The Oddballs are hired to steal an artifact from a dangerous cult. Fortunately the cult is looking for a crew to transport the artifact to one of their allies. So the Oddballs need to gain the cult’s trust and take their job before they can accomplish their real mission. Just another day for the weirdest group of smugglers in the galaxy!

A crew of smugglers, hustlers, mercenaries, and eccentrics need credits to survive. They specialize in the jobs other crews won’t take because they’re too weird. If you need a team to deal with strange alien artifacts, bloodthirsty cults, or unknowable mysteries, then you call The Oddballs.

The Hunting Pack’s journey is nearly over, but their work is not yet done. They still must deal with the undying being they created to monitor Nagalisitu while they were gone. Even if they survive dealing with her, can they survive the merger of worlds? The nation state of Nagalisitu will physically overtake a region of the main world. But even if they live through that, they must live with themselves. They have affected countless lives over many generations in both Nagalisitu and the main world. The civilization they have started is already nearly incomprehensible to them and they have alienated themselves from their homelands. Find out the ultimate destiny for each of the remaining pack members in the campaign finale!

Special thanks to Patsy McDowell for the art!

The Hunting Pack has scattered across the land, each obsessed with their own missions. Some are at war with the world, while others try to find redemption. But the fate of Nagalisitu is no longer in their hands. The people have their own say in what happens next. Will the pack carry their weight?

The Hunting Pack has split apart. While some members try to keep civilization running, others have turned against society or pursue their own goals. At this point though, the influence of the Hunting Pack has waned. Some citizens of Nagalisitu act in secret against the Pack. Who will this conflict fought in the shadows?