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BY KATE BAKER

ELION EXPLORER TIER 6

Speed 8; Maneuverability good (turn 1); Drift 1/2


AC 23; TL 22
HP 40; DT —; CT 8
Interposed Defenses* active 50
Shields aeon shields* 50 (forward 15, port 10, starboard 10, aft 15; recover 5/round)
Attack (Forward) linked aeon casters (6d4; 10 hexes)
Attack (Aft) flak thrower (3d4, 5 hexes), rotary cannon* (2d4; 10 hexes)
Power Core Pulse Red (175 PCU); Interplanetary Engine onos drive*; Systems additional light weapon mount, autodestruct system, basic
medium-range sensors, crew quarters (common), mk 6 armor, mk 6 defenses, mk 3 trinode computer; Expansion Bays quick-skip
module*
Modifiers +3 to any 3 checks per round, +2 Computers (sensors only), +1 Piloting; Complement 3 (minimum 1, maximum 3)
CREW
Engineer Computers +13 (6 ranks), Engineering +18 (6 ranks)
Gunner gunnery +11 (6th level)
Pilot gunnery +11 (6th level), Piloting +18 (6 ranks)
*See The Azlanti Space Age starting on page 48

The Elion Explorer served as the workhorse of the Imperial Fleet during the late Azlanti space age. Explorers were deployed to every major
colony of the time, serving a variety of functions. They provided firepower to defend colonies and quell rebellions among the Star Empire’s
newly conquered neighbors and were frequently used as fast transport between nearby outposts and even back to New Thespera. Fittingly,
the Explorer served as the primary vehicle for exploration and surveying of the Aristia system. A small research station might have a single
Explorer, which the station would reconfigure frequently to serve a variety of tasks, while larger outposts had small, dedicated fleets of them.
Colonial military commanders often had Explorers outfitted to their specifications and reserved for their personal use. Though the Explorer was
eventually replaced by larger, faster ships in the majority of the Imperial Fleet, the Explorer’s durability and inexpensive upkeep kept the model
in use for decades, particularly in remote outposts throughout the Aristia system.
Fast and durable, the Explorer was small enough to be maintained and launched by colonial outposts. Outfitted with a fuel synthesizer,
the Explorer did well in extended survey missions, though its lack of creature comforts made it best suited for use by seasoned spacefarers.
Built instead with additional weapon mounts and defensive systems, the Explorer was a formidable gunship, suitable for colonial defense and
suppressing insurrection among the Azlanti Star Empire’s newest subjects. With only one expansion bay, it lacked the size to be an effective
troop transport or cargo hauler, though with guest quarters or passenger seating installed, it could ferry small groups of key personnel. Like
ships of the modern Imperial Fleet, every Elion Explorer was outfitted with an autodestruct system to prevent it from being used against
the Empire.
AUTHOR
Kate Baker

ADDITIONAL WRITING
Jessica Catalan, Jenny Jarzabski, Dennis Muldoon,
Andrew Mullen, Jess Nevins, Jim Seals, and
Jason Tondro

DEVELOPERS
Jason Keeley and Jason Tondro

EDITING LEAD
Ianara Natividad

EDITORS
Janica Carter, Addley C. Fannin, Ianara Natividad,
K. Tessa Newton, Lu Pellazar, and Shay Snow

COVER ARTIST
Rodrigo Gonzalez Toledo PART 3 OF 6
INTERIOR ARTISTS
Franklin Chan, Valeria Dryzhak, Rodrigo Gallo, WHISPERS OF THE ECLIPSE
Michele Giorgi, Doruk Golcu, Marko Horvatin,
Pixoloid Studios (Mark Molnar, David Metzger,
Gaspar Gombos, Zsolt ‘Mike’ Szabados, Janos Gardos,
Laszlo Hackl, Orsolya Villanyi), Renan Ribero,
Adrian Rodriguez, and Sebastian Rodriguez

PAGE BORDER DESIGN WHISPERS OF THE ECLIPSE 2


Rodrigo Gonzalez Toledo
by Kate Baker
CARTOGRAPHERS
Robert Lazzaretti and Damien Mammoliti THE ELVEN DIASPORA 38
by Jessica Catalan
ART DIRECTION AND GRAPHIC DESIGN
Adam Vick and Kyle Hunter
ADVENTURE TOOLBOX 44
DIRECTOR OF GAME DEVELOPMENT
by Kate Baker, Jenny Jarzabski, Dennis Muldoon, Andrew Mullen, Jess Nevis, Jim Seals, and Jason Tondro
Adam Daigle
Faces of Plaustov 45
STARFINDER LEAD DESIGNER Charter Updates 45
Joe Pasini
The Azlanti Space Age 48
PUBLISHER Alien Archives 54
Erik Mona Codex of Worlds: Weydana-3 62

STARSHIP: ELION EXPLORER INSIDE


by Dennis Muldoon COVERS

This book refers to other Starfinder products using the following abbreviations, but 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.

Alien Archive AA Armory AR


Alien Archive 2 AA2 Starship Operations Manual SOM

ON THE COVER
Artist Rodridgo Gonzalez Toledo
gives us a terrifying vision of the
android Oskanna transformed into
a dangerous vampire, as well as
Paizo Inc.
Obozaya and Navasi doing battle with
7120 185th Ave NE, Ste 120 a deadly new species of dinosaur
Redmond, WA 98052-0577 found only on Weydana-4.

paizo.com
WHISPERS OF
THE ECLIPSE
PART11
PART1 1 : CITY IN DISTRESS 4
On request from the acting administrator, the PCs travel to a neighboring charter and aid
the residents with various problems that have arisen since the disappearance of their leader, ADVANCEMENT TRACK
the android Oskanna. “Whispers of the Eclipse” is designed for
four characters.

5
PART 2
2:: THE LOST VALLEY 17
The PCs should begin the
The PCs follow the trail of Plaustov’s missing administrator to a hidden jungle valley full of adventure at 5th level.
prehistoric dangers, only to learn Oskanna and her team were transported off planet.
6
The PCs should be 6th level when they
reach the scrying pool in the Lost Valley.
PART 3 : MOON BASE TERROR 26
While exploring an ancient abandoned Azlanti base on the moon, the PCs find the explorers 7
from Plaustov, but rescuing them might not be easy: a sinister presence that stalks the
corridors has transformed Oskanna into a vampire. The PCs should be 7th level by
the end of the adventure.

2
most unexpected way and interrupted the sceaduinar’s quiet
worship.
One of the charters settling New Harmony is Plaustov; it
ADVENTURE was funded by a small Akitonian firm based in the city of
WHISPERS
OF THE
BACKGROUND Arl as a means to escape the vicious autocratic rule of Arl’s
current leader, Thurok Vahal Ayos. Akiton has struggled
ECLIPSE

economically ever since Drift travel crashed the thasteron


market, so there was no shortage of applicants for the
L o n g ago, distant settlement. Like all other charters on New Harmony,
conquerors from the brutal Azlanti Star Empire made their Plaustov has grown since the settlers made planetfall. As
PART 1:
CITY IN
way to the Weydana system as part of their campaign for the PCs’ nearest neighbors, Plaustov’s residents and the DISTRESS
interstellar domination. At that time, the faster-than-light PCs have likely met and interacted peacefully. Recently, the
drives available to the Star Empire were unpredictable and leader of Plaustov, an android named Oskanna, took a team
dangerous, but the allure of galactic supremacy enticed to survey the nearby wilderness and stumbled across the PART 2:
many to take the risk. Captain Nerillia Zinaus, a young and jungle valley the elves had briefly settled.
THE LOST
VALLEY
ambitious officer, led her troops on a fateful journey through Oskanna and her explorers faced myriad dangers in
the stars using an experimental engine. Bringing technicians this lost valley, such as vicious dinosaurs and carnivorous
and clockwork guardians in addition to soldiers, she flora, but they were most surprised to find the remains of PART 3:
endeavored to push the Star Empire’s presence beyond its the elven expedition. Rightly recognizing this discovery as MOON BASE
home system of Aristia. The mission succeeded, establishing a major cultural find, the team eagerly explored the site,
TERROR
a forward base on Weydana-4’s moon as the beginning of clearly home to some powerful magic. They could tell that
efforts to annex what they called the Gorentil system. The the elves who settled here built a powerful scrying pool. THE ELVEN
captain planned to send some personnel back to their home Kalitona, a kasatha mystic, activated the scrying pool, DIASPORA
world of New Thespera and return with more troops, but which still showed the Azlanti base on the moon, the last
their starship’s experimental drive failed spectacularly, and scene that the elves viewed (though the Plaustov team
ADVENTURE
the vessel exploded in the skies above the moon. Stranded, didn’t actually know what they were looking at). Kalitona TOOLBOX
the remaining team survived for only a few months before attempted to use a spell to record the visions from the
the Culling Shadow and its deadly radiation swept through scrying pool, but the spell malfunctioned due to the magical
the system. With no message from Captain Zinaus, the effects on the valley that prevent surveillance, which caused
Azlanti Star Empire dismissed the mission as a failure. the group to be teleported to the moon! Things quickly went
Years later, a group of elves came to Weydana-4 from from bad to worse, as the Azlanti base wasn’t as empty as
Castrovel via magic portal, seeking a new home. Finding a it first appeared.
lush jungle valley reminiscent of their home world, the elves Soon after the Plaustov team reactivated the magical
established a magical barrier around the area to protect it clockwork mechanism that serves as the base’s beating
from both magical scrying and more mundane surveillance heart, the sceaduinar occupying the structure found and
while they prepared for the arrival of more elves. As they attacked them with all the rage such creatures feel for the
studied the skies, they soon spotted the Azlanti remnants on living. It immediately slew the team’s medic, but Oskanna
the moon. Since the long-lived elves could still recall stories managed to fight it off long enough for the rest of her team
of the Azlanti of old Golarion and their connections to evil to retreat to a safe location, at the cost of her life. Just as
alghollthus, the elven settlers quickly left Weydana-4 and the team began to mourn the deaths and figure out how
destroyed their portal behind them. However, the valley they would ever return home, Oskanna rose as an undead
they briefly settled maintained their magical protections for creature due to the substantial ambient negative energy
millennia to follow, keeping it somewhat isolated from the from the sceaduinar’s presence.
rest of the continent. The remainder of the group is nervous about her
The Azlanti moon base sat empty until a century ago, transformation, but the newly vampiric android has retained
when a vicious sceaduinar, a gargoyle-like creature from the much of her personality and independence. However, clearly
Negative Energy Plane, arrived during the Culling Shadow’s something is pushing at the boundaries of her mind; she
most recent visit to the Weydana system. The sceaduinar was often says strange and disturbing things before catching
drawn in by the psychic murmurings of the alien Misaxenoi, herself. Oskanna has convinced her team that there’s no
the same whispers that attracted the attention of draelik hope in attempting to contact help. Luckily, the base has
cultists decades earlier. The sceaduinar holds dominion over its own artificial gravity and atmosphere, and the explorers
the facility in the name of Misaxenoi, completely enthralled. can keep their personal gear running, thanks to a portable
However, a group of visitors from Weydana-4, known as generator, but they don’t have an indefinite supply of food.
New Harmony to its current settlers, recently arrived in a In fact, Oskanna has begun to hear Misaxenoi’s whispers

3
and is torn between trying to keep the party alive or turning shoulders. “Our leader, Oskanna, has disappeared on one
them into undead like her. There’s no telling how long this of her expeditions, and though deputy administrator Zalni
mental stalemate will last. Lantt is doing his best, he is frankly in over his head. Crime,
Meanwhile, back on New Harmony, Plaustov’s residents hoarding, and price-gouging are taking place all over our
have no idea where their leader or her team has gone. After only settlement. Please, you’ve managed to deal with your
a month with no contact, most of the charter assumes that own troubles, and it would be greatly appreciated if you
Oskanna’s expedition perished. No one wants to follow in could come to Plaustov and help us with ours. I am certain
search of them since whatever killed the first team could that Zalni would be happy to come to a financially beneficial
still be out there. In town, chaos and crime abound in the agreement for your aid.”
absence of clear leadership, problems that will require the
PCs’ involvement. If the PCs would rather simply give Threl advice to solve
Plaustov’s problems, the ambassador tries to convince them
to come see the issues for themselves, noting that Zalni is
technically the one in charge and will need to implement

PART 1 : CITY IN any solutions. If the PCs ask Threl about his cane—which he
didn’t have the last time they saw him—he explains that he
DISTRESS recently slipped in some mud and injured his leg; the cane
is an heirloom that has been in his family for generations.
After getting a meal, Threl returns to Plaustov in his
vehicle. He doesn’t have enough seats to bring all the PCs
At least a few months (or with him, so they must find their own way to Plaustov. While
potentially a year or more) after the previous adventure’s his request is important, Threl knows the PCs have their own
events, the PCs receive a visit from a Plaustov representative. schedules, though he asks that they try to arrive within a
The exact amount of time is at your discretion, but the week. The PCs should feel free to purchase supplies for the
PCs should engage in at least a couple of charter turns trip and take care of any necessary business arrangements
(see Charter Development from Starfinder before leaving.
Adventure Path #40: Planetfall) to deal with In addition, they might want to learn more
the fallout from the Fishfair troubles, about Plaustov and its state of affairs. The PCs
either incorporating new citizens into can use Culture to recall information about
their charter or handling the unrest from Plaustov, comparing the result of the check to
sending the non-Aspis residents of the the following.
rogue settlement away.
While the PCs are in their main settlement, Result Information
perhaps attending to routine business, their 10+ Just to the south of the PCs’ settlement,
advisor, Erizand Shyre, announces the arrival of Plaustov is small even by New
Threl Rustos (LG male human envoy), the retired Harmony standards. The settlement is
Akitonian military officer who serves as an surrounded by mountains to the east,
ambassador from the Plaustov charter, a forest to the west, and the ocean
located just south of the PCs’ to the south. They’ve used most of
charter. The PCs likely already their natural resources to great effect,
know Threl from previous including establishing a sea-based
diplomatic outreach between trade route with Nightwood (or
the charters. with Celestene if the Xenowardens
When the PCs agree to funded the PCs’ charter).
see Threl, read or paraphrase 15+ The charter was funded by an
THREL RUSTOS
the following. Akitonian firm, and the settlement
is filled with people who wanted
The middle-aged, mustachioed Hylki man to escape the autocratic rule of
enters the room, leaning on an elegant wooden cane, an Thurok Vahal Ayos.
accessory that calls to mind Akiton’s heyday. He wears 20+ Satellite and starship surveillance of New Harmony
civilian clothing, but the several pins on his lapel indicate his has been unable to get any clear images of a large
years of service in the military. He clears his throat. “Thank valley in the eastern mountains of the Plaustov
you for speaking with me on such short notice. Plaustov settlement, leading to it being named the Lost Valley.
is in trouble and needs your assistance.” He squares his

4
If the PCs use Diplomacy to gather information in their settlement, in charge while she took a group to explore the Lost Valley.
they can find out more about Plaustov’s current situation, as Zalni is generally averse to conflict, and since the settlement
some of their own residents have been there or know people began to slip into lawlessness, he has found himself out of his WHISPERS
there. Compare the result of the check to the following. depth. He looks visibly relieved to see the PCs. Threl joins the OF THE
meeting with Zalni if the PCs are amenable to his presence. ECLIPSE
Result Information
15+ “I have a cousin over in Plaustov. They’re funded “Oh, at last you’ve arrived! I was so worried that you
by a group in Akiton. Trying to get out while wouldn’t come. Oskanna has been missing for over
the getting is good, you know, with a month now, and all of Plaustov is falling
that nasty Thurok in charge. She apart. I’m supposed to run everything
PART 1:
CITY IN
said their leader is an android while she’s gone, but I’m not really the DISTRESS
named Oskanna. I guess she leader type.” He exhales. “I should start
takes a real hands-on approach at the beginning. Oskanna is the head
to leading and gets involved in all administrator here. She took a team PART 2:
the expeditions and everything. to explore this strange valley to
THE LOST
VALLEY
I hear she’s gone missing, the southeast. It’s very odd; cameras
though.” and sensors can’t see into it, and even
20+ “I’ve been heading out there magical scrying doesn’t work. It’s PART 3:
every few months to trade, but somehow both technologically and MOON BASE
this last visit two weeks ago was magically shielded from view.
TERROR
something else. Everything cost Oskanna was concerned that
two or three times what it there might be something THE ELVEN
normally would, and we dangerous about it that DIASPORA
got attacked twice while would pose a threat to
getting there and back. the settlement. Honestly,
ADVENTURE
Luckily, I had security, though, I don’t think that TOOLBOX
but it certainly isn’t worth was the real reason. You see,
going out there again until the ZALNI LANTT we don’t have much room to
settlement is under control.” expand the town since we’re
25+ “I just bought a piano from a between the mountains and the sea, and
theater in Plaustov that had to so I think she wanted to see if we could
shut down. I wasn’t able to bring one with me, start settling the valley. She took a team of six people with
so I was pretty happy when I saw there was one her, and we haven’t heard anything since they left. I don’t
for sale. They seemed really sad about shutting know if they’re dead or if communication technologies just
down, but they said they were forced to. I guess don’t work from there or what. In the meantime, there’s
there’s some kind of organized crime out there just been disaster after disaster here, and I don’t know
taking over everything since the settlement leader what to do.”
disappeared.”
Zalni summarizes the four most pressing problems facing
ARRIVING AT PLAUSTOV the charter and begs the PCs for help. The PCs can build
Once the PCs reach Plaustov, they can get a cursory glance at goodwill with Plaustov by taking care of some of these
the still-growing settlement. It has all the major buildings one situations. Zalni answers questions to the best of his ability,
would expect, such as homes, shops, restaurants, bars, and though he doesn’t know much more than what’s presented
so on. Some of these areas are described in Around Plaustov here. He can fill in the PCs on any key personnel in Plaustov
City (page 6). The streets all converge at a two-story city hall, they’d like to know more about. (See the “Faces of Plaustov”
where the PCs are directed if they ask to find Zalni Lantt or article on page 45.)
any of the other administrators. D A group of Plaustov residents have connections to an

Both Zalni Lantt (LN male human) and Threl are working organized crime group from Akiton called the Ratcashers.
at the city hall when the PCs arrive, even if it’s late at night. The gang operated more subtly while Oskanna was around,
Like Threl, Zalni is Hylki, an ethnicity of humans common on but with her gone, it’s started more bold operations, such
Akiton and recognized by their vibrant red skin. His hair is as an illegal gray spider-goat racing establishment on the
cut to an even length all the way around his head, and he outskirts of the city. It’s an open secret that many of the
wears several gauzy scarves, often mopping his brow with races are rigged, and the Ratcashers take exorbitant cuts
one of them. As Oskanna’s deputy administrator, he was left of the winnings. A few residents who complained were

5
viciously beaten, though none of them have officially isn’t locked. If the PCs go inside or peer through the gate, they
accused their attackers. See Event 1: All Bets Are Off. see that the yard is completely devoid of stock, and no one is
D Plaustov established its main settlement near a fast-growing working at the counter.
forest to have easy access to lumber. The lumber operation
is largely staffed by shobhads from Akiton. The employees PLAUSTOV THEATER
are currently striking for better pay, particularly in light of If the PCs check out the theater, see Event 3: The High Cost
the sudden surge in food pricing. The mill’s management of Eating. There’s no one to let the PCs into the boarded-up
has no interest in cutting into its profits, and Zalni is too building, though any local passerby will explain that the
nervous to make a legislative decision in Oskanna’s absence. theater has been closed for several weeks.
Without the lumber operation in production, it’s difficult to
build new structures. See Event 2: Settle the Strike. REEDBAH’S GENERAL STORE
D With the future of the charter’s administration in flux, The general store is a simple, boxy building that provides
people panicked and started hoarding food. The general most Plaustov residents with their food, though it also carries
store has little for sale, and what it does have is priced at various sundries. The friendly owner introduces himself to
twice the typical cost. Out of desperation, people steal from the PCs as Reedbah (NG male shobhad) and notes that the
neighbors and hunt in dangerous, unexplored territory city doesn’t get a lot of visitors at the moment. If the PCs
(especially if the PCs haven’t dealt with the laserwolves explain that they’ve come to help with the town’s troubles,
and the air elementals; see areas A and B, respectively). If he seems pleased to hear it and offers a 10% discount on any
the PCs can convince the food producers to stop hoarding one non-food item that he carries.
and start selling their stock at a fair price, the settlement It won’t escape the PCs’ notice that all food items at the
could feed all its people again. See Event 3: The High Cost store, from fresh produce to R2Es, are marked up to double
of Eating. the normal price. If the PCs ask about the prices, Reedbah
D The main entertainment in town was the Plaustov Theater, explains that food costs have gone up substantially, and he
which shut down 2 weeks ago. Zalni has been begging it to can’t stay in business while charging any less. He explains
reopen and give the residents an escape from all the stress, that he’s practically selling at cost already. Other customers
but the owners refuse. See Event 4: Reopening Night. come in while the PCs shop, and a PC who succeeds at a DC
18 Perception check notices that Reedbah slips extra food
AROUND PLAUSTOV CITY into a ysoki woman’s purchases. If the PCs mention it, he’ll
The PCs can move about the city as they please to gather say, “Well, that’s Porsetch. She’s the tailor, but times are
more information about the problems facing Plaustov before hard, and she has all those kids. I don’t want to see them
or after they meet with Zalni. go hungry.”
The majority of Plaustov’s settlers came from Akiton, so While in Plaustov, the PCs can purchase anything they
shobhads, ysoki, humans, and a few ikeshtis make up most need from the general store, though the discount is only
of the populace, though kasathas, lashuntas, and androids good for one item per PC. Reedbah carries anything of item
are also present. Most residents dress in a style popular on level 4 or less, though for something particularly unusual, he
Akiton: red-and-orange camouflage patterns to match the might need time to source it from a local vendor. His stock
desert landscape, ample layers against the chill of a dying consists of many items commonly found on Akiton and
planet, and scarves and veils for protection against the includes household goods as well as weapons, ammunition,
dust. Akiton’s economy crashed with the value of thasteron, and electronics.
but gaudy jewelry and flashy accessories remain popular,
as people endeavor to look better off financially than they TRENCHES
actually are. These pieces are typically painted cheap As Plaustov’s only bar and restaurant, Trenches sees a
metals, costume jewelry, and synthetics with little actual steady flow of customers throughout the day. It appears to
value. However, some of the younger residents dress in have been among the first buildings constructed in the city
exactly the opposite style, to differentiate themselves from and hasn’t been upgraded since, so the exterior walls are
their parents: snug-fitting clothes in bright blues and greens made of a low-quality sheet metal. The interior resembles
with minimal and streamlined accessories. Some residents an Akitonian dive, like one found in Arl or Maro, with dim
wear armor while others don hardy work clothes, and an lighting, a metallic bar and tables, and seats with leather
occasional few wear more delicate clothing. cushions.
The restaurant’s food costs three times what it would
BOUNTYWOOD LUMBER normally and is of poor quality. The dishes are presented
The lumber store is essentially a fenced yard with a small nicely but consist mostly of: heavily processed meats that
cashier’s counter at the eastern edge of the city. A handwritten could’ve come in cans during the initial voyage to New
sign on the yard’s gate reads, “Closed Indefinitely.” The gate Harmony from Akiton; some bitter, leafy purple vegetables

6
that look foraged; crispy fried insects; and a very gritty At the bar, Peedrah and Sallifen (CN female shobhads)
flatbread. The drinks offered at the bar include pricey drink cocktails with a distinct scent of lavender and paint
liquors imported from the Pact Worlds and Near Space, as thinner. They both wear kerchiefs adorned with elaborate WHISPERS
well as a much cheaper, high-proof, locally-distilled grain brooches, along with heavy canvas clothing. They’ll OF THE
alcohol with a cloudy pink color. There’s also a locally-made cheerfully explain that they’re taking a break from the picket ECLIPSE
beer for sale. line at the local lumber mill. They happily chat, but after
When the PCs arrive, they find two shobhads sitting at several drinks, they tend to ramble. A PC who succeeds at
the bar who have clearly downed several rounds of drinks a DC 20 Diplomacy check or who starts drinking with them
already and a kasatha man with two of his four arms in and succeeds at a DC 17 Fortitude save can keep them on
slings. A human woman tends the bar and serves food, and track. Sallifen explains that the mill workers are bargaining
PART 1:
CITY IN
a ysoki man plays an accordion while singing in one corner for better pay, and while the recent increase in food costs DISTRESS
with a cred reader sitting out for tips. precipitated the strike, the wages were low before then.
The owner and bartender, Zyrtelle Arrum (N female While lumber fuels most of Plaustov’s development, none
human), wears blue and purple clothing to offset her skin’s of the mill workers are being paid well enough to build PART 2:
red tone. She’s very friendly and excited to speak with the their own homes. Instead, they’re bunking together in small
THE LOST
VALLEY
PCs since visitors are usually limited to a few people from groups and living in shoddy lean-tos. The two shobhads got
other settlements coming to trade. She attends to her other married just before leaving Akiton and would really prefer
patrons and fills orders while chatting. While Trenches the privacy of their own place. If asked, Peedrah tells the PART 3:
doesn’t normally offer rooms, there’s a small apartment PCs that an orc woman named Ulra leads the strike. See MOON BASE
over the restaurant available for the occasional visitor, and Event 2: Settle the Strike for more on how the PCs can lend
TERROR
she happily rents it out to the PCs for 50 credits a day for a hand.
the whole group. If the PCs ask about the high cost of the The ysoki accordion player approaches the PCs after THE ELVEN
meals, Zyrtelle looks very embarrassed and deflects from they’ve been in the restaurant for a while to ask how they’re DIASPORA
the question. If a PC succeeds at a DC 20 Diplomacy check doing and to fish for a tip. Piblib (NG male ysoki) wears
or a DC 15 Profession (bartender or cook) check to relate to colorful, lightweight clothing and happily plays any requests
ADVENTURE
her, she opens up about the food situation. There are four that the PCs have, as long as he knows the music. If the PCs TOOLBOX
main food suppliers in Plaustov: Halgeer the farmer, Laritna ask how he ended up busking, he explains that he used to
Glarten the dairy owner, Quibo the butcher, and Sonnet-376 work for the Plaustov Theater, but it shut down 2 weeks ago.
the fisher. Each one of them, concerned about the current If the PCs press him for more details, he gets quiet. A PC can
stability of Plaustov, has been hoarding their goods and get Piblib to talk more with a successful DC 22 Diplomacy
charging exorbitant rates for whatever they do sell. She isn’t check or by tipping him at least 200 credits. If the PCs
sure how to fix the situation, and she suspects that it will bring up that they’re investigating the Ratcashers, then the
require all four of the biggest producers agreeing to lower DC of the Diplomacy check decreases by 2. Piblib explains
prices again before any of them will do it. The PCs can solve that the Ratcashers pressed the owners of the theater for
this problem in Event 3: The High Cost of Eating. protection money. When they refused to pay, the gang started
The kasatha in the slings keeps to himself, but he’s willing damaging the building. Too proud to pay the bribes but
to chat for a while if the PCs approach him. Umor (CN male unable to keep up with repairs, the theater’s owners closed
kasatha mechanic) wears coveralls, as though coming it permanently, leaving the crooked spider-goat races as the
straight from work. He’s power technician who works on only entertainment in town. Refer to Event 4: Reopening
solar cells and wind installations. Recently, he’s had trouble Night more information about the theater.
doing his job since he’s accustomed to having the use of all
four arms. If the PCs ask about how his arms got injured, PLAUSTOV ENCOUNTERS
he immediately gets sullen. A PC who succeeds at a DC 22 The PCs can tackle the following events in any order, though
Diplomacy check or a DC 20 Engineering check gets him to some become easier after they complete certain other tasks.
admit more (If the PCs bring up that they’re investigating They can also choose to work on a task before finishing
the Ratcashers, then the DC decreases by 2). Umor used to another one, particularly if they realize that it would be
go to the races run by the Ratcashers, but after losing 8 advantageous to handle a particular task first.
days in a row, he suspected foul play and started making
a scene. While the ysoki at the racetrack gave him his EVENT 1: ALL BETS ARE OFF (CR 6 AND CR 7)
money back and was very polite, Umor later got attacked The Ratcashers, an Akitonian organized crime syndicate,
outside his home. He didn’t see his attackers before he sent some of their crew along with the original Plaustov
went unconscious, but he’s positive it was connected to his settlers, hoping to establish its influence on the new planet
outburst at the racetrack. Event 1: All Bets Are Off has more early on. Oskanna kept strict control over the burgeoning
details on the Ratcashers. settlement, but once she left to explore the Lost Valley

