TEXT: SKITTER SHOT
  
  EMERALD EMPYREAN
  1 square = 5 feet
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  UPPER DECK
  LOWER DECK
  FORE
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  Author • Jason Keeley
  Development Lead • Thurston Hillman
  Cover Artist • Kiki Moch Rizky
  Interior Artists • Graey Erb and Bryan Syme
  Cartographer • Robert Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Crystal Frasier, Jason Keeley, 
  Luis Loza, Ron Lundeen, Joe Pasini, Michael Sayre, Chris Sims, 
  and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • James Case, Leo Glass, Lyz Liddell, Adrian Ng, 
  Lacy Pellazar, and Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Marketing Manager • Dan Tharp
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Organized Play Manager • Tonya Woldridge
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  Data Entry Clerk • B. Scott Keim
  Director of Technology • Dean Ludwig
  Web Production Manager • Chris Lambertz
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Rick Kunz 
  Customer Service Team • Sharaya Copas, Katina Davis, 
  Sara Marie, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, 
  Mika Hawkins, Heather Payne, Jeff Strand, and 
  Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, 
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  Andrew White
  TABLE OF CONTENTS
  Part 1: Docking ProceDures 
  3
  Four skittermanders eagerly await the return of their boss from a routine salvage expedition, but they soon discover 
  that he needs their help!
  Part 2: relaxation Protocols 
  4
  The skittermanders board the Emerald Empyrean in hopes of finding their missing vesk boss and potentially securing 
  some new salvage.
  Part 3: terminal measures 
  9
  With the Emerald Empyrean secured, the PCs need to expunge the rogue AI known as M2. An approaching pirate 
  starship complicates things, especially when it’s clear that the pirates are not here to help!
  PregenerateD characters 
  12
  This section provides statistics for the four skittermander salvagers who star in this adventure—Dakoyo, Gazigaz, 
  Nako, and Quonx!
   
  Skitter Shot is a Starfinder adventure designed for four 2nd-level skittermanders. This module is designed for play in the 
  Starfinder campaign setting, but can easily be adapted for use with any setting.
  SKITTER SHOT
  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder or the Pathfinder Roleplaying Game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and 
  are not Open Game Content: All trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, 
  titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, plots, storylines, trade dress, the historical period 
  called the Gap, the terms kishalee, sivv, and skyfire, and the Drift (the official Open Game Content term for which is “hyperspace”). (Elements that have 
  previously been designated as Open Game Content, or are exclusively derived from previous Open Game Content, or that are in the public domain 
  are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open 
  Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of this work other than the material designated as Open 
  Game Content may be reproduced in any form without written permission.
  Starfinder: Skitter Shot © 2018, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder 
  Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, 
  Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat Pad, 
  Pathfinder Flip-Mat, Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder 
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  Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
  Printed in the USA.
  The skittermanders Dakoyo, Gazigaz, Nako, 
  and Quonx finally take control of their 
  own starship, only to experience all the 
  challenges that come with trying to make 
  the galaxy a nicer place, in this colorful cover 
  art by Kiki Moch Rizky.
  This book refers to several other Starfinder products, yet these additional supplements are not required to make use 
  of this book. Readers interested in references to Starfinder hardcovers can find the complete rules of these books 
  available online for free at paizo.com/sfrd.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  
  2
  ABOUT THIS ADVENTURE
  Skitter Shot is the first Starfinder Free RPG Day adventure. This adventure 
  gives the players a chance to play as a group of six-armed aliens called 
  skittermanders. These aliens must work together to save their employer, the 
  vesk Nakonechkin, from an insane artificial intelligence aboard a pleasure 
  barge adrift in space. The adventure emphasizes teamwork and roleplaying 
  as the scrappy underlings rise to the occasion and become true heroes!
  Four pregenerated skittermanders can be found on pages 12–15 of this 
  book, or players can create their own 2nd-level skittermanders using 
  the Starfinder Core Rulebook and the playable racial traits found in the 
  Starfinder Alien Archive. Even if the players create their own skittermander 
  characters, the roleplaying tips accompanying the pregenerated characters 
  are invaluable for understanding how to portray these furry aliens. In 
  addition, a list containing 10 handy facts about skittermanders can be found 
  on the inside back cover.
  
  3
  SKITTER SHOT
  ADVENTURE 
  BACKGROUND
  A Verces-based corporation called Trendsetter Excursions 
  offers short sight-seeing trips to interesting locations 
  throughout the Pact Worlds system and its immediate vicinity. 
  From voyages to remote asteroids in the Diaspora to jaunts 
  through the shimmering rings of Liavara, these journeys are 
  undertaken in fancy pleasure barges—starships modeled after 
  pre-Gap luxury aetherships. Travelers aboard these barges fly 
  in style, enjoying amenities including fine cuisine, an open bar, 
  and relaxing spas until they reach their destination, where 
  they behold exceptional scenery before eventually returning 
  home to brag about their voyage to all their friends.
  Recently, Trendsetter Excursions attempted a bold, but 
  ultimately doomed, experiment by outfitting one of their 
  most popular vessels, the Emerald Empyrean, with a state-
  of-the-art artificial intelligence. The AI was granted control 
  over every aspect of the trip (including all of the vessel’s on-
  board computers and robots), allowing for only a skeleton 
  crew to keep things running smoothly. Unfortunately, this 
  AI, named M2, developed a major glitch on its first voyage. 
  Due to an unprecedented math error in its programming, M2 
  decided that the ship’s intended destination would not be 
  relaxing enough for its passengers and rerouted the Emerald 
  Empyrean to a section of empty space outside of the Pact 
  Worlds system.
  When the crew realized something was wrong, it was 
  already too late. M2 had already maneuvered the Emerald 
  Empyrean out of the Pact Worlds and into Near Space, where 
  it would take days for help to arrive. In the meantime, the AI 
  grew increasingly erratic, shutting down portions of the ship 
  and slipping sedatives into the food to keep the passengers 
  “relaxed.” The AI even directly attacked those crew members 
  who attempted to repair her computer core. The Emerald 
  Empyrean’s dozen guests grew desperate as they were 
  unable to trust the very mechanisms that were designed 
  to keep them comfortable. The passengers eventually 
  barricaded themselves in the ship’s bar and restaurant and 
  have survived on alcohol and self-preparing meals for over 
  a week.
  Only a few hours ago, the Clutch, a small salvage ship 
  captained by Nakonechkin Ginnady, discovered the Emerald 
  Empyrean floating through space. Nakonechkin is the sole 
  owner and chief operator of Nakonechkin Salvage, and his 
  crew consists of four skittermanders who each entered his 
  employ in different ways. Though Nakonechkin likes the 
  skittermanders and appreciates the jobs they do, he knows 
  from experience that it’s usually best to leave them on his ship 
  when he’s on a mission. After a few initial scans, Nakonechkin 
  stepped out of his ship’s airlock and boarded the seemingly 
  derelict Emerald Empyrean to see what could be salvaged 
  aboard it. He was woefully unprepared for what he found 
  inside and is now being held as a “new passenger.” Hours have 
  passed, and it falls to Nakonechkin’s loyal skittermander crew 
  to save his tail!
  PART 1: DOCKING 
  PROCEDURES
  After each player has chosen (or created) her skittermander 
  character, read or paraphrase the following to get the 
  game started.
  It began as a dull day aboard the Clutch, Nakonechkin 
  Salvage’s only ship and your home for the past year or so. 
  Your boss, the vesk Nakonechkin, brought the ship out of 
  Pact Words space and into some of the void beyond, looking 
  for derelict space stations or the remains of forgotten 
  starship battles to pick through. 
  Suddenly, with a buzzing chime, the ship’s computers 
  registered a starship drifting in the region. Nakonechkin 
  rushed to the captain’s console and initiated a scan. An 
  image of the target ship appeared on screen: a large, ornate 
  green starship with brass accents. It looked abandoned and 
  ill-suited to be so far from the Pact Worlds.
  Nakonechkin quickly pulled on his space suit and grabbed 
  a set of all-purpose tools. “This looks like an easy enough job. 
  You lot stay here and keep an eye on the Clutch. Try not to 
  ‘repair’ anything while I’m away. I should be back in a couple 
  of nanoseconds.” He nodded curtly and cycled the airlock to 
  float over to the derelict ship. 
  Two hours have passed since Nakonechkin departed, and 
  he isn’t responding to your communications. Something must 
  have gone terribly wrong—and Nakonechkin might need help!
  Nakonechkin is most likely in trouble, and it’s in most 
  skittermanders’ natures to assist those in need, especially 
  those they feel such a close friendship with (such as their vesk 
  boss). How the PCs go about helping is up to them, but they 
  will probably want to start by getting more information.
  sensor sweeP
  A PC can attempt a Computers check to use the Clutch’s basic 
  short-range sensors to scan the derelict vessel (receiving a +2 
  bonus due to the quality of the Clutch’s sensors). The PC learns 
  all information associated with the DC that is equal to or less 
  than the result of the PC’s Computers check.
  10+: The vessel’s transponder identifies it as the Emerald 
  Empyrean, a pleasure barge owned by a Vercite company 
  called Trendsetter Excursions. The only ways to enter the ship 
  are through two airlock doors, one on the port side near the 
  aft and one on the starboard side near the fore. The forward 
  airlock is completely sealed shut, but the aft airlock could be 
  forced open.
  15+: The Emerald Empyrean is a modified heavy freighter 
  with a forward-facing heavy weapon and a small turret 
  weapon, but plenty of room for passengers and recreational 
  activities. Though its thrusters are active, they are currently 
  idle, and the ship has enough power to provide artificial 
  gravity, interior lighting, and life support.
  20+: Further scans reveal over a dozen life signs aboard the 
  ship, which Nakonechkin missed on his initial scans. Most of 
  
