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Outpost Zed Promenade --- Though not nearly as large as Absalom Station, Outpost Zed is a sizable facility.However, it is sparsely populated, and most of the station’s activity is concentrated on the promenade, a section of the ore---processing floor that has been turned into a riotous marketplace.The PCs can easily find the promenade by following the flow of traffic to the southern door leading into area A1.Unless otherwise noted, the chambers of the promenade have a ceiling height of 50 feet.The light is dim, and though the walls are steel (hardness 20, Hit Points 90 per 10---foot---by---10---foot section, break DC 30), the piping and broken fixtures reduce the Athletics DC to climb a wall to 20. ### A1.Promenade Entrance Large doors exit to the west and south, and a trio of short corridors lead east.While there aren’t any merchant stalls erected here, permanent residents often meet visitors here to engage in more personal transactions and trades.The area is very noisy, as dozens of voices echo off the unused equipment.Creatures:Spotting newcomers to the station, two xenophobic draeliks begin stealthily stalking the PCs through the outpost.They attack if the PCs spot them, or else in a semi---secluded area (such as area A4).If the fight occurs in a crowded chamber, noncombatant NPCs temporarily flee the area but return when combat is over.**Draeliks (2)** *CR 2 XP 600 each* HP 21 each (Starfinder Alien Archive 36) **TACTICS** *During Combat: When a fight begins, the draeliks keep their distance from one another so that, if the PCs engage one in melee, the other can use his dark nova ability without harming his comrade.* Morale: A draelik reduced to fewer than 5 Hit Points flees the area and doesn’t hassle the PCs any further.**STATISTICS** **Gear** freebooter armor I, lesser shadowstaff (Starfinder Alien Archive 37) with 1 clip (40 charges), shadowblend serum (Starfinder Armory 116), x---ray serum (Starfinder Armory 116) ### A2.Cantina The temperature in this room plummets compared to the rest of the station.Machinery once lined the western wall here, but it has since been stripped away, leaving only holes and bits of metal embedded in the walls.A dented metal grate covers a large portion of the floor.A door exits to the east, and a short ramp to the south leads to another chamber.This area serves as the promenade’s cantina, where visitors and residents alike can grab a bite to eat from the nearby food dispensers (area A3) or sit and talk in a quieter atmosphere.### A3.Food Dispensers Abandoned bins have been shoved into the western half of the chamber, their insides still crusted with solidified rivulets of metal.A large cluster of pipes juts from the wall five feet above the ground next to the bins.The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).
Outpost Zed Promenade --- Though not nearly as large as Absalom Station, Outpost Zed is a sizable facility.However, it is sparsely populated, and most of the station’s activity is concentrated on the promenade, a section of the ore---processing floor that has been turned into a riotous marketplace.The PCs can easily find the promenade by following the flow of traffic to the southern door leading into area A1.Unless otherwise noted, the chambers of the promenade have a ceiling height of 50 feet.The light is dim, and though the walls are steel (hardness 20, Hit Points 90 per 10---foot---by---10---foot section, break DC 30), the piping and broken fixtures reduce the Athletics DC to climb a wall to 20. ### A1.Promenade Entrance Large doors exit to the west and south, and a trio of short corridors lead east.While there aren’t any merchant stalls erected here, permanent residents often meet visitors here to engage in more personal transactions and trades.The area is very noisy, as dozens of voices echo off the unused equipment.Creatures:Spotting newcomers to the station, two xenophobic draeliks begin stealthily stalking the PCs through the outpost.They attack if the PCs spot them, or else in a semi---secluded area (such as area A4).If the fight occurs in a crowded chamber, noncombatant NPCs temporarily flee the area but return when combat is over.**Draeliks (2)** *CR 2 XP 600 each* HP 21 each (Starfinder Alien Archive 36) **TACTICS** *During Combat: When a fight begins, the draeliks keep their distance from one another so that, if the PCs engage one in melee, the other can use his dark nova ability without harming his comrade.* Morale: A draelik reduced to fewer than 5 Hit Points flees the area and doesn’t hassle the PCs any further.**STATISTICS** **Gear** freebooter armor I, lesser shadowstaff (Starfinder Alien Archive 37) with 1 clip (40 charges), shadowblend serum (Starfinder Armory 116), x---ray serum (Starfinder Armory 116) ### A2.Cantina The temperature in this room plummets compared to the rest of the station.Machinery once lined the western wall here, but it has since been stripped away, leaving only holes and bits of metal embedded in the walls.A dented metal grate covers a large portion of the floor.A door exits to the east, and a short ramp to the south leads to another chamber.This area serves as the promenade’s cantina, where visitors and residents alike can grab a bite to eat from the nearby food dispensers (area A3) or sit and talk in a quieter atmosphere.### A3.Food Dispensers Abandoned bins have been shoved into the western half of the chamber, their insides still crusted with solidified rivulets of metal.A large cluster of pipes juts from the wall five feet above the ground next to the bins.The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.
Outpost Zed Promenade --- Though not nearly as large as Absalom Station, Outpost Zed is a sizable facility.However, it is sparsely populated, and most of the station’s activity is concentrated on the promenade, a section of the ore---processing floor that has been turned into a riotous marketplace.The PCs can easily find the promenade by following the flow of traffic to the southern door leading into area A1.Unless otherwise noted, the chambers of the promenade have a ceiling height of 50 feet.The light is dim, and though the walls are steel (hardness 20, Hit Points 90 per 10---foot---by---10---foot section, break DC 30), the piping and broken fixtures reduce the Athletics DC to climb a wall to 20. ### A1.Promenade Entrance Large doors exit to the west and south, and a trio of short corridors lead east.While there aren’t any merchant stalls erected here, permanent residents often meet visitors here to engage in more personal transactions and trades.The area is very noisy, as dozens of voices echo off the unused equipment.Creatures:Spotting newcomers to the station, two xenophobic draeliks begin stealthily stalking the PCs through the outpost.They attack if the PCs spot them, or else in a semi---secluded area (such as area A4).If the fight occurs in a crowded chamber, noncombatant NPCs temporarily flee the area but return when combat is over.**Draeliks (2)** *CR 2 XP 600 each* HP 21 each (Starfinder Alien Archive 36) **TACTICS** *During Combat: When a fight begins, the draeliks keep their distance from one another so that, if the PCs engage one in melee, the other can use his dark nova ability without harming his comrade.* Morale: A draelik reduced to fewer than 5 Hit Points flees the area and doesn’t hassle the PCs any further.**STATISTICS** **Gear** freebooter armor I, lesser shadowstaff (Starfinder Alien Archive 37) with 1 clip (40 charges), shadowblend serum (Starfinder Armory 116), x---ray serum (Starfinder Armory 116) ### A2.Cantina The temperature in this room plummets compared to the rest of the station.Machinery once lined the western wall here, but it has since been stripped away, leaving only holes and bits of metal embedded in the walls.A dented metal grate covers a large portion of the floor.A door exits to the east, and a short ramp to the south leads to another chamber.This area serves as the promenade’s cantina, where visitors and residents alike can grab a bite to eat from the nearby food dispensers (area A3) or sit and talk in a quieter atmosphere.### A3.Food Dispensers Abandoned bins have been shoved into the western half of the chamber, their insides still crusted with solidified rivulets of metal.A large cluster of pipes juts from the wall five feet above the ground next to the bins.The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.
Outpost Zed Promenade --- Though not nearly as large as Absalom Station, Outpost Zed is a sizable facility.However, it is sparsely populated, and most of the station’s activity is concentrated on the promenade, a section of the ore---processing floor that has been turned into a riotous marketplace.The PCs can easily find the promenade by following the flow of traffic to the southern door leading into area A1.Unless otherwise noted, the chambers of the promenade have a ceiling height of 50 feet.The light is dim, and though the walls are steel (hardness 20, Hit Points 90 per 10---foot---by---10---foot section, break DC 30), the piping and broken fixtures reduce the Athletics DC to climb a wall to 20. ### A1.Promenade Entrance Large doors exit to the west and south, and a trio of short corridors lead east.While there aren’t any merchant stalls erected here, permanent residents often meet visitors here to engage in more personal transactions and trades.The area is very noisy, as dozens of voices echo off the unused equipment.Creatures:Spotting newcomers to the station, two xenophobic draeliks begin stealthily stalking the PCs through the outpost.They attack if the PCs spot them, or else in a semi---secluded area (such as area A4).If the fight occurs in a crowded chamber, noncombatant NPCs temporarily flee the area but return when combat is over.**Draeliks (2)** *CR 2 XP 600 each* HP 21 each (Starfinder Alien Archive 36) **TACTICS** *During Combat: When a fight begins, the draeliks keep their distance from one another so that, if the PCs engage one in melee, the other can use his dark nova ability without harming his comrade.* Morale: A draelik reduced to fewer than 5 Hit Points flees the area and doesn’t hassle the PCs any further.**STATISTICS** **Gear** freebooter armor I, lesser shadowstaff (Starfinder Alien Archive 37) with 1 clip (40 charges), shadowblend serum (Starfinder Armory 116), x---ray serum (Starfinder Armory 116) ### A2.Cantina The temperature in this room plummets compared to the rest of the station.Machinery once lined the western wall here, but it has since been stripped away, leaving only holes and bits of metal embedded in the walls.A dented metal grate covers a large portion of the floor.A door exits to the east, and a short ramp to the south leads to another chamber.This area serves as the promenade’s cantina, where visitors and residents alike can grab a bite to eat from the nearby food dispensers (area A3) or sit and talk in a quieter atmosphere.### A3.Food Dispensers Abandoned bins have been shoved into the western half of the chamber, their insides still crusted with solidified rivulets of metal.A large cluster of pipes juts from the wall five feet above the ground next to the bins.The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).
Outpost Zed Promenade --- Though not nearly as large as Absalom Station, Outpost Zed is a sizable facility.However, it is sparsely populated, and most of the station’s activity is concentrated on the promenade, a section of the ore---processing floor that has been turned into a riotous marketplace.The PCs can easily find the promenade by following the flow of traffic to the southern door leading into area A1.Unless otherwise noted, the chambers of the promenade have a ceiling height of 50 feet.The light is dim, and though the walls are steel (hardness 20, Hit Points 90 per 10---foot---by---10---foot section, break DC 30), the piping and broken fixtures reduce the Athletics DC to climb a wall to 20. ### A1.Promenade Entrance Large doors exit to the west and south, and a trio of short corridors lead east.While there aren’t any merchant stalls erected here, permanent residents often meet visitors here to engage in more personal transactions and trades.The area is very noisy, as dozens of voices echo off the unused equipment.Creatures:Spotting newcomers to the station, two xenophobic draeliks begin stealthily stalking the PCs through the outpost.They attack if the PCs spot them, or else in a semi---secluded area (such as area A4).If the fight occurs in a crowded chamber, noncombatant NPCs temporarily flee the area but return when combat is over.**Draeliks (2)** *CR 2 XP 600 each* HP 21 each (Starfinder Alien Archive 36) **TACTICS** *During Combat: When a fight begins, the draeliks keep their distance from one another so that, if the PCs engage one in melee, the other can use his dark nova ability without harming his comrade.* Morale: A draelik reduced to fewer than 5 Hit Points flees the area and doesn’t hassle the PCs any further.**STATISTICS** **Gear** freebooter armor I, lesser shadowstaff (Starfinder Alien Archive 37) with 1 clip (40 charges), shadowblend serum (Starfinder Armory 116), x---ray serum (Starfinder Armory 116) ### A2.Cantina The temperature in this room plummets compared to the rest of the station.Machinery once lined the western wall here, but it has since been stripped away, leaving only holes and bits of metal embedded in the walls.A dented metal grate covers a large portion of the floor.A door exits to the east, and a short ramp to the south leads to another chamber.This area serves as the promenade’s cantina, where visitors and residents alike can grab a bite to eat from the nearby food dispensers (area A3) or sit and talk in a quieter atmosphere.### A3.Food Dispensers Abandoned bins have been shoved into the western half of the chamber, their insides still crusted with solidified rivulets of metal.A large cluster of pipes juts from the wall five feet above the ground next to the bins.The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.