7
and didn’t return, the Ratcashers saw a chance to ramp operation believing it to be a legitimate livestock business.
up operations. Unfortunately, a dearth of other jobs in Plaustov means
Ostensibly, Digit, Spats, and Stickypaws—the three she’s stuck working with the untrustworthy Digit, Spats,
local Ratcashers (see Creatures below)—work in livestock and Stickypaws.
management, but they haven’t been reliable producers Those three kept their illegal dealings under wraps
of goods for months. They make their money from small while Oskanna was still in charge, but Laplee now sees
protection rackets and the occasional high-stakes card game. the truth. She explains how Digit carefully wets the dirt
After Oskanna left and the theater closed, the Ratcashers set track in certain places to hamper the spider-goats favored
up a makeshift track for racing the local fauna just outside to win; these racers are always placed in the same lane.
the city. At first, these competitions were honest, but as Laplee worries that this sabotage will eventually cause one
the events became more popular, the Ratcashers started of the spider-goats to break a leg. She hasn’t gone to the
fixing them and taking larger cuts of any winnings. When authorities, as she fears the Ratcashers will assault her the
residents complain, the Ratcashers act very conscientious in way they’ve attacked others. She also figures she can take
front of the other patrons and give back the offended party’s better care of the animals than anyone else. Laplee tells
money. Later, though, the ysoki ambush the complainer to the PCs that the warehouse office is rigged with alarms
send a very personal message. even when empty, which could mean the Ratcashers hide
The PCs can visit the racetrack to see the operation in valuable information there.
action. The area is an oblong dirt track behind a shabby The warehouse next to the track functions as a spider-
warehouse on the east side of the city. Three races take place goat stable. Even outside of individual pens, the floor is
each afternoon, and as the hour approaches for the first race filthy, and the stench is nearly overwhelming. A set of stairs
of the day, a few dozen residents make their way over. The leads to a small set of offices on the second floor with a
minimum bet is 25 credits or equivalent goods. The PCs can see common meeting room. The main warehouse has a 25-foot
that many people bet with all kinds of objects, including food, ceiling (except directly under the office), and the office has
fabric, electronics, and even lumber. A PC who succeeds at a a 10-foot ceiling. At night, both are dark. The important
DC 15 check with any relevant Profession (such as accountant, contents of the office are described in Development and
merchant, or smuggler) can tell that people paying with goods Treasure (pages 9–10).
receive extremely low appraisals. Stickypaws stands behind The map of these offices appears on page 11.
a window in a booth to take bets, Spats mingles throughout Trap: Whenever the Ratcashers leave the office, they
the crowd and encourages wagering (especially when he sees activate a dangerous alarm to protect their secrets. If
the PCs), and Digit watches over the racing animals in the a character steps on one of the marked squares in the
warehouse until post time. common room, the entire floor becomes electrified. Further,
The day’s race features six spider-goats, multi-legged a silent alarm notifies the Ratcashers that their office has
ruminants that live in and near the mountains to the east. been breached. Digit, Spats, and Stickypaws arrive within
Spats, as the announcer, casts the race as the spider-goats 5 minutes.
make several laps around the track. In one race the PCs
watch, the animal in the lead in the final lap suddenly falls ELECTRIFIED FLOOR TRAP CR 6
behind and is overtaken. A PC who succeeds at a DC 20 XP 2,400
Perception check notices that the track is extra muddy in Type technological; Perception DC 29; Disable Engineering
that spider-goat’s lane, slowing down the animal. A PC who DC 24 (disconnect power source)
then succeeds at a DC 18 Life Science or Medicine check Trigger location; Reset manual
realizes this situation could be dangerous for the spider- Effect surge of electricity (4d12 E); Reflex DC 16 half;
goat, as it could fall and break one of its legs. Another multiple targets (all targets in room touching the floor of
spider-goat reaches the finish line first, and a few patrons the central room)
cheer, but far more groan.
If the PCs stick around after the race, they notice a Creatures: The PCs can confront Digit, Spats, and
concerned-looking ysoki woman carefully examining the Stickypaws at the racetrack. The three ysoki tend to dress
spider-goat who was winning and then fell behind. She in red and black and wear tinted glasses, even inside. The
wears a medical coat over heavy-duty work clothes. If the Ratcashers are extremely suspicious of the PCs, and they
PCs talk to her, she introduces herself as Laplee (N female resent the interference from one of the other charters
ysoki), the track’s in-house veterinarian. She’s reluctant to undermining their growing control over Plaustov. However,
discuss her bosses or any wrongdoing behind the races, they don’t attack the PCs while in the presence of witnesses.
but if a PC presses her with a successful DC 22 Diplomacy If the PCs break into the Ratcashers’ office and trigger the
or Intimidate check, she admits some of what’s happening. alarm, the ysoki are ready to fight. Otherwise, if they think
Laplee isn’t a member of the Ratcashers, and she joined this the PCs will cause trouble (or if the PCs bring evidence of

8
the Ratcashers’ illegal activities to Zalni), they ambush the In all, there are five possible pieces of evidence against
PCs outside the city. the Ratcashers that the PCs can collect: Umor’s story about
getting beaten up, Piblib’s story about the theater being held WHISPERS
RATCASHERS (3) CR 4 up for protection money, noticing the racetrack undervalues OF THE
XP 1,200 each people’s goods for bets, noticing the track alteration affecting ECLIPSE
Male and female ysoki operatives the race or hearing about it from Laplee, and the accounting
LE Small humanoid (ysoki) records on the Ratcashers’ office computer. If the PCs find at
Init +7; Senses darkvision (60 ft.); Perception +16 least three of these pieces of evidence, they can do one of
DEFENSE HP 45 EACH two things: present them to Zalni (who agrees to try to crack
EAC 16; KAC 17 down on their criminal activity) or confront the Ratcashers
PART 1:
CITY IN
Fort +3; Ref +6; Will +7 with them. If the PCs go to Zalni, the Ratcashers soon find DISTRESS
Defensive Abilities evasion out and later ambush the PCs (see Creatures on page 8). If
OFFENSE the PCs go to the Ratcashers, a PC must also succeed at a
Speed 40 ft. DC 22 Intimidation check to threaten to expose the ysoki. PART 2:
Melee tailblade +10 (1d4+4 S) On a success, the Ratcashers reluctantly agree to leave New
THE LOST
VALLEY
Ranged thunderstrike sonic pistol +10 (1d8+4 So; critical Harmony on the next starship to Akiton; otherwise, they
deafen [DC 15]) simply attack, determined to take out the PCs before they
Offensive Abilities debilitating trick, trick attack +1d8 cause any more trouble. PART 3:
Whether the PCs defeat the Ratcashers in combat or MOON BASE
TACTICS
Before Combat If they have a chance, the Ratcashers each get them to leave town, Laplee takes over the racetrack
TERROR
use their holographic clone ability.
During Combat The ysoki each use their holographic clone THE ELVEN
ability during the first round if they didn’t do so before DIASPORA
combat. They make trick attacks against the PCs,
working together to bring down one PC at a time.
ADVENTURE
Morale If the PCs defeat two of the Ratcashers, the last TOOLBOX
surrenders when reduced to fewer than 15 Hit Points.
STATISTICS
Str +0; Dex +5; Con +0; Int +3; Wis +1; Cha +1
Skills Acrobatics +11, Bluff +11, Engineering +16, Intimidate
+11, Sleight of Hand +16, Stealth +16, Survival +11
Languages Akitonian, Castrovelian, Common, Goblin,
Shobhad, Ysoki
Other Abilities cheek pouches, moxie, operative exploits
(holographic clone, uncanny mobility), specialization
(thief)
Gear defrex hide (jump jets), tailblade AR, thunderstrike
sonic pistol with 2 batteries (20 charges each)

Development: If the PCs gain unfettered access to the


office, they can attempt to hack the Ratcashers’ computer,
which a character can do with a successful DC 21
Computers check to hack the tier 2 computer; it has
a standard lockout module, meaning that if a hacker
fails to gain access three times, the computer becomes
inaccessible for 1 day. A data module on the computer
contains accounting records showing how much money
the spider-goat races bring in, with a large percentage of
that profit being transferred to an Akitonian bank account
labeled “Aunt Po.” A PC who then succeeds at a DC 20
Culture check knows that some ysoki-headed criminal
organizations use that fake name as a sly nod to Lao Shu Po,
RATCASHER
the goddess of rats and thieves. Alone, this information isn’t
much proof, but it indicates a pattern of criminality.

9
and converts it into a wholesome veterinarian’s office and just pushing logs into sawblades. We’re under constant
animal training facility. Those terrorized by the Ratcashers pressure to produce more and more planks at faster rates.
can breathe again, but the rest of Plaustov’s problems don’t And that can lead to mistakes which, at best, mean we have
immediately go away. some unleveled two-by-fours and, at worst, causes someone
Treasure: The Ratcashers stored some valuables in their to lose a limb. Add repetitive stress to our shoulders and
office, which Zalni insists the PCs take for helping with arms on top of all that! These workers have more than
this problem. These valuables include a laser microphone, a earned better compensation.”
spy drone, and a total of 2,600 credits in small amounts on Zalni doesn’t want to make any big decisions right now.
several credsticks. Can you wait until Oskanna gets back? “Look, I doubt
Story Award: If the PCs convince the Ratcashers to leave Oskanna is ever coming back. She went off to explore a
voluntarily, award them XP as though they’d defeated the mysterious valley no one can see into. She’s probably dead,
three ysoki in combat. along with all the others she dragged out there. Zalni is
administrating the charter now, and he needs to step
EVENT 2: SETTLE THE STRIKE up. He has the authority to make these regulations
The Plaustov lumber mill workers are currently happen, and he can’t just keep being cowed by mill
on strike until they get better pay. The halt management.”
of lumber production has caused most At this point, the PCs can convince Zalni to
construction in the settlement to grind to enact wage-protection legislation, speak with
a halt while the nearby lumberjacks go mill management to get them agree to the
on a sympathy strike. All the available workers’ demands, or encourage Ulra to end the
stock from before the strike is sold out, strike and get back to work. The PCs can attempt
so no one can build or repair anything a different tactic if they fail at one. The DCs for
that needs wood. The mill’s senior operator, the skill checks necessary for these negotiations
Ulra (LN female orc), currently leads the are decreased by 2 if the PCs have already
strike. It isn’t difficult for the PCs to arrange convinced Plaustov’s food suppliers to lower
a meeting with Ulra, whose negotiations with their prices, as doing so relieves a lot of the
management have stalled. If the PCs made city’s economic pressures.
friends with Peedrah and Sallifen at Speaking with Zalni: The
Trenches, they happily introduce the administrator is reluctant to
PCs to their coworker. Ulra wears authorize a law that prevents
her work clothes even during the businesses from underpaying their
strike: heavy denim pants and a employees, as Plaustov has operated
red flannel shirt. Below are some fine so far without one. A PC can get him
possible questions the PCs might to change his mind with a successful DC
have for Ulra and her responses. 26 Diplomacy check or DC 28 Intimidate
How did you end up with this check; before making their case, each PC
job? “I had a lot of experience
ULRA can attempt a secondary DC 16 skill check.
doing similar work on Castrovel. The The PCs can decide what secondary skills they
charter recruited me for the job since the land want to use, as long as they can justify how
around here is so forested. Most of these folks hadn’t they relate to the matter of hand. Some examples include: a
worked with lumber before since it’s not a big trade on Culture check to explain that the laborers’ standard of living
Akiton, but they’re hard workers and they picked it up fast. represents the true indicator of a city’s economic health,
They deserve better.” a Medicine check to describe the accidents at the mill in
Why are you striking? “Working the saws is dangerous, gruesome detail, or a law-related Profession check to point
and each of us gets paid based on how many boards we can out how other systems like the Pact Worlds benefited from
process a day. The charter decides how much they’re going similar legislation. Each success grants a cumulative +1
to pay per unit, but management takes most of that. We circumstance bonus to the primary skill check.
don’t get paid enough to set up our own homesteads and Speaking with Management: The PCs can get an audience
cover medical bills. And now with how food costs an arm with the mill’s board of management—a handful of corporate
and a leg, people can barely feed themselves. We need the humans, androids, and ysoki in suits—with a successful
charter government to step in and regulate some kind of DC 20 Diplomacy check. The board explains that the mill’s
fair wage.” profits are razor thin, so they can’t afford to raise wages.
Cutting planks of wood doesn’t seem very hard; why do A PC can convince them they need to concede to at least
you think you deserve more money? “It’s a lot more than some of Ulra’s demands with a successful DC 26 Diplomacy

10
EVENT 1: ALL BETS ARE OFF A. QUIET PLAIN
WHISPERS
OF THE
ECLIPSE

PART 1:
CITY IN
DISTRESS
1 SQUARE = 5 FEET

B. LASERWOLF DEN D. STORM AFTERMATH PART 2:


THE LOST
VALLEY

PART 3:
MOON BASE
TERROR

N THE ELVEN
DIASPORA

check or DC 30 Intimidate check; before making their case, PCs fail at all three approaches (or don’t wish to try one of
ADVENTURE
each PC can attempt a secondary DC 16 skill check. The PCs them), the strike continues. At your discretion, the PCs can TOOLBOX
can decide what secondary skills they want to use, as long attempt negotiations again later, perhaps after they return
as they can justify how they relate to the matter of hand. from the moon base.
Some examples include: a Computers check to call up the Treasure: If the PCs successfully speak with Zalni or mill
mill’s public financial records to see that the chief executive management, Ulra offers the PCs a well-maintained sintered
received a healthy bonus this year, a Sense Motive check to greataxe (Starfinder Armory 9, 52) as a token of thanks.
determine that a few of the board members feel guilty about If the PCs convinced Ulra to stand down, Zalni gifts them
how their workers have been living, or a finance-related with a dented kasa (Armory 112) that he received from the
Profession check to point out that a wage increase could charter’s funders.
actually increase profits. Each success grants a cumulative Story Award: If the PCs successfully negotiate an end to
+1 circumstance bonus to the primary skill check. the strike, award them 200 XP.
Speaking with Ulra: The PCs might want to try to stop the
strike by convincing Ulra it isn’t worthwhile. Doing so requires EVENT 3: THE HIGH COST OF EATING
a successful DC 30 Diplomacy check or DC 32 Intimidate check; Certain Plaustov residents who produce the largest portion
before making their case, each PC can attempt a secondary of the food supply have started price gouging in response
DC 18 skill check. The PCs can decide what secondary skills to the general unrest. While there are other, smaller food
they want to use, as long as they can justify how they relate producers, these four have the biggest impact on the
to the matter of hand. Some examples include: a Bluff check overall market. Bakers, cooks, and others use the raw
to lie about how the management would be more inclined to ingredients produced by these four and must raise their
make a deal once lumber supplies are steadier, an Engineering prices to compensate. Now everyone hoards food, steals
check to suggest mechanical improvements that will make the from neighbors, and hunts and forages on their own, even
workers’ lives easier, or a business-related Profession check in dangerous areas.
to suggest the mill might fire all of the workers because of Zalni can give the PCs a list of the four biggest suppliers—
the strike. Each success grants a cumulative +1 circumstance Halgeer, Laritna Glarten, Quibo, and Sonnet-376—and the
bonus to the primary skill check. PCs must negotiate with them to get prices under control.
Development: If the PCs successfully negotiate an end to Each producer agrees only on the condition that the other
the strike, the lumber mill resumes production soon after. three also agree. The PCs can attempt each listed check only
Depending on their tactic, they might have made some once. The skills and DCs are presented here as a general
enemies among the workers or the mill’s management. If the guide, but you should permit PCs to attempt creative

11
uses of skills, class abilities, or spells to succeed through including going hungry. He says something about having
alternate methods. lost one child here already. If the PCs try to probe into
Halgeer (LG male shobhad): The air around Halgeer’s farm that or mention anything about Oskanna or the missing
just north of the city is filled with sweet odors from trees team, Quibo becomes agitated. He explains that his oldest
laden with ripening orange fruit in the spring and summer daughter Benila is on the team that went into the Lost
or fields of tubers with leafy purple tops in the autumn and Valley, and he’s concerned about what happened to her. A
winter. The boisterous shobhad cheerfully greets the PCs. He PC can relate to his concerns for his family with a successful
has a long beard and wears loose russet clothing. He laughs DC 18 Culture or Diplomacy check to get him to agree to
and jokes with the PCs until they mention the increase in increase his supply to market, which will help lower costs.
his prices or the Ratcashers’ activity, at which point he gets Sonnet-376 (N female android): The PCs can find the quiet
serious. Halgeer explains that he lost his farm on Akiton to and reserved android fisher at the Plaustov docks on the
organized crime, and he isn’t going to let that happen again. south side of the city. Sonnet-376 has light blue skin with
He’s making sure that he can continue to support his farm, darker blue circuitry and wears mostly gray coveralls. She
no matter what. A PC can convince him that they’re working readily admits that she increased her prices for fish when
on the Ratcashers situation with a successful DC 20 other food prices went up, as it seemed prudent to keep
Diplomacy check, or they can point out that he’s engaging in pace. She points out that she has had difficulty maintaining
equally under-handed behavior by price gouging food with a her fishery due to the lumber labor strike. A PC can perform
successful DC 22 Intimidation check. If the PCs have already some repairs on the structure with a successful DC 20
handled the Ratcashers, then the DCs decrease by 4. Engineering check, or they can haul some heavy fishing
Laritna Glarten (N female human): The PCs hear Laritna equipment from under a crumbling awning with a successful
Glarten’s dairy before they can see it. Enormous, shaggy DC 14 Strength check. The DC is reduced by 2 if the PCs
brown ungulates munch on piles of grains, belch loudly, and have already negotiated an end to the lumber strike, as more
make happy trumpeting noises. Laritna wears coveralls and supplies will soon be available.
very thick boots as she works in the dairy. She admits to the Development: If the PCs successfully negotiate with all
PCs that her production has been much lower and her prices four producers, then each of them keeps their word and food
much higher over the last month. Since the price of grain prices begin to drop. If the PCs negotiate with at least two
went up, her own costs increased. She had to supplement of the producers, the ones they did convince put pressure
with other feed for the animals, but now her herd doesn’t on the others over the following weeks, and food prices
produce as much milk. Several of her animals have also eventually return to normal.
been sick. She sometimes sells the male and older female Story Award: If the PCs successfully negotiate with all four
animals to Quibo the butcher, but this illness has made that food producers, award them 200 XP.
impossible. Laritna hasn’t figured out yet that when their food
changed, the animals have started eating more of the native EVENT 4: REOPENING NIGHT
ground covering, which is currently infested with newly The Plaustov Theater boarded up its doors a few weeks ago,
hatched insects that have an 8-year lifespan and haven’t and the residents have little else in the way of entertainment.
appeared before since she arrived on New Harmony. The By helping the owners reopen, the PCs can improve the
insects are poisonous to the livestock. A PC can examine her city’s morale.
animals and the terrain to figure out what causes their illness When the PCs investigate the building proper, they spot
with a successful DC 20 Life Science or Medicine check. a schedule in a glass-fronted case by the boarded-up front
Alternatively, the PCs could bring in Laplee the veterinarian door that lists a variety of performances: comedy, concerts of
from the Ratcashers’ racetrack, who automatically succeeds different musical styles, and plays. These entries have all been
at this check. Once Laritna knows the problem, she can start crossed out by hand with the word “canceled” written at the
treating the grass for the insects. With that issue taken care top of the schedule. The building’s exterior looks damaged.
of, she’ll agree to lower her prices. A PC who succeeds at a DC 16 Engineering check can tell
Quibo (N male ysoki): Quibo the butcher runs his that the damage is superficial, and the stability of the entire
slaughterhouse with the help of his large family. When the structure is fine. A stage entrance at the rear of the theater is
PCs come to call, one of his older children fetches Quibo, locked (Engineering DC 20) and not boarded over. The interior
who meets them away from the killing floor. Quibo has rooms are dark and dusty but undamaged. However, the
spotted brown fur and wears a bloodstained leather apron equipment that runs the lights and sounds has been pulled
over his regular clothes. He matter-of-factly admits to the out hastily, leaving disconnected wires dangling. Costumes,
PCs that he’s been holding back the choicest cuts of meat props, and other theater ephemera haven’t been taken.
because he fears for his family with all the city’s unrest. A PC who succeeds at a DC 17 Diplomacy check to gather
After he convinced a lot of his kin to join the charter, he information learns that the theater’s owners are a pair of
feels responsible for anything bad that happens to them, contemplatives named Hygnus Kor and Ralletin Rad (N

12
nonbinary contemplatives). They share an apartment a few D A PC can advertise the reopening by creating new signage
blocks from the city hall. The two are initially very suspicious with a successful DC 18 Culture check.
of the PCs, assuming that they’re enforcers sent by the In addition, Hygnus Kor and Ralletin Rad need help with WHISPERS
Ratcashers. If the PCs made friends with Piblib at Trenches, the actual show. Since most of their actors and musicians OF THE
then the ysoki can provide an introduction. Otherwise, a PC either left town or found new work, the contemplatives ask ECLIPSE
must succeed at a DC 18 Diplomacy check to get Hygnus Kor the PCs to lend any talents they might have for the grand
and Ralletin Rad to talk. The DC of this check is decreased by reopening performance. Hygnus and Ralletin think that once
4 if the PCs have already defeated the Ratcashers. they demonstrate that the theater is actually open, they’ll be
Once the PCs earn the theater owners’ trust, they can able to rehire many of their old performers. Piblib the ysoki
ask more about what happened. Below are some possible musician who has been busking at Trenches will happily
PART 1:
CITY IN
questions the PCs might have and the contemplatives’ help or even star if the PCs ask him to. If Piblib helps, all DISTRESS
responses. They speak Common aloud out of courtesy but DCs for the following skill checks are decreased by 2. A PC
often finish each other’s sentences. can perform multiple acts if they wish, and if the PCs have
Why did you come to New Harmony? “We ran a theater in alternate ideas for the show using other skills or special PART 2:
Akiton for many years, but it got monotonous. We decided abilities, use these DCs as a guide.
THE LOST
VALLEY
to come to a new planet for new experiences. It has been a D A PC can perform with a successful DC 18 check of an

disappointment so far.” appropriate Charisma-based Profession skill.


What happened to your theater? “The Ratcashers D A PC can recite poetry or a dramatic monologue with a PART 3:
happened to it. We remember them from Akiton. They successful DC 20 Culture check. MOON BASE
asked for money to keep it safe. We refused to pay it, so D A PC can execute impressive gymnastics moves or
TERROR
they started to destroy it. We tried to keep up with repairs, feats of strength with a successful DC 20 Athletics or
but it was too much on top of running the theater. We had Acrobatics check. THE ELVEN
to close.” D A PC can help backstage by operating the light and DIASPORA
What would it take for you to reopen? “The Ratcashers sound systems with a successful DC 20 Engineering or
will never let us operate in peace. They must be dealt with. Computers check.
ADVENTURE
Arrested, even. If not, the theater must stay closed, even Development: If the PCs succeed at three skill checks TOOLBOX
though it breaks our hearts.” during the performance before failing three skill checks,
It isn’t possible to convince Hygnus Kor and Ralletin Rad opening night is a big success, and Hygnus Kor and Ralletin
to reopen until the Ratcashers have either been defeated in Rad couldn’t be happier. They begin planning a new season
combat or convinced to leave the city. Once that happens, of shows to continue to delight the Plaustov citizens. If the
they’re excited to get the theater running again, but there PCs fail, the performance receives a lukewarm reception.
are some technical problems. First, the building must be The contemplatives are still optimistic, claiming that they’ve
cleaned and repaired before they can safely allow people put on worse shows in the past. Hygnus Kor has an idea on
back in. Second, they need performers. Many of their acts how to make the next performance even more spectacular,
have moved to other settlements or gotten other jobs in and the two rush off to plan.
Plaustov. The two contemplatives ask the PCs for help with Treasure: Hygnus Kor and Ralletin Rad are grateful for the
these tasks. PCs’ help. If opening night was a success, they offer the PCs a
To repair and clean the theater, the PCs must accomplish at euphonic musical instrument (Armory 105).
least three of the following four tasks. If they don’t, opening Story Award: If the PCs successfully help reopen the
night is delayed, and the PCs take a –2 penalty to the checks theater, award them 200 XP.
for tasks made during the performance. Appropriate class
abilities, spells, or Profession checks can be used in place of RETURNING TO CITY HALL
the listed skills at your discretion. When the PCs have resolved Plaustov’s most pressing issues,
D A PC can repair the exterior of the building with a successful Zalni asks to meet with them again. Read or paraphrase
DC 18 Engineering or Athletics check. the following.
D A PC can fix the electronic equipment that controls

the lights and sound systems with a successful DC 18 “Thank you so much for what you’ve done for Plaustov.
Computers or Engineering check. You’ve been able to get the city moving again. I’m afraid
D Cleaning the inside of the theater doesn’t require a check, that I am going to ask you for more help, though. It’s
but it does take 6 hours of work; multiple PCs working Oskanna. We really need to know what happened to her
together can shorten this time, though they can’t attempt and the rest of the team. It could be that they’re dead
any of the other tasks. If a PC does this task alone, they out there, but we can’t move forward as a charter unless
must attempt a DC 12 Fortitude save to not be fatigued for we know for certain. The funders of the charter won’t
the performance. recognize her as dead until she’s been missing for a year,

13
PLAUSTOV
A B L
PC CHARTER

C J K

D H I

E G

F
N 1 HEX = 12 MILES

and well, you can see that my leadership isn’t up to snuff.


We don’t have another team capable of exploring the Lost RANDOM ENCOUNTERS
Valley safely. Could you track Oskanna’s team to find out Each time the PCs enter a hex for the first time, there’s a
for sure what happened to them? The charter can reward chance they have one of the following random encounters;
you for the task.” don’t roll if the hex already has an encounter provided. Use
the following random encounters for this adventure.
Zalni tells the PCs that Oskanna believed the entrance to
the Lost Valley to be in area G. They can leave to explore the D8 Avg CR Encounter
areas surrounding the city at their convenience. 1 5 2 medium air or earth elementals (Starfinder
Treasure: If the PCs agree to look for Oskanna, Zalni Alien Archive 46)
offers them 5,000 UPBs up front and another 5,000 UPBs 2 5 2 Weydani laserwolves (page 15, Starfinder Alien
once they return with information. While this payment is Archive 2 124)
large, he believes it’s important for the settlement to find 3 6 2 polyphonic plasms (Starfinder Alien Archive 4
out what happened to Oskanna. He also offers them a basic 84)
porter drone (Armory 102) to help carry their equipment. It’s 4 6 1 rogue hover drone (Starfinder Alien Archive 3
theirs to keep after the mission ends. 88)
5 6 2 large predators (Alien Archive 2 102)
EXPLORATION ENCOUNTERS 6 7 2 ancient lumocanthas (Alien Archive 4 68)
The map above shows the area around Plaustov. The PCs 7 7 1 ghost (Alien Archive 2 58)
can explore these hexes as they first travel to Plaustov, as 8 8 2 mountain eels (Alien Archive 78)
they begin their search for Oskanna’s team, or any time
later. Until the PCs receive administrative control over this A. QUIET PLAIN (CR 7)
charter (which occurs at the end of this adventure if the PCs This stretch of plain is rather quiet with no sign of local
accept the responsibility), the PCs can explore hexes using fauna. A PC who succeeds at a DC 16 Life Science check
the hexploration rules as described in Starfinder Adventure or DC 18 Survival check surmises that it could represent
Path #40: Planetfall and the Starfinder Galaxy Exploration a change in the natural ecosystem, and generally not a
Manual, but they can’t claim them. good one. Whether due to pollution, an invasive species, or
Descriptions of the encounters found in the hexes within something worse, the smaller prey animals have been killed
and near the Lost Valley (areas G through L) appear in Part 2 or driven off.
of the adventure, starting on page 17. The map for this encounter appears on page 11.

