TEXT: SPLINTERED
  WORLDS
  AMANDA HAMON KUNZ
  
  NEBULOR OUTFITTERS 
  STARHOPPER 
  TIER 4
  The classic and widely manufactured Nebulor Outfitters Starhopper is a light and scrappy middle-of-the-road spaceship 
  model with all of the fight and many of the luxuries of a larger ship. In service since practically the dawn of Drift 
  travel, the Starhopper is a tried-and-true starship that is still widely flown throughout the Pact Worlds, where it serves 
  as a commuter vessel, hauling rig, long-distance transport, packet smuggler, and even pirate raider. The Starhopper is 
  especially reliable in close-space systems such as the Diaspora and smaller asteroid belts; it is as capable in dodging space 
  debris as it is in fending off unwanted pursuers.
  The Starhopper’s durable explorer frame features sturdy armor, cutting-edge defensive countermeasures, light shields, 
  and a supremely customizable interior. The factory-standard model comes fully equipped with a Pulse Green power core 
  and Signal Basic Drift engine, and it offers four weapon mounts for customized armaments. Spacious and comfortable 
  crew quarters easily accommodate up to six crew members, though the ship is easily navigable by a single pilot. Four 
  roomy and customizable expansion bays round out Starhopper’s suite of options.
  Many Starhopper owners and captains personalize their ships with expanded capabilities, such as upgraded long-range 
  sensors to detect approaching vessels or a duonode computer to offset shortcomings among their crews. Starhoppers are 
  well suited for ferrying freight, with space for up to four dedicated cargo holds, though medical and synthesis bays are 
  popular choices for additional expansion bays. On the other hand, many privateers and smuggler captains add a smuggler 
  compartment to conceal illicit cargo or ill-gotten plunder.
  Medium explorer
  Speed 10; Maneuverability good (turn 1); Drift 1
  AC 15; TL 15
  HP 65; DT —; CT 13
  Shields light 60 (forward 15, port 15, starboard 15, aft 15)
  Attack (Forward) light particle beam (3d6)
  Attack (Port) light laser cannon (2d4)
  Attack (Starboard) light laser cannon (2d4)
  Attack (Turret) chain cannon (6d4)
  Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; Systems budget long-range sensors, crew quarters 
  (common), mk 1 duonode computer, mk 4 armor, mk 4 defenses; Expansion Bays cargo hold, medical bay, 
  smuggler compartment, synthesis bay
  Modifiers +1 to any 2 checks per round, +1 Piloting; Complement 4 (minimum 1, maximum 6)
  CREW
  Captain Computers +10 (4 ranks), gunnery +10, Intimidate +15 (4 ranks), Piloting +10 (4 ranks)
  Engineer Engineering +10 (1 rank)
  Gunner gunnery +10
  Pilot Piloting +11 (1 rank)
  
  On the Cover
  SPLINTERED
  WORLDS
  AMANDA HAMON KUNZ
  Printed in China. PZO7203
  STARFINDER
  PART 3 OF 6
  DEAD SUNS: SPLINTERED WORLDS
  03
  8/3/17   1:29 PM
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  SPLINTERED WORLDS
  PART 3 OF 6
  Splintered Worlds 
  2
  by Amanda Hamon Kunz
  Eox 
  36
  by Owen K.C. Stephens
  The Corpse Fleet 
  44
  by Thurston Hillman
  Alien Archives 
  52
  by Amanda Hamon Kunz and Owen K.C. Stephens
  Codex of Worlds: Barrow 
  61
  by Jason Keeley
  Starship: Nebulor Outfitters Starhopper 
  Inside Covers
  by Amanda Hamon Kunz
  This book refers to several other Starfinder products, yet these additional supplements are not 
  required to make use of this book. Readers interested in references to Starfinder hardcovers can find 
  the complete rules of these books available online for free at paizo.com/sfrd.
  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder or the Pathfinder 
  Roleplaying Game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., 
  as well as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, 
  plots, storylines, trade dress, the historical period called the Gap, the terms kishalee, sivv, and skyfire, and the Drift (the official 
  Open Game Content term for which is “hyperspace”). (Elements that have previously been designated as Open Game Content, or 
  are exclusively derived from previous Open Game Content, or that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game 
  product are Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of this work other 
  than the material designated as Open Game Content may be reproduced in any form without written permission.
  Starfinder Adventure Path #3: Splintered Worlds © 2017, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem 
  logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder Accessories, 
  Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign 
  Setting, Pathfinder Cards, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Legends, Pathfinder Map Pack, Pathfinder 
  Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder, the 
  Starfinder logo, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, and Starfinder Society 
  are trademarks of Paizo Inc.
  Printed in China.
  Eox may be a dead planet, but its surface still harbors 
  dangers to both the living and the undead, such as 
  the jiang-shi vampire Captain Zeera Vesh featured in 
  this volume’s cover art by David Alvarez.
  Development Lead • Robert G. McCreary
  Authors • Amanda Hamon Kunz, Thurston Hillman, Jason Keeley, and 
  Owen K.C. Stephens
  Cover Artist • David Alvarez
  Interior Artists • Leonardo Borazio, Víctor Manuel Leza Moreno, 
  David Melvin, Mirco Paganessi, and Pixoloid Studios 
  (Aleksandr Dochkin, Gaspar Gombos, David Metzger, 
  Mark Molnar, and Ferenc Nothof)
  Cartographer • Damien Mammoliti
  Creative Directors • James Jacobs, Sarah E. Robinson, and 
  James L. Sutter
  Director of Game Design • Jason Bulmahn
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Crystal Frasier, Jason Keeley, Joe Pasini, and 
  Linda Zayas-Palmer
  Starfinder Creative Lead • Robert G. McCreary
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Lyz Liddell, Adrian Ng, and Lacy Pellazar
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Marketing Director • Jenny Bendel
  Outreach Coordinator • Dan Tharp
  Director of Licensing • Michael Kenway
  Organized Play Manager • Tonya Woldridge
  Accountant • Christopher Caldwell
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Dean Ludwig
  Senior Software Developer • Gary Teter
  Community & Digital Content Director • Chris Lambertz
  Webstore Coordinator • Rick Kunz 
  Customer Service Team • Sharaya Copas, Katina Davis, Sara Marie, 
  and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, Mika Hawkins, 
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Robert Brandenburg, Lissa Guillet, Erik Keith, and 
  Eric Miller
  
  2
  SPLINTERED WORLDS
  PART 1: FIELD OF THE LOST  
  3
  With the Cult of the Devourer actively seeking the alien superweapon called the 
  Stellar Degenerator, the heroes must rush to a treacherous stretch of the Diaspora 
  in search of the cult’s secret base on a remote and dangerous asteroid.
  PART 2: THE VANISHED CULT 
   11
  The heroes infiltrate the Devourer cult’s hidden base only to find it abandoned and 
  their enemies one step ahead of them. While searching the facility for intelligence 
  on the cult’s whereabouts, they also discover evidence that a sinister third party 
  has visited the base before them.
  PART 3: PLANET OF THE DEAD  19
  After turning up clues hinting at the involvement of the Corpse Fleet, the heroes 
  journey to Eox, where life languishes and the undead reign supreme! The party 
  must navigate the treacherous politics and threats of the planet of the dead to 
  track down the exiled navy’s agents and learn where the Devourer cult has gone.
  ADVANCEMENT TRACK
   
  The PCs begin this adventure at 
  5th level.
    
  The PCs should reach 6th level 
  before heading to Eox in Part 3.
   
  The PCs should be 7th level by 
  the end of the adventure.
  “Splintered Worlds” is designed for  
  four characters.
  5
  6
  7
  
  3
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  Centuries ago, an evil and malicious elven mystic named 
  Nyara lived a depraved existence on Castrovel. At the time, 
  the Cult of the Devourer was merely a shadow of a threat to 
  the civilized species of the galaxy, but Nyara discovered in 
  the dogma of the Star-Eater the nihilistic ambition for which 
  she later became known. Nyara fed off the pain and suffering 
  of those weaker than her, and she slaughtered hundreds and 
  quickly rose through the ranks of Castrovel’s Star-Eater cult. 
  As the number of atrocities she committed in the Devourer’s 
  name mounted, Nyara came to believe that her uncaring 
  patron would visit a terrible fate on her soul should she not 
  work to further the total destruction of existence that the 
  Devourer so coveted.
  Committing herself fully to the Devourer’s entropic cause, 
  Nyara began a career in dark soothsaying. Her killings 
  became ritualistic rather than indiscriminate, and she drew 
  prophecies from the very blood of her victims. Nyara spent 
  her long elven life span extracting the terrible secrets 
  underlying creation and extrapolating innumerable doomsday 
  futures. Before her death, Nyara recorded her most profane 
  divinations in her magnum opus, a tome called The Entropy 
  of Existence and Glorious Rise of the Void. This work, though 
  obscure to the galaxy at large, is considered a key unholy text 
  to many Devourer cults. Its dark prophecies span countless 
  realities, including dozens of ways that the multiverse and all 
  its planes of existence might someday come to an end. But 
  Nyara transcribed her predictions in imprecise and enigmatic 
  language, as prophets are wont to do, and the scattered 
  Devourer cults have had little success in parsing the elven 
  mystic’s words and bringing her prophecies to fruition.
  Until, that is, a Devourer cult recently looted an 
  archaeological site on Castrovel called the Temple of the 
  Twelve. Inside this ancient observatory and temple, the cult 
  discovered documents describing a celestial body named 
  the Gate of Twelve Suns and its possible connection to 
  an alien superweapon called the Stellar Degenerator. The 
  Castrovel cult transmitted these findings to a parent cult, 
  headquartered in a secret asteroid based called the Star-
  Eater’s Spine in a treacherous sector of the Diaspora known 
  as the Field of the Lost.
  Upon receiving the information found in the Temple of 
  the Twelve, the Diaspora cult had an astonishing revelation: 
  one of the cryptic divinations in The Entropy of Existence and 
  Glorious Rise of the Void foretold the appearance of a vastly 
  powerful weapon from beyond time and space that would 
  first lead to the destruction of several star systems and then 
  to the destabilization of existence itself. Combining these 
  two sources, the Devourer cult now believes that Nyara’s 
  prophecy refers to the Stellar Degenerator and suspects that 
  the Gate of Twelve Suns is the key to finding the demiplane 
  that houses the alien weapon. The cult still does not know the 
  exact location of the Gate of Twelve Suns, but Nyara’s oracular 
  writings provided one more clue: an obscure reference to a 
  distant star system called Nejeor. Convinced that the means 
  to finding the Gate of Twelve Suns lies in the Nejeor system, 
  the Devourer cultists hastily erased the data they received 
  from Castrovel and set out for Nejeor, abandoning their 
  asteroid base in the Diaspora.
  Meanwhile, the exiled Corpse Fleet of Eox has been 
  monitoring the activities of a group of Starfinders from 
  Absalom Station who explored both the derelict ship Acreon 
  (which was carrying a Corpse Fleet officer as “cargo”) and 
  the asteroid called the Drift Rock (which the Cult of the 
  Devourer believes is a fragment of the Stellar Degenerator). 
  When the Starfinders clashed with the Cult of the Devourer at 
  the Temple of the Twelve on Castrovel, the Corpse Fleet was 
  able to trace the Castrovel cult back to its parent cult in the 
  Diaspora. Curious about the cult’s interest in the Starfinders 
  and their discoveries, the Corpse Fleet dispatched a ship to 
  the Diaspora, arriving at the Star-Eater’s Spine just days after 
  the cultists abandoned the asteroid base for Nejeor. In short 
  order, the Corpse Fleet’s savvy undead hackers restored the 
  cult’s deleted files, learning about both the existence of the 
  Stellar Degenerator and the cult’s destination in the Nejeor 
  system. Obsessed with the idea of gaining control of the alien 
  superweapon for themselves, the Corpse Fleet again erased 
  the cult’s files and set off in pursuit.
  The race is on to find the Gate of Twelve Suns and seize 
  control of the Stellar Degenerator, and the Cult of the 
  Devourer and the Corpse Fleet are already steps ahead of 
  the Starfinder Society. The doomsday clock ticks ever toward 
  midnight, and if no heroes step forward to thwart the cult and 
  the undead navy, the end may come sooner than even the 
  malefic prophet Nyara might have hoped.
  PART 1:  
  FIELD OF THE LOST
  As the adventure begins, the PCs should be aware that 
  the Cult of the Devourer is actively searching for the Gate 
  of Twelve Suns and the Stellar Degenerator—an ancient 
  alien superweapon that would devastate the Pact Worlds 
  (and countless other star systems) if it fell into the cult’s 
  hands. Although the PCs likely defeated Tahomen and his 
  Castrovelian cult cell at the end of “Temple of the Twelve,” 
  they also learned that the cult leader shared his discovery 
  with another Devourer cult in the Diaspora. The adventure 
  assumes that the PCs are dedicated to stopping the Cult of 
  ADVENTURE 
  BACKGROUND
  
  4
  the Devourer from finding the Stellar Degenerator; indeed, 
  the PCs might already be planning to head to the Diaspora to 
  search for the Devourer cult base and determine what these 
  dangerous cultists are plotting to do with the information 
  they’ve learned, as well as to find out what else the cultists 
  know about the Stellar Degenerator, given its dire capabilities. 
  The PCs can stop off at Absalom Station along the way to 
  purchase supplies or upgrade their gear, provided they don’t 
  linger on the station too long.
  If the PCs don’t get in touch with their Starfinder associate 
  Chiskisk (N host shirren) on their own, the shirren contacts 
  them to learn the results of their expedition to Castrovel. If 
  the PCs are uninterested in following the lead from Castrovel 
  to the Diaspora, or if they seem unaware of the urgency 
  surrounding this mission, Chiskisk attempts to impress the 
  gravity of the situation upon the PCs. Chiskisk’s signature 
  refined enthusiasm transforms into anxiety and near panic at 
  the prospect of the Cult of the Devourer finding a weapon 
  like the Stellar Degenerator, and with alarm, the shirren 
  encourages the PCs to find the cult’s base in the Diaspora so the 
  Starfinder Society can determine just how much information 
  the cult has and how its members might be planning to act 
  on it. If nothing else, Chiskisk points out that if the PCs can 
  find the Gate of Twelve Suns and the Stellar Degenerator first, 
  such a major discovery would be an achievement of historical 
  proportions, for both the PCs and the Starfinder Society. In 
  any case, Chiskisk requests that the PCs keep them regularly 
  informed of their progress.
  Finally, given the situation’s dangerous nature, Chiskisk 
  offers to reward the PCs for their efforts. If the PCs can track 
  down the Cult of the Devourer in the Diaspora, the shirren 
  promises a payment of at least 2,000 credits to each PC—and 
  possibly more, if the Starfinder Society can find sponsorship 
  from additional parties concerned about the cult’s threat.
  Regardless of whether the PCs undertake this mission on 
  their own or at Chiskisk’s behest, the PCs still have their work 
  cut out for them. On Castrovel, the PCs were able to determine 
  only the approximate location of the Devourer cult’s base in 
  the Diaspora: somewhere in a treacherous stretch of several 
  hundred asteroids known as the Field of the Lost. Fortunately, 
  a reliable Drift beacon floats just outside this region of the 
  asteroid belt, but without an exact location, the PCs must 
  search the Field of the Lost for clues to find the Devourer cult 
  base there.
  EVENT 1: A RUDE WELCOME (CR 6)
  The journey to the Diaspora is not detailed in this adventure 
  and should be largely uneventful. Arriving at the Field of the 
  Lost, a bleak sight greets the PCs through their starship’s 
  viewscreen: irregular chunks of rock and ice and occasional 
  ominous fields of green and blue floating through an empty 
  void, with a vast field of stars for a backdrop.
  Give the PCs a few moments to get their bearings, and then 
  ask the PC who is acting as the starship’s science officer (or 
  captain, if no PC is serving as science officer) to attempt a 
  DC 16 Computers check. On a success, the PC notices a few 
  peculiar blips on the starship’s instrument panels that indicate 
  irregular movement in the PCs’ vicinity—another ship lurks 
  nearby! The PCs can go to their battle stations to engage in 
  starship combat. If the PCs fail to detect the other ship, they 
  learn they’re under attack when the enemy ship opens fire 
  on them.
  Starship Combat: The space pirates called the Free Captains 
  operate throughout the Diaspora, and while their base, the 
  asteroid known as Broken Rock, is located thousands of miles 
  away, the pirates nonetheless recognize that the remote and 
  relatively hostile Field of the Lost represents an undefended 
  back door into their territory. As a result, in recent decades the 
  Free Captains have ensured that at least one of their number 
  regularly patrols the Field of the Lost for pirate hunters or 
  other intruders looking to establish a foothold in the Diaspora 
  that might threaten Broken Rock. 
  Currently, the job of patrolling the Field of the Lost has 
  fallen to Alera Okwana, the ambitious human captain of 
  the pirate vessel Rusty Rivet, which has noticed the PCs’ 
  presence in the area and is preparing to launch a stealthy 
  attack against them. Captain Okwana aims to make her 
  name keeping meddling nonpirates from lingering in this 
  treacherous stretch of space. The Rusty Rivet has been 
  making rounds through the Field of the Lost for several 
  weeks, and things have been mostly quiet except for the 
  recent arrival—and subsequent quick departure—of a 
  Corpse Fleet ship. Captain Okwana did not engage the ship, 
  believing it could easily overwhelm the Rusty Rivet, so she 
  settled for lurking nearby and watching where it went. She 
  likes her odds against the PCs’ ship better, however.
  This encounter uses the starship combat rules beginning 
  on page 316 of the Starfinder Core Rulebook. If the PCs did not 
  detect the Rusty Rivet’s presence, the pirate ship gets to act 
  in a free gunnery phase (meaning the pirates can shoot at the 
  PCs but the PCs can’t shoot back, much like how a surprise 
  round works in tactical combat). Otherwise, the starship 
  combat occurs as normal.
  The Rusty Rivet is a Nebulor Outfitters Starhopper; the 
  ship’s stat block is printed on the inside front cover of this 
  volume. A PC can identify the make and model of the Rusty 
  Rivet with a successful DC 11 Engineering check to identify 
  technology. A PC who succeeds at a DC 15 Culture check 
  can recognize the ship’s affiliation with the Free Captains of 
  the Diaspora (see page 476 of the Starfinder Core Rulebook 
  for more information on this organization).
  If the PCs want to avoid combat, they can try to hail the 
  other ship and convince its captain not to attack with either 
  a successful DC 26 Diplomacy check to change attitude or 
  a successful DC 25 Intimidate check to bully. In this case, 
  Captain Okwana invites the PCs to her ship for a parley, as 
  described in The Rusty Rivet on page 5. If the PCs fail either 
  check, the Rusty Rivet attacks.
  
  5
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  RUSTY RIVET 
   
  TIER 4
  Nebulor Outfitters Starhopper (see inside front cover)
  HP 65
  Development: Although the Rusty Rivet begins this 
  starship battle aggressively, Alera Okwana is more ambitious 
  than bloodthirsty. If the PCs reduce the Rusty Rivet to fewer 
  than half its Hull Points, Captain Okwana uses her ship’s 
  comm unit to hail the PCs. If the PCs respond, Okwana offers 
  to surrender and talk with the PCs. If the PCs don’t respond 
  or refuse to accept Okwana’s surrender, the Rusty Rivet fights 
  until it’s disabled (at 0 Hull Points), at which point Okwana 
  transmits her surrender again. See The Rusty Rivet below for 
  details on the PCs’ interactions with the pirate crew.
  Story Award: If the PCs defeat the Rusty Rivet in starship 
  combat, award them 2,400 XP for the encounter.
  The RusTy RiveT (CR 6)
  Once the PCs have shown that they 
  won’t be easy prey for the Rusty Rivet, 
  either through diplomacy, intimidation, or 
  skill in combat, the savvy Captain Okwana 
  recognizes that she has been bested. She powers 
  down her weapons and hails the PCs, promising 
  that her crew will put up no resistance if the PCs 
  board her ship to discuss terms.
  If needed, a map of the Rusty Rivet is presented on 
  the inside back cover of this volume.
  Creatures: The Rusty Rivet’s crew consists of Captain 
  Alera Okwana, engineer Q4 (NE male android), gunner Korrina 
  “Steel-Fang” Noh (N female korasha lashunta), and pilot 
  Zekanoya Spikesmasher (CN male vesk). As the PCs board 
  the pirate ship, the crew follows their captain’s orders and 
  assumes nonthreatening poses.
  This encounter is open-ended, and its results depend on 
  the PCs’ decisions during roleplaying, but it is not intended 
  to be a combat encounter. The adventure assumes that the 
  PCs defeated the pirates in starship combat; there is no need 
  to defeat them a second time in personal combat. Should 
  combat break out between the PCs and the pirates, however, 
  see Development on page 6.
  Captain Alera Okwana is surprisingly cheerful and cheeky 
  for a surrendering pirate, though her quick wit and practical 
  banter cover a coldly calculating mind that’s constantly 
  assessing the best way for her and her crew to survive this 
  encounter. Captain Okwana is bold and ambitious, but she is 
  also a savvy survivalist. She cares about her crew, but she has 
  little personal investment in her mission or ship beyond how 
  both might help further her goals— to make a name for herself 
  as a Free Captain and build a decent fortune before retiring to 
  a more peaceful spot in the galaxy. 
  As soon as it becomes clear that the PCs are willing to 
  talk, the ever-practical Okwana readily admits to her 
  status as a Free Captain, explains her assignment to 
  patrol the Field of the Lost and guard against threats to the 
  Free Captains, and makes it clear that—as long as the PCs 
  aren’t coming after Broken Rock—she has no disagreement 
  with them personally. Attacking the PCs’ ship was all just a 
  misunderstanding, Okwana says with a wide grin. The pirate 
  captain spends as much time talking with the PCs as they 
  wish. Her responses to some of the PCs’ likely questions are 
  as follows.
  Why did you attack us?/What do you want? “We’re pirates! 
  Isn’t it obvious? Though to be true, I’m a Free Captain. Still 
  green, but I’m not too big to admit that, now, am I? The senior 
  captains say the best way to prove myself is to float around 
  this dump for a bit, fight off any pirate hunters, and capture 
  ALERA OKWANA
  
  6
  loot for the home rock. But you’re not here looking to muscle 
  in on the Free Captains, are ya? So let’s be done here, and we 
  can each go on our merry way, yeah?”
  Have you encountered any other starships out here? “Not 
  much, to be true. No Steward-backed antipirate armadas, no 
  fat merchant freighters; just a few sarcesians here and there. 
  And a couple of nasty-looking bone ships. Big bruisers, and 
  frankly above my pay grade, ya know? But they didn’t care 
  about us little old pirates, so we just shadowed ’em for a 
  bit. They did whatever business they had here and went on 
  their way.”
  (If the PCs press Okwana on this point, or ask whether 
  the ships were Eoxian, she simply smirks and shrugs. She 
  doesn’t know much about Eox or the Corpse Fleet, or why 
  they were interested in the Field of the Lost. However, a PC 
  who succeeds at a DC 20 Culture check recognizes Okwana’s 
  description of the “bone ships” as being consistent with those 
  commonly associated with both Eox and the Corpse Fleet.)
  What was the bone ships’ business here? “How should I 
  know? They flew around, landed on a few rocks, and left. Not 
  my problem anymore.”
  Do you know anything about the Cult of the Devourer or 
  any sort of cult base nearby? “Yeah, there are cultists out 
  here. Crazy buggers—I suggest giving ’em a wide berth if you 
  come across any. They got a hole on a nearby rock where they 
  get together and do whatever it is cultists do. They call it the 
  Star-Eater’s Spine, or something equally stupid. Come to think 
  of it, those bone ships were headed in that direction.”
  Where is the Star-Eater’s Spine? “We think the rock they 
  hole up on is one we call K9204. I’ve never been there, so I 
  don’t know if there’s a base there or not, but I can point you in 
  the right direction.” Captain Okwana punches some commands 
  into the Rusty Rivet’s computer and brings up a navigational 
  chart of the region, which she copies onto a datastick for the 
  PCs. The chart shows the route to Asteroid K9204 (area A).
  So where do we go from here? “Way I see it, you beat us 
  and got us dead to rights. I admit that. But there’s no reason 
  we can’t be friendly-like. I’ll give ya 1,000 credits apiece to let 
  us and the Rivet go. You go your way, we go ours. Everybody’s 
  happy and nobody dies, yeah?”
  If the PCs press the issue, a successful DC 16 Diplomacy 
  check to change her attitude or a successful DC 25 Intimidate 
  check prompts Okwana to increase the offer to 1,200 credits 
  apiece. (Threats of violence might prompt the pirates to 
  attack, however; see Development below.)
  ALERA OKWANA  
  CR 4
  XP 1,200
  Female human soldier
  N Medium humanoid (human)
  Init +9; Perception +10
  DEFENSE 
  HP 47
  EAC 16; KAC 18
  Fort +6; Ref +4; Will +5
  OFFENSE
  Speed 25 ft.
  Melee carbon steel curve blade +9 (1d10+5 S; critical 
  bleed 1d6)
  Ranged thunderstrike sonic rifle +12 (1d10+4 So; critical 
  deafen [DC 15]) or
  frag grenade II +9 (explode [15 ft., 2d6 P, DC 13])
  Offensive Abilities fighting style (hit-and-run)
  TACTICS
  During Combat Although she has surrendered, Captain 
  Okwana is a crafty survivalist who fights dirty if it 
  means surviving to see another day. If combat breaks 
  out, she remains mobile, trying to spread out her ranged 
  attacks among as many foes as possible. If enemies are 
  spaced far apart, Captain Okwana moves into melee 
  combat with her curve blade against those she’s already 
  hit from range.
  Morale If Captain Okwana is the only surviving pirate, she 
  again tries to surrender. If her offer is refused, she fights 
  grimly to the death.
  STATISTICS
  Str +1; Dex +5; Con +3; Int +0; Wis +2; Cha +2
  Feats Opening Volley
  Skills Computers +10, Intimidate +15, Piloting +10, 
  Stealth +10
  Languages Common, Sarcesian
  Gear officer ceremonial plate, carbon steel curve blade, 
  thunderstrike sonic rifle with 2 high-capacity batteries 
  (40 charges each), frag grenades II (2)
  RUSTY RIVET’S CREW (3)  
  CR 1
  XP 400 each
  Space pirate crew member (Starfinder: First Contact 15)
  HP 20 each
  Development: If the PCs make overt physical threats 
  against Captain Okwana or her crew, there is a chance that 
  the pirates rethink their surrender and decide to attack the 
  PCs. Each time a PC makes such a threat, there is a 20% 
  chance that the pirates believe they must defend themselves 
  with force. What constitutes a physical threat is ultimately 
  up to the GM, but actions such as brandishing a weapon 
  or stating violent intentions are prime examples. If any PC 
  outright attacks a pirate, combat starts immediately. If the 
  PCs required the pirates to surrender their weapons at the 
  beginning of the encounter, Okwana retrieves a frag grenade 
  she’s hidden in a nearby compartment and throws it at the 
  PCs to distract them, while her crew each spend 1 round 
  accessing hidden caches of weapons to rearm themselves and 
  attack the PCs. 
  If the PCs kill Captain Okwana and her crew without 
  learning about Asteroid K9204 and its location, they can 
  still find the information on the Rusty Rivet’s computer. A 
  successful DC 21 Computers check to hack the system allows 
  
  7
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  the PCs to access the pirate ship’s tier 2 computer, where they 
  can find the navigational chart that identifies Asteroid K9204 
  as a base for the Cult of the Devourer called the Star-Eater’s 
  Spine. The pirates’ data is incomplete, however, as the Free 
  Captains are unaware that the Star-Eater’s Spine (area B) is 
  actually a subterranean base inside Asteroid K9204 (area A). 
  Story Award: If the PCs talk with Captain Okwana and 
  learn about Asteroid K9204 and the Devourer cult’s base 
  from her, award them 1,600 XP. If the PCs fight and defeat 
  the pirates in tactical combat, award the PCs XP as normal, 
  but they gain no additional story award for learning about 
  the cult’s base.
  A. ASTEROID K9204
  The information from the Rusty Rivet points the PCs to a small 
  asteroid not far from the site of their engagement with the 
  space pirates. It takes the PCs 1d4 hours to navigate their 
  ship through the Field of Lost to the planetoid. Officially 
  designated K9204, the asteroid is less than a mile in 
  diameter and is made up of treacherous rock- and 
  ore-infused terrain. Jagged cliffs cover the asteroid’s 
  surface; in fact, there’s only one relatively open area 
  of any size on the entire asteroid. The asteroid is 
  dense enough to provide low gravity (Starfinder 
  Core Rulebook 402) and is enveloped with a thin 
  atmosphere (Core Rulebook 396).
  Unless otherwise stated, the large expanses 
  of rock depicted on the map on page 8 take the 
  form of sheer cliffs that rise about 40 feet high 
  and stabilize into flat surfaces. Collected in the 
  crevices at the base of the cliffs—as well as at the 
  bases of the smaller rock formations—are drifts 
  of a strange sort of space ash made up of metal 
  flakes, rocky grit, and space dust. This ash is the 
  product of a disastrous decades-old mining venture 
  that ground the asteroid’s rock and ore into dust.
  There’s only one open area on the asteroid large 
  enough to accommodate a starship, located immediately 
  east of the area depicted on the map. Deep grooves and 
  scorch marks in the rocky ground show that starships have 
  landed and taken off from this area repeatedly, though no 
  such ships are currently present. Once the PCs land, they 
  can head to either area A1 or A5. The Devourer cult base 
  is nowhere in sight; the PCs must explore the asteroid’s 
  sole navigable area to find the secret door that leads to 
  the cultists’ underground base (see area A3).
  A1. snipeR’s Cove (CR 5)
  This narrow pass is flanked by a sheer rocky wall to the 
  north and a more slender—though just as tall—rock formation 
  to the south. A deep pile of silvery ash sits in the cleft between 
  the cliff and a stepped outcropping. Otherwise, the rugged 
  ground is pockmarked but flat.
  This area affords the easiest access to the top of the 
  asteroid’s cliffs 40 feet above. In the area’s northeastern 
  extremity, the sloping rock has been carved into steps 
  leading to the formation’s pinnacle, and similar natural steps 
  exist along the outcropping shown in the area’s northwest 
  corner. The rocky steps up to the cliff are each about 3 feet 
  high (and can provide partial cover) and are considered 
  difficult terrain. Similarly, the cliff is irregular enough that a 
  creature standing on top of it has cover against attacks from 
  the base. From the cliff top, creatures can see across most of 
  the asteroid’s surface, which is covered in treacherous cliffs 
  YEX
  
  8
  and rock formations. It’s obvious that this area is the only one 
  that affords access to the asteroid’s rocky surface; its other 
  areas are not traversable.
  Creature: Lurking on the top of the cliff to the north is a 
  sarcesian sniper named Yex. A few weeks ago, Yex meandered 
  to this asteroid to escape the overbearing politics of his 
  home, a nearby and much larger planetoid. Having brought 
  a month’s worth of provisions, Yex thought this isolated 
  asteroid valley was the perfect getaway. However, he soon 
  fell under the mental influence of the skreesire in area A3. 
  Now, Yex is firmly under the skreesire’s command and has 
  been convinced to defend this area against intruders with 
  his life.
  Yex immediately notices the PCs enter this area and 
  positions himself at the edge of the cliff, using Stealth to 
  hide behind cover. After a few rounds of observation, he 
  makes a ranged attack against a random PC he can see with 
  his sniper rifle, seeking cover afterward for sniping again. 
  YEX 
   
