TEXT: FLY FREE OR DIE
  BY KENDRA LEIGH SPEEDLING
  
  COMPENT WINDFALL 
  TIER 8
  Huge bulk freighter
  Speed 6; Maneuverability poor (turn 3); Drift 2
  AC 20; TL 21
  HP 200; DT 5; CT 40
  Shields medium shields 140 (forward 35, port 35, starboard 35, aft 35)
  Attack (Forward) heavy laser cannon (4d8)
  Attack (Turret) light plasma torpedo launcher (3d8; 14 hexes)
  Power Core Nova Heavy (200 PCU); Drift Engine Signal Booster; Systems basic short-range sensors, anti-hacking systems, biometric 
  locks, crew quarters (good), mk 4 armor, mk 5 defenses, mk 2 duonode computer; Expansion Bays cargo holds (7), escape pods, guest 
  quarters (luxurious), recreation suite (trivid den)
  Modifiers +2 to any 2 checks per round, +2 Computers (sensors only), +0 Piloting; Complement 20 (minimum 4, maximum 50)
  CREW
  Captain Computers +16 (8 ranks), Diplomacy +16 (8 ranks), gunnery +14 (8th level), Intimidate +16 (8 ranks), Piloting +16 (8 ranks)
  Engineer Engineering +16 (8 ranks)
  Gunner gunnery +14 (8th level)
  Pilot Piloting +21 (8 ranks)
  SPECIAL ABILITIES
  Automated Operations Many systems on the CompEnt Windfall are automated, allowing the ship to operate with a skeleton crew of as 
  few as four. These systems can be manually overridden to operate the ship with a full complement, with additional crew members filling 
  roles of their choosing.
  The CompEnt Windfall, a proprietary design of the Kalistocracy, is manufactured exclusively by Compiler Enterprises on the Horse Eye Orbital 
  Plate near Aballon. The station produces one starship per month for the purpose of being ferried to the Fortune’s Heart transfer station, loaded 
  with treasure, and auctioned off to eager Kalistocrats. The Windfall is therefore fairly rare; most of those in existence are owned by Kalistocrats 
  who have won previous auctions or those who have purchased them from these winners. Selling one’s auction ship isn’t necessarily frowned 
  upon by Kalistocrats, though most would be reluctant to part with such a symbol of economic triumph.
  The Windfall is designed to operate via partial automation by default, requiring only a small skeleton crew to maintain the systems. Though 
  it has enough weaponry to defend itself, it’s primarily a cargo ship; rather than sheer firepower, the Windfall’s security comes more from the 
  secrecy of its route, biometric locks to ensure only authorized individuals are allowed onboard, and anti-hacking systems to avoid breaches. 
  Even so, piracy of the barges has recently increased as word of their valuable cargo has spread, so upgrades in armaments are likely imminent.
  Most of the Windfall’s floor plan is dedicated to cargo bays, with space reserved for a luxurious stateroom so that the winner of the auction 
  might enjoy their journey in comfort, as well as a trivid den for the crew or the auction winner and their retinue to entertain themselves during 
  long trips. The Windfall’s decor is ostentatiously expensive and elegant, with gold-trimmed molding, jeweled light fixtures, and sumptuous 
  furnishings. The crew quarters, though not as extravagant as the stateroom, are quite comfortable, and piloting a Windfall to Fortune’s Heart is 
  generally considered a plush gig among those in the know—assuming they can pass the rigorous security checks required.
  
  ON THE COVER
  FLY FREE OR DIE
  STARFINDER
  37
  FLY FREE OR DIE: THE WHITE GLOVE AFFAIR
  BY KENDRA LEIGH SPEEDLING
  PART 4 OF 6
  THE WHITE GLOVE AFFAIR
  PART 4 OF 6
  THE WHITE GLOVE AFFAIR 
  2
  by Kendra Leigh Speedling
  SIDE JOBS 
  38
  by Joshua Hennington and Lu Pellazar
  THE PROPHECIES OF KALISTRADE 
  46
  by Randal Meyer
  ALIEN ARCHIVES 
  54
  by Violet Hargrave, Joshua Hennington, Lu Pellazar, and Kendra Leigh Speedling
  CODEX OF WORLDS: FORTUNE'S HEART 62
   by Kendra Leigh Speedling
  STARSHIP: COMPENT WINDFALL 
  INSIDE
  by Kendra Leigh Speedling
   
  COVERS
  This book refers to other Starfinder products using the following abbreviations, but these additional supplements are not required to make use 
  of this book. Readers interested in references to Starfinder hardcovers can find the complete rules of these books available online for free at 
  paizo.com/sfrd.
  Alien Archive 2 
  AA2 
  Character Operations Manual 
  COM
  Alien Archive 3 
  AA3 
  Pact Worlds 
  PW
  Armory  
  AR
  Kalistocrat Estriar Isatra Jaez looms in 
  the foreground while shantaks strike 
  the golden Windfall commerce barge 
  in this cover by Tomasz Chistowski.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  AUTHOR
  Kendra Leigh Speedling
  ADDITIONAL WRITING
  Violet Hargrave, Joshua Hennington, Randal Meyer, 
  Lu Pellazar, and Kendra Leigh Speedling
  DEVELOPERS
  Jason Keeley and Jason Tondro
  EDITING LEAD
  Kieran Newton
  EDITORS
  Judy Bauer, Leo Glass, Ianara Natividad, 
  Kieran Newton, and Lu Pellazar
  COVER ARTIST
  Tomasz Chistowski
  INTERIOR ARTISTS
  Franklin Chan, Javier Charro, Michele Giorgi,  
  Doruk Golcu, Pixoloid Studios (Mark Molnar, 
  David Metzger, Gaspar Gombos, Zsolt ‘Mike’ Szabados, 
  Janos Gardos, Laszlo Hackl, Orsolya Villanyi), and 
  Sebastian Rodriguez
  PAGE BORDER DESIGN
  Tomasz Chistowski
  CARTOGRAPHERS
  Robert Lazzaretti and Damien Mammoliti
  ART DIRECTION AND GRAPHIC DESIGN
  Adam Vick
  CREATIVE DIRECTOR
  Robert G. McCreary
  DIRECTOR OF GAME DEVELOPMENT
  Adam Daigle
  STARFINDER LEAD DESIGNER
  Joe Pasini
  PUBLISHER
  Erik Mona
  BY KENDRA LEIGH SPEEDLING
  
  2
  THE WHITE GLOVE 
  AFFAIR
  The crew of the Oliphaunt have a chance to hijack one of the Kalistocracy’s golden commerce 
  barges. But once they sneak on board, they discover their information is missing one minor 
  detail: the ship is empty!
  To get the keys to the commerce barge, the crew must win an auction in a room full of Kalistocrats. 
  But even if the crew win the auction, they have no way to actually make good on their bid. Time 
  to grab the keys and run for the ship with the whole station on their tail!
  Now that they’ve arrived at Fortune’s Heart, a secret trading resort in the Drift, the crew must 
  impersonate Kalistocrats and infiltrate the station; there, they can identify their rivals and 
  persuade them to drop out of the auction—by force if necessary.
  ADVANCEMENT 
  TRACK
   The PCs begin this adventure at 
  7th level.
   The PCs should reach 8th level 
  while dealing with their rivals, 
  before the auction.
  The PCs should be 9th level by the 
  end of the adventure.
  7
  8
  9
  PART 1: ALL THAT GLITTERS 
  3
  PART 2: THE LONG CON 
  12
  To get the keys to the commerce barge, the crew must win an auction in a room full of Kalistocrats. 
  PART 3: GOING, GOING, GONE 
  31
  
  3
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG  
  CON
   
   
  PART 3: 
  GOING,  
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE 
  BACKGROUND
  PART ONE: 
  ALL THAT 
  GLITTERS
  Adherents of the ancient philosophy of the Prophecies of 
  Kalistrade are found throughout the Pact Worlds, though few 
  outside the faith know much about its tenets. The Kalistocracy 
  is often assumed to be a pyramid scheme, and following the 
  prophecies can indeed lead to unimaginable riches... for the 
  lucky few who don’t bankrupt themselves trying. Success 
  as a Kalistocrat prophet means a life of luxury, but the ever-
  increasing number of business enterprises and investments 
  required to maintain that status also requires a delicate 
  balancing act; one failed investment could lead to ruin.
  Nowhere is this tension more apparent than on the 
  Kalistocracy transfer station of Fortune’s Heart. Every month, 
  an empty Kalistocrat commerce barge called a Windfall, 
  designed to strict specifications, arrives at the station. For the 
  next several weeks, it’s loaded with rare starmetals, precious 
  minerals, and valuable mining data. When the next empty 
  barge arrives after a month’s time, an auction is held for the 
  loaded Windfall, along with many other treasures. Winning 
  the barge promises untold wealth to the victor, who is then 
  free to sail off into the Vast and sell the resources on board 
  for exorbitant prices. Invitation to the monthly auction is 
  determined by lottery among Kalistocrat prophets interested 
  in bidding. These Kalistocrats attend with their retinues in tow, 
  hoping to win the auction or, failing that, socialize with their 
  peers and make new contacts.
  The Oliphaunt was originally designed to replace the golden 
  commerce barges, and when the PCs stole the ship from the 
  Horse Eye Orbital Plate, Tarika downloaded a storehouse of 
  encoded data, which she has finally been able to decipher. 
  This data includes security information the PCs could use to 
  board one of the commerce barges and hijack it from within. 
  Unfortunately, Tarika doesn’t know that the barges are empty 
  until they reach Fortune’s Heart, where they’re loaded up with 
  valuable cargo and auctioned off.
  This month’s auction may prove unusually eventful—
  several weeks ago, a courier ship carrying various trade goods 
  was ambushed by pirates, who killed those onboard and 
  thoroughly looted the ship. Among the plunder was a data 
  module that appeared to contain confidential business plans 
  and proprietary mining techniques for a mineral-extraction 
  corporation, but this was all a fake shell concealing the data’s 
  true contents: multiple communications from deep cover 
  agents belonging to V-Spec, a verthani covert intelligence 
  organization. The data module was resold twice before it 
  was purchased by the Kalistocracy, which included it among 
  the cargo for this month’s barge, named the White Wind. 
  The Kalistocrats are unaware that the module is stolen, or of 
  its true contents.
  If the module’s true contents were to be discovered, it would 
  fetch a far higher price, as rival intelligence organizations 
  and criminal syndicates would jump at the chance to uncover 
  V-Spec spies in their midst. Two V-Spec agents have been 
  dispatched to reclaim the module before it falls into the wrong 
  hands. The agents have tracked the data module to Fortune’s 
  Heart and are planning their next move; security around the 
  barge is extremely tight, and the agents can’t just steal the chip 
  back or shoot their way out of this problem. They need help.
  Now Tarika is ready to share what she’s learned with the 
  crew of the Oliphaunt. She thinks she’s found them the job of 
  a lifetime—and she has, but not how she thinks! After all, the 
  ship she’s about to suggest the PCs hijack is empty of cargo. If 
  the crew want that much bigger payout, they’ll have to reach 
  Fortune’s Heart, steal a loaded commerce barge, and negotiate 
  with or avoid a station’s worth of scheming Kalistocrats and 
  cunning verthani spies. 
  The adventure begins on Absalom Station, soon after the PCs 
  have rescued Shan from Entha. Tarika has deciphered data 
  she captured when the crew stole the Oliphaunt, and she 
  has a proposition for them. She can meet them anywhere on 
  the station, perhaps returning to an establishment they’ve 
  visited in a previous volume, such as King Curney’s Casbah 
  (detailed on page 46 of Starfinder Pact Worlds and page 
  28 of Starfinder Adventure Path #34: We’re No Heroes), the 
  Revenant Urge (Starfinder Adventure Path #35: Merchants of 
  the Void 4), or Noodles Between (Starfinder Adventure Path 
  #36: Professional Courtesy 5).
  “I appreciate y’all helpin’ Shan out, and it’d be nice to sit back 
  and take it easy for a bit, but—well, I mentioned I deciphered 
  the data from your Oliphaunt escapade, didn’t I? I s’pose y’all 
  are curious to know what secrets that little cache was hidin’!”
  Tarika pauses, fiddling with the wrench at her belt for 
  a moment before continuing. “It’s big. Real big. Seems 
  the Oliphaunt was built to replace the Windfalls—the gold 
  commerce barges the Company builds for the Kalistocracy 
  on the Horse Eye Orbital Plate. You prob’ly saw one. Those 
  things have a reputation for bein’ loaded with serious 
  treasure; we’re talkin’ retire-to-your-own-private-moon 
  money. The Kalistocracy does its best to keep the routes 
  secret, but piracy’s gone up recently, which was the whole 
  reason the Company started work on an alternative. 
  
  4
  Well, we don’t have any pirate warships sittin’ around... but 
  we do have all the security data contained in that module! 
  With that, an enterprisin’ individual—such as myself—could 
  create credentials for a small team of like-minded folk—such 
  as y’all—who could slip onto the ship, redirect its course to 
  somewhere isolated, and, ah, liberate the treasures onboard.
  “So? What do y’all say? Up for the heist of the century?”
  Tarika outlines her plan: she’ll forge identification and 
  credentials so the crew can board the Golden Thread, the 
  commerce barge currently at the Horse Eye Orbital Plate. 
  Once the crew board, they can temporarily incapacitate the 
  barge’s crew and hijack it to a new destination, an uninhabited 
  asteroid in the Diaspora. From there, they can transfer the 
  treasure to the Oliphaunt and be gone before anyone else 
  realizes what’s happened. Some potential questions follow.
  What do we know about the ship’s crew? “Windfalls are 
  mostly automated; a skeleton crew can operate one. You’re 
  probably lookin’ at a team of four mercenaries. Unfortunately, 
  we can’t just replace ’em—that’d set off too many alarm bells. 
  But it’s a big ship for four people, so y’all should be able to 
  hide out until you can hijack it.”
  “Temporarily incapacitate”? “Look, that crew’s just 
  working folks trying to make a living, like the rest of us. So... 
  yeah, ain’t gotta kill ’em, right? It’s not their fault they took 
  the wrong transport job. I know it’s harder this way, but y’all 
  are professionals!”
  What about the Oliphaunt? “Well, can’t exactly take it back 
  to the Orbital Plate, can we? You’d get sniffed out pretty quick. 
  You can take a passenger ship there, like you did before, and 
  I’ll take the Oliphaunt to the asteroid in the Diaspora and wait 
  for ya with a bottle of champagne to celebrate.”
  Are we sure we want to do something this illegal? Tarika’s 
  brow furrows thoughtfully. “It’s a risk, for sure. But this kind 
  of opportunity comes along once in a lifetime. A haul like this, 
  we could all retire rich. And Reisora and these Kalistocrats, 
  they’ve been makin’ people’s lives hard for a long time, 
  including ours. I mean, these people basically worship money! 
  Don’t you want to stick it to ’em? I sure do.”
  I’ve got a better plan! Tarika encourages the crew to 
  follow her outlined strategy, pointing out that the more 
  complicated things get, the more likely it is that something 
  will go wrong. (Unbeknownst to them, the heist of the Golden 
  Thread is doomed to fail anyway, so try to keep the players 
  from spending too much time making plans they’ll never get a 
  chance to implement. There will be plenty of opportunity for 
  their own schemes later on!)
  As soon as the PCs are ready (they might want to buy 
  some nonlethal weaponry to more easily incapacitate the 
  mercenaries aboard the Golden Thread, for example), Tarika 
  gives them forged identification and departs in the Oliphaunt
  for the remote asteroid rendezvous point in the Diaspora. The 
  crew can then take a passenger ship to the Horse Eye Orbital 
  Plate, a journey requiring 1d6 days. 
  HORSE EYE ORBITAL PLATE (CR 7)
  The PCs arrive at the Horse Eye Orbital Plate without incident, 
  recognizing it from their theft of the Oliphaunt (more details 
  on the Horse Eye Orbital Plate can be found on page 25 
  of Starfinder Pact Worlds and pages 31–34 of Starfinder 
  Adventure Path #34: We’re No Heroes). The station’s docking 
  bays are not connected to one another from the outside; after 
  the crew disembark from the shuttle, they pass through a 
  security station where their fake identities are given a cursory 
  inspection. The crew can make their way through the interior 
  of the station to the docking bay of the commerce barge, a ship 
  called the Golden Thread. Anacite workers and security patrols 
  move through this area; if they spot the PCs without a staff 
  escort, they sound an alarm, but the crew know the layout of 
  the station, allowing them to avoid detection.
  Creatures: Upon nearing the Golden Thread’s docking bay, 
  the PCs hear a whir of machinery; a patrol of anacite sentries 
  approaches. If the crew does nothing, the patrol arrives in 
  5 rounds. The PCs can try to sneak past the patrol, create a 
  distraction, or fight.
  To sneak past the patrol, each character must attempt a 
  DC 20 Stealth check. If at least half of the crew succeeds, 
  they avoid the patrol’s notice. To create a distraction, a single 
  crew member must succeed at a DC 25 Computers check to 
  hack the local system and trigger a nearby door alarm. On a 
  success, the patrol, lured by the sound of the alarm, heads in 
  the other direction and leaves the way clear for the crew to 
  reach the ship. If either of these strategies fails and the PCs 
  are spotted, a character can attempt a DC 32 Bluff check to 
  trick the patrol—which has a starting attitude of hostile—into 
  believing the PCs have business in the docking bay. 
  If the PCs defeat the sentries in combat, they can quickly 
  board the Golden Thread before reinforcements arrive; security 
  patrols do not have clearance to enter the ship. This encounter 
  takes place in a 15-foot-wide hallway outside the docking bay.
  ANACITE SENTRIES (4)
  CR 3
  XP 800 each
  HP 30 each (page 55)
  TACTICS
  During Combat One of the sentries activates the 
  computerized alarm system for this block of docking 
  bays, setting off an audible intruder alert, while the 
  others use their combined blast on the strongest-looking 
  foe. They then divide their attacks between opponents, 
  hoping to neutralize as many as possible.
  Morale The sentries fight until destroyed.
  Development: If the crew fail to evade or defeat the anacite 
  sentries before the anacites set off the docking bay alarm, 
  the crew members of the Golden Thread do a thorough search 
  of the ship before they depart. To find an appropriate hiding 
  place, one of the PCs must succeed at a DC 22 Engineering 
  check or DC 25 Perception check. If they fail, they’re not 
  
  5
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG  
  CON
   
   
  PART 3: 
  GOING,  
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  yet hidden when the mercenary crew arrives. The PCs can 
  attempt DC 22 Stealth checks to avoid the mercenaries and 
  try again to find a hiding place, at the same DC; failing this 
  Stealth check, however, leads to a confrontation with the 
  crew of the Golden Thread (see The Golden Thread below).
  Story Award: If the PCs avoid fighting the anacite sentries, 
  award them 3,200 XP.
  THE GOLDEN THREAD
  Shortly after the PCs sneak onto Golden Thread, the mercenary 
  crew arrives. This should occur after the PCs have hidden 
  themselves, but before they try to hack the starship’s computer. 
  The mercenaries chat among themselves as they secure the 
  ship and prepare to launch; if the PCs are listening in on the 
  ship’s comm, they overhear some of these conversations.
  Development: If the mercenaries notice the PCs while 
  boarding or searching the ship, they attempt to capture them 
  alive for questioning and turn them over to the anacites 
  on the platform. If the PCs are captured, Golden Thread is 
  grounded for a day while the anacites investigate whether 
  the ship was sabotaged. This gives the PCs the opportunity 
  to escape custody and sneak back on board, though this last-
  ditch effort is beyond the scope of this adventure.
  Once the ship has left the Horse Eye Orbital Plate, the PCs 
  can hack its computer to determine its layout and the location 
  of the treasure onboard. The data they’ve received from Tarika 
  includes the necessary security codes and passwords, so no 
  Computers check is required; the PCs only need access to one 
  of the terminals throughout the ship. However, once the PCs 
  access the computer, they realize they have a big problem: 
  the ship is empty. According to the manifest, the Golden 
  Thread is headed to a transfer station called Fortune’s Heart 
  somewhere in the Drift, where it will pick up valuable cargo. 
  The mercenaries aboard are guiding the ship to this station, 
  but will then disembark and depart. Tarika was right about 
  the ship containing a fortune in treasure—but wrong about the 
  timing. For the PCs to have any hope of claiming their prize, 
  they need to stay on the Golden Thread until it reaches its 
  destination, then track down the treasure.
  Currently, the mercenaries are the main obstacle to this 
  plan. The PCs might attempt to stay hidden aboard the ship 
  until it reaches the transfer station. Since most of the ship is 
  automated, this is a feasible strategy: it’s a large ship, and there 
  are only four crew members keeping an eye on things. With 
  clever planning, the PCs could avoid notice throughout the 
  journey. The PCs might incapacitate the mercenaries, but they’ll 
  need to detain them in a way that keeps them from raising 
  the alarm on Fortune’s Heart. The Golden Thread lacks a brig, 
  but has multiple cargo holds that could be modified for this 
  purpose. Creating a makeshift brig requires a successful DC 25 
  Engineering check to refit the door, as well as a successful 
  DC 25 Computers check to disable the communications and 
  computers within the bay. A character may decide on the 
  straightforward solution of eliminating the mercenaries 
  altogether; the mercenaries will raise the alarm and come to 
  each other’s aid, and together they present a CR 8 encounter.
  HIDING OUT
  The trip to Fortune’s Heart takes 6 days. The mercenaries take 
  rotating shifts, leaving one person on the bridge at “night” and 
  three active during the “day.” For every 24-hour period the PCs 
  hide out on the Golden Thread, each character must succeed 
  at a DC 25 Stealth check or be spotted by the mercenaries. 
  The following adjustments can be made to this DC; these are 
  cumulative. At your discretion, apply similar adjustments are if 
  the PCs come up with alternative strategies.
  Avoid Cameras: The Golden Thread has security cameras, 
  but the crew isn’t expecting trouble and doesn’t monitor 
  them closely. Still, careless movements put the PCs at risk 
  of being spotted. Once every 24-hour period, the PCs can 
  attempt a DC 22 Computers check to redirect cameras away 
  from their location or patch in dummy footage. On a success, 
  all PCs gain a +2 bonus to their Stealth checks to hide for 
  that 24-hour period. 
  Communications Hack: A character who succeeds at a DC 
  22 Computers check can hack the ship’s systems to track 
  the mercenaries’ movements; this grants the PCs a +2 bonus 
  to their daily Stealth checks to hide for the duration of the 
  voyage. On a failed attempt to hack communications, the 
  character can try again after 24 hours.
  Create A Distraction: Once per day, if a PC fails their 
  Stealth check to remain hidden, a PC who succeeded at their 
  check can create a distraction to divert the mercenaries’ 
  attention from their ally. The PC attempting the distraction 
  must succeed at a DC 22 Computers check to set off an 
  alarm elsewhere on the ship, Engineering check to simulate a 
  mechanical malfunction, or Mysticism check to create a minor 
  magical distraction. On a success, the original character’s 
  failed Stealth check is treated as a success as the mercenaries 
  hurry to investigate the distraction. If the PCs attempt to 
  create a distraction two 24-hour periods in a row, the DC of 
  the Stealth check for the next 24-hour period increases by 1.
  Downtime Activities: A PC can use the maintain readinessCOM
  downtime activity to gain a +2 bonus to their next Stealth 
  check to hide. A PC who uses the secure area downtime activity 
  (Character Operations Manual 155) grants a +2 bonus to the 
  next Stealth check to every character hiding in that area.
  Fortify Position: If the PCs select an especially well-hidden 
  spot (as noted in The Golden Thread Features on page 8), they 
  gain a +2 bonus to their Stealth checks. Identifying well-hidden 
  spots requires a successful DC 22 Engineering or Survival check.
  Nocturnal: PCs who sleep during the “day” and are active 
  while most of the mercenaries are asleep gain a +5 bonus to 
  their Stealth checks for the 24-hour period they’re nocturnal. 
  However, this leaves such PCs vulnerable to being noticed 
  while resting. If a PC is not in a location designated as well-
  hidden, there is a cumulative 20% chance per day that one of 
  the mercenaries (determined randomly) will enter the room 
  
  6
  while the character is resting. A PC keeping watch can try to 
  spot approaching mercenaries with a DC 20 Perception check; 
  on a success, they hear the approaching mercenary in time 
  to rouse everyone. To avoid notice, the PCs must either leave 
  the room or succeed at a DC 25 Stealth check to hide (none of 
  the bonuses granted above apply to this check). The particular 
  features within a room, or defensive preparations the PCs have 
  made, might increase or lower this DC, at the GM’s discretion.
  If the PCs are caught, the mercenaries subdue them with 
  nonlethal attacks and interrogate them. The mercenaries aren’t 
  about to toss stowaways out the airlock, but they’re suspicious 
  of intruders. A PC lying to the mercenaries about their 
  intentions must succeed at a DC 25 Bluff check. On a success, 
  the crew members accept the cover story, though they still 
  keep a close eye on the PCs throughout the journey.
  CREW MEMBERS
  The Kalistocracy hires mercenaries to fly the 
  Windfall commerce barges to Fortune’s Heart. 
  Most functions on the barges are automated, 
  allowing the ships to operate with a skeleton 
  crew of four. The security checks required 
  for this job are rigorous, but a team meeting 
  these standards can expect excellent 
  pay. This month’s crew has been working 
  together for some time and operates as a 
  seamless unit.
  Captain/Engineer: As the team’s leader, 
  Adalia Keldis is the Golden Thread’s de 
  facto captain for the journey. Adalia 
  is a hardscrabble, middle-aged woman 
  originally from Absalom Station. Practical 
  and straightforward, she nevertheless has a 
  fondness for good drink and a laugh with 
  her teammates, most of whom she’s worked 
  with for years. Given that the barge’s 
  operations are mostly automated, she 
  plans to take the opportunity of a week-
  long journey to work on her own projects 
  in a makeshift workshop she has already 
  assembled in one of the cargo holds.
  ADALIA KELDIS
  CR 4
  XP 1,200
  Female human mechanic
  N Medium humanoid (human)
  Init +3; Perception +10
  DEFENSE
  HP 45
  EAC 16; KAC 17
  Fort +5; Ref +7; Will +4
  OFFENSE
  Speed 30 ft.
  Melee light sap +8 (1d4+4 B 
  nonlethal)
  Ranged thunderstrike sonic pistol +10 (1d8+4 So; critical 
  deafen)
  Offensive Abilities overload (DC 16), target tracking
  TACTICS
  During Combat Adalia stays at range while using 
  overcharge on her pistol. If attempting to capture 
  someone alive, she softens them up first before using 
  her sap. She knows she’s stronger with her team and 
  retreats to unite with them if separated.
  Morale Adalia is a pragmatist and surrenders if reduced 
  below 20 HP, unless she can secure her team’s escape 
  by holding the line or if she believes her foe won’t 
  grant mercy.
  STATISTICS
  Str +0; Dex +3; Con +1; Int +5; Wis +1; Cha +0
  Skills Computers +15, Diplomacy +15, Engineering +15, 
  Physical Science +10, Profession (mercenary) +10
  Languages Akitonian, Castrovelian, Common, Kasatha
  Other Abilities artificial intelligence 
  (exocortex), custom rig (datapad), 
  mechanic tricks (neural shunt, 
  overcharge)
  Gear basic lashunta tempweave, 
  light sapAR, thunderstrike sonic 
  pistol with 4 batteries (20 
  charges each), datapad, Golden 
  Thread keycard (opens all doors 
  onboard), magbootsPW, medpatches 
  (2), credstick (60 credits) 
  SPECIAL ABILITIES
  Target Tracking (Ex) As a move action, Adalia 
  can designate a single foe to track, gaining a 
  +2 bonus to attack rolls against that target.
  Gunner: Daoros, the most visually intimidating 
  member of Adalia’s crew, can certainly hold his 
  own in a fight. Originally from a small settlement 
  in the Diaspora, he became friends with Adalia 
  after they were assigned to the same security 
  detail guarding a convoy. Daoros is a kind soul 
  who likes nothing more than to unwind by playing 
  his guitar; he is, however, fiercely protective of 
  his friends.
  DAOROS
  CR 4
  XP 1,200 
  Male nuar soldier
  LG Medium monstrous humanoid
  Init –1; Senses darkvision 60 ft.; 
  Perception +10
  DEFENSE
  HP 50
  EAC 16; KAC 18; +4 vs. bull rush, 
  reposition, and trip
  Fort +7; Ref +4; Will +5
  of intruders. A PC lying to the mercenaries about their 
  intentions must succeed at a DC 25 Bluff check. On a success, 
  the crew members accept the cover story, though they still 
  keep a close eye on the PCs throughout the journey.
  CREW MEMBERS
  The Kalistocracy hires mercenaries to fly the 
  Windfall commerce barges to Fortune’s Heart. 
  Most functions on the barges are automated, 
  allowing the ships to operate with a skeleton 
  crew of four. The security checks required 
  for this job are rigorous, but a team meeting 
  these standards can expect excellent 
  pay. This month’s crew has been working 
  together for some time and operates as a 
  seamless unit.
  Captain/Engineer: As the team’s leader, 
  Adalia Keldis is the Golden Thread’s de 
  facto captain for the journey. Adalia 
  is a hardscrabble, middle-aged woman 
  originally from Absalom Station. Practical 
  and straightforward, she nevertheless has a 
  fondness for good drink and a laugh with 
  her teammates, most of whom she’s worked 
  with for years. Given that the barge’s 
  operations are mostly automated, she 
  plans to take the opportunity of a week-
  long journey to work on her own projects 
  in a makeshift workshop she has already 
  assembled in one of the cargo holds.
  ADALIA KELDIS
  CR 4
  XP 1,200
  Female human mechanic
  N Medium humanoid (human)
  Init +3; Perception +10
  DEFENSE
  DEFENSE
  HP 45
  45
  EAC 16; KAC 17
  Fort +5; Ref +7; Will +4
  OFFENSE
  OFFENSE
  Speed 30 ft.
  Melee light sap +8 (1d4+4 B 
  nonlethal)
  by holding the line or if she believes her foe won’t 
  grant mercy.
  STATISTICS
  STATISTICS
  Str +0; Dex +3; Con +1; Int +5; Wis +1; Cha +0
  Skills Computers +15, Diplomacy +15, Engineering +15, 
  Physical Science +10, Profession (mercenary) +10
  Languages Akitonian, Castrovelian, Common, Kasatha
  Other Abilities artificial intelligence 
  (exocortex), custom rig (datapad), 
  mechanic tricks (neural shunt, 
  overcharge)
  Gear basic lashunta tempweave, 
  light sapAR, thunderstrike sonic 
  pistol with 4 batteries (20 
  charges each), datapad, Golden 
  Thread keycard (opens all doors 
  onboard), magbootsPW, medpatches 
  (2), credstick (60 credits) 
  SPECIAL ABILITIES
  SPECIAL ABILITIES
  Target Tracking (Ex) As a move action, Adalia 
  can designate a single foe to track, gaining a 
  +2 bonus to attack rolls against that target.
  Gunner: Daoros, the most visually intimidating 
  member of Adalia’s crew, can certainly hold his 
  own in a fight. Originally from a small settlement 
  in the Diaspora, he became friends with Adalia 
  after they were assigned to the same security 
  detail guarding a convoy. Daoros is a kind soul 
  who likes nothing more than to unwind by playing 
  his guitar; he is, however, fiercely protective of 
  his friends.
  DAOROS
  CR 4
  XP 1,200 
  Male nuar soldier
  LG Medium monstrous humanoid
  Init –1; Senses darkvision 60 ft.; 
  Perception +10
  DEFENSE
  DEFENSE
  HP 
  EAC 16; KAC 18; +4 vs. bull rush, 
  reposition, and trip
  Fort +7; Ref +4; Will +5
  ADALIA KELDIS
  
  7
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  GLITTERS
  PART 2: 
  THE LONG  
  CON
   
   
  PART 3: 
  GOING,  
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +12 (1d4+12 B) or
  standard taclash +12 (1d4+8 S nonlethal)
  Ranged static polarity rifle +9 (1d8+4 E plus polarize 1d4) or
  mk 2 stickybomb grenade +9 (explode [15 ft., entangled 
  2d4 rounds, DC 15])
  Offensive Abilities fighting styles (armor storm), gore, 
  hammer fist
  TACTICS
  During Combat Daoros charges into melee range, using his 
  unarmed strike and staying on the front line to protect his 
  companions. If attempting to capture someone alive, he 
  hits them once with his unarmed strike, sternly requests 
  that they surrender, then switches to his taclash. He uses 
  his grenades to prevent foes from fleeing.
  Morale Daoros is a mercenary, not a fanatic, and surrenders 
  if reduced below 25 HP or if his allies surrender. If his 
  allies are still threatened, he fights to the death.
  STATISTICS
  Str +4; Dex –1; Con +3; Int +2; Wis +1; Cha +0
  Skills Athletics +15, Intimidate +10, Survival +10 (+12 when 
  orienteering)
  Languages Common, Orc
  Gear mining jack IIAR (radiation buffer), standard taclash, 
  static polarity rifleAR with 2 high-capacity batteries 
  (40 charges each), mk 2 stickybomb grenades (2), lingo 
  serumAR, mk 1 healing serum, datapad, Golden Thread
  keycard (opens all doors onboard except the door to area
  10), credstick (250 credits)
  SPECIAL ABILITIES
  Gore (Ex) Daoros can charge without taking the normal charge 
  penalties to the attack roll or his AC.
  Science Officer: Korumahar Laveni, known as 
  Koru to his friends, is the most recent addition to 
  Adalia’s team, having joined 2 years ago after assisting 
  in an exploration on Castrovel. He has a keen investigative mind 
  and is often preoccupied with his experiments. His shy streak 
  makes him easily flustered in social situations, though he’s 
  grown comfortable around his teammates, and he’s nursing a 
  serious crush on Shiari-8—the android is the only one of the 
  group unaware of this.
  KORUMAHAR LAVENI
  CR 4
  XP 1,200
  Male damaya lashunta mystic
  N Medium humanoid (lashunta)
  Init +1; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  HP 48 RP 3
  EAC 15; KAC 16 
  Fort +4; Ref +2; Will +7
  OFFENSE
  Speed 30 ft.
  Melee light sap +6 (1d4+4 B nonlethal)
  Ranged pusher decoupler +8 (1d6+4 A; critical demoralize) 
  Mystic Spell-Like Abilities (CL 4th)
  At will—mindlink
  Mystic Spells Known (CL 4th)
  2nd (3/day)—mystic cure, predict foeCOM
  1st (6/day)—lesser remove condition, life bubble, reflecting 
  armor (DC 16)
  0 (at will)—daze (DC 15), detect magic
  Connection Akashic
  TACTICS
  Before Combat If he expects combat, Koru casts reflecting 
  armor. If alone, he telepathically alerts allies in range.
  During Combat Koru uses predict foe on the 
  7
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  THE LONG 
  CON
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  unarmed strike and staying on the front line to protect his 
  companions. If attempting to capture someone alive, he 
  hits them once with his unarmed strike, sternly requests 
  that they surrender, then switches to his taclash. He uses 
  his grenades to prevent foes from fleeing.
   Daoros is a mercenary, not a fanatic, and surrenders 
  if reduced below 25 HP or if his allies surrender. If his 
  allies are still threatened, he fights to the death.
   +1; Cha +0
   Athletics +15, Intimidate +10, Survival +10 (+12 when 
   (radiation buffer), standard taclash, 
   with 2 high-capacity batteries 
  (40 charges each), mk 2 stickybomb grenades (2), lingo 
  , mk 1 healing serum, datapad, Golden Thread
  keycard (opens all doors onboard except the door to area
   Daoros can charge without taking the normal charge 
  penalties to the attack roll or his AC.
   Korumahar Laveni, known as 
  Koru to his friends, is the most recent addition to 
  Adalia’s team, having joined 2 years ago after assisting 
  in an exploration on Castrovel. He has a keen investigative mind 
  and is often preoccupied with his experiments. His shy streak 
  makes him easily flustered in social situations, though he’s 
  grown comfortable around his teammates, and he’s nursing a 
  serious crush on Shiari-8—the android is the only one of the 
  CR 4
  Perception +10
  HP 48
  48 RP 3
  TACTICS
  TACTICS
  Before Combat If he expects combat, Koru casts reflecting 
  armor. If alone, he telepathically alerts allies in range.
  During Combat Koru uses predict foe on the 
  DAOROS
  
  8
  strongest-looking opponent and targets enemies with 
  his decoupler. He stays close to his allies so he can 
  heal them.
  Morale Koru surrenders if his allies do, or if reduced below 
  20 HP.
  STATISTICS
  Str +0; Dex +1; Con +3; Int +1; Wis +5; Cha +1
  Skills Computers +10, Culture +16, Life Science +10, 
  Mysticism +16
  Languages Castrovelian, Common, Shirren; limited 
  telepathy 30 ft.
  Other Abilities access, Akashic record
  Gear basic lashunta tempweave (infrared sensors), light 
  sapAR, pusher decouplerAR with 2 high-capacity 
  batteries (40 charges each), datapad, Golden 
  Thread keycard (opens all doors onboard 
  except the door to area 10), scientist serum 
  of enhancement, xenobiologist’s field kitCOM, 
  leather-bound holy text of Yaraesa worth 20 
  credits, credstick (140 credits)
  Pilot: Shiari-8 has been a friend of Adalia 
  almost since the android’s birth 15 years 
  ago. They met Adalia in the midst of a job 
  that went bad. Shiari-8 helped out, and the 
  two quickly became friends. Clever and 
  easily bored, Shiari-8 often switches their 
  attention from task to task. They use “they” 
  as a default pronoun, though they often 
  change between “he” and “she” as well, 
  depending on their inclination. Their team 
  has long since learned to read these signals 
  in presentation, switching to the appropriate 
  pronoun as needed.
  SHIARI-8
  CR 4
  XP 1,200
  Genderfluid android technomancer
  CN Medium humanoid (android)
  Init +3; Senses darkvision 60 ft., low-
  light vision; Perception +10
  DEFENSE 
  HP 43
  EAC 15; KAC 16
  Fort +2; Ref +4; Will +7; +2 vs. disease, 
  mind-affecting effects, poison, and sleep
  OFFENSE
  Speed 30 ft.
  Melee tactical switchblade +6 (1d4+3 S)
  Ranged microwave scorchgun +8 (1d6+4 F)
  Technomancer Spells Known (CL 4th)
  2nd (3/day)—invisibility, recharge
  1st (6/day)—life bubble, magic missile, 
  overheat (DC 16)
  0 (at will)—detect magic, token spell
  TACTICS
  During Combat Shiari-8 stays at range, using their spells on 
  the most formidable foes. If approached, they step away 
  to cast invisibility and move to a more advantageous 
  position. If attempting to capture an opponent alive, 
  they switch their scorchgun to the stun setting.
  Morale Shiari-8 surrenders if reduced below 20 HP and 
  attempts to negotiate for their allies’ safety.
  STATISTICS
  Str +0; Dex +3; Con +1; Int +5; Wis +1; Cha –1
  Skills Computers +16, Mysticism +11, Piloting +15
  Feats Mystic Strike
  Languages Castrovelian, Common, Kasatha, Vercite
  Other Abilities magic hacks (energize spell), spell cache 
  (nanite tattoo)
  Gear basic lashunta tempweave (concealed 
  compartmentsAR), microwave scorchgunAR with 2 
  batteries (20 charges each), tactical switchblade, 
  datapad with library chipPW (Physical Science), 
  Golden Thread keycard (opens all doors onboard 
  except the door to area 10), spell gem of delay 
  countermeasuresCOM, credstick (10 credits)
  THE GOLDEN THREAD FEATURES
  All rooms and hallways on the Golden Thread
  are lit with normal light during “daytime” hours. 
  The ship lights in every area except the bridge 
  automatically lower to dim light during “nighttime” 
  hours but can be turned back up manually. The 
  ceilings in the rooms and corridors are 15 feet 
  high except where otherwise noted. The doors 
  are as sturdy as steel (Core Rulebook 408), 
  but all are typically unlocked except the door 
  to area 10. Use the map of the Kalistocracy 
  Windfall on the inside back cover for the 
  Golden Thread.
  1. AIRLOCK
  This otherwise-standard airlock is notable for 
  the gold engraved pattern on its doors and walls, 
  weaving artfully between the blinking control 
  panel lights. Past the airlock doors that lead 
  inside, a hallway extends straight ahead, with 
  additional branches to the port and starboard.
  The mercenaries have little reason to go here during 
  the journey. This is a well-hidden spot, except on the 
  day of Event 2, when the team moves in and out of 
  this area.
  2. CARGO HOLDS
  These large cargo holds are mostly empty, though one 
   access, Akashic record
   basic lashunta tempweave (infrared sensors), light 
   with 2 high-capacity 
  batteries (40 charges each), datapad, Golden 
   keycard (opens all doors onboard 
  ), scientist serum 
  of enhancement, xenobiologist’s field kitCOM, 
  leather-bound holy text of Yaraesa worth 20 
   Shiari-8 has been a friend of Adalia 
  almost since the android’s birth 15 years 
  ago. They met Adalia in the midst of a job 
  that went bad. Shiari-8 helped out, and the 
  two quickly became friends. Clever and 
  easily bored, Shiari-8 often switches their 
  attention from task to task. They use “they” 
  as a default pronoun, though they often 
  change between “he” and “she” as well, 
  depending on their inclination. Their team 
  has long since learned to read these signals 
  in presentation, switching to the appropriate 
  CR 4
  HP 43
  43
   +7; +2 vs. disease, 
  mind-affecting effects, poison, and sleep
   tactical switchblade +6 (1d4+3 S)
   microwave scorchgun +8 (1d6+4 F)
  magic missile, 
  token spell
  Feats Mystic Strike
  Languages Castrovelian, Common, Kasatha, Vercite
  Other Abilities magic hacks (energize spell), spell cache 
  (nanite tattoo)
  Gear basic lashunta tempweave (concealed 
  compartmentsAR), microwave scorchgun
  AR), microwave scorchgun
  AR
  AR with 2 
  batteries (20 charges each), tactical switchblade, 
  datapad with library chipPW (Physical Science), 
  Golden Thread keycard (opens all doors onboard 
  except the door to area 10), spell gem of delay 
  10), spell gem of delay 
  10
  countermeasuresCOM, credstick (10 credits)
  THE GOLDEN THREAD FEATURES
  All rooms and hallways on the Golden Thread
  are lit with normal light during “daytime” hours. 
  The ship lights in every area except the bridge 
  automatically lower to dim light during “nighttime” 
  hours but can be turned back up manually. The 
  ceilings in the rooms and corridors are 15 feet 
  high except where otherwise noted. The doors 
  are as sturdy as steel (Core Rulebook
  are as sturdy as steel (Core Rulebook
  are as sturdy as steel (
   408), 
  but all are typically unlocked except the door 
  to area 10. Use the map of the Kalistocracy 
  Windfall on the inside back cover for the 
  Golden Thread.
  1. AIRLOCK
  This otherwise-standard airlock is notable for 
  the gold engraved pattern on its doors and walls, 
  weaving artfully between the blinking control 
  panel lights. Past the airlock doors that lead 
  inside, a hallway extends straight ahead, with 
  additional branches to the port and starboard.
  The mercenaries have little reason to go here during 
  the journey. This is a well-hidden spot, except on the 
  day of Event 2, when the team moves in and out of 
  this area.
  2. CARGO HOLDS
  These large cargo holds are mostly empty, though one 
  KORUMAHAR 
  LAVENI
  
