TEXT: BY JAMES L. SUTTER
  FIRE 
  STARTERS
  
  AURORA YELLOW DWARF   
  TIER 3
  Medium explorer
  Speed 8; Maneuverability good (turn 1)
  AC 17; TL 17
  HP 55; DT —; CT 11
  Shields basic 40 (forward 10, port 10, starboard 10, aft 10)
  Attack (Forward) high explosive missile launcher (4d8)
  Attack (Port) coilgun (4d4)
  Attack (Starboard) coilgun (4d4)
  Attack (Turret) light particle beam (3d6)
  Power Core Pulse Green (150 PCU); Drift Engine none; Systems advanced mid-range sensors, crew quarters (good), mk 1 mononode computer, 
  mk 4 armor, mk 4 defenses; Expansion Bays brig, cargo holds (2), passenger seating
  Modifiers +1 on any one check per round, +4 Computers (sensors only), +1 Piloting; Complement 5 (minimum 1, maximum 6)
  CREW
  Captain Diplomacy +13 (3 ranks), gunnery +6, Piloting +8 (3 ranks)
  Engineer Engineering +13 (3 ranks), gunnery +6
  Gunner gunnery +7
  Pilot gunnery +7, Piloting +14 (3 ranks)
  Science Officer Computers +12 (3 ranks), Engineering +8 (3 ranks)
  The Sarenite peacekeeping force known as the Dawn Patrol keeps a close eye on the only tunnel that leads to the Burning Archipelago from its 
  spaceborne headquarters of Sunrise Station. The majority of the Dawn Patrol consists of armed troopers based in the Archipelago itself, but the 
  church of Sarenrae also provides starships to patrol space in the immediate vicinity of the tunnel. Manufactured by Aurora Projects, one of the church’s 
  technological concerns operating out of Lucent Shipyards, Yellow Dwarf vessels are the most common ships in the Dawn Patrol’s navy. A Yellow Dwarf 
  boasts decent weaponry to deter any ne’er-do-wells who might try to illegally breach the tunnel, as well as a brig to hold captured miscreants. A Yellow 
  Dwarf can also ferry cargo and passengers, such as church dignitaries, to and from the Archipelago when necessary. Most Yellow Dwarfs lack a Drift 
  engine, but each crew’s tour of duty can last for several months, and so the ship has comfortable crew quarters and a galley. Some captains convert 
  their Yellow Dwarf’s passenger seating into a recreation area to help keep the crew entertained and fit during long assignments.
  
  ON THE COVER
  BY JAMES L. SUTTER
  FIRE 
  STARTERS
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  CAMPAIGN OUTLINE 
  2
  FIRE STARTERS 
  4
  by James L. Sutter
  ASANATOWN 
  38
  by Jason Tondro
  THE CHURCH OF SARENRAE 
  46
  by Patrick Brennan
  ALIEN ARCHIVES 
  54
  by Leo Glass, Owen K.C. Stephens, and James L. Sutter
  CODEX OF WORLDS: ZERES 
  62 
  by Lacy Pellazar
  STARSHIP: AURORA YELLOW DWARF 
  INSIDE COVERS 
  by Jason Keeley
  This book refers to several other Starfinder products using the following abbreviations, yet these 
  additional supplements are not required to make use of this book. Readers interested in references to 
  Starfinder hardcovers can find the complete rules of these books available online for free at sfrd.info.
  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, skyfire, Dreamer (the official Open Game 
  Content term for which is “dreaming barathu”), and the Drift (the official Open Game Content term for which is “hyperspace”). 
  (Elements that have previously been designated as Open Game Content, or are exclusively derived from previous Open Game 
  Content, or that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game 
  product are Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of this work other 
  than the material designated as Open Game Content may be reproduced in any form without written permission.
  Starfinder Adventure Path #13: Fire Starters © 2019, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, 
  Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; 
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  Printed in China.
  Zeylan Trinipol, leader of the paramilitary Sunrise Collective, 
  projects cool arrogance in this cover by Matias Tapia.
  Development Leads • Jason Keeley and Chris S. Sims
  Authors • James L. Sutter, with Patrick Brennan, Leo Glass, 
  Jason Keeley, Lacy Pellazar, Owen K.C. Stephens, and 
  Jason Tondro
  Cover Artist • Matias Tapia
  Interior Artists • Alexandur Alexandrov, Sergio Cosmai, Víctor 
  Manuel Leza Moreno, Mark Molnar, Alexander Nanitchkov, 
  Mirco Paganessi, Lapo Roccella, Ainur Salimova, and 
  Rodrigo Gonzalez Toledo
  Page Border Design • Firat Solhan
  Cartographer • Damien Mammoliti
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and 
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Michael Sayre, Chris S. Sims, and 
  Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
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  Designers • Logan Bonner and Mark Seifter
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  Armory
  Pact Worlds 
   
  AR
  PW 
  PART 1 0F 6
      FIRE STARTERS 
  
  A
  n ambitious efreeti noble, calling herself the 
  Malikah, has set her eyes on conquering the 
  Pact Worlds’ sun as a prelude to her ascension 
  to godhood. Her servants, able to survive within the sun, 
  have spent years setting up the preliminaries of this plan. 
  Chief among them is the Malikah’s most loyal subject, 
  General Khaim, who has scouted the depths of the sun, 
  built a fortress to serve as a foothold, paid his peers to keep 
  secret what they know, and set about making his lady’s 
  plans a reality. In the Dawn of Flame Adventure Path, the 
  PCs start out with no understanding of the forces arrayed 
  against them. Instead, a rebellious member of Khaim’s 
  forces reveals a mystery worth pursuing and conflicts in 
  need of quelling.
  In the first half of the Adventure Path, the PCs pursue 
  clues and explore threats created by General Khaim’s 
  actions deeper in the sun and by people on the periphery of 
  his organization. These hooks lead the PCs through various 
  settlements and enclaves within the Burning Archipelago, 
  from Asanatown, home of the Archipelago’s paranoid 
  and paramilitary lashuntas, to the treacherous streets of 
  Corona and the refined Pleasure Domes of Verdeon, where 
  organized crime hides behind a facade of legitimacy. Only 
  as the group chases these threads does the larger picture 
  start to unfold, just as the PCs gain the capability to explore 
  those regions where the true threat lies.
  During the second half of the Adventure Path, just after 
  a run-in with forces from the Plane of Fire in a mysterious 
  sun bubble, the PCs dive deeper into the Pact Worlds sun 
  to investigate a bizarre relic they have recovered. Once the 
  PCs reach sufficient depths, they hear the psychic cries of 
  the general’s first conquests. Following this telepathic call 
  for aid, the PCs finally discover the actual nature of the 
  threat. First contact with a true deep culture within the sun 
  becomes first contact with the general’s military plans and 
  a fight to free those the Malikah’s servants have already 
  conquered. Having become famous solar explorers by this 
  point, the PCs have a chance to integrate a new species 
  into the Pact Worlds system and become war heroes at the 
  same time. Then, it’s time to take the fight to General Khaim.
  For more details on the events precipitating the Dawn 
  of Flame Adventure Path, see the Adventure Background 
  on page 5.
  FIRE STARTERS
  By James L. Sutter
  Starfinder Adventure Path #13, Levels 1–2
  An alien starship exits the sun’s Far Portal for the first time 
  in recorded history, and a monstrous fire whale from the 
  Plane of Fire chases it. The PCs save the vessel, but just 
  after they finish exploring the craft, the Far Portal sinks into 
  the sun, punctuated by an overwhelming telepathic burst 
  from deep inside the star. Taeress, a lashunta scientist on 
  Far Station, recruits the PCs to help her find out what’s 
  going on. This mission takes the party to the Burning 
  Archipelago, a bubble-city in the sun’s atmosphere, and the 
  lashunta enclave Asanatown to meet with a representative 
  of the Deep Cultures Institute. Before the meeting can 
  happen, however, the recent psychic disturbance leads 
  radical lashuntas in Asanatown to take matters into their 
  own hands, establishing martial law and closing their 
  bubble off from the rest of the sun city. Trapped, the heroes 
  must rescue their DCI contact and the rightful leaders of 
  Asanatown, thwarting a military coup in the process!
  SOLDIERS OF BRASS
  By Crystal Frasier
  Starfinder Adventure Path #14, Levels 3–4
  Now employees of the Deep Cultures Institute, the PCs are 
  sent to investigate what’s happening in the sun. Burglars in 
  the DCI museum throw that plan askew by facilitating the 
  theft of some unusual data. The missing files are compiled 
  and cross-referenced rumors on deep cultures, none of 
  them substantiated. Who might want such speculation, 
  and why? Following the robbers’ path takes the characters 
  to Corona and the infamous and unstable Brass Bazaar. It 
  turns out the burglars, a notorious gang of ikeshti thieves 
  called the Bloodshots, weren’t the ones truly interested in 
  the DCI’s guesswork. While taking on the ikeshtis and their 
  allies, the PCs must uncover who really has the stolen data, 
  AMBITION FLARES
  SPOILER ALERT!
  On these pages, you’ll find the background and outline for the Dawn of Flame Adventure 
  Path. If you intend to play in this campaign, be warned! These pages spoil the plot for the 
  upcoming adventures as thoroughly as possible.
  2
  
  find out where it’s stored, and extract it. In the process, 
  they discover that the Brass Dragons, a mercenary group 
  involved in the first volume, are ultimately responsible for 
  the theft. Recovering the data requires facing the mercs on 
  their home turf and recovering the files from their leader. 
  She won’t give it up without a fight!
  SUN DIVERS
  By Joe Pasini
  Starfinder Adventure Path #15, Levels 5–6
  With data recovered from the Brass Dragons, the PCs 
  have proof of an extant deep-culture site called Noma 
  and the coordinates to travel there. What they lack is the 
  technology to dive into the sun to visit this location. A 
  member of the Corona Artifact Divers, daredevils who delve 
  into the sun’s atmosphere for thrills and profit, has just 
  what the heroes need. However, this genius diver is in debt 
  to “businesspeople” in Verdeon who have reclaimed the 
  sun-diving starship to recoup their investments. Through 
  guile or might, the PCs must acquire this Sun Diver and 
  take it into the star. There, the heroes make a discovery 
  their employers have long sought: Noma is an intact bubble 
  settlement inside the sun, but rather than a living city, it’s 
  more akin to a preserve with robotic caretakers strangely 
  similar to the anacites of Aballon. These caretakers aren’t 
  friendly, since other invaders have come to Noma recently. 
  General Khaim’s forces have been scouring the sun to head 
  off future challenges, and they return to recover more from 
  Noma while the PCs are there. After a run-in with these 
  fiery loyalists, the PCs recover an enigmatic tablet that 
  points to yet another deep-sun site.
  THE BLIND CITY
  By Ron Lundeen
  Starfinder Adventure Path #16, Levels 7–8
  The strange tablet discovered on Noma points the characters 
  and the Deep Cultures Institute toward the location of 
  another deep-sun locale and, possibly, an ancient eldritch 
  entity. This tablet serves as both a map and a key to a place 
  called Ezorod, and the information contained within the 
  tablet suggests Ezorod is a prison. However, the bizarre 
  object has attracted unwanted attention from those who 
  serve the Outer Gods and want Ezorod to remain a secret. 
  Before the characters can dive into the sun again, they have 
  to deal with members of a conspiracy who want to destroy 
  the ancient tablet or take it for themselves. Recovering 
  the tablet allows the PCs to make another journey into the 
  sun, where they find a site as peculiar as its map. Within a 
  lightless bubble in the sun’s convection zone, the characters 
  discover a lost expedition of intrepid verthani, ghastly and 
  fiery creatures of ancient origin, and hybrid sun-bubble 
  technology from a forgotten age. With this acquisition 
  comes a telepathic call for help from the anassanois, a 
  secretive culture even deeper in the sun.
  SOLAR STRIKE
  By Mark Moreland
  Starfinder Adventure Path #17, Levels 9–10
  A cry for assistance from the anassanois in the previous 
  adventure prompts the characters to dive into the sun 
  again to aid a deep culture in trouble. The Malikah’s forces 
  have conquered Kahlannal, the anassanois’ only city, and 
  the army of fire now threatens to destroy the anassanoi 
  way of life. As a strike team, the PCs must infiltrate the 
  occupied city, make first contact between the anassanois 
  and the Pact Worlds, organize the resistance among these 
  new allies, and defeat the city’s fiery oppressors. In the end, 
  the PCs have to oust Kahlannal’s new overseer, a mighty 
  solar dragon, and retake control of the telepathy-amplifying 
  device the anassanois had been trying to use to warn other 
  sun-dwelling people. In the process, the PCs solve the 
  longtime mystery of Asanatown’s telepathic malady. With 
  the mission accomplished, the heroes learn that this efreeti 
  attack was merely a beachhead for an invasion that now 
  threatens the Burning Archipelago and the Pact Worlds’ 
  hold on the sun!
  ASSAULT ON THE CRUCIBLE
  By Jason Tondro
  Starfinder Adventure Path #18, Levels 11–12
  While the characters remain in the newly freed anassanoi 
  city of Kahlannal, General Khaim launches an assault on the 
  Burning Archipelago from the Crucible, his fortress inside 
  the sun. Victory in the previous volume grants the PCs 
  knowledge of the Crucible’s location and the advantages 
  of position, knowledge, and surprise—as well as a unique 
  opportunity. With the aid of their new allies, the heroes can 
  take the fight to the enemy base. Thwarting the efreeti plot 
  requires closing portals to the Plane of Fire and returning 
  the Far Portal to the surface of the sun. However, the efreeti 
  forces overseeing the base don’t stand idle.
  Ambition isn’t all that has burned within Khaim. He 
  admires the Malikah and wishes to prove himself worthy of 
  her not only as a servant and a soldier, but also as an equal 
  and a partner. From within the Crucible, General Khaim 
  has prepared everything he needs to accomplish his own 
  goals. With the aid of a coven of void hags and their stellar 
  cauldron, he has begun distilling the wishes he can grant 
  into a means to his own ends. However, the treacherous 
  hags have aims of their own, and with all the reality-altering 
  energy flowing through it, their cauldron has become 
  something more than expected. The PCs might be able to 
  wrest control of these forces or secure the aid of the hags. 
  In the end, no matter the PCs’ actions or the treachery of 
  the hags, the efreeti commander risks everything to see his 
  and the Malikah’s plans come to fruition. Ultimately, only 
  the PCs stand between him and these goals. 
  How timely the PCs’ intervention is will determine the 
  fate of thousands on the Burning Archipelago!
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  3
  
  PART 1: WAKING THE FIRE 
  6
  While visiting Far Portal Station near the sun, the PCs rescue and investigate a mysterious 
  ship from the Plane of Fire.
  PART 2: REBELLION DAWN 
  18
  The PCs arrive in Asanatown to investigate the Far Portal’s disappearance, only to discover that 
  lashunta separatists trying to overthrow the local government have captured their contact.
  PART 3: PRISONERS OF THE SUN 
  28
  Cut off from the rest of the Burning Archipelago and their starship, the PCs must infiltrate 
  Asanatown’s capitol building and oust xenophobic rebels.
  4
  FIRE STARTERS
  ADVANCEMENT 
  TRACK
  “Fire Starters” is designed for 
  four characters.
  1
  The PCs begin this adventure 
  at 1st level.
  2
  The PCs should reach 
  2nd level before entering 
  Checkpoint Laubu.
  3
  The PCs should be 3rd level 
  by the end of the adventure.
  
  Known as Mataras—a Lashunta name meaning Burning Mother—
  the Pact Worlds’ sun is an enigmatic star. Its flaming depths 
  containing portals to the Positive Energy Plane and the Plane of 
  Fire. Whether these doorways were torn open by the incredible 
  energy of stellar fusion or advanced that process might never 
  be known. Within the sun’s plasma seas live outsiders from the 
  Plane of Fire and strange organisms adapted to the incredible 
  heat and pressure. Most Pact Worlds citizens are restricted to the 
  Burning Archipelago, an ancient network of mysterious bubble-
  cities discovered a century ago, crafted by an unknown species 
  and floating in the sun’s atmosphere.
  Rumors persist of civilizations in similar bubble-cities deeper 
  within the sun—stories efreet who have traveled within the star 
  refuse to confirm. So far, no Pact Worlds scholars have been able 
  to either replicate the technology that protects the Archipelago 
  or otherwise descend into the sun to make contact with these 
  so-called deep cultures. Speculation about these societies runs 
  rampant, from anacites who believe the legendary First Ones 
  might dwell in the sun to Sarenites who imagine the Burning 
  Archipelago exists for religious purposes. At the forefront of this 
  research is the Deep Cultures Institute (DCI), a group of scholars 
  some see as romantics or charlatans. Despite shaky claims from 
  the DCI’s members, efforts to prove the existence of these deep 
  cultures have come to nothing.
  These cultures are no mere myth, however. Deep within the sun, 
  other bubble-structures float in isolation, many of them inhabited 
  by people ignorant of or uninterested in the vast civilization just 
  beyond their stellar doorstep. Yet their isolation does not ensure 
  their safety. A mysterious entity from the Plane of Fire has taken 
  an interest in the Pact Worlds’ sun. Known as the Malikah, this 
  being is the half-divine daughter of the demigoddess Feronia 
  and a mighty efreeti noble. Over the centuries, the Malikah has 
  amassed an army and conquered extensive territory on the 
  Plane of Fire, yet her deeds pale in comparison to those of her 
  half-brother, the empyreal lord Ragathiel. Eager to make a name 
  for herself beyond her home plane, the Malikah has turned her 
  attention to Mataras. If she can conquer the sun and establish 
  a permanent empire on the Material Plane, she might be on the 
  path to godhood.
  To that end, the Malikah has sent detachments of her army 
  through portals deep in the sun, under the leadership of an 
  efreeti general named Khaim. Preparations to conquer a star 
  take time, and General Khaim has done his best to keep citizens 
  of the Pact Worlds from learning of the plot until too late. The 
  efreet claimed an abandoned bubble near the heart of the sun 
  as a forward operating base, calling it the Crucible. From there, 
  they’ve made forays to other bubbles in search of resources to 
  use in the conquest to come. At the same time, the efreet have 
  used their regular trade with the Burning Archipelago to quietly 
  gather allies, building a fifth column willing to strike from within 
  when the invasion begins.
  One of the cultures within the sun, a peaceful and advanced 
  species called anassanois, became aware of the efreeti army 
  decades ago, soon after it began scouting for a beachhead. 
  Rightly believing the scouts were a vanguard for a conquering 
  force, anassanoi leaders used a device in their possession to send 
  out telepathic signals, hoping to warn other solar inhabitants. 
  Now the anassanois, who live in a bubble-city called Kahlannal 
  close to the Crucible, believe it’s only a matter of the time before 
  the efreet attack. These psychic warnings never fully reached 
  the Burning Archipelago, but they have affected the lashuntas of 
  Asanatown. Thus far, this psychic resonance has created only a 
  feeling of impending doom, intensifying as the efreet army took 
  and fortified the Crucible. In the Burning Archipelago, the Sunrise 
  Collective, a radical paramilitary faction among the lashuntas, has 
  been arming itself in response to this feeling of looming danger.
  Another threat to General Khaim’s plans is the Far Portal, a 
  stable, starship-sized gate to the Plane of Fire on the sun’s surface, 
  positioned on the opposite side of the star from the Burning 
  Archipelago. To prevent foes from sending ships through the gate 
  to oppose him, Khaim plans to move the Far Portal deeper into 
  the sun, where he can use it for his forces. Khaim knows such an 
  event is sure to alert the Pact Worlds authorities, but he hopes 
  that the significance of the move eludes mortals long enough for 
  his plans to reach fruition.
  Unfortunately for Khaim, one of his retainers has decided to 
  betray the cause. When he came to understand the true extent of 
  the plot, a pilot named Tash decided to prevent the general from 
  conquering his home, the Burning Archipelago. Stealing an efreeti 
  starship from the Plane of Fire, Tash raced for the Far Portal to 
  bring word to the Pact Worlds. However, forces loyal to General 
  Khaim managed to board the stolen ship on takeoff and others 
  dispatched a war beast to destroy Tash. Khaim subsequently 
  ordered the immediate movement of the Far Portal to the Crucible.
  Unknown to the people of the Pact Worlds, the battle for their 
  sun starts now.
  ASSEMBLING THE CREW
  This adventure assumes the PCs are members of a starship crew. 
  The action begins just after the completion of their recent contract 
  to transport a group of scientists to Far Portal Station, a scientific 
  research facility in orbit around the sun. Paid in advance, contract 
  funds went into the starship. The PCs have only the money left 
  over from character creation.
  How the crew ended up together is up to the players. The 
  PCs could be traders, mercenaries, Starfinder Society members 
  interested in Far Portal Station, and so on. Encourage the players 
  to establish PC relationships to bind the group together.
  The players can make their own tier 1 vessel, which should 
  have guest quarters and at least one cargo hold. Otherwise, they 
  can use a tier 1 ship, from the Starfinder Core Rulebook.
  ADVENTURE 
  BACKGROUND
  5
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  
  PART 1:  
  WAKING THE FIRE
  The Far Portal is an ancient and mysterious structure. Floating 
  at the edge of the sun’s corona, this massive metallic 
  gateway is a vast ring. Contained within this ring is a 
  magical portal, large enough to accommodate whole 
  starships, leading to an inhospitable, uninhabited 
  region of the Plane of Fire. A few Material Plane 
  expeditions have managed to make it through 
  the blazing portal, but few have managed to 
  return. To date, nothing from the Plane of Fire 
  has emerged from the portal. Still, various 
  research institutions have banded together 
  to fund Far Portal Station, a small, utilitarian 
  research facility positioned close enough 
  to the portal to study its strange magical 
  signatures and attempt to understand its 
  unknown origins.
  The station is a spoke-and-wheel design, just 
  large enough to accommodate the resident 
  researchers and maintenance crew. Rooms 
  and corridors are drab and practical, except 
  for elaborate instrument stations and wall-
  sized view screens showing the portal and 
  the sun through various filters. The response 
  of station residents to the arrival of the PCs’ 
  ship is split between disinterest and a manic 
  welcome of the chance for news, conversations, and perhaps 
  even romantic liaisons.
  The adventure begins as the PCs arrive on Far Portal Station, 
  just moments after their passengers disembark. Give the PCs a 
  moment to take in the station, but as soon as they start to make 
  plans or split up, a commotion occurs near one of the stations’ 
  viewing panels. Read or paraphrase the following.
  Shouts erupt from a group standing near a massive view 
  screen showing live feeds of the Far Portal in various 
  spectrums. As more people around the station drop what 
  they’re doing and run to join the growing crowd, the portal 
  on the screen shimmers and distends, ejecting an ornate 
  starship that looks constructed from polished brass and 
  black stone. It trails gasses and smoke, obviously damaged.
  Members of the spectating group cheer or gasp in 
  surprise, only to go silent as the images flicker and distort 
  again. A new shape emerges from the portal and keeps 
  emerging—a titanic and fiery whale shot through with 
  technological augmentations of dark metal. A few onlookers 
  scream as flames spray out from the whale’s mouth toward 
  the fleeing starship.
  A lashunta scientist at a console initiates a scan and says, 
  “Oh no! Its shields are down!”
  The ship jerks sideways, trying unsuccessfully to dodge 
  the flames. Sections of hull plating blacken and give way. The 
  ship’s main engines flicker, trailing a cloud of debris.
  Several shouts mirror the sentiment that someone needs to 
  help the vessel and its crew.
  If PCs attempt to identify the ship’s design, a PC who 
  succeeds at a DC 15 Engineering or Culture check 
  recognizes the ship as an explorer class (Medium) 
  with a militaristic design unseen before in the Pact 
  Worlds. A PC who succeeds at a DC 20 Mysticism 
  check recognizes traits—brassy hull and general 
  design—similar to ships used by efreet and other 
  traders from the Plane of Fire. Identifying the ship 
  beyond these generalities is impossible, since it’s a 
  new model crafted by the Malikah’s engineers and 
  not yet seen on the Material Plane.
  The PCs’ ship is the only craft docked at Far 
  Portal Station capable of engaging the whale. The 
  station has a few maintenance bots, lifeboats, 
  and spaceworthy scientific vehicles, but 
  none of these have sufficient armaments 
  and speed. Thus, the PCs are the only 
  ones with a hope of successfully 
  intervening. If the PCs don’t 
  volunteer, a kasatha woman 
  comes sprinting toward them, 
  waving her four arms, and saying 
  the following.
  “You! You just arrived, yes? I’m Stationmaster Jori Kimosan 
  Kofa of Clan... I’m Jori. Please, you have to help! That ship is 
  the first to ever pass through the Far Portal from the Plane of 
  Fire. It’s of immense scientific value, and that beast is about to 
  incinerate it! Your vessel is the only one here that can handle 
  the situation. We need you to save that ship!”
  Stationmaster Jori Kimosan Kofa of Clan Embross, House 
  Hadulan (LG female kasatha mechanic) doesn’t initially think to 
  offer payment. If the PCs ask for it, she gives them a surprised 
  look, then immediately offers all the station’s funds that aren’t 
  already earmarked for other projects. A total of 1,000 credits is 
  payable once the mystery ship is safely returned to the station 
  for research. She waves attempts at further negotiation aside, 
  pointing out that further delay is going to result in the ship’s 
  destruction, “and then nobody will get what they want.”
  Everyone present silently watches the PCs. It’s clear that 
  refusing won’t endear them to anyone.
  EVENT 1: LEVIATHAN RISING (CR 2)
  The PCs have only to get back to their ship to intervene. The 
  fleeing vessel flies right past Far Portal Station, giving PCs the 
  chance to maneuver their starship between it and its pursuer. 
  As they do so, combat begins.
  6
  STATIONMASTER JORI
  
  Starship Combat: Start with the mystery ship 15 hexes in 
  front of the fire whale, which is near the center top of the map. 
  Far Portal Station is just off the map’s bottom right corner. The 
  PCs’ ship is its speed away from Far Portal Station, moving 
  toward the mystery ship. The sun and the Far Portal itself are 
  also off the map, behind the fire whale.
  The mystery ship’s engines keep sputtering and flaming out, 
  giving it an effective speed of 4. Unless distracted, the whale 
  attacks the fleeing vessel. Play up the drama of its impending 
  destruction, but don’t bother tracking damage. The craft 
  survives for the PCs to rescue it.
  When the PCs attack the whale or their starship moves 
  between the whale and its prey, the whale concentrates fire on 
  them, fighting until destroyed. A PC who succeeds at a DC 20 
  Mysticism check identifies the creature pursuing the ship as a 
  fire whale, a Colossal magical beast native to the Plane of Fire 
  but common in the multiverse due to its natural plane-hopping 
  ability (see page 58). Scanning the whale (DC 13) reveals it’s 
  alive and has been modified with starship systems.
  The whale ignores communications (see Development). 
  Sensors on the PCs’ ship can pick up a mournful keening on 
  some frequencies. When the whale is within 5 hexes of the PCs’ 
  starship, any telepathic creature onboard can feel this psychic 
  moan. In addition, within the same range, the PCs detect 
  the whale is broadcasting a powerful encrypted signal on a 
  wide band, which can be identified with a successful DC 20 
  Computers check as some sort of trigger command. Jamming 
  such a signal requires five successful DC 20 Computers checks. 
  (Doing so has no effect on the outcome.)
  The fleeing ship continues to fly straight ahead at maximum 
  speed. Attempts to hail the ship fail, and a science officer 
  who succeeds at a DC 16 check to scan finds that the ship’s 
  communications systems seem to have been damaged by the 
  whale’s attacks. A successful scan can also provide details 
  about the Breath of Embers (see the sidebar) and indicates living 
  creatures aboard, but the signatures are strange, suggesting 
  magical interference.
  AUGMENTED FIRE WHALE 
  TIER 1/2
  N Small starship magical beast (extraplanar)
  Speed 8; Maneuverability good (turn 1)
  AC 14; TL 13
  HP 40; DT —; CT 8
  Shields basic 30 (forward 8, port 7, starboard 7, aft 8)
  Attack (Forward) augmented breath weapon (3d4)
  Power Core augmented elemental heart (90 PCU); Drift 
  Engine none; Systems basic cut-rate sensors, mk 1 
  defenses, mk 2 armor; Expansion Bays none
  Other Abilities bite, fire affinity, living starship, solar 
  adaptation, void adaptation
  CREW ACTIONS
  Engineer (1 action) Engineering +5 (1 rank)
  Gunner (1 action) gunnery +4
  Pilot (1 action) Piloting +10 (1 rank)
  SPECIAL ABILITIES
  Bite (Ex) An augmented fire whale that enters another 
  starship’s hex can bite that ship (+4 [2d4] with the ripper 
  special property).
  Breath Weapon (Ex) The fire whale’s natural breath weapon 
  has been cybernetically augmented into a direct-fire 
  starship weapon that has short range and the broad arc 
  special property.
  Fire Affinity (Su) The fire whale takes half damage from 
  starship laser weapons.
  Living Starship (Ex) An augmented fire whale is a living 
  creature so immense that it functions as a starship (and 
  thus engages only in starship combat). It has no crew, 
  but it can still take crew actions using the skill bonuses 
  and ranks listed above. Modifiers for its size, speed, and 
  maneuverability have already been factored into its 
  statistics. Use the following table to determine the effects 
  when a fire whale takes critical damage. The fire whale’s 
  brain doesn’t take critical damage conditions.
  d% 
  System 
  Effect
  1–30 
  Weapon 
  Condition applies to all gunner actions.
  31–60 
  Propulsion Condition applies to all pilot actions.
  61–90 
  Heart 
  Condition applies to all engineer  
   
   
  actions, except when patching or  
   
   
  repairing the heart.
  91–100 
  Brain 
  During the next round, each of the  
   
   
  fire whale’s attempted actions has 
   
   
  a 25% chance of failure.
  BREATH OF EMBERS 
  TIER 3
  Medium transport
  Speed 8; Maneuverability average (turn 2); Drift 1
  AC 13; TL 13
  HP 70; DT —; CT 14
  Shields basic shields 40 (forward 10, port 10, 
  starboard 10, aft 10)
  Attack (Forward) particle beam (8d6)
  Attack (Aft) flak thrower (3d4)
  Attack (Turret) none
  Power Core Arcus Heavy (130 PCU); Drift Engine Signal 
  Basic; Systems basic computer, basic medium-range 
  sensors, crew quarters (good), mk 3 armor, mk 3 
  defenses; Expansion Bays cargo bay (split into two 
  parts), medical bay, recreation suite, specialized 
  escape pod/brig, tech workshop
  Modifiers Computers +2 (sensors only); Maximum 
  Crew 8 (currently 0; AC and TL do not include 
  Piloting ranks)
  SPECIAL ABILITIES
  Fire Affinity (Su) Breath of Embers takes half damage 
  from starship laser weapons.
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  7
  
  Development: When the whale drops to 0 Hull Points, 
  some augmentations on its head disintegrate into a cloud of 
  molecular dust. Seconds later, the fleeing ship’s engines flare 
  out a final time, leaving it silent and adrift. Stationmaster Jori 
  calls the PCs, congratulating them and pleading that they board 
  the mystery ship and find a way to bring it and any surviving 
  crew back to the station.
  Anyone investigating the corpse of the fire whale can learn 
  the information presented earlier for a successful Mysticism 
  check and scan. Additionally, a PC who succeeds at a DC 20 
  Engineering check while examining the remains learns that, in 
  addition to other systems, the fire whale was fitted with implants 
  within its neurophysiology. These devices disintegrated when 
  the whale was defeated, inflicting lethal damage to its nervous 
  system. These implants might have allowed communication 
  with and even control over the whale, although determining 
  who might have been doing so is impossible from the remains.
  When the PCs approach Breath of Embers, go to area A.
  A. BREATH OF EMBERS
  Catching up with the drifting starship is simple. The ship’s 
  engines are offline, and nothing is ahead on its trajectory.
  A CLOSER LOOK
  Even battered and blackened by the assault, the ship remains 
  a work of art. Curves and spines of gleaming brass combine 
  with dark plating to give the ship a feel that’s half architectural 
  and half insectile. Oblong domes are set in the top of the ship 
  like eyes, opaque enough to hide their secrets. Along the bow, 
  the name Breath of Embers is written in Ignan. (If no one in the 
  party is able to read Ignan, researchers back on the station can 
  translate via comm units.) If PCs haven’t already realized the 
  ship is from the Plane of Fire via a successful Mysticism check, 
  this information is enough to tip them and the researchers off.
  BOARDING
  Breath of Embers is easy to board. Docking with one of the two 
  aft airlocks requires a successful DC 17 Piloting check, since 
  the ship makes no move to assist in the maneuver. However, 
  this check can be attempted multiple times with little risk, so a 
  pilot can take 20.
  The PCs can instead tow the ship back to the station before 
  boarding, requiring a series of successful DC 19 Engineering 
  and Piloting checks to maneuver and attach a means of towing 
  to the vessel. In this case, Jori insists the PCs are most qualified 
  to board the vessel and refuses to allow research personnel 
  aboard until the PCs have determined it’s safe.
  SHIP FEATURES
  The ship’s interior has several features in common, unless 
  otherwise noted. It’s full of breathable atmosphere. Artificial 
  gravity generators are still running, giving the ship normal 
  gravity. The interior is made of alloys that look like polished 
  brass or steel, brass dominating, with accents of dark basalt 
  or white granite. Glowing ceiling panels and sconces holding 
  holographic flames light the ship, but these lights periodically 
  flicker or blink out entirely for a moment as the ship’s damaged 
  systems struggle to continue working. Doors are sturdy 
  as steel (Core Rulebook 408) but most open at a touch. All 
  onboard computer systems were remotely wiped and reset 
  before Tash could shut down the link, leaving them devoid of 
  any information, but a PC who succeeds at a DC 15 Computers 
  check can determine that such a system purge took place. 
  Cloth-like materials aboard the ship are actually made of a 
  high-tech fireproof composite, which won’t burn but offers no 
  protection from fire damage to a wearer. Finally, this ship looks 
  made for Medium creatures, since efreet can use their change 
  shape ability to change size (see Genie, Efreeti on page 59).
  A1. Airlock
  The overhead light panels in this wedge-shaped airlock flicker, 
  but the indicators on the control panel glow a steady red.
  Airlock controls are written in Ignan but are simple and 
  functional. Cycling the airlock and opening the inner door is 
  easy for a PC who can read Ignan. Otherwise, doing so requires 
  a successful DC 10 Computers, Engineering, or Mysticism check 
  to parse the design, such as the red lights indicating the system 
  is fully operational or has finished a pressurization cycle, while 
  the blue lights mean the cycle is in progress.
  Treasure: The starboard airlock contains a few tiny pieces 
  of dark red onyx, which the PCs spot easily on the clean floor. 
  A PC who succeeds at a DC 15 Perception check finds the 
  largest piece in the leftmost corner, which resembles the end 
  of a bare foot, as if it had been chipped from a small statue. 
  The chips are worth 3 credits altogether, or 5 if the PCs find 
  the larger piece.
  A2. cArgo BAy
  This bay has thick eye-rings and ratchet straps designed to 
  secure cargo to the walls.
  The first time the PCs enter this area, they overhear the 
  elemental banging in area A5. They continue to hear it until 
  they deal with the creature. The port and starboard cargo bays 
  are inversely identical, except the starboard bay contains a fully 
  charged cargo lifter (see Treasure). A PC who succeeds at a DC 
  15 Piloting or Engineering check, or a DC 20 Perception check, 
  notices that the usual scrapes and scratches that typically mar 
  a cargo bay’s decking are absent here, indicating this ship is 
  either new or recently refurbished.
  Treasure: In the starboard bay, a suit of cargo lifter powered 
  armor is locked in a charging station. Removing it requires a 
  successful DC 21 Computers or Engineering check to circumvent 
  the authorization requirements or disable the magnetic locks. 
  The master keycard from A14 also opens the locks.
  8
  