  CR 5
  XP 1,600
  Male sarcesian sniper (Starfinder Alien Archive 98)
  HP 64; RP 4 
  TACTICS
  During Combat Yex uses Stealth to make sniping attacks 
  from the top of the cliff while keeping his position 
  hidden. If opponents climb the cliff to confront him, Yex 
  runs down the nearest stairway to avoid his attackers 
  and shoot at them from below.
  Morale Yex is fully convinced that he must kill any creatures 
  that disturb this part of the asteroid. Under the skreesire’s 
  influence, the sarcesian sniper fights to the death.
  Treasure: Sifting through the 5-foot-deep silvery pile of 
  ash in the crevice between the rocky outcropping and the 
  cliff reveals the presence of a months-old humanoid corpse 
  dressed in tattered black and red rags. A successful DC 10 Life 
  Science check reveals that the corpse was once a human, and 
  a successful DC 15 Mysticism check identifies the iconography 
  on the corpse’s clothing as symbols of the Devourer. There is 
  little of value on the corpse that isn’t rotted, but on one of its 
  bony fingers is a filthy ring of sustenance.
  In addition, a PC who succeeds at DC 18 Perception 
  check while on top of the cliff finds a small, cloth-wrapped 
  bundle stashed in a crevice. Inside this bundle is a mobile 
  hotelier with a drained battery, six R2Es, a credstick loaded 
  with 2,800 credits, and a small leather-bound journal.
  The journal belongs to Yex, and perusing it reveals a 
  couple of months’ worth of handwritten entries in Sarcesian 
  (characters who don’t speak Sarcesian can translate the 
  journal with a successful DC 25 Culture check to decipher 
  writing). The entries describe the stubborn sarcesian’s 
  disagreements and personality clashes with others of his 
  kind on his nearby home, and they detail his decision to 
  leave and spend a month cooling down on this asteroid. 
  The journal entries become increasingly jumbled going 
  forward. References to a “flesh beast” recur multiple times 
  until Yex begins referring to this same creature as “master.” 
  1 square = 10 feet
  A. ASTEROID K9204
  A3
  A4
  A2
  A1
  A5
  S
  
  9
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  Maudlin praise of the creature as a higher power suddenly 
  gives way to gibberish written in no known language. The 
  journal’s final entry simply reads, “Yex keep scratchies away 
  so master finally make Yex into skree YES.” This sentence 
  might seem nonsensical, but a PC who succeeds at a DC 20 
  Life Science check recognizes it as a possible reference to a 
  skreesire, a creature known for controlling the minds of its 
  enemies (and which can be found in area A3).
  A2. skReeling hive (CR 6)
  Thin rock formations here curve almost elegantly to form 
  the rough shapes of caves and tunnels, with piles of silvery 
  ash nestled against them like snow drifts.
  The ash piled against the rock faces is much more uneven 
  than elsewhere on the asteroid, ranging from a foot deep to 
  4 or 5 feet deep. All squares with ash in them are considered 
  difficult terrain.
  Creatures: This cave-like area is home to a lurking trio 
  of skreelings that feed on the silvery ash. Those skreelings 
  that live long enough and eat enough ash eventually grow 
  into skreesires (see area A3). The skreelings lair inside the 
  enclosed chamber formed by the rock walls near the center 
  of this area, where they have gathered and stored drifts 
  of ash. When they detect approaching intruders (such as 
  the PCs), the skreelings use Stealth to hide behind rocky 
  formations (although the skreelings can fly, the top of the 
  formations are too narrow for them to find a foothold, so 
  they hide on the ground). When a PC moves adjacent to a 
  hidden skreeling, the creatures burst out of hiding to attack 
  the PCs in a surprise round.
  SKREELINGS (3) 
  CR 3
  XP 800 each
  HP 35 each (see page 56)
  TACTICS
  During Combat The skreelings try to flank opponents as 
  much as possible, attacking with their claws and taking 
  advantage of their cluster ability.
  Morale The PCs have intruded upon the skreelings’ 
  territory and interrupted their feeding, and they 
  are therefore threats the creatures can’t ignore. 
  The skreelings fight to the death to try to drive the 
  intruders away.
  Treasure: Although Yex (the sarcesian sniper in area A1) 
  didn’t know it, a couple of sarcesians from his home planetoid 
  recently traveled here to check on him. The sarcesians knew 
  of Yex’s affinity for holing up in small, secluded spaces, so 
  they entered this cave complex in search of their friend, 
  only to run afoul of the skreelings. The ravenous creatures 
  made quick work of their victims, and the sarcesians’ bodies 
  now lie in the ash heaps abutting this area’s southernmost 
  rock formation. The dead sarcesians still have some of their 
  gear, and aside from their torn-up and useless armor, two 
  advanced Diasporan rifles (Starfinder Alien Archive 99), two 
  tactical dueling swords, and two credsticks holding 1,500 
  credits apiece can still be salvaged.
  The ash filling the two northern alcoves in this area mostly 
  covers old bones. However, if the PCs spend 10 minutes 
  digging through the ash in the northwest corner, they find 
  a partially intact skeleton in a sitting position. The skeleton’s 
  armor and flesh have long rotted away, but across its lap is a 
  thin, jagged, and rusted piece of metal. Emblazoned on it, in 
  Castrovelian, are the barely legible words “Imura Excavations.” 
  A PC who succeeds at a DC 18 Perception check notices four 
  bars of pure silver ore behind the skeleton’s back, worth a 
  total of 4,800 credits. The skeleton and silver are remnants 
  of the failed mining expedition to this asteroid decades ago 
  that ended with disastrously macabre results, and they are 
  not directly tied to this adventure’s plot.
  A3. skReesiRe’s lAiR (CR 7)
  This isolated grotto is dotted with piles of silvery ash. To the 
  northwest, a low shelf of rock dams a pool of thick greenish 
  liquid. A humanoid body in torn robes with one arm chewed 
  off is ominously propped against the ledge.
  This area conceals the entrance to the Devourer cult’s 
  hidden base, the Star-Eater’s Spine. Squares with ash in 
  them are difficult terrain. The rocky shelf to the northwest 
  is about 3 feet tall and provides cover as a low obstacle. 
  The 5-foot-deep pool behind the shelf is a mixture of ash, 
  water, and toxic chemicals, and it’s highly acidic. Anyone 
  who touches the pool takes 2d6 acid damage each round 
  she is in contact with it. Anyone who swims in the pool (or 
  becomes otherwise fully submerged in it) takes 10d6 acid 
  damage per round.
  A PC who succeeds at a DC 20 Perception check finds a 
  trapdoor in the ground hidden beneath the piles of silvery 
  ash in the middle of the chamber. The trapdoor opens into 
  an underground tunnel that leads to the Star-Eater’s Spine 
  (area B).
  Creature: A skreesire lairs here, lurking in the acid pool. The 
  cult used the creature as a guardian to protect the entrance to 
  their base (see area A4), and it now dominates this expanse of 
  the asteroid. Once it detects intruders, the skreesire becomes 
  obsessed with destroying them. As soon as the PCs enter 
  this area, the skreesire targets a random PC with its enthrall 
  ability, suggesting that the character venture closer to the 
  acid pool to see what treasures might lie within. If the PC fails 
  her saving throw and approaches the pool, the skreesire tries 
  to grab her with its tentacles and reposition her into the acid. 
  If the PC succeeds at her saving throw and the party hasn’t 
  already attacked it, the skreesire tries to target a second PC 
  in this way.
  
  10
  If any of the skreelings from area A2 survive, 
  one or more of them might join the fight if 
  they are in a position to be able to hear it.
  SKREESIRE 
   
  CR 7
  XP 3,200
  HP 100 (see page 57)
  TACTICS
  During Combat The skreesire 
  pulls itself onto the rocky 
  ledge and attacks with its 
  tentacles. When it successfully 
  grapples a creature, it attempts a reposition 
  combat maneuver to try to drop that creature into 
  the acid pool.
  Morale The skreesire is supremely confident in 
  its combat skills and is already incensed that it 
  has lost its regular supply of cultist sacrifices. 
  It fights to the death.
  Treasure: The body propped against the ledge beside 
  the acid pool is wearing an unholy symbol around its neck 
  depicting a black hole with a red center (identifiable as the 
  symbol of the Devourer with a successful DC 15 Mysticism 
  check). A PC who succeeds at a DC 15 Medicine check can 
  determine that the corpse is very fresh; likely only a few days 
  old. The corpse was one of the last Devourer cultists to flee 
  the secret base. With so many cultists pouring out of the base 
  and leaving in starships, the skreesire realized that the cult 
  was abandoning its underground lair. Angered that the cult 
  broke its agreement with no opportunity for recompense 
  or recourse, the skreesire began attacking cultists as they 
  emerged from the trapdoor. This unlucky cultist was not fast 
  enough to avoid the skreesire’s wrath. The cultist is carrying 
  a satchel containing a hefty collection of various rare coins 
  worth 1,200 credits.
  A4. CulTisTs’ Demise
  This expansive alcove is devoid of the silvery ash that’s 
  prevalent elsewhere on the asteroid, but it has the 
  appearance of a gruesome graveyard. Several discarded 
  corpses lie here—some that look just a few days old, and 
  some that are rotting with the telltale signs of weeks, if not 
  months, of decay.
  This horrible scene is evidence of the dark pact that the 
  Devourer cult made with the skreesire in area A3. Although 
  brutal, the mind-controlling beast is canny, and the cultists 
  were able to offer it an enticing deal when they set up their 
  underground base on this asteroid: the skreesire agreed to 
  let the cultists enter and exit their base as they pleased, 
  and the cultists promised to sacrifice one of their own to 
  the creature every few months. The skreesire implanted 
  its fleshy egg sacs in the corpses of these sacrifices, which 
  then hatched into skreelings (the current clutch of which 
  currently inhabits area A2).
  If the PCs examine the corpses and succeed at a DC 15 
  Medicine check, they discover that the cultists were killed 
  in a methodical, ritualistic manner before being flayed and 
  implanted with something after death. If the PCs have already 
  identified the skreesire in area A3, they can determine that it 
  inflicted the postmortem wounds.
  Treasure: Sifting through the corpses 
  is gruesome work, but there are still a 
  few items of value on the bodies. A PC who 
  succeeds at a DC 15 Perception check finds 
  an onyx-and-ruby ankle bracelet worth 1,150 
  credits on one of the bodies. A PC who succeeds 
  at a DC 20 Perception check discovers a small 
  pocket of valuables sewn into a robe worn by 
  one of the corpses, containing a glove of storing 
  and a collection of several credsticks holding a 
  total of 800 credits.
  A5. shARD-FilleD slope
  Nestled between a sheer cliff and a small, narrow rock 
  formation, the ground here slopes at odd angles. To the 
  north is a small field pocked with shards of metal, their sharp 
  edges gleaming. To the west, a steep incline leads upward to 
  a cave-like structure.
  Both slopes here (east and downward to the landing area, 
  west and upward to area A4) are considered difficult terrain. 
  The chunks of metal are left over from the failed mining 
  operation on this asteroid decades ago. The shards’ edges 
  are quite sharp and deal 1d4 slashing damage to anyone who 
  touches one.
  Treasure: A PC who inspects the metallic shards and 
  succeeds at a DC 15 Physical Science check can identify the 
  composition of the metal as cold iron (Core Rulebook 191). If 
  the shards are extracted from the ground, they can be used 
  as cold iron improvised weapons (Core Rulebook 169) that 
  deal slashing damage—useful for overcoming the damage 
  reduction of the skreelings in area A2 and the skreesire in 
  area A3. Beyond their potential use as weapons, the cold 
  iron shards can be gathered and sold for the valuable ore 
  they contain. In total, 10 bulk worth of cold iron ore can be 
  collected, worth 1,125 credits.
  In addition, a PC who succeeds at a DC 18 Perception check 
  notices a silvery glint on the ground among the metallic 
  shards, which turns out to be a dented silver amulet with an 
  oval pendant and a red stone embedded in its center. This 
  pendant is worth only about 25 credits, but a successful DC 
  15 Mysticism check reveals that it’s an unholy symbol of the 
  Devourer—hinting at the presence of cultists who have since 
  fled the asteroid.
  SYMBOL OF THE 
  DEVOURER
  
  11
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  PART 2:  
  THE VANISHED CULT
  Once the PCs discover the hidden trapdoor in area A3, they 
  can explore the subterranean Devourer cult base called the 
  Star-Eater’s Spine. While the PCs might expect to encounter 
  hordes of cultists here, they soon find that the base is eerily 
  abandoned. Why and where the cult has fled are questions 
  the PCs must seek answers for, as well as whether other dark 
  parties are interested, and why.
  B. THE STAR-EATER’S SPINE
  This underground bunker once was home to a powerful 
  Devourer cult that had its fingers in many sinister schemes, 
  including obsessively seeking information about an unholy 
  prophecy the cultists hold sacred. Now it is almost entirely 
  deserted. As soon as the cultists connected the Gate of 
  Twelve Suns and Stellar Degenerator with Nejeor, they fled 
  the Diaspora for that distant system—but not without leaving 
  a few security measures in place.
  The entire base is constructed inside an old underground 
  mining tunnel; the cultists lined the unworked stone walls 
  of the tunnel with reinforced concrete supported with 
  steel beams. The ceilings are 15 feet high and the doors are 
  unlocked, unless otherwise noted. In contrast to the thin 
  atmosphere of the asteroid, inside the base the atmosphere 
  is of normal pressure and composition to support most 
  oxygen-breathing life-forms so the cultists could occupy the 
  base without space suits or other environmental protections; 
  however, the area remains one of low gravity.
  The backup generator that powers the base’s life support 
  and defensive systems is still running, but since the cult 
  doesn’t plan to return anytime soon, the entirety of the base’s 
  interior dark unless otherwise indicated (although the lights 
  can be switched back on using the terminal in area B2). 
  The PCs are not the first noncultists to recently explore this 
  base, however. That honor belongs to members of the Corpse 
  Fleet, who managed to deftly avoid the skreesire and skreelings 
  in area A. There are a few hints that the Corpse Fleet made it 
  to the base first (namely in areas B3 and B10), but it should 
  become clear to the PCs that they’re not alone in their interest 
  in the cult’s base when they examine the computer in area B11, 
  and later when they’re accosted by Corpse Fleet ships upon 
  leaving the Star-Eater’s Spine (see Event 2).
  B1. FoyeR oF The voiD (CR 7)
  The dark and oppressive tunnel below the asteroid’s surface 
  gives way to a severe chamber crafted of metal and concrete. 
  A wide sliding door stands in the far wall of the room, rust 
  dappling its edges like rotten lace. A single light above the 
  doorway flickers weakly. 
  
  12
  The underground tunnel from area A3 ends in this large 
  airlock, the entrance to the Star-Eater’s Spine. The airlock’s 
  outer door stands open; the inner door is locked and trapped 
  (see Trap below). Once the PCs deal with the trap and close 
  the outer door, they can cycle the airlock and attempt to 
  open the inner door with either a DC 25 Engineering check 
  to disable the device or a DC 28 Strength check to smash 
  the lock and force the dented door open. The sole light in the 
  airlock sheds only dim light.
  Trap: Before abandoning the Star-Eater’s Spine, the 
  Devourer cultists hastily locked the inner airlock door 
  and rigged a trap to discourage unwanted visitors to their 
  base. As entropy of the mind is the cultists’ specialty, 
  they brewed a concoction that drives intelligent creatures 
  mad, then rigged a contraption to spray the mixture 
  through a vent above the door when sensors detect the 
  body heat of living creatures within 10 feet of the door. 
  Any environmental protections from a creature’s armor do 
  nothing to avoid this trap’s effects, since it’s specifically 
  designed to penetrate breathing apparatuses (the undead 
  agents of the Corpse Fleet were immune to the spores and 
  thus ignored the trap).
  MIND SPORES TRAP 
   
  CR 7
  XP 3,200 
  Type hybrid; Perception DC 30; Disable Computers DC 27 
  (from computer in area B2 only), Engineering DC 25 (jam 
  vent closed), or Mysticism DC 25 (neutralize spores) 
  Trigger proximity (thermal, 10 feet); Reset 1 hour or manual 
  (computer in area B2)
  Effect mind spores (–4 penalty to Intelligence-, Wisdom-, 
  and Charisma-based ability checks, skill checks, and 
  saving throws for 1d4 hours; this is a mind-affecting 
  effect); Will DC 17 negates; multiple targets (all targets in 
  30-ft. cone)
  B2. opeRATions TeRminAl
  Riveted walls of steel around the airlock hatch extend into 
  a cavernous gloom. At the chamber’s center stands a wide 
  computer console that practically stretches to the ceiling. 
  Rows of grimy buttons frame its blank display screen, from 
  which emanates the faintest of glows. 
  This computer terminal controls the electrical mainframe, 
  life-support systems, and major defense mechanisms of 
  the Star-Eater’s Spine. It is a tier 3 computer, requiring a 
  successful DC 25 Computers check to hack (if the PCs have 
  the security key card found in area B6c, they gain a +5 bonus 
  to the check). Once the PCs have access to the computer, 
  they can easily restore light to the base. However, the base’s 
  lighting system is in a state of disrepair, and turning the 
  lights back on increases the illumination level throughout the 
  complex only to dim light.
  In addition, the computer has control modules for two 
  curious systems: one is labeled “Entrance Deterrent” and the 
  other “Chamber of Devouring.” The former controls the mind 
  spores trap in area B1, while the latter controls the laser wall 
  trap in area B3. Both control modules are behind firewall 
  countermeasures. Accessing either of the modules requires 
  a successful DC 27 Computers check (the security key card 
  from area B6c provides a +5 bonus to these checks), and PCs 
  who gain access to the modules can reset or permanently 
  disable the associated traps.
  Beyond these functions, it is clear that this terminal 
  merely controls the base’s operating systems and does not 
  contain any of the cult’s logs or sensitive operating data. 
  There are oblique references in the code to a larger and 
  more comprehensive computer network located somewhere 
  deeper in the base that contains this information as well 
  as the cult’s comm logs. If the PCs don’t realize it on their 
  own, a successful DC 10 Intelligence check reveals that any 
  information about where the cultists went and what exactly 
  they might have learned on Castrovel would be located in 
  that larger computer system.
  Story Award: Award the PCs XP as normal for disabling 
  either of the traps through the computer’s control modules, 
  though they can receive XP for each trap only once; if the PCs 
  have already triggered or disabled either of the traps, they do 
  not get additional XP for activating or disabling them again.
  B3. ChAmBeR oF DevouRing (CR 7)
  Half a dozen tiered pillars are interspersed throughout this 
  wide hallway, which ends in a concave wall made of plated 
  steel. A strange pile of body parts and viscera lies next to 
  the easternmost pillar. The faint scent of ozone hangs in 
  the air.
  The cultists practiced profane rituals in the Devourer’s 
  name in this unholy chamber and punished any who stood 
  against them. They were especially fond of forcing enemies 
  into this room’s western end before triggering the most 
  deadly feature of the entire base: the laser wall trap that runs 
  the length of the room (see Trap below).
  The tiered pillars are 10 feet tall and constructed of treated 
  adamantine alloy. If the PCs investigate the mass of gore next 
  to the eastern pillar, with a successful DC 15 Mysticism check 
  they can identify it as the remains of some manner of undead 
  humanoid. It’s difficult to discern the creature’s exact features, 
  however, because the corpse has been cut into little chunks (a 
  result of the room’s laser wall trap).
  Trap: The trap in this room consists of a latticed wall of 
  laser beams, stretching from floor to ceiling and wall to wall, 
  that triggers when a creature moves past the easternmost 
  pillar. One round later on the trap’s initiative count, the laser 
  wall activates, beginning at the eastern end of the room 
  (marked by a white dashed line on the map) and rapidly 
  
  B3
  B4
  B4
  13
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  moving to the west, stopping at the room’s western wall. On 
  the following round, the laser wall moves back to the east, 
  stopping where it began, just beyond the easternmost pillar. 
  This process continues each round until the trap is disabled 
  from the computer terminal in area B2.
  The room’s pillars are treated with a coating that deflects 
  the trap’s laser beams. Moving through the room while the 
  trap is active is possible, but it requires a successful Reflex 
  saving throw on the trap’s initiative count to avoid the lasers 
  by darting behind one of the pillars when the laser wall 
  passes. A creature must attempt this saving throw each round 
  it remains in the Chamber of Devouring.
  There is a high price to pay for sluggishness in avoiding the 
  laser wall. If a creature rolls a natural 1 on the Reflex saving 
  throw to avoid the trap, it must attempt a DC 15 Reflex saving 
  throw. If the creature succeeds at this second saving throw, 
  it takes normal damage from the trap. If it fails this second 
  saving throw, the creature takes 20d6 fire damage as the 
  laser wall slices through it, and is likely sliced into minuscule 
  chunks of gore. 
  MOVING LASER WALL 
   
  CR 7
  XP 3,200
  Type technological; Perception DC 30; Disable Computers 
  DC 27 (from computer in area B2 only)
  Trigger location; Initiative +12; Duration continuous (until 
  disabled); Reset manual (computer in area B2)
  Initial Effect wall of laser beams (5d10 F); Reflex DC 17 avoids 
  (see above if natural 1 is rolled); onset delay (1 round); 
  multiple targets (all targets in area B3)
  Development: If the PCs sift through the pile of gore 
  near the pillar, they can find a mostly intact patch from 
  the creature’s environment suit. A PC who succeeds at a 
  DC 20 Culture check recognizes that the patch identifies the 
  creature as a member of the Corpse Fleet, the exiled remnant 
  of the Eoxian Navy (see the Corpse Fleet sidebar on page 14 
  for more information the PCs might know about the Corpse 
  Fleet). This is a clue that the Corpse Fleet preceded the PCs 
  in infiltrating the Star-Eater’s Spine.
  B4. ACCess CoRRiDoRs
  A cloying gloom fills this long, claustrophobic hallway. A red 
  light on the western wall blinks slowly, giving the scene a 
  sinister atmosphere.
  These corridors afford access to the base’s mess halls and 
  kitchens (areas B5 and B8) and living quarters for the cultists 
  (areas B6 and B9).
  B5. noRTh mess
  This area is divided into two wings. The western chamber 
  contains several pantry shelves as well as four flat, utilitarian 
  stove units with attached faucets, while the eastern side is 
  filled with round metal tables and chairs.
  This is one of two main kitchen and dining areas to serve 
  the cultists inhabiting the Star-Eater’s Spine, along with the 
  south mess (area B8). The pantry shelves mostly hold dry and 
  1 square = 5 feet
  B. THE STAR-EATER’S SPINE
  B11
  B5
  B8
  B6a
  B6d
  B6b
  B6e
  B6c
  B9
  B7
  B2
  B1
  B10
  
  14
  preserved foods, as the cultists didn’t devote much time to 
  packing their supplies before heading to Nejeor. The nature 
  of the supplies here is odd, with extremely spicy options 
  mixed with bizarre strains of fruit and vegetable preserves. 
  However, there are enough palatable options that PCs can 
  spend 1d4 hours preparing the foods here into a good meal 
  that can feed up to eight individuals. Alternatively, the PCs 
  can instead spend 30 minutes arranging the stores into up to 
  eight R2E meal packets that can be consumed at their leisure.
  B6. living QuARTeRs
  Minimalist sleeping pallets lie on the severe metal floor of 
  this room, and simple shelves and 
  dressers serve as furniture.
  These chambers were the personal 
  living quarters and prayer rooms of the 
  cultists of the Star-Eater’s Spine. They 
  are mostly identical, though strange 
  iconography is scattered throughout them, 
  from profane altars made of skulls to metal 
  sculptures depicting swirling shapes tinged 
  with some dark, foul substance. Strange 
  garbled phrases are written in a variety of 
  colored paints on several walls.
  The graffiti on the walls is written in Abyssal; 
  if no one can speak that language, the PCs can 
  translate it with a successful DC  20 Culture 
  check to decipher writing. Although the graffiti is 
  scrawled in different handwriting and is sometimes 
  presented out of order, the writing essentially repeats the 
  phrase “The Entropy of Existence is known.” Once this phrase 
  is translated, a PC who succeeds at a DC 25 Mysticism 
  check to recall knowledge realizes it’s likely a reference to 
  an obscure holy text of the Cult of the Devourer called The 
  Entropy of Existence and Glorious Rise of the Void, which 
  was written some centuries ago by an evil elven soothsayer 
  named Nyara and contains ominous prophecies.
  Treasure: Three of the living quarters contain items that 
  might be of interest to the PCs.
  The dresser in the northwest corner of area B6b is locked 
  (hardness 8, HP 15, break DC 16, Engineering DC 18 to disable). 
  Inside is a pair of injection gloves and 2 doses of weaponized 
  insanity mist that can be used in weapons with the injection 
  special property.
  A PC who succeeds at a DC 16 Perception check while 
  searching area B6c discovers a thin white plastic card tucked 
  into a pile of discarded clothes on the floor. This is a security 
  key card for the computer in area B2.
  A PC who succeeds at a DC 16 Perception check while 
  searching area B6d finds a small lump under one of the 
  sleeping pallets, which turns out to be a datapad and a 
  credstick holding 1,400 credits. The datapad is a tier 1 
  computer, requiring a successful DC 17 Computers check to 
  hack the system to gain access. Among the mundane data 
  files, electronic messages, gaming applications, and other files 
  on the datapad is a single video file labeled “Do Not Delete,” 
  which the PCs can notice with a successful DC 10 Perception 
  check once they have access. In the video, a verthani and a 
  THE CORPSE FLEET
  The first time the PCs come across evidence of the 
  Corpse Fleet’s involvement in the situation, allow them 
  to attempt Culture checks to recall knowledge. The 
  PCs learn all of the following with a DC 
  less than or equal to the result of the 
  check. PCs whose home world is Eox 
  or who have spent significant time on 
  the undead planet gain a +10 circumstance 
  bonus to this check.
  Culture 
  Check 
  Result 
  Knowledge Recalled
  20+ 
  The Corpse Fleet is an exiled offshoot 
  of the Eoxian Navy that’s made up 
  of powerful admirals and captains 
  who roam the universe in starships 
  forged from bone and steel. Officially, 
  the government of Eox condemns this 
  rogue organization.
  24+ 
  The Corpse Fleet formed when powerful 
  and disgruntled members of the Eoxian Navy 
  could not stomach their world’s adoption 
  of the Absalom Pact. These naval officers 
  deeply believed in the same sort of Eoxian 
  superiority that once led the planet to destroy 
  civilizations that refused to acknowledge 
  Eox’s power—including the worlds known as 
  the Twins, the shattered remnants of which 
  now form the Diaspora.
  28+ 
  Although Eox’s government and ambassadors 
  to the Pact Worlds make a grandiose show of 
  denouncing the Corpse Fleet, rumors claim 
  that some of the powerful Eoxian rulers known 
  as bone sages still clandestinely communicate 
  with the exiles, and perhaps even secretly 
  aid them with their work to promote Eoxian 
  supremacy. The general population on Eox 
  seems largely ambivalent—perhaps suspiciously 
  so—toward the exiled fleet.
  CORPSE FLEET 
  INSIGNIA
  
  15
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  gnome are sitting cross-legged on the floor inside one of the 
  base’s living quarters. Both are dressed in robes and wearing 
  unholy symbols of the Devourer, and the verthani is teaching 
  the gnome to sing a paean to the Devourer. Throughout the 
  song, both cultists repeat the phrase “Nyara knows!” over 
  and over. A PC who succeeds at a DC 25 Mysticism check to 
  recall knowledge recognizes Nyara as the name of an ancient 
  elven soothsayer who was most notoriously the author of a 
  Devourer cult holy text called The Entropy of Existence and 
  Glorious Rise of the Void. This is far more than just a simple 
  instructional video, however, though the PCs likely will not 
  recognize its significance at this point. In fact, the repeated 
  phrase “Nyara knows!” is a password for accessing the base’s 
  datacore (see area B11 for more details).
  B7. ARmoRy (CR 6)
  Three largely empty rows of shelves line the northeastern 
  side of this wide room. Here and there, a drooping suit of 
  armor hangs from its rack, suggesting that this room 
  once provided storage of a more martial bent. 
  This room once stored the cult’s collection of 
  body armor, though its members took most of 
  the pieces with them when they fled the base. 
  Three doors to the south each provide access to 
  a cramped water closet.
  Creatures: The cultists left two patrol-class security 
  robots here to deter any who might disturb their 
  headquarters. The robots activate as soon as any creature 
  enters the room. They follow intruders throughout the base 
  and fight until destroyed.
  PATROL-CLASS SECURITY ROBOTS (2) 
  CR 4
  XP 1,200 each
  HP 52 each (Starfinder Alien Archive 94)
  Treasure: The shelves hold two d-suits I, two estex suits II, 
  two suits of kasatha microcord II, and a ysoki refractor suit. 
  All these suits of armor are broken (Core Rulebook 273) and 
  decorated distastefully with skulls, fangs, and other strange 
  Devourer symbols, but they can be repaired and the dark 
  decorations can be removed without no unexpected difficulty.
  A PC who succeeds at a DC 20 Perception check detects 
  a hidden panel in the northeast wall. The panel is locked 
  (hardness 20, HP 60, break DC 28, Engineering DC 20 to 
  disable), but opening it reveals a suit of golemforged plating 
  III with jump jets installed.
  B8. souTh mess
  This kitchen and dining area seem as if they were abandoned 
  in the middle of a meal’s preparation. Pots of meat slurry and 
  festering dairy sit on the stoves to the west, and metal cups 
  full of some sludgy, long-turned beverage sit on the tables to 
  the east. Tiny flies buzz about the entire scene, flitting from 
  place to place among the rotten smorgasbord.
  The cultists had been in the beginning stages of assembling 
  dinner when they received Tahomen’s communication from 
  Castrovel. Sensing that a key prophecy of their profane 
  religion was at hand, they hastily threw some prepared 
  foods in heat-containment units, left other partially prepared 
  meals to rot, and fled with whatever else they could grab on 
  their way out of the base. The north mess (area B5) was not 
  yet in use for the evening when the cultists fled, hence the 
  SECURITY  
  ROBOT
  
  16
  viable supplies in that room. However, the rotting state of 
  the half-prepared meals in this area has rendered everything 
  in the pantries, on the stoves, and on the dining tables 
  spoiled and inedible.
  Hazard: When the PCs enter this area, they must succeed 
  at DC 18 Fortitude saving throws or be sickened by the 
  horrible stench of rotting food for 10 minutes. PCs affected by 
  the rotten smorgasbord cannot rest to regain Stamina Points 
  during this 10-minute period.
  B9. TRAppeD QuARTeRs (CR 5)
  This room resembles the base’s other living quarters (area B6).
  Trap: The cultists who lived here were engineers who 
  helped design the elaborate laser wall trap in area B3, and 
  they outfitted the dresser in the room’s northwest corner with 
  a smaller laser trap, which blasts an arc of laser beams when 
  any of the dresser’s drawers are opened.
  LASER ARC TRAP 
   
  CR 5
  XP 1,600
  Type technological; Perception DC 27; Disable Engineering 
  DC 22
  Trigger touch; Reset manual 
  Effect laser arc (4d10+5 F); Reflex DC 15 half
  Treasure: The cultists found it difficult to bypass their own 
  trap, so they were forced to leave their belongings behind 
  when the cult abandoned the base. The dresser contains 
  the cultists’ collection of armor upgrades and weapon fusion 
  seals: a brown force field, a mk I electrostatic field, a bleeding 
  fusion seal (6th), and a vicious fusion seal (5th; Starfinder 
  Adventure Path #2 53).
  B10. ARsenAl
  Three rows of mostly bare shelves stand along the 
  southeastern end of this wide room. Here and there, a 
  dilapidated pistol or longarm sits on a dusty shelf. Three 
  humanoid robots stand near the north wall; each is hunched 
  over and covered in scorch marks, occasionally emitting 
  puffs of sickly gray smoke.
  This room once stored the cult’s collection of stolen and 
  looted weapons, though its members took most of the 
  firepower with them when they fled the base. Three doors to 
  the north each lead into a small water closet.
  The three robots are clearly disabled; if the PCs examine 
  them and succeed at a DC 16 Engineering check, they can 
  identify the constructs as security robots and determine that 
  gunfire—likely lasers—violently dispatched them sometime 
  within the past week. If the PCs encountered the active 
  security robots in area B7, they recognize these bots as the 
  same model, likely programmed to protect the arsenal even in 
  the cultists’ absence.
  Further, a PC who succeeds at a DC 18 Perception check 
  while examining the scene finds a small, strange technological 
  device covered in leathery gore. With a successful DC 24 
  Engineering or Mysticism check, the PCs can identify the 
  device as a necrograft—an augmentation using undead organs 
  and necromantic rituals rather than cybernetics or biotech—
  that was installed in an undead creature (see page 42 for 
  more information). A PC who succeeds at a DC 20 Culture 
  check knows that necrotech is commonly available on Eox 
  and quite popular among members of the Corpse Fleet—
  though nothing definitively links the augmentation found 
  here to the exiled navy.
  Treasure: The shelves here hold the following battered 
  weapons: a pulsecaster pistol, a red star plasma rifle, a tactical 
  acid dart rifle, a thunderstrike sonic pistol, and a utility 
  scattergun. All of the weapons are unloaded and broken (Core 
  Rulebook 273), but they can be repaired.
  B11. DATACoRe (CR 6)
  Looming over the west side of this sterile room are floor-to-
  ceiling computer consoles that swallow the entire wall with 
  dizzying displays of darkened screens, inset buttons, levers, 
  and switches. A squat, bony, reptilian creature is slumped 
  over in a congealed puddle of blood in front of the consoles.
  This room houses the Star-Eater’s Spine’s datacore, the 
  primary computer network used by the Devourer cultists 
  here, as well as a surviving guardian left behind by the cult 
  (see Creature on page 18). A PC can identify the dead creature 
  in the middle of the room as a veolisk with a successful DC 19 
  Mysticism check.
  The datacore is a tier 3 computer with several secure data 
  modules and a control module for the base’s system-wide 
  comm unit. Accessing the datacore requires a successful 
  DC  25 Computers check to hack the system. Anyone 
  attempting to hack the computer realizes the system normally 
  requires a voiceprint password, meaning an authorized user 
  must speak a password to gain access. If the PCs found the 
  “Do Not Delete” video file on the datapad in area B6d, they 
  can play the video to enter the computer’s password (“Nyara 
  knows!”) with one of the cultist’s voiceprints, granting them a 
  +5 bonus to Computers checks to hack the system (including 
  accessing the secure data modules described below).
  Once the PCs have accessed the system, three data 
  modules likely interest them, labeled respectively “Activities,” 
  “Intelligence,” and “Sacred Lore.” The contents of these data 
  modules are described in the following entries, though some 
  of them are protected by security countermeasures. If a 
  module has such countermeasures, they are detailed at the 
  beginning of the module’s entry.
  Activities Data Module: This module can be accessed 
  without additional Computers checks. It states the mission of 
  this sect of the Cult of the Devourer in no uncertain terms. 
  
