 20
  Fort +10; Ref +10; Will +7
  Immunities paralysis, sight-based attacks, sleep effects, 
  visual effects and illusions; Weaknesses atmosphere 
  dependent, blindsight dependent
  OFFENSE
  Speed 5 ft., fly 60 ft. (average)
  Melee bite +17 (1d8+11 P plus clutch)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities rake (2 claws +14, 1d4+11 S)
  STATISTICS 
  Str +5; Dex +3; Con +2; Int −2; Wis +0; Cha +0
  Skills Acrobatics +18, Intimidate +13, Survival +13
  Languages Brethedan
  ECOLOGY
  Environment any air (Liavara)
  Organization solitary, pair, or flight (3−6)
  SPECIAL ABILITIES
  Atmosphere Dependent (Ex) A rauzhant 
  depends on an atmosphere rich in 
  hydrogen and helium for its flight. In 
  any other kind of atmosphere, it must hold 
  its breath and its fly speed is reduced to 30 feet 
  (clumsy maneuverability).
  Blindsight Dependent (Ex) A rauzhant that loses its 
  blindsight ability gains the blinded condition.
  Clutch (Ex) A rauzhant that hits with a bite attack 
  automatically initiates a grapple combat maneuver 
  against its target (this does not take an action). 
  If successful, the rauzhant remains attached to 
  the target until the end of the dragon’s next 
  turn, unless it succeeds at another 
  grapple combat maneuver (with a +4 
  bonus) during its next turn. The target 
  can break the clutch with a successful DC 
  30 Acrobatics check to escape. The rauzhant 
  can’t use its bite attack while it is clutching a 
  target, and the target can’t regain Stamina 
  Points while a rauzhant is clutching it.
  Rake (Ex) When a rauzhant succeeds at 
  a grapple combat maneuver while 
  clutching a target, it can make two 
  claw attacks against that target as a 
  move action. 
  Sometimes inaccurately referred to as 
  clutch wyverns by offworlders, rauzhants 
  soar through the orange-white seas of gas 
  that make up Liavara’s atmosphere. Much less intelligent than 
  chromatic and metallic dragons, rauzhants can still carry on 
  a conversation, but they spend most of their hours hunting 
  for meals. When a rauzhant finds suitable prey, it fastens 
  onto its target with the series of long fangs around its mouth 
  and folds its wings, usually causing both predator and prey 
  to plummet deeper into the planet’s atmosphere. As they 
  both fall, the rauzhant rakes its victim with its hook-shaped 
  claws until the creature is a shredded mass of flesh and bone. 
  The rauzhant then takes flight again, feasting on its victim’s 
  corpse as it gains altitude.
  A rauzhant has no eyes, but its skin acts as an olfactory 
  organ able to detect the faintest smell in the swirling gases 
  that make up its home environment. Instead of collecting 
  physical trinkets like other dragons do, a rauzhant 
  accumulates “tastes,” with the flavor of each new species it 
  eats cataloged within its extensive memory. 
  A rauzhant is about 14 feet long from mouth to tail and 
  weighs an average of 2,500 pounds.
  XP 
  2,400
  CR 
  6
  RAUZHANT
  
  60
  N Large plant
  Init +3; Senses low-light vision; Perception +10
  Aura paralyzing scent (15 ft., DC 13)
  DEFENSE  
  HP 51
  EAC 16; KAC 18
  Fort +8; Ref +6; Will +3
  Immunities plant immunities
  OFFENSE
  Speed 15 ft.