Outpost Zed Promenade --- Though not nearly as large as Absalom Station, Outpost Zed is a sizable facility.However, it is sparsely populated, and most of the station’s activity is concentrated on the promenade, a section of the ore---processing floor that has been turned into a riotous marketplace.The PCs can easily find the promenade by following the flow of traffic to the southern door leading into area A1.Unless otherwise noted, the chambers of the promenade have a ceiling height of 50 feet.The light is dim, and though the walls are steel (hardness 20, Hit Points 90 per 10---foot---by---10---foot section, break DC 30), the piping and broken fixtures reduce the Athletics DC to climb a wall to 20. ### A1.Promenade Entrance Large doors exit to the west and south, and a trio of short corridors lead east.While there aren’t any merchant stalls erected here, permanent residents often meet visitors here to engage in more personal transactions and trades.The area is very noisy, as dozens of voices echo off the unused equipment.Creatures:Spotting newcomers to the station, two xenophobic draeliks begin stealthily stalking the PCs through the outpost.They attack if the PCs spot them, or else in a semi---secluded area (such as area A4).If the fight occurs in a crowded chamber, noncombatant NPCs temporarily flee the area but return when combat is over.**Draeliks (2)** *CR 2 XP 600 each* HP 21 each (Starfinder Alien Archive 36) **TACTICS** *During Combat: When a fight begins, the draeliks keep their distance from one another so that, if the PCs engage one in melee, the other can use his dark nova ability without harming his comrade.* Morale: A draelik reduced to fewer than 5 Hit Points flees the area and doesn’t hassle the PCs any further.**STATISTICS** **Gear** freebooter armor I, lesser shadowstaff (Starfinder Alien Archive 37) with 1 clip (40 charges), shadowblend serum (Starfinder Armory 116), x---ray serum (Starfinder Armory 116) ### A2.Cantina The temperature in this room plummets compared to the rest of the station.Machinery once lined the western wall here, but it has since been stripped away, leaving only holes and bits of metal embedded in the walls.A dented metal grate covers a large portion of the floor.A door exits to the east, and a short ramp to the south leads to another chamber.This area serves as the promenade’s cantina, where visitors and residents alike can grab a bite to eat from the nearby food dispensers (area A3) or sit and talk in a quieter atmosphere.### A3.Food Dispensers Abandoned bins have been shoved into the western half of the chamber, their insides still crusted with solidified rivulets of metal.A large cluster of pipes juts from the wall five feet above the ground next to the bins.The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.
Promenade Entrance Large doors exit to the west and south, and a trio of short corridors lead east.While there aren’t any merchant stalls erected here, permanent residents often meet visitors here to engage in more personal transactions and trades.The area is very noisy, as dozens of voices echo off the unused equipment.Creatures:Spotting newcomers to the station, two xenophobic draeliks begin stealthily stalking the PCs through the outpost.They attack if the PCs spot them, or else in a semi---secluded area (such as area A4).If the fight occurs in a crowded chamber, noncombatant NPCs temporarily flee the area but return when combat is over.**Draeliks (2)** *CR 2 XP 600 each* HP 21 each (Starfinder Alien Archive 36) **TACTICS** *During Combat: When a fight begins, the draeliks keep their distance from one another so that, if the PCs engage one in melee, the other can use his dark nova ability without harming his comrade.* Morale: A draelik reduced to fewer than 5 Hit Points flees the area and doesn’t hassle the PCs any further.**STATISTICS** **Gear** freebooter armor I, lesser shadowstaff (Starfinder Alien Archive 37) with 1 clip (40 charges), shadowblend serum (Starfinder Armory 116), x---ray serum (Starfinder Armory 116) ### A2.Cantina The temperature in this room plummets compared to the rest of the station.Machinery once lined the western wall here, but it has since been stripped away, leaving only holes and bits of metal embedded in the walls.A dented metal grate covers a large portion of the floor.A door exits to the east, and a short ramp to the south leads to another chamber.This area serves as the promenade’s cantina, where visitors and residents alike can grab a bite to eat from the nearby food dispensers (area A3) or sit and talk in a quieter atmosphere.### A3.Food Dispensers Abandoned bins have been shoved into the western half of the chamber, their insides still crusted with solidified rivulets of metal.A large cluster of pipes juts from the wall five feet above the ground next to the bins.The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.
The area is very noisy, as dozens of voices echo off the unused equipment.Creatures:Spotting newcomers to the station, two xenophobic draeliks begin stealthily stalking the PCs through the outpost.They attack if the PCs spot them, or else in a semi---secluded area (such as area A4).If the fight occurs in a crowded chamber, noncombatant NPCs temporarily flee the area but return when combat is over.**Draeliks (2)** *CR 2 XP 600 each* HP 21 each (Starfinder Alien Archive 36) **TACTICS** *During Combat: When a fight begins, the draeliks keep their distance from one another so that, if the PCs engage one in melee, the other can use his dark nova ability without harming his comrade.* Morale: A draelik reduced to fewer than 5 Hit Points flees the area and doesn’t hassle the PCs any further.**STATISTICS** **Gear** freebooter armor I, lesser shadowstaff (Starfinder Alien Archive 37) with 1 clip (40 charges), shadowblend serum (Starfinder Armory 116), x---ray serum (Starfinder Armory 116) ### A2.Cantina The temperature in this room plummets compared to the rest of the station.Machinery once lined the western wall here, but it has since been stripped away, leaving only holes and bits of metal embedded in the walls.A dented metal grate covers a large portion of the floor.A door exits to the east, and a short ramp to the south leads to another chamber.This area serves as the promenade’s cantina, where visitors and residents alike can grab a bite to eat from the nearby food dispensers (area A3) or sit and talk in a quieter atmosphere.### A3.Food Dispensers Abandoned bins have been shoved into the western half of the chamber, their insides still crusted with solidified rivulets of metal.A large cluster of pipes juts from the wall five feet above the ground next to the bins.The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.
Creatures:Spotting newcomers to the station, two xenophobic draeliks begin stealthily stalking the PCs through the outpost.They attack if the PCs spot them, or else in a semi---secluded area (such as area A4).If the fight occurs in a crowded chamber, noncombatant NPCs temporarily flee the area but return when combat is over.**Draeliks (2)** *CR 2 XP 600 each* HP 21 each (Starfinder Alien Archive 36) **TACTICS** *During Combat: When a fight begins, the draeliks keep their distance from one another so that, if the PCs engage one in melee, the other can use his dark nova ability without harming his comrade.* Morale: A draelik reduced to fewer than 5 Hit Points flees the area and doesn’t hassle the PCs any further.**STATISTICS** **Gear** freebooter armor I, lesser shadowstaff (Starfinder Alien Archive 37) with 1 clip (40 charges), shadowblend serum (Starfinder Armory 116), x---ray serum (Starfinder Armory 116) ### A2.Cantina The temperature in this room plummets compared to the rest of the station.Machinery once lined the western wall here, but it has since been stripped away, leaving only holes and bits of metal embedded in the walls.A dented metal grate covers a large portion of the floor.A door exits to the east, and a short ramp to the south leads to another chamber.This area serves as the promenade’s cantina, where visitors and residents alike can grab a bite to eat from the nearby food dispensers (area A3) or sit and talk in a quieter atmosphere.### A3.Food Dispensers Abandoned bins have been shoved into the western half of the chamber, their insides still crusted with solidified rivulets of metal.A large cluster of pipes juts from the wall five feet above the ground next to the bins.The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.
Spotting newcomers to the station, two xenophobic draeliks begin stealthily stalking the PCs through the outpost.They attack if the PCs spot them, or else in a semi---secluded area (such as area A4).If the fight occurs in a crowded chamber, noncombatant NPCs temporarily flee the area but return when combat is over.**Draeliks (2)** *CR 2 XP 600 each* HP 21 each (Starfinder Alien Archive 36) **TACTICS** *During Combat: When a fight begins, the draeliks keep their distance from one another so that, if the PCs engage one in melee, the other can use his dark nova ability without harming his comrade.* Morale: A draelik reduced to fewer than 5 Hit Points flees the area and doesn’t hassle the PCs any further.**STATISTICS** **Gear** freebooter armor I, lesser shadowstaff (Starfinder Alien Archive 37) with 1 clip (40 charges), shadowblend serum (Starfinder Armory 116), x---ray serum (Starfinder Armory 116) ### A2.Cantina The temperature in this room plummets compared to the rest of the station.Machinery once lined the western wall here, but it has since been stripped away, leaving only holes and bits of metal embedded in the walls.A dented metal grate covers a large portion of the floor.A door exits to the east, and a short ramp to the south leads to another chamber.This area serves as the promenade’s cantina, where visitors and residents alike can grab a bite to eat from the nearby food dispensers (area A3) or sit and talk in a quieter atmosphere.### A3.Food Dispensers Abandoned bins have been shoved into the western half of the chamber, their insides still crusted with solidified rivulets of metal.A large cluster of pipes juts from the wall five feet above the ground next to the bins.The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.
**Draeliks (2)** *CR 2 XP 600 each* HP 21 each (Starfinder Alien Archive 36) **TACTICS** *During Combat: When a fight begins, the draeliks keep their distance from one another so that, if the PCs engage one in melee, the other can use his dark nova ability without harming his comrade.* Morale: A draelik reduced to fewer than 5 Hit Points flees the area and doesn’t hassle the PCs any further.**STATISTICS** **Gear** freebooter armor I, lesser shadowstaff (Starfinder Alien Archive 37) with 1 clip (40 charges), shadowblend serum (Starfinder Armory 116), x---ray serum (Starfinder Armory 116) ### A2.Cantina The temperature in this room plummets compared to the rest of the station.Machinery once lined the western wall here, but it has since been stripped away, leaving only holes and bits of metal embedded in the walls.A dented metal grate covers a large portion of the floor.A door exits to the east, and a short ramp to the south leads to another chamber.This area serves as the promenade’s cantina, where visitors and residents alike can grab a bite to eat from the nearby food dispensers (area A3) or sit and talk in a quieter atmosphere.### A3.Food Dispensers Abandoned bins have been shoved into the western half of the chamber, their insides still crusted with solidified rivulets of metal.A large cluster of pipes juts from the wall five feet above the ground next to the bins.The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.
