TEXT: FLY FREE OR DIE
  BY JOE PASINI
  
  EJ CORP NEGOTIATOR 
  TIER 5
  Large Destroyer
  Speed 4; Maneuverability average (turn 2); Drift 1
  AC 17; TL 16
  HP 170; DT —; CT 34
  Shields medium 120 (forward 30, port 30, starboard 30, aft 30)
  Attack (Forward) 2 heavy laser arrays (6d4; 5 hexes)
  Attack (Port) light laser cannon (2d4; 5 hexes)
  Attack (Starboard) light laser cannon (2d4; 5 hexes)
  Attack (Aft) light laser cannon (2d4; 5 hexes)
  Attack (Turret) light particle beam (3d6; 10 hexes)
  Power Core Pulse Red (175 PCU); Drift Engine Signal Basic; Systems budget short-range sensors, mk1 mononode computer, mk 2 defenses, 
  mk 3 armor; Expansion Bays breaching podSOM, cargo holds (3)
  Modifiers +1 to any 1 check per round; +2 Piloting; Complement 6 (minimum 6, maximum 20)
  CREW
  Captain Diplomacy +16 (5 ranks), gunnery +10 (5th level), Intimidate +16 (5 ranks) 
  Engineer Engineering +11 (5 ranks)
  Gunners (2) gunnery +10 (5th level)
  Pilot Piloting +11 (5 ranks)
  Science Officer Computers +11 (5 ranks)
  Depending on who one asks, the Negotiator is either an aptly or terribly named ship model. While EJ Corp ostensibly created this ship to defuse 
  tense situations, the Negotiator ultimately has one solution to any given problem: firepower. Often crewed by ex-military mercenaries pulled 
  from the most hardscrabble corners of the galaxy, Negotiators are well known for not living up to their name; their crews typically issue hard 
  ultimatums and resort to violence with little provocation. The Company isn’t known to waste any opportunity to acquire new starships, so 
  standard operating procedure for Negotiator crews is to quickly blast through a “noncompliant” ship’s shields, then deploy a breaching pod full 
  of combatants to convince the ship’s crew to stand down in person. Failing that, the Negotiator is expected to ram its target at full speed—but 
  this is a tall tale spread by the Company to discourage resistance.
  The Negotiator’s bristling armaments are meant to intimidate—as well as to distract from its relatively weak defenses and complete inability 
  to give chase. However, the mere presence of its weaponry is often enough to discourage dissent, and it is often accompanied by hardier, faster 
  ships that can compensate for its limitations.
  Of course, if the Negotiator were all bark and no blasters, its reputation would erode quickly. The ship often proves its weapons’ effectiveness 
  in brief, violent conflicts with competing interests in remote parts of the galaxy, where consequences for armed warfare are minor or nonexistent. 
  The Company has deployed the Negotiator as a strikebreaker, breaking up would-be picketers with a few well-placed warning shots. A Negotiator’s 
  high firepower, short effective range, and relatively low defenses make for explosive engagements that end quickly and conclusively—part of 
  what makes them terrifying to those who dare to resist the Company.
  When not actively squashing dissent or engaging in literal corporate warfare with competitors, Negotiators are most commonly spotted 
  in EJ Corp blockades, which the Company commonly uses to protect its interests on remote planets with active terraforming or construction 
  operations, such as Entha (page 62).
  
  ON THE COVER
  FLY FREE OR DIE
  STARFINDER
  34
  FLY FREE OR DIE: PROFESSIONAL COURTESY
  BY JOE PASINI
  PART 3 OF 6
  PROFESSIONAL COURTESY
  PART 3 OF 6
  PROFESSIONAL COURTESY 
  2
  by Joe Pasini
  SIDE JOBS 
  38
  by Jessica Ross
  AQUATIC ADVENTURES 
  46
  by Joe Pasini
  ALIEN ARCHIVES 
  54
  by Patrick Hurley, Avi Kool, Andrew Mullen, and Joe Pasini
  CODEX OF WORLDS: ENTHA 
  62
   by Joe Pasini
  STARSHIP: EJ CORP NEGOTIATOR 
  INSIDE
  by Joe Pasini
   
  COVERS
  This book refers to other Starfinder products using the following abbreviations, yet these additional supplements are not required to make use 
  of this book. Readers interested in references to Starfinder hardcovers can find the complete rules of these books available online for free at 
  paizo.com/sfrd.
  Armory  
  AR 
  Starship Operations Manual 
  SOM
  Pact Worlds 
  PW
  Velloro 
  is 
  under 
  pressure 
  in 
  Entha’s Shadow Sea as the green 
  dragon Avarin—EJ Corp’s merciless 
  representative on Entha—looks on in 
  this cover by Tomasz Chistowksi.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  AUTHOR
  Joe Pasini
  ADDITIONAL WRITING
  Patrick Hurley, Avi Kool, Andrew Mullen, and 
  Jessica Ross
  DEVELOPERS
  Jason Keeley and Jason Tondro
  EDITING LEAD
  Kieran Newton
  EDITORS
  Judy Bauer, Janica Carter, Leo Glass, Patrick Hurley, 
  Ianara Natividad, Kieran Newton, and Lu Pellazar
  COVER ARTIST
  Tomasz Chistowski
  INTERIOR ARTISTS
  Franklin Chan, Javier Charro, Michele Giorgi,  
  Doruk Golcu, Pixoloid Studios (Mark Molnar, 
  David Metzger, Gaspar Gombos, Zsolt ‘Mike’ Szabados, 
  Janos Gardos, Laszlo Hackl, Orsolya Villanyi), and 
  Sebastian Rodriguez
  PAGE BORDER DESIGN
  Tomasz Chistowski
  CARTOGRAPHERS
  Robert Lazzaretti and Damien Mammoliti
  ART DIRECTION AND GRAPHIC DESIGN
  Adam Vick
  CREATIVE DIRECTOR
  Robert G. McCreary
  DIRECTOR OF GAME DEVELOPMENT
  Adam Daigle
  STARFINDER LEAD DESIGNER
  Joe Pasini
  PUBLISHER
  Erik Mona
  BY JOE PASINI
  this cover by Tomasz Chistowksi.
  
  2
  PROFESSIONAL 
  COURTESY
  Tarika, a loyal friend to the crew of the Oliphaunt, needs a favor: her daughter, Shan, works at a 
  Company terraforming site on Entha, a remote ocean planet. Tarika hasn’t received word from 
  Shan for months, so she asks the crew to find her and—if there’s trouble—bring her home safe!
  Entha is home to aglians, a unique and intelligent species threatened with extinction by the 
  Company. Can the crew of the Oliphaunt collect the evidence they need to expose EJ Corp while 
  also sabotaging the Company’s terraforming efforts to save the aglians from certain doom?
  The Oliphaunt travels to Entha, where the crew meet some old rivals and track Shan to an 
  underwater terraforming facility. Getting there won’t be easy, and once they arrive, they find a 
  disaster in progress! 
  ADVANCEMENT 
  TRACK
  The PCs begin this adventure at 
  5th level.
  The PCs should reach 6th level by 
  the end of Part 2. 
  The PCs should be 7th level by the 
  end of the adventure.
  5
  6
  7
  PART 1: THE BIG ASK 
  3
  PART 2: A WATERY EMBRACE 
  9
  PART 3: DUEL IN THE DEEP 
  28
  
  3
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES  
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  ADVENTURE 
  BACKGROUND
  PART ONE: 
  THE BIG ASK
  Entha is a water world orbiting a star in the Vast, and its 
  history prior to the Gap is unknown. Over the last few 
  years, however, Entha has seen an explosion of activity. In 
  309 AG, an Evgeniya-Jaimisson Corporation scouting vessel 
  happened upon the world when its Drift navigation failed 
  to take the ship to its intended destination. The ship’s crew 
  dutifully took brief readings of the relatively unremarkable 
  planet, including a thorough depth scan standard for ocean 
  worlds—but the information received little attention for 
  several years. 
  In 316 AG, Avarin Sacrion (LE female green dragon), an 
  ambitious rising star for EJ Corp, came across the scouting 
  vessel’s report. A young dragon with a lot to prove, Avarin 
  immediately recognized the planet’s potential for providing 
  a huge return on investment—as well as a rebound for 
  her career. She had recently overseen a research project 
  developing a mutagen that was intended to encourage 
  aquatic plant life to naturally produce valuable minerals; 
  instead, it caused uncontrollable overgrowth and structural 
  failure. Stinging from the one blemish on her otherwise 
  excellent Company record, Avarin seized on the opportunity 
  Entha offered to turn her failure into success: EJ Corp could 
  use her mutagen to terraform Entha’s extensive underwater 
  reefs into large floating platforms for surface construction. 
  The original report recognized Entha’s immense biodiversity, 
  but Avarin focused her proposal solely around the potential 
  ecotourism revenue a major terraforming project could 
  enable. EJ Corp swiftly approved and funded the project, 
  partially due to Entha’s complete lack of government 
  oversight and partially due to Avarin’s commitment to using 
  low-wage labor on a breakneck schedule. Neither she nor 
  the Company cares what impact the project might have on 
  Entha as a whole.
  While EJ Corp doesn’t keep the project a strict secret, 
  it tightly controls the flow of information—and visitors—to 
  and from Entha. The project’s workforce consists primarily 
  of laborers from economically disadvantaged parts of the 
  galaxy who are willing to take whatever work they can get, 
  no matter how remote, low-paid, and dangerous it is. A few 
  others, like Tarika’s daughter, Shan, went for the adventure, 
  heeding the call of a massive, exciting project on an 
  unexplored world. Avarin oversees everyone on Entha with 
  extreme scrutiny, relying on a cadre of kalo mercenaries 
  to keep her informed and to enforce her will and Company 
  standards. Shan isn’t the first person on Entha to suddenly 
  fall silent after speaking out against EJ Corp, and everyone 
  working there knows the Company will do whatever it takes 
  to complete this project.
  Unknown to all but a few, including Shan and Avarin, 
  Entha is home to a sapient species called aglians (page 56), 
  who’ve come under dire threat as a result of the Company’s 
  encroachment. Avarin’s mobile terraforming bases draw 
  huge amounts of energy; to obtain that energy cheaply and 
  locally, the Company employs a harvester to convert local 
  biomatter into power cells. If word gets out to the broader 
  galaxy that the Company’s efforts are destroying ecosystems 
  and endangering sapient life, organizations such as the 
  Xenowardens can potentially exert enough pressure to shut 
  the project down—an outcome Avarin works to prevent at 
  absolutely any cost.
  Prior to this adventure, the Oliphaunt’s crew had their trial 
  by fire as independents, running jobs in a hard-hearted 
  galaxy while facing constant challenges and existential 
  threats. Throughout the Fly Free or Die Adventure Path, the 
  PCs have dealt with difficult choices that help define their 
  moral characters, both as individuals and as an independent 
  starship crew still building a reputation and struggling to 
  make a living.
  In their travels to Entha, the crew will have further 
  opportunities to choose their path through the moral 
  maze that now encompasses their lives. Will they take the 
  high ground and help those in need, or will they take any 
  advantage and payday they can get to keep their shoestring 
  operation afloat, regardless of who they hurt?
  As the adventure begins, the PCs receive a message from 
  Tarika—formerly their Company dispatcher and now their 
  fixer and friend who finds them jobs. She asks the PCs to 
  meet her in person at Absalom Station. Her tone sounds 
  more subdued than usual, and she says only that she needs 
  their help. 
  EVENT 1: PRECIOUS CARGO (CR 6)
  Before the crew of the Oliphaunt depart for the Pact 
  Worlds, they might want to pick up a cargo to help fund 
  their voyage. After all, Absalom Station is the center of Near 
  Space interplanetary trade, and finding something that they 
  can sell there won’t take long. In fact, if they do decide to 
  look for work, they receive a mysterious message from a 
  local smuggler, Verran (N female half-orc), within hours of 
  starting their search. Read or paraphrase the following if the 
  characters accept the transmission.
  
  4
  A low-pitched, gravelly voice comes through the speakers. 
  “This is for the Oliphaunt and her crew. Name’s Verran. I’ve 
  heard you might’ve broken away from some big corporation 
  and gone solo, that you might not be too concerned about 
  the letter of the law. If that’s true, I have a proposition 
  for you. I need some archaeological relics transported 
  to Absalom Station, where a xenoarchaeologist friend of 
  mine can verify my hunch that they’re ancient hobgoblin 
  artifacts. If you’re interested, reply to this message—but 
  either way, don’t mention it to anybody, yeah?” 
  Verran will pay handsomely (15 BP) for the delivery of 
  the artifacts, which were stolen from the contested world 
  of Sansorgis (see Starfinder Society Scenario #1—24: Siege 
  of Enlightenment for more on Sansorgis). Verran works in 
  the interest of the Marixah Republic. If the relics are indeed 
  hobgoblin in origin, the discovery would support the Gideron 
  Authority’s claim to the planet. If, however, the artifacts 
  originated from some other culture, the Marixah Republic 
  would benefit instead. Verran wants the job kept secret 
  from law enforcement (because the relics were stolen), and 
  if the results don’t suit the political agenda of the Marixah 
  Republic, he intends to bury the xenoarchaeology report so 
  the Gideron Authority can’t make use of it.
  Starship Combat: If the crew accepts the job, Verran 
  delivers the stolen artifacts in a single cargo crate weighing 
  about 50 pounds. However, Verran’s contacts couldn’t keep 
  a secret, and the Gideron Authority has learned of the stolen 
  relics. They send two Sword-class attack vessels after the 
  Oliphaunt to retrieve the artifacts. The ships engage the 
  Oliphaunt in starship combat without warning, just as the 
  PCs prepare to make their jump to Absalom Station. On 
  the first round of combat, Captain Niko Haddan (LE male 
  hobgoblin), the commanding officer of one of the attack 
  vessels, orders the crew of the Oliphaunt to surrender and 
  hand over the archaeological artifacts in their cargo hold. If 
  the characters agree to this demand and Haddan believes 
  them, he calls off the attack and proceeds to board; see 
  Development on page 5.
  SWORD-CLASS ATTACK VESSELS (2)
  TIER 2 
  Medium explorer (Starfinder Near Space 116) 
  Speed 8; Maneuverability good (turn 1); Drift 1 
  AC 14; TL 12 
  HP 55 each; DT —; CT 11 
  Shields basic 40 (forward 10, port 10, starboard 10, aft 10) 
  Attack (Forward) minor ramming prow (2d4; see below) 
  Attack (Port) light laser cannon (2d4; 5 hexes) 
  Attack (Starboard) light laser cannon (2d4; 5 hexes) 
  Attack (Turret) coilgun (4d4; 20 hexes) 
  Power Core Arcus Heavy (130 PCU); Drift Engine Signal 
  Basic; Systems basic medium-range sensors, crew 
  quarters (common), mk 1 mononode computer, mk 2 
  armor; Expansion Bays cargo holds (2), medical bay, 
  recreation suite (gym) 
  Modifiers +1 to any one check per round, +2 Computers 
  (sensors only), +1 Piloting; Complement 6 (minimum 1; 
  maximum 6) 
  CREW 
  Captain Computers +7 (2 ranks), Diplomacy +7 (2 ranks), 
  Engineering +7 (2 ranks), gunnery +6 (2nd level), 
  Intimidate +12 (2 ranks), Piloting +7 (2 ranks) 
  Engineer Engineering +7 (2 ranks) 
  Gunners (2) gunnery +6 (2nd level)
  Pilot Piloting +7 (2 ranks) 
  Science Officer Computers +7 (2 ranks)
  SPECIAL ABILITIES
  Minor Ramming Prow If a sword-class attack vessel ends 
  its movement adjacent to an enemy ship in its forward 
  arc, it can attempt to ram that ship; the target must 
  have moved already during this helm phase. The pilot 
  immediately attempts a gunnery check against the 
  enemy ship’s AC. If the check is successful, the attack 
  deals the listed damage. If a sword-class attack vessel 
  is no more than one size category smaller than the 
  enemy ship, a successful attack also pushes the target 
  ship 1 hex in the direction the attacking ship is facing. 
  If this movement would push the ship into an occupied 
  hex, the ship doesn’t move but instead takes additional 
  damage equal to the attacking starship’s tier. If the 
  pilot’s gunnery check fails, the sword-class attack 
  NOODLES BETWEEN
  1 SQUARE = 5 FEET
  1B
  1A
  1C
  1D
  NORTH
  
  5
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  vessel takes damage equal to the ramming weapon’s 
  minimum damage.
  Development: Should the crew agree to surrender the 
  artifacts—either sincerely or out of a desire to lure the 
  hobgoblins aboard their ship—one of the attack vessels 
  positions itself 5 hexes away from the Oliphaunt, keeping the 
  players’ starship in the forward arc. The other attack vessel, 
  commanded by Captain Haddan, docks with the Oliphaunt, 
  and Haddan leads a boarding party to collect the goods.
  A fight might break out between the characters and the 
  hobgoblins, especially if the crew planned to ambush Captain 
  Haddan all along! While the hobgoblin boarding party tries 
  to fight their way back aboard their ship, the second attack 
  vessel opens fire on the Oliphaunt to help their fellows (see 
  pages 40–41 of the Starfinder Starship Operations Manual
  for how to resolve boarding actions).
  HOBGOBLIN TROOPERS (6)
  CR 1
  XP 400 each
  HP 20 each
  TACTICS
  In Combat The hobgoblins stage a fighting withdrawal to 
  their own starship, using cover whenever possible. They 
  focus their attacks on a single target.
  EVENT 2: THE GOLDEN LEAGUE STRIKES (CR 6)
  The Oliphaunt’s arrival on Absalom Station seems relatively 
  uneventful, but Lord Sinjin, the drow who double-crossed 
  the crew, has kept tabs on them across the galaxy. He has 
  called on his Golden League contacts to bring 
  retribution down upon the Oliphaunt’s crew. The 
  Golden League’s Hafrigek family (Starfinder 
  Adventure Path #15 50), operating out of the 
  Spike, locally represents the syndicate on 
  Absalom Station. Happy to help a fellow 
  member of the League (and earn a 
  future favor), the Hafrigek family 
  sends a few well-equipped and 
  flashy agents to dispatch the crew. 
  Unless the characters have taken 
  extraordinary care to cover their 
  tracks, the Hafrigek family’s well-paid contacts at the docks 
  immediately inform the crime family of the crew’s arrival, and 
  the agents attack the crew as the PCs make their way to meet 
  Tarika. Otherwise, news reaches the Hafrigek family more 
  slowly, and the agents attack as the crew leave their meeting 
  with Tarika (see Tarika’s Big Ask on page 6).
  In either case, the agents find the characters as 
  they pass through an intersection crowded 
  with working-class establishments: a 
  pawn shop and payday lender, the 1 Credit 
  Store (where everything costs only 1 credit), 
  a locksmith, and the Noodles Between, a popular eating 
  establishment run by sarcesians. Describe the intersection 
  as the crew wanders without making the scene sound 
  ominous—after all, the Golden League attack should come 
  as a surprise!
  As the characters pass the Noodles Between, use the map 
  on page 4 and the following keys for the encounter.
  Area 1A: Separated from the seating area by a curtain, this 
  area provides access to various rooms inside the restaurant.
  Area 1B: Two sarcesians sit behind small windows. 
  Customers line up before these windows to place and pick 
  up orders.
  Area 1C: This is a storage area.
  Area 1D: Two sarcesians relentlessly cook noodles, 
  vegetables, and rice in this kitchen to fill an unending list 
  of orders.
  Creatures: Three well-equipped and well-connected 
  Xun assassins—muscle for the Hafrigek crime family of 
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  Starfinder Starship Operations Manual
  for how to resolve boarding actions).
  HOBGOBLIN TROOPERS (6)
  HOBGOBLIN TROOPERS (6)
  CR 1
   The hobgoblins stage a fighting withdrawal to 
  their own starship, using cover whenever possible. They 
  focus their attacks on a single target.
  EVENT 2: THE GOLDEN LEAGUE STRIKES (CR 6)
  ’s arrival on Absalom Station seems relatively 
  uneventful, but Lord Sinjin, the drow who double-crossed 
  the crew, has kept tabs on them across the galaxy. He has 
  called on his Golden League contacts to bring 
  Oliphaunt’s crew. The 
  Golden League’s Hafrigek family (Starfinder 
  Golden League’s Hafrigek family (Starfinder 
  Golden League’s Hafrigek family (
   50), operating out of the 
  Spike, locally represents the syndicate on 
  Absalom Station. Happy to help a fellow 
  member of the League (and earn a 
  future favor), the Hafrigek family 
  sends a few well-equipped and 
  flashy agents to dispatch the crew. 
  Unless the characters have taken 
  extraordinary care to cover their 
  tracks, the Hafrigek family’s well-paid contacts at the docks 
  immediately inform the crime family of the crew’s arrival, and 
  the agents attack the crew as the PCs make their way to meet 
  Tarika. Otherwise, news reaches the Hafrigek family more 
  slowly, and the agents attack as the crew leave their meeting 
  with Tarika (see Tarika’s Big Ask on page 6).
  In either case, the agents find the characters as 
  they pass through an intersection crowded 
  with working-class establishments: a 
  pawn shop and payday lender, the 1 Credit 
  Store (where everything costs only 1 credit), 
  a locksmith, and the Noodles Between, a popular eating 
  Creatures: Three well-equipped and well-connected 
  Xun assassins—muscle for the Hafrigek crime family of 
  HAFRIGEK XUN
  
  6
  the Golden League—have tracked the movements of the 
  PCs and prepared an ambush in the crowded open dining 
  area of the Noodles Between. All three Xun assassins 
  are female vesk who bear massive, striking 
  tattoos—the black ink accents their natural 
  scale coloration to create images of 
  exciting battle scenes and roaring 
  defrexes. They’re each heavily 
  augmented 
  with 
  darkvision 
  capacitors, dragon glands, and 
  dermal plating, all intentionally left 
  visible to make their appearance even 
  more fearsome. One assassin sits at a table 
  in the intersection, one trails the PCs, and 
  one lurks unseen around a corner ahead of 
  the crew.
  HAFRIGEK XUN (3)
  CR 3
  XP 800 each
  Female vesk operative
  LE Medium humanoid (vesk)
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Perception +9
  DEFENSE
  HP 42 RP 3
  EAC 14; KAC 15
  Fort +2; Ref +5; Will +6
  DR 1/—
  OFFENSE
  Speed 40 ft.
  Melee survival knife +7 (1d4+4 S)
  Ranged explorer handcoil +9 (1d6+3 E; critical arc 1d6)
  Offensive Abilities dragon gland (15-ft. cone, 3d6 A, Reflex 
  DC 14), trick attack +1d8
  TACTICS
  Before Combat Despite their flashy looks, the Xun can 
  seemingly appear from nowhere, giving them a +4 bonus 
  to initiative unless one of the PCs succeeds at a DC 27 
  Perception check.
  During Combat The Xun target the frailest-looking enemy 
  even if it means absorbing hits from tougher ones. They 
  also prioritize anyone who looks capable of healing the 
  crew or restoring Stamina Points.
  Morale If the Xun fail, they can’t return to the Hafrigek 
  family; they fight to the death.
  STATISTICS
  Str +1; Dex +4; Con +1; Int +2; Wis +0; Cha +1
  Skills Acrobatics +14, Athletics +9, Intimidate +14, Medicine 
  +14, Stealth +14
  Languages Common, Vesk
  Other Abilities operative exploits (uncanny mobility), 
  specialization (ghost)
  Gear graphite carbon skin (except one; see Treasure 
  below), explorer handcoilAR with two batteries (20 
  charges each), survival knife; Augmentations mk 1 
  dermal plating, standard darkvision capacitor, wyrmling 
  dragon gland
  Treasure: Hafrigek Xun are known for being 
  extremely well-equipped, and these three 
  prove no exception. One of them wears 
  a d-suit I armor (rather than graphite 
  carbon skin), and each has a credstick 
  holding their advance payment of 1,300 
  credits for dealing with the Oliphaunt’s 
  crew. One of the Xun also has a full 
  punch card for a local augmentation 
  shop that offers the bearer 25% off the next 
  augmentation installed.
  TARIKA’S BIG ASK
  A small one-story building with a single 
  narrow doorway occupies the space between 
  a red-tea stand and a used holovid shop. A 
  handwritten note hanging from the building’s door reads, 
  “Church of Hylax Meet-and-Greet Downstairs, Every 
  Thirday!” Underneath, a hasty scrawl in a different color 
  adds: “(DO NOT use upstairs restroom.)”
  Tarika waits for the crew in a dilapidated basement in 
  a working-class neighborhood in the station’s Spike (not 
  far from where the Hafrigeks operate). Here, a small, local 
  branch of the church of Hylax holds a weekly “friendship 
  hour.” An extremely friendly and overcurious shirren named 
  Tikchas (NG male shirren) has appointed himself the one-bug 
  welcoming committee for any newcomers to the gathering. 
  He immediately greets the PCs when they arrive, handing 
  each of them a tag that reads “Hello, Friend, My Name Is” with 
  a space to write in a name. Tikchas asks an endless stream of 
  questions: Where do the PCs each originally hail from? What 
  brings them to the gathering? Why are they here as a group? 
  What was their first experience with Hylax’s power? What 
  other friends have they made this week?
  If the PCs give even the merest hint that they’re 
  adventurers or workers for hire, Tikchas barrages them with 
  questions about the creatures they’ve met, especially in any 
  first-contact situations. He begins quoting his personal tenets 
  of first contact: “Greet, glean, gab,” and he attempts to go into 
  great detail about what each stage means.
  Tarika refuses to talk to the PCs until the shirren has lost 
  interest; she avoids even acknowledging the crew. To shake 
  the enthusiastic shirren, a crew member must succeed at a DC 
  27 Bluff or Diplomacy check to direct the energetic adherent 
  of Hylax into conversing with someone else. Alternatively, 
  a character can fully engage the shirren in conversation 
  by succeeding at a DC 17 Bluff check to create a diversion, 
  allowing the rest of the party to sidle off and meet with Tarika 
  in relative privacy.
   SKIX
  
  7
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  The favor Tarika needs to ask is detailed below, along 
  with answers to some likely questions the PCs might have. 
  If one or more of the crew picked the new hire or old hand 
  backgrounds (Starfinder Adventure Path #34 44–45), Tarika 
  addresses them with warm familiarity, hoping this favor of 
  hers will fall on friendly ears, and she recalls the history they 
  have of helping one another out of tight spots.
  Why did you pick this place to meet? “Well, the 
  idea was we’d blend in with all the weirdos. I guess 
  I didn’t think about them blendin’ in with us...” 
  She casts a sidelong glance at Tikchas.
  Why did you call us here? “A couple things. First, I 
  recovered some data when you—” she lowers her voice even 
  more, “—acquired the Oliphaunt. I’m still workin’ on decryptin’ 
  it, and I think I found the right angle to hack in.” Tarika sighs. 
  “But I’ll need more time. I’ve been a li’l distracted. That... that 
  brings me to the second thing: I need your help.”
  What can we help you with? Tarika takes a deep breath, 
  looks around, and briefly fidgets with her wrench before 
  continuing. The PCs can clearly see that her gestures seem at 
  odds with her usual boisterous confidence. “It’s my daughter, 
  Shan. She’s missin’. She’s been workin’ for the 
  Company on some terraformin’ project way 
  out in the Vast. Turns out the planet’s 
  full of life—life that’s gonna be wiped 
  out by the project. And, surprise 
  surprise, the Company’s goin’ ahead with 
  their plans anyway.” Tarika chuckles, then 
  seems to realize the strangeness of it. She 
  quickly explains, “Oh, it’s just that the Company 
  picked the wrong employee if they wanted someone to stay 
  quiet. Shan told me she’d rather leave the Company for good 
  than carry on with that. Thing is, that’s the last I heard of her. 
  And that’s not like her. I need you to go out there and make 
  sure she’s okay. Bring her back to me safe—if she’ll let you.”
  What’s this job pay? Tarika looks down, rubbing a paw 
  thoughtfully across the fur on the back of her head. “I can’t 
  afford to pay you for this one. I’m askin’ as a... a professional 
  courtesy.” If the crew insist on payment, Tarika looks hurt and 
  disappointed. She hands over all she has on her, a pittance 
  of 1,000 credits, and says, “Please, this is the last of my 
  Company pay. Shan’s a good kid, she needs more than me on 
  her side right now.”
  Tell us more about this planet. “Entha’s a water world. 
  Right now, it’s nothin’ but a Company town while they work 
  to terraform the planet into some kinda highfalutin’ resort. 
  There’s no reason for folks to show up there unannounced. 
  Fortunately, I have your way in. The Company’s pushin’ all 
  their equipment to its absolute limit, which means they need 
  a regular influx of replacement machine parts.” She hands 
  one of the PCs a folded piece of paper with an address in the 
  Spike and a shipping manifest. “This is a warehouse here on 
  the station, where the Company’s next delivery is waitin’ for 
  pickup. Of course—like always—there’s a catch.”
  What’s the catch? “This delivery job technically goes 
  to the lowest bidder, but it might end up bein’ first-come, 
  first-served. A lotta crews want to get in good with EJ Corp, 
  thinkin’ a free delivery shows moxie or somethin’. So you’ll 
  have to hustle—maybe even convince the warehouse workers 
  that they should load your ship instead o’ someone else’s.”
  What are these parts used for? “Apparently the Company’s 
  terraformin’ operation on Entha means drillin’ into the seabed. 
  These are highly specialized fittings meant to keep their drill 
  rigs operatin’ basically nonstop. Of course, there’s no reason 
  they should be burnin’ through these at a high enough rate 
  to need this many replacements, but let’s not look our gift 
  yakaraja in the mouth.”
  Tarika ends the conversation when the host of the 
  friendship hour makes an unnecessarily loud announcement 
  over a buzzing speaker: “Alright then! Time for everyone to 
  say good-bye to your old friends and make some new ones! 
  Everybody switch groups!”
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  What can we help you with? Tarika takes a deep breath, 
  looks around, and briefly fidgets with her wrench before 
  continuing. The PCs can clearly see that her gestures seem at 
  odds with her usual boisterous confidence. “It’s my daughter, 
  Shan. She’s missin’. She’s been workin’ for the 
  Company on some terraformin’ project way 
  out in the Vast. Turns out the planet’s 
  full of life—life that’s gonna be wiped 
  out by the project. And, surprise 
  surprise, the Company’s goin’ ahead with 
  their plans anyway.” Tarika chuckles, then 
  seems to realize the strangeness of it. She 
  quickly explains, “Oh, it’s just that the Company 
  picked the wrong employee if they wanted someone to stay 
  quiet. Shan told me she’d rather leave the Company for good 
  than carry on with that. Thing is, that’s the last I heard of her. 
  And that’s not like her. I need you to go out there and make 
  sure she’s okay. Bring her back to me safe—if she’ll let you.”
  What’s this job pay? Tarika looks down, rubbing a paw 
  thoughtfully across the fur on the back of her head. “I can’t 
  afford to pay you for this one. I’m askin’ as a... a professional 
  courtesy.” If the crew insist on payment, Tarika looks hurt and 
  disappointed. She hands over all she has on her, a pittance 
  of 1,000 credits, and says, “Please, this is the last of my 
  Company pay. Shan’s a good kid, she needs more than me on 
  Tell us more about this planet. “Entha’s a water world. 
  Right now, it’s nothin’ but a Company town while they work 
  to terraform the planet into some kinda highfalutin’ resort. 
  There’s no reason for folks to show up there unannounced. 
  Fortunately, I have your way in. The Company’s pushin’ all 
  their equipment to its absolute limit, which means they need 
  a regular influx of replacement machine parts.” She hands 
  one of the PCs a folded piece of paper with an address in the 
  Spike and a shipping manifest. “This is a warehouse here on 
  the station, where the Company’s next delivery is waitin’ for 
  pickup. Of course—like always—there’s a catch.”
  Everybody switch groups!”
  HUGBOT  
  INCAPACITATOR
  
  8
  Story Award: After the characters speak to Tarika to learn 
  about (and presumably accept) their new mission, award 
  them 1,600 experience points.
  WAREHOUSE 47–C (CR 5)
  Tarika’s directions lead the crew to a cavernous warehouse filled 
  with hundreds of workers, some using cargo lifters, while tons 
  of crated goods pass in and out of the warehouse on racks that 
  hang from automated tracks built into the 30-foot-high ceiling. 
  Skix (N male ysoki) manages this warehouse. He looks 
  extremely busy and barely acknowledges the PCs while 
  answering their questions.
  Where’s our cargo? “What are you, new? Go find it yourself! 
  Then bring us the shipping ticket and your auths.” If Skix gets 
  nothing but a blank look, he sighs exasperatedly and says, 
  too slowly, “Your auth-or-i-za-tion code. And your ship’s dock 
  number. Then, we’ll have it loaded by—” Skix pauses to look 
  at a large digital clock on the wall that shows the status of a 
  mind-boggling number of shipments. “—tomorrow morning.” A 
  character who succeeds at a DC 22 Diplomacy check can get 
  the time frame shifted to this evening; greasing the wheels 
  with a credit bribe grants a +1 bonus to the check for every 
  100 credits (or 100 credits’ worth of goods) given, up to a 
  maximum of +10.
  Inside the warehouse, large cargo containers move in 
  and out above and around the PCs. Use the map above 
  for warehouse 47-C. Dashed lines denote the automated 
  cargo  tracks. The two outer lines move cargo containers 
  south into the warehouse, and the double line in the center 
  moves cargo north out of the building.
  Creatures: A group of would-be thieves recently attempted 
  to pick up the same cargo the PCs came here to claim, 
  but their faulty authorization code triggered security. 
  Two incapacitator “hugbots” arrived and dispatched the 
  interlopers, and they now guard the shipment from further 
  attempts at retrieval. Sloppy instruction from an overworked 
  and frazzled warehouse overseer has resulted in the robots 
  attempting to detain anyone approaching the cargo regardless 
  of their authorization, which includes the Oliphaunt’s crew.
  HUGBOT INCAPACITATORS (2)
  CR 3
  XP 800 each
  Incapacitator robots (Starfinder Adventure Path #25: The 
  Chimera Mystery 61)
  N Medium construct (technological)
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +8
  DEFENSE
  HP 40
  EAC 14; KAC 16
  Fort +3; Ref +3; Will +0
  Defensive Abilities integrated weapons; Immunities
  construct immunities; DR 3/piercing or slashing
  Weaknesses vulnerable to critical hits, vulnerable to 
  electricity
  OFFENSE
  Speed 30 ft.
  Melee slam +12 (1d6+7 nonlethal B plus grab)
  Ranged integrated voltaic anchor pistol +10 (1d6+3 
  nonlethal E; critical bind) or
  stickybomb grenade I +10 (explode [10 ft., entangled 2d4 
  rounds, DC 12])
  Offensive Abilities exploit advantage
  TACTICS
  In Combat The hugbots launch grenades, then attack 
  entangled targets.
  Morale The hugbots fight until destroyed.
  STATISTICS
  Str +4; Dex +2; Con —; Int +1; Wis +0; Cha +0
  Skills Acrobatics +8, Athletics +13, Intimidate +8
  Languages Common
  Other Abilities unliving
  Gear voltaic anchor pistol with 2 high-capacity batteries 
  (40 charges each), stickybomb grenades I (2)
  SPECIAL ABILITIES
  Exploit Advantage (Ex) When a hugbot incapacitator hits 
  an entangled creature, it deals extra nonlethal damage 
  to that target equal to its CR (3 extra damage for most 
  incapacitator robots).
  Hazard: Every round, a cargo container quickly moves 
  along one of three tracks. At the start of each round, roll 
  WAREHOUSE 47-C
  1 SQUARE = 5 FEET
  NORTH
  
  PART 2: 
  A WATERY
  EMBRACE
  PART 2: 
  A WATERY
  EMBRACE
  9
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  A WATERY
  EMBRACE
  1d20 to determine the initiative count at which the cargo 
  container moves, and 1d3 to determine which track it moves 
  on. Containers moving south into the warehouse on the 
  outer tracks fill a 10-foot-wide space between other stacked 
  containers; containers moving north out of the warehouse 
  on the inner track fill a 15-foot-wide space. A container 
  moves so fast that it covers the entire length of the map 
  in mere moments, beginning and ending its movement off 
  the map.
  Characters in spaces the cargo containers move through 
  must succeed at a DC 15 Reflex save or take 4d6 bludgeoning 
  damage. Characters who wish to grab a moving container and 
  use it to rapidly move across the map can ready an action and 
  then do so with a successful DC 22 Athletics or Acrobatics 
  check, immediately moving to any space within or adjacent to 
  spaces the cargo container passes through on its path off the 
  map; this movement doesn’t trigger attacks of opportunity. A 
  PC who looks for the next cargo container and succeeds at a 
  DC 22 Perception check learns which track the container will 
  arrive on, but not its initiative.
  The hugbots have no special awareness of or immunity to 
  the dangers posed by the moving cargo containers, and PCs 
  can try to maneuver the robots into the path of this hazard.
  Treasure: Flustered by the day’s events, Skix eagerly 
  wants to get back on schedule but seems anxious about the 
  crew possibly reporting him for endangering their lives. 
  Skix offers the PCs “a little something out of the lost 
  and found” if they promise to keep quiet about all that 
  happened at the warehouse. He gives them a crate 
  containing a cache of highly polished ceremonial 
  equipment meant for a powerful dignitary and 
  member of the Grand Assembly on Verces; 
  this includes a silver AbadarCorp travel suit, 
  commander ceremonial plate, a red star plasma 
  pistol, and a staff of mystic healing.
  PREPARING FOR TAKEOFF
  The crew know enough about Entha to 
  assume the next stage of their mission 
  will take them underwater. Before 
  leaving Absalom Station, the PCs 
  can easily find suppliers that sell 
  equipment useful for underwater 
  exploration and survival (including 
  most options described in “Aquatic 
  Adventures” 
  on 
  page 
  50); 
  several 
  level-appropriate items are listed in the 
  Underwater Supplies sidebar below. You can assume that 
  the PCs know about the various penalties associated with 
  underwater combat (see Underwater Combat on page 15), so 
  remind your players of these penalties and give the crew a 
  chance to switch or modify their weapons.
  During the Oliphaunt’s journey to reach Entha in the Vast, the 
  crew can avail themselves of the downtime system (Starfinder 
  Character Operations Manual 150) to perform 
  activities that take a day or more, including the 
  new activity described in the sidebar on page 10. 
  Other downtime activities include coordinate, 
  lounge, maintain readiness, and, for when 
  they near the planet, drill or explore futures.
  IN ENTHA’S ORBIT (CR 6)
  Entha’s orbit teems with starship traffic 
  supporting EJ Corp’s terraforming 
  project, especially above Elysia, a 
  large domed installation floating on the water 
  planet’s surface. 
  As the Oliphaunt approaches the planet, 
  a small space station and EJ Corp Negotiator 
  (see inside front cover) bristling with firepower 
  monitor the queue of starships waiting to land. An AI 
  traffic control program regularly broadcasts queuing 
  information. Eventually, the ship at the front of the line 
  receives clearance for landing, then the Negotiator escorts it 
  to the surface. Both ships shrink into dots as they approach 
  the vast water world’s surface.
  While the Oliphaunt waits in the queue, an open emergency 
  broadcast from the surface reaches the ship: 
  UNDERWATER SUPPLIES
  The following are level-appropriate supplies useful for 
  characters heading into underwater biomes.
  Gear
  Source
  Bayonet bracket (weapon accessory) Armory 58
  Brightlight projector (armor upgrade)
  Armory 82
  Darkvision capacitors
  Core Rulebook 209
  (augmentation)
  Gill sheath (augmentation)
  Core Rulebook 211
  Hydrojet (armor upgrade)
  Armory 83
  Iridescent spindle aeon stone
  Core Rulebook 222
  Light projector
  Armory 84
  Portable light
  Core Rulebook 220
  Respiration compounder
  Core Rulebook 210
  (augmentation)
  Scuba gear
  Armory 131
  Swimming fins (augmentation)
  Armory 87
  Trailblazer (weapon fusion)
  Core Rulebook 195
  Wraith motes (augmentation)
  Armory 97
   SIOVAN
  
