Starfinder Adventure Path: Temple of the Twelve (Dead Suns 2 of 6)

***** (based on 5 ratings)
Starfinder Adventure Path: Temple of the Twelve (Dead Suns 2 of 6)

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Welcome to the Jungle

Now members of the Starfinder Society and piloting their very own ship, the heroes head to the planet Castrovel, home of some of the best universities in the Pact Worlds, to research the clues they found on the mysterious asteroid called the Drift Rock. On Castrovel, the adventurers' findings point them toward an ancient elven temple-city called the Temple of the Twelve, lost deep within Castrovel's teeming wilderness. But in addition to the dangerous flora and fauna of the jungle, the heroes must contend with two other factions—the exiled Corpse Fleet of Eox and the Cult of the Devourer—who are also interested in the asteroid's secrets and have their own plans for the ancient alien technology behind it, if they can find it first!

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

  • "Temple of the Twelve," a Starfinder adventure for 3rd-level characters, by John Compton.
  • A gazetteer of the wild planet of Castrovel, by John Compton and James L. Sutter.
  • Details on the destructive Cult of the Devourer, including a new mystic connection and new cult gear, by Owen K.C. Stephens.
  • An archive of strange new alien creatures, by John Compton, Jason Keeley, and Robert G. McCreary.
  • Statistics and deck plans for a new starship, by John Compton, plus details on a moon whose planet disappeared into a black hole in the Codex of Worlds, by Jason Keeley.

ISBN-13: 978-1-60125-976-9

Starfinder Society Roleplaying Guild Sanctioned Content
Temple of the Twelve is sanctioned for use in Starfinder Society Roleplaying Guild.

Download the Dead Suns Adventure Path rules and Chronicle sheets — (427 kb zip/PDF)

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

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***** (based on 5 ratings)

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Super Space Australia

****( )

This book has a lot of cool things but I had a few issues that I didnt catch until I GMed it.

Spoiler Warning:

Pro:
Part one and part three are fun.
Jungle temples are cool
Awesome monsters (Sky fisher!)
Cool Solarian NPC
Interesting chase (Even if my PCs didnt seem super into it)

Cons:
Mechanics will likely be wondering why they came
Part 2 is a rail road with no choices or stakes.
The book fails to point out the wonders of ukalam and focuses on monster after monster. - yeah the monsters are cool but they could have been with interesting exploration or hazards.


The Plot Thickens!

*****

A very nice follow up to the first book.
I do agree that this one is "better", but I feel that the first book was a little bit more general on purpose: to get people into the game system, and all the rules and such (it was very diverse).
Three parts here, I will not talk much for they have been well explained: all different, and giving all PCs a moment to shine! Intellectuals, tree huggers, fighters!
A very nice adventure.
I cannot wait to move on to the next one...


Exceptional Second Installment

*****

The following is based on my experience running the adventure path four a group of four at my local gaming store, using “home campaign” Starfinder Society rules…

Temple of the Twelve was a very good second part of the Dead Suns Adventure Path. I had a few nit-picks with the way the story progressed, but the good parts of the AP were so good they pushed the overall review into 5-star range. Details below.

Part I

Spoiler:
First, the good. The entire university storyline, with all of its roleplaying and some skill/research opportunities, was probably my favorite storyline that I’ve seen yet playing paizo-published Starfinder products (with a possible exception of the gala in Starfinder Society Scenario 1-05; it’s hard to pick a favorite). The story reminded me, as another reviewer put it, of the beginning of an Indiana Jones movie or adventure game. In particular, roleplaying with the Ailabiens 21:2 was not only fun and engaging, the PCs were so drawn in that they tried to learn more about Castrovelian history while debating the merits (or not) of his comments. Extremely well done.