**STATISTICS** **Gear** freebooter armor I, lesser shadowstaff (Starfinder Alien Archive 37) with 1 clip (40 charges), shadowblend serum (Starfinder Armory 116), x---ray serum (Starfinder Armory 116) ### A2.Cantina The temperature in this room plummets compared to the rest of the station.Machinery once lined the western wall here, but it has since been stripped away, leaving only holes and bits of metal embedded in the walls.A dented metal grate covers a large portion of the floor.A door exits to the east, and a short ramp to the south leads to another chamber.This area serves as the promenade’s cantina, where visitors and residents alike can grab a bite to eat from the nearby food dispensers (area A3) or sit and talk in a quieter atmosphere.### A3.Food Dispensers Abandoned bins have been shoved into the western half of the chamber, their insides still crusted with solidified rivulets of metal.A large cluster of pipes juts from the wall five feet above the ground next to the bins.The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)
Cantina The temperature in this room plummets compared to the rest of the station.Machinery once lined the western wall here, but it has since been stripped away, leaving only holes and bits of metal embedded in the walls.A dented metal grate covers a large portion of the floor.A door exits to the east, and a short ramp to the south leads to another chamber.This area serves as the promenade’s cantina, where visitors and residents alike can grab a bite to eat from the nearby food dispensers (area A3) or sit and talk in a quieter atmosphere.### A3.Food Dispensers Abandoned bins have been shoved into the western half of the chamber, their insides still crusted with solidified rivulets of metal.A large cluster of pipes juts from the wall five feet above the ground next to the bins.The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR
Machinery once lined the western wall here, but it has since been stripped away, leaving only holes and bits of metal embedded in the walls.A dented metal grate covers a large portion of the floor.A door exits to the east, and a short ramp to the south leads to another chamber.This area serves as the promenade’s cantina, where visitors and residents alike can grab a bite to eat from the nearby food dispensers (area A3) or sit and talk in a quieter atmosphere.### A3.Food Dispensers Abandoned bins have been shoved into the western half of the chamber, their insides still crusted with solidified rivulets of metal.A large cluster of pipes juts from the wall five feet above the ground next to the bins.The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |
A door exits to the east, and a short ramp to the south leads to another chamber.This area serves as the promenade’s cantina, where visitors and residents alike can grab a bite to eat from the nearby food dispensers (area A3) or sit and talk in a quieter atmosphere.### A3.Food Dispensers Abandoned bins have been shoved into the western half of the chamber, their insides still crusted with solidified rivulets of metal.A large cluster of pipes juts from the wall five feet above the ground next to the bins.The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.
This area serves as the promenade’s cantina, where visitors and residents alike can grab a bite to eat from the nearby food dispensers (area A3) or sit and talk in a quieter atmosphere.### A3.Food Dispensers Abandoned bins have been shoved into the western half of the chamber, their insides still crusted with solidified rivulets of metal.A large cluster of pipes juts from the wall five feet above the ground next to the bins.The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.
Food Dispensers Abandoned bins have been shoved into the western half of the chamber, their insides still crusted with solidified rivulets of metal.A large cluster of pipes juts from the wall five feet above the ground next to the bins.The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.Supposed to own them.I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up.I saw the Azlanti ships moving in and flew off, never came in for the rendezvous.They probably think I’ve abandoned them, but I haven’t forgotten.
The two machines here are automated food dispensers, their lights flashing sedately until approached by a potential customer.Unfortunately, much like the station doors, the dispensers don’t respond to the PCs’ biosignatures, but can be made to function properly in the same way (see page 7).A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.Supposed to own them.I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up.I saw the Azlanti ships moving in and flew off, never came in for the rendezvous.They probably think I’ve abandoned them, but I haven’t forgotten.I am just a coward.”Talmrin ducks her head and looks a bit embarrassed.
A meal costs 3 credits, and the various options are labeled in Azlanti. PCs who eat the jellied skin fungus and succeed at a DC 14 Life Science check or a DC 18 Wisdom check realize this and either warn their fellows or spit the food out before it causes significant harm—otherwise, a human or lashunta who ingests the dish risks being poisoned.**Jellied Skin Fungus Poison** *Type* poison (ingested); *Save* Fortitude DC 14*Track* Constitution; *Onset* 10 minutes; *Frequency* 1/minute for 6 minutes *Cure* 1 save ### A4.Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.Supposed to own them.I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up.I saw the Azlanti ships moving in and flew off, never came in for the rendezvous.They probably think I’ve abandoned them, but I haven’t forgotten.I am just a coward.”Talmrin ducks her head and looks a bit embarrassed.The most likely methods for the PCs to uncover this information are: **Investigate Personally:** A PC can attempt a DC 23 Computers check to intercept transmissions between Azlanti vessels in the system and overhear the information they need.Each check takes 1d4 hours and requires at least one PC able to understand the Azlanti language.If the PCs discuss this plan with Talmrin, she warns them it is “a most dangerous scheme,” as many Azlanti are paranoid enough to keep tabs on who receives their messages.**Talk to Outpost Zed’s Denizens:**
Track Corridor Metal tracks, now worn smooth by constant foot traffic, run the length of this corridor and through a heavy metal door that has been propped open to the north.When the station was a mining platform, the workers pushed carts up and down this corridor to move the raw ore from the processors in area A1 to the furnaces in area A7.Many of the carts have been repurposed into market stalls (see area A7).Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.Supposed to own them.I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up.I saw the Azlanti ships moving in and flew off, never came in for the rendezvous.They probably think I’ve abandoned them, but I haven’t forgotten.I am just a coward.”Talmrin ducks her head and looks a bit embarrassed.The most likely methods for the PCs to uncover this information are: **Investigate Personally:** A PC can attempt a DC 23 Computers check to intercept transmissions between Azlanti vessels in the system and overhear the information they need.Each check takes 1d4 hours and requires at least one PC able to understand the Azlanti language.If the PCs discuss this plan with Talmrin, she warns them it is “a most dangerous scheme,” as many Azlanti are paranoid enough to keep tabs on who receives their messages.**Talk to Outpost Zed’s Denizens:**The glimmshar pirates and the station merchants keep up with local shipping schedules as a matter of profession.If the glimmshars, Half---Red, or the xaarb are friendly or helpful toward the PCs (or cowed, in the case of the xaarb), and the PCs are able to communicate with them, they are willing to look up the schedules of local supply ships and identify one that is passing near Outpost Zed soon.Success at either of the above methods reveals that a cargo ship known as the Relic will be passing close to Outpost Zed soon, and the ship is scheduled to stop at Gulta, among other destinations.
Creatures:This area is home to a cluster of parasites known as odheos, vermin with ten legs and long piercing tongues. ### AP4.Xaarb Merchant (Merchant half page) 10While these pests are usually exterminated when found, this new nest is recent enough that the locals have yet to clear it out.#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.Supposed to own them.I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up.I saw the Azlanti ships moving in and flew off, never came in for the rendezvous.They probably think I’ve abandoned them, but I haven’t forgotten.I am just a coward.”Talmrin ducks her head and looks a bit embarrassed.The most likely methods for the PCs to uncover this information are: **Investigate Personally:** A PC can attempt a DC 23 Computers check to intercept transmissions between Azlanti vessels in the system and overhear the information they need.Each check takes 1d4 hours and requires at least one PC able to understand the Azlanti language.If the PCs discuss this plan with Talmrin, she warns them it is “a most dangerous scheme,” as many Azlanti are paranoid enough to keep tabs on who receives their messages.**Talk to Outpost Zed’s Denizens:**The glimmshar pirates and the station merchants keep up with local shipping schedules as a matter of profession.If the glimmshars, Half---Red, or the xaarb are friendly or helpful toward the PCs (or cowed, in the case of the xaarb), and the PCs are able to communicate with them, they are willing to look up the schedules of local supply ships and identify one that is passing near Outpost Zed soon.Success at either of the above methods reveals that a cargo ship known as the Relic will be passing close to Outpost Zed soon, and the ship is scheduled to stop at Gulta, among other destinations.**Award:**If the PCs identify the Relic as a suitable ship for their ruse and discover its shipping schedule, award them 600 XP. --- **THE OUTPOST ZED SIRENS** Although the Relic is passing close by Outpost Zed while on its way to Gulta to deliver cargo, the ship’s current course doesn’t actually take it directly to the station.Since the PCs want both the ship’s cargo and transponder intact, the PCs might want to lure the ship closer to Outpost Zed and commandeer it with some subtlety.The most likely methods for the PCs to accomplish this are: **Ask a Merchant to Hire the Supply Ship:** Speaking to any of the local merchants on the matter, or succeeding at a DC 14 Culture or Profession (merchant) check, informs the PCs that these types of cargo ships need to make multiple deliveries on their routes to stay in business.The Relic isn’t going to stop for an unknown group—such as the PCs—but it will divert course for a job from a known merchant.
#### A6.Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.Supposed to own them.I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up.I saw the Azlanti ships moving in and flew off, never came in for the rendezvous.They probably think I’ve abandoned them, but I haven’t forgotten.I am just a coward.”Talmrin ducks her head and looks a bit embarrassed.The most likely methods for the PCs to uncover this information are: **Investigate Personally:** A PC can attempt a DC 23 Computers check to intercept transmissions between Azlanti vessels in the system and overhear the information they need.Each check takes 1d4 hours and requires at least one PC able to understand the Azlanti language.If the PCs discuss this plan with Talmrin, she warns them it is “a most dangerous scheme,” as many Azlanti are paranoid enough to keep tabs on who receives their messages.**Talk to Outpost Zed’s Denizens:**The glimmshar pirates and the station merchants keep up with local shipping schedules as a matter of profession.If the glimmshars, Half---Red, or the xaarb are friendly or helpful toward the PCs (or cowed, in the case of the xaarb), and the PCs are able to communicate with them, they are willing to look up the schedules of local supply ships and identify one that is passing near Outpost Zed soon.Success at either of the above methods reveals that a cargo ship known as the Relic will be passing close to Outpost Zed soon, and the ship is scheduled to stop at Gulta, among other destinations.**Award:**If the PCs identify the Relic as a suitable ship for their ruse and discover its shipping schedule, award them 600 XP. --- **THE OUTPOST ZED SIRENS** Although the Relic is passing close by Outpost Zed while on its way to Gulta to deliver cargo, the ship’s current course doesn’t actually take it directly to the station.Since the PCs want both the ship’s cargo and transponder intact, the PCs might want to lure the ship closer to Outpost Zed and commandeer it with some subtlety.The most likely methods for the PCs to accomplish this are: **Ask a Merchant to Hire the Supply Ship:** Speaking to any of the local merchants on the matter, or succeeding at a DC 14 Culture or Profession (merchant) check, informs the PCs that these types of cargo ships need to make multiple deliveries on their routes to stay in business.The Relic isn’t going to stop for an unknown group—such as the PCs—but it will divert course for a job from a known merchant.This is an exceedingly risky move for the chosen merchant, however, as it will result in their names being associated with a ship being hijacked, resulting in increased Azlanti scrutiny.Half---Red will not agree to lure in the Relic without either a helpful attitude or a 1,000---credit bribe.The xaarb can be browbeaten into messaging the Relic with a successful DC 17 Intimidation check.