  A. Breath of Embers
  A10
  A14
  A9
  A15
  A16
  A13
  A12
  A11
  A5
  A7
  A8
  A3
  A6
  A2
  A4
  A2
  A4a
  A4b
  A1
  A1
  Forward
  A17
  1 square = 5 feet
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  9
  
  A3. Shrine (cr 1)
  This symmetrical room feels out of place, with walls of worked 
  basalt lit by flames hovering over ornate brass sconces. The 
  floor is an elaborate mosaic of a red sunburst against yellow 
  tile, and the ceiling overhead rises in a stone cupola bearing 
  the same pattern. In the center, brass vines with leaves of 
  flame climb an empty basalt plinth.
  Creature: As soon as the PCs enter, a rifti protean floating 
  above the empty plinth turns to them and says, “Welcome to 
  my temple. Speak your wish, and it shall be granted.” If the PCs 
  act aggressive or try to leave this area, the protean attacks.
  A PC can identify this creature with a successful DC 16 
  Mysticism check. A character who identifies the protean 
  knows it has no ability to grant wishes; the rifti thought the 
  offer sounded impressive. With a result of 21 or higher, the PC 
  deduces that when Breath of Embers passed through the Far 
  Portal, its Drift engine must have already been damaged. As a 
  result, it had none of the usual magical shielding protecting it 
  during interplanar travel. This protean likely formed from the 
  entropic energy of the unusual planar transit. 
  The rifti has indeed existed only since the ship passed 
  through the Far Portal. It’s happy to talk, making up a name 
  if asked, and spewing a mixture of truth and obvious lies. It 
  knows nothing of the ship’s origin, only that “Angry Abs the 
  nudie spirit“ chased it out of area A4. The protean was having 
  fun shooting rays at everything, and the enraged hesper living 
  in the ship’s power core forced it out of the engine room.
  Regardless of how the PCs respond, the rifti eventually 
  becomes bored and “plays” with them. It uses its spells to 
  disorient them with holograms or minor magic tricks.
  RIFTI PROTEAN 
  CR 1
  XP 400
  HP 16 (see page 61)
  TACTICS
  During Combat The rifti attacks with gleeful abandon as if 
  it’s all a game. It can be reasoned with, but the distractible 
  protean is likely to forget any agreements to cease 
  hostilities in short order.
  Morale With no concept of death, the rifti fights until slain.
  Development: If the PCs examine the room, no sign remains 
  of who was worshipped here, but a character can tell it is a 
  shrine with a successful DC 10 Mysticism check. With a result 
  of 15 or higher, the PC determines that, despite some motif 
  similarities, the style doesn’t match that of any known gods. In 
  addition, a PC who succeeds at a DC 15 Perception check finds 
  the place where the Malikah’s statue rested in the center of the 
  plinth. This clean spot in the light dust doesn’t reveal what the 
  object was, although the PC can deduce it was a small statue. 
  The Malikah decreed that all vessels of sufficient size should 
  carry a shrine to her, so that crew could worship her properly 
  and remember whom they’re fighting for. When Tash stole the 
  ship, the first thing he did was chuck the onyx statue out the 
  starboard airlock.
  A4. engineering (cr 2)
  This chamber is full of tools and diagnostic gear for servicing 
  the ship’s twin thrust engines, each housed in its own circular 
  bay. Tie-downs and stick-strips designed to secure equipment 
  during zero-g maneuvers line the walls and worktables, but 
  much of the gear is scattered across the floor. The port engine 
  is blackened and silent, but the starboard one sparks and 
  crackles. Alcoves at the far end of the room hold a Drift engine 
  to port and the ship’s power core to starboard.
  A PC who succeeds at a DC 15 Perception check notices that 
  most of the tools are scattered randomly, but those near the 
  starboard alcove are arranged in strange patterns around the 
  power core. The alcoves containing the Drift engine (A4a) and 
  power core (A4b) can both be sealed off by blast doors (DC 10 
  Computers or Engineering check to close and lock), but they are 
  currently open. A diagnostic run here at a console (Computers 
  or Engineering DC 10) shows that the Drift engine, power core, 
  and both engines are malfunctioning or wrecked. Returning the 
  systems here to working order will take significant time (see 
  Return to Far Portal Station on page 16).
  Creature: This area is home to a hesper named Typhix. The 
  damage done to his “beautiful engines” in the recent combat 
  has driven him senseless with grief. He waits only long enough 
  for intruders to spread out in the room before attacking, 
  screaming his vengeance.
  TYPHIX 
  CR 2
  XP 600
  Hesper (Starfinder Alien Archive 62)
  HP 21
  TACTICS
  During Combat Typhix is convinced the PCs here to finish 
  off the engines, and he initially refuses to listen to “any 
  lies from drive breakers.” He starts out casting overheat, 
  then casts energy ray. If forced into melee, he casts jolting 
  surge against the biggest threat and uses his mutating 
  touch against others.
  It’s nearly impossible to talk Typhix out of his rage in 
  his current state, but PCs who manage to immobilize him 
  might be able to use social skills to defuse the situation 
  (his starting attitude is hostile; Diplomacy DC 32, 
  Intimidate DC 18).
  Morale If he drops to 5 Hit Points or fewer, Typhix uses his 
  reactor sprite ability to merge with the power core.
  Treasure: Among the various tools scattered around this 
  room are an engineering tool kit and a radiation sweeper 
  (Starfinder Armory 99).
  10
  
  Development: If Typhix survives, he remains in the core and 
  reevaluates his reaction, shifting to an indifferent attitude soon 
  after. PCs who repair the ship shift his attitude to helpful. If the 
  PCs talk to him, he reveals that he has always been confined 
  to the power core and knows only that the ship’s makers are 
  taciturn fire creatures (he can describe azers, efreet of Medium 
  size, and ifrits of various types). Typhix came into being the 
  first time the power core started up, so he’s very young. He 
  knows that the efreeti head engineer, Gudwha, was inclined to 
  kill him, but his devotion to keeping the engines in top form led 
  the efreeti to reconsider. Typhix can hear any noise from A5, 
  but he is unaware of creatures aboard other than the rifti that 
  fled to area A3. He doesn’t know the ship’s mission.
  A5. recreAtion Suite (cr 1)
  Ornate carpets cover the floor of this chamber. Where metal 
  doors don’t take the wall space, curtains of red material 
  frame murals of brass starships flying in formation through 
  fiery skies. Low, plush divans surround hologram projectors 
  and lavish brass tables holding hookahs and VR headsets. 
  Damage from fire and impact mars one of two double doors 
  on the forward side of the room.
  A PC who succeeds at a DC 10 Perception check while 
  searching the room realizes that, despite minor damage, 
  the place is unused. Headsets and hologram projectors 
  have no media loaded, and the hookahs are empty.
  Creature: An azer marine named Koshnar (see area 
  A14) managed to board the starship with a magma 
  elemental before Tash could escape. The magma 
  elemental slowly assaults the doors, but stops to 
  attack intruders.
  SMALL MAGMA ELEMENTAL 
  CR 1
  XP 400
  Small outsider (elemental, 
  extraplanar, earth, fire)
  Init +2; Senses darkvision  
  60 ft.; Perception +5
  DEFENSE  
    HP 20
  EAC 12; KAC 13
  Fort +5; Ref +3; Will +1
  Immunities elemental immunities, fire
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 20 ft., burrow 20 ft.
  Melee slam +9 (1d6+5 B & F; critical burn 1d4)
  Offensive Abilities earth glide, lava burst
  TACTICS
  During Combat The elemental focuses on 
  whichever enemy seems most dangerous.
  Morale The elemental follows its orders to open the 
  doors and kill anyone on the ship. It fights until destroyed.
  STATISTICS
  Str +4; Dex +2; Con +1; Int –3; Wis +0; Cha +0
  Skills Acrobatics +5, Athletics +5
  Languages Ignan
  SPECIAL ABILITIES
  Lava Burst (Su) Once per day as a full action, a magma 
  elemental can discharge a pool of lava that covers its 
  space and spaces adjacent to it to a depth of 3 inches. 
  The covered spaces are difficult terrain until the lava 
  cools. Creatures that move through one of these spaces 
  or occupy a filled space at the time of the burst take 
  1d6+5 fire damage and gain the burning (1d4) condition. 
  An affected creature can attempt a DC 10 Reflex save to 
  halve the damage and negate the burning condition. The 
  lava cools and no longer deals damage after 1 round.
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  11
  MAGMA ELEMENTAL
  
  Treasure: The room contains a variety of mild intoxicants for 
  smoking, weighing 1 bulk and worth 200 credits.
  Development: Tash locked the two blast doors leading to 
  the bridge. These doors have hardness 10, and the damaged 
  ones have only 30 of their 60 Hit Points. Breaking the doors 
  open requires only a successful DC 26 Strength check due to 
  their broken condition. Disabling the lock requires a successful 
  DC 30 Engineering check, but a PC who succeeds at a DC 15 
  Engineering check determines that temporarily shutting down 
  the ship’s power (via a successful DC 20 Engineering check in 
  area A4, taking 1 minute) should engage emergency overrides 
  and lower the DC to 25. Alternatively, the doors can be unlocked 
  with the master keycard from the commissar’s cabin (area A14).
  A6. MedicAl BAy
  This room is an infirmary, with rows of beds, a surgical table, 
  and transparent cabinets full of medical equipment and 
  supplies stowed in shelving that holds it in place.
  Treasure: The medical supplies are well organized, and 
  searching through them reveals four mk 1 serums of healing, 
  five medpatches, a basic medkit, a dose of tier 1 stimulant 
  (Armory 133), and a reversible prosthetic arm.
  A7. gAlley (cr 1)
  This long room is a combination galley and dining room. A 
  wraparound grill occupies the center of the room, designed for 
  the cooks to stand behind while diners sit at the surrounding 
  brass bar and watch their food being prepared. Brass cabinets 
  line the walls, along with two culinary synthesizers and doors 
  to port and forward. Several of the cabinets have been broken 
  open, and cooking utensils are scattered across the floor. 
  Above, twin almond-shaped domes show the stars outside.
  Opening the door in the port wall triggers a decompression 
  hazard (see area A8). This galley is as much for entertainment 
  as utility, with the chefs conducting teppanyaki-style 
  performances. A PC can identify this setup with a successful 
  DC 15 Culture check or DC 10 Profession (chef) check.
  Creatures: Three Tiny fire elementals were bound to the grill 
  to serve as cooking flames. The creatures wait inside the grill, 
  giggling (Perception DC 7 to notice). As this side of the ship 
  took damage, however, the technomagical wards binding the 
  elementals were damaged, setting them free. Barely intelligent, 
  they resemble tiny lizards with oversized, onion-shaped heads. 
  They allow PCs to enter, but as soon as the PCs become 
  suspicious or move toward an exit, the elementals burst forth, 
  laughing and yelling in Ignan, “Cook! Cook!”
  TINY FIRE ELEMENTALS (3) 
  CR 1/3
  XP 135 each
  HP 6 each (Alien Archive 46)
  TACTICS
  During Combat The fire elementals attack, heedless of their 
  safety in their desire to cook.
  Morale The elementals fight until destroyed.
  Treasure: This kitchen contains two mk 2 culinary 
  synthesizers (Armory 129). Removing these synthesizers 
  from the galley takes a few minutes and a successful DC 10 
  Engineering check for each.
  Development: With a successful DC 15 Engineering or 
  Perception check, a character notices that all the open cabinets 
  have latches to secure them during starship maneuvers. To a 
  PC trained in Engineering, this evidence suggests someone 
  opened the cabinets and left them ajar after scattering the 
  contents. In fact, Koshnar quickly searched here before 
  moving on.
  A8. crew QuArterS (cr 1)
  As the Breath of Embers fled its docking station, the shipyard’s 
  defenses stitched a line of flak along the ship’s port side, 
  punching through the hull here. Automated systems sealed this 
  chamber, but the indicators that would normally warn someone 
  against opening the door to this room were also damaged.
  Hazard: An alarm panel above the door hums intermittently 
  as a charge flows to it, but it doesn’t flash or emit other signs. A 
  discerning engineer might still take the hint. Hull perforations 
  inside the room are minuscule, but they’re big enough to have 
  caused the area to decompress. When the door between this 
  room and area A7 is opened, the hazard activates.
  DECOMPRESSION HAZARD  
  CR 1
  XP 400
  Type analog; Perception DC 16 (notice the humming alarm 
  panel) plus Engineering DC 16 (interpret the damaged 
  alarm panel); Disable Engineering 16 (patch holes; requires 
  an Engineering tool kit)
  Trigger location; Reset 1 round (door closes)
  Effect multiple targets (all creatures inside room A8 or within 
  a 20-ft. radius of the door in area A7); targets pulled 
  into room and slammed against port wall, taking 3d6 
  bludgeoning damage; Reflex DC 12 negates, as does being 
  secured or holding on to an immovable object. When the 
  trap resets, the room becomes vacuum. Opening the door 
  again then reactivates the hazard. A creature can pull 
  itself or another creature out of the room while the trap 
  is active with a successful DC 16 Athletics check for each 
  move action, moving at half speed.
  When the PCs can see the room, read the following.
  This long chamber has bunk alcoves cordoned off by curtains 
  embroidered with scenes of a city wreathed in flame. Some 
  curtains have been drawn and snapped into place, but others 
  hang unsecured. Beneath each visible bunk is a footlocker.
  12
  
  These padded alcoves look plush and comfortable, but they 
  contain no linens and appear to have never been used.
  Treasure: The ship’s intended crew had not moved in, but a 
  few stowed some of their belongings early. Most of the lockers 
  are unlocked and empty, but three are locked (Engineering 
  DC 20 to unlock, Strength DC 15 to break open). Inside the 
  first, among garments woven of metal and composites, are a 
  set of manacles and a holoskin. The second has a spell ampoule 
  of remove condition and a bottle of aged azer fire brandy 
  (250 credits). In the third is a small platinum pendant depicting 
  a marid (water genie) and a dolphin (250 credits).
  A9. heAd
  This bathroom is built to accommodate people sharing divided 
  space. Toilets share stalls with sonic sinks, mirrors, and sonic 
  showers to allow multipurpose use.
  The forward door leads to a small, empty storage area.
  To most humanoids, this bathroom seems cramped and 
  strange. A character who succeeds at a DC 15 Engineering 
  check guesses that the room was probably designed by a 
  creature that lacked biological needs. A PC trained in Mysticism 
  knows, given the context, that the most likely candidate is an 
  outsider. (Efreeti engineers were proud of the efficiency.)
  A10. cAptAin’S cABin
  This elegant stateroom is appointed in brass and basalt, with 
  a huge one-way window taking up half of the room’s curved 
  exterior wall and rising to form a clear dome above, giving the 
  effect of standing on a balcony in open space. A large desk 
  and bed match elegant cabinets, several of which hang open, 
  and the carpet bears a blazing sun pattern. A door closes off 
  the aft part of the room, and the main door also leads aft.
  Like in area A7, the open containers here have functional 
  latches. The PCs can also learn someone left them open 
  (Koshnar as she searched the room.)
  One aft door leads to a bathroom with a sonic shower.
  Treasure: The ship’s captain, a female ifrit of shirren descent, 
  had recently begun moving her personal effects onto the ship. 
  Inside the closet is an elegant captain’s uniform of brass and 
  black, with the same crimson sun symbol from the carpet 
  emblazoned on the chest (The Malikah has been keeping 
  this logo secret, but a PC who succeeds at a DC 15 Culture, 
  Mysticism, or related Profession check can confirm it’s not 
  the logo of any widely recognized organization). This uniform 
  is Medium casual stationwear armor. Hanging behind it is a 
  belt with two static arc pistols in matching holsters. One desk 
  drawer contains a small holographic portrait projector that, 
  when activated, shows the image of two shirrens, one of whom 
  is an ifrit (Life Science DC 10 to identify this planar scion). 
  These people wave toward the viewer. A PC who succeeds at 
  a DC 20 Perception check finds a hidden compartment in the 
  bottom of the portrait projector, containing a dose of rapture 
  dust (Armory 132). The device sits atop an ornate card box of 
  flexible metal, containing a harrow deck (divining cards) also of 
  metal (worth 300 credits). 
  A11. hot BAy (cr 1)
  This room is decorated in basalt, brass, and steel, including 
  metal lounge chairs around low metal tables. The walls and 
  ceiling gleam with polished metal, except for tiny red and 
  white tiles forming inset mosaics of elegant trees, their leaves 
  countless tiny flames that light the room. Three recessed 
  ceramic tubs with openings for massage jets sit empty in the 
  floor, one big enough for several smaller humanoids.
  Hazard: Malfunctioning systems mean this washroom for 
  heat-loving species presents a danger to intruders. One round 
  after any creature enters the room, the door shuts and the 
  tiny flames along the walls and ceiling become roaring jets of 
  burning gas, while the tubs begin filling with scalding water. 
  Escape is possible by moving out the door. The hazard resets if 
  it isn’t disabled and all creatures leave the room.
  HOT BAY HAZARD  
  CR 1
  XP 400
  Type hybrid; Perception Engineering DC 21 (notice the flame 
  nozzles can form bigger jets); Disable Engineering DC 16 
  (override the malfunctioning controls) or Mysticism DC 16 
  (shunt magical power out of the system)
  Trigger location; Reset automatic (triggers each time door is 
  opened, with 1-round delay)
  Effect 2d4 fire damage; Reflex DC 12 half; multiple targets 
  (each creature that starts its turn in A11)
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  13
  
  A12. tech lAB (cr 1)
  This room is a blend of engineering bay and science lab, filled 
  with workbenches and a variety of large tools and view 
  screens. Cabinets and lockers line the walls. Overhead, two 
  clear, almond-shaped domes offer a view of the stars. At the 
  room’s forward end stands a long, clear-sided structure with 
  two linked, square chambers—one full of silvery liquid, the 
  other empty. A falling workbench smashed the container on 
  the empty side.
  Creature: Corralled in the containment tank at the forward 
  end of the room is an assembly ooze. Its tank was damaged 
  in the starship combat. Intruders attract the ooze’s attention, 
  but until it moves, it appears to be inert gel (Engineering or 
  Life Science DC 20 to realize it’s an assembly ooze). If a PC 
  notices it or approaches within reach of the tanks, the ooze 
  attacks. Otherwise, it waits until the PCs have been in the 
  room a moment before lurching forth stealthily.
  ASSEMBLY OOZE 
  CR 1
  XP 400
  HP 17 (Alien Archive 16)
  TACTICS
  During Combat The ooze focuses on technological creatures 
  such as androids. If no such creature is present, the ooze 
  attacks the PC carrying the most technological gear.
  Morale The ooze fights until destroyed.
  Treasure: Inside the assembly ooze’s tank are two items 
  it produced before it ran out of raw material—a mk 1 agility 
  enhancer armor upgrade (Armory 81) and an emergency 
  beacon (Armory 99). In addition, among the lab’s tools 
  (enough for an engineering specialty tool kit and lots of other 
  simple tools, such as a crowbar) are a chemalyzer, a laser 
  drill, and three wiped datapads (Armory 99).
  Development: Although the computer here has been 
  purged of data, a PC who succeeds at a DC 16 Engineering 
  check can deduce from the tanks and consoles that the 
  engineers used specialized software to control the ooze’s 
  construction ability, then activated a tuned force field to 
  push the ooze into one of the chamber’s compartments while 
  the item was retrieved from the other. Whether this system 
  is reparable is up to you.
  A13. ArMory
  The ceiling of this long room rises in two almond-shaped 
  domes, their crystal emblazoned with a slowly shifting 
  holographic fresco of efreet warriors in gleaming power 
  armor. One wall holds a couple shallow alcoves with charging 
  hookups, while the other is lined with clear-fronted lockers 
  holding a variety of armaments. Two airlocks cover most of 
  the forward wall.
  A character who succeeds at a DC 15 Perception check hears 
  Koshnar searching area A14. In addition, anyone who examines 
  the charging alcoves finds they are intended for powered armor.
  Anyone attempting to operate a digital lock on the lockers 
  sees the error message (in Ignan): “Master keycard required!” 
  This message refers to the master keycard in area A14. 
  Overriding the digital locks without the keycard requires a 
  successful DC 30 Computers or Engineering check for each 
  locker. However, when the power flickers, the locks here can be 
  cycled like the ones in area A5 (see Development on page 12), 
  so if the PCs have already powered down the ship, the DC 
  is only 25. The lockers are made of 2-inch-thick transparent 
  aluminum (hardness 10, HP 30, break DC 24), although using a 
  crowbar from area A12 grants a +1 circumstance bonus to the 
  check to break open the locker.
  Treasure: Each locker has a label and contents, as follows.
  Armor: A suit of black basic iridishell with the appearance 
  of cooled magma.
  Melee: A tactical dueling sword and two assault hammers.
  Ranged: An azimuth laser pistol, an autotarget rifle, and a 
  light reaction cannon.
  Ammunition: Three batteries (20 charges each), 50 longarm 
  rounds, and 24 heavy weapon rounds.
  A14. coMMiSSAr’S cABin (cr 2)
  This room has an airlock for a door.
  This stateroom is appointed in blackened metal and 
  shimmering crimson banners, with a huge one-way viewing 
  window taking up half of the room’s curved exterior wall and 
  rising to form a clear dome above, giving the overall effect 
  of standing on a balcony in open space. A black desk and 
  cabinets compliment a wrought iron bed frame. The carpet on 
  the floor is black with a crimson sun pattern.
  Since the commissar had not yet arrived when Tash stole 
  the vessel, the desk drawer containing the master keycard is 
  locked with default codes, requiring only a successful DC 15 
  Engineering check to open. For PCs using brute force, the 
  drawer has hardness 15 and 60 HP, with a break DC of 28. See 
  the Treasure section if the PCs open the drawer.
  Anyone trained in Engineering realizes without a check that 
  having an airlock door on a stateroom is unusual. The airlock 
  can be sealed only from this side, and the controls include a 
  couple odd switches. One opens a secret panel near the door 
  (Perception DC 20 to notice without the switch), about 11 feet 
  from the floor, that allows a one-way view of the brig (area A15). 
  The other switch operates an intercom between this room and 
  the brig. The control panel here is the only way to open and 
  close the brig airlock.
  With a successful DC 10 Engineering or DC 15 Piloting check 
  (which takes 1 minute), a character can discern this chamber 
  also has independent life-support systems and is designed to 
  detach from the rest of the ship (along with the brig) to function 
  14
  
  as a specialized escape pod. However, the pod’s controls are 
  hidden under a panel in the desk. Opening this panel requires 
  a search and a successful DC 15 Perception check to find the 
  switch under the desk near the keycard drawer.
  As an escape pod, this stateroom and the brig have enough 
  life support for six Medium creatures for 7 days. The pod 
  currently has no supplies, but the life-support system can 
  produce drinking water. In addition, the pod has a distress 
  beacon and ample heat shielding, but no propulsion. Further, 
  the bed and chair in the stateroom can act as proper protection 
  for atmospheric reentry for three Medium creatures. See the 
  brig (area A15) for more information on its features.
  Creature: Unable to override Tash’s lockdown, Koshnar has 
  been searching the ship. After the fire whale attack, she has 
  made it her mission to take control of the vessel and plunge it 
  into the sun, so she needs access to the bridge. When the PCs 
  arrive, she’s yanking at a drawer in the desk, unable to break 
  it open or override the lock. As soon as the PCs appear, she 
  attacks them furiously.
  KOSHNAR 
  CR 2
  XP 600
  LE female azer soldier
  Medium outsider (extraplanar, fire)
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEFENSE 
  HP 25
  EAC 13; KAC 15
  Fort +4; Ref +2; Will +5
  Immunities fire; SR 13
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 40 ft. (35 ft. in armor)
  Melee aufeis frost maul +11 (1d8+4 B & C; critical staggered)
  Ranged autotarget rifle +8 (1d6+2 P; critical burn 1d4) or
  frag grenade I +8 (explode [15 ft., 1d6 P, DC 11])
  Offensive Abilities elemental fire, fighting styles (blitz), gear 
  boost (melee striker)
  TACTICS
  During Combat Koshnar focuses on dropping whichever 
  character seems most threatening before moving on 
  to the next target. During the fight, she seems almost 
  berserk with rage, cursing her foes in Ignan, along with 
  “that traitor, Tash.”
  Morale Koshnar expects to die here, so she fights until slain. 
  If it looks like she’ll be captured, she mentally triggers 
  her allegiance collar (see the sidebar on page 16 for more 
  information on this device).
  STATISTICS
  Str +4; Dex +1; Con +2; Int +0; Wis +0; Cha –1
  Skills Athletics +12, Intimidate +7
  Languages Common, Ignan
  Gear basic iridishell, aufeis frost maulAR with 1 battery (20 
  charges), autotarget rifle with 30 longarm rounds, frag 
  grenades I (2), allegiance collar
  SPECIAL ABILITIES
  Elemental Fire (Su) See page 55.
  Treasure: Inside the drawer is a metal envelope labeled in 
  Ignan, “Attention: For Ship’s Commissar Only! Unauthorized 
  carriers or users subject to termination.” In this envelope is a 
  copper master keycard that unlocks some of the ship’s areas.
  Development: If Koshnar activates her allegiance collar, 
  the PCs might learn from her remains what they can learn 
  from Tash’s in area A17. PCs who manage to capture Koshnar 
  despite her collar find she either activates it when she can or 
  constantly tries to provoke them to kill her. She has also been 
  trained to repeat her own name if subjected to detect thoughts, 
  so she gains a Will save against the spell each time a question 
  is posed to her that might cause her to reveal anything about 
  her origins, orders, or allies; on a success, a listening character 
  hears only this repetition (but this does not end the effect). In 
  any case, she knows only as much as a low-level soldier would—
  little more than her duties, her direct commander (an azer 
  named Strek), and nothing about the overarching efreeti plan.
  A15. Brig
  This cell is lined with restraints designed for a variety of 
  physiologies.
  The door to the brig is also an airlock, an unusual feature as 
  described in area A14. This airlock can be opened only from that 
  room. With a successful DC 15 Engineering or DC 20 Piloting 
  check while spending 1 minute examining the room, a PC finds 
  this chamber has deployable crash cushions in the bulkhead 
  walls that could provide up to three Medium or smaller 
  occupants of this room safety for atmospheric reentry.
  A16. StorAge
  This storage closet has empty tool racks and bare shelves.
  A17. Bridge
  This starship bridge extends like a curved, multi-tiered 
  balcony, its outer walls and ceiling formed of clear composite 
  with holographic overlays that crowd the dark of space 
  with instrument readouts and blinking damage reports. 
  Workstations line the balcony’s curved outer edge and the 
  raised platform near the door, some of them clearly damaged 
  by electrical fire. Ash and debris form a small pile in front of 
  the central pilot’s station.
  The debris near the pilot’s station is the remains of Tash, the 
  ifrit who stole this ship, hoping to warn others of the coming 
  invasion. Unfortunately for Tash, Khaim’s commissars required 
  him to wear an allegiance collar. The signal the fire whale was 
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  15
  
