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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3.80/5 (based on 23 ratings)

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

Anyway, I don't see the "Strong Absalom Movement" as a political reference. Movements like that have always existed in history.


2 people marked this as a favorite.

I thought it was a clear reference to the Maccabees and the Boxer Rebellion, both of which sure make me mad to this day.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
RocMeAsmodeus wrote:
Steve Geddes wrote:
Zaister wrote:
Ok then, but enough of that, it doesn't realy belong in this product thread.
Or on these messageboards. Paizo have asked us not to discuss real world politics at all on the site.
It is for this exact reason that I was hoping that Paizo would move away from political references in their products.

Politics are both universal and timeless.


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

Exactly, and you can‘t really have a meaningful fantasy World without politics. War for the Crown, for example, will be all about politics. So was Hell‘s Rebels.

Community & Digital Content Director

6 people marked this as a favorite.

For clarification: the decision to remove real-world political discussion in our Off Topic subforum does not preclude the inclusion of topics that some may feel are political from our products and creative works. We have never suggested in any way at any time that this would be the case, so it's really not productive to speculate on this front.

This derail, however, does not entirely belong in this product discussion thread, so I would suggest taking it elsewhere.


1 person marked this as a favorite.

Can someone add this to the list of available Adventure Paths in the 'Create Events' section of the Pathfinder Society control system, please.

Paizo Employee Customer Service Manager

5 people marked this as a favorite.

Good news! Got this working as a backorder! Thank you for your patience.


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

Does that include it popping up in subscriptions eventually?


Woohoo!

Thankies, Sara Marie!

Paizo Employee Customer Service Manager

2 people marked this as a favorite.
Violet Hargrave wrote:
Does that include it popping up in subscriptions eventually?

Unfortunately, that will still have to be done by hand. However, if you wanted to make the process easier for customer service, you could subscribe to #2 and then backorder #1 and put it in your sidecart.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Sara Marie wrote:
Violet Hargrave wrote:
Does that include it popping up in subscriptions eventually?
Unfortunately, that will still have to be done by hand. However, if you wanted to make the process easier for customer service, you could subscribe to #2 and then backorder #1 and put it in your sidecart.

That... seems to have made things slightly harder for CS in my case, given that I now have 2 copies in here.

Grand Lodge

1 person marked this as a favorite.

For those who have read (or played) the adventure, any thoughts on how kid-friendly the content is? I know that this is just the first volume in the AP, and things can change in future volumes, but any input is appreciated.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Companion, Starfinder Roleplaying Game Subscriber; Pathfinder Roleplaying Game Superscriber

I haven't read it in detail yet, but I've flipped through my copy. I'm sure I'll run it with my kids (7 and 11), although I may clean up the 'everything is morally grey' note a little. It seems to require less work to make kid friendly than several Pathfinder Adventure Paths I've played with them.


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

Yup, overall pretty kid friendly, I'm going to be running it for my 13 and 6 year old this weekend. :-)

Scarab Sages

Is this AP meant for 4 PCs like the Pathfinder ones? If so, has anyone tried scaling it for 5 or 6 players?

Sovereign Court

Pathfinder Adventure Path, Card Game, Companion, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
Irizata wrote:
Is this AP meant for 4 PCs like the Pathfinder ones? If so, has anyone tried scaling it for 5 or 6 players?

It is for four characters. There are definitely parts that are difficult to scale right now. After the Alien Archive comes out, it will be a little easier to increase the CR of the single-foe combats.

Spoiler:
I think it could work to turn Clara-247 into a duo. Maybe pair her with an Envoy or technomancer.

Scarab Sages

KingOfAnything wrote:
Irizata wrote:
Is this AP meant for 4 PCs like the Pathfinder ones? If so, has anyone tried scaling it for 5 or 6 players?

It is for four characters. There are definitely parts that are difficult to scale right now. After the Alien Archive comes out, it will be a little easier to increase the CR of the single-foe combats.

