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Pathfinder Adventure Card Game

Starfinder Adventure Path: Incident at Absalom Station (Dead Suns 1 of 6)

****( ) (based on 6 ratings)
Starfinder Adventure Path: Incident at Absalom Station (Dead Suns 1 of 6)

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A Ship Without a Crew

When a brutal gang war breaks out on a docking bay in Absalom Station, the player characters are recruited by the Starfinder Society to investigate the unexpected bloodshed. Delving into the station’s seedy Spike neighborhoods, the heroes confront the gangs and discover that both were paid to start the riot and that the true conflict is between two rival mining companies battling over a new arrival in orbit around the station: a mysteriously deserted ship and the strange asteroid it recovered from the Drift. To head off further violence, the heroes are asked to investigate the ship and discover what happened to its crew, as well as the nature of the asteroid it tows. But what the players find there will set in motion events that could threaten the entirety of the Pact Worlds and change the face of the galaxy forever...

This volume of Starfinder Adventure Path launches the Dead Suns Adventure Path and includes:

  • "Incident at Absalom Station," a Starfinder adventure for 1st-level characters, by Robert G. McCreary.
  • A gazetteer of Absalom Station, by James L. Sutter.
  • Magical relics inspired by the lost planet Golarion, by Owen K.C. Stephens.
  • An archive of new alien creatures, by Jason Keeley and Robert G. McCreary.
  • Statistics and deck plans for a new starship designed just for the player characters, plus details on a new planet in the Codex of Worlds, by Robert G. McCreary.

ISBN-13: 978-1-60125-961-5

Starfinder Society Roleplaying Guild Sanctioned Content
Incident at Absalom Station is sanctioned for use in Starfinder Society Roleplaying Guild.

Download the rules and Chronicle sheets — (399 kb zip/PDF)

Note: This product is part of the Starfinder Adventure Path Subscription.

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Print Edition: This product is a backorder.

PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

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Product Reviews (6)
1 to 5 of 6 << first < prev | 1 | 2 | next > last >>

Average product rating:

****( ) (based on 6 ratings)

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Shoot For The Stars



Maiden voyage for the Starfinder Adventure Path, and boy is it fun!

I really liked the adventure itself, featuring a mix of fights, investigating, negotiating, clubbing, starship fights and asteroid spelunking, it's been a lot of fun.

There is also a fun and colorful gazetteer of Absalom Station, featuring Sutter at some of his best.

The relics of golarion was also a fun read and I clapped aloud when I saw the picture on page 53.

And lets not forget a wonderfully alien archive with both old (Akata, Skeletal Champion with a new name and a fresh look) and new faces (Driftdead, Vracinea, Rauzhant, my favs).

We also have a new planet in the codex of worlds, a delightfully little flooded world, possibly doomed to war.

And lastly, on the inside front and back covers we have the stats, background, picture, and floor plan for a new starship, I only wish there was a pawn for it somewhere... *hint hint*

Overall, a great buy and well worth the same value as the books in the Pathfinder Campaign Setting line.

I highly, highly recommend it.

Kudos to Paizo for taking a chance with Starfinder.

Now, where's my towel...

Not up to their usual standards

***( )( )

It is hard to not look at the Incident at Absalom and compare it to other adventure path volumes from Pathfinder. The first thing that strikes me is that it is about 30 pages shorter than a typical Adventure Path. In in of itself that would not be too much of an issue; however, coupled with the price point it does make one wonder what is going on. It is all of $2 less expensive than current AP products for Pathfinder.

The adventure is not that inspiring. It is fine for what it is but I was left wanting a bit more from the first AP installment from a new product. There are some interesting things going on but some that are not. What it does well is that it will allow for all PC types to have a place and will allow for the GM and players to explore quite a bit of the mechanics of the system through the adventure. That said, the missing 30 pages seem to have come directly from the adventure.

This part I find to be excellent. The description of the space station, the relics, aliens, and world profile are all very good.

This AP suffers from the brevity of the adventure. It is very short in terms of other APs. For example, Mummy's Mask: Empty Graves has a 51 page adventure and Hell's Vengeance: Hellfire Compact has a 49 page adventure to the 31 page one provided in this product. In the end, there just isn't enough there to justify the price point. My hope is that future AP products will get better. This is not really up to their usual high standards.

A Robust But Lacking Start To Starfinder

***( )( )

Incident at Absalom Station is a robust introduction to Starfinder, highlighting what makes the stellar new system unique and showing off the fun elements of the game. Further, the story is playable and usable, providing a great template for any sort of party or any types of players. Unfortunately, from a story perspective, the story fails to "go large." While it serves as a systematic sampler and introduction, it doesn't do anything new or exciting in the idea of Space Operas.

What Makes It Pop

The opening scene has a pretty standard hook, but opens with a strong action scene. The party is thrust into conflict and that conflict shapes the later adventures. From there it launches into an open-ended diplomacy and investigation scene, with the party given sides to choose or ignore while cracking a mystery.

The adventure uses to good effect the unique elements of Starfinder. It merges technology and magic in seamless fashion, having Android administrators bump elbows with Undead diplomats, spellcasters and hackers work together, and spirits and aliens haunting the same dark corners.

In so doing, it also incorporates many of Starfinder's rule sets, including skills, multiple types of combat, and myriad creatures and items.

Finally, it has an element of mystery that will hopefully propel party to greater exploits (And the rest of the AP). While much of the adventure relies on the party choosing their better angels, there's enough to justify a party of any make-up getting involved.

Spoilers follow:


The party is called on to investigate who started a gang conflict out of territory. The mystery is robust, with multiple paths to get to an answer. The adventure assumes lightly the players will pick a particular side, but does not require it, and provides for options if the players choose another side or none at all.