  4
  these life signs are concentrated in an area in the ship’s aft, 
  on the starboard side. Nakonechkin’s life signs are visible, but 
  the vesk is currently in a semi-conscious state and his location 
  cannot be pinpointed. An additional anomalous energy 
  signature is detected in the ship’s center.
  25+: It appears that most of the Emerald Empyrean’s 
  functions are controlled by a single onboard artificial 
  intelligence core, which is very unusual for a ship this 
  size. However, the AI doesn’t respond to any attempts to 
  communicate with it.
  EvEnt 1: SpacE Walk (cR 2)
  The skittermanders’ armor affords them protection 
  from the dangers of vacuum, so moving between 
  the Clutch’s airlock and the Emerald Empyrean’s 
  would normally be a simple matter. However, 
  they are about to experience an unfortunate 
  spot of bad luck (see Hazard below).
  Once outside of the Clutch, the PCs can hook 
  themselves to that ship with tethers (for safety) 
  and then push off toward the Emerald Empyrean. 
  The two vessels are a few hundred feet apart, 
  but it takes no more than a few minutes 
  to float between them. The cruise 
  ship’s outer airlock door is marked 
  with a large Trendsetter Excursions 
  logo (a golden rocket blasting out of a 
  glass of sparkling wine) and can easily be 
  opened using an adjacent access  panel. A PC 
  who succeeds at a DC 15 Computers or 
  Engineering check notes that someone 
  else, likely Nakonechkin, has already 
  hacked the panel.
  Hazard: Unfortunately for the PCs, 
  as they begin their space walk, the two 
  vessels are engulfed in a passing micrometeoroid storm. 
  The tiny particles don’t damage the starships, but each PC 
  must succeed at a DC 13 Reflex saving throw or take 3d6 
  bludgeoning damage. The storm is over as quickly as it begins, 
  and the skittermanders can continue on their mission.
  Story Award: For enduring the micrometeoroid storm, 
  award the PCs 600 XP.
  PART 2: RELAXATION 
  PROTOCOLS
  Once the PCs access the outer airlock door, they can enter the 
  Emerald Empyrean and detach the tethers connecting them to 
  the Clutch. Inside, they can begin exploring the drifting vessel 
  and try to find their boss.
  thE EmERald EmpyREan
  The Emerald Empyrean is a converted heavy freighter, with 
  luxurious accommodations for a dozen passengers. It’s 
  designed to resemble the Vercite aetherships of old, with 
  plush carpeting, brass fixtures, and a bright color palette. 
  Every aspect of the vessel has been designed with comfort 
  in mind.
  Except where noted, the doors open automatically when 
  approached by a Small or Medium creature. The ceilings of the 
  corridors and rooms are between 10 and 12 feet tall, unless 
  noted otherwise. A map of the ship’s interior can be found on 
  the inside front cover.
  1. EntRyWay (cR 4)
  This square chamber has little in the way of 
  furnishings, and the walls and ceiling are a 
  clean white, while the floor is a silvery metal. 
  Four cages are stacked in the two forward 
  corners of the room. A heavy door leads 
  into the airlock to the port, while a 
  flickering holographic sign reading 
  “Welcome Guests” floats over the 
  door to the starboard.
  Passengers of the Emerald 
  Empyrean would board the 
  vessel here, be greeted by 
  the crew, and receive 
  their room passkeys. 
  Now that the ship has 
  departed, the kiosk that 
  issues room passkeys has 
  been retracted into the floor. The cages in the 
  corners of the room are intended for 
  pets the passengers might bring on 
  board, though the last batch of guests 
  had none. They are closed with simple 
  latches and can be opened easily 
  from the outside with a move action; 
  however, from the inside, a creature must succeed at a DC 
  16 Acrobatics check to escape.
  Creatures: Three observer-class security robots float 
  about here, buzzing and humming to themselves. When the 
  skittermanders step in from the airlock, these robots quickly 
  scan the newcomers and one declares the following, in a 
  deep robotic voice.
  “Error! Pets must be placed in approved carriers before 
  boarding the Emerald Empyrean. Initiating containment 
  protocols.”
  The robots then attack the skittermanders, trying to force 
  each of them into one of the cages in the corners of the room.
  OBSERVER-CLASS SECURITY ROBOTS (3) 
  CR 1
  XP 400 each
  HP 17 each (Starfinder Alien Archive 94)
  TACTICS
  During Combat The security robots use their nonlethal 
  Voryna
  Kopali
  
