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  2
  C r e d i t s
  C r e d i t s
  C l o s e e n C o u n t e r s:
  O n y x S t a t i O n
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  3
  The Fat Goblin Hoarde
  fatgoblingames.com
  The Fat Goblin Hoarde
  fatgoblingames.com
  C o n t e n t s
  Introduction 
  4
  Onyx Station 
  4
  The Null Zone 
  4
  The Core 
  5
  The Hydroponics Garden 
  7
  Bestiary 
  8
  Chaos Beast  CR 7 
  9
  Chayronok  CR 6 
  10
  Column of Flesh  CR 10 
  11
  Fungoid Stalker  CR 5 
  12
  Living Sentry  CR 8 
  13
  Morlaacki  CR  1 
  14
  Mtarra  CR 4 
  15
  Necruul  CR  1 
  16
  Quadramanin CR 9 
  17
  Shadowsludge CR  1/2 
  18
  Shadowspawn CR 10 
  19
  Xaaxaat  CR 3 
  20
  New Ships 
  21
  Gravity Beam 
  21
  Making Adventures 
  23
  
  4
  Introduction
  Fifty years ago, Onyx Station was announced as 
  a brand new technological marvel. A space station 
  that was fully equipped as a trading hub and had the 
  ability to travel through the universe with its very own, 
  experimental hyperspace engine. Nothing the size of a 
  space station, something dozens of times larger than 
  the largest starships, had ever been through hyperspace 
  before. Scientists, priests, staff, and hundreds of 
  observers had been brought along to be a part of Onyx 
  Station’s first journey through hyperspace. The financier 
  of the entire operation, a vesk named Onoyaxa “Onyx” 
  Vesetora, boasted “The gods themselves could not 
  invent such a masterpiece!”
  But when Onyx Station went into hyperspace for the 
  first time, it did not return. Instead it disappeared from 
  existence almost entirely, unable to be located through 
  magical or technological means. Until now. Exactly 
  50 years after Onyx Station went into hyperspace, it 
  appeared again and though scanners show that there 
  are things living inside, nothing has tried to come out. 
  Whether the PCs have been sent to the station as a 
  scouting party, or came upon it while travelling through 
  space, they are the first people to step foot inside since 
  the station first disappeared.
  Onyx Station
  Onyx Station was originally broken up into four 
  separate sections before it disappeared into hyperspace, 
  but today only three of those sections exist: the Core, 
  the Null Zone, and the Hydroponics Garden. What was 
  once the living quarters on Onyx Station is now gone, 
  a colossal bite mark from some unknown, yet clearly 
  incredibly massive creature in its place. The only thing 
  preventing the rest of the station from being exposed 
  to the void of space are the multiple airlocks which are 
  installed as security mechanisms.
  The Null Zone
  The Null Zone is the only part of Onyx Station 
  inhabited by reasoning, sentient people. This area is 
  made up of the only docking bay left on the station (with 
  the others having been located in the living quarters) as 
  well as a cluster of stores that was originally supposed 
  to be a trading hub for travelling merchants. The people 
  living here are a combination of the station’s original 
  inhabitants as well as a second generation who have 
  spent their entire lives here. The PCs may note that the 
  minds of some of these survivors are shattered beyond 
  repair, and that these people will do nothing but eat, 
  sleep, and mutter incomprehensibly. Many more people, 
  however, have physical wounds of some sort or another 
  which serve as a reminder as to the dangers outside of 
  the Null Zone. 
   
  There are a few relatively ‘normal’ people living in Null 
  Space who will be happy to share food or supplies 
  in exchange for the PCs’ help performing odd jobs 
  or keeping the people here safe. Trying to ask these 
  people what exactly happened to the station in the fifty 
  years it’s been gone does not lead to any conclusive 
  answers, as it seems that not even the most lucid of the 
  survivors can piece together exactly what happened. 
  All the information they can share with the PCs is of 
  the aftermath: the plants in the Hydroponics Garden 
  all mutated into sentient and deadly plants, many of 
  the station’s residents either died and came back as 
  undead creatures or lived and mutated into horrific new 
  species, and there are a whole host of new creatures that 
  somehow made their way inside the station.
  T r a p s & H a z a r d s
  In their attempt to fortify the Null Zone against the 
  occasional outsider that slips in, many of the survivors 
  have constructed makeshift traps that lie not only 
  inside the Null Zone, but outside the perimeter as well. 
  Unfortunately for the PCs, not even the survivors can 
  remember where all of these traps lie. Below are three of 
  the traps the PCs might encounter in their travels.
  
  5
  Chaos Beast essenCe trap
  This sort of trap is very rare to find in the halls of Onyx 
  Station, but it is potent nonetheless. The carcass of a 
  chaos beast has been laid out in one of the hallways and 
  left to rot with an explosive device inside of it. Creatures 
  that approach the chaos beast’s body activate the 
  motion sensors which cause it to explode, exposing the 
  creatures to the chaos beast’s insidious magic.
  Chaos Beast essenCe 
  Cr 7
  XP 3,200
  Type technological; Perception DC 30; Disable 
  Engineering DC 25 (disable the motion sensors)
  Trigger location; Reset none
  Effect explosion (4d12+4 F) and exposure to the chaos 
  beast’s corporeal instability ability (see chaos beast 
  stat block for more information); Reflex DC 17 for half 
  damage & Fortitude DC 15 to negate the corporeal 
  instability ability; multiple targets (all targets within 
  15-ft. radius)
  Collapsing ruBBle and Flash grenades trap
  This trap was invented as a means of slowing 
  dangerous monsters down while a survivor could 
  escape. A creature activating the tripwire first causes 
  a portion of the ceiling to collapse along with a few 
  flashbangs that are set to go off just as the creature is 
  contained by the rubble.
  Collapsing ruBBle & Flash grenades 
  Cr 5
  XP 1,600
  Type mechanical & technological; Perception DC 27; 
  Disable Engineering DC 22 (cut the tripwire)
  Trigger location; Reset manual
  Effect collapsing rubble (4d12+4 B) and flashbangs 
  (blinded for 1d6 rounds); Reflex DC 15 half and to avoid 
  blinded condition; multiple targets (all targets within 
  20-ft. radius)
  exploding loot trap
  This trap is meant to look like a bag of loot that has 
  been left behind in a hurry, usually just open enough for 
  goods such as ammunition or food to be showing. Any 
  creature picking up or rummaging through the sack, 
  however, triggers the makeshift explosive inside.
  exploding loot 
  Cr 2
  XP 600
  Type technological; Perception DC 23; Disable 
  Engineering DC 18 (disable the explosive)
  Trigger touch; Reset none
  Effect explosion (4d6 F); Reflex DC 13 half; multiple 
  targets (all targets within 10-ft. radius)
  The Core
  The Core is both the literal and figurative center of 
  Onyx Station and is home to the group of mutated 
  beings known as “the Children of the Nebula.” Whatever 
  happened to Onyx Station caused many the original 
  inhabitants to twist and evolve into a host of terrifying 
  creatures including the moorlacki and the necruul, the 
  latter of which created the aberrations known as the 
  charyonok. Those inhabitants that didn’t survive were 
  transformed into the conglomerates known as columns 
  of flesh or had their souls shunted into the mechanical 
  guardians now known as living sentries. Although many 
  of the Children are not unified in the least and often 
  fight amongst themselves for supplies, they all certainly 
  do hold a similar religion. Throughout the Core are 
  glyphs and altars all dedicated to the being they all call 
  “the Master.” These glyphs are completely unintelligible 
  to anyone but the Children and any attempts to 
  decipher, or indeed even look at them, ends in confusion 
  and migraines.
  All of the Children are supposedly led by a figure 
  called the Prophet, who they claim is the only being 
  that has ever communed with the Master and lived to 
  tell about it. Of course, though none of the survivors 
  have ever met the Prophet in person, they have all 
  had nightmares about him at one point or another, 
  describing a cloaked humanoid with pus-ridden robes 
  that cover the entirety of his body and whose unholy 
  sermons are still ringing in their minds. Though the 
  