  17
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  The denizens of the Star-Eater’s Spine were devoted to poring 
  through the prophecies in a sacred but cryptic tome called 
  The Entropy of Existence and Glorious Rise of the Void. The 
  data contains the cult’s analysis of some of these divinations, 
  including one prophecy flagged as high-priority. This high-
  priority prophecy is not stored in this data module, but a link 
  points to its location in another secure data module labeled 
  “Sacred Lore” (see below). The cultists focused on this one 
  prophecy in particular because they thought it the most 
  likely candidate for them to bring to fruition. From the data, it 
  appears the cultists interpreted the prophecy as referring to 
  some sort of weapon—one powerful enough to serve as a “key” 
  to untold destruction—but they have deciphered little else. In 
  addition to the cultists’ obsessive work to understand more 
  of this prophecy’s latent instructions, this module details the 
  terrible, ritualistic tortures (such as the laser wall in area B3) 
  the cult enacted to try to pull further clues from those lines. 
  Intelligence Data Module: Because of the sensitive 
  information it contains, this secure data module is 
  protected behind a firewall and equipped with a feedback 
  countermeasure. Hacking the Intelligence module requires a 
  successful DC 27 Computers check. If a PC fails this check 
  by 5 or more, every device used in the hacking attempt is 
  infected with a virus that imparts a –5 penalty to all skill 
  checks using the infected equipment. Disabling the feedback 
  countermeasure or removing the virus from an affected 
  device requires a successful DC 25 Computers check.
  The Intelligence data module contains records of all 
  of the communications between the Star-Eater’s Spine 
  and the Devourer cult on Castrovel (see Starfinder 
  Adventure Path #2: Temple of the Twelve). Although 
  it appears that the cultists tried to erase this data 
  before they deserted the base, by successfully 
  hacking this module, the PCs also recover most 
  of the communication logs for the base’s comm 
  unit. These captioned recordings document 
  the Castrovelian cult leader Tahomen’s boastful 
  crowing about his cult’s activities at the Temple of 
  the Twelve, including a premature (and ultimately 
  untrue) claim of the cult’s humiliating defeat of the 
  PCs. The last communication log, however, takes on 
  a triumphantly gleeful tone. In it, Tahomen reports 
  that information in the temple’s inner sanctum has 
  revealed the location of the “key” emphasized in Nyara’s 
  prophecy. In the final line of the recording, Tahomen 
  jubilantly states, “Our future awaits, far beyond the 
  confines of the Star-Eater’s Spine! You must fly, my 
  sisters and brothers! Fly to (garbled static), where the Key 
  awaits…” The recording then ends. 
  Successfully hacking the data module reveals that 
  the name of the location the cultists fled to was 
  deliberately deleted and then meticulously 
  scrubbed from the system. The electronic 
  signature of the hacker who performed these 
  tasks is unlike any of the digital footprints left in either this 
  datacore or the computer terminal in area B2. However, there 
  are clear signs that this data was deleted just a few days ago—
  sometime after the cultists abandoned the Star-Eater’s Spine, 
  given physical clues left behind at the base, such as the state 
  of the mess hall in area B8.
  Sacred Lore Data Module: This module is secured 
  behind a firewall, requiring a DC 27 Computers check to 
  successfully hack. It contains reams of information about 
  the cult’s profane belief in the Devourer, the assured 
  entropy of the universe, and the cultists’ unholy roles in 
  bringing about the end of existence for the glory of their 
  dark religion. In addition to general religious dogma and 
  near-mad ramblings, the data module also details the 
  NYARA
  
  18
  Star-Eater’s Spine cult’s fascination with an ancient elven 
  soothsayer named Nyara, outlining her history as detailed 
  in the first two paragraphs of the Adventure Background 
  on page 3. The data even includes a computer-generated 
  hologram of Nyara recounting some of her most enigmatic 
  prognostications, as recorded in her most infamous book, 
  The Entropy of Existence and Glorious Rise of the Void, 
  which the cultists of the Star-Eater’s Spine treat as gospel. 
  One of these predictions is flagged as high-priority; if that 
  prediction is accessed, the hologram of Nyara recites, “In 
  the maw of the Twelve lies the Key. Forsooth, shall all 
  be undone. When the knee meets the gorge, so far. The 
  widening gyre implodes—magnificently.” An annotation on 
  the file points to the cult’s study of this prophecy stored in 
  the datacore’s Activities data module (see page 16).
  Creature: The Devourer cultists kept two reptilian beasts 
  called veolisks in this room. Considered sacred creatures by 
  the cult, the monsters both defended the base and played 
  key roles in some profane rituals, but due to the veolisks’ 
  dangerous unpredictability, the cultists opted not to bring 
  their pets with them when they fled the base. When Corpse 
  Fleet agents recently explored the Star-Eater’s Spine, they 
  dispatched one of the veolisks, leaving its partner here to 
  stew in its small-minded rage, seeking any outlet possible for 
  its destructive void gaze. The PCs provide the creature with 
  the perfect opportunity to cause suffering and mayhem, and 
  it attacks them on sight.
  VEOLISK 
   
  CR 6
  XP 2,400
  HP 90 (see page 60)
  Development: It was, in fact, the Corpse Fleet that erased 
  the data in the Intelligence data module that reveals the Cult 
  of the Devourer abandoned the Star-Eater’s Spine to travel 
  to the Nejeor system in search of the Gate of Twelve Suns. 
  Due to that redaction, at this point, the PCs have no way of 
  knowing where the cultists fled or who exactly deleted the 
  name of their destination, though they may have strong 
  suspicions about the latter, in which case the PCs likely have 
  good reason to believe that the trail to the Gate of Twelve 
  Suns and the Stellar Degenerator leads to Eox. In any event, 
  they’ll have more than enough reason to head there after their 
  upcoming encounter with the Corpse Fleet (see Event 2).
  Story Award: If the PCs successfully hack the Intelligence 
  data module and learn that someone else accessed the Star-
  Eater’s Spine’s computer system after the cult deserted the 
  base, award them 1,600 XP.
  EVENT 2: CORPSE FLEET AMBUSH (CR 4)
  The PCs can leave the Star-Eater’s Spine at any time to 
  return to their ship, and the journey back through area A 
  is uneventful unless they left any threats behind on their 
  way in. The PCs might decide to contact Chiskisk with their 
  findings about the Devourer cultists and the signposts 
  pointing to Eox that they turned up at the Star-Eater’s Spine. 
  You should encourage PCs to come up with their own plans 
  for tracking the cultists. Before they can leave the Diaspora, 
  however, the PCs discover that elements of the Corpse Fleet 
  still linger nearby.
  Starship Combat: The Corpse Fleet has left behind two 
  tiny ships with orders to keep any meddlers from following 
  their agents out of the Diaspora. The two interceptors are not 
  capable of Drift travel, but the pilots have been promised that 
  a larger carrier ship will be sent in a few weeks’ time to retrieve 
  them and return them to the fleet. As a result, the elebrian 
  bone trooper pilots are fiercely determined to annihilate any 
  interlopers who might have designs on following the Corpse 
  Fleet and prove themselves to their superiors. 
  From hidden positions behind neighboring asteroids, 
  the Eoxians saw the PCs land on Asteroid K9204 and then 
  descend down into the Star-Eater’s Spine. The undead have 
  spent the ensuing time planning how to best ambush the 
  PCs and their ship, since they figure that’s the best way to 
  rid the Corpse Fleet of its troublesome tail. As soon as the 
  PCs power up their ship and leave the asteroid’s surface, the 
  two interceptors reveal their presence and open fire on the 
  PCs’ ship.
  This encounter uses the starship combat rules beginning 
  on page 316 of the Starfinder Core Rulebook. The two Corpse 
  Fleet ships are Death’s Head Necrogliders. A PC can identify 
  the make and model of the two interceptors with a successful 
  DC 11 Engineering check to identify technology. In addition, 
  a PC who succeeds at a DC 15 Culture check recognizes the 
  ships as Corpse Fleet vessels.
  DEATH’S HEAD NECROGLIDERS (2)  
  TIER 1/2
  Starfinder Core Rulebook 306
  HP 30 each
  Development: If the PCs defeat both Corpse Fleet ships, 
  they can capture and interrogate the pilots. The two bone 
  trooper pilots deny their membership in the Corpse Fleet, 
  though their uniforms and the markings on their ships belie 
  their claim. If coerced, the pilots can confirm that the Corpse 
  Fleet did visit the Star-Eater’s Spine and that they were ordered 
  to attack anyone leaving the base—information that certainly 
  implicates the Corpse Fleet as the party behind the deleted 
  data in the base’s datacore (see area B11). Unfortunately, 
  neither pilot has any knowledge of the Corpse Fleet’s goals in 
  investigating the cult base, and they don’t know the ultimate 
  destination of either the Corpse Fleet or the Cult of the 
  Devourer. If necessary, statistics for the bone troopers can 
  be found on page 56 of Starfinder Adventure Path #1. If the 
  PCs haven’t already recalled the information they might know 
  about the Corpse Fleet, allow them to attempt Culture checks 
  to recall knowledge as described in the Corpse Fleet sidebar 
  on page 14.
  
  19
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  Story Award: If the PCs defeat or escape the Corpse Fleet 
  Necrogliders, award them 1,200 XP.
  PART 3:  
  PLANET OF THE DEAD
  With the Cult of the Devourer having departed to parts 
  unknown, the Corpse Fleet is likely the PCs’ only remaining 
  lead, as tenuous as it may be. Fortunately, the PCs should 
  already be planning to go to Eox, where they can follow up on 
  their Corpse Fleet leads. If the PCs do not immediately decide 
  to go to Eox to try to learn what the Corpse Fleet knows (and 
  where its agents, and the Cult of the Devourer, have gone), 
  Chiskisk contacts them and strongly suggests that they do 
  so (see below). 
  TRANSMISSION FROM CHISKISK
  Shortly after the PCs’ encounter with the Corpse Fleet 
  ships in Event 2 and before they reach Eox, they receive 
  a transmission from Chiskisk, their Starfinder Society 
  contact on Absalom Station. Due to the time lags involved 
  in interplanetary communication (Core Rulebook 430), the 
  message was prerecorded, so the PCs will not be able to 
  respond in real time. The following exchange assumes the 
  PCs have already informed Chiskisk of their run-ins with the 
  Corpse Fleet. If this is not the case, you’ll need to adjust the 
  following text. Read or paraphrase the following when the 
  PCs play Chiskisk’s message.
  “Greetings, my friends. It is a grave matter, indeed, that the 
  Corpse Fleet seems so intent on keeping you from following 
  the Cult of the Devourer’s trail, even to the point of attempting 
  to eliminate you,” Chiskisk begins, their antennae folded 
  pensively. “I presume that means they are now searching 
  for the Stellar Degenerator as well. The Corpse Fleet is not 
  to be trifled with, and its schemes perpetually frustrate the 
  Eoxians here on Absalom Station. The Eoxian delegation 
  diligently reports the efforts their planet undertakes to curb 
  the Corpse Fleet’s activities, but they never seem to make a 
  dent in the threat.
  “Given your run-ins with the Corpse Fleet of late, I have 
  kept my antennae in the air. My contacts in the Eoxian 
  embassy here on the station have worked with a bureaucrat 
  and historian in Eox’s Ministry of Eternal Vigilance named 
  Waneda Trux. She is posted in the city of Orphys and handles 
  reports about Corpse Fleet activity on Eox. According to my 
  contacts, Ms. Trux recently received some indications that 
  the fleet’s agents are up to something—perhaps recruiting 
  for a big mission or gathering resources. It’s unclear. But 
  following any leads that Ms. Trux has gathered could 
  very well reveal the Corpse Fleet’s plots for the Stellar 
  Degenerator and, if we are lucky, the coordinates where the 
  cultists from the Star-Eater’s Spine fled to.
  “Waneda Trux’s office is located in a district of Orphys 
  
  20
  called the Splice. I have informed her that you will be arriving 
  soon. I will not misrepresent Eox—it is a dead world, and it will 
  not be comfortable, even for representatives of the Starfinder 
  Society on official business. But Eox is a member of the Pact 
  Worlds, so one can expect a certain amount of civilization.”
  Chiskisk clears their throat with a metallic rasp and 
  continues. “I am sure I do not need to remind you, but this 
  mission is of the utmost priority. You must meet Waneda 
  Trux and find the location of this Stellar Degenerator. You 
  must keep it out of the hands of the Corpse Fleet and the 
  Cult of the Devourer. Everything could be at stake.
  “End transmission.”
  The PCs will likely have questions for Chiskisk at this 
  point, though the transmission time of 1d6–1 hours for each 
  message makes it more like exchanging letters than holding 
  a conversation. Fortunately, the journey to Eox takes a 
  minimum of 1d6 days, so there 
  should be enough time for the 
  PCs to get all the answers 
  they need before they reach 
  their destination. Below are 
  Chiskisk’s answers to some 
  of the PCs’ likely questions. If 
  the PCs ask Chiskisk for more 
  information about the Corpse 
  Fleet, the shirren can relay any of 
  the information from the Corpse 
  Fleet sidebar on page 14 that the PCs 
  did not recall on their own.
  Who is Waneda Trux? “Waneda is a ghoul,” 
  Chiskisk says, “but she was once human and a 
  resident of Absalom Station. Her relatively recent 
  transition to undeath makes her slightly more 
  accommodating to the Starfinder Society than 
  most Eoxians. Apparently, in life, Waneda 
  was obsessed with Eoxian history and the 
  cataclysm that prompted most of the planet’s 
  population to turn to undeath. Waneda became 
  intent on achieving immortality with the Eoxians’ 
  help. She succeeded, but she spent all of her 
  wealth on the processes and treatments required 
  to achieve her transformation into a ghoul. Given 
  her knowledge of Eoxian culture and history, she 
  then sought work with the planet’s government. It 
  was Ambassador Gevalarsk Nor himself who offered 
  Waneda a position at the Ministry of Eternal Vigilance.”
  What is the Ministry of Eternal Vigilance? “The 
  Ministry of Eternal Vigilance is a bureaucratic branch of 
  the Eoxian government—though a very small branch, to be 
  honest. Eoxian law requires citizens to report all Corpse 
  Fleet activity they witness or suspect. The 
  ministry takes these reports and provides 
  copies to interested parties as 
  necessary—law enforcement agencies, the Eoxian embassy on 
  Absalom Station, or the Stewards. In fact, Eox’s ambassadors 
  and government officials make a dutiful show of regularly 
  handing over all of the ministry’s reports to the Stewards. It’s 
  very important that the Pact Worlds know that the Eoxians 
  are making every possible effort to disavow and eliminate the 
  Corpse Fleet. It’s a very thorough system designed to ease the 
  fears of other Pact Worlds members and help Eox avoid blame 
  for the Corpse Fleet’s actions.
  “Of course, in practice, the system is not so smooth. The 
  Eoxians file precious few reports about the Corpse Fleet, 
  given the planet’s population. Some say there are a significant 
  number of Corpse Fleet sympathizers among the residents of 
  Eox’s Necropoleis as well as among the bone sages who rule 
  the planet.”
  What exactly is Waneda’s job? “Waneda Trux is the 
  director—and only full-time employee—of the Ministry of 
  Eternal Vigilance. All reports of Corpse Fleet activity 
  on Eox cross her desk, at least officially, and her 
  office keeps files on every reported incident. 
  Unfortunately, there are also reports of Eoxian 
  citizens who provide real information about the 
  Corpse Fleet being intimidated or even attacked by 
  Corpse Fleet sympathizers who believe elebrians 
  should not betray their own kind. This surely 
  does not make Waneda’s job any easier.
  “Given the supposed ambivalence 
  that many Eoxians exhibit toward 
  the Corpse Fleet, it is perhaps 
  no surprise that Ambassador Nor 
  installed a non-elebrian in this post. A 
  human ghoul would likely be less intimidating 
  than a powerful necrovite, and thus more likely 
  to receive reports from citizens. In addition, a 
  former human would have no sympathy for 
  the Corpse Fleet, as an elebrian or other native 
  Eoxian might. The last impression Ambassador 
  Nor wants to give the Pact Worlds is that Eox 
  is not taking the Corpse Fleet threat seriously.”
  Will Waneda help us find the Corpse Fleet? 
  “No, I do not believe so. Her job is strictly to 
  take reports from Eoxian citizens regarding the 
  Corpse Fleet. She’s not a law enforcement agent, 
  and her superiors do not want her or her ministry 
  to get personally involved in such situations. 
  However, she should be able to give you the most up-
  to-date leads about the Corpse Fleet’s activities on Eox.”
  Is Eox safe for us? “Certainly—quite safe! All of Orphys 
  is contained beneath an atmosphere dome, so even living 
  creatures can venture about without taking personal 
  environmental protection measures. Waneda Trux 
  has agreed to allow you the use of an empty 
  office in the headquarters of the 
  Ministry of Eternal Vigilance. 
  WANEDA 
  TRUX
  
  21
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  The local authorities know that you are coming and that you 
  are Starfinders on official business, so you should not have 
  any official interference. On the other hand, I hear that many 
  of Eox’s undead citizens can be downright rude to the living, 
  so you would be wise to be prepared for anything. But Eox is 
  otherwise quite safe, I assure you!”
  Treasure: Although the PCs did not actually find the 
  Devourer cult in the Diaspora, they did discover and explore 
  the cultists’ hidden base, and Chiskisk informs the PCs that 
  the Starfinder Society has procured the payment they were 
  promised, though the expectation is that the PCs will continue 
  their search for the cult. For their efforts in the Star-Eater’s 
  Spine, the PCs each receive 2,500 credits transferred to their 
  respective bank accounts. In addition, Chiskisk promises a 
  similar reward if the PCs’ mission on Eox is successful (see 
  Concluding the Adventure for details).
  THE CORPSE FLEET’S MACHINATIONS
  Although the PCs don’t know it, the Corpse Fleet is more than 
  one step ahead of them in tracking the Cult of the Devourer 
  and potentially finding the Stellar Degenerator. In fact, the 
  Corpse Fleet is fully aware that the PCs are on its trail and 
  has put plans into motion to stop them, even before the PCs 
  land on Eox. Following the PCs’ discovery of Commander 
  Hebiza Eskolar aboard the quarantined mining ship Acreon 
  (see Starfinder Adventure Path #1), the Corpse Fleet’s leaders 
  initially assumed the PCs were merely a loose end, but the 
  actions of the PCs since then have convinced the Corpse Fleet 
  to eliminate the PCs for good.
  At this point, the Corpse Fleet is aware that the PCs escaped 
  their ambush in the Diaspora, but they also know there’s no 
  chance the PCs will follow them immediately to Nejeor, given 
  that they erased that piece of data entirely from the Devourer 
  cult’s datacore. The Corpse Fleet now assumes that the PCs are 
  coming to Eox to search for more clues, especially since their 
  spies on Absalom Station have confirmed that the Starfinder 
  Society’s Chiskisk has recently met with Ambassador Gevalarsk 
  Nor multiple times to discuss the situation. 
  As a result, the Corpse Fleet has seized the opportunity 
  to set a clever trap for the PCs by sending instructions to 
  one of their agents on Eox. Zeera Vesh is a jiang-shi vampire 
  and a newly minted captain in the Corpse Fleet. She works 
  clandestinely on Eox to assess the political situation on the 
  elebrian home world, plant red herrings to throw off the local 
  and intrasystem authorities, and generally advance the Corpse 
  Fleet’s agenda as needed. Captain Vesh desperately wants to 
  prove herself invaluable to the Corpse Fleet’s high command 
  and land a better assignment offworld. She’s been promised 
  exactly that, but only if she can find a way to dispose of the 
  PCs on Eox without raising any red flags with the Ministry 
  of Eternal Vigilance, Eox’s diplomatic delegation on Absalom 
  Station, or the Stewards. 
  To that end, Captain Vesh enlisted the help of Xerantha 
  Mortrant, a reclusive undead creature called a marrowblight 
  who is a strong supporter of the Corpse Fleet. Vesh had 
  already been working on recruiting a disillusioned bone 
  trooper named Harvinne Nessex into the Corpse Fleet; now 
  she’s brought Harvinne into the plan as well. With her pawns 
  in place, Vesh has spent the past several days engineering 
  minor events to make it appear that the Corpse Fleet is 
  active in Orphys and ensuring that witnesses report these 
  incidents to the Ministry of Eternal Vigilance. She instructed 
  Harvinne to leave an obvious clue behind that would prompt 
  her flatmate to file a report with the ministry, which would 
  lead the PCs to Xerantha when they inevitably investigated 
  the report. Captain Vesh also stole synthetic flesh from 
  the vats at Fleshworn Fabrications, left an obvious Corpse 
  Fleet badge at the scene of the crime, and sprinkled some 
  of Xerantha’s shed osteoderms into the empty vat for good 
  measure. Vesh’s hope is that these planted clues will lead 
  the PCs to believe that the Corpse Fleet agents with the 
  information they seek lurk just outside the city. When the 
  PCs leave the safety of the necropolis for the harsh wilds 
  of Eox’s surface to investigate, Vesh has directed Xerantha 
  to eliminate them. If that doesn’t work, Captain Vesh will 
  confront the PCs and destroy them for good.
  ARRIVING ON EOX
  The journey from the Diaspora to Eox takes 1d6 days using 
  the Drift or 1d6+2 days using conventional thrusters. Eox is 
  a dead world, with no seas or oceans, and what’s left of its 
  thin atmosphere is toxic, radioactive, both, or worse. As the 
  PCs approach the planet, they are contacted by Eoxian Space 
  Defense officials on the ancient orbital defense platform 
  called the Sentinel, who request identification and the PCs’ 
  destination. Most interplanetary traffic to and from Eox goes 
  through the domed spaceport called Pact Port, but the PCs’ 
  business lies in the necropolis-city of Orphys. Fortunately, 
  Orphys has its own small spaceport, so the PCs are directed 
  there. Once they pass through customs and immigration 
  under the watchful eye sockets of undead officials, the PCs 
  are free to enter the city. The PCs’ contact, Waneda Trux, can 
  be found at the Ministry of Eternal Vigilance in a sector of 
  Orphys called the Splice.
  THE SPLICE
  Orphys is one of Eox’s great necropolises, but the Splice is 
  one of the city’s most unappealing districts. Largely industrial 
  and utilitarian, the Splice is home to several necrograft 
  factories, which lay the unpleasant reality of this technology’s 
  fabrication bare. These factories are large, dirty, and unsightly. 
  Most of the fusion of undead flesh and technology required to 
  create necrografts takes place inside the factories, but other 
  rather morbid processes also happen on these facilities’ open-
  air grounds. This includes the cultivation of massive amounts 
  of vat-grown, genetically synthesized living flesh as well as 
  the transportation of this unpleasant crop via flesh elevators 
  up into the factories.
  