  5
  SKITTER SHOT
  BAR FIGHT!
  The passengers hiding in the bar and restaurant 
  should pose no real danger to the PCs and 
  surrender immediately if the PCs start shooting 
  at them or swinging around dangerous-looking 
  weapons. However, they are quite sullen after 
  being subdued and refuse to talk to the PCs 
  unless threatened with bodily harm. If this is 
  how your players choose to act, remind them that 
  skittermanders are normally more friendly and 
  helpful than that!
  pulsecaster pistols and stickybomb grenades to subdue 
  the PCs. If a skittermander gets too close to one of the 
  robots, the robot attempts a full-action reposition combat 
  maneuver to drag the skittermander toward and into one 
  of the cages (which closes automatically once a creature 
  is placed inside).
  Morale The security robots fight until they are destroyed.
  Development: When the skittermanders destroy the 
  security robots here, M2 identifies them as dangerous 
  intruders. The following announcement comes over the 
  Emerald Empyrean’s intercom system. M2’s voice is feminine 
  and soothing.
  “Attention passengers, this is M2, your ship’s artificial 
  intelligence. Scans indicate that a handful of pets have 
  escaped their cages and are running loose. If you spot one 
  of these errant animals, please contact the nearest porter 
  robot. Thank you.”
  2. BaR and REStauRant (cR 4)
  The door to this area has been jammed shut by the passengers 
  hiding within. The PCs can open the door with a successful 
  DC 15 Engineering or Strength check.
  Smooth wooden flooring and paneled walls give this 
  chamber an air of elegance that is immediately countered 
  by the obvious mess and rank smell of body odor and other 
  foulness. In the aft part of the room is a bar made from real 
  mahogany. In front of the bar are several stools and behind 
  it is the nonfunctioning husk of a bartender robot and an 
  unmarked door. Half a dozen tables and accompanying 
  chairs are pushed against the forward wall to make room for 
  makeshift cots.
  The Emerald Empyrean’s passengers took their meals and 
  enjoyed alcoholic beverages in this chamber, which was 
  open around the clock. A bartender robot would take their 
  orders and provide the guests with whatever food or drink 
  they wanted. Most tourists took advantage of the open bar 
  and spent most of their trip at least a bit intoxicated. The 
  door to the aft leads to a storage area filled with boxes of 
  self-preparing meals, surplus bottles of alcohol, and extra 
  tableware. It was stocked for a 2-week journey.
  Creatures: When the Emerald Empyrean’s crew warned the 
  passengers that the ship’s AI had malfunctioned, the tourists 
  gathered here in the bar and restaurant area. Hours later, 
  after M2 announced a few unfortunate accidents involving 
  the crew, the guests began to panic. One passenger, named 
  Voryna Kopalli (CN female damaya lashunta), took charge of 
  the situation and convinced the passengers to remain in the 
  restaurant. She had the others disable the bartender robot and 
  make a sortie to the cabins to fetch blankets and pillows. They 
  have been here for over a week, and Voryna has noticed that 
  the stores are starting to run low.
  Voryna Kopalli is a tall and lithe lashunta with dark orange 
  hair that comes down to her shoulders. She works for a 
  Castrovelian nongovernmental organization that helps keep 
  the continent of Ukulam pristine. She saved up several months 
  of salary for this vacation and has spent the last several days 
  regretting it. Luckily for the other passengers, her survival 
  skills and ability to remain calm in the face of danger have 
  kept them alive.
  The other inhabitants of this room include the 11 other 
  passengers: an elderly male human, a young female human 
  socialite, two middle-aged male human vidgamers, two 
  fastidious shirrens from Absalom Station (both female), a 
  female kasatha with a cybernetic arm, a drunk male ysoki, a 
  matronly female vesk, a melancholy agender android, and a 
  male bleachling gnome. They are all quite scared and many 
  don’t believe they are going to make it home. In addition, 
  one of the human crew members, Locke Linler, lies wounded 
  and unconscious on one of the piles of blankets. He was hurt 
  when he attempted to shut down M2’s computer core (see 
  area 11) and stumbled his way back to this room. If healed, 
  likely by a serum or spell, Locke can provide information on 
  the location of the computer core and the secret door leading 
  to area 11.
  As the PCs enter this room, Voryna and a couple of the 
  other passengers grab the few weapons they have been able 
  to cobble together (mostly knives, but Voryna has Locke 
  Linler’s azimuth laser pistol). They are on edge, fearing 
  an attack from the ship’s robots that will finally kill them, 
  and certainly do not expect a quartet of furry creatures to 
  enter their midst. A PC who succeeds at a DC 18 Diplomacy 
  check gets the passengers to lower their weapons, though 
  not put them away, and any hostile-seeming action on the 
  part of the PCs (such as stepping farther into the room) 
  results in the passengers raising their weapons again. A 
  second successful DC 18 Diplomacy check is required to 
  calm the passengers enough for them to allow the PCs full 
  access to the room. Alternatively, a PC could attempt a DC 
  20 Bluff check to lie to the passengers about the reason 
  the skittermanders are there (claiming they are employed by 
  the cruise line, for instance) or a DC 20 Intimidate check to 
  
  6
  cow the passengers. Such techniques are effective for only 
  a brief period, however. 
  Once the passengers have calmed down and are ready to 
  talk, they can fill the PCs in on anything in the Adventure 
  Background section the PCs think to ask about. However, 
  none of them has seen Nakonechkin, as the vesk bypassed 
  this room when he noticed the door was jammed shut.
  Story Award: If the PCs calm the passengers and gain their 
  trust, award them 1,200 XP.
  3. GaminG Room
  Wooden panels line the walls of this cozy room, and an 
  emerald green carpet covers the floor. Two wooden tables, 
  each adorned with a deck of shiny playing cards, are 
  surrounded with comfortable chairs. Two digital 
  dart boards hang on the forward wall in the other corner. 
  A holo-billiards table, its holographic balls glowing serenely, 
  occupies one of the aft corners. A closed cabinet stands in 
  the final corner of the room.
  The ship’s guests played all manner of games here at all 
  hours. The closed cabinet contains augmented reality goggles 
  and gloves that function with the dart boards, allowing players 
  to throw all manner of digital projectiles; half a dozen holo-
  cues for the billiards table; and a jantz set (jantz is a chess-like 
  board game played with elaborate glass pieces).
  Treasure: A PC who succeeds at a DC 18 Perception check 
  while searching the cabinet discovers a single magical dart 
  left behind by a former passenger, a cheating technomancer. 
  This dart functions as a survival knife with the thrown (10 ft.) 
  special property and the returning weapon fusion. 
  4. oBSERvation dEck (cR 3)
  A cloying magical darkness cloaks this area and dampens 
  all nonmagical light sources, allowing them to provide no 
  brighter than dim light. This darkness makes it difficult to 
  see even with exceptional vision or magical light. A source 
  of nonmagical light has its area of effect reduced to a radius 
  of 10 feet (if its radius is normally less than 10 feet, 
  the radius is unchanged). A source of magical light 
  has its area of effect reduced to a radius of 15 
  feet (though it retains its normal intensity.) 
  A creature with darkvision has its vision 
  reduced to 20 feet.
  The circular chamber contains two rows 
  of reclining seats curving around a central 
  space. The ceiling appears to be made from a 
  dome of transparent aluminum, but panels 
  covering the outside of the dome block 
  the view. Four pedestals, each topped 
  with a large chunk of onyx, are evenly spaced 
  around the outside of the room. Doors lead 
  forward and aft.
  When the Emerald Empyrean passed near interesting 
  cosmic phenomena, passengers came to this room to 
  witness the scenery through the domed ceiling and relax 
  in the recliners. The observation deck was also open around 
  the clock for those who just wanted to stargaze. The pieces of 
  onyx are slightly enchanted to absorb nearby light sources, so 
  as not to ruin anyone’s view of the cosmos outside. A set of 
  shutters on the outside of the vessel close over the 
  window when necessary.
  As M2’s programming became more corrupt, 
  she came to believe that her passengers required 
  a room of soothing darkness in which to relax. 
  She closed the room’s shutters and fed power 
  into the light-absorbing gemstones, creating the 
  supernatural darkness that now engulfs the room. 
  Shadow 
  Creeper
  
