TEXT: ™
  the stygian cycle v:
  Go Towards The LIght
  ™
  
  Imagination is powerful. To quote Albert Einstein, “Imagination is more important 
  than knowledge. For knowledge is limited to all we now know and understand, while 
  imagination embraces the entire world, and all there ever will be to know and under-
  stand.” Well said.
  We believe in the power of imagination and how it creates wonder and inspiration. 
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  – The Staff of WildFire
  ™
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  2
  Created By
  christopher DoRn
  robert GlASS
  matthew GRAu
  fraser MCKAy
  mike VAIllAnCouRT
  Written By
  robert GlASS
  IP/Line Developer
  matthew GRAu
   
  Page Design
  mike VAIllAnCouRT
  Cover Art
  trevor ClAXTon
  Interior Illustration
  XX
  Production
  matthew GRAu
  Thanks To
  •	
  The	 WildFire	 Crew	 – Dr. Bob Arens, Steve 
  Pitcher, Travis Wickline, Chris & laurel Dorn
  •	
  http://infrno.net – the place to play (and 
  playtest) roleplaying games on the inter-
  net.
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  CreditS
  
  3
  (1) Overview  
  4
  (2) Background 
   
  8
  (3) Go Towards the Light: Act I 
   
  10
  (4) Go Towards the Light: Act II 
  16
  (5) Go Towards the Light: Act III  
  29
  (6) Seethari  
  34
  table oF ContentS
  
  Overview
  1
  Welcome to Go	 Towards	 the	 Light, 
  the fifth adventure in the epic story of 
  The	Stygian	Cycle. This is a ready-to-run 
  adventure that can be part of orga-
  nized Play.
  This adventure is for level 2 Char-
  acters, which are those that have re-
  ceived 11-20 Advances. If your Char-
  acters are more or less advanced than 
  that, you will need to adjust things to 
  be appropriately challenging.
  This adventure is self-contained, 
  though it is designed to set Charac-
  ters up for the next adventure in The	
  Stygian	Cycle. It involves being called 
  in from drills to investigate the sudden 
  reappearance of a colony on the Sat-
  urnine moon, Iapetus. Eden has been 
  gone for decades.
  naturally, these adventures are in-
  tended for Gamemasters. However, 
  as a player, you may find the way the 
  setting of The	Void is brought to life in 
  these adventures useful for your visu-
  alization of your Character and game. 
  you probably don’t want to memo-
  rize the adventures if you plan to play 
  them – it’ll only ruin your enjoyment.
  This adventure assumes that your 
  group is composed of Wardens. If it 
  isn’t, the adventure can still work, but 
  requires some adjustments before you 
  run it.
  The Stygian Cycle
  The	Void organized Play adventures 
  will take you through the most signifi-
  cant events in the solar system, as de-
  signed.
  This doesn’t mean that you won’t 
  come up with awesome and signifi-
  cant adventures on your own, but 
  these are the ones we designed to hit 
  the high points based on what we’ve 
  created.
  Soundtrack
  We’ve created a soundtrack for The	
  Void on the popular Spotify platform. 
  It is composed of dark ambient music, 
  designed to provide an eerie back-
  ground for your game. We will be up-
  dating over time, to expand the rep-
  ertoire of music and moods. If you’re 
  interested, check our Facebook page 
  for links – facebook.com/TheVoidCalls.
  Iapetus
  This adventure takes place in and 
  around the colony on Iapetus. The Sat-
  urnine moon is 1440 km/895 miles in 
  diameter. Its predominant feature is 
  a high mountainous ridge that sepa-
  rates the walnut-like moon into two 
  unique halves. There’s a striking differ-
  ence between its light and dark sides. 
  The leading edge is composed entirely 
  of darkened matter and the trailing 
  edge reflects brilliant white – giving a 
  kind of yin-yang look.
  The moon’s rotation is locked in po-
  sition over Saturn, with an orbit of just 
  over 79 days. People just sync up with 
  the local 24 hour Earth Standard Time, 
  since there isn’t much to differentiate 
  day from night.
  Gravity
  The gravity of Iapetus is .025G, 
  which is considered Zero Gravity, us-
  
  5
  ing the rules found on p. 137-138 of 
  The Void Core. Inside the colony, this is 
  managed by energized plates to simu-
  late gravity, as well as a communal 
  gravity ring. Outside, getting around 
  can be difficult without the help of 
  heavy, four-wheeled ATV’s or low-grav 
  skimmers. 
  Environment
  The environment of the dark side of 
  the moon is −143 °C/−226 °F, which is 
  considered Super-Cold, and the bright 
  side bounces sunlight, so it gets down 
  to −173 °C/−280 °F. Either of these are 
  considered Super Cold using the rules 
  found on p. 136 of The Void Core. This 
  means an exposed person will die 
  pretty quickly. Environment suits com-
  bat this.
  Atmosphere
  Iapetus doesn’t have an atmosphere 
  – it’s a cold, barren rock. Anyone ex-
  posed to the vacuum will suffer from 
  Explosive Decompression, using the 
  rules found on p. 133 of The Void Core. 
  Again, this is managed by environ-
  ment suits.
  Surface
  The moon is covered with ice and 
  lots of impact craters, with some 
  rocks.  There’s a giant equatorial ridge, 
  with 20 km/12 mile tall peaks, and 
  squashed-in poles. The craters are 
  hard to navigate, but the rest of Iape-
  tus is pretty smooth.
  Plot Points
  In this adventure, you’ll have a chain 
  of related evidence that will be the 
  subject of investigation by the players, 
  the bulk of which together will unravel 
  the mystery for the Characters and put 
  them on the path of resolution. Each 
  piece of this chain can be learned 
  through Plot Points.
  Once in the appropriate place to 
  earn Plot Points, the Characters must 
  simply have the resources necessary 
  to gain them and they do. They don’t 
  have to make a series of Tests, hoping 
  to succeed at all of the Tests in order to 
  glean the clues or information. To de-
  termine if a Character has the neces-
  sary resources, simply total up the dice 
  pools from the Attribute + Skill neces-
  sary. They gain all the clues from that 
  number of Plot Points on down. Easily 
  gained information requires four Plot 
  Points, information that requires some 
  expertise requires six Plot Points, and 
  information that is difficult to glean re-
  quires eight or ten Plot Points.
  Got Feedback?
  We’re all roleplayers here. 
  When you’re playing The Void, 
  you’re going to have feedback 
  – whether it be questions, com-
  ments, or the awesome stuff you 
  came up with while you’re play-
  ing. We want to hear it. You’ve 
  got two options. You can just 
  fire off an e-mail to feedback@
  fearthevoid.com. Alternatively, 
  you can jump into the pool on 
  our forums and engage in con-
  versation with both us and oth-
  er players. Find them at http://
  www.reddit.com/r/TheVoidRPG/.
  
  For example, the Characters wish 
  to search the quarters of a missing 
  computer technician in Salacia. The 
  key information they need to learn 
  there is that the place has been com-
  pletely wiped clean (sterilized) and 
  that the hard drive in the dwelling’s 
  computer hasn’t just been erased, it 
  has been replaced. This requires the 
  Investigate and Computer Skills, but 
  not particularly high levels of either. 
  The GM determines that the Investi-
  gate portion rates a four, as does the 
  Computer portion. If the players enter 
  the scene, spend the time, and have a 
  total pool of points from their Inves-
  tigate + Awareness and Computer + 
  Cleverness ratings that each equals or 
  exceeds four, together they glean all 
  the information there is to gain. 
  Sometimes players won’t have the 
  necessary resources at hand. In many 
  cases, they’ll know that they’ve come 
  to an important juncture and be aware 
  of the resources they are missing. They 
  can simply go away, gather those re-
  sources, and return. If they cannot and 
  it’s important they gain the informa-
  tion, have them make Tests using the 
  appropriate Skill at whatever Difficulty 
  seems sensible. If they succeed, they 
  get the information. If not, they’ll miss 
  it – or just have them spend 2 Tension 
  Points to Get a Clue.
  Rules for 
  Organized Play
  The great advantage of organized 
  Play is that players (and GMs) have 
  the flexibility to use their Characters 
  in different groups. Perhaps they’re 
  playing an event at a local hobby store 
  or at a convention, they’re playing in 
  two groups, or their group dissolves or 
  moves on to another game and they 
  want to keep playing.
  using the guidelines here, players 
  can keep their treasured Characters 
  going through	The	Stygian	Cycle with-
  out restriction.
  Level 1 Characters
  This adventure is designed for level 
  2 Characters, which means they have 
  earned 11-20 Advances. 
  If players have been playing The	Void	
  outside of The	Stygian	Cycle, they may 
  have enough Advances to be consid-
  ered a higher level. If this is the case, 
  you’ll need to bump up the difficulty 
  and foes in this adventure in order to 
  make it appropriately challenging.
  Adventure Rewards
  Characters completing this adven-
  ture should receive 3 Advances. you 
  can give these out over sessions, or 
  you can give them all out at the end.
  Verification
  Since players can travel between 
  groups within the organized Play of 
  The	Stygian	Cycle, any kind of Charac-
  ter advancement needs to be tracked 
  and verified by the GM. This is to make 
  sure that everyone stays honest from 
  group to group.
  The simplest method of verification 
  is to note on the back of their Char-
  acter Sheet the number of Advances 
  awarded, any special gear the Charac-
  ter acquired, as well as the name of the 
  adventure and date or dates played. 
  Please include your name and write in 
  your own handwriting – don’t let the 
  players do this themselves. If you’re 
  Chapter 1: Overview
  
  7
  comfortable with it, you may also in-
  clude your e-mail address.
  Since mobile devices are common-
  place, an even more formal way to ver-
  ify advancement is to post the above 
  details to the player’s Facebook Wall. 
  This creates a digital record that is less 
  easily disputed, if it ever comes to that.
  Character Death
  If a Character dies, the player 
  shouldn’t be handicapped in terms of 
  playing in The	Stygian	Cycle. As per the 
  rules found on p. 225 of The	Void	Core, 
  have the player create a new Character 
  with the same number of Advances as 
  the Character who has passed on. 
  However, have that player keep the 
  deceased Character with the new one, 
  so that all Advances have been tracked 
  and verified for purposed of orga-
  nized Play.
  Suspected Cheating
  Cheating is poor sportsmanship, 
  most especially in roleplaying games. 
  Most people simply don’t, since role-
  playing games are about the story.
  If you encounter a player who you 
  suspect has cheated, ask them to be 
  more detailed about how they re-
  ceived their Advancements or gear. If 
  they can recount the events of their 
  adventure and they make sense, you 
  may choose to let them participate.
  However, if a Character has extreme-
  ly unusual advancements – most espe-
  cially in terms of gear – or cannot satis-
  factorily recount where they received 
  them, then you have several choices. 
  you can let them play as is, and adapt 
  the challenges for that Character to 
  make them more difficult. you can also 
  ask them if they will play without the 
  suspect advancement for the duration 
  of your game. Finally, you can simply 
  not allow them into your game.
  unverified advancement can be 
  suspect, but groups can often be too 
  excited at the end of a session to prop-
  erly record things.
  In any event, make the judgment 
  call that works best for your group.
  Playing Outside the OP
  Enthusiastic players may wish to play 
  adventures that are not part of The	Sty-
  gian	Cycle in between organized Play 
  adventures. That’s awesome and no 
  one should be penalized for that.
  However, if anyone wants to bring in 
  such a Character, they should have all 
  outside advancement verified by their 
  GM, just as if they were playing within 
  The	Stygian	Cycle.
  