14
Creatures: Even if the PCs aren’t exploring this hex, they’re The foul reek of death wafts from a small cave in a hillside
ambushed by a pack of Weydani laserwolves—canines similar ahead. The bones of several small beasts are scattered
to tashtaris (Alien Archive 2 124), though less intelligent. across the ground, picked clean of all meat and dried from WHISPERS
These laserwolves were driven from their home by their ill the sun. OF THE
alpha (area B) and are attempting to establish dominance ECLIPSE
over this patch of land. More aggressive than usual, the The map for this encounter appears on page 11.
laserwolves attempt to sneak up on the PCs through the tall Creature: When the PCs approach, a slightly larger
grass, especially if the PCs stop here to camp for the night. Weydani laserwolf emerges from the cave, growling and
If the PCs are in a vehicle, the laserwolves attempt to take pawing aggressively at the ground. This creature is the
out the vehicle with their muzzle beams before setting upon pack’s alpha, and it’s clearly ill. Bits of foam fleck the sides of
PART 1:
CITY IN
the people inside. its snout, and dark energy clouds the glow from its heart. A DISTRESS
Though the laserwolves are hostile, the PCs can deal with PC who succeeds at a DC 20 Life Science or Medicine check
them in a nonviolent way if they wish. As a standard action, can tell that the alpha is likely suffering from some kind
a PC can attempt a DC 20 Survival check to calm a single of viral infection that causes an inflammation of the brain, PART 2:
laserwolf for 1 round. On a success, that creature takes no similar to canine rabies. This disease has caused the alpha
THE LOST
VALLEY
aggressive actions on its next turn. As another standard to drive away the older members of the pack but keep the
action, a PC can attempt a second DC 20 Survival check younger pups around to occasionally eat (see Development
against that same laserwolf. On a success, that creature is below). If the PCs make any aggressive moves, the laserwolf PART 3:
calmed for the encounter unless a PC takes a hostile action alpha attacks. MOON BASE
against that laserwolf, which cancels any progress made to
TERROR
calm that animal. LASERWOLF ALPHA CR 7
XP 3,200 THE ELVEN
LASERWOLVES (4) CR 3 Variant tashtari alpha (Alien Archive 2 124) DIASPORA
XP 800 each HP 105
Variant tashtari (Alien Archive 2 124) TACTICS ADVENTURE
HP 40 each During Combat The laserwolf alpha goes straight after the TOOLBOX
TACTICS toughest looking PC and doesn’t back down.
During Combat The laserwolves work together to take Morale Due to its sickness, the laserwolf alpha fights to the
down a single PC at a time. death.
Morale If reduced to 10 Hit Points or fewer, a laserwolf STATISTICS
flees toward the den (area B). Str +4; Dex +5; Con +2; Int –4; Wis +1; Cha –1
STATISTICS Development: If the PCs defeat the laserwolf
Str +2; Dex +4; Con +2; Int –4; Wis +1; Cha –1 alpha, they can peer into the cave
to see a couple of laserwolf
Development: Any calmed or fleeing laserwolves pups being watched
attempt to return to the den in area B. A PC can over by a
follow the animals with a successful DC 14
Survival check; these laserwolves grow more
agitated the closer they get to the den, but they
don’t get closer than 250 feet from it. If all the
laserwolves were killed, a PC can find some old
tracks that lead to the den with a successful DC
20 Survival check.
Story Award: For any laserwolf they successfully
calm for the encounter, award the PCs XP as though
they’d defeated that laserwolf in combat.

B. LASERWOLF DEN (CR 7)


The PCs can find this den
either by following the
tracks of the laserwolves LASERWOLF
they fought in area A or ALPHA
by exploring this hex
as normal.

15
skinny adolescent. The adolescent growls but makes no C. MAKESHIFT CAMP
move to attack. A PC who succeeds at a DC 14 Life Science A small group attempting to emigrate out of Plaustov by
or Medicine check can tell these beasts are malnourished foot has made camp on this flat stretch of ground. The band,
but otherwise free of the viral infection. If left alone, these which consists of a pair of shobhads and a pair of ysokis,
laserwolves will flourish once more, no longer terrorized by have all their worldly possessions with them in a single
the sick alpha. If the PCs haven’t encountered or only drove overladen wagon. If asked, the group explains that they
off the laserwolves in area A, those creatures eventually haven’t worked in over a month and hope to find better job
return to the den. This new pack isn’t aggressive toward prospects in another charter; it shouldn’t escape the PCs’
people; however, if the PCs want to build a project on this notice that the group is heading toward the PCs’ charter.
hex, they’ll need to figure out a way to deal with the animals, However, they’ve had to make a semipermanent camp here
either killing them or driving them off. because of the laserwolves to the north.
Treasure: A patch of unusual, sweet-smelling plants grows If the PCs have handled the pack of laserwolves, the way
on the other side of the laserwolf cave. A PC who succeeds north is safe for this group to proceed. The PCs can tell these
at a DC 12 Life Science or Medicine check knows that these itinerants they would be welcomed into the PCs’ charter
plants could be used to make sedatives. The plants can be or persuade them to return to Plaustov; doing so doesn’t
harvested and sold for 450 credits to a doctor or herbalist; require a skill check, as the group is happy for any form of
alternatively, a PC can use them as 50% of the UPB value to guidance after living for a week or so in the wilderness. If
craft up to three tier 2 sedatives. the PCs have yet to reach Plaustov and ask the group about
conditions in the city, they recommend the PCs head to the
bar and restaurant called Trenches to get the unfiltered
chatter about Plaustov’s problems.

D. STORM AFTERMATH (CR 7)


While first exploring this hex, the PCs begin to see unusual
signs of destruction: shattered rocks, splintered wood, and
squished corpses of small animals. A PC who succeeds at
a DC 20 Medicine check while examining a corpse or a DC
20 Physical Science check while studying a rock or tree
realizes that it was dropped from a great height.
The map for this encounter appears on page 11.
Creature: A huge air elemental dwells on the plains here,
rushing back and forth through the tall grasses. The outsider
is unusually sensitive to changes in background radiation,
thus, the slow approach of the Culling Shadow has whipped
it into a frenzy. Shortly after the PCs spot the effects of its
rampage, but before they leave the hex, the air elemental
descends upon them. During the fight, a PC who
succeeds at a DC 20 Mysticism check to identify the
creature realizes that it’s far more malevolent than a
typical elemental, likely due to some exterior influence.

MALIGN WHIRLWIND CR 7
XP 3,200
Variant huge air elemental (Alien Archive 46)
CE Huge outsider (air, elemental)
Init +4; Senses darkvision 60 ft.; Perception +14
DEFENSE HP 105
MALIGN EAC 19; KAC 21
WHIRLWIND Fort +11; Ref +9; Will +6
Defensive Abilities air mastery; DR 5/—; Immunities
elemental immunities
OFFENSE
Speed 20 ft., fly 100 ft. (Su, perfect)
Melee slam +18 (2d6+12 B)

16
Offensive Abilities whirlwind (2d6+12 B, DC 15, 2/day) might want to visit in the city are described in Around
Space 15 ft.; Reach 15 ft. Plaustov City on page 6.
TACTICS WHISPERS
During Combat The air elemental uses whirlwind and tries OF THE
to capture as many PCs as it can. If it captures at least ECLIPSE
one PC, the elemental flies up 100 feet and then drops
them. It doesn’t try this tactic on a flying PC. If the PCs PART 2 : THE
remain in a vehicle too large for the whirlwind to pick
up, the air elemental attacks the vehicle, trying to get
LOST VALLEY
at the people inside. It also pursues the PCs if they try
PART 1:
CITY IN
to retreat. DISTRESS
Morale The elemental fights until destroyed.
STATISTICS Plaustov’s android administrator Oskanna set off with a team
Str +5; Dex +4; Con +2; Int –3; Wis +0; Cha +0 of six people to explore the Lost Valley, so named because any PART 2:
Skills Acrobatics +14 (+22 to fly), Athletics +14 signals sent into it go dark. A dense jungle fills the valley, but
THE LOST
VALLEY
Feats Spring Attack there’s more to the visibility issues than simple foliage in the
Languages Auran way. Starship surveillance can’t get any readings whatsoever
SPECIAL ABILITIES from the valley. Cameras can’t take images and scanners PART 3:
Air Mastery (Ex) Airborne creatures take a –1 penalty to return only errors. Furthermore, magical scrying has no effect. MOON BASE
attack and damage rolls against an air elemental. While Oskanna knew that the Lost Valley could be dangerous,
TERROR
she felt that its close proximity to Plaustov required her to
Development: If the PCs don’t defeat the air elemental investigate it. If the valley held a threat, Oskanna wanted to THE ELVEN
when they first encounter it, it grows increasingly bold over know. If it didn’t, then it could potentially provide valuable DIASPORA
the next few days and starts occasionally attacking Plaustov land for the charter to expand into. However, she and her
City. After the PCs return from the Lost Valley, Zalni requests team met with an unusual fate (as described in the Adventure
ADVENTURE
that the PCs take care of the outsider before agreeing to Background on page 3). TOOLBOX
allow Plaustov to merge with the PCs’ charter. When the PCs are ready to search for Oskanna and her
Treasure: During its rampage, the air elemental also team, Zalni gives them the details of the expedition team,
smashed some larger boulders to reveal a few deposits including pictures and brief descriptions of each person (see
of silver. A PC who succeeds at a DC 20 Perception check Plaustov Team Dossier below).
finds the unprocessed silver, which is worth 2,000 credits. If the PCs attempt to perform their own surveillance of
As the metal has industrial applications in addition to being the Lost Valley before entering it, they end up with the same
valuable, there are plenty of buyers for it on New Harmony. results that Plaustov’s scientists did. No equipment can get
any kind of reading on what’s in the valley. No cameras can
E. PETRIFIED GROVE take images, instead recording only blurred spots or a solid
A small grove of trees that appear to be made of stone sits dark background. A PC who succeeds at a DC 22 Mysticism
just north of a flourishing forest. A PC who succeeds at a check can tell that a subtle but powerful magical field prevents
DC 14 Physical Science check knows that these trees are observation in the area. If a PC simply tries to look into the
naturally petrified, a process that occurs when minerals jungle (say from a low-flying aircraft), they find it difficult to
replace the organic cells of a plant. This process usually hold their gaze on the terrain. When they look away, their
takes thousands of years, but the leaves on these trees’ memories as to what they just saw are hazy.
branches are also petrified, indicating the mineralization
process happened unusually quickly. A PC who succeeds PLAUSTOV TEAM DOSSIER
at a DC 18 Mysticism check confirms that powerful magic Oskanna handpicked each member of this team for their
caused this petrification. expertise and bravery. The PCs receive a picture of each
Once this hex is claimed, establishing a nature preserve member of the missing expedition, along with a brief
project here increases the charter’s Magic score by 1 (in description (as found in the Plaustov Team Dossier handout on
addition to its normal effect). page 19). Additional details on most of the team are available
in “Faces of Plaustov” (page 45) if the PCs ask around for
F. PLAUSTOV CITY more information.
The charter’s only settlement, called Plaustov City, enjoys a
splendid view of the ocean to the south. It’s a small city with FURTHER EXPLORATION ENCOUNTERS
some of the prefab buildings from its original construction The following areas in and close to the Lost Valley appear on
still visible. Some particular businesses and places the PCs the Plaustov charter map on page 14. Like other areas on that

17
H. TANGLED THICKET I. EMERALD LAKE

J. BERRY CLEARING K. BREEDING GROUND

1 SQUARE = 5 FEET
L. ELVEN RUINS
L3
L7
L3

L6

L2

L3 L4
L3
L3
L1
L5

18
TEAM DOSSIER WHISPERS
OF THE
OSKANNA Description: Male korasha with pronounced ECLIPSE
Role: Leader. green marks on face.
Description: Female android with purple
skin, visible circuitry, and short hair. ONTIO AYTRO
Role: Engineer and tech expert. They are to
BENILA analyze the signal-blocking properties of
PART 1:
Role: Archaeologist. She is along to help the Lost Valley and keep all of the team’s
CITY IN
piece together history of the Lost Valley. equipment working.
DISTRESS
Description: Female ysoki with brown fur, Description: Nonbinary human with dark
usually wears goggles. skin, brown eyes, and shoulder-length
black hair.
KALIGUSA JANO MAI GREA PART 2:
Role: Magical expert. As a priest of Talavet, RASHTUNG THE LOST
she is to examine the strange magical Role: Botanist. She is on the mission VALLEY
effects of the valley. to study the flora of the Lost Valley.
Description: Female kasatha with light blue Description: Female ikeshti with red scales
skin and white dots on her skull. Wears a and faint yellow stripes. PART 3:
silken veil. MOON BASE
RJ GRADITON TERROR
MARITONO ANK Role: Medic. He is here to provide medical
Role: Survival expert. He must ensure that aid to anyone injured during the expedition.
the expedition proceeds safely through the Description: Male human with red skin and THE ELVEN
wilderness and is also a competent fighter. blue hair. DIASPORA

ADVENTURE
TOOLBOX

map, the PCs can’t claim any of these hexes until they receive For some additional flavor during the PCs’ trek through the
administrative control over the charter, but they’ll need to wilderness, you can use the following incidental encounters.
explore the hexes to follow Oskanna’s trail (which follows the Abandoned Nest: The PCs stumble across a 40-foot-wide
dotted line on the map). circle of stones on the ground, lined with dried leaves along
The dense jungle valley in area G lies beyond the mountain the bottom. A PC who succeeds at a DC 17 Perception check
pass and has a number of common features. The verdurous finds a brown feather tucked between two of the stones,
canopy high above filters out most sunlight, leaving the almost 3 feet long and surprisingly tough. A PC who succeeds
ground below in dim light. The concentration of plants and at a DC 16 Life Science or Survival check realizes these stones
occasional patches of mud make driving a vehicle through formed a nest of some kind, but it has been long abandoned.
these hexes difficult; their speeds are reduced to one-quarter Bird Mimics: The PCs come across a grove of colorful birds
their normal, meaning it’s likely easier to walk. A PC who that are about 3 feet tall. The area is noisy with their singing.
succeeds at a DC 18 Life Science check or is from Castrovel If the PCs say anything aloud, the birds start repeating it
notices that the foliage here looks quite similar to parts of and then incorporate the PCs’ speech into their songs.
Castrovel’s wilderness. The Lost Valley’s unexplained signal- Camp Remnants: A PC who succeeds at a DC 16 Perception
blocking properties continue inside the valley itself, with check comes across an area of undergrowth that has been
cameras and scanners not working properly. Comm units are purposefully cleared away. A PC who then succeeds at a DC
also unreliable within the Lost Valley, making it dangerous 20 Survival check can tell from various prints in the soft
for a group to split up. Telepathic communication still works, ground that the spot was used as a campground for seven
however, as long as all parties are within the valley. humanoids, most likely the Plaustov team.
Even without broad leaves or thick tree trunks in the way, Dinosaur Footprint: A PC who succeeds at a DC 16 Survival
vision grows hazy and indistinct at far distances. It’s common check spots a large footprint in the mud. A PC who then
for the PCs to feel like their eyes (or other precise sensory succeeds at a DC 20 Life Science check confirms that the print
organs) are playing tricks on them. In addition, creature came from a huge dinosaur. It’s unclear whether the dinosaur
companions act skittish within the valley’s boundaries (though is herbivorous or not.
this doesn’t prevent their use). A PC who succeeds at a DC 20 Pterosaur Flock: As the PCs move through a clearing in
Mysticism check can tell that these effects are caused by a the jungle, getting a rare unobstructed glimpse of the sun
subtle magical force at work throughout the whole valley. overhead, a series of shadows darken the area as a flock of

19
pterosaurs passes overhead. They loop around the clearing comm unit was left on one of the seats. A blinking red light
several times before descending toward a point to the east. indicates it holds a recorded voice message: a note from
Root Tracks: A PC who succeeds at a DC 16 Survival check Oskanna to Zalni informing him of their decision to ditch
notices drag tracks through the dirt. A PC who then succeeds the truck in case someone from Plaustov should stumble
at a DC 20 Life Science check recognizes them as the signs across it.
of an ambulatory plant, which is usually dangerous. The pass into the mountains is a few miles long, and each
Rune Marks: A PC who succeeds at a DC 16 Perception PC experiences an unpleasant, sickening sensation when they
check notices some runes marked in chalk on a tree. A PC who reach the halfway point as they cross into the Lost Valley
succeeds at a DC 20 Mysticism check can surmise that these proper. At the end of the pass, the PCs see the beginning of a
markings were made by the Plaustov team as they attempted trail left by Oskanna’s team, as even without a vehicle, they
to triangulate a magical signature. couldn’t avoid leaving tracks and pushing aside some of the
plants. This trail leads to area H.
G. MOUNTAIN PASS
Oskanna and her team drove a large hovertruck to the H. TANGLED THICKET (CR 5)
mountain pass that leads into the Lost Valley, but at The jungle of this area of the Lost Valley is particularly
Rashtung’s request, they left it behind to continue the abundant, with nearly impenetrable thickets of trees,
expedition on foot to prevent damage to the local flora. The bushes, and vines. Following the Plaustov team’s trail, the
PCs can quickly spot the vehicle as they travel through this PCs notice a change in the tracks near a heavy thicket of
hex to reach the jungle beyond. Within the vehicle, the PCs colorful blossoming plants. Patches of the ground are stained
can find a few personal effects and some trash placed in a bright red and orange, while the explorer’s tracks become
bag for disposal later but nothing of value. A spare personal deeper and spaced farther apart. A PC who succeeds at a
DC 18 Survival check realizes that the team started running
at this point.
The map for this encounter appears on page 18.
Creature: Before the PCs can analyze the stains or tracks
any further, an ancient lumocantha—a large and dangerous
ambulatory plant—emerges from the thicket to attack.
Unlike most lumocanthas from the Veskarium or the Pact
Worlds, this one is extremely aggressive, thanks to repeated
exposures to the negative energy of the Culling Shadow
over the centuries.

ANCIENT LUMOCANTHA CR 5
XP 1,600
HP 70 (Alien Archive 4 68)
TACTICS
During Combat The lumocantha preferentially attacks
any PCs stained by a dye capsule. If no one has been
dyed, it attacks the nearest PC.
Morale The lumocantha is mindless and fights to the
death, but it also doesn’t pursue the PCs. If the PCs
all retreat more than 100 feet from the lumocantha
and stop attacking for an entire round, it also stops
attacking. If the PCs attack again, it doesn’t stop
attacking until it dies.

Development: Several dozen yards away from the


lumocantha’s thicket, the Plaustov team’s trail returns to
normal on its way to area I.
ANCIENT Treasure: The PCs can remove the dye capsules
LUMOCANTHA from the lumocantha with a successful DC 18
Life Science, Survival, or Medicine check. The dye
capsules can be used to fabricate two dye grenades
II (Alien Archive 4 69) or sold to Plaustov residents for

20
500 credits, as the crimson dye is well-suited to Akitonian sized for a Small creature. The clothing is starting to mildew
sartorial sensibilities. after sitting in the water for this long, but it doesn’t have
any tears or holes that would indicate injuries to the person WHISPERS
I. EMERALD LAKE (CR 7) who wore them. A PC who succeeds at a DC 15 Survival OF THE
Due to the algae within, the shining waters of this wide lake check realizes that the plesiosaur likely dragged some of ECLIPSE
are a brilliant green. Various reeds with similar coloring grow the team’s backpacks into the lake or something similar. The
just off the stony shore. A PC who succeeds at a DC 12 Life Plaustov team’s trail leads away from the lake, toward area J.
Science, Physical Science, or Survival check knows that this Treasure: The PCs can find an advanced medkit among
coloration is a natural occurrence, and the water is safe to the remnants of the camp, dropped by the Plaustov team
swim in and even drink (though it tastes a little musty). while fleeing. If the PCs try to return it once they reach the
PART 1:
CITY IN
As the PCs approach the shore, they can see some moon base, the Plaustov team tells the PCs to keep it. DISTRESS
clothing tangled in the reeds at the surface of the lake. Dyed
in the bright colors popular among Plaustov’s residents, J. BERRY CLEARING (CR 6)
the cloth is easy to spot against the green of the waters. A This stretch of jungle gives way to a clearing with several PART 2:
PC who succeeds at a DC 20 Perception or Survival check bushes, their branches heavy with juicy-looking yellow
THE LOST
VALLEY
notices signs of a struggle on the shore of the lake nearest berries. A PC trained in Life Science can tell that the berries
the clothing: broken reeds, drag marks in the mud, and a few are safe to eat, and anyone who tastes one finds it sweet and
bullet casings. delicious. A PC who spends any time picking some berries PART 3:
The map for this encounter appears on page 18. and succeeds at a DC 24 Perception check notices MOON BASE
Creature: Oskanna and her team spent one a lone boot tucked under one bush,
TERROR
evening camping on the lake’s shore, not realizing its toe splattered with a bit
that a large and vicious plesiosaur—a large of dried blood. That PC THE ELVEN
marine dinosaur—calls the waters home. can act on the surprise DIASPORA
It attacked several of the team as round when a pack
they tried to rinse out the dye stains of hungry dinosaurs
ADVENTURE
from their lumocantha encounter in emerges from the TOOLBOX
the lake. The team made it out but closest tree line.
left their belongings in the lake, as
they were unwilling to risk facing the
plesiosaur again to retrieve them.
If any PC sets foot in the lake or flies
over the lake and descends low enough
to grab the clothing, the plesiosaur attacks,
fiercely defending its home.

PLESIOSAUR CR 7
XP 3,200
HP 105 (Alien Archive 2 38)
TACTICS
During Combat The plesiosaur prefers to stay
in the water, and so preferentially attacks PCs
in the lake followed by those on the shore that
it can reach from the water. If the PCs stay at
range and attack it, however, the plesiosaur
leaves the water to fight on land. The dinosaur
doesn’t travel more than 40 feet from the lake to
pursue the PCs if they retreat.
Morale The plesiosaur retreats deep into the lake if
reduced to fewer than 20 Hit Points.

Development: Whether the PCs kill the plesiosaur or drive


PLESIOSAUR
it deeper into the lake, they can retrieve the clothing from
the surface without further disruption. They find various
bits of clothing sized for Medium creatures as well as a shirt

21
The map for this encounter appears on page 18. Development: On the other side of the clearing, the PCs
Creatures: A pack of three dromaeosaurids—small, fast, and can pick up the Plaustov team’s trail once again, heading
aggressive feathered dinosaurs—use this clearing as a kind of toward area K.
trap when they wish to feed, attacking any prey who stop
to eat the berries. They’ve been quietly peering at the PCs K. BREEDING GROUND (CR 7)
from hiding places in the nearby foliage. After a few minutes, A humongous thick-trunked tree stands near the center of
they charge out to take down the PCs. The Plaustov team this hex, the broad leaves of its many branches creating a
was similarly ambushed, but they fended off the dinosaurs sturdy canopy that blocks out most light and rain. For that
with only a few injuries. The boot belonged to Maritono, reason, the ground in a wide circle underneath is much drier
who took a nasty talon swipe during the battle. A PC who and less green than the rest of the jungle. The area in the
succeeds at a DC 22 Perception check during the battle (or a tree’s shadow is used as a breeding ground for a species of
DC 18 Medicine or Perception check while examining a dead dinosaur unique to Weydana-4 (see Creatures on page 23).
or unconscious dromaeosaurid after the fight) sees that one As the PCs approach the breeding ground, they have a
of the dinosaurs has scales marked with distinctive burns left chance to spot signs of it before stumbling across it. A PC
by glancing blows from a laser weapon. who succeeds at a DC 22 Perception check notices some
The dromaeosaurids pursue the PCs for a few miles if they large pieces of leathery eggshell on the ground. A PC who
flee but give up to look for easier prey if unable to catch up. then succeeds at a DC 18 Life Science can tell that the shell
comes from an egg-laying reptile, likely a huge dinosaur given
DROMAEOSAURIDS (3) CR 3 the other inhabitants of the valley. It is fresh, as the creature
XP 800 each hatched from it only a few days ago. Alternatively, a PC who
HP 45 each (Alien Archive 2 38) succeeds at a DC 20 Survival check spots tracks of the local
TACTICS dinosaurs leading toward the breeding ground; the tracks
During Combat The dromaeosaurids use their pounce look like they come from the same type of dinosaur, though in
ability at the start of combat and whenever they can varying sizes, which indicates packs of juveniles and adults.
charge. The three fight as a pack, ganging up on the The Plaustov team’s trail heads in the same direction.
weakest-looking PC. If they discovered either clue, the PCs notice the breeding
Morale The dromaeosaurids are looking for an easy meal, ground before stepping into it. They can see several
not a battle to the death. Each dromaeosaurid withdraws weydanasauruses (see Creatures on page 23) near the tree’s
from combat if reduced to 10 or fewer Hit Points. trunk, with one baby dinosaur breaching the shell of an egg.

22
If the PCs wish, they can try not to disturb this family by Terrified of what the Azlanti had done on Golarion in the past
sneaking along the outskirts of the breeding ground. Each and unaware that every base inhabitant had long died, the
PC must attempt a DC 21 Stealth check; if at least three PCs elves quickly packed up and returned home, leaving only a WHISPERS
succeed at this check, they pass by and pick up the team’s mystery for those who would later explore this valley. OF THE
trail on the other side. If the PCs didn’t find the clues or at The Plaustov team was understandably intrigued by the ECLIPSE
least half of the group fails the Stealth check, a mated pair discovery of the elven ruins. They set up camp next to the
of weydanasauruses spot the group. site as they began to excavate and explore, taking careful
The map for this encounter appears on page 18. notes about their discoveries. Benila, the archaeologist, led
Creatures: The Plaustov team discovered a new species of this part of the expedition. They walked to different parts
dinosaur outside the breeding ground. This herbivore has a of the ruins to investigate, taking their backpacks loaded
PART 1:
CITY IN
brightly colored spiny ridge along its back and a plated ridge with their scientific equipment and most of their survival DISTRESS
on its head, forming natural armor. It also has six total limbs. gear, but leaving the camp set up to return to each night.
Oskanna dubbed it the weydanasaurus, and though these When the Plaustov team found the scrying pool, they were
dinosaurs were calm and docile when first encountered, intrigued by the vision of the moon base that appeared PART 2:
it’s now their hatching season. A pair of mated adults in once activated. Kalitona, a priest of Talavet, tried to cast a
THE LOST
VALLEY
an ornery mood protect their recently hatched young and spell to capture the image despite the strange magic of the
attack anything that comes close to their breeding grounds, valley preventing such activities. The ritual interacted in an
including the PCs. unexpected way with the scrying pool, instantly teleporting PART 3:
them all to the picture in the pool, the Azlanti moon base. MOON BASE
WEYDANASAURUSES (2) CR 5 Read or paraphrase the following as the PCs arrive.
TERROR
XP 1,600 each
HP 70 each (page 53) The dense foliage gives way to a glade containing a strange THE ELVEN
TACTICS and ancient set of ruins. The stone structures have long DIASPORA
During Combat When close enough, one of the since crumbled, but the foundations remain visible even
weydanasauruses initiates a spiny display. On following with the thick covering of plants growing over many of
ADVENTURE
rounds, each dinosaur tries to grab a PC to rake them them. Near the ruined buildings are five modern tents, one TOOLBOX
with its many talons. If the PCs retreat from the of which is toppled over. Leaves and debris fill a recently
breeding ground, the weydanasauruses don’t pursue built fire pit. Several sections of the ruins have been
farther than 100 feet. painstakingly cleared, cleaned, and labeled.
Morale The weydanasauruses fight to the death to protect
their young. Most of the plant overgrowth covering the buildings is
difficult terrain (where noted on the map on page 18).
Development: The Plaustov team’s trail continues to area L.
Story Award: If the PCs avoid combat by successfully L1. PLAUSTOV TEAM CAMPSITE
sneaking past the weydanasauruses, award them XP as While searching the five tents, including the one toppled
though they’d defeated the dinosaurs in combat. over, the PCs find a few personal effects in each tent, such as
clothing and sleeping bags, but no backpacks or electronics.
L. ELVEN RUINS Much of the clothing is Akitonian in style, which a PC can
After days of travel through the perilous jungle, the PCs recognize with a successful DC 14 Culture check. A PC who
track the Plaustov team to a set of strange ruins, which succeeds at a DC 15 Survival check while looking at the
further indicate (along with the Marixah geo-laboratory from collapsed tent can tell that it fell down during a rainstorm
“Planetfall” and the buried kasathan mission from “Serpents several weeks ago. There are no signs of foul play, such as
in the Cradle”) that Weydana-4 was occupied at some point in tears in the tents or bloodstains. A PC who examines the fire
the past. This site is what remains of a short-lived settlement of pit and succeeds at a DC 18 Survival check estimates that
elves from ancient Castrovel thousands of years ago, looking the fire pit was built rather quickly and hasn’t seen use in
for another Golarion-like planet they could inhabit centuries about 4 or 5 weeks. A PC who examines the tracks around
after Earthfall—a shower of falling stars that left Golarion the campsite and succeeds at a DC 18 Survival check can
almost uninhabitable for a long time. They were drawn to confirm that all seven members of the team were present
Weydana-4 by the similarity of the terrain to their home and walking around at the campsite.
planet. The elves traveled here using powerful teleportation
magic and spent a few months establishing this settlement, L2. EXCAVATED HOME
expecting to expand afterward. Their initial buildings included The ruins nearest the campsite are of a former residential
a powerful magical field to prevent detection as well as a building and show obvious indicators of examination by the
scrying pool that allowed them to spot the Azlanti moon base. Plaustov team. Plant material has been cut back, revealing

23
the ruins. Small, numbered cards sit in the dirt next to each and stars; Ketephys, god of nature and secrets; and Yuelral,
interesting feature, the most striking of which is a single god of knowledge and magic. A PC who succeeds at a DC 22
faint word—“Home”—carved into one of the stones in Elven. Engineering check can tell that the buildings were largely
A PC who can read Elven recognizes the word, as does a PC constructed elsewhere and then installed here.
who succeeds at a DC 20 Culture check to decipher writing.
A PC who succeeds at a DC 22 Culture or Physical Science L4. DESTROYED PORTAL
check while examining the ruins puts their approximate age At the eastern edge of the glade, there’s a large circular stone
at several thousand years old. gate about 40 feet in diameter, a section of its keystone
arch missing. This remains are all that’s left of the powerful
L3. COVERED RUINS magical portal that the elves of ancient Castrovel used to
The PCs might try uncovering some of the other ruins travel to this system and how they returned, destroying it as
(all marked L3) as they search for what happened to the they used it for the last time so the Azlanti couldn’t follow.
Plaustov expedition. Carefully removing the plants and A PC who succeeds at a DC 20 Culture or Mysticism check
vines choking an entire building takes 8 hours of work recognizes the style of the archway is similar to that of the
by at least two characters; each additional character who elven aiudara, the mythical “elf gates” used for teleportation
helps reduces this time by 1 hour. At your discretion, clever on Castrovel.
uses of abilities or spells can speed up this process. Once a
structure is cleared, a PC can attempt a DC 22 Culture check L5. ANCIENT MINE
to surmise its original use. The approximately 15 buildings Another strange feature at the southern edge of the glade
here include additional personal residences, a shared is an entrance to a deep pit where the elves used to mine
cooking area, a workshop, a communal meeting space, and a stone and gems. A downward sloping pathway curves as it
temple. A PC who succeeds at a DC 24 Culture or Mysticism enters the earth and becomes a dark tunnel. More graceful
check while inside the temple identifies aged icons that and stylish than most utilitarian mines, the smooth walls of
represent ancient elven deities: Findeladlara, god of cities the tunnel were clearly shaped by magic. After descending
for 100 feet, the tunnel ends in an ancient cave-in.
Treasure: A PC who succeeds at a DC 18 Perception check
at the dead end notices a pile of lighter-colored stones. A
PC who then succeeds at a DC 16 Physical Science check
recognizes them as valuable geodes, their interiors containing
bright purple crystal formations. These 8 geodes are worth
500 credits each.

