TEXT: BY VANESSA HOSKINS
  THE CRADLE INFESTATION
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  
  INHERITORWORKS CRUSADER 
  TIER 9
  Large destroyer
  Speed 8; Maneuverability average (turn 2); Drift 1
  AC 23; TL 22
  HP 190; DT —; CT 38
  Shields heavy 240 (forward 60, port 60, starboard 60, aft 60)
  Attack (Forward) heavy antimatter missile launcher (10d10; 20 hexes), persistent particle beam (10d6; 20 hexes)
  Attack (Aft) gyrolaser (1d8; 5 hexes)
  Attack (Turret) laser net (2d6; 5 hexes)
  Power Core Pulse Prismatic (300 PCU); Drift Engine Signal Basic; Systems advanced long-range sensors, crew quarters (luxurious), mk 5 
  armor, mk 5 defenses, mk 1 tetranode computer; Expansion Bays brigPW, cargo hold, life boats (4)
  Modifiers +1 to any 4 checks per round, +4 Computers (sensors only); Complement 8 (minimum 6, maximum 20)
  CREW
  Captain Diplomacy +17 (9 ranks), Engineering (9 ranks) +17, gunnery +15 (9th level), Intimidate (9 ranks) +22
  Engineers (2) Engineering +17 (9 ranks)
  Gunners (2) gunnery +15 (9th level) 
  Magic OfficerCOM Mysticism +17 (9 ranks)
  Pilot Piloting +17 (9 ranks)
  Science Officer Computers +21 (9 ranks)
  Inheritorworks, a subsidiary of Sanjaval Spaceflight Systems, specializes in starships sold almost exclusively to the church of Iomedae and the 
  Knights of Golarion. While most of these vessels are designed to work in larger fleet formations, Crusader-class starships are designed to house 
  up to eight knights for long-range missions where support is limited. Crews are given more-comfortable living arrangements in individualized 
  apartments split across two decks, as they’re expected to stay on mission for months at a time. Rather than take up space with repair bays and 
  science labs, crews keep spare weapons and stockpiled munitions in the cargo hold so they can spend their time focused on the goals at hand. 
  A brig ensures that any criminals they capture can be properly detained.
  In keeping with the majestic and intimidating nature of the faith, the entire ship has been designed to look like the Iomedaean sword, complete 
  with starburst design. The main weapon systems are both forward-facing along the “blade” of the ship: a persistent particle beam and heavy 
  antimatter missile launcher to pack the biggest punch against the hardest targets. The starburst corona houses a laser net capable of protecting 
  the starship from incoming tracking weapons, and the “cross-guard” section holds the ship’s bridge.
  When Knights of Golarion are given the title of knight-errant and captaincy of their own ship, they often choose and customize a Crusader to 
  benefit their hand-picked crew. Its relatively flexible design enables a crew to ensure the ship feels like home during the long months away as 
  they enforce their law throughout the galaxy.
  
  On the Cover
  29
  BY VANESSA HOSKINS
  THE CRADLE INFESTATION
  AVENTURE PTH
  THE THREEFOLD CONSPIRACY
  AVENTURE PTH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  THE CRADLE INFESTATION
  PART 5 OF 6
  The Cradle Infestation 
  2
  by Vanessa Hoskins
  The Custodians of Bretheda 
  38
  by Lyz Liddell
  Biotechnology Gear 
  46
  by David N. Ross
  Alien Archives 
  54
  by Alexander Augunas, Anthony Bono, Vanessa Hoskins, and Jessica Ross
  Codex of Worlds: Agesh  
  62
  by James Case
  Starship: Inheritorworks Crusader 
  Inside
  by Vanessa Hoskins 
  Covers
   
  This book refers to other Starfinder products using the following abbreviations, yet these additional supplements are not required to make use 
  of this book. Readers interested in references to Starfinder hardcovers can find the complete rules of these books available online for free at 
  paizo.com/sfrd.
  Alien Archive 2 
  AA2 
  Pact Worlds 
  PW
  Armory 
  AR 
  Character Operations Manual 
  COM
  Verifier Ki, depicted here in striking detail by Tomasz 
  Chistowski, is an agent of Confluence, the merged 
  governing consciousness of barathu society.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  AUTHOR
  Vanessa Hoskins
  ADDITIONAL WRITING
  Alexander Augunas, Anthony Bono, James Case, 
  Lyz Liddell, David N. Ross, and Jessica Ross
  DEVELOPERS
  Jason Keeley and Jason Tondro
  EDITING LEAD
  Leo Glass
  EDITORS
  Judy Bauer, Janica Carter, Erik Scott de Bie, Leo Glass. 
  Avi Kool, Kieran Newton, Kate O’Connor, Lu Pellazar, 
  and Tom Squier
  COVER ARTIST
  Tomasz Chistowski
  INTERIOR ARTISTS
  Javier Charro, Michele Giorgi, Marko Horvatin, 
  Sammy Khalid, Pixoloid Studios (Mark Molnar, 
  David Metzger, Gaspar Gombos, Zsolt ‘Mike’ Szabados, 
  Janos Gardos, Laszlo Hackl, Orsolya Villanyi), 
  Ramon Puasa Jr, and Sebastian Rodriguez
  PAGE BORDER DESIGN
  Tomasz Chistowski
  CARTOGRAPHERS
  Robert Lazzaretti and Damien Mammoliti
  ART DIRECTION AND GRAPHIC DESIGN
  Adam Vick
  CREATIVE DIRECTOR
  Robert G. McCreary
  MANAGING DEVELOPER
  Amanda Hamon
  STARFINDER LEAD DESIGNER
  Joe Pasini
  PUBLISHER
  Erik Mona
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  2
  PART 3: POST MORTEM 
  28
  In order to repair their starship and leave Laoe Araae, the PCs must hunt down the grays’ secret 
  observation station under the hospice. In the process, they uncover an even greater threat to the 
  Pact Worlds.
  PART 2: A QUIET PLACE TO DIE 
  21
  The heroes visit Laoe Araae, a hospice community for terminally ill barathus, to intercept a threat 
  to an important government official targeted for dycepskian infection. As they try to rescue the 
  high-ranking barathu, dycepskian hosts ambush the heroes. To make matters worse, gray agents 
  also appear on the scene.
  PART 1: BIO-RESEARCH BREAK-IN 
   3
  In an attempt to stop the further spread of a sentient body-snatching fungus, the PCs must 
  infiltrate a heavily guarded research facility. There they learn that this infestation might not be 
  limited to these laboratories.
  THE CRADLE INFESTATION
  ADVANCEMENT TRACK
  “The Cradle Infestation” is designed for 
  four characters.
   
  The PCs begin this adventure at 9th level.
   
  The PCs should reach 10th level during their 
  escape from Laoe Araae.
  .
   
  The PCs should be 11th level by the end of 
  the adventure.
  9
  10
  11
  
  Approximately 30 years ago, the dycepskians—a species of 
  fungal entities who only gain sentience when they infect 
  other sentient creatures—somehow entered the Pact Worlds 
  system and took over the Wise Council, a group of 14 shirren 
  scientists who lived and studied aboard the Zeffrac Science 
  Platform orbiting Liavara’s moon, Nchak. The station was 
  dedicated to all manner of projects, but the dycepskian hosts 
  focused much of their research on barathu biology, as it is 
  highly resistant to dycepskian infection.
  Meanwhile, the grays—silent witnesses to just about 
  everything—noticed the change in the Wise Council’s behavior 
  and soon came to see the dycepskians as a threat to their own 
  unknown goals. By subtly manipulating scientists at Diorama 
  Research and Development, an independent scientific facility 
  that is similar in many ways to Zeffrac, the grays directed 
  the bioengineering of a fungicidal virus and released it on 
  the dycepskians. Unfortunately, it was not only ineffective, 
  but it also reacted poorly with other barathu pathogens. One 
  barathu scientist whom the dycepskians had exposed to 
  their spores also happened to have a case of tentacle mold, a 
  common but harmless barathu fungal rash, and these vectors 
  mutated to form a fatal contagion. The illness—dubbed the 
  Brethedan blight—spread quickly among other barathus, 
  nearly creating a species-wide pandemic.
  The Brethedan government was able to quarantine the 
  infected barathus to a hospice community called Laoe 
  Araae. Though efforts continue to be made to this day 
  toward finding a cure for the Brethedan blight, the patients 
  at Laoe Araae are generally made as comfortable as possible 
  before their eventual demises. Ironically, Diorama scientists 
  perform many of these experiments at their central 
  laboratory, unaware that the facility was an original factor 
  in the creation of the contagion.
  The dycepskian hosts at the Zeffrac Science Platform noticed 
  the grays’ attempt on their lives and began to make plans to 
  crash the station into Nchak and secretly spread among the 
  moon’s insectile inhabitants. However, in 292 AG, before the 
  dycepskians could do so, vigilant grays took drastic measures: 
  they caused the platform to suffer complete decompression, 
  killing everyone on board. The autopsy of some of the victims 
  exposed the dycepskians to the wider Pact Worlds, though the 
  average citizen has never even heard of them. 
  Years later, the dycepskian strain from the Zeffrac Science 
  Platform resurfaced at the small biotech firm Gamut Bio on 
  Liavara. Almost by accident, the dycepskians cracked the 
  problem of infesting barathus and discovered a method to 
  speed up the process in other species. The infested hosts began 
  by crafting a biotech augmentation that secretly implanted 
  dycepskian mycelium in a victim’s body, causing them to 
  succumb much easier. Shortly after, the dycepskians sent 
  an infested barathu emissary to Diorama. Claiming to have 
  discovered a cure for the Brethedan blight, this duplicitous 
  scientist has plans to spread the dycepskian infestation further.
  By the end of “The Hollow Cabal,” the PCs should know about 
  Jesara Hy Nevintsi, the prominent barathu scientist who 
  founded Gamut Bio. Several weeks ago, Nevintsi traveled to 
  Diorama R&D, an independent research facility on Molovis, a 
  small moon orbiting Bretheda. The PCs should realize that the 
  infested Nevintsi is still a threat who will likely try to spread the 
  dycepskian contamination to other victims, including barathus.
  After the PCs have left Gamut Bio, they might need some 
  time to recuperate or buy and sell equipment. Roselight is the 
  closest major settlement where that is possible, and the PCs’ 
  two Steward allies—the shirren Xych Vorsen and the android 
  Ephecta—let them know that the city is safe (for now). Don’t 
  rush the PCs, but try to impress upon them the urgency of 
  the situation. If need be, Vorsen and Ephecta can surmise the 
  amount of damage that Nevintsi could cause (or has already 
  caused) at Diorama’s facilities, spurring the PCs to leave for 
  Bretheda sooner rather than later.
  It takes 1d6 days of Drift travel or 1d6+2 days using 
  conventional thrusters to journey from Liavara to Bretheda.
  ON THE RUN
  As the PCs approach Bretheda, they receive what appears to 
  be a mundane advertisement or unsolicited communication 
  addressed to a specific PC. A discerning PC can see that the 
  message actually originated from Roselight with a successful 
  DC 30 Computers check. Once the PCs open the message, 
  they discover a prerecorded attachment from Xych Vorsen 
  and Ephecta.
  “We hope you receive this in time,” says Xych. “Though I 
  tried to get ahead of it, news of your break-in at Gamut Bio 
  has hit the infosphere. Some of the more reactionary news 
  sites are calling it a terrorist act from an unknown biological 
  purist group, and several of Gamut Bio’s shareholders are 
  playing the roles of hapless victims. A Steward task force 
  has begun an investigation into the incident.” 
  Ephecta interjects, “Unfortunately, most of their files—
  even the backups—have somehow been corrupted. Shame.”
  “That should buy you some time, but the Stewards aren’t 
  the only ones looking for you,” says Xych. “With the backing 
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  3
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ADVENTURE 
  BACKGROUND
  PART 1:  
  BIO-RESEARCH BREAK-IN
  
  of the shareholders, Nevintsi has placed a 10,000-credit 
  bounty on each of your heads, so be on the lookout. 
  Whatever you’re doing, I hope you can discover evidence 
  that will clear your names; we’ll do the same on our end.”
  “Sorry for the deceptive shell of this message, but we must 
  be careful in contacting you. Longer vids or large datafiles 
  would get flagged. I was, though, able to enclose a low-res 
  copy of the Traechee Memorial Laboratory, Diorama’s main 
  facility. Nevintsi likely went there,” says Ephecta. “Now you 
  are on your own.” The android reaches forward to end the 
  recording, and the screen goes dark.
  In addition to this recording, the message contains a small 
  graphics file subtly named “Parking and Directions,” which 
  shows a line-drawing blueprint for the Traechee Memorial 
  Laboratory (see the map of area A on page 8). The entrances 
  and exits are clearly marked, but the individual rooms are not 
  labeled. A few moments later, an internal script deletes the 
  recording from Vorsen and Ephecta to cover their tracks.
  With this notification, the PCs are now aware that they’re 
  wanted criminals and will likely want to stay away from any 
  civilized areas for the time being. This will make legitimate 
  shopping trips difficult, but at your discretion, a PC with ties to 
  the criminal underworld (especially one with the outlaw theme) 
  knows where to purchase goods with credits at 20% above 
  market price or UPBs at 10% above market price. While the PCs 
  should be able to stock up on ammunition and other supplies if 
  their credits are good, they should feel like they always need to 
  look over their shoulders (if they don’t already).
  The heroes’ best chance at clearing their names is to find 
  Jesara Hy Nevintsi at Diorama R&D and expose the dycepskian 
  infestation in front of credible witnesses. Unfortunately, they 
  will be too late to stop Nevintsi from corrupting others and 
  setting into motion a plan to infest Confluence, the barathu 
  entity that governs Bretheda.
  EVENT 1: A RIGHTEOUS BOUNTY
  When Knight-Errant Krelo Danesh caught the infosphere 
  news report about a group of biological purist terrorists, he 
  became livid and set his outraged mind toward justice. Seven 
  years ago, he nearly died when he took a plasma bolt to the 
  chest. When he awoke on a Knights of Golarion hospital ship, 
  a pair of artificial lungs, designed by prominent biotech firm 
  Life Innovations, allowed him to breathe again.
  He used his second chance at life to rededicate himself 
  to the knighthood and received special dispensation to 
  become a knight-errant, pursuing justice where he saw fit. He 
  assembled a team of talented squires to join him on a quest to 
  purge the Pact Worlds of those who would undermine peace 
  and civility.
  Danesh sees the actions of the PCs much as they have been 
  presented to the system: radical attacks made by fanatical 
  purists seeking to take down “Big Bio” and other augmentation 
  firms to preserve the sanctity of a biological  whole. 
  Feeling that he owes his life to the technological medical 
  advancements of firms like Gamut Bio, as much as to Iomedae 
  and the knighthood, he feels it is his responsibility to track 
  down the PCs and bring them before the courts.
  Starship Combat: Knight-Errant Krelo Danesh is convinced 
  the PCs might attack another biotech facility. His ship, the 
  Shimmering Blade, has been patrolling near the various 
  companies around Bretheda for the past few days and is in low 
  orbit around Molovis when the PCs approach. The Shimmering 
  Blade’s science officer continually monitors long-range scans, 
  analyzing any ship that approaches the moon. If the PC acting 
  as science officer succeeds at a DC 23 Computers check to 
  scan the vicinity for starships as they approach Molovis, they 
  pick up the Shimmering Blade’s signature and can determine 
  the starting orientation for their ship and Danesh’s vessel at 
  the beginning of starship combat. Otherwise, the Shimmering 
  Blade gets the drop on the PCs and the GM determines the 
  starting orientation for each starship, as Danesh orders his 
  crew to engage. This starship combat occurs in high orbit above 
  Molovis, which has no direct effect on the encounter.
  At the start of combat, Danesh broadcasts a message to the 
  PCs, chastising their actions at Gamut Bio and telling them 
  to prepare for Iomedae’s justice. The knight-errant is almost 
  fanatical in his belief of the PCs’ guilt. No matter how the PCs 
  might profess their innocence or try to explain the situation, 
  Danesh dismisses them as miscreants. However, if a PC in the 
  captain role succeeds at a DC 33 Bluff or Diplomacy check to 
  tell their side of the story as an action, Danesh’s conviction 
  is a bit shaken, and he takes a –2 penalty to skill checks he 
  attempts during this starship combat.
  SHIMMERING BLADE 
  TIER 9
  Inheritorworks Crusader (inside front cover)
  HP 190
  CREW
  Captain Athletics +23 (9 ranks), Diplomacy +23 (9 ranks), 
  gunnery +15 (9th level), Intimidate +23 (9 ranks), 
  Mysticism +18 (9 ranks)
  Engineers (2) Engineering +14 (7 ranks)
  Gunners (2) gunnery +13 (7th level)
  Pilot Piloting +19 (7 ranks)
  Science Officer Computers +14 (7 ranks)
  Magic OfficerCOM Mysticism +14 (7 ranks)
  Development: If the PCs disable the Shimmering Blade, 
  Knight-Errant Danesh and his crew use their life boats to flee 
  to the surface of Molovis, intending to warn Diorama about 
  the PCs. The PCs can follow the life boats to the surface and 
  confront Danesh outside of the settlement (see Event 2). The 
  PCs can also salvage equipment from the Shimmering Blade, 
  which takes 1d4 hours, but Danesh’s warnings increase the 
  Alertness Level (page 7) at Traechee by 5; in this case, don’t 
  run Event 2, but at your discretion, the PCs might encounter 
  Danesh and his squire within the facility.
  4
  
  In the event that the PCs’ starship is reduced to 0 Hull 
  Points, Danesh and his squire board their vessel and attempt 
  to capture the PCs alive. If the PCs are still using the ship they 
  confiscated from the false Stewards, Event 2 can take place 
  in the ship’s corridors, using the map on the inside back cover 
  of Starfinder Adventure Path #26: Flight of 
  the Sleepers.
  Story Award: For defeating the 
  Shimmering Blade in starship 
  combat, 
  award 
  the 
  PCs 
  12,800 XP.
  MOLOVIS
  The small, stony moon 
  of Molovis is just large 
  enough to hold a thin 
  atmosphere and exert low 
  gravity. The satellite’s elliptical 
  orbit causes it to skim the 
  “surface” clouds of Bretheda 
  twice a year, picking up charged 
  pockets of helium-hydrogen gases. 
  Consequently, Molovis is constantly 
  wreathed in a dense, purplish fog, with 
  the occasional flash of lightning. This 
  electrical activity also interferes with 
  standard comm units.
  In exterior locations on the moon, the fog provides 
  concealment for targets more than 20 feet away and total 
  concealment for targets more than 100 feet away. In addition, 
  planetary comm units function only within 500 feet unless 
  boosted with a communications array (see below). The 
  temperature on the surface during the day is around 100°F but 
  drops to more manageable temperatures during the evenings.
  There are several sets of buildings concentrated in the 
  moon’s western hemisphere, consisting of laboratories and 
  domiciles for Diorama R&D’s scientists and their families. 
  Theaters, automated restaurants, schools, landing pads, and 
  other support facilities are close to the homes, forming a small 
  settlement. A handful of communications arrays surrounding 
  the settlement boost the range of planetary comm units and 
  allow access to Bretheda’s infosphere. The electrical activity 
  doesn’t interfere with sensor scans from orbit.
  A PC who succeeds at a DC 20 Culture or appropriate 
  Profession skill check (such as law enforcement officer, 
  mercenary, or smuggler) knows that it would be a bad idea 
  to touch down at Diorama’s landing pads since they are 
  wanted criminals, especially after their encounter with the 
  Shimmering Blade—though if the PCs insist on it, increase the 
  Alertness Level (page 7) at the lab by 10. Another scan reveals 
  a suitable landing site in a crater less than a 2-hour walk from 
  the outskirts of the Diorama settlement. The ever-present fog 
  provides ample cover for the PCs’ vessel, and they can leave it 
  within the crater without fear of it being discovered.
  EVENT 2: ERRANT KNIGHTS (CR 10)
  If the PCs track the Shimmering Blade’s life boats as they land 
  on Molovis, they spot the one closest to the Diorama settlement 
  near a rocky trench that is occasionally used for training 
  exercises by security forces and for the testing of experimental 
  weapons. They can get here quickly from their own landing 
  site, finding that the area is marred by blast 
  marks and small craters.
  Creatures: The PCs face Knight-Errant 
  Krelo Danesh and his squire. Though he 
  still believes the PCs are terrorists, 
  his code requires him to give 
  any criminal an opportunity for 
  redemption; he makes himself 
  known to the PCs by calling 
  out for their surrender. His 
  starting attitude toward the 
  PCs is hostile.
  However, smooth-talking PCs 
  have the opportunity to talk 
  down the knight-errant. With 
  a successful DC 33 Bluff or 
  Diplomacy check, a PC can convince 
  Danesh to listen to their argument. 
  With an additional successful DC 28 Bluff 
  or Diplomacy check, a PC can convince him 
  of their innocence. If the PCs succeeded 
  at shaking Danesh’s convictions during the starship combat, 
  they gain a +2 circumstance bonus on these checks. Also, 
  at your discretion, if the PCs present any hard evidence 
  about what they discovered at Gamut Bio, they can gain an 
  additional +4 circumstance bonus to these checks. However, 
  if they acted like criminals during the starship combat (such 
  as by using the taunt captain action or weapons with the 
  irradiate weapon special property), you can impose up to a –4 
  penalty to these checks at your discretion.
  KNIGHT OF GOLARION SQUIRE 
  CR 7
  XP 2,400 
  Female human soldier
  LG Medium humanoid (human)
  Init +5; Perception +14
  DEFENSE 
  HP 126
  EAC 19; KAC 22
  Fort +10; Ref +8; Will +9
  Defensive Abilities unyielding bulwarkAR
  OFFENSE
  Speed 30 ft. (25 ft. in armor)
  Melee aurora shock pad +14 (2d4+10 E; critical staggered 
  [DC 15])
  Ranged single-wave divergent laser +17 (1d8+7 F; critical 
  burn 1d6)
  Offensive Abilities fighting styles (bombard), grenade 
  expert (+20 ft.), heavy fire (+4 damage)
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  5
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  Molovis
  
  TACTICS
  During Combat The squire begins combat by throwing a riot 
  grenade at the PCs, then switches to her laser. She falls 
  back if too many PCs get past Danesh.
  Morale The squire fights to the death unless Danesh gives 
  the order to surrender.
  STATISTICS
  Str +4; Dex +5; Con +2; Int +0; Wis +1; Cha +0
  Skills Athletics +19, Intimidate +14, Profession (bounty 
  hunter) +14, Survival +14,
  Languages Common
  Gear inheritor’s grace IAR (aurora shock padAR with 1 battery 
  [20 charges]), single-wave divergent laserAR with 4 
  high-capacity batteries (40 charges each), incendiary 
  grenades II (2), riot grenadesAR II (2), efficient bandolier, 
  mk 2 serums of healing (2)
  KRELO DANESH 
  CR 9
  XP 6,400
  Male human envoy
  LG Medium humanoid (human)
  Init +3; Perception +18
  DEFENSE 
  HP 162 RP 4
  EAC 22; KAC 23
  Fort +8; Ref +10; Will +12
  DR 5/—
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee incapacitator +19 (3d4+9 B; critical staggered [DC 18])
  Ranged corona laser pistol +17 (2d4+9 F; critical burn 1d4)
  TACTICS
  During Combat Danesh uses draw fire to keep his allies safe 
  while advancing on his enemies. He uses quick dispiriting 
  taunt to frustrate the largest threats. If none of the PCs 
  are within easy reach, he draws his laser pistol.
  Morale When reduced to 40 or fewer Hit Points, Danesh 
  yields. He accepts his mortality and would prefer to stay 
  alive, hoping to serve Iomedae in the future, even if he 
  is captured.
  STATISTICS
  Str +1; Dex +3; Con +0; Int +1; Wis +4; Cha +6
  Skills Athletics +23, Diplomacy +23, Intimidate +23, 
  Mysticism +18, Profession (bounty hunter) +18, Sense 
  Motive +23, Survival +18, 
  Languages Common, Kasatha, Lashunta, Shirren, Vesk
  Other Abilities envoy improvisations (quick dispiriting 
  taunt, draw fire, seize the advantageCOM)
  Gear commander ceremonial plate (deflective 
  reinforcement), field knight’s shieldCOM, corona laser 
  pistol with 1 battery (20 charges), incapacitator with 2 
  batteries (20 charges each), mk 1 null-space chamber, mk 
  3 serums of healing (2)
  Treasure: Diorama’s security personnel occasionally use 
  this ravine for weapons testing and training. With a successful 
  DC 33 Perception check, a PC searching the area discovers 
  a forgotten box of ammunition including 5 high-capacity 
  batteries, 5 super-capacity batteries, 75 longarm and sniper 
  rounds, and 90 small arm rounds.
  Development: If the PCs defeat Danesh or accept his 
  surrender, they can contact his other crew members and 
  tell them not to go near or warn the Diorama settlement. 
  What they do with a hostage Danesh is up to them. If 
  they are able to convince Danesh they are innocent, he and 
  his allies leave the PCs be, going off to look for other souls 
  to redeem.
  The PCs are then free to continue toward the Diorama 
  settlement. The first building they approach is a 
  communications relay tower.
  Story Award: If the PCs talk down Danesh, award them 
  XP as if they had defeated him and his squire in combat.
  6
  Krelo Danesh
  
  SNEAKING AROUND DIORAMA SETTLEMENT
  The Diorama communications relay towers are automated, 
  but there is a small shedlike structure at the base of each 
  one, any one of which the PCs can use as a temporary base of 
  operations. From here, they can recon the nearby settlement 
  and Diorama R&D’s laboratories without drawing attention to 
  themselves. Diorama doesn’t see many travelers, so it has no 
  hotels or other such accommodations. At your discretion, the 
  PCs can also find an unoccupied domicile, either waiting for a 
  new tenant or with the current tenants on vacation, but they 
  will need to be extra careful leaving and entering such a place.
  As long as the PCs make a small effort to hide their identities 
  (such as wearing sunglasses, wrapping their hair in a scarf, 
  or simply removing their armor and leaving their weapons 
  behind) and don’t cause a ruckus, they can move around the 
  Diorama settlement without risk of being spotted. Security 
  forces around the company town are a little complacent, as 
  not much happens on the moon.
  There are a few shops around the settlement, but Diorama’s 
  maximum item level is 6th, unless the PCs want to purchase 
  biotech augmentations or any of the items found in the 
  “Biotechnology Gear” article on page 46; for these purchases, 
  the maximum item level is 12th.
  With a cursory search on the area’s infosphere, the PCs 
  can find the Traechee Memorial Laboratory. Alternatively, any 
  resident can point them toward the walled compound.
  A. TRAECHEE MEMORIAL LABORATORY
  The Traechee Memorial Laboratory is Diorama’s main research 
  facility, a highly secured building located on the outskirts of 
  the nearby settlement. It is surrounded by concrete walls 
  with a stone facade, 20 feet high and 5 feet thick, topped 
  with laser-beam motion sensors. On each corner of this wall 
  and above the gates, a pair of small cameras feeds visuals of 
  the interior courtyard and surrounding area to the security 
  station in the lobby (area A19); these cameras are similar to 
  the ones inside the building (page 9). There are two entrance 
  gates: one for authorized Diorama R&D employees and a 
  second for deliveries. Both have standard locks (page 10) and 
  an intercom that contacts the guards in the lobby. See Getting 
  Inside on page 9 for tactics the PCs might take to enter the 
  labs or gather more information.
  Between the walls and the main building are 100 feet of 
  mostly open ground consisting of a small road for delivery 
  hover trucks, a footpath around some pleasant landscaping 
  features, the occasional artificial tree to provide shade, and 
  some picnic tables for employees to enjoy their lunch outside.
  ALERTNESS SYSTEM
  The PCs will likely rely on deception and stealth to get 
  inside the laboratory. Fortunately for them, even guarding a 
  high-security facility can become routine and boring after a 
  time. As far as the guards are concerned, this is just another 
  day on the job. If the PCs decide to disguise themselves, none 
  of the regular guards see any need to scrutinize the PCs’ 
  arrival too closely, as long as the PCs avoid any suspicious 
  activity and maintain their disguises. If the PCs fail to be 
  subtle, however, the guards’ assumptions rapidly change.
  The Alertness Level is a number that goes up and down 
  depending on the PCs’ actions (but note that once the guards 
  get suspicious, their wariness is difficult to dispel). Traechee’s 
  Alertness Level starts at 0. At Alertness Levels 3, 7, 10, and 12, 
  the situation within Traechee changes.
  The exact conditions that raise the Alertness Level depend 
  on where the PCs are in the facility and what actions they 
  take. As a general rule, however, failing a Bluff, Disguise, or 
  Stealth check raises the Alertness Level by 1; failing one of 
  these checks by 5 or more raises the Alertness Level by 2 
  and may have more immediate consequences, such as raised 
  alarms or combat. These increases to the Alertness Level 
  are cumulative; if the PCs cause a failure in a critical system 
  twice, for example, the Alertness Level rises each time.
  In addition to the provisions noted in the table, if the 
  Alertness Level ever reaches 15, Security Chief Segrue (see 
  area A10) takes matters into his own hands. He and two of the 
  Diorama guards from area A9 move to confront the PCs directly. 
  They approach where Segrue believes the PCs are cautiously; 
  while this group is approximately a CR 10 encounter, any 
  additional enemies and hazards found in the area where this 
  confrontation takes place might affect the difficulty.
  The Alertness Level indicates the overall atmosphere 
  throughout the facility, not the reactions of individual guards. 
  A guard who catches the PCs in a restricted area or behaving 
  suspiciously is likely to interrogate or even attack the 
  offending PCs. Guards who are aware the PCs have tampered 
  with systems will attempt to repair or undo whatever the 
  PCs have done, while guards who are aware that the PCs are 
  intruders and know their locations will gather reinforcements 
  and track them down.
  Alertness  
  Level 
  Effect
  0–2 
  The guards are complacent. Run the adventure 
  as written; Bluff, Disguise, and Stealth checks 
  against the guards automatically succeed.
  3–6 
  The guards are wary. The guards take 10 on 
  Perception and Sense Motive checks to oppose 
  MAP ANALYSIS
  Thanks to Ephecta, the PCs have the layout of 
  Traechee, though no indication of the specifics of 
  each room. At your discretion, you can show them an 
  unlabeled version of the map on page 8 or just give 
  them a sketch. The PCs might want to try to glean more 
  information from this. With successful checks in skills 
  such as Culture, Engineering, or Physical Science, you 
  can give them hints regarding the rooms' purposes.
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  7
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  A. TRAECHEE MEMORIAL 
  A. TRAECHEE MEMORIAL 
  LABORATORY
  LABORATORY
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  C = CAMERA
  C = CAMERA
  A2
  A2
  A1
  A1
  A4
  A4
  A3
  A3
  A11
  A11
  A13
  A13
  A5
  A5
  A7
  A7
  A6
  A6
  A8
  A8
  A9
  A9
  A10
  A10
  A16
  A16
  A17
  A17
  A14
  A14
  A15
  A15
  A19
  A19
  A20
  A20
  A18
  A18
  A11
  A11
  A12
  A12
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  8
  
  Bluff, Disguise, and Stealth checks. Six guardian 
  robots are deployed to protect the scientists and 
  their research—two in area A4 and four in area 
  A12. The robots scan personnel and attack anyone 
  not displaying a Diorama security badge (though 
  they can be fooled) and move toward the nearest 
  sounds of combat in adjacent rooms after spending 
  1 full round instructing the scientists to hide.
  7–9 
  The guards are vigilant for intruders. Security 
  clearance is strictly enforced, so Bluff, Disguise, 
  and Stealth checks attempted by the PCs take a 
  –2 penalty. Guards attempt Perception checks to 
  notice hiding foes and pierce disguises, and Sense 
  Motive checks to detect deceptions.
  10–11 
  The guards request reinforcements from the 
  other Diorama facilities, who arrive in 1d4 hours. 
  In addition to the provisions noted above, add one 
  Diorama guard (page 11) each to areas A3, A8, 
  A13, A16, and A19; these guards might replace any 
  guards that were already defeated.
  12+ 
  The entire facility is put on emergency lockdown 
  and employees are evacuated and interrogated. All 
  doors in the facility are closed and magnetically 
  sealed until Security Chief Segrue manually 
  overrides them. Bluff, Disguise, and Stealth 
  checks attempted by the PCs take a –4 penalty. 
  Reinforcement groups of two Diorama guards 
  (page 11) show up from other facilities every 10 
  minutes, arriving in vehicles and entering through 
  the warehouse’s loading bay doors (area A2).
  GETTING INSIDE
  While running this part of the adventure, you should be 
  flexible and ready to adapt to the PCs ideas, as the sequence 
  can be tackled with a variety of strategies. Overall, there are 
  four basic goals of this mission: Find a way into the facility, 
  locate information about Nevintsi, find and recover evidence 
  of dycepskian influence (such as any HepatoDyne implants), 
  and escape the facility safely. Though there isn’t a strict time 
  limit to this mission, you should remind the PCs that they’re 
  wanted for terrorism. The longer they take to accomplish 
  their mission, the more likely they are to be tracked, found, 
  and arrested.
  Some tactics that the PCs might use, and how to adjudicate 
  them, are as follows.
  Direct Approach: The PCs can use the intercom at the 
  laboratory’s main gate to speak to one of the guards at area 
  A19. The guard politely asks the PCs’ business, informing them 
  that this is a private facility. For example, if the PCs simply 
  ask to speak to “someone in charge,” the guards grow a little 
  suspicious, increasing the Alertness Level by 1. A PC can negate 
  this increase by succeeding at a DC 28 Bluff or Diplomacy check. 
  The guards then remark that the PCs will need to give a specific 
  name if they want to speak with someone.
  If the PCs ask for an employee by name, one guard contacts 
  that person via a comm unit and patches them into the 
  intercom after a few moments. Most employees are unaware 
  of any sinister plots occurring within the labs; consult the 
  NPC’s location within the facility to get a description of their 
  role in the facility to direct any conversation. Quanma Ge Uliyu 
  and Aykins Segrue, being infected hosts, attempt to deflect 
  the PCs’ inquiries. If the PCs seem particularly insistent or 
  admit that they are aware of dycepskians, either host invites 
  the PCs to return to Traechee after working hours, where they 
  plan to attack the snooping PCs, staging it as an attempted 
  break-in. Such an encounter can occur in Uliyu’s office (area 
  A18) or in the warehouse (area A2) with no guards present.
  In the beginning, the PCs might have only Director Rel 
  Volstra’s name. The guard informs the PCs that she has 
  been off-site for over a week and is expected to return 
  in several days. If the PCs succeed at a DC 28 Diplomacy 
  check, they can find out from the guard that the head 
  scientist Quanma Ge Uliyu is essentially in charge during 
  Volstra’s absence.
  If the PCs mention Jesara Hy Nevintsi, the guard admits 
  to hearing the name before, but is fairly certain they are 
  unaffiliated with Diorama R&D. A PC can ask the guards 
  to check to see if Nevintsi was supposed to visit with a 
  successful DC 25 Diplomacy check. After a few moments, 
  the guard discovers that the barathu was, in fact, scheduled 
  to arrive at Diorama less than a week ago, but there are no 
  records of them arriving. After Nevintsi merged with and 
  infected the head scientist Uliyu, the two purged the lab’s 
  servers of the visit.
  Employee Hijinks: By succeeding at a DC 28 Diplomacy 
  check to gather information around the Diorama settlement, 
  the PCs can discover the name of a newly arrived junior 
  scientist: Alix Crendor (N agender human). With a successful 
  DC 25 Diplomacy check, a PC can pump Alix for knowledge 
  of Traechee’s general security measures and the names of the 
  facility’s managers; if the result of the check exceeds the DC by 
  5 or more, Alix also admits that barathu head scientist Quanma 
  Ge Uliyu has been acting strangely the past couple of days, 
  accelerating the timeline for live testing of the new implants 
  brought to the lab by another barathu over a week ago. A PC 
  who succeeds at a DC 28 Sleight of Hand check can steal Alix’s 
  security badge; they report it missing within an hour if they are 
  about to go on their shift (which happens overnight) or the next 
  day if the PCs catch Alix right before they go to sleep. A PC who 
  succeeds at a DC 32 Diplomacy check can convince Alix to sell 
  them their badge for 14,000 credits; if the result of this check 
  exceeds the DC by 5 or more, the price is reduced to 10,000 
  credits. Finally, a PC can sneak into Alix’s apartment to restrain 
  them while they sleep with a successful DC 30 Stealth check, 
  or cow them into not leaving their apartment with a successful 
  DC 26 Intimidate check. From there, a PC can use the Disguise 
  skill to temporarily take Alix’s place, giving them the chance to 
  subtly infiltrate the lab alone.
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  9
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  Get a Job: A PC who forges a resume with a successful 
  DC 26 Computers check can apply for a data analyst job at 
  Diorama R&D over the infosphere. Analyst supervisor Bartet 
  Brattlespring gets back to them in 1d4 days, asking them to 
  come in for an interview. A PC can ace this interview and be 
  offered a job with a successful DC 28 Bluff check or DC 32 
  Diplomacy check. The next day, that PC will be issued a staff 
  security badge by the IT administrator, Targea Darryhammer, 
  and be given a long orientation by Brattlespring (see area A17). 
  During work hours, that PC is expected to be at their virtual 
  workstation most of the day, and if they are caught wandering 
  about the facility near the labs, the Alertness Level increases by 
  1. If a supposed analyst is seen in the building after work hours, 
  the Alertness Level also increases by 1. Either increase can be 
  mitigated by a successful DC 28 Bluff check.
  Late-Night Raid: The PCs might wait until after business 
  hours to attempt to sneak into Traechee and search the place. 
  They will first need to climb over the wall (with a successful 
  DC 20 Athletics check) and disable the motion sensors at 
  the top (with a successful DC 25 Engineering check), or get 
  through one of the gates while avoiding, disabling, or hacking 
  the cameras. Alternatively, the PCs can time their movement 
  to sneak past the cameras if one of them succeeds at a DC 30 
  Stealth check. Try to steer them to area A1 and the flying viper 
  eel swarm there. The PCs will then have to bypass or disable a 
  lock to get inside, unless they have secured or forged a security 
  badge (see Security Badges and Locks below).
  While the building is mostly empty of scientists and 
  analysts, six Diorama guards are on duty. One junior scientist 
  takes readings in area A4, and two more junior scientists 
  monitor the experiments in area A12. The two dycepskian 
  hosts—Quanma Ge Uliyu, the head scientist, and Aykins 
  Segrue, the security chief—also remain on the premises, in 
  their respective offices. Finally, there is a 75% chance that 
  Bartet Brattlespring, the analyst supervisor, is working after 
  hours (see area A17). As the PCs move through the facility, 
  they will also have to deal with the cameras, but they can 
  perhaps shut them down from the utility closet (area A5) and 
  buy some time to get the information they are looking for.
  Storming the Castle: The PCs can also throw subtlety to 
  the wind and barge into the facility with guns blazing. This 
  instantly raises the Alertness Level by 10. If your group seems 
  intent on this tactic, remind them that they don’t know if 
  anyone within Traechee is infested with dycepskian mycelium. 
  Taking innocent lives will cement their reputation as terrorists, 
  so you might want to caution them to at least deal non-lethal 
  damage until they gain more information.
  TRAECHEE MEMORIAL LABORATORY FEATURES
  The Traechee Memorial Laboratory has several common 
  features that can be assumed unless noted otherwise. 
  Atmosphere: The atmosphere within the facility is thin, the 
  same as on the surface of the moon, but the inhabitants have 
  all acclimated to it.
  Ceilings: Due to the fact that some of the scientists are 
  barathus, the ceilings in this one-story building are 15 feet high.
  Doors: Doors to the exterior are 2-inch-thick steel, while the 
  interior doors are constructed from standard plastic. Many of 
  the doors are locked, as described in Security Badges and Locks 
  below. Unless propped or held open, a door automatically shuts 
  (and locks where applicable) after 1 round.
  Gravity: As with the surface of Molovis, the gravity within 
  the facility is low.
  Lighting: The lighting within the facility is normal.
  Security: Electronic security within the building includes 
  cameras that send visual, audio, thermographic, and infrared 
  information from all common areas, the warehouse, and the 
  analysts’ work area to the security station in the lobby (area 
  A19). Cameras found in the various offices (and in the lobby) 
  send feeds only to the security chief’s office (area A10). All 
  this information is saved on the mainframe (area A6). The 
  laboratories (areas A3 and A12) aren’t monitored by cameras 
  but maintain their own recordings of experiments. Each of 
  these cameras is near the ceiling where indicated on the map. 
  A PC can disable the cameras’ power in area A5 or disable 
  an individual camera they can reach with a successful DC 23 
  Engineering check. Alternatively, a PC with the remote hack 
  class ability (or similar) can hack into the cameras’ feeds 
  with a successful DC 28 Computers check to show a loop of 
  previous footage. This tampering isn’t noticed for 1d3+1 hours. 
  If this sabotage is noticed, the Alert Level increases by 1.
  Signs: All signs are written in Brethedan and Common.
  Walls: The exterior walls of the main building consist of 
  3-inch steel with a 2-foot-thick stone facade. Inside, most 
  walls are painted concrete or have a luxury facade made of 
  wood or stone. 
  Windows: The exterior windows are constructed from 2-inch-
  thick transparent aluminum with one-way reflective coating. 
  SECURITY BADGES AND LOCKS
  All Diorama personnel have a security badge that authorizes 
  them to be on premises. These badges are encoded with 
  encrypted authorization codes by Targea Darryhammer with 
  equipment in her office (area A6), but these codes can be 
  forged with 1 hour of work, 20 UPBs, and a successful DC 
  40 Computers check. Having a legitimate badge on hand to 
  duplicate lowers the DC to 30. Badges reported missing are 
  flagged in the system. Generally, badges are categorized as 
  either staff, scientist, or security personnel, though specific 
  executives have their own badges.
  The locked doors in the facility have one of four clearance 
  levels: standard, laboratory, secure, and maximum security. If 
  a PC fails by 5 or more when attempting to bypass a lock using 
  Engineering or Computers, a warning pops up in the security 
  system, increasing the Alertness Level by 1 and causing a pair 
  of Diorama guards to check out the area within 5 minutes. If a 
  PC fails by 10 or more when attempting to bypass a lock, the 
  Alertness Level increases by 1d6, a visual and audible alarm 
  10
  
  goes off, and a pair of Diorama guards rushes to the area 
  within 1 minute. The PCs should have time to react to these 
  alarms before combat begins.
  Standard Lock: This level of lock requires any level 
  of security badge to open. A PC who succeeds at a DC 23 
  Computers or Engineering check can bypass such a lock.
  Laboratory Lock: This level of lock requires a scientist, 
  security personnel, or executive badge to open. A PC who 
  succeeds at a DC 28 Computers or Engineering check can 
  bypass such a lock.
  Secure Lock: This level of lock requires a security personnel 
  or executive badge to open. A PC who succeeds at a DC 30 
  Computers or Engineering check can bypass such a lock.
  Maximum-Security Lock: This level of lock requires special 
  clearance coded into specific security badges, as noted in the 
  room’s description. The director’s badge (see area A20) can 
  open any of these locks, regardless of the clearance noted. A 
  PC who succeeds at a DC 33 Computers or Engineering check 
  can bypass such a lock.
  A1. WAste DisposAl (CR 10)
  Two bins stand against the building under a pair of garbage 
  chutes and are surrounded by a short wall. One bin is painted 
  black, and the other is painted bright red.
  Diorama dumps all waste from Traechee in these two bins 
  for processing; the black one is for standard garbage and the 
  red one is for biowaste. A set of metal stairs leads up to a 
  cement platform where deliveries are made. The double door 
  to the warehouse is locked.
  Creature: The seals on the red bin are cracked, attracting 
  the attention of flying viper eels—tiny, eyeless animals with 
  long, sinuous bodies and mouths full of vicious fangs. They 
  are typically scavengers in the wild areas of Molovis and 
  other Brethedan moons, but they’ve grown accustomed to 
  eating regularly from the biowaste bin. They now consider the 
  garbage area to be their territory and are resting within the 
  red bin. The swarm of flying viper eels attacks any creatures 
  who come within 10 feet of either of the waste bins, but they 
  don’t pursue creatures fleeing further than 40 feet away.
  FLYING VIPER EEL SWARM 
  CR 10
  XP 9,600
  HP 165 (page 56)
  TACTICS
  During Combat The eels focus their attacks on the PCs 
  closest to the red bin.
  Morale If reduced to fewer than 25 Hit Points, the swarm 
  of flying viper eels flees.
  Development: After killing or driving off the flying viper 
  eels, the PCs can attempt to enter the building through the 
  trash chutes (as shown on the map on page 8). A Small or 
  smaller creature can squeeze through the chute above the 
  black bin (leading to the warehouse) as a standard action, but 
  a Medium creature must succeed at a DC 22 Acrobatics check 
  to do so; a Large or larger creature cannot fit through this 
  chute. A Small or larger creature can’t fit through the chute 
  above the red bin (leading to the specialty lab), but a Tiny 
  creature can do so with a successful DC 22 Acrobatics check, 
  though doing so could be dangerous (see area A4).
  Treasure: A PC who searches the black bin with a 
  successful DC 25 Perception check finds a broken artifice ice 
  needle (Starfinder Armory 9) with only 2 HP remaining.
  A2. WARehouse (CR 8)
  Each door into the warehouse has a standard lock.
  The north wall and center of this warehouse contain 
  industrial shelves that extend to the ceiling. Each shelf holds 
  crates, boxes, and barrels of various sizes. Double doors exit 
  to the southwest and south, and a twenty-five-foot-wide 
  loading bay door opens to the west.
  Raw materials and supplies for Traechee (such as security 
  equipment and office supplies) are stored here. Though this 
  area isn’t difficult to enter, the containers with the most 
  valuable contents are secured with laboratory locks. This 
  prevents a regular employee from accidentally opening a 
  barrel full of inert biomass.
  Creatures: When the facility is not on high alert, two of the 
  on-duty Diorama guards patrol the warehouse, occasionally 
  receiving supplies from vendors through the large western door 
  or performing the occasional bit of manual labor as they help an 
  analyst or scientist retrieve a piece of equipment. This happens 
  infrequently, so the guards politely question anyone who enters. 
  Vendors would have had to check in at the gate, speaking with 
  the security guards in area A19 over the intercom, so these 
  guards know when to expect a delivery.
  These guards are likely the quickest in the building to 
  respond to alarms.
  DIORAMA GUARDS (2) 
  CR 6
  XP 2,400 each
  Korasha lashunta soldier
  LN Medium humanoid (lashunta)
  Init +2; Perception +13
  DEFENSE 
  HP 108 EACH
  EAC 18; KAC 21
  Fort +8; Ref +6; Will +7
  OFFENSE
  Speed 30 ft. (25 ft. in armor)
  Melee tempest gale baton +16 (1d6+11 C; critical staggered 
  [DC 14])
  Ranged corona laser rifle +13 (2d6+6 F; critical burn 1d6)
  Offensive Abilities fighting styles (hit-and-run), nimble 
  fusillade, opening volley
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  11
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  Lashunta Spell-Like Abilities (CL 6th)
  1/day—detect thoughts (DC 13)
  At will—daze (DC 12), psychokinetic hand
  TACTICS
  During Combat The guards attempt to use their 
  familiarity with the facility to their advantage, moving 
  to flank any intruders in melee combat. They are 
  slow to use their laser rifles inside the labs for fear of 
  damaging the experiments.
  Morale If reduced to 20 or fewer HP, a Diorama guard 
  surrenders, hoping to live through the experience and 
  collect trauma pay.
  STATISTICS
  Str +5; Dex +2; Con +3; Int +0; Wis +0; Cha +0
  Skills Athletics +18, Intimidate +13, Sense Motive +13
  Languages Common, Lashunta; limited telepathy 30 ft.
  Gear lashunta ringwear II, corona laser rifle with 1 
  high-capacity battery (40 charges), tempest gale 
  batonAR with 1 super-capacity battery (80 charges), mk 
  2 serum of healing, manacles, security badge 
  Treasure: Though most of the equipment stored here 
  is useless to anyone not running a corporate office or 
  biotech lab, a PC who succeeds at a DC 30 Perception 
  check locates an accidentally unlocked crate containing 
  10,000 UPBs.
  A3. NoRthWest hAllWAy
  The walls of this hallway are bare. The 
  double door to the north is labeled 
  “Warehouse”; it is secured with a 
  standard lock.
  The eastern wall contains three 
  doors. The northernmost door has a 
  sign that wordlessly indicates the danger 
  of high voltage, the center double door is 
  labeled “Authorized Personnel Only,” and 
  the southernmost double door is unmarked 
  and unlocked.
  The western wall contains two doors. The 
  northernmost double door is labeled “Specialty 
  Lab” and the southernmost double door is 
  made from transparent aluminum and labeled 
  “Main Lab—Wear Protective Gear.”
  A4. speCiAlty lAb (CR 7)
  The double door to this room from the hallway 
  is secured with a laboratory lock.
  Scanners and scientific equipment cover a 
  workbench against the western wall. The 
  northeast and southeast corners of the 
  room feature small incubation chambers. 
  The northern wall contains a large red 
  biowaste repository with angled walls and thick steel doors. 
  A single pair of double doors exits to the east.
  This lab is for special assignments that don’t require 
  isolation via decontamination chambers. The scientists 
  in this lab are currently working on symbiotic organisms 
  to aid in a user’s ability to combat depression and reduce 
  inhibitions. These biological personal upgrades aren’t 
  ready for the open market, as they tend to make the user 
  somewhat of a megalomaniac for the first few days after 
  installation, until their brain chemistry has time to adjust.
  The north wall contains a large biowaste disposal unit, 
  much like a wood chipper, but for softer organic specimens. 
  It empties directly into the red waste container outside 
  (area A1). The device doesn’t function while the doors are 
  open, but any Medium or smaller creature that is unfortunate 
  enough to be stuck inside when the machine is turned on (a 
  standard action) takes 12d6 slashing damage 
  each round (Fortitude DC 30 half).
  Creatures: Three scientists can be found 
  conducting experiments in this area during 
  business hours: a damaya lashunta, a half-elf, 
  and a shirren. After hours, a single damaya 
  lashunta junior scientist has been assigned to 
  observe any changes to the specimens overnight 
  and prepare new specimens for the next 
  day’s tests. None of them are capable 
  combatants and immediately surrender 
  if threatened; however, they will 
  set off a silent alarm if given the 
  opportunity. A PC who succeeds 
  at a DC 28 Perception or DC 23 
  Sense Motive check notices one 
  of the biologists attempting to 
  get close to the switch located under 
  the western counter. If the biologist 
  activates the alarm, security personnel 
  are alerted; this immediately deploys 
  the guardian robots in the room, causes 
  a patrol of two Diorama guards to 
  come check on the lab, and raises the 
  Alertness Level by 4.
  If the PCs are able to convince the 
  scientists that they’re supposed to be 
  there by succeeding on a DC 23 Bluff 
  or Disguise check, or fool a deployed 
  guardian robot’s scanning equipment 
  with a real security badge or a convincing 
  forgery, they’re able to examine the lab as 
  they please.
  When the guardian robots are 
  deployed, hatches in the floor 
  slowly open and raise the guardian 
  robots over 1 round. The robots are 
  12
  Diorama Guard
  
  active during this time but cannot move from their squares 
  until the second round of combat.
  GUARDIAN ROBOTS (2) 
  CR 5
  XP 1,600 each
  HP 70 each (Starfinder Alien Archive 3 86)
  TACTICS
  Before Combat The guardian robots scan the security 
  badges of all creatures in the room to authenticate them.
  During Combat The guardian robots attempt to physically 
  create a barrier between themselves and any of the 
  scientists, allowing them to escape through the room’s 
  only exit. The robots fight defensively as long as any 
  civilians are still in the area and switch to full-attack 
  actions once only hostiles remain.
  Morale The robots fight until destroyed.
  Treasure: There are three mk 2 synergizing symbiotes 
  being tested here. These personal upgrades can be used only 
  to increase Charisma, Intelligence, or Wisdom.
  A5. utility Closet
  The door to this room has a secure lock.
  High-tech industrial fixtures cover the northern wall. A 
  single door exits to the west.
  This is the main utility closet for the entire building. 
  Although everything is controlled and regulated by the 
  mainframe in the data center (area A6), the PCs can still cause 
  problems by sabotaging the fixtures in this closet, which 
  connect to the building’s infrastructure. If a PC succeeds on 
  a DC 28 Engineering check that takes 1 minute, they can 
  disable one of the following systems: main power, backup 
  power, infosphere connectivity, or security cameras. If a PC’s 
  result exceeds the DC by 5 or more, they can disable two 
  systems. If a PC’s result exceeds the DC by 10 or more, they 
  can disable as many systems as they choose. A PC who fails 
  this check by 5 or more causes minor fluctuations in a random 
  system and takes 5d6 electric damage. A PC can be aided by 
  only one ally for this check.
  Development: Disabling the main power causes concern 
  among the staff, increasing the Alertness Level by 2. With the 
  main power offline, interiors are restricted to emergency lighting, 
  which provides only dim light. The security cameras provide 
  only periodic data, granting a +4 circumstance bonus to Stealth 
  checks to sneak around the building. Scientific equipment used 
  for preservation (such as bio-tanks and refrigeration units) still 
  function, but larger, more active equipment stops functioning. 
  The mainframe goes into a lower power mode, reducing the DC 
  of Computer checks to hack the system by 5. Analyst terminals 
  shut down completely, leaving any workers in A16 without 
  anything to do; they decide to loiter in areas A8 and A19 for 
  up to an hour before going home.
  Disabling backup power does nothing unless the main 
  power is also disabled. If both main power and backup power 
  are disabled, then the entire facility is plunged into darkness, 
  as none of the internal lights function. The Alertness Level 
  increases by 4. The security cameras go completely offline 
  and can provide no data. Scientific preservation equipment 
  goes offline, but most of their contents don’t spoil for 1 hour. 
  The mainframe goes into emergency power mode, using its 
  own backup batteries to keep it operational for up to 24 
  hours. During that time, it can give commands to security 
  robots in the facility; it immediately activates all guardian 
  and assassin robots, giving them the command to patrol the 
  facility and scan all occupants for an ID badge. All personnel 
  are escorted out of the facility and to the parking lot by the 
  guards. The four guards from area A9 remain in the parking 
  lot for 1 hour while they take attendance before excusing the 
  non-guard personnel to go home, while the two guards from 
  area A2 patrol the exterior of the building.
  Disabling infosphere connectivity irritates most of the 
  employees, increasing the Alertness Level by 2. While most 
  work may continue as normal, the Diorama guards aren’t 
  able to call other facilities for reinforcements. As long as 
  this connection is down, additional reinforcements cannot be 
  requested if the Alertness Level raises to 10 or 11. At Alertness 
  Level 12, one pair of guards leaves to get reinforcements, 
  returning 1 hour later with a dozen additional guards.
  Disabling the security cameras immediately puts the 
  guards on edge, increasing the Alertness Level by 4. They 
  cannot immediately be made aware of security breaches in 
  the facility, and instead perform manual check-ins over their 
  comm units every 10 minutes.
  If the PCs cause minor fluctuations in a system, the 
  Alertness Level increases by 1, but not much else happens.
  When a system goes out, two of the Diorama guards from 
  area A9 head to this room in 1d4 minutes to attempt to fix 
  the problem. One aids the other, who attempts an Engineering 
  check with a DC equal to the result of the PCs’ Engineering 
  check; if successful, they’re able to restore the system or 
  systems. If Targea Darryhammer is in the facility, she arrives 
  in the closet 10 minutes later to check on the problem 
  herself (and to fix it in the same manner if it hasn’t yet been 
  fixed). Even if the problem is fixed, the Alertness Level does 
  not decrease.
  A6. DAtA CeNteR (CR 9)
  Both sets of double doors to this room from the hallways have 
  secure locks.
  Bundles of high-speed data cables traverse the ceiling and 
  walls in this metal-clad chamber, plugged into a large central 
  mainframe tower on one end and disappearing into the 
  ceiling on the other. The room is startlingly organized and 
  sanitary. The dust-free metal grates on the floor blast cold 
  air throughout the room. Laser hand sanitizers stand like 
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  13
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  sentinels inside every entrance. Large double doors stand 
  to the east and west, and there is a single door to the north.
  This room holds the secure data and security systems 
  for the entire facility. Targea Darryhammer (see 
  area A7), the building’s IT administrator, is 
  somewhat of a germaphobe and likes to 
  keep her data center neat and tidy. The 
  computer terminals themselves have secure 
  locks and require a security badge to open. 
  The door to the north is labeled “Targea 
  Darryhammer, IT Administrator.”
  Once the PCs have physical access 
  to the mainframe, they can attempt to 
  access the system. The mainframe acts 
  as a hardened tier 7 computer with a 
  security III upgrade module and a rank 
  2 shock grid countermeasure, 
  requiring a successful DC 44 
  Computers check to hack. 
  Disabling the main power (see 
  area A5) forces the system 
  into low-power mode, lowering this DC by 5. Having a security 
  badge grants a +5 circumstance bonus to Computers checks 
  to hack this system, and learning either Darryhammer’s or 
  Segrue’s password grants a +5 circumstance bonus; the two 
  bonuses stack. A PC with either Darryhammer’s password and 
  security card or Segrue’s password and security card can gain 
  immediate root access to the mainframe. Only Darryhammer 
  and Segrue have root access.
  Most of the information stored within the mainframe deals 
  with the day-to-day running of Traechee, as well as an archive 
  of past research data. If the PCs search out information about 
  the fungicide project mentioned in Uliyu’s notes (see area A18), 
  they find only the scientific details, but not the name of the 
  outside individual who requested the research, as if someone 
  had scrubbed it. A PC who succeeds at a DC 28 Life Science 
  or Medicine check while examining this data realizes that the 
  finished fungicide is extremely deadly and aggressive, but its 
  method of attack is very similar to the symptoms presented by 
  those afflicted with the Brethedan blight. That PC can surmise 
  that is possible that this unnamed fungicide is somehow related 
  to the Brethedan blight, the first case of which was documented 
  the same year as the fungicide’s creation.
  A PC with access to the mainframe can also attempt to find 
  information about Diorama R&D’s testing of the HepatoDyne 
  implants. However, they quickly learn that this data has been 
  sequestered onto a separate (and unconnected) server at the 
  request of Security Chief Segrue less than a week ago.
  Creature: An assassin robot is kept hidden in the ceiling, 
  waiting orders from the mainframe. Anyone with root access to 
  the mainframe can activate or deactivate the robot; otherwise, 
  it attempts to neutralize anyone in the building tagged as an 
  intruder according to the security system’s algorithm.
  The assassin robot is automatically activated if the 
  Alertness Level reaches 12 or higher; it has full access to 
  the building and will seek out anyone tagged as an intruder. 
  Because it is controlled by the security 
  mainframe, it can see through any of the 
  building’s security cameras.
  ASSASSIN ROBOT 
  CR 9
  XP 6,400
  HP 135 (Starfinder Alien Archive 2 
  108)
  TACTICS
  Before Combat Once activated, 
  the assassin robot determines 
  which creatures in the building 
  are tagged as intruders. If these 
  targets are moving to a specific 
  part of the building, it moves to 
  intercept them and attempts 
  to set up an ambush using 
  holographic camouflage.
  During Combat The assassin 
  robot uses target tracking and holographic trick to 
  neutralize the most dangerous target. If reduced to 60 
  HP or fewer, it uses holographic camouflage to become 
  invisible and then retreats to use nanite repair before 
  rejoining the fight.
  Morale The assassin robot fights until destroyed 
  or deactivated.
  Treasure: Two engineering tool kits are affixed to the walls, 
  one on the north side of the room and another on the south.
  A7. it ADmiNistRAtoR’s offiCe
  The door to this room has a maximum-security lock, keyed to 
  Targea Darryhammer’s security badge.
  This dust-free room looks like a picture from an office supply 
  catalogue. Every object on the desk looks carefully selected 
  and placed at right angles to the other objects. A plant in 
  the southeast corner is well taken care of, and a set of 
  shelves to the northeast contains a variety of engineering 
  and computer tools, all pristine and in official carrying cases.
  This office’s occupant keeps the room spotless. All of the 
  tools are organized, labeled, and kept fully charged.
  Creature: 
  During 
  regular 
  working 
  hours, 
  Targea 
  Darryhammer (N female dwarf) can be found in this office 
  working on a project or tinkering with an offline camera. If the 
  Alertness Level reaches 7 outside of regular business hours, 
  she’s called to come in and assist; it takes her 1 hour to arrive.
  Development: Darryhammer is a businesswoman and 
  a professional, not a combatant. If threatened, she will 
  generally comply with anything the PCs ask of her, though 
  14
  Targea Darryhammer
  
