The Resonance Run

A Starfinder Second Edition Prison-Break Adventure

The crew accepts what looks like an illegal but straightforward extraction contract inside Omicron-9, a corporate prison buried beneath the ash deserts of Daegox-4. Their employers promise clean identities, erased records, and enough credits to disappear. The actual plan is to use the crew as deniable breach support, recover two captive test subjects, and incinerate everyone left in the cell block.

The captives are Kaelen and Vanya Dax, twins whose shared presence bends gravity and interferes with nearby technology. When a rebel cell embedded in the extraction team turns on the corporation, the twins’ power surges, the prison locks down, and the crew discovers thermal-purge charges beneath their feet.

Act 1 follows the escape from Omicron-9. Act 2 crosses Daegox-4 under a rising corporate alert. Act 3 begins after the crew steals a blockade-runner and becomes the target of a system-wide pursuit. The campaign is built around practical choices: who the crew trusts, what evidence they carry, how much attention they attract, and whether the twins remain people or become somebody’s weapon.