  6
  Prophet does not have a physical presence per se, 
  everyone, even the survivors will insist to the PCs that he 
  is very real and very dangerous.
  The Core is also home to an experimental EMP device 
  that was installed inside Onyx Station as a security 
  measure when it was first being built. This device was 
  originally meant to disable ships that attacked the 
  station just before the station’s own starships joined 
  the battle, but ever since Onyx Station disappeared 
  into hyperspace, the EMP device has not worked as 
  intended. Its “warning systems” now allow for starships 
  to fly into the station, but whenever a ship tries to leave, 
  the EMP device goes off, disabling all of the starship’s 
  technological functions and leaving it stranded. The 
  survivors in the Null Zone have long since learned that 
  should this happen, a group of shadowspawn swarm the 
  stranded ship and slowly but surely destroy it and those 
  inside. Should the PCs not heed the warning that the 
  survivors give and try to leave anyway, the survivors will 
  use the gravity beam from a Tugboat while inside the 
  station and drag the ship the PCs are in back to safety, 
  but they will only do this once.
  T r a p s & H a z a r d s
  Most of the traps spread throughout the Core are not 
  meant to kill someone triggering it, only render them 
  unconscious or immobile long enough for the Children 
  to arrive, usually so that they could sacrifice the victim 
  on their own time.
  altar oF saCriFiCe
  Though altars can be found throughout the 
  entirety of the Core, only a few of them are imbued 
  with magic. These altars have powerful mind-altering 
  abilities that cause non-Children to approach them 
  and attempt to sacrifice themselves and stop anyone 
  who tries to stop them.
  altar oF saCriFiCe 
  Cr 9
  XP 6,400
  Type magical; Perception DC 33; Disable Mysticism DC 
  28 (ruining the magic in the glyph)
  Trigger location; Reset 1 day
  Effect Once a creature comes within 30 feet of the altar 
  they must immediately make a DC 18 Will save. On a 
  success, they immediately become aware of the altar’s 
  purpose and abilities, but on a failure they spend the 
  next 1d6 minutes trying to kill themselves on the 
  altar. They will approach the altar whenever they can 
  and once they are lying down on top of it, will use 
  any weapons or abilities at their disposal to try and 
  end their lives (dealing damage to themselves as they 
  would an enemy creature). Should anyone attempt to 
  stop them, the affected creature will use violence fight 
  them off before continuing to try and kill themselves 
  on the altar. Once the time limit has passed, the 
  creature has no memory of the events that transpired.
  glyph oF slumBer
  This glyph can be found scrawled on the walls, floors, 
  or ceilings in the core, usually hidden with a number of 
  other, mundane glyphs. When a creature approaches 
  the glyph, it glows a bright crimson color that tugs on 
  the mind of the affected, making them incredibly tired. 
  There are usually a few Children waiting nearby, waiting 
  for someone to trigger the glyph.
  glyph oF slumBer 
  Cr 4
  XP 1,200
  Type magical; Perception DC 26; Disable Mysticism DC 
  15 (ruining the magic in the glyph)
  Trigger location; Reset 1 minute
  Effect Once a creature comes within 5 feet of the glyph, 
  it glows a bright crimson color. Once this happens, all 
  creatures within 30-feet of the glyph fall asleep for 1d6 
  minutes. A DC 15 Will save negates this effect.
  
  7
  the prophet’s sermon
  Every time the PCs enter the Core and are exposed to 
  the altars, glyphs, or even the Children, there is a small 
  chance the Prophet attaches to their mind. Every time 
  the PCs enter the Core, they must succeed a DC 16 Will 
  save or the very next time they try and fall asleep, they 
  find that they are unable to get a good night’s rest and 
  instead wake up fatigued the next day, unable to sleep 
  because of the nightmares they have had. This save 
  increases by +1 every consecutive day that a creature 
  enters the Core but resets back to a DC 16 Will save 
  should a creature simply spend a day without visiting 
  the Core.
  The Hydroponics 
  Garden
  This area of Onyx Station was originally meant to serve 
  a dual-purpose as both a place to grow new food and 
  serve as a sightseeing tour for those visiting the station. 
  Many rare and valuable plants were brought in and set 
  up for the people of Onyx Station to eat and enjoy at 
  their leisure. Today, many of these plants are kept alive 
  because of technology that aids in self pollination. On 
  the other hand, there are a variety of species of plant 
  which mutated and turned into malicious creatures 
  which attack any who dare venture into this section of 
  the ship. Fungoid stalkers and quadramanin are both 
  examples of creatures which were rapidly evolved from 
  common species of plants, while the mtarra evolved 
  from mosquitos that found their way aboard the ship 
  along with these plants.
  Worse yet, this area of the ship is where the living 
  sentries, shadowsludges, and shadowspawn most often 
  reside, making this easily the most dangerous part of 
  Onyx Station. Unfortunately, as this part of the station 
  is abundant with potential sources of food, it is also the 
  most rewarding part to loot. Both survivors and the 
  Children can be found here, trying to steal away supplies 
  of food before some monstrosity makes them dinner.
  T r a p s & H a z a r d s
  Though there aren’t many traps here set by sentient 
  creatures, the different varieties of plants here are deadly 
  in their own right. These plants serve as hazards for 
  those trying to explore the Hydroponics Garden apart 
  from the ravenous creatures who live here.
  Boldivar tree poison
  The boldivar tree was originally a harmless plant that 
  grew pleasant smelling fruits, but after Onyx Station 
  disappeared into hyperspace and was exposed to 
  energies from an unknown source, the trees on board 
  transformed, the sweet-smelling fruit no longer edible but 
  poisonous. A visible purple haze can be seen rising from 
  these fruits in various areas in the Hydroponics Garden.
  Boldivar tree poison
  Type poison (inhaled or ingested); Save Fortitude DC 14
  Track Constitution; Frequency 1/round for 6 rounds
  Cure 2 consecutive saves
  maneater plant
  These giant sized plants seem to have open jaws, 
  ready to clamp down on any creatures that walk by. The 
  plant occasionally releases spores which quickly affect 
  the mind of nearby creatures, causing them to walk 
  straight into the jaws of the waiting plant. A creature can 
  recognize the danger this plant provides before it is too 
  late with a successful DC 15 Life Science check.
  Any creatures walking with 10 feet of the maneater 
  plant must succeed a DC 15 Fortitude save (this is a 
  poison effect) or attempt to feed itself to the maneater 
  plant. This plant immediately clamps down on the 
  creature, dealing 1d6 points of acid damage per round 
  and trapping the creature inside of it. If multiple 
  creatures were affected by the spores, they wait 
  patiently for the maneater plant to open up again. Once 
  a maneater plant has clamped down on a creature, only 
  a DC 16 Strength check can open it up again, requiring a 
  standard action to attempt. An creature affected by the 
  spores only snaps out of their trance if moved more than 
  10 feet away from the maneater plant.
  