  22
  Beyond the necrograft factories, the Splice is also home to 
  rows of slum-like abodes where some of Orphys’s poorest and 
  politically disfavored citizens live, including those few living 
  species who have agreed to work for the Eoxians—often in 
  the nearby necrograft factories—in exchange for the gift of 
  undeath once their mortal forms have weakened. Of course, 
  where there’s a population, there are also businesses to 
  serve the residents, and the Splice is no different. However, 
  local law enforcement rarely turns its attention toward 
  the hardscrabble district, so many of the Splice’s business 
  proprietors are shady, even by Eoxian standards. Visitors 
  are uncommon in the Splice, and amenities for the living are 
  scarce enough to be nearly nonexistent.
  In this part of the adventure, the PCs’ activities are mostly 
  confined to the Splice—specifically that portion detailed in 
  the map on page 26. If the PCs wish to purchase or upgrade 
  gear, or even partake of some of Eox’s grisly necrograft 
  technology, there are shops located quite near the Ministry of 
  Eternal Vigilance that they can visit (see areas D and E). If you 
  wish to further detail Orphys or other regions of Eox, using 
  the information in the Eox gazetteer on pages 36–41 as a 
  foundation, you can certainly allow the PCs to explore farther 
  afield, though such endeavors are outside the scope of this 
  adventure. Of course, if the PCs spend too much time off-task, 
  Chiskisk might contact them to remind them that the clock is 
  ticking on their mission, as both the Cult of the Devourer and 
  the Corpse Fleet are ahead of them. 
  While the PCs are adventuring on Eox, it’s important to 
  keep a couple of key environmental concerns in mind. The 
  first is Eox’s “local day,” which is as long as 30 Pact Standard 
  days (or 720 Pact Standard hours). Like the rest of the Pact 
  Worlds, Eox defaults to the 24-hour Pact Standard day, which 
  makes timekeeping easy and universal, but for the likely 
  duration of the PCs’ stay, Eox will be in its 15-day-long night, 
  which means darkness or dim light anywhere that doesn’t 
  have artificial illumination. 
  In addition, Orphys is one of the planet’s major necropolises, 
  and it’s a hub for living visitors to Eox—though a relatively 
  meager one, given the circumstances. As such, the entire city 
  is covered in a carefully engineered protective dome that 
  contains a breathable atmosphere for living creatures. The 
  PCs can thus move around Orphys without worrying about 
  using their armor’s environmental protections. However, the 
  dome’s protection does not extend to areas outside the city’s 
  limits. The atmosphere in these locales (including areas H and 
  I, where the PCs must eventually venture) is thin and toxic 
  (Starfinder Core Rulebook 396). 
  C. MINISTRY OF ETERNAL VIGILANCE
  A wide, two-story building of black and rust-dappled gray 
  stands out from the other dilapidated structures on this 
  densely packed block. A holographic banner above the 
  sliding double entryway displays the words “Ministry of 
  Eternal Vigilance” in Common and Eoxian. A smaller sign 
  on the front doors declares that the office is open for at 
  least 12 hours every Pact Standard day, even if the stench 
  from the nearby necrograft factory and the building’s 
  lack of windows and architectural accouterments are less 
  than inviting.
  The Ministry of Eternal Vigilance sits on Carpalspur Street, 
  nestled between necrograft factories and shops. Compared 
  with other government buildings elsewhere in Orphys, the 
  ministry is remote, run down, and politically ignored for the 
  most part. Inside, the office is rather dull and sterile. The 
  ministry building has two floors, briefly detailed below.
  C1. Lobby: The ministry’s ground floor contains a large 
  waiting room with rows of rusty and, in some cases, lopsided 
  hover chairs. A tall, boxy machine in a corner dispenses 
  numbered tokens. Beside the machine, projected in a 
  hologram on the wall, are instructions for reporting Corpse 
  Fleet activity to the ministry. A wide front desk with a teller-
  like window faces the lobby at one end, with a holographic 
  numerical display. Behind the front desk, stairs lead to the 
  second floor, though they are roped off with industrial-grade 
  silver tape labeled “No Public Access.”
  C2. Living Quarters: The building’s upper floor houses the 
  personal quarters of the ministry’s director, Waneda Trux—
  government housing is a part of her compensation for the 
  job—and several supply and storage rooms. One of these supply 
  rooms has been cleared to accommodate the PCs, and grimy 
  impressions on the floor show where filing cabinets and office 
  furniture once stood. Now, the room holds a number of thin 
  foam sleeping pads equal to the number of PCs. These, plus 
  a small connected washroom with a deep sink, round out the 
  amenities that Waneda felt obligated to supply her visitors.
  Creatures: The first time the PCs visit the Ministry 
  (assuming it’s during business hours), there are only two 
  people present: a shabby human man sitting in the lobby, 
  and a female ghoul sitting behind the front desk, absently 
  entering information from an enormous stack of papers 
  into a computer terminal sitting on the desk. The human 
  man is Shan Goulding (N male human), a worker in a nearby 
  necrograft factory. The ghoul bureaucrat is Waneda Trux 
  (LN female human ghoul), Director of the Ministry of Eternal 
  Vigilance and its only full-time employee.
  According to the holographic instructions in the lobby, 
  visitors should take a numbered token from the machine in 
  the corner and have a seat. When their number is called, they 
  should check in at the front desk, where a ministry official 
  will assist them. The PCs can choose to take a number as 
  described above and wait in the lobby until their number is 
  called. If they wish to interact with Shan Goulding, see The 
  Waiting Room below. 
  Alternatively, the PCs can simply walk right up to the front 
  desk and attempt to engage with Waneda Trux directly. Like 
  government bureaucrats throughout the Pact Worlds, Waneda 
  
  23
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  ignores anyone who does not follow the posted instructions, 
  but as soon as the PCs identify themselves as Starfinders, 
  that Chiskisk sent them, or that they are investigating 
  the Corpse Fleet, Waneda finally acknowledges 
  their presence. See Meeting the Director below for 
  details on the PCs’ interactions with Waneda.
  The WAiTing Room
  The human Shan Goulding is waiting in 
  the lobby to file a report on Corpse Fleet 
  activity. Although Shan is not 
  a significant part of the 
  adventure’s plot, PCs who 
  talk to him can gain a 
  small boon that will help 
  them when they later visit 
  area G.
  Shan works at the nearby 
  Fleshworn Fabrications necrograft 
  factory (area G) as a line inspector, examining 
  cured pieces of vat-grown flesh to ensure that they fit 
  the specific sizes and shapes needed for creating ocular 
  necrografts. He was hired by a bone sage who is partial owner 
  of the factory; once Shan completes 3 more Eoxian years (15 
  Pact Standard years) of service, the bone sage has promised 
  him the gift of immortality as an undead ghoul.
  Shan is locked in a bitter feud with a half-elf line inspector 
  named Frenzel, and he is planning to report his rival for 
  secretly being a Corpse Fleet agent. Shan’s story is a lie, and 
  it can be recognized as such with a successful DC 19 Sense 
  Motive check to detect deception, but if the PCs commiserate 
  with Shan and succeed at a DC 18 Diplomacy check to change 
  Shan’s attitude to friendly (his initial attitude is indifferent), 
  he reveals that a flesh brewer at the factory, a corpsefolk —an 
  undead zombie that retains its intelligence and personality—
  named Voxel also hates Frenzel. Shan further explains that, 
  if the PCs ever need anything from the factory, they should 
  talk to Voxel and tell him Shan sent them. Mentioning Shan’s 
  name provides the PCs with a +4 circumstance bonus to all 
  Diplomacy checks they attempt while interacting with Voxel 
  at Fleshworn Fabrications (area G).
  Allow the PCs to interact with Shan for as long as they like 
  before Waneda calls his number. Shan goes to the front desk, 
  where Waneda listens to his story, jots down a few notes, 
  and then dismisses him. She considers the human’s story 
  specious at best and an outright fabrication at worst, and 
  Waneda has no need for a longer, more detailed interview to 
  file an official report. Curiously, there is no penalty for filing 
  a false report at the ministry; the director simply labels such 
  reports “unfounded.”
  Once she has finished with Shan, Waneda spends a few 
  minutes doing some busy work while pointedly ignoring the 
  PCs. After several long minutes, she finally calls the PCs’ 
  number; see Meeting the Director below.
  meeTing The DiReCToR
  Once the PCs have Waneda Trux’s attention, the ghoul 
  greets them.
  “Ah. The Starfinders. The bug sent you, 
  huh? You know the stuff people report to 
  me is mostly garbage, right? Petty, stupid 
  complaints about the neighbors or outright 
  lies about rivals and enemies, and none of ’em 
  have nothing to do with the Corpse Fleet.
  “Still, once in a thousand moons, we actually 
  get a legitimate lead or two. When that 
  happens, I forward the reports to the 
  government, who passes them on to the 
  authorities and the Pact Council and 
  all the Pact Worlds, or so I’m told. 
  This time, I’m giving ’em to you too. 
  You want to use ’em to go after the 
  Corpse Fleet, be my guest. Literally, 
  since I was instructed to set aside a room 
  upstairs for you. It’s yours for as long as you’re here, as 
  an office and as a bedroom, since you lot still need sleep, I 
  guess. But don’t rush your business on my behalf; I just love 
  strangers—especially living ones I can’t eat—staying in my 
  office, particularly when my boss is pretty much forcing me 
  to play host.” Waneda smiles disagreeably, revealing sharp, 
  scraggly teeth and a long, curling tongue.
  In general, Waneda is an irascible ghoul and a disgruntled 
  and disillusioned bureaucrat. Never a cheerful person in 
  life, her undead transformation did little to change her dour 
  disposition. How helpful she is toward the PCs depends on 
  how cooperative the PCs were with Ambassador Gevalarsk 
  Nor—Waneda’s boss—back on Absalom Station.
  In Starfinder Adventure Path #1, Ambassador Nor asked 
  the PCs to recover a “package” from the quarantined 
  ship Acreon—a package that turned out to be a Corpse 
  Fleet officer named Hebiza Eskolar. If the PCs delivered 
  Commander Eskolar to Nor (or they delivered the package 
  without ever discovering Eskolar inside) and parted on good 
  terms with the ambassador, Nor has instructed Waneda 
  to provide the PCs with whatever assistance they require, 
  within the bounds of her position as an Eoxian government 
  employee. In addition, he sent her some files to pass along 
  to the PCs (see below).
  On the other hand, if the PCs’ relationship with Ambassador 
  Nor did not end well (such as if they handed Commander 
  Eskolar over to the Stewards or station security), then Nor 
  has simply informed Waneda that Starfinders are coming 
  to visit, and it’s up to her how to deal with them (with the 
  strong implication that he personally disapproves of them). 
  In this case, Waneda gives her natural ill temper full rein, and 
  the PCs must convince her to assist them. Waneda’s initial 
  attitude is unfriendly, and the PCs must succeed at a DC 21 
  SHAN 
  GOULDING
  
  24
  Diplomacy check to change her attitude to make her at least 
  indifferent to them before she agrees to help. Alternatively, 
  the PC can attempt a DC 16 Intimidate check to bully Waneda 
  into helping them, though this will do little to endear the 
  ghoul to them.
  Assuming the PCs are on relatively good terms with 
  Waneda (or have at least convinced her to provide the 
  minimum necessary assistance), she has the following 
  information to relay regarding recent Corpse Fleet activity. 
  “I’ve got two reports that came in during the last week,” 
  Waneda explains. “They’re the only ones with any merit at all 
  recently, to be honest with you. The authorities might get to 
  investigating ’em soon, but I’m willing to bet your business is 
  more urgent.”
  Waneda shows the PCs the two incident reports on 
  her computer screen (see Handout #1 and Handout #2 on 
  page 25); she can also transmit copies of the files to the PCs’ 
  computers, if desired.
  “You should probably look into both of these as soon as you 
  can. The flesh brewer works at Fleshworn Fabrications. He 
  said to ask for him at the factory’s back gates, which are right 
  across the street from the ministry. That delightful stench you 
  smell is from the flesh vats in the factory yard. I suppose you 
  don’t like it much but it just makes me hungry. The retired 
  trooper lives down the way. She’s retired, so she should be 
  available whenever—what else is she going to do? If there’s 
  anything else, I guess you can ask me.”
  At this point, if the PCs are on good terms with Gevalarsk 
  Nor, Waneda informs them that the ambassador has compiled 
  a dossier of known Corpse Fleet agents currently active on 
  Eox. “I don’t how this background material will help you, but 
  Ambassador Nor insisted you have it,” Waneda says as she 
  passes it along to the PCs. The information in the dossier is 
  difficult to parse without much context, but it does include 
  the names of the following Corpse Fleet agents: Rialphus 
  Evanko, Zeera Vesh, and Woan Watten. Two of these names 
  are red herrings; the third (Zeera Vesh) is the name of the 
  Corpse Fleet agent that the PCs will confront at the end of 
  the adventure. There is little the PCs can do with any of this 
  information at this point, but reading through the dossier can 
  give the PCs some key information for their final battle (see 
  area I for more information).
  The PCs might have some questions for Waneda about 
  topics beyond recent Corpse Fleet activity. Her answers to 
  some likely PC questions are provided below. 
  How did you come to work at the Ministry of Eternal 
  Vigilance? “Gevalarsk Nor offered me the job a year ago, 
  and I needed it. Indentured servitude for undeath is a scam. 
  I didn’t want to work my skin off for some bone sage until 
  I was old and my body broke, so I spent my life savings to 
  come to Eox and wrangle the science I needed to become 
  a ghoul now. And isn’t the result gorgeous?” Waneda 
  sarcastically strikes a pose. 
  “Anyway, my transformation completely cleaned me out, 
  so I needed a paying gig. Ambassador Nor was familiar with 
  my research and writings on Eoxian history and thought I’d 
  be a good fit for this ‘glamorous’ post. Said I’d get free housing 
  and all the spare time I wanted to pursue my research. Well, 
  half of that was true. I got a place to live—upstairs, which 
  means I almost never get to leave the office—but I don’t have 
  time for anything beyond the job. Folks come in here with 
  every complaint you can imagine: ‘My neighbor kicked my pet 
  skullcrab; I think she’s a Corpse Fleet sympathizer’ and ‘The 
  Corpse Fleet stole the brand-new bone fountain from my front 
  yard.’ Never ends. Bunch of garbage.”
  What does your work entail? “A citizen comes in and 
  takes a number. When I call the number, they come up to 
  the front desk here. I give ’em a short form and ask ’em a few 
  preliminary questions. If it seems like their story has some 
  merit, I bring ’em back here for a more thorough interview, 
  and I generate a more detailed long-form report. Those are the 
  reports I send on up the chain. This happens every day. Over 
  and over. For eternity. Pretty exciting, eh?”
  Will you help us track down the Corpse Fleet or its agents? 
  “Nope. Not my job. I just take the reports, file ’em, and send 
  ’em on. You want to take on the Corpse Fleet by yourselves, 
  count me out. I’m just a government employee, and that’s way 
  above my pay grade.”
  Do you have any of the evidence mentioned in the reports? 
  “No. That’s for the authorities to worry about. I’m not a cop 
  and I don’t make cases against the Corpse Fleet. As far as I 
  know, the citizens who made the reports should still have any 
  evidence mentioned in their reports.”
  Do you know why a Corpse Fleet officer was being shipped 
  to Ambassador Nor? “Do I look like a foreign service official to 
  you? Look around—if Orphys was a living city, we’d be sitting 
  in its bowels right now. Nor hired me, but I’ve got nothing to 
  do with ambassadors and diplomats, and I haven’t been on 
  Absalom Station since I was alive. If you’re really concerned, 
  you can file an incident report with the Ministry of Eternal 
  Vigilance. I’m sure the ambassador will give your report all 
  the attention he lavishes on the others. Ha!”
  Beyond answering the above questions, Waneda can 
  also relay any information about her job and background 
  that the PCs didn’t get from Chiskisk, as described in the 
  Transmission from Chiskisk section on page 19. The same 
  holds true for any information in the Corpse Fleet sidebar 
  on page 14 that the PCs might have missed, as well as the 
  information on the Corpse Fleet presented on page 472 of 
  the Starfinder Core Rulebook. In addition, as a historian, 
  Waneda can share the details of Eox and its history as found 
  on pages 450–451 of the Core Rulebook. If the PCs ask 
  Waneda about the local area, she can share the information 
  in the Splice section on page 21.
  Treasure: If the PCs are on good terms with Ambassador 
  Nor, Waneda says that the ambassador has instructed her to 
  give the PCs 1,000 credits apiece to purchase supplies to aid 
  
  Handout #1
  Handout #2
  25
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  MINISTRY OF ETERNAL VIGILANCE 
  Corpse Fleet Incident Report
  Report Filed By Voxel Darksend 
  Necrotype/Species Corpsefolk (elebrian)
  Address 43 Sethrot Commons, Upper Vamsbank, Orphys
  Occupation Flesh brewer 
  Employer Fleshworn Fabrications
  Available for Follow-Up Interview? Yes (at work only)
  Filing Date 4 Kuthona 317 ag 
  Recorded By Waneda Trux, Director
  Incident of Suspected Corpse Fleet Activity “Sometime between the hours of 
  11:30 and 13:00 yesterday (3 Kuthona), an entire vat of flesh disappeared 
  from FWF’s flesh yards. Upon discovering the flesh was missing, I found a 
  badge with the Corpse Fleet’s insignia next to the empty vat. I also recorded 
  a digital photo of the badge’s location. It seems pretty obvious to me that 
  the Corpse Fleet stole the vat flesh for some unknown purpose.”
  MINISTRY OF ETERNAL VIGILANCE 
  Corpse Fleet Incident Report
  Report Filed By Gretal Rapinder 
  Necrotype/Species Bone trooper (elebrian)
  Address 5236 Bareknuckle Way, Splice, Orphys
  Occupation Navy trooper (retired) 
  Employer 5th Squadron, Eoxian Navy
  Available for Follow-Up Interview? Yes
  Filing Date 6 Kuthona 317 ag 
  Recorded By Waneda Trux, Director
  Incident of Suspected Corpse Fleet Activity “On or around 00:00 on 
  4 Kuthona, my flatmate, Harvinne Nessex (also a 5th Squadron veteran), left 
  our residence, saying she needed to purchase new outerwear—a curious 
  task, especially considering the late hour. In any case, she never returned 
  to the flat. This morning (6 Kuthona), I entered her quarters and discovered 
  that most of her belongings were gone, but I found a scrap of paper on 
  the floor that looks like it fell out of her journal (Harvinne keeps a real paper 
  diary that she actually writes in with a stylus). On this scrap, Harvinne wrote 
  about her disillusionment with current Eoxian policy and her intention to 
  join a contingent of the Corpse Fleet that is currently operating in Orphys. I 
  believe that Harvinne has left the Splice to enlist in the Corpse Fleet.”
  
  26
  them in their mission to track down the Corpse Fleet’s agents 
  on Eox. Waneda can point the PCs to nearby shops (areas D 
  and E) if they are interested.
  Development: As mentioned in the description of area C, 
  Waneda has set aside a room on the ministry’s second floor 
  to house the PCs while they’re on Eox. They are under no 
  obligation to take these quarters, though, and can find other 
  lodgings in Orphys at two to three times the prices listed on 
  page 235 of the Core Rulebook (most Eoxians are undead, so 
  full amenities for living creatures are at a premium).
  Regardless of where the PCs decide to stay, their next task 
  should be to follow up on the leads Waneda has given them. 
  These are all located in the Splice: the retired bone trooper 
  Gretal Rapinder can be found in area F, while the flesh 
  brewer Voxel Darksend works in area G. In addition to these 
  encounter locations, two other sites are detailed below (areas 
  D and E). While not directly related to the adventure’s plot, 
  they do provide some local flavor and give the PCs the chance 
  to purchase additional gear. The PCs can visit these locations 
  in any order they wish. Lastly, the PCs’ investigations will 
  trigger another encounter that is not tied to a specific location; 
  see Event 3 for details on when this encounter occurs.
  D. GENTLESAGE’S NECROGRAFTS & 
  SUNDRIES
  Bright tubes of neon pinks, greens, and blues form a large sign 
  outside of this rusty storefront. “Gentlesage’s Necrografts 
  & Sundries,” it reads in a swooping font reminiscent 
  of handwriting. Fluorescent paint finishes the display with an 
  image of a rotting undead humanoid in a deeply cut chiffon 
  shirt, revealing a vestigial undead head protruding from one 
  shoulder. Both heads are wearing top hats and monocles.
  It’s clear that the owner of this business has gone to great 
  lengths to build a brand that’s refined and has the veneer of 
  luxury, even if it is located in a seedy part of the city. The 
  store’s inventory, consisting mostly of necrografts but also 
  including a few biotech items, is displayed on plush pillows 
  and within curtained shadow boxes.
  Creature: The shop’s proprietor stands behind the 
  cheaply gilded counter inside. Jonesworth Lengfoll (N male 
  corpsefolk)—who calls himself the Gentlesage—is a 
  corpsefolk, a decaying undead zombie that retains its 
  intelligence and personality. The Gentlesage is dressed in 
  a cobbled-together sort of archaic finery, with a patchwork 
  tailed coat, a dingy top hat, a dented monocle, and a gold-
  colored cane covered in greenish patina. A small vestigial 
  head on the Gentlesage’s shoulder protrudes from his ruffled 
  shirt, just like the sign outside. Jonesworth thinks himself 
  rather stately and wishes to exude such an air for his 
  customers, thinking that most will believe it impressive, but 
  his affectation is mostly a way to feel superior to the other 
  creatures in the Splice.
  Jonesworth has been a corpsefolk for nearly a century and 
  largely dislikes living creatures, and his initial attitude toward 
  the PCs is unfriendly. When he sees the PCs, the Gentlesage 
  eyes them warily but nonetheless offers a greeting that he 
  1 square = 10 feet
  THE SPLICE AND MARROWBLIGHT’S HERMITAGE
  F
  G
  E
  C
  D
  H2
  H1
  Carpalspur Street
  Bareknuckle Way
  1 square = 30 feet
  
  27
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  surely believes to be refined. “Ah, customers who bear the 
  spark of life,” he says. “You are most welcome at Gentlesage’s 
  Necrografts and Sundries, but do know that I will not tolerate 
  breathing on my wares. It conveys the stench of the living, 
  don’t you know, which is most off-putting for my normal 
  clientele. You understand, I’m sure.”
  Despite his attitude, the Gentlesage will sell the PCs any 
  necrograft (see page 42) with an item level of 8th or lower. 
  Additionally, there is a 50% chance that the Gentlesage has 
  any biotech item (Core Rulebook pages 211–212) of item level 
  8th or lower in stock and available for sale. Should the PCs 
  inquire, the Gentlesage’s vestigial head (whom he refers to 
  as “my personal assistant”) is a custom necrograft crafted 
  specifically for him, and it is not for sale.
  Development: If the PCs improve the Gentlesage’s attitude 
  to friendly or better with a successful DC 29 Diplomacy 
  check to change his attitude, he warns them about roving 
  gangs of ghouls that have been prowling the Splice recently 
  in search of what they call “traitors;” Jonesworth guesses 
  this means anyone who is indifferent to the idea of Eoxian 
  superiority, including those who would report Corpse Fleet 
  activity, but likely includes the living—such as the PCs—as 
  well. This foreshadows the encounter the PCs will face in 
  area F.
  E. BONESMITH’S BOUTIQUE
  Windows covered with mealy boards and one lopsided 
  automatic door adorn the outside of this dingy one-story 
  building. Above the entrance is a hologram of a bizarre, 
  ostentatious hat made entirely of tiny bones and the words 
  “Bonesmith’s Boutique: Merchandise You Can Trust!”
  This rather disreputable business sells a motley assortment 
  of weapons, armor, and sundry supplies.
  Creature: The boutique is named for its proprietor and 
  sole employee, Bonesmith Jaklyn (CN female bone trooper). 
  If the PCs walk inside, Jaklyn is behind the front desk wearing 
  an elaborate pirate-style outfit and the same strange hat 
  depicted on the sign outside. When the bone trooper sees 
  the PCs, she opens her mouth wide (the skeletal equivalent 
  of a smile), revealing several golden teeth. “Ah, breathers!” 
  Jaklyn exclaims, using a common Eoxian term for living 
  individuals. “Welcome to Bonesmith Jaklyn’s boutique! We’ve 
  got everything your little beating hearts might desire—and 
  probably more!”
  There is an 80% chance that Bonesmith’s Boutique has in 
  stock any weapon or suit of armor of item level 8th or lower, 
  as well as the same chance of having any drugs, medicinals, 
  poisons, or magic serums of item level 8th or lower. Despite 
  her overly friendly greeting, however, Bonesmith Jaklyn 
  is a con artist and a lout, and she particularly enjoys 
  overcharging living customers for her wares. If the PCs make 
  no attempt to engage Jaklyn in conversation, she charges 
  20% above normal prices for her in-stock items. However, if 
  the PCs share any gossip with her, or if they spend any time 
  complimenting her hat, her outfit, her teeth, or the like, she 
  sells items to the PCs at their normal prices. If the PCs really 
  lay on the compliments and one them succeeds at a DC 18 
  Bluff or Diplomacy check, Bonesmith Jaklyn offers them a 
  storewide 10% discount. Further, if Jaklyn’s attitude toward 
  them is friendly or better and the PCs later need to flee from 
  the ghoul soldiers in area F (or any other enemies they might 
  make in this area), the bone trooper can gladly provide them 
  with a good hiding spot in the back of her store.
  F. PENSIONER’S FLAT (CR 7)
  The narrow sliding door to this residential building bears 
  the tarnished metal numbers “5236,” with the final digit 
  drooping to the side. The door is slightly dented and hangs 
  partially open.
  This is the home of Gretal Rapinder and Harvinne Nessex, 
  two retired bone troopers who formerly served in the 5th 
  Squadron of the Eoxian Navy. The door to the flat has indeed 
  been forced open, as a successful DC 10 Engineering check 
  to assess stability reveals. The sound of rasping voices 
  shouting angry taunts can clearly be heard coming from 
  inside the residence.
  Creatures: Harvinne is still missing (see area I), but Gretal 
  Rapinder (LN female bone trooper) is home. Unfortunately, 
  word that Gretal reported Harvinne to the Ministry of Eternal 
  THE BUSINESS OF NECROGRAFTS
  Besides being infamous for its almost entirely undead 
  population, Eox is also well known among the Pact 
  Worlds for its pioneering of necrografts. Neither 
  cybernetic nor biotech, necrografts are augmentations 
  crafted from undead tissue. Necrografts can be 
  implanted into an individual’s body to enhance it 
  in some way, whether to restore lost functionality 
  due to illness or injury, augment natural systems, or 
  provide a magical boost to the user’s abilities. The 
  selling and installation of necrografts account for a 
  large percentage of the economy of Orphys, and the 
  seeking of necrografts is one of the primary reasons 
  a living creature might visit the undead planet. The 
  business of necrografts is booming on Eox and in 
  Orphys in particular, where enormous factories churn 
  out this technology practically day and night. For more 
  information about specific necrografts that players 
  might want to purchase, see page 42.
  
  28
  Vigilance for potential ties to the Corpse Fleet has reached the 
  5th Squadron, and a few of its current members who believe 
  deeply in Eoxian superiority have taken leave from the navy 
  to harass those they consider “traitors to Eox.” Three ghoul 
  soldiers—Danine, Larex, and Welles—have taken offense with 
  Gretal’s execution of her legally obligated reporting duties, 
  and they have come to her flat to teach the retired bone 
  trooper “proper respect” for her home world.
  When the PCs arrive, the three ghouls turn on the 
  intruders—these undead nationalists are more than happy to 
  take out their anger and frustrations on the living. During the 
  battle, Gretal tries to stay out of the way. If necessary, you 
  can use the bone trooper stat block on page 56 of Starfinder 
  Adventure Path #1 for Gretal, though she is not intended to be 
  a combatant in this encounter.
  DANINE, LAREX, AND WELLES (3)  
  CR 4
  XP 1,200 each
  Elebrian ghoul soldier (see page 54)
  CE Medium undead
  Init +7; Senses darkvision 60 ft.; Perception +10
  DEFENSE 
  HP 60 EACH
  EAC 16; KAC 18
  Fort +6; Ref +4; Will +7
  Immunities undead immunities
  OFFENSE
  Speed 35 ft.
  Melee tactical swoop hammer +12 (1d10+9 B; critical 
  knockdown) or
  bite +12 (1d6+9 P plus ghoul fever [DC 15] and paralysis 
  [DC 15]) or
  claw +12 (1d6+9 S plus paralysis [DC 15])
  Ranged frostbite-class zero rifle +9 (1d8+4 C; critical 
  staggered [DC 13]) or
  frag grenade II +9 (explode [15 ft., 2d6 P, DC 13])
  Space 5 ft.; Reach 5 ft. (10 ft. with swoop hammer)
  Offensive Abilities fighting style (blitz)
  TACTICS
  During Combat The ghouls prefer melee combat, and against 
  living opponents, they relish using their natural bite 
  and claw attacks. The ghouls use their swoop hammers 
  against especially dangerous opponents, or switch to their 
  zero rifles to fight foes at range.
  Morale The ghouls fight until one has fewer than 10 Hit Points 
  remaining, at which point all three try to flee or, failing 
  that, surrender (the ghouls wanted only to intimidate 
  those they consider “enemies of the state” and weren’t 
  planning on actually getting into a life-or-death battle).
  STATISTICS
  Str +5; Dex +3; Con —; Int +0; Wis +0; Cha +1
  Skills Athletics +15, Intimidate +10, Stealth +10
  Languages Common, Eoxian
  Other Abilities unliving
  Gear officer ceremonial plate, frostbite-class zero rifle 
  with high-capacity battery (40 charges), tactical swoop 
  hammer, frag grenades II (2)
  Development: If the PCs defeat the ghouls or drive them 
  away, Gretal expresses her thanks for their help. The bone 
  trooper is concerned about brewing Corpse Fleet activity in 
  the area. She’s also a little shaken in the knowledge that 
  her trip to the Ministry of Eternal Vigilance has become 
  public knowledge and that soldiers in her former squadron 
  have taken such offense to her report. A loyal citizen, 
  Gretal simply wants to do right by her planet’s legitimate 
  government and military, which required her to report her 
  suspicions about Harvinne.
  Although Gretal’s appearance is rather unsettling, she is 
  relatively friendly toward the PCs. Without much prompting, 
  Gretal unlocks her flatmate’s bedroom (she long ago figured 
  out its passcode) and gives the PCs the journal page she 
  mentioned in her Ministry incident report. The bedroom 
  contains no additional clues, but upon examining the journal 
  scrap, the PCs learn that Harvinne planned to meet with 
  something called “the marrowblight” before taking up her 
  TRACKING THE MARROWBLIGHT
  As the PCs investigate the incident reports in areas 
  F and G, they find not only evidence that the Corpse 
  Fleet is currently up to something in Orphys but also 
  signs pointing toward a marrowblight’s involvement. If 
  a PC succeeds at a DC 22 Diplomacy check to gather 
  information while questioning residents of the Splice 
  about marrowblights known to associate with the 
  Corpse Fleet, the PCs can learn about a marrowblight 
  named Xerantha Mortrant, a hermit who lives about 
  6 miles outside of the city (area H). However, if the PCs 
  leave Orphys and seek out the marrowblight’s home on 
  rumor alone, it takes them twice as long to get there 
  without specific directions (see area H for more details).
  Alternatively, the PCs can take the information 
  they’ve learned to Waneda Trux at the Ministry of 
  Eternal Vigilance. Waneda immediately suspects the 
  marrowblight involved is very likely Xerantha Mortrant, 
  a known Corpse Fleet sympathizer whom the authorities 
  haven’t arrested simply because she lives in the wilds 
  and keeps mostly to herself. Xerantha is also known for 
  her taste for raw flesh, and the missing flesh from the 
  factory, combined with the rest of the evidence, further 
  points toward Xerantha’s involvement. Waneda can 
  provide the PCs with the exact location of the hermit’s 
  home (see area H). 
  
