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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This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

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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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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Silver Crusade

Pathfinder Adventure Path Subscriber

I believe all books in this AP are 64-pg long, so shorter than 96-long PF APs. Perhaps the later books have a little less background material, but not by much, this AP is shorter than Pathfinder ones.

Dark Archive

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

Just to note, I'm going insane from waiting since I check everyday and keep refreshing the page even though I know its gonna take 3 weeks at max

I'm too spoiled by my previous subscription experience when I got them around same time Skeld did :'D

Dark Archive

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

YUSH IT HAS SHIPPED NOW TO LOAD

Liberty's Edge

2 people marked this as a favorite.
Rannik wrote:


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.

I won't disagree that the adventure seems too short. I think the major problem the devs had was writing an AP without a firm rules set. We saw the same thing happen in the first PFRPG AP, where in Council of Thieves, the adventurers ended up at only 13th level at AP's end. Dead Suns goes to about the same XP level (or a little less).

And 64 pages to work with instead of 96 is not a small point, either.

Now, put that aside for a moment. There is an obvious HUGE gap in Rob McCreary's design and he lays it out for the GM as to what critical information the PCs have to obtain from the rest of Part 1. Those ideas and the principal actors provide strong inspiration on how to fill it in. It will take some work on a GM's part, but the ability here to set the tone for YOUR version of the Pact Worlds and the look and feel of your Starfinder campaign lie within it. It's KEY - and it's all yours.

As written, the first encounter goes off and the follow-up event to it with the Starfinder rep Chiskisk will occur as well. But after that, there is really very little guidance on how the rest of Part 1 will flow.

Then we get to this little paragraph from Rob McCreary - and it is not a throwaway:

"Although the PCs’ inquiries and the information they can learn are represented by simple skill checks, feel free to flesh out the investigations via roleplaying encounters with various denizens of Absalom Station. In short, this section of the adventure can and should be modified to meet the needs of your game and your players with as much detail as you deem necessary."

The subject matter and structure of these potential areas and encounters on Absalom Station are left entirely for the GM to determine. You can write your own NPCs, areas and challenges -- and much of this, on careful reflection -- seems very interesting and inspiring.

If you want this to have a feel like "The Expanse", mixing in Belters, and Dockside labour unions, and well-heeled (and racist/classist) corporations -- it's all there. The tables are awesome inspiration for this. I suggest to you that the inference that Hardscrabble = Belters is the obvious direction to go with. (I am going to seize this moment with joy.)

There are lots of maps for levels of spacestations (or at least, portions thereof) which can be integrated in, too.

So while I take your point that the adventure is shorter than you would have preferred, this invitation to write, cast and determine how your Starfinder campaign will feel is AWESOME. All of this unfurls as the first real look at how your players will ever play Starfinder - you set the rules, atmosphere, plots and tenor of your campaign. It is tablula rasa with some guidance.

You can totally ignore the story awards for securing the information in the tables, too. All you need to do is ensure that most of that information can be obtained, and then set up whatever skirmishes or combats you choose which would result in roughly the same XP (and roughly the same information).

It's a significant and very welcome gap in the adventure design at the very outset of anybody's Starfinder play experience. This will determine the entire tone for your campaign and how most people think of Starfinder. The opportunity it that ripe.

I, for one, am excited as hell to be able to design my own aspects to it to plug in to this deliberate hole left for ME at the outset of my campaign.


I don't disagree with you on the openness of the book proved to flesh out the adventure to our liking. But for me, when I buy a premade adventure, I would like the ration on the page numbers to be more on the adventure and less on the fluff. The book has been already shorter than the regular path, so having just 30 pages of it seems like I'm not getting what I was hoping.

Also, you raise a good point about the fact that this is the first one. While I don't remember how many pages of the Council of Thieves, I do remember that it gave more work than any other Path I GMed so far.

This is the first time that the product coming from Paizo didn't match my hopes. So I will give them time to build some momentum and we will see. Maybe it was a case of over hype, I don't know.


