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

Player Hook

The Resonance Run

Player Hook and Adventure Overview

Canon Status

Element Status
Starfinder Second Edition Official Starfinder canon and rules.
Near Space Official Starfinder setting region.
Starfinder ancestries, classes, equipment, and general setting concepts Official canon where drawn from published Starfinder material.
Daegox-4, Helix Meridian, VantaCore, Omicron-9, the Tamsin Rooks, Rookhaven, and the Resonance Twins Original material created for this adventure.

Daegox-4 is a remote mining world buried beneath ashstorms, corporate security zones, and the remains of industries that were abandoned long before their machinery stopped running.

```

Most people who come here work for one of the corporations controlling the planet. The rest are usually trying to disappear.

Your crew has accepted a high-paying extraction contract inside Omicron-9, a fully automated prison operated by Helix Meridian. The assignment appears simple: enter alongside a recovery unit, provide specialist support, secure two high-value prisoners, and leave before the prison can fully react.

It does not remain simple.

```

The Campaign Premise

The crew begins as a group of independent professionals completing a dangerous but apparently legitimate contract. When the operation inside Omicron-9 breaks down, the characters are forced to escape the prison and cross Daegox-4 while several powerful interests search for them.

Their route leads through abandoned industrial complexes, hostile wilderness, hidden settlements, and a loose network of safehouses maintained by the Tamsin Rooks.

The crew will need to decide how quickly to travel, how visible they are willing to become, which strangers they can trust, and how much danger they will accept to help people encountered along the way.

Player Knowledge

The characters do not need an existing connection to Daegox-4, Helix Meridian, the Tamsin Rooks, or any major NPC. Their reason for being present is the extraction contract offered before the adventure begins.

Adventure Arc

Act 1 — Breakout from Omicron-9

```

The adventure begins inside a silent corporate prison controlled by cameras, automated doors, environmental systems, security drones, and mechanical wardens.

When the extraction operation collapses, the crew must cross the prison, protect one another, overcome its defenses, and find a route to the surface.

Expect Adventure Style
Close-quarters firefights Ranged combat involving cover, movement, and changing lines of fire
Automated security Drones, cybernetic trackers, prison hazards, and mechanical wardens
Technical objectives Computers, Crafting, Medicine, and Thievery used during active encounters
Branching escape routes Combat, stealth, and technical approaches
Environmental danger Heat, damaged machinery, flooded tunnels, and the ashstorm beyond the prison
```

Act 2 — The Rook Road

```

Beyond Omicron-9 lies a planet-sized pursuit.

The crew must travel across Daegox-4 using a clandestine network of safehouses, forgotten mining roads, underground passages, mobile settlements, and abandoned transit systems.

The party receives a regional map containing several possible routes. They are not expected to visit every safehouse or point of interest. Each route presents different benefits, dangers, vehicles, and opportunities.

Route Element Possible Experience
Safehouses Rest, repairs, supplies, local services, and optional side missions
Surface routes Fast travel, vehicle encounters, exposed terrain, and pursuit
Underground routes Stealth, exploration, damaged infrastructure, and native creatures
Industrial routes Technical challenges, checkpoints, abandoned rail systems, and salvage
Points of interest Equipment caches, ruins, natural hazards, stranded travelers, and hidden discoveries

Two independent enemy forces move across the regional map while searching for the crew. Their positions change as the party travels. Careful movement, false trails, underground routes, and disabled tracking systems can reduce the chance or difficulty of an encounter.

Open battles, recognizable vehicles, compromised communications, and conspicuous activity make pursuit more likely.

```

Act 2 Climax — The Battle for Rookhaven

```

The party’s destination is Rookhaven, a concealed spaceport used to move people beyond corporate-controlled territory.

An attack on the spaceport forms the climax of the journey. The party’s speed determines how the final battle begins.

Arrival Situation
The party travels quickly The crew arrives before the attack and has time to inspect the spaceport, prepare defenses, organize an evacuation, and choose where to make its stand.
The party suffers moderate delays The crew arrives as warnings are sounding and has time to complete only a few preparations.
The party takes a slower route The attack is already underway, and the crew enters the battle without a complete picture of what is happening.

Time spent helping safehouses may slow the journey, but those choices can provide defenders, vehicles, medical support, intelligence, equipment, or other advantages during the final battle.

The fastest route is not automatically the best route. The party decides what—and who—it is willing to leave behind.

```

Campaign Style

Theme How It Appears
Science-fantasy action Advanced weapons, alien abilities, strange environments, and cinematic set pieces
Prison-break tension Lockdowns, pursuit, restricted routes, and objectives completed under pressure
Tactical combat Cover, ranged weapons, suppressive fire, mobile objectives, and environmental interaction
Technical problem-solving Computers, Crafting, Medicine, Piloting, and Thievery can change encounters
Open travel The party chooses routes, safehouses, vehicles, and optional destinations
Vehicle action Dustbikes, skimmer buggies, armored haulers, subterranean crawlers, and aircraft
Pursuit pressure Enemy forces roam the map and become more dangerous as the party’s Heat rises
Personal agency The story repeatedly asks who gets to make decisions about another person’s future

Character Guidance

Characters should have a reason to accept dangerous contract work and cooperate with a small independent crew.

They do not need to begin as heroes, rebels, fugitives, or enemies of corporate power. They may be mercenaries, explorers, technicians, medics, security professionals, pilots, negotiators, or specialists simply looking for their next paying assignment.

Useful Strength Likely Application
Combat experience Firefights, defensive positions, pursuit, and spaceport defense
Computers Security systems, tracking networks, drones, communications, and false identities
Crafting Vehicle repair, machinery, power systems, weapons, and improvised solutions
Medicine Trauma care, environmental illness, implants, and safehouse infirmaries
Piloting Ground vehicles, pursuit scenes, hazardous crossings, and aircraft
Stealth and reconnaissance Reducing Heat, bypassing patrols, and scouting dangerous routes
Survival Ashstorms, native life, underground routes, and navigation
Diplomacy and leadership Coordinating allies, calming frightened survivors, and resolving disagreements

Recommended Party Agreement

The campaign works best when the characters may disagree about methods but will not casually abandon one another when the contract falls apart.

What the Characters Know

At the beginning of the adventure, the crew knows only the following:

The job takes place on Daegox-4, a remote mining world in Near Space.
Helix Meridian operates Omicron-9 and controls much of the surrounding territory.
The crew has been hired as specialist support for a high-value extraction.
The targets are two living prisoners who must be recovered together.
The prison is fully automated and is expected to resist unauthorized access.
The payment is large enough to justify a dangerous assignment far from ordinary support.

Everything beyond that must be discovered during play.

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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