Starfinder Adventure Path #2: Temple of the Twelve (Dead Suns 2 of 6)

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Starfinder Adventure Path #2: Temple of the Twelve (Dead Suns 2 of 6)
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Welcome to the Jungle

Now members of the Starfinder Society and piloting their very own ship, the heroes head to the planet Castrovel, home of some of the best universities in the Pact Worlds, to research the clues they found on the mysterious asteroid called the Drift Rock. On Castrovel, the adventurers' findings point them toward an ancient elven temple-city called the Temple of the Twelve, lost deep within Castrovel's teeming wilderness. But in addition to the dangerous flora and fauna of the jungle, the heroes must contend with two other factions—the exiled Corpse Fleet of Eox and the Cult of the Devourer—who are also interested in the asteroid's secrets and have their own plans for the ancient alien technology behind it, if they can find it first!

This volume of Starfinder Adventure Path continues the Dead Suns Adventure Path and includes:

  • "Temple of the Twelve," a Starfinder adventure for 3rd-level characters, by John Compton.
  • A gazetteer of the wild planet of Castrovel, by John Compton and James L. Sutter.
  • Details on the destructive Cult of the Devourer, including a new mystic connection and new cult gear, by Owen K.C. Stephens.
  • An archive of strange new alien creatures, by John Compton, Jason Keeley, and Robert G. McCreary.
  • Statistics and deck plans for a new starship, by John Compton, plus details on a moon whose planet disappeared into a black hole in the Codex of Worlds, by Jason Keeley.

ISBN-13: 978-1-60125-976-9

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:

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3.80/5 (based on 13 ratings)

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A fun jungle adventure

5/5

I disagree with a lot of the negative reviews here, I had a blast running this for my party and they had a lot of fun as well! The book starts with a fun and potentially hilarious social section. My party in particular had a lot of fun engaging in a debate with a condescending university professor.

After this a short mystery helps set the scene before the players embark on a fun jungle adventure filled with exciting encounters and terrifying monsters.

All in all, this book makes for a great introduction to the planet Castrovel.


You have to go into the jungle because: REASONS!

2/5

My least favorite AP of all the ones released by Paizo as of October 1st, 2021.

There's too much Pathfinder in this AP in my opinion - if the plot of this was having to time travel to the Mwangi Expanse in 2nd edition I don't think anyone would notice, except for the space-armor you're wearing.

The whole point of going there on foot is because there's a no fly zone over that entire continent -- but there are no mechanisms for enforcing this. Furthermore, the Starship Operations Manual gives you tools for drop pods so a particularly ornery group could say "Alright, we'll air-drop to the target and get closer, within one day's travel based on satellite recon. Now what?"

I think the AP could have benefitted more from interfacing with the vehicle rules and making it a motorized caravan rather than expecting you to stomp through on foot. That probably would have interacted better with the more modern setting.

At the time it was probably a good AP but it's just aged poorly. Which is unfortunate because despite that it DID have some good moments - the sharpshooter in the reclining Buddha-inspired statue being a particular favorite memory of my group, as I basically ran it narratively and if the group was taking too long to approach I'd play the sound of a Barrett .50 cal being fired out of my laptop speakers and roll a d20 behind the screen. There was a lot of very sharp thinking utilized for that encounter by the players.

Similarly my envoy was very disappointed there seemed to be no way to talk the Undead Elf bound to the site into not attacking the group.


Halkueem Zan Forever!

5/5

NO SPOILERS

Although my view is an outlier according to the Paizo forums, I thought Chapter Two of Dead Suns was the best of the whole AP. My barathu envoy PC had a blast connecting with the NPCs and background of the chapter, and although admittedly that may have just been a fluke, I do think the adventure is put together and that good use is made of the setting. It's still an adventure that is very much on rails, but the writer has hidden it here better than in other chapters. I was also impressed that the adventure made great use of some resource limitations that players often skip over but that well-prepared players are rewarded for thinking about. Anyway, more on that later. Here, in the "no spoilers" section of the review, I'll cover everything except the adventure.

