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 — The Rook Road

Act 2 — The Rook Road

Level Range: 2–4 Primary Goal: Reach a hidden Tamsin Rook spaceport and escape Daegox-4 Structure: Open-route journey across the planet using safehouses, vehicles, wilderness paths, and covert transit corridors

Act Overview

Point Lotious is only the first link in a much larger resistance network.

The Tamsin Rooks maintain scattered refuges across Daegox-4: abandoned mines, buried worker shelters, disguised trading posts, mobile repair camps, and hidden settlements built inside old industrial ruins. Together, these locations form an underground route used to move escaped prisoners, defectors, witnesses, and contraband beyond Helix Meridian’s reach.

The party’s destination is Rookhaven Spaceport, a concealed launch facility built beneath an abandoned ore-processing basin.

Reaching it requires crossing several hundred kilometers of controlled territory.

The party does not need to visit every safehouse. Instead, the GM presents a regional route map with branching paths. Each safehouse offers a different advantage, but visiting more locations also gives Helix Meridian more opportunities to track the group.

The core decisions are:

  • Travel quickly or remain concealed.
  • Preserve vehicles or abandon them.
  • Help threatened Rook cells or continue toward the spaceport.
  • Trust local contacts or verify their identities.
  • Keep the twins hidden or use their powers openly.
  • Reduce Network Heat or accept pursuit in exchange for speed.

Regional Route Map

Act 2 should use a node-based regional map.

Point Lotious begins near the center-west of the map. Rookhaven Spaceport lies along the eastern edge beyond corporate-controlled mining territory.

The map should include approximately seven safehouse locations, but most groups will visit only three or four.

LocationTypeMain ChallengeBenefit
Point LotiousUnderground settlementRecovery and preparationStarting supplies and route intelligence
Dustwell StationBuried water depotEnvironmental survivalWater, filters, and desert vehicles
The Walking YardMobile crawler settlementVehicle repair and navigationHeavy transport and mobile concealment
Glassroot CavernsNatural cave refugeNative wildlifeLow-Heat wilderness route
Relay KestrelCommunications shelterPrison signal interceptionPatrol maps and false credentials
Red QuarryDisguised worker campCorporate infiltrationWeapons, labor contacts, and explosives
Saint Ardin’s RestMedical and refugee shelterResource strainHealing, guides, and rescued prisoners
Blackrail JunctionAbandoned mag-rail hubTechnical restorationFast route toward the spaceport
Rookhaven SpaceportHidden launch baseSiege and extractionEscape from Daegox-4

Route One — The Dust Road

Style: Vehicles, exposure, pursuit Likely Stops: Dustwell Station, Walking Yard, Red Quarry

The Dust Road follows old mining routes across open ash plains.

It is the fastest conventional route, but it offers little concealment. Corporate aircraft, prison search vehicles, and orbital scans can detect travelers who remain exposed too long.

Typical Challenges

  • Repairing or stealing a functioning ground vehicle
  • Navigating ash dunes that bury roads overnight
  • Outrunning prison interceptors
  • Crossing a collapsed industrial bridge
  • Protecting a slow refugee convoy
  • Choosing whether to spend fuel avoiding checkpoints
  • Surviving a vehicle breakdown during an ashstorm

Route Benefit

The party reaches Rookhaven quickly and may arrive with a functioning combat-capable vehicle.

Route Risk

Network Heat rises rapidly unless the party creates false trails or disables surveillance systems.


Route Two — The Deep Road

Style: Stealth, exploration, native life Likely Stops: Glassroot Caverns, Saint Ardin’s Rest, Blackrail Junction

The Deep Road passes through natural caverns, abandoned mine tunnels, and subterranean river channels.

Helix Meridian patrols rarely enter these regions, but the tunnels are unstable and occupied by native creatures.

Typical Challenges

  • Crossing underground chasms
  • Navigating without reliable signals
  • Avoiding territorial predators
  • Repairing ancient mine elevators
  • Passing through flooded mineral caverns
  • Protecting the twins from resonance-sensitive wildlife
  • Choosing whether to rescue trapped miners or conserve supplies

Route Benefit

The party can cross large sections of Daegox-4 without increasing Network Heat.

Route Risk

Travel is slow, and damaged passages can trap the group far from help.


Route Three — The Ghost Line

Style: Technical infiltration, disguises, rail travel Likely Stops: Relay Kestrel, Red Quarry, Blackrail Junction

The Ghost Line uses abandoned communication relays, maintenance roads, and sections of the old ore-transport network.