So what level are the PCs at the end of this?

Silver Crusade

Pathfinder Adventure Path Subscriber

It would seem they end up on 3rd level.

Liberty's Edge

3 people marked this as a favorite.
Rannik wrote:

I don't disagree with you on the openness of the book proved to flesh out the adventure to our liking. But for me, when I buy a premade adventure, I would like the ration on the page numbers to be more on the adventure and less on the fluff. The book has been already shorter than the regular path, so having just 30 pages of it seems like I'm not getting what I was hoping.

This is the first time that the product coming from Paizo didn't match my hopes. So I will give them time to build some momentum and we will see. Maybe it was a case of over hype, I don't know.

No, I take your point. I won't say that I didn't have some of those same misgivings too, initially.

I think the real issue here is that I was unprepared to receive a 64 page volume; I thought I was getting a 96 page AP installment. I have no idea if it was announced as 64 pages. It probably was, but if so, I never saw it. That has consequences.

The real issue behind the 64 pages vs 96 and the every-other-month decision lies, in the end, in this little tidbit that is from a discussion of the Alien Archive book:

James Sutter wrote:
... And to be completely honest, there's also a big element of risk to doing a new game like this, and it's safer for us to put out slimmer books that reflect less of a resource investment than a massive all-hands-on-deck hardcover—we *know* roughly how many copies a Pathfinder Bestiary will sell, but until we've got some numbers on Starfinder, we need to be cautious!

And that really is the main delimiter here. Starfinder is a big risk for Paizo. They didn't know how it would turn out. They had hopes, but they had to be tempered with prudence, too.

Looking back earlier this year, they announced a pre-order for the game products. They did not initially announce a subscription. The pre-order was strong enough to justify the subscription option, so they did and switched them over. They presumably ordered a print volume based upon the demand expected/derived from pre-orders and subscriptions. They went conservative on that print run.

Then the sales window opens and what happens? VOOM Thy sell out the number of hardcopies reserved by Paizo for Vol 1 of Dead Suns in ~48 hours.

Turns out, demand vastly exceeded the cautious supply. Who knew?

These are good problems to have, but they all come down to the problems of gauging demand. It's a hard target to hit on the wing, and SF games have traditionally created a whole lot of smoke but very little sustained fire. That's a statement fans of the genre don't like, but there is really not any serious debate about it. There has not been a print version AP released alongside a SF game, EVER, in more than 43 years of SF RPG gaming. This is a real risk.

Now, maybe Paizo has found a way to crack that open once and for all.

And maybe not. We'll see.

Liberty's Edge

1 person marked this as a favorite.
John Kretzer wrote:
So what level are the PCs at the end of this?

If by "this" you mean Vol 1 of Dead Suns 1: Incident at Absolom Station? Yes, 3rd level.

If by the "this" you mean "end of the Dead Suns AP"? 12th to 13th.


Zaister wrote:
The gazeteer says Absalom Station is 5 miles across.

Is that on all axes? I'd expect that a space station would fill more three-dimensional space than a typical earthbound city would.


1 person marked this as a favorite.

Sold out already? Well done, Paizo.

Paizo Employee Chief Technical Officer

3 people marked this as a favorite.
CorvusMask wrote:
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

I'd just like to point out that while the contents of your subscription order do affect when your order ships, there's a truly mind-warping number of other variables involved that make it impossible for anyone to predict the outcome.

Which is to say that sometimes having two subs instead of one will get you shipped later, and sometimes it will get you shipped sooner. You best bet is to buy what you like and try not to worry about it too much.


4 people marked this as a favorite.

Is your system clever enough to spot dummy accounts? Say if someone split off those lines for which they have multiple subscriptions into a separate user name, thus ensuring one big and one little order each month?