First up, it's a cool cover image both in the foreground and the background. I'm still not a fan of the overall design aesthetic, but I think this one works a lot better than the cover for Chapter One did. The inside-front and inside-back covers are stats, background, and interior layout for a new bad guy ship that appears in the adventure and could easily be re-used by a GM in other contexts.

The back matter starts with a ten-page gazetteer of the planet Castrovel. Castrovel has four large continents, three of which are ruled (respectively) by lashuntas, ant-like formians, and xenophobic elves, while the fourth continent is a sort of agreed "no-go" jungle wilderness full of megafauna and exotic plants. The section starts with a handsome two-page map spread of the planet and then goes into an overview of each of the four continents. It's a well-written and interesting overview, though not as self-consciously full of adventure hooks as some RPG gazetteers are. A couple of bits I liked is the idea of Mountainheart Cities (cities built to be retractable into subterranean chambers in times of war) and a "portal grove" owned by a green dragon who sometimes hires adventures to explore their myriad destinations. I should note that a quick skim of the Pact Worlds hardcover shows that its entry for Castrovel is largely a reproduction of the text in this AP volume.

Next up is an eight-page overview of the Cult of the Devourer, a chaotic evil movement devoted to anarchy, destruction, and bringing about the end of the universe. The entry quite cleverly and persuasively discusses how a group devoted to anarchy and chaos could also form an "organisation", and there's an excellent description of how they recruit from the dissatisfied elements of society. I like the distinction between "wall breakers" (the visible berserker thugs the pubic is cared about) and the "hidden ones" (devotees who live "normal" lives but are secretly gathering information, sabotaging defenses, spreading rumors, etc.). The Devourer is a god, and sometimes it sends representatives called atrocites to help particular cells of the cult. The scariest part of the cult are "feaster cells" that are like the reavers from Firefly: they will happily spend their time making sure an unconscious foe is dead and start engaging in cannibalism rather than do the (tactically smarter) thing of moving on to the next active threat. The section includes a new mystic connection ("Devastator") that is really powerful compared to most. It also includes some new gear, such as disintegrator weapons (used by one of my later PCs).

The "Alien Archives" section of this issue introduces seven new creatures. Two of them are playable races: "ferrans" (squat humanoids from Ratheren, the high-grav world detailed at the end of the issue) and "woioko" (watery humanoids from the planet introduced at the end of the last issue). Other creatures include "kaukariki" (super annoying monkeys), "lore guardians" (essentially golems, but with enough differences to warrant a separate entry), "whiskered renkrodas" (standard predatory dinosaur), "sky fishers" (aerial threats with handy camouflage), and "yaruks" (trampling herd animals).

The new planet on the "Codex of Worlds" page is Ratheren. To be precise, Ratheren is a moon that once orbited a planet that was sucked into a mysterious black hole-like space anomaly! Those who reacted to the threat quickly enough built a shielded city on the moon, but no one knows what happened to the planet itself. It's a solid SF hook and perfect for a GM to use their imagination with.
Overall, an excellent selection of supplementary material.

SPOILERS!:

The backstory to the adventure concerns the Temple of the Twelve, a sort of monastery/observatory on Castrovel constructed by ancient elven scholar-priests. The temple’s builders had observed a strange ring of twelve stars in the sky, which their research and divinations indicated was of great cosmic significance. When they had learned as much as they could on Castrovel, the temple’s builders departed for parts unknown, leaving the building to gradually fall to ruin in the jungles around it. Centuries passed until, shortly after the Gap, an explorer named Halkueem Zan braved the interior of Ukulam (the wilderness continent) and located the Temple of the Twelve, narrowly escaping with his life and enough notes from his journey to become famous.