  29
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  illicit commission in the Corpse Fleet. The PCs can recall that 
  a marrowblight is a type of powerful undead creature with a 
  successful DC 20 Mysticism check. Gretal has not heard of 
  a prominent marrowblight that is locally associated with the 
  Corpse Fleet, however (see the Tracking the Marrowblight 
  sidebar on page 28 for more information).
  In gratitude for their help, and also to help the PCs in their 
  future endeavors, Gretal gives the PCs a haste circuit armor 
  upgrade from her time in the 5th Squadron. “I was hanging on 
  to this as a souvenir of my time in the service,” Gretal says. 
  “Honestly, though, I have no use for it anymore, and it will 
  likely help you more than it would ever help me. But let it be 
  a reminder—not all of us who’re dead are bad!”
  If the PCs do not intervene, Gretal escapes from the 
  ghouls out the back door. The disgruntled soldiers smash 
  a few things in the flat before leaving the area. If the PCs 
  search Gretal’s flat after they leave, they find the door to 
  Harvinne’s bedroom locked (hardness 8, HP 30, break 
  DC 24, Engineering DC 25 to disable). Once inside the room, 
  the PCs can easily find the scrap from 
  Harvinne’s journal mentioned in 
  Gretal’s incident report.
  G. FLESHWORN 
  FABRICATIONS
  Tall metal walls behind a chain-
  link 
  fence 
  and 
  wide, 
  looming 
  security gates mark this as some sort of 
  industrial facility. Inside the gates is a massive 
  metal-and-concrete platform resting at the bottom of an 
  enormous elevator shaft. The edges of circular pools or vats 
  containing some strange undulating substance are barely 
  visible behind the fence, sunk deeply in the ground. A sign 
  that reads, “Attention visitors: Call for agent,” hangs above 
  an intercom on one side of the gates.
  Fleshworn Fabrications manufactures necrografts for 
  various bodily systems and exports them throughout the Pact 
  Worlds. This is the entry to the factory’s flesh yards, where 
  the synthetic flesh required for constructing necrografts is 
  created. Essentially, basic biological materials are combined 
  in the yard’s large vats and periodically agitated, which 
  leads to the eventual creation of a synthetic substance that 
  looks and functions almost identically to natural tissue. 
  The factory’s flesh brewers tend to the vats while batches 
  of flesh are percolating. When each batch has sufficiently 
  matured, the flesh brewers use equipment housed in two 
  large sheds to extract flesh from the vats, transport it to the 
  yard’s enormous industrial flesh elevator, and convey it to 
  the curing kilns in the factory’s upper reaches. There, other 
  workers cure the flesh until it takes on the characteristics 
  and structure of undead tissue. The cured flesh is then 
  moved to the factory’s production lines, where it is cut 
  and shaped or molded into undead organs in preparation 
  for the final necromantic rituals that will transform the 
  inert tissue into proper necrografts. Any PC can recall 
  this information with a successful DC 15 Mysticism check. 
  For more on necrografts, see the Business of Necrografts 
  sidebar on page 27 and page 42 of the Eox gazetteer.
  The factory’s rear gates are locked (hardness 20, HP 60, 
  break DC 28, Engineering DC 30 to disable) and are likely 
  difficult for the PCs to bypass, but they can use the intercom 
  next to the gates to alert workers inside to their presence. 
  Climbing or flying over the fence and walls is possible, of 
  course, but motion sensors set off an alarm throughout the 
  factory if anyone attempts to bypass the gates in this manner.
  Creature: Assuming the PCs visit the factory during 
  normal business hours (06:00 to 18:00 each day), a booming 
  voice answers their call on the intercom (no one answers if 
  GHOUL 
  SOLDIER
  
  30
  they use the intercom after hours). This is Voxel Darksend 
  (N male corpsefolk), the flesh brewer who reported the yard’s 
  missing flesh to the Ministry of Eternal Vigilance. Once the 
  PCs identify themselves, Voxel hurries over to open the gates, 
  saying, “Finally! It’s about time the Ministry sent somebody! 
  You have no idea how much I’ve needed you to tell my bosses 
  that I didn’t steal or lose the missing flesh. Well? What are 
  you waiting for? Get in here!”
  Voxel is fairly coarse and abrupt, but he is not naturally 
  cruel, and he indeed simply wants the PCs to prove that the 
  missing flesh was stolen. Voxel doesn’t care much about 
  bureaucracy or the political arrangements between Eox and 
  the Pact Worlds regarding tracking the Corpse Fleet. He 
  assumes that the authorities sent the PCs, and insists on 
  calling them “cops” or “agents,” even if the PCs try to correct 
  his assumptions.
  As soon as the PCs walk into the flesh yard, Voxel insists on 
  showing them the relevant vat, which is still empty from the 
  recent theft. He also shows the PCs a photo on his datapad 
  of the badge he found next to the vat immediately following 
  the theft’s discovery and produces the badge itself. The PCs 
  can confirm that the badge displays the insignia of the Corpse 
  Fleet with a successful DC 20 Culture check.
  Voxel certainly seems to be telling the truth about 
  his report and shows concern about the Corpse Fleet’s 
  machinations, but if the PCs ask to investigate the site of 
  the theft further, Voxel balks, citing safety regulations and 
  despotic supervisors. If the PCs succeed at a DC 16 Diplomacy 
  check to change Voxel’s attitude from indifferent to friendly 
  or better (they gain a +4 circumstance bonus to this check if 
  they mention Shan from the ministry’s waiting room in area 
  C), Voxel tells the PCs he would let them climb down into 
  the vat but the computer controlling the vat’s mechanisms 
  has been malfunctioning for a couple of weeks, making the 
  vat unsafe. The PCs must attempt either a DC 25 Computers 
  check to repair the computer’s control module or a DC 20 
  Engineering check to repair item to fix the mechanism. With 
  a successful check, the PCs repair the vat’s controls, enabling 
  them to easily climb down to the bottom of the vat. A PC 
  who succeeds at a DC 15 Perception check while searching 
  the bottom of the vat finds some curious bone spur–like 
  shards among the scraps of synthetic flesh left in the vat. A 
  successful DC 20 Mysticism check reveals that these bony 
  spurs are osteoderms shed by a marrowblight, a type of 
  undead creature. 
  Treasure: If the PCs promise to give Voxel a signed 
  affidavit that he can show his superiors stating that they 
  have confirmed that the Corpse Fleet was responsible for the 
  missing flesh, the corpsefolk gives them three frag grenades 
  III from his personal stash, which he occasionally uses to 
  dislodge chunks of flesh from the vats (though this is strictly 
  against company policy).
  Development: 
  Voxel 
  doesn’t 
  know 
  much 
  about 
  marrowblights, nor why one would be interested in the 
  factory’s flesh. If the PCs are unable to identify the osteoderms 
  and show them to Waneda, the ministry director immediately 
  recognizes them (see the Tracking the Marrowblight sidebar 
  on page 28 for more information).
  Story Award: If the PCs find the marrowblight osteoderms 
  in the empty flesh vat, award them 2,400 XP.
  EVENT 3: TYING UP LOOSE ENDS (CR 7)
  This encounter occurs while the PCs are in the Splice, 
  investigating the Corpse Fleet incident reports from the 
  Ministry of Eternal Vigilance. It can happen at any point, 
  most likely when the PCs have left an encounter location 
  (such as the Ministry or Fleshworn Fabrications) or are 
  traveling between locations, but its exact timing requires 
  some planning, as the PCs may get a warning beforehand 
  (see below).
  As the PCs investigate the Corpse Fleet’s activities in the 
  Splice, a faction within the Eoxian government with close ties 
  to the exiled navy decides that the PCs have become too much 
  of a risk to tolerate any longer. Rather than trust the Corpse 
  Fleet’s agents to handle matters, this faction determines to tie 
  up the loose end represented by the PCs by sending its own 
  assassins to eliminate them.
  Back on Absalom Station, Ambassador Gevalarsk Nor gets 
  wind of this plan through his numerous Eoxian contacts, but 
  what he does with this information depends on how the PCs 
  left their relationship with him. If the PCs did as Nor asked 
  in Starfinder Adventure Path #1 and remain on good terms 
  with him, the ambassador instructs Waneda Trux to alert 
  the PCs about the assassins. In this case, Waneda calls the 
  PCs a few minutes before the encounter occurs to warn them 
  of the impending attack. This warning grants the PCs a +4 
  circumstance bonus to Perception checks to notice the hidden 
  assassins before they attack. On the other hand, if the PCs 
  are not on good terms with Ambassador Nor, they receive no 
  warning (and no bonuses to skill checks) beforehand.
  Creatures: Knowing that the PCs are living creatures, the 
  government conspirators have sent two nihilis to attack 
  the PCs. Risen from those who died from exposure to the 
  airless vacuum of space, the nihilis hate the living with a 
  vengeance and can collapse the lungs of living creatures with 
  their decompression gaze ability, as well as manipulate local 
  gravity. The nihilis conceal themselves alongside a path the 
  PCs are likely to take; any PC who fails a DC 21 Perception 
  check to notice the nihilis cannot act in the subsequent 
  surprise round. The undead fight until destroyed.
  NIHILIS (2) 
   
  CR 5
  XP 1,600 each
  HP 72 each (Starfinder Alien Archive 82)
  Treasure: The nihilis have nothing that identifies them or 
  their employers, but each of them carries a credstick with 
  2,500 credits—their payment for the job.
  
  31
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  H. MARROWBLIGHT’S HERMITAGE
  Once the PCs have spent some time investigating the 
  Ministry’s reports, they should come to the conclusion that 
  a marrowblight named Xerantha Mortrant is somehow 
  involved in the Corpse Fleet’s ongoing plots, and they should 
  know approximately where Xerantha lives (see the Tracking 
  the Marrowblight sidebar on page 28 for more information). 
  Waneda Trux should encourage the PCs to confront the 
  marrowblight if they don’t decide to do so on their own.
  Traveling to Xerantha’s home is more complicated than 
  simply walking there, however, as the reclusive marrowblight 
  lives in the wilds well outside of Orphys’s atmosphere dome. 
  As a result, for the remainder of the adventure (assuming the 
  PCs don’t return to Orphys), the PCs will be exposed to Eox’s 
  thin and toxic atmosphere (Core Rulebook 396) and must 
  use the environmental protections of their armor to avoid 
  negative effects.
  Furthermore, the stretch of terrain between Orphys 
  and Xerantha’s hermitage is disconcerting and difficult to 
  travel, with strange rock formations, deep twisting gullies, 
  and massive fields of bleached bones the norm. Xerantha’s 
  home is approximately 6 miles outside of Orphys. If the PCs 
  have learned its exact location from Waneda, it takes them 
  2 hours to walk there from the Splice. If the PCs 
  are searching for Xerantha’s home without 
  learning its exact location, it takes 4 
  hours instead.
  Feel free to be creative describing 
  the strange sights the PCs see 
  during their time in the wilds of 
  Eox’s blasted surface. You might 
  consider describing Skullcap Gorge 
  (area I) as the PCs pass through it 
  on their way to confront the marrowblight 
  to foreshadow the location of their final 
  showdown with Zeera Vesh, though you 
  can keep the area’s layout a surprise, to be 
  revealed only when the Corpse Fleet agent 
  springs her ambush. If the PCs need more 
  experience points, this journey is also a 
  good time for an appropriate random 
  encounter to take place.
  Use the inset map on page 26 for the 
  following encounters.
  h1. DesiCCATeD gARDen (CR 9)
  The 
  blasted 
  landscape 
  of 
  a 
  wholly 
  devastated and undead planet gives 
  way slightly to this carefully cultivated 
  area surrounding a dilapidated hut. 
  The displays are almost garden-like 
  in their precise arrangement—thin, pliable bones weave 
  intricate patterns in clumps that might otherwise be living 
  bushes, and flutes of skin and cartilage might be mistaken 
  for flowers were it not for the disturbing shapes and absence 
  of brilliant colors.
  This peculiar garden lies outside the home of the 
  marrowblight Xerantha Mortrant.
  Creature: Xerantha is hiding in her shack (area H2), but her 
  pet ellicoth, Trampleram, considers the garden its personal 
  domain, and attacks all intruders. Trampleram attempts to 
  surprise the PCs by circling around the hut and attacking 
  from the side, but its primary goal to prevent anyone from 
  entering area H2. 
  TRAMPLERAM  
  CR 9
  XP 6,400
  Ellicoth (Starfinder Alien Archive 48)
  HP 145
  XERANTHA 
  MORTRANT
  
  32
  TACTICS
  During Combat Trampleram uses its natural gore attack 
  against opponents until it drops below 100 Hit Points, at 
  which point the ellicoth alternates its gores with its soul 
  drain attack, attempting to regain Hit Points to make up 
  for those it’s lost.
  Morale Trampleram is a rather thick, stubborn beast and 
  fights until it is destroyed.
  Hazard: The dusty ground is largely flat, but those squares 
  on the map containing bone bushes are considered difficult 
  terrain. The bone bushes are about 4-1/2 feet tall and provide 
  cover as low obstacles (Core Rulebook 254). In addition, any 
  creature that steps into a bone bush square must succeed at 
  a DC 15 Reflex saving throw or gain the entangled condition. 
  Entangled creatures can free themselves from the bone 
  bushes’ grasp by succeeding at a DC 20 Strength check or 
  DC 24 Acrobatics check to escape as a full action.
  h2. skin shACk (CR 7)
  This bizarre, circular hovel appears to be made from 
  stretched, cured skin wrapped around a frame of massive 
  bones. A front door hewn from sickly wood stands ever so 
  slightly open.
  Creature: This shack is home to Xerantha Mortrant, 
  a marrowblight hermit and violent misanthrope, who 
  particularly loathes living creatures. Xerantha is a Corpse 
  Fleet sympathizer and colluder, and she is a coconspirator 
  with the jiang-shi vampire Zeera Vesh. Before the PCs arrived 
  on Eox, Captain Vesh asked for Xerantha’s help in eliminating 
  the PCs. All she would have to do was wait for the PCs to come 
  to her home and then kill the interloping intruders—assistance 
  the evil marrowblight was more than willing to provide. 
  Xerantha is hiding in the back of her shack, waiting for the 
  right moment to ambush the PCs when they enter through 
  the front door. The marrowblight has attempted to make it 
  appear as if she were not home, but a PC who succeeds at a 
  DC 24 Perception check can hear a faint, infrequent scuffling 
  sound as Xerantha shifts slightly in her cramped hiding 
  place. Once two or more of the PCs have entered the shack, 
  Xerantha emerges from her hiding place in the back room and 
  pounces toward the closest PC.
  XERANTHA MORTRANT  
  CR 7
  XP 3,200
  Female marrowblight (see page 55)
  HP 105
  Ranged thunderstrike streetsweeper +12 (1d10+7 So; 
  critical knockdown)
  TACTICS
  During Combat Xerantha uses the furniture inside her 
  home for partial cover and pounces next to opponents 
  to attack them with her claws and spurs and infect 
  them with red ache. If the fight becomes too cramped 
  inside her shack, Xerantha attempts to move outside 
  to her garden (area H1). If she can’t pin anyone down in 
  melee combat, or when she’s outside, Xerantha fires her 
  streetsweeper at enemies at range.
  Morale Xerantha is fiercely loyal to the Corpse Fleet and 
  immensely proud of her undead status and hatred of 
  the living. The more her enemies wound her, the more 
  enraged she becomes. Xerantha tries to surrender only if 
  she loses half of her Hit Points or more in a single round 
  (see Development below). Otherwise, the marrowblight 
  fights until destroyed.
  STATISTICS
  Gear thunderstrike streetsweeper with 2 high-capacity 
  batteries (40 charges each)
  Treasure: Xerantha’s shack is fairly threadbare and devoid 
  of any items of obvious value. In fact, the whole place 
  amounts to a collection of junk that is either furniture crafted 
  from preserved organic body parts or mostly worthless 
  trophies from intruders the marrowblight has defeated in 
  recent years. However, if the PCs spend 10 minutes searching 
  the place and succeed at a DC 18 Perception check, they find 
  a sack made from the dried organ of some creature hidden 
  behind one of the load-bearing bones in the building’s 
  frame. The sack holds a jumbled stash of more than a dozen 
  credsticks, some bent or bloodstained, taken from Xerantha’s 
  slain foes. All together, the credsticks contain a total of 7,080 
  credits. In addition, the PCs can easily see a datapad with 
  a cracked screen sitting atop a pile of the marrowblight’s 
  personal belongings (see Development below).
  Development: Xerantha’s cracked datapad is a simple 
  tier  1 computer, and bypassing the datapad’s password 
  is a fairly simple endeavor, requiring a successful DC 17 
  Computers check to hack the system or a successful DC 17 
  Engineering check to physically bypass the password 
  through the datapad’s hardware so its contents can be 
  downloaded onto a PC’s own device. The datapad reveals 
  that Xerantha has indeed been colluding with the Corpse 
  Fleet for a long time, and it contains detailed notes from 
  the marrowblight’s earlier meeting with Captain Zeera 
  Vesh. This enables the PCs to learn Vesh’s name and her 
  conspiracy with Xerantha and Harvinne Nessex, as well as 
  the clues she planted for the PCs, as detailed in The Corpse 
  Fleet’s Machinations on page 21. However, the datapad 
  does not reveal that Captain Vesh plans to ambush the 
  PCs herself—the PCs will discover that fact for themselves 
  in the next encounter, when they face the jiang-shi in 
  Skullcap Gorge on their way back to Orphys.
  If Xerantha surrenders to the PCs and is left to her own 
  devices, the marrowblight discreetly follows them to Skullcap 
  Gorge (area I) and joins Captain Vesh in the Corpse Fleet’s final 
  attempt to eliminate the PCs.
  
  33
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  I. SKULLCAP GORGE (CR 9)
  This encounter occurs when the PCs pass through an area 
  called Skullcap Gorge, as they travel back to Orphys from the 
  home of the hermit marrowblight Xerantha Mortrant. Read or 
  paraphrase the following as they enter the canyon.
  The desolate Eoxian terrain turns macabre here, as the 
  sloping land descends into a gaping canyon that stretches 
  for dozens of yards. But instead of sheer cliffs of rock, 
  towering piles of bones and skulls of all sizes and shapes 
  form the walls of the gorge. At the ravine’s eastern end, a 
  wide pool of bubbling green acid abuts a sheer cliff. Several 
  flat, stepped rocks next to the pool approximate a stairway 
  climbing to the top of the cliff.
  Perhaps one of the most disconcerting sights between 
  Orphys and the wild wastes beyond, Skullcap Gorge was once 
  a small elebrian village that instantly became a graveyard 
  when cataclysm struck Eox millennia ago. As the undead 
  survivors tried to rebuild their planet in the aftermath, they 
  gathered all of the village’s bones into two large piles. However, 
  the sheer macabre volume of the remains—combined with 
  the harsh landscape and the acid pools that spontaneously 
  arose from the ground in several places—led the elebrians to 
  eventually abandon this endeavor. The place soon became 
  known colloquially as Skullcap Gorge, for obvious reasons, 
  and the canyon has since become a hideaway for criminals 
  and outlaws, including members of the Corpse Fleet from time 
  to time.
  The PCs enter Skullcap Gorge from the west. The enormous 
  walls of bone to the north and south are 50 to 60 feet high 
  and require a successful DC 20 Athletics check to climb. A 
  line of rocks separates the bottom of the gorge from the pool 
  of acid; the rocks are difficult terrain, but they are not tall 
  enough to provide any significant cover. The acid pool ranges 
  in depth from about a foot at its western edge to 6 feet at its 
  eastern end. Any creature touching the pool takes 3d6 acid 
  damage per round. Swimming or fully submerged creatures 
  take 20d6 acid damage per round.
  The stepped rocks leading up to the top of the cliff to the 
  east are each 2 to 3 feet tall with uneven surfaces, and they 
  are considered difficult terrain. The cliff top is 20 feet above 
  the bottom of the gorge.
  Creatures: Corpse Fleet Captain Zeera Vesh has been taking 
  pains to track the PCs since they arrived on Eox and began 
  investigating Waneda Trux’s Corpse Fleet incident reports. 
  At this point, she knows that the marrowblight Xerantha 
  Mortrant has failed to kill the heroes, so Captain Vesh has 
  rapidly put her backup plan into place—she will finish the PCs 
  herself, ambushing them as they traipse through Skullcap 
  Gorge on their way back to Orphys. To assist her in this 
  task, Captain Vesh has brought along five Corpse Fleet bone 
  troopers (one of these bone troopers is Harvinne Nessex, the 
  flatmate of Gretal Rapinder from area F).
  1 square = 5 feet
  I. SKULLCAP GORGE
  
  34
  Captain Vesh is crouching down on the rocky stairway that 
  climbs to the top of the cliff at the gorge’s eastern end. Once 
  the PCs have entered the gorge, the bone troopers move into 
  place behind them to the west. Vesh reveals herself as soon 
  as the PCs are halfway between the acid pool and the western 
  edge of the map, and calls out to them.
  “Petty, foolish, irritating Starfinders! All of the effort I 
  spent to weave this deadly trap, and for what? To have you 
  bumble through, unharmed and yet still so ignorant? Allow 
  me to enlighten you. I am Captain Zeera Vesh, esteemed 
  officer of the mighty Corpse Fleet—valiant navy of the true 
  Eox—and you will go no farther. You’ve meddled enough 
  in our plans. Now, I shall succeed where my lackeys have 
  failed. I shall destroy you and bring glory to the Corpse 
  Fleet once and for all!”
  At this point, Captain Vesh has worked herself into a 
  rage, and she attacks the PCs without any further delay. If 
  the PCs received Ambassador Nor’s dossier of information 
  about active Corpse Fleet agents on Eox from Waneda Trux 
  (see Meeting the Director on page 23), allow them to know 
  up to three useful pieces of information about the jiang-shi, 
  as if they had succeeded at a DC 29 Mysticism skill check to 
  identify creatures.
  BONE TROOPERS (5) 
   
  CR 3
  XP 800 each 
  Starfinder Adventure Path #1 56
  HP 34 each
  TACTICS
  During Combat The bone troopers position themselves to 
  pin opponents between themselves and Captain Vesh. 
  The troopers cast supercharge weapon on their pistols 
  before attacking, and they launch magic missiles at 
  enemies with concealment or behind cover.
  Morale Fanatically loyal to the Corpse Fleet, the bone 
  troopers fight until destroyed.
  ZEERA VESH 
   
  CR 6
  XP 2,400
  Female elebrian jiang-shi operative (see page 58)
  HP 80
  TACTICS
  During Combat Captain Vesh targets foes with her 
  shirren-eye rifle, using her debilitating sniper exploit 
  to make them flat-footed or off-target, as the situation 
  requires. Vesh’s hopping gait allows her to traverse the 
  rocky stairs at full speed, so she tries to lure as many 
  opponents onto the stairs as possible to take advantage 
  of their hindered movement. Vesh tries to stay just out 
  of melee reach, slowly moving toward the top of the 
  stairs as needed. Once on top of the cliff, Vesh attacks 
  with her claws, attempting to grapple her enemies and 
  drain their chi or bull rush them off the cliff and into the 
  acid pool below.
  Morale Captain Vesh fights until destroyed.
  STATISTICS
  Gear freebooter armor II (mk 1 electrostatic field), advanced 
  shirren-eye rifle with 25 sniper rounds, corona laser pistol 
  with 2 batteries (20 charges each), secure data module 
  (see Development below), credstick (4,000 credits)
  Development: If the PCs manage to subdue Captain Vesh 
  without destroying her, she refuses to tell them anything 
  about the Corpse Fleet’s plans, their recent activities in the 
  Diaspora, their current location, or their plans for the Stellar 
  Degenerator, no matter what the PCs do. The same holds true 
  for the bone troopers, though the skeletal soldiers are too low 
  in rank to know any of the above information.
  However, Captain Vesh is carrying a secure computer data 
  module that contains the information the PCs seek. To access 
  it, the data module must first be added to a computer of at 
  least tier 3, requiring a successful DC 25 Computers check 
  to disable or manipulate a module. If the PCs don’t have their 
  own tier 3 or higher computer, they’ll need to purchase one 
  or arrange to use one. Adding the data module to a lower-tier 
  computer has no effect—the computer is unable to access the 
  data stored on the module.
  The data module is equipped with its own countermeasures, 
  including a firewall and a wipe countermeasure. Once properly 
  installed, the data module can be accessed with a successful 
  DC 27 Computers check to hack the system (this assumes the 
  module is installed in a tier 3 computer; if it is installed in a 
  higher-tier computer, you’ll need to adjust the DCs to hack 
  the module accordingly). If the PCs fail two attempts to hack 
  the module’s firewall, the wipe countermeasure activates, 
  destroying all the data on the module. At this point, the 
  PCs have one last chance to recover the wiped data with a 
  successful DC 37 Computers check.
  If the PCs successfully hack Captain Vesh’s secure data 
  module, they discover that it contains the data that was 
  deleted from the datacore in the Star-Eater’s Spine. This 
  data reveals that the Cult of the Devourer left its Diaspora 
  base to search for the Gate of Twelve Suns in a distant star 
  system called Nejeor, based on the cultists’ interpretations 
  of Nyara’s prophecies. Nejeor’s coordinates put the system 
  somewhere in the Vast. The electronic signature on this data 
  matches that of the hacker who scrubbed the files from the 
  cult’s computer system, confirming that the Corpse Fleet 
  visited the Star-Eater’s Spine, accessed the datacore, and 
  learned that the cult is searching the Nejeor system for the 
  “key” to the alien superweapon.
  If the PCs don’t have the hacking skills necessary to crack 
  the secure data module, they can take the module back to 
  Orphys, where Waneda Trux can help them arrange the 
  services of a properly skilled hacker who can provide the PCs 
  with the information they need.
  
  35
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  Story Award: For learning the coordinates of the Nejeor 
  system and that the system is the destination of the Corpse 
  Fleet and the Cult of the Devourer, award the PCs 3,200 XP.
  CONCLUDING  
  THE ADVENTURE
  Once the PCs have defeated Captain Zeera Vesh and her 
  bone troopers, they can return to Orphys with no further 
  difficulties. Allow the PCs to finish any outstanding business 
  they have in the necropolis, but they should remember that 
  both the Cult of the Devourer and the Corpse Fleet have a 
  head start on them. If the PCs don’t take the initiative on 
  their own, Chiskisk contacts them in 1d4 days for an update 
  on their mission and to encourage the PCs to pursue their 
  rivals to Nejeor as soon as they are able. Time is of the 
  essence, the shirren again reminds them, and the fact that the 
  Corpse Fleet and the Cult of the Devourer are both one step 
  closer toward finding a worlds-destroying superweapon is not 
  a comforting thought.
  If the PCs try to learn more about Nejeor, they can find no 
  information about the system, either on their ship’s computer 
  or in Eox’s infosphere (or any other Pact World’s infosphere, 
  for that matter). It appears that Nejeor is an unexplored 
  system, so to find out more, the PCs will have travel there 
  in person.
  Even with the defeat of their primary agent on Eox, the 
  Corpse Fleet has endeavored to prepare for any eventuality—
  including the fact that Captain Vesh might fail and that the 
  PCs will continue to interfere in their plans. As a result, Corpse 
  Fleet agents surreptitiously placed a tracking device on the 
  PCs’ ship during their time on Eox. The device is currently 
  inactive, and there should be no way for the PCs to detect 
  its presence on their ship at this point. But the Corpse Fleet 
  knows the tracking device is there, and it will make use of it 
  later in the campaign to achieve its goals at the expense of 
  the PCs.
  For now, the urgency of the PCs’ mission to chase 
  the Corpse Fleet and the Cult of the Devourer cannot be 
  underplayed. The quest to find the Gate of Twelve Suns and 
  the Stellar Degenerator will take the heroes to the ruins of an 
  alien city on a distant world in the next volume of the Dead 
  Suns Adventure Path, “The Ruined Clouds.”
  Treasure: Regardless of whether Chiskisk needs to push 
  the PCs toward Nejeor, the shirren contacts the PCs soon 
  after they finish their mission on Eox to inform the PCs that 
  they have transferred a reward of 2,500 credits apiece to 
  each of the PCs’ accounts for their efforts in tracking down 
  the Corpse Fleet and ending the activities of at least one of 
  its agents on Eox.
  
  36
  EOX 
  Eox is among the most mysterious of the Pact Worlds, and it is 
  likely the member planet most feared by citizens of the rest 
  of the system. It is a dead world, killed long before the Gap in 
  what is believed to have been fallout from an interplanetary 
  war fought when most of the Pact Worlds’ idea of advanced 
  technology was limited to metallurgy and printing presses. Most 
  of Eox’s inhabitants are undead, with the most powerful—the 
  Facinora Basin
  The Fringe
  Thanox
  Karus
  Halls of the Living
  Eternal Barrows
  The Pyre
  Catacomb Mountains
  
  37
  bone sages—serving as regional lords with near-absolute local 
  authority. These centuries-old masters of magic and technology 
  brook no interference with their plans. They carefully keep 
  their experiments and long-term schemes within the bounds 
  of what the Absalom Pact permits member worlds to perform 
  in their own territories... and no outsiders have successfully 
  proven otherwise.
  Orphys
  Church of Silence
  Blackmoon
  Remembrance Rock
  The Lifeline
  Pact Port
  Urabron
  The Necroforge
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  
  38
  M
  ore than once in recent centuries, champions of light and 
  virtue have suggested that Eox and its undead populace 
  represent a clear and present danger to all life within the Pact 
  Worlds system. After all, many undead feed on the living, and 
  Eox is one of the few worlds in the system known to have 
  launched planetary assaults against its neighbors, albeit in the 
  past. The idea of accepting a world of undead tyrants as allies 
  does not sit well with many Pact World citizens.
  But as the bone sages are fond of reminding other planetary 
  governments, Eox was the very first world to sign the Absalom 
  Pact, and though many Pact World citizens are suspicious of 
  the long-term plans of the denizens of Eox, there is no doubt 
  that their power was instrumental in defending the system, first 
  during conflicts with the Veskarium and later against the first 
  attacks of the Swarm. The bone sages and their animated corpse 
  minions are distasteful to many within the Pact Worlds, but 
  they are careful to maintain diplomatic ties through the system. 
  Of course, not all members of the Pact Worlds avoid dealing 
  with the undead of Eox. Numerous groups work with citizens 
  of Eox to seek out and oppose the Corpse Fleet, the undead 
  space armada created by defecting soldiers when the bone 
  sages signed the Absalom Pact. Mercenaries and merchants 
  alike appreciate the opportunities provided by the cadaver 
  markets where bodies are bought and sold, the trade in 
  necrograft augmentations and dread technologies shunned 
  on other worlds, and the academies that draw in engineers 
  and spellcasters with their vast stores of knowledge. The few 
  cities on the world—strange sprawling mixes of ancient tombs, 
  high-tech mausoleums, and lifeless offices and factories known 
  collectively as the Necropoleis—are seen as high-risk, high-
  reward opportunities for the more daring corporations and 
  traders of other Pact Worlds. 
  The following sections present Eox’s two hemispheres, 
  with notable locations and a settlement stat block for the 
  largest and most significant city on the world.
  EASTERN HEMISPHERE
  With no remaining seas and little of the planet’s history 
  surviving to the modern era, the massive mesa of Remembrance 
  Rock serves as a planetary monument of all that Eox has lost, 
  and as such it is a centerpiece of the eastern hemisphere of 
  Eox. The presence of those few areas on Eox that have some 
  accommodations for living visitors means that the eastern 
  hemisphere is generally considered the safer of the two halves 
  of the planet, though this should not be taken as evidence that 
  any part of Eox is truly safe.
  NOTABLE LOCATIONS
  The Eastern Hemisphere boasts the following 
  notable locations.
  Blackmoon: The cataclysm that killed 
  Eox also created the Thousand Moons, a ring 
  of asteroids around the planet. In the years before the Gap, 
  sarcesians scheming to destroy the bone sages prepared 
  a complex web of magic energies to allow the moons to 
  be dropped on every major necropolis and outpost across 
  the planet. For whatever reason, that planet-killing trap 
  was never triggered—until a few years after the Gap. In the 
  year 7 ag, the bone sages launched the Magefire Assault in 
  an effort to take control of Absalom Station. No nation was 
  coordinated enough to mount an effective defense, but some 
  party or parties unknown managed to set off the ancient 
  stratagem. The bone sages abandoned their attack and fled 
  back to Eox to prevent the devastation, but they were only 
  partially successful. While most of the Thousand Moons were 
  kept in orbit, one of the largest orbiting chunks fell (though at 
  a much reduced speed) and crushed the mighty necropolis of 
  PACT PORT 
  SOLDIER
  