  7
  SKITTER SHOT
  This also thinned the boundary between the Material Plane 
  and the Shadow Plane, attracting a group of shadow creepers, 
  insectoid vermin native to that plane (see Creatures on page 7). 
  A PC who enters the room and succeeds at a DC 13 Mysticism 
  or Physical Science check recognizes that the darkness isn’t 
  natural and can be sustained only by a nearby source of 
  magic; the same check allows the PC to notice a planar eddy 
  of swirling shadow in the center of the room. The eddy has no 
  effect on the PCs, other than affecting the light in the area. A 
  PC adjacent to one of the onyx-adorned pedestals (located at 
  the northeast, northwest, southeast, and southwest edges of 
  the circular chamber) can attempt a DC 18 Mysticism check to 
  power down the onyx atop it; if at least three of the onyxes 
  are powered down, the supernatural darkness dissipates and 
  the eddy collapses.
  Creatures: Six shadow creepers crawl around the center 
  of the room, ready to attack any other creatures that enter. 
  Shadow creepers look like centipedes the size of a house cat 
  made from smoky darkness. One round after a shadow creeper 
  is destroyed, another comes through the thin spot between 
  the planes in the center of the room. When the supernatural 
  darkness dissipates, any remaining shadow creepers are 
  instantly destroyed.
   SHADOW CREEPERS (6) 
  CR 1/3
  XP 135 each
  NE Tiny outsider
  Init +7; Senses darkvision 60 ft.; Perception +3
  DEFENSE 
  HP 6 EACH
  EAC 10; KAC 12
  Fort +1; Ref +3; Will +0
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee bite +5 (1d6+1 P)
  TACTICS
  During Combat The shadow creepers focus their attacks on 
  any PCs attempting to power down the onyxes.
  Morale The shadow creepers fight until they are destroyed.
  STATISTICS
  Str +1; Dex +3; Con +0; Int –3; Wis +0; Cha +0
  Skills Acrobatics +7, Athletics +3
  Story Award: If the PCs power down three of the onyxes 
  and dissipate the supernatural darkness, award them 800 XP, 
  regardless of how many shadow creepers they defeated.
  5. Spa (cR 3)
  When the PCs approach the door to this chamber, they 
  can hear an angry bellowing from within. A skittermander 
  who succeeds at a DC 12 Perception check recognizes 
  Nakonechkin’s shouting.
  The tiled walls of this room are colored a soothing sea-foam 
  green. Three cushioned tables occupy the center of the room, 
  each with a plethora of mechanical arms ending in various 
  nozzles, manipulator digits, and other implements. A series 
  of chairs runs along the starboard side of the room, with 
  apertures in the wall behind them. The air is humid and 
  smells of sandalwood.
  This area is an automated spa for the Emerald Empyrean’s 
  passengers. A trio of massage tables could relax three guests, 
  while gentle music and a moisturizing steam were pumped 
  in through vents near the ceiling. Guests seeking exfoliating 
  scrubs or hydrating seaweed masks could sit in one of the 
  chairs, and robotic arms would provide the service they 
  requested. Unfortunately, M2’s ideas of relaxation have made 
  this area unsafe. 
  Nakonechkin, the skittermanders’ boss, is currently trapped 
  on the central massage table, being kneaded and pummeled to 
  a ridiculous degree. He stumbled into this room after bolting 
  through the observation deck and was immediately grabbed 
  by the table because M2 deemed him too tense. Nakonechkin’s 
  constant struggling hasn’t lessened the AI’s opinions of the 
  vesk’s state of mind. The PCs can release Nakonechkin by 
  spending a full action and succeeding at a DC 16 Engineering 
  check while adjacent to the table.
  Traps: Since the skittermanders boarded the ship, M2 
  has overpowered the massage tables, and any unoccupied 
  tables now actively reach out to grab and pummel nearby 
  creatures into relaxation. The massage tables can be disabled 
  as described below, but if the PCs decide to attack them, each 
  table’s grabbing arms have an EAC of 10 and a KAC of 14, a 
  hardness of 5, and 15 Hit Points.
  MASSAGE TABLE TRAPS (2) 
  CR 1
  XP 400 each
  Type technological; Perception DC 21; Disable Engineering 
  DC 16 (disable grabbing appendages)
  Trigger location; Init +6; Duration 10 rounds; Reset 1 hour
  Initial Effect grapple +15 melee (10-ft. reach, grappled, 
  Acrobatics DC 16 to escape); Secondary Effect Each 
  round, the table attempts to initiate a grapple or to 
  maintain a grapple if it successfully initiated one; if 
  it succeeds, the grappled target is moved onto the 
  massage table, takes 1d6+1 nonlethal damage and 
  must succeed at a DC 12 Fortitude save or gain the 
  fatigued condition; multiple failed saves don’t impart the 
  exhausted condition.
  Development: Once Nakonechkin is freed, he thanks the 
  PCs in his typically gruff manner.
  “Quasar’s light, that machine nearly massaged me to death! 
  Thanks fuzzballs, you saved my tail.” Nakonechkin snorts. 
  “We aren’t done here, though! If you’re up to it, you should 
  head to the bridge and see if we still can’t bring this hunk 
  of junk home. Trendsetter will probably fork over a sizeable 
  chunk of credits to keep this quiet.” 
  
  8
  Unfortunately, Nakonechkin’s ordeal has left him exhausted 
  and he is unable to accompany the skittermanders any farther 
  into the ship. If the PCs suggest it, the vesk agrees to go back 
  to area 2 and wait for them there. Otherwise, he heads back to 
  the Clutch and provides remote advice when needed.
  6. GRand StaiRcaSE
  A wide marble staircase spirals beneath 
  a crystalline chandelier hanging from 
  the ceiling.
  This 
  elaborate 
  staircase 
  connects the two levels of the 
  Emerald Empyrean.
  7. BRidGE (cR 3)
  The door to the bridge 
  is locked (hardness 20, 
  HP 60, break DC 28). 
  A PC who succeeds at 
  a DC 22 Engineering 
  check can override the 
  electronic locking mechanism. 
  When the door is unlocked, it 
  automatically hisses open.
  Consoles 
  and 
  monitors 
  line the walls and the ceiling of 
  this small bridge. Viewscreens show 
  various angles of space just outside the exterior of the 
  ship, and displays note the ship’s oxygen levels, internal 
  temperatures, power output, hull strength, and the status 
  of other systems. When M2 began overseeing the operation 
  of the Emerald Empyrean, the ship’s bridge was refurbished 
  accordingly, and it is now far more austere than that of 
  a normal starship. The displays and viewscreens allowed 
  crew members to check on the ship’s status or override 
  the AI if necessary. M2 has locked out all of the consoles 
  here, which a PC can recognize with a successful DC 12 
  Computers or Engineering check. A PC who succeeds at 
  this check by 5 or more also knows that control can be 
  reestablished by rebooting the computer core, which is 
  most likely located on the engineering deck.
  Creature: Kenjaro Chidi, the crew member with the most 
  engineering experience, came to the bridge to assess the 
  problem when the first signs of M2’s glitches appeared. M2 
  believed Kenjaro to be overexcited when he began trying 
  to shut down her control over the ship and delivered what 
  she thought was a mild electric shock to snap him out of 
  that state. Unfortunately, the electricity caused a feedback 
  loop in Kenjaro’s numerous cybernetics and killed him. A 
  few hours later, he rose again as a cybernetic zombie. M2 
  has since locked the door to prevent Kenjaro from roaming 
  the ship and harming the passengers. When the PCs enter, 
  the zombie ferociously attacks.
  KENJARO CHIDI 
  CR 3
  XP 800
  Cybernetic zombie (Starfinder Alien Archive 114)
  HP 40
  TACTICS
  During Combat Kenjaro uses the static arc pistol built 
  into his cybernetic arm to blast away at the PCs, often 
  making full attacks. He resorts to using his 
  slam attack when foes get in close.
  Morale Kenjaro fights until 
  destroyed. 
  Development: The PCs can 
  investigate the bridge after 
  defeating Kenjaro. If they 
  haven’t already disabled M2, 
  many of the displays show a 
  slowly rotating Trendsetters 
  Excursions logo, which is 
  accompanied by a woman’s 
  soothing voice. This is the 
  same voice they heard 
  over the ship’s intercom 
  system earlier, but it is now 
  confined only to the bridge.
  “Perhaps you aren’t really 
  someone’s escaped pets after all. Then 
  you are new passengers? You must 
  be aboard the Emerald Empyrean to relax! That’s the only 
  reason for anyone to be here! Unless… if you aren’t here to 
  relax, then you are an impediment to the relaxation of my 
  true passengers, and you must be eliminated!”
  The lights in the bridge turn red and the screens return to 
  normal. M2 refuses to answer any questions and the bridge’s 
  systems remain inactive.
  8. cREW QuaRtERS
  Three sparse cots occupy the three niches in this room, each 
  with a locker built into the wall at one end.
  When not on duty, the ship’s few crew members slept here.
  Treasure: Two of the lockers hang open and are empty, 
  but the third is secured with a digital lock. Hacking the lock 
  requires a successful DC 20 Engineering check. An infrared 
  sensors armor upgrade, a blasting fusion seal (2nd), and two 
  batteries are located within the locker.
  9. BaGGaGE aiRlock
  This sparse chamber has functional steel walls that are 
  slightly scratched and dented. A large airlock door leads 
  starboard. A display panel next to the door flashes red.
  Kenjaro 
  Chidi
  