  8
  B e S t i a r y
  The following section includes a variety of different creatures that one might find wandering the halls of Onyx 
  Station. They are meant to represent a threat to PCs between levels 1 and 10, so it is important to consult the Making 
  Adventures section when choosing foes for your players.
  
  9
  CN Medium outsider (chaotic, extraplanar) 
  Init +2; Senses darkvision 60 ft.; Perception +14
  deFense 
  hp 105
  EAC 19; KAC 21 
  Fort +9; Ref +11; Will +6
  Defensive Abilities amorphous, resistant to 
  transformation; SR 18
  oFFense
  Speed 20 ft. 
  Melee slam +18 (2d6+12 B plus corporeal instability)
  Multiattack 4 claws +12 (1d6+12 S each plus corporeal 
  instability)
  statistiCs
  Str +5; Dex +2; Con +4; Int +0; Wis +1; Cha +0
  Skills Acrobatics +14, Athletics +14, Stealth +17
  eCology
  Environment any
  Organization solitary, invasion (2–5)
  speCial aBilities
  Corporeal Instability (Su) A creature hit by any of 
  the chaos beast’s melee attacks must succeed a DC 
  15 Fortitude save or take 1 point of Wisdom drain 
  and become a spongy, shapeless mass. Unless the 
  victim manages to control the effect (see below), its 
  shape constantly melts, flows, writhes, and boils. An 
  affected creature is unable to hold or use any item. 
  Clothing, armor, helmets, and rings become useless. 
  Large items worn or carried—armor, backpacks, even 
  shirts—hamper more than help, reducing the victim’s 
  Dexterity score by 4. Speed is reduced to 10 feet or 
  one-quarter normal, whichever is less. The victim 
  gains the amorphous quality, but cannot cast spells 
  or use magic items, and it attacks blindly, unable to 
  distinguish friend from foe (–4 penalty on attack rolls 
  and a 50% miss chance, regardless of the attack roll).
  A victim can temporarily regain its own shape by taking a 
  standard action to attempt a DC 13 Will save. A success 
  reestablishes the creature’s normal form for 1 minute. 
  Spells or abilities that change the victim’s shape do 
  not remove the curse, but hold the creature in a stable 
  form (which might not be its own form, depending on the 
  spell or ability) and prevent additional Wisdom drain for 
  the duration of the spell; shapechange and stoneskin have 
  a similar effect. The victim takes 1 point of Wisdom drain 
  from mental shock every round that it ends its turn in an 
  amorphous shape—upon being drained to 1 Wisdom, 
  further Wisdom drain ceases and the amorphous body 
  effect is permanent until removed via magic (no further 
  number of saving throws can cure the condition at this 
  time). If the victim succeeds in regaining its shape 3 times 
  before reaching 1 Wisdom, this effect ends immediately, 
  though any Wisdom drain suffered does not return on its 
  own.
  Resistant to Transformation (Ex) Transmutation spells or 
  effects, such as rewire flesh or petrification, force a chaos 
  beast into a new shape, but at the start of its next turn, it 
  immediately returns to its normal form as a swift action.
  Chaos beasts are ever-changing creatures that have no clear 
  origin, though they have been known to appear throughout the 
  planes during times of great magical disturbances. Their bodies 
  constantly shift from form to form, growing tentacles, claws, 
  and mouths just as quickly as other appendages disappear. With 
  the invention of hyperspace travel, the mysterious chaos beasts 
  have worryingly become more common, drawn to hotspots and 
  locations where starships frequently enter or leave hyperspace.
  There are a perhaps a dozen or so chaos beasts aboard Onyx 
  Station, and though they rarely show themselves, the fact that they 
  reside here at all may give some clue as to what happened aboard 
  the station to begin with.
  Chaos Beast
  CR 
  7
  XP 
  3,200
  Combatant
  
  10
  CE Large aberration 
  Init +3; Senses darkvision 60 ft.; Perception +13
  deFense 
  hp 90
  EAC 18; KAC 20
  Fort +8; Ref +8; Will +7
  oFFense
  Speed 50 ft.
  Melee tail stinger +16 (1d8+11 P plus poison)
  Multiattack tail stinger +16 (1d8+11 P plus poison), 2 
  claws +13 (1d4+11 S)
  Ranged stinger shot +13 (2d6+6 P plus poison)
  Space 10 ft.; Reach 5 ft.
  Offensive Abilities poison, stinger shot
  statistiCs
  Str +5; Dex +3; Con +2; Int –2; Wis +1; Cha –3
  Skills Acrobatics +13, Athletics +13, Survival +18
  Languages 1 of GM’s choice (chayronoks have no 
  language of their own, speaking that of their creator).
  eCology
  Environment any (preferably warm and dry) 
  Organization solitary
  speCial aBilities
  Poison (Ex) A creature hit by the chayronok’s tail stinger 
  is automatically subjected to chayronok poison, unless 
  they make a DC 14 Fortitude saving throw. Chayronok 
  poison has the following profile:
  Chayronok poison
  Type poison (injury); Save Fortitude DC 14
  Track Constitution; Frequency 1/round for 6 rounds
  Cure 2 saves
  Stinger Shot (Ex) As a standard action, a chayronok can 
  fire a stinger shot at an opponent within 60 feet. This 
  launches a stinger at the target, who is subjected to a 
  dose of chayronok poison along with the damage from 
  the impact. 
  Chayronoks are hateful creatures, created in 
  labs by scientists looking to create effective guard 
  creatures. They’re loyal to their creators, viewing 
  them as parents, but anyone else is an enemy to be 
  destroyed. Chayronoks do not get along and are always 
  encountered alone, even if they have been created by 
  the same “parent.” Other chayronoks remind them that 
  they’re not natural creatures and that they cannot breed, 
  while chayronoks created by the same parent inspire 
  insane levels of envy and paranoia in each other, leading 
  to the destruction of at least one of the competitors for 
  the parents’ attention.
  Chayronk poison is sometimes harvested by the 
  scientists and sold to assassin throughout the galaxy, 
  as it is very hard to detect and treat for a medical 
  professional. (Increase the DC for treating the drug from 
  14 to 18). 
  Chayronok
  CR 
  6
  XP 
  2,400
  Combatant
  