  9
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG  
  CON
   
   
  PART 3: 
  GOING,  
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  contains several space suits and jetpacks for use by the 
  crew and another has a dozen inactive security robots with 
  jeweled eyes and gold plating lined against the wall. In the 
  cargo hold occupying the port-side wing, machinery arrayed 
  across a dusty metal table serves as a hastily put-together 
  tech workshop.
  These cargo holds contain robots to be delivered to 
  Fortune’s Heart, as well as supplies for the journey. Adalia has 
  set up a makeshift tech workshop in area 2f and is often there 
  during the day if she’s not taking a night shift. Areas 2a and 
  2d are the least trafficked and are well-hidden. The robots in 
  Event 1 are in area 2c. 
  Treasure: Cargo hold 2b contains four space suits, four 
  jetpacks, and a crate holding two mk 3 riot grenadesAR, two 
  mk 3 holo grenadesAR, and a mk 2 web grenadeAR. With a 
  successful DC 20 Perception check, a PC in area 2d finds a 
  dropped credstick containing 1,500 credits wedged between 
  the floor panels. Adalia’s engineer’s puzzle boxAR sits on a 
  table in cargo hold 2f.
  3. ENGINEERING
  Sleek metal controls line the walls of this room, and several 
  comfortable hover-chairs sit in front of a data console. A 
  humming power core is against the aft wall. Its other three 
  sides are encased in fiberglass, with a small maintenance 
  hatch allowing access.
  This room contains the ship’s power core and the controls 
  for its machinery. Adalia checks on everything here every 
  morning. If the PCs created a distraction with an Engineering 
  check to simulate a malfunction, she spends the rest of that 
  day and the next running tests here. 
  Treasure: This room contains an engineering specialty tool 
  kit, a zipstickAR, and three rolls of ion tapeAR.
  4. ESCAPE PODS
  This wedge-shaped room beyond the door of a vacant cargo 
  bay contains six golden escape pods arranged in neat rows.
  Tucked away at the end of the ship’s wing, the room is 
  little used and well hidden. The escape pods in this room 
  are supplied with higher-quality emergency food and drink 
  than typical, including a bottle of fine wine in each pod. 
  The PCs can jump into or behind the escape pods if they 
  notice a crew member about to walk in on them in this 
  room, gaining a +4 circumstance bonus to their Stealth 
  checks to hide.
  5. RECREATION SUITE (TRIVID DEN)
  Two comfortable couches in the center of the room face a 
  vidscreen on the forward wall. Two  round tables are in the 
  aft corners; the one in the far corner has another vidscreen 
  set into the top and several inputs for virtual board, dice, 
  and strategy games, with one game currently hooked up. 
  Chairs and an L-shaped couch surround the table.
  The entertainment system contains a variety of movies 
  and programs. Daoros is sometimes found practicing his 
  guitar here, and Koru and Shiari-8 often play cards together 
  here if they’re on the day shift together. In the evening, team 
  members not on the night shift will often watch a movie 
  here before retiring.
  9
  PART 2: 
  THE LONG 
  CON
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  during the day if she’s not taking a night shift. Areas 2a and 
   are the least trafficked and are well-hidden. The robots in 
   contains four space suits, four 
  jetpacks, and a crate holding two mk 3 riot grenadesAR, two 
  , and a mk 2 web grenadeAR. With a 
  successful DC 20 Perception check, a PC in area 2d finds a 
  dropped credstick containing 1,500 credits wedged between 
  the floor panels. Adalia’s engineer’s puzzle boxAR sits on a 
  Sleek metal controls line the walls of this room, and several 
  comfortable hover-chairs sit in front of a data console. A 
  humming power core is against the aft wall. Its other three 
  sides are encased in fiberglass, with a small maintenance 
  This room contains the ship’s power core and the controls 
  for its machinery. Adalia checks on everything here every 
  morning. If the PCs created a distraction with an Engineering 
  check to simulate a malfunction, she spends the rest of that 
  This room contains an engineering specialty tool 
  , and three rolls of ion tapeAR.
  This wedge-shaped room beyond the door of a vacant cargo 
  bay contains six golden escape pods arranged in neat rows.
  Tucked away at the end of the ship’s wing, the room is 
  little used and well hidden. The escape pods in this room 
  are supplied with higher-quality emergency food and drink 
  than typical, including a bottle of fine wine in each pod. 
  The PCs can jump into or behind the escape pods if they 
  notice a crew member about to walk in on them in this 
  room, gaining a +4 circumstance bonus to their Stealth 
  5. RECREATION SUITE (TRIVID DEN)
  Two comfortable couches in the center of the room face a 
  members not on the night shift will often watch a movie 
  here before retiring.
  SHIARI�8
  
  10
  Treasure: The game on the table is Shiari-8’s imperial 
  conquest strategy gameAR.
  6. MESS HALL
  Two long metal tables rings with chairs take up the center 
  of this room, and the port wall holds an open archway to 
  the galley. Cabinets holding expensive bottles of wines and 
  liqueurs line the wall behind it.
  This room is typically unoccupied except at mealtimes, 
  though there’s a 20% chance whenever the PCs enter during 
  the daytime that Daoros has gotten hungry and headed 
  here for a snack (a PC can hear him inside before the door is 
  opened with a successful DC 18 Perception check).
  Treasure: The cabinets hold several bottles of valuable 
  wines and liquors worth a total of 1,000 credits.
  7. GALLEY
  Counters and appliances take up most of the wall space in 
  this narrow room, and an open archway leads out to the 
  mess hall. A shallow ionized sink is set into the counter in 
  one corner.
  The crew doesn’t linger in this small room except when 
  preparing food, though anything in the mess hall can easily 
  be seen from here and vice versa.
  Treasure: A mk 3 culinary synthesizerAR is installed here; 
  a character trained in Engineering can remove it with 10 
  minutes of work. Two self-heating potsAR sit on the counters.
  8. CREW QUARTERS
  This room holds four generously sized beds draped in gold-
  colored blankets. The opposite wall holds a vanity and four 
  metal footlockers, one for each crew member.
  Daoros and Koru have taken up residence in area 8a, while 
  Adalia and Shiari-8 are staying in area 8c; area 8b is currently 
  unoccupied. Crew members not on the night shift are all in 
  their rooms at night. During the day, the crew member on the 
  night shift is sleeping in their room; their roommate avoids the 
  room during this time to let them rest. If both crew members 
  in a room are on the day shift, one or both might spend time 
  here during the day. In particular, Koru is often in his room 
  reading. A successful DC 18 Engineering check is required to 
  open the footlockers. The lockers located in the unoccupied 
  room are empty.
  Treasure: The lockers in the crew members’ rooms 
  contain their personal effects: four sets of everyday 
  clothing, a hygiene kit, and one oxygen candlePW per 
  locker. Adalia’s locker in area 8c also contains two bottles 
  of Veskarium rum worth 100 credits each, which she’s 
  saving for the end of the trip. Daoros’s locker in area 8a
  contains his guitar (a euphonic musical instrumentAR), and 
  Koru’s contains a portable altarAR to Yaraesa and a library 
  chipPW (Culture). 
  9. LAVATORY
  This spacious washroom, just off the hallway, contains 
  sonic toilets and sinks, as well as a sonic shower. The white 
  tiling on the walls is engraved with golden patterns.
  Though not well-hidden, the washrooms can serve as a 
  convenient place to hide, due to their centralized location. 
  They are typically unoccupied. At night, the PCs can freely 
  use these facilities without being noticed by the mercenaries, 
  provided they verify that the crew member on duty is still 
  on the bridge. During the day, the PCs need to maneuver 
  carefully to avoid notice here.
  10. GUEST STATEROOM
  A king-sized four-poster bed sits against the wall of this 
  lavishly appointed stateroom, its fine silk bedding covered 
  with a white comforter embroidered with golden thread. To 
  either side is a mahogany nightstand. In the center of the 
  room, a plush couch and two chairs surround a low table. 
  A vidscreen set into the wall near the entry door cycles 
  through a variety of nature scenes, from lush forests to 
  beautiful ocean beaches.
  Among the mercenaries, only Adalia has a keycard 
  that can open this room, and though she checks it when 
  she boards the ship, she doesn’t otherwise venture in. It’s 
  well hidden and provides an additional +2 bonus to the PCs’ 
  daily Stealth checks. 
  Treasure: In the drawer of the nightstand is a 
  gold-embossed copy of the Prophecies of Kalistrade worth 
  500 credits, an empty silver jewelry box worth 200 
  credits, and two vials of pheromonal perfumeAR designed to 
  affect humans.
  11. PRIVATE BATHROOM
  This large washroom contains a sonic toilet and sink, across 
  from which sits a luxurious bathtub. Unlike those in most 
  ship facilities, the controls on the bathtub and the jets placed 
  within indicate it uses real water. A small cupboard is set 
  into the wall above the tub.
  Like the stateroom, the guest washroom is well hidden 
  and provides an additional +2 bonus to daily Stealth checks 
  to avoid detection. It has an occupancy lock rather than 
  a keycard lock, but its only point of entry is through the 
  guest stateroom.
  
  11
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG  
  CON
   
   
  PART 3: 
  GOING,  
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  Treasure: Inside the cupboard are expensive towels, soaps, 
  oils, and grooming supplies worth a total of 500 credits.
  12. BRIDGE
  A double door in this cone-shaped room, at the nose of 
  the ship, leads out to the hallway. Near the door is a large 
  navigation table surrounded by chairs; its holovid display 
  currently shows a route winding through the Drift. At the 
  pointed tip of the room is a piloting console, and enormous 
  windows looking out onto space take up most of the 
  room’s sides.
  At least one crew member is always on the bridge (usually 
  Shiari-8 during the day), though at night, the individual on 
  duty may take a periodic break to go to the washroom or grab 
  a snack from the galley. 
  Treasure: The vidscreen set into the table contains a chip 
  with a navigational mapAR of Pact Worlds space.
  EVENT 1: SECURITY MALFUNCTION (CR 8)
  Multiple luminance-class security robots are stored in one of 
  the cargo holds of the Golden Thread. Although most of these 
  are inactive, awaiting the ship’s arrival at Fortune’s Heart, 
  Adalia has been surreptitiously running tests on them to try to 
  discern the secrets of their construction. Unbeknownst to her, 
  she’s accidentally activated a few during her investigations. 
  This event can occur at any time, but should occur before 
  Event 2. It may happen when the PCs venture into cargo hold 
  2c, or the robots might begin patrolling the hallways nearby. 
  As the robots have not yet been programmed to recognize 
  anyone—even the mercenaries—they attack immediately.
  LUMINANCE-CLASS SECURITY ROBOT (3)
  CR 5
  XP 1,600 each
  HP 65 each (page 60)
  TACTICS
  During Combat The security robots align their shields 
  against the last foe that hit them. Due to a programming 
  glitch, they focus on melee attacks unless they cannot 
  reach any opponents, using their shardspray on foes 
  grouped together.
  Morale The robots fight until destroyed.
  Treasure: If the PCs dealt with the robots quickly or are able 
  to hide them before the crew members arrive to investigate, 
  a character trained in Engineering can remove the weapons, 
  shields, and jeweled components from the destroyed robots 
  with 10 minutes of work; 2,500 credits worth of precious 
  gems can be salvaged from each robot.
  Development: Fortunately, the crew members are occupied 
  elsewhere at the time of this encounter. However, the longer 
  it goes on, the more likely that the sound of the scuffle will 
  carry on. The PCs can engage in combat for 4 rounds without 
  risking attention. After this, there’s a cumulative 20% chance 
  per additional combat round that the crew members will 
  notice the disturbance and investigate, arriving in 3 rounds. 
  (At the GM’s discretion, especially noisy weapons or spells 
  may draw the crew’s attention earlier.) If the PCs have 
  finished fighting before the mercenaries arrive, they can hide 
  with successful DC 25 Stealth checks. Alternatively, they 
  can attempt to create a distraction, as detailed in Hiding Out 
  (page 5). If evidence of intruders is left behind, such as the 
  remains of destroyed robots, the PCs each take a –4 penalty 
  to their Stealth checks to avoid detection on the Golden 
  Thread for the rest of the journey.
  EVENT 2: DRIFT AMBUSH (CR 10)
  On the fourth day of the journey, after the PCs have attempted 
  their Stealth checks to hide, the entire ship rocks as 
  something smashes against its hull. (If the PCs failed to hide 
  this 24-hour period and are detected, this event might occur 
  during the confrontation with the mercenaries.) Alarms sound 
  and the mercenaries frantically try to assess the damage, 
  communicating over their personal and ship-wide comms. If 
  the PCs are still in hiding, read or paraphrase the following.
  Multiple alarms blare through the ship as it jolts as though 
  struck by a large object. The ship’s intercom crackles to 
  life as Shiari-8, sounding uncharacteristically panicked, 
  exclaims, “Everyone, we’ve got a big problem! Something’s 
  hitting the airlock, and I see another silhouette ahead of us, 
  coming up fast. Looks like some sort of giant reptile-bat, but 
  I can’t make out much detail. Whatever it is, it’s not friendly.”
  “Keep her steady,” Adalia responds. “Daoros, meet me at 
  the airlock; let’s see what we can do about these bastards. 
  Koru, stand guard at the door.”
  Two male voices chorus assent, one notably shakier than 
  the other. Another blow rocks the Golden Thread from the aft.
  From these communications, and perhaps their own 
  monitoring of the ship’s systems, the PCs can determine that 
  the Golden Thread was struck from behind by a creature that, 
  according to scans, is now clinging to the hull and attacking 
  the external airlock doors. Another such creature, coming up 
  from the front, is clinging onto the top of the Golden Thread’s 
  exterior and making its way toward the airlock doors.
  The PCs can investigate the source of the alarm, though 
  doing so while avoiding the mercenaries hurrying around the 
  ship is difficult. Alternatively, they might continue monitoring 
  the situation. If the PCs don’t reveal themselves, Adalia and 
  Daoros go outside to investigate, get wounded in combat, and 
  retreat back inside (Adalia is reduced to 20 HP and Daoros 
  to 25 HP). They don’t know what the creatures are, but the 
  PCs overhear the pair as they describe the “monsters” to their 
  teammates. According to Koru’s calculations, it won’t take long 
  for the creatures to break through the airlock. The PCs can see 
  that the mercenaries stand little chance without their help.
  
  PART 2: 
  THE 
  LONG CON
  PART 2: 
  THE 
  LONG CON
  12
  This encounter likely takes place on the Golden Thread’s hull, 
  though it might move inside the ship depending on the PCs’ 
  actions. If the PCs intend to fight outside, there are enough 
  jetpacks in the cargo holds for themselves and the mercenaries. 
  Assuming everyone moves quickly, they all have enough time 
  to don these jetpacks before the airlock is destroyed.
  Creatures: Though neither the PCs nor the mercenaries can 
  immediately identify them, the Golden Thread is under attack 
  by shantaks. Lost in the Drift for decades, the two creatures 
  see the barge as their ticket out. They hope to make their way 
  inside the ship, force the crew to pilot out of the Drift, then kill 
  all who remain. Although they hate active starships, they see 
  this as their best chance of escaping to normal space.
  The PCs have a choice to make. If they emerge from hiding 
  (provided they haven’t already) and assist the mercenaries, 
  they all have the best chance of making it out alive but reveal 
  themsevles as stowaways. The PCs could go outside and deal 
  with the shantaks, but doing so without attracting attention is 
  difficult. PCs skilled in Computers can hack the ship’s monitoring 
  systems with a successful DC 26 check to provide a different 
  cause for the shantaks’ disappearance, such as getting hit by 
  debris in the Drift or giving up the fight. Letting the shantaks 
  break through and kill the mercenaries would maintain the 
  PCs’ cover but leave them with a severely damaged ship. If the 
  shantaks force their way in, the resulting damage can be repaired 
  before arriving at Fortune’s Heart with a successful DC 30 
  Engineering check. If the PCs already killed the mercenaries or 
  are holding them captive, they don’t have to worry about being 
  secretive and can freely deal with the shantaks.
  It takes the shantaks several minutes to break in, during 
  which the PCs can prepare their chosen strategy and—if 
  they wish—reveal themselves to the mercenary team. The 
  mercenaries are extremely surprised to see the PCs but save 
  their questions for after the emergency is resolved. Instead, 
  they support the PCs during the battle and accept tactical 
  suggestions, reducing the encounter’s difficulty; consider 
  allowing the players to control the mercenaries during this 
  encounter. Shiari-8, as the pilot, can take evasive maneuvers 
  and try to throw off the shantaks, or can set the ship’s course 
  to autopilot and join the battle personally; if they take evasive 
  maneuvers, they can attempt a DC 25 Piloting check at the 
  beginning of each round. Success causes one of the shantaks 
  (determined randomly) to be off-kilter that round.
  SHANTAKS (2)
  CR 8
  XP 4,800 each
  HP 125 each (Alien Archive 2 110)
  TACTICS
  During Combat The shantaks try to take out nearby foes 
  or those who pose the biggest threat. If they reduce the 
  crew to one person, they try to force that person into the 
  bridge, hoping the survivor will head for home.
  Morale Knowing this might be their last chance to get out of 
  the Drift, the shantaks fight to the death.
  Development: After dealing with the shantaks, the PCs 
  might have some explaining to do! Adalia, patched up from 
  the fight, asks pointed questions about their identities and 
  presence on the ship. Regardless of the PCs’ answers, the 
  mercenaries recognize they’d be dead if it wasn’t for the PCs’ 
  intervention and believe they owe them a debt. Whether the 
  PCs are honest or have a cover story, the mercenaries promise 
  not to alert anyone on Fortune’s Heart to their presence. 
  They also tell the PCs about the security patrol that will be 
  inspecting the area when the Golden Thread arrives, and that 
  upon arrival, the commerce barge will be decontaminated with 
  an extreme sterilization procedure that adheres to Kalistocrat 
  standards of purity. This decontaminant gas is highly toxic to 
  living organisms, so the PCs will need to leave the ship right 
  after it docks.
  If the PCs dealt with the shantaks without revealing 
  themselves, they can continue to attempt checks to hide on 
  the ship, with the mercenaries unaware of their involvement.
  If the PCs don’t learn of the looming decontamination from 
  Adalia and her team, the PCs can find this information in the 
  ship’s computer as it approaches Fortune’s Heart; the computer, 
  however, does not contain information about the security 
  patrols, so that will still come as a surprise.
  Treasure: If the mercenaries survive, they gift the PCs a 
  few items in appreciation for their assistance; note that all of 
  these items are listed in NPC stat blocks or locations aboard 
  the Golden Thread, and if the PCs have already looted some 
  of these items, the mercenaries have less to reward them 
  with! Adalia gives the PCs the Veskarium rum from her locker, 
  as well as her magbootsAR. Daoros gives them his guitar; 
  if the PCs protest they can’t take something so personal, 
  the honorable nuar insists they take it as a mark of the 
  debt he owes them. Koru gives them his scientist serum of 
  enhancement and his xenobiologist’s field kitCOM, and Shiari-8 
  contributes their spell gem of delay countermeasuresCOM and 
  their imperial conquest strategy gameAR. If the PCs haven’t 
  found or used the grenades in cargo hold 2b already, Adalia 
  offers those as well.
  Story Award: If the PCs successfully avoid detection on the 
  Golden Thread until the beginning of Event 2, award them 1,600 
  XP. If the mercenaries survive until the end of the journey, and 
  the PCs have not already earned XP for fighting and defeating 
  them, award the PCs 1,200 XP for each surviving mercenary.
  After 6 days of travel, the Golden Thread arrives at Fortune’s 
  Heart. As it approaches, read or paraphrase the following.
  
  13
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG
   CON 
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  Through the strange energies of the Drift, a sunburst-shaped 
  space station comes into view, pointed docking bays jutting 
  out from its circular main body. Though nowhere near as big 
  as Absalom Station, it’s still large enough to comfortably host 
  hundreds of people. Every so often, a gleaming starship nears 
  the station and a docking bay opens to allow entry. As it nears 
  Fortune’s Heart, the Golden Thread is hailed by the traffic 
  controller on the station, directing it to a nearby docking bay.
  Once the ship connects to the docking bay, the mercenaries 
  disembark and the PCs must hurry to safety before the 
  decontamination protocols begin. If the mercenaries are friendly 
  with the PCs, they part ways amicably as the Golden Thread’s 
  crew heads to a prearranged transport back to Absalom 
  Station that leaves from another docking bay. The crew has no 
  knowledge of the treasure’s location on Fortune’s Heart—they 
  were hired only to deliver the barge without being told anything 
  about the station beyond the docking bays.
  The rest of this adventure takes place on Fortune’s Heart. See 
  the map on page 16 and the Codex of Worlds on page 62 for an 
  overview of the station. Specific areas relevant to the adventure 
  are detailed below.
  DOCKING BAY CORRIDORS (CR 7)
  The station’s outer edge is the maintenance ring, which consists 
  of corridors linking the station’s many docking bays. It has an 
  industrial appearance but is well-lit and clean. The corridors have 
  directions and signs for the benefit of the station’s many guests, 
  so the crew has no problem finding their way to the station’s 
  interior; according to holograph maps of the station, the nearest 
  entrance leads to a section called the Caravans Wing. A character 
  who examines the map and succeeds at a DC 22 Mysticism 
  check recognizes that many of the wings are named after the 
  six sections of the Prophecies of Kalistrade; a character with the 
  Kalistocrat Childhood background (Starfinder Adventure Path 
  #34: We’re No Heroes 43) automatically succeeds at this check.
  Creatures:Security robots regularly patrol the docking bays to 
  prevent unauthorized entry. If the PCs already learned of these 
  security patrols from the Golden Thread’s mercenary team, they 
  can avoid these robots. Otherwise, they encounter a security 
  patrol in a docking bay corridor. A successful DC 22 Perception 
  check allows a character to detect the patrol as it approaches, 
  giving the PCs time to hide (which requires a successful DC 22 
  Stealth check).
  If the robots spot the crew, they attack. Use the hallway in the 
  map of area A on page 14 for this encounter.
  LUMINANCE-CLASS SECURITY ROBOTS (2)
  CR 5
  XP 1,600 each
  HP 65 each (page 60)
  TACTICS
  During Combat The security robots align their shields against 
  a foe that hits them. They use their numbing beams 
  to subdue opponents for capture, switching to their 
  shardspray if foes group together and their slam if cornered 
  in melee combat.
  Morale The robots fight until destroyed.
  Treasure: Each of the robots has valuable starmetal and gem 
  components worth 2,500 credits if the PCs have the opportunity 
  to salvage them and 10 minutes to work.
  Story Award: If the crew avoids the patrol using the 
  information from the mercenary team, or otherwise sneaks past 
  the robots, award them 3,200 XP.
  EVENT 3: WELCOMING COMMITTEE (CR 8)
  As the PCs move further into Fortune’s Heart, they turn the 
  corner into another corridor just as a kasathan man dressed in 
  Kalistocratic attire emerges from the docking bay doors on the 
  other side of the hall. 
  Creature: Estriar Isatra Jaez of Clan Kastris, House Tivora, 
  Sworn-Friend of the Blood of Mur, is a high-ranking Kalistocrat. 
  Assuming the PCs aren’t accompanied by anyone in Kalistocrat 
  garb, he immediately realizes they don’t belong on the station. He 
  calls for them to stop and identify themselves before recognizing 
  them; Estriar had caught wind of the crew’s involvements with 
  EYE ON THE PRIZE
  The PCs began this adventure with a goal: stealing a 
  golden commerce barge from the Kalistocracy. Although 
  their first attempt has ended in failure—the ship turned 
  out to be empty—they can still succeed. Fortune’s Heart is 
  big and confusing, however, and your players might not 
  know how to proceed or what to do. While “The White 
  Glove Affair” provides your players with a path to success, 
  you might need to nudge the players a little to help them 
  find that path. As always, they could decide to strike out 
  on their own!
  First, the crew encounters Estriar, a Kalistocrat. 
  Whether they negotiate with him or defeat him, the PCs 
  gain access to his holoskin and datapad. With these tools, 
  they can disguise themselves as Estriar and his retinue as 
  well as use his stateroom as a base of operations—though 
  they might have to overcome a pair of anacites there.
  From Estriar’s chambers, the crew learns of the auction 
  for the previous Windfall barge; if they win this auction, 
  they can still make off with their prize. They also identify 
  rivals on the station who’ll make their task harder, as well 
  as encounter Marayeen, a friend of Estriar’s. Once the PCs 
  meet up with Marayeen, your job becomes easier since 
  she can give the crew critical information and advice 
  when they get lost or frustrated.
  However, your PCs might have other plans. You’ll have 
  to improvise if they go off script, but you can use the 
  NPCs and timeline detailed in this part of the adventure 
  to successfully get the crew to the auction, which is fully 
  detailed in Part Three.
  
  14
  Eline Reisora and Project Oliphaunt, which he monitored for his 
  own ventures. Estriar deduces that they’ve likely come for the 
  auction, but he also sees an opportunity to relieve his recent 
  financial woes and  parlays with them. When the PCs meet him, 
  his attitude toward them is indifferent. The PCs can change his 
  attitude with successful DC 27 Diplomacy or Intimidate checks. 
  If he becomes friendly and has some idea of what the PCs plan, 
  he offers them his holoskin, datapad, and keycodes to his suite 
  but asks for a third of the take from the barge. If he becomes 
  helpful, he provides the above resources but is happy to escape 
  with his life. Estriar then absconds from the station, content 
  to distance himself from upcoming events. If the PCs refuse to 
  work with Estriar or fail to change his attitude, he reaches for 
  his comm and his weapons. At this point, the PCs need to subdue 
  him quickly if they don’t want their heist to end before it starts. 
  Use the map of area A above for this encounter.
  ESTRIAR ISATRA JAEZ
  CR 8
  XP 4,800
  Male kasatha envoy
  LN Medium humanoid (kasatha)
  Init +4; Perception +16
  DEFENSE
  HP 115 RP 4
  EAC 20; KAC 21
  Fort +7; Ref +9; Will +11
  OFFENSE
  Speed 30 ft.
  Melee ultrathin sword cane +15 (2d4+9 P; critical bleed 1d4)
  Ranged whisper sonic suppressor +17 (2d4+8 So; critical 
  stifle) 
  TACTICS
  During Combat On the first round of combat, Estriar uses 
  his spell gem of laser net to put a barrier between himself 
  and enemies. He then uses his spell gem of mirror image
  and attacks with his sonic suppressor, using improved get 
  ‘em each round. He reserves his spell gem of supercharge 
  weapon for especially dangerous threats.
  Morale Estriar flees if reduced below 20 HP. If he can’t, he 
  tries to negotiate with his foes into sparing him; if they 
  refuse, he fights to the death.
  STATISTICS
  Str +1; Dex +4; Con +2; Int +2; Wis +0; Cha +6
  Skills Acrobatics +16, Bluff +16, Culture +21, Diplomacy +21, 
  Sense Motive +21
  Languages Castrovelian, Common, Elven, Kasatha
  Other Abilities envoy improvisations (improved get ’em, 
  situational awareness, spell gem understandingCOM, 
  sudden shiftCOM)
  Gear gold AbadarCorp travel suit, ultrathin sword canePW, 
  whisper sonic suppressorAR with 2 high-capacity batteries 
  (40 charges each), mk 1 healing serum (2), spell gem of 
  charming veneerCOM (2), spell gem of laser netCOM, spell 
  gem of mirror image, spell gem of security seal, spell gem 
  of supercharge weapon, batteries (10), tier 2 datapad 
  (security module I), holoskin with 1 battery, silver sapphire 
  ring worth 150 credits, four white opera gloves worth 
  100 credits each, white and gold ceremonial Kalistocrat 
  clothes worth 700 credits, credstick (4,650 credits)
  Development: The docking bays aren’t heavily trafficked, and 
  the nearby docking bay is empty aside from Estriar’s ship. If PCs 
  violently deal with Estriar, they can go through his possessions 
  and come up with a plan. The corridor and docking bay are each 
  monitored by a camera, but the vid feed isn’t monitored in real 
  time; a character can hack these cameras (Computers DC 22) or 
  disable them (Engineering DC 22) to cover the crew’s tracks. If 
  needed, the easiest place to hide or dispose of Estriar is in the 
  docking bay, either hiding him in one of the corner storage rooms 
  or spacing him. A character can hack Estriar’s datapad with a 
  successful DC 22 Computers check; it has a fingerprint lock, and 
  a character who uses Estriar’s hand—living or dead—to bypass 
  this lock has a +5 bonus to hacking attempts. From Estriar’s 
  correspondence, the PCs can identify him as a high-ranking 
  Kalistocrat prophet in the textile trade who only recently arrived 
  at the station. They also learn basic details about Fortune’s Heart, 
  including the fact that the white-gloved Kalistocrat prophets are 
  a minority on the station; most of the population is made up of 
  service workers, administrative staff, and the personal retinues 
  of each Kalistocrat. Estriar’s messages also mention “attending 
  the upcoming auction on Fortune’s Heart” without elaboration. 
  Estriar vainly used his holoskin to adjust minute details of 
  his appearance to his liking. If the PCs disposed of Estriar, you 
  should hint at the holoskin being an excellent tool for concealing 
  someone as the kasatha, subtly encouraging the PCs to have 
  someone pose as the Kalistocrat—which should help them blend 
  in on the station until they track down the treasure. With the 
  holoskin, even a non-kasatha can impersonate Estriar as long as 
  they don’t have physical contact with anyone. The rest of the 
  crew can adopt the roles of Estriar’s retinue. Fortunately, Estriar 
  kept only two anacite ambassadors for his personal staff, both 
  waiting in his quarters. Estriar’s datapad provides the room 
  number and keycode for his suite on Fortune’s Heart, as well as 
  the information that he and the anacites are the only registered 
  occupants. Luckily, there are too many people milling about the 
  NORTH
  A. DOCKING BAY
  1 SQUARE = 5 FEET
  
  15
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG
   CON 
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  station for anyone to notice that Estriar’s retinue has changed, 
  particularly since he arrived only recently, but the crew will need 
  to deal with the anacites in his suite.
  As the PCs depart the docking bay area, any character who 
  succeeds at a DC 27 Perception check hears a faint sound in the 
  maintenance ducts overhead, like something quietly moving 
  away. They find nothing by investigating the ducts, but the crew 
  can reasonably suspect that their confrontation with Estriar 
  wasn’t entirely unobserved.
  IN THE FOOTSTEPS OF THE PROPHETS
  By now, one of the PCs is likely pretending to be Estriar, providing 
  cover for the others. The nearest entrance to the station’s interior 
  from the Golden Thread’s docking bay leads to the Caravans 
  Wing; a map of the station appears on page 16.
  The corridors are paneled in elegant gold molding, and 
  seashell-shaped lights cast a soft glow over the halls. In 
  contrast to the concrete corridors around the docking 
  bays, plush carpet covers the floor, and gentle music plays 
  from well-hidden speakers. Multiple storefronts line the 
  hallways, selling everything from clothes to travel supplies 
  to electronics, and delicious scents waft from cafes and 
  restaurants situated between the stores. The area resembles 
  an elegant mall or shopping sector. Through the hallways 
  bustle well-dressed people of many different species, some of 
  them wearing white and gold.
  The crew must head through the Ascensions Wing and 
  Scales Wing to reach the west guest quarters, where they can 
  find Estriar’s suite. The Ascensions Wing contains a similar mix 
  of shops, restaurants, and offices to the Caravans Wing, while 
  offices primarily comprise the Scales Wing. The guest quarters 
  areas resemble an upscale hotel in layout and decor. To keep 
  guests comfortable, the station operates on a typical day-night 
  cycle. During “nighttime” hours, businesses aboard the station 
  close and lock their doors, but some establishments stay open 
  later than others. Estriar’s keycodes allow the crew to navigate 
  the station but don’t override door locks, nor can the PCs access 
  private offices or the Pure Chambers at the center of Fortune’s 
  Heart. Opening a locked station door requires a successful DC 
  25 Computers or Engineering check for all doors except those 
  leading to the Pure Chambers, which have a DC of 40. Failing 
  a check to hack a door to the Pure Chambers sets off a station-
  wide alarm. Prying too much into restricted areas risks blowing 
  the crew’s cover, so consider giving the PCs a warning if they 
  attempt to break into the Pure Chambers.
  While the PCs stay on Fortune’s Heart, encourage them 
  to explore the station—first to determine the location of the 
  treasure, and then to gain information to acquire it. If they wish 
  to do any shopping, they can purchase gear up to item level 8, at 
  your discretion. Notable locations on the station are listed below. 
  The PCs will visit many of these locations over the course of the 
  adventure but might explore further on their own.
  1. Crown Jewel: A lavish restaurant by austere Kalistocrat 
  standards, the Crown Jewel offers delicacies made to the highest 
  standards of Kalistocrat purity. Head Chef Inora Baun (LN female 
  damaya lashunta) prides herself on pairing consistency with 
  creativity, so diners can expect new twists on dishes they’ve 
  adored on previous visits (see The V-Spec Agents on page 25).
  2. Lustre: This high-end boutique caters to Kalistocrats 
  seeking the finest apparel, and its stock varies to suit upcoming 
  station events. Proprietor Yaoli Kura (N female human) is always 
  eager to help her clients find the perfect outfit with custom 
  tailoring included in the staggering prices. Also prominent among 
  the shop’s wares are a selection of white outfits in an array of 
  concealing styles and elegant fabrics.
  3. Hanging Gardens: This beautiful botanical garden, a 
  three-dimensional construction made possible by hover 
  technology, offers welcoming greenery to those seeking a touch 
  of nature on the station. Manicured paths wind through the 
  verdant landscape; a team of expert gardeners lovingly tend to 
  plants from all over the Pact Worlds and beyond.
  4. Gildenvue Theater: Fortune’s Heart boasts a 400-seat 
  theater that hosts a variety of performances throughout the 
  year, from plays to operas to dance showcases. When no live 
  performances are scheduled, the theater’s state-of-the-art holo-
  theater system has a vast catalog of movies on demand, though 
  station management requests 3 hours’ advanced notice to book 
  the theater for this purpose (see Event 6 on page 30).
  5. Estriar’s Suite: See page 17 for information on this area.
  6. Auction Hall: See page 31 for information on this area.
  7. Peachtree Lounge: The Peachtree Lounge offers cutting 
  edge mixology, thanks to head bartender Lordai Fera (NG 
  nonbinary human) who uses their magical talents to create 
  fantastical concoctions. Lordai also has a reputation for being 
  a bit of a gossip, and they might share tidbits of information 
  they’ve overheard with those they take a liking to (see Ralvarian 
  Eumaris Harrington III on page 21 and Taelarinis on page 24).
  8. Prixe Mari: Prixe Mari is a restaurant aboard Fortune’s Heart 
  that specializes in traditional kasathan cuisine. Like all the food 
  and drink on station, its offerings adhere to Kalistocrat standards 
  of purity, sometimes necessitating creative substitutions that put 
  a different spin on ancient dishes. Rather than having a set head 
  chef, its array of kasathan celebrity chefs rotates by the month, 
  as does the menu. This month’s chef, Saraa Ovis Liranelle of Clan 
  Fenik, House Dacia, North Star of the West (N female kasatha), 
  showcases kasathan dishes from several centuries before the 
  Gap, updated to modern palates (see Meeting with Marayeen on 
  page 18 and Event 5 on page 30).
  9. Presentation Hall: This large room can be reconfigured from 
  a theater to a boardroom as needed. Kalistocrats on the station 
  often use the hall to present to shareholders, potential business 
  partners, or executives in their companies.
  10. Meditation Room: The meditation room is frequently 
  used by those on station seeking peace and quiet. Its glass 
  holo-ceiling can display numerous illusionary skyscapes or 
  become transparent to reveal a stunning view of the Drift. The 
  
  16
  FORTUNE’S HEART
  1
  2
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  13
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  STARSHIP
  DOCKING BAYS
  SCALES
  WING
  ASCENSIONS
   WING
  PURE
  CHAMBERS
  FORTUNE'S
  WING
  CARAVANS
  WING
  SEEKERS
  WING
  CONTEMPLATIONS
  WING
  MAINTENANCE
  RING
  FINANCIAL 
  OFFICES
  GUEST 
  QUARTERS
  GUEST 
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  SHUTTLE DOCKING
  BAYS
  NORTH
  = 1/4 MILE
  