  Melee bite +12 (1d6+9 P)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities lure (DC 13)
  STATISTICS 
  Str +5; Dex +3; Con +1; Int −4; Wis +0; Cha +0
  Skills Athletics +10, Stealth +15, Survival +10
  ECOLOGY
  Environment temperate and warm forests (Castrovel)
  Organization solitary
  SPECIAL ABILITIES
  Lure (Su) Any living creature within 120 feet of a vracinea 
  that can see its violet blossoms must succeed at a DC 13 
  Will save each round at the beginning of its turn or be 
  drawn toward the plant. An affected target must use 2 
  move actions each round to move directly toward the 
  vracinea at its full speed, and it can’t move in such a way 
  that it loses line of sight to the vracinea. If the only path to 
  the vracinea passes through terrain that could harm the 
  target (such as a river of lava or a bed of sharp thorns), the 
  target can attempt an additional saving throw to shake 
  off the effect before moving into the dangerous area. An 
  affected creature within 5 feet of the vracinea can take no 
  actions and offers no resistance to the vracinea’s attacks. 
  Once a creature successfully saves against this effect, it 
  is immune to the same vracinea’s lure ability for 24 hours. 
  This is a mind-affecting, sense-dependent effect. 
  Paralyzing Scent (Ex) A vracinea constantly exudes a 
  sweet odor to a radius of 15 feet. Any living creature 
  with a sense of smell that enters or starts its turn in this 
  area of effect must succeed at a DC 13 Fortitude save or 
  be paralyzed for 1 round. Once a creature successfully 
  saves against this effect, it is immune to the same 
  vracinea’s paralyzing scent for 24 hours. This is an 
  inhaled poison effect.
  Plant Immunities (Ex) A vracinea is immune to mind-
  affecting effects, paralysis, poison, sleep effects, 
  and stunning.
  The vracinea is one of many plant predators that evolved 
  in the lush jungles of Castrovel. Standing almost 12 feet 
  tall, a typical vracinea weighs 2,000 pounds.
  Usually, a vracinea lies motionless in wait for 
  its next meal, covering itself with vines and 
  leaving only its blossom lures visible. 
  Once its mesmerized prey has gotten 
  close, the vracinea bursts forth from 
  its camouflage. If a victim manages 
  to shake off the effects of the vracinea’s 
  paralyzing scent and escape, the vracinea 
  pursues it for only a short time.
  Vracineas are solitary and territorial 
  creatures. When two vracineas see 
  one another, they often charge at each 
  other, quickly becoming locked in a 
  struggle of gnashing teeth until one falls 
  dead or retreats to nurse its wounds.
  Botanists aren’t sure of the mechanisms 
  behind a vracinea’s blossom lures. Some 
  believe the flowers vibrate at a subatomic level, 
  stimulating a target’s subconscious desires.
  XP 
  1,200
  CR 
  4
  VRACINEA
  
  61
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  NE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +5
  DEFENSE  
  HP 22
  EAC 11; KAC 15
  Fort +3; Ref +3; Will +3
  Immunities undead immunities
  Weaknesses susceptible to salt water 
  OFFENSE
  Speed 40 ft.
  Melee slam +8 (1d6+5 B) or
  feeding tendril +8 (1d6+5 P plus blood drain)
  STATISTICS
  Str +4; Dex +2; Con —; Int —; Wis +0; Cha +0
  Skills Athletics +10
  Other Abilities mindless, unliving
  ECOLOGY
  Environment any
  Organization any
  SPECIAL ABILITIES
  Blood Drain (Ex) If a void zombie hits a living 
  creature with its feeding tendril, it drains that 
  creature’s blood, dealing 2 Strength damage 
  before the tendril detaches.
  Mindless (Ex) A void zombie has no Intelligence 
  score and is immune to mind-affecting effects. 
  Any DCs or other statistics that rely on an Intelligence 
  score are calculated as if the creature had an ability 
  modifier of +0.
  Susceptible to Salt Water (Ex) Salt water acts as a strong 
  acid to void zombies. A splash of salt water deals 1d6 
  damage to a void zombie, and full immersion in salt 
  water deals 4d6 damage per round.
  A humanoid that faces akatas (see page 55) might become 
  infested with those creatures’ microscopic larvae and suffer 
  the ravages of void death. Those who perish from void death 
  become void zombies. A void zombie looks like a walking 
  rotting corpse, often with a bloated blue-gray “tongue”—the 
  fanged tail of the parasitic larva inside—dangling from 
  its broken skull where its lower jaw once was.
