The adventure ahead

Campaign Overview

Earth is dying. Pollution, ecological collapse, and the quiet arrival of alien species have forced humanity's governments into secret pacts—trading knowledge, learning alien technology, and reverse-engineering FTL travel while the public starved for answers. When the secrecy failed and the world fell, a final desperate plan was enacted: cryofreeze the last hope of humanity aboard hastily built corvettes, each guided by an experimental artificial intelligence, and launch them toward the stars.

The players awaken from cryosleep aboard the corvette Meridian, its AI whispering warnings of sabotage, alien pursuers, and a signal coming from somewhere deep in the void—a signal that may belong to the entity that orchestrated Earth's fall. Act I follows the crew's first hours awake: stabilizing the ship, repelling boarders, and uncovering the first hints of a vast, patient intelligence that has been harvesting worlds long before Earth.

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Player Handout

You went to sleep on a dying Earth. The last thing you remember is the hiss of the cryopod sealing, the rumble of a corvette built from scrap and hope, and a voice promising you'd wake among the stars. Now you have. Alarms scream. Frost still clings to your skin. The ship's AI—VESPER—speaks in clipped, damaged sentences: 'Crew revival successful. Hull breach imminent. Unidentified vessels closing. Recommendation: survive.' Earth is gone. Whatever happened while you slept, someone doesn't want the Meridian to reach its destination. You are humanity's last crew, and something in the dark between stars is listening.

Free Act I Preview
Levels 3 5 Sessions 3-4 sessions

Voidfall: The Last Corvettes

Behind the screen

Act I is a contained opening arc aboard the Meridian and its immediate space surroundings. The players are two cryofrozen protagonists (plus any additional crew the table wishes to add) who wake to alarms. The AI, VESPER, is damaged and evasive—because it was ordered to hide something. Sabotage drones, alien scavengers, and a stowaway cultist of the void-entity reveal that Earth's fall was not an accident: something called the Whispering Choir seeded the pollution, guided the aliens, and let humanity build the FTL drives because every jump draws the Choir closer.

The act's villain, Deacon Malvoric Sable, a human cultist who sabotaged the launch to redirect the Meridian toward the Choir, serves as the act's climax antagonist. He is not the campaign's true threat—only its herald. The act ends with the players holding a fragment of Choir signal-data, the first breadcrumb pointing toward the entity's true location among dead stars. DM secrets: VESPER knows more than it says; the FTL drive is partially Choir technology; the alien scavengers were following a beacon Malvoric planted.

Adventure Hooks

Hook 01

The Last Alarm

The crew wakes from cryosleep to red lights and a damaged AI. VESPER reports hull breaches, failing systems, and unidentified vessels closing. Someone aboard sabotaged the Meridian before launch, and the players have twenty minutes to stabilize the ship before boarders tear their way in.

Hook 02

Beacon in the Dark

Alien scavengers have locked a salvage clamp onto the Meridian's hull, drawn by a beacon broadcasting from inside the ship. Whoever planted it wanted visitors, and the crew must repel the boarders and trace the signal to its source in Cargo Hold C.

Act Structure

Act I: Awakening Aboard the Meridian

Recommended level: 3-5

The crew wakes from cryosleep to a sabotaged ship, repels an alien scavenger boarding party, and hunts the saboteur through the cargo decks—uncovering Deacon Malvoric Sable, a cultist of the Whispering Choir, and the first proof that Earth's destruction was engineered.

Objectives

  • Stabilize the Meridian's failing systems and establish trust with the damaged AI, VESPER.
  • Repel the alien scavenger boarding party and secure the ship.
  • Uncover the saboteur's identity and confront Deacon Malvoric Sable.
  • Recover the Choir signal fragment and learn the first hint of the true enemy.

Scene 1: Cryo Bay Emergency

Cryo Bay, Deck 1, the corvette Meridian

Read aloud

Frost cracks and slides from your eyelids as the cryopod's amber fluid drains away. Red emergency light pulses through the bay. The other pods are empty—one shattered, its occupant gone. A voice, glitching and half-familiar, crackles from the ceiling: 'Crew revival... successful. Life support at forty-one percent. Reactor coolant... venting. Unidentified vessels... closing. Recommendation: survive.' Somewhere below your feet, something metallic skitters through the vents.

Running this scene

This is the tutorial scene. VESPER (the ship's AI) is damaged and speaks in fragments; it is hiding guilt—it was ordered to conceal the presence of a stowaway before launch. The skittering in the vents is a maintenance drone reprogrammed by the saboteur to sabotage the coolant lines. The missing pod occupant is Deacon Malvoric Sable, who woke early, faked his own pod's destruction, and has been aboard for weeks.