The adventure is loaded with a showcase of the new rule set. Multiple options to use all type of skills; ground combat, space combat, and zero-g combat; undead enemies haunting ancient parts of weapons while alien creatures from the Drift serve as counterpart; and all manner of new races bumping elbows with elves and dwarves.

What Brings It Down

Much of the adventure is a dungeon crawl and - at that - a fairly bland one. It's hard not to compare this to Rise of the Runelords; fair or not, both are launching product lines. Rise of the Runelords took long-standing tropes and used them, but breathed fresh life into them, creating a vibrant coastal town with intrigue, ancient weapons, bitter revenge, family drama, and a touch of humor. Here, its' a standard opening to nearly every space opera game, but without many of those same touches of originality, vibrancy, or uniqueness. It also calls on some of the unique flair from earlier Pathfinder Adventure Paths, which seems duplication more than homage.

Spoiler examples:


The party is sent to explore a mysterious returned derelict and asteroid. It turns out the crew was attacked by a series of strange aliens from the Drift. This has been the opening of many Space Opera adventures, so little about this section feels new.


The asteroid exploration has no real villain acting against the party, and little dynamism. The party moves from room to room, killing monsters and looting the treasure therein. But the adventure makes it clear that they are being recorded the entire time and - with repeated references to a modern legal system and questions of ownership in earlier parts of the adventure - it seems really odd that the party could keep the loose change they found by rifling through the pockets of dead crew members.

Overall Thoughts

Incident at Absalom Station benefits from starting with a bang, building interesting connections for the party, and setting the new Starfinder Pact Worlds well. It sadly fails to tread any new ground for Space Operas, but if the base it lays here is used properly it could lead to a roiling adventure. All in all, I'd recommend buying it for anyone interested running a Starfinder game, especially for the information on Absalom Station and the additional bestiary.

Excellent Beginning

****( )

This is a great first instalment in the Starfinder AP line. There's no doubt that there are far fewer Science Fantasy adventures around than pure fantasy so, for me at least, I have very little to compare it to and find myself with only nebulous, ill-formed expectations. I expect this will become my 'first level Starfinder adventure' measuring stick for a good few years.

I generally prefer to run adventures before reviewing them and will not be running this until I've read all six instalments. In this case, I wanted to make some comments about the backmatter, so have broken that rule. As such, the impression of the first section (the adventure part) is based purely on a read through, not on how it survived contact with the players.

The adventure is shorter than a Pathfinder AP instalment which suits me down to the ground. It provides a good showcase of the new rules - some combats, some skill based investigation, starship combat, and so forth. It's also a nice introduction to the universe of Starfinder - introducing some parts of Absalom Station, the Starfinder Society and one feels is setting the scene for further explorations of the Pact Worlds and some of the factions vying for influence.

The second section is a gazetteer of Absalom Station and is a good introduction to some of the neighbourhoods and sites of interest. It's no doubt a difficult problem. but I find myself struggling to really picture the place without a map and none is provided here - rather we get a picture of the station overall and a handful of illustrations of differing places within. It's clearly a problem to come up with a meaningful map, but I think it's a problem that needs to be solved. I'm very much hoping the upcoming Pact Worlds book provides a lot in the way of maps.

The third section is my least favorite. A whole bunch of magical items from pre Gap Golarion. It is inevitable that Paizo utilise the fact that this universe is the same as the one Pathfinder is set in (there's some valuable IP there that has clearly caught the fans' attention, so it would be silly to leave it behind). Nonetheless, I find myself pondering why they bothered having the Gap at all, given so much of the Starfinder material coming out seems to me to be tying in to "how things were" anyhow (from several of the factions, to the pantheon, and now a whole bunch of relics from Golarion which could have been new themes, starship enhancements, or an exploration of some new-world mysteries.

I really, really hope Section Three doesn't become "bringing stuff from Pre-Gap Golarion into space" in every AP issue.

The fourth section is aliens and the selection was a nice mix of pretty low level threats - ideal for now, especially given it will be a little while until the Alien Archive is available. Paizo do monsters well so I tend to take their bestiaries for granted - it's hard to remember how well they do it when it's always such high quality. Based on this selection, I expect the Alien Archives to continue with equal quality.

The final section is the first in a Codex of Worlds series - a one page write up of a new planet. This was my favorite - I love lore above mechanics and this page was pretty much pure flavor. I can't wait to begin collecting these and can imagine this developing into a fully fledged, standalone product line (perhaps adding a couple of pages of aliens/technology/etcetera).

Finally, there was the back and front inside covers - this was also my favorite (thanks to Tacticslion for the revelation that one can have multiple favorites). The front cover is a picture, some flavor material and then stats for a tier 3 ship which the players "earn" through the adventure. The back cover is a floorplan. I can't fault the execution of this in any way.

Overall, I'd like to give it four and a half stars - the lack of a decent map of Absalom Station Gazetteer, although understandable, is still a noticable ommission. The "Relics of Golarion" section was the only true disappointment. I've rated it four merely so I have room to improve.

Looks Great!


Having read throught my subscriber pdf i am excited about this AP. There seem to be many interesting things for characters to do. It is exciting enough to spark my creative side and has ideas i want to build on.

I wish the AP had a few new themes, so i might improvise a few but i'll wait to read the rest of the AP first. I think these two ideas will fit in well: Transhumanists, drift mystics (religious reaction to passing to and from the drift).

I have one planned minor change.

in the first room:
It will be something stronger than a "stray" laser. Mybe a grenade, trap, or clara with her sniper rifle.

If I have a large group ill add a mechanic npc to rig a cargo cart to explode and aid the gang but not fight. Perhaps have a get away explosion as well that leads to a "man" hunt if he escapes.

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