Asking for a friend.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

I have pretty positive impression of the book, won't be doing review before I've run it though(I need to catch up with my review backlog now that I think about it), but I am bit worried about how short it will be since roll20 games go real fast .-. Like even if I run this bi weekly, will my players have to wait for whole month to get to part 2

Anyhoo, since starfinder aps are apparently 1-12 with flavor being left to gms, wouldn't mind modules or something for that 12-20 range so we can try it out with higher levels too if we want to continue campaign after epic climax : D

Dark Archive

1 person marked this as a favorite.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Steel_Wind wrote:
Rannik wrote:

I don't disagree with you on the openness of the book proved to flesh out the adventure to our liking. But for me, when I buy a premade adventure, I would like the ration on the page numbers to be more on the adventure and less on the fluff. The book has been already shorter than the regular path, so having just 30 pages of it seems like I'm not getting what I was hoping.

This is the first time that the product coming from Paizo didn't match my hopes. So I will give them time to build some momentum and we will see. Maybe it was a case of over hype, I don't know.

No, I take your point. I won't say that I didn't have some of those same misgivings too, initially.

I think the real issue here is that I was unprepared to receive a 64 page volume; I thought I was getting a 96 page AP installment. I have no idea if it was announced as 64 pages. It probably was, but if so, I never saw it. That has consequences.

The real issue behind the 64 pages vs 96 and the every-other-month decision lies, in the end, in this little tidbit that is from a discussion of the Alien Archive book:

James Sutter wrote:
... And to be completely honest, there's also a big element of risk to doing a new game like this, and it's safer for us to put out slimmer books that reflect less of a resource investment than a massive all-hands-on-deck hardcover—we *know* roughly how many copies a Pathfinder Bestiary will sell, but until we've got some numbers on Starfinder, we need to be cautious!

And that really is the main delimiter here. Starfinder is a big risk for Paizo. They didn't know how it would turn out. They had hopes, but they had to be tempered with prudence, too.

Looking back earlier this year, they announced a pre-order for the game products. They did not initially announce a subscription. The pre-order was strong enough to justify the subscription option, so they did and switched them over. They presumably ordered a print volume based upon the demand expected/derived from...

64 pages was in the original announcements of the AP, but it would've been nice to have it in the product description to make it clearer.

In relation to your other point, my understanding was that the delay in getting subscriptions was a case of deciding on what benefits to give and getting the appropriate code base, more than not wanting a certain level of pre-order - the comments I saw were all "we'll probably have subscriptions closer to the time, but we're still working out the details"


CorvusMask wrote:

I have pretty positive impression of the book, won't be doing review before I've run it though(I need to catch up with my review backlog now that I think about it), but I am bit worried about how short it will be since roll20 games go real fast .-. Like even if I run this bi weekly, will my players have to wait for whole month to get to part 2

Anyhoo, since starfinder aps are apparently 1-12 with flavor being left to gms, wouldn't mind modules or something for that 12-20 range so we can try it out with higher levels too if we want to continue campaign after epic climax : D

Hmm my roll20 games take forever lol. Maybe im just too long winded :) My pathfinder group I GM for is a bit large as well so that contributes. I picked up the Society adventures for this exact concern though. I intend to sprinkle them in where appropriate and adjust encounters where necessary.

Scarab Sages

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

Is there a Player's Guide for Starfinder Adventure Path?


There is not, at least for this first AP.


2 people marked this as a favorite.
Charles Scholz wrote:
Is there a Player's Guide for Starfinder Adventure Path?

The answer really should be stickied at the top of the thread - it's a pretty popular question.


As for my first impressions (just got the PDF yesterday), it is short, true, but there is plenty to work with an flesh out with more social interaction and possible combats.

My biggest disappointment is the 1st-13th level range for the AP, but I can work with it. We use the "milestone" system in our home games, and I usually like to level people to 2nd after the first or second game to give them a sense of progress, but I might not be doing that in this game, depending on when they get to Act II of Book 1.

I will be putting together a simple "Player's Guide" for my players, and may wind up posting a link here when I'm done if there's interest.


