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

Act 2 Climax — The Battle for Rookhaven

Act 2 Climax — The Battle for Rookhaven

The journey across Daegox-4 ends at Rookhaven Spaceport, a concealed Tamsin Rook launch facility built beneath an abandoned ore-processing basin.

Helix Meridian and the Omicron-9 prison network both discover the spaceport during Act 2. Their forces launch a coordinated assault intended to seize the Resonance Twins, destroy the Rook escape network, and prevent any surviving witnesses from leaving the planet.

The attack occurs regardless of the party’s route. The party’s speed determines whether they arrive in time to prepare for it.


The Journey Clock

Track the party’s progress using Delay.

The party begins Act 2 with 0 Delay.

Delay increases when the party:

  • Spends significant time at optional safehouses
  • Fails major travel challenges
  • Repairs heavily damaged vehicles
  • Takes long rests in exposed locations
  • Diverts to rescue civilians or Rook cells
  • Backtracks after discovering a compromised route

Delay can be reduced when the party:

  • Uses a fast vehicle route
  • Restores Blackrail transport
  • Acquires accurate weather or patrol data
  • Sends pursuit teams toward false coordinates
  • Skips optional safehouses
  • Successfully uses corporate credentials or transport

Do not punish the party for roleplaying or helping people without warning. Present the tradeoff clearly: helping a location may provide allies, equipment, or defenses at Rookhaven, but it costs time.


Arrival Conditions

Final DelayArrival State
0–1The party reaches Rookhaven well before the assault
2–3The party arrives shortly before enemy forces appear
4–5The attack has just begun
6+The spaceport is already under heavy assault

The GM can adjust these ranges based on the length of Act 2.


Early Arrival — Prepare the Spaceport

If the party arrives before the attack, Rookhaven appears tense but operational.

Technicians are preparing escape ships, refugees are being assigned to transports, and scouts report enemy forces moving toward the basin.

The party receives a limited preparation window before the assault.

Preparation Structure

The party can complete a number of preparation tasks based on its arrival time.

ArrivalPreparation Tasks
Well before the assault5 tasks
Shortly before the assault3 tasks
Attack imminent1 task

Each task should require a short scene, several checks, or the expenditure of equipment.

Preparation Options

PreparationPrimary SkillsBattle Benefit
Fortify the main approachCrafting, AthleticsAdd barricades and defensive cover
Repair defense turretsCrafting, ComputersActivate one or more automated weapons
Conceal the launch hangarsComputers, DeceptionDelay enemy targeting of the ships
Mine the vehicle approachCrafting, SurvivalDamage or delay corporate vehicles
Prepare medical stationsMedicine, CraftingImprove battlefield recovery
Evacuate noncombatantsDiplomacy, SocietyPrevent civilian casualties during the battle
Inspect ships for sabotageComputers, Crafting, ThieveryDiscover infiltrator tampering before launch
Establish sniper positionsStealth, PerceptionGrant defenders elevated firing positions
Secure the fuel depotCrafting, AthleticsPrevent a major explosion
Create false launch signalsComputers, DeceptionSplit the attacking force
Train inexperienced defendersDiplomacy, Warfare LoreImprove the Rook militia
Prepare the twins’ resonance positionOccultism, Crafting, DiplomacyUnlock a controlled battlefield resonance effect

Safehouse Contributions

Earlier choices can add free preparations or improve existing ones.

Act 2 AccomplishmentRookhaven Benefit
Restore Relay NineAdvance warning of the attack
Save a refugee or medical safehouseAdditional medics and medical supplies
Preserve a mining crawlerHeavy mobile cover
Repair BlackrailReinforcements arrive before the battle
Expose a corporate infiltratorSabotage is discovered early
Rescue stranded RooksAdditional defenders
Recover corporate credentialsFalse orders confuse one enemy unit
Preserve Point Lotious’ workshopsBetter repairs and additional equipment
Befriend or spare native creaturesAccess to an unexpected wilderness route

Late Arrival — Thrown into the Battle

If the party arrives after the attack begins, they enter through smoke, collapsing structures, and retreating defenders.

They receive no overview of the entire battlefield. The GM introduces objectives as the party encounters them.

The party may initially see:

  • Corporate dropships descending into the basin
  • Prison interceptors pushing through the outer barricades
  • Cyber-hounds pursuing refugees
  • Rook defenders falling back toward the hangars
  • A damaged launch ship trapped on the pad
  • Defense turrets firing at the wrong targets
  • The twins reacting to resonance-dampening weapons

The battle should begin immediately, but the party should still have meaningful choices.

They are not required to defeat every enemy. Their objective is to keep the spaceport functioning long enough for the evacuation ships to launch.


Enemy Forces

The attack combines two distinct forces.

Helix Meridian Assault Force

The corporate force is organized, mobile, and focused on the twins.

