Employing a broad range of assets, from Romulus to Cardassia, from Ab-Tzenketh to Bajor, they embark on a dangerous new plan to acquire the technology they need to take control of the Alpha and Beta Quadrants. In the wake of the final Borg invasion, which destroyed entire worlds, cost the lives of sixty-three billion people, and struck a crippling blow to Starfleet, six nations adversarial to the United Federation of Planets—the Romulan Star Empire, the Breen Confederacy, the Tholian Assembly, the Gorn Hegemony, the Tzenkethi Coalition, and the Holy Order of the Kinshaya— joined ranks to form the Typhon Pact.
For almost three years, the Federation and the Klingon Empire, allied under the Khitomer Accords, have contended with the nascent coalition on a predominantly cold-war footing. But as Starfleet rebuilds itself, factions within the Typhon Pact grow restive, concerned about their own inability to develop a quantum slipstream drive to match that of the Federation.
Are the spirits he and Crimson defeat actually coma patients? Seeking answers from Shokola, he is devastated when he learns the truth. Meanwhile, the twin ghosts Logisto and Intuitiva are making a plan to take Kamo out for good. As the most powerful spirits in the world assemble and ready for battle, this might be one fight that Kamo and Crimson cannot win….
The discovery of a series of millennia-old ruins sets off a chain of events that puts an ancient titanic spacecraft on course to the Pact Worlds. When the vessel-which belongs to an evil, warmongering civilization long thought dead-begins destroying all other ships in its path and attacking important resources to increase its power, the heroes must rescue millions of lives from destruction and find a way to stop the ship and all aboard it.
Will the heroes be triumphant? Or will the alien species take the Pact Worlds as its new home and conquer the galaxy? Rescuing a xenoarcheological team on a distant, frozen world from weather gone haywire, the heroes unearth more than they bargained for as an ancient ruin rises from the ground and kicks off a series of events that could change the face of the galaxy forever. The tower contains secrets of a warlike civilization thought long dead and is strangely connected to small moon in the Pact Worlds.
Returning to explore a previously unknown facility under the moon's surface that threatens to overheat and destroy all life there, the heroes learn that the moon is signaling a gigantic alien craft, drawing it toward the system with lethal intent!
This adventure begins The Devastation Ark Adventure Path, a three-part, monthly campaign in which the players stop the threat of an ancient alien civilization in Starfinder's first high-level adventures! This volume also includes a gazetteer of the moon of Hibb and a selection of deadly threats. Each monthly full-color softcover Starfinder Adventure Path volume contains a new installment of a series of interconnected science-fantasy quests that together create a fully developed plot of sweeping scale and epic challenges.
Each page volume of the Starfinder Adventure Path also contains in-depth articles that detail and expand the Starfinder campaign setting and provide new rules, a host of exciting new monsters and alien races, a new planet to explore and starship to pilot, and more! In , the leaders of the world assembled in Paris to outlaw war. Within the year, the treaty signed that day, known as the Peace Pact, had been ratified by nearly every state in the world. War, for the first time in history, had become illegal.
But within a decade of its signing, each state that had gathered in Paris to renounce war was at war. And in the century that followed, the Peace Pact was dismissed as an act of folly and an unmistakable failure. This book argues that the Peace Pact ushered in a sustained march toward peace that lasts to this day. It reveals the centuries-long struggle of ideas over the role of war in a just world order. It details the brutal world of conflict the Peace Pact helped extinguish, and the subsequent era where tariffs and sanctions take the place of tanks and gunships.
Accessible and gripping, this book will change the way we view the history of the twentieth century—and how we must work together to protect the global order the internationalists fought to make possible. To Live and Die onEox Tracking the Cult of the Devourer, the heroestravel to the asteroid belt called the Diaspora, but they must face spacepirates and other treacherous dangers of the asteroid field to find the cult'shidden command post.
What the heroes learn in the Field of the Lost takes themto the dead world of Eox, where they must survive both the undead inhabitants ofthe planet and clandestine agents of the officially disavowed Corpse Fleet.
Onlythen do the heroes learn that the Devourer cult is headed for a distant starsystem in search of clues to the location of an aliensuperweapon! Battle or befriend more than weird and alien life forms in this creature collection for the Starfinder Roleplaying Game!
Every new world and space station comes with its own dangers, from strange new cultures to extraterrestrial predators to massive spacefaring organisms capable of battling starships. Inside this book, you'll find rules and ecological information for creatures from across the known worlds, plus exotic alien gear, complete magical polymorphing rules, and more. A robust selection of template grafts gives you the tools you need to populate any planet with environment-appropriate fauna, and racial rules for many of the new species let you be the alien!
Want to play an intelligent, multi-legged centipede? An emotionless, mask-wearing mollusk? Only then do the heroes learn that the Devourer cult is headed for a distant star system in search of clues to the location of an alien superweapon!
It has been lovingly converted for use within Fantasy Grounds and features the following additions:. Requires: An active subscription or a one time purchase of a Fantasy Grounds Full or Ultimate license and a one time purchase of the Starfinder ruleset. Screenshots may differ from what you see in-game based on the extension and ruleset you have loaded and if you are running Fantasy Grounds or Fantasy Grounds Unity.
This product C , Paizo Inc. All Rights Reserved. Categories : Real-world articles Adventure paths. In the Dead Suns Adventure Path, the players take on the roles of members of the Starfinder Society , a loose association of scholars and adventurers who travel the galaxy uncovering the secrets of the past.
When a fragment of an ancient alien superweapon surfaces in the depths of hyperspace, its discovery sets off a race to find the extraterrestrial doomsday device. Hopping from planet to planet in both the civilized Pact Worlds and beyond, the heroes must contend with both the undead Corpse Fleet and the nihilistic Cult of the Devourer , each of which seeks to acquire the alien artifact for its own purposes. Can the heroes find and destroy the superweapon before their enemies seize control of it, or will the Pact Worlds' sun go dark and cold, a harbinger of dead suns across the galaxy?
Incident at Absalom Station. When a brutal gang war breaks out on a docking bay in Absalom Station , the player characters are recruited by the Starfinder Society to investigate the unexpected bloodshed. Delving into the station's seedy Spike neighborhoods, the heroes confront the gangs and discover that both were paid to start the riot and that the true conflict is between two rival mining companies battling over a new arrival in orbit around the station: a mysteriously deserted ship and the strange asteroid it recovered from the Drift.
To head off further violence, the heroes are asked to investigate the ship and discover what happened to its crew, as well as the nature of the asteroid it tows. But what the players find there will set in motion events that could threaten the entirety of the Pact Worlds and change the face of the galaxy forever Temple of the Twelve.
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