Steel_Wind wrote:
John Kretzer wrote:
So what level are the PCs at the end of this?

If by "this" you mean Vol 1 of Dead Suns 1: Incident at Absolom Station? Yes, 3rd level.

If by the "this" you mean "end of the Dead Suns AP"? 12th to 13th.

On a side note, hi, Steel_Wind! just wanted to say I was a big fan of the Chronicles podcast, and miss your and Azmyth's style. :) Thanks for the always insightful posts here.

Liberty's Edge

ENHenry wrote:


On a side note, hi, Steel_Wind! just wanted to say I was a big fan of the Chronicles podcast, and miss your and Azmyth's style. :) Thanks for the always insightful posts here.

Thanks for the kind words. I'm trying to persuade Azmyth to come on back and restart the Cast to tear apart Starfinder and this AP, specifically.

And if I can't persuade Az to do that, I have a backup plan. :)

Let's see what September/October brings. We don't ever want to tear down an AP module without actually having a chance to play and GM it first. The reviews and observations gamers have from just reading a product are never good enough, imo. The most important rough spots show up during play, not merely during reading. And the difficulties they pose are sometimes hard to appreciate until you are actually experiencing them during a real campaign game session.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Is there a reason that the product doesn't have an Interactive Map PDF?

I run on a tabletop with an actual Monitor set into it and the PDF maps are super useful for me. Without a PDF Map for encounters, it's a lot more work to run and my desire to run this adventure wanes precipitously.

Liberty's Edge

Stratagemini wrote:

Is there a reason that the product doesn't have an Interactive Map PDF?

I run on a tabletop with an actual Monitor set into it and the PDF maps are super useful for me. Without a PDF Map for encounters, it's a lot more work to run and my desire to run this adventure wanes precipitously.

I'm guessing it is cost. For now, use these to get your images out and in a manner you can use in your VTT/Monitor setup:

http://www.rlvision.com/pdfwiz/about.php

see also:

https://mupdf.com/docs/manual-mutool-extract.html

Mutool is command line driven, but very powerful.

Acquisitives

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
Zaister wrote:
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?

why should NPCs follow any rules at all? Why not throw in whatever abilities you want onto an NPC.

it doesn't seem to me that the old way of operating made any sense - a DM needs an NPC to do X, but doesn't want to give what shouldn't ordinarily be able to do X, say..a WAND OF X or a SCROLL OF X, which might fall into the hands of a PC. Or just doesn't want to spend the time figuring it out.

Simple solutions are best - if a DM says he can, then an NPC can do X.

Easy cheesy.

Paizo Employee Chief Technical Officer

Steve Geddes wrote:

Is your system clever enough to spot dummy accounts? Say if someone split off those lines for which they have multiple subscriptions into a separate user name, thus ensuring one big and one little order each month?

Asking for a friend.

That would be counterproductive. As with pretty much anything you might try to do, sometimes it would shorten your order processing times, and sometimes it would lengthen them. But one thing it would *always* do is prevent us from combining those items in ways that could reduce your shipping costs.


Vic Wertz wrote:
Steve Geddes wrote:

Is your system clever enough to spot dummy accounts? Say if someone split off those lines for which they have multiple subscriptions into a separate user name, thus ensuring one big and one little order each month?

Asking for a friend.

That would be counterproductive. As with pretty much anything you might try to do, sometimes it would shorten your order processing times, and sometimes it would lengthen them. But one thing it would *always* do is prevent us from combining those items in ways that could reduce your shipping costs.

It might be expensive (I'm resigned to high shipping costs), but I figured it's unlikely that the big, custom order is going to be moved farther back in the queue by being made just a tiny bit smaller - it will still be large and include preorders+sundry additions. Granted the mini-order will sometimes go later (granting me nothing), but my gut feel would be that it'd help more often than it hindered.

It's all academic, anyhow. I was just kidding. I figure pizza for the warehouse crew is the simplest method.


