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

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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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Good content and challenging combat... A few issues.

3/5

I GM'd this with 5 players and generally enjoy it. Good areas to explore and a pretty high difficulty despite the extra player. The included gazetteer gives a lot of great detail on Absolom Station, but the plot never gives a lot of reason to visit any of the locals.

I found the pacing a little weird. The beginning has the players leave their shuttle and immediately go into combat. I personally had the players start in "The Arms" and see a few of the sights/have lunch before combat.

There are a couple RP scenes that take place in Chapter 2 that don't have any reason or stakes to engage in as there are no alternate paths to take. It gives insight to the characters, but is an opportunity wasted.

My last nit pick is that there are no general laws defined for Absolom Station, which is weird since legal matters are at the heart of this adventure. You're just kinda having casual shootouts and looting the dead in a hub city in a modern setting...weird. A paragraph about it would have been enough.

Chapter 3 is a blast. Basically back to back dungeons...SPACE DUNGEONS.


Oh dear...

1/5

I have experienced the first section of Incident at Absalom Station as a player. I haven’t read the scenario and I don’t yet know how it ends (although we plan to persevere with it, despite major reservations). If things improve I will happily edit this review and light some more stars. However, I have strong feelings about my first experience of an official Starfinder scenario and felt it would be appropriate to offer them as a contribution here. Full disclosure: my own RPG background as player and GM stretches back to D&D first edition (the white books) via Runequest, Traveller, Call of Cthulhu, Paranoia and others. I recently played my first game of Pathfinder and really enjoyed it.

This is the shorthand version of how events transpired during our play session. I’ll try and keep the description as non-specific as possible, but inevitably there will be SPOILERS. First of all, simple RNG and the poor writing denied us the opening battle. Nobody shot at us (rolled a 1) in the opening event and we had no basis upon which to pick sides. We simply ducked and walked out of the room and all the GM’s efforts in setting up the scene and drawing maps etc. were wasted. Then we were not able to investigate because none of our characters had the requisite Diplomacy skill and only one had poor Intimidate. The classes and specialisms we wanted to play (technomancer, engineer, soldier) would have had some of their own important skills gimped if we had specced into these areas. Of course we fudged this, by now the GM was annoyed (at the way the scenario was written) and she was fudging as fast as she could! After play had finished, the GM told us that the scenario requires these particular skills over and over again and also hides vital information behind the RNG wall of a very high roll that would be impossible (as far as I can work out with my limited experience of the rules) unless a level one character is specced unrealistically in order to make this even possible. Having indications of alternative routes to the same outcome (hacking the gang, surveillance etc.) would have been sensible. Fudging is fine, up to a point, and we managed to fudge because of long gaming experience, but a scenario for beginning players and GM should offer suggestions.

Then we discovered that the big mystery about responsibility for the crime is no mystery after one single dice roll and talking to one person. We had assumed the answer anyway, given SF clichés about capitalism (no doubt justified), and everything led predictably to the resolution of the “mystery” without any drama or interest whatsoever. The scene at the night club assumed we would either give up our guns and be helpless or blast our way in. Indeed, the scenario kept assuming all we wanted to do was shoot people and let that lazy assumption stand in place of proper tactics or motivation. When we finally did shoot somebody, the gameplay was uninvolving because the encounters didn’t require us to do anything other than stand still and shoot a pistol or swing a Vesk melee weapon. Oh, my technomancer healed a couple of times, but that was about it.

Of course, this is a level one scenario and it was being kept intentionally straightforward, but there is a difference between straightforward and boring. I have no problem with combat heavy RPGs (many happy years of D&D in my past) but the first major section of this scenario pretended to be about more than that and ended up not delivering on either engaging combat or storytelling. The problem, from my perspective as a player, was that it assumed its central mystery and investigation was involving and important and it separated it from the action in too many ways. Chatting afterwards we agreed that it would have been much more fun if we had been clearly aligned (however temporarily or contingently) with one side in the opening fight and had used that alliance for the purposes of exposition and to drive an action sequence. For example, what if we had met the contact and his protective gang members before he was shot? Then we would have been part of the battle and invested in its outcome for reasons other than simple self-preservation. The gang could have led us in a running fight through Absalom Station – sightseeing while shooting – down to their HQ in the dodgy part of town. In the middle of a gang war we would have scrabbled around for solutions and then launched a counter-raid on the enemy etc. etc. My point is not to offer a specific alternative, rather to suggest how the storytelling and the action might have been much more fun if the writers had been honest about the simplicity of their story. It wouldn't have taken more page space either. In short, even the most hackneyed space opera genre clichés are really fun when you are actually enjoying them!

In conclusion, this first session was a major disappointment. We will keep playing through Incident at Absalom Station, because we like the Starfinder system so far and we are learning through playing, but we hope things will improve as the story develops. Sadly, this was not an auspicious introduction to the adventure path.


Shoot For The Stars

5/5

Yay!

Maiden voyage for the Starfinder Adventure Path, and boy is it fun!

I really liked the adventure itself, featuring a mix of fights, investigating, negotiating, clubbing, starship fights and asteroid spelunking, it's been a lot of fun.

There is also a fun and colorful gazetteer of Absalom Station, featuring Sutter at some of his best.

The relics of golarion was also a fun read and I clapped aloud when I saw the picture on page 53.