This route passes closer to active Helix Meridian installations but allows skilled characters to manipulate the corporation’s own systems.

Typical Challenges

  • Forging transport authorizations
  • Rebuilding a mag-rail engine
  • Redirecting automated cargo shipments
  • Passing inspection checkpoints
  • Hiding the twins inside industrial freight
  • Spoofing prison tracking signals
  • Discovering a corporate operative inside a Rook cell

Route Benefit

Successful technical operations can reduce Network Heat and misdirect corporate pursuit teams.

Route Risk

A single major failure may expose both the party and several safehouses.


Vehicles of Act 2

Vehicles should provide tactical choices without replacing normal character actions.

Ash Skimmer

A light, fast vehicle designed to glide across compact ash.

Use: Scouting, fast travel, courier missions Strength: Speed and maneuverability Weakness: Little protection and limited passenger space

An ash skimmer can carry two to four creatures depending on its design.

Mining Crawler

A large tracked industrial vehicle used to transport equipment and ore.

Use: Convoys, mobile shelter, heavy cargo Strength: Armor, carrying capacity, environmental protection Weakness: Slow and easy to detect

A damaged crawler can become a temporary mobile safehouse.

Rook Sandrail

A modified resistance vehicle built from mining equipment and aircraft components.

Use: Main party transport Strength: Modular upgrades and concealed compartments Weakness: Requires frequent maintenance

Possible upgrades include:

  • Reinforced armor
  • Signal masking
  • Additional fuel storage
  • Medical compartment
  • Mounted weapon
  • Drone rack
  • Concealed passenger space

Corporate Interceptor

A Helix Meridian security vehicle designed for pursuit.

Use: Enemy pursuit or captured transport Strength: Fast, armed, and connected to corporate networks Weakness: Constantly trackable unless heavily modified

Capturing an interceptor provides speed but creates an immediate technical problem: removing its surveillance systems.

Ore Tram

An industrial rail vehicle operating on abandoned mining lines.

Use: Rapid long-distance travel Strength: Carries many passengers and supplies Weakness: Restricted to surviving tracks

The ore tram can become the centerpiece of a moving encounter involving drones, track switches, collapsing tunnels, and boarding enemies.


Native Animal Life

Daegox-4 is harsh but not lifeless. Most native creatures are adapted to ash, mineral dust, darkness, and sudden temperature changes.

Ashback Grazer

A large six-legged herbivore covered in overlapping mineral plates.

Ashbacks dig through hardened ash to reach buried fungi and root systems. They are usually calm but become dangerous when protecting young.

Adventure Uses:

  • A herd blocks a vehicle route.
  • Their migration indicates an approaching storm.
  • Poachers have wounded one near a safehouse.
  • Their hollowed trails provide shelter from aerial scans.

Glasswing Scavenger

A gliding predator with transparent mineral membranes.

Glasswings ride ashstorm winds and descend on exposed creatures or electrical activity.

Adventure Uses:

  • They attack a communications mast.
  • They follow the twins’ resonance field.
  • A flock surrounds a disabled vehicle.
  • Their shed wing material is useful for signal insulation.

Tunnel Maw

A burrowing ambush predator that senses vibration through stone.

Tunnel maws remain beneath old mining roads and strike at heavy vehicles or walking groups.

Adventure Uses:

  • A crawler awakens a nesting pair.
  • The party must cross without creating vibration.
  • A Rook safehouse unknowingly sits above a breeding chamber.
  • A captured juvenile may reveal a safer tunnel route.

Ember Mite Swarm

Small heat-seeking insects that nest inside generators and vehicle engines.

They are not dangerous individually, but a swarm can disable machinery and ignite leaking fuel.

Adventure Uses:

  • A vehicle overheats during pursuit.
  • A safehouse generator becomes infested.
  • The mites can be redirected toward corporate equipment.
  • Their presence reveals a hidden geothermal vent.

Resonance Stalker

A rare native predator that reacts to gravity disturbances.

It may have been altered by naturally occurring exotic minerals or by leaked corporate waste.

The creature becomes fascinated or enraged when the twins use their abilities.

Adventure Uses:

  • It follows the party between safehouses.
  • The twins may calm it through controlled resonance.
  • Helix Meridian attempts to capture it.
  • Its behavior suggests the twins’ powers interact with Daegox-4 itself.