  17
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG
   CON 
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  chamber is fairly open and bare with some adjoining side rooms 
  for those who desire complete solitude.
  11. Chrysalis Teahouse: Unlike most of the cafes on Fortune’s 
  Heart, the Chrysalis Teahouse specializes only in tea. It serves 
  rare varietals from all over the galaxy, although it’s best known 
  for its traditional kasathan tea ceremonies. Teamaster Haloru 
  Mora Qelvais of Clan Soris, House Vurdi, Jeweled Eye of Galain 
  (LG male kasatha) presides over these ceremonies with a grace 
  borne of long years of experience (see Event 4 on page 29).
  12. Bank: The bank’s interior has security as tight as one 
  might expect from Kalistocrats, but its cybersecurity has some 
  gaps. The PCs can attempt checks to investigate financial 
  transfers from the bank’s vicinity. 
  13. Fitness Center: The Kalistocracy values keeping both 
  the mind and body sharp; Fortune’s Heart’s top-of-the-line 
  fitness center contains a weight room, exercise machines, 
  and a swimming pool designed to look like a lush Castrovelian 
  riverbank, complete with surrounding foliage. The fitness 
  center also has a sparring ring for martial skills and dueling 
  (see Kantir Sursa on page 20).
  ESTRIAR’S SUITE (CR 8)
  The suite’s front room features elegant furnishings with a 
  couch and holo-screen opposite the entrance and a carved 
  wooden desk near the door. A well-stocked minibar sits 
  against the east wall, near an oval table with four chairs. Two 
  open doors to the northeast reveal small bedrooms, while 
  an open door to the northwest reveals a larger bedroom 
  containing a four-poster canopy bed. To the west, a door leads 
  to a luxurious bathroom boasting a large hot tub.
  Creatures: Estriar’s anacite companions await him in the 
  suite’s living room, expecting him to return shortly. They don’t 
  know Estriar well, so the PCs can potentially fool them into 
  believing Estriar has returned with new friends. PCs trying to 
  trick the anacites must attempt a DC 28 Bluff check. On a failure, 
  the anacites spot the falsehood and attack. Alternatively, the 
  crew might attack the anacites first, killing or incapacitating 
  them. Use the map for area B above for this encounter.
  ANACITE AMBASSADORS (2)
  CR 6
  XP 2,400 each
  HP 90 each (Alien Archive 2 10)
  TACTICS
  During Combat If attacked, or if they spot the crew’s ruse, 
  the anacites deploy their retractable lasers, then switch to 
  their slam attack if engaged in melee combat.
  Morale The anacites fight until destroyed.
  Treasure: Each anacite carries a credstick holding 1,000 
  credits. Estriar’s room also contains some of his valuable 
  personal possessions: an impressive wardrobe of Kalistocrat 
  garb (worth a total of 8,000 credits) and his collection 
  of jeweled rings (worth a total of 10,000 credits). In the 
  bathroom is a medicine kit containing five tier 2 medicinals 
  (two sedatives, two stimulantsAR, and one sal volatileCOM). If the 
  characters access Estriar’s personal computer, they find his 
  financial accounts. Although lacking in credits, he does have 
  some stock in a technology company that the crew can transfer 
  to themselves for a gain of 10 Build Points.
  Development: Tricking or eliminating the anacites gives the 
  crew a safe haven. Estriar’s personal computer in the corner 
  contains some useful information; similar to his datapad, a PC 
  can hack it by succeeding at a DC 22 Computers check, and 
  they can get a +5 bonus to this check if they have Estriar’s 
  fingerprint. The PCs can also learn more about the auction by 
  investigating around the station.
  ESTRIAR’S COMPUTER
  An examination of Estriar’s computer gleans basic 
  information on the auction (listed in the DC 10 section of 
  Station Gossip on page 18) and Estriar’s social schedule for 
  the week. Kalistocrats are hosting or attending social galas 
  and networking events throughout the week, most of which 
  are invite-only, and Estriar was no exception. He’s scheduled 
  to attend an Idaran-style tea ceremony the day after the crew 
  arrive on Fortune’s Heart (6 days before the auction), a dinner 
  for those in the textile and fashion trade 4 days before the 
  auction, and a performance of Qabarat ribbon-dance 2 days 
  before the auction. His calendar also lists a meeting with 
  “Marayeen” scheduled for the evening the crew arrive; a 
  search through his messages reveals that Marayeen Salvaris 
  is a friendly business colleague. In the message setting up the 
  meeting, Estriar mentions “calling in a favor.” According to his 
  records, he lent her a substantial sum several years ago after 
  some of her investments didn’t pay off. The loan’s status is 
  noted as “deferment.”
  Estriar’s files also contain some unwelcome news. In the 
  hopes of winning this month’s auction, he leveraged his fortune 
  in a risky speculation that has fallen through. Aside from some 
  NORTH
  B. GUEST SUITE
  1 SQUARE = 5 FEET
  
  18
  locked-in investments and personal 
  possessions, he was essentially 
  broke. Assuming his identity gives the 
  PCs freedom to move about the station but 
  doesn’t provide the riches necessary to win 
  the auction. His files do, however, contain notes on some favors 
  he hoped to call in from other Kalistocrats visiting Fortune’s 
  Heart to help his chances, which he planned to have Marayeen 
  coordinate.
  STATION GOSSIP
  Successful Diplomacy checks to gather information on the 
  station or Perception checks to overhear gossip allow the crew 
  to learn the following.
  DC 10: The PC learns the information about the auction in the 
  adventure’s introduction. They also learn this month’s commerce 
  barge, the White Wind, is in one of the station’s docking bays. 
  Security around the White Wind’s bay is nigh-impenetrable, 
  including squads of security robots and biometric locks on both 
  the bay door and the ship itself. The auction is a monthly social 
  event for the Kalistocrats, and attendees use the opportunity to 
  network and impress their peers.
  DC 20: Many Kalistocrats have interest in the White Wind, 
  but only a handful have the resources to stand a chance in the 
  auction. Bidders engage in backroom wheeling and dealing 
  to discourage rivals, but violence is prohibited. Gossip is key 
  to these negotiations—some competitors engage in industrial 
  espionage, hack their rivals’ communications, or conduct 
  illicit surveillance.
  DC 25: One of the attendees this month is Eline Reisora, 
  an Executive Vice President of EJ Corp and an influential 
  Kalistocrat. An avid Qabarat ribbon-dance fan, she’s attending 
  a performance 2 days prior to the auction. Eline hasn’t 
  indicated interest in the White Wind but might have her eye 
  on other valuable items also scheduled for the auction.
  DC 30: Another attendee attracting interest is a verthani 
  by the name of Ixander Merinesta, a Kalistocrat owner of a 
  multi-planetary refining company. Word has it he’s quite 
  the gentleman, though oddly no one had heard of him 
  until a few days ago. Still, his social media profile 
  and company website are polished and present any 
  impressive financial profile.
  MEETING WITH MARAYEEN
  To maintain their cover, the PCs must keep Estriar’s 
  social calendar, starting with his meeting with 
  Marayeen. Fortunately, this opportunity allows the 
  crew to acquire information and call in Estriar’s 
  favor. Estriar and Marayeen are scheduled to 
  have dinner at Prixe Mari. When the PCs 
  arrive, they’re directed to Marayeen’s 
  table by the restaurant’s host.
  Jeweled chandeliers hang from 
  the ceiling of this lavish dining 
  room. Circular tables of multiple 
  sizes are scattered throughout 
  the room, complete with silver 
  velvet chairs around them. Staff in 
  black and white suits bustle between tables, bearing trays 
  of spice-scented food, and a long bar with an impressive 
  array of bottles stands behind the counter. A quiet hum of 
  conversation fills the room, accompanied by soft music piping 
  through the restaurant.
  At a table near the center of the room sits a human woman 
  with light brown skin and black hair streaked with red. Her 
  white clothing embroidered with gold appears a bit more 
  flamboyant than that of most of the other diners. As she 
  sees her old friend approaching, she rises to her feet, smiling 
  warmly and holding out a hand. “Estriar, darling, it’s been 
  ages. How are you?”
  Marayeen Salvaris (LN female human envoy) is a native of 
  Absalom Station and Kalistocrat prophet with business interests 
  ranging from fashion to starship parts. While she comes across 
  as a bubbly social climber, she has a keen intellect, and more 
  than one competitor has made the mistake of underestimating 
  her. She and Estriar first met when she engaged his corporation 
  as a supplier for her high-end fashion line, Candy Ice, and the 
  two developed a friendly rapport over the years. However, 
  they aren’t close enough to speak with one another often, 
  and a character who has reviewed Estriar’s correspondence 
  and notes has a good enough idea of his personality—serious, 
  intellectual, and dignified, though clearly calculating—to imitate 
  him reasonably well. Unless the character impersonating 
  Estriar does something wildly out of character, and so long as 
  they’re subtle when inquiring about topics Estriar would be 
  expected to already know, no Bluff check is required against 
  Marayeen. If, however, the character makes an obvious misstep 
  STEALING THE BARGE?
  The crew might consider stealing the White Wind from 
  its docking bay rather than engaging 
  in a risky con. Outright theft of the 
  ship is nearly impossible. The White 
  Wind is more heavily protected than 
  the empty Golden Thread, its docking 
  bay under constant surveillance and 
  guarded by an overwhelming force of 
  robots. Even if someone managed to reach 
  the barge, it’s protected against intrusion 
  and unauthorized operation with 
  state-of-the-art security systems, 
  which only the access key can 
  bypass. The crew can only get 
  that access key by winning the 
  barge in the auction.
  possessions, he was essentially 
  multi-planetary refining company. Word has it he’s quite 
  the gentleman, though oddly no one had heard of him 
  until a few days ago. Still, his social media profile 
  and company website are polished and present any 
  impressive financial profile.
  MEETING WITH MARAYEEN
  To maintain their cover, the PCs must keep Estriar’s 
  social calendar, starting with his meeting with 
  Marayeen. Fortunately, this opportunity allows the 
  crew to acquire information and call in Estriar’s 
  favor. Estriar and Marayeen are scheduled to 
  have dinner at Prixe Mari. When the PCs 
  arrive, they’re directed to Marayeen’s 
  table by the restaurant’s host.
  The crew might consider stealing the White Wind from 
  its docking bay rather than engaging 
  in a risky con. Outright theft of the 
  White 
   is more heavily protected than 
  , its docking 
  bay under constant surveillance and 
  guarded by an overwhelming force of 
  robots. Even if someone managed to reach 
  the barge, it’s protected against intrusion 
  and unauthorized operation with 
  state-of-the-art security systems, 
  which only the access key can 
  bypass. The crew can only get 
  that access key by winning the 
  MARAYEEN
  
  19
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG
   CON 
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  and you decide Marayeen has a reason to have suspicions, Bluff 
  checks are opposed by Marayeen’s Sense Motive of +13.
  Though willing to assist “Estriar,” Marayeen is apologetic: she 
  lacks the credits necessary to repay him. However, she offers 
  to help him identify potential rivals and arrange for the minor 
  favors Estriar hoped to call in, if he deducts the net worth of 
  those services from her debt. As a good-faith down payment, 
  she offers Estriar a credstick containing 1,000 credits; though 
  that amount isn’t enough to matter in the auction for the White 
  Wind, the might parlay these funds into other favors or gear.
  To improve their odds at the auction, Marayeen recommends 
  the PCs identify their rivals. Although plenty of people on 
  Fortune’s Heart are interested in the commerce barge, only a 
  few have the resources to be serious competitors. Once the 
  PCs know who their rivals are, they can try persuading them 
  to drop out of the auction. Attacking a rival is inadvisable, 
  as any deaths or disappearances on station would trigger a 
  security crackdown and could even lead the Kalistocrats to 
  cancel the auction altogether. The crew has many ways to 
  identify their rivals, noted individually for each NPC (page 
  20), such as attending social functions prior to the auction, 
  socializing around the station, hacking communications, and 
  other espionage tactics. Marayeen doesn’t encourage anything 
  blatantly illegal, but she’s a businesswoman and willing to 
  take advantage of gray areas. If the PCs haven’t yet learned of 
  Eline’s presence on the station, Marayeen mentions her during 
  this conversation.
  The PCs can identify and approach their rivals in any order. 
  Marayeen recommends chatting with their rivals once they’ve 
  identified each NPC, to size them up; although she doubts any 
  would willingly leave the auction simply because the PCs ask, 
  the crew might gather insight into their rivals’ motivations.
  The crew can also call on Marayeen to arrange minor favors 
  for them at any point before the auction; see the Estriar’s 
  Minor Favors sidebar for a list of what she can arrange. The 
  chipper Kalistocrat is a social butterfly whose connections to 
  Estriar are well-known, which frees the PCs to focus on their 
  main schemes.
  AVOIDING ELINE
  Eline Reisora’s presence on Fortune’s Heart complicates 
  matters for the crew. The station is large enough that the PCs 
  likely won’t stumble on one person by accident. Besides the 
  auction, Eline attends only one event in common with Estriar 
  (see Event 6 on page 30). Otherwise, as the crew explores the 
  station, there’s a flat 10% chance per day for each location they 
  visit that Eline will also be present. A PC who succeeds at a 
  DC 22 Perception check spots Eline before they fully enter 
  the area, allowing them to retreat without being noticed. If 
  the PCs don’t notice Eline initially, they automatically spot 
  her once they get close. To avoid her notice, each character 
  must succeed at a DC 25 Bluff check to create a diversion 
  that draws her attention away or a DC 25 Stealth check to 
  conceal themselves. There’s one important fact that the PCs 
  don’t know: Eline has an illusion refractor augmentation (page 
  29), allowing her to see through holoskins or other illusionary 
  disguises, but not mundane ones.
  If one of the characters chose the Kalistocrat Childhood 
  background, Eline is their sister and almost certain to recognize 
  them. However, if none of the characters have this background, 
  she has never seen them in person and doesn’t know them 
  on sight; eventually, however, after returning to her suite and 
  refreshing her memory, she realizes who they are. Interaction 
  between Eline and the crew is also likely to immediately jog 
  her memory, and the crew’s presence during a Windfall auction 
  can’t be a coincidence. If you decide that Eline identifies the 
  PCs on the station, she interferes in the auction by funding 
  additional bidders, who—while they have no real chance of 
  winning—drive up the price, raising the DC to bid on the White 
  Wind by 2.
  Eline has a good reason to hunt down the PCs—they stole 
  the Oliphaunt from her and, by jeopardizing her career and 
  fortune, have placed her immortal soul at risk. Even if she 
  recognizes them on the station, she has a compelling excuse 
  to observe and even interact with them, rather than calling 
  in station authorities: what she really wants is the Oliphaunt, 
  and the Oliphaunt isn’t here! Without the ship, capturing the 
  crew doesn’t actually solve her problem—and even she won’t 
  seize the PCs to torture them for information. If she spots 
  the crew and recognizes them, she sticks to public or highly 
  secure locations where she’s surrounded by overwhelming 
  force, monitor their activities and, if confronted by the crew, 
  engage in conversation to trick them into revealing the location 
  of the Oliphaunt. However, she won’t fight them or summon the 
  station’s security—at least not yet. 
  ESTRIAR’S MINOR FAVORS
  Estriar’s records contain details of the minor favors 
  he hoped to call in from others on Fortune’s Heart. By 
  calling these in, the PCs can gain each of the following 
  benefits once during Part 2 of this adventure.
  • Obtain a single item worth 1,000 credits or less.
  • Create a distraction that causes one room on the 
  station to be empty for 1 hour.
  • Attempt a Computers check on the crew’s behalf 
  to create or detect a forgery, gain root access to 
  computer terminals controlling minor functions on 
  Fortune’s Heart (not including the docking bays), or 
  hack a system, with a modifier of +15.
  • Improve the attitude of one indifferent or unfriendly 
  NPC on the station by two steps.
  • Provide information about a particular individual, 
  location, event, or other discrete topic, as if a PC  
  succeeded at a very difficult Recall Knowledge check. 
  If they use this benefit on “Ixander Merinesta” or 
  “Thais Vex,” they learn only the publicly available 
  information about their cover identities.
  
  20
  If the PCs try to pick a fight with Eline, you should remind 
  them that Fortune’s Heart is a Kalistocrat stronghold; not only 
  does Eline know its layout and inhabitants far better than 
  the crew does, she can call on station security at any time 
  and expect obedience. The crew should keep their eyes on 
  the prize: the Windfall barge and its cargo of starmetals and 
  other valuables.
  A final confrontation with EVP Eline Reisora is on the 
  horizon, however—it will take place in Starfinder Adventure 
  Path #38: Crash and Burn.
  THE RIVALS
  The PCs have five main rivals in the auction for the White 
  Wind. At first, the crew won’t know much about these people. 
  The descriptions below present methods for the crew to 
  identify their rivals, including any exploitable weaknesses and 
  allies. Some of these interactions lead directly to encounters.
  KANTIR SURSA
  A Triaxian native, Kantir has business interests in armaments 
  and defense. His company, Sursa Industries, has multiple 
  contracts with military factions across the Pact Worlds, 
  including organizations such as the Stewards and the 
  Hellknights, although he also offers private militia services to 
  those with the credits to pay.
  Personality: Kantir feels more comfortable among people 
  of action than gossipy socialites, with whom his blunt and 
  to-the-point manner often ruffles feathers. He doesn’t intend 
  to be rude, but he sees little point in dancing around a 
  topic. Kantir pays keen attention to anyone who shares his 
  martial interests.
  Identifying the Rival: Kantir can be identified as a rival 
  with a DC 25 Computers check to hack communications on 
  Fortune’s Heart—not accustomed to duplicity, Kantir discusses 
  his participation in the auction with his associates over 
  unsecured channels. Alternatively, a character who spends 
  time in the station’s fitness center and who succeeds at a DC 
  22 Athletics check impresses Kantir enough for the ryphorian 
  to openly share his interest in the auction. The PCs can also 
  acquire this information with a successful DC 25 Diplomacy 
  check to gather information.
  Weakness: Kantir is a keen duelist and bored of socializing 
  on Fortune’s Heart. He wants the White Wind for the credits 
  it could bring him but isn’t as interested in winning the barge 
  as other buyers. He’s also a betting man, and if he knows of 
  the crew’s interest in the auction, he offers them a wager: if 
  they defeat Kantir in a duel, he’ll bow out of the bidding. He 
  happily fights them all at once, saying that’s “more of a fair 
  fight.” If “Estriar” loses, however, he must reassign some of 
  his business contracts to Sursa Industries (a deal the PCs can 
  easily accept since the business isn’t really theirs). If the PCs 
  don’t raise the subject themselves, a character who succeeds 
  at a DC 24 Sense Motive check gets the impression that 
  Kantir might be open to negotiation.
  TERMS AND CONDITIONS (CR 8)
  The duel with Kantir takes place at the sparring ring in 
  Fortune’s Heart’s fitness center; use the map of area C above. 
  When the PCs arrive for the duel, read or paraphrase the 
  following.
  The fitness center has a room for the sparring ring, which is 
  a recessed square area five feet below the rest of the room 
  with steps leading down into  from all sides. Clustered in the 
  corners of the room stand training dummies, weapon and 
  armor racks, and other practice gear.
  Kantir, a muscular summerborn ryphorian man, stretches 
  in the ring. He’s well-armored and wears a red surcoat over 
  his usual white silks. As the door opens, he straightens up 
  and nods. “I see you’re prompt!” he says approvingly. “This 
  should prove interesting.”
  Creature: Kantir insists on a nonlethal duel. Staff here can 
  loan the PCs any weapons with an item level 9 or lower and 
  the stun or nonlethal property, though the PCs can also use 
  their own weapons to deal nonlethal damage. Magical or 
  technological buffing before the duel is permitted, and the 
  combatants begin at each end of the sparring ring. If the PCs 
  attack Kantir with lethal damage, he responds in kind, but 
  luminance-class security robots (page 60) quickly hurry in to 
  break up the fight.
  KANTIR SURSA
  CR 8
  XP 4,800
  Male summerborn ryphorian vanguardCOM
  LN Medium humanoid (ryphorian)
  Init +2; Senses low-light vision; Perception +21
  NORTH
  C. SPARRING RING
  1 SQUARE = 5 FEET
  
  21
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG
   CON 
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  DEFENSE
  HP 132 RP 4
  EAC 22; KAC 24
  Fort +10; Ref +10; Will +7
  Defensive Abilities mitigate, uncanny agility; Resistances
  fire 5
  OFFENSE
  Speed 30 ft.
  Melee static shock truncheon +19 (1d12+8 E nonlethal; 
  critical arc 1d4) or 
  field knight’s shield entropic strike +19 (3d4+14 B 
  nonlethal; critical staggered)
  Ranged flare compliance ray +16 (2d4+8 F nonlethal; critical 
  blind) 
  Offensive Abilities entropic attunement (staggered), 
  entropic strike (3d4)
  TACTICS
  During Combat Kantir charges into combat to trip the 
  strongest-looking opponent with his entropic charge. On 
  subsequent rounds, he makes full attacks to maintain his 
  entropic pool, channeling his entropic strike through his 
  shield. If he has trouble hitting an opponent, he attempts 
  to trip them. He uses energize against the first energy 
  attack to target him unless he expects a stronger energy 
  attack later.
  Morale Kantir cedes the match if reduced below 30 HP.
  Base Statistics Without Entropy Points, Kantir’s stats are 
  EAC 21; KAC 23.
  STATISTICS
  Str +4; Dex +2; Con +6; Int +1; Wis +2; Cha +0
  Skills Athletics +16, Culture +16, Intimidate +21
  Feats Improved Combat Maneuver (bull rush), 
  Improved Combat Maneuver (trip)
  Languages Common, Triaxian
  Other Abilities entropic pool, reactive 1/day, 
  vanguard aspect embodiment (exergy), 
  vanguard aspect insights (exergy, momentum), 
  vanguard disciplines (energize, entropic 
  charge)
  Gear lashunta ringwear III (endurance moduleAR, mk 
  1 mobility enhancer), field knight’s shieldCOM, flare 
  compliance rayAR with 1 battery (20 charges), static 
  shock truncheon with 1 battery (20 charges), white and 
  gold ceremonial Kalistocrat clothes worth 1,000 credits, 
  credstick (453 credits)
  Development: If the PCs best Kantir, he bows out from 
  bidding for the White Wind as promised. If they fail to defeat 
  him but fight honorably without breaking the duel’s terms, 
  he gives them a set of reconfigurable training weights worth 
  200 credits as a consolation prize. If, however, they break the 
  terms of the duel, Kantir is livid and vows to defeat them in 
  the auction at any cost.
  Story Award: For defeating Kantir in the duel and 
  removing him as a rival, award the PCs 4,800 XP.
  RALVARIAN EUMARIS HARRINGTON III
  Born in a small outpost on an asteroid in the Diaspora, 
  Ralvarian Eumaris Harrington III (NE male bleachling gnome 
  technomancer) worked his way up from nothing to financial 
  success—but at the cost of Bleaching due to his single-minded 
  focus. His company, InnoSys, develops and manufactures 
  technological 
  items 
  and 
  augmentations, 
  particularly 
  hybrid items.
  Personality: Ralvarian is an irritable gnome of fickle 
  moods. While highly intelligent, he’s of a nervous disposition 
  and often impatient with those he considers inferiors.
  Identifying the Rival: Identifying Ralvarian as a rival 
  and determining his weaknesses happen automatically if a 
  character spends several hours at the Peachtree Lounge—
  21
  THE LONG
   CON
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
   entropic attunement (staggered), 
   Kantir charges into combat to trip the 
  strongest-looking opponent with his entropic charge. On 
  subsequent rounds, he makes full attacks to maintain his 
  entropic pool, channeling his entropic strike through his 
  shield. If he has trouble hitting an opponent, he attempts 
  to trip them. He uses energize against the first energy 
  attack to target him unless he expects a stronger energy 
   Kantir cedes the match if reduced below 30 HP.
   Without Entropy Points, Kantir’s stats are 
  Wis +2; Cha +0
   Athletics +16, Culture +16, Intimidate +21
   Improved Combat Maneuver (bull rush), 
  Improved Combat Maneuver (trip)
   entropic pool, reactive 1/day, 
  vanguard aspect embodiment (exergy), 
  vanguard aspect insights (exergy, momentum), 
  vanguard disciplines (energize, entropic 
   lashunta ringwear III (endurance moduleAR, mk 
  1 mobility enhancer), field knight’s shieldCOM, flare 
   with 1 battery (20 charges), static 
  shock truncheon with 1 battery (20 charges), white and 
  gold ceremonial Kalistocrat clothes worth 1,000 credits, 
   If the PCs best Kantir, he bows out from 
   as promised. If they fail to defeat 
  him but fight honorably without breaking the duel’s terms, 
  he gives them a set of reconfigurable training weights worth 
  200 credits as a consolation prize. If, however, they break the 
  terms of the duel, Kantir is livid and vows to defeat them in 
   For defeating Kantir in the duel and 
  removing him as a rival, award the PCs 4,800 XP.
  and determining his weaknesses happen automatically if a 
  character spends several hours at the Peachtree Lounge—
  KANTIR SURSA
  
  22
  the gnome frequently visits, and the staff gossip about his 
  activities, as his tips vary wildly based on the 
  success of his recent ventures. Otherwise, 
  with a successful DC 24 Engineering check 
  or DC 27 Diplomacy check while gathering 
  information on the station, a PC impresses 
  a member of his retinue, who shares the fact 
  that he’s a rival with their “new friend.”
  Weakness: 
  Ralvarian 
  is 
  extremely 
  superstitious and adheres to the Kalistocracy’s 
  strictures even more fervently than the 
  average prophet. He has backed out of 
  more than one business deal due to the 
  “portents” not being in favor of that 
  course of action. If the crew can trick him 
  into thinking there are bad omens related 
  to the auction, he’ll flee the station rather 
  than attend. The precise skills necessary 
  to trick Ralvarian depends on the PCs’ 
  strategy, but no matter what, they need 
  three successful DC 26 checks; for example, the 
  crew might use Engineering to briefly cut power 
  to Ralvarian’s rooms, Mysticism to convince him the pattern 
  left behind in his tea cup is unlucky, and Bluff to plant the 
  idea in conversation. If the PCs fail one of these checks they 
  can try again, but if they fail three times before succeeding 
  three times, Ralvarian deduces that one of his rivals is trying 
  to sabotage him and won’t be scared off. It might take a few 
  days to seed these false omens in Ralvarian’s path, but if the 
  PCs succeed, he departs the station immediately.
  Allies: Tera (N female human technomancer) is a member 
  of Ralvarian’s retinue who owes Estriar a favor; the PCs 
  can find her name in his records. The PCs can request, 
  perhaps through Marayeen, that Tera play some 
  minor tricks on her employer in exchange for the 
  discharge of her debt. If the crew have allied with 
  the V-Spec agents (page 25), Luxrana can also 
  assist in this task. Assistance from either NPC 
  gives the PCs a +2 circumstance bonus to checks 
  to fool Ralvarian.
  Story Award: For conning Ralvarian into 
  dropping out of the auction, award the PCs 
  3,200 XP.
  SEVARANNA PILOS
  Sevaranna is an undine woman of 
  lashunta parentage, born in Candares 
  on Castrovel. Although new to the 
  Kalistocracy, she achieved prophet status 
  just a few years ago and is one of the 
  most successful Kalistocrats currently 
  present on Fortune’s Heart. She began 
  her career working for Astral Extractions’ 
  corpsicum mining operations in her 
  home city but soon achieved enough success—and investors—
  to branch out in her own venture. Not wanting to go 
  head-to-head with Astral Extractions, 
  she instead dedicated her operations to 
  mining valuable minerals off-planet and 
  thus has a keen interest in the commerce 
  barge’s contents.
  Personality: 
  Though 
  quiet 
  in 
  social 
  settings, Sevaranna has good intuition about 
  others’ motivations. She’s deeply loyal to friends 
  but doesn’t forgive those who cross her.
  Identifying the Rival: A successful DC 24 
  Profession (miner) or DC 28 Culture check 
  when going through Estriar’s files allows 
  a character to recognize Sevaranna’s 
  name and background. Sevaranna is also 
  attending the ribbon-dance performance 
  in Event 6; a character who succeeds 
  at a DC 26 Diplomacy or Perception 
  check at that event overhears her plans 
  to bid on the barge. If the crew doesn’t approach 
  Sevaranna, she seeks them out to arrange a meeting 
  after the PCs have dealt with all rivals they’re aware of.
  Weakness: Characters who recognize Sevaranna’s name, or 
  who research her after the ribbon-dance performance, realize 
  she’s likely to be the hardest rival to talk out of the auction for 
  the White Wind, as it relates directly to her business interests. 
  However, she also has a reputation for assisting those who 
  impress her, and meeting with her might provide the PCs an 
  opportunity to do so. Marayeen can arrange a meeting with 
  Sevaranna at the crew’s request.
  DISPUTE RESOLUTION (CR 9)
  Sevaranna hosts a private meeting with 
  the PCs in her chambers, greeting them 
  when they arrive. She has dismissed her 
  retinue for the day. Use the map on page 17 for 
  this encounter.
  The living room of this guest suite looks 
  much like Estriar’s, although datapads and 
  holographic displays clutter the desk. A 
  well-dressed woman with lashunta 
  features and blue skin sits on a couch 
  facing the front door, a small round 
  table and chairs arranged in front of 
  her. Atop the table sits a steaming 
  teapot, along with several teacups and 
  a plate of almond-scented baked goods.
  “Welcome,” 
  Sevaranna 
  says, 
  gracefully gesturing a white-gloved 
  hand to the array on the table. “Please, 
  have a seat and help yourselves. We have 
  business to discuss.”
  RALVARIAN 
  EUMARIS 
  HARRINGTON III
  SEVARANNA 
  PILOS
  
  23
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG
   CON 
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  Creatures: Sevaranna politely hears out any proposal the 
  crew might make but remains unmoved. As she begins to decline 
  their offer, however, the door to the master bedroom opens an 
  inch, barely revealing a masked assassin aiming a sniper rifle 
  through the gap. The assassin, Elamar, has been hired by one 
  of Sevaranna’s business competitors to eliminate her. To notice 
  him, a character must succeed at a DC 30 Perception check; 
  otherwise, he initiates combat by shooting Sevaranna, turning 
  his attention to the PCs if they attack him.
  The PCs can defend Sevaranna or assist Elamar in her 
  assassination. If they do nothing or attempt to leave, 
  Sevaranna concludes they were involved in the plot and 
  attacks them if she survives long enough.
  ELAMAR
  CR 9
  XP 6,400
  Male human operative
  CN Medium humanoid (human)
  Init +8; Perception +18
  DEFENSE
  HP 135
  EAC 22; KAC 23
  Fort +8; Ref +15; Will +8
  Defensive Abilities evasion, uncanny agility
  OFFENSE
  Speed 50 ft., climb 30 ft., swim 30 ft.
  Melee ultrathin switchblade +17 (2d4+11 S)
  Ranged anchoring whisper sonic suppressor +19 (2d4+9 So; 
  critical stifle) or 
  phantom assassin rifle +19 (3d6+9 P)
  Offensive Abilities debilitating trick, trick attack +5d8, triple 
  attack
  TACTICS
  During Combat Elamar opens combat by shooting Sevaranna 
  with his phantom assassin rifle before switching to 
  his sonic suppressor and using Bluff to trick attack his 
  opponents. He stays mobile to keep an escape route open.
  Morale Elamar attempts to escape if reduced below 30 HP. If 
  escape is impossible, he fights to the death.
  STATISTICS
  Str +2; Dex +6; Con +3; Int +1; Wis +0; Cha +4
  Skills Acrobatics +23, Athletics +18, Bluff +23, Stealth +18
  Languages Akitonian, Common 
  Other Abilities operative exploits (uncanny shooter, 
  versatile movement), specialization (daredevil)
  Gear gold AbadarCorp travel suit, phantom assassin rifleAR
  with 10 rounds, ultrathin switchbladeAR, whisper sonic 
  suppressorAR (anchoring fusion seal) with 2 high-capacity 
  batteries (40 charges each), serum of enhancement (sneak), 
  laser microphone scanner, magneglovesAR, mk 2 glass 
  cutter, reconfigurable clothingAR (contains everyday, formal, 
  professional, and uniform clothing), credstick (84 credits)
  SEVARANNA PILOS
  CR 9
  XP 6,400
  Female undine witchwarperCOM
  LN Medium outsider (native)
  Init +4; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  HP 120 RP 4
  EAC 22; KAC 22
  Fort +8; Ref +10; Will +10
  Resistances cold 5
  OFFENSE
  Speed 30 ft.
  Melee buzzblade dueling sword +15 (2d6+9 S)
  Ranged aphelion laser pistol +17 (3d4+9 F; critical burn 1d4)
  Offensive Abilities infinite worlds (3/day, 3rd level)
  Undine Spell-Like Abilities (CL 9th; ranged +17)
  At will—energy ray (cold only)
  HP 135
  135
   +19 (2d4+9 So; 
   debilitating trick, trick attack +5d8, triple 
   Elamar opens combat by shooting Sevaranna 
  his sonic suppressor and using Bluff to trick attack his 
  opponents. He stays mobile to keep an escape route open.
   Elamar attempts to escape if reduced below 30 HP. If 
   Acrobatics +23, Athletics +18, Bluff +23, Stealth +18
   gold AbadarCorp travel suit, phantom assassin rifleAR
  , whisper sonic 
  ) with 2 high-capacity 
   (sneak), 
  , mk 2 glass 
   (contains everyday, formal, 
  professional, and uniform clothing), credstick (84 credits)
  CR 9
  ELAMAR
  
  24
  Witchwarper Spells Known (CL 9th; ranged +17)
  3rd (3/day)—dispel magic, prescienceCOM (DC 20)
  2nd (6/day)—augury, caustic conversion, mirror 
  image, slice realityCOM (DC 19)
  1st (at will)—overheat (DC 18), scan
  environmentCOM
  TACTICS
  During Combat Sevaranna casts mirror image
  when combat begins, then uses her summoning 
  grenade to call a Medium water elemental 
  to defend her. She uses inhibit against strong 
  combatants and her infinite worlds ability to 
  shape the terrain to her advantage. 
  When forced to fall back on her laser 
  pistol, she uses its boost quality. 
  If reduced below 80 HP, she 
  activates her black force field.
  Morale Fearing for her life, 
  Sevaranna attempts to flee 
  if reduced below 30 HP. 
  If she can’t escape, she 
  fights to the death.
  STATISTICS
  Str +0; Dex +4; Con +1; Int +3; Wis +2; 
  Cha +6
  Skills Diplomacy +22, Mysticism +22, Sense Motive +17
  Languages Aquan, Brethedan, Castrovelian, Common, 
  Shirren; limited telepathy 30 ft.
  Other Abilities alternate outcome 1/day, paradigm shifts 
  (inhibit, magic deletion)
  Gear clearweave IIAR (black force field), aphelion laser 
  pistol with 2 high-capacity batteries (40 charges each), 
  buzzblade dueling sword with 1 battery (20 charges), 
  mk 3 summoning grenadeAR, mk 1 mindlink circlet, tier 4 
  datapad, jewelry worth 1,500 credits, white and gold 
  ceremonial Kalistocrat clothes worth 2,000 credits, 
  credstick (943 credits)
  Development: If the PCs save Sevaranna, she’s extremely 
  grateful. Not only does she agree to drop out of the bidding 
  for the White Wind, she urges them to take the assassin’s gear.
  If the crew helps Elamar kill Sevaranna, he nods to them 
  before reconfiguring his clothing into a professional business 
  suit and departing. His employer didn’t cover their tracks well, 
  so the investigation that follows Sevaranna’s death is quickly 
  resolved and doesn’t cause a security crackdown—and the 
  PCs avoid attention.
  Story Award: No matter how the PCs resolve the situation, 
  award them 6,400 XP for this encounter.
  TAELARINIS
  Originally from Sovyrian, Taelarinis (LE male elf technomancer) 
  has had a long career and an even longer life. Raised in a 
  wealthy family, he built upon his inheritance. Eventually, 
  he bought a biotech conglomerate out from under the nose 
  of a competitor, a witchwyrd named Zlanai (page 25). Since 
  then, the two have had a bitter feud, exacerbated—in 
  Taelarinis’s mind—by Zlanai’s longer life and her 
  capacity to outwait him.
  Personality: Taelarinis is arrogant and 
  thinks highly of his own abilities, which leaves 
  him susceptible to flattery. He avoids those he 
  deems intellectually beneath him, although he 
  can be charming when he wishes.
  Identifying the Rival: If the PCs interact with 
  Zlanai before Taelarinis, she’s quick to accuse 
  him of “going after that barge.” Taelarinis 
  is also attending the tea ceremony in 
  Event 4; if the PCs interact with 
  him there, they can identify him 
  as a rival and determine his 
  weakness with a successful DC 
  25 Sense Motive check or a DC 
  27 Diplomacy check. A character 
  with a Charisma score of 16 or 
  higher, or who succeeds at all the 
  required skill checks during the tea 
  ceremony, get a +2 circumstance bonus to 
  this check. Otherwise, the PCs overhear at the tea ceremony 
  that Taelarinis is meeting with several members of his retinue 
  the next day at the Peachtree Lounge to discuss “an important 
  matter.” They can attempt a DC 25 Disguise or Stealth check to 
  eavesdrop on this conversation and learn of his involvement 
  in the auction and his weakness, described below.
  Weakness: Taelarinis can’t stand the idea of his 
  conglomerate falling into Zlanai’s hands, and his steps 
  to prevent this outcome include everything from his 
  unsuccessful efforts to gain an heir—in addition to being 
  generally insufferable, he has unrealistically stringent criteria 
  for a romantic partner—to expensive research into methods 
  to extend his lifespan. If the PCs can offer a way to keep 
  Zlanai’s hands off his business permanently (truthful or not), 
  he’d happily step out of the running for the White Wind in 
  exchange. To convince Taelarinis their offer is sincere, the PCs 
  must succeed at three DC 27 checks, though the exact skills 
  required depend on their approach; Bluff, Diplomacy, and 
  Sense Motive are likely. If the PCs fail, they can try again, 
  but failing three times before succeeding three times leads 
  Taelarinis to disregard them and refuse to discuss the matter 
  further. If they succeed, however, he agrees to stay out of 
  the auction for the White Wind in exchange for what the PCs 
  have promised.
  Allies: If the crew have allied with the V-Spec agents (page 
  25), Varav can advise them here; his assistance gives the PCs 
  a +2 circumstance bonus to skill checks to trick Taelarinis. If 
  the PCs ask, Zlanai also happily points out some of Taelarinis’s 
  foibles, giving them a +1 circumstance bonus to Bluff and 
  Sense Motive checks when attempting to trick him.
  TAELARINIS
  
  25
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG
   CON 
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  Story Award: For beguiling Taelarinis into dropping out of 
  the auction, award the PCs 4,800 XP. 
  ZLANAI
  A fixture in Kalistocrat circles since the Gap, Zlanai
  (LE female witchwyrd) has accumulated her 
  fortunes for centuries—and her inability to 
  remember her dealings during the Gap 
  doesn’t seem to trouble her. She owns 
  a multi-system conglomerate with 
  holdings in a number of industries, 
  and she has a particular fondness 
  for biotech and the medical field. 
  Like most witchwyrds, she says 
  nothing of her home world, 
  though it’s rumored she’s a 
  member of the Tetrad.
  Personality: Zlanai is cool 
  and collected, courteous but 
  distant. Her calm demeanor 
  breaks only at the mention 
  of one of her competitors: an 
  elven man named Taelarinis 
  (page 24); two centuries ago 
  he purchased a company she 
  hoped to acquire, and she’s still mad about it.
  Identifying the Rival: If the crew interacts with Taelarinis 
  before they meet Zlanai, he tells them about her, hoping 
  they’ll interfere with her plans. Zlanai also attends the 
  dinner in Event 5, so the PCs will meet her there. Though she 
  reveals little of herself, characters who succeed at a DC 25 
  Profession (merchant) or DC 27 Culture check when chatting 
  with others at the dinner can identify her as a rival, along 
  with her weakness. Otherwise, a PC who succeeds at a DC 
  27 Computers check in the vicinity of the bank on Fortune’s 
  Heart can intercept a notification of a large bank transfer from 
  one of Zlanai’s tertiary accounts to her main one—enough to 
  potentially win the White Wind.
  Weakness: Zlanai still holds a grudge against Taelarinis 
  and will fall for a proposal to stage a hostile takeover of 
  Taelarinis’s conglomerate. The conglomerate is too large 
  for Zlanai to take over by herself, but the crew can try to 
  persuade her that they’ll purchase an equally large number 
  of shares, allowing their combined effort to win a majority 
  and fire Taelarinis from his own board. If they can convince 
  her to commit her liquid wealth to the scheme, she can’t 
  participate in the auction. Convincing Zlanai to participate in 
  this plan requires four successful DC 27 skill checks, though 
  the specific skills the crew uses depend on their approach 
  and roleplaying. If they fail they can try again, but if they 
  fail three times before succeeding four times, Zlanai decides 
  they’re agents of Taelarinis and refuses to speak to them 
  further. If they succeed, she withdraws from the auction and 
  buys a substantial—but still a minority—share in Taelarinis’s 
  firm (which will ultimately avail her nothing when the PCs 
  renege on their side of the deal).
  Allies: If the PCs have allied with the V-Spec agents 
  (see below), they can assist here, granting a +2 
  circumstance bonus to skill checks to trick 
  Zlanai. If asked, Taelarinis takes great pleasure 
  in taking Zlanai down a peg and happily advises 
  the PCs, giving them a +1 circumstance bonus 
  to Bluff and Diplomacy checks when interacting 
  with her.
  Story Award: For getting Zlanai to drop 
  out of the auction, award the PCs 4,800 XP.
  THE V-SPEC AGENTS
  After the crew has successfully 
  dealt with one of their rivals, 
  they’re approached by a verthani 
  man who introduces himself 
  as Ixander Merinesta, owner 
  of a multi-planetary refining 
  company. 
  The 
  PCs 
  might 
  recognize his name from their 
  investigations, but he isn’t a 
  rival for the White Wind. In 
  fact, “Ixander Merinesta” and 
  his assistant “Thais Vex” are the aliases of Varav Hakovel and 
  Luxrana Siv, special agents for a Verces-based intelligence 
  agency known as Vimal Special Security, or V-Spec. Ixander 
  cordially invites the crew to a meal at the Crown Jewel, 
  Fortune’s Heart’s most expensive restaurant. He suggests 
  they might be able to assist one another in their endeavors. 
  Assuming the PCs agree, Ixander schedules the dinner for 
  that evening.
  When the PCs arrive, read or paraphrase the following.
  The glass ceiling of this elegant restaurant appears as if 
  it were open to the Drift. Lights hovering near the ceiling 
  illuminate tables covered in white cloth, and a grand piano 
  at the restaurant’s far corner plays a lovely tune despite 
  having no visible pianist. All the tables appear empty, save 
  for one at the center of the room occupied by two verthani: a 
  man, recognizable as Ixander Merinesta, and a woman. Both 
  appear dressed in well-tailored business suits, though only 
  Ixander wears the white gloves of a Kalistocrat prophet, 
  paired with a set of cuff links in the shape of playing cards. 
  Several waitstaff stand at attention next to the wall near 
  the table.
  “Good evening,” Ixander says, nodding politely. He regards 
  the woman sitting next to him. “This is my associate, Thais 
  Vex. We’re pleased you’ve decided to join us this evening.”
  After the PCs take a seat, the meal is served: a Kalistocrat 
  feast of sorghum porridge with pickled spring peas, braised 
  venison with butterfly-chrysalis confit, icecherry wine, and a 
   ZLANAI
  