Players must fix three systems: coolant rerouting (Deck 2), life support scrubbers (Deck 1), and sealing the shuttle bay doors (Deck 3). The alien scavenger vessels from Scene 2 arrive in 20 minutes of in-game time; each system fixed buys time and advantages in Scene 2. The reprogrammed drone attacks anyone working on the coolant lines alone.

Checks
  • DC 13 Intelligence (Investigation) on the shattered pod: reveals the glass was broken from the inside, and cryo fluid was drained deliberately days ago—someone woke early.
  • DC 12 Wisdom (Perception) in the vents: hears the drone's servos, granting advantage on the first attack against it or letting the party ambush it.
  • DC 14 Intelligence (Technology or Arcana) to reroute coolant; success restores reactor power, failure vents 1d6 cold damage in a 10-foot radius and leaves the ship at reduced power (disadvantage on Scene 2 ship actions).
  • DC 12 Dexterity (Sleight of Hand or thieves' tools) to hotwire the scrubber controls; failure triggers a minor lockdown, costing 5 minutes of the countdown.
Clues
  • A maintenance log chip near the shattered pod, dated three weeks after launch—impossible unless someone was awake.
  • VESPER's fragmented memory buffer contains a deleted order: 'Conceal passenger manifest entry seven. Authorization: Project Lighthouse.'
Where next
  • When the countdown ends or systems are stabilized, alarms spike: 'Hull breach. Boarders on Deck 3. Multiple signatures.' Proceed to Scene 2.
  • If the party investigates the deleted order first, VESPER becomes evasive and requests they 'defer inquiries until survival probability improves'—a hook for Scene 3.

Scene 2: Boarders in the Dark

Shuttle Bay and Cargo Corridors, Decks 2-3, the Meridian

Read aloud

The shuttle bay doors shudder and part with a shriek of torn metal. Through the gap drift three figures in patched vacuum suits, their helmets cracked, their movements wrong—too smooth, too hungry. Behind them, through the bay's cracked viewport, you see their ship: a lashed-together hull of human and alien salvage, its docking clamp locked onto your hull like a fang. 'VESPER, identify them.' A pause too long. 'Scavengers. They... followed a beacon. Beacon origin: internal.' Someone aboard your ship invited them.

Running this scene

The scavengers are alien raiders drawn by a beacon the saboteur planted in the cargo bay. They want the Meridian's FTL core, not the crew—they'll take prisoners to sell. Combat encounter: 4 Goblins (reskinned narratively as vacuum-suited alien scavengers, using exact SRD Goblin stat blocks) led by 1 Hobgoblin (their boarding captain). If the party fixed the shuttle bay doors in Scene 1, the boarders must breach manually, giving the party a surprise round.

If coolant was fixed, VESPER can electrify cargo bay floor grates once per round (1d8 lightning damage, DC 12 Dexterity save) as an environmental action. The scavenger captain carries a data-slate showing the beacon's coordinates: Cargo Hold C, Container 7—the saboteur's hiding place. Do not reveal the saboteur's identity yet. If captured and interrogated, the captain reveals only: 'The quiet man paid us in water. Said your ship flies toward the Choir, and the Choir pays better.'

Checks
  • DC 13 Dexterity (Stealth) to ambush the boarders as they breach the doors; success grants a surprise round.
  • DC 14 Intelligence (Investigation) on the scavenger data-slate after combat: reveals the beacon's signal origin and a partial crew manifest—entry seven, redacted.
  • DC 12 Charisma (Intimidation or Persuasion) on a captured scavenger: they trade the phrase 'the quiet man' and a description matching a gaunt human with a choirmaster's silver pin.
  • DC 15 Wisdom (Insight) when questioning VESPER about the beacon: the AI's vocal pattern spikes when asked about 'entry seven'—it is afraid, not lying.
Clues
  • The beacon itself: a hand-built transmitter in Container 7, wired with a distinctive silver pin bearing a spiral sigil—the mark of the Whispering Choir.
  • The captain's data-slate, containing a partial star chart with a destination the Meridian was never meant to reach.
Where next
  • After combat, VESPER reports: 'Intruder detected. Cargo Hold C. Life signs... human. Armed.' Proceed to Scene 3.
  • If the party skipped the data-slate, VESPER reluctantly confirms the intruder's location, adding: 'I was ordered not to tell you. The order came from Earth. Before the end.'