  11
  CE Huge undead 
  Init +3; Senses darkvision 60 ft.; Perception +19
  deFense 
  hp 140
  EAC 22; KAC 23 
  Fort +9; Ref +9; Will +15
  Defensive Abilities undead immunities
  oFFense
  Speed fly 30 ft. (perfect)
  Melee slam +16 (2d8+12 B plus touch of foulness)
  Ranged ray of decay +18 (3d4+10 C plus leprosy)
  Space 15 ft.; Reach 15 ft.
  Offensive Abilities touch of foulness
  Spell-Like Abilities (CL 10th)
  At will—jolting surge (DC 20), magic missile
  3/day—arcing surge (DC 21), entropic grasp (DC 21), 
  irradiate (DC 21), probability prediction
  1/day—animate dead, corrosive haze (DC 22)
  statistiCs
  Str +2; Dex +3; Con —; Int +5; Wis +0; Cha +8
  Skills Life Science +24, Mysticism +24, Piloting +19
  Languages Aklo, Common
  Other Abilities unliving
  eCology
  Environment any abandoned starship
  Organization solitary
  speCial aBilities
  Ray of Decay (Su) As a standard action a column of flesh 
  can shoot a beam of destruction up to 60 feet. Any 
  living creature hit by it takes 3d4+10 points of cold 
  damage, and must make a DC 19 Fortitude saving 
  throw or contract leprosy (as per the Starfinder Core 
  Rulebook). All subsequent saves against leprosy is 
  against DC 19, rather than the normal DC for leprosy.
  Touch of Foulness (Su) Anyone physically touched by a 
  column of flesh, such as through the slam attack must 
  make a DC 19 Fortitude saving throw or be sickened 
  for 10 minutes, as oily grime rubs off on them.
  Columns of flesh are a conglomerate type of undead, 
  arising only when a large number of people have died 
  due to being exposed to cosmic rays, usually on slave 
  ships that have not been properly shielded. The columns 
  of flesh do not remember this occurring, having no 
  memories of their former lives, but their formidable 
  powers and intellect allowed them to take control of the 
  ships that they originate on. 
  Now, these lifeless hulks drift through space, seeking 
  nothing more than to wreak havoc and expose others 
  to similar conditions, in the vain hopes of reversing their 
  undead condition. To this end they will often converse 
  peacefully with other creatures, but their paranoia and 
  schizophrenia (as most of them still retain all the “mental 
  voices” of the creatures that were part of it’s creation) 
  quickly drives them to either attack out of frustration 
  or desperation, or to move quickly onto another target 
  instead of the current one. They will normally prefer 
  attacking due to the paranoia, believing that leaving any 
  potential enemy behind them is foolish.
  Column of Flesh
  CR 
  10
  XP 
  9,600
  Spellcaster
  
  12
  CE Medium plant 
  Init +5; Senses low-light vision; Perception 
  +11
  Aura drowsiness (30 ft, DC 13)
  deFense 
   
   
   
     hp 70
  EAC 17; KAC 19
  Fort +9; Ref +7; Will +4
  Defensive Abilities plant immunities
  oFFense
  Speed 40 ft.
  Melee tentacle claw +14 (1d6+8 S plus infestation)
  Offensive Abilities infestation
  statistiCs
  Str +3; Dex +5; Con +1; Int +0; Wis +0; Cha +0
  Skills Athletics +11, Stealth +16, Survival +11
  eCology
  Environment any humid
  Organization solitary
  speCial aBilities
  Aura of Drowsiness (Ex) Any living creature within a 30 
  foot radius of a fungoid stalker must make a DC 13 
  Fortitude save or be shaken, as they try to fight off the 
  drowsiness.
  Infestation (Ex) Any living humanoid hit by a tentacle 
  claw must make a DC 13 Fortitude save or be ingested 
  with fungoid stalker spores. This is a disease with the 
  following profile:
   
  Fungoid inFestation
  Type disease (injury); Save Fortitude DC 13
  Track mental; Frequency 1/day
  Effect Once the victim dies from the disease, the 
  fungoid stalker spores start to sprout and after 1d4 
  weeks, another 1d3 fungoid stalkers sprout from the 
  victim’s body. 
  Cure 2 consecutive saves
  Fungoid stalkers call the hydroponics areas of Onyx 
  Station their home. They’re a well known danger to 
  the inhabitants there, and they take great care to avoid 
  the creatures. Fungoid stalkers instinctively seek out 
  other lifeforms, seeking only to propagate, though this 
  is apparently not necessary for their reproduction, as 
  fungoid stalkers left to themselves will foster new young 
  every few years. The process is sped up greatly however, 
  by infecting humanoids, as they can infect multiple 
  humanoids in short order, causing a large increase 
  in numbers in a very short amount of time. Fungoid 
  stalkers do not always choose to propagate however, as 
  these simple minded creatures seem to take a sadistic 
  interest in the suffering of humanoids and have been 
  known to keep from infecting them, only to kill them 
  slowly, or to infect them, and then observe them as they 
  slowly succumb to the disease. 
  Fungoid Stalker
  CR 
  5
  XP  
  1,600
  Combatant
  
  13
  NE Medium construct (magical)
  Init +3; Senses darkvision 60 ft., low-light vision;
  Perception +16
  deFense 
  hp 125
  EAC 20; KAC 22
  Fort +8; Ref +8; Will +5
  Defensive Abilities construct immunities
  oFFense
  Speed 50 ft.
  Melee slam +17 (3d4+12 B plus soul rend)
  Ranged pulse emitter +20 (2d8+8 So)
  statistiCs
  Str +4; Dex +6; Con —; Int +2; Wis +1; Cha +0
  Skills Computers +21, Life Science +16, Piloting +16
  Languages Common, Shirren, Vesk, Ysoki
  Other Abilities unliving
  eCology
  Environment any space station
  Organization solitary
  speCial aBilities
  Pulse Emitters (Ex) The living sentry can use a standard 
  action to shoot a blast of sonic energy at a creature 
  it sees within 60 feet. A creature hit by one of these 
  blasts must succeed a DC 16 Fortitude save or the 
  concussive force causes them to become off-target 
  for 1d4 rounds. The duration for this ability stacks 
  with itself.
  Soul Rend (Su) When a living sentry successfully uses a 
  slam attack against a creature with a soul (usually any 
  living, sentient creature), that creature must succeed 
  a DC 16 Will save or reduce their Hit Point maximum 
  by 1d10 Hit Points. These lost Hit Points can only be 
  regained by either resting for 24 hours or through a 
  remove affliction spell.
  Before Onyx Station initially disappeared, it was 
  fully staffed by both sentient beings and a host of 
  technological sentries that acted as security guards. 
  These gold plated guards once roamed around the 
  station, aided by a graviton-imbued ball that let them 
  roll on walls or ceilings just as easily as floors and pulse 
  emitters which allowed them to use sonic blasts to 
  disable potential threats. Nowadays, the vast majority of 
  these sentries are destroyed. A few, however, still roam 
  the halls, not fueled by any mundane power source such 
  as electricity, but the souls of fallen crew members.
  Exactly ten of these living sentries roam the halls 
  of Onyx Station at any given point in time, and every 
  time one is destroyed, the soul 
  that inhabits it seems to hop 
  into another unit somewhere 
  else. It is unclear exactly what 
  these sentries want, but they are 
  hostile to all living creatures 
  they encounter, killing and 
  skinning them to create 
  makeshift clothing. When 
  left to their own devices, the 
  sentries seem to ‘shut down’ 
  until something interrupts 
  them, making them 
  difficult to avoid unless 
  one knows which sentries 
  contain one of the ten 
  souls and which ones are 
  merely disabled.
  Living Sentry
  CR 
  8
  XP 
  4,800
  Combatant
  