Spoiler:
Second, the could-be-better. The starship combat at the very beginning of the adventure seemed didn’t make much sense to me (or the group), other than as a not-very-subtle excuse to fit starship combat somewhere into this part of the AP. As one of my players put it, TotT seemed to “start” about 45 minutes into session 2, once the unnecessary starship combat is resolved and the fallout from I@AS is wrapped up.

Part II

Spoiler:
The second part of TotT did a great job with travel through the jungle. Lots of survival skill checks (the first time “survival” has been prominently featured in a paizo-published Starfinder product, I believe), but with a variety of other challenges mixed in (environmental hazards, “chase” scenes/challenges, regular combat, multi-day stalking by predators, etc.). My (and my PC’s) only slight annoyance was that there was nothing the PCs could actually do during Part II to influence the events of Part III; whether they made the trip in the minimum possible time or wandered around aimlessly for an extra five days, it was all the same. I would’ve preferred some mechanic or change in the story so the PC’s (several) survival checks felt a little bit more impactful, but if my main complaint is with the meta-story instead of a particular encounter, there can’t be too much wrong here.

Part III

Spoiler:
A nice series of combats with a ton of world-building? Sounds great! I think Part III was the most straightforward of the parts from this AP, so there’s the least to comment on. On the combat side, I think the toughest combat was with the Solarian. Especially since it’s early in Part III (and this clearly isn’t the BBEG) some PCs might take the combat lightly – which can be a really big mistake! On the worldbuilding side, I loved all of the flavor (constellations in different hemispheres, the library, etc.) packed into this part of the AP.

All in all, TotT was a great second part of the Dead Suns AP. For the most part it brought challenging combats, interesting settings, and dedicated enough time to worthwhile roleplaying. I think my favorite part about TotT was how it made the Starfinder Universe feel bigger. The detail given to Qabarat and Ukulam really made Castrovel feel like a dynamic, living world where the PCs could come back to instead of a page or two in a source book. Well done!


A Great Second Entry

*****

Temple of the Twelve starts delivering big on the promises of Star Finder; namely by bringing a great mix of technology, magic, planet hopping, and history together for a unique story that could only be told in a world where starships and spell-slingers are side by side.

My review of Incident At Absalom Station commented that it was a bit of a bland space opera. Temple of the Twelve wraps up the Incident well and helps push players to start exploring the Golarion System. Much of the adventure is dedicated to interaction and investigation. There is also an overland expedition (which seems surprising in a world with space-ships but is well explained). This could have easily been a rehash of Pathfinder expeditions but John Compton makes it feel like a proper sci-fi expedition, replete with strange creatures, ancient ruins, and opposing parties. The book has a feel of Indiana Jones and Avatar, and I have to admit I got some flashes to the mighty Masks of Nylarahotep as well.

Overall, character and combat encounters are designed to handle a wide variety of characters and play styles. Mysteries are robust and can be solved, ignored, or avoided in many clever ways. Opponents are interesting and slotted well. This is an adventure that will serve any group very well.


Book 2: Starfinder Indiana Jones and the Temple of the 12

*****

Starting with a seamless transition from "Incident at Absalom Station" John Compton starts this adventure off by tying up some loose threads from that book. Players here will probably be ready for a bit of relaxation after exploring the Drift rock, and mirroring the introduction of the first book we get a battle to start, and then a good amount of Role-playing and Investigations, with a great change of setting. The strange and interesting Qabarat University and Castrovel makes for a fun locale and very different from Absalom, and I think players will get into the beginning of book 2 in a big way.

The expedition part of Chapter 2 is where it feels like book 2 is really going to take off. The setting here feels very similar to many Fantasy treks over open terrain, and for an intrepid GM I think it will have a lot of opportunities to make Castrovel really come to life. The additional chapter in the back of the book (by Compton + James Sutter) about the Castrovel can really help this section shine as the first big alien planet that players get to explore in the AP.