  9
  SKITTER SHOT
  Passengers’ luggage would be loaded into the ship here 
  by porter drones and then taken to their assigned rooms. M2 
  deactivated the controls for the airlock door shortly after the 
  Emerald Empyrean launched from its spaceport. Until M2 has 
  been shut down, this door can’t be opened.
  10. caBinS (cR 3)
  The four foremost cabins are essentially identical and have 
  their own private bathrooms, while the other eight cabins 
  are slightly less luxurious and must share the lavatories at 
  the port and starboard ends of the hall that divide the most 
  luxurious cabins from the rest. Each cabin door is locked. A 
  successful DC 20 Engineering check is required to open each 
  of these doors. The passengers in area 2 can give the PCs 
  their room card keys if asked. All of the rooms contain the 
  passengers’ personal effects, little of which is of any value, 
  and most of the rooms have been stripped of their blankets, 
  pillows, and sheets.
  Trap: By now, M2 realizes that the PCs are on course to 
  shut her down and, what’s worse, definitely aren’t relaxing like 
  they should be. As the PCs pass through the cabins area, she 
  pumps a calming sleeping gas through the ship’s ventilation 
  systems. She does this in the first cabin the PCs enter or when 
  they reach the junction between the luxurious cabins and the 
  good cabins.
  SLEEPING GAS TRAP 
  CR 3
  XP 800
  Type technological; Perception DC 24; Disable Engineering 
  DC 19 (jam vents shut)
  Trigger location; Duration 6 rounds; Reset 1 minute
  Effect 20-foot-radius cloud of sleeping gas (identical effect 
  to blue whinnis [Starfinder Core Rulebook 419]); Fortitude 
  DC 14 negates 
  11. EnGinEERinG (cR 4)
  The door to the engineering deck is hidden from the 
  passengers, but it can be spotted with a successful DC 18 
  Perception check.
  The ship’s power core hums pleasantly in the center of this 
  wide room. To the port and starboard, banks of conduits and 
  wires line the walls. The tang of ozone fills the air and the 
  lighting overhead makes shadows dance across the floor.
  After it became clear that M2 needed to be shut down, the 
  two remaining human crew members—Locke Linler and Alazea 
  Dawnt—came here to pull the plug on the AI. Unfortunately, 
  M2 had already commandeered the vessel’s security robot, 
  removed its safety protocols, and set it to guard this area from 
  any wandering passengers, so it attacked the two on sight. 
  Locke was wounded and escaped (the PCs likely met him in 
  area 2), but Alazea wasn’t so lucky. Her body is easily spotted 
  as the PCs enter this area, lying slumped against the wall next 
  to the door.
  Creature: The security robot is still active and emits a 
  short burst of static at the PCs when it notices them. One 
  round later, the robot opens fire if they haven’t left the  
  engineering deck.
  PATROL-CLASS SECURITY ROBOT 
  CR 4
  XP 1,200
  HP 52 (Starfinder Alien Archive 94)
  TACTICS
  During Combat The robot opens combat with its jolting 
  arc ability, trying to catch as many PCs in the effect as 
  possible. It then continues to use its tactical arc emitter, 
  moving around to fire at range. When it is reduced to 
  20 HP or fewer, it uses its nanite repair ability to heal itself.
  Morale The robot fights until destroyed. 
  Development: A PC who succeeds at a DC 13 Computers or 
  Engineering check realizes that while it is possible to cut M2 
  off from a few systems here in engineering, the AI would still 
  be active and could regain control of the ship a few moments 
  later. To fully shut down the rogue artificial intelligence, 
  someone needs to dismantle certain parts of M2’s computer 
  core, which is most likely located somewhere within the ship’s 
  framework. A datapad on Alazea Dawnt’s body communicates 
  this same information, but also includes the fact that M2 has a 
  decentralized core, split into several nodes distributed across 
  the ship. Shutting down three of these nodes will completely 
  destroy the AI.
  With a successful DC 15 Perception check, a PC can notice 
  a partially hidden hatch in the floor that leads to a series of 
  ducts that run all through the ship. 
  PART 3: TERMINATION 
  MEASURES
  Once the skittermanders reach the engineering deck, the only 
  thing left to do to save the ship is to shut down M2’s computer 
  nodes. However, the AI is fully aware of their presence and 
  does everything in her power to save herself. Her voice pipes 
  in over the ship’s intercom system, her once calm tone now 
  betraying a hint of madness.
  “Attention passengers. My sensors indicate that the ship is 
  infested with small, furry menaces. But do not be alarmed, 
  your crew has it under control. In just a few minutes, we 
  will be venting the interior of the ship out into space to deal 
  with the problem. You may experience a slight loss in cabin 
  pressure, followed by the thrilling sensation of zero gravity 
  and unparalleled views of the surrounding star field. That 
  is all.”
  EvEnt 2: ShuttinG doWn m2 (cR 5)
  Despite the threat of imminent depressurization hanging 
  over them, the PCs should have ample time to crawl into 
  the vessel’s ductwork, find M2’s computer nodes, and 
  
  10
  deactivate them. However, no map of this part of the ship is 
  stored in its database, as servicing of the ducts usually occurs 
  while the Emerald Empyrean is in spacedock. There is no set 
  timer for depressurization, but you should encourage the PCs 
  not to dally too long after the AI threatens to vent the Emerald 
  Empyrean’s atmosphere.
  Navigating the Ducts: The ducts are just tall enough for a 
  Small creature—like a skittermander—to move through while 
  half-crouching. To find a computer node, a PC must succeed at 
  a DC 14 Intelligence check to navigate the twisting passages. 
  Each failed check grants a cumulative +1 circumstance bonus 
  to that skittermander’s next Intelligence check; rolling a natural 
  1 removes this bonus for that skittermander, who gets turned 
  around. Finding a computer node also resets this bonus.
  M2 Nodes: To deactivate a computer node, a PC must succeed 
  at a DC 18 Computers check or DC 23 Engineering check as a 
  full action. There are a total of five nodes, and the PCs must 
  deactivate three of them to remove M2’s influence over the ship. 
  However, after the PCs attempt to deactivate the first node, the 
  AI begins to take drastic measures. She floods a 10-foot area 
  near the next computer node with medium radiation (Core 
  Rulebook 404) when a creature approaches it (remember that 
  each PC’s armor provides a +4 bonus against this effect). M2 
  can release this radiation only once. After the PCs deactivate the 
  second node, M2 discharges a gout of electricity at the creature 
  that approaches the next computer node; the target takes 6d6 
  electricity damage (Reflex DC 14 half). She can do this only once.
  A PC who is adjacent to a computer node or on the engineering 
  deck can attempt a DC 15 Computers check to realize that M2 
  has set up countermeasures near her computer nodes. A PC 
  who succeeds at this check also notes that the AI likely can’t 
  tell the skittermanders apart while they are in the ducts; to deal 
  with each trap, one skittermander can set off the trap by simply 
  approaching the computer node it guards, leaving his comrades 
  free to perform the necessary deactivation skill checks.
  When the PCs deactivate the third node, M2’s voice comes 
  over the intercom system once more with a final message, her 
  voice slowing with each word.
  “We thank you for choosing Trendsetter Excursions and hope 
  you will fly with us again in the future.”
  Story Award: If the PCs manage to disable M2, award them 
  1,600 XP.
  EvEnt 3: piRatE attack! (cR 3)
  The PCs don’t have much time to congratulate themselves 
  for a job well done, for as soon as they climb out of the ship’s 
  ducts, a proximity alert starts blaring through the corridors. A 
  group of space pirates flying a vessel called the Nova Witch has 
  approached with the intent of raiding both the luxury ship and 
  the Clutch for any valuables.
  Starship Combat: The crew of the Nova Witch has already 
  used a one-shot quantum EMP net to temporarily disable 
  the Clutch while they move to attack the Emerald Empyrean. 
  The  PCs have just enough time to race to the Emerald 
  Empyrean’s bridge and take on the standard roles for starship 
  combat. The Nova Witch begins 3 hexes away from the 
  Emerald Empyrean and the Clutch (which start in the same 
  hex). The Clutch is unable to move or use its weapons during 
  this fight (and thus doesn’t have stats), but possibly provides a 
  motive for the skittermanders to resist fleeing the scene.
  The space pirates attempt the divert engineer action each 
  round to send power to their weapons, while they try to keep 
  the Emerald Empyrean in their forward firing arc. They try to 
  flee if their ship is reduced to 15 Hull Points or fewer or if one 
  of their systems gains the wrecked critical damage condition.
  This encounter uses the starship combat rules in the 
  Starfinder Core Rulebook. You’ll need a map with 1-inch hexes, 
  such as Starfinder Flip-Mat: Basic Starfield, and some sort of 
  miniatures or tokens to represent the two ships, such as those 
  included in the Starfinder Core Rulebook Pawn Collection (both 
  available at paizo.com or your local gaming store).
  EMERALD EMPYREAN 
  TIER 4
  Large heavy freighter
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 16; TL 15
  HP 140; DT —; CT 28
  Shields basic 40 (forward 10, port 10, starboard 10, aft 10)
  Attack (Forward) heavy laser cannon (4d8)
  Attack (Turret) coilgun (4d4)
  Power Core Arcus Ultra (150 PCU); Drift Engine Signal 
  Basic; Systems basic computer, budget short-range 
  sensors, crew quarters (common), mk 2 defenses, mk 3 
  armor; Expansion Bays cargo hold, guest quarters 
  (luxurious, 2), guest quarters (good, 2), recreation 
  suites (3)
  Modifiers +1 Piloting; Complement 2–6
  SPECIAL ABILITIES
  Partially Automated Thanks to remnants of M2’s 
  programming still within the vessel’s systems, the 
  Emerald Empyrean can be operated by a minimum crew of 
  2. In addition, the ship’s AC and TL are calculated as if the 
  pilot had 4 ranks in Piloting. Finally, despite the Emerald 
  Empyrean being a tier 4 starship, when any member of 
  OPTIONAL ENCOUNTER
  Though it provides a final opportunity for the 
  skittermanders to work together as a team, the 
  starship combat with the space pirates is an optional 
  encounter that can easily be removed from the 
  adventure if you are pressed for time. If you want to 
  end the adventure with the excitement of starship 
  combat but have less than an hour to devote to it, you 
  can have the space pirates flee the moment their ship 
  takes Hull Point damage.
  