  39
  Murthal, along with everything within 1,000 miles of it. The 
  massive chunk of rock that remained was named Blackmoon, 
  and it is now one of the tallest mountains in the Pact Worlds.
  Blackmoon is a nearly hemispherical orb of rock riddled 
  with caves and tunnels that date back to precataclysm Eox. 
  Beneath the stone, some small sections of Murthal survive, 
  cut off from the outside. Rumors suggest there are sarcesian 
  renegades within Blackmoon even now, keeping a watchful 
  eye on the bone sages and preparing for the day the undead 
  betray the Absalom Pact.
  Church of Silence: The Church of Silence is an ancient 
  monument to the perfection of undeath, and it has stood 
  for eons as neutral ground among the bone sages as the 
  closest thing to a sacred place the undead of Eox have. It is 
  overseen by the Conclave of Whispers, a respected collection 
  of the oldest bone sages who claim to have given up secular 
  matters in favor of pure research into undeath. The Conclave 
  of Whispers specifically does not include any members of the 
  Eternal Convocation, ensuring that the two groups each work 
  to their own ends, rather than conspiring together. Within 
  the Wordless Halls, the oldest parts of the Church of Silence, 
  the conclave seeks to understand secrets nearly lost to time 
  and to gather all lore on death and undeath available from 
  anywhere in the galaxy. While the Wordless Halls are off limits 
  to most living creatures, the bone sages grant open access to 
  any android, undead, or self-willed robot who wishes to peruse 
  the ancient libraries within and swears to obey the rules of the 
  halls. The outer sections of the Church of Silence have much 
  less lore and material within them, but the bone sages allow 
  living necromancers to petition for access to research specific 
  topics, especially if the practitioners bring some previously 
  unknown bit of undead lore with them to barter for access.
  The Lifeline: The Lifeline is a literal line demarcating the 
  safe zone containing the Necroforge, Pact Port, and Urabron. A 
  massive wall—more than 200 feet tall, 50 feet thick, and topped 
  with spiked ridges and defensive plasma turrets—denotes the 
  location of the Lifeline, but these are only the physical portion 
  of the barrier. A magic shield created by dozens of bone sages 
  working in concert exists in the same location, independent of 
  the wall. It prevents the radiation clouds, wild zones of magic, 
  and fields of necromantic energy that plague the rest of Eox 
  from entering the safe zone. The wall is constantly monitored 
  by skeletal guards and ghoul overseers who answer to the 
  Eternal Convocation; they keep out the numerous undead (and 
  few living) threats that run wild in the lawless places of Eox. 
  The atmosphere within the safe zone is still thin and poisonous, 
  but the Lifeline keeps many of the dangers of Eox at bay, 
  allowing visitors to move more freely and safely between the 
  region’s three settlements.
  The Necroforge: The Necroforge is less a city than it is an 
  extensive industrial complex dedicated to the creation and 
  study of undead, necrografts, and necromantic magic. Along 
  with Orphys, it is one of the primary destinations for living 
  beings who wish to augment themselves with necromantic 
  implants and necromancers who seek to become undead 
  (often at the price of a century of unliving service once their 
  transformation is complete), as well as body merchants who 
  bring corpses to Eox to be turned into new undead citizens 
  into components for necrografts and other experiments. 
  Though very few living creatures permanently dwell in the 
  Necroforge, it has extensive facilities to house and entertain 
  its clients, guests, trade partners, and visitors. The Necroforge 
  is ruled by the Painted Lady, a bone sage who maintains a 
  nearly living appearance and has adorned her entire body 
  with dozens of gruesome tattoos.
  Orphys: Orphys is the largest and most prosperous of Eox’s 
  few cities and is home to the Eternal Convocation, the council 
  of bone sages who assign Eoxian ambassadors to other Pact 
  Worlds and appoint representatives to the Pact Council on 
  Absalom Station. The Eternal Convocation also rules Orphys 
  directly, making it the only major necropolis not controlled by 
  a single bone sage. 
  All of Orphys is enclosed within a bubble of breathable 
  atmosphere, making it one of the most common destinations 
  for living visitors outside of the Lifeline. Given that Orphys 
  is as close to a planetary capital as Eox offers, most citizens 
  of the Pact Worlds believe the necrovites who rule the city 
  maintain the atmosphere to encourage living tourism and 
  make it easier for Pact World officials to interface with their 
  Eoxian counterparts. In truth, the Eternal Convocation doesn’t 
  much care how the atmosphere impacts the daily lives of living 
  visitors. The bubble was established centuries ago as part of 
  an experiment into how various conditions impact the long-
  term stability and potential decay of undead bodies, and that 
  experiment has continued uninterrupted for hundreds of years. 
  Unlike for cities within the Lifeline, Orphys’s infrastructure 
  does little to accommodate living residents beyond providing 
  a suitable atmosphere. Food vendors are rare and deal almost 
  exclusively in preserved foods. Even so, it is far easier to 
  maintain livable conditions here than in nearly any other 
  necropolis, and Orphys has built a number of businesses 
  around the potential opportunities living creatures present. It 
  and the Necroforge are the two major hubs in the necrograft 
  trade, and Orphys contains administrative and business 
  centers that allow Pact World companies and organizations 
  to interact with the Eternal Convocation.
  Pact Port: Pact Port is the lone city on Eox that is not part 
  of the Necropoleis. It is designed primarily as a landing place 
  for Pact Worlds trade ships and for the warehousing of Eoxian 
  goods for export. Pact Port is a small domed city of 100,000 
  denizens, more than half living, and is administered by the 
  ghoul Sadrat Phain in the name of the Conclave of Whispers. 
  Within the dome, air designed to support as many forms 
  of life native to the Pact Worlds as possible is maintained. 
  Sadrat is permissive about most issues; other than those laws 
  required by the Absalom Pact, the only law enforced is a strict 
  ban on removing relics of ancient Eox from the world without 
  the approval of the Convocation. 
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  
  40
  Remembrance Rock: An enormous mesa created by the 
  energies of the cataclysm, Remembrance Rock is a massive 
  raised mesa riddled with monuments and tombs to all that 
  was lost when Eox was killed. Most of the tombs and shrines 
  have long stood empty, but a few deep in the interior are still 
  protected by active guardians.
  Urabron: Urabron is a small settlement that predates the 
  construction of the Lifeline. It is ruled by the bone sage 
  Quatherat Hafet, an undead who is more machine than 
  corpse. Hafet claims to have existed for eons before the Gap, 
  and he shrugs off questions about the missing centuries of his 
  memory. Urabron is small enough that it can be encased by 
  a single large dome that maintains heat and an atmosphere 
  similar to that of Castrovel, and it houses a few thousand 
  scholars and spellcasters who study with the bone troopers 
  who serve Hafet. Why he allows such study or lets Urabron 
  be included within the area of the Lifeline is unknown.
  ORPHYS
  NE necropolis
  Population 1,450,000 (88% undead, 7% android, 5% other)
  Government oligarchy
  Qualities academic, polluted, technologically advanced
  Maximum Item Level 18th
  WESTERN HEMISPHERE
  The western hemisphere of Eox is hotter and more toxic than 
  the eastern hemisphere, in large part due to the still-seething 
  lava sea of the Facinora Basin but also due to lava vents, which 
  are more common between the Fringe mountain range and the 
  Eternal Barrows than anywhere else on the planet. Clouds of 
  poisonous and radioactive gases are also common throughout 
  this hemisphere, making travel very dangerous for the living.
  NOTABLE LOCATIONS
  The following sites of the Western Hemisphere are the most 
  interesting amid the blasted landscape.
  Catacomb Mountains: It is well documented that the 
  Catacomb Mountains did not exist prior to the Gap. The lands 
  where these imposing and angular slabs of basalt and black 
  quartz now rise up were once a barren plain of radioactive 
  lowlands and poisonous clouds. No record exists of why 
  or how they were constructed—but they are certainly not 
  natural. The Catacomb Mountains are a manufactured 
  range of rock and strange ores honeycombed with 
  hundreds of thousands of tombs, most sealed with 
  advanced security systems and magic glyphs. Early 
  expeditions into the outermost tombs revealed 
  them to be filled with the remains of destroyed 
  undead, often sealed in computerized sarcophagi 
  designed to douse the corpses with acid or 
  flame at any sign of movement. Other tombs 
  were empty, with Eoxian runes warning that 
  “necrovores have escaped” and similar vague 
  messages. A joint agreement made by the 
  most powerful bone sages forbids any further 
  exploration, but it is strongly suspected that 
  numerous secret expeditions are undertaken 
  every year.
  Eternal Barrows: When Eox joined the Pact 
  Worlds, not all bone sages agreed with the 
  decision. Though the Eternal Convocation 
  and Conclave of Whispers both supported the 
  idea, many bone sages felt it placed them in a 
  position of weakness. The details of the brief, 
  vicious conflict that followed have been kept 
  from the living, but it is known that multitudes 
  of undead on the losing side were imprisoned 
  in the massive field of penal tombs known 
  as the Eternal Barrows. The most powerful 
  undead prisoners, including ghosts, necrovites, 
  THE PYRE
  
  41
  nightshades, and vampires, were placed in stasis tombs so 
  they would not experience the passage of time. The bone 
  sages surrounded upstart undead masters with vast vaults; 
  each of these vaults contained lesser undead creatures that 
  did not answer to the undead master contained within, thus 
  avoiding the possibility of collusion. 
  The ruling bone sages of Eox ensure that the deepest of the 
  Eternal Barrows are untouched, and they seem unconcerned 
  with how many centuries might pass before the undead who 
  opposed them could be released. Many admit that destroying 
  their political opponents would not be worth losing the vast 
  knowledge those undead hold, and some even hint that the 
  most powerful of those imprisoned can’t be destroyed by any 
  force. But with no fear of the ravages of time, the rulers of 
  Eox are content to allow their foes to be locked away until the 
  situation changes, maybe centuries or eons from now. 
  Halls of the Living: The Halls of the Living are an aberration 
  on Eox—a subterranean city designed and maintained purely 
  for the benefit of its living inhabitants. However, it is not 
  exactly a city where most people would choose to live, as 
  it is maintained only as a backdrop for the cruel games and 
  invasive reality shows that are the primary entertainment on 
  Eox and are broadcast throughout the Pact Worlds. Many of 
  the transmissions are outlawed on other planets, but little can 
  be done to prevent them from being sent, and even the most 
  depraved recordings can easily be found in archives of illicit 
  sections of the infospheres of most Pact World cities.
  Though numerous groups protest the existence of the 
  Halls of the Living, as an entirely local issue, they are not a 
  violation of the Absalom Pact. Further, every citizen is—at 
  least officially—a willing participant. Children born within the 
  Halls of the Living are removed to state-funded quarters in 
  Urabron and not allowed to return until they reach the age of 
  maturity. Anyone else is free to go at any time and receives 
  a complementary one-way ticket to Absalom Station… 
  and little else. Despite this, the potential fame and fortune 
  that participants can earn in just a few years of games and 
  programs has fostered a long list of petitioners waiting to join 
  the halls. Those citizens who manage to build a fanbase of 
  viewers and patrons can often skip the deadlier shows and 
  instead participate in live feeds of their day-to-day activities 
  or skill-based entertainment contests.
  The vast majority of participants are humans and vesk (who 
  seem to relish the challenges), but a noteworthy number of 
  dwarves, Forlorn elves, lashuntas, and ysoki also participate. 
  Undead are forbidden (though undead camera crews, guards, 
  showrunners, and administrators operate within the city for 
  specific broadcasts) and androids and kasathas are very rare. 
  A small number of living elebrians—the dominant race of Eox 
  before the disaster that killed the world—also participate and 
  has done so for centuries. However, it is whispered that none 
  of the elebrians in the Halls of the Living are true surviving 
  members of that race and that all those who claim to be are 
  either undead in disguise or surgically altered humans.
  Karus: Karus was originally constructed around and on top 
  of the Halls of the Living, and for centuries it existed purely as 
  a place for the undead of Eox to gather to view the events the 
  denizens of the halls undergo for the undead’s entertainment. 
  Since it was one of the few places bone sages peacefully 
  gathered, over the centuries it also became a place where 
  they could meet in neutral territory to form councils and 
  make treaties. As a result, Karus was the center from which 
  the Sleepless Watch formed to oversee control of the Sentinel, 
  a moon-sized defense platform that was ancient even before 
  the cataclysm struck Eox centuries prior to the Gap. The 
  settlement expanded well beyond the Halls of the Living, in 
  time growing to be an entirely separate complex.
  When Eox signed the Absalom Pact, one of the most 
  powerful dissenting bone sages was the Festrog Queen, who 
  felt that agreeing to a treaty with any living creature was an 
  affront to her undead perfection. Rather than confront her and 
  attempt to banish her to the Eternal Barrows, the newly formed 
  Eternal Convocation offered to salve her dignity by granting 
  her control of Karus, and thus the greatest say in the control 
  of the Sentinel. Whether the Festrog Queen saw opposition to 
  the Convocation as doomed to failure or she was truly mollified, 
  she accepted the tribute and has ruled Karus for over 250 
  years. Both because of her true dislike of the living and as a 
  security measure, the Festrog Queen has outlawed the living 
  within Karus, restricting them to the nearby Halls of the Living.
  The Pyre: The Pyre is the only settlement within the Facinora 
  Basin, a vast sea of lava that dates back to the cataclysm. A 
  massive tower stretching more than a mile up from the lava, 
  the Pyre is an arcology—a self-sufficient building that houses 
  an entire city. It is one of the primary sources of power on Eox, 
  using the heat of the endlessly churning lava to incinerate 
  waste materials from all over the planet (according to legend, 
  including the bodies of any undead the bone sages do not wish 
  to see again) to form a massive tornado of flame that drives 
  hundreds of turbines before being vented into the Eoxian sky 
  as an eternal pillar of fire. The Pyre is ruled by Kalantrodoch 
  the Unburning, a necrovite less than a century old who focuses 
  almost exclusively on technological advancements rather than 
  magical ones. Kalantrodoch rarely allows visitors or tourists 
  within the Pyre’s walls, except for those who pique his well-
  known curiosity regarding pre-Gap technology.
  Thanox: One of dozens of midsize necropolises scattered 
  across Eox, Thanox is ruled by the bone sage referred to only as 
  the Soulless One. In the minutes after the Gap, the Soulless One 
  moved with decisive force and claimed the city from its former 
  ruler. Such conflicts between bone sages are unremarkable, but 
  the Soulless One was the first undead to claim the rank of bone 
  sage without being some form of lich or necrovite. Instead, he 
  is a shadowy apparition with bright-green circuitry patterns 
  forming his eyes and running along his shoulders and arms. 
  The Soulless One successfully played his foes off one another in 
  political maneuvers until his strong support of the Eox’s signing 
  of the Absalom Pact cemented his place among the ruling class.
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  
  42
  NECROGRAFTS
  Necrografts are augmentations utilizing undead organs 
  and necromantic rituals rather than technology. They 
  were invented on Eox, and they are most commonly 
  available in Orphys and at the Necroforge within the 
  Lifeline on Eox. Most Pact Worlds outlaw the creation and 
  installation of necrografts (though not their possession), 
  but they can still be found in some less reputable back-alley 
  augmentation clinics.
  Necrografts follow the existing rules for augmentations 
  (see page 208 of the Starfinder Core Rulebook), but they 
  use different components than biotech and cybernetics. 
  Any biotech or cybernetic augmentation can be created as a 
  necrograft and installed for only 90% of the augmentation’s 
  normal cost, but doing so causes the recipient to gain the 
  necrograft subtype (see below). Necrografts have the same 
  system limitations all augmentations share.
  For those low on funds, some bone sages and corporations 
  on Eox are willing to defer the cost of travel 
  to Eox and augmentation for any client 
  who signs a corpse-lease agreement. 
  Necrograft 
  versions 
  of 
  standard 
  prosthetic limbs (see page 210 of the 
  Starfinder Core Rulebook), and 
  necrograft ears, eyes, or 
  tongues (which use the same 
  mechanics 
  as 
  prosthetic 
  limbs but serve as sensory 
  organs) can even be implanted 
  with no up-front cost. However, the 
  corpse-lease agreement states that if the 
  recipient dies before paying off all the costs 
  associated with the travel and augmentation, 
  the leasing Eoxian group owns the patient’s body, 
  which it then uses in creating undead servitors or more 
  necrografts. More advanced necrografts aren’t generally 
  available without payment in full (though complementary 
  travel is likely to still be offered to customers within the 
  Pact Worlds).
  NECROGRAFT SUBTYPE
  Adding even a single necrograft to a living body causes the 
  recipient creature to gain the necrograft subtype. Abilities, 
  items, and spells that detect or identify undead reveal 
  necrografts (identifying only the augmentations as undead, 
  rather than the recipient creature as a whole).
  Creatures with this subtype are also damaged by spells 
  that damage undead, and can be subjected to other undead-
  specific effects. If a spell or ability that does something 
  other than deal damage would not normally affect such 
  a creature, but does affect undead, the creature can be 
  targeted, but it gains a bonus to its AC and saving throw 
  against the effect equal to 4 – the number of necrografts it 
  has (to a minimum bonus of +0). 
  NECROGRAFT-ONLY 
  AUGMENTATIONS
  In addition to necrograft versions of typical biotech and 
  cybernetics, there are many unique necrografts that can be 
  created only using necromancy. These necrografts all come in 
  five possible models (mk 1 through mk 5) and vary in price by 
  model as detailed below.
  MODEL
  LEVEL
  PRICE
  Mk 1
  1
  200 
  Mk 2
  6
  4,000 
  Mk 3
  12
  30,000 
  Mk 4
  18
  350,000 
  Mk 5
  20
  775,000 
  Necrograft Descriptions
  The augmentations detailed below are available only as 
  necrografts. If a necrograft’s effect requires a saving throw, 
  the save DC equals 10 + half the necrograft’s item level + the 
  recipient’s key ability score modifier.
  BLACK HEART 
  SYSTEM
  Heart or Lungs
  Despite its name, a black heart can augment 
  any major circulatory organ that helps 
  sustain life in a living creature, though it 
  most commonly augments a heart. A black 
  heart is a strip of necromancy-infused 
  undead flesh that turns whatever organ it 
  is attached to a deep shade of ebony.
  A creature with a black heart gains the 
  benefits of the environmental protections of 
  armor (see page 196 of the Starfinder Core 
  Rulebook), which last for a number of days 
  equal to double the necrograft’s item level. 
  A black heart automatically recharges 1  hour 
  of this duration for each hour this ability is not in 
  use (up to its normal maximum). Additionally, the recipient 
  gains an enhancement bonus to saving throws against death 
  effects, disease, mind-affecting effects, paralysis, poison, 
  sleep effects, and stunning effects equal to the necrograft’s 
  mark, unless the effect specifies it functions against undead.
  BONE BLADE 
  SYSTEM
  Arm
   
  DAMAGE
  MODEL 
  STANDARD 
  HEAVY 
  CRITICAL 
  Mk 1 
  1d4 S 
  2d4 S 
  Staggered
  Mk 2 
  1d8 S 
  2d8 S 
  Staggered
  Mk 3 
  2d8 S 
  4d8 S 
  Stunned
  Mk 4 
  5d8 S 
  7d8 S 
  Stunned
  Mk 5 
  5d10 S 
  7d10 S 
  Stunned
  Bone blades are weapons built into undead arms that are 
  then grafted onto their recipients. The blade can be retracted 
  into the limb (making it impossible to notice without a careful 
  inspection, scan, spell, or similar ability) or extended from 
  
  43
  the wrist for combat. Extending or retracting a bone blade 
  is a swift action, and the recipient can’t use the hand of the 
  associated arm to hold anything or perform fine manipulation 
  when the blade is extended. A bone blade cannot be disarmed, 
  but it can be sundered. When a bone blade’s recipient regains 
  Hit Points (whether through first aid, magic, or natural 
  healing), the blade regains the same number of Hit Points. If 
  destroyed, the bone blade regrows in 24 hours.
  Standard bone blades are one-handed simple melee 
  weapons with the operative weapon special property. It is 
  possible to have a more complex heavy bone blade installed, 
  which changes the bone blade into a one-handed advanced 
  melee weapon. These heavy bone blades are not operative 
  weapons, but they deal more damage (see the table above). 
  There is no difference in cost between standard and heavy 
  bone blades, but the decision between them must be made 
  when the bone blade is installed and cannot be changed.
  GHOUL GLANDS 
  SYSTEM
  Skin
  Ghoul glands are a series of hundreds of tiny undead sweat 
  glands, which are installed all over the recipient’s skin. The 
  glands pull energy from the body and mind of the recipient and 
  use it to create a staggering or paralyzing effect. As a standard 
  action a number of times per day equal to the necrograft’s mark, 
  the recipient can activate the glands and attempt to touch a foe 
  (doing so requires a successful attack roll against the target’s 
  KAC). The target must succeed at a Fortitude saving throw or 
  be staggered (for mk 1 through mk 3 ghoul glands) or stunned 
  (for mk 4 and mk 5 ghoul glands) for 1d4 rounds.
  GRAVE WIND 
  SYSTEM
  Lungs
  MODEL 
  DISEASE
  Mk 1 
  Filth fever
  Mk 2 
  Cackle fever
  Mk 3 
  Devil chills
  Mk 4 
  Demon fever
  Mk 5 
  Mummy rot
  A grave wind necrograft replaces the recipient’s lungs with 
  black, undead lungs that can still pump air and oxygenate blood 
  but are also able to exhale a diseased miasma. As a standard 
  action a number of times per day equal to the necrograft’s 
  mark, the recipient can expose an adjacent creature to a 
  necromantic disease. The disease inflicted depends on the 
  model of the grave wind, as indicated in the table above.
  These necromantic diseases act as the normal diseases of 
  the same name (see page 418 of the Starfinder Core Rulebook), 
  except for the following. The save DC is determined by the 
  necrograft and its recipient. No wound or actual transfer of air 
  is necessary for the disease to affect a target; even someone 
  in armor with its environmental seals active can be exposed. 
  A creature infected with such a disease is not a carrier, so it 
  can’t pass the disease on to other victims. Creatures immune 
  to death effects are immune to these diseases, and any bonus 
  a creature has to saving throws against death effects applies 
  to saves against these diseases (however, the diseases don’t 
  count as death effects for other purposes, such as raise dead).
  SHADOW NERVES 
  SYSTEM
  Spinal Column
  Shadow nerves are long strands of partially incorporeal 
  undead nerve fibers that have strong connections to the 
  Shadow Plane. Shadow nerves allow the recipient to navigate 
  a path that exists partially in the Material Plane and partially 
  in the Shadow Plane. A number of times per day equal to the 
  necrograft’s mark, the recipient can take a guarded step of 
  10 feet, rather than the normal 5-foot guarded step (see page 
  247 of the Starfinder Core Rulebook), as long as the recipient 
  is not in an area of bright light.
  VAMPIRE VOICE 
  SYSTEM
  Throat
  A vampire voice necrograft attaches to the recipient’s vocal 
  cords, granting a supernaturally threatening tone. While most 
  recipients of vampire voices are convinced their necrografts 
  came from vampire spawn, creators of these undead 
  augmentations never promise any such lofty origins.
  A vampire voice grants an enhancement bonus to 
  Intimidate checks equal to the necrograft’s mark. The 
  recipient of a vampire voice can also use Intimidate to bully a 
  foe without sharing a language. If the attempt is successful, a 
  single simple request can be conveyed along with the bullying 
  (such as “go away” or “don’t hurt him”), though specific or 
  complex requests can’t be made without sharing a language. 
  Once a creature has been the target of a bullying attempt by 
  a recipient with a vampire voice, it can’t be targeted by this 
  ability from the same recipient again for 24 hours. 
  WRAITH MOTES 
  SYSTEM
  Eyes
  Wraith motes replace the recipient’s eyes with glowing red 
  motes of fiery-red light, which smolder and produce thin trails 
  of white smoke. Wraith motes allow the recipient to retain 
  all her natural vision abilities, but they can also augment 
  her vision for a number of minutes per day equal to the 
  necrograft’s mark. They can be activated as a swift action, 
  or they can be activated as a reaction whenever the recipient 
  attempts a Perception check. They can be deactivated as a 
  swift action. The wraith motes’ duration need not be used all 
  at once, but it must be used in 1-minute increments.
  The vision granted by the wraith motes varies based on the 
  model as follows. Higher-level models can be used to grant 
  the vision options of lower-level version, but only a single 
  benefit can be gained at a time. Mk 1 wraith motes grant 
  low-light vision. Mk 2 wraith motes grant darkvision with a 
  range of 60 feet. Mk 3 wraith motes grant the see in darkness 
  universal creature ability (allowing the recipient to see 
  perfectly in darkness of any kind, including magical darkness; 
  see page 156 of the Starfinder Alien Archive). Mk 4 wraith 
  motes grant the ability to see invisible creatures and objects 
  (as per see invisibility). Mk 5 wraith motes allow the recipient 
  to see into both the Ethereal Plane and Shadow Plane.
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  
  44
  THE CORPSE FLEET
  T
  he aptly named Corpse Fleet is composed of renegade 
  undead who broke off from Eox’s navy when their home 
  planet signed the Absalom Pact. Refusing to cooperate 
  with the inferior worlds of the living, the first defectors 
  disappeared beyond the edges of the solar system. In the 
  depths of space, the newly formed Corpse Fleet regrouped 
  and swore to oppose the unity of the Pact Worlds and their 
  former foes in the Veskarium, as well as all other living threats. 
  Many members of the Corpse Fleet, except for those undead 
  recently animated as part of the fleet’s ongoing operations, 
  view themselves as exiled from the almost spiritually sacred 
  soil of Eox.
  HISTORY
  The historic Absalom Pact was signed 5 years following 
  the Battle of Aledra, the first major confrontation between 
  the forces of the Golarion System and the Veskarium. Not 
  all inhabitants of the signatory worlds were content with 
  the agreement, especially senior military commanders of 
  Eox’s ever-expanding navy. Unlike the fleets of many of the 
  Golarion System’s other worlds, the Eoxian Navy had held 
  its own against the hostile Veskarium. To see their victories 
  sullied by the “mewling infants” of other worlds chafed 
  many Eoxian admirals and commodores, resulting in their 
  sudden defection.
  How the Corpse Fleet managed to mobilize and escape 
  the attention of the nascent Stewards is a mystery lost amid 
  the chaos of the signing of the Absalom Pact. Less trusting 
  members of the Pact Worlds posit that the Corpse Fleet was 
  unofficially sanctioned by several of the ruling bone sages 
  of Eox, specifically those who remained skeptical of the 
  Pact Worlds’ potential to triumph over the vesk. This theory 
  suggests that the Corpse Fleet was given sufficient material 
  and political backing to depart the system and travel into 
  deep space, where it would await the results of further 
  hostilities between the Pact Worlds and the Veskarium. 
  
  45
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  If the Pact’s efforts failed, then the Eoxians could still call in 
  a sizable reserve of ships to defend their world—all without 
  risking their full assets in the defense of other planets.
  The bone sages maintain to this very day that the 
  legal leadership of Eox never endorsed the Corpse Fleet. 
  The first sightings of the undead armada following the 
  Absalom Pact’s signing were during the tumultuous time 
  of the Stardust Plague. Heavily modified ships, clearly 
  Eoxian in origin, raided dozens of plague-ridden carriers 
  and bulk transports. The Stewards investigated what few 
  coherent reports of Corpse Fleet sightings they received, 
  but they could never pin down the renegade undead navy 
  in an engagement. Meanwhile, the Corpse Fleet harvested 
  thousands of ill people, offering them the salvation of 
  undeath in exchange for service. Over 2 decades, the Corpse 
  Fleet’s numbers swelled due to the sickened living seeking 
  salvation from death.
  In the following centuries, travelers discovered Corpse 
  Fleet facilities across Near Space and the Vast. These 
  explorers, particularly members of the Starfinder Society, 
  often reported finding abandoned structures of Eoxian 
  design on planets previously uncharted by the Pact Worlds. 
  All traces of useful information regarding the Corpse 
  Fleet had already been stripped from these discovered 
  structures, the fleet having long since moved on. The 
  infamous Starfinder Historia-4 compiled a large dataset 
  for the Starfinder Chronicles detailing the change from 
  standard Eoxian construction methods based on dating the 
  structures— the older the structure, the more it adhered to 
  known Eoxian standards, while newer structures diverged 
  into previously unseen designs. 
  Whether suspicions surrounding the Corpse Fleet’s 
  true loyalty to the Eoxian bone sages were correct is now 
  irrelevant. The appearance of the Swarm provided the 
  last chance for the renegade fleet to return to the Pact 
  Worlds in defense of their former home world. Instead, the 
  Corpse Fleet remains at a well-measured distance from the 
  advancing Swarm, content to continue their efforts in raiding 
  forces of the Pact Worlds and the Veskarium. Exactly what 
  involvement the Corpse Fleet will have in the ongoing war 
  against the Swarm remains—like most of the Corpse Fleet’s 
  actions—a mystery.
  STRUCTURE AND RANKS
  When the first admirals and captains departed the Eoxian 
  Navy to form the Corpse Fleet, they brought their military 
  order and ranks with them. In the intervening centuries, 
  the structure of the Corpse Fleet stabilized, with a distinct 
  military hierarchy that imitates the navy from which it 
  derived. At the head of this organization is the Undying 
  Admiral, the overseer of all Corpse Fleet operations. While 
  ostensibly advised by various supporting admirals, the 
  Undying Admiral is solely responsible for coordinating the 
  individual task forces of the Corpse Fleet.
  Supporting the Undying Admiral and his orders are 
  the various admirals of the Corpse Fleet. Each admiral is 
  responsible for a task force of several dozen Corpse Fleet 
  starships. The admirals maintain relative autonomy with 
  their assigned task forces, each directing their respective 
  armadas to accomplish objectives set forth by the Undying 
  Admiral. To ensure the continued survival of the Corpse 
  Fleet, admirals rarely work in the same system as one 
  another, and task-force fleets act independently to prevent 
  enemy forces from pinning the entirety of the Corpse Fleet 
  in a single engagement. Some outsiders mistakenly assume 
  this means the Corpse Fleet operates in small groups; the 
  truth is that even a single task force is as large as entire 
  defense fleets of Pact World organizations.
  Rear admirals and commodores command fleets of four 
  to eight starships. These detached armadas are sent on 
  long-term missions away from their originating task force. 
  The rank of rear admiral is awarded to members of the Corpse 
  Fleet assigned to extended sojourns from the parent task 
  force. These small fleets operate beyond the scope of their 
  fellow undead for decades at a time. Conversely, commodores 
  have direct command over similarly sized portions of a task 
  force, though these fleets rarely see deployments longer 
  than 1 to 2 months. Otherwise, when acting within the task 
  force, commodores manage the orders assigned to their ships 
  during fleet engagements.
  It falls to captains to command the individual ships of the 
  Corpse Fleet. Assisting each captain is a commander, who 
  focuses on motivating the ship’s crew, either through fear 
  or by fostering intense loyalty. Admirals create captain-
  and-commander pairings of differing dispositions, as the 
  balance often ensures a suitable mix of caution and ferocity 
  in combat situations. Below the rank of commander are the 
  lieutenant commanders who manage distinct operations. On 
  Corpse Fleet battleships, lieutenant commanders typically 
  hold each non-captain starship role (engineer, gunner, pilot, 
  and science officer), commanding shifts of grunts who 
  perform the many complicated tasks involved in maintaining 
  and operating large vessels.
  Lieutenants and ensigns are the lowest ranks in the 
  Corpse Fleet. Ensigns perform a number of roles, acting as 
  reserves and students under superior officers. Lieutenants 
  fill key positions within the naval assets of the Corpse Fleet 
  but also act as ground-based specialists. Most officers of 
  the Corpse Fleet operating outside of a starship are either 
  lieutenants or converted—the enlisted branch of the Corpse 
  Fleet. Mystics of Urgathoa, trained assassin operatives, 
  and soldiers replete with necrotech arms and armor are the 
  most common of the Corpse Fleet’s ground agents. Some 
  lieutenants choose never to serve aboard a starship, instead 
  focusing their efforts on surface operations. These officers 
  are very rarely awarded with promotions to the rank of 
  commander, and only a select few ever ascend to the rank 
  of captain.
  