  26
  silken-tofu plum tart for dessert. Despite the small portions, 
  which keep with Kalistocratic avoidance of excess, the 
  quality is exceptional. The emptiness of the restaurant 
  is noteworthy—even the staff members depart after 
  serving the food and drinks. If asked, Ixander 
  tells the crew he reserved the whole restaurant 
  for their “sensitive discussion.” He and Thais are 
  friendly, if mysterious, and attempt to assuage any 
  apprehension by assuring the PCs they mean 
  no harm to them or their interests. After some 
  pleasantries, Ixander clears his throat and 
  states the following.
  “I imagine the nature of our invitation 
  has piqued your curiosity. I apologize 
  if our caution has caused you any 
  uneasiness; we hope to discuss 
  a matter of some delicacy and 
  didn’t wish to be overheard. Now, 
  given your activities, I expect you 
  share those sentiments. Allow me 
  to lay a few cards on the table: I 
  know you’re interested in acquiring 
  the White Wind. I also know that 
  you lack the funds to do so honestly, 
  and I know that at least one of you isn’t who you appear 
  to be.” He holds up a hand to forestall any interruption. 
  “Before you grow alarmed, let me assure you that we have 
  no intention of interfering in your plan. In fact, we want 
  to help you. It’s my hope that we can come to a mutually 
  beneficial arrangement.”
  Ixander offers the crew a deal: he and Thais will help 
  acquire the White Wind if the PCs will, in exchange, recover a 
  secure data module from the barge’s treasures and bring it to 
  a prearranged drop point. He tells them the module contains 
  confidential company business plans and proprietary mining 
  techniques, and that it fell into the hands of the Kalistocrats 
  after being looted by pirates and resold several times. He and 
  Thais are interested only in the data module; PCs can have the 
  ship and everything else on it. 
  Ixander does most of the talking for the pair. He answers 
  the PCs’ questions but hides his true identity and important 
  facts about the data module. Although the data module’s 
  encryptions appear as the agents described, it actually 
  contains communications from deep cover V-Spec agents 
  around the galaxy. This data could expose these agents and 
  endanger their lives. Varav and Luxrana have been dispatched 
  to recover the module, though their superiors were 
  unwilling to dedicate much money to the problem—a stance 
  that has Varav, who takes agents’ safety very seriously, 
  privately seething.
  The responses below can answer questions that the crew 
  might ask the verthani. Throughout this conversation, PCs 
  can attempt DC 20 Sense Motive checks. Characters who 
  succeed discern that Ixander genuinely wants 
  the data module, and he seems sincere about 
  wanting to help the crew in order to get 
  it. Characters who succeed by 5 or more, 
  however, can tell he’s concealing something 
  about his true identity and the module 
  itself. For their part, the verthani maintain a 
  nonthreatening demeanor—they know how 
  they suspicious their proposition seems and 
  have more than enough experience in working 
  with skittish allies. They reassure the PCs 
  and encourage an alliance. If pressed, 
  they’ll admit that Ixander isn’t really 
  a Kalistocrat, just a businessman 
  seeking his lost property, but they 
  don’t reveal their true identities 
  under any circumstances.
  What’s so important about 
  this module? Ixander pauses, 
  weighing his words carefully. 
  “For those in the mining industry, 
  the information in that module 
  is quite valuable. My assistant 
  and I are taking a calculated risk talking to you. The data 
  would be more trouble for you to sell than it’s worth, and our 
  assistance will prove far more useful to your scheme than 
  some mining data.”
  Couldn’t you just tell the auctioneers the module is your 
  stolen property? “I could, certainly, and in seven to eight 
  months I’m sure I’d have it back. Unfortunately, some of that 
  information is time-sensitive—locations of minerals and the 
  like—so I’d rather skip the paperwork.”
  Why not bid on the barge or steal the module yourself?
  “For the same reason as you, I suspect. We lack the necessary 
  funds to win the auction legitimately, and I’m sure you’ve 
  noticed the security measures around the White Wind. If we 
  had more time, we could arrange something—but we don’t. 
  Combining our forces is the best way for us all to get what 
  we want.”
  Why would we need your help? “Ms. Vex and I are 
  skilled in negotiation, surveillance, research, and corporate 
  espionage tactics, all of which would prove useful to your 
  endeavors here. We can also provide you with some useful 
  technology. And… we’ve discovered something about the 
  auction that you’ll want to know. If you agree to our terms, 
  we’ll share it.”
  Does your associate talk? Thais raises an eyebrow, then 
  states, “When I wish. I prefer to observe.”
  What makes you say we aren’t who we appear? The two 
  verthani exchange glances before Ixander nods and he says, 
  “I was in the maintenance duct examining the security around 
  the docking bay a few days ago. Noticed your scuffle in the 
  corridor. Clever, taking on his identity.” (Ixander doesn’t 
  silken-tofu plum tart for dessert. Despite the small portions, 
  which keep with Kalistocratic avoidance of excess, the 
  quality is exceptional. The emptiness of the restaurant 
  is noteworthy—even the staff members depart after 
  serving the food and drinks. If asked, Ixander 
  tells the crew he reserved the whole restaurant 
  for their “sensitive discussion.” He and Thais are 
  friendly, if mysterious, and attempt to assuage any 
  apprehension by assuring the PCs they mean 
  no harm to them or their interests. After some 
  pleasantries, Ixander clears his throat and 
  “I imagine the nature of our invitation 
  has piqued your curiosity. I apologize 
  if our caution has caused you any 
  can attempt DC 20 Sense Motive checks. Characters who 
  succeed discern that Ixander genuinely wants 
  the data module, and he seems sincere about 
  wanting to help the crew in order to get 
  it. Characters who succeed by 5 or more, 
  however, can tell he’s concealing something 
  about his true identity and the module 
  itself. For their part, the verthani maintain a 
  nonthreatening demeanor—they know how 
  they suspicious their proposition seems and 
  have more than enough experience in working 
  with skittish allies. They reassure the PCs 
  and encourage an alliance. If pressed, 
  they’ll admit that Ixander isn’t really 
  a Kalistocrat, just a businessman 
  seeking his lost property, but they 
  don’t reveal their true identities 
  under any circumstances.
  What’s so important about 
  this module?
  weighing his words carefully. 
  “For those in the mining industry, 
  the information in that module 
  VARAV 
  HAKOVEL
  
  27
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG
   CON 
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  mention his illusion refractor augmentation, which allows him 
  to see through the crew’s holoskin.)
  How do we know we can trust you? “What would we 
  gain from double-crossing you? We mean you no harm, and 
  we want your operation to succeed. You have my word.” A 
  character who succeeds at a DC 20 Sense Motive check can 
  tell that while Ixander might be hiding something, he takes 
  his word very seriously and means what he says. 
  A quintessential gentleman spy, Varav has been the 
  handler of a V-Spec constellation for several years following a 
  promotion due to his impressive fieldwork. As the one of the 
  pair more accustomed to social assignments, he takes the lead 
  in interactions with the PCs, keeping his “Ixander” persona 
  fairly close to his actual personality. Varav’s demeanor stays 
  calm and collected, even in the midst of trouble. In spite of 
  what’s at stake currently, he enjoys getting away from his 
  desk for awhile. He’s a charming man with an urbane air 
  but rarely lets on much of his true thoughts, even to his 
  own agents. Privately, he has a deep affection for Luxrana, 
  though he feels that to act on such feelings would be highly 
  inappropriate—besides, he knows the job is all that matters 
  to her.
  Luxrana was born to a poor family in Cuvacara and 
  orphaned at a young age. As an adult, she earned distinction 
  in Cuvacara’s police force before being recruited by V-Spec 
  shortly thereafter. Though she maintains a cool and aloof 
  bearing, she’s an adrenaline junkie, completely at home in 
  assignments that require stealth, sniping, and jumping off 
  tall buildings. Missions like this one, involving elaborate 
  false identities, aren’t her strong suit. Knowing that her 
  circumstances would’ve been much worse without Cuvacara’s 
  social safety net, she’s fiercely loyal to both V-Spec and her 
  work and takes pride in her training. She harbors a devotion 
  to Varav more romantic than collegial but has never voiced 
  such unprofessional feelings—besides, she knows the job is all 
  that matters to him.
  VARAV HAKOVEL
  CR 7
  XP 3,200
  Male verthani operative
  LN Medium humanoid (verthani)
  Init +3; Senses low-light vision; Perception +15
  DEFENSE
  HP 100
  EAC 19; KAC 20
  Fort +6; Ref +9; Will +10
  Defensive Abilities evasion, uncanny agility; DR 1/--
  OFFENSE
  Speed 40 ft.
  Melee advanced sword cane +13 (1d4+8 P; critical bleed 1d4) 
  Ranged whisper sonic suppressor +15 (2d4+7 So; critical 
  stifle) or
  flare compliance ray +15 (2d4+7 F nonlethal; critical 
  blind)
  Offensive Abilities debilitating trick, trick attack +4d8
  TACTICS
  During Combat Varav has no interest in fighting the PCs 
  head-on and retreats if attacked, delaying long enough 
  to secure Luxrana’s escape route.
  STATISTICS
  Str +1; Dex +2; Con +1; Int +5; Wis +2; Cha +4
  Skills Bluff +20, Culture +15, Diplomacy +20, Disguise +20, 
  Sense Motive +15
  Languages Castrovelian, Common, Shirren, Vercite, Vesk
  Other Abilities operative exploits (master of disguise, 
  mentalist’s bane), skin mimic, specialization (spy)
  Gear silver AbadarCorp travel suit, advanced sword canePW, 
  flare compliance rayAR with 1 battery (20 charges), 
  whisper sonic suppressorAR with 1 high-capacity battery 
  (40 charges), glove of storing, datapad, whisper commAR, 
  deck of cards worth 10 credits, credstick (200 credits); 
  Augmentations illusion refractor, mk 1 dermal plating, 
  vocal modulator
  LUXRANA SIV
  CR 7
  XP 3,200
  Female verthani operative
  LN Medium humanoid (verthani)
  Init +7; Senses darkvision 60 ft., low-light vision; 
  Perception +15
  DEFENSE
  HP 105
  EAC 20; KAC 21
  Fort +6; Ref +13; Will +6
  Defensive Abilities evasion, uncanny agility
  V�SPEC
  An intelligence agency dedicated to protecting the 
  Ring Nation of Vimal’s interests both on and off Verces, 
  V-Spec isn’t well-known beyond its home world. 
  Even on the planet, most don’t know much about the 
  organization’s activities. The covert side of V-Spec 
  is made up of cells known as constellations with a 
  handler in charge of each. For operational security, 
  constellations aren’t briefed on one another’s activities, 
  which Central Command coordinates. Handlers receive 
  wide latitude when it comes to their missions, though 
  anyone who botches an operation too badly is quickly 
  ushered into retirement.
  Unlike the Stewards, also founded on Verces, V-Spec 
  and similar national organizations defend the interests 
  of their own nation. Though some in the political 
  community argue that modern society has no need for 
  such factionalism, the benefits of these organizations—
  including defending national interests beyond the 
  border—have thus far overruled certain objections. 
  V-Spec and similar agencies often work with the 
  Stewards in matters where their interests overlap, but 
  these partnerships can get tense.
  
  28
  OFFENSE
  Speed 50 ft.
  Melee tactical knife +13 (2d4+8 S) 
  Ranged whisper sonic suppressor +15 (2d4+7 So; 
  critical stifle) or 
  glamered shadow assassin rifle +15 (2d6+7 P)
  Offensive Abilities debilitating strike, trick 
  attack +4d8
  TACTICS
  During Combat Luxrana avoids fighting 
  the PCs directly and retreats if attacked, 
  delaying long enough to secure Varav’s 
  escape route.
  STATISTICS
  Str +1; Dex +5; Con +2; Int +4; Wis +1; 
  Cha +2
  Skills Acrobatics +20, Bluff +15, 
  Computers +20, Stealth +20, 
  Sense Motive +15
  Languages Common, Eoxian, 
  Vercite, Vesk
  Other Abilities operative exploits 
  (cloaking field, debilitating sniper), specialization 
  (ghost)
  Gear silver AbadarCorp travel suit, shadow assassin 
  rifleAR (glamered fusion seal) with 20 rounds, tactical 
  knife, whisper sonic suppressorAR with 2 high-capacity 
  batteries (40 charges each), efficient bandolier, 
  adamantine alloy cable line (50 ft.), grappler, mk 2 
  glass cutterAR, mk 1 warning wireAR, whisper commAR, 
  credstick (200 credits); Augmentations high-density 
  datajack, minimal speed suspension, standard 
  darkvision capacitators
  Treasure: Varav and Luxrana have a cache of useful items 
  they intended to use in their own plans. To seal their alliance, 
  the verthani give the crew two short-circuit grenades (page 
  29), a holoshroudAR, a noise dampener (page 29), a tracking 
  bugPW, two jammer charges, and three mk 3 micro taps 
  (these last two items are described on page 53 of Starfinder 
  Adventure Path #15: Sun Divers). They also give each of the 
  PCs a whisper commAR to keep in covert contact and might 
  agree to lend other helpful items from their personal gear at 
  the PCs’ request.
  Development: The verthani see an opportunity in the 
  crew’s involvement, and they do what they can to convince 
  the PCs to join forces. If the PCs refuse, the agents express 
  their regret, reiterate that it would be best to work together 
  rather than accidentally end up at cross-purposes, and end 
  the meeting. They might make future overtures as the week 
  goes on—perhaps providing the PCs assistance if they get in 
  trouble—with the hope of winning them over.
  If the crew agrees to work together, “Ixander” tells them 
  what he knows about the auction: before the barge key 
  codes are electronically transferred, there’s a split-second 
  delay while the credits are moved from the winning 
  bidder’s account to the station account. 
  Because the PCs don’t actually have the 
  necessary money to make good on their 
  bid, they won’t receive access to the codes 
  unless they can somehow cheat the system. 
  The agents are happy to assist with the PCs’ 
  schemes, as long as they don’t risk blowing 
  their cover.
  Suspicious PCs might investigate their 
  mysterious new allies. A search on the infosphere 
  reveals publicly available knowledge about 
  Ixander Merinesta and his company, Darkside 
  Refineries, including a company website and 
  social media profiles for Ixander and Thais. 
  With a successful DC 30 Computers check, 
  however, a PC can tell that these sites are 
  far more recent than their top layer of 
  code indicates. The false identities are 
  very professionally made, far beyond 
  the capabilities of a criminal gang or even 
  most corporations; the likely source is a 
  governmental intelligence agency. 
  If the characters try to gather information about the 
  verthani while on the station, they automatically learn the 
  information presented in the DC 30 section of Station Gossip 
  (page 18), if they haven’t already. No one else on Fortune’s 
  Heart seems to have ever met the two before.
  The PCs might use a micro tap to bug the verthani’s quarters, 
  which are easily located on the station. The character placing 
  the micro tap must attempt a DC 28 Sleight of Hand check to 
  conceal the bug. On a failure, Varav and Luxrana notice the 
  bug. They don’t deactivate it or betray their knowledge of its 
  existence but are more careful in their conversations within 
  their quarters. On a success, however, they don’t realize the 
  bug’s presence. The agents are too well-trained to discuss 
  their business openly, even in private quarters, but they might 
  occasionally drop comments that don’t line up with their 
  cover identities. Even in private, Luxrana refers to Varav only 
  as “sir”; he in turn calls her “Lullaby,” one of her code names. 
  The PCs might deduce from this that the verthani are more 
  than they appear, but their conversations indicate they don’t 
  plan to betray the crew and, in fact, express concerns about 
  the PCs failing to uphold their end of the deal.
  If the PCs call the agents’ bluff at any point, challenging 
  their story or accusing them of being dishonest, the agents 
  admit they aren’t who they say, but stress that they’re being 
  honest about their desire to help the PCs obtain the White 
  Wind and repeat their assurances that they have no intentions 
  of double-crossing the crew. The agents are in a bind; they 
  can’t reveal their true identities to civilians, but they also 
  don’t want to lose potential allies. If the PCs eventually 
  prove themselves trustworthy (such as by returning the data 
   whisper sonic suppressor +15 (2d4+7 So; 
  glamered shadow assassin rifle +15 (2d6+7 P)
   debilitating strike, trick 
   Luxrana avoids fighting 
  the PCs directly and retreats if attacked, 
  delaying long enough to secure Varav’s 
   +1; 
  (cloaking field, debilitating sniper), specialization 
  codes are electronically transferred, there’s a split-second 
  delay while the credits are moved from the winning 
  bidder’s account to the station account. 
  Because the PCs don’t actually have the 
  necessary money to make good on their 
  bid, they won’t receive access to the codes 
  unless they can somehow cheat the system. 
  The agents are happy to assist with the PCs’ 
  schemes, as long as they don’t risk blowing 
  their cover.
  Suspicious PCs might investigate their 
  mysterious new allies. A search on the infosphere 
  reveals publicly available knowledge about 
  Ixander Merinesta and his company, Darkside 
  Refineries, including a company website and 
  social media profiles for Ixander and Thais. 
  With a successful DC 30 Computers check, 
  however, a PC can tell that these sites are 
  far more recent than their top layer of 
  code indicates. The false identities are 
  very professionally made, far beyond 
  the capabilities of a criminal gang or even 
  most corporations; the likely source is a 
  governmental intelligence agency. 
  LUXRANA SIV
  
  29
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG
   CON 
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  module), Varav and Luxrana introduce themselves with their 
  true names.
  Story Award: For allying with Varav and Luxrana, award 
  the PCs 4,800 XP.
  EVENT 4: AN AFTERNOON TEA
  Estriar had a reservation at the Chrysalis Teahouse; the PCs 
  should attend to keep up appearances and maintain their 
  cover, but this event also gives the PCs a chance to identify 
  and learn more about one of their auction rivals, Taelarinis 
  (page 24). This event takes place the afternoon after the 
  crew arrives on Fortune’s Heart, 6 days before the auction. 
  The Chrysalis Teahouse is in the Contemplations Wing; when 
  the PCs arrive, read or paraphrase the following.
  The teahouse’s main room is illuminated by floating lanterns 
  than hover near the ceiling. The tables have been pushed 
  together to create one long seating area. Carved wooden 
  chairs line the table, which is covered with a white cloth; 
  each place setting has a teapot and several wooden tools. The 
  scent of cinnamon wafts through the air.
  As attendees gather around the table, an elderly kasathan 
  man emerges from behind a curtain at the back of the room. 
  The chatter from the attendees fades into a respectful 
  silence. “Welcome, friends!” he says. “I am Teamaster Haloru 
  Mora Qelvais of Clan Soris, House Vurdi, Jeweled Eye of 
  Galain. I am your host this afternoon. I hope we enjoy a 
  convivial atmosphere together.”
  The tea ceremony is attended by roughly 15 Kalistocrats, 
  along with their retinues. Many of those present are kasathas, 
  while other attendees have attended to get a taste of Idaran 
  culture. Though Teamaster Haloru leads the ceremony, 
  everyone is expected to participate. Individual place settings 
  at the tables contain the teapot and tools for each person along 
  with a small electric-powered brazier. Taelarinis (page 24) is one 
  of the Kalistocrats in attendance, and the crew can attempt to 
  eavesdrop on him or make conversation with him here.
  The tea used in the ceremony is a traditional spiced 
  kasathan tea, made with black tea leaves and a blend of 
  cinnamon and other spices. An Idaran tea ceremony has 
  several stages, each of which requires a successful skill check 
  to properly perform. Any PC who wishes to can participate; 
  kasathan PCs gain a +2 racial bonus to these checks. PCs 
  who fail still participate in the ceremony and proceed to 
  later stages, but their ignorance of kasathan ways becomes 
  immediately apparent to everyone. If the PC impersonating 
  Estriar fails to correctly perform the tea ceremony, increase 
  the DC for Bluff, Diplomacy, and Intimidate checks against 
  Taelarinis by 2. Teamaster Haloru remains courteous and 
  encouraging throughout, however, assuming the PCs are at 
  least sincere in their desire to learn.
  •
  First, the tea implements are ritually cleansed in bowls of 
  fresh water. A PC who succeeds at a DC 22 Culture check 
  knows what to do; alternatively, a PC who succeeds at 
  a DC 25 Perception check can surreptitiously observe 
  others to see what they do and mimic their actions 
  without obviously seeming ignorant. 
  •
  The water is then heated in a small stone teapot over an 
  open flame until it’s about to boil before being poured 
  into teacups. Dried tea leaves are whisked quickly into 
  the water and stirred constantly for 2 minutes. A PC 
  must succeed at a DC 12 Dexterity check or a DC 22 
  Sleight of Hand check to properly heat the water and 
  whisk in the tea.
  •
  Finally, a wooden dipper is used to add drops of a 
  sweetener—which is typically honey, but to adhere to 
  V�SPEC GADGETS
  V-Spec’s research division has developed numerous 
  technologies. Most remain classified and reserved for 
  agents, but some declassified items have found their 
  way into markets, both legitimate and otherwise, 
  across the Pact Worlds.
  ILLUSION REFRACTOR
  SYSTEM 
  Eyes 
  AUGMENTATION CYBERNETIC
  PRICE7,000
  LEVEL7
  An illusion refractor consists of two sets of ultrathin, prism-cut 
  lenses implanted behind the retinas to spot irregularities in 
  the motion of light around an illusion or disguise. You can 
  see through technological holographic images, such as those 
  produced by a holoskin, and gain a +2 circumstance bonus to 
  Perception checks to see through magical illusions.
  NOISE DAMPENER
  LEVEL 6 
  TECHNOLOGICAL ITEM 
  PRICE4,300
  BULK—
  CAPACITY 40
  USAGE 1/minute
  A small, nondescript disc about the size of a keycard, a noise 
  dampener controls sound within in its area using specialized 
  sonic waves. As a standard action, you can activate a noise 
  dampener by attaching it to a flat surface. Once activated, 
  it affects a 30-foot radius. Sounds within this radius can’t 
  be heard beyond the radius, and sounds beyond the radius 
  can’t be heard within it.
  V-Spec agents often use noise dampeners during covert 
  assassinations or classified discussions.
  SHORT-CIRCUIT GRENADE
  LEVEL 9 
  TECHNOLOGICAL ITEM
  PRICE2,000 
  A short-circuit grenade emits a powerful electrical signal 
  on impact. It has a 20-foot range increment and a capacity 
  of drawn, and its explode special property creates an 
  electromagnetic pulse in a 10-foot radius; technological 
  constructs within this area take 2d6 electricity damage 
  and must succeed at a Fortitude save or be stunned for 
  1d4 rounds.
  
  30
  Kalistocrat dietary guidelines, agave syrup is substituted 
  for this particular ceremony. A character must succeed 
  at a DC 22 Culture or Mysticism check to know that 12 
  drops of syrup should be added, one for each month of 
  the Tempering.
  After attendees prepare their cup of tea, they’re served 
  snacks and given the opportunity to mingle; if the PCs haven’t 
  yet interacted with Taelarinis, they can do so now. 
  Treasure: After the ceremony ends, Teamaster Haloru 
  approaches the PC who did the worst at the tea ceremony 
  (who failed the most checks or rolled most poorly); he 
  praises the character’s good-faith effort and participation, 
  encouraging them to return the Chrysalis Teahouse for 
  instruction. “In the meantime,” he says, “please accept this 
  gift, so you might practice as often as you wish.” Haloru gives 
  the character an antique kasathan tea set worth 500 credits.
  EVENT 5: WINING AND DINING
  Estriar also had a reservation for a private banquet at Prixe 
  Mari, a restaurant on the station, 4 days before the auction. 
  The crew can take this opportunity to identify and interact with 
  a potential rival—in this case, the witchwyrd Zlanai (page 25). 
  When the PCs arrive, read or paraphrase the following.
  At the center of the banquet room, a long, rectangular dining 
  table is draped with a white tablecloth. A centerpiece of 
  golden spun sugar adorns its middle, and place cards with 
  names scribed in elaborate calligraphy rest in front of each 
  place setting. Several circular tables arranged throughout 
  the rest of the room have identical place settings but no 
  cards. Those already seated at the long table all wear white 
  clothing, including long gloves, and the people seated at the 
  circular tables periodically get up to check on them. Staff in 
  black suits circulate through the room, carrying goblets of 
  wine and other beverages to those who summon them.
  There are 15 Kalistocrat prophets, along with their retinues, 
  attending the banquet; Zlanai is among them. The long table is 
  reserved for Kalistocrats, while their retinues sit at the circular 
  tables. The meal is served in three individual courses: a fish 
  and tamarind soup, whole roasted Akitonian red squirrels 
  marinated in lemon, and pomegranate coconut milk pudding 
  for dessert. Each character must attempt a DC 22 Culture or a 
  DC 25 Perception check to maintain proper table etiquette. On 
  a failure, a PC takes a –2 penalty to Diplomacy checks while 
  at the dinner, as the other attendees view them as uncouth.
  During the dinner, a Kalistocrat named Moira (LN female 
  human) initiates conversation with the character impersonating 
  Estriar, indicating that “now would be a good time to discuss 
  our deal.” A successful DC 22 Bluff check or DC 25 Diplomacy 
  check allows the character to draw the conversation out long 
  enough to discern Moira’s meaning: she’s a silk wholesaler 
  in negotiations with Estriar to become one of his suppliers. 
  To seal the deal, “Estriar” must succeed at a DC 22 Profession 
  (merchant) or DC 25 Diplomacy check. If the PC succeeds, 
  Moira sends the paperwork over via her datapad and gifts 
  her new business associate with a set of fine calligraphy pens 
  worth 500 credits to commemorate their arrangement. If the 
  PC fails one of these checks, however, Moira tuts at Estriar’s 
  absentmindedness and ends the conversation, saying, “I 
  suppose since you can’t bother to remember me, I’ll just take 
  my business to one of your competitors.” 
  Meanwhile, PCs at the retinue tables might overhear 
  useful gossip. A successful DC 22 Diplomacy or Profession 
  (merchant) check allows them to identify one rival they 
  haven’t yet identified and that rival’s weakness.
  If the PCs haven’t attempted to interact with Zlanai before 
  or during dinner, they have another chance to do so afterward 
  as the Kalistocrats gather their retinues and prepare to leave.
  EVENT 6: THE SILKEN WEB
  The penultimate event on Estriar’s social calendar—2 
  days before the auction—is a performance of Qabarat 
  ribbon-dancing. This event takes place at the Gildenvue 
  Theater in the Seekers Wing. One of the PCs’ rivals, Sevaranna 
  Pilos (page 22), will be in attendance—but so will their enemy, 
  Eline Reisora, a fact the crew is probably unaware of unless 
  they’ve specifically kept tabs on her. When the PCs arrive, 
  read or paraphrase the following.
  This enormous theater displays the height of opulence with 
  red velvet seats in neat rows and a glimmering chandelier 
  at the apex of its arched ceiling. The corners of the red- and 
  gold-paneled walls feature exquisite carvings with inlaid 
  gemstones in a staggering array of colors, arranged in the 
  shapes of wildlife and flowers from all over the Pact Worlds. 
  Soft lights illuminate the aisles, and a dark red curtain hangs 
  over the stage. A hum of excited chatter fills the room, 
  intermixed with the notes of the orchestra warming up. As 
  the lights dim, elegantly dressed audience members hurry 
  to their seats.
  The curtain rises to reveal a dozen people standing 
  motionless on stage, bathed in a blue glow. They hold long 
  strips in each hand, the fabric arrayed across the stage floor 
  in a riot of color. The orchestra falls silent for a moment, then 
  begins in earnest as the performers begin to dance, their 
  ribbons trailing gracefully along with them.
  This evening’s performers are the Silken Web, a dance 
  troupe specializing in the ancient art of Qabarat ribbon-dance, 
  an acrobatic dance style where the performers hold silken 
  ribbons to form graceful patterns as they move, first on the 
  stage and then—after intermission, when the fabric is attached 
  to the ceiling—in the air, as the dancers create stunning aerial 
  displays. The first act of the Silken Web’s performance is 
  beautiful. During intermission, audience members mingle  in 
  the theater and enjoy drinks and snacks, their chatter filled 
  with admiration for the show so far.
  
  31
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG 
  CON 
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  During intermission, the PCs spot several of the dancers 
  hurrying back and forth through the lobby, looking concerned. 
  Overheard conversation indicates the dancers are worriedly 
  discussing what to do about something. If the PCs follow the 
  dancers back into the empty theater, they can inquire what’s 
  wrong. The dancers seem unsure if they should discuss their 
  problem with guests, but if pressed, they reveal the nature of 
  their crisis.
  One of the dancers of the troupe, Haiyel (CN male damaya 
  lashunta), suffered a nasty fall from the top of a silk recently 
  and got seriously injured. Although he has physically 
  recovered, this is his first public performance since his injury, 
  and the psychological impact is taking its toll. He has locked 
  himself in his dressing room and insists that he can’t do the 
  aerial portion of the performance, of which he’s an integral 
  part. The dancers worry for their colleague; however, they’re 
  eager for the show to continue, as they fear the Kalistocrats 
  will accuse them of breaching their contract for failing to 
  complete the performance as promised.
  A character who succeeds at a DC 20 Profession 
  (psychologist) or DC 25 Diplomacy check can talk Haiyel 
  through his terror and convince him to perform. Alternatively, 
  a character could take Haiyel’s place for the dance, but Haiyel’s 
  routine is difficult and the character has no time to prepare; the 
  character must succeed at a DC 28 Acrobatics or Profession 
  (Dancer) check to pull off an acceptable performance. If the 
  PCs save the performance with either method, the dancers 
  are incredibly grateful. In thanks, the troupe manager gives 
  them her mk 2 improvisation adornmentAR as well as a portion 
  of the performance’s proceeds (2,000 credits).
  Sevaranna Pilos attends the performance, and the PCs can 
  interact with her during intermission or afterward. However, 
  Eline is also present. The crew probably wants to avoid her, 
  and they can do so with a successful DC 27 Disguise, Bluff, or 
  Stealth check. However, Eline automatically recognizes any 
  character who fills in for Haiyel. As noted on page 19, Eline 
  won’t draw attention to the crew or initiate violence even 
  if she recognizes them since what she really wants is for 
  them to lead her to the Oliphaunt. She will, however, closely 
  monitor their activities and make matters more difficult for 
  them during the auction.
  When the day of the auction arrives, the PCs have all morning 
  to make final preparations or overtures to their major rivals, 
  as the auction does not begin until mid-afternoon. Although 
  they’ve ideally managed to get these rivals out of contention, 
  there are still others interested in bidding on the White Wind, 
  so the crew’s victory isn’t assured.
  The PCs also have to get around the credit transfer Varav 
  told them about: although they might win the auction, they 
  don’t actually have enough money to follow through on 
  their bid, and this fact will be revealed once bidding is over, 
  before the White Wind’s access codes are granted. If the PCs 
  did not ally with the V-Spec agents, they should have the 
  opportunity to learn of the credit transfer issue another way, 
  such as with a successful DC 25 Computers check while at 
  the auction to examine the auction computer setup, DC 25 
  Culture check to know how high-value auctions function, 
  or DC 25 Diplomacy check when hobnobbing around the 
  station to overhear discussion of the process.
  There are multiple solutions to this problem; the simplest 
  is to use a jammer charge (Starfinder Adventure Path #15: Sun 
  Divers 53), provided by the V-Spec agents, at exactly the right 
  moment, interrupting the transfer of funds. Normally, this 
  would affect all computers in the area, including the secure 
  datapads issued to all bidders for the auction, thus disrupting 
  the transfer of the White Wind’s security access code that 
  grants entry and control of the ship; however, a character 
  trained in Engineering can try to key the datapad used for 
  the transfer so that it becomes immune to the jammer charge. 
  The PCs can’t attempt this process until they’re in the auction 
  and have their assigned datapad, and it requires a successful 
  DC 27 Engineering check. If the PCs succeed at this check, 
  they can freely activate the jammer charge, knowing it will 
  interrupt the transfer while still allowing the crew to get the 
  access codes to the White Wind.
  Alternatively, the PCs might attempt to spoof the transfer, 
  using the identification code of another bank account—perhaps 
  one belonging to an unsuspecting Kalistocrat who has sufficient 
  funds; this requires a successful DC 26 Computers check in the 
  vicinity of the bank (to locate an appropriate account), followed 
  by a successful DC 28 Computers check at the time of the 
  auction to make it temporarily appear as if those funds are in 
  “Estriar’s” account. This tactic steals money from an unlucky 
  account owner, but the consequences of that theft are beyond 
  the scope of the adventure. Your players may come up with 
  other ideas to deceive or avoid the credit transfer; adjudicate 
  these plans, assigning DCs in the 22–32 range.
  AUCTION PROCEEDINGS
  All Kalistocrat prophets on Fortune’s Heart are invited to 
  participate in the auction. Members of their personal retinue 
  can attend but cannot themselves bid. On the morning of 
  the auction, a manifest is sent to each Kalistocrat prophet, 
  detailing the items up for auction. All bidding is done 
  electronically, through secured datapads issued in the auction 
  room by the Kalistocrats in charge. Use the map on page 32 
  for all encounters at the auction hall.
  D1. Business Lounge: This semicircular room has thick white 
  carpeting and seashell-shaped lights providing soft illumination. 
  PART THREE: 
  GOING, GOING, 
  GONE
  
  32
  A few tables stand in the middle of the room, and several 
  partitioned cubicles containing desks and computers are 
  spaced along the walls.
  D2. Bidding Room: This room is where bids must be placed. 
  Multiple rows of chairs overlook a raised stage containing a 
  lectern and display cases housing jewels and sculptures. 
  D3. Item Storage: This plain room holds the items being 
  auctioned that aren’t on display. 
  D4. Refreshment Rooms: To the east and west of the entrance 
  hall and bidding room are smaller rooms set up for mingling, 
  with tables laden with hors d’oeuvres and fine beverages.  
  When the PCs have had a chance to mingle and look 
  around, read or paraphrase the following.
  The auction hall is buzzing with activity. As attendees 
  trickle  from the outer rooms into the bidding room, a 
  smiling brown-haired woman standing at the lectern taps 
  her microphone with a white-gloved hand. “Welcome!” she 
  exclaims, gesturing to the rows of seats. “I’m Jennera Delline, 
  Executive Assistant to the CEO-Captain of Fortune’s Heart, 
  and I’ll be your auctioneer today. On behalf of CEO-Captain 
  Merez, I’d like to welcome you all to this month’s auction. I 
  hope everyone’s been enjoying themselves profitably?”
  A murmur of assent rises from the audience, and her 
  smile widens. “Excellent! If everyone would please take your 
  seats, you’ll find your auction datapads plugged into the 
  armrests. Bidding will begin momentarily.”
  The auction comprises two events. First, various 
  miscellaneous items are auctioned off, followed by an hour-
  long break during which the attendees can socialize, network, 
  and enjoy  refreshments. After this intermission comes the 
  main event—the auction of the Windfall commerce barge. 
  The Auction Manifest sidebar on page 33 lists the main items 
  being auctioned in the first half. This list includes only gear, but 
  there are many other items up for auction, such as art objects 
  and jewelry. Feel free to modify the list to fit your PCs’ interests, 
  and tell the PCs what items are available (but not their Bid DCs) 
  when they arrive so they can decide what to bid on.
  During an auction, each PC selects one of the six roles 
  described below. The PC impersonating Estriar at the auction 
  (which might be different than the PC who has impersonated 
  Estriar to this point) must take the bidder role. PCs cannot 
  duplicate roles, but (with the exception of the bidder) they can 
  change roles from round to round. Each item in the auction is 
  assigned a Bid DC; see the Auction Manifest sidebar on page 
  33 for Bid DCs for items in the first half of the auction. The 
  Bid DC for an item is generally equal to 10 + the item’s level, 
  though for rarer items this DC is increased by 2 to represent 
  greater demand. 
  Both time and the number of bids being sent in are abstracted 
  to streamline play. The auction itself takes place in auction 
  rounds, during which everyone filling a role can attempt a 
  check against the Bid DC using the skill listed for their role. The 
  PCs can act in any order they choose during an auction round, 
  but the bidder must act last. If PCs other than the bidder are 
  successful, they grant a +2 bonus to the bidder. If the bidder 
  succeeds at their check, the PCs win the auctioned item.
  Bidder: To bid on an item, the bidder must attempt a check 
  against the item’s Bid DC with a bonus equal to their initiative 
  modifier plus their Wisdom modifier. Any abilities that aid 
  skill checks, such as a biohacker’s basic booster, can be used 
  for this check.
  Analyst: The analyst keeps an eye on the competition, 
  figuring out their strategies and forestalling any gambits 
  against the PCs. The analyst uses Sense Motive for their checks.
  D2
  D1
  D4
  D4
  D3
  D4
  D4
  NORTH
  D. AUCTION HALL
  1 SQUARE = 5 FEET
  
  AUCTION MANIFEST
  Bid DC 
  Auctioned Items
  18 
  hoverskatesAR, inertial cavitation pistolAR, minor 
  graviton weapon crystal, mk 2 mindlink circlet
  19 
  autocartographerAR, mk 2 diffraction cloakAR, 
  revealing scopeAR, telekinetic glovesAR
  20 
  Arquand hornsAA2, dark blue rhomboid aeon 
  stone, elite domestic droneAR, vial with one pinch  
  of void dustAR
  21  
  alabaster helix aeon stoneAR, inspiration 
  blazonAR, mk 1 magic resistorAR, ring of 
  counterspellsAR
  22  
  advanced 
  emotion 
  regulatorAR, mantle of 
  willpowerAR, platinum AbadarCorp travel suit,
  void hide IAA3
  AUCTION MANIFEST
  Bid DC
  Auctioned Items
  18
  hoverskatesAR, inertial cavitation pistolAR, minor 
  graviton weapon crystal, mk 2 mindlink circlet
  19
  autocartographerAR, mk 2 diffraction cloakAR, 
  revealing scopeAR, telekinetic glovesAR
  20
  Arquand hornsAA2, dark blue rhomboid aeon 
  stone, elite domestic droneAR,vial with one pinch  
  of void dustAR
  21
  alabaster helix aeon stoneAR, inspiration 
  blazonAR, mk 1 magic resistorAR, ring of 
  counterspellsAR
  22
  advanced 
  emotion 
  regulatorAR, mantle of 
  willpowerAR, platinum AbadarCorp travel suit,
  void hide IAA3
  33
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG 
  CON 
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  Distraction: The distraction mingles with the crowd, 
  striking up conversations with rival bidders and using other 
  ploys to prevent bids from being made in time. The distraction 
  uses Bluff for their checks.
  Hacker: The hacker can interfere with others’ bids to ensure 
  they arrive at the central auction computer just a bit after the 
  time cutoff. The hacker uses Computers for their checks.
  Observer: The observer identifies likely rivals in the crowd, 
  allowing the other members of the group to quickly hone in on 
  their targets. The observer uses Perception for their checks.
  Persuader: The persuader approaches other bidders and 
  encourages or threatens them to stop bidding and save their 
  credits for something else. The persuader uses Intimidate for 
  their checks.
  In the first half of the auction, things move quickly. Each 
  item is bid on for up to 2 auction rounds, as there are fewer 
  total buyers interested in each individual item. If the bidder 
  succeeds the first round, the PCs win the item; if not, they 
  have one more chance to bid. Items the PCs win are presented 
  to the buyer at the podium. The PCs still need to buy these 
  items; the base cost is the normal price for the item, but for 
  every 5 by which the bidder beats an item’s Bid DC, the price 
  the PCs pay for the item decreases by 10%. Feel free to skip or 
  mention only in passing any items your PCs aren’t interested 
  in purchasing; these items simply go to other buyers.
  EVENT 7: HOSTILE TAKEOVER
  When the first half of the auction concludes, the attendees 
  are invited to the adjoining refreshment rooms (areas D4) 
  before bidding begins for the White Wind. However, just 
  as everyone is dispersing, a new arrival sweeps into the 
  bidding room, imperiously announcing herself as Raithera 
  Harrington  I (NE female bleachling gnome), daughter of 
  Ralvarian. Raithera announces that due to her father’s 
  “incapacity”—as demonstrated by too many poor business 
  decisions—he’s been voted off the company board, effective 
  immediately, and Raithera has inherited his position. Though 
  she’s not a Kalistocrat prophet, she asks that she be allowed 
  to bid on the White Wind in his stead to represent the family 
  holdings. (If the PCs didn’t successfully get Ralvarian to leave, 
  this plays out largely the same, except Raithera confronts her 
  father personally; the man is too shocked to do more than 
  sputter as his daughter’s retinue guides him away.)
  A significant new rival at this stage of the game is a 
  problem for the PCs. To eliminate Raithera from the auction, 
  they must convince the Kalistocrats in charge that she 
  shouldn’t be allowed to participate (requiring a successful 
  DC 25 Diplomacy or Mysticism check to cite applicable 
  tenets), convince Raithera not to bid (requiring a DC 30 
  Diplomacy or Intimidate check), or trick her into believing 
  part of her takeover has gone wrong and she needs to go 
  attend to it immediately (requiring a DC 27 Computers check 
  to send false messages to her). If Raithera is not removed as 
  a rival, she increases the Bid DC for the White Wind by 2.
  EVENT 8: PARTY CRASHERS (CR 8)
  After Raithera is dealt with and the PCs have settled into 
  a refreshment room to mingle, more trouble arrives. This 
  encounter takes place in whichever refreshment room (area 
  D4) holds the most PCs.
  A crash from a nearby vent interrupts the hum of polite 
  chatter filling the room. Several screams split the air as four 
  small, emaciated creatures with pointed ears and mouths full 
  of razor-sharp teeth explode from the vent, kicking its cover 
  to the floor. Small sections of the creatures’ flesh appear to 
  have rotted away. They shriek in glee, giddily slashing their 
  claws at the room’s occupants. There is a panicked rush for 
  the door as attendees and staff scramble over one another, 
  screaming for help.
  Chaos reigns in the room as Kalistocrats and their retinues 
  scramble to escape, temporarily blocking station security 
  robots from getting into the room. 
  Creatures: The little monsters are driftdead hobkins  
  gremlin malefactors. They rode into Fortune’s Heart on a ship 
  they were attempting to sabotage, and they couldn’t resist 
  the opportunity to wreak their havoc on an entire station. 
  Unfortunately for them, their sabotage was a little more 
  effective than they expected, ripping a hole through a station 
  wall to the Drift beyond. Although the damage was in a 
  contained storage area and quickly auto-repaired, the gremlins 
  perished instantly, only to return as driftdead. They’re just as 
  eager to cause mayhem as when they were alive.
  DRIFTDEAD MALEFACTORS (4)
  CR 4
  XP 1,200 each
  Agender driftdead hobkins gremlin malefactors (Starfinder 
  Alien Archive 3 44, 26)
  NE Small undead (extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +10
  Aura confusion (30 ft., DC 11, 2 rounds)
  