  After a humanoid host dies from void death, the 
  strongest of the akata larvae infesting the corpse 
  worms its way to the host’s brain and undergoes 
  a swift gestation within 2d4 hours. This accelerated 
  growth causes the feeler-covered head of the oversized, 
  tadpole-shaped parasite to latch on to the base of its victim’s 
  brain and reenergize the dying organ, taking total control and 
  turning the host into a void zombie.
  Akata larvae require 1d4 weeks to gestate before 
  undergoing the transformation into adult akatas. A 
  void zombie bearing an akata larva ready to emerge seeks 
  out a secluded area and vomits the akata’s offspring into a 
  shallow hole or crevice. The void zombie then “dies,” toppling 
  over the disgorged larva. A scant 2d6 hours later, a full-grown 
  akata emerges, usually taking the rotting corpse of its former 
  host as its first meal.
  VOID ZOMBIE TEMPLATE GRAFT 
  (CR 1+)
  A humanoid that dies from void death contracted from the 
  void bite of an akata (see page 55) becomes a mindless 
  undead host for the akata’s larval offspring.
  Required Creature Type: Undead.
  Suggested Array: Combatant.
  Traits: Blood drain, mindless, susceptible to salt water; land 
  speed increases by 10 feet; Int changes to —; gains Athletics 
  as a master skill.
  Suggested Ability Modifiers: Strength.
  XP 
  400
  CR 
  1
  ZOMBIE, VOID
  
  CODEX OF WORLDS
  HEICORON IV
  Ocean planet with floating arcologies and underwater cities
  Diameter: ×2; Mass: ×1/2
  Gravity: ×1/2 
  Atmosphere: Normal
  Day: 7 days; Year: 7-1/2 years
  Heicoron IV is a sapphire jewel in an otherwise barren and 
  lifeless Near Space system. A planet whose surface is 98% water, 
  Heicoron is home to a humanoid species called woiokos. Over 
  billions of years in the untold past, these individuals evolved 
  from an aquatic race into amphibious land-dwellers—pre-Gap 
  records show vast archipelagos and a civilization approaching 
  global unity. Sometime during the Gap, however, Heicoron’s sun 
  expanded, warming the planet considerably. Ice caps melted, 
  sea levels rose, and most of Heicoron’s islands were drowned 
  in the deluge. With their great population centers in ruins and 
  the fabric of their society ripped to shreds, the woiokos began 
  to engage in genetic tinkering. The race subsequently split into 
  two subspecies: the Deepborn, who returned to their ancestral 
  home beneath the ocean, and the Floatborn, who rode the 
  waves in crude, sprawling raft-cities.
  Both groups of woiokos have smooth, eel-like skin usually 
  patterned in two or more contrasting hues, but the similarities 
  largely end there. Floatborn are more comfortable living above 
  the water than beneath it. They have a deep love for the ocean 
  and remain strong swimmers, but they have lost their ability 
  to breathe underwater and require breathing apparatuses 
  for extended trips beneath the surface. The Deepborn, in 
  contrast, have regained many of their progenitors’ aquatic 
  traits, including gills. They retain lungs for breathing air but 
  have an ingrained aversion to the surface and those who 
  dwell there, so visits “airside” are rare.
  The Floatborn have abandoned their makeshift 
  raft-cities for vast floating arcologies that 
  drift with the currents; each one 
  houses thousands of woiokos, 
  who draw their sustenance 
  from Heicoron’s boundless blue 
  ocean. These great wandering 
  ship-cities make up dozens of 
  autonomous nations, including 
  various independent single-
  arcology freeholds, such as 
  that of Clan Ibissa, as well as 
  mighty multiarcology alliances 
  and confederations, such as the 
  mercantile Xeshaltic League. Other 
  notable Floatborn nations include the repressive federated city-
  states of the Dabanji Union and the corporate state of Mantara 
  Industries, which controls Heicoron’s first and only spaceport, 
  Welcoming Sky. All Floatborn believe that Heicoron’s few 
  remaining islands are sacred parks that should be free for 
  residents to enjoy and study, and these scattered atolls often 
  serve as neutral meeting grounds between warring Floatborn 
  nations or factions.