  Apparently, the Characters aren’t 
  destined to enjoy time off. After the 
  incident aboard the Princess of Titan, 
  the Wardens are eager to get back on 
  a mission. First, however, they’re be-
  ing run through some routine readi-
  ness drills in orbit around Saturn in the 
  shadow of the umbrella.
  little do they know that the next 
  mission is right under their noses.
  baCkground
  Thirty-two years ago, a small reli-
  gious organization established the 
  single colony that has ever graced the 
  surface of the Saturnine moon, Iape-
  tus. one year later, almost to the day, 
  the entire colony vanished. Since then, 
  the moon has been strictly off-limits 
  except for a single military base, Fort 
  Saragossa, established eleven years 
  ago on the opposite side of the moon.
  one week ago, a communication 
  from the colony took everyone by sur-
  prise. It seemed business as usual, as 
  Colonial Administrator Matisha Dawar 
  requested an update on a supply run 
  that was running behind schedule. 
  unsurprisingly, the message sparked 
  a frenzy of activity at the highest lev-
  els of government. Recon flights con-
  firmed the colony has reappeared and 
  looked exactly as it did before it van-
  ished.
  The colony’s Administrator has been 
  calling in, requesting updates on the 
  arrival of their resupply. She been get-
  ting more and more irritated the lon-
  ger the silence goes on.
  The Wardens have been called in 
  to investigate. The entire moon and 
  surrounding space has been locked 
  down. Even the Fort has been closed 
  to all traffic. The Wardens are tasked 
  with making contact with the colony, 
  determining what happened, why the 
  colonists vanished, and why they’re all 
  back. Finally, they are ordered to take 
  whatever actions are deemed neces-
  sary to ensure the safety of the Repub-
  lic of Saturn.
  The Moon, Iapetus
  The Saturnine moon of Iapetus is 
  perhaps one of the oddest celestial 
  bodies in the solar system. It has very 
  little gravity due to the unusually low 
  density of the moon – it is mostly 
  ice, rather than rock. The poles of the 
  moon are squashed while the equa-
  torial region actually bulges outward. 
  This gives the entire moon a walnut-
  like appearance in the minds of many. 
  Iapetus is locked in synchronous 
  rotation with Saturn, so one hemi-
  sphere faces the gas giant at all times. 
  The eastern and western hemispheres 
  each have a very distinct coloration 
  which contrast starkly with one an-
  other. The eastern half has the white-
  grey coloration one would expect of 
  a body composed primarily of ice, but 
  the western hemisphere has a distinct 
  dark brown appearance, with an al-
  most vivid white around the poles.
  For a long time, the moon was 
  overlooked for any major coloniza-
  tion efforts for a variety of reasons. 
  The lack of exploitable resources was 
  the major one. Thirty-two years ago, 
  Go Towards The Light
  3
  
  9
  this changed when a religious group 
  requested permission to colonize the 
  dark side of the moon. one year later 
  the colony simply vanished – people, 
  buildings, and infrastructure. There 
  was never any explanation for the loss.
  The light side of the moon supports 
  a military base known as Fort Saragos-
  sa. This base was established eleven 
  years ago to act as a strategic defen-
  sive element for the Saturnine system 
  as a whole. The exact composition and 
  nature of the base are highly classi-
  fied. Beyond the base itself, the rest of 
  the moon is considered a quarantine 
  zone. Even the troopers that occupy 
  the base are not allowed beyond its 
  well-marked borders.
  Summary
  Following is a brief summary of the 
  events that will transpire during the 
  adventure. 
  Act I
  While conducting crew efficiency 
  drills aboard their ship, travelling 
  through Saturnine space, the crew is 
  ordered to make themselves available 
  to the Republic of Saturn for investiga-
  tion into an unusual event. The War-
  dens finds themselves landing near 
  the recently reappeared colony of 
  Eden, tasked with determining what’s 
  really happening in the colony.
  once they land, the team finds an 
  irate Colony Administrator who de-
  mands to know why their supplies 
  have not be delivered. It soon be-
  comes apparent that no one in the 
  colony realizes that anything unusual 
  has happened. According to their own 
  internal systems, not a single day has 
  passed since the colony vanished to 
  the rest of the world. of course, oddi-
  ties start popping up.
  Act II
  It soon becomes apparent that 
  there’s more to this colony than meets 
  the eye. on the surface, everything ap-
  pears normal and the people seem to 
  be exactly who they say they are. How-
  ever, small red flags begin to pile up. As 
  they do, some members of the colony 
  seem to become more distant, less co-
  operative, and eventually downright 
  hostile. It’s at this point the Wardens 
  realize that the colonists are not who 
  they seem to be – at least not in the 
  purest sense. They’re clones, and there 
  are literally hundreds of each colonist 
  safely tucked away in a cold storage 
  unit beneath the colony, each with a 
  horrific secret. It’s here that the team 
  encounters a Seethari.
  Act III
  With the discovery of the clones, 
  the Colonial Administrator drops all 
  pretense of cooperation. The Wardens 
  must now find a way to escape the 
  colony, get back to their ship, and call 
  for help. Seethari, in hiding until now, 
  come out of the woodwork, adding 
  to the danger the team faces as they 
  fight for their freedom. Even once they 
  are aboard their ship, they discover 
  that it has already been infested and 
  must clear it before they can lift off – 
  and call in heavier firepower to level 
  the colony.
  
  aCt 1:
  a Call in the night
  Goals: To introduce the mysteriously 
  re-appeared Eden colony on Iapetus, 
  to bring the Characters to the colony, 
  and to kick off the investigation there.
  Setting: The Characters’ Knight’s Er-
  rant corvette, Greyson Space Station in 
  orbit around Iapetus, the Eden colony.
  Cast: Warden Commander Magoro, 
  in charge of the exercises, Colonel 
  Michelle Borges, from the Saturnine 
  office of Republic Security, Colonial 
  Administrator Matisha Dawar of Eden, 
  Ekene 
  Jalloh, 
  the 
  Administrator’s 
  lackey, Jamin Al-Razi and Musa Saleh, 
  Eden colony workers.
  During this act, the Characters will 
  be called upon to investigate a colony 
  established by a religious group more 
  than thirty years ago, which has mys-
  teriously re-appeared after having 
  vanished without a trace. They will 
  be pulled out of exercises they have 
  been conducting and told to head to 
  the Saturnine moon of Iapetus, where 
  they are to place their services at the 
  disposal of the Republic of Saturn.
  Scene 1:
  Exercise Interrupted
  The team is holding station in Satur-
  nine space as they conduct a variety of 
  routine drills. Even after everything, it’s 
  something Wardens have to do.
  Read the following to your players:
  The	last	week	has	been	exhaust-
  ing.	Ever	since	Warden	Commander	
  Magoro	arrived	for	your	annual	as-
  sessment,	he’s	been	putting	each	of	
  you	through	the	ringer.	You’ve	been	
  tested	individually	and	as	a	team,	in	
  a	variety	of	procedural	simulations.	
  The	only	good	thing	is	that	there’s	
  only	a	week	left	before	you	can	get	
  back	to	dealing	with	cults,	unspeak-
  able	 creatures,	 and	 life	 or	 death	
  situations.
  Currently,	you’re	in	the	middle	of	
  a	sabotage	simulation,	in	which	a	
  pair	of	fanatical	cultists	have	man-
  aged	to	set	your	ship	on	a	collision	
  course	 with	 an	 inhabited	 space	
  station.	 You	 were	 asleep,	 but	 the	
  alarms	changed	that.	You’ve	gath-
  ered	your	team	on	the	bridge.
  The simulation is this – a pair of cult-
  ists have infiltrated the Characters’ 
  Knight’s Errant-class corvette. They’ve 
  hacked into the navigation computers 
  and locked the ship on a direct inter-
  cept with the Curiosity Space Station. 
  Curiosity is a medium-sized orbital 
  structure housing roughly 25,000 peo-
  ple. It’s primarily a cargo transfer point 
  for the Saturnine system, but also has 
  light industrial operations. 
  The Characters know there are two 
  intruders onboard. one has been lo-
  cated in engineering, but the second 
  remains hidden. The cultists have al-
  ready robbed the armory, so they’re 
  armed. The intruders are being simu-
  lated by repair drones, which have 
  been modified to carry stun weapons 
  and reprogrammed to be hostile to-
  wards anything alive.
  The hidden cultist is in the missile 
  launcher access bay, working to hot-
  Go Towards the Light, Act I
  
  11
  wire a missile to fire on the station. 
  This is the cultists’ backup plan, should 
  the Characters regain control over the 
  ship’s navigational controls.
  This scene is just set-up, so feel free 
  to play it loose and fast. overriding the 
  navigational lockout requires success 
  at a Hard Cleverness + Computer Test. 
  While doing so, the Characters can 
  discover what the cultist in weapons 
  control is up to. They will have to split 
  up, since either cultist can do serious 
  damage if the other is stopped. The in-
  truders have locked themselves within 
  their respective areas, so locks will 
  need to be bypassed or accesses must 
  be found. Finally, someone needs to 
  notify the station, so that they can take 
  emergency measures in preparation 
  for an attack.
  Interrupt the Characters when they 
  are in a tense and dramatic moment, 
  or when the players are getting bored. 
  A priority call comes in, and it’s not 
  part of the exercise. The Characters 
  will need to break off the simulation to 
  answer, with no protest from Magoro – 
  real work is always a priority.
  The call comes from the office of Re-
  public Security on Titan, with a short 
  15 second delay.  A woman with dark, 
  curly hair and an olive complexion, 
  somewhere in her mid-thirties, in-
  troduces herself as Colonel Michelle 
  Borges. Play out the conversation 
  however works best for you, but she’ll 
  communicate the following informa-
  tion.
  •	
  The colony of Eden, established 
  a little over three decades ago, 
  vanished down to the founda-
  tion almost exactly one year after 
  its founding. The colony was es-
  tablished by a religious splinter 
  group as a way to live in isolation, 
  in a place where no one else was 
  likely to bother them. Its disap-
  pearance was never explained 
  and since then, with the excep-
  tion of Fort Saragossa, Iapetus has 
  been off-limits. 
  •	
  one day ago, a communication 
  with Saturn Space Control (SSC) 
  originated from Eden. Colony 
  Administrator Matisha Dawar re-
  ceived a request for a standard 
  update on the arrival of a resupply 
  ship. Everything about the com-
  munication was normal, though 
  sent using technology from thirty 
  years ago.
  •	
  Research has found that there 
  was indeed a resupply run to the 
  colony that was behind schedule 
  before Eden vanished. 
  •	
  Colony 
  Administrator 
  Matisha 
  Dawar was the leader of the 
  colony at the time, according to 
  records. She’s originally from the 
  Middle Eastern region of Earth, as 
  are many of the colonists.
  •	
  Recon flights have confirmed that 
  the colony has reappeared. Fur-
  thermore, all transponders and 
  signals match the patterns used 
  at the time, and timestamps make 
  it appear that, from the colonists’ 
  perspectives, no time has passed 
  since Eden disappeared.
  •	
  The Republic of Saturn formally 
  requests that the Wardens inves-
  Go Towards the Light, Act I
  