L6. KNOTTED TREE (CR 8)


An enormous, knotted tree stands in the middle of the
ancient ruins, surrounded by broken glass and weeds.
A druid among the elven expedition had brought many
samples of Castrovelian plant life along to study how
they would grow on this planet. Many flourished and
integrated with Weydana-4’s extant flora—the PCs
even encountered some within their own charter in
the previous adventure. Others were left behind in
a kind of magical stasis that has lasted for hundreds
of centuries.
Creature: Several decades ago, the stasis
field on a moonflower sapling, taken from the
island of Feylonar on Castrovel, failed after all
these millennia. The sapling took root in the rich
soil around the tree. The moonflower isn’t normally
aggressive, but it grew irritable because of the recent
MOONFLOWER burst of magical energy from the scrying pool (area L7)
when the Plaustov team had its accident. Unable
to tell the PCs apart from those who caused this
aggravation, the moonflower waits for them to
get close to the tree and then attacks.

24
MOONFLOWER CR 8 ever appeared before. For a moment, everything is still.
XP 4,800 Then, a creeping shadow starts at one edge and slowly
HP 125 (Alien Archive 2 84) covers the entirety of the moon, leaving the sky almost WHISPERS
TACTICS pitch black. An ominous presence lurks somewhere in this OF THE
During Combat The moonflower uses light pulse to attempt darkness, but before it can reveal itself, the light returns as ECLIPSE
to blind any close PCs, then focuses attacks on anyone the full moon seems to move toward New Harmony.
engaging it in melee or the closest PC, whichever poses The moon looms impossibly close in the sky, revealing
the most danger. individual craters and hills on its surface. Nestled in one
Morale The moonflower slowly tries to withdraw once it’s basin is an unusual set of buildings made of brass, defended
reduced to 35 Hit Points or fewer. by antiquated artillery pointing in all directions. Somehow,
PART 1:
CITY IN
the sounds of battle and panic emerge from within, almost DISTRESS
Development: If the moonflower manages to withdraw, it drowning out the noise of mechanical whirring and clicking.
leaves the glade entirely and finds another spot in the jungle A male voice shouts, “Benila! Look out!”
to take root. Suddenly, the sky returns to normal. The image of the PART 2:
strange structure on the moon remains visible on the pool’s
THE LOST
VALLEY
L7. SCRYING POOL (CR 6) surface, though now completely silent.
A walled, open-air pavilion mostly untouched by overgrowth
still stands among other buildings that have nearly crumbled The PCs should recognize the name “Benila” from their PART 3:
into rubble. Within, there’s a raised black basin about 1 foot dossier on the Plaustov team. A PC who succeeds at a DC MOON BASE
high filled with clear, still water. Half-erased runes in a 18 Mysticism check can surmise that something happened
TERROR
delicate Elven script cover the exterior of the basin walls. when the Plaustov team encountered the scrying pool,
A PC who reads Elven can recognize enough words to know resulting in them being teleported to this mysterious moon THE ELVEN
that the pool has divination effects. A PC who casts detect base. Unfortunately, there’s no way to repeat that accident DIASPORA
magic identifies the pool as a 14th-level item. A PC who or even alter the image that appears on the pool’s surface.
succeeds at a DC 15 Survival check or a DC 18 Perception For now, it’s impossible to tell who else from the Plaustov
ADVENTURE
check realizes that it’s odd that the pool is completely free team still lives. TOOLBOX
of fallen leaves or other debris. A PC who succeeds at a DC 20 Physical Science check
Trap: The scrying pool is magically protected against use can remember landmarks from the moon visible during the
by intruders. Though the magic of that precaution faded vision. These landmarks make it easier for the PCs to find
over millennia, the burst of energy caused by the Plaustov the moon base from their starship in Part 3. Unfortunately,
team’s accidental teleportation reactivated it. The elves had any attempts to photograph or otherwise record the pool’s
a password to disable this magic. Any PC who speaks Elven surface don’t work, as the magic of the Lost Valley continues
gains a +2 circumstance bonus to the Perception check to to prevent it.
notice this trap.
OUT OF THE VALLEY
SCRYING POOL TRAP CR 6 The only clue the PCs have to the Plaustov team’s location
XP 2,400 is the vision they just experienced. If it’s to be believed, the
Type magical; Perception DC 29; Disable Mysticism DC 24 Plaustov team are on the moon with no way to get home
(counteract the magic) and likely in danger. Unfortunately, due to the Lost Valley’s
Trigger touch; Reset none magical signal-blocking properties, the PCs can’t get a
Effect burst of psychic energy (5d12; this is a mind- message to Plaustov or to their own charter until they leave.
affecting effect); Will DC 16; multiple targets (all Once out of the valley, the PCs can contact Zalni in Plaustov
creatures with an Intelligence score within 10 feet of the City or Erizand in their own charter (or both) to apprise them
scrying pool) of the situation. If they need supplies, they might want to
make a quick stop at Plaustov City, but otherwise, they
Development: Once the PCs disable the pool’s magical probably want to return to their home settlement to prepare
protection or have suffered its effects, they experience a very for a journey to the moon. If the PCs try to send a message
realistic group hallucination triggered by the pool’s latent to the Plaustov team via comms, they receive no response or
divination powers. Read or paraphrase the following. even any indication that it was received.
The PCs aren’t on a deadline to rescue the Plaustov
The water in the pool begins to shimmer as a dense fog team, but since the PCs don’t know whether the explorers
slowly forms on the surface, pouring over the containing have enough supplies to eat and drink or power to keep
wall and spreading over the ground. In an instant, the sky environmental protections running, the PCs should feel like
turns dark, and a full moon shines above, larger than it has time is of the essence.

25
Plaustov team is stuck in a tense situation that only the
PCs can alleviate.

PART 3 : MOON OUTFITTING A STARSHIP


BASE TERROR To reach the moon, the PCs will need a starship. Whether
they design it themselves or gain access to it another
way, it should be a tier 6 starship. If they contact their
advisor, Erizand, as they leave the Lost Valley, he can have
T h e the vessel ready for them by the time they return to their
vision the PCs experienced showed the latest skirmish home settlement.
the Plaustov team had against the moon base’s Azlanti Since the PCs don’t know what might await them on
clockwork guardians during an attempt to scavenge fuel the moon (or the journey there), their starship should be
to keep the portable generator running. The team members ready for a fight; they shouldn’t neglect to prepare armor,
returned to their safe zone while sustaining only minor weapons, and shields. Computers will, of course, aid them
injuries, thanks to Oskanna’s newfound undead abilities. in starship role checks. They won’t need a Drift engine to
The rest of the team is grateful for her help in these reach the moon, but the PCs might want to install one for
situations, but they grow increasingly uncomfortable with future use. If the players aren’t interested in designing
her transformation. their own starship, give them the choice between a
Oskanna is fighting a personal battle. She cares for her Dashadz Wayfarer (Starfinder Starship Operations Manual
team, but the corrupting influence of Misaxenoi’s whispers 94) or an Idaran Thunderbolt (Starship Operations Manual
is twisting that compassion into an urge to kill the team and 95) as a supply ship or mercenary vessel that Erizand
make them into voidshard vampires as well, which would commandeered for the PCs’ use. Remember to adjust the
stop them from experiencing the agony of a slow death stats of those vessels to reflect the PCs’ skill ranks.
stranded on the base. Thus far, Oskanna is winning against If the PCs lack any key starship skills or need a larger
the corrupting influences, but the stakes continue to grow crew, they can recruit people from Plaustov or from their
higher as food supplies run low. The rest of the team own charter. When they arrive on the moon, though, such
have discussed trying to get communications equipment NPCs should remain in the starship while the PCs explore
from the moon base to try to contact New Harmony, but the Azlanti base, as it will be far too dangerous for other
Oskanna has held firm that this plan wouldn’t work and crew members otherwise.
isn’t worth the risk of encountering the sceaduinar. The
EVENT 5: FLY ME TO THE MOON (CR 7)
Once the PCs have their starship, they can launch for the
moon whenever they’re ready. It takes 1d2 hours to reach
the upper atmosphere of New Harmony and another 1d8
hours to reach the moon’s orbit. The PCs must then locate
the base’s exact position. While the moon has no other
structures, without precise coordinates, the base is
still small enough relative to the moon’s size that
finding it will take a significant amount of work.
The PC acting as science officer must succeed
at a DC 22 Computers check to find the moon
base using the starship’s scanners. If any of the
PCs succeeded at the Physical Science check to
remember the landmarks from the vision in Part 2,
the DC of this check is lowered by 2. A single check
represents 1 hour of work, but a PC can attempt the
check as many times as necessary until they locate
the moon base.
Starship Combat: When the Plaustov team arrived on
Weydana-4’s moon, its presence awakened long-dormant
automated defenses, both within the base and in its
AZLANTI airspace. When the PCs’ starship gets close to the moon
CLOCKWORK base, it’s detected by ancient Azlanti scanners and triggers
AUTOMATA a dangerous response.

26
WHISPERS
OF THE
ECLIPSE

PART 1:
CITY IN
DISTRESS

PART 2:
THE LOST
VALLEY

PART 3:
MOON BASE
TERROR

THE ELVEN
DIASPORA

ADVENTURE
Several ancient Azlanti clockwork automata are CREW TOOLBOX
deployed to stop the PCs’ approaching starship. If the PCs Clockwork Brain Computers +7 (2 ranks), gunnery +6
located the moon base in 2 hours or fewer after reaching (2nd level), Piloting +12 (2 ranks)
orbit, then the base deploys two automata. If the PCs took SPECIAL ABILITIES
longer than 2 hours, the base deploys three automata as Automated (Ex) An ancient Azlanti clockwork automaton
the systems had additional time to power up. has no crew, though it has a hybrid clockwork brain
These crewless vessels look much different than the that can perform most crew actions. The clockwork
starships and automated drones common elsewhere in the brain can perform gunner, pilot, and science officer
galaxy. They look like glass spheres, their interiors filled actions as if it had a crew of three. When a clockwork
with wheels and cogs spinning furiously. The automata fire automaton takes a critical damage effect, it instead
on the PCs’ starship from different arcs, if possible. The loses the ability to use one of its weapons (chosen
automata attack until they’re destroyed. randomly) during the next gunnery phase.

AZLANTI CLOCKWORK AUTOMATA (3) TIER 2 Development: The moon base’s scanning systems sat
Tiny fighter neglected for many years and are no longer in full working
Speed 8; Maneuverability good (turn 1) condition. After launching the clockwork automata, the
AC 18; TL 18 base’s scanners break and can’t mount more air defenses.
HP 35; DT —; CT 7 If the PCs’ starship is reduced to 0 Hull Points by the
Shields basic shields 40 (forward 10, port 10, starboard clockwork automata, the Azlanti ships attempt to return to
10, aft 10) their docking pods, but without a connection to the base’s
Attack (Forward) aeon casterSOM (3d4; 10 hexes), scanners, they haphazardly crash into the moon’s surface.
micromissile battery (2d6; 20 hexes) Whether or not the PCs succeed in the starship combat, the
Attack (Aft) coilgun (4d4; 20 hexes) base’s systems can’t launch any more clockwork automata
Power Core heavy clockworks (120 PCU); Drift Engine against them.
none; Systems basic medium-range sensors, mk The PCs’ scanners show that a flat bit of ground adjacent
2 duonode computer, mk 4 armor, mk 4 defenses; to the moon base where they can land their starship. There
Expansion Bays none also appears to be an airlock entrance to the base a few
Modifiers +2 to any 2 checks per round, +2 Computers hundred feet from that space. This way in is the only one
(sensors only), +1 Piloting; Complement automated visible from the PCs’ position in orbit.

27
M. BARRACKS DOME

M3 M4 M3

M3
M1

M5

M3
M2
M6

M3
N
1 SQUARE = 5 FEET

N. COMMAND DOME

N3 N2

N5 N1

N4 N4

N4 N4

N
N4 N4
1 SQUARE = 5 FEET

28
Story Award: If the PCs defeat the clockwork automata, M. BARRACKS DOME
award them 3,200 XP. The dome closest to the landing site features the structure’s
only entrance. It served as a barracks for low-ranking WHISPERS
AZLANTI MOON BASE soldiers and held the base’s maintenance areas. Now, it OF THE
As the PCs land near the base, read or paraphrase functions as the Plaustov team’s only redoubt of safety. ECLIPSE
the following.
M1. LANDING SITE (CR 9)
Two metallic domes, connected by a length of enclosed The PCs must traverse the space between their ship and
walkway, cast deep shadows across the cratered landscape. the base’s airlock. The moon has low gravity and a severely
Myriad thick brass gears cover the dome’s walls and surround thin atmosphere. Though they won’t likely be outside
PART 1:
CITY IN
a set of large doors into one dome, occasionally ticking. A shiny long enough to feel the effects of the atmosphere, PCs DISTRESS
emblem of a red gem in the center of a spiral galaxy can be seen who need to breathe might want to activate their armor’s
on the doors. Metallic cylinders poke from the ground at regular environmental protections.
intervals around the entire structure, looking like nothing so Creature: For several years, a planetoid beetle has called PART 2:
much as an old pirate ship’s cannons, ready to blast. the area outside the moon base its home. It never penetrated
THE LOST
VALLEY
the Azlanti moon base since the structure foundations are
From the defensive weapons to the domes’ sturdy made of a sturdy tempered metal. However, it doesn’t brook
construction, this structure was clearly designed for a any intruders. When the PCs get within 60 feet of the airlock PART 3:
military purpose. The thick metal walls and accompanying door, the planetoid beetle emerges from the ground and MOON BASE
invisible magical wards allow it to withstand almost any attacks. A PC who succeeds at a DC 20 Survival check as they
TERROR
attack. It has one entrance—the airlock door several dozen approach the base notices furrows in the soft ground that
yards from the landing site. indicate something burrowing under the surface; noticing the
The elven
From their starship, the PCs can scan the base to reveal furrows allows the PCs to act in the surprise round.
diaspora
that there are five humanoid life signs within; neither the
sceaduinar nor Oskanna register as living beings. A PC who PLANETOID BEETLE CR 9
succeeds at a DC 15 Engineering check while examining XP 6,400 ADVENTURE
readouts of scans of the structure can tell that the HP 145 (Alien Archive 2 132) TOOLBOX
construction techniques used are thousands of years old, as TACTICS
evidenced by the dependence on clockwork mechanisms. A During Combat The planetoid beetle bites at any PC within
PC who then succeeds at a DC 18 Engineering or Mysticism reach, using full attack actions to damage multiple PCs
check realizes that the energy created by the winding when possible. If it starts its turn not within reach of a
of springs behind the gear must be amplified by magical PC, it shoots a glob of acid spit at a PC who damaged it
means to provide enough power for such a large structure. last round and then moves in on the closest PC.
A PC who succeeds at a DC 16 Culture check recognizes the Morale The planetoid beetle is aggressive but doesn’t have
emblem as that of the Azlanti Star Empire, though some a death wish. It burrows into the ground when reduced
subtle differences mark it as being possibly outdated. If to 30 Hit Points or fewer and retreats to a different part
the result of the check exceeds the DC by 5 or more, the of the moon.
PC knows that the ancient Azlanti of Golarion were once
known for being pioneers in clockwork technology; their Development: The airlock is sealed, and there are no
descendants likely brought similar mechanical marvels controls on the exterior to open it; an Azlanti soldier stationed
with them from the lost planet, but the Star Empire hasn’t at this base would open them from a security station within.
used clockwork tech for quite some time. A PC can force the airlock doors open with a successful DC 24
The base’s exterior walls function as starship exterior Engineering check. Alternatively, a PC can attempt a DC 22
bulkheads, and the interior walls and doors are as tough as Computers check to get a signal to the Plaustov team inside.
starship interior walls. The interior rooms and hallways of On a success, Ontio heads to the security station and gets the
the base have 15-foot-high ceilings unless otherwise noted. airlock open after 30 minutes. If the PCs open the airlock on
The base has artificial gravity that mimics normal gravity as their own, an alarm sounds at the security station (area M5),
well as breathable atmosphere and lighting, with all systems and Ontio investigates the disturbance on their own. Further
powered by the base’s hybrid clockworks. The Plaustov interaction with Ontio is described in area M2.
team managed to activate these facilities when they arrived.
Most areas are lit with dim light from glowing safety lights, M2. LOADING DOCK (CR 6)
but all rooms and hallways have switches that change the
illumination to normal light (and back again); these switches A slight humming noise fills the vast expanse of this
can be turned on and off with a move action. loading dock. Metal crates fill about half the space. Most of

29
these creates are sealed shut, but a few have been opened Treasure: If the PCs search the loading dock, they find a
and emptied. Yellow hemispheres affixed periodically along first aid cabinet stocked with six mk 2 healing serums, four
the walls glow with a dim light. Cogs and clockworks of all doses of sprayflesh, and a black nanite hypopen (Armory
sizes cover the walls, and ripples of interconnected motion 106). Most of the crates contain raw construction materials
periodically traverse from one node to another. that were left over from building the base. These supplies
are worth 20 RUs back on New Harmony.
The Azlanti brought all the supplies they thought they
needed to establish this forward base. This loading dock was M3. EMPTY ROOMS
purposed to receive further infusions of supplies from the Each of the areas marked M3 are various rooms in the
Star Empire when needed, but that day never came thanks to barracks dome: mess hall, common room, training gym, and
the Culling Shadow. so forth. Apart from a few pieces of furniture, the rooms
Creature: One of the clockwork guardians—spring-wound are empty. Thanks to the base’s filtration systems, there’s
robots used by the Azlanti as disposable cannon fodder almost no dust.
and loyal soldiers—protects the crates here. The clockwork Several mummified Azlanti corpses (still wearing
guardians, dormant for ages, were reactivated decaying green jumpsuits) are stacked haphazardly in
when the Plaustov team turned on the base’s the room closest to the quarters (area M6). If the
clockwork core (area M4). While the PCs ask the Plaustov team about the bodies,
unfortunate explorers managed to retrieve Ontio explains that they found the corpses in
some supplies from here, this clockwork the quarters and had to move them to use
guardian has kept them at bay ever the beds and other facilities. The engineer
since. When the PCs enter through the acknowledges that it’s a little disrespectful
airlock, the clockwork guardian steps of the dead, but knowing that this place was
from behind a crate to attack them. an Azlanti base, they have limited sympathy.
The PCs can find no external signs of violence
CLOCKWORK GUARDIAN CR 6 on the bodies, and age has erased any signs
XP 2,400 of internal injuries, making it difficult to tell
HP 90 (page 52) how these Azlanti died. A PC who succeeds
TACTICS at a DC 23 Medicine check sees indications
During Combat The clockwork in the mummified flesh that they were
guardian prioritizes attacking possibly exposed to some kind of
from a distance. It alternates strong radiation. However, no signs
between firing its rifle in of radiation are present if a PC casts
automatic mode to catch as the detect radiation spell or uses
many foes as possible and then any gear that can detect radiation.
using its clockwork reload ability ONTIO AYTRO A PC who then succeeds at a DC
to move and reload before firing on 23 Physical Science check knows that
a single target the next round. normal radiation wouldn’t have completely
Morale The clockwork guard is programmed to defend the dissipated by now, even in the thousands of years since
base until it’s destroyed. these Azlanti’s deaths.

Development: By the time the PCs defeat the clockwork M4. CLOCKWORK CORE
guardian, Ontio is at the dome’s security station (area M5) if
Ontio didn’t open the airlock for the PCs already. Over the A massive engine of brass gears and pistons occupies the
intercom, the engineer asks the PCs who they are and how center of this room, ticking and humming away. A single
they found the base. Once the PCs have explained, Ontio small console stands at the front of the machine with a
is relieved that help has come but explains that something slowly twirling key jutting from its face. Several gears
extremely dangerous, much more so than the clockwork embedded in the floor mesh with those in the device and
guardians, still threatens the team and that it could attack are attached to additional cogs in the walls. Wires emerge
again at any moment. If the PCs ask if everyone on the team from the top of the engine and feed into the ceiling.
is still alive, Ontio responds, “We lost RJ and Oskanna in the
initial fight against the shadow thing, but, well, Oskanna This magical clockwork engine powers the entire base.
came back. You’ll understand when you see her.” Ontio gives Runes etched into the metal amplify the minute amount of
the PCs direction to the quarters (area M6), noting the way rotational energy imparted to springs turned by the gears,
should be clear. transforming the energy into usable electricity. The key in

30
the console requires winding every few weeks to keep the
power on. A PC who succeeds at a DC 20 Engineering or
Mysticism check can deduce how the engine functions. Even OSKANNA’S STATE
OSKANNA’ WHISPERS
after thousands of years, the engine suffered only minor OF MIND OF THE
degradation, which Ontio easily repaired. Unfortunately, ECLIPSE
After losing her life in the battle against the
when the Plaustov team wound the engine, they caught
sceaduinar, Oskanna rose as a vampire due to the same
the attention of the sceaduinar and activated the base’s
negative energy flowing through the base that drew
defenses.
the sceaduinar there in the first place. She still has
Treasure: A set of mk 2 animistic tools (Armory 120)
some of her own free will, but the negative influences PART 1:
lies in one corner of the chamber, a relic of long-dead
of the sceaduinar and Misaxenoi’s psychic whispers CITY IN
Azlanti technicians. DISTRESS
are continuously corrupting her and affecting how
she interacts with others. When the PCs arrive, she
M5. SECURITY STATION is genuinely pleased to see them, but overnight, she
This cramped room contains several chunky monitors that PART 2:
begins to fear that they’ll take her team home and THE LOST
show feeds of the barracks dome’s rooms and several angles
leave her here. The sceaduinar’s defeat is the final VALLEY
outside the dome, and it also has controls to lock and unlock
straw that breaks her psyche, and she decides that
the exterior airlock doors. The images come from magical
the only way to keep her people safe is to turn them
sensors positioned around the base and which feed to PART 3:
into voidshard vampires.
these screens. A PC trained in Engineering can tell that the MOON BASE
technology used here is so outdated that it hasn’t been seen
TERROR
in the Pact Worlds for centuries.
THE ELVEN
M6. QUARTERS dossiers, if somewhat harried, Oskanna looks different. Her DIASPORA
As the PCs approach this area, Ontio opens the door and pale skin has a strange, almost stonelike texture. Her ears
waves them inside. They then replace a barricade against the and front canine teeth are elongated, and she seems to
ADVENTURE
door once the PCs have entered. have strange folds of skin at her arms. Read or paraphrase TOOLBOX
the following.
This large space holds six beds, each with a chest for
personal belongings at the foot of it. One footlocker has A pale android with unusual features marches forward.
been pushed to the center of the room and is being used “Who are you? What are you doing here?” Her opening lines
as a table next to a portable generator. Thick sheets have sound more like orders than questions. “Well, I suppose
been hung from the ceiling to create a privacy partition in you’ve proven me somewhat wrong. I said there was no
one corner. A small door at the far end of the room leads to point in trying to send for help. You’ve made it all the way
a communal bathroom. here to rescue us, though I’m afraid all you may have done
is doom yourselves. The sceaduinar isn’t going to let any
The Plaustov team has made this room a temporary home of us go. It certainly might want to kill me a second time.
where it could plan on what to do next. Except for Oskanna, Well, let me fill you in, at least, since you came all this way.”
the members have been living off rations and taking turns
sleeping so that at least one person is awake at all times. Oskanna confirms the PCs’ likely speculations on how
When the PCs arrive, Maritono and Rashtung are taking they got here. They found the scrying pool, and it showed
their designated rest cycle, fitfully napping in the two beds them an elaborate base built on the moon. Kaligusa, the
curtained off from the rest of the room. The others listlessly team’s mystic, tried to cast a spell to record the image, but
play cards or try to read. it had some kind of strange interaction with the pool and
Treasure: Though almost all of the Azlanti’s belongings the magical effects of the Lost Valley, and all of them were
have decayed from time, one footlocker contains a purple suddenly teleported here. They activated the base’s power
sphere aeon stone (Alien Archive 7) under some moldering core (area M4) and were exploring the other dome when they
blankets. A PC who succeeds at a DC 22 Perception check were attacked by a gargoyle-like creature of purple crystal:
while searching the footlockers finds the aeon stone, and the a sceaduinar, as Oskanna later learned. It killed both her and
Plaustov team has no objections if the PCs take it. the medic, RJ, before the rest of the team could escape to
the barracks dome. A day later, Oskanna came to among
A DESPERATE TEAM the remnants of the fight with the sceaduinar nowhere
Oskanna immediately approaches the PCs when they enter to be seen; she quickly realized that she had returned as
the quarters. The PCs should notice immediately that while an undead creature. Her form has taken on some features
everyone else looks exactly like their pictures from their of the sceaduinar: wings, bat-like ears, and long fangs.

