Starfinder Adventure Path #7: The Reach of Empire (Against the Aeon Throne 1 of 3)

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Starfinder Adventure Path #7: The Reach of Empire (Against the Aeon Throne 1 of 3)
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Guerrillas in the Mist

Hired to transport supplies to a fog-shrouded world in the Vast, the heroes discover that a small military force from the Azlanti Star Empire has invaded and occupied the Pact Worlds colony there. The heroes must liberate the settlement from its merciless oppressors, but when they do, they learn that the Azlanti have taken both an experimental starship drive discovered on the planet and one of the colonists—an old friend of the heroes—back to the Star Empire!

This volume of Starfinder Adventure Path launches the Against the Aeon Throne Adventure Path and includes:

  • "The Reach of Empire," a Starfinder adventure for 1st-level characters, by Ron Lundeen.
  • A gazetteer and brief history of the Pact Worlds colony on Nakondis and its main settlement of Madelon's Landing, as well as a new colonist theme for player characters, by Ron Lundeen.
  • A collection of advanced starships built and flown within the Azlanti Star Empire, by Lyz Liddell.
  • An archive of fascinating new creatures, from beasts of living magma to massive clouds of devouring ooze, by Patrick Brennan, Ron Lundeen, Joe Pasini, and Owen K.C. Stephens.
  • Statistics and deck plans for an exploratory vessel of the Azlanti Star Empire, plus an overview of the forest planet of Nakondis, by Ron Lundeen.

ISBN-13: 978-1-64078-061-3

The Against the Aeon Throne 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 (1.0 MB PDF).

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Roll20 Virtual Tabletop
Archives of Nethys

Note: This product is part of the Starfinder Adventure Path Subscription.

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The BEST way to introduce people to Starfinder

5/5

I think this 3 part AP has everything you want in an intro AP to Starfinder -

1. Star Warsy plot, you against the Empire, a roguish ragtag band of miscreants

2. Limited access to items. Useful to prevent decision paralysis among new players overwhelmed with choice.

3. A straight forward uncomplicated BAD guy to work against.

The backmatter was also useful, moreso the 2nd AP but the 1st was also of great utility.


Adventuring distilled and served!

4/5

I loved this first book of Against the Aeon Throne! I ran it for 5 friends of mine from Spain and we had a really great time with it.
This module has quite a bit of combat but it's all well blended within the scenario of reclaiming an invaded colony from within, guerrilla-style! The setting, far out mist-covered forest of the planet Nakondis, is one of the best parts of it. The maps are also outstanding. The hook is pretty good, but the possibility of expanding the players' stay in case they want to dive into the forest looking for trouble is much appreciated.

I'm not giving it 5 stars just because it seems forced to me that 1st level characters could go against the Azlanti Star Empire, even if it's mostly cadets. I would have preferred it if the adventure at least hinted at their reputation being somewhat exaggerated, or found some other way to justify how easy it is to kill these baddies. Also I had to add quite a bit of stuff to make the occupation more credible to my players, namely patrols, signal jamming devices, curfew rules and pump up the general power of the baddies, in order to incentivate creative play versus outright "let's frontal assault everything" :D


A fun Good vs Evil Romp

5/5

I have run this book of the AP four times now as a longer-play option at conventions and via play by post and I have to say I just adore it.

The PCs get to come in and play liberators in an ongoing hostage situation. As soon as the PCs realize they get to be John McClane in this Space Die Hard they all get super into it and play along.

Along the way there are some very memorable set pieces and lots of toys in the toybox that the PCs can use to solve the adventure's key obstacles.

If you want to stretch this out to be a slightly longer experience there are a lot of logical setbacks you can toss the player's way such as the confiscation of their starship or the capture of their friends but if you want to streamline it there are easy options for doing that too.

Excellent work all around, my ONLY complaint is that the book (and AP) main villains arent built up nearly enough but oh well.


Space Baddies

5/5

A very nice opening book!
I played and GMed it.
A great set up, and very nice sandbox feeling yet rather directed storyline, with a rich place to play in, and then a nice rich background for the Azlanti part that will continue.
Fun and tough fights.
Many ways to do things.
Very nice.


Strong opening and closing acts, but struggles greatly in the middle

2/5

The Reach of Empire is an adventure with strong opening and closing acts, but one that struggles greatly in the middle with old-fashioned RPG design problems.

