Starfinder Adventure Path #2: Temple of the Twelve

***** (based on 5 ratings)
Starfinder Adventure Path #2: Temple of the Twelve

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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

Starfinder Society Roleplaying Guild Sanctioned Content

Temple of the Twelve 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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***** (based on 5 ratings)

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Super Space Australia

****( )

This book has a lot of cool things but I had a few issues that I didnt catch until I GMed it.

Spoiler Warning:

Pro:
Part one and part three are fun.
Jungle temples are cool
Awesome monsters (Sky fisher!)
Cool Solarian NPC
Interesting chase (Even if my PCs didnt seem super into it)

Cons:
Mechanics will likely be wondering why they came
Part 2 is a rail road with no choices or stakes.
The book fails to point out the wonders of ukalam and focuses on monster after monster. - yeah the monsters are cool but they could have been with interesting exploration or hazards.


The Plot Thickens!

*****

A very nice follow up to the first book.
I do agree that this one is "better", but I feel that the first book was a little bit more general on purpose: to get people into the game system, and all the rules and such (it was very diverse).
Three parts here, I will not talk much for they have been well explained: all different, and giving all PCs a moment to shine! Intellectuals, tree huggers, fighters!
A very nice adventure.
I cannot wait to move on to the next one...


Exceptional Second Installment

*****

The following is based on my experience running the adventure path four a group of four at my local gaming store, using “home campaign” Starfinder Society rules…

Temple of the Twelve was a very good second part of the Dead Suns Adventure Path. I had a few nit-picks with the way the story progressed, but the good parts of the AP were so good they pushed the overall review into 5-star range. Details below.

Part I

Spoiler:
First, the good. The entire university storyline, with all of its roleplaying and some skill/research opportunities, was probably my favorite storyline that I’ve seen yet playing paizo-published Starfinder products (with a possible exception of the gala in Starfinder Society Scenario 1-05; it’s hard to pick a favorite). The story reminded me, as another reviewer put it, of the beginning of an Indiana Jones movie or adventure game. In particular, roleplaying with the Ailabiens 21:2 was not only fun and engaging, the PCs were so drawn in that they tried to learn more about Castrovelian history while debating the merits (or not) of his comments. Extremely well done.

Spoiler:
Second, the could-be-better. The starship combat at the very beginning of the adventure seemed didn’t make much sense to me (or the group), other than as a not-very-subtle excuse to fit starship combat somewhere into this part of the AP. As one of my players put it, TotT seemed to “start” about 45 minutes into session 2, once the unnecessary starship combat is resolved and the fallout from I@AS is wrapped up.

Part II

Spoiler:
The second part of TotT did a great job with travel through the jungle. Lots of survival skill checks (the first time “survival” has been prominently featured in a paizo-published Starfinder product, I believe), but with a variety of other challenges mixed in (environmental hazards, “chase” scenes/challenges, regular combat, multi-day stalking by predators, etc.). My (and my PC’s) only slight annoyance was that there was nothing the PCs could actually do during Part II to influence the events of Part III; whether they made the trip in the minimum possible time or wandered around aimlessly for an extra five days, it was all the same. I would’ve preferred some mechanic or change in the story so the PC’s (several) survival checks felt a little bit more impactful, but if my main complaint is with the meta-story instead of a particular encounter, there can’t be too much wrong here.

Part III

Spoiler:
A nice series of combats with a ton of world-building? Sounds great! I think Part III was the most straightforward of the parts from this AP, so there’s the least to comment on. On the combat side, I think the toughest combat was with the Solarian. Especially since it’s early in Part III (and this clearly isn’t the BBEG) some PCs might take the combat lightly – which can be a really big mistake! On the worldbuilding side, I loved all of the flavor (constellations in different hemispheres, the library, etc.) packed into this part of the AP.

All in all, TotT was a great second part of the Dead Suns AP. For the most part it brought challenging combats, interesting settings, and dedicated enough time to worthwhile roleplaying. I think my favorite part about TotT was how it made the Starfinder Universe feel bigger. The detail given to Qabarat and Ukulam really made Castrovel feel like a dynamic, living world where the PCs could come back to instead of a page or two in a source book. Well done!


A Great Second Entry

*****

Temple of the Twelve starts delivering big on the promises of Star Finder; namely by bringing a great mix of technology, magic, planet hopping, and history together for a unique story that could only be told in a world where starships and spell-slingers are side by side.