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

I‘m looking forward to running this now. I really like the adventure‘s flavor. It feels like Babylon 5 here, And like a mixture of The Expanse and Firefly there. Very nice.

I‘m wondering one thing though: who‘s the woman on the cover?


CorvusMask wrote:

Just to note, I'm going insane from waiting since I check everyday and keep refreshing the page even though I know its gonna take 3 weeks at max

I'm too spoiled by my previous subscription experience when I got them around same time Skeld did :'D

Killing me too. I ordered everything because I've been excited and it seems like the big orders are the ones getting shipped last. Just dangling there in front of me.


I had 37 items this month and mine was shipped right at the beginning. It's a weird lottery, unfortunately. :/


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Steve Geddes wrote:
I had 37 items this month and mine was shipped right at the beginning. It's a weird lottery, unfortunately. :/

Well there goes that theory! I suppose we're back to just terrible luck.


No worries here!

Hopefully tomorrow. :-)

I have noticed (probably because its on backorder status) it doesn't say in red above that i purchased this one, even though it's clearly on my order.

Just wanted to report it, can't wait for it to ship! :-)

Sovereign Court Senior Developer, Starfinder Team

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Zaister wrote:

I‘m looking forward to running this now. I really like the adventure‘s flavor. It feels like Babylon 5 here, And like a mixture of The Expanse and Firefly there. Very nice.

I‘m wondering one thing though: who‘s the woman on the cover?

Her identity (but not her name) is hinted at in this blog post.

If you already have the adventure, check out the "On the Cover" section on the bottom left of the very first page for her name and identity.


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ShingenX wrote:
Steve Geddes wrote:
I had 37 items this month and mine was shipped right at the beginning. It's a weird lottery, unfortunately. :/
Well there goes that theory! I suppose we're back to just terrible luck.

Well, it's not terrible luck, we're still only on the seventh day of shipping out of fifteen. Now, really terrible luck would be getting your package on the 18th, or even past then because it turns out their estimate was low, especially since the PDF would be available for sale by then...


Luthorne wrote:
ShingenX wrote:
Steve Geddes wrote:
I had 37 items this month and mine was shipped right at the beginning. It's a weird lottery, unfortunately. :/
Well there goes that theory! I suppose we're back to just terrible luck.
Well, it's not terrible luck, we're still only on the seventh day of shipping out of fifteen. Now, really terrible luck would be getting your package on the 18th, or even past then because it turns out their estimate was low, especially since the PDF would be available for sale by then...

Yeah, those are gloomy (but thankfully, rare) months.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Robert G. McCreary wrote:
Zaister wrote:

I‘m looking forward to running this now. I really like the adventure‘s flavor. It feels like Babylon 5 here, And like a mixture of The Expanse and Firefly there. Very nice.

I‘m wondering one thing though: who‘s the woman on the cover?

Her identity (but not her name) is hinted at in this blog post.

If you already have the adventure, check out the "On the Cover" section on the bottom left of the very first page for her name and identity.

On I totally missed checking there. :)

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Okay, I just read Relics of Golarion article and... HOLY COW the artifact in it. WHAT IN NAME OF ALL THE GODS HAPPENED DURING THE GAP??

Can't probably say what it is before book is released to everyone, but seriously, I want to hear story behind that one xD


Sooooooooooo,

AP Spoilers:
since you have to work with Eoxians in this AP how would you handle playing a Good aligned character who is opposed to Undead, or someone who worships Iomedae, Pharasma, or Sarenrae?

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Luthorne wrote:


Well, it's not terrible luck, we're still only on the seventh day of shipping out of fifteen. Now, really terrible luck would be getting your package on the 18th, or even past then because it turns out their estimate was low, especially since the PDF would be available for sale by then...

That's happened to me a couple of times in Paizocon and Gencon months. It's infuriating. On the other hand, This month I got my PDF on the 7th! So yeah, luck.