Spoilers ahead, so player don't proceed farther...

Part 1 does a terrific job of establishing the “why” for the PCs mission to Nakondis. Positioning Cedona as an old friend of the PCs but varying the circumstances by Theme provides great role-playing fodder out of the gate and goes a long way towards discouraging “we’ll run and get help” tactics once the colony’s situation is revealed. True to space opera sensibilities, part 1 rightly wastes little time before throwing the PCs into the action as their milk run for AbadarCorp is suddenly transformed by a space battle.

Groundside, three decent encounters await the PCs but none particularly stand out. Unfortunately, this is also where problems in story logic and adventure structure begin to emerge as foreshadowing for Part 2 where they will go full-blown. Specifically, the adventure assumes 3 encounters taking place less than an hour from the colony of Madelon’s Landing. Can’t people hear gunfire in Starfinder? PCs will presumably have fights with 2 Azlanti patrols and, if successful, likely have dead soldiers’ communications gear. Yet Azlanti communications aren’t fully explained until the Command Center entry in Part 2. The ground-based encounters foreshadow Part 2 problems.

Part 2 takes up most of the adventure as it is set wholly within Madelon’s Colony. Here the adventure structural and story logic problems manifest in full force. Nakondis is a forest planet perpetually shrouded by fog. Apparently, this is so that dungeon design logic can be applied to encounters in an otherwise open settlement. The fog is used as a pretense for limited vision and isolation, but it only applies for the sake of enforcing cliché fantasy adventure design. Examples of such include:
1. The PCs’ ship is parked only an hour away. Why don’t the Azlanti try to capture it?
2. The free-the-colony efforts fails to utilize rich wilderness setting detailed in the colony’s backmatter writeup in order to force a dungeon-room feel.
3. Cliché RPG-trope-style “why can’t the locals do this?” quests. The PCs would attract more attention. Oh yeah, the fog...
4. The Azlanti won’t realize water rationing isn’t happening once the water elemental is dealt with? Also, who among the Azlanti summoned and bound the creature? Olaraja is a technomancer, so he could possibly have cast the spell but lacks the power to bind it. Note to Paizo – when people complain about NPCs not playing by PCs rules, this kind of stuff is why.

There are good nods to some things (Azlanti language, counting the # of guards, if the PCs attack the garrison “early”) foiled by head-scratching omissions on others (Azlanti leadership/coordination; communications; colonists out-sourcing resistance to strangers).

Lisa Steven’s love of Star Wars is well known. So it should come as little surprise that Paizo’s own science fantasy would have an evil empire to contend with. In The Rise of Empire, however, the Azlanti Star Empire seems to take its inspiration from the worst incompetent-stormtrooper tropes. While the villains are primarily cadets and don't have great numbers, we are repeatedly told about their discipline and training which unfortunately seems to only enable the Azlanti to make stupid tactical decisions rather than operate as a training military unit. The Azlanti Empire as presented here isn’t worth fearing. They fail to apply force effectively. They are always in groups smaller than the typical 4-adventurer party. Who performs an execution with only 2 guards? When their garrison gets breached the Azlanti all stay at their posts rather than coordinating a combined defense? And this is explained by “years of discipline”! Why the hell does the guy left in charge NOT lead from the command center (aside from the need to keep him separate for CR-appropriate shenanigans? Azlanti leadership is non-existent. The Pact Worlds have little to fear from these fools.

Things begin to improve in Part 3 but easily-avoided gaffes remain. The crashed starship’s power was offline until restored by the Azlanti. Yet, the adjutant robot has been online/powered for several centuries. This leads to the robot’s “chronology circuits” being damaged so that the robot thinks it’s only been a few days. This overly complicated and ham-fisted solution could be better explained by the robot being forced into dormancy when the crashed ship’s power failed and the robot only coming back online once power was restored. To the robot, it’s still a matter of days without the overwrought hoop-jumping. It also would allow for precious word-count to be better used elsewhere.

Azlanti who, for various reasons, always fight to the death is fine. However, non-lethal weapons are readily available in Starfinder and my group captured several Azlanti this way. If having the Azlanti always fight to the death was intended to keep the PCs from interrogating the enemy, adventure authors need to be aware of Starfinder nonlethal weapons.