  14
  CE Small monstrous humanoid
  Init +4; Senses darkvision 120 ft.; Perception +10
  deFense 
  hp 20
  EAC 11; KAC 13
  Fort +3; Ref +5; Will +3
  Weaknesses light blindness
  oFFense
  Speed 30 ft.
  Melee claw +8 (1d6+2 S)
  Ranged broken static arc pistol +3 (1d6–1 E)
  Offensive Abilities piercing shriek
  statistiCs
  Str +1; Dex +4; Con +2; Int –1; Wis +0; Cha –1
  Skills Acrobatics +5, Stealth +10, Survival +5
  Languages Moorlacki
  eCology
  Environment any dark
  Organization solitary, pack (2–10) or horde (20–50)
  speCial aBilities
  Piercing Shriek (Ex) Once per day, as a standard action, 
  a moorlacki can unleash a sonic shriek that deals 
  1d4+1 points of sonic damage to everyone within 
  30 feet, who is not a moorlacki. This also gives the 
  moorlacki the ability to see invisible creatures (as per 
  see invisibility) for 1 round in regards to that creature, 
  unless it makes a DC 10 Reflex saving throw, as the 
  moorlacki tracks down the echoes.
  The moorlacki are degenerated humanoids (usually 
  humans), who have been caught in the utter darkness 
  of either the deepest mines or the darkness between 
  the stars, that they started to devolve from the species 
  that they once were. Now, they’re unrecognizable as 
  having ever been members of their previous races, 
  as they, through the generations, have continued to 
  interbreed. They’re now capable of breeding with most 
  other humanoid races, and capture them to be used 
  as breeding material, to ensure that their tribes stay 
  healthy. The captured humanoids usually do not survive 
  this process and those few that do are driven insane in a 
  short amount of time.
  Anyone caught within the confines of a moorlacki 
  tribe’s domain is fair game to them, but while they will 
  capture and breed with the females that they find, 
  they will inevitably kill, and eat, the males. On the rare 
  occasion that they capture something that has not got 
  one of those two genders, they will try to mate with it, 
  and should this prove unfruitful, they will kill and eat 
  that too.
  Morlaacki
  CR  
  1
  XP 
  400
  Combatant
  
  15
  CE Small aberration 
  Init +5; Senses blindsense (emotion) 60 ft., darkvision 
  60 ft.; Perception +10
  Aura fear (60 ft., DC 15)
  deFense 
  hp 65
  EAC 14; KAC 15
  Fort +3; Ref +3; Will +9
  Immunities fear
  oFFense
  Speed 20 ft., fly 60 ft. (average)
  Melee proboscis +10 (1d4+5 P plus drain fear)
  statistiCs
  Str +1; Dex +5; Con +1; Int +0; Wis +3; Cha +0
  Skills Acrobatics +15, Athletics +15, Sense Motive +10, 
  Stealth +15, Survival +10
  eCology
  Environment any humid
  Organization solitary, pair, swarm (3–10
  speCial aBilities
  Aura of Fear (Su) Any creature that comes within 60 
  feet of the mtarra, or starts their turn in this radius 
  must succeed a DC 15 Will save or have their state 
  of fear raised by one step (creatures first become 
  shaken, then frightened, then panicked). This is a 
  mind-affecting fear effect.
  Drain Fear (Su) Any shaken, frightened, or panicked 
  creature that the mtarra successfully hits with its 
  proboscis melee attack automatically has their state 
  of fear lessened by one step (panicked creatures 
  become frightened, frightened creatures become 
  shaken, and shaken creatures lose this condition). 
  Should this happen, the mtarra immediately regains 
  a number of Hit Points equal to the damage the 
  attacked creature took.
  Though their exact origin is still up for debate, the 
  most commonly accepted theory as how the mtarra 
  came into existence is that they were once mosquitos 
  that were exposed to radiation or some cosmic energy 
  emitted from hyperspace, causing them to mutate 
  and twist into the horrific creatures they are today. The 
  mtarra do not ‘eat’ in a traditional sense, rather, they feed 
  off of the fear of creatures around them, inducing such 
  emotions by their very presence only to immediately 
  drain it again. Though eating a creature’s fear requires 
  the mtarra to impale it with their proboscis, they take 
  care to not kill if they can, preferring to keep a snack 
  alive for later.
  The mtarra aboard Onyx Station are numerous 
  and breed quickly, making them a nuisance for the 
  inhabitants. Lately, it seems as if they have made an 
  alliance of sorts with the quadramanin, who are not 
  only immune to the mtarra and their aura of fear, but 
  have a similar ability to induce such emotions into 
  other creatures.
  Mtarra
  CR 
  4
  XP 
  1,200
  Expert
  
  16
  LE Medium humanoid (necruul) 
  Init +1; Senses low-light vision; Perception +5
  deFense 
  hp 16
  EAC 10; KAC 11
  Fort +1; Ref +1; Will +6
  oFFense
  Speed 20 ft.
  Melee burning touch +2 (1d4+1 F)
  Ranged eyebeam +4 (1d4+1 F)
  Offensive Abilities your mind is mine
  Spell-Like Abilities (CL 1st)
  At will—daze (DC 13), telepathic message
  1/day—fear (DC 14), mind thrust (DC 14)
  statistiCs
  Str +0; Dex +1; Con +0; Int +4; Wis +0; Cha +2
  Skills Culture +5, Intimidate +10, Mysticism +10
  Languages Common, Infernal, Necruul, (+1 of GM’s 
  choice)
  eCology
  Environment any
  Organization solitary, pair (2) or ship’s crew (20+)
  speCial aBilities
  Eyebeam (Su) As a standard action a necruul can emit a 
  beam of fire, that has a range of 30 feet.
  Your Mind is Mine (Su) Once every 1d6 rounds, a necruul 
  can attempt to take control of an enemy within 30 feet. 
  The target must succeed on a DC 12 Will save, or on the 
  next round the target will fire any held weapon against 
  their nearest ally (using up their standard action). If 
  they do not hold a weapon this ability will not work.
  Necruul are a race of intellectuals, who live for nothing 
  more than the accumulation of knowledge, through 
  whatever means necessary. They have been known to 
  abduct survivors from the Null Zone to probe, dissect, 
  interrogate, and subvert the will of the captured subject.
  They not only accumulate this knowledge, believing 
  it is vital to their race, but they try to combine the 
  information from various sources as they seek out the 
  “equation,” a mathematical and magical formulae that 
  they believe is the key to unlocking the next level of 
  existence and for all necruul to transcend.
  In certain cases they will freely exchange information, 
  if they know that the one they’re trading with is too 
  powerful for them to take on, but they prefer taking to 
  exchanging, and lying to trading fairly.
  Necruul
  CR  
  1
  XP 
  400
  Spellcaster
  
