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Starfinder – Added Value part 2


In part 1 of the Starfinder cyberpunk adventure Added Value, black market cybersurgeon Nalak Chambo anonymously hired the party to break in to Neebon Biotech and attach her datadrive full of malware to the floor facility mainframe there. The party may want to do some research before they show up at 2000 to try to break in, so here are the skill checks needed:

Culture or appropriate Profession check, or Computers check to research on the infosphere

DC 15 – Neebon Biotech is a new company that has been making waves in the field of cybertech and biotech enhancements. The seem to be specialized in high end products, most likely sold to other business or similar entities, without every directly marketing to the end customer.

DC 20 – Most of Neebon Biotech’s clientele is military adjacent and private security corporations, meaning that they likely sell combat enhancements of some kind.

DC 25 – The few products you can find that seem to have come from Neebon are cybertech and biotech enhancements that require extensive modification of the recipient, replacing or modifying much of the original body. They seem focused on improving reflexes, endurance, and strength, but the exact details aren’t spelled out anywhere public.

In addition, if the Computers check was DC 20 or higher, the party is able to get the schematics for the entry floor of the Neebon facility, but not for any of the subterranean levels below that.

Ugly but serviceable map. E stands for Elevator

The Break In

The entry level of the Neebon facility is a squat building surrounded by sizable parking lot, with a locked fence around that. The fence is really just to discourage the casual trespasser, and is easily climbed or cut through with simple tools. The building itself is locked, with only one point of entry watched over by an interior security guard station. Players may point out that this is not a safe setup for employees in case of fire or other disaster, and this is true, as Neebon is more concerned about keeping their IP secure than they are about the well being of their employees.

Antock Poundstone, dwarven security guard
Antock Poundstone, dwarven security guard

On the night of the raid the security guard on duty is Antock Poundstone, a dwarf fairly disinterested in the responsibilities of their job. Antock and a security drone are the only active defenses on the entry level, and while Antock stays in the guard station, the drone patrols the halls alert for motion or signs of a break in. Antock is supposed to take the drone and patrol the outside perimeter of the building every two hours, but he long since stopped being enthusiastic about his job and will only do one such check throughout the night. If the players are waiting for that to happen, they are going to be sitting until about 0200 in the morning.

The guard station has security monitors connected to cameras watching the parking lot on every side of the building. The cameras are not hidden, and can be noticed with a DC 5 Perception check. Similarly, with a DC 10 Engineering check players can determine they are live feed cameras, without the ability to record, and can figure out the sight lines to give themselves a +5 circumstance bonus on Stealth checks to approach the building without being seen. Antock isn’t watching all that closely, and with a DC 12 Stealth check anyone can approach undetected. Once by the building players can climb the 10 ft. walls to the roof with a DC 8 Athletics check, or use other means to get there. On the roof they can gain access to the conference room via an exhaust vent of the ventilation system that requires a DC 15 Engineering check to get open, and a DC 15 Stealth check to do so quietly. Once inside the party can determine the repeated route of the security drone with a DC 15 Perception check, giving them a +5 circumstance bonus to Stealth checks to avoid notice by it. Regardless, they can reach the stairwell undetected with DC 20 Stealth check. The stairwell is unlocked, but the elevators are, and Antock does not have the key to activate them. A DC 25 Engineering or Computers check will bypass the lock on one of the elevators and get it going, though doing so without being noticed is going to be difficult.

Alternatively, they can simply approach the window by the locked door (DC 15 Engineering to unlock, DC 20 Strength check to break down). Antock sits in the guard station reading on his comm unit, but is bored enough to interact with anyone that comes up and breaks the monotony of the job. The reinforced safety glass at the guard station is hard enough to slow down any attempts to attack (Hardness 8, 30 HP) and the first time someone tries to break through it to get to him he is going to sound the alarm. There is an intercom next to the door in view of the window, and Antock will talk with anyone who uses it so long as they don’t start making credible threats on his life.

Antock isn’t invested in Neebon’s security, starting out with an attitude of Unfriendly to the party, and can be ‘socially engineered’ to abandon his post. The players may attempt any of the following to learn more:

Sense Motive

DC 10 – Antock doesn’t much care about his job, but is comfortable in his position.

DC 15 – A bribe might change his attitude.

DC 20 – For every 100 credits offered, the DC of any other ploy is lowered by 5 (Bluff, Diplomacy, or Intimidate)


DC 15 – Antock is wearing a lapel pin with an inverted ankh, the symbol of Nyarlathothep

DC 20 – Antock is a cultist of Nyarlathothep, and the DC of any ploy that takes advantage of that knowledge is lowered by 5 (Bluff, Diplomacy, or Intimidate).


DC 15 – Antock has a social media account, is single, and has a pet cat named Pharaoh.

DC 20 – Antock posts a lot of pictures of vacation spots, and the DC of any ploy that takes advantage of his desire for a break from this job is lowered by 2 (Bluff, Diplomacy, or Intimidate).

The players are free to try other skill checks if they can think of some reason they might apply, and on a sufficient success lower the DC to improve Antock’s attitude to the party by an amount the GM feels appropriate. If the party can move his attitude to friendly he will deactivate the drone, unlock the door, and abandon his job, leaving the way open for the party to proceed.

If a spell is cast on him that he detects, or he notices the party trying to break in to the building, Antock will trigger the alarm, causing a loud repeating siren to sound and under normal circumstances summoning the authorities to the building. However, the corporate espionage attack on Neebon Biotech has already started, and this facility has had all outside communication of it’s security system cut off. Neither Antock nor the party know this, and once the alarm is sounded Antock will fight the party if he has to, confident that help is already on it’s way.

If forced into a confrontation, either by the party breaking in, or if he is somehow lured or caught outside, Antock will summon the security drone to aid him and focus on trying to take out the intruders from range and cover if at all possible. If brought down to half his hit points he will surrender and go along with any demands that don’t put him in physical danger. The drone fights until destroyed or deactivated by Antock, or with the controls at the guard station.


XP 200

CN Medium humanoid (dwarf)

Init +2; Senses darkvision 60 ft., low-light vision; Perception +4


HP 12

EAC 10; KAC 11

Fort +2; Ref +0; Will +3


Speed 30 ft.

Melee tactical baton +4 (1d4+3 B)

Ranged pulsecaster pistol +2 (1d4 E nonlethal)


Str +3; Dex +2; Con +1; Int +0; Wis +1; Cha -1

Skills Athletics +9, Intimidate +9, Mysticism +9, Sense Motive +4

Feats Fleet

Languages Dwarven, Common

Gear comm unit, flight suit stationwear, pulsecaster pistol with 2 batteries (20 charges each), tactical baton, cred stick with 23 credits


XP 200

N Tiny construct (technological)

Init +5; Senses darkvision 60 ft., low-light vision; Perception +4


HP 13

EAC 10; KAC 12

Fort +0; Ref +0; Will +0

Immunities construct immunities


Speed 30 ft., fly 30 ft. (Ex, perfect)

Ranged pulsecaster pistol +7 (1d4 E nonlethal)


STR -2; DEX +3; CON —; INT +1; WIS +2; CHA -2

Skills Acrobatics +9 (+18 to fly), Survival +4

Languages Common

Other Abilities unliving

Gear pulsecaster pistol with 2 batteries (20 charges each)

Regardless of how they gain entry to the lower levels of the Neebon Biotech facility, the party earns full credit as though they defeated Antock and the drone, as well an additional 400 xp.

Check back next week for more!

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Until next time Starfinders!

Categories: Article Writing

Jeremy Corff

Artist and Writer