The Resonance Run (Development)
Starfinder Second Edition

Snapshot · Oct 9, 2026, 3:55 AM

  • The Resonance Run (Development)
    • narrativeAdventure Summary
    • narrativeCampaign Structure
    • narrativeGM Truths
    • Module artifacts
      • sidebarRules Baseline
      • sidebarParty Size Scaling
      • pageDaegox-4 Setting Brief
      • sidebarInjected Character Sheets
      • narrativePlayer Hook
      • pageThe Tamsin Rooks’ Mission
    • Acts
      • actA1Breakout from Omicron-9
        • narrativeAct Overview
        • narrativeGM Overview - Scene 1
        • sidebarAct 1 Pacing
        • sceneS1Scene 1: The Betrayal Catalyst
          • narrativeScene Overview
          • narrativeGM Flow
          • subsceneSS1S1.1 — The Contract Walk
            • narrativeRead Aloud
            • narrativeGM Notes
            • pageClues Before the Betrayal
          • articleScene 1 — The Double Betrayal
          • subsceneSS2S1.2 — The Containment Vault
            • narrativeRead Aloud
            • narrativeFirst Contact
          • handoutOmicron-9 Battlefield Key
          • subsceneSS3S1.3 — Cell Block Crossfire
            • encounterE1Cell Block Crossfire
              • narrativeEncounter Overview
              • narrativeObjective Actions
              • narrativeRound Events
              • pageEncounter Scaling
              • pageThe Resonance Twins in Combat
              • monster blockOmicron-9 Thermal Purge
              • monster blockOnyx Sweep Trooper
              • monster blockOnyx Security Specialist
              • monster blockAutomated Sentry Node
          • sidebarFailure and Recovery
          • subsceneSS4S1.4 — The Maintenance Drop
            • narrativeEscape Transition
          • pageScene 1 Rewards
          • mapCellblock
          • mapCellblock Blocks
          • mapCellblock Alt
          • mapCellblock Alt Blocks
        • sceneS2Scene 2: The Subterranean Gauntlet
          • narrativeScene Overview
          • narrativeRoute Draft
          • subsceneSS1M1 — Flooded Manifold
            • narrativeRead Aloud
            • narrativeManifold Notes
          • sidebarRemaining Development
          • subsceneSS2M2 — Narrow Conduit
            • encounterE1Cyber-Hound Wave and Collar Overload
              • narrativeEncounter Overview
              • narrativeRestraint Crisis
              • pageEncounter Scaling
              • monster blockCyber-Hound Mk I
              • monster blockCyber-Hound Alpha
          • subsceneSS3M3–M4 — Junction Black: Choose the Road
            • narrativeBranching Decision
            • narrativeWhat the Survivors Know
            • handoutThree Routes to the Hollow Vein
          • subsceneSS4M3–M4 — Pump Gallery and Junction Black
            • narrativeBranch Outline
        • sceneS3Scene 3: Three Roads to the Hollow Vein
          • narrativeScene Overview
          • narrativeGM Flow
          • subsceneSS1Route A — The Exhaust Gate
            • narrativeRoute Overview
            • encounterE1Warden Mech Gatekeeper
              • narrativeRead Aloud
              • narrativeRoutes to Victory
              • narrativeTactics and Fail-Forward
              • pageExhaust Gate Scaling
              • monster blockWarden Mech Prototype
              • monster blockMaintenance Repair Drone
              • monster blockExhaust-Gate Artillery Node
          • sidebarFreedom Fighter Survivors as Difficulty Control
          • subsceneSS2Route B — The Coolant Spine
            • narrativeRead Aloud
            • narrativeRoute Consequence
            • encounterE1Pressure-Lock Run
              • narrativePressure-Run Procedure
              • narrativeOptional Rescue — Maintenance Pod 7
              • monster blockCoolant Spine Pressure Cycle
