The heroes must infiltrate a secluded Azlanti science facility, liberate the captive scientists forced to study an experimental starship drive, and keep the device out of their enemies' hands. They soon learn of the drive's reality-warping power firsthand, but standing in their way is the dastardly Azlanti noble who has orchestrated the entire plot!
This volume of Starfinder Adventure Path concludes the Against the Aeon Throne Adventure Path and includes:
"The Rune Drive Gambit," a Starfinder adventure for 5th-level characters, by Larry Wilhelm.
Advice on how you can continue your campaign past the final encounter and how the Azlanti Star Empire will be empowered should the heroes fail, by Tracy Barnett.
A detailed exploration of the peacekeeping organization known as the Stewards, including a pair of new archetypes for Stewards agents, by Lyz Liddell.
An archive of new creatures, from a fey creature born of a comet to an aberration that exists on multiple planes simultaneously, by Ian Eller, David N. Ross, and Larry Wilhelm.
Statistics and deck plans for a royal Azlanti luxury vessel, by Larry Wilhelm, plus a glimpse of the home world of the Azlanti Star Empire, by Owen K.C. Stephens.
ISBN-13: 978-1-64078-076-7
The Against the Aeon Throne Adventure Path is sanctioned for use in Starfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.0 MB PDF).
Other Resources: This product is also available on the following platforms:
This AP specifically gave me a lot of fond memories and forged some great character bonds:
1. The airheaded Mystic Xenowarden deciding to sleep in a trap, then smiling somewhat obliviously at her lover from inside as they tried to smash it open knowing full well they'd save them before they asphyxiated.
2. The explosive trap placed by a spec-ops soldier that blew a hole in a platform and dropped a Soldier 20 feet, leaving her pissed and claiming vendetta against him for LIFE.
3. The ending -- which I supercharged with a cheap shot that reduced everyone to 1 HP and destroyed their ship on the landing pad, just before the reveal. Everyone was shocked and stunned and ready to beat me to death with dice bags -- and then they were blown away at what happened.
The title makes this sound like I would dislike this AP, however no. This Adventure Path does not stop. I think we had a total of 3 safe rests throughout the entire thing, but this. This ending. Holy moly. Nothing rushes like fighting the big bad, out of resolve, out of SP, and dangerously close to out of HP. More, more, more rush!
An Excellent Finale, plus some really informative backmatter
I just finished running this on the Roll for Combat Discord and I have to say it really was a lot of fun.
I ended up having to improvise a lot of how this book went after the party surprisingly lost its starship combat that began the book and the dreaded words "beyond the scope of this adventure" were written about the aftermath.
Fortunately, the adventure does a good enough job of seeding everyone's motivations and the general vibe of the place that even playing the whole thing ridiculously out of order was still really fun and ended in one of the most incredible campaign climax moments I have been able to orchestrate using Paizo's Adventure Paths.
I also found the expanded Steward Wardens writeups, including the handful of improved archetypes to be welcome editions that I look forward to trying at some point.
Ugh. This is one adventure path that I'm dying to get my hands on read through, but this is one that I desperately want to play though so I don't want to spoil it for myself!
The bestiary in Part 1 had a lava ape, Part 2 has a radioactive dragon, so will this part include a rock shooting rhinoceros/triceratops or sentient blobs?
The bestiary in Part 1 had a lava ape, Part 2 has a radioactive dragon, so will this part include a rock shooting rhinoceros/triceratops or sentient blobs?
Sentient blobs are a playable race from the first adventure path!
Do any of the aliens in this book have player-race stats?
They do not I'm afraid.
But the previous volume was loaded with them. ;)
I have a feeling that was their philosophy, plus it came out at the same time as the new AA so I don't think players are starved for playable races at the moment!
Oh snap! So I assume Steward Operatives are the spies/secret agents of the organization while the Steward Stalwarts are gonna be full on Space Marines?
Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
Having skimmed the next Starfinder AP (Signal of Screams) and seeing it’s for 7th level characters leaves me thinking that characters from Against the Aeon Throne can jump right into this one? Anyone else concur? Can anyone confirm of deny this?
Having skimmed the next Starfinder AP (Signal of Screams) and seeing it’s for 7th level characters leaves me thinking that characters from Against the Aeon Throne can jump right into this one? Anyone else concur? Can anyone confirm of deny this?
Thanks in advance
My group is playing the adventure paths in Starfinder Society; since you only get one level up per book, we are going.
Aeon Throne 1
Dead Suns 1
Aeon Throne 2
Dead Suns 2
Aeon Throne 3
Dead Suns 3
Signal of Screams 1
Dead Suns 4
Signal of Screams 2
Dead Suns 5
Signal of Screams 3
Dead Suns 6
Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
Dracomicron wrote:
The_Minstrel_Wyrm wrote:
Having skimmed the next Starfinder AP (Signal of Screams) and seeing it’s for 7th level characters leaves me thinking that characters from Against the Aeon Throne can jump right into this one? Anyone else concur? Can anyone confirm of deny this?
Thanks in advance
My group is playing the adventure paths in Starfinder Society; since you only get one level up per book, we are going.
Aeon Throne 1
Dead Suns 1
Aeon Throne 2
Dead Suns 2
Aeon Throne 3
Dead Suns 3
Signal of Screams 1
Dead Suns 4
Signal of Screams 2
Dead Suns 5
Signal of Screams 3
Dead Suns 6