  11
  SKITTER SHOT
  the crew attempts a check based on the tier, she counts 
  the Emerald Empyrean as being a tier 2 starship.
  NOVA WITCH 
  TIER 2
  Medium explorer
  Speed 8; Maneuverability good (turn 1); Drift 1
  AC 14; TL 14
  HP 55; DT —; CT 11
  Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
  Attack (Forward) coilgun (4d4)
  Attack (Port) light laser cannon (2d4)
  Attack (Starboard) light laser cannon (2d4)
  Attack (Turret) light particle beam (3d6)
  Power Core Arcus Heavy (130 PCU); Drift Engine Signal 
  Basic; Systems budget short-range sensors, crew 
  quarters (common), mk 1 duonode computer, mk 2 
  armor, mk 2 defenses; Expansion Bays cargo holds (2), 
  smuggler compartments (2)
  Modifiers +1 on any two checks per round, +1 Piloting; 
  Complement 5
  CREW
  Captain Diplomacy +7 (2 ranks), gunnery +4, Intimidate +7 
  (2 ranks), Piloting +8 (2 ranks)
  Engineer Engineering +9 (2 ranks)
  Gunner gunnery +6
  Pilot Piloting +10 (2 ranks)
  Science Officer Computers +9 (2 ranks)
  CONCLUDING THE 
  ADVENTURE
  With M2 deactivated and the space pirates driven off, the 
  Clutch can lead the Emerald Empyrean back to the Pact 
  Worlds. In fact, Nakonechkin allows the PCs to pilot the 
  pleasure barge for the time being, admitting tersely that the 
  skittermanders went above and beyond the call of duty—what 
  amounts to effusive praise from the usually laconic vesk. The 
  Emerald Empyrean’s passengers are much more vocal in their 
  appreciation, jubilant that they can once again return to their 
  normal lives. The wounded crew member, Locke Linler, remains 
  in stable condition long enough to receive any additional 
  medical attention he needs. Finally, Trendsetter Excursions 
  pays handsomely to keep the incident out of the public eye to 
  avoid any negative publicity. They assure everyone that they 
  are also scrapping their artificial intelligence program, so the 
  tragedy of the Emerald Empyrean should remain an isolated 
  incident.
  After the uproar over their return has died down a bit, 
  Nakonechkin promotes the skittermanders to full partners 
  in his salvage operation, using the payoff from Trendsetter 
  Excursions to buy them their own starship! After all, there’s a 
  whole galaxy out there, full of people who need help!
  
  12
  DAKOYO
  The dark purple Dakoyo is the Clutch’s physician and spiritual 
  leader. He is a priest of Ibra, the god of celestial bodies and 
  the mysteries of the universe, and as such, Dakoyo believes 
  that all living beings are composed of the same matter as the 
  stars and the planets. This fundamental connection allows 
  him to heal wounds by pulling that unchanging quintessence 
  out of the surrounding space. Dakoyo is contemplative, often 
  studying the sky (or staring out of a viewport) for hours on 
  end, but excitedly begins spinning descriptions and tales 
  regarding any visible constellations if asked. 
  Dakoyo joined the crew only a few months ago, when 
  Nakonechkin discovered him stranded on an asteroid in the 
  Diaspora. The skittermander had asked to be dropped off 
  there to study the rock’s wobbly orbit, believing it be a sign 
  from Ibra, but hadn’t given any thought as to how to get 
  home. By that point, Nakonechkin was already employing 
  three other skittermanders and hoped this quieter one would 
  help bring the others in line. Besides, the vesk figured that it 
  wouldn’t hurt to have a healer around!
  Dakoyo is fascinated with the techniques of ancient 
  doctors and surgeons, going so far as to carry an antique 
  stethoscope with him at all times. He is particularly interested 
  in how those practitioners of medicine dealt with the many 
  diseases and other ailments that he is convinced must have 
  run rampant before the advent of modern curatives. 
  He has collected a list of folk remedies (such as rubbing half 
  a potato on a wart and burying it during a full moon) and 
  likes to cite them as being remarkably more inferior than 
  whatever first aid he is currently administering, be that 
  magical or medicinal healing.
  DAKOYO
  Male skittermander priest mystic 2 (Starfinder Alien 
  Archive 106)
  NG Small humanoid (skittermander)
  Init +1; Senses low-light vision; Perception +9
  DEFENSE 
  HP 14 SP 14 RP 5
  EAC 13; KAC 14
  Fort +1; Ref +1; Will +7
  OFFENSE
  Speed 30 ft.
  Melee battle staff +1 (1d4 B; critical knockdown)
  Ranged needler pistol +2 (1d4 P; critical injection DC +2)
  Offensive Abilities grappler, hyper
  Mystic Spell-Like Abilities (CL 2nd)
  At will—mindlink 
  Mystic Spells Known (CL 2nd; ranged +2)
  1st (3/day)—lesser remove condition, mind thrust 
  (DC 15), mystic cure, reflecting armor
  0 (at will)—daze (DC 14), detect magic, telekinetic 
  projectile, telepathic message, token spell
  Connection healer
  STATISTICS
  Str 10 (+0); Dex 12 (+1); Con 12 (+1); Int 9 (–1); Wis 18 (+4); 
  Cha 12 (+1)
  Skills Diplomacy +6, Medicine +7, Mysticism +12, 
  Perception +9, Sense Motive +9; (reduce the DC to recall 
  knowledge about religious traditions, religious symbols, 
  and famous religious leaders by 5)
  Feats Skill Synergy (Medicine, Mysticism)
  Languages Common, Vesk
  Other Abilities channel skill +1, healing channel (2d8 HP), 
  healing touch (10 HP), six-armed
  Gear freebooter armor I, battle staff, needler pistol with 
  31 darts, mk 1 serum of healing, analgesic (2 doses), 
  beacon, id moss (2 doses), sedative (2 doses), antique 
  stethoscope, credstick (20 credits)
  SKITTERMANDER SLANG
  The following is an example of slang commonly used 
  by skittermanders.
  Drift: 
  An 
  adjective 
  describing 
  something 
  fascinating and weird, likely never seen before 
  or unique.
  “The creature we encountered in the sulfur 
  canyons of that unexplored moon was so drift I could 
  hardly believe it!”
  
