A group of cultists work to some unknowable end, running afoul of the Starfinders in the process. The PCs arrive and must stop a terrifying ritual.
Description:
After the Starfinder Society made first contact with the morlamaws of Arniselle, the walrus-like people of that world have worked alongside several Pact Worlds organizations to explore their homeworld and other planets beyond. Recently, a group of radical morlamaws was discovered to have been working with an individual opposed to the Society’s interests. The PCs travel to Arniselle to follow-up on this group’s activities and link it back to the mysterious ysoki known as Datch. The truth behind these morlamaws is beyond the comprehension, and threatens all life on Arniselle and beyond!
A group of cultists work to some unknowable end, running afoul of the Starfinders in the process. The PCs arrive and must stop a terrifying ritual.
Description:
After the Starfinder Society made first contact with the morlamaws of Arniselle, the walrus-like people of that world have worked alongside several Pact Worlds organizations to explore their homeworld and other planets beyond. Recently, a group of radical morlamaws was discovered to have been working with an individual opposed to the Society’s interests. The PCs travel to Arniselle to follow-up on this group’s activities and link it back to the mysterious ysoki known as Datch. The truth behind these morlamaws is beyond the comprehension, and threatens all life on Arniselle and beyond!
A group of cultists work to some unknowable end, running afoul of the Starfinders in the process. The PCs arrive and must stop a terrifying ritual.
Description:
After the Starfinder Society made first contact with the morlamaws of Arniselle, the walrus-like people of that world have worked alongside several Pact Worlds organizations to explore their homeworld and other planets beyond. Recently, a group of radical morlamaws was discovered to have been working with an individual opposed to the Society’s interests. The PCs travel to Arniselle to follow-up on this group’s activities and link it back to the mysterious ysoki known as Datch. The truth behind these morlamaws is beyond the comprehension, and threatens all life on Arniselle and beyond!
A group of cultists work to some unknowable end, running afoul of the Starfinders in the process. The PCs arrive and must stop a terrifying ritual.
Description:
After the Starfinder Society made first contact with the morlamaws of Arniselle, the walrus-like people of that world have worked alongside several Pact Worlds organizations to explore their homeworld and other planets beyond. Recently, a group of radical morlamaws was discovered to have been working with an individual opposed to the Society’s interests. The PCs travel to Arniselle to follow-up on this group’s activities and link it back to the mysterious ysoki known as Datch. The truth behind these morlamaws is beyond the comprehension, and threatens all life on Arniselle and beyond!
A group of cultists work to some unknowable end, running afoul of the Starfinders in the process. The PCs arrive and must stop a terrifying ritual.
Description:
After the Starfinder Society made first contact with the morlamaws of Arniselle, the walrus-like people of that world have worked alongside several Pact Worlds organizations to explore their homeworld and other planets beyond. Recently, a group of radical morlamaws was discovered to have been working with an individual opposed to the Society’s interests. The PCs travel to Arniselle to follow-up on this group’s activities and link it back to the mysterious ysoki known as Datch. The truth behind these morlamaws is beyond the comprehension, and threatens all life on Arniselle and beyond!
A group of cultists work to some unknowable end, running afoul of the Starfinders in the process. The PCs arrive and must stop a terrifying ritual.
Description:
After the Starfinder Society made first contact with the morlamaws of Arniselle, the walrus-like people of that world have worked alongside several Pact Worlds organizations to explore their homeworld and other planets beyond. Recently, a group of radical morlamaws was discovered to have been working with an individual opposed to the Society’s interests. The PCs travel to Arniselle to follow-up on this group’s activities and link it back to the mysterious ysoki known as Datch. The truth behind these morlamaws is beyond the comprehension, and threatens all life on Arniselle and beyond!
A group of cultists work to some unknowable end, running afoul of the Starfinders in the process. The PCs arrive and must stop a terrifying ritual.
Description:
After the Starfinder Society made first contact with the morlamaws of Arniselle, the walrus-like people of that world have worked alongside several Pact Worlds organizations to explore their homeworld and other planets beyond. Recently, a group of radical morlamaws was discovered to have been working with an individual opposed to the Society’s interests. The PCs travel to Arniselle to follow-up on this group’s activities and link it back to the mysterious ysoki known as Datch. The truth behind these morlamaws is beyond the comprehension, and threatens all life on Arniselle and beyond!
A terrorist group causes panic on Absalom Station with a daring attack. The PCs track this group to the heart of the vesk empire: the Veskarium.
Description:
A sudden terrorist attack on Absalom Station throws the PCs right into the middle of a vast conspiracy that sends them right into the heart of the militaristic empire known as the Veskarium. Venturing to the Veskarium capital city of Command Prime, the PCs must contend with an organization that seeks to undermine everything the Starfinders stand for. Take part in the Starfinder Society campaign’s first foray into the Near Space domain of the vesk.
A terrorist group causes panic on Absalom Station with a daring attack. The PCs track this group to the heart of the vesk empire: the Veskarium.
Description:
A sudden terrorist attack on Absalom Station throws the PCs right into the middle of a vast conspiracy that sends them right into the heart of the militaristic empire known as the Veskarium. Venturing to the Veskarium capital city of Command Prime, the PCs must contend with an organization that seeks to undermine everything the Starfinders stand for. Take part in the Starfinder Society campaign’s first foray into the Near Space domain of the vesk.
A terrorist group causes panic on Absalom Station with a daring attack. The PCs track this group to the heart of the vesk empire: the Veskarium.
Description:
A sudden terrorist attack on Absalom Station throws the PCs right into the middle of a vast conspiracy that sends them right into the heart of the militaristic empire known as the Veskarium. Venturing to the Veskarium capital city of Command Prime, the PCs must contend with an organization that seeks to undermine everything the Starfinders stand for. Take part in the Starfinder Society campaign’s first foray into the Near Space domain of the vesk.