  she refuses to give up her password to the mainframe. While 
  her initial attitude depends on if the PCs are in successful 
  disguises, her attitude shifts to unfriendly if the PCs ask her 
  for her password. At this point, a PC who succeeds at a DC 33 
  Diplomacy check can convince her that what they’re doing 
  is for the benefit of the galaxy, improving her attitude to 
  indifferent. If the result of this check exceeds the DC by 5 or 
  more, her attitude instead increases by two steps. Providing 
  evidence of the dycepskians gives a PC a +4 circumstance 
  bonus on their check, as Darryhammer is highly afraid 
  of infections.
  If her attitude is at least indifferent, Darryhammer grants 
  them access to the mainframe. If her attitude is at least 
  friendly, she helps them find the information they need, 
  reducing the time it takes to locate to 1 minute. If the PCs 
  fail this Diplomacy check, Darryhammer raises a silent alarm 
  on her comm unit, calling two Diorama guards to her and 
  increasing the Alertness Level by 2.
  Treasure: The cabinet on the eastern wall contains an 
  engineering kit, a hacking kit, a beacon portable light, a 
  tier 2 datapad (Starfinder Armory 100), two rolls of ion tape 
  (Armory 105), a set of thieves’ tools (Armory 109), a zipstick 
  (Armory 109), and 2,000 UBPs worth of spare parts useful for 
  crafting technological components.
  A8. eAsteRN hAllWAy
  This long hallway is decorated with a few holopictures of 
  Brethedan cloudscapes. The double door to the north is labeled 
  “Warehouse,” while the double door to the south is unmarked. 
  Both doors have standard locks.
  The eastern wall contains four doors. The northernmost 
  double door is labeled “Locker Room.” The middle two double 
  doors are both labeled “Analysis.” The southernmost double 
  door is labeled “Rel Volstra, Director.”
  The western wall contains two doors. The northernmost 
  double door is labeled “Authorized Personnel Only.” The 
  southernmost double door is labeled “Restroom.”
  A9. loCkeR Room (CR 8)
  The double door to this room from the hallway has a 
  secure lock.
  This locker room features walls of lockers to the north and 
  south; each wall has a total of twenty half-door lockers. A low 
  bench stands in front of each wall of lockers. The smells of 
  sweat and deodorant pervade the air. Double doors exit to the 
  east and west.
  The double door to the east is labeled, “Aykins Segrue, 
  Security Chief.”
  This locker room doubles as an armory for the facility’s 
  guards. Each guard is given their own locker and is expected 
  to keep their own equipment secure. Each locker has a 
  maximum-security lock (keyed to each guard’s security badge) 
  and contains the equipment for one Diorama guard plus six 
  uniforms. Each weekend, a cleaning company takes the dirty 
  uniforms off-site to be laundered, returning them the next 
  day.
  Six guards cover the day shift and six guards cover the 
  night shift. Guards work 4 days on and 4 days off in rotating 
  schedules. This means that at any given time, 30 out of the 
  40 lockers have full sets of equipment inside. Spare weapons 
  are locked inside Segrue’s office (area A10).
  Creatures: When the facility is not on high alert, two of the 
  on-duty Diorama guards who are supposed to be patrolling are 
  usually found in this room lounging and gossiping. If anyone 
  who is not wearing a guard uniform enters this locker room 
  and is not immediately recognized by the guards occupying 
  the room, they immediately become suspicious, increasing 
  the Alertness Level by 1, and they start asking questions of 
  the newcomer.
  If a disruption occurs in the facility, the guards here spend 
  2 rounds gathering their equipment before heading towards 
  the source of the disruption.
  DIORAMA GUARDS (2) 
  CR 6
  XP 2,400 each
  HP 108 each (page 11)
  Development: Any commotion in this room, such as 
  combat, gets the attention of Security Chief Segrue, who 
  arrives 3 rounds later.
  Treasure: Each of the 30 lockers that belong to off-duty 
  guards contains a suit of lashunta ringwear II, up to 6 
  uniforms, and a pair of manacles. A first-aid kit hanging on 
  the wall contains an advanced medkit, five medpatches, a can 
  of sprayflesh, and a mk 2 serum of healing.
  A10. seCuRity Chief’s offiCe (CR 9)
  The door to this room has a maximum-security lock, keyed to 
  Aykins Segrue’s security badge.
  This spartan office contains a basic metal desk with a 
  portable workstation, three uncomfortable looking chairs, 
  a weapons locker, and a small cylindrical personal server.
  The personal server is relatively secure for its size. This 
  tier 4 computer has two miniaturization upgrades, a security 
  II upgrade, a fake shell countermeasure that hides a large 
  secure data module behind a firewall, and a faulty wipe 
  countermeasure. A PC who succeeds at a DC 31 Computers 
  check to hack the server can gain access only to the fake 
  shell that shows mundane data about the facility’s security 
  and guard personnel (including pay rates and shift schedules). 
  A PC who succeeds at a DC 36 Computers check while 
  examining this data can detect the fake shell. It then takes a 
  successful DC 33 Computers check to penetrate the firewall 
  and access the hidden data. After three failed attempts 
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  15
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  to hack into the secured portion of the computer, the wipe 
  countermeasure executes its code. However, this program 
  was installed incorrectly and only corrupts part of the data. 
  If the PCs successfully access the secure data without 
  triggering the wipe countermeasure or later recover the 
  corrupted data, they learn all the information below. However, 
  if the PCs only gain access to the data after it has been 
  corrupted, they learn only what is presented in the Corrupted 
  Files sidebar on page 17.
  The hidden, secure files on Segrue’s server show Diorama 
  R&D’s research data on the two HepatoDyne implants in 
  the main lab (area A12). A PC who succeeds at a DC 28 Life 
  Science check can tell that someone is altering the data as 
  it comes in from the lab, and that Segrue is covering their 
  tracks. The falsified data shows nothing about the dangerous 
  mycelium within.
  Another folder contains personnel records for the Traechee 
  Lab’s many employees, with the exception of head scientist 
  Quanma Ge Uliyu. Segrue has made notes on each record, 
  which boil down to whether or not an individual should be 
  “infested” or “eliminated.” Most are scheduled for 
  infestation, except for Targea Darryhammer and 
  Bartet Brattlespring (who are both labeled as 
  “unlikely to accept implant”).
  Finally, the PCs find infosphere 
  searches on the floating barathu 
  hospice Laoe Araae and related 
  Brethedan government policies. 
  A marked passage reads that 
  should any patients of the 
  Brethedan blight seem to 
  begin to recover, a verifier 
  agent from Confluence 
  would be required to 
  travel to the hospice 
  as soon as possible to 
  authenticate the claims. 
  These searches appear to have 
  been sent from Jesara Hy Nevintsi’s comm unit, 
  along with a note reading, “Primary approach for 
  infesting Confluence. Will reestablish contact 
  once completed.”
  Creature: The dycepskian hosts of Gamut 
  Bio did their homework before sending the 
  infested Nevintsi to Diorama and, luckily for 
  them, the lab’s security chief, Aykins Segrue, 
  was a verthani who was almost obsessed 
  with augmenting his body. The 
  infested barathu brought with them 
  several HepatoDyne implants to turn a 
  selected few members of the Diorama 
  staff into hosts. After Nevintsi infested 
  head scientist Uliyu, the two offered 
  an implant to Segrue, who accepted 
  it gladly. As a dycepskian host, Segrue has been keeping an 
  eye on the labs ever since. The infested Segrue fabricated a 
  story about possible corporate espionage, ordered his own 
  personal server, and started conducting interviews with each 
  of the staff, starting with the researchers and looking for 
  others who might be willing to accept an implant once they 
  have passed inspection in the main lab.
  Aykins Segrue spends most of his time at his desk, working 
  late hours in pursuit of quietly spreading dycepskian influence. 
  He still performs his duties as the building’s security chief, 
  responding to incursions as according to the Alertness Level. 
  He has also been paying close attention to news about the 
  attack on Gamut Bio; unless the PCs succeed at a Disguise 
  check opposed by his Perception check, Segrue recognizes 
  the PCs and attempts to neutralize them.
  If Segrue becomes aware of any combat within the building, 
  he takes 2 rounds to secure his computer, radios for 
  assistance from his guards, and equips his shield, 
  then heads in the direction of the disturbance.
    AYKINS SEGRUE 
  CR 9
  XP 6,400
  Dycepskian-infested male verthani vanguard 
  (Starfinder Adventure Path #28: The Hollow 
  Cabal 55, Starfinder Alien Archive 118, Starfinder 
  Character Operations Manual 50)
  N Medium humanoid (dycepskian, verthani)
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Perception +17
  DEFENSE 
  HP 145
  EAC 22; KAC 24
  Fort +11; Ref +11; Will +8
  Defensive Abilities mitigate (9 
  damage), uncanny agility; 
  DR 3/—; Immunities 
  mind-affecting effects
  Weaknesses vulnerable to 
  remove affliction
  OFFENSE
  Speed 50 ft.
  Melee entropic strike +21 (2d10+9 A/B)
  Ranged aphelion laser pistol +21 (3d4+9 F; 
  critical burn 1d4)
  Offensive Abilities entropic attunement 
  (knockdown [DC 16], penetrating)
  TACTICS
  During Combat Segrue uses his reactions 
  to mitigate attacks, using reactive and 
  energize against any powerful energy 
  attack. He attempts to sunder the 
  weapons of dangerous opponents.
  Morale If reduced to 30 or fewer 
  HP, Segrue attempts to flee to 
  receive backup from his guards. 
  16
  Aykins Segrue
  
  If successful, this raises the Alertness Level by 4. If he 
  cannot flee, he fights to the death.
  STATISTICS
  Str +0; Dex +4; Con +6; Int +3; Wis +0; Cha +0
  Skills Acrobatics +22, Athletics +17, Bluff +22, 
  Computers +17, Intimidate +17
  Feats Improved Combat Maneuver (sunder), Improved 
  Combat Maneuver (trip)
  Languages Brethedan, Common, Goblin, Sarcesian, Vercite
  Other Abilities entropic pool (maximum 6), fungal mass 
  mind, reactive (2/day), skin mimic, vanguard aspects 
  (boundary—embodiment; exergy—insight), vanguard 
  disciplines (energize, entropic charge)
  Gear advanced iridishell, field tactical shieldCOM, aphelion 
  laser pistol with 1 high-capacity battery (40 charges), 
  mk 3 serum of healing, security badge; Augmentations 
  accelerated datajack, advanced darkvision capacitors, 
  mk 3 dermal plating, standard speed suspension
  Development: If the PCs inspect Segrue after they have 
  defeated him, they find the telltale greenish-yellow veins 
  around his eyes and a still-healing surgical incision on his arm. 
  The PCs likely recognize this cut from the previous adventure 
  as the recent installation of a HepatoDyne implant. If they 
  autopsy Segrue’s body, they find the same greenish-yellow 
  mycelium replacing his nervous system as they probably 
  discovered in all previous dycepskian-infested hosts on 
  Roselight and Gamut Bio.
  If Quanma Ge Uliyu is still alive when the PCs defeat Segrue, 
  the infested barathu is aware of Segrue’s condition through the 
  dycepskian fungal mass mind. Uliyu contacts the two guards 
  in area A19, concocting a story about receiving an unusual 
  comms interaction from Segrue, who is now unreachable. 
  These guards send two of their coworkers from area A2 to 
  Segrue’s office (or one of them goes if the warehouse guards 
  aren’t available). Meanwhile, Uliyu prepares to confront the 
  PCs, either in their office or outside of the building.
  Treasure: The weapons locker contains a box of 72 
  long-arm rounds and has a maximum-security lock keyed to 
  Aykins Segrue’s security badge, three high-capacity batteries, 
  three super-capacity batteries, four tempest gale batons 
  (Starfinder Armory 9), and four corona laser rifles. The server 
  is semi-portable and is worth 12,120 credits.
  A11. DeCoNtAmiNAtioN ChAmbeR
  Each of the double doors leading into these chambers (from the 
  hallway and the lead scientist’s office) has a laboratory lock.
  This small chamber contains several vents and spray nozzles.
  The two chambers marked A11 are designed to ensure no 
  bacteria or foreign agents enter or exit the lab. Motion-activated 
  sensors in the walls initiate the decontamination process 
  when someone enters the room. The process takes 2 rounds 
  and consists of jets of mild liquid chemicals and low sonic 
  pulses that are harmless to most creatures (unless they are 
  subjected to the procedure for an extended period of time) 
  but destroy microscopic contaminants. The liquid chemicals 
  evaporate within seconds.
  Both sets of double doors of each of these chambers are 
  made from transparent aluminum, so the occupants in the 
  connecting rooms have line of sight to one another. One 
  double door of each chamber can’t be opened until the other 
  is closed. A PC who succeeds at a DC 28 Engineering check 
  can force open a double door, but doing so causes a light to 
  flash within the lab; this increases the Alertness Level by 1.
  A12. mAiN lAb (CR 9)
  Each of the double doors leading into this room from the 
  decontamination chambers has a laboratory lock.
  Biomass 
  regenerators, 
  tissue 
  sculptors, 
  micro-cell 
  reformulators, and other pieces of delicate scientific 
  equipment cover the western counter in this laboratory. 
  On the eastern wall, three massive tanks stand against the 
  wall with various hoses attached to each. An eerie light 
  emanating from within the tanks radiates throughout the 
  room—a stark contrast to the buzzing white lights overhead. 
  A small counter in a niche just north of these tanks holds all 
  manner of chemicals and solvents.
  The bulk of research at Traechee occurs here. Among the 
  major projects that the resident biologists are working on is 
  a cure for the Brethedan blight. However, due to the arrival 
  of Nevintsi and the infection of head scientist Uliyu, this 
  research has temporarily stalled.
  Nevintsi brought three HepatoDyne implants with them. Two 
  of them are here (the third having been implanted into Security 
  Chief Segrue), attached to the exteriors of two of the large tanks 
  to study their effects on living tissue. This research is being 
  curated only by the infested barathu scientist (see Creatures on 
  page 18), so the others have yet to notice the implants’ adverse 
  effects. A PC can remove an implant with a successful DC 28 
  Life Science or Medicine check and 1 minute of work; failing 
  CORRUPTED FILES
  The files are largely unreadable, but some fragments 
  are recoverable. These fragments show data on a 
  biotech augmentation, likely the HepatoDyne implant, 
  as well as some attached scientific notes. Another 
  readable section mentions the name of Laoe Araae, a 
  barathu hospice, as part of an excerpt on a Brethedan 
  government policy that says that should any 
  patients there seem to recover, a verifier agent from 
  Confluence would be sent to examine the claims. Part 
  of an external note attached to this document reads, 
  “primary approach.”
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  17
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  this check by 5 or more ruins the dycepskian mycelium within, 
  rendering it useless as evidence. Unless the infested barathu 
  scientist is distracted or has surrendered, they notice the PCs 
  meddling with the equipment. The barathu knows no one is 
  allowed to handle the implants, so they set off the silent alarm 
  as described below unless threatened with violence.
  Creatures: Six biologists can be found in this area during 
  business hours: two damaya lashuntas, three shirrens, and 
  a barathu. After hours, two junior biologists, both humans, 
  perform various menial tasks such as sanitizing equipment 
  and recording observations of the specimens. None of these 
  scientists are capable combatants and immediately surrender 
  if threatened; however, they will set off a silent alarm if given 
  the opportunity. A PC who succeeds at a DC 28 Perception or 
  DC 23 Sense Motive check notices one of them attempting to 
  get close to the switch located under the northern end of the 
  western counter. If the biologist activates the alarm, security 
  personnel are alerted; this immediately deploys the guardian 
  robots in the room, causes a patrol of two Diorama guards to 
  come check on the lab, and raises the Alertness Level by 4.
  However, the barathu scientist is a dycepskian host. They 
  act normal, but if the PCs act hostile, both Quanma Ge Uliyu 
  and Aykins Segrue are warned of the PCs’ presence through the 
  fungal mass mind. The two other hosts are on guard from here 
  on out, but this doesn’t increase the general Alertness Level.
  If the PCs are able to convince the scientists that they’re 
  supposed to be there by succeeding at a DC 23 Bluff or 
  Disguise check or fool a deployed guardian robot’s scanning 
  equipment with a real security badge or a convincing forgery, 
  they’re able to examine the lab as they please, unless they 
  begin interfering with the experiments (see above).
  When the guardian robots are deployed, hatches in the 
  floor slowly raise the guardian robots over 1 round. The robots 
  are active during this time but can’t move from their squares 
  until the second round of combat.
  GUARDIAN ROBOTS (4) 
  CR 5
  XP 1,600 each
  HP 70 each (Starfinder Alien Archive 3 86)
  TACTICS
  Use the tactics presented for the guardian robots in area A4.
  A13. southWesteRN hAllWAy
  This hallway is decorated with interesting, almost artistic 
  holophotos of micro-organisms. The northernmost and 
  southernmost double doors are unlabeled and unlocked. Only 
  the double door from the lobby is locked with a standard lock.
  The double door on the eastern wall is labeled “Restroom.” 
  The double door at the southern end of the western wall is 
  labeled “Quanma Ge Uliyu, Lead Biotechnologist.”
  A14. lAb RestRoom
  These restrooms contain additional sanitation equipment and 
  emergency ocular washing stations.
  Creatures: There’s a 10% chance that either a scientist from 
  one of the labs or a Diorama guard is using this restroom 
  during work hours if the Alertness Level is 6 or lower.
  A15. ADmiNistRAtioN RestRoom
  These restrooms are decently maintained, but half of the 
  stalls are out of disposable sanitary supplies.
  Creatures: There’s a 30% chance that either an analyst 
  (from area A16) or a Diorama guard is using this restroom 
  during work hours if the Alertness Level is 6 or lower.
  A16. ANAlyst WoRk AReA
  Each set of double doors to this area has a standard lock.
  Rows of cramped workstations line the office walls; each 
  workstation is configured with an adaptable VR interface 
  and sanitation-gel dispenser. Two sets of double doors open 
  to the west and a single door opens to the south.
  While biologists work on the other side of the building, the 
  analysts here crunch numbers, run simulations, and perform 
  various other logistical tasks that help direct the research 
  and keep the lab functioning. Each analyst’s work area is 
  entirely virtual, so there are very few personal effects in this 
  room. The door to the south is labeled “Bartet Brattlespring, 
  Analyst Supervisor.”
  Creatures: During regular business hours, this office 
  is often at maximum capacity, holding about two dozen 
  workers (mostly human, lashunta, and shirren). These 
  Diorama R&D data analysts are generally plugged into 
  hybrid VR devices that allow them to manipulate data in a 
  virtual environment; they are unaware of the world around 
  them unless disturbed. The room is typically silent with the 
  exception of an employee occasionally shifting their weight, 
  clearing their throat, or mumbling to themselves. Sometimes, 
  the sound of Eoxian opera echoes from the supervisor’s office 
  (see area A17). When the PCs enter this room, there’s a 10% 
  chance an analyst is leaving their work area or returning 
  (such as to or from a bathroom break or a break outside). An 
  analyst generally avoids eye contact with anyone dressed as 
  a scientist or security guard, but they don’t question anyone 
  else, assuming them to be a new analyst thanks to the job’s 
  high rate of turnover.
  A17. ANAlyst supeRvisoR’s offiCe
  The door to this room has a maximum-security lock, keyed to 
  Bartet Brattlespring’s security badge.
  This cramped office contains an open cabinet on the 
  southern wall, overflowing with broken and outdated 
  technology. A cluttered workstation on the eastern wall 
  is sized for a smaller individual. Piled boxes and taped-up 
  charts block the room’s only window to the east. A single 
  door opens to the north.
  18
  
  The workstation here holds no information of interest to 
  the PCs, merely analyst schedules, drafts for grant proposals, 
  and project management software.
  Creature: 
  Analyst 
  supervisor 
  Bartet 
  Brattlespring (CG male bleachling gnome) is 
  an elderly gentleman who has run this office 
  since it opened. He has no aspirations 
  for further advancement, no time line 
  for retirement, and very few hobbies 
  (with the exception of his fondness for 
  Eoxian opera). Brattlespring also has 
  chronic insomnia; he rarely sleeps and 
  keeps random hours. At any given time, 
  there’s a 75% chance that Brattlespring 
  is working at his desk; 50% of that time 
  he is playing Eoxian opera on a small 
  speaker to drown out any other noises 
  from the building. If Brattlespring hears 
  any commotion caused by the PCs 
  in area A16 (he has a Perception 
  modifier of +16), he comes out of 
  his office to investigate. When 
  he is listening to his music, 
  Brattlespring takes a –4 penalty to Perception checks.
  Brattlespring is made visibly uncomfortable by the 
  presence of Medium or larger creatures in his office; he likes 
  the space’s cozy qualities but doesn’t appreciate feeling 
  boxed in. However, he acts friendly towards Small or smaller 
  creatures. Depending on how the PCs have entered the 
  facility (including any disguises), the elderly gnome might 
  assume they’re new security guards getting the lay of the 
  land. With a successful DC 23 Bluff or Diplomacy check, a 
  PC can convince Brattlespring that they are already familiar 
  with the building’s systems; otherwise he attempts to lecture 
  the PCs for up to 20 minutes to explain the minutiae of the 
  day-to-day procedures at Traechee. Any attempt to intimidate 
  him in his office causes him to panic, screaming out warnings 
  and leaping towards a silent alarm; this raises the Alertness 
  Level by only 1, as he often overreacts when employees or 
  applicants of larger sizes enter his office too suddenly.
  Development: Listening to Brattlespring’s full orientation 
  grants the PCs a +2 circumstance bonus to Bluff or Disguise 
  checks to impersonate an employee.
  A18. heAD sCieNtist’s offiCe (CR 10)
  The double door to this room from the hallway has a 
  maximum-security lock, keyed to Quanma Ge Uliyu’s security 
  badge. Though the doors to the decontamination chamber 
  from the main lab can be opened from the other side without 
  a security badge from the main lab, the scientists bother Uliyu 
  only in emergencies.
  This pristine office shows little sign of wear on the carpet. 
  A desk with a beanbag-like executive chair occupies the 
  southwest corner, with two worn chairs for visitors in front 
  and a potted plant off to one side. A table in the southeast 
  corner of the office is covered with outdated medical and 
  scientific equipment in good condition. Modern, working 
  laboratory appliances stand ready for use on a table in 
  the northwestern corner. A closed wooden cabinet 
  stands against the northern wall. A transparent 
  aluminum double door leads north, and another 
  double door exits east.
  This office is a combination of small museum 
  to biological medical technology, meeting 
  space, archive, and personal laboratory for 
  Quanma Ge Uliyu, Traechee’s head scientist. 
  Before becoming infested, Uliyu was a collector 
  of both antique scientific and record-keeping 
  equipment. They often kept extensive personal 
  notes on magnetic-tape recording 
  devices, which were never 
  transferred onto Traechee’s 
  mainframe. The laboratory’s 
  director insisted that Uliyu 
  keep these archives secure, 
  despite not many people having the ability to access them, 
  so the barathu keeps them in the wooden cabinet, which has 
  a maximum-security lock keyed to Uliyu’s security badge. 
  The infested Uliyu doesn’t see them as worth destroying.
  Along with a portable magnetic tape player, the cabinet 
  holds over 50 tapes. A PC who succeeds at a DC 26 
  Engineering check recognizes the antiquated technology 
  and knows how to use it. Luckily, the tapes are labeled by 
  date, so the PCs can easily find the last recording Uliyu 
  made. In it, the head scientist explains that during Director 
  Volstra’s absence, they plan to meet with the representative 
  from Gamut Bio to review several prototype augmentations 
  that allegedly bolster the recipient’s immune system. Uliyu 
  plans to thoroughly test these devices in the main lab before 
  declaring them a success and mentions data from all trials will 
  be stored in the mainframe, as usual. The recording ends on 
  a trepidatious note as Uliyu expresses hope that this doesn’t 
  end like “the debacle of 291,” the last time they worked with 
  an outside contractor.
  If the PCs spend another 30 minutes combing through the 
  tapes, they can find a recording from that year where Uliyu 
  mentions that a representative from the Zeffrac Science 
  Platform has requested that Diorama R&D bioengineer an 
  unusually strong fungicide for reasons the barathu doesn’t 
  quite understand. Further entries note that the project was 
  rushed and fraught with weird incidents, such as scientists 
  experiencing periods of forgetfulness. In the end, Uliyu was 
  glad to be done with the job, though they weren’t pleased 
  with the final product.
  Creature: When the infested Jesara Hy Nevintsi arrived from 
  Gamut Bio, one of their first acts was to merge with Quanma 
  Bartet Brattlespring
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  19
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  Ge Uliyu—a common barathu greeting. Unfortunately, this 
  successfully resulted in spreading the dycepskian mycelium 
  into Uliyu, pulling the lab’s lead scientist to the fungal mass 
  mind. With the conversion of Aykins Segrue (see area A10), 
  the dycepskians are firmly entrenched in the lab’s upper 
  management, and Nevintsi was able to move on to Laoe Araae.
  Uliyu can usually be found here in their office, including 
  after regular business hours. Even before being taken over, 
  Uliyu worked almost around the clock, using their apartment 
  in the settlement for entertaining guests. Uliyu would often 
  sleep at their desk and still does, but now only in brief spans 
  of a few hours at a time. The dycepskian infection reduces 
  much of the need for rest.
  Uliyu attempts to keep up appearances, so PCs posing as 
  scientists might be able to interact with Uliyu by entering 
  through the main lab (area A12) and succeeding at a Bluff or 
  Disguise check opposed by the scientist’s Sense Motive or 
  Perception check, respectively. If Uliyu grows too suspicious, 
  they attack after telepathically warning the scientists in area 
  A12 (who activate the silent alarm, as described in that area).
  If the PCs attacked Segrue, Uliyu is aware of the PCs’ 
  presence and true intentions and attacks them on sight.
  QUANMA GE ULIYU 
  CR 10
  XP 9,600
  Agender dycepskian-infested barathu (Starfinder 
  Adventure Path #28: The Hollow Cabal 55, Starfinder 
  Alien Archive 20)
  N Large aberration (dycepskian)
  Init +6; Senses darkvision 60 ft.; Perception +19
  DEFENSE 
  HP 150
  EAC 23; KAC 24
  Fort +10; Ref +10; Will +16
  Defensive Abilities amorphous; Immunities mind-affecting 
  effects
  Weaknesses vulnerable to remove affliction
  OFFENSE
  Speed fly 30 ft. (Ex, perfect)
  Melee slam +20 (2d8+11 B)
  Space 10 ft.; Range 10 ft.
  TACTICS
  During Combat On the first round of combat, Uliyu uses 
  adaptation to gain DR 5/—. If the PCs aren’t within reach 
  of their tentacles, they change their adaptation to gain 
  15 feet of reach or a ranged attack (+18 to hit, 2d8+10 B). 
  Uliyu attacks the weakest-looking PC if possible, hoping to 
  sow chaos in their enemy’s ranks.
  Morale Uliyu fights to the death, as they have likely been 
  caught in their office and cornered by the PCs.
  STATISTICS
  Str +1; Dex +2; Con +3; Int +5; Wis +8; Cha +0
  Skills Acrobatics +19 (+27 to fly), Bluff +24, Computers +19, 
  Life Science +24, Medicine +24, Physical Science +24, 
  Sense Motive +19
  Languages Brethedan, Common; telepathy 200 ft.
  Other Abilities adaptation, combine, fungal mass mind
  Gear psychic booster, security badge
  Treasure: The antique medical and scientific equipment 
  found on the southeast table is worth 12,000 credits to a 
  collector and weighs a total of 2 bulk.
  Development: If this combat occurs within view of the 
  transparent aluminum doors to the main lab, the scientists 
  there activate the silent alarm, which summons a pair of 
  Diorama guards and raises the Alertness Level by 4.
   If Aykins Segrue is still alive when the PCs defeat Uliyu, 
  the infested verthani is aware of their condition through the 
  dycepskian fungal mass mind. The Alertness Level increases 
  by 4, and Segrue moves to investigate the barathu’s office. 
  Within 10 minutes, he arrives with two of the guards from 
  area A9. If the PCs aren’t there anymore, he tries to track 
  them down.
  A19. lobby (CR 8)
  The waterfall on the back wall is a permanent hologram 
  concealing a large closet full of office supplies, hard copies of 
  corporate manuals, and spare batteries. The front doors are 
  locked with a secure lock after normal business hours.
  Creatures: Two Diorama guards sit behind the reception 
  desk, monitoring the feeds from the building’s security 
  cameras. Unless there is a major emergency elsewhere in the 
  building, these guards remain here at their post.
  DIORAMA GUARDS (2) 
  CR 6
  XP 2,400 each
  HP 108 each (page 11)
  Treasure: The equipment in the closet is mostly useless to 
  the PCs, except for 10 spare high-capacity batteries and three 
  mk 2 serums of healing. A spare vendor key card is in the top 
  drawer of the reception desk.
  A20. DiReCtoR’s offiCe
  The double door to this room has a maximum-security lock, 
  keyed to Rel Volstra’s security badge.
  This lavish office contains a large couch, a small round 
  meeting table, and a giant oak desk with comfortable 
  leather chairs on either side. A small wet bar stands against 
  the western wall next to a small specimen of an exotic 
  Castrovelian palm tree.
  This executive office belongs to Director Rel Volstra (LN 
  female human), administrator of this facility. She maintains 
  a stocked wet bar and comfortable seating areas, only using 
  her desk when she has more involved work to do. Having 
  only been in this position for a few months, she’s still in the 
  process of settling in and hasn’t yet had time to replace her 
  20
  
  personal restroom with more appropriately sized facilities. 
  The previous director of Traechee Memorial Laboratory was a 
  dragonkin named Krelnor who mysteriously stopped coming 
  into work a few months ago and finally left the planet without 
  any explanation. Krelnor’s disappearance had nothing to do 
  with the dycepskian infiltration of the lab or the gray’s past 
  involvement with Diorama; he had merely gotten in over his 
  head with some black-market smugglers of illegal biotech and 
  decided to flee before they came collecting.
  The double door in the northern wall is a discrete entrance 
  to a personal washroom; its handles are flush with the wall 
  but aren’t hidden from sight.
  Treasure: The wet bar contains several unopened bottles 
  of rare and top-shelf liquor, worth 5,000 credits to the 
  right collector and weighing 1 bulk. Volstra is currently at 
  an offworld executive retreat, but she accidentally left her 
  security badge in her desk; a PC can locate the badge with a 
  successful DC 23 Perception check. It functions as a master 
  badge that can unlock any door or locker in the facility.
  LEAVING DIORAMA
  No matter their approach to the mission, the PCs should have 
  discovered (and likely defeated) the dycepskian hosts who 
  have infiltrated Traechee, recovered the HepatoDyne implants, 
  and learned that Jesara Hy Nevintsi has moved on to Laoe 
  Araae with some kind of plan to infest an agent of Confluence. 
  They also likely uncovered evidence linking Diorama R&D to a 
  mysterious fungicide created in the same year that the first case 
  of the Brethedan blight was documented. They probably have 
  more questions about the connection between these pieces of 
  information, and answers might be found at the hospice. 
  Unless they cause a gigantic ruckus at Traechee, the PCs 
  have the opportunity to get a full 8 hours of uninterrupted 
  rest in their settlement hideout if they need it. If the PCs’ 
  ship was disabled by Knight-Errant Krelo Danesh and they 
  haven’t yet repaired it, they have time to do that now as well. 
  However, the PCs shouldn’t feel like they should dawdle, as 
  the dycepskian threat still has the potential to expand!
  As the PCs leave Molovis with information about the 
  dycepskian plot at Laoe Araae, they are contacted again by 
  the Steward agents Xych Vorsen and Ephecta. The pair let 
  the PCs know they have arrived at the Brethedan city of 
  Trillidiem to be closer to the heroes in case of trouble, under 
  the auspices of working on a separate case. The PCs can tell 
  the agents what they know, which is greatly concerning to 
  the shirren and android. Read or paraphrase the following.
  “This is bad,” says Vorsen. “If the dycepskians can infect 
  the Confluence agent, they can spread their infection back 
  to Confluence themselves and gain direct political control 
  over both Bretheda and Liavara. I don’t need to tell you that 
  would be catastrophic.”
  Ephecta interjects, “Our one defense is that the 
  dycepskians need to stay secretive. If they attack the agent 
  outright, then Confluence won’t take them back into the 
  collective. You need to find a way to get that agent out of 
  harm’s way before the dycepskians make their move.”
  Vorsen says, “We’ll stay in Trillidiem looking for a legal 
  way to detain an agent of Confluence in case things go 
  poorly on Laoe Araae. Good luck!” 
  The Stewards aren’t able to offer any direct assistance 
  at this time, but they can answer questions the PCs might 
  have about Confluence (Starfinder Pact Worlds 123) and Laoe 
  Araae (Pact Worlds 124).
  PART 2:  
  A QUIET PLACE TO DIE
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  21
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  Quanma Ge Uliyu
  