  tigate the matter. This Characters 
  are the closest unassigned team.
  At this point, the Characters will 
  need to head for the Greyson Station, 
  where they meet up with Colonel 
  Borges for a final briefing before head-
  ing Eden. There are landing facilities 
  near the colony that will support the 
  team’s ship.
  The Warden Commander
  Warden Commander Magoro is a 
  physically imposing man of South 
  African heritage. His skin is unusually 
  dark, given the racial mixing that has 
  occurred in the last few decades. ulti-
  mately, his role in this adventure is die 
  a rather gruesome death. Magoro will 
  travel to speak directly with the colo-
  ny’s leadership, while the Characters 
  investigate the rest of the facility. He 
  will not participate in direct confronta-
  tions and can be considered to be ‘off-
  screen’ until his moment arrives.
  Fort Saragossa
  Since the reappearance of the 
  colony, the base has been on lock-
  down. Saturn would rather leave the 
  investigation to the Wardens, leaving 
  Saturnine military forces out of it, if 
  possible. However, should the need 
  arise, support from Fort Saragossa can 
  and will be dispatched. However, the 
  threat needs to be proven dire for this 
  to happen. The Characters should not 
  count on support from the base, un-
  less things really go downhill.
  Scene 2:
  Greyson &  Eden
  The Characters’ arrival at Greyson 
  Station is uneventful. They board and 
  meet with SSC and oRS officials for a 
  final briefing before heading down to 
  the colony. Colonel Borges leads the 
  briefing. 
  Read the following to your players:
  After	a	quick	meeting	at	the	air-
  lock,	you	are	led	to	a	small	briefing	
  room	near	the	docking	area.	It	con-
  sists	 of	 a	 small	 round	 table,	 upon	
  which	 are	 four	 monitors.	 As	 you	
  take	seats	with	the	Colonel,	Mago-
  ro,	 and	 several	 Saturnine	 officials,	
  the	monitors	come	alive.
  The	 monitors	 display	 real-time	
  telemetry	of	the	colony.	It’s	a	quiet,	
  serene	 scene,	 with	 structures	 that	
  appear	to	be	from	several	decades	
  ago.	A	landing	pad,	currently	emp-
  ty,	 sits	 near	 a	 small	 dome,	 which	
  is	 connected	 to	 a	 larger	 dome	 via	
  tunnel.	Several	utility	buildings	sur-
  round	the	colony,	including	the	old-
  style	 nuclear	 reactor	 that	 provides	
  power.
  The	images	are	replaced	by	a	list	
  of	 known	 personnel.	 Nothing,	 be-
  yond	 their	 orthodox	 religious	 be-
  liefs,	stands	out.	The	mix	of	colonists	
  is	typical	of	a	small	settlement,	with	
  engineers,	 teachers,	 doctors,	 and	
  similarly	essential	personnel.	There	
  are	also	about	two	dozen	children.
   
  This is mostly a review of the infor-
  mation already transmitted in the ini-
  tial request for help, but Colonel Borg-
  Go Towards the Light, Act I
  
  13
  es notes that they have maintained a 
  media clamp around the reappear-
  ance of the colony. He also tells your 
  team that communications with the 
  colony have been kept to a minimum 
  as well. However, the colonists have 
  been informed that they’ve been miss-
  ing for 30 years and that a team is on 
  the way. They’ve been told this to to 
  ensure that the colonisits are healthy 
  and otherwise unharmed, and that 
  fresh food and fuel will be a part of the 
  deal.
   
  As a final note, the Colonel tells the 
  team that the troops at Fort Saragossa 
  are on stand-by, should they be need-
  ed. However, there’s currently no real 
  evidence to indicate the need for such 
  force.
  On	the	way	back	to	the	ship,	Ma-
  goro	 quietly	 says,	 “I’ll	 be	 heading	
  down	with	you.	I’ll	run	interference	
  with	the	colony’s	leadership	so	that	
  you	can	do	your	job	–	and	to	keep	
  their	eyes	off	your	backs.”
  Then, the team will head to Eden. As 
  they approach, a representative from 
  the colony will contact the team to au-
  thorize landing. The Eden rep will also 
  inform the team that they have people 
  standing by to help off-load the sup-
  plies they brought.
  The landing pad is very basic and 
  out on the surface of the planet. As 
  the Knight’s Errant lands, a pair of en-
  vironmental suit-clad colonists will 
  emerge from a nearby building, which 
  connects to the main dome via a short 
  tunnel. They have a powered lift and 
  cargo sled to take the supplies to the 
  colony. 
  The two men, are friendly, unarmed, 
  and non-threatening. They’re just a 
  couple of random colonists who have 
  been assigned to off-load the cargo 
  (see below). They’ll do this by them-
  selves if left to it, but will not feel 
  sleighted if someone opts to help or 
  supervise.  
  The workers are Jamin and Musa. Ja-
  min Al-Razi is a thirty-something with 
  a friendly disposition. He sports dark 
  skin, with a thick beard, but thinning 
  hair. He’s fairly non-descript otherwise. 
  Musa Saleh is a tall, powerfully-built 
  man, with a thick beard and hair that is 
  streaked through with grey. He’s north 
  of fifty, but still in good shape. Musa is 
  relatively quiet, but will answer ques-
  tion.
  The pair have heard the rumors 
  that they’ve been ‘missing’ for thirty 
  years but, from their perspective, they 
  haven’t been and are amused by all 
  the hubbub that has suddenly erupted 
  around them. They don’t have much 
  in the way of useful information and, 
  if pressed too hard, will recommend 
  the team talk to Colonial Administra-
  tor Dawar. If questioned, they’ll mostly 
  just shake their heads in disbelief and 
  mutter things about this being why 
  they moved all the way out here.
  The Warden Commander will limit 
  the team to sidearms at this point. The 
  situation is likely to be tense enough 
  and, at least according to records, the 
  colony itself has no weapons more 
  threatening than a kitchen knife.
  Go Towards the Light, Act I
  
  Scene 3:
  Meet & Greet
  Inside the colony, the Characters will 
  be confronted by Matisha Dawar, the 
  colony’s Administrator, and Ekene Jal-
  loh, her lackey.
  Matisha is a stocky, olive-skinned 
  woman with features that seem to 
  fall somewhere between feminine 
  and masculine. Her voice is deep for a 
  woman’s. Matisha took control of the 
  colony a few month after it was found-
  ed, following the accidental death of 
  the previous leader. She’s aloof and 
  finds this investigation to be an un-
  necessary intrusion upon the colony. 
  Ekene Jalloh is dark-skinned, short, 
  and skinny. His expression is one of 
  perpetual surprise, and his buggy eyes 
  almost glow against his skin. He’s filled 
  with nervous energy and is always 
  moving some part of his body. He de-
  fers to the Administrator whenever 
  she is present and generally doesn’t 
  answer questions in her presence.
  In this scene Warden Commander 
  Magoro will initiate the conversation, 
  but will leave it to the team to intro-
  duce themselves. 
  Read the following to your players:
  As	the	airlock	cycles	and	the	inner	
  door	opens,	a	pair	of	colonists	await	
  your	arrival.	Your	recognize	Admin-
  istrator	Dawar	immediately.	Next	to	
  her	 stands	 a	 short,	 ebony-skinned	
  man	who	bounces	on	his	toes	with	
  nervous	energy.
  “When	can	we	expect	the	balance	
  of	our	supplies?”	are	the	first	words	
  out	 of	 the	 Administrator’s	 mouth.	
  Her	words	are	clipped	and	her	tone	
  one	of	growing	impatience.	
  Magoro	 holds	 a	 hand	 out	 to-
  wards	her,	a	political	smile	hanging	
  on	 his	 face,	“Administrator	Dawar,	
  we’ve	 brought	 enough	 supplies	
  to	support	this	colony	for	the	next	
  month.”
  This	doesn’t	go	over	well.	“We	or-
  dered	a	year’s	worth.	I	don’t	care	if	
  we	have	been	gone	for	thirty	years.	
  I’m	responsible	for	the	well-being	of	
  my	people	and	those	supplies	were	
  paid	for,	in	full,	and	it	appears	the	
  company	is	still	in	business.	I	see	no	
  reason	for	any	delay.”
  Magoro	 replies	 with	 the	 prac-
  ticed	calm	of	a	diplomat.	“And	you	
  will	 get	 your	 supplies	 immediately	
  following	 this	 investigation.	 Your	
  goods	 are	 being	 assembled	 as	 we	
  speak,	 though	 we’ve	 had	 to	 make	
  a	 few	 substitutions.	 Some	 of	 the	
  things	 on	 your	 list	 aren’t	 around	
  anymore.	It’s	been	a	long	time.”
  Her	gaze	turns	to	your	team,	giv-
  ing	each	of	you	an	appraising	look.
  “And	this	is	the	team	who	will	be	
  investigating	us?”	she	asks,	though	
  it	seems	more	of	a	rhetorical	ques-
  tion.
  “Yes,”	replies	Magoro.
  “I’m	 not	 really	 certain	 why	 we	
  need	an	investigation,”	says	the	Ad-
  ministrator.	 She	 holds	 up	 a	 hand,	
  dismissing	any	interruptions.	“Yes,	I	
  know	that	our	apparent	disappear-
  Go Towards the Light, Act I
  
  15
  ance	is	odd.	I	assure	you,	however,	
  that	my	people	are	just	fine.	We	set-
  tled	here	to	get	away	from	this	kind	
  of	 fascism	 and	 now	 you’re	 forcing	
  yourselves	on	us.”
  Magoro	 is	 about	 to	 say	 some-
  thing	 that	 you	 hope	 is	 genius,	
  but	 the	 Administrator	 arrogantly	
  shushes	him.
  “It	 doesn’t	 matter.	 Governments	
  will	 be	 governments	 and	 they’re	
  never	 happy	 if	 they’re	 not	 intrud-
  ing	in	honest	people’s	lives.	Moreso	
  if	those	honest	people	just	want	live	
  apart	from	the	rest.”	
  She	 gestures	 to	 the	 man	 stand-
  ing	next	to	her.	“This	is	Ekene	Jalloh.	
  He	will	assist	you	in	your	investiga-
  tions.	Please	try	to	keep	you	activ-
  ites	as	non-invasive	as	you	can.	My	
  people	are	already	a	bit	on	edge,	as	
  you	might	suspect.”
  At this point the team should feel 
  free to float any initial questions they 
  have to the Administrator. once any 
  questions have been fielded she and 
  the Warden Commander will depart 
  leaving the team and Ekene alone in 
  the small room.
  The following information can be 
  gleaned here if asked about:
  •	
  until informed by authorities, no 
  one in the colony had reason to 
  believe anything was amiss, as far 
  as Matisha and Ekene are aware.
  •	
  The Administrator seems very 
  concerned about the supplies, but 
  unconcerned at apparently being 
  lost for decades. If asked, Mati-
  sha will simply say that God must 
  have felt they were needed more 
  in this time than their own.
  •	
  If asked what God wants them for, 
  the Administrator will shrug her 
  shoulders and say, “All will be re-
  vealed when He decides.”
  •	
  The colony was formed to remove 
  the faithful from the sins of the 
  modern age, to live as simple an 
  existence as possible. The moon 
  was chosen for its isolation and 
  lack of corporate interest.
   once questions have been aired, 
  the Warden Commander and the Col-
  ony Administrator will depart for Mati-
  sha’s office. ostensibly, they’ll work 
  on getting the colony re-integrated 
  into the solar system and Magoro will 
  update her on changes over the last 
  thirty years.
  Go Towards the Light, Act I
  