Those issues aside, the wreckage of the Royal Venture makes for an interesting and effective dungeon-crawl. Part 3 concludes with an exciting starship combat finale and does a good job of setting up the next installment.

Backmatter
Excellent articles on Nakondis, Nakondis Colony, Madelon’s Landing, a cool colonist theme, and starships of the Azlanti Empire, as well as new Alien Archive entries.

Conclusion
The Rise of Empire opens and closes on strong story beats but flounders greatly through the middle. The story, setup, and setting are all great conceptually but flawed in execution. Standard fantasy adventure quests and ‘monsters stay in their room’ logic are on full display and most lack a creative spark or differentiator to make them memorable.

This standard fantasy rpg adventure design also prevents effective utilization of both the setting and the Starfinder rules. The colony writeup discusses mining operations and science stations outside of the main colony. Nakondis could have been a more realized setting if some of the resistance missions had leveraged these locations. Also, a fair bit of word count is spent on hovertrikes. Rather than utilize the larger setting and having vehicle combat encounters, their inclusion is relegated to a weak Return of the Jedi hoverbike homage.

It’s hard to say why an adventure with great concepts and tools has such a flawed execution. With over 100+ adventure path installments, Paizo is the undisputed king of adventure path writing. They are also riffing off one of the cornerstones of modern pop culture that is loved by many of Paizo’s staff. This leads me to conclude that The Reach of Empire suffers due to Starfinder AP’s significantly lower page count than their Pathfinder counterparts receive.

Reach of Empire is a 4-star story that fails to utilize the tools of its genre and rpg system to its fullest (vehicles, scope, tactics, etc.). It falls back on tired tropes of its FRPG predecessors that don’t work in the scope that science fantasy affords. The result, unfortunately, is a 2-star execution.


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Pazio testing the waters on all those "I want a shorter AP" threads.

Dark Archive

1 person marked this as a favorite.

If i had to decide between 3 part APs (of all kinds of starting levels) & conventional 6 part APs starting at level 1, i would decide for the 3 parters.
But luckily, i can have both, which is the best kind of offering.

The 3 part APs offer the great opportunity to:
-test an adventure idea
-offer more different APs in a year
-continue other APs after they ended

I really applaud Paizo (and the people behind this ideas) for trying new things like short APs, the new double-sided flip-tiles starter packs & pocket editions.
That kind of stuff keeps things fresh.

I would like more stuff than that, like:
-Alien Archive stat cards (depicting the 94 statted creatures in the book, picture on one side, stats on the other)
-AP map packs (providing miniature-sized flip-mats & flip-tiles depicting the maps inside each AP volume)
-Starfinder Tales novels

Keep up the great work, Paizo crew! :-)

Developer

6 people marked this as a favorite.
John Warren wrote:


My question is, will this be Starfinder AP #7, or will the numbering start over for each Starfinder AP?

The Starfinder Adventure Path will be numbered like the Pathfinder Adventure Path; frex, Pathfinder Adventure Path #7 was Curse of the Crimson Throne 1 of 6.

I tried to get them to number the Starfinder Adventure Path volumes in binary, but was told there wouldn't be enough room on the spine for Starfinder Adventure Path #111.

RPG Superstar 2009 Top 32

3 people marked this as a favorite.
Jason Keeley wrote:
John Warren wrote:


My question is, will this be Starfinder AP #7, or will the numbering start over for each Starfinder AP?

The Starfinder Adventure Path will be numbered like the Pathfinder Adventure Path; frex, Pathfinder Adventure Path #7 was Curse of the Crimson Throne 1 of 6.

I tried to get them to number the Starfinder Adventure Path volumes in binary, but was told there wouldn't be enough room on the spine for Starfinder Adventure Path #111.

The real missed opportunity was not going metric for Starfinder.


Now here is a Starfinder AP I'm excited for, even if it is a short.

Could this be the Star Trek "Balance of Terror" espiode of Starfinder? We'll see.


2 people marked this as a favorite.
Lord Fyre wrote:
Jason Keeley wrote:
John Warren wrote:


My question is, will this be Starfinder AP #7, or will the numbering start over for each Starfinder AP?

The Starfinder Adventure Path will be numbered like the Pathfinder Adventure Path; frex, Pathfinder Adventure Path #7 was Curse of the Crimson Throne 1 of 6.

I tried to get them to number the Starfinder Adventure Path volumes in binary, but was told there wouldn't be enough room on the spine for Starfinder Adventure Path #111.