  A PC who succeeds at a DC 10 Perception check notices a 
  blinking light on the ship’s console. Those who search the area 
  notice the light without a check. It indicates an emergency 
  message left in the captain’s log. If the PCs activate the 
  message, read or paraphrase the following.
  A hologram sputters into existence in the middle of the room, 
  showing a copper-skinned humanoid man with short, dark 
  horns and slightly luminous flame-red hair that turns blond 
  toward the roots. He’s in his mid-thirties, perhaps, with a 
  collar of black metal around his neck. Several wounds bleed 
  through his similarly dark armor. He wavers on his feet, as if 
  woozy, and the recording dissolves into scattered motes of 
  light before cohering again.
  The man is an ifrit; in this case, a humanoid with human and 
  efreeti ancestors (Life Science DC 10 to identify).
  “My name is Tash,” he says. “I was on Noma. I...” The message 
  dissolves, forming again as he says, “...seize the Burning 
  Mother. I was among them, but...” The recording stutters and 
  jerks forward. “Khaim can’t be...”
  Suddenly, the man stumbles as if struck. He opens his 
  mouth to continue, but the collar around his neck flares with 
  a red light. He looks down toward it. Then he gazes straight 
  ahead, eyes tired, resigned.
  “Forgive...” he whispers as a cloud of silver erupts from the 
  collar and flows across his body. It consumes everything it 
  touches, starting with his head, reducing him to dust.
  The hologram fades.
  The instruments responsible for recording the message 
  have been heavily damaged. Despite anything the PCs might 
  attempt, the message remains broken and disjointed.
  Now that the PCs have access to the bridge, it takes only 
  a few minutes and a successful DC 21 Engineering check to 
  patch the one functional engine enough to carefully limp the 
  ship back to Far Portal Station.
  Treasure: Tash’s armor is black microcord, like kasatha 
  microcord I, with crimson accents. His black-and-red tactical 
  semi-auto pistol is in the dust, along with 27 small arm rounds. 
  The activated allegiance collar is nonmagical but still worth 20 
  credits. The armor’s belt contains a credstick (250 credits).
  Story Award: If the PCs successfully view Tash’s message 
  and return Breath of Embers to Far Portal Station, award them 
  600 XP.
  RETURN TO FAR PORTAL STATION
  Far Portal Station erupts with excitement as soon as the PCs 
  return with the mysterious ship. Stationmaster Jori meets them 
  at the docks, breathing heavily with excitement as she requests 
  a full report of what the PCs found aboard the Breath of 
  Embers. Her eyes widen with shock if it becomes apparent that 
  the PCs have removed items from the ship—in her mind, they’re 
  ALLEGIANCE COLLAR
  General Khaim knew he’d need a way to safely bring 
  some of his agents into the Plane of Fire or the sun, 
  places few biological creatures are equipped to handle. 
  His solution was the allegiance collar, a hybrid device 
  that allows the wearer to act like a Plane of Fire native 
  but contains a self-destruct sequence that Khaim’s 
  people can trigger from afar, ensuring that his Material 
  Plane agents can’t reveal secrets. Khaim feels that 
  wearing a collar reminds his agents of their oaths to 
  and place within his organization.
  ALLEGIANCE COLLAR 
  LEVEL 8
  HYBRID ITEM (Worn) 
  PRICE 10,000 
  BULK L
  A black iron choker, an allegiance collar contains 
  technomagical circuitry that adapts to someone who 
  willingly wears it for 24 hours. It grants such a wearer 
  the benefits and weaknesses of the fire subtype and the 
  solar adaptation universal creature rule. The collar can be 
  removed only with a special key or a successful DC 32 
  Engineering check.
  In addition, this collar contains a self-destruct feature that 
  can be triggered in several ways: via a specific encrypted 
  hybrid electronic signal, if the collar doesn’t receive a 
  similar sort of signal (usually with paired encryption) in a 
  specified amount of time, upon certain individuals uttering 
  a command word, or if the wearer simply wills it. The collar 
  also activates if a creature fails the Engineering check to 
  remove it.
  Upon activation, the collar illuminates with red light and 
  the device injects the wearer with nanites adapted to the 
  wearer’s genetic code. These nanites destroy a wearer’s 
  brain in seconds (death is instantaneous), obliterate the 
  head in 1 round, and then disassemble the rest of the body 
  in a number of rounds equal to 1 + the number of steps 
  by which the creature’s size category exceeds Small. Once 
  the process is over, the nanites decompose, and all that 
  remains of them and their victim is molecular dust. The 
  nanites are harmless to organisms they aren’t adapted 
  to disassemble, and they decompose seconds after being 
  removed from the collar.
  After the collar activates, its magic fades, becoming just an 
  ornate piece of iron jewelry worth about 20 credits.
  transmitting activated the collar the moment it got within 
  range, and the collar destroyed Tash completely, leaving only 
  dust mixed with treasure (see that section).
  A PC who succeeds at a DC 15 Life Science or Mysticism 
  check confirms that the “ash” is the disintegrated remains 
  of a biological creature, possibly the result of magic or 
  deconstruction nanites. Such a thorough disassembly was 
  likely meant to prevent speak with dead or resurrection magic.
  16
  
  all priceless artifacts to be studied—but she manages to quash 
  her objections. If the PCs haven’t already explored the entire 
  ship, Stationmaster Jori asks them to do so for the safety of 
  her researchers, though she gives them the option of returning 
  for healing or resupply before finishing. Medics and mystics 
  on the station heal any PCs who are still injured. However, the 
  selling of loot from the starship or any significant resupplying 
  will have to wait until the PCs visit a more populous settlement.
  If the PCs claim right of salvage on the ship, however—and 
  if you want the idea to occur to them, a junior tech raises 
  it in passing—Jori squawks in surprised disapproval. A 
  PC who succeeds at a DC 15 Culture check recognizes 
  that while the PCs agreed to bring the ship back to the 
  station for study, their agreement with Jori said nothing 
  about ownership. If the PCs decide to press their claim, 
  Jori can do nothing: the starship is legally 
  theirs. Either way, Breath of Embers 
  won’t be leaving port until its engines 
  are repaired. Jori decides to cut her 
  losses and offers a compromise—
  in exchange for uninterrupted 
  research, her station engineers 
  can repair and refit the damaged 
  ship as part of their investigation. 
  This allows the PCs to come away 
  from the situation with a new 
  starship that, while unavailable 
  for the rest of this adventure 
  until you decide it’s ready, might 
  provide a handy vessel for future 
  adventures. If the PCs don’t want 
  to keep Breath of Embers, it can 
  instead be a narrative source of 
  Build Points for future starship 
  upgrades. The PCs can’t otherwise 
  benefit from the vessel; it can’t be 
  sold for credits.
  RESEARCH
  From Far Portal Station, the 
  PCs have access to the Burning 
  Archipelago’s infosphere and can 
  use it to take 20 while researching 
  a variety of topics.
  Allegiance Collar: A PC who succeeds 
  at a DC 20 Engineering check can figure 
  out the basic functions of Tash’s allegiance 
  collar and recognize that it must have been 
  responding to the fire whale’s broadcast. If the 
  PCs thought to record that broadcast, someone 
  can break the encryption on that signal with a 
  successful DC 30 Computers check. However, the 
  trigger command is only a very long string of numbers 
  with no indication of its origin.
  Breath of Embers: With a successful DC 15 Computers check, 
  the PCs find (or confirm) what they may have learned when 
  first encountering the ship. It’s similar to various efreeti trader 
  ships, but this ship design has never been recorded before, and 
  it is decidedly more militaristic than merchant vessels.
  Far Portal, Far Station, and the Sun: Jori is happy to fill the 
  PCs in on any information they want to know about the Far 
  Portal, the Burning Archipelago, or the sun in general. For more 
  information on these subjects, see the Core Rulebook and 
  pages 10–16 of Starfinder Pact Worlds.
  Fire Whale: A PC who succeeds at a DC 10 Computers 
  check learns the information about the fire whale 
  presented in Event 1.
  Tash’s Message: A simple search (or common 
  knowledge among some PCs) reveals that 
  “the Burning Mother” is another name 
  for the Pact Worlds’ sun and a direct 
  translation of the Lashunta name, 
  Mataras, used by most scientists. 
  Further research requires a successful 
  DC 20 Computers check. Nothing 
  useful can be found about “Khaim” or 
  “Noma,” but a successful PC manages 
  to find mention of an ifrit mercenary 
  named Tash who lived, years ago, 
  in the Corona neighborhood of 
  the Burning Archipelago. His social 
  media profile and other media show 
  a younger ifrit than the holographic 
  message. He hasn’t used his public 
  accounts for years.
  FALL OF FAR 
  PORTAL
  The PCs should have a little 
  time to heal, research, and meet 
  with Stationmaster Jori. Within 
  hours of their return, however, a 
  new event draws attention. Read 
  or paraphrase the following.
  Shouts echo once more, alarms 
  scream, and researches run back 
  and forth. All the station’s screens 
  switch to the same image: the Far 
  Portal, its orbit beginning to decay. The 
  structure sinks rapidly down through 
  the sun’s corona. Within moments, the 
  portal dips into the sun and disappears both 
  from view and the station’s scanners.
  At the same moment the Far Portal disappears 
  below the sun’s surface, a sudden burst of 
  psychic energy erupts from the depths of the sun. 
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  17
  TASH
  
  Any character who has telepathic ability—PCs and station 
  researchers—is staggered for 1d4 rounds as a sense of alarm 
  and impending danger flows over and through 
  them. Other characters feel a faint, momentary 
  rush of unease. The worst quickly passes, but an 
  unshakable sense of vague dread remains.
  A PC who succeeds at a DC 15 Culture check or 
  questions the researchers reveals that the lashuntas 
  of the Burning Archipelago have long reported a 
  similar sense of doom emanating from the sun, 
  giving rise to their reputation for paranoia. (If 
  any PC is from the Burning Archipelago, she 
  knows this fact automatically.) However, no 
  one has ever reported a wave anywhere near 
  this powerful. Regardless, it’s clear from the 
  sudden psychic onslaught, the lost portal, and 
  the appearance of the Breath of Embers that 
  something unusual is happening.
  MEETING TAERESS
  Several minutes after the Far Portal sinks 
  into the sun, a broad-shouldered korasha 
  lashunta woman with purple hair, wearing 
  utilitarian gray coveralls with lots of 
  pockets, approaches the PCs. She ideally 
  selects a lashunta, shirren, or other psychic 
  PC, but if the party has none of these, she aims for whoever 
  looks like the party’s leader, walking up to them and introducing 
  herself as follows.
  “I’m Dr. Taeress Suloro, one of the researchers here. I specialize 
  in magnetospheric monitoring and solar weather prediction, 
  with... well, let’s just say I make sure nobody gets cooked.” 
  She extends a hand for shaking.
  Give the players time to respond, and then Taeress continues.
  “You all just felt that, right? Like you’re in an opening airlock 
  with no suit?” She points to her antennae.
  “Listen, lashuntas on the Burning Archipelago feel similar 
  psychic pressure all the time, but never anywhere near that 
  strong. Combine that with the portal going for a dip—” she 
  grimaces and gestures to one of the screens showing the last 
  known location of the Far Portal, “and it’s my professional 
  opinion that things have just gotten, well, deeply weird.
  “We need everyone to know about this, which is why I’m 
  going to be on your ship when you leave in, say, ten minutes. 
  And you’re going to tell me how many organs I have to sell to 
  pay for the privilege. Deal?”
  Taeress Suloro (NG female korasha lashunta mechanic) 
  does her best to appeal to the PCs’ sense of duty and scientific 
  inquiry, and, as a last resort, greed. She explains that she’s 
  already secured the stationmaster’s permission to serve as 
  the station’s representative to the scientific community on the 
  Burning Archipelago, carrying all the data about what 
  just happened. Stationmaster Jori is dispatching 
  the data via interplanetary comm units, but given 
  the circumstances, no one wants to rely only 
  on transmission.
  Taeress was chosen to go not only because of her 
  expertise and junior position, but also because she 
  was raised in Asanatown and knows scholars on 
  the Burning Archipelago who might have insights 
  into the psychic assault. In addition to lashunta 
  academics, Taeress has ties to a researcher at the 
  Deep Cultures Institute, an organization dedicated 
  to finding and contacting the theoretical deep 
  cultures that might exist far within the sun. She 
  adds that she has no idea whether such cultures 
  could be responsible for what just happened, but 
  she believes it’s important to cast a wide net.
  A PC who succeeds at a DC 15 Sense Motive 
  check notices that Taeress flushes slightly at 
  the mention of the Deep Cultures Institute. 
  If pressed with a successful DC 15 
  Diplomacy check, she reveals that 
  her contact at the DCI is her ex-wife 
  Nib. Taeress isn’t looking forward to 
  the meeting. If the PCs learned that 
  Tash was from the Burning Archipelago, Taeress immediately 
  latches on to that fact as one more reason to go there. She’s 
  polite and friendly, but Taeress refuses to take no for an answer.
  Treasure: Taeress has a small budget from her department, 
  and starts out by offering the PCs 300 credits just for the 
  ride. She can raise that total to her maximum of 500.
  PART 2:  
  REBELLION DAWN
  The only major settlement on the sun’s surface, the Burning 
  Archipelago is on the opposite side of the sun from Far Portal 
  Station. The journey takes only a few hours.
  The Burning Archipelago is a bizarre place, even by Pact 
  Worlds standards. Floating in mysterious bubbles of force 
  within the sun’s plasma seas, the structure is an island of 
  habitability amid astronomic fire, reachable only through special 
  protective tunnels Sarenite explorers discovered a century ago. 
  Several generations of settlers have since turned the structures 
  within the bubbles into bustling hubs of trade and tourism. 
  Dawnshore, the central bubble, generates the Archipelago’s 
  primary entrance tunnel, making it the main spaceport, 
  but the other bubble-cities can easily be reached through 
  linecrawlers—ferries that move along the tethers of energy 
  that tie the bubbles together. Despite their interconnection 
  and interdependence, the bubble-cities are not unified under 
  18
  TAERESS
  
  the same government. Each is its own independent entity, 
  recognized equally in the Archipelago Senate on Dawnshore, 
  alongside representatives from various powerful corporations 
  and nongovernmental organizations.
  INTO THE SUN
  The outer ends of the magical tunnels leading down into 
  Dawnshore extend well beyond the sun’s flames so that 
  normal starships can gain access. Guarding entrance to these 
  passages is Sunrise Station, a Sarenite-controlled military 
  base that closely monitors all traffic in and out of the Burning 
  Archipelago. Access to the sun itself is a right of all Pact Worlds 
  citizens, but the Archipelago is another story. Sarenites control 
  only Dawnshore, so they can refuse only those who lack 
  legitimate business in one of the bubble-cities. This monitoring 
  is intended to make life hard for undesirables who haven’t 
  arranged their visit in advance.
  Because of Sarenite vigilance, the PCs face a slight challenge 
  entering the Burning Archipelago. As their ship approaches 
  Sunrise Station, read or paraphrase the following.
  Sunrise Station comes into view, an ornate monitoring port, 
  adorned to identify it as a Sarenite facility. Rings of dark metal 
  float in the space beyond.
  Taeress can tell the PCs they can hail the station or wait to be 
  hailed. When either occurs and the call is answered, continue 
  by reading or paraphrasing the following.
  A pleasant-looking human man in gold clothing with blue trim 
  nods a greeting and says, “Blessings of the Dawnflower be 
  upon you, travelers. Please identify yourselves and state your 
  business in the Burning Archipelago.”
  Have a PC attempt a DC 15 Diplomacy check to talk the patrol 
  into letting the party through. The Dawn Patrol has already 
  run a background check on the PCs’ ship transponder—if no 
  information was found or the characters’ answers about who 
  they are don’t match the registry, the DC of this check increases 
  by 5. Any other lies that the Dawn Patrol agent discerns (Sense 
  Motive +10) increase the DC by an additional 5. If the PCs 
  introduce Taeress and reveal that they’re here with important 
  information about the recent psychic event and the loss of the 
  Far Portal, no check is needed unless the PCs did something to 
  increase the DC. In that case, the DC decreases by 10.
  If the PCs succeed, the communications agent waves them 
  on to Dawnshore without incident. On a failure, they’re refused 
  access. Any aggressive action on the PCs’ part triggers the 
  launch of an Aurora Yellow Dwarf starship (see the inside front 
  cover) from Sunrise Station, the crew of which orders the PCs 
  to stand down. Regardless, on a failure, Taeress grumpily asks 
  everyone to wait while she excuses herself to a private portion 
  of the ship to make a call to her DCI contact, returning in a 
  minute looking troubled. Moments later, a formal request from 
  the DCI reaches the Dawn Patrol, who allow the PCs’ vessel 
  to pass (with a warning, if the PCs were belligerent). The PCs 
  make it through either way, but Taeress is upset in the latter 
  situation, as she was hoping to put off talking to Nib for as long 
  as possible. See the Nib and Taeress sidebar on the next page 
  for details about this relationship.
  When the PCs enter, read or paraphrase the following.
  The mouth of a tunnel swirls into existence as a shimmering 
  vortex in one ring of dark metal near Sunrise Station. It 
  stretches down like a funnel into the stellar atmosphere.
  The PCs’ ship reaches the Dawnshore spaceport without 
  incident, but soaring through the tunnel of flame is a surreal 
  experience. At the other end, a ring of dark metal similar to 
  the entrance opens on a view of the Burning Archipelago (Pact 
  Worlds 10–11). When the PCs touch down, Taeress contacts 
  Nib, much as she might have to acquire passage into the 
  Burning Archipelago earlier. Again, the contact seems to have 
  unpleasant results. She’s initially disinclined to talk about it, 
  but anyone who presses (Diplomacy DC 15) learns that her DCI 
  contact is her ex-wife, Nib, with whom she is not on good terms.
  EVENT 2: INSPECTION (CR 2)
  Dawnshore spaceport is a wide expanse of landing pads and 
  launch pits housing a diverse array of ship types. As the PCs 
  exit their ship, a uniformed shirren and a flying robot greet 
  them. Read or paraphrase the following.
  A shirren carrying a tool kit and wearing coveralls with the 
  words “Dawnshore Spaceport” emblazoned on the chest 
  approaches the ship, a four-foot-long, dragonfly-shaped robot 
  hovering over his shoulder. A ratty purple top hat with holes 
  for his antennae rests atop the shirren’s head, and he tips it 
  in greeting. 
  “Welcome to Dawnshore!” he says. “I’m Nikkost, a mechanic 
  for the port authority. Lux, my drone here, and I need to take 
  a quick look at your ship to make sure there are no unshielded 
  reactors, illegal mods—stuff like that. Don’t let me get in your 
  way, though! You’re welcome to be about your business. I can 
  lock up behind myself and leave a log, or give you a call if I 
  find any issues.”
  Creatures: This supposed inspector is a con artist named 
  Nikkost, known locally as “Slick Nik.” After being barraged by 
  the same psychic blast the PCs experienced, he got spooked 
  and decided it’s time to take his operation far away. To do so, 
  however, he needs a ship. He has chosen the PCs’ vessel. 
  Nik is good at his job, with quick, natural talk and an honest 
  face. His uniform is legitimate (stolen from a storage locker), 
  and his trademark top hat is an individual touch. It takes a DC 
  20 Sense Motive check to realize Nik might not be telling the 
  truth—he seems slightly nervous, which seems out of character 
  with his easygoing charm. A PC who succeeds at a DC 15 
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  19
  
  Engineering or Culture check recognizes that Nik’s “drone” is 
  actually an anacite wingbot from Aballon, a hole in his story. 
  Lux bonded with Nik years ago, and has been half partner and 
  half pet ever since, providing scouting and air support for his 
  scams. If asked about the wingbot, Nik tries explaining the 
  issue away but is more likely to become flustered. This new 
  situation allows the PCs to attempt another Sense Motive 
  check against a lower DC of 15.
  If the PCs trust him enough to leave him alone on their 
  ship, they’re alerted to their folly moments later by several 
  legitimate port authority workers running toward them, 
  waving and shouting. The PCs then have to fight their way 
  back onto their own ship.
  Nikkost is desperate. At any clue that his con isn’t working, 
  he shouts for Lux to attack and pulls a gun from his toolbox, 
  trying to fight his way onto the ship. If he succeeds in duping 
  the PCs, he does his best to close the doors and trap several of 
  them outside the ship before attacking whoever’s left aboard.
  Regardless, use the sound of engines warming up and 
  other preflight routines to create a sense of imminent disaster. 
  However, unless you decide otherwise, Nikkost is incapable 
  of lifting the ship off the launch pad. He’s a fast talker, but a 
  terrible pilot.
  For combat, use the map of whatever ship the PCs are 
  flying, surrounded by a flat stretch of launch pad. If the PCs 
  don’t already have a ship map, consider using Starfinder Flip-
  Mat: Starship, or Starfinder Flip-Mat: Sunrise Maiden, which 
  has a ship exterior and landing pad perfect for this encounter.
  NIKKOST 
  CR 1
  XP 400
  Male shirren envoy
  NE medium humanoid (shirren)
  Init +2; Senses blindsense (vibration) 30 ft.; Perception +5
  DEFENSE 
  HP 17
  EAC 11; KAC 12
  Fort +1; Ref +3; Will +4
  OFFENSE
  Speed 30 ft.
  Melee tactical baton +4 (1d4+1 B)
  Ranged pulsecaster pistol +6 (1d4+1 E) or
  smoke grenade I +6 (explode [20 ft., smoke cloud 1 
  minute, DC 12) or
  stickybomb grenade I +6 (explode [10 ft., entangled 2d4 
  rounds, DC 12)
  Offensive Abilities envoy improvisation (get ’em)
  TACTICS
  During Combat Nikkost knows that the best way to win a 
  fight is to shoot first and not hold back, but he doesn’t 
  really want to kill anyone. He uses get ’em each round 
  and focuses his pulsecaster’s nonlethal damage on 
  dropping characters who seem weak to reduce the 
  number of people attacking him. He uses his stickybomb 
  grenade to lock down melee combatants. As he fights, 
  Nikkost shouts his apologies but says “bad times are 
  coming” and “the hotheads over in Asanatown are 
  gearing up, and I don’t want to be here when things 
  go down.”
  Morale Nikkost is desperate to take the ship, but his aim 
  in this attempted theft is to survive. If reduced to 5 Hit 
  Points or fewer, or if Lux is in similar danger, he uses his 
  smoke grenade to impede foes and then flees. If unable 
  to escape, or if Lux risks destruction, he surrenders and 
  pleads for his life. If Lux is destroyed, Nik might angrily 
  fight to the death.
  STATISTICS
  Str +0; Dex +2; Con +0; Int –1; Wis +1; Cha +4
  Skills Bluff +10, Diplomacy +5, Disguise +10, Sense Motive 
  +10, Sleight of Hand +5
  Languages Common, Shirren; limited telepathy 30 ft.
  Other Abilities communalism
  Gear flight suit stationwear, pulsecaster pistol with 2 
  batteries (20 charges each), tactical baton, smoke 
  grenade I, stickybomb grenade I, lucky dice (worth 10 
  credits), credstick (100 credits)
  NIB AND TAERESS 
  Taeress and her ex-wife Nib have a complicated 
  relationship. Drawn to each other’s intelligence and 
  confidence, they had several happy years together 
  before their careers pulled them apart. Nib’s research 
  at the Deep Cultures Institute was a point of constant 
  ridicule from Taeress’s more conservative scientific 
  colleagues. Combined with Nib’s defensiveness, the 
  pressure eventually drove a wedge between them, with 
  Taeress choosing academic politics over love. Anger 
  and guilt still hang over both of them, but they also 
  have deep feelings for each other, and they alternate 
  between sniping at each other and staring longingly 
  when they think the other isn’t watching. Learning this 
  story from Taeress in advance requires a successful 
  DC 15 Diplomacy check. Once the two are in the same 
  room, though, the situation becomes obvious. Despite 
  hurling sarcastic barbs at one another, each willingly 
  throws herself into harm’s way to defend the other.
  Depending on your group’s preferences, the conflict 
  between the two can be brief comic relief or a chance 
  for roleplaying as the party counsels them on their 
  relationship. Regardless of whether the party wants 
  to help them heal their relationship or get over each 
  other, the mechanics are the same—a PC must succeed 
  at three DC 15 Diplomacy or Bluff checks to convince 
  one NPC to see things the PC’s way. Failure increases 
  the DC of checks using that particular skill against that 
  particular NPC by 5. If the PCs succeed at their goal, 
  award them 400 XP.
  20
  
  LUX 
  CR 1/2
  XP 200
  Anacite wingbot (Alien Archive 11)
  HP 13
  TACTICS
  During Combat If enemies cluster and Lux can avoid 
  catching Nikkost in the area, the wingbot starts by using 
  its trill ability. After that, it focuses on the target of 
  Nikkost’s get ’em ability, sticking with ranged attacks. 
  Lux doesn’t know better than to use lethal attacks.
  Morale Lux is mindlessly loyal to Nikkost. The anacite fights 
  to the death if it lacks orders from him to stop.
  Development: If interrogated, Nikkost repeats his apologetic 
  reasoning. He believes that this latest psychic burst is going 
  to cause a tipping point with the lashunta population in 
  Asanatown, and he wants to escape. Nik has heard rumors that 
  the lashuntas have been buying weapons, hiring mercenaries, 
  and cracking down on undesirables such as himself. His claims 
  foreshadow events to come.
  LINECRAWLER STATION
  Taeress informs the PCs that they’ll be meeting Nib near 
  Taeress’s apartment in the nearby lashunta bubble of 
  Asanatown. Getting there means taking a linecrawler, one 
  of the train-like ferries that travel along the energy tethers 
  between bubbles. Catching the appropriate crawler is easy 
  enough, but as the PCs arrive in the station on the Asanatown 
  side, they should each attempt a DC 20 Perception check. 
  Anyone who succeeds notices that a group of armed lashuntas 
  and ifrits moves purposefully through the station.
  A few minutes after the PCs exit the station, a public 
  announcement broadcasts to all personal communication 
  devices on the local emergency channel. Read or paraphrase 
  the following, noting the front cover depicts Zeylan Trinipol.
  On the screen, a slender, handsome lashunta man wearing 
  elegant dark armor sits in front of a flag bearing the silhouette 
  of a lashunta head atop a yellow sun.
  “Citizens of Asanatown,” he says, “I am Zeylan Trinipol, 
  commander of the Sunrise Collective. I know many of you 
  are still reeling from the recent psychic assault. You might 
  be frightened or angry, and you’re right to be so. For too 
  long, the lashuntas of the Burning Archipelago have suffered 
  under the weight of an assault like this from unknown forces 
  within the sun. Like you, I’ve lived with this invisible sword 
  hovering over our heads, while our so-called leaders allow 
  outsiders to invade and threaten our city. But no longer!
  “As of today, the Sunrise Collective has taken the mantle 
  of your protectors, working even now to secure our borders. 
  Together with our allies in the Brass Dragons, we have 
  assumed control of the city from our council of do-nothing 
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  21
  
  ARCHIPELAGO LAW
  Events in Asanatown are no doubt deeply troubling to 
  the people of the other Burning Archipelago bubbles, 
  but citizens of other bubbles can do little about these 
  incidents. According to Burning Archipelago law, each 
  bubble-city is an independent state, with its own laws and 
  police. The Archipelago Senate commands some security 
  forces, but these police are dedicated to protecting the 
  Archipelago as a whole from outside threats, and the 
  Senate holds little authority in the affairs of individual 
  bubbles. On those rare occasions when the Senate does 
  have the legal authority or political will to intervene in 
  the civil affairs of an individual bubble, action inevitably 
  comes with so much bureaucracy, infighting, and political 
  grandstanding that the problem is usually resolved by 
  the time the legislature agrees on any concrete action. 
  Moreover, many of the larger guilds and organizations 
  in the Archipelago traditionally handle their own affairs 
  rather than involving civil authorities, creating a culture of 
  quietly sanctioned vigilantism. This loose structure means 
  that, with the Sunrise Collective in effective control of the 
  local government, the PCs can’t call in other authorities to 
  solve the problems in Asanatown.
  politicians, bureaucrats, and sycophants. We’re putting 
  new security procedures in place to protect our homes, our 
  businesses, and our future. As part of these measures, travel 
  to and from Asanatown has been canceled for the duration 
  of the transition. Please comply with instructions from all 
  Collective troops. Thank you for your patience as, together, 
  we build a safer Asanatown.”
  The man flashes a dazzling smile, then winks out. A few 
  nearby pedestrians express anger or shock, but two or three 
  cheer or otherwise express approval.
  PCs who return to the linecrawler station find its doors 
  sealed and a sign indicating the shutdown posted inside the 
  glass. Within the building, a large squad of lashunta and a few 
  ifrit soldiers can be seen setting up defensive barricades. The 
  soldiers won’t open the doors, and they ignore entreaties to 
  talk from outside. They attack anyone who manages to break 
  in. PCs who have a combat background realize these soldiers 
  badly outnumber the PCs and have a good defensive position.
  Taeress has no idea what’s going on. The last time she was 
  here, the Sunrise Collective was a local radical racist group no 
  one took seriously. However, news of the takeover is all over 
  town, making it easy to gather information. If the PCs do so, 
  they can use Diplomacy to learn the following.
  Result 
  Information
  10+ 
  The Sunlight Collective is a fringe paramilitary 
  group that has gained momentum lately, under 
  the charismatic leadership of the man in the 
  announcement, Zeylan Trinipol. Using the psychic 
  assault as an excuse, the Collective has seized and 
  imprisoned some of Asanatown’s councilors and 
  declared martial law. They’re rounding up non-
  lashunta “undesirables.” People have been injured 
  or killed for resisting.
  15+ 
  Despite their message of lashunta isolation, the 
  Collective has brought in a mercenary group called 
  the Brass Dragons, made up of people, notably 
  ifrits, from the nearby bubble of Corona. Citizens 
  have been instructed to treat the mercs as they 
  would lashunta Collective soldiers, like the town’s 
  rightful police.
  20+ 
  The officer in charge of the Brass Dragons forces 
  in Asanatown is an ifrit woman named Rej Vierna. 
  Mercs in Asanatown are only a portion of the 
  mercenary company’s might, and Rej is just an 
  officer in the organization. Even combined, the 
  Brass Dragons and Sunrise Collective are a meager 
  force to control all of Asanatown.
  25+ 
  The Sunrise Collective has taken control of Horizon 
  House, the city’s capitol building, located in the 
  Asanatown neighborhood of Clearlight, a side 
  bubble. The prisoners, probably city councilors 
  captured in Horizon House, are likely to be inside 
  that building.
  NAVIGATING ASANATOWN
  With the streets growing dangerous for non-lashuntas, Taeress 
  points out that the group’s first priority should be getting to her 
  apartment near Bulwarks Plaza (see page 41) so they can meet 
  up with Nib and try to figure out what to do next. The apartment 
  should be a safe place to hole up and discuss the strange solar 
  phenomena. Given the current state of emergency, however, 
  the streets are empty of public transit. The PCs have to walk.
  As the PCs move through Asanatown, however, they find a 
  populace in disarray from the recent coup. Most citizens resent 
  military control and fear what the travel ban means for their 
  lives. An underlying thread of support for the Collective is also 
  apparent—the lashuntas of Asanatown have been living with 
  a sense of dread since before the area’s settlement. Many find 
  it gratifying to finally have someone in control willing to take 
  action regarding that problem. Heated discussions among 
  lashuntas with conflicting views, as well as among lashuntas 
  and other species, are common as the PCs make the roughly 
  1-hour walk from the station to Taeress’s apartment. 
  CIVIL UNREST
  As they make their way across the city, the PCs witness several 
  incidents that emphasize Asanatown’s civil unrest. Taeress is 
  torn between the need for action and the desire to keep a low 
  profile. Her innate compassion leads her to encourage the PCs 
  to help. She might take action herself in Event 3. 
  22
  
  In each of the following events, defusing the situation by 
  convincing the soldiers to leave the citizens alone requires a 
  successful DC 20 Diplomacy or Intimidate check to turn the 
  unfriendly soldiers friendly. Provided they fail by 4 or less, PCs 
  can attempt this check multiple times. If a PC fails a check by 5 
  or more, or if the PCs attack, the soldiers respond with violence. 
  If the PCs resolve these events through combat without first 
  taking steps to hide their identities, they take a cumulative 
  –2 penalty per event on Diplomacy and Disguise checks 
  against Sunrise Collective or Brass Dragons soldiers later 
  in the adventure. PCs who succeed at a DC 25 Diplomacy or 
  Intimidation check, or who spare a soldier’s life in exchange 
  for information, can learn the Collective’s password for the day 
  (“sunspots”), granting them a +4 circumstance bonus to future 
  checks to pass themselves off as Collective agents. Any PC 
  captured in this part of the adventure ends up imprisoned at 
  Checkpoint Laubu (see the next page).
  Both of the following events occur out in the open, in the 
  middle of 30-foot-wide streets surrounded by tall buildings 
  with locked doors and anxious residents. Each event involves 
  two lashunta soldiers, their armor marked with the logo of 
  the Sunrise Collective, as well as an ifrit mercenary in dark, 
  unmarked armor. Use the following statistics for both events.
  SUNRISE COLLECTIVE SOLDIERS (2) 
  CR 1/2
  XP 200 each
  Lashunta soldier
  NE Medium humanoid (lashunta)
  Init +3; Perception +4
  DEFENSE 
  HP 13 EACH
  EAC 10; KAC 12
  Fort +2; Ref +0; Will +2
  OFFENSE
  Speed 30 ft. (25 ft. in armor)
  Melee longsword +5 (1d8+1 S)
  Ranged hunting rifle +6 (1d8 P) or
  frag grenade I +6 (explode [15 ft., 1d6 P, DC 10])
  Offensive Abilities fighting styles (sharpshoot), 
  sniper’s aim
  Lashunta Spell-Like Abilities (CL 1st)
  1/day—detect thoughts (DC 10)
  At will—daze (DC 9), psychokinetic hand
  TACTICS
  During Combat The soldiers prefer to seek cover and shoot 
  at their foes. If necessary, one takes the fore in melee 
  combat while the other remains at range.
  Morale These soldiers are zealous revolutionaries who fight 
  bitterly, especially against non-lashuntas. But they don’t 
  expect to die, so they surrender if both are at fewer than 
  half Hit Points or if one is the last person standing.
  STATISTICS
  Str +2; Dex +3; Con +1; Int +0; Wis +0; Cha +0
  Skills Acrobatics +4, Athletics +9, Intimidate +4
  Languages Common, Lashunta; limited telepathy 30 ft.
  Gear lashunta ringwear I, hunting rifle with 24 longarm 
  rounds, longsword, frag grenade I, credstick (50 credits)
  BRASS DRAGONS MERC 
  CR 1/2
  XP 200
  Ifrit soldier (see page 60)
  HP 13
  TACTICS
  During Combat Like the lashuntas, this merc prefers to stay 
  in cover and fire.
  Morale This mercenary surrenders only if the lashuntas 
  decide to do so. If the merc is alive when the soldiers go 
  down, the merc gives up.
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  23
  SUNRISE SOLDIER
  
  event 3: eviction (cr 2)
  Across the street, a crowd of lashuntas has gathered. In 
  its center, two armored lashunta soldiers drag a weeping 
  kasatha family—two parents and a child—out of an apartment. 
  The crowd of onlookers seems of mixed opinions—most are 
  shouting in protest, while others are eagerly picking through 
  household items a third soldier, an ifrit in dark armor, is 
  throwing out the apartment’s open door. One adult kasatha 
  attempts to resist, only to be punched in the face. The other 
  adult frantically covers his face as the soldier restraining him 
  tears away his mouth-scarf and laughs. In the center of the 
  madness, the child wails for someone to help.
  The kasatha adults, Samas (male) and Haen (female), have 
  been labeled “undesirable” due to their vocal but nonviolent 
  protests of the new regime. They are about to be taken to 
  Checkpoint Laubu for processing, along with their child, Jen 
  (female). If the PCs succeed in defusing the situation using 
  social skills, the soldiers decide the eviction isn’t worth the 
  trouble it’s causing and let the kasathas go, causing the 
  crowd to disperse. If the PCs rescue the family by any means, 
  they receive full XP for the encounter. (The kasathas aren’t 
  happy about any violence, but they’re thankful to remain 
  free nonetheless.)
  event 4: puBlic proteSt (cr 2)
  In an intersection, a few soldiers—two lashuntas and an 
  ifrit—confront a mob of protestors. The protestors are 
  lashuntas, with a few other species mixed in, armed only 
  with holographic signs, reading, “Not Our Collective!” and 
  “Asanatown for Everyone!” The soldiers, outnumbered and 
  irritated, stand with rifles trained on the crowd, giving them 
  a final warning to disperse. From the back of the mob, a 
  bottle sails into the air, smashing at the soldiers’ feet.
  These soldiers are xenophobic militia and mercs, not 
  professional police, and they have little concept of how to deal 
  with civil resistance except through force. They have orders to 
  avoid killing citizens, but their primary directive is to control 
  the city. When the PCs arrive, the situation is about to explode. 
  If the group does nothing, the soldiers begin firing into the 
  crowd a few moments later, scattering the citizens and leaving 
  several wounded or dead. If the PCs manage to resolve the 
  situation in any way without civilian death, award them full 
  XP for the encounter.
  NIB’S CAPTURE
  When the PCs make it to Taeress’s apartment, they receive a 
  further surprise: Nib sends Taeress a message. The DCI scholar 
  has been rounded up as an undesirable and taken to a police 
  station dubbed Checkpoint Laubu. Taeress is beside herself 
  with worry, but she knows the “checkpoint” was formerly a 
  police station called Station Laubu, named after Laubu Mesa 
  on Castrovel. Knowing her ex-wife, Taeress fears that Nib’s big 
  mouth and lack of common sense might get her killed. Taeress 
  can’t pay for the additional risk, unless she still has the 200 
  credits of the 500 she could have paid the PCs for the trip to 
  the Burning Archipelago, but she begs the PCs help her break 
  Nib out. Taeress notes that she and Nib are the PCs’ best local 
  contacts in a region suddenly hostile to foreigners. Further, 
  the DCI is bound to be grateful for any help the PCs offer Nib. 
  Taeress can direct the PCs to Checkpoint Laubu. It’s up to the 
  PCs whether she tags along, but she admits she’s of no use in 
  a fight. If the PCs leave her behind, she asks them to keep in 
  touch and let her know when they have Nib.
  B. CHECKPOINT LAUBU
  In its effort to establish authority, the Sunrise Collective 
  has installed checkpoints along a few major thoroughfares 
  and linecrawler stations, with a goal of cowing citizens into 
  cooperation. Checkpoint guards have orders to make a big 
  show of examining identification and allowing lashuntas 
  through the checkpoints. Members of other species who aren’t 
  deferential enough are fair game for extortion, arrest, or both.
  This checkpoint is a repurposed local police station whose 
  original denizens have been detained elsewhere. Freshly 
  installed wire fencing runs along either side of the station, 
  forcing all traffic to or from the neighborhood to pass through 
  the gate. It’s possible to take a long way around or otherwise 
  avoid the checkpoint, which also makes scouting possible.
  Rescuing Nib is the PCs’ goal, regardless of which tactics 
  they use to do so. Award the PCs full XP for any foe they avoid 
  fighting while still accomplishing their aim.
  SCOUTING
  A PC who succeeds at a DC 15 Perception check notices from 
  an inconspicuous distance that cameras watch the rear fenced 
  parking lot at area B8. It requires a successful DC 20 Stealth 
  check to approach the checkpoint unnoticed by the cameras. 
  Failing the Stealth check by 5 or more sends an alert to view 
  screens in the guardhouses and area B2. A camera can be 
  disabled with a successful DC 20 Engineering check, although 
  disabling one causes screens in the guardhouses (B1) and 
  office (B2) to go blank. NPCs in the checkpoint notice this fact 
  in 3d6 rounds, at which point one of the Sunrise Collective 
  Soldiers goes to check on the malfunctioning camera.
  INTERACTION
  The PCs can instead attempt to talk their way into the 
  checkpoint. The Collective is disorganized enough that with 
  the right checks, the PCs could pass themselves off as people 
  with a legitimate reason to be here. The DCs should be based 
  on your judgment about the PCs’ approach but should start 
  at 15 to 20. The guards begin with an unfriendly attitude. 
  They also distrust those who attempt bribes, and offering one 
  increases the DCs by 5.
  24
  