  Beneath the surface, Deepborn society thrives in the 
  flooded ruins of the woiokos’ pre-Gap civilization, remade into 
  sprawling, coral-festooned metropolises. This architectural 
  splendor stands in contrast to the otherwise belligerent and 
  militant nature of the Deepborn, who endlessly battle each 
  other. These wars are often symbolic in nature, with shows of 
  force but little loss of life, and fast-growing coral ensures that 
  the scars of war never remain for long. 
  The Deepborn call their short-lived nations “domains,” and 
  these include Kalarasta, a mistrustful domain that has retained 
  control of a strategic undersea volcano for five generations; 
  the Grand Collective of Pojat, a new domain founded after a 
  workers’ revolt; and the Asawayo Paramountcy, an expansionist 
  suzerainty currently sweeping up many of its neighbors.
  Pact Worlds survey vessels discovered Heicoron only 
  recently and have made contact just with the Floatborn. 
  Bretheda has already volunteered to send a joint barathu-kalo 
  diplomatic mission to Heicoron on behalf of the Pact Council to 
  open peaceful relations with the Deepborn. However, whispers 
  in the Plenara suggest that the weapons-trafficking drow 
  houses of Apostae, with the rumored backing of the Aspis 
  Consortium, may have already begun selling the Deepborn 
  arms. If true, the influx of new and more powerful weapons 
  could upset the planet’s delicate status quo.
  
  FOREWORD
  CAMPAIGN 
  OUTLINE
  PART 1: 
  ABSALOM 
  GANG WAR
  PART 2: 
  GHOST SHIP
  PART 3: 
  PHANTOMS 
  OF THE DRIFT
  ABSALOM 
  STATION
  RELICS OF 
  GOLARION
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  INCIDENT AT 
  ABSALOM 
  STATION
  TEMPLE OF THE TWELVE
  By John Compton
  Now members of the Starfinder Society and piloting their 
  very own ship, the heroes head to the planet Castrovel, 
  home of some of the best universities in the Pact Worlds, to 
  research the clues they found on the mysterious asteroid. 
  Their findings point them toward an ancient elven temple-
  city called the Temple of the Twelve, lost deep in Castrovel’s 
  teeming jungles. But the heroes must contend with two other 
  factions—the exiled Corpse Fleet of Eox and the Cult of the 
  Devourer—who are also interested in the asteroid’s secrets 
  and have their own plans for the ancient alien superweapon, 
  if they can find it first!
  CASTROVEL
  By John Compton and James L. Sutter
  Brimming with all manner of life, the jungle planet of Castrovel 
  boasts bustling lashunta city-states, formian hive-burrows, 
  and isolationist elf enclaves in their ancestral homeland of 
  Sovyrian. Visit never-before-detailed settlements on all four 
  of the verdant world’s continents, and learn how the different 
  societies govern their respective territories. See how a hard-
  won truce between lashuntas and formians has changed both 
  cultures, and explore forgotten ruins ripe for study now that 
  the endless war of civilizations has finally ceased.
  CULT OF THE DEVOURER
  By Owen K.C. Stephens
  Worshipers of the god of destruction, the Cult of the 
  Devourer wishes for nothing more than the annihilation of 
  all civilizations and the death of all life-forms. Explore the 
  disturbing facets of this nihilistic faith, from the barbaric 
  wall breakers to the sociopathic hidden ones, and attempt to 
  puzzle out the reason behind their ultimate goals! 
  SUBSCRIBE TO STARFINDER 
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  a single exciting volume—head over to paizo.com/starfinder 
  and subscribe today to have Starfinder Roleplaying Game, 
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Starfinder Adventure Path #1: Incident at Absalom Station © 2017, Paizo 
  Inc.; Authors: Robert G. McCreary, with Jason Keeley, Owen K.C. Stephens, 
  and James L. Sutter.