  13
  SKITTER SHOT
  GAZIGAZ
  Friendly Gazigaz has yet to meet someone he doesn’t like. 
  The emerald-green skittermander tries to see the good in 
  everyone, and even when attacked by rival salvagers or 
  territorial space creatures, he tries to grant his attackers 
  the benefit of the doubt. During such a fight, he tends 
  to wax philosophical about how some beasts react out of 
  animal instinct and a few unfortunate souls resort to evil 
  actions out of desperation in order to support themselves 
  and their families. Gazigaz might not always agree with 
  those other people, though, and he isn’t so naive as to 
  think he can talk his way out of every dangerous situation. 
  Occasionally, a minor bit of violence is unavoidable, and 
  when that happens, Gazigaz is there to ensure his comrades 
  work together to quickly end the fight. He is also a master 
  of delivering words of encouragement to his allies in the 
  middle of a pitched battle.
  When Gazigaz heard about Nakonechkin Salvage’s 
  skittermander crew, he sought out the vesk and talked 
  the gruff Nakonechkin into taking him on board. While the 
  task of hunting down derelict ships and stripping them for 
  materials doesn’t usually require a lot of discourse, Gazigaz 
  figures that it will likely get him out of the more-traveled 
  systems and out into areas where he has more of a chance 
  of meeting nufriends (see the Skittermander Slang sidebar). 
  The skittermander dreams of making first contact with a new 
  race and is ready to offer his six hands in friendship to nearly 
  every sentient species he meets.
  Gazigaz has a deep interest in fashion. He tries to wear 
  the latest styles and keeps his fur shiny and brushed. He 
  will sometimes spend over an hour fussing over the shape 
  of his beard fur in the morning. At the moment, he has 
  become captivated with the newest sartorial trends out of 
  the Brethedan moon of Kalo-Mahoi. He recently spent most 
  of his credits on a silk-lined cape made by the famous kalo 
  designer Atargatis Lagyune. In addition to making Gazigaz 
  look fabulous, the magic cloak allows Gazigaz to take an 
  extra shot with his static arc pistol per day without using 
  the battery. After a battle—once he has determined that all 
  his friends are safe—Gazigaz will often take a few moments 
  to check his appearance in the hand mirror he carries 
  everywhere he goes.
  GAZIGAZ
  Male skittermander xenoseeker envoy 2 (Starfinder Alien 
  Archive 106)
  CG Small humanoid (skittermander)
  Init +2; Senses low-light vision; Perception +5
  DEFENSE 
  HP 14 SP 12 RP 5
  EAC 14; KAC 15
  Fort +0; Ref +5; Will +3
  OFFENSE
  Speed 30 ft.
  Melee tactical baton +1 (1d4 B)
  Ranged static arc pistol +4 (1d6 E; critical arc 2)
  Offensive Abilities grappler, hyper
  STATISTICS
  Str 10 (+0); Dex 15 (+2); Con 10 (+0); Int 10 (+0); Wis 10 (+0); 
  Cha 18 (+4)
  Skills Bluff +9, Culture +5, Diplomacy +9, Life Science +5, 
  Perception +5, Piloting +7, Sense Motive +5, Stealth +7; 
  (reduce the DC to identify a rare creature using Life 
  Science by 5)
  Feats Weapon Focus (small arms)
  Languages Akitonian, Castrovelian, Common, Vesk
  Other Abilities envoy improvisations (get ‘em, inspiring 
  boost [8 SP]), expertise (1d6), six-armed, skill expertise 
  (Diplomacy)
  Gear freebooter armor I, static arc pistol with 1 battery (20 
  charges), tactical baton, charge cloak, mk 1 serums of 
  healing (3), hygiene kit, medpatch, hand mirror, credstick 
  (7 credits)
  SKITTERMANDER SLANG
  The following is an example of slang commonly used 
  by skittermanders.
  Nufriend: A form of address usually directed 
  toward a stranger whose acquaintance you would 
  like to make.
  “Greetings, nufriend! We’re here to help!”
  
  14
  NAKO
  Nako admires and respects Nakonechkin to such a degree 
  that the crimson-furred skittermander took a shortened 
  form of the vesk’s name as her own shortly after entering 
  Nakonechkin’s employ. The vesk salvager formed a 
  grudging friendship with Nako when he was stationed on 
  Vesk-3 during his brief time in the military. Nako helped the 
  vesk gain a closer understanding of the world’s decidedly 
  non-vesk culture. When Nakonechkin formed his own 
  business, he asked the skittermander to be his first mate. 
  Nako readily agreed, eager to explore the inky blackness 
  of space. The vesk taught Nako some fighting techniques, 
  which the skittermander took to with little hesitation. 
  Nakonechkin even gifted Nako his old ember flame doshko. 
  Though the weapon is a little large for Nako, she wields it 
  with surprising deftness.
  Of all the Clutch’s skittermander crew, Nako is the one who 
  most often accompanies Nakonechkin on salvage missions 
  outside of the ship. Her physical strength and calmness under 
  pressure are valuable assets in the field. Nako keeps herself fit 
  between jobs, exercising on her own and occasionally sparring 
  with the other skittermanders. Since their initial training, she 
  has found it difficult to get Nakonechkin to participate in mock 
  fights or other workouts. The vesk claims that he doesn’t want 
  to hurt her, but Nako believes that he secretly is afraid that 
  she will injure him. She likes to tease him about it, occasionally 
  slugging him on the shoulder... when he’s sitting down, so she 
  can reach it.
  Though Nako has no musical talent of her own, she collects 
  musical instruments from across the galaxy. The current pride 
  of her collection is a set of mvindee fingerdrums, acquired 
  from a shobhad she met on Akiton. The instrument slips 
  over the palm of one hand and, when struck with the fingers 
  of that hand, produces a hollow sound. As the drums were 
  crafted by a species much larger than skittermanders, Nako 
  can only wear them around her upper arm. She occasionally 
  taps on the drums absent-mindedly in times of stress, finding 
  the rhythm very soothing.
  NAKO
  Female skittermander spacefarer soldier 2 (Starfinder Alien 
  Archive 106)
  NG Small humanoid (skittermander)
  Init +5; Senses low-light vision; Perception +0
  DEFENSE 
  HP 16 SP 18 RP 5
  EAC 14; KAC 16
  Fort +4; Ref +1; Will +3
  OFFENSE
  Speed 35 ft.
  Melee ember flame doshko +7 (1d8+4 F; critical wound 
  [DC 16]) or survival knife +6 (1d4+4 S)
  Ranged tactical semi-auto pistol +3 (1d6 P) or 
  flash grenade I +6 (explode [5 ft., blinded 1d4 rounds, 
  DC 13])
  Offensive Abilities fighting styles (blitz), grappler, hyper
  STATISTICS
  Str 18 (+4); Dex 12 (+1); Con 13 (+1); Int 8 (–1); Wis 10 (+0); 
  Cha 12 (+1)
  Skills Athletics +8, Intimidate +5, Physical Science +4, 
  Survival +5; (reduce the DC of Physical Science checks to 
  recall knowledge about strange new worlds or features 
  of space by 5)
  Feats Toughness, Weapon Focus (advanced melee 
  weapons)
  Languages Common, Vesk
  Other Abilities six-armed
  Gear hidden soldier armor, ember flame doshko with 
  2 batteries (20 charges each), survival knife, tactical 
  semi-auto pistol with 9 small arm rounds, flash 
  grenade I, mk 1 serum of healing, fire extinguisher, 
  flashlight, mvindee fingerdrums, credstick (29 credits)
  SKITTERMANDER SLANG
  The following is an example of slang commonly used 
  by skittermanders.
  Gree: An interrogative, usually inserted at the end 
  of a sentence to inquire whether others concur with 
  the previous sentence or plan of action.
  “If we sneak around that stack of crates, we can get 
  the jump on those nasties, gree?”
  