The real missed opportunity was not going metric for Starfinder.

I'm envisioning the 80s "Satanism" backlash to D&D, only this time it's because Paizo would be trying to teach our innocent, impressionable youth about the mathematically-precise dangers of metric. :v

RPG Superstar 2009 Top 32

Dark Midian wrote:
Lord Fyre wrote:
Jason Keeley wrote:
John Warren wrote:


My question is, will this be Starfinder AP #7, or will the numbering start over for each Starfinder AP?

The Starfinder Adventure Path will be numbered like the Pathfinder Adventure Path; frex, Pathfinder Adventure Path #7 was Curse of the Crimson Throne 1 of 6.

I tried to get them to number the Starfinder Adventure Path volumes in binary, but was told there wouldn't be enough room on the spine for Starfinder Adventure Path #111.

The real missed opportunity was not going metric for Starfinder.

I'm envisioning the 80s "Satanism" backlash to D&D, only this time it's because Paizo would be trying to teach our innocent, impressionable youth about the mathematically-precise dangers of metric. :v

It just seemed to me that going to a Metric base for Starfinder would have enhanced the "science fiction" feel of the setting.


6 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

The metric system is one of many things that were completely forgotten during the Gap. ;)


Use a base 10 system? That's preposterous. We should use a.. *counts fingers*... wait.. *counts toes instead*... Hrm.. well, we could.. Nevermind.

Jokes aside, I wouldn't have minded the metric system for SF either. However, since I already have so many D20 SW products, converting it for a homebrew is far from difficult.

As for the shorter AP against the mighty Azlanti Star Empire, I see this as an introductory AP to them against a very small number of Empire forces. It's like Star Wars Rebels - The Adventure Path... Little group going against a fraction of the big bad, but still enough to make a difference. Eventually I'm sure we'll go up against the BBEE (Big Bad Evil Empire).


Lord Fyre wrote:
Dark Midian wrote:
Lord Fyre wrote:
Jason Keeley wrote:
John Warren wrote:


My question is, will this be Starfinder AP #7, or will the numbering start over for each Starfinder AP?

The Starfinder Adventure Path will be numbered like the Pathfinder Adventure Path; frex, Pathfinder Adventure Path #7 was Curse of the Crimson Throne 1 of 6.

I tried to get them to number the Starfinder Adventure Path volumes in binary, but was told there wouldn't be enough room on the spine for Starfinder Adventure Path #111.

The real missed opportunity was not going metric for Starfinder.

I'm envisioning the 80s "Satanism" backlash to D&D, only this time it's because Paizo would be trying to teach our innocent, impressionable youth about the mathematically-precise dangers of metric. :v

It just seemed to me that going to a Metric base for Starfinder would have enhanced the "science fiction" feel of the setting.

Custom units would have worked too. Imperial units are based off anthrocentric things, metres are based of geocentric things, neither should be in use on Kasath/Castrovel/Vesk Prime


1 person marked this as a favorite.
Jason Keeley wrote:
John Warren wrote:


My question is, will this be Starfinder AP #7, or will the numbering start over for each Starfinder AP?

The Starfinder Adventure Path will be numbered like the Pathfinder Adventure Path; frex, Pathfinder Adventure Path #7 was Curse of the Crimson Throne 1 of 6.

I tried to get them to number the Starfinder Adventure Path volumes in binary, but was told there wouldn't be enough room on the spine for Starfinder Adventure Path #111.

Why not use hexadecimal?

Second Seekers (Luwazi Elsebo)

3 people marked this as a favorite.
Jason Keeley wrote:
John Warren wrote:


My question is, will this be Starfinder AP #7, or will the numbering start over for each Starfinder AP?

The Starfinder Adventure Path will be numbered like the Pathfinder Adventure Path; frex, Pathfinder Adventure Path #7 was Curse of the Crimson Throne 1 of 6.

I tried to get them to number the Starfinder Adventure Path volumes in binary, but was told there wouldn't be enough room on the spine for Starfinder Adventure Path #111.

Need more pages to make the spine larger.


I am very much fine with a shorter path.
My roleplaying group exists for 25 years now and we have 3 out of 5 players who enjoy beeing gamemaster. Shorter path means we were able to switch more often which is very nice.