              • treasureMaintenance Pod Cache
          • pageScene 3 and Ashstorm XP
          • subsceneSS3Route C — The Ore Transit Line
            • narrativeRead Aloud
            • narrativeThe Stranded Workers
            • encounterE1Hijack the Ore Tram
              • narrativePhase 1 — Get It Moving
              • narrativePhase 2 — Security Boarding
              • monster blockRail Security Drone
              • treasureOre Tram Salvage
          • subsceneSS4Convergence — Across the Ashstorm
            • narrativeRead Aloud
            • encounterE1The Last Kilometer
              • narrativeAshstorm Challenge
              • narrativeMinor Side Objective — The Lost Beacon
        • sceneS4Scene 3B: The Exhaust Gate Breach
          • narrativeScene Overview
          • subsceneSS1E1 — Exhaust Plenum
            • narrativeArea Draft
            • handoutMap Draft
          • sidebarRemaining Development
          • subsceneSS2E2 — The Gatekeeper
            • encounterE2Warden Mech Gatekeeper
              • narrativeRead Aloud
              • narrativeDraft Objectives
              • pageDraft Severe Scaling
              • monster blockWarden Mech Prototype
              • monster blockMaintenance Repair Drone
              • monster blockExhaust-Gate Artillery Node
          • subsceneSS3E3 — Into the Ashstorm
            • narrativeTransition Stub
        • sceneS5Scene 4: Arrival at the Safehouse
          • narrativeScene Outline
        • sceneS6Scene 5: The Hollow Vein Safehouse
          • narrativeScene Overview
          • narrativeRead Aloud
          • narrativeSafehouse Sequence
          • subsceneSS1H1 — Triage and Restraint Removal
            • narrativeTriage
          • sidebarSafehouse Recovery and Level Advancement
          • subsceneSS2H2 — Rook's Debrief
            • narrativeThe Failed Rescue
          • pageAct 1 Accomplishment XP
          • subsceneSS3H3 — The Next Run
            • narrativeAct 2 Decision
          • pageHollow Vein Safehouse Key
          • sidebarRoute Consequences at the Safehouse
      • actA2Planetary Evasion
        • narrativeExpanded Outline
        • sceneS1Sidequest — The Dry Engine
          • narrativeMain
        • sceneS2Sidequest — The Quiet Fever
          • narrativeMain
        • pageAct 2 — The Rook Road
        • pageAct 2 Roving Pursuit System
        • pageAct 2 Climax — The Battle for Rookhaven
        • mapThe Rook Road
        • pageNetwork Heat
        • handoutVehicles of the Rook Road
        • pagePoint Lotious Safehouse Sidequests
        • imagePoint Lotious
        • mapPoint Lotious Underworks
      • actA3The Galactic Run
        • narrativeExpanded Outline
    • Trash
      • narrativeMain
    • PCs
      • pcVortex
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcMiiyu
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcSarangari
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcIolana Vale
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcTipps
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcShessara
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcKinnik
        • narrativeBackground
        • pageSF2e Character Sheet
    • NPCs
      • npcKaelen and Vanya Dax
        • narrativeHistory
        • pageSF2e NPC Sheet
      • npcMara Venn
        • narrativeBackground
        • pageSF2e NPC Sheet
      • npcHandler Ilex Mora
        • narrativeBackground
        • pageSF2e NPC Sheet
      • npcCUSTOS-9
        • narrativeSystem Description
        • pageSF2e Distributed System Sheet
      • npcSera “Patch” Vey
        • pageMain
      • npcKip-9 “Latch”
        • pageMain
      • npcBrakka Tor
        • pageMain
      • npcNima Sable
        • pageMain