  10
  “Attention: An RC-HPR-class ship in unauthorized possession 
  of Company property has left Entha without clearance from 
  the Evgeniya-Jaimisson Corporation. Parties able to detain 
  these criminals will be well-compensated for their assistance.” 
  Once the message ends, the Oliphaunt’s scanners pick up 
  a ship moving rapidly toward the queue—an Ulrikka RC-HPR 
  called the Surnoch’s Tooth (see below).
  A PC who succeeds at a DC 17 Culture or Piloting check 
  recognizes that RC-HPRs are quintessential working-class 
  vessels, unlikely to be used by criminals, and have no Drift 
  travel capability. The character also knows the Company’s 
  Negotiator in pursuit—which is as slow as the Surnoch’s 
  Tooth—likely can’t catch the other vessel without help. The 
  crew of the Oliphaunt can engage the Surnoch’s Tooth and 
  help detain it, or they can do nothing and let it escape into 
  the unpopulated system (though where it goes next without a 
  Drift engine poses a different question).
  As the Surnoch’s Tooth nears the Oliphaunt, the captain of 
  the vessel, Siovan (N female ghoran), hails all nearby ships 
  with a desperate message. 
  “This is Captain Siovan of the Surnoch’s Tooth. The Company 
  isn’t telling you everything. My crew and I are independent 
  contractors. Our ship was ferried to Entha weeks ago for 
  a mining operation, but the Company neglected to tell us 
  Entha is a water world! The Tooth’s not rated for underwater 
  operations, so I figured no harm done, we’d be on our way. 
  But the Company called us in breach of contract and tried to 
  seize my ship! Well, they can go to Hell!”
  The other starships in the queue don’t interfere. If the 
  Oliphaunt responds, the crew can have a brief conversation 
  with Siovan.
  Where are you going to go? “Anywhere but here! We figure 
  the Company’s not gonna expend too many resources to track 
  down this hunk of junk. Doesn’t do them any good anyway. 
  It was just out of spite they kept us there so long—that and 
  making us buy their overpriced rations in that damned store! 
  Once we get far enough away, we figure some kind soul might 
  hitch us a ride out of here. We could use some help convincing 
  that Negotiator not to follow us, though.”
  How can we help? “You have a Drift engine, right? Feh, of 
  course you do. If you vent its radiation shielding in our wake, 
  that should confuse the Negotiator’s cut-rate sensors enough 
  to give us time to get outta here.”
  What do we get out of helping you? Siovan snaps, “My 
  crew’s eternal thanks and a shiny button that says, ‘I didn’t 
  side with the Company!’” She takes a deep breath and 
  apologizes. “Sorry. They’ve bled us dry. I can’t offer you 
  anything but the advice that working with EJ Corp never did 
  me any favors.” 
  A PC in the Engineer or Chief Mate (Character Operations 
  Manual 146) starship role can attempt a DC 17 Engineering 
  or Athletics check, respectively, to vent the Oliphaunt’s Drift 
  engine, causing enough interference that the Negotiator 
  can’t easily follow the Surnoch’s Tooth after arriving a few 
  minutes later.
  The Oliphaunt can end the conversation at any point by 
  engaging the Surnoch’s Tooth in starship combat.
  SURNOCH’S TOOTH
  TIER 4
  Ulrikka RC-HPR (Starship Operations Manual 91)
  Medium transport 
  Speed 4; Maneuverability average (turn 2)
  AC 18; TL 18
  HP 85; DT —; CT 17
  Shields light 60 (forward 15, port 15, starboard 15, aft 15)
  Attack (Forward) flak thrower (3d4; 5 hexes), heavy laser 
  array (6d4; 5 hexes)
  Attack (Aft) laser net (2d6; 5 hexes)
  Attack (Turret) linked mining lasersPW (4d6; 5 hexes)
  Power Core Pulse Green (150 PCU); Drift Engine none; 
  Systems advanced short-range sensors, crew quarters 
  (common), mk 2 mononode computer, mk 4 armor, mk 4 
  defenses; Expansion Bays cargo holds (3), escape pods, 
  physical science lab
  Modifiers +2 to any 1 check per round, +4 Computers 
  (sensors only), +2 Piloting; Complement 4
  CREW
  Captain Computers +10 (4 ranks), Diplomacy +10 (4 ranks), 
  gunnery +9 (4th level), Intimidate +10 (4 ranks), Piloting 
  +12 (4 ranks)
  Engineer Engineering +15 (4 ranks)
  Gunner gunnery +9 (4th level)
  Pilot Piloting +12 (4 ranks)
  Development: If the crew helps detain the Surnoch’s Tooth 
  by engaging it in combat, the Negotiator arrives 1d4 rounds 
  later and helps disable the ship before taking it into custody. 
  The Negotiator’s captain, Joriah (LE male human), tersely 
  thanks the PCs before transferring over a mere 1,200 credits. 
  The Oliphaunt then moves to the front of the queue and 
  receives a quick escort to the surface. 
  NEW DOWNTIME 
  ACTIVITY: AQUAFIT
  By tinkering with a weapon, you improve its underwater 
  performance.
  Activity: You spend the day modifying a piece of 
  weaponry to work well underwater, sealing joints and 
  improving its aquadynamics. You must spend UPBs 
  equal to 10% of the item’s value.
  Benefit: A single weapon gains the underwater special 
  property—when you use it underwater, you ignore the 
  normal –2 penalty to attack rolls, and the weapon deals 
  full damage on a hit. 
  
  11
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  If the Oliphaunt helps cover the Surnoch’s Tooth’s tracks, 
  Joriah opens communication and demands to know “where 
  that Rock Hopper went!” A character who succeeds at a DC 
  17 Bluff check can feign ignorance or claim they didn’t receive 
  the Company’s initial message due to comm issues, and they 
  thought the ship was simply leaving Entha. If they fail this 
  check, Joriah suspects them of aiding the enemy and becomes 
  especially ready to attack them when they leave Entha (see 
  Parting Shot on page 36).
  Otherwise, the Negotiator returns to its post and the 
  Oliphaunt must wait 2 hours before being directed to land at 
  Elysia, where the PCs can unload their cargo.
  Story Award: If the crew defeats the Surnoch’s Tooth in 
  combat, award them 2,400 XP. If the crew covers for the 
  Surnoch’s Tooth and helps them escape, award them 2,400 
  XP as though they defeated it in combat.
  ELYSIA
  An enormous transparent dome encloses a small settlement 
  built atop a massive floating platform on the sea, complete 
  with a dozen modular and portable buildings of varying 
  sizes. A few open areas feature artificial grass with gym 
  equipment and an “outdoor” cafeteria. Several large, round 
  landing pads surround the dome, linked by swaying docks. 
  Additional landing pads are still under construction, and 
  a mix of above-water and undersea scaffolding forms a 
  wood-and-steel patchwork around the entire facility.
  A wonder of construction, Elysia rose in record time as a 
  result of highly skilled laborers who worked long hours with AI 
  assistance, drones, and sophisticated nanite assemblers. The 
  sea below the floating facility churns with heavy waves that 
  sometimes climb to 30 feet tall before crashing harmlessly 
  against the magically strengthened, transparent aluminum 
  dome covering the entire complex. Elysia’s designers and 
  engineers took inspiration from domed installations on other 
  worlds, innovating a gyroscopic stabilization system that 
  makes the entire platform extremely stable even in wild seas; 
  to show off the city’s even keel, the Company even hired 
  professional noqual-billiards players to have a match atop the 
  platform during its grand opening.
  Since the celebrated completion of Elysia’s construction, 
  however, things have gone downhill. The initial flood of 
  investments into the facility has dwindled to a trickle, largely 
  due to the questionable reputation of the Company’s head of 
  operations on Entha, a green dragon named Avarin Sacrion. 
  Her focus on the bottom line is ruthlessly efficient, and she 
  extracts any credits she can from suppliers, construction 
  workers, and everyone in between. All but Avarin’s crew of kalo 
  mercenaries are underpaid and overworked, often to the point 
  of endangering their lives, which leaves few happy with their 
  situations on Elysia. To speed up the completion of the facility’s 
  permanent starship landing pads, Avarin had crews working 
  on several stages of construction simultaneously, eschewing 
  crucial safety checks. As a result, a recent partial collapse badly 
  injured several workers and damaged the long-term structural 
  ELYSIA
  1 INCH = 350 FEET
  NORTH
  
  12
  integrity of the platform. However, the Company only saw (or 
  cared to see) Avarin’s progress report, which boasted record 
  construction times thanks to “workflow innovations.”
  A long, low bunkhouse offers shelter to most workers on 
  Elysia, while a well-appointed, multistory prefabricated home 
  houses Avarin and her mercenaries. The Company store sells 
  necessities at an inflated price, and incoming cargo is checked 
  carefully for “contraband”—in other words, competing 
  products. A small saloon offers low-quality liquor and several 
  gambling vidconsoles, all owned by the Company and meant 
  to funnel workers’ wages back into its coffers.
  When the Oliphaunt clears the blockade in orbit, the crew 
  is directed to land on one of the floating landing pads attached 
  to the dome city, where familiar faces await them.
  RIVALS’ ARRIVAL
  As the crew lands the Oliphaunt, they’re greeted by a 
  familiar sight: the Wintermourn rests nearby, on the other 
  side of the gently swaying landing pad. Jinx, Nemelith, Dizzy, 
  and Dizzy’s drone, Digit, all wait outside the ship as captain 
  Niva Rovo consults a datapad, her brow furrowed.
  The Oliphaunt finds itself sharing a landing pad with the 
  Wintermourn; for details on the ship and its crew, see pages 
  38–43 of Starfinder Adventure Path #35: Merchants of the Void. 
  At the end of that adventure, the PCs might have helped rescue 
  the Wintermourn’s crew or, alternatively, left them to their own 
  devices. In any case, they probably battled Dizzy, and both 
  Dizzy and Niva could still be recovering from the effects of the 
  mind siphon. The crew might wonder if they’ve stumbled into 
  something sinister or if the Wintermourn’s presence is mere 
  coincidence. In fact, Niva looked into EJ Corp to learn more 
  about the Oliphaunt and its crew after her repeated encounters 
  with them. In her research, she discovered Entha, a bustling 
  Company town and potential source of work. After landing a 
  day ago, however, she still hasn’t received clearance to enter 
  Elysia. She figured that the Company must use this negotiating 
  tactic to make crews more desperate for work—an approach 
  Niva doesn’t enjoy but can appreciate.
  Each member of the Wintermourn’s crew has a goal on 
  Entha, and a PC with a particularly friendly or unfriendly 
  relationship with one of these NPCs can yield additional 
  effects, as described below. Use as many of these goals and 
  effects as you wish to tell a coherent and engaging story.
  Combat between the Wintermourn’s crew and the crew of 
  the Oliphaunt is outside the scope of this adventure, but you 
  can update the rival crew’s primary statistics using the advice 
  on page 39 of Starfinder Adventure Path #35 and the rules 
  on page 126–143 of Starfinder Alien Archive, increasing each 
  character’s CR by 1 if necessary.
  Niva Rovo: EJ Corp invited the captain of the Wintermourn
  to Entha for her expertise in drilling. In addition to delivering 
  minor parts, she provides her services as a consultant for 
  Company drill engineers. She’s extremely on edge, given 
  her bad history with large companies tinkering with global 
  ecosystems. As ever, she stays on the lookout for additional 
  jobs, including less-than-legal ones.
  Friendly: Niva lets slip that the materials used for the drilling 
  operations on Entha rate below industry standards and lack 
  key redundant safety features. This information can prove 
  helpful later when the crew tries to convince Shan of her own 
  innocence (see Helping Shan on page 26) and also serves as 
  evidence of the Company’s suspect practices for this project.
  Unfriendly: Niva scowls and says, “There’s no way you’re 
  here just for a delivery. It’d be a shame if city security became 
  aware of your interesting past. I suggest you keep clear of us 
  while you’re here.”
  Dizzy and Digit: Dizzy seems ecstatic to visit a planet-scale 
  terraforming project and witness the advanced associated 
  technologies at work. Dizzy and Digit likely observe the PCs 
  carefully, trying to spot any technological or hybrid gear the 
  crew has acquired since their last meeting, as well as any 
  upgrades or improvements made to the Oliphaunt.
  Friendly: Dizzy offers to use some scrap parts they have on 
  hand to quickly kit out a character’s weapon (add a weapon 
  accessory of 2nd level or lower; see page 58 of Starfinder 
  Armory) or armor (add an armor upgrade of 2nd level or lower 
  to an empty upgrade slot). They perform this favor only for 
  the PC with whom they have the best relationship; Dizzy 
  doesn’t have enough spare parts for further modifications.
  Unfriendly: Dizzy distracts a PC with seemingly friendly 
  conversation about the abundance of exciting Company 
  technologies on Entha. Unless the distracted character 
  succeeds at a DC 20 Perception check, Digit sneaks a battery 
  out of one of their unattended pieces of technological gear. 
  The PC likely doesn’t notice until they attempt to use the item, 
  at which point they can attempt a DC 10 Wisdom check; on a 
  success, they realize what must have happened.
  Nemelith: Nemelith already looks beyond bored and 
  frustrated with this latest mission, which offers little 
  hope of bloody combat and even less hope of meeting 
  fellow worshipers of Zon-Kuthon. She might even take the 
  opportunity to taunt the Oliphaunt’s crew in hopes of getting 
  into a brawl, though Niva quickly shuts her down.
  Friendly: Nemelith tosses a defiant fusion seal (4th) to the 
  PC she’s most friendly with. Smirking, she says, “Looks like that 
  weapon might get away from you in a fight—here, I don’t need 
  this anymore.” Nemelith has only one of these fusion seals.
  Unfriendly: Nemelith offers the most gullible character 
  what she claims is a mk 2 serum of healing; on consumption, 
  this liquid—blessed by priests of Zon-Kuthon—instead deals 
  3d8 damage (Fort DC 16 half). A character who succeeds at a 
  DC 22 Mysticism check to identify a magic item can discern 
  the serum’s true nature.
  Jinx: Like Nemelith, Jinx is a bit disdainful of the crew’s 
  legitimate reasons (both personal and financial) for being on 
  Entha. He hopes to strike up some games of chance—with 
  
  13
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  odds skewed in his favor, naturally—among similarly bored 
  Company employees while stuck on this ocean world.
  Friendly: Jinx teaches the PCs a few of the subtle 
  nonverbal cues the crew of the Wintermourn use to alert 
  each other while on a job. This gives each of those characters 
  a +4 circumstance bonus on Bluff checks the next time they 
  try to pass a secret message to another member of the crew.
  Unfriendly: Jinx offers one of the characters—likely the one 
  most susceptible to a game of chance or a seeming free choice, 
  such as a shirren—a chance to wager up to 2,000 credits on a 
  small shell game. He places a dried fruit in one of three silver 
  spherical capsules and then contact juggles them for 20 
  seconds, signing, “Follow the fig” before asking the character 
  to select which orb they think contains the fig. He promises to 
  pay double their wager if they choose correctly. The character 
  then attempts a Perception check; they must roll a natural 
  20 to notice Jinx palm the fig, allowing them to realize that 
  none of the capsules contain it. If a character independently 
  guesses that Jinx has palmed the fig, he secrets it back into an 
  orb; noticing this trick requires a successful DC 28 Perception 
  check. If the character spots Jinx in either case, he simply 
  returns the character’s wager, grinning as he flicks an empty 
  credstick at the character and signs, “Oops—I’m out of cash.” 
  Otherwise, he keeps their credits with smug satisfaction.
  Development: If the PCs decide to avoid the Wintermourn’s 
  crew for now, don’t try to force an interaction—but keep the 
  Wintermourn’s crew present while the PCs investigate Elysia 
  and locate Shan. The crew might see these NPCs going about 
  their business and subsequently reach out to them socially 
  or while investigating; you can use the goals and effects 
  provided above at that time. Regardless, the Wintermourn’s 
  crew reappear at the end of the adventure, but they do not 
  otherwise interfere with the PCs on Entha.
  After the PCs have a chance to interact with the 
  Wintermourn’s crew, a serious-looking kalo in business attire 
  makes her way onto the landing pad, proceeding directly to 
  Niva. The two exchange brief greetings; shortly thereafter, 
  Niva says, “Well, looks like some of us are finally getting off the 
  waiting list,” and she, her crew, and the kalo head into Elysia.
  Story Award: If the PCs have at least two interactions 
  with the rival crew (friendly, unfriendly, or both) before they 
  descend to Terra 5, award them 1,600 XP.
  AVARIN ARRIVES
  As the crew of the Wintermourn depart, the sea near the 
  landing platform foams and wells up. Four wavecutters (page 
  16) emerge from beneath the water. As the vehicles bob to the 
  surface, their bubble domes slide apart in two halves, rotating 
  beneath the craft to function as gyroscopic stabilizers to keep 
  the vehicles stable in the churning tide. 
  A large, juvenile green dragon dressed in EJ Corp attire 
  rides in the foremost wavecutter. She signals to the other 
  vehicles’ riders—kalos wearing thin, black wet suits and 
  carrying laser rifles—and they join her as she steps onto 
  the platform. The dragon is Avarin, the director in charge of 
  the Company’s terraforming efforts on Entha. She recently 
  fired the employee assigned to receive and inspect cargo 
  shipments for asking too many questions about the frequency 
  of incoming replacement parts. Now, Avarin and a small 
  cadre of kalo mercenaries personally inspect each arrival—in 
  addition to regularly patrolling Elysia.
  One kalo approaches the PCs and asks for the captain while 
  the others move to board the Oliphaunt; Avarin looks on with a 
  mixture of boredom and low-grade suspicion. The kalo looking 
  for the captain asks for a cargo manifest and permission to 
  board and offload, offering a waterproof datapad with a 
  straightforward form to sign. The rest of the PCs likely have 
  questions for Avarin, who engages them in conversation for 
  her own mild amusement; she ends the conversation and 
  returns to her vehicle when she grows bored.
  Who are you? Avarin rolls her eyes, casting a sideways 
  glance at a kalo. “I am Avarin Sacrion, EJ Corp’s director of 
  operations for Entha and Elysia. I presumed it part of an errand 
  runner’s purview to know to whom their deliverables are due. 
  Perhaps you would be well served to do some research before 
  embarrassing yourself with questions like that.”
  We’d rather offload the equipment ourselves. “Would you? 
  Surely your point of contact informed you of the liability issues 
  at play. This equipment is critical to the functioning of our 
  operations here, and I am sure you would not want to accept 
  any responsibility for damaging it in transit, yes? Assuming you 
  have not damaged it already, of course. No, we shall handle it 
  from here. Feel free to avail yourself of our cafeteria while you 
  wait, or perhaps take one of our guided tours of the facility.” 
  She gestures to a yellow submersible floating just inside Elysia’s 
  massive bubble dome (see the Elysia Tour Boat sidebar on page 
  14) . “That should occupy you sufficiently while we ensure your 
  cargo is present, accounted for, and properly offloaded.”
  Why is such an important person handling receiving? “I 
  assure you that I am personally involved in all matters of 
  operation here on Elysia. Please keep that in mind as you 
  enjoy our facilities.”
  What about our payment? “Your credits will be transferred 
  once we have secured our equipment. I can offer you an 
  advance of twelve thousand credits on good faith.” She 
  gestures to a kalo to transfer the credits to the character 
  previously identified as the captain.
  The crew might have heard about Avarin during their time 
  with the Company; the characters can attempt Culture checks 
  to see what they might know, as described in the table below. 
  The results of these checks are cumulative; on a successful 
  check, the character knows all of the information listed for 
  lower results as well. 
  Result
  Information
  12+
  Avarin is a rising star in EJ Corp and recently 
  won a prestigious award of accomplishment, given 
  at the annual shareholder meeting; she has even 
  appeared in promotional materials.
  
  14
  17+
  Avarin headed a project codenamed Racetrack 
  that raked in record profits for the Company but 
  relied on cheap, high-turnover contract labor that 
  ultimately destroyed several local economies.
  22+
  Within her first few years at EJ Corp, Avarin 
  has been brought to court on several worlds 
  at least a dozen times. Charges have ranged 
  from reckless endangerment to obstruction 
  of justice to blackmail. In each case, a team of 
  well-paid Company lawyers successfully defended 
  Avarin, often through obscure legal technicalities.
  LOCATING SHAN
  The PCs can freely explore some parts of Elysia, though other 
  areas appear clearly off limits, marked with “Employees Only” 
  signage or barred by biometric locks and portals welded 
  shut. If the PCs have more to say or do with the crew of the 
  Wintermourn, you can have Niva and her crew available for 
  interaction as the PCs explore Elysia. If not, they return at the 
  end of the adventure (see Parting Shot on page 36).
  The crew can purchase basic food and necessities—
  including batteries, but not other ammunition or weapons—at 
  a small kiosk at prices 25% higher than usual; the Company 
  takes full advantage of its closed ecosystem, working to 
  reclaim as much of its workers’ paychecks as it can. You might 
  rule that certain minor magic items (see Aquatic Gear on page 
  50) are available for purchase at normal prices.
  EJ Corp strictly regulates the infosphere on Elysia. Terminals 
  (tier-2 computers connected to internal networks) are scarce 
  and often attended by one or more Company employees. A 
  character must succeed at a DC 17 Diplomacy or Bluff check 
  to gain access to a terminal for a number of rounds equal to 
  the amount by which their check result exceeded the DC (for 
  example, a result of 25 means the terminal stays clear for 8 
  rounds). A character can then attempt a Computers checks 
  to hack into the terminal as a typical tier-2 computer. Once a 
  character successfully hacks into the Company’s infosphere, 
  they can spend their remaining rounds rooting through its 
  labyrinthine data system. The hacker can learn the following 
  details, and each round earns the character another piece 
  of information.
  1 Round: The Company houses hundreds of employees on 
  Elysia, with more on several mobile terraforming stations.
  2 Rounds: Shan is stationed on Terra 5 along with five other 
  employees (page 19).
  3 Rounds: Terra 5 is currently crawling along a deep-sea 
  reef about 300 miles away; the crew can save its coordinates 
  and general layout (show the players the map of Terra 5 on 
  page 17).
  4 Rounds: A mysterious automated data feed connects 
  to something referred to only as Harvester 1. The crew will 
  encounter this harvester later in the adventure (page 33).
  5 Rounds: Two Company employees were recently 
  dispatched to Terra 5, though their names and the purpose of 
  their visit have been wiped from the files.
  At your discretion, the crew can also learn some or all 
  of this information from speaking to Company employees, 
  though the Company employees on Elysia have starting 
  attitudes of indifferent at best, and are likely unfriendly if 
  their boss or any kalo mercenaries are nearby.
  Story Award: After the crew successfully determines 
  Shan’s location on Terra 5, award them 1,600 XP.
  A ONE-HOUR TOUR
  With the Oliphaunt tied up in Company customs (and not 
  rated for underwater travel), the crew must find a way to 
  reach Terra 5 without being detected, likely by stealing or 
  otherwise acquiring one or more aquatic vehicles. 
  The tour boat Avarin mentioned provides the most obvious 
  option for aquatic mobility, and large posters throughout 
  Elysia advertise tour services. Characters who succeed at a 
  DC 17 Culture or appropriate Profession check know that such 
  boats commonly appear in large Company undertakings; they 
  provide tours that cater to investors and potential clients, 
  intended to instill confidence in their investments or to 
  encourage future business. A PC who succeeds at another DC 
  17 Culture or Engineering check also knows that very simple 
  computers guide such tour boats, making them notoriously 
  easy to hijack. 
  The submersible tour boat has a large transparent 
  aluminum dome that can hold up to six Medium creatures 
  (one Large creature takes up the space of two Medium 
  creatures). A vidscreen occupies the front of the boat, and an 
  ELYSIA TOUR BOAT
  A tier-1 computer controls this submersible vehicle; 
  hacking the computer allows a user to control its 
  direction, though its speed caps at 22 mph (water). A 
  user with access also can open the boat’s transparent 
  aluminum dome, allowing water in (fully flooding the 
  vehicle in 1 round if submerged) and reducing the cover 
  provided from total cover to cover. If the tour boat 
  breaks, it begins to sink. If the vehicle’s dome was closed 
  when the vehicle breaks, the dome shatters and the boat 
  takes on water, becoming fully flooded in 3d4 rounds.
  SUBMERSIBLE TOUR BOAT 
  LEVEL 2
  PRICE 2,500 
  Huge water vehicle (15 ft. wide, 30 ft. long, 10 ft. high)
  Speed 20 ft., full 200 ft., 22 mph (swim)
  EAC 14; KAC 15; Cover total cover (enclosed)
  HP 24 (12); Hardness 3
  Attack (Collision) 6d4 B (DC 11)
  Modifiers –1 Piloting, –3 attack (–6 at full speed)
  Systems autopilot (Piloting +13); Passengers 6
  
  15
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  AI narrator speaks to occupants in a mellifluous and overly 
  enthusiastic voice. 
  Tours take about an hour and begin whenever more than two 
  creatures board the boat. The boat gives an automated tour of 
  the floating platform, circling it before diving under the waves 
  to show off the Company’s innovations in exaggerated style; 
  both the boat and the tour can serve as potential sources of 
  information for canny characters. The crew interrupts the tour 
  sequence when they hack the boat or when Reisora’s agents 
  attack (see Event 3: Aquatic Ambush on page 16).
  Aside from the basic information given about the facility 
  and Entha, the tour’s vidscreen presents several options, 
  each denoted with a bright and colorful reef icon on the 
  touchscreen menu. The characters can access these options 
  to learn the following. 
  Elysia: “Elysia is our primary base of operations as we work 
  to make Entha as beautiful on the surface as it is beneath the 
  waves. The utilitarian facility you see now will eventually be 
  absorbed into a museum of Entha’s history commemorating 
  Evgeniya-Jaimisson’s incredible undertaking here, along with a 
  gift shop for mementos of your unforgettable experiences on 
  Entha.” As the narrator speaks, the vidscreen shows an image of 
  the existing structure with planned expansions superimposed.
  Terra 6: The main vidscreen lights up with a wireframe 
  model of an impressive undersea structure; the model then 
  slides over and appears on the transparent dome of the 
  tour boat, overlaid atop the actual structure, still currently 
  under construction in the ocean nearby. “Terra 6 will be the 
  Company’s newest terraforming base, building upon the 
  lessons learned from previous successes to produce the known 
  galaxy’s most efficient, most effective, and safest undersea 
  terraforming platform to date.” A character who succeeds at 
  a DC 27 Engineering check detects crucial structural integrity 
  issues within the wire frame, likely the result of intentional 
  design decisions meant to save material and construction 
  costs. The crew can use this evidence to reveal how EJ Corp is 
  risking lives with its cost-cutting measures.
  Wildlife: “Entha offers sightseers a dazzling array of 
  colorful creatures that make the nearby reefs their home. 
  Undersea safaris will bring tourists up close to the most 
  impressive aquatic specimens Entha has to offer.” On the 
  vidscreen, a computerized mock-up shows two ysoki tourists 
  in a two-seater version of the boat, appearing awestruck while 
  watching fish dart in and out of a colorful coral structure. A 
  character who succeeds at a DC 17 Perception check notices 
  that this same coral appears outside the tour boat; in reality, 
  it’s much less populated by sea life, and pollution has dimmed 
  its colors.
  The Future of Entha: The vidscreen shows an image of 
  Entha from space, covered in ocean. As the narrator speaks, 
  colorful continents and archipelagos made of reef pop out 
  of the waves, scaled up cartoonishly for effect. “In just a 
  few short years, Entha will become a planet-scale resort for 
  aquatic and nonaquatic species alike from all over the galaxy. 
  Adventurous guests can enjoy countless activities and 
  ecotourism opportunities, while visitors in search of a calm 
  getaway can simply relax on Entha’s miles-long beaches 
  of particulate coral or at one of dozens of themed resorts. 
  Meanwhile, entire private islands can be purchased and 
  outfitted with every luxury as a home away from home on 
  this beautiful aquatic slice of paradise.”
  Leadership: The vidscreen shows a corporate image of 
  an unsmiling Avarin posing in a corporate office, sitting 
  behind a brushed steel desk. “Operations on Entha could not 
  proceed without strong leadership, and this watery world 
  is lucky to have Avarin Sacrion at the helm. Well known for 
  UNDERWATER COMBAT
  This adventure assumes that NPCs on Entha have 
  prepared for underwater combat, and the weapons 
  they wield have the underwater special property. 
  When a creature uses such a weapon underwater, it 
  ignores the normal –2 penalty to attack rolls and deals 
  full damage on a hit. 
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
   The main vidscreen lights up with a wireframe 
  model of an impressive undersea structure; the model then 
  slides over and appears on the transparent dome of the 
  tour boat, overlaid atop the actual structure, still currently 
  under construction in the ocean nearby. “Terra 6 will be the 
  Company’s newest terraforming base, building upon the 
  lessons learned from previous successes to produce the known 
  galaxy’s most efficient, most effective, and safest undersea 
  terraforming platform to date.” A character who succeeds at 
  a DC 27 Engineering check detects crucial structural integrity 
  issues within the wire frame, likely the result of intentional 
  design decisions meant to save material and construction 
  costs. The crew can use this evidence to reveal how EJ Corp is 
   “Entha offers sightseers a dazzling array of 
  colorful creatures that make the nearby reefs their home. 
  Undersea safaris will bring tourists up close to the most 
  impressive aquatic specimens Entha has to offer.” On the 
  vidscreen, a computerized mock-up shows two ysoki tourists 
  in a two-seater version of the boat, appearing awestruck while 
  behind a brushed steel desk. “Operations on Entha could not 
  proceed without strong leadership, and this watery world 
  is lucky to have Avarin Sacrion at the helm. Well known for 
   SIGMA SEVEN
  
  16
  her successes in a bevy of past Evgeniya-Jaimisson projects, 
  Avarin’s brilliance and efficiency encourage the best from 
  her charges here on Entha.”
  EVENT 3: AQUATIC AMBUSH (CR 7)
  The PCs haven’t gone unnoticed in Elysia, and their trip in 
  the tour boat quickly turns eventful: a hit squad of shobhad 
  mercenaries, led by an android named Sigma Seven (NE 
  agender android), lies in wait for the crew of the Oliphaunt! 
  The makeshift hit squad moves covertly, avoiding 
  unwanted scrutiny. If the PCs hack the tour boat to take 
  them to Terra 5, Sigma Seven and their allies attack once 
  the crew has left Elysia’s immediate vicinity; otherwise, they 
  strike when the tour boat travels behind a reef along its 
  preprogrammed route, out of sight of Elysia. Regardless, the 
  ambushers approach swiftly underwater, riding wavecutters 
  in wave mode so they can attack the crew with weapons. 
  WAVECUTTER
  LEVEL 5
  PRICE 7,000
  Large water vehicle (10 ft. wide, 10 ft. long, 10 ft. high)
  Speed 20 ft., full 200 ft., 22 mph (water); 80 ft., full 900 
  ft., 105 mph (swim)
  EAC 14; KAC 15; Cover total cover (enclosed) in sea mode; 
  partial cover in wave mode
  HP 40 (20); Hardness 2
  Attack (Collision) 5d8 B (DC 13)
  Modifiers –1 Piloting, –3 attack (–6 at full speed) in sea 
  mode; –2 Piloting, –1 attack (–4 at full speed) in wave 
  mode
  Systems planetary comm unit; Passengers 1
  SPECIAL ABILITIES
  Convertible A wavecutter has two movement modes: 
  wave mode for traveling atop water and sea mode for 
  submersible movement. Its pilot can change between 
  modes as a swift action; changing to wave mode while 
  underwater exposes the pilot to water. If the pilot 
  changes to sea mode while underwater, the wavecutter 
  pumps out the water and restores atmosphere to the 
  cockpit over 6 rounds. While in wave mode, gyroscopic 
  stabilizers make it easier for the wavecutter’s pilot 
  to attack.
  Creatures: Soon after their arrival on Entha, the crew 
  of the Oliphaunt attracted the attention of Sigma Seven—
  who happens to be a close contact of Eline Reisora, the 
  EJ Corp executive vice president from whom the PCs stole 
  the Oliphaunt. The android knows about the crew’s role in 
  the theft, as well as Eline’s cover-up of the incident. Sigma 
  Seven sees this covert ambush as a perfect opportunity 
  to recover the ship while protecting Eline from any 
  further disgrace. 
  SIGMA SEVEN
  CR 3
  XP 800
  Agender android envoy
  NE Medium humanoid (android)
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Perception +8
  DEFENSE
  HP 35
  EAC 14; KAC 15
  Fort +3; Ref +5; Will +7
  OFFENSE
  Speed 30 ft.
  Melee underwater survival knife +7 (1d4+4 S)
  Ranged underwater vapor cavitation pistol +9 (1d6+3 E & 
  F; critical pulseAR 1d4)
  TACTICS
  During Combat Sigma Seven deals as much damage to 
  the tour boat as possible. They hope that doing so will 
  distract and slow the PCs long enough for the shobhads 
  to finish the job.
  16
  ambushers approach swiftly underwater, riding wavecutters 
  in wave mode so they can attack the crew with weapons. 
  wave mode for traveling atop water and sea mode for 
  submersible movement. Its pilot can change between 
  modes as a swift action; changing to wave mode while 
  underwater exposes the pilot to water. If the pilot 
  changes to sea mode while underwater, the wavecutter 
  pumps out the water and restores atmosphere to the 
  cockpit over 6 rounds. While in wave mode, gyroscopic 
  stabilizers make it easier for the wavecutter’s pilot 
  to attack.
  Creatures: Soon after their arrival on Entha, the crew 
  of the Oliphaunt
  who happens to be a close contact of Eline Reisora, the 
  EJ Corp executive vice president from whom the PCs stole 
  the Oliphaunt
  the theft, as well as Eline’s cover-up of the incident. Sigma 
  Seven sees this covert ambush as a perfect opportunity 
  to recover the ship while protecting Eline from any 
  further disgrace. 
  SIGMA SEVEN
  XP 800
  Agender android envoy
  NE Medium humanoid (android)
  Init +1; Senses
  Perception
  DEFENSE
  DEFENSE
  EAC 14; KAC 15
  Fort +3; Ref +5; 
  OFFENSE
  OFFENSE
  Speed 30 ft.
  Melee underwater survival knife +7 (1d4+4 S)
  Ranged underwater vapor cavitation pistol +9 (1d6+3 E & 
  F; critical pulse
  TACTICS
  TACTICS
  During Combat
  the tour boat as possible. They hope that doing so will 
  distract and slow the PCs long enough for the shobhads 
  to finish the job.
   SHOBHAD 
  WELDER
  
  17
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  TERRA 5
  A8
  A7
  A9
  A6
  A10
  A11
  A2
  A5
  A4
  A3
  A3
  A3
  A3
  A12
  A3
  A1
  A3a
  A3b
  A13
  A13
  A13
  A13
  1SQUARE = 5 FEET
  NORTH
  
  18
  Morale Sigma Seven fights until reduced to fewer than 10 
  HP, then tries to escape the combat and flee offworld to 
  avoid the consequences of their failed attack.
  STATISTICS
  Str +1; Dex +1; Con +1; Int +2; Wis +0; Cha +4
  Skills Acrobatics +13, Bluff +13, Diplomacy +8, Medicine +8, 
  Sense Motive +13
  Languages Common
  Other Abilities constructed, envoy improvisations 
  (clever feint, not in the face), flat affect, upgrade slot 
  (quick-release sheath)
  Gear graphite carbon skin, vapor cavitation pistolAR with 
  two batteries (20 charges each), survival knife 
  To help apprehend the crew of the Oliphaunt, Sigma Seven 
  recruited three shobhads; though they’re currently working 
  as underwater welders, the three have checkered pasts as 
  mercenaries for hire, and the android is paying them well. 
  Sigma Seven has access to Elysia’s limited armory and has 
  equipped the welders with wicked-looking plasma arrays 
  (Armory 42).
  SHOBHAD WELDERS (3)
  CR 3
  XP 800 each
  Shobhad (Starfinder Alien Archive 104) soldiers
  N Medium monstrous humanoid
  Init +8; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  HP 40
  EAC 14; KAC 16
  Fort +5; Ref +3; Will +4
  Defensive Abilities ferocity; Resistances cold 5
  OFFENSE
  Speed 50 ft. (40 ft. in armor)
  Melee underwater thunderstrike pulse gauntlet +8 (1d6+6 
  B & So; critical knockdown)
  Ranged underwater red star plasma array +11 (1d6+3 E & F; 
  critical burn 1d4)
  Offensive Abilities fighting styles (blitz)
  TACTICS
  During Combat The shobhads target the strongest-looking 
  enemy first, as they assume taking down that individual 
  will cow the others into surrender. 
  Morale The shobhad welders are strictly motivated by 
  credits. Each shobhad welder fights until they or Sigma 
  Seven is reduced to fewer than 10 Hit Points, then 
  they attempt to surrender. However, if their ferocity is 
  triggered by being reduced to 0 Hit Points, they make a 
  final full attack at the nearest enemy.
  STATISTICS
  Str +2; Dex +4; Con +1; Int +0; Wis +0; Cha +0
  Skills Acrobatics +8, Athletics +8, Intimidate +13
  Languages Common, Shobhad
  Gear squad defiance series, red star plasma array with two 
  batteries (20 charges each), thunderstrike pulse gauntlet 
  with one battery (20 charges)
  Development: Provided the combat takes place relatively 
  far from Elysia, it takes several hours for anyone to notice 
  the missing welders, who just came off a 12-hour shift; even 
  then, no one suspects the PCs of being involved. If the PCs let 
  the shobhads go, the welders lie low, tending to their wounds. 
  Likewise, if Sigma Seven escapes, they don’t want to risk 
  exposing Eline to any trouble as a result of their failure, so 
  they likely won’t bring any attention to themself or the crew.
  The PCs can commandeer their attackers’ wavecutters 
  and use them to speed up their journey to Terra 5, though 
  they’ll be at more risk from the a giant jelly they run into on 
  the way (see below).
  EVENT 4: PC AND JELLY SANDWICH (CR 5)
  The most direct route to Terra 5 from Elysia takes 3 hours 
  of travel if the crew use the wavecutters in sea mode; this 
  journey takes significantly longer if the crew use the tour 
  boat. Unknown to the crew, however, this route also passes 
  directly through the territory of a giant jelly (page 60). About 
  an hour into the journey, the crew starts to hear a deep, 
  booming, and intermittent percussive noise that gradually 
  grows in frequency. A character who succeeds at a DC 22 
  Life Science or Physical Science check can deduce that this 
  noise originates from a large creature of some kind, possibly 
  as a warning or threat display; this knowledge grants that 
  character a +4 bonus to initiative for the upcoming combat 
  with the giant jelly.
  GIANT JELLY
  CR 5 
  XP 1,600
  HP 70 (page 60) 
  TACTICS 
  Before Combat Giant jellies are especially territorial and 
  aggressive at the end of their life cycle; they can easily 
  overtake the PCs if they attempt to escape. 
  During Combat The jelly instinctively attacks the largest 
  creature, first at range with its sonic pulse and then with 
  its slam attack after closing in.
  Morale The giant jelly struggles to protect its unborn 
  progeny and fights to the death. 
  ROOM BY ROOM
  Terra 5’s hatches are designed so that no more than 
  one hatch to a room can open at any given time. It’s 
  very difficult, but not impossible, to override this 
  safety feature (Engineering DC 30) or open the door 
  with brute strength (Strength DC 21). If one of these 
  checks succeeds, the hatch opens; add the water level 
  for all connected rooms and divide by the number of 
  connected rooms (rounding up) to get the new water 
  level in each room.
  