  aCt 2: 
  really odd endS
  Goals: To investigate the colony and 
  colonists first-hand, to escort several 
  colonists off-planet, to end Magoro’s 
  life in an ugly but telling way, to dig 
  deeper into the colony’s irregularities 
  away from prying eyes, and to reveal 
  the secret cloning lab.
  Setting: In and around the Eden col-
  ony
  Cast: Warden Commander Magoro, 
  Colonel Michelle Borges, Colonial Ad-
  ministrator Matisha Dawar of Eden, 
  Ekene Jalloh, regular colonists of all 
  shapes and sizes, two colonists who 
  want out
  The investigation begins normally 
  enough, but it doesn’t take long for 
  oddities to start popping up. At first, 
  the colonists are very helpful. How-
  ever, as the investigation progresses, 
  they become less so. Eventually, the 
  team uncovers evidence of the occult 
  here. Perhaps more disturbingly, they 
  also discover that the colonists are 
  clones and that there’s a whole host of 
  them hidden away. Things really take 
  a turn when Warden Commander Ma-
  goro becomes… ill.
  Scene 4:
  The Investigation Begins
  With the Warden Commander off to 
  debrief the Colony Administrator, the 
  team is left to begin their own inves-
  tigations. There are a number of direc-
  tions this could take, several of which 
  can be conducted simultaneously. It 
  is not unreasonable, at this stage of 
  things, for various experts on the team 
  to head off in different directions. Be-
  low are some of the possible avenues 
  of investigation, including what may 
  be discovered in each.
  If the team does opt to split up, 
  Ekene will be less than happy – part of 
  his role is to keep an eye on the War-
  dens. However, he won’t stop them. 
  Instead, Ekene will insist on providing 
  Characters with an escort, to guide 
  them and liaise with the colonists. 
  This is non-negotiable and Ekene will 
  eventually lose his temper if pushed. 
  no one goes into the colony alone.
  In general, the colonists will be less 
  than helpful. They’ll be looking over 
  the Wardens’ shoulders, following 
  them around, and throwing up road-
  blocks if the Wardens get too close to 
  things better left secret. A common 
  tactic is for colonists to demand that 
  a Character stops what he’s doing un-
  til the local can get guidance from a 
  higher authority. Such guidance will 
  be slow going. It all funnels up to the 
  Administrator, and she thinks every-
  thing needs significant consideration.
  Avenue 1: Interview the Colonists
  Talking to the colonists is likely to be 
  one of the first things the Characters 
  do. They won’t be able to talk to every-
  one, but they’ll meet enough colonists 
  to get a basic sense of things. 
  Roleplay this how you want, but we 
  recommend playing out small snip-
  pets of a bunch of interviews. 
  While there aren’t any specific nPCs 
  in this investigation, most colonists 
  Go Towards the Light, Act II
  
  17
  will be in one of four mental states. 
  Each of these mental states requires 
  success at the listed Skills in order to 
  get information, generally at an Aver-
  age Difficutly.
  Angry
  Skill: Intimidate or Persuade
  The colonist is irritated by the way 
  the Wardens are intruding. yes, it’s 
  odd that the colony disappeared, but 
  they’re fine and just want to live their 
  lives. 
  Confused
  Skill: Insight or Persuade 
  The colonist wants as many answers 
  as the Wardens do. Did the colony re-
  ally just vanish? Who’s the governing 
  body? What’s a Warden? How could a 
  colony just vanish?
  Friendly
  Skill: Fraternize or Insight)
  The colonist is perfectly happy talk-
  ing with the Wardens. While he’d like 
  the investigation to end as quickly as 
  possible, it’s a perfectly valid response 
  from the authorities.
  Reserved
  Skill: Fraternize  or Savoir Faire
  Getting information out of the colo-
  nist will be a challenge. He just wants 
  to be left alone, but is a little more un-
  derstanding of the need for an inves-
  tigation.
  It will take up to three days to get 
  enough interviews in for any interest-
  ing information to come to light.
  •	
  2	 Plot	 Points – The colonists are 
  nervous. The sudden appearance 
  of the Wardens have many of 
  them on edge. Most do not seem 
  to question the fact that their col-
  ony vanished for 30 years.
  •	
  4	 Plot	 Points – Some of the re-
  sponses feel rehearsed, with too 
  much consistency in the answers. 
  In some cases, it almost seems as 
  though the colonist expected the 
  question to be asked. 
  •	
  6	 Plot	 Points – There’s a distinct 
  lack of variation in speech man-
  nerisms, which one would ex-
  pect in such a young (by its own 
  reckoning) colony. The accents of 
  the various colonists are almost 
  identical, as though they’ve lived 
  together for many years, not just 
  a couple.
  •	
  8	Plot	Points – The team gets the 
  feeling that there’s a lot not being 
  said. Any unwanted probes are ex-
  pertly deflected. They’re trained, 
  which is unusual. This definitely 
  speaks to a cult vibe.
  There is some information that the 
  Characters will glean for free.
  •	
  There have been no deaths or ac-
  cidents in the history of the colo-
  ny.
  •	
  A number of the colonists have 
  extensive backgrounds in min-
  ing operations, though there’s no 
  mine near the colony.
  Go Towards the Light, Act II
  Investigation: Colonist Interviews
  Plot Points Earned By: 
  •	
  Awareness + Insight
  
  •	
  Some of the colonists want to 
  leave the colony as soon as they 
  can. They’re freaked out by the 
  news that the colony had van-
  ished and consider it an ill-omen.
  •	
  The Characters notice no religious 
  icons of any kind on any colonists. 
  There are no crosses, stars, or simi-
  lar symbols that one expects from 
  a deeply religious person.
  Avenue 2: Check the Computers
  Going through the colony’s com-
  puters is something the Character’s 
  will want to do. They at least need to 
  confirm if the computer’s agree that 
  the colony vanished.
  They can interview the colony tech-
  nicians, check the computer systems 
  directly, and check the hardware.
  •	
  2	Plot	Points – The computers were 
  installed by the contractors who 
  built the facility, before the colo-
  nists arrived. The Characters gain 
  insight into the general structure 
  of their databases, security proce-
  dures, maintenance histories, and 
  so forth. 
  •	
  4	Plot	Points – The system records 
  any access via user IDs, biometric 
  data, and passwords for even the 
  most trivial task – like playing soli-
  taire. All activity is linked to a par-
  ticular user. 
  •	
  6	Plot	Points – The colony has no 
  backup systems. The colonists 
  didn’t have the money.
  •	
  8	 Plot	 Points – Some parts of 
  the system are black-boxed and 
  locked off of the network. The 
  technicians have no idea what’s in 
  them. only the highest-level ad-
  ministrators have access.
  Doing a thorough investigation of 
  the colony’s computer system requires 
  about six hours of computer forensics 
  work. Most hours, they have a chance 
  to gain more clues. However, the se-
  curity is adapting, so they need more 
  Plot Points the later it goes.
  •	
  Hour	 1:	 2	 Plot	 Points – The time-
  stamps on the system clocks are 
  behind the solar standard time 
  by the expected amount, given 
  the absence of the colony if the 
  shift in time were instantaneous 
  from their perspective. In short, 
  the computer thinks it’s still in the 
  past.
  •	
  Hour	 2:	 4	 Plot	 Points – Personnel 
  records appear to be consistent 
  with the governmental records 
  of the colonists when Eden was 
  initially established. In short, the 
  people check out.
  •	
  Hour	3:	6	Plot	Points – A single re-
  cord for Khai Massri shows he died 
  shortly after the colony’s found-
  ing. However, no deaths were re-
  ported by the colony. The record 
  was found in a disused backup.
  •	
  Hour	 4:	 8	 Plot	 Points – There are 
  some ghost links behind each per-
  sonnel record. They’re shielded 
  behind heavy security and seem 
  to link to a hidden database. The 
  Investigation: Technician Interviews
  Plot Points Earned By: 
  •	
  Awareness + Insight
  •	
  Demeanor + Savoir-Faire
  Investigation: Computer Systems
  Plot Points Earned By: 
  •	
  Cleverness + Computers
  Go Towards the Light, Act II
  
  19
  only computer with any sort of ac-
  cess is the Administrator’s.
  •	
  Hour	6:	10	Plot	Points – The Char-
  acter gets a glimpse of the hidden 
  database. It links to a backup per-
  sonnel database, with additional 
  encrypted entries. Furthermore, 
  there’s another network isolated 
  from the main system, except for a 
  single networked connection that 
  runs through only one computer 
  in the colony.
  •	
  2	 Plot	 Points – nothing unusual. 
  The computers seem to be well-
  maintained, if out-dated.
  •	
  4	Plot	Points – Some of the cables 
  appear to be unusually old.
  •	
  6	Plot	Points – Based on dust pat-
  terns, every computer in the colo-
  ny appears to have been recently 
  moved. The hardware also has less 
  wear-and-tear than the rest of the 
  equipment in the colony.
  Avenue 3: Mechanical Systems
  The Characters will also likely want 
  to physically inspect the colony, 
  checking out structures, conduit, pow-
  er plant, and the other machinery that 
  keeps the colony ticking.
  •	
  2	Plot	Points – There seems to be 
  nothing amiss. The physical struc-
  tures are in good repair, as is the 
  rest of the colony’s equipment 
  and vehicles. 
  •	
  4	Plot	Points – There are signs of 
  unusual wear and tear on the 
  physical structures, more than 
  is usual for a young colony. it’s 
  mostly small things, like worn-
  out chairs, stained walkways, and 
  so forth. If the colony purchased 
  mostly used equipment, that 
  could explain most of it.
  •	
  6	Plot	Points – The more the sur-
  vey moves forward, the more the 
  buildings look as though they’ve 
  been in use for decades – not just 
  a couple of years. In fact, there are 
  signs of recently completed main-
  tenance work throughout the 
  colony.
  •	
  8	Plot	Points – nearly every valve, 
  seal, or similar system that is rat-
  ed to last for decades show signs 
  have having recently been re-
  placed. It would be interesting to 
  take a look at the originals.
  •	
  2	Plot	Points – The exterior is well-
  maintained. There are no signs of 
  potential problems. 
  •	
  4	 Plot	 Points – Several locations 
  have 
  recently 
  been 
  painted, 
  though there’s no obvious reason 
  behind the effort.
  •	
  6	 Plot	 Points	 – There are a num-
  ber of buildings that show signs 
  of being refurbished. In addition, 
  the some of the grounds around 
  the colony have been recently 
  smoothed. There are also unusual 
  mounds of dirt that seem out of 
  place. 
  •	
  8	Plot	Points – The Characters dis-
  cover a meteor, embedded in the 
  Investigation: Checking Hardware
  Plot Points Earned By: 
  •	
  Awareness + notice
  Investigation: Interior Survey
  Plot Points Earned By: 
  •	
  Cleverness + Mechanics
  Investigation: Exterior Survey
  Plot Points Earned By: 
  •	
  Cleverness + Mechanics
  Go Towards the Light, Act II
  