Chamber This chamber is accessible only through the outpost’s network of pipes.It is unremarkable, seemingly no more than a larger opening in the pipes, but it is the only place to contact Talmrin (see page 17).#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.Supposed to own them.I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up.I saw the Azlanti ships moving in and flew off, never came in for the rendezvous.They probably think I’ve abandoned them, but I haven’t forgotten.I am just a coward.”Talmrin ducks her head and looks a bit embarrassed.The most likely methods for the PCs to uncover this information are: **Investigate Personally:** A PC can attempt a DC 23 Computers check to intercept transmissions between Azlanti vessels in the system and overhear the information they need.Each check takes 1d4 hours and requires at least one PC able to understand the Azlanti language.If the PCs discuss this plan with Talmrin, she warns them it is “a most dangerous scheme,” as many Azlanti are paranoid enough to keep tabs on who receives their messages.**Talk to Outpost Zed’s Denizens:**The glimmshar pirates and the station merchants keep up with local shipping schedules as a matter of profession.If the glimmshars, Half---Red, or the xaarb are friendly or helpful toward the PCs (or cowed, in the case of the xaarb), and the PCs are able to communicate with them, they are willing to look up the schedules of local supply ships and identify one that is passing near Outpost Zed soon.Success at either of the above methods reveals that a cargo ship known as the Relic will be passing close to Outpost Zed soon, and the ship is scheduled to stop at Gulta, among other destinations.**Award:**If the PCs identify the Relic as a suitable ship for their ruse and discover its shipping schedule, award them 600 XP. --- **THE OUTPOST ZED SIRENS** Although the Relic is passing close by Outpost Zed while on its way to Gulta to deliver cargo, the ship’s current course doesn’t actually take it directly to the station.Since the PCs want both the ship’s cargo and transponder intact, the PCs might want to lure the ship closer to Outpost Zed and commandeer it with some subtlety.The most likely methods for the PCs to accomplish this are: **Ask a Merchant to Hire the Supply Ship:** Speaking to any of the local merchants on the matter, or succeeding at a DC 14 Culture or Profession (merchant) check, informs the PCs that these types of cargo ships need to make multiple deliveries on their routes to stay in business.The Relic isn’t going to stop for an unknown group—such as the PCs—but it will divert course for a job from a known merchant.This is an exceedingly risky move for the chosen merchant, however, as it will result in their names being associated with a ship being hijacked, resulting in increased Azlanti scrutiny.Half---Red will not agree to lure in the Relic without either a helpful attitude or a 1,000---credit bribe.The xaarb can be browbeaten into messaging the Relic with a successful DC 17 Intimidation check.If a PC asks Glest for help, he screams about the PCs being controlled by lizard people and refuses to help.
#### A7.Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.Supposed to own them.I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up.I saw the Azlanti ships moving in and flew off, never came in for the rendezvous.They probably think I’ve abandoned them, but I haven’t forgotten.I am just a coward.”Talmrin ducks her head and looks a bit embarrassed.The most likely methods for the PCs to uncover this information are: **Investigate Personally:** A PC can attempt a DC 23 Computers check to intercept transmissions between Azlanti vessels in the system and overhear the information they need.Each check takes 1d4 hours and requires at least one PC able to understand the Azlanti language.If the PCs discuss this plan with Talmrin, she warns them it is “a most dangerous scheme,” as many Azlanti are paranoid enough to keep tabs on who receives their messages.**Talk to Outpost Zed’s Denizens:**The glimmshar pirates and the station merchants keep up with local shipping schedules as a matter of profession.If the glimmshars, Half---Red, or the xaarb are friendly or helpful toward the PCs (or cowed, in the case of the xaarb), and the PCs are able to communicate with them, they are willing to look up the schedules of local supply ships and identify one that is passing near Outpost Zed soon.Success at either of the above methods reveals that a cargo ship known as the Relic will be passing close to Outpost Zed soon, and the ship is scheduled to stop at Gulta, among other destinations.**Award:**If the PCs identify the Relic as a suitable ship for their ruse and discover its shipping schedule, award them 600 XP. --- **THE OUTPOST ZED SIRENS** Although the Relic is passing close by Outpost Zed while on its way to Gulta to deliver cargo, the ship’s current course doesn’t actually take it directly to the station.Since the PCs want both the ship’s cargo and transponder intact, the PCs might want to lure the ship closer to Outpost Zed and commandeer it with some subtlety.The most likely methods for the PCs to accomplish this are: **Ask a Merchant to Hire the Supply Ship:** Speaking to any of the local merchants on the matter, or succeeding at a DC 14 Culture or Profession (merchant) check, informs the PCs that these types of cargo ships need to make multiple deliveries on their routes to stay in business.The Relic isn’t going to stop for an unknown group—such as the PCs—but it will divert course for a job from a known merchant.This is an exceedingly risky move for the chosen merchant, however, as it will result in their names being associated with a ship being hijacked, resulting in increased Azlanti scrutiny.Half---Red will not agree to lure in the Relic without either a helpful attitude or a 1,000---credit bribe.The xaarb can be browbeaten into messaging the Relic with a successful DC 17 Intimidation check.If a PC asks Glest for help, he screams about the PCs being controlled by lizard people and refuses to help.**Transmit a Distress Signal:** While this is a common and obvious ruse, there’s no guarantee the cargo ship will actually respond to the signal.A successful DC 17 Computers check is required to generate the signal from Outpost Zed or the PCs’ own starship, followed by a successful DC 19 Bluff check and a successful DC 22 Diplomacy check to cause the Relic to divert course and come to the station.**Transmit a False Azlanti Message:** This approach is similar to the use of a distress signal, but is meant to appear more official so there is less chance of the Relic ignoring it.A successful DC 21 Computers check is required to piggyback a broadcast onto Outpost Zed’s normal communications array, followed by a successful DC 20 Bluff check to craft a message warning nearby starships of a false danger and ordering all ships to divert to Outpost Zed.If none of the PCs can speak Azlanti, they take a –4 penalty on these checks.
Furnace Marketplace (CR 4) What was once a smelting factory has been converted into a bustling marketplace, with unlit furnaces and overturned mine carts serving as various storefronts.The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.Supposed to own them.I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up.I saw the Azlanti ships moving in and flew off, never came in for the rendezvous.They probably think I’ve abandoned them, but I haven’t forgotten.I am just a coward.”Talmrin ducks her head and looks a bit embarrassed.The most likely methods for the PCs to uncover this information are: **Investigate Personally:** A PC can attempt a DC 23 Computers check to intercept transmissions between Azlanti vessels in the system and overhear the information they need.Each check takes 1d4 hours and requires at least one PC able to understand the Azlanti language.If the PCs discuss this plan with Talmrin, she warns them it is “a most dangerous scheme,” as many Azlanti are paranoid enough to keep tabs on who receives their messages.**Talk to Outpost Zed’s Denizens:**The glimmshar pirates and the station merchants keep up with local shipping schedules as a matter of profession.If the glimmshars, Half---Red, or the xaarb are friendly or helpful toward the PCs (or cowed, in the case of the xaarb), and the PCs are able to communicate with them, they are willing to look up the schedules of local supply ships and identify one that is passing near Outpost Zed soon.Success at either of the above methods reveals that a cargo ship known as the Relic will be passing close to Outpost Zed soon, and the ship is scheduled to stop at Gulta, among other destinations.**Award:**If the PCs identify the Relic as a suitable ship for their ruse and discover its shipping schedule, award them 600 XP. --- **THE OUTPOST ZED SIRENS** Although the Relic is passing close by Outpost Zed while on its way to Gulta to deliver cargo, the ship’s current course doesn’t actually take it directly to the station.Since the PCs want both the ship’s cargo and transponder intact, the PCs might want to lure the ship closer to Outpost Zed and commandeer it with some subtlety.The most likely methods for the PCs to accomplish this are: **Ask a Merchant to Hire the Supply Ship:** Speaking to any of the local merchants on the matter, or succeeding at a DC 14 Culture or Profession (merchant) check, informs the PCs that these types of cargo ships need to make multiple deliveries on their routes to stay in business.The Relic isn’t going to stop for an unknown group—such as the PCs—but it will divert course for a job from a known merchant.This is an exceedingly risky move for the chosen merchant, however, as it will result in their names being associated with a ship being hijacked, resulting in increased Azlanti scrutiny.Half---Red will not agree to lure in the Relic without either a helpful attitude or a 1,000---credit bribe.The xaarb can be browbeaten into messaging the Relic with a successful DC 17 Intimidation check.If a PC asks Glest for help, he screams about the PCs being controlled by lizard people and refuses to help.**Transmit a Distress Signal:** While this is a common and obvious ruse, there’s no guarantee the cargo ship will actually respond to the signal.A successful DC 17 Computers check is required to generate the signal from Outpost Zed or the PCs’ own starship, followed by a successful DC 19 Bluff check and a successful DC 22 Diplomacy check to cause the Relic to divert course and come to the station.**Transmit a False Azlanti Message:** This approach is similar to the use of a distress signal, but is meant to appear more official so there is less chance of the Relic ignoring it.A successful DC 21 Computers check is required to piggyback a broadcast onto Outpost Zed’s normal communications array, followed by a successful DC 20 Bluff check to craft a message warning nearby starships of a false danger and ordering all ships to divert to Outpost Zed.If none of the PCs can speak Azlanti, they take a –4 penalty on these checks.This approach isn’t as advantageous as the others—the Relic’s volatile cargo gets destroyed in the ensuing battle and Talmrin is too upset to leave the PCs any UPBs as treasure.