  From Molovis, it takes 1d8 hours to reach Laoe Araae. An 
  automated message directs the PCs to land on the visitors’ 
  landing pad at the hospice’s therapy wing, where they will be 
  greeted by facility staff; touching down on the staff landing 
  pad requires a security code the PCs don’t have.
  THE PROBLEM IS THE SOLUTION
  Jesara Hy Nevintsi is aware that the PCs are on their trail, 
  so they lay a trap for their pursuers that they believe will 
  enable them to quietly infect Verifier Ki, the Confluence agent, 
  as well. Over the past few days that Nevintsi has been at 
  Laoe Araae, they have infested a number of the patients and 
  convinced a few orderlies to aid them.
  Verifier Ki arrives shortly before the PCs and is shown 
  to a private meeting room in the therapy ward, where they 
  are given some documentation about the hospice’s recent 
  efforts to peruse. Meanwhile, any non-essential staff and 
  non-infected patients are transferred to other areas of the 
  facility. When the PCs land, they are to be greeted by friendly 
  faces and allowed to speak with the Confluence agent. When 
  they reach the meeting room, the ward enters a lockdown 
  state, under the auspices of the PCs being terrorists. Nevintsi 
  will “save” Verifier Ki from the PCs, then insist they look over 
  the agent to make sure they weren’t harmed. During this 
  exam, the infested barathu plans to merge with Ki, spreading 
  the dycepskian mycelium, which should remain dormant until 
  after the agent has remerged with Confluence.
  GRAY INTERVENTION
  The grays have had a secret observation outpost attached 
  to the underside of Laoe Araae for some time to observe 
  the progress of the Brethedan blight, a disease that they 
  accidentally helped engineer. Though the original virus 
  failed to destroy the dycepskian infection, the grays are 
  taking advantage of the opportunity to learn more about 
  the unique biology of barathu adaptation. Despite their 
  scrutiny, they don’t notice the dycepskian plan to combat 
  the Brethedan blight with their own mycelium. At least, not 
  until the PCs arrive.
  All grays within the Pact Worlds have been notified about 
  the PCs’ status as an experiment whose parameters have 
  changed since their escape. When Nevintsi springs their 
  trap, the grays realize something is amiss—the PCs also wish 
  to stop the Confluence agent from being infected. The grays 
  decide that capturing both Verifier Ki and the PCs will give 
  them the most control over the situation. The grays disable 
  the PCs’ vessel and move to kidnap both the PCs and Ki, 
  planning to wipe everyone’s memories of the events. This 
  leads to a three-way confrontation during Event 5 in area B2.
  B. LAOE ARAAE THERAPY WING
  This area is just one small wing of the large hospice, 
  featuring spaces for meditation and art therapy for the 
  ailing patients, and is the first (and usually only) part of 
  the facility visitors see. While other parts of Laoe Araae are 
  dedicated to making the terminally ill barathus comfortable 
  in their last days, those who have most recently contracted 
  Brethedan blight are still mobile and try to keep themselves 
  from thinking about their impending deaths by partaking of 
  the amenities in these rooms.
  LAOE ARAAE THERAPY WING FEATURES
  The therapy wing of Laoe Araae has several common features 
  that can be assumed unless noted otherwise. 
  Atmosphere: The entire hospice is within a dome that 
  protects it from Brethedan storms. The atmosphere is normal.
  Ceilings: The ceilings here are 20 feet high to accommodate 
  barathu physiology.
  Doors: All doors are constructed from steel and are usually 
  unlocked. In fact, each door opens automatically when a 
  creature approaches it.
  Lighting: The lighting within the therapy wing is normal.
  Signs: All signs are written in Brethedan and Common.
  Walls: The walls consist of 2 inches of steel covered with 
  an inch of drywall that has been painted seafoam green. 
  Windows: The windows are constructed from 3-inch-thick 
  transparent aluminum. 
  b1. lANDiNg plAtfoRms
  Several landing platforms inside Laoe Araae’s dome can 
  support three or four Large or smaller starships. The area 
  is equipped with sound dampeners to keep the rest of the 
  hospice peacefully quiet. The entrance to the hospice proper 
  is to the south. When the PCs arrive, there are no other 
  starships parked here.
  Creatures: Automated robots with limited virtual 
  intelligence maintain the platforms; when a starship lands, 
  they secure the vessel and even refuel it if necessary. These 
  robots have been programmed to welcome visitors to the 
  hospice, directing them to the garden courtyard (area B2). The 
  robots aren’t combat capable.
  MILK RUN
  Though unlikely, it is possible that the PCs are able 
  to infiltrate the Traechee Memorial Laboratory, steal 
  the remaining HepatoDyne implants, uncover the 
  dycepskians’ plans for Laoe Araae, and then leave 
  without rousing too much suspicion or getting into 
  combat. At the very least, the PCs might avoid the 
  majority of the fights here, which will leave them sorely 
  lacking in experience for the remainder of the adventure.
  Such cleverness and ingenuity should be rewarded 
  with XP for each encounter they were able to avoid or 
  overcome using non-combat methods. For example, if 
  the PCs were able to prevent the assassin robot in area 
  A6 from deploying, award them XP as if they defeated 
  the robot in combat.
  22
  
  Development: Once the grays decide to recapture the PCs, 
  they activate long-dormant programming within the robots, 
  directing them to disable the PCs’ thrusters, which the robots 
  accomplish by removing several compression coils and a 
  gyrostabilizer chip. These parts are delivered to Observation 
  Station Zairx and will need to be retrieved by the PCs if they 
  want to leave Laoe Araae (see Part 3).
  b2. gARDeN CouRtyARD 
  The transparent walls of this courtyard reveal blue and 
  violet cloudscapes outside. Four stone pillars surround a 
  stone fountain that sprays water out of a barathu statue 
  atop the fountain’s peak. Greenery occupies the four corners, 
  and the floor is covered with artificial grass. Metal benches 
  stand against the northernmost pillars and southern wall, 
  just between two sets of double doors. Other sets of double 
  doors lead to the north and west.
  This area is often occupied by visitors who are either 
  dropping off a sick loved one or meeting with the hospice’s 
  doctors to receive bad news. When there are no visits 
  scheduled, the barathu patients are allowed to float in this 
  garden space, which is designed to provide the maximum 
  amount of emotional comfort. Hidden speakers pipe in light 
  orchestral music and the plants give off a faint lavender scent. 
  The locked southwestern double door, marked “Patients 
  and Staff Only,” leads to the hospice’s medical wing. Each staff 
  member carries a key card that unlocks the door for 1 round. 
  With a successful DC 30 Computers or Engineering check, a 
  PC can bypass the card reader or disable the lock. When the 
  hospice goes into lockdown, the key cards no longer work and 
  the DC increases by 10. These areas are beyond the scope of 
  this adventure.
  The northern double door is labeled “Landing Pads.” The 
  double door to the southeast is labeled “Arts and Crafts 
  Room.” Both areas are outside the scope of this adventure. 
  Creatures: When the PCs arrive, they are greeted by 
  Maedam, a male kasatha orderly dressed in white. While 
  not a dycepskian host, Maedam has bought into Nevintsi’s 
  lies, believing the PCs to be dangerous criminals. He feigns 
  a friendly demeanor, acquiescing to the PCs’ requests. If 
  the PCs are aggressive, this merely affirms the kasatha’s 
  suspicions. When asked to speak to the Confluence agent, 
  Maedam directs the PCs toward area B8.
  If necessary, use the stats for a Laoe Araae orderly from 
  Event 3 for Maedam. He is, in fact, one of the orderlies present 
  in that encounter. Until that time, he flees from any combat to 
  get backup from area B6.
  b3. ARts AND CRAfts Room
  Several easels stand around a raised platform in the 
  southeast corner of the room, each with a large pad of 
  paper and several pieces of charcoal. A round table in the 
  northeast is covered with various art supplies. Three large 
  cabinets stand against the western wall. Two sets of double 
  doors exit to the north and to the southwest. 
  The northern double door is labeled “Courtyard,” while the 
  other is marked “To Meditation Chamber.”
  The terminal barathus use this space for painting, drawing, 
  and other creative endeavors to keep their minds sharp and 
  their days interesting. The room is currently configured for 
  charcoal drawings of a live subject. The cabinets contain even 
  more art supplies.
  The platform hides a sealed entrance to Observation 
  Station Zairx (area C). A PC who succeeds at a DC 38 
  Perception check notices that the platform is hollow and 
  sits upon an unusual patch of metal flooring that appears 
  to be a welded-shut hatch. With 10 minutes of work and 
  a successful DC 33 Engineering check, a PC can open this 
  hatch, revealing a ladder leading down into darkness (and, 
  eventually, area C1). The grays use their phase ability to pass 
  through the platform, moving between the secret passage 
  and the room.
  Creatures: When the PCs first pass through this room, 
  they find two dycepskian-infested barathus drawing a 
  third dycepskian-infested barathu who is posing on the 
  platform. These barathus are permanent residents of the 
  facility whom Nevintsi quietly merged with to spread their 
  mycelium, in effect, curing the Brethedan blight at the cost 
  of the patient’s free will. Though it has only been a couple 
  of days, the hospice’s doctors have noted their marked 
  improvement, but have yet to call Nevintsi’s “treatment” a 
  cure. Thanks to the fungal mass mind, Nevintsi is aware of 
  the PCs’ presence when these barathus spot the group and 
  readies themself. When the emergency announcement is 
  made, these barathus float over to the garden (area B2).
  Treasure: Charcoal drawings of and by dycepskian-infested 
  barathu might be worth something to a specific type of 
  collector, but discovering such a buyer is beyond the scope 
  of this adventure.
  b4. l-shApeD CoRRiDoR
  This wide L-shaped corridor has three sets of double doors. 
  The doors to the northeast are labeled “Arts and Crafts,” the 
  doors to the west are labeled “Staff Only,” and the doors to 
  the south are labeled “Meditation Chamber.” There are two 
  other single doors, which are unlabeled.
  The western door leads to staff facilities and remains 
  locked at all times. Each staff member carries a key card 
  that unlocks the door for 1 round. With a successful DC 
  30 Computers or Engineering check, a PC can bypass the 
  card reader or disable the lock. When the hospice goes 
  into lockdown, the key cards no longer work and the DC 
  increases by 10. These areas are beyond the scope of 
  this adventure.
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  23
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  b5. JANitoRiAl supply Closet
  The door to this closet is locked, requiring a successful DC 30 
  Engineering check to open.
  The shelves here hold sponges, cloth towels, and bottles of 
  cleaning fluid, among other cleaning supplies.
  Creatures: Dr. Soqui Revus Boh Kalita (NG female kasatha) 
  wasn’t convinced of Nevintsi’s stories, so before the PCs arrived, 
  the barathu knocked out the doctor and hid her in this closet. 
  Once found and awakened, she can assist the PCs with any 
  injuries they might have, though she doesn’t follow them through 
  the facility if the dycepskians and grays haven’t yet been dealt 
  with. However, she can provide the PCs with helpful information 
  later on (see Finding the Gray Observation Station on page 29).
  b6. oRDeRly oN-CAll Room
  This long room contains six cots for orderlies to sleep between 
  shifts or while on-call. Under each cot is a set of drawers for 
  personal effects. The cabinet in the rear of the room contains 
  a handful of clean uniforms.
  Creatures: The three other kasatha orderlies who are 
  helping Nevintsi fool the PCs wait here until after the PCs 
  meet with Verifier Ki, after which they move to area B2. If 
  the PCs barge in here before that, the orderlies politely point 
  them toward their destination.
  b7. meDitAtioN ChAmbeR
  This room features several broad, tiered platforms descending 
  from the northwest corner to a large curved window on the 
  southeast corner of the room, which displays a breathtaking 
  view of the clouds. The smell of lavender pervades the air. 
  Sets of double doors open to the northwest and northeast.
  The infirm barathus often use this chamber to help feel 
  connected to Bretheda, quietly meditating while gazing out the 
  windows. Sound dampeners keep the room relatively quiet. 
  Creature: When the PCs first arrive, a dycepskian-infested 
  barathu floats near the windows, observing the cloudscape. 
  They largely ignore the PCs unless directly interacted with; if 
  forced into conversation, they only talk about the beauty of 
  the view. If asked about the Confluence agent, the barathu 
  directs the PCs to the private meeting room (area B8). 
  Nevintsi keeps tabs on the PCs’ progress through this barathu 
  thanks to the fungal mass mind. When the emergency 
  announcement is made, this barathu floats over to the garden 
  (area B2).
  b8. pRivAte meetiNg Room
  A round table in the northwest corner of the room is 
  covered with electronic medical reports and other datapads. 
  Two chairs have been pushed against the southern wall. 
  B. LAOE ARAAE THERAPY WING
  B. LAOE ARAAE THERAPY WING
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  B1
  B1
  B2
  B2
  B3
  B3
  B5
  B5
  B4
  B4
  B6
  B6
  B8
  B8
  B7
  B7
  24
  
  A large window to the east grants a view of a beautiful 
  Brethedan cloudscape.
  This chamber is often used for one-on-one therapy 
  sessions, though much of its more comfortable furniture has 
  been temporarily moved elsewhere.
  Creature: 
  Nevintsi 
  has 
  convinced 
  the 
  hospice’s 
  administration to grant this private chamber to Verifier 
  Ki, the Confluence agent, to use as a workspace. Ki is 
  unique among barathus in that they show a preference 
  for cybernetic augmentations over biotech ones. These 
  enhancements don’t interfere with the agent’s ability to 
  merge with Confluence or the quantum connection they 
  have with the Brethedan entity.
  Provided all the most recent data about the Brethedan 
  blight patients, Ki is poring over this research when the PCs 
  arrive. As Ki turns to ask them who they are, a message 
  comes over the PA system.
  “Attention Laoe Araae staff, emergency protocol one. A 
  group of bioterrorists has infiltrated the facility. They 
  have already harmed one orderly and we believe their 
  target is the visiting agent from Confluence. This is not 
  a drill.” 
  Emergency lights begin to flash. The PCs 
  have only a few moments to attempt a 
  DC 30 Diplomacy check to get Ki to trust 
  them, adjusting the agent’s starting attitude 
  to indifferent. Otherwise, Ki’s starting 
  attitude is unfriendly as they believe 
  the intercom message. Ki will follow 
  the PCs’ commands either way, acting in 
  self-preservation and transmitting a running 
  report to Confluence using the entity’s unique 
  method of quantum communication. 
  If a PC presents some hard evidence of the 
  dycepskian threat (such as a HepatoDyne implant) 
  and succeeds at another DC 30 Diplomacy check, 
  Ki’s attitude becomes friendly.
  VERIFIER KI 
  CR 7
  XP 3,200
  Agender barathu envoy (Starfinder Alien Archive 20)
  LN Large aberration
  Init +2; Senses darkvision 60 ft.; Perception +15
  DEFENSE 
  HP 100
  EAC 19; KAC 20
  Fort +6; Ref +8; Will +10
  Defensive Abilities amorphous; DR 1/—
  OFFENSE
  Speed fly 30 ft. (Ex, perfect)
  Melee slam +13 (1d8+7 B)
  Space 10 ft.; Reach 10 ft.
  TACTICS
  During Combat Ki stays out of the fray, wanting only to 
  survive. If Ki is friendly toward the PCs (see above), they 
  use their envoy improvisations to aid the PCs.
  Morale If reduced to 30 HP or fewer, Verifier Ki uses full 
  defense actions in an attempt to stay alive.
  STATISTICS
  Str +0; Dex +2; Con +0; Int +4; Wis +0; Cha +5
  Skills Acrobatics +15 (+23 to fly), Culture +15, 
  Life Science +20, Medicine +20, Sense Motive +20
  Languages Brethedan, Common; telepathy 100 ft.
  Other Abilities adaptation, combine, envoy improvisations 
  (improved get ‘em, not in the face [DC 17], quick 
  inspiring boost)
  Gear silver AbadarCorp travel suit, mk 2 serum of healing; 
  Augmentations mk 1 dermal plating, respiration 
  compounder, retinal reflectors
  Development: Once the emergency lights start flashing, 
  Laoe Araae goes into lockdown. The PCs will be unable 
  to travel to the other wings of the hospice, but they 
  will likely want to flee to their starship with Verifier Ki 
  in tow. However, Nevintsi and their infested or duped 
  allies try to stop the PCs, hoping to infect Verifier 
  Ki during the chaos or after the PCs are defeated. 
  Meanwhile, the grays are alerted to the 
  pandemonium and deploy their capture teams. 
  EVENT 3: LOSS OF COMPOSURE 
  (CR 12) 
  This event occurs as the PCs reenter area 
  B7 on their way out of the hospice.
  Creatures: Jesara Hy Nevintsi and the 
  four bamboozled kasatha orderlies confront 
  the PCs here. Nevintsi first tries to convince 
  Verifier Ki that they, as the founder of 
  Gamut Bio, can be trusted, and that the PCs 
  are unhinged fanatics. Nevintsi is happy 
  to banter with the PCs for a few moments. 
  When it becomes clear the PCs won’t listen 
  to their reasoning, Nevintsi regretfully 
  instructs the orderlies to restrain the PCs.
  A PC who succeeds at a DC 20 Sense 
  Motive check while fighting the orderlies 
  realizes that they don’t fight with the same 
  fervor as previous dycepskian hosts. That PC can 
  conclude they might only be following orders and 
  aren’t infested by the fungal menace.
  LAOE ARAAE ORDERLIES (4) CR 5
  XP 1,600 each
  Male and female kasatha
  N Medium humanoid (kasatha)
  Init +0; Perception +11
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  25
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  Laoe Araae Orderly
  
  DEFENSE 
  HP 84 EACH
  EAC 17; KAC 19
  Fort +7; Ref +7; Will +4
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +14 (1d6+10 B)
  Ranged zoologist injector pistol +11 (1d8+5 P; critical 
  injection DC +2)
  TACTICS
  During Combat The Laoe Araae orderlies attempt to grapple 
  and restrain the PCs using their binders.
  Morale A Laoe Araae orderly surrenders when reduced to 
  20 or fewer HP.
  STATISTICS
  Str +5; Dex +0; Con +2; Int +1; Wis +3; Cha +0
  Skills Acrobatics +16, Athletics +16, Culture +11, Diplomacy 
  +11, Medicine +11, Sense Motive +16
  Feats Improved Combat Maneuver (grapple)
  Languages Brethedan, Common, Kasatha
  Other Abilities desert stride, four-armed
  Gear business stationwear, zoologist injector pistolAR with 
  20 darts, mk 2 serum of healing, serum of enhancement 
  (commando), basic medkit, binders (2)
  JESARA HY NEVINTSI 
  CR 11
  XP 12,800
  Agender dycepskian-infested barathu (Starfinder 
  Adventure Path #28: The Hollow Cabal 55, Starfinder 
  Alien Archive 20)
  N Large aberration (dycepskian)
  Init +0; Senses darkvision 60 ft.; Perception +25
  DEFENSE 
  HP 170
  EAC 24; KAC 25
  Fort +10; Ref +10; Will +14
  Defensive Abilities amorphous; Immunities mind-affecting 
  effects
  Weaknesses vulnerable to remove affliction
  OFFENSE
  Speed fly 30 ft. (Ex, perfect)
  Melee slam +21 (2d10+13 B)
  Ranged barathu pellet +19 (2d8+11 B)
  Space 10 ft.; Reach 10 ft.
  TACTICS
  Before Combat Nevintsi adapts a ranged attack (as 
  presented above in their statistics) before initiating 
  the lockdown.
  During Combat Nevintsi attempts to stay out of melee 
  combat, leaving that to the orderlies. They position 
  themself in front of the meditation room’s northwestern 
  exit to keep the PCs from fleeing.
  Morale Nevintsi fights to the death, confident in the 
  dycepskian plan.
  STATISTICS
  Str +2; Dex +0; Con +5; Int +3; Wis +8; Cha +0
  Skills Acrobatics +20 (+28 to fly), Bluff +25, Diplomacy +20, 
  Life Science +25, Sense Motive +25
  Languages Brethedan, Common; telepathy 100 ft.
  Other Abilities adaptation, combine, fungal mass mind
  Development: If the PCs kill any of the orderlies (especially 
  after they surrender), Verifier Ki’s attitude shifts to unfriendly 
  toward them, no matter what it was before. The barathu 
  vocally expresses their displeasure in such an act and refers 
  to the PCs as murderers.
  EVENT 4: SHADES OF GRAY (CR 11)
  This event occurs as the PCs pass through area B3 for the 
  second time.
  Creatures: The grays have decided to capture the PCs and 
  Verifier Ki to wipe their memories of the Laoe Araae events. 
  Two members of the abduction squad are hiding within the 
  supply closets here and spring their ambush after all the PCs 
  enter the room. A PC must succeed at a DC 35 Perception 
  check to act during the surprise round.
  GRAY ABDUCTORS (2) 
  CR 9
  XP 6,400 each
  Gray operative (Starfinder Alien Archive 56)
  N Small humanoid (gray)
  Init +8; Senses darkvision 30 ft.; Perception +18
  DEFENSE 
  HP 135 EACH
  EAC 22; KAC 23
  Fort +8; Ref +11; Will +12
  Defensive Abilities evasion, phase, uncanny agility
  OFFENSE
  Speed 50 ft.
  Melee touch +17 (probe [DC 18]) or
  medium sap +17 (1d6+9 B nonlethal)
  Ranged flare compliance ray +19 (2d4+9 F nonlethal; critical 
  blind [DC 18])
  Offensive Abilities debilitating trick, sleep paralysis (DC 18), 
  trick attack +5d8, triple attack
  TACTICS
  Before Combat Each gray activates their cloaking field.
  During Combat A gray abductor attempts to incapacitate 
  the PCs with trick attacks using their flare compliance 
  ray. They stay out of melee combat, but resort to 
  wielding their saps if they have no other choice. 
  Morale If reduced to 15 HP or fewer, a gray abductor uses 
  their phase ability to retreat to their comrades’ sides in 
  area B2. 
  STATISTICS
  Str +0; Dex +6; Con +0; Int +4; Wis +3; Cha +2
  Skills Acrobatics +23, Computers +23, Medicine +18, Sense 
  Motive +18, Stealth +23
  Languages Aklo (can’t speak), telepathy 100 ft.
  Other Abilities operative exploits (cloaking field, uncanny 
  shooter), specialization (ghost)
  26
  
  Gear gray stealthsuit (functions as d-suit III), flare 
  compliance rayAR with 2 batteries (20 charges each), 
  medium sapAR 
  Development: After facing these grays, the PCs can 
  attempt to increase Verifier Ki’s attitude toward them by 
  one step, requiring a successful DC 28 Diplomacy check and 
  at least a cursory explanation of what the PCs understand 
  about the situation. If the PCs killed any of the orderlies 
  in Event 3, this check takes a –4 penalty, as Ki doesn’t 
  trust them.
  EVENT 5: GARDEN PARTY (CR 12)
  This event occurs as the PCs enter area B2 on the way back 
  to their ship.
  Creatures: The four barathu patients that Nevintsi infested 
  linger here as a last resort to stop the PCs from escaping with 
  Verifier Ki. However, half of the gray abduction team had a 
  similar idea, and now the two groups are in a standoff. The 
  PCs’ appearance precipitates a fight, as both groups want to 
  either capture or kill the PCs.
  BARATHU PATIENTS (4) 
  CR 5
  XP 1,600 each
  Agender dycepskian-infested barathu (Starfinder 
  Adventure Path #28: The Hollow Cabal 55, Starfinder 
  Alien Archive 20)
  N Large aberration (dycepskian)
  Init +0; Senses darkvision 60 ft.; Perception +17
  DEFENSE 
  HP 65 EACH
  EAC 17; KAC 18
  Fort +4; Ref +4; Will +10
  Defensive Abilities amorphous; Immunities mind-affecting 
  effects
  Weaknesses vulnerable to remove affliction
  OFFENSE
  Speed fly 30 ft. (Ex, perfect)
  Melee slam +12 (1d4+6 B)
  Space 10 ft.; Reach 10 ft.
  TACTICS
  During Combat Each pair of barathu patients 
  combines into one entity, choosing defensive 
  adaptations such as DR and energy resistance. 
  They then remain in front of the exit to the 
  landing pads, blocking the PCs from escaping. 
  They attack anyone who comes near them.
  Morale Giving their life for the dycepskian cause, 
  the barathu patients fight to the death.
  STATISTICS
  Str +1; Dex +0; Con +3; Int +2; Wis +5; Cha +0
  Skills Acrobatics +17 (+25 to fly), Bluff +17, 
  Diplomacy +12, Life Science +12, Sense Motive +17
  Languages Brethedan, Common; telepathy 100 ft.
  Other Abilities adaptation, combine, fungal mass mind
  GRAY ABDUCTORS (2) 
  CR 9
  XP 6,400 each
  HP 135 each (page 26)
  TACTICS
  During Combat The gray abductors focus their efforts on 
  knocking out the PCs first, so that they can bring them 
  back to the observation station alive. 
  Morale If reduced to 10 HP or fewer, a gray abductor uses 
  their phase ability to retreat further into the hospice and 
  regroup. At your discretion, they reappear as the PCs 
  fight other grays in area C. 
  NO ESCAPE
  Once the PCs return to their starship and try to leave Laoe 
  Araae, they immediately realize that their ship’s engines will 
  not power on. A PC trained in Engineering can immediately 
  diagnose the issue as several missing compression coils and a 
  missing gyrostabilizer chip. Further investigation reveals that 
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  27
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  Jesara Hy Nevintsi
  
  they were stolen from the starship recently and hastily. If a 
  PC takes a moment to look around, they discover that the 
  automated robots that greeted them when they landed are 
  nowhere to be seen. The PCs will have to track down their 
  missing starship parts in order to escape.
  Story Award: If the PCs keep Verifier Ki safe long enough 
  to reach their starship, award them 6,400 XP.
  Laoe Araae’s lockdown protocol won’t be lifted for several 
  hours, and authorities are likely on their way to investigate. 
  This is bad news for the PCs, who are still wanted criminals. 
  At this point, if the PCs haven’t yet found the unconscious Dr. 
  Kalita (see area B5), she emerges from the closet to assess the 
  situation. If necessary, she can provide first aid and any other 
  necessary medical procedures.
  The PCs might also gain additional information by 
  questioning Dr. Kalita. She has a few things to say about 
  Jesara Hy Nevintsi that can fill in the blanks for the PCs. Read 
  or paraphrase the following.
  “I’ve worked here for several years, tracking the progress 
  of the infection and generally making patients as 
  comfortable as possible. Everyone here deals with their 
  fate differently, but on the whole most do so calmly. They 
  know that merging with others only spreads the infection 
  further; otherwise the blight isn’t contagious. 
  “When Jesara Hy Nevintsi arrived here several days 
  ago claiming to have a cure, I was immediately skeptical, 
  even after they presented a report from Diorama R&D 
  confirming the research. The treatment described 
  seemed… vague, and Nevintsi insisted that they be the 
  only one to administer it, citing proprietary information. 
  I voiced my concerns to Laoe Araae’s board of directors, 
  but many of them were excited to try anything that might 
  cure the blight. 
  “In the end, a trial period was instituted, and four 
  barathu patients volunteered. Nevintsi performed their 
  ‘miracle cure’—in secret, I might add—and the results 
  were amazing. The next day, the blight’s symptoms had 
  receded, and the volunteers appeared to be getting better! 
  The success was reported to Bretheda, and Confluence 
  decided to send Verifier Ki here to authenticate the cure. 
  But I noticed the volunteers were acting odd. While they 
  were still quite friendly, they didn’t seem to enjoy any of 
  the usual leisure activities. It was like they were going 
  through the motions.
  PART 3:  
  POST MORTEM
  28
  
  “Hours before Ki was to arrive, I mentioned this to 
  Nevintsi. And they knocked me out and stuffed me into a 
  closet! I suppose they were a fraud after all.”
  FINDING THE GRAY OBSERVATION STATION
  The appearance of gray abductors should clue in the PCs 
  that there is more going on at Laoe Araae than even they 
  were aware of. A PC who succeeds at a DC 12 Intelligence 
  or Wisdom check realizes that the grays’ speed at entering 
  Laoe Araae so soon after the lockdown occurred means they 
  likely couldn’t have come from a ship orbiting the hospice; 
  they probably have some kind of concealed hideout nearby, 
  possibly even within the facility.
  As Dr. Kalita recovers from her traumatic experience, she 
  surveys the remains of the battle in the courtyard. Upon 
  seeing the corpses of the gray abductors, her expression 
  clouds, a hidden memory suddenly resurfacing. If the PCs ask 
  her about it (and especially if they mention grays), she shares 
  her revelation. Read or paraphrase the following.
  “I–I remember seeing them before. It was shortly after I 
  joined the staff. I can’t believe I forgot this. They… appeared 
  in the arts and crafts room. I heard a noise, turned around, 
  and they were just there. I tried to run, but they shot me 
  with something sharp; I fell to the ground, paralyzed.
  “Before I knew it, they were standing over me and I 
  was on some sort of table. I remember intense pain and 
  confusion. Then I was suddenly back in the arts and crafts 
  room, sitting in one of the chairs. I... I vaguely remember it 
  happening again about a year ago too... they took me from 
  my shuttle, I think. I’m sorry if this isn’t very helpful.”
  The PCs can scour the therapy wing to find evidence of the 
  grays, especially if they search area B3. Though the DC to find 
  the sealed hatch leading to the observation station is difficult, 
  the PCs have time to take 20 on the Perception check.
  C. OBSERVATION STATION ZAIRX
  After the accidental creation of the Brethedan blight, the 
  grays needed to know what had happened and what role 
  the dycepskians played. Through psychic manipulation of 
  Brethedan officials and Diorama R&D management, grays 
  implanted the idea of a hospice for the terminal victims of 
  the blight, and thus Laoe Araae was created. During its 
  construction, gray operatives attached a cloaked observation 
  station to the underside of the platform, nestled between 
  several of the gravitonic repulsors that keep the hospice 
  hovering within the upper clouds of Bretheda.
  Several grays are posted within Observation Station Zairx, 
  all tasked with monitoring the Brethedan blight and attempts 
  to treat it. This usually involves abducting doctors and other 
  staff from the hospice and scouring their minds for relevant 
  data. As usual, the grays erase any memories of these events. 
  Barathus are a bit too large for the grays to easily bring into 
  their small facility, so often, the grays examine the patients 
  while still within Laoe Araae, usually at night after rendering 
  much of the staff unconscious. Very infrequently, the grays 
  will seize a patient’s corpse, replacing the unfortunate barathu 
  using a replicant ooze (Starfinder Adventure Path #26: Flight 
  of the Sleepers 58), giving the impression that the barathu has 
  remarkably recovered. The grays engineer an “accident” for 
  the replacement soon after, so that the hospice doctors don’t 
  look too closely at the improvement.
  In addition to its cloaking device, the observation station is 
  slightly out of phase with the Material Plane, much like the grays 
  themselves. Even if a passing starship had the wherewithal 
  to scan Laoe Araae for anomalies, the station appears only 
  as a minor sensor malfunction before the advanced cloaking 
  device compensates, rendering the facility invisible once again. 
  Unfortunately, due to the station’s phasic shift, a gray’s phase 
  ability is less useful. While in the station, a gray cannot pass 
  through walls or material objects, but they retain their 20% 
  miss chance against attacks and effects targeting them directly 
  and take only half damage from area effects.
  As the PCs climb down the ladder from area B3, they 
  eventually reach a point where the station’s artificial gravity 
  takes over, resulting in a brief stomach-churning feeling of 
  disorientation as they feel like they are hanging upside-down 
  on a ladder. They can easily right themselves and finish the 
  brief climb up to the hatch that leads to area C1.
  OBSERVATION STATION ZAIRX FEATURES
  The grays’ observation station has several common features 
  that can be assumed unless noted otherwise. 
  Atmosphere: Nestled under Laoe Araae, the station occupies 
  the same protective dome. The atmosphere is normal.
  Ceilings: Due to the grays’ height, the ceilings here are only 
  10 feet high.
  Computers: The computers within the station store and relay 
  data in a way that transcends language, much like telepathy 
  does. A PC need not understand Aklo to glean information from 
  and manipulate computers here. Each is a tier 5 computer, 
  requiring a successful DC 33 Computers check to hack.
  Doors: All doors are constructed from steel and can be 
  opened by touching a panel set in the center (a move action).
  Gravity: The station generates its own artificial gravity, 
  though it is “upside-down” relative to Laoe Araae.
  Lighting: Grays have darkvision, so there is no artificial 
  lighting within the station.
  Walls: The outer walls consist of a thick quartz-like material 
  that is as solid as a starship bulkhead, while the interior walls 
  are 3 inches of brushed steel. 
  C1. obseRvAtioN stAtioN eNtRANCe
  This unadorned room contains only a few doors and a large 
  floor hatch. One door leads south and two doors lead east.
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  29
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  The hatch opens onto the shaft that leads to Laoe Araae. 
  The hinges on the hatch are well-used, as this is the grays’ 
  primary way of infiltrating the hospice.
  C2. memoRy lAb (CR 11)
  A metal chair faces the southwestern wall, adorned by 
  electrodes and straps and topped with a crown of wires and 
  crystals. A computer terminal stands along the southern 
  wall. A solitary door leads to the north.
  The grays use this lab for performing memory wipes on 
  Medium and smaller abductees by strapping the victim into 
  the metal chair and connecting the “crown” to their cranium. 
  This industrial memory expunger is then activated at the 
  room’s computer terminal. The procedure takes 10 minutes, 
  generally erasing the last 6 hours of the subject’s memories 
  and leaving them dazed for an hour. During that time, the 
  grays return the subject to their bed (or wherever they were 
  taken from).
  The computer terminal can be used to adjust the amount 
  of the subject’s memories that the expunger deletes, 
  from 5 minutes to 4 days. It also stores information about 
  the mindwipes performed here on dozens of Laoe Araae 
  staff and visitors, with notes that the barathu patients are 
  usually dealt with via the grays’ natural psychic abilities. A 
  PC who succeeds at a DC 33 Computers check while using 
  the computer discovers a subroutine that opens a hidden 
  compartment in the console (see Treasure).
  Creatures: Two gray abductors are here, prepping the 
  equipment for the PCs. These grays are expecting the 
  abduction team to succeed and are surprised to see the PCs. 
  They attack immediately.
  GRAY ABDUCTORS (2) 
  CR 9
  XP 6,400 each
  HP 135 each (page 26)
  TACTICS
  During Combat The gray abductors try their best to render 
  the PCs unconscious. 
  Morale These grays fight to the death, as they are unable to 
  phase through the walls of their facility.
  Treasure: A PC can spot the outline of the hidden 
  compartment in the computer console with a successful DC 
  40 Perception check. It can be opened using the computer 
  (see above) or with a successful DC 40 Engineering check that 
  takes 10 minutes. It contains a memory expunger (Starfinder 
  Alien Archive 57) and an erasure worm (Starfinder Adventure 
  Path #26: Flight of the Sleepers 45) for emergencies.
  C3. suRgeRy (CR 11)
  As the PCs enter the corridor outside this room, they can hear 
  screaming from inside.
  A medical table with bright overhead lighting occupies the 
  center of this room, alongside counters full of various medical 
  equipment and a cabinet holding an array of cybernetic 
  augmentations. A small computer terminal is built into the 
  southern counter. A single door exits to the south.
  Experiments, extractions, and implantations take place in 
  this medical lab. The tidiness and spotlessness of the room 
  starkly contrasts the horrifying procedures that take place 
  here. Though anesthetized, the unfortunate patients are often 
  awake for these procedures, strapped down and unable to 
  move. The equipment here functions as a medical lab.
  Gaining access to the computer terminal allows a PC to undo 
  the table clamps, adjust the lights, open the augmentation 
  storage cabinets, and gather information on all the grays’ 
  unwilling patients. Otherwise, the restraints on the table can 
  be disabled with a successful DC 33 Engineering check, while 
  the locked cabinet can be opened with a successful DC 30 
  Engineering check.
  Creatures: When the PCs arrive, a gray surgeon is in the 
  middle of installing a tracking probe into the body of Rialke Hest 
  (NG male human), an orderly the grays recently abducted from 
  Laoe Araae on his last day of work. The grays had abducted and 
  performed experiments on him several times during his stint at 
  the hospice and want to be aware of his further movements. 
  Hest is conscious and strapped to the table face-up, while the 
  surgeon slides a minuscule implant past his ocular nerve. A 
  stabilization arm attached to the table holds the insertion tool 
  steady, even after the surgeon lets go of it.
  Rialke Hest is a noncombatant, though if necessary, he has 
  an AC of 6 and Fortitude and Will saving throw bonuses of 
  +0; because he is fully restrained, he automatically fails any 
  Reflex saving throws. Hest perishes if he takes more than 6 
  HP of damage.
  GRAY SURGEON 
  CR 11
  XP 12,800
  Starfinder Alien Archive 56
  NE Small humanoid (gray)
  Init +7; Senses darkvision 30 ft.; Perception +20
  DEFENSE 
  HP 168
  EAC 24; KAC 25
  Fort +10; Ref +10; Will +16
  Defensive Abilities phase
  OFFENSE
  Speed 30 ft.
  Melee incapacitator +19 (3d4+9 B nonlethal; critical 
  staggered [DC 20]) or
  touch +19 (probe [DC 20])
  Offensive Abilities sleep paralysis (DC 20)
  Spell-Like Abilities (CL 11th; melee +19, ranged +21)
  1/day—overload systems (DC 20)
  3/day—deep slumber (DC 19)
  At will—caustic conversion
  30
  