  19
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  Treasure: This giant jelly was preparing to reproduce, so it 
  has been gathering minerals. Still tangled in part of its jelly 
  lattice are precious minerals worth a total of 10,000 credits; 
  the minerals take 10 minutes to extract from the corpse and 
  separate from mundane material.
  Development: Upon defeating the giant jelly, the PCs receive 
  a communication from Avarin: their cargo has been cleared, so 
  they’re free to leave Entha within the hour. A character who 
  succeeds at a DC 17 Sense Motive check understands they’re 
  being asked to leave the planet immediately.
  TERRA 5
  Terra 5, at full capacity, represents the most modern and 
  specialized terraforming base on Entha. The platform crawls 
  slowly over the coral reef, periodically stopping to sink a long 
  drill bit deep into the reef’s base. After digging each shaft, 
  a second extension injects a mutagen into the reef. This 
  mutagen vastly accelerates the coral’s growth, choking off 
  and then severing its connection to the seabed and the magic 
  source therein (page 62). The detached reef structure then 
  gently bobs to the surface, where it continues to grow and 
  becomes a serviceable landmass upon which the Company 
  can build resort property. 
  Adjacent to a large, brightly colored coral reef, a well-lit 
  underwater structure of steel and transparent aluminum 
  perches on large articulated legs that allow it to crawl slowly 
  along the ocean floor. The structure lists toward a deep trench 
  that disappears into the inky depths. Flurries of white and 
  green foaming bubbles stream from various ruptures. Red 
  emergency lights pulse intermittently along its perimeter as 
  a water-dampened alarm faintly sounds through the water.
  When the PCs arrive at Terra 5, they find the base in 
  jeopardy. The drill hit a rare pocket of magically infused gas 
  deep within the reef, causing a huge explosion that sent 
  adamantine shards from the drill shaft rocketing into the 
  station’s hull. These punctures caused a cascade of deadly 
  breaches throughout the base that now threaten to tip the 
  station over the edge of the nearby trench and drown the 
  nonaquatic creatures aboard.
  Inside the base, Shan (whom the PCs can first encounter 
  in area A8) frantically tries to stem the flooding and help her 
  nonaquatic coworkers, but she can’t be everywhere at once. 
  If the crew encounters her while the base is still flooding or in 
  danger of falling into the abyss, she refuses to speak to them, 
  instead ordering the PCs to help her rescue others and stop 
  the flooding—“or else get the hell off the boat!”
  Shan deals with this disaster under duress because she 
  fears that she caused the drill’s catastrophic failure. She 
  recently attempted to sabotage the station to prevent it 
  from further damaging Entha’s ecosystem. Ultimately, the 
  Company’s cost-cutting measures caused the failure, but the 
  PCs won’t have a chance to learn these details (and more 
  importantly, convince Shan of the truth) until after they’ve 
  gotten the flooding under control. 
  STOPPING THE FLOW
  The crew has two obvious points of entry into Terra 5, and a 
  character who succeeds at a DC 17 Perception check identifies 
  them: the base’s moon pool (area A1) and its observatory (area 
  A2). The intact and functional moon pool allows easy access 
  to the facility, while the hatch from the breached and flooded 
  observatory into the corridor requires more effort to pry open. 
  Hazard: Terra 5 is flooding, and worse, as water fills the base, 
  the struts are in danger of collapsing and dropping the base 
  into the nearby trench. Some areas flood quickly, others more 
  slowly, and a few remain safely sealed for now. As soon as the 
  PCs enter Terra 5, have them roll initiative and determine each 
  character’s actions in turn on a round-by-round basis for the 
  duration of the event.
  To stabilize the base and save its nonaquatic occupants 
  from drowning or being dragged into the abyss and crushed 
  to death, the PCs must accomplish three tasks. They must fix 
  the on-board emergency water pump in the Pump Room (area
  A12), repair the breaches caused by the explosion in the ROV 
  Workshop (area A6), and reinforce the struts holding up the 
  base (area A13).
  Water Level: Each room’s description gives its starting 
  water level, and states whether it is flooding (or starts to 
  flood as systems fail). Flooding rooms list their starting water 
  level and the rate at which the water level increases in that 
  room (usually by 1 per round), up to a maximum value of 6. 
  To make keeping track of water levels easier, start counting 
  rounds and increasing a room’s water level only when the PCs 
  open the hatch to that room. Alternatively, for a much more 
  challenging encounter, you can track each flooding room 
  simultaneously; use d12s to keep track of each room’s water 
  levels and double the water level threshold for each effect 
  listed below (the effects are cumulative).
  Water Level Threshold
  Effect
  0
  None
  1
  Area is difficult terrain, Acrobatics 
  check DCs increased by 2.
  2
  Land speed reduced by 5 feet.
  ALTERNATIVE TO 
  FLOODING
  You can skip the flooding mechanics of Terra 5; the PCs 
  could simply repair the external struts, preventing the 
  base from going off the edge of the abyss and allowing 
  them to explore the totally flooded base at their leisure. 
  However, this approach likely means some of Terra 5’s 
  crew die in the flooding, and much of the evidence 
  that the PCs and Shan could have used against the 
  Company becomes useless due to water damage. 
  
  20
  3
  Land speed reduced by 5 feet.
  4
  Land speed reduced by 5 feet; swim 
  speed can be used; Small or smaller 
  creatures must swim.
  5
  Land speed reduced by 5 feet; 
  Medium or smaller creatures must 
  swim.
  6
  No air to breathe; suffocation and 
  drowning rules in effect (Starfinder 
  Core Rulebook 404).
  Hatches: When the PCs open a hatch, it affects the water 
  level in the two rooms on either side of that hatch. Add the 
  water levels of both rooms and divide by two (rounding up), 
  then set the new water level for both rooms to that value. For 
  example, if the PCs enter a room that has a water level of 1 and 
  then open a hatch to a room that has a water level of 6, both 
  rooms now have a water level of 4 (7 divided by 2, rounded 
  up). While rooms remain connected by an open hatch, their 
  water levels increase separately until the difference is 2 or 
  more, at which point you should add and divide their water 
  levels again, as above.
  Struts: Terra 5’s support struts sustained critical damage in 
  the explosion and threaten to collapse at any moment, which 
  will send the entire base tumbling into the abyss. If the water 
  level in 10 rooms reaches the maximum value of 6, the struts 
  break and the base begins its fall. These struts can be repaired 
  only from the outside of the base (area A13).
  A1. MOON POOL
  The interior of this wide, open room appears awash with 
  glowing rivulets of light that reflect off the large, round 
  pool of water at its center. Along the water’s edge, a steel 
  grating supports an assortment of diving equipment. On the 
  northern wall, wet suits and heavier aquatic gear hang in 
  open lockers, each accompanied by a name stenciled above 
  it. Soft, red warning lights pulse along the edge of the room.
  Six names appear above the aquatic gear: Shan, Dev, 
  Righteous, Zivix, Brishae, and Kaia—the usual occupants of 
  this station. A character who succeeds at a DC 17 Culture or 
  Perception check can deduce the species of each crew member 
  based on the equipment present (or absent, in the case of the 
  aquatic species). Shan is, of course, a brenneri; Dev and Kaia 
  are humans; Righteous is an android; Zivix is a shirren; and 
  Brishae is a morlamaw. Two Company goons, both kalos, have 
  also come onto the station, sent to intimidate Shan and to keep 
  her in check. A character who succeeds at a DC 24 Perception 
  check notices two out-of-place underwater propeller jets that 
  hint at the presence of more than just the typical occupants.
  Water Level: The water level in this room starts at 0 and 
  doesn’t increase unless a hatch to a room with a higher water 
  level opens, as normal.
  Treasure: A fully charged suit of personal, submersible 
  powered armor is plugged into a charging bay. A bank 
  of 10 batteries and 10 high-capacity batteries, all 
  waterproofed and compatible with standard technology, 
  sits on a rolling rack, all fully charged.
  PERSONAL SUBMERSIBLE
  LEVEL 7
  EAC Bonus +10; KAC Bonus +14
  Max Dex Bonus +2; Armor Check Penalty –4; Speed 20 ft., 
  swim 30 ft.
  Strength 18 (+4); Damage 1d10 P
  Weapon Slots 1; Upgrade Slots 2
  Capacity 40; Usage 1/hour
  Size Large (5-foot reach); Bulk 32
  DESCRIPTION
  This bulky and bulbous armor consists of pressure-resistant 
  20
  example, if the PCs enter a room that has a water level of 1 and 
  The interior of this wide, open room appears awash with 
  glowing rivulets of light that reflect off the large, round 
  pool of water at its center. Along the water’s edge, a steel 
  grating supports an assortment of diving equipment. On the 
  northern wall, wet suits and heavier aquatic gear hang in 
  open lockers, each accompanied by a name stenciled above 
  it. Soft, red warning lights pulse along the edge of the room.
  Six names appear above the aquatic gear: Shan, Dev, 
  Righteous, Zivix, Brishae, and Kaia—the usual occupants of 
  this station. A character who succeeds at a DC 17 Culture or 
  Perception check can deduce the species of each crew member 
  based on the equipment present (or absent, in the case of the 
  aquatic species). Shan is, of course, a brenneri; Dev and Kaia 
  are humans; Righteous is an android; Zivix is a shirren; and 
  Brishae is a morlamaw. Two Company goons, both kalos, have 
  also come onto the station, sent to intimidate Shan and to keep 
  her in check. A character who succeeds at a DC 24 Perception 
  check notices two out-of-place underwater propeller jets that 
  hint at the presence of more than just the typical occupants.
  Water Level:
  doesn’t increase unless a hatch to a room with a higher water 
  level opens, as normal.
  Treasure:
  waterproofed and compatible with standard technology, 
  sits on a rolling rack, all fully charged.
  PERSONAL SUBMERSIBLE
  EAC Bonus
  Max Dex Bonus 
  swim 30 ft.
  Strength
  Weapon Slots
  Capacity
  Size Large (5-foot reach); 
  DESCRIPTION
  DESCRIPTION
  This bulky and bulbous armor consists of pressure-resistant 
   KALO
   MERCENARY
  
  21
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  plates with durable seals. Retractable ridges along the armor’s 
  arms, legs, and back function as fins, providing increased 
  mobility in water and most 
  fluids. The armor grants you 
  a swim speed; its survival 
  functionalities allow you to 
  breathe underwater and to 
  endure the pressure of thick 
  atmospheres and great depths 
  even when your environmental 
  protections aren’t active.
  A2. OBSERVATORY
  This simple, gently sloped room has smooth 
  walls and two rows of seats arranged in 
  theater-style ascending rows, all bolted to 
  the floor. The seats face the remains of a 
  10-foot-wide, 20-foot-high viewing window. 
  Company-issued datapads and coffee mugs 
  float in the completely flooded chamber.
  One of the likely points of entry to Terra 5, the 
  observatory was originally conceived and built as a place for 
  visiting investors to get a close look at Entha’s terraforming 
  project; later, the Company repurposed the chamber because 
  it posed too much exposure to liability should a wealthy visitor 
  get injured or drown. Shan and her crewmates began using 
  the observatory to record scientific observations about the 
  flora and fauna of Entha—and, more discretely, the deleterious 
  effects of terraforming the planet. A character can open the 
  sealed hatch with a successful DC 27 Engineering or DC 18 
  Strength check, but with serious negative consequences.
  Water Level: If the hatch to this room is opened, treat 
  the room’s water level as 6, then adjust the water level of 
  connected rooms each round the hatch remains open (instead 
  of just when the hatch opens). A PC can close the hatch again 
  with a successful DC 18 Strength check.
  Treasure: The waterproof datapads floating in the room 
  contain firsthand observations and recordings of Entha’s sea 
  life and the effects of terraforming; a character can recover 
  one with a full action, and it provides a piece of evidence as to 
  the Company’s wrongdoing.
  A3. HALLWAYS (CR 5)
  Conduit pipes and maintenance gear clog this cramped corridor.
  The design of Terra 5’s hallways prioritize spatial efficiency 
  over easy movement, so Medium and larger creatures are 
  considered squeezing (Core Rulebook 257) while moving 
  through these hallways.
  Water Level: The water levels in hallways A3a and A3b
  start at 3 and increase by 1 per round; the other hallways 
  have a water level of 0 and don’t increase unless a hatch to 
  a flooding room opens, as normal.
  Creatures: Each time the crew enters 
  a hallway, they have a 25% chance to 
  encounter the two kalo mercenaries 
  the Company sent to strong-arm 
  Shan off the station; this chance 
  increases by 25% each time they 
  don’t encounter the mercenaries. The 
  mercenaries know that the Oliphaunt’s 
  crew haven’t returned from their tour; 
  they assume the PCs caused the damage 
  to Terra 5 and attack on sight.
  KALO MERCENARIES (2) CR 3
  XP 800 each
  Kalo soldiers
  LE Medium monstrous humanoid 
  (aquatic)
  Init +6; Senses blindsight 
  (sound) 60 ft., low-light vision; 
  Perception +8
  DEFENSE
  HP 40
  EAC 14; KAC 16
  Fort +5; Ref +3; Will +4
  Resistances cold 5
  OFFENSE
  Speed 30 ft., swim 50 ft.
  Melee underwater soprano singing spear +11 (1d8+9 P & So; 
  critical confuseAR)
  Ranged underwater frostbite-class zero rifle +8 (1d8+3 C; 
  critical staggered)
  Offensive Abilities fighting styles (blitz)
  TACTICS 
  During Combat The mercenaries move toward enemies to 
  increase their potential for attacks of opportunity. They 
  also open nearby hatches to help flood the hallway, as 
  flooding gives them an advantage in combat.
  Morale The kalo mercenaries fight until defeated. 
  STATISTICS
  Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha +0
  Skills Athletics +8 (+16 to swim), Intimidate +8, Stealth +13 
  (+17 in water)
  Languages Common, Draconic, Kalo
  Other Abilities water breathing
  Gear graphite carbon skin, frostbite-class zero rifle with 
  2 high-capacity batteries (40 charges each), soprano 
  singing spearAR
  A4. HALLWAY OUTSIDE LABORATORY
  A PC who succeeds at a DC 17 Perception check while in this 
  corridor picks up on a weak and wordless telepathic plea for 
  help coming from somewhere inside the laboratory (area A5). A 
  character with telepathy automatically succeeds at this check.
  DEV
  
  22
  A5. LABORATORY
  This sleek, well-appointed laboratory has a variety of 
  research and analytical equipment. Built into its curved 
  exterior wall, several aquariums host a myriad of life— 
  including coral colonies, small glowing fish, and a large eel 
  with feathery fins. Large, rectangular metal tanks topped 
  with nets of fine mesh rest below each aquarium. Dissection 
  tables, scales, and waterproofed computers sit in organized 
  rows in the middle of the room. 
  This lab is the only one of its kind on Entha’s terraforming 
  bases; Shan pushed to have a larger, better facility included 
  on Terra 6, but Avarin’s budget cutbacks made her argument 
  irrelevant. Shan discovered aglians’ sapience here and pushed 
  hard for the lab to be used in cataloging and preserving as 
  much knowledge about Entha’s ecosystems as possible.
  A character who succeeds at a DC 17 Engineering, Life 
  Science, or Perception check realizes that each aquarium 
  has a control panel that opens either of its sides; it can open 
  to Terra 5’s interior and exterior, but not both at the same 
  time, forming a sort of water lock with the ocean outside the 
  lab. The metal tanks reclaim the water, and the nets catch 
  the contents of the aquariums when they empty into 
  the interior.
  A character who succeeds at a DC 17 
  Perception check can tell the approximate 
  origin of the telepathic message from 
  area A4, enough to narrow it to the 
  tank containing an aglian (page 
  56); 
  characters 
  with 
  telepathy 
  automatically succeed at this check. The 
  aglian can’t be identified with Life Sciences 
  or other skills, as they’re unique to this 
  world and only recently discovered 
  by outsiders. Isolated from the rest 
  of their kind and trapped in the 
  aquarium, this aglian appears 
  helpless and under considerable 
  stress. Any character can use the 
  control panel for this tank to open the 
  aglian’s aquarium to the sea, and if the creature 
  has any opportunity to escape, whether by 
  being released or because the laboratory 
  floods, they do so. 
  Water Level: Two rounds after the 
  PCs enter the room, the water lock 
  containing reef fragments shorts out 
  in a shower of sparks, and both sides 
  of its aquarium, interior and exterior, 
  begin to open simultaneously; as the 
  room floods, the water level 
  increases by 1 per round. This 
  flooding can’t be stopped, 
  and the PCs must close another hatch—such as the one 
  leading to area A4—to seal off the lab. The aglian can escape 
  once the water level reaches 6.
  Treasure: Valuable reagents in several vials scattered 
  around the lab can fetch 10,000 credits; the PCs can sell them 
  with a successful use of the find buyer downtime activity 
  (Starfinder Adventure Path #34 54).
  Development: Note whether the characters attempt to 
  attack, capture, or help release the aglian; their choice here 
  affects the way that other aglians receive the crew later in 
  the adventure.
  Story Award: If the PCs release the aglian, award them 
  800 XP.
  A6. ROV WORKSHOP
  Machine parts are strewn about this dark, crowded workshop. 
  The only light emanates from a control console showing 
  a video feed of the terraforming base as seen from right 
  outside. The smell of oil and grease fills the air.
  A character can use this room’s control 
  station to pilot a Remote-Operated 
  Vehicle (ROV) to conduct makeshift 
  repairs outside the base, reducing 
  the flooding in other rooms with 
  breaches. Only one character can 
  operate the ROV at a time, which 
  requires a full action and a successful DC 
  17 Piloting or Engineering check. Failing 
  this check twice in a row results in a 
  malfunction that renders the ROV unusable 
  for 1d4 rounds. With a successful check, the 
  operator can either move the ROV to a different 
  room’s exterior or repair a breach in an adjacent 
  room (see Development on page 23) using the ROV’s 
  built-in welders.
  A second large console, currently turned off, controls 
  the entire base’s locomotion. In ordinary circumstances, 
  Terra 5 can “walk” across the seafloor on multiple 
  legs, which are currently damaged; if the crew 
  turns the console on and attempts to use 
  it (1 standard action each)—against Dev’s 
  immediate objections (see Creature below), 
  presuming he has regained consciousness—the 
  entire base shudders and leans even more to the 
  side as its damaged limbs attempt to reset; advance the 
  flooding in the next room the crew enters by 2 rounds, 
  and increase the DC of Engineering checks to 
  repair or lower the struts (area A13) by 2.
  Water Level: The water level starts 
  at 0 and doesn’t increase unless a 
  hatch to a room with a higher 
  water level opens, as normal.
  hard for the lab to be used in cataloging and preserving as 
  much knowledge about Entha’s ecosystems as possible.
  A character who succeeds at a DC 17 Engineering, Life 
  Science, or Perception check realizes that each aquarium 
  has a control panel that opens either of its sides; it can open 
  to Terra 5’s interior and exterior, but not both at the same 
  time, forming a sort of water lock with the ocean outside the 
  lab. The metal tanks reclaim the water, and the nets catch 
  the contents of the aquariums when they empty into 
  the interior.
  A character who succeeds at a DC 17 
  Perception check can tell the approximate 
  origin of the telepathic message from 
  , enough to narrow it to the 
  tank containing an aglian (page 
  56); 
  characters 
  with 
  telepathy 
  automatically succeed at this check. The 
  aglian can’t be identified with Life Sciences 
  or other skills, as they’re unique to this 
  world and only recently discovered 
  by outsiders. Isolated from the rest 
  of their kind and trapped in the 
  aquarium, this aglian appears 
  helpless and under considerable 
  stress. Any character can use the 
  control panel for this tank to open the 
  aglian’s aquarium to the sea, and if the creature 
  has any opportunity to escape, whether by 
  being released or because the laboratory 
  floods, they do so. 
  Water Level: Two rounds after the 
  PCs enter the room, the water lock 
  containing reef fragments shorts out 
  in a shower of sparks, and both sides 
  of its aquarium, interior and exterior, 
  begin to open simultaneously; as the 
  room floods, the water level 
  increases by 1 per round. This 
  flooding can’t be stopped, 
  Machine parts are strewn about this dark, crowded workshop. 
  The only light emanates from a control console showing 
  a video feed of the terraforming base as seen from right 
  outside. The smell of oil and grease fills the air.
  A character can use this room’s control 
  station to pilot a Remote-Operated 
  Vehicle (ROV) to conduct makeshift 
  repairs outside the base, reducing 
  the flooding in other rooms with 
  breaches. Only one character can 
  operate the ROV at a time, which 
  requires a full action and a successful DC 
  17 Piloting or Engineering check. Failing 
  this check twice in a row results in a 
  malfunction that renders the ROV unusable 
  for 1d4 rounds. With a successful check, the 
  operator can either move the ROV to a different 
  room’s exterior or repair a breach in an adjacent 
  room (see Development on page 23) using the ROV’s 
  built-in welders.
  A second large console, currently turned off, controls 
  the entire base’s locomotion. In ordinary circumstances, 
  Terra 5 can “walk” across the seafloor on multiple 
  legs, which are currently damaged; if the crew 
  turns the console on and attempts to use 
  it (1 standard action each)—against Dev’s 
  immediate objections (see Creature below), 
  presuming he has regained consciousness—the 
  entire base shudders and leans even more to the 
  side as its damaged limbs attempt to reset; advance the 
  flooding in the next room the crew enters by 2 rounds, 
  and increase the DC of Engineering checks to 
  repair or lower the struts (area A13) by 2.
   A13) by 2.
   A13
  Water Level: The water level starts 
  at 0 and doesn’t increase unless a 
  hatch to a room with a higher 
  water level opens, as normal.
  ZIVIX
  
  23
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  Creature: The PCs find Dev (NG male human mechanic) 
  unconscious and slumped over in a folding chair. The 
  explosion that rocked Terra 5 hit while Dev was 
  performing routine maintenance, and the blast 
  sent him headfirst into the ROV control console. 
  A character can revive him with a standard 
  action, but for 3d4 rounds, he’s still too 
  groggy to operate the ROV himself; once 
  able, he automatically succeeds at Piloting 
  and Engineering checks to operate the 
  ROV. During his recovery time, Dev can 
  issue simple instructions and corrections 
  to anyone operating the ROV, giving 
  them a +2 circumstance bonus to 
  operate it. Embarrassed and rubbing 
  his head, he comments about the 
  still-functional ROV, “Them things are 
  damn-near indestructible—can’t say 
  the same for my skull.”
  Treasure: Secured to the wall are 
  three advanced emergency repair 
  kits, each full of limited-use nanites 
  designed to adapt to and repair a variety 
  of machinery. These kits have light bulk; a 
  character can use one as a standard action to restore up to 
  2d8 Hit Points to an adjacent construct (including an android 
  or a mechanic’s drone); a construct can use a kit on themself.
  Development: For every round a character successfully 
  performs repair work on the base’s exterior using the ROV (or 
  for every round Dev operates the console after recovering), 
  slow the flooding rate in the corresponding room by 1 round 
  (for example, a room whose water level would increase every 
  round instead increases every 2 rounds), to a minimum rate 
  of 1 water level increase every 3 rounds. ROV repair can’t 
  reduce flooding to 0; PCs still need to seal flooding rooms 
  behind hatches.
  A7. BUNK ROOM (CR 5)
  This cramped, damp-smelling room hosts ten bunks, five 
  above and five below. Each bunk has a simple vidscreen 
  built into the wall next to it, along with a shallow recess that 
  holds personal items, most of which have scattered across 
  the room.
  Water Level: The water level in this room starts at 0 and 
  doesn’t increase unless a hatch to a room with a higher water 
  level opens, as normal.
  Creature: On a top bunk, a trembling shirren named Zivix 
  has crouched on all fours in a defensive pose, covered in 
  a wet blanket that sticks uncomfortably to his chitin. 
  Currently experiencing the worst day of his life, Zivix is 
  the newest member of the Terra 5 crew and has begun 
  experiencing claustrophobia in his new home. He’s already 
  uncomfortable with water, and living so deep beneath the 
  waves for extended periods has taken a deep toll on his 
  psyche. Before coming to Entha, Zivix used to skim 
  equipment from the Company and resell it for a small 
  profit. When he noticed the two kalos board the 
  station earlier today, he concluded that they 
  had come to exact revenge for his thefts. 
  The final nail for his fragile state lies in his 
  belief that the Company deliberately caused 
  the explosion at Terra 5, intending to make his 
  death look like an accident.
  When the PCs show up, Zivix assumes 
  they’re corporate assassins and lashes 
  out in a desperate survival instinct.
  ZIVIX
  CR 5
  XP 1,600
  Male shirren mechanic
  N Medium humanoid (shirren) 
  Init +3; Senses blindsense (vibration) 
  30 ft.; Perception +11 
  DEFENSE
  HP 65
  EAC 17; KAC 18 
  Fort +6; Ref +6; Will +6 
  Defensive Abilities evasion
  OFFENSE 
  Speed 30 ft. 
  Melee unarmed strike +10 (1d3+5 B; nonlethal) 
  Ranged voltaic anchor pistol +12 (1d6+5 E nonlethal; critical 
  bindAR) 
  Offensive Abilities overload (DC 15), target tracking
  TACTICS 
  During Combat Zivix attempts to flee into the adjacent 
  common area (area A8), unaware it’s flooding; as he runs, 
  he fires wild shots at the PCs. 
  Morale Zivix surrenders if a PC succeeds at a DC 20 
  Diplomacy or Intimidate check, or if he’s reduced to 
  20 Hit Points or fewer, throwing his weapon down and 
  collapsing in tears. 
  STATISTICS 
  Str +0; Dex +3; Con +2; Int +5; Wis +0; Cha +0 
  Skills Acrobatics +11, Computers +16, Culture +16, 
  Diplomacy +11, Engineering +16
  Languages Common, Shirren; limited telepathy 30 ft.
  Other Abilities artificial intelligence (exocortex), custom rig, 
  mechanic tricks (energy shield [10 HP, 5 minutes], quick 
  repair), remote hack (DC 15)
  Gear voltaic anchor pistolAR with 1 high-capacity battery 
  (40 charges)
  Treasure: The personal effects of Terra 5’s crew include 
  three credsticks, each with 1,200 credits. Still too shaken, 
  Zivix doesn’t object if the PCs rifle through his and his 
  coworkers’ belongings.
  KAIA
  
  24
  Development: If the PCs subdue Zivix relatively nonviolently, 
  he gives them basic information about the pump room (area 
  A12), the ROV workshop (area A6), and the lab (area A5). He 
  doesn’t know which rooms have flooded or why, or that the 
  struts threaten to collapse, so he can’t help the PCs with any of 
  those issues; after the fight, he refuses to leave the bunk room.
  Story Award: If the characters subdue Zivix without 
  defeating him in combat, award them 1,600 XP.
  A8. COMMON AREA
  This utilitarian room’s benches fold out from the walls, and 
  one wall has a large vidscreen mounted on it. A low table 
  even with the surface of the water sloshes over the floor.
  Terra 5’s common area served as the site of several heated 
  discussions between Shan and the rest of the crew about 
  what to do about the destruction of the aglians. 
  Water Level: The water level in this room starts at 1 and 
  doesn’t increase for 2 rounds. At that point, anyone in the 
  room hears a loud, ominous creaking noise, followed by an 
  explosion of water as part of the wall gives way; the room’s 
  water level then increases by 2 per round.
  Creatures: Kaia (N female human) and Shan were watching 
  a horror movie on the vidscreen in this area when the 
  explosion rocked the station; now they frantically work to 
  locate micro leaks causing floods in the common area. The 
  crew surprises both Shan and Kaia—especially if they arrive 
  following Zivix fleeing from area A7—and Shan demands to 
  know their business in Terra 5. If a PC has the terraformer or 
  union busted background (Starfinder Adventure Path #34 45), 
  Shan recognizes that character and shoots them a grim smile. 
  “Came crawling back for me, eh? Well,” she says, gesturing 
  around, “I haven’t exactly moved up in the world, have I?” If 
  the crew tells her that Tarika sent them, Shan seems shocked 
  but puts off any longer conversation until they’ve solved the 
  crisis (see Helping Shan on page 26). Kaia is a noncombatant; 
  a character who succeeds at a DC 17 Diplomacy check can 
  convince Shan and Kaia that they came to help; otherwise, 
  both continue working to find the source of the flooding. Shan 
  tries to prevent the PCs from opening any further hatches, 
  accurately pointing out that no one knows the extent of the 
  damage and opening a hatch could further flood the base.
  Once the flooding increases, Shan shouts, “If we don’t stop 
  the flooding, the struts will give out and we’ll all die! I can feel 
  them buckling!” Kaia leaves the room as quickly as possible. 
  Kaia will close hatches behind herself—even if the PCs remain 
  inside the room—in an attempt to stem the flooding, but Shan 
  will wait for characters and try to rescue anyone else trapped 
  on the wrong side of a hatch.
  Development: If the PCs know of a safe route back to the 
  moon pool (area A1), they can tell Kaia and Shan, who thank 
  them and rush off to get their aquatic gear. Shan is unarmed 
  and has no desire to fight the PCs, but she’ll likely accompany 
  the crew for Part 3 of this adventure. To help adjudicate her 
  actions, use the following stat block.
  SHAN
  CR 5
  XP 1,600
  Female brenneri (Starfinder Alien Archive 3 8)
  NG Medium humanoid (brenneri)
  Init +2; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  HP 65
  EAC 17; KAC 18
  Fort +4; Ref +4; Will +8 
  OFFENSE
  Speed 30 ft., swim 20 ft.
  Melee improvised weapon +10 (1d6+6 B)
  Offensive Abilities supporting fire
  TACTICS 
  Before Combat Shan is unarmed and avoids combat 
  by choice, but she follows her friends and the PCs if 
  they help her save the aglians. If given a small arm or 
  longarm, her ranged attack bonus is +10, and she adds 
  her CR to damage. 
  During Combat Shan uses supporting fire to help the PCs. 
  Morale Shan falls back if the PCs signal a retreat but 
  otherwise fights by their side.
  STATISTICS
  Str +1; Dex +2; Con +1; Int +3; Wis +5; Cha +2
  Skills Athletics +11, Diplomacy +16, Engineering +16, Life 
  Sciences +11, Sense Motive +16
  Languages Brenneri, Common
  Other Abilities favored object (seashell), hold breath, 
  team player
  Gear personal comm, seashell
  SPECIAL ABILITIES
  Supporting Fire If armed with a small arm or longarm, Shan 
  automatically succeeds at covering fire or harrying fire, 
  and the bonus gained from these actions is increased 
  to +3.
  Team Player When Shan aids another with one of the skills 
  listed in her skills entry, she automatically succeeds and 
  the bonus increases to +3.
  A9. GALLEY
  A well-stocked galley lies in utter disarray as dry foods have 
  fallen off steel shelving and into seawater. 
  Low-quality, long-lasting food is strewn about this galley. 
  Some of the rations have expired but technically remain 
  edible; they haven’t been replaced thanks to the Company’s 
  cost-saving measures.
  Water Level: The water level in this room starts at 1 and 
  increases by 1 every round. Rather than a breach to the ocean, 
  the flooding here is due to a ruptured pipe that normally 
  draws sea water for filtration to produce water for drinking 
  
  25
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  and food preparation. A character can deduce this function 
  and discover an emergency shut-off valve with a successful 
  DC 24 Engineering or Perception check; a character can then 
  spend 1 round engaging the emergency valve, 
  which ends the flooding in this room.
  Treasure: 
  Someone’s 
  secret 
  stash 
  of 
  expensive aged liquor has fallen from an upper 
  cabinet and floats in the water undamaged. It 
  has 1 bulk and a value of 4,000 credits.
  A10. POWER BAY
  An array of subtly glowing power 
  cells lines the walls of this cramped 
  room, where the smell of seaweed and an 
  underlying scent of ozone fill the air.
  To fulfill the incredibly demanding 
  power needs of this terraforming station, 
  the Company relies on custom-crafted 
  hybrid power cells harvested from Entha’s 
  magical seaweed forests. This room stores the 
  cells in series, powering the station for months at a 
  time so that work can proceed uninterrupted.
  A PC who succeeds at a DC 17 Mysticism or Engineering 
  check can tell that the hybrid power cells lining the walls 
  each have an output equal to several ultra-capacity batteries 
  (though the hybrid power cells are too large and bulky to be 
  adapted for weapons, armor, and most other equipment).
  Water Level: The water level in this room starts at 2 and 
  increases by 1 each round.
  Hazard: One of the power cells higher up on the wall isn’t 
  properly seated in its housing, exposing an incomplete circuit. 
  At the beginning of the round that the water level reaches 4, the 
  water completes the circuit and creatures touching the water in 
  this room take 3d6 electricity damage. A PC who succeeds at a 
  DC 27 Perception check notices the danger and can adjust the 
  power cell in 1 round, seating it safely in its housing.
  Treasure: A character can take 2 rounds to safely remove 
  a power cell. Each power cell has 2 bulk and can be sold for 
  3,000 credits.
  Story Award: If the PCs fix the power cell or take damage 
  from the hazard, award them 800 XP.
  A11. DRILLING BAY
  Water fills this room. A massive drilling rig has collapsed 
  through the sea-facing wall, and now takes up much of the 
  chamber. An android’s corpse occupies the control chair. 
  Large tanks filled with a dull-gray liquid leak into the water.
  Creature: The crew sees Righteous, Terra 5’s deceased rill 
  operator, slumped in the operator’s chair. A character who 
  succeeds at a DC 17 Medicine or Perception check can see 
  that while shrapnel from the explosion hit him, the collapsed 
  drilling rig pinned him in the seat, so he likely drowned.
  Water Level: If the hatch to this room is opened, treat the 
  room’s water level as 6, then adjust the water level of connected 
  rooms each round the hatch remains open (instead 
  of just when the hatch opens). A PC can close the 
  hatch with a successful DC 18 Strength check.
  Treasure: Righteous carried his credstick 
  on a chain around his neck, along with a 
  holo-locket containing an image of his wife to 
  remind him why he worked this dangerous 
  job. The credstick contains 4,000 credits; the 
  locket is worthless to anyone but his widow.
  Development: If the PCs discover 
  Righteous, they have further evidence 
  that the Company’s malfeasance costs 
  lives. Righteous’s widow, Tula (N 
  female ghoran), resides on Ghorus 
  Prime; if the crew later returns the 
  locket to her (a course of action Shan 
  might suggest), award them 800 XP.
  A12. PUMP ROOM
  An extremely loud and massive water pump fills this room, 
  connected to the ceiling and floor with thick steel conduits. 
  A small walkway leads around its edge. Smoke pours from 
  vents along the top of the straining pump.
  The pump in this room maintains Terra 5’s air and water 
  pressure; the recent explosion caused it to malfunction. The 
  pump must be restored to full functionality to stabilize Terra 
  5 and prevent the station from falling into the nearby abyss.
  A character who succeeds at a DC 17 Engineering or 
  Perception check notices that several smaller conduits have 
  been knocked out of alignment. Shoving them into place 
  requires a successful DC 14 Strength check; due to the 
  cramped space, only one additional creature can aid another 
  on this check. Repairing these conduits stabilizes the pump 
  and returns it to minimal functionality, but getting it back 
  to full capacity requires a successful DC 22 Computers or 
  Engineering check to restart its software and run diagnostics.
  Water Level: The water level in this room starts at 0 and 
  doesn’t increase unless a hatch to a room with a higher water 
  level opens, as normal.
  Development: If the PCs restore the pump to full capacity, 
  the water level in each room of Terra 5 begins to decrease by 
  1 every 5 rounds. Note that this might not be enough to offset 
  the still-flooding rooms, and the observatory (area A2) and drill 
  room (area A11), which are exposed to the sea, permanently 
  stay at the highest water level. Restoring the pump to only 
  minimal functionality greatly reduces its effectiveness, and 
  the water level in each room begins to decrease by 1 every 
  10 rounds. If the PCs fail both checks, they might need to 
  SHAN
  
  26
  find another solution for reducing Terra 5’s overall water level, 
  which you, as the GM, can adjudicate.
  Story Award: If the PCs repair or stabilize the pump, award 
  them 1,600 XP.
  A13. STRUTS
  Four massive articulated struts, bubbles hissing from their 
  joints, support Terra 5; each glows with area lights and 
  access panels. Two of the struts have taken serious damage, 
  and the remaining two groan with the stress of carrying 
  more than their share of the weight.
  Terra 5’s support and mobility structures are accessible only 
  from outside the base. The station’s chief mechanic Birshae (N 
  female morlamaw) is desperately trying to shore up failing 
  systems. She swims around the entire station, patching major 
  holes and attending to the struts as best she can; if the PCs 
  offer help, she tells them how best to direct their efforts. 
  A character can access repair panels on damaged struts 
  and activate their self-driven repair processes—this required 
  manual activation is a result of the Company’s cost-cutting. 
  This task requires a successful DC 22 Computers or 
  Engineering check, or 2 extra rounds of fiddling with the 
  controls. If the PCs carry out emergency repairs on the two 
  damaged struts, the base remains stable after fully flooding 
  for 10 extra rounds before failing. If they carry out the 
  repairs and the station doesn’t fully flood, these repairs are 
  sufficient to save it from collapse.
  Alternatively, each strut has a manual release lever that 
  requires a successful DC 14 Strength check to engage, causing 
  the strut to slowly collapse and safely lower the base to the 
  sea floor. A character who succeeds at a DC 17 Engineering 
  or Perception check realizes that lowering just one of the 
  remaining functional struts will put too much strain on the 
  remaining one—this has a 50% chance of causing catastrophic 
  failure, sending the entirety of Terra 5 careening off the edge 
  of the trench and into the watery abyss. However, if the PCs 
  successfully lower the struts within 1 round of each other, the 
  base settles safely to the seabed and is no longer in danger of 
  collapsing into the nearby trench.
  Story Award: If the characters save Terra 5 by repairing or 
  safely lowering the struts, award them 1,600 XP.
  HELPING SHAN
  Once the characters have Terra 5’s flooding under control and 
  have either reinforced or manually released its struts, they 
  can safely take a 10-minute rest, though the base remains in 
  bad shape.
  In the aftermath of the explosion that nearly destroyed 
  her home of the last few months, Shan handles herself 
  ably. However, she holds what she feels is a terrible secret: 
  she believes herself responsible for the drill’s catastrophic 
  failure. Just a day earlier, desperate to stop the Company’s 
  terraforming efforts and forestall the destruction of the 
  aglians, she attempted to modify the software running Terra 
  5’s drilling machinery. This adjustment proved moderately 
  successful in reducing the drill’s efficiency, but ultimately 
  had nothing to do with the failure. A character who 
  succeeds at a DC 24 Sense Motive check while talking to 
  Shan suspects that she feels guilty for the disaster. A PC 
  with the terraformer or union busted background (Starfinder 
  Adventure Path #34 45) gains a +5 bonus to this check.
  The PCs have had several opportunities to learn that the 
  Company has engaged in risky cost-cutting measures that led 
  to equipment failures on the station; characters can attempt 
  an additional DC 19 Computers, Culture, or Engineering check 
  to confirm that Terra 5’s emergency didn’t result from Shan’s 
  software modifications. Convincing Shan of her innocence 
  represents a more difficult task—the PCs must show her 
  evidence of the Company’s malfeasance and succeed at a DC 
  24 Diplomacy check.
  Once the base is safe, the PCs can find Shan in the bunk 
  room (area A7) as she hurriedly packs her limited possessions 
  in a black duffel bag. She talks to the PCs as she packs; her 
  answers to questions they might have are as follows. 
  What happened to Terra 5? “I—” Shan cuts herself off. “Drill 
  failure.” This is a good opportunity for the PCs to notice and 
  draw out Shan’s guilt, as well as convince her of her innocence 
  given what they’ve seen and heard.
  Why are you packing? “Listen, thanks for your help, but 
  I have to get out of here. Just before—” She gestures at the 
  mess. “THIS happened, a couple Company goons came by. 
  They were trying to convince me to come back to Elysia with 
  them. I gotta be honest. I think the plan was for me to get 
  lost on the way.” She shakes off a sudden chill and returns 
  to packing.
  What happened to your comms? Shan looks confused for a 
  moment, then seems struck with a grim realization. “So that’s 
  why I haven’t heard from Ma. I bet those Company bastards 
  have been screening my comms—Wait, they didn’t even let my 
  birthday message through?!”
  Come with us to our ship and we’ll take you home. Shan 
  scoffs. “Home?! I’m not just gonna leave and let the Company 
  get away with genocide!” Shan pauses to collect  herself. 
  COLLECTING EVIDENCE
  At this point in the adventure, the crew of the 
  Oliphaunt has repeatedly found proof that EJ Corp 
  has knowingly conducted operations that destroyed 
  Entha’s ecosystem, including endangering the aglians, 
  its local sapient species. As the PCs proceed through 
  Entha’s seas, they’ll encounter more opportunities to 
  collect evidence that prove Entha is worth saving. 
  They or Shan can present their findings to the broader 
  galaxy at the end of the adventure, potentially saving 
  an entire world from ruin.
  