  46
  The converted are the mindless or near-mindless undead 
  created by the Corpse Fleet’s brutal necromantic tactics. 
  When a boarding action is deemed necessary by a Corpse 
  Fleet captain, hordes of skeletons and zombies flood enemy 
  starships. These boarders engage in horrific hand-to-hand 
  combat, often supported by scores of ghoul ensigns bearing 
  necrotech firearms. Sometimes, this carnage is enough to 
  corrupt the slaughtered souls into undead, but usually this 
  conversion requires high-level mystics to cast animate dead 
  on the fallen. Most vessels don’t carry such mystics, so the 
  most viable dead are carried back to a base or capital starship, 
  where such spellcasters are more common.
  GOALS
  The Undying Admiral sets forth the great endeavors of 
  the Corpse Fleet. Each task force is deployed to oversee 
  a given project. The first great mission was to establish 
  a series of hidden installations and outposts throughout 
  Near Space and the Vast. These secretive locations house 
  the factories and shipyards of the Corpse Fleet, each of 
  which is a necrotech masterpiece that required decades 
  of dedicated construction to complete. For an example of 
  one such location, see the Codex of Worlds on page 61. For 
  every completed munitions factory or shipyard, a dozen 
  abandoned Corpse Fleet structures mire the stars. Such 
  facilities are landmarks of the Corpse Fleet’s continued 
  evolution, with each forgotten installation stripped of 
  equipment to forge newer and more efficient production 
  facilities elsewhere.
  To this day, the Corpse Fleet seeks to maintain a steady 
  supply of converted troops and starship officers. The fleet 
  might never have reached its current numbers were it not 
  for the bountiful humanoid harvests reaped during the 
  Stardust Plague. In the years since, Corpse Fleet task forces 
  have dispatched commodores to head small fleets sent to 
  harvest living beings from the Pact Worlds and the wider 
  galaxy, as the ongoing conflict between the Corpse Fleet 
  and the Stewards and the Knights of Golarion ensures that 
  the undead require constant replenishment of soldiers to 
  maintain their offensive capabilities.
  Beyond the Corpse Fleet’s need for production facilities 
  and its morbid means of recruitment, there exists one 
  primary goal for the fleet: to shatter the unity of the Pact 
  Worlds. By ending the Absalom Pact, members of the Corpse 
  Fleet believe they can return their home world, Eox, to its 
  former glory. To achieve this monumental task, the Corpse 
  Fleet strives to construct an armada of such size that it can 
  rival the combined fleets of the Pact Worlds. While such 
  an accomplishment could take centuries of construction 
  and corpse harvesting, some task-force fleets are assigned 
  other missions to speed up the endeavor, operating under 
  the supervision of admirals seeking to uncover hidden magic 
  or technology capable of either destroying the forces of the 
  Pact Worlds or forcing their subservience to Eox.
  IMPORTANT MEMBERS
  Thousands of undead agents serve as officers or converted 
  members of the Corpse Fleet. Some of the fleet’s most 
  important and influential members are described below.
  Admiral Morbari Coranith (NE female elebrian ghast 
  mystic): The worship of Urgathoa is one of many links between 
  officers of the Corpse Fleet and the people of Eox. Coranith 
  received the macabre blessing of the Pallid Princess in the 
  earliest stages of her undeath. She directs her task force in an 
  ongoing search for artifacts of religious or spiritual significance, 
  believing they contain power that can give the Corpse Fleet the 
  edge it needs to defeat the Pact Worlds. The ships of her fleet 
  are replete with followers of Urgathoa, each capable of casting 
  powerful spells to wound intruders and repair the unliving. 
  Morbari leads her operations from the Dark Reliquary, a unique 
  carrier filled with Necrofighters (see page 50).
  Admiral Vurannka (NE female elebrian bone trooper 
  technomancer): While Vurannka never reached the elevated 
  position of bone sage, she was still very influential in Eoxian 
  politics before she left to join the Corpse Fleet. She brought 
  a number of Eoxian vessels and troops with her and was 
  rewarded with the position of admiral despite not being very 
  keen on fighting. From aboard the bridge of the bulk freighter 
  Soul Glutton, Vurannka organizes much of the Corpse Fleet’s 
  operations, deciding when to build or abandon production 
  facilities and the best locations for these structures, which 
  are the undead navy’s metaphorical lifeblood.
  Captain Inu-Szar (NE female elebrian bone trooper 
  envoy): The captain of the Osseous Branch, a Corpse Fleet 
  cruiser, Inu-Szar is one of the few diplomats in the fleet. 
  Her ship can host living creatures—a rarity among the 
  vessels of the Corpse Fleet. Inu-Szar is a ruthless diplomat, 
  focusing her efforts on extending the reach of the Corpse 
  Fleet into the deepest reaches of the Vast. She specializes 
  in forging temporary alliances with species that have assets 
  or technology valuable to the Corpse Fleet. Her negotiations 
  have seeded agreements and alliances with several races 
  and empires otherwise ambivalent to the Corpse Fleet’s 
  undead nature.
  Captain Kovlov Amalan (LE male vesk corpsefolk 
  mechanic): A seasoned campaigner within the Veskarium’s 
  forces, Kovlov Amalan was infamous for finishing battles 
  despite suffering severe wounds. His luck ran out in the 
  Battle of Aledra as his squad struggled against a tide 
  of Eoxian soldiers. When Amalan rose from death as an 
  intelligent zombie, he was recruited by Eox to fight against 
  his former comrades. Still eager for battle, he agreed and was 
  among those who defected with the signing of the Absalom 
  Pact. Amalan now serves as the captain of the Last Breath, 
  a corpse-collection vessel. The Last Breath roves the galaxy, 
  scouring the spaceways for forgotten battlegrounds, lost 
  colonies, and wrecked starships to harvest the remains of 
  once-living creatures that would otherwise eventually turn 
  to dust. Such corpses are either reanimated by Corpse Fleet 
  
  47
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  necromancers or serve as grist for the undead navy’s own 
  necrograft factories.
  Captain Xorketh (CE android vampire soldier): Xorketh was 
  once a member of the Android Abolitionist Front, operating 
  out of the Diaspora. A chance encounter with a Corpse Fleet 
  infiltrator ended their life and ultimately resulted in the android 
  being reanimated as an undead with a thirst for blood. With few 
  options, Xorketh sought out the Corpse Fleet, enlisting as an 
  officer to satiate their new addiction. Putting their knowledge 
  of slaver tactics and countertactics to use, Xorketh quickly 
  became one of the Corpse Fleet’s most skilled agents in the 
  art of harvesting new undead for the ranks of the converted. 
  They’ve since ascended to the rank of captain, commanding 
  the battleship Mortality’s Mill, a grotesque derivative 
  of an Eoxian Thaumtech Omenbringer chassis 
  (Core Rulebook 307) that specializes in vicious 
  boarding and body-harvesting operations 
  across the galaxy.
  Lieutenant Ravitious (NE male 
  wraith operative): Almost every form 
  of undead has a place in the Corpse 
  Fleet, though those few incorporeal 
  undead have difficulty assisting in the 
  physical operation of a starship. Ravitious’s living 
  identity has been lost to time. He operates under direct 
  orders from the admirals of the Corpse Fleet, routinely 
  redeployed to the command of different officers in need 
  of his specialized skills. Ravitious uses his incorporeal 
  nature to board enemy starships, focusing his attention on 
  disabling engines or shields. Against larger enemy targets, 
  he leads a squad of similarly incorporeal Corpse Fleet agents 
  to ensure the success of his sabotage operations. Rare are 
  the souls who can keep calm in the face of a Corpse Fleet 
  armada—rarer are those who keep calm against a Corpse 
  Fleet armada and an incursion of ghostly saboteurs.
  The Perpetual Mass (NE occult zombie oma): Oma 
  (Starfinder Alien Archive 88), also known as “space whales,” 
  are immense beings that can survive in and travel through 
  the vast inky void of space. The Corpse Fleet had the fortune 
  to come across and defeat one such creature in recent years 
  in a massive naval engagement. Rather than simply leave the 
  oma’s corpse to rot, the Corpse Fleet turned its considerable 
  necromantic skill toward reanimating the vast stellar beast. 
  Now known only as the Perpetual Mass, this creature is the 
  zombified remains of an oma, further augmented with plates 
  of bone and steel commonly seen in Eoxian starship design. 
  Half zombie and half starship, this creature now serves as 
  an undead siege vessel and is one of the largest ships in the 
  entirety of the Corpse Fleet.
  Undying Admiral Shathrava (LE male elebrian necrovite 
  technomancer): Once a powerful bone sage on Eox, 
  Shathrava oversaw a vast territory prior to the signing 
  of the Absalom  Pact. He sought a policy of isolationism 
  in the face of the Veskarium’s assault on the Golarion 
  System, which ultimately distanced him from the other 
  bone sages. Recognizing that events would soon force a 
  detente with the inferior living beings of the other worlds 
  of the system, Shathrava forged a coalition of key officers 
  from the Eoxian Navy and departed the system, forming the 
  Corpse Fleet. To this day, he directs Corpse Fleet operations, 
  maintaining regular contact with his allies and servitors on 
  Eox. Returning to his home world is the guiding purpose of 
  Shathrava’s actions, though he will do so only when he can 
  assure Eox’s dominance over the revolting living members 
  of the Pact Worlds.
  UNDYING ADMIRAL 
  SHATHRAVA
  
  48
  Military Necrotech
  T
  he Corpse Fleet employs several necrotech 
  creations in its unending operations, infusing 
  necromantic effects into much of its standard-issue 
  equipment. Presented below are several weapons 
  originally manufactured in Corpse Fleet facilities. These 
  items are generally difficult to find in the Pact Worlds, with the 
  exception of major cities on Eox.
  CORPSE FLEET EQUIPMENT
  The Corpse Fleet uses a broad array of weapons in their 
  shadow war against the Pact Worlds. Undead officers 
  maintain a fondness for cryo weapons that stems from the 
  innate immunity bone troopers have to cold damage. Several 
  admirals are already equipping their soldiers with a new 
  variant of cryo weapon unique to the factories of the Corpse 
  Fleet: the frailty series. These weapons are constructed using 
  foul Urgathoan rites and blasphemies against Pharasma, 
  imparting their frigid blasts with the chill of death and making 
  undead not just immune to their damage but actually able to 
  gain temporary vitality from their blasts.
  Several Corpse Fleet weapons have the necrotic weapon 
  special property.
  Necrotic: A necrotic weapon deals cold damage infused 
  with negative energy. Creatures immune to negative energy 
  (such as the targets of a death ward spell) are immune to 
  the cold damage of a necrotic weapon, and the cold damage 
  of necrotic weapons affects only living creatures. Undead 
  creatures targeted by a weapon with this property not only 
  take no damage from the cold but also gain temporary Hit 
  Points equal to the weapon’s item level. These temporary Hit 
  Points last for 10 minutes, until expended, or until the undead 
  gains a larger number of temporary Hit Points from a necrotic 
  weapon. A creature can benefit from only one source of 
  temporary Hit Points from a necrotic weapon at a time.
  DUELING SWORD 
  The dueling swords of the Corpse Fleet are earned based on 
  ascension through the ranks. The reanimated ranks of the 
  converted earn their swords through tallied kill counts, while 
  officers receive their blades as part of the transition to the 
  rank of commander. The blades of Corpse Fleet admirals are 
  some of the keenest weapons in the known galaxy, despite 
  being mostly employed as holdout weapons.
  FOSSILWRAP (I–III)
  Meant for first-wave boarding actions, fossilwrap armor is a 
  cage of alchemically treated bones and steel. This armor is 
  meant to shrug off most incoming blows while giving the 
  wearer some amount of mobility in the thick of combat.
  FRAILTY 
  CANNON 
  The frailty cannon line produces a jet 
  of necromantically fueled coolant. More easily 
  controlled than their zero cannon counterparts, 
  these weapons are used to bring down enemies as much as 
  they’re used to invigorate nearby undead.
  FRAILTY PISTOL 
  A rib cage of ossified injectors covers the casing of these 
  pistols, corrupting the internal coolant supply with negative 
  energy. These pistols deliver chilling blasts of concentrated 
  entropy at close range.
  FRAILTY RIFLE 
  Standard issue to many soldiers of the Corpse Fleet, 
  the frailty series of rifles is designed to affect only living 
  enemies. The weapons’ most common application is Corpse 
  Fleet agents firing at enemies engaged by mindless undead, 
  with incidents of friendly fire rewarding allies who are hit 
  with boosts of negative energy.
  NECRO GRENADE (I–IV)
  These grenades are crafted to resemble leering, pygmy-sized 
  skulls. When a necro grenade detonates, it expels a shroud 
  of chemical coolants from its exposed eyes and mouth. This 
  freezing gas is laced with minor traces of negative energy, 
  draining the living and healing undead caught in the area 
  of effect.
  SKITTERHIDE (I–III)
  This armor is made from the harvested hides of the remains 
  of destroyed undead, making it resemble a macabre skinsuit. 
  Ossified studs and embellishments reinforce the alchemically 
  treated skin, which is otherwise designed to support Corpse 
  Fleet agents favoring speed and stealth.
  TOMB CLAW 
  Corpse Fleet officers directing hordes of converted covet 
  these wicked talons. Powered by a built-in energy pack, these 
  melee weapons resemble skeletal claws made of bone and 
  steel. The claw weeps frost in areas with an atmosphere, and 
  its touch freezes the skin of any living creature it strikes.
  
  49
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  TABLE 1: BASIC MELEE WEAPONS
  ONE-HANDED WEAPONS
  LEVEL
  PRICE
  DAMAGE
  CRITICAL
  BULK
  SPECIAL
  UNCATEGORIZED
  Dueling sword, converted
  4
  2,100
  1d8 S
  —
  L
  Analog
  Dueling sword, officer
  10
  18,795
  3d4 S
  —
  L
  Analog
  Dueling sword, admiral
  17
  255,150
  8d6 S
  —
  L
  Analog
  TABLE 2: ADVANCED MELEE WEAPONS
  ONE-HANDED WEAPONS
  LEVEL
  PRICE
  DAMAGE
  CRITICAL
  BULK
  SPECIAL
  CRYO
  Tomb claw, skeletal
  2
  777
  1d4 P & C
  —
  1
  Necrotic, powered (capacity 20, usage 1)
  Tomb claw, ghoulish
  7
  6,510
  2d4 P & C
  —
  1
  Necrotic, powered (capacity 20, usage 1)
  Tomb claw, vampiric
  12
  36,330
  5d4 P & C
  —
  1
  Necrotic, powered (capacity 20, usage 1)
  Tomb claw, lich
  16
  170,100
  12d4 P & C
  —
  1
  Necrotic, powered (capacity 20, usage 1)
  TABLE 3: SMALL ARMS
  ONE-HANDED WEAPONS
  LEVEL
  PRICE
  DAMAGE
  RANGE
  CRITICAL
  CAPACITY
  USAGE
  BULK
  SPECIAL
  CRYO
  Frailty pistol, rasp-class
  4
  2,420
  1d4 C
  60 ft.
  —
  10 charges
  1
  L
  Necrotic
  Frailty pistol, wail-class
  9
  15,400
  2d4 C
  60 ft.
  —
  20 charges
  2
  L
  Necrotic
  Frailty pistol, scream-class
  14
  85,800
  4d4 C
  60 ft.
  —
  20 charges
  2
  L
  Necrotic
  Frailty pistol, deathcry-class
  18
  440,000
  6d4 C
  60 ft.
  —
  40 charges
  4
  L
  Necrotic
  TABLE 4: LONGARMS
  TWO-HANDED WEAPONS
  LEVEL
  PRICE
  DAMAGE
  RANGE
  CRITICAL
  CAPACITY
  USAGE
  BULK
  SPECIAL
  CRYO
  Frailty rifle, atrophy-class
  3
  1,650
  1d6 C
  60 ft.
  —
  20 charges
  2
  1
  Necrotic
  Frailty rifle, rot-class
  7
  7,700
  2d6 C
  60 ft.
  —
  20 charges
  2
  2
  Necrotic
  Frailty rifle, blight-class
  13
  57,200
  4d6 C
  60 ft.
  —
  40 charges
  4
  2
  Necrotic
  Frailty rifle, epidemic-class
  17
  297,000
  7d6 C
  60 ft.
  —
  50 charges
  5
  2
  Necrotic
  TABLE 5: HEAVY WEAPONS
  TWO-HANDED WEAPONS
  LEVEL
  PRICE
  DAMAGE
  RANGE
  CRITICAL
  CAPACITY
  USAGE
  BULK SPECIAL
  CRYO
   
  Frailty cannon, murder-class
  10
  20,900
  3d6 C
  60 ft.
  —
  40 charges
  4
  2
  Line, necrotic
  Frailty cannon, massacre-class
  15
  132,000
  6d6 C
  60 ft.
  —
  50 charges
  5
  2
  Line, necrotic
  Frailty cannon, extinction-class
  19
  660,000
  9d6 C
  80 ft.
  —
  50 charges
  5
  2
  Line, necrotic
  TABLE 6: GRENADES
  GRENADES
  LEVEL
  PRICE
  RANGE
  CAPACITY
  BULK
  SPECIAL
  Necro grenade I
  5
  870
  20 ft.
  Drawn
  L
  Explode (1d8 C, necrotic, 10 ft.)
  Necro grenade II
  9
  3,900
  20 ft.
  Drawn
  L
  Explode (2d8 C, necrotic, 15 ft.)
  Necro grenade III
  13
  14,640
  20 ft.
  Drawn
  L
  Explode (4d8 C, necrotic, 20 ft.)
  Necro grenade IV
  17
  72,900
  20 ft.
  Drawn
  L
  Explode (6d8 C, necrotic, 20 ft.)
  TABLE 7: LIGHT ARMOR
  ARMOR MODEL
  LEVEL
  PRICE
  EAC
  KAC
  MAX DEX 
  BONUS
  ARMOR CHECK 
  PENALTY
  SPEED 
  ADJUSTMENT
  UPGRADE 
  SLOTS
  BULK
  Skitterhide I
  3
  1,200
  +2
  +3
  +5
  —
  —
  0
  L
  Skitterhide II
  9
  12,500
  +10
  +11
  +7
  —
  —
  2
  L
  Skitterhide III
  16
  144,000
  +19
  +19
  +8
  —
  —
  4
  L
  TABLE 8: HEAVY ARMOR
  ARMOR MODEL
  LEVEL
  PRICE
  EAC
  KAC
  MAX DEX  
  BONUS
  ARMOR CHECK 
  PENALTY
  SPEED 
  ADJUSTMENT
  UPGRADE  
  SLOTS
  BULK
  Fossilwrap I
  5
  3,100
  +9
  +9
  +2
  –2
  –5 ft.
  1
  2
  Fossilwrap II
  13
  55,000
  +19
  +19
  +4
  –2
  –5 ft.
  5
  2
  Fossilwrap III
  19
  645,000
  +25
  +25
  +6
  –2
  –5 ft.
  6
  2
  
  VANGUARD OF THE CORPSE FLEET 
  50
  A
  long with versions of the Eoxian ship styles found on 
  pages 306–307 of the Starfinder Core Rulebook, the 
  Corpse Fleet fields the following deadly vessels.
  DEATH’S CURTAIN 
  NECROFIGHTER
  The Death’s Curtain Necrofighter is an innovation of the 
  Corpse Fleet’s secret shipyards. A two-crew fighter, this sleek 
  vessel is often piloted by a trained elebrian assisted by a 
  ghoul or skeletal gunner. An integrated tactical computer—a 
  rarity among Eoxian-designed ships—allows for the pilot to 
  coordinate effectively with her gunner. The hull is derived 
  from the Death’s Head Necroglider (Core Rulebook 306), but it 
  does not have formal ties to the Eoxian manufacturer.
  DEATH’S CURTAIN NECROFIGHTER  
  TIER 1
  Tiny fighter
  Speed 12; Maneuverability good (turn 1)
  AC 17; TL 16 
  HP 35; DT —; CT 7
  Shields basic 30 (forward 10, port 7, starboard 7, aft 6)
  Attack (Forward) light particle beam (3d6), light plasma 
  torpedo launcher (3d8)
  Power Core Micron Ultra (80 PCU); Drift Engine none; Systems 
  basic short-range sensors, mk 1 duonode computer, mk 4 
  armor, mk 3 defenses; Expansion Bays none
  Modifiers +1 to any two checks per round, +2 Computers; 
  Complement 2 (minimum 1, maximum 2)
  CREW 
  Gunner gunnery +5 
  Pilot gunnery +5, Piloting +10  (1 rank)
  GRAVE CASKET
  Grave Caskets are the core of Corpse Fleet military boarding 
  and landing operations. They’re almost as well armored and 
  shielded as the Blackwind Sepulcher (Core Rulebook 307), but 
  they have increased speed and room for elite commandos and 
  squads of converted. Almost all these shuttles are equipped 
  with an environmental chamber to accommodate living 
  captives, since standard Corpse Fleet starships are airless.
  GRAVE CASKET  
  TIER 3
  Small shuttle
  Speed 12; Maneuverability perfect (turn 0); Drift 1
  AC 21; TL 20 
  HP 35; DT —; CT 7
  Shields light 60 (forward 15, port 15, starboard 15, aft 15)
  Attack (Forward) light plasma cannon (2d12)
  Power Core Pulse Brown (90 PCU); Drift Engine Signal Basic; 
  Systems advanced medium-range sensors, basic 
  computer, crew quarters (common), mk 7 armor, mk 7 
  defenses; Expansion Bays cargo hold, passenger seating, 
  sealed environmental chamber
  Modifiers +4 Computers, +1 Piloting; Complement 4 
  (minimum 1, maximum 4)
  CREW
  Engineer Engineering +8 (3 ranks) 
  Gunner gunnery +8 
  Pilot Piloting +14 (3 ranks) 
  Science Officer Computers +12 (3 ranks) 
  PALE BUTCHER SCOUT
  Pale Butcher Scouts are the solitary heralds of the Corpse 
  Fleet, scouring Near Space and the Vast on extended missions 
  for potential bases for Corpse Fleet activities. They also seek 
  out bountiful harvests of living beings to be converted to 
  mindless undead. The presence of a single Pale Butcher Scout 
  often preludes the arrival of further Corpse Fleet vessels.
  PALE BUTCHER SCOUT 
   
  TIER 4
  Medium explorer
  Speed 6; Maneuverability good (turn 1); Drift 2
  AC 18; TL 17 
  HP 65; DT —; CT 13
  Shields medium 90 (forward 25, port 20, starboard 20, 
  aft 25)
  Attack (Forward) heavy laser cannon (4d8)
  Attack (Port) coilgun (4d4)
  Attack (Starboard) coilgun (4d4)
  Attack (Turret) high explosive missile launcher (4d8)
  Power Core Arcus Heavy (130 PCU); Drift Engine Signal 
  Booster; Systems basic computer, basic long-range 
  sensors, crew quarters (common), mk 3 defenses, mk 4 
  armor; Expansion Bays cargo holds (2), general science 
  lab, sealed environmental chamber
  Modifiers +2 Computers , +1 Piloting ; Complement 6 
  (minimum 1, maximum 6)
  CREW
  Captain Bluff +10 (4 ranks), Computers +12 (4 ranks), 
  gunnery +10, Intimidate +10 (4 ranks), Piloting +11 (4 ranks)
  Engineer Engineering +15 (4 ranks) 
  Gunners (2) gunnery +10 
  Pilot Piloting +11 (4 ranks) 
  Science Officer Computers +12 (4 ranks) 
  CRYPT WARDEN
  Ominous Crypt Warden destroyers form the backbone of 
  any Corpse Fleet armada. A Crypt Warden resembles two 
  
  51
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  fused scythe blades made of bone, with a single powerful 
  cannon running down the center. Made for frontal 
  engagements, these ships intimidate enemies with their 
  sharpened prows, shrugging off lesser attacks with their 
  shields while returning fire with intense blasts of plasma 
  when their EMP cannons don’t immediately disable their 
  foes. These ships are also one of the few Eoxian-designed 
  ships to include a medical bay as a standard amenity—
  though the services rendered within are tailored to 
  undead, with necromantic facilities that repair the ship’s 
  unliving crew.
  CRYPT WARDEN  
  TIER 7
  Large destroyer
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 21; TL 19 
  HP 170; DT —; CT 34
  Shields medium 100 (forward 30, port 25, starboard 25, 
  aft 20)
  Attack (Forward) heavy laser net (5d6), plasma cannon (5d12)
  Attack (Port) gyrolaser (1d8)
  Attack (Starboard) gyrolaser (1d8)
  Attack (Turret) light EMP cannon (special)
  Power Core Arcus Maximum (200 PCU); 
  Drift Engine Signal Basic; Systems basic computer, basic 
  medium-range sensors, crew quarters (common), mk 
  4 defenses, mk 5 armor; Expansion Bays cargo hold, 
  escape pods, life science lab, medical bay (modified)
  Modifiers +2 Computers; Complement 20 (minimum 6, 
  maximum 20)
  CREW
  Captain Bluff +19 (7 ranks), Computers +21 (7 ranks), 
  gunnery +19, Intimidate +19 (7 ranks), Piloting +19 
  (7 ranks)
  Engineer (1 officer, 6 crew) Engineering +14 (7 ranks) 
  Gunner (1 officer, 3 crew) gunnery +14 
  Pilot (1 officer, 2 crew) Piloting +14 (7 ranks) 
  Science Officer (1 officer, 4 crew) Computers +16 (7 ranks) 
  CRYPT WARDEN 
  GRAVE 
  CASKET
  DEATH’S CURTAIN 
  NECROFIGHTER
  PALE BUTCHER SCOUT
  
  52
  ALIEN ARCHIVES
  We began the third day of our exploration of this strange new 
  planetoid at the first light of dawn. The grunts complained again 
  about the heat and the odd coloration of the sky, which hurt 
  their eyes. I made Vaellis, who griped the loudest, carry part of 
  the surveying equipment. By afternoon, the whole expedition was 
  quiet... as was the surrounding landscape. Dr. Sixx noted that she 
  hadn’t heard the sounds of any wildlife for the past few miles. 
  That’s when the lizard-thing crawled from a nearby ravine, black 
  mist pouring from its eyes. The three closest to it—Dzeski, Hou, and 
  Meiruda—pulled their guns and started shooting... at each other, 
  while Dr. Sixx—one of the sharpest minds in the galaxy—simply 
  stood there and recited a mixture of poetry and mathematical 
  formulae. I called for a retreat while Vaellis dropped a smoke 
  grenade. I lost two of my soldiers in the ensuing mess, but the 
  rest of us made it back to our previous camp. I now understand 
  why no one has colonized this godsforsaken rock yet.
  —From the personal log of Captain Lyoso Bexigen 
  of the Exo-Angels mercenary squad
  
  53
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE  
  FLEET
  ALIEN  
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  XP 
  135
  CR 
  1/3
  ELEBRIAN
  N Medium humanoid (elebrian)
  Init +1; Senses low-light vision; Perception –1
  DEFENSE 
  HP 6
  EAC 11; KAC 12
  Fort +0; Ref +2; Will +2
  OFFENSE
  Speed 30 ft.
  Melee tactical baton +0 (1d4 B) 
  Ranged azimuth laser pistol +2 (1d4 F; critical burn 1d4)
  Offensive Abilities find weakness
  STATISTICS
  Str +0; Dex +1; Con +1; Int +3; Wis –1; Cha +0
  Skills Computers +3, Culture +3, Engineering +7, Life 
  Science +3, Mysticism +7, Physical Science +7
  Languages Akitonian, Castrovelian, Common, Eoxian
  Gear estex suit I, azimuth laser pistol with 2 batteries 
  (20 charges each), tactical baton
  Other Abilities intellectual knack
  SPECIAL ABILITIES
  Find Weakness (Ex) Elebrians can instinctively find and 
  take advantage of other creatures’ weak points. An 
  elebrian can make a single melee or ranged attack as 
  a full action, and if she hits, she can add half her level 
  to the damage dealt (minimum +1 damage). Whether 
  successful or not, once an elebrian has used this ability 
  on a creature, that creature is immune to it for 24 hours.
  Intellectual Knack (Ex) Elebrians can easily comprehend 
  complex issues and remember minutia. An elebrian can 
  attempt a skill check to recall knowledge untrained, 
  regardless of the DC, and can always take 20 to do so 
  (though this takes 2 minutes), even without access to an 
  information network or data set.
  Elebrians, the native race of Eox, were nearly wiped out in the 
  calamity that ravaged the planet. Only a tiny population of 
  living elebrians now remain.
  Elebrians are very humanlike, and it has been suggested 
  that they and humanity may share a common ancestor in the 
  ancient past. A typical elebrian stands slightly over 6 feet tall 
  and has pale skin and large, dark eyes. They have oversized 
  craniums with slightly distended foreheads to house their 
  large brains. Most elebrians are entirely hairless, but a small 
  minority grow wispy hair on their scalps and thin eyebrows.
  Elebrians have quick wits and a 
  natural desire to accumulate 
  both 
  knowledge 
  and 
  power. They are driven 
  to undertake tasks that 
  provide either a valued 
  insight or a significant 
  personal advantage.
  RACIAL TRAITS
  Ability Adjustments: +2 Con, +2 Int, –2 Wis
  Hit Points: 2
  Size and Type: Elebrians are Medium humanoids with 
  the elebrian subtype.
  Find Weakness: See the stat block.
  Intellectual Knack: See the stat block.
  Low-Light Vision: Elebrians can see in dim light as if it 
  were normal light.
  