The enemies in this book, particularly the named baddies from the Cult of the Devourer, all feel threatening, fleshed out, and pop up at great places in the story. I think with a little more GM foreshadowing that the Cult will make a great 'BBEG' (Big Bad Evil Guy) for the rest of the AP. Certainly the chapter devoted to their organization is one of the best parts of this book, as Owen KC Stephens give GM's some great tools to upgrade enemies and deepens the lore for the Cult.

As a GM, I think my overall impression of Book 2 is positive, and if you and your players liked Book 1 then you will love TotT. There is a lot of new things added into this book for GM's whose players burned through Book 1, that will allow to to take it slow and draw out a very fun exploration section. The enemies are dangerous, but I feel will be a little more balanced than some of the encounters in Book 1, as players will be more comfortable with their level 3 and 4 PCs taking on Large monsters and terrifying Cultists. That being said I think that the way this adventure is laid out that it is very friendly for new GMs and players, and draws on a lot of familiar rules to move the story along for them.

I had very high expectations for this book as Book 1 is one of my favorite Paizo Adventure Path starts. Part of those expectations were based on the amazing setting, and I think Book 2 does a great job in expanding the universe for Starfinder as a whole. I am excited to see how GM's play it, and can't wait to post our play-through online. If the subsequent books 3-6 are as good as the first 2 then Dead Suns will be as cherished and long-lived as Rise of the Runelords.


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Pathfinder Adventure Path Subscriber
Toblakai wrote:
magnuskn wrote:
Yeah, okay. Too bad that the decision was made to make the first AP for their new product line only go to about level twelve. That makes it an automatic non-buy for me. :/

Seriously? Is an adventure only fun if you go to level 17-20? Why? Please enlighten us. (and how many times are you going to post this complaint?)

I like high level play. Notice the "I" in the sentence. Since I am not the arbiter for the universal standard for enjoyment, I am only speaking for myself (though also for the players I wanted to play this AP with, who share this enjoyment of high level play with me).

And posting in two places on the forum is not a crime. Stop being passive-agressive.


Pathfinder Adventure Path Subscriber

The "smoky hand" thing the Lashunta on the cover is using (both there and in the interior artwork) looks really awesome- but I don't see what exactly it is supposed to be. None of his abilities or equipment quite match up, unless I'm missing something. Anyone have an idea what it is supposed to be, or is it just a case of something cool in the artwork but there not being an equivalent in the mechanics (either due to the new NPC/Monster generation rules or just an oversight)?


1 person marked this as a favorite.
Cthulhudrew wrote:
The "smoky hand" thing the Lashunta on the cover is using (both there and in the interior artwork) looks really awesome- but I don't see what exactly it is supposed to be. None of his abilities or equipment quite match up, unless I'm missing something. Anyone have an idea what it is supposed to be, or is it just a case of something cool in the artwork but there not being an equivalent in the mechanics (either due to the new NPC/Monster generation rules or just an oversight)?

It looks like a plant/vine monster coming out of a canister rather than an ability the NPC is using.


Pathfinder Adventure Path Subscriber
Xenocrat wrote:
It looks like a plant/vine monster coming out of a canister rather than an ability the NPC is using.

Either way, it still isn't described in the adventure itself for all that I can tell, and I am disappointed because it looks really cool.

Dark Archive

Pathfinder Adventure Path Subscriber

Anyhoo, now that this has been released, I think its okay for me to say what issue I have with this?

Its mainly related to "ya know, player's guide to tell what is appropriate for pc backstories" would be really useful in this. The adventure seems to presume that as starfinders, pcs are actually appropriate archaeologists(their contacts even make fun of one wannabe archaeologists in tone that players' are probably supposed to agree) instead of the "Hey let's blow s%@! up" style of archaeology :P As in, I'm pretty sure you wouldn't let group of scarred grizzly mercenaries visit university and even less they would let you help with your PR problem.(pretty sure that to outsiders, asking group of violent people to ask lecturer apologize looks like you hired thugs to threaten them, so that is huge pr issue as well) And if group is full of outlaw theme characters, well, working with police is little bit weird isn't it, especially if they happen to be from castrovel?

