The undead Corpse Fleet has appeared in orbit above the Gate of Twelve Suns, intent on seizing the ancient alien superweapon called the Stellar Degenerator. The heroes are massively outgunned, and their only hope to defeat the Corpse Fleet is by infiltrating the fleet's flagship and taking control of the vessel's bridge. Only then can the heroes pilot the ship on a collision course with the superweapon in a desperate bid to end both threats at once. If successful, the heroes can destroy the Stellar Degenerator, but they'll need to escape the carnage to live to tell the tale!
This volume of Starfinder Adventure Path concludes the Dead Suns Adventure Path and includes:
"Empire of Bones," a Starfinder adventure for 11th-level characters, by Owen K.C. Stephens.
Advice on how you can continue your campaign past the final encounter and details on the devastation inflicted on the galaxy should the heroes fail, by John Compton.
Technological specifications for starships of extraordinary size and power, by Owen K.C. Stephens.
A collection of starships from the dreaded undead navy known as the Corpse Fleet, by Jason Keeley.
An archive of new creatures, including a plethora of undead monstrosities and a crystalline humanoid that can redirect blasts of energy, by Owen K.C. Stephens and Larry Wilhelm.
Statistics and deck plans for a massive undead flagship, by Owen K.C. Stephens, plus an introduction to a planet constantly wracked by energy storms, by Larry Wilhelm.
ISBN-13: 978-1-64078-042-2
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:
Don't think I can explain the problem without spoilers:
So instead of going to that big mysterious weapon ship planet you've been looking forward to all campaign, you're going to go to an almost as deadly but far more run of the mill undead spacecraft carrier.
This really should be suicide, but fortunately in a ship the size of a city you just happen to run into the one guy who has both the desire and the capability to take out the ship with his mad hacking program. While differences between the corpse fleet and the regular Eoxians has come up, I don't believe that internal strife has and running into this one particular person with a plan for a ragtag group of adventurers ready to go is very deus ex.
...why would the party decide to take this approach besides the DM dragging them there? Why does this guy even HAVE that program? How'd we run into him instead of
Major General Stanley who would have had the whole ship slaughtering us?
Lots of fun encounters and ways for creative PCs to avoid the minions of the corpse fleet. As a novice GM it ran well and was only surprised by how quickly my PCs went through it.
GM comment:
I reintroduced escolar I'm book 3 and made her available to the PCs for book 6 ( as info or back up PC in case of death). She has a beta tombstone and wraith program to encourage the party.
Anyhoo, after reading this through, I can safely say that final two books are best books in Dead Suns ._. I mean, its mostly action, but its REALLY cool climactic action with cool encounters and cool personalities for the named baddies. All three main officers you face aboard the ship have chance to shine their personality in nice ways.
If the PDF version is done, you should give us an early Christmas present and release it now. My group just finished #5 in the series last weekend, and now we are in a holding pattern waiting impatiently for the last one in the series. :-)
While looking for the usual Paizo end-of-AP Easter egg, I had a bit of ** spoiler omitted **
The print copies of the adventure have the correct copyright information (and end-of-AP quote). This issue is only in the pdf, which we will fix ASAP. Thanks for pointing it out!
Get the PDF here, sync the account at Fantasygrounds.com and then you can get a $15.99 discount on the purchase when you add it to your cart there. $7 final price.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Robert G. McCreary wrote:
logic_poet wrote:
While looking for the usual Paizo end-of-AP Easter egg, I had a bit of ** spoiler omitted **
The print copies of the adventure have the correct copyright information (and end-of-AP quote). This issue is only in the pdf, which we will fix ASAP. Thanks for pointing it out!
Anyhoo, after reading this through, I can safely say that final two books are best books in Dead Suns ._. I mean, its mostly action, but its REALLY cool climactic action with cool encounters and cool personalities for the named baddies. All three main officers you face aboard the ship have chance to shine their personality in nice ways.
I especially love how the final boss is set up
Glad you liked it!
Woo finally run it and reviewed it :3 Loved it~
Now to prep for Devastation Arc and hope society sanctioning comes sooner than later xD
On sidenote, realized this took our group about 5 months. I'm wondering what is average playtime for Starfinder APs? Pathfinder 1e APs have taken about year(add or reduce month or two), I'm not particularly surprised about starfinder aps taking less time since they are shorter and go to lower levels, but I'm still curious?