  34
  DEFENSE
  HP 43 each
  EAC 15; KAC 16
  Fort +5; Ref +5; Will +7
  Defensive Abilities out of phase, spatial incorporeality; 
  DR 5/cold iron
  OFFENSE
  Speed 30 ft., fly 60 ft. (Su, average)
  Melee bite +7 (1d4+3 P) or 
  claw + 7 (1d4+3 S)
  Ranged Drift rip +7 (1d4+2)
  Spell-Like Abilities (CL 4th; ranged +7)
  1/day—hologram memory (2nd level, DC 17), hurl 
  forcedisk (DC 17)
  3/day—fear (1st level, DC 16), mind thrust (1st level, DC 
  16), reflecting armor (DC 16)
  At will—ghost sound (DC 15), psychokinetic hand (DC 16)
  TACTICS
  During Combat The driftdead malefactors quickly focus on 
  anyone who poses a threat to them, attempting to cause 
  the greatest amount of collateral damage possible. They 
  eagerly engage opponents in melee range, relying on their 
  incorporeality to protect them, and reserve their spell-like 
  abilities and Drift rip for foes who prove hard to hit.
  Morale The driftdead malefactors fight until destroyed.
  STATISTICS
  Str –1; Dex +5; Con +0; Int +1; Wis +3; Cha +1
  Skills Computers +10, Engineering +10, Intimidate +15, 
  Stealth +15
  Languages Aklo, Common; limited telepathy 60 ft.
  Other Abilities collateral damage, perfect coordination
  Treasure: In gratitude for defending the station against 
  the driftdead malefactors, Jennera gifts the PCs with several 
  items not yet cataloged for next month’s auction: a red dwarf 
  captive-star amuletAR and several fine paintings worth a total 
  of 3,000 credits.
  Development: Once the gremlins are dealt with and the 
  attendees calmed by station security, everyone resettles in 
  the bidding room and the second half of the auction begins.
  THE WHITE WIND AUCTION
  As the second half of the auction starts, read or paraphrase 
  the following.
  The auction attendees settle back in the bidding room seats as 
  Jennera takes the lectern once more. Smoothing stray bits of 
  hair back into place, she smiles at the audience. “Now that that 
  bit of excitement is over with, how about a round of applause 
  for those who dealt with our undead incursion so handily?”
  Appreciative applause fills the chamber. When it dies down, 
  Jennera says, “Without further ado, on to the main event: the 
  commerce barge, White Wind! Guests, begin your bidding!”
  The second half of the auction proceeds slightly differently 
  than the first. The auction for the White Wind lasts up to 6 
  rounds, as it’s the primary item of interest among the attendees. 
  The PCs need three successful bidder checks during these 
  rounds in order to win the auction; if they earn 3 successes 
  before the full number of rounds has elapsed, the auction 
  ends. Initially, the Bid DC for the White Wind is 30. However, 
  decrease this by 2 for every major rival the PCs have removed 
  (including Raithera, if applicable). PCs other than the bidder 
  can assist the bidder each round, as they did in the first half 
  of the auction. If the PCs have allied with the verthani agents, 
  the bidder gains an additional +2 bonus, as Varav and Luxrana 
  covertly help their efforts to bid on the barge.
  If the PCs don’t obtain the necessary successes, the 
  White Wind goes to another bidder, perhaps forcing them to 
  adopt an alternative strategy to get the access key, though 
  such backup plans are beyond the scope of this adventure.
  During the bidding, Eline Reisora enters the auction hall. 
  She’s not participating in the auction and is only a spectator, 
  but her presence should alarm the PCs, since she’s likely to 
  recognize them and might reveal them as something other 
  than a Kalistocrat and retinue.
   DRIFTDEAD 
  MALEFACTORS
  
  35
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG 
  CON 
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  A TIMELY EXIT
  If the PCs win the auction, they are invited to the lectern to 
  exchange their credits for the access key. This is the time for 
  the PCs to enact whatever strategy they have decided upon 
  to get around their lack of credits. If the PCs allied with Varav,  
  just as the access key is transferred to “Estriar’s” datapad, a 
  murmur from their whisper comms catches their attention.
  “Sorry to disturb,” Varav’s voice comes over the comm, “but 
  you may wish to wrap this up. That magisterial blonde woman 
  with the impressive hat who just wandered in? I recognize 
  that glint in her eyes: illusion refractor. She can see right 
  through your holoskin. Can’t fathom why they declassified 
  that one—anyway. Move. We’ll try to slow your pursuers.”
  Just then, a shout echoes from the back of the room.
  “That’s not Estriar!” Eline calls, pointing to the stage. “Those 
  people are frauds trying to steal the White Wind! Seize them!”
  Eline’s accusation results in confusion, giving the PCs an 
  opening to escape. Fortunately, there’s no quick way to revoke 
  the access key granted, so the Kalistocrats can’t stop them 
  from escaping on the barge—but they have to  get to it first!
  BIDDING ROOM SECURITY (CR 8)
  As the PCs near the bidding room door, read or paraphrase 
  the following.
  Three security robots block the door leading out of the bidding 
  room. In unison, they raise their arms and say, “Stand down 
  and submit to investigation.” Meanwhile, a second squad of 
  robots clanks its way towards the door, but a grenade rolls 
  under the feet of the confused crowd and explodes with a 
  burst of shocking electromagnetic energy, causing the first 
  group of robots to stagger and freeze in place.
  Luxrana has thrown an EMP grenade at the first wave of 
  robots to improve the PCs’ odds of escape, whether or not 
  they’ve allied with the V-Spec agents—she’s decided getting the 
  chip from the PCs later is V-Spec’s best chance of recovering it.
  If the PCs are allied with the V-Spec agents, Luxrana’s voice 
  hisses over the comms.
  “Go!” Luxrana shouts. “I’ll keep more robots off your tail, but 
  those three are all yours.”
  Creatures: Three luminance-class security robots stand in 
  front of the door, intending to subdue and capture the PCs.
  LUMINANCE-CLASS SECURITY ROBOT (3)
  CR 5
  XP 1,600 each
  HP 65 each (page 60)
  TACTICS
  During Combat The robots open combat with their numbing 
  beams, intending to capture foes alive and engaging in 
  melee combat only with those who approach the door. 
  
  36
  They align their shields against a foe that damaged them 
  the previous round.
  Morale The robots fight until destroyed.
  Development: If the PCs do not defeat the robots within 
  5 rounds, another group of three robots reaches them. The 
  PCs only receive XP for defeating one of these groups. If they 
  defeat the initial three robots with extra rounds remaining, 
  those rounds are added to the number of rounds they have to 
  deal with the next encounter.
  ZEALOUS BODYGUARDS (CR 7)
  This encounter takes place in the business lounge (area D1), just 
  outside the bidding room.
  Creatures: The only current occupants of the room are a 
  Kalistocrat prophet on a business call and her two shimreen 
  bodyguards. Although the Kalistocrat poses no threat and 
  reacts to the uproar by diving under a table, her guards hear 
  the shouts and sound of battle from the bidding room and 
  attack immediately.
  SHIMREEN WARRIORS (2)
  CR 5
  XP 1,600 each
  HP 74 each (Alien Archive 3 96)
  TACTICS
  During Combat The shimreens engage in melee, reserving 
  their ranged attacks for those they can’t reach. They use 
  amplify the first time they’re hit with an energy attack. 
  Fearful of hitting their employer or damaging the room, 
  they avoid using their grenades.
  Morale The shimreens cease attacking and retreat to cover 
  their employer if reduced below 20 HP.
  Development: If the PCs do not defeat the bodyguards 
  within 5 rounds, another patrol of three luminance-class 
  security robots arrives as reinforcements from the hallway; the 
  PCs get no experience for defeating these robots.
  Treasure: Grabbing the guns and frag grenades off the 
  bodies of the guards on the way out the door takes a character 
  1 round, but there’s no time to scavenge their armor.
  ANACITE REINFORCEMENTS (CR 8)
  Assuming they hurry, the PCs can make it through the station’s 
  corridors to the maintenance ring without further trouble. 
  However, as they reach the corridor outside the White Wind’s 
  docking bay, they’re intercepted by a security patrol alerted to 
  their likely destination. Use the portion of the map of area A on 
  page 14 showing the corridor for this encounter.
  Hazard: Though Eline and the Kalistocrats in charge can’t 
  remotely revoke the PCs’ access keys to the White Wind or 
  station doors, including the door to the docking bay, they’re 
  monitoring the PCs’ progress on the station’s cameras. 
  When the anacite patrol reaches the PCs, Eline deactivates 
  the artificial gravity in the corridor, creating a zero-gravity 
  environment (Core Rulebook 402). The flying anacites are not 
  hindered by zero gravity.
  Creatures: The security patrol in front of the docking bay 
  consists of six anacite sentries.
  ANACITE SENTRIES (6)
  CR 3
  XP 800 each
  HP 30 each (page 55)
  TACTICS
  During Combat The anacite sentries focus their combined 
  blasts on a single opponent. If unable to do so, they stay 
  mobile and attack individually with their frost subduers. 
  Morale The anacite sentries fight until destroyed.
  DOCKING BAY (CR 9)
  The access key to get through the door to the docking bay also 
  deactivates the numerous security robots arrayed around the 
  White Wind. 
  The White Wind is nestled in the docking bay with an array of 
  more than fifty security robots standing guard. They activate 
  as the door to the bay opens—then settle back into passive 
  monitoring as the deactivation code is transmitted from 
  Estriar’s datapad. 
  Just as the bay’s door slams shut, the door to a holding cell in 
  the corner opens, remotely activated by Kalistocrats trying to 
  prevent the PCs’ escape. Use the portion of the map of area A 
  on page 14 showing the docking bay for this encounter.
  Creature: The holding cell in the White Wind’s docking 
  bay contains a scavenger slime the station uses for repairs, 
  which immediately attacks the PCs. This gelatinous red blob 
  has numerous bits of broken technology sticking out of it. The 
  gun jutting from its amorphous form, however, looks quite 
  functional (see Treasure).
  SCAVENGER SLIME
  CR 9
  XP 6,400
  HP 145 (Starfinder Alien Archive 100)
  OFFENSE
  Ranged aphelion artillery laser +21 (3d8+9 F)
  TACTICS
  During Combat The hungry slime first attacks the most 
  delicious-looking creature, then switches its attacks to 
  those who injure it most severely.
  Morale The scavenger slime fights to the death.
  Treasure: The PCs can quickly grab the slime’s aphelion 
  artillery laser on their way to the ship.
  Development: As the PCs hurry onto the White Wind, 
  they hear the footsteps of many additional security robots 
  approaching the docking bay door. Assuming they don’t linger, 
  they can fire up the ship and take off before security locks 
  down the docking bay.
  
  37
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG 
  CON 
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
   CONCLUDING
  THE 
  ADVENTURE
  FLY AWAY HOME (CR 9)
  Once the PCs have taken off in the White Wind, they have one 
  final obstacle: a CompEnt Guardian is moving to intercept them. 
  The PCs need to shoot it down and get their Drift engine up and 
  running before reinforcements arrive. 
  Starship Combat: Start with the White Wind 5 hexes in front 
  of the docking bay, and the Guardian 15 hexes to the White 
  Wind’s port side.
  COMPENT GUARDIAN
  TIER 7
  Large destroyer
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 21; TL 21
  HP 170; DT –; CT 34
  Shields medium shields 100 (forward 25, port 25, starboard 
  25, aft 25)
  Attack (Forward) particle beam (8d8)
  Attack (Port) light laser cannon (2d4)
  Attack (Starboard) light laser cannon (2d4)
  Attack (Turret) high explosive missile launcher (4d8)
  Power Core Arcus Maximum (200 PCU); Drift Engine
  Signal Basic; Systems advanced medium-range sensors, 
  biometric locks, crew quarters (good), mk 5 armor, mk 6 
  defenses, mk 2 duonode computer; Expansion Bays brig, 
  cargo holds (2), escape pods
  Modifiers +2 to any 2 checks per round, +4 Computers 
  (sensors only), +0 Piloting; Complement 13
  CREW
  Captain (2 officers) Computers +14 (7 ranks), Engineering +14 
  (7 ranks), gunnery +12 (7th level), Intimidate +19 (7 ranks), 
  Piloting +14 (7 ranks)
  Engineer (1 officer, 2 crew) Engineering +14 (7 ranks)
  Gunners (2) gunnery +12 (7th level)
  Science Officer (1 officer, 2 crew) Computers +14 (7 ranks)
  Pilot (1 officer, 2 crew) Piloting +14 (7 ranks)
  Development: Once the PCs defeat the CompEnt Guardian, 
  they can escape into the Drift. Play up the drama of the timing; 
  as long as the PCs leave as soon as the combat concludes, they 
  exit just ahead of their pursuers.
  If the crew allied with the V-Spec agents, they might go to the 
  rendezvous point before returning to Tarika. They can find the 
  data module Varav described among the ship’s goods. At first, 
  it seems to contain exactly as the verthani described. However, 
  curious PCs who investigate the module further and succeed 
  at a DC 24 Computers check identify the visible contents as 
  a fake shell. A successful DC 28 Computers check reveals the 
  module’s true contents. This data could be quite valuable to the 
  right bidder, though selling this information would be a betrayal 
  of people who have only helped the crew—if secretive—and will 
  result in the deaths of V-Spec agents. If sold, the data module 
  fetches 10,000 credits on the black market.
  Given the circumstances that the crew left Fortune’s Heart, 
  Varav and Luxrana are already making contingency plans in 
  case the crew doesn’t come to the rendezvous point. If the 
  PCs deliver the module as promised, the agents are pleasantly 
  surprised, especially if the PCs reveal they know its true 
  contents. In this case, the agents request the PCs keep quiet 
  about any V-Spec secrets they might have learned, promising 
  to do likewise regarding the PCs’ business. If the agents obtain 
  the data module from the PCs—whether or not the PCs learned 
  of its secrets or admitted to doing so—the agents express their 
  appreciation and thank the crew for their assistance. They 
  privately resolve to keep an eye on the PCs’ activities, in case 
  they can provide some assistance at a later time.
  If the PCs choose to sell the data module instead, the agents 
  aren’t pleased, nor are they wholly surprised; it’s a cutthroat 
  galaxy, and backstabbing isn’t personal. They’re professionals 
  with little time for personal vendettas, and they’ll be too busy 
  enacting their own contingency plans to seek revenge against 
  the PCs. However, they don’t forget being double-crossed and 
  certainly aren’t about to aid the PCs in the future. If the crew 
  of the Oliphaunt takes a job that lands on Verces, they should 
  keep their distance from Varav Hakovel and Luxrana Siv.
  When the PCs meet up with Tarika, she’s delighted to see 
  they succeeded with their heist, if slightly delayed. The events 
  on Fortune’s Heart have stirred up a great deal of attention, and 
  Tarika emphasizes that many powerful groups are now hunting 
  the PCs. “Everyone’s lookin’ for you as a crew,” she says, “the 
  crew of the Oliphaunt. It’s time for ya each to go your own ways 
  for a while, leave the ship somewhere safe, and let the heat 
  die down. I’ll take care of sellin’ the loot. For a very small fee, 
  of course! Tiny! Percentage wise, I mean.” In fact, Tarika has 
  already lined up clients for instant sales—she quickly transfers 
  40 Build Points and 6,200 credits to the PCs. “This is only the 
  tip of the iceberg,” she insists, practically hopping with glee. 
  “By the time I’ve sold off all this cheddar, y’all are gonna be 
  millionaires!” At this point, if the PCs negotiated with Estriar, 
  Tarika can handle paying what they owe him (which still leaves 
  them filthy rich); if the PCs renege on the agreement, however, 
  the consequences are beyond the scope of this adventure.
  The PCs will need to decide what to do with the Oliphaunt
  while they lie low, and can have the ship upgraded during that 
  time. More credits—a lot more—will come from Tarika, enough 
  to live an extravagant lifestyle. For now, the crew can say their 
  farewells to each other and start planning how they’ll spend 
  all that money that’s coming in. Unfortunately, their newfound 
  prosperity is destined to be short-lived, as detailed in the next 
  adventure, Starfinder Adventure Path #38: Crash and Burn!
  
  38
  “Just entered orbit around this undersized 
  planetoid; heard there was plenty of starmetal 
  to be found there, so it’d make a nice cover-up. 
  These bizarre fey that ran the place offered me a 
  dose of joy. First one’s free. Now, I’ve done a few 
  narcotics in my day, but I swear that for an instant 
  I felt as carefree as a child. I had no worries, no 
  stress, just wonder and… joy. No hangover, no 
  bender, just a high. And what a high it was. No 
  wonder these fey keep a tight rein on exporting 
  the stuff.”
  —from the personal log of Jurrgen No-Clan
  SIDE JOBS
  
  S
  ide jobs are designed for when you need some 
  extra encounters in between the big plot beats 
  of an adventure path (especially the Fly Free or 
  Die Adventure Path). Maybe your players managed to skip 
  some of the content presented, or maybe you ended up 
  with a larger group of players than the adventure assumes. 
  Additionally, if your players come up short of their 
  expected wealth by level, a side job can be a worthwhile 
  way to provide some extra credits without shoehorning 
  them into some existing encounter. 
  Alternatively, if you aren’t running Fly Free or Die, 
  you can use the side jobs presented here for a quick 
  palate cleanser between campaigns or when 
  you’re looking for a session’s worth of fun and 
  excitement. Whatever the reason, any group can 
  easily use side jobs. 
  Keep in mind, however, that if your group is 
  typically sized and has collected the average amount 
  of credits and recovered gear, running your players 
  through all of an adventure path’s 
  encounters and these side jobs will 
  give the PCs more experience and 
  gear than the rest of the adventure 
  path expects. This option can 
  also be a great way to help your 
  players if they seem to be having 
  a lot of trouble. Side jobs don’t 
  present a great deal of extra 
  material, so they likely 
  won’t have a substantial 
  impact on the PCs’ overall 
  effectiveness—but 
  by 
  the same token, if the 
  adventure 
  is 
  already 
  a cakewalk for your 
  players, you might not 
  want to give them further 
  advantages heading into the 
  next set of encounters.
  VEYVILLA�6
  The side jobs presented here take 
  place on or around the planet Veyvilla-6 
  in the Vast. This planetary trove, initially 
  sought after for its starmetals and other 
  mineral resources, gained further notoriety 
  when planar rifts to the First World opened all 
  across its surface. This breach not only led 
  to an abundance of new flora and fauna 
  in a matter of decades, but also caused 
  large groups of fey to make the jump to the 
  Material Plane. A species of fey known as 
  moyishuus (page 59) settled on Veyvilla-6 and now control 
  much of the world’s exports.
  As beings infused with raw emotions, these moyishuus 
  are the only one capable of detecting and mining the 
  planet’s rare resource of unusual magical crystals that 
  actually contain feelings—they call the material sensestone. 
  Moyishuu leaders created a leasing company through which 
  existing mining consortiums can request permission to dig 
  on Veyvilla-6. Said consortiums usually gain a generous 
  percentage of the minerals dug up, though the contract 
  states that the moyishuus own 100% of any sensestone. 
  Furthermore, upon discoveryof any sensestone, all regular 
  operations must be halted until every last bit of it is carefully 
  retrieved and placed in cold iron containers called shutters. 
  Few beyond moyishuus know how the process to 
  create these shutters, which certainly keep the 
  crystals intact once inside. While many would balk 
  at this arrangement at a glance, Veyvilla-6 teems 
  with minerals, and most overseers find the profits are 
  usually worth the delays.
  The PCs are contracted by Veyvilla-6’s dominant 
  emoticrafting corporation, Sentiment 
  Inc., which has offices in orbit around 
  the gas giant Veyvilla-7. While most 
  of the system’s commerce lies in 
  exotic minerals and bottled emotions, 
  Sentiment Inc. has some jobs that 
  require a touch that moyishuus, due 
  to the dominance of their emotions, 
  can’t provide. The PCs’ contact for 
  these missions is Kissaruth (CN 
  nonbinary moyishuu envoy), a 
  public face for the company who 
  has heard of the crew’s recent 
  exploits. Kissaruth’s soulfeel is 
  a primal joy, and they exude it 
  with every ounce of their body. 
  They have bright purple skin, a 
  stocky build, and a deep appreciation 
  of boisterous idle chat, relishing every ounce 
  of happiness they can find in conversation. 
  SERUM, JOYFUL THOUGHT
  LEVEL 7
  MAGIC ITEM          PRICE 870
  BULK —
  A joyful thought serum is synthesized from 
  the famous sensestone of Veyvilla-6. It 
  manifests as a rosy purple brew bubbling with 
  great effervescence. Upon imbibing the serum, 
  a momentary, overwhelming joy encompasses 
  your mind; you can attempt a new saving 
  throw against any mind-affecting effects 
  that are currently affecting you. Succeed 
  or fail, you gain a +4 enhancement bonus 
  to saving throws against mind-affecting effects for 
  10 minutes afterward as your mind focuses on 
  happier thoughts.
  S
  ide jobs are designed for when you need some 
  extra encounters in between the big plot beats 
  of an adventure path (especially the Fly Free or 
  Die Adventure Path). Maybe your players managed to skip 
  some of the content presented, or maybe you ended up 
  with a larger group of players than the adventure assumes. 
  Additionally, if your players come up short of their 
  expected wealth by level, a side job can be a worthwhile 
  way to provide some extra credits without shoehorning 
  them into some existing encounter. 
  Alternatively, if you aren’t running Fly Free or Die, 
  you can use the side jobs presented here for a quick 
  palate cleanser between campaigns or when 
  you’re looking for a session’s worth of fun and 
  excitement. Whatever the reason, any group can 
  easily use side jobs. 
  typically sized and has collected the average amount 
  of credits and recovered gear, running your players 
  through all of an adventure path’s 
  encounters and these side jobs will 
  give the PCs more experience and 
  gear than the rest of the adventure 
  path expects. This option can 
  also be a great way to help your 
  players if they seem to be having 
  a lot of trouble. Side jobs don’t 
  present a great deal of extra 
  material, so they likely 
  won’t have a substantial 
  impact on the PCs’ overall 
  effectiveness—but 
  by 
  the same token, if the 
  adventure 
  is 
  already 
  a cakewalk for your 
  players, you might not 
  want to give them further 
  advantages heading into the 
  next set of encounters.
  VEYVILLA�6
  The side jobs presented here take 
  place on or around the planet Veyvilla-6 
  in the Vast. This planetary trove, initially 
  sought after for its starmetals and other 
  mineral resources, gained further notoriety 
  when planar rifts to the First World opened all 
  across its surface. This breach not only led 
  to an abundance of new flora and fauna 
  in a matter of decades, but also caused 
  large groups of fey to make the jump to the 
  Material Plane. A species of fey known as 
  moyishuus (page 59) settled on Veyvilla-6 and now control 
  much of the world’s exports.
  As beings infused with raw emotions, these moyishuus 
  are the only one capable of detecting and mining the 
  planet’s rare resource of unusual magical crystals that 
  actually contain feelings—they call the material sensestone. 
  Moyishuu leaders created a leasing company through which 
  existing mining consortiums can request permission to dig 
  on Veyvilla-6. Said consortiums usually gain a generous 
  percentage of the minerals dug up, though the contract 
  states that the moyishuus own 100% of any sensestone. 
  Furthermore, upon discoveryof any sensestone, all regular 
  operations must be halted until every last bit of it is carefully 
  retrieved and placed in cold iron containers called shutters. 
  Few beyond moyishuus know how the process to 
  create these shutters, which certainly keep the 
  crystals intact once inside. While many would balk 
  at this arrangement at a glance, Veyvilla-6 teems 
  with minerals, and most overseers find the profits are 
  usually worth the delays.
  The PCs are contracted by Veyvilla-6’s dominant 
  emoticrafting corporation, Sentiment 
  Inc., which has offices in orbit around 
  the gas giant Veyvilla-7. While most 
  of the system’s commerce lies in 
  exotic minerals and bottled emotions, 
  Sentiment Inc. has some jobs that 
  require a touch that moyishuus, due 
  to the dominance of their emotions, 
  can’t provide. The PCs’ contact for 
  these missions is Kissaruth (CN 
  nonbinary moyishuu envoy), a 
  public face for the company who 
  has heard of the crew’s recent 
  exploits. Kissaruth’s soulfeel is 
  a primal joy, and they exude it 
  with every ounce of their body. 
  They have bright purple skin, a 
  stocky build, and a deep appreciation 
  of boisterous idle chat, relishing every ounce 
  of happiness they can find in conversation. 
  SERUM, JOYFUL THOUGHT
  LEVEL 7
  MAGIC ITEM          PRICE 870
  BULK —
  BULK —
  BULK
  joyful thought serum is synthesized from 
  the famous sensestone of Veyvilla-6. It 
  manifests as a rosy purple brew bubbling with 
  great effervescence. Upon imbibing the serum, 
  a momentary, overwhelming joy encompasses 
  your mind; you can attempt a new saving 
  throw against any mind-affecting effects 
  that are currently affecting you. Succeed 
  or fail, you gain a +4 enhancement bonus 
  to saving throws against mind-affecting effects for 
  10 minutes afterward as your mind focuses on 
  happier thoughts.
  Alternatively, if you aren’t running Fly Free or Die, 
  you can use the side jobs presented here for a quick 
  palate cleanser between campaigns or when 
  you’re looking for a session’s worth of fun and 
  excitement. Whatever the reason, any group can 
  easily use side jobs. 
  Keep in mind, however, that if your group is 
  typically sized and has collected the average amount 
  of credits and recovered gear, running your players 
  through all of an adventure path’s 
  encounters and these side jobs will 
  give the PCs more experience and 
  gear than the rest of the adventure 
  path expects. This option can 
  also be a great way to help your 
  players if they seem to be having 
  a lot of trouble. Side jobs don’t 
  present a great deal of extra 
  material, so they likely 
  won’t have a substantial 
  impact on the PCs’ overall 
  effectiveness—but 
  by 
  the same token, if the 
  adventure 
  is 
  already 
  a cakewalk for your 
  players, you might not 
  want to give them further 
  advantages heading into the 
  next set of encounters.
  VEYVILLA�6
  The side jobs presented here take 
  place on or around the planet Veyvilla-6 
  in the Vast. This planetary trove, initially 
  sought after for its starmetals and other 
  mineral resources, gained further notoriety 
  when planar rifts to the First World opened all 
  across its surface. This breach not only led 
  to an abundance of new flora and fauna 
  in a matter of decades, but also caused 
  large groups of fey to make the jump to the 
  Material Plane. A species of fey known as 
  moyishuus (page 59) settled on Veyvilla-6 and now control 
  much of the world’s exports.
  operations must be halted until every last bit of it is carefully 
  retrieved and placed in cold iron containers called shutters. 
  Few beyond moyishuus know how the process to 
  create these shutters, which certainly keep the 
  crystals intact once inside. While many would balk 
  at this arrangement at a glance, Veyvilla-6 teems 
  with minerals, and most overseers find the profits are 
  usually worth the delays.
  The PCs are contracted by Veyvilla-6’s dominant 
  emoticrafting corporation, Sentiment 
  Inc., which has offices in orbit around 
  the gas giant Veyvilla-7. While most 
  of the system’s commerce lies in 
  exotic minerals and bottled emotions, 
  Sentiment Inc. has some jobs that 
  require a touch that moyishuus, due 
  to the dominance of their emotions, 
  can’t provide. The PCs’ contact for 
  stocky build, and a deep appreciation 
  of boisterous idle chat, relishing every ounce 
  of happiness they can find in conversation. 
  SERUM, JOYFUL THOUGHT
  MAGIC ITEM
  A joyful thought serum
  the famous sensestone of Veyvilla-6. It 
  manifests as a rosy purple brew bubbling with 
  great effervescence. Upon imbibing the serum, 
  a momentary, overwhelming joy encompasses 
  your mind; you can attempt a new saving 
  throw against any mind-affecting effects 
  that are currently affecting you. Succeed 
  or fail, you gain a +4 enhancement bonus 
  to saving throws against mind-affecting effects for 
  10 minutes afterward as your mind focuses on 
  happier thoughts.
  39
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG 
  CON
   
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  KISSARUTH
  
  This side job is suitable for 7th-level characters.
  BACKGROUND
  While strip mining an asteroid field in the Diaspora for his 
  clan, the dwarf Jurrgen Ironfield came across a chamber 
  of akata cocoons made of the valuable starmetal noqual. 
  Unfortunately, he was distracted enough not to notice an 
  older akata sneak up on him. Heavily wounded, Jurrgen 
  defeated the creature and made it back to his vessel with his 
  prize… and a little more.
  Jurrgen soon learned he had contracted void death, and 
  though he was eventually cured, it impacted his mind. The 
  dwarf concocted a scheme to breed akatas for their noqual 
  cocoons, though it would require the sacrifice of innocents. 
  After several kidnappings and deliberate infections, Jurrgen’s 
  clan learned of his crimes and tried to bring him to justice. The 
  dwarf fled the Pact Worlds with a safe full of noqual and several 
  akatas, which he learned to control with generous applications 
  of saltwater from spray bottles. He became Jurrgen No-Clan. 
  The Veyvilla system seemed like the perfect place to hide 
  and grow his operation. For almost a year, he has quietly 
  acquired bodies and continued the cycle of cocooning akatas 
  ripe with noqual.
  THE JOB OFFER
  Kissaruth asks the PCs to investigate Jurrgen’s noqual 
  business. While moyishuus’ professional relationship with 
  the dwarf miner has been fruitful, his noqual acquisition rate 
  seems unusually high. Kissaruth directs the PCs to Jurrgen’s 
  base of operations, called No-Clan’s Labor, on a small moon 
  orbiting the rocky Veyvilla-4. Jurrgen’s contract is for a rich 
  vein of noqual discovered under the moon’s surface, but 
  Sentiment Inc.’s own surveyors are unconvinced that the 
  dwarf actually finds as much starmetal as he sells.
  Kissaruth asks the PCs to visit Jurrgen and find out if 
  anything strange is going on. They make it plain that they 
  aren’t asking for the PCs to do anything violent; at worst, 
  they PCs might need to intimidate the dwarf into confessing 
  whatever he’s hiding. Almost as an afterthought, Kissaruth 
  adds that if the dwarf attacks the PCs unprovoked, they 
  should certainly feel justified in returning fire. They offer the 
  PCs 5,000 credits for the job, no matter the outcome.
  ���C�A�’S �A��R
  When the PCs arrive at No-Clan’s Labor, chaos has broken out. 
  Some botched experimentation led to the release of a pair of 
  void slimes: oozes composed of noqual cocoon pieces and 
  akata protoplasm. Jurrgen is trapped in a back room of his 
  laboratory with some of his pet akatas.
  1. RECEPTION AREA
  Jurrgen employs a part-time receptionist, but PCs find this room 
  empty of people. There are several comfortable chairs along 
  with a small desk with a computer console, which the PCs can 
  access with a successful DC 17 Computers check. It doesn’t 
  contain any immediately incriminating information, but it does 
  show Jurrgen’s schedule; a PC who succeeds at a DC 25 Culture 
  check recognizes some of the names that have appointments as 
  alleged players in humanoid trafficking circles.
  2. CONFERENCE ROOM (CR 7)
  Jurrgen meets with his contacts in this room, which contains 
  a large conference table surrounded by chairs and a small wet 
  bar (currently empty).
  Creatures: The two void slimes have crawled their way up 
  from the workshop below and are exploring this room.
  VOID SLIMES (2)
  CR 5
  XP 1,600 each
  HP 67 each (page 61)
  3. LIVING QUARTERS 
  Jurrgen rests here in his off-hours. In addition to a bed and a 
  closet, there’s a wall of security monitors that keep watch on 
  the workshop. By flipping through the feeds, the PCs can get 
  a preview of what awaits them below.
  4. NOQUAL PROCESSING WORKSHOP (CR 8)
  The area is the main floor of Jurrgen’s noqual farming operation, 
  where he stores, processes, and works with the  starmetal 
  harvested from cocoons. Various pieces of chemical engineering 
  equipment are scattered about the room, some even humming 
  as they separate valuable materials from dross.
  Creatures: Jurrgen hid in the cocooning chamber when the 
  void slimes got loose, but as the PCs enter, he has returned 
  to the workshop floor and corralled his five akatas to act as 
  a front line against the oozes. When the PCs enter, he jumps 
  to the conclusion that his old clan has sent them to put an 
  end to his immoral operation and unleashes the akatas on the 
  PCs. Jurrgen surrenders if all his akatas die and he has been 
  reduced to 30 or fewer Hit Points.
  AKATAS (6)
  CR 1
  XP 400 each
  HP 18 each (Starfinder Alien Archive 2 8)
  JURRGEN NO-CLAN
  CR 6
  XP 2,400
  Male dwarf mercenary rookie (Starfinder Pact Worlds 174)
  This side job is suitable for 7th-level characters.
  BACKGROUND
  While strip mining an asteroid field in the Diaspora for his 
  clan, the dwarf Jurrgen Ironfield came across a chamber 
  of akata cocoons made of the valuable starmetal noqual. 
  Unfortunately, he was distracted enough not to notice an 
  older akata sneak up on him. Heavily wounded, Jurrgen 
  defeated the creature and made it back to his vessel with his 
  prize… and a little more.
  Jurrgen soon learned he had contracted void death, and 
  though he was eventually cured, it impacted his mind. The 
  dwarf concocted a scheme to breed akatas for their noqual 
  cocoons, though it would require the sacrifice of innocents. 
  After several kidnappings and deliberate infections, Jurrgen’s 
  clan learned of his crimes and tried to bring him to justice. The 
  dwarf fled the Pact Worlds with a safe full of noqual and several 
  akatas, which he learned to control with generous applications 
  of saltwater from spray bottles. He became Jurrgen No-Clan. 
  The Veyvilla system seemed like the perfect place to hide 
  and grow his operation. For almost a year, he has quietly 
  acquired bodies and continued the cycle of cocooning akatas 
  ripe with noqual.
  THE JOB OFFER
  Kissaruth asks the PCs to investigate Jurrgen’s noqual 
  business. While moyishuus’ professional relationship with 
  the dwarf miner has been fruitful, his noqual acquisition rate 
  seems unusually high. Kissaruth directs the PCs to Jurrgen’s 
  base of operations, called No-Clan’s Labor, on a small moon 
  orbiting the rocky Veyvilla-4. Jurrgen’s contract is for a rich 
  vein of noqual discovered under the moon’s surface, but 
  Sentiment Inc.’s own surveyors are unconvinced that the 
  dwarf actually finds as much starmetal as he sells.
  Kissaruth asks the PCs to visit Jurrgen and find out if 
  anything strange is going on. They make it plain that they 
  aren’t asking for the PCs to do anything violent; at worst, 
  they PCs might need to intimidate the dwarf into confessing 
  whatever he’s hiding. Almost as an afterthought, Kissaruth 
  adds that if the dwarf attacks the PCs unprovoked, they 
  should certainly feel justified in returning fire. They offer the 
  PCs 5,000 credits for the job, no matter the outcome.
  ���C�A�’S �A��R
  When the PCs arrive at No-Clan’s Labor, chaos has broken out. 
  Some botched experimentation led to the release of a pair of 
  void slimes: oozes composed of noqual cocoon pieces and 
  akata protoplasm. Jurrgen is trapped in a back room of his 
  laboratory with some of his pet akatas.
  1. RECEPTION AREA
  Jurrgen employs a part-time receptionist, but PCs find this room 
  empty of people. There are several comfortable chairs along 
  with a small desk with a computer console, which the PCs can 
  access with a successful DC 17 Computers check. It doesn’t 
  contain any immediately incriminating information, but it does 
  show Jurrgen’s schedule; a PC who succeeds at a DC 25 Culture 
  check recognizes some of the names that have appointments as 
  alleged players in humanoid trafficking circles.
  2. CONFERENCE ROOM (CR 7)
  Jurrgen meets with his contacts in this room, which contains 
  a large conference table surrounded by chairs and a small wet 
  bar (currently empty).
  Creatures: The two void slimes have crawled their way up 
  from the workshop below and are exploring this room.
  VOID SLIMES (2)
  VOID SLIMES (2)
  CR 5
  XP 1,600 each
  HP 67 each (page 61)
  3. LIVING QUARTERS 
  Jurrgen rests here in his off-hours. In addition to a bed and a 
  closet, there’s a wall of security monitors that keep watch on 
  the workshop. By flipping through the feeds, the PCs can get 
  a preview of what awaits them below.
  4. NOQUAL PROCESSING WORKSHOP (CR 8)
  The area is the main floor of Jurrgen’s noqual farming operation, 
  where he stores, processes, and works with the  starmetal 
  harvested from cocoons. Various pieces of chemical engineering 
  equipment are scattered about the room, some even humming 
  as they separate valuable materials from dross.
  Creatures: Jurrgen hid in the cocooning chamber when the 
  void slimes got loose, but as the PCs enter, he has returned 
  to the workshop floor and corralled his five akatas to act as 
  a front line against the oozes. When the PCs enter, he jumps 
  to the conclusion that his old clan has sent them to put an 
  end to his immoral operation and unleashes the akatas on the 
  PCs. Jurrgen surrenders if all his akatas die and he has been 
  reduced to 30 or fewer Hit Points.
  AKATAS (6)
  AKATAS (6)
  CR 1
  XP 400 each
  HP 18 each (Starfinder Alien Archive 2
  18 each (Starfinder Alien Archive 2
  18 each (
   8)
  JURRGEN NO-CLAN
  CR 6
  XP 2,400
  Male dwarf mercenary rookie (Starfinder Pact Worlds
  Male dwarf mercenary rookie (Starfinder Pact Worlds
  Male dwarf mercenary rookie (
   174)
  40
  MINERAL FARM
  