On the other side i am not so happy with the change in schedule. We usually only have time for 2 playing sessions each month and with a monthly schedule we have to skip some parts.I would have wished that it would alternate with pathfinder. One month pathfinder and the next one starfinder.

I hope on the other habd that the page count will go up to 100 like in pathfinder. The extra informations provided on those sites were really great. Well we have enough experience to fill that by ourself but its nice to have some prepared solutions at hand.

Silver Crusade RPG Superstar 2014 Top 16

2 people marked this as a favorite.
Warhawk7 wrote:

Use a base 10 system? That's preposterous. We should use a.. *counts fingers*... wait.. *counts toes instead*... Hrm.. well, we could.. Nevermind.

Jokes aside, I wouldn't have minded the metric system for SF either. However, since I already have so many D20 SW products, converting it for a homebrew is far from difficult.

As for the shorter AP against the mighty Azlanti Star Empire, I see this as an introductory AP to them against a very small number of Empire forces. It's like Star Wars Rebels - The Adventure Path... Little group going against a fraction of the big bad, but still enough to make a difference. Eventually I'm sure we'll go up against the BBEE (Big Bad Evil Empire).

I once wrote a paper for my high school AP Calculus class about how calculus would have been different if we had 6 fingers on each hand. Base-12 calc is fun. :)


Monthly is better. (for those of us who would like to be able to engineer massive intergalactic conspiracies where the Great Old Ones created the Devourer, who turned around and made the Dominion by eating their planets (as per Chyzaedu article from Occult Bestiary)

Edit: the bit about Great Old ones is mere conjecture, although the laughing black hole that ate the homeworld of the Chyzaedu is reminiscent of the Devourer


Are these going to be part of the "official" adventure path numbering system?

And do this mean no regular AP during these months?


Ogrork the Mighty wrote:

Are these going to be part of the "official" adventure path numbering system?

And do this mean no regular AP during these months?

I'm fairly certain these 3-parters are every bit as official as any other adventure path Paizo has released. They're just experimenting a bit with the format.


3 people marked this as a favorite.

Oh gee, we're fighting an evil empire in space? *sarcasm* I'm totally unprepared for that scenario and I shall be so helpless because I couldn't possibly have been dreaming of this exact scenario since 1985.


There's the Dead Suns AP before this if you need more time to prep.


Rysky the Dark Solarion wrote:
There's the Dead Suns AP before this if you need more time to prep.

Uh, no. The point I was making sarcastically was that thanks to Mr. Lucas, Mr. Hamil, Mr. Ford, Madame Fisher, and a certain hairy gentleman, I've already worked-shopped this scenario out and I have several strategies to deploy.


*nods*

I was intentionally ignoring the sarcasm since I couldn't tell if it was "Ugh, not this" or "F+!! yeah finally!" sarcasm :3


8 people marked this as a favorite.

My main question is if the Azlanti Emporer is named Ming, followed by if he is merciless. If so, I shall prepare a certain Queen song for my PCs.

RPG Superstar 2009 Top 32

1 person marked this as a favorite.
Captain Kuro wrote:
My main question is if the Azlanti Emporer is named Ming, followed by if he is merciless. If so, I shall prepare a certain Queen song for my PCs.

Do not forget his HAWT daughter!


Are you guys going to make dice for this AP?

Dark Archive

Has the description been updated?

Web Product Manager

Updated with final product description and cover image!


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Interesting that it doesn't say "Adventure Path" anywhere on the cover...


1 person marked this as a favorite.
Zaister wrote:
Interesting that it doesn't say "Adventure Path" anywhere on the cover...

Maybe they’re going through a rename to cut down on confusion?

These can be called Star Paths and 2nd Edition’s adventures can be called Path Paths.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Nice cover midly worried all the enymys in this ap will look kind of samey


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

But im shure ittl be fine

Sovereign Court

Is it me, or does the gun being wielded by the Azlanti on that cover look like Mass Effects assault rifles?


Any word on whether the Alien Archive will include a new playable race or not?


FormerFiend wrote:
Any word on whether the Alien Archive will include a new playable race or not?

Unlikely we'll find out for sure (unless a dev wants to be kind enough to give us some hints!) until someone gets hold of a copy but every AP volume except for the first has had at least one playable race so I'd say there's a good chance.


Hmm, the robot on the cover of this book reminds me a great deal of Bastion from the Iron Gods adventure Path.