** spoiler omitted **

Cheers! I usually have 4 or 5 players at my table depending on if one of them needs to work or not. With that, I probably won't need to modify it at all - especially since I usually like to take it easier on them - but I appreciate knowing that it's scaled for 4! My guys usually don't build for an optimal group and they're really just in for a fun time so running it as is with a newer rule set is probably best.

I can't wait to start it after we finish our PF campaign!

Grand Lodge

1 person marked this as a favorite.
Redelia wrote:
I haven't read it in detail yet, but I've flipped through my copy. I'm sure I'll run it with my kids (7 and 11), although I may clean up the 'everything is morally grey' note a little. It seems to require less work to make kid friendly than several Pathfinder Adventure Paths I've played with them.

Thanks for the responses to this!

Liberty's Edge Contributor

Can someone clarify for me who the character on the cover is?

Spoiler:
I assume the character is Ferani Nadaz. But her tattoos look like they could also be red-line versions of an android's distinctive circuitry, which would indicate she is Clara-247.

Given the fact that there is already art inside the book for Clara-247, I'm going to go with my initial assumption. Just hoping for confirmation.


1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Paris Crenshaw wrote:

Can someone clarify for me who the character on the cover is?

** spoiler omitted **

It is the first one.

Paizo Employee Starfinder Creative Lead

2 people marked this as a favorite.
Paris Crenshaw wrote:

Can someone clarify for me who the character on the cover is?

** spoiler omitted **

Captain Yesterday is correct, but for future reference, all of our current Adventure Path volumes (Starfinder and Pathfinder) have an "On the Cover" blurb on the title page that usually identifies the cover character.

Liberty's Edge Contributor

Robert G. McCreary wrote:
Paris Crenshaw wrote:

Can someone clarify for me who the character on the cover is?

** spoiler omitted **

Captain Yesterday is correct, but for future reference, all of our current Adventure Path volumes (Starfinder and Pathfinder) have an "On the Cover" blurb on the title page that usually identifies the cover character.

Ugh. I even went to that page looking for the information because I had a memory of it being there on previous books. Unfortunately, I only looked at the credits...didn't even scroll down the page. I'm a dunce.

Thanks, all. I'll go crawl into a dark cave, now.


3 people marked this as a favorite.

*reads latest review*

Attention all GMs runnings APs (not just this one), read the adventure before you run it.

If something seems wrong or off it might be explained somewhere else, usually in a sidebar. We also have this rather nice reference thread. Hope it helps :3


1 person marked this as a favorite.

Attention the last poster. The GM did read it, but it was her first time GMing and the scenario was so poorly written and structured that it got her into trouble in a way that professional game products should never do.


If it is your first time GMing then it is even more paramount that you read the adventure thoroughly (granted I wouldn't recommend an AP for your first experience as a GM either). One of the very first things this adventure tells you is "The skills and DCs already set are commonly assumed ones but can and should be changed to something appropriate for your group", which is something you yourself requested in your review.

As for the writing and structure of the AP as a whole I'm just going to disagree, it was a well written introductory adventure to Starfinder, nothing too out there or complicated.

Sovereign Court

Pathfinder Adventure Path, Card Game, Companion, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Part 1 of the AP isn't my favorite, especially as an introduction. It does require some work from the GM to tailor it to the group. Either by changing up skills or by fleshing out roleplay encounters in the investigation phase.

I think you'll enjoy parts 2 and 3 a lot more.


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

I have found it to be a fun introduction to Starfinder.


Rysky the Dark Solarion wrote:

If it is your first time GMing then it is even more paramount that you read the adventure thoroughly (granted I wouldn't recommend an AP for your first experience as a GM either). One of the very first things this adventure tells you is "The skills and DCs already set are commonly assumed ones but can and should be changed to something appropriate for your group", which is something you yourself requested in your review.

As for the writing and structure of the AP as a whole I'm just going to disagree, it was a well written introductory adventure to Starfinder, nothing too out there or complicated.

I managed to get through it decently with some on the fly modifications, but I'm not giving the book any credit for including a "by the way if this stuff doesn't work you can change it" section. It should just work in the first place.