  TACTICS
  During Combat The gray surgeon tries to stay out of melee 
  range and casts caustic conversion at the closest PCs. 
  If possible, they try to inflict overload systems on the 
  strongest-looking PC.
  Morale The gray surgeon fights to the death, furious that 
  the PCs disrupted their operation.
  STATISTICS
  Str +0; Dex +3; Con +0; Int +8; Wis +0; Cha +5
  Skills Computers +20, Life Science +25, 
  Physical Science +20, Medicine +25, Stealth +25
  Languages Aklo (can’t speak); telepathy 100 ft.
  Gear gray cleansuit (functions as kasatha microcord IV), 
  incapacitator with 1 battery (20 charges), black nanite 
  hypopens (3), chemalyzer, white nanite hypopens (2)
  Treasure: Among the uninstalled augmentations is a set of 
  long-range darkvision capacitors.
  Development: The PCs can either finish the implantation 
  procedure on Hest, requiring a successful DC 25 Medicine 
  check, or reverse it, which requires a successful DC 35 
  Medicine check. A PC can retry this check if they fail it by less 
  than 5, but failing by 5 or more causes 1d8 piercing damage, 
  which could kill him. The PCs can use the computer to release 
  Hest from the table; however, if they do so before removing 
  the insertion tool, Hest thrashes around in a panic and takes 
  2d8 piercing damage. Of course, the PCs could knock him out 
  first if they have the means.
  Once Hest is free, the PCs might want to erase this 
  traumatic memory from his mind using the equipment in area 
  C2. They must first succeed at a DC 30 Diplomacy check to 
  convince Hest they have his best interests in mind. In either 
  case, Hest can return to Laoe Araae via the ladder. 
  Story Award: If the PCs rescue Rialke Hest, award them 
  6,400 XP.
  C4. eNgiNeeRiNg bAy (CR 10)
  Engineering workbenches line the walls here. A set of 
  steel cabinets stands against the far southern wall, and an 
  L-shaped bench occupies the center of the room. Doors exit 
  to the west and east.
  The grays maintain their weapons, armor, and other 
  technology here.
  Creatures: Two gray engineers are here prepping 
  explosive charges to plant on the PCs’ starship. The grays 
  intend to place the PCs’ vessel in low orbit around Bretheda 
  and then fake a cascading fusion leak. The resulting 
  explosion is meant to ensure the rest of the Pact Worlds 
  think the PCs have died. If the gray engineers become aware 
  of combat elsewhere in the observation station, they spend 
  3 rounds securing their equipment before investigating 
  the commotion.
  GRAY ENGINEERS (2) 
  CR 8
  XP 4,800 each
  Gray mechanic (Starfinder Alien Archive 56)
  NE Small humanoid (gray)
  Init +4; Senses darkvision 30 ft.; Perception +16
  DEFENSE 
  HP 115 EACH
  EAC 20; KAC 21
  Fort +9; Ref +9; Will +9
  Defensive Abilities phase
  OFFENSE
  Speed 30 ft.
  Melee tactical knife +15 (2d4+8 S) or
  touch +15 (probe [DC 18])
  Ranged reality pistol +17 (1d10+8 E; critical confuseAR [DC 18])
  Offensive Abilities overload (DC 18), sleep paralysis (DC 18)
  TACTICS
  During Combat The gray engineers order their drones into 
  melee combat while shooting at the PCs with their pistols 
  set to stun. During the second or third round, each gray 
  engineer activates their energy shield, choosing to gain 
  resistance 5 to a type of energy favored by the PCs.
  Morale After one of the gray engineers is killed, the other 
  retreats to area C5 to release the dormakhabu. They 
  then flee to Overseer Gyru’s side, where they fight to 
  the death.
  STATISTICS
  Str +0; Dex +4; Con +2; Int +6; Wis +0; Cha +0
  Skills Acrobatics +21, Computers +21, Engineering +21, 
  Physical Science +21, Sense Motive +16, Sleight of Hand 
  +16, Stealth +21
  Languages Aklo (can’t speak), telepathy 100 ft.
  Other Abilities artificial intelligence (drone), expert rig 
  (engineering kit), mechanic tricks (energy shield [14 HP], 
  repair drone, resistant energy), miracle worker 1/day, 
  remote hack (DC 18)
  Gear gray cordsuit (functions as d-suit II), reality pistol 
  (Starfinder Adventure Path #26: Flight of the Sleepers 
  45) with 2 high-capacity batteries (40 charges each), 
  tactical knife
  GRAY ENGINEER’S DRONES (2) 
  CR —
  N Small construct (technological)
  Senses darkvision 60 ft., low-light vision; Perception +13
  DEFENSE 
  HP 80 EACH
  EAC 18; KAC 20
  Fort +6; Ref +7; Will +3
  Defensive Abilities unflankable; Immunities construct 
  immunities
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee tactical retractable spike +15 (1d4+9 P)
  STATISTICS
  Str +3; Dex +5; Con –; Int +0; Wis +2; Cha +0
  Skills Athletics +13 (+21 to climb), Stealth +18
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  31
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  Other Abilities drone mods (reactive camouflage), reduced 
  actions (Starfinder Alien Archive 138), unliving
  Gear tactical retractable spikeAR
  Treasure: Among many pieces of half-built or half-repaired 
  (and therefore useless) pieces of gray technology in the 
  cabinets, the PCs find a working reality rifle (Starfinder 
  Adventure Path #26: Flight of the Sleepers 45) and 
  40,000 UPBs.
  Development: A PC who succeeds at a DC 30 Perception 
  check finds their ship’s missing compression coils on one of 
  the workbenches.
  C5. CoNtAiNmeNt Cell (CR 11)
  A brilliant violet force field covers the eastern wall of this 
  room, obscuring anything beyond. Control terminals on the 
  north and west walls blink serenely while a solitary cabinet 
  occupies a small nook on the eastern side of the room. Doors 
  exit to the north and west.
  The grays use the high-tech cell here to confine dangerous 
  creatures or individuals encountered in the course of their 
  observations. The opaque force field prevents observers from 
  seeing or hearing anything in the cell.
  Gaining access to the computer terminal allows a PC to 
  raise or lower the cell’s force field, open the cell’s exterior 
  hatch, monitor the vitals of the cell’s inhabitants, or activate 
  or disable the auditory suppression system (see Hazard). 
  Otherwise, the PCs can disable the forcefield with a successful 
  DC 33 Engineering check.
  Hazard: The room is equipped with an auditory suppression 
  system in case of a cell breach. It automatically activates if 
  the force field is disabled. Though the system operates at a 
  frequency that grays cannot hear, a PC must succeed at a 
  DC 20 Fortitude save each round save or become staggered 
  for 1 round. The dormakhabu is particularly vulnerable to 
  this frequency and becomes dazed for 1 round if it does 
  not succeed at a DC 20 Fortitude save each round. Once a 
  creature successfully saves against the signal, they become 
  immune to it for 24 hours.
  Creature: Several months ago, a mobile gray team was 
  attacked by a dormakhabu, an aberrant predator that 
  seems fixated on destroying grays. Always interested in 
  scientific inquiry, the grays captured the dormakhabu 
  instead of killing it, dropping it off at Observation Station 
  Zairx for further study. Not much progress has been made 
  on dormakhabu research since then, as Overseer Gyru 
  believes her subordinates’ time is better spent on their 
  original mission.
  C.OBSERVATION 
  C.OBSERVATION 
  STATION ZAIRX
  STATION ZAIRX
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  C3
  C3
  C7
  C7
  C1
  C1
  C2
  C2
  C4
  C4
  C5
  C5
  C8
  C8
  C10
  C10
  C9
  C9
  C6
  C6c
  C6
  C6b
  C6
  C6a
  C11
  C11
  C11
  C11
  SIDE VIEW
  SIDE VIEW
  LAOE ARAAE PLATFORM
  LAOE ARAAE PLATFORM
  32
  
  The dormakhabu paces back and forth behind the force 
  field, waiting for the chance to be freed and consume its 
  captors. If released, it stalks any living prey in the station.
  DORMAKHABU 
  CR 11
  XP 12,800
  HP 180 (page 55)
  TACTICS
  During Combat The dormakhabu initiates combat by 
  unleashing a telepathic howl, then attacks the closest 
  target with its tentacle. Against grabbed creatures, the 
  dormakhabu uses its bite attack.
  Morale If reduced to 30 HP or fewer, the dormakhabu flees.
  C6. poWeR CoRe
  A huge transparent aluminum tube stretches from floor to 
  ceiling here, an undulating sphere of black ooze suspended 
  within. Flat metal discs on the walls project an eerie white 
  light. The only exit is a corridor to the west.
  The grays of Observation Station Zairx rely on a 
  semi-experimental dark matter-based power core to keep 
  the facility running. The metal discs project a combination of 
  coolant and gravitons that keep the sphere of refined dark 
  matter stable and contained while also creating an ionized 
  conduit of particles for energy to be absorbed and transmitted 
  to the rest of the station. 
  While attempting to interact directly with the power core 
  is dangerous (see Hazard below), the PCs can discover three 
  power distribution nodes (marked C6a, C6b, and C6c) within 
  nearly hidden cabinets (each of which requires a successful DC 
  30 Perception check to find). A PC can disable a node with a 
  successful DC 33 Engineering check; a PC who fails this check 
  by 5 or more takes 3d6 electricity damage from the wiring. 
  The node at C6a powers areas C2, C4, and C5; disabling this 
  node shuts down computer consoles and other equipment 
  and disables the force field and the auditory suppression 
  system in C5. 
  The node at C6b powers areas C1, C3, and C7; disabling this 
  node shuts down the computer console, medical equipment 
  and restraints in C3, as well as the rejuvenation chambers 
  in C7. 
  The node at C6c sends power to areas C8, C9, C10, and 
  C11; disabling this node shuts down the computer consoles 
  and other equipment in C8, C9, and C10 (area C11 has a 
  backup generator to power its consoles), as well as the ooze 
  containment system in C8.
  Hazard: A creature that steps into the white light (which 
  includes any space adjacent to the tube) takes 3d6 cold and 
  bludgeoning damage per round from the stream of coolant 
  and gravitons. If a creature were to break the tube and touch 
  the dark matter, they would take 10d6 acid and cold damage 
  per round of contact.
  C7. ReJuveNAtioN ChAmbeR
  Transparent tubes line the north and south walls of this wide 
  hall, each with a mirror-like pad on the floor and bright lamp 
  shining down. Consoles occupy each corner. Double doors 
  exit to the east and west.
  The grays use this chamber to rejuvenate their bodies 
  by stepping into the tubes and allowing the bright light 
  to suffuse their bodies. Over the course of 10 minutes, a 
  gray’s wounds are healed, and their body becomes rested 
  as if they had spent 8 hours sleeping. The chambers are 
  configured for gray physiology and cause significant damage 
  to non-gray creatures that try to use them (see Hazard). A 
  PC can reconfigure a single chamber by accessing one of the 
  room’s terminals and succeeding at a DC 38 Medicine check. 
  This allows a specific non-gray creature to use one of the 
  tubes, which restores 6d6 HP and alleviates the fatigued and 
  exhausted conditions. Such a creature can use a tube only 
  once per day.
  Hazard: A non-gray creature who enters a tube that hasn’t 
  been reconfigured feels significant pain and is dealt 12d6 
  damage at the end of a round, after which the tube reopens.
  C8. ooze fouNDRy AND stoRAge (CR 9)
  Two giant vats of taupe and green slime take up the majority 
  of space in the eastern section of this laboratory. There is a 
  computer terminal on the southern wall, and a door exits to 
  the west.
  This facility is where the grays create and store replicant 
  oozes (Starfinder Adventure Path #26: Flight of the Sleepers 
  58), which they use to replace abductees who accidentally 
  perish. They then go on to engineer “accidents” for these 
  replacements, as they are unsustainable in the long run. 
  Gaining access to the terminal enables a PC to monitor the 
  ooze creation process, release a completed ooze, or flush a 
  failed experiment into the Brethedan atmosphere. The records 
  indicate that only one replicant ooze has been created in the 
  past few months; the goo within the vats is currently inert.
  Creatures: A gray ooze wrangler’s job is to maintain this 
  chamber and the oozes it produces. While the foundry mainly 
  produces replicant oozes, the ooze wrangler keeps a pair 
  of assembly oozes stored in ooze stasis flasks (Starfinder 
  Adventure Path #26: Flight of the Sleepers 45) for emergencies.
  Earlier in the day, the ooze wrangler decanted a replicant 
  ooze to consume and take the place of a deceased Laoe 
  Araae barathu patient. The ooze wrangler is prepping the 
  replacement when the PCs infiltrate the station. If the 
  ooze wrangler knows the PCs are nearby (likely through 
  a telepathic warning from fellow grays or the sounds of 
  combat), the ooze wrangler cooks up a plan to trick the PCs 
  with their newest creation.
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  33
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  GRAY OOZE WRANGLER 
  CR 7
  XP 3,200
  Starfinder Alien Archive 56
  NE Small humanoid (gray)
  Init +4; Senses darkvision 60 ft.; Perception +14
  DEFENSE 
  HP 90
  EAC 18; KAC 19
  Fort +6; Ref +6; Will +12
  Defensive Abilities phase
  OFFENSE
  Speed 30 ft.
  Melee touch +11 (probe [DC 17])
  Ranged flare compliance ray +13 (2d4+7 F nonlethal; critical 
  blindAR [DC 17])
  Offensive Abilities sleep paralysis (DC 17)
  Spell-Like Abilities (CL 7th; ranged +13)
  1/day—charm monster (DC 20), displacement
  3/day—invisibility, mind thrust (2nd level, DC 19), mystic 
  cure (2nd level), see invisibility
  At will—detect thoughts (DC 18), mindlink (DC 18)
  TACTICS
  Before Combat If she hears the sounds of combat 
  from elsewhere in the facility, or gets a 
  telepathic warning from the other grays, the 
  gray ooze wrangler casts invisibility on herself 
  and directs the replicant ooze to call for help.
  During Combat The gray ooze wrangler tries to 
  keep her distance from a fight, casting mystic cure 
  on the replicant ooze to keep it healthy. When 
  the replicant ooze reverts to its ooze form, the 
  gray throws one of her ooze stasis flasks 
  (which causes the wrangler to become 
  visible) and casts displacement on 
  herself. She casts charm monster 
  on a still-standing PC once all her 
  oozes are defeated.
  Morale The ooze wrangler fights 
  to the death, knowing 
  the PCs could disrupt the 
  grays’ plans.
  STATISTICS
  Str +0; Dex +0; Con +0; Int +2; Wis +5; 
  Cha +4
  Skills Diplomacy +14, Life Science +19, 
  Mysticism +19
  Languages Aklo (can’t speak), telepathy 
  100 ft.
  Other Abilities ooze savant
  Gear gray cordsuit (functions as 
  d-suit II), flare compliance 
  rayAR with 1 battery (20 
  charges), ooze stasis 
  flasks (2, Starfinder 
  Adventure Path #26: 
  Flight of the Sleepers 45) each containing an assembly 
  ooze (Starfinder Alien Archive 16)
  SPECIAL ABILITIES
  Ooze Savant (Su) Grays with this rare ability can 
  telepathically communicate with oozes. They ignore the 
  mindless trait of oozes and treat all oozes as if they had 
  an intelligence modifier of at least –5, allowing them to 
  use skills like Diplomacy and Intimidate to change an 
  ooze’s attitude. An ooze’s starting attitude toward a gray 
  with this ability is indifferent.
  REPLICANT OOZE 
  CR 7
  XP 3,200
  Starfinder Adventure Path #26: Flight of the Sleepers 58
  N Large ooze (shapechanger)
  Init +2; Senses blindsight (vibration) 60 ft., sightless; 
  Perception +15
  DEFENSE 
  HP 100
  EAC 19; KAC 20
  Fort +12; Ref +4; Will +4
  Immunities ooze immunities
  OFFENSE
  Speed 20 ft.
  Melee slam +15 (1d8+11 B)
  Space 10 ft.; Reach 10 ft.
  TACTICS
  Before Combat The shapechanged replicant ooze 
  calls out for help, trying to lure the PCs into this 
  room. It maintains its disguise as an ill barathu 
  until most of the PCs are in the room, 
  then attacks.
  During Combat The replicant ooze 
  uses full attacks against the 
  toughest-looking PC.
  Morale The replicant ooze fights until destroyed.
  STATISTICS
  Str +4; Dex +2; Con +5; Int —; Wis 
  +0; Cha +0
  Skills Athletics +15, Bluff 
  +20, Disguise +20, Sense 
  Motive +20, Stealth +15
  Languages Aklo (can’t speak 
  any language)
  Other Abilities mimic corpse, 
  mindless
  SPECIAL ABILITIES
  Mimic Corpse (Ex) See page 58 of 
  Starfinder Adventure Path #26: 
  Flight of the Sleepers
  C9. AstRoNomy lAb
  A large holographic astrolabe in the 
  eastern half of this room draws the eye, 
  Gray ooze wrangler
  34
  
  with silvery threads of light depicting the paths of celestial 
  bodies. A small cage sits atop the computer terminal in the 
  corner. A door exits west.
  Though not their main mission, the grays perform 
  astronomical research here, focusing on the paths of 
  Bretheda’s many moons. Overseer Gyru uses this lab more 
  than any other gray in the observation station. The computer 
  terminal contains the data Gyru has collected over the years, 
  most of which is esoteric and likely of no interest to the PCs.
  Creature: The cage contains a live vorac (Starfinder Alien 
  Archive 3 146), an eyeless, six-winged avian that Overseer 
  Gyru captured last year on a trip to one of Bretheda’s moons to 
  confirm one of her hypotheses about its orbit. Lately, though, 
  Gyru has neglected the pet. A PC might gain the creature’s 
  trust by feeding it. Though omnivores, voracs prefer to eat 
  large insects or small reptiles. A PC who succeeds at a DC 28 
  Survival check can improve its attitude to friendly; feeding 
  it grants a +2 circumstance bonus to the check. Once the 
  vorac is at least friendly, a PC can bond with it as a 12th-level 
  creature companion (Alien Archive 3 138).
  C10. bACkup DAtA stoRAge
  A huge bank of computers occupies this small room at the 
  end of a long hallway. Lights flash and internal systems hum 
  within the bank, but there appears to be no way to access it. 
  The grays back up the data they have collected about Laoe 
  Araae here. The various computer consoles around the station 
  routinely copy their data onto this server via a wireless 
  intranet. There is no access terminal, but a PC who succeeds 
  at a DC 33 Computers or Engineering check can hook up a 
  datapad or similar device to the server in a process that takes 
  10 minutes. A PC can then attempt a DC 35 Computers check 
  to access the data within; unlike the consoles in the station, 
  the server doesn’t have telepathic capability, so a PC must be 
  able to read Aklo to attempt this check.
  The information stored here dates back to the construction 
  of Laoe Araae and the observation station. While it could fill 
  the PCs in on any facts about this adventure they have yet 
  to learn and provide answers to some of the hospice’s staff 
  and patients’ families, it bears no relevance to the rest of 
  the campaign.
  C11. CommAND CeNteR (CR 13)
  The command center can be entered only by using the 
  teleportation circle in the hallway outside of area C8; a PC 
  who succeeds at a DC 25 Engineering check understands the 
  purpose of the teleportation circle. A creature who steps on 
  a teleportation circle is immediately transported to a random 
  unoccupied square adjacent to its coupled circle as dimension 
  door (immediately ending its turn). The hallway teleportation 
  circle is coupled to the eastern circle in area C11. 
  The transparent ceiling of this domed chamber rises to thirty 
  feet at its apex and offers a spectacular, if inverted, view 
  of the Brethedan cloudscape. Ten feet up, a transparent 
  balcony stretches nearly all the way around the room’s 
  circumference. Two black circles are etched into the floor, 
  with a matching circle on the balcony. Consoles stand 
  against the northern and southern walls.
  This area functions as a command center for the entire 
  observation station. Its teleportation circles work in the same 
  fashion as described above. The eastern teleportation circle is 
  the chamber’s exit, while the western circle transports users 
  up to the balcony.
  The computers terminals here contain all the information 
  found on the rest of the facility’s computers, plus an overview 
  of Observation Station Zairx’s main mission: to observe the 
  progress of the Brethedan blight and its victims. Once the 
  self-destruct sequence has been initiated (see below), it can’t 
  be stopped, but a PC who has access to a terminal can attempt 
  a DC 33 Computers check to delay the sequence for 1 minute; 
  this check can only be attempted once. 
  Creatures: Overseer Gyru, the gray in control of Observation 
  Station Zairx, stands on the balcony, perusing a datapad and 
  looking out on the clouds of Bretheda. Over the years at her 
  post, Gyru has come to use this view as a way to focus her 
  thoughts. A single gray abductor monitors the station via 
  the consoles.
  When the PCs appear within the command center, Gyru 
  realizes that her time as overseer is likely at an end. As is 
  protocol, Gyru telepathically commands the abductor to 
  initiate a self-destruct sequence that will detach the station 
  from Laoe Araae and overload the dark matter core, ensuring 
  gray data and equipment cannot be salvaged. This sequence 
  takes 4 minutes to complete, plus 1 additional minute for 
  each power relay the PCs disabled (see area C6). A telepathic 
  countdown in Aklo begins immediately. If no PCs understand 
  Aklo, one of them can recognize the messages as a countdown 
  with a successful DC 12 Intelligence or Wisdom check.
  GRAY ABDUCTOR 
  CR 9
  XP 6,400
  HP 135 (page 26)
  TACTICS
  During Combat Even now, the gray abductor tries to knock 
  out the PCs with nonlethal damage.
  Morale The gray abductor fights to the death, standing 
  with their overseer. 
  GYRU 
  CR 12
  XP 19,200
  Female gray witchwarper (Starfinder Alien Archive 56, 
  Starfinder Character Operations Manual 60)
  NE Small humanoid (gray)
  Init +4; Senses darkvision 60 ft.; Perception +22
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  35
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  DEFENSE 
  HP 170 RP 8
  EAC 25; KAC 26
  Fort +11; Ref +13; Will +13
  Defensive Abilities phase
  OFFENSE
  Speed 30 ft., fly 60 ft. (average)
  Melee touch +19 (probe [DC 21])
  Ranged globe binding blaster +21 (2d6+12 B; critical bindAR 
  [DC 21])
  Offensive Abilities sleep paralysis (DC 21)
  Witchwarper Spells Known (CL 12th)
  4th (3/day)—cosmic eddy (DC 23), greater invisibility
  3rd (6/day)—displacement, explosive blast (DC 22), flight, 
  haste
  2nd (at will)—force blast (DC 21), slice realityCOM (DC 21)
  TACTICS
  Before Combat Knowing the PCs are coming, Overseer 
  Gyru casts displacement and flight on herself just before 
  the PCs arrive.
  During Combat If Gyru hasn’t already given the command, 
  she telepathically commands the abductor to initiate the 
  station’s self-destruct while casting haste. Gyru then 
  casts greater invisibility on herself and uses infinite 
  worlds to shape the battlefield to her whims while 
  staying out of the fray. When her ally has been defeated, 
  she starts using her damaging spells against the PCs.
  Morale Gyru fights to the death, accepting that mutual 
  destruction is the only way to keep her secrets safe.
  STATISTICS
  Str –1; Dex +4; Con +0; Int +5; Wis +0; Cha +8
  Skills Diplomacy +27, Life Science +22, Mysticism +27
  Languages Aklo (can’t speak), telepathy 100 ft.
  Other Abilities alternate outcome (2/day), infinite worlds 
  (3/day, 220 ft., 12 rounds), paradigm shifts (dart aside, 
  magic deletion [SR 24])
  Gear gray overseer’s robes (functions as platinum 
  AbadarCorp travel suit), globe binding blaster (Starfinder 
  Adventure Path #26: Flight of the Sleepers 45) with 2 
  high-capacity batteries (40 charges each), gyrostabilizer 
  chip, overseer’s datapadAR (tier 4, hardened, 
  miniaturization 4, range III [planetwide])
  Development: Overseer Gyru’s datapad holds a copy of 
  the station’s most recent set of data, including messages 
  from Mysteriarch Zaxo about the PCs. See Concluding the 
  Adventure for details.
  After the PCs defeat Gyru and retrieve their gyrostabilizer 
  chip, they need to escape the observation station’s imminent 
  self-destruction. On their way back to area C1, they encounter 
  any grays they haven’t already defeated, who are also fleeing 
  toward the hospice. At the end of the self-destruct sequence, 
  the observation station detaches from the underside of 
  Laoe Araae as the dark matter core overloads. The station 
  becomes completely out of phase with the Material Plane 
  as it plummets into Bretheda’s atmosphere. Moments later, 
  it implodes silently. Anyone watching might mistake it for an 
  unusual bit of turbulence in the gas giant’s atmosphere.
  If the PCs are still within the station when this happens, 
  they are obliterated, barring a miracle.
  Returning to Laoe Araae, the PCs can repair their starship 
  and check in with Verifier Ki. The barathu, who now realizes 
  the PCs have been telling the truth, thanks them for ensuring 
  they weren’t infested, and volunteers to speak to the 
  Stewards and the media on their behalf. Ki also states that 
  they have already passed the PCs’ story along to Confluence 
  in the hopes that it will help the PCs clear their names. The 
  barathu is scheduled to be picked up by an official Brethedan 
  overseer gyru
  CONCLUDING 
  THE ADVENTURE
  36
  
  government transport shortly and doesn’t leave Laoe Araae 
  with the PCs.
  The PCs also have time to investigate Overseer Gyru’s 
  datapad. If the PCs did not retrieve it, a rescued Rialke Hest 
  can fill the PCs in on the facts below, having overheard 
  them after being abducted. Alternatively, the Stewards Xych 
  Vorsen and Ephecta can contact the PCs with information 
  they intercepted from encrypted transmissions emanating 
  from Absalom Station.
  Gyru’s datapad uses a standard interface consistent with 
  Pact Worlds technology, though in Aklo. A PC can unlock the 
  datapad with a successful DC 32 Computers check. The largest 
  collection of files is in a folder marked “Project Laoe Araae 
  Background.” The reports within date back to 290 AG and 
  detail the gray’s first suspicions about “unknown agents” on the 
  Zeffrac Science Platform. After several months of observations, 
  gray operatives learned about the “fungal infestation” of the 
  Wise Council, naming it as “dycepskian influence.” The records 
  go on to explain the eventual accidental creation of the 
  Brethedan blight as described in the Adventure Background, the 
  construction of Laoe Araae, and the deployment of Observation 
  Station Zairx shortly before any patients were transferred 
  to the hospice. The final memo notes Gyru’s appointment as 
  overseer of the facility. Use this information to fill the PCs in on 
  any facts they might have missed so far.
  In addition, communication logs show messages from 
  Absalom Station regarding the PCs’ escape during the attack on 
  Outpost Omicron. The grays’ standing orders are to observe and 
  record the PCs’ actions should they come within the purview 
  of any current gray post; they are not to be recaptured unless 
  unusual circumstances dictate otherwise. These messages 
  come from someone named Mysteriarch Zaxo and include 
  dossiers on each PC. Each profile is accompanied by a picture 
  and brief biography of the individual the PC is a clone of, one of 
  whom is a member of the Pact Council named Erem. This record 
  is marked “For replacement of reptoid agent.”
  The final outgoing message is from Overseer Gyru to 
  Mysteriarch Zaxo, explaining the situation on Laoe Araae and 
  her intent to reabduct the PCs in the wake of the “ambush 
  perpetrated by the dycepskian menace.” Gyru wants to know 
  why and how the PCs became entangled with the dycepskians 
  and plans to scour their minds for that information. She 
  assures Zaxo that “memory expungement protocols” will 
  be followed for the hospice’s staff and patients since the 
  abduction will likely be “unfortunately chaotic.”
  Gyru’s datapad is the first solid evidence the PCs have that 
  they are clones, and if they relay it to Vorsen and Ephecta, the 
  Steward agents are understandably flabbergasted (though 
  Vorsen seems oddly thrilled as well). The two are also stunned 
  by the information about a member of the Pact Council being 
  a reptoid, and ask the PCs to meet them at Absalom Station 
  to expose the impostor and clear the PCs of the false charges 
  circulating against them, leading to the concluding adventure, 
  “Puppets Without Strings”!
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  37
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  
  38
  “I’ll be the first to admit, we kind of take them for granted. 
  They’re from here in the system, they’re members of the 
  Absalom Pact, they aren’t undead or AIs. But they’re 
  weirder than you realize. They’ll change right in front of 
  you like it’s nothing, growing legs to walk around or extra 
  eyes to see with, or a bunch of them’ll join together and now 
  you’re suddenly talking to someone completely different. 
  Sure, they don’t have genders, but whatever—half the 
  time they don’t even have names. Good luck explaining 
  why that confuses you.”
  —Kedri Shalannic, senior Starfinder agent, to junior 
  agents en route to Trillidiem
  THE CUSTODIANS OF BRETHEDA
  