(BTW, I'm also bothered that your detective contact doesn't have name given for them <_< )

On plus side, after alien archive I noticed this book actually has space for large sized alien pc group! First book would have a lot of tight spaces for them, but in this one you could pretty well play with large sized aliens.

Anyway, yeah, I'm hoping that paizo will do player's guide for dead suns after all six parts have been released. By time that happens, well alien archive and pact worlds book has at least been released so plenty of "I'm pretty sure hellknight doesn't fit this ap" type of stuff can come up even if you don't agree with me that all corebook things aren't fitting either.


Perhaps I missed something, but is there a reason why there isn't a print edition available?


It sold out.


Paizo Charter Superscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber

However, reprints are scheduled to become available in November.


Yep-yep!

Paizo Employee Creative Director, Starfinder

1 person marked this as a favorite.
Cthulhudrew wrote:
The "smoky hand" thing the Lashunta on the cover is using (both there and in the interior artwork) looks really awesome- but I don't see what exactly it is supposed to be. None of his abilities or equipment quite match up, unless I'm missing something. Anyone have an idea what it is supposed to be, or is it just a case of something cool in the artwork but there not being an equivalent in the mechanics (either due to the new NPC/Monster generation rules or just an oversight)?

That's meant to represent a spell effect. However, since our artists are often not familiar with the rules of the game, we don't usually ask for specific spell effects. As a result, the art does not always match exactly with the rules.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber
Robert G. McCreary wrote:
Cthulhudrew wrote:
The "smoky hand" thing the Lashunta on the cover is using (both there and in the interior artwork) looks really awesome- but I don't see what exactly it is supposed to be. None of his abilities or equipment quite match up, unless I'm missing something. Anyone have an idea what it is supposed to be, or is it just a case of something cool in the artwork but there not being an equivalent in the mechanics (either due to the new NPC/Monster generation rules or just an oversight)?
That's meant to represent a spell effect. However, since our artists are often not familiar with the rules of the game, we don't usually ask for specific spell effects. As a result, the art does not always match exactly with the rules.

Well that is nice to know :) I kept looking through the book for some odd piece of equipment I had missed or unique spell. I was for sure it was some kind of plant creature he kept in a canister as a minion or something lol.

Paizo Employee Organized Play Lead Developer

5 people marked this as a favorite.
Robert G. McCreary wrote:
Cthulhudrew wrote:
The "smoky hand" thing the Lashunta on the cover is using (both there and in the interior artwork) looks really awesome- but I don't see what exactly it is supposed to be. None of his abilities or equipment quite match up, unless I'm missing something. Anyone have an idea what it is supposed to be, or is it just a case of something cool in the artwork but there not being an equivalent in the mechanics (either due to the new NPC/Monster generation rules or just an oversight)?
That's meant to represent a spell effect. However, since our artists are often not familiar with the rules of the game, we don't usually ask for specific spell effects. As a result, the art does not always match exactly with the rules.

That said—and it's not unique to this cover—our artists also create some amazing images, some of which inspire future rules development.


Hey John Compsognathuson, so, this new mystic connection, it's totally gonna be made legal for SFS, right? Wink wink wink wink wink

Oh and does a certain mysterious ring work only with bites or can I also do punchy with said ring (it says i get sharp teeth but then talks about unarmed strikes)?

Paizo Employee Organized Play Lead Developer

2 people marked this as a favorite.
FiddlersGreen wrote:

Hey John Compsognathuson, so, this new mystic connection, it's totally gonna be made legal for SFS, right? Wink wink wink wink wink

Oh and does a certain mysterious ring work only with bites or can I also do punchy with said ring (it says i get sharp teeth but then talks about unarmed strikes)?

At least for that first question, the organized play program has a proud tradition of asking "Does this character option mandate or strongly encourage the downfall of civilization as we know it" when assessing what options to legalize in the campaign; those that evoke a strong "yes," usually aren't available. I understand that Thursty likewise keeps this question in mind when reviewing new options.