Sovereign Court

1 person marked this as a favorite.
Pathfinder Adventure Path, Card Game, Companion, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

I don't think it is unfair for a book to expect a reasonably balanced party. It's not like the required skills are trained-only. Everyone can attempt to gather information.


Yeah, and for the suggestions it amounts to hey, we picked these two skills because they're common ones used for gathering information, but feel free to change to accommodate your players (allowing Computers for the Gather Information checks being a common one I'm seeing).

RPG Superstar 2009 Top 32

2 people marked this as a favorite.
Rysky the Dark Solarion wrote:
Yeah, and for the suggestions it amounts to hey, we picked these two skills because they're common ones used for gathering information, but feel free to change to accommodate your players (allowing Computers for the Gather Information checks being a common one I'm seeing).

Beats a Dead Horse ... Player's Guide


2 people marked this as a favorite.
Lord Fyre wrote:
Rysky the Dark Solarion wrote:
Yeah, and for the suggestions it amounts to hey, we picked these two skills because they're common ones used for gathering information, but feel free to change to accommodate your players (allowing Computers for the Gather Information checks being a common one I'm seeing).
Beats a Dead Horse ... Player's Guide

*provides flanking*


KingOfAnything wrote:
I don't think it is unfair for a book to expect a reasonably balanced party. It's not like the required skills are trained-only. Everyone can attempt to gather information.

I have zero issue with it being diplomacy checks. I do have issues with the dcs and that the gang checks specifically say you can't use culture to learn about them even though one of the backgrounds is supposed to make you better at knowing about them. Being a semicompetent gm I let them use culture anyways but I still consider it a flaw of the adventure.


Well it makes sense since that later information isn't out in the open, you actually have to deal with people in order to get ahold of it. There's a difference between knowing of someone and knowing something that they specifically did.

And you can use Culture checks to learn about the gangs, it's just the higher DC stuff that you can't.

The Exchange

1 person marked this as a favorite.

It still makes no sense to me that an Adventure Path PDF that is not even 100 pages costs $15.99 while a multi-hundred page pdf for the Core Rulebook only costs $9.99.


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

It's the same price point of the 64 page campaign setting books.

Just like the CRB is the same price point as the pathfinder RPG line.


I'd guess sales on the RPG line, especially the rule book, leads to more sales for the Adventure Path line than the other way around.

Silver Crusade

5 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Jacob Blackmon wrote:
It still makes no sense to me that an Adventure Path PDF that is not even 100 pages costs $15.99 while a multi-hundred page pdf for the Core Rulebook only costs $9.99.

It's called a loss leader.

Like Sony selling a Playstation at a loss because they'll make more money on game sales for the system. Paizo's bread and butter are the adventure paths, the games exist basically to support that business model.


Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber

I have received Incident at Absalmo Station as a gift. Which is great, but I usually buy from paizo subscription so that I have the pdf versions also available, which I rely on for maps and pictures to use for online play. Owning the hard copy, is there any sort of proof of purchase that would make it possible to get the pdf free, or at least cheaper? Or am I out of luck?


Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Other than sales (which certainly happen often enough to be worth keeping an eye out) there is no discount on the PDF offered for purchasing the hardcopy.

They reserve that strictly for a subscriber perk.

Liberty's Edge Contributor

Ben Ehrets wrote:
I have received Incident at Absalmo Station as a gift. Which is great, but I usually buy from paizo subscription so that I have the pdf versions also available, which I rely on for maps and pictures to use for online play. Owning the hard copy, is there any sort of proof of purchase that would make it possible to get the pdf free, or at least cheaper? Or am I out of luck?

Hey, Ben. I would suggest posting this question in the customer service section of the boards. The customer service team is really good about answering questions, there.


Are these new Starfinder adventure paths no longer coming with interactive maps? If so that is a real disappointment since all my gaming is on roll20 and I have to load the maps up and the only ones in the pdf have all the areas labeled.

Liberty's Edge

Pathfinder Companion Subscriber

In the Downloads section, this AP installment is in a separate folder different from AP #2-3.

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