Part 1 of the adventure starts off right where Chapter One left off. As the PCs fly their new ship off the Drift Rock and back toward Absalom Station, it’s attacked by a Corpse Fleet ship called the Iron Rictus. Essentially, it’s the required starship combat because otherwise the chapter doesn’t have any. And an annoying trend continues: whether the PCs win or lose the starship combat doesn’t matter, as the story proceeds exactly the same either way.

On Absalom Station, there’s no more intrigue or adventure to be had with resolving the conflicts between Astral Extractions and the Hardscrabble Collective. Instead, Chiskisk of the Starfinder Society tells the PCs that the symbols they found on the Drift Rock are similar to those found in the diaries of Halkueem Zan stored in the Qabarat University of Xenoarchaeology and Xenoanthropology on Castrovel. Obviously, the connection needs to be investigated, so the PCs are about to go planet-hopping!

As an aside, the chapter goes to great lengths to establish how reckless, unprofessional, and irresponsible Halkueem Zan was as an archaeologist—he’s portrayed as very much an Indiana Jones-type rather than a serious, careful scholar. But my PC loved the stories of Halkueem Zan and tried to imitate him as much as possible, which was great fun.

When the PCs reach the university, they get caught up in a “pulled from the headlines” situation. One of the professors on campus has unwittingly said something perhaps factually true but nonetheless incredibly offensive, and activists have called for his resignation. The professor, however, doesn’t think he’s done anything wrong and is upset that he’s been suspended by the university. The adventure only presents one solution, which is to persuade the professor to apologise. A one-sided and simplistic answer to a complex problem is the sign of poor writing, and I’m not impressed with how it’s handled here.

Anyway, once the PCs get access to the office of the scholar they need to speak to in order to see Halkueem Zan’s notes, they quickly figure out she’s been kidnapped! To be precise, the PCs could miss every single one of the many clues in her office, but a police detective will then arrive and find everything they missed and explain it all to them. Examples abound of why people complain that Dead Suns is an adventure on the rails. Fortunately, I guess, my group did things very conventionally in Chapter Two and railroading wasn’t as visible a problem as it would be for us later.

In Part 2, the PCs have taken a magical gate to a coastal staging area on Ukulam in order to follow the trail of the kidnapped academic. This part of the adventure requires some heavy wilderness travel, and really takes advantage of things like rations, heat endurance/armor environmental seal charges, ammo reserves, etc. In short, all those things that lazy players neglect come into the foreground here, and I loved it! This part includes a really exciting, well-handled chase sequence as the PCs have to escape from an angry herd of beasts. Other problems include natural hazards, memorably annoying poisonous monkey-creatures, and the first signs of who’s responsible for the kidnapping: the Cult of the Devourer! It seems the Starfinder Society isn’t the only group to put two and two together and realise the Drift Rock could connect to the Temple of the Twelve. There’s a long-range sniper encounter (always good to make weapon range increments significant), an interesting encounter with a diseased cultist left for dead, and then great set-piece battle in, on, and around a giant statue of a reclining elf (good staging makes all the difference!). The artwork and maps help make everything clearer.

In Part 3, the PCs reach the Temple of the Twelve. To get inside, they have to get past an ancient guardian who is one tough dude! The temple itself is full of interesting lore and very flavourful. The first hints may come to the players that the Drift Rock is actually a small part of an ancient sun-destroying weapon called the stellar degenerator (“It’s not a copy of the death star, you see, because it like, brings death to the stars!”) The rest of the cultists are here, but they’ve already transmitted their findings to a mysterious location in the asteroid diaspora and set up the next chapter of the AP.

Overall, there are definitely some flaws in Chapter Two, but they’re much more noticeable on reading it afterwards than on the first instance. I had a great time in this part of the adventure, and it remains probably some of my favourite Starfinder gaming to date.


Just as with previous review, I've...

3/5

...forgotten details of what I particularly disliked or liked about specific encounters in the book since been while since I run this.