31
Oskanna admits that she and her team are still adjusting to only waste their limited resources. The team fear having to
the change, but she’s glad her newfound power has allowed fight the sceaduinar again, especially if it means more of
her to better protect everyone. them end up like Oskanna.
She further explains that they’ve survived with the The PCs have the opportunity to take a full night’s rest in
portable generator they had with them on the expedition, the quarters without anything disturbing them. The Plaustov
splicing it into the base’s electrical grid to jump-start the team’s rations are down to R2Es and whatever they can make
base’s clockwork systems. The Azlanti clockwork engines from UPBs with the moon base’s resources, which is fairly
have seemingly taken over from there. The sceaduinar seems unappetizing; the members are delighted if the PCs have
unwilling to hunt them down to finish the job for unknown food to share. Any food from the Azlanti soldiers has long
reasons, but they’re glad for the respite since they’ve had since rotted into nothing, no matter how well-preserved.
enough troubles keeping the clockwork guardians at bay. Accommodations are tight with both the Plaustov team and
In truth, the sceaduinar assumes the undead Oskanna will the PCs in a space built for six, but with some people sleeping
eventually kill her allies. on the floor and Small characters sharing beds, it’s possible
Oskanna suggests the PCs rest up before trying to do to find everyone a place to rest. Oskanna doesn’t sleep, and
anything else, especially if the PCs seem inclined to confront the PCs can choose whether to set up their own watch to
the sceaduinar. She seems a bit skeptical that the PCs could accompany the explorers’ rotation.
be capable of defeating the creature that has killed her
and another member of her team, but she doesn’t voice CONFRONTING THE SCEADUINAR
those concerns. After the PCs have had a chance to rest, Oskanna says,
If the PCs ask about the moon base and who made it, “I’ve given it some thought, and maybe you will succeed
Oskanna explains that they only know that it’s Azlanti and where we failed against the sceaduinar. You just arrived
incredibly old. She has no idea how the mummified Azlantis from New Harmony, so you’re healthy and ready. Plus, you
died (but Benila suspects their condition is from the moon’s know what’s coming. You won’t be unprepared like us. I
thin atmosphere, which was present in the base before the think we even have a new toy that might make the battle
team got the power running again), or why the base was then a little easier.” She nods at Kaligusa, who offers the PCs a
abandoned. holy cylindrical lens pistol (Armory 14). Kaligusa explains
If the PCs ask about the vision they saw of the shadow that she has worked on this weapon fusion, blessed by her
crossing over the moon, Oskanna grows even paler but says deity Talavet, ever since they fought the outsider. If the PCs
that she doesn’t know what it means. Its description stirs request that Oskanna accompany them, she says she would
something in her mind, reminding her of Misaxenoi, but she prefer to stay behind to protect her team.
can’t consciously make that connection. A PC who succeeds The relief is palpable on the faces of the rest of the
at a DC 24 Sense Motive check can tell thinking about the Plaustov team, as they finally have some hope for getting
vision upsets her, but if pressed, the android vampire simply off the moon. Unfortunately, Oskanna simply presumes that
shrugs it off as being “creepy.” the sceaduinar will kill the PCs, just as it did her. She isn’t
If the PCs act suspicious of Oskanna’s undead state or sure whether they will also rise as vampires, but either way,
outright ask her if she can be trusted, the team leader grows the rest of her team will remain safe. The psychic whispers
impatient. “You’re well-traveled people, aren’t you? Haven’t of Misaxenoi have truly begun to affect her judgment, and
you met a friendly Eoxian? Just because I’m technically dead she’s on the verge of descending upon the others to make
doesn’t mean that I’m not me anymore.” A PC who succeeds them her spawn and delivering them from danger. Though
at a DC 20 Sense Motive check when she speaks notices Oskanna doesn’t know it, the sceaduinar’s death will unleash
that the rest of the team exchange meaningful looks at that a wave of psychic feedback that will cause her to snap (see
comment, perhaps indicating that they don’t agree. Event 6: Oskanna Snaps). If for some reason the PCs wish to
If the PCs find a chance to talk with the rest of the team attack Oskanna before she fully turns on her team, you can
while Oskanna isn’t listening, they can find out more. Doing so run that encounter early, though the PCs don’t receive any
likely involves one PC distracting Oskanna with a successful help from the other Plaustov explorers.
DC 18 Bluff check or some other suitable diversion.
The others admit that Oskanna has been acting differently N. COMMAND DOME
since she rose as an undead creature. She has always been A 30-foot-length of enclosed corridor connects the barracks
unafraid to take charge, but she used to listen to other dome to the command dome, where Azlanti officers rested
people’s ideas. She’s now very set on her own ideas and and made big decisions about the base’s operations. It’s now
won’t budge. For instance, Ontio wanted to try to build a home to the sceaduinar. The command dome’s interior has
powerful enough comm unit from parts on the base to send all the same features (gravity, lighting, and atmosphere)
a signal to Weydana-4, but she insisted that there was no as the barracks dome, though an almost palpable sense of
point in trying to call for help and that the attempt would dread pervades the chambers and hallways.

32
N1. MAIN HALLWAY (CR 8) or dried and hardened bits of organic matter that couldn’t
This 10-foot-wide hallway runs the length of the dome and possibly be eaten.
connects to the passageway leading to the barracks dome. The PCs can find a body under one table that belongs to WHISPERS
Ticking gears and cogs cover the walls. RJ, the Plaustov team’s medic who perished in the struggle OF THE
Creatures: Since the Plaustov team reactivated the base’s against the sceaduinar. A PC who succeeds at a DC 14 ECLIPSE
internal defenses, a pair of clockwork guardians patrol this Medicine check can tell he died a few weeks earlier from
hallway. They immediately attack the PCs. several inhuman bite marks. The blood under his body has
dried, and his flesh is decomposing.
CLOCKWORK GUARDIANS (2) CR 6
XP 2,400 each N4. OFFICERS’ QUARTERS PART 1:
CITY IN
HP 90 each (page 52) These individual rooms were intended for officers. Each one DISTRESS
TACTICS contains a bed, desk, and bureau. The dress uniforms, once
During Combat The clockwork guardians split up, trying neatly folded in the drawers, have become nothing more than
to catch as many PCs as possible in different areas of disintegrating sheets of cloth topped with tarnished buttons PART 2:
automatic fire. If struck by a critical hit, a clockwork etched with the ancient Azlanti Star Empire symbol.
THE LOST
VALLEY
guardian will move in to use its overwind ability on as The largest room belonged to the mission’s commander,
many foes as possible. The clockwork guardians always Captain Nerillia Zinaus. Her personal computer sits on the
target as many PCs as they can, even if doing so harms desk; it’s a blocky gear-covered device with a cord from PART 3:
the other clockwork guardian. its base leading into the wall. A keyboard—all of its letters MOON BASE
Morale The clockwork guardians are programmed to Azlanti—juts from the front of the machine, next to a wide
TERROR
defend the base until they’re destroyed. slot. A thick screen emerges from the top, and a small crank
protrudes from the side. A PC who succeeds at a DC 26 THE ELVEN
N2. REQUISITIONS Computers, Engineering, or Mysticism check recognizes the DIASPORA
device as a type of hybrid clockwork computer, though it
This room is split in two by a long counter, with several rows doesn’t have anything that resembles internal data storage.
ADVENTURE
of shelves behind it. A section of the counter looks like it can The desk drawer holds half a dozen sheets of inflexible TOOLBOX
be lifted up to step beyond it. plastic, each filled with a series of rectangular holes. A PC
who comprehended the nature of the clockwork computers
This room was used to store important equipment, such knows that these sheets are crude methods of data storage.
as guns, armor, electronics, and uniforms. Azlanti soldiers A sheet can be fed into the computer’s slot by turning
had to present specific forms to the requisitions officer the crank.
stationed behind the counter to receive the items they By placing these “punch sheets” into the computer, the
wanted. However, most non-magical items have crumbled PCs discover Captain Zinaus’s logs about her mission, as
from age. described in the Adventure Background (page 3). The dates
Treasure: If the PCs spend a few minutes searching the on the entries use an archaic calendar but are definitely
shelves, they find an angular seeking AG accelerator rifle thousands of years old. The last report states that the
(Alien Archive 7), a mk 1 diffraction cloak (Armory 112), and Azlanti chief engineer was detecting low levels of radiation
a mk 1 null-space chamber, which contains 60 small arm in the facility despite there being no apparent source. She
rounds, 300 longarm and sniper rounds, and 180 heavy had him searching day and night for the cause while she
rounds. In addition, four explorer aeonaut suits (page 51), planned to have groups of her soldiers comb the moonscape
each already installed with an iridescent spindle aeon stone, for any debris from the starship accident that could be used
hang in a locker. They were meant to be used by technicians to get them home.
when repairing the base’s exterior (or for long-term patrols Treasure: One of the rooms has a collection of ancient
that never occurred). Azlanti watches worth 3,000 credits to the right collector.
The other room, Captain Zinaus’s, has a restoring rod
N3. OFFICERS’ MESS HALL (Armory 115) in the desk drawer as well as a collection of
jewelry worth 2,000 credits.
A few round tables are spaced throughout this chamber. A
small side chamber contains several cabinets and ancient N5. COMMAND CENTER (CR 8)
appliances for food preparation.
This chamber has enormous, hardened plastic computers
The Azlanti officers took their meals in this area with a along the walls attached to constantly turning gears. A
low-ranking soldier preparing the food in the side room. Cans large table at the center of the room features a clear plastic
line the cabinets, but opening them reveals only dust, mold, top that bears a drawn map of a solar system. Several

33
mummified bodies lie next to the display table, scraps of system, but the nearest planets are marked with Azlanti text
their military uniforms still attached. as “ripe for conquest.”
Like the bodies found in the barracks dome, the ones here
This room served as the command center for the moon show no outward signs of violence. With a successful DC 23
base. As the Azlanti expected this base to be mission control Medicine check, a PC finds possible signs of radiation trauma
for their annexation of the entire solar system, this room’s in the corpses’ mummified flesh; if the PC succeeded at this
design includes a systemwide communications system. check while studying the bodies in the barracks dome, they
In addition to the controls for the base’s weaponry, this automatically succeed.
system functions using a similar punch sheet method as the Creatures: The sceaduinar has made this chamber its
computer found in Captain Zinaus’s room. Unfortunately, the lair for the last century. It was drawn here by Misaxenoi’s
sceaduinar destroyed the relevant punch sheets in a fit of psychic “whispers,” the same call that brought the draeliks
boredom years ago, leaving the system inoperable without a here decades ago. It effectively worships Misaxenoi, which it
few hours (or more) of work. recognizes as a far more powerful form of a sceaduinar. The
The acrylic-topped table functions as a kind of whiteboard, strength of Misaxenoi’s call is a bit stronger on Weydana-4’s
and it features a simple map of the Weydana solar system moon, which has kept the bored sceaduinar here, far from
as the Azlanti understood it. They’d yet to fully explore the any creatures to torment. Delighted to have victims for the
first time in years, the sceaduinar immediately attacked
the Plaustov team when they first arrived. It didn’t realize
that Oskanna would rise as a vampire, which it considers an
appalling result, as sceaduinars loathe the undead. It’s also
a little afraid of her and hasn’t pursued the intruders to the
other dome. It hopes that she’ll eventually kill her comrades
and be weakened enough for it to kill, or that the team will
put an end to their newly undead leader.
In addition, the sceaduinar has been distracted by the
presence of the spirits of two Azlanti officers (Captain
Zinaus and her lieutenant), who were awakened by the
reactivation of the base’s systems. The sceaduinar has
been toying with these spirits, trying to see if they can be
changed into the same kind of undead as Oskanna. Thus
far, it hasn’t affected the Azlanti spirits at all. However,
when the PCs enter the command center, it’s happy enough
to experiment on living creatures again. The sceaduinar
hates both the living and the undead with a passion, so it
can’t be reasoned with.
Because of the sceaduinar’s hide from undead ability, the
spirits of the Azlanti officers can’t tell what has tormented
them. When the PCs enter, they lash out, assuming that
these living creatures are connected to their strife.

AZLANTI SPIRITS (2) CR 3


XP 800 each
Male and female ghost technomancers (Alien Archive 2 58)
CE Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +13
Aura static aura (10 ft., DC 14)
DEFENSE HP 32 EACH
EAC 13; KAC 14
Fort +2; Ref +2; Will +6 (+2 vs spells and other magical
AZLANTI SPIRIT effects)
Defensive Abilities incorporeal, rejuvenation; Immunities
undead immunities
OFFENSE
Speed 30 ft., fly 60 ft. (Su, average)

34
Melee corrupting touch +5 (3d6, DC 14)
Offensive Abilities corrupting touch (DC 17)
Technomancer Spells Known (CL 3rd; ranged +7) RETURNING TO THE WHISPERS
1st (3/day)—magic missile, overheat (DC 16) MOON BASE OF THE
0 (at will)—energy ray, mending ECLIPSE
While the Plaustov team is anxious to return to
TACTICS New Harmony right away, nothing prevents the PCs
During Combat One of the Azlanti spirits moves to attack
from returning to the Azlanti moon base after this
the PCs in melee with its corrupting touch, using its
adventure’s events. They might wish to scavenge
static aura to affect the PCs’ weapons. The other stays at
electronics or further investigate just what killed the PART 1:
a distance and attacks with spells; when that spirit runs
Azlanti officers here. However, if the PCs want to CITY IN
out of spells, the two switch places. The Azlanti spirits DISTRESS
refurbish and restaff the base, this course of action will
can’t see the sceaduinar and don’t coordinate with it.
likely cause tension with the other charters; the moon
Morale The Azlanti spirits fight until destroyed, knowing
wasn’t part of the initial agreement that divided the
they’ll reanimate later. PART 2:
world of New Harmony, and the base features some THE LOST
STATISTICS military armaments that could threaten the balance VALLEY
Str +0; Dex +2; Con —; Int +4; Wis +1; Cha +0
of power. The PCs’ advisor, Erizand, points out these
Skills Computers +13, Engineering +8, Mysticism +8,
factors if the PCs aren’t cognizant of them. While this
Stealth +8 PART 3:
conflict is outside the scope of this adventure, it could
Languages Azlanti MOON BASE
make for an interesting interlude between adventures! TERROR
Other Abilities spell cache (ring), unliving

SCEADUINAR CR 7 THE ELVEN


XP 3,200 DIASPORA
HP 105 (page 55) to turn her team into vampire spawn to protect them
TACTICS from a much slower death by starvation or asphyxiation.
ADVENTURE
Before Combat The sceaduinar hides, choosing to wait until Without warning, she grabs Benila and bites the ysoki on TOOLBOX
the PCs have all entered the command center before it the shoulder. The other explorers pry their former leader
attacks. off Benila and retreat into the bathroom. They bar the door
During Combat The sceaduinar tries to get in the middle as best they can, but it won’t last long against Oskanna’s
of the PCs to multiattack, using dimension door if attacks. Fortunately, Ontio has their comm unit with them,
necessary. It uses dispel magic to get rid of any and at a dramatic moment after the PCs have had some
annoying effects on itself or particularly powerful time to search through the command center, the engineer
effects on the PCs. It doesn’t work with the Azlanti contacts them with a panicked plea for help. “Oskanna is
spirits, but it does take advantage of their efforts trying to kill us!” they scream.
where possible. Creature: When the PCs return to the living quarters (area
Morale When reduced to 30 Hit Points or fewer, the M6), they find Oskanna, bat-like wings extended and fangs
sceaduinar attempts to retreat to another room in the bared, scrabbling desperately to get through the bathroom
command wing. Once there, it fights to the death. door. As soon as she sees the PCs, she attacks them with a
vicious snarl. During the fight, Oskanna demands the PCs
Development: With a successful DC 14 Engineering let her transform them into her spawn. “You have no idea
check, a PC realizes that the systemwide comm unit could of what’s to come. Trust me, this will be better for you.” If
be interfaced with some modern electronics to function, asked about this enigmatic statement, Oskanna merely says,
though doing so would require at least 1 hour of work and “Did you not see it? A darkness will pass over all, eclipsing
a successful DC 22 Engineering check. Ontio could also the light of the sun and draining the life of every thinking
perform these alterations once Oskanna is dealt with (see thing.” She’s too far under Misaxenoi’s influence to offer
Event 6: Oskanna Snaps). more details, only saying, “It has happened before, and it
Treasure: The body of Captain Zinaus has a dark blue will happen again. Again and again!”
rhomboid aeon stone on its chest. A radiation sweeper After the first round, the Plaustov team opens the door
(Armory 107) sits on one of the computer consoles. to watch the battle and aid if the PCs need help. At your
discretion, the explorers act on initiative count 0, and one of
EVENT 6: OSKANNA SNAPS (CR 8) them can do something useful each round. Benila can restore
When the PCs defeat the sceaduinar, a flood of psychic 8 Stamina Points to a PC with inspiring boost. Maritono can
energy washes over Oskanna. She succumbs to the nihilism toss rubble into the main room, creating difficult terrain in
that has been slowly corrupting her mind, and she resolves one 5-foot square no more than 20 feet from the door. Ontio

35
can overload a flashlight to cause a bright flash within 15 quickly turns solemn. Though she had become a monster,
feet of the door, and anyone in that area must succeed at a Oskanna was their beloved leader, and the rest of the group
DC 13 Reflex save or be blinded for 1 round; the PCs get a cycle between joy at the chance to return home and grief
+2 circumstance bonus to this saving throw as the engineer at the people lost in the moon base. If any of the PCs were
warns them. Rashtung can squirt blood from her eye once injured in the fight, Kaligusa offers to heal them if she can
to provide harrying fire against Oskanna if the vampire still cast mystic cure. The others seem eager to leave this
is within 30 feet of the door. If a PC gets within reach of particular room at their earliest convenience.
Kaligusa, she can heal them with mystic cure, restoring Treasure: In addition to her other gear, Oskanna carries
3d8+3 Hit Points, to a maximum of three times. a mk 2 ring of resistance in her pocket, a remnant from her
past before she came to New Harmony. She also wears a
OSKANNA CR 8 small medallion from the Plaustov charter marking her role
XP 4,800 as the leader. This medallion has little monetary value but
Female voidshard vampire (page 60) has symbolic value to Zalni or Threl.
HP 125
TACTICS
During Combat Oskanna starts off with her slam attacks,
switching to her bite attack against very injured
opponents. If she’s having a hard time reaching her CONCLUDING
opponents in melee, she resorts to using her sidearm.
Not yet comfortable with flying, she mostly keeps to
THE ADVENTURE
the ground.
Morale Oskanna is now fixated on the idea of turning her
colleagues into fellow voidshard vampires. She fights After
until destroyed. defeating both the sceaduinar and the corrupted Oskanna,
the PCs can bring the rest of the explorers home to New
Development: When Oskanna is defeated, the other Harmony on their starship. The surviving members of the
members of the Plaustov team cry out in relief, but the mood Plaustov team are willing to wait up to a day while the PCs

36
explore the moon base in safety, but beyond that time, they possible for another charter to buy out another, essentially
express their anxiety to return home. They ask to bring merging the two. Of course, I think the citizens should have
the bodies of RJ, the medic who the sceaduinar killed on a say in the matter, which is why I’ve called for a vote this WHISPERS
their arrival, and Oskanna back to Plaustov, though they afternoon. If this emergency resolution passes, would you OF THE
understand if the PCs refuse to transport Oskanna’s body. allow our city to join your charter?” ECLIPSE
The return to New Harmony takes several uneventful
hours, and the members of the rescued team take turns on If the PCs agree, Zalni looks relieved. He admits that the
the comms system sending messages to their families and resolution is likely to pass, and he looks forward to not being
friends. When the ship lands at Plaustov’s small spaceport, in charge anymore. Threl admits that he was planning on
a big crowd waits to welcome the explorers home. Quibo is retiring soon anyway, but he’ll stay on the job long enough
PART 1:
CITY IN
at the front of the crowd to embrace his daughter Benila as to ensure a smooth transition. The vote is held later that day, DISTRESS
soon as she disembarks. Everyone cheers for the PCs when and the settlement decides almost unanimously to leave the
they exit the ship as well, and Zyrtelle announces a party Akitonian-based charter and join the PCs. There are cheers
at Trenches for everyone to celebrate the Plaustov team’s all around. If the PCs didn’t succeed at resolving all four of PART 2:
return, starting right away. A moment of solemn quiet Plaustov City’s problems, they can try again now. The PCs
THE LOST
VALLEY
tempers the delight if the returned bodies of Oskanna and RJ gain +2 circumstance bonuses on all checks dealing with the
are removed from the ship, but soon everyone has crowded city’s residents for successfully rescuing some of their own
into Zyrtelle’s restaurant. from the moon base. PART 3:
With food distribution ramping up again, Trenches has Zalni asks the PCs to stay on for a few more days, if MOON BASE
much more enticing options than the last time the PCs were possible, to deal with the contracts and agreements involved
TERROR
there, though this special dinner is a free feast. Zyrtelle with cutting ties with their original charter. If any PC is
dishes out steaming bowls of pale orange noodles in meat, trained in Profession (lawyer) or another related profession, THE ELVEN
fish, or vegetable broth that can be topped with more Zalni asks that PC to take lead on acquiring all the necessary DIASPORA
veggies or crispy fried insects. Bowls of salted puffed seeds documentation. Several residents offer to put the PCs up for
and nuts are situated throughout the bar, and sweet purple the rest of their stay, in thanks for everything they’ve done
ADVENTURE
fruits in a sticky sauce make a tasty dessert that children of for the settlement. After a week or two, the legal matters TOOLBOX
various species keep sneaking off the tables. are sorted enough to make the merger official. The hex
During dinner, several residents come to chat with the containing Plaustov City officially becomes part of the PCs’
PCs to tell them about how much things have improved since charter (including the city itself, which the PCs can rename
the PCs first arrived. Laplee describes how she’s converting if they wish) and requires no expenditure of Resource Units.
the racetrack to a recreational riding facility and using the The PCs also have the right to claim any of the other hexes
Ratcashers’ office for her new veterinary practice. Peedrah from the map on page 14 in the usual manner (many of
and Sallifen have been busy working at the lumber mill, which the PCs have likely already explored). To pay back
and they’re finally making plans to build their own house. the firm that originally bought the Plaustov charter, the PCs
Umor’s arms have healed and he’s back to work, currently receive 4 fewer RUs per upkeep phase during the next six
installing some solar cells to the east of the city. Hygnus charter turns.
and Ralletin have hired back performers, and the theater is If the PCs refuse Zalni’s offer, the administrator and Threl
scheduled to put on multiple shows in the coming months. express understanding disappointment, and they politely
As the night ends, Zalni asks the PCs to join him at city hall ask the PCs to leave them to the business of figuring out
in the morning. what to do next. In the next few months, Plaustov struggles
Threl also attends the meeting the next day. Zalni pays to maintain cohesion as Zalni attempts to appease as
the PCs the remaining 5,000 UPBs that he promised and many of the charter’s citizens as possible while balancing
presents additional gifts from the city’s residents in the form their meager budget. One possible fate of Plaustov and its
of lumber, food, and other goods worth 3,000 credits in erstwhile administrator is detailed in “Charter Updates,”
gratitude for bringing their loved ones back home. However, specifically on page 47, which could lead to a small political
the administrator has a serious matter to discuss. conflict with the charter’s new leader. Alternatively, to
make things simpler, you can describe how either Graymore
Zalni coughs politely. “With Oskanna’s death and other or Nightwood (depending on the PCs’ patron), expresses
recent events, many of the residents have serious concerns interest in exploring or preserving the Lost Valley. Within
about the future of our charter. Oskanna was a decent the year, Plaustov is absorbed into that charter.
leader, but without the real support of the Akitonian firm Whether or not Plaustov City becomes a part of the PCs’
behind her, everything fell to pieces when she was gone. charter, the PCs can make their way back to their home
We can’t be that dependent on a single person.” He looks a settlement (via starship) and rest for a bit before another
little sheepish. “I’ve done some research, and it would be slate of issues arises with the next adventure, “Icebound.”

37
THE ELVEN
DIASPORA
“Your species is so proud of your bold history as
explorers. But elves were discovering new worlds
all across the galaxy centuries before the Gap, long
before the Signal taught you to fly metal cannisters
through the Drift.
“And when we wanted to travel through space, as
you do now, we built enduring starships for journeys
measured in centuries. ‘Generation ships?’ How
amusing. What you call a generation, we consider
a passing fancy—or a welcome opportunity for
reflection on the injustices of time.”
—Calanee Sestavoyal, Vindicator

38
Elves are an ancient people that traveled the length and Although these keys provided elves a method to secure and
breadth of the Pact Worlds before the advent of starships, safeguard their portals, keys could also be lost or forgotten.
visiting countless solar systems without the aid of the Drift. On Castrovel, elves built a network of portals spanning the WHISPERS
Adaptable and intelligent, with a patience borne from their planet, and Candlaron created the Sovyrian Stone, an artifact OFTHE
centuries-long lifespans, elves tend to focus on their own that opened the aiudara linking Castrovel to Golarion. ECLIPSE
peoples’ needs and personal interests, rather than interfere Although they settled many planets, elves found the most
in the problems and politics of their neighbors, particularly success upon Golarion. Verdant and diverse, Golarion had a
those shorter-lived ones. This inclination to self-interest often wide array of biomes and was similar to Castrovel in both
leads elves to create all-elven communities, settlements, gravity and atmosphere. Elves spread all across Golarion,
and nations. Periodically throughout history, their insular forming an empire at least as big as that on Sovyrian. The
PART 1:
CITY IN
tendencies have intensified into isolation and xenophobia, portal leading to Golarion became of prime importance, and DISTRESS
which is the state of things today. its surrounding city, El, became the elven capital.
Elves possess a deep spiritual connection with nature The aiudara network connected elves like never before
and believe that maintaining one’s natural surroundings is and made travel across continents and planets an everyday PART 2:
key to advancing knowledge, as nature can be inspiring and occurrence, rendering roads obsolete. Even the most distant
THE LOST
VALLEY
uplifting. Elves live in peace with, rather than tame or change, outposts could be easily equipped with food and supplies, and
their surroundings, and they adapt to their environment information spread almost instantaneously across worlds.
rather than alter it to suit their needs. This approach has Although the united elven nation’s heart remained in Sovyrian PART 3:
enabled elves to thrive in a vast array of ecosystems, from and Golarion, elves used their aiudara to travel to distant corners MOON BASE
lush jungle and barren desert to frigid tundra and the of their worlds. These portals exposed elves to a limitless array of
TERROR
highest mountaintops, even on worlds with extreme gravity environments and peoples, which in turn led to a huge diversity
or unusual atmospheres. They’re true galactic travelers and among elven people in appearance, culture, and thought. Many THE ELVEN
can be found in small numbers on many planets throughout consider this time the Golden Age of ancient elves. DIASPORA
the galaxy.
OATIA
ADVENTURE
PRE-GAP Believing wisdom was found not in the lands and worlds TOOLBOX
In the early days of elven history, elves spread across the around them, but in the stars above, a sect of scholar
continent of Sovyrian on Castrovel, claiming it as their own. priests—dubbed Oatia by modern archaeologists—shunned
their Sovyrian brethren and traveled to Ukulam, where they
THE FIRST PORTALS established the city of Loskialua. There, the priests set their
On Castrovel, elves discovered a series of magical portals, sights on the stars and lived a life of cosmic contemplation.
each ancient beyond reckoning and constructed by unknown The Oatia priests made incredible astronomical
builders. Although it took centuries, they eventually learned to breakthroughs. They developed supernatural and magical
activate these portals, which allowed instantaneous travel to techniques for surveying the sky beyond their own galaxy,
other worlds within the solar system. Driven by curiosity and discovered countless new constellations and worlds, captured
a yearning to explore these new environments, elves visited eons-old messages from distant galaxies, made contact with
each planet and settled on those which proved particularly bizarre and powerful aliens, and communed with cosmic
habitable, including Akiton, Triaxus, and Verces. In these early demigods. Each Oatia tattooed their skin with their greatest
days, elves strayed little from the magical portals which led discoveries, marking their flesh with constellations, asteroid
back home; with time and familiarity, however, they pressed belts, worlds, and complex formulas.
deeper into these new worlds. In time, even the Oatia fractured. Sects developed among
their order with groups fixating on different celestial bodies
AIUDARA and mysteries. Eventually, all of them used portals to leave
Candlaron the Sculptor was the first to unlock the secrets of Loskialua for distant worlds closer to the sites they most
the interplanetary portals, discovering not only how to use desired to study. The Oatia repeated this process countless
them, but how they functioned. With the aid of his colleagues, times, skipping across the universe in a never-ending quest
Candlaron used his knowledge to build similar portals of his for astronomical enlightenment. Eventually they spread to
own called aiudara (elves consider the term “elf gates,” coined distant galaxies and systems far from their original one,
by outsiders, to be insulting). Candlaron created two types including Astevint, Helfen-Thel, Preluria, the Tabori Cluster,
of portals: linked gates that lead to one aiudara and hubs and Weydana-4.
that lead to multiple other aiudara. The most important of all
these hubs was Telasia, the Portal Grove, which connected THE AGE OF DARKNESS
nearly all the aiudara on Castrovel. Some aiudara require keys Thousands of years before the Gap, a cataclysmic meteor
to function, which could be physical, ritual, or metaphysical. shower known as Earthfall forced many elves to abandon