Stratagemini wrote:
Luthorne wrote:


Well, it's not terrible luck, we're still only on the seventh day of shipping out of fifteen. Now, really terrible luck would be getting your package on the 18th, or even past then because it turns out their estimate was low, especially since the PDF would be available for sale by then...
That's happened to me a couple of times in Paizocon and Gencon months. It's infuriating. On the other hand, This month I got my PDF on the 7th! So yeah, luck.

Yea, I've had it happen every now and again at similar times...I definitely felt unlucky. I mean, it's awesome when it ships the first week - or even the first day! But I don't really feel unlucky until I'm one of the very last ones...

Paizo Employee Developer

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Steve Geddes wrote:
It's all academic, anyhow. I was just kidding. I figure pizza for the warehouse crew is the simplest method.

Just the warehouse crew? *sad*

Silver Crusade

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Pathfinder Adventure Path Subscriber

SHIPPED>>>>PDF>>>>#$(ACQUIRED>>>>>PR OCESSING>>>>>PROCESSING>>>>>PROCESSING>> ;>>>

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Mark Moreland wrote:
Steve Geddes wrote:
It's all academic, anyhow. I was just kidding. I figure pizza for the warehouse crew is the simplest method.
Just the warehouse crew? *sad*

Developers get Pizza when he wants you to write faster.


Rysky the Dark Solarion wrote:
Sooooooooooo, ** spoiler omitted **

How to deal:
Well... For starters, based off the synopsis off the next books, there seem to be OTHER Eoxians out there that are even worse.

Other than that, I'd probably suggest taking a page out of Reign of Winter... Originally, having heard of the Geas part beforehand, I was thinking "oh boy, my (CG) character would agree, only for the sake of the world, but is going to have to swear to get payback for having to be under a geas to do it"... Only for the dude giving it the geas to turn out to be a dying old man, who looked more kindly than his servant of Babayaga status made him out to be... And I was like "Well... Damn... I don't think me or my character would have the heart to say that to his face."

So... If the representative of the Eoxian is similarly sympathetic, possibly not even Eoxian themselves, then there's a lot one can get around.

Also, its apparently pretty common in cyberpunk esque settings to be like "well, the guys we're opposed to is supplying us stuff to take out a shared enemy... Hey, their funeral! Who are we to pass up a chance to part a fool from their money?"

But yeah, their "assistance" isn't exactly your motivation, so as long as the character in question has motivations that would suggest they would go on this quest for its own sake (such as, saving the pact worlds), then you'd be surprised how long they can delay the gratification of punching their reluctantly accepted allies in the face.


Rysky the Dark Solarion wrote:
Sooooooooooo, ** spoiler omitted **

Spoiler:
On pg 20, it says that your Starfinder contact reminds you eoxians are full members of the pact worlds and to suck it up. But I agree, it's a failure point.

@Luna:
They are a full on Eoxian Ambassador and all that entails.
@Paper:
And I have... words for that contact. Namely, do the countless people being tortured and murdered in the Eoxian gameshows not count as members of the Pact as well?

Liberty's Edge

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Eoxian Ambassador?

Spoiler:
Nahhh. I don't think so.

Seems to me that Rob McCreary used the Eoxian Ambassador as a way to just let the PCs know Eox was involved in this and it dealt with the problems of getting access to the shuttle and not knowing whether the PCs will support Hardscrabble (likely) or Astral Extractions (unlikely).

But the distinctive Eoxian interceptor accomplishes that without letting the PCs in on the details.

I really don't like the Ambassador's involvement with PCs of this level though. It doesn't make narrative sense that a guy like Ambassador Nor would turn to the PCs on a station as large as Absalom. The population of the station is in the MILLIONS. You turn to some noobs that have been on station for ~48 hours or so? Why? It's just implausible and stretches all credibility.

There is another option: Have access to the shuttle, an Absolom Station Defence Shuttle, be provided by either Hardscrabble/ Level 21 Crew or, Downside Kings on behalf of Astral. They have stolen the control codes for it' all that remains is to steal the ship itself. The PCs are not yet Starfinders and are unaligned and their hiring may be disavowed if they are caught. So they are competent, but unaligned. They also have a licensed pilot among them who can, along with the others, be used to locate important information on the status of the Acreon that can be obtained for use as evidence in the pending arbitration to their advantage.