  CHECKPOINT FEATURES
  A few features are consistent within the checkpoint.
  Fences and gates are wire. Every 5 feet of fence has 
  hardness 10 and 15 Hit Points, although cutting the fence 
  is easier than destroying it. Doing so requires 1 round, an 
  engineering tool kit, and a successful DC 12 Engineering 
  check. Failure indicates only that more time is needed to 
  cut through, adding to the risk of discovery or being spotted 
  by cameras.
  Doors are composite equivalent to 2-inch-thick steel (Core 
  Rulebook 408). Locked doors in the checkpoint currently all 
  have the same numeric electronic code, which only Yiwin in 
  B5 knows. These locks can be hacked (Computers DC 20) 
  or disabled (Engineering DC 20). While a lock is hacked or 
  disabled, a character can determine the current code or reset 
  the code with a successful DC 20 Computers check.
  Windows and skylights provide normal light in the building.
  B1. roAdBlock (cr 2)
  To one side of a squat, beige building, a rolling gate and two 
  ramshackle guardhouses block the road north. Flanking 
  the gate, a ten-foot-high fence of steel wire runs east and 
  west down the middle of the intersecting street, dividing the 
  neighborhood in half and forcing all traffic to pass through 
  the gate. A small crowd of people waits to be let through. 
  Guards, one ifrit and one lashunta, check IDs with slow ease, 
  the lashunta laughing while poking fun at a young lashunta 
  man in the line.
  Creatures: A Brass Dragon merc and a Sunrise Collective 
  soldier currently work outside the guardhouse. A third 
  lashunta soldier leans against the corner of the eastern 
  guardhouse, watching the show. The guards have seen little 
  resistance so far, so their attitude is initially indifferent, 
  and they usually settle for telling people to “shut up and 
  get back in line.” If insulted or otherwise provoked, they 
  arrest the offending person at gunpoint, roughing up the 
  perpetrator a little for good measure. If physically attacked, 
  they switch immediately to deadly force, killing anyone who 
  seems threatening.
  If a fight here lasts more than 2 rounds, Mims from area B2 
  emerges to join in.
  SUNRISE COLLECTIVE SOLDIERS (2) 
  CR 1/2
  XP 200 each
  Lashunta soldier (see page 23)
  HP 13 each 
  TACTICS
  During Combat The soldier near the gate takes cover in 
  the guardhouse, firing from the safety of the doorway, 
  while the other soldier does the same by stepping just 
  inside the other guardhouse. They avoid using grenades 
  around civilians unless the situation is truly dire.
  Morale These soldiers know their hold on the city is 
  tenuous and that any sign of weakness could get them 
  all killed. If any of them is slain, the remaining one 
  attempts a tactical retreat to area B2, fighting there 
  until defeated.
  B7
  B. Checkpoint laubu
  B8
  B6
  B3
  B5
  B2
  B4
  B1
  1 square = 5 feet
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  25
  
  BRASS DRAGONS MERC 
  CR 1/2
  XP 200
  Ifrit soldier (see page 60)
  HP 13
  TACTICS
  During Combat The ifrit casts overheat if he can hit multiple 
  targets. Otherwise, he shoots, attempting to stay out of 
  melee. This merc isn’t concerned about civilian casualties.
  Morale The merc fights until the Collective soldiers are down. 
  He then tries to surrender.
  B2. office (cr 2)
  A counter divides this space into a reception area with a few 
  benches and an office to the north, with chairs and desks 
  covered in work materials and sentimental decorations. A 
  huge flag bearing the silhouette of a lashunta head in profile 
  atop a yellow sun and a white background has been tacked 
  unevenly to the reception area’s eastern wall. The northern 
  wall in the office bears inset view screens. In addition to the 
  transparent doors that open into the reception area, glossy 
  blue doors lead away to the north, east, and west.
  These desks belonged to the police station’s officers. Personal 
  items on them show as much. If all the cameras are functional, 
  the view screens show footage of area B8.
  Creature: Several years ago, a skittermander became 
  enamored with police life and demanded to help. Unable to 
  discourage him, the chief eventually gave in and let “Honorary 
  Officer” Mims help around the station. When Mims arrived 
  today and found the militia, the change in personnel barely 
  registered. Lieutenant Yiwin put Mims in charge of preparing 
  the station for further Collective use.
  Mims is an excitable furball wearing meticulously polished 
  armor. He’s loyal to his new friends, and he jumps in to help 
  his allies if needed. If encountered on his own, Mims has 
  a starting attitude of friendly. He helps persuasive PCs as 
  “citizens in need” until he receives a countermanding order 
  from a Collective member or it becomes clear that the PCs are 
  working against the Collective. Mims believes the Collective 
  is the rightful authority, asking rhetorically, “Aren’t they in a 
  police station? Didn’t they make an announcement?”
  To Mims, such evidence is enough for his loyalty. However, 
  if the PCs can alter Mims’s attitude to helpful, he can be 
  convinced to take them to Lieutenant Yiwin in area B5 or to 
  leave the station to find one of his former colleagues.
  HONORARY OFFICER MIMS 
  CR 2
  XP 600
  Skittermander envoy (Alien Archive 106)
  HP 23
  TACTICS
  During Combat Mims leaps into melee with his flame doshko, 
  singing made-up battle hymns. If he has allies, he uses 
  his get ’em ability each round. If not, he uses it only when 
  doing so won’t deprive him of the chance to attack.
  Morale As soon as he’s wounded, even superficially, Mims 
  shouts his pride in “making the ultimate sacrifice” and 
  loudly imagines his funeral parade. He fights to the death 
  against the PCs, whom he classifies as criminals.
  Development: If combat breaks out here, Lieutenant Yiwin 
  in area B5 hears. At the start of the third round, he stealthily 
  peeks through the doorway. If he can throw a grenade without 
  injuring any of his soldiers, he does so until his grenades are 
  gone, then takes up a defensive position waiting for the PCs to 
  enter his area. Yiwin doesn’t care about Mims, and so he might 
  include the skittermander in grenade explosions. In this event, 
  the PCs might be able to use the attack to persuade Mims his 
  new friends aren’t friends at all.
  Treasure: In addition to Mims’s gear, the room contains 
  mostly mundane sentimental items. Atop one desk is a static 
  arc pistol with a full battery (20 charges). On another is a 
  credstick (100 credits).
  B3. BArrAckS
  This room is lined with neatly made bunk beds, couches, and 
  metal storage lockers. A clearly labeled door to the south 
  hangs open, revealing a small washroom.
  This room provided officers with a place to sack out between 
  shifts, as well as temporary lodging for witnesses under 
  protection. The Collective hasn’t moved in yet.
  Treasure: Inside the unlocked lockers are enough spare 
  clothing items to put together three Asanatown police 
  uniforms. Inside one locked locker (Engineering DC 15 to open) 
  is a basic emotion regulator (Armory 99).
  B4. detention (cr 2)
  The western half of this room is divided into three large 
  holding cells, each with several bunks, a toilet, and walls of 
  close-set bars with transparent material between them. To 
  the north is a small bathroom that has a transparent door, 
  and several small lockers labeled “Evidence” hang open on the 
  eastern wall.
  A PC who succeeds at a DC 20 Perception check notices the 
  rewired lock on the northern cell. The door to the northernmost 
  cell is unlocked when the PCs first enter. The other cell doors in 
  this area are locked.
  The bathroom has shower stalls, sinks, and toilets. Anyone 
  who knows a bit about law enforcement or succeeds at a DC 10 
  Culture check knows the transparent outer door is so guards 
  can keep an eye on prisoners using the facilities.
  Creature: The northernmost cell holds an ikeshti 
  technomancer named Veke. Only PCs who succeed at DC 16 
  26
  
  Perception checks notice the ikeshti before he attacks. However, 
  a PC aware of the rewired lock gains a +4 circumstance bonus 
  to this check, since the lock is to the cell where this threat 
  hides. Veke is currently crouched in the back of his cell, behind 
  the bunks, ready to attack anyone who enters, believing them 
  to be the ghosts of the ikeshti juveniles he failed to protect.
  A brood-minder with a haunted past, Veke turned to drugs 
  to battle his guilt. He was arrested just before the Collective 
  took over, and he’s still under the influence of the chemicals in 
  his system, unclear about what’s real and what isn’t. His state 
  didn’t stop him from disabling the electronic lock on his cell 
  and recovering his gear from the evidence lockers. Collective 
  soldiers have yet to realize his cell door is unlocked.
  A PC who succeeds at a DC 15 Medicine or DC 20 Sense 
  Motive check while fighting Veke realizes his drug-addled 
  state. It takes a successful DC 25 Bluff or Diplomacy check to 
  slow down his frenzied mind long enough for him to pause his 
  fighting. A PC who succeeds at a subsequent DC 25 Bluff or 
  Diplomacy check, taking 1 minute, can coax him to retreat to 
  his cell. The lock can be re-enabled with a successful DC 20 
  Engineering check.
  VEKE 
  CR 2
  XP 600
  Male ikeshti technomancer (Alien Archive 64)
  HP 21
  TACTICS
  During Combat Veke gives characters time to enter the room 
  before racing out of his cell to attack with jolting surge. He 
  continues to use that ability until it’s exhausted, only then 
  shifting to his pistol. He screams that the drugs aren’t 
  helping, that it wasn’t his fault, and that the PCs “should 
  be dead—I saw you die!”
  Morale Unless calmed, Veke fights to the death.
  Development: Fighting in this area alerts Lieutenant Yiwin 
  in area B5, who reacts as described in area B2. The ifrit doesn’t 
  hesitate to hurt Veke with grenades.
  B5. Briefing rooM (cr 2)
  This large room has doors on all four sides, with a long 
  conference table running down the center and lockers lining 
  the walls. A hologram projector in the table’s center shows a 
  three-dimensional model of Asanatown and its side-bubble, 
  Clearlight, with several locations labeled in red. A window 
  south of the door in the eastern wall looks into a small room.
  This was the station briefing room, where officers could 
  give their reports and receive their orders. Soldiers at this post 
  adopted it as the checkpoint’s heart. The window in the eastern 
  wall is a one-way mirror looking in on the interrogation room 
  (area B6). If the PCs look through the mirror, they can see Nib 
  in area B6.
  Creature: The commander at this checkpoint is Lieutenant 
  Yiwin, an ifrit of lashunta descent with antennae that look like 
  cooling lava and red-and-gold mottling on his skin reminiscent 
  of flames. He’s been expecting trouble, and is deeply suspicious 
  of strangers, hence his initial attitude is unfriendly. PCs who 
  have been peaceful inside the checkpoint can improve his 
  attitude to indifferent and influence him to release Nib. If the 
  PCs invade the station violently, he fights.
  LIEUTENANT YIWIN 
  CR 2
  XP 600
  Male ifrit soldier
  LN Medium outsider (native)
  Init +4; Senses darkvision 60 ft.; Perception +7
  DEFENSE 
  HP 25
  EAC 13; KAC 15
  Fort +4; Ref +2; Will +3
  Resistances fire 5
  OFFENSE
  Speed 30 ft. (25 ft. in armor)
  Melee ember flame doshko +8 (1d8+2 F; critical wound)
  Ranged ifrit-class flamethrower +10 (1d6+2 F; critical burn 
  1d6) or
  frag grenade I +10 (explode [15 ft., 1d6 P, DC 13])
  Offensive Abilities fighting styles (bombard), fire affinity, 
  gear boost (brutal blast), grenade expert
  Ifrit Spell-Like Abilities (CL 2nd)
  1/day—overheat (DC 11)
  TACTICS
  Before Combat If Yiwin hears combat in other rooms, he 
  joins in as described in other areas. He then takes up a 
  defensive position, waiting for the PCs to enter this area.
  During Combat Yiwin takes cover and sprays the room with 
  his overheat ability. He then switches to his flamethrower, 
  using his doshko only if he’s pinned down and can’t safely 
  move away from an enemy.
  Morale Yiwin is a mercenary, not a zealot. He surrenders if 
  reduced to 5 Hit Points or fewer, but only if he senses the 
  PCs might treat him honorably. He offers the code to the 
  interrogation room as an incentive to spare him.
  STATISTICS
  Str +2; Dex +4; Con +0; Int +0; Wis +0; Cha +1
  Skills Acrobatics +7, Athletics +12, Intimidate +7
  Languages Common, Ignan; limited telepathy 30 ft.
  Gear basic iridishell, ember flame doshko with 2 batteries 
  (20 charges each), ifrit-class flamethrower with 2 petrol 
  tanks (20 petrol each), frag grenades I (2), credstick (240 
  credits), key to Nib’s manacles (see area B6)
  SPECIAL ABILITIES
  Fire Affinity (Su) See page 60.
  Development: Yiwin, loyal first to the Brass Dragons but 
  also with contacts in Asanatown, is part of the reason the 
  Brass Dragons are working with the Sunrise Collective. The 
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  27
  
  ifrit knows that the Sunrise Collective is currently holding 
  Asanatown’s council members in Horizon House in Clearlight. 
  The PCs can also learn this information by examining the 
  holographic display. Labeled in 
  red are checkpoints except for 
  Horizon House, which is labeled 
  “Sunrise Command.”
  B6. interrogAtion rooM
  The door to this room is locked.
  This small room contains two chairs and 
  a small table. A large inset mirror 
  takes up the upper portion of the 
  western wall. Other walls depict 
  a cheerful park scene of lashunta 
  children playing on green grass 
  beneath a sun that fills the entire sky.
  Mims painted the mural here after reading 
  that soothing imagery can make witnesses more 
  cooperative. The skittermander appears in the image, under the 
  mirror, along with his signature.
  Creature: In this room is Nib (CG female ysoki technomancer). 
  The brown-furred ysoki wears a pink plaid suit, a tan shawl, and 
  a pair of goggles, and she’s currently manacled to a loop built 
  into the table (Yiwin has the key; see area B5). If anyone other 
  than Taeress enters the room, she shakes her chair, yelling “this 
  detention is illegal” and demanding a lawyer.
  If Taeress enters, she instead bites her lip, then acidly says, 
  “Oh, it’s you. Glad you checked your messages for once.”
  The two set to bickering. Taeress says it’s no wonder Nib got 
  arrested since she never knows when to keep her snout shut. 
  Nib replies that she’s shocked Taeress would stop working for 
  something as petty as civil war. It goes on from there.
  Development: Nib admits she mouthed off to an ifrit merc at 
  the checkpoint, calling him a “flame-brained carbuncle.” After 
  being arrested, while being dragged through the checkpoint, 
  she heard the soldiers talking about having the “councilors 
  locked up in Horizon House,” where the Collective has a 
  command center.
  Nib is a passionate intellectual. She’s quick to speak her mind, 
  but she loves just as fiercely. If the PCs rescue her, she praises 
  them, comparing them to heroes historical and mythological. 
  (“You’re like Old-Mage Jatembe! Like Iomedae herself!”)
  B7. coMMAnder’S QuArterS
  This rounded room rises to a half-dome twenty feet above, 
  ringed by large frosted windows that let in the light. A ten-
  foot-high half wall divides one portion of the ground level into 
  a sleeping area with a bed and washroom. The other portion 
  is a large office and study with an ornate desk, stuffed chairs, 
  and shelves displaying photos and mementos.
  This room was the office and living quarters of the station 
  commander, Chief Shavri Maneon (see page 42), who was 
  required to live onsite. Lieutenant Yiwin took the area as his 
  own quarters, but he hasn’t 
  yet redecorated. An image 
  on the hologram of the 
  chief’s command assignment 
  certificate shows her to be a 
  scarred korasha lashunta woman 
  on the young side of middle age. 
  Photographs show her to be a tall, fit officer 
  not given to smiling.
  Inside the desk are two key fobs, 
  which activate the patrol cruisers in 
  area B8.
  B8. vehicle pArking
  This parking lot, surrounded by a high fence, 
  contains two police cruisers.
  Police cruisers here can be hot-wired (DC 25 Engineering 
  or Computers) or activated with the key fobs from area B7. 
  These local police vehicles are conspicuous and impossible to 
  sell without several days of Engineering work to remove the 
  identification. They’re also too large to transport via linecrawler, 
  meaning they can’t be transported to Horizon House or back 
  to the PCs’ ship without special arrangements. The PCs know 
  taking these cars is a criminal act.
  PART 3:  
  PRISONERS OF  
  THE SUN
  Once the PCs free Nib, they most likely go back to Taeress’s 
  apartment. Ignoring frowns from Taeress, Nib offers the PCs a 
  job working for the Deep Cultures Institute, helping unravel the 
  secrets of the sun. When Taeress points out that Nib can’t reach 
  the Deep Cultures Institute until the current crisis is over—its 
  campus is in Stellacuna on the other side of the Archipelago—
  Nib reluctantly concedes that the PCs probably have to “fix 
  the local situation” before she can officially offer them a job. 
  Still, she desists with her proposal only if the PCs promise to 
  at least consider it. (The PCs will work for the DCI later in this 
  Adventure Path.)
  Nib also wants to know everything she can about the Far 
  Portal incident, the fire whale, and everything else that has 
  happened. As the PCs fill her in, she grows increasingly excited, 
  convinced everything is tied to the deep cultures in the sun. 
  She’s happy to tell the PCs about the current “proof” of the 
  deep cultures’ existence, mostly garbled signals and other 
  coincidences. A PC who succeeds at a DC 15 Life Science or 
  Physical Science check realizes this “evidence” isn’t enough to 
  28
  NIB
  
  support, say, publication in a conventional scientific journal. 
  She reiterates her desire for the PCs to act as contractors for 
  the institute once Asanatown is free.
  Freeing Asanatown isn’t going to be easy. Taeress and Nib 
  are convinced that the local police won’t throw off the Sunrise 
  Collective, especially since evidence is ample that the police 
  aren’t doing so now. In the two women’s minds, Asanatown’s 
  rightful leaders need to be released from captivity for things to 
  be set right. The PCs look like just the folks for that job.
  If the PCs have yet to discover that the councilors are being 
  held in Horizon House, Nib can convey this information now, 
  which she learned while being held at Checkpoint Laubu. 
  Taeress can direct the PCs to Horizon House. PCs can also 
  find the location from the infosphere, along with a map of 
  Asanatown and Clearlight.
  A similar infosphere check shows that the linecrawlers 
  between the two bubbles are still running. An alert warns the 
  public of a Sunrise Collective checkpoint at Clearlight Station, 
  requesting civilians leave all private armaments at home until 
  the all clear is given.
  Taeress begs the PCs to take the job, but whether she and 
  Nib go with the group is optional. If you’re eager to roleplay 
  their relationship, she and Nib are willing to accompany the 
  party. Both lack combat savvy, and in battle, they spend their 
  time avoiding danger and shielding each other. Otherwise, the 
  two remain in Taeress’s apartment. They aren’t thrilled about 
  being cooped up together, but neither can stand the thought of 
  the other being in danger. If left behind, both implore the PCs 
  to communicate regularly, especially when the trouble is over.
  event 5: reAching cleArlight (cr 2)
  The PCs have no trouble making it to the linecrawler to Clearlight. 
  The vehicle is smaller than the one from Dawnshore and 
  crammed with people. Since the Collective runs its operations 
  from Clearlight, the group’s leaders have an interest in keeping 
  local businesses going and, in turn, keeping Collective troops 
  comfortable. Collective soldiers try not to hassle anyone going 
  from Asanatown to Clearlight. Nevertheless, Clearlight Station 
  is guarded.
  Creatures: Three lashunta guards at the station wear armor 
  with the Sunrise Collective logo. All are harried and exhausted, 
  waving people through with only cursory checks. They have 
  used their detect thoughts ability for the day, and provided PCs 
  aren’t obviously armed (if they have concealed gear in luggage, 
  for example), the group gains a +4 circumstance bonus to Bluff, 
  Diplomacy, and Disguise checks to talk their way out of the 
  station without difficulty. If PCs instead attack the guards or 
  fail to talk their way past and have to fight, one soldier shouts a 
  warning into a comm unit as the fight proceeds.
  SUNRISE COLLECTIVE SOLDIERS (3) 
  CR 1/2
  XP 200 each
  HP 13 each (see page 23)
  Development: This encounter can lead to a couple outcomes. 
  If a fight broke out and the guards managed to send a warning, 
  forces within Horizon House are on high alert. Conversely, if the 
  PCs talk their way past the guards, the party still receives XP as 
  if they had defeated the guards in combat.
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  29
  
  C. HORIZON HOUSE
  Asanatown’s capitol building, Horizon House, stands in a park 
  at the center of Clearlight, its manicured grounds separating 
  it from the shops and homes of the rest of the neighborhood. 
  The structure is a mystery even to its users. Already standing 
  empty and ancient when the lashuntas arrived, the building’s 
  rotunda seemed like a majestic spot for the government to 
  convene. The settlers promptly adopted it as such.
  Under normal circumstances, portions of the building are 
  open to tourists and citizens who wish to watch the proceedings, 
  but the city council is no longer in session. Instead, the Sunrise 
  Collective has corralled several councilors into the building’s 
  central chamber and barricaded the entrances, turning the 
  structure into a fortress. Civilians have been instructed to keep 
  their distance unless summoned on official business. Guards 
  attack anyone inside the building who isn’t a member of the 
  Sunrise Collective or Brass Dragons.
  The building has the following common features except 
  where noted. It has one floor and 20-foot-high ceilings except 
  the dome of area C12, which rises to 40 feet. The ceilings, 
  floors, and walls are of an opalescent white composite, smooth 
  and seamless, that looks delicate but is as strong as 3-inch-
  thick steel. Touching an exterior wall for a full round calls up an 
  electronic console that allows the wall to become transparent 
  to allow outside views. In addition, a dispersed golden glow 
  emanates from the ceiling, providing normal light in every 
  room. These combined features seem to be why much of the 
  building lacks windows, which can be found only in area C9.
  Doors are made of composite with an appearance like white 
  wood but as strong as plastic. However, the Sunrise Collective 
  welded reinforcements across those doors noted as thoroughly 
  barricaded. Such doors are inoperable and considered to be 
  walls. Most doors are unlocked.
  c1. portico (cr 2)
  Sparkling steps lead up to a columned portico shading several 
  doors. To the east and west, the glimmering white building 
  sprawls out in two asymmetric wings. The west one is shaped 
  to accommodate a massive orrery that stands amid a circle of 
  low benches.
  Creature: The Collective’s technomancer, Quefoliah (see 
  area C10), left her imp, Melkobaz, here to stand guard. The 
  devil hides invisibly near the ceiling. If rebels from Event 5 
  sent a warning, she ambushes the PCs. Otherwise, as the PCs 
  approach, she says in her most intimidating voice, “This area is 
  closed by order of the Sunrise Collective. Trespassers will be 
  shot. This is your only warning.”
  MELKOBAZ 
  CR 2
  XP 600
  Female imp (see page 56)
  HP 18
  OFFENSE
  Ranged azimuth laser pistol +6 (1d4+2 F; critical burn 1d4) or
  frag grenade I +6 (explode [15 ft., 1d6 P, DC 13])
  TACTICS
  During Combat Melkobaz starts by dropping her grenade. 
  She’s fond of poisoning mortals, resorting to her pistol 
  only if she can’t close safely to sting.
  Morale If Melkobaz drops to 5 Hit Points or fewer, she turns 
  invisible and flees to heal. Once she’s healed, she returns 
  to vex the PCs again while they’re distracted by a different 
  encounter. Knowing her master’s temper, she repeats this 
  process until slain, but if the PCs come close to area C10, 
  Melkobaz warns Quefoliah and joins her there.
  STATISTICS
  Gear azimuth laser pistol with 1 battery (20 charges), frag 
  grenade I, 2 gold horn extensions (25 credits each)
  c2. hAll of reflection
  This windowless hallway has doors to the north, east, and 
  west. The south wall is lined with small alcoves surrounded 
  by gleaming silver arches.
  This chamber stands as a paean to political transparency. 
  The three alcoves on the south wall contain magitech hologram 
  generators. Each creature in the room must succeed at a DC 
  15 Will save or have its current thoughts or a memory near 
  the forefront of its mind played out in hologram form in one 
  of the alcoves, as per the spell hologram memory. If more 
  than three creatures fail the save, the alcoves rotate through 
  glimpses from the various targets every round. Although the 
  generators prefer political thoughts, if Nib or Taeress is present, 
  one or more alcoves show images of the two engaged in shows 
  of affection, much to their dismay.
  c3. courtyArd (cr 3)
  This grassy courtyard has a paved and columned breezeway 
  to the west and an arc of decorative ponds to the east along a 
  similarly curved wall. Stairs rise to a door in the north, while 
  another door opens at ground level to the south. Two ornate 
  doors stand in the curved wall of the compound’s domed 
  central building at the northern end of the breezeway. Statues 
  of lashuntas in majestic poses flank the northern doorway.
  Doors to C12 have been thoroughly barricaded from the 
  other side.
  Creatures: The Collective has one member trained as one 
  of Castrovel’s lashunta cavalry. This grim woman has an acid-
  scarred cheek and stays mounted on her shotalashu steed.
  SUNRISE COLLECTIVE SOLDIER 
  CR 1/2
  XP 200
  HP 13 (see page 23)
  30
  
  OFFENSE
  Melee tactical spear +6 (1d6+2 P)
  Ranged tactical semi-auto pistol +6 (1d6 P)
  TACTICS
  During Combat The soldier makes mounted charges as she 
  can. Her shotalashu is combat-trained, so she can guide 
  it while still attacking. Both attack each round.
  Morale The pair fights to the death.
  STATISTICS
  Skills Athletics +4, Intimidate +4, Survival +9
  Gear lashunta ringwear I, tactical semi-auto pistol with 27 
  small arm rounds, tactical spear, frag grenade I, credstick 
  (50 credits)
  SHOTALASHU 
  CR 2
  XP 600
  HP 25 (Starfinder Alien Archive 2 114)
  c4. MuSeuM (c2)
  The western doors to the outside are locked (break DC 24, 
  Engineering DC 20 to disable).
  Paintings depicting the discovery, exploration, and 
  settlement of the Burning Archipelago, with a focus on 
  critical moments essential to the development of Asanatown, 
  line the walls of this chamber. Doors engraved with similar 
  scenes stand to the north, east, and west. Transparent 
  display cases in the room, most freestanding but a few along 
  the walls, hold curious items.
  Creatures: Programmed to stay here and attack anyone 
  except Rej or Zeylan, two observer-class security robots 
  confront intruders. A functional robot patrols the room, and a 
  bot broken in the original coup has been set up at the southern 
  end, where it can cover the room with its pulsecaster.
  OBSERVER-CLASS SECURITY ROBOT 
  CR 1
  XP 400
  HP 21 (Alien Archive 94)
  TACTICS
  During Combat The robot uses its stickybomb to immobilize 
  enemies, then moves in to use its slam attack for 
  maximum damage.
  Morale The robot is programmed to fight until destroyed.
  BROKEN SECURITY BOT 
  CR 1/2
  XP 200
  Variant observer-class security robot (Alien Archive 94)
  HP 12
  OFFENSE
  Speed 0 ft.
  TACTICS
  During Combat The bot has used its exigency special ability 
  for the day, and it less ammo and no grenades. It prefers 
  to target foes that lack cover. Unable to move, the bot 
  uses its manipulator limbs to reposition itself in its space.
  Morale The bot attacks intruders until destroyed.
  STATISTICS
  Gear pulsecaster pistol with 1 battery (20 charges)
  C11
  C. Horizon house
  C10
  C9
  C4
  C8a
  C1
  C2
  C8
  C12
  C7
  C6
  C5
  C3
  1 square = 5 feet
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  31
  