Returning Threat — Prison Pursuit Forces

The Omicron-9 prison does not stop functioning after the escape.

CUSTOS-9 deploys prison recovery teams to reclaim the twins and capture surviving fugitives.

Prison Pursuit Elements

  • Cyber-hound tracking packs
  • Warden drones
  • Automated checkpoints
  • Prisoner-transport interceptors
  • Contract bounty teams
  • Captured prisoners forced to provide information
  • Portable resonance-dampening equipment

Prison forces are direct and procedural. They want the twins returned alive but treat most other fugitives as expendable.

CUSTOS-9 continues speaking through public terminals, abandoned machinery, and captured communication channels.

It may offer reduced sentences, medical treatment, or amnesty to characters who betray the twins.


Returning Threat — Corporate Infiltrators

Helix Meridian understands that destroying every safehouse would scatter the Tamsin Rooks and make the twins harder to locate.

Instead, the corporation places agents inside the underground route.

These operatives pose as:

  • Escaped prisoners
  • Injured Rooks
  • Vehicle mechanics
  • Refugees
  • Traders
  • Couriers from another safehouse
  • Former corporate workers seeking asylum

Corporate infiltrators gather route information, tag vehicles, sabotage equipment, and identify which Rook cells are sheltering the twins.

Signs of Infiltration

  • A contact knows a correct password but uses it unnaturally.
  • Equipment has been repaired with corporate-standard components.
  • A refugee carries an implant that appears disabled.
  • A safehouse receives supplies it never requested.
  • Patrols repeatedly arrive shortly after the party leaves.
  • Someone asks detailed questions about the twins’ capabilities.
  • Route maps contain subtle but dangerous errors.

The infiltrators should not all be obvious villains. Some may be coerced workers, threatened family members, or captured Rooks forced to cooperate.


Network Heat

Network Heat represents how accurately Helix Meridian can track the party.

HeatCorporate Response
0–1General regional searches
2–3Checkpoints and vehicle patrols
4–5Safehouse investigations and informants
6–7Dedicated pursuit teams
8–9Aircraft, orbital scans, and coordinated raids
10Rookhaven is directly threatened

Heat rises when the party:

  • Uses the twins’ powers openly
  • Fails infiltration checks
  • Travels in identifiable vehicles
  • Leaves surviving enemies able to report
  • Uses compromised communications
  • Remains at one safehouse too long

Heat falls when the party:

  • Sends false signals
  • Changes vehicles
  • Destroys tracking devices
  • Uses subterranean routes
  • Exposes or turns an infiltrator
  • Sabotages a regional surveillance node

Suggested Act Progression

Scene 1 — Leaving Point Lotious

The party chooses a route and secures transportation.

This scene introduces the regional map, Network Heat, and the first travel challenge.

Scene 2 — First Safehouse

The party reaches a functioning Rook refuge and sees how the underground route operates.

The location should offer supplies, information, and one optional local problem.

Scene 3 — The Road Tightens

Prison pursuit forces catch up.

This may be a vehicle chase, checkpoint infiltration, cyber-hound attack, or wilderness encounter complicated by active pursuit.

Scene 4 — The Compromised House

The party reaches a safehouse that has been infiltrated or placed under surveillance.

The characters must determine who can be trusted without alerting the operative.

Scene 5 — Broken Route

A planned safehouse is destroyed, abandoned, or inaccessible.

The party must change routes, enter dangerous wilderness, or use a damaged vehicle to continue.

Scene 6 — Blackrail or the Final Crossing

The different routes begin converging.

The party gains its final opportunity to reduce Network Heat, gather allies, or acquire transport for the approach to Rookhaven.

Scene 7 — Rookhaven Spaceport

The party reaches the hidden spaceport, but prison and corporate forces are closing in.

Act 2 ends with the party preparing a ship, defending the launch site, or discovering that an infiltrator has already compromised the escape plan.


Advancement

The party begins Act 2 at level 2.

Suggested advancement:

  • Reach level 3 after completing two major safehouse or route challenges.
  • Reach level 4 at Rookhaven or immediately after securing the escape ship.

Story XP should reward:

  • Preserving safehouses
  • Rescuing refugees
  • Reducing Network Heat
  • Capturing vehicles intact
  • Resolving wildlife encounters without unnecessary killing
  • Exposing infiltrators
  • Keeping the twins hidden
  • Recovering evidence of Helix Meridian’s operations
  • Bringing additional Rooks safely to Rookhaven

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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