Point Lotious Safehouse Sidequests

Point Lotious Safehouse Sidequests

Sidequest 1 — A Signal Beneath the Skin

Location: Infirmary Primary Focus: Medicine, investigation, controlled resonance Recommended Level: 1 Expected Length: 30–45 minutes

Hook

The infirmary is already crowded when the party arrives. Injured Tamsin Rooks fill most of the cots, and the safehouse medic, Doctor Sera Vale, is working with scavenged equipment and dwindling supplies.

One of the Rooks rescued from Omicron-9, Joren Pell, begins suffering violent muscle spasms. A blue light pulses beneath the skin along his ribs. At first, everyone assumes he was struck by one of the twins’ resonance discharges.

Doctor Vale quickly determines that the object inside him is artificial.

“That is not shrapnel. It is transmitting.”

Helix Meridian implanted a medical tracking filament in Joren while he was briefly detained several weeks earlier. The device remained dormant until it detected the twins’ resonance field.

Unless it is removed or neutralized, it will begin transmitting Point Lotious’ location.

What Is Happening

The tracking filament is wrapped around a major nerve cluster. Cutting it out carelessly could paralyze or kill Joren. Leaving it active risks exposing the entire safehouse.

The party must gain 5 Treatment Points before accumulating 3 Trauma.

ApproachCheckResult
Identify the filament’s attachment pointsDC 15 Medicine checkGain 1 Treatment Point; critical success gains 2
Map its internal circuitryDC 15 Computers checkGain 1 Treatment Point
Build a signal suppressorDC 15 Crafting checkGain 1 Treatment Point and prevent the next transmission pulse
Carefully expose the implantDC 15 Medicine or Thievery checkGain 1 Treatment Point
Use the twins’ field to hold the filament stillDC 15 Medicine, Occultism, or Diplomacy checkGain 1 Treatment Point, but a failure causes resonance feedback
Convince Joren to remain conscious and stillDC 15 Diplomacy checkThe next Medicine check gains a +1 circumstance bonus

A critical failure increases Trauma by 1. Some failures may also cause Joren to take minor electricity or persistent bleed damage.

Transmission Pulses

At the end of each round or major treatment step, the filament attempts to transmit.

A character monitoring the infirmary equipment can attempt a DC 15 Computers check.

  • Critical Success: Block the pulse and gain 1 Treatment Point.
  • Success: Block the pulse.
  • Failure: The safehouse gains 1 Trace.
  • Critical Failure: Gain 2 Trace.

At 3 Trace, Helix Meridian identifies the general region around Point Lotious. This does not immediately reveal the safehouse but increases Network Heat at the beginning of Act 2.

Success

At 5 Treatment Points, the party can remove or disable the filament.

Doctor Vale stores the intact device in a shielded container. It contains partial records showing that Helix Meridian has implanted similar trackers in other prisoners and corporate laborers.

Failure

At 3 Trauma, Joren begins crashing. Doctor Vale completes the operation, but Joren survives with lasting nerve damage.

The filament is destroyed, preventing the party from studying or reusing it.

Optional Choice

The party can deliberately allow one final transmission while feeding the implant false coordinates.

This requires a DC 17 Computers check.

On a success, Helix Meridian dispatches a search team to an abandoned mining complex several kilometers away. On a critical failure, the corporation gains a much more accurate trace on Point Lotious.

Rewards

AccomplishmentReward
Save Joren and neutralize the tracker30 XP story award
Remove the filament without reaching 2 Trauma10 XP
Successfully transmit false coordinates20 XP
Preserve the tracker for studyEvidence 1
Complete the missionDoctor Vale provides two common medical consumables

Act 2 Benefit

If the tracker is removed before transmitting, reduce starting Network Heat by 1.

If the false transmission succeeds, the party gains a temporary advantage when traveling away from Point Lotious.


Sidequest 2 — The Underworks Are Thirsty

Locations: Scrap Mechanic, Power Room, Water Recycler Primary Focus: Crafting, Computers, Athletics Recommended Level: 1 Expected Length: 45–60 minutes

Hook

The arrival of the party, the twins, and the surviving Rooks pushes the safehouse beyond its intended capacity.

The lights begin dimming. Water pressure drops to a trickle. The ventilation fans slow enough for ash to creep through the intake filters.

The safehouse mechanic, Orrin Pike, explains that all three failures are connected.

“The recycler needs the pump. The pump needs the generator. The generator needs a coolant regulator that became scrap twenty years ago.”

Point Lotious has enough stored power to maintain two of the following systems, but not all three:

  • Water purification
  • Ventilation and life support
  • Long-range communications

Unless the party repairs the old ore-lift power junction, one system must remain offline.

Route Through the Safehouse

AreaProblem
Scrap MechanicLocate or construct a replacement regulator
Power RoomInstall the regulator and stabilize the generator
Water RecyclerRestart the pump and clear the contaminated intake
Service ConduitRepair the connection between all three systems

Phase 1 — Find a Replacement

Orrin has several possible regulator components, but none is complete.

The party must gain 3 Fabrication Points.