My review of Incident At Absalom Station commented that it was a bit of a bland space opera. Temple of the Twelve wraps up the Incident well and helps push players to start exploring the Golarion System. Much of the adventure is dedicated to interaction and investigation. There is also an overland expedition (which seems surprising in a world with space-ships but is well explained). This could have easily been a rehash of Pathfinder expeditions but John Compton makes it feel like a proper sci-fi expedition, replete with strange creatures, ancient ruins, and opposing parties. The book has a feel of Indiana Jones and Avatar, and I have to admit I got some flashes to the mighty Masks of Nylarahotep as well.

Overall, character and combat encounters are designed to handle a wide variety of characters and play styles. Mysteries are robust and can be solved, ignored, or avoided in many clever ways. Opponents are interesting and slotted well. This is an adventure that will serve any group very well.


Book 2: Starfinder Indiana Jones and the Temple of the 12

*****

Starting with a seamless transition from "Incident at Absalom Station" John Compton starts this adventure off by tying up some loose threads from that book. Players here will probably be ready for a bit of relaxation after exploring the Drift rock, and mirroring the introduction of the first book we get a battle to start, and then a good amount of Role-playing and Investigations, with a great change of setting. The strange and interesting Qabarat University and Castrovel makes for a fun locale and very different from Absalom, and I think players will get into the beginning of book 2 in a big way.

The expedition part of Chapter 2 is where it feels like book 2 is really going to take off. The setting here feels very similar to many Fantasy treks over open terrain, and for an intrepid GM I think it will have a lot of opportunities to make Castrovel really come to life. The additional chapter in the back of the book (by Compton + James Sutter) about the Castrovel can really help this section shine as the first big alien planet that players get to explore in the AP.

The enemies in this book, particularly the named baddies from the Cult of the Devourer, all feel threatening, fleshed out, and pop up at great places in the story. I think with a little more GM foreshadowing that the Cult will make a great 'BBEG' (Big Bad Evil Guy) for the rest of the AP. Certainly the chapter devoted to their organization is one of the best parts of this book, as Owen KC Stephens give GM's some great tools to upgrade enemies and deepens the lore for the Cult.

As a GM, I think my overall impression of Book 2 is positive, and if you and your players liked Book 1 then you will love TotT. There is a lot of new things added into this book for GM's whose players burned through Book 1, that will allow to to take it slow and draw out a very fun exploration section. The enemies are dangerous, but I feel will be a little more balanced than some of the encounters in Book 1, as players will be more comfortable with their level 3 and 4 PCs taking on Large monsters and terrifying Cultists. That being said I think that the way this adventure is laid out that it is very friendly for new GMs and players, and draws on a lot of familiar rules to move the story along for them.

I had very high expectations for this book as Book 1 is one of my favorite Paizo Adventure Path starts. Part of those expectations were based on the amazing setting, and I think Book 2 does a great job in expanding the universe for Starfinder as a whole. I am excited to see how GM's play it, and can't wait to post our play-through online. If the subsequent books 3-6 are as good as the first 2 then Dead Suns will be as cherished and long-lived as Rise of the Runelords.


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Paizo Employee Community & Digital Content Director

1 person marked this as a favorite.

Announced for October! Image and description are not final and subject to change.

Paizo Employee Pathfinder Society Lead Developer

I'm excited to go to Castrovel!

Silver Crusade

Excited that John Compton wrote this! His Iblydos chapter in Distant Shores is still one of my favorite Pathfinder things ever.

Interesting that this is for 3rd level characters. Wonder what that says about the story-to-back matter ratio in the 64-page books.

Liberty's Edge

Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber

Only two levels in the whole first AP volume? That's going to be an interesting readjustment... I hope this doesn't turn out to be standard for the adventures.

Dark Archive

3 people marked this as a favorite.

I kinda like that characters only advance 1 level in book 1 and that spellcasters now only have 6 spell-levels.
In my over 30 years of roleplaying, higher level play is mostly not as good as lower level play and it becomes a nightmare to game-master.

That being said, maybe only the first AP is taking it slow (players would finish the AP at level 11 or 12 if this advancement-speed would continue) and the second one is a direct follow-up?


Pathfinder Adventure Path, Companion Subscriber

Castrovel, interesting.


Shisumo wrote:
Only two levels in the whole first AP volume? That's going to be an interesting readjustment... I hope this doesn't turn out to be standard for the adventures.

Remember, Council of Thieves was pretty low level AP as well, so I imagine that Dead Suns, being a fellow first AP for a new system, might also be a bit more low level than usual.