1 person marked this as a favorite.

But our cult didn't start the fire... It was always burning since the station's been operating.

Hides the kerosene.


Zaister wrote:
However, reprints are scheduled to become available in November.

Phew! Was wondering why I hadn’t seen it on sale in the UK yet.


Pathfinder Adventure Path Subscriber
John Compton wrote:
That said—and it's not unique to this cover—our artists also create some amazing images, some of which inspire future rules development.

I hope someone is hard at work designing "Hand in a Canister" (Handister?) for future Starfinder installments, dangit! That just looks so cool!

(And thanks Rob and John for the answer. I suspected that might be the case, but still really want to see that thing statted up!)

Grand Lodge

3 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Card Game, Class Deck, Companion, Roleplaying Game Subscriber; Starfinder Charter Superscriber

Any ETA for the chronicle for Dead Suns #2?

Dark Archive

Pathfinder Adventure Path Subscriber

Oh yeah, another thing I'm bothered by that I forgot to mention before:

This book doesn't mention Ambassador's motivations for thing from first book. I was thinking this book would explain it when they would reveal how players' choices regarding that thing from first book would pan out, but this book doesn't do that. I assume they might explain it in third book, but if I had started to run this game before all parts would have been released, well, I would have to had make guesses based on Ambassador's alignment when portraying him and his reactions to PCs' questions :P


CorvusMask wrote:

Oh yeah, another thing I'm bothered by that I forgot to mention before:

This book doesn't mention Ambassador's motivations for thing from first book. I was thinking this book would explain it when they would reveal how players' choices regarding that thing from first book would pan out, but this book doesn't do that. I assume they might explain it in third book, but if I had started to run this game before all parts would have been released, well, I would have to had make guesses based on Ambassador's alignment when portraying him and his reactions to PCs' questions :P

That pretty much applies to every AP though.

Dark Archive

Pathfinder Adventure Path Subscriber

Yeah, thats why my modus operand is that I read every part of AP before moving onward, but I can't think of any single AP part I've read with "Character does something PCs might be suspicious of, but adventure doesn't explain why at all or what is their goal" <_< Usually adventure part of AP parts is self contained enough that you don't need to know what happens later on to understand what is going on, knowing what is coming ahead is great for foreshadowing though.

Silver Crusade

4 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Running an AP without reading the entire AP is *always* a bad idea. An adventure might be self-contained and you decide to kill off an NPC and then discover 2 books later that they are pivotal to the adventure. Or any of the other dozen problems that might arise from not reading the whole thing before you run.

Dark Archive

Pathfinder Adventure Path Subscriber
Gorbacz wrote:
Running an AP without reading the entire AP is *always* a bad idea. An adventure might be self-contained and you decide to kill off an NPC and then discover 2 books later that they are pivotal to the adventure. Or any of the other dozen problems that might arise from not reading the whole thing before you run.

Ye, agreed. But I still think this is one of those cases were you shouldn't need to wait/search for answer in later books.

Either way, this book is the one that convinced me to stick to my policy of reading all parts first :p I still hope devs change minds about player guides by time all books are released since pact world book and alien archive are both out by then

Sovereign Court

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber
CorvusMask wrote:

Oh yeah, another thing I'm bothered by that I forgot to mention before:

This book doesn't mention Ambassador's motivations for thing from first book. I was thinking this book would explain it when they would reveal how players' choices regarding that thing from first book would pan out, but this book doesn't do that. I assume they might explain it in third book, but if I had started to run this game before all parts would have been released, well, I would have to had make guesses based on Ambassador's alignment when portraying him and his reactions to PCs' questions :P

Weren't things pretty much explained in the adventure? What questions do you still have that are relevant to the PCs?