ApproachCheckResult
Sort compatible componentsDC 15 Crafting checkGain 1 Fabrication Point
Search old mining recordsDC 15 Computers checkGain 1 Fabrication Point
Recover a heavy coil from the ore-lift remnantDC 15 Athletics checkGain 1 Fabrication Point
Adapt a weapon battery or vehicle componentDC 17 Crafting checkGain 2 points, but consumes the component
Ask the twins to stabilize the magnetic coilDC 15 Crafting or Occultism checkGain 1 point; critical failure causes a power surge

Phase 2 — Generator Restart

Installing the regulator requires three simultaneous tasks:

  • Hold the magnetic coupling in place.
  • Synchronize the generator controls.
  • Vent excess heat.

The group attempts three checks:

  • DC 15 Athletics check
  • DC 15 Computers check
  • DC 15 Crafting check

Each success stabilizes one system. A critical success can compensate for one failed check.

If two or more checks fail, the generator starts but overloads the water system.

Phase 3 — Contaminated Intake

The water recycler has drawn metallic ash and biological waste into its intake chamber.

Characters entering the chamber must deal with slippery surfaces, poor visibility, and contaminated water.

Possible solutions include:

  • Clear the intake manually with a DC 15 Athletics check.
  • Flush the obstruction using a DC 15 Crafting check.
  • Reverse the pump through the control system with a DC 17 Computers check.
  • Identify and isolate contamination with a DC 15 Medicine or Survival check.
  • Use a controlled kinetic resonance pulse to force the obstruction free.

A failure exposes the acting character to contaminated water. The character attempts a DC 15 Fortitude save or becomes sickened 1.

Complication — Maintenance Crawlers

If the party makes two critical failures during the sidequest, several damaged maintenance crawlers activate inside the service conduit.

The crawlers do not need to become a full combat encounter. They can be:

  • Destroyed normally.
  • Shut down with Computers.
  • Trapped behind a pressure door.
  • Reprogrammed to clean the water intake.
  • Used as replacement parts.

If run as combat, use a Low-threat encounter appropriate to the party.

The Power Decision

If the repair succeeds, all systems return to normal.

If it fails, the party must choose one system to shut down until replacement parts can be obtained.

Disabled SystemConsequence
Water RecyclerSupplies at Point Lotious last only three days
VentilationSafehouse occupants become fatigued during extended stays
Long-Range CommsThe Rooks lose contact with outside cells
Defensive SensorsPoint Lotious becomes easier to approach undetected

Rewards

AccomplishmentReward
Restore all three primary systems40 XP story award
Complete repairs without consuming valuable equipment10 XP
Reprogram the maintenance crawlers20 XP
Fully purify the contaminated water10 XP
Recover ore-lift engineering records+1 circumstance bonus to one future transit repair challenge

Services Unlocked

After completion, Orrin Pike can provide:

  • Equipment repair
  • Battery recharging
  • Basic weapon maintenance
  • Identification of technological items
  • Installation of common upgrades when parts are available

The water station can also refill the party’s environmental protection and emergency water supplies before they leave Point Lotious.


Sidequest 3 — The Dead Channel

Location: Comms Room Primary Focus: Computers, investigation, signal deception Recommended Level: 1 Expected Length: 30–45 minutes

Hook

The Point Lotious communications array receives a brief transmission on a Tamsin Rook emergency frequency.

The message contains only six words:

“Black sky. Broken crown. Rooks scattered.”

The transmission repeats every forty-seven seconds. No identification code accompanies it.

Comms operator Nia Sol cannot determine whether the message came from a surviving Rook cell, a Helix Meridian trap, or an automated beacon.

The signal is growing weaker.

What the Message Means

“Black sky” identifies Daegox-4.

“Broken crown” is an old Tamsin Rook emergency phrase indicating that a leadership cell has been compromised.

“Rooks scattered” means survivors are operating without orders or a secure extraction route.

Someone is calling for help—but Helix Meridian may already be listening.

Signal Investigation

The party must identify the sender before responding.