  39
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  BARATHUS
  Long before recorded history, single-celled organisms 
  floating in the stormy skies of a turbulent gas giant took an 
  evolutionary leap forward. They joined together, forming a 
  new being that was larger, more adaptable, and more capable 
  than they had been independently. Changes like this had 
  taken place on thousands of worlds before, but in Bretheda’s 
  churning clouds, the new organisms retained a fragment of 
  their original autonomy and function. Where other lifeforms 
  amassed more and more cells, growing larger and becoming 
  more specialized as individual creatures, the Brethedan cells 
  retained the ability to join together and draw apart again, 
  gaining the advantages of both forms.
  Millions of years later, these beings, called barathus, 
  still exhibit this peculiar evolutionary adaptation, which 
  has become a cornerstone of their physiology, outlook, and 
  society. Barathus have a second noteworthy, and possibly 
  related, biological adaptation as well: the ability to edit their 
  own genetic code at will, giving them extreme flexibility. 
  The link between these two traits is unclear: no one knows 
  which came first or if one resulted from the existence of the 
  other. Combined, these abilities make barathus one of the 
  most adaptable species in the galaxy. 
  OUT OF MANY, ONE
  When two or more barathus merge, the result is more 
  than mere telepathic collaboration. This conjoining 
  results in a fundamentally different being with a single, 
  independent consciousness and personality; they become, 
  in effect, a new person. This new entity commands the 
  combined mental and physical prowess of all components, 
  including their knowledge and memories. This can provide 
  a significant advantage, whether the barathus are trying 
  to escape a hungry nuru worm or design a more efficient 
  starship thruster. There is no limit to how many barathus 
  can join together in this way—indeed, Bretheda is home 
  to numerous entities who consist of hundreds or even 
  thousands of merged barathus, many with significant 
  political or economic influence. In these large entities, the 
  new consciousness becomes relatively stable, remaining 
  intact even if individual barathus join or leave the entity.
  When the external stimulus that prompted barathus 
  to merge has passed, the entity usually disbands, 
  leaving the component barathus to resume their 
  individual lives. Each component recalls its time as part 
  of the larger collective, though because these memories 
  were formed within a powerful combined intellect, they're 
  somewhat limited by the individual barathu’s mental 
  faculties. Some barathus have compared their memories 
  of a merge to a highly compressed video feed, wherein the 
  overall memory is hazy or filled with static, so details are 
  hard to make out. These memories do include a portion 
  of the knowledge and memories of the other component 
  barathus, since the combined entity had all these thoughts 
  at their command, but these recollections are secondhand 
  and even less distinct. 
  Barathus reproduce by budding, a process similar to 
  cellular reproduction, but on a much more complex scale. 
  A barathu’s ability to rewrite their own genetics ensures 
  biological diversity and repairs any damage to their genetic 
  code, so sexual reproduction with another barathu is 
  unnecessary and ultimately less advantageous than simply 
  budding offspring from themselves. A barathu with sufficient 
  resources and an inclination to reproduce generates an 
  excess of tissue and genetic material, which eventually 
  separates from the parent and becomes autonomous. These 
  resultant “early stage” barathus can modify their bodies just 
  as adults can, often merging with one or more adult barathus 
  for protection even though they have little experience or 
  knowledge to offer. A young barathu controls their own 
  growth, but they still take about a year after budding to 
  
  40
  reach the size of an adult. Barathus judge psychological 
  maturity in terms of experience, so a year-old barathu who 
  has lived through very interesting circumstances might be 
  considered an adult, while a barathu who has been sheltered 
  for decades might still be considered a child.
  UNLIMITED ADAPTATIONS
  While every species naturally adapts to its environment, 
  few can compare to barathus’ ability to modify their 
  physical bodies. By altering their genetic code, they produce 
  a boggling array of materials that can be incorporated into 
  their physiology. In the early development of the species, 
  this allowed them to manifest armored plating to defend 
  against predators, spiny protrusions to hunt prey, and 
  grasping appendages to manipulate the world around them. 
  Today, barathus apply their unique physiology to 
  manufacture tools, industrial chemicals, medical serums, 
  biotech augmentations, and more. A barathu’s ability to 
  produce a material or component is limited only by their 
  knowledge of the substance they wish to produce and the 
  availability of the required elements in or near the barathu’s 
  body. Merging allows several barathus to combine their 
  mental prowess and collected resources, so combined 
  entities can often produce larger and more complex 
  objects. Barathus looking to overcome a shortage of some 
  required element might seek to hire or collaborate with 
  another barathu that has already acquired or ingested more 
  rare materials.
  Barathus’ ability to edit—and thus repair—their own 
  genetic code means they don’t age as most biological 
  creatures do. Instead, age deteriorates a barathu’s 
  memory. As an individual barathu accrues more and more 
  memories, many hazy and vague from repeated merging and 
  disbanding, their psyche begins to falter. As a side effect 
  of this mental failure, the barathu can no longer effectively 
  adapt and maintain their genetic code. Most barathus at this 
  stage of life choose to contribute their physical forms and 
  lifetime of experiences to one of the planet’s permanently 
  combined entities, but a few choose to remain apart instead, 
  allowing their bodies and memories to fade in tandem.
  SOCIETY IN THE SKIES
  Given that most barathus alternate between existing 
  as a single identity and combining to form various new 
  consciousnesses, the concept of “self” is somewhat foreign 
  to them, and members of other species often struggle to 
  understand the nuances of barathu identity. Individual 
  barathus explain their perspective differently; some feel 
  they only exist as an individual when they’re outside of a 
  merged unit. When merged, another creature exists, and an 
  individual barathu recalls that existence as belonging to a 
  different entity. Other barathus apply the concept of “self” to 
  every consciousness they have ever participated in, referring 
  to all such entities in the first person. Still others describe 
  each transition between single barathu and collective as the 
  beginning of a new identity. 
  Similarly, barathus don’t normally have names for 
  themselves. Their powerful telepathy makes verbal 
  designations unnecessary, and their frequent merging 
  creates so many unique personalities that naming them all 
  would be a terribly inefficient practice. But barathus working 
  with members of other species have long understood the 
  challenge this presents, and many have adopted names 
  solely for the convenience of others. These names are 
  more akin to titles, describing a barathu’s role as others 
  are likely to encounter them; an additional tag within the 
  name clarifies an individual barathu’s relationship to larger 
  collective individuals. Barathus living entirely among other 
  cultures adopt more personal names, though these names 
  have no consistent conventions. A barathu might borrow the 
  name of an admired individual or legendary hero, choose a 
  random collection of sounds or gestures they find pleasing, 
  or accept a name given to them by a friend.
  All these unusual distinctions are little talked about 
  among barathus, of course, who find their unique nature 
  quite ordinary. In contrast, barathus struggle to understand 
  the isolation of individuals who can only communicate 
  with others through touch, spoken words, or rare or 
  limited telepathy. Many barathus view other species with a 
  combination of pity and condescension. 
  Due to their adaptability and connectivity, barathus were 
  among the least distressed of all the Pact Worlds species 
  at the end of the Gap. The significance of the Gap was 
  not lost on them, but there were few societal disruptions; 
  as other cultures fell into chaos and disarray, barathus 
  simply moved forward. Barathus are constantly creating 
  and ending individual consciousnesses, and they’re used to 
  memory lapses, so waking from the Gap wasn’t an entirely 
  foreign experience. Many barathus likened the experience to 
  disbanding from a particularly large and long-lasting merge. 
  Barathu politics and economics revolve around the 
  all-encompassing significance of merging as a cultural 
  touchstone. Bretheda’s governing body, Confluence, is a 
  merged collective of several thousand barathus, and many 
  of the major corporations operating in the planet’s stormy 
  skies are governed in a similar manner. Merging into a 
  collective is so efficient that barathus find it ridiculous to 
  conduct business, research, governance, or other affairs 
  as individuals. This perspective puts them at odds with 
  many other species, for a merged barathu corporation is 
  literally a single person, however large and complex. For 
  this reason, barathus’ approach to corporate regulation is 
  far more permissive than most other cultures prefer, and 
  the restrictions placed upon corporate activity by other 
  civilizations become violations of personal rights when 
  applied to a merged barathu corporation.
  Barathus are easygoing by nature. Few things present 
  a real threat to the barathu species, and Bretheda’s skies 
  
  41
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  have historically provided plenty of organic matter for 
  them to subsist upon. As more barathus come to dwell in 
  urban areas, floating agricultural systems have kept pace 
  with demand for food. Barathus resolve conflicts among 
  themselves by combining and addressing the problem as 
  a collective entity, so arguments between individuals are 
  few and far between. Their communal society has few 
  laws, and most of the laws that do exist are in place to 
  regulate non-barathus. In general, barathus find members of 
  other species a bit bewildering, but as long as a visitor isn’t 
  disruptive or destructive, barathus welcome those who dare 
  to live on their stormy gas giant.
  Barathus place tremendous value on knowledge, 
  education, and experience. Youths are encouraged to study 
  whatever field they most enjoy; since the Signal, many 
  barathus study at prestigious or specialized universities 
  throughout the Pact Worlds. Young barathus are also 
  encouraged to explore and collect new experiences, making 
  them better able to contribute to any merged entities they 
  join. Over the past few generations, however—as barathus 
  have budded and been raised surrounded by other species—
  some have developed a more individualistic mindset that 
  makes it difficult for them to merge smoothly with others 
  of their kind. These barathus remain in their juvenile 
  state much longer than normal, and older generations 
  view these independent youths with varying degrees of 
  scorn and disdain. The conflict between “travelers” and 
  “residents” has grown swiftly in recent decades, becoming 
  one of the most significant cultural divides in the history 
  of barathukind.
  Outsiders are often surprised by the honesty and frankness 
  of barathus, but from the barathu perspective, information 
  can be kept private only until the next merging. Keeping 
  secrets from one another is all but impossible unless the 
  barathu refuses to merge, which in turn attracts attention 
  and concern from others. There are notable exceptions to this 
  attitude, however; in the less-savory districts of Trillidiem, a 
  cadre of barathus entrenched in black-market commerce and 
  other outlawed practices merge only with other members 
  of their cohort, ensuring no outsiders learn the details of 
  their dealings.
  THE DREAMERS
  Barathus might have been one of the first species in the 
  system to travel between worlds, using telepathically 
  controlled oma—enormous space whales—as primitive 
  biological starships. One of their first journeys was to the 
  neighboring gas giant of Liavara, a peach-colored world 
  with a distinctive ring system, and those barathus who 
  visited came away deeply changed by the experience. These 
  barathus became known as the Dreamers. Although they 
  remained similar to barathus in appearance, their behavior 
  was altered beyond comprehension, and they gained 
  command of confounding psychic powers. No records 
  relate the reason for this journey, but the Dreamers and 
  their descendants became key aspect of barathu culture. 
  Nearly every barathu knows about the Dreamers, considers 
  them distant kin, and generally refuses to discuss them 
  with outsiders except to ensure the Dreamers’ protection.
  Within barathu circles, the conversation is more complex. 
  Theories abound as to the reason for that fated transformation, 
  including the supposition that the Dreamers needed to exist 
  in a preternatural sense, that they were drawn to a powerful 
  psychic influence emanating from Liavara itself, or perhaps 
  that they came to be by simple chance. Likewise, barathus 
  have many reasons to protect the Dreamers. Some insist the 
  Dreamers’ otherworldly songs are an essential manifestation 
  of the universe, and that should the Dreamers cease to sing, 
  the universe itself would begin to unravel. Others view their 
  Dreamer kin with parental adoration, feeling some species-level 
  responsibility for their existence and defending them as they 
  would budded offspring. 
  Though barathus hold widely varying opinions on this 
  matter, they share some beliefs in common. They insist on a 
  protectorate status for Liavara, under barathu administration, 
  rather than allowing it to hold full Pact Worlds membership. 
  Barathus also agree that the Dreamers must be left to their 
  own devices, free from external influence—even that of other 
  barathus. Breaking from these traditions is a serious misstep 
  in barathu society, and meddling with the Dreamers is one of 
  the few ways for barathus to be imprisoned or even exiled. 
  Nevertheless, some barathus do oppose these views, and a 
  small but vocal community of barathus on Liavara argues 
  for freer contact with the Dreamers. How long Confluence 
  will continue to allow this group’s protests is anyone’s 
  guess, but some argue that Confluence’s silence is evidence 
  that they’ve been infiltrated by members of this group of 
  Liavaran agitators.
  SPIRITUALITY
  Faith and spirituality are complex matters among barathus. 
  For most creatures, the relationship between the soul and 
  the larger multiverse is personal, but barathu merging 
  makes such convictions public; every merge provides a 
  new perspective—and sometimes even a direct challenge—
  to their beliefs. In such a society, for any given worldview 
  to survive, it has to align closely with barathu culture as 
  a whole. 
  Of the deities, Oras, Talavet, and Yaraesa are the most 
  commonly revered among barathus. Yaraesa appeals to 
  their appreciation of education and knowledge, while Oras 
  embodies their inherent ability to modify themselves, and 
  Talavet speaks to their shared knowledge and memories. No 
  divinity perfectly represents the barathu mindset, however; 
  while barathus may appreciate them, they rarely worship 
  in a conventional manner. Instead, barathus view a favored 
  deity with the respect and admiration held for a revered 
  teacher or mentor. The closest thing barathu society has to 
  
  42
  a common spirituality may be their regard for the Dreamers, 
  whom they appreciate and honor. Barathus agree upon the 
  significance of the Dreamers’ psychic powers, even if their 
  opinions about the purpose of those powers varies.
  Despite their unusual sense of self, barathus wrestle 
  with death as other species do. The fact that an aging 
  barathu can permanently merge with a greater collective 
  gives solace to survivors, but barathus mourn any passing 
  of a friend or relative. Indeed, the passing of one barathu 
  often means the loss of several, for any merged identities 
  the deceased contributed to are also gone forever. Memorial 
  traditions include crooning songs and slow, wafting dances 
  through Bretheda’s stormy skies; naturally, groups of 
  barathus mourning the same comrade merge to better 
  express their sorrow. 
  Barathus recognize the existence of an afterlife in 
  the Outer Planes, but they consider the concept largely 
  irrelevant. Souls of the deceased don’t recall their mortal 
  lives, can't communicate beyond difficult and rare exception, 
  and mostly don’t have much impact on the lives of the living. 
  Some view the afterlife as a kind of ultimate merging, in 
  which a soul becomes part of the multiverse itself, but 
  others see death as the ultimate disbanding, after which one 
  can never merge again. 
  Those barathus who refuse to pass to the Outer Planes 
  manifest as ghosts and haunts, just like other species. 
  However, these unquiet spirits are often laid to rest when 
  another barathu accepts the spirit’s memories in one final 
  merging. Although these “ghost merges” are actually very 
  rare, barathu ghost stories often feature them as a means to 
  pass on unfinished business to the living. Great Brethedan 
  storms like the Eyes of the Ancients are said to hold the 
  spirits of barathus who want to pass on their memories but, 
  because of the Gap, are unable to do so.
  WITHIN THE PACT WORLDS
  To the dismay of their political rivals, barathus’ influence in 
  the Pact Worlds is much larger than their actual population. 
  Not only do they govern Bretheda, the largest world in 
  the system, through the merged entity Confluence, but 
  they also administer the neighboring (and nearly as large) 
  planet Liavara. This authority extends over the moons of 
  both worlds to a number of species and cultures, not all 
  of which appreciate barathu leadership. Several Liavaran 
  moons have petitioned for—and received—full Pact Worlds 
  status in their own right; residents of the moon Nchak 
  are lobbying for this status even now. The indigenous 
  maraquoi of the Brethedan moon Marata have been divided 
  over their own status within the Pact Worlds, and 
  this conflict is drawing ever closer to civil war. The 
  struggle has spread to Bretheda, with barathus 
  smuggling weapons to Marata and even 
  threatening political violence against 
  their enemies.
  The Pact Council itself is a complicated 
  and 
  tense 
  matter 
  for 
  barathu 
  representatives. From the barathu 
  perspective, a council seat remains a 
  single seat even if it’s occupied by a 
  merged entity consisting of hundreds 
  of component barathus, but such logic 
  often draws anger and protests from other 
  councilors who feel the seat is being abused. Even 
  the number of allocated seats is controversial, since 
  the number of barathus in residence on Bretheda 
  changes moment by moment, depending on who’s 
  merged with whom. Barathu representatives to the 
  
  43
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  council remain steadfastly neutral in the various alliances 
  and partnerships formed by other councilors, and their 
  willingness to work with all parties only somewhat reassures 
  their colleagues, engendering skepticism and hostility 
  among politicians with more devotion to specific goals. 
  For example, barathu representatives are quick to work 
  with representatives from Eox and Apostae, a fact which 
  Bretheda’s rivals, including Councilor Erem (page 37), have 
  used against them.
  These challenges aside, most Pact Worlds recognize 
  that barathus reliably offer their collective intellect to 
  solve system-wide problems, and Bretheda’s economic 
  and technological advancements have been a boon to the 
  system. Barathu weaponry was at the forefront of the Silent 
  War against the Veskarium and the defense against the 
  Swarm. Brethedan biotech is the gold standard of the field, 
  and even those who resent their dominance can’t dispute 
  that barathu innovations spur economic growth within and 
  beyond the Pact Worlds. 
  ALTERNATE BARATHU RACIAL 
  TRAITS
  Thanks to eons of modification, barathus are among the 
  most varied of the species in the Pact Worlds. The following 
  alternate racial traits follow the rules presented on page 
  8 of the Character Operations Manual. Unlike most other 
  species, barathu modification continues throughout their 
  lives; a barathu character who spends a week using the 
  retrain downtime activity (Character Operations Manual 
  155) can retrain their racial traits, choosing one barathu 
  racial trait or alternate racial trait and losing whichever 
  racial traits the newly chosen trait replaces, as noted in 
  each racial trait. 
  COLLECTIVE CONNECTION
  Barathus born from a collective of merged adults sometimes 
  glean fragments of memories from that collective. 
  These barathus receive a +2 racial bonus to checks to 
  recall knowledge.
  This ability replaces strange anatomy.
  FLUID SELF
  The species’ unique sense of self makes barathus difficult to 
  affect mentally, an ability particularly common among newly 
  budded barathus and those who have recently split from a 
  collective. A barathu with this trait gains a +2 racial bonus 
  to saving throws against mind-affecting effects.
  This ability replaces strange anatomy.
  INTERNAL CHEMISTRY
  Although all barathus have a certain innate understanding 
  of biochemistry, others have refined it into an art form, 
  turning their bodies into living chemical factories. A 
  barathu with internal chemistry gains the following options 
  instead of the typical options available for the early stage 
  adaptation ability.
  D  Spraying acid is a simple chemistry exercise. The barathu 
  gains an acid spray ranged natural attack that deals 
  1d3 acid damage with a 30-foot range increment. A PC 
  using this ability is considered armed and gains a unique 
  Weapon Specialization with this attack at 3rd level, 
  allowing them to add 1-1/2 × their character level to their 
  damage rolls with this attack. The acid spray cannot be 
  disarmed or sundered and doesn't require ammunition.
  D The barathu secretes a frictionless slime. When the 
  barathu uses early stage adaptation to gain this ability, 
  they can immediately attempt to use Acrobatics to 
  escape a grapple without spending another action.
  D  Lighter-than-air gases increase the barathu’s fly speed 
  by 15 feet.
  D  Soothing psychoactive chemicals grant the barathu a 
  new saving throw against each ongoing mind-affecting 
  effect that is affecting them.
  D  A cloud of fumes spreads over a 20-foot radius from 
  the barathu, affecting the area as a smoke grenade 
  (Core Rulebook 184). Barathus are immune to the 
  choking effects of this cloud.
  This modifies early stage adaptation.
  MINERAL EXOSKELETON
  Some barathus, especially those who explore beyond 
  Bretheda and Liavara, modify themselves by building shells 
  out of mineral deposits. A barathu with a mineral exoskeleton 
  gains these options instead of the typical options available 
  for the early stage adaptation ability.
  D  Added reinforcement to their external shell grants the 
  barathu DR 1/–.
  D  Dangerous growths function as a natural weapon that 
  deals 1d3 bludgeoning, piercing, or slashing damage. A 
  barathu PC using this ability is armed, and this attack 
  cannot be disarmed or sundered. If a barathu PC using 
  this ability is at least 3rd level, they gain a unique 
  Weapon Specialization with these natural weapons, 
  allowing them to add 1-1/2 × their character level to 
  damage rolls with this attack.
  D  Spikes grow from fleshy surfaces, dealing 1d6 piercing 
  damage to each creature that hits the barathu with an 
  unarmed or natural attack.
  D  Reinforced tentacles function as powerful but slow 
  limbs, granting a burrow speed and land speed of 10 feet.
  D  The area covered by the barathu's shell expands, granting 
  a +2 racial bonus to AC but reducing the barathu’s flight 
  speed to 0.
  This modifies early stage adaptation.
  STUDENT OF LIAVARA
  Barathus respect and protect the Dreamers of Liavara, 
  but few modify themselves to follow the Dreamers’ path. 
  
  44
  Those who do gain a hint of the Dreamers’ telepathic powers 
  but forever lose the ability to modify themselves further. 
  A barathu who selects this alternate racial trait cannot 
  retrain it as it can others (see page 43).
  You gain the following spell-like abilities. 
  D  At will: daze, telepathic message
  D  1/day: mind link, mind thrust (1st level)
  This replaces early stage adaptation.
  BARATHU FEATS
  Barathus' flexibility improves throughout their 
  lives as they gain years of experience and add 
  new tools to their repertoire.
  ADAPTIVE 
  RESISTANCE
  Your training enables you 
  to adapt and evolve 
  formidable temporary defenses.
  Prerequisites: 
  Enhanced 
  Resistance, base attack bonus +4, early 
  stage adaptation racial trait
  Benefit: You gain an option for 
  your early stage adaptation ability, 
  allowing you to change the damage type 
  your Enhanced Resistance applies to. This 
  change lasts for the normal duration of 
  your early stage adaptation ability.
  BUD DRONE
  You have used your unique biology to bud off a biological 
  drone you can more easily integrate with.
  Prerequisites: Drone class feature, adaptation or early 
  stage adaptation racial trait
  Benefit: Your drone has living components. You can use 
  Medicine instead of Engineering to repair it, and your drone 
  naturally heals to full Hit Points when you rest for 8 hours. 
  A drone modified in this way is considered an aberration 
  rather than a construct for the purpose of spells and effects 
  targeting it. In addition, Life Science and Medicine become 
  class skills for you.
  COMPLEX ADAPTATION
  With understanding and experience, you can manipulate 
  your genetics to gain unexpected secondary effects.
  Prerequisites: Life Science 5 ranks, early stage adaptation 
  racial trait
  Benefit: When you use early stage adaptation, you can 
  choose two different benefits instead of only one.
  ENCLOSE SERUMS
  Due to your unique physiology, you can safely store 
  important medicines inside yourself until you require them 
  for use in an emergency.
  Prerequisites: Adaptation or early stage adaptation racial 
  trait, or ooze type
  Benefit: You can store one serum or medicine within 
  your body; this does not count against your bulk limits. 
  As a move action, you can internally open and absorb 
  the item, gaining its normal effects as if you had 
  consumed it.
  RELOCATE VITALS
  In times of danger, you can alter your body to protect 
  your most vulnerable organs.
  Prerequisites: Early stage adaptation racial trait
  Benefit: Once per round when you are hit by a 
  critical hit, you can move your vitals as a reaction. 
  You don’t take additional damage from the 
  critical hit, but you do take any special 
  critical effects.
  BARATHU SPELLS
  Barathu biology, and the 
  study of the Dreamers, 
  has opened the door to 
  many mystical discoveries, 
  including the following spells. 
  Most of these spells are available 
  to characters of any race, but some can 
  only be learned by or cast upon barathus. 
  ACCELERATED ADAPTATION 
  3
  3
  School transmutation
  Casting Time 1 standard action
  Range close (25 ft. + 5 ft./2 levels)
  Targets 1 barathu 
  Duration 1 round/level (D)
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance yes (harmless)
  You grant a barathu increased control over its own powers 
  of adaptation. If the target has the early stage adaptation 
  racial trait, it gains adaptation (Starfinder Alien Archive 20) 
  instead. If the target already has adaptation, it can have two 
  adaptations in effect at a time, instead of only one.
  ATAVISTIC HOWL 
  2
  2
  School enchantment (emotion, fear, mind-affecting)
  Casting Time 1 standard action
  Targets all creatures within 30 feet
  Duration see text
  Saving Throw Will partial; Spell Resistance yes 
  You release a howl of primal rage, echoing the pain of 
  Dreamers awoken by injury. Creatures in the area that 
  fail their saves are shaken for 2d4 rounds. Dreamers are 
  immune to this spell.
  Barathus can cast this spell as a reaction when reduced 
  to 0 Hit Points. In this case, the spell’s DC is increased by 2.
  
  45
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
   
  BENEVOLENT SYNESTHESIA 
  2
  2
  School transmutation
  Casting Time 1 standard action
  Target 1 creature
  Range medium (100 ft. + 10 ft./level)
  Duration 1 round/level (D)
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance yes (harmless)
  You transform the target’s brain, allowing them to see 
  sounds, hear scents, and otherwise perceive sensory input 
  using multiple sensory organs. Even unusual senses, such 
  as a shirren’s vibration sense, are affected. For the duration 
  of the spell, the target is immune to the blinded, dazzled, 
  and deafened conditions and gains a +2 enhancement 
  bonus to Perception checks.
   
  MERGE CONSCIOUSNESS 
  2
  School divination (mind-affecting)
  Casting Time 1 standard action
  Range touch (see text)
  Targets you and one creature
  Duration 1 round/level
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless) 
  You merge your consciousness with one touched creature, 
  sharing your strengths and compensating for each other's 
  weaknesses. For the duration of the spell, the targets can 
  communicate by telepathy to a range of 30 feet; if either 
  has telepathy from another source, they may both use 
  that range instead. As long as the targets are within this 
  telepathy range, they share the higher of their two saving 
  throw modifiers against mind-affecting effects and have a 
  +2 enhancement bonus against fear effects.
  SHARED EVOLUTION 
  1
  1
  School transmutation
  Casting Time 1 swift action
  Targets you and up to one willing creature/level within 
  30 ft.
  Duration 1 round
  Saving Throw none; Spell Resistance no 
  You must be a barathu to learn this spell. When you cast 
  it, you activate your early stage adaptation while also 
  extending it to your allies. You can’t have used early stage 
  adaptation since the start of your last turn, and once you 
  cast this spell, you can’t use it until the start of your next 
  turn. When you choose the adaptation, it applies both to 
  you and to all the spell’s targets. 
  BARATHU MANUFACTURERS
  The following barathu firms manufacture weapons that are 
  commonly available within the Pact Worlds. Perhaps the 
  most famous of these is Lethal Innovations, the military 
  spin-off of the barathu-run Life Innovations corporation, but 
  countless barathu manufacturers operate within the Pact 
  Worlds. 
  Manufacturer modifications follow the rules presented on 
  page 55 of the Starfinder Armory.
  MINERAGENICS
  The Mineragenics corporation is one of the smallest military 
  manufacturers on Bretheda, though its operations have 
  grown exponentially since the successful release of its 
  Frozen Life weaponry line. The barathus who own this 
  firm first experimented with exoskeletal modifications and 
  variations on the armor plating barathus have used for 
  millennia, but a side venture resulted in the development of 
  simple weapons made from the same mineral deposits. 
  A Frozen Life weapon can be any non-powered kinetic 
  melee weapon, and they all have the archaic weapon 
  property regardless of whether the original weapon had 
  that property. The weapons may not be powerful, but they 
  are remarkably affordable; if the type of weapon was not 
  already archaic, its price is 20% lower than normal. 
  TWISTED RIBBON
  Founded through an extremist arm of the church of Oras, 
  Twisted Ribbon—a reference to the double helix of most 
  species’ DNA—produces weaponry necessary for the 
  church’s aim of unfettered evolution. Developed specifically 
  for barathus, these weapons are designed to be easily 
  smuggled into sensitive areas.
  Twisted Ribbon can manufacture any weapon with the 
  living property. Such weapons can be integrated with a 
  barathu body as a standard action, their component materials 
  dissolving and their structure written into the barathu’s 
  DNA. Weapons integrated in this way cannot be disarmed 
  or sundered. A barathu with the adaptation or early stage 
  adaptation ability (Starfinder Alien Archive 20) can draw a 
  Twisted Ribbon weapon as an option of that racial ability. 
  The cost for a Twisted Ribbon weapon is twice the listed 
  price, given its strictly black-market nature, and a barathu 
  may have only one Twisted Ribbon weapon integrated into 
  their body at a time.
  WHIRLWINDUSTRIES
  This fledgling Brethedan company seeks to make weapons 
  less unwieldy for flying customers by incorporating a 
  context-sensitive air bladder unit into larger weaponry. The 
  corporation only manufactures weapons of 2 bulk or more. 
  Its signature modifications, which give a weapon the living 
  special property, reduce the weapon’s bulk by 1 and reduce 
  the minimum Strength score required to wield the weapon 
  by 2. These benefits apply only while in an atmosphere and 
  increase the price of the weapon by 40%. Whirlwindustries 
  hasn’t yet perfected its design to function across all 
  environments; these weapons rupture and become broken 
  when exposed to vacuum.
  
