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

3.60/5 (based on 28 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

The Dead Suns 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 (1.7 MB PDF).

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
SoundSet on Syrinscape
Archives of Nethys

Note: This product is part of the Starfinder Adventures Subscription.

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

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3.60/5 (based on 28 ratings)

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Great start for a new system

5/5

My small group and I are veteran PFR players and were interested in taking things into space.

This adventure path has been quite a bit of fun - we just finished this one and have begun the second.


Meh

3/5

I found the overall AP to be fairly flat, if serviceable. It doesn't seem like much effort was made to come up with anything original. You could say that they were trying to riff off of various Sci-Fi movies like Alien, but I was kind of expecting something more to introduce the Starfinder game to players.


To infinity and beyond!

4/5

The following is based on my experiences as a GM running Incident at Absalom Station in “campaign mode” for Starfinder Society with a table of seven level 2 players at my local gaming store…

The Dead Suns Adventure Path is off to a great start with Incident at Absalom Station. The 4/5 rating for me is for the Adventure Path itself and doesn’t take into account all of the extra world-building goodies in the book (which are great!). For the adventure path itself, the three-part series is split into one part investigation and, effectively, two parts dungeon crawl with a starship combat thrown in.

The AP is a good blend of major Starfinder elements, both from a gameplay and universe-building standpoint. For gameplay, the mix of living and undead as well as NPCs with class levels and monsters gives the PCs a wide range of foes to try their skills against. For universe-building, the introduction to Absalom Station is great (especially with the additional material in the book), as well as getting a (very quick) intro to the Starfinder Society and, later, the Eoxians.

There are a few reasons I didn’t rate this a 5/5. First, while a solid adventure, the adventure seemed a little short and I feel could’ve fleshed out some of the organizations involved (i.e. the Starfinder Society) a little bit more. The PCs are showing up at Absalom Station to meet a contact at the very beginning of the adventure, but *minor spoilers* the AP doesn’t ever specify what the PCs were going to meet with him about; it’s all quickly swept away after the first encounter.

Also, in the last combat

Spoiler:
at the end of the adventure the last combat has the potential to be very difficult. Especially with new players who probably aren’t playing very optimal characters, this could put GMs in the somewhat awkward position of having to fudge things a bit or face a total party wipe after spending 8+ hours on the adventure path, maybe even as the group’s first experience with Starfinder! I’m fine with giving the PCs a challenge, and it’s hard for me to judge because at least three players at my table (of 7) had played or read the AP, but going in blind I’d worry for a party of 4-5 level 1-2 PCs. Especially if the group is playing “Starfinder Society” mode and doesn’t level up in the middle – 5-6 level one PCs would be massacred! I highly recommend make sure everybody’s at least level 2 at the end.

All in all a good adventure path that serves as a great into to Absalom Station and Starfinder in general!


1/5


A bit above average

4/5

First: It should be a 3,5 as 4 is a little bit too positive.
Just a few thoughts:
1) I think this adventure is benefitting from a good GM. It stands and falls with the quality and creativeness of the GM. If you see an AP as a dogma, as the 1 star reviewer, you will have even less fun than with other APs that are more "dogmatic" in how you as a GM have to approach the AP.
2) I think it's really well structured. The three chapters made it easy to split it into three sessions and also made preparations much easier for me as the GM.
3) It's a bit short and I was disappointed about the scope of information that were included about the Starfinder universe. I think it's lacking currently and while it has its charm to come up with own ideas, it's not well suited for fans of lore and not everyone is happy with a "do it your own" approach.


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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.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; 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.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; 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

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

Probably both.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; 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.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; 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.


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.


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.


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.
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.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; 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.


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 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 Starfinder Society Subscriber

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 Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, 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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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

The gazeteer says Absalom Station is 5 miles across.


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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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