(1 of 6)
With the discovery of an uncharted, resource-rich, and uninhabited planet in the Vast, several factions begin a joint settlement effort, and the heroes are given the chance to be the scouts and administrators of one such charter. As they explore the surrounding wilderness and grow their new settlement, they must contend with all manner of problems, from wild animal attacks to dissatisfied settlers. And the planet holds mysteries beyond counting!
Serpents in the Cradle
(2 of 6)
As the heroes continue to explore their newfound alien world, they discover an ancient monastery deep underground. Exploring this ruin reveals intriguing glimpses at the planet's long history, but as the PCs return to the surface, they find a small Aspis Consortium-connected village established illegally in their territory. When things start going wrong in their own settlement, the PCs must establish whether it is just bad luck or deliberate sabotage on the part of these troublesome newcomers!
Whispers of the Eclipse
(3 of 6)
Answering a call for help from a neighboring group of settlers, the heroes embark on a rescue mission that takes them to a hidden jungle valley, where alien dinosaurs prowl among ancient elven ruins. The trail leads through a magical portal to an abandoned Azlanti base on the world's moon. There, survivors from a scouting mission gone awry huddle in the darkness, hiding from a terrifying, malevolent creature from another plane!
(4 of 6)
A distress beacon from a desolate section of tundra sends the heroes on a rescue mission in the biting cold. They find a lone vesk survivor in the wreckage of a starship prowled by a menacing insectile stowaway: a component of the dreaded Swarm! The heroes trace the creature's origin to a frozen gas giant in the same system, where a mutated Swarm colony has begun to awaken from a strange hibernation. Will the heroes brave the floating organic lair to stop the Swarm from contacting the greater hive mind?
Allies Against the Eye
(5 of 6)
Heralds of an organization called The Order of the Culling Shadow announce their presence, proclaiming the eventual destruction of every thinking being in the system. The PCs must spread the terrible news to New Harmony's other charters, as well as reach out to the Pact Worlds and the Veskarium for assistance. Can the heroes navigate political complications and face strange dangers to gain the cooperation of possible allies, or will they go alone into what could possibly be an all-out war?
The Culling Shadow
(6 of 6)
A fleet of warships invades the Weydana system, and the PCs must launch their own armada to withstand the attack! When Watcher Krulveth, the leader of the invading forces, wishes to speak to the PCs in person, they must decide whether to meet her in good faith or expect an ambush. But stopping Krulveth and her armada doesn't mean the system is completely safe. A wandering pulsar approaches, and with it, an uncaring extraplanar entity that floods the system with deadly radiation. Every living person in the Weydana system counts on the PCs to protect them from this terrible threat!