  17
  CE Large plant
  Init +3; Senses low-light vision; Perception +17
  Aura dread (60 ft, DC 18)
  deFense 
   
   
  hp 120 
  rp 3
  EAC 21; KAC 22
  Fort +10; Ref +8; Will +12
  Defensive Abilities plant immunities
  oFFense
  Speed 30 ft.
  Melee slam +17 (1d6+13 B)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities gaze into the abyss (60 ft. DC 18)
  Spells Known (CL 9th)
  At will—detect thoughts (DC 18), mind link (DC 18)
  3/day—fear (DC 19), force blast (DC 19), hold person (DC 
  19), inflict pain (DC 19) 
  1/day—charm monster (DC 20), suggestion (DC 20)
  statistiCs
  Str +4; Dex +0; Con +0; Int +3; Wis +0; Cha +6
  Skills Culture +22, Intimidate +17, Mysticism +17
  Languages Abyssal, Common, Infernal, Sylvan
  eCology
  Environment any
  Organization solitary
  speCial aBilities
  Aura of Dread (Ex) Any living creature within a 60 foot 
  radius of a quadramanin must make a DC 18 Will save 
  or be frightened for 1d6 rounds. Success indicates that 
  the creature is only shaken for 1 round, and it cannot 
  be affected by that quadramanins aura of dread again 
  for 24 hours.
  Gaze into the Abyss (Su) A quadramanin can use its gaze 
  attack as a ranged attack by spending a Resolve Point. 
  Anyone within 60 feet must succeed on a DC 18 Will 
  save or take 7d10 points of damage and be stunned 
  for 1d4 rounds. Success indicate that the creature takes 
  only half damage and is not stunned.
  Quadramanin seek information about everything 
  above all other things. They do not know where they 
  come from, but they know that in order to get where 
  they want to go (away from Onyx Station and onto a 
  terrestrial planet), they need information. Unfortunately 
  they believe that other beings cannot be trusted and 
  that any information given freely has no value. If it had 
  value, a creature would be willing to fight for it. As such 
  their preferred weapons are fear, torture, and mind 
  control, using these freely on any creature (they do not 
  care what that creature is, as long as it feels pain) in 
  order to get the information that they want. 
  While quadramanins have shown themselves to 
  generally be above physical combat, preferring instead 
  to use their abilities, they have shown a particular like for 
  quartering and severing limbs, often pulling creatures 
  apart with their tentacles.
  Quadramanin
  CR 
  9
  XP 
  6,400
  Spellcaster
  
  18
  N Small ooze
  Init +1; Senses blindsight (life) 60 ft.; Perception +9
  deFense 
  hp 13
  EAC 10; KAC 12
  Fort +4; Ref +0; Will –2
  Defensive Abilities ooze immunities
  oFFense
  Speed 20 ft., climb 20 ft., fly 20 ft. (average)
  Melee slam +6 (1d6+3 B plus soul drain
  statistiCs
  Str +3; Dex +1; Con +2; Int —; Wis +0; Cha +0
  Skills Stealth +9
  Other Abilities mindless, no breath, sightless
  eCology
  Environment any space or space station
  Organization solitary, swarm (2–9), hive (10–30)
  speCial aBilities
  Soul Drain (Su) Whenever a creature is hit by a 
  shadowsludge’s slam attack, it must succeed a DC 
  10 Will save or take 1d4 points of Charisma damage. 
  A creature dies if this Charisma damage equals or 
  exceeds its actual Charisma score. This is a negative 
  energy effect.
  These sticky piles of goop come in a variety of 
  different shades from dark blue to pitch black. Though 
  they have no connection to the Shadow Plane, 
  shadowsludges are so named because of how they 
  darken as they drain the lifeforce from a creature, 
  usually looking like little more than a pool of oil after 
  feeding. These oozes are often encountered in the 
  void of space, simply floating around until a body 
  such as a starship or asteroid wanders close enough 
  that the shadowsludge can latch onto it. Though it is 
  unknown how they came to be, few things frighten 
  a starship’s captain more than encountering a pool 
  of these creatures several miles wide in the depths of 
  space.
  On Onyx Station, it seems that these creatures 
  encountered something that transformed them into the 
  intelligent and far more deadly shadowspawn.
  Shadowsludge
  CR  
  1/2
  XP 
  200
  combatant
  
  19
  CE Large ooze
  Init +5; Senses blindsight (life) 60 ft., darkvision 60 ft.; 
  Perception +24
  deFense 
  hp 165
  EAC 23; KAC 25
  Fort +14; Ref +10; Will +7
  Defensive Abilities ooze immunities; Immunities cold, 
  fire; Resistances acid 10, electricity 10; SR 18
  oFFense
  Speed 30 ft., climb 30 ft., fly 50 ft. (average)
  Melee bite +22 (2d10+18 P plus soul drain)
  Multiattack bite +16 (2d10+18 P plus soul drain), 2 slams 
  (3d4+18 B each plus soul drain)
  Space 10 ft.; Reach 10 ft.
  Spells Known (CL 9th)
  At will—invisibility, mirror image
  3/day—displacement, haste, slow (DC 17), synaptic pulse 
  (DC 17)
  1/day—confusion (DC 18), hold monster (DC 18)
  statistiCs
  Str +8; Dex +5; Con +3; Int +1; Wis +2; Cha +2
  Skills Stealth +24
  Other Abilities no breath
  eCology
  Environment any space or space station
  Organization solitary
  speCial aBilities
  Soul Drain (Su) Whenever a creature is hit by a 
  shadowspawn’s bite or slam attack, it must succeed 
  a DC 17 Will save or take 1d6 points of Charisma 
  damage. A creature dies if this Charisma damage 
  equals or exceeds its actual Charisma score. This is a 
  negative energy effect.
  Much larger and fiercer than the shadowsludges they 
  evolved from, shadowspawn are formless monstrosities 
  that constantly writhe midair and change shape on a 
  whim. The only thing constant about these oozes is 
  their perpetual toothy grin that only ever widens when 
  it finds a creature it could drain of life. Unlike their less 
  evolved form, shadowspawn are quite intelligent and 
  instead of feeding out of basic instinct, they desire to 
  cause harm to any living creatures they come across 
  because of malice.
  Shadowspawn are incredibly clever and will often 
  set traps or ambushes for their potential victims, either 
  hiding themselves away and waiting for the right 
  moment to strike, or waiting until their targets fall 
  asleep and attacking then. Shadowspawn only evolve 
  from a shadowsludge when it is exposed to the planar 
  magics of the Lower Planes, which may give some small 
  explanation as to where Onyx Station has been since its 
  disappearance. 
  Shadowspawn
  CR 
  10
  XP 
  9,600
  combatant
  
  20
  CE Tiny aberration
  Init +4; Senses darkvision 60 ft.; Perception +13
  deFense 
  hp 35
  EAC 14; KAC 15
  Fort +5; Ref +5; Will +9
  oFFense
  Speed fly 50 ft. (good)Melee bite +7 (1d4+3 P)
  Ranged void line +9 (1d4+3 C plus special)
  Space 0 ft.; Reach 0 ft.
  Offensive Abilities void line
  statistiCs
  Str +0; Dex +4; Con +1; Int –3; Wis +2; Cha +0
  Skills Athletics +13, Engineering +8, Stealth +13, Survival +8
  Languages Aklo
  Other Abilities voice of a thousand throats, void life
  eCology
  Environment any
  Organization solitary or squad (2–5)
  speCial aBilities
  Voice of a Thousand Throats (Su) As a standard action, 
  a xaxaat can gibber loudly, causing everyone within 30 
  feet to be confused for 1d4 rounds unless they succeed 
  on a DC 14 Will saving throw. Success means that the 
  creature cannot be affected by the same xaxaat’s voice 
  of a thousand throats for 24 hours.
  Void Life (Ex) Xaxaats can go survive indefinitely without 
  breathing and can exist in vacuum without suffering 
  the associated environmental effects, flying through the 
  voids of space at their normal speed. By spending 10 
  minutes, the xaxaats can enter hyperspace, functioning 
  at a speed equal to a starship engine with a drift 
  rating of 1. Throughout this time the xaxaats are fully 
  functional and able to observe everything around them.
  Void Line (Su) As a standard action, a xaxaat can fire a void 
  line at a creature within 30 feet. If this hits, the creature 
  takes 1d4+3 points of col damage and must succeed on 
  a DC 14 Fortitude saving throw or be fatigued for 1d6 
  rounds due to the extreme cold. Creatures immune to 
  cold suffer no ill effects, while those already exhausted 
  become exhausted. 
  Xaxaats function as scouts to the unknowable 
  creatures of the void, sent ahead by the hundreds to 
  investigate worlds, seek out strong points, defenses, 
  and work as saboteurs for the terrors that are to come. 
  Generally xaxaats are considered to be nuisances, 
  though hardy ones, but they ALWAYS come before 
  something else, reporting back to whomever sent them, 
  either by flying back through hyperspace, or lying in wait 
  until the creature that sent them arrives. Xaxaats have 
  been linked to numerous atrocities and cases of whole 
  planets being destroyed or consumed by creatures 
  beyond understanding.
  The xaxaats themselves care nothing for anyone other 
  than themselves, and have not been known to converse 
  with anyone apart from other xaxaats and their masters. 
  Xaaxaat
  CR 
  3
  XP 
  800
  expert
  