  NEXT MONTH
  
  Battle or befriend more than 80 bizarre life-forms in this 160-page, hardcover creature collection for 
  the Starfinder Roleplaying Game! Every new world and space station comes with its own dangers, 
  from strange new cultures to robotic killing machines to alien predators ready to devour unwary 
  spacefarers. Inside this book, you’ll find rules and ecologies for creatures from across the known 
  multiverse, plus alien equipment and more. Best of all, a robust system for creating your own 
  creatures ensures that your parties will never be without weird new aliens to interact with. Racial 
  rules for many of these new organisms even let you be the alien, making the Alien Archive not just a 
  collection of creatures to kill but a fascinating menu of creatures to be! Want to play a hyperevolved 
  floating brain? A mighty dragonkin? A silicon-based crystalline slug? Explore the limits of your 
  galaxy and your game with the Starfinder Alien Archive!
  Paizo, Paizo Inc., and the Paizo golem logo, are registered trademarks of Paizo Inc. Starfinder and the Starfinder logo are trademarks of Paizo Inc.  
  © 2017 Paizo Inc.
  AVAILABLE OCTOBER 2017!
  THE INVASION 
  BEGINS!
  ALIEN ARCHIVE
  paizo.com
  
  1 square = 5 feet
  SUNRISE MAIDEN
  a
  c
  b
  d
  1
  2
  2
  3
  5
  4
  6
  8
  9
  9
  11
  8
  8
  7
  7
  14
  15
  16
  7
  17
  18
  12
  13
  10
  FORWARD
  SUNRISE MAIDEN MAP KEY
  1. Bridge
     a. Pilot’s station
     b. Captain’s station
     c. Engineering station/auxiliary gunnery station
     d. Science station/auxiliary gunnery station
  2. Gunnery stations
  3. Main airlock
  4. Crew storage
  5. Dorsal turret access
  6. Captain’s quarters
  7. Maintenance access points
  8. Crew quarters
  9. Lavatories
  10. Recreation suite
  11. Escape pods
  12. Port cargo hold
  13. Starboard cargo hold
  14. Galley
  15. Crew lounge/dining room
  16. Main engineering
  17. Drift engine
  18. Power core
  19. Auxiliary airlock
  7
  19
  
  paizo.com/starfinder
  Printed in China. PZO7201
  A SHIP WITHOUT A CREW
  When a brutal gang war breaks out on a docking bay in Absalom 
  Station, the player characters are recruited by the 
  Starfinder Society to investigate the unexpected 
  bloodshed. Delving into the station’s seedy Spike 
  neighborhoods, the heroes confront the gangs and 
  discover that both were paid to start the riot and 
  that the true conflict is between two rival mining 
  companies battling over a new arrival in orbit around 
  the station: a mysteriously deserted ship and the 
  strange asteroid it recovered from the Drift. To head off 
  further violence, the heroes are asked to investigate the 
  ship and discover what happened to its crew, as well as the 
  nature of the asteroid it tows. But what the players find there will 
  set in motion events that could threaten the entirety of the Pact 
  Worlds and change the face of the galaxy forever...
  This volume of Starfinder Adventure Path launches the Dead 
  Suns Adventure Path and includes:
  • “Incident at Absalom Station,” a Starfinder adventure for 1st-
  level characters, by Robert G. McCreary.
  • A gazetteer of Absalom Station, by James L. Sutter.
  • Magical relics inspired by the lost planet Golarion, 
  by Owen K.C. Stephens.
  • An archive of new alien creatures, by Jason Keeley and 
  Robert G. McCreary.
  • Statistics and deck plans for a new starship designed 
  just for the player characters, plus details on a new 
  planet in the Codex of Worlds, by Robert G. McCreary.
  
SOURCE: textdata/thevault/Starfinder [multi]/Adventure Paths/SF 1-06 Dead Suns/Dead Suns - 1- Incident at Absalom Station.pdf