39
Golarion through their aiudara and return to their homeland its difficulties. These elves, known as Ivaria, left Golarion and
on Castrovel. This influx of refugees placed immense strain Castrovel to form a starship caravan that slowly toured the
on the nation, and although Castrovel had many places for galaxy. While it took them decades—sometimes centuries—to
them to flee to, most elves felt safer at home and remained reach a new star, this time was just part of the journey for
in Sovyrian. Soon, other losses abroad further taxed their a long-lived elf. When Ivaria elves reached a new inhabited
reach. Draconic conquest forced them to abandon their world, they embraced that culture for a time before retreating
settlements on Triaxus, and entire elven communities went to the comfort of their starships and kin for a long journey to
missing on Akiton with the investigators and rescue parties the next star system. They traded goods and services picked
sent to learn of these missing peoples’ fates disappearing up on their travels, as well as high-quality elven goods, for
soon after. Many of the Akitonian aiudara were destroyed fuel and supplies to continue their journeys. These galactic
to protect Sovyrian from the dangers of the desert planet. caravans valued new experiences and sights and came to
Most elves found these measures deeply painful, as they’d include many half-elves among their number and on the
gone millennia without building new aiudara, and the worlds they frequented.
knowledge of their creation had been forgotten. This time
saw a clashing ideas and magical ingenuity borne from THE GAP
desperation and deep sorrow. While elven society weathered the technological revolution
and advent of interplanetary travel with little upheaval, the
RECLAMATION Gap nearly destroyed them. The sudden disappearance of
Thousands of years after fleeing Golarion, elves returned to Golarion and those who lived there—estimated to be at least
reclaim their old holdings. This effort drove them into conflict half the total elven population—left them devastated. Nearly
with whoever—or whatever—had moved in during their long every elf knew someone who disappeared with Golarion,
absence. In many cases, they were forced to cede control of if not dozens of people, and all mourned the collective and
these sites to the numerous, reckless humans. Some holdings cultural loss.
remained locked behind aiudara whose keys had long been Faced with the shock of losing centuries worth of memories,
forgotten. Despite such troubles, elves spread across Golarion many elves returned home to Castrovel. Due to long lifespans,
once more, but they lived in isolated pockets. elven society recovered slowly. While shorter-lived peoples
quickly birthed new generations unburdened by what they
TECHNOLOGICAL REVOLUTION lost, many elves alive today still have the gaping voids left in
For many, technological advancement and the development their memories from the Gap. Haunted by the forgotten past,
of interplanetary travel was revolutionary, but to elves, it was most elves agonize over the lovers, friends, children, and
nothing new, as they long had access to the diverse planets of memories they lost to the Gap’s forced amnesia.
their solar system. Yet, even they couldn’t weather this time
unchanged. Interplanetary travel brought countless outsiders FORGOTTEN EXPANSION
to their lands, and while many elves enjoyed visiting foreign During the Gap, many elves settled new worlds, but the
lands, they tended to dislike foreigners visiting theirs. motivations and purposes of these forgotten expansions are
In most cases, elves remained cautious, protecting their unknown. Although some outposts and settlements could
lands from outsiders as they’d always done but not barring be identified as scientific expeditions, diplomatic envoys,
entry. Some regions took this caution further, staking out their or military units, the full purpose of even those groups was
territory and restricting outsiders to their nation’s outskirts. forgotten. Some of these settlements and groups remain
Technology, likewise, changed little. Elves had always relied today, trying to puzzle out what their purpose had been or
heavily on magic. Despite the convenience and accessibility remember who among their neighbors might be kith and kin,
of new technology, the vast majority of them still preferred but most fell into disarray and were abandoned.
the older mysticisms. Although it took time to learn, magic One such location took the form of multiple small colonies
was familiar, and time is something elves have always had on Triaxus, each home to elves, half-elves, and a small number
in abundance. Additionally, technology advanced rapidly and of ryphorians. Most of these elves suspect they severed ties
quickly became obsolete. By the time the more ponderous with Castrovel but can’t recall why—were they fleeing a threat,
elves adopted one technology, a dozen new devices had risen following a prophecy, part of a cult or splinter sect, or working
to replace them. Finally, magic gave most elves a sense of to reclaim their old holdings? Whatever the purpose, most
continuity with their ancestors, reassuring them in this time elven inhabitants remained in these colonies to collectively
of upheaval and galactic change. raise the half-elves suspected to be their progeny. The
communal families remain even today, although the original
IVARIA half-elves have long since passed on.
While most elves insulated themselves and their nations from Elves also settled in small communities on many of the
outside influence, some embraced interstellar travel despite moons around Liavara and Bretheda, within the Marixah

40
Republic alongside a large number of half-elves, and on DIASPORA
distant Daimalko. While the majority of elves retreated to Castrovel, others
set out into the wider galaxy, searching for answers, safety, WHISPERS
AFTER THE GAP revenge, or a new home. These subcultures within elven OF THE
After the Gap, many elves focused their energy on recovering society sometimes adopt names for themselves, but they’ve ECLIPSE
their lost memories, finding Golarion, and determining the also been assigned names by those non-elves who come to
cause or reason for the Gap. Soon, it became apparent the know them and understand their unique drives.
collective elven nation had suffered a great betrayal during
the Gap, although they couldn’t puzzle out what or who DELVERS
had betrayed them. This mystery, coupled with the shock There are those among elves that felt the loss of Golarion
PART 1:
CITY IN
of losing countless memories and kin, caused most elves much keener than others. Many awoke on Absalom Station, DISTRESS
to return home to Castrovel, eyeing their neighbors with while others made the journey there when they felt a tug
distrust. Even on other worlds far from Castrovel, most elves on their souls, guiding them to the region where Golarion
form isolated neighborhoods and settlements strive to keep once was. These elves, known collectively as Delvers, live PART 2:
others out. on Absalom Station and often self-identify as members of
THE LOST
VALLEY
ancient elven nations from lost Golarion, despite having no
THE RETURN solid evidence to support these claims.
For the second time in recorded history, elves have retreated Delvers hunt for clues as to what happened to Golarion— PART 3:
to Castrovel in droves, putting immense strain on that planet’s particularly on the Ghost Levels and other lower regions MOON BASE
society and economy, and on Sovyrian in particular. Although of the Spike—in an effort to find their lost home and rescue
TERROR
all elves are welcome, the influx of refugees has caused chaos, the elves they believe to be trapped there. Some seek to
overcrowding, and resentment. Today, most elves regard all commune with the Starstone, believing the stone itself holds THE ELVEN
outsiders with fear, excluding gnomes with whom they’ve had the answers they seek. DIASPORA
a pact of friendship since pre-history. Sovyrian is an isolated,
reclusive nation filled with xenophobic traditionalists. They FORLORN
ADVENTURE
interact with outsiders only when necessary for trade, politics, The most well-known elves outside Castrovel are those who TOOLBOX
or to research the Gap and recover lost lore. Foreigners are have chosen to dwell among non-elves, integrating themselves
rarely allowed to visit their lands for long, and non-elves are into mixed societies and settlements on worlds throughout
barred from entering El, except in extenuating circumstances. the galaxy. These elves, known as the Forlorn, experience
Elves guard Sovyrian’s shores from incursion and maintain inevitable sadness and loss when their short-lived friends,
offshore ports for trade. lovers, and found family perish. They’re often isolated from
The Arch of Refuge once connected Castrovel to Golarion. elven society and culture, which earns them a combination
Now, it stands broken; however, whether it was destroyed of pity and mistrust from Castrovelian elves. A surprising
purposefully or by accident remains a mystery. It has number of Forlorn survived the Gap, and their melancholy has
become a shrine where elves mourn their memories and kin deep roots in the loss of memory and personal identity that
lost to the Gap. comes from that cosmic mystery.
To their shame, the elves lost control of Telasia, the Portal
Grove, to the green dragon Urvosk, who charges fees to VINDICATORS
access it. Many of Telasia’s portals are broken, have fallen into Believing the true tragedy of the Gap to be the elven inability
disrepair, or lead to forgotten locations. Despite this tragedy, to punish those responsible, Vindicators dedicate their lives to
the aiudara network on Castrovel remains in operation, finding and bringing justice to those who betrayed the elves
connecting the planet as it has for countless ages. during the Gap—and for concealing their crimes with the Gap
itself (even if the guilty no longer remember those crimes).
MASKING These elves, primarily devout Calistrians, are spies, diviners,
A growing number of Sovyrian elves feel intense fear at hackers, and rumormongers, who secretly operate behind a
the thought of interacting with outsiders. They do so only facade of false friendship to obtain their long-lost vengeance.
when necessary and feel “tainted” by the interaction. These Vindicators often appear among the most social and friendly
elves have taken to wearing masks when in the presence of of all elves—and, in rare cases, this friendship is even sincere—
outsiders, which ritually transfers the stain of the outside but because their quest is ultimately futile, many innocent
world to the mask, rather than the elf beneath. This masking people get caught in their vengeance.
has grown in popularity over the past few decades, even Vindicators can be found throughout the Pact Worlds,
among those who don’t fear spiritual corruption, as masking although they often meet with one another within the lawless
enables an elf to maintain anonymity, unsettle opponents, and Diaspora. Vindicators were most recently spotted on Verces
represent elves as a unified people. and around Bretheda’s moons.

41
UTOPIANS some seek to establish new colonies or earn fame, others
When the Signal was released, many elves found renewed act as merchants, mercenaries, diplomats, and envoys.
purpose: using the Drift to visit countless undiscovered
worlds, worlds inhabited by creatures and people who had SPELLS
never seen an elf and couldn’t possibly be their mysterious The following spells were created by elves but have circulated
betrayers. Driven by confident optimism, these elves travel throughout the Pact Worlds, Near Space, and even the Vast.
Near Space and the Vast to found new settlements on
planets far from the Pact Worlds and its citizens. In time, ENDURING STYLUS
they hope to build a utopia that will supplant Sovyrian as MYSTIC 0 TECHNOMANCER 0
the new elven homeland; however, these Utopian elves can School transmutation
be quite violent, for they wish to sever all ties with Casting Time 1 round
non-elves from the Pact Worlds and will brook no Range touch
interference from outsiders. Targets one nonmagical object or solid surface
Duration instantaneous
PLANAR EXPLORERS Saving Throw Will negates (harmless, object);
While some elves seek refuge and safety on distant Spell Resistance yes (harmless, object)
planets, planar explorers elves seek it on other You trace a symbol or phrase upon a nonmagical
planes. Using magic, these elves explore distant object or solid surface with your touch,
planes in search of suitable locations to found which becomes permanently imprinted
elven settlements. Most of these planar on the object’s surface. The imprint
explorers have had little luck, doesn’t harm the object or surface in any
while others have vanished way and can be no larger than 6 inches
completely, including those square. If you chose to write a phrase, it
elves dispatched to the can be no more than 5 words in length.
Ethereal and Shadow planes. This imprint is permanent but is subject
Only a few large settlements to natural wear after being applied.
have flourished. Currently, The imprint can be painted over, worn,
planar explorers elves have sanded off, or otherwise defaced or erased at the
founded Arborvale within the GMs discretion, with at least 1 hour of work.
First World; Cirellis, a floating
colony on the Plane of Air; GRASPING BRAMBLES
and Refuge, located within the MYSTIC 4 WITCHWARPER 4
riotous wilds of Elysium. Other School conjuration
smaller settlements, some Casting Time 1 standard action
as small as a single family, struggle Range close (25 ft. + 5 ft./2 levels)
for survival on the Astral Plane and Targets one creature
elsewhere. The one plane which elves Duration concentration, up to 1
have not tried to settle in this manner round/level
is the Drift—the one destination their Saving Throw Reflex partial; Spell
magic can’t reach. Resistance no
You entrap a creature in a cage of
HALF-ELVES thorny brambles that erupts from the ground
The actions of Sovyrian elves, both their around them. The target must attempt a
intentional seclusion and their continued Reflex save. On a successful save, the target
mourning over the Gap, have isolated them takes 2d6 piercing damage as it escapes the
not only from outside peoples and worlds, but brambles and the spell ends. On a failed save,
also from their half-elven kin. Within Sovyrian’s the target is grappled and takes 6d6 piercing
borders, half-elves feel like outsiders and damage each round it remains so. The
second-class citizens. Many of these half-elves target can use the escape task of
leave, either to explore their independence VINDICATOR the Acrobatics skill to escape the
or to hunt for new worlds to call home and grapple as normal, or it can attempt
new people to call family. Most are driven the grapple combat maneuver even if
not by sorrow or bitterness, but by you aren’t within reach; if the target
ambition, joy, and optimism. While succeeds at the grapple combat maneuver,

42
it escapes the grapple effect but don’t grapple you in TRANSLOCATE OBJECT
return. If the target escapes the grapple, the spell ends. TECHNOMANCER 1 WITCHWARPER 1
School conjuration (teleportation) WHISPERS
PETAL STORM Casting Time 1 standard action OF THE
MYSTIC 3 WITCHWARPER 3 Range close (25 ft. + 5 ft./2 levels) ECLIPSE
School conjuration Targets one object held of up to 1 bulk
Casting Time 1 standard action Duration instantaneous
Range medium (100 ft. + 10 ft./level) Saving Throw Fortitude negates (harmless, object); Spell
Effect 5-ft.-diameter storm of petals and leaves Resistance yes (harmless, object)
Duration 1 round/level (D) You instantly transfer an object held in your hand to the
PART 1:
CITY IN
Saving Throw Reflex negates; Spell Resistance no hand of a willing creature within range. The object can be no DISTRESS
You conjure a 5-foot storm of leaves and flower petals from heavier than 1 bulk. The creature you teleport the object to
another world, magically honing their edges to be sharp as must have at least one empty hand to hold the object.
razors. You create the storm in a square within range and can PART 2:
take a move action to move it up to 30 feet in any direction. VERDANT BLAST THE LOST
VALLEY
If the storm enters (or is created in) a square containing a MYSTIC 0 WITCHWARPER 0
creature, the petal storm can’t move any farther that round School evocation
and deals 3d6 slashing damage to that creature (Reflex Casting Time 1 standard action PART 3:
negates). If you don’t move the storm, it remains where it is. Range 120 ft. MOON BASE
Any creature that shares its space with the storm has Duration instantaneous
TERROR
concealment (attacks have a 20% miss chance). Saving Throw Reflex half; Spell Resistance yes
Tapping into the life-giving energy of your home world, you THE ELVEN
SPROUT emit a blast of rapidly growing roots, branches, vines, and DIASPORA
MYSTIC 0 WITCHWARPER 0 thorns that puncture creatures in a line, dealing 3d6 piercing
School transmutation damage to all creatures and objects in the area.
ADVENTURE
Casting Time 1 standard action TOOLBOX
Range touch
Targets one seed touched
Duration instantaneous
Saving Throw none; Spell Resistance no
You speed the growth of a seed you touch, causing
it to instantly sprout. If you plant this sprouted
seed in a suitable environment, the seed
continues to live, growing at its normal pace.
Otherwise, the sprout withers and dies
over the course of 1d4 days.

SUSTAINING SHELTER
TECHNOMANCER 2

WITCHWARPER 2
School transmutation
Casting Time 1 minute
Range close (25 ft. + 5 ft./2 levels)
Area 10-ft. cube
Effect magical shelter
Duration 1 day/level
Saving Throw none; Spell Resistance none
You gently coax the surrounding terrain into a
defensive dome capable of protecting you from harmful
environments. This simple shelter has a single entrance,
no doors, and occupies a 10-ft. cube. For the duration of the
spell, the shelter provides environmental protections as if PETAL
it were armor, using your caster level as the item level of STORM
the armor.

43
ADVENTURE
TOOLBOX
“Major Osretia, this is Amaznen Station. How you
holding up out there?”
“Looking good, Amaznen. Quite the view. I hate
to miss my aeon stone gearing experiment, but
someone has to change these air filters, and I'm the
only one rated for EVA. Have they started yet?”
“Any minute now, Major. Any—”
“Amaznen? Amaznen Station? Do you read?”
—Audio excerpt from the mission log of Major
Osretia Tomzen; submitted as evidence in her trial
for industrial sabotage and mass murder.
She was later acquitted.

44
FACES OF PLAUSTOV Dr. Pryat Hishmart (LG male half-elf): Dr. Hishmart is a
Many of Plaustov’s citizens came from Akiton to start a new Hylki half-elf; his mother was a half-elf who emigrated from
life on a planet not ruled by an autocratic despot. They’re a bit Castrovel to Akiton, where she met Pryat’s father. Pryat WHISPERS
unused to the flourishing nature of New Harmony, but they trained as a doctor, but he was unable to save his parents OF THE
made a good run of it... until their head administrator went when they died of an illness last year. At the first chance he ECLIPSE
missing. The PCs likely meet many of the following citizens got, Pryat happily left a place too full of painful memories.
over the course of this adventure. At your discretion, they can Quibo (N male ysoki): The ysoki butcher Quibo has a large
play a larger part if the PCs’ charter absorbs Plaustov. If it family. He hopes that New Harmony will offer a better future
doesn’t, Plaustov carries on, but it must contend with a new for his children and grandchildren.
set of struggles (page 47). Rashtung (CG female ikeshti): Rashtung is a knowledgeable
PART 1:
CITY IN
Benila (NG female ysoki): Benila, the oldest daughter of botanist and a congregant—an ikeshti mother who won DISTRESS
Quibo, is an archaeologist. Her father convinced her to join the battle to the death against her mating partner—but her
the charter with him and settle New Harmony. offspring are long since grown.
Halgeer (LG male shobhad): The farmer Halgeer had a Reedbah (NG male shobhad): This friendly shobhad runs PART 2:
falling-out with his clan and chose to establish a lush, oasis-like Reedbah’s General Store. He joined the charter to see a different
THE LOST
VALLEY
garden home on Akiton, but organized crime forced him from part of the galaxy. He is always ready to help people in need.
his home. His experience coaxing plants to grow in harsh Sonnet-376 (N female android): Sonnet-376 recently left
circumstances has proven vital to Plaustov’s prosperity. Verces seeking a new life. She traveled around the Pact PART 3:
Hygnus Kor and Ralletin Rad (N nonbinary contemplatives): Worlds, picking up odd jobs and often living off the land. She MOON BASE
Hygnus and Ralletin are a bonded pair of contemplatives. joined the Plaustov charter in search of a place to call home
TERROR
They’d saved well while running their successful theater in and runs a fishery.
Akiton and wanted the excitement of being on a new planet. Ulra (LN female orc): Ulra is the senior operator of the lumber THE ELVEN
They run a theater in Plaustov City that is the settlement’s main mill in Plaustov City, hired for her extensive experience in the DIASPORA
source of live entertainment. industry. She hopes to make her fortune on New Harmony, but
Kaligusa Jano Mai Grea (NG female kasatha): Kaligusa is a never at the expense of the people she supervises.
ADVENTURE
priest of Talavet from Akiton. She joined the mission to help fulfill Umor (CN male kasatha mechanic): Umor is a skilled TOOLBOX
the original purpose of the kasathas who set out on the Idari. power technician from Akiton, working on renewable energy
Laplee (N female ysoki): Laplee is a greenhorn veterinarian installations around Plaustov City. Umor has a habit of saying
who didn’t get many chances to practice her trade on Akiton. whatever he thinks, even if it’s not advisable.
She hopes to find a wealth of interesting alien creatures on Zalni Lantt (LN male human): Zalni is Hylki, a
New Harmony. carmine-skinned human from Akiton. He was Plaustov’s
Laritna Glarten (N female human): Laritna’s dairy farm on deputy administrator and was thrust into a position of
Castrovel went out of business, so she’s here to start anew. leadership due to Oskanna’s disappearance. Though a bit
Maritono Ank (NG male korasha lashunta): Originally from timid, he could be an asset to the PCs’ charter if given the
Castrovel, Maritono was hired for his survival skills. He’s an right kind of job.
adventurous sort who believed an uncharted planet would Zyrtelle Arrum (N female human): Zyrtelle is a Hylki who
present a fun new challenge. owns Trenches, a bar and restaurant in central Plaustov City.
Ontio Aytro (CG nonbinary human): Ontio is an engineer She is proud of owning the main place for residents to gather,
from Absalom Station. Having grown up on a space station, eat, and drink.
they were interested in experiencing life on a planet. They were
recruited to help fill out the technical skills of Plaustov. CHARTER UPDATES
Peedrah and Sallifen (CN female shobhads): Peedrah The time between adventures isn’t fixed, but you can use
and Sallifen are a married couple from Akiton seeking new the following information as a guide for how other charters
opportunities in Plaustov, where they quickly picked up the have progressed compared to the PCs’ charter. The PCs can
lumber trade. learn most of this information by asking for updates from
Piblib (NG male ysoki): Piblib is originally from Akiton their advisor, Erizand Shyre, or by combing through Pact
but trained as a musician on Castrovel. After not seeing any Worlds news sites on the infosphere. At your discretion,
artistic success on his home planet, he joined the charter to you can provide the PCs XP for helping another charter
“get more life experience.” Piblib excels at singing and plays a with its problems. In such cases, alter the encounters in
multitude of instruments. the adventure to ensure the PCs don’t gain too much XP
Porsetch (LG female ysoki): Porsetch is a tailor from too quickly.
Akiton who can make both armor and everyday clothing. Depending on which patron the PCs chose, one of
She joined the Plaustov charter in search of a better future these other charters will not be present in your campaign.
for her many children. Further updates will be presented in future volumes.

45
CELESTENE LITTLE AXIOM
The Aspis Consortium–funded Celestene continues to prosper, The rings of Lawton, Little Axiom’s capital, continue to expand
harvesting its land’s many resources and establishing profitable outward from the city’s center as settlers arrived in droves.
trade routes with the other charters. Most of its citizens are Lawton’s size is approaching that of a metropolis on Pact
well off and appear happy to outsiders. Celestene continues Worlds, and it shows no signs of slowing growth. Little Axiom’s
to attract emigrants throughout the galaxy, in part due to the administrators have begun scouting locations for another
Aspis Consortium’s efforts to promote their New Harmony settlement, even looking to the nearby Worldcrest Mountains.
settlements via infosphere ads and promoted holovids. The supervisor of this project is Hrodrum Svaga (LN male
That said, Celestene holds some dark secrets. Many dwarf), an accomplished excavator who boasts an ancestral
ecologists agree that the charter’s methods of resource line traced all the way back to Lost Golarion. Recently, Hrodrum
gathering are unsustainable and environmentally hazardous; and his fellow miners uncovered a massive natural cave that
even the skies and waters around the charter have started would make a good location for a settlement, but anyone who
becoming polluted. Celestene’s administrators quash all reports spends more than an hour within begins to act strangely.
of such information, but investigative journalists remain on the Some posit the cave is filled with an invisible mind-affecting
prowl for substantive leads. It is only a matter of time before gas, while others are convinced there is a supernatural cause.
the truth come to light. Further development on the project has been halted until the
area can be secured.
NOTABLE LOCATIONS
The following is an area of interest in Celestene. NOTABLE LOCATIONS
Aeropoint: Celestene recently established a new settlement The following is an area of interest in Little Axiom.
in its western half called Aeropoint. An abundance of flat Lawton Menagerie: Little Axiom’s capital settlement boasts
ground around the settlement makes it easy to construct a diverse zoo filled with creatures both mundane and magical.
airfields, so Aeropoint is quickly becoming an air-travel hub Some were discovered on New Harmony; others have been
for most of New Harmony. It also serves as a spaceport, able brought from other planets in the system, and a few were
to handle several more spacecraft taking off and landing than imported from elsewhere in the galaxy. The menagerie is run by
Celestene’s capital settlement. Ioghidrenea (LG female adult gold dragonAA2), who lives in an
attached set of rooms. Ioghidrenea often takes human form to
GRAYMORE give lectures about her exhibits. Lately, a faction of Nightwood
Despite a constant inflow of goods and capital from the Starfinder residents have protested the menagerie, claiming that some of
Society, Graymore is struggling a bit. The charter’s administrative the magical beasts are being kept against their will.
council has been pushing to attract more than scientists and
explorers to New Harmony, hoping that a surveyor or business NIGHTWOOD
will find valuable resources in the nearby Highdunes Desert. Nightwood doesn’t contain any one settlement that could be
Rumors running through Graymore’s only settlement, classified as a city. Its many residents are spread throughout
Campus One, hint of some massive beast stirring in the desert the prevalent rainforest in their eco-friendly homes, nestled in
sands. Explorers have gone missing in the desert, and those the treetops and roots of gargantuan trees. The Xenowardens
who did return tell of rumbling underneath the dunes. To ease keep the charter’s exact population a secret, much to the
the tensions over accidental territorial disputes with the vesk annoyance of the other charters' administrators. Nightwood’s
charter of Triumph, the Graymore council has “gifted” Triumph trade in magic items, namely serums, has increased steadily;
mercenaries the right to hunt the mysterious creature. The its alchemists have discovered a nectar from a species of fast-
council believes the vesk will eventually request knowledgeable growing flowers that increases the potency of certain elixirs at
guides from Graymore to navigate the desert, thus providing the the cost of a reduced shelf life.
two charters a chance to work together for the benefit of all.
NOTABLE LOCATIONS
NOTABLE LOCATIONS The following is an area of interest in Nightwood.
The following is an area of interest in Graymore. Nightwood Tower: Using nature magic and advanced
Graymore Lodge: With a name more aspirational than botany, the Xenowardens grew a massive tree that rises
factual, Graymore Lodge is the pet project of shirren above the surrounding jungle canopy. The tree glows with a
administrator Hazz’kivesh (CG host shirren mystic). Currently, constant mystical radiance that can be seen even from orbit.
the building serves as a place where local scholars and sages The Xenowardens declare this arboreal tower to be a beacon
can mingle and share their research, as well as temporary of harmony and peace, and it also serves as sanctuary for New
lodgings for visiting members of the Starfinder Society. Harmony’s many avian species. Starships and other flying
Hazz’kivesh is often found at the lodge, buttering up anyone vehicles require clearance from the Xenowarden administrators
they believe might have some influence within the society. before they can fly in close proximity to Nightwood Tower.

46
PLAUSTOV the needs of a growing nation with the rigorous demands of
If the PCs don’t absorb the Plaustov charter at the end of this scientific research. As such, they’ve recruited governmental
volume’s adventure, the residents attempt to continue their workers from Triaxus and other charters to aid in organizational WHISPERS
lives. Administrator Zalni Lantt eventually resigns after failing affairs. While research on the cure for draconic hepadystrophy OF THE
to satisfactorily deal with a few other pressing issues, with has seen only small advances, some of the labs in Zennilia have ECLIPSE
new citizen Erukask (LN female ikeshti) taking his place after discovered other beneficial properties of New Harmony’s flora
a landslide election. Erukask takes Plaustov’s reins with a firm and fauna, and continue to make money selling the information
hand, and pushes through harsh legislative reforms that punish to other pharmaceutical companies. Occasional visits from the
the slightest infractions with long sentences of hard labor. For CEO Zenniledie (NG nonbinary old silver dragonAA2) praising
a time, Plaustov is an ideal neighboring charter, until refugees their work keeps morale high despite occasional setbacks.
PART 1:
CITY IN
arrive at the PCs’ border requesting asylum from Erukask’s DISTRESS
state police. NOTABLE LOCATIONS
See the adventure for a handful of notable locations in The following are areas of interest in Zennilia.
Plaustov City, the charter’s only settlement. Lake Arkana: Zennilia scientists recently discovered that the PART 2:
waters of this small freshwater lake have seemingly miraculous
THE LOST
VALLEY
TRIUMPH healing properties that come with a price. Anyone who drinks
After initial problems settling their stretch of taiga and their from the lake experiences a lessening of symptoms, though
subsequent windfall of the valuable starmetal siccatite, scans show that the related affliction is still present. More than PART 3:
Triumph’s residents are experiencing another downturn. a mile from the lake, these symptoms return. The researchers MOON BASE
Mining operations are moving forward much more slowly than have asked Nightwood mystics to help them study the lake, but
TERROR
the administrators would like, and the demand for Snowscar so far, no answers have presented themselves.
mercenaries from the other charters is waning. Triumph soon Summerlab: What began as a tiny research facility THE ELVEN
needs to make another discovery, alter the way its charter does has blossomed into a full-fledged metropolis as a glut of DIASPORA
business, or request an infusion of funds from the Veskarium non-scientist Triaxans have immigrated here to support those
if it wants to survive. One deputy administrator, Chernys working for the company. Now boasting several residential
ADVENTURE
Oblenko (N male vesk), has suggested forming an alliance with districts and an expanding tourism economy, Summerlab sits TOOLBOX
Celestene that would grant the Aspis Consortium control over near a pristine white-sand beach and an azure ocean. One of
Triumph, but this unpopular proposal was soundly rejected by the city’s more unique attractions is a museum dedicated to the
the charter’s leader, Umanetav Kirille. Umanetav now suspects history of the battleflower martial arts tradition from Triaxus’s
Chernys of being bought off by Aspis, so she’s ordered the Suzerainty of Ning; demonstrations of this fighting technique
other Snowscars to keep tabs on him. are given almost daily.