  NE Medium humanoid (dwarf)
  Senses darkvision 60 ft.
  DEFENSE
  HP 90
  Fort +8; Ref +6; Will +7; +2 vs. poison, spells, and 
  spell-like abilities
  Defensive Abilities slow but steady
  OFFENSE
  Speed 30 ft.
  Melee noqual hook sword +16 (1d8+5 S; critical bleed 1d4)
  Offensive Abilities traditional enemies
  STATISTICS
  Skills Bluff +13, Engineering +13, Intimidate +18, Physical 
  Science +13
  Languages Common, Dwarven, Gnome
  Other Abilities stonecunning
  Gear noqualAR hook swordAR, spray bottle filled with saltwater
  Treasure: In addition to his noqual hook sword, Jurrgen has 
  fashioned other gear from leftover noqual. A PC who succeeds 
  at a DC 25 Perception check finds a cabinet that holds noqual 
  ammunition for small arms, longarms and heavy weapons—50 
  rounds apiece—and a set of noqual elite defiance series armor 
  that Jurrgen finished crafting only recently. 
  5. CELLS
  Jurrgen keeps his humanoid prisoners in these holding cells 
  before and after infecting them with void death to make 
  more akatas. The cells were sturdy enough to hold the 
  resulting void zombies, but when two disintegrated into 
  void slimes, they dissolved the locks and escaped. At your 
  discretion, there are one or two other NPCs trapped here. 
  6. AKATA PEN
  These barred cages hold Jurrgen’s akatas, who are fed only 
  occasionally so they stay hungry and on the cusp of cocooning.
  7. COCOONING CHAMBER
  Past a small airlock, this rocky chamber deep under the 
  asteroid’s surface is devoid of atmosphere. Jurrgen moves his 
  hungriest akatas here to isolate them and fool their senses 
  into believing they need to enter cocoons to survive. After 
  a day or two, Jurrgen lures the akata out of its cocoon with 
  some rancid meat then harvests the noqual left behind.
  GETTING PAID
  After he surrenders, Jurrgen pleads for his life. He offers the 
  PCs his stash of noqual gear (see Treasure above) if they let 
  him go free, promising to cease his operations. It’s up to the 
  PCs whether they take him up on his offer or apprehend him 
  and turn him over to the Veyvilla-6 authorities. If they choose 
  the latter, Jurrgen receives a harsh sentence for his crimes.
  In either case, Kissaruth pays the PCs the agreed-upon 
  sum when they report their findings and also includes three 
  serums of joyful thought (see page 39) for their trouble.
  NO-CLAN’S LABOR
  6
  4
  5
  5
  5
  5
  5
  7
  3
  1
  2
  DOWN TO 4
  1 SQUARE = 5 FEET
  UP TO 2
  NORTH
  NE Medium humanoid (dwarf)
  Senses darkvision 60 ft.
  DEFENSE
  DEFENSE
  HP 90
  90
  Fort +8; Ref +6; Will +7; +2 vs. poison, spells, and 
  spell-like abilities
  Defensive Abilities slow but steady
  OFFENSE
  OFFENSE
  Speed 30 ft.
  Melee noqual hook sword +16 (1d8+5 S; critical bleed 1d4)
  Offensive Abilities traditional enemies
  STATISTICS
  STATISTICS
  Skills Bluff +13, Engineering +13, Intimidate +18, Physical 
  Science +13
  Languages Common, Dwarven, Gnome
  Other Abilities stonecunning
  Gear noqualAR hook swordAR, spray bottle filled with saltwater
  Treasure: In addition to his noqual hook sword, Jurrgen has 
  fashioned other gear from leftover noqual. A PC who succeeds 
  at a DC 25 Perception check finds a cabinet that holds noqual 
  ammunition for small arms, longarms and heavy weapons—50 
  rounds apiece—and a set of noqual elite defiance series armor 
  that Jurrgen finished crafting only recently. 
  5. CELLS
  Jurrgen keeps his humanoid prisoners in these holding cells 
  before and after infecting them with void death to make 
  more akatas. The cells were sturdy enough to hold the 
  resulting void zombies, but when two disintegrated into 
  void slimes, they dissolved the locks and escaped. At your 
  discretion, there are one or two other NPCs trapped here. 
  6. AKATA PEN
  These barred cages hold Jurrgen’s akatas, who are fed only 
  occasionally so they stay hungry and on the cusp of cocooning.
  7. COCOONING CHAMBER
  Past a small airlock, this rocky chamber deep under the 
  asteroid’s surface is devoid of atmosphere. Jurrgen moves his 
  hungriest akatas here to isolate them and fool their senses 
  into believing they need to enter cocoons to survive. After 
  a day or two, Jurrgen lures the akata out of its cocoon with 
  some rancid meat then harvests the noqual left behind.
  GETTING PAID
  After he surrenders, Jurrgen pleads for his life. He offers the 
  PCs his stash of noqual gear (see Treasure above) if they let 
  him go free, promising to cease his operations. It’s up to the 
  PCs whether they take him up on his offer or apprehend him 
  and turn him over to the Veyvilla-6 authorities. If they choose 
  the latter, Jurrgen receives a harsh sentence for his crimes.
  In either case, Kissaruth pays the PCs the agreed-upon 
  sum when they report their findings and also includes three 
  serums of joyful thought (see page 39) for their trouble.
  NO-CLAN’S LABOR
  NO-CLAN’S LABOR
  NO-CLAN’S LABOR
  NO-CLAN’S LABOR
  NO-CLAN’S LABOR
  NO-CLAN’S LABOR
  NO-CLAN’S LABOR
  NO-CLAN’S LABOR
  NO-CLAN’S LABOR
  NO-CLAN’S LABOR
  NO-CLAN’S LABOR
  6
  4
  5
  5
  5
  5
  5
  7
  3
  1
  2
  DOWN TO 4
  DOWN TO 4
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  UP TO 2
  UP TO 2
  NORTH
  NORTH
  41
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG 
  CON
   
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  
  42
  GIVING UP THE 
   GHOST
  This side job is suitable for 7th-level characters.
  BACKGROUND
  Several years ago, a mine in Veyvilla-6’s hinterlands owned 
  by Sentiment Inc. was shuttered after a slow decline in 
  sensestone production. Rather than collapse the dangerous 
  tunnels, the corporation simply boarded up the entrance and 
  abandoned the property. In recent months, the mine gained a 
  reputation as being haunted, as the rare passersby reported 
  strange lights and eerie sounds emanating from within. 
  Sentiment Inc. executives put no stock in these stories until 
  a mysterious upload to popular vidsite AuraVids showed an 
  infosphere-famous “ghost hunter” exploring the mine went 
  viral—and then the moyishuu livestreamer went missing. 
  Known on social media as UrbexLeriam, the young 
  Leriam (NG female moyishuu [page 59] operative) is a light 
  purple moyishuu. This usually cheery and confident host is 
  well-known for her competence with both exploration and 
  technology, along with her enthusiasm for studying the 
  history of the places she explores. She usually investigates 
  urban hauntings, broadcasting with her prized possession: a 
  360° Panocam, a helmet-like camera that films a 360-degree 
  view of the wearer’s surroundings. After she uploads the 
  footage, viewers can watch it through personal VR sets to feel 
  like they’re right there.
  But UrbexLeriam’s latest vid was a tonal shift from her 
  usual showcases. While exploring the collapsing prefab 
  bungalows outside of the mine, she didn’t speak a single 
  word except to quietly explain the reasons behind the 
  site’s closing. Her tone was more subdued than normal, and 
  occasional cuts to her face-cam revealed her apparent stress. 
  Comments on the vid hotly debate whether the flickering 
  shape barely visible behind the boards covering the mine 
  entrance is a camera glitch or a humanoid figure, as Leriam 
  doesn’t seem to notice it. The vid ends with Leriam thanking 
  her viewers and saying that she’s about to enter the mine 
  and will later upload what she records there; this promised 
  follow-up never came.
  Her fans have posted worriedly, speculating that something 
  has happened to UrbexLeriam, and some have asked 
  Sentiment Inc. to investigate. The company’s executives know 
  that this incident could be a public-relations disaster and that 
  they need to discreetly discover what happened. 
  The truth is that a chamber at the bottom of the mine 
  has become the lair of a fuhlgeist, an outsider from the 
  Ethereal Plane drawn to the residual emotional energies left 
  behind by the mined sensestone. While exploring, Leriam 
  discovered this disused area of the mine, and the fuhlgeist 
  subsequently took her prisoner.
  THE JOB OFFER
  Kissaruth contacts the PCs with a proposal to search the 
  abandoned mine for the missing Leriam to determine if 
  the streamer is pulling a hoax or if something supernatural 
  is actually occurring. The PCs receive a copy of the vid 
  from Kissaruth to watch; a PC who then succeeds at a DC 
  30 Mysticism check can confirm that the distortion isn’t of 
  natural origin, but they’ll need to investigate further in person. 
  Kissaruth offers to pay the PCs 4,000 credits to look into this 
  matter, promising a 1,000-credit bonus if they can rescue 
  Leriam or provide proof of a fraud. Sentiment Inc. would 
  prefer to keep any incidents quiet, but a team of geologists 
  and rescue workers stay on standby, should they be needed.
  1. ABANDONED MINE ENTRANCE
  The PCs can land their starship a few hundred yards from 
  the mine on a slightly overgrown landing pad at the edge of 
  the nearby purple conifer forest. The huddled collection of 
  prefab bungalows outside the entrance is choked with weeds 
  and kudzu. Comparing their surroundings to the vid, the PCs 
  find no significant change except that the boards blocking the 
  entrance have been removed and set off to one side.
  As the PCs move through the buildings, have each attempt 
  a Sense Motive check and note all the results. Tell the player 
  with the lowest result that their character is suddenly 
  overcome with blinding anger; this has no mechanical 
  effect, and the feeling dissipates after a few moments, but 
  encourage the player to express the emotion in that time. A 
  PC who succeeds at a DC 30 Mysticism check knows that 
  ghosts often are driven by strong emotions but only rarely 
  can affect others.
  Treasure: A PC who succeeds at a DC 27 Perception check 
  spots a piece of gear discarded under a collapsed table in one 
  bungalow. This algid coolant sprayer (Starfinder Armory 21) 
  was purchased erroneously to fight mine fires and never used. 
  It has some traces of rust and no battery.
  2. MINESHAFT (CR 7)
  The mine’s interior is unlit, so the PCs will need to provide 
  their own light sources. A dozen feet past the entrance of 
  the mine, the PCs can find an open elevator car at the top 
  of a long shaft. The elevator operates by mechanical means, 
  rather than electrical, so the PCs can use it to reach the mine 
  tunnels below.
  As the PCs step into the elevator, tell the player whose 
  Sense Motive result was the second lowest (from the checks 
  made in area 1) that they break out into a cold sweat as 
  they’re gripped with fear; once again, this has no mechanical 
  effect and passes quickly.
  
  43
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG 
  CON
   
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  Trap: The fuhlgeist has damaged the elevator enough 
  to make it a dangerous hazard. As soon as all the PCs are 
  inside, the elevator door slams shut behind them and the 
  braking mechanism releases, causing the car to plummet 
  50 feet to the bottom of the shaft. Any character that fails 
  the Fortitude save to take half damage from the fall and 
  crumpling car is buried in the debris and takes additional 
  damage every minute as they’re slowly crushed. A buried PC 
  can free themself with a successful DC 24 Strength check, 
  which they can attempt once per minute. PCs who avoid the 
  being trapped can remove enough debris to free one trapped 
  PC with 1 minute of work and a successful DC 20 Strength 
  check; digging tools can provide a +4 circumstance bonus 
  to this check.
  FALLING ELEVATOR TRAP
  CR 7
  XP 3,600
  Type technological; Perception DC 30; Disable
  Engineering 25
  Trigger location; Reset none
  Initial Effect elevator car plummets to bottom of the shaft 
  (4d12+4 B); Fortitude DC 17 half; multiple targets (all 
  targets in elevator car); Secondary Effect elevator car 
  debris (3d6 B per minute); Fortitude DC 18 half; multiple 
  targets (all targets the failed save against initial effect)
  3. TUNNELS
  At the bottom of the shaft, mine tunnels stretch off in several 
  directions. The PCs must succeed at three DC 26 Survival 
  checks to find any traces of Leriam left behind, which 
  eventually leads them to area 4. As they explore, eerie lights 
  flicker in distant passageways, echoing noises try to lead 
  them off track, and PCs who haven’t yet experienced any 
  flashes of strong emotions are beset by despair, guilt, and 
  jealousy (though not all at once).
  4. DUSTY CAVERN (CR 8)
  Eventually, the PCs track Leriam to a large cavern that 
  appears to have been untouched for decades. Sparkling 
  crystalline flakes dance through the air, and loose gravel 
  covers the ground. A large, abandoned piece of mining 
  equipment combining a bulldozer with a drill sits in a far 
  corner. A slumped, humanoid form sits in the operator’s seat; 
  this is Leriam, still alive but unconscious.
  Creature: The fuhlgeist is aware that the PCs have 
  been traipsing around its mine and hides incorporeally 
  within the mining drill, waiting for the PCs to approach 
  Leriam. It then leaps out to attack, alternating between 
  screaming obscenities and sobbing uncontrollably. It fights 
  until destroyed.
  FUHLGEIST
  CR 8
  XP 4,800
  HP 110 (page 56)
  GETTING PAID
  Once they’ve defeated the fuhlgeist (and perhaps determined 
  that it isn’t a ghost, but something much stranger), the PCs 
  can return with Leriam to the surface. They can contact 
  Kissaruth and inform them of the situation, whereupon the 
  PCs get the promised 5,000 credits. After Leriam regains 
  consciousness, she tells the PCs how the fuhlgeist attacked 
  her down in the mines and thanks them for rescuing her. 
  She excitedly checks the footage from her camera but is 
  disappointed to find it too blurry and disjointed to be of 
  any use.
  LERIAM
  
  This side job is suitable for 8th-level characters with an 
  appropriately tiered starship.
  BACKGROUND
  Moyishuus almost always have a means of getting the 
  upper hand over denizens of the Material Plane. Between 
  playing off their reputation and exercising their long-term 
  mindset, they can strike deals that benefit them. However, 
  when dealing with other fey, they tend to be uncertain 
  of themselves and prefer to hand over the specifics of 
  negotiation to neutral third parties, especially when dealing 
  with an unfriendly ravai. Here is where the PCs come in—
  but the situation might change if they can’t neutralize a 
  heretofore unknown threat.
  At first glance, the sun of the Veyvilla system is nothing 
  special. It does, however, have a resident: a ravai (Starfinder 
  Alien Archive 2 106) by the name of Ollale. Ever since 
  moyishuus occupied Veyvilla-6, Ollale has remained content 
  to watch their affairs at a distance, though not without 
  considerable disdain. This ravai preferred their undisturbed 
  eons insulated from the politicking of the fey courts, and while 
  the sudden arrival of First World denizens was an unwelcome 
  surprise, Ollale didn’t mind giving the moyishuus their space.
  However, some of Veyvilla-6’s moyishuus are particularly 
  opportunistic. A research wing of Sentiment Inc. recently 
  discovered that when crystals associated with joy are 
  treated with intense sunlight, their emotional yield increases 
  tenfold. A few executives reached out to Ollale to offer a 
  mutually beneficial nonaggression pact, but they’ve yet to 
  move past the initial stages of contact. Knowing they’re at a 
  disadvantage when dealing with another fey, especially with 
  one as reserved as a ravai, the moyishuus of Sentiment Inc. 
  have decided to reach out to a neutral third party to close 
  the deal.
  THE JOB OFFER
  Kissaruth once again contacts the PCs and gives them a short 
  briefing on the assignment’s background. Sentiment Inc. has 
  already reached out to the ravai Ollale, who has tentatively 
  agreed to a partnership that could prove mutually beneficial 
  to both parties. Kissaruth asks the PCs to negotiate the 
  final details of the deal: the exact number of Sentiment Inc. 
  shuttles allowed to orbit the sun and how much of a cut Ollale 
  will receive from sale of the newly energized crystals.
  If this kind of assignment is outside of the PCs’ usual 
  skill set Kissaruth acknowledges the oddity of the job and 
  explains that Sentiment Inc. has a policy of outsourcing 
  negotiations with other fey entities to third parties usually 
  consisting of Material Plane entities. They jubilantly 
  acknowledge that freelancers of their caliber must have 
  some experience talking their way in and out of situations, 
  so this arrangement should be simple: get the most favorable 
  terms possible on these negotiation points for Sentiment 
  Inc. and don’t make a bad impression on Ollale. They offer 
  the PCs 8,000 credits for successfully completing the job.
  EVENT: SHADOW BOXING (CR 10)
  Upon arriving in orbit around the Veyvilla sun, the PCs are 
  immediately hailed by Ollale from an antiquated comms 
  array. The ravai quickly explains that they don’t have time 
  for negotiations right now, as they’re “being targeted by an 
  assassin in a dark, shadowy ship” who has blocked their 
  emergency transmissions for several days. The ravai pleads 
  for the PCs to neutralize this threat before the message is 
  abruptly cut off.
  Starship Combat: A sleek, dark chrome fighter approaches 
  with hostile intent. As the PCs look on, it splits into five 
  identical copies!
  This is the Shade Spiral, the vessel of svartalfar (Starfinder 
  Adventure Path #11: The Penumbra Protocol 60) assassin 
  Kadir-Kaen. If the PCs attempt to communicate with the ship 
  during combat, the shadowy fey bluntly states that he has 
  been hired to kill Ollale. He refuses to divulge his client and 
  has no mercy on the PCs, whom he assumes are here to stop 
  him. Kadir-Kaen fights to the death, maneuvering the Shade 
  Spiral close to the PCs’ vessel near the end of combat to catch 
  it in his self-destructive blast.
  SHADE SPIRAL
  TIER 8
  Tiny fighter
  Speed 12; Maneuverability good (turn 1); Drift 2
  AC 27; TL 27
  HP 45; DT —; CT 9
  Shields medium 140 (forward 35, port 35, starboard 35, 
  aft 35)
  Attack (Forward) coilgun (4d4; 20 hexes), tactical nuclear 
  missile launcher (5d8, 20 hexes)
  Attack (Aft) light plasma cannon (2d12, 5 hexes)
  Power Core Pulse Blue (200 PCU); Drift Engine Signal 
  Booster; Systems advanced long-range sensors, mk 3 
  duonode computer, mk 7 armor, mk 8 defenses, security 
  (self-destruct system, shadow squadron); Expansion 
  Bays none; Modifiers +3 to any two checks per round, +4 
  Computers (sensors only)
  CREW
  Pilot gunnery +14 (8th level), Piloting +21 (8 ranks)
  SPECIAL ABILITIES
  Shadow Squadron (Su) The Shade Spiral contains 
  This side job is suitable for 8th-level characters with an 
  appropriately tiered starship.
  BACKGROUND
  Moyishuus almost always have a means of getting the 
  upper hand over denizens of the Material Plane. Between 
  playing off their reputation and exercising their long-term 
  mindset, they can strike deals that benefit them. However, 
  when dealing with other fey, they tend to be uncertain 
  of themselves and prefer to hand over the specifics of 
  negotiation to neutral third parties, especially when dealing 
  with an unfriendly ravai. Here is where the PCs come in—
  but the situation might change if they can’t neutralize a 
  heretofore unknown threat.
  At first glance, the sun of the Veyvilla system is nothing 
  special. It does, however, have a resident: a ravai (Starfinder 
  special. It does, however, have a resident: a ravai (Starfinder 
  special. It does, however, have a resident: a ravai (
  Alien Archive 2 106) by the name of Ollale. Ever since 
  moyishuus occupied Veyvilla-6, Ollale has remained content 
  to watch their affairs at a distance, though not without 
  considerable disdain. This ravai preferred their undisturbed 
  eons insulated from the politicking of the fey courts, and while 
  the sudden arrival of First World denizens was an unwelcome 
  surprise, Ollale didn’t mind giving the moyishuus their space.
  However, some of Veyvilla-6’s moyishuus are particularly 
  opportunistic. A research wing of Sentiment Inc. recently 
  discovered that when crystals associated with joy are 
  treated with intense sunlight, their emotional yield increases 
  tenfold. A few executives reached out to Ollale to offer a 
  mutually beneficial nonaggression pact, but they’ve yet to 
  move past the initial stages of contact. Knowing they’re at a 
  disadvantage when dealing with another fey, especially with 
  one as reserved as a ravai, the moyishuus of Sentiment Inc. 
  have decided to reach out to a neutral third party to close 
  the deal.
  THE JOB OFFER
  Kissaruth once again contacts the PCs and gives them a short 
  briefing on the assignment’s background. Sentiment Inc. has 
  already reached out to the ravai Ollale, who has tentatively 
  agreed to a partnership that could prove mutually beneficial 
  to both parties. Kissaruth asks the PCs to negotiate the 
  final details of the deal: the exact number of Sentiment Inc. 
  shuttles allowed to orbit the sun and how much of a cut Ollale 
  will receive from sale of the newly energized crystals.
  If this kind of assignment is outside of the PCs’ usual 
  skill set Kissaruth acknowledges the oddity of the job and 
  explains that Sentiment Inc. has a policy of outsourcing 
  negotiations with other fey entities to third parties usually 
  consisting of Material Plane entities. They jubilantly 
  acknowledge that freelancers of their caliber must have 
  some experience talking their way in and out of situations, 
  so this arrangement should be simple: get the most favorable 
  terms possible on these negotiation points for Sentiment 
  Inc. and don’t make a bad impression on Ollale. They offer 
  the PCs 8,000 credits for successfully completing the job.
  EVENT: SHADOW BOXING (CR 10)
  Upon arriving in orbit around the Veyvilla sun, the PCs are 
  immediately hailed by Ollale from an antiquated comms 
  array. The ravai quickly explains that they don’t have time 
  for negotiations right now, as they’re “being targeted by an 
  assassin in a dark, shadowy ship” who has blocked their 
  emergency transmissions for several days. The ravai pleads 
  for the PCs to neutralize this threat before the message is 
  abruptly cut off.
  Starship Combat: A sleek, dark chrome fighter approaches 
  with hostile intent. As the PCs look on, it splits into five 
  identical copies!
  This is the Shade Spiral, the vessel of svartalfar (Starfinder 
  , the vessel of svartalfar (Starfinder 
  , the vessel of svartalfar (
  Adventure Path #11: The Penumbra Protocol 60) assassin 
  Kadir-Kaen. If the PCs attempt to communicate with the ship 
  during combat, the shadowy fey bluntly states that he has 
  been hired to kill Ollale. He refuses to divulge his client and 
  has no mercy on the PCs, whom he assumes are here to stop 
  him. Kadir-Kaen fights to the death, maneuvering the Shade 
  Spiral close to the PCs’ vessel near the end of combat to catch 
  it in his self-destructive blast.
  SHADE SPIRAL
  TIER 8
  Tiny fighter
  Speed 12; Maneuverability good (turn 1); Drift 2
  AC 27; TL 27
  HP 45; DT —; CT 9
  Shields medium 140 (forward 35, port 35, starboard 35, 
  aft 35)
  Attack (Forward) coilgun (4d4; 20 hexes), tactical nuclear 
  missile launcher (5d8, 20 hexes)
  Attack (Aft) light plasma cannon (2d12, 5 hexes)
  Power Core Pulse Blue (200 PCU); Drift Engine Signal 
  Booster; Systems advanced long-range sensors, mk 3 
  duonode computer, mk 7 armor, mk 8 defenses, security 
  (self-destruct system, shadow squadron); Expansion 
  Bays none; Modifiers +3 to any two checks per round, +4 
  Computers (sensors only)
  CREW
  CREW
  Pilot gunnery +14 (8th level), Piloting +21 (8 ranks)
  SPECIAL ABILITIES
  SPECIAL ABILITIES
  Shadow Squadron (Su) The Shade Spiral contains 
  44
  SUNNY DISPOSITION
  
  proprietary technology that taps into the Shadow 
  Plane. As the Shade Spiral enters starship combat, it 
  creates four realistic duplicates of itself that remain 
  in its hex. Each duplicate starship acts simultaneously 
  with the real one, performing the same maneuvers and 
  even appearing to fire on the same target, though they 
  don’t need to attempt skill checks. For every shadow 
  duplicate present, the Shade Spiral deals an additional 
  1d6 damage with its direct fire weapons. When an 
  attack hits the Shade Spiral, there’s a random chance 
  that the attack strikes one of the shadow duplicates, 
  destroying it instead. When a science officer or magic 
  officer (Starfinder Character Operations Manual 148) 
  successfully scans or scries the Shade Spiral and learns 
  its defenses, the duplicates are revealed as figments, 
  and the bonus damage they impart decreases to 1d4 
  per duplicate.
  Development: After PCs destroy the Shade Spiral, Ollale 
  sends out a now-unimpeded hail and requests to board the 
  PCs’ vessel. The ravai teleports onto their ship, and the PCs 
  can get what’s possibly their first look at a ravai. Ollale 
  resembles a humanoid grasshopper with golden, leaf-like 
  coverings on many of their joints. They have a mottled 
  red-and-yellow carapace and glow faintly, almost as if lit 
  from within.
  Ollale thanks the PCs emotionlessly but earnestly. They 
  briefly explain that there are certain terrible shadowy fey 
  (they mention the general term “ankou” without going into 
  too much detail) who have an unbridled hatred towards 
  ravai and their abilities of life and light. A PC who succeeds 
  at a DC 30 Mysticism check has heard of these terrifying 
  shadow fey but knows that not many on the Material Plane 
  have encountered one (or, at least, haven’t lived to tell 
  the tale). After exchanging these few pleasantries, Ollale 
  abruptly changes the subject by saying that they’re ready to 
  start talking business. 
  Treasure: For their troubles, Ollale presents the PCs with 
  a lesser photon crystal and a set of mk 2 fiery runeplates
  (Starfinder Armory 113) before negotiations begin.
  Story Award: For defeating Kadir-Kaen, award the PCs 
  9,600 XP.
  T�E �E��TIATI��S
  Ollale received the terms from Sentiment Inc. 
  earlier, and they’re willing to concede to 
  a lower cut of the profits, as they have little use for credits. 
  However, they’re initially unwilling to budge on the number 
  of allowed processing shuttles. The ravai demands a far lower 
  number than the one listed in the proposed contract. The PCs 
  can negotiate with Ollale to raise the number to the original 
  number by succeeding at DC 28 Bluff, Diplomacy, or Intimidate 
  checks. Each PC can attempt up to two checks, though they 
  must use two different skills; at your discretion, the PCs can 
  also use relevant Profession skills. If the PCs garner at least 
  three successes in total, Ollale concedes this point.
  The ravai has one additional point they would like to 
  add to the proposed deal: continued protection against the 
  same forces that sent the Shade Spiral to kill them. A PC 
  who succeeds at a DC 24 Culture or Profession (mercenary) 
  check realizes this stipulation will end up costing Sentiment 
  Inc. A PC who succeeds at a DC 26 Culture or Profession 
  (lawyer) check can add a relevant clause to the contract if 
  they so choose. Ultimately, the PCs decide how to resolve 
  this issue. 
  After the negotiations complete, Ollale places their digital 
  signature on the contract. 
  GETTING PAID
  Upon the PCs’ return, Kissaruth is ecstatic to see the group, 
  regardless of the negotiations’ results. Hearing the PCs’ story, 
  they give an additional reward for the assignment on top of 
  the previously discussed credits: a serum of enhancement
  (diplomat) for each PC in the party to commemorate their 
  negotiation efforts.
  proprietary technology that taps into the Shadow 
  Plane. As the Shade Spiral enters starship combat, it 
  creates four realistic duplicates of itself that remain 
  in its hex. Each duplicate starship acts simultaneously 
  with the real one, performing the same maneuvers and 
  even appearing to fire on the same target, though they 
  don’t need to attempt skill checks. For every shadow 
  duplicate present, the Shade Spiral deals an additional 
  1d6 damage with its direct fire weapons. When an 
  attack hits the Shade Spiral, there’s a random chance 
  that the attack strikes one of the shadow duplicates, 
  destroying it instead. When a science officer or magic 
  officer (Starfinder Character Operations Manual
  officer (Starfinder Character Operations Manual
  officer (
   148) 
  successfully scans or scries the Shade Spiral and learns 
  its defenses, the duplicates are revealed as figments, 
  and the bonus damage they impart decreases to 1d4 
  per duplicate.
  Development: After PCs destroy the Shade Spiral, Ollale 
  sends out a now-unimpeded hail and requests to board the 
  PCs’ vessel. The ravai teleports onto their ship, and the PCs 
  can get what’s possibly their first look at a ravai. Ollale 
  resembles a humanoid grasshopper with golden, leaf-like 
  coverings on many of their joints. They have a mottled 
  red-and-yellow carapace and glow faintly, almost as if lit 
  from within.
  Ollale thanks the PCs emotionlessly but earnestly. They 
  briefly explain that there are certain terrible shadowy fey 
  (they mention the general term “ankou” without going into 
  too much detail) who have an unbridled hatred towards 
  ravai and their abilities of life and light. A PC who succeeds 
  at a DC 30 Mysticism check has heard of these terrifying 
  a lower cut of the profits, as they have little use for credits. 
  However, they’re initially unwilling to budge on the number 
  of allowed processing shuttles. The ravai demands a far lower 
  number than the one listed in the proposed contract. The PCs 
  can negotiate with Ollale to raise the number to the original 
  number by succeeding at DC 28 Bluff, Diplomacy, or Intimidate 
  checks. Each PC can attempt up to two checks, though they 
  must use two different skills; at your discretion, the PCs can 
  also use relevant Profession skills. If the PCs garner at least 
  three successes in total, Ollale concedes this point.
  The ravai has one additional point they would like to 
  add to the proposed deal: continued protection against the 
  same forces that sent the Shade Spiral to kill them. A PC 
  who succeeds at a DC 24 Culture or Profession (mercenary) 
  check realizes this stipulation will end up costing Sentiment 
  Inc. A PC who succeeds at a DC 26 Culture or Profession 
  (lawyer) check can add a relevant clause to the contract if 
  they so choose. Ultimately, the PCs decide how to resolve 
  this issue. 
  After the negotiations complete, Ollale places their digital 
  signature on the contract. 
  GETTING PAID
  Upon the PCs’ return, Kissaruth is ecstatic to see the group, 
  regardless of the negotiations’ results. Hearing the PCs’ story, 
  they give an additional reward for the assignment on top of 
  the previously discussed credits: a serum of enhancement
  (diplomat) for each PC in the party to commemorate their 
  negotiation efforts.
  45
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG 
  CON
   
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  at a DC 30 Mysticism check has heard of these terrifying 
  shadow fey but knows that not many on the Material Plane 
  have encountered one (or, at least, haven’t lived to tell 
  the tale). After exchanging these few pleasantries, Ollale 
  abruptly changes the subject by saying that they’re ready to 
  start talking business. 
  Treasure: For their troubles, Ollale presents the PCs with 
  a lesser photon crystal and a set of mk 2 fiery runeplates
  (Starfinder Armory
  (Starfinder Armory
  (
   113) before negotiations begin.
  Story Award: For defeating Kadir-Kaen, award the PCs 
  9,600 XP.
  T�E �E��TIATI��S
  Ollale received the terms from Sentiment Inc. 
  earlier, and they’re willing to concede to 
  45
  CODEX OF 
  WORLDS
  SHADE SPIRAL
  
  46
  “I’m telling you, they asked if I was ‘ready to commit 
  to working for the family for eternity.’ I have 
  been grateful to them for all they’ve done for me, 
  and they’re a joy to work for. Who wouldn’t want 
  that kind of job security? But I didn’t kill them, 
  I swear to you that they hooked themselves up 
  to those machines and… I don’t know, uploaded 
  their souls? Look, I didn’t agree to be strapped 
  down and digitized, so I panicked and ran. But I 
  didn’t kill them!”
  —excerpt from testimony of Oza Vale, personal 
  valet to Grandvue family 
  THE PROPHECIES 
  OF KALISTRADE
  
  H
  istory speaks of a prophet named Kalistrade 
  born in Druma, a nation on Lost Golarion that 
  had been oppressed for thousands of years 
  by dwarf overlords. Kalistrade received his first prophetic 
  visions while ill and delirious; they were so powerful that 
  they prompted him to embark on an eight-year sojourn in 
  search of spiritual enlightenment. He returned with travel 
  logs, prophecies, and interpretations that he then adapted to 
  the dire situation of his homeland. He tapped into his people’s 
  proud traditions, blended them with the visual aesthetics of 
  a revered religion, and added a dash of nose-thumbing at his 
  nation’s oppressors. Building on a subculture of asceticism 
  created in defiance to severe dwarven restrictions, such 
  as being forbidden “beards and beer,” Kalistrade and his 
  newfound followers embraced their shorn faces and drank 
  no alcohol as a matter of pride rather than subservience. 
  Where other laws were enacted to keep them in check, 
  they found ways to use those laws in their favor. With 
  this spirit of belligerent resilience, Kalistrade captured the 
  hearts and minds of many Druman people. After his death, 
  his adherents—known as Kalistocrats—eventually found 
  themselves in charge of maintaining his prophecies in a 
  wealthy nation defended by a fierce and loyal army.
  SCRIPTURES
  After his travels, Kalistrade compiled his travel logs, dream 
  journals, and diaries into a book he called the Ontologies 
  of Self. He taught his followers from this work and left it 
  to his most promising disciples upon his passing. Without 
  Kalistrade’s guidance, these first Kalistocrats debated the 
  interpretations, ultimately creating a dozen variations of 
  the book that often contradicted one another. A century 
  later, Kalistrade’s hidden burial site was discovered, and a 
  delegation of members from each of these disparate factions 
  made the pilgrimage to commune with the prophet’s spirit 
  in hopes of putting an end to the clashing interpretations. 
  After five days of communion with Kalistrade’s spirit, the 
  delegation reconciled most of the contradictions in the 
  doctrine and held a series of conventions known as the 
  Assembly of Auguries, where information curated from the 
  Ontologies was appended to other Kalistrade writings and 
  information learned during the communion. This unified 
  edition is known as the Prophecies of Kalistrade.
  Instead of a single tome of divine writing, the Prophecies
  presents a compilation of principles, teachings, and 
  interpretations combining three points of view that 
  correspond with Kalistrade’s own words (the Legacies), 
  canonical clarification from the Assembly of Auguries 
  (the Whispers), and commentary and anecdotes through 
  the ages (the Echoes). While the Legacies comprised the 
  majority of the Prophecies, enough time has passed that all 
  three areas now have approximately equally represented. 
  Organizationally, the tomes are divided into six sections:  
  Caravans, Seekers, Scales, Fortunes, Ascensions, and 
  Contemplations; each contains chapters and verses to allow 
  for reference.
  Interpretations of the prophecies have diverged multiple 
  times over the centuries, as various factions of Kalistocrats 
  decided to focus on different aspects—only to converge 
  again after another Assembly of Auguries. As such, physical 
  copies of the Prophecies are rare, and owning one more 
  often serves as a show of wealth than a sign of dedication. In 
  keeping with tradition, these few physical tomes are bound 
  by hand, carefully maintained, and rarely leave the pedestal 
  from which their teachings are read. After an Assembly of 
  Auguries meets, the digital versions of the Prophecies are 
  updated and redistributed to all of the faithful, in both 
  written and audio versions. New converts typically learn 
  most scripture via historical lessons or anecdotes, often in 
  recorded audio format, while the public is often enticed or 
  encouraged by simple word of mouth.
  The Prophecies of Kalistrade contains dozens of taboos and 
  superstitions that many adherents take literally. Kalistocrats 
  adhere to a laundry list of rules and regulations that can range 
  from something as simple as not killing certain insects to the 
  strangely specific rule of never signing a contract on Fifthday 
  before drinking kasathan tea. While these superstitions might 
  seem strangely specific to outsiders, what observers don’t 
  realize is that, to Kalistocrats, the mere act of following these 
  proscriptions helps them focus their faith, better themselves, 
  and in turn, better their future.
  PROPHECIES
  The recorded prophecies include events beginning with 
  Kalistrade’s own rise and, seemingly, those still yet 
  to happen. Like many prophetic texts, the prophecies 
  themselves are vague and often only evident in hindsight. 
  Many consider them no more useful than warnings from 
  a drunken skittermander about a coming storm as you’re 
  being sucked into a black hole. 
  There are, of course, no known prophecies that discuss 
  events that happened during the Gap. However, one prophecy 
  states that  Kalistocrats will amass a large enough wealth to 
  own the world. A hotbed of debate surrounds this particular 
  section, as there are those that believe it foretold the fate 
  of Lost Golarion, while others think it speaks of a time 
  when Kalistocrats will take possession of the entirety of the 
  Pact Worlds (or possibly more). Some particularly wealthy 
  and arrogant Kalistocrats have seized small asteroids and 
  claimed to have fulfilled the prophecy. Regardless of which 
  side of the debate a Kalistocrat chooses, the topic isn’t 
  usually broached with outsiders, as they believe the schism 
  makes the organization look unfavorable. 
  POST�GAP 
  RENAISSANCE
  Before the Gap, walking the path of a Kalistocrat was seen 
  as a denial of base instincts, such as doing well at business 
  H
  istory speaks of a prophet named Kalistrade 
  born in Druma, a nation on Lost Golarion that 
  had been oppressed for thousands of years 
  by dwarf overlords. Kalistrade received his first prophetic 
  visions while ill and delirious; they were so powerful that 
  they prompted him to embark on an eight-year sojourn in 
  search of spiritual enlightenment. He returned with travel 
  logs, prophecies, and interpretations that he then adapted to 
  the dire situation of his homeland. He tapped into his people’s 
  proud traditions, blended them with the visual aesthetics of 
  a revered religion, and added a dash of nose-thumbing at his 
  nation’s oppressors. Building on a subculture of asceticism 
  created in defiance to severe dwarven restrictions, such 
  as being forbidden “beards and beer,” Kalistrade and his 
  newfound followers embraced their shorn faces and drank 
  no alcohol as a matter of pride rather than subservience. 
  Where other laws were enacted to keep them in check, 
  they found ways to use those laws in their favor. With 
  this spirit of belligerent resilience, Kalistrade captured the 
  hearts and minds of many Druman people. After his death, 
  his adherents—known as Kalistocrats—eventually found 
  themselves in charge of maintaining his prophecies in a 
  wealthy nation defended by a fierce and loyal army.
  SCRIPTURES
  After his travels, Kalistrade compiled his travel logs, dream 
  journals, and diaries into a book he called the Ontologies 
  of Self. He taught his followers from this work and left it 
  to his most promising disciples upon his passing. Without 
  Kalistrade’s guidance, these first Kalistocrats debated the 
  interpretations, ultimately creating a dozen variations of 
  the book that often contradicted one another. A century 
  later, Kalistrade’s hidden burial site was discovered, and a 
  delegation of members from each of these disparate factions 
  made the pilgrimage to commune with the prophet’s spirit 
  in hopes of putting an end to the clashing interpretations. 
  After five days of communion with Kalistrade’s spirit, the 
  delegation reconciled most of the contradictions in the 
  doctrine and held a series of conventions known as the 
  Assembly of Auguries, where information curated from the 
  Ontologies was appended to other Kalistrade writings and 
  information learned during the communion. This unified 
  edition is known as the Prophecies of Kalistrade.
  Instead of a single tome of divine writing, the Prophecies
  presents a compilation of principles, teachings, and 
  interpretations combining three points of view that 
  correspond with Kalistrade’s own words (the Legacies), 
  canonical clarification from the Assembly of Auguries 
  (the Whispers), and commentary and anecdotes through 
  the ages (the Echoes). While the Legacies comprised the 
  majority of the Prophecies, enough time has passed that all 
  three areas now have approximately equally represented. 
  Organizationally, the tomes are divided into six sections:  
  Caravans, Seekers, Scales, Fortunes, Ascensions, and 
  Contemplations; each contains chapters and verses to allow 
  for reference.
  Interpretations of the prophecies have diverged multiple 
  times over the centuries, as various factions of Kalistocrats 
  decided to focus on different aspects—only to converge 
  again after another Assembly of Auguries. As such, physical 
  copies of the Prophecies are rare, and owning one more 
  often serves as a show of wealth than a sign of dedication. In 
  keeping with tradition, these few physical tomes are bound 
  by hand, carefully maintained, and rarely leave the pedestal 
  from which their teachings are read. After an Assembly of 
  Auguries meets, the digital versions of the Prophecies are 
  updated and redistributed to all of the faithful, in both 
  written and audio versions. New converts typically learn 
  most scripture via historical lessons or anecdotes, often in 
  recorded audio format, while the public is often enticed or 
  encouraged by simple word of mouth.
  The Prophecies of Kalistrade contains dozens of taboos and 
  superstitions that many adherents take literally. Kalistocrats 
  adhere to a laundry list of rules and regulations that can range 
  from something as simple as not killing certain insects to the 
  strangely specific rule of never signing a contract on Fifthday 
  before drinking kasathan tea. While these superstitions might 
  seem strangely specific to outsiders, what observers don’t 
  realize is that, to Kalistocrats, the mere act of following these 
  proscriptions helps them focus their faith, better themselves, 
  and in turn, better their future.
  PROPHECIES
  The recorded prophecies include events beginning with 
  Kalistrade’s own rise and, seemingly, those still yet 
  to happen. Like many prophetic texts, the prophecies 
  themselves are vague and often only evident in hindsight. 
  Many consider them no more useful than warnings from 
  a drunken skittermander about a coming storm as you’re 
  being sucked into a black hole. 
  There are, of course, no known prophecies that discuss 
  events that happened during the Gap. However, one prophecy 
  states that  Kalistocrats will amass a large enough wealth to 
  own the world. A hotbed of debate surrounds this particular 
  section, as there are those that believe it foretold the fate 
  of Lost Golarion, while others think it speaks of a time 
  when Kalistocrats will take possession of the entirety of the 
  Pact Worlds (or possibly more). Some particularly wealthy 
  and arrogant Kalistocrats have seized small asteroids and 
  claimed to have fulfilled the prophecy. Regardless of which 
  side of the debate a Kalistocrat chooses, the topic isn’t 
  usually broached with outsiders, as they believe the schism 
  makes the organization look unfavorable. 
  POST�GAP 
  RENAISSANCE
  Before the Gap, walking the path of a Kalistocrat was seen 
  as a denial of base instincts, such as doing well at business 
  47
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG
   CON
   