  Development: The items in the display cases are examples 
  of mysterious, nonmagical relics the Burning Archipelago’s 
  builders left behind. These displays also project verbal or 
  written pieces of scholars speculating on each object’s 
  function and what they might reveal about the nature of the 
  Archipelago’s architects.
  c5. Sun Shrine
  A set of stairs at this room’s southern end descends five feet 
  into an open circular area. Murals of blazing angels and a 
  golden sun decorate the small dome overhead. A door on the 
  northern wall bears a handwritten sign reading, “KEEP OUT!”
  A PC who succeeds at a DC 10 Culture or Mysticism check 
  recognizes this chapel as devoted to Sarenrae.
  c6. BAthS (cr 2)
  Large, inset circular tubs about three feet deep cover much 
  of the floor, each with a brass spigot and separated from 
  the other tubs by thin walls five feet high. In the room’s 
  northwestern corner, stairs curve up ten feet to a door, while 
  another door stands at tub level in the southern wall. One 
  of the eastern tubs has a ragged, two-foot-wide hole in its 
  bottom where the spigot should be, and the whole chamber 
  looks gnawed on.
  Spigots function at a touch, dispensing warm water. The 
  tunnel from the eastern tub (which the khefaks used to dig into 
  the chamber) ends in a collapse a few feet in.
  Creatures: A few days ago, khefaks followed water pipes to 
  burrow into this chamber. Officials opted to seal the chamber 
  until someone could be found to deal with the pests.
  KHEFAKS (4) 
  CR 1/3
  XP 135 each
  HP 6 each (Alien Archive 2 78)
  TACTICS
  During Combat The khefaks initially start in the tubs, with 
  cover from the walls, but they try to move out of the 
  room. They attack anyone, but they focus on androids or 
  PCs who have the most metal gear.
  Morale Cornered, the khefaks fight to the death unless they 
  can escape into another area.
  Treasure: A khefak carapace is easy to hollow out with 1 
  minute of work. The five carapaces are worth 30 credits each.
  Development: The southwestern tub has a sealed secret 
  hatch. A character searching the area can find this door with 
  a successful DC 20 Perception check, noticing the tub’s drain 
  isn’t in the center like the others. The lever that seals the drain 
  can be rotated to open the hatch. It leads to a dusty, 5-foot-
  wide tunnel that slopes down underneath Horizon House, 
  ending up at a 5-foot ladder to a trapdoor in the floor of area 
  C10. That hatch can be simply pushed open from within the 
  secret passage.
  c7. lounge
  This room has been decorated with overstuffed armchairs, 
  wooden desks, bookshelves, a thick green carpet of actual 
  moss, and a replica of a classical lashunta ice fan blowing cool 
  air. On the western side of the room, a camera attached to a 
  datapad has been set up to film a currently empty desk and 
  chair in front of a large Sunrise Collective flag. At the eastern 
  end, a door bears a handwritten sign reading, “KEEP OUT!”
  A PC who succeeds at a DC 15 Culture check, or someone 
  with a background in lashunta academia, recognizes the room’s 
  decoration as the style of a classic Castrovelian university 
  lounge. (The moss is maintained with magic.) PCs also 
  recognize the room from Zeylan Trinipol’s earlier broadcast. The 
  Sunrise Collective has been using this room for its propaganda 
  broadcasts, hence the camera equipment. The gear can be 
  activated with a successful DC 15 Computers check, allowing 
  the PCs to broadcast a message to the entirety of Asanatown 
  on the city’s emergency broadcast network, as well as to other 
  bubble-cities in the Archipelago.
  Treasure: The room contains a scanner video camera and 
  scanner shotgun microphone (Armory 107), as well as a datapad. 
  The latter is locked with Zeylan Trinipol’s biometrics. The 
  biometrics can be bypassed with a successful DC 23 Computers 
  check. (Using Zeylan’s body, alive or dead, also works to access 
  the datapad.) Little of the data is useful. However, Zeylan’s 
  records show what he paid to gain the assistance of the Brass 
  Dragons. Anyone who finds these records and succeeds at a DC 
  20 Culture check or a DC 15 Profession (mercenary or similar 
  profession) check realizes the asking price for the force Zeylan 
  employed was very low. See Concluding the Adventure on page 
  37 for more.
  c8. cAfeteriA (cr 2)
  The floor and ceiling of this wide room appear to be 
  transparent, dimly revealing seas of roiling flame and plasma 
  beyond, as if this chamber were somehow floating within the 
  sun itself. Doors stud the white walls on all sides of the room, 
  while small round tables and plastic chairs have been heaped 
  together into a long pile in the center of the room.
  This room served as an eating and meeting space. People 
  brought food in from vendors in the park outside Horizon 
  House. Area C8a is a public bathroom. Collective soldiers have 
  piled all the furniture into the center of the room to create a 
  defensive emplacement. The pile is a low obstacle. It provides 
  cover up to improved cover to someone ducking behind it, but 
  it can’t provide total cover. The barrier has hardness 5, and 
  32
  
  each 5-foot square of it has 50 Hit Points. However, the loose 
  structure takes double damage from area effects that might 
  scatter the pieces of furniture away from one another (such as 
  a frag grenade). 
  The window-like appearance of the floors and ceilings is 
  an illusion, but a PC who succeeds at a DC 10 Mysticism or 
  Physical Science check recognizes that it presents a realistic—if 
  softer—view of solar conditions.
  Creatures: Three Sunrise Collective soldiers stand watch 
  here, two armed with hunting rifles and one with an autotarget 
  rifle. If they have warning of trouble (such as a fight with 
  Melkobaz in C1 or a report from the linecrawler guards), they 
  crouch behind the defensive barrier, training their weapons on 
  the doors to C1 and C3. If a commotion comes from area C9, 
  they reverse this formation.
  If a noisy combat occurs here, Chamas and his squox, 
  Chelomi, hear the disturbance from area C9. Chamas peers into 
  the area and then chooses one of the double doors to launch 
  an attack on intruders. His care in setting up aid to his fellow 
  soldiers means Chamas and Chelomi don’t join the battle until 
  the third or fourth round. If the fight is over before then, they 
  might set up an ambush in C9 instead of joining in here. This 
  combined battle is of epic difficulty for the PCs, so if you think 
  that might be too hard, you can opt for Chamas and Chelomi to 
  prepare for intruders in their own area rather than making the 
  combat here tougher.
  SUNRISE COLLECTIVE SOLDIERS (3) 
  CR 1/2
  XP 200 each
  HP 13 each (see page 23)
  TACTICS
  During Combat These soldiers do their best to take 
  advantage of their cover, relying on grenades and rifle fire 
  to take out intruders.
  Morale The soldiers fight to hold the room. Believing they’ll 
  be in big trouble with either their leaders or the rightful 
  authorities, they won’t back down.
  STATISTICS
  Gear lashunta ringwear I, two hunting rifles and one 
  autotarget rifle (see above) with 10 longarm rounds each, 
  longsword, frag grenade I, credstick (50 credits)
  c9. concourSe (cr 3)
  The ceiling of this vast chamber is an artistic model of 
  a solar system, with the sun and the planets hanging 
  like chandeliers from the ceiling on thin cables of a clear 
  substance. Where a southeastern corner would be is an 
  inwardly curving wall, with windows overlooking an orrery 
  sculpture on the grounds outside. Several tall tables for 
  standing are scattered throughout the room, but only one 
  plush armchair is here. The room has four doors, including 
  a double door atop a short staircase to the north—its access 
  blocked by rows of cots.
  Politicians met with their constituents here, holding court 
  in gatherings or at small communal tables rather than private 
  offices. The Collective uses this room as a barracks. Doors to 
  C11 have been thoroughly barricaded from the other side.
  The ceiling depicts the Pact Worlds, but it shows Golarion 
  instead of Absalom Station, the Idari is missing, Eox appears 
  healthy, and two unknown planets have replaced the Diaspora. 
  A PC who succeeds at a DC 15 Culture or Physical Science 
  check realizes that, rather than being fanciful, this sculpture 
  depicts the Pact Worlds as they were millennia ago, long before 
  the Gap.
  Creatures: A mystic named Chamas, often called “the 
  Squoxmaster” due to his companion, keeps watch here. The 
  squox, Chelomi, knows the scent of everyone in the Collective. 
  If anyone with an unrecognized scent enters, he barks a 
  warning to Chamas and they both attack.
  CHAMAS 
  CR 1
  XP 400
  Male korasha lashunta mystic
  CN Medium humanoid (lashunta)
  Init +0; Perception +5
  DEFENSE  
  HP 16
  EAC 10; KAC 11
  Fort +1; Ref +3; Will +4
  OFFENSE
  Speed 30 ft.
  Melee cestus battleglove +4 (1d4+1 B)
  Ranged pulsecaster pistol +2 (1d4+1 E)
  Lashunta Spell-Like Abilities (CL 1st)
  1/day—detect thoughts (DC 14)
  At will—daze (DC 13), psychokinetic hand
  Mystic Spells Known (CL 1st; melee +4, ranged +4)
  1st (3/day)—life bubble, mind thrust (DC 14)
  0 (at will)—fatigue (DC 13), telekinetic projectile
  Connection xenodruid
  TACTICS
  During Combat Chamas orders Chelomi to attack intruders, 
  hanging back to cast mind thrust or fling telekinetic 
  projectiles. (He carries several small stone spheres for 
  this purpose.) If significantly damaged, he uses his serum 
  of healing, provided doing so won’t provoke an attack of 
  opportunity.
  Morale Chamas and Chelomi fight to the death—at first out of 
  duty, and then to avenge whichever of them falls first.
  STATISTICS
  Str +2; Dex +0; Con +0; Int +0; Wis +4; Cha +1
  Skills Life Science +5, Mysticism +10, Survival +10
  Languages Common, Lashunta; limited telepathy 30 ft., 
  speak with animals
  Gear freebooter armor I, pulsecaster pistol with 2 batteries 
  (20 charges each), cestus battleglove, mk 1 serum of 
  healing, bag of squox treats (worth 5 credits), stone 
  spheres (5), credstick (250 credits)
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  33
  
  CHELOMI 
  CR 1
  XP 400
  Trained squox (Alien Archive 2 118)
  HP 20
  Treasure: Among the cots is a thunderstrike pulse gauntlet, 
  four hunting rifles, and 36 longarm rounds. 
  Development: If creatures remain in C8 or C10 when a fight 
  occurs here, they react by preparing for intruders. See those 
  areas’ descriptions for details. Guards from area C8 might 
  check on Chamas if a battle ends here and it remains quiet 
  for a few minutes.
  c10. liBrAry (cr 3)
  Stairs at the north end of this split-level room rise to a 
  circular overlook with an ornate railing. Bookshelves 
  holding a variety of ancient-looking tomes line 
  the walls of the lower level, and tables 
  bearing terminals and digital storage 
  take up floor space, each with several 
  chairs. A double door exits east 
  from the overlook, and another 
  to the south.
  Creatures: 
  Three 
  lashuntas 
  are here. One is Quefoliah, 
  the Sunrise Collective’s head 
  technomancer. She searches 
  the library for interesting 
  books or other media about 
  magic or tech. She has 
  two personal guards with 
  her—twin korasha lashuntas 
  named Moya and Nalahi. If 
  the PCs manage to reach here 
  without a commotion, Quefoliah 
  stands on the overlook, perusing 
  a tome and gesturing dismissively 
  while the twins read off titles of other 
  works from different positions in the 
  room. If they hear enemies, the twins take 
  up defensive positions at the bottom of 
  the overlook stairs, with Quefoliah on 
  the overlook behind them, so foes have 
  to go through them to get to her.
  Quefoliah dislikes Chamas and his 
  squox, so she doesn’t come to his aid, 
  rationalizing that it’s better for her to 
  ambush intruders here than to enter an 
  unknown situation in the concourse. 
  Chamas returns the sentiment and 
  does nothing to aid Quefoliah (see the 
  Development section).
  QUEFOLIAH 
  CR 1
  XP 400
  Female damaya lashunta technomancer
  LE Medium humanoid (lashunta)
  Init +2; Perception +5
  DEFENSE 
  HP 16
  EAC 10; KAC 11
  Fort +1; Ref +3; Will +4
  OFFENSE
  Speed 30 ft.
  Melee survival knife +4 (1d4+1 S)
  Ranged tactical semi-auto pistol +4 (1d6 P)
  Lashunta Spell-Like Abilities (CL 1st)
  1/day—detect thoughts (DC 14)
  At will—daze (DC 13), psychokinetic hand
  Technomancer Spells Known (CL 1st; melee +4, 
  ranged +4)
  1st (3/day)—jolting surge, magic missile
  0 (at will)—detect magic, energy ray
  TACTICS
  During Combat Quefoliah hangs back 
  and casts magic missile while the 
  twins hold off her foes. She uses 
  jolting surge on anyone who 
  approaches too close.
  Morale If reduced to 5 Hit 
  Points or fewer, Quefoliah flees 
  to area C12.
  STATISTICS
  Str +0; Dex +2; Con –1; Int +4; 
  Wis +0; Cha +1
  Skills Computers +10, Mysticism 
  +10, Physical Science +5
  Languages Common, Ignan, 
  Infernal, Lashunta, Shirren; limited 
  telepathy 30 ft.
  Offensive Abilities spell cache 
  (personal comm unit)
  Gear flight suit stationwear, survival 
  knife, tactical semi-auto pistol with 18 
  small arm rounds, mk I serum of healing, 
  personal comm unit, magical theory tome 
  (100 credits), credstick (200 credits)
  MOYA AND NALAHI 
  CR 1/2
  XP 200 each
  Female korasha lashunta soldier
  LE Medium humanoid (lashunta)
  Init +6; Perception +4
  DEFENSE 
  HP 16 EACH
  EAC 10; KAC 12
  Fort +2; Ref +0; Will +2
  OFFENSE
  Speed 35 ft.
  34
  CHAMAS
  
  Melee longsword +6 (1d8+1 S)
  Ranged tactical acid dart rifle +5 (1d8 A & P; corrode 1d4) or
  stickybomb grenade I +5 (explode [10 ft., entangled 2d4 
  rounds, DC 11)
  Offensive Abilities fighting styles (sharpshoot), sniper’s aim
  Lashunta Spell-Like Abilities (CL 1st)
  1/day—detect thoughts (DC 10)
  At will—daze (DC 9), psychokinetic hand
  TACTICS
  During Combat The twins use stickybomb grenades, then 
  open fire if the PCs can’t approach them. They engage in 
  melee to block enemies from reaching Quefoliah, working 
  together to flank and take out opponents.
  Morale The twins know their commanders, Quefoliah 
  especially, aren’t the forgiving sort. They fight to the 
  death, especially to cover Quefoliah’s retreat.
  STATISTICS
  Str +3; Dex +2; Con +1; Int +0; Wis +0; Cha +0
  Skills Acrobatics +4, Athletics +9, Intimidate +4
  Languages Common, Lashunta; limited telepathy 30 ft.
  Gear lashunta ringwear I, longsword, tactical acid dart  
  rifle with 30 darts, stickybomb grenade I, credstick 
  (50 credits)
  Treasure: This room holds copies of scholarly works 
  concerning Asanatown’s discovery and settlement, as well as 
  many related to lashunta and Burning Archipelago history. Most 
  are traditional paper books, but a few works from alien scholars 
  appear in their native media. At your discretion, a perusal of 
  this collection could provide PCs with interesting clues and 
  foreshadowing of deep cultures revealed in later adventures. 
  Unless you assign a market value to these scholarly works, 
  they have none.
  Development: Combat here alerts Chamas and his squox in 
  area C9, if they’re still present. Chamas retreats to C8, leaving 
  Chelomi to draw enemies away from area C12. Chelomi waits 
  for noise to die down, and then, as instructed, whines loudly. 
  If the PCs come to investigate, Chamas and the soldiers from 
  area C8 ambush them while they’re distracted by the adorable 
  squox. This situation is an epic battle for the PCs, which you 
  can alter if you suspect it might be too difficult for the party.
  A character who succeeds at a DC 20 Perception check 
  while searching the area and finds a hidden trapdoor in the 
  northwestern portion of the room. A metal stud on the floor 
  pulls out to form a rodlike handle, allowing the hatch to be 
  opened. It leads 5 feet down a ladder to a 5-foot-wide tunnel 
  under Horizon House, sloping up at the end to another secret 
  hatch in area C6. That hatch has an opening lever inside the 
  secret passage.
  c11. hAll of truth
  This hallway has a double door to the east and another to 
  the west. To the south, heavy steel bars welded in place 
  and anchored to the frame seal a third double door. To the 
  north, a tapestry stretching the length of the wall shows a 
  lashunta with a halo of golden light standing at a podium and 
  addressing a room full of other lashuntas, over a line of text.
  Any creature that enters this hall must succeed at a DC 
  16 Will save or a golden halo appears around its head. This 
  magical light acts as a lie detector, similar to discern lies. The 
  light remains still while an affected creature speaks what it 
  believes to be the truth. Intentionally speaking a falsehood 
  causes the light to ripple until the next time the subject speaks 
  a true statement, returning the light to normal. This effect lasts 
  indefinitely within the room and for 5 rounds afterward.
  Text on the tapestry is in Lashunta and reads, “...and the 
  truth shall light our way.” A PC who succeeds at a DC 20 
  Culture check recognizes the quote as one from The Principles 
  of Reason, a well-known lashunta scientific text. However, the 
  image and its figures bear no relation to the work. 
  The double door to C9 has been thoroughly barricaded.
  c12. rotundA (cr 4)
  This large, roughly circular room has walls inset with mirrors 
  at regular intervals, reflecting the light of a miniature golden 
  sun that almost fills the dome forty feet overhead. A five-foot-
  tall metal stage wrought to look like dense silver leaves and 
  branches dominates the western side of the room, accessible 
  by twin staircases or the double door set at stage height. A 
  podium stands on the stage, and ornate carpets and cushions 
  radiate in neat lines across the floor below it. A double door 
  to the south has been welded shut with thick steel bars, and 
  metal chairs have been piled up into a jumbled barrier at the 
  eastern edge of the room.
  Asanatown politicians gave speeches and took votes in this 
  chamber. Councilors and audience members sat in a semicircle 
  around whoever was speaking on the stage. The doors to C3 
  have been thoroughly barricaded.
  The chair barrier, Zeylan’s “sniper blind,” is a low obstacle 
  made of chairs. It works like the furniture barrier in area C8.
  Creatures: Six Asanatown councilors are held here, manacled 
  and lined up, sitting along the northern wall. If Zeylan and 
  Rej are unaware of threats, they’re deep in conversation in 
  the center of the room, discussing how to further secure 
  Asanatown. If they’ve had warning or heard the sounds of 
  combat, see the tactics in their stat blocks.
  Zeylan Trinipol is the face and the mastermind of the Sunrise 
  Collective’s rebellion. He has always felt that he deserved fame 
  and glory but lacked the courage and motivation to pursue 
  the life of the adventurers he idolized. Instead, made paranoid 
  by the constant psychic signal affecting the lashuntas, he 
  pinned blame for his lack of success on the non-lashuntas 
  in his hometown. He used his charm and wit to rally other 
  malcontents to his cause, forming the Sunrise Collective.
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  35
  
  Rej Vierna, in contrast to Zeylan, has earned her position. 
  A native of Corona, she recently rose to prominence in the 
  Brass Dragons due to her fearlessness in combat. Rej sees her 
  solarian powers as a blessing from the Burning Mother, and she 
  sees herself as an avatar of the sun’s wrath. As a mercenary, 
  she has no interest in Zeylan’s screeds about birthrights and 
  lashunta unity. She’s interested only in fulfilling her contract 
  with Zeylan.
  ZEYLAN TRINIPOL 
  CR 2
  XP 600
  Male damaya lashunta operative
  NE Medium humanoid (lashunta)
  Init +5; Perception +8
  DEFENSE 
  HP 23
  EAC 13; KAC 14
  Fort +1; Ref +4; Will +5
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee tactical baton +8 (1d4+2 B)
  Ranged ominous series-21 plasma guideAR +8 (1d8+1 E & F; 
  critical intimidation) or
  tactical semi-auto pistol +8 (1d6+2 P)
  Offensive Abilities trick attack +1d4
  Lashunta Spell-Like Abilities (CL 2nd)
  1/day—detect thoughts (DC 13)
  At will—daze (DC 12), psychokinetic hand
  TACTICS
  Before Combat Zeylan takes cover behind his sniper’s blind 
  and activates his holographic clone ability.
  During Combat Zeylan snipes, making trick attacks with 
  his plasma guide. If that tactic doesn’t work or an enemy 
  comes too close, he switches to moving around and 
  making trick attacks, preferring ranged attacks to melee.
  Morale Zeylan likes the ideas of glory and sacrifice, but he’s 
  not brave enough to die for them. He surrenders, ordering 
  Rej to do so, too, if he drops to 5 Hit Points or fewer.
  STATISTICS
  Str +0; Dex +4; Con +1; Int +0; Wis +1; Cha +2
  Skills Acrobatics +13, Intimidate +13, Stealth +13
  Languages Common, Lashunta; limited telepathy 30 ft.
  Other Abilities holographic clone (2 minutes), operative 
  specialization (ghost)
  Gear regimental dress IAR, ominous series-21 plasma guide 
  with 3 batteries (20 charges each), tactical baton, 
  tactical semi-auto pistol with 27 small arm rounds, key to 
  manacles, credstick (250 credits)
  REJ VIERNA 
  CR 2
  XP 600
  Female ifrit solarian
  LN Medium outsider (native)
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEFENSE 
  HP 25
  EAC 14; KAC 16
  Fort +4; Ref +2; Will +3
  Resistances cold 5, fire 5
  OFFENSE
  Speed 30 ft.
  Melee ember flame doshko +10 (1d8+4 F; critical wound)
  Ranged static arc pistol +7 (1d6+2 E; critical arc 2)
  Offensive Abilities fire affinity, stellar rush (2d6 F, DC 12), 
  supernova (10-ft. radius, 3d6 F, DC 12)
  Ifrit Spell-Like Abilities (CL 2nd)
  1/day—overheat (DC 11)
  TACTICS
  Before Combat Rej waits near the stage door to ambush the 
  first people through with her overheat ability.
  During Combat Rej focuses on melee, trying to stay close to 
  as many enemies as possible to make maximum use of her 
  revelations. She helps keep Zeylan out of melee.
  Morale Rej is a professional, not a zealot. If reduced to 7 Hit 
  Points or fewer, or if Zeylan orders her to stand down, she 
  surrenders, giving the Collective leader a bemused shrug. 
  STATISTICS
  Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha +1
  Skills Acrobatics +12, Mysticism +7, Intimidate +7
  Feats Improved Combat Maneuver (bull rush)
  Languages Common, Ignan, Lashunta
  Other Abilities solar manifestation (solar armor), stellar 
  alignment (photon)
  Gear graphite carbon skin, ember flame doshko with 1 
  battery (20 charges), static arc pistol with 2 batteries (20 
  charges each), credstick (360 credits)
  SPECIAL ABILITIES
  Fire Affinity (Su) See page 60.
  Development: If PCs question Rej and Zeylan, they find 
  Zeylan’s aim was a lashunta ethnic state with himself as 
  the dictator. He hired Rej’s forces to assist. Rej and Zeylan 
  acknowledge that the Sunrise Collective shouldn’t have been 
  able to afford such a large Brass Dragons force. Neither knows 
  why the mercs’ leader, Commander Meiji Jalusann, agreed to 
  a fraction of normal rates. Such decisions are over Rej’s head, 
  and Zeylan didn’t question his good fortune. Both suspect the 
  commander had ulterior motives. The datapad from area C7 has 
  similar information without the opinions of Zeylan and Rej.
  Politicians held captive here include councilors who were on 
  the premises when the Sunrise Collective took power. Zeylan 
  was unwilling to keep apolitical civilians as prisoners, and he has 
  treated his captives well. Prominent and admired among these 
  lashunta politicians is a populist named Inona Norivahr (female 
  korasha), but the others include Lehau Coros (male korasha), 
  Vorik “Vo” Tanahseh (male korasha), Klayar Nasmahkal (female 
  damaya), Ebuday Inya (male korasha), and Maurahn Jash (male 
  damaya). Even the hardliners among these officials are quite 
  pleased with PCs who successfully end the coup.
  36
  
  CONCLUDING THE 
  ADVENTURE
  With Rej and Zeylan defeated and the government officials 
  freed, any remaining Collective combatants in Horizon House 
  can be convinced to stand down with only a successful DC 
  15 Intimidate or Diplomacy check. If the PCs don’t handle 
  the robots area C4 and the khefaks in area C6, local police 
  eventually deal with them. At this point, the PCs should 
  all be 3rd level, but if they managed to bypass enough 
  encounters that they haven’t reached this point, grant them 
  a story award for freeing Asanatown’s councilors to bring 
  them to 3rd level.
  Informed of the PCs’ success, by local broadcasts if not 
  personal contact, Nib and Taeress show up at Horizon House. 
  They reveal the PCs’ presence at the sinking of Far Portal. 
  Since they have firsthand information about the incident and 
  obvious capability in a crisis, the councilors entreat the PCs 
  to investigate and put an end to the psychic resonance that 
  plagues the lashuntas. Nib reminds the PCs that her offer of 
  a contract job from the Deep Cultures Institute is a good way 
  to start, and she beams as officials who once mocked her 
  institute now offer more support. Nib extends the group an 
  offer to stay the guest quarters of the DCI compound’s famous 
  museum wing, a location detailed in the next adventure, 
  “Soldiers of Brass.”
  Once the capitol building has been retaken, the councilors 
  reopen Asanatown and can call out to other bubbles for 
  reinforcements. This event, combined with local broadcasts 
  showing Rej or Zeylan in custody, is enough to convince the 
  rest of the disheartened rebels and mercenaries in Asanatown 
  to stand down or flee. Most of the Collective soldiers face 
  arrest and prosecution, eventually ending up banished 
  or in penal facilities away from the sun. If he survives, 
  Zeylan Trinipol suffers a similar fate, including permanent 
  banishment from the Burning Archipelago. Mercenaries who 
  participated in the coup, including Rej Vierna, get off with a 
  hefty fine and lasting exile from the Burning Archipelago. Rej 
  doesn’t hold this setback against the PCs, but Zeylan might. 
  He could show up to plague them later.
  A few of Asanatown’s leaders, such as General Malonio 
  Kam (see page 39) and Vo Tanahseh (also a soldier in Kam’s 
  militia), express approval of the Collective’s decision to close 
  Asanatown’s borders. This approval offers one explanation 
  why the general and his loyalists didn’t initially oppose the 
  coup. Other politicians and civic pillars, such as the priestess 
  Ada Belel (also on page 39) and Inona Norivahr, along with 
  an angry majority of the populace, quickly shout down 
  such sentiments. Even in the unusual psychic environment 
  of Asanatown, lashuntas favor political solutions over 
  military ones. All the leaders agree, however, that blame for 
  the current conflict can be placed squarely on an irrational 
  reaction to that sense of unease emanating from the sun and 
  the recent, overwhelming telepathic burst.
  [art: half page AP15 “Final Battle”]
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  37
  
  38
  “Are you ready? You! Yes, you with the doshko. Are you 
  ready? For what? Why, for the end of the Pact Worlds! 
  The end of the galaxy as we know it! Why, the end of life 
  as we know it! You are? I’m glad, because soon, sooner 
  than you think, you shall stand in the light of the Burning 
  Mother. What might that light reveal, I wonder? A soul who 
  was honest and true? One who put the needs of others 
  at the fore? Or a selfish, shameful child who lived only 
  for fleeting moments? Moments that, we shall soon see, 
  meant nothing!”
  —Jenaelyn, lashunta street preacher
  ASANATOWN
  
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  39
  ASANATOWN
  N bubble-city
  Population 5,292 (83% lashunta, 5% human, 4% android, 
  3% ysoki, 2% half-elf, 3% other)
  Government elected council
  Qualities academic, devout, insular, paramilitary
  Maximum Item Level 20th
  HISTORY
  On the grand scale of the Pact Worlds, where history goes 
  back thousands of years before the Gap, Asanatown and 
  the Burning Archipelago are new settlements, only two or 
  three generations old. While the Archipelago’s founding is 
  the result of exploration and, some say, a divine miracle, 
  Asanatown’s unique character as a lashunta enclave is the 
  product of two intersecting factors: social unrest caused by 
  psychic signals from within the sun, and a wave of veterans 
  seeking purpose after the end of the lashunta-formian wars.
  In the early decades after the Archipelago was founded, 
  lashuntas were scarce in the community. Those who did 
  make the trek to the sun came to help establish centers of 
  higher learning in Stellacuna. Although it would surprise 
  many students and visitors now, Solar University once 
  counted many distinguished lashuntas among its faculty—
  before shirren diplomats negotiated an end to the long 
  conflict with the formians, before the coming of the Swarm, 
  and before the university riots.
  The peace treaty with the formians was signed in 287 ag, 
  and in the years after, thousands of lashunta soldiers 
  were released from duty. Countless veterans traded that 
  confrontation for the Silent War, but others sought to use 
  the technical and physical skills they had developed in 
  service for a civilian purpose on the frontier, and no frontier 
  was more dangerous than the edge of the sun.
  Devotion to Sarenrae is strong among military personnel, 
  and these lashunta veterans were no exception. Therefore, 
  numerous people among these new arrivals to the 
  Archipelago were followers of Mataras, the Burning Mother. 
  This community of ex-soldiers found a spokesperson in 
  retired General Malonio Kam (LN male korasha lashunta 
  soldier), whose taciturn and practical leadership made him 
  a counterpoint to the more cerebral leaders of lashunta 
  society in Stellacuna.
  Lashunta faculty, students, and veterans were friendly 
  rivals in the Archipelago for years, until a wave of mass 
  anxiety and panic took hold among them in 296 ag. Virtually 
  overnight, lashuntas from different backgrounds and 
  diverse upbringings came together out of fear over some 
  unnameable threat only they could sense. Putting aside 
  their jobs and pastimes, the lashuntas reached out to the 
  other citizens of the Archipelago, warning them of coming 
  disaster. Unfortunately, to many of these residents these 
  warnings sounded incomprehensible and unlikely, and were 
  largely disbelieved.
  Whatever the lashuntas were feeling was telepathic in 
  nature, but even the brightest minds could not determine 
  its cause, and other telepathic species, such as shirrens, 
  remained unaffected. The more passionate and outspoken 
  the lashuntas became, the more unreasonable they appeared, 
  and the less willing anyone was to listen. Finally, in 299 ag, 
  anxiety, frustration, and telepathic instability erupted into 
  a series of riots on the campus of Solar University. There 
  were no fatalities, but several people were seriously injured. 
  Popular opinion turned against the Archipelago’s lashuntas.
  During this time, little urban growth and development had 
  occurred within the bubble that would become Asanatown. 
  Several corporations had weak claims and conflicting 
  interests in the bubble, and no linecrawler had yet been built 
  into it, though explorers had mapped out the area’s massive 
  dome and the monolithic structures it towered over. As time 
  wore on, lashuntas of the Burning Archipelago developed 
  a paranoid siege mentality. General Kam led them to begin 
  the work, through influence and actual labor, to establish a 
  lashunta enclave. The Archipelago Senate supported this plan, 
  since by then lashuntas had come to be seen as disruptive 
  troublemakers. Castrovel’s government settled some of 
  the competing corporate claims on the empty bubble-city 
  by offering lucrative contracts back on the lashunta home 
  world, but it was the influence of the church of Sarenrae that 
  proved decisive. General Kam welcomed the assistance of a 
  handpicked disciple of the Burning Mother, Ada Belel (LG 
  female damaya lashunta mystic), and a charge to consecrate 
  a new church to Sarenrae in the lashunta enclave. He helped 
  found the secular government facility in Clearlight, centered 
  on Horizon House, a preexisting Archipelago structure the 
  lashuntas co-opted for their purposes. (The name Clearlight 
  derived from General Kam’s childhood home and Horizon 
  House was named after that town’s council building on 
  Castrovel.) With all these forces paving the way, many of 
  the Burning Archipelago’s lashuntas quit their jobs in other 
  bubbles, packed up their belongings, and migrated to what 
  soon became known as Asanatown.
  It has been fewer than 20 years since Asanatown’s 
  founding, and although General Kam has, despite his 
  widespread popularity, largely retired from public life, Ada 
  Belel remains the high priestess of the Church of the Burning 
  Mother. Academics, scientists, soldiers, and others continue 
  to visit Asanatown and its subsidiary bubble, Clearlight, but 
  most choose only to visit rather than emigrate, as the psychic 
  weight of living in the Archipelago is too overpowering. 
  Other species are allowed into Asanatown provided they 
  have business there, but the lashuntas welcome few who 
  wish to reside within the settlement unless they have 
  lashunta sponsors. Most visitors find themselves eager to 
  leave anyway, perceiving the lashuntas here to be bellicose, 
  grim, insular, pessimistic, and suspicious. These observations 
  are fair, though, rooted in the mysterious psychic stress that 
  could disappear as quickly as it came.
  