InvestigationCheckInformation
Analyze transmission compressionDC 15 Computers checkThe signal uses authentic but outdated Rook encryption
Compare the voice patternDC 15 Perception checkThe message was assembled from several different recordings
Research the emergency phraseDC 15 Society checkThe code belonged to a Rook cell that disappeared six months ago
Examine signal distortionDC 15 Crafting or Computers checkThe transmission is bouncing through an old mining relay
Study its timingDC 17 Computers checkA second hidden data packet follows each spoken message
Examine the hidden packetDC 17 Computers or Thievery checkIt contains partial coordinates and a Helix Meridian tracking routine

The message is real, but Helix Meridian has attached a tracking routine to the transmission. A surviving Rook cell is attempting to make contact without realizing its signal has been compromised.

The Response Challenge

The party must send a warning without revealing Point Lotious.

They need 5 Signal Points before accumulating 3 Exposure.

ActionCheckResult
Strip the corporate tracking routineDC 15 Computers checkGain 1 Signal Point
Route the response through abandoned relaysDC 15 Computers or Crafting checkGain 1 Signal Point
Construct a convincing false originDC 15 Deception or Computers checkGain 1 Signal Point
Recover the hidden coordinatesDC 17 Computers checkGain 1 Signal Point
Strengthen the damaged antennaDC 15 Crafting checkGain 1 point and +1 to the next signal check
Interpret the Rook code accuratelyDC 15 Society checkGain 1 point
Use resonance interference to mask the replyDC 15 Occultism or Crafting checkGain 1 point but risks drawing attention to the twins

A critical success earns 2 Signal Points. A critical failure adds 1 Exposure.

Complication — CUSTOS-9 Answers

After the party earns its third Signal Point, CUSTOS-9 detects their interference.

The prison intelligence enters the channel using Handler Ilex Mora’s voice.

“You have been abandoned. Return the paired anomaly subjects and your involvement will be classified as coercion rather than terrorism.”

CUSTOS-9 attempts to force the party to maintain the connection long enough to trace them.

The party can:

  • Immediately terminate the transmission.
  • Continue while feeding it false coordinates.
  • Attempt to extract information from CUSTOS-9.
  • Allow the twins to distort the signal.
  • Broadcast evidence of Helix Meridian’s experiments.

Remaining connected grants a +1 circumstance bonus to the next attempt to recover corporate information but automatically increases Exposure by 1.

Success

At 5 Signal Points, the party warns the stranded Rooks and obtains their coordinates.

The survivors are hiding near an abandoned surface refinery. They cannot reach Point Lotious immediately, but they can provide intelligence about corporate patrols in Act 2.

Exposure 3

Helix Meridian narrows the transmission to the Point Lotious region.

The warning still reaches the stranded Rooks, but Network Heat increases by 1 and the safehouse must shut down long-range communications for several hours.

Optional Outcomes

The party may choose one additional objective:

ObjectiveCheckBenefit
Send Helix Meridian a false safehouse locationDC 17 Deception or Computers checkMisdirect one corporate search team
Download part of CUSTOS-9’s pursuit mapDC 17 Computers checkReveal a safer Act 2 route
Broadcast the research evidenceNo check if the party has Evidence 1Increase public attention but also Network Heat
Invite the stranded Rooks to Point LotiousNo checkGain future allies but strain safehouse supplies

Rewards

AccomplishmentReward
Warn the stranded Rook cell30 XP story award
Prevent Helix Meridian from tracing Point Lotious20 XP
Recover the pursuit map20 XP
Successfully transmit false coordinates20 XP
Establish a secure channelGain a Tamsin Rook intelligence contact

Act 2 Benefit

If the pursuit map is recovered, the party can learn one danger associated with each Act 2 route before choosing.

If a false safehouse location is transmitted, reduce the severity of the first pursuit complication encountered after leaving Point Lotious.

Using the Three Sidequests

The sidequests do not all need to occur immediately.

TimingRecommended Quest
Immediately upon arrivalA Signal Beneath the Skin
During the party’s first restThe Underworks Are Thirsty
Before choosing an Act 2 routeThe Dead Channel

Completing all three sidequests should make Point Lotious feel like a functioning base the party helped preserve rather than a location they merely visited.

For milestone advancement, the party reaches level 2 after resting at Point Lotious and committing to an escape route. For XP advancement, these missions provide enough additional story awards to bring a party that missed optional objectives close to level 2.

Read-only syndicated snapshot · Syndicated Oct 9, 2026, 3:55 AM. Content updates when the author syndicates again in Adventure Maker.

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