  27
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  “Look. I could use your help. You, me, and the Company aren’t 
  the only sapient species living on this world.” Shan quickly 
  taps through menus on a nearby wall console, bringing up 
  a slowly rotating model of an aglian, similar to the one the 
  crew might have seen in area A5. “Meet the aglians,” she 
  says, gesturing at the screen. “Give the Company another 
  year here, and they’re history.”
  How is EJ Corp threatening the aglians? Shan stops 
  packing, looking skeptical. “You did see that giant hole in 
  the reef on the way in, right? You think that’s good for an 
  ecosystem? To pump it full of mutagen and sever it from its 
  lifeblood?” Shan catches herself. “Sorry. Actually, that’s not 
  the half of it. This boat and all the other Terra bases run on 
  power cells the Company harvests from seaweed forests—
  same forests the aglians live in, if I’m right.”
  What are you going to do? “My plan is to head to the 
  source. I’m gonna make contact with the aglians and get 
  evidence that the Company is destroying their homes. The 
  Company harvester ain’t camera shy.” Shan gestures to the 
  small camera built into her datapad. “If I can get enough 
  proof and somehow get it to the Xenowardens, maybe 
  they’ll be able to put enough public pressure on the board 
  of directors to shut this operation down. And the more 
  evidence and witnesses there are, the better.”
  How do you know the aglians are sapient? “On their own, 
  they’re limited to a single concept. But enough of them 
  schooling together form a kind of neural network that’s 
  as thinking and feeling as you and me. I’ve watched 
  them investigate Terra 5, swarming together into 
  individual schools, separating, and reforming into 
  different groups. It’s hard to explain, but I’ve 
  seen proof that they can think, and reason, 
  and plan. Now I just gotta prove it to the 
  rest of the galaxy.”
  So they’re like barathu? “Sort of, but 
  barathu are sapient on their own. As far 
  as I can tell, single or even small groups 
  of aglians can act only instinctively. 
  It’s not until they link up that they gain 
  sapience like we know it. And while 
  barathu merge for the long haul, these 
  critters constantly swap constituents—and 
  change radically in the process.”
  How are you going to find the aglians? “I’ve 
  kept track of aglian sightings as we crawled 
  over this particular reef. They always come from 
  roughly the same direction, and there were more 
  of them at a certain point a few hundred miles back. 
  That’s not too far from what the grunts around here call 
  the Shadow Sea—a stretch of ocean whose waters are too 
  dark to be natural, even at this depth.”
  How can we help? “Come with me to make first contact 
  with the aglians, and help me collect evidence that this 
  planet’s life-forms are worth saving. You wouldn’t think 
  people should need much convincing, but if EJ Corp’s good 
  at one thing, it’s sweeping folks like me under the rug.”
  Development: Even with the extensive efforts of the 
  PCs, Terra 5 remains in critical condition, barely hanging 
  together. The surviving crew calls for help, supplies, and 
  repair equipment from Elysia, which means the terraforming 
  base will become a hotbed of activity in a few hours. Shan 
  has no interest in sticking around, and she insists that she’ll 
  seek out the aglians with or without the help of the PCs, 
  though she clearly hopes they’ll join her. 
  Shan (or one of the PCs, if they offer her the use of a 
  wavecutter) can use one of the kalo’s propeller-jets to keep 
  pace with the crew’s wavecutters, though it doesn’t offer 
  any of the benefits of a vehicle, such as cover. On the way 
  out, Shan stops at the moon pool to suit up; as a brenneri, 
  she can hold her breath for long periods of time but still 
  benefits from the advanced wet suit, which functions as a 
  space suit.
  Story Award: If the characters speak with Shan and agree 
  to help her make first contact with the aglians, award them 
  1,600 XP.
  27
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  Company harvester ain’t camera shy.” Shan gestures to the 
  small camera built into her datapad. “If I can get enough 
  proof and somehow get it to the Xenowardens, maybe 
  they’ll be able to put enough public pressure on the board 
  of directors to shut this operation down. And the more 
  evidence and witnesses there are, the better.”
  How do you know the aglians are sapient? “On their own, 
  they’re limited to a single concept. But enough of them 
  schooling together form a kind of neural network that’s 
  as thinking and feeling as you and me. I’ve watched 
  them investigate Terra 5, swarming together into 
  individual schools, separating, and reforming into 
  different groups. It’s hard to explain, but I’ve 
  seen proof that they can think, and reason, 
  and plan. Now I just gotta prove it to the 
  critters constantly swap constituents—and 
   “I’ve 
  kept track of aglian sightings as we crawled 
  over this particular reef. They always come from 
  roughly the same direction, and there were more 
  of them at a certain point a few hundred miles back. 
  That’s not too far from what the grunts around here call 
  the Shadow Sea—a stretch of ocean whose waters are too 
   “Come with me to make first contact 
  with the aglians, and help me collect evidence that this 
  planet’s life-forms are worth saving. You wouldn’t think 
  Story Award: If the characters speak with Shan and agree 
  to help her make first contact with the aglians, award them 
  1,600 XP.
  LOVE�DANGER
  �TRUST
  
  28
  BACK IN MOTION
  Once the crew and Shan set out to find the aglians, they reach 
  the Shadow Sea in 2d3 hours. When they arrive, the lights built 
  into the crew’s armor and comm units—as well as the running 
  lights on their wavecutters or other vessels—begin to dim. The 
  area and range of nonmagical light are halved in the Shadow 
  Sea, and such lights can provide only dim light at best. Magical 
  sources of light provide only dim light but with normal range. 
  All is not entirely dark, however; magically glowing patches of 
  coral reefs and bioluminescent seaweed twinkle in the distance 
  like a star field, emitting light that still penetrates the darkness.
  EVENT 5: ALWAYS A BIGGER FISH (CR 7)
  As the PCs proceed through the Shadow Sea to the spot Shan 
  suspects houses an aglian enclave, another giant jelly emerges 
  from the depths and attacks them. After 1 round of combat, a 
  character who succeeds at a DC 24 Perception check notices 
  that some portion of a distant glowing reef blinks out, as 
  though turned off by a switch. An enormous abynthic blocks 
  the view as it swims in the direction of the crew, specifically 
  aiming for the giant jelly. The abynthic arrives at the beginning 
  of the second round of combat, swallows the jelly whole, and 
  then replaces it in the initiative order. If attacked, the abynthic 
  fights back; if the crew refrains from attacking the abynthic 
  for a full turn after it appears, it swims on, interested only 
  in digesting its considerable meal. A PC who tries to identify 
  the creature or predict its behavior can attempt a DC 24 Life 
  Science check; on a success, that PC suspects the abynthic will 
  leave the crew alone if allowed to pass by unharmed.
  GIANT JELLY
  CR 5 
  XP 1,600 
  HP 70 (page 60) 
  TACTICS 
  During Combat This giant jelly was taken by surprise while 
  digesting a recent meal. It unleashes a sonic pulse at the 
  nearest PC.
  Morale If the jelly somehow survives the abynthic’s attack, 
  it flees the area immediately. 
  ABYNTHIC
  CR 7 
  XP 3,200
  HP 112 (page 55) 
  TACTICS 
  During Combat The abynthic targets the giant jelly, as 
  it’s the largest creature present. If the PCs attack the 
  abynthic after it swallows the giant jelly, it attempts to 
  swallow a PC whole; otherwise, it leaves (see above).
  Morale The abynthic fights to the death. 
  Story Award: If the PCs wait out the abynthic instead of 
  fighting it, award them 3,200 XP as though they defeated it 
  in combat.
  FOREST OF THE SHADOW SEA
  The Shadow Sea hosts a massive seaweed forest that sprawls 
  for thousands of square miles. Dozens of unique species 
  found only on Entha thrive within this verdant ecosystem, 
  the most notable of them being the sapient eels known as 
  aglians. Aglians draw sustenance from the seaweed, which 
  along with being a food source, is also the likely origin of their 
  supernatural and telepathic ability to form sapient collectives. 
  Over the last few years, the Company has encroached more 
  and more on their territory, including razing the forest they 
  depend on; since then, the aglians have become increasingly 
  desperate to save their homes.
  Soon after the crew’s arrival, they discover that Shan’s 
  hypothesis is correct: aglians indeed live in and around 
  a large seaweed forest in the Shadow Sea. Just as the 
  characters reach this forest, their wavecutters begin to 
  die out, one by one. The vehicles’ batteries are made for 
  relatively short-distance travel, and extended use by the 
  PCs and the mercenaries before them has drained them of 
  their charge. 
  Creatures: An aglian collective (page 56) emerges from the 
  seaweed—not as a single unit, but as individuals that then 
  cluster together in a swarm. The school speaks to the PCs 
  using telepathy, and their form fluctuates between a rapidly 
  darting series of angles and a smooth spinning sphere. If the 
  crew freed the captured aglian from Terra 5 (area A5), that 
  aglian has joined the school that approaches the party, and 
  the school starts with an attitude of friendly. Otherwise, they 
  start with an attitude of indifferent.
  This aglian collective introduces themself to the PCs as 
  Love-Danger-Trust; they seems very curious about the PCs 
  and Shan. They ask about the group, including what brought 
  the PCs to the aglians’ home. If the PCs didn’t free the 
  captured aglian, Love-Danger-Trust initially assumes that the 
  Company sent the group; convincing them otherwise requires 
  a successful DC 19 Diplomacy check.
  Shan brims with excitement and validation as she records 
  the exchange and furiously takes notes. The following lists 
  Love-Danger-Trust’s replies to some of the PCs’ likely questions.
  How can you understand us? “We have learned your simple 
  languages from your transmissions.” If the PCs have spoken 
  any languages beyond Common in an aglian’s presence, they 
  repeat this answer in that language as well.
  Who are you? “We are Love-Danger-Trust. We are aglians, 
  keepers of the grove. You are welcome here.” The swarming 
  PART 3: 
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  DEEP
  
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  PART 2: 
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  EMBRACE
   
   
  PART 3: 
  DUEL IN
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  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  collective shifts slightly into a more angular form. “So long as 
  your intentions are trustworthy.”
  Are you in danger? “The machines are destroying our 
  homes and that which gives us life and thought.”
  How can we help? “We must find a way to stop the 
  machines consuming our grove.” At their response, Shan 
  mutters “the harvester” and shakes her head disapprovingly.
  Development: As the PCs finish their conversation with 
  Love-Danger-Trust, several swarms of aglians emerge from 
  the seaweed and frantically school, exchanging component 
  eels with each other. Love-Danger-Trust reforms from its 
  original components and informs the PCs that they must tend 
  to an emergency.
  EVENT 6: CRITICAL MASS (CR 5)
  If the crew follows Love-Danger-Trust, the collective explains 
  that aglians often hold council meetings in which they freely 
  exchange ideas—and component aglians—to solve a problem 
  facing the species. In this case, the debate focused on the 
  approaching harvester, but a rare phenomenon interrupted 
  the proceedings. Too many aglians embodying the same 
  concepts joined the same collective, sending them spiraling 
  into a hyper-focused state of tunnel vision driven by those 
  concepts. Normally, this occurrence doesn’t pose a problem; 
  for example, a collective focused on Love might temporarily 
  become exhaustingly affectionate, while one focused on 
  Thought might simply spin in a circle until the components 
  tire enough to disperse. However, this latest mega-collective 
  has formed from Fear, Anger, and Retaliation, and they’ve 
  taken to lashing out violently at any creatures that approach 
  them. In fact, they are currently destroying the council’s 
  meeting area, a sacred spot in the seaweed forest where the 
  aglians store their relics.
  Love-Danger-Trust communicates the problem to the PCs 
  and asks for their help in subduing the collective, peacefully if 
  possible. If the crew agrees, Love-Danger-Trust leads them to a 
  50-foot-by-50-foot clearing in the seaweed forest.
  Creature: A huge swarm of aglians, much larger than any the 
  PCs have encountered thus far, whirls furiously in the clearing, 
  damaging nearby seaweed and raising a flurry of sand. The silt 
  stirred up by their activity provides concealment to all creatures 
  within 10 feet of the seabed. Fear-Anger-Retaliation swarms 
  around a collection of precious artifacts; the aglians created 
  these artifacts over centuries by using sand from the seabed 
  as an abrasive medium to sculpt smooth, abstract shapes out 
  of starmetal, forming sculptures that represent the eels’ most 
  treasured concepts. Each could fetch a considerable 
  sum, but they’re invaluable to the aglians.
  Characters can talk Fear-Anger-Retaliation 
  down with a series of Diplomacy checks, though 
  the creature still attacks them while they do so. Each 
  round, one PC can attempt a DC 24 Diplomacy check; a 
  character using telepathy gains a +2 circumstance bonus 
  to this check, and others can aid that PC as normal. After 
  three successful checks, Fear-Anger-Retaliation disperses as 
  though the PCs had defeated them in combat.
  FEAR-ANGER-RETALIATION
  CR 5
  XP 1,600
  Aglian collective (page 56)
  CN Tiny animal (swarm)
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +11
  DEFENSE
  HP 70
  EAC 17; KAC 18
  Fort +6; Ref +6; Will +8
  Defensive Abilities swarm defenses; Immunities swarm 
  immunities; Resistances cold 5; SR 16
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed swim 50 ft.
  Melee swarm attack (1d6+5 P)
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  that aglians often hold council meetings in which they freely 
  exchange ideas—and component aglians—to solve a problem 
  facing the species. In this case, the debate focused on the 
  approaching harvester, but a rare phenomenon interrupted 
  the proceedings. Too many aglians embodying the same 
  concepts joined the same collective, sending them spiraling 
  into a hyper-focused state of tunnel vision driven by those 
  concepts. Normally, this occurrence doesn’t pose a problem; 
  for example, a collective focused on Love might temporarily 
  become exhaustingly affectionate, while one focused on 
  Thought might simply spin in a circle until the components 
  tire enough to disperse. However, this latest mega-collective 
  has formed from Fear, Anger, and Retaliation, and they’ve 
  taken to lashing out violently at any creatures that approach 
  them. In fact, they are currently destroying the council’s 
  meeting area, a sacred spot in the seaweed forest where the 
  Love-Danger-Trust communicates the problem to the PCs 
  and asks for their help in subduing the collective, peacefully if 
  possible. If the crew agrees, Love-Danger-Trust leads them to a 
  50-foot-by-50-foot clearing in the seaweed forest.
   A huge swarm of aglians, much larger than any the 
  PCs have encountered thus far, whirls furiously in the clearing, 
  damaging nearby seaweed and raising a flurry of sand. The silt 
  stirred up by their activity provides concealment to all creatures 
  within 10 feet of the seabed. Fear-Anger-Retaliation swarms 
  around a collection of precious artifacts; the aglians created 
  these artifacts over centuries by using sand from the seabed 
  as an abrasive medium to sculpt smooth, abstract shapes out 
  of starmetal, forming sculptures that represent the eels’ most 
  treasured concepts. Each could fetch a considerable 
  Characters can talk Fear-Anger-Retaliation 
  down with a series of Diplomacy checks, though 
  the creature still attacks them while they do so. Each 
  round, one PC can attempt a DC 24 Diplomacy check; a 
  character using telepathy gains a +2 circumstance bonus 
  to this check, and others can aid that PC as normal. After 
  Speed swim 50 ft.
  Melee swarm attack (1d6+5 P)
   IMPORTED  
  JAKKERANT
  
  30
  Space 15 ft.; Reach 0 ft.
  Offensive Abilities dominant traits (retaliation)
  TACTICS 
  During Combat Fear-Anger-Retaliation attacks the nearest 
  creatures, enveloping them within their 15-foot space 
  if possible.
  Morale When Fear-Anger-Retaliation is reduced to fewer 
  than 10 Hit Points (but still more than 0), the remaining 
  aglians composing the swarm disperse and swim into the 
  surrounding seaweed forest. 
  STATISTICS
  Str +0; Dex +5; Con +2; Int +2; Wis +3; Cha +1
  Skills Acrobatics +16, Athletics +11 (+19 to swim)
  Languages Aglian, Common; telepathy 60 ft.
  Other Abilities dominant traits, water breathing
  ECOLOGY
  Environment any water
  Organization solitary or intellection (6–12)
  SPECIAL ABILITIES
  Dominant Traits (Ex) See page 29; the following traits are 
  already incorporated into the stat block.
  Anger: Melee attack damage increases by one die size.
  Fear: +10-foot bonus to swim speed.
  Retaliation: +2 bonus to attacks of opportunity; one 
  additional reaction per round.
  Treasure: The aglians’ valuable starmetal artifacts are the 
  only treasure here. The eels swarm to protect their property 
  if they see a character attempting to take it, though someone 
  who succeeds at a DC 29 Stealth check can take advantage 
  of the chaotic aftermath to secret one away without being 
  noticed. Each artifact is worth 10,000 credits, but a character 
  willing to take the time to find an art collector who truly 
  appreciates the sculpture might secure a higher price.
  Development: If the crew subdued the raging aglian swarm 
  without destroying them, the aglians thank them profusely 
  and gift the PCs one of their sacred relics: a well-rounded, 
  teardrop-shaped hunk of starmetal that represents Peace; the 
  artifact is worth 10,000 credits, though the PCs might get a 
  higher price for it from the right buyer.
  WINNING THE AGLIANS’ TRUST
  With the immediate threat to their sacred meeting place 
  resolved, the aglians gladly speak further with the crew. 
  They share their observations that a certain species of 
  magical coral, which they call pinkstone, seems to disrupt the 
  harvester’s technology and causes it to malfunction. However, 
  the Company has recently reprogrammed its terraforming 
  machines to detect and avoid pinkstone. As told from their 
  legends, the aglians know of an underwater, air-filled cavern 
  that holds a great deposit of the pink coral. However, this cave 
  is also a sacred site, and the crew must prove themselves to 
  the aglians before they can learn its location. The aglians also 
  refuse to mention the harvester’s location out of lingering fear 
  that the PCs might still be Company agents in disguise sent to 
  accelerate the harvester’s destructive work.
  EVENT 7: INVASIVE SPECIES (CR 7)
  Love-Danger-Trust asks the PCs for help with a nearby threat 
  that has picked off young aglians. They explain that these 
  new creatures seemingly appeared at the same time as the 
  Company machinery and have slowly taken over the local 
  food web. Love-Danger-Trust directs the crew to a nearby 
  stretch of open, dark water in the Shadow Sea that these 
  predators seem to appear from and return to.
  These new predators are jakkerants, also known as javelin 
  squids. When EJ Corp began its terraforming efforts on Entha, 
  it imported a batch of genetically modified jakkerants that 
  had been bred to be docile, primarily for their impressive, 
  tentacled appearances and mesmerizing color-changing 
  abilities. The Company hoped to seed a population of the 
  fearsome-looking creatures to entertain and delight its 
  future resort guests during underwater safaris. Predictably, 
  local wildlife quickly consumed the vast majority of these 
  defenseless creatures, while the ones who exhibited the most 
  aggressive and predatory behavior survived. Now, thanks to 
  their rapid reproductive cycle, the creatures’ population has 
  grown to a size that makes them a threat to local sea life.
  IMPORTED JAKKERANT (2)
  CR 5
  XP 1,600 each 
  Jakkerant (Starfinder Adventure Path #20: The Last Refuge 56)
  PINKSTONE CAVERN
  1 SQUARE = 5 FEET
  NORTH
  
  31
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
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  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  N Small magical beast (aquatic)
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +11
  DEFENSE
  HP 70
  EAC 17; KAC 19
  Fort +9; Ref +9; Will +4
  Resistances acid 5
  OFFENSE
  Speed 20 ft., swim 60 ft.
  Melee tentacle +13 (1d6+8 P plus grab)
  Ranged caustic jet +15 (1d6+5 A & P; critical corrode 1d6)
  Offensive Abilities digesting grab
  TACTICS
  During Combat The jakkerants team up on the smallest 
  character or the one with the least armor.
  Morale The jakkerants fight to the death.
  STATISTICS
  Str +3; Dex +5; Con +0; Int –3; Wis +2; Cha –1
  Skills Athletics +11 (+19 to swim), Stealth +11, Survival +11
  Other Abilities amphibious, hide in plain sight
  SPECIAL ABILITIES
  Caustic Jet (Ex) As a standard action, a jakkerant can 
  spray a caustic mixture of seawater and digestive 
  fluids. This attack has a range of 40 feet and the 
  line weapon special property. Outside of water, the 
  jakkerant can use this attack only once every 6 hours. 
  However, if within or near water, a jakkerant can take 
  a move action to ingest enough water to recharge this 
  ability immediately.
  Digesting Grab (Ex) Whenever a jakkerant uses its tentacle 
  to maintain a grab, the damage changes to 2d6+8 A & P 
  and has the corrode (1d6) critical hit effect.
  Hide in Plain Sight (Ex) As a move action, a jakkerant that 
  remains still can change its internal chromatophores 
  and skin texture so that its coloration and texture match 
  its surroundings, allowing it to attempt to hide without 
  cover or concealment.
  Development: After the PCs defeat the invasive jakkerants, 
  an aglian collective proposes a way to verify the crew’s true 
  intentions (see Event 8: Joining the Collective below).
  EVENT 8: JOINING THE COLLECTIVE
  The aglians have trouble understanding, let alone trusting, 
  beings like the PCs: creatures who are permanently locked 
  into neural networks that change only gradually and who 
  rely on physical instruments, such as speech and sign, to 
  communicate their ideas. 
  After the PCs assist the aglians with the invasive jakkerants, 
  an aglian collective called Idea-Trust-Communicate comes 
  up with a plan: incorporate one of the PCs into an aglian 
  collective. They choose the most telepathically adept PC 
  for this experiment. If none exist, they gravitate toward the 
  character with the highest Wisdom modifier.
  The aglians begin a 10-minute ritual to incorporate a 
  willing character into a collective. One at a time, so as not to 
  overwhelm the PC, aglians make physical contact and slowly 
  float in the water along with the character, telepathically 
  adding their component to a new collective that centers 
  around the PC’s mind. The character involved must attempt 
  three DC 12 Will saves to avoid being overwhelmed by 
  the sensation of dozens of rudimentary minds gradually 
  coalescing with the PC’s own to form a larger intelligence. If 
  the character succeeds at two or more of these saving throws, 
  they briefly merge with the aglians and share their thoughts 
  with the collective, which calls themself Curiosity-Risk- and 
  adds a third word to their name chosen by the PC. In this case, 
  the aglians accept that the PCs’ intentions are good. 
  A character that fails two or more of these Will saves can’t 
  form a collective with the aglians, which they interpret as a 
  willing resistance to their telepathic evaluation. The aglians 
  remain unconvinced of the PCs’ claims, but they nevertheless 
  stay willing to attempt this ritual again with another character. 
  If this second attempt also fails, Shan insists on trying, and she 
  successfully wins their trust as part of Curiosity-Risk-Bravery.
  Treasure: Idea-Trust-Communicate presents the PC who 
  became part of the collective with an intricate basket woven 
  from their home’s magical seaweed and decorated with tiny 
  shells. This functions as a mk 1 null-space chamber.
  Development: Having won the aglians’ trust, the crew 
  receive the location of the sacred cavern containing pinkstone 
  (see Event 9 below). The PCs can travel there and secure the 
  pinkstone deposit—though a dangerous creature protects the 
  mineral at all costs.
  Story Award: If the crew successfully convince the aglians 
  of their intentions without Shan needing to help with the 
  ritual, award them 1,600 XP.
  EVENT 9: PINKSTONE CAVERN (CR 5)
  This open-air, 50-foot-by-50-foot cavern has existed in 
  isolation for centuries. The crew can access this natural 
  formation via an underwater tunnel that allows one character 
  to enter per round. Use the map on page 30 for this encounter. 
  When the PCs enter, have them establish a marching order, 
  then read or paraphrase the following.
  A long, narrow undersea tunnel leads up to a water-filled 
  cavern. Luminescent red moss covers the rocky walls and 
  keeps the area lit. A large formation of bright pink coral 
  glows dimly at the center of the cave, pulsing gently with an 
  irregular rhythm.
  Creature: Pinkstone has a powerful magic aura, and this 
  particular vein has attracted a large water elemental like a 
  flame drawing a moth. The elemental attacks underwater as 
  soon as the first character enters the cavern and goes on to 
  attack the rest of the PCs as they make their way out of the 
  narrow tunnel.
  
  32
  LARGE WATER ELEMENTAL
  CR 5
  XP 1,600
  N Large outsider (elemental, extraplanar, water)
  Init +3; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  HP 70
  EAC 17; KAC 19
  Fort +9; Ref +7; Will +4
  Defensive Abilities water mastery; DR 5/—; Immunities
  elemental immunities
  OFFENSE
  Speed 20 ft., swim 90 ft.
  Melee slam +15 (1d6+10 B)
  Space 10 ft. Reach 10 ft.
  Offensive Abilities vortex (1d6+10 B, DC 13, 1/day)
  TACTICS
  During Combat Drawn to the deposit, the water elemental 
  focuses its attacks on anyone who has touched (or is 
  closest to) the pinkstone.
  Morale The water elemental fights until destroyed.
  STATISTICS
  Str +5; Dex +3; Con +2; Int –3; Wis +0; Cha +0
  Skills Acrobatics +11, Athletics +11
  Languages Aquan
  Other Abilities drench, water breathing
  SPECIAL ABILITIES
  Drench (Ex) A water elemental’s touch douses nonmagical 
  flames that fill an area of no more than 10 feet by 10 
  feet. It can dispel magical fire it touches, as dispel magic 
  (caster level = the elemental’s CR).
  Water Mastery (Ex) Waterborne creatures take a −1 penalty 
  to attack and damage rolls against water elementals.
  Treasure: The PCs can easily harvest 5 bulk of pinkstone 
  from this vein, taking 1 minute per 1 bulk. They can harvest 
  an additional 2 bulk of pinkstone with another half hour 
  of work, but spending this extra time means the kalo 
  mercenaries arrive 1 round earlier in Event 12: Ending the 
  Harvest (page 34). The pinkstone is worth 2,000 credits 
  per 1 bulk (the PCs can salvage the pinkstone after using it 
  against the harvester).
  Development: The PCs notice that when they harvest the 
  pinkstone, its magical glow slowly dims as its connection to 
  Entha’s magical subcurrents is severed. Shan excitedly records 
  this phenomenon as further evidence that the Company’s 
  terraforming has damaged Entha’s natural resources.
  TO THE HARVEST
  With the aglians’ other immediate problems resolved and the 
  pinkstone secured, the crew has everything they need to strike 
  out for the harvester. Maneuvering through the Shadow Sea 
  isn’t easy, however, even with aglian guidance. A character 
  must succeed at a DC 24 Survival check to navigate; failure 
  means the characters get lost on the way to the harvester, 
  and the kalo mercenaries arrive 2 rounds earlier in Event 12.
  Regardless of any success or failure in navigation, the 
  following two events take place on the way through the 
  seaweed forests of the Shadow Sea.
  EVENT 10: DRAWN BREATH
  A large chasm in the ocean floor impedes the crew’s route. 
  Read or paraphrase the following.
  An enormous rift in the sea floor slices through the seaweed 
  forest, continuing in either direction until it disappears into 
  the Shadow Sea’s darkness. Near its edge, plant life, tattered 
  at the ends from endless buffeting, bends precariously 
  toward the chasm, drawn by a powerful current.
  The aglians call this place Drawn Breath, believing it the 
  airway of an enormous subterranean creature. According 
  to aglian legend, this rift cycles through inhalation and 
  exhalation; the direction of the current in the rift changes 
  accordingly, though it has been “breathing in” since at least 
  the Gap. Whatever the supernatural current’s source, it 
  stretches for miles in either direction; if the PCs take the 
  time to avoid it, the kalo mercenaries arrive 1d4 rounds 
  earlier in Event 12.
  If the PCs choose to swim across the 50-foot-wide rift, they 
  must attempt Athletics checks to swim as though in stormy 
  conditions. Each time a character fails this check, the current 
  drags them 20 feet vertically down into the chasm, though 
  they can continue swimming parallel to the current. Once they 
  reach the opposite wall, they can attempt an Athletics check to 
  climb as though scaling a rough wall in heavy gravity (DC 20).
  A character who gets pulled 50 feet or deeper in the chasm 
  takes 2d6 bludgeoning damage at the end of their turn as the 
  depths slowly crush them. This damage increases by 1d6 for 
  every 10 feet deeper than 50.
  Story Award: For crossing the Drawn Breath, award the 
  characters 1,600 XP.
  EVENT 11: CARCASS COVE (CR 4)
  A now-extinct species of undersea titan came to its final rest 
  along the crew’s path to the harvester. Read or paraphrase 
  the following.
  The bones of some colossal creature, larger than even 
  an abynthic, lie half-covered in sediment. A dual ribcage 
  pokes jaggedly from the floor, with softly glowing plant life 
  stretching across the ribs to form a tunnel.
  Trap: The crew could easily avoid the ancient carcass if 
  not for the hypnotic, bioluminescent plant life that beckons 
  creatures toward it. Every creature that sees the carcass must 
  attempt a DC 18 Will save or be fascinated and compelled to 
  move inside the tunnel. Large carnivorous plants known as 
  waterwheels float lazily inside, blending in with the plant life 
  and waiting for a fascinated creature to wander into their 
  
  33
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  stinging nettles. Creatures fascinated by the bioluminescence 
  are exposed to the waterwheel trap.
  WATERWHEEL TRAP
  CR 4 
  XP 1,200 
  Type analog; Perception DC 30
  Trigger touch; Reset none 
  Effect stinging nettles (5d6 A & P); Reflex DC 15 half; 
  multiple targets (all fascinated targets within 20-ft. radius)
  Treasure: Whatever the nature of this gigantic creature, it 
  was lanced with powerful magic that has since dissipated into 
  the nearby sea. Only its bones and massive heart remain, the 
  latter of which looks like a large boulder that pulses slowly 
  with a warm glow. The first character who comes within 10 
  feet of the heart falls unconscious for 1d4 minutes as the 
  residual magic leaps into the creature’s soul and overcomes 
  them with a feeling of peace, which functions as a mk 2 
  personal upgrade that must be applied to Intelligence, 
  Wisdom, or Charisma.
  THE HARVESTER
  After several hours of travel, the crew arrives at the Company’s 
  harvester. Read or paraphrase the following.
  A massive harvesting machine with several mechanized 
  limbs operates next to a glowing clump of seaweed several 
  yards tall. The harvester’s limbs end in grasping claws and 
  serrated circular blades ten feet in diameter. The machine 
  razes the nearby seaweed, depositing it in a large processing 
  tank at the back of the machine.
  EJ Corp’s harvester is a huge hybrid machine that sucks 
  up ambient magic and biomatter, such as the seaweed forest, 
  to convert into energy for the terraforming project. Thanks 
  to the rich magical fields along the ocean floor the harvester 
  consumes, it is the primary power source for the Company’s 
  operations on Entha. Though previously crewed by a lone 
  operator, it now runs autonomously; rumors of the planet’s 
  sapient life had begun to circulate, which Avarin had to quash.
  The harvester has cut wide, destructive swaths on multiple 
  trips through the seaweed forest. Its current path, calculated 
  by a complicated algorithm, leads directly toward the aglian 
  population center from which the crew have come. Shan 
  insists they shut the harvester down to buy the aglians time.
  EVENT 12: ENDING THE HARVEST 
  The PCs can sabotage the harvester in multiple ways; track 
  the PCs’ sabotage attempts round by round. The crew must act 
  quickly, as a group of kalo mercenaries (see Final Countdown 
  below) arrives at the harvester 4 rounds after the crew begins 
  sabotaging it—or potentially sooner, if modified by failures in 
  previous encounters. Use the map on page 34 for this event.
  To attempt to disable the harvester, a character must be 
  adjacent to it and take a full action. The options below detail 
  several approaches, each with appropriate skill checks. The 
  
  34
  crew progresses by succeeding at these checks; track these 
  successes and consult Development. If the PCs try to sabotage 
  the massive machine using methods not covered here, use 
  the DCs and success and failure conditions listed below to 
  as examples to help adjudicate their attempts. If Shan is still 
  helping the crew, she assists them in their sabotage efforts, 
  using the rules for aid another.
  Break Important-Looking Pieces: Any number of characters 
  can each attempt a DC 15 Strength check to damage the 
  harvester’s structure.
  Success: A critical piece of the harvester rips free and 
  tumbles to the ocean floor; award 1 success. The DC of the 
  next attempt to jam the gears (see below) decreases by 2.
  Failure: Trying to force one component wedges another 
  even tighter; the DC of that character’s next attempt to break 
  important-looking pieces increases by 2.
  Failure by 5 or More: A piece of plating rips off too suddenly 
  and cuts into the character, dealing 2d8 slashing damage.
  Hack the Mainframe: A single character can attempt to 
  hack into the harvester to shut down its various subroutines 
  one by one. The harvester is a tier-3 computer that requires a 
  DC 25 Computers check to hack. The character can voluntarily 
  increase the DC to reduce the time taken to hack, as normal.
  Success: One of the harvester’s limbs, sensors, or cutting 
  blades ceases functioning; award 1 success.
  Failure: The subsystem merely resets and continues to 
  function normally. However, the DC for the next attempt to 
  hack the mainframe decreases by 2.
  Failure by 5 or More: The harvester accelerates its progress 
  instead, and the PCs lose 1 success.
  Jam the Gears: Any number of characters can each attempt 
  a DC 29 Engineering check to identify a weak point in the 
  harvester’s design and apply pressure by jamming a stone into 
  a critical joint, for example, or short-circuiting a harvesting limb.
  Success: A critical component of the harvester grinds to a 
  halt or collapses on itself; award 1 success.
  Failure: The harvester’s redundant systems kick in, 
  compensating for the failed component.
  Failure by 5 or More: The character gets a limb stuck in 
  the harvester’s ever-moving mechanisms and takes 2d8 
  bludgeoning damage.
  Use the Pinkstone: Any number of characters can each use 
  1 bulk of pinkstone, along with a successful DC 24 Mysticism 
  check, to disrupt the harvester’s delicate sensors. A success 
  expends the pinkstone (though the PCs can later recover it 
  after the ensuing battle with the kalo mercenaries and Avarin).
  Success: The harvester’s sensors begin to fail; award 1 success. 
  The DC of the next check to hack the mainframe decreases by 2.
  Failure: The pinkstone disrupts a noncritical system of the 
  harvester, which continues uninterrupted.
  Failure by 5 or More: The harvester’s equipment misreads 
  the pinkstone—and the character holding it—as harvestable, 
  dealing 10d6 slashing damage with one of its giant blades 
  (Reflex DC 18 half).
  Development: If the crew achieves 10 or more successes 
  by the time Avarin joins the fight (see Avarin’s Wrath on page 
  35), If the crew achieves 10 or more successes, they disable 
  the harvester and Avarin can’t use her harvester hack ability. 
  The PCs can continue to sabotage the harvester during 
  combat with the kalo mercenaries and Avarin.
  FINAL COUNTDOWN (CR 7)
  While the crew adventured in the Shadow Sea, news reached 
  Avarin about the incident at Terra 5, including the PCs’ 
  involvement. This information, along with the crew’s failure 
  to return to Elysia and depart, confirms Avarin’s suspicions 
  that the PCs are making trouble. She dispatches her personal 
  entourage of kalo mercenaries to find them, delegating tasks 
  at Elysia before following closely behind. The mercenaries 
  immediately move into position, attack, and send Avarin their 
  exact coordinates. 
  The seaweed forest provides concealment. In addition, the 
  seaweed’s magical fields amplify energy damage taken by 
  creatures within it by one additional die (for example, 1d8+3 
  damage becomes 2d8+3 damage).
  KALO MERCENARIES (4)
  CR 3
  XP 800 each
  HP 40 each (page 21) 
  TACTICS
  Before Combat Before attacking, each kalo mercenary drinks 
  a serum of enhancement (sneak), gaining a +2 bonus to 
  ENDING THE HARVEST
  1 SQUARE = 5 FEET
  NORTH
  
  35
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  their Stealth checks for 1 hour (for a total bonus of +19 
  in water). They also split up, each moving to intercept 
  a single character. They stick to the magical darkness, 
  giving them the ability to attempt Stealth checks to hide 
  as they approach, moving at half speed to avoid penalties.
  During Combat The mercenaries enter melee combat with 
  their opponents as soon as possible, looking to prompt 
  attacks of opportunity. If a character looks close to 
  death, they gang up on that character before returning 
  to their individual targets.
  Morale The mercenaries know that Avarin is on her way 
  and that she’ll inflict fates worse than death for any 
  defectors. They fight until defeated.
  AVARIN’S WRATH (CR 9)
  Avarin arrives 2d4 rounds after the kalo mercenaries arrive 
  and attack. She uses her advanced permissions and a remote 
  computer to hack into the harvester and take control of it. 
  When the crew has defeated all but one kalo mercenary, 
  Avarin unleashes the harvester on the PCs and joins the fray 
  (see the Tactics section of her stat block below).
  AVARIN SACRION
  CR 9
  XP 6,400
  Female juvenile green dragon
  LE Large dragon (air)
  Init +3; Senses blindsense (vibration) 60 ft., darkvision 120 
  ft.; Perception +17
  Aura frightful presence (150 ft., Will DC 18)
  DEFENSE
  HP 135
  EAC 22; KAC 23
  Fort +10; Ref +10; Will +14
  Immunities acid, paralysis, sleep
  OFFENSE
  Speed 40 ft., fly 200 ft. (Su, average), swim 40 ft.
  Melee bite +18 (3d4+12 P)
  Multiattack bite +12 (1d6+12 P), 2 claws +12 (1d6+12 S), tail 
  slap +12 (1d6+12 B)
  Ranged underwater aphelion laser pistol +20 (3d4+9 F; 
  critical burn 1d4)
  Space 10 ft. Reach 10 ft. (15 ft. with bite)
  Offensive Abilities breath weapon (35-ft. cone, 10d6 A, 
  Reflex DC 18 half, usable every 1d4 rounds), harvester 
  hack (10d6 S, Reflex DC 18 half, usable every 1d4 rounds)
  Spell-Like Abilities (CL 9th; melee +18; ranged +20)
  1/day—discharge (DC 18), slow (DC 18)
  3/day—caustic conversion (DC 17), microbot assault, 
  mirror image, security seal (DC 17)
  At will—erase, jolting surge
  TACTICS
  Before Combat Avarin casts mirror image before entering 
  combat.
  During Combat Avarin opens combat by using her 
  harvester hack ability to attack the weakest-looking 
  enemy; she uses this ability every time it becomes 
  available. She also casts discharge as soon as possible, 
  preferably on a PC who’s a technological construct or 
  wielding a heavy weapon or longarm that uses a battery. 
  Avarin uses her breath weapon whenever it would catch 
  at least two enemies in its area.
  Morale Though she's confident of victory, Avarin changes 
  tactics and attempts to bargain with the PCs once she’s 
  reduced to 20 Hit Points or fewer (see Development 
  on page 36). If the PCs reject her offer, though, Avarin 
  fights to the death.
  STATISTICS
  Str +3; Dex +3; Con +3; Int +4; Wis +3; Cha +6
  Skills Acrobatics +17 (+25 to fly), Bluff +22, Computers +22, 
  Diplomacy +22, Engineering +17
  Languages Aquan, Common, Draconic, Kalo
  Other Abilities water breathing, woodland stride
  EVALUATING THE CREW
  Have the crew of the Oliphaunt become hard-hearted 
  mercenaries, altruistic working-class heroes, or 
  something in between? The answer to this question 
  informs how other characters in the world (including 
  the crew of the Wintermourn) react to them, not just 
  at the conclusion to this adventure, but in stories to 
  come as the Oliphaunt travels the galaxy. Based on 
  their actions throughout “Professional Courtesy” (and 
  in earlier encounters throughout the Fly Free or Die 
  Adventure Path), assign the characters one of the 
  following results.
  High Road: The PCs consistently sacrifice their 
  personal interests for the greater good. 
  Middle Road: The PCs are neutral; they accept risks 
  to do good on some occasions but take the easy way out 
  when the going gets especially rough.
  Low Road: The PCs generally put their personal 
  safety and profit ahead of other concerns, committing to 
  arguably noble acts only if they also benefit.
  Some actions that might incline the party toward 
  the high road outcome include dealing with Zivix (page 
  23) without reducing him to 20 Hit Points or fewer, 
  convincing Shan of her innocence in Terra 5’s catastrophe 
  (page 26), or resolving the rogue aglian encounter (page 
  29) nonviolently.
  On the other hand, if the crew insisted on payment 
  from Tarika to find Shan (page 7), stole any of the 
  aglians’ sacred artifacts (page 30), and most especially if 
  they accepted Avarin’s offer to take the money and run 
  (see Development on page 36), they tend toward being a 
  low-road crew that’ll do anything for a buck.
  Parting Shot on page 36 gives a detailed explanation 
  of the consequences of this assessment.
  