But main problemo I remember having was that players kinda consistently forgot WHY they were exactly heading into jungle or going to the university and such. I think part of it is self motivating factor of the ap, part of it is that first four books of the ap is essentially very linear "follow clues to actually get to good part" build up and part of it was that it was unclear of who the mysterious group was until they run into them and they didn't find them "that" compelling villains yet at least.(I do like the cultists in the book, but I do admit that Tahomen's group isn't as compelling quirky group as the Desperate Hunger ones.)

Still, I think the book had plenty of nice encounters. Party recruited Ralkawi as intern of sorts, sniper encounter was fun and they did manage with luck not kill certain solarion ;D I do think professor they were looking for was bit underutilized and was bit sad my party wasn't too engaged by university shenanigans. (I do find it funny how ap assumes starfinders are actually fitting in academic settings, my society experience tells me they are more of black ops members ;P Well joking aside) I do like the university scene, but players didn't seem too engaged in the drama and again they kept forgetting what for they were there for.

(still I personally enjoyed the university section and find idea of following phony archaeologist's notes amusing)

One mechanical issue I do remember is that book is actually pretty unclear about how long it takes to reach their destination and mechanics for traveling faster is pretty confusing as result. I don't recall details of why yet though, but might update the review if I start recalling what I had problems with


A good follow up, not as good as the first entry

4/5

As a Game Master I loved Castrovel, my players not so much.. I cannot understand how the author missed a great opportunity here, to give us an hexagon map for the jungle instead of a series of scripted encounters. This module had so much potential as a sort of open world map full of great things to discover in a alien world. Not bad, just not as good as the first one.


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Toblakai wrote:
magnuskn wrote:
Yeah, okay. Too bad that the decision was made to make the first AP for their new product line only go to about level twelve. That makes it an automatic non-buy for me. :/

Seriously? Is an adventure only fun if you go to level 17-20? Why? Please enlighten us. (and how many times are you going to post this complaint?)

I like high level play. Notice the "I" in the sentence. Since I am not the arbiter for the universal standard for enjoyment, I am only speaking for myself (though also for the players I wanted to play this AP with, who share this enjoyment of high level play with me).

And posting in two places on the forum is not a crime. Stop being passive-agressive.


The "smoky hand" thing the Lashunta on the cover is using (both there and in the interior artwork) looks really awesome- but I don't see what exactly it is supposed to be. None of his abilities or equipment quite match up, unless I'm missing something. Anyone have an idea what it is supposed to be, or is it just a case of something cool in the artwork but there not being an equivalent in the mechanics (either due to the new NPC/Monster generation rules or just an oversight)?


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Cthulhudrew wrote:
The "smoky hand" thing the Lashunta on the cover is using (both there and in the interior artwork) looks really awesome- but I don't see what exactly it is supposed to be. None of his abilities or equipment quite match up, unless I'm missing something. Anyone have an idea what it is supposed to be, or is it just a case of something cool in the artwork but there not being an equivalent in the mechanics (either due to the new NPC/Monster generation rules or just an oversight)?

It looks like a plant/vine monster coming out of a canister rather than an ability the NPC is using.


Xenocrat wrote:
It looks like a plant/vine monster coming out of a canister rather than an ability the NPC is using.

Either way, it still isn't described in the adventure itself for all that I can tell, and I am disappointed because it looks really cool.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Anyhoo, now that this has been released, I think its okay for me to say what issue I have with this?

Its mainly related to "ya know, player's guide to tell what is appropriate for pc backstories" would be really useful in this. The adventure seems to presume that as starfinders, pcs are actually appropriate archaeologists(their contacts even make fun of one wannabe archaeologists in tone that players' are probably supposed to agree) instead of the "Hey let's blow s&$# up" style of archaeology :P As in, I'm pretty sure you wouldn't let group of scarred grizzly mercenaries visit university and even less they would let you help with your PR problem.(pretty sure that to outsiders, asking group of violent people to ask lecturer apologize looks like you hired thugs to threaten them, so that is huge pr issue as well) And if group is full of outlaw theme characters, well, working with police is little bit weird isn't it, especially if they happen to be from castrovel?