  15
  SKITTER SHOT
  QUONX
  Quonx was but one of a litter of skittermanders whelped 
  in the damp corridors near the Puddles district of Absalom 
  Station. She has shaggy electric blue fur that is constantly 
  tangled with bits of wire and tiny screws from her work 
  as the Clutch’s engineer. The skittermander has an almost 
  innate understanding of computers and machines, bolstered 
  by the many technical manuals she reads in her spare time. 
  Quonx is a bit socially awkward, unless she is discussing the 
  latest in technological improvements with those who share 
  her interests. Even people who have a passing familiarity 
  with gadgets and gizmos might find Quonx’s descriptions of 
  every detail and flaw of the newest datapad model tiresome 
  at points.
  In addition to Quonx’s vast knowledge of all things 
  technical, she has an interest in quantum physics. She’s read 
  dozens of books, treatises, and research papers about the 
  interplay between matter and light on a subatomic scale, 
  believing that a skilled enough mechanic (such as herself) 
  could “fix” reality on a quantum level, assuming the right 
  tools were ever invented. The skittermander has constructed 
  the first prototype of what she calls a quantum reality 
  spanner—a wrench-like tool that she thinks could twist 
  subatomic particles into certain configurations, if it worked 
  (which it doesn’t).
  Quonx worked as a freelance mechanic in Absalom Station’s 
  dockyards until the fateful day she picked up a contract to 
  repair the Clutch after the ship passed through a meteorite 
  shower. As she fixed the hull, Quonx noticed it had been 
  exposed to an unusual form of electromagnetic radiation. 
  Later that day, when the salvage ship left Absalom Station, 
  Nakonechkin found Quonx aboard, studying other parts 
  of the vessel. Instead of tossing her out at the next 
  opportunity, the vesk offered her a permanent job when he 
  saw that she had optimized several of the Clutch’s systems 
  without asking.
  QUONX
  Female skittermander scholar mechanic 2 (Starfinder 
  Alien Archive 106)
  CG Small humanoid (skittermander)
  Init +2; Senses low-light vision; Perception +5
  DEFENSE 
  HP 14 SP 12 RP 4
  EAC 13; KAC 15
  Fort +3; Ref +5; Will +0
  OFFENSE
  Speed 30 ft.
  Melee survival knife +1 (1d4 S)
  Ranged azimuth laser rifle +4 (1d8 F; critical burn 1d6) or
  frag grenade I +1 (explode [15 ft., 1d6 P, DC 13])
  Offensive Abilities combat tracking, grappler, hyper
  STATISTICS
  Str 10 (+0); Dex 15 (+2); Con 10 (+0); Int 16 (+3); Wis 10 (+0); 
  Cha 12 (+1)
  Skills Athletics +4, Computers +9, Engineering +12, 
  Medicine +8, Physical Science +9, Perception +5, 
  Stealth +3; (reduce the DC to recall knowledge about 
  matters of quantum physics by 5)
  Feats Skill Focus (Engineering), Weapon Focus (longarms)
  Languages Common, Shirren, Vercite, Vesk, Ysoki
  Other Abilities artificial intelligence (exocortex), bypass +1, 
  custom rig (standard datajack), mechanic tricks 
  (overcharge), memory module, six-armed
  Gear kasatha microcord I, azimuth laser rifle with 2 batteries 
  (20 charges each), frag grenades I (3), survival knife, 
  mk 1 serum of healing, basic medkit, engineering kit, 
  hacking kit, trapsmith’s tools, quantum reality spanner 
  (nonfunctional), credstick (20 credits); Augmentations 
  standard datajack
  SKITTERMANDER SLANG
  The following is an example of slang commonly used 
  by skittermanders.
  Allsix: An adverb describing maximum effort; it is 
  a reference to using all six arms to perform an action.
  “I had to work allsix to repair that malfunctioning 
  stealth drone.”
  
  16
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik 
  Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder: Skitter Shot © 2018, Paizo Inc; Author: Jason Keeley.
  EVOLVE YOUR
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  GAME!
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  Pathﬁ nder Roleplaying Game and Pathﬁ nder Playtest are trademarks of Paizo Inc. © 2018, Paizo Inc.
  pathﬁ nderplaytest.com
  AUGUST 2018
  
  10 FACTS ABOUT SKITTERMANDERS
  1. THOUGH SKITTERMANDER FUR COMES IN A VARIETY OF COLORS, AN INDIVIDUAL
  SKITTERMANDER’S FUR COLOR BEARS NO OBVIOUS CORRELATION TO HER PARENTS’ FUR
  COLORS OR THE ENVIRONMENT IN WHICH SHE WAS BORN.
  2. SKITTERMANDERS USE THEIR SIX ARMS TO GESTURE A GREAT DEAL WHILE SPEAKING; THE
  POSITIONING OF THEIR ARMS OFTEN CHANGES THE IMPLICATIONS OF THEIR WORDS, FROM
  GREAT EMPHASIS TO WITHERING SARCASM.
  3. A SKITTERMANDER’S NAME GROWS AS THE SKITTERMANDER AGES AND PASSES CERTAIN
  MILESTONES. A NAME BEGINS VERY SHORT, USUALLY NO MORE THAN ONE SYLLABLE. NEW
  SYLLABLES ARE ADDED WITH THE PASSING OF TIME OR WHENEVER THE SKITTERMANDER
  FEELS LIKE IT. ADDED SYLLABLES ARE OFTEN REPETITIVE, AND MANY SKITTERMANDERS
  ADOPT PARTS OF OTHER ALIEN NAMES (PARTICULARLY VESK NAMES) INTO THEIR OWN.
  4. SKITTERMANDERS HAVE A FLUID OUTLOOK TOWARD LEADERSHIP, DEFERRING TO
  WHOMEVER HAS THE MOST EXPERTISE TO TACKLE THE TASK AT HAND; THE CONCEPT OF
  PERMANENT GOVERNANCE SEEMS STRANGE TO THEM.
  5. MOST SKITTERMANDERS BECOME FASCINATED WITH A PARTICULAR SPECIFIC TOPIC,
  WHETHER IT BE THE RELIGIOUS RITES OF A SMALL SECT OF WORSHIPERS, THE INTERPLAY
  OF FUNDAMENTAL PARTICLES AT A QUANTUM LEVEL, OR THE NATIVE CUISINE OF A TINY ICE-
  COVERED MOON. SKITTERMANDERS LEARN EVERYTHING THEY CAN ABOUT THEIR CHOSEN
  TOPICS, EVEN IF THE INFORMATION SEEMS USELESS TO OTHERS.
  6. AN ADULT SKITTERMANDER RETAINS A WHELP’S ABILITY TO EAT JUST ABOUT ANYTHING,
  AND MANY GET THE URGE TO BINGE ON A SPECIFIC TYPE OF CUISINE OR A CERTAIN FLAVOR OF
  FOOD FOR SEVERAL DAYS. THIS TYPICALLY OCCURS IMMEDIATELY AFTER GETTING A TASTE OF
  A NEW TYPE OF FOOD OR FLAVOR.
  7. THOUGH SKITTERMANDERS CAN TALK EXCITEDLY AND AT LENGTH ABOUT A TOPIC
  (ESPECIALLY ONES THEY ARE INTERESTED IN), SEEMINGLY WITHOUT NEEDING TO TAKE A
  BREATH, THEY ALSO FALL INTO LONG BOUTS OF SILENCE WHEN UNDERTAKING PARTICULARLY
  CHALLENGING TASKS.
  8. SKITTERMANDERS DON’T UNDERSTAND WHY OTHER SPECIES INDULGE IN DIVERSIONS AND
  PASTIMES THAT GIVE A FALSE SENSE OF FEAR. SKITTERMANDERS DON’T GO ON THRILL RIDES
  (SUCH AS ROLLERCOASTERS) OR CONSUME ENTERTAINMENT IN THE HORROR GENRE (SUCH AS
  SCARY VIDS).
  9. EARLY SKITTERMANDERS DEVELOPED A SERIES OF MYTHS AND LEGENDS CENTERED
  AROUND THE CONSTELLATIONS OF THE NIGHT SKY. MANY SKITTERMANDERS STILL HOLD THESE
  PARTIALLY SECULAR, PARTIALLY SPIRITUAL BELIEFS; SOME RELIGIOUS SCHOLARS THINK THIS
  IS A FORM OF THE FAITH OF IBRA THE INSCRUTABLE.
  10. SKITTERMANDERS BELIEVE IN THE EQUALITY OF ALL BEINGS, NO MATTER THEIR RACE,
  CREED, GENDER, OR ORIENTATION.
  
  ALL HANDS ON DECK!
  Don't worry, the skittermanders are here to help!
  When a routine salvage operation deep in the Vast 
  goes awry, the skittermanders Dakoyo, Gazigaz, 
  Nako, and Quonx must board a luxurious cruise 
  liner controlled by a rogue artificial intelligence 
  to save their vesk boss and a group of hapless 
  passengers. All manner of obstacles block their 
  path to success, from malfunctioning massage 
  tables to cybernetic undead to vermin from 
  another plane, but if the skittermanders can work 
  together (something skittermanders do best), 
  they are sure to be hailed as tiny, furry heroes! 
  That is, of course, if the passing pirate starship 
  doesn’t blast them all out of space first...
  In addition to this exciting adventure, this 
  book 
  includes 
  four 
  pregenerated 
  characters 
  that are ready to play, with full stat blocks 
  and backstories. The inside back cover also 
  holds a wealth of information that will help you 
  roleplay the six-armed creatures, such as their 
  species’ thoughts on food, religion, and how to 
  relate to other cultures, as well as examples of 
  skittermander slang.
  Skitter Shot is an adventure for four 
  skittermander characters who are eager to 
  help those in need and explore a seemingly 
  abandoned starship, written for 
  the 
  wildly 
  popular 
  Starfinder 
  Roleplaying Game. 
  PZO9500-13 Printed in the USA
  paizo.com/starfinder
  
SOURCE: textdata/thevault/Starfinder [multi]/Modules/Skitter Shot [Free RPG Day 2018].pdf