  side of one of vehicle garages. The 
  garage itself is unpressurized, so 
  it’s likely no one realized it had 
  been hit – no out-gassing would 
  have occurred. If the Characters 
  think to check it out, they’ll find 
  that a meteor storm hit this re-
  gion of the moon about a decade 
  ago. If the building wasn’t here, it 
  couldn’t have been hit by falling 
  meteors.
  •	
  2	Plot	Points – The power grid is 
  operating as expected. 
  •	
  4	Plot	Points – The reactor output 
  seems to be running at a consis-
  tently higher level than called for, 
  given the size of the colony. noth-
  ing unsafe, just unusual.
  •	
  6	Plot	Points – A closer look at the 
  grid power usage logs shows that 
  power levels within the colony are 
  what one would expect. This gives 
  rise to the question of where the 
  excess power being generated by 
  the reactor is going.
  •	
  8	Plot	Points – There are signs of a 
  secondary grid being powered by 
  the reactor. The Characters notice 
  that the reactor has been briefly 
  spiking from time to time, but 
  with no sign of an extra load on 
  the main power grid. That has to 
  mean there’s another grid feeding 
  off the same reactor.
  •	
  2	 Plot	 Points – The plant is well-
  maintained, though appears to be 
  previously owned, given the ap-
  parent wear and tear.
  •	
  4	Plot	Points – A large number of 
  essential components appear to 
  have been recently replaced. Each 
  involves a component with an ex-
  pected lifespan of twenty years or 
  more. There are no signs of the re-
  placed twin.
  •	
  6	Plot	Points – An investigation of 
  the plant’s exterior reveals two 
  distinct power feeds. one pow-
  ers the colony, while the other is 
  buried.
  •	
  8	Plot	Points – There’s definitely a 
  second facility somewhere feed-
  ing off the reactor. It’s apparent 
  that the secondary feeds were 
  installed after the initial certifica-
  tions were awarded to the colony. 
  It’s not illegal, but it’s unusual.
  •	
  2	Plot	Points – The colony’s life sup-
  port systems are in good work-
  ing order, and there are plenty of 
  spare scrubbers in inventory.
  •	
  4	Plot	Points – The colonists obvi-
  ously planned for expansion, as 
  the life support plant is sufficient 
  for about four-times the colony’s 
  population. It’s unusual, but not 
  unheard of. normally, these plants 
  are expanded over time, as larger 
  Investigation: Power Plant Survey
  Plot Points Earned By: 
  •	
  Cleverness + Mechanics and En-
  gineering: Electrical required
  Investigation: life Support
  Plot Points Earned By: 
  •	
  Cleverness + Engineering: life Support
  Investigation: Power Grid Survey
  Plot Points Earned By: 
  •	
  Cleverness + Engineering: Electrical
  Go Towards the Light, Act II
  
  21
  facilities are more expensive to 
  operate.
  •	
  6	Plot	Points	– Taking a look at in-
  ventory levels, the Characters find 
  it odd that the colony requested 
  even more scrubbers as part of 
  their resupply. They have plenty 
  given their current population 
  and no use for extra inventory. 
  •	
  8	Plot	Points – The Characters take 
  a closer look at the scrubbers in in-
  ventory. They discover that many 
  of the storage cases are actually 
  empty – the cylindrical scrubbers 
  removed. There are no obvious 
  signs of the missing scrubbers.
  The Warden’s Shepherds
  one thing to keep in mind is that 
  the Characters will never be left alone 
  during all this. Someone will always be 
  looking over their shoulders. While the 
  colonists won’t directly interfere, they 
  will attempt to distract and divert. 
  They certainly won’t answer any ques-
  tions about the irregularities the Char-
  acters find. They’ll either lie, or deflect 
  upwards – which will reach the ears of 
  the Administrator.
  Simultaneous Events
  Most of these investigations can 
  happen concurrently and the entire 
  process will eat up about three days. 
  There’s no reason to rush, at least as far 
  as the Characters know. The colonists 
  will be happy to politely draw the sur-
  veys, interviews, and investigations. 
  While there may be some tension, 
  they’re not likely to be outright hos-
  tile. This is how Dawar wants them to 
  react.
  To keep things interesting, try to 
  switch back and forth between dif-
  ferent aspects of the investigation, 
  so that everyone stays involved. Also 
  keep in mind that different teams of 
  Characters will likely conduct different 
  investigations at different times.
  The Warden Commander will have 
  his hands full with the Administrator 
  during most of this time. What exactly 
  happens, the content of the conver-
  sations between them and so forth, 
  are both kept close to the vest by the 
  Administrator and fortunately not rel-
  evant to the rest of this adventure. The 
  team will likely see Magoro at meals, 
  where he’ll ask for updates, otherwise 
  staying out of their business. not only 
  is it necessary, this situation is a better 
  test of the Characters’ capabilities than 
  any training drill.
  Scene 4:
  We Want to Leave 
  At some point, when it’s convenient, 
  Warden Commander Magoro will 
  summon one of the Characters with 
  the Pilot: Spacecraft Skill – most likely 
  the de facto pilot of the crew.
  Read the following to your players:
  As	you	enter	the	room,	the	War-
  den	 Commander,	 Administrator	
  Dawar,	 and	 two	 other	 people	 you	
  don’t	 recognize	 turn	 towards	 you.	
  The	 Administrator	 looks	 agitated,	
  while	 the	 two	 unknown	 colonists	
  cast	 constant	 worried	 glances	
  toward	 Dawar.	 Warden	 Magoro	
  smiles	 and	 approaches.	 His	 smile	
  seems	a	little	strained	to	you.
  “I’m	glad	you	got	here	so	quickly.	
  It	seems	that	the	news	of	the	colo-
  Go Towards the Light, Act II
  
  ny’s	vanishing	act	has	caused	a	cou-
  ple	of	the	colonists	to	question	their	
  presence	here.	They	have	requested	
  to	 be	 taken	 off	 the	 moon,	 so	 they	
  can	 consider	 their	 future	 without	
  any	undue	pressure.”
  Dawar	 interrupts	 him.	 “There	
  would	 be	 no	 undue	 pressure,	 Sir.	
  These	two	should	stay	so	that	they	
  can	heal	among	familiar	faces.”	She	
  turns	 towards	 the	 pair,	 a	 middle-
  age	 couple.	 “Please.	 You	 should	
  stay.	If,	after	reflection,	you	wish	to	
  leave,	you	can	go.	I	fear	if	you	leave	
  now	 you	 may	 later	 regret	 it.”	 She	
  sounds	genuinely	concerned.
  The	 Commander	 speaks	 up.	 “I	
  want	 you	 to	 escort	 these	 two	 to	
  the	ship	and	transport	them	to	the	
  station.	 Someone	 will	 be	 waiting	
  for	you	when	you	dock.	There	and	
  back,	 Warden,	 and	 as	 quickly	 as	
  you	can.”
  Knight’s Errant-class ships are auto-
  mated enough that a short hop from 
  the surface to an orbiting station is 
  something a single Character can ac-
  complish safely. once the ship docks, 
  a SCC employee takes the pair into 
  custody. overall, this takes about two 
  hours.
  Have the Character make a Hard In-
  sight Test as the group leaves. If suc-
  cessful, he’ll notice that the couple 
  relaxes upon seeing the SCC represen-
  tative. If the Character succeeds agains 
  a Very Hard Difficulty, he’ll notice that 
  the rep and the colonist exchange 
  looks – like they’re old friends relieved 
  to see each other. It happens in an 
  instant. If questioned, the colonists 
  will just say they’re glad to be off the 
  moon.
  Scene 5:
  Uninvited Dinner Guest
  This scene occurs shortly after the 
  Characters complete their investiga-
  tions. They’re having a private dinner 
  with the Warden Commander to dis-
  cuss what their findings, and to deter-
  mine the next step. To ensure privacy, 
  the dinner is on the Characters’ ship.
  Read the following to your players:
  The	sound	of	the	food	processor	
  dispensing	 meals	 and	 drinks	 is	 a	
  welcome	familiar	one	after	several	
  days	 of	 grueling	 surveys	 and	 in-
  spections.	Being	back	aboard	ship,	
  away	from	the	ever-present	eyes	of	
  suspicious	 colonists,	 is	 a	 welcome	
  break,	even	if	only	a	fleeting	one.
  As dinner progresses, have the Char-
  acters brief the Warden Commander 
  on their findings. At some point, how-
  ever, this rather mundane state of af-
  fairs takes a turn for the worse.
  Magoro	 suddenly	 bolts	 upright,	
  an	ugly	look	on	his	face	that’s	un-
  readable,	 sweat	 beading	 on	 his	
  forehead.	Just	as	suddenly,	he	col-
  lapses	into	a	ball	on	the	floor.	Eyes	
  wide	 in	 terror,	 he	 grabs	 at	 his	 gut	
  and	screams	in	pain.	Tears	stream	
  down	 his	 face.	 As	 you	 try	 to	 help,	
  the	 Commander’s	 body	 seizes	 him	
  straight,	and	he	lets	out	a	wail	un-
  like	any	you	have	ever	heard	before.	
  “Dear	God!	What….,”	he	groans,	
  then		screams,	“Help	me!”
  Go Towards the Light, Act II
  
  23
  Give the Characters a moment to 
  react. They can try to drag him to the 
  ship’s med bay, this will be over before 
  they can get there. It’s pretty unlikely 
  they’ll be able to save him.
  The	 Commander	 screams	 –	 an	
  bestial	 sound	 that	 no	 human	
  should	make.	He	spits	up	blood	as	
  his	body	spasms	violently.	There’s	a	
  sharp	crack	as	his	hips	break.
  If the Characters are trying to drag 
  the Commander to med bay, they 
  need to succeed at an Average Phy-
  sique + Athletics: Brawn Test. If they 
  fail, they lose their grip as Magoro 
  spasms violently.
  The	 wet,	 tearing	 sound	 of	 flesh	
  stretched	too	far	precedes	another	
  horrifying	 scream	 of	 agony.	 Ma-
  goro’s	pants	are	soaked	in	a	grow-
  ing	pool	of	blood,	flowing	from	his	
  backside.	The	smell	is	awful,	but	the	
  look	 on	 the	 dying	 Commander’s	
  face	is	worse.
  The Commander dies a moment 
  later. If the Characters succeed at an 
  Average Awareness + notice Test, they 
  notice something jerking around in 
  the back of his pants. Then, it stops. It 
  won’t take the Characters long to dis-
  cover the slug-like thing that’s hang-
  ing partly-descended from Magoro’s 
  digestive system. 
  Given everything, it’s time for the 
  Characters to make a Hard Horror Test.
  If one of the Characters can succeed 
  at an Average Cleverness + occult Test, 
  they’ll realize that the slug is the young 
  of a Seethari. If he can succeed against 
  a Hard Difficulty, the Character will 
  think that this slug looks premature, 
  compared to captured specimens.
  If one of the Characters can succeed 
  at a Hard Cleverness + Medicine: Phys-
  ical Test, he’ll learn that the Seethari 
  young appears to be malformed. It has 
  some kind of defect.
  At this point, the Characters may be 
  ready to charge into the colony, guns 
  blazing. There are several compelling 
  reasons not to do this, which they 
  should consider.
  •	
  There’s no evidence that the 
  colonists were responsible.
  •	
  If the colonists were respon-
  sible, then the Wardens need 
  to deepen their investigation. 
  There are plenty of suspicious 
  things around here. It seems 
  this ‘event’ occurred earlier than 
  intended, so the colonists will 
  have no reason to suspect the 
  Characters are really on to them.
  If the Characters’ investigations 
  went poorly, the players may have no 
  idea where to go from here. 
  •	
  They may try to call in troops from 
  Fort Saragossa – see p. XX for their 
  response. 
  •	
  may enter the base with guns 
  drawn and force explanations. If 
  they go for the guns drawn option 
  jump to the appropriate scene lat-
  er in this adventure.  
  •	
  They may try to  ‘nuke the colony 
  from orbit’ or If they opt for the 
  Go Towards the Light, Act II
  