(BTW, I'm also bothered that your detective contact doesn't have name given for them <_< )

On plus side, after alien archive I noticed this book actually has space for large sized alien pc group! First book would have a lot of tight spaces for them, but in this one you could pretty well play with large sized aliens.

Anyway, yeah, I'm hoping that paizo will do player's guide for dead suns after all six parts have been released. By time that happens, well alien archive and pact worlds book has at least been released so plenty of "I'm pretty sure hellknight doesn't fit this ap" type of stuff can come up even if you don't agree with me that all corebook things aren't fitting either.


Perhaps I missed something, but is there a reason why there isn't a print edition available?


It sold out.


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

However, reprints are scheduled to become available in November.


Yep-yep!

Sovereign Court Creative Director, Starfinder

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Cthulhudrew wrote:
The "smoky hand" thing the Lashunta on the cover is using (both there and in the interior artwork) looks really awesome- but I don't see what exactly it is supposed to be. None of his abilities or equipment quite match up, unless I'm missing something. Anyone have an idea what it is supposed to be, or is it just a case of something cool in the artwork but there not being an equivalent in the mechanics (either due to the new NPC/Monster generation rules or just an oversight)?

That's meant to represent a spell effect. However, since our artists are often not familiar with the rules of the game, we don't usually ask for specific spell effects. As a result, the art does not always match exactly with the rules.


Robert G. McCreary wrote:
Cthulhudrew wrote:
The "smoky hand" thing the Lashunta on the cover is using (both there and in the interior artwork) looks really awesome- but I don't see what exactly it is supposed to be. None of his abilities or equipment quite match up, unless I'm missing something. Anyone have an idea what it is supposed to be, or is it just a case of something cool in the artwork but there not being an equivalent in the mechanics (either due to the new NPC/Monster generation rules or just an oversight)?
That's meant to represent a spell effect. However, since our artists are often not familiar with the rules of the game, we don't usually ask for specific spell effects. As a result, the art does not always match exactly with the rules.

Well that is nice to know :) I kept looking through the book for some odd piece of equipment I had missed or unique spell. I was for sure it was some kind of plant creature he kept in a canister as a minion or something lol.

Paizo Employee Organized Play Lead Developer

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Robert G. McCreary wrote:
Cthulhudrew wrote:
The "smoky hand" thing the Lashunta on the cover is using (both there and in the interior artwork) looks really awesome- but I don't see what exactly it is supposed to be. None of his abilities or equipment quite match up, unless I'm missing something. Anyone have an idea what it is supposed to be, or is it just a case of something cool in the artwork but there not being an equivalent in the mechanics (either due to the new NPC/Monster generation rules or just an oversight)?
That's meant to represent a spell effect. However, since our artists are often not familiar with the rules of the game, we don't usually ask for specific spell effects. As a result, the art does not always match exactly with the rules.

That said—and it's not unique to this cover—our artists also create some amazing images, some of which inspire future rules development.


Hey John Compsognathuson, so, this new mystic connection, it's totally gonna be made legal for SFS, right? Wink wink wink wink wink

Oh and does a certain mysterious ring work only with bites or can I also do punchy with said ring (it says i get sharp teeth but then talks about unarmed strikes)?

Paizo Employee Organized Play Lead Developer

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FiddlersGreen wrote:

Hey John Compsognathuson, so, this new mystic connection, it's totally gonna be made legal for SFS, right? Wink wink wink wink wink

Oh and does a certain mysterious ring work only with bites or can I also do punchy with said ring (it says i get sharp teeth but then talks about unarmed strikes)?

At least for that first question, the organized play program has a proud tradition of asking "Does this character option mandate or strongly encourage the downfall of civilization as we know it" when assessing what options to legalize in the campaign; those that evoke a strong "yes," usually aren't available. I understand that Thursty likewise keeps this question in mind when reviewing new options.


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But our cult didn't start the fire... It was always burning since the station's been operating.

Hides the kerosene.