  54
  CE Medium undead
  Init +4; Senses darkvision 60 ft.; Perception +10
  DEFENSE 
  HP 18
  EAC 14; KAC 14
  Fort +3; Ref +3; Will +3
  Immunities undead immunities
  OFFENSE
  Speed 30 ft.
  Melee bite +5 (1d6+3 P plus ghoul fever and paralysis) or
  claw +5 (1d6+3 S plus paralysis)
  Ranged azimuth laser pistol +8 (1d4+1 F; critical burn 1d4)
  STATISTICS
  Str +2; Dex +4; Con —; Int +1; Wis +0; Cha +1
  Skills Acrobatics +5, Athletics +5, Stealth +10
  Languages Common, Eoxian
  Other Abilities unliving
  Gear azimuth laser pistol with 1 battery (20 charges)
  ECOLOGY
  Environment any
  Organization solitary, gang (2–6), or pack (7–12)
  SPECIAL ABILITIES
  Paralysis (Ex) When a ghoul deals damage to a creature 
  with its bite or claw attack, the target must succeed at 
  a DC 12 Fortitude saving throw or gain the paralyzed 
  condition for 1d4+1 rounds. As a full action, the target 
  can attempt a new saving throw to end the condition. 
  Elves are immune to this ability.
  GHOUL FEVER
  Type disease (injury); Save Fortitude DC 12
  Track physical; Frequency 1/day
  Cure 1 save
  In ages past, ghouls shunned society and haunted cemeteries 
  and city sewers. However, ghouls in the Pact Worlds are often 
  more likely to live in cities, especially settlements inhabited 
  primarily by undead. Ghouls are resourceful and hardy, and 
  make good workers across a variety of industries. Ghouls are 
  especially populous on the undead planet of Eox.
  Ghouls spread—sometimes purposefully—a virulent disease 
  known as ghoul fever through their saliva. A creature that 
  dies of ghoul fever often rises as a ghoul within 24 hours; if 
  not checked immediately, ghoul fever can quickly lead to an 
  undead population explosion.
  Certain powerful ghouls known as ghasts can affect even 
  elves with their paralysis and exude a powerful stench; 
  these undead usually hold important positions in ghoul 
  society. Ghouls that lurk underwater and in coastal areas 
  are called lacedons.
  GHOUL TEMPLATE GRAFT 
  (CR 1/2+)
  Use the following template graft to create a unique ghoul 
  of any CR. A ghast has a stench aura out to 10 feet and its 
  paralysis ability can affect elves. A target must succeed at 
  a Fortitude saving throw when entering a ghast’s aura or 
  becomes sickened for 1d6+4 minutes. Ghasts should be CR 3 
  or higher. A lacedon gains the aquatic subtype and a swim 
  speed of 30 feet.
  Required Creature Type: Undead.
  Suggested Array: Combatant or expert.
  Abilities: Bite attack that inflicts ghoul fever and 
  paralysis; claw attack that inflicts paralysis.
  Suggested Ability Modifiers: Dexterity, Strength.
  XP 
  400
  CR 
  1
  GHOUL
  
  55
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE 
  FLEET
  ALIEN 
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  CE Medium undead
  Init +4; Senses darkvision 60 ft.; Perception +14
  DEFENSE 
  HP 105
  EAC 19; KAC 21
  Fort +9; Ref +9; Will +8
  Immunities undead immunities
  OFFENSE
  Speed 30 ft.
  Melee claw +17 (1d8+12 S) or
  spur +17 (1d8+12 P plus red ache)
  Multiattack claw +12 (1d8+12), spur +12 (1d8+12 plus red ache)
  Offensive Abilities pounce
  STATISTICS
  Str +5; Dex +4; Con —; Int +2; Wis +1; Cha –1
  Skills Acrobatics +14, Athletics +14, Intimidate +19 
  Languages Common, Eoxian
  Other Abilities unliving
  ECOLOGY
  Environment any ruins (Eox)
  Organization solitary
  SPECIAL ABILITIES
  Pounce (Ex) As a standard action, a marrowblight can leap 
  up to 15 feet into an empty space, provoking attacks of 
  opportunity as normal for this movement. Each creature 
  in a square adjacent to the marrowblight at the end of its 
  movement must succeed at a DC 15 Reflex saving throw 
  or gain the off-target condition for 1 round. Creatures 
  that fail this check by 10 or more are also knocked prone. 
  The marrowblight can exclude a number of allies 
  from this effect equal to its 
  Intelligence modifier (2 for 
  most marrowblights). 
  Marrowblights are muscular 
  undead 
  monstrosities 
  filled 
  with hate. They typically arise from 
  brawny humanoids that were exposed 
  to strange radiation or arcane energy 
  that painfully warped their flesh at the moments 
  of demise, creating hideous bone spurs that protrude 
  from the creatures’ backs, cheeks, jaws, and shoulders. 
  Marrowblights can use these spurs as weapons, as they 
  drip with the disease that courses through the creature’s 
  undead bones like marrow. 
  Scientifically advanced planets, such as Eox in the 
  Pact Worlds, have pinpointed the biology-warping processes 
  required to create marrowblights, and some elebrians have 
  willingly succumbed to this horrific undead fate. On Eox, 
  naturally occurring marrowblights created during the 
  planet’s cataclysm still exist. These are typically among 
  the universe’s most vicious and hateful undead, eschewing 
  society and living creatures in particular. Sometimes, though, 
  such marrowblights ally with forces that seek to assert and 
  spread the superiority of undead creatures throughout the 
  universe and beyond, including the Corpse Fleet and those 
  who sympathize with the exiled navy.
  Marrowblights are typically 8 to 10 feet tall—including the 
  horrific bone spurs that protrude from their backs—and weigh 
  upward of 300 pounds.
  MARROWBLIGHT 
  TEMPLATE GRAFT (CR 5+)
  Use the following template graft to create a unique 
  marrowblight of any CR. 
  Required Creature Type: Undead.
  Suggested Array: Combatant.
  Traits: Spur attack that causes disease (Fortitude save 
  should be appropriate for CR); pounce.
  Suggested Ability Modifiers: Strength, Constitution.
  XP 
  3,200
  CR 
  7
  MARROWBLIGHT
  
  56
  XP 
  800
  CR 
  3
  SKREELING
  Brutal and shrewd, skreelings are the immature offspring of 
  skreesires (see page 57), but they have not yet developed the 
  full mental abilities of their progenitors. Skreeling siblings 
  hunt in packs, pooling their nascent fighting abilities, and 
  they are much stronger when they work together. Skreeling 
  hosts, as xenobiologists call these packs, often live in rocky 
  crannies or caves where they can better protect themselves 
  from threats until they reach adulthood. Although they lack 
  telepathy and the physical characteristics that would allow 
  them to speak, skreelings can emit shrill, distinctive battle 
  cries, often to distract prey or frighten predators away from 
  their lairs. 
  Skreelings are typically found on rocky planetoids with 
  thin atmospheres, and they almost always lair within 100 
  yards or so of a parent skreesire’s territory. Skreelings hatch 
  from eggs their parent has laid in corpses, gathered brush, 
  or nests of sand; they then work together to survive 
  until they reach adulthood. Skreelings are omnivorous 
  and even ingest ash, metal shavings, or wood when 
  regular food is scarce. Once the vicious creatures reach 
  adulthood, their expanded intellects combined with their 
  burgeoning appetites for territory often see siblings turn 
  on each other until the host eventually disperses and the 
  individual skreelings search for new lairs.
  Skreelings typically stand about 3 feet tall, weigh about 
  30 pounds, and have a wingspan of about 3-1/2 feet—
  although, as the creatures grow larger, their wings lose 
  their functionality, their lower legs atrophy and drop off, 
  and their tails develop into multiple ambulatory tentacles. 
  This is a very gradual process that begins the moment they 
  are born.
  Occasionally, a skreeling becomes stunted in its 
  development, growing too large to fly but not yet having 
  a skreesire’s psychic faculties. These mutants—known as 
  “skreemules”—are often killed by their siblings, but they 
  sometimes escape to live miserable solitary lives, crawling 
  through the hills on their malformed tentacles and snapping 
  at any potential prey.
  Though uncommon, skreeling infestations near civilized 
  settlements are treated more like natural hazards to 
  be avoided than pests to be eliminated. Some residents 
  even derive a kind of pride from these annoyances, going 
  so far as to name geological features of the area or local 
  businesses after the creatures. These citizens make sure to 
  warn travelers and newcomers about the skreeling lairs, as 
  much to keep the flying aberrations safe as the people they 
  caution. However, they are quick to turn on the skreelings if 
  they get too aggressive and hold no such love for their far 
  more dangerous adult forms.
  NE Small aberration
  Init +4; Senses darkvision 
  60 ft.; Perception +8
  DEFENSE 
  HP 35
  EAC 14; KAC 15
  Fort +2; Ref +2; Will +8
  DR 5/cold iron
  OFFENSE
  Speed 20 ft., fly 40 ft. (Ex, average)
  Melee bite +9 (1d4+4 P) or
  claw +9 (1d4+4 S)
  Offensive Abilities cluster
  STATISTICS
  Str +1; Dex +4; Con +2; Int +1; Wis –1; Cha –1
  Skills Acrobatics +8, Athletics +13, Intimidate +8, 
  Stealth +13 (+18 in rocky terrain), Survival +13
  Languages Aklo, Common (can’t speak any language)
  ECOLOGY
  Environment any hills or mountains
  Organization pair, trio, or host (4–8)
  SPECIAL ABILITIES
  Cluster (Ex) Skreelings are born and grow to adulthood 
  in small packs, and they are more comfortable fighting 
  alongside other skreelings, including their siblings. 
  When two or more skreelings flank a single creature, 
  each skreeling attacking that creature receives an 
  additional +1 circumstance bonus to attack rolls. When 
  two or more skreelings flank a single creature, each 
  skreeling deals 1 point of bleed damage in addition to its 
  normal damage on a successful hit. This bleed damage 
  stacks with bleed damage from other skreelings, but 
  not with itself. (For instance, two skreelings that flank a 
  single creature each deal 1 point of bleed damage every 
  round that they successfully attack, but each individual 
  skreeling can never deal more than 1 bleed damage 
  per round.)
  
  57
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE 
  FLEET
  ALIEN 
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  NE Large aberration
  Init +4; Senses darkvision 60 ft.; Perception +14
  DEFENSE 
  HP 100
  EAC 19; KAC 20
  Fort +6; Ref +6; Will +12
  DR 5/cold iron; Immunities acid
  OFFENSE
  Speed 30 ft., swim 20 ft.
  Melee bite +15 (1d8+9 P) or
  tentacle +15 (1d8+9 B plus grab)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities enthrall
  STATISTICS
  Str +2; Dex +4; Con +1; Int +5; Wis +1; Cha –2
  Skills Acrobatics +14, Athletics +19, Intimidate +14, Stealth 
  +19 (+24 in rocky terrain), Survival +19
  Languages Aklo, Common (can’t speak any language); 
  telepathy 100 ft.
  Other Abilities camouflage
  ECOLOGY
  Environment any hills or mountains
  Organization solitary
  SPECIAL ABILITIES
  Camouflage (Ex) Skreesires have a mottled exterior that 
  blends in well with their preferred surroundings in rocky 
  hill and mountain terrains. In addition to a skreesire’s 
  normal racial bonus to Stealth, when a skreesire remains 
  stationary for 1 round in rocky terrain, it gains a +10 
  circumstance bonus to Stealth checks (this bonus 
  doesn’t stack with the invisibility spell or similar 
  effects). If the skreesire takes any action, it 
  loses this bonus until it once again spends 1 
  round remaining stationary. 
  Enthrall (Su) Skreesires have powerful wills 
  and can use them to change the course of 
  an intelligent creature’s thoughts. Three 
  times per day as a standard action, a 
  skreesire can project its will into the mind 
  of an intelligent creature with 40 feet. The 
  target hears a mighty telepathic screech, 
  and if it fails a DC 17 Will saving throw, 
  it is affected as per suggestion. 
  Whether or not it succeeds at its 
  save, a creature can’t be affected 
  by the same skreesire’s enthrall 
  ability for 24 hours. This is a 
  mind-affecting effect.
  Skreesires are insidious horrors that 
  lurk in the rocky reaches of the 
  universe. They are omnivorous and 
  consume all manner of matter, but they prefer the same 
  diet of plants that sustains and empowers their progeny—
  nasty winged creatures known as skreelings (see page 56). 
  Skreesires round bodies are bulky and intimidating. Their 
  wings are nonfunctional, and they use their tentacles for 
  grabbing prey. They stand up to 10 feet tall and weigh up to 
  500 pounds. 
  Unlike their young, skreesires live solitary lives and 
  are fiercely protective of their territories, even from other 
  skreesires. They view any intrusion from a sentient creature 
  as a threat, and thus they often use their infamous mental 
  abilities to twist intruders’ minds and cause those creatures 
  to flee. If that fails, they descend on the trespasser with teeth 
  and tentacles.
  Skreesires are hermaphroditic and can self-fertilize, 
  though they usually do so only after particularly large 
  feasts, as extra genetic material they harvest from their 
  food helps to mitigate the effects of inbreeding. They tend 
  to lay their clutches of eggs in the corpses of the creatures 
  they have just fed upon, but they use soft sand or tangles 
  of vines if needed.
  XP 
  3,200
  CR 
  7
  SKREESIRE
  
  58
  Elebrian jiang-shi operative
  LE Medium undead
  Init +6; Senses blindsight (breath) 60 ft., darkvision 60 ft.; 
  Perception +19
  DEFENSE 
  HP 80
  EAC 18; KAC 20
  Fort +5, Ref +8, Will +9
  Defensive Abilities evasion, fast healing 5, prayer scroll; 
  DR 10/magic; Immunities effects from spell gems, 
  undead immunities; Resistances cold 10
  XP 
  2,400
  CR 
  6
  VAMPIRE, JIANG-SHI
  Weaknesses jiang-shi weaknesses
  OFFENSE
  Speed 30 ft.
  Melee bite +12 (1d6+8 P) or
  claw +14 (1d6+8 S plus grab)
  Ranged advanced shirren-eye rifle +14 (2d10+6 P) or
  corona laser pistol +14 (2d4+6 F; critical burn 1d4)
  Offensive Abilities debilitating trick, deft claws, drain chi, 
  trick attack +3d8
  STATISTICS
  Str +2, Dex +5, Con —, Int +3, Wis +3, Cha +2
  Skills Acrobatics +19, Bluff +19, Disguise +19, 
  Engineering +14, Stealth +14
  Languages Common, Eoxian
  Other Abilities hopping gait, operative exploits 
  (debilitating sniper, master of disguise 
  [2/day, 60 minutes or 6 minutes, DC 16]), 
  specialization (spy), unliving
  Gear freebooter armor II, advanced shirren-
  eye rifle with 25 sniper rounds, corona laser pistol 
  with 2 batteries (20 charges each)
  ECOLOGY
  Environment any
  Organization solitary or cabal (2–8)
  SPECIAL ABILITIES
  Blindsight (Ex) A jiang-shi can sense the breathing of living 
  creatures. A creature that holds its breath or doesn’t need 
  to breathe cannot be perceived by a jiang-shi’s blindsight.
  Deft Claws (Ex) A jiang-shi’s claw attack has the 
  grab ability (Starfinder Alien Archive 155) and the 
  operative weapon special property.
  Drain Chi (Su) When a jiang-shi succeeds at a grapple 
  combat maneuver, it can drain “chi,” or life energy, by 
  drinking its victim’s breath. A victim must succeed at 
  DC 16 Fortitude save or gain 1 negative level and 
  be staggered for 1d4 rounds.
  Hopping Gait (Ex) A jiang-shi moves by hopping, 
  and its land speed is reduced by 10 feet from its 
  base creature’s speed (this adjustment is already 
  included in the statistics above). A jiang-shi 
  ignores difficult terrain and can’t be tripped. 
  Other speeds (such as fly and swim speeds) are 
  unaffected by this ability.
  Jiang-Shi Weaknesses (Ex) A jiang-shi is held at 
  bay by cooked rice, mirrors, or ringing a handbell. It 
  must stay at least 5 feet away from the object of its 
  revulsion and cannot touch or make melee attacks 
  against a creature brandishing such an object. Holding 
  a jiang-shi at bay is a standard action. After being held 
  at bay for 1 round, a jiang-shi can attempt a DC 20 
  Will save at the beginning of its turn to act normally.
  
  59
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE 
  FLEET
  ALIEN 
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  Prayer Scroll (Su) The holographic prayer scroll at a jiang-
  shi’s brow grants immunity to any effects from spell 
  gems or other items that store spells, as if the jiang-shi 
  had unbeatable spell resistance. It also grants the jiang-
  shi fast healing 5 and prevents the jiang-shi from being 
  destroyed. When reduced to 0 Hit Points, a jiang-shi 
  crumbles to dust, but it re-forms in 1 minute with 1 Hit 
  Point in the nearest unoccupied space. Scattering the 
  dust or mixing rice into the dust with a dose of vinegar 
  before the jiang-shi re-forms destroys it permanently.
  Jiang-shis (often called “hopping vampires”) are grotesque 
  undead creatures that drink the breath of the living to feed 
  on their life energy, or “chi.” A creature can become a jiang-shi 
  when its spirit does not depart when the creature dies, 
  instead remaining within the rotting corpse. Eventually, the 
  decomposing body reanimates and the newly risen jiang-shi 
  goes in search of living creatures to feed upon.
  A 
  jiang-shi’s 
  appearance 
  depends 
  on 
  both 
  the 
  circumstances of the creature’s death and the state of its 
  corpse at the time of its reanimation. A jiang-shi that fell to 
  its death on a warm, wet world would likely have twisted 
  or broken limbs and be in a state of advanced putrefaction, 
  while one who was killed by laser fire on an airless asteroid 
  in the void of space might exhibit laser burns but manifest 
  no signs of decomposition at all. Regardless of the state of 
  decay, most jiang-shis wear clothing or gear that is out of 
  style, if not completely outdated, due to the fact that it can 
  take decades—or even centuries—before a jiang-shi rises 
  from the dead.
  All jiang-shis display a prayer scroll in front of their 
  faces. In ancient, pre-Gap days, these prayer scrolls were 
  handwritten on parchment and affixed to the corpse’s brow 
  with stitches or staples in order to protect the deceased from 
  the ravages of restless spirits. In modern times, holographic 
  prayer scrolls projected in front of a jiang-shi’s forehead 
  have typically replaced the parchment scrolls and protect 
  the jiang-shi’s body from both physical and magical harm. If 
  a jiang-shi’s prayer scroll is ever stolen or destroyed, it loses 
  the defensive benefits granted by the scroll (see above), but 
  the jiang-shi may replace it with a handwritten scroll. This 
  requires a strip of paper or cloth, a writing implement, and 
  10 minutes of uninterrupted work. Alternatively, a jiang-shi 
  can recreate a holographic prayer scroll by crafting a hybrid 
  holoskin (Starfinder Core Rulebook 220) to project the scroll. 
  This requires at least 2 ranks in both the Engineering and 
  Mysticism skills and UPBs worth 500 credits.
  Because most jiang-shis become undead only after their 
  corpses have undergone some measure of decomposition, 
  their bodies often display signs of rigor mortis. The rigid 
  inflexibility of a jiang-shi’s muscle tissue makes the creature’s 
  movements especially stiff, and causes the distinctive 
  bouncing gait which gives jiang-shis their colloquial name of 
  hopping vampires. Nevertheless, jiang-shis can be surprisingly 
  nimble in rough terrain, and the stiffness of their joints has 
  little adverse effect in zero gravity.
  Jiang-shis are horrified by their own reflections, and the 
  sound of a handbell or the call of a rooster fills them with 
  terror. Cooked rice, which reminds jiang-shis that they 
  are dead and can no longer eat normal food, shames them. 
  Curiously, uncooked rice and other types of grain (cooked 
  or not) don’t affect jiang-shis at all, though rice mixed with 
  vinegar and the dust of a destroyed jiang-shi prevents that 
  vampire from returning to unlife.
  Although they normally try to avoid daylight, jiang-shis 
  suffer no detrimental effects from sunlight and can move 
  around during the day unharmed. Nevertheless, most 
  jiang-shis prefer to operate at night or in darkness, when 
  their more obvious physical traits are not as noticeable to 
  the living among whom they mingle. On the other hand, a 
  glowing holographic prayer scroll can be difficult to conceal 
  in the darkness.
  Jiang-shis tend to lead solitary existences, but they 
  are not averse to working with other undead creatures, 
  especially if those undead feed on the flesh of the living, 
  leaving the victim’s chi for the jiang-shi to drain. However, 
  jiang-shis are known to be jealous of blood-sucking vampires 
  because of their ability to create their own undead spawn. 
  As a result, most hopping vampires refuse to cooperate with 
  their bloodsucking rivals, even if they might profit from such 
  an arrangement.
  In the Pact Worlds, jiang-shis are most associated with 
  the dead world of Eox, though the hopping vampires can 
  be found anywhere there are living, breathing creatures to 
  feed upon. Some jiang-shis serve as officers in the exiled 
  Corpse Fleet as well, working just as tirelessly as their 
  other undead comrades-in-arms for Eoxian supremacy and 
  independence. At least one of the Golden League’s powerful 
  families is said to be led by an ancient jiang-shi matriarch who 
  was alive on pre-Gap Golarion, and inhabitants of Absalom 
  Station’s “Downside” swear that a cabal of seven jiang-shis 
  has inhabited an abandoned level of the Spike since at least 
  the end of the Gap. Each member of the cabal supposedly 
  “specializes” in drinking the breath of just one species, and 
  refuses to feed on the chi of a different race.
  JIANG-SHI VAMPIRE 
  TEMPLATE GRAFT (CR 5+)
  When a restless spirit does not leave its corpse at the 
  time of death and instead festers and putrefies within its 
  decomposing mortal shell, it can eventually rise as an undead 
  jiang-shi vampire.
  Required Creature Type: Undead.
  Suggested Array: Any.
  Traits: Blindsight (breath) 60 ft.; DR 10/magic; cold 
  resistance 10; jiang-shi weaknesses.
  Abilities: Deft claws, drain chi, hopping gait, prayer scroll.
  Suggested Ability Score Modifiers: Dexterity, Wisdom.
  
  60
  CE Medium magical beast
  Init +6; Senses darkvision 60 ft., low-light vision; 
  Perception +13
  DEFENSE
  HP 90
  EAC 18; KAC 20
  Fort +10; Ref +10; Will +5
  OFFENSE
  Speed 20 ft.
  Melee bite +17 (1d8+11 P)
  Offensive Abilities void gaze (30 ft., DC 16)
  STATISTICS
  Str +5; Dex +2; Con +3; Int –4; Wis +0; Cha +2
  Skills Acrobatics +13, Intimidate +13, Stealth +18
  ECOLOGY
  Environment any
  Organization solitary or pair
  SPECIAL ABILITIES
  Void Gaze (Ex) A veolisk embodies the claustrophobic, dark, 
  and often maddening aspects of deep space, and it can 
  project a sliver of the void into its enemies with its mere 
  gaze. A creature that fails a DC 16 Will saving throw 
  against this gaze ability is confused until the beginning 
  of its next turn. This is a mind-affecting effect.
  Veolisks are lumbering, reptilelike quadrupeds with bony 
  exoskeletons. They are often compared to many planets’ 
  prehistoric megafauna, despite being much smaller. Veolisks 
  are typically found only on remote planets and planetoids 
  in the Vast, as most xenobiologists believe their maddening 
  gazes tend to drive off other species and make settling near 
  veolisk territory very difficult. If veolisks are discovered near 
  established communities, the creatures are usually hunted 
  ruthlessly until there are none left.
  The veolisk’s signature void gaze ability has led to speculation 
  that the creatures are descended from ancestors with similar 
  gaze attacks that had far more severe 
  effects, and they have earned the 
  nickname “void basilisks” from those 
  versed in the ancient folklore 
  of Golarion. Some sages 
  believe destruction-loving 
  cultists of the Devourer 
  bred the first veolisks 
  millennia 
  ago, 
  well 
  before 
  the 
  Gap. 
  Whether or not this 
  is true, the beasts 
  have become popular 
  as guardians of remote 
  Devourer cult bases and as 
  pets to those who believe 
  themselves to be at one with the universe’s entropy. 
  Curiously, though most cultures would never think to try 
  domesticating veolisks, the beasts become quite docile and 
  mostly harmless when wearing blinders, veils, or other 
  methods of negating their gaze ability.
  These hulking beasts can survive on very little food, 
  usually eating only one small meal—flesh, fruits, fungus, plant 
  life, or anything it can find—a day. Scientists don’t agree on 
  exactly what maintains a veolisk’s physiology; some believe 
  the creatures simply have a hyperefficient metabolism, while 
  others suggest that they feed on cosmic radiation like trees 
  gathering sustenance through photosynthesis. A few experts 
  theorize that veolisks don’t need to eat at all to survive and 
  subsist solely on the background arcane energies that are 
  present everywhere in the galaxy. Reputable xenobiologists 
  tend to scoff at this hypothesis, but their opponents are quick 
  to point out that universe is full of strange and unknowable 
  wonders that defy scientific explanation. 
  Veolisks lay fist-sized leathery eggs, usually six to eight at 
  a time. These eggs are recognizable as belonging to a veolisk 
  due to their ebony coloring and their tendency to give off 
  faint wisps of odorless smoke. Once laid, the eggs don’t 
  require any kind of incubation and usually hatch on their 
  own after a few weeks. In most broods, the first veolisks 
  to hatch tend to devour the unhatched eggs as their first 
  meals. Veolisk young begin to hunt for themselves after this 
  initial meal and are fully mature in less than a year. Adult 
  veolisks usually mate whenever the opportunity presents 
  itself, though neither parent takes any interest in their eggs 
  or offspring.
  A typical veolisk is about 7 feet long from the tip of its 
  snout to the end of its tail and weighs approximately 
  200 pounds.
  XP 
  2,400
  CR 
  6
  VEOLISK
  
  61
  PART 1: 
   FIELD OF  
  THE LOST
  PART 2:  
  THE  
  VANISHED  
  CULT
  PART 3:  
  PLANET OF  
  THE DEAD
  EOX
  THE  
  CORPSE 
  FLEET
  ALIEN 
  ARCHIVES
  CODEX OF  
  WORLDS
  SPLINTERED 
  WORLDS
  CODEX OF WORLDS
  BARROW
  Corpse Fleet spacedock
  Diameter: ×1; Mass: ×1
  Gravity: ×1
  Location: The Vast
  Atmosphere: None
  Day: —; Year: —
  Untold 
  millennia 
  ago, 
  an unnamed planet was 
  pulled from its regular 
  orbit and launched into 
  the greater galaxy. If any life 
  existed on this world, it died long 
  ago, leaving the planet a barren, 
  airless rock hurtling aimlessly 
  through the void. Shortly after the 
  advent of Drift travel, scouts of 
  the Eoxian Navy discovered the 
  rogue planet during a routine 
  reconnaissance mission. The 
  bone sages marked the dark 
  world as a possible site for a 
  future colony, but these plans 
  were forgotten only a few years later 
  when Eox signed the Absalom Pact and the Corpse Fleet 
  abandoned its home world.
  A few decades ago, however, an enterprising Corpse Fleet 
  navigator stumbled across records of the rogue planet’s 
  existence. In need of a place to repair its vessels and build new 
  ones, the Corpse Fleet established a base on the forgotten 
  world, which its new occupiers named Barrow. With no 
  rotation and no sun to orbit, Barrow has no days or years, and 
  as the planet is constantly on the move, Corpse Fleet command 
  doesn’t see the need to dismantle it like it has for many other 
  production facilities. Barrow hosts a massive shipbuilding 
  facility that is perhaps the largest producer of Corpse Fleet 
  vessels. On the rare occasions when Barrow passes close to a 
  viable target, the Corpse Fleet uses the planet to devastating 
  effect, launching dozens of fighters directly from the base 
  without the need of carriers or transports.
  Recently, top Corpse Fleet scientists completed an 
  audacious plan: by attaching massive thrusters and Drift 
  engines to certain parts of Barrow, they hoped to direct the 
  rogue planet’s flight, possibly even engaging in interstellar 
  travel. The resulting explosive catastrophe destroyed most 
  of the personnel involved and shattered part of the planet. 
  A continent-sized chunk of Barrow now floats a few hundred 
  meters from its previous location, though it is held in place—
  for now—by the remaining planet’s gravitational pull. This 
  region, dubbed “the Fracture” by Corpse Fleet grunts, still 
  contains remnants of the failed experiment, as well as several 
  strange entities that seem to phase in and out of reality. These 
  creatures seem mostly harmless, despite their grotesque 
  appearances, but when several of them manifest at once, 
  they begin to drain the necromantic energy that animates the 
  Corpse Fleet’s undead soldiers. As a result, the Fracture has 
  been marked as off-limits.
  Since the disaster, a seasoned necrovite Corpse Fleet 
  officer named Commodore Knarstov has taken command of 
  the base. She has enacted strict guidelines curtailing the work 
  of the resident scientists and technicians in order to avoid 
  a mistake similar to that which resulted in the downfall of 
  her predecessor, and she is determined to exceed the yearly 
  quota for building new vessels imposed by Corpse Fleet high 
  command. Luckily, Knarstov doesn’t have to worry about the 
  comfort or morale of her troops and appears to be well on her 
  way to achieving her goals. Commodore Knarstov knows her 
  job isn’t a glamorous one, but she doesn’t care much about 
  personal glory, focusing only on keeping the Corpse Fleet 
  strong and ready to face any enemy.
  
  THE RUINED CLOUDS
  By Jason Keeley
  Still on the heels of the Devourer cult, the heroes head 
  to a distant, uncharted star system, where they find the 
  ruins of an ancient alien city floating in the atmosphere 
  of a gas giant. Exploring the ruins, they encounter the 
  degenerate descendants of a highly advanced species that 
  once controlled the alien superweapon the heroes are 
  searching for. Through the legends and superstitions of 
  these savage aliens, the heroes can piece together clues to 
  the superweapon’s hidden location and the key to unlocking 
  its power—an impossibly huge megastructure that the Cult 
  of the Devourer is intent on seizing!
  ISTAMAK
  By Jason Keeley
  Once a vibrant metropolis and important colony of an 
  ancient alien civilization, Istamak is now home to a tribe 
  of technologically backward descendants of the city’s 
  original citizens. With flora and fauna now running wild 
  amid skyscrapers and factories, the inhabitants must fight 
  for survival as they worship the accomplishments of their 
  ancestors. Explore Istamak’s many notable locations, from 
  overgrown parks to dilapidated theaters, and discover the 
  equipment the current dwellers forged from the ruins of 
  their forebears’ society.
  ALLUVION AND THE DRIFT
  By Joe Pasini
  The Drift was a gift from Triune, the god of artificial 
  intelligence and computers, which acts as a transitory 
  dimension making interstellar travel possible. Learn about 
  this mysterious plane and visit Alluvion, the strange city 
  that is Triune’s home within the Drift! 
  SUBSCRIBE TO STARFINDER 
  ADVENTURE PATH
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  a single exciting volume—head over to paizo.com/starfinder 
  and subscribe today to have Starfinder Roleplaying Game, 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Starfinder Adventure Path #3: Splintered Worlds © 2017, Paizo Inc.; 
  Authors: Amanda Hamon Kunz, with Thurston Hillman, Jason Keeley, and 
  Owen K.C. Stephens.
  NEXT MONTH
  62
  
  TEMPLE  
  OF THE 
  TWELVE
  PART 1: 
  QUESTIONS  
  IN QABARAT
  PART 2: 
  THE UKULAM 
  EXPEDITION
  PART 3: 
  THE LOST 
  TEMPLE
  CASTROVEL
  THE CULT OF  
  THE DEVOURER
  ALIEN 
  ARCHIVES
  CODEX OF
  WORLDS
  MAKE YOUR GAME 
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  AVAILABLE NOW!
  THE 
  INVASION 
  BEGINS!
  ALIEN ARCHIVE
  paizo.com
  
  1 square = 5 feet
  FORWARD
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  NEBULOR OUTFITTERS STARHOPPER
  9. Lavatories
  10. Captain’s quarters
  11. Crew quarters
  12. Main airlock
  13. Engineering
  14. Drift engine
  15. Power core
  16. Smuggler compartment
  MAP KEY
  1. Bridge
  a. Captain’s chair
  b. Pilot’s station
  c. Engineering station/auxiliary gunner station
  d. Science station/auxiliary gunner station
  2. Gunner stations
  3. Armory
  4. Cargo hold
  5. Synthesis bay
  6. Crew lounge/dining area
  7. Galley
  8. Medical bay
  
  TO LIVE AND DIE ON EOX
  Tracking the Cult of the Devourer, the heroes travel to 
  the asteroid belt called the Diaspora, but they must 
  face space pirates and other treacherous dangers 
  of the asteroid field to find the cult’s hidden 
  command post. What the heroes learn in the 
  Field of the Lost takes them to the dead world 
  of Eox, where they must survive both the undead 
  inhabitants of the planet and clandestine agents of the 
  officially disavowed Corpse Fleet. Only then do the heroes 
  learn that the Devourer cult is headed for a distant star system 
  in search of clues to the location of an alien superweapon!
  This volume of Starfinder Adventure Path continues the Dead Suns 
  Adventure Path and includes:
  • “Splintered Worlds,” a Starfinder adventure for 5th-level
  characters, by Amanda Hamon Kunz.
  • A gazetteer of Eox, the planet of the dead, including rules for
  disturbing necromantic augmentations called necrografts,
  by Owen K.C. Stephens.
  • Details on the exiled Corpse Fleet, the rogue undead navy of
  Eox, including new necrotech armor and weapons and additional
  Corpse Fleet starships, by Thurston Hillman.
  • An archive of strange new alien creatures, both living and undead, 
  by Amanda Hamon Kunz and Owen K.C. Stephens.
  • Statistics and deck plans for a new starship, by Amanda Hamon Kunz,
  plus a rogue planet that hosts a secret Corpse Fleet base in the
  Codex of Worlds, by Jason Keeley.
  paizo.com/starfinder
  Printed in China. PZO7203
  
SOURCE: textdata/thevault/Starfinder [multi]/Adventure Paths/SF 1-06 Dead Suns/Dead Suns - 3 - Splintered Worlds.pdf