Starfinder Adventure Path: The Thirteenth Gate (Dead Suns 5 of 6)

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Starfinder Adventure Path: The Thirteenth Gate (Dead Suns 5 of 6)

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A Place in the Suns

The heroes journey deeper into the Vast to find the Gate of Twelve Suns, an alien megastructure consisting of a dozen stars arranged in a perfect circle. However, members of the Cult of the Devourer precede them, and the heroes must contend with the cultists for control of the alien technology found on the single planet orbiting each sun. Only by defeating these foul marauders can the heroes keep the superweapon hidden here out of the wrong hands—though the destructive zealots are far from the only threats found in the system.

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

  • "The Thirteenth Gate," a Starfinder adventure for 9th-level characters, by Stephen Radney-MacFarland.
  • A collection of technological relics left scattered across the galaxy by the kishalee, members of an ancient advanced alien civilization, by Stephen Radney-MacFarland.
  • Detailed descriptions of the worlds and cultures of five never-before-encountered alien species, by Mikko Kallio, Jason Keeley, Lyz Liddell, Ron Lundeen, and Mark Moreland.
  • An archive of new creatures, from the main inhabitants of the five new alien worlds to an undead manifestation of entropy, by Mikko Kallio, Jason Keeley, Lyz Liddell, Ron Lundeen, Mark Moreland, and Stephen Radney-MacFarland.
  • Statistics and deck plans for a heavily modified starship crewed by Devourer cultists, by Stephen Radney-MacFarland, plus a glimpse of a barren planet cloaked in shadow in the Codex of Worlds, by Owen K.C. Stephens.

ISBN-13: 978-1-64078-028-6

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

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

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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A improvement

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This is probably the best in the ap. Finnaly it feels like the wild goose chade as ended and you get to take out one of your primary antagonists. Its also a fun dungeon crawl with villans that are fun and not forgettable. Wile i have been mixed so far on this ap this mod shows me that the team is learning and improving, and that gives me hope. The new races are cool as are the new planets


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

Will we get Ferran pawns.

Radioactive Wrecking Ball Dwarves for the win!

Paizo Employee Developer

2 people marked this as a favorite.

I wrote up the ferrans, so you know I made sure there was at least one ferran pawn in there!

Dark Archive

Pathfinder Adventure Path Subscriber

So I have to say that my impression from skimming is that this might be best book of the AP so far ._.

I'm not completely sure yet since I haven't payed attention to mechanical side of things due to lack of time(it might be one of those modules that over use single type of mook over and over in encounters?), but at least content wise of "What PCs do in this one" yeah it is best. Its mostly action, but its really cool flavored action scenes and moments and set pieces and thing I'm really impressed with is amount of named cultists who have strong personality you have chance to show off. It kind of feels like some sort of movie scene at times.

Thing with this AP is that it feels like its meant to be like a scifi movie, but its been split to parts so pacing is really off, it doesn't feel like each book has their own climaxes really. This is part of the movie where they are getting close to climax so things are feeling climatic if that makes sense?


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

Yea i felt the same way, the onther ones felt sort of like rising action with no real pay of, plus this one feels like your really achieving something plus i didnt realy like the cult before but this book made them grow on me

President, SmiteWorks

If you have the PDF here at Paizo.com, you can now get the Fantasy Grounds version for only $7 if you sync your account first.

Dead Suns AP 5 for Fantasy Grounds


Anyone know what to use as the movement modes of a Selamid PC?

Paizo Employee Developer

Milo v3 wrote:
Anyone know what to use as the movement modes of a Selamid PC?

Unless stated otherwise, a PC creature has a land speed of 30 feet. The NPC selamid has some extra movement modes as part of the special abilities given to it (like its compression ability, which PC selamids don't have).

Paizo Employee Senior Designer

2 people marked this as a favorite.
CorvusMask wrote:
Its mostly action, but its really cool flavored action scenes and moments and set pieces and thing I'm really impressed with is amount of named cultists who have strong personality you have chance to show off. It kind of feels like some sort of movie scene at times.

Fantastic! That was definitely my goal when writing it. I hope you enjoy playing it.

Grand Lodge

Rick Kunz wrote:
Announced for April! Image and description are provisional and subject to change prior to release.

Seeing as how #4 STILL doesn't have a Chronicle sheet, are we going to be waiting as long for Chronicle sheets for 5 & 6?


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

All parts of Dead Suns mentioned as legal (sanctioned) in SFS in special document in Additional Resources.

I understand that creating one page so important as Chronicle Sheet is a lot of balancing work, especially for the adventure book as large as 64 pages and it can take even two months in case of Dead Suns Part IV.
But what about such small thing as related switch/option in paizo event reporting form? Looking how in-time they create such entries for SFS/PFS scenarios each month - why Dead Suns 4 and 5 entries are absent?

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