  SOCIETY
  Culture in Asanatown has been shaped by more than 
  20 years of psychic noise. Every lashunta in the Archipelago 
  has been subjected to unspoken but keenly felt warnings that 
  something awful is about to happen. The result is a culture 
  with a siege mentality. People here are cynical. Outsiders 
  typically have to prove they’re not a threat. Ordinary citizens 
  vacillate between sullen silence and passionate outbursts. 
  Everyone assumes the worst outcome in any enterprise.
  Few children reside in Asanatown. Those who do grow up 
  here find the stresses contribute to a bias toward korasha 
  genetics. This kind of pressure is very unusual for the 
  otherwise enlightened lashuntas, and it’s one of the most 
  telling examples of the degree to which this psychic stress 
  has distorted Asanatown’s culture.
  Meetings take place regularly in Horizon House, 
  in closed form between only members of the 
  council and in open form with council members’ 
  various constituents. Korasha lashuntas, who are 
  traditionally considered to be better suited to military 
  conflict, dominate Asanatown’s council positions. This 
  majority maintains a strong conservative stance, 
  calling upon their fellow lashuntas to preserve a 
  traditional way of life that values courage, honor, and 
  physical prowess. Intellectual and artistic pursuits, 
  as well as integration with other species, are often 
  sidelined as luxuries Asanatown cannot afford.
  Because of these factors, visitors to Asanatown 
  may find themselves surprised by the city’s 
  atmosphere. Much of the technology favors 
  telepathic operation, leaving non-telepaths 
  at a disadvantage in some cases. Streets are 
  thick with dour locals, many clad in all-black 
  clothing or military gear—or both. Some carry 
  holographic signs proclaiming different 
  ways the world might end, such as the sun 
  becoming a nova or imploding into a black 
  hole, the domes of the Burning Archipelago 
  collapsing, or the Swarm returning in an 
  invasion to consume all life. Street-corner 
  debates are common, and brawls and 
  similar disturbances are not unheard of.
  RESOURCES
  The lashuntas of Asanatown are 
  suspicious and introverted. They’re 
  much more likely to hoard what 
  they have than seek trade with 
  outsiders. Nevertheless, some 
  local industry exists. If the 
  residents of Asanatown are ever able to look outward again, 
  they could offer much to the Burning Archipelago.
  In Asanatown, it’s relatively easy to locate military 
  equipment, trained soldiers, and residents that have combat 
  experience. Lashunta soldiers, in particular, are unique 
  due to their integration of telepathy into the facets of 
  military life, including training, daily operations, intelligence 
  analysis, and logistics. Veterans residing in Asanatown often 
  find themselves caught in mysterious plots and paranoia 
  regarding outsiders, so their military expertise is exported 
  only in small amounts and for mercenary missions near the 
  sun. Those seeking psychic warriors for covert missions 
  within the Pact Worlds, military hardware designed for use 
  by telepaths, or the expertise of a retired lashunta 
  colonel must come to Asanatown and arrange a 
  meeting in the Seeker Shelter, the Last Laugh, 
  or one of the settlement’s other dark corners. 
  However, if the lashuntas’ strange psychic 
  affliction ended, thousands of veteran lashunta 
  warriors could have the opportunity to serve as 
  defense professionals all over the Pact Worlds. The 
  Stewards would celebrate such a change in attitude, 
  but for now, anyone who wants to hire mercenaries 
  from Asanatown must travel to the city prepared 
  for a tense negotiation.
  Despite their introverted stance, lashuntas have 
  built only a little of Asanatown and Clearlight. It’s 
  often forgotten, but the entire Archipelago was 
  constructed by mysterious engineers who came 
  and left, perhaps millennia ago. For lashuntas, 
  who are accustomed to the verdant lands and 
  aggressive life forms of Castrovel, Asanatown 
  can feel cold. As a response, it is custom here to 
  keep “jungle boxes”—enclosed terrariums housing 
  plants and animals from Castrovel—adjoining 
  homes and other buildings. Asanatown has 
  plenty of space and ample water, and so many of 
  these jungle boxes are full-size greenhouses. A 
  few are expansive parks, especially in Clearlight. 
  These arrangements can require considerable 
  upkeep and care, but few lashuntas complain 
  about tending their colorful plants or caring 
  for familiar Castrovelian creatures, especially 
  telepathic companions such as shotalashus 
  (Starfinder Alien Archive 2 114). Indeed, 
  green spaces of Asanatown have become a 
  valuable source of food, pharmaceuticals, 
  and raw materials that would otherwise be 
  quite rare in the Burning Archipelago. A 
  craftsperson seeking Jabaskian lumber 
  or an herbalist in need of fungus from 
  the Ikal Expanse just might be able 
  to find it here and avoid expensive 
  transport from Castrovel.
  40
  ADA BELEL
  
  CONFLICTS AND THREATS
  Asanatown is a settlement poised on the brink of conflict—
  not just with outsiders, but also with itself. The leadership 
  of Asanatown is precarious. While the community has an 
  elected representative to the Archipelago Senate, which 
  governs the entire Burning Archipelago, the military culture 
  of Asanatown has been conditioned by 20 years of psychic 
  dread into preparations for war against an unknown threat. 
  Gathering such a tremendous stockpile of armaments has 
  made it difficult to keep these weapons from being used. It’s 
  only a matter of time before one of Asanatown’s militias, many 
  of which are led by retired veterans and trained combatants, 
  rises up and seizes control of the bubble-city from the elected 
  council. These militias’ moral righteousness and tacit support 
  from civic leaders, often including General Kam, make them 
  very hard to reason with. Such warriors aren’t motivated by 
  anything as reprehensible as greed or lust for power: they 
  honestly believe the entire Archipelago is in critical danger 
  and someone has to do something about it. They might even 
  be right.
  Until such an uprising takes place, Asanatown’s militias 
  maintain tight secrecy, and they’re willing to strike back at 
  anyone who threatens that confidentiality. Asanatown is a 
  proverbial hornet’s nest, and anyone who pokes it is going 
  to get stung. Several organizations have tried to investigate, 
  infiltrate, or set up shop in Asanatown, only to face harm 
  resulting from a variety of reasons, ranging from mysterious 
  accidents to violent raids. A radical paramilitary force known 
  by its membership as the Sunrise Collective often claims 
  responsibility for these acts. 
  Considerable tension exists even within the more peaceful 
  aspects of Asanatown’s society. Worship of Mataras has 
  taken on a strident tone at odds with Sarenrae’s traditional 
  worship. This difference threatens a schism among those in 
  the Burning Archipelago who revere Sarenrae. Many of the 
  Burning Mother’s worshipers have also turned to Pharasma 
  in their pessimism, changing their sun worship or separating 
  from it altogether.
  NOTABLE LOCATIONS
  The following areas of interest can be found in Asanatown.
  Bulwarks Plaza: A public space, Bulwarks Plaza is very 
  green but has few trees. Canals filled with cool, clear water 
  break it into islands like its namesake on Castrovel. At any 
  given hour, dozens of lashuntas can be found relaxing from 
  their work, exercising, or gathering for events or to listen to 
  speakers. Bulwarks Plaza has become an arena for sharing 
  apocalyptic fears. Citizens offer passersby hand-printed 
  leaflets of warning, while others hold holographic signs 
  aloft that proclaim “The End is Nigh” in rainbow colors with 
  illustrative animations. The most notorious rabble-rouser 
  here is Jenaelyn (CN female korasha lashunta mystic), who 
  never leaves the park, even to sleep, having only a blanket 
  and a plastic box for a home. Jenaelyn’s zealous haranguing 
  1. Bulwarks Plaza
  2. Center for Eschatological Research
  3. Checkpoint Laubu
  4. Church of the Burning Mother 
  5. Convent of the Eternal Sun
  6. Crematorium
  7. Horizon House
  8. Last Laugh
  9. Outer Lodge
  10. Psolarium
  11. Seeker Shelter
  12. Steamworks
  13. The Warrens
  14. Whiskerhouse
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  41
  Asanatown
  10
  3
  11
  9
  2
  13
  12
  13
  10
  4
  6
  1
  6
  4
  8
  14
  5
  5
  7
  7
  12
  
  of all who come within earshot has won her a few enemies, 
  but her compassion and willingness to put others ahead 
  of her own comfort has won her far more friends. More 
  than once, a gang of malcontents has attacked the street 
  preacher, however, and it seems someone wants to get rid 
  of her.
  Center for Eschatological Research: Known colloquially 
  as the Eschatologium or CER, this institute of higher 
  learning proves that even when their society is under 
  enormous strain, the lashuntas can’t resist building a school. 
  Founded by former faculty from Solar University, the CER is 
  devoted to the study of deep future, entropy, and the end 
  of the universe. It is located in the depths of Asanatown, 
  in a network of spacious halls and tunnels crafted by the 
  species that created the bubble-cities. Aware that few 
  lashuntas willingly endure life in the Archipelago for long, 
  the Eschatologium depends heavily on visiting faculty 
  from Castrovel and other lashunta communities, who stay 
  for a semester or year and then return home, often much 
  worse for wear. A small cadre of tenured faculty, led by 
  distinguished professor Vanya Blekona (NE female damaya 
  lashunta technomancer), works full time on a secret research 
  project devoted not to studying or predicting the end of 
  the universe, but rather finding a way to make it happen. 
  Blekona is convinced that if the universe is going to end 
  in a cruel and drawn-out way that involves the suffering of 
  trillions, the only ethical solution is to end it early in a quick 
  and painless fashion. As a result, Blekona devotes herself to 
  finding a way to make that happen.
  Checkpoint Laubu: A police post typical of Asanatown, 
  Laubu Station temporarily becomes Checkpoint Laubu 
  during the events of “Fire Starters.” Situated on a major 
  thoroughfare, the station provides police easy access to 
  other parts of the city and citizens easy access to the police. 
  Normally, Chief Shavri Maneon (LN female korasha lashunta 
  soldier) runs the station, which is named after Laubu 
  Mesa on Castrovel. Chief Maneon has ties to and beliefs 
  sympathetic with the Sunrise Collective.
  Church of the Burning Mother: Founded in the first 
  few weeks of the lashunta migration into Asanatown, 
  the Burning Mother’s church occupies the top floors of a 
  massive structure. It is presided over by Ada Belel, whose 
  interpretation of Mataras’s will has become increasingly 
  energetic, outspoken, and critical as she has aged. Much 
  of the lashunta population attends Belel’s weekly sermons, 
  and she reminds them in eloquent but certain terms that 
  each of them is going to come face to face with Sarenrae 
  sooner rather than later. Belel exhorts the people of her 
  congregation to look inward and examine themselves, 
  while also putting their beliefs into practice in day-to-day 
  life. Recently, operatives from the Radiant Cathedral have 
  been eavesdropping on Belel’s services and investigating 
  her activities. Belel hasn’t done anything illegal, but the 
  leaders of Sarenrae’s mainstream faith are concerned about 
  the possibility of a schism. When the warriors who make 
  up parts of her congregation find out about this covert 
  investigation, it’s unlikely to have good or peaceful results.
  Convent of the Eternal Sun: Within Clearlight, before 
  Asanatown was officially founded, a solarian named Aluru 
  (LG female kasatha solarian) started a cosmonastery she 
  called the Convent of the Eternal Sun. Aluru broke with 
  traditional observations of the Cycle and led her followers 
  here from the Idari. Her teachings forsake graviton 
  revelations in favor of dedication to photon revelations and 
  the sun. Her pupils, who go out into the world with the title 
  of “conventurers,” accept this one-sided stance and make 
  it a symbol of their dedication. However, some students 
  gossip that Aluru has a brother who has founded a rival 
  cosmonastery in the depths of the void. The rumors say this 
  rival school orbits a black hole and its students master only 
  the most powerful graviton revelations.
  Over the years, the Convent of the Eternal Sun has 
  drawn adherents from many species. It is among the largest 
  enclaves of non-lashuntas under Asanatown’s auspices. The 
  current head instructor, Bryce Patton (LG female human 
  solarian), is the first non-kasatha to rise to that esteemed 
  position. Bryce and Aluru are concerned about whether and 
  how peace can continue within Asanatown, but the solarians 
  try to keep a low profile given the city’s political climate.
  Crematorium: Funeral services in Asanatown have been 
  centralized in the Crematorium—a facility in Asanatown’s 
  lower tiers—for 2 decades. When the staff recently knocked 
  down a wall as part of an expansion effort, they discovered a 
  tiny but ornate shrine to Pharasma. The tenor of the facility 
  changed. The Crematorium and its attached shrine have 
  become a center of worship for a growing congregation of 
  lashuntas clad in black garments who have turned away 
  from Mataras. The constant weight of psychic doom that 
  burdens all lashuntas in Asanatown has convinced many 
  that fate and death are inescapable, and only Pharasma—
  who sees and knows the future of all living beings—can truly 
  protect them.
  Ada Belel has noticed more of her parishioners absent 
  every week as Pharasma’s temple becomes more crowded. 
  The priestess has discerned still others among her flock 
  who have taken to revering Pharasma and Sarenrae in 
  tandem, focusing on Pharasma’s fate aspect alongside the 
  redemption and light Sarenrae offers. Ada knows about the 
  Crematorium but considers it to be no threat to her or those 
  who find comfort there.
  Horizon House: The government center of Asanatown, 
  Horizon House stands amid a wide green space in Clearlight. 
  Elected officials meet here, town-hall style, to decide 
  matters for Asanatown. Citizens can easily meet with their 
  representatives here, as well. Horizon House is further 
  detailed in this volume’s adventure.
  Last Laugh: Every evening the Last Laugh, a small 
  nightspot, is packed with patrons, mostly in part due to 
  42
  
  the performances of Chaz Bilgart (N male reptoid envoy). 
  Chaz was assigned to infiltrate the Burning Archipelago, 
  but having become enamored of comedy, he instead found 
  he simply wanted to make people laugh. He adopted the 
  identity of a lashunta comedian and went on tour, claiming 
  an uncorrectable birth defect that left him with stunted 
  antennas and no telepathy. He uses this appearance to 
  explain his lack of psychic power and as part of his act, 
  which focuses on dark, cynical humor. Until he came to 
  Asanatown, Chaz had thought he just wasn’t funny enough. 
  However, his arsenal of gallows humor was exactly what 
  the lashuntas of Asanatown wanted, and he was an instant 
  hit. After a long stint of successful shows, the Last 
  Laugh signed Chaz to a long-term contract. His reptoid 
  masters demand regular reports, and while he’s been 
  able to satisfy them by concocting various rumors 
  and stories of his own imagination, he’s afraid one of 
  his deceptions may be detected. Either his grim fans 
  could realize he’s a shapechanging alien from the 
  Vast, or his reptoid masters might recognize 
  he has been shirking his duties and send 
  assassins to kill him. Chaz remains 
  loyal to the reptoid cause in that he’s 
  unwilling to divulge what he knows, 
  but he no longer wants anything to 
  do with those  machinations.
  Outer Lodge: Positioned near 
  the entrance to Dawnshore, this 
  boarding house is maintained 
  by an android couple, Roz (NG 
  agender android operative) and Gil (LN agender 
  android envoy), who cater to non-lashunta visitors. 
  The androids have lived and worked together so 
  long that they complete each other’s sentences. 
  Numerous Asanatown councilors distrust Roz and 
  Gil, and the androids know the Lodge is under 
  constant surveillance. However, individuals with 
  business in Asanatown, people who want to come 
  and go without drawing too much attention, and 
  those who refuse to be dissuaded by Asanatown’s 
  reputation, find the Outer Lodge to be the safest and 
  most secure facility in the bubble-city. Asanatown’s 
  council taxes the business heavily for providing services 
  to outsiders, so it’s not cheap to stay here. However, Roz is 
  an excellent chef who specializes in fusion cuisine and Gil 
  mixes a mean cocktail, so guests seldom leave unsatisfied.
  Psolarium: A few years after Asanatown was founded, a 
  research team from Qabarat arrived, led by the charismatic 
  and driven genius Tefya Flocana (N female damaya lashunta 
  mechanic). Tefya, one of the foremost experts in telepathy 
  and psychic powers in the Pact Worlds, 
  has theorized that it might be possible to 
  use solar radiation as a carrier wave for 
  telepathic signals. Early experiments bore 
  out her theory, and moving the project to the sun was the 
  next logical step. She and her team commandeered part of 
  the enormous dome that envelops Asanatown and turned 
  the structure into a massive experimental apparatus. If she’s 
  right, a single individual with telepathy could broadcast 
  her thoughts at the speed of light to anywhere Mataras is 
  visible. But Tefya has too easily disregarded the military 
  and sinister applications of such technology, which could 
  also allow a single individual with the ability to influence 
  minds to extend that effect over vast distances. Some of 
  her lab assistants and technicians have tried to point out 
  the dangers inherent in her research, but after they did 
  so, Tefya dismissed the most vocal researchers to return 
  back to Castrovel, while the others have been cowed 
  to silence.
  Seeker Shelter: Known to most of its lashunta patrons 
  simply as “the Shelter,” Seeker Shelter is a lashunta-only 
  cantina catering to the military community of Asanatown. 
  Virtually everyone who works here, from the 
  grizzled bartender and owner “Onesie” Lalloo 
  (N female korasha lashunta soldier) to the 
  three-piece band and the wait staff, are 
  veterans with long careers of conflict 
  throughout the Pact Worlds. Onesie, 
  who earned her nickname after 
  losing an antenna to the Swarm, 
  chooses to wear her scar as 
  a badge of honor rather than 
  receiving a prosthesis. She 
  knows mercenaries and arms 
  dealers cut shady deals in the 
  alcoves and booths of the 
  Shelter every night, but she’s 
  loyal to her customers and the 
  lifestyle she once led. General 
  Kam is a regular here. He doesn’t 
  have a reserved seat, but anyone who 
  dares to sit on his favorite stool at the end 
  of the bar is quick to yield it whenever he 
  drops in for a drink.
  Steamworks: Asanatown has several beautiful 
  canals crossing its spacious plazas, most fed by the 
  Steamworks, a hydraulic system beneath the surface 
  of Asanatown. The mysterious creators of the bubble-
  city constructed the facility and the maintenance 
  tunnels that lead here, and even Chief Sahn 
  Vasahn (LN female verthani technomancer) 
  is not entirely sure how the system works. 
  Steam work is one of the few trades open 
  to non-lashuntas in Asanatown, and Chief 
  Vasahn—herself one of Vercite’s 
  Pure Ones—supervises an eclectic 
  mix of species, most of whom 
  also live in the tunnels and pipes. 
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  43
  CHAZ BILGART
  
  She even counts a few shirrens among her staff, who have 
  been the target of violence perpetrated by paranoid lashuntas 
  on the upper levels. The families of these shirrens live 
  elsewhere in the Burning Archipelago and might 
  be persuaded to hire investigators to track down 
  the truth about what happened. A few might pay 
  extra for appropriate retaliation.
  The Warrens: Here in the so-called Warrens, 
  Asanatown’s 
  military 
  conducts 
  drills 
  and 
  wargames reminiscent of assaults on formian 
  colonies. General Kam constructed this training 
  facility years ago, soon after arriving in the bubble. 
  Soldiers need to train constantly to maintain their 
  skills, but the lashuntas of Asanatown are obsessed 
  with secrecy. Located in the lowest sections 
  of the settlement, this facility is a maze 
  of hot pipes, twisting tunnels, narrow 
  maintenance hatches, and several open 
  rooms. At least once a month, General 
  Kam holds a hunt in the Warrens, in 
  which warriors who train here vie for the 
  right to participate. The general releases an 
  animal of some type—perhaps aggressive, 
  perhaps merely quick and canny—into 
  the tunnels, and the highest performers 
  in the month’s drills are sent to stalk 
  and slay it. Kam spends much of his 
  free time arranging for the secret 
  acquisition and delivery of challenging 
  quarry. He never breaks the law in these 
  pursuits, but he’s an expert in circumventing pesky 
  regulations that might prevent him from importing dangerous 
  or endangered creatures.
  Whiskerhouse: 
  The 
  Linecrawler 
  Operators 
  Union 
  maintains Whiskerhouse, a spacious apartment building 
  and mercantile area atop one end of the linecrawler stations 
  on the energy tether heading from Clearlight toward one of 
  Corona’s sub-bubbles. Bey Whiskerhouse (CN male ysoki 
  mechanic), an elected union representative, runs the facility 
  and the attached linecrawler station. Bey helped construct 
  the linecrawlers that connect Asanatown to its neighbors, 
  and whenever anything goes wrong with them, he or his 
  team are the ones to call. The ysoki is valuable enough to 
  Asanatown’s councilors and well known enough among 
  locals that he has been allowed to stay in Asanatown along 
  with anyone he sanctions.
  A few months ago, on a whim, Bey bugged the local 
  linecrawlers with advanced and nearly invisible surveillance 
  devices. When he’s bored, he likes to snoop. So far, this spying 
  has gone unnoticed, and Bey has yet to overhear anything 
  significant or dangerous. However, it’s only a matter of time 
  before he accidentally learns something he shouldn’t know, 
  and trouble is likely to follow. In the meantime, Bey opens 
  Whiskerhouse to traders from Corona who are eager to buy 
  and sell with the lashuntas, but who don’t want to venture far 
  into Asanatown. As a result, Bey has an eclectic collection of 
  technological, hybrid, and magical gear stowed away in 
  the nooks and crannies of the house that he is willing to 
  sell for the right price.
  PSYCHIC OPTIONS
  Telepathy can have a profound effect on 
  culture, as the society of the lashuntas shows 
  all across the Pact Worlds. This psychic ability 
  affects everything from science and exploration 
  to art and creation. Further, characters who have 
  telepathy already have a useful edge. That edge 
  can be honed with feats that improve telepathy’s 
  uses and gear that employs or amplifies 
  telepathy. 
  Several 
  such 
  options 
  appear here.
  PSYCHIC FEATS
  These feats can be useful to 
  characters who have telepathy.
  PSYCHIC INSIGHT
  Telepathic contact gives you social 
  insight.
  Prerequisites: Limited telepathy 
  or telepathy.
  Benefit: You gain a +2 insight bonus 
  to Bluff, Diplomacy, Intimidation, and 
  Sense Motive checks against creatures 
  you are successfully communicating with using 
  your limited telepathy or telepathy.
  PSYCHIC SENSE
  You can sense nearby creatures using your telepathy.
  Prerequisites: Limited telepathy or telepathy.
  Benefit: You have blindsense (thought) with a range equal 
  to the range of your limited telepathy or telepathy.
  TELEPATHIC SPY
  Your telepathy is sensitive enough to detect similar psychic 
  communication nearby.
  Prerequisites: Limited telepathy or telepathy.
  Benefit: When a creature within range of your telepathy 
  uses telepathy, receives telepathic communication (such as 
  telepathic message), or employs a mind-reading effect (such 
  as the detect thoughts spell), you notice the attempt with 
  a successful DC 20 Sense Motive check. If you succeed by 
  5 or more, you glean three pieces of information about the 
  communication, such as the identity of its source, its general 
  nature, the emotional state of the sender or the recipient, 
  and so on. If you succeed by 10 or more, you can listen in on 
  the communication by concentrating each round (a standard 
  action) to maintain your eavesdropping. However, although 
  44
  
  unaware of your spying, the subject can attempt a saving 
  throw (DC = 10 + half your level + your Charisma modifier) to 
  prevent it. Succeeding by 5 or more at this save also alerts 
  the subject to your snooping.
  PSYCHIC EQUIPMENT
  Lashuntas have had countless centuries to develop magic and 
  technology that amplify, enhance, or otherwise use telepathic 
  signals. All this equipment can be found anywhere sizable 
  enclaves of lashuntas exist, including in Asanatown. Other 
  species that have telepathy might have similar devices or, like 
  the shirrens, could have adapted lashunta tech.
  EMPATHIC DEPICTION 
  LEVELS 2–6
  HYBRID ITEM
  MODEL 
  LEVEL 
  PRICE 
  BULK
  Portrait 
  2 
  750 
  —
  Bust 
  4 
  2,200 
  1
  Statue 
  6 
  4,500 
  2
  Lashunta artists have techniques to collect emotions and 
  memories associated with an individual and imprint them 
  onto a representative piece of art lashuntas call an empathic 
  depiction. To collect such memories, a telepathic artist 
  interviews the subject along with those who know or have 
  strong memories of the subject. This process takes at least a 
  week. In the past, these objects were magical, and some still 
  are, but most modern empathic depictions are hybrid items 
  that use advanced holography to create realistic memorials. 
  Creating such an empathic depiction is a crafting task that 
  uses the Engineering skill (Starfinder Core Rulebook 235) or 
  an appropriate artistic Profession skill in a similar way. (A 
  wholly magical version uses Mysticism instead.) 
  Creatures within range of an empathic depiction (based 
  on its model) can feel the emotions and recall the memories 
  placed within it. A creature can attempt a Will saving throw 
  (DC based on the model) to resist these experiences, which 
  cause no damage or harmful effect. These hybrid items 
  utilize magic and psychic energy, remaining active while an 
  observer is in range. They can also be plugged into a power 
  grid and operate continuously while such power flows.
  D Empathic Portrait (Level 2): An empathic portrait is a 
  handheld item that provides up to a 6-inch depiction. It 
  must be touched to have an effect and has a DC of 12.
  D Empathic Bust (Level 4): An empathic bust depicts an 
  individual’s head and shoulders in actual size, or a whole 
  body at no more than 2 to 3 feet tall. It has a range of 10 
  feet and a DC of 14.
  D Empathic Statue (Level 6): An empathic statue depicts an 
  individual’s body in actual size, up to 12 feet tall. Larger 
  individuals are depicted in miniature to the point necessary. 
  An empathic statue has a range of 30 feet and a DC of 16.
  INSIGHT DUST 
  LEVEL 3
  DRUG 
  PRICE 500 
  DOSE 1
  Insight dust is manufactured by lashuntas who use the spores 
  of the titanic mushrooms that grow in the Ikal Expanse on 
  Castrovel’s Ukulam. The drug increases telepathic empathy 
  and heightens other mind-affecting effects.
  Type drug (ingested or injury); Save Fortitude DC 14; Addiction 
  DC 14 (physical)
  Track Dexterity; Effect Act as if you have the Psychic Insight 
  feat and gain a +2 morale bonus to your effective caster 
  level for mind-affecting effects for 1 hour.
  TELELOCATOR 
  LEVEL 10
  HYBRID ITEM 
  PRICE 20,000 
  BULK L
  A telelocator is a hybrid scanner that you can hold in one 
  hand and activate as a move action if you have limited 
  telepathy or telepathy. Each round, you use a move action 
  to combine your telepathic ability with the scanner. The 
  scanner operates by using blindsense (thought) with a range 
  equal to the range of your limited telepathy or telepathy, as 
  well as sense through (thought) at half that range. Targets 
  appear on the scanner showing their distance and direction 
  from you. A telelocator works on an internal energy source 
  that can power it for 10 minutes per day. Each use, no 
  matter how short, consumes 1 minute of this time. However, 
  a creature that has limited telepathy or telepathy can spend 
  1 Resolve Point to use personal psychic power to fully 
  recharge the telelocator. The psychic link created by using 
  a given telelocator prevents you from using a different one 
  for 24 hours.
  TELESPECTRUM CIRCLET 
  LEVELS 4–16
  HYBRID ITEM
  MODEL 
  LEVEL 
  PRICE 
  BULK
  Mk 1 
  4 
  2,400 
  L
  Mk 2 
  10 
  20,000 
  L
  Mk 3 
  16 
  160,000 
  L
  A telespectrum circlet is a hybrid item that counts as a worn 
  magic item unless you install it in armor, taking up one 
  upgrade slot. The circlet increases the range of your limited 
  telepathy based on the item’s model number. In addition, 
  the circlet has a number of charges per day based on its 
  model number. As a move action, you can expend one of 
  these charges to use your limited telepathy on any creature 
  that knows a language rather than only those that share a 
  language with you. This effect lasts for 10 minutes. Once 
  the circlet’s charges are expended, you can spend 1 Resolve 
  Point in place of a charge to power the effect. The psychic 
  link created by using a given circlet prevents you from using 
  a different one for 24 hours.
  D Mk 1 (Level 4): Your limited telepathy range increases by 
  30 feet. The circlet has 3 charges.
  D Mk 2 (Level 10): Your limited telepathy range increases by 
  60 feet. The circlet has 9 charges.
  D Mk 3 (Level 16): Your limited telepathy range increases by 
  90 feet. The circlet has 15 charges.
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  45
  
  46
  Our calculations said the shields would hold, but a radiation 
  spike from a solar flare knocked out the engine, and we began 
  to plummet toward the plasma. Our ship’s lights faded, and 
  we huddled in the cargo bay in our darkest hour, waiting 
  to be consumed. It was there the seven of us gathered in 
  prayer, and it was there the Dawnflower answered. The 
  ship corrected to a stable flight pattern, as if an unseen 
  hand slowly lifted it. We sprinted to the observation deck. 
  We were the first in the galaxy to lay eyes on Sarenrae’s 
  gift—the Burning Archipelago.
  —From the personal logs of Sister Broadbeam
  THE CHURCH OF 
  SARENRAE
  
  47
  S
  arenrae, otherwise known as the Dawnflower, is 
  the neutral good goddess of healing, redemption, 
  and the sun. She was once a powerful angel, 
  leading charges against evil beings and championing the 
  causes of honesty, truth, and light. Her faith is almost as old 
  and as widespread as the stars themselves. She ascended 
  to godhood during an ancient battle with a mighty 
  destructive force. While her courage allowed her to 
  vanquish that entity, she is usually considered a 
  deity of boundless love and compassion, ready to 
  heal the sick and redeem the wicked. Only when 
  evil refuses to accept her mercy does she turn to 
  wrath, striking quickly. 
  Sarenrae 
  accepts 
  all 
  worshippers 
  who 
  believe strongly in redemption and performing 
  acts of virtue, such as caring for others or providing the 
  necessary resources for others to do so. The Dawnflower 
  is often portrayed as human, with bronze skin and hair of 
  dancing flame, and as such is claimed by many humans as 
  a goddess of their species. Though Sarenrae does have a 
  long, important history on Golarion, she is worshipped by 
  thousands of other societies in the Pact Worlds and beyond. 
  After humans, shirrens are perhaps the most interested in 
  the religion’s messages of redemption, because of their past 
  as part of the mindless, hungering Swarm.
  The worship of Sarenrae is thousands of years old and 
  has retained its focus on healing and redemption, despite 
  countless changes in the various mortal realms where her 
  religion flourishes. Sarenite philosophies can be adopted by 
  those of any social standing and all levels of technology. In 
  those rare places with little to no sunlight, the worship of 
  Sarenrae is nearly nonexistent and, conversely, the brighter 
  a star shines upon a world, the greater chance to find the 
  Dawnflower’s devoted.
  In the Pact Worlds, Sarenrae is considered the deity of 
  the system’s sun, which is sometimes referred to as the 
  Dawnflower’s Star. Almost 100 years ago, a group of Sarenite 
  priests and scientists in a station dedicated to studying the 
  sun and its connection to the Dawnflower made a startling 
  discovery: a series of impossible structures within the star’s 
  burning plasma tethered to one other with bright lines of 
  energy, and seemingly protected from the flaming seas by 
  magical shielding bubbles. This city immediately attracted 
  the attention of Sarenites within the system.
  One such among the faithful was an elven woman who 
  grew up in a Sarenite-run orphanage in the city of Komena 
  on Castrovel. Given the name Imryll Novaheart, she was 
  inducted into the order that ran the orphanage and the 
  attached temple when she came of age, becoming a true and 
  devoted follower of the Dawnflower. The community came 
  to know her as a skilled healer and selflessly generous of 
  spirit, aiding those citizens affected by the fallout of the 
  war that had raged between lashuntas and formians until 
  only decades before. Shortly after news of the discovery of 
  cities within the sun, Sister Novaheart had a vision of herself 
  walking the streets of one of these bubble-cities and knew 
  Sarenrae was calling her to journey there.
  Novaheart traveled to Sunrise Station (which soon 
  become the protector of the gateway into the Burning 
  Archipelago) to speak with priests and scientists 
  there. She soon convinced a few operating on 
  the station that it was Sarenrae’s will that they 
  travel to the bubble-cities. This small group 
  set out together in a starship bound for the 
  Burning Archipelago, first plotting a course 
  toward the largest bubble-city and bolstering 
  the starship’s shields against extreme heat as 
  best they could.
  Unfortunately, the vessel couldn’t withstand 
  the high temperature and crushing gravity of the 
  sun and began to fail. After several terrifying moments 
  when it seemed like the explorers had flown to their 
  deaths, a tunnel opened up in the plasma that allowed 
  them to pass safely into the bubble-city that came to 
  be known as Dawnshore. There the crew discovered 
  the megastructure that Sister Novaheart christened the 
  Radiant Cathedral in her now-famous “Speech Under the 
  Prominence,” which was recorded by another priest in the 
  group and broadcast throughout the Pact Worlds (and 
  eventually, beyond).
  The speech ignited both a renaissance within the church 
  of Sarenrae and a mass migration to occupy the various 
  bubble-cities of the Burning Archipelago. While Sarenites 
  control access to the mystical tunnel that leads into the sun’s 
  corona, they are fairly permissive, denying entry to only 
  the most suspicious of travelers. The Burning Archipelago 
  is now bustling with people, both worshippers of Sarenrae 
  and not, and it sees hundreds of thousands of tourists and 
  pilgrims yearly. No one is certain who built the structures 
  within each bubble-city and for what purpose. Many of 
  them have been repurposed by their current occupants 
  as storefronts and domiciles, but many more still remain 
  unexplored and unoccupied.
  However, the Radiant Cathedral required very little 
  in the way of renovations to make it a center of Sarenite 
  worship, further convincing the faithful that it was made 
  for them by their goddess. It features several open plazas as 
  well as a central spire that reaches up to nearly the top of 
  Dawnshore’s bubble. Windows of unusual glass emblazoned 
  with unknown symbols can be found up and down the 
  spire, and several aeries near the top have been added for 
  the storage and maintenance of the church’s proprietary 
  sunskimmer vessels. 
  Since its discovery and dedication, the Radiant Cathedral 
  has served as a central point for the Sarenite religion within 
  the Pact Worlds and its allied systems and colonies. The 
  cathedral’s priests dwell on questions of the faith and other 
  spiritual matters, which get disseminated throughout the 
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  
  galaxy, though most local churches of Sarenrae are allowed 
  to make their own daily decisions. Imryll Novaheart, now 
  known as the Grand Cleric and de facto leader of the church, 
  oversees how information is distributed throughout the 
  clergy. However, Novaheart hasn’t stepped outside the 
  Radiant Cathedral since its founding, since she believes she 
  is waiting to receive another vision from Sarenrae that will 
  lead her elsewhere. In recent years, the Grand Cleric has 
  allowed a coterie of high clerics to manage the organization, 
  as she has been content to isolate herself and study the 
  strange symbols in the windows and etched into the metal 
  walls of the cathedral, hoping to translate them and gain 
  insight into Sarenrae’s plans for the future.
  THE SCRIPTURES OF THE 
  DAWNFLOWER
  The scriptural basis for the church of Sarenrae remains its 
  original sacred book, The Birth of Truth and Light. Scholarly 
  research on the text continues to this day, scrutinizing the 
  life of the Dawnflower, her deeds, and her motivations. 
  These studies take the form of existential discussions of 
  the allegories presented within the book and examinations 
  of the historical records they represent. As an electronic 
  book, it has been translated into over a thousand different 
  languages and dialects, and it is given away for free on 
  most infospheres. 
  While the parables and tales contained within The Birth 
  of Light and Truth are still taught in the modern era, much of 
  the book has been edited into a collection of maxims, poems, 
  and popular songs. Known as the Essences of Sarenrae, 
  these writings and meditations encapsulate much of what 
  is expected of the Dawnflower’s faithful. The most popular 
  mantra, “The Edicts of Illumination,” reads: “Shed light, 
  act true, embody good, give charitably, shun intolerance, 
  know patience, expose lies, and redeem evil.” Many of these 
  excerpts are used as modern prayers for Sarenites, serving 
  as a reminder of their goddess’s most important virtues and 
  as a guide for how to live each day. 
  Beyond the study of ancient texts, modern-day priests and 
  Sarenite computer engineers have crafted a vast electronic 
  database of church records and religious doctrine at the behest 
  of Grand Cleric Novaheart. Anyone can wirelessly access this 
  archive of videos, writings, and historic documents, curated 
  by an AI named PRISM (Primary Repository Intelligent Silicon 
  Mainframe). The two-story-tall PRISM, built from crystalline 
  microprocessors and encased in glass, stands in the center 
  of an area of the Radiant Cathedral called the Refractory. It is 
  illuminated by the sun from below using mirrors that channel 
  and reflect the light into a rainbow of colors that dance 
  throughout the high-ceilinged chamber.
  PRISM also edits and broadcasts informative programs 
  on the sun’s infosphere, which include historical lessons, 
  philosophical discussions, scientific discoveries, and well-
  researched journalism created by followers of the faith. 
  Anyone can watch the feed and any Sarenite can contribute 
  to it; these contributions then get copied and transmitted 
  throughout the Pact Worlds and beyond. While most 
  programs are considered dry or preachy to those outside 
  the faith, PRISM has discovered a few personalities that are 
  now iconic—from Melano DuBussiarch, the star of several 
  historical re-enactments, to the foremost child-friendly sun 
  scholar, Dr. Daystar.
  TEMPLES AND STATIONS
  For the last century, the greatest boon to the Sarenite religion 
  has been the discovery of the Burning Archipelago, which 
  provided the ability to visit the Dawnflower’s Star for the 
  first time in history. Before the Age of the Eternal Dawn, the 
  churches of Sarenrae were spread out, and there was little to 
  no association between the various chapters. Now with the 
  Radiant Cathedral as an organizing body, the faithful of the 
  Dawnflower have quadrupled in number over the last century 
  and have concentrated their outreach and spiritual missions. 
  The Radiant Cathedral is a massive, ancient structure 
  located in the middle of the Burning Archipelago. It serves 
  as a home and a site of worship for thousands of clerics, 
  attendants, and laypeople. It is estimated that nearly five 
  million visitors pass through its doors every standard 
  year. While it serves as the center of the faith of Sarenrae, 
  many of the Radiant Cathedral’s plazas serve as a public 
  meeting spaces for citizens of the bubble-city of Dawnshore. 
  Transplanted to the Burning Archipelago decades ago and 
  cared for as sacred animals by Sarenite priests, hundreds of 
  doves call the Radiant Cathedral’s plazas home. The flocks of 
  birds are a constant draw for tourists and pilgrims.
  While nowhere near the same size and scope as the 
  Radiant Cathedral, the Holy Angel of Flame was the 
  largest center of Sarenite worship before the discovery 
  of the Burning Archipelago. Located in the Congregation 
  THE AGE OF THE  
  ETERNAL DAWN
  The church of Sarenrae is currently in a phase that 
  scholars and worshippers alike call the Age of the 
  Eternal Dawn, a period that began with the founding 
  of the Radiant Cathedral in the Burning Archipelago 
  and has persisted for nearly a hundred years. In that 
  time the church has refocused its efforts on connecting 
  hundreds of its temples across the galaxy and uniting 
  its followers and resources in a grand mission to 
  bring hope, aid, and protection to those who need 
  it. According to statements made by Grand Cleric 
  Novaheart, this current age will last until the last light 
  of the Pact Worlds’ sun is extinguished, when the 
  goddess Sarenrae will return to relight the atomic fire 
  with a single stroke from her scimitar.
  48
  