The walls are decorated with bits of metal cans, worn ropes, and broken weapons among the exposed pipes.A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.Supposed to own them.I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up.I saw the Azlanti ships moving in and flew off, never came in for the rendezvous.They probably think I’ve abandoned them, but I haven’t forgotten.I am just a coward.”Talmrin ducks her head and looks a bit embarrassed.The most likely methods for the PCs to uncover this information are: **Investigate Personally:** A PC can attempt a DC 23 Computers check to intercept transmissions between Azlanti vessels in the system and overhear the information they need.Each check takes 1d4 hours and requires at least one PC able to understand the Azlanti language.If the PCs discuss this plan with Talmrin, she warns them it is “a most dangerous scheme,” as many Azlanti are paranoid enough to keep tabs on who receives their messages.**Talk to Outpost Zed’s Denizens:**The glimmshar pirates and the station merchants keep up with local shipping schedules as a matter of profession.If the glimmshars, Half---Red, or the xaarb are friendly or helpful toward the PCs (or cowed, in the case of the xaarb), and the PCs are able to communicate with them, they are willing to look up the schedules of local supply ships and identify one that is passing near Outpost Zed soon.Success at either of the above methods reveals that a cargo ship known as the Relic will be passing close to Outpost Zed soon, and the ship is scheduled to stop at Gulta, among other destinations.**Award:**If the PCs identify the Relic as a suitable ship for their ruse and discover its shipping schedule, award them 600 XP. --- **THE OUTPOST ZED SIRENS** Although the Relic is passing close by Outpost Zed while on its way to Gulta to deliver cargo, the ship’s current course doesn’t actually take it directly to the station.Since the PCs want both the ship’s cargo and transponder intact, the PCs might want to lure the ship closer to Outpost Zed and commandeer it with some subtlety.The most likely methods for the PCs to accomplish this are: **Ask a Merchant to Hire the Supply Ship:** Speaking to any of the local merchants on the matter, or succeeding at a DC 14 Culture or Profession (merchant) check, informs the PCs that these types of cargo ships need to make multiple deliveries on their routes to stay in business.The Relic isn’t going to stop for an unknown group—such as the PCs—but it will divert course for a job from a known merchant.This is an exceedingly risky move for the chosen merchant, however, as it will result in their names being associated with a ship being hijacked, resulting in increased Azlanti scrutiny.Half---Red will not agree to lure in the Relic without either a helpful attitude or a 1,000---credit bribe.The xaarb can be browbeaten into messaging the Relic with a successful DC 17 Intimidation check.If a PC asks Glest for help, he screams about the PCs being controlled by lizard people and refuses to help.**Transmit a Distress Signal:** While this is a common and obvious ruse, there’s no guarantee the cargo ship will actually respond to the signal.A successful DC 17 Computers check is required to generate the signal from Outpost Zed or the PCs’ own starship, followed by a successful DC 19 Bluff check and a successful DC 22 Diplomacy check to cause the Relic to divert course and come to the station.**Transmit a False Azlanti Message:** This approach is similar to the use of a distress signal, but is meant to appear more official so there is less chance of the Relic ignoring it.A successful DC 21 Computers check is required to piggyback a broadcast onto Outpost Zed’s normal communications array, followed by a successful DC 20 Bluff check to craft a message warning nearby starships of a false danger and ordering all ships to divert to Outpost Zed.If none of the PCs can speak Azlanti, they take a –4 penalty on these checks.This approach isn’t as advantageous as the others—the Relic’s volatile cargo gets destroyed in the ensuing battle and Talmrin is too upset to leave the PCs any UPBs as treasure.In addition, the crew transmits a system---wide distress call right before their ship is disabled, increasing Gulta’s alertness level by 2.By the end of the battle, the crew of the Relic is so battered and wounded that the PCs don’t need to intimidate or fight them.Skip to the development described in the encounter with the Relic’s Crew below, but the PCs don’t receive experience points for defeating the crew; they instead receive the XP noted in the story award below. ---
A set of tracks emerges from the southern door, and another door exits to the west.The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.Supposed to own them.I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up.I saw the Azlanti ships moving in and flew off, never came in for the rendezvous.They probably think I’ve abandoned them, but I haven’t forgotten.I am just a coward.”Talmrin ducks her head and looks a bit embarrassed.The most likely methods for the PCs to uncover this information are: **Investigate Personally:** A PC can attempt a DC 23 Computers check to intercept transmissions between Azlanti vessels in the system and overhear the information they need.Each check takes 1d4 hours and requires at least one PC able to understand the Azlanti language.If the PCs discuss this plan with Talmrin, she warns them it is “a most dangerous scheme,” as many Azlanti are paranoid enough to keep tabs on who receives their messages.**Talk to Outpost Zed’s Denizens:**The glimmshar pirates and the station merchants keep up with local shipping schedules as a matter of profession.If the glimmshars, Half---Red, or the xaarb are friendly or helpful toward the PCs (or cowed, in the case of the xaarb), and the PCs are able to communicate with them, they are willing to look up the schedules of local supply ships and identify one that is passing near Outpost Zed soon.Success at either of the above methods reveals that a cargo ship known as the Relic will be passing close to Outpost Zed soon, and the ship is scheduled to stop at Gulta, among other destinations.**Award:**If the PCs identify the Relic as a suitable ship for their ruse and discover its shipping schedule, award them 600 XP. --- **THE OUTPOST ZED SIRENS** Although the Relic is passing close by Outpost Zed while on its way to Gulta to deliver cargo, the ship’s current course doesn’t actually take it directly to the station.Since the PCs want both the ship’s cargo and transponder intact, the PCs might want to lure the ship closer to Outpost Zed and commandeer it with some subtlety.The most likely methods for the PCs to accomplish this are: **Ask a Merchant to Hire the Supply Ship:** Speaking to any of the local merchants on the matter, or succeeding at a DC 14 Culture or Profession (merchant) check, informs the PCs that these types of cargo ships need to make multiple deliveries on their routes to stay in business.The Relic isn’t going to stop for an unknown group—such as the PCs—but it will divert course for a job from a known merchant.This is an exceedingly risky move for the chosen merchant, however, as it will result in their names being associated with a ship being hijacked, resulting in increased Azlanti scrutiny.Half---Red will not agree to lure in the Relic without either a helpful attitude or a 1,000---credit bribe.The xaarb can be browbeaten into messaging the Relic with a successful DC 17 Intimidation check.If a PC asks Glest for help, he screams about the PCs being controlled by lizard people and refuses to help.**Transmit a Distress Signal:** While this is a common and obvious ruse, there’s no guarantee the cargo ship will actually respond to the signal.A successful DC 17 Computers check is required to generate the signal from Outpost Zed or the PCs’ own starship, followed by a successful DC 19 Bluff check and a successful DC 22 Diplomacy check to cause the Relic to divert course and come to the station.**Transmit a False Azlanti Message:** This approach is similar to the use of a distress signal, but is meant to appear more official so there is less chance of the Relic ignoring it.A successful DC 21 Computers check is required to piggyback a broadcast onto Outpost Zed’s normal communications array, followed by a successful DC 20 Bluff check to craft a message warning nearby starships of a false danger and ordering all ships to divert to Outpost Zed.If none of the PCs can speak Azlanti, they take a –4 penalty on these checks.This approach isn’t as advantageous as the others—the Relic’s volatile cargo gets destroyed in the ensuing battle and Talmrin is too upset to leave the PCs any UPBs as treasure.In addition, the crew transmits a system---wide distress call right before their ship is disabled, increasing Gulta’s alertness level by 2.By the end of the battle, the crew of the Relic is so battered and wounded that the PCs don’t need to intimidate or fight them.Skip to the development described in the encounter with the Relic’s Crew below, but the PCs don’t receive experience points for defeating the crew; they instead receive the XP noted in the story award below. ---**STATISTICS** *Str +1; Dex +1; Con +1; Int +2; Wis +0; Cha +4* **Skills** * Diplomacy +12, Intimidate +12, Piloting +7, Profession (merchant) +7, Sense Motive +12* **Feats** *Stand Still* **Languages** * Azlanti* **Other Abilities** * envoy improvisations (get ’em)***Gear** * freebooter armor I, static arc pistol with 1 battery (20 charges), survival knife* **Development:**Once the PCs have taken control of the Relic, Talmrin removes the supply ship’s transponder and installs it into the PCs’ starship.True to her word, she also modifies the PCs’ engines so that their energy signature resembles engines of Azlanti manufacture.
The vendors on the station sell only the most basic of items (anything in the Starfinder Core Rulebook of item level 3 or lower).However, the myriad languages these merchants speak make transactions impossible unless the PCs are benefiting from an effect like comprehend languages or a character succeeds at a DC 28 Diplomacy check.Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.Supposed to own them.I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up.I saw the Azlanti ships moving in and flew off, never came in for the rendezvous.They probably think I’ve abandoned them, but I haven’t forgotten.I am just a coward.”Talmrin ducks her head and looks a bit embarrassed.The most likely methods for the PCs to uncover this information are: **Investigate Personally:** A PC can attempt a DC 23 Computers check to intercept transmissions between Azlanti vessels in the system and overhear the information they need.Each check takes 1d4 hours and requires at least one PC able to understand the Azlanti language.If the PCs discuss this plan with Talmrin, she warns them it is “a most dangerous scheme,” as many Azlanti are paranoid enough to keep tabs on who receives their messages.**Talk to Outpost Zed’s Denizens:**The glimmshar pirates and the station merchants keep up with local shipping schedules as a matter of profession.If the glimmshars, Half---Red, or the xaarb are friendly or helpful toward the PCs (or cowed, in the case of the xaarb), and the PCs are able to communicate with them, they are willing to look up the schedules of local supply ships and identify one that is passing near Outpost Zed soon.Success at either of the above methods reveals that a cargo ship known as the Relic will be passing close to Outpost Zed soon, and the ship is scheduled to stop at Gulta, among other destinations.**Award:**If the PCs identify the Relic as a suitable ship for their ruse and discover its shipping schedule, award them 600 XP. --- **THE OUTPOST ZED SIRENS** Although the Relic is passing close by Outpost Zed while on its way to Gulta to deliver cargo, the ship’s current course doesn’t actually take it directly to the station.Since the PCs want both the ship’s cargo and transponder intact, the PCs might want to lure the ship closer to Outpost Zed and commandeer it with some subtlety.The most likely methods for the PCs to accomplish this are: **Ask a Merchant to Hire the Supply Ship:** Speaking to any of the local merchants on the matter, or succeeding at a DC 14 Culture or Profession (merchant) check, informs the PCs that these types of cargo ships need to make multiple deliveries on their routes to stay in business.The Relic isn’t going to stop for an unknown group—such as the PCs—but it will divert course for a job from a known merchant.This is an exceedingly risky move for the chosen merchant, however, as it will result in their names being associated with a ship being hijacked, resulting in increased Azlanti scrutiny.Half---Red will not agree to lure in the Relic without either a helpful attitude or a 1,000---credit bribe.The xaarb can be browbeaten into messaging the Relic with a successful DC 17 Intimidation check.If a PC asks Glest for help, he screams about the PCs being controlled by lizard people and refuses to help.**Transmit a Distress Signal:** While this is a common and obvious ruse, there’s no guarantee the cargo ship will actually respond to the signal.A successful DC 17 Computers check is required to generate the signal from Outpost Zed or the PCs’ own starship, followed by a successful DC 19 Bluff check and a successful DC 22 Diplomacy check to cause the Relic to divert course and come to the station.**Transmit a False Azlanti Message:** This approach is similar to the use of a distress signal, but is meant to appear more official so there is less chance of the Relic ignoring it.A successful DC 21 Computers check is required to piggyback a broadcast onto Outpost Zed’s normal communications array, followed by a successful DC 20 Bluff check to craft a message warning nearby starships of a false danger and ordering all ships to divert to Outpost Zed.If none of the PCs can speak Azlanti, they take a –4 penalty on these checks.This approach isn’t as advantageous as the others—the Relic’s volatile cargo gets destroyed in the ensuing battle and Talmrin is too upset to leave the PCs any UPBs as treasure.In addition, the crew transmits a system---wide distress call right before their ship is disabled, increasing Gulta’s alertness level by 2.By the end of the battle, the crew of the Relic is so battered and wounded that the PCs don’t need to intimidate or fight them.Skip to the development described in the encounter with the Relic’s Crew below, but the PCs don’t receive experience points for defeating the crew; they instead receive the XP noted in the story award below. ---**STATISTICS** *Str +1; Dex +1; Con +1; Int +2; Wis +0; Cha +4* **Skills** * Diplomacy +12, Intimidate +12, Piloting +7, Profession (merchant) +7, Sense Motive +12* **Feats** *Stand Still* **Languages** * Azlanti* **Other Abilities** * envoy improvisations (get ’em)***Gear** * freebooter armor I, static arc pistol with 1 battery (20 charges), survival knife* **Development:**Once the PCs have taken control of the Relic, Talmrin removes the supply ship’s transponder and installs it into the PCs’ starship.True to her word, she also modifies the PCs’ engines so that their energy signature resembles engines of Azlanti manufacture.Like most major trade hubs, Outpost Zed accepts UPBs as a form of currency, with 1 UPB serving as 1 credit.