1 person marked this as a favorite.
Paizo Charter Superscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber
Shisumo wrote:
Only two levels in the whole first AP volume? That's going to be an interesting readjustment... I hope this doesn't turn out to be standard for the adventures.

We don't even know enough to really make assumptions like this. Maybe Starfinder works differently from Pathfinder, maybe it only goes to 12th level, for example.

Also, note that these AP volumes are only 64 pages, so it might very well be that the adventures are shorter than typical Parhfinder AP adventures.


Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

The product description mentions two articles of backmatter plus the bestiary, so I think it's a reasonable guess to say that we're going to see 32 pages of adventure and 32 pages of backmatter (as Pathfinder APs similarly have two articles plus bestiary and have 32 pages of backmatter). This would, by necessity, limit the amount of adventure content. If each AP does only 2 levels, that ends up at level 12. I think it's likely that a couple of them would give 3 levels, so my guess is that this AP will wrap up around level 14-15.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Nice that first Starfinder AP involves players being Starfinders :D

RPG Superstar 2009 Top 32

The Product Description needs clean up.


1 person marked this as a favorite.
Lord Fyre wrote:
The Product Description needs clean up.

Indeed.

Anyway, no one is curious to know who is the Devourer? What if it is one of the new Core Deities? Or maybe something else from the dark corners of the universe...


8 people marked this as a favorite.

It's a mystery, that's for sure.

whistles innocently.

Dark Archive

Pathfinder Battles Case Subscriber

Castrovel gazeteer? Be still, my beating, elf-gated heart! This is precisely the level of crossover material I was hoping for!

Liberty's Edge

Velr-Fex wrote:
Lord Fyre wrote:
The Product Description needs clean up.

Indeed.

Anyway, no one is curious to know who is the Devourer? What if it is one of the new Core Deities? Or maybe something else from the dark corners of the universe...

I would be rad if Nocticula is in the core pantheon as a CN goddess


So, spoilers to people who don't read up on the lore of Pathfinder.

Castrovel is Golarion, it is named Cage everywhere else because it houses the imprisoned god Rovagug. And I'm willing to bet money that the devourer is the god sealed inside the planet, Rovagug.

Paizo Employee Pathfinder Society Lead Developer

5 people marked this as a favorite.
GwentheGeemer wrote:

So, spoilers to people who don't read up on the lore of Pathfinder.

Castrovel is Golarion, it is named Cage everywhere else because it houses the imprisoned god Rovagug. And I'm willing to bet money that the devourer is the god sealed inside the planet, Rovagug.

Errr, Golarion and Castrovel are very different planets, with Castrovel being the planet next closest to the Sun.

Lantern Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber
John Compton wrote:
GwentheGeemer wrote:

So, spoilers to people who don't read up on the lore of Pathfinder.

Castrovel is Golarion, it is named Cage everywhere else because it houses the imprisoned god Rovagug. And I'm willing to bet money that the devourer is the god sealed inside the planet, Rovagug.

Errr, Golarion and Castrovel are very different planets, with Castrovel being the planet next closest to the Sun.

Also, those of us at PaizoCon were straight up told by Rob McCreary at one of the panels that Rovagug and Torag are just gone, period; no where to be found.


Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Card Game, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber; Pathfinder Comics Subscriber

Sounds awesome!

Paizo Employee Community & Digital Content Director

Updated with final product description and image!

Dark Archive

1 person marked this as a favorite.

To me the race against two evil other groups sounds great.
I'm especially looking forward to Owen's article on the Cult of the Devourer, because his stuff is always so well functioning mechanically.
And i'm also curious about the cult background story-wise.

Dark Archive

I'm also curious about how the (assumed 10 page) article on Castrovel updates & expands the original 4 page one from "Pathfinder Campaign Setting: Distant Worlds".

Dark Archive

By the way the Ksarik attack looks great, who's the artist?

Paizo Employee Senior Developer, Starfinder Team

1 person marked this as a favorite.
Marco Massoudi wrote:
By the way the Ksarik attack looks great, who's the artist?

David Alvarez.


Pathfinder Starfinder Society Roleplaying Guild Subscriber

Okay so now that I know what the Cult of the Devourer looks like, I do NOT want those guys to get anything new from mysterious old ruins.

Scarab Sages

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

Will there be any new Player Options in the bestiary? My favorite entries in the Pathfinder Adventure Path bestiaries were when we got to see new Familiars and Animal Companions. Will we get to see new Drone Chassis Types? Or Playable races?


