The heroes of the Against the Aeon Throne Adventure Path have routed an occupying force, braved the dangers of Azlanti space, met a whole host of new and bizarre beings, and staged a daring prison break, but their efforts all come to a head in the campaign's final volume, "The Rune Drive Gambit," by veteran adventure author Larry Wilhelm.
Upon locating where the Azlanti are keeping the rune drive, the PCs must confront the scientists studying the ancient device, some of whom might even be sympathetic to the PCs' cause. (The Azlanti Star Empire doesn't exactly pay for overtime, after all.) As the PCs try to unravel the mysteries of the rune drive in hopes of either destroying it or using it, they are hounded by an elite member of the Aeon Guard and eventually face the Azlanti noble in charge of the entire operation! Will they survive to return to the Pact Worlds? Or will the Azlanti Star Empire be triumphant once again?
In addition to this gripping adventure, this volume features some ideas brought to you by Tracy Barnett of how you can continue this campaign after the last battle, including a way to bring the characters to our next 3-part Adventure Path, Signal of Screams. Incidentally, this article also features a combination of creature and artifact that makes me very happy.
Finally, apart from the usual array of new aliens and worlds, you can read all about the Stewards in this detailed article by Lyz Liddell. We're very excited to bring you information about this peacekeeping organization's history, leaders, and goals, which we have only touched on before now. You'll also find two new Steward archetypes to supplement the one we presented in Starfinder Pact Worlds!
As this brings us to the end of our first experiment into shorter Adventure Paths, we hope we enjoyed coming along with us for the ride. And if you want to see us try this abridged length again, please let us know!