Zaister wrote:
However, reprints are scheduled to become available in November.

Phew! Was wondering why I hadn’t seen it on sale in the UK yet.


John Compton wrote:
That said—and it's not unique to this cover—our artists also create some amazing images, some of which inspire future rules development.

I hope someone is hard at work designing "Hand in a Canister" (Handister?) for future Starfinder installments, dangit! That just looks so cool!

(And thanks Rob and John for the answer. I suspected that might be the case, but still really want to see that thing statted up!)

Grand Lodge

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Any ETA for the chronicle for Dead Suns #2?

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Oh yeah, another thing I'm bothered by that I forgot to mention before:

This book doesn't mention Ambassador's motivations for thing from first book. I was thinking this book would explain it when they would reveal how players' choices regarding that thing from first book would pan out, but this book doesn't do that. I assume they might explain it in third book, but if I had started to run this game before all parts would have been released, well, I would have to had make guesses based on Ambassador's alignment when portraying him and his reactions to PCs' questions :P


CorvusMask wrote:

Oh yeah, another thing I'm bothered by that I forgot to mention before:

This book doesn't mention Ambassador's motivations for thing from first book. I was thinking this book would explain it when they would reveal how players' choices regarding that thing from first book would pan out, but this book doesn't do that. I assume they might explain it in third book, but if I had started to run this game before all parts would have been released, well, I would have to had make guesses based on Ambassador's alignment when portraying him and his reactions to PCs' questions :P

That pretty much applies to every AP though.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Yeah, thats why my modus operand is that I read every part of AP before moving onward, but I can't think of any single AP part I've read with "Character does something PCs might be suspicious of, but adventure doesn't explain why at all or what is their goal" <_< Usually adventure part of AP parts is self contained enough that you don't need to know what happens later on to understand what is going on, knowing what is coming ahead is great for foreshadowing though.

Silver Crusade

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Pathfinder Adventure Path Subscriber

Running an AP without reading the entire AP is *always* a bad idea. An adventure might be self-contained and you decide to kill off an NPC and then discover 2 books later that they are pivotal to the adventure. Or any of the other dozen problems that might arise from not reading the whole thing before you run.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber
Gorbacz wrote:
Running an AP without reading the entire AP is *always* a bad idea. An adventure might be self-contained and you decide to kill off an NPC and then discover 2 books later that they are pivotal to the adventure. Or any of the other dozen problems that might arise from not reading the whole thing before you run.

Ye, agreed. But I still think this is one of those cases were you shouldn't need to wait/search for answer in later books.

Either way, this book is the one that convinced me to stick to my policy of reading all parts first :p I still hope devs change minds about player guides by time all books are released since pact world book and alien archive are both out by then

Sovereign Court

Pathfinder Starfinder Society Subscriber
CorvusMask wrote:

Oh yeah, another thing I'm bothered by that I forgot to mention before:

This book doesn't mention Ambassador's motivations for thing from first book. I was thinking this book would explain it when they would reveal how players' choices regarding that thing from first book would pan out, but this book doesn't do that. I assume they might explain it in third book, but if I had started to run this game before all parts would have been released, well, I would have to had make guesses based on Ambassador's alignment when portraying him and his reactions to PCs' questions :P

Weren't things pretty much explained in the adventure? What questions do you still have that are relevant to the PCs?

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Its not relevant to PCs, its relevant to GM on how to portray a moment when players try to question related npcs :P

What I was left hanging was, WHY did Ambassador Nor want that package. Adventure explains what he tells to PCs, what is in package and what happens based on what players do with the package, but never what was the real deal going on. Is he smuggling the package for nefarious reasons, is package actually deserting or what?

Silver Crusade

CorvusMask wrote:
Yeah, thats why my modus operand is that I read every part of AP before moving onward, but I can't think of any single AP part I've read with "Character does something PCs might be suspicious of, but adventure doesn't explain why at all or what is their goal" <_< Usually adventure part of AP parts is self contained enough that you don't need to know what happens later on to understand what is going on, knowing what is coming ahead is great for foreshadowing though.