Possible units include:

  • Onyx Team assault operatives
  • Corporate interceptors
  • Dropship infantry
  • Electronic warfare specialists
  • Saboteurs already inside the spaceport
  • Resonance-dampening weapons
  • A corporate field commander linked to Ilex Mora

Helix Meridian attempts to capture the twins alive and destroy evidence stored at Rookhaven.

Omicron-9 Recovery Force

The prison force is controlled or coordinated by CUSTOS-9.

Possible units include:

  • Warden drones
  • Cyber-hound packs
  • Automated sentry platforms
  • Prisoner recovery teams
  • Heavy restraint units
  • A rebuilt or upgraded Warden Mech
  • Remote-controlled mining equipment

The prison force follows rigid recovery directives and may clash with corporate personnel when their objectives differ.

This creates opportunities for the party to manipulate one enemy faction against the other.


Battlefield Zones

Rookhaven should function as a large, multi-objective battlefield.

ZoneThreatObjective
Outer BasinVehicles and advancing infantryDelay the main assault
Refugee ConcourseCyber-hounds and panicEscort civilians to transports
Control TowerElectronic warfare teamRestore launch control
Fuel DepotSaboteurs and firePrevent catastrophic detonation
Main HangarHeavy assault forceProtect the escape ship
Secondary PadDamaged transportRepair or evacuate stranded Rooks
Resonance ArrayDampening equipmentFree the twins’ powers
Maintenance TunnelsInfiltratorsStop internal sabotage
Launch CorridorWarden Mech or heavy unitHold the final evacuation route

The party cannot protect every zone. Their decisions determine what survives.


Battle Progress

Run the climax in three stages.

Stage 1 — The Outer Breach

Enemy forces enter the basin.

Early-arriving parties begin from prepared positions. Late-arriving parties encounter defenders already retreating.

Objectives may include:

  • Destroying or disabling an interceptor
  • Holding a barricade
  • Saving scouts trapped outside
  • Activating defenses
  • Closing an exposed access tunnel

Stage 2 — The Spaceport Splinters

Multiple emergencies occur at once.

Present three objectives and make it clear the party can likely complete only two.

Example objectives:

  • Stop the fuel depot from exploding
  • Rescue civilians from the concourse
  • Recover launch-control access
  • Find and stop an infiltrator
  • Protect the twins from a capture team
  • Repair the primary escape ship

The ignored objective suffers a consequence but should not automatically end the act.

Stage 3 — The Final Launch

The last ships begin preparing to leave.

The party must hold the launch route while completing the final escape sequence.

Possible final threats include:

  • An upgraded Warden Mech
  • Onyx Team’s field commander
  • A corporate gunship
  • A resonance-dampening array
  • CUSTOS-9 taking control of the launch systems
  • An infiltrator aboard the escape ship

The twins can become central to the final defense, but the party should determine how their powers are used.


Twins’ Role in the Battle

At Rookhaven, the twins can maintain their three resonance channels:

ChannelExample Effect
PersonalProtect themselves from capture or dampening
AlliedDefend Rook troops, refugees, or the party
HostileSlow enemy advances or disrupt technology

The scale of the battle allows the twins to produce stronger area effects than earlier in the campaign.

Possible large-scale effects include:

  • A kinetic dome protecting the launch pad
  • A gravity field slowing enemy vehicles
  • Energy resistance around the fuel depot
  • Distorted targeting around the evacuation ships
  • A repulsion wave clearing the launch corridor

Maintaining three channels for an extended period should carry a cost. The twins may become drained, injured, or temporarily unable to use their powers after launch.


Success Levels

Act 2 should end with escape from Daegox-4, but the state of Rookhaven changes what the party carries into Act 3.

Complete Victory

  • The main escape ship launches intact
  • Most civilians and Rooks escape
  • The spaceport’s intelligence archive is preserved
  • The twins remain free
  • Enemy commanders are defeated or captured

Costly Victory

  • The party escapes
  • One or more ships, safehouse records, or important NPCs are lost
  • Rookhaven is destroyed
  • Survivors are scattered across multiple ships

Desperate Escape

  • The party reaches a ship during the collapse
  • Most of the spaceport falls
  • The ship launches damaged or under pursuit
  • Few Rooks escape with the party

Fail-Forward Result

If the party is defeated, surviving Rooks or the twins trigger an emergency launch.

The party awakens aboard a damaged ship leaving Daegox-4 while enemy vessels pursue them.

They escape the planet, but suffer major losses and begin Act 3 in immediate danger.


Story XP Opportunities

AccomplishmentSuggested XP
Reach Rookhaven40 XP
Arrive before the attack begins30 XP
Complete a major preparation task10 XP each, maximum 40 XP
Save the refugee concourse30 XP
Stop the fuel depot explosion30 XP
Expose the internal infiltrator30 XP
Preserve launch control30 XP
Defeat or bypass the heavy gatekeeper unitEncounter XP
Save an additional evacuation ship40 XP
Prevent capture of the twins30 XP
Launch from Daegox-480 XP major story award

The party should reach level 4 at Rookhaven or immediately after escaping the planet.

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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