  46
  BIOTECHNOLOGY GEAR
  “Whatever your problem, I guarantee I can grow you 
  something to help solve it, or one of the barathu corps 
  already has. Might be a weapon, might be a tool, probably 
  a body augment. Don’t be squeamish now! Biotechnology 
  isn’t just useful—it’s a way of making your body really 
  your own. You don’t have to live with whatever genetics 
  gave you. You wanna look different? Move different? Do 
  something you think is physically impossible? I can help 
  with that. And, my friend, the price, I assure you, is more 
  than reasonable.”
  —Corto Byrith, black-market geneturger
  
  47
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  T
  he biotechnology juggernauts of Bretheda rely in 
  large part on the natural bioengineering abilities of 
  their barathu leaders. The jellyfish-like inventors 
  have applied their techniques to all manner of technology, 
  including weapons, armor, and even personal tech. All of 
  these items can be crafted or repaired using the Life Science 
  or Engineering skills.
  WEAPONS
  Organic weapons often have 
  the living special property 
  (Starfinder Armory 29), 
  although 
  sometimes 
  these 
  techniques 
  are 
  used to make organic 
  weaponry that is no longer 
  substantially alive.
  WEAPON SPECIAL PROPERTIES
  Some of the weapons described here use 
  the following weapon special properties.
  Regrowth
  This weapon regrows its own ammunition, usually with the 
  help of sunlight and nutrients drawn from the air or soil. 
  It takes the weapon 8 hours to replenish its full capacity 
  of ammunition; this ammunition is always standard 
  ammunition unique to the weapon and cannot be sold.
  Unbalancing
  This weapon pushes foes off-balance. When you deal 
  damage with this weapon, the target is flat-footed against 
  the next attack that targets it before the start of your next 
  turn. Anything that causes a critical hit to be treated as a 
  normal hit, such as fortification, grants immunity to this 
  special property.
  WEAPON DESCRIPTIONS
  These weapons are available from barathu manufacturers, 
  but some originated among other species.
  Brain Pike
  This long spear is grown from chitin or horn by shirren, 
  formian, and nuar bioengineers. The psychically sensitive 
  material of a brain pike homes in on the thoughts of its 
  target, adjusting its own movement mid-thrust to hit a 
  vulnerable spot.
  Chimera Graft
  This imposing rifle, made of red scales and horn, emits 
  an impressive gout of bright flame. Designed by Iratha 
  Incorporated and first released as an augmentation, it 
  proved cumbersome and was redesigned as an armor-
  integrated weapon.
  Electrogel Jet
  Lethal Innovations (Armory 57) developed this weapon 
  with assistance from a barathu consulting firm. An 
  electrogel jet is a bulbous, blue creature with pulsing veins 
  and soft tentacles that grasp the wielder’s arm to help 
  support the weapon’s 
  heavy weight. The 
  creature’s 
  bulbous 
  sacs synthesize an 
  electrical 
  gel 
  that 
  shocks 
  and 
  burns 
  targets 
  before falling to the ground, where 
  it forms a sticky layer. Owners who wish to 
  refill an electrogel jet without waiting for the weapon 
  to grow its own fuel can substitute 
  caustrol, a synthetic acid with the same 
  price and container size as petrol.
  Frost Maw
  Barathu researchers studying frost worms 
  on Triaxus have modified tissue harvested from worm 
  larvae to produce a new weapon: an armored, toothy tube 
  with bone protrusions that serve as comfortable grips. 
  The frost maw sprays out fluid that forms a coating of 
  electrically charged, gleaming ice formations wherever it 
  is used. With a particularly lucky shot, this ice can form a 
  thick enough coat to freeze a creature in place.
  Moon Splinter
  Certain elven and gnome families have long cultivated 
  magical trees that draw power from the First World, and 
  living branches of these magnificent trees can be fashioned 
  into weapons known as moon splinters. Through some 
  sort of interplanar connection, a moon splinter absorbs 
  cold and moisture from the First World to create glowing 
  shards of ice that vibrate with extradimensional energy. 
  Its wielders can then stimulate the wood’s telekinetic 
  magic with a battery, propelling the ice with supernatural 
  force; with each successive strike, the strength of the 
  vibrations increases.
  The bark of a moon splinter gleams with First World 
  frost. Crescent moon splinters are leafy, while gibbous 
  moon splinters grow buds, and full moon splinters bloom 
  with flowers. A new moon splinter is bare, but it glows with 
  arcane sigils that vary in color and shape and are believed to 
  be influenced by the presence of nearby ley lines.
  Retractable Stinger
  This hollow stinger is installed in an armor upgrade slot. 
  It is typically stored in a limb of the armor (though some 
  androids use it to augment their headbutts). The stinger 
  must be extended to be used as a weapon or to refill its 
  injection reservoir. Extending or retracting the stinger is a 
  move action.
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  Electrogel Jet
  
  BASIC MELEE WEAPONS
  ONE-HANDED WEAPONS
  LEVEL
  PRICE
  DAMAGE
  CRITICAL
  BULK SPECIAL
  Retractable stinger, tactical
  6
  4,300
  1d4 P
  Injection DC +2
  L
  ConcealAR, injection, integratedAR (1 slot), operative
  Retractable stinger, advanced
  9
  13,900
  1d10 P
  Injection DC +2
  L
  ConcealAR, injection, integratedAR (1 slot), operative
  Retractable stinger, elite
  13
  51,000
  2d10 P
  Injection DC +2
  L
  ConcealAR, injection, integratedAR (1 slot), operative
  Retractable stinger, paragon
  17
  268,000
  4d10 P
  Injection DC +2
  L
  ConcealAR, injection, integratedAR (1 slot), operative
  ADVANCED MELEE WEAPONS
  TWO-HANDED WEAPONS
  LEVEL
  PRICE
  DAMAGE
  CRITICAL
  BULK SPECIAL
  Brain pike, drone
  4
  1,950
  1d8 P
  Confuse
  1
  Analog, livingAR, reach, thoughtAR, unbalancing*, unwieldy
  Brain pike, warrior
  8
  8,700
  2d8 P
  Confuse
  1
  Analog, livingAR, reach, thoughtAR, unbalancing*, unwieldy
  Brain pike, knight
  11
  24,600
  4d8 P
  Confuse
  1
  Analog, livingAR, reach, thoughtAR, unbalancing*, unwieldy
  Brain pike, queen
  14
  66,500
  7d8 P
  Confuse
  1
  Analog, livingAR, reach, thoughtAR, unbalancing*, unwieldy
  Brain pike, god 
  18
  372,000
  11d8 P
  Confuse
  1
  Analog, livingAR, reach, thoughtAR, unbalancing*, unwieldy
  SMALL ARMS
  ONE-HANDED WEAPONS
  LEVEL
  PRICE
  DAMAGE RANGE
  CRITICAL CAPACITY USAGE BULK SPECIAL
  CRYO
  Moon splinter, crescent
  4
  2,200
  1d4 C & B
  70 ft.
  Staggered
  20
  1
  1
  Bright, forceAR, hybrid, livingAR, 
  polarizeAR 1d4
  Moon splinter, gibbous
  9
  13,000
  2d6 C & B
  60 ft.
  Staggered
  40
  2
  1
  Bright, forceAR, hybrid, livingAR, 
  polarizeAR 1d6
  Moon splinter, full
  10
  19,000
  2d12 E
  80 ft.
  Staggered
  80
  4
  1
  Bright, forceAR, hybrid, livingAR, 
  polarizeAR 1d8
  Moon splinter, new
  10
  19,000
  2d12 E
  80 ft.
  Staggered
  100
  5
  1
  Bright, forceAR, hybrid, livingAR, 
  polarizeAR 1d8
  LONGARMS
  TWO-HANDED WEAPONS
  LEVEL
  PRICE
  DAMAGE RANGE
  CRITICAL CAPACITY USAGE BULK SPECIAL
  CRYO
  Frost maw, growl-class
  3
  1,350
  1d8 C
  15 ft.
  Bind 1d4 
  rounds
  20
  2
  1
  AuroraAR, blast, livingAR, unwieldy
  Frost maw, snarl-class
  9
  13,000
  2d8 C
  60 ft.
  Bind 1d4 
  rounds
  20
  2
  1
  AuroraAR, blast, livingAR, unwieldy
  Frost maw, roar-class 
  10
  19,000
  4d8 C
  80 ft.
  Bind 1d4 
  rounds
  20
  2
  1
  AuroraAR, blast, livingAR, unwieldy
  FLAME
  Chimera graft, growl-class
  7
  6,250
  1d12 F
  40 ft.
  Burn 1d6
  20 petrol
  1
  1
  Automatic, integrated (1 slot), 
  harryingAR, livingAR, regrowth*
  Chimera graft, snarl-class
  11
  24,000
  2d12 F
  40 ft.
  Burn 1d6
  20 petrol
  1
  1
  Automatic, integrated (1 slot), 
  harryingAR, livingAR, regrowth*
  Chimera graft, roar-class
  17
  218,000
  4d12 F
  40 ft.
  Burn 1d6
  20 petrol
  1
  1
  Automatic, integrated (1 slot), 
  harryingAR, livingAR, regrowth*
  HEAVY WEAPONS
  TWO-HANDED WEAPONS
  LEVEL
  PRICE
  DAMAGE
  RANGE
  CRITICAL
  CAPACITY USAGE
  BULK SPECIAL
  SHOCK
  Electrogel jet, sheet
  4
  1,880
  1d8 A & E
  30 ft.
  Staggered
  20
  caustrol
  4
  2
  Line, livingAR, mireAR 1 round, 
  regrowth*, stun, unwieldy
  Electrogel jet, ribbon
  7
  6,500
  2d8 A & E
  40 ft.
  Staggered
  40 
  caustrol
  4
  1
  Line, livingAR, mireAR 1 round, 
  regrowth*, stun, unwieldy
  Electrogel jet, rocket 
  11
  23,700
  3d8 A & E
  50 ft.
  Staggered
  40 
  caustrol
  4
  1
  Line, livingAR, mireAR 1 round, 
  regrowth*, stun, unwieldy
  Electrogel jet, smooth-channel
  15
  99,900
  6d8 A & E
  60 ft.
  Staggered
  40 
  caustrol
  4
  1
  Line, livingAR, mireAR 1 round, 
  regrowth*, stun, unwieldy
  *This weapon special property can be found on page 47.
  48
  
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  ARMOR
  The armors below were developed by and designed 
  for barathus; as such, they are highly adjustable, 
  easily accommodating barathus’ ever-changing 
  physiology. Reduce the DC for Engineering 
  checks to adjust these armors by 5; if you pay 
  a professional to adjust the armor instead of 
  doing so yourself, the cost is 5% of the armor’s 
  purchase price.
  FLIGHT SKIN
  Barathus designed flight skins to help them 
  move comfortably in the cramped spaces 
  favored by many terrestrial species, but the 
  modular design proved easy to adapt to other 
  species. A flight skin comprises redundant 
  layers of light, airy material that lie nearly 
  flat and resemble rubber or soft cloth 
  but, buttressed by bio-psychic force 
  fields, briefly inflate to reduce sudden 
  impact. Flight skin environmental 
  protections take the form of a thin 
  membrane that, when activated, envelops 
  exposed skin.
  When you fall or are hit by a falling 
  object while you’re wearing your flight 
  skin, calculate the damage as if the fall 
  were 20 feet shorter.
  POWERED ARMOR
  ENCOUNTER SUIT 
  LEVEL 4
  PRICE 2,800
  EAC Bonus +5; KAC Bonus +7
  Max Dex Bonus +3; Armor Check Penalty –4; Speed 25 feet
  Strength 16 (+3); Damage 1d6 B
  Weapon Slots 0; Upgrade Slots 2
  Capacity 20; Usage 1/hour
  Size Medium; Bulk 10
  DESCRIPTION
  This armor is made of rubbery blue material grown by barathu 
  conglomerates. It's most popular among early-stage barathus 
  who are not yet as skilled at adapting to various environments.
  SHIELDS
  Recent innovations by barathu corporations 
  have resulted in their first offerings of 
  organic deterrence shields, used to scare 
  off animals and other melee attackers. 
  These shields follow the rules for shields 
  (Starfinder Character Operations Manual 
  124–125).
  DETERRENCE SCALE
  A deterrence scale is a small, light shell of 
  chitin carried with one limb and maneuvered 
  to intercept attacks against you. A limb 
  wielding a deterrence scale can still hold 
  another object and be used to reload 
  weapons, but it cannot wield weapons or 
  other shields.
  A deterrence scale also can be used 
  to make melee attacks; it is an advanced 
  melee weapon when used in this way, 
  dealing 
  1d3 
  electricity 
  damage. 
  In 
  addition, when you have the shield aligned 
  against a specific foe within your reach and 
  that foe attacks you with a melee attack, you 
  can use your reaction to shock that foe, dealing 
  electricity damage equal to the shield’s item 
  level; the attacker can attempt a Reflex save 
  (DC = 10 + half the shield’s item level + your 
  Dexterity modifier) to reduce this damage by half.
  A deterrence scale has the powered and stun weapon 
  special properties. An electroplax or amperometric 
  deterrence shield has capacity 20 and usage 1, while a 
  galvanic or voltaic deterrence shield has capacity 40 and 
  usage 1 (per the Deterrence Scale [Shield] table on page 50). 
  A deterrence scale expends 1 charge each time you attack 
  with it or you use a reaction to shock an attacker.
  BIOTECH AUGMENTATIONS
  Barathus are famous for the dizzying array of biotech 
  augmentations and personal upgrades they provide the 
  Pact Worlds, and they are constantly innovating, pushing 
  the boundaries of biological science. A selection of these 
  augmentations are described on the pages that follow.
  LIGHT ARMOR
  ARMOR MODEL
  LEVEL
  PRICE
  EAC 
  BONUS
  KAC 
  BONUS
  MAXIMUM 
  DEX BONUS
  ARMOR CHECK 
  PENALTY
  SPEED  
   ADJUSTMENT
  UPGRADE 
  SLOTS
  BULK
  Flight skin, nascent
  1
  230
  +0
  +2
  +5
  —
  —
  1
  L
  Flight skin, foray
  5
  3,350
  +3
  +5
  +5
  —
  —
  3
  L
  Flight skin, dream
  9
  15,000
  +9
  +11.
  +5
  —
  —
  4
  L
  Flight skin, venture 
  14
  77,000
  +14
  +17
  +6
  —
  —
  5
  L
  Flight skin, conglomeration
  18
  400,000
  +18
  +21
  +7
  —
  —
  6
  L
  Encounter Suit
  49
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  
  ASCENDANCE SAC 
   
  SYSTEM 
  SPINAL COLUMN
  MODEL 
  LEVEL 
  PRICE
  Drifter 
  5 
  2,720 
  Wind rider 
  8 
  8,800
  You have an organ, attached to your spine with muscle 
  groups and tendons, that can quickly expand into a sphere 
  as large as your space; this sac fills the space directly above 
  you as it inflates with a gas that provides lift. You can inflate 
  or deflate the sac as a move action, but you can’t deploy the 
  sac while wearing armor not fitted to you.
  While the sac is inflated and you are in an atmosphere 
  and in at least light gravity, you use the rules for moving 
  in zero gravity (Starfinder Core Rulebook 402), but you 
  experience gravity normally in all other ways; for example, 
  the range increment and maximum range of your weapons 
  do not change. In addition, on subsequent turns while the 
  sac is inflated, you can rise up to 30 feet or descend up to 
  60 feet by taking a move action. If you are using a wind 
  rider ascendance sac and are not overburdened, you gain a 
  fly speed of 30 feet when you are in an atmosphere and at 
  least light gravity.
  If you deploy any ascendance sac underwater and in at 
  least light gravity, you become buoyant and rise 15 feet 
  toward the surface at the end of your turn each round.
  Ascendance sacs are popular among non-barathus who 
  have immigrated to Bretheda, Liavara, or other gas giants.
  BONE SPINES 
   
  SYSTEM 
  SPINAL COLUMN
  MODEL 
  LEVEL 
  PRICE 
  DAMAGE
  Bristling 
  5 
   2,900 
  1d4 P
  Warding 
  9 
  12,900 
  2d4 P
  Punishing 
  13 
  47,900 
  4d4 P
  Rebuking 
  17 
  242,900 
  8d4 P
  Your bones are laced with dangerous spines that can be 
  extended to harm foes who get too close. You can retract or 
  harmlessly extend your spines as a standard action. You can’t 
  extend bone spines while wearing armor not fitted to you. If 
  your bone spines are extended and an opponent within 5 feet 
  hits you with a melee attack, you can use your reaction to deal 
  the listed piercing damage to that attacker. If your opponent’s 
  attack roll is a natural 20, the attacker also gains the bleeding 
  condition equal to the item level of your spines. If you have 
  natural weapons and those weapons are magical, the damage 
  dealt by your bone spines is also magical.
  GROWTH GLANDS 
   
  SYSTEM 
  SPINAL COLUMN
  AUGMENTATION BIOTECH 
  PRICE 3,900 
  LEVEL 6
  Your largest bones are embedded with specialized glands that 
  can cause you to radically increase in size. You can’t activate 
  these glands while you’re wearing armor that isn’t fitted to 
  you. Activating this augmentation requires a full action. While 
  you are transformed, your size increases by one size category. 
  If you become Large or larger, your reach increases by 5 feet, 
  the amount of Bulk you can carry before being encumbered 
  increases by 2, and you gain a +2 circumstance bonus to 
  checks to destroy an object using Strength (Core Rulebook 
  409). The effect of the glands lasts 1 minute. You must rest for 
  10 minutes to regain Stamina Points to reactivate the glands 
  or spend 1 Resolve Point to recharge them immediately.
  GRASPING TENTACLE 
   
  SYSTEM  
  ONE ARM AND 
  HAND
  AUGMENTATION BIOTECH 
  PRICE 4,200 
  LEVEL 6
  Your arm is replaced with a long, boneless tentacle. Your 
  reach with your grasping tentacle (including attacks made 
  with weapons you wield with your tentacle) is 5 feet more 
  than your natural reach. When you use the tentacle to 
  perform a disarm, grapple, or trip combat maneuver, you 
  gain a +2 circumstance bonus to your attack roll.
  HEALING TENDRIL 
   
  SYSTEM 
  SPINAL COLUMN
  MODEL 
  LEVEL 
  PRICE
  Rescuing 
  3 
  1,400
  Rejuvenating 
  7 
  6,600
  Mk 1 melding 
  9 
  13,800
  Mk 2 melding 
  13 
  50,000
  Mk 3 melding 
  16 
  170,000
  A translucent tendril emerges from your back. You can 
  retract or extend this tendril as a move action. It isn’t 
  prehensile, but you can touch it to a willing or unconscious 
  creature within your reach as a standard action in order 
  to fortify the target’s health. If the creature is dying, 
  you automatically stabilize it. If the target is stable but 
  unconscious, you can spend 1 Resolve Point to restore 1 
  Hit Point to the target. If the creature is diseased, infested, 
  or poisoned, you grant it increased resistance but expose 
  yourself to the affliction and must attempt a saving throw 
  against it. If you succeed, the target of your healing tendril 
  gains a +4 circumstance bonus to its next saving throw 
  against the affliction and you don’t contract the affliction 
  DETERRENCE SCALE (SHIELD)
  SHIELD MODEL
  LEVEL
  PRICE
  SHIELD 
  BONUS
  MAXIMUM 
  DEX BONUS
  ARMOR CHECK 
  PENALTY
  BULK
  UPGRADES
  Deterrence scale, electroplax
  4
  2,200
  +0/+1
  —
  —
  1
  0
  Deterrence scale, amperometric
  8
  9,400
  +1/+1
  —
  —
  1
  0
  Deterrence scale, galvanic
  12
  34,600
  +1/+1
  —
  —
  1
  0
  Deterrence scale, voltaic
  16
  178,800
  +1/+2
  —
  —
  1
  0
  50
  
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  yourself. If you fail, the target of your healing tendril gains 
  a +2 bonus to its next saving throw against the affliction 
  and you contract the affliction yourself. You can use your 
  healing tendril once per day. You cannot use your healing 
  tendril on yourself.
  When you use a rejuvenating or melding tendril, the target 
  regains HP equal to your level + your Constitution 
  modifier. A melding tendril can also be used 
  as a unity tendril of the same mark (see 
  below). When used as a unity tendril, your 
  melding tendril does not stabilize, heal, or 
  grant the target a bonus against afflictions. 
  However, if you have already attached 
  your melding tendril to a creature, you can 
  take a standard action to use the healing 
  properties of your tendril on it.
  MOBILITY TENTACLES  
   
  SYSTEM  
  LEGS AND FEET
  AUGMENTATION BIOTECH 
  PRICE 9,900 
  LEVEL 8
  Your lower limbs are replaced with four 
  strong tentacles that can carry you up 
  vertical surfaces or propel you through 
  water without using other limbs. You 
  gain a climb speed of 20 feet and a 
  swim speed of 20 feet.
  NEUTRALIZER LOBE 
   
  SYSTEM  
  THROAT
  AUGMENTATION BIOTECH 
  PRICE 9,900 
  LEVEL 8
  A lobe grafted onto your throat processes toxins your body 
  would normally struggle to remove. Whenever you attempt 
  a saving throw against a drug or poison, your neutralizer 
  lobe automatically attempts a Medicine check to treat drugs 
  or poison, using a modifier equal to your level + 2. If this 
  Medicine check is successful, the neutralizer lobe grants you 
  a +4 bonus to your subsequent saving throw.
  PAIN MODULATOR 
   
  SYSTEM  
   BRAIN
  AUGMENTATION BIOTECH 
  PRICE 34,600 
  LEVEL 12
  Your brain has a specialized gland to process pain signals 
  separately from your higher brain functions, allowing you 
  to maintain concentration in stressful situations. You can 
  concentrate on a spell even when you take damage that 
  reduces your Stamina Points (but not your HP). In addition, 
  whenever you end your turn under a pain effect that 
  requires you to attempt a saving throw, you can attempt a 
  new saving throw against the effect; if you succeed, the pain 
  effect ends.
  PANOPTIC EYES 
   
  SYSTEM  
   BRAIN
  AUGMENTATION BIOTECH 
  PRICE 4,100 
  LEVEL 6
  You have eyes in the back of your head. You can conceal 
  these eyes beneath your hair or with thin cloth without 
  obstructing your vision, but you might choose to emphasize 
  them instead, discouraging others from sneaking around 
  you. You are unflankable, as the Universal Creature Rule 
  (Alien Archive 158). In addition, the penalty you take from 
  the fascinated condition is reduced to –2.
  SUPERORGAN 
   
  SYSTEM  
  BRIAN, HEART, 
  AND LUNGS
  MODEL 
   
  LEVEL 
  PRICE 
  FORTIFICATION
  Basic 
   
  14 
  63,000 
  20%
  Complex 
  15 
  94,000 
  40%
  Thorough 
  16 
  145,000 
  60%
  Fluid 
  17 
  218,000 
  80%
  Amorphous 
  19 
  480,000 
  100%
  Your brain, heart, and lungs are partially 
  homogenized with redundant functions, so 
  each organ can perform the tasks of the others 
  when necessary. This grants you a fortification 
  ability that works like that of force fields 
  (Core Rulebook 206), giving you a 
  chance to treat any critical hit as a 
  normal attack. This benefit doesn’t 
  stack with the benefits of any other 
  fortification ability.
  UNITY TENDRIL 
   
  SYSTEM  
   SPINAL COLUMN
  MODEL 
  LEVEL 
  PRICE 
  REACH
  Mk 1 
  6 
  4,200 
  5 ft.
   
                            Mk 2 
  10 
  17,300 
  10 ft
   
                            Mk 3 
  14 
  63,000 
  15 ft.
  A green tendril emerges from the back of your neck. You can 
  retract or extend it as a move action. It’s not prehensile, but 
  you can use a standard action to touch it to another willing 
  creature and connect your minds. Your tentacle remains in 
  contact with this creature until they’re no longer in your 
  reach or you use a move action to detach the tentacle. 
  During contact, you and the target can communicate with 
  each other as if you both had telepathy. When you and the 
  target are connected by the tendril, you both automatically 
  succeed at attempts to aid another and provide covering fire, 
  but only when doing so for each other.
  AUGMENTATION MANUFACTURERS
  The augmentation modifications below can be used 
  only on biotech or biologically-based magitech. When 
  first acquired, no augmentation can have more than one 
  manufacturer’s modification. However, many genetic 
  engineers and hospitals offer options to customize existing 
  augmentations. It is also possible to combine modifications 
  by crafting an augmentation yourself. If you combine 
  manufacturer modifications in any way, the final price of 
  the item is equal to the normal price plus an additional 
  10% plus the cost of the modifications. The GM is the final 
  arbiter of whether a modification can be applied to an 
  augmentation, as well as what modifications can or can’t 
  can be combined.
  Panoptic Eyes
  51
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  
  Iratha Incorporated
  Iratha Incorporated is best known for being run by and selling 
  predominantly to humanoids, despite being based on Bretheda. 
  Its highest-selling biotech augmentations are optimized for 
  combat. Unarmed attacks made with a limb that includes an 
  Iratha Incorporated modification are not archaic. When 
  you gain the augmentation, you can 
  choose to change the damage 
  type of your unarmed strike 
  to bludgeoning, piercing, 
  or slashing; this damage 
  type can’t be changed 
  without replacing the 
  augmentation. An Iratha 
  Incorporated 
  augmentation 
  costs 10% more than usual.
  Life Innovations
  Life Innovations is one of the largest and most successful 
  biotechnology companies in known space. Although it has 
  a dizzying array of offerings, it is best known for morphing 
  augmentations that can adopt the appearance of ordinary 
  organs. A Life Innovations biotech augmentation has two 
  forms—a standard form and a secondary form that appears to 
  be a normal, unaugmented system. You can switch between 
  the two forms as a move action. While the augmentation 
  has the form of an unaugmented system, it cannot be 
  used, and none of its benefits apply. It can be identified as 
  an augmentation only with a successful Perception or Life 
  Science check (DC = 15 + 1-1/2 times item level) or by magic 
  (such as detect augmentation). This kind of Life Innovations 
  biotech augmentation costs 10% more than usual.
  Skybreak Holdings
  One of the few elven organizations that still do regular trade 
  outside Sovyrian, Skybreak Holdings deals in plant-based 
  biotechnology of all sorts, interacting with clients 
  through lashunta intermediaries. Skybreak augmentations 
  are famously elegant and easy to use. If a Skybreak 
  augmentation has an effect with a duration longer than 
  1 round, that duration is increased by 50%. A Skybreak 
  augmentation costs 20% more than usual.
  TECHNOLOGICAL ITEMS
  In addition to creating biotech versions of many common 
  items, barathus are the primary providers of the following 
  technological items. Organic technological items can regain 
  HP from effects that restore HP, such as a mystic cure spell, 
  and they regain a number of HP equal to their item level 
  each day.
  BUOYANT HARNESS 
  LEVEL 2
  TECHNOLOGICAL ITEM 
  PRICE 500 
  BULK L
  CAPACITY 20 
  USAGE 2/hour 
   
  This silky, palm-sized pouch is worn on the back and 
  includes stretchy bands that can slip over all major limbs. 
  Visitors to Bretheda don buoyant harnesses while within the 
  upper levels of the planet’s atmosphere, but some planetary 
  explorers also find them useful for arresting sudden falls. 
  Putting on a buoyant harness is a full action. 
  You can deploy a properly attached 
  buoyant harness as a reaction 
  by 
  pulling 
  sharply 
  on 
  any of the bands. Once 
  deployed, the pouch uses 
  organically heated helium 
  to inflate into a balloon 
  as large as you and filling 
  the space directly above you, 
  causing you to float; while floating, 
  use the rules for moving in zero gravity 
  (Core Rulebook 402). A buoyant harness does 
  not function in heavy or extreme gravity. The balloon remains 
  inflated and self-heated as long as it has charges remaining. 
  You can deflate it as a move action, collapsing it by the start 
  of your next turn. If you deflate a buoyancy harness while 
  it is maintaining your altitude, you immediately descend 60 
  feet; if you reach the ground, you land safely. If not, you fall 
  any remaining distance.
  CRAWLING CORD 
  LEVEL 1
  TECHNOLOGICAL ITEM 
  PRICE 100 
  BULK L
  This rubbery, organic cord is 5 feet long and has a plug on each 
  end that attaches to a computer, allowing you to interface with 
  the computer from a distance. You can use a standard action 
  to control the cord using a computer attached to one of these 
  ends. The cord can stretch, contract, and bend around obstacles, 
  moving up to 20 feet each time you direct it. Its maximum 
  length is 50 feet. It can also grab onto and move a computer 
  of light or negligible Bulk by plugging into it and pulling, but 
  it disconnects if used to pull an object of more than light bulk. 
  Moving a crawling cord past observers without being noticed 
  requires a successful Sleight of Hand check, opposed by the 
  Perception check of any observer. The cable draws power from 
  any computers to which it is attached.
  ELECTROSENSORY DRUM 
  LEVEL 8
  TECHNOLOGICAL ITEM 
  PRICE 8,400 
  BULK L
  CAPACITY 20 
  USAGE 1/hour 
   
  This handheld, organic drum-shaped device uses organs 
  similar to those many aquatic and avian species use to detect 
  electrical activity. Using an electrosensory drum is a move 
  action. The drum operates by using blindsense (electricity) 
  with a range of 20 feet. Targets are displayed on the drum’s 
  softly glowing surface, along with their range and distance. 
  An electrosensory drum generates its own energy that 
  powers it for 60 minutes per day. Each use, no matter how 
  short, consumes 1 minute of this time.
  Crawling Cord
  52
  
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  MESSAGE SLIME 
  LEVEL 1
  TECHNOLOGICAL ITEM 
  PRICE 50 
  BULK —
  Message slime is a transparent, programmable ooze that comes 
  in an egg-shaped container and is used to deliver clandestine 
  or surprise messages. Any creature with a personal comm 
  unit or other computer can use it to program a message slime 
  with a message up to 5 minutes in length—including both 
  audio and visual components—and requirements that activate 
  the slime’s message. The criteria for activating the message 
  must be simple and detectable with vision or hearing. For 
  example, the slime might be programmed to activate as soon 
  as a creature comes within 30 feet, or as soon as a shirren 
  says the word “hello.” The slime is then spread on a surface, 
  such as a wall, countertop, or door. As soon as the activating 
  conditions are met, the slime’s surface displays its message. 
  Message slime that has not yet been activated can be detected 
  with a successful DC 20 Perception check. Once spread over a 
  surface, message slime cannot be reprogrammed. It continues 
  to play its message every time it is activated for 1 month or 
  until removed. After this time, the slime dries into an inert, 
  flaky substance.
  WRIST LEECH 
  LEVEL 2
  TECHNOLOGICAL ITEM 
  PRICE 125 
  BULK —
  A wrist leech is a dark red, sluglike life-form about 3 inches 
  long and 1/2 inch in thickness; one end of the creature ends in 
  a circular sucker with tiny teeth. The leech can be applied to 
  an individual’s skin, whereupon it attaches and begins sucking 
  the individual’s bodily fluids. The wrist leech’s carefully 
  designed physiology then filters the blood, removing toxins 
  and other harmful chemicals from the bloodstream before 
  returning it to the host’s body. An individual with an attached 
  wrist leech gains a +4 circumstance bonus to saving throws 
  against any injury affliction. A wrist leech requires no battery, 
  but survives for only 4 hours once placed on the skin before 
  it shrivels up and dies.
  OTHER ITEMS
  Barathus are common providers of medicinals and personal 
  items, including the following.
  ALLERGY POD 
  LEVEL 1
  PERSONAL ITEM 
  PRICE 20 
  BULK—
  An allergy pod is a small organic consumable that can be 
  inserted into your nose or another breathing orifice with a 
  standard action, where it slightly inflates to fill your breathing 
  cavity. Creatures with multiple nostrils must break the pod 
  apart and insert a piece in each nostril. The pod suppresses 
  your allergic responses to inhaled substances, such as fungus, 
  mold, or pollen. You gain a +2 circumstance bonus to saving 
  throws against inhaled afflictions for 12 hours, after which the 
  pods shrivel up and drop out of your nose. The listed price is 
  for a box of 10 allergy pods.
  GROOMING MOSS 
  LEVEL 2
  PERSONAL ITEM 
  PRICE 50 
  BULK —
  Grooming moss is a consumable, palm-sized organic patch 
  you can apply to your skin as a standard action. When you 
  do, it consumes dirt and byproducts from your skin, slowly 
  working its way over your entire body to make your skin clean 
  and healthy. You can use a move action to tear off a patch of 
  grooming moss, but it falls off naturally after 12 hours. As long 
  as it is attached to your bare skin, you gain a +2 circumstance 
  bonus to saving throws against contact afflictions. Each breed 
  of moss is meant to be used by a single group of physiologically 
  similar species, such as lashunta and humans; when used on a 
  different group of similar species, the moss still attaches to the 
  skin for 12 hours, slowly working its way across the body, but 
  the only result is itching and discomfort.
  SPIDERSATCHEL 
  LEVEL 3
  PERSONAL ITEM 
  PRICE 1,200 
  BULK 1
  This surprisingly strong spidersilk backpack has simple 
  knots at all its structural joints. A spidersatchel is a living 
  organism that spins additional silk to seal tears in its fabric, 
  accommodate oversize loads, and otherwise manage the pack’s 
  contents. If worn properly, the bulk of a spidersatchel does 
  not count against your bulk carried, but the bulk of any item 
  within it does. A spidersatchel can hold up to 3 bulk of items. 
  While wearing it, treat your Strength score as 3 higher for the 
  purpose of determining your carrying capacity. This does not 
  stack with the effect of any other backpack.
  STOMACH TABS 
  LEVEL 1
  PERSONAL ITEM 
  PRICE 75 
  BULK —
  You can swallow a stomach tab as a standard action. It releases 
  helpful microbes that maintain health, relieve excess acidity, and 
  kill germs. Your breath becomes fresh and pleasant-smelling for 
  1 hour, and you gain a +2 circumstance bonus to saves against 
  ingested afflictions and the nauseated and sickened conditions. 
  The listed price is for a box of 10 stomach tabs.
  STYLEMANDER 
  LEVEL 1
  PERSONAL ITEM 
  PRICE 50 
  BULK —
  Stylemanders are fluffy, finger-sized, eight-legged grooming 
  insects. Although nearly mindless, they’re considered by some 
  to be cute and useful. They are always spotlessly clean, are 
  natural cleaners of other creatures, and even clean the glass 
  jars in which they are kept. Their instinct to groom hair has 
  made them popular among nuar, skittermanders, ysoki, and 
  other shoppers with fur or furry pets, but occasionally even 
  humans and lashunta use one in lieu of conventional combing 
  routines. To use a stylemander, let it out of its jar and let it comb 
  through your hair or fur for 5 minutes. It removes and eats 
  bugs, parasites, dirt, and stray hairs. Some designer breeds are 
  marketed for their tendency to comb fur into particular styles 
  or patterns. A stylemander lives for about 3 months.
  53
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
  