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  
  48
  while being pragmatic about the results and not enjoying 
  the act. The trinity of discipline, diplomacy, and detachment 
  regulated life. Modern Kalistocratic philosophy is about 
  making choices that lead toward purity and uplift the trinity 
  of body, mind, and soul in hopes of purifying each aspect of 
  one’s being to become a better whole.
  Kalistocrats believe that a pure soul is one that’s at peace 
  with itself and the choices it has made and that knows it 
  had a positive impact on the world around it. In addition 
  to a mastery of meditation for communing, healing, or 
  divination, purity of mind includes understanding one’s own 
  flaws, embracing them, and working to overcome them. To 
  properly house the perfect mind and soul in balance, one 
  must work toward maintaining a purity of body that’s free 
  of toxins and other impurities. Every Kalistocrat strives to 
  purify themselves before their death, for a pure soul will 
  ensure a proper and rewarding afterlife.
  To outsiders, this shift from denial of desires to promotion 
  of choice often looks like a difference without a distinction, 
  but it’s very important to the prophets and also a key aspect 
  of opening up the faith to all species of the known universe. 
  Originally a faith created by humans for humans being 
  oppressed by dwarves, the old philosophy needed to change 
  or else be consigned to history’s dustbin. 
  The Kalistocratic leadership updated their iconography, 
  the Golden Focus, to further edify the change as well 
  as modernize the meaning. The large circle represents 
  the body, while the inner circle represents the soul. The 
  triangle shows that the trinity of body, mind, and soul pull 
  together towards the soul. The gold points of the triangle 
  are for richness of each aspect of purity; the white bands 
  in the nexus of circles and triangle represent purity and 
  cleanliness distilling that richness through the spikes and 
  into the golden rich eternity of the soul. The outer golden 
  circle pieces are a reminder to moderate the outward 
  display of wealth upon the body. Ostensibly, the symbol 
  has remained the same, but most newly created versions 
  have a slight three-dimensional effect that one can only see 
  when using a specific meditation taught since Kalistrade’s 
  first days that causes the circles to skew and the spikes 
  to lengthen and gives it the effect of looking through a 
  “wormhole into the soul.”
  WORSHIP
  Aside from the expected tenets of dress, diet, and dignity, 
  worship is highly personal, and each member decides for 
  themself how strictly to follow the tenets laid down by the 
  Prophecies. Many simply adapt a faith they already had or 
  adapted to include the new rules that being a Kalistocrat 
  requires. Meditation is a key element, performed multiple 
  times per day, but varies from adherent to adherent. Some 
  choose to prepare and take their meals in a very ceremonious 
  fashion, while others treat shopping for new attire as a less 
  frequent, but more involved, religious affair. Ostensibly, 
  the more involved one is in the faith and the stricter the 
  regimen, the more rewards will be reaped, but some are 
  unable, unwilling, or simply uninterested in graduating 
  beyond certain tiers of faith despite the theoretically infinite 
  wealth and eternal life within their grasp.
  DIETARY 
  RESTRICTIONS
  Some of the religion’s early records hint that the Kalistocrats’ 
  obsession with a purity of body began solely in response to 
  Kellid men being forbidden to drink alcohol by their dwarven 
  oppressors. Regardless of what outsiders think, Kalistocrats 
  take the religious aspects of their diet seriously by ensuring 
  that no contaminants, plagues, or other impurities harm 
  their bodies. If the body isn’t in peak condition, then 
  the mind won’t have the fertile ground it 
  needs to find perfection.
  needs to find perfection.
  Kalistocratic 
  dietary 
  restrictions 
  classify foods into two categories: 
  forbidden and clean, which determine 
  how strictly an adherent must avoid 
  them. Foods and items that have a strong 
  negative effect on the body, especially brain 
  chemistry, are prohibited, including drugs and various 
  other toxins. The second category classifies foods into 
  distinctive levels of cleanliness and takes into consideration 
  how one obtains, prepares, and consumes it. Foods harvested 
  from filth, considered to have low nutritional value, that 
  can’t be elevated in cleanliness by cooking or processing, or 
  that are simply a nuisance to eat are considered unclean and 
  must be avoided. Foods that one can easily consume or that 
  provide high sustenance are considered pure, while the rest 
  GOLDEN FOCUS
  
  49
  fall in some category in between. However, some foods can 
  be elevated from unclean to clean or clean to pure (though 
  rarely unclean to pure) depending on how they’re prepared 
  and consumed—one reason many Kalistocrats consider food 
  preparation a form of meditation.
  When creatures of varying non-humanoid biologies began 
  joining the Kalistocrats, the subject of dietary 
  restrictions became a frequently debated 
  topic. Most Pact Worlds Kalistocrats, 
  regardless of species, believe in 
  some key principles to observe 
  in their dietary restrictions: the 
  consumption of properly nutritious 
  food without toxins and impurities, 
  followed by the food’s cleanliness, 
  and then whether or not the food 
  originates from your home planet. 
  Ultimately, 
  each 
  Kalistocrat 
  determines 
  how 
  strictly 
  to 
  adhere to this diet, but 
  those that wish to attain 
  the highest ranks in the 
  church are expected to keep 
  up with the latest consensus on which 
  foods count as pure, clean, and unclean.
  FOOD PREPARATION
  For Kalistocrats far from their homes, especially those 
  living and traveling among the stars, maintaining strict 
  dietary habits can prove prohibitively expensive—it’s thus a 
  matter of pride for those faithful to reach such a level of 
  wealth that they can afford to have pure meals regularly. 
  These wealthy Kalistocrats set aside storage space on their 
  ships for gardens, kitchens, and even livestock as needed to 
  maintain their dietary needs. As a result, early Kalistocratic 
  space travel was thus restricted to either the extremely 
  wealthy or the more recently recruited who haven’t yet 
  settled deeply into their new diets. The faithful lauded the 
  advent of food synthesizers because, seemingly overnight, 
  any faithful could travel among the stars without dodging 
  one of the pillars of their faith. In time, however, some 
  considered these devices as problematic when followers 
  became “reliant” and ate all of their meals from synthesizers, 
  thus no longer needing to put in effort to obtain pure meals. 
  For a time, these adherents were shamed for using them, 
  and maintaining a clean diet while traveling the stars was 
  again restricted to the wealthiest Kalistocrats.
  Eventually, 
  a 
  Kalistocrat 
  biohacker 
  designed 
  a 
  specialized synthesizer that orthodox circles came to 
  accept. Before creating a meal, the machine runs a scan 
  of the user to properly customize and infuse the nutrients 
  needed to maintain health (or correct an imbalance); this 
  specialized process requires more requires more UPBs than 
  usual to analyze the data and implement it into a perfectly 
  formulated meal. Additionally, for those that consider 
  preparing their meals meditative, in place of prepared 
  meals, it can synthesize raw ingredients for preparation, 
  which takes even more time and UPBs. This option ensures 
  that those following stricter diets are still rewarded by 
  taking extra care, ensuring that the true 
  quality of a meal stays still linked 
  with faithfulness and choice—the 
  fact that it also gives the wealthier 
  an advantage is simply a perk in the 
  eyes of a Kalistocrat.
  CLOTHING
  Kalistocrats first donned white 
  solely for recognition, but over 
  time it became a reflection of 
  their purity and cleanliness—
  an outward display of the soul 
  that resides within the wearer. 
  To ensure that the adherent 
  doesn’t come into physical 
  contact with other people or 
  impurities, garments often cover 
  much of the body with long gloves or 
  sleeves for appendages. In keeping with the philosophy’s 
  avoidance of wastefulness, especially on personal comfort, 
  most prophets wear simple and functional outfits that are 
  still easily recognizable. The material used for Kalistocratic 
  garb isn’t of paramount importance, but they’re often made 
  from silks, which allow for lighter and more comfortable 
  clothing without being extravagant—although it’s acceptable 
  to show extravagance when prestige can give one the 
  upper hand. 
  As more and more non-human species become 
  followers of the Prophecies, modern Kalistocratic garb 
  has become more inclusive, sometimes even incorporating 
  technology and magic, woven directly into the garments, 
  to accommodate creatures with different physiology and 
  senses than humanoids. Some examples include specialized 
  sensors and transmitters that send and receive signals to all 
  known variations of sight, smell, sound, and even psychic 
  waves, so that sentient beings can interpret such signals 
  as an implication of purity in much the same manner that 
  white visually symbolizes purity. This technological addition 
  to the traditional dress code has quickly become a calling 
  card to let people of all species identify an individual as 
  a Kalistocrat.
  ETERNAL LIFE
  To those outside the faith, the path of a Kalistocrat appears 
  to deny certain aspects of life in order to gain wealth—
  but this assertion oversimplifies their philosophies. Many 
  faithful consider the affluence they pursue a metaphor, as 
  careful maintenance of a lifetime of restraint bears fruit in 
  and consumed—one reason many Kalistocrats consider food 
  preparation a form of meditation.
  When creatures of varying non-humanoid biologies began 
  joining the Kalistocrats, the subject of dietary 
  restrictions became a frequently debated 
  topic. Most Pact Worlds Kalistocrats, 
  regardless of species, believe in 
  some key principles to observe 
  in their dietary restrictions: the 
  consumption of properly nutritious 
  food without toxins and impurities, 
  followed by the food’s cleanliness, 
  and then whether or not the food 
  originates from your home planet. 
  Ultimately, 
  each 
  Kalistocrat 
  determines 
  how 
  strictly 
  to 
  adhere to this diet, but 
  those that wish to attain 
  the highest ranks in the 
  church are expected to keep 
  up with the latest consensus on which 
  which takes even more time and UPBs. This option ensures 
  that those following stricter diets are still rewarded by 
  taking extra care, ensuring that the true 
  quality of a meal stays still linked 
  with faithfulness and choice—the 
  fact that it also gives the wealthier 
  an advantage is simply a perk in the 
  eyes of a Kalistocrat.
  CLOTHING
  Kalistocrats first donned white 
  solely for recognition, but over 
  time it became a reflection of 
  their purity and cleanliness—
  an outward display of the soul 
  that resides within the wearer. 
  To ensure that the adherent 
  doesn’t come into physical 
  contact with other people or 
  impurities, garments often cover 
  much of the body with long gloves or 
  FOOD 
  PREPARATION
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG 
  CON
   
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  
  50
  the afterlife. However, those that reach a certain level of 
  wealth, prosperity, and prestige soon learn of an alternative: 
  that the most pure completely avoid judgment by the Lady 
  of Graves.
  Kalistrade himself pioneered this form of enlightenment—
  cheating Pharasma out of her final verdict on his soul and 
  thus continue on after his death in a personal mindscape. 
  His methods were primitive, occult in nature, and are now 
  lost—along with the rest of Golarion. Fortunately, with 
  advancements in technology, Kalistocrats now have other 
  methods of avoiding ultimate judgment.
  The most popular (but still rare) method leverages the 
  power of virtual reality to create a digital mindscape in 
  which a Kalistocrat’s consciousness can dwell forever. 
  Requiring astronomical amounts of computing power 
  (usually in the form of several interconnected server banks) 
  and a dash of hybrid technology, the process of uploading 
  a mind and soul is a closely guarded secret that only the 
  wealthiest and highest-ranking Kalistocrats can afford 
  to undertake. However, for those who can, an eternity of 
  perpetual contentment awaits.
  A less favored (and even frowned upon by some factions) 
  is the practice of self-mummification. Updating procedures 
  first invented prior to the Gap, a Kalistocrat injects themself 
  with small amounts of preservative chemicals (the exact 
  composition of which is proprietary) that slowly replace 
  flesh with a silicon-based compound over several years. 
  Eventually, the body dies, but it remains animated by the 
  Kalistocrat’s life force as an undead being often called a 
  silicon mummy (Starfinder Alien Archive 4 74). Those that 
  transform themselves in this way usually continue to do 
  business out of the limelight; if they step into the open, 
  they risk being hunted down by the Pharasmins who believe 
  them to be unholy atrocities.
  LEARNING CENTERS
  While Kalistocrats come from all walks of life, a large 
  majority of them are either merchants or under the employ 
  of merchants. Due to a combination of pride in one’s 
  work, self-accountability, and constant networking, most 
  of these Kalistocrats prefer to travel along their various 
  trade routes, keeping an eye on their goods as much as 
  maintaining business relationships. Therefore, many live 
  aboard ships designed for residential use that travels with 
  their (or their employer’s) merchant fleet. This nomadic 
  life, coupled with the very individualistic aspect of their 
  beliefs, means that Kalistocrats don’t have temples in the 
  traditional sense.
  However, the philosophy employs a High Prophet on 
  each of the Pact Worlds (and on several other planets 
  across the galaxy) that maintains a base of operations 
  where Kalistocrats can comfortably conduct business 
  among other prophets. These locations often operate as 
  banks, investment brokers, or, most frequently, as learning 
  centers for those looking to better their lives through 
  education, personal growth, and hard work; as a result,  
  people often have their first experiences with Kalistocrats 
  as money lenders, investors, or educators. These locations 
  are recognizably Kalistocratic in that they appear primarily 
  decorated in white with extravagant golden and gem-
  colored accents, but their aesthetics also integrate the 
  personal interpretations and level of wealth of the High 
  Prophet who runs it.
  As the public generally understands little about the 
  Prophecies of Kalistrade, the organization takes great 
  pains to minimize any negative publicity incurred by 
  those members who use the philosophy in bad faith.. The 
  Kelldor Memorial Center for Personal Enrichment on Akiton 
  presented such a case. The Center’s abuse of finance and 
  labor laws is seen as an extreme example of what can happen 
  when one continues to use the letter of the law for only 
  selfish means. Rumors abound that the founder was cast 
  out for making a deal with Asmodeus for a path to eternity 
  because he knew he wasn’t worthy. The simple truth is that 
  this course of action represents just another interpretation 
  of the scriptures, perhaps marking the beginning of another 
  divergence that will ultimately lead to another Assembly of 
  the Auguries.
  DEIFIC RELATIONS
  Adherence to the Prophecies isn’t a belief in a higher power 
  as much as a way of life that entrusts the future to faith in 
  one’s self. That said, Kalistocrats know that divine beings are 
  real and play a tangible role in mortal lives. Therefore, it isn’t 
  unheard of for Kalistocrats to worship deities, and in fact, 
  such faith has led other faithful into the fold. As long as a 
  Kalistocrat doesn’t put their faith in a deity over reliance on 
  one’s self or hinder the path of the prophet, the philosophy 
  has room for deific worship.
  Abadar’s lawful commercial enterprises naturally fit for 
  Kalistocrats. The connections made when serving the Master 
  of the Vault are usually worth their weight in UPBs. Talavet 
  preaches self-reliance and tradition, and Yaraesa highlights 
  mental perfection, so kasatha and lashunta Kalistocrats 
  commonly worship both, respectively. Although small now, 
  there’s a growing number of followers of Lissala among 
  newer converts. In some sects that consider secrets and 
  power over allies as forms of wealth, Nyarlathotep might 
  be given prayers just as Asmodeus might receive lip service 
  when contracts trading for wealth and power.
  Besmaran pirates are often key disrupting forces in 
  wealth and trade, just as Lao Shu Po’s spies and thieves 
  can strip a Kalistocrat of a lifetime of work in the blink of 
  an eye. Both are kept at a distance or else watched closely. 
  While Pharasma herself hasn’t stepped in to deal with 
  Kalistocrats trying to avoid ultimate judgment, her faithful 
  tend to intercede on her behalf, so Kalistocrats avoid them 
  at all costs.
  
  51
  POP CULTURE
  Celebrity events and fashion shows that Kalistocrats attend as 
  guests, investors, or creatives have effectively turned into pop 
  culture sideshows, often including correspondent panels that 
  cover exactly how the highest quality materials and jewelry 
  can accentuate and elevate full-body attire (that is, naturally, 
  white). After years of working closely with a Kalistocrat on 
  supply chain issues, popular fashion designer Zhomo (N male 
  damaya lashunta) recently converted to the philosophy. He 
  and his contact look to expand their clothing empire into the 
  media space that covers the events they attend. To that end, 
  Zhomo’s label has paid several popular holovid streamers to 
  wear its distinctive clothing while broadcasting, which has 
  caused some discontent among their audiences. 
  Another famous Kalistocrat in the media is the chef Nelti 
  Sagar Jehe Kas (N female kasatha), who owns successful 
  restaurants on many of the Pact Worlds. Her popularity 
  and reputation in cuisine actually overshadow her life as a 
  Kalistocrat, despite it being her strict adherence to most of 
  the philosophy’s cleanliness and culinary requirements that 
  brought her to the forefront. Nelti’s ability to lead a kitchen 
  staff through a packed dinner service without soiling her 
  full-body white gowns—all while elevating the simplest 
  of foods to such high levels—has turned her into a bigger 
  sensation than owning restaurants ever did. Nelti integrates 
  her faith so tightly and seamlessly into her culinary skills 
  that many fans remain completely unaware of her faith, while 
  others are fascinated with the ways she cooks around the 
  seemingly endless taboos that Kalistocrats embrace.
  KALISTOCRAT 
  (ARCHETYPE)
  Kalistocrats have comprehensive knowledge of trade laws, 
  supreme negotiation skills, and a wide network of business 
  connections in most places they dock. They also have a unique 
  and dizzying array of taboos and superstitions from their 
  faith that intrigue those they meet. Despite these requisites, 
  or perhaps in spite of them, Kalistocrats take pride in their 
  beliefs system and readily share their dietary restrictions, 
  prayer habits, and exercise regimen with anybody they deem 
  worthy of their time.
  For some Kalistocrats, constant and diligent meditation 
  has enhanced their mind’s power over their body, granting 
  them extra strength, speed, or stamina. Others claim their 
  special diet has purged all toxins from their system and 
  granted them a supernatural ability to fend off poisons 
  and diseases. Still more assert that their diligent study 
  and memorization of their texts have improved their 
  understanding of laws and commerce, boosting their ability 
  to turn friendly connections into trading empires.
  Whatever the commonality may be, one key truth is 
  that each Kalistocrat is on their own personal path of 
  enlightenment. Anybody can walk the path of a prophet, and 
  no two are likely the same.
  PREREQUISITE
  You must follow a set of taboos and restrictions about 
  diet, physical contact, and cleanliness. Work with your GM 
  to create something that informs your character choices 
  without completely restricting them. Failure to follow this 
  personal path might cause the GM to limit or revoke access 
  or use of the archetype’s alternate class features.
  ALTERNATE CLASS FEATURES
  The Kalistocrat archetype grants alternate class features 
  at 2nd, 4th, and 6th levels. These alternate class features 
  are optional; at each of these levels, you can either choose 
  a Kalistocrat alternate class feature (selecting a feature 
  of your own class level or lower) or keep the normal class 
  KALISTOCRAT
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG 
  CON
   
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  
  52
  feature for your class at the level. However, unless stated 
  otherwise, you can gain each alternate feature only once.
  The following alternate class features are available for 
  Kalistocrats to choose from at each level indicated.
  KALISTOCRAT ALTERNATE 2ND-LEVEL CLASS 
  FEATURES
  A Kalistocrat of 2nd level or higher can select from among 
  the following class features.
  BODY AND MIND (EX)
  2ND LEVEL
  Your daily meditation keeps your body and mind in sync, 
  but certain devotions allow you to focus on different areas 
  of your body. Each day, choose one of the following feats 
  for which you meet the prerequisites as a bonus feat: Great 
  Fortitude, Iron Will, or Lightning Reflexes. This choice is 
  made after a 10-minute meditation following an 8-hour rest 
  and can only be changed once every 24 hours.
  CULTURAL STUDIES (EX)
  2ND LEVEL
  Your study and broad knowledge of cultural touchstones 
  helps inform your interactions with creatures of all 
  backgrounds. Culture is a class skill for you, but if you gain 
  or have Culture as a class skill from another source, you 
  instead gain a +1 bonus to checks with the skill. You can use 
  Culture in place of Diplomacy to change a creature’s attitude 
  towards you. Once per day, after failing a check to change 
  a creature’s attitude by 5 or more, you can spend a Resolve 
  Point to not worsen their attitude.
  DIVERSE CONTACTS (EX)
  2ND LEVEL
  The connections you’ve made on your travels allow you 
  to reach out and get some information from somebody 
  knowledgeable on many topics. Diplomacy is a class skill 
  for you, but if you gain or have Diplomacy as a class skill 
  from another source, you instead gain a +1 bonus to checks 
  with the skill. You can use Diplomacy in place of Mysticism 
  to identify a creature or magic item that you can describe 
  or otherwise provide information about, taking the same 
  amount of time as gathering information. Also, once a 
  week, you can bargain with a merchant whose attitude you 
  previously changed to helpful to purchase a single magic or 
  hybrid item at a 10% discount; this discount doesn’t stack 
  with any other discounts you might have.
  MYSTIC DECODER (EX)
  2ND LEVEL
  Meditating on Kalistrade’s writings and prophecies have 
  given you another way to look at and solve indecipherable 
  writings. Mysticism is a class skill for you, but if you have 
  or gain Mysticism as a class skill from another source, you 
  instead gain a +1 bonus to checks with the skill. You can use 
  Mysticism to meditate on the meaning of archaic, encoded, 
  or incomplete messages instead of attempting a Culture 
  check. You can also use Mysticism instead of Bluff to pass 
  a secret message to another Kalistocrat by concealing it in 
  phrases and passages from Kalistrade’s Ontologies of Self.
  KALISTOCRAT ALTERNATE 4TH-LEVEL CLASS 
  FEATURE
  A Kalistocrat of 4th level or higher can gain the following 
  class feature.
  NETWORK BUILDING (EX)
  4TH LEVEL
  You excel at meeting people and making friends from all 
  walks of life. Culture, Diplomacy, and Mysticism are class 
  skills for you, if they aren’t already. When doing business 
  with somebody for the first time and attempting a check 
  with one of these skills, you can spend a Resolve Point to 
  roll the check twice and use the better result. Additionally, 
  reduce the DC of checks to recall knowledge or gather 
  information about new people and contacts by 5.
  KALISTOCRAT ALTERNATE 6TH-LEVEL CLASS 
  FEATURES
  A Kalistocrat of 6th level or higher can select from among 
  the following class features.
  IMPROVED FITNESS (EX)
  6TH LEVEL
  Your meditations have allowed you to exert power over your 
  body that you might not be able to do otherwise. Each day, 
  choose one of the following feats as a bonus feat, even if 
  you don’t meet the prerequisites: Improved Great Fortitude, 
  Improved Iron Will, Improved Lightning Reflexes. If your 
  chosen feat’s prerequisites are met by the feat chosen for 
  Body and Mind, you don’t have to spend a Resolve Point the 
  first time you reroll a failed save each day.
  HEALTHY MEDITATION (EX)
  6TH LEVEL
  Following the path of a prophet pays off when it comes 
  to your health and fitness. As long as you have at least 1 
  Resolve Point, you gain a +1 circumstance bonus to saves 
  against poisons and diseases. When recovering from ability 
  damage, you can undertake a night of meditation in place 
  of a normal full night’s rest to improve your health as if 
  you took a day of bed rest (though you don’t also gain the 
  benefits of a normal full night’s rest).
  Also, the ways in which you define yourself as a 
  Kalistocrat can provide the following options for modifying 
  long-term care you receive. If Culture is a class skill for 
  you, you can attempt a DC 20 Culture check (representing 
  knowledge of special foods or custom remedies outside 
  the mainstream medical texts) to provide assistance; if 
  successful, the person attempting the Medicine check 
  for your long-term care gains a +4 circumstance bonus. If 
  Diplomacy is a class skill for you, you can reach out to a 
  nearby doctor you know or that has heard of you to grant 
  a reroll to the person attempting the Medicine check for 
  your long-term care; you must be within a settlement or be 
  
  53
  able to contact a doctor within hours to apply this bonus. If 
  Mysticism is a class skill for you, you can provide long-term 
  care to yourself by entering a day-long meditative state that 
  doesn’t require a medical lab or medical bay; attempt a DC 
  30 Mysticism check with a –4 penalty to gain the benefits of 
  long-term care. You may only choose one of these options at 
  a time for your long-term care.
  KALISTOCRATIC GEAR
  The following personal gear and hybrid additions to clothing 
  are favored by Kalistocrats. In addition to broadcasting the 
  wearer’s adherence to the Prophecies of Kalistrade, the 
  higher-level items also function as symbols of prosperity.
  CLOTHING, KALISTOCRATIC
  LEVEL 1
  PERSONAL ITEM
  PRICE 5
  BULK L
  Created from the finest silks, these clothes are durable and 
  light. They cover as much of the wearer’s body as desired, 
  protecting them from unwanted contact while still providing 
  complete mobility and comfort. Wearing such attire provides 
  a +1 circumstance bonus to Bluff, Diplomacy, and Profession 
  checks when doing business with non-adherents, but a 
  Kalistocrat not wearing proper attire while dealing with 
  other Kalistocrats takes a –4 penalty to those same checks.
  CLEANLINESS CIRCUITS
  LEVEL 1
  HYBRID ITEM (WORN)
  PRICE 50
  BULK —
  Wearing white clothes means keeping them clean. This 
  circuitry blends into your clothing and works to ensure that 
  your outfit looks pristine even when it isn’t and cleans itself 
  as fast as possible. Cleanliness circuits work by breaking up 
  any substance that has attached to the clothing. If there’s 
  more material than can be cleaned immediately, then a 
  secondary feature removes the pigment from the material 
  so that it at least blends in with the white clothing.
  Cleanliness circuits can be combined with defensive 
  threads and sense silk in a single outfit (paying each cost 
  separately), and such an outfit counts as only one worn 
  hybrid item.
  DEFENSIVE THREADS
  LEVEL 1–7 
  HYBRID ITEM (WORN)
  BULK 2
  MK 1
  LEVEL 1 
  PRICE 50
  MK 2
  LEVEL 7
  PRICE 7,550
  One of the strictest taboos for a Kalistocrat is to touch or be 
  touched by somebody that isn’t a fellow adherent. Defensive 
  threads were designed to be sewn into clothing to detect 
  when the wearer is about to be touched. While active, the 
  threads automatically move the fabric to ensure that no skin 
  stays exposed near any appendage belonging to another 
  creature. The mk 2 version of this item provides even more 
  protection; when you take the total defense action, the 
  bonus to your Armor Class increases by 1.
  Defensive threads can be combined with cleanliness 
  circuits and sense silk in a single outfit (paying each cost 
  separately), and such an outfit counts as only one worn 
  hybrid item.
  SENSE SILK
  LEVEL 1–8 
  HYBRID ITEM (WORN)
  BULK —
  MK 1
  LEVEL 1 
  PRICE 50
  MK 2
  LEVEL 4 
  PRICE 250
  MK 3
  LEVEL 8 
  PRICE 11,000
  Kalistocrats have worn white since before they traveled 
  among the stars, and certainly before those who possessed 
  senses beyond the ones normally available to humans 
  became Kalistocrats. This special silk can be woven into 
  clothing to create a field around the wearer that signifies 
  the clothing adheres to the Prophecies of Kalistrade’s 
  standards of decency, cleanliness, and personal boundaries. 
  This field is perceived by all the senses of living creatures 
  within range, in much the same way that vision perceives 
  the attire as white (a creature might sense a smell that 
  indicates cleanliness or perceive a vibration that indicates 
  peacefulness). Mk 1 sense silk has a range of 30 feet. Mk 2 
  sense silk has a range of 100 feet. Mk 3 sense silk also has a 
  range of 100 feet, and you can communicate telepathically 
  with any other wearer of sense silk within that range, as 
  long as you share a language.
  Sense silk can be combined with cleanliness circuits
  and defensive threads in a single outfit (paying each cost 
  separately), and such an outfit counts as only one worn 
  hybrid item.
  KALISTOCRATIC 
  CLOTHING
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG 
  CON
   
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  
  54
  ALIEN ARCHIVES
  “Hokk, we found you in the engine room smashing 
  the �o� turbines �ith a �rench. �are to e�plain�”
  ��omethin��s replaced parts of the ship� captain.�
  ��eplaced� �hat �ith� �ho �ould do that�”
  “No, you don’t understand! Some thing got on 
  board� and it can loo� li�e metal and plastic� � found 
  �hat � thin� �as one of its offsprin�� it had ta�en 
  the shape of an air �lter� but it �as li�e �esh inside� 
  �aptain� it can become the ship�s systems.”
  �con�ersation on the �in� �a�en
  
  55
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG
  CON
   
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ANACITE SENTRY
  CR 
  3
  XP 
  800
  LN Tiny construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Perception +13
  DEFENSE
  HP 30
  EAC 14; KAC 15
  Fort +0; Ref +2; Will +4
  Defensive Abilities chameleon circuit, integrated weapons; 
  Immunities construct immunities
  Weaknesses sunlight dependency
  OFFENSE
  Speed fly 40 ft. (Ex, perfect)
  Melee slam +6 (1d4+1 B)
  Ranged integrated frost subduer +9 (1d3+3 C nonlethal; 
  critical staggered)
  Offensive Abilities combined blast
  STATISTICS
  Str –2; Dex +4; Con —; Int +1; Wis +2; Cha +0
  Skills Acrobatics +13, Computers +13, Engineering +8, 
  Sense Motive +8, Stealth +13
  Languages Common; shortwave 100 ft.
  Other Abilities remote alert, unliving
  Gear frost subduerAR with 2 batteries (20 charges each)
  ECOLOGY
  Environment any (Aballon)
  Organization solitary, trio, or brigade (4–9)
  SPECIAL ABILITIES
  Chameleon Circuit (Ex) An anacite sentry can fade into the 
  background by assuming the colors around it. When an 
  anacite sentry remains stationary for 1 round, it gains 
  a +10 circumstance bonus to Stealth checks. If it 
  takes any action, it loses this bonus until it once again 
  spends 1 round remaining stationary.
  Combined Blast (Ex) An anacite sentry can ready an action to 
  fire its ranged weapon at the same time and at the same 
  target as another anacite sentry within 10 feet. If at 
  least two anacite sentries delay in this manner, the 
  main sentry anacite can unleash a single powerful 
  shot as a full action. Each attacking sentry makes 
  a ranged attack roll against the target’s EAC. If any of 
  the attack rolls hit, the target takes 1d4+3 nonlethal cold 
  damage per attacking anacite sentry. This is treated as a 
  single attack for the purposes of energy resistance and 
  critical hits. If all the attacks hit, the target must succeed at 
  a DC 14 Fortitude save or be staggered for 1 round. 
  Remote Alert (Ex) Using wireless signals, an anacite sentry 
  can activate a technological alarm system within 100 feet 
  as a standard action. For example, it could set off an 
  alarm keyed to a door or a security system that will sound 
  throughout a facility. It can’t activate magical alarms, nor 
  can it activate traps or hazards this way. If the system the 
  sentry is attempting to activate has been disabled, this 
  ability fails.
  Shortwave (Ex) Anacites can communicate wirelessly. This 
  acts as telepathy, but only with other creatures with this 
  ability or constructs with the technological subtype.
  Sunlight Dependency (Ex) Anacites are solar-powered 
  constructs, although they can function at reduced 
  capacity away from light. In areas of darkness, they gain 
  the sickened condition.
  Anacite sentries are small, sentient constructs with spheroid 
  bodies and metal-feathered wings. Due to their small size and 
  chameleon circuits, these anacites are adept at blending into 
  their surroundings. Although physically unimposing on their 
  own, they’re highly cooperative and pose a threat in groups.
  The vast majority of anacite sentries are adherents of 
  Those Who Wait, viewing their guard duties as a personal and 
  private version of their eventual purpose.
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  55
   integrated frost subduer +9 (1d3+3 C nonlethal; 
   Acrobatics +13, Computers +13, Engineering +8, 
   with 2 batteries (20 charges each)
   An anacite sentry can fade into the 
  background by assuming the colors around it. When an 
  anacite sentry remains stationary for 1 round, it gains 
  a +10 circumstance bonus to Stealth checks. If it 
  takes any action, it loses this bonus until it once again 
   An anacite sentry can ready an action to 
  fire its ranged weapon at the same time and at the same 
  target as another anacite sentry within 10 feet. If at 
  least two anacite sentries delay in this manner, the 
  main sentry anacite can unleash a single powerful 
  shot as a full action. Each attacking sentry makes 
  a ranged attack roll against the target’s EAC. If any of 
  the attack rolls hit, the target takes 1d4+3 nonlethal cold 
  damage per attacking anacite sentry. This is treated as a 
  single attack for the purposes of energy resistance and 
  critical hits. If all the attacks hit, the target must succeed at 
  a DC 14 Fortitude save or be staggered for 1 round. 
   Using wireless signals, an anacite sentry 
  can activate a technological alarm system within 100 feet 
  as a standard action. For example, it could set off an 
  alarm keyed to a door or a security system that will sound 
  throughout a facility. It can’t activate magical alarms, nor 
  can it activate traps or hazards this way. If the system the 
  chameleon circuits, these anacites are adept at blending into 
  their surroundings. Although physically unimposing on their 
  own, they’re highly cooperative and pose a threat in groups.
  The vast majority of anacite sentries are adherents of 
  Those Who Wait, viewing their guard duties as a personal and 
  private version of their eventual purpose.
  
  56
  FUHLGEIST
   
  CR
    8
    XP
  4,800 
   4,800
  CE Medium outsider (incorporeal)
  Init +6; Senses darkvision 60 ft., blindsight (emotion) 30 ft.; 
  Perception +16
  DEFENSE
  HP 110
  EAC 20; KAC 21
  Fort +7; Ref +7; Will +13
  Defensive Abilities incorporeal; Immune mind-affecting effects
  OFFENSE
  Speed fly 30 ft. (Su, perfect)
  Melee slam +18 (2d6+8 B plus inflame passions [DC 18])
  STATISTICS
  Str —; Dex +6; Con +0; Int +2; Wis +0; Cha +4 
  Skills Acrobatics +16 (+24 to fly), Bluff +21, Mysticism +16, 
  Sense Motive +21, Stealth +21 
  Languages Common, Gnome; telepathy 100 ft.
  ECOLOGY
  Environment any
  Organization solitary
  SPECIAL ABILITIES
  Inflame Passions (Su) A creature hit by a fuhlgeist’s slam 
  must succeed at a DC 18 Will saving throw or experience 
  an overwhelming emotion (chosen by the fuhlgeist). A 
  single creature can be under only one affect at a time. 
  This is a mind-affecting emotion effect.
  Anger: The victim is overcome with irrational rage and is 
  flat-footed for 1d4+1 rounds.
  Despair: The victim is gripped by a terrible sadness and 
  is fatigued for 1d4+1 rounds.
  Fear: The victim is consumed by inexplicable dread and 
  is shaken for 1d4+1 rounds.
  Jealousy: The victim becomes envious of everyone they 
  see and is sickened for 1d4+1 rounds.
  Remorse: The victim is nearly paralyzed by guilt and has 
  their speeds reduced to 10 feet for 1d4+1 rounds.
  Strong emotions have subtle psychic effects on the 
  Ethereal Plane, the ghostly realm that serves as a 
  buffer between the Material Plane and the Shadow 
  Plane. When an excess of negative emotions occurs 
  in one place, it sometimes leaves an impression in 
  the ether that gains a rudimentary form of sentience, 
  resulting in a creature known as a fuhlgeist. Though it 
  has no true form and no soul—it’s more a mass of spiritstuff 
  and ectoplasm than anything else—it believes itself to be a 
  full, living creature. Gripped by raw, shifting emotions, this 
  outsider can manifest on the Material Plane to lash out at 
  those nearby. Such an occurrence is often mistaken as a 
  haunting, and though fuhlgeists and ghosts have much in 
  common, the former can’t be banished by divine means. 
  On the other hand, once a fuhlgeist has been destroyed, it 
  doesn’t rejuvenate like a ghost does, and there’s no need to 
  discover the tragic story behind its creation (which would 
  be a difficult task, as a fuhlgeist’s speech patterns are often 
  disjointed and erratic).
  The “emotion crystals” mined by the fey moyishuus 
  (page 59) sometimes attract fuhlgeists like candle 
  flames attract moths. Indeed, the Veyvilla system has 
  the highest recorded fuhlgeist sightings in the known 
  galaxy. The moyishuu government has no clear plans on 
  how to prevent future incursions and unfortunately tends 
  to hush up the most grievous cases of injuries caused by 
  these hostile outsiders.
  Wis +0; Cha +4 
  Ethereal Plane, the ghostly realm that serves as a 
  buffer between the Material Plane and the Shadow 
  Plane. When an excess of negative emotions occurs 
  in one place, it sometimes leaves an impression in 
  the ether that gains a rudimentary form of sentience, 
  resulting in a creature known as a fuhlgeist. Though it 
  has no true form and no soul—it’s more a mass of spiritstuff 
  and ectoplasm than anything else—it believes itself to be a 
  full, living creature. Gripped by raw, shifting emotions, this 
  outsider can manifest on the Material Plane to lash out at 
  those nearby. Such an occurrence is often mistaken as a 
  haunting, and though fuhlgeists and ghosts have much in 
  common, the former can’t be banished by divine means. 
  On the other hand, once a fuhlgeist has been destroyed, it 
  doesn’t rejuvenate like a ghost does, and there’s no need to 
  discover the tragic story behind its creation (which would 
  be a difficult task, as a fuhlgeist’s speech patterns are often 
  disjointed and erratic).
  The “emotion crystals” mined by the fey moyishuus 
  (page 59) sometimes attract fuhlgeists like candle 
  flames attract moths. Indeed, the Veyvilla system has 
  the highest recorded fuhlgeist sightings in the known 
  galaxy. The moyishuu government has no clear plans on 
  how to prevent future incursions and unfortunately tends 
  to hush up the most grievous cases of injuries caused by 
  
  57
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG 
  CON
   
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  LOVELORN
   
  CR
   4
    XP
   1,200 
  CE Tiny undead
  Init +3; Senses blindsense (life) 60 ft., darkvision 60 ft.; 
  Perception +10
  DEFENSE
  HP 43
  EAC 15; KAC 16
  Fort +3; Ref +3; Will +9
  Immunities undead immunities
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +6 (1d4+4 P plus cynic’s bite [DC 15]; critical 
  1d6 bleed)
  Space 2-1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 4th)
  1/day—animate dead
  3/day—fear (1st level, DC 16), hold portal, lesser confusion
  (DC 16), puncture veilCOM
  At will—ghost sound (DC 15), hazardCOM (DC 15), 
  token spell
  STATISTICS
  Str +1; Dex +3; Con —; Int –1; Wis +1; Cha +5
  Skills Athletics +10 (+18 to climb), Sense Motive +15, 
  Stealth +15
  Languages Common (can’t speak)
  Other Abilities gloom (DC 20), unliving
  ECOLOGY
  Environment any
  Organization solitary, pair, or tragedy (3–6 plus 2–12 occult 
  zombies)
  SPECIAL ABILITIES
  Cynic’s Bite (Su) A living creature bitten by a lovelorn 
  must succeed at a DC 15 Will saving throw or gain 
  the fatigued condition and become unable to 
  benefit from morale bonuses for 1d4+1 rounds. 
  This is a mind-affecting emotion curse effect.
  Gloom (Su) After 5 days, a lair claimed by a lovelorn grows 
  cold, dark, and stale and causes unnatural, thorny vines 
  to grow. This acts as a constant holographic terrain (Will 
  DC 20) with a caster level equal to the lovelorn’s CR. 
  Lovelorns typically use this ability to conceal entrances 
  to their lairs, but also to make their domains appear 
  depressing and grim. A lovelorn can maintain only one 
  gloom at a time, and while within its gloom, the save DCs 
  of the lovelorn’s spell-like abilities increases by 1.
  The spiderlike lovelorn is an undead creature with legs of 
  exposed bone and an abdomen that resembles a massive 
  heart. A lovelorn is created from the soul of someone who 
  died when their love took a tragic turn, such as a rejected 
  suitor who died tragically or the victim of a murderous affair. 
  Instead of passing on, the spirit fixates on its body’s heart, 
  animating the dead organ and causing it to burst forth from 
  the corpse in the form of a monstrous lovelorn.
  A lovelorn feeds on sorrow and misery rather than flesh 
  and blood, and its mere presence in an area corrupts the 
  surrounding environment. A newly spawned lovelorn often 
  starts off hunting old lovers, but will continue to lurk nearby 
  to seed continued misfortune and contempt in a community, 
  feasting ravenously upon the resulting anger and sadness. 
  Its size and stealthiness often allow a lovelorn to remain 
  undetected for years, and one might even haunt 
  a family for generations.
  LOVELORN TEMPLATE GRAFT
  Lovelorns are dedicated to unmaking 
  love in all its forms.
  Required Creature Type: Undead.
  Required Array: Spellcaster.
  Traits: Blindsense (life) 30 ft.; 
  climb speed 30 ft.; cynic’s bite (see 
  stat block); gloom (see stat block).
  Suggested Ability Score Modifiers:
  Charisma, Dexterity, Wisdom.
  Environment any
  Organization solitary, pair, or tragedy (3–6 plus 2–12 occult 
  zombies)
  SPECIAL ABILITIES
  SPECIAL ABILITIES
  Cynic’s Bite (Su) A living creature bitten by a lovelorn 
  must succeed at a DC 15 Will saving throw or gain 
  the fatigued condition and become unable to 
  benefit from morale bonuses for 1d4+1 rounds. 
  This is a mind-affecting emotion curse effect.
  undetected for years, and one might even haunt 
  a family for generations.
  LOVELORN TEMPLATE GRAFT
  Lovelorns are dedicated to unmaking 
  love in all its forms.
  Required Creature Type: Undead.
  Required Array: Spellcaster.
  Traits: Blindsense (life) 30 ft.; 
  climb speed 30 ft.; cynic’s bite (see 
  stat block); gloom (see stat block).
  Suggested Ability Score Modifiers:
  Charisma, Dexterity, Wisdom.
  1,200
  
  58
   
  CR
    8
   
  XP
   4,800
  MIDSHIPS MIMIC 
   4,800
  N Large aberration (shapechanger)
  Init +2; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  HP 125
  EAC 20; KAC 22
  Fort +12; Ref +10; Will +7
  OFFENSE
  Speed 10 ft.
  Melee slam +19 (3d4+14 B plus grab)
  Ranged coolant spray +16 (2d8+8 C)
  Special Attacks constrict (3d4+14 B)
  STATISTICS
  Str +6; Dex +2; Con +4; Int +0; Wis +1; Cha +0
  Skills Computers +16, Disguise +21 (+31 to mimic a starship 
  part), Engineering +16
  Languages Common
  Other Abilities mimic starship part
  ECOLOGY
  Environment any (starship)
  Organization solitary
  SPECIAL ABILITIES
  Constrict (Ex) When a midships mimic successfully renews 
  a grapple or pin against a creature, it automatically deals 
  3d4+14 bludgeoning damage to that creature.
  Coolant Spray (Ex) As a ranged attack, a midships mimic can 
  spray nearby foes with the coolant-like substance that 
  runs naturally throughout its body. This attack has a 
  range of 20 feet and the blast special property.
  Mimic Starship Part (Ex) As a full action, a midships mimic 
  can assume the general shape of a mechanism or part 
  of an internal system of a Medium or larger starship. 
  A midships mimic can use Disguise to impersonate 
  such a mechanism, as if it were disguising itself as a 
  creature of its own type and size category; it gains a 
  +10 racial bonus to its Disguise check to do so. If the 
  midships mimic is near a functioning part of the starship 
  system (such as a vessel’s engines or power core) that 
  it is mimicking, it can digest and replace the complex 
  machinery over the course of 24 hours. During this 
  time, the system is treated as if it has the glitching 
  critical damage condition, but when the midships mimic 
  is finished, the system functions as normal. Afterward, 
  each time that system gains a critical damage condition, 
  the midships mimic loses 40 Hit Points; removing that 
  critical damage condition fully heals the creature. If an 
  integrated midships mimic is reduced to 0 Hit Points, the 
  system it has replaced immediately gains the wrecked 
  critical damage condition, but can be repaired normally; 
  see the critical damage effect table on page 321 of the 
  Starfinder Core Rulebook for a list of starship systems 
  that can be affected. Each starship system can sustain 
  one midships mimic at a time.
  Tales from Lost Golarion’s past speak of shapechanging 
  aberrations posing as treasure chests in crumbling 
  dungeons to prey on adventurers. Many 
  believe that the creatures called 
  midships mimics are descended 
  from those creatures, as 
  they can perform similar 
  feats 
  of 
  masquerade. 
  However, a midships mimic 
  can integrate itself into a starship’s system, 
  seamlessly replacing vital components and 
  feeding off the ship’s power. Even when 
  discovered, many crews opt to leave a 
  midships mimic undisturbed, knowing that 
  destroying the creature will leave the system 
  decidedly damaged.
  Given enough time however, a midships mimic 
  might reproduce, with offspring consuming more 
  and more of a starship until its most vital systems 
  are more aberration than machine. This leaves the 
  vessel in a precarious situation, for if any 
  of the midships mimics leave 
  or are killed, the ship would 
  become an essentially useless 
  floating wreck.
  runs naturally throughout its body. This attack has a 
  range of 20 feet and the blast special property.
  Tales from Lost Golarion’s past speak of shapechanging 
  aberrations posing as treasure chests in crumbling 
  dungeons to prey on adventurers. Many 
  believe that the creatures called 
  midships mimics are descended 
  from those creatures, as 
  can integrate itself into a starship’s system, 
  seamlessly replacing vital components and 
  feeding off the ship’s power. Even when 
  discovered, many crews opt to leave a 
  midships mimic undisturbed, knowing that 
  destroying the creature will leave the system 
  decidedly damaged.
  Given enough time however, a midships mimic 
  might reproduce, with offspring consuming more 
  and more of a starship until its most vital systems 
  are more aberration than machine. This leaves the 
  vessel in a precarious situation, for if any 
  of the midships mimics leave 
  or are killed, the ship would 
  become an essentially useless 
  floating wreck.
  