For Hardscrabble: "Exhibit A - Prove that the Ship was abandoned and it is a derelict which may be recovered under the Space laws of Salvage as an abandoned derelict. PCs may claim Acreon for themselves as, long as they give up the Drift Rock. That's their deal"

For Astral: "Exhibit B - Prove that the ship was deliberately sent in to Absalom Station under AI power with a living sentient on board and it is therefore NOT a derelict, and the contract continues to apply. Astral will pay *WELL* for this evidence.

Note: There's a *catch* to proving "B" which will turn on interpretation of the word "living" by Ambassador Nor, but I digress...

Meanwhile, the Eoxian Stilleto continues to intercept the Hippocampus, as set out in the Dead Suns AP. Perhaps it *is* sent by Eox.

You can whip up a whole operation to distract maintenance crew and permit the theft of the Hippocampus. The beginning of Part II turns into a Heist operation, basically. It's a constrained, free-form RPG session where the PCs have lots of potential choices to steal the ship which revolve around a central set of known facts and a pre-arranged map. IDEAL scenario for a SF GM. And WAY more heroic and plausible than what is presented in the text.


You've summed up my feelings exactly. That's why I called it a failure point.

In fact, there's several of them in this adventure. I don't want to spoil plot points, but after reading this adventure and the description of the future adventures in the path, I'm a little concerned at how railroady it seems. I don't want to use the term lightly, but when the opening encounter has the sentence (I'm paraphrasing) "this has to happen or nothing else in this adventure will make sense" my eyebrows raise. And then the next encounter has some of the same.

In total, I counted at least 5 points where the adventure implies, or straight up states, "The characters can take whatever action they like, but this is what happens next or the adventure stops here."

And reading the AP synopsis, the climax is apparently triggered by something pcs can neither prevent nor detect, even if they take precautions, because otherwise the entire last third of the AP won't happen. At least, I'm guessing based on the description; I'm possibly doing the writers a disservice here.

Railroading has it's place in adventure design, and APs often are that place, but having so many points where PC actions can break the adventure's plot completely seems weird. Maybe it just seems that way because of space limitations, but there seems to be so little space for characters to take meaningful, plot changing actions within this adventure. It reads more like an RPG video game than an RPG.

Edit: I say all this not as if I'm great at adventure design myself, I'm certainly not, but as a consumer looking for adventures to buy. The story itself is interesting, I want to like this piece, but these concerns fairly leapt off the page at me.


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Steel_Wind wrote:

Eoxian Ambassador?

Truncated for brevity:
There is another option: Have access to the shuttle, an Absolom Station Defence Shuttle, be provided by either Hardscrabble/ Level 21 Crew or, Downside Kings on bahalf of Astral. The PCs are not yet Starfinders, and are unaligned and their hiring may be disavowed if they are caught. Still, they have a licensed pilot among them who can, along with the other, be used to locate important information on the status of the Acreon that can be obtained, illegally, and used as evidence in the pending arbitration to their advantage

That's actually ANOTHER failure point that I didn't even think of.

Spoiler:
The adventure assumes every party will have at least one pilot. It's a fairly safe assumption, but its another point in where the plot gets in the way of a character's, or in this case a player's character selection, potential choices.

I promise, I'll stop being negative in a minute, but this is the kind of thing that a player's guide would have addressed: basic roles of starship control would have guided player concepts and made sure all the bases were covered.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
AnimatedPaper wrote:


That's actually ANOTHER failure point that I didn't even think of. ** spoiler omitted **

A competent GM will talk to their players about character creation during Session 0. You don't actually need a Player's guide. They're nice, but not necessary. Like Maps. I wish Starfinder's APs came with Maps like Pathfinder's do...

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