  36
  Gear underwater aphelion laser pistol with 2 high-capacity 
  batteries (40 charges each)
  SPECIAL ABILITIES
  Harvester Hack (Ex) As a move action every 1d4 rounds, 
  Avarin can command the harvester to attack a character 
  within 30 feet of the harvester. The target takes 10d6 
  slashing damage (Reflex DC 18 half). Avarin can’t use this 
  ability if the PCs have achieved 10 or more successes in 
  sabotaging the harvester (page 34).
  Woodland Stride (Ex) Avarin can move through natural 
  foliage (including the seaweed forest) at full speed 
  without taking damage or suffering impairment. Areas of 
  magically altered foliage affect her normally. 
  Treasure: Avarin carries a ludicrously expensive timepiece 
  worth 10,000 credits, primarily to show off her wealth.
  Development: If the PCs reduce Avarin to 20 Hit Points or 
  fewer, she changes tactics, dropping her datapad and laser 
  pistol. She offers the crew 5,000 credits each if they return 
  to their ship, leave Shan and any evidence they’ve collected 
  behind, and sign a nondisclosure agreement. She explains 
  that she can transfer the money from her personal accounts 
  at Elysia, where she’ll also release their grav-locked starship, 
  making them wealthy and free (this effectively skips the crew 
  straight to Parting Shot, below). Avarin makes this offer as 
  an all-or-nothing deal; she continues fighting using her breath 
  weapon and natural attacks if it becomes obvious the PCs 
  won’t agree to her terms.
  RETURN TO ELYSIA
  Following Avarin’s defeat and the sabotage of the harvester, 
  the crew can use Avarin and the kalo mercenaries’ wavecutters 
  return to Elysia.
  Fortunately for the PCs, Avarin had complete confidence 
  in her ability to locate them and bring them down. This, 
  combined with her paranoia about any rumor getting out 
  that she doesn’t have every last thing on Entha under control, 
  means that she left no instructions behind. The PCs can move 
  freely on Elysia while everyone waits for Avarin to return.
  Unfortunately for the crew, Avarin detained the Oliphaunt
  with a grav-lock. Treat this device as a tier-2 computer with 
  alarm and lockout countermeasures (Core Rulebook 217)—
  or as a Large 4th-level object with 13 Hardness and 27 Hit 
  Points, depending on what methods the crew uses to free 
  their ship. A character who succeeds at a DC 19 Culture or 
  Engineering check is familiar with grav-locks and knows they 
  can be hacked or physically broken.
  PARTING SHOT (CR 7)
  The Oliphaunt’s departure from Entha features a final appearance 
  by the crew of the Wintermourn, who’ve heard about what the 
  PCs have done. Combined with the Wintermourn’s previous 
  dealings with the PCs, this information leads to an important 
  turning point in the crews’ relationship. 
  Niva and her crew identify with the PCs in many ways, for 
  good or for ill; the path the Oliphaunt’s crew chooses inspires 
  the Wintermourn’s crew to take a similar path. At this point 
  in the Adventure Path, the PCs’ rivals choose whether to, as a 
  rule, do what’s easy or do what’s right.
  The Wintermourn’s crew either interact with the PCs 
  somewhere on Elysia, possibly while the PCs try to remove 
  the Oliphaunt’s grav-lock, or communicate with the PCs after 
  they’ve taken off and are heading toward space. The rival 
  crew eavesdropped on enough of Elysia’s communication 
  traffic and extrapolated their knowledge of the PCs to get 
  a broad outline of what happened below the surface, but a 
  character can attempt a DC 29 Bluff check to successfully 
  lie to the Wintermourn’s crew about the choices they made 
  on Entha.
  If the PCs stood up for the sapient life on Entha—risking 
  their lives and livelihood for no expectation of reward—they 
  earn the admiration of the rival crew, who begin to wonder if 
  there’s indeed more to life than credsticks. Niva and her team 
  provide cover for the PCs while they remove the grav-lock on 
  the Oliphaunt and escape. However, if the PCs didn’t succeed 
  or refused to help Shan and the aglians, Niva and her crew 
  feel validated in their choice of a mercenary life, and they 
  abandon the PCs to their fate—which in this case involves 
  running a blockade of EJ Corp Negotiators (see the inside 
  front cover of this adventure).
  You can roleplay these interactions with your players or 
  narrate them, as appropriate for your table. The guidelines 
  below include specific reactions from Niva, Dizzy and Digit, 
  Nemelith, and Jinx, depending on the decisions the PCs have 
  made thus far. To determine each NPC’s reaction, as well as the 
  ultimate outcome of this final encounter, use the Evaluating 
  the Crew sidebar on page 35 to help determine whether the 
  Oliphaunt’s crew overall took the high road (doing what was 
  right even when it wasn’t easy), the low road (doing what was 
  best for them at any cost to others), or in the middle. 
  Niva: Entha has posed a painful trip down memory lane 
  for Niva, who had to swallow her pride and rage to help a 
  corporation run a drilling project that put profits over people—
  all to make a buck for her and her crew. She can be swayed 
  only by the most selfless actions.
  High Road: For the first time since she escaped a group of 
  ruthless killers with her life and her starship, Niva feels like 
  she and her crew might not be alone in the galaxy. She starts 
  turning down morally bankrupt jobs and attempts to keep 
  tabs on the Oliphaunt and its crew, hoping their paths will 
  cross again one day.
  Middle Road: Niva started out at least mildly suspicious of 
  the Oliphaunt’s crew and still can’t get a read on them. She 
  likely continues to keep them at a distance and helps them 
  only if it helps her crew.
  Low Road: Niva sees the PCs as no better than the Company 
  itself, and she begins planning to sabotage them should their 
  paths ever cross again.
  
  37
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
   CONCLUDING
  THE 
  ADVENTURE
  Dizzy and Digit: Dizzy has a healthy professional curiosity 
  about the PCs’ efforts to stabilize Terra 5 and sabotage the 
  Company’s harvester. Depending on how the Oliphaunt’s 
  crew conducted themselves, Dizzy might even add (modest) 
  violence to their toolkit for future jobs the Wintermourn’s 
  crew takes.
  High Road: After seeing the crew of the Oliphaunt conduct 
  themselves act honorably even in a dangerous and violent 
  galaxy, Dizzy and Digit reconsider their own pacifism, favoring 
  a philosophy that permits the use of violence in the name of 
  just self-defense.
  Middle Road: Dizzy continues to hold out hope that they can 
  gain allies among the PCs, especially any engineering-minded 
  individuals or those who appreciate or practice nonviolence.
  Low Road: Dizzy and Digit are utterly disappointed with 
  the PCs and retreat into their relationship with Jinx, the only 
  person in the galaxy who seems to understand their desire for 
  peaceful and equitable resolution to conflict.
  Nemelith: Regardless of the choices made by the PCs, 
  Nemelith delights in any tales of armed conflict and envies 
  that they could revel in the glory of combat in such an unlikely 
  locale.
  High Road: Nemelith interprets the difficult and selfless 
  choices of the PCs as the free acceptance of pain, and she 
  invites them to join her faith in Zon-Kuthon. If word gets to 
  her about any especially clever battlefield quips, she adopts 
  one of them into her combat lexicon.
  Middle Road: The witchwarper doesn’t have a good read on 
  the PCs, but as they can capably engage in violent conflict, she 
  entertains the idea of one day going up against them to see 
  who comes out alive.
  Low Road: Nemelith considers the PCs weak-hearted, 
  weak-willed opportunists who take the easy way out 
  whenever possible. She ignores the Oliphaunt’s crew, deeming 
  them unworthy of her attention.
  Jinx: The verthani is hard to impress, especially given his 
  disposition toward a criminal lifestyle (but then, he’s hard to 
  disappoint, too).
  High Road: The nobility demonstrated by the PCs amuses 
  Jinx, who wonders how he might use that predilection to his 
  advantage in the future. Still, he must admit he has some 
  newfound respect for the crew.
  Middle Road: Jinx continues treating the PCs as he did before: 
  as easy marks at worst and as allies of convenience at best.
  Low Road: The PCs’ selfish nature presents nothing new to 
  Jinx, who remains unsurprised and cynical. He actively joins the 
  captain in devising a way to rob the Oliphaunt and its crew.
  Development: What happens next depends on the actions 
  the PCs took on Entha and the impact these choices had on the 
  crew of the Wintermourn. 
  High Road: The Wintermourn’s crew tells the PCs that they 
  have a lot to think about, and Niva gives them a drive full of 
  sensitive corporate data that she surreptitiously copied during 
  meetings with EJ Corp; this data clearly proves the Company 
  had sufficient evidence of the aglians’ sapience and chose to go 
  ahead with its destructive terraforming efforts anyway.
  Middle Road: The Wintermourn sends a communique to 
  EJ Corp Negotiators in orbit around Entha, giving them the 
  Oliphaunt’s coordinates and a laundry list of their crimes against 
  the Company; Niva ensures this communique happens on an 
  open channel, so the PCs can hear it. Then, switching back to 
  private comms, Niva says, “Good luck!” as the Wintermourn
  jumps into the Drift.
  Low Road: The crew of the Wintermourn have stalled the 
  PCs to allow an EJ Corp Negotiator (see the inside front cover) 
  to ambush the Oliphaunt. Before the PCs can enter the Drift, a 
  Negotiator moves into firing position in the Oliphaunt’s aft arc. 
  Joriah, the same captain the crew interacted with while queued 
  to enter Entha’s orbit (see Development on page 10), opens 
  comms as he fires upon the Oliphaunt. “I knew you were scum 
  from the moment you arrived. You’re not leaving Entha alive.”
  EJ CORP NEGOTIATOR
  TIER 5
  Inside front cover
  HP 170
  Story Award: If the PCs avoid fighting the EJ Corp Negotiator 
  because they took the high road and Niva never alerted the 
  Company to their actions, award them XP as if they defeated 
  the EJ Corp Negotiator in combat.
  Once the Oliphaunt departs from Entha with Shan, the crew 
  can return to Absalom Station. Shan takes the evidence the PCs 
  collected to the Xenowardens, promising to visit her mother 
  directly afterward.
  PCs who have copies of the information they collected on 
  flora and fauna while on Entha can also gain a fair amount 
  of prestige if they share their findings with interested 
  organizations and individuals, such as the Starfinder Society 
  or Xenowardens. 
  Meanwhile, the PCs can get in touch with Tarika, who tersely 
  expresses her gratitude; she’s clearly both emotional and 
  uncomfortable about feeling so indebted to the PCs, despite 
  her friendship with them. Tarika shakes off her discomfort 
  and reveals that while the crew had gone off to help get her 
  daughter back, she stayed busy, too. She successfully decoded 
  the data she intercepted during the theft of the Oliphaunt in 
  “We’re No Heroes,” and it has all the information they need for 
  the job of the century—a job that will finally make them all 
  rich enough to retire. 
  
  38
  “There’s nothing like a well-made, well-maintained 
  engine. With people, you never know what to 
  expect—they’re wild, unpredictable, and not 
  always who they appear to be. But an engine is 
  an engine, and even when it’s broken, there’s 
  usually a way to fix it. And when it’s not broken, 
  it doesn’t bite back when you try to improve it. I 
  don’t dislike people—I simply don’t like them as 
  much as I like my machines. I know I’m good at 
  what I do. It’s a shame that others try to stop me 
  from doing it.”
  —Mehvisa Pau Riojin, kasatha engineer
  SIDE JOBS
  
  S
  ide jobs are designed for when you need some 
  extra encounters in between the big plot beats 
  of an Adventure Path (especially the Fly Free or 
  Die Adventure Path). Maybe your players managed to skip 
  some of the content presented, or maybe you ended up 
  with a bigger group of players than the adventure assumes. 
  Additionally, if your players come up short of their expected 
  wealth by level, a side job provides a worthwhile way to dump 
  some extra credits on them without shoehorning extra wealth 
  into an existing encounter. 
  Alternatively, if you aren’t running Fly Free or Die, you can 
  use the side jobs presented here for a quick palate cleanser 
  between campaigns or when you’re looking for a session’s 
  worth of fun and excitement. Whatever the reason, any group 
  can easily use side jobs. 
  You should keep in mind that if you run your players 
  through all of an Adventure Path’s encounters in addition to 
  these side jobs (especially if they’re a typically-sized group 
  who earns the average amount of credits and recovered 
  gear), the PCs will end up with more experience and gear 
  than the rest of the Adventure Path expects. This option can 
  actually be good if your players seem to have a lot of trouble 
  during encounters. Side jobs don’t present a great deal of 
  extra material and will likely have negligible impact on the 
  PCs’ overall effectiveness. However, by the same token, 
  if your players already easily overcome the adventure’s 
  challenges, you might not want to give them yet another 
  advantage going into the next set of encounters.
  MEHVISA PAU RIOJIN
  The PCs receive the three side jobs presented here through 
  their fixer or other friendly contact. If you’re running the Fly 
  Free or Die Adventure Path, you can use the brenneri Tarika, 
  who has contacts all over the Pact Worlds and beyond 
  through her fledgling independent network; this connection 
  only strengthens during “Professional Courtesy,” and these 
  side jobs can act as breathers during that adventure for 
  when the PCs want to dry off.
  The PCs’ fixer reaches out to them when they know the 
  crew is in or near an area where a contact has asked for help, 
  passing along the important information or putting the crew 
  in touch with the contact. The first job can occur just about 
  anywhere in Near Space, but the other two jobs take place in 
  and around Absalom Station.
  After the first side job, the PCs’ fixer gives their 
  transponder information to Mehvisa Pau Riojin (NG female 
  kasatha mechanic), an engineer who works on Absalom 
  Station. Riojin requests help while the crew is at or near the 
  station, then reaches out about another job later. Somewhat 
  awkward, the kasatha prefers the company of machines 
  over flesh-and-blood people, though she can relax a little 
  around her best friend and business partner, the android 
  Priy-4. Riojin’s preference for solitude has led some to 
  believe she dislikes them, and as a result, she has a couple 
  of low-key enemies. Those who get to know her—which 
  takes time and patience—know she has a good heart but 
  is better at connecting wires than connecting with people. 
  Many on Absalom Station haven’t given her that chance, 
  resulting in some residents treating her cruelly or ignoring 
  her completely. 
  Most everyone who meets Riojin soon learns she’s an 
  excellent mechanic. While she doesn’t have many friends, she 
  has a huge cadre of loyal customers who happily bear her 
  frankness for the sake of her exquisite work. As long as the 
  PCs don’t act rudely toward her, she eventually warms up to 
  them and happily trades work on their ship for specialty parts 
  and interesting finds from their travels. Eventually, Riojin 
  might even come to see the PCs as close friends, especially 
  if any character is a construct species, such as an android.
  S
  ide jobs are designed for when you need some 
  extra encounters in between the big plot beats 
  of an Adventure Path (especially the Fly Free or 
  Die Adventure Path). Maybe your players managed to skip 
  some of the content presented, or maybe you ended up 
  with a bigger group of players than the adventure assumes. 
  Additionally, if your players come up short of their expected 
  wealth by level, a side job provides a worthwhile way to dump 
  some extra credits on them without shoehorning extra wealth 
  into an existing encounter. 
  Alternatively, if you aren’t running Fly Free or Die, you can 
  use the side jobs presented here for a quick palate cleanser 
  between campaigns or when you’re looking for a session’s 
  worth of fun and excitement. Whatever the reason, any group 
  can easily use side jobs. 
  You should keep in mind that if you run your players 
  through all of an Adventure Path’s encounters in addition to 
  these side jobs (especially if they’re a typically-sized group 
  who earns the average amount of credits and recovered 
  gear), the PCs will end up with more experience and gear 
  than the rest of the Adventure Path expects. This option can 
  actually be good if your players seem to have a lot of trouble 
  during encounters. Side jobs don’t present a great deal of 
  extra material and will likely have negligible impact on the 
  PCs’ overall effectiveness. However, by the same token, 
  if your players already easily overcome the adventure’s 
  challenges, you might not want to give them yet another 
  advantage going into the next set of encounters.
  MEHVISA PAU RIOJIN
  The PCs receive the three side jobs presented here through 
  their fixer or other friendly contact. If you’re running the Fly 
  Free or Die Adventure Path, you can use the brenneri Tarika, 
  who has contacts all over the Pact Worlds and beyond 
  through her fledgling independent network; this connection 
  only strengthens during “Professional Courtesy,” and these 
  side jobs can act as breathers during that adventure for 
  when the PCs want to dry off.
  The PCs’ fixer reaches out to them when they know the 
  crew is in or near an area where a contact has asked for help, 
  passing along the important information or putting the crew 
  in touch with the contact. The first job can occur just about 
  anywhere in Near Space, but the other two jobs take place in 
  and around Absalom Station.
  After the first side job, the PCs’ fixer gives their 
  transponder information to Mehvisa Pau Riojin (NG female 
  kasatha mechanic), an engineer who works on Absalom 
  Station. Riojin requests help while the crew is at or near the 
  station, then reaches out about another job later. Somewhat 
  awkward, the kasatha prefers the company of machines 
  over flesh-and-blood people, though she can relax a little 
  around her best friend and business partner, the android 
  Priy-4. Riojin’s preference for solitude has led some to 
  believe she dislikes them, and as a result, she has a couple 
  of low-key enemies. Those who get to know her—which 
  takes time and patience—know she has a good heart but 
  is better at connecting wires than connecting with people. 
  Many on Absalom Station haven’t given her that chance, 
  resulting in some residents treating her cruelly or ignoring 
  her completely. 
  Most everyone who meets Riojin soon learns she’s an 
  excellent mechanic. While she doesn’t have many friends, she 
  has a huge cadre of loyal customers who happily bear her 
  frankness for the sake of her exquisite work. As long as the 
  PCs don’t act rudely toward her, she eventually warms up to 
  them and happily trades work on their ship for specialty parts 
  and interesting finds from their travels. Eventually, Riojin 
  might even come to see the PCs as close friends, especially 
  if any character is a construct species, such as an android.
  You should keep in mind that if you run your players 
  through all of an Adventure Path’s encounters in addition to 
  these side jobs (especially if they’re a typically-sized group 
  who earns the average amount of credits and recovered 
  gear), the PCs will end up with more experience and gear 
  than the rest of the Adventure Path expects. This option can 
  actually be good if your players seem to have a lot of trouble 
  during encounters. Side jobs don’t present a great deal of 
  extra material and will likely have negligible impact on the 
  PCs’ overall effectiveness. However, by the same token, 
  if your players already easily overcome the adventure’s 
  challenges, you might not want to give them yet another 
  The PCs receive the three side jobs presented here through 
  their fixer or other friendly contact. If you’re running the Fly 
  Free or Die Adventure Path, you can use the brenneri Tarika, 
  who has contacts all over the Pact Worlds and beyond 
  through her fledgling independent network; this connection 
  only strengthens during “Professional Courtesy,” and these 
  side jobs can act as breathers during that adventure for 
  The PCs’ fixer reaches out to them when they know the 
  crew is in or near an area where a contact has asked for help, 
  passing along the important information or putting the crew 
  in touch with the contact. The first job can occur just about 
  anywhere in Near Space, but the other two jobs take place in 
  After the first side job, the PCs’ fixer gives their 
   (NG female 
  kasatha mechanic), an engineer who works on Absalom 
  Station. Riojin requests help while the crew is at or near the 
  station, then reaches out about another job later. Somewhat 
  awkward, the kasatha prefers the company of machines 
  over flesh-and-blood people, though she can relax a little 
  around her best friend and business partner, the android 
  Priy-4. Riojin’s preference for solitude has led some to 
  believe she dislikes them, and as a result, she has a couple 
  39
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC 
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  MEHVISA PAU 
  RIOJIN
  
  This side job is suitable for 5th-level characters.
  BACKGROUND
  Rok Dregnaugh (NE male human) is a wealthy merchant who 
  typically remains secluded on his private asteroid. Lately, 
  he has set his sights on acquiring a caypin—an amphibious 
  predator that can detach its tentacles to hunt independently—
  for his personal zoo of exotic animals. 
  He dispatched the crew of the Macomber, his personal 
  “collection crew,” to fetch a caypin from a swampy planet 
  in Near Space. They successfully captured the creature, 
  but as they left orbit, the caypin escaped from its tank and 
  rampaged through the engineering deck, damaging several 
  safety systems. Wounded from the beast’s rampage, the crew 
  managed to corner the caypin in an escape pod. Just then, the 
  Macomber’s engines exploded, ripping a hole through the ship’s 
  hull and killing everyone on board—nearly everyone, that is.
  The Macomber’s automated fail-safes launched the escape 
  pod with the caypin inside. Meanwhile, ancient systems on 
  a forgotten space station orbiting the planet flared to life 
  and locked onto the escape pod. A tractor beam brought the 
  pod to the station’s only functioning airlock, which cycled 
  automatically. The caypin was released onto a still-sealed deck, 
  where soil and plant samples taken from the world below 
  created a flourishing environment in the hydroponics bays.
  After examining the Macomber’s final logs, sent before the 
  ship exploded, Rok Dregnaugh believes his caypin survived and 
  will pay handsomely to have it retrieved.
  THE JOB OFFER
  Rok Dregnaugh posted a reward of 10,000 credits for the 
  live recapture of his prize on infospheres across several 
  star systems. The PCs’ fixer contacts them and relays the 
  information, as they happen to be closest to the Macomber’s 
  last known location.
  Their fixer tells the PCs all they know. The wealthy client, 
  Rok Dregnaugh, possesses many contacts. A ship he owns was 
  transporting a creature for his private collection before it had 
  a terrible accident with its engines. Dregnaugh believes that 
  the creature survived but won’t elaborate on its species in the 
  message. The fixer has reservations about this job because of 
  this omission, but admits that the payment is significant, leaving 
  it up to the PCs whether or not they want to take the job. The 
  fixer warns them that based on Dregnaugh’s reputation, he’ll 
  likely reduce payment if the creature arrives injured.
  1. THE MACOMBER
  Their fixer sends the PCs the Macomber’s coordinates, located 
  in Near Space, 3d6 days of Drift travel away from the PCs’ 
  current location. When the PCs arrive, they see the ship drifting 
  serenely through space. Scans indicate that large sections of the 
  Macomber’s hull have been blown open from the inside, which 
  exposed all of its interior to the vacuum of space, and otherwise 
  detect no signs of life.
  The PCs can pull up alongside the Macomber and space 
  walk over to it. The vessel’s lighting, artificial-gravity, and 
  life-support systems are nonfunctional. They can access the 
  interior through one of the larger blast holes in the hull or by 
  prying open an exterior door.
  It takes over an hour for the PCs to search through the 
  Macomber; if at least half of the PCs succeed at a DC 20 
  Perception check, they find the information below within 
  30 minutes instead.
  The PCs clearly discern that the ship’s engines suffered a 
  catastrophic explosive failure. Most of the damage to the ship 
  is centered on the engineering deck. The cargo hold contains a 
  large glass container with two connected chambers—one has 
  a large crack running up one side and a bit of water floating 
  in it, while soil and plants fill the other like a terrarium. There 
  are signs of combat—walls scorched from laser blasts and 
  dried spatters of blood—in the cargo hold and in the corridors 
  between the Macomber’s engineering deck and escape pods. 
  Lastly, they find one of the escape pods missing. There are no 
  signs of the crew’s bodies, which likely got blown into space.
  A PC who succeeds at a DC 22 Engineering check while 
  examining the remnants of the destroyed engines discovers 
  that the explosion likely occurred after its safety systems 
  sustained damage. A PC on the bridge who succeeds at a DC 
  25 Computers check can access the Macomber’s logs and learn 
  that the crew attempted to transport a caypin at Dregnaugh’s 
  behest. The captain didn’t have time to make any entries in the 
  time between the caypin’s escape and when it caused the ship’s 
  destruction. However, the ship’s systems show that one of the 
  escape pods automatically launched due to a catastrophic hull 
  breach. The PCs can easily trace the trajectory of the escape 
  pod: it headed back toward a nearby planet, though it seems to 
  have disappeared before it breached the atmosphere.
  A PC who succeeds at a DC 21 Life Science check can tell 
  that the container in the cargo hold can confine an amphibious 
  creature (either a single Large one or several Medium or smaller 
  ones). If the PCs recovered the Macomber’s logs, the character 
  who succeeded at this check recognizes that the tank was 
  meant to hold a caypin. A character who has at least 2 ranks in 
  Engineering or Life Science and 100 UPBs can repair the tank 
  with 2 hours’ worth of work. However, the PCs must find some 
  way to refill it with water and transport it to their ship.
  Treasure: A small, locked cabinet (Engineering DC 20 to 
  open) in the cargo bay contains four tier 2 sedatives.
  This side job is suitable for 5th-level characters.
  BACKGROUND
  Rok Dregnaugh (NE male human) is a wealthy merchant who 
  typically remains secluded on his private asteroid. Lately, 
  he has set his sights on acquiring a caypin—an amphibious 
  predator that can detach its tentacles to hunt independently—
  for his personal zoo of exotic animals. 
  He dispatched the crew of the Macomber, his personal 
  “collection crew,” to fetch a caypin from a swampy planet 
  in Near Space. They successfully captured the creature, 
  but as they left orbit, the caypin escaped from its tank and 
  rampaged through the engineering deck, damaging several 
  safety systems. Wounded from the beast’s rampage, the crew 
  managed to corner the caypin in an escape pod. Just then, the 
  Macomber’s engines exploded, ripping a hole through the ship’s 
  hull and killing everyone on board—nearly everyone, that is.
  The Macomber’s automated fail-safes launched the escape 
  pod with the caypin inside. Meanwhile, ancient systems on 
  a forgotten space station orbiting the planet flared to life 
  and locked onto the escape pod. A tractor beam brought the 
  pod to the station’s only functioning airlock, which cycled 
  automatically. The caypin was released onto a still-sealed deck, 
  where soil and plant samples taken from the world below 
  created a flourishing environment in the hydroponics bays.
  After examining the Macomber’s final logs, sent before the 
  ship exploded, Rok Dregnaugh believes his caypin survived and 
  will pay handsomely to have it retrieved.
  THE JOB OFFER
  Rok Dregnaugh posted a reward of 10,000 credits for the 
  live recapture of his prize on infospheres across several 
  star systems. The PCs’ fixer contacts them and relays the 
  information, as they happen to be closest to the Macomber’s 
  last known location.
  Their fixer tells the PCs all they know. The wealthy client, 
  Rok Dregnaugh, possesses many contacts. A ship he owns was 
  transporting a creature for his private collection before it had 
  a terrible accident with its engines. Dregnaugh believes that 
  the creature survived but won’t elaborate on its species in the 
  message. The fixer has reservations about this job because of 
  this omission, but admits that the payment is significant, leaving 
  it up to the PCs whether or not they want to take the job. The 
  fixer warns them that based on Dregnaugh’s reputation, he’ll 
  likely reduce payment if the creature arrives injured.
  1. THE MACOMBER
  Their fixer sends the PCs the Macomber’s coordinates, located 
  in Near Space, 3d6 days of Drift travel away from the PCs’ 
  current location. When the PCs arrive, they see the ship drifting 
  serenely through space. Scans indicate that large sections of the 
  Macomber’s hull have been blown open from the inside, which 
  exposed all of its interior to the vacuum of space, and otherwise 
  detect no signs of life.
  The PCs can pull up alongside the Macomber and space 
  walk over to it. The vessel’s lighting, artificial-gravity, and 
  life-support systems are nonfunctional. They can access the 
  interior through one of the larger blast holes in the hull or by 
  prying open an exterior door.
  It takes over an hour for the PCs to search through the 
  Macomber; if at least half of the PCs succeed at a DC 20 
  Perception check, they find the information below within 
  30 minutes instead.
  The PCs clearly discern that the ship’s engines suffered a 
  catastrophic explosive failure. Most of the damage to the ship 
  is centered on the engineering deck. The cargo hold contains a 
  large glass container with two connected chambers—one has 
  a large crack running up one side and a bit of water floating 
  in it, while soil and plants fill the other like a terrarium. There 
  are signs of combat—walls scorched from laser blasts and 
  dried spatters of blood—in the cargo hold and in the corridors 
  between the Macomber’s engineering deck and escape pods. 
  Lastly, they find one of the escape pods missing. There are no 
  signs of the crew’s bodies, which likely got blown into space.
  A PC who succeeds at a DC 22 Engineering check while 
  examining the remnants of the destroyed engines discovers 
  that the explosion likely occurred after its safety systems 
  sustained damage. A PC on the bridge who succeeds at a DC 
  25 Computers check can access the Macomber’s logs and learn 
  that the crew attempted to transport a caypin at Dregnaugh’s 
  behest. The captain didn’t have time to make any entries in the 
  time between the caypin’s escape and when it caused the ship’s 
  destruction. However, the ship’s systems show that one of the 
  escape pods automatically launched due to a catastrophic hull 
  breach. The PCs can easily trace the trajectory of the escape 
  pod: it headed back toward a nearby planet, though it seems to 
  have disappeared before it breached the atmosphere.
  A PC who succeeds at a DC 21 Life Science check can tell 
  that the container in the cargo hold can confine an amphibious 
  creature (either a single Large one or several Medium or smaller 
  ones). If the PCs recovered the Macomber’s logs, the character 
  who succeeded at this check recognizes that the tank was 
  meant to hold a caypin. A character who has at least 2 ranks in 
  Engineering or Life Science and 100 UPBs can repair the tank 
  with 2 hours’ worth of work. However, the PCs must find some 
  way to refill it with water and transport it to their ship.
  Treasure: A small, locked cabinet (Engineering DC 20 to 
  open) in the cargo bay contains four tier 2 sedatives.
  40
  LET SLEEPING 
  CAYPINS LIE
  