Even then, they are charged 10% more than the prices listed in the Core Rulebook.Glest’s wares are marked up to 150% of the standard price, with the normal price shown in parentheses.He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.Supposed to own them.I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up.I saw the Azlanti ships moving in and flew off, never came in for the rendezvous.They probably think I’ve abandoned them, but I haven’t forgotten.I am just a coward.”Talmrin ducks her head and looks a bit embarrassed.The most likely methods for the PCs to uncover this information are: **Investigate Personally:** A PC can attempt a DC 23 Computers check to intercept transmissions between Azlanti vessels in the system and overhear the information they need.Each check takes 1d4 hours and requires at least one PC able to understand the Azlanti language.If the PCs discuss this plan with Talmrin, she warns them it is “a most dangerous scheme,” as many Azlanti are paranoid enough to keep tabs on who receives their messages.**Talk to Outpost Zed’s Denizens:**The glimmshar pirates and the station merchants keep up with local shipping schedules as a matter of profession.If the glimmshars, Half---Red, or the xaarb are friendly or helpful toward the PCs (or cowed, in the case of the xaarb), and the PCs are able to communicate with them, they are willing to look up the schedules of local supply ships and identify one that is passing near Outpost Zed soon.Success at either of the above methods reveals that a cargo ship known as the Relic will be passing close to Outpost Zed soon, and the ship is scheduled to stop at Gulta, among other destinations.**Award:**If the PCs identify the Relic as a suitable ship for their ruse and discover its shipping schedule, award them 600 XP. --- **THE OUTPOST ZED SIRENS** Although the Relic is passing close by Outpost Zed while on its way to Gulta to deliver cargo, the ship’s current course doesn’t actually take it directly to the station.Since the PCs want both the ship’s cargo and transponder intact, the PCs might want to lure the ship closer to Outpost Zed and commandeer it with some subtlety.The most likely methods for the PCs to accomplish this are: **Ask a Merchant to Hire the Supply Ship:** Speaking to any of the local merchants on the matter, or succeeding at a DC 14 Culture or Profession (merchant) check, informs the PCs that these types of cargo ships need to make multiple deliveries on their routes to stay in business.The Relic isn’t going to stop for an unknown group—such as the PCs—but it will divert course for a job from a known merchant.This is an exceedingly risky move for the chosen merchant, however, as it will result in their names being associated with a ship being hijacked, resulting in increased Azlanti scrutiny.Half---Red will not agree to lure in the Relic without either a helpful attitude or a 1,000---credit bribe.The xaarb can be browbeaten into messaging the Relic with a successful DC 17 Intimidation check.If a PC asks Glest for help, he screams about the PCs being controlled by lizard people and refuses to help.**Transmit a Distress Signal:** While this is a common and obvious ruse, there’s no guarantee the cargo ship will actually respond to the signal.A successful DC 17 Computers check is required to generate the signal from Outpost Zed or the PCs’ own starship, followed by a successful DC 19 Bluff check and a successful DC 22 Diplomacy check to cause the Relic to divert course and come to the station.**Transmit a False Azlanti Message:** This approach is similar to the use of a distress signal, but is meant to appear more official so there is less chance of the Relic ignoring it.A successful DC 21 Computers check is required to piggyback a broadcast onto Outpost Zed’s normal communications array, followed by a successful DC 20 Bluff check to craft a message warning nearby starships of a false danger and ordering all ships to divert to Outpost Zed.If none of the PCs can speak Azlanti, they take a –4 penalty on these checks.This approach isn’t as advantageous as the others—the Relic’s volatile cargo gets destroyed in the ensuing battle and Talmrin is too upset to leave the PCs any UPBs as treasure.In addition, the crew transmits a system---wide distress call right before their ship is disabled, increasing Gulta’s alertness level by 2.By the end of the battle, the crew of the Relic is so battered and wounded that the PCs don’t need to intimidate or fight them.Skip to the development described in the encounter with the Relic’s Crew below, but the PCs don’t receive experience points for defeating the crew; they instead receive the XP noted in the story award below. ---**STATISTICS** *Str +1; Dex +1; Con +1; Int +2; Wis +0; Cha +4* **Skills** * Diplomacy +12, Intimidate +12, Piloting +7, Profession (merchant) +7, Sense Motive +12* **Feats** *Stand Still* **Languages** * Azlanti* **Other Abilities** * envoy improvisations (get ’em)***Gear** * freebooter armor I, static arc pistol with 1 battery (20 charges), survival knife* **Development:**Once the PCs have taken control of the Relic, Talmrin removes the supply ship’s transponder and installs it into the PCs’ starship.True to her word, she also modifies the PCs’ engines so that their energy signature resembles engines of Azlanti manufacture.Like most major trade hubs, Outpost Zed accepts UPBs as a form of currency, with 1 UPB serving as 1 credit.**Story Award:**If the PCs intimidate the crew into surrendering, award them XP as if they had defeated the Azlanti in combat.--- Before the PCs leave for Gulta, they can speak with Talmrin to go over the plan for their infiltration.
He reacts the same way to threats, veiled or otherwise.A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.Supposed to own them.I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up.I saw the Azlanti ships moving in and flew off, never came in for the rendezvous.They probably think I’ve abandoned them, but I haven’t forgotten.I am just a coward.”Talmrin ducks her head and looks a bit embarrassed.The most likely methods for the PCs to uncover this information are: **Investigate Personally:** A PC can attempt a DC 23 Computers check to intercept transmissions between Azlanti vessels in the system and overhear the information they need.Each check takes 1d4 hours and requires at least one PC able to understand the Azlanti language.If the PCs discuss this plan with Talmrin, she warns them it is “a most dangerous scheme,” as many Azlanti are paranoid enough to keep tabs on who receives their messages.**Talk to Outpost Zed’s Denizens:**The glimmshar pirates and the station merchants keep up with local shipping schedules as a matter of profession.If the glimmshars, Half---Red, or the xaarb are friendly or helpful toward the PCs (or cowed, in the case of the xaarb), and the PCs are able to communicate with them, they are willing to look up the schedules of local supply ships and identify one that is passing near Outpost Zed soon.Success at either of the above methods reveals that a cargo ship known as the Relic will be passing close to Outpost Zed soon, and the ship is scheduled to stop at Gulta, among other destinations.**Award:**If the PCs identify the Relic as a suitable ship for their ruse and discover its shipping schedule, award them 600 XP. --- **THE OUTPOST ZED SIRENS** Although the Relic is passing close by Outpost Zed while on its way to Gulta to deliver cargo, the ship’s current course doesn’t actually take it directly to the station.Since the PCs want both the ship’s cargo and transponder intact, the PCs might want to lure the ship closer to Outpost Zed and commandeer it with some subtlety.The most likely methods for the PCs to accomplish this are: **Ask a Merchant to Hire the Supply Ship:** Speaking to any of the local merchants on the matter, or succeeding at a DC 14 Culture or Profession (merchant) check, informs the PCs that these types of cargo ships need to make multiple deliveries on their routes to stay in business.The Relic isn’t going to stop for an unknown group—such as the PCs—but it will divert course for a job from a known merchant.This is an exceedingly risky move for the chosen merchant, however, as it will result in their names being associated with a ship being hijacked, resulting in increased Azlanti scrutiny.Half---Red will not agree to lure in the Relic without either a helpful attitude or a 1,000---credit bribe.The xaarb can be browbeaten into messaging the Relic with a successful DC 17 Intimidation check.If a PC asks Glest for help, he screams about the PCs being controlled by lizard people and refuses to help.**Transmit a Distress Signal:** While this is a common and obvious ruse, there’s no guarantee the cargo ship will actually respond to the signal.A successful DC 17 Computers check is required to generate the signal from Outpost Zed or the PCs’ own starship, followed by a successful DC 19 Bluff check and a successful DC 22 Diplomacy check to cause the Relic to divert course and come to the station.**Transmit a False Azlanti Message:** This approach is similar to the use of a distress signal, but is meant to appear more official so there is less chance of the Relic ignoring it.A successful DC 21 Computers check is required to piggyback a broadcast onto Outpost Zed’s normal communications array, followed by a successful DC 20 Bluff check to craft a message warning nearby starships of a false danger and ordering all ships to divert to Outpost Zed.If none of the PCs can speak Azlanti, they take a –4 penalty on these checks.This approach isn’t as advantageous as the others—the Relic’s volatile cargo gets destroyed in the ensuing battle and Talmrin is too upset to leave the PCs any UPBs as treasure.In addition, the crew transmits a system---wide distress call right before their ship is disabled, increasing Gulta’s alertness level by 2.By the end of the battle, the crew of the Relic is so battered and wounded that the PCs don’t need to intimidate or fight them.Skip to the development described in the encounter with the Relic’s Crew below, but the PCs don’t receive experience points for defeating the crew; they instead receive the XP noted in the story award below. ---**STATISTICS** *Str +1; Dex +1; Con +1; Int +2; Wis +0; Cha +4* **Skills** * Diplomacy +12, Intimidate +12, Piloting +7, Profession (merchant) +7, Sense Motive +12* **Feats** *Stand Still* **Languages** * Azlanti* **Other Abilities** * envoy improvisations (get ’em)***Gear** * freebooter armor I, static arc pistol with 1 battery (20 charges), survival knife* **Development:**Once the PCs have taken control of the Relic, Talmrin removes the supply ship’s transponder and installs it into the PCs’ starship.True to her word, she also modifies the PCs’ engines so that their energy signature resembles engines of Azlanti manufacture.Like most major trade hubs, Outpost Zed accepts UPBs as a form of currency, with 1 UPB serving as 1 credit.**Story Award:**If the PCs intimidate the crew into surrendering, award them XP as if they had defeated the Azlanti in combat.--- Before the PCs leave for Gulta, they can speak with Talmrin to go over the plan for their infiltration.The engineer delivers boxes of metal junk to their ship to serve as a fake cargo, though she warns that the boxes are only a temporary facade and will not stand up to the prison’s mandatory inventory check.She stresses that the PCs must appear to be Azlanti if they intend to sneak onto the prison moon; she gives them four serums of appearance change (reminding them that any changes are permanent) and two spell gems of disguise self, and tells the PCs that Half---Red the stellifera has more such items in case they want to buy extra “insurance.”If the PCs have agreed to rescue the three prisoners on Gulta for her, Talmrin offers the PCs three glamered fusion seals (5th) to better prepare them for their mission.She can also give them advice on how to complete their mission without drawing the ire of the entire prison complex, as noted in The Art of Infiltration on page 22.In addition, don’t forget that Talmrin has given the PCs a stolen key card that can get them into Gulta’s cell blocks.