Dark Archive

Pathfinder Adventure Path Subscriber

Its not relevant to PCs, its relevant to GM on how to portray a moment when players try to question related npcs :P

What I was left hanging was, WHY did Ambassador Nor want that package. Adventure explains what he tells to PCs, what is in package and what happens based on what players do with the package, but never what was the real deal going on. Is he smuggling the package for nefarious reasons, is package actually deserting or what?

Silver Crusade

CorvusMask wrote:
Yeah, thats why my modus operand is that I read every part of AP before moving onward, but I can't think of any single AP part I've read with "Character does something PCs might be suspicious of, but adventure doesn't explain why at all or what is their goal" <_< Usually adventure part of AP parts is self contained enough that you don't need to know what happens later on to understand what is going on, knowing what is coming ahead is great for foreshadowing though.

Based on the part I bolded above, I'm assuming you've never read Rise of the Runelords. Book 1 introduces an innocent seeming NPC, who becomes a major player in book 2. The GM really should know his back story and details from book 2 before running book 1, to get everything right in how to handle him.

Dark Archive

While i agree that waiting for part 5 or 6 to be out before beginning to read/prepare an AP makes for the best coherent roleplay experience, it's a much more difficult thing to do with this first Starfinder AP, as one has to wait 11 months instead of the usual 5 until the last part releases.
Also with 64 pages instead of 96, it feels shorter than a Pathfinder AP, which level-wise it actually is.

On the other hand, i don't think this AP is breaking down after book #4, as most Pathfinder APs i took part in did.

Dark Archive

Pathfinder Adventure Path Subscriber
Fromper wrote:
CorvusMask wrote:
Yeah, thats why my modus operand is that I read every part of AP before moving onward, but I can't think of any single AP part I've read with "Character does something PCs might be suspicious of, but adventure doesn't explain why at all or what is their goal" <_< Usually adventure part of AP parts is self contained enough that you don't need to know what happens later on to understand what is going on, knowing what is coming ahead is great for foreshadowing though.
Based on the part I bolded above, I'm assuming you've never read Rise of the Runelords. Book 1 introduces an innocent seeming NPC, who becomes a major player in book 2. The GM really should know his back story and details from book 2 before running book 1, to get everything right in how to handle him.

Hmm, thats true,(and yes, I've run RotR), but though in that case at least unless player's for some reason just decide to kill the guy, you could run the guy as written without being inconsistent with revelations that come from later on. Well, to some extend <_< I could see something like players going with him when he says he goes to Magnimar because Gm doesn't know where he actually goes to, but as long player's don't do anything unexpected, you don't really need to know what happens to him as long you don't add your own scenes about the guy.

Silver Crusade

John it sounds to me like the title for this book was taken form the orginal Battlestar Galactica, is this the case?

Paizo Employee Organized Play Lead Developer

1 person marked this as a favorite.
Lou Diamond wrote:
John it sounds to me like the title for this book was taken form the orginal Battlestar Galactica, is this the case?

Although I wrote this adventure, I was not involved in creating the title. I can see some after-the-fact similarities with the Battlestar Galactica universe, but I don't believe those were intentional. At the very least, Battlestar Galactica did not play a conscious role in how I approached, designed, and wrote this adventure.

Grand Lodge

3 people marked this as a favorite.

Are we going to see the Chronicle sheets for this anytime soon? Thanks!

Brilde

Scarab Sages

1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Going to +1 on Brilde's comment about knowing if/when the 2nd chronicle sheet might be released.

Thanks!

Jim


Maybe I'm missing something but how do you not produce enough of a product in the first run to cover your pre orders?


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

They still have a print option for purchase of this adventure...


And despite having subscribed in August I still don't have mine...


I would make a thread in the Customer Service forum about that then.


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Daemoro wrote:
And despite having subscribed in August I still don't have mine...

You might want to contact Customer Service about it then, so that they can give your subscription a kick....

Silver Crusade

What's the official level range for this in SFS organized play?

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