  2. ABANDONED SPACE STATION (CR 6)
  With conventional thrusters, it takes several hours for the PCs’ 
  ship to reach the escape pod’s last known location. When the 
  PCs arrive, they immediately spot a large, dilapidated space 
  station in orbit around the swamp planet. Cursory scans reveal 
  that the structure is over 200 years old and of an unfamiliar 
  design. A section of the station has limited power, provided by 
  some kind of still-functioning hybrid reactor. The Macomber’s 
  escape pod has docked at an airlock in this section. A PC who 
  succeeds at a DC 22 Computers check can detect several signs 
  of life aboard the space station; most remain stationary, though 
  a dozen moving life-forms appear clustered together.
  The PCs can dock their vessel at an adjacent airlock with no 
  trouble and make their way aboard. Once they pass through the 
  airlock, the smell of sulfurous flora and the nearly unbearable 
  humidity overwhelms their senses. Vines grow along the walls 
  and ceiling (apparently nourished by UV lighting), and half an 
  inch of fetid water covers the floor. If the PCs follow this natural 
  encroachment, they find the source: an overgrown hydroponics 
  bay that resembles a bog.
  Creature: The caypin settled in the hydroponic bog, injured 
  from its escape but still alert. After everything it has gone 
  through, the confused and extremely hostile creature lashes 
  out at anything that approaches it. Before the PCs arrived, the 
  caypin detached one set of its feeding appendages to scour the 
  bog for nutrients. This set attempts to sneak up on the PCs 
  and take them by surprise. The PCs will likely want to deal 
  nonlethal damage to the caypin to subdue it, so feel free to 
  remind them of the sedatives they might have acquired from 
  the Macomber to help with this task.
  CAYPIN
  CR 6
  XP 2,400
  HP 90 (currently 80; Starfinder Alien Archive 26)
  Development: If the PCs kill the caypin, they should realize 
  that Dregnaugh probably won’t pay them and might even get 
  angry. At this point, they should leave the scene and possibly 
  erase any traces of their presence. If the PCs subdue the beast, 
  they can drag it back to their ship to place in the (hopefully 
  repaired) tank from the Macomber for a long journey to the 
  drop-off point.
  GETTING PAID
  Before the PCs return the caypin to Dregnaugh, a rival crew 
  shows up asking for a temporary truce. The captain reveals 
  that a conservationist group who believes Rok Dregnaugh’s 
  private zoo is a cruel practice hired them to prevent the 
  merchant from acquiring more creatures. The rival crew 
  offers the PCs the 2,000 credits the conservationists paid 
  to rescue the caypin, though they know this amount doesn’t 
  compare to what Dregnaugh offered. If a PC tries to negotiate 
  and succeeds at a DC 22 Diplomacy or Intimidate check, the 
  captain agrees to throw in a backup generator and brown force 
  field armor upgrades. 
  If the PCs hand over the caypin, the rival crew advises advise 
  the PCs to cover their tracks. Dregnaugh is a powerful man, and 
  if he finds out what happened, the PCs might find themselves 
  with a rich and well-connected enemy. If the PCs don’t turn 
  over the caypin to the rival crew, the captain shakes her head 
  sadly and leaves peacefully. 
  Rok Dregnaugh resides on a private asteroid in Near Space, 
  so the PCs must take another 3d6 days of Drift travel to reach 
  the drop-off point. During this time, the PCs should try to 
  heal the caypin of any it received. For every 10 Hit Points the 
  caypin lacks, Dregnaugh reduces his offered payment by 1,000 
  credits; if the creature has fewer than 20 Hit Points, Dregnaugh 
  refuses to compensate the PCs, citing that the caypin is close 
  to death, so he’ll have to pay for its care. 
  2. ABANDONED SPACE STATION (CR 6)
  With conventional thrusters, it takes several hours for the PCs’ 
  ship to reach the escape pod’s last known location. When the 
  PCs arrive, they immediately spot a large, dilapidated space 
  station in orbit around the swamp planet. Cursory scans reveal 
  that the structure is over 200 years old and of an unfamiliar 
  design. A section of the station has limited power, provided by 
  some kind of still-functioning hybrid reactor. The Macomber’s 
  escape pod has docked at an airlock in this section. A PC who 
  succeeds at a DC 22 Computers check can detect several signs 
  of life aboard the space station; most remain stationary, though 
  a dozen moving life-forms appear clustered together.
  The PCs can dock their vessel at an adjacent airlock with no 
  trouble and make their way aboard. Once they pass through the 
  airlock, the smell of sulfurous flora and the nearly unbearable 
  humidity overwhelms their senses. Vines grow along the walls 
  and ceiling (apparently nourished by UV lighting), and half an 
  inch of fetid water covers the floor. If the PCs follow this natural 
  encroachment, they find the source: an overgrown hydroponics 
  bay that resembles a bog.
  Creature: The caypin settled in the hydroponic bog, injured 
  from its escape but still alert. After everything it has gone 
  through, the confused and extremely hostile creature lashes 
  out at anything that approaches it. Before the PCs arrived, the 
  caypin detached one set of its feeding appendages to scour the 
  bog for nutrients. This set attempts to sneak up on the PCs 
  and take them by surprise. The PCs will likely want to deal 
  nonlethal damage to the caypin to subdue it, so feel free to 
  remind them of the sedatives they might have acquired from 
  the Macomber to help with this task.
  CAYPIN
  CR 6
  XP 2,400
  HP 90 (currently 80; Starfinder Alien Archive 26)
  Development: If the PCs kill the caypin, they should realize 
  that Dregnaugh probably won’t pay them and might even get 
  angry. At this point, they should leave the scene and possibly 
  erase any traces of their presence. If the PCs subdue the beast, 
  they can drag it back to their ship to place in the (hopefully 
  repaired) tank from the Macomber for a long journey to the 
  drop-off point.
  GETTING PAID
  Before the PCs return the caypin to Dregnaugh, a rival crew 
  shows up asking for a temporary truce. The captain reveals 
  that a conservationist group who believes Rok Dregnaugh’s 
  private zoo is a cruel practice hired them to prevent the 
  merchant from acquiring more creatures. The rival crew 
  offers the PCs the 2,000 credits the conservationists paid 
  to rescue the caypin, though they know this amount doesn’t 
  compare to what Dregnaugh offered. If a PC tries to negotiate 
  and succeeds at a DC 22 Diplomacy or Intimidate check, the 
  captain agrees to throw in a backup generator and brown force 
  field armor upgrades. 
  If the PCs hand over the caypin, the rival crew advises advise 
  the PCs to cover their tracks. Dregnaugh is a powerful man, and 
  if he finds out what happened, the PCs might find themselves 
  with a rich and well-connected enemy. If the PCs don’t turn 
  over the caypin to the rival crew, the captain shakes her head 
  sadly and leaves peacefully. 
  Rok Dregnaugh resides on a private asteroid in Near Space, 
  so the PCs must take another 3d6 days of Drift travel to reach 
  the drop-off point. During this time, the PCs should try to 
  heal the caypin of any it received. For every 10 Hit Points the 
  caypin lacks, Dregnaugh reduces his offered payment by 1,000 
  credits; if the creature has fewer than 20 Hit Points, Dregnaugh 
  refuses to compensate the PCs, citing that the caypin is close 
  to death, so he’ll have to pay for its care. 
  41
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC 
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  
  This side job is suitable for 5th-level characters.
  BACKGROUND
  Absalom Station already had a well-known electrovore 
  problem, but it has experienced a sudden rise in occurrences 
  thanks to the schemes of a local space goblin con artist 
  named Zootgarq (NE male space goblin). The trickster 
  trained a nest of the so-called conduit rats to attack those 
  passing through his territory—a stretch of isolated corridors 
  between several docking bays and engineering workshops. 
  He then tries to sell the victims his “proven anti-electrovore 
  spray” (actually just aerosol cans of engine grease with 
  Zootgarq’s face painted over the label). While Zootgarq 
  has made a few credits with this scheme, most locals have 
  figured out that they can simply circumvent the infested 
  hallways. Zootgarq has become desperate for more cash 
  when the PCs arrive at Absalom Station, and he makes the 
  mistake of launching an assault on them as they transport 
  equipment for a new ally.
  THE JOB OFFER
  The PCs arrive at Absalom Station between other jobs for 
  some starship repairs and upgrades. Before they dock, their 
  fixer puts them in touch with Mehvisa Pau Riojin (page 39), 
  a kasath mechanic who used to work for a large corporation 
  (if you’re running the Fly Free or Die Adventure Path, she’s 
  a former employee of the Company). Even if the PCs can 
  perform the maintenance themselves, they might want to 
  use Riojin’s workshop. Riojin gives the PCs clearance to land 
  at her bay, and when they exit their ship, the engineer greets 
  them curtly. Though brusque, she isn’t intentionally rude. A 
  PC who succeeds at a DC 18 Sense Motive check realizes 
  that Riojin seems preoccupied with another matter.
  If the PCs ask Riojin what’s wrong while she assesses 
  their vessel, she tells them she expected a delivery of 
  necessary equipment from the other side of the station, 
  but her supplier has been reluctant to transport it. Riojin 
  doesn’t know why, and her work has kept her too busy to 
  retrieve the gear herself. She offers the PCs 4,000 credits (in 
  either cash, ship repairs, or a combination of both) to pick up 
  her equipment.
  Riojin suggests that the PCs use equipment to make 
  carrying the cargo easier, such as a cargo lifter or a suit 
  of powered armor. If they don’t have any such equipment, 
  she lets the PCs borrow her cargo lifter powered armor, so 
  long as they promise to return it in perfect condition. She 
  sternly warns the PCs that if the cargo lifter is damaged, 
  they must cover the cost of repairs (or the cost of replacing 
  it, depending on the extent of the damage).
  THE PICK-UP
  Riojin gives the PCs the address of her supplier, a hulking, 
  bald android named Platform-2. The android happily points 
  out Riojin’s shipment when the PCs arrive: five crates of 
  heavy equipment, each weighing 5 bulk. A PC who succeeds 
  at a DC 18 Engineering check while examining the machinery 
  within the crates can discern their rarity and that replacing 
  the equipment would present more than a trivial matter. If the 
  PCs don’t have their own powered armor with them or didn’t 
  take Riojin’s offer to borrow hers, Platform-2 can sell them a 
  cargo lifter for the usual market price of 2,150 credits. 
  If the PCs ask why Platform-2 has reservations about 
  delivering Riojin’s equipment, the android shakes his head and 
  says, “All my usual couriers are raising their rates, claiming 
  something about hazard pay due to all the rats.” He doesn’t 
  know any more and simply shrugs when pressed.
  If the PCs poke around on Absalom Station’s infosphere for 
  further information, they don’t discover anything pertinent. 
  A PC who succeeds at a DC 28 Computers check comes 
  across a recent forum post complaining that the electrovore 
  menace aboard the station has gotten worse over the past 
  few months, though it doesn’t specify locations. A dismissive 
  reply states that “most conduit rats turn tail once you give 
  them a hard smack on the snout.” The original poster notes, 
  “These didn’t.”
  STATION CORRIDOR (CR 6+)
  As the PCs move Riojin’s equipment to her workshop, 
  they pass through Zootgarq’s corridor. They will need 
  to successfully escort their goods through a gauntlet of 
  electrovores to make their delivery. The PCs are assumed 
  to have strapped the crates to their backs or attached them 
  to a cargo lifter, essentially leaving their hands free. They 
  begin at the western end of the corridor.
  Creatures: When the PCs reach the area marked “First 
  Wave Released” (see the map on page 43), Zootgarq triggers 
  his ambush, which shuts and locks the door at the western 
  end of the corridor. Simultaneously, four electrovores 
  emerge from the ducts near the ceiling to surround the 
  PCs and attack using their electrical discharge ability. Each 
  round, one electrovore (usually the closest to a PC carrying 
  one of Riojin’s crates, but otherwise determined randomly) 
  attempts a grapple combat maneuver against a crate. A 
  crate has an AC of 10 plus the Dexterity modifier of the 
  PC carrying it. If an electrovore successfully grapples a 
  crate, it can siphon energy from the equipment within as 
  a move action, regaining 1 Resolve Point. A PC can remove 
  an adjacent grappling electrovore with a successful grapple 
  combat maneuver or a successful DC 18 Strength check. 
  This side job is suitable for 5th-level characters.
  BACKGROUND
  Absalom Station already had a well-known electrovore 
  problem, but it has experienced a sudden rise in occurrences 
  thanks to the schemes of a local space goblin con artist 
  named Zootgarq (NE male space goblin). The trickster 
  trained a nest of the so-called conduit rats to attack those 
  passing through his territory—a stretch of isolated corridors 
  between several docking bays and engineering workshops. 
  He then tries to sell the victims his “proven anti-electrovore 
  spray” (actually just aerosol cans of engine grease with 
  Zootgarq’s face painted over the label). While Zootgarq 
  has made a few credits with this scheme, most locals have 
  figured out that they can simply circumvent the infested 
  hallways. Zootgarq has become desperate for more cash 
  when the PCs arrive at Absalom Station, and he makes the 
  mistake of launching an assault on them as they transport 
  equipment for a new ally.
  THE JOB OFFER
  The PCs arrive at Absalom Station between other jobs for 
  some starship repairs and upgrades. Before they dock, their 
  fixer puts them in touch with Mehvisa Pau Riojin (page 39), 
  a kasath mechanic who used to work for a large corporation 
  (if you’re running the Fly Free or Die Adventure Path, she’s 
  a former employee of the Company). Even if the PCs can 
  perform the maintenance themselves, they might want to 
  use Riojin’s workshop. Riojin gives the PCs clearance to land 
  at her bay, and when they exit their ship, the engineer greets 
  them curtly. Though brusque, she isn’t intentionally rude. A 
  PC who succeeds at a DC 18 Sense Motive check realizes 
  that Riojin seems preoccupied with another matter.
  If the PCs ask Riojin what’s wrong while she assesses 
  their vessel, she tells them she expected a delivery of 
  necessary equipment from the other side of the station, 
  but her supplier has been reluctant to transport it. Riojin 
  doesn’t know why, and her work has kept her too busy to 
  retrieve the gear herself. She offers the PCs 4,000 credits (in 
  either cash, ship repairs, or a combination of both) to pick up 
  her equipment.
  Riojin suggests that the PCs use equipment to make 
  carrying the cargo easier, such as a cargo lifter or a suit 
  of powered armor. If they don’t have any such equipment, 
  she lets the PCs borrow her cargo lifter powered armor, so 
  long as they promise to return it in perfect condition. She 
  sternly warns the PCs that if the cargo lifter is damaged, 
  they must cover the cost of repairs (or the cost of replacing 
  it, depending on the extent of the damage).
  THE PICK-UP
  Riojin gives the PCs the address of her supplier, a hulking, 
  bald android named Platform-2. The android happily points 
  out Riojin’s shipment when the PCs arrive: five crates of 
  heavy equipment, each weighing 5 bulk. A PC who succeeds 
  at a DC 18 Engineering check while examining the machinery 
  within the crates can discern their rarity and that replacing 
  the equipment would present more than a trivial matter. If the 
  PCs don’t have their own powered armor with them or didn’t 
  take Riojin’s offer to borrow hers, Platform-2 can sell them a 
  cargo lifter for the usual market price of 2,150 credits. 
  If the PCs ask why Platform-2 has reservations about 
  delivering Riojin’s equipment, the android shakes his head and 
  says, “All my usual couriers are raising their rates, claiming 
  something about hazard pay due to all the rats.” He doesn’t 
  know any more and simply shrugs when pressed.
  If the PCs poke around on Absalom Station’s infosphere for 
  further information, they don’t discover anything pertinent. 
  A PC who succeeds at a DC 28 Computers check comes 
  across a recent forum post complaining that the electrovore 
  menace aboard the station has gotten worse over the past 
  few months, though it doesn’t specify locations. A dismissive 
  reply states that “most conduit rats turn tail once you give 
  them a hard smack on the snout.” The original poster notes, 
  “These didn’t.”
  STATION CORRIDOR (CR 6+)
  As the PCs move Riojin’s equipment to her workshop, 
  they pass through Zootgarq’s corridor. They will need 
  to successfully escort their goods through a gauntlet of 
  electrovores to make their delivery. The PCs are assumed 
  to have strapped the crates to their backs or attached them 
  to a cargo lifter, essentially leaving their hands free. They 
  begin at the western end of the corridor.
  Creatures: When the PCs reach the area marked “First 
  Wave Released” (see the map on page 43), Zootgarq triggers 
  his ambush, which shuts and locks the door at the western 
  end of the corridor. Simultaneously, four electrovores 
  emerge from the ducts near the ceiling to surround the 
  PCs and attack using their electrical discharge ability. Each 
  round, one electrovore (usually the closest to a PC carrying 
  one of Riojin’s crates, but otherwise determined randomly) 
  attempts a grapple combat maneuver against a crate. A 
  crate has an AC of 10 plus the Dexterity modifier of the 
  PC carrying it. If an electrovore successfully grapples a 
  crate, it can siphon energy from the equipment within as 
  a move action, regaining 1 Resolve Point. A PC can remove 
  an adjacent grappling electrovore with a successful grapple 
  combat maneuver or a successful DC 18 Strength check. 
  42
  THE RAT’S NEST
  
  A character can disable the lock on the western door with 
  a successful DC 25 Engineering check. Alternatively, the PCs 
  can blast or smash the door open; it has 60 Hit Points, 20 
  hardness, and a break DC of 28.
  When only one of the first four electrovores remains or 
  when at least one PC reaches the area marked “Second Wave 
  Released,” Zootgarq releases another three electrovores. 
  When only one of these creatures remains or when at least 
  one PC reaches the area marked “Third Wave Released,” 
  Zootgarq releases his final three electrovores. If the PCs 
  flee from this corridor (either by getting the door open or by 
  hustling off the eastern edge of the map), the electrovores 
  don’t chase them.
  Keep track of how many Resolve Points the electrovores 
  gain from siphoning energy from the equipment (though not 
  from critical tail slaps).
  ELECTROVORES (4+)
  CR 2
  XP 600 each
  HP 23 each; RP 3 each (Starfinder Alien Archive 44)
  Development: A PC who succeeds at a DC 20 Life Science 
  check can tell that these electrovores seem more aggressive 
  than normal, possibly spurred on by an outside influence. A 
  PC who examines any equipment affected by an electrovore 
  can easily assess the damage, which requires some effort 
  to fix. A PC who succeeds at a DC 25 Engineering check 
  can restore some power to the machinery, which effectively 
  reduces the number of Resolve Points the electrovore 
  gained for the purpose of figuring out the PCs’ payment (see 
  Getting Paid below).
  Shortly after the PCs leave the corridor but before they 
  reach Riojin’s workshop, a space goblin in a tattered business 
  suit approaches them; he introduces himself as Zootgarq. He 
  launches into his sales pitch for a spray “guaranteed to keep 
  pesky conduit rats at bay,” and offers to sell the PCs a can of his 
  falsely labeled grease for 200 credits. A PC who succeeds at a 
  DC 22 Sense Motive check can tell that Zootgarq isn’t telling 
  the truth, and a PC who succeeds at a DC 22 Life Science 
  check knows his “electrovore repellent” is likely bunk. A PC 
  who succeeds at a DC 21 Intimidate check forces Zootgarq 
  to tell the truth about his scheme; the space goblin offers the 
  PCs 600 credits to not tell the authorities and to allow him to 
  go on his way. If the PC succeeds at this check, Zootgarq also 
  promises to abandon his scheme and seek gainful employment 
  elsewhere (though this vow rings partly false).
  GETTING PAID
  Riojin brusquely examines her equipment when the PCs return 
  to her workshop, and she’s quick to point out any damage 
  it has taken. She stares unblinking at the PCs if they try to 
  explain themselves, then shrugs and says that any damages 
  delays her plans for this machinery. For every Resolve Point 
  the electrovores regained from siphoning energy from the 
  equipment, Riojin reduces the amount she offered the PCs by 
  200 credits. If a PC succeeds at a DC 22 Diplomacy check, she 
  agrees that the incident wasn’t the PCs’ fault and gives them 
  the full 4,000 credits.
  Later, while the PCs work another job elsewhere in the 
  galaxy, they receive a one-way video communique from 
  Riojin thanking them for their help. At the end of the 
  message, she cracks a smile.
  A character can disable the lock on the western door with 
  a successful DC 25 Engineering check. Alternatively, the PCs 
  can blast or smash the door open; it has 60 Hit Points, 20 
  hardness, and a break DC of 28.
  When only one of the first four electrovores remains or 
  when at least one PC reaches the area marked “Second Wave 
  Released,” Zootgarq releases another three electrovores. 
  When only one of these creatures remains or when at least 
  one PC reaches the area marked “Third Wave Released,” 
  Zootgarq releases his final three electrovores. If the PCs 
  flee from this corridor (either by getting the door open or by 
  hustling off the eastern edge of the map), the electrovores 
  don’t chase them.
  Keep track of how many Resolve Points the electrovores 
  gain from siphoning energy from the equipment (though not 
  from critical tail slaps).
  ELECTROVORES (4+)
  ELECTROVORES (4+)
  CR 2
  XP 600 each
  HP 23 each; RP 3 each (Starfinder Alien Archive 
   3 each (Starfinder Alien Archive 
   3 each (
  44)
  Development: A PC who succeeds at a DC 20 Life Science 
  check can tell that these electrovores seem more aggressive 
  than normal, possibly spurred on by an outside influence. A 
  PC who examines any equipment affected by an electrovore 
  can easily assess the damage, which requires some effort 
  to fix. A PC who succeeds at a DC 25 Engineering check 
  can restore some power to the machinery, which effectively 
  reduces the number of Resolve Points the electrovore 
  gained for the purpose of figuring out the PCs’ payment (see 
  Getting Paid below).
  Shortly after the PCs leave the corridor but before they 
  reach Riojin’s workshop, a space goblin in a tattered business 
  suit approaches them; he introduces himself as Zootgarq. He 
  launches into his sales pitch for a spray “guaranteed to keep 
  pesky conduit rats at bay,” and offers to sell the PCs a can of his 
  falsely labeled grease for 200 credits. A PC who succeeds at a 
  DC 22 Sense Motive check can tell that Zootgarq isn’t telling 
  the truth, and a PC who succeeds at a DC 22 Life Science 
  check knows his “electrovore repellent” is likely bunk. A PC 
  who succeeds at a DC 21 Intimidate check forces Zootgarq 
  to tell the truth about his scheme; the space goblin offers the 
  PCs 600 credits to not tell the authorities and to allow him to 
  go on his way. If the PC succeeds at this check, Zootgarq also 
  promises to abandon his scheme and seek gainful employment 
  elsewhere (though this vow rings partly false).
  GETTING PAID
  Riojin brusquely examines her equipment when the PCs return 
  to her workshop, and she’s quick to point out any damage 
  it has taken. She stares unblinking at the PCs if they try to 
  explain themselves, then shrugs and says that any damages 
  delays her plans for this machinery. For every Resolve Point 
  the electrovores regained from siphoning energy from the 
  equipment, Riojin reduces the amount she offered the PCs by 
  200 credits. If a PC succeeds at a DC 22 Diplomacy check, she 
  agrees that the incident wasn’t the PCs’ fault and gives them 
  the full 4,000 credits.
  Later, while the PCs work another job elsewhere in the 
  galaxy, they receive a one-way video communique from 
  Riojin thanking them for their help. At the end of the 
  message, she cracks a smile.
  43
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC 
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  STATION CORRIDOR
  FIRST WAVE RELEASED
  SECOND WAVE RELEASED
  THIRD WAVE RELEASED
  1 SQUARE = 5 FEET
  N
  
  This side job is suitable for 6th-level characters.
  BACKGROUND
  A group of raxilite ecoterrorists, sick of seeing so many 
  starships shooting across space and leaving debris in 
  their wake, have set a trap outside of Absalom Station’s 
  orbit. Starting with a trio of tiny raxilite Doons (Starfinder 
  Adventure Path #20: The Last Refuge 49) hidden among 
  some biomechanical wreckage and emitting faint but curious 
  energy readings, the radicals have captured several vessels to 
  form a haphazard flotilla. As more ships come to investigate, 
  the raxilites set upon them, offering the crews one chance 
  to surrender peacefully and leave their “polluting vehicles” 
  behind—or face dire consequences. 
  The raxilites have conducted their scheme for a few weeks, 
  but the survivors from their raids have yet to contact the 
  Stewards, so their efforts haven’t attracted much attention. 
  Their leader, a talented bioengineer named Taraxa, has been 
  tinkering with equipment salvaged from the captured ships 
  to create an efficient biomechanical engine that can move the 
  entire flotilla. If she succeeds, these raxilites could take their 
  unique brand of activism across the galaxy.
  THE JOB OFFER
  Mehvisa Pau Riojin hears word about the unusual energy 
  signature from unexplored wreckage outside of Absalom 
  Station’s orbit and contacts the PCs directly for a simple 
  salvage job, or so she believes. Riojin offers the PCs 2,000 
  credits to bring her some “interesting trinkets or equipment” 
  from the wreckage, saying they can keep anything else 
  they find.
  THE FLOTILLA
  The PCs have no trouble reaching the coordinates of the 
  so-called wreckage. As they approach, computer scans reveal 
  five fully intact starships, all of them powered down, floating 
  among chunks of rock and metal; the ships don’t seem to have 
  functioning transponders, so they have no way to identify them 
  through a scan. The PCs also spot a spiderweb of biomechanical 
  tethers connecting the vessels as well as a central asteroid.
  The PCs can dock with or spacewalk over to any of the 
  five ships, or they might make their way onto the asteroid. 
  Whichever of the five ships they explore first, they receive 
  an encrypted transmission with a set of demands: abandon 
  their ship here by heading to area 5 and using the escape pods 
  on that hulk, or else—the consequences are left intentionally 
  vague. The PCs can track the source of the transmission with a 
  successful DC 26 Computers check, which points them toward 
  the debris field’s central asteroid (area 7).
  1. ARODEN’S FOLLY
  This light freighter has several symbols on the hull marking it 
  as property of the Knights of Golarion. Similar icons decorate 
  its interior, though the PCs quickly notice that all of the ship’s 
  electrical equipment has been removed. 
  Treasure: By succeeding at a DC 24 Perception check 
  while exploring Aroden’s Folly, the PCs can find a sintered 
  longsword with a red-and-gold hilt.
  2. BRASS EAGLE
  A PC who succeeds at a DC 22 Culture check while examining 
  this explorer can tell by some subtle flourishes in its design 
  that this ship likely belonged to the Free Captains of the 
  Diaspora. The interior has been stripped clean of usable 
  equipment but otherwise looks undisturbed.
  3. STEVEDORE-ONE
  Compiler Enterprises built this heavy freighter for anacite 
  cargo merchants. Its blocky silhouette and utilitarian interior 
  suggest that the vessel was designed for robotic life-forms.
  4. WAR RAZOR (CR 8)
  The fiercest-looking of the captured vessels snatched by 
  the raxilites, the War Razor is a destroyer that has clearly 
  undergone some alterations from the cultists of the Devourer. 
  The raxilites have further modified War Razor to act as a kind 
  of greenhouse with sheets of thick vines and plants growing 
  almost everywhere.
  Creatures: The raxilites converted this undergrowth-choked 
  ship to a quartet of vracineas, carnivorous plants that use the 
  rooms and corridors as stalking grounds.
  VRACINEAS (4)
  CR 4
  XP 1,200 each
  HP 51 each (Starfinder Alien Archive 3 130)
  5. THE UNBREAKING WAVE
  The undine crew of The Unbreaking Wave—a bulk freighter—
  fled in their escape pods, and the raxilites replaced the pods 
  with biomechanical versions in case future captured crews 
  need them. These seed-shaped escape pods clearly don’t 
  match the flowing design of the rest of this large vessel.
  6. TETHERS
  Biomechanical tethers that resemble bluish vines crisscross 
  the spaces between the flotilla’s ships, allowing the raxilites 
  to use their LFAN augmentations to zip quickly between the 
  ships when necessary. They also enable the transfer of power 
  between the ships and the raxilites’ biolab (area 8).
  This side job is suitable for 6th-level characters.
  BACKGROUND
  A group of raxilite ecoterrorists, sick of seeing so many 
  starships shooting across space and leaving debris in 
  their wake, have set a trap outside of Absalom Station’s 
  orbit. Starting with a trio of tiny raxilite Doons (Starfinder 
  orbit. Starting with a trio of tiny raxilite Doons (Starfinder 
  orbit. Starting with a trio of tiny raxilite Doons (
  Adventure Path #20: The Last Refuge 49) hidden among 
  some biomechanical wreckage and emitting faint but curious 
  energy readings, the radicals have captured several vessels to 
  form a haphazard flotilla. As more ships come to investigate, 
  the raxilites set upon them, offering the crews one chance 
  to surrender peacefully and leave their “polluting vehicles” 
  behind—or face dire consequences. 
  The raxilites have conducted their scheme for a few weeks, 
  but the survivors from their raids have yet to contact the 
  Stewards, so their efforts haven’t attracted much attention. 
  Their leader, a talented bioengineer named Taraxa, has been 
  tinkering with equipment salvaged from the captured ships 
  to create an efficient biomechanical engine that can move the 
  entire flotilla. If she succeeds, these raxilites could take their 
  unique brand of activism across the galaxy.
  THE JOB OFFER
  Mehvisa Pau Riojin hears word about the unusual energy 
  signature from unexplored wreckage outside of Absalom 
  Station’s orbit and contacts the PCs directly for a simple 
  salvage job, or so she believes. Riojin offers the PCs 2,000 
  credits to bring her some “interesting trinkets or equipment” 
  from the wreckage, saying they can keep anything else 
  they find.
  THE FLOTILLA
  The PCs have no trouble reaching the coordinates of the 
  so-called wreckage. As they approach, computer scans reveal 
  five fully intact starships, all of them powered down, floating 
  among chunks of rock and metal; the ships don’t seem to have 
  functioning transponders, so they have no way to identify them 
  through a scan. The PCs also spot a spiderweb of biomechanical 
  tethers connecting the vessels as well as a central asteroid.
  The PCs can dock with or spacewalk over to any of the 
  five ships, or they might make their way onto the asteroid. 
  Whichever of the five ships they explore first, they receive 
  an encrypted transmission with a set of demands: abandon 
  their ship here by heading to area 5 and using the escape pods 
  on that hulk, or else—the consequences are left intentionally 
  vague. The PCs can track the source of the transmission with a 
  successful DC 26 Computers check, which points them toward 
  the debris field’s central asteroid (area 7).
  7).
  7
  1. ARODEN’S FOLLY
  This light freighter has several symbols on the hull marking it 
  as property of the Knights of Golarion. Similar icons decorate 
  its interior, though the PCs quickly notice that all of the ship’s 
  electrical equipment has been removed. 
  Treasure: By succeeding at a DC 24 Perception check 
  while exploring Aroden’s Folly, the PCs can find a sintered 
  longsword with a red-and-gold hilt.
  2. BRASS EAGLE
  A PC who succeeds at a DC 22 Culture check while examining 
  this explorer can tell by some subtle flourishes in its design 
  that this ship likely belonged to the Free Captains of the 
  Diaspora. The interior has been stripped clean of usable 
  equipment but otherwise looks undisturbed.
  3. STEVEDORE-ONE
  Compiler Enterprises built this heavy freighter for anacite 
  cargo merchants. Its blocky silhouette and utilitarian interior 
  suggest that the vessel was designed for robotic life-forms.
  4. WAR RAZOR (CR 8)
  The fiercest-looking of the captured vessels snatched by 
  the raxilites, the War Razor is a destroyer that has clearly 
  undergone some alterations from the cultists of the Devourer. 
  The raxilites have further modified War Razor to act as a kind 
  of greenhouse with sheets of thick vines and plants growing 
  almost everywhere.
  Creatures: The raxilites converted this undergrowth-choked 
  ship to a quartet of vracineas, carnivorous plants that use the 
  rooms and corridors as stalking grounds.
  VRACINEAS (4)
  VRACINEAS (4)
  CR 4
  XP 1,200 each
  HP 51 each (Starfinder Alien Archive 3 
   51 each (Starfinder Alien Archive 3 
   51 each (
  130)
  5. THE UNBREAKING WAVE
  The undine crew of The Unbreaking Wave—a bulk freighter—
  fled in their escape pods, and the raxilites replaced the pods 
  with biomechanical versions in case future captured crews 
  need them. These seed-shaped escape pods clearly don’t 
  match the flowing design of the rest of this large vessel.
  6. TETHERS
  Biomechanical tethers that resemble bluish vines crisscross 
  the spaces between the flotilla’s ships, allowing the raxilites 
  to use their LFAN augmentations to zip quickly between the 
  ships when necessary. They also enable the transfer of power 
  between the ships and the raxilites’ biolab (area 8).
  8).
  8
  44
  SPACE JUNK
  
  7. ASTEROID SURFACE
  The PCs can explore the barren surface of this central 
  asteroid, which measures less than a mile in diameter. A PC 
  who succeeds at a DC 30 Perception or Physical Science 
  check finds a constructed hatch in the rock, though it only 
  has enough space for Tiny creatures to fit through.
  8. RAXILITE BIOLAB (CR 6)
  A 150-foot corridor (also sized for Tiny creatures) lies beyond 
  the hatch, leading to an expansive biolab whose ceiling has 
  a 7-foot clearance. Medium creatures can stand and move 
  normally, but Large creatures need to squeeze (if they 
  somehow managed to first get down the corridor).
  Creatures: Taraxa and her raxilite activists work here, 
  developing their propulsion system and broadcasting their 
  threats to anyone they lure in. If the PCs reach this area 
  or find a way to contact Taraxa (possible if they traced the 
  original signal to this location), she negotiates with them as 
  described in Getting Paid (below). However, if the PCs make 
  the first hostile move, the raxilites respond in kind.
  RAXILITE RESEARCHERS (6)
  CR 1/2
  XP 200 each
  HP 12 each (Starfinder Alien Archive 3 82)
  TARAXA
  CR 4
  XP 1,200
  Female raxilite mechanic (Starfinder Alien Archive 3 82)
  HP 45 
  Development: If the PCs defeat the raxilites, they can take 
  the half-finished biomechanical engine found here in the lab, 
  which might be of interest to Riojin.
  GETTING PAID
  If the PCs get into a position where they can bargain with 
  the raxilites, Taraxa willingly explains her mission and listens 
  to alternatives. A PC who succeeds at a DC 28 Diplomacy 
  or Intimidate check can convince the raxilites to either stop 
  capturing ships or let them in on the scheme. A PC who 
  succeeds at a DC 26 Engineering or Physical Science check 
  can point the raxilites in a different direction, allowing their 
  research to continue without the need for further ambushes. 
  For aiding them, the raxilites promise the PCs a payment of 
  3,000 credits, which arrives in a few weeks.
  If the PCs return to Riojin with the raxilites’ biomechanical 
  prototype, she gets quite excited. She gives the PCs the 
  promised 2,000 credits, plus an additional 4,000 credits for 
  the engine. If the PCs didn’t bring anything back from the 
  flotilla, Riojin offers the PCs 1,000 credits as a token of thanks.
  Alternatively, the PCs can introduce Taraxa and her 
  raxilites to Riojin, though this approach requires a character 
  to succeed at two DC 22 Diplomacy checks to convince 
  each party. Riojin gives the PCs the promised 2,000 credits 
  payment, and Taraxa contacts the PCs again after several 
  weeks. Through Riojin’s and the raxilites’ combined efforts, 
  they can offer an upgrade to the PCs’ starship that treats the 
  vessel as one size smaller for determining  the cost in BP to 
  upgrade their Drift engines!
  7. ASTEROID SURFACE
  The PCs can explore the barren surface of this central 
  asteroid, which measures less than a mile in diameter. A PC 
  who succeeds at a DC 30 Perception or Physical Science 
  check finds a constructed hatch in the rock, though it only 
  has enough space for Tiny creatures to fit through.
  8. RAXILITE BIOLAB (CR 6)
  A 150-foot corridor (also sized for Tiny creatures) lies beyond 
  the hatch, leading to an expansive biolab whose ceiling has 
  a 7-foot clearance. Medium creatures can stand and move 
  normally, but Large creatures need to squeeze (if they 
  somehow managed to first get down the corridor).
  Creatures: Taraxa and her raxilite activists work here, 
  developing their propulsion system and broadcasting their 
  threats to anyone they lure in. If the PCs reach this area 
  or find a way to contact Taraxa (possible if they traced the 
  original signal to this location), she negotiates with them as 
  described in Getting Paid (below). However, if the PCs make 
  the first hostile move, the raxilites respond in kind.
  RAXILITE RESEARCHERS (6)
  RAXILITE RESEARCHERS (6)
  CR 1/2
  XP 200 each
  HP 12 each (Starfinder Alien Archive 3 
   12 each (Starfinder Alien Archive 3 
   12 each (
  82)
  TARAXA
  CR 4
  XP 1,200
  Female raxilite mechanic (Starfinder Alien Archive 3 
  Female raxilite mechanic (Starfinder Alien Archive 3 
  Female raxilite mechanic (
  82)
  HP 45 
  Development: If the PCs defeat the raxilites, they can take 
  the half-finished biomechanical engine found here in the lab, 
  which might be of interest to Riojin.
  GETTING PAID
  If the PCs get into a position where they can bargain with 
  the raxilites, Taraxa willingly explains her mission and listens 
  to alternatives. A PC who succeeds at a DC 28 Diplomacy 
  or Intimidate check can convince the raxilites to either stop 
  capturing ships or let them in on the scheme. A PC who 
  succeeds at a DC 26 Engineering or Physical Science check 
  can point the raxilites in a different direction, allowing their 
  research to continue without the need for further ambushes. 
  For aiding them, the raxilites promise the PCs a payment of 
  3,000 credits, which arrives in a few weeks.
  If the PCs return to Riojin with the raxilites’ biomechanical 
  prototype, she gets quite excited. She gives the PCs the 
  promised 2,000 credits, plus an additional 4,000 credits for 
  the engine. If the PCs didn’t bring anything back from the 
  flotilla, Riojin offers the PCs 1,000 credits as a token of thanks.
  Alternatively, the PCs can introduce Taraxa and her 
  raxilites to Riojin, though this approach requires a character 
  to succeed at two DC 22 Diplomacy checks to convince 
  each party. Riojin gives the PCs the promised 2,000 credits 
  payment, and Taraxa contacts the PCs again after several 
  weeks. Through Riojin’s and the raxilites’ combined efforts, 
  they can offer an upgrade to the PCs’ starship that treats the 
  vessel as one size smaller for determining  the cost in BP to 
  upgrade their Drift engines!
  45
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC 
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  THE FLOTILLA
  3
  6
  7
  8
  1
  2
  5
  6
  6
  4
  
  46
  “The cold, the pressure, the quiet, the dark—a body 
  and mind can get used to all that, especially when 
  the pay’s right. But there’re things in the depths 
  that don’t make sense. Things that rise up out of 
  nothing and swallow entire crews without a sound. 
  � saw so�e stran�e stu�, but worse than seein� is 
  just... feeling it, all around me, all the time. Waiting. 
  And you’re telling me people actually choose to go 
  down there for some kind of thrill? You won’t catch 
  me so much as stepping in a puddle after what I’ve 
  been through. Nope. Never again.”
  —Righteous, deep-sea drill operator
  AQUATIC 
  ADVENTURES
  