A PC can pay the standard price (marked in parentheses) for a single item with a successful Bluff check opposed by Glest’s Sense Motive check (Glest has Sense Motive +10).Should a PC steal something with Sleight of Hand and Glest notices one of his items is mysteriously missing, he throws a tantrum, his attitude toward the PCs worsens by one step, and he closes down his shop.Glest usually returns 1 hour after a meltdown, though if he is repeatedly angered, he stays away from his shop for the duration of the PCs’ visit to the outpost.A quick casting of a spell such as charm person can stop a meltdown while it is occurring (Glest has a Will save of +4), though Glest becomes even more jittery afterward.#### Glest’s Items | Item | Level | Price (Standard Price) | | --- | --- | --- | | Smoke grenade (5) | 1 | 1 (40 ea.)| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.Supposed to own them.I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up.I saw the Azlanti ships moving in and flew off, never came in for the rendezvous.They probably think I’ve abandoned them, but I haven’t forgotten.I am just a coward.”Talmrin ducks her head and looks a bit embarrassed.The most likely methods for the PCs to uncover this information are: **Investigate Personally:** A PC can attempt a DC 23 Computers check to intercept transmissions between Azlanti vessels in the system and overhear the information they need.Each check takes 1d4 hours and requires at least one PC able to understand the Azlanti language.If the PCs discuss this plan with Talmrin, she warns them it is “a most dangerous scheme,” as many Azlanti are paranoid enough to keep tabs on who receives their messages.**Talk to Outpost Zed’s Denizens:**The glimmshar pirates and the station merchants keep up with local shipping schedules as a matter of profession.If the glimmshars, Half---Red, or the xaarb are friendly or helpful toward the PCs (or cowed, in the case of the xaarb), and the PCs are able to communicate with them, they are willing to look up the schedules of local supply ships and identify one that is passing near Outpost Zed soon.Success at either of the above methods reveals that a cargo ship known as the Relic will be passing close to Outpost Zed soon, and the ship is scheduled to stop at Gulta, among other destinations.**Award:**If the PCs identify the Relic as a suitable ship for their ruse and discover its shipping schedule, award them 600 XP. --- **THE OUTPOST ZED SIRENS** Although the Relic is passing close by Outpost Zed while on its way to Gulta to deliver cargo, the ship’s current course doesn’t actually take it directly to the station.Since the PCs want both the ship’s cargo and transponder intact, the PCs might want to lure the ship closer to Outpost Zed and commandeer it with some subtlety.The most likely methods for the PCs to accomplish this are: **Ask a Merchant to Hire the Supply Ship:** Speaking to any of the local merchants on the matter, or succeeding at a DC 14 Culture or Profession (merchant) check, informs the PCs that these types of cargo ships need to make multiple deliveries on their routes to stay in business.The Relic isn’t going to stop for an unknown group—such as the PCs—but it will divert course for a job from a known merchant.This is an exceedingly risky move for the chosen merchant, however, as it will result in their names being associated with a ship being hijacked, resulting in increased Azlanti scrutiny.Half---Red will not agree to lure in the Relic without either a helpful attitude or a 1,000---credit bribe.The xaarb can be browbeaten into messaging the Relic with a successful DC 17 Intimidation check.If a PC asks Glest for help, he screams about the PCs being controlled by lizard people and refuses to help.**Transmit a Distress Signal:** While this is a common and obvious ruse, there’s no guarantee the cargo ship will actually respond to the signal.A successful DC 17 Computers check is required to generate the signal from Outpost Zed or the PCs’ own starship, followed by a successful DC 19 Bluff check and a successful DC 22 Diplomacy check to cause the Relic to divert course and come to the station.**Transmit a False Azlanti Message:** This approach is similar to the use of a distress signal, but is meant to appear more official so there is less chance of the Relic ignoring it.A successful DC 21 Computers check is required to piggyback a broadcast onto Outpost Zed’s normal communications array, followed by a successful DC 20 Bluff check to craft a message warning nearby starships of a false danger and ordering all ships to divert to Outpost Zed.If none of the PCs can speak Azlanti, they take a –4 penalty on these checks.This approach isn’t as advantageous as the others—the Relic’s volatile cargo gets destroyed in the ensuing battle and Talmrin is too upset to leave the PCs any UPBs as treasure.In addition, the crew transmits a system---wide distress call right before their ship is disabled, increasing Gulta’s alertness level by 2.By the end of the battle, the crew of the Relic is so battered and wounded that the PCs don’t need to intimidate or fight them.Skip to the development described in the encounter with the Relic’s Crew below, but the PCs don’t receive experience points for defeating the crew; they instead receive the XP noted in the story award below. ---**STATISTICS** *Str +1; Dex +1; Con +1; Int +2; Wis +0; Cha +4* **Skills** * Diplomacy +12, Intimidate +12, Piloting +7, Profession (merchant) +7, Sense Motive +12* **Feats** *Stand Still* **Languages** * Azlanti* **Other Abilities** * envoy improvisations (get ’em)***Gear** * freebooter armor I, static arc pistol with 1 battery (20 charges), survival knife* **Development:**Once the PCs have taken control of the Relic, Talmrin removes the supply ship’s transponder and installs it into the PCs’ starship.True to her word, she also modifies the PCs’ engines so that their energy signature resembles engines of Azlanti manufacture.Like most major trade hubs, Outpost Zed accepts UPBs as a form of currency, with 1 UPB serving as 1 credit.**Story Award:**If the PCs intimidate the crew into surrendering, award them XP as if they had defeated the Azlanti in combat.--- Before the PCs leave for Gulta, they can speak with Talmrin to go over the plan for their infiltration.The engineer delivers boxes of metal junk to their ship to serve as a fake cargo, though she warns that the boxes are only a temporary facade and will not stand up to the prison’s mandatory inventory check.She stresses that the PCs must appear to be Azlanti if they intend to sneak onto the prison moon; she gives them four serums of appearance change (reminding them that any changes are permanent) and two spell gems of disguise self, and tells the PCs that Half---Red the stellifera has more such items in case they want to buy extra “insurance.”If the PCs have agreed to rescue the three prisoners on Gulta for her, Talmrin offers the PCs three glamered fusion seals (5th) to better prepare them for their mission.She can also give them advice on how to complete their mission without drawing the ire of the entire prison complex, as noted in The Art of Infiltration on page 22.In addition, don’t forget that Talmrin has given the PCs a stolen key card that can get them into Gulta’s cell blocks.From Outpost Zed, it takes 1d6 days of travel in the Drift or 1d6+2 days of travel through normal space to reach the prison moon, as it lies within the same star system.
| | ZipstickAR(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.Supposed to own them.I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up.I saw the Azlanti ships moving in and flew off, never came in for the rendezvous.They probably think I’ve abandoned them, but I haven’t forgotten.I am just a coward.”Talmrin ducks her head and looks a bit embarrassed.The most likely methods for the PCs to uncover this information are: **Investigate Personally:** A PC can attempt a DC 23 Computers check to intercept transmissions between Azlanti vessels in the system and overhear the information they need.Each check takes 1d4 hours and requires at least one PC able to understand the Azlanti language.If the PCs discuss this plan with Talmrin, she warns them it is “a most dangerous scheme,” as many Azlanti are paranoid enough to keep tabs on who receives their messages.**Talk to Outpost Zed’s Denizens:**The glimmshar pirates and the station merchants keep up with local shipping schedules as a matter of profession.If the glimmshars, Half---Red, or the xaarb are friendly or helpful toward the PCs (or cowed, in the case of the xaarb), and the PCs are able to communicate with them, they are willing to look up the schedules of local supply ships and identify one that is passing near Outpost Zed soon.Success at either of the above methods reveals that a cargo ship known as the Relic will be passing close to Outpost Zed soon, and the ship is scheduled to stop at Gulta, among other destinations.**Award:**If the PCs identify the Relic as a suitable ship for their ruse and discover its shipping schedule, award them 600 XP. --- **THE OUTPOST ZED SIRENS** Although the Relic is passing close by Outpost Zed while on its way to Gulta to deliver cargo, the ship’s current course doesn’t actually take it directly to the station.Since the PCs want both the ship’s cargo and transponder intact, the PCs might want to lure the ship closer to Outpost Zed and commandeer it with some subtlety.The most likely methods for the PCs to accomplish this are: **Ask a Merchant to Hire the Supply Ship:** Speaking to any of the local merchants on the matter, or succeeding at a DC 14 Culture or Profession (merchant) check, informs the PCs that these types of cargo ships need to make multiple deliveries on their routes to stay in business.The Relic isn’t going to stop for an unknown group—such as the PCs—but it will divert course for a job from a known merchant.This is an exceedingly risky move for the chosen merchant, however, as it will result in their names being associated with a ship being hijacked, resulting in increased Azlanti scrutiny.Half---Red will not agree to lure in the Relic without either a helpful attitude or a 1,000---credit bribe.The xaarb can be browbeaten into messaging the Relic with a successful DC 17 Intimidation check.If a PC asks Glest for help, he screams about the PCs being controlled by lizard people and refuses to help.**Transmit a Distress Signal:** While this is a common and obvious ruse, there’s no guarantee the cargo ship will actually respond to the signal.A successful DC 17 Computers check is required to generate the signal from Outpost Zed or the PCs’ own starship, followed by a successful DC 19 Bluff check and a successful DC 22 Diplomacy check to cause the Relic to divert course and come to the station.**Transmit a False Azlanti Message:** This approach is similar to the use of a distress signal, but is meant to appear more official so there is less chance of the Relic ignoring it.A successful DC 21 Computers check is required to piggyback a broadcast onto Outpost Zed’s normal communications array, followed by a successful DC 20 Bluff check to craft a message warning nearby starships of a false danger and ordering all ships to divert to Outpost Zed.If none of the PCs can speak Azlanti, they take a –4 penalty on these checks.This approach isn’t as advantageous as the others—the Relic’s volatile cargo gets destroyed in the ensuing battle and Talmrin is too upset to leave the PCs any UPBs as treasure.In addition, the crew transmits a system---wide distress call right before their ship is disabled, increasing Gulta’s alertness level by 2.By the end of the battle, the crew of the Relic is so battered and wounded that the PCs don’t need to intimidate or fight them.Skip to the development described in the encounter with the Relic’s Crew below, but the PCs don’t receive experience points for defeating the crew; they instead receive the XP noted in the story award below. ---**STATISTICS** *Str +1; Dex +1; Con +1; Int +2; Wis +0; Cha +4* **Skills** * Diplomacy +12, Intimidate +12, Piloting +7, Profession (merchant) +7, Sense Motive +12* **Feats** *Stand Still* **Languages** * Azlanti* **Other Abilities** * envoy improvisations (get ’em)***Gear** * freebooter armor I, static arc pistol with 1 battery (20 charges), survival knife* **Development:**Once the PCs have taken control of the Relic, Talmrin removes the supply ship’s transponder and installs it into the PCs’ starship.True to her word, she also modifies the PCs’ engines so that their energy signature resembles engines of Azlanti manufacture.Like most major trade hubs, Outpost Zed accepts UPBs as a form of currency, with 1 UPB serving as 1 credit.**Story Award:**If the PCs intimidate the crew into surrendering, award them XP as if they had defeated the Azlanti in combat.--- Before the PCs leave for Gulta, they can speak with Talmrin to go over the plan for their infiltration.The engineer delivers boxes of metal junk to their ship to serve as a fake cargo, though she warns that the boxes are only a temporary facade and will not stand up to the prison’s mandatory inventory check.She stresses that the PCs must appear to be Azlanti if they intend to sneak onto the prison moon; she gives them four serums of appearance change (reminding them that any changes are permanent) and two spell gems of disguise self, and tells the PCs that Half---Red the stellifera has more such items in case they want to buy extra “insurance.”If the PCs have agreed to rescue the three prisoners on Gulta for her, Talmrin offers the PCs three glamered fusion seals (5th) to better prepare them for their mission.She can also give them advice on how to complete their mission without drawing the ire of the entire prison complex, as noted in The Art of Infiltration on page 22.In addition, don’t forget that Talmrin has given the PCs a stolen key card that can get them into Gulta’s cell blocks.From Outpost Zed, it takes 1d6 days of travel in the Drift or 1d6+2 days of travel through normal space to reach the prison moon, as it lies within the same star system.Once the PCs arrive at Gulta, all of their disguises, studies, and preparations will need to be complete.The prison moon is guarded by a starship, a fact the PCs might have learned on Outpost Zed.This vessel is named the Zandamant.