Phantasm shout out!


When exactly does this one come out? The store says the PDF comes out on the 18th, but the page said per-order the other day and now it just says add to cart?


It does that when they start shipping for Subscribers I believe.


Oh, I mean when can I go to my game store and purchase it? I don't see an official release date anywhere. Just trying to judge how many sessions I have to try and squeeze into the AP before the book comes out.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Usually the PDF is available the same day as the official street / release date. My guess would be the book would be available for sale on the 18th


Yep.


2 people marked this as a favorite.

The Codex of Worlds is my favorite part about the Adventure Path line.


Same.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

So something I haven't seen anyone mention, this book's bestiary has two creatures with PC racial statblocks included. First one being Ferrans who are also focus of this book's codex of the worlds, while second one is the woiokos mentioned in first book's codex of the worlds.


CorvusMask wrote:
So something I haven't seen anyone mention, this book's bestiary has two creatures with PC racial statblocks included. First one being Ferrans who are also focus of this book's codex of the worlds, while second one is the woiokos mentioned in first book's codex of the worlds.

Two?! That means this month we go from 13 playable races to 35. Color me excited.

Liberty's Edge

What are the creatures in this one?

Liberty's Edge

Steven "Troll" O'Neal wrote:
CorvusMask wrote:
So something I haven't seen anyone mention, this book's bestiary has two creatures with PC racial statblocks included. First one being Ferrans who are also focus of this book's codex of the worlds, while second one is the woiokos mentioned in first book's codex of the worlds.
Two?! That means this month we go from 13 playable races to 35. Color me excited.

I think it's 37.


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Paladinosaur wrote:
Steven "Troll" O'Neal wrote:
CorvusMask wrote:
So something I haven't seen anyone mention, this book's bestiary has two creatures with PC racial statblocks included. First one being Ferrans who are also focus of this book's codex of the worlds, while second one is the woiokos mentioned in first book's codex of the worlds.
Two?! That means this month we go from 13 playable races to 35. Color me excited.
I think it's 37.

Correct. I counted 22 playable races in Alien Archive.

Dark Archive

Pathfinder Adventure Path Subscriber
Paladinosaur wrote:

What are the creatures in this one?

They are all, besides two new races, Castrovellian creatures that show up during the adventure, so that'd be a little of spoiler.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Hmm, I'm in kind of bind here what to do. I feel like I wanna do a review on this book, but I have standard of not reviewing adventures before I have run them. I kind of want to give feedback on the adventure, but I don't want to color other people's opinions before they have had chance to read the adventure .-.

Let's just say that I'm getting increasingly feeling that player's guide for player expectations would have been nice <_< Even if its released after all six parts have been released. I mean, by that time more starfinder core books have been released, so that would be good excuse to do player's guide to mention which of them are suitable.


Anyone want to disclose some general info on the two new races for those not subscribed? Appearance and gimmick would be lovely.

Dark Archive

Pathfinder Adventure Path Subscriber

Well, okay, sure.

Ferrans are small humanoid yellow skinned aliens, kind of like yellow hairless dwarves in appearance. Their thing is that their high gravity homeplanet got blackhole'd so they are surviving instead on their moonbase in their homeplanet's moon. They are scientific and agnostic/atheist, sturdy and radiation resistant.

Woioko is race of eel skinned humanoids split into two subspecies when their planet's sea level raised and destroyed their terrestial civilization: floatborn who live in floating cities on the sea divided into dozens of nations and deepborn who modified themselves to be closer to their aquatic ancestors and moved to live under the sea. Deepborn have a lot of domination war with each other for territory. There is no contact between two subspecies since they don't share the same living space.


Cool thank you. Can't wait to get this one later this month.


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

If anyone has this yet, what is the new Mystic connection given?


The Devastator Connection is related to the Cult of the Devourer.


Starfinder Charter Superscriber

Well, my group chewed through the first book in two sessions so the last session I ran them through one of the modules. Lets hope the second one lasts a little longer. Hoping to be able to generate some random encounters now that we have the Alien races book. Has anyone posted their own tables yet, both space and ground/station?

Dark Archive

Congratulations to selling out again!

I managed to get two copies of AP #1, i hope i´ll get this one by thursday from my local flagstore.


Pathfinder Adventure Path Subscriber

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. :/


Pathfinder Adventure Path, Pawns, Roleplaying Game, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
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?)

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