  AQUATIC RULES
  The following rules represent a compilation of and expansion 
  on the rules for underwater adventure presented in various 
  sections of the Starfinder Core Rulebook. Most of these rules 
  relate to creatures that are completely submerged, except 
  where noted otherwise.
  SURVIVING UNDERWATER
  Most Starfinder adventures assume that the PCs wear armor, 
  which affords environmental protections for a number of days 
  equal to its item level (expended in 1-hour increments) unless 
  otherwise specified. These protections provide two primary 
  benefits to a submersed creature: self-contained breathing 
  and protection from the pressures of extreme depths, as 
  described below. The space suit personal item (Core Rulebook
  231) also provides these protections.
  Most adventures assume that NPCs have adapted to 
  their native environments and therefore ignore many of the 
  dangers and penalties that follow.
  SUFFOCATION AND DROWNING
  Unless a creature has a way to breathe underwater (or doesn’t 
  need to breathe), it must hold its breath or risk drowning. A 
  creature can hold its breath for a number of rounds equal to 
  twice its Constitution score. If the creature takes a standard 
  or full action, the remaining duration that the creature can 
  hold its breath is reduced by 1 round. After these rounds have 
  elapsed, the creature must attempt a Constitution check (DC 
  = 10 + 1 per previous check) each round to continue holding 
  its breath. When the creature fails one of these Constitution 
  checks, it begins to suffocate. On the first round of suffocation, 
  it is reduced to 0 Hit Points and becomes unconscious 
  (but stable). The following round, it is no longer stable and 
  gains the dying condition. On the third round, the creature 
  suffocates and dies.
  An unconscious character must begin attempting 
  Constitution checks immediately upon losing air access (or 
  upon becoming unconscious, if the character was conscious 
  when they lost access to air). Once the character fails one of 
  these checks, they are immediately reduced to 0 Hit Points 
  and gain the dying condition. On the following round, they 
  suffocate and die.
  Certain effects, such as androids’ constructed racial trait, 
  the life bubble spell, and the water breathing universal 
  creature rule allow creatures to mitigate or ignore this danger.
  EXTREME DEPTH 
  At certain depths, the pressure of the surrounding water 
  becomes so great that it endangers non-adapted creatures 
  (such as most PCs, including aquatic species).
  A creature in deep water (100–999 feet deep) must succeed 
  at a Fortitude save (DC = 15 + 1 per previous check) or gain the 
  sickened condition. This condition ends when the creature 
  returns to a normal depth. 
  Severe depths (1,000 feet or deeper) are far more dangerous. 
  Every minute, a creature not accustomed to these depths that 
  needs to breathe must succeed at a Fortitude save (DC = 15 + 
  1 per previous check) or begin to suffocate as though they’ve 
  lost access to air (see Suffocation and Drowning above). In 
  addition, every hour while at these depths, all such creatures 
  without environmental protections must succeed at an 
  additional Fortitude save (DC = 15 + 1 per previous check) or 
  take 2d6 bludgeoning and 2d6 cold damage.
  Note that even aquatic creatures and others able to breathe 
  underwater (or who don’t breathe at all) are still subject to the 
  non-suffocation effects described above.
  UNDERWATER MOVEMENT
  Moving underwater can prove difficult for land-based 
  creatures that don’t have a natural swim speed. Those with 
  swim speeds (whether from their species, gear, magic, or 
  some other effect) have distinct advantages.
  SWIMMING WITHOUT A SWIM SPEED
  A creature that takes a move action to move its speed while 
  underwater must choose a direction to swim (including up or 
  down) and attempt an Athletics check to swim. The DC of this 
  check is 10 in calm water but increases in rough conditions 
  (DC 15), stormy conditions (DC 20), and maelstrom conditions 
  (DC 30). Strong currents, debris, and other environmental 
  conditions can increase this DC further. A creature can’t take 10 
  to swim in combat or in stormy or maelstrom conditions, even 
  if not distracted or in immediate danger.
  On a successful check to swim, the creature moves half 
  its land speed in a straight line in its chosen direction. If 
  the creature wants to change direction (including ascending 
  or descending) while swimming, it costs an additional 5 
  feet of movement to turn 45 degrees. See the Swimming 
  Example sidebar for an example of a creature swimming and 
  changing direction. 
  If a creature fails a check to swim by 4 or less, it makes 
  no progress. If it fails by 5 or more, it sinks, moving 5 feet 
  directly downward. 
  Every hour while swimming, a creature without a swim 
  speed must succeed at a DC 20 Athletics check or take 1d6 
  nonlethal damage from fatigue.
  SWIMMING EXAMPLE
  Suppose a creature has a swim speed of 30 feet. With 
  a successful check to swim (if required), it can swim 
  forward 5 feet, turn 45 degrees to the left, and swim 5 
  feet diagonally, all of which costs a total of 15 feet of 
  its movement. The creature can then turn 90 degrees 
  to ascend 5 feet straight up, which costs another 15 
  feet of movement (10 feet to change its direction and 
  5 feet to move). At this point, it has used its 30 feet of 
  swimming movement, so its move action ends.
  AQUATIC RULES
  The following rules represent a compilation of and expansion 
  on the rules for underwater adventure presented in various 
  sections of the Starfinder Core Rulebook. Most of these rules 
  relate to creatures that are completely submerged, except 
  where noted otherwise.
  SURVIVING UNDERWATER
  Most Starfinder adventures assume that the PCs wear armor, 
  which affords environmental protections for a number of days 
  equal to its item level (expended in 1-hour increments) unless 
  otherwise specified. These protections provide two primary 
  benefits to a submersed creature: self-contained breathing 
  and protection from the pressures of extreme depths, as 
  described below. The space suit personal item (Core Rulebook
  described below. The space suit personal item (Core Rulebook
  described below. The space suit personal item (
  231) also provides these protections.
  Most adventures assume that NPCs have adapted to 
  their native environments and therefore ignore many of the 
  dangers and penalties that follow.
  SUFFOCATION AND DROWNING
  Unless a creature has a way to breathe underwater (or doesn’t 
  need to breathe), it must hold its breath or risk drowning. A 
  creature can hold its breath for a number of rounds equal to 
  twice its Constitution score. If the creature takes a standard 
  or full action, the remaining duration that the creature can 
  hold its breath is reduced by 1 round. After these rounds have 
  elapsed, the creature must attempt a Constitution check (DC 
  = 10 + 1 per previous check) each round to continue holding 
  its breath. When the creature fails one of these Constitution 
  checks, it begins to suffocate. On the first round of suffocation, 
  it is reduced to 0 Hit Points and becomes unconscious 
  (but stable). The following round, it is no longer stable and 
  gains the dying condition. On the third round, the creature 
  suffocates and dies.
  An unconscious character must begin attempting 
  Constitution checks immediately upon losing air access (or 
  upon becoming unconscious, if the character was conscious 
  when they lost access to air). Once the character fails one of 
  these checks, they are immediately reduced to 0 Hit Points 
  and gain the dying condition. On the following round, they 
  suffocate and die.
  Certain effects, such as androids’ constructed racial trait, 
  the life bubble spell, and the water breathing universal 
  creature rule allow creatures to mitigate or ignore this danger.
  EXTREME DEPTH 
  At certain depths, the pressure of the surrounding water 
  becomes so great that it endangers non-adapted creatures 
  (such as most PCs, including aquatic species).
  A creature in deep water (100–999 feet deep) must succeed 
  at a Fortitude save (DC = 15 + 1 per previous check) or gain the 
  sickened condition. This condition ends when the creature 
  returns to a normal depth. 
  Severe depths (1,000 feet or deeper) are far more dangerous. 
  Every minute, a creature not accustomed to these depths that 
  needs to breathe must succeed at a Fortitude save (DC = 15 + 
  1 per previous check) or begin to suffocate as though they’ve 
  lost access to air (see Suffocation and Drowning above). In 
  addition, every hour while at these depths, all such creatures 
  without environmental protections must succeed at an 
  additional Fortitude save (DC = 15 + 1 per previous check) or 
  take 2d6 bludgeoning and 2d6 cold damage.
  Note that even aquatic creatures and others able to breathe 
  underwater (or who don’t breathe at all) are still subject to the 
  non-suffocation effects described above.
  UNDERWATER MOVEMENT
  Moving underwater can prove difficult for land-based 
  creatures that don’t have a natural swim speed. Those with 
  swim speeds (whether from their species, gear, magic, or 
  some other effect) have distinct advantages.
  SWIMMING WITHOUT A SWIM SPEED
  A creature that takes a move action to move its speed while 
  underwater must choose a direction to swim (including up or 
  down) and attempt an Athletics check to swim. The DC of this 
  check is 10 in calm water but increases in rough conditions 
  (DC 15), stormy conditions (DC 20), and maelstrom conditions 
  (DC 30). Strong currents, debris, and other environmental 
  conditions can increase this DC further. A creature can’t take 10 
  to swim in combat or in stormy or maelstrom conditions, even 
  if not distracted or in immediate danger.
  On a successful check to swim, the creature moves half 
  its land speed in a straight line in its chosen direction. If 
  the creature wants to change direction (including ascending 
  or descending) while swimming, it costs an additional 5 
  feet of movement to turn 45 degrees. See the Swimming 
  Example sidebar for an example of a creature swimming and 
  changing direction. 
  If a creature fails a check to swim by 4 or less, it makes 
  no progress. If it fails by 5 or more, it sinks, moving 5 feet 
  directly downward. 
  Every hour while swimming, a creature without a swim 
  speed must succeed at a DC 20 Athletics check or take 1d6 
  nonlethal damage from fatigue.
  SWIMMING EXAMPLE
  Suppose a creature has a swim speed of 30 feet. With 
  a successful check to swim (if required), it can swim 
  forward 5 feet, turn 45 degrees to the left, and swim 5 
  feet diagonally, all of which costs a total of 15 feet of 
  its movement. The creature can then turn 90 degrees 
  to ascend 5 feet straight up, which costs another 15 
  feet of movement (10 feet to change its direction and 
  5 feet to move). At this point, it has used its 30 feet of 
  swimming movement, so its move action ends.
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  ADVENTURES  
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  48
  SWIMMING WITH A SWIM SPEED
  If a creature has a swim speed (whether from its species or 
  another source), it can move that full swim speed when it 
  takes a move action to move its speed. This movement uses 
  the same rules presented in the Swimming without a Swim 
  Speed sidebar on page 47, which also provides an example of 
  a creature swimming and changing direction.
  A creature with a swim speed doesn’t need to attempt an 
  Athletics check to swim except in hazardous circumstances, 
  including stormy and maelstrom conditions. It also gains a +8 
  bonus to Athletics checks to swim and can always take 10 
  while swimming, even during combat and when distracted or 
  in immediate danger. Creatures with a swim speed can also 
  use the run action while swimming, provided that they swim 
  in a straight line.
  A creature with a swim speed (such as from their species) 
  doesn’t need to attempt an Athletics check to avoid fatigue 
  damage for each hour it swims.
  UNDERWATER COMBAT
  Non-marine creatures often have considerable difficulty 
  fighting in water. The following adjustments apply whenever 
  a character walks in chest-deep water, becomes fully 
  submerged, or traverses along the bottom of a body of water. 
  Attacks: Attacks made underwater take a –2 penalty. 
  Attacks that deal electricity damage take a –4 penalty instead 
  of a –2 penalty.
  Attacks from above Water: Characters have cover against 
  attacks originating from above water in the following 
  situations: characters are fully immersed, or they’re swimming 
  or floating at least chest-deep in water.
  Thrown Weapons: When used underwater, the range of 
  thrown weapons is reduced to a maximum of 5 feet; this 
  limitation overrides any abilities that normally increase a 
  thrown weapon’s range or range increment (such as the 
  grenade expert ability of the soldier’s bombard fighting style).
  Damage: Most attacks underwater deal half damage 
  (minimum 1 damage). However, melee attacks that deal 
  piercing damage deal full damage, and any attacks that 
  deal fire damage (including spells that deal fire damage) do 
  one-quarter damage rather than half damage.
  Combat Maneuvers: The distance you move a target with 
  a successful bull rush is reduced by 5 feet. The trip combat 
  maneuver has no effect underwater.
  Burning Condition: Effects that would apply the burning 
  condition (such as the burn critical hit effect) instead deal 
  the damage listed for the condition only once (the normal 
  underwater reduction for fire damage still applies; see 
  Damage above), and the creature doesn’t receive the burning 
  condition.
  Spells: Some spells work differently underwater, either as 
  stated in their spell description or per the GM’s discretion. 
  Spells with the fire descriptor often function differently when 
  used underwater.
  Prone: Creatures swimming in water can drop prone only 
  if they’re standing on the bottom of a body of water. If a 
  creature underwater would be knocked prone by an effect, it 
  instead gains the flat-footed condition and takes a –2 penalty 
  to attack rolls. These effects last until the affected creature 
  takes a move action to reorient itself.
  Stealth and Detection: It can be hard to find cover or 
  concealment to hide underwater (except along the seafloor). 
  How far a character can see underwater depends on the 
  water’s clarity. As a guideline, creatures can see 4d8 × 100 
  feet if the water is clear and 1d8 × 10 feet in murky water. 
  Running water always counts as murky unless it’s in a 
  particularly large, slow-moving river. 
  PLAYER OPTIONS
  Adventures in aquatic environments present opportunities for 
  characters to showcase a different set of skills and acquire 
  new types of gear.
  AQUATIC FEATS
  The following feats are useful for characters who spend a lot 
  of time in and around water.
  AGILE SWIMMER
  You can dart around underwater like a fish.
  Prerequisites: Racial swim speed.
  Benefit: When you take a move action to swim your speed, 
  the first two times you change your direction by 45 degrees 
  during that movement, it doesn’t cost an additional 5 feet 
  of movement.
  Normal: Each time you change your direction by 45 degrees 
  while swimming, it costs an additional 5 feet of movement.
  EXPANSIVE BREATH
  You’re much more adept at holding your breath than others 
  of your species.
  Prerequisites: Con 11.
  Benefit: You can hold your breath for 50% longer than 
  normal for your species (equal to 1-1/2 times your Constitution 
  score more for most species).
  MASSIVE SPLASH (COMBAT)
  You can batter the water’s surface to create a huge sheet of 
  water that temporarily conceals you from your foes.
  Prerequisites: Str 11, base attack bonus +1.
  Benefit: When partially (but not fully) submerged in water, 
  you can take a move action to create a massive splash, 
  causing your space (minimum of one 5-foot square) to provide 
  concealment until the beginning of your next turn.
  SUPERHEATED SPELLS (COMBAT)
  Your particular brand of fire magic can superheat air or water 
  instead of producing fire, allowing your spells to remain 
  effective underwater.
  
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  ALIEN
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  Prerequisites: Ability to cast spells, Mysticism 5 ranks.
  Benefit: Your spells, spell-like abilities, and supernatural 
  abilities that deal fire damage deal an additional amount of 
  fire damage equal to half your level (minimum 1), and they 
  deal full damage underwater.
  Normal: Fire damage deals one-quarter damage underwater.
  UNDERWATER BRAWLER (COMBAT)
  Even underwater, you can leverage your strength to 
  devastating effect.
  Prerequisites: Str 15, base attack bonus +5.
  Benefit: Your melee attacks that deal kinetic damage deal 
  full damage underwater. 
  Normal: Bludgeoning and slashing damage is reduced by 
  half underwater.
  UNSINKABLE CASTER (COMBAT)
  You tap into your inner focus, allowing you to cast spells even 
  in dire situations.
  Prerequisites: Ability to cast spells, character level 3rd.
  Benefit: You can concentrate sufficiently to cast spells 
  while subject to violent weather or attempting Constitution 
  checks to hold your breath.
  Normal: A creature that’s in violent weather or attempting 
  Constitution checks to hold its breath can’t concentrate 
  enough to cast spells.
  WATER MAGIC
  You have a magical affinity for spells that manipulate water.
  Prerequisites: Ability to cast spells.
  Benefit: The DC of spells you cast with the water 
  descriptor increases by 1. Any damage done by spells 
  you cast with the water descriptor increases by an 
  amount equal to half your caster level.
  GIANT PIPEFISH COMPANIONS
  On countless watery worlds across the galaxy, convergent 
  evolution has resulted in a vast array of somewhat similar 
  creatures known collectively as giant pipefish. While the size, 
  color, and exact shape of these relatively tame carnivores 
  vary based on their ecosystem, they all have one thing in 
  common: symbiotic relationships with other creatures. A 
  giant pipefish has a fragile, tubular form that ends in a thin, 
  sharp feeding tube. It relies on filter feeders, scavengers, 
  and other hangers-on to attach themselves to its cylindrical 
  body and to provide physical protection against predators 
  and other threats; in exchange, the riders get a free meal 
  out of the pipefish’s constant movement (in the case of filter 
  feeders) or scraps (in the case of scavengers). Convincing a 
  giant pipefish that you’re a friend and not just another meal 
  is no easy feat; the DC of Survival checks to bond with a giant 
  pipefish companion is 3 higher than normal.
  The complete rules for creature companions appear on 
  pages 138–147 of Starfinder Alien Archive 3.
  GIANT PIPEFISH
  LEVELS 1–20
  Medium or Large animal
  Senses blindsense (vibration) 60 ft.
  Good Save Ref; Poor Saves Fort, Will
  Speed 10 ft., swim 40 ft.
  Melee Attack feeding tube (P; critical needle maw)
  Space 5 ft. (Medium) or 10 ft. (Large); Reach 5 ft.
  Ability Modifiers Dex, Str
  SPECIAL ABILITIES
  Needle Maw (Ex, 5th level) Giant pipefish are excellent at 
  finding weak spots in their prey. When a giant pipefish 
  rolls a 19 or 20 on its melee attack, it applies the wound 
  critical hit effect to its target (save DC = 7 + the giant 
  pipefish’s level); roll a d12 instead of a d20 on the 
  Wounding Weapons table.
  Rapid Turning (Ex) Giant pipefish are incredibly agile 
  swimmers, so it doesn’t cost them additional movement 
  to change direction while swimming.
  THE DEEP
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  ALIEN
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  You tap into your inner focus, allowing you to cast spells even 
   Ability to cast spells, character level 3rd.
   You can concentrate sufficiently to cast spells 
  while subject to violent weather or attempting Constitution 
   A creature that’s in violent weather or attempting 
  Constitution checks to hold its breath can’t concentrate 
  You have a magical affinity for spells that manipulate water.
   The DC of spells you cast with the water 
  descriptor increases by 1. Any damage done by spells 
  you cast with the water descriptor increases by an 
  On countless watery worlds across the galaxy, convergent 
  evolution has resulted in a vast array of somewhat similar 
  creatures known collectively as giant pipefish. While the size, 
  color, and exact shape of these relatively tame carnivores 
  vary based on their ecosystem, they all have one thing in 
  common: symbiotic relationships with other creatures. A 
  giant pipefish has a fragile, tubular form that ends in a thin, 
  sharp feeding tube. It relies on filter feeders, scavengers, 
  and other hangers-on to attach themselves to its cylindrical 
  body and to provide physical protection against predators 
  and other threats; in exchange, the riders get a free meal 
  out of the pipefish’s constant movement (in the case of filter 
  feeders) or scraps (in the case of scavengers). Convincing a 
  giant pipefish that you’re a friend and not just another meal 
  is no easy feat; the DC of Survival checks to bond with a giant 
  The complete rules for creature companions appear on 
  swimmers, so it doesn’t cost them additional movement 
  to change direction while swimming.
  GIANT PIPEFISH
  
  50
  AQUATIC GEAR
  These items are available in most shops, especially those 
  found on watery worlds or adjacent to large bodies of water.
  BEACON BUOYS
  LEVEL 3 
  TECHNOLOGICAL ITEM
  PRICE 1,250
  BULK 1
  CAPACITY 10
  USAGE  1/DAY
  Beacon buoys are tiny, specialized flotation devices, each of 
  which can self-adjust to float in place in water of any density. 
  You can deploy a single beacon buoy as a move action, and 
  each is automatically paired with a simple application that can 
  be installed on most comm units and datapads. To deploy a 
  buoy so that its data proves useful, it must have sufficient 
  space by being at least 1 mile from any other buoy you’ve 
  deployed. When you have at least 2 buoys deployed with 
  sufficient space, you can use their relational-data feed to give 
  you a circumstance bonus to Piloting checks to navigate in a 
  vehicle and to Survival checks to orienteer underwater. This 
  bonus is equal to half the number of buoys you’ve deployed 
  with sufficient space (to a maximum of +10).
  CURRENT GENERATOR
  LEVEL 
  VARIES 
  HYBRID ITEM
  PRICE VARIES
  BULK 2
  CAPACITY 100
  USAGE 10/HOUR
  This large technomagical device can create strong currents 
  in water. It’s often used for the short-distance transport of 
  material in underwater excavations, but it has limitless 
  applications. A current generator takes a full action to 
  activate, at which point it creates a strong current in a line of 
  a length that depends on the mark of the generator. Creatures 
  that start their turn in or enter the area must succeed at a 
  Fortitude saving throw (DC = 10 + item level of the generator) 
  or be moved 10 feet in the direction of the line, away from 
  the current generator. Swimming through the area requires 
  an Athletics check to swim as though in stormy conditions; 
  the DC of this check is 10 higher if moving in the opposite 
  direction of the current, and 5 higher otherwise.
  MODEL
  LEVEL
  PRICE
  LINE
  Mk 1
  5
  2,750
  50 ft.
  Mk 2
  10
  17,000
  100 ft.
  Mk 3
  15
  95,000
  300 ft.
  EMERGENCY SURFACER
  LEVEL 5
  TECHNOLOGICAL ITEM PRICE 2,750
  BULK 1
  When activated with a standard action, an emergency 
  surfacer propels you to the surface at a rate of 100 feet per 
  round for 10 rounds. You can release the surfacer at any time 
  to stop your ascent (including at any point during the 100-
  foot movement per round); stopping this movement doesn’t 
  require an action. An emergency surfacer ceases to function 
  once it reaches the surface and has no effect above water. 
  After use, an emergency surfacer must be recharged for 10 
  minutes in an atmosphere before it can be used again.
  MICROJETS
  LEVEL 2
  TECHNOLOGICAL ITEM
  PRICE 150
  BULK —
  This single-use, miniature jet pack can be attached to a thrown 
  weapon (including a grenade) to increase its thrown range 
  underwater to 60 feet (instead of the normal limitation of 5 
  feet). You can use the microjets as part of an action to make 
  a ranged attack; this attack uses your Dexterity modifier 
  instead of your Strength modifier.
  QUICK-DIVE PEARL
  LEVEL 3
  MAGIC ITEM
  PRICE 210
  BULK —
  While underwater, you can activate this single-use magical 
  pearl as a move action while holding it in one hand. Once 
  activated, it sinks with preternatural speed, taking you with 
  it at a rate of 60 feet per round. You can release the pearl at 
  any time to stop your descent (including at any point during 
  the 60-foot movement per round); stopping this movement 
  doesn’t require an action. A quick-dive pearl sinks for 600 feet 
  before its magic fades and becomes a mundane pearl worth 
  10 credits.
  SCUBA GEAR
  LEVEL 1
  TECHNOLOGICAL ITEM
  PRICE 25
  BULK 1
  Although this scuba gear offers little protection against 
  attacks, it does provide 24 hours of breathable air; this capacity 
  must be used in 1-hour increments but can be recharged in the 
  same way as armor environmental protections. In addition, 
  while wearing scuba gear, you gain a swim speed of 20 feet, 
  and you don’t need to attempt Fortitude checks to avoid being 
  sickened due to being in deep water (underwater at depths 
  between 100 and 999 feet). You can’t wear scuba gear while 
  also wearing armor. 
  Unlike armor, scuba gear isn’t designed for the rigors of 
  combat. Whenever you take damage while wearing scuba 
  gear, you must succeed at a Reflex saving throw (DC equal 
  to the damage dealt) or else the scuba gear’s oxygen system 
  suffers catastrophic failure, gaining the broken condition 
  and losing all ability to provide breathable air in 1d6 minutes 
  unless repaired. If you fail this saving throw while the scuba 
  gear already has the broken condition, it loses its ability to 
  provide breathable air in 1d6 rounds unless repaired. 
  SONAR HELMET
  LEVEL 5 
  TECHNOLOGICAL ITEM
  PRICE 3,000
  BULK 1
  CAPACITY 40
  USAGE 1/HOUR
  When you wear this advanced headgear underwater, you 
  gain blindsight (sound) with a range of 30 feet, blindsense 
  (sound) with a range of 100 feet, and the ability to detect 
  the presence of Medium or larger creatures at a distance 
  of up to 1,000 feet (depending on conditions and subject to 
  GM discretion). These senses apply only to creatures and 
  objects within the same body of water in which you have 
  line of effect.
  
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  PART 2: 
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  PART 3: 
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  SIDE JOBS
  AQUATIC
  ADVENTURES  
  ALIEN
  ARCHIVES
  CODEX OF 
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  AQUATIC SPELLS 
  Throughout the millennia, many spellcasters have taken 
  interest in the properties of water and discovered ways to 
  harness its fluidity and strength for themselves.
  ALGAE BLOOM
  2
  School conjuration
  Casting Time 1 standard action 
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius burst
  Duration 1 round/level (D)
  Saving Throw Fortitude negates; 
  Spell Resistance no
  You conjure a toxic algae bloom 
  composed of particles that are 
  sufficiently tiny to bypass standard 
  environmental protections. Creatures 
  that breathe (whether water or air) 
  that start their turn in or enter the 
  area must attempt a Fortitude save or become 
  sickened for 1d4+1 rounds. 
  If the entire area of this spell is 
  underwater, its duration increases to 1 
  minute per level.
  AQUEOUS FORM
  1-5
  1-5
  School transmutation (water)
  Casting Time 1 standard action; see text
  Range personal
  Duration see text (D)
  You temporarily transform part or all of your body into 
  water, gaining unique abilities.
  1st: When you cast aqueous form as a 1st-level spell, you 
  gain a swim speed of 30 feet for 1 round, and changing 
  direction while swimming doesn’t cost additional movement.
  2nd: When you cast aqueous form as a 2nd-level spell, 
  you’re affected as per the 1st-level version. Also for 1 round, 
  you reduce the amount of bludgeoning, slashing, and fire 
  damage you take by an amount equal to half your caster 
  level (this reduction doesn’t stack with DR or resistances you 
  might already have), and you gain vulnerability to electricity. 
  3rd: When you cast aqueous form as a 3rd-level spell, 
  you’re affected as per the 2nd-level version except the spell 
  lasts 1 minute per caster level. In addition, you gain a +4 
  circumstance bonus to AC against combat maneuvers while 
  you’re completely submerged in water.
  4th: When you cast aqueous form as a 4th-level spell, 
  you’re affected as per the 3rd-level version except the spell 
  lasts 10 minutes per caster level, and you gain concealment 
  while you’re completely submerged in water.
  5th: When you cast aqueous form as a 5th-level spell, 
  you’re affected as per the 4th-level version except the spell 
  lasts for 1 hour per caster level. You can cast the 5th-level 
  version of aqueous form as a purely defensive reaction when 
  you’re about to take damage, but when you do so, you can’t 
  take a standard action on your next turn.
  BIOLUMINESCENT LURE
  2
  2
  School conjuration
  Casting Time 1 standard action
  Range medium (100 ft. + 10 ft./level)
  Area 30-ft.-diameter sphere
  Duration 1 round/level (D)
  Saving Throw Will save negates; 
  Spell Resistance no
  You cause a 30-foot-diameter 
  sphere of water or other liquid 
  to 
  fill 
  with 
  bioluminescent 
  plankton, increasing the light 
  level from dark to dim or 
  from dim to normal. For the 
  spell’s duration, you can take 
  a standard action to move this 
  area up to 30 feet in any direction. 
  You can also take a standard action 
  to condense the plankton into a tight, 
  brightly glowing ball at the center of 
  the sphere. If you do so, each creature 
  that starts its turn in or enters the 
  spell’s area must attempt a Will save or become fascinated 
  until the beginning of its next turn. A creature that saves 
  against this effect is immune to it for 24 hours. This spell has 
  no effect above water.
  CAVITATION SPHERE
  2
  2
  School evocation (sonic)
  Casting Time 1 standard action
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature
  Duration instantaneous
  Saving Throw Will negates (harmless) and Reflex half (see 
  text); Spell Resistance no
  You cause a rapid change of pressure in liquid to form 
  vapor-filled cavities, causing damaging localized shock waves.
  The target is surrounded by a series of quickly forming 
  and dissipating rings that rotate around it. These rings are 
  harmless to the target, but each creature adjacent to the 
  target (in any direction, including diagonally and above or 
  below) must attempt a Reflex saving throw or take 4d10 
  sonic damage. A successful save halves this damage.
  This spell can be cast on a target that isn’t entirely 
  submerged in water, but adjacent creatures that aren’t at 
  least partially submerged are unaffected by the spell.
  FLASH BOIL
  3
  School evocation (fire)
  Casting Time 1 standard action
  Range 30 ft.
   1 standard action 
   medium (100 ft. + 10 ft./level)
   1 round/level (D)
   Fortitude negates; 
  You conjure a toxic algae bloom 
  composed of particles that are 
  sufficiently tiny to bypass standard 
  environmental protections. Creatures 
  that breathe (whether water or air) 
  that start their turn in or enter the 
  area must attempt a Fortitude save or become 
  sickened for 1d4+1 rounds. 
  If the entire area of this spell is 
  underwater, its duration increases to 1 
  1-5
  1-5
   transmutation (water)
  Range medium (100 ft. + 10 ft./level)
  Area 30-ft.-diameter sphere
  Duration 1 round/level (D)
  Saving Throw
  Spell Resistance
  You cause a 30-foot-diameter 
  sphere of water or other liquid 
  to 
  fill 
  with 
  bioluminescent 
  plankton, increasing the light 
  level from dark to dim or 
  from dim to normal. For the 
  spell’s duration, you can take 
  a standard action to move this 
  area up to 30 feet in any direction. 
  You can also take a standard action 
  to condense the plankton into a tight, 
  brightly glowing ball at the center of 
  the sphere. If you do so, each creature 
  that starts its turn in or enters the 
  spell’s area must attempt a Will save or become fascinated 
  until the beginning of its next turn. A creature that saves 
  SONAR HELMET
  
  52
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw Reflex partial; Spell Resistance yes
  You cause water in the spell’s area to instantly boil, dealing 
  7d8 fire damage to creatures that fail a Reflex save. Creatures 
  that save take half damage. This spell has no effect in 
  vacuum, deals half damage in normal and thin atmosphere, 
  and deals full damage in thick atmosphere and underwater.
  FLUX DENSITY
  2
  2
  School evocation
  Casting Time 1 standard action
  Range medium (100 ft. + 10 ft./level)
  Targets up to one creature/level, no two of which can 
  be more than 30 ft. apart, and each of which must be 
  partially or fully submerged in water
  Duration concentration + 1 round
  Saving Throw Fortitude partial; Spell Resistance yes
  When you cast flux density, choose rise or sink. If you choose 
  rise, each target ascends 10 feet per round, or if you choose 
  sink, each target sinks 10 feet per round; this movement 
  doesn’t provoke attacks of opportunity. In addition, each 
  creature must attempt a Fortitude save each round it’s 
  moved by this spell; a failure causes the creature to gain the 
  flat-footed condition and to take a –2 penalty to attack rolls 
  until the beginning of its next turn.
  GYRE
  1
  1
  School evocation (water)
  Casting Time 1 standard action
  Range medium (100 ft. + 10 ft./level)
  Area cylinder (10-ft. radius, 40-ft. high)
  Duration 1 round/level (D)
  Saving Throw Reflex partial (see text); Spell Resistance no
  You cause the water in gyre’s area of effect to form a twisting 
  whirlpool that drags creatures in and down. Each creature 
  that enters or starts its turn in the spell’s area must attempt 
  a Reflex save. A creature that fails its save is pulled a total 
  of 15 feet: first, it’s pulled toward the gyre’s center; then 
  once its space is adjacent to the gyre’s center, it’s pulled 
  downward. A creature that succeeds at its save is pulled only 
  5 feet. Movement caused by gyre doesn’t provoke attacks of 
  opportunity, and any portion of this spell’s area that isn’t in 
  water has no effect.
  ICE BOLT
  3
  School evocation (water)
  Casting Time 1 standard action 
  Range 50 ft.
  Area line-shaped burst
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  You cause the ambient atmosphere or water to 
  flash freeze, creating a jagged icicle that deals 5d6 
  cold and 5d6 piercing to each creature in its area. 
  When cast underwater, this spell deals an additional 
  2d6 cold damage. 
  LAST GASP
  2
  2
  School abjuration (air)
  Casting Time 1 reaction
  Range medium (100 ft. + 10 ft./level)
  Targets one willing creature
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You can cast last gasp as a reaction when a creature 
  within range would die from suffocation. They instead 
  begin attempting Constitution checks as though they 
  had just run out of air (including resetting the DC of such 
  checks to 10).
  Targets up to one creature/level, no two of which can 
  be more than 30 ft. apart, and each of which must be 
  partially or fully submerged in water
  Casting Time 1 standard action
  Range medium (100 ft. + 10 ft./level)
  Area cylinder (10-ft. radius, 40-ft. high)
  Duration 1 round/level (D)
  Saving Throw Reflex partial (see text); 
  You cause the water in 
  whirlpool that drags creatures in and down. Each creature 
  that enters or starts its turn in the spell’s area must attempt 
  a Reflex save. A creature that fails its save is pulled a total 
  of 15 feet: first, it’s pulled toward the gyre’s center; then 
  once its space is adjacent to the gyre’s center, it’s pulled 
  downward. A creature that succeeds at its save is pulled only 
  5 feet. Movement caused by 
  opportunity, and any portion of this spell’s area that isn’t in 
  water has no effect.
  ICE BOLT
  3
  School evocation (water)
  Casting Time 1 standard action 
  Range 50 ft.
  Area line-shaped burst
  Duration
  Saving Throw
  You cause the ambient atmosphere or water to 
  flash freeze, creating a jagged icicle that deals 5d6 
  cold and 5d6 piercing to each creature in its area. 
  When cast underwater, this spell deals an additional 
  2d6 cold damage. 
  LAST GASP
  2
  School abjuration (air)
  Casting Time 1 reaction
  Range medium (100 ft. + 10 ft./level)
  Targets one willing creature
  Duration instantaneous
  Saving Throw none; Spell Resistance
  You can cast last gasp
  within range would die from suffocation. They instead 
  begin attempting Constitution checks as though they 
  had just run out of air (including resetting the DC of such 
  checks to 10).
  AQUEOUS FORM
  
  53
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  PART 3: 
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  PRESSURIZE
  1
  1
  School transmutation (water)
  Casting Time 1 standard action
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius sphere
  Duration concentration + 1 round
  Saving Throw Fortitude half (see text); Spell Resistance yes
  You increase the water pressure in pressurize’s area, dealing 
  2d10 bludgeoning damage to creatures that enter or start 
  their turn in the area; this damage isn’t reduced as a result of 
  being underwater. Succeeding at the saving throw reduces 
  damage by half. A creature that fails its saving throw by 10 
  or more must immediately attempt a Constitution check to 
  hold its breath as if it had run out of air; if it fails, it becomes 
  unconscious but stable and continues to suffocate normally 
  unless moved out of the area or the spell ends.
  SINKING SHIP
  3
  3
  School conjuration
  Casting Time 1 round
  Range medium (100 ft. + 10 ft./level)
  Area 40-ft.-radius sphere
  Effect one summoned spectral shipwreck
  Duration instantaneous
  Saving Throw Reflex partial; Spell Resistance yes
  You conjure a massive spectral shipwreck that drops into 
  the designated area then vanishes. In atmosphere, this spell 
  deals 6d10 bludgeoning damage (Reflex half) to creatures in 
  the area. Underwater, this spell deals half damage as normal, 
  but it also pushes creatures who fail the saving throw 20 feet 
  straight down. If a creature in the area can’t move the full 
  20 feet (because of the seafloor or an obstacle), it takes full 
  damage as it gets crushed between the ship and the obstacle.
  SWIM
  1-4
  1-4
  1-4
  1-4
  School transmutation
  Casting Time 1 standard action; see text
  Range see text
  Targets see text
  Duration see text
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You magically enhance one or more targets’ physiologies to 
  allow them to swim through liquids with increasing levels of 
  ease and grace.
  1st: When you cast swim as a 1st-level spell, you can 
  target one Medium or smaller creature per caster level at 
  close range (25 feet + 5 feet/2 levels) that’s partially or fully 
  submerged in water or another liquid. The targets must all 
  be within 20 feet of each other. A Large creature or object 
  counts as two Medium creatures, a Huge creature or object 
  counts as four Medium creatures, and so on. The affected 
  targets gain a +8 bonus to their Athletics checks to swim. 
  For each target, this casting of the spell lasts 1 round per 
  caster level or until that target leaves the water (whichever 
  happens first). 
  The 1st-level version of this spell can be cast as a reaction, 
  but when you do so, you can’t take a standard action on 
  your next turn.
  2nd: When you cast swim as a 2nd-level spell, you can 
  target one willing or unconscious touched creature and 
  give it a swim speed of 40 feet, and the spell lasts until the 
  creature leaves the water or for 1 minute per caster level 
  (whichever happens first).
  3rd: When you cast swim as a 3rd-level spell, you can 
  target one willing or unconscious touched creature and 
  affect it as per the 2nd-level version of the spell, except the 
  target gains a swim speed of 60 feet and the spell lasts for 
  10 minutes per caster level.
  4th: When you cast swim as a 4th-level spell, you can 
  target multiple willing or unconscious creatures at close 
  range (25 feet + 5 feet/2 levels) and affect them as per the 
  3rd-level version of the spell. You can target one creature 
  per caster level, all of which must be within 30 feet of 
  each other. 
  WALL OF AIR
  3
  3
  School evocation (air)
  Casting Time 1 standard action
  Range medium (100 ft. + 10 ft./level)
  Effect wall up to 20 ft. long/level or a ring with a radius of 
  up to 5 ft./2 levels; either form 40 ft. tall
  Duration concentration + 1 round/level (D)
  Saving Throw Reflex (see text); Spell Resistance no
  You cause a massive sheet of flowing air to appear. When 
  you cast wall of air, choose whether the air flows upward or 
  downward. This spell has different effects depending on the 
  environment in which it is cast (below). You can place a wall 
  of air so that it’s in multiple environments at once; in this 
  case, it affects each environment separately. This spell can’t 
  be cast in a vacuum.
  In Atmosphere: The wall’s area is treated as a windstorm, 
  which requires flying creatures to attempt Acrobatics 
  checks to fly through it and imparts a –4 penalty on ranged 
  attacks that deal kinetic damage. Attacks with archaic 
  ranged weapons made through or within the wall of air 
  automatically miss. Small or smaller creatures starting their 
  turn in the wall’s area must succeed at a Reflex save or be 
  knocked prone.
  In Water: The wall of air creates a massive sheet of 
  bubbles that provides concealment. A creature that moves 
  through the wall of air must succeed at an Athletics check 
  to swim in stormy conditions with the DC increased by your 
  caster level; on a failure, it’s moved 10 feet in the direction 
  you chose for the wall’s air to flow. In addition, any creature 
  within a wall of air while underwater can breathe air as if 
  in a normal atmosphere. This wall doesn’t adversely affect 
  water-breathing creatures.
  
  54
  ALIEN ARCHIVES
  “You think you’re cold? Brother, you haven’t 
  felt cold until you’ve camped out in the northern 
  tundras of the Drakelands during the height of a 
  long winter. Temperature drops so low, you’ll wish 
  you were dead, even with your environmental 
  protections on. And to make matters worse, 
  there’s critters out there that thrive on that cold: 
  giant crabs with so much frost crusted onto their 
  shells that they �an shru� o� the heat o� a laser 
  blast and turn your blood to ice just by looking at 
  you. Don’t complain to me about cold!”
  ��ldi�ian, �kyfire �e�ion �enturion
  
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  55
  ABYNTHIC
  CR 
  7
  XP 
  3,200
  N Colossal animal (aquatic)
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +14
  DEFENSE
  HP 112
  EAC 19; KAC 21; +4 vs. attacks of opportunity
  Fort +11; Ref +11; Will +6
  Defensive Abilities flexible; DR 5/piercing; Resistances cold 5
  OFFENSE
  Speed swim 60 ft.
  Melee slam +17 (2d6+12 B)
  Multiattack bite +17 (1d6+12 P plus swallow whole), 3 tail 
  swipes +17 (1d6+12 B)
  Space 30 ft.; Reach 30 ft.
  Offensive Abilities swallow whole (2d6+12 B, EAC 19, KAC 17, 
  28 HP)
  STATISTICS
  Str +5; Dex +2; Con +4; Int –4; Wis +0; Cha +0
  Skills Acrobatics + 14, Athletics +19 (+27 to swim), Stealth +14
  Other Abilities water breathing
  ECOLOGY
  Environment any water (Entha)
  Organization solitary
  SPECIAL ABILITIES
  Flexible (Ex) An abynthic can contort itself surprisingly well 
  for its enormous size. An abynthic gains a +4 bonus to its 
  AC against attacks of opportunity.
  Measuring up to 100 feet from their eel-like jaws to their 
  four-part tails and weighing hundreds of tons, abynthics are 
  among the largest and most formidable creatures found in 
  the seas of Entha (page 62). While they’re swimming on 
  long migratory patterns that circumnavigate the planet’s 
  full circumference twice a year, their segmented tails cleave 
  together and function as one powerful limb that propels them 
  through the depths. Abynthics are incredibly flexible for 
  their size and can use their tails individually to attack with 
  devastating effect when they happen across a worthy meal.
  These carnivorous giants attack their prey by first ramming 
  into it with their massive jaws, then clamping down with 
  enormous pressure and bringing their flexible tails to bear. When 
  they’ve appropriately subdued and tenderized a creature, they 
  swallow it whole. 
  Abynthics are constantly on the move and have no established 
  hunting grounds. Often, their travel takes them through 
  smaller ecosystems, where their voracious appetites can leave 
  devastation in their wake, upsetting an area’s fragile balance. On 
  Entha, the only refuges from these massive creatures are the 
  magical reefs that supernaturally decrease the surrounding water 
  pressure; abynthics are adapted to the high pressure of the deep 
  sea and fare poorly in shallow and low-pressure environments.
  Many other worlds contain creatures that closely resemble 
  abynthics, though most have notable differences in their number 
  of tails or diet; some are even herbivorous. Sapient species study, 
  fear, or even worship these mysterious beings wherever they 
  appear—but nothing is known about their reproductive cycle. 
  Some posit that the massive creatures are effectively immortal, 
  dropped fully formed into the seas by some divine entity, as no 
  abynthic young, eggs, or decaying remains have ever been found. 
  The leviathans can be killed, however, and powerful mercenaries 
  regularly mount expeditions to hunt abynthics. These poachers 
  primarily want the creatures’ uniquely strong jaws, which are 
  sometimes incorporated into deep-sea submersibles to help 
  them withstand enormous pressure.
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  55
   swallow whole (2d6+12 B, EAC 19, KAC 17, 
   Acrobatics + 14, Athletics +19 (+27 to swim), Stealth +14
   An abynthic can contort itself surprisingly well 
  for its enormous size. An abynthic gains a +4 bonus to its 
  Measuring up to 100 feet from their eel-like jaws to their 
  four-part tails and weighing hundreds of tons, abynthics are 
  among the largest and most formidable creatures found in 
  the seas of Entha (page 62). While they’re swimming on 
  long migratory patterns that circumnavigate the planet’s 
  full circumference twice a year, their segmented tails cleave 
  together and function as one powerful limb that propels them 
  through the depths. Abynthics are incredibly flexible for 
  their size and can use their tails individually to attack with 
  devastating effect when they happen across a worthy meal.
  These carnivorous giants attack their prey by first ramming 
  into it with their massive jaws, then clamping down with 
  enormous pressure and bringing their flexible tails to bear. When 
  they’ve appropriately subdued and tenderized a creature, they 
  Abynthics are constantly on the move and have no established 
  hunting grounds. Often, their travel takes them through 
  smaller ecosystems, where their voracious appetites can leave 
  devastation in their wake, upsetting an area’s fragile balance. On 
  Entha, the only refuges from these massive creatures are the 
  magical reefs that supernaturally decrease the surrounding water 
  pressure; abynthics are adapted to the high pressure of the deep 
  sea and fare poorly in shallow and low-pressure environments.
  