In fact, the "experimental drive" inside the ship also reminds me of the Divinity Drive from the path.

Probably not, but it would be an awesome crossover.

Dark Archive

MetaPidgeon wrote:

Hmm, the robot on the cover of this book reminds me a great deal of Bastion from the Iron Gods adventure Path.

In fact, the "experimental drive" inside the ship also reminds me of the Divinity Drive from the path.

Probably not, but it would be an awesome crossover.

That isn't robot, that is armor Aeon troopers wear.

Acquisitives

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

is the starfinder AP artwork going to continue featuring all 7 iconics?

Developer

2 people marked this as a favorite.
Luke Spencer wrote:
FormerFiend wrote:
Any word on whether the Alien Archive will include a new playable race or not?
Unlikely we'll find out for sure (unless a dev wants to be kind enough to give us some hints!) until someone gets hold of a copy but every AP volume except for the first has had at least one playable race so I'd say there's a good chance.

There *Is* a new playable race in this volume, but I won't give you any hints as to what it is. I am mean that way.

EDIT: You know what? I will tell you that Joe Pasini wrote the playable race. Is that a hint? Who can say?

Developer

1 person marked this as a favorite.
Yakman wrote:
is the starfinder AP artwork going to continue featuring all 7 iconics?

We're moving to a more Pathfinder style of using four specific iconics for a whole Adventure Path, though that means some iconics might see a lot of action during a year. The numbers seven and four don't really get along well together.


Starfinder Superscriber
Jason Keeley wrote:

There *Is* a new playable race in this volume, but I won't give you any hints as to what it is. I am mean that way.

EDIT: You know what? I will tell you that Joe Pasini wrote the playable race. Is that a hint? Who can say?

Galthains? I'm looking through Mr Pasini's credits trying to figure out what it could be and I'm coming up short.

You are too cruel, Jason Keeley.

Liberty's Edge

Attack of the Drones! :) Looking forward to this one!

Developer

1 person marked this as a favorite.
pithica42 wrote:
Jason Keeley wrote:

There *Is* a new playable race in this volume, but I won't give you any hints as to what it is. I am mean that way.

EDIT: You know what? I will tell you that Joe Pasini wrote the playable race. Is that a hint? Who can say?

Galthains? I'm looking through Mr Pasini's credits trying to figure out what it could be and I'm coming up short.

You are too cruel, Jason Keeley.

Aw, I don't think anyone has ever said that about me before...

This playable race is totally new, not a conversion of anything Paizo has done before. But it isn't completely unfamiliar to the science fiction genre.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Im so happy where getting a moduel every month now

Developer

ratcatbo wrote:
Im so happy where getting a moduel every month now

We're happy to be making them! We just hope you are also happy with the quality!

The Exchange

Starfinder Charter Superscriber

I wanna say one word to you, just one word, are you listening? Endiffians.

Paizo Employee Starfinder Society Developer

2 people marked this as a favorite.

... aaaaaaaaaaand sanctioned for Organized Play! Along with the following two adventures!


Would love to hear some thoughts about the first part of the story/details about the articles at the back and monsters when someone gets a pdf of this!


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Any one get the pdf yet? Any fun spoilers? New aliens?


1 person marked this as a favorite.
ratcatbo wrote:
Any one get the pdf yet? Any fun spoilers? New aliens?

I'm not all that knowledgable on SF, but I can give you something!

Alien Archive:

Carrion Dreg (Template), CR +1, Undead
Endiffian (Race), CR 3, Medium Humanoid (Endiffian, Shapechanger)
Hobgar, CR 1/3, N Tiny Magical Beast
Mucilaginous Cloud, CR 5, N Huge Ooze
Azlanti Adjutant Robot, CR 3, N Medium Construct (Magical)
Synapse Worm, CR 2, N Small Vermin
Thermatrod, CR 3, CN Large Magical Beast (Fire)

Codex of Worlds:

Nakondis
Mist-Shrouded Forest Planet
Diameter: x3/4
Mass: x9/16
Gravity: x1
Location: The Vast
Atmosphere: Normal
Day: 22 hours
Year: 202 days

-Skeld


Is there any player content aside from starships?

Developer

2 people marked this as a favorite.
Milo v3 wrote:
Is there any player content aside from starships?

There is a colonist theme!

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