NOTABLE LOCATIONS
The following is an area of interest in Triumph.
Bolida Quarter: Recently, the Warren’s head of mining, the
dwarf Balkin Var, contracted a contingent of bolidas (Starfinder
Alien Archive 2 20) from their home planet of Zafaiga to assist
in siccatite excavation efforts. Though they were hesitant to
settle in such a cold location, the offer of decent pay and
the chance at nearly unfettered tunneling was enough
of a draw. The bolidas brought their large
families and quickly established their
own set of chambers underneath
Triumph, connected to the
Warren. After a few cultural
misunderstandings between
the bolidas and the vesk, the
two groups are starting to
get along.
NIGHTWOOD
ZENNILIA TOWER
Zennilia’s administrators are
finding it more difficult than
they anticipated to balance

47
and stabilized by gyroscopes, the small, unpiloted capsule
cost a fraction of its magical counterpart, but its reentry
HOW TO USE THIS control mechanism failed, and it too was destroyed.
MATERIAL
These pages provide background information on 939 AT: NEW LEADERSHIP, NEW RESULTS
the early history of the Azlanti Star Empire, but the The years following were filled with frustrating setbacks. The
weapons, armor, starship options, and other details imperator, fed up with stagnation and infighting between
included here enable GMs and players to run a very the organizations, consolidated the AEO and SEEB into the
different kind of Starfinder campaign—one in which the Imperial Space Agency, with a mandate to develop a unified
simple act of going to space is dangerous. Campaigns spaceflight program. The ISA combined concepts from both
like these evoke the risks taken by NASA astronauts the AEO and SEEB into a working orbital platform that
and are inspired by movies from The Right Stuff to they could recover after flight. This new system launched
The Martian. Astronauts don unwieldy space suits via magnetic accelerator, and its descent was slowed via a
and set off for new worlds in experimental spacecraft, network of aeon stones.
conducting missions where a single wrong move could
mean disaster. Of course, this is Starfinder, so there’s 964 AT: FIRST SUCCESSFUL CREWED ORBIT
still plenty of magic, strange alien species, and galactic The ISA developed systems to protect the first aeonauts,
mysteries to encounter! drafted from the Azlanti military, from the dangers of space.
Early space suits were constructed from heavily insulated
military armor and augmented by aeon stones. During the
first crewed mission, a manufacturing defect in the craft’s
gyroscope caused the craft to tear itself apart shortly after
THE AZLANTI SPACE AGE launch, killing the pilot. However, another mission soon after,
The following is a brief history of the early Azlanti Star crewed by Fortia Rimisi, launched and returned safely after
Empire’s space program; dates are measured from the orbiting New Thespera. The imperator awarded Rimisi a small
founding of the empire on New Thespera (“Anno Thespera”). fiefdom and the hereditary noble title of arcidux.

1 AT: DESTINY DECLARED 998 AT: FIRST CREWED ORBIT OF EOSTRILLON


A group of Azlanti pioneers established the Azlanti Star After Rimisi’s historic mission, the ISA began research
Empire after becoming stranded on New Thespera when into increasing the range of Azlanti spaceships in earnest.
the portal through which they arrived closed unexpectedly. Aeonauts spent increasingly long times in orbit, testing the
The nation’s founding imperator, Eronestria, dedicated the limits of how long a magically sustained human could survive
nascent empire to spreading Azlanti culture throughout the in space, and nearby worlds were probed with specially
stars. For various reasons—such as the loss of considerable designed aeon stone networks (Starfinder Adventure Path #8:
technological and magical expertise, needing to build an Escape from the Prison Moon 55). Eventually, a crewed mission
industrial base from scratch, and various disasters—it took was launched to orbit New Thespera’s nearest neighbor,
far longer to realize Eronestria’s vision than she ever realized. a planet called Eostrillon. In a year-long mission, aeonaut
Decato Merdan orbited Eostrillon before using its gravity
852 AT: FORMAL CHARTER well to slingshot back home. This mission’s success inspired
After centuries of exploration and development, the imperator increasingly ambitious journeys, including a volunteer-crewed
drafted a formal charter to authorize unlimited resources for mission on a one-way journey to Eostrillon led by Decato
space exploration programs. This effort was divided between Merdan in 1001 AT. Decato and his team successfully landed
two organizations: the Scientific Exploration and Expansion on the new world, but contact was lost soon afterward, and
Bureau researched technological options to space travel, while no sign of the crew was ever found.
the Aeon Exploitation Office explored magical approaches.
1083 AT: FIRST COLONY ON EOSTRILLON
875 AT: FIRST SUCCESSFUL LIFTOFF The decades that followed saw continuous scientific research,
Winning an arduous race between the divisions, the AEO including days- to months-long missions to Eostrillon. First
reached suborbital space using an automated platform lifted contact with the native screedreeps seemed peaceful, but
by aeon stones. Unfortunately, the platform was unable to the Azlanti Star Empire soon imposed its rule. Colonists were
control its reentry, burning up and raining expended aeon chosen for both military expertise and scientific acumen. As
stones across the city of Agramonticus. the first colony grew, exploration of other worlds improved,
A few years after the incident, the SEEB’s first spacecraft with crewed missions with humble beginnings slowly growing
reached suborbital space. Launched by a magnetic accelerator in length and complexity.

48
1527 AT: DISASTER AT AMAZNEN STATION attack that reduces a starship’s temporary Hull Points is
The beginning of the end of the Azlanti Star Empire’s early treated as though it had dealt Hull Point damage to the target.
space age started with its most well-known disaster (though Once expended, interposed defenses can be restored WHISPERS
no one realized the true significance of this event at the only when the starship undergoes repairs, at the same rate OF THE
time): almost the entire staff of Amaznen Research Station—in and cost as standard Hull Points but requiring a successful ECLIPSE
orbit around Eostrillon—was killed when an experiment with Mysticism check in place of the normal Engineering check.
aeon stone-laced gears resulted in a violent explosion. At the
same instant, shrapnel from the gears destroyed a city block NAME TEMP HP COST (BP)
on the far side of Eostrillon—examination of the wreckage
Passive interposed defenses 10 10 3 PART 1:
determined it had teleported through the planet. The ISA
Passive interposed defenses 20 20 5 CITY IN
raced to recreate this phenomenon; at first, development DISTRESS
proceeded quickly, but industrial sabotage and the loss of Passive interposed defenses 32 32 10
key personnel saw the project all but abandoned. Eventually, Active interposed defenses 50 50 14
ISA researchers invented the onos drive (page 50), making PART 2:
Active interposed defenses 100 100 22 THE LOST
interplanetary travel quick, reliable, and safe. Space travel
Active interposed defenses 160 160 29 VALLEY
became routine; now an Azlanti citizen could take a long
vacation on another planet. It would still take thousands of
years for the Star Empire to integrate all the worlds of the PART 3:
system, but the early Azlanti space age was over. MOON BASE
TERROR
EARLY AZLANTI STARSHIPS
The systems presented here may be antiques fit for a museum, THE ELVEN
but many of the Azlanti Star Empire’s modern starship DIASPORA
systems trace their roots back to these early innovations.

ADVENTURE
BASE FRAME TOOLBOX
PIONEER
Size Small
Maneuverability good (+1 piloting, turn 1)
HP 35 (increment 5); DT —; CT 7
Mounts forward arc (2 light), aft arc (1 light)
Expansion Bays 1 (usually cargo hold)
Minimum Crew 1; Maximum Crew 3
Cost 2

DEFENSES
INTERPOSED DEFENSES (MAGIC)
This defensive system consists of burned out aeon
stones passively orbiting the ship to intercept
meteorites. A more advanced, active version uses
iridescent trillian aeon stones (Starfinder Adventure Path #8:
Escape from the Prison Moon 44), which congregate around
vulnerable ship systems.
Interposed defenses grant a starship temporary Hull
Points. These temporary points don’t need to be distributed
into quadrants, instead providing a single pool to draw from
regardless of which arc an attack strikes. When a starship
would take damage to its Hull Points, it first reduces its FORTIA RIMISI
temporary Hull Points from interposed defenses. Once these
temporary Hull Points are reduced to 0, any further damage
not absorbed by shields is applied to the starship’s Hull Points.
The loss of temporary Hull Points doesn’t count toward the
starship’s critical threshold, though for all other effects, any

49
SHIELDS (MAGIC) than one such journey without refueling, ships were outfitted
Early Azlanti starships flew without shields, but meteors and with fuel synthesizers (see below).
debris spurred research. The first Azlanti starship shields were
magical aeon shields; less powerful than modern energy shields, WEAPONS
they regenerated quickly but scaled up poorly with larger craft. In addition to early versions of aeon casters (Starfinder
Unlike normal energy shields, aeon shields regenerate during Adventure Path #7: The Reach of Empire 48), the empire
combat. At the start of the Engineering phase, the science developed clockwork weapons firing high velocity projectiles
officer can distribute these Shield Points as they see fit. from rapidly spinning, rifled barrels.

SHIELD NAME TOTAL SP REGEN. PCU COST (BP) TORQUE


Aeon shields 10 10 1/round 10 3 A torque weapon fires ammunition that spins at an incredible
rate and imparts angular momentum. In addition to dealing
Aeon shields 30 30 3/round 20 8
damage, a hit with a torque weapon rotates the target
Aeon shields 50 50 5/round 30 15
in space. The gunner can turn the target ship by 1 facing
Aeon shields 80 80 8/round 45 20 (resolved at the beginning of the helm phase). The pilot of
the target starship can attempt a Piloting check (DC = 15 +
INTERPLANETARY DRIVE 1-1/2 the tier of the firing ship) to prevent this rotation. The
torque weapon special property affects only targets that are
ONOS DRIVE (HYBRID) large or smaller.
Discovered through a destructive industrial accident, the
onos drive resembles two large gears laced with embedded EXPANSION BAYS
aeon stones, spinning at incredible speed within a precisely EXPANSION BAY PCU COST (BP)
positioned casing. When the spinning gears are engaged,
Fuel synthesizer 4 1
they create pockets of extradimensional space between the
cogs that jump the whole assembly (along with the attached Quick-skip module 10 5
starship) forward in space, referred to as “skipping.” By
varying the orientation of the drive assembly FUEL SYNTHESIZER
and the rotational speed at which the The empire developed miniaturized fuel-
gears are engaged, a skilled operator processing plants that extracted usable
can alter the direction and distance of hydrocarbons for fuel and compressible
a skip. The onos drive was key to the gases for thrusters. When paired with
early Azlanti Star Empire’s conquest a robotic appendage system (Starship
of the Aristia system before the Operations Manual 29) to retrieve and
Gap, but it was still far too slow to load material, a ship could travel from
be used for interstellar travel. planet to planet, processing its own fuel.

POWER CORE QUICK-SKIP MODULE (HYBRID)


Early Azlanti starship generators Essentially a miniature onos
burned energy-dense solid hydrocarbons drive, a quick-skip module can
to generate electricity, with the exhaust be activated at a moment’s notice to skip a starship
captured and compressed to provide pressurized gas forward a short distance. During the helm phase, as a crew
for the thrusters. These generators output power similar to action, a science officer can activate the quick-skip module
modern cores but aren’t as efficient as fission reactors, as by succeeding at a Computers check (DC = 10 + 1-1/2 × the
fuel needs limited the range of starships dependent on these starship’s tier). If successful, the ship moves 1d3+2 hexes in
power cores. the direction of its facing, moving safely past any obstacles
or ships in its way. If this movement would end in a hex
THRUSTERS occupied by an object, including another ship, the skipping
Early Azlanti vessels relied on chemical rockets and traditional ship and the object take damage equal to 5 × the skipping
thruster systems to reach orbit and travel from world to world. ship’s tier, and the skip ends in the nearest unoccupied hex.
Superior engineering and magically enhanced fuel tanks
enabled them to store fuel at immense pressure, but they were AZLANTI SPACE AGE GEAR
inferior to modern thrusters; early Azlanti thrusters increase The Azlanti Star Empire has always depended on a blend of
in-system travel time to 1d6+2 months. These spacecraft had magic and technology, and the equipment developed during
to refuel after every interplanetary voyage; to make more its early space age was no exception.

50
ONOS DRIVE (HYBRID)
ENGINE
INTERPLANETARY DRIVE RATING MIN. PCU MAX. SIZE COST (BP) SPECIAL PROPERTIES WHISPERS
Onos drive 1/2 150 Medium 10 × size category Restricted (Azlanti Star Empire) OF THE
ECLIPSE

ARMOR temperature-control system. Instead, it has two upgrade


AEONAUT SUIT (TRAVELER, EXPLORER, CONQUEROR) slots in the helmet that can be used only to hold aeon
These aeonaut suits are the precursors to the armor worn stones. These slots usually house clear spindle and iridescent
by modern Azlanti Star Empire aeon troopers. Little more spindle aeon stones, negating the wearer’s need to eat, drink,
PART 1:
CITY IN
than well-insulated plate armor, they have no integrated and breathe. DISTRESS
breathing apparatus. Instead, two upgrade slots in the
helmet are designed for clear spindle and iridescent spindle POWERED ARMOR
aeon stones, negating the wearer’s need to eat, drink, PART 2:
LEVEL 5 THE LOST
and breathe. They were also sometimes equipped with EMPIRE AGGRESSOR VALLEY
gyroscopic stabilizers or cloudy blue rhomboid aeon stones PRICE 3,025
(Starfinder Adventure Path #8: Escape from the Prison EAC Bonus +8; KAC Bonus +12
Moon 44). Max Dex Bonus +2; Armor Check Penalty –4; Speed 30 feet PART 3:
Strength 18 (+4); Damage 1d10 MOON BASE
EMPIRE AGGRESSOR Weapon Slots 1; Upgrade Slots 2+2*
TERROR
This clockwork exoskeleton was the first powered armor Capacity 20; Usage 1/hour
designed for the Azlanti Star Empire military. Like other Size Large (10-ft. reach); Bulk 36 THE ELVEN
Azlanti armor of the time, it has no breathing apparatus * Upgrade slots marked with an asterisk are aeon upgrade slots; DIASPORA
incorporated, though it does have a rudimentary these slots can be used only to hold aeon stones.

ADVENTURE
LIGHT WEAPONS TOOLBOX
SPEED
WEAPON RANGE (HEXES) DAMAGE PCU COST (BP) SPECIAL PROPERTIES
DIRECT-FIRE WEAPONS
Rotary cannon Medium — 2d4 10 7 Torque
MELEE WEAPONS
Grinding gears 1 hex — 3d8 10 8 Ripper

HEAVY WEAPONS
SPEED
WEAPON RANGE (HEXES) DAMAGE PCU COST (BP) SPECIAL PROPERTIES
DIRECT-FIRE WEAPONS
Heavy rotary cannon Medium — 6d4 30 20 Torque
MELEE WEAPONS
Crushing gears 1 hex — 8d8 20 15 Ripper

HEAVY ARMOR
ARMOR EAC KAC MAXIMUM ARMOR CHECK SPEED UPGRADE
MODEL LEVEL PRICE BONUS BONUS DEX BONUS PENALTY ADJUSTMENT SLOTS BULK
Aeonaut suit, 2 525 +3 +5 +2 –3 –5 1+2* 3
traveler
Aeonaut suit, 6 3,225 +9 +11 +3 –2 –5 2+2* 3
explorer
Aeonaut suit, 9 12,125 +13 +15 +4 –2 –5 3+2* 3
conqueror

51
CR XP
CLOCKWORK GUARDIAN 6 2,400

N Medium construct (technological) their solar system. To supplement ground forces, Azlanti
Init +5; Senses darkvision 60 ft., low-light vision; engineers built clockwork guardians from precision-cut
Perception +13 steel; the designs of these humanoid constructs included
DEFENSE HP 90 keen detection systems and powerful weapons. Just a few
EAC 18; KAC 20 human Azlanti troops could hold a new base with the help
Fort +6; Ref +6; Will +3 of a team of clockwork guardians. The conquered people of
Defensive Abilities integrated weapons, overwind; DR 5/—; the Aristia system quickly grew to recognize and fear the
Immunities construct immunities distinct sounds of clockwork guardians: an ever-present
Weaknesses vulnerable to sonic ticking that grows louder, but never faster, as they prepare
OFFENSE for battle.
Speed 30 ft. Powered by Azlanti clockwork, these constructs wind
Melee slam +14 (1d8+9 B) their own springs while moving, making them exceptionally
Ranged AG accelerator rifle +17 (3d4+6 P) energy-efficient. While nothing can self-power indefinitely,
Offensive Abilities clockwork reload clockwork guardians can remain functional for an extremely
STATISTICS long time without external winding. These constructs have
Str +3; Dex +5; Con —; Int —; Wis +0; Cha +0 visible clockworks and cogs over their entire
Skills Acrobatics +18, Athletics +13, Stealth +13 forms, though with enough resiliency built in so
Languages Azlanti (can’t speak) that a single pebble or loose nut doesn’t seize up
Other Abilities mindless, unliving the entire unit. Clockwork guardians intended
Gear integrated AG accelerator rifle AA for particularly harsh terrains sometimes have
ECOLOGY shells to protect their inner workings,
Environment any but many military leaders of the
Organization solitary, pair, squad (3–8), or troop Empire liked the aesthetic
(10–100) of the visible gears and
SPECIAL ABILITIES requested such coverings to
Clockwork Reload (Ex) The clockwork be made of clear crystal
guardian reloads its weapons with an or plastic.
integrated system powered by its The Azlanti had
own movement. When using a several advanced
move action to move up to its models of clockwork
speed, the clockwork guard guardians, outfitting
can also reload its AG them with wings,
accelerator rifle. fins, or alternate
Overwind (Ex) When the weapons, depending
clockwork guardian on the terrain at
is struck by a critical their areas of deployment. These
hit, its interior springs constructs have uses beyond combat,
overwind, imposing too. While not intelligent, clockwork
excessive tension and energy on its system. As guardians can be programmed by
a full action before the end of its next turn, the Azlanti engineers to carry out simple
clockwork guardian can wildly spin its torso and commands to help construct military
limbs, striking all adjacent creatures. This attack bases, weapons, and starships. Such
deals 1d6+9 bludgeoning damage to each creature tasks usually included repetitive
(DC 14 Reflex half). button-pushing or carrying heavy
cargo from one place to another. It’s
After leaving the Golarion system and founding New little surprise that many of the Azlanti
Thespera, the Azlanti who would become the cruel and Star Empire’s first flights with its early
infamous Star Empire expanded rapidly from their new and dangerous faster-than-light drives
home world—to quickly supply sufficient personnel included many of these expendable
to every additional military installation across guardians as extra crew.

52
CR XP
DINOSAUR, WEYDANASAURUS 5 1,600
WHISPERS
OF THE
N Huge animal and don’t typically fight over resources unless food or water ECLIPSE
Init +2; Senses low-light vision; Perception +11 is scarce. Given how long they occupy a specific location,
DEFENSE HP 70 weydanasauruses tend to modify their surroundings, pushing
EAC 18; KAC 20 rocks into the water to make small pools and piling up soft
Fort +9; Ref +9; Will +4 grasses and leaves for nests, giving weydanasaurus “camps” PART 1:
a distinctive look. CITY IN
OFFENSE DISTRESS
Speed 30 ft. This particular dinosaur is docile most of the time but
Melee talon +14 (1d6+10 S plus grab) becomes exceedingly aggressive during the several weeks
Space 15 ft.; Reach 15 ft. when its eggs hatch. Each female weydanasaurus can lay only PART 2:
Offensive Abilities rake and drop, spiny display one or two eggs at most each year; the young are vulnerable THE LOST
for their first few weeks of life and can’t be moved from their VALLEY
STATISTICS
Str +5; Dex +2; Con +3; Int –4; Wis +1; Cha –1 nests. To protect the progeny, all adult weydanasauruses in
Skills Athletics +16, Intimidate +11, Survival +11 the herd become violently territorial. They use their four front PART 3:
ECOLOGY limbs to hold and tear into any creatures that come close MOON BASE
Environment warm forest to the defenseless young. When hatching season ends, the TERROR
Organization pair or herd (3–14) weydanasauruses return to their normal, laid-back state.
SPECIAL ABILITIES THE ELVEN
Rake and Drop (Ex) When a weydanasaurus DIASPORA
successfully renews its grapple on an enemy, it
can also deal 2d6+10 slashing damage to that
creature with a free pair of limbs. The ADVENTURE
TOOLBOX
weydanasaurus must then immediately
release that creature to regain its
balance.
Spiny Display (Ex) As a standard action, a
weydanasaurus can extend its spines
and undulate them in a threatening
manner. All enemy creatures within 30
feet that can see the weydanasaurus must
succeed at a DC 13 Will save or be shaken until the
end of the weydanasaurus’s next turn. A creature that
successfully saves against the effect is immune to the
spiny display of any weydanasaurus for 24 hours. This is
a sense-dependent, mind-affecting fear effect.

Enormous dinosaurs once roamed Weydana–4, just as they


did on many other planets. However, in the magically isolated
Lost Valley, dinosaurs have continued to survive and even
thrive. A peculiar species, now known as the weydanasaurus,
is unique to this planet. It has a spiny ridge along its back,
a plated ridge on its head, and six total limbs, the front four
of which can lift off the ground when needed. The dinosaur
can eerily extend and undulate the spines along its ridge to
frighten possible predators away from its territory.
Weydanasauruses are herbivores that enjoy
swimming in shallow pools, and they usually
remain in one area for years. If the herd grows
beyond 20 or so members, a pair or more
weydanasauruses typically set off to start a
new herd. They aren’t particularly territorial

53
CR XP
MARWAUL 1 400

N Tiny animal of Weydana-3. Clever and easily trained, these small,


Init +4; Senses blindsight (vibration) 80 ft., low-light vision; buck-toothed rodents make delightful pets or guardians, but
Perception +10 they’re hunted for their luxurious, thick coats of blue fur—a
DEFENSE HP 20 natural evolution that grants them concealment on their
EAC 11; KAC 13 home planet, even in broad daylight. Diurnal by nature, they
Fort +5; Ref +5; Will +1 graze on hardy tundra grasses and cultivate edible mosses in
Resistances cold 5 their underground burrows. Some entrepreneurs have begun
OFFENSE exporting marwauls to populated planets, where they’re
Speed 30 ft., burrow 10 ft., climb 15 ft. raised for their fur.
Melee bite +8 (1d6+2 P) or Social creatures to a fault, marwauls live in multigenerational
claws +5 (1d6+2 S) colonies. A single burrow can hold up to two dozen individuals,
Ranged wail +8 (1d4+1 So plus nauseate) including a pair of dominant mates who grow larger and
STATISTICS stronger than the rest of the burrow. They protect their kin
Str +1; Dex +4; Con +0; Int –4; Wis +2; Cha +0 with the help of a V-shaped crown of collagen that grows on
Skills Athletics +5, Stealth +5, Survival +5 their heads. From these bone-like protuberances, a dominant
ECOLOGY marwaul can let loose a supersonic hoot that induces nausea
Environment cold desert (Weydana-3) in predators, affording marwauls a chance to scamper to
Organization mated pair safety. Sometimes, however, the death of the dominant pair
SPECIAL ABILITIES causes the rest of the burrow to swarm.
Wail (Ex) A dominant marwaul can take a standard action
to create a burst of ultrasonic sound targeting a creature MARWAUL COMPANION
within 30 feet; the target must succeed at a DC 10 Known for their amiability and preciousness, a marwaul
Fortitude saving throw or be nauseated for 1d4 rounds. makes for an excellent animal companion and lookout for
low-level adventurers.
MARWAUL SWARM CR 2
XP 600 LEVELS 1–5
N Tiny animal (swarm) Tiny animal
Init +3; Senses blindsight (vibration) 40 ft., Senses blindsight (vibration) 80 ft.,
low-light vision; Perception +12 low-light vision
DEFENSE HP 25 Good Save Ref; Poor Saves Fort, Will
EAC 10; KAC 12 Resistances cold 5
Fort +6; Ref +6; Will +1 Speed 30 ft., burrow 10 ft., climb 15 ft.
Defensive Abilities swarm defenses, Melee Attack bite (P) or claws (S)
unflankable; Resistances cold 5; Immunities Ability Modifiers Dex, Wis
swarm immunities SPECIAL ABILITIES
OFFENSE Wail (Ex) As a standard action, a marwaul
Speed 30 ft., burrow 10 ft., climb 15 ft. can make a hypersonic hoot targeting
Melee swarm attack (1d6 P or S) a single creature within 30 feet; the
Space 10 ft.; Reach 0 ft. target must succeed at a Fortitude
Offensive Abilities distraction saving throw (DC = 10 + 1-1/2 × the
STATISTICS marwaul’s level) or be nauseated
Str –2; Dex +3; Con +0; Int –4; Wis +1; Cha +0 for 1d4 rounds. Creatures targeted
Skills Athletics +7, Stealth +7, Survival +7 by this ability are immune to
ECOLOGY marwaul wails for 24 hours.
Environment cold desert Watchful (Ex) Marwauls are always
(Weydana-3) alert. While your marwaul companion
Organization burrows (12–18) is sharing your space and not
moving, you gain a +1 circumstance
Marwauls dig complex bonus to Perception and
burrows in the blue sands initiative checks.

54
CR XP
SCEADUINAR 7 3,200
WHISPERS
OF THE
NE Medium outsider (extraplanar) Void Child (Ex) Sceaduinars are immune to effects that ECLIPSE
Init +5; Senses darkvision 120 ft., blindsense (life) 120 ft., target souls (such as a soul upload trap) or require
low-light vision; Perception +14 knowledge of a creature’s identity (such as scrying).
DEFENSE HP 105 When slain, they can’t be restored to life by magic
EAC 19; KAC 21 except by a miracle or wish, or by divine intervention. PART 1:
Fort +9; Ref +11; Will +6 CITY IN
DISTRESS
Defensive Abilities entropic flesh, void child; DR 10/ Within the Negative Energy Plane, the purest form of
adamantine or good; Immunities cold, death effects, negative energy crystallizes to form the hateful sceaduinars.
disease, energy drain, poison; Resistances acid 10, Somewhat resembling gargoyles, sceaduinars have bat-like PART 2:
electricity 10, sonic 10; SR 18 heads, wide wingspans, and bodies seemingly made of jagged, THE LOST
purple crystals. They despise both the living and the undead, VALLEY
OFFENSE
Speed 40 ft., fly 90 ft. (Su, good) existing somewhere between the two. The only exceptions
Melee bite +15 (1d8+11 P plus 1d6 C and energy drain) or to their vitriol are voidshard vampires (page 60), the unusual PART 3:
wing +15 (2d6+9 B plus 1d6 C) undead that can be created when a sceaduinar kills a living MOON BASE
Offensive Abilities create darkness, energy drain (1 level, creature in a place attuned to the Negative Energy Plane. TERROR
DC 15), entropic touch While sceaduinars don’t exactly like these vampires, they
Sceaduinar Spell-Like Abilities (CL 7th; ranged +18) also don’t destroy them outright. Sceaduinars reserve a THE ELVEN
3/day—dispel magic, enervation special hatred for their positive energy counterparts, the jyoti, DIASPORA
At will—dimension door (self only) believing that the jyoti stole their ability to create, leaving
STATISTICS them only with the ability to destroy.
Str +4; Dex +5; Con +2; Int +1; Wis +1; Cha +2 Sceaduinars generally avoid each other, coming together ADVENTURE
TOOLBOX
Skills Acrobatics +19 (+27 to fly), Mysticism +14, Sense only when necessary to fight a particularly
Motive +14, Stealth +14 dangerous threat. These death squads remain
Languages Aklo, Common together only long enough for battle, then quickly
Other Abilities hidden from undead, negative disperse. Sceaduinars find some comfort in the
energy affinity empty void of space, which is the closest the
ECOLOGY Material Plane comes to negative energy,
Environment any (Negative Energy Plane) but when starships happen to pass
Organization solitary or death squad nearby, a sceaduinar can
(2–11) still take out an entire
SPECIAL ABILITIES crew before they
Entropic Flesh (Ex) An adjacent creature have any chance
that hits a sceaduinar with a melee to escape.
attack takes 1d6 of cold damage.
Entropic Touch (Ex) A sceaduinar’s
natural attacks can strike incorporeal
creatures as if they had the ghost
killer fusion. All of a sceaduinar’s
natural attacks deal an additional 1d6
of cold damage to the target.
Hidden from Undead (Su) Undead creatures
can’t perceive a sceaduinar using any senses unless they
succeed at a DC 15 Will save.
Negative Energy Affinity (Su) A sceaduinar is treated
as an undead creature for the purposes of spells,
abilities, and effects that heal, deal damage to,
or bypass the resistances of an undead creature.
Similarly, a sceaduinar is treated as an unliving
creature for spells, abilities, and effects that heal
living creatures.