  56
  AGLIAN COLLECTIVE
   
  CR
    5
    XP
  1,600 
   
  CN Tiny animal (swarm)
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +11
  DEFENSE 
  HP 65
  EAC 17; KAC 18
  Fort +6; Ref +6; Will +8
  Defensive Abilities swarm defenses; Immunities swarm 
  immunities; Resistances cold 5; SR 16
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed swim 40 ft.
  Melee swarm attack (1d4+5 P)
  Space 10 ft.; Reach 0 ft.
  STATISTICS
  Str +0; Dex +5; Con +2; Int +2; Wis +3; Cha +1
  Skills Acrobatics +16, Athletics +11 (+19 to swim)
  Languages Aglian, Common; telepathy 60 ft.
  Other Abilities dominant concepts, water breathing
  ECOLOGY
  Environment any water
  Organization solitary or intellection (6–12)
  SPECIAL ABILITIES
  Dominant Concepts (Ex) Each aglian collective has three 
  different dominant concepts drawn from its collective 
  members; examples are described below. These concepts 
  determine the aglian collective’s personality, form its 
  name, and affect its statistics. When other aglians are 
  present, the collective can take a full action to change any 
  of its dominant concepts, though no concept can repeat. 
  This stat block represents a school with no concepts 
  applied to it. At the GM’s discretion, aglian collectives can 
  have other dominant concepts with varying effects.
  Anger: Melee attack damage increases by one die size.
  Charity: Alignment changes to CG.
  Curiosity: Culture and Life Science are master skills.
  Fear: +10-foot bonus to swim speed.
  Hope: Can reroll one d20 roll. This can be used only once 
  per day, no matter how many times the collective 
  changes its component concepts.
  Love: Diplomacy and Medicine are master skills.
  Mistrust: +1 bonus to KAC.
  Each of these tiny eel-like natives of the aquatic world of 
  Entha (page 62) has a limited individual consciousness focused 
  around a single idea—usually a broad theoretical concept but 
  sometimes a specific object or action like coral, bedrock, 
  swim, or search. An aglian’s coloration varies based on 
  the content and complexity of their particular thought, 
  from dull gray for those that concentrate on narrow concepts to 
  rainbow hues for those that embody curiosity or truth.
  While individual aglians can function in perfunctory 
  ways, they are usually found in schools, telepathically 
  linking with each other like neurons in a brain to form a new 
  consciousness. EJ Corp scientists have dismissed the species 
  as nonsapient, but the large schools in which most aglians 
  spend their time are indeed sapient. Each member contributes 
  and receives each other’s concept, building a collective yet 
  individual personhood for each aglian in the school. 
  When aglians reproduce, two or more parents contribute 
  genetic material, and the offspring, called an elver, has an 
  equal chance to embody either the same concept as a parent 
  or an entirely new thought resulting from the experiences 
  of each. In this way, the aglian population of Entha has 
  grown to embody extremely specific and refined concepts. 
  Their recent interactions with EJ Corp employees, however 
  limited and scattered, have already begun to produce 
  elvers that embody concepts like wonder, dismissal, 
  and greed.
  56
  Skills Acrobatics +16, Athletics +11 (+19 to swim)
  Languages Aglian, Common; telepathy 60 ft.
  Other Abilities dominant concepts, water breathing
  Charity: Alignment changes to CG.
  Curiosity: Culture and Life Science are master skills.
  Fear: +10-foot bonus to swim speed.
  Hope: Can reroll one d20 roll. This can be used only once 
  per day, no matter how many times the collective 
  changes its component concepts.
  Love: Diplomacy and Medicine are master skills.
  Mistrust: +1 bonus to KAC.
  Each of these tiny eel-like natives of the aquatic world of 
  Entha (page 62) has a limited individual consciousness focused 
  around a single idea—usually a broad theoretical concept but 
  sometimes a specific object or action like coral, bedrock, 
  swim, or search. An aglian’s coloration varies based on 
  the content and complexity of their particular thought, 
  from dull gray for those that concentrate on narrow concepts to 
  rainbow hues for those that embody curiosity or truth.
  While individual aglians can function in perfunctory 
  ways, they are usually found in schools, telepathically 
  linking with each other like neurons in a brain to form a new 
  consciousness. EJ Corp scientists have dismissed the species 
  as nonsapient, but the large schools in which most aglians 
  spend their time are indeed sapient. Each member contributes 
  and receives each other’s concept, building a collective yet 
  individual personhood for each aglian in the school. 
  When aglians reproduce, two or more parents contribute 
  genetic material, and the offspring, called an elver, has an 
  equal chance to embody either the same concept as a parent 
  or an entirely new thought resulting from the experiences 
  of each. In this way, the aglian population of Entha has 
  grown to embody extremely specific and refined concepts. 
  Their recent interactions with EJ Corp employees, however 
  limited and scattered, have already begun to produce 
  elvers that embody concepts like wonder, dismissal, 
  and greed.
  
  57
  PART 1: 
  THE BIG ASK
  PART 2: 
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  AUGERWING 
   
  CR
   5
    XP
   1,600 
  1,600
  N Medium animal
  Init +5; Senses low-light vision; Perception +16
  DEFENSE
  HP 70
  EAC 17; KAC 19
  Fort +7; Ref +9; Will +4
  OFFENSE
  Speed 20 ft., fly 50 ft. (Ex, perfect), swim 10 ft.
  Melee beak +11 (1d6+8 P) or 
  talon +9 (1d8+8 S; critical 1d4 bleed)
  Ranged enzyme jet +14 (1d10+5 A plus embalming enzymes)
  Offensive Abilities impale
  STATISTICS
  Str +3; Dex +5; Con +2; Int –4; Wis +0; Cha +0
  Skills Acrobatics +16 (+24 to fly), Athletics +11 (+19 to swim)
  ECOLOGY
  Environment any land or sky
  Organization solitary, pair, quiver (3–10), flight (11–30)
  SPECIAL ABILITIES
  Enzyme Jet (Ex) As a ranged attack, an augerwing can 
  open its beak pores to spray high-pressure streams 
  of ink-like enzymes with a maximum range of 30 feet 
  and no range increment. This attack has the unwieldy 
  weapon special property and can be used only every 
  1d4+1 rounds.
  Impale (Ex) An augerwing can perform a spiraling dive to 
  drive its beak into prey. When the augerwing performs 
  a charge and deals damage, if the result of the attack 
  rolls meets or exceeds the target’s KAC + 4, the 
  augerwing’s beak pierces the target’s body; if the 
  target is Medium or smaller, it is also grappled. 
  The augerwing can keep its beak embedded in 
  the target if it succeeds at further grapple 
  combat maneuvers as normal; it receives 
  a +4 racial bonus to these attacks. A 
  creature can pull out the augerwing’s 
  beak (and remove the grappled 
  condition) with a successful 
  Acrobatics check to escape or 
  grapple combat maneuver as normal for the 
  condition. A creature impaled in this way is exposed 
  to embalming enzymes (see above) at the start of 
  its turn.
  EMBALMING ENZYMES
  Type poison (injury)
  Track Dexterity (special); Frequency 1/minute for 10 
  minutes
  Effect progression track is Healthy—Sluggish—Stiffened—
  Staggered—Immobile
  Cure 2 consecutive saves
  An augerwing is a tall, lean bird with two sets of wings and 
  eight legs. Its long, sinuous, rasp-covered beak splits into 
  multiple sections, each of which sports numerous pores. 
  Colored bright yellow or red, each augerwing’s beak displays 
  a pattern of spots unique to that individual. An augerwing 
  has eight spindly legs and two sets of wings with muted 
  brown, gray, and white plumage, keeping its secondary 
  wingspan close to its body when not in use. By switching 
  between wing pairs while flying, an augerwing moves 
  through the air in a hypnotic, twisting spiral pattern that 
  has endeared Pharasmin cultures to this strange avian. 
  When hunting, an augerwing approaches its prey in a 
  rapid, spinning dive. Strong muscular and skeletal structures 
  help the bird muster the power to drill into their target’s 
  flesh. It then continues to twist and stab, injecting fixative 
  enzymes into its prey to limit mobility. 
  Groups of augerwings use large animal carcasses as nests 
  and lay their tiny eggs inside the corpse’s bones; after the 
  eggs have hatched, these hollowed-out bones resemble 
  flutes and can fetch a high price. The birds have spread 
  throughout Near Space and have mostly 
  resisted domestication efforts.
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  open its beak pores to spray high-pressure streams 
  of ink-like enzymes with a maximum range of 30 feet 
  and no range increment. This attack has the unwieldy 
  weapon special property and can be used only every 
   An augerwing can perform a spiraling dive to 
  drive its beak into prey. When the augerwing performs 
  a charge and deals damage, if the result of the attack 
  rolls meets or exceeds the target’s KAC + 4, the 
  augerwing’s beak pierces the target’s body; if the 
  target is Medium or smaller, it is also grappled. 
  The augerwing can keep its beak embedded in 
  the target if it succeeds at further grapple 
  combat maneuvers as normal; it receives 
  a +4 racial bonus to these attacks. A 
  creature can pull out the augerwing’s 
  beak (and remove the grappled 
  condition) with a successful 
  Acrobatics check to escape or 
  grapple combat maneuver as normal for the 
  condition. A creature impaled in this way is exposed 
  to embalming enzymes (see above) at the start of 
  Frequency 1/minute for 10 
   progression track is Healthy—Sluggish—Stiffened—
  flutes and can fetch a high price. The birds have spread 
  throughout Near Space and have mostly 
  resisted domestication efforts.
  
  58
   
  CR
    9
   
  XP
   6,400
  DETONATION OOZE 
   6,400
  N Large ooze
  Init +3; Senses blindsight (vibration) 60 ft., sightless; 
  Perception +17
  DEFENSE
  HP 145
  EAC 22; KAC 24
  Fort +13; Ref +9; Will +6
  Immunities ooze immunities
  OFFENSE
  Speed 20 ft.
  Melee pseudopod +21 (1d10+13 B plus 1d10 F)
  Space 10 ft.; Reach 5 ft.
  Offensive Abilities detonation, engulf (2d10+13 B, DC 16)
  STATISTICS
  Str +4; Dex +3; Con +6; Int —; Wis +0; Cha –2
  Other Abilities unstable expansion
  ECOLOGY
  Environment any urban (manufacturing plants)
  Organization solitary 
  SPECIAL ABILITIES
  Detonation (Ex) When the detonation ooze is reduced to 
  0 HP, the destabilized chemicals that make up its body 
  trigger a violent explosion. The ooze detonates 
  in a 20-foot burst, dealing 2d10+13 fire damage (Reflex 
  DC 16 half) to creatures within the radius, including 
  those currently engulfed.
  The explosion can’t be prevented entirely, but the 
  damage can be mitigated. If at least 30 points of cold 
  damage are dealt to the ooze over the course of the 
  encounter, the volatile chemicals cool and partially 
  stabilize, making the final detonation instead deal only 
  1d10+13 fire damage (Reflex DC 16 half).
  Unstable Expansion (Ex) A detonation ooze is made of 
  highly unstable chemical compounds that begin to break 
  down as the ooze takes damage. As a reaction when a 
  detonation ooze is reduced to 100 HP, its size increases 
  to Huge. When it expands, it can attempt to engulf any 
  Medium or smaller creature in the new squares it grows to 
  occupy; it can't grow to occupy squares that are occupied 
  by Large or larger creatures, and if there is no room for 
  the ooze to expand, unstable expansion fails. The process 
  repeats when the detonation ooze is reduced to 50 HP, 
  except that its size increases to Gargantuan if it was 
  already Huge, or Huge if it was still Large.
  Factories across the galaxy pump out thousands upon 
  thousands of tons of industrial waste every day as they seek 
  to fuel the rapid technological consumption of spacefaring 
  worlds. The question of what to do with that waste remains a 
  constant concern; more unscrupulous facilities simply 
  dump the chemical remnants resulting from industrial 
  processing. Sometimes, complex interactions within 
  the runoff from munitions factories lead to the 
  formation of a detonation ooze, a highly volatile 
  slurry of industrial waste given its own strange semblance 
  of life. 
  When its chemical makeup is stable, a typical detonation 
  ooze is about 12 feet across and weighs anywhere from 800 
  pounds to 2 tons, depending on the amount 
  of the trace metallic compounds in its mass. 
  The ooze’s weight remains the same even as it 
  expands, leading to what some survivors have 
  described as a runny consistency the larger the 
  ooze gets. Accompanied by the occasional small 
  explosion from within its amorphous body, a 
  detonation ooze is an unmistakable danger.
  Detonation oozes have proven to be a deadly 
  and consistent threat to industrial workers and 
  waste cleanup crews near the factories where 
  they spawn. When one is spotted, 
  freelance hazard teams are often sent in 
  to deal with the problem, hopefully with 
  adequate protection.
  
  GAMMENORE 
   
  CR
    8
   
  XP
    4,800
  GAMMENORE
  GAMMENORE
  CR
    8
  XP
    4,800
    4,800
  59
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES  
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  59
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  N Large magical beast (cold)
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +16
  DEFENSE
  HP 128
  EAC 20; KAC 22
  Fort +12; Ref +10; Will +9
  Defensive Abilities shell of ice (60 fire); Immunities cold; 
  Resistances fire 10
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee pincer +20 (3d4+14 S plus grab; critical bleed 1d4)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities thermokinesis (100 ft., 6d8 C or F plus 
  staggered, DC 16, usable every 1d4 rounds)
  STATISTICS
  Str +6; Dex +2; Con +4; Int –3; Wis +3; Cha –2
  Skills Acrobatics +16, Athletics +21, Stealth 
  +16 (+24 in snow or icy terrain)
  ECOLOGY
  Environment any cold (Triaxus)
  Organization solitary, pair, cluster 
  (3–9)
  SPECIAL ABILITIES
  Shell of Ice (Su) Much of a 
  gammenore’s carapace is 
  encased in a thick layer of 
  ice that helps regulate the 
  creature’s body temperature, 
  granting it resistance 10 to 
  fire. The shell can absorb 
  up to 60 fire damage before 
  melting. Once the shell 
  melts, the gammenore takes 
  a –2 penalty to its AC and 
  loses its resistance to fire. A 
  gammenore can reconstitute a 
  melted shell by spending time in areas 
  of intense cold. This process takes 2 
  hours in a cold environment, 3d10+8 minutes 
  in areas of severe cold, and 1d10 minutes in 
  areas of extreme cold.
  Thermokinesis (Su) Once every 1d4 rounds, 
  a gammenore can drastically raise or lower the body 
  temperature of another creature. It can target either a 
  creature within 100 feet as a standard action or one it 
  has just struck with its pincer as a reaction. In either 
  case, the target takes 6d8 cold or fire damage and is 
  staggered for 1 round; a successful DC 16 Fortitude save 
  halves the damage and negates the staggered effect.
    4,800
  Sparse ancient records note that gammenores were once 
  rarely seen outside of Triaxus’s long winters, but these 
  giant, blue, ice-armored crabs now range across the planet’s 
  wild areas regardless of season. The creatures have been 
  able to expand their habitat thanks to their thermokinesis 
  ability: gammenores can supernaturally modulate their own 
  internal temperature or that of creatures nearby. This ability 
  allows gammenores to freeze or boil prey at will, though 
  most prefer ice-coated meals.
  Gammenores seem attracted to extreme temperatures. 
  In remote areas, the usually solitary beasts are found 
  scuttling around commercial refrigeration units or hot 
  springs. Settlements close to mating sites must contend 
  with crustaceans breaking into such locations to lay their 
  eggs. This is a serious threat, and most communities have 
  anti-gammenore security protocols in place.
  The creatures migrate yearly toward Triaxus’s poles or the 
  equator in clattering hordes. Populous cities accommodate 
  their passage with arched roadways or creative architecture, 
  but sometimes security forces need to intervene. Some 
  communities make their arrival a festival, with thrill seekers 
  attempting to stay ahead of a gammenore cluster as it 
  charges through the streets.
  
  60
  60
  GIANT JELLY
   
  CR
    5
         XP
  1,600
  N Huge animal (aquatic)
  Init +2; Senses darkvision 120 ft., low-light vision; 
  Perception +11
  DEFENSE
  HP 70
  EAC 17; KAC 19
  Fort +9; Ref +9; Will +4
  Defensive Abilities amorphous, lenticular lattice 
  Resistances cold 5
  Weaknesses vulnerable to slashing
  OFFENSE
  Speed swim 40 ft.
  Melee slam +11 (1d6+10 B; critical stunned)
  Ranged sonic pulse +14 (1d6+5 So; critical stunned)
  Space 15 ft.; Reach 15 ft.
  STATISTICS
  Str +5; Dex +2; Con +3; Int –4; Wis +0; Cha +2
  Skills Athletics +11 (+19 to swim), Acrobatics +11, Stealth +16
  Other Abilities water breathing
  ECOLOGY
  Environment any water (Entha)
  Organization solitary
  SPECIAL ABILITIES
  Lenticular Lattice (Ex) A giant jelly can supernaturally 
  manipulate its hexagonal lattice to reflect light in 
  confusing ways. It has concealment against all attacks 
  originating within 30 feet.
  Sonic Pulse (Ex) As a standard action, a giant jelly can form 
  itself into a large concave disc and emit sudden, violent 
  vibrations as a ranged attack with a range increment of 
  60 feet that targets EAC. This attack doesn't provoke 
  attacks of opportunity.
  Deep in the seas of Entha (page 62) float giant jellies: massive, 
  amorphous creatures composed of a thin fleshy material 
  stretched across a hexagonal lattice. These strange magical 
  beasts undulate through the waves in a constantly changing 
  pattern, like a loose sail carried by the wind, making their 
  movement and intention hard to predict. In addition to this 
  constant undulation, the giant jelly can twist and flex its 
  framework to produce confusing visual effects, making it 
  difficult to target.
  When not drifting silently while on the hunt for food, giant 
  jellies sometimes tense and flex their entire form to emit 
  intermittent percussive pulses, creating deep, arrhythmic 
  bass thumps. The purpose of these noises is unknown, though 
  xenobiologists hypothesize the jellies might use these sounds 
  to establish territory or scare off competitors.
  While much of a giant jelly’s diet consists of microscopic 
  organisms, the creature evolved long ago to also prey on—and 
  defend itself against—much larger creatures. It can move with 
  astonishing speed, slamming into creatures to stun them, 
  but can also focus its sonic waves into a damaging blast of 
  sound that is especially devastating underwater. 
  Once it has incapacitated its prey, a giant 
  jelly slowly wraps itself around its victim, 
  twisting into a tight spiral and digesting 
  its meal over the course of days or 
  even weeks.
  At the end of a giant jelly’s life cycle, 
  it stops consuming organic material 
  and focuses instead on absorbing magic-
  infused minerals from the seabed. Gradually, 
  the hexagonal lattice holding the jelly together 
  begins to break down, and each of its thousands of 
  component hexagons becomes a new, tiny protojelly. 
  Typically, other deep-sea creatures quickly consume 
  this mass of protojellies, but any that escape predation 
  will grow to full size over the course of a few months.
  1,600
  
  61
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES  
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  HIVEHEAD 
   
  CR
  7
   XP
  3,200 
  3,200
  N Medium monstrous humanoid
  Init +5; Senses blindsense (thought) 60 ft., darkvision 
  60 ft.; Perception +14
  DEFENSE
  HP 105
  EAC 19; KAC 21
  Fort +9; Ref +11; Will +8
  Immunities mind-affecting effects
  OFFENSE
  Speed 30 ft. 
  Melee slam +15 (1d8+11 B)
  Offensive Abilities stingswarm (15-ft. cone, 1d6+7 P plus 
  neurotoxic venom, DC 15)
  Spell-Like Abilities (CL 7th)
  1/day—mind thrust (3rd level, DC 16)
  STATISTICS
  Str +4; Dex +5; Con +0; Int +2; Wis +0; Cha –4 
  Skills Stealth +14
  ECOLOGY
  Environment any 
  Organization solitary
  SPECIAL ABILITIES 
  Stingswarm (Ex) As a standard action, a hivehead can exhale 
  a swarm of neuralwasp drones in a 15-foot cone. Each 
  creature in the cone takes 1d6+7 piercing damage (Reflex 
  DC 15 half) and is subjected to neurotoxic venom. 
  NEUROTOXIC VENOM
  Type poison (injury); Save Fortitude DC 15
  Track Dexterity (special); Frequency 1/round for 4 rounds
  Effect progression track is Healthy—Staggered—Paralyzed; 
  no end state
  Cure 1 save
  No one knows exactly where the dangerous pests called 
  neuralwasps come from. Theories vary wildly, speculating 
  that they’re a mutant offshoot of the Swarm or the result 
  of a mad apiarist’s experiments in arcane crossbreeding 
  (and everything in between). However, those attacked by a 
  neuralwasp are less concerned about their origin than their 
  paralytic sting, as these carnivorous insects usually attack 
  sentient creatures for one of two reasons: to feed on their 
  flesh or to build a living hive, called a hivehead.
  The creation of a hivehead is a horrifying affair. The drones 
  swarm over a paralyzed victim and coat the victim’s head 
  with a waxy saliva, leaving only small openings for the victim 
  to breathe through. The material dries over the course of a 
  few minutes while the victim is still conscious, after which 
  the neuralwasp queen takes residence inside their skull. The 
  queen psychically assumes control of the host’s senses and 
  motor functions while slowly consuming the host’s brain, 
  transforming it into a kind of royal jelly to feed her eggs. 
  As this happens, the unfortunate victim stumbles about, 
  attacking anyone who would try to disturb the queen.
  For 1 week after a queen takes over, the victim can still 
  be saved, though potential rescuers must fight off dozens of 
  neuralwasps and the hivehead themself. If the host can be 
  subdued, the queen can be removed with careful surgery or 
  powerful magic, though victims can take months to recover 
  from the loss of brain tissue, and some are never the same 
  again. After that week, however, the infestation is permanent, 
  as the host’s brain has been almost completely dissolved. 
  The body still lives and must eat and sleep as normal, but 
  the queen is fully in control of its actions. A hivehead can 
  live for years as its queen lays eggs to strengthen her swarm, 
  eventually birthing a new queen who then leaves to take over 
  a new host.  
  61
  THE DEEP
  SIDE JOBS
  AQUATIC
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  live for years as its queen lays eggs to strengthen her swarm, 
  eventually birthing a new queen who then leaves to take over 
  a new host.  
  
  ENTHA
  Ocean World on the Rise
  Diameter: ×1 Mass: ×1 
  Gravity: ×1
  Location: The Vast
  Atmosphere: Normal
  Day: 45 hours Year: 525 days
  EJ Corp recently claimed Entha, an ocean world in the Vast 
  bursting with aquatic life, for a massive terraforming project. 
  Entha’s surface appears rather mundane; its foaming seas are 
  only occasionally interrupted by rocky outcroppings jutting 
  up from undersea mountain ranges. The amphibious flying 
  creatures that nest on these rocks are a visitor’s first hint 
  at the biodiversity that lies below. Deep underwater, thick 
  forests of twisting seaweed strands that stretch hundreds of 
  yards up from the ocean floor shelter underwater clearings 
  replete with bioluminescent creatures of all shapes and sizes, 
  whirling around each other in a dangerous ballet of survival. 
  Unfathomably deep trenches conceal secrets and horrors 
  unimagined by any explorer, and throughout Entha’s oceans, 
  microscopic, protomagical plankton imbue the water with a 
  low-grade supernatural aura.
  Entha’s most remarkable natural fixtures are extensive 
  deep-sea structures that resemble coral reefs—the formation 
  of which would be impossible on most worlds, where the 
  pressure of the depths makes it difficult for such fragile 
  yet vibrant frameworks to grow. However, Entha’s reefs are 
  manifestations of a world-spanning magical network that 
  twists and winds beneath the seabed, and the reefs not 
  only survive at great depths but are imbued with this same 
  magic. As threads of Entha’s magical mantle escape through 
  its crust and touch the supernatural seawater, they harden 
  into labyrinthine, shining, psychedelic forms, creating frozen 
  explosions of color and texture deep beneath the waves—a 
  process xenobiologists estimate must take millennia, though 
  the Gap has made it difficult to know for sure.
  One of the reefs’ most influential effects is their localized 
  reduction of water pressure to near-surface levels; even on the 
  ocean floor, this magical depressurization enables all manner of 
  creatures to thrive in what would otherwise be utterly crushing 
  conditions. EJ Corp’s terraforming efforts on the planet involve 
  detaching these reefs from the seabed, causing them to float to 
  the surface and provide large swaths of new “land” on which 
  resort property can be built. Of course, as the Company strips 
  this coral from the ocean floor, it severs the reefs’ tether to the 
  planet’s magical undercurrents. The sudden, full weight of the 
  water above proves deadly for the myriad life-forms that inhabit 
  the reefs. The first Company machinery to lift coral immediately 
  imploded due to the sudden change in water pressure, but the 
  corporation has since built specially adapted coral crawlers to 
  withstand the pressure change.
  All manner of creatures, both 
  mundane and magical, have evolved 
  to live on Entha, from the leviathan 
  abynthics (page 55) and giant 
  jellies (page 60) to hill-sized 
  flounders hugging the sea floor 
  and dart-like shark-rays that 
  teleport short distances to close in 
  on their prey. The only sapient life 
  to exist on Entha are the eel-like 
  creatures known as aglians (page 
  56). Individually, each aglian 
  embodies only a single specific 
  thought or concept, but when 
  enough gather together, they link 
  together like neurons and form an 
  emergent consciousness. They 
  depend heavily on the sustaining 
  magic of the coral reefs, and the 
  Company’s terraforming efforts 
  are rapidly jeopardizing their 
  habitable space.
  ENTHA
  Ocean World on the Rise
  Diameter: ×1 Mass: ×1 
  Gravity: ×1
  Location: The Vast
  Atmosphere: Normal
  Day: 45 hours Year: 525 days
  EJ Corp recently claimed Entha, an ocean world in the Vast 
  bursting with aquatic life, for a massive terraforming project. 
  Entha’s surface appears rather mundane; its foaming seas are 
  only occasionally interrupted by rocky outcroppings jutting 
  up from undersea mountain ranges. The amphibious flying 
  creatures that nest on these rocks are a visitor’s first hint 
  at the biodiversity that lies below. Deep underwater, thick 
  forests of twisting seaweed strands that stretch hundreds of 
  yards up from the ocean floor shelter underwater clearings 
  replete with bioluminescent creatures of all shapes and sizes, 
  whirling around each other in a dangerous ballet of survival. 
  Unfathomably deep trenches conceal secrets and horrors 
  unimagined by any explorer, and throughout Entha’s oceans, 
  microscopic, protomagical plankton imbue the water with a 
  low-grade supernatural aura.
  Entha’s most remarkable natural fixtures are extensive 
  deep-sea structures that resemble coral reefs—the formation 
  deep-sea structures that resemble coral reefs—the formation 
  of which would be impossible on most worlds, where the 
  pressure of the depths makes it difficult for such fragile 
  yet vibrant frameworks to grow. However, Entha’s reefs are 
  manifestations of a world-spanning magical network that 
  twists and winds beneath the seabed, and the reefs not 
  only survive at great depths but are imbued with this same 
  magic. As threads of Entha’s magical mantle escape through 
  its crust and touch the supernatural seawater, they harden 
  into labyrinthine, shining, psychedelic forms, creating frozen 
  explosions of color and texture deep beneath the waves—a 
  process xenobiologists estimate must take millennia, though 
  the Gap has made it difficult to know for sure.
  One of the reefs’ most influential effects is their localized 
  reduction of water pressure to near-surface levels; even on the 
  ocean floor, this magical depressurization enables all manner of 
  creatures to thrive in what would otherwise be utterly crushing 
  conditions. EJ Corp’s terraforming efforts on the planet involve 
  detaching these reefs from the seabed, causing them to float to 
  the surface and provide large swaths of new “land” on which 
  resort property can be built. Of course, as the Company strips 
  this coral from the ocean floor, it severs the reefs’ tether to the 
  planet’s magical undercurrents. The sudden, full weight of the 
  water above proves deadly for the myriad life-forms that inhabit 
  the reefs. The first Company machinery to lift coral immediately 
  imploded due to the sudden change in water pressure, but the 
  corporation has since built specially adapted coral crawlers to 
  corporation has since built specially adapted coral crawlers to 
  withstand the pressure change.
  withstand the pressure change.
  All manner of creatures, both 
  All manner of creatures, both 
  mundane and magical, have evolved 
  mundane and magical, have evolved 
  to live on Entha, from the leviathan 
  to live on Entha, from the leviathan 
  abynthics (page 55) and giant 
  abynthics (page 55) and giant 
  jellies (page 60) to hill-sized 
  jellies (page 60) to hill-sized 
  flounders hugging the sea floor 
  flounders hugging the sea floor 
  and dart-like shark-rays that 
  and dart-like shark-rays that 
  teleport short distances to close in 
  teleport short distances to close in 
  on their prey. The only sapient life 
  on their prey. The only sapient life 
  to exist on Entha are the eel-like 
  to exist on Entha are the eel-like 
  creatures known as aglians (page 
  creatures known as aglians (page 
  56). Individually, each aglian 
  56). Individually, each aglian 
  embodies only a single specific 
  embodies only a single specific 
  thought or concept, but when 
  thought or concept, but when 
  enough gather together, they link 
  enough gather together, they link 
  together like neurons and form an 
  together like neurons and form an 
  emergent consciousness. They 
  emergent consciousness. They 
  depend heavily on the sustaining 
  depend heavily on the sustaining 
  magic of the coral reefs, and the 
  magic of the coral reefs, and the 
  Company’s terraforming efforts 
  Company’s terraforming efforts 
  are rapidly jeopardizing their 
  are rapidly jeopardizing their 
  habitable space.
  habitable space.
  62
  CODEX OF WORLDS
  
  THE WHITE GLOVE AFFAIR
  By Kendra Leigh Speedling
  When the crew of the Oliphaunt get a lead that promises to 
  make them rich beyond their wildest dreams, they plan a heist 
  to steal one of the Kalistocracy’s golden commerce barges. 
  Naturally, their quick theft soon turns into a deep-cover long 
  con that will take cunning and skill just to survive!
  SIDE JOBS
  By Joshua Hennington and Lu Pellazar
  Side jobs are brief adventures played between chapters of an 
  Adventure Path or when your players go off on their own. In 
  this outing, the PCs take on a trio of jobs on a planet ruled by 
  emotional fey.
  THE PROPHECIES OF 
  KALISTRADE
  By Randal Meyer
  Learn more about the history and adherents of the Prophecies 
  of Kalistrade, centered around the belief that accumulating 
  enough wealth in life promises a personal paradise after death.
  SUBSCRIBE TO STARFINDER 
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  The Fly Free or Die Adventure Path continues! Don’t miss out 
  on a single exciting volume—head over to paizo.com/starfinder
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  Starfinder Adventure Path, and Starfinder Accessories 
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  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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  Open Game Content: Except for material designated as Product Identity (see above), the game mechanics 
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  Starfinder Adventure Path #36: Professional Courtesy © 2021, Paizo Inc. All Rights Reserved. Paizo, the 
  Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo 
  are registered trademarks of Paizo Inc.; Fly Free or Die, the Pathfinder P logo, Pathfinder Accessories, 
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  Game, and Starfinder Society are trademarks of Paizo Inc.
  Printed in China.
  PAIZO INC.
  Creative Directors • James Jacobs and Robert G. McCreary
  Director of Game Design • Jason Bulmahn
  Director of Visual Design • Sarah E. Robinson 
  Director of Game Development • Adam Daigle
  Organized Play Managing Developer • Linda Zayas-Palmer 
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, Ron Lundeen, Patrick Renie, and Jason Tondro
  Starfinder Lead Designer • Joe Pasini
  Starfinder Senior Developer • John Compton
  Starfinder Society Developer • Thurston Hillman
  Pathfinder Organized Play Developer • James Case
  Organized Play Developer • Jenny Jarzabski
  Design Manager • Mark Seifter
  Pathfinder Lead Designer • Logan Bonner
  Designer • Michael Sayre
  Managing Editor • Judy Bauer
  Senior Editor • Leo Glass 
  Editors • Patrick Hurley, Avi Kool, Ianara Natividad, Kieran Newton, and Lu Pellazar
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  Josh Thornton, and Andrew White
  THE WHITE GLOVE AFFAIR
  By Kendra Leigh Speedling
  When the crew of the Oliphaunt get a lead that promises to 
  make them rich beyond their wildest dreams, they plan a heist 
  to steal one of the Kalistocracy’s golden commerce barges. 
  Naturally, their quick theft soon turns into a deep-cover long 
  con that will take cunning and skill just to survive!
  SIDE JOBS
  By Joshua Hennington and Lu Pellazar
  Side jobs are brief adventures played between chapters of an 
  Adventure Path or when your players go off on their own. In 
  this outing, the PCs take on a trio of jobs on a planet ruled by 
  emotional fey.
  THE PROPHECIES OF 
  KALISTRADE
  By Randal Meyer
  Learn more about the history and adherents of the Prophecies 
  of Kalistrade, centered around the belief that accumulating 
  enough wealth in life promises a personal paradise after death.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
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  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda 
  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda 
  Starfinder Core Rulebook
  Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark Seifter, 
  Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, John Compton, 
  Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica 
  Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Adventure Path #36: Professional Courtesy © 2021, Paizo Inc.; Authors: Joe Pasini, 
  Starfinder Adventure Path #36: Professional Courtesy © 2021, Paizo Inc.; Authors: Joe Pasini, 
  Starfinder Adventure Path #36: Professional Courtesy
  with Patrick Hurley, Avi Kool, Andrew Mullen, and Jessica Ross.
  NEXT MONTH
  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder.
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  trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and 
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  trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and 
  plots, storylines, trade dress, the historical period called the Gap, the terms kishalee, sivv, skyfire, 
  Dreamer (the official Open Game Content term for which is “dreaming barathu”), and the Drift (the official 
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  as Open Game Content, or are exclusively derived from previous Open Game Content, or that are in the 
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  as Open Game Content, or are exclusively derived from previous Open Game Content, or that are in the 
  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, 
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  of this Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a, 
  reproduced in any form without written permission.
  Starfinder Adventure Path #36: Professional Courtesy © 2021, Paizo Inc. All Rights Reserved. Paizo, the 
  Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo 
  are registered trademarks of Paizo Inc.; Fly Free or Die, the Pathfinder P logo, Pathfinder Accessories, 
  Pathfinder Adventure, Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder 
  Adventure Path, Pathfinder Battles, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, 
  Pathfinder Legends, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, Starfinder 
  Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying 
  Game, and Starfinder Society are trademarks of Paizo Inc.
  Printed in China.
  PAIZO INC.
  Creative Directors • James Jacobs and Robert G. McCreary
  Director of Game Design • Jason Bulmahn
  Director of Visual Design • Sarah E. Robinson
  Director of Game Development • Adam Daigle
  Organized Play Managing Developer • Linda Zayas-Palmer 
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, Ron Lundeen, Patrick Renie, and Jason Tondro
  Starfinder Lead Designer • Joe Pasini
  Starfinder Senior Developer • John Compton
  Starfinder Society Developer • Thurston Hillman
  Pathfinder Organized Play Developer • James Case
  Organized Play Developer • Jenny Jarzabski
  Design Manager • Mark Seifter
  Pathfinder Lead Designer • Logan Bonner
  Designer • Michael Sayre
  Managing Editor • Judy Bauer
  Senior Editor • Leo Glass
  Editors • Patrick Hurley, Avi Kool, Ianara Natividad, Kieran Newton, and Lu Pellazar
  Managing Art Director • Sonja Morris
  Art Directors • Kent Hamilton and Adam Vick
  Senior Graphic Designer • Emily Crowell
  Graphic Designer • Tony Barnett
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  President • Jeffrey Alvarez
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  Social Media Producer • Payton Smith 
  Customer Service & Community Manager • Sara Marie
  Operations Manager • Will Chase
  Organized Play Manager • Tonya Woldridge
  Organized Play Associate • Alex Speidel 
  Accountant • William Jorenby 
  Accounting & AP Specialist • Eric Powell
  Finance Operations Specialist • B. Scott Keim 
  Human Resources Generalist • Devinne Caples
  Director of Technology • Raimi Kong
  Web Content Manager • Maryssa Lagervall
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Katina Davis
  Customer Service Team • Joan Hong, Samantha Phelan, Calliope Taylor, and Diego Valdez
  Warehouse Team • Mika Hawkins, Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, Whitney Chatterjee, Erik Keith, Levi Steadman, 
  Josh Thornton, and Andrew White
  63
  PART 1: 
  THE BIG ASK
  PART 2: 
  A WATERY
  EMBRACE
   
   
  PART 3: 
  DUEL IN
  THE DEEP 
  SIDE JOBS 
   
  AQUATIC 
  ADVENTURES
  ALIEN
  ARCHIVES
  CODEX OF 
  WORLDS
  
  AVAILABLE NOW!
  STARSHIP 
  OPERATIONS MANUAL
  BLAST OFF INTO SPACE WITH THE STARFINDER STARSHIP OPERATIONS MANUAL! FIND OVER 40 NEW 
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  ADVENTURES INTO THE GREAT UNKNOWN AND BEYOND WITH THE STARSHIP OPERATIONS MANUAL!
  paizo.com/starﬁ nder
  � 2�2�� Paizo �nc. Paizo� the Paizo �o�em �o�o� �tarfi nder� and the �tarfi nder �o�o are re�istered trademar�s o� 
  Paizo �nc.� �tarfi nder ��ip��at� �tarfi nder Pa�ns� and �tarfi nder �o�ep�a�in� �ame are trademar�s o� Paizo �nc. 
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  1 SQUARE = 5 FEET
  FORWARD
  EJ CORP  NEGOTIATOR 
  1. Breaching pods
  2. Bridge
  a. Pilot’s station
  b. Captain’s chair
  c. Science officer’s 
  station
  d. Engineering station
  e. Gunner’s stations
  3. Lavatory
  4. Briefing room
  5. Crew quarters
  6. Airlock
  7. Common room
  8. Captain’s quarters
  9. Galley
  10. Power core
  11. Armory
  12. Cargo hold
  MAP KEY
  1
  3
  5
  5
  8
  11
  10
  12
  12
  12
  9
  7
  6
  4
  2
  a
  c
  e
  e
  b
  d
  
  Time is money out in the Vast, and when someone asks for a favor, usually you go 
  along only for the payout. But Tarika, who has helped you make a living out here 
  in the depths of space, needs a favor—her daughter has gone missing on a remote 
  water world, and she needs you to find her. There’s no money in it, but maybe this 
  time you can make an exception. Let’s hope you don’t regret it!
  This volume of Starfinder Adventure Path continues the Fly Free or Die Adventure 
  Path and includes:
  • “Professional Courtesy,” a Starfinder adventure for 5th-level characters, by Joe Pasini.
  • Three side jobs, short adventures that can be played in one session, by Jessica Ross. 
  • Rules and new player options for adventuring in an aquatic environment, by Joe Pasini.
  • An archive of alien creatures—including aglians, a species of sentient eels who form new identities every 
  time they swarm—by Patrick Hurley, Avi Kool, Andrew Mullen, and Joe Pasini.
  • Statistics and deck plans for the heavily armed EJ Corp Negotiator, as well as a dive into Entha, an 
  ocean planet home to a Company terraforming project and an ancient magical mystery, by Joe Pasini.
  IN OVER YOUR HEAD
  paizo.com/starfinder
  Printed in China. PZO7236
  
SOURCE: textdata/thevault/Starfinder [multi]/Adventure Paths/SF34-39 Fly Free or Die/Starfinder AP #36 - Fly Free or Die - Part 3 of 6 - Professional Courtesy {PZO7236}.pdf