  ‘nuke from orbit’ option they will 
  be contacted by Saturn authori-
  ties as they take position to fire. 
  The authorities will demand the 
  team stand down and will instead 
  send in troops from the fort. The 
  Characters don’t need to listen, 
  but such an action will bring un-
  wanted investigation and likely 
  negatively impact the Wardens’ 
  standing – they haven’t secured 
  any real proof yet.
  Scene 6: The Call
  This should occur as the Characters 
  are arriving at a decision on what to do 
  next. Hopefully, it will help provide in-
  spiration if the Wardens are stuck. 
  The communication panel buzzes 
  with a priority message. When the 
  team answers, read the following to 
  your players:
  The	 link	 connects	 and	 Colonel	
  Borges	of	the	ORS	appears.	Her	ex-
  pression	seems	neutral	enough,	but	
  her	eyes	hide	a	worried	shadow.
  ”May	 I	 speak	 with	 the	 Warden	
  Commander?”	she	asks.
  Give the players a chance to re-
  spond. They may choose to lie, coming 
  up with a good story about how Ma-
  goro isn’t available. They may choose 
  to tell her that Magoro is dead, but not 
  reveal the cause. If they share, Borges 
  will want to know more – and whether 
  or not they think the colonists were 
  somehow involved.
  once that’s done, Borges has news. 
  Read the following to your players:
  I	wanted	to	inform	you	that	the	
  two	 colonists	 you	 brought	 up	 to	
  the	 station	 are	 gone.	 We’ve	 got	
  the	 station	 locked	 down,	 but	 it’s	
  entirely	 possible	 they	 were	 away	
  before	 anyone	 realized	 they’d	 dis-
  appeared.	 We…	 I	 didn’t	 consider	
  them	 a	 major	 risk	 after	 my	 initial	
  interview,	so	I	left	them	only	a	light	
  guard.	It	seems	that	was	a	mistake.”
  The Colonel will go on to recom-
  mend that that the Wardens inves-
  tigate the irregularities, this time 
  without colonists supervision. She’ll 
  recommend some kind of diversion 
  that will keep the Administrators fo-
  cused on one or two members of the 
  team, while the others sneak off to 
  do more thorough digging. The play-
  ers may have their own ideas as well, 
  and they may be able to use Magoro’s 
  death to some kind of advantage.
  If the Characters need some help, 
  here are some important clues they 
  may have picked up during their initial 
  investigation.
  The Black Computer Network
  The team may have noticed a hid-
  den computer network behind some 
  serious security. There are two pos-
  sible routes to shed more light on this.
  The Characters could attempt to 
  hack into the system from the ship, by 
  hitchhiking on an open comm chan-
  nel. This requires the Wardens to con-
  tact the colony, to open said channel.
  The Characters could also try to in-
  filtrate the Administrator’s office, to 
  go through her terminal directly. This 
  makes the hacking easier, but is riskier.
  Go Towards the Light, Act II
  
  25
  Find the Replaced Components
  The Characters may have discovered 
  that some of the colony’s mechanical 
  components have been recently re-
  placed. This is odd, because many of 
  those components should have lasted 
  a decade or more before needing re-
  placement.
  Inspection of Damaged Exterior
  The Characters may have discovered 
  unexplained damage to the colony’s 
  exterior. If they’ve not already discov-
  ered the meteor embedded in one 
  of the buildings, a more detailed and 
  unsupervised investigation will most 
  likely turn it up. That in turn could lead 
  to an explanation for the rest of the ex-
  terior damage – it will start to look like 
  the colony never went anywhere. 
  Investigate the Unusual Power Feeds
  The Characters may have discov-
  ered the extra power feeds leading 
  to someplace not in the colony. With 
  another unsupervised, they may dis-
  cover where those feeds lead.
  Details on each of these options ap-
  pear in the next scene.
  Scene 7: A Closer Look
  It’s likely you’ll play this scene out on 
  multiple fronts, in a manner similar to 
  the first investigation. This time, how-
  ever, at least one of the Characters will 
  need to keep the colonists focused on 
  him, while others dig deeper.
  Front 1: The Distraction
  The Characters will need to devise 
  a way to keep the colonists, most es-
  pecially Dawar and Ekene, distracted. 
  There are lots of ways to do this.
  one obvious way is to confront the 
  Administrators about the Warden 
  Commander’s death. The Characters 
  could demand medical evaluations 
  for all of the colonists, to make sure no 
  one else is infected.  However, any con-
  frontation will take place in a common 
  or meeting room, as the Administrator 
  doesn’t want Wardens in her office.
  Some methods of distraction will 
  involve Social Combat – the colonists 
  all have an unfriendly Attitude at this 
  point. In nearly every case, it’s likely 
  that the Characters will need an ex-
  cuse as to where the rest of their team 
  has gone. 
  Front 2: The Administrator’s Office
  This investigation involves the Char-
  acters sneaking into the Administra-
  tor’s private office, to gain direct access 
  to her computer. once a distraction 
  is underway, the Characters need to 
  succeed at one Average Awareness + 
  notice Test and one Average Grace + 
  Stealth Test in order to avoid random 
  colonists in their routine. They’re not 
  expecting subterfuge at this point.
  one colonist stands guard in from 
  of the office. There’s not really enough 
  justification yet to terminate him, so 
  the Characters may want to fall back 
  on non-lethal weapons. Any of the 
  Wardens with the Medicine: Physical 
  Skill can concoct some kind of tran-
  quilizer from the ship’s supplies, and 
  you can assume that their armory con-
  tains some kind of tranquilizer gun or 
  stun weapon. For simplicity’s sake, the 
  guard has four dice to resist, against a 
  Hard Perseverance Test. Failure means 
  he’s out. Success means he functions 
  at a -2 die penalty until he’s out.
  Go Towards the Light, Act II
  
  The Administrator’s office is plain 
  and undecorated, except for a glass 
  case atop a wooden pedestal. Inside 
  are three things. The first is a partially 
  unrolled very old papyrus scroll. A 
  round leather tube that seems to be 
  the scroll’s case sits next to it. The third 
  item is a raw crystal that sits on a small 
  stand. There are dozens of tiny black 
  imperfection in the crystal, and a tiny 
  hole has been bored into it.
  •	
  Success at an Average Cleverness 
  + occult Test reveals that the writ-
  ing on the scroll appears to be 
  some sort of ancient ritual. not 
  much of the ritual is visible, so suc-
  cess against a Very Hard Difficulty 
  reveals that the ritual seems to 
  focus on moving or hiding some-
  thing.
  •	
  Success at a Hard Cleverness + 
  Medicine: Physical Test reveals 
  that the scroll is made from hu-
  man skin. 
  •	
  An average Science: Earth reveals 
  that the crystal is most likely some 
  sort of amber. It will require a lab 
  to determine what the imperfec-
  tions are.
  These Tests assume that the Char-
  acters are inspecting the items while 
  they’re still in the glass case.  If the 
  Characters remove the items, the Diffi-
  culties are one lower, but they run the 
  risk of triggering the alarm.
  naturally, the glass case is secure 
  and an alarm will trigger if anyone 
  tries to mess with it. The security sys-
  tem was wired by someone who knew 
  what he was doing – it requires suc-
  cess at a Very Hard Cleverness + Crime: 
  low in order to disable it. Failure sets 
  off the alarm immediately – jump to 
  Act III.
  •	
  4	Plot	Points	– The Characters find 
  the secret personnel database 
  contains multiple entries for each 
  colonist. Each entry is given a 
  unique identifier, that consists of 
  a two-digit number followed by a 
  dash and a single letter. They also 
  discover a power diagram that 
  shows the mysterious second-
  ary power feed. It goes to some 
  sort of hidden facility, though 
  there are no details about it. It 
  also shows about a dozen tertiary 
  feeds, which brand off an lead 
  around the colony – though not 
  to any known structures.
  •	
  6	Plot	Points – The Characters dis-
  cover an entire protected direc-
  tory that’s in a bizarre language. 
  Success at a Hard occult Test 
  reveals that this file is an obfus-
  cation ritual of some sort. It can 
  theoretically hide something from 
  the eyes of those not meant to see 
  it. 
  •	
  8	Plot	Points – The Characters un-
  cover a blueprint that reveals an 
  underground complex, located 
  not far outside the main colony. 
  The mysterious secondary power 
  feeds lead to the entrance to this 
  facility. In addition, the Characters 
  discover an archive of another 
  personnel database, with colo-
  nists that don’t appear elsewhere. 
  They can transmit this to the au-
  Investigation: Dawar’s Computer
  Plot Points Earned By: 
  •	
  Cleverness + Computers
  Go Towards the Light, Act II
  