  54
  ALIEN ARCHIVES
  “Don’t let their bestial appearances fool you—xanthoi are 
  highly intelligent, sometimes even scholarly individuals. If 
  you want to make friends with one of these magnificent 
  creatures and maybe tag along for one of their stellar 
  conjunctions, you have to approach them on their level. 
  Recognize their superior knowledge; a xanthos has likely 
  seen more of this wide galaxy than you have. Humble 
  yourself in front of them. If you can invite them to witness 
  a piece of history in the making, you’re made in the shade. 
  But most important of all—and I can’t stress this enough—
  maybe put away that laser rifle.”
  —Pemze Klun, xenowhisperer
  
  55
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  DORMAKHABU
   
  CR  
   11
  XP
  12,800
  N Medium aberration (gray)
  Init +0; Senses blindsense (scent) 60 ft., darkvision 120 ft.; 
  Perception +20
  DEFENSE 
  HP 180
  EAC 24; KAC 26
  Fort +13; Ref +13; Will +12
  Defensive Abilities phase
  Weaknesses light blindness, vulnerable to sonic
  OFFENSE
  Speed 40 ft., burrow 20 ft.
  Melee tentacle +23 (4d6+19 B plus grab) or  
  bite +23 (2d8+19 P; critical 2d6 bleed)
  Ranged acidic spit +20 (3d8+11 A; critical 1d6 corrode)
  Offensive Abilities telepathic howl (DC 18)
  STATISTICS
  Str +8; Dex +1; Con +5; Int –3; Wis +3; Cha +0
  Skills Acrobatics +20, Athletics +25, Intimidate +20
  Other Abilities tracking (scent)
  ECOLOGY
  Environment any
  Organization solitary, pair, or pack (3–10)
  SPECIAL ABILITIES
  Acidic Spit (Ex) As a ranged attack, a dormakhabu can 
  spit a thin stream of acid from its mouth with a range 
  increment of 30 feet.
  Phase (Su) Dormakhabus exist slightly out of phase with 
  the Material Plane. A dormakhabu can pass through 
  walls or material objects (but not corporeal 
  creatures), as long as it begins and ends its turn 
  outside of any wall or obstacle. In addition, a 
  dormakhabu always benefits from a 20% miss 
  chance against attacks and effects targeting it 
  directly and takes only half damage from area 
  effects. Force effects, however, function normally 
  against a dormakhabu.
  Telepathic Howl (Ex) As a full action, a dormakhabu 
  can unleash a wave of telepathic 
  energy. All creatures within 
  60 feet must succeed at a 
  DC 17 Will save or become 
  confused for 1d4 rounds. 
  Creatures with telepathy 
  or limited telepathy 
  take a –2 penalty to 
  this saving throw. A 
  dormakhabu can use this 
  ability every 1d4 rounds.
  This six-legged beast resembles a 
  slender alligator with three eyestalks 
  on top of its head and a ridge of bony plates running down 
  its spine. Its front two limbs end in sturdy claws capable 
  of digging through earth and stone. Under its eyestalks, a 
  dormakhabu also has a long and powerful tentacle, which 
  it uses to drag hapless creatures toward its wide mouth full 
  of sharp teeth, located in the center of its torso. Due to the 
  dormakhabu’s rubbery skin and ability to phase through 
  solid matter, many scholars theorize that this unusual 
  aberration originates from the same world or dimension 
  as the aliens known as grays. Despite these similarities 
  and possible shared origins, dormakhabus have not been 
  reported to cooperate with the bulbous-headed humanoids. 
  The only evidence of the strife between the two species 
  comes from an unsubstantiated infosphere report in which 
  an unnamed witness claimed to have been held captive by 
  grays in some kind of underground facility on an asteroid. 
  This person alleges to have seen a creature with a description 
  matching that of a dormakhabu burrow up from the stone 
  floor and unleash a terrifying psychic tremor that flooded 
  the minds of the grays and their captives alike.
  Beset by confusing and nightmarish visions, the witness 
  watched in horror as the dormakhabu spit acid on their 
  incapacitated gray captors before rushing to grab an alien 
  with its tentacle and stuffing the unfortunate victim into its 
  maw. Thanks to the chaos, the witness said, they were able 
  to escape with their life and memories intact. However, no 
  solid evidence for this story has been found.
  If true, the question remains as to why or how 
  a dormakhabu can track and hunt grays with 
  such fervor. However, those who believe in the 
  existence of the grays are grateful to hear that 
  the mysterious infiltrators are not without 
  their own natural predators. 
  
  56
  FLYING VIPER EEL
   
  CR
    10
       XP
   9,600 
  N Tiny animal (swarm)
  Init +8; Senses blindsight (vibration) 60 ft., sightless; 
  Perception +19
  DEFENSE 
  HP 165
  EAC 23; KAC 25
  Fort +14; Ref +14; Will +9
  Defensive Abilities swarm defenses; Immunities swarm 
  immunities
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 10 ft., fly 60 ft. (Ex, perfect)
  Melee swarm attack (1d10+10 P plus flying viper eel venom)
  Space 10 ft.; Reach 0 ft.
  Offensive Abilities distraction (DC 17)
  STATISTICS
  Str +0; Dex +8; Con +5; Int –5; Wis +3; Cha +0
  Skills Acrobatics +24 (+32 to fly), Stealth +19, Survival +19
  ECOLOGY
  Environment any air (Bretheda)
  Organization solitary
  FLYING VIPER EEL VENOM
  Type poison (injury); Save Fortitude DC 17
  Track Dexterity (special); Frequency 1/round for 6 rounds
  Effect progression track is Sluggish–Stiffened–Staggered–
  Staggered; the second staggered functions as an end 
  state.
  Cure 2 consecutive saves
  Within the swirling clouds of Bretheda, the living float and 
  the dead sink, but usually not before a swarm of flying viper 
  eels can scavenge the bodies. A single flying viper eel looks to 
  be nothing more than a long, flat, serpentine creature with a 
  pointed snout, sharp teeth, no eyes, and gossamer-like strands 
  flowing around its body. It stays buoyant with natural hydrogen 
  gas bladders just under the skin along its spine. A flying viper 
  eel excretes this hydrogen in highly pressurized streams from 
  minuscule orifices in order to navigate a gas giant’s clouds. 
  Its enlarged, ribbon-like cilia function as sails, enabling the 
  viper eel to ride air currents toward its next meal. 
  Instinct has taught viper eels to work together 
  as a single unit, traveling the skies of Bretheda as 
  one large swarm to better take down larger prey. 
  First, they let their venom slow the target’s reactions, 
  leaving it unable to fight back. The eels+ heightened 
  senses and agility allow them to detect potential 
  sluggish victims hundreds of feet away, quickly 
  change direction, and rush toward the new 
  source of food. Though these aggressive swarms 
  once posed a substantial threat to Brethedan life, evolutionary 
  factors and encroaching civilization have forced them to act 
  more as scavengers.
  Through their expertise in biotechnology, barathus have 
  developed organic devices to repel these flying eels—these 
  devices exude a strange-smelling musk and vibrate at a 
  frequency the viper eels find disturbing, but the 
  results are unpredictable. On the other hand, 
  haans hunt the creatures as easy game, 
  using their firespray to roast swarms of 
  viper eels, while others catch the roasted 
  creatures in handmade nets before they plummet 
  too deep into Bretheda’s atmosphere. Once prolific, 
  viper eels are quickly becoming endangered, even 
  as many swarms have taken to infesting floating 
  platforms at Bretheda’s surface and made their 
  way to the gas giant’s moons, scavenging from trash 
  bins and hunting other urban vermin.
  
  57
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  GOLEM, ABYSIUM 
   
  CR
   12
     XP
  19,200 
  N Large construct (magical, technological)
  Init +4; Senses darkvision 60ft., low-light vision; Perception +22
  Aura radioactive (high, 10 ft., DC 22)
  DEFENSE 
  HP 200
  EAC 26; KAC 28
  Fort +12; Ref +12; Will +9
  DR 10/—; Immunities construct traits, electricity, magic
  OFFENSE
  Speed 30 ft.
  Melee slam +26 (6d4+20 B; critical irradiateAR [DC 19])
  Offensive Abilities berserk, breath weapon (30-ft. cone, 
  13d6 F, DC 19, usable every 1d4 rounds)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str +8; Dex +4; Con —; Int —; Wis +1; Cha –2 
  Skills Intimidate +22
  Other Abilities comm, mindless, unliving
  ECOLOGY
  Environment any
  Organization solitary or gang (2–4)
  SPECIAL ABILITIES
  Berserk (Ex) When an abysium golem takes damage that 
  reduces it to half its maximum Hit Points or fewer, it 
  must attempt a DC 18 Will saving throw. While at or 
  below half HP, it must also attempt a DC 18 Will saving 
  throw whenever it takes additional damage. On a failure, 
  the golem goes berserk. While berserk, the golem 
  uses its actions to make a full attack or to move and 
  attack. If it can’t reach a creature, it attacks objects. 
  The golem can attempt a DC 18 Will save at the 
  end of each of its turns to end the berserk state. If 
  the golem’s creator communicates with the golem 
  to calm it (via comm unit or from within 60 feet) 
  and succeeds at a DC 10 Charisma check, the 
  golem receives a +2 circumstance bonus to this 
  saving throw.
  Comm (Ex) A golem can receive wireless 
  communications (and thus commands from its 
  creator) at planetary range.
  Magic Immunity (Ex) An abysium golem is immune to any 
  spell or spell-like ability that allows spell resistance, 
  unless the spell specifically lists constructs in its Targets 
  entry. In addition, certain spells and effects function 
  differently against the golem, as follows.
  D  If targeted with remove radioactivity, the abysium 
  golem is slowed (as the slow spell) for 3 rounds (no 
  save), but if the caster also succeeds at a caster level 
  check against the DC of the golem’s radioactive aura, 
  the golem is also flat-footed and off-target for the 
  same duration. 
  D  The irradiate spell ends any slow effect on the golem, 
  and it regains a number of Hit Points depending on 
  the radiation level (2d8 for low, 4d8 for medium, 6d8 
  for high, and 8d8 for severe). If the amount of healing 
  would cause the golem to exceed its maximum Hit 
  Points, it gains any excess as temporary Hit Points.
  These golems are crafted from abysium, the blue-green 
  glowing starmetal also known as feverstone. They are 
  dangerous not only for their strength and ferocity, but also 
  because of the radiation they emit at all times. Some believe 
  that abysium—and the golems made of it—are connected to 
  the Abyss, the nightmarish home of all demonkind.
  
  58
   
  CR
    12
   
  XP
    19,200
  LAWLESS ONE
  CN Medium outsider (extraplanar, chaotic, incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +22
  DEFENSE 
  HP 170 RP 5
  EAC 25; KAC 26
  Fort +11; Ref +13; Will +15
  Defensive Abilities incorporeal, void adaptation; 
  Immunities acid, cold, construct immunities
  Weaknesses susceptible to order
  OFFENSE
  Speed fly 30 ft. (Su, perfect)
  Melee entropic touch +20 (2d12+12 A; critical severe wound 
  [DC 21])
  Offensive Abilities reality revisitation
  Spell-Like Abilities (CL 12th; melee +20, ranged +22)
  1/day—baleful polymorphAA2 (4th level, DC 23), corrosive 
  haze (DC 23)
  3/day—arcane sight (DC 22), bestow curse (DC 22), dispel 
  magic, entropic grasp (DC 21)
  At will—caustic conversion, invisibility (DC 20)
  STATISTICS
  Str —; Dex +5; Con +0; Int +0; Wis +8; Cha +0
  Skills Acrobatics +27 (+35 to fly), Intimidate +22, Stealth +27
  Languages truespeech
  ECOLOGY
  Environment any
  Organization solitary, pair, or anarchy (3–6)
  SPECIAL ABILITIES
  Reality Revisitation (Su) Whenever a creature succeeds at 
  its initial saving throw against one of the lawless one’s 
  spell-like abilities, the lawless one can spend 1 Resolve 
  Point as a reaction in an attempt to tweak reality in its 
  favor. The target creature must then reattempt its saving 
  throw against the spell-like ability at the start of its next 
  turn. If it fails, apply the effects of the spell to the creature 
  as if it had failed its initial saving throw.
  Susceptible to Order (Su) A weapon affixed with an 
  axiomatic weapon fusion bypasses a lawless one’s 
  incorporeal defenses as if it were a ghost killer weapon.
  Phantasmal creatures resembling inevitables, lawless ones 
  are construct-like humanoids of spinning gears that brim with 
  chaotic energy. However, their similarities to denizens 
  of the lawful plane of Axis are merely physical. Where 
  inevitables are charged with maintaining order, 
  lawless ones seek the exact opposite, looking to 
  corrupt the rule of law, disrupt long-held class 
  structures, and destroy status quos. They do 
  this by targeting societal leaders, whether they 
  be duly elected government officials or self-made 
  titans of industry. When not on the attack, lawless ones 
  bide their time, using their invisibility and incorporeality to 
  stay hidden. After they strike (and usually kill) their targets, 
  they disappear without a trace, leading many to believe 
  their victims were taken out by skilled assassins or other 
  non-supernatural threats.
  As such, little is actually known about lawless ones, 
  especially regarding their origins. 25 years ago, an anonymous 
  user of a fringe infosphere community claimed that 
  AbadarCorp unintentionally created the lawless ones after 
  trying to use blueprints somehow stolen from Axis to create 
  their own inevitables, but the post was quickly expunged. The 
  rumor still persists, however, despite AbadarCorp executives’ 
  constant denials. 
  
  OBFUCHSIA
   
  CR
    12
   
  XP
    19,200
  59
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  CE Small plant
  Init +8; Senses blindsight (vibration) 120 ft., low-light 
  vision; Perception +22
  Aura silence (10 ft., DC 19)
  DEFENSE 
  HP 180
  EAC 26; KAC 28
  Fort +16; Ref +14; Will +11
  Defensive Abilities camouflage, void adaptation; 
  Immunities plant immunities
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 40 ft., climb 30 ft.
  Melee bite +22 (2d8+17 P plus 1d8 A) or
  tendril +25 (3d6+17 B plus grab) 
  Space 5 ft.; Reach 5 ft. (10 ft. with tendril)
  STATISTICS
  Str +5; Dex +8; Con +3; Int +4; Wis +4; Cha –2
  Skills Acrobatics +22, Athletics +22 (+30 to climb), 
  Stealth +27 (+37 when motionless)
  Other Abilities compression
  ECOLOGY
  Environment any vacuum
  Organization solitary or sprouting (2–4)
  SPECIAL ABILITIES
  Camouflage (Ex) An obfuchsia can alter the color and texture 
  of its foliage to blend in with its environment. Whenever 
  an obfuchsia remains motionless for 1 round, it gains a 
  +10 bonus to Stealth checks (this bonus doesn’t stack 
  with invisibility or similar effects). If the 
  obfuchsia moves more than 10 feet or 
  takes a hostile action (such as attacking), 
  it loses this bonus until it once again 
  spends 1 round remaining still.
  Silence (Ex) An obfuchsia vibrates thin 
  membranes between its tendrils to 
  cancel sound waves in an atmosphere, 
  generating an aura of silence that lasts 
  until the beginning of the obfuchsia’s next 
  turn. Creatures within 10 feet, including 
  the obfuchsia, are deafened (Fort DC 19). 
  Sound-based sense-dependent effects, including 
  blindsight (sound), cannot pass through the 
  emanation. This aura of silence is not strong 
  enough to stop sonic weapons, however, 
  which function normally. If the obfuchsia 
  can't take actions, its aura is suppressed.
  Suspected to be bioweapons engineered by an 
  extinct species, obfuchsias are creatures with no motive 
  beyond slaughter and replication. Each specimen is a mass of 
  thin, writhing tendrils wrapped around a thorny, acid-dripping 
  maw, all possessed of deadly cunning and a surprising capacity 
  for stealth. By aligning light-deflecting microstructures on 
  the feathery foliage that sprouts from its appendages, a 
  stationary obfuchsia can make itself all but invisible against 
  its surroundings. Further, the creature can counteract ambient 
  sound waves by vibrating thin membranes between its tendrils, 
  stifling the sounds of struggle as it tears into horrified victims. 
  Without proper sensors, a crew can easily find itself at the mercy 
  of this utterly remorseless hunter. Fortunately, obfuchsias 
  emanate trace levels of radiation that, while harmless, are still 
  detectable by radiation sweepers and similar devices.
  Obfuchsias begin their lives as massive clouds of spores 
  that float dormant in space. Radiation from the engines of 
  passing starships awakens them, prompting them to attach 
  to the ship’s hull and germinate. They grow quickly and, when 
  fully developed, infiltrate the vessel through the tiniest entry, 
  squeezing their malleable forms behind access panels and 
  through ducts until they can pounce on prey. Once they have 
  fed, obfuchsias again seek the void—where they explode into 
  another spore cloud to spread further across the galaxy.
  
  60
   
  CR
    11
      XP  
  12,800 
  PROTEAN, XIRITIX
  CN Large outsider (chaotic, extraplanar, protean, 
  shapechanger)
  Init +5; Senses blindsense (vibration) 30 ft., darkvision 
  60 ft.; Perception +25
  DEFENSE 
  HP 170
  EAC 24; KAC 25
  Fort +10; Ref +12; Will +14
  Defensive Abilities amorphous, displacement; DR 10/lawful; 
  Immunities acid, polymorph; Resistances electricity 10, 
  sonic 10; SR 22
  OFFENSE
  Speed 30 ft., fly 60 ft. (Su, perfect)
  Melee claw +20 (2d10+13 S) or
  tail +20 (3d4+13 B plus grab)
  Ranged anomaly ray +22 (2d8+11 A plus driftflash [DC 20])
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 11th)
  Constant—displacement
  STATISTICS
  Str +2; Dex +5; Con +3; Int +0; Wis +1; Cha +8
  Skills Acrobatics +20 (+28 to fly), Disguise +20, Mysticism 
  +25, Physical Science +20, Stealth +25
  Languages Abyssal, Protean; telepathy 100 ft.
  Other Abilities change shape (Small, Medium, or Large 
  animal, elemental, humanoid, magical beast, monstrous 
  humanoid, ooze, plant, or vermin)
  ECOLOGY
  Environment any (Drift or Maelstrom)
  Organization solitary
  SPECIAL ABILITIES
  Anomaly Ray (Su) As a ranged attack, a xiritix can fire 
  a ray of destabilizing energy with a range increment 
  of 60 feet. This natural weapon has the automatic 
  weapon special property (maximum 6 targets). Once the 
  protean uses this ability, it can’t use its anomaly ray for 
  1d4 rounds.
  Driftflash (Su) A creature struck by a xiritix’s anomaly 
  ray must succeed at a DC 20 Fortitude saving throw or 
  be affected by a random effect, as determined on the 
  following table.
  D8 EFFECT
  1 
  The target is assaulted by the terrible smell of a rancid 
  pit of the Abyss and is sickened for 1d4 rounds.
  2 
  The target is enveloped by the cloying gloom of the 
  Shadow Plane and is shaken for 1d4 rounds.
  3 
  The target hears the whispers of the damned in Hell 
  and is off-target for 1d4 rounds.
  4 
  The target is distracted by the comforting serenity of 
  Heaven and is flat-footed for 1d4 rounds.
  5 
  The target is snared by wild vines from the First 
  World and is entangled for 1d4 rounds.
  6 
  The target is subjected to the blinding light of the 
  Positive Energy Plane and is blinded for 1d4 rounds.
  7 
  The target witnesses a vision of death from the 
  Boneyard and is staggered for 1d4 rounds.
  8 
  The target is surrounded by swirls of erratic colors 
  from the Maelstrom and is confused for 1d4 rounds.
  Xiritixes are rare proteans created by a large section of the 
  Maelstrom being pulled into the Drift, though some scholars 
  believe they were once another species of proteans that 
  mutated in the planar shift. These mercurial, serpentine 
  beings view the rest of the multiverse as boring and stagnant; 
  they seek to remedy this “problem” by inflicting the same 
  planar-mixing chaos that birthed them on whomever they 
  come across. Xiritixes usually maintain a facet of their original 
  forms (such as a sinuous tail or colorful scales) when they 
  change shape, making them easy to spot even in disguise.
  
  61
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  XANTHOS
   
  CR
    14
  XP 
  38,400
  N Huge magical beast
  Init +2; Senses darkvision 120 ft., low-light vision; 
  Perception +25
  DEFENSE 
  HP 235
  EAC 28; KAC 29
  Fort +14; Ref +14; Will +17
  Immunities cold; Resistances electricity 30, fire 30; SR 25
  OFFENSE
  Speed 60 ft.
  Melee bite +26 (6d6+22 P) or
  hoof +26 (4d6+22 B)
  Space 15 ft.; Reach 10 ft. 
  Spell-Like Abilities (CL 14th)
  1/day—teleport
  3/day—arcane eye
  At will—life bubble
  STATISTICS
  Str +8; Dex +2; Con +6; Int +1; Wis +4; Cha +1
  Skills Culture +30, Intimidate +25, Mysticism +30,  Physical 
  Science +25, Sense Motive +30
  Languages Aklo, Common; telepathy 
  5 ft.
  Other Abilities exploit stellar conjunction
  Gear industrial backpack, personal comm 
  unit, spy drone (laser microphone), 4 
  batteries (20 charges each)
  ECOLOGY
  Environment any
  Organization solitary or pair
  SPECIAL ABILITIES
  Exploit Stellar Conjunction (Su) A xanthos can 
  sense the alignment of stellar objects (asteroids, 
  comets, planets, and so on), which form conjunctions 
  that grant them magical travel. During 
  these conjunctions, the xanthos can 
  use their teleport spell-like ability as 
  interplanetary teleport to reach any 
  world they have visited before, or as plane 
  shift to reach any plane. These conjunctions 
  occur at the GM’s discretion and usually 
  remain viable for 10d10 hours, after which it 
  could be days, weeks, or even months before 
  another conjunction occurs.
  The intimidating appearance of the robust half-equine, 
  half-reptilian xanthos (plural xanthoi) belies their remarkable 
  intellect and magical abilities. Created by a vanished race of 
  plane-hopping aliens to serve as their mounts, xanthoi still 
  exhibit the natural curiosity and teleporting capabilities of 
  their absentee masters. Their capacity for effortless travel 
  and their drive to observe, collect, and catalogue knowledge 
  give them a long history as field researchers, but the end of 
  the Gap marked a drastic shift in xanthos mindsets. While 
  other species despaired at the collective loss of so much 
  history, the xanthoi celebrate the Gap as the period of their 
  masters’ return. They believe their creators utilized powerful 
  magic or technology to compile all accumulated information 
  in the universe, taking a large chunk of it with them when 
  they again departed at the end of the Gap. They celebrate 
  this erasure as an opportunity to learn anew, free from the 
  misconceptions of the past, and proselytize the inevitable 
  return of their masters, whom they believe will bring about 
  a second Gap.
  Understanding 
  that 
  their 
  masters 
  have 
  already 
  collected the “old knowings” that they and others have 
  gathered throughout history, xanthoi now focus their 
  acute observational skills on current events of all sorts. 
  They seek to understand and document everything from 
  political upheavals and interstellar wars to fashion trends 
  and technological advances. Grand celestial occurrences 
  and the final scores of local sporting events captivate 
  them equally, and every moment of their 
  wandering lives is recorded and uploaded into 
  local infospheres. These firsthand accounts 
  often gain popularity on social networks 
  and news outlets, with the famed 
  impartiality of the xanthoi making 
  them ideal—if somewhat dry and 
  over-technical—commentators.
  
  CODEX OF WORLDS
  AGESH
  Colorless Mining World
  Diameter: ×1; Mass: ×1-1/5
  Gravity: ×1-1/5
  Location: The Vast
  Atmosphere: Normal
  Day: 36 hours; Year: 180 days
  The largest of four planets orbiting a nondescript star in the 
  Vast, Agesh is an arid black orb streaked with white clouds. This 
  mineral planet was discovered over a century ago by intrepid 
  explorers from the Pact Worlds and settled shortly thereafter 
  by miners hoping to extract monodust, a nanoscopic material 
  with curious optical properties that make it a useful component 
  in many hologram and laser technologies. Monodust saturates 
  the planet’s environment and biosphere, giving Agesh its most 
  noticeable element: a completely monochromatic environment. 
  Monodust absorbs ambient light and reflects it across only a 
  few discrete wavelengths. In practical terms, this means that 
  precisely five colors exist on Agesh: black,  dark gray, gray, light 
  gray, and white. 
  While seeing the color leeched from the environment 
  as the airlock doors open can be disorienting for many 
  first-time visitors to Agesh, its long-term residents—both the 
  miners who laboriously sift the desert sands for aggregated 
  monodust chunks and the secondary network of merchants 
  and other tradespeople who have sprung up around them—
  have adapted well to their unique home. Signage on Agesh 
  utilizes distinct geometric symbols where other systems 
  might rely on color coding, and local fashions tend to focus 
  on aesthetically pleasing tessellations of black and white. 
  Those least-adapted to Agesh’s environment are the top-level 
  executives of the various mining corporations, many of whom 
  maintain designated “prism rooms” in their domiciles, fitted 
  with airlocks and filters to scrub the monodust out of the air 
  and holographic projectors to superimpose colorful images 
  across the walls. Though this process is expensive and 
  energy-intensive, these executives receive a disproportionate 
  amount of the lucrative profits from monodust mining, so 
  they have the resources. 
  Efforts to synthesize monodust elsewhere have failed as, 
  for unknown reasons, the substance decays rapidly when 
  exposed to the atmosphere of other planets, necessitating 
  special preservation in vacuum-sealed containers before it 
  can be shipped off-world for sale. While biologically inert 
  to virtually all life-forms, monodust does accumulate in the 
  body, meaning that those who travel off-world retain their 
  monochromatic coloration and lack of color vision for 
  a few days, until the substance has been naturally 
  eliminated from their skin and visual organs. 
  This is a point of pride for some merchants 
  who transport the valuable commodity. 
  Though no sapient creatures have 
  evolved on Agesh, the planet’s biosphere 
  is teeming with native creatures that are 
  adapted to its arid, windblown surfaces, 
  including black-gray lichens and gray 
  cacti with striking white flowers. The 
  planet’s reptilian fauna tend to be mostly 
  gray-white to reflect the desert heat, 
  though they also have black patterning 
  to better blend into the black sands. 
  Extraplanetary dissection of Ageshan 
  life-forms has revealed the presence of 
  vestigial cone cells and other structures 
  associated 
  with 
  color 
  perception, 
  suggesting that monodust entered 
  Agesh’s environment at some point in 
  the relatively recent geological past, 
  though who or what might have created 
  and introduced such an unusual (and 
  useful) material remains a mystery.
  62
  
  ADVENTURE PATH
  THE THREEFOLD CONSPIRACY
  THE THREEFOLD CONSPIRACY
   
   
  THE CRADLE 
  INFESTATION
  PART 1: 
  BIO-RESEARCH  
  BREAK-IN
  PART 2: 
  A QUIET PLACE  
  TO DIE 
   
   
  PART 3: 
  POST MORTEM
  THE CUSTODIANS  
  OF BRETHEDA 
   
  BIOTECHNOLOGY  
  GEAR
  ALIEN
  ARCHIVES
  CODEX OF WORLDS
  PUPPETS WITHOUT STRINGS
  By Landon Winkler
  Armed with evidence of a conspiracy that goes all the way to 
  the top of the Pact Worlds government, the heroes travel to 
  Absalom Station to root out the duplicitous agents. Once the 
  operatives are unmasked, the heroes have their final chance 
  to come face to face with the puppet master behind it all!
  CONTINUING THE CAMPAIGN
  By Kendra Leigh Speedling
  The heroes might have stopped the insidious machinations of 
  the Unseen, but their adventures don’t need to end there! This 
  article is packed with plot hooks for the further exploits of the 
  heroes of The Threefold Conspiracy.
  MAGICAL ACADEMIES
  By Hilary Moon Murphy
  Across the galaxy, magical academies teach students to hone 
  their spellcasting abilities in a variety of traditions. From 
  technomancy to war magic, learn about these educational 
  institutions and pick up some new techniques!
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  Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark Seifter, 
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  Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica 
  Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
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  Jessica Ross.
  NEXT MONTH
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  FORWARD
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  8
  5
  10
  10
  9
  4
  4
  4
  4
  6
  6
  3
  2
  1
  c
  a
  b
  b
  INHERITORWORKS
   
  CRUSADER 
  1. Bridge
  a. Captain's chair
  b. Science officer's 
  station
  c. Gunner's station
  d. Pilot's station
  2. Engineering
  3. Brig
  4. Crew quarters
  5. Common area
  6. Life boats
  7. To cargo bay
  8. Showers
  9. Auxiliary crew stations
  a. Magic officer’s station
  b. Secondary gunner’s
   stations
  c. Spare station
  10. Galley
  MAP KEY
  c
  d
  a
  b
  
  With the threat of an alien contagion still looming, the heroes must infiltrate a high-security laboratory 
  and rescue an important barathu official before they are infected. Unfortunately, the heroes’ task is 
  complicated by the return of an old enemy!
  This Starfinder Adventure Path volume continues The Threefold Conspiracy Adventure Path 
  and includes:
  • “The Cradle Infestation,” a Starfinder adventure for 9th-level characters, by Vanessa Hoskins.
  • A look at the biology, culture, and recent history of the jellyfish-like barathus, by Lyz Liddell.
  • A catalog of new and exciting biotechnology gear, by David N. Ross.
  • An archive of alien creatures, including a radioactive golem and a deadly agent of chaos, by Alexander 
  Augunas, Anthony Bono, Vanessa Hoskins, and Jessica Ross.
  • Statistics and deck plans for a crusading starship, by Vanessa Hoskins, plus a glimpse of a planet 
  drained of all color, by James Case.
  DON’T TRUST YOUR TECHNOLOGY
  paizo.com/starfinder
  Printed in China. PZO7229
  
SOURCE: textdata/thevault/Starfinder [multi]/Adventure Paths/SF25-30 The Threefold Conspiracy/PZO7229 Starfinder AP #29 - The Threefold Conspiracy - Part 5 of 6 - The Cradle Infestation.pdf