  21
  As Onyx Station originally disappeared when people 
  were still arriving and settling in, only non-combat ships 
  could be found on board. Of course, over the years the 
  survivors aboard the Station have wanted to leave the 
  station. Unfortunately, this proves impossible. In the Core 
  of Onyx Station is an experimental EMP device that was 
  originally built as a defense mechanism in case the station 
  was attacked. Any ships trying to attack Onyx Station 
  would be knocked out of commission and then brought 
  inside the docking bay using a Tugboat’s gravity beam. 
  Today, the EMP device is protected by a combination of 
  the Children, living sentries, and other horrors and is now 
  used as a means of keeping survivors trapped inside Onyx 
  Station, rather than other people away. In fact, it seems all 
  too easy to land aboard the station. Leaving on the other 
  hand, now that’s the tricky part.
  tugBoat 
  tier 3
  Small shuttle
  Speed 8; Maneuverability perfect (+2 Piloting, turn 0); 
  Hyperspace N/A
  AC Piloting +9; TL Piloting +3
  HP 35; DT —; CT 7
  Shields medium 100 (forward 40, port 20, starboard 20, 
  aft 20)
  Attack (Forward) gravity beam (see sidebar)
  Attack (Port) none
  Attack (Starboard) none
  Attack (Aft) none
  Attack (Turret) none
  Power Core Pulse white (140 PCU); Hyperspace Engine 
  none; Systems advanced short-range sensors, 
  computer (mk 1 mononode), mk 6 armor, mk 1 
  defenses, shields (medium 100); Expansion Bays 
  Escape Pods (2 unused)
  Modifiers +4 Piloting (includes modifier for both 
  maneuverability and computer); 
  Complement crew 1
  Cost 92 BP
  n e w S h i p S
  Gravity Beam
  Light 
  Weapons
  Range
  Speed (in Hexes)
  Damage
  PCU Cost (in BP)
  Special Properties
  Direct Fire
  Gravity beam
  Short
  —
  2d8
  40
  30
  Non-lethal 
  (see below) 
  Tractor beam
  A gravity beam is a short-ranged tool more than a weapon of war. With the tractor capability it is able to move 
  ships around, when they are not under power, useful for docking procedures when thrusters are ill-advised, rescue 
  operations, and ship building. As a minor action, a gravity beam can be turned from a weapon of war where it 
  causes damage (using short ranged gravity projectors), to a tool where it does not cause damage, but retains the 
  tractor beam special weapon property. The gravity beam is also much stronger than normal tractor beams, allowing 
  it to affect ships that are up to 3 sizes larger than the ship firing the beam. (For a Tugboat, that is size Small, this 
  means that it can affect ships that are size Huge).
  
  22
  A Tugboat is a small starship that maneuvers vessels 
  by moving them around using tractor beams. Tugs move 
  vessels that either should not move by themselves, such 
  as starships in a crowded area or a narrow corridor of 
  space (typically an asteroid field or similarly precarious 
  approach) or those that cannot move by themselves, 
  such as space stations. Tugboats are powerful for their 
  size and strongly built, and intended to take quite a lot 
  of punishment. Some Tugboats serve as mineclearers or 
  salvage ships. Many Tugboats use part of the expansion 
  bays for passenger areas, carrying repair crews or raiders 
  (for pirates), intended to either save or take ships as the 
  situation warrants.
  pilgrim-Class Freighter 
  tier 5
  Large heavy freighter
  Speed 8; Maneuverability average (+0 Piloting, turn 2); 
  Hyperspace 1
  AC Piloting +4; TL Piloting +2
  HP 140; DT —; CT 28
  Shields light 50 (forward 20, port 10, starboard 10, aft 10)
  Attack (Forward) none
  Attack (Port) none
  Attack (Starboard) none
  Attack (Aft) none
  Attack (Turret) light laser cannon (2d4)
  Power Core Pulse green (150 PCU); Hyperspace Engine 
  Signal Basic; Systems budget short-range sensors, 
  computer (basic), mk 5 armor, mk 4 defenses, shields 
  (light 50); Expansion Bays crew quarters (common), 
  guest quarters (common, 7).
  Modifiers +2 Piloting (includes modifier for both 
  maneuverability); Complement Crew 6, Passengers 42
  Cost 118 BP
  The Pilgrim-Class is a modified large freight, having 
  had it’s heavy forward weapon mount removed in 
  favor of a light turret weapon. While the other weapon 
  mounts remain intact, it is rare for the Pilgrim class to 
  use these, as they are considered to be too costly for the 
  outfits running this particular type of ship.
  The Pilgrim-Class is designed to carry the maximum 
  amount of passengers, for as low a cost as possible, as 
  evidenced by the fact that many pilgrims secure passage 
  aboard one of these ships, for a minimum cost. In all 
  ways, except protective armoring, the ship is a cost 
  saving measure, and the only reason that GalacCorp (the 
  makers of the Pilgrim-Class) bother installing heavier 
  armor and shielding is because the owners like to see 
  their ships return safely, even from dangerous areas of 
  the galaxy.
  