  neighborhood of Absalom Station’s Ring, this church 
  features a large holographic image of the Dawnflower in all 
  her splendor projected near the ceiling to watch over her 
  worshippers. At least once a month, High Cleric Jall Indarnu 
  (NG male human envoy) takes the pulpit at the Holy Angel 
  of Flame to give a rousing, fervent speech to a packed 
  church that never fails to leave the audience eager to tackle 
  injustice head-on.
  High on the peaks of the Sunteeth on Verces’s Fullbright, 
  where the sun never stops shining, stands the Basking 
  Monastery. Little more than several stone slabs engraved 
  with the holy symbol of Sarenrae and several small lean-tos, 
  the monastery is difficult to reach and offers a test of both 
  body and spirit to those who visit. Instead of sermons and 
  ceremonies, High Cleric Heirzai (NG female strixPW mystic) 
  instructs visitors to simply sit or lie on the sunbaked slabs 
  and contemplate their pasts. Heirazi and her fellow monks 
  believe that by calling forth the darkness within, it can be 
  burnt away by the constant light of the sun. The monks keep 
  a close eye on their visitors, ensuring that no one becomes 
  too sunburned or dies of heat stroke.
  Beacon is a small chapel in Pact Port on Eox that was 
  established to help soothe the minds and souls of those 
  who find the moral relativity of the undead planet too much 
  for them. Beacon is open around the clock, and visitors are 
  encouraged to light a candle and spend several minutes in 
  silent prayer. High Cleric Luxotroskin (NG female feychild 
  gnome mystic) takes her duties seriously, and she and her 
  priests are always ready to counsel any visitors on the verge 
  of doing something violent. Beacon also serves as a medical 
  center for any travelers whose new necrografts cause them 
  distress and a welcoming space for any undead who 
  want to accept the light of Sarenrae.
  Though the worship of Damoritosh is the most 
  popular religion within the Veskarium, vesk are 
  no strangers to the worship of Sarenrae. After 
  all, Vesk Prime is that systems’ closest planet 
  to the sun. Vesk illustrations of Sarenrae depict 
  her as having a circle of crimson scales around 
  her head and leathery wings similar to those of 
  a dragon. Colloquially known as the Firescale 
  instead of the Dawnflower, this version of 
  Sarenrae embodies the righteousness of 
  honorable combat to the vesk, focusing less on her 
  aspect of healing. There are several shrines to Sarenrae 
  throughout the Veskarium, but Vesk Prime’s largest 
  cathedral to the Firescale stands in the middle 
  of the Vaaranas Desert. Crafted of basalt painted 
  blue and gold, the Church of the Flamewalker is 
  surrounded by half a dozen large mirrors that reflect 
  the sunlight inward, heating the building to an almost 
  unbearable degree.
  Pilgrims to the Church of the Flamewalker are expected 
  to march through the surrounding desert on foot. When 
  they reach the cathedral, they are met by High Cleric 
  Darvorinoz Jurapikoshe (NG male vesk solarian), who leads 
  them in extended prayer. A pilgrim seeking atonement or a 
  blessing from Sarenrae must then undergo a ritual wherein 
  their feet are anointed with oil and they must cross over a 
  bed of flaming coals while reciting edicts of the faith. The 
  High Cleric provides healing after the ceremony, even if the 
  petitioner is unable to complete it.
  Sarenite temples on other planets are often open-air 
  structures crafted of white and gold marble or durable steel 
  alloys. The style of architecture varies from system to system, 
  but newly constructed temples are often designed to mimic 
  the Radiant Cathedral. They are situated geographically to 
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  49
  IMRYLL NOVAHEART
  
  catch as much sunlight as possible through large stained-
  glass windows set high in the structures’ ceilings. These 
  churches often strive to be community centers for the local 
  populaces (which tend toward lower socioeconomic sections 
  of cities), providing knowledge and assistance to any who 
  seek asylum within their walls.
  Elsewhere in the galaxy, the church of Sarenrae has 
  established solar installations in close orbit around other 
  stars. Known to most as Sarenite stations, these installations 
  are used as places of worship, academies of knowledge, 
  and trading posts in some systems. By harnessing the 
  radioactive power of stars, the space stations also provide 
  refueling services for ships in exchange for small donations 
  to the church or local causes. Additionally, the bounty of the 
  stations’ hydroponic gardens are available to any traveler in 
  need of sustenance.
  A SARENITE’S DUTIES
  Worshippers of Sarenrae come from all walks of life. The 
  church accepts all members who wish to lead virtuous 
  lives, even those who have struggled with morality in the 
  past. A Sarenite is expected to be kind, honest, patient, 
  and moved to swift retribution only when diplomacy has 
  failed. Other than that, specific traditions of worship differ 
  throughout the galaxy, something the church encourages 
  as a whole. A few of the many paths a devotee can follow 
  range from academic to purely artistic pursuits. Still other 
  Sarenites dedicate themselves to bringing the Dawnflower’s 
  light to far corners of the Vast by becoming members of 
  the Stewards or the Dawn Patrol, or honing their skills as 
  traveling adventurers.
  While the clergy recommends all Sarenites read the 
  ancient text of The Birth of Light and Truth, many followers 
  base their actions on the modern interpretations of those 
  writings. The average Sarenite extols truth and aims to 
  shield the innocent, all while trying their best to not only 
  listen, but to actually hear and respond to the suffering of 
  their neighbors. While there is no mandate for donations, 
  the faithful are typically extremely charitable, actively 
  seeking new ways to donate their credits and time to worthy 
  causes that have little support.
  Duties for sanctioned priests of the church are more 
  defined, though they vary depending on the individuals’ 
  strengths and locations. Those stationed at physical 
  churches work closely with congregants in the surrounding 
  community for the betterment of all. They guide their flock 
  with wise and gentle words, provide healing when it is 
  needed, and grant forgiveness for minor misdeeds to those 
  who request it. When the heads of local branches of the 
  church, known as high clerics, see injustices being done, 
  they put out the call to other devotees of the Dawnflower to 
  mobilize and put an end to the wrongdoing. 
  Traveling Sarenites, priests, and missionaries are expected 
  to send reports back to the Radiant Cathedral on the well-
  being of the people they meet. Where poverty is found, the 
  church sends aid; where there is disease, the church sends 
  doctors and mystic healers; and where totalitarian dictators 
  and marauders reign, the church establishes relationships 
  with groups working to overcome those evils and supports 
  such benevolent rebels through nonviolent means when 
  possible (though sometimes eventually aiding them with 
  martial backing). Many Sarenites study journalism as a 
  profession, learning the ethics of relating all sides of a story, 
  and come to understand that the truth is sometimes the 
  most dangerous weapon in their arsenals. 
  The few old celebrations still observed in the modern 
  church of Sarenrae—including dances that use burning 
  weapons, fireworks, and the exchange of handcrafted 
  gifts—were combined into a month-long festival during the 
  month of Sarenith. In addition, the discovery of the Burning 
  Archipelago is celebrated during a jubilee in Dawnshore 
  known as Radiant’s Founding that includes a large feast 
  shared between residents of the bubble-city and visitors. 
  During this holiday, the streets surrounding the Radiant 
  Cathedral become nearly impassible with the throngs 
  of celebrants, some wearing makeshift angel wings and 
  wreathing themselves in holographic fire.
  Besides the brief edicts from the Essences of Sarenrae 
  that are often used as greetings, a Sarenite may also 
  welcome those outside the church with the blessing “May 
  her light guide you,” and make pledges by exclaiming “By 
  her light I swear” and placing a hand over their heart or 
  other vital organ.
  The everyday clothes of a Sarenite tend to be flowing and 
  loose-fitting, mostly for comfort in the hot environments 
  that the religion has been most associated with. Such 
  robes, shifts, and skirts also give the wearer a high degree 
  of freedom of movement should it be needed. Those who 
  wish to advertise their faith have sunburst symbols 
  emblazoned on their clothes or wear the angelic ankh that 
  is Sarenrae’s holy symbol around their necks. A Sarenite 
  prepared for adventuring or battle will often have this 
  same symbol etched somewhere on their armor. Blades 
  shaped like scimitars, the Dawnflower’s holy weapon, are 
  popular among Sarenites with martial prowess, especially 
  those with the holy or flaming fusion. In addition, traveling 
  Sarenites ensure that they always carry a potent light 
  source with them, especially if they themselves are unable 
  to see in the dark.
  Sarenites typically work well with members of other 
  religions. Their mission of charity and defense of the 
  innocent often calls for alliances with similarly aligned 
  religions, especially the Iomedaeans. Sarenites and Desnans 
  sometimes get into friendly debates about the differences 
  between stars and suns, and whose god has the most 
  influence over them. The faiths of Sarenrae and Pharasma 
  are sometimes seen as two sides of the same coin by many 
  religious scholars, and while Sarenites strive to keep people 
  50
  
  alive, they understand that death shouldn’t be feared 
  or avoided and usually don’t delve into the necromantic 
  activities that are looked down upon by Pharasmins.
  However, Sarenites don’t mindlessly clash with those who 
  worship evil deities (or whose very existence some might 
  see as evil, such as undead). Many in the modern church 
  believe these individuals can be redeemed and even brought 
  over to worship Sarenrae. Cultists of the Devourer are 
  often seen as the toughest, but most rewarding, potential 
  converts. Several worshippers of Sarenrae have made it 
  their lives’ goals to seek out such wicked individuals and 
  offer them the chance to change their ways. However, these 
  missionaries try not to force their religion onto others and 
  tend to physically confront evil cultists only when they 
  harm and terrorize the innocent.
  WORSHIP
  Nearly every advanced culture known to the Pact Worlds 
  practiced a form of sun worship at some point in its history. 
  While not all of these forms are technically religions of 
  Sarenrae, scholars of the church have found several written 
  instances from other civilizations describing the nearby star 
  as a goddess who manifested as a being with blazing wings 
  and a curved blade. The similarities in traditions to these 
  ancient myths have made the work of Sarenite missionaries 
  easier as they ventured forth in the years after the discovery 
  of Drift travel. 
  Because of this, worship of Sarenrae is extremely diverse, 
  having evolved into a hundred different traditions as the 
  religion spread across the galaxy. Almost all faithful to 
  Sarenrae hold services during the day, when their church or 
  shrine is bathed in full sunlight, though some areas in 
  the Vast hold services at dawn and dusk, symbolizing 
  the birth and death of their system’s home star. 
  Many of these services include studying holy 
  texts, breaking bread in fellowship with 
  new friends, and reading missives from 
  congregants who have traveled to far-
  off locations. However, there are no 
  set guidelines on personal worship 
  set forth by the church itself.
  Many 
  of 
  the 
  Dawnflower’s 
  faithful endeavor to make at least 
  one pilgrimage to the Burning 
  Archipelago during their lifetime, 
  beholding the ancient architectural 
  wonder of the Radiant Cathedral 
  and musing on Sarenrae’s plans 
  for her followers. Sometimes a 
  local congregation will take up a 
  collection to send an old or ailing 
  member of the church who could 
  not otherwise afford to go. Most 
  pilgrims return with a renewed 
  devotion, and their tales of the mystery and beauty of the 
  bubble-cities inspire their friends and families to make the 
  same trip. Even those who live outside of the Pact Worlds are 
  aware of the Radiant Cathedral’s majesty and importance to 
  the faith, thanks to tireless efforts by the church’s 
  effective public relations arm. 
  SARENITE CHARACTERS
  No one theme or character class is representative 
  of a character who worships Sarenrae. Of course, a 
  character that is an active member of the church likely 
  has the priest theme, while a layperson devoted to 
  the Dawnflower might have the solar disciple theme 
  (Starfinder Pact Worlds 17). Sarenite envoys usually 
  focus on diplomacy and improvisations that aid 
  their allies. Sarenite mystics tend to have the healer 
  connection, and focus on restorative magic. Sarenite 
  solarians often manifest either a solar weapon that 
  resembles a flaming scimitar or solar armor with 
  decorative wings to protect from fire damage. Sarenite 
  soldiers tend to fight with weapons of flame and light, 
  including the new equipment found on pages 52–53.
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  51
  
  Followers of Sarenrae are just as likely to rely on magical 
  items as they are to use technological devices, and many holy 
  warriors equip themselves with both in their quests to banish 
  darkness from the universe. Presented below are weapons 
  and other magic and technological items for characters who 
  follow the Dawnflower or who want to equip themselves like 
  those who do. Many of these items are created on the 
  Burning Archipelago by harnessing the raw energy 
  of the sun and turning it toward accomplishing a 
  worthy goal. 
  WEAPONS
  Over the past few decades, devotees of Sarenrae 
  have labored tirelessly in church-owned weapons 
  factories in the bubble-city of Fireside, producing 
  armaments for the Dawn Patrol. However, many of 
  these weapons can be purchased on the open market; 
  the most common types include flame weapons and ones 
  that produce a burn effect on a critical hit to mimic the 
  cleansing fire of the Dawnflower.
  BLAZE SCIMITAR
  Known far and wide for their fighting prowess, Sarenites who 
  delve into the darkest corners of the universe often take the 
  holy weapon of their goddess with them. A blaze scimitar 
  is made of a metallic alloy that can be heated to blistering 
  temperatures again and again through use of a an induction 
  magnet. These golden blades glow bright orange when 
  activated and shed light in a wide area when they strike a 
  blow. Due to their weight and the power required to follow 
  through with attacks, they must be wielded with two hands.
  CINDER RIFLE
  Designed for the fighting elite of Sarenrae, cinder rifles are 
  similar to most jacketed rifles, but within the framework of 
  the gun, the ammunition becomes superheated. The result 
  is a bullet exiting the gun while white hot, tracing its path 
  through the air with a bright trail.
  EMBER PISTOL
  Lighter and more mobile versions of cinder rifles, these 
  pistols are standard issue to the Dawn Patrol and many 
  Sarenite authorities across the galaxy. The piercing rounds 
  are shot from the bulky pistol at white-hot temperatures 
  and can set their targets on fire. They are still thought of 
  as a humane weapon by some, as the searing bullets often 
  cauterize the wounds that they make.
  MERCY PISTOL
  Mercy pistols are the nonlethal firearms of choice for many 
  guardians of Sarenite temples (including the Radiant Cathedral). 
  The weapon fires a concentrated blast of light waves at a 
  target, delivering an intense thrust of heat that eaves little to 
  no mark or permanent damage.
  TECHNOLOGICAL ITEMS
  In addition to medical gear such as medkits and medpatches, 
  followers of Sarenrae often carry the following technological 
  items that harness the power of the sun.
  HEATSINK CRAVAT 
  LEVEL 2
  TECHNOLOGICAL ITEM 
  PRICE 300 
  BULK —
  This garment is worn over the exterior of armor, often 
  around the neck or head. Woven from golden nanotubes, a 
  heatsink cravat converts heat energy into cold. It functions 
  like a set of heat climate environmental clothing (Starfinder 
  Core Rulebook 230) without consuming any charges. If 
  you gain the burning condition while wearing the cravat, 
  it activates automatically, reducing the amount of 
  damage you take from the burning condition 
  each round by 1 (minimum 0) for as long as it 
  is active. In addition, while a heatsink cravat is 
  active, you gain a +2 circumstance bonus to 
  Reflex saving throws to end the burning 
  condition, which stacks with any bonus 
  from previously failed attempts to end the 
  burning condition.
  A heatsink cravat uses a battery, and each round of use 
  consumes 1 charge.
  MINIATURE SUN 
  LEVEL 3
  TECHNOLOGICAL ITEM 
  PRICE 1,200 
  BULK 1
  A photonic inducer set in a brass-frame inset with glass 
  similar to a lantern, a miniature sun is a portable light that 
  exudes an area of bright light in a 30-foot radius. Thanks to 
  a comfortable insulated handle, it requires only one hand to 
  hold. After 1 minute of use, the exterior of a miniature sun 
  becomes incredibly hot to the touch. When it is this hot, 
  you can use a miniature sun as an improvised melee weapon 
  that deals 1d3 fire damage, but each successful attack 
  made in this way deals twice as much damage to the item, 
  ignoring hardness.
  A miniature sun requires only one hand to operate, uses 
  a battery, and consumes 1 charge per each hour of use (or 
  fraction thereof).
  SCORCH SUTURE 
  LEVEL 1
  TECHNOLOGICAL ITEM 
  PRICE 200 
  BULK L
  This small, handheld medical device looks similar to a 
  soldering iron. You can use it to end the bleeding condition 
  for a target within reach as a standard action, melting 
  the flesh on a cellular level to stanch further blood loss. 
  SARENITE GEAR
  52
  
  Unfortunately, the target takes 1 fire damage as a result. A 
  target with any form of fire resistance can’t benefit from a 
  scorch suture.
  A scorch suture requires only one hand to operate. It uses 
  a battery, and each use consumes 2 charges.
  MAGIC ITEMS
  Magic items produced by the church of Sarenrae can be either 
  defensive or destructive.
  DAWNFLOWER MELANGE 
  LEVEL 5
  MAGIC ITEM 
  PRICE 475 
  BULK —
  This warm tea infused with magical spices functions like a 
  serum (Starfinder Core Rulebook 225) and fortifies the mind 
  and spirit when imbibed. Cafes near the Radiant Cathedral 
  are often filled daily with Sarenite clerics enjoying this 
  beverage while talking about the confluence of science and 
  religion. Drinking this brew grants you a +2 insight bonus 
  to Diplomacy, Mysticism, and Physical Science checks for 
  1 hour, and during that time you can attempt checks to recall 
  knowledge with Mysticism and Physical Science untrained.
  FLAME SHIELD GAUNTLET 
  LEVEL 4
  MAGIC ITEM (WORN) 
  PRICE 1,900 
  BULK 1
  Worn over existing armor, this nanofiber mesh gauntlet 
  cradles a blood-red gem that glows faintly and gives off 
  a small amount of warmth. This item must be worn on a 
  free  hand. You can activate the gauntlet as a reaction 
  when you are struck by an attack or effect that deals cold 
  damage. When you do so, until the end of your next turn, 
  you reduce any cold damage dealt to you by half, and if 
  an effect allows a Reflex saving throw for half damage, 
  you take no damage on a successful save. This resistance 
  does not stack with other forms of cold resistance. Once 
  used, the gem’s glow fades and you can’t use this item 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points, though you can spend 1 Resolve Point at any point 
  to recharge it immediately.
  PLASMA SCABBARD 
  LEVEL 6
  MAGIC ITEM 
  PRICE 4,250 
  BULK L
  This thin metallic band can be affixed either to an existing 
  scabbard that holds a melee weapon that deals kinetic 
  damage or directly to the hilt of a melee weapon that deals 
  kinetic damage. You can activate the device as a swift 
  action when you draw the weapon, coating the weapon with 
  a corona of plasma. The first successful attack you make 
  with that weapon deals an additional 1d10 electricity and 
  fire damage. Once you’ve used the plasma scabbard, you 
  can’t use it again until you’ve rested for 10 minutes to regain 
  Stamina Points, though you can spend 1 Resolve Point at any 
  point to charge it immediately.
  TWO-HANDED WEAPONS
  LEVEL
  PRICE
  DAMAGE
  CRITICAL
  BULK SPECIAL
  FLAME
  Blaze scimitar, acolyte
  2
  740
  1d6 F
  Burn 1d6
  1
  Bright, powered (capacity 20, usage 1)
  Blaze scimitar, disciple
  18
  9,200
  2d6 F
  Burn 1d8
  1
  Bright, powered (capacity 20, usage 1)
  Blaze scimitar, cleric
  12
  34,600
  4d6 F
  Burn 2d6
  1
  Bright, powered (capacity 40, usage 2)
  Blaze scimitar, divine
  16
  162,000
  8d6 F
  Burn 2d8
  1
  Bright, powered (capacity 40, usage 2)
  TABLE 1: ADVANCED MELEE WEAPONS
  TABLE 2: SMALL ARMS
  ONE-HANDED WEAPONS
  LEVEL
  PRICE
  DAMAGE
  RANGE
  CRITICAL
  CAPACITY
  USAGE BULK SPECIAL
  PROJECTILE
  Ember pistol, truth-sequence
  2
  525
  1d6 P
  30 ft.
  Burn 1d4
  8 rounds
  1
  L
  —
  Ember pistol, salvation-sequence
  7
  5,700
  2d6 P
  30 ft.
  Burn 1d4
  10 rounds
  1
  L
  —
  Ember pistol, valor-sequence
  11
  23,400
  3d6 P
  40 ft.
  Burn 2d4
  12 rounds
  1
  L
  —
  Ember pistol, glory-sequence
  14
  65,800
  4d6 P
  40 ft.
  Burn 2d6
  16 rounds
  1
  L
  —
  FLAME
  Mercy pistol, illuminator
  1
  275
  1d6 F
  20 ft.
  —
  20 charges
  2
  L
  Nonlethal
  Mercy pistol, infrared
  6
  4,300
  2d6 F
  20 ft.
  —
  20 charges
  2
  L
  Nonlethal
  Mercy pistol, ultraviolet
  11
  25,000
  4d6 F
  30 ft.
  —
  20 charges
  2
  L
  Nonlethal
  TABLE 3: LONGARMS
  ONE-HANDED WEAPONS
  LEVEL
  PRICE
  DAMAGE
  RANGE
  CRITICAL
  CAPACITY
  USAGE BULK SPECIAL
  PROJECTILE
  Cinder rifle, truth-sequence
  2
  700
  1d8 P
  60 ft.
  Burn 1d6
  10 rounds
  1
  2
  —
  Cinder rifle, salvation-sequence
  7
  6,000
  2d8 P
  60 ft.
  Burn 1d6
  14 rounds
  1
  2
  —
  Cinder rifle, valor-sequence
  11
  23,700
  3d8 P
  80 ft.
  Burn 2d6
  20 rounds
  1
  2
  —
  Cinder rifle, glory-sequence
  15
  102,200
  6d8 P
  80 ft.
  Burn 2d6
  24 rounds
  1
  2
  —
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  53
  
  54
  “Listen, I like you. I do. You are not born of flame, and more 
  is the pity, because you have a fire in your heart. But what 
  you ask for, you cannot afford. My kind knows secrets of 
  the stars you cannot fathom because, unlike us, you have 
  yet to go there. Cannot go there. Those secrets are ours to 
  keep, for now. Were my kith and kin to find I had sold you 
  such information for mere credits or even an array of favors, 
  well, I would lose more than I could possibly have gained. For 
  now, be content that I might consider your future requests 
  for my knowledge, if you prove yourself to be worthy.” 
  —Shabhizar, efreeti sage
  ALIEN ARCHIVES
  
  Azer mechanic
  LN Medium outsider (extraplanar, fire)
  Init +1; Senses darkvision 60 ft.; Perception +7
  DEFENSE 
  HP 23
  EAC 13; KAC 14
  Fort +5; Ref +3; Will +3
  Immunities fire; SR 13
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 30 ft.
  Melee assault hammer +7 (1d6+1 B; critical burn 1d4) 
  Ranged wave modulator I +7 (1d4+2 F or So; critical burn 1d4)
  Offensive Abilities elemental fire, target tracking
  STATISTICS
  Str +1; Dex +1; Con +2; Int +4; Wis +0; Cha –1
  Skills Athletics +7, Computers +12, Engineering +12, Physical 
  Science +7, Piloting +7
  Languages Common, Ignan
  Other Abilities artificial intelligence (exocortex), custom rig 
  (cerebral implant with standard datajack), mechanic tricks 
  (neural shunt)
  Gear freebooter armor, assault hammer, wave modulator IAR 
  with 2 batteries (20 charges each)
  ECOLOGY
  Environment any (Plane of Fire)
  Organization solitary, pair, order (3–6), guild (11–20), and 
  union (30–100)
  SPECIAL ABILITIES
  Elemental Fire (Su) Azers can cause any weapon they wield 
  to deal half its damage as fire damage, becoming lethal 
  and non-archaic if it is not already. If the weapon already 
  deals two damage types, this effect replaces one with fire. 
  In addition, azers can grant weapons they wield the burn 
  critical hit effect (1d4, 2d4 at CR 6, 3d4 at CR 11, and 3d4 
  at CR 16+). If the weapon has any other critical hit effects, 
  the azer chooses only one to apply on a critical hit.
  Azers maintain regimented societies whose members 
  are born into a caste reflecting the trade practiced by 
  their ancestors. Caste determines how azers participate 
  in their society. Members of the brass caste are often 
  noble-born ambassadors or politicians. Bronze-caste 
  azers work as merchants or artisans. Members of 
  the copper caste work as mechanics and crafters 
  who build the starships, weapons, and 
  armor regulated or sold by other 
  castes. While most azers prefer 
  order, discipline, and hard work, 
  a few choose to spurn tradition, 
  opting for mercenary work or other 
  venturesome vocations.
  Independent azers build settlements on the Plane of Fire 
  and some fiery Material Plane worlds. They are also part 
  of other societies, including that of Corona on the Burning 
  Archipelago. In the City of Brass and other efreet-ruled 
  domains, azers are second-class citizens or worse. Free azers 
  dislike efreet, but azers raised among those genies are proud 
  servants upholding a hierarchy not their own.
  An azer is 4 feet tall and weighs 200 pounds.
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  55
  AZER
   
  CR
    2
   
  XP
     600
  
  LE Tiny outsider (devil, evil, extraplanar, lawful)
  Init +4; Senses darkvision 60 ft., detect magic, see in 
  darkness; Perception +7
  DEFENSE 
  HP 18
  EAC 12; KAC 13
  Fort +1; Ref +5; Will +3
  Defensive Abilities fast healing 2; DR 5/good or silver; 
  Immunities fire, poison; Resistances acid 10, cold 10
  OFFENSE
  Speed 20 ft., fly 50 ft. (Ex, perfect)
  Melee sting +6 (1d4+2 P plus imp poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 2nd)
  1/week—contact other plane (devils only)
  1/day—augury, suggestion (DC 17)
  At will—invisibility (self only)
  Constant—detect magic
  STATISTICS
  Str +0; Dex +4; Con +0; Int +1; Wis +0; Cha +2
  Skills Acrobatics +7 (+15 to fly), Bluff +12, Mysticism +7
  Languages Common, Infernal; limited telepathy 30 ft.
  Other Abilities change shape (animal)
  ECOLOGY
  Environment any (Hell)
  Organization solitary, pair, or murder (3–10)
  SPECIAL ABILITIES
  Change Shape (Su) An imp can assume the appearance of 
  a Tiny beast, such as a rat, raven, or spider. From this 
  form, in addition to normal benefits of this ability, the imp 
  can gain a climb speed of up to 30 feet. While in its new 
  form, the imp can have a different sort of natural attack. 
  Damage from that attack might be of another kinetic 
  type but retains the dice and poison of the imp’s sting.
    IMP POISON
  Type poison (injury); Save Fortitude DC 13
  Track Dexterity; Frequency 1/round for 6 rounds
  Cure 1 save
  Imps are among the lowest-ranked of the 
  fiends of Hell. However, they serve an 
  important role in corrupting mortals. Easy to 
  summon to the Material Plane, imps willingly 
  form bonds with spellcasters who call them. 
  While on the Material Plane, an imp influences 
  anyone it can to perform diabolical deeds. If 
  serving a mortal master, the imp plays the 
  part of a loyal servant, offering advice, infernal 
  foresight, and even mystic tutelage. The imp’s true 
  goal, however, is the delivery of as many souls as 
  possible into damnation.
  An imp is also the devil most likely to be found freely roaming 
  the Material Plane. Without help, an imp has no means of 
  returning to Hell. Therefore, a masterless imp remains and 
  continues its Hell-bound duties. The creature insinuates 
  itself into a new situation, either with a different master 
  or a group of wicked mortals. Among weaker creatures, 
  an imp might rise to a leadership role. But such a fiend 
  is more likely to be a dark influence on a stronger leader. 
  In this way, the imp can direct a group toward depravity 
  but take no blame for any failings.
  An imp is about 2 feet tall and weighs nearly 13 pounds.
  56
  DEVIL, IMP
   
  CR
    2
  XP
  600 
  
  Unusual elementals arise from interactions among the forces 
  of the Elemental Planes. Statistics for these bizarre creatures 
  can be generated using stat blocks found on pages 46–47 of 
  the Starfinder Alien Archive and the following grafts.
  Required Creature Type and Subtype: Outsider (elemental, 
  extraplanar).
  ICE ELEMENTAL GRAFT
  Made of frozen water, ice elementals form in the borderlands 
  between the Elemental Planes of Air and Water.
  Traits: Air subtype, cold subtype, water subtype, sense 
  through (vision [fog and precipitation only]) 60 ft.; immunity to 
  cold, vulnerability to fire, burrow (ice and snow only) speed of 
  20 feet, swim speed of 60 feet, ice glide (see below), icewalking 
  (see below), numbing cold (see below); Languages: Aquan.
  Ice Glide (Su): As the earth glide special ability, except an ice 
  elemental can pass through only nonmagical ice and snow.
  Icewalking (Ex): An ice elemental can move across icy surfaces 
  without penalty and doesn’t need to attempt Acrobatics checks 
  to run or charge on ice. In addition, an ice elemental can climb 
  icy surfaces as if under the effects of spider climb.
  Numbing Cold (Ex): An ice elemental’s slam has the staggered 
  critical hit effect.
  LIGHTNING ELEMENTAL GRAFT
  Beings of thunderstorms, lightning elementals are aggressive, 
  smell of ozone, and are attracted to metal. 
  Traits: Air subtype, immunity to electricity, 
  supernatural fly speed of 100 feet (perfect), jolting 
  surge (see below), lightning strikes (see below), 
  power siphon (see below), Feats: Improved Initiative, 
  Flyby Attack; Languages: Auran.
  Jolting Surge (Sp): Once per day, a lightning elemental 
  can cast jolting surge as a spell-like ability.
  Lightning Strikes (Ex): A lightning elemental’s slams deal 
  half electricity damage and half bludgeoning damage.
  Power Siphon (Ex): Whenever a lightning elemental scores 
  a critical hit against a technological construct or a creature 
  wearing or wielding technological gear, the elemental siphons 
  power and recharges its jolting surge ability immediately.
  MAGMA ELEMENTAL GRAFT
  Magma elementals are fiery stone creatures that look like 
  cooling lava, containing a red-hot heart.
  Traits: Earth subtype, fire subtype, immunity to fire, 
  vulnerability to cold, burrow 20 feet, burning strikes 
  (Alien Archive 47), lava burst (see below), earth 
  glide; Languages: Ignan. 
  Lava Burst (Ex): Once per day as a full 
  action, a magma elemental can discharge a 
  pool of lava that covers its space and spaces 
  within its reach to a depth of 3 inches. Covered spaces are 
  difficult terrain, and creatures that move through a space or 
  that occupy a space at the time of the burst take fire damage 
  and gain the burning condition. The fire damage equals that of 
  the elemental’s slam and the condition deals the same amount 
  as the elemental's burning strikes ability. An affected creature 
  can attempt a Reflex save to halve the damage and negate the 
  burning condition. The lava cools after a number of rounds 
  equal to the elemental’s CR, causing the spaces to revert to 
  normal terrain. At the GM’s discretion, this lava can start fires.
  ELEMENTALS
  CR
  VARIES
   