  RACIAL TRAITS
  Ability Modifiers: +2 Cha
  Hit Points: 4
  Size and Type: Moyishuus are Medium fey.
  Emotionsense: Moyishuus have blindsense (emotion) with 
  a range of 10 feet.
  Insightful: Moyishuus receive a +2 racial bonus to Sense 
  Motive checks.
  Low-light Vision: Moyishuus can see in dim light as if it 
  were normal light.
  Soulfeel: See stat block. The DC of the ability is 
  equal to 10 + half the moyishuu’s level + their 
  Charisma modifier
  MOYISHUU 
   
  CR
    7
   
  XP
    3,200
  RACIAL TRAITS
  Ability Modifiers: +2 Cha
  Hit Points: 4
  Size and Type: Moyishuus are Medium fey.
  Emotionsense: Moyishuus have blindsense (emotion) with 
  a range of 10 feet.
  Insightful: Moyishuus receive a +2 racial bonus to Sense 
  Motive checks.
  Low-light Vision: Moyishuus can see in dim light as if it 
  were normal light.
   See stat block. The DC of the ability is 
  equal to 10 + half the moyishuu’s level + their 
  MOYISHUU
  MOYISHUU
  CR
    7
  XP
    3,200
    3,200
  59
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG 
  CON
   
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  Moyishuu envoy
  CN Medium fey
  Init +6; Senses blindsense (emotion) 10 ft., low-light vision; 
  Perception +14
  DEFENSE
  HP 98
  EAC 19; KAC 20
  Fort +6; Ref +8; Will +10
  OFFENSE
  Speed 30 ft.
  Melee tactical knife +13 (2d4+7 B)
  Ranged advanced semi-auto pistol +15 (2d6+7 P)
  Special Attacks soulfeel (joy, DC 17)
  STATISTICS
  Str +0; Dex +2; Con +0; Int +4; Wis +1; Cha +5
  Skills Bluff +19, 
  Computers +14, Culture +14, Diplomacy +19, 
  Physical Science +19, Sense Motive +19
  Languages Castrovelian, Common, 
  Dwarven, Gnome
  Other Abilities envoy improvisations 
  (get ’em, inspiring orationCOM, quick 
  inspiring boost)
  Gear silver AbadarCorp travel suit, 
  advanced semi-auto pistol with 25 
  small arm rounds, tactical knife
  ECOLOGY
  Environment any (Veyvilla-6)
  Organization solitary, pair, or choir 
  (3–12)
  SPECIAL ABILITIES
  Soulfeel (Su) A moyishuu is 
  connected to a single dominant 
  emotion that not only affects their 
  personality, but also grants them 
  a unique ability. The moyishuu 
  can use this ability as a standard 
  action, and they can’t use it again 
  until they take a 10-minute rest to 
  regain Stamina Points. The moyishuu 
  chooses their soulfeel after taking a 
  full night’s rest. Each soulfeel ability is a 
  mind-affecting enchantment effect with a 
  range of 30 feet. A successful Will saving 
  throw negates the effect. The three most 
  common soulfeels are fury, joy and sorrow 
  (all three are detailed below).
  Fury: The moyishuu provokes intense 
  rage in a target, causing it to 
  lose its concentration. The 
  target is off-target for 1 round. 
  Joy: The moyishuu overwhelms the target with a sense 
  of joy and exultation, compelling it to dance about. 
  The target must move at least 10 feet during 
  its next turn. 
  Sorrow: The moyishuu forces the target 
  to dwell on its past mistakes and 
  misfortunes. The target is unable 
  to take a swift action during its 
  next turn. 
  The origins of the fey people known 
  as moyishuus are as mysterious as their 
  tightly restricted method of harvesting 
  sensations on their home world. They emerged 
  in the wake of the post-Gap planar terraforming 
  of Veyvilla-6 (see Side Jobs on page 38 for more 
  information) with inexplicable insight into the 
  planet’s mineable emotions, and they quickly 
  set up a monopoly on the substance, as well as 
  oversight of all mining on the planet. 
  Upon waking each day, a moyishuu chooses 
  a dominant emotion that influences their 
  personality and that they can project onto 
  others with their soulfeel ability. While two 
  moyishuus’ soulfeels might tap into the same 
  emotion, they individualize it in as many ways 
  as they can; for example, joy might manifest as 
  mischievous glee, kind benevolence, or even 
  sadistic pleasure.
  Moyishuus are humanoids with brightly 
  colored skin and darker natural markings across 
  their forearms and shins. They have long, 
  pointed ears and crystalline hair. A typical 
  moyishuu is between 5-1/2 and 6 feet tall, 
  weighs about 135 pounds, and has an average 
  lifespan of over 200 years.
  were normal light.
  Soulfeel: See stat block. The DC of the ability is 
  equal to 10 + half the moyishuu’s level + their 
  Charisma modifier
  Melee tactical knife +13 (2d4+7 B)
  Ranged advanced semi-auto pistol +15 (2d6+7 P)
  Special Attacks soulfeel (joy, DC 17)
  STATISTICS
  STATISTICS
  Str +0; Dex +2; Con +0; Int +4; Wis +1; Cha +5
  Skills Bluff +19, 
  Computers +14, Culture +14, Diplomacy +19, 
  Physical Science +19, Sense Motive +19
  Languages Castrovelian, Common, 
  Dwarven, Gnome
  Other Abilities envoy improvisations 
  (get ’em, inspiring orationCOM, quick 
  inspiring boost)
  Gear silver AbadarCorp travel suit, 
  advanced semi-auto pistol with 25 
  small arm rounds, tactical knife
  ECOLOGY
  ECOLOGY
  Environment any (Veyvilla-6)
  Organization solitary, pair, or choir 
  (3–12)
  SPECIAL ABILITIES
  SPECIAL ABILITIES
  Soulfeel (Su) A moyishuu is 
  connected to a single dominant 
  emotion that not only affects their 
  personality, but also grants them 
  a unique ability. The moyishuu 
  can use this ability as a standard 
  action, and they can’t use it again 
  until they take a 10-minute rest to 
  regain Stamina Points. The moyishuu 
  chooses their soulfeel after taking a 
  full night’s rest. Each soulfeel ability is a 
  mind-affecting enchantment effect with a 
  range of 30 feet. A successful Will saving 
  throw negates the effect. The three most 
  common soulfeels are fury, joy and sorrow 
  (all three are detailed below).
  Fury: The moyishuu provokes intense 
  rage in a target, causing it to 
  lose its concentration. The 
  target is off-target for 1 round. 
  Joy: The moyishuu overwhelms the target with a sense 
  of joy and exultation, compelling it to dance about. 
  The target must move at least 10 feet during 
  its next turn. 
  Sorrow: The moyishuu forces the target 
  to dwell on its past mistakes and 
  misfortunes. The target is unable 
  to take a swift action during its 
  next turn. 
  The origins of the fey people known 
  as moyishuus are as mysterious as their 
  tightly restricted method of harvesting 
  sensations on their home world. They emerged 
  in the wake of the post-Gap planar terraforming 
  of Veyvilla-6 (see Side Jobs on page 38 for more 
  information) with inexplicable insight into the 
  planet’s mineable emotions, and they quickly 
  set up a monopoly on the substance, as well as 
  oversight of all mining on the planet. 
  Upon waking each day, a moyishuu chooses 
  a dominant emotion that influences their 
  personality and that they can project onto 
  others with their soulfeel ability. While two 
  moyishuus’ soulfeels might tap into the same 
  emotion, they individualize it in as many ways 
  as they can; for example, joy might manifest as 
  mischievous glee, kind benevolence, or even 
  sadistic pleasure.
  Moyishuus are humanoids with brightly 
  colored skin and darker natural markings across 
  their forearms and shins. They have long, 
  pointed ears and crystalline hair. A typical 
  moyishuu is between 5-1/2 and 6 feet tall, 
  weighs about 135 pounds, and has an average 
  lifespan of over 200 years.
    3,200
  
  60
  ROBOT, SECURITY
   
  CR
    5
         XP
  1,600
  LUMINANCE-CLASS SECURITY ROBOT
  N Medium construct (technological)
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +11
  DEFENSE
  HP 65
  EAC 17; KAC 21
  Fort +5; Ref +7; Will +2
  Defensive Abilities integrated weapons, prism shield; 
  Immunities construct immunities
  Weaknesses vulnerable to critical hits, vulnerable to 
  electricity
  OFFENSE
  Speed 30 ft.
  Melee slam +12 (1d6+8 B; critical staggered)
  Ranged integrated advanced numbing beam +15 (1d8+5 C 
  nonlethal; critical staggered)
  Offensive Abilities shardspray
  STATISTICS
  Str +3; Dex +5; Con —; Int +1; Wis +2; Cha +0
  Skills Acrobatics +16, Athletics +11, Intimidate +11
  Languages Common
  Other Abilities unliving
  Gear advanced numbing beamAR, prism shield
  ECOLOGY
  Environment any urban
  Organization solitary, pair, or gleaming (3–8) 
  SPECIAL ABILITIES
  Integrated Weapons (Ex) A luminance-class security 
  robot’s weapon and shield are integrated into its frame 
  and can’t be disarmed. 
  Prism Shield (Ex) A luminance-class security robot’s 
  integrated shield is made of rare starmetals and gems in 
  an energy matrix. As a move action, the luminance-class 
  security robot can align its shield against a specific 
  enemy it is observing to gain a +2 bonus to EAC and 
  KAC against that enemy until the start of its next turn. 
  Once per day as a reaction, when the robot has its 
  shield aligned against a specific enemy and that enemy 
  targets the robot with a ranged attack that deals energy 
  damage, the robot can reflect that attack back at its 
  source; the attacker rolls the attack normally, but the 
  result is compared to the attacker’s EAC, damaging them 
  on a hit. This ability cannot be used against area effects.
  Shardspray (Ex) As a full action, a luminance-class security 
  robot can expel a 15-foot cone of sharp gem shards. All 
  creatures within the cone take 2d6 piercing damage and 
  1 bleed damage. A successful Reflex save (DC 14) halves 
  the damage and avoids the bleeding condition.
  Kalistocrats consider ownership of a luminance-class 
  security robot to be a status symbol, using them to 
  guard homes, businesses, and other important locations. 
  Though some view the expensive materials required for the 
  robots’ construction as unnecessarily extravagant, devout 
  Kalistocrats believe that the more credits one invests in these 
  robots, the better they perform their duties, and they add 
  their own personal touches to the robots they commission. 
  Luminance-class security robots are intelligent but highly 
  deferential, and the Kalistocracy jealously guards the secrets 
  of their manufacture. 
  A character trained in Engineering can remove the weapon 
  and components from a destroyed luminance-class security 
  robot with 10 minutes of work. Sometimes the starmetals and 
  gems removed from these robots have substantial resale value.
  60
  Melee slam +12 (1d6+8 B; critical staggered)
  Integrated Weapons (Ex)
  robot’s weapon and shield are integrated into its frame 
  and can’t be disarmed. 
  Prism Shield (Ex)
  integrated shield is made of rare starmetals and gems in 
  an energy matrix. As a move action, the luminance-class 
  security robot can align its shield against a specific 
  enemy it is observing to gain a +2 bonus to EAC and 
  KAC against that enemy until the start of its next turn. 
  Once per day as a reaction, when the robot has its 
  shield aligned against a specific enemy and that enemy 
  targets the robot with a ranged attack that deals energy 
  damage, the robot can reflect that attack back at its 
  source; the attacker rolls the attack normally, but the 
  result is compared to the attacker’s EAC, damaging them 
  on a hit. This ability cannot be used against area effects.
  Shardspray (Ex)
  robot can expel a 15-foot cone of sharp gem shards. All 
  creatures within the cone take 2d6 piercing damage and 
  1 bleed damage. A successful Reflex save (DC 14) halves 
  the damage and avoids the bleeding condition.
  Kalistocrats consider ownership of a luminance-class 
  security robot to be a status symbol, using them to 
  guard homes, businesses, and other important locations. 
  Though some view the expensive materials required for the 
  robots’ construction as unnecessarily extravagant, devout 
  Kalistocrats believe that the more credits one invests in these 
  robots, the better they perform their duties, and they add 
  their own personal touches to the robots they commission. 
  Luminance-class security robots are intelligent but highly 
  deferential, and the Kalistocracy jealously guards the secrets 
  of their manufacture. 
  A character trained in Engineering can remove the weapon 
  and components from a destroyed luminance-class security 
  robot with 10 minutes of work. Sometimes the starmetals and 
  gems removed from these robots have substantial resale value.
  
  61
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG 
  CON
   
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  VOID SLIME 
   
  CR
   5
   XP
  1,600 
  N Medium ooze
  Init +3; Senses blindsight (life) 60 ft., sightless; 
  Perception +11
  DEFENSE
  HP 65
  EAC 17; KAC 19
  Fort +9; Ref +5; Will +2
  Immunities cold, disease, ooze immunities; Resistances
  fire 5; SR 16
  Weaknesses susceptible to salt water
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee slam +14 (1d6+7 B; critical dispel)
  STATISTICS
  Str +2; Dex +3; Con +5; Int —; Wis +1; Cha +0
  Skills Athletics +11
  Other Abilities deaf, mindless, no breath
  ECOLOGY
  Environment any
  Organization solitary
  SPECIAL ABILITIES
  Deaf (Ex) A void slime can’t attempt Perception checks 
  to listen and is immune to effects that rely on hearing 
  to function.
  Dispel (Ex) On a critical hit, a void slime’s slam attack 
  gains the effects of a dispelling weapon fusion, treating 
  the void slime’s CR as the slam’s item level.
  Susceptible to Salt Water (Ex) A splash of salt water 
  deals 1d6 damage to a void slime, and full immersion 
  in salt water deals 4d6 damage per round.
  When an akata (Starfinder Alien Archive 2 8) infects 
  a humanoid with its foul method of reproduction, it 
  typically results in a host called a void zombie (Alien 
  Archive 2 8) which gestates a larval akata in its rotting 
  form for several weeks before once again dying. However, if 
  the void death—the disease that grows a latent akata larva 
  in one’s system—claims a creature who lacks the nutrients 
  necessary to feed the larva, the gestating creature might 
  trigger a period of hibernation prematurely. This usually 
  transforms the host’s corpse into a slurry of noqual shards, 
  grisly flesh, and larva paste known as a void slime. This 
  misbegotten, half-living form is a thing of insatiable 
  hunger and constant pain.
  While a void slime would be dangerous enough 
  with resistances similar to those of an akata, shards of 
  noqual—the starmetal that usually makes up an akata’s 
  hibernating cocoon—jut from the ooze’s surface 
  at irregular angles. These fragments provide a 
  void slime with a measure of protection against 
  magic and grant its reaching pseudopods the 
  possibility of dispelling magic from those it strikes. Luckily 
  for those with the knowledge to take advantage, a void 
  slime also shares an akata’s susceptibility to salt water. 
  Both treasure hunters and xenobiologists are fascinated 
  with void slimes, albeit for different reasons. The fortune 
  seekers want only to harvest a void slime’s precious 
  noqual, while scientists wish to study the process by which 
  it—and similarly, an akata—creates the starmetal with its 
  unusual biology. Of course, the danger of either task lies in 
  the fact that seeking rare void slimes often means coming 
  into contact with packs of akatas, risking infection with 
  void death in the process.
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
   A void slime can’t attempt Perception checks 
  to listen and is immune to effects that rely on hearing 
  On a critical hit, a void slime’s slam attack 
   weapon fusion, treating 
   A splash of salt water 
  deals 1d6 damage to a void slime, and full immersion 
   8) infects 
  a humanoid with its foul method of reproduction, it 
  typically results in a host called a void zombie (Alien 
  typically results in a host called a void zombie (Alien 
  typically results in a host called a void zombie (
   8) which gestates a larval akata in its rotting 
  form for several weeks before once again dying. However, if 
  the void death—the disease that grows a latent akata larva 
  in one’s system—claims a creature who lacks the nutrients 
  necessary to feed the larva, the gestating creature might 
  trigger a period of hibernation prematurely. This usually 
  transforms the host’s corpse into a slurry of noqual shards, 
  grisly flesh, and larva paste known as a void slime. This 
  misbegotten, half-living form is a thing of insatiable 
  While a void slime would be dangerous enough 
  with resistances similar to those of an akata, shards of 
  noqual—the starmetal that usually makes up an akata’s 
  hibernating cocoon—jut from the ooze’s surface 
  void death in the process.
  
  FORTUNE’S HEART
  Valued Base of the Kalistocracy
  Diameter: 1 mile; Mass: less than ×1/100
  Gravity: ×1
  Location: The Drift
  Atmosphere: Normal
  Day: 1 day; Year: 1 year
  The existence of the Fortune’s Heart transfer station is 
  a well-guarded secret of the Kalistocracy, and its exact 
  location in the Drift is entrusted only to Kalistocrat 
  prophets and their retinues, including those lucky enough 
  to participate in the monthly auction held there. Fortune’s 
  Heart lacks a permanent population, as most of the 
  Kalistocrats overseeing the station rotate in and out, but 
  its robotic crew members are permanent fixtures at the 
  station. The CEO-captain of the station is also a permanent 
  position, currently occupied by Valdiel Merez (LN male half-
  elf). Below the CEO-captain, a host of executive assistants 
  ensure the station’s day-to-day operations run smoothly.
  From the outside, Fortune’s Heart looks like a sunburst, 
  with angular docking and shuttle bays radiating outward from 
  the station center. A maintenance ring encircles the station, 
  providing access to shuttle bays and stored machinery. 
  The interior of Fortune’s Heart is divided into multiple 
  wings, many named after the sections of the Prophecies of 
  Kalistrade: Caravans, Seekers, Scales, Fortunes, Ascensions, 
  and Contemplations. The station’s decor is elegant and while 
  relatively restrained—Kalistocrats frown on gaudiness—it’s 
  unquestionably expensive, the better to impress guests and 
  showcase the Kalistocracy’s wealth. 
  A monthly auction is the foremost social event on Fortune’s 
  Heart, though the station also plays host to many other 
  functions and entertainments, including private events and 
  many open to the wider Kalistocracy. Much of the station is 
  thus filled with rentable offices, guest quarters, and eating 
  establishments. All food and drink on the station strictly 
  adheres to Kalistocrat dietary restrictions and taboos. 
  Ingredients considered “unclean”—such as honey or the flesh 
  of insect-eating fowl—cannot be found on Fortune’s Heart, 
  replaced by natural or artificially engineered alternatives. 
  (Artificial meats, requiring a high degree of transformation 
  in their creation, are particularly popular.) The Meditations 
  Room on the station serves as a quasi-chapel for Kalistocrats 
  in need of reflection, while the theater hosts a variety of 
  entertainments year-round.
  Of course, business is the primary reason for 
  Kalistocrats to visit Fortune’s Heart, and the station 
  has a dedicated financial wing, including a 
  full-service AbadarCorp bank and investment 
  advise agencies. The station includes two 
  wings of elegant guest quarters housing 
  visiting Kalistocrats and their retinues, 
  and every suite and stateroom is 
  outfitted with rich amenities befitting 
  the rank of those who visit while 
  studiously avoiding the appearance 
  of hedonism.
  The innermost wing of Fortune’s 
  Heart, known as the Pure Chambers, is off-
  limits to all but the highest-level Kalistocrats 
  and the CEO-captain. Much gossip 
  circulates amongst the Kalistocrats as 
  to what the Pure Chambers hold, from 
  a vast treasure vault to archives containing spiritual secrets. 
  However, the wing’s extensive security measures, including 
  biometric locks and a host of patented monitoring systems, 
  ensure that only those authorized to enter can find out.
  FORTUNE’S HEART
  Valued Base of the Kalistocracy
  Diameter: 1 mile; Mass: less than ×1/100
  Gravity: ×1
  Location: The Drift
  Atmosphere: Normal
  Day: 1 day; Year: 1 year
  The existence of the Fortune’s Heart transfer station is 
  a well-guarded secret of the Kalistocracy, and its exact 
  location in the Drift is entrusted only to Kalistocrat 
  prophets and their retinues, including those lucky enough 
  to participate in the monthly auction held there. Fortune’s 
  Heart lacks a permanent population, as most of the 
  Kalistocrats overseeing the station rotate in and out, but 
  its robotic crew members are permanent fixtures at the 
  station. The CEO-captain of the station is also a permanent 
  From the outside, Fortune’s Heart looks like a sunburst, 
  with angular docking and shuttle bays radiating outward from 
  the station center. A maintenance ring encircles the station, 
  providing access to shuttle bays and stored machinery. 
  The interior of Fortune’s Heart is divided into multiple 
  wings, many named after the sections of the Prophecies of 
  Kalistrade: Caravans, Seekers, Scales, Fortunes, Ascensions, 
  and Contemplations. The station’s decor is elegant and while 
  relatively restrained—Kalistocrats frown on gaudiness—it’s 
  unquestionably expensive, the better to impress guests and 
  showcase the Kalistocracy’s wealth. 
  A monthly auction is the foremost social event on Fortune’s 
  Heart, though the station also plays host to many other 
  functions and entertainments, including private events and 
  many open to the wider Kalistocracy. Much of the station is 
  thus filled with rentable offices, guest quarters, and eating 
  establishments. All food and drink on the station strictly 
  adheres to Kalistocrat dietary restrictions and taboos. 
  Ingredients considered “unclean”—such as honey or the flesh 
  of insect-eating fowl—cannot be found on Fortune’s Heart, 
  replaced by natural or artificially engineered alternatives. 
  (Artificial meats, requiring a high degree of transformation 
  in their creation, are particularly popular.) The Meditations 
  Room on the station serves as a quasi-chapel for Kalistocrats 
  in need of reflection, while the theater hosts a variety of 
  Of course, business is the primary reason for 
  Kalistocrats to visit Fortune’s Heart, and the station 
  has a dedicated financial wing, including a 
  full-service AbadarCorp bank and investment 
  advise agencies. The station includes two 
  wings of elegant guest quarters housing 
  visiting Kalistocrats and their retinues, 
  and every suite and stateroom is 
  outfitted with rich amenities befitting 
  the rank of those who visit while 
  studiously avoiding the appearance 
  of hedonism.
  The innermost wing of Fortune’s 
  Heart, known as the Pure Chambers, is off-
  limits to all but the highest-level Kalistocrats 
  and the CEO-captain. Much gossip 
  circulates amongst the Kalistocrats as 
  to what the Pure Chambers hold, from 
  a vast treasure vault to archives containing spiritual secrets. 
  However, the wing’s extensive security measures, including 
  biometric locks and a host of patented monitoring systems, 
  ensure that only those authorized to enter can find out.
  62
  CODEX OF WORLDS
  station. The CEO-captain of the station is also a permanent 
  position, currently occupied by Valdiel Merez (LN male half-
  elf). Below the CEO-captain, a host of executive assistants 
  ensure the station’s day-to-day operations run smoothly.
  adheres to Kalistocrat dietary restrictions and taboos. 
  Ingredients considered “unclean”—such as honey or the flesh 
  of insect-eating fowl—cannot be found on Fortune’s Heart, 
  replaced by natural or artificially engineered alternatives. 
  (Artificial meats, requiring a high degree of transformation 
  in their creation, are particularly popular.) The Meditations 
  Room on the station serves as a quasi-chapel for Kalistocrats 
  in need of reflection, while the theater hosts a variety of 
  entertainments year-round.
  Of course, business is the primary reason for 
  Kalistocrats to visit Fortune’s Heart, and the station 
  has a dedicated financial wing, including a 
  full-service AbadarCorp bank and investment 
  advise agencies. The station includes two 
  wings of elegant guest quarters housing 
  visiting Kalistocrats and their retinues, 
  and every suite and stateroom is 
  outfitted with rich amenities befitting 
  the rank of those who visit while 
  studiously avoiding the appearance 
  of hedonism.
  The innermost wing of Fortune’s 
  Heart, known as the Pure Chambers, is off-
  limits to all but the highest-level Kalistocrats 
  and the CEO-captain. Much gossip 
  circulates amongst the Kalistocrats as 
  to what the Pure Chambers hold, from 
  a vast treasure vault to archives containing spiritual secrets. 
  However, the wing’s extensive security measures, including 
  biometric locks and a host of patented monitoring systems, 
  ensure that only those authorized to enter can find out.
  62
  
  CRASH AND BURN
  By Christopher Wasko
  The crew of the Oliphaunt become victims of their own 
  success when their daring theft of a commerce barge prompts 
  their two greatest enemies to join forces. Trapped on Absalom 
  Station, blacklisted and broke, the crew have nothing left to 
  lose and only one thing left to gain: revenge. 
  SIDE JOBS
  By Kim Frandsen
  Side jobs are brief adventures played between chapters of an 
  Adventure Path or when your players go off on their own. 
  In this outing, the PCs are thrust in the middle of a conflict 
  between two dragon-owned corporations.
  CORPORATIONS OF THE GALAXY
  By Dave Nelson
  Learn about large companies in the Pact Worlds and beyond.
  A MEASURE OF SOLIDARITY
  By Violet Hargrave
  Discover how PCs can fully leverage the power of teamwork.
  SUBSCRIBE TO STARFINDER 
  ADVENTURE PATH
  The Fly Free or Die Adventure Path continues! Head over to 
  paizo.com/starfinder and subscribe today to have Starfinder 
  Roleplaying Game, Starfinder Adventure Path, and Starfinder 
  Accessories products delivered to your door!
  Open Game License Version 1.0a
  Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) “Product Identity” means product and product line 
  names, logos and identifying marks including trade dress; artifacts, creatures, characters, 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms 
  of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be added 
  to or subtracted from this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of 
  this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and the 
  copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent Agreement 
  with the owner of each element of that Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, independent Agreement 
  with the owner of such Trademark or Registered Trademark. The use of any Product Identity in 
  Open Game Content does not constitute a challenge to the ownership of that Product Identity. 
  The owner of any Product Identity used in Open Game Content shall retain all rights, title and 
  interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of 
  this License. You may use any authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using 
  the name of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda 
  Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark Seifter, 
  Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, John Compton, 
  Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica 
  Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Adventure Path #37: The White Glove Affair © 2021, Paizo Inc.; Authors: Kendra 
  Leigh Speedling, with Violet Hargrave, Joshua Hennington, Randal Meyer, and Lu Pellazar.
  NEXT MONTH
  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open 
  Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered 
  trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and 
  descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, organizations, 
  plots, storylines, trade dress, the historical period called the Gap, the terms kishalee, sivv, skyfire, 
  Dreamer (the official Open Game Content term for which is “dreaming barathu”), and the Drift (the official 
  Open Game Content term for which is “hyperspace”). (Elements that have previously been designated 
  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 #37: The White Glove Affair © 2021, Paizo Inc. All Rights Reserved. Paizo, the 
  Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo 
  are registered trademarks of Paizo Inc.; Fly Free or Die, the Pathfinder P logo, Pathfinder Accessories, 
  Pathfinder Adventure, Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder 
  Adventure Path, Pathfinder Battles, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, 
  Pathfinder Legends, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, Starfinder 
  Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Flip-Tiles, Starfinder Pawns, 
  Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
  Printed in China.
  PAIZO INC.
  Creative Directors • James Jacobs and Robert G. McCreary
  Director of Game Design • Jason Bulmahn
  Director of Visual Design • Sarah E. Robinson 
  Director of Game Development • Adam Daigle
  Organized Play Managing Developer • Linda Zayas-Palmer 
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, Ron Lundeen, Patrick Renie, and Jason Tondro
  Starfinder Lead Designer • Joe Pasini
  Starfinder Senior Developer • John Compton
  Starfinder Society Developer • Thurston Hillman
  Pathfinder Organized Play Developer • James Case
  Organized Play Developer • Jenny Jarzabski
  Design Manager • Mark Seifter
  Pathfinder Lead Designer • Logan Bonner
  Designer • Michael Sayre
  Managing Editor • Judy Bauer
  Senior Editor • Leo Glass 
  Editors • Patrick Hurley, Avi Kool, Ianara Natividad, Kieran Newton, and Lu Pellazar
  Managing Art Director • Sonja Morris 
  Art Directors • Kent Hamilton and Adam Vick
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  Paizo CEO • Lisa Stevens
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  and Diego Valdez
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  Website Team • Brian Bauman, Robert Brandenburg, Whitney Chatterjee, Erik Keith, Levi Steadman, 
  Josh Thornton, and Andrew White
  CRASH AND BURN
  By Christopher Wasko
  The crew of the Oliphaunt become victims of their own 
  success when their daring theft of a commerce barge prompts 
  their two greatest enemies to join forces. Trapped on Absalom 
  Station, blacklisted and broke, the crew have nothing left to 
  lose and only one thing left to gain: revenge. 
  SIDE JOBS
  By Kim Frandsen
  Side jobs are brief adventures played between chapters of an 
  Adventure Path or when your players go off on their own. 
  In this outing, the PCs are thrust in the middle of a conflict 
  between two dragon-owned corporations.
  CORPORATIONS OF THE GALAXY
  By Dave Nelson
  Learn about large companies in the Pact Worlds and beyond.
  A MEASURE OF SOLIDARITY
  By Violet Hargrave
  Discover how PCs can fully leverage the power of teamwork.
  SUBSCRIBE TO STARFINDER 
  ADVENTURE PATH
  The Fly Free or Die Adventure Path continues! Head over to 
  paizo.com/starfinder and subscribe today to have Starfinder 
  Roleplaying Game, Starfinder Adventure Path, and Starfinder 
  Accessories products delivered to your door!
  Open Game License Version 1.0a
  Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material 
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material 
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  including derivative works and translations (including into other computer languages), 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; 
  transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  includes the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) “Product Identity” means product and product line 
  covered by this License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) “Product Identity” means product and product line 
  covered by this License, including translations and derivative works under copyright law, but 
  names, logos and identifying marks including trade dress; artifacts, creatures, characters, 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  identified as Product identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  identified as Product identity by the owner of the Product Identity, and which specifically 
  designs that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or 
  designs that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or 
  designs that are used by a Contributor to identify itself or its products or the associated 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be added 
  to or subtracted from this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of 
  this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and the 
  copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent Agreement 
  with the owner of each element of that Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, independent Agreement 
  with the owner of such Trademark or Registered Trademark. The use of any Product Identity in 
  Open Game Content does not constitute a challenge to the ownership of that Product Identity. 
  The owner of any Product Identity used in Open Game Content shall retain all rights, title and 
  interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of 
  this License. You may use any authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using 
  the name of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda 
  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda 
  Starfinder Core Rulebook
  Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark Seifter, 
  Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, John Compton, 
  Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica 
  Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Adventure Path #37: The White Glove Affair © 2021, Paizo Inc.; Authors: Kendra 
  Starfinder Adventure Path #37: The White Glove Affair © 2021, Paizo Inc.; Authors: Kendra 
  Starfinder Adventure Path #37: The White Glove Affair
  Leigh Speedling, with Violet Hargrave, Joshua Hennington, Randal Meyer, and Lu Pellazar.
  NEXT MONTH
  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open 
  Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered 
  Product Identity:
  Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open 
  Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered 
   The following items are hereby identified as Product Identity, as defined in the Open 
  trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and 
  Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered 
  trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and 
  Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered 
  descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, organizations, 
  trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and 
  descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, organizations, 
  trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and 
  plots, storylines, trade dress, the historical period called the Gap, the terms kishalee, sivv, skyfire, 
  Dreamer (the official Open Game Content term for which is “dreaming barathu”), and the Drift (the official 
  plots, storylines, trade dress, the historical period called the Gap, the terms kishalee, sivv, skyfire, 
  Dreamer (the official Open Game Content term for which is “dreaming barathu”), and the Drift (the official 
  plots, storylines, trade dress, the historical period called the Gap, the terms kishalee, sivv, skyfire, 
  Open Game Content term for which is “hyperspace”). (Elements that have previously been designated 
  Dreamer (the official Open Game Content term for which is “dreaming barathu”), and the Drift (the official 
  Open Game Content term for which is “hyperspace”). (Elements that have previously been designated 
  Dreamer (the official Open Game Content term for which is “dreaming barathu”), and the Drift (the official 
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  Starfinder Adventure Path #37: The White Glove Affair © 2021, Paizo Inc. All Rights Reserved. Paizo, the 
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  Printed in China.
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  63
  PART 1: 
  ALL THAT 
  GLITTERS
  PART 2: 
  THE LONG 
  CON
   
   
  PART 3: 
  GOING, 
  GOING,
  GONE
  SIDE JOBS
  THE 
  PROPHECIES
   OF 
  KALISTRADE 
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  
  AVAILABLE NOW!
  STARSHIP 
  OPERATIONS MANUAL
  BLAST OFF INTO SPACE WITH THE STARFINDER STARSHIP OPERATIONS MANUAL! FIND OVER 40 NEW 
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  ADVENTURES INTO THE GREAT UNKNOWN AND BEYOND WITH THE STARSHIP OPERATIONS MANUAL!
  paizo.com/starﬁ nder
  � 2�2�� Paizo �nc. Paizo� the Paizo �o�em �o�o� �tarfi nder� and the �tarfi nder �o�o are re�istered trademar�s o� 
  Paizo �nc.� �tarfi nder ��ip��at� �tarfi nder Pa�ns� and �tarfi nder �o�ep�a�in� �ame are trademar�s o� Paizo �nc. 
  STARSHIP 
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  1 SQUARE = 5 FEET
  FORWARD
  1. Airlock
  2. Cargo holds
  3. Engineering
  4. Escape pods
  5. Recreation suite
  6. Mess hall
  7. Galley
  8. Crew quarters
  9. Lavatory
  10. Guest stateroom
  11. Private bathroom
  12. Bridge
  a. Captain’s chair
  b. Pilot’s station
  c. Science officer’s  
  station
  d. Gunner’s station
  e. Engineer’s station
  MAP KEY
  5
  8c
  8a
  1
  12
  8b
  b
  c
  d
  d
  e
  a
  10
  9
  9
  11
  6
  7
  2f
  2g
  4
  2b
  2a
  2d
  2c
  2e
  3
  COMPENT 
  WINDFALL
  
  You may not think of yourself as a criminal, but when you’ve got a surefire tip that’ll let you steal one of the 
  Prophets of Kalistrade’s golden commerce barges... well, those people basically worship money, so they’ve 
  got it coming. (And besides, they’re insured.) But when the heist goes wrong and your plan turns into a long 
  con, can you stay ahead of the Kalistocrats long enough to make off with the loot?
  This volume of Starfinder Adventure Path continues the Fly Free or Die Adventure Path and includes:
  • “The White Glove Affair,” a Starfinder adventure for 7th-level characters, by Kendra Leigh Speedling.
  • The history and philosophy of the Prophets of Kalistrade in the Starfinder setting, including a Kalistocrat 
  archetype for player characters, by Randal Meyer.
  • Three side jobs, short adventures that can by be played in one session, by Joshua Hennington and Lu Pellazar.
  • An archive of alien creatures by Violet Hargrave, Joshua Hennington, Lu Pellazar, and Kendra Leigh Speedling.
  • Statistics and deck plans for the Kalistocracy’s golden commerce barges and Fortune’s Heart, the secret 
  trade resort the Prophets have concealed in the Drift, by Kendra Leigh Speedling.
  THE HEIST OF A LIFETIME
  paizo.com/starfinder
  Printed in China. PZO7237
  
SOURCE: textdata/thevault/Starfinder [multi]/Adventure Paths/SF34-39 Fly Free or Die/Starfinder AP #37 - Fly Free or Die - Part 4 of 6 - The White Glove Affair {PZO7237}.pdf