(1) | 1 | 15 (10) | | Holoskin (2) | 2 | 750 (500) | | Alert redirectorAR3 (2) | 2 | 2,175 (1,450) | | HoloshroudAR3 (2) | 2 | 1,950 (1,300) | | Ion tapeAR3 (2) | 2 | 413 (275) | | White---noise generatorAR3 (2) | 2 | 2,025 (1,350) | | Creator capsule, mk 1 (4) | 3 | 3,000 (2,000 ea.)| | Grenade scrambler, mk 2 (4) | 3 | 3,150 (2,100) | | Improvisation adornment, mk 1 (4) | 3 | 2,700 (1,800) | | Warning wire, mk 1 (4) | 3 | 3,000 (2,000) | | Storage goo (5) | 4 | 750 (500) |Nearby inanimate object with a single attack.The PCs can only attempt each of these tactics once.A PC can also try striking the xaarb with a melee attack that deals at least 8 points of nonlethal damage in a single attack, though if a PC misses, the xaarb tries to bite back (the xaarb’s stats are found on page 61).Dealing lethal damage to the xaarb immediately cows them and doesn’t provoke retaliation from the station’s residents, but is seen as an unreasonably extreme response (reduce the attitude of all other NPCs toward the PCs by one step).If the PCs don’t cow the xaarb, they eventually stop screaming.Secure in their dominance, the xaarb charges outrageous prices.As a merchant, the xaarb specializes in selling armor, ammunition, and weapons.If the PCs steal two items from the xaarb using Sleight of Hand, they howl in anger, wrap their goods in the blanket, and trundle off in a huff.The PCs can’t ask the xaarb any questions until the alien is cowed.Since this xaarb lacks a text---to---speech generator, the merchant responds to all queries in Xaarb, its native sign language.Supposed to own them.I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up.I saw the Azlanti ships moving in and flew off, never came in for the rendezvous.They probably think I’ve abandoned them, but I haven’t forgotten.I am just a coward.”Talmrin ducks her head and looks a bit embarrassed.The most likely methods for the PCs to uncover this information are: **Investigate Personally:** A PC can attempt a DC 23 Computers check to intercept transmissions between Azlanti vessels in the system and overhear the information they need.Each check takes 1d4 hours and requires at least one PC able to understand the Azlanti language.If the PCs discuss this plan with Talmrin, she warns them it is “a most dangerous scheme,” as many Azlanti are paranoid enough to keep tabs on who receives their messages.**Talk to Outpost Zed’s Denizens:**The glimmshar pirates and the station merchants keep up with local shipping schedules as a matter of profession.If the glimmshars, Half---Red, or the xaarb are friendly or helpful toward the PCs (or cowed, in the case of the xaarb), and the PCs are able to communicate with them, they are willing to look up the schedules of local supply ships and identify one that is passing near Outpost Zed soon.Success at either of the above methods reveals that a cargo ship known as the Relic will be passing close to Outpost Zed soon, and the ship is scheduled to stop at Gulta, among other destinations.**Award:**If the PCs identify the Relic as a suitable ship for their ruse and discover its shipping schedule, award them 600 XP. --- **THE OUTPOST ZED SIRENS** Although the Relic is passing close by Outpost Zed while on its way to Gulta to deliver cargo, the ship’s current course doesn’t actually take it directly to the station.Since the PCs want both the ship’s cargo and transponder intact, the PCs might want to lure the ship closer to Outpost Zed and commandeer it with some subtlety.The most likely methods for the PCs to accomplish this are: **Ask a Merchant to Hire the Supply Ship:** Speaking to any of the local merchants on the matter, or succeeding at a DC 14 Culture or Profession (merchant) check, informs the PCs that these types of cargo ships need to make multiple deliveries on their routes to stay in business.The Relic isn’t going to stop for an unknown group—such as the PCs—but it will divert course for a job from a known merchant.This is an exceedingly risky move for the chosen merchant, however, as it will result in their names being associated with a ship being hijacked, resulting in increased Azlanti scrutiny.Half---Red will not agree to lure in the Relic without either a helpful attitude or a 1,000---credit bribe.The xaarb can be browbeaten into messaging the Relic with a successful DC 17 Intimidation check.If a PC asks Glest for help, he screams about the PCs being controlled by lizard people and refuses to help.**Transmit a Distress Signal:** While this is a common and obvious ruse, there’s no guarantee the cargo ship will actually respond to the signal.A successful DC 17 Computers check is required to generate the signal from Outpost Zed or the PCs’ own starship, followed by a successful DC 19 Bluff check and a successful DC 22 Diplomacy check to cause the Relic to divert course and come to the station.**Transmit a False Azlanti Message:** This approach is similar to the use of a distress signal, but is meant to appear more official so there is less chance of the Relic ignoring it.A successful DC 21 Computers check is required to piggyback a broadcast onto Outpost Zed’s normal communications array, followed by a successful DC 20 Bluff check to craft a message warning nearby starships of a false danger and ordering all ships to divert to Outpost Zed.If none of the PCs can speak Azlanti, they take a –4 penalty on these checks.This approach isn’t as advantageous as the others—the Relic’s volatile cargo gets destroyed in the ensuing battle and Talmrin is too upset to leave the PCs any UPBs as treasure.In addition, the crew transmits a system---wide distress call right before their ship is disabled, increasing Gulta’s alertness level by 2.By the end of the battle, the crew of the Relic is so battered and wounded that the PCs don’t need to intimidate or fight them.Skip to the development described in the encounter with the Relic’s Crew below, but the PCs don’t receive experience points for defeating the crew; they instead receive the XP noted in the story award below. ---**STATISTICS** *Str +1; Dex +1; Con +1; Int +2; Wis +0; Cha +4* **Skills** * Diplomacy +12, Intimidate +12, Piloting +7, Profession (merchant) +7, Sense Motive +12* **Feats** *Stand Still* **Languages** * Azlanti* **Other Abilities** * envoy improvisations (get ’em)***Gear** * freebooter armor I, static arc pistol with 1 battery (20 charges), survival knife* **Development:**Once the PCs have taken control of the Relic, Talmrin removes the supply ship’s transponder and installs it into the PCs’ starship.True to her word, she also modifies the PCs’ engines so that their energy signature resembles engines of Azlanti manufacture.Like most major trade hubs, Outpost Zed accepts UPBs as a form of currency, with 1 UPB serving as 1 credit.**Story Award:**If the PCs intimidate the crew into surrendering, award them XP as if they had defeated the Azlanti in combat.--- Before the PCs leave for Gulta, they can speak with Talmrin to go over the plan for their infiltration.The engineer delivers boxes of metal junk to their ship to serve as a fake cargo, though she warns that the boxes are only a temporary facade and will not stand up to the prison’s mandatory inventory check.She stresses that the PCs must appear to be Azlanti if they intend to sneak onto the prison moon; she gives them four serums of appearance change (reminding them that any changes are permanent) and two spell gems of disguise self, and tells the PCs that Half---Red the stellifera has more such items in case they want to buy extra “insurance.”If the PCs have agreed to rescue the three prisoners on Gulta for her, Talmrin offers the PCs three glamered fusion seals (5th) to better prepare them for their mission.She can also give them advice on how to complete their mission without drawing the ire of the entire prison complex, as noted in The Art of Infiltration on page 22.In addition, don’t forget that Talmrin has given the PCs a stolen key card that can get them into Gulta’s cell blocks.From Outpost Zed, it takes 1d6 days of travel in the Drift or 1d6+2 days of travel through normal space to reach the prison moon, as it lies within the same star system.Once the PCs arrive at Gulta, all of their disguises, studies, and preparations will need to be complete.The prison moon is guarded by a starship, a fact the PCs might have learned on Outpost Zed.This vessel is named the Zandamant.Talmrin’s work proves effective, and the combination of the PCs’ stolen transponder and Talmrin’s engine modifications allow the PCs to approach Gulta’s docking bays without any issue.From this point forward, the PCs will need to blend in and avoid suspicion long enough to find Cedona and secure their escape route.As an android and a slave, Cedona is being held separate from most of the other prisoners in area B13 of cell block J.The PCs can find a number of other prisoners in area B12, including the ones that Talmrin commissioned the PCs to rescue.**GULTA PRISON GUARD** *Medium humanoid (human), lawful evil* **Armor Class** 15 (breastplate) **Hit Points** 11 (2d8 + 2) **Speed** 30 ft.

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