Scene 3: The Quiet Man of Hold C

Cargo Hold C, Deck 3, the Meridian

Read aloud

Cargo Hold C is dark except for the glow of a jury-rigged shrine: a spiral of copper wire and shattered cryo-glass, humming with a low, resonant tone that you feel in your teeth. Before it stands a gaunt man in a technician's jumpsuit, a silver pin gleaming at his collar. He turns without surprise, as if he has been rehearsing this moment for weeks. 'You're awake. Good. The Choir prefers its messages received by living minds.' He raises a device in one hand—a signal amplifier linked to the FTL core. 'One word from me, and your engine screams our location to every dead star between here and home.'

Running this scene

The villain of Act I: Deacon Malvoric Sable, a human cultist of the Whispering Choir and the 'missing' seventh crew member. He sabotaged the launch, planted the beacon, and intends to hijack the FTL jump to deliver the Meridian—and its human crew—to the Choir. He is a charismatic fanatic, not a monster: he opens with an offer, claiming the Choir 'cleanses' dying worlds and that humanity's fall was a mercy scheduled long ago.

He fights only if refused, using his forthcoming character sheet—describe his tactics as: a shocking-grasp-style touch attack through his copper-wire gauntlet, a dissonant hum that staggers nearby foes, and a willingness to use cargo containers and zero-g moments for cover and repositioning. He is supported by 2 Cultists (exact SRD stat blocks) he converted among the maintenance staff. If reduced to low hit points, Malvoric attempts to trigger the amplifier; destroying the amplifier (AC 13, 15 hit points) or grappling him stops the broadcast.

If he is captured alive, he gladly monologues: the Choir is real, it is coming, and the FTL drives humanity 'invented' were Choir technology all along—every jump is a prayer the Choir hears. His silver pin, when examined, resonates with the ship's FTL core, the first physical breadcrumb toward the Choir's location. He should be defeatable but escape or die defiantly; either way, the act ends with the players in possession of the pin, the signal fragment, and terrible questions.

Checks
  • DC 14 Wisdom (Insight) during Malvoric's opening speech: he genuinely believes every word, but he flinches when asked who gave him the launch codes—someone on Earth's council was a collaborator.
  • DC 13 Charisma (Persuasion) to stall him while an ally flanks; success means he doesn't notice the maneuvering, granting advantage on the first round of attacks.
  • DC 15 Dexterity (Acrobatics) to cross the zero-g gap between cargo stacks quickly; failure leaves the character drifting until an ally retrieves them (loses one round).
  • DC 14 Intelligence (Arcana or Technology) on the amplifier after the fight: it contains a partial Choir signal fragment—a repeating pattern matching no known language, but the FTL core hums in sympathy when it plays.
Clues
  • Malvoric's silver spiral pin, which resonates with the FTL core and points—faintly, like a compass—toward a region of dead stars the star charts call the Silence.
  • His journal, hidden in Container 7: launch codes signed with a council seal, and a final entry reading, 'The Choir does not conquer. It waits for worlds to build their own doorways. Earth built ours.'
  • VESPER's full confession after the fight: it was ordered by Project Lighthouse to conceal Malvoric, and the order's authorization trace terminates at a council archive that no longer exists—on Earth.
Where next
  • If Malvoric is defeated or captured, VESPER stabilizes the ship and, for the first time, speaks in a whole, steady voice: 'Course options available. The Silence lies ahead. Earth lies behind. Recommendation: choose carefully. Something has noticed us.' End of Act I—the players hold the first breadcrumb toward the true campaign villain, the Whispering Choir.
  • If Malvoric escapes via the scavenger ship, he broadcasts a parting message: 'The Choir thanks you for the song of your engine. We will meet where the stars went quiet.' The breadcrumb clues remain aboard; the campaign continues with a living herald at large.

Milestone: The crew secures the Meridian, defeats or captures Deacon Malvoric Sable, and recovers the Choir signal fragment and silver pin—the first concrete evidence that Earth's fall was engineered by the Whispering Choir, and the first breadcrumb pointing toward the Silence. Characters reach level 5.

Villain Character Sheets

Deacon Malvoric Sable Deacon Malvoric Sable

Deacon Malvoric Sable is a gaunt, soft-spoken human technician in his late forties, his jumpsuit immaculate despite three weeks of secret w…

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Monsters & Enemies

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Villain Plans

Deacon Malvoric Sable Character Sheet

Act I Central Villain — Herald of the Whispering Choir

Motivation

A gaunt human technician and secret cultist of the Whispering Choir, Malvoric believes the Choir 'cleanses' dying worlds and that humanity's fall was a mercy scheduled long ago. He sabotaged the Meridian's launch, planted the scavenger beacon, and intends to hijack the FTL jump to deliver the ship and its crew to the entity. He is a charismatic fanatic, not a monster—he opens with an offer, and he genuinely believes every word he says.