  23
  Onyx Station provides opportunities for PCs of levels 
  1 to 10 to adventure and truly challenge their skills. The 
  station’s inhabitants can prove to be either tense allies 
  or dangerous foes, so the possibilities for interesting 
  storylines are endless! Below is a list of possible 
  encounters that PCs can be expected to face at particular 
  levels as well as different adventure hooks that would fit 
  while traversing Onyx Station.
  Levels 1–2
  At levels 1–2, the PCs are just starting off their 
  adventuring careers, so it is important to be careful 
  when setting up encounters for them. One way to keep 
  up tension and test the PCs without actually putting 
  them into combat encounters is to wake them up while 
  resting and witness the destructive capabilities of a 
  higher CR monster such as a living sentry or a column 
  of flesh and have them flee while it is busy decimating 
  something else. Players at these levels can be expected 
  to deal with 1 shadowsludge (CR 1/2), 2 shadowsludges 
  (CR 1), 1 moorlacki or necruul (CR 1), 3 shadowsludges 
  (CR 2), 3 moorlacki or necruul with only half their normal 
  Hit Points (CR 2), 2 moorlacki or necruul (CR 3), or 1 
  xaaxaat (CR 3).
  a dv e n T u r e H o o k
  A few of the survivors living within the Null Zone 
  approach the PCs and ask them to acquire a tissue sample 
  from a dead fungoid stalker nearby. Unfortunately for the 
  PCs, by the time they arrive at the site, it has been overrun 
  with necruul who wish to take the fungoid stalker’s corpse 
  for themselves as well as shadowsludges that are looking 
  to make a meal of them. Just when the PCs believe their 
  struggles to be over and they are making their way back 
  to the Null Zone, they are confronted by a particularly 
  hungry and feral looking xaaxaat.
  Levels 3–4
  At levels 3–4, the PCs are far more prepared to deal 
  with the horrors aboard Onyx Station, but it is still 
  important to make sure they don’t feel entirely safe 
  while exploring its decrepit halls. A good way to keep 
  things interesting is to make sure the PCs run low on 
  food supplies or make sure that they are constantly 
  interrupted before they can get a night’s rest. This 
  ensures that they are paying constant attention to their 
  resources and are willing to take risks to replenish their 
  supplies. Players at these levels can be expected to deal 
  with 2 moorlacki or necruul (CR 3), 1 xaaxaat (CR 3), 3 
  moorlacki or necruul (CR 4), 3 shadowsludges at double 
  their normal Hit Points (CR 4), 1 mtarra (CR 4), 1 fungoid 
  stalker (CR 5), or 2 xaaxaat (CR 5).
  a dv e n T u r e H o o k
  The PCs find that both they and the other survivors 
  within the Null Zone are low on food and supplies. The 
  survivors ask the PCs to travel to the Core and find a way 
  to treat with the Children and gain packages of supplies. 
  When the PCs get to the Core, they are surrounded by an 
  overwhelming force of the Children who agree to release 
  the PCs and send the survivors in the Null Zone supplies 
  if they agree to fight in a three round tournament and 
  survive (the first round is C3, the second is CR 4, and the 
  last is CR 5; the PCs are allowed a few minutes to heal 
  in between each round). The Children stay true to their 
  word, but as the PCs escape, they hear the distinctive 
  writhing sounds of a shadowspawn and are forced to 
  flee as it attacks the Children.
  M a k i n g 
  a d v e n t u r e S
  
  24
  Levels 5–6
  At levels 5–6, the PCs are can bear the title of hero 
  without any hint of irony and are likely amongst the 
  strongest of the survivors aboard Onyx Station. Along 
  with more aggressive enemies, be sure to keep them 
  on their toes with a variety of traps or afflictions. Just 
  remember that just because their weapons are stronger, 
  doesn’t mean that they should always have ammunition 
  for said weapons! Supplies are hard to find on Onyx 
  Station, even for heroes. Players at these levels can be 
  expected to face 4 moorlacki or necruul (CR 5), 2 xaaxaat 
  (CR 5), 1 fungoid stalker (CR 5), 1 chayronok (CR 6), 2 
  mtarra (CR 6), 3 xaaxaat (CR 6), or 1 chaos beast (CR 7).
  a dv e n T u r e H o o k
  Just as the PCs are waking up from their sleep in the 
  Null Zone, they find the supposedly safe steel doors being 
  beaten down by a chaos beast. As the door flies off of its 
  hinges, the PCs find that they must save the other survivors! 
  Unfortunately, even after they take down the chaos beast, 
  they find the area being swarmed with a host of different 
  creatures, all eager to get to the defenseless people that 
  once hid behind the doors. The PCs must defend the 
  entrance to the Null Zone just long enough for engineers to 
  install a new door… however long that may be.
  Levels 7–8
  At levels 7–8, the PCs are able to face most threats 
  aboard Onyx Station with enough preparation. Because 
  it becomes increasingly harder to challenge them or 
  keep them on their toes, it is necessary to remind them 
  that the other survivors aboard the station are not as 
  hardy as they are. In order to keep the PCs wary, give 
  them missions meant to protect a survivor or two, or 
  force them to split up and take on certain challenges 
  without the full party (though be careful to adjust CR as 
  need be). PCs at these levels can be expected to face 1 
  chaos beast (CR 7), 4 xaaxaat (CR 7), 1 living sentry (CR 
  8), 2 chayronok (CR 8), 1 quadramanin (CR 9), 2 living 
  sentries at half their normal Hit Point total (CR 9), or — if 
  you really want to challenge them — 1 column of flesh 
  or shadowspawn (CR 10).
  a dv e n T u r e H o o k
  A group of the Children arrive at the Null Zone and 
  ask to speak with the PCs. Assuming they can get an 
  audience, they ask the PCs to aid them in acquiring 
  an artifact of great importance to them from the 
  Hydroponics Garden area of Onyx Station. They explain 
  that it was stolen by a quadramanin along with one of the 
  Children’s priests. The Children promise that if they can 
  retrieve the artifact and the priest alive, that they will aid 
  the PCs in destroying the experimental EMP device in the 
  Core which keeps them trapped aboard Onyx Station.
  Levels 9–10
  At levels 9–10, there is very little aboard Onyx Station 
  that can challenge the PCs. At this point, you should be 
  getting ready to set up an adventure that pits the PCs 
  against the very worst the station has to offer, and get 
  ready for a brand new set of adventures elsewhere in 
  the universe. Any adventure should focus less on the PCs 
  trying to stay alive, rather, they should be attempting 
  to save as many survivors as they can and help them 
  leave Onyx Station for good. At these levels, the PCs 
  can be expected to face 1 quadramanin (CR 9), 2 chaos 
  beasts (CR 9), 1 column of flesh or shadowspawn (CR 
  10), 2 living sentries (CR 10), 3 chaos beasts (CR 10), 
  or for a climactic final battle, 1 column of flesh and 1 
  shadowspawn (CR 12).
  a dv e n T u r e H o o k
  In order to leave, the PCs must fight through the Core 
  in order to reach the EMP device keeping them trapped 
  on Onyx Station. Depending on their actions up to this 
  point, the Children may either help or hinder the PCs, 
  but they are the least threatening aspect of the journey 
  through the core. It seems as if all the threats aboard 
  Onyx Station know of the PCs’ plans to escape and have 
  joined forces to stop this from happening. Even after 
  destroying the EMP device, the inhabitants of the station 
  will fight against the PCs and their efforts to leave, 
  forcing them to slog all the way back to their starship.
  
  25
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   15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Starfinder Roleplaying Game Core Rulebook. © 2017, Paizo Inc.; Authors: 
  Alexander Augunas, Logan Bonner, Jason Bulmahn, Thurston Hillman, Amanda 
  Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Amber E. Scott, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Starfinder: First Contact © 2017, Paizo Inc; Authors: John Compton, Jason 
  Keeley, Robert G. McCreary, and James L. Sutter.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal 
  Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve 
  Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, 
  Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James 
  L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Close Encounters: Onyx Station. © 2017, Fat Goblin Games; Authors: Kim 
  Frandsen and Michael Ritter
  
  26
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Fat Goblin Games/FGG - Close Encounters Onyx Station.pdf