Based on the part I bolded above, I'm assuming you've never read Rise of the Runelords. Book 1 introduces an innocent seeming NPC, who becomes a major player in book 2. The GM really should know his back story and details from book 2 before running book 1, to get everything right in how to handle him.

Dark Archive

While i agree that waiting for part 5 or 6 to be out before beginning to read/prepare an AP makes for the best coherent roleplay experience, it's a much more difficult thing to do with this first Starfinder AP, as one has to wait 11 months instead of the usual 5 until the last part releases.
Also with 64 pages instead of 96, it feels shorter than a Pathfinder AP, which level-wise it actually is.

On the other hand, i don't think this AP is breaking down after book #4, as most Pathfinder APs i took part in did.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber
Fromper wrote:
CorvusMask wrote:
Yeah, thats why my modus operand is that I read every part of AP before moving onward, but I can't think of any single AP part I've read with "Character does something PCs might be suspicious of, but adventure doesn't explain why at all or what is their goal" <_< Usually adventure part of AP parts is self contained enough that you don't need to know what happens later on to understand what is going on, knowing what is coming ahead is great for foreshadowing though.
Based on the part I bolded above, I'm assuming you've never read Rise of the Runelords. Book 1 introduces an innocent seeming NPC, who becomes a major player in book 2. The GM really should know his back story and details from book 2 before running book 1, to get everything right in how to handle him.

Hmm, thats true,(and yes, I've run RotR), but though in that case at least unless player's for some reason just decide to kill the guy, you could run the guy as written without being inconsistent with revelations that come from later on. Well, to some extend <_< I could see something like players going with him when he says he goes to Magnimar because Gm doesn't know where he actually goes to, but as long player's don't do anything unexpected, you don't really need to know what happens to him as long you don't add your own scenes about the guy.

Silver Crusade

John it sounds to me like the title for this book was taken form the orginal Battlestar Galactica, is this the case?

Paizo Employee Organized Play Lead Developer

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Lou Diamond wrote:
John it sounds to me like the title for this book was taken form the orginal Battlestar Galactica, is this the case?

Although I wrote this adventure, I was not involved in creating the title. I can see some after-the-fact similarities with the Battlestar Galactica universe, but I don't believe those were intentional. At the very least, Battlestar Galactica did not play a conscious role in how I approached, designed, and wrote this adventure.

Grand Lodge

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Are we going to see the Chronicle sheets for this anytime soon? Thanks!

Brilde

Scarab Sages

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

Going to +1 on Brilde's comment about knowing if/when the 2nd chronicle sheet might be released.

Thanks!

Jim


Maybe I'm missing something but how do you not produce enough of a product in the first run to cover your pre orders?


They still have a print option for purchase of this adventure...


And despite having subscribed in August I still don't have mine...


I would make a thread in the Customer Service forum about that then.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Daemoro wrote:
And despite having subscribed in August I still don't have mine...

You might want to contact Customer Service about it then, so that they can give your subscription a kick....

Silver Crusade

What's the official level range for this in SFS organized play?

Scarab Sages

Jesus Paizo, I love your proucts but who the heck was asking for *more* skill challenges after 4e bombed?


Lot's of people probably.

(Those aren't new to Starfinder, they're throughout 1st Edition Pathfinder as well).

Scarab Sages

I guess they were better disguised I guess? I went through a two-hour long slog of rolls with no real discernable purpose aside from "don't be near those dino-creatures"

Sorry, this is very bitter post but it was just soooo boring as a player

Liberty's Edge

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

So discovered the fight(s) at the Stargazer are killer. Almost had a TPK when Event 5 happens after the Cult ambush.

Fortunately for the rest of the party, the remaining monster decided the unconscious Envoy was more useful as in incubator than killing the rest of the group.

Pretty rough end for the Envoy. But at least the group finally decided they need a tank.

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