  27
  thorities for comparison against 
  the historical copies on file. What 
  they learn is discussed in the Epi-
  logue of this adventure.
  Front 3: The Missing Components
  Though a legitimate investigation, 
  the missing components have been 
  destroyed. There’s nothing to find.
  Front 4: Secondary Power Feeds
  The Characters can take another 
  look around the exterior of the colony 
  to see where the mysterious power 
  feeds lead from the reactor. Though 
  the Characters won’t have to worry 
  about colonist supervision, there will 
  be other surprises.
  Any type of device that can sense 
  EM fields will allow the Characters to 
  follow the underground leads – they’re 
  carrying some serious current. 
  However, to keep things interesting, 
  the Characters will have to avoid being 
  spotted by colonists out doing routine 
  work. Again, success at an Average 
  Awareness + notice Test and an Aver-
  age Grace + Stealth Test will cover this.
  Following the power lines, have the 
  Characters make either a Hard Aware-
  ness + notice or Survival Test. Success 
  means they notice that the sand has 
  been smoothed. It ‘runs’ in the same 
  general direction as the power lines, 
  indicating that someone has tried to 
  cover his tracks.
  The tertiary feeds branching off the 
  hidden lines are disused at the mo-
  ment, so it will require the Characters 
  to succeed at a Hard Cleverness + En-
  gineering: Electrical in order to follow. 
  They lead to a point about 500 y/m 
  outside the colony, terminating some-
  where underground. It would take se-
  rious effort to dig down, but the ter-
  tiary feeds seem to form a perimeter 
  around the colony.
  The power lines eventually lead to 
  the hidden structure. However, it is 
  hidden away from prying eyes, even 
  on the surface. A hatch is embedded 
  in a rough-looking natural formation, 
  hidden underneath an overhang, in-
  visible from the side or above. It re-
  quires success at a Hard Awareness 
  + notice Test to find. However, once 
  found, the hatch is unsecured – the 
  colonists never expected anyone to 
  get this close.
  The hatch leads to an airlock. When 
  the Characters enter the inner airlock, 
  read the following to your players:
  A	 narrow,	 dimly	 lit	 corridor	 ex-
  tends	a	long	way	into	the	distance.	
  Conduits	run	along	the	low	ceiling	
  and	down	one	of	the	walls.	Your	suit	
  readouts	 confirm	 that	 the	 hall	 is	
  pressurized.
  If a Character removes his helmet, 
  read the following:
  The	air	is	fresh	and	well-circulat-
  ed,	 a	 contrast	 to	 the	 rough-hewn	
  nature	 of	 the	 walls	 and	 the	 dun-
  geon-like	feel	of	the	corridor.	There’s	
  also	 an	 antiseptic	 smell,	 like	 you’d	
  expect	 in	 a	 hospital.	 It’s	 quiet,	 but	
  every	 so	 often	 you	 think	 you	 hear	
  a	soft	beep	in	the	distance.	It	could	
  very	well	just	be	your	imagination,	
  but	you’re	not	leaving	it	to	chance.
  Go Towards the Light, Act II
  
  If the Characters move deeper into 
  the structure, read the following:
  As	you	move	deeper	into	the	mys-
  terious	structure,	the	beep	becomes	
  more	distinct.	Though	soft,	it’s	regu-
  lar	in	its	timing,	but	it’s	difficult	to	
  determine	 if	 there’s	 a	 real	 pattern	
  to	it.
  Then,	 you	 hear	 something	 else.	
  The	 sound	 of	 someone	 dragging	
  something	 heavy	 over	 the	 stone,	
  followed	 by	 an	 almost	 snake-like	
  hiss	that	raises	the	hair	on	the	back	
  of	your	neck.
  At this point, the Characters should 
  make a Scary (Average) Horror Test. 
  Something threatens to set off their in-
  stinctual flight-or-fight reaction. Any-
  one failing this will not progress fur-
  ther until the Horror Effect has ended 
  and they have the support of the rest 
  of the team.
  If they pass, or have all recovered, 
  read the following:
  The	 corridor	 eventually	 ends,	
  opening	 into	 a	 cavernous	 room	
  carved	out	of	the	moon’s	rock.	Steel	
  stairs	 run	 down	 10	 y/m	 to	 a	 flat	
  floor.	Almost	a	dozen	rows	of	equip-
  ment	paired	with	hundreds	of	steel	
  caskets	run	the	length	of	the	room.	
  Here	is	the	source	of	the	beeps.
  The Characters have time to de-
  scend the stairs and investigate. Each 
  of the caskets contains a person – 
  anyone with the Computer or Medi-
  cine: Physical can find the attending 
  computers. Each casket has a display 
  that shows the occupant’s name, a 
  two-digit numerical code, and a single 
  letter. If the team has hacked the Ad-
  ministrator’s computer, they’ll quickly 
  find that the names here match the ex-
  isting colonists. These caskets are filled 
  with clones.
  The most notable entry is entitled: 
  Gestation Time from Awakening. Each 
  shows a number of days, ranging from 
  30 to 120. The Characters should be 
  able to guess that this has to do with 
  seethari implantation, most likely in-
  dicating the amount of time it will re-
  quire for the embryo to gestate once 
  the clone is awakened.
  Characters who succeed at a Hard 
  Cleverness + occult Test know that 
  seethari normally gestate within three 
  to five days, so something must be 
  slowing the process.
  As the Characters make this discov-
  ery, the hair on the back of their neck 
  stands straight up. A shadow looms 
  over them.
  Read the following to your players:
  Suddenly,	 a	 looming	 shadow	
  causes	you	to	look	up.	A	black,	chi-
  tinous	monstrosity	clings	to	the	ceil-
  ing.	Its	head	sits	atop	a	long	neck,	
  leading	into	a	powerful	six-limbed	
  body,	 it’s	 talon-tipped	 tail	 lashing	
  out	 behind	 it.	 The	 creature	 hisses,	
  loud	and	long,	as	its	head	weaves	
  back	and	forth.
  All hell is about to break loose.
  Go Towards the Light Act III
  
  29
  aCt 3:
  ZealotS & heretiCS
  Goals: For all hell to break loose, for 
  the Characters to flee both oncoming 
  seethari and suicidal cultists, to get 
  back to the Knight’s Errant and deal 
  with Eden once and for all.
  Setting: The the Eden colony, the 
  Characters’ Knight’s Errant corvette
  Cast: Colonial Administrator Matisha 
  Dawar of Eden, Ekene Jalloh, the Ad-
  ministrator’s lackey, a bunch of crazed 
  cultists, a mess of angry seethari
  In this final Act, things pretty much 
  fall apart. There’s no one way for this to 
  play out, as it depends on the Charac-
  ters’ mindsets after everything they’ve 
  discovered.
  Scene 8: Seethari Swarm
  During this scene, the seethari re-
  veal themselves. However, how this 
  plays out depends on where the Char-
  acters are at this point. They may be 
  all together in the cloning lab or they 
  may be spread out, dealing with the 
  Administrator or other investigations. 
  Here are some guidelines to help you 
  manage the scene.
  It’s possible that this scene may be 
  triggered by the alarm in Dawar’s of-
  fice. If so, the Characters will most 
  likely not have discovered the cloning 
  lab, and won’t know anything about it 
  until the end.
  A couple things to keep in mind dur-
  ing this scene:
  •	
  Success at an Average Cleverness 
  + occult Test lets the Characters 
  know that seethari hibernate in a 
  vacuum. The Wardens could use 
  their environmental suits to go 
  outside and escape the swarm.
  •	
  The colonists don’t really have any 
  weapons, other than knives and 
  improvised ones. However, they 
  will throw themselves at the War-
  dens, willingly sacrificing them-
  selves to hide their ugly secrets.
  once the seethari are revealed, Ad-
  ministrator Dawar will remotely acti-
  vate a communications jammer. This 
  prevents the Characters from calling 
  for help – until they can get to their 
  ship and get out of jamming range. It 
  also means that the Wardens can’t rely 
  on personal communicators if they’re 
  separated. Procedure dictates that 
  they’d have a pre-arranged safe meet-
  ing place, and here that would be their 
  corvette.
  Together in the Cloning Lab
  As the first seethari drops on the 
  Characters, more will come out of 
  the secret passages that have been 
  disguised as venting ducts. Some will 
  drop down to block the tunnel lead-
  ing back to the surface, while others 
  swarm out from the ceiling.
  Seethari are mean. It’s likely that 
  each seethari will take out, or severe-
  ly wound, one Character during the 
  first Turn of each combat – leaping 
  and grappling. The Characters are in 
  a genuinely deadly situation here. If 
  they don’t play smart, they’ll need to 
  burn Fate Points in order to survive. 
  Knowing that, there should probably 
  Go Towards the Light, Act III
  
  be fewer seethari than Characters, 
  though you’ll be able to judge based 
  on their combat ability and firepower. 
  Running is a very good option, mean-
  ing that the Characters may only have 
  to deal with the seethari blocking their 
  exit.
  If you really want to scare your 
  players, have one of the Characters 
  implanted by the seethari in combat. 
  They know what’s going on, so they 
  can plan for the surgery that will save 
  the Character – as long as someone on 
  the team is good with the Medicine: 
  Physical Skill. It isn’t about killing Char-
  acters. It’s about giving them some-
  thing to remember.
  Split Up
  If the Characters are split up when 
  things go sidways, they’ll each have 
  their own encounters. When Dawar 
  fires up the jammer, an alarm sounds 
  to tell the colonists to silence the her-
  etics. It also opens passages that give 
  the seethari access to the colony prop-
  er. The bugs are loose.
  Characters not in the cloning lab will 
  first be attacked by colonists. While 
  they’re not much of a threat individu-
  ally, they have the advantage of num-
  bers and threaten to over-run the War-
  dens.
  Characters who are also outside will 
  have to deal with fewer colonists, and 
  will be able to meet up as they head 
  towards the airlock.
  As the scene plays out, have one or 
  more seethari arrive at an inconve-
  nient moment. you can herald it by the 
  scream of a colonist, as the creature 
  rips him apart – the colonists’ rever-
  ence for the seethari doesn’t go both 
  ways. Feel free to drop one on an iso-
  lated Character. Give him time to es-
  cape, if he’s willing to throw colonists 
  in the way.
  This isn’t a fight they can win, though 
  they can survive. The best thing the 
  Characters can do is to run away and 
  rally at the ship.
  Key stats for both the Seethari and 
  colonists are provided below.
  This scene ends once all the Charac-
  ters are outside, heading back to the 
  ship.
  Average Colonist
  Attributes:
  Awareness 3 
  Grace 2
  Cleverness 2 
  Perseverance 3
  Demeanor 2 
  Physique 3
  Statistics: Health 8, Speed 10 mph/16 kph
  Skills: Defense 1, Reaction 2, Any 
  Weapon Skill 2, unarmed Combat 2
  Equipment:	ACC-62 ‘Bandit’ Semi-Auto 
  Pistol with 2 clips of ammunition, 
  Boarding Axe (3d6), or Improvised 
  Weapon (2d6)
  Armor: none or Flak Jacket (5)
  Seethari
  Attributes:
  Awareness 5 
  Grace 5
  Cleverness 3 
  Perseverance 7
  Demeanor 2 
  Physique 4
  Statistics: Health 15, Speed 16 mph/26 kph
  Skills: Athletics: Coordination 3, De-
  fense 3, Freefall 3, natural Weapons 
  5, notice 3, Reaction 4, Stealth 4, 
  Survival 2
  Go Towards the Light Act III
  
  31
  Weapons:	Bite (5d6 total), Claws (3d6 
  total), Tail (4d6 total + Entangle), 
  Tongue (3d6 total + Implantation)
  Armor: Chitin-like Hide (10/5)
  Horror	Factor:	Average
  Special	Abilities:	
  •	
  Climber	(x1) – Seethari can climb 
  as fast as they can run.
  •	
  Embryonic	 Implantation – When 
  stung by a Seethari’s tongue, a 
  Character must succeed at a Very 
  Hard Perseverance Test. Failure 
  means the embryo enters the 
  Character’s body and moves to his 
  digestive tract. 
  •	
  Entangling	 Attack – Seethari can 
  use their tails to entangle oppo-
  nents.
  •	
  Feel	No	Pain	–	Seethari do not suf-
  fer penalties due to Wound levels.
  •	
  Jumper	 (x3) – Seethari can jump 
  12 yd/m horizontally and 4 y/m 
  vertically.
  •	
  Infrared	Senses	– Seethari can see 
  in the dark.
  Scene Notes
  This scene is designed to create a 
  sense of desperation in the players. 
  Colonists suicidally throw themselves 
  at the Character, even as more seethari 
  crawl out of dark, scary places. It’s a 
  tide the Wardens can’t currently stem.
  There are only two people that seem 
  safe from the seethari – Administra-
  tor Dawar and Ekene. If the Charac-
  ters manage to capture or terminate 
  either of them, and have the time to 
  search them, the Wardens will find a 
  custom transmitter on each. It doesn’t 
  seem useful on casual inspection, but 
  playing with it will quickly reveal that 
  it emits a ultra-sonic tone that the 
  seethari dislike. So long as the person 
  holding the device doesn’t take any 
  aggressive action against the bugs, 
  they’ll leave him alone. The deterrent 
  is very short ranged, and only works 
  for the person holding it. They would 
  be very good things to bring back to 
  Warden R&D.
  Scene 10:
  Clean Up in Aisle Eden
  once the Characters have retreated 
  to their ship, it’s time to wrap this mess 
  up. There isn’t much the colonists 
  or the seethari can do once they’re 
  aboard.
  There are two obvious options – lev-
  el the colony themselves or call in the 
  troops.
  The Characters may want to level 
  the colony themselves, just for the 
  sense of personal satisfaction. The rail 
  guns and missiles on their Knight’s Er-
  rant will do the trick. However, their 
  weapons aren’t designed to penetrate 
  underground, so there’s little they can 
  do about the secret facility. Saturnine 
  authorities will be fine with this course 
  of action, once the reasons are ex-
  plained.
  The Character could call in the 
  troops from Fort Saragossa, who can 
  easily clean up the situation. They 
  can do a thorough sweep of the un-
  derground facility, to make sure the 
  seethari are all dead. They may even 
  be able to capture colonists for in-
  terrogation. This will also leave most 
  colony records intact, so that this mess 
  can be more easily clarified.
  However, there’s a catch – the troops 
  from Fort Saragossa are going to need 
  Go Towards the Light, Act III
  
  to be briefed on seethari. They’re go-
  ing to be exposed to things that the 
  Wardens would rather keep quiet. If 
  the Characters can come up with a 
  convincing way to slap a gag order 
  on them, that might work. otherwise, 
  they’ll have a potential leak on their 
  hands.
  Go Towards the Light Epilogue
  
  33
  Epilogue
  once the Characters have dealt with 
  the immediate threat, they can either 
  stick around and sift through the ash-
  es or wait for a support team to give 
  them the details. Play this out how-
  ever works best for your players. Here’s 
  what they learn.
  The Seethari
  The cult masquerading as the col-
  ony is a new one, believing that the 
  seethari are terrible gods returning 
  to claim what’s theirs. The cultists 
  have been taught that they only way 
  for their souls to survive the coming 
  change was to use their own bodies as 
  wombs for seethari.
  The cultists did this one better. They 
  started to clone themselves, infecting 
  each with a seethari embryo. Dawar 
  discovered a way to delay an embryo’s 
  gestation, so that the infected clones 
  could spread out into the solar system 
  before the creatures were born. They 
  were making an army of living time 
  bombs, spreading what could easily 
  become a plague.
  The Disappearance
  The Wardens discover the largest 
  ritual circle ever created around the 
  perimeter of the colony. It utilizes nat-
  ural crystalline formations under the 
  surface of the moon and is powered 
  by the colony’s reactor at focal points.
  According to the scroll in the Ad-
  ministrator’s office, this was the foun-
  dation of a ritual called Conscientia	
  Autem	 Subiectum	 Nisi	 Quod – essen-
  tially Beyond Conscious Awareness in 
  latin. This was how the cult cloaked 
  the colony from the rest of the world 
  until it was time to unleash their gods.
  The Missing Cultists
  If the Characters escorted the two 
  colonists off-planet, they’ve vanished. 
  Both the Wardens and the authori-
  ties of Saturn are trying to hunt them 
  down.
  Admittedly, they did undergo a ba-
  sic medical scan on the station, but 
  cultists may have also infiltrated there. 
  Furthermore, seethari embryos are 
  hard to find when they’re very young 
  and someone doesn’t know what he’s 
  looking for. It’s likely they’re out there, 
  getting ready to pop somewhere 
  civilized – maybe with other cultist 
  friends.
  This is a prime seed for further ad-
  ventures, if the Characters want to 
  wrap this one up tight.
  Epilogue
  
  The	 emergency	 lights	 flash	 off	 of	 its	
  black,	 almost	 bio-mechanical	 skin.	 It’s	
  as	 big	 as	 you,	 without	 the	 lashing	 tail	
  whipping	through	the	air	behind	it.	It	is	
  clearly	a	creature	of	death,	with	sharp	
  claws	at	the	end	of	every	digit,	the	blade	
  tipping	its	tail,	and	the	mouth	filled	with	
  rows	of	teeth.	You	can’t	tell	if	it	should	
  move	on	two	or	four	legs	–	it	seems	to	be	
  both	–	as	it	crouches	and	leaps	an	im-
  possible	distance	towards	you.	Its	jaws	
  open,	dripping	thick	ooze,	and	it	hisses.	
  Suddenly,	a	stinger-like	tongue	lash-
  es	out	and	stabs	you	in	the	belly.	The	
  pain	 isn’t	 as	 bad	 as	 the	 sensation	
  that	 something	 was	 just	 pumped	
  into	your	innards.	God	only	knows	
  what…
  Seethari are horrible 
  creatures that are capable 
  of hibernating for centuries 
  in the cold vacuum. They 
  are usually brought 
  aboard ships or 
  stations as part 
  of salvage 
  or mining, 
  whereupon 
  they awak-
  en with two 
  urges – to eat 
  and to procre-
  ate. They, in fact, 
  seem to have no 
  other reason 
  for being – 
  other than 
  to bring 
  horror in 
  their wake.
  Seethari reproduce in a disturbing 
  manner. Each is asexual and seeks to 
  implant a tiny embryo into a living 
  host using its stinging tongue. once 
  implanted under the skin, it makes 
  its way to the digestive tract. There, 
  it feeds on what the host eats (who 
  seems to be hungry all the time), for 
  the next three to five days. Then, 
  properly gestated, it starts 
  to move its way down the 
  digestive tract, ultimately 
  ripping its way out of the 
  victim’s colon and anus. The 
  victim usually dies, while 
  the baby skitters out into the 
  world. However, this can 
  be stopped, but only 
  while the baby is 
  painfully moving 
  to be 
  born – 
  while 
  gestat-
  ing, it will 
  kill the 
  host if re-
  moved. This 
  brief ten min-
  ute window is 
  all there is to 
  remove the 
  angry baby 
  seethari 
  and save 
  t h e 
  host.
  Seethari
  Seethari
  
  Seethari (Adult) Game Statistics
  Size: 	
  	
  	
  Medium		
  4’ - 5’ tall, 120 lbs.
   
   
   
   
   
  1.2 - 1.5 m tall, 55 kg
  Habitat: 	
  	
  Any Atmosphere
  Average Attributes: 
   
  Awareness  
  5 
    
  Grace 
    
  5 
   
  Cleverness 
  3 
   
  Perseverance  
  7
   
  Demeanor  
  2 
   
  Physique  
  4
  Average Statistics:
   
  Health   
  15 
   
  (15/30/45/60)
   
  Speed   
  16 mph/26 kph
  Skills:	 
  Athletics: Coordination 3, Defense 3, Freefall 3, natural Weapons 5, no-
  tice 3, Reaction 4, Stealth 4, Survival 2
  Weapons:  
  Bite (3d6 + 2d6 for Physique) 
   
  Claws (1d6 + 2d6 for Physique) 
   
  Tail (2d6 + 2d6 for Physique + Entangle)
   
  Tongue (1d6 + 2d6 for Physique + Implantation)
  Armor:		 	
  	
  Chitin-like Hide (10/5)
  Horror Factor: 	
  	
  Average
  Special Abilities: 
  •	
  Climber	(x1) – Seethari can climb as fast as they can run.
  •	
  Embryonic	Implantation – When stung by a Seethari’s tongue, a Character 
  must succeed at a Very Hard Perseverance Test. Failure means the embryo 
  enters the Character’s body and moves to his digestive tract. Within three 
  to five days, the embryo will mature and begin to move down the diges-
  tive tract. This is the only time it may be removed. This can be done once 
  every 48 hours, if the creature is eating properly.
  •	
  Entangling	Attack – Seethari can use their tails to entangle opponents.
  •	
  Feel	No	Pain	–	Seethari do not suffer penalties due to Wound levels.
  •	
  Jumper	(x3) – Seethari can jump three times as far as a comparable human. 
  (12	yd/m	horizontal,	12	ft/3.7	m	vertical)
  •	
  Infrared	Senses	– Seethari can see in the dark.
  Threat: 7
  
  SuppLEmEnTS
  There are many exciting supplemental books available or coming up for The	Void!
  Secrets of the Void
  Peel back the curtain to step into the true workings of the solar system, and what is 
  going on behind the scenes.
  Characters Unbound I: Player’s Guide
  The Characters	Unbound series introduces new options for Characters of all kinds, 
  with this volume focusing on lifepath Character Generation (for any kind of Charac-
  ter), optional Character rules, and a much expanded list of awesome Talents.
  Characters Unbound II: Tactical Combat
  The Characters	Unbound series introduces new options for Characters of all kinds, 
  with this volume focusing on more detailed options for combat, along with a system 
  for combats to be played out on table-top.
  Vessels of the Void: Spaceships
  This volume greatly expands the roster of spaceships for The	Void, including ex-
  panded stats, customization, and rules for spaceship combat.
  Tools of the Trade I: Technology & Gear
  The Tools	of	the	Trade series explores new kinds of technology and provides new 
  gear, weapons, vehicles, and more to add to your game.
  ™
  
  The stars were never meant for us
  2159 AD. Something approaches, a thing on an orbit 
  from far away. Seemingly a mysterious shard of dark 
  matter, this object is known in obscure prophecy as the 
  Chthonian Star. It is awakening things long thought 
  lost or dead, things that have slumbered awaiting its re-
  turn. The Unified World Council sends out special teams 
  of sanctioned Wardens, whose job it is to ascertain the 
  new threats to human life, to learn everything they can 
  about them, and fight them wherever they are found.
  No more attempted vacations. It’s time for some readi-
  ness drills and off to the next mission. Fortunately, that 
  mission is right under the Wardens’ feet – on a small 
  Saturnine Moon. A colony that disappeared more than 
  thirty years ago has suddenly returned, the colonists 
  only anxious to get their resupply as if no time had 
  passed…
  The Void is an original Lovecraftian hard sci-fi horror 
  setting, and this is an adventure to take you there.
  The Stygian Cycle V – Go Towards the Light:
  •	
  Is a turn-key adventure, ready-to-run, with most 
  everything you need.
  •	
  Takes Characters to Iapetus, a lifeless rock home 
  only to a group seeking religious freedom.
  •	
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  campaign.
  •	
  Is usable in The Void Organized Play framework – 
  take your Character from game to game.
  •	
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SOURCE: textdata/thevault/The Void/The Void - The Stygian Cycle V - Go Towards The Light.pdf