And lets not forget a wonderfully alien archive with both old (Akata, Skeletal Champion with a new name and a fresh look) and new faces (Driftdead, Vracinea, Rauzhant, my favs).

We also have a new planet in the codex of worlds, a delightfully little flooded world, possibly doomed to war.

And lastly, on the inside front and back covers we have the stats, background, picture, and floor plan for a new starship, I only wish there was a pawn for it somewhere... *hint hint*

Overall, a great buy and well worth the same value as the books in the Pathfinder Campaign Setting line.

I highly, highly recommend it.

Kudos to Paizo for taking a chance with Starfinder.

Now, where's my towel...


Not up to their usual standards

3/5

General:
It is hard to not look at the Incident at Absalom and compare it to other adventure path volumes from Pathfinder. The first thing that strikes me is that it is about 30 pages shorter than a typical Adventure Path. In in of itself that would not be too much of an issue; however, coupled with the price point it does make one wonder what is going on. It is all of $2 less expensive than current AP products for Pathfinder.

Content:
The adventure is not that inspiring. It is fine for what it is but I was left wanting a bit more from the first AP installment from a new product. There are some interesting things going on but some that are not. What it does well is that it will allow for all PC types to have a place and will allow for the GM and players to explore quite a bit of the mechanics of the system through the adventure. That said, the missing 30 pages seem to have come directly from the adventure.

Extras:
This part I find to be excellent. The description of the space station, the relics, aliens, and world profile are all very good.

Conclusion:
This AP suffers from the brevity of the adventure. It is very short in terms of other APs. For example, Mummy's Mask: Empty Graves has a 51 page adventure and Hell's Vengeance: Hellfire Compact has a 49 page adventure to the 31 page one provided in this product. In the end, there just isn't enough there to justify the price point. My hope is that future AP products will get better. This is not really up to their usual high standards.


A Robust But Lacking Start To Starfinder

3/5

Incident at Absalom Station is a robust introduction to Starfinder, highlighting what makes the stellar new system unique and showing off the fun elements of the game. Further, the story is playable and usable, providing a great template for any sort of party or any types of players. Unfortunately, from a story perspective, the story fails to "go large." While it serves as a systematic sampler and introduction, it doesn't do anything new or exciting in the idea of Space Operas.

What Makes It Pop

The opening scene has a pretty standard hook, but opens with a strong action scene. The party is thrust into conflict and that conflict shapes the later adventures. From there it launches into an open-ended diplomacy and investigation scene, with the party given sides to choose or ignore while cracking a mystery.

The adventure uses to good effect the unique elements of Starfinder. It merges technology and magic in seamless fashion, having Android administrators bump elbows with Undead diplomats, spellcasters and hackers work together, and spirits and aliens haunting the same dark corners.

In so doing, it also incorporates many of Starfinder's rule sets, including skills, multiple types of combat, and myriad creatures and items.

Finally, it has an element of mystery that will hopefully propel party to greater exploits (And the rest of the AP). While much of the adventure relies on the party choosing their better angels, there's enough to justify a party of any make-up getting involved.

Spoilers follow:

Spoiler:

The party is called on to investigate who started a gang conflict out of territory. The mystery is robust, with multiple paths to get to an answer. The adventure assumes lightly the players will pick a particular side, but does not require it, and provides for options if the players choose another side or none at all.

Spoiler:

The adventure is loaded with a showcase of the new rule set. Multiple options to use all type of skills; ground combat, space combat, and zero-g combat; undead enemies haunting ancient parts of weapons while alien creatures from the Drift serve as counterpart; and all manner of new races bumping elbows with elves and dwarves.

What Brings It Down

Much of the adventure is a dungeon crawl and - at that - a fairly bland one. It's hard not to compare this to Rise of the Runelords; fair or not, both are launching product lines. Rise of the Runelords took long-standing tropes and used them, but breathed fresh life into them, creating a vibrant coastal town with intrigue, ancient weapons, bitter revenge, family drama, and a touch of humor. Here, its' a standard opening to nearly every space opera game, but without many of those same touches of originality, vibrancy, or uniqueness. It also calls on some of the unique flair from earlier Pathfinder Adventure Paths, which seems duplication more than homage.

Spoiler examples:

Spoiler:

The party is sent to explore a mysterious returned derelict and asteroid. It turns out the crew was attacked by a series of strange aliens from the Drift. This has been the opening of many Space Opera adventures, so little about this section feels new.

Spoiler:

The asteroid exploration has no real villain acting against the party, and little dynamism. The party moves from room to room, killing monsters and looting the treasure therein. But the adventure makes it clear that they are being recorded the entire time and - with repeated references to a modern legal system and questions of ownership in earlier parts of the adventure - it seems really odd that the party could keep the loose change they found by rifling through the pockets of dead crew members.

Overall Thoughts

Incident at Absalom Station benefits from starting with a bang, building interesting connections for the party, and setting the new Starfinder Pact Worlds well. It sadly fails to tread any new ground for Space Operas, but if the base it lays here is used properly it could lead to a roiling adventure. All in all, I'd recommend buying it for anyone interested running a Starfinder game, especially for the information on Absalom Station and the additional bestiary.


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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.


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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.


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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 Companion, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; 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 <_<


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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 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.


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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

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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?


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Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game 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.


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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


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Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, Pawns, Starfinder Adventure Path, Starfinder Roleplaying Game 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.


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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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