55
CR XP
VAMPIRE, MOROI 8 4,800

Shirren moroi At will—memory lapse (DC 14), necromantic revitalization


CE Medium undead (1st)
Init +3; Senses blindsense (vibration) 30 ft., darkvision 60 Offensive Abilities blood drain, communalism, dominate
ft.; Perception +16 STATISTICS
DEFENSE HP 125 Str +6; Dex +4; Con —; Int +1; Wis +2; Cha +3
EAC 20; KAC 22 Skills Athletics +21, Bluff +16, Culture +16, Diplomacy +16,
Fort +10; Ref +10; Will +9 Intimidate +16, Mysticism +21, Stealth +16
Defensive Abilities coffin restoration, fast healing 5; DR Languages Common; children of the night, limited telepathy
5/magic and silver; Immunities undead immunities; (30 ft.)
Resistances cold 10, electricity 10 Other Abilities children of the night, create spawn, mist
Weaknesses vampire weaknesses form, unliving
OFFENSE SPECIAL ABILITIES
Speed 30 ft.; spider climb Blood Drain (Su) When a vampire successfully grapples a
Melee claw +25 (3d4+14 S plus grab) target, they can suck blood from their victim with their
Spell-Like Abilities (CL 8th; ranged +19) fangs. The victim must attempt a DC 16 Fortitude save;
1/day—deep slumber (DC 16), fear (DC 16) on a failure, it gains 1 negative level, and the vampire
3/day—command undead (DC 15), hold person (DC 15), gains 5 temporary hit points that last for 1 hour (up to a
inflict pain (DC 15), see invisibility (DC 15) maximum number of temporary hit points equal to their
full normal hit points).
Change Shape (Su) A vampire can change shape into the
form of one or more animals, typically a Small or Medium
predator (Alien Archive 2 102) native to their home
world. While in this animal shape, the vampire gains any
senses, extraordinary abilities, and movement abilities
of the animal. The vampire’s gear disappears when the
vampire assumes animal shape and returns when they
returns to their normal form. This shirren vampire can
turn into a Medium spider (low-light vision, climb 30
ft., bite inflicts piercing instead of slashing damage,
and damaged creatures are exposed to turbocurarine
[Character Operations Manual 127]) or a Small insect
(low-light vision, fly 60 ft., stinger inflicts piercing
instead of slashing damage).
Children of the Night (Su) The vampire’s presence brings
forth creatures of the night, typically Small or Medium
predators or predator swarms (Alien Archive 2 102), to do
their master’s bidding. The vampire can give telepathic
orders to these creatures as long as they’re within 100
ft., but they can’t communicate back.
Coffin Restoration (Su) When a vampire is reduced to 0 HP,
they don’t die. Instead, they fall unconscious. If they rest
in their coffin for 1 hour, the vampire regains 1 HP, after
which their fast healing functions normally.
Create Spawn (Su) If a creature dies from the vampire’s
blood drain ability, the vampire can turn this victim into
a moroi vampire or vampire spawn by donating some
of their blood to the victim and burying it in the ground
for 3 days. If the new vampire is lower in CR than their
creator, they’re under the creator’s control. If a vampire
controls too many spawn at once (as determined by

56
the GM), strong-willed spawn can free themselves by Although a vampire has many well-known weaknesses,
succeeding at a DC 16 Will save. most can blend into mortal society and even carry on
Dominate (Su) A vampire can crush a humanoid opponent’s something like a normal life. They hide in their coffins by WHISPERS
will as a standard action, targeting a single creature day, emerging at night to hunt for food, and are protected OF THE
within 30 ft. that must succeed at a DC 16 Will save or by mortal minions who willingly serve in the hope of one day ECLIPSE
fall instantly under the vampire’s influence, as though being given immortality—something that they might realize
subject to dominate person (caster level 8th). A creature too late is more of a curse than a blessing.
that successfully saves against this ability is immune to Interstellar travel has enabled vampires to escape those
the vampire’s dominate ability for 24 hours. who threaten them, and even avoid some of their most PART 1:
Mist Form (Su) A vampire can take a move action to debilitating weaknesses; vampires justly fear the deadly CITY IN
DISTRESS
transform into a cloud of mist, smoke, or other vapor. In light of the sun, but a vampire who lives on the dark side of
this form, they’re immune to physical damage, gain a fly Verces never has to worry about the dawn. Vampires have
speed of 30 ft., and can fit through any opening that isn’t also discovered a new weakness since the Signal: similar to PART 2:
airtight. They can’t make attacks or use any ability that their old inability to cross running water, they can’t willingly THE LOST
requires a target to attempt a saving throw. While using enter the Drift unless within the protection of their coffin. VALLEY
this power, the vampire’s fast healing doesn’t function. Sometimes, a vampire’s coffin takes the shape of an arcane
The vampire can remain in mist form indefinitely and can mortuary or cryo-chamber (Starship Operations Manual 24), PART 3:
return to their normal form with a move action. some of which are equipped with cybernetic systems that MOON BASE
Vampire Weaknesses (Su) Vampires have many enable the vampire to control the surrounding starship from TERROR
distinctive weaknesses; some vampires can ignore or within their coffin. As vampirism has spread to alien species,
mitigate one or more of these weaknesses, but most their association with bats, wolves, and other nocturnal THE ELVEN
can’t. A vampire is held at bay by garlic or the holy creatures has expanded to include various alien fauna found DIASPORA
symbol of a non-evil deity. They must stay at least 5 in systems beyond the Pact Worlds.
ft. from the object of their revulsion and can’t touch
or make melee attacks against a creature brandishing MOROI VAMPIRE TEMPLATE ADVENTURE
TOOLBOX
such an object. Holding a vampire at bay takes GRAFT (CR 5+)
a standard action. After being held at bay for 1 round, a Other vampires create moroi from their slain victims, usually
vampire can attempt a DC 22 Will save at the beginning as companions or minions. The new vampire is bound to their
of their turn to act normally. master and serves until the master dies or the servant can
D A vampire can’t enter a residence unless they’re break free and pursue their own destiny. Many vampires
invited inside, can’t enter any area filled with the smell have unique supernatural abilities beyond those included in
of garlic, and can’t voluntarily cross running water this graft.
or enter the Drift unless transported while inside Required Creature Type: Undead.
their coffin. Suggested Array: Any.
D A vampire exposed to direct sunlight is staggered; if Traits: darkvision 60 ft.; fast healing 5; DR 5/magic and
exposed to direct sunlight for 2 consecutive rounds, silver; cold and electricity resistance 10; vampire
the vampire is destroyed. weaknesses (above).
D A wooden stake driven through the heart of an Abilities: Blood drain, change shape, children of the night,
unconscious vampire reduces the vampire to 0 HP coffin restoration, create spawn, dominate, mist form.
and prevents them from healing above 0 HP, even Suggested Ability Score Modifiers: Strength, Dexterity.
in their coffin; if the stake is removed, the vampire If the base creature has a swim speed, the vampire loses their
can heal, and if the vampire is in their coffin, the inability to cross running water unless in their coffin.
1-hour rest period begins once the stake is removed.
If the vampire’s head is severed and anointed with VAMPIRE SPAWN TEMPLATE
holy water while the stake is in place, the vampire GRAFT (CR 2+)
is destroyed. A vampire who wants to create vampire minions, but who
doesn’t want those minions to create more servants of their
Vampires are undead creatures who feed on the blood of own, can choose to create a vampire spawn—a lesser undead
the living. They come in many varieties, differentiated by without many of the vampire’s most potent magical abilities.
culture, species, and planet of origin, but the one described Required Creature Type: Undead.
here is the most common variety; known as “moroi” among Suggested Array: Combatant.
their own kind, these creatures are synonymous with the Traits: darkvision 60 ft.; fast healing 1; cold and electricity
word “vampire” throughout the Pact Worlds, Near Space, and resistance 5; vampire weaknesses (above).
the Vast. Abilities: Blood drain, coffin restoration.

57
CR XP
VAMPIRE, NOSFERATU 12 19,200

Human nosferatu Melee claw +25 (6d4+20 S plus grab; critical severe wound)
NE Medium undead or ensnaring ultrathin longsword +25 (4d8 S)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Ranged tenebrous shadow pistol +22 (2d10 C; critical blind)
Perception +22 Spell-Like Abilities (CL 12th; ranged +25)
DEFENSE HP 200 1/day—telekinesis (DC 20)
EAC 26; KAC 28 3/day—instant virus (DC 18)
Fort +14; Ref +14; Will +13 Offensive Abilities blood drain, dominate, plague bearer
Defensive Abilities fast healing 5, swarm flight; DR 5/ STATISTICS
wood and piercing; Immunities undead immunities; Str +8; Dex +6; Con —; Int +2; Wis +5; Cha +4
Resistances cold 10, electricity 10, sonic 10 Skills Athletics +22, Bluff +22, Diplomacy +22, Intimidate
Weaknesses nosferatu weaknesses +27, Mysticism +22
OFFENSE Languages Common; plague speaker, telepathy 60 ft.
Speed 30 ft.; spider climb Gear squad hardlight series, ensnaring ultrathin longsword,
tenebrous shadow pistol AR with 2 standard batteries (20
charges each)
Other Abilities swarm form, unliving
SPECIAL ABILITIES
Blood Drain (Su) When a nosferatu successfully grapples a
target, they can suck blood from their victim with their
fangs. The victim must attempt a DC 19 Fortitude save;
on a failure, it gains 1 negative level, and the nosferatu
gains 5 temporary hit points that last for 1 hour (up to a
maximum number of temporary hit points equal to their
full normal hit points).
Dominate (Su) A nosferatu can crush a humanoid
opponent’s will as a standard action, targeting a single
creature within 30 ft. that must succeed at a DC 19 Will
save or fall instantly under the nosferatu’s influence, as
though subject to dominate person (caster level 12th). A
creature that successfully saves against this ability is
immune to the nosferatu’s dominate ability for 24 hours.
Nosferatu Weaknesses (Su) A nosferatu is held at bay by
mirrors, garlic, or holy symbols of a non-evil deity. They
must stay at least 5 ft. from the object of their revulsion
and can’t touch or make melee attacks against a creature
brandishing such an object. Holding a nosferatu at bay
takes a standard action. After being held at bay for 1
round, a nosferatu can attempt a DC 25 Will save at
the beginning of their turn to act normally. Finally, a
nosferatu can’t enter a residence unless invited inside,
nor any area filled with the smell of garlic.
Plague Bearer (Su) A creature that takes damage from a
nosferatu’s claw attack or is subject to their blood drain
ability is exposed to a disease endemic to the nosferatu’s
original species or world of origin; nosferatu who were
once human expose their victims to bubonic plague (Core
Rulebook 418).
Plague Speaker (Su) A nosferatu can communicate with
animals or vermin associated with disease, such as
certain blood-drinking mosquitoes, rats, or akata (Alien

58
Archive 2 8). This ability doesn’t make the creature worlds, however, their supernatural affinity for disease
friendly to the nosferatu, but it does allow the nosferatu has metastasized; now, they serve as hosts to alien viruses
to use language-dependent effects on them. from all over the galaxy. Most new nosferatus are born out WHISPERS
Swarm Flight (Su) If reduced to 0 hit points in combat, of contagion and disease, crawling from hospitals, disease OF THE
a nosferatu doesn’t die. Instead, they assume wards, isolation units, and plague pits to spread their curse ECLIPSE
their swarm form (below) and can do nothing except among the living.
attempt to escape. They must reach their coffin within Traditional wisdom suggests that a nosferatu can’t abide
1 hour or are destroyed. Additional damage dealt to a the odor of garlic or touch a holy symbol, though these items
nosferatu forced into swarm form has no effect. Once at are merely deterrents. Nosferatus tend to avoid mirrors, as PART 1:
rest in their coffin, the nosferatu is helpless. They regain the lack of reflection threatens to alert victims to their true CITY IN
DISTRESS
1 hit point after 1 hour and then are no longer helpless; nature. Perhaps the greatest defense against a nosferatu is
they resume healing at the rate of 5 hit points per round. avoiding their lair since nosferatus can’t enter a residence
Swarm Form (Su) As a standard action, a nosferatu can without permission. For this reason, many maintain PART 2:
change into a swarm of crawling or flying rodents or immense estates to which they invite potential victims THE LOST
vermin. In this form, they gain swarm defenses and under the guise of conducting business or entertainment. VALLEY
swarm immunities. They gain either distraction (DC It isn’t unusual for a hidden nosferatu to be exposed by the
19) and a swarm attack (4d6+12 P) or a fly speed of 50 sudden outbreak of virulent disease centered on its posh PART 3:
ft., as the nosferatu chooses. While in swarm form, a and secluded home. MOON BASE
nosferatu can’t use their claw attacks or any of their Today, nosferatus are more elusive than ever; their TERROR
offensive abilities. They can remain in swarm form until reclusive nature coupled with their inhuman stealth and
they assume another form or until the next sunrise. A powers of magnetism enable them to slip through the THE ELVEN
nosferatu’s gear vanishes when they adopt swarm form galaxy unseen—except by their victims, of course. As DIASPORA
and returns when the nosferatu returns to their normal interstellar commerce has increased since the Signal and
shape. Nosferatu throughout the galaxy might change the development of Drift technology, nosferatus have
into other creatures associated with diseases endemic arisen among diverse alien species, each carrying plagues ADVENTURE
TOOLBOX
to their original species or from their world of origin. unique to their home worlds. Sometimes, they stow away
on starships, and the unlucky crew slowly perishes over
This legendary undead appears as a statuesque humanoid, the course of many weeks; the ship reaches its eventual
characterized by bruise-colored or paper-white skin rippling destination as a hollowed out plague ship filled with
with powerful muscle. The nosferatu’s unnatural height and diseased corpses and a single nosferatu.
elongated claws set them apart from the living. Nosferatus Many nosferatus had difficulty in adjusting to the modern
are completely hairless, but some conceal this detail under an era, but perhaps the biggest challenge these ancient
affectation for elaborate wigs. Their expertly curated attire revenants face is coming to terms with popular media
hints at deep layers behind the somber grimace they present portrayals of vampires. While some huffily point out the
to the world—one laced with ratlike fangs. Many have other inaccuracies of today’s romanticized vampire over glasses
ratlike features, including pointed ears, bulbous eyes, and a of decanted blood, others rage against the degradation of
hunched gait. their historically fearsome reputation. These media purists
The typical nosferatu has suffered an unfathomably long dive deeply into tradition to the point that they become
lifespan, witnessing civilizations rise and crumble while walking anachronisms.
simultaneously extinguishing the lives of countless mortals,
victims who were merely momentary partners in an eternal NOSFERATU VAMPIRE
dance with the night. Unable to create more of their kind, TEMPLATE GRAFT (CR 10+)
as traditional vampires do, many nosferatus were spawned New nosferatus are exceedingly rare but sometimes arise
before the Gap and now seek peaceful solitude, fasting for in areas of plague suffused with powerful necromantic
long periods before indulging themselves in a gory feast. energy. Only a once-living and sapient creature can become
Some cling desperately to their foggy memories of another a nosferatu.
time, while others’ minds have shattered entirely beneath the Required Creature Type: Undead.
animalistic, singular urge to feed. Suggested Array: Any.
However they personally reinvent themselves, Traits: Darkvision 60 ft., scent; fast healing 5; DR 5/wood
nosferatus remain distinguished from other vampires by and piercing; cold, electricity, and sonic resistance 10;
their unnatural connection to disease; for centuries, this nosferatu weaknesses (page 58); telepathy 60 ft.
connection manifested in plagues carried by rodents and Abilities: Blood drain, dominate, plague bearer, plague
verminous insects, diseases which nosferatus would both speaker, swarm flight, swarm form.
carry and spread. As nosferatus have traveled to other Suggested Ability Score Modifiers: Strength, Dexterity.

59
CR XP
VAMPIRE, VOIDSHARD 8 4,800

NE Medium undead Ranged gelid hail pistol +17 (2d6+8 C & P; critical bleed 1d6)
Init +4; Senses darkvision 60 ft., blindsense (sound) 60 ft.; Offensive Abilities create spawn, energy drain (1 level, DC
Perception +16 16), entropic touch
DEFENSE HP 125 STATISTICS
EAC 20; KAC 22 Str +6; Dex +4; Con —; Int +1; Wis +2; Cha +2
Fort +10; Ref +10; Will +9 Skills Acrobatics +21, Athletics +21, Intimidate +16,
Defensive Abilities fast healing 5; DR 10/magic; Survival +16
Immunities cold, undead immunities Languages Akitonian, Common
Weaknesses order aversion Other Abilities see sceaduinars (page 55), unliving
OFFENSE Gear advanced lashunta tempweave (black force field),
Speed 30 ft., fly 60 ft. (Ex, average) gelid hail pistol AR with 2 batteries (20 charges each)
Melee bite +19 (2d4+14 P plus 1d6 C and energy drain) or ECOLOGY
slam +19 (3d4+14 B plus 1d6 C) Environment any
Organization solitary or collective (1–2 with 5–15 voidshard
vampire spawn)
SPECIAL ABILITIES
Create Spawn (Su) A living humanoid creature killed
by a voidshard vampire’s bite must attempt a DC
16 Will saving throw just before being killed. If it
fails, it becomes a voidshard vampire spawn under
the control of the original voidshard vampire in
1d6 rounds. A voidshard vampire spawn usually
has a CR that’s 3 lower than that of the original
voidshard vampire (see the template graft on
page 61).
Entropic Touch (Ex) A voidshard vampire’s natural
attacks can strike incorporeal creatures as if they
had the ghost killer fusion. All of a voidshard
vampire’s natural attacks deal +1d6 cold damage
to the target.
Order Aversion (Su) Voidshard vampires
despise order and organization. If an opponent
uses a standard action to create and present
an orderly structure, such as a line of stones or
a tower of bricks, the voidshard vampire must
succeed at a DC 16 Will save or become fixated
on destroying the structure. If fixated, the
voidshard vampire must spend their next turn
moving to and destroying the structure. Once
the voidshard vampire has become fixated on one
structure, they’re immune to this effect with any
other structures for 1 hour.
See Sceaduinars (Su) A voidshard vampire is
immune to a sceaduinar’s hidden from undead ability
(page 55).

Voidshard vampires result from living creatures


unfortunate enough to die either in the presence of
sceaduinars (page 55) or in an area otherwise infused
with negative energy. Sceaduinars notoriously despise the

60
undead, but they allow voidshard vampires—as forces of connected to an alarm as an early warning system against
entropy and destruction—to continue existing, hoping they these undead. Certain plants and other living things
destroy other undead in their wake. Voidshard vampires can incite this hatred of organization within voidshard WHISPERS
share some of the features of their gargoyle-like creators: vampires who harbor the most vitriol in their hearts, OF THE
hard, rough skin; bat-like ears and wings; and horns. They and spaces near their lairs tend to be stripped of all life. ECLIPSE
have their own vampiric traits as well, such as sharp fangs Technology and other highly ordered objects are an affront
that drain the life from their victims and the ability to to other voidshard vampires, who often take exacting
create spawn. Despite often being integral to a voidshard pains to sunder these high-tech items before ferociously
vampire’s creation, sceaduinars don’t have control over descending upon their owners. PART 1:
these undead, though they might torment the newly risen On rare occasions, a voidshard vampire rises against the CITY IN
DISTRESS
with screeds on the futility of existence. This abuse hardly sceaduinar who created them. Such battles usually incur
ever escalates to becoming physical and is usually enough major collateral damage to the terrain and any bystanders.
to drive the vampire away to seek out living beings to If the voidshard vampire manages to destroy the sceaduinar, PART 2:
destroy and feast upon. Sometimes, a voidshard vampire the undead absorbs a burst of negative energy from the THE LOST
will perpetuate the cycle of abuse by creating spawn outsider. Their skin grows completely crystalline, and they VALLEY
of their own, over whom they have complete control. develop special powers, such as the ability to blast victims
While sceaduinars normally have the ability to hide from with a spray of cold, incorporeality, and spellcasting. These PART 3:
undead, this ability doesn’t work on voidshard vampires or creatures, known as voidcrystal vampires, are extremely MOON BASE
their spawn. dangerous. Even the spawn of a voidcrystal vampire is TERROR
Without the support of the creatures who made them, about as powerful as a normal voidshard vampire. Some
voidshard vampires are left adrift. They tend to flock to voidcrystal vampires crave the authority of rule, and more THE ELVEN
remote locations but not completely abandoned ones, than one undead collective in the furthest reaches of the DIASPORA
such as sparsely inhabited planets, moons, and asteroids. galaxy bend to one of these tyrannical despots.
As much as they hate being around the living, they also
need to feed on them. Many long to travel to the Negative VOIDSHARD VAMPIRE ADVENTURE
TOOLBOX
Energy Plane, clustering around tears in reality or planar TEMPLATE GRAFT (CR 6+)
portals in the hopes of somehow leaving the Material When a living creature dies to a sceaduinar, it can
Plane and escaping their need to feed without giving in sometimes rise again as an undead agent of destruction.
to oblivion. Voidshard vampires haunt desolate regions, waiting for
Voidshard vampires scorn the company of both the living their occasional prey.
and the undead, taking after their sceaduinar progenitors. Required Creature Type: Undead.
Voidshard vampires can create voidshard vampire spawn Suggested Array: Any.
from their victims, and the loneliest do exactly that to Traits: Blindsense (sound) 30 ft.; fast healing 5 (increase
create a family of sorts. While voidshard vampires don’t to 10 at CR 14+); DR 10/magic (increase to DR 15 at CR 14+);
show any kind of affection that the living would recognize, immunity to cold; fly speed 60 ft.; order aversion (page 60);
their collectives do live together and fight to protect one create spawn (page 60), entropic touch (page 60), energy
another. These collectives are extremely dangerous for any drain; see sceaduinars (page 60).
living creature that stumbles upon them. While individual Suggested Ability Score Modifiers: Strength, Wisdom.
voidshard vampires typically attack and kill their prey
without delay, a collective sometimes captures a living VOIDSHARD VAMPIRE
creature to ritualistically kill together. Victims killed by SPAWN TEMPLATE GRAFT
collectives in this way nearly always turn into voidshard (CR 3+)
vampire spawn; the process has an almost religious Those who have been killed by a voidshard vampire might
significance to these vampires, though many would scoff at rise again as one of their spawn. Such undead are less
the insinuation, as they usually consider themselves above powerful than their new masters but still suffer from
such mortal concerns. Rarely does a voidshard vampire their aversion to order and can see the outsiders from the
become part of any organized church, though those that Negative Energy Plane known as sceaduinars.
do often follow Urgathoa. Required Creature Type: Undead.
As creatures touched by entropic forces, voidshard Suggested Array: Combatant.
vampires hate order. Whenever they see meticulously Traits: Blindsense (sound) 30 ft.; fast healing 1 (increase
organized objects, especially those created from discrete to 5 at CR 12+); DR 5/magic (increase to DR 10 at CR 12+);
elements, they get a compulsion to destroy them. People cold resistance 10 (increase to 15 at CR 12+); fly speed 30
who live in places near voidshard vampires (and are aware ft.; order aversion (page 60), entropic touch (page 60); see
of their proclivities) often use neatly stacked piles of bricks sceaduinars (page 60).

61
CODEX OF WORLDS
WEYDANA-3 citizens to live behind transparent walls, and even regulating
Diameter: ×1/2; Mass: ×1/10 the number of jaw motions used to chew food. The citizens of
Gravity: ×1/2 the One State did not exist as a hive mind, but their government
Location: The Vast treated them as if they did.
Atmosphere: Toxic (96% carbon dioxide, 1% oxygen, The One State’s anti-individual society prospered for a time,
1% argon) as an ultra-efficient educational system taught its citizens
Day: 24 hours; Year: 699 days to be satisfied with their place in the great machine. As the
One State expanded, it began making significant advances
Every planet in the Weydana system is unique, but on the technology it brought to Weydana-3, especially in the
Weydana-3 stands out the most from its neighbors. A areas of geo-engineering, picotechnology, and psychological
combination of intense tectonic activity, a punishing warfare. Eventually, their technologists began exploring the
atmosphere, and the incessant bombardment of radiation use of teleportation spells as a potential power source for
and celestial objects has created a surface inhospitable to the energy-hungry One State, focusing on magic portals and
most forms of organic life. Solidified lava flows and impact interplanetary teleport spells. One day, something powerful
craters cover the southern hemisphere, while the northern and hostile arrived on Weydana-3 via a rogue portal. The
hemisphere, struck by a protoplanet 3.5 billion years ago, being—which might have been a living apocalypse (Alien
is the single largest impact crater in the entire system. The Archive 2 80), tzitzimitl (Alien Archive 3 122), or a colossus
blue sands for which Weydana-3 is known cover every inch like those that ravage Daimalko—was eventually terminated
of it all. by One State security forces, but not before unleashing an
The incessant sandstorms that sweep the planet have infectious psychic disease that rapidly swept throughout
buried the sole evidence of the oldest attempt at settlement the society. Those infected sought violent suicide, and some
on Weydana-3: the remains of a colossal, domed polar city. set off an explosion that destroyed the protective domes
At hundreds of miles in diameter, the city was established surrounding the One State, exposing everyone inside to the
by a species that flourished and then went extinct over a deadly atmosphere and radiation.
billion years ago, and about whom nothing is known and no The blue sands of Weydana-3 have preserved the One State
evidence other than their mechanical constructions survived. as it was on the day of its destruction; explorers might find
The city-state—called “The One State” by its inhabitants—was a the crumbled buildings and domes of the city and the dried
totalitarian polity whose government dominated every aspect and mummified corpses of its citizens, all in pristine condition.
of its humanoid citizens’ lives, both personal and professional; Unfortunately, the One State’s numerous mechanical guards
from state-assigned sexual are also in pristine condition and remain hostile to
partners, forcing all interlopers to this day.

62
NEXT MONTH
ICEBOUND ADVENTURE TOOLBOX WHISPERS
By Jason Tondro This volume’s Adventure Toolbox features further updates OF THE
A distress beacon from the desolate tundras sends the PCs on on New Harmony’s other established charters, a look at ECLIPSE
a mission into the biting cold. Once they rescue the survivors new ways to travel through a planet’s upper atmosphere, a
of a crash from an off-world menace, the PCs can trace the catalog of biotech inspired by the Swarm, new and fascinating
threat to the gas giant Weydana-6, where a Swarm colony creatures, and an icy gas giant!
slumbers. Can they defeat the waking creatures before they PART 1:
can contact the larger hive mind? SUBSCRIBE TO STARFINDER CITY IN
DISTRESS
ADVENTURE PATH
DIRECTIVE 9 The Horizons of the Vast Adventure Path continues!
By Christopher Wasko Don’t miss out on a single exciting volume—head over to PART 2:
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army, Directive 9 gathers important information to keep the Roleplaying Game, Starfinder Adventure Path, and Starfinder VALLEY
empire safe from threats within and without. Accessories products delivered to your door!.
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Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark Seifter, Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are
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Pathfinder Adventure, Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder
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Jim Seals, and Jason Tondro.
Printed in China.

63
More Galactic Adventure!
More Galactic Adventure!

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JUNKER’S DELIGHT
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WWW.PAIZO.COM
© 2021, Paizo Inc. Paizo, the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc.; the Pathfinder
O INC.
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© 2017

P logo and Pathfinder Roleplaying Game are trademarks of Paizo Inc.

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© 2021, Paizo Inc. Paizo, the Paizo golem logo, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.;
Starfinder Flip-Mat, Starfinder Pawns, and Starfinder Roleplaying Game are trademarks of Paizo Inc.
ELION EXPLORER
1 SQUARE = 5 FEET

1a
1 FORWARD

1b

2
11

3 3

4 4

5 4

7 6 8

9a
10 10

11

MAP KEY
1. Cockpit 7. Modular
a. Pilot’s Station Expansion Bay
b. Gunner’s 8. Generator Room
Station 9. Engine Room
12
2. Crew Area a. Engineer’s
3. Storage Areas Station
4. Crew Quarters 10. Fuel Tanks
5. Lavatory 11. Access Hatches
6. Drive Chamber 12. Thruster
NIGHT COURT
A neighboring charter reaches out for assistance when their leaders go missing. After
tracking the team to a lush jungle valley inhabited by alien dinosaurs, the PCs discover
that the expedition was teleported to an ancient Azlanti lunar base. Can the PCs rescue
their fellow explorers from the darkness that lurks there?
This Starfinder Adventure Path volume continues the Horizons of the Vast Adventure Path
and includes:

• “Whispers of the Eclipse,” a Starfinder adventure for 5th-level characters


by Kate Baker.

• A history of elven journeys to new planets by Jessica Catalan.

• A toolbox featuring equipment used by the early Azlanti Star Empire, a collection of creatures that could
endanger unwary explorers, and a glimpse at a battered world of blue sands and a violent past, by Kate Baker,
Jenny Jarzabski, Andrew Mullen, and Jim Seals.

• Statistics and deck plans for a surveying starship vital to the Azlanti Star Empire’s first forays into space
by Dennis Muldoon.

paizo.com/starfinder Printed in China. PZO7242

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