  XP
  VARIES
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  57
  
  N Colossal magical beast (extraplanar)
  Init +3; Senses blindsense (sound) 60 ft., darkvision 60 ft., 
  low-light vision; Perception +28
  DEFENSE 
  HP 330
  EAC 29; KAC 30
  Fort +20; Ref +16; Will +18
  Defensive Abilities scorching body, solar adaptation, void 
  adaptation; DR 15/adamantine; Immunities fire, paralysis, 
  poison, sleep; Resistances cold 15
  Weaknesses vulnerable to sonic
  OFFENSE
  Speed burrow 20 ft., fly 120 ft. (Su, average), 
  swim 120 ft.
  Melee bite +30 (6d10+26 B & F; 
  critical burn 4d4) or
  tail slap +30 (5d12+26 B & F; critical burn 4d4 or 
  knockdown)
  Space 30 ft.; Reach 30 ft.
  Offensive Abilities breath weapon (90-ft. cone, 
  16d6 B & F, Reflex DC 22 half, usable every 1d4 rounds), 
  crush (5d12+26 B & F)
  Spell-Like Abilities (CL 16th)
  1/day—plane shift (self only; Elemental Planes or Material 
  Plane only)
  STATISTICS
  Str +10; Dex +3; Con +7; Int –3; Wis +5; Cha +0
  Skills Acrobatics +28
  Languages Ignan, Terran (can’t speak any language)
  ECOLOGY
  Environment any
  Organization solitary, pair, or pod (3–8)
  SPECIAL ABILITIES
  Scorching Body (Su) A creature that touches the fire 
  whale takes 2d6 fire damage. A creature in contact 
  with a fire whale takes 6d6 fire damage each round the 
  contact persists.
  FIRE WHALE 
  TIER 1/4
  N Small starship magical beast (extraplanar)
  Speed 6; Maneuverability good (turn 1)
  AC 11; TL 11
  HP 40; DT —; CT 8
  Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
  Attack (Forward) breath weapon (2d4)
  Power Core heart (75 PCU); Drift Engine none; 
  Systems none; Expansion Bays none
  Other Abilities bite, fire affinity, living starship, solar 
  adaptation, void adaptation
  CREW ACTIONS
  Engineer (1 action) Engineering +5 (1 rank)
  Gunner (1 action) gunnery +4
  Pilot (1 action) Piloting +10 (1 rank)
  SPECIAL ABILITIES
  Bite (Ex) See page 7.
  Breath Weapon (Ex) See page 7.
  Fire Affinity (Su) See page 7.
  Living Starship (Ex) See page 7.
  Titanic natives of the Plane of Fire, fire whales can 
  be found swimming in the atmosphere of Material 
  Plane stars or in space searching for food, from 
  biological matter to inorganic material such as Tiny 
  starships. Their innards refine this fodder into metals and 
  gems. Deceased fire whales can be refitted and used as frames 
  for Small starships.
  FIRE WHALE
   
  CR
    16
   
  XP
    76,800
  58
  
  LE Large outsider (extraplanar, fire)
  Init +2; Senses darkvision 60 ft.; Perception +16
  DEFENSE 
  HP 125
  EAC 21; KAC 21
  Fort +10; Ref +10; Will +9
  Immunities fire
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 30 ft., fly 30 ft. (Su, perfect)
  Melee wrack devastation blade +20 (2d8+14 S; 
  critical burn 2d4) or
  slam +20 (3d4+14 B; critical burn 2d4)
  Ranged hailstorm-class zero rifle +17 (2d8+8 C;  
  critical staggered)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities elemental fire
  Spell-Like Abilities (CL 8th)
  1/day—explosive blast (DC 16), holographic image 
  (4th level, DC 17)
  3/day—invisibility, wall of fire, wish (for non-genies only)
  At will—detect magic, energy ray (fire only), 
  overheat (DC 14), plane shift (willing targets to 
  Elemental Planes, Astral Plane, or Material Plane only)
  STATISTICS
  Str +6; Dex +2; Con +4; Int +1; Wis +2; Cha +2
  Skills Bluff +21, Diplomacy +16, Disguise +16, Intimidate +21, 
  Mysticism +16, Sense Motive +16
  Languages Common, Ignan, up to 3 others; telepathy 100 ft.
  Other Abilities change shape (humanoid)
  Gear efreeti armor (functions as ysoki refractor suit), 
  hailstorm-class zero rifle with 2 high-capacity batteries 
  (40 charges each), wrack devastation blade
  ECOLOGY
  Environment any (Plane of Fire)
  Organization solitary, pair, company (3–6), or band (7–12)
  SPECIAL ABILITIES
  Elemental Fire (Su) See the azer’s ability on page 55.
  Efreet are genies native to the Elemental Plane of 
  Fire, where they build totalitarian, militaristic societies. 
  Although they hate djinn and consider themselves to 
  be a superior species, efreet do make alliances with earth 
  genies, called shaitans, and other powerful creatures. Such 
  unions last only until they no longer serve the efreet who 
  made them.
  Infused with magic that can alter reality, efreet take great 
  pride in their ability to grant wishes. To do so without restraint 
  or for personal gain is considered to be shameful among 
  genies, however, and some genies and other outsiders, 
  such as aeons, seek out such power abusers for 
  retribution. Therefore, an efreeti grants wishes 
  for only those creatures the genie views as deserving or to 
  which the efreeti owes a debt. Mortals who gain power over 
  a genie can also make use of this ability; however, all genies 
  are infamous for twisting the wishes of such masters against 
  them, and efreet are especially devious and cruel.
  An efreeti is a 12-foot-tall humanoid, weighing 2,000 
  pounds with a fit build. The genie’s dark horns and crimson skin 
  occasionally give off flame and smoke. Efreet use change shape 
  to become smaller in situations where space is a premium, such 
  as aboard starships or space stations.
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  59
  GENIE, EFREETI
   
  CR
    8
   
  XP
    4,800
  
  Ifrit soldier
  N Medium outsider (native)
  Init +3; Senses darkvision 60 ft.; Perception +4
  DEFENSE 
  HP 11
  EAC 11; KAC 13
  Fort +2; Ref +2; Will +2
  Resistances fire 5
  OFFENSE
  Speed 30 ft.
  Melee longsword +5 (1d8+1 S)
  Ranged azimuth laser rifle +6 (1d8 F; critical burn 1d6) or
  frag grenade I +6 (explode [15 ft., 1d6 P, DC 11]) 
  Offensive Abilities fighting styles (sharpshoot), fire affinity, 
  sniper’s aim
  Ifrit Spell-Like Abilities (CL 1st) 
  1/day—overheat (DC 10)
  STATISTICS
  Str +2; Dex +3; Con +0; Int +0; Wis +0; Cha +1
  Skills Acrobatics +9, Athletics +4, Intimidate +4
  Languages Common, Ignan
  Gear second skin, azimuth laser rifle with 2 batteries (20 
  charges each), longsword, frag grenade I
  ECOLOGY
  Environment any
  Organization solitary, pair, or gang (3–6)
  SPECIAL ABILITIES
  Fire Affinity (Su): See Racial Traits.
  Ifrits are the descendants of mortal species and creatures 
  from the Plane of Fire, usually efreet (see page 59). These 
  native outsiders are fiercely independent and many see even 
  their friends as tools to be used. 
  IFRIT TEMPLATE GRAFT
  An ifrit has ancestry tracing back to the Plane of Fire. 
  Required Creature Type and Subtype: Outsider (native).
  Traits: Darkvision 60 ft.; resistance 5 to fire, fire affinity 
  (see Racial Traits), spell-like abilities (overheat 1/day; 
  CR 8+, 2/day; CR 16+, 3/day).
  Suggested 
  Ability 
  Score 
  Modifiers: 
  Dexterity, 
  Charisma.
  60
  PLANAR SCION, IFRIT
   
  CR
    1/2
   XP
  200 
   
  RACIAL TRAITS
  Ability Adjustments: +2 Dex, +2 Cha, –2 Wis
  Hit Points: 4
  Size and Type: Ifrits are Medium outsiders with the native 
  subtype.
  Darkvision: Ifrits have darkvision with a range of 60 feet.
  Fire Affinity: Ifrits have an instinctive affinity for fire, 
  subtly bending it to their will. Once per day, an ifrit 
  making an attack that deals fire damage can roll a 
  single attack roll twice and use the higher result.
  Fire Resistance: The supernatural fire in ifrit blood grants 
  them resistance 5 to fire.
  Spell-Like Ability: Once per day, an ifrit can cast overheat 
  as a spell-like ability. At 8th level, he can use this ability 
  one additional time per day, and he gains a third use per 
  day at 16th level. His caster level equals his level, and 
  the save DC is equal to 11 + his Charisma modifier. 
  
  CN Tiny outsider (chaotic, extraplanar, protean, 
  shapechanger)
  Init +4; Senses blindsense (vibration) 30 ft.,  
  darkvision 60 ft.; Perception +5
  DEFENSE 
  HP 16
  EAC 12; KAC 12
  Fort +3; Ref +3; Will +3
  Defensive Abilities amorphous; Immunities random energy
  OFFENSE
  Speed 20 ft., fly 40 ft. (Su, perfect)
  Melee bite +5 (1d4 plus confusion) 
  Ranged random energy ray +5 (1d4+1 random type)
  Space 2-1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 1st)
  1/day—mind thrust (DC 14)
  3/day—holographic image (DC 14)
  At will—ghost sound (DC 13), psychokinetic hand,  
  token spell
  STATISTICS
  Str –3; Dex +4; Con +1; Int –1; Wis +0; Cha +2
  Skills Acrobatics +10 (+18 to fly), Bluff +5
  Languages Common, Protean
  Other Abilities fleeting, shifting form
  ECOLOGY
  Environment any (Maelstrom)
  Organization solitary, pair, or muddle (3–13)
  SPECIAL ABILITIES
  Confusion (Su) A creature damaged by the rifti’s bite attack 
  must succeed at a DC 12 Will save (14 on a critical hit) or 
  become confused for 1 round.
  Fleeting (Ex) The chaotic energies that create a rifti 
  degrade, and most riftis cease to exist within 1d100 
  hours of forming. However, some individuals live 
  much longer.
  Random Energy (Su) A rifti’s unstable shape grants it 
  fluctuating energy attacks and immunities. Each round, 
  to determine which energy applies, roll 1d8: 1–2 acid, 3–4 
  electricity, 5–6 sonic, 7 cold, 8 fire.
  Shifting Form (Su) A rifti’s shape shifts each time it takes a 
  turn. The rifti might look like other Tiny creatures, but it 
  can resemble objects, abstract energies, or shards 
  of matter. These changes don’t affect the rifti’s 
  statistics.
  Riftis arise from entropic energies released in 
  the Maelstrom or by planar travel, such as 
  the plane shift spell or faulty interplanar 
  portals. They usually exist only briefly 
  and form groups, most often with other riftis 
  born at the same time. Drift engines are shielded 
  against releasing energies that birth riftis, but a 
  defective or damaged engine can cause a starship passing 
  between the Drift and the Material Plane to become home to 
  cackling, cavorting riftis.
  A rifti’s “normal” body is like a four-armed serpent. However, 
  riftis shift form without control. The chaotic little creatures 
  revel in this novelty, enhancing changes with illusions, strange 
  noises, and token spell effects to make their surroundings more 
  surreal. A typical rifti's body pops like a bubble after mere days.
  Equally unstable is a rifti’s personality. A rifti that meets 
  other creatures might do anything, changing its mind from 
  moment to moment. It's possible to reason with a rifti, but any 
  agreements rarely last long.
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS 
  OF THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  61
  PROTEAN, RIFTI
   
  CR
    1
   
  XP
      400 
   
  
  CODEX OF WORLDS
  62
  ZERES
  Tropical, watery planet hosting a luxury resort
  Diameter: ×3/4; Mass: ×1/2
  Gravity: ×1
  Location: Near Space
  Atmosphere: Normal
  Day: 28 hours; Year: 1 year
  One of only three planets orbiting a yellow star, Zeres is 
  covered almost entirely in placid, crystal-blue oceans that 
  connect to the Plane of Water via approximately 200 stable 
  portals. These passageways formed millennia ago and are 
  scattered intermittently across the planet, both high in the 
  sky and deep below the surface of the oceans. Tepid seawater 
  from the Elemental Plane pours in from the sky portals 
  while simultaneously draining into the vortices below the 
  surface of Zeres’s oceans, creating a constant circulation 
  between the two locations. Though the underwater portals 
  are rarely seen by anyone other than explorers and scientists, 
  the high-altitude portals form the planet’s hallmark skyline 
  of colossal, glimmering waterfalls that cascade—seemingly 
  sourceless—from the air. No one has yet to discover how these 
  planar gateways manifested, but most scholars believe they 
  predate the Gap.
  The little land that exists on Zeres takes the form of 
  thousands of variously sized islands (the largest being only 
  about 5 miles across) clustered together in hundreds of 
  archipelagos across the planet. Most of the islands’ beaches 
  are covered in soft, pearlescent sand that shimmers in a 
  spectrum of pastels, but some beaches consist of craggy, 
  deep-black volcanic glass. There are no records of any native 
  intelligent species ever existing on Zeres, and the islands 
  contain mostly docile, and sometimes even friendly, fauna. 
  However, while the ocean waters are pleasant, they contain 
  all manner of creatures both timid and monstrous—most of 
  which were inadvertently transported to the Material Plane 
  via one of the various portals to the Plane of Water. Those 
  who visit Zeres try to steer clear of the more hostile species, 
  but accidental run-ins do occasionally occur.
  Due to Zeres’s exquisite vistas, balmy weather, and lack 
  of substantially threatening terrestrial fauna, it was not left 
  unsettled for long. Glasswater Realty, a staggeringly wealthy 
  real-estate organization that rumors suggest is secretly 
  operated by marids, purchased all claims to Zeres and 
  converted it into a luxurious planetwide resort and water park 
  called Pearlhaven. The five largest islands on Zeres now hold 
  the resort’s five major facilities: the main port where private 
  and charter starships ferrying resort clientele land, the flagship 
  hotel, the resort’s central hub where patrons can purchase 
  souvenirs or elicit help from the information desk, the main 
  shopping center, and a staff housing complex. 
  Since Zeres was settled, its skyline has evolved immensely. 
  Though still tranquil and rife with natural beauty, 
  the planet’s vistas now consist of not only glittering 
  beaches and suspended waterfalls dotting the horizon, 
  but also airborne cruise ships drifting serenely; 
  minimalist, skyscraping hotels and shopping centers; 
  and hundreds of miles of glass waterslides suspended 
  in the air, offering riders heart-pounding views of the 
  seas below. 
  Thousands of wealthy vacationers come and go from 
  Pearlhaven year round, the only permanent residents 
  being the resort staff—which consists almost entirely 
  of water-breathing species who can quietly slip in and 
  out of the various shops, restaurants, and other facilities 
  through channels of water that connect most of the 
  structures. A stay in Pearlhaven is at least 500 credits a 
  night, with additional charges levied for specialty drinks, 
  gourmet meals, and the many water-based activities, 
  such as deep-sea diving, yachting, and kitesurfing. 
  Every year, for approximately 1 week, a section 
  of Pearlhaven called Celebration Lagoon—a series of 
  flumes and slides attached to a central pool—is open 
  to the public, with tickets offered in a lottery system. 
  Those who win are given a free day in the lagoon, but 
  must provide their own transportation to Zeres.
  
  FIRE
  STARTERS
  CAMPAIGN
  OUTLINE
  PART 1: 
  WAKING THE 
  FIRE
  PART 2: 
  REBELLION 
  DAWN
  PART 3: 
  PRISONERS OF 
  THE SUN
  ASANATOWN
  THE CHURCH 
  OF SARENRAE
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  63
  SOLDIERS OF BRASS
  By Crystal Frasier
  Now employees of the Deep Cultures Institute, the heroes are 
  set to investigate what’s happening in the sun. Burglars in the 
  DCI museum throw that plan askew by facilitating the theft of 
  DCI data. The missing files are cross-referenced rumors about 
  potential intelligent life inside the Pact Worlds star, none of 
  them substantiated. Who might want such speculations, and 
  why? Following the robbers’ path takes the characters to the 
  bubble-city of Corona and the infamous, unstable Brass Bazaar. 
  It turns out the thieves weren’t the only ones interested in the 
  DCI’s guesswork. The heroes must uncover who has the stolen 
  data, find out where it’s stored, and extract it. In the process, 
  they’ll discover more than they bargained for!
  MERCHANTS OF  
  THE BRASS BAZAAR
  By Adrian Ng
  Corona’s Brass Bazaar is a riot of businesses, some on 
  platforms that bob up and down in the heat and radiation 
  leaking through the city’s weak outer bubble. This article 
  details some of the traders of this seedy market, along with 
  what they sell. This chaotic marketplace is sure to provide 
  quite the shopping experience!
  TOURING THE ARCHIPELAGO
  By Kate Baker
  The Burning Archipelago provides a unique travel destination: 
  the surface of a living star. With this travel guide, you’ll know 
  where to stay, where to find refreshment and entertainment, 
  what to see, how to do business, and what you need to look 
  out for within the sun’s fabulous bubble-cities.
  SUBSCRIBE TO STARFINDER 
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  miss out on a single exciting volume—head over to 
  paizo.com/starfinder and subscribe today to have Starfinder 
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  Open Game License Version 1.0a
  Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
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  into other computer languages), potation, modification, correction, addition, 
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  or otherwise distribute; (d) “Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, including 
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  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, 
  or graphic designs; and any other trademark or registered trademark clearly 
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  specifically excludes the Open Game Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself 
  or its products or the associated products contributed to the Open Game License 
  by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of Open 
  Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
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  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed 
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  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder’s name to the 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including 
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  independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark 
  or Registered Trademark in conjunction with a work containing Open Game 
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  Identity in Open Game Content does not constitute a challenge to the ownership 
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  Content shall retain all rights, title and interest in and to that Product Identity.
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  12. Inability to Comply: If it is impossible for You to comply with any of the 
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  to statute, judicial order, or governmental regulation then You may not Use any 
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  13. Termination: This License will terminate automatically if You fail to comply 
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  such provision shall be reformed only to the extent necessary to make it 
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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 Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason 
  Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen 
  Radney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, 
  with Alexander Augunas, Judy  Bauer, John Compton, Adam Daigle, Crystal 
  Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Price, 
  F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Starfinder Adventure Path #13: Fire Starters © 2019, Paizo Inc.; Authors: 
  James L. Sutter, with Patrick Brennan, Leo Glass, Jason Keeley, Lacy Pellazar, 
  Owen K.C. Stephens, and Jason Tondro.
  NEXT MONTH
  
  Launch into an exciting universe of science 
  fantasy adventure with the Starf nder 
  Beginner Box! Streamlined rules help you 
  create and customize your own futuristic hero 
  to play through challenging adventures and 
  action-packed battles against dangerous foes! 
  The Starf nder Beginner Box is the ideal 
  introduction to the Starf nder Roleplaying 
  Game, and includes two books, player aid 
  cards, a complete set of dice, six pregenerated 
  characters, blank character sheets, pawns and 
  pawn bases, and a double-sided Flip-Mat.
  AVAILABLE APRIL 2019!
  ALL 
  SYSTEMS 
  ARE 
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  BEGINNER BOX
  Paizo, Paizo Inc., the Paizo golem logo, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; 
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  KSARIK
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  PZO7110-Beginner Box-Pawns.indd   3
  CHOOSE THE ENVOY IF 
  YOU’D LIKE TO…
  BE A CHARISMATIC PEOPLE PERSON
  MAKE FRIENDS AND INTIMIDATE FOES
  INSPIRE YOUR ALLIES
  UNDERMINE YOUR ENEMIES
  ENVOY
  Navasi was raised to inherit her affluent family’s business and join the ranks of 
  society’s most prominent socialites, but she wanted neither—only freedom. On the 
  eve of her eighteenth birthday, Navasi slipped out of her family’s manor and stowed 
  away on a ship to become a space pirate who lived by her own rules. But the reality 
  of life in a pirate enclave hit Navasi like a meteorite, and when the pirates decided to 
  target a medical ship carrying much-needed supplies, it was the last straw. Taking on 
  Navasi believes in freedom for all, and she takes pride in her ability to take care of 
  herself and her crew. As a scoundrel, fast-talker, and brilliant negotiator, Navasi is 
  happiest when the chips are down and lives hang in the balance, as that’s when you 
  CHOOSE THE OPERATIVE 
  IF YOU’D LIKE TO…
  USE A STEALTHY APPROACH
  TRICK YOUR FOES TO DEAL 
  MORE DAMAGE
  EXCEL AT A VARIETY OF SKILLS
  BE BOTH A PERSON AND A MACHINE
  OPERATIVE
  CHOOSE THE SOLDIER  
  IF YOU’D LIKE TO…
  SOLDIER
  and hit hard. Brilliant on the battlefield, Obozaya has little patience for intellectual 
  pursuits not directly related to her vocation. She believes that honor demands honesty, 
  and while she’s not against lying by omission, she would rather die than break her 
  BE THE STRONGEST AND THE TOUGHEST
  USE THE BIGGEST WEAPONS
  USE THE BIGGEST WEAPONS
  USE THE BIGGEST WEAPONS
  WEAR THE BEST ARMOR
  WEAR THE BEST ARMOR
  WEAR THE BEST ARMOR
  WEAR THE BEST ARMOR
  EXCEL IN MELEE AND RANGED COMBAT
  CHOOSE THE SOLDIER 
  IF YOU’D LIKE TO…
  SOLDIER
  BE THE STRONGEST AND THE TOUGHEST
  BE THE STRONGEST AND THE TOUGHEST
  BE THE STRONGEST AND THE TOUGHEST
  CHOOSE THE MECHANIC 
  IF YOU’D LIKE TO…
  BUILD AND MODIFY MACHINERY
  HAVE THE RIGHT TOOL FOR ANY JOB
  HAVE A CYBERNETIC 
  PROCESSOR IMPLANTED 
  IN YOUR BRAIN
  HIDE OBJECTS IN YOUR CHEEK POUCHES
  MECHANIC
  Quig taught himself the basics of engineering while growing up in a poor scavenger 
  family. One day he witnessed a bounty hunter capturing her quarry, and he realized 
  that this was what he wanted to do for the rest of his life. That afternoon, Quig 
  gathered up all of his belongings, said farewell to his family, and set off into the wider 
  world as an apprentice bounty hunter. When his mentor retired, Quig was ready to 
  Quig is personable and outgoing, and his constant traveling for work has left him 
  with friends and contacts across the Pact Worlds. He prides himself on being a good 
  judge of character, and while he’s savvy enough to withhold actual trust until it’s been 
  earned, he’s not above throwing himself into a fight on behalf of a near-stranger if he’s 
  CHOOSE THE TECHNOMANCER  
  IF YOU’D LIKE TO…
  BLEND MAGIC AND TECHNOLOGY
  TECHNOMANCER
  WIELD MAGIC TO BLAST YOUR 
  ENEMIES
  USE TECHNOLOGY TO POWER YOUR 
  MAGIC
  READ MINDS AND COMMUNICATE 
  TELEPATHICALLY
  CHOOSE THE MYSTIC  
  IF YOU’D LIKE TO…
  HEAL AND HELP YOUR FRIENDS
  SLING PSYCHIC BOLTS AND 
  TELEKINETIC PROJECTILES
  USE AND DETECT MAGIC
  COMMUNICATE TELEPATHICALLY
  MYSTIC
  decision-making. While quite capable in combat, he prefers to act as a healer and 
  medic. Keskodai believes that death is not an ending, but a doorway: an entry into 
  a new existence and way of being. He greets this transition with joyful reverence, 
  STARFINDER BEGINNER BOX: GAME MASTER'S GUIDE
  GAME MASTER'S GUIDE
  . Write down the 
  initiative result of each PC and group of monsters, in 
  Take turns in initiative order. On its turn, a character 
  or creature takes exactly one action, and it can move 
  Start a new round. Everyone takes another turn, using 
  the same order established in step 1. Repeat steps 2 
  ISEPH—ANDROID 
  OPERATIVE
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  ANDROID
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  HUMAN
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  SHIRREN
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  VESK
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  NAVASI—HUMAN ENVOY
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  ANDROID
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  LASHUNTA
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  SHIRREN
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  YSOKI
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  QUIG—YSOKI MECHANIC
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  ANDROID
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  LASHUNTA
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  VESK
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  KESKODAI—SHIRREN 
  MYSTIC
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  ANDROID
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  HUMAN
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  SHIRREN
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  YSOKI
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  OBOZAYA—VESK SOLDIER
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  ANDROID
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  LASHUNTA
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  SHIRREN
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  YSOKI
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  RAIA—LASHUNTA 
  TECHNOMANCER
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  HUMAN
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  SHIRREN
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  VESK
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  CREST-EATER
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  PZO7110-Beginner Box-Pawns.indd   1
  10/17/18   5:56 PM
  d4
  d6
  d8
  d10
  d12
  d20
  8
  6
  20
  20
  10
  12
  4
  CHARACTER SHEET
   ABILITY 
  MODS
  ABILITY 
  SCORES
  STR
  STRENGTH
  DEX
  DEXTERITY
  CON
  CONSTITUTION
  INT
  INTELLIGENCE
  WIS
  WISDOM
  CHA
  CHARISMA
  RACIAL TRAITS (pages 20–23)
  SKILLS (pages 46–51)
  SKILL
  TOTAL
  ABILITY 
  MOD
  CLASS
  LEVEL
  MISC
  ATHLETICS
  STR
  +
  +
  +
  CULTURE
  INT
  +
  +
  +
  INTERACTION
  CHA +
  +
  +
  MEDICINE
  INT
  +
  +
  +
  MYSTICISM
  WIS +
  +
  +
  PERCEPTION
  WIS +
  +
  +
  SCIENCE
  INT
  +
  +
  +
  STEALTH
  DEX +
  +
  +
  SURVIVAL
  WIS +
  +
  +
  TECHNOLOGY
  INT
  +
  +
  +
  Theme Knowledge
  CLASS FEATURES (pages 26–45)
  FEATS (pages 52–55)
  CHARACTER INFORMATION
  NAME
  PRONOUNS
  RACE
  THEME
  CLASS
  LEVEL
  ALIGNMENT
  CURRENT XP
  NEXT LEVEL
  DEFENSE
  ATTACKS (pages 78–79)
  MELEE ATTACK
  TOTAL
  STR +
  CLASS
  RANGED ATTACK
  TOTAL
  DEX +
  CLASS
  WEAPON
  WEAPON FUSION
  TOTAL 
  ATTACK
  DAMAGE*
  RANGE
  SPECIAL 
  PROPERTY
  CRITICAL HIT 
  EFFECT
  WEAPON
  WEAPON FUSION
  TOTAL 
  ATTACK
  DAMAGE*
  RANGE
  SPECIAL 
  PROPERTY
  CRITICAL HIT 
  EFFECT
  GRENADE (page 64)
  TOTAL
   ATTACK
  DAMAGE
  RANGE
  SPECIAL 
  EFFECT
  REFLEX 
  SAVE DC
  VS
  AC 10
  INITIATIVE
  SPEED
  TOTAL
  FEET
  WEAPON PROFICIENCIES (page 57)
  ¨ 
  Basic Melee
  ¨ 
  Small Arms ¨ 
  Grenades
  ¨ 
  Advanced Melee ¨ 
  Longarms
  (–4 to attack if not proficient)
  * Add your STR to melee weapon damage.
  EQUIPMENT AND SPELLS
  ARE ON THE REVERSE
  MISC
  HIT POINTS
  RESOLVE POINTS
  TOTAL
  CURRENT
  TOTAL
  CURRENT
  SAVING THROWS
  TOTAL
  ABILITY
  MOD
  CLASS
  MISC
  FORTITUDE SAVE
  CON +
  +
  REFLEX SAVE
  DEX +
  +
  WILL SAVE
  WIS +
  +
  E
  A
  B
  C
  D
  G
  F
  H
  I
  J K
  ARMOR CLASS (AC)
  TOTAL
  10 + DEX +
  ARMOR +
  MISC
  ARMOR
  ARMOR PROFICIENCIES
  ¨Light   ¨Heavy
  ARMOR UPGRADES
   + 
  DEX
  Each turn, you take exactly one action, and you can move 
  before or after you take that action.
  MOVE (optional; Heroes’ Handbook 77)
  TAKE AN ACTION (mandatory; Heroes’ Handbook 78)
  Attack Actions
   
  Melee Attack (Heroes’ Handbook 78)
   
  Ranged Attack (Heroes’ Handbook 79)
   
  Hinder Foe (Heroes’ Handbook 79)
   
  Support Fire (Heroes’ Handbook 79)
  Use an Item (Heroes’ Handbook 81)
  Use a Skill (Heroes’ Handbook 81)
  Use a Special Ability (Heroes’ Handbook 81)
  Cast a Spell (Heroes’ Handbook 82)
  Extra Move (Heroes’ Handbook 82)
  Defend (Heroes’ Handbook 82)
  RESTING
  With 10 uninterrupted minutes 
  of rest, you can spend 1 Resolve 
  Point to regain Hit Points 
  equal to half your total Hit 
  Points (rounded down; Heroes’ 
  Handbook 84).
  With a full night’s rest (8 hours 
  of sleep or more), you regain Hit 
  Points equal to half your total 
  Hit Points (rounded down), all 
  of your Resolve Points (Heroes’ 
  Handbook 84), and all of your 
  daily-use abilities and spell slots 
  (Heroes’ Handbook 72).
  BASIC ROLL: 
  D20 + MODIFIERS
  WHAT CAN I DO ON MY TURN?
  Starfnder Beginner Box
  10/17/18   6:16 PM
  VESK
  VESK
  VESK
  VESK
  VESK
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  © 2019 PAIZO INC.
  of sleep or more), you regain Hit 
  daily-use abilities and spell slots 
  Starfnder Beginner Box
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
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  © 2019 PAIZO INC.
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
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  © 2019 PAIZO INC.
  YSOKI
  YSOKI
  YSOKI
  YSOKI
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  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
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  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
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  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  Launch into an exciting universe of science 
  Launch into an exciting universe of science 
  Starf nder 
  Starf nder 
  ! Streamlined rules help you 
  ! Streamlined rules help you 
  create and customize your own futuristic hero 
  create and customize your own futuristic hero 
  to play through challenging adventures and 
  to play through challenging adventures and 
  action-packed battles against dangerous foes! 
  action-packed battles against dangerous foes! 
   is the ideal 
   is the ideal 
  introduction to the Starf nder Roleplaying 
  introduction to the Starf nder Roleplaying 
  Game, and includes two books, player aid 
  Game, and includes two books, player aid 
  cards, a complete set of dice, six pregenerated 
  cards, a complete set of dice, six pregenerated 
  CHOOSE THE SOLDIER 
  IF YOU’D LIKE TO…
  BE THE STRONGEST AND THE TOUGHEST
  BE THE STRONGEST AND THE TOUGHEST
  USE THE BIGGEST WEAPONS
  USE THE BIGGEST WEAPONS
  WEAR THE BEST ARMOR
  WEAR THE BEST ARMOR
  EXCEL IN MELEE AND RANGED COMBAT
  EXCEL IN MELEE AND RANGED COMBAT
  
  FORWARD
  1
  2
  2
  3
  4
  5
  6
  d
  e
  a
  c
  b
  8
  9
  10
  12
  13
  11
  7
  MAP KEY
  1. Bridge
  a. Gunner’s station
  b. Science officer’s station
  c. Pilot’s station
  d. Engineer’s station
  e. Captain’s station
  2. Crew quarters
  3. Main airlock
  4. Galley
  5. Captain’s quarters
  6. Brig
  7. Passenger seating
  8. Port cargo airlock
  9. Port cargo hold
  10. Starboard cargo hold
  11. Starboard cargo airlock
  12. Engineering
  13. Power core
  AURORA YELLOW DWARF
  1  SQUARE = 5 FEET
  
  A magical portal to the Plane of Fire disappears into the sun just after something exits it for the first time in recorded 
  history. An overwhelming telepathic burst from within the star quickly follows, and a scientist recruits the heroes 
  to help her find out what’s going on. The mission takes the heroes to a lashunta enclave called Asanatown in the 
  Burning Archipelago, a bubble-city in the sun’s atmosphere, to meet with another scientist who can help. Before 
  that meeting can happen, however, the psychic disturbance leads radicals among the telepathically sensitive 
  lashuntas to take matters into their own hands, closing Asanatown off from the rest of the sun-based city. 
  Trapped, the heroes must rescue their contact and return power to the proper authorities to escape!
  This volume of Starfinder Adventure Path begins the Dawn of Flame Adventure Path and includes:
  • “Fire Starters,” a Starfinder adventure for 1st-level characters, by James L. Sutter.
  • A survey of Asanatown, the lashunta enclave within the Burning Archipelago, by Jason Tondro.
  • A look at the Church of Sarenrae and its worshippers from the Pact Worlds and beyond, as well 
  as new equipment for those devoted to the Dawnflower, by Patrick Brennan.
  • An archive of extraplanar threats, from ifrits touched by the Plane of Fire to the chaotic rifti proteans,  
  by Leo Glass, Owen K.C. Stephens, and James L. Sutter.
  • Deck plans and statistics for a Sarenite vessel that patrols near the sun, by Jason Keeley, and 
  a look at a beautiful resort planet with ties to the Plane of Water, by Lacy Pellazar.
  IT TAKES ONE SPARK
  paizo.com/starfinder
  Printed in China. PZO7213
  
SOURCE: textdata/thevault/Starfinder [multi]/Adventure Paths/SF13-18 Dawn of Flame/Dawn of Flame - 01 - Firestarters.pdf