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 adm...
Protect your data! Whether its digital information stored on computer servers, or ancient magical relics that hold the hidden language of the cosmos, there’s always the need to store your data some...
Be prepared for nearly every outcome with Starfinder Condition Cards, a handy way for players and GMs to keep track of the most common conditions in the Starfinder Roleplaying Game. Has your soldi...
Tracking the Cult of the Devourer, the heroes travel to the asteroid belt called the Diaspora, but they must face space pirates and other treacherous dangers of the asteroid field to find the cult'...
Into the Fire!
With data recovered during the previous adventure, the heroes have proof of a deep-culture site in the sun and the coordinates to travel there. What they lack is the technology to di...
The undead Corpse Fleet has appeared in orbit above the Gate of Twelve Suns, intent on seizing the ancient alien superweapon called the Stellar Degenerator. The heroes are massively outgunned, and ...
On their voyage through space back to the Pact Worlds, the heroes and their new Stewards allies begin to realize disturbing gaps in their recent memory, missing moments of lost time replace...
While the heroes recover in the liberated sun-city of Kahlannal, efreet launch an assault on the Burning Archipelago from deeper within the sun. The PCs have the advantages of position, knowledge, ...
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 PC...
Hired Guns
Now employees of the Deep Cultures Institute, the heroes are set to investigate what's happening in the sun. Burglars in the DCI museum throw that plan askew by stealing the institute's...
Rebels in the Sun
A cry for help from deep within the sun leads the heroes to dive in once more. Forces loyal to efreet from the Plane of Fire have conquered the deep-sun settlement of a peaceful s...
Trapped on the Shadow Plane, the heroes find their only hope of returning home is to find and defeat Dr. Lestana Gragant, the twisted scientist who is attempting to broadcast a maddening signal thr...
Whether the heroes are investigating a mysterious murder among the passengers of an interstellar cruise ship or journeying between distant ports of call on a galaxy-spanning voyage, no Game Master ...
Trapped in the Dark
When the heroes seek an expert to translate an ancient, eldritch tablet, a sinister cult strikes from out of the shadows, intent on destroying the relic and all who know of its ...
Make the journey part of the adventure with Starfinder Flip-Mat: Drift Crisis! One side features a hexagonal grid for the Starfinder Roleplaying Game’s unique starship combat system over a backgrou...
The Drift Crisis has flung the crew of the Primorata across time, space, and other planes. Now Desna—goddess of dreams, stars, and luck—has chosen them to help those imperiled by the Drift Crash. S...
The heroes journey deeper into the Vast to find the Gate of Twelve Suns, an alien megastructure consisting of a dozen stars arranged in a perfect circle. However, members of the Cult of the Devoure...
Infected with a sickness that threatens to turn them into twisted sadists, the heroes travel to the city of Cuvacara on the planet Verces to find the possible origin of their affliction! They soon ...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '