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

3.80/5 (based on 23 ratings)
Starfinder Adventure Path #1: 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 Dead Suns Adventure Path rules and Chronicle sheets — (462 kb zip/PDF)

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

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Amazing adventure for starting a campaign

5/5

My party and I really loved this module, so far, the best in all the campaign!


Decent but generic

3/5


Ring Side Report- RPG Review of Starfinder Adventure Path #1: Incident at Absalo

4/5

Originally posted at Throat Punch Games, a new idea everyday!

Product- Starfinder Adventure Path #1: Incident at Absalom Station (Dead Suns 1 of 6)
System- Starfinder
Producer-Paizo
Price- $23.00
TL; DR-Not the brightest star, but a decent start. 83%

Basics- ARE YOU READY FOR ADVENTURE!? Incident at Absalom Station kicks off the first Starfinder adventure path. Players step off the ship and into gangland warfare as their contact is gun downed within seconds of seeing him. Why? What dark secrets are at play? Who is involved? Also, this book contains a gazatier on Absolom station, several new monsters, and a whole new world for your players to play in.

Mechanics or Crunch-Ah the intro adventure! What can a level 1 nothing do on their first day? Not much, but LOTS OF SKILL CHECKS! Paizo has a history in their adventure paths of having players do lots of checks to get past those first few levels. This adventure is no different. It’s not bad, but once you get past the first fight, its checks. And, if your party doesn’t have the right checks, then its a slog. Past that its balanced and fun. After the checks, there are some simple space fights to get those mechanics out there, an exploration with some progressive fights to get those mechanics out there, and then we’re off to the next adventure book. Overall it’s balanced, but the standard paint by numbers of a new RPG needs to really get players into the system and teach them the rules can be a bit boring. 4.25/5

Theme or Fluff-Repeat after me-PLAYERS HATE FIGHTS WHERE THE ENEMIES SHOULD RUN AWAY. I’m not talking big bads, I’m talking regular grunts above the player’s level. Players want to KILL! This adventure starts with gang war above the players pay grade, and the players want everyone dead. It’s not supposed to happen, but my players are always EVIL, SPITE-FILLED MONSTERS who must kill EVERYONE! If that describes your players, then as written, they will be mad. For check section I mentioned above, the players need to talk to people, and if your party decides Charisma is for suckers, then that is a SUPER slog as my Cha 10 fighter attempts to talk to people as the -1 to -2 modifier other players hope for 20s to even get the middle of the ground information. Past that first fitful start, it’s a fun adventure as players can find the roles they need and better understand what they should do next. This adventure runs like a train-slow, clunky start but then smooth sailing the rest of the way. 4/5

Execution-PDF? Check! Hyperlinked? NOPE! Why not hyperlink this book? It’s 60+ pages! Next, Starfinder isn’t going to get the 64 page world building books that went with the Pathfinder line. That’s ok, but now my players don’t get as much world building as before as unless I print of sections and hand those out, they players either can read the book or spoil the adventure. The items are nice, the monsters are interesting and have great pictures, and the layout is well done. But, no new races! Part of the fun of Starfinder is if you want to be an intelligent mist, then we got stats for that baby! But, I’m not seeing that here. Throw me a new playable race each mod! There are a few other issues as some things just don’t fit well. The water world of Heicoron IV is ok, but there are no mentions of how I can play either of the races that live there. It feels thrown in. It’s not bad, but reference your other books or give me stats, so I can have a whole adventures with the fish people. This is a good but, but it has some flaws that do knock it down a bit 4.25/5

Summary-I’m ready for more, but I have some notes. Overall, I like what’s here. It’s done well, readable, and a good introduction to the mechanics of the system. The story itself has a few issues, but those issues are part of every adventure path’s start. I have more notes on the new execution of the Starfinder line. I want separate books and changes to how they are produced. New races, new tech in the books, and some focus will help improve this line. Will I get that? Most likely not. But, as a GM running a game, I think this is a good way to get your players rolling dice and understanding how to play Starfinder 83%


Good adventure ... if everyone doesn't die

3/5

There is a lot of good content in this adventure, but some major issues. It does a good job of introducing the setting and gives you a chance to uses some of the unique starfinder rules. The major down side is that there is one fight that is so incredibly hard that it almost guaranteed to kill a PC, if not all of them. Additionally, there is some major rail-roading (see spoiler for details).

Spoiler:
The ambassador gives the PCs a robot to record their exploits. The ambassador then broadcasts the robots footage to Absalom Station to make the PCs celebrities. Many of the PCs may not want to be celebrities, but they don’t get a choice. Even if they disabled the robot early on, the adventure says that the ambassador put a hidden tracking device on the PCs. A tracking device that the PCs never get any kind of check see being planted or find later. This would be forgivable if their celebrity status was a major plot point that needed to happen, but despite a little bit of mention in the beginning of book 2, this plot point is quickly dropped and forgotten.


Classically glamorous + mechanically ambitious = good fun!

5/5

This is a classic sci-fi adventure, with a modern twist towards the end, and perfectly crafted. We just started it and I am enjoying preparing it thoroughly as a GM. My players are loving it, will wait to hear their final impressions on it.
Starfinder is looking daaaam good.

P.s.: I've seen a number of low ratings... I don't understand most of them, they seem to have very weird unmet expectations.


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Dark Archive

Amazon lists this for a september 5th release, they do list all initial Starfinder releases for that date...


Nitehood wrote:
Since I am going all out and getting all subscriptions, how do they know to add the Starfinder Society subscription for free??

It's likely that the system is set up to automatically add the Starfinder Society subscription if certain conditions are met, such as subscriptions for all other Starfinder product lines.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
Nitehood wrote:
Since I am going all out and getting all subscriptions, how do they know to add the Starfinder Society subscription for free??

They can do anything with computers these days.

Scarab Sages Developer, Starfinder Team

3 people marked this as a favorite.

Heya folks!

Obviously, some people are going to be getting their pdfs before the street date of August 17th, so I just wanted to pop and and discuss rules clarifications, and pasting text from the books into this thread.

The Starfinder Team won't be addressing rules clarifications until after Gen Con at the earliest. The reason for this is twofold. First, we don't want to begin to focus on details before most people have the book (we still have previews planned, even). Second, we just don't have time. Combining the release and preview info with our regular workload and con prep means we just can't realistically get to it.

Most likely, it's best to hold onto questions until a week or so after release.

Second, I'd like to remind folks that it is not okay to to copy large portions of text from the book. Doing so may result in the suspension or removal of posting privileges.

We want everyone to be excited and be involved, but we don't want to tease folks who can't get the book yet, or spoil any of their experience of cracking open a new RPG for the first time.

Thanks for your attention. :)

Liberty's Edge

When is the going to be approved for organized play ie Guild?


1 person marked this as a favorite.
Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Haha, Docking Bay 94, very nice!

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Zaister wrote:
Haha, Docking Bay 94, very nice!

I got that reference!


1 person marked this as a favorite.
Gorbacz wrote:
Zaister wrote:
Haha, Docking Bay 94, very nice!
I got that reference!

I got that reference!

Liberty's Edge

could someone please give us a breakdown of how many pages each section gets?


2 people marked this as a favorite.
Paladinosaur wrote:
could someone please give us a breakdown of how many pages each section gets?

Spoiler:
Campaign Outline, 2 pages

Adventure, 32 pages
Absalom Station, 12 pages
Relics, 4 pages
Bestiary, 8 pages
New World, 1 page

-Skeld


Any of those aliens playable? A yes or no is satisfactory, but details are always appreciated.

Dark Archive

Oh man, back when I had just one subscription it didn't take long for me to get it shipped, seems like with two it takes bit more time :'D

Liberty's Edge

Steven "Troll" O'Neal wrote:
Any of those aliens playable? A yes or no is satisfactory, but details are always appreciated.

Not intended to be, no. Though I would expect that won't stop some people.

Spoiler:
I don't think the Undead "Bone Troopers" are intended to be a playable race from where I sit. YMMV. It's a template.


Steven "Troll" O'Neal wrote:
Any of those aliens playable? A yes or no is satisfactory, but details are always appreciated.

Also names and CRs for any of the aliens would be appreciated.


Steel_Wind wrote:
Steven "Troll" O'Neal wrote:
Any of those aliens playable? A yes or no is satisfactory, but details are always appreciated.

Not intended to be, no. Though I would expect that won't stop some people.

** spoiler omitted **

Hey, I'm converting Kobold Press's Darakhul asap. Gotta have me some ghoulfriends.

Liberty's Edge

FWIW, I enjoy the art direction and border/layout motif in Dead Suns. I think it is well done and visually appealing. Sort of a deck-plating, rusted military/industrial feel. Channeling Battletech a bit. Very apropos.

Especially contrasted to the Ruins of Azlant AP, which is easily my least favorite AP design/layout motif of all time. Which is a busy-as-busy-can-get Polynesian waterfall motif with Aztec shout-outs. You can see for yourself in the Player's Guide. Not a fan.

Liberty's Edge

Cartography is done by Damien Mammoliti. I think he did an excellent job. The maps feature more machinery and "functional dressing" than is typical in most Paizo maps. That is a function of the setting. It's channeling SciFi, not a minimalesque dungeon.

I was pleased with the visual appearance of the maps and I expect you will be as well. Thumbs up.


What's the new world like? Does it include references to new races and inhabitants?

Dark Archive

Come to think about it, was there going to be a player's guide for Dead Suns?

Liberty's Edge

Pathfinder Companion Subscriber

No. They said that Starfinder won't need them.

Dark Archive

Aww man, does that mean I have to do expectation management on my own? Or that starfinder didn't have equivalent of traits? .-.

Liberty's Edge

Pathfinder Companion Subscriber

Probably both.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Indeed there are no traits in Starfinder. This rule mechanism has been replaced by themes.


3 people marked this as a favorite.
Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

I like the adventure. But what I really, really, really dislike is the abbreviated statblocks. They don't state which class level an NPC has, or a creature's hit dice. And I find it annoying not to be able to know what feats or other abilities a character has. Deconstructing a character for various reasons, such as tinkering with the stats or wanting to enter it into some character building software gets really difficult like this. I know what they are trying to accomplish with these statblock but I think it is a failure. Personally, I can see no improvement whatsoever in using these abbreviated statblocks.

For an example, check this character:

Spoiler:
Clara-247, android operative of unspecified level. She is CR 2, so, going by established patterns, she's most likely level 3. This is also supported by the fact that her Offensive Abilities line lists trick attack +1d8 and the fact that she does not have a second opeerative exploit she'd gain at level 4. However, at level 3 she should have operative's edge +2, but that isn't listed in her statblock, because it's passive. But if she had +2, shouldn't she have Init +6? Her hit points also do not line up with being a level 3 android operative with a +0 Con bonus (should be 22), and shouldn't she also have 18 stamina points? So, are these possibly mistakes, or are there some hidden abilities that affect these stats that aren't listed? The statblock really confuses or obfuscates these things.


1 person marked this as a favorite.
Zaister wrote:

I like the adventure. But what I really, really, really dislike is the abbreviated statblocks. They don't state which class level an NPC has, or a creature's hit dice. And I find it annoying not to be able to know what feats or other abilities a character has. Deconstructing a character for various reasons, such as tinkering with the stats or wanting to enter it into some character building software gets really difficult like this. I know what they are trying to accomplish with these statblock but I think it is a failure. Personally, I can see no improvement whatsoever in using these abbreviated statblocks.

For an example, check this character:
** spoiler omitted **

NPCs/monsters use a different method of creation than PCs.


Pathfinder Adventure Path, Lost Omens Subscriber

yeah not a fan of oversimplification and doubly annoying if you have to reverse engineer everything. I will run it as it and see how it goes but im with you in liking to know why something has the stats it does and what gives what bonuses. I much prefer as much detail and info as i can get.


Pathfinder Lost Omens, Rulebook Subscriber
Vexies wrote:
yeah not a fan of oversimplification and doubly annoying if you have to reverse engineer everything. I will run it as it and see how it goes but im with you in liking to know why something has the stats it does and what gives what bonuses. I much prefer as much detail and info as i can get.

I don't think it's an oversimplification to use a different rule set to design monsters.

I believe abilities are based off of CR now.

Dark Archive

Steven "Troll" O'Neal wrote:
Zaister wrote:

I like the adventure. But what I really, really, really dislike is the abbreviated statblocks. They don't state which class level an NPC has, or a creature's hit dice. And I find it annoying not to be able to know what feats or other abilities a character has. Deconstructing a character for various reasons, such as tinkering with the stats or wanting to enter it into some character building software gets really difficult like this. I know what they are trying to accomplish with these statblock but I think it is a failure. Personally, I can see no improvement whatsoever in using these abbreviated statblocks.

For an example, check this character:
** spoiler omitted **

NPCs/monsters use a different method of creation than PCs.

Ah, Starfinder gets away from "NPCs have to follow PC rules" thing?

Thats actually pretty good thing I wasn't expecting them to do in d20 system .-. I mean, it is pain to dissemble npc statblocks, so if they their own rules, that is bit simpler yeah.


Pathfinder Adventure Path, Lost Omens Subscriber
Dansome wrote:

I don't think it's an oversimplification to use a different rule set to design monsters.

I believe abilities are based off of CR now.

Indeed it doesn't have to be. I just like to have all the info. I will reserve ultimate judgement until I can see it all for myself. its a new system and ultimately a new way to build NPC's so until we all get familiar with it the stat blocks, i hope, will seem more confusing to us now but make more sense over time once we get used to how things are built.

My hope is that once I have a deeper understanding of the underlying mechanics of how NPCs are built it will be easier to see why the stat blocks say what they say and why the NPC has what it has is all.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber
Zaister wrote:

I like the adventure. But what I really, really, really dislike is the abbreviated statblocks. They don't state which class level an NPC has, or a creature's hit dice. And I find it annoying not to be able to know what feats or other abilities a character has. Deconstructing a character for various reasons, such as tinkering with the stats or wanting to enter it into some character building software gets really difficult like this. I know what they are trying to accomplish with these statblock but I think it is a failure. Personally, I can see no improvement whatsoever in using these abbreviated statblocks.

For an example, check this character:
** spoiler omitted **

You might want to look over the Pathfinder Unchained monster creation system. It might look more familiar.

Also, nothing in Starfinder has hit dice.

Dark Archive

Vexies wrote:
Dansome wrote:

I don't think it's an oversimplification to use a different rule set to design monsters.

I believe abilities are based off of CR now.

Indeed it doesn't have to be. I just like to have all the info. I will reserve ultimate judgement until I can see it all for myself. its a new system and ultimately a new way to build NPC's so until we all get familiar with it the stat blocks, i hope, will seem more confusing to us now but make more sense over time once we get used to how things are built.

My hope is that once I have a deeper understanding of the underlying mechanics of how NPCs are built it will be easier to see why the stat blocks say what they say and why the NPC has what it has is all.

Haven't seen the new system, so no clue how it works, but with luck maybe its closer to making CR science than art. I mean, classwise, CR was always bit weird since like high level rogue isn't as threatening as high level fighter when solo, so their cr isn't indicative of their actual abilities <_<


2 people marked this as a favorite.
Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
CorvusMask wrote:

Ah, Starfinder gets away from "NPCs have to follow PC rules" thing?

Thats actually pretty good thing I wasn't expecting them to do in d20 system .-. I mean, it is pain to dissemble npc statblocks, so if they their own rules, that is bit simpler yeah.

YMMV. I consider this to be exactly the opposite of a "pretty good thing". Especially when we don't even have the rules that NPCs are supposed to follow. The rule book actually says "NPCs don't have levels", but I can't really see how that makes any sense at all. Do you just arbitrarily assign class abilities?

And I'm not sure how it makes any sense that PCs seem to have roughly twice as many hit/stamina points as NPCs of comparable power.


Pathfinder Adventure Path, Lost Omens Subscriber
Zaister wrote:

YMMV. I consider this to be exactly the opposite of a "pretty good thing". Especially when we don't even have the rules that NPCs are supposed to follow. The rule book actually says "NPCs don't have levels", but I can't really see how that makes any sense at all. Do you just arbitrarily assign class abilities?

And I'm not sure how it makes any sense that PCs seem to have roughly twice as many hit/stamina points as NPCs of comparable power.

well the Hit pint issue is actually by design. The underlying math sets up a situation where the PC's have a harder time hitting but more hit points. NPC's are the inverse with high accuracy but less HP's if I remember it correctly from the Math driven rules thread. That said I am a bit concerned if it isn't apparent how we are supposed to build NPC's like the operative you mentioned in the NPC building rules of the core book. Im going to assume that is not the case because if we just randomly pick stuff.. are there not rules but more like guidelines? I am hoping this isnt the case. In any case very eager to get my PDF and read for myself.

*crossing fingers that my order ships today*

Sovereign Court

Pathfinder Adventure Path, Card Game, Companion, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
Zaister wrote:
The rule book actually says "NPCs don't have levels", but I can't really see how that makes any sense at all. Do you just arbitrarily assign class abilities?

They may not have levels, but they do have a CR. Enemy abilities are based on CR, so scary monsters that also have class abilities can have access to higher level class abilities.

link to the math thread


I wonder if there's going to be a player guide like there normally is for the APs in Pathfinder.

That said, given its starting in some fairly core places, the Player Guide is probably short enough to fit in the first few pages of the first book.


2 people marked this as a favorite.
Luna Protege wrote:

I wonder if there's going to be a player guide like there normally is for the APs in Pathfinder.

That said, given its starting in some fairly core places, the Player Guide is probably short enough to fit in the first few pages of the first book.

A couple of pages back they said probably not...and since they do not have one out yet I am assuming they are not going with one.

Which I find annoying as the Player Guides helped players avoid what to me at least one of the most frustrating thing to happen to a playing regardless of the system...which is create a character that actually fits into the campaign.


No players guide

So does it seem to be doable to run a 6 person party or to hard totell right now?

Then the party can be any class or might run into problems, as the mechanic and soldier seem to be everyones top class pic ....(Yikes)

thanks

Silver Crusade

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

Talking raccoons with rocket lanuchers fit into any campaign.


So the only monster in here are bone troopers? C'mon folks, I'm begging, what are the aliens in this? Please?


1 person marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Monsters in this volume's alien archives section:

Akata CR 1 Medium Aberration
*Bone Trooper CR 3 Medium Undead
*Driftdead CR 2 Medium Undead
Garaggakal CR 5 Medium Outsider
Rauzhant CR 6 Large Dragon
Vracinea CR 4 Large Plant
*Void Zombie CR 1 Medium Undead

* = includes a template graft

Silver Crusade

Pathfinder Adventure Path Subscriber

Zoid Vombies!

Liberty's Edge

TRDG wrote:

No players guide

So does it seem to be doable to run a 6 person party or to hard to tell right now?

Then the party can be any class or might run into problems, as the mechanic and soldier seem to be everyones top class pic ....(Yikes)

Oh I think it appears entirely doable on the surface, but really, these things can only be field tested during an actual campaign with your actual players.

At this point, I'd assume yes but stay on your guard as play develops. I know I will be.


2 people marked this as a favorite.

Yep, in PF it is so easy to mod things out in AP's for 6 players even on the fly I am so used to it, but the new system and AP, not so much. And a bit Nervous as well honestly.

I have 5 players all set once everyone gets their book or PDF, a 6th in the wings and once I get the mod and dig into it to see how the combat is set up I can go from there.

Curious to see if this will be as epic as RotRL when it launched, We all have very high hopes!!

Obviously a shorter AP as they stated but with getting familiar with and running/playing SF hoping I can add my own spin as I do in most PF AP's to get it a bit longer and a higher level, say 16 or so compared to the 12-13 I heard it will be officially by the end of Dead Suns

:)

Silver Crusade

Pathfinder Adventure Path Subscriber

The same tricks you use to mod PF for six players should work for Starfinder. Encounters are still built on xp totals. So multiplying an encounter's xp total by 1.5, and adding minions or advanced templates should still do roughly the same work.


David knott 242 wrote:

** spoiler omitted **

Many thanks.

Dark Archive

So, who´s playing this already?

Or to ask people who read it: how is the story?

And especially: how are the maps?

How big is Asolom Station?

Thank you all.

Dark Archive

Marco Massoudi wrote:

So, who´s playing this already?

Or to ask people who read it: how is the story?

And especially: how are the maps?

How big is Asolom Station?

Thank you all.

Considering that at moment, only subscribers have pdf and not even all of them have it, I doubt many of them have started running the ap since not enough many days to study the rules and teach them to players. Unless you just play with pathfinder rules I guess?

Anyhoo, I know I'm not starting until 17 since I didn't subscribe to core starfinder line :'D


6 people marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, Pawns, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Marco Massoudi wrote:
How big is Asolom Station?

Its goal: to prevent another war, by creating a place where humans and aliens can work out their differences peacefully. It's a port of call – home away from home – for diplomats, hustlers, entrepreneurs, and wanderers.

Humans and aliens, wrapped in two million, five hundred thousand tons of spinning metal . . . all alone in the night.

It can be a dangerous place, but it's our last best hope for peace.


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Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

The gazeteer says Absalom Station is 5 miles across.


2 people marked this as a favorite.

I was able to download it on Friday and looked through it during the weekend.

The artwork is very good and I like the page layout.

The adventure, however is too short for my liking. Feel more like a module then the start of an adventure path. Looking at the book again, the adventure starts on page 7 and finish on page 37.

After that, there is a 10 page article on Absalom station. I won't go into detail, but it as a population of slightly over 2mil.

It is followed by a 4 page article about relics from Golarion. Magical items from before the gap some updated to Starfinder.

Next is the Alien archives with 8 pages.

Lastly, there is a 1 page of the Codex of worlds.

The maps are half page art. They look good. Though I find that one of them could have use a more 3d feel to it.

Overall, while I understand that they needed to give lots of info to help run the game, I hope that the next part of the path will be longer.

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