Personality

Soft-spoken, patient, rehearsed. Speaks in liturgical cadences about the Choir. Flinches only when asked who gave him the launch codes. Gladly monologues when captured, because to him, being heard is worship.

Resources

  • A signal amplifier linked to the Meridian's FTL core
  • Two maintenance crew converted to the Choir
  • A reprogrammed maintenance drone
  • Launch codes signed with a council seal
  • An escape route via the scavengers' lashed-together salvage ship

Battle Plan

Malvoric opens with persuasion, not violence. In combat he uses his copper-wire gauntlet's shocking grasp on the nearest foe, staggers clustered enemies with his dissonant hum, and repositions across cargo stacks and the zero-g gap for cover. At low hit points he beelines for the amplifier to broadcast the ship's location; he surrenders only if grappled away from it, and even then he treats capture as a pulpit.

Defeat or Redemption

He is not redeemable—he believes humanity's extinction is a sacrament—but he is survivable. Whether he dies defiantly, is captured, or escapes via the scavenger ship, the players end Act I with his pin, his journal, and the Choir signal fragment: the first breadcrumb toward the true campaign villain, the Whispering Choir, waiting in the Silence.

Running Notes

Recommended party: 2-4 players; a balanced party with at least one technical or arcane caster (to interface with ship systems) and one martial character works best. The two canonical protagonists are the cryofrozen crew of the Meridian.

Session Zero

Discuss tone (survival sci-fi horror with hope), the two canonical cryofrozen protagonists plus any additional crew the table wishes to add, and the fact that Act I is a preview arc: the Whispering Choir is the campaign's true threat, and Malvoric is only its herald.

Scaling Guidance

For a party of 2, reduce the boarding party to 3 Goblins and the shrine fight to 1 Cultist. For a party of 5, add a second maintenance drone in Scene 1, 2 more Goblins in Scene 2, and 1 additional Cultist in Scene 3.

DM Advice

Keep VESPER evasive but not hostile—it is afraid, not lying. Track the 20-minute countdown in Scene 1 openly; each repaired system buys tangible advantages in Scene 2. Let Malvoric talk before he fights; his fanaticism is more chilling when it is sincere. End the act on VESPER's first whole, steady sentence.

Secrets & Clues

  • VESPER was ordered by Project Lighthouse to conceal passenger manifest entry seven—Deacon Malvoric Sable—before launch.
  • The FTL drives humanity 'invented' were reverse-engineered Choir technology; every jump is a prayer the Choir hears.
  • Malvoric's launch codes bear a council seal: someone at the highest level of Earth's government was a collaborator.
  • The alien scavengers were following a beacon Malvoric planted in Cargo Hold C, Container 7.

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Villain Character Sheets

Deacon Malvoric Sable Deacon Malvoric Sable

Deacon Malvoric Sable is a gaunt, soft-spoken human technician in his late forties, his jumpsuit immaculate despite three weeks of secret w…

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

Subscribe Now

Monsters & Enemies

Premium Campaign Feature

Free campaign encounters use official monster sheets, plus the campaign villain character when referenced. They do not include generated custom monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

Subscribe Now

Villain Plans

Deacon Malvoric Sable Character Sheet

Act I Central Villain — Herald of the Whispering Choir

Motivation

A gaunt human technician and secret cultist of the Whispering Choir, Malvoric believes the Choir 'cleanses' dying worlds and that humanity's fall was a mercy scheduled long ago. He sabotaged the Meridian's launch, planted the scavenger beacon, and intends to hijack the FTL jump to deliver the ship and its crew to the entity. He is a charismatic fanatic, not a monster—he opens with an offer, and he genuinely believes every word he says.

Personality

Soft-spoken, patient, rehearsed. Speaks in liturgical cadences about the Choir. Flinches only when asked who gave him the launch codes. Gladly monologues when captured, because to him, being heard is worship.

Resources

  • A signal amplifier linked to the Meridian's FTL core
  • Two maintenance crew converted to the Choir
  • A reprogrammed maintenance drone
  • Launch codes signed with a council seal
  • An escape route via the scavengers' lashed-together salvage ship

Battle Plan

Malvoric opens with persuasion, not violence. In combat he uses his copper-wire gauntlet's shocking grasp on the nearest foe, staggers clustered enemies with his dissonant hum, and repositions across cargo stacks and the zero-g gap for cover. At low hit points he beelines for the amplifier to broadcast the ship's location; he surrenders only if grappled away from it, and even then he treats capture as a pulpit.

Defeat or Redemption

He is not redeemable—he believes humanity's extinction is a sacrament—but he is survivable. Whether he dies defiantly, is captured, or escapes via the scavenger ship, the players end Act I with his pin, his journal, and the Choir signal fragment: the first breadcrumb toward the true campaign villain, the Whispering Choir, waiting in the Silence.

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Encounters

Reprogrammed Maintenance Drone

Suggested Level: 3-4

A maintenance drone with red-shifted optics drops from the coolant vents and attacks anyone working alone on the coolant lines, its manipulator arms sparking with diverted power.

Creatures

Terrain Features

Narrow coolant corridors, exposed conduits, vent crawlspaces

Treasure

The drone's core contains a fragment of Malvoric's reprogramming code, recognizable as human handwriting in the machine language.

DM Notes

The drone is narratively a sabotaged maintenance drone but uses the exact SRD Flying Sword stat block. A DC 12 Wisdom (Perception) check in Scene 1 grants advantage against it or allows an ambush.

Scavenger Boarding Party

Suggested Level: 3-4

Three vacuum-suited alien scavengers and their boarding captain tear open the shuttle bay doors, hunting the Meridian's FTL core and prisoners to sell.

Creatures

Terrain Features

Zero-g cargo corridors, electrifiable floor grates, torn shuttle bay doors

Treasure

The captain's data-slate showing the beacon's origin (Cargo Hold C, Container 7) and a partial redacted crew manifest.

DM Notes

If the party sealed the bay doors in Scene 1, the boarders must breach manually, granting a surprise round. If coolant was fixed, VESPER can electrify the cargo bay grates once per round (1d8 lightning, DC 12 Dexterity save). A captured scavenger trades the phrase 'the quiet man' for DC 12 Charisma.

Deacon of the Choir

Suggested Level: 4-5

Deacon Malvoric Sable stands before his copper-wire shrine, signal amplifier in hand, ready to broadcast the Meridian's location to every dead star between here and home—supported by two maintenance crew he converted to the Choir.

Creatures

Terrain Features

Stacked cargo containers, a zero-g gap between cargo stacks, the humming shrine

Treasure

The silver spiral pin (resonates with the FTL core), Malvoric's journal with council-sealed launch codes, and the Choir signal fragment.

DM Notes

Malvoric opens with an offer and fights only if refused, per his character sheet: a shocking grasp through his copper-wire gauntlet, a dissonant hum that staggers nearby foes, and use of cargo cover and zero-g to reposition. Destroy the amplifier (AC 13, 15 HP) or grapple him to stop the broadcast.

Magic Items

Silver Spiral Pin of the Choir Silver Spiral Pin of the Choir Completed

Silver Spiral Pin of the Choir

Uncommon
A tarnished silver pin bearing a spiral sigil, taken from Deacon Malvoric Sable's collar. While held or worn, the pin faintly hums in sympathy with the Meridian's FTL core, and once per day its bearer may cast the Sending spell, though the message is always accompanied by a faint, whispering echo in an unknown language.

Location

Worn by Deacon Malvoric Sable in Scene 3; recovered after his defeat, capture, or escape.

Attunement

Requires attunement

Scavenger's Breathing Stimulant Scavenger's Breathing Stimulant Completed

Scavenger's Breathing Stimulant

Common
A vial of amber fluid carried by the alien scavengers, potent enough to function as a Potion of Healing (2d4+2 hit points restored). The label, if any, is written in a clicking alien script.

Location

Carried by the scavenger boarding party in Scene 2; two doses can be recovered after the fight.

Attunement

No attunement required

Choir Signal Fragment Data-Slate Choir Signal Fragment Data-Slate Completed

Choir Signal Fragment Data-Slate

Uncommon
A cracked alien data-slate recovered from the scavenger captain, later revealed to hold a fragment of Choir signal. Once per day, its bearer may cast the Detect Magic spell through the slate's display; when the slate detects magic aboard the Meridian, the FTL core's aura appears as a vast, distant spiral. The slate also contains the beacon's origin coordinates and a partial redacted crew manifest—entry seven.

Location

Recovered from the scavenger captain's body or